NovaViper Posted January 25, 2015 Share Posted January 25, 2015 For some reason.. I'm getting all kinds of errors from the servers, saying this [22:53:21] [server thread/ERROR]: Encountered an unexpected exception net.minecraft.util.ReportedException: Ticking entity at net.minecraft.server.MinecraftServer.updateTimeLightAndEntities(MinecraftServer.java:709) ~[MinecraftServer.class:?] at net.minecraft.server.dedicated.DedicatedServer.updateTimeLightAndEntities(DedicatedServer.java:364) ~[DedicatedServer.class:?] at net.minecraft.server.MinecraftServer.tick(MinecraftServer.java:598) ~[MinecraftServer.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:478) [MinecraftServer.class:?] at java.lang.Thread.run(Unknown Source) [?:1.8.0_25] Caused by: java.lang.NoSuchMethodError: common.zeroquest.entity.EntityForisZertum.spawnParticle()V at common.zeroquest.entity.EntityForisZertum.onLivingUpdate(EntityForisZertum.java:295) ~[EntityForisZertum.class:?] at net.minecraft.entity.EntityLivingBase.onUpdate(EntityLivingBase.java:1627) ~[EntityLivingBase.class:?] at net.minecraft.entity.EntityLiving.onUpdate(EntityLiving.java:229) ~[EntityLiving.class:?] at common.zeroquest.entity.EntityForisZertum.onUpdate(EntityForisZertum.java:365) ~[EntityForisZertum.class:?] at net.minecraft.world.World.updateEntityWithOptionalForce(World.java:1865) ~[World.class:?] at net.minecraft.world.WorldServer.updateEntityWithOptionalForce(WorldServer.java:732) ~[WorldServer.class:?] at net.minecraft.world.World.updateEntity(World.java:1835) ~[World.class:?] at net.minecraft.world.World.updateEntities(World.java:1664) ~[World.class:?] at net.minecraft.world.WorldServer.updateEntities(WorldServer.java:571) ~[WorldServer.class:?] at net.minecraft.server.MinecraftServer.updateTimeLightAndEntities(MinecraftServer.java:703) ~[MinecraftServer.class:?] ... 4 more [22:53:21] [server thread/ERROR]: This crash report has been saved to: C:\Users\NovaPC\Desktop\ModStuff\Code1.8\eclipse\.\crash-reports\crash-2015-01-24_22.53.21-server.txt And yes, I have made my methods switch from server to client but it still doesn't work. Here is part of the entity file of where the problems occurs: /** * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons * use this to react to sunlight and start to burn. */ @Override public void onLivingUpdate() { super.onLivingUpdate(); spawnParticle(); for(int l = 0; l <= 4; ++l) //TODO { if(worldObj.rand.nextFloat() < footprint_chance) { continue; } if(Constants.DEF_GRASSSTEP == true){ int x = MathHelper.floor_double(this.posX + (l % 2 * 2 - 1) * 0.25F); int y = MathHelper.floor_double(this.posY) - 1 ; int z = MathHelper.floor_double(this.posZ + (l / 2 % 2 * 2 - 1) * 0.25F); BlockPos pos = new BlockPos(x, y, z); IBlockState state = this.worldObj.getBlockState(pos); boolean isAnyDirt = state.getBlock() == Blocks.dirt; boolean isRegularDirt = isAnyDirt && state.getValue(BlockDirt.VARIANT) == BlockDirt.DirtType.DIRT; if (isAnyDirt && isRegularDirt){ //TODO this.worldObj.setBlockState(pos, footprint.getDefaultState()); } } } if (isServer() && this.isWet && !this.isShaking && !this.hasPath() && this.onGround) { this.isShaking = true; this.timeWolfIsShaking = 0.0F; this.prevTimeWolfIsShaking = 0.0F; this.worldObj.setEntityState(this, (byte); } if (isServer() && this.getAttackTarget() == null && this.isAngry()) { this.setAngry(false); } if(Constants.DEF_HEALING == true && !this.isChild() && this.getHealth() <=10 && this.isTamed()) { this.addPotionEffect(new PotionEffect(10, 200)); } if (this.getAttackTarget() == null && isTamed() && 15 > 0) { List list1 = worldObj.getEntitiesWithinAABB(EntityCreeper.class, AxisAlignedBB.fromBounds(posX, posY, posZ, posX + 1.0D, posY + 1.0D, posZ + 1.0D).expand(sniffRange(), 4D, sniffRange())); if (!list1.isEmpty() && !isSitting() && this.getHealth() > 1 && !this.isChild()) { canSeeCreeper = true; } else { canSeeCreeper = false; } } } @SideOnly(Side.CLIENT) public void spawnParticle(){ double d0 = this.rand.nextGaussian() * 0.04D; //TODO double d1 = this.rand.nextGaussian() * 0.04D; double d2 = this.rand.nextGaussian() * 0.04D; if(isClient()){ EntityForisDustFX var20 = new EntityForisDustFX(this.worldObj, this.posX + (double)(this.rand.nextFloat() * this.width * 2.0F) - (double)this.width, this.posY + 0.5D + (double)(this.rand.nextFloat() * this.height), this.posZ + (double)(this.rand.nextFloat() * this.width * 2.0F) - (double)this.width, d0, d1, d2); for (int i = 0; i < 7; ++i) { FMLClientHandler.instance().getClient().effectRenderer.addEffect(var20); } } } Quote Main Developer and Owner of Zero Quest Visit the Wiki for more information If I helped anyone, please give me a applaud and a thank you! Link to comment Share on other sites More sharing options...
Romejanic Posted January 25, 2015 Share Posted January 25, 2015 Since you've put the @SideOnly annotation on the method, it is not included as part of the class on the server. It will crash if you try to call it. Try replacing your particle code with this: public void onLivingUpdate() { super.onLivingUpdate(); if(FMLCommonHandler.instance().getEffectiveSide() == Side.CLIENT) spawnParticle(); for(int l = 0; l <= 4; ++l) //TODO { if(worldObj.rand.nextFloat() < footprint_chance) { continue; } if(Constants.DEF_GRASSSTEP == true){ int x = MathHelper.floor_double(this.posX + (l % 2 * 2 - 1) * 0.25F); int y = MathHelper.floor_double(this.posY) - 1 ; int z = MathHelper.floor_double(this.posZ + (l / 2 % 2 * 2 - 1) * 0.25F); BlockPos pos = new BlockPos(x, y, z); IBlockState state = this.worldObj.getBlockState(pos); boolean isAnyDirt = state.getBlock() == Blocks.dirt; boolean isRegularDirt = isAnyDirt && state.getValue(BlockDirt.VARIANT) == BlockDirt.DirtType.DIRT; if (isAnyDirt && isRegularDirt){ //TODO this.worldObj.setBlockState(pos, footprint.getDefaultState()); } } } if (isServer() && this.isWet && !this.isShaking && !this.hasPath() && this.onGround) { this.isShaking = true; this.timeWolfIsShaking = 0.0F; this.prevTimeWolfIsShaking = 0.0F; this.worldObj.setEntityState(this, (byte); } if (isServer() && this.getAttackTarget() == null && this.isAngry()) { this.setAngry(false); } if(Constants.DEF_HEALING == true && !this.isChild() && this.getHealth() <=10 && this.isTamed()) { this.addPotionEffect(new PotionEffect(10, 200)); } if (this.getAttackTarget() == null && isTamed() && 15 > 0) { List list1 = worldObj.getEntitiesWithinAABB(EntityCreeper.class, AxisAlignedBB.fromBounds(posX, posY, posZ, posX + 1.0D, posY + 1.0D, posZ + 1.0D).expand(sniffRange(), 4D, sniffRange())); if (!list1.isEmpty() && !isSitting() && this.getHealth() > 1 && !this.isChild()) { canSeeCreeper = true; } else { canSeeCreeper = false; } } } Quote Romejanic Creator of Witch Hats, Explosive Chickens and Battlefield! Link to comment Share on other sites More sharing options...
