Add in a utility function that *might* tell you the context
you're running in on either client or server: FMLCommonHandler.getEffectiveSide
This commit is contained in:
parent
ba16217fe2
commit
d27e722903
|
@ -25,6 +25,8 @@ import net.minecraft.src.DedicatedServer;
|
|||
import net.minecraft.src.Entity;
|
||||
import net.minecraft.src.EntityPlayer;
|
||||
import net.minecraft.src.EntityPlayerMP;
|
||||
import net.minecraft.src.ServerListenThread;
|
||||
import net.minecraft.src.ThreadServerApplication;
|
||||
import net.minecraft.src.World;
|
||||
|
||||
import com.google.common.base.Strings;
|
||||
|
@ -162,6 +164,23 @@ public class FMLCommonHandler
|
|||
return sidedDelegate.getSide();
|
||||
}
|
||||
|
||||
/**
|
||||
* Return the effective side for the context in the game. This is dependent
|
||||
* on thread analysis to try and determine whether the code is running in the
|
||||
* server or not. Use at your own risk
|
||||
*
|
||||
* @return
|
||||
*/
|
||||
public Side getEffectiveSide()
|
||||
{
|
||||
Thread thr = Thread.currentThread();
|
||||
if ((thr instanceof ThreadServerApplication) || (thr instanceof ServerListenThread))
|
||||
{
|
||||
return Side.SERVER;
|
||||
}
|
||||
|
||||
return Side.CLIENT;
|
||||
}
|
||||
/**
|
||||
* Raise an exception
|
||||
*
|
||||
|
|
Loading…
Reference in New Issue