Jump to content

Recommended Posts

Posted (edited)
	@Override
	public void execute(MinecraftServer server, ICommandSender sender, String[] args) throws CommandException 
	{
		if(!(sender instanceof EntityPlayerMP))
			return;
		try
		{
			server.getServerPort();
//			EntityUtil.sendClipBoard(EnumChatFormatting.WHITE, EnumChatFormatting.BLUE + EnumChatFormatting.UNDERLINE, (EntityPlayerMP)sender, "ServerIP:", ip);
		}
		catch(Exception e)
		{
			e.printStackTrace();
		}
	}

I have my command here for getting the server ip and port. I cannot find where the ip is stored and MinecraftServer.getPort() throws method not found exception in 1.12.2 even though lan server is open. So what just use reflection then to get the port and what about the ip? Use an external website to get the server's public ip adress?

Edited by jredfox
Posted
4 hours ago, jredfox said:

even though lan server is open

Does this mean you're running a physical client? Because getServerPort() is physical server only.

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Posted (edited)
2 hours ago, DaemonUmbra said:

Does this mean you're running a physical client? Because getServerPort() is physical server only.

no It's a server only command the thing is I think @sideOnly server makes only only usable on dedicated the world.isRemote returned false when using the command and the entity player was mp

Edited by jredfox
Posted (edited)
3 hours ago, jredfox said:

no It's a server only command the thing is I think @sideOnly server makes only only usable on dedicated the world.isRemote returned false when using the command and the entity player was mp

Well first off, why are you trying to get the ip and port?

Edited by Animefan8888
Typo

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted (edited)
6 hours ago, Animefan8888 said:

Well first off, why are you trying to get the ip and port?

so people don't have to relog find their ip and port control a control x then give it to other people. Also for people who are lazy aka server owners and don't feel like going to ipchicken.com and finding the port they hosted on

Edited by jredfox
Posted
6 hours ago, diesieben07 said:

If you register the command on the dedicated server only (FMLStateEvent#getSide will tell you), this should work. Show how you register the command.

but, I don't want dedicated server I want it working on lan servers to. 

So I got some code in my proxy to get it working for lan servers but, I am unsure if this is proper way to get it????
 

	public static String getPort() {
		IntegratedServer server = Minecraft.getMinecraft().getIntegratedServer();
		ThreadLanServerPing ping = (ThreadLanServerPing) ReflectionUtil.getObject(server, IntegratedServer.class, LanFeildsClient.lanServerPing);
		if(ping == null)
			return "-1";
		return (String)ReflectionUtil.getObject(ping, ThreadLanServerPing.class, LanFeildsClient.address);
	}

and on dedicated server side:
 

	public static String getServerPort(MinecraftServer server) {
		return "" + server.getServerPort();
	}

putting it together:
 

String port = MainJava.isClient ? ClientProxy.getPort() : ServerProxy.getServerPort(server);



Now I still am hard coding the ip to dynamically get it from a website rather the the mc servers cached version. Where is the mc servers cached ip for both lan and dedicated

Posted (edited)
3 minutes ago, diesieben07 said:

?‍♂️?‍♂️?‍♂️?‍♂️

 

Just use reflection on MinecraftServer#serverPort, no need to have two separate code-paths.

 

What "cache"? A server does not necessarily know it's own IP.

the server port returns -1 if it's not dedicated. A server should know it's public ip I guess I have the right code then maybe I could do a cached variables so it's not getting it every time online I just won't store it to the disk.

I expected the server to cache it's own public ip in a variable somewhere

My question is for lan servers where is the port stored at properly or did I already do it right?

Edited by jredfox
Posted
7 minutes ago, diesieben07 said:

Why do you think that?

 

You... what?

store the ip once gotten once to the right side and keep it there till re-launch since ips can and will change

Posted
10 minutes ago, jredfox said:

A server should know it's public ip

No, a computational device only knows it's local IP address. It don't know the external IP address of every router and other system it sits behind.

In fact, it can't know its public IP without asking an external source, "Hey, what IP did this message come from?" And even then, if the external source is not properly chosen (e.g. another device on the same internal network), it still doesn't know its "public" IP.

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.

Posted
Just now, Draco18s said:

No, a computational device only knows it's local IP address. It don't know the external IP address of every router and other system it sits behind.

In fact, it can't know its public IP without asking an external source, "Hey, what IP did this message come from?" And even then, if the external source is not properly chosen (e.g. another device on the same internal network), it still doesn't know its "public" IP.

