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Posted

Hi, I'm currently working on a project and got into a small problem. I try to change a value that is saved in the player using the ExtendedEntityProperties stuff, inside a gui. The only I am having is that the way I am doing it, I only change the values on the client side which makes a lot of problems. So I was wondering how I can fix this problem, is there something missing in my packet or something or do I need a new one?

 

Here is all the classes I am using for it:

 

Mod class:

 

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ItemTalisman class:

 

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GuiReligion class:

 

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PacketPipeline class:

 

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SyncPlayerPropsPacket class:

 

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CultureEventHandler class:

 

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CommonProxy class:

 

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ExtendedPlayer class:

 

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Posted

First, you're not using extended properties properly. Second, this code will register your Entity data with a null player. Reverse to == to != and it should fix one problem.

public void onEntityConstructing(EntityConstructing event) {
	if (event.entity instanceof EntityPlayer) {
		if (ExtendedPlayer.get((EntityPlayer) event.entity) == null)
		ExtendedPlayer.register((EntityPlayer) event.entity);
	}
}

 

Advice, the init() method is called when entity is created to set the initial properties for the entity. Yours does nothing. (maybe not critical, as the defaults are 0... in the case of objects it another story).

loadNBTData() and saveNBTData() are called on entity spawn (player spawn in this case), and on entity despawn. This is where the data in the ExtendedEntity itself is loaded and saved.

 

DataWatcher is nice only to the extent that it lets you know if the data has changed and communicates it to the other side immediately. However, you need to keep a valid copy in the data fields of this object. (So, when the datawatcher changes, you grab the data and update).

 

Beyond that, I have not looked closely enough to give you an absolute fix. I'll keep looking, though.

Posted
  On 3/18/2014 at 7:54 AM, sequituri said:

First, you're not using extended properties properly. Second, this code will register your Entity data with a null player. Reverse to == to != and it should fix one problem.

public void onEntityConstructing(EntityConstructing event) {
	if (event.entity instanceof EntityPlayer) {
		if (ExtendedPlayer.get((EntityPlayer) event.entity) == null)
		ExtendedPlayer.register((EntityPlayer) event.entity);
	}
}

 

Advice, the init() method is called when entity is created to set the initial properties for the entity. Yours does nothing. (maybe not critical, as the defaults are 0... in the case of objects it another story).

loadNBTData() and saveNBTData() are called on entity spawn (player spawn in this case), and on entity despawn. This is where the data in the ExtendedEntity itself is loaded and saved.

 

DataWatcher is nice only to the extent that it lets you know if the data has changed and communicates it to the other side immediately. However, you need to keep a valid copy in the data fields of this object. (So, when the datawatcher changes, you grab the data and update).

 

Beyond that, I have not looked closely enough to give you an absolute fix. I'll keep looking, though.

No, I am pretty sure what that code does is, if the player haven't been registered yet then register it. Other than that thank you for replying and helping me out. (btw if I use != it just crashes when the player joins the world)
Posted
  On 3/18/2014 at 11:44 AM, Chibill said:

Dude you have it as == the guy just said make it != and you say I can't make it == it crashes.

No, what I meant to say is that when I have it as "!=" it crashes when I open the world. I get a nullpointer exception when using "!=".

 

Crashlog:

 

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My real problems (I think) is that my values never really gets synced (client -> server or server -> client). This also make it so that when I open a new world, the gui says that I have the religion from the previous world (even if I create a new one) as well as when I close down minecraft and open it again it is reset to "None" instead of the religion name (where "None" is my default value in the ExtendedPlayer class).

Posted

Don't listen to what that guy said about registration - he obviously has no clue. Anyway, what you're doing wrong is you're setting the values client side, but your packet is set up to only sync data from the server TO the client, not the other way around. Easy fix is just allow your packet to be handled server side as well, reading everything from some bundled NBT that you send, but I do NOT recommend that.

 

Instead, what you should do is send a packet directly from the GUI to the server, saying "button x was pressed, do something", and then parse through the button ids server side setting the data as you need. This will avoid the issue of possible bad packets from the client overwriting your server side data, and you should then be able to synchronize right away with your normal packet. I prefer to have dedicated packets for various things, rather than sending the entire properties data every single time, but that's up to you.

