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[SOLVED] [1.12.2] Rendering custom layers on players


FlashHUN

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In my mod I need to render custom layers on players based on their capabilities. The problem is, the client sees the layer completely fine on themself, but doesn't see it on others. How could this issue be solved?

 

RenderPlayerEvent:

	@SubscribeEvent
	public void onPlayerRender(RenderPlayerEvent.Pre event) {
		event.getRenderer().addLayer(new LayerDojutsuBase(event.getRenderer()));
	}

 

LayerDojutsuBase (Yes, I know it could be more organized and done better, for now I just wanted to get it done, I'll get to doing that later):

@SideOnly(Side.CLIENT)
public class LayerDojutsuBase implements LayerRenderer<EntityLivingBase> {

	private static final ResourceLocation baseTL12 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/1x2_t/left/base.png");
	private static final ResourceLocation baseBL12 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/1x2_b/left/base.png");
	private static final ResourceLocation baseL22 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/2x2/left/base.png");
	private static final ResourceLocation baseTR12 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/1x2_t/right/base.png");
	private static final ResourceLocation baseBR12 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/1x2_b/right/base.png");
	private static final ResourceLocation baseR22 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/2x2/right/base.png");
	
	
    private final RenderPlayer playerRenderer;

    public LayerDojutsuBase(RenderPlayer playerRendererIn)
    {
        this.playerRenderer = playerRendererIn;
    }

    public void doRenderLayer(EntityLivingBase entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
    {
    	IMana mana = CapabilityMana.getMana(entitylivingbaseIn);
    	if (mana.getDojutsuActive() && !mana.getCurseMarkActive()) {
	    		if (mana.getEyeSize() == 0) {
	    			if (mana.getEyeLeft() > 0 && mana.getEyeLeft() != 27 && mana.getEyeLeft() != 28) {
	    				this.playerRenderer.bindTexture(baseTL12);
		    			GlStateManager.pushMatrix();
		            	this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);;
		            	GlStateManager.popMatrix();
	    			}
	    			if (mana.getEyeRight() > 0 && mana.getEyeRight() != 27 && mana.getEyeRight() != 28) {
	    				this.playerRenderer.bindTexture(baseTR12);
		    			GlStateManager.pushMatrix();
		            	this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);;
		            	GlStateManager.popMatrix();
	    			}
	    		}
	    		else if (mana.getEyeSize() == 1) {
	    			if (mana.getEyeLeft() > 0 && mana.getEyeLeft() != 27 && mana.getEyeLeft() != 28) {
	    				this.playerRenderer.bindTexture(baseBL12);
		    			GlStateManager.pushMatrix();
		            	this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);;
		            	GlStateManager.popMatrix();
	    			}
	    			if (mana.getEyeRight() > 0 && mana.getEyeRight() != 27 && mana.getEyeRight() != 28) {
	    				this.playerRenderer.bindTexture(baseBR12);
		    			GlStateManager.pushMatrix();
		            	this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);;
		            	GlStateManager.popMatrix();
	    			}
	    		}
	    		else if (mana.getEyeSize() == 2) {
	    			if (mana.getEyeLeft() > 0 && mana.getEyeLeft() != 27 && mana.getEyeLeft() != 28) {
	    				this.playerRenderer.bindTexture(baseL22);
		    			GlStateManager.pushMatrix();
		            	this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);;
		            	GlStateManager.popMatrix();
	    			}
	    			if (mana.getEyeRight() > 0 && mana.getEyeRight() != 27 && mana.getEyeRight() != 28) {
	    				this.playerRenderer.bindTexture(baseR22);
		    			GlStateManager.pushMatrix();
		            	this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);;
		            	GlStateManager.popMatrix();
	    			}
	    		}
    	}
    	
    }

    public boolean shouldCombineTextures()
    {
        return false;
    }
}

 

Edited by FlashHUN
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You need to sync the capability values to all players watching the player entity, not just the player themselves.

 

You can use SimpleNetworkWrapper#sendToAllTracking(IMessage, Entity) to send an IMessage to all players tracking an entity.

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 hours ago, Choonster said:

You need to sync the capability values to all players watching the player entity, not just the player themselves.