Look at here:

	public static String getPublicIp() throws IOException 
	{
		URL whatismyip = new URL("http://checkip.amazonaws.com");
		BufferedReader in = new BufferedReader(new InputStreamReader(whatismyip.openStream()));
		String ip = in.readLine(); //you get the IP as a String
		return ip;
	}

	public static String getIpv4() throws UnknownHostException 
	{
        InetAddress inetAddress = InetAddress.getLocalHost();
		return inetAddress.getHostAddress();
	}

For this command it's going to use public ip in my JavaUtil.class

Posted

Yes, that is asking an external device to reply to you.

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.

Posted

Before doing all this you should probably look at how IP works and also how ports & port forwarding works.

There are quite a few nuances with this stuff, don’t forget that the internet is a massive mess and pretty much everything on it is jerry rigged.

- Your IP could be localhost (AKA ::1 AKA 127.0.0.1) on single player or 192.168.0.X on LAN or your actual public IP in multiplayer. It all depends on who’s looking at the IP and from where.

Also for the ports, your router could be listening on port 80 for incoming connections and forwarding it to port 500 on your machine which is forwarding it to port 25565 for Minecraft. Just saying that I think your going about this the wrong way, if I were doing it I’d hook into the initial handshakes with new clients and store information about them (IP they connected from, IP & Port they connected to = Sever IP & Port) in an Array and access that array whenever the data is needed by the command. You’d also probably want multiple commands too see local IP and Public IP for the server. Just my two cents hope it helps

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)

Posted (edited)
On 6/27/2018 at 9:18 AM, Cadiboo said:

Before doing all this you should probably look at how IP works and also how ports & port forwarding works.

There are quite a few nuances with this stuff, don’t forget that the internet is a massive mess and pretty much everything on it is jerry rigged.

- Your IP could be localhost (AKA ::1 AKA 127.0.0.1) on single player or 192.168.0.X on LAN or your actual public IP in multiplayer. It all depends on who’s looking at the IP and from where.

Also for the ports, your router could be listening on port 80 for incoming connections and forwarding it to port 500 on your machine which is forwarding it to port 25565 for Minecraft. Just saying that I think your going about this the wrong way, if I were doing it I’d hook into the initial handshakes with new clients and store information about them (IP they connected from, IP & Port they connected to = Sever IP & Port) in an Array and access that array whenever the data is needed by the command. You’d also probably want multiple commands too see local IP and Public IP for the server. Just my two cents hope it helps

I did take a look at exactly where the sockets are instantiated on client it's a ping thing that's client only and on server it's like 3 separate threads. The threads are to keep it up on lan side the actual port forwarding process is unclear as nobody seems to know how to make upnp work except for one library I recently found and had to modify it a bit(currently still unoptimzied takes 5 whole seconds to port forward):
https://github.com/adolfintel/WaifUPnP

On Share to Lan: Port forward if applicable on gui or command only

On Server Start: Port forward if applicable on dedicated only

Port forwarding is just telling your internet box it's ok to put your port through the firewall the sockets already make it connection themselves it's you just need to tell the box to open up a port entry

Edited by jredfox
Posted (edited)
8 hours ago, diesieben07 said:

Port forwarding is more about NAT than about firewalls. But anyways.

5 seconds for port-forwarding is not "unoptimized". Also, this whole endeavour sounds like a bad idea. Don't just automatically muck about with a users router settings. If they know what they are doing, they will do it themselves. If they do not know what they are doing, they should not be modifying their router settings.

5 seconds is highly unoptimized utorrent can do it in less then a second but, again it's an unsafe program to use so I found a safe one and am working on making it mc compatible.

 

It is a good idea for people who want an actual server and cannot mess with the internet box aka anyone < 18 which is who plays minecraft. I looked at the code all it does it add an entry it takes too long due to it calling wait for stuff on pausing the thread way too much rather then just once. I am going to modify it later on my fork:
https://github.com/jredfox/WaifUPnP

Edited by jredfox
Posted

If you want to know what port the LAN server is hosted on, check out HttpUtil#getSuitableLanPort() because that is the class that is called while deciding a port for LAN.

You can also use a ClassTransformer to inject your custom code that can either edit or just note down the port number returned by that function.

 

Check out my ClassTransformer here .

