Posted December 26, 20195 yr I am creating a client-side mod that eases the process of debugging. One feature I would like to add is the ability to add event subscribers to the mod's event bus during runtime. From the end user's perspective, this would allow them to change behaviors such as stop player rendering by canceling RenderPlayerEvent without the need to relaunch the game. This could make debugging a server-side plugin easier for users that are making a server. However, I don't think directly adding event subscribers to event buses during runtime would work due to potential concurrent modifications. Is this possible? If yes, what is the best way to achieve this? Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
December 26, 20195 yr Just subscribe to the general Event class once and do all your handling and cancelling from there, eg. by having an array list of event classes you want to cancel. Something like ArrayList<Class> list ... void event(Event event) { for(Class c : list) if(c.equals(event.getClass())) event.setCanceled(true); } https://github.com/CAS-ual-TY/Visibilis [1.14] How to Villagers, Trades, Professions, Fix Trades https://minecraft.curseforge.com/projects/gun-customization-infinity / https://github.com/CAS-ual-TY/GunCus https://minecraft.curseforge.com/projects/ygo-dueling-mod https://minecraft.curseforge.com/projects/mundus-magicus https://minecraft.curseforge.com/projects/deuf-duplicate-entity-uuid-fix
December 26, 20195 yr Author 32 minutes ago, CAS_ual_TY said: Just subscribe to the general Event class once and do all your handling and cancelling from there, eg. by having an array list of event classes you want to cancel. Something like ArrayList<Class> list ... void event(Event event) { for(Class c : list) if(c.equals(event.getClass())) event.setCanceled(true); } Thanks for the response. I am currently using this approach. In addition, I am wondering if there is a method to directly operate on the Mod event bus without manualing creating another custom event system/event bus. Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
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