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[1.11]Exploded Block Spaces Stop Player


admiralmattbar

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Hi All! I took some time off from the grenade thingy to get better at Java, go over some Minecraft classes, and study up on raytracing. That is to say, it became clear to me that I was in over my head so I decided to get better. Having done that I am having a problem with my explosions my grenades make. The blocks they blow up disappear, but then the player cannot move through them. I guess the blocks are being blown up on the client but the server still thinks something should be there. I looked at the TNT entity code to figure out what to do with explosions but it didn't seem like it had to do anything special to prevent this problem. Here's what I have so far.

 

package org.educraft.brianface.entityclasses;

import net.minecraft.block.Block;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.projectile.EntityThrowable;
import net.minecraft.util.EnumParticleTypes;
import net.minecraft.util.datafix.DataFixer;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.*;

public class EntityBrianade extends EntityThrowable
{
    private EntityLivingBase throwerIn;
    private int throwerId;


    public EntityBrianade(World worldIn)
    {

        super(worldIn);
    }

    public EntityBrianade(World worldIn, EntityLivingBase throwerIn)
    {

        super(worldIn, throwerIn);
    }

    public EntityBrianade(World worldIn, double x, double y, double z)
    {

        super(worldIn, x, y, z);
    }

    public static void registerFixesBrianade(DataFixer fixer)
    {
        EntityThrowable.registerFixesThrowable(fixer, "Brianade");
    }

    @Override
    protected float getGravityVelocity()
    {
        return 0.06F;
    }

    protected void onImpact(RayTraceResult result)
    {
        
        world.createExplosion(result.entityHit, result.hitVec.xCoord, result.hitVec.yCoord, result.hitVec.zCoord, 10f, true);
        this.setDead();
                                  
    }

}

 

Earlier I tried something more complicated in the onImpact method.

 

protected void onImpact(RayTraceResult result)
    {

        Entity target = result.entityHit;

        if (target != null) {
            if (target.getEntityId() == this.throwerIn.getEntityId()) {
                return;
            }

            if(world.isRemote) {
                world.createExplosion(target, result.hitVec.xCoord, result.hitVec.yCoord, result.hitVec.zCoord, 10f, true);
                this.setDead();
            }
        }

        if (result.getBlockPos() != null) {
            if(world.isRemote) {
                world.createExplosion(target, result.hitVec.xCoord, result.hitVec.yCoord, result.hitVec.zCoord, 10f, true);
                this.setDead();
            }

        }
        

I thought this might be more explicit about what to do based on what is hit. I get the same results from this as I do from the code above.

 

Here's a video of the glitch if that helps.

 

Thanks!

Edited by admiralmattbar
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Thanks for the reply. When I switched the sides the grenade falls but does not explode. I set it to this one because that was the only way I got it to get it to explode instead of just fall into the ground and disappear. Is there something I have to do to trigger the explosion on client but cause the explosion in server?

 

if (!this.world.isRemote)
        {
            world.createExplosion(result.entityHit, result.hitVec.xCoord, result.hitVec.yCoord, result.hitVec.zCoord, 10f, true);
        }

        this.setDead();

 

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Thanks for the reply.

 

Sorry if I'm missing something obvious. I put the breakpoint on the onImpact method in the grenade class and the debug screen said world.isRemote was returning true. It seems like that is keeping the explosion code from happening. I thought Minecraft ran both simultaneously so it would get called on the server side but the IntelliJ debugger just shows the server thread running EntityLiving.updateEnttiyActionState() and nothing else in the process of the grenade entity hitting something.

 