Draco18s Posted January 25, 2015 Share Posted January 25, 2015 @Override public void onLivingUpdate() //this function is both client and server { super.onLivingUpdate(); spawnParticle(); //this function is @SideOnly(Side.CLIENT) Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
coolAlias Posted January 25, 2015 Share Posted January 25, 2015 You shouldn't use FMLCommonHandler to get the effective side when you have a World object available - if (worldObj.isRemote) is a much cheaper operation. Whenever you have a method, class or field that operates on the client side only, you can only access it on the client side; i.e. any time you want to access it, nest your code in a side check: if (worldObj.isRemote) { // yay, you're on the client spawnParticles(); // or other client-only code } Quote http://i.imgur.com/NdrFdld.png[/img] Link to comment Share on other sites More sharing options...
NovaViper Posted January 25, 2015 Author Share Posted January 25, 2015 Since you've put the @SideOnly annotation on the method, it is not included as part of the class on the server. It will crash if you try to call it. Try replacing your particle code with this: public void onLivingUpdate() { super.onLivingUpdate(); if(FMLCommonHandler.instance().getEffectiveSide() == Side.CLIENT) spawnParticle(); for(int l = 0; l <= 4; ++l) //TODO { if(worldObj.rand.nextFloat() < footprint_chance) { continue; } if(Constants.DEF_GRASSSTEP == true){ int x = MathHelper.floor_double(this.posX + (l % 2 * 2 - 1) * 0.25F); int y = MathHelper.floor_double(this.posY) - 1 ; int z = MathHelper.floor_double(this.posZ + (l / 2 % 2 * 2 - 1) * 0.25F); BlockPos pos = new BlockPos(x, y, z); IBlockState state = this.worldObj.getBlockState(pos); boolean isAnyDirt = state.getBlock() == Blocks.dirt; boolean isRegularDirt = isAnyDirt && state.getValue(BlockDirt.VARIANT) == BlockDirt.DirtType.DIRT; if (isAnyDirt && isRegularDirt){ //TODO this.worldObj.setBlockState(pos, footprint.getDefaultState()); } } } if (isServer() && this.isWet && !this.isShaking && !this.hasPath() && this.onGround) { this.isShaking = true; this.timeWolfIsShaking = 0.0F; this.prevTimeWolfIsShaking = 0.0F; this.worldObj.setEntityState(this, (byte); } if (isServer() && this.getAttackTarget() == null && this.isAngry()) { this.setAngry(false); } if(Constants.DEF_HEALING == true && !this.isChild() && this.getHealth() <=10 && this.isTamed()) { this.addPotionEffect(new PotionEffect(10, 200)); } if (this.getAttackTarget() == null && isTamed() && 15 > 0) { List list1 = worldObj.getEntitiesWithinAABB(EntityCreeper.class, AxisAlignedBB.fromBounds(posX, posY, posZ, posX + 1.0D, posY + 1.0D, posZ + 1.0D).expand(sniffRange(), 4D, sniffRange())); if (!list1.isEmpty() && !isSitting() && this.getHealth() > 1 && !this.isChild()) { canSeeCreeper = true; } else { canSeeCreeper = false; } } } I tried your method but it still doesn't work Quote Main Developer and Owner of Zero Quest Visit the Wiki for more information If I helped anyone, please give me a applaud and a thank you! Link to comment Share on other sites More sharing options...
NovaViper Posted January 25, 2015 Author Share Posted January 25, 2015 None of these methods are working. Is it even possible to make custom particles spawn constantly as long as the entity lives? Quote Main Developer and Owner of Zero Quest Visit the Wiki for more information If I helped anyone, please give me a applaud and a thank you! Link to comment Share on other sites More sharing options...
NovaViper Posted January 25, 2015 Author Share Posted January 25, 2015 When I move it over, it says the random is not public. Also it asks for to be static but with the random variables, it says it can't be static Quote Main Developer and Owner of Zero Quest Visit the Wiki for more information If I helped anyone, please give me a applaud and a thank you! Link to comment Share on other sites More sharing options...