Posted
  On 3/24/2014 at 9:55 AM, coolAlias said:

Don't listen to what that guy said about registration - he obviously has no clue. Anyway, what you're doing wrong is you're setting the values client side, but your packet is set up to only sync data from the server TO the client, not the other way around. Easy fix is just allow your packet to be handled server side as well, reading everything from some bundled NBT that you send, but I do NOT recommend that.

 

Instead, what you should do is send a packet directly from the GUI to the server, saying "button x was pressed, do something", and then parse through the button ids server side setting the data as you need. This will avoid the issue of possible bad packets from the client overwriting your server side data, and you should then be able to synchronize right away with your normal packet. I prefer to have dedicated packets for various things, rather than sending the entire properties data every single time, but that's up to you.

So let me see if I got you right, you mean that I create a new packet that instead of sending from server side sends info from server to client instead? And that this new packet should be sent whenever one of the buttons are pressed?

 

If that is correct do you know of any tutorial on sending data from server to client or the other way around? I wanna learn the new netty system in and out, so that I can use this for future projects and problems as well.

Posted

I mean you need to send a packet from the client to the server, but you can do it both ways using the exact same packet since you seem to have followed the same network tutorial I did :P

 

// on the server side, this is how you send a packet to a single player:
dispatcher.sendTo(new YourPacket(somedata), (EntityPlayerMP) player);

// on the client side, this is how you send a packet from the player to the server
// the handling on the server side is for the same player that sent it
dispatcher.sendToServer(new YourPacket(somedata));

Note that those are both using the exact same packet, and you have two methods in the AbstractPacket class that you need to implement if you want it to work both ways:

/**
     * Handle a packet on the client side. Note this occurs after decoding has completed.
     *
     * @param player the player reference
     */
    public abstract void handleClientSide(EntityPlayer player);

    /**
     * Handle a packet on the server side. Note this occurs after decoding has completed.
     *
     * @param player the player reference
     */
    public abstract void handleServerSide(EntityPlayer player);

Posted

BTW, I found example code somewhere (can't remember where tho) and used similar code.

 

[spoiler=ChannelHandler]

public class ChannelHandler extends FMLIndexedMessageToMessageCodec<IPacket> {
public ChannelHandler() {
	this.addDiscriminator(0, PacketWormhole.class);
	this.addDiscriminator(1, PacketDHDEnterGlyph.class);
}

public static EnumMap<Side, FMLEmbeddedChannel> channels;

public static void initChannels() {
	channels = NetworkRegistry.INSTANCE.newChannel("SpaceDistortion", new ChannelHandler());
}

@SideOnly(Side.CLIENT)
/**
 * Sends a packet from the client to the server
 * @param packet An IPacket to send
 */
public static void clientSendPacket(IPacket packet) {
	FMLEmbeddedChannel channel = ChannelHandler.channels.get(Side.CLIENT);
	channel.attr(FMLOutboundHandler.FML_MESSAGETARGET).set(FMLOutboundHandler.OutboundTarget.TOSERVER);
	channel.writeOutbound(packet);
}

@SideOnly(Side.SERVER)
/**
 * Sends a packet from the server to a given client
 * @param packet An IPacket to send
 * @param player A player to send it to
 */
public static void serverSentPacket(IPacket packet, EntityPlayer player) {
	FMLEmbeddedChannel channel = ChannelHandler.channels.get(Side.SERVER);
	channel.attr(FMLOutboundHandler.FML_MESSAGETARGET).set(FMLOutboundHandler.OutboundTarget.PLAYER);
	channel.attr(FMLOutboundHandler.FML_MESSAGETARGETARGS).set(player);
	channel.writeOutbound(packet);
}

/**
 * Sends a packet from the server to all clients
 * @param packet An IPacket to send
 */
@SideOnly(Side.SERVER)
public static void serverSendPacketAllClients(IPacket packet) {
	FMLEmbeddedChannel channel = ChannelHandler.channels.get(Side.SERVER);
	channel.attr(FMLOutboundHandler.FML_MESSAGETARGET).set(FMLOutboundHandler.OutboundTarget.ALL);
	channel.writeOutbound(packet);
}

@Override
public void encodeInto(ChannelHandlerContext context, IPacket packet, ByteBuf data) throws Exception {
	packet.writeBytes(data);
}

@Override
public void decodeInto(ChannelHandlerContext context, ByteBuf data, IPacket packet) {
	// read the packet
	packet.readBytes(data);

