FlashHUN Posted March 16, 2019 Share Posted March 16, 2019 (edited) In my mod I need to render custom layers on players based on their capabilities. The problem is, the client sees the layer completely fine on themself, but doesn't see it on others. How could this issue be solved? RenderPlayerEvent: @SubscribeEvent public void onPlayerRender(RenderPlayerEvent.Pre event) { event.getRenderer().addLayer(new LayerDojutsuBase(event.getRenderer())); } LayerDojutsuBase (Yes, I know it could be more organized and done better, for now I just wanted to get it done, I'll get to doing that later): @SideOnly(Side.CLIENT) public class LayerDojutsuBase implements LayerRenderer<EntityLivingBase> { private static final ResourceLocation baseTL12 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/1x2_t/left/base.png"); private static final ResourceLocation baseBL12 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/1x2_b/left/base.png"); private static final ResourceLocation baseL22 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/2x2/left/base.png"); private static final ResourceLocation baseTR12 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/1x2_t/right/base.png"); private static final ResourceLocation baseBR12 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/1x2_b/right/base.png"); private static final ResourceLocation baseR22 = new ResourceLocation(References.mod_id, "textures/render/dojutsu/2x2/right/base.png"); private final RenderPlayer playerRenderer; public LayerDojutsuBase(RenderPlayer playerRendererIn) { this.playerRenderer = playerRendererIn; } public void doRenderLayer(EntityLivingBase entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale) { IMana mana = CapabilityMana.getMana(entitylivingbaseIn); if (mana.getDojutsuActive() && !mana.getCurseMarkActive()) { if (mana.getEyeSize() == 0) { if (mana.getEyeLeft() > 0 && mana.getEyeLeft() != 27 && mana.getEyeLeft() != 28) { this.playerRenderer.bindTexture(baseTL12); GlStateManager.pushMatrix(); this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);; GlStateManager.popMatrix(); } if (mana.getEyeRight() > 0 && mana.getEyeRight() != 27 && mana.getEyeRight() != 28) { this.playerRenderer.bindTexture(baseTR12); GlStateManager.pushMatrix(); this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);; GlStateManager.popMatrix(); } } else if (mana.getEyeSize() == 1) { if (mana.getEyeLeft() > 0 && mana.getEyeLeft() != 27 && mana.getEyeLeft() != 28) { this.playerRenderer.bindTexture(baseBL12); GlStateManager.pushMatrix(); this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);; GlStateManager.popMatrix(); } if (mana.getEyeRight() > 0 && mana.getEyeRight() != 27 && mana.getEyeRight() != 28) { this.playerRenderer.bindTexture(baseBR12); GlStateManager.pushMatrix(); this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);; GlStateManager.popMatrix(); } } else if (mana.getEyeSize() == 2) { if (mana.getEyeLeft() > 0 && mana.getEyeLeft() != 27 && mana.getEyeLeft() != 28) { this.playerRenderer.bindTexture(baseL22); GlStateManager.pushMatrix(); this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);; GlStateManager.popMatrix(); } if (mana.getEyeRight() > 0 && mana.getEyeRight() != 27 && mana.getEyeRight() != 28) { this.playerRenderer.bindTexture(baseR22); GlStateManager.pushMatrix(); this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);; GlStateManager.popMatrix(); } } } } public boolean shouldCombineTextures() { return false; } } Edited March 23, 2019 by FlashHUN marked as solved Quote Link to comment Share on other sites More sharing options...
Choonster Posted March 16, 2019 Share Posted March 16, 2019 You need to sync the capability values to all players watching the player entity, not just the player themselves. You can use SimpleNetworkWrapper#sendToAllTracking(IMessage, Entity) to send an IMessage to all players tracking an entity. Quote 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. Link to comment Share on other sites More sharing options...
