Jump to content

Recommended Posts

Posted

Hello guys!

 

I'm trying to update my custom launcher from 1.4.3 to 1.5.2 and i'm having some troubles.

 

As a lazy (and not very experimented) java coder i was using the following code in the launcher (in addition to the appropriates modification in the minecraft/net/minecraft/client/Minecraft.java file in the client):

         ArrayList<String> params = new ArrayList<String>();
         params.add("javaw");
         params.add("-Xmx1024m");
         params.add("-Xms512m");
         params.add("-Dsun.java2d.noddraw=true");
         params.add("-Dsun.java2d.d3d=false");
         params.add("-Dsun.java2d.opengl=false");
         params.add("-Dsun.java2d.pmoffscreen=false");
         params.add("-classpath");
         params.add(pathToJar);
         params.add("net.minecraft.LauncherFrame");
         ProcessBuilder pb = new ProcessBuilder(params);

 

That used to work perfectly, but now, the FMLRelauncher try to download the minecraft files in the standard ".minecraft" directory. My mods, configs and binaries are created in the ".ohmygames" dir since i'm handling that by myself.

 

I found the computeExistingClientHome method in cpw/mods/fml/relauncher/FMLRelauncher.java wich call obscures methods (for me  ;D ) such as 

System.getProperty("minecraft.applet.TargetDirectory");
ReflectionHelper.getPrivateValue(mcMaster, null, "minecraftDir", "an", "minecraftDir");
Method setupHome = ReflectionHelper.findMethod(mcMaster, null, new String[] { "getMinecraftDir", "getMinecraftDir", "b" });

 

Maybe someone already found a solution for that?

Posted

I have no idea why you need a custom launcher, but okay.

 

There is a class in the default package of Minecraft called Starter, though I'm not sure whether it's Forge only. Doesn't matter since your launcher is based on FML. Either way, you'll probably need to know the deobfuscated name of that class.

 

What you do is replace

params.add("net.minecraft.LauncherFrame");

(I don't know where you got that class from in the first place, my package net.minecraft has no classes)

with

params.add("Start");

Or specifically the obfuscated name of Start.

 

This way you'll be redirecting the entry point to Start, which then sets the Minecraft.minecraftDir to the current directory respectively.

 

In case you're explicitly calling that (to me) unknown class because it's your own class and handles some launch-related processes, just do what you can find in that class:

 

try
        {
            Field f = Minecraft.class.getDeclaredField("minecraftDir");
            Field.setAccessible(new Field[] { f }, true);
            f.set(null, new File("."));
        }
        catch (Exception e)
        {
            e.printStackTrace();
            return;
        }

 

This code uses the Java Reflection API to retrieve the private field Minecraft.minecraftDir and assign the current directory (new File(".")) to it.

 

When Minecraft.getMinecraftDir(); is called at any time later in the code, it first checks whether Minecraft.minecraftDir == null, and if so retrieves the OS dependent directory through a call to Minecraft.getAppDir("minecraft"); or otherwise returns the predefined File pointer. Through the above snippet, you'll define the File pointer manually, so FML has no reason to determine the environment itself.

 

Sincerely.

Posted

Unfortunately, I cannot do this.

 

The code I've written in my first post is used to call the launcher himself.

 

I'm using the applet mode of minecraft with this logic:

[*]MinecraftLauncher Call LauncherFrame

[*]LauncherFrame is used to ask user options, display news, login, blablabla

[*]Once user click on login the LauncherFrame is replaced with the GameUpdater applet and the update stuff is done

[*]When the update process is complete, it invoke the following method from the GameUpdater class :

 

	public Applet createApplet() throws ClassNotFoundException, InstantiationException, IllegalAccessException, SecurityException
{
	Class appletClass = classLoader.loadClass("net.minecraft.client.MinecraftApplet");
	return (Applet)appletClass.newInstance();
}

 

And the returned Applet is handled by :

 

Launcher.this.replace(Launcher.this.gameUpdater.createApplet());

 

I remembered the

System.getProperty("minecraft.applet.TargetDirectory");

I've seen in the FMLRElauncher.

 

I've set that system prop from my launcher and now FML is downloading to the right directory!

System.setProperty("minecraft.applet.TargetDirectory", Util.getWorkingDirectory().toString());

 

But i have a new problem.