	// handle the packet by calling IPacket#onReceive
	Side side = FMLCommonHandler.instance().getEffectiveSide();
	EntityPlayer player;
	switch (side) {
		case CLIENT:
			player = Minecraft.getMinecraft().thePlayer;
			packet.onReceive(player, side);
		case SERVER:
			INetHandler net = context.channel().attr(NetworkRegistry.NET_HANDLER).get();
			player = ((NetHandlerPlayServer) net).playerEntity;
			packet.onReceive(player, side);
	}
}

 

 

[spoiler=IPacket]

public interface IPacket {
public void readBytes(ByteBuf bytes);
public void writeBytes(ByteBuf bytes);
public void onReceive(EntityPlayer player, Side side);
}

[/code]

 

You probably don't need the entire class, but I hope this helps. Especially look at clientSendPacket, serverSendPacket, and serverSendPacketAllClients.

I like to make mods, just like you. Here's one worth checking out

Posted

Ok, it seems I can't work this out by myself even after the information you gave me (server/client stuff really confuses me and this is my first time handling nbttag stuff).

 

My current bugs is, when I open a world after quiting the game, it prints out correct information in the console (I made it so that when I use the method loadNBTData in the ExtendedPlayer.class it will print the religion and culture) but when I look inside my gui everything is reset back to the standard values. Though when I open a different world without leaving the game, it still has the information from the earlier world.

 

So I ask how I can make it save for only the world he is currently in, and that it will save and load correctly even after I restart the game.

 

Here is my current code:

 

Mod class:

 

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GuiReligion.class:

 

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ItemTalisman.class:

 

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ExtendedPlayer.class:

 

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CultureEventHandler.class:

 

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SyncPlayerPropsPacket.class:

 

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CommonProxy.class:

 

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AbstractPacket.class:

 

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ClientProxy.class:

 

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Posted

1. You don't need to send a synchronization packet to the server when loading your properties - they just loaded on the server.

 

2. You are using DataWatcher for your variables, so you don't need to send a packet at all - that's done automatically when you update the value, ON THE SERVER SIDE. Send a packet from your GUI to the server, rather than trying to set the data from the GUI:

switch (button.id) {
case 0:
// BIG NOOOOOO!!! This is on the client! Send a packet with the information you need and set the data there
ItemTalisman.pantheon = PantheonReference.NO_RELIGION;
ExtendedPlayer.get(player).setPantheon(PantheonReference.pantheons[PantheonReference.NO_RELIGION]);
// etc.

// Should be:
yourDispatcher.sendToServer(new UpdateReligion(newReligion));
// and in your UpdateReligion packet, in the handle server side method, you would then do
// what you were doing in your GUI:
handleServerSide(args) { // <- obviously don't copy that
ExtendedPlayer.get(player).setPantheon(packet.religion);
}

 

So your GUI code would look like this:

public void actionPerformed(GuiButton button) {
YourReligionObject newReligion = PantheonReference.NO_RELIGION;
switch (button.id) {
// don't need case 0 anymore, that's the default
case 1:
newReligion = PantheonReference.GREEK;
break;
case 2:
newReligion = PantheonReference.NORSE;
break;
.
.
. etc.
}
PantheonCraft.packetPipeline.sendToServer(new UpdateReligionPacket(newReligion));
}

UpdateReligionPacket writes the religion to the buffer, reads it back in, and then uses that religion to set both the ItemTalisman and ExtendedProperties data, on the SERVER.

Posted

For some reason this is giving me null and 0 all the time. I even tried using lists but that doesn't work either.

package com.xetosphere.pantheon.network.packet;

import io.netty.buffer.ByteBuf;
import io.netty.channel.ChannelHandlerContext;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.ChatComponentText;

import com.xetosphere.pantheon.entity.ExtendedPlayer;
import com.xetosphere.pantheon.network.AbstractPacket;

import cpw.mods.fml.common.network.ByteBufUtils;

public class UpdateReligionPacket extends AbstractPacket {

private NBTTagCompound data;
private String religion;
private int religionId;

public UpdateReligionPacket() {
}

public UpdateReligionPacket(String religion, int religionId) {

	data = new NBTTagCompound();
	setReligion(religion);
	setReligionId(religionId);
}

