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Posted

I was wondering if there was a way that I could ovvsride a server mod that I made with an optional client side mod that I made to interact with it.

 

In other words I made a serverside only version of my mod as well as a common (server and client) sidd version for my client. I want to make it so that any player can join despite not having the mod installed which I was able to do with @Mod but now my problem is I was people with the client and only with the client to be able to oveeride soms of the serverside suff.

 

For example: Client types /dirt on a block he looks at using a forge mod. Server then turns the block into dirt. However other people without the mod could still see the resulting change due to the fact that a dirt block is part of minecraft and requires no sidemods for that change to be observer.

 

I hope what I am trying to do makes sense.

Posted (edited)

If you are only trying to do commands, you only need a server-side mod, since the server sends its command list to the client. Server commands are processed on the server and the client doesn't even need to know what effect the command will have - if there is any, the server will tell the client with standard packets. That means that server commands don't have to be registered on the client (and shouldn't, unless it's a local world). This is how bukkit/sponge plugins work, they don't need to be present on the clientside.

Edited by HashtagShell
Posted

Yes, it can do that without help from the client. Keep in mind, the server manages the player's position, the client only keeps a copy that is synchronised every so often, and it sends changes to the server. All server commands are processed strictly on the server unless the programmer adds custom packets to execute functionality on the client. This is almost never the case, since the server knows pretty much everything about the player, except stuff about rendering, which should never be used to make any decisions in functionality (The rendering state is mostly derived from stuff the server knows, so even then it wouldn't need the client, it would calculate it for itself (again, making decisions based on rendering stuff is a bad idea))

Posted (edited)

So what Forge method could I use to obtain the block a player is looking at for serverside use

 

I know for client side i can use objectMouseOver() and get the raytrace.

Edited by SecondAmendment
Posted (edited)

RayTraceResult can hold entities, but I don't see any being assigned to it except in objectMouseOver(), which is client-only. Someone a little more familiar can probably point you to a method that ray traces entities on the server. However, if you look at the objectMouseOver() method, you can see that it uses the hitVector, which you get from yaw and pitch, the player position, which you have, and a world object, which you also have. So you could adapt the objectMouseOver() method's logic to use server side data.

Edited by HashtagShell
Typo in method name

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