Jump to content

Client-Server syncing stuff


vroominator

Recommended Posts

I've been working on a gui for my upcoming mod, and I'm having a few problems with client-server syncing stuff.

I'll explain exactly what I'm trying to accomplish. A user hits a button in the gui, which does some neat java stuff and sends a packet off to the server, which then writes some NBT data to an ItemStack. In it's current state, it's half-working. The server knows about everything that's happened, but the clients don't, and I don't know how to go about telling them.

 

What should I do?

 

Here's my Tile Entity source incase you need it.

 

package net.minecraft.src.sorcery;

import net.minecraft.src.*;
import net.minecraft.src.sorcery.base.*;
import net.minecraft.src.sorcery.network.PacketHandler;

import java.util.Random;

import com.google.common.io.ByteArrayDataInput;

public class TileEntityWandCrafting extends TileEntityBasic implements IInventory
{
    private ItemStack[] items = new ItemStack[4];

    public int getSizeInventory()
    {
        return 4;
    }
    
    public void handlePacket(NetworkManager network, Packet250CustomPayload packet, EntityPlayer player, ByteArrayDataInput data)
    {
    	int mod1 = data.readInt();
    	int mod2 = data.readInt();
    	int mod3 = data.readInt();
    	craftWand(mod1, mod2, mod3);
    }
    
    public void getModifiers()
    {
    	int[] wandMods = new int[3];
    	wandMods[0] = 0;
    	wandMods[1] = 0;
    	wandMods[2] = 0;
    	
    	ItemStack wand = items[3];
    	ItemStack crystal = items[2];
    	ItemStack core1 = items[0];
    	ItemStack core2 = items[1];
    	
    	if(wand != null && crystal !=null)
    	{
    		if(wand.itemID == (new ItemStack(Sorcery.wand)).itemID && crystal.itemID == (new ItemStack(Sorcery.battery, 1, 0)).itemID && crystal.getItemDamage() == 0)
    		{
    			int j = 0;
    			
    			for(EnumWandMods mods : EnumWandMods.values())
    			{
    				if(core1 != null)
    				{
    					if(core1.itemID == EnumWandMods.values()[j].item.itemID)
    					{
    						wandMods[0] = EnumWandMods.values()[j].modID;
   
    					}
    				}
    				
    				if(core2 != null)
    				{
    					if(core2.itemID == EnumWandMods.values()[j].item.itemID)
    					{
    						wandMods[1] = EnumWandMods.values()[j].modID;
   
    					}
    				}
    				j = j+1;
    			}	
    		}
            PacketHandler.getInstance().sendTEPacketToServer(this, "Sorcery", wandMods[0], wandMods[1], wandMods[2]);
    	}
    }
    
    public void craftWand(int mod1, int mod2, int mod3)
    {
    	EnumWandMods[] wandMods = new EnumWandMods[3];
    	wandMods[0] = SorceryHelper.getInstance().getModFromInt(mod1);
    	wandMods[1] = SorceryHelper.getInstance().getModFromInt(mod2);
    	wandMods[2] = SorceryHelper.getInstance().getModFromInt(mod3);
    	
    	ItemStack wand = items[3];
    	ItemStack crystal = items[2];
    	ItemStack core1 = items[0];
    	ItemStack core2 = items[1];
    	
    	if(core1 != null)
    	{
    		decrStackSize(0, 1);
    	}
    	
    	if(core2 != null)
    	{
    		decrStackSize(1, 1);
    	}
    	
    	decrStackSize(2, 1);
    	
	wand.setTagCompound(new NBTTagCompound());
	wand.stackTagCompound.setTag("mods", new NBTTagList("mods"));
	NBTTagList list = (NBTTagList)wand.stackTagCompound.getTag("mods");

	for(int i = 0; i < wandMods.length; i++)
	{
		NBTTagCompound tag = new NBTTagCompound();
		tag.setInteger("ID", wandMods[i].modID);
		tag.setBoolean("Positive", wandMods[i].pos);
		list.appendTag(tag);
	}
    	
