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Posted (edited)

Hello everyone, I essentially built a custom file format for loading in structures for a mod of mine. It is all working fine and dandy, atleast on the client side of things. I have problems on servers though.

 

On a client, I simply use

 ResourceLocation loc = new ResourceLocation("instahouses:blueprint/example.bp");
 InputStream in;
 try {
					
 	in =Minecraft.getInstance().getResourceManager().getResource(loc).getInputStream();
                  
    ...
                    
 }

in the "private void setup(final FMLCommonSetupEvent event)" block. This works absolutely as expected and I can then utilize the InputStream for my needs.

 

I found out, that I will have to (probably) use

ServerLifecycleHooks.getCurrentServer().getResourceManager().getResource(loc).getInputStream();

Instead of the Minecraft.getInstance() code above for loading on servers. Nothing I tried worked properly though.

 

My current setup is this: In setup, I check whether I am on a Dist.CLIENT, and incase this is true I load the files using Minecraft.getInstance()...

I now have created this for servers:

public void dedicatedServerSetup(FMLDedicatedServerSetupEvent event) {
		 ResourceLocation loc = new ResourceLocation("instahouses:blueprint/example.bp");
			InputStream in;
			
			try {
				in =ServerLifecycleHooks.getCurrentServer().getResourceManager().getResource(loc).getInputStream();
			} catch (IOException e) {
				e.printStackTrace();
			}
}

 

However if I try to run this on a server, I get the following crash log:

  Reveal hidden contents

 

Does anyone know either what I could instead use to load my files, or when during/after setup/or alternatively any other time when the game is still starting up I could properly use ServerLifecycleHooks? Thanks in advance!

Edited by Slashking
Misplaced the crashlog
Posted
  On 10/2/2019 at 7:07 PM, Slashking said:

Does anyone know either what I could instead use to load my files, or when during/after setup/or alternatively any other time when the game is still starting up I could properly use ServerLifecycleHooks? Thanks in advance!

Expand  

Why not use the ServerStartingEvent or ServerStartedEvent. They aren't part of the MOD event bus, but instead the FORGE event bus. They give you access to the MinecraftServer instance which both have a resource manager instance.

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
  On 10/2/2019 at 8:55 PM, Animefan8888 said:

Why not use the ServerStartingEvent or ServerStartedEvent. They aren't part of the MOD event bus, but instead the FORGE event bus. They give you access to the MinecraftServer instance which both have a resource manager instance.

Expand  

Alright, I tried this, however I am a bit puzzled now. I think it works, kind of atleast.

First of all, I'm assuming this is the correct way to add my ServerStartedEvent void to the EventBus Listeners, right?

MinecraftForge.EVENT_BUS.addListener(this::dedicatedServerSetup);

 

Now, it does execute the code, however suddenly I get a file not found exception, even though the client can find the files no problem, using exact same filename and path structure of "modid:foldername/file.extension". Does the ResourceManager work differently in the context of the ServerStartedEvent for some reason? I am assuming so, considering my file is suddenly no longer found (it is located in assets/slashking/instahouses/blueprint/blueprintfile.bp btw, but as I said, on the client I can load all of the files no problem). What kind of path would I give to this Resource Manager to find my files?

Posted
  On 10/3/2019 at 12:33 AM, Slashking said:

assets/slashking/instahouses/blueprint/blueprintfile.bp

Expand  

The server loads the folder data/modid/... as of 1.13. And since your blueprint isnt an asset its data it should be there anyways.

  • Like 1
  • Thanks 1

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
  On 10/3/2019 at 2:05 AM, Animefan8888 said:

The server loads the folder data/modid/... as of 1.13. And since your blueprint isnt an asset its data it should be there anyways.

Expand  

Thanks a lot, I just tested it and I think this fixed it! But wow, this is some strange stuff and very inconsistent, I assume it is a bug of some kind maybe? On the client my files load absolutely fine from the assets folder, very strange indeed. Well, thanks either way, that should finally fix my problems :)

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