FlashHUN Posted March 16, 2019 Author Share Posted March 16, 2019 2 hours ago, Choonster said: You need to sync the capability values to all players watching the player entity, not just the player themselves. You can use SimpleNetworkWrapper#sendToAllTracking(IMessage, Entity) to send an IMessage to all players tracking an entity. I send packets to all entities tracking the player when the keybind for activating the thing is pressed. Still, the player tracking the other player who has said thing activated doesn't see it showing up and only the client does. What could be causing this? KeyHandler @SubscribeEvent public void onPlayerEvent(TickEvent.PlayerTickEvent event) { EntityPlayer player = event.player; KeyBinding[] keyBindings = ClientProxy.keyBindings; IMana mana = CapabilityMana.getMana(player); if (keyBindings[3].isPressed()) { if (mana.getSharingan() == 1 || mana.getByakugan() == 1 || mana.getKetsuryuugan() == 1) { if (mana.getEyeLeft() > 0 || mana.getEyeRight() > 0) { if (mana.getDojutsuActive()) { mana.setDojutsuActive(false); PacketHandler.INSTANCE.sendToServer(new ClientDojutsuActive(false)); System.out.println("Turned dojutsu off"); } else { mana.setDojutsuActive(true); PacketHandler.INSTANCE.sendToServer(new ClientDojutsuActive(true)); PacketHandler.INSTANCE.sendToServer(new ClientDojutsuSound()); System.out.println("Turned dojutsu on"); } } else { player.sendMessage(new TextComponentString(I18n.format("key.dojutsu.noe"))); } } else { player.sendMessage(new TextComponentString(I18n.format("key.dojutsu.nodojutsu"))); } } } Packet sent from the KeyHandler: package flash.narutomod.network.clienttoserver.dojutsu; import io.netty.buffer.ByteBuf; import net.minecraft.entity.player.EntityPlayer; import net.minecraftforge.fml.common.FMLCommonHandler; import net.minecraftforge.fml.common.network.simpleimpl.IMessage; import net.minecraftforge.fml.common.network.simpleimpl.IMessageHandler; import net.minecraftforge.fml.common.network.simpleimpl.MessageContext; import flash.narutomod.capabilities.player.CapabilityMana; import flash.narutomod.main.Main; public class ClientDojutsuActive implements IMessage { private boolean data; public ClientDojutsuActive() {} public ClientDojutsuActive(boolean data) { this.data = data; } @Override public void fromBytes(ByteBuf buf) { data = buf.readBoolean(); } @Override public void toBytes(ByteBuf buf) { buf.writeBoolean(data); } public static class Handler implements IMessageHandler<ClientDojutsuActive, IMessage> { @Override public IMessage onMessage(ClientDojutsuActive message, MessageContext ctx) { FMLCommonHandler.instance().getWorldThread(ctx.netHandler).addScheduledTask(() -> handle(message, ctx)); return null; } private void handle(ClientDojutsuActive message, MessageContext ctx) { Main.proxy.handleServerManaB(message.data, 1, ctx); } } } ServerProxy: public void handleServerManaB(boolean mana, int packetType, MessageContext ctx) { EntityPlayer player = ctx.getServerHandler().player; IMana cap = CapabilityMana.getMana(player); switch (packetType) { case 1: if (cap.getSharingan() == 1 || cap.getByakugan() == 1 || cap.getKetsuryuugan() == 1) { cap.setDojutsuActive(mana); PacketHandler.INSTANCE.sendTo(new PacketDojutsuActive(player), (EntityPlayerMP)player); PacketHandler.INSTANCE.sendToAllTracking(new PacketDojutsuActive(player), player); PacketHandler.INSTANCE.sendToAllTracking(new PacketEyeSize(player), player); PacketHandler.INSTANCE.sendToAllTracking(new PacketEyeLeft(player), player); PacketHandler.INSTANCE.sendToAllTracking(new PacketEyeRight(player), player); } else { cap.setDojutsuActive(false); PacketHandler.INSTANCE.sendTo(new PacketDojutsuActive(player), (EntityPlayerMP)player); PacketHandler.INSTANCE.sendToAllTracking(new PacketDojutsuActive(player), player); } break; } } Quote Link to comment Share on other sites More sharing options...
