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Networking Guide #249
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--- | ||
title: Networking | ||
description: A general guide on networking using Fabric API. | ||
authors: | ||
- Daomephsta | ||
- dicedpixels | ||
- Earthcomputer | ||
- FlooferLand | ||
- FxMorin | ||
- i509VCB | ||
- modmuss50 | ||
- natanfudge | ||
- NetUserGet | ||
- NShak | ||
- parzivail | ||
- skycatminepokie | ||
- SolidBlock-cn | ||
- Voleil | ||
- Wxffel | ||
- YTG123-Mods | ||
- zulrang | ||
--- | ||
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Networking in Minecraft is used so the client and server can communicate with each other. Networking is a broad topic, | ||
so this page is split up into a few categories. | ||
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## Why Is Networking Important? {#why-is-networking-important} | ||
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The importance of networking can be shown by a simple code example. | ||
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::: warning | ||
Below code is for demonstration purposes only. | ||
::: | ||
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Say you had a Wand which highlights the block you're looking, which will be visible to all | ||
nearby players: | ||
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```java | ||
public class HighlightingWandItem extends Item { | ||
public HighlightingWandItem(Item.Settings settings) { | ||
super(settings); | ||
} | ||
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public TypedActionResult<ItemStack> use(World world, PlayerEntity user, Hand hand) { | ||
BlockPos target = ... | ||
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// BAD CODE: DON'T EVER DO THIS! // [!code error] | ||
ClientBlockHighlighting.highlightBlock(MinecraftClient.getInstance(), target); // [!code error] | ||
return super.use(world, user, hand); | ||
} | ||
} | ||
``` | ||
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Upon testing, you will see a lightning bolt being summoned and nothing crashes. Now you want to show the mod to your | ||
friend, you boot up a dedicated server and invite your friend on with the mod installed. | ||
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You use the item and the server crashes. You will probably notice in the crash log an error similar to this: | ||
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```log | ||
[Server thread/FATAL]: Error executing task on Server | ||
java.lang.RuntimeException: Cannot load class net.minecraft.client.MinecraftClient in environment type SERVER | ||
``` | ||
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### Why Does the Server Crash? {#why-does-the-server-crash} | ||
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The code calls logic only present on the client distribution of the Minecraft. The reason for Mojang distributing the | ||
game in this way is to cut down on the size of the Minecraft Server JAR file. There isn't really a reason to include an | ||
entire rendering engine when your own machine will render the world. | ||
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In a development environment, client-only classes are indicated by the `@Environment(EnvType.CLIENT)` annotation. | ||
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### How Do We Fix the Crash? {#how-do-we-fix-the-crash} | ||
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To fix this issue, you need to understand how the game client and dedicated server communicate: | ||
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 | ||
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The diagram above shows that the game client and dedicated server are separate systems, bridged together using | ||
_packets_. Packets can contain data which we refer to as the _payload_. | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This is fine I guess, it just doenst have anything to do with networking. Packets are still sent between the logicial client and server even in single player, or when on a LAN world. A better example would be to cause desync by setting something only the logicial client. Maybe try adding a block to the hotbar from a keybind or something. |
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This packet bridge does not only exist between a game client and dedicated server, but also between your client and | ||
another client connected over LAN. The packet bridge is also present even in singleplayer. This is because the game | ||
client will spin up a special integrated server instance to run the game on. | ||
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Connection to a server over LAN or singleplayer can also be treated like the server is a remote, dedicated server; so | ||
your game client can't directly access the server instance. | ||
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## An Introduction to Networking {#an-introduction-to-networking} | ||
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### Defining a Payload {#defining-a-payload} | ||
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This can be done by creating a Java `Record` with a `BlockPos` parameter that implements `CustomPayload`. | ||
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@[code lang=java transcludeWith=:::summon_Lightning_payload](@/reference/latest/src/main/java/com/example/docs/networking/basic/SummonLightningS2CPayload.java) | ||
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At the same time, we've defined: | ||
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- An `Identifier` used to identify our packet's payload. For this example our identifier will be | ||
`fabric-docs-reference:summon_lightning`. | ||
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@[code lang=java transclude={13-13}](@/reference/latest/src/main/java/com/example/docs/networking/basic/SummonLightningS2CPayload.java) | ||
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- A public static instance of `CustomPayload.Id` to uniquely identify this custom payload. We will be referencing this | ||
ID in both our common and client code. | ||
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@[code lang=java transclude={14-14}](@/reference/latest/src/main/java/com/example/docs/networking/basic/SummonLightningS2CPayload.java) | ||
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- A public static instance of a `PacketCodec` so that the game knows how to serialize/deserialize the contents of the | ||
packet. | ||
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@[code lang=java transclude={15-15}](@/reference/latest/src/main/java/com/example/docs/networking/basic/SummonLightningS2CPayload.java) | ||
