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[1.6.4]Infinite NBT Write Loop


hotrods20

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I recently added code that was to add a new kind of ender chest but it causes my game to crash.

Error Report: http://pastebin.com/NXqxm1Hb

 

Code in question(This code is the only different code from normal):

 

ObsidianTools.java

 

 

MinecraftForge.EVENT_BUS.register(new MECHandler());

 

 

 

BlockMinerEC.java

 

 

public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
    {
        InventoryMinerEC inventoryenderchest = PlayerMEC.get(par5EntityPlayer).getIMEC();
        TEMEC tileentityenderchest = (TEMEC)par1World.getBlockTileEntity(par2, par3, par4);

        if (inventoryenderchest != null && tileentityenderchest != null)
        {
            if (par1World.isBlockNormalCube(par2, par3 + 1, par4))
            {
                return true;
            }
            else if (par1World.isRemote)
            {
                return true;
            }
            else
            {
                inventoryenderchest.setAssociatedChest(tileentityenderchest);
                par5EntityPlayer.displayGUIChest(inventoryenderchest);
                return true;
            }
        }
        else
        {
            return true;
        }
    }

    public TileEntity createNewTileEntity(World par1World)
    {
        return new TEMEC();
    }

 

 

 

TEMEC.java

Only difference is that it references my chest instead of ender chest.

 

MECHandler.java

 

 

@ForgeSubscribe
    public void onEntityConstructing(EntityConstructing event)
    {
        if (event.entity instanceof EntityPlayer)
        {
            event.entity.registerExtendedProperties(PlayerMEC.EXT_MEC, new PlayerMEC((EntityPlayer) event.entity));
        }
    }

 

 

 

PlayerMEC.java

 

 

package hotrods20.ObsidianTools;

import net.minecraft.entity.Entity;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
import net.minecraft.world.World;
import net.minecraftforge.common.IExtendedEntityProperties;

public class PlayerMEC implements IExtendedEntityProperties
{
    public final static String EXT_MEC = "MinerEnderChest";
    private final EntityPlayer player;
    private InventoryMinerEC IMEC = new InventoryMinerEC();

    public PlayerMEC(EntityPlayer player)
    {
        this.player = player;
    }

    public static final void register(EntityPlayer player)
    {
        player.registerExtendedProperties(PlayerMEC.EXT_MEC, new PlayerMEC(player));
    }

    public static final PlayerMEC get(EntityPlayer player)
    {
        return (PlayerMEC) player.getExtendedProperties(EXT_MEC);
    }

    @Override
    public void saveNBTData(NBTTagCompound compound)
    {
    	//compound.setTag(EXT_MEC, this.IMEC.saveInventoryToNBT());
    }

    @Override
    public void loadNBTData(NBTTagCompound compound)
    {
        //this.IMEC.loadInventoryFromNBT(compound.getTagList(EXT_MEC));
    }

    @Override
    public void init(Entity entity, World world)
    {
    }
    
    public InventoryMinerEC getIMEC()
    {
    	return this.IMEC;
    }
}

 

 

 

InventoryMinerEC.java

 

 

package hotrods20.ObsidianTools;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.InventoryBasic;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
import net.minecraft.tileentity.TileEntityEnderChest;

public class InventoryMinerEC extends InventoryBasic
{
    private TEMEC associatedChest;

    public InventoryMinerEC()
    {
        super("container.minersec", false, 54);
    }

    public void setAssociatedChest(TEMEC par1TileEntityEnderChest)
    {
        this.associatedChest = par1TileEntityEnderChest;
    }

    public void loadInventoryFromNBT(NBTTagList par1NBTTagList)
    {
        int i;

        for (i = 0; i < par1NBTTagList.tagCount(); ++i)
        {
            NBTTagCompound nbttagcompound = (NBTTagCompound)par1NBTTagList.tagAt(i);
            int j = nbttagcompound.getByte("Slot") & 255;

            if (j >= 0 && j < this.getSizeInventory())
            {
                this.setInventorySlotContents(j, ItemStack.loadItemStackFromNBT(nbttagcompound));
            }
        }
    }

    public NBTTagList saveInventoryToNBT()
    {
        NBTTagList nbttaglist = new NBTTagList("MinerEnderChest");

        for (int i = 0; i < this.getSizeInventory(); ++i)
        {
            ItemStack itemstack = this.getStackInSlot(i);

            if (itemstack != null)
            {
                NBTTagCompound nbttagcompound = new NBTTagCompound();
                nbttagcompound.setByte("Slot", (byte)i);
                itemstack.writeToNBT(nbttagcompound);
                nbttaglist.appendTag(nbttagcompound);
            }
        }

