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1.8 Client Side Events


FallingAngel

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Currently I am attempting to create a mod in 1.8 (has to be 1.8 so pls dont say "UPDATE!!!!!")  that will detect when your inventory is full and then run a command. Currently the mod works in single player, but not in multiplayer. As I understand it, the reason its not working in multiplayer is that the events I am trying to call are server based events and not client based events 

Here is my current code 
 

@Mod(modid = Reference.MOD_ID, name = Reference.NAME, version = Reference.VERSION, acceptedMinecraftVersions = Reference.ACCEPTED_VERSIONS)
public class AutoSell 
{
	
	public static String planet;

	@Instance
	public static AutoSell instance;
	
	@SidedProxy(clientSide = Reference.CLIENT_PROXY_CLASS, serverSide = Reference.SERVER_PROXY_CLASS)
	public static CommonProxy proxy;
	
	@Mod.EventHandler
	public void onFMLInitialization(final FMLInitializationEvent event) 
	{
		FMLCommonHandler.instance().bus().register(new LivingEntityEventHandlers());
		ClientCommandHandler.instance.registerCommand((ICommand)new Commands());
		FMLCommonHandler.instance().bus().register((Object)this);
	}
	
	
	@Mod.EventHandler
	public void serverLoad(FMLServerStartingEvent event)
	{
	    // register server commands

	event.registerServerCommand(new Commands());

	 Runnable runnable = new Runnable() {
	      public void run() {
	    	  Minecraft.getMinecraft().thePlayer.sendChatMessage("/lag"); 
	    	  Minecraft.getMinecraft().thePlayer.sendChatMessage("/server " + planet + "planet");
	      }
	    };
	    
	    ScheduledExecutorService service = Executors
	                    .newSingleThreadScheduledExecutor();
	    service.scheduleAtFixedRate(runnable, 0, 1, TimeUnit.MINUTES);
	  }
	
	
	}	
public class LivingEntityEventHandlers 
{	
	int maxslots;
	@SubscribeEvent
	public void PlayerTickeEvent(TickEvent.PlayerTickEvent event) 
	{
		if (event.player instanceof EntityPlayerMP) 
		{

			EntityPlayerMP player = (EntityPlayerMP) event.player;
			InventoryPlayer inventory = player.inventory;		
			for (int i = 0; i < inventory.mainInventory.length; ++i)
	        {
				
				maxslots = i;
	            if (inventory.mainInventory[i] == null)
	            {
	            	
	            }
	            else
	            {
	            	if (maxslots == 35)
	            	{
    				Minecraft.getMinecraft().thePlayer.sendChatMessage("/sell all");
    				maxslots = 0;
    				break;
	            	}
	            }
	        }
	    }
	
				    
}
}

 

 

also the anti afk commands /lag and /server xplanet are not working I assume from the same issue. I'm new to forge coding, so forgive me for my stupidity

Edited by FallingAngel
Mistake
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5 hours ago, diesieben07 said:
  • No, it does not have to be 1.8. Update. No, I don't care about your server or whatever stupid ancient mod you are trying to use. If whatever it is has not updated by now (it's been over three years), it's time to abandon it.
  • You are registering your Commands class as both a client-side command and a server-side command. This can't be right.
  • You are accessing the game code (sendChatMessage) from a separate thread. This does not work. You can only interact with the game from the main thread.
  • When subscribing to any TickEvent, you must check TickEvent::phase.
  • In PlayerTickeEvent (please follow Java naming conventions...) you check if the player is a server-side player (EntityPlayerMP), but then you access a client-only class (Minecraft). This is known as reaching across logical sides and will crash on a dedicated server and cause subtle and hard to trace issues in single player.
  • Im not going to argue the point as many servers still use 1.8 over 1.12 but whatever
     
  • The commands class is working perfectly fine on multiplayer and single player servers
     
  • Thank you :) fixed
     
  • I'm am not very sure how to do this? From what I understand, the event triggers off 2x per tick, one at the start and once at the end. As a result this is rapid firing the message being sent, "/sell all" and getting me kicked for spam. How can i use the phase to make sure that at the instance the code only fires a single time?
     