FlashHUN Posted March 17, 2019 Author Share Posted March 17, 2019 5 hours ago, diesieben07 said: If you want to keep the data in sync with all relevant clients the following must be performed: In PlayerLoggedInEvent, PlayerRespawnEvent and PlayerChangedDimensionEvent send the data of the player in the event to that player only. In PlayerEvent.StartTracking check if PlayerEvent.StartTracking#getTarget is a player and if so send the data of PlayerEvent.StartTracking#target to PlayerEvent.StartTracking#getEntityPlayer. Whenever the data changes, sent it to all players tracking the player who's data changed (SimpleNetworkWrapper#sendToAllTracking(IMessage, Entity)) and also the player themselves. My PlayerLoggedInEvent, PlayerRespawnEvent and PlayerChangedDimension event all have these in them: @SubscribeEvent public static void changeDimesionEvent(final PlayerChangedDimensionEvent event) { EntityPlayer player = event.player; PacketHandler.INSTANCE.sendTo(new PacketDojutsuActive(player), (EntityPlayerMP)player); PacketHandler.INSTANCE.sendTo(new PacketEyeLeft(player), (EntityPlayerMP)player); PacketHandler.INSTANCE.sendTo(new PacketEyeRight(player), (EntityPlayerMP)player); PacketHandler.INSTANCE.sendTo(new PacketEyeSize(player), (EntityPlayerMP)player); } And I got this far in my tracking event: @SubscribeEvent public void onStartTracking(PlayerEvent.StartTracking event) { if (event.getTarget() instanceof EntityPlayer) { } } If my Packet looks like this public class PacketDojutsuActive implements IMessage { private boolean mana; public PacketDojutsuActive() {} public PacketDojutsuActive(EntityPlayer player) { mana = player.getCapability(CapabilityMana.MANA_CAPABILITY, null).getDojutsuActive(); } @Override public void fromBytes(ByteBuf buf) { mana = buf.readBoolean(); } @Override public void toBytes(ByteBuf buf) { buf.writeBoolean(mana); } public static class Handler implements IMessageHandler<PacketDojutsuActive, IMessage> { @Override public IMessage onMessage(PacketDojutsuActive message, MessageContext ctx) { FMLCommonHandler.instance().getWorldThread(ctx.netHandler).addScheduledTask(() -> handle(message, ctx)); return null; } private void handle(PacketDojutsuActive message, MessageContext ctx) { Main.proxy.handleManaB(message.mana, 1); } } } and it's being handled like this in the ClientProxy: public void handleManaB(boolean mana, int packetType) { EntityPlayer player = Minecraft.getMinecraft().player; switch (packetType) { case 1: player.getCapability(CapabilityMana.MANA_CAPABILITY, null).setDojutsuActive(mana); break; } } How should I send it to the players tracking the other player so it changes the data on the player being tracked? What do I need to change? Quote Link to comment Share on other sites More sharing options...
Keitaro Posted March 17, 2019 Share Posted March 17, 2019 (edited) If i am not totally mistaken and handleManaB is the Package all your Clients receive, than you set the Dojutsu state for the players themself every time somebody changes it and they never know about the original player who changed it. Somebody correct me if i am wrong. Edited March 17, 2019 by Keitaro Quote Link to comment Share on other sites More sharing options...
FlashHUN Posted March 17, 2019 Author Share Posted March 17, 2019 9 hours ago, Keitaro said: If i am not totally mistaken and handleManaB is the Package all your Clients receive, than you set the Dojutsu state for the players themself every time somebody changes it and they never know about the original player who changed it. Somebody correct me if i am wrong. When the packet gets sent to the specified player from the server, that player's client sets their data to the value received by the server. It doesn't change it for all players, just the specified player that it was sent to. What you're implying is that the packet gets received on all clients at the same time and when one player's data changes the packet gets sent to everyone. Quote Link to comment Share on other sites More sharing options...
Keitaro Posted March 17, 2019 Share Posted March 17, 2019 (edited) Not for every player. But let's say 'Alice' changes her 'mana' to 'true' and 'Bob' is tracking her, so 'Bob' gets a package with the data 'true'. Since 'Bob's client is the one receiving the package 'Minecraft.getMinecraft().player' is 'Bob' and not 'Alice'. So 'Bob's client sets the 'mana' of 'Bob' to 'true' and not of 'Alice'. IIRC i got the player out of the MessageContext the last time i used this and not from the Minecraft instance. Edited March 17, 2019 by Keitaro 1 Quote Link to comment Share on other sites More sharing options...
FlashHUN Posted March 17, 2019 Author Share Posted March 17, 2019 3 hours ago, Keitaro said: Not for every player. But let's say 'Alice' changes her 'mana' to 'true' and 'Bob' is tracking her, so 'Bob' gets a package with the data 'true'. Since 'Bob's client is the one receiving the package 'Minecraft.getMinecraft().player' is 'Bob' and not 'Alice'. So 'Bob's client sets the 'mana' of 'Bob' to 'true' and not of 'Alice'. IIRC i got the player out of the MessageContext the last time i used this and not from the Minecraft instance. How would I get the player out of the context on the client side? ctx.getServerHandler().player? Quote Link to comment Share on other sites More sharing options...
