Jump to content

[SOLVED] Persistent data is too persistent :P


Recommended Posts

Posted

So I have a problem. Let me explain WHAT I want to do, what actually happens, and what I actually do (the code), in that order...

 

What I want to do:

 

I have a block called the Stopper. When a stopper block is placed, it sends its coordinates to a Tracker. The Tracker is a class extending WorldSavedData and it keeps track of the location of all placed stoppers and in which chunk they are stored. The Tracker saves its own data to the NBT. Note that the Tracker is "global" for all dimensions, so the "coordinates" fed to the Tracker is of the x, y, z, w format, where w is the dimension id. The Tracker exists so that I can quickly check whether or not there is a stopper within some particular chunk.

 

What happens:

 

It turns out the Tracker is too persistent. If I leave the game and go to the start menu and enter another save, the Tracker data from the last save remains when it should most definitely not do so. I tried to fix this using a method to clear the Tracker upon WorldEvent.Unload, but this only made it so that the Tracker doesn't even remember stuff at all. It seem to fail even writing and restoring data from the NBT so if I restart the game, it loses track of all stoppers.

 

What I do:

 

This static method in Tracker generates a new Tracker instance. This is called from a WorldEvent.Load. Note the null check, followed by a check to see if a tracker was already connected to the mapStorage. I suspect if there's anything wrong, that will be in this particular method.

 

 

	public static Tracker forWorld(World world) {
	if (instance == null){
		MapStorage storage = world.mapStorage;
		Tracker result = (Tracker)storage.loadData(Tracker.class, key);
		if (result == null) {
			result = new Tracker(key);
			storage.setData(key, result);
		}
		instance = result;
		return result;
	} else
		return instance;
}

 

 

This is the event listener (registered from my main mod class). It calls the static method Tracker.forWorld(world) which generates a new Tracker instance if one does not exist, and links it to the world so that it will be saved correctly in nbt. The Tracker only needs to be available for some events, so I have made its creation server only.

 

 

public class WorldEventListener {
@ForgeSubscribe
public void worldLoading(WorldEvent.Load event) {
	if (event.world.isRemote) {
	} else{
		KGBlocks.tracker = Tracker.forWorld(event.world);
	}
}
}

 

 

These are the save/load nbt methods in Tracker.

 

 

	@Override
public void readFromNBT(NBTTagCompound nbt) {
	NBTTagList tagList = nbt.getTagList("tracker");
	for (int i = 0; i < tagList.tagCount(); i++) {
		NBTTagCompound tag = (NBTTagCompound)tagList.tagAt(i);
		int[] arr = tag.getIntArray("position");
		addMobstopper(arr[0], arr[1], arr[2], arr[3]);
	}
}

@Override
public void writeToNBT(NBTTagCompound nbt) {
	NBTTagList itemList = new NBTTagList();
	Set cl = chunk.keySet();
	Iterator<ChunkLocation> it = cl.iterator();
	while (it.hasNext()){
		ChunkLocation temp = it.next();
		for (Position p : chunk.get(temp)){
			NBTTagCompound tag = new NBTTagCompound();
			int[] arr = {p.getX(), p.getY(), p.getZ(), p.getW()};
			tag.setIntArray("position", arr);
			itemList.appendTag(tag);
		}
	}
	nbt.setTag("tracker", itemList);		
}

 

Posted

I changed the forWorld method to the following and it worked :D

 

 

	public static Tracker forWorld(World world) {
	Tracker data = (Tracker)world.mapStorage.loadData(Tracker.class, key);
        if (data == null) {
                data = new Tracker(key);
                world.mapStorage.setData(key, data);
        }
        return data;
}

 

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

    • I bestow up to thee, for thy contributions to my enjoyment of this game, my kindest regards, and most heartfelt blessings. May both sides of your pillow be cold tonight. 
    • I wasn't excepting this to be seen this fast and left the post marinating for a while, but thank you for such a quick reply! Regarding what the console shows me when the server fails to boot, you can find those logs on this pastebin link here. From what I could gather, the issue here is with the mod Night Lights. Should I remove this mod, I get the same issue with Rings of Ascension, and lastly with Oh The Biomes We've Gone. When I remove these three mods, the issue goes away, but since the world was generated with the biome mod, I would rather not part ways with it. Thank you for taking some time to read my extensive description, hope the link with the logs helps!
    • Please see https://forums.minecraftforge.net/topic/125488-rules-and-frequently-asked-questions-faq/ for information on how to post your log correctly.
    • Hello!  The detailed description of how you got to where you are is certainly valuable.  But, at the end of the day (well, any time of the day actually), it is going to be the actual logs that going to provide the necessary details to hopefully solve your startup issue. Part of me wonders if you have installed a client-only mod on a dedicated server.  But I may very well be wrong, and it will be the logs that will tell that story.
    • Hello there! I didn't quite know where to go regarding this, but ended up deciding to post it here. I have been running a forge server with around 200 mods for me and some friends to play on casually, but have recently started to get an issue when booting the server. This all started after I decided to add some new mods to the server. Like usual, I add a mod, test run the server for any issues, and if all is well, I'll add a next one and so on until I have added all that I wanted to. After doing so, in all test runs, it all seemed to work just fine. However, the next day, after trying to boot the server, I kept getting an error regarding java.lang.NullPointerException, towards one of the mods I had recently added. So far so good, I removed the mod that was causing the issue, started up the server again, and here in when things took a turn for the worse. I received another java.lang.NullPointerException null error that wouldn't allow me to boot the server, but this time with a mod that wasn't part of the new ones I had recently added. I found this weird, but nonetheless, I removed it thinking it might be causing some conflicts with some of the new ones. Afterwards, booting the server again proved to be impossible, as it gave me another java.lang.NullPointerException null error with the 3rd mod I had ever installed on the server! This mod was there since the start, it added some biomes and had been just fine so far. This turn of events made me remove all the newer mods I had recently added in hopes to fix this whole ordeal, but alas, to no avail. Same error, with that same biome mod that had been there since day one. Reluctantly, I removed the biome mod, booted the server, and voila! The server was running, although without a major mod that had always been there to begin with. As I do not wish to part ways with this mod, specially since it had been working so far without any issues, I tried to bring everything back to how it was before I added those new mods, but kept on getting the same java.lang.NullPointerException null error for the biome mod. Even adding the newer mods won't cause me this error, with exception of the one that started it all, which I find quite odd since the mods I had been using without any issues are now giving me the same error the newer one that started it all gave me. Now, I have checked that everything is up to date regarding the mods, forge (forge-1.20.1-47.3.12) and java. The modpack runs perfectly fine when I start Minecraft itself, and play singleplayer, or even when I open a LAN world, everything works. Everything aside from the server. From what I could gather, this java.lang.NullPointerException null error would point to a missing value of sorts, for an item perhaps, within the mod that is causing the error, but aside from removing the whole mod, I lack the knowledge on how to fix this. With this in mind, if anyone would be so kind as to shine some light into this situation, with a way to fix all this blunder, I would be most grateful!
  • Topics

×
×
  • Create New...

Important Information

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