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JsonReloadListener client/server separation


vemerion

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Hello everyone!

 

In one of my mods, I have a JsonReloadListener for a data-driven spell system (Magics.java). These magics are synched via packets to the client. The problem is that on single-player, the logical server and client shares the same Magics instance, which means that the client will overwrite the magics for the server when it receives the synch packet (as well as other potential problems such as race-conditions). Now I want to fix this issue, by having separate Magics instances for the server and client. The problem then is that there are some cases (for instance in the getUseDuration() method here), where I don't have access to a World, and don't know if it is called on the logical client or server, and therefore won't know which Magics instance to access. The Forge documentation on sides mentions that you can use thread groups (here) to determine if we are currently on the logical client or server, but only via an 'educated guess'. I don't know if that is reliable enough. Do you guys have any suggestions?

Edited by vemerion
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19 minutes ago, diesieben07 said:

Yeah I don't think there is much you can do but use EffectiveSide.get here.

Alright, thank you! So, I should use the world to determine the side when possible, and in the few cases where I cannot, I have to use EffectiveSide.get(), correct? Should I be worried about the possibility of getting the wrong side from EffectiveSide.get(), or are the risks negligible?

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5 minutes ago, diesieben07 said:

If you are sure you are only on the main server thread or the main client thread it should work fine.

However you basically always have a World. getUseDuration now is the first thing I have come across where it doesn't work.

Alright, thank you again! getUseDuration() has actually been a bit of a thorn in my side for some time. When I wanted to make the cast time of the spells dependent on the equipment of the player, I couldn't, because we don't have access to the player, only the itemstack... Anyway, thank you for your help!

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