BaseIO

A library mod for many UWM mods

Util Classes

Util Classes

Packet filtering

BaseIONetworkManager contains two fields: sendFilters and receiveFilters. You can filter packets just by adding your own filter to these filter sets. A filter is defined as BiPredicate<Packet, NetworkManager>. If the BiPredicate returns true the packet will be filtered and consequently no further processed. For performance purposes you should always check for the correct packet type first.

The NetworkManager instance is provided on purpose:
You can get Player connection information with
    ((InetSocketAddress)net.channel().remoteAddress()).getAddress().getHostAddress() (here: player's IP).
You can get the player object with
    ((NetHandlerPlayServer)net.getNetHandler()).playerEntity.
Keep in mind that depending on your packet you have other INetHandlers than NetHandlerPlayServer.

Example:

BaseIONetworkManager.receiveFilters.add((packet, networkManager) -> {
if (packet instanceof CPacketLoginStart) {
CPacketLoginStart packet = (CPacketLoginStart) p;
GameProfile player = packet.getProfile();
Logger.info("GameProfile " + player.toString() + " tries to connect");
}
return true;
});
Util Classes

CommandSenderUtils

CommandSenderUtils provides methods for differentiating different ICommandSenders. You can differentiate between

Util Classes

CommunicationUtils

CommunicationUtils groups functions for communicating with users.

Click events

This feature allows localized strings

Since 1.8 Minecraft provides the possibility to click on custom elements in chat. The method clickEvent(sender, msg, options...) gives this feature to the mod.

As this feature is being reworked, just a quick look-over:
Currently this command creates a simple choice list. Example:

clickEvent(sender, "Stop server?", new Pair<>(" [Yes]", ()-> System.exit(0)), new Pair<>(" [No]", ()-> MessageUtils.messageToSender(sender, "Okay.")))

Player chat:
Stop server? [Yes] [No]

Inventory Menus

InventoryMenu provides a system to create menus based on the ability to click on chest slots.InvMenu.png

To create your own menu BaseIO provides a fast construction method:
public InventoryMenu(String title, boolean doBackButton, Pair<ItemStack, TriConsumer<EntityPlayerMP, InventoryMenu, Object[]>>... items (same also available with items as an iterator)

title describes the name of the container (Example: "[Shop] Buy Menu")
doBackButton defines wether the first slot in the inventory should be a back button (to a menu before)
items is a list (or varargs) of Pairs. The index in the list defines the position of the item. The first element of the Pair is the item that should be displayed at the slot, the second is a method (TriConsumer, here implemented with a lambda) that will be called when the player clicks on the slot. The custom ItemStack creation helps creating the ItemStack. 

An example constructor would be (Java 8):

InventoryMenu myMenu = new InventoryMenu("My Menu", false,
    Pair.create(new DisplayStackGen(Items.APPLE).name("give apple!").gen(), (player, menu, args)-> player.inventory.addItemStackToInventory(new ItemStack(Items.APPLE))),
    null,
    Pair.create(new DisplayStackGen(Blocks.STONE).name("STONE").ench().gen(), null)
)

 As you can see the menu creation is pretty simple.
This example would create a menu with an apple in the first slot and a stone in the third slot. If you click on the apple the server will give you an apple. The stone has no interaction.

Value input

When the user is in an InventoryMenu it is not possible to make an input via chat. You should use AnvilEdit instead.
AnvilEdit opens an anvil GUI

Util Classes

Simple ItemStack creation

DisplayStackGen is a simple util class that is able to generate your own ItemStack in one line.

To create a new ItemStack with this class just create a new DisplayStackGen object, configure it and at the end call .gen(), witch creates the ItemStack. Examples:

new DisplayStackGen().gen();  // RuntimeException, you forgot to define an item.
new DisplayStackGen().item(Items.APPLE).gen(); // An apple.
new DisplayStackGen().block(Blocks.STONE).gen(); // A stone.
new DisplayStackGen(Blocks.STONE).gen(); // Same as above, works for both blocks and items.
new DisplayStackGen(Items.APPLE).ench().count(2).name("APPLE").tooltip("not android").gen(); // Two shiny apples with fitting name and tooltip.

