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tutorial:networking [2023/04/16 01:03] fxtutorial:networking [2024/04/15 02:17] – [Advanced Networking topics] solidblock
Line 82: Line 82:
 public class TutorialNetworkingConstants { public class TutorialNetworkingConstants {
     // Save the id of the packet so we can reference it later     // Save the id of the packet so we can reference it later
-    public static final Identifier HIGHLIGHT_PACKET_ID = new Identifier("wiki_example", "highlight");+    public static final Identifier HIGHLIGHT_PACKET_ID = new Identifier("wiki_example", "highlight_block");
 } }
 </code> </code>
Line 217: Line 217:
 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 system Fabric API supplies is very flexible and supports additional features other than just sending and receiving simple packetsAs some of these more advanced topics are longhere are links to their specific pages:+===== Networking in 1.20.5 ===== 
 +Since 1.20.5, the logic of networking is totally rewrited. In 1.20.5you have to define a custom ''Payload''. First, define the payload that includes a ''BlockPos'':
  
-^ Networking Topic ^ Description ^ +<code java> 
-| [[tutorial:networking:connection_events|Connection Network connection events]] | Events related to the the lifecycle of a connection to a client or server | +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 Id<BlockHighlightPayload> ID = CustomPayload.id("tutorial:block_highlight"); 
-| [[tutorial:networking:login|Login phase networking]]| Sending requests to a client during loginand allowing delay of login for a short amount of time | +  public static final PacketCodec<PacketByteBuf, BlockHighlightPayload> CODEC = PacketCodec.tuple(BlockPos.PACKET_CODEC, BlockHighlightPayload::blockPos, BlockHighlightPayload::new)
-| [[tutorial:networking:dynamic_handlers|Dynamic registration of channel handlers]]| Allowing for a connection to receive a packet with a special handler |+  // or you can also write like this: 
 +  // public static final PacketCodec<PacketByteBuf, BlockHighlightPayload> CODEC = PacketCodec.of((value, buf) -> buf.writeBlockPos(value.blockPos), buf -> new BlockHighlightPayload(buf.readBlockPos()));
  
 +  @Override
 +  public Id<? extends CustomPayload> getId() {
 +    return ID;
 +  }
 +}
 +</code>
 +
 +And then, register the receiver like this:
 +<code java>
 +PayloadTypeRegistry.playS2C().register(BlockHighlightPayload.ID, BlockHighlightPayload.CODEC);
 +ClientPlayNetworking.registerGlobalReceiver(BlockHighlightPayload.ID, (payload, context) -> {
 +  context.client().execute(() -> {
 +    ClientBlockHighlighting.highlightBlock(client, target);
 +  });
 +});
 +</code>
 +
 +Now, on the server side, you can send the packet to players like this:
 +<code java>
 +    public TypedActionResult<ItemStack> use(World world, PlayerEntity user, Hand hand) {
 +        if (world.isClient()) return super.use(world, user, hand);
 +
 +        // ...
 +
 +        for (ServerPlayerEntity player : PlayerLookup.tracking((ServerWorld) world, target)) {
 +            ServerPlayNetworking.send(player, new BlockHighlightPayload(blockPos));
 +        }
 +
 +        return TypedActionResult.success(user.getHandStack(hand));
 +    }
 +</code>
tutorial/networking.txt · Last modified: 2024/05/04 19:51 by bluemeanial