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We have also overridden `getId` to return our payload ID. | ||
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@[code lang=java transclude={17-20}](@/reference/latest/src/main/java/com/example/docs/networking/basic/SummonLightningS2CPayload.java) | ||
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### Registering a Payload {#registering-a-payload} | ||
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Before we send a packet with our custom payload, we need to register it. | ||
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::: info | ||
`S2C` and `C2S` are two common suffixes that mean _Server-to-Client_ and _Client-to-Server_ respectively. | ||
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::: | ||
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This can be done in our **common initializer** by using `PayloadTypeRegistry.playS2C().register` which takes in a | ||
`CustomPayload.Id` and a `PacketCodec`. | ||
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@[code lang=java transclude={25-25}](@/reference/latest/src/main/java/com/example/docs/networking/basic/FabricDocsReferenceNetworkingBasic.java) | ||
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A similar method exists to register client-to-server payloads: `PayloadTypeRegistry.playC2S().register`. | ||
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### Sending a Packet to the Client {#sending-a-packet-to-the-client} | ||
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To send a packet with our custom payload, we can use `ServerPlayNetworking.send` which takes in a `ServerPlayerEntity` | ||
and a `CustomPayload`. | ||
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Let's start by creating our Lightning Tater item. You can override `use` to trigger an action when the item is used. | ||
In this case, let's send packets to the players in the server world. | ||
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@[code lang=java transcludeWith=:::lightning_tater_item](@/reference/latest/src/main/java/com/example/docs/networking/basic/LightningTaterItem.java) | ||
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Let's examine the code above. | ||
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We only send packets when the action is initiated on the server, by returning early with a `isClient` check: | ||
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@[code lang=java transclude={22-24}](@/reference/latest/src/main/java/com/example/docs/networking/basic/LightningTaterItem.java) | ||
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We create an instance of the payload with the user's position: | ||
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@[code lang=java transclude={26-26}](@/reference/latest/src/main/java/com/example/docs/networking/basic/LightningTaterItem.java) | ||
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Finally, we get the players in the server world through `PlayerLookup` and send a packet to each player. | ||
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@[code lang=java transclude={28-30}](@/reference/latest/src/main/java/com/example/docs/networking/basic/LightningTaterItem.java) | ||
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::: info | ||
Fabric API provides `PlayerLookup`, a collection of helper functions that will look up players in a server. | ||
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A term frequently used to describe the functionality of these methods is "_tracking_". It means that an entity or a | ||
chunk | ||
on the server is known to a player's client (within their view distance) and the entity or block entity should notify | ||
tracking clients of changes. | ||
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Tracking is an important concept for efficient networking, so that only the necessary players are notified of changes by | ||
sending packets. | ||
::: | ||
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### Receiving a Packet on the Client {#receiving-a-packet-on-the-client} | ||
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To receive a packet sent from a server on the client, you need to specify how you will handle the incoming packet. | ||
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This can be done in the **client initializer**, by calling `ClientPlayNetworking.registerGlobalReceiver` and passing a | ||
`CustomPayload.Id` and a `PlayPayloadHandler`, which is a Functional Interface. | ||
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In this case, we'll define the action to trigger within the implementation of `PlayPayloadHandler` implementation (as a | ||
lambda expression). | ||
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@[code lang=java transcludeWith=:::client_global_receiver](@/reference/latest/src/client/java/com/example/docs/network/basic/FabricDocsReferenceNetworkingBasicClient.java) | ||
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Let's examine the code above. | ||
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We can access the data from our payload by calling the Record's getter methods. In this case `payload.pos()`. Which then | ||
can be used to get the `x`, `y` and `z` positions. | ||
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@[code lang=java transclude={32-32}](@/reference/latest/src/client/java/com/example/docs/network/basic/FabricDocsReferenceNetworkingBasicClient.java) | ||
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Finally, we create a `LightningEntity` and add it to the world. | ||
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@[code lang=java transclude={33-38}](@/reference/latest/src/client/java/com/example/docs/network/basic/FabricDocsReferenceNetworkingBasicClient.java) | ||
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Now, if you add this mod to a server and when a player uses our Lightning Tater item, every player will see lightning | ||
striking at the user's position. | ||
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<VideoPlayer src="/assets/develop/networking/summon-lightning.webm" title="Summon lightning using Lightning Tater" /> | ||
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### Sending a Packet to the Server {#sending-a-packet-to-the-server} | ||
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Just like sending a packet to the client, we start by creating a custom payload. This time, when a player uses a | ||
Poisonous Potato on a living entity, we request the server to apply the Glowing effect to it. | ||
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@[code lang=java transcludeWith=:::give_glowing_effect_payload](@/reference/latest/src/main/java/com/example/docs/networking/basic/GiveGlowingEffectC2SPayload.java) | ||
