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public void registerServer(){ |
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ServerPlayConnectionEvents.JOIN.register((handler, sender, server) ->{ |
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if (!hasPostProcessed()){ |
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EMILoot.LOGGER.warn("Post-processing not completed for some reason, completing now..."); |
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for (PostProcessor process: PostProcessor.values()){ |
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postProcess(process); |
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} |
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EMILoot.LOGGER.warn("Post-processing complete!"); |
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} |
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if (EMILoot.config.parseChestLoot) |
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chestSenders.forEach((id,chestSender) -> chestSender.send(handler.player)); |
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if (EMILoot.config.parseBlockLoot) |
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blockSenders.forEach((id,blockSender) -> blockSender.send(handler.player)); |
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if (EMILoot.config.parseMobLoot) |
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mobSenders.forEach((id,mobSender) -> mobSender.send(handler.player)); |
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if (EMILoot.config.parseGameplayLoot) |
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gameplaySenders.forEach((id,gameplaySender) -> gameplaySender.send(handler.player)); |
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if (EMILoot.config.parseArchaeologyLoot) |
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archaeologySenders.forEach((id, archaeologySender) -> archaeologySender.send(handler.player)); |
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}); |
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} |
Best to run a canSend here before sending so that you dont end up sending data to clients that dont support your mod