Here's the server thread

java.lang.Thread.State: RUNNABLE
	  at net.minecraft.entity.EntityLiving.updateEntityActionState(EntityLiving.java:845)
	  at net.minecraft.entity.EntityLivingBase.onLivingUpdate(EntityLivingBase.java:2466)
	  at net.minecraft.entity.EntityLiving.onLivingUpdate(EntityLiving.java:639)
	  at net.minecraft.entity.EntityAgeable.onLivingUpdate(EntityAgeable.java:194)
	  at net.minecraft.entity.EntityLivingBase.onUpdate(EntityLivingBase.java:2292)
	  at net.minecraft.entity.EntityLiving.onUpdate(EntityLiving.java:343)
	  at net.minecraft.world.World.updateEntityWithOptionalForce(World.java:2108)
	  at net.minecraft.world.WorldServer.updateEntityWithOptionalForce(WorldServer.java:875)
	  at net.minecraft.world.World.updateEntity(World.java:2075)
	  at net.minecraft.world.World.updateEntities(World.java:1888)
	  at net.minecraft.world.WorldServer.updateEntities(WorldServer.java:647)
	  at net.minecraft.server.MinecraftServer.updateTimeLightAndEntities(MinecraftServer.java:794)
	  at net.minecraft.server.MinecraftServer.tick(MinecraftServer.java:698)
	  at net.minecraft.server.integrated.IntegratedServer.tick(IntegratedServer.java:156)
	  at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:547)
	  at java.lang.Thread.run(Thread.java:745)

Here's the client thread which goes all the way to the onImpact method in the grenade class.

"Client thread@1" prio=5 tid=0x1 nid=NA runnable
  java.lang.Thread.State: RUNNABLE
	  at org.educraft.brianface.entityclasses.EntityBrianade.onImpact(EntityBrianade.java:64)
	  at net.minecraft.entity.projectile.EntityThrowable.onUpdate(EntityThrowable.java:266)
	  at net.minecraft.world.World.updateEntityWithOptionalForce(World.java:2108)
	  at net.minecraft.world.World.updateEntity(World.java:2075)
	  at net.minecraft.world.World.updateEntities(World.java:1888)
	  at net.minecraft.client.Minecraft.runTick(Minecraft.java:1881)
	  at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:1119)
	  at net.minecraft.client.Minecraft.run(Minecraft.java:407)
	  at net.minecraft.client.main.Main.main(Main.java:118)
	  at sun.reflect.NativeMethodAccessorImpl.invoke0(NativeMethodAccessorImpl.java:-1)
	  at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	  at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	  at java.lang.reflect.Method.invoke(Method.java:498)
	  at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
	  at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
	  at sun.reflect.NativeMethodAccessorImpl.invoke0(NativeMethodAccessorImpl.java:-1)
	  at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	  at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	  at java.lang.reflect.Method.invoke(Method.java:498)
	  at net.minecraftforge.gradle.GradleStartCommon.launch(GradleStartCommon.java:97)
	  at GradleStart.main(GradleStart.java:26)

 

Thanks for any help.

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Oh wow! Okay, I see the problem.

I was only spawning the entity in the Item class if the world was remote, I removed the condition so the entity spawns on both sides (something I was afraid would create ghost entities) but now it gets the grenade flying and it called the explosion on the server side.

 

Thanks for your help! Here's the code for the item that works.

public class ItemBrianade extends Item {

    public ItemBrianade()
    {
        this.maxStackSize = 16;
        this.setCreativeTab(CreativeTabs.MISC);
    }

    public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn)
    {
        ItemStack itemstack = playerIn.getHeldItem(handIn);

        if (!playerIn.capabilities.isCreativeMode)
        {
            itemstack.shrink(1);
        }

        worldIn.playSound((EntityPlayer)null, playerIn.posX, playerIn.posY, playerIn.posZ, SoundEvents.ENTITY_SNOWBALL_THROW, SoundCategory.NEUTRAL, 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F));

       
        //Change to Grenade Entity
        EntityBrianade entitybrianade = new EntityBrianade(worldIn, playerIn);
        entitybrianade.setHeadingFromThrower(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0.0F, 1.5F, 1.0F);
        worldIn.spawnEntity(entitybrianade);

        playerIn.addStat(StatList.getObjectUseStats(this));
        return new ActionResult(EnumActionResult.SUCCESS, itemstack);
    }
}

 

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Entities should only be spawned on the logical server (i.e. when World#isRemote is false), which will automatically notify all clients in the area that the entity has spawned.

 

Spawning entities on both sides will create a ghost entity.

  • Like 1

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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  • 2 weeks later...

Thanks for the reply. My problem is that when I spawned it on the server only the entity stopped rendering. Getting entities to render has been my white whale with 1.11 and for some reason I have trouble wrapping my head around the server client stuff. For some reason the logic of client being visual and server being logical still doesn't get me to predict what would be on what's side all the time.

