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[1.11]Exploded Block Spaces Stop Player


admiralmattbar

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Hi All! I took some time off from the grenade thingy to get better at Java, go over some Minecraft classes, and study up on raytracing. That is to say, it became clear to me that I was in over my head so I decided to get better. Having done that I am having a problem with my explosions my grenades make. The blocks they blow up disappear, but then the player cannot move through them. I guess the blocks are being blown up on the client but the server still thinks something should be there. I looked at the TNT entity code to figure out what to do with explosions but it didn't seem like it had to do anything special to prevent this problem. Here's what I have so far.

 

package org.educraft.brianface.entityclasses;

import net.minecraft.block.Block;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.projectile.EntityThrowable;
import net.minecraft.util.EnumParticleTypes;
import net.minecraft.util.datafix.DataFixer;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.*;

public class EntityBrianade extends EntityThrowable
{
    private EntityLivingBase throwerIn;
    private int throwerId;


    public EntityBrianade(World worldIn)
    {

        super(worldIn);
    }

    public EntityBrianade(World worldIn, EntityLivingBase throwerIn)
    {

        super(worldIn, throwerIn);
    }

    public EntityBrianade(World worldIn, double x, double y, double z)
    {

        super(worldIn, x, y, z);
    }

    public static void registerFixesBrianade(DataFixer fixer)
    {
        EntityThrowable.registerFixesThrowable(fixer, "Brianade");
    }

    @Override
    protected float getGravityVelocity()
    {
        return 0.06F;
    }

    protected void onImpact(RayTraceResult result)
    {
        
        world.createExplosion(result.entityHit, result.hitVec.xCoord, result.hitVec.yCoord, result.hitVec.zCoord, 10f, true);
        this.setDead();
                                  
    }

}

 

Earlier I tried something more complicated in the onImpact method.

 

protected void onImpact(RayTraceResult result)
    {

        Entity target = result.entityHit;

        if (target != null) {
            if (target.getEntityId() == this.throwerIn.getEntityId()) {
                return;
            }

            if(world.isRemote) {
                world.createExplosion(target, result.hitVec.xCoord, result.hitVec.yCoord, result.hitVec.zCoord, 10f, true);
                this.setDead();
            }
        }

        if (result.getBlockPos() != null) {
            if(world.isRemote) {
                world.createExplosion(target, result.hitVec.xCoord, result.hitVec.yCoord, result.hitVec.zCoord, 10f, true);
                this.setDead();
            }

        }
        

I thought this might be more explicit about what to do based on what is hit. I get the same results from this as I do from the code above.

 

Here's a video of the glitch if that helps.

 

Thanks!

Edited by admiralmattbar
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Thanks for the reply. When I switched the sides the grenade falls but does not explode. I set it to this one because that was the only way I got it to get it to explode instead of just fall into the ground and disappear. Is there something I have to do to trigger the explosion on client but cause the explosion in server?

 

if (!this.world.isRemote)
        {
            world.createExplosion(result.entityHit, result.hitVec.xCoord, result.hitVec.yCoord, result.hitVec.zCoord, 10f, true);
        }

        this.setDead();

 

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Thanks for the reply.

 

Sorry if I'm missing something obvious. I put the breakpoint on the onImpact method in the grenade class and the debug screen said world.isRemote was returning true. It seems like that is keeping the explosion code from happening. I thought Minecraft ran both simultaneously so it would get called on the server side but the IntelliJ debugger just shows the server thread running EntityLiving.updateEnttiyActionState() and nothing else in the process of the grenade entity hitting something.

 

Here's the server thread

java.lang.Thread.State: RUNNABLE
	  at net.minecraft.entity.EntityLiving.updateEntityActionState(EntityLiving.java:845)
	  at net.minecraft.entity.EntityLivingBase.onLivingUpdate(EntityLivingBase.java:2466)
	  at net.minecraft.entity.EntityLiving.onLivingUpdate(EntityLiving.java:639)
	  at net.minecraft.entity.EntityAgeable.onLivingUpdate(EntityAgeable.java:194)
	  at net.minecraft.entity.EntityLivingBase.onUpdate(EntityLivingBase.java:2292)
	  at net.minecraft.entity.EntityLiving.onUpdate(EntityLiving.java:343)
	  at net.minecraft.world.World.updateEntityWithOptionalForce(World.java:2108)
	  at net.minecraft.world.WorldServer.updateEntityWithOptionalForce(WorldServer.java:875)
	  at net.minecraft.world.World.updateEntity(World.java:2075)
	  at net.minecraft.world.World.updateEntities(World.java:1888)
	  at net.minecraft.world.WorldServer.updateEntities(WorldServer.java:647)
	  at net.minecraft.server.MinecraftServer.updateTimeLightAndEntities(MinecraftServer.java:794)
	  at net.minecraft.server.MinecraftServer.tick(MinecraftServer.java:698)
	  at net.minecraft.server.integrated.IntegratedServer.tick(IntegratedServer.java:156)
	  at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:547)
	  at java.lang.Thread.run(Thread.java:745)

Here's the client thread which goes all the way to the onImpact method in the grenade class.

