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Compound Tags apparently being reset randomly


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Hello, I'm experiencing an issue with two tags of mine changing their value apparently randomly. We're talking about a long  and a boolean. Moreover, it appears that both values are getting changed OUTSIDE of my code, perhaps meaning something is happening in the vanilla code.

The idea here is that a special ability for the armour can to be activated through a key bind every 180s (3600 ticks) lasting for only 10 seconds (200 ticks). However, it's not key bindings I'm having issues with, the problem I'm having is with the lastUsage and isEffectActive tags which seem to be changing, somewhere, somehow.

 

Here is the class where most of the logic is happening: https://github.com/DrNickenstein/Rework-mod/blob/main/src/main/java/io/github/drnickenstein/reworkmod/items/wearables/armour/AmethystChestplate.java

Here is the class where everything starts, calling the activateEffects method of the class: https://github.com/DrNickenstein/Rework-mod/blob/main/src/main/java/io/github/drnickenstein/reworkmod/handler/ClientForgeHandler.java

And here is the latest.log: https://pastebin.com/MZdDK3sz

Particularly, this is the section of the log where I'm printing the value of the isEffectActive tag and as you can see the way it is changing is quite odd.

key pressed
set is full
Effect applied.
tick start, isEffectActive: false
tick end, isEffectActive: false
activateEffects call ending. true
tick start, isEffectActive: true
Invulnerability set
isEffect active if, isEffectActive: true
tick end, isEffectActive: true
tick start, isEffectActive: true
Invulnerability set
isEffect active if, isEffectActive: true
tick end, isEffectActive: true
tick start, isEffectActive: true
Invulnerability set
isEffect active if, isEffectActive: true
tick end, isEffectActive: true
tick start, isEffectActive: false
tick end, isEffectActive: false
tick start, isEffectActive: false
tick end, isEffectActive: false
tick start, isEffectActive: true
Invulnerability set
isEffect active if, isEffectActive: true
tick end, isEffectActive: true
tick start, isEffectActive: false
tick end, isEffectActive: false
tick start, isEffectActive: true
Invulnerability set
isEffect active if, isEffectActive: true
tick end, isEffectActive: true
tick start, isEffectActive: false
tick end, isEffectActive: false
tick start, isEffectActive: true
Invulnerability set
isEffect active if, isEffectActive: true
tick end, isEffectActive: true
tick start, isEffectActive: true
Invulnerability set
isEffect active if, isEffectActive: true
tick end, isEffectActive: true
tick start, isEffectActive: false
tick end, isEffectActive: false
tick start, isEffectActive: false
tick end, isEffectActive: false

If there is anything I could optimize/do in a better way or anything I should specify, please let me know :) Thanks in advance!

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You know the inventoryTick is called on both the client and server?

 

And you shouldn''t have any mutable data in singletons.

I don't understand why you have it since it just seems to be redundantly storing the game time?

 

But your biggest problem is you shouldn't be doing this logic on the client.

From the code you posted, it looks like the server never knows about your changes?

It would be unsuprising that when the server decides to send inventory updates to the client, it reverts to the uninitialised data from the server.

https://forge.gemwire.uk/wiki/Sides

When the key is pressed, you should send a network message to the server and change all state there.

https://docs.minecraftforge.net/en/latest/networking/

The server is the definitive storage of game state. Making the player invulnerable on the client would be a ghost modification that has no real effect.

 

I would also guess the correct place for that cooldown is the player not the item?

https://forge.gemwire.uk/wiki/Capabilities

Or do you intend to allow to let users accumulate multiple items and switch between them when each cooldown ends?

 

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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16 minutes ago, warjort said:

You know the inventoryTick is called on both the client and server?

 

And you shouldn''t have any mutable data in singletons.

I don't understand why you have it since it just seems to be redundantly storing the game time?

 

But your biggest problem is you shouldn't be doing this logic on the client.

From the code you posted, it looks like the server never knows about your changes?

It would be unsuprising that when the server decides to send inventory updates to the client, it reverts to the uninitialised data from the server.

https://forge.gemwire.uk/wiki/Sides

When the key is pressed, you should send a network message to the server and change all state there.

https://docs.minecraftforge.net/en/latest/networking/

The server is the definitive storage of game state. Making the player invulnerable on the client would be a ghost modification that has no real effect.

 

I would also guess the correct place for that cooldown is the player not the item?

https://forge.gemwire.uk/wiki/Capabilities

Or do you intend to allow to let users accumulate multiple items and switch between them when each cooldown ends?

 

Hello

 

Oh I didn't know that sir

The currentTime is there because I thought it would be more readable if I had that instead of always doing level.getGameTime. it doesn't matter that it's a mutable variable in a singleton since the game time is the same for everything anyway. I can remove it though if if really is useless

Hmmm in this case may I also just check if it's on the server and then do the same logic?

I read a little into that Capability thing and it's not quite clear what that is for but I'll look into it properly later, it may be useful, thanks

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