 

Here's my onItemRightClick() method from the Item class that spawns the grenade. I set it to spawn in server only but now it no longer renders.

 

 public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn)
    {
        ItemStack itemstack = playerIn.getHeldItem(handIn);

        if (!playerIn.capabilities.isCreativeMode)
        {
            itemstack.shrink(1);
        }

        worldIn.playSound((EntityPlayer)null, playerIn.posX, playerIn.posY, playerIn.posZ, SoundEvents.ENTITY_SNOWBALL_THROW, SoundCategory.NEUTRAL, 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F));


        //Change to Grenade Entity
        EntityBrianade entitybrianade = new EntityBrianade(worldIn, playerIn);
        entitybrianade.setHeadingFromThrower(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0.0F, 1.5F, 1.0F);

        if(!worldIn.isRemote)
        {
            worldIn.spawnEntity(entitybrianade);
        }

        playerIn.addStat(StatList.getObjectUseStats(this));
        return new ActionResult(EnumActionResult.SUCCESS, itemstack);
    }

 

I assume when the client is notified it calls the rendering class.

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  • 3 weeks later...

Hi Choonster,

 

Thanks for taking a look.

 

The EntityBrianade

 

package org.educraft.brianface.entityclasses;

import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.projectile.EntityThrowable;
import net.minecraft.util.EnumParticleTypes;
import net.minecraft.util.datafix.DataFixer;

import net.minecraft.util.math.RayTraceResult;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.*;

public class EntityBrianade extends EntityThrowable
{
    private EntityLivingBase throwerIn;
    private int throwerId;


    public EntityBrianade(World worldIn)
    {

        super(worldIn);
    }

    public EntityBrianade(World worldIn, EntityLivingBase throwerIn)
    {

        super(worldIn, throwerIn);
    }

    public EntityBrianade(World worldIn, double x, double y, double z)
    {

        super(worldIn, x, y, z);
    }

    public static void registerFixesBrianade(DataFixer fixer)
    {
        EntityThrowable.registerFixesThrowable(fixer, "Brianade");
    }

    @SideOnly(Side.CLIENT)
    public void handleStatusUpdate(byte id)
    {
        if (id == 3)
        {
            for (int i = 0; i < 8; ++i)
            {
                this.world.spawnParticle(EnumParticleTypes.EXPLOSION_HUGE, this.posX, this.posY, this.posZ, 1.0D, 1.0D, 1.0D, new int[0]);
            }
        }
    }

    @Override
    protected float getGravityVelocity()
    {
        return 0.06F;
    }

    protected void onImpact(RayTraceResult result)
    {
        this.setDead();

        if (!world.isRemote)
        {
            world.createExplosion(null, result.hitVec.xCoord, result.hitVec.yCoord, result.hitVec.zCoord, 10f, true);
        }

    }

}

 

And here's the render class.

package org.educraft.brianface.renderer.entity;

import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.entity.Entity;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.client.registry.IRenderFactory;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import org.educraft.brianface.Reference;
import org.educraft.brianface.entityclasses.EntityBrianade;
import org.educraft.brianface.modelclasses.ModelBrianade;

import javax.annotation.Nullable;

@SideOnly(Side.CLIENT)
public class RenderBrianade extends Render<EntityBrianade> {

    private static final ResourceLocation BRIANADE_TEXTURE = new ResourceLocation(Reference.MOD_ID,"brianface:textures/entity/brianade/brianade.png");

    public static final Factory FACTORY = new Factory();

    protected RenderBrianade(RenderManager renderManager) {

        super(renderManager);
    }

    @Nullable
    //@Override
    protected ResourceLocation getEntityTexture(EntityBrianade entity) {

        return BRIANADE_TEXTURE;
    }

    public static class Factory implements IRenderFactory<EntityBrianade> {

        public static final Factory INSTANCE = new Factory();

        @Override
        public Render<? super EntityBrianade> createRenderFor(RenderManager manager){

            return new RenderBrianade(manager);

        }

    }

}

 

