MattNL Posted February 16, 2020 Share Posted February 16, 2020 (edited) public static GameRules.RuleKey<GameRules.BooleanValue> doAttackCooldown; @SubscribeEvent public void init(FMLClientSetupEvent event) { doAttackCooldown = GameRules.register("doAttackCooldown", new GameRules(new GameRules.RuleType<GameRules.BooleanValue>(), true)); } I'm trying to add a new gamerule, but I'm stuck at the first argument of new GameRules(). I'm not sure what to put here. I originally just followed the Vanilla format of: register("doFireTick", GameRules.BooleanValue.create(true)); However, the create function is private for all GameRule value types. Thank you in advance. Edited February 17, 2020 by MattNL 1 Quote Link to comment Share on other sites More sharing options...
MattNL Posted February 16, 2020 Author Share Posted February 16, 2020 (edited) Aaaand I posted this in the wrong forum topic... oops. Edited February 16, 2020 by MattNL Quote Link to comment Share on other sites More sharing options...
MattNL Posted February 17, 2020 Author Share Posted February 17, 2020 Okay, I feel like I'm getting closer, but I'm not quite there yet. I'm doing something wrong, and I'm not exactly sure what. try{ Method createBool = GameRules.BooleanValue.class.getClass().getMethod("create", boolean.class); createBool.setAccessible(true); DeferredWorkQueue.runLater( () -> { GameRules.register("doAttackCooldown", createBool.invoke(???, true)); } ); } catch (InvocationTargetException | ClassNotFoundException | NoSuchMethodException | IllegalAccessException exception) { } I don't think I'm reflecting properly... Quote Link to comment Share on other sites More sharing options...
MattNL Posted February 17, 2020 Author Share Posted February 17, 2020 try{ Method createBoolean = GameRules.BooleanValue.class.getClass().getMethod("create", boolean.class); createBoolean.setAccessible(true); DeferredWorkQueue.runLater( () -> { try { Object boolTrue = createBoolean.invoke(GameRules.BooleanValue.class, true); GameRules.register("doAttackCooldown", (GameRules.RuleType<GameRules.BooleanValue>) boolTrue); } catch (IllegalAccessException e) { } catch (InvocationTargetException e) { } } ); } catch (IllegalArgumentException e) { } catch (NoSuchMethodException e) { } So I've finally managed to clear all syntax errors in my code, and built the mod... however... it still hasn't registered the game rule... Quote Link to comment Share on other sites More sharing options...
MattNL Posted February 17, 2020 Author Share Posted February 17, 2020 Oops... yeah that's my bad. I'll fix that and get back to you. Quote Link to comment Share on other sites More sharing options...
MattNL Posted February 17, 2020 Author Share Posted February 17, 2020 (edited) After doing some testing, it may seem that my "init" function is NEVER run for some bizarre reason, despite being subscribed. In fact, I can't seem to get FMLClientSetupEvent to fire at all. At first I thought my Logger was wrong, but, no, because it is printing to the log for other events. @SubscribeEvent public void setupClient(FMLClientSetupEvent event) { LOGGER.debug("Inital Client Setup!"); } So, I've moved everything to my main function: public Mod() { MinecraftForge.EVENT_BUS.register(this); LOGGER.debug("Initial Setup!"); try{ Method createBoolean = GameRules.BooleanValue.class.getClass().getMethod("create", boolean.class); createBoolean.setAccessible(true); DeferredWorkQueue.runLater( () -> { try { Object boolTrue = createBoolean.invoke(GameRules.BooleanValue.class, true); doAttackCooldown = GameRules.register("doAttackCooldown", (GameRules.RuleType<GameRules.BooleanValue>) boolTrue); } catch (IllegalAccessException e) { LOGGER.error("Illegal Access Exception!"); e.printStackTrace(); } catch (InvocationTargetException e) { LOGGER.error("Invocation Target Exception!"); e.printStackTrace(); } }); } catch (IllegalArgumentException e) { LOGGER.error("Illegal Argument Exception!"); e.printStackTrace(); } catch (NoSuchMethodException e) { LOGGER.error("No Such Method Exception!"); e.printStackTrace(); } } From there, I finally got the log to speak to me: [16:12:59] [modloading-worker-1/DEBUG] [(NAMESPACE HERE)/]: Initial Setup! [16:12:59] [modloading-worker-1/ERROR] [(NAMESPACE HERE)/]: No Such Method Exception! I'm not sure what's going on with FMLClientSetupEvent, whether it's a bug, or I simply broke something. In case it is a bug: I'm running Forge 31.1.0 Edited February 17, 2020 by MattNL Quote Link to comment Share on other sites More sharing options...
