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Tile Entity Not Saving Data


cclloyd9785

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I'm having an issue where it doesn't seem to be saving the data for a tile entity when I quit the map.  Specifically it isn't saving the frequency if I set it (with a button on the guicontainer) then save and quit and reload.

 

Block: http://pastebin.com/nQdxYVHt

TileEntity:  http://pastebin.com/UH0a257v

GuiContainer:  http://pastebin.com/JTHrCWjc

Container:  http://pastebin.com/MumaxQyj

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Doesn't seem to have worked.  And it got marked dirty when the frequency is set so it would've notice it there, but I did add it to an override method onGuiClosed() and it doesn't seem to have changed it.

 

Am I not writing to the NBT properly, or am I not writing to the actual tile entity?

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See the link... you need to send description packets..

No, this is not the issue here. Description packets go server to client.

Oh... fact...  :P

 

If the action is defined in the button see the part of client>server packet with the enchant button(It's for 1.7.10, maybe work for 1.8... ): http://www.minecraftforge.net/wiki/Tile_Entity_Synchronization

// BSc CIS, hardcore gamer and a big fan of Minecraft.

 

TmzOS ::..

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So I add an override enchantItem() into the Container.  I assume I ned to put

 

this.mc.playerController.sendEnchantPacket(container.windowId, action);

 

Into the GuiContainer.  But how do I access the container to get the windowId from the GuiContainer?

 

 

Edit:  I also tried doing this.wirelessChestEntity.freq(4000); in the onContainerClosed just to force it to do something on the container, and it still only is changed for the duration I'm in the game.  If I save and quit, it still resets to 0.

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Hi

 

These links might help a bit with the background logic behind TileEntities and especially Containers

 

http://greyminecraftcoder.blogspot.com.au/2015/01/tileentity.html

http://greyminecraftcoder.blogspot.com.au/2015/01/gui-containers.html

 

Simple information can be sent from the server container to the client container using the crafters member variable of the container - icrafting.sendProgressBarUpdate() and icrafting.updateProgressBar() - if you are just sending a single number.

 

This tutorial project has a working example for 1.8, almost identical for 1.7.10.

https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe31_inventory_furnace

and especially

 

/* Client Synchronization */

// This is where you check if any values have changed and if so send an update to any clients accessing this container
// The container itemstacks are tested in Container.detectAndSendChanges, so we don't need to do that
// We iterate through all of the TileEntity Fields to find any which have changed, and send them.
// You don't have to use fields if you don't wish to; just manually match the ID in sendProgressBarUpdate with the value in
//   updateProgressBar()
// The progress bar values are restricted to shorts.  If you have a larger value (eg int), it's not a good idea to try and split it
//   up into two shorts because the progress bar values are sent independently, and unless you add synchronisation logic at the
//   receiving side, your int value will be wrong until the second short arrives.  Use a custom packet instead.
@Override
public void detectAndSendChanges() {
	super.detectAndSendChanges();

	boolean allFieldsHaveChanged = false;
	boolean fieldHasChanged [] = new boolean[tileInventoryFurnace.getFieldCount()];
	if (cachedFields == null) {
		cachedFields = new int[tileInventoryFurnace.getFieldCount()];
		allFieldsHaveChanged = true;
	}
	for (int i = 0; i < cachedFields.length; ++i) {
		if (allFieldsHaveChanged || cachedFields[i] != tileInventoryFurnace.getField(i)) {
			cachedFields[i] = tileInventoryFurnace.getField(i);
			fieldHasChanged[i] = true;
		}
	}

	// go through the list of crafters (players using this container) and update them if necessary
	for (int i = 0; i < this.crafters.size(); ++i) {
		ICrafting icrafting = (ICrafting)this.crafters.get(i);
		for (int fieldID = 0; fieldID < tileInventoryFurnace.getFieldCount(); ++fieldID) {
			if (fieldHasChanged[fieldID]) {
				// Note that although sendProgressBarUpdate takes 2 ints on a server these are truncated to shorts
				icrafting.sendProgressBarUpdate(this, fieldID, cachedFields[fieldID]);
			}
		}
	}
}

// Called when a progress bar update is received from the server. The two values (id and data) are the same two
// values given to sendProgressBarUpdate.  In this case we are using fields so we just pass them to the tileEntity.
@SideOnly(Side.CLIENT)
@Override
public void updateProgressBar(int id, int data) {
	tileInventoryFurnace.setField(id, data);
}

 

-TGG

 

 

 

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So what I currently have is

 