 

You can use SimpleNetworkWrapper#sendToAllTracking(IMessage, Entity) to send an IMessage to all players tracking an entity.

I send packets to all entities tracking the player when the keybind for activating the thing is pressed. Still, the player tracking the other player who has said thing activated doesn't see it showing up and only the client does. What could be causing this?

 

KeyHandler

@SubscribeEvent
	public void onPlayerEvent(TickEvent.PlayerTickEvent event) {
		EntityPlayer player = event.player;
		KeyBinding[] keyBindings = ClientProxy.keyBindings;
		IMana mana = CapabilityMana.getMana(player);
    	
    	if (keyBindings[3].isPressed()) 
    	{
    		if (mana.getSharingan() == 1 || mana.getByakugan() == 1 || mana.getKetsuryuugan() == 1) {
    			if (mana.getEyeLeft() > 0 || mana.getEyeRight() > 0) {
    				if (mana.getDojutsuActive()) {
    					mana.setDojutsuActive(false);
    					PacketHandler.INSTANCE.sendToServer(new ClientDojutsuActive(false));
    					System.out.println("Turned dojutsu off");
    				}
    				else {
    					mana.setDojutsuActive(true);
    					PacketHandler.INSTANCE.sendToServer(new ClientDojutsuActive(true));
    					PacketHandler.INSTANCE.sendToServer(new ClientDojutsuSound());
    					System.out.println("Turned dojutsu on");
    				}
    			}
    			else {
    				player.sendMessage(new TextComponentString(I18n.format("key.dojutsu.noe")));
    			}
    		}
    		else {
    			player.sendMessage(new TextComponentString(I18n.format("key.dojutsu.nodojutsu")));
    		}
    	}
	}

 

Packet sent from the KeyHandler:

package flash.narutomod.network.clienttoserver.dojutsu;

import io.netty.buffer.ByteBuf;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraftforge.fml.common.FMLCommonHandler;
import net.minecraftforge.fml.common.network.simpleimpl.IMessage;
import net.minecraftforge.fml.common.network.simpleimpl.IMessageHandler;
import net.minecraftforge.fml.common.network.simpleimpl.MessageContext;
import flash.narutomod.capabilities.player.CapabilityMana;
import flash.narutomod.main.Main;

public class ClientDojutsuActive implements IMessage {
    private boolean data;

    public ClientDojutsuActive() {}
    
    public ClientDojutsuActive(boolean data) {
    	this.data = data;
    }
    
    @Override
    public void fromBytes(ByteBuf buf) {
    	data = buf.readBoolean();
    }

    @Override
    public void toBytes(ByteBuf buf) {
        buf.writeBoolean(data);
    }

    public static class Handler implements IMessageHandler<ClientDojutsuActive, IMessage> {
        @Override
        public IMessage onMessage(ClientDojutsuActive message, MessageContext ctx) {
            FMLCommonHandler.instance().getWorldThread(ctx.netHandler).addScheduledTask(() -> handle(message, ctx));
            return null;
        }

        private void handle(ClientDojutsuActive message, MessageContext ctx) {
        	Main.proxy.handleServerManaB(message.data, 1, ctx);
        }
    }
}

 

ServerProxy:

	public void handleServerManaB(boolean mana, int packetType, MessageContext ctx) {
		EntityPlayer player = ctx.getServerHandler().player;
		IMana cap = CapabilityMana.getMana(player);
		switch (packetType) {
			case 1: 
				if (cap.getSharingan() == 1 || cap.getByakugan() == 1 || cap.getKetsuryuugan() == 1) {
					cap.setDojutsuActive(mana);
					PacketHandler.INSTANCE.sendTo(new PacketDojutsuActive(player), (EntityPlayerMP)player);
					PacketHandler.INSTANCE.sendToAllTracking(new PacketDojutsuActive(player), player);
					PacketHandler.INSTANCE.sendToAllTracking(new PacketEyeSize(player), player);
					PacketHandler.INSTANCE.sendToAllTracking(new PacketEyeLeft(player), player);
					PacketHandler.INSTANCE.sendToAllTracking(new PacketEyeRight(player), player);
				}
				else {
					cap.setDojutsuActive(false);
					PacketHandler.INSTANCE.sendTo(new PacketDojutsuActive(player), (EntityPlayerMP)player);
					PacketHandler.INSTANCE.sendToAllTracking(new PacketDojutsuActive(player), player);
				}
				break;
		}
	}

