Jump to content

Recommended Posts

Posted

Code for nickname updating in tab still overrides vanilla team and only this code new mdk:

    	SPacketPlayerListItem item = new SPacketPlayerListItem();
        AddPlayerData apd = item.new AddPlayerData(player.getGameProfile(), player.ping, player.interactionManager.getGameType(), new TextComponentString(name.nick));
        ReflectionUtil.setObject(item, SPacketPlayerListItem.Action.UPDATE_DISPLAY_NAME, SPacketPlayerListItem.class, MCPMappings.getField(SPacketPlayerListItem.class, "action"));
        item.getEntries().add(apd);

        for(EntityPlayerMP p : player.mcServer.getPlayerList().getPlayers())
        {
        	p.connection.sendPacket(item);
        }


 

Posted
7 minutes ago, diesieben07 said:

Why do you still have this? If you sync the name to the client properly with a custom packet (like I explained a few posts above) this is not needed.

It requires however that you stop hacking shit with reflection and use the proper events (PlayerEvent.NameFormat) on both server and client.

Like I said before most events you said for me to sync with are server only thus the need for a packet is needed either way. I will be using name format eventually just trying to get it fully working with only my mod now.

Posted (edited)
58 minutes ago, diesieben07 said:

Do you even understand what you are doing here? Do you even understand basic server-client infrastructure? Please, follow the instructions in this post. All of them. They will make it work.

 

NameFormat is the way to "get it fully working".

Wrong NameFormat doesn't update the tab fresh mdk: 
 

	@SubscribeEvent
    public void nickName(PlayerEvent.NameFormat e)
    {
		e.setDisplayname("jredfox");
    }

in tab says player + int value

And what you told me to do earlier for the tab creates incompatibility with vanilla team system. I might need to create a patch on client side but, without knowing where it's improperly displaying in tab or what the vanilla team system is/isn't doing It's going to be hard to figure out

Edited by jredfox
Posted (edited)
1 minute ago, diesieben07 said:

Please clarify.

the multiplayer tab doesn't update with the code on both sides hard coded to be jredfox thus proving that the tab and name format are two different things. Tested on login shows Player906 rather then jredfox in the multi player tab

Edited by jredfox
Posted (edited)
22 minutes ago, diesieben07 said:

Did you even read what I quoted? What kind of incompatibility with the team system is there?

Yes, I guess the name in the tab menu doesn't update, you'll need the vanilla packet for that, in the same places that you send your custom one.

"What kind of incompatibility with the team system is there?" there is no color when sending a my custom nick name to the client's tab and yes even when the commands for the team fire after player does /nick

you  quote only stated name format event and what events to update it on.

 

You told me earlier rather then sending the packet to just update display name for the multi player tab  send in the nick name and that does work but, it overrides the colors of the team on both players client sides even when the command block team fires after you do /nick thus the team isn't changing the tab for some reason when it should be.

 

I guess I could send player.getDisplayName() the entire string after updating it properly but, the point is that won't always work the team can change on tick or when the syncing events you told me about don't fire such as your staring at the player they run the team command block and yay no colors

Edited by jredfox
Posted (edited)
5 minutes ago, diesieben07 said:

Dude. Please work on your sentences. You just spew out words and it takes me minutes to decipher even one of them.

 

To work around the team coloring issue you will have to do the following (guesswork based on the code, not tested as always, testing is on you):

  • Do not use the vanilla packet to update the name in the tab menu (SPacketPlayerListItem).
  • Instead, from your already existing custom packet, update NetHandlerPlayClient#playerInfoMap (reflection needed, it's private) with a custom NetworkPlayerInfo implementation. In that implementation, override getDisplayName to return your custom name passed through ScorePlayerTeam.formatPlayerName. You get the Team (first parameter for formatPlayerName) from NetworkPlayerInfo#getTeam. You need this custom implementation so that the formatted name is kept up to date (and not just computed once).

no I figured it out it's when the string of the display name isn't null it displays that on tab rather then getting it dynamically. Meaning if I send the packet for the tab at all it's going to mess up big time. 

What needs to happen is I need to replace net.minecraft.client.gui.GuiPlayerTabOverlay  how do I do that since gui open event never fires since it's not instance of gui screen?

 

your version would require a client tick handler(too many tick handlers = lag) to properly fix it and I would much rather just replace the gui and the one method causing issues

Edited by jredfox
Posted
1 minute ago, diesieben07 said:

Yes. Read what I said above, it solves this problem.

 

No.

it would but, again those values would need constant updates for teams that could change before or after respawn tracking etc....

Posted (edited)

ezgif-5-b17f977f0a.gif

Edited by Draco18s

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.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.