Posted
1 hour ago, Jaideep Heer said:

check out HttpUtil#getSuitableLanPort()

Pretty sure that would get you a completely new port as the previously suitable port is now bound.

 

If I may speak frankly if someone wants to run a server with friends they can use software like Hamachi to accomplish this task without altering the settings on their router or modem and this sounds to me like one of the things where if users can't put in the effort to learn and configure these things on their own (or in the case of <18 year olds as you put it jred, get permission to do so) then maybe they shouldn't be opening their computers to external connections.

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Posted
9 minutes ago, DaemonUmbra said:

Pretty sure that would get you a completely new port as the previously suitable port is now bound.

 

If you use a ClassTransformer to add an instruction that stores the returned port every time that function is called, it'll tell you the port that is being used currently.

I use this method to make it send a custom port number thereby making that setting configurable.

Posted (edited)
4 hours ago, DaemonUmbra said:

Pretty sure that would get you a completely new port as the previously suitable port is now bound.

 

If I may speak frankly if someone wants to run a server with friends they can use software like Hamachi to accomplish this task without altering the settings on their router or modem and this sounds to me like one of the things where if users can't put in the effort to learn and configure these things on their own (or in the case of <18 year olds as you put it jred, get permission to do so) then maybe they shouldn't be opening their computers to external connections.

hamichi is getting into the dangerzone and it doesn't support all of your data you need severe block lag. Utorrent is also getting into the danger zone it's a torrenting malicious program thus you cannot safely use it to port forward.

Also if you read my post people < 18 usually can't mess with the internet box itself with my mod you don't have to just opens up your port just like xbox does. So yeah I don't even trust myself to mess with my box just use UPNP to add a port entry and close when the game is done and if close ports is configed(remove entry from router). The difference is the port entry will be there on the box still just will get no reply until minecraft is open to lan. I wouldn't recommend the config option unless your server is dedicated and you have changed your port. I would also tell people to disable port forwarding if they want to throw the mod in one of those virtual dedicated servers so it doesn't break them

I use a java library it's not that sophisticated so if someone knows something that isn't cling(requires android and looks unsafe as well) then I would like to hear about it. I found one it works on my internet box I can't verify if it works with all routers supporting UPNP.

 

I hear NAT-PMP (or something like that) is a protocol I should also support but, I can't find a java library that does support it and works. I also Noticed PCP or something like that newer routers are supporting. So please help me find a more updated library that supports all of them.

Currently I only Support UPNP with (TCP and UDP) I am not sure how to support NAT-PMP or any newer protocols to make 99% routers compatible not just mine.

Edited by jredfox
Posted (edited)
25 minutes ago, Jaideep Heer said:

If you use a ClassTransformer to add an instruction that stores the returned port every time that function is called, it'll tell you the port that is being used currently.

I use this method to make it send a custom port number thereby making that setting configurable.

No need for ASM changing the port when opening to lan. Changing the port isn't the issue it's port forwarding telling the internet box hey TCP allow this port through the firewall right after minecraft says hey open this to lan on a server socket.

Yes I also removed /publish command as it was completely broken. I close the lan and re-open it with my command openToLan or openToInternet. Of course removing anything now in days or editing anything requires alot of reflection

You seem to know ASM good would you be interested in helping us out with our mod that is going to change everything for both lan and dedicated servers? Please MSG me if your interested. If you need to see the code dev first here you go:
https://github.com/jredfox/lanessentials

Edited by jredfox
Posted
8 hours ago, Jaideep Heer said:

If you use a ClassTransformer to add an instruction

No.

We should not be telling people to do this.

Especially people like jredfox.

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.

Posted

If people don’t know how something works... they should learn how it works before trying to change anything to do with it. Giving them software that tries to get around this will never solve the problem, especially if we’re dealing with stuff to deal with the internet, as everything on the internet is jury rigged

  • Thanks 1

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)