 

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5 hours ago, diesieben07 said:
  • If you want to keep the data in sync with all relevant clients the following must be performed:
    1. In PlayerLoggedInEvent, PlayerRespawnEvent and PlayerChangedDimensionEvent send the data of the player in the event to that player only.
    2. In PlayerEvent.StartTracking check if PlayerEvent.StartTracking#getTarget is a player and if so send the data of PlayerEvent.StartTracking#target to PlayerEvent.StartTracking#getEntityPlayer.
    3. Whenever the data changes, sent it to all players tracking the player who's data changed (SimpleNetworkWrapper#sendToAllTracking(IMessage, Entity)) and also the player themselves.

 

My PlayerLoggedInEvent, PlayerRespawnEvent and PlayerChangedDimension event all have these in them:
 

@SubscribeEvent
    public static void changeDimesionEvent(final PlayerChangedDimensionEvent event) {
    	EntityPlayer player = event.player;
      
    	PacketHandler.INSTANCE.sendTo(new PacketDojutsuActive(player), (EntityPlayerMP)player);
    	PacketHandler.INSTANCE.sendTo(new PacketEyeLeft(player), (EntityPlayerMP)player);
    	PacketHandler.INSTANCE.sendTo(new PacketEyeRight(player), (EntityPlayerMP)player);
    	PacketHandler.INSTANCE.sendTo(new PacketEyeSize(player), (EntityPlayerMP)player);
      
    }

 

And I got this far in my tracking event:

@SubscribeEvent
    public void onStartTracking(PlayerEvent.StartTracking event) {
    	if (event.getTarget() instanceof EntityPlayer) {
    		
    	}
    }

 

If my Packet looks like this

public class PacketDojutsuActive implements IMessage {
    private boolean mana;

    public PacketDojutsuActive() {}
    
    public PacketDojutsuActive(EntityPlayer player) {
        mana = player.getCapability(CapabilityMana.MANA_CAPABILITY, null).getDojutsuActive();
    }
    
    @Override
    public void fromBytes(ByteBuf buf) {
    	mana = buf.readBoolean();
    }

    @Override
    public void toBytes(ByteBuf buf) {
        buf.writeBoolean(mana);
    }

    public static class Handler implements IMessageHandler<PacketDojutsuActive, IMessage> {
        @Override
        public IMessage onMessage(PacketDojutsuActive message, MessageContext ctx) {
            FMLCommonHandler.instance().getWorldThread(ctx.netHandler).addScheduledTask(() -> handle(message, ctx));
            return null;
        }

        private void handle(PacketDojutsuActive message, MessageContext ctx) {
        	Main.proxy.handleManaB(message.mana, 1);
        }
    }
}

and it's being handled like this in the ClientProxy:

	public void handleManaB(boolean mana, int packetType) {
		EntityPlayer player = Minecraft.getMinecraft().player;
		switch (packetType) {
			case 1: player.getCapability(CapabilityMana.MANA_CAPABILITY, null).setDojutsuActive(mana); break;
		}
	}

 

How should I send it to the players tracking the other player so it changes the data on the player being tracked? What do I need to change?

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If i am not totally mistaken and handleManaB is the Package all your Clients receive,

than you set the Dojutsu state for the players themself every time somebody changes it

and they never know about the original player who changed it.

 

Somebody correct me if i am wrong.

Edited by Keitaro
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9 hours ago, Keitaro said:

If i am not totally mistaken and handleManaB is the Package all your Clients receive,

than you set the Dojutsu state for the players themself every time somebody changes it

and they never know about the original player who changed it.

 

Somebody correct me if i am wrong.

When the packet gets sent to the specified player from the server, that player's client sets their data to the value received by the server. It doesn't change it for all players, just the specified player that it was sent to. What you're implying is that the packet gets received on all clients at the same time and when one player's data changes the packet gets sent to everyone.

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Not for every player.

 

But let's say 'Alice' changes her 'mana' to 'true' and 'Bob' is tracking her,

so 'Bob' gets a package with the data 'true'.