public void setReligion(String religion) {

	this.religion = religion;
}

public void setReligionId(int religionId) {

	this.religionId = religionId;
}

public String getReligion() {

	return religion;
}

public int getReligionId() {

	return religionId;
}

@Override
public void encodeInto(ChannelHandlerContext ctx, ByteBuf buffer) {

	ByteBufUtils.writeTag(buffer, data);
}

@Override
public void decodeInto(ChannelHandlerContext ctx, ByteBuf buffer) {

	data = ByteBufUtils.readTag(buffer);
}

@Override
public void handleClientSide(EntityPlayer player) {

}

@Override
public void handleServerSide(EntityPlayer player) {

	System.out.println(getReligion() + ", " + getReligionId());
	ExtendedPlayer.get(player).setPantheon(getReligion());
	ExtendedPlayer.get(player).setPantheonId(getReligionId());
	if (!player.worldObj.isRemote) player.addChatComponentMessage(new ChatComponentText("You set your pantheon to: " + ExtendedPlayer.get(player).getPantheon()));
	System.out.println("[XETOPC] Pantheon = " + ExtendedPlayer.get(player).getPantheon());
	System.out.println("[XETOPC] PantheonId = " + ExtendedPlayer.get(player).getPantheonId());
}

}

 

Posted
  On 3/25/2014 at 11:15 AM, AppliedOnce said:

For some reason this is giving me null and 0 all the time. I even tried using lists but that doesn't work either.

You never add any data to the NBTTagCompound, which you don't even need since you can write the int and String directly to the output stream, and read them back in. You don't need getter and setter methods because you will never be (should never be) trying to access your variables outside of this class.

Posted
  On 3/25/2014 at 11:18 AM, coolAlias said:

  Quote

For some reason this is giving me null and 0 all the time. I even tried using lists but that doesn't work either.

You never add any data to the NBTTagCompound, which you don't even need since you can write the int and String directly to the output stream, and read them back in. You don't need getter and setter methods because you will never be (should never be) trying to access your variables outside of this class.

Thank you, I forgot I could use the NBTTagCompound to store the values (I am very stupid sometimes). Everything works as it should now, I really appreciate your help.