Entity:

package com.cclloyd.ccmodpack;

import java.util.Arrays;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ChatComponentText;
import net.minecraft.util.ChatComponentTranslation;
import net.minecraft.util.IChatComponent;

public class WirelessChestEntity extends TileEntity implements IInventory {

/**
 * This is a simple tile entity implementing IInventory that can store 9 item stacks
 */

// Create and initialize the items variable that will store store the items
final int NUMBER_OF_SLOTS = 27;
private ItemStack[] itemStacks = new ItemStack[NUMBER_OF_SLOTS];
private int frequency = 0;
public final static String name = "wirelessChestEntity";

public WirelessChestEntity() {
	this.frequency = 0;
}

public int getFreq() {
	return this.frequency;
}

public String getFreqStr() {
	return Integer.toString(this.frequency);
}

public void setFreq(int freq) {
	this.frequency = freq;
	markDirty();
}

/* The following are some IInventory methods you are required to override */

// Gets the number of slots in the inventory
@Override
public int getSizeInventory() {
	return itemStacks.length;
}

// Gets the stack in the given slot
@Override
public ItemStack getStackInSlot(int slotIndex) {
	return itemStacks[slotIndex];
}

/**
 * Removes some of the units from itemstack in the given slot, and returns as a separate itemstack
	 * @param slotIndex the slot number to remove the items from
 * @param count the number of units to remove
 * @return a new itemstack containing the units removed from the slot
 */
@Override
public ItemStack decrStackSize(int slotIndex, int count) {
	ItemStack itemStackInSlot = getStackInSlot(slotIndex);
	if (itemStackInSlot == null) return null;

	ItemStack itemStackRemoved;
	if (itemStackInSlot.stackSize <= count) {
		itemStackRemoved = itemStackInSlot;
		setInventorySlotContents(slotIndex, null);
	} else {
		itemStackRemoved = itemStackInSlot.splitStack(count);
		if (itemStackInSlot.stackSize == 0) {
			setInventorySlotContents(slotIndex, null);
		}
	}
  markDirty();
	return itemStackRemoved;
}

// overwrites the stack in the given slotIndex with the given stack
@Override
public void setInventorySlotContents(int slotIndex, ItemStack itemstack) {
	itemStacks[slotIndex] = itemstack;
	if (itemstack != null && itemstack.stackSize > getInventoryStackLimit()) {
		itemstack.stackSize = getInventoryStackLimit();
	}
	markDirty();
}

// This is the maximum number if items allowed in each slot
// This only affects things such as hoppers trying to insert items you need to use the container to enforce this for players
// inserting items via the gui
@Override
public int getInventoryStackLimit() {
	return 64;
}

// Return true if the given player is able to use this block. In this case it checks that
// 1) the world tileentity hasn't been replaced in the meantime, and
// 2) the player isn't too far away from the centre of the block
@Override
public boolean isUseableByPlayer(EntityPlayer player) {
	if (this.worldObj.getTileEntity(this.pos) != this) return false;
	final double X_CENTRE_OFFSET = 0.5;
	final double Y_CENTRE_OFFSET = 0.5;
	final double Z_CENTRE_OFFSET = 0.5;
	final double MAXIMUM_DISTANCE_SQ = 8.0 * 8.0;
	return player.getDistanceSq(pos.getX() + X_CENTRE_OFFSET, pos.getY() + Y_CENTRE_OFFSET, pos.getZ() + Z_CENTRE_OFFSET) < MAXIMUM_DISTANCE_SQ;
}

// Return true if the given stack is allowed to go in the given slot.  In this case, we can insert anything.
// This only affects things such as hoppers trying to insert items you need to use the container to enforce this for players
// inserting items via the gui
@Override
public boolean isItemValidForSlot(int slotIndex, ItemStack itemstack) {
	return true;
}

// This is where you save any data that you don't want to lose when the tile entity unloads
// In this case, it saves the itemstacks stored in the container
@Override
public void writeToNBT(NBTTagCompound parentNBTTagCompound)
{
	super.writeToNBT(parentNBTTagCompound); // The super call is required to save and load the tileEntity's location

	// to use an analogy with Java, this code generates an array of hashmaps
	// The itemStack in each slot is converted to an NBTTagCompound, which is effectively a hashmap of key->value pairs such
	//   as slot=1, id=2353, count=1, etc
	// Each of these NBTTagCompound are then inserted into NBTTagList, which is similar to an array.
	parentNBTTagCompound.setInteger("ChestFrequency", this.frequency);