Since 'Bob's client is the one receiving the package 'Minecraft.getMinecraft().player' is 'Bob' and not 'Alice'.

So 'Bob's client sets the 'mana' of 'Bob' to 'true' and not of 'Alice'.

 

IIRC i got the player out of the MessageContext the last time i used this and not from the Minecraft instance.

Edited by Keitaro
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3 hours ago, Keitaro said:

Not for every player.

 

But let's say 'Alice' changes her 'mana' to 'true' and 'Bob' is tracking her,

so 'Bob' gets a package with the data 'true'.

Since 'Bob's client is the one receiving the package 'Minecraft.getMinecraft().player' is 'Bob' and not 'Alice'.

So 'Bob's client sets the 'mana' of 'Bob' to 'true' and not of 'Alice'.

 

IIRC i got the player out of the MessageContext the last time i used this and not from the Minecraft instance.

How would I get the player out of the context on the client side? ctx.getServerHandler().player?

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41 minutes ago, Toma™ said:

 

On client side you can get the player from Minecraft class - Minecraft.getMinecraft().player

But that's the clients player.

He needs to know the player who send the package.

I used the ctx.getServerHandler().player for my CAPABILITY,

but  since it was nothing visual, i am not sure if that's the right one.

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3 minutes ago, Keitaro said:

But that's the clients player.

He needs to know the player who send the package.

I used the ctx.getServerHandler().player for my CAPABILITY,

but  since it was nothing visual, i am not sure if that's the right one.

If I do that in the ClientProxy which is where I handle these, I get this error:

Quote

java.lang.ClassCastException: net.minecraft.client.network.NetHandlerPlayClient cannot be cast to net.minecraft.network.NetHandlerPlayServer

 

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27 minutes ago, diesieben07 said:

For players that are not the "client player" you have to send the entity id (Entity#getEntityId) and then use World#getEntityByID on the client to get the player entity.

Thank you so, so, so, so much! I got it working, but now there's only one slight issue. How could I make the layers be rendered in the correct place when the player is sneaking? I'm only rendering stuff on the player's head, but if I do

GlStateManager.pushMatrix();
if (entitylivingbaseIn.isSneaking())
{
	GlStateManager.translate(0.0F, 0.2F, 0.0F);
}
this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);;
GlStateManager.popMatrix();

it doesn't render in the right place.

 

2019-03-17_22.31.18.png

2019-03-17_22.31.20.png

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12 hours ago, FlashHUN said:

Thank you so, so, so, so much! I got it working, but now there's only one slight issue. How could I make the layers be rendered in the correct place when the player is sneaking? I'm only rendering stuff on the player's head, but if I do


GlStateManager.pushMatrix();
if (entitylivingbaseIn.isSneaking())
{
	GlStateManager.translate(0.0F, 0.2F, 0.0F);
}
this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);;
GlStateManager.popMatrix();

it doesn't render in the right place.

 

2019-03-17_22.31.18.png

2019-03-17_22.31.20.png

Looking at the image,

the translation seems to be fine.

You just have to GlStateManager.scalef(0.f,2f,0f) to increase the height of the overlay.

Maybe you have to translate it down more after that, can't remember if you count from the top or the bottom.

It would look steched, so maybe you can just replace the texture with a square in that instance.

 

But not to burst your bubble,

if someone has a custom Skin which has bigger eyes from the beginning or something like that,

your overlay will be out of place anyway.

 

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4 hours ago, Keitaro said:

Looking at the image,

the translation seems to be fine.

You just have to GlStateManager.scalef(0.f,2f,0f) to increase the height of the overlay.

Maybe you have to translate it down more after that, can't remember if you count from the top or the bottom.

It would look steched, so maybe you can just replace the texture with a square in that instance.

 

 

Yes, I know, I was just wondering if there was a way to automatically calculate the rotationpoint instead of having to find the right amount to translate with.

 

4 hours ago, Keitaro said:

But not to burst your bubble,

if someone has a custom Skin which has bigger eyes from the beginning or something like that,

your overlay will be out of place anyway.

 

 

That is exactly what I handle with the EyeSize capability on players so they can choose where the eyes appear and how big they are.

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Have you looked at the code that handles rendering a sneaking player? You can probably copy some code from there

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