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[1.7.2] Server connection events and server info on client


Endyl

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I have a class with these methods:

 

@SubscribeEvent
public void onConnectedToServerEvent(ClientConnectedToServerEvent event) {
System.out.println("Connected to server");
}

@SubscribeEvent
public void onDisconnectedFromServerEvent(ClientDisconnectionFromServerEvent event) {
System.out.println("Disconnected from server");
}

 

 

An instance of this class is registered with FMLCommonHandler.instance().bus(). When I connect to a server

"Connected to server"

is printed to the console, but when I disconnect

"Disconnected from server"

is not (but it should, if I understand the javadoc correctly: "Fired at the client when the client is disconnected from the server.").

 

My question is, how do I get notified of being disconnected from a server (both by the client, by the server or by any sort of error)?

And once a connection is made to a server, can I still get info about the server (ip, name, whatever; I assume yes)? From where do I get that info, because I have been browsing through the javadoc for a long time, and I just cannot find the way to get some sort of reference to the currently connected server?

 

Thanks!

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I have managed to get the ServerData of  a remote server by Minecraft::func_147104_D(), but now I don't know how could I get info about the singleplayer world during ClientConnectedToServerEvent:

 

	@SubscribeEvent
public void onConnectedToServerEvent(ClientConnectedToServerEvent event) {
	String serverIP = "";
	Minecraft mc = FMLClientHandler.instance().getClient();
	if (!mc.isSingleplayer()) {
		serverIP = mc.func_147104_D().serverIP;
	}
	else {
		serverIP = "localhost";
	}

	System.out.println("Connected to server: " + serverIP);
}

 

 

With a breakpoint in the else branch mc.theWorld, mc.thePlayer are null, but according to the console, I have already joined the game).

 

And I still don't know how to get notified about disconnection.

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I didn't get much  (if any) further with this problem. To find a possible solution/workaround I made the task a bit more abstract, so maybe you can give me more ideas, because I'm running out of them.

 

When a player connects to a game (on a remote or the integrated server), I'd like to open (or at least get a path to) one or more files which should be unique to that server/sp world. Also, when the player disconnects (for whatever reason) I'd like to close these files (if any of them are open), or "forget" about their paths.

 

The problems I have encountered:

- during ClientConnectedToServerEvent, I cannot get a reference to the name of the current SP world

- my ClientConnectedToServerEvent handler is not called when connecting to a default bukkit server running on the same machine, due to some error in FML/Forge (I did not test this with a vanilla server) I don't have the error log right now, but I can attach it later if necessary.

- my ClientDisconnectionFromServerEvent handler never gets called, ever

- while trying to work around these with WorldEvent.Load, I have found that that event is fired variable number of times (some of those I could make some sense of and for some I couldn't)

 

Technically I could get a reference to the necessary files when things of interest happen, but that just seems like such a waste of computation power to "calculate" these things frequently when in theory I would only need to do it on connection. And with this method I still wouldn't know when to close/"forget about" these files.

 

TL;DR

- when joining a game, I would like to know the server IP (and possibly other data about it)[solved for remote servers, unsolved for local bukkit server] or the sp world name [unsolved]

- I would like to be notified, when a disconnect happens for whatever reason [unsolved]

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  • 4 years later...

Ancient thread about an ancient version, locked.

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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