tutorial:networking
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tutorial:networking [2023/04/16 01:01] – Make sure to show how to make the ID fx | tutorial:networking [2024/10/26 20:39] (current) – [How do I fix the crash?] double "be" fix skycatminepokie | ||
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It is recommended to use the new networking API described on this page. | It is recommended to use the new networking API described on this page. | ||
The old page can be [[tutorial: | The old page can be [[tutorial: | ||
+ | |||
+ | For the even newer networking API introduced at 1.20.5, read the [[# | ||
====== Networking ====== | ====== Networking ====== | ||
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| Singleplayer (or LAN host) | Yes -> Full access | | Singleplayer (or LAN host) | Yes -> Full access | ||
- | It may seem complicated to have communication with the server in three different ways. However, you don't need to communicate in three different ways with the game client. Since all three connection types communicate with the game client using packets, you only need to communicate with the game client like you are always running on a dedicated server. Connection to a server over LAN or Singleplayer can be also be treated like the server is a remote dedicated server; so your game client cannot directly access the server instance. | + | It may seem complicated to have communication with the server in three different ways. However, you don't need to communicate in three different ways with the game client. Since all three connection types communicate with the game client using packets, you only need to communicate with the game client like you are always running on a dedicated server. Connection to a server over LAN or Singleplayer can also be treated like the server is a remote dedicated server; so your game client cannot directly access the server instance. |
===== An introduction to networking ===== | ===== An introduction to networking ===== | ||
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</ | </ | ||
- | Next, we need to send the packet to the game client. First, you need to define an '' | + | Next, we need to send the packet to the game client. First, you need to define an '' |
+ | <code java> | ||
+ | public class TutorialNetworkingConstants { | ||
+ | // Save the id of the packet so we can reference it later | ||
+ | public static final Identifier HIGHLIGHT_PACKET_ID = Identifier.of(" | ||
+ | } | ||
+ | </ | ||
To send the packet to the player, we will use some of the methods inside of '' | To send the packet to the player, we will use some of the methods inside of '' | ||
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Since we are not writing any data to the packet, for now, we will send the packet with an empty payload. A buf with an empty payload may be created using '' | Since we are not writing any data to the packet, for now, we will send the packet with an empty payload. A buf with an empty payload may be created using '' | ||
- | |||
- | (Note that the identifier we will put in a class accessible from both sides) | ||
- | |||
- | <code java> | ||
- | public class TutorialNetworkingConstants { | ||
- | // Save the id of the packet so we can reference it later | ||
- | public static final Identifier HIGHLIGHT_PACKET_ID = new Identifier(" | ||
- | } | ||
- | </ | ||
<code java [enable_line_numbers=" | <code java [enable_line_numbers=" | ||
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client.execute(() -> { | client.execute(() -> { | ||
// Everything in this lambda is run on the render thread | // Everything in this lambda is run on the render thread | ||
- | ClientBlockHighlighting.highlightBlock(client, | ||
}); | }); | ||
}); | }); | ||
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After this change, when you use the wand, your friend should also see the highlighted block on their own client. | After this change, when you use the wand, your friend should also see the highlighted block on their own client. | ||
- | ====== Advanced Networking topics ====== | ||
- | The Networking | + | ===== Networking |
+ | Since 1.20.5, the logic of networking has been totally rewritten. In 1.20.5, '' | ||
- | ^ Networking Topic ^ Description ^ | + | <code java> |
- | | [[tutorial:networking:connection_events|Connection Network connection events]] | Events related | + | public record BlockHighlightPayload(BlockPos blockPos) implements CustomPayload { |
- | | [[tutorial:networking:channel_events|Channel registration events]] | Events related to a server of client declaring the ability to receive a packet on a channel of a specific name | | + | public static final CustomPayload.Id< |
- | | [[tutorial:networking:login|Login phase networking]]| Sending requests to a client during login; and allowing delay of login for a short amount of time | | + | public static final PacketCodec< |
- | | [[tutorial:networking:dynamic_handlers|Dynamic registration of channel handlers]]| Allowing for a connection to receive a packet with a special handler | | + | // should you need to send more data, add the appropriate record parameters and change your codec: |
+ | // public static final PacketCodec< | ||
+ | // | ||
+ | // | ||
+ | // | ||
+ | // | ||
+ | // ); | ||
+ | @Override | ||
+ | public CustomPayload.Id<? | ||
+ | return ID; | ||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | And then, register the receiver like this: | ||
+ | <code java> | ||
+ | // NOTE: PayloadTypeRegistry has 2 functions: | ||
+ | // - playS2C is for server -> client communication | ||
+ | // - playC2S is for client -> server communication | ||
+ | |||
+ | // In your common initializer method | ||
+ | PayloadTypeRegistry.playS2C().register(BlockHighlightPayload.ID, | ||
+ | |||
+ | // In your client-only initializer method | ||
+ | ClientPlayNetworking.registerGlobalReceiver(BlockHighlightPayload.ID, | ||
+ | context.client().execute(() -> { | ||
+ | ClientBlockHighlighting.highlightBlock(client, | ||
+ | }); | ||
+ | }); | ||
+ | </ | ||
+ | |||
+ | Now, on the server side, you can send the packet to players like this: | ||
+ | <code java> | ||
+ | public TypedActionResult< | ||
+ | if (world.isClient()) return super.use(world, | ||
+ | |||
+ | // ... | ||
+ | |||
+ | for (ServerPlayerEntity player : PlayerLookup.tracking((ServerWorld) world, target)) { | ||
+ | ServerPlayNetworking.send(player, | ||
+ | } | ||
+ | |||
+ | return TypedActionResult.success(user.getHandStack(hand)); | ||
+ | } | ||
+ | </ |
tutorial/networking.1681606917.txt.gz · Last modified: 2023/04/16 01:01 by fx