	NBTTagList dataForAllSlots = new NBTTagList();
	for (int i = 0; i < this.itemStacks.length; ++i) {
		if (this.itemStacks[i] != null)	{
			NBTTagCompound dataForThisSlot = new NBTTagCompound();
			dataForThisSlot.setByte("Slot", (byte) i);
			this.itemStacks[i].writeToNBT(dataForThisSlot);
			dataForAllSlots.appendTag(dataForThisSlot);
		}
	}
	parentNBTTagCompound.setTag("Items", dataForAllSlots);


}


// This is where you load the data that you saved in writeToNBT
@Override
public void readFromNBT(NBTTagCompound parentNBTTagCompound)
{
	super.readFromNBT(parentNBTTagCompound); // The super call is required to save and load the tiles location
	final byte NBT_TYPE_COMPOUND = 10;       // See NBTBase.createNewByType() for a listing
	NBTTagList dataForAllSlots = parentNBTTagCompound.getTagList("Items", NBT_TYPE_COMPOUND);

	this.frequency = parentNBTTagCompound.getInteger("ChestFrequency");

	Arrays.fill(itemStacks, null);           // set all slots to empty
	for (int i = 0; i < dataForAllSlots.tagCount(); ++i) {
		NBTTagCompound dataForOneSlot = dataForAllSlots.getCompoundTagAt(i);
		int slotIndex = dataForOneSlot.getByte("Slot") & 255;

		if (slotIndex >= 0 && slotIndex < this.itemStacks.length) {
			this.itemStacks[slotIndex] = ItemStack.loadItemStackFromNBT(dataForOneSlot);
		}
	}


}

// set all slots to empty
@Override
public void clear() {
	Arrays.fill(itemStacks, null);
}

// will add a key for this container to the lang file so we can name it in the GUI
@Override
public String getName() {
	return "container.wirelessChestEntity.name";
}

@Override
public boolean hasCustomName() {
	return false;
}

// standard code to look up what the human-readable name is
@Override
public IChatComponent getDisplayName() {
	return this.hasCustomName() ? new ChatComponentText(this.getName()) : new ChatComponentTranslation(this.getName());
}

// -----------------------------------------------------------------------------------------------------------
// The following methods are not needed for this example but are part of IInventory so they must be implemented

/**
 * This method removes the entire contents of the given slot and returns it.
 * Used by containers such as crafting tables which return any items in their slots when you close the GUI
 * @param slotIndex
 * @return
 */
@Override
public ItemStack getStackInSlotOnClosing(int slotIndex) {
	ItemStack itemStack = getStackInSlot(slotIndex);
	if (itemStack != null) setInventorySlotContents(slotIndex, null);
	return itemStack;
}

@Override
public void openInventory(EntityPlayer player) {}

@Override
public void closeInventory(EntityPlayer player) {}

@Override
public int getField(int id) {
	return 0;
}

@Override
public void setField(int id, int value) {
	if (id == 9000)
			this.frequency = value;
}

@Override
public int getFieldCount() {
	return 0;
}

/*
@Override
public String getGuiId() {
	return CCModpack.MODID + "_" + WirelessChest.name;
}*/
}

 

 

Container:

package com.cclloyd.ccmodpack;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.inventory.Container;
import net.minecraft.inventory.Slot;
import net.minecraft.item.ItemStack;

public class WirelessChestContainer extends Container {

/**
 * The container is used to link the client side gui to the server side inventory and it is where
 * you add the slots to your gui. It can also be used to sync server side data with the client but
 * that will be covered in a later tutorial
 */

// Stores a reference to the tile entity instance for later use
public WirelessChestEntity wirelessChestEntity;


// must assign a slot number to each of the slots used by the GUI.
// For this container, we can see both the tile inventory's slots as well as the player inventory slots and the hotbar.
// Each time we add a Slot to the container, it automatically increases the slotIndex, which means
//  0 - 8 = hotbar slots (which will map to the InventoryPlayer slot numbers 0 - 
//  9 - 35 = player inventory slots (which map to the InventoryPlayer slot numbers 9 - 35)
//  36 - 44 = TileInventory slots, which map to our TileEntity slot numbers 0 - 

private final int HOTBAR_COUNT = 9;
private final int PLAYER_ROWS = 3;
private final int PLAYER_COLUMNS = 9;
private final int PLAYER_SLOTS = PLAYER_COLUMNS * PLAYER_ROWS;
private final int VANILLA_SLOTS = HOTBAR_COUNT + PLAYER_SLOTS;
private final int VANILLA_START = 0;

private final int TE_START = VANILLA_START + VANILLA_SLOTS;
private final int TE_ROWS = 3;
private final int TE_COLUMNS = 9;
private final int TE_SLOTS = TE_ROWS * TE_COLUMNS;


public void setFreq(int frequency) {
	this.wirelessChestEntity.setFreq(frequency);
}

public int getFreq() {
	return this.wirelessChestEntity.getFreq();
}

public String freqStr() {
	return this.wirelessChestEntity.getFreqStr();
}

public WirelessChestContainer(InventoryPlayer invPlayer, WirelessChestEntity wirelessChestEntity) {
	this.wirelessChestEntity = wirelessChestEntity;