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We pass in the appropriate codec along with a method reference to get the value from the Record to build this codec. | ||
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Then we register our payload in our **common initializer**. However, this time as _Client-to-Server_ payload by using | ||
`PayloadTypeRegistry.playC2S().register`. | ||
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@[code lang=java transclude={26-26}](@/reference/latest/src/main/java/com/example/docs/networking/basic/FabricDocsReferenceNetworkingBasic.java) | ||
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To send a packet, let's add an action when the player uses a Poisonous Potato. We'll be using the `UseEntityCallback` | ||
event to | ||
keep things concise. | ||
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We register the event in our **client initializer**, and we use `isClient()` to ensure that the action is only triggered | ||
on the logical client. | ||
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@[code lang=java transcludeWith=:::use_entity_callback](@/reference/latest/src/client/java/com/example/docs/network/basic/FabricDocsReferenceNetworkingBasicClient.java) | ||
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We create an instance of our `GiveGlowingEffectC2SPayload` with the necessary arguments. In this case, the network ID | ||
of | ||
the targeted entity. | ||
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@[code lang=java transclude={51-51}](@/reference/latest/src/client/java/com/example/docs/network/basic/FabricDocsReferenceNetworkingBasicClient.java) | ||
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Finally, we send a packet to the server by calling `ClientPlayNetworking.send` with the instance of our | ||
`GiveGlowingEffectC2SPayload`. | ||
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@[code lang=java transclude={52-52}](@/reference/latest/src/client/java/com/example/docs/network/basic/FabricDocsReferenceNetworkingBasicClient.java) | ||
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### Receiving a Packet on the Server {#receiving-a-packet-on-the-server} | ||
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This can be done in the **common initializer**, by calling `ServerPlayNetworking.registerGlobalReceiver` and passing a | ||
`CustomPayload.Id` and a `PlayPayloadHandler`. | ||
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@[code lang=java transcludeWith=:::server_global_receiver](@/reference/latest/src/main/java/com/example/docs/networking/basic/FabricDocsReferenceNetworkingBasic.java) | ||
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::: info | ||
It is important that you validate the content of the packet on the server side. | ||
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In this case, we validate if the entity exists based on its network ID. | ||
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@[code lang=java transclude={30-30}](@/reference/latest/src/main/java/com/example/docs/networking/basic/FabricDocsReferenceNetworkingBasic.java) | ||
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Additionally, the targeted entity has to be a living entity, and we restrict the range of the target entity from the | ||
player to 5. | ||
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@[code lang=java transclude={32-32}](@/reference/latest/src/main/java/com/example/docs/networking/basic/FabricDocsReferenceNetworkingBasic.java) | ||
::: | ||
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Now when any player tries to use a Poisonous Potato on a living entity, the glowing effect will be applied to it. | ||
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<VideoPlayer src="/assets/develop/networking/use-poisonous-potato.webm" title="Glowing effect is applied when a Poisonous Potato is used on a living entity." /> |
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package com.example.docs.network.basic; | ||
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import net.minecraft.client.world.ClientWorld; | ||
import net.minecraft.entity.EntityType; | ||
import net.minecraft.entity.LightningEntity; | ||
import net.minecraft.entity.LivingEntity; | ||
import net.minecraft.entity.SpawnReason; | ||
import net.minecraft.item.ItemStack; | ||
import net.minecraft.item.Items; | ||
import net.minecraft.util.ActionResult; | ||
import net.minecraft.util.Hand; | ||
import net.minecraft.util.math.BlockPos; | ||
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import net.fabricmc.api.ClientModInitializer; | ||
import net.fabricmc.fabric.api.client.networking.v1.ClientPlayNetworking; | ||
import net.fabricmc.fabric.api.event.player.UseEntityCallback; | ||
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import com.example.docs.networking.basic.GiveGlowingEffectC2SPayload; | ||
import com.example.docs.networking.basic.SummonLightningS2CPayload; | ||
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public class FabricDocsReferenceNetworkingBasicClient implements ClientModInitializer { | ||
@Override | ||
public void onInitializeClient() { | ||
// :::client_global_receiver | ||
ClientPlayNetworking.registerGlobalReceiver(SummonLightningS2CPayload.ID, (payload, context) -> { | ||
ClientWorld world = context.client().world; | ||
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if (world == null) { | ||
return; | ||
} | ||
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BlockPos lightningPos = payload.pos(); | ||
LightningEntity entity = EntityType.LIGHTNING_BOLT.create(world, SpawnReason.TRIGGERED); | ||
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if (entity != null) { | ||
entity.setPosition(lightningPos.getX(), lightningPos.getY(), lightningPos.getZ()); | ||
world.addEntity(entity); | ||
} | ||
}); | ||
// :::client_global_receiver | ||
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// :::use_entity_callback | ||
UseEntityCallback.EVENT.register((player, world, hand, entity, hitResult) -> { | ||
if (!world.isClient()) { | ||
return ActionResult.PASS; | ||
} | ||
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ItemStack usedItemStack = player.getStackInHand(hand); | ||
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if (entity instanceof LivingEntity && usedItemStack.isOf(Items.POISONOUS_POTATO) && hand == Hand.MAIN_HAND) { | ||
GiveGlowingEffectC2SPayload payload = new GiveGlowingEffectC2SPayload(hitResult.getEntity().getId()); | ||
ClientPlayNetworking.send(payload); | ||
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return ActionResult.SUCCESS; | ||
} | ||
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return ActionResult.PASS; | ||
}); | ||
// :::use_entity_callback | ||
} | ||
} |
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