        return nbttaglist;
    }

    /**
     * Do not make give this method the name canInteractWith because it clashes with Container
     */
    public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer)
    {
        return this.associatedChest != null && !this.associatedChest.isUseableByPlayer(par1EntityPlayer) ? false : super.isUseableByPlayer(par1EntityPlayer);
    }

    public void openChest()
    {
        if (this.associatedChest != null)
        {
            this.associatedChest.openChest();
        }

        super.openChest();
    }

    public void closeChest()
    {
        if (this.associatedChest != null)
        {
            this.associatedChest.closeChest();
        }

        super.closeChest();
        this.associatedChest = null;
    }

    /**
     * Returns true if automation is allowed to insert the given stack (ignoring stack size) into the given slot.
     */
    public boolean isItemValidForSlot(int par1, ItemStack par2ItemStack)
    {
        return true;
    }
}

 

 

width=320 height=64http://www.slothygaming.com/img/ota.png[/img]

If your grammar is shit and you blatantly don't know what you're doing, I will not help you.

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Oh?  I thought I changed that to:

this.IMEC.saveInventoryToNBT();

Wouldn't that make it save the data via the InventoryMinerEC?  I still get the crash when I change it.  Would I have to change the saveInventoryToNBT() in InventoryMinerEC.java to send data to the PlayerMEC.java?

width=320 height=64http://www.slothygaming.com/img/ota.png[/img]

If your grammar is shit and you blatantly don't know what you're doing, I will not help you.

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@Override
public void saveNBTData(NBTTagCompound compound)
{
// here you are creating a new tag
NBTTagCompound nbt = new NBTTagCompound();
// and here you save data to the new tag
nbt.setTag(EXT_MEC, this.IMEC.saveInventoryToNBT());

// but the tag in the parameter, 'compound', is the tag that will be loaded
// you need to save to the tag given by the method parameter:
compound.setTag(EXT_MEC, IMEC.saveInventoryToNBT());
}

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@Override
public void saveNBTData(NBTTagCompound compound)
{
// here you are creating a new tag
NBTTagCompound nbt = new NBTTagCompound();
// and here you save data to the new tag
nbt.setTag(EXT_MEC, this.IMEC.saveInventoryToNBT());

//but lets forget to do anything with our variable nbt later

// but the tag in the parameter, 'compound', is the tag that will be loaded
// you need to save to the tag given by the method parameter:
compound.setTag(EXT_MEC, IMEC.saveInventoryToNBT());

//and just duplicate the effort instead!
}

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Sorry if I misunderstood your post.

 

Sorry I misunderstood yours.

 

I saw code and I saw code that wasn't doing anything useful, so I had to comment on its uselessness.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Yeah, I use a new world every time I test.  It just seems like it gets stuck in a loop of writing information and I have no idea where this could start.  The errors don't give any information on it.

width=320 height=64http://www.slothygaming.com/img/ota.png[/img]

If your grammar is shit and you blatantly don't know what you're doing, I will not help you.

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Yeah, I use a new world every time I test.

 

I use a new world less frequently than that.  Usually only if I screw up royally.

 

Generally that's any time it crashes on load.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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I think the problem is in your inventory load from NBT method:

public void loadInventoryFromNBT(NBTTagList par1NBTTagList)
    {
        int i;

// You do not need to initialize all the slots to null
// and if you do, certainly do NOT use the setInventorySlotContents method
// as that may depend on the inventory already being fully constructed,
// which it is not yet while loading from NBT
        for (i = 0; i < this.getSizeInventory(); ++i)
        {
            this.setInventorySlotContents(i, (ItemStack)null);
        }

        for (i = 0; i < par1NBTTagList.tagCount(); ++i)
        {
            NBTTagCompound nbttagcompound = (NBTTagCompound)par1NBTTagList.tagAt(i);
            int j = nbttagcompound.getByte("Slot") & 255;

            if (j >= 0 && j < this.getSizeInventory())
            {
                this.setInventorySlotContents(j, ItemStack.loadItemStackFromNBT(nbttagcompound));
            }
        }
    }
[/code[

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So, that didn't help but I can see how it makes faster and more efficient code.  The problem also appears that when I "Save and Quit" from a world, the error also appears.  So, every time the game tries to write to NBT, it crashes because it just seems like it's in an infinite loop.  It does the "NBTBase.writeNamedTag" and "NBTTagCompound.write" over and over again according to the error.

width=320 height=64http://www.slothygaming.com/img/ota.png[/img]

If your grammar is shit and you blatantly don't know what you're doing, I will not help you.

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