 

Methods

item(Item) set the displayed item
block(Block) set the displayed item corresponding to the block
ench() set the item glowing (enchanted)
name(String) set the name of the item. Color codes accepted
tooltip(String...) set the item tooltip. Multiple strings are allowed for multiple lines for the tooltip
count(int) set the item count displayed
damage(int) set the item damage (metadata)
Util Classes

DataUtils

DataUtils is a class designed to load and save all data from or to a file (e.g. PlayerIO is based on it) and is frankly just a wrapper for Google's gson project, adding some Minecraft-related type adapters.

Simple setup

Loading

 

Saving

In the most simple way you save your object by just calling DataUtils.saveData(Object obj, Type objType, String filename).
ObjType has to be the type of the object to save. If your object has no generics you can simply use your objects class, otherwise I recommend using new TypeToken<your object>(){}.getType(). The filename is a string that will be handed over to a java.io.File constructor. If the filename has no extension .json will be used as default.

Example:

List<String> list = new ArrayList<>();
Type listType = new TypeToken<List<String>>(){}.getType();

// DataUtils.saveData(list, List.class, "testfile"); // WRONG - only use for objects without generics

DataUtils.saveData(list, listType, "testfile"); // CORRECT - will be saved to ./testfile.json

 

Adding your own TypeAdapters

If you want to save a class that can't be serialized (e.g. abstract classes) like a normal object (just fields) you have to write a TypeAdapter for it. You should inform yourself how to do that, here's a simple TypeAdapter:

public class UUIDTypeAdapter extends TypeAdapter<UUID> {
   @Override
   public void write(JsonWriter out, UUID value) throws IOException {
      out.value(value.toString() + " (" + Utils.orDefault(PlayerUtils.getName(value), "unknown") + ')');
   }

   @Override
   public UUID read(JsonReader in) throws IOException {
      return UUID.fromString(in.nextString().replaceFirst(" \\(.+\\)", "").replaceFirst("(\\w{8})(\\w{4})(\\w{4})(\\w{4})(\\w{12})", "$1-$2-$3-$4-$5"));
   }
}

To use this TypeAdapter in conjunction with DataUtils you can use DataUtils.with(Collections.singletonMap(UUID.class, new UUIDTypeAdapter()). This returns you a DataUtils instance with additionally registered UUIDTypeAdapter.  DataUtils.with acctepts a Map with the Type as key and either TypeAdapter or TypeAdapterFactory (Also all other type adapters gson is supporting).

For easy mapping of multiple type adapters you can use Utils.map(key, value, key, value, ...)

Util Classes

PlayerUtils

Player Teleportation

In version 1.10 BaseIO contains multiple teleport implementations. If you encounter issues regarding teleportations, try switching the implementation in BaseIO's config file

PlayerUtils.teleportPlayerUnsafe(EntityPlayerMP player, Position position) teleports a player to the specified position forcibly. If you want to be sure the player doesn't teleport into blocks, use PlayerUtils.teleportPlayer(EntityPlayerMP player, Position position, boolean noisy). When the destination is an unsafe block this method won't teleport the player, returning false and (with noisy = true) printing a message to the player specifying the problem. For convenience teleportPlayer is overloaded with a ICommandSender instead of EntityPlayerMP (other senders than EntityPlayerMP will be discarded).

Identifier conversion

You might want to search a player by it's name quite often. For such cases (and many more "conversions") PlayerUtils provides a full set of conversion methods:
 neu0.png

↓ From | To → UUID Name GameProfile EntityPlayer ICommandSender
UUID   PlayerUtils:getName PlayerUtils:getGameProfile PlayerUtils:getPlayer PlayerUtils:getPlayer
Name PlayerUtils:getUUID   PlayerUtils:getGameProfile PlayerUtils:getPlayer PlayerUtils:getPlayer
GameProfile GameProfile:getId GameProfile:getName   PlayerUtils:getPlayer PlayerUtils:getPlayer
EntityPlayer EntityPlayer:getUniqueId ICommandSender:getName EntityPlayer:getProfile   typecast
ICommandSender PlayerUtils:getUUID ICommandSender:getName (only via typecast) typecast  

If no player is found null will be returned.

In 1.7, ICommandSender:getName was named ICommandSender:getCommandSenderName

PlayerUtils is capable to convert any ICommandSender to an UUID, including console and command blocks. This UUID might not be a valid UUID of Minecraft but it can be used to identify it and additionally PlayerUtils:getName supports these UUIDs. Every Command Sender of one class has the same UUID.

