Networking with Entities/1.18
In addition to regular network messages, there are various other systems provided to handle synchronizing entity data.
Spawn Data
In general, the spawning of modded entities is handled seperately, by Forge.
Info
You can add extra data to the spawn packet Forge sends by implementing the following interface.
IEntityAdditionalSpawnData
If your entity has data that is needed on the client, but doesn't change over time, then it can be added to the entity spawn packet using this interface. writeSpawnData()
and readSpawnData()
control how the data should be en/decoded to/from the network buffer. Also override getAddEntityPacket()
to return NetworkHooks.getEntitySpawningPacket(...)
for the data to be send.
Dynamic Data
Data Parameters
This is the main vanilla system for synchronizing entity data from the server to the client. As such, a number of vanilla examples are available to refer to.
Firstly you need a EntityDataAccessor<T>
for the data you wish to keep synchronized. This should be stored as a static final field in your entity class, obtained by calling SynchedEntityData.defineId()
and passing the entity class and a serializer for that type of data. The available serializer implementations can be found as static constants within the EntityDataSerializers
class.
Alert
Then, override Entity#defineSynchedData()
and call this.entityData.define(...)
for each of your data parameters, passing the parameter and an initial value to use. Remember to always call super.defineSynchedData()
first!
You can then get and set these values via your entity's entityData
instance. Changes made will be synchronized to the client automatically.