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TileEntity desynchronized between Client and Server


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It seems that my tile entity for a block is desynchronized between the server and the client.

I noticed it after creating a GUI for my block.


The idea is really simple, the tile entity has an amount of energy stored.

When loading a game with a block already in it, it seems that the Server is re-creating the tile entity using the readNBT method and therefor gets the proper value for the energy stored but on the Client side, the createNewTileEntity method is called and a new tile entity with no energy in it is created.


Here is a link to my GitHub.


The Block: https://github.com/Nauktis/SolarFlux/blob/master/src/main/java/com/nauktis/solarflux/blocks/SolarPanelBlock.java

The Tile Entity: https://github.com/Nauktis/SolarFlux/blob/master/src/main/java/com/nauktis/solarflux/blocks/SolarPanelTileEntity.java


Here is how I know the tile entities are desynchronized

SolarPanelTileEntity tile = (SolarPanelTileEntity) pWorld.getTileEntity(pX, pY, pZ);
if (pWorld.isRemote) {
pPlayer.addChatMessage(new ChatComponentText("Remote: " + tile.getEnergyStored()));
} else {
pPlayer.addChatMessage(new ChatComponentText("NotRemote: " + tile.getEnergyStored()));

Here is the result:


This of course only occurs when loading a game with blocks already placed.


Your help will be greatly appreciated :)



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I think you need to override

onDataPacket and getDescriptionPacket

for the TileEntity.


This example code for 1.6.4



Should still work in 1.7 with some tweaking (i.e. Packet name change)





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Thanks a lot for your help, you really made my day :)


When the server loads the tile entity from NBT it now sends a Packet to my Client who in turn updates its tile entity state.

When printing to the chat the values are stil a bit different though but I guess its because the value changes on the server before the client receives the packet.


Another problem I have which is very much related is that the daytime seems desynchronized between the Client and the server :/

I use the isDaytime() method on the World object that I receive in the onBlockActivated method of my block:

if (pWorld.isRemote) {
pPlayer.addChatMessage(new ChatComponentText("Remote isDaytime: " + pWorld.isDaytime()));
} else {
pPlayer.addChatMessage(new ChatComponentText("NotRemote isDaytime: " + pWorld.isDaytime()));


Which produces:



Am I missing something ?

isRemote == true is the server and isRemote == false is the Client right?

If I understand correctly, the full logic is executed on both the Client and the Server and some things are synced from now and then.

My tile entity checks if it is daytime to produce energy and a different behaviour between Client and Server is a big issue for me :(


Again, all my code can be found on GitHub: https://github.com/Nauktis/SolarFlux

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No, if world.isRemote == true, you are on the client, else you are on the server.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.


1.12 -> 1.13 primer by williewillus.


1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.



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I know I had this issue too, just weird seeing my console do that, my whole update method is inside a "if (!getWorldObj.isRemote)" so no matter what it only updates serverside, but my values don't need to be shown to the player, it just has to work in the background. That way the ClientSide version doesn't run. as it won't do anything, if you slapped a GUI or wanted it to show a value then you might want to toss some packet handling in there.

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