Ranges

All conversion methods have a range parameter that determines how broad the search should be.

Range Inclusion Full search area
ONLINE Includes online players online players
FAKE Includes fake players online (fake)players
SERVER Includes offline players online/offline (fake)players
ALL Includes players that have never been on the server all minecraft players

Main Features

Main Features

Player Storage

BaseIO provides an easy way to store data for the players. To use this feature just create a new class extending com.unitedworldminers.BaseIO.storage.PlayerStorage. This will be your storage class. Every player will have an instance of this class. You have to implement void onNewUser(), this method will be called everytime BaseIO has to create a new user. With getUUID() you can always retrieve the players UUID. onNewUser allows to throw a NewInstanceException when you don't want to create a storage for that user. But be warned, when retrieving userdata you will have to check for null storages.

BaseIO saves your storage based on your modID! Changing the modID will result in data loss!
The data itself on the other hand won't be deleted. You can try to modify the storage for that, but there will be no support for this.

To now save some values you just create your fields in your storage class. Every field in that class will be stored, if you don't want this you can give the transistent attribute to that field.

An example storage might be:

public class MyStorage extends PlayerStorage {
    boolean aBool;
    String aString;
    transient String bString;

    @Override
    protected void onNewUser() throws NewInstanceException {
        aString = "UUID: " + getUUID();
        bString = "This value won't be saved";
    }
}


To get a player's storage instance you just use one of the methods of the PlayerIO class.

Additionally you can retrieve all storages of a player by calling ensuredGet(UUID uuid).
Additionally you can retrieve all your storages by calling getAll(Class clazz) with clazz as your storage class.

PlayerIO will save your storage automatically.
To manually save or reload the data, use PlayerIO.save() or PlayerIO.load().

An example working with your storage:

ICommandSender caller;
MyStorage storage = PlayerIO.get(caller);
if (storage.aBool) {
    storage.bString = "Permission granted.";
    PlayerIO.save();
}

 

Main Features

Simple Commands

BaseIO simplifies command creation with the class SimpleCommand. Instead of implementing ICommand you extend SimpleCommand.

If you don't like the simplifications made by this feature just override the original method from ICommand.

This is what SimpleCommand can do for you:

Main Features

Localization

It is highly recommended that you use this feature as it also allows server admins to customize your strings.

Localization is a feature of MessageUtils.

Setup

To start working with BaseIO's localization feature just call MessageUtils.setupTranslations(langResourcePath). For the most basic setup use null as parameter and you're done. Now server admins can add translations for your strings as they wish.

If you want to add your own translations to your mod fill langResourcePath with a string path pointing to a folder in your mod resources.

langResourcePath.PNG
For example BaseIO has MessageUtils.setupTranslations("com/unitedworldminers/BaseIO/lang").
It is recommended to call this method in your init method (FMLInitializationEvent).

Creating localization mappings

The default language file is en_US.lang. This file will be used if you aren't providing the correct language.

You can use almost any string as a key, but it's recommended to abstract them.

The mapping files itself are the same as the ones from Minecraft: <key>=<mapping>, an example file can be found on the right sidebar. This files have to be named by the language tag given by Minecraft and must have the extension .lang.

In the mappings you can use arguments following the same format of the java formatter (String.format). These arguments can be injected in the method calls using localizations.

If you are a modder you put the files in your resource folder that you pointed at in setupTranslations.
If you are a server admin you can put the files into config/lang/<modid>/.

You can reload the mappings with /baseio reloadMessages <modid>.

Using localizations

Your localizations can be used in

Background Features

Help Fixer

BaseIO contains the fixed /help command from matthewprenger.
Mod Page
Source

Ban Entry Fixer

Minecraft contains a bug/flaw/irritating feature that causes a new ban to forget the ban date and replaces it with the ban end date. Problem is that you can't see when the user got banned. BaseIO fixes that.

Duplicate Command

BaseIO adds support for multiple commands with the same name by adding a duplicate command. If you execute a command with multiple meanings a selector will be displayed so you can choose for the command you want. Additionally your choice will be saved so you don't need to do select everytime.

You can disable this feature in the config located in config/BaseIO.cfg