Toma™ Posted March 17, 2019 Share Posted March 17, 2019 3 hours ago, FlashHUN said: How would I get the player out of the context on the client side? ctx.getServerHandler().player? On client side you can get the player from Minecraft class - Minecraft.getMinecraft().player Quote Link to comment Share on other sites More sharing options...
Keitaro Posted March 17, 2019 Share Posted March 17, 2019 41 minutes ago, Toma™ said: On client side you can get the player from Minecraft class - Minecraft.getMinecraft().player But that's the clients player. He needs to know the player who send the package. I used the ctx.getServerHandler().player for my CAPABILITY, but since it was nothing visual, i am not sure if that's the right one. Quote Link to comment Share on other sites More sharing options...
FlashHUN Posted March 17, 2019 Author Share Posted March 17, 2019 50 minutes ago, Toma™ said: On client side you can get the player from Minecraft class - Minecraft.getMinecraft().player Have you ever tried reading through at least the past 2-3 previous replies before saying anything? Quote Link to comment Share on other sites More sharing options...
FlashHUN Posted March 17, 2019 Author Share Posted March 17, 2019 3 minutes ago, Keitaro said: But that's the clients player. He needs to know the player who send the package. I used the ctx.getServerHandler().player for my CAPABILITY, but since it was nothing visual, i am not sure if that's the right one. If I do that in the ClientProxy which is where I handle these, I get this error: Quote java.lang.ClassCastException: net.minecraft.client.network.NetHandlerPlayClient cannot be cast to net.minecraft.network.NetHandlerPlayServer Quote Link to comment Share on other sites More sharing options...
FlashHUN Posted March 17, 2019 Author Share Posted March 17, 2019 27 minutes ago, diesieben07 said: For players that are not the "client player" you have to send the entity id (Entity#getEntityId) and then use World#getEntityByID on the client to get the player entity. Thank you so, so, so, so much! I got it working, but now there's only one slight issue. How could I make the layers be rendered in the correct place when the player is sneaking? I'm only rendering stuff on the player's head, but if I do GlStateManager.pushMatrix(); if (entitylivingbaseIn.isSneaking()) { GlStateManager.translate(0.0F, 0.2F, 0.0F); } this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);; GlStateManager.popMatrix(); it doesn't render in the right place. Quote Link to comment Share on other sites More sharing options...
Keitaro Posted March 18, 2019 Share Posted March 18, 2019 12 hours ago, FlashHUN said: Thank you so, so, so, so much! I got it working, but now there's only one slight issue. How could I make the layers be rendered in the correct place when the player is sneaking? I'm only rendering stuff on the player's head, but if I do GlStateManager.pushMatrix(); if (entitylivingbaseIn.isSneaking()) { GlStateManager.translate(0.0F, 0.2F, 0.0F); } this.playerRenderer.getMainModel().bipedHead.renderWithRotation(0.001F);; GlStateManager.popMatrix(); it doesn't render in the right place. Looking at the image, the translation seems to be fine. You just have to GlStateManager.scalef(0.f,2f,0f) to increase the height of the overlay. Maybe you have to translate it down more after that, can't remember if you count from the top or the bottom. It would look steched, so maybe you can just replace the texture with a square in that instance. But not to burst your bubble, if someone has a custom Skin which has bigger eyes from the beginning or something like that, your overlay will be out of place anyway. Quote Link to comment Share on other sites More sharing options...
FlashHUN Posted March 18, 2019 Author Share Posted March 18, 2019 4 hours ago, Keitaro said: Looking at the image, the translation seems to be fine. You just have to GlStateManager.scalef(0.f,2f,0f) to increase the height of the overlay. Maybe you have to translate it down more after that, can't remember if you count from the top or the bottom. It would look steched, so maybe you can just replace the texture with a square in that instance. Yes, I know, I was just wondering if there was a way to automatically calculate the rotationpoint instead of having to find the right amount to translate with. 4 hours ago, Keitaro said: But not to burst your bubble, if someone has a custom Skin which has bigger eyes from the beginning or something like that, your overlay will be out of place anyway. That is exactly what I handle with the EyeSize capability on players so they can choose where the eyes appear and how big they are. Quote Link to comment Share on other sites More sharing options...
Cadiboo Posted March 21, 2019 Share Posted March 21, 2019 Have you looked at the code that handles rendering a sneaking player? You can probably copy some code from there Quote About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme) Link to comment Share on other sites More sharing options...
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