	//  Adds all the slots for items
	final int SLOT_X_SPACING = 18;
	final int SLOT_Y_SPACING = 18;

	final int HOTBAR_XPOS = 8;
	final int HOTBAR_YPOS = 164;
	final int PLAYER_XPOS = 8;
	final int PLAYER_YPOS = 106;
	final int TE_XPOS = 8;
	final int TE_YPOS = 48;

	// Add the players hotbar to the gui - the [xpos, ypos] location of each item
	for (int x = 0; x < HOTBAR_COUNT; x++) {
		int slotNumber = x;
		addSlotToContainer(new Slot(invPlayer, slotNumber, HOTBAR_XPOS + SLOT_X_SPACING * x, HOTBAR_YPOS));
	}


	// Add the rest of the players inventory to the gui
	for (int y = 0; y < PLAYER_ROWS; y++) {
		for (int x = 0; x < PLAYER_COLUMNS; x++) {
			int slotNumber = HOTBAR_COUNT + y * PLAYER_COLUMNS + x;
			int xpos = PLAYER_XPOS + x * SLOT_X_SPACING;
			int ypos = PLAYER_YPOS + y * SLOT_Y_SPACING;
			addSlotToContainer(new Slot(invPlayer, slotNumber,  xpos, ypos));
		}
	}


	if (TE_SLOTS != wirelessChestEntity.getSizeInventory()) {
		System.err.println("Mismatched slot count in ContainerBasic(" + TE_SLOTS
											  + ") and TileInventory (" + wirelessChestEntity.getSizeInventory()+")");
	}


	// Add the tile inventory container to the gui
	for (int y = 0; y < TE_ROWS; y++) {
		for (int x = 0; x < TE_COLUMNS; x++) {
			int slotNumber = (y * HOTBAR_COUNT) + x;
			int xpos = TE_XPOS + (x * SLOT_X_SPACING);
			int ypos = TE_YPOS + (y * SLOT_Y_SPACING);
			addSlotToContainer(new Slot(wirelessChestEntity, slotNumber,  xpos, ypos));
		}
	}

}

// Vanilla calls this method every tick to make sure the player is still able to access the inventory, and if not closes the gui
@Override
public boolean canInteractWith(EntityPlayer player)
{
	return wirelessChestEntity.isUseableByPlayer(player);
}

// This is where you specify what happens when a player shift clicks a slot in the gui
//  (when you shift click a slot in the TileEntity Inventory, it moves it to the first available position in the hotbar and/or
//    player inventory.  When you you shift-click a hotbar or player inventory item, it moves it to the first available
//    position in the TileEntity inventory)
// At the very least you must override this and return null or the game will crash when the player shift clicks a slot
// returns null if the source slot is empty, or if none of the the source slot items could be moved
//   otherwise, returns a copy of the source stack
@Override
public ItemStack transferStackInSlot(EntityPlayer player, int sourceSlotIndex)
{
	Slot sourceSlot = (Slot)inventorySlots.get(sourceSlotIndex);
	if (sourceSlot == null || !sourceSlot.getHasStack()) return null;
	ItemStack sourceStack = sourceSlot.getStack();
	ItemStack copyOfSourceStack = sourceStack.copy();

	// Check if the slot clicked is one of the vanilla container slots
	if (sourceSlotIndex >= VANILLA_START && sourceSlotIndex < VANILLA_START + VANILLA_SLOTS) {
		// This is a vanilla container slot so merge the stack into the tile inventory
		if (!mergeItemStack(sourceStack, TE_START, TE_START + TE_SLOTS, false)){
			return null;
		}
	} else if (sourceSlotIndex >= TE_START && sourceSlotIndex < TE_START + TE_SLOTS) {
		// This is a TE slot so merge the stack into the players inventory
		if (!mergeItemStack(sourceStack, VANILLA_START, VANILLA_START + VANILLA_SLOTS, false)) {
			return null;
		}
	} else {
		System.err.print("Invalid slotIndex:" + sourceSlotIndex);
		return null;
	}

