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Posted (edited)

I am working on an echolocation helmet that shows the player nearby ores.  For performance, I just scan each chunk for the specific ores I need when it is loaded.  I can subscribe to BlockEvent.EntityPlaceEvent and BlockEvent.BreakEvent to detect when the player places/breaks ores... but this doesn't detect when eg. a piston pushes an ore block.  While it's unlikely anyone will really care about this sort of situation, it's still incorrect behavior and I'd like to detect this.

 

I've thought about subscribing to BlockEvent.NeighborNotifyEvent on the server and then sending a packet to inform the player, but that seems like an unclean solution given that the server is already informing us about where the blocks are; asking it to tell the client again is a bit silly.  Nothing popped out at me during a skim through all the `Event` subclasses.

 

I've found recommendations that I use "IWorldEventListener", but I think that was removed in 1.14-ish?  

 

So my question is: is there a way to detect all block-place/break events (even when eg. pistons, other players are the ones doing them) without having to send my own packets?   Or if there isn't a proper interface, can I tap into the vanilla packets and just read which blocks are being set from those?

 

(I might be going through a bit much effort to avoid sending packets, but it feels like packets really shouldn't be necessary)

Edited by Ravenwolf397
Posted
44 minutes ago, Ravenwolf397 said:

BlockEvent.NeighborNotifyEvent

I think this event is fired on client as well, isn't it?

Everything said above may be absolutely wrong. No rights reserved.

Posted (edited)

Alas, no.  It does in single player, weirdly (even sets world.isRemote to true, which might be a bug), but I started a LAN server with my normal account and joined using my mod (with all the server stuff commented out), and it didn't fire.  

 

Also, if you check the comments above NeighborNotifyEvent, it says "This event is only called on the server", which is pretty unambiguous about the intended behavior =S

Edited by Ravenwolf397
Posted (edited)

Do you know what time it is?   

IT'S CORE MODDING TIME!

*screeches hysterically*

 

</hysteria>

(I spend like 14 hours on this what am I doing with my life)

 

So yeah, that's what you have to do to detect block changes client-side.  I won't go into details since the devs appear to be somewhat hostile towards anything to do with coremods, short of outright banning them.

 

In my case, I hooked my own custom event into the network manager and checked for SChangeBlockPacket s and SMultiBlockChangePacket s.

 

But yeah, as far as vanilla Forge goes, this is impossible.  Note that there *are* events for when the player breaks/places blocks though, so if that's all you need then you can use those.  It's just if you need to know when other things move blocks (pistons, falling blocks, etc.) that you need to break into the core.  

 

OR, you could bite the bullet and send your own packets from the server. 

 

That would probably have been much much easier. 

 

And more efficient.

 

But.

 

I like this.

Edited by Ravenwolf397
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