    }
    
    public ItemStack getStackInSlot(int par1)
    {
        return this.items[par1];
    }

    public ItemStack decrStackSize(int par1, int par2)
    {
        if (this.items[par1] != null)
        {
            ItemStack var3;

            if (this.items[par1].stackSize <= par2)
            {
                var3 = this.items[par1];
                this.items[par1] = null;
                this.onInventoryChanged();
                return var3;
            }
            else
            {
                var3 = this.items[par1].splitStack(par2);

                if (this.items[par1].stackSize == 0)
                {
                    this.items[par1] = null;
                }

                this.onInventoryChanged();
                return var3;
            }
        }
        else
        {
            return null;
        }
    }

    public ItemStack getStackInSlotOnClosing(int par1)
    {
        if (this.items[par1] != null)
        {
            ItemStack var2 = this.items[par1];
            this.items[par1] = null;
            return var2;
        }
        else
        {
            return null;
        }
    }

    public void setInventorySlotContents(int par1, ItemStack par2ItemStack)
    {
        this.items[par1] = par2ItemStack;

        if (par2ItemStack != null && par2ItemStack.stackSize > this.getInventoryStackLimit())
        {
            par2ItemStack.stackSize = this.getInventoryStackLimit();
        }

        this.onInventoryChanged();
    }

    public int func_70360_a(ItemStack par1ItemStack)
    {
        for (int var2 = 0; var2 < this.items.length; ++var2)
        {
            if (this.items[var2] == null || this.items[var2].itemID == 0)
            {
                this.items[var2] = par1ItemStack;
                return var2;
            }
        }

        return -1;
    }

    public String getInvName()
    {
        return "container.wandcrafting";
    }

    public void readFromNBT(NBTTagCompound par1NBTTagCompound)
    {
        super.readFromNBT(par1NBTTagCompound);
        NBTTagList var2 = par1NBTTagCompound.getTagList("Items");
        this.items = new ItemStack[this.getSizeInventory()];

        for (int var3 = 0; var3 < var2.tagCount(); ++var3)
        {
            NBTTagCompound var4 = (NBTTagCompound)var2.tagAt(var3);
            int var5 = var4.getByte("Slot") & 255;

            if (var5 >= 0 && var5 < this.items.length)
            {
                this.items[var5] = ItemStack.loadItemStackFromNBT(var4);
            }
        }
    }

    public void writeToNBT(NBTTagCompound par1NBTTagCompound)
    {
        super.writeToNBT(par1NBTTagCompound);
        NBTTagList var2 = new NBTTagList();

        for (int var3 = 0; var3 < this.items.length; ++var3)
        {
            if (this.items[var3] != null)
            {
                NBTTagCompound var4 = new NBTTagCompound();
                var4.setByte("Slot", (byte)var3);
                this.items[var3].writeToNBT(var4);
                var2.appendTag(var4);
            }
        }

        par1NBTTagCompound.setTag("Items", var2);
    }

    public int getInventoryStackLimit()
    {
        return 64;
    }

    public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer)
    {
        return this.worldObj.getBlockTileEntity(this.xCoord, this.yCoord, this.zCoord) != this ? false : par1EntityPlayer.getDistanceSq((double)this.xCoord + 0.5D, (double)this.yCoord + 0.5D, (double)this.zCoord + 0.5D) <= 64.0D;
    }

    public void openChest() {}

    public void closeChest() {}
    
    @Override
    public void onInventoryChanged()
    {
    	
    }
}

 

Tell me if you need to see more.

 

If I haven't explained what I'm trying to achieve particularly well, just say so and I'll try and make it clearer. Also, feel free to yell at me for being a noob.

Link to comment
Share on other sites

Seems to me that after you edit the item on the server side

you need to send a packet to the client telling it that the item in the slot has changed...

Oh I wonder if thats ever been done before....

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

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.



×
×
  • Create New...

Important Information

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