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Posted (edited)

I have a capability attached to an entity. It's saved to nbt when you exit the world. When I next load the world I want that capability to be synced to the client (after it has loaded the data back from the serialised nbt).

 

I have tried sending a packet to the client using the EntityJoinWorldEvent, however, at this point the capability hasn't been attached to the entity on client, so the packet is useless.

 

At what point can I send a packet to sync the client and server? Is this the correct way to sync the two on the world load?

Edited by harison513
Posted
37 minutes ago, diesieben07 said:

To keep entity data up to date on the client you must sync in the following places:

  • PlayerEvent.StartTracking when PlayerEvent.StartTracking#getTarget is your entity (or has your capability in this case). Send the packet to PlayerEvent.StartTracking#getEntityPlayer.
  • EntityJoinWorldEvent when EntityJoinWorldEvent#getEntity is your entity (or has your capability in this case). Send the packet to all players tracking the entity (EntityTracker#getTrackingPlayers or use PacketDistributor.TRACKING_ENTITY when using NetworkRegistry.newSimpleChannel).
  • Whenever the data changes send the packet to all players tracking the entity (see above).

Didn't know PlayerEvent.StartTracking existed so thanks, that has solved my problem.

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