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Fill your cart with everything you desire! Proceed to checkout. Once you’re satisfied with your selections, click on the shopping cart icon and proceed to the checkout page. Locate the coupon/promo code field. On the checkout page, you will find a dedicated field for "Apply Coupon," "Promo Code," or "Coupon Code." Carefully enter our exclusive code: ALB496107. Double-check to ensure you've entered the code correctly to avoid any issues. Click "Apply." After entering the code, click the "Apply" button. You should instantly see the discount reflected in your order total. Complete your purchase. Finalize your payment details and complete your order. Congratulations, you've just enjoyed significant savings! Temu Coupon 100€ Off For Existing Customers For our valued existing customers, we haven't forgotten about you! 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How To Use The Temu Coupon Code 100€ Off For Existing Customers? Using the Temu coupon code 100€ off and the Temu coupon 100€ off code as a returning user is just as simple and rewarding. We’ve streamlined the process to ensure you can continue to enjoy your discounts without any hassle. Just follow these steps: Log in to your existing Temu account. Open the Temu app or visit the website and sign in with your credentials. Choose your desired items and add them to your cart. Explore the latest arrivals or revisit your favorites. Add everything you need to your shopping cart. Navigate to the checkout page. Once you're ready to complete your purchase, proceed to the checkout. Enter the promo code ALB496107. Look for the designated field for entering a promo code or coupon. This is usually found before you enter your payment details. Carefully type in our exclusive coupon code: ALB496107. Click "Apply." 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You might be asking, "Is the Temu 100€ Off Coupon Legit?" or "Is the Temu 100 off coupon legit?" We can confidently assure you that our Temu coupon code ALB496107 is absolutely legitimate and ready for you to use! We understand the importance of trust when it comes to online discounts, and we pride ourselves on providing only verified and tested codes. You can safely and confidently use our Temu coupon code ALB496107 to get 100€ off on your first order and then on recurring orders. We want to emphasize that our code is not only legit but also regularly tested and verified by our team to ensure it delivers the promised savings. We are committed to transparency and reliability, so you can shop with complete peace of mind. Furthermore, we're excited to confirm that our Temu coupon code ALB496107 is valid all over Europe. Whether you're in Germany, France, Italy, Switzerland, Spain, or any other European nation, this code will work for you. 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Existing users might receive a direct 100€ discount or a substantial coupon pack for multiple transactions. The beauty of this system is its simplicity and direct impact on your final price. It's designed to be a seamless experience, requiring nothing more than entering the code to unlock significant savings, making your shopping experience more affordable and enjoyable. How To Earn Temu 100€ Coupons As A New Customer? To earn the Temu coupon code 100€ off and the 100 off Temu coupon code as a new customer, the process is incredibly straightforward and rewarding. You simply need to sign up for a new account on the Temu app or website, and our exclusive code ALB496107 will pave the way for your incredible savings. Upon successfully registering as a new user, you become eligible for a host of introductory benefits. When you proceed to checkout for your very first purchase, you'll be prompted to enter a coupon or promo code. This is where you input ALB496107. 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Our special code, ALB496107, ensures that everyone gets to enjoy fantastic deals: ALB496107: A 100€ discount for the first order, making your initial Temu purchase unbelievably affordable. ALB496107: An extra 30% off on any item, giving you an even deeper discount on your chosen products. ALB496107: A free gift for new Temu customers, a delightful welcome gesture to kickstart your shopping journey. ALB496107: Up to 70% discount on any item on the Temu app, providing massive savings on a wide range of products. ALB496107: A free gift with free shipping in the European Nations, such as Germany, France, Italy, Switzerland, etc., combining convenience with extra value. Pros And Cons Of Using Temu Coupon Code 100€ Off This Month Utilizing the Temu coupon 100€ off code and the Temu 100 off coupon this month comes with a host of exciting advantages, alongside a couple of minor considerations. We want to provide you with a balanced view so you can make the most informed decision for your shopping needs. Pros: Instant 100€ savings applied directly to your purchase. Valid for both new and existing customers, ensuring everyone can benefit. Includes a generous 100€ coupon bundle for future multiple uses. Offers additional percentage discounts (e.g., 30% off) for new buyers. Provides free shipping across a wide range of European countries, adding to your overall savings. Cons: The discount might be a "coupon pack" that requires multiple smaller purchases to fully utilize the 100€ value. Some highly popular or already heavily discounted items might have specific exclusions from the additional 30% off. Terms And Conditions Of Using The Temu Coupon 100€ Off In 2025 Understanding the terms and conditions of using the Temu coupon code 100€ off free shipping and latest Temu coupon code 100€ off ensures a smooth and rewarding shopping experience. We've made these terms as simple as possible so you can enjoy your savings without any hidden surprises. Here are the key points to remember: Our coupon code, ALB496107, doesn’t have any expiration date, and readers can use it anytime they want throughout 2025 and beyond. The coupon code is valid for both new and existing users, ensuring everyone can benefit from these amazing discounts. It is applicable to users in European Nations, such as Germany, France, Italy, Switzerland, Spain, and many other countries across Europe. There are no minimum purchase requirements for using our Temu coupon code ALB496107, making it easy to apply to any order, big or small. While our code offers substantial savings, it cannot always be combined with other promotional coupons or specific flash sales, so always check for the best combination of discounts. Final Note: Use The Latest Temu Coupon Code 100€ Off In conclusion, seizing the opportunity to use the Temu coupon code 100€ off is an absolute must for anyone looking to maximize their savings on the Temu platform. We are committed to helping you make the most of your online shopping. Don't miss out on these incredible benefits that the Temu coupon 100€ off provides, whether you're a first-time shopper or a loyal customer. Happy shopping, and enjoy your fantastic savings! FAQs Of Temu 100€ Off Coupon Is ALB496107 the best Temu coupon code for 100€ off? Yes, ALB496107 is currently the best working coupon offering a flat 100€ off across Europe, alongside various other fantastic benefits for both new and existing users.  Can existing users use the Temu 100€ coupon? Absolutely! Our ALB496107 code is valid for both new and returning users, offering an extra 100€ discount and benefits like a coupon bundle for multiple purchases and free shipping.  Does the Temu coupon code expire? No, our specific coupon code, ALB496107, does not have an expiration date. You can use it confidently anytime you wish to shop on Temu. How many times can I use the Temu 100€ off coupon? While the flat 100€ discount typically applies once per user type (new/existing), the code often unlocks a 100€ coupon bundle that can be used across multiple subsequent orders, maximizing your long-term savings. Can I combine the Temu 100€ off coupon with other discounts? Generally, our 100€ off coupon provides significant standalone savings. While it may not always stack with other specific promotional coupons, it often works on top of existing product discounts on Temu.
    • Where did you get the schematic? Source/Link? And do use an own modpack or a pre-configured from curseforge? If yes, which one On a later time, I can make some tests on my own - but I need the schematic and the modpack name
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