net.minecraftforge.fml.common.gameevent.TickEvent.ServerTickEvent Java Examples
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net.minecraftforge.fml.common.gameevent.TickEvent.ServerTickEvent.
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Example #1
Source File: TickHandler.java From enderutilities with GNU Lesser General Public License v3.0 | 6 votes |
@SubscribeEvent public void onServerTick(ServerTickEvent event) { if (event.phase == TickEvent.Phase.END) { return; } // Once every second if (++this.serverTickCounter >= 20) { this.serverTickCounter = 0; ChunkLoading.getInstance().tickChunkTimeouts(); } // This is currently only used for debug tasks, so let's disable it normally //TaskScheduler.getInstance().runTasks(); this.teleportPlayers(); ++this.playerTickCounter; }
Example #2
Source File: ClientStateMachine.java From malmo with MIT License | 5 votes |
@Override protected void onServerTick(ServerTickEvent ev) { if (this.worldCreated && !this.serverStarted) { // The server has started ticking - we can set up its state machine, // and move on to the next state in our own machine. this.serverStarted = true; MalmoMod.instance.initIntegratedServer(currentMissionInit()); // Needs to be done from the server thread. episodeHasCompleted(ClientState.WAITING_FOR_SERVER_READY); } }
Example #3
Source File: ServerStateMachine.java From malmo with MIT License | 5 votes |
@Override protected void onServerTick(TickEvent.ServerTickEvent ev) { try { checkForMissionCommand(); } catch (Exception e) { // TODO: What now? e.printStackTrace(); } }
Example #4
Source File: ServerStateMachine.java From malmo with MIT License | 5 votes |
@Override protected void onServerTick(ServerTickEvent ev) { if (!ServerStateMachine.this.checkWatchList()) { // Something has gone wrong - we've lost a connection. // Need to respond to this, otherwise we'll sit here forever waiting for a client that no longer exists // to tell us it's finished its mission. MalmoMod.safeSendToAll(MalmoMessageType.SERVER_ABORT); episodeHasCompleted(ServerState.ERROR); } }
Example #5
Source File: EventHandler.java From Signals with GNU General Public License v3.0 | 5 votes |
@SubscribeEvent public void onPostServerTick(ServerTickEvent event){ if(event.phase == Phase.END) { RailNetworkManager.getServerInstance().onPostServerTick(); ChunkLoadManager.INSTANCE.update(); } }
Example #6
Source File: StateEpisode.java From malmo with MIT License | 4 votes |
/** Subclass should overrride this to act on server ticks.*/ protected void onServerTick(ServerTickEvent ev) {}
Example #7
Source File: ServerStateMachine.java From malmo with MIT License | 4 votes |
@SubscribeEvent public void onServerTick(TickEvent.ServerTickEvent ev) { // Use the server tick to ensure we regularly update our state (from the server thread) updateState(); }
Example #8
Source File: ServerStateMachine.java From malmo with MIT License | 4 votes |
@Override protected void onServerTick(ServerTickEvent ev) { // We wait until we start to get server ticks, at which point we assume Minecraft has finished starting up. episodeHasCompleted(ServerState.DORMANT); }
Example #9
Source File: ServerStateMachine.java From malmo with MIT License | 4 votes |
@Override protected void onServerTick(ServerTickEvent ev) { if (!ServerStateMachine.this.checkWatchList()) onError(null); // We've lost a connection - abort the mission. }
Example #10
Source File: ServerStateMachine.java From malmo with MIT License | 4 votes |
@Override protected void onServerTick(ServerTickEvent ev) { if (this.missionHasEnded) return; // In case we get in here after deciding the mission is over. if (!ServerStateMachine.this.checkWatchList()) onError(null); // We've lost a connection - abort the mission. if (ev.phase == Phase.START) { // Measure our performance - especially useful if we've been overclocked. if (this.secondStartTimeMs == 0) this.secondStartTimeMs = System.currentTimeMillis(); long timeNow = System.currentTimeMillis(); if (timeNow - this.secondStartTimeMs > 1000) { long targetTicks = 1000 / TimeHelper.serverTickLength; if (this.tickCount < targetTicks) System.out.println("Warning: managed " + this.tickCount + "/" + targetTicks + " ticks this second."); this.secondStartTimeMs = timeNow; this.tickCount = 0; } this.tickCount++; } MinecraftServer server = FMLCommonHandler.instance().getMinecraftServerInstance(); if (ev.phase == Phase.END && getHandlers() != null && getHandlers().worldDecorator != null) { World world = server.getEntityWorld(); getHandlers().worldDecorator.update(world); } if (ev.phase == Phase.END) { if (getHandlers() != null && getHandlers().quitProducer != null && getHandlers().quitProducer.doIWantToQuit(currentMissionInit())) { ServerStateMachine.this.quitCode = getHandlers().quitProducer.getOutcome(); onMissionEnded(true); } else if (this.runningAgents.isEmpty()) { ServerStateMachine.this.quitCode = "All agents finished"; onMissionEnded(true); } // We need to make sure we keep the weather within mission parameters. // We set the weather just after building the world, but it's not a permanent setting, // and apparently there is a known bug in Minecraft that means the weather sometimes changes early. // To get around this, we reset it periodically. if (server.getTickCounter() % 500 == 0) { EnvironmentHelper.setMissionWeather(currentMissionInit(), server.getEntityWorld().getWorldInfo()); } } }
Example #11
Source File: EventHandler.java From Signals with GNU General Public License v3.0 | 4 votes |
@SubscribeEvent public void onPreServerTick(ServerTickEvent event){ if(event.phase == Phase.START) { RailNetworkManager.getServerInstance().onPreServerTick(); } }