And the render registration in ClientProxy

/* 
 * This class covers your textures when you are running the client version of Minecraft. Your textures will not render on a server 
 * because they simply do not do that.
 */

package org.educraft.brianface.proxy;

import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraftforge.fml.client.registry.IRenderFactory;
import net.minecraftforge.fml.client.registry.RenderingRegistry;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import org.educraft.brianface.Reference;
import org.educraft.brianface.entityclasses.EntityBrianade;
import org.educraft.brianface.init.ModBlocks;
import org.educraft.brianface.init.ModEntities;
import org.educraft.brianface.init.ModItems;
import org.educraft.brianface.renderer.entity.RenderBrianade;

public class ClientProxy implements ICommonProxy {

	@Override
	public void preInit(FMLPreInitializationEvent event){

		
		RenderingRegistry.registerEntityRenderingHandler(EntityBrianade.class, RenderBrianade.FACTORY.INSTANCE);



	}

	@Override
	public void init(FMLInitializationEvent event) {
		ModItems.registerRenders();
		ModBlocks.registerRenders();
		ModEntities.initModels();
		ModEntities.init();


	}

	@Override
	public void postInit(FMLPostInitializationEvent event) {

	}

}

 

I put this together based on browsing Github and some internet tutorials I found.

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  • 2 months later...
On 9/17/2017 at 9:12 PM, admiralmattbar said:

Thanks for the reply. When I switched the sides the grenade falls but does not explode. I set it to this one because that was the only way I got it to get it to explode instead of just fall into the ground and disappear. Is there something I have to do to trigger the explosion on client but cause the explosion in server?

 


if (!this.world.isRemote)
        {
            world.createExplosion(result.entityHit, result.hitVec.xCoord, result.hitVec.yCoord, result.hitVec.zCoord, 10f, true);
        }

        this.setDead();

 

You have to send a packet to the server to create an explosion.

You can't create an explosion with World::isRemote or else the server will not know that an explosion happened and update the world assuming nothing happened (that's why you get stuck in a block, because the client tries to mimic the server's role).

 

But onImpact() is common method, I believe, so I don't know what the problem is...

 

Edited by Differentiation
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onImpact() is a common method if you've properly spawned your entity on the server.  I suspect he's spawning the projectile on the client, which will mostly appear to work, but of course isn't really working properly — including, onImpact fires only on the client, leading to the weirdness described above.

 

I was in a very similar situation this evening, and solved it by sending a network packet to spawn the projectile on the server (described here).  My projectiles and explosions appear to be working correctly now (and by studying the logs, I've verified that both are happening on the server main thread).  Perhaps this will help the OP as well.

 