NovaViper Posted January 25, 2015 Author Share Posted January 25, 2015 Use getRNG() instead of rand. Thanks! Quote Main Developer and Owner of Zero Quest Visit the Wiki for more information If I helped anyone, please give me a applaud and a thank you! Link to comment Share on other sites More sharing options...
coolAlias Posted January 25, 2015 Share Posted January 25, 2015 @coolAlias: That alone will not work. It will still crash on a server. A much better alternative to @SideOnly is @SidedProxy. Are you sure? Because I've done just that in some of my mods and they play on servers just fine. I understand that some things must be routed through the ClientProxy (the IMessageHandler getPlayer for example) because of the way classes load, but it seems such an inefficient solution. Imagine that you have 20 entities and each one has a spawnParticles method, and within each the implementation is radically different. Do you create a special 'spawnParticles' method for each one in your ClientProxy? Do you create one method, but have chained if/elses checking if (entity instanceof EntityOne) spawnParticlesOne ? That would just be absurd. Perhaps you could make an interface, ISpawnParticles, and cast your entity to that from the ClientProxy method which then calls the entity's class method, but it sounds like you are saying that would still crash since the actual implementation is within the entity class? What a convoluted solution to what should be a simple problem, in my opinion. Granted, things don't always work the way we'd like, but this particular design decision (if it was a decision at all or just plain necessity) boggles my mind. Quote http://i.imgur.com/NdrFdld.png[/img] Link to comment Share on other sites More sharing options...
NovaViper Posted January 25, 2015 Author Share Posted January 25, 2015 Hey now I have another problem releating to the client loading on the server side with a projectile entity. Here is it's class public class EntityIceball extends EntityThrowable { private static final String __OBFID = "CL_00001722"; public EntityIceball(World p_i1773_1_) { super(p_i1773_1_); } public EntityIceball(World p_i1774_1_, EntityLivingBase p_i1774_2_) { super(p_i1774_1_, p_i1774_2_); } public EntityIceball(World p_i1775_1_, double p_i1775_2_, double p_i1775_4_, double p_i1775_6_) { super(p_i1775_1_, p_i1775_2_, p_i1775_4_, p_i1775_6_); } @Override public void onUpdate() { EntityIceDustFX var20 = new EntityIceDustFX(this.worldObj, this.posX, this.posY, this.posZ, 0.0D, 0.0D, 0.0D); FMLClientHandler.instance().getClient().effectRenderer.addEffect(var20); super.onUpdate(); } /** * Called when this EntityThrowable hits a block or entity. */ protected void onImpact(MovingObjectPosition movingObject) { if (movingObject.entityHit != null) { byte b0 = 0; if (movingObject.entityHit instanceof EntityBlaze) { b0 = 3; } movingObject.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), (float)b0); }else{ BlockPos blockpos = movingObject.getBlockPos().offset(movingObject.sideHit); if (this.worldObj.isAirBlock(blockpos)) { this.worldObj.setBlockState(blockpos, Blocks.ice.getDefaultState()); } } for (int i = 0; i < 8; ++i) { this.worldObj.spawnParticle(EnumParticleTypes.SNOWBALL, this.posX, this.posY, this.posZ, 0.0D, 0.0D, 0.0D, new int[0]); } for (int i = 0; i < 8; ++i) { this.worldObj.spawnParticle(EnumParticleTypes.SNOWBALL, this.posX, this.posY, this.posZ, 0.0D, 0.0D, 0.0D); } if (!this.worldObj.isRemote) { this.setDead(); } } } Quote Main Developer and Owner of Zero Quest Visit the Wiki for more information If I helped anyone, please give me a applaud and a thank you! Link to comment Share on other sites More sharing options...
NovaViper Posted January 25, 2015 Author Share Posted January 25, 2015 Nvm, I fixed it and thanks everyone for your help! Quote Main Developer and Owner of Zero Quest Visit the Wiki for more information If I helped anyone, please give me a applaud and a thank you! Link to comment Share on other sites More sharing options...
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