MattNL Posted February 18, 2020 Author Share Posted February 18, 2020 That did it. ObfuscationReflectionHelper was very helpful. (With terrible exception handling, or not) Thank you, diesieben07! try{ Method createBoolean = ObfuscationReflectionHelper.findMethod(GameRules.BooleanValue.class, "create",boolean.class); createBoolean.setAccessible(true); DeferredWorkQueue.runLater( () -> { try { Object boolTrue = createBoolean.invoke(GameRules.BooleanValue.class, true); doAttackCooldown = GameRules.register("doAttackCooldown", (GameRules.RuleType<GameRules.BooleanValue>) boolTrue); } catch (IllegalAccessException e) { LOGGER.error("Illegal Access Exception!"); e.printStackTrace(); } catch (InvocationTargetException e) { LOGGER.error("Invocation Target Exception!"); e.printStackTrace(); } }); } catch (IllegalArgumentException e) { LOGGER.error("Illegal Argument Exception!"); e.printStackTrace(); throw e; } Now to work on that exception handling... there's no excuse for that... Quote Link to comment Share on other sites More sharing options...
MattNL Posted February 18, 2020 Author Share Posted February 18, 2020 Any easy way of getting that? Or do I have to go trial and error in the method mappings? (; Quote Link to comment Share on other sites More sharing options...
MattNL Posted February 18, 2020 Author Share Posted February 18, 2020 Alright then... thanks, again. (: 1 Quote Link to comment Share on other sites More sharing options...
MattNL Posted February 18, 2020 Author Share Posted February 18, 2020 (edited) Found it! Here are the names for all of the game rule type creation methods: func_223559_b -> GameRules$IntegerValue.create func_223568_b -> GameRules$BooleanValue.create try{ Method createBoolean = ObfuscationReflectionHelper.findMethod(GameRules.BooleanValue.class, "func_223568_b",boolean.class); createBoolean.setAccessible(true); DeferredWorkQueue.runLater( () -> { try { Object boolTrue = createBoolean.invoke(GameRules.BooleanValue.class, true); doAttackCooldown = GameRules.register("doAttackCooldown", (GameRules.RuleType<GameRules.BooleanValue>) boolTrue); } catch (IllegalAccessException e) { LOGGER.error("Illegal Access Exception!"); e.printStackTrace(); } catch (InvocationTargetException e) { LOGGER.error("Invocation Target Exception!"); e.printStackTrace(); } }); } catch (IllegalArgumentException e) { LOGGER.error("Illegal Argument Exception!"); e.printStackTrace(); throw e; } Edited February 18, 2020 by MattNL Quote Link to comment Share on other sites More sharing options...
Alpvax Posted February 21, 2020 Share Posted February 21, 2020 On 2/18/2020 at 3:53 PM, diesieben07 said: Well, I would hope that whatever text editor you are using has a search feature. How would I go about searching for srg names inside my IDE (IDEA)? It sounds far easier than using discord or irc. Quote Link to comment Share on other sites More sharing options...
MattNL Posted February 25, 2020 Author Share Posted February 25, 2020 (edited) Here's what I did: At that point, I now knew that the particular function I needed had to be "RuleType" type function. So, the next thing I did was decompile a jar that had the java files with deobfuscated names and obfuscated classes... such a file can be found in your MDK folder... MDK_ROOT/build/fg_cache/net/minecraftforge/forge/MCVERSION-FORGEVERSION_at_STRING In my instance: C:\dev\mdk\build\fg_cache\net\minecraftforge\forge\1.15.2-31.1.0_at_b54d5c04b317e9e50ee2e93c270c8b976d4cdb59 Any of the jars in that folder should contain what you're looking for. In my instance, I needed the "create" function in "BooleanValue" in "net.minecraft.world.gamerules" Upon decompiling, you should see the first image... then find your class, just as seen in the second image... next, look in your class for the proper type of function (in my case RuleType), as seen in the third image. The only RuleType function is "func_223567_b". That should be my function, but we can double check by searching for that name in the mappings, either in Excel or even a text editor will do. And if you search for it, the obfuscated name should line up with the deobfuscated name, as seen in the final image. Hopefully this is helpful. ? Edited February 25, 2020 by MattNL 1 Quote Link to comment Share on other sites More sharing options...
DaemonUmbra Posted February 26, 2020 Share Posted February 26, 2020 Or you could join the Discord and let the bot do the lookup for you Quote 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 Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge) Make a launcher profile targeting this version of Forge. 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). 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. Open a command prompt (CMD, Powershell, Terminal, etc). Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in). Run the following commands: git init 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 git fetch git checkout --track origin/master git stage * git commit -m "[Your commit message]" git push 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) Now you can share your GitHub link with those who you are asking for help. [Workaround line, please ignore] Link to comment Share on other sites More sharing options...
Alpvax Posted February 26, 2020 Share Posted February 26, 2020 1 hour ago, DaemonUmbra said: Or you could join the Discord and let the bot do the lookup for you Yes, that's what I'm going to continue to do. I misunderstood the following: On 2/18/2020 at 3:53 PM, diesieben07 said: Well, I would hope that whatever text editor you are using has a search feature. to mean that the currently used mappings were available by default somewhere in my IDE. Quote Link to comment Share on other sites More sharing options...
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