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How to Disconnect Player When is SinglePlayer


jredfox

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1 minute ago, diesieben07 said:

Do what properly? What is not properly about it?

if player is owner I want the world equivalent to the save and quit button so all the necessary forge events fire when booting the player.

Edited by jredfox
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3 minutes ago, diesieben07 said:

The logout event is not necessary when the server is shutting down. If you want the equivalent to the "save and quit button" the client needs to close the channel.

well it is for me since a player got booted and was owner but, didn't have any modded forge event stuff happen on logout thus a good possibility of screwing up other mods data since they use that as a boolean to close stuff and remove data when the player logout fires.

Not happy about this but, I will have to switch it to client only code and do what jeblar wanted me to do

Edited by jredfox
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3 minutes ago, diesieben07 said:

Please clarify what you mean by "a boolean to close stuff and remove data". You are not doing anything unusual, you are shutting down the server. If a mod does not handle that gracefully, that is a bug in the mod and the mod needs to be fixed.

how is a mod removing arrays/hashmaps data on on player logout and application doesn't restart yet server shuts down a mod issue? There is no way to detect if the server is shutting down because within one tick all code is down and no forge events can fire 

Edited by jredfox
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3 minutes ago, diesieben07 said:

No. I am not going to do this anymore.

Go back to your post and fix your convoluted ass-backwards sentence structure. I have no idea what you are trying to say and I am no longer willing to spend like 2 minutes per "sentence" (you rarely use proper punctuation) trying to decipher what you have vomited into the text field.

 

This is a forum, not a 11-year-old's chat room.

I am sorry but, you explaining stuff wrong isn't my issue. You said it's a mods freaken issue when the entire tick system shuts down the mod should handle that well guess what the mod can't handle it because the game tick no longer occurs. Any coder would know that

Edited by jredfox
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4 minutes ago, diesieben07 said:

Nothing to do with ticks. Yes, game ticks no longer occur when the server shuts down. Tick events are not the place to unload data.

Any code would know that... Thanks for today's laugh. Seriously...

I am doing the client only version because that is what mc calls and I believe player logout events should occur before world shutdown like it does in vanilla save and quit anyways. 

How am I suppose to do this on command when the data gets to the client? The game will crash since the game isn't paused like I was saying at page one. So Should I be opening a gui first then call the code to exit the world like jeblar was saying?

Edited by jredfox
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Just now, diesieben07 said:

No, you send a custom packet to the client.

And in the handler for that packet you do what GuiIngameMenu::actionPerformed case 1 does. Or rather an adaptation for your needs. You do not need GUIs.

I will be sending the packet I just need it to not crash when executing that code. The game freezes and or crashed on previous tests I could try again maybe I thought it was a client tick when it was somehow still server.

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2 minutes ago, diesieben07 said:

Have you ever shut down a dedicated server? No player logout events will fire. This is not a bug.

shutdown a dedicated server player logout events are not needed because the program that the variables are attached to are no longer in memory and the program dies. 

I did post a crash report I am trying again will post it if it still persists

Edited by jredfox
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4 minutes ago, diesieben07 said:

Oh, so that makes it unneeded to save them to disk. Sure. You are ridiculous.

arraylists/hashmap data for manual work around/do functions that don't need to be saved to the disk will get re-instantiated on startup. for example the code you had me do with mob spawnage if that had anything to do with the player that data would get screwed up if I did shutdown like that

I have code myself for uuidfixer on player logout if player is owner(checks for is client) reset the tick counter back to 0.

Yes I could technically do world unload but, but, not all mods are going to use that format.

Edited by jredfox
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4 minutes ago, diesieben07 said:

Again with your sentences...

If you need data attached to a player, use a capability. That is what they are there for. Then all this unloading and loading crap will be taking care of for you.

 

Your "uuidfixer" is stupid and the wrong way to fix your supposed bug, as discussed in another thread. And even if, this is the wrong way to approach this.

 

Then these mods are broken. Just like yours is.

maybe they are broken maybe they are not but, I can confirm alot of mods do this on player logout event for this that I have looked at their code. That's why I knew about the event to begin with

 

either way I need to go ahead and get the client side to  logout of the world

Edited by jredfox
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People like diesieben07 are key contributors to developing Forge itself. And I have been modding for years. We are telling you very important things about how to do things properly and you're totally arguing and ignoring the good advice. Why are you even asking for help if you won't listen to someone that actually helped write Forge!?!

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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21 hours ago, jabelar said:

People like diesieben07 are key contributors to developing Forge itself. And I have been modding for years. We are telling you very important things about how to do things properly and you're totally arguing and ignoring the good advice. Why are you even asking for help if you won't listen to someone that actually helped write Forge!?!

attaching a capability for a global tick counter isn't an option he only half reads my posts anyways. it would reset per player when in reality I need it global to check for all players. On player logout if is server owner I reset the tick counter back to 0 has nothing to do with this.

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