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[1.15.2] [SOLVED!] Stop player tick event running as both server and client


ultra_reemun

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I am using a Tick event as a cooldown timer and am getting outputs from both client and server, breaking my timer length.

In this code, cooldown is printing twice every tick and incrementing both times, breaking my speed.

 

@SubscribeEvent
	public static void playerTick(TickEvent.PlayerTickEvent event) {
		cooldown++;
		System.out.println(cooldown);
	}

 

I know I'm missing something obvious here, is there anyway I can only get one of the two?

 

Thank you for your help.

Edited by ultra_reemun
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Check for only one side and don't increment your counter if its on the wrong side?

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36 minutes ago, ultra_reemun said:

Thanks for the suggestion! I'm new to modding, do you know how I would check for only one side?

You check for logical sides by using World::isRemote. if it is false the world is on the logical server if it is true you are on the logical client.

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You could also set the sides of your event bus subscriber to prevent your subscribers from being loaded on a specific side.

My bad.

Edited by DavidM
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4 hours ago, diesieben07 said:

That checks distribution (dedicated server vs client). Client in this context still includes the integrated server, which is not what you want.

 

@ultra_reemun Please refer to the documentation article about sides.

Also note that tick events always fire twice per tick, you must check TickEvent#phase.

Thank you :)

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