 

When FML is calling RelaunchClassLoader.registerTransformer I have a "java.lang.ClassNotFoundException: cpw.mods.fml.common.asm.transformers.DeobfuscationTransformer". I Dont understand why, because the class is present in the Minecraft.jar file

 

I'm not very familiar with those classloading methods used by FML and i cannot understand this function:

 

 public void registerTransformer(String transformerClassName)
    {
        try
        {
            IClassTransformer transformer = (IClassTransformer) loadClass(transformerClassName).newInstance();
            transformers.add(transformer);
            if (transformer instanceof IClassNameTransformer && renameTransformer == null)
            {
                renameTransformer = (IClassNameTransformer) transformer;
            }
        }
        catch (Exception e)
        {
            FMLRelaunchLog.log(Level.SEVERE, e, "A critical problem occured registering the ASM transformer class %s", transformerClassName);
        }
    }

 

PS : I need a custom launcher to handle the update process by myself (minecraft.jar, clients mods), to display my own news and I need a custom directory to allow players to have a separated .minecraft directory if they wanna keep their vinilla or whatever custom jar they want.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • log: https://mclo.gs/QJg3wYX as stated in the title, my game freezes upon loading into the server after i used a far-away waystone in it. The modpack i'm using is better minecraft V18. Issue only comes up in this specific server, singleplayer and other servers are A-okay. i've already experimented with removing possible culprits like modernfix and various others to no effect. i've also attempted a full reinstall of the modpack profile. Issue occurs shortly after the 'cancel' button dissapears on the 'loading world' section of the loading screen.   thanks in advance.
    • You would have better results asking a more specific question. What have you done? What exactly do you need help with? Please also read the FAQ regarding posting logs.
    • Hi, this is my second post with the same content as no one answered this and it's been a long time since I made the last post, I want to make a client-only mod, everything is ok, but when I use shaders, none of the textures rendered in RenderLevelStageEvent nor the crow entity model are rendered, I want them to be visible, because it's a horror themed mod I've already tried it with different shaders, but it didn't work with any of them and I really want to add support for shaders Here is how i render the crow model in the CrowEntityRenderer<CrowEntity>, by the time i use this method, i know is not the right method but i don't think this is the cause of the problem, the renderType i'm using is entityCutout @Override public void render(CrowEntity p_entity, float entityYaw, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) { super.render(p_entity, entityYaw, partialTick, poseStack, bufferSource, packedLight); ClientEventHandler.getClient().crow.renderToBuffer(poseStack, bufferSource.getBuffer(ClientEventHandler.getClient().crow .renderType(TEXTURE)), packedLight, OverlayTexture.NO_OVERLAY, Utils.rgb(255, 255, 255)); } Here renderLevelStage @Override public void renderWorld(RenderLevelStageEvent e) { horrorEvents.draw(e); } Here is how i render every event public void draw(RenderLevelStageEvent e) { for (HorrorEvent event : currentHorrorEvents) { event.tick(e.getPartialTick()); event.draw(e); } } Here is how i render the crow model on the event @Override public void draw(RenderLevelStageEvent e) { if(e.getStage() == RenderLevelStageEvent.Stage.AFTER_ENTITIES) { float arcProgress = getArcProgress(0.25f); int alpha = (int) Mth.lerp(arcProgress, 0, 255); int packedLight = LevelRenderer.getLightColor(Minecraft.getInstance().level, blockPos); VertexConsumer builder = ClientEventHandler.bufferSource.getBuffer(crow); Crow<CreepyBirdHorrorEvent> model = ClientEventHandler .getClient().crow; model.setupAnim(this); RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(), e.getPoseStack(), builder, packedLight, OverlayTexture.NO_OVERLAY, alpha); builder = ClientEventHandler.bufferSource.getBuffer(eyes); RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(), e.getPoseStack(), builder, 15728880, OverlayTexture.NO_OVERLAY, alpha); } } How i render the model public static void renderModelInWorld(Model model, Vector3f pos, Vector3f offset, Camera camera, PoseStack matrix, VertexConsumer builder, int light, int overlay, int alpha) { matrix.pushPose(); Vec3 cameraPos = camera.getPosition(); double finalX = pos.x - cameraPos.x + offset.x; double finalY = pos.y - cameraPos.y + offset.y; double finalZ = pos.z - cameraPos.z + offset.z; matrix.pushPose(); matrix.translate(finalX, finalY, finalZ); matrix.mulPose(Axis.XP.rotationDegrees(180f)); model.renderToBuffer(matrix, builder, light, overlay, Utils .rgba(255, 255, 255, alpha)); matrix.popPose(); matrix.popPose(); } Thanks in advance
    • I am trying to develop a modpack for me and my friends to use on our server. Does anyone know how to develop a modpack for a server or could they help take a look at my modpack to potentially help at all?
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.