Jump to content

[SOLVED] GuiContainer inventory bug in multiplayer [Dedicated server]


iowarrior

Recommended Posts

I have a couple containers that have the same bug. I have to point out that they work on a multiplayer session hosted from the client but not on a dedicated server. When opening the containers the player inventory seems to be offsetted by a couple indexes in a weird way. Eg picking up the stack from the first slot actually picks up the helmet and so on so that picking up the 5th slot picks the first.

 

The codes are pretty much based on the furnace and have been reading a lot of that furnace code and everything seems to be set up in the same way. My guess is that the client GuiContainer inventory slots become set up somehow incorrectly or that the server side is not updating the client propery. So i guess that when hosting the multiplayer from client everything gets synched up automatically, but not from a dedicated server.

 

Do i need to add some network code to synch up custom containers? Or is there something in the container base classes that do this automatically if set up right?

 

I can post the code too but i have basically this happening on a container that is almost 100% replica of the furnace.

 

 

Link to comment
Share on other sites

So in this case you think extending the respective Furnace classes and overriding where appropriate might fix this?

 

yes.

 

I also find copy-pasting code quite against the whole point of using Java and any OOP language for that matter.

If you want to copy paste code all day, you might as well be doing procedural programming lolz ;)

 

Also for new modders, you learn way better by writing what needs to be added and UNDERSTANDING the code. Than to copy-paste random meaningless (Obfuscated) code ;)

If you guys dont get it.. then well ya.. try harder...

Link to comment
Share on other sites

Not only is it good practice, but more efficient and doesn't breach Minecraft license.

 

Check your transferStackInSlot method in Container, i see some magic numbers that could be wrong.

Also make sure you use mergeItemStack(ItemStack, int, int , boolean) correctly.

Be aware that you added your slots first, then the player internal inventory, then the player inventory bar. The order is important.

Link to comment
Share on other sites

Tried extending the Furnace but that didn't solve anything, so i stick to extending the Container, etc.. And also as this is more of a subset of the furnace (burns fuel and produces nothing) doesn't make sense extending because of that either.

 

Also checked the methods you mentioned and the order of adding the slots.

I did notice that changing the order of adding slots affected in how it got screwed up (screwed up in different ways).

To me it just doesn't make sense.

 

But i guess ill just have to rewrite it until it starts working in dedicated servers.

Link to comment
Share on other sites

Ill just recap here because seems you guys misunderstood some points: Im not doing a furnace so i wont use GuiFurnace or ContainerFurnace.

 

I have done everything right from the start as suggested, everything works fine in multiplayer except with a dedicated server.

 

Im using the latest forge recommended build.

 

If you can point to me a mod that is supposed to work and covers this issue, then i will test that on the server and rule out a server/forge problem.

Link to comment
Share on other sites

Solved.

 

As i suspected it had nothing to do with my actual containers or Guis, they all worked fine. It had to do with client/server separation and when i worked a couple of days ago to get the mod working on dedicated server i separated something in the wrong way and accidentially registered the GUIHandler only on the client side.

 

Thanks anyway everyone for your answers even though they didn't really relate to my problem they definitely made me take another round of thoughts into those matters.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
    • It is an issue with quark - update it to this build: https://www.curseforge.com/minecraft/mc-mods/quark/files/3642325
    • Remove Instant Massive Structures Mod from your server     Add new crash-reports with sites like https://paste.ee/  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.