Edited by JoeStrout
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minecraft:husbandry/wax_on with 2 patches[13:50:18] [main/INFO] [quark/]: Modified advancement minecraft:adventure/kill_a_mob with 3 patches[13:50:18] [main/INFO] [quark/]: Modified advancement minecraft:husbandry/bred_all_animals with 3 patches[13:50:18] [main/INFO] [quark/]: Modified advancement minecraft:adventure/kill_all_mobs with 3 patches[13:50:18] [main/INFO] [quark/]: Modified advancement minecraft:husbandry/make_a_sign_glow with 1 patches[13:50:18] [main/INFO] [quark/]: Modified advancement minecraft:husbandry/balanced_diet with 3 patches[13:50:18] [main/INFO] [quark/]: Modified advancement minecraft:husbandry/plant_seed with 1 patches[13:50:18] [main/INFO] [quark/]: Modified advancement minecraft:nether/all_effects with 2 patches[13:50:18] [main/INFO] [quark/]: Modified advancement minecraft:husbandry/wax_off with 2 patches[13:50:18] [main/INFO] [quark/]: Modified advancement minecraft:adventure/adventuring_time with 1 patches[13:50:18] [main/INFO] [quark/]: Modified advancement minecraft:nether/all_potions with 1 patches[13:50:18] [main/INFO] [supplementaries/]: Loaded 8 flute songs[13:50:20] [main/INFO] [Spartan Weaponry/]: Finished initialising Weapon Traits & Attributes! Took 11.202781ms[13:50:20] [main/INFO] [supplementaries/]: Finished additional setup in 103 ms[13:50:20] [main/WARN] [minecraft/DedicatedServerProperties]: Failed to parse level-type biomesoplenty, defaulting to minecraft:normal[13:50:20] [Server thread/INFO] [minecraft/DedicatedServer]: Starting minecraft server version 1.19.2[13:50:20] [Server thread/INFO] [minecraft/DedicatedServer]: Loading properties[13:50:20] [Server thread/INFO] [minecraft/DedicatedServer]: Default game type: SURVIVAL[13:50:20] [Server thread/INFO] [minecraft/MinecraftServer]: Generating keypair[13:50:21] [Server thread/INFO] [minecraft/DedicatedServer]: Starting Minecraft server on :::25983[13:50:21] [Server thread/INFO] [minecraft/ServerConnectionListener]: Using epoll channel type[13:50:21] [Thread-0/INFO] [de.ca.ca.CaveDweller/]: Server configuration has been reloaded[13:50:21] [Thread-0/INFO] [de.ca.ca.CaveDweller/]: Server configuration has been reloaded[13:50:21] [Thread-0/INFO] [de.ca.st.SteveDweller/]: Server configuration has been reloaded[13:50:21] [Thread-0/INFO] [de.ca.st.SteveDweller/]: Server configuration has been reloaded[13:50:21] [Thread-0/INFO] [de.ca.sk.Skinstalker/]: Server configuration has been reloaded[13:50:21] [Thread-0/INFO] [de.ca.sk.SkinwalkerOverhaul/]: Server configuration has been reloaded[13:50:21] [Thread-0/INFO] [de.ca.sk.SkinwalkerOverhaul/]: Server configuration has been reloaded[13:50:21] [Thread-0/INFO] [de.ca.go.Goatman/]: Server configuration has been reloaded[13:50:21] [Thread-0/INFO] [de.ca.go.Goatman/]: Server configuration has been reloaded[13:50:21] [Server thread/INFO] [at.dy.se.mo.PlayerSelfLightSource/]: item config parser identified itemstack 1 torch[13:50:21] [Server thread/INFO] [at.dy.se.mo.PlayerSelfLightSource/]: item config parser identified itemstack 1 glowstone[13:50:21] [Server thread/INFO] [at.dy.se.mo.PlayerSelfLightSource/]: item config parser finished, item count: 2[13:50:21] [Server thread/INFO] [at.dy.se.mo.PlayerSelfLightSource/]: item config parser identified itemstack 1 torch[13:50:21] [Server thread/INFO] [at.dy.se.mo.PlayerSelfLightSource/]: item config parser finished, item count: 1[13:50:21] [Server thread/INFO] [at.dy.se.mo.DroppedItemsLightSource/]: item config parser identified itemstack 1 torch[13:50:21] [Server thread/INFO] [at.dy.se.mo.DroppedItemsLightSource/]: item config parser identified itemstack 1 glowstone[13:50:21] [Server thread/INFO] [at.dy.se.mo.DroppedItemsLightSource/]: item config parser finished, item count: 2[13:50:21] [Server thread/INFO] [at.dy.se.mo.DroppedItemsLightSource/]: item config parser identified itemstack 1 torch[13:50:21] [Server thread/INFO] [at.dy.se.mo.DroppedItemsLightSource/]: item config parser finished, item count: 1[13:50:21] [Server thread/INFO] [Framework/]: Loading server configs...