Fixed and now the code is being sent properly :) 

updated code: 

Main

@Mod(modid = Reference.MOD_ID, name = Reference.NAME, version = Reference.VERSION, acceptedMinecraftVersions = Reference.ACCEPTED_VERSIONS)
public class AutoSell 
{
	
	public static String planet;
	
	@Instance
	public static AutoSell instance;
	
	@SidedProxy(clientSide = Reference.CLIENT_PROXY_CLASS, serverSide = Reference.SERVER_PROXY_CLASS)
	public static CommonProxy proxy;
	
	@Mod.EventHandler
	public void onFMLInitialization(final FMLInitializationEvent event) 
	{
		MinecraftForge.EVENT_BUS.register(new LivingEntityEventHandlers());
		ClientCommandHandler.instance.registerCommand((ICommand)new Commands());
		FMLCommonHandler.instance().bus().register((Object)this);
		FMLCommonHandler.instance().bus().register(new AntiAfk());
	}
	
	
	public static void AfkForDays()
	{
		Minecraft.getMinecraft().thePlayer.sendChatMessage("/server " + planet + " planet");
		Minecraft.getMinecraft().thePlayer.sendChatMessage("/lag");	  
	}
	
	
	public static void sellShit() 
	{
		Minecraft.getMinecraft().thePlayer.sendChatMessage("/sell all");	
	}
}


Sell class:
 

public class LivingEntityEventHandlers 
{	
	
	int maxslots;
	@SubscribeEvent
	public void LivingUpdateEvent(LivingEvent event) 
	{
		if (event.entity instanceof EntityPlayerSP) 
		{
			EntityPlayerSP player = (EntityPlayerSP) event.entity;
			InventoryPlayer inventory = player.inventory;		
			for (int i = 0; i < inventory.mainInventory.length; ++i)
	        {
				
				maxslots = i;
	            if (inventory.mainInventory[i] == null)
	            {
	            	
	            }
	            else
	            {
	            	if (maxslots == 35)
	            	{
    				FallingAngel.AutoSell.AutoSell.sellShit();
    				maxslots = 0;
    				break;
	            	}
	            }
	        }
	    }
	}				    
}


AntiAFK (Not Working)

 

public class AntiAfk {
	int tick = 0;
	@SubscribeEvent
    public void onPlayerJoinedServer(FMLNetworkEvent.ClientConnectedToServerEvent event) {
		if(tick != 6000){
			tick++;
			return;
		}
		else 
		{
			tick = 0;
			FallingAngel.AutoSell.AutoSell.AfkForDays();
		}
		
	}


Commands

 

public class Commands extends CommandBase
{ 
    private final List aliases;
  

    private String planets;
  
    public Commands() 
    { 
        aliases = new ArrayList(); 
        aliases.add("planet"); 
        aliases.add("reco"); 
        
    } 
  
    @Override 
    public int compareTo(Object o)
    { 
        return 0; 
    } 

    @Override 
    public String getName() 
    { 
        return "planet"; 
    } 

    @Override         
    public String getCommandUsage(ICommandSender var1) 
    { 
        return "planet <text>"; 
    } 
    
    @Override
    public List getAliases() 
    { 
        return this.aliases;
    } 

    @Override
	public void execute(ICommandSender sender, String[] args) throws CommandException {
    	
    	if (args.length == 0)
    	{
    		Minecraft.getMinecraft().thePlayer.addChatMessage(new ChatComponentText("§eplease enter in a planet or do '/planet list' to see the §ecurrent planet! "));
	
    	}
    	
    	else if (args[0].equals("list"))
		{
    		if(planets != null && !planets.isEmpty()) 
    		{
    		System.out.println(args[0]);
			Minecraft.getMinecraft().thePlayer.addChatMessage(new ChatComponentText("§eCurrent Planet: §4§l" + planets.toUpperCase()));
    		}
    		else
    		{
    			Minecraft.getMinecraft().thePlayer.addChatMessage(new ChatComponentText("§eNo current planet!"));
    		}
		}
    	
    	else 
    	{	

    			FallingAngel.AutoSell.AutoSell.planet = args[0];
    			planets = args[0];
    			Minecraft.getMinecraft().thePlayer.addChatMessage(new ChatComponentText("§eplanet has been set to: §4§l" + args[0].toUpperCase() + " §r§eplanet"));

