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Annotated config files and syncing


stepsword

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I'm a bit confused on syncing annotated config files. Guidance on this forum has generally been to send a packet to the client on PlayerLoggedIn and update a "client" config file.

 

So let's say I have a ServerConfig class and a Config class, where the latter is the client's config that gets updated. If I want to register a dimension using an ID based on the config, I have to register it on both the client and server, right? Using DimensionType.register()? If I put this in my CommonProxy, it'll get called on both. Assuming Config is only updated when a player logs in, I can't use Config on the server. But I also can't use ServerConfig on the client cause the client could have the wrong thing in their config file. Anyone know the right way to do this?

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Perhaps a better question is - is there an event for when the config gets loaded from the file?Does ConfigChangedEvent.OnConfigChangedEvent cover that? If so I could just update the Config class when the file initially loads? But does dimension registering happen before or after the config is loaded?

Edited by stepsword
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13 minutes ago, stepsword said:

Perhaps a better question is

The better question is why is your dimension ID configurable?

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.

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7 minutes ago, stepsword said:

Is that something I don't have to worry about?

I dont believe so. I believe there is a method to provide you with an ID that hasn't been used in 1.12 and in 1.14 I dont think it uses integer ids for anything other than saving to disk.

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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.

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