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • It is 1.12.2 - I have no idea if there is a 1.12 pack
    • Okay, but does the modpack works with 1.12 or just with 1.12.2, because I need the Forge client specifically for Minecraft 1.12, not 1.12.2
    • Version 1.19 - Forge 41.0.63 I want to create a wolf entity that I can ride, so far it seems to be working, but the problem is that when I get on the wolf, I can’t control it. I then discovered that the issue is that the server doesn’t detect that I’m riding the wolf, so I’m struggling with synchronization. However, it seems to not be working properly. As I understand it, the server receives the packet but doesn’t register it correctly. I’m a bit new to Java, and I’ll try to provide all the relevant code and prints *The comments and prints are translated by chatgpt since they were originally in Spanish* Thank you very much in advance No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. MountableWolfEntity package com.vals.valscraft.entity; import com.vals.valscraft.network.MountSyncPacket; import com.vals.valscraft.network.NetworkHandler; import net.minecraft.client.Minecraft; import net.minecraft.network.syncher.EntityDataAccessor; import net.minecraft.network.syncher.EntityDataSerializers; import net.minecraft.network.syncher.SynchedEntityData; import net.minecraft.server.MinecraftServer; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.EntityType; import net.minecraft.world.entity.Mob; import net.minecraft.world.entity.ai.attributes.AttributeSupplier; import net.minecraft.world.entity.ai.attributes.Attributes; import net.minecraft.world.entity.animal.Wolf; import net.minecraft.world.entity.player.Player; import net.minecraft.world.entity.Entity; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResult; import net.minecraft.world.item.ItemStack; import net.minecraft.world.item.Items; import net.minecraft.world.level.Level; import net.minecraft.world.phys.Vec3; import net.minecraftforge.event.TickEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.network.PacketDistributor; public class MountableWolfEntity extends Wolf { private boolean hasSaddle; private static final EntityDataAccessor<Byte> DATA_ID_FLAGS = SynchedEntityData.defineId(MountableWolfEntity.class, EntityDataSerializers.BYTE); public MountableWolfEntity(EntityType<? extends Wolf> type, Level level) { super(type, level); this.hasSaddle = false; } @Override protected void defineSynchedData() { super.defineSynchedData(); this.entityData.define(DATA_ID_FLAGS, (byte)0); } public static AttributeSupplier.Builder createAttributes() { return Wolf.createAttributes() .add(Attributes.MAX_HEALTH, 20.0) .add(Attributes.MOVEMENT_SPEED, 0.3); } @Override public InteractionResult mobInteract(Player player, InteractionHand hand) { ItemStack itemstack = player.getItemInHand(hand); if (itemstack.getItem() == Items.SADDLE && !this.hasSaddle()) { if (!player.isCreative()) { itemstack.shrink(1); } this.setSaddle(true); return InteractionResult.SUCCESS; } else if (!level.isClientSide && this.hasSaddle()) { player.startRiding(this); MountSyncPacket packet = new MountSyncPacket(true); // 'true' means the player is mounted NetworkHandler.CHANNEL.sendToServer(packet); // Ensure the server handles the packet return InteractionResult.SUCCESS; } return InteractionResult.PASS; } @Override public void travel(Vec3 travelVector) { if (this.isVehicle() && this.getControllingPassenger() instanceof Player) { System.out.println("The wolf has a passenger."); System.out.println("The passenger is a player."); Player player = (Player) this.getControllingPassenger(); // Ensure the player is the controller this.setYRot(player.getYRot()); this.yRotO = this.getYRot(); this.setXRot(player.getXRot() * 0.5F); this.setRot(this.getYRot(), this.getXRot()); this.yBodyRot = this.getYRot(); this.yHeadRot = this.yBodyRot; float forward = player.zza; float strafe = player.xxa; if (forward <= 0.0F) { forward *= 0.25F; } this.flyingSpeed = this.getSpeed() * 0.1F; this.setSpeed((float) this.getAttributeValue(Attributes.MOVEMENT_SPEED) * 1.5F); this.setDeltaMovement(new Vec3(strafe, travelVector.y, forward).scale(this.getSpeed())); this.calculateEntityAnimation(this, false); } else { // The wolf does not have a passenger or the passenger is not a player System.out.println("No player is mounted, or the passenger is not a player."); super.travel(travelVector); } } public boolean hasSaddle() { return this.hasSaddle; } public void setSaddle(boolean hasSaddle) { this.hasSaddle = hasSaddle; } @Override protected void dropEquipment() { super.dropEquipment(); if (this.hasSaddle()) { this.spawnAtLocation(Items.SADDLE); this.setSaddle(false); } } @SubscribeEvent public static void onServerTick(TickEvent.ServerTickEvent event) { if (event.phase == TickEvent.Phase.START) { MinecraftServer server = net.minecraftforge.server.ServerLifecycleHooks.getCurrentServer(); if (server != null) { for (ServerPlayer player : server.getPlayerList().getPlayers()) { if (player.isPassenger() && player.getVehicle() instanceof MountableWolfEntity) { MountableWolfEntity wolf = (MountableWolfEntity) player.getVehicle(); System.out.println("Tick: " + player.getName().getString() + " is correctly mounted on " + wolf); } } } } } private boolean lastMountedState = false; @Override public void tick() { super.tick(); if (!this.level.isClientSide) { // Only on the server boolean isMounted = this.isVehicle() && this.getControllingPassenger() instanceof Player; // Only print if the state changed if (isMounted != lastMountedState) { if (isMounted) { Player player = (Player) this.getControllingPassenger(); // Verify the passenger is a player System.out.println("Server: Player " + player.getName().getString() + " is now mounted."); } else { System.out.println("Server: The wolf no longer has a passenger."); } lastMountedState = isMounted; } } } @Override public void addPassenger(Entity passenger) { super.addPassenger(passenger); if (passenger instanceof Player) { Player player = (Player) passenger; if (!this.level.isClientSide && player instanceof ServerPlayer) { // Send the packet to the server to indicate the player is mounted NetworkHandler.CHANNEL.send(PacketDistributor.PLAYER.with(() -> (ServerPlayer) player), new MountSyncPacket(true)); } } } @Override public void removePassenger(Entity passenger) { super.removePassenger(passenger); if (passenger instanceof Player) { Player player = (Player) passenger; if (!this.level.isClientSide && player instanceof ServerPlayer) { // Send the packet to the server to indicate the player is no longer mounted NetworkHandler.CHANNEL.send(PacketDistributor.PLAYER.with(() -> (ServerPlayer) player), new MountSyncPacket(false)); } } } @Override public boolean isControlledByLocalInstance() { Entity entity = this.getControllingPassenger(); return entity instanceof Player; } @Override public void positionRider(Entity passenger) { if (this.hasPassenger(passenger)) { double xOffset = Math.cos(Math.toRadians(this.getYRot() + 90)) * 0.4; double zOffset = Math.sin(Math.toRadians(this.getYRot() + 90)) * 0.4; passenger.setPos(this.getX() + xOffset, this.getY() + this.getPassengersRidingOffset() + passenger.getMyRidingOffset(), this.getZ() + zOffset); } } } MountSyncPacket package com.vals.valscraft.network; import com.vals.valscraft.entity.MountableWolfEntity; import net.minecraft.network.FriendlyByteBuf; import net.minecraft.server.level.ServerLevel; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.Entity; import net.minecraft.world.entity.player.Player; import net.minecraftforge.network.NetworkEvent; import java.util.function.Supplier; public class MountSyncPacket { private final boolean isMounted; public MountSyncPacket(boolean isMounted) { this.isMounted = isMounted; } public void encode(FriendlyByteBuf buffer) { buffer.writeBoolean(isMounted); } public static MountSyncPacket decode(FriendlyByteBuf buffer) { return new MountSyncPacket(buffer.readBoolean()); } public void handle(NetworkEvent.Context context) { context.enqueueWork(() -> { ServerPlayer player = context.getSender(); // Get the player from the context if (player != null) { // Verifies if the player has dismounted if (!isMounted) { Entity vehicle = player.getVehicle(); if (vehicle instanceof MountableWolfEntity wolf) { // Logic to remove the player as a passenger wolf.removePassenger(player); System.out.println("Server: Player " + player.getName().getString() + " is no longer mounted."); } } } }); context.setPacketHandled(true); // Marks the packet as handled } } networkHandler package com.vals.valscraft.network; import com.vals.valscraft.valscraft; import net.minecraft.resources.ResourceLocation; import net.minecraftforge.network.NetworkRegistry; import net.minecraftforge.network.simple.SimpleChannel; import net.minecraftforge.network.NetworkEvent; import java.util.function.Supplier; public class NetworkHandler { private static final String PROTOCOL_VERSION = "1"; public static final SimpleChannel CHANNEL = NetworkRegistry.newSimpleChannel( new ResourceLocation(valscraft.MODID, "main"), () -> PROTOCOL_VERSION, PROTOCOL_VERSION::equals, PROTOCOL_VERSION::equals ); public static void init() { int packetId = 0; // Register the mount synchronization packet CHANNEL.registerMessage( packetId++, MountSyncPacket.class, MountSyncPacket::encode, MountSyncPacket::decode, (msg, context) -> msg.handle(context.get()) // Get the context with context.get() ); } }  
  • Topics

×
×
  • Create New...

Important Information

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