Posted June 3, 20196 yr I want to have my mod's client code to be completely (or as much as possible) separate from the server part. However, it appears to me that for SimpleImpl packet system to, work packet class should be shared between client/server sources, since the IMessageHandler requires packet class as an argument. Is there any workaround to define packet handler on one side without exposing its code to the other?
June 4, 20196 yr Author 4 hours ago, diesieben07 said: Why? Single Player works just like a server, so your client code will have to include the server parts regardless. I'd like the mod to be exclusively used on my server, and so I need to protect the source code of the server logic from being copied.
June 5, 20196 yr Author 11 hours ago, diesieben07 said: Why? Single Player works just like a server, so your client code will have to include the server parts regardless. UPD: I also get a crash when trying to run a server with the mod, since the Client packet handler uses a reference to the EntityPlayerSP class, which is absent on the server side. Somehow the SideOnly or SidedProxy do not help.
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