"Client thread@1" prio=5 tid=0x1 nid=NA runnable
  java.lang.Thread.State: RUNNABLE
	  at org.educraft.brianface.entityclasses.EntityBrianade.onImpact(EntityBrianade.java:64)
	  at net.minecraft.entity.projectile.EntityThrowable.onUpdate(EntityThrowable.java:266)
	  at net.minecraft.world.World.updateEntityWithOptionalForce(World.java:2108)
	  at net.minecraft.world.World.updateEntity(World.java:2075)
	  at net.minecraft.world.World.updateEntities(World.java:1888)
	  at net.minecraft.client.Minecraft.runTick(Minecraft.java:1881)
	  at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:1119)
	  at net.minecraft.client.Minecraft.run(Minecraft.java:407)
	  at net.minecraft.client.main.Main.main(Main.java:118)
	  at sun.reflect.NativeMethodAccessorImpl.invoke0(NativeMethodAccessorImpl.java:-1)
	  at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	  at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	  at java.lang.reflect.Method.invoke(Method.java:498)
	  at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
	  at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
	  at sun.reflect.NativeMethodAccessorImpl.invoke0(NativeMethodAccessorImpl.java:-1)
	  at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	  at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	  at java.lang.reflect.Method.invoke(Method.java:498)
	  at net.minecraftforge.gradle.GradleStartCommon.launch(GradleStartCommon.java:97)
	  at GradleStart.main(GradleStart.java:26)

 

Thanks for any help.

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Oh wow! Okay, I see the problem.

I was only spawning the entity in the Item class if the world was remote, I removed the condition so the entity spawns on both sides (something I was afraid would create ghost entities) but now it gets the grenade flying and it called the explosion on the server side.

 

Thanks for your help! Here's the code for the item that works.

public class ItemBrianade extends Item {

    public ItemBrianade()
    {
        this.maxStackSize = 16;
        this.setCreativeTab(CreativeTabs.MISC);
    }

    public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn)
    {
        ItemStack itemstack = playerIn.getHeldItem(handIn);

        if (!playerIn.capabilities.isCreativeMode)
        {
            itemstack.shrink(1);
        }

        worldIn.playSound((EntityPlayer)null, playerIn.posX, playerIn.posY, playerIn.posZ, SoundEvents.ENTITY_SNOWBALL_THROW, SoundCategory.NEUTRAL, 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F));

       
        //Change to Grenade Entity
        EntityBrianade entitybrianade = new EntityBrianade(worldIn, playerIn);
        entitybrianade.setHeadingFromThrower(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0.0F, 1.5F, 1.0F);
        worldIn.spawnEntity(entitybrianade);

        playerIn.addStat(StatList.getObjectUseStats(this));
        return new ActionResult(EnumActionResult.SUCCESS, itemstack);
    }
}

 

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Entities should only be spawned on the logical server (i.e. when World#isRemote is false), which will automatically notify all clients in the area that the entity has spawned.

 

Spawning entities on both sides will create a ghost entity.

  • Like 1

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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  • 2 weeks later...

Thanks for the reply. My problem is that when I spawned it on the server only the entity stopped rendering. Getting entities to render has been my white whale with 1.11 and for some reason I have trouble wrapping my head around the server client stuff. For some reason the logic of client being visual and server being logical still doesn't get me to predict what would be on what's side all the time.

 

Here's my onItemRightClick() method from the Item class that spawns the grenade. I set it to spawn in server only but now it no longer renders.

 

 public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn)
    {
        ItemStack itemstack = playerIn.getHeldItem(handIn);

        if (!playerIn.capabilities.isCreativeMode)
        {
            itemstack.shrink(1);
        }

        worldIn.playSound((EntityPlayer)null, playerIn.posX, playerIn.posY, playerIn.posZ, SoundEvents.ENTITY_SNOWBALL_THROW, SoundCategory.NEUTRAL, 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F));


        //Change to Grenade Entity
        EntityBrianade entitybrianade = new EntityBrianade(worldIn, playerIn);
        entitybrianade.setHeadingFromThrower(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0.0F, 1.5F, 1.0F);

        if(!worldIn.isRemote)
        {
            worldIn.spawnEntity(entitybrianade);
        }

        playerIn.addStat(StatList.getObjectUseStats(this));
        return new ActionResult(EnumActionResult.SUCCESS, itemstack);
    }

 

I assume when the client is notified it calls the rendering class.

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  • 3 weeks later...

Hi Choonster,

 

Thanks for taking a look.

