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[1.8.9]How send a Custom Packet on join server


gamestdai

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I use this code buy thePlayer is null

 

@SubscribeEvent

    public void onCLientJoin(FMLNetworkEvent.ClientConnectedToServerEvent e) {

 

        ByteArrayOutputStream stream = new ByteArrayOutputStream();

        DataOutputStream out = new DataOutputStream(stream);

        try {

            out.writeUTF("TO COM O MOD");

        } catch (IOException ex) {

            ex.printStackTrace();

        }

        ByteBuf bytebuf = Unpooled.copiedBuffer(stream.toByteArray());

        Minecraft.getMinecraft().thePlayer.sendQueue.handleCustomPayload(new S3FPacketCustomPayload("TCMOD", new PacketBuffer(bytebuf)));

        System.out.println("Packet Enviado");

    }

 

How a send the packet to the server ?

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PlayerLoggedIn

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.

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This event dont work on player join server

PlayerLoggeInEvent should get called when the player joins the game both singleplayer and dedicated server.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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This event dont work on player join server

PlayerLoggeInEvent should get called when the player joins the game both singleplayer and dedicated server.

 

PlayerLoggedInEvent is called on server thread, not client. OP seems to be in need of something that is called on client side after player appears on server.

 

If the mod is expected to be on both sides:

Send packet (server->client) from PlayerLoggeInEvent and then response from client handler (client->server).

 

If the mod is client-only, logically - don't use any of server's code and... well, I am not sure if such event exists.

First solution that comes to mind is EntityJoinWorldEvent and check if (event.entity == Minecraft#thePlayer).

 

Note: Don't use Minecraft#thePlayer before you have actually logged in on server, because its null/bad.

Use SimpleNetworkWrapper: http://www.minecraftforge.net/forum/index.php/topic,20135.0.html

1.7.10 is no longer supported by forge, you are on your own.

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