    	}
		
	}
    public boolean canCommandSenderUse(ICommandSender var1) 
    { 
        return true;
    } 

    @Override
	public List addTabCompletionOptions(ICommandSender sender, String[] args, BlockPos pos) {
		// TODO Auto-generated method stub
		return null;
	} 

    @Override 
    public boolean isUsernameIndex(String[] var1, int var2) 
    { 
        // TODO Auto-generated method stub 
        return false;
    }
	
}

 

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Update - got the code to only fire 2x now. I am using phase but for some reason it fires 2x instead of once any idea why?

 

public class Seller {
    private int count = 0;

    @SubscribeEvent
    public void playerTickEvent(TickEvent.PlayerTickEvent event) 
    {
    if (event.phase == TickEvent.Phase.END) {
        if(this.count < 20)
        {
            this.count++;
        }
        else
        {
            this.count = 0;
            if (FallingAngel.AutoSell.LivingEntityEventHandlers.run == 1)
            {
                FallingAngel.AutoSell.LivingEntityEventHandlers.run = 0;
                FallingAngel.AutoSell.AutoSell.sellShit();
                
            }
        }
    }
}
}

public class Seller {
	private int count = 0;

	@SubscribeEvent
	public void playerTickEvent(TickEvent.PlayerTickEvent event) 
	{
	if (event.phase == TickEvent.Phase.END) {
	    if(this.count < 20)
	    {
	        this.count++;
	    }
	    else
	    {
	        this.count = 0;
	        if (FallingAngel.AutoSell.LivingEntityEventHandlers.run == 1)
    		{
	        	FallingAngel.AutoSell.LivingEntityEventHandlers.run = 0;
    			FallingAngel.AutoSell.AutoSell.sellShit();
    			
    		}
	    }
	}
}
}

 

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For your anti-AFK, please not that 

FMLNetworkEvent.ClientConnectedToServerEvent

says in its class:

Fired at the client when a client connects to a server

 

Its only fired ONCE, so your counter is only ever incremented once

 

Will your mod be on the server that you are connecting to?

Edited by Cadiboo

About Me

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My WebsiteCadiboo.github.io

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My TutorialsCadiboo.github.io/tutorials

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45 minutes ago, Cadiboo said:

For your anti-AFK, please not that 


FMLNetworkEvent.ClientConnectedToServerEvent

says in its class:

Fired at the client when a client connects to a server

 

Its only fired ONCE, so your counter is only ever incremented once

 

Will your mod be on the server that you are connecting to?

Anti Afk was changed to a player tick event as that needed to be on a timer and works now :)

No it will not be on the server. The only issue I have now is this:

public class Seller {
	private int count = 0;

	@SubscribeEvent
	public void playerTickEvent(TickEvent.PlayerTickEvent event) 
	{
	if (event.phase == TickEvent.Phase.END) {
	    if(this.count < 12000)
	    {
	        this.count++;
	    }
	    else
	    {
	    count = 0;
	    FallingAngel.AutoSell.AutoSell.sellShit();			
    	}
	    }
	}
}

is running the FallingAngel.AutoSell.AutoSell.sellShit(); 2x rather than 1 time. 

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There's also a SIDE parameter. CLIENT and SERVER.

You need to pick one.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Try inserting some logging to find out what side it is being called on, what called it etc.

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

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  • 1 year later...
On 3/13/2018 at 4:36 PM, diesieben07 said:
  • No, it does not have to be 1.8. Update. No, I don't care about your server or whatever stupid ancient mod you are trying to use. If whatever it is has not updated by now (it's been over three years), it's time to abandon it.

Half the Minecraft multiplayer player-base still play 1.8, shut the fuck up and stop being so ignorant

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