 

The EntityBrianade

 

package org.educraft.brianface.entityclasses;

import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.projectile.EntityThrowable;
import net.minecraft.util.EnumParticleTypes;
import net.minecraft.util.datafix.DataFixer;

import net.minecraft.util.math.RayTraceResult;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.*;

public class EntityBrianade extends EntityThrowable
{
    private EntityLivingBase throwerIn;
    private int throwerId;


    public EntityBrianade(World worldIn)
    {

        super(worldIn);
    }

    public EntityBrianade(World worldIn, EntityLivingBase throwerIn)
    {

        super(worldIn, throwerIn);
    }

    public EntityBrianade(World worldIn, double x, double y, double z)
    {

        super(worldIn, x, y, z);
    }

    public static void registerFixesBrianade(DataFixer fixer)
    {
        EntityThrowable.registerFixesThrowable(fixer, "Brianade");
    }

    @SideOnly(Side.CLIENT)
    public void handleStatusUpdate(byte id)
    {
        if (id == 3)
        {
            for (int i = 0; i < 8; ++i)
            {
                this.world.spawnParticle(EnumParticleTypes.EXPLOSION_HUGE, this.posX, this.posY, this.posZ, 1.0D, 1.0D, 1.0D, new int[0]);
            }
        }
    }

    @Override
    protected float getGravityVelocity()
    {
        return 0.06F;
    }

    protected void onImpact(RayTraceResult result)
    {
        this.setDead();

        if (!world.isRemote)
        {
            world.createExplosion(null, result.hitVec.xCoord, result.hitVec.yCoord, result.hitVec.zCoord, 10f, true);
        }

    }

}

 

And here's the render class.

package org.educraft.brianface.renderer.entity;

import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.entity.Entity;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.client.registry.IRenderFactory;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import org.educraft.brianface.Reference;
import org.educraft.brianface.entityclasses.EntityBrianade;
import org.educraft.brianface.modelclasses.ModelBrianade;

import javax.annotation.Nullable;

@SideOnly(Side.CLIENT)
public class RenderBrianade extends Render<EntityBrianade> {

    private static final ResourceLocation BRIANADE_TEXTURE = new ResourceLocation(Reference.MOD_ID,"brianface:textures/entity/brianade/brianade.png");

    public static final Factory FACTORY = new Factory();

    protected RenderBrianade(RenderManager renderManager) {

        super(renderManager);
    }

    @Nullable
    //@Override
    protected ResourceLocation getEntityTexture(EntityBrianade entity) {

        return BRIANADE_TEXTURE;
    }

    public static class Factory implements IRenderFactory<EntityBrianade> {

        public static final Factory INSTANCE = new Factory();

        @Override
        public Render<? super EntityBrianade> createRenderFor(RenderManager manager){

            return new RenderBrianade(manager);

        }

    }

}

 

And the render registration in ClientProxy

/* 
 * This class covers your textures when you are running the client version of Minecraft. Your textures will not render on a server 
 * because they simply do not do that.
 */

package org.educraft.brianface.proxy;

import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraftforge.fml.client.registry.IRenderFactory;
import net.minecraftforge.fml.client.registry.RenderingRegistry;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import org.educraft.brianface.Reference;
import org.educraft.brianface.entityclasses.EntityBrianade;
import org.educraft.brianface.init.ModBlocks;
import org.educraft.brianface.init.ModEntities;
import org.educraft.brianface.init.ModItems;
import org.educraft.brianface.renderer.entity.RenderBrianade;

public class ClientProxy implements ICommonProxy {

	@Override
	public void preInit(FMLPreInitializationEvent event){

		
		RenderingRegistry.registerEntityRenderingHandler(EntityBrianade.class, RenderBrianade.FACTORY.INSTANCE);



	}

	@Override
	public void init(FMLInitializationEvent event) {
		ModItems.registerRenders();
		ModBlocks.registerRenders();
		ModEntities.initModels();
		ModEntities.init();


	}

	@Override
	public void postInit(FMLPostInitializationEvent event) {

	}

}

 

I put this together based on browsing Github and some internet tutorials I found.

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  • 2 months later...
On 9/17/2017 at 9:12 PM, admiralmattbar said:

Thanks for the reply. When I switched the sides the grenade falls but does not explode. I set it to this one because that was the only way I got it to get it to explode instead of just fall into the ground and disappear. Is there something I have to do to trigger the explosion on client but cause the explosion in server?

 


if (!this.world.isRemote)
        {
            world.createExplosion(result.entityHit, result.hitVec.xCoord, result.hitVec.yCoord, result.hitVec.zCoord, 10f, true);
        }

        this.setDead();

 

You have to send a packet to the server to create an explosion.

You can't create an explosion with World::isRemote or else the server will not know that an explosion happened and update the world assuming nothing happened (that's why you get stuck in a block, because the client tries to mimic the server's role).

 

But onImpact() is common method, I believe, so I don't know what the problem is...

 

Edited by Differentiation
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onImpact() is a common method if you've properly spawned your entity on the server.  I suspect he's spawning the projectile on the client, which will mostly appear to work, but of course isn't really working properly — including, onImpact fires only on the client, leading to the weirdness described above.

 

I was in a very similar situation this evening, and solved it by sending a network packet to spawn the projectile on the server (described here).  My projectiles and explosions appear to be working correctly now (and by studying the logs, I've verified that both are happening on the server main thread).  Perhaps this will help the OP as well.

 

Edited by JoeStrout
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