[13:50:22] [Server thread/INFO] [terrablender/]: Initialized TerraBlender biomes for level stem minecraft:overworld[13:50:22] [Server thread/INFO] [terrablender/]: Initialized TerraBlender biomes for level stem minecraft:the_nether[13:50:22] [Server thread/INFO] [minecraft/DedicatedServer]: Preparing level "world"[13:50:35] [Server thread/INFO] [minecraft/MinecraftServer]: Preparing start region for dimension minecraft:overworld[13:50:40] [Worker-Main-1/INFO] [minecraft/LoggerChunkProgressListener]: Preparing spawn area: 0%[13:50:40] [Worker-Main-1/INFO] [minecraft/LoggerChunkProgressListener]: Preparing spawn area: 0%[13:50:40] [Worker-Main-1/INFO] [minecraft/LoggerChunkProgressListener]: Preparing spawn area: 0%[13:50:40] [Worker-Main-1/INFO] [minecraft/LoggerChunkProgressListener]: Preparing spawn area: 0%[13:50:40] [Worker-Main-1/INFO] [minecraft/LoggerChunkProgressListener]: Preparing spawn area: 0%[13:50:40] [Worker-Main-1/INFO] [minecraft/LoggerChunkProgressListener]: Preparing spawn area: 0%[13:50:40] [Worker-Main-1/INFO] [minecraft/LoggerChunkProgressListener]: Preparing spawn area: 0%[13:50:40] [Worker-Main-1/INFO] [minecraft/LoggerChunkProgressListener]: Preparing spawn area: 0%[13:50:40] [Worker-Main-1/INFO] [minecraft/LoggerChunkProgressListener]: Preparing spawn area: 0%[13:50:40] [Worker-Main-1/INFO] [minecraft/LoggerChunkProgressListener]: Preparing spawn area: 0%[13:50:40] [Worker-Main-1/INFO] [minecraft/LoggerChunkProgressListener]: Preparing spawn area: 0%[13:50:40] [Worker-Main-1/INFO] [minecraft/LoggerChunkProgressListener]: Preparing spawn area: 0%[13:50:41] [Worker-Main-1/INFO] [minecraft/LoggerChunkProgressListener]: Preparing spawn area: 0%[13:50:41] [Worker-Main-1/INFO] [minecraft/LoggerChunkProgressListener]: Preparing spawn area: 0%[13:50:42] [Worker-Main-1/INFO] [minecraft/LoggerChunkProgressListener]: Preparing spawn area: 17%[13:50:42] [Server thread/INFO] [minecraft/LoggerChunkProgressListener]: Time elapsed: 7618 ms[13:50:42] [Server thread/INFO] [minecraft/DedicatedServer]: Done (21.501s)! For help, type "help"[13:50:42] [Server thread/INFO] [minecraft/DedicatedServer]: Starting GS4 status listener[13:50:42] [Server thread/INFO] [minecraft/GenericThread]: Thread Query Listener started[13:50:42] [Query Listener #1/INFO] [minecraft/QueryThreadGs4]: Query running on :::25983[13:50:42] [Server thread/INFO] [ne.mi.se.pe.PermissionAPI/]: Successfully initialized permission handler forge:default_handler
    • The conflict arises from discrepancies between different versions of GSON. My suggestion would be to remove your dependency on GSON 2.8.6 and opt for a different approach. Instead of using the static method JsonParser.parseString, you can create a JsonParser object and then use the parse method.   JsonParser jsonParser = new JsonParser(); jsonParser.parse(jsonString)  
    • On the download page, click the button for "Show all versions", point at the little i next to the Installer link, and use the Direct Download link that pops up. That should let you download it if you have issues with the adfocus thingy.
    • I was downloading Forge's installer for the latest Minecraft version. The official Forge page led to the familiar "press skip after countdown" ad page I've gone through many times. This time, the "Skip" button just never showed up after the countdown finished. The page for the ad was clearly bugged, because it showed as a blank white page up to the rows of pixels right at the top, where I saw a sliver of the actual page 2 or so inches tall but with the width of the whole page. I tried different versions (1.20.4 latest and 1.20.2 recommended), refreshing, closing the tab and going there again, to no avail. Then this Forum's signup Security Check wouldn't let me through. I rebooted my PC and now it did work just fine. But the download still doesn't (still no Skip button), even after booting my PC. The the ad was seemingly bugged as well, because it showed as a blank white page up to the rows of pixels right at the top, 2 or so inches tall but the width of the whole page. I even manually scrolled down to its bottom and back up, but that didn't fix it either. I sent a report of the same issue to Adfoc.us, but that led to a page labeled "Just a moment..." that doesn't lead anywhere after 10mins of waiting. Refreshing the page does nothing, and there is no confirmation message in my email. So I don't even know if the report to AdFoc.us went through. I'm stumped.
    • Did some more testing and found workaround. Newest MC and Forge for it didn't have this problem, also isolated that problem is only with fullscreen, meaning there is problem with exclusive fullscreen handling when application gets moved to background/minimized. So installing this mod fixed problem for MC 1.12.2 and forge for it https://www.curseforge.com/minecraft/mc-mods/fullscreen-windowed-borderless-for-minecraft
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