	// If stack size == 0 (the entire stack was moved) set slot contents to null
	if (sourceStack.stackSize == 0) {
		sourceSlot.putStack(null);
	} else {
		sourceSlot.onSlotChanged();
	}

	sourceSlot.onPickupFromSlot(player, sourceStack);
	return copyOfSourceStack;
}

// pass the close container message to the tileEntityInventory (not strictly needed for this example)
//  see ContainerChest and TileEntityChest
@Override
public void onContainerClosed(EntityPlayer playerIn)
{
	super.onContainerClosed(playerIn);
	this.wirelessChestEntity.closeInventory(playerIn);
}

@Override
public boolean enchantItem(EntityPlayer player, int action) {
	this.wirelessChestEntity.setFreq(action);
	return super.enchantItem(player, action);
}


}

 

 

GuiContainer:

package com.cclloyd.ccmodpack;

import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiButton;
import net.minecraft.client.gui.inventory.GuiContainer;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.inventory.Container;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class WirelessChestGuiContainer extends GuiContainer {

/**
 * GuiInventoryBasic is a simple gui that does nothing but draw a background image and a line of text on the screen
 * everything else is handled by the vanilla container code
 */
private static final ResourceLocation texture = new ResourceLocation("ccmodpack", "textures/gui/container/wirelessChest.png");
private WirelessChestEntity wirelessChestEntity;
private WirelessChestContainer container;


public WirelessChestGuiContainer(InventoryPlayer invPlayer, WirelessChestEntity tile) {
	super(new WirelessChestContainer(invPlayer, tile));
	wirelessChestEntity = tile;
	// Set the width and height of the gui.  Should match the size of the texture!
	xSize = 176;
	ySize = 184;
	this.xSize = 176;
	this.ySize = 184;

	this.container = (WirelessChestContainer)this.inventorySlots;
}


public Container getContainer() {
	return null;

}

// draw the background for the GUI - rendered first
@Override
protected void drawGuiContainerBackgroundLayer(float partialTicks, int x, int y) {
	// Bind the image texture of our custom container
	Minecraft.getMinecraft().getTextureManager().bindTexture(texture);
	// Draw the image
	GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
	drawTexturedModalRect(guiLeft, guiTop, 0, 0, xSize, ySize);
}

// draw the foreground for the GUI - rendered after the slots, but before the dragged items and tooltips
// renders relative to the top left corner of the background
@Override
protected void drawGuiContainerForegroundLayer(int mouseX, int mouseY) {
	//final int LABEL_XPOS = this.xSize / 2 - 10;
	//final int LABEL_YPOS = 5;
	//this.guiLeft = (this.width - this.xSize) / 2;
        //this.guiTop = (this.height - this.ySize) / 2;
	//int posX = this.guiLeft;
	//int posY = this.guiTop;
	//int center = this.xSize / 2 + this.guiLeft;
	//fontRendererObj.drawString("0000", this.guiLeft / 2, 4, Color.darkGray.getRGB());

}


@SuppressWarnings("unchecked")
public void initGui() {
	super.initGui();
        this.mc.thePlayer.openContainer = this.inventorySlots;
        this.guiLeft = (this.width - this.xSize) / 2;
        this.guiTop = (this.height - this.ySize) / 2;
	int posX = this.guiLeft;
	int posY = this.guiTop;
	int center = this.xSize / 2 + posX;

	int width1000 = 40;
	int width100 = 33;
	int width10 = 28;
	int width1 = 20;

	int posX1000 = 50;
	int posX100 = 67;
	int posX10 = 36;
	int posX1 = 11;

	int center1000 = center - (width1000 / 2);
	int center100 = center - (width100 / 2);
	int center10 = center - (width10 / 2);
	int center1 = center - (width1 / 2);
	int posY1000 = posY + 4;
	int posY100 = posY + 25;
	int posY10 = posY100;
	int posY1 = posY100;

	this.buttonList.add(new GuiButton(1, center1000 - posX1000, posY1000, width1000, 20, "-1000"));
	this.buttonList.add(new GuiButton(2, center1000 + posX1000, posY1000, width1000, 20, "+1000"));

	this.buttonList.add(new GuiButton(3, center100 - posX100, posY100, width100, 20, "-100"));
	this.buttonList.add(new GuiButton(4, center100 + posX100, posY100, width100, 20, "+100"));

	this.buttonList.add(new GuiButton(5, center10 - posX10, posY10, width10, 20, "-10"));
	this.buttonList.add(new GuiButton(6, center10 + posX10, posY10, width10, 20, "+10"));

	this.buttonList.add(new GuiButton(7, center1 - posX1, posY1, width1, 20, "-1"));
	this.buttonList.add(new GuiButton(8, center1 + posX1, posY1, width1, 20, "+1"));

	this.buttonList.add(new DisabledButton(0, center - (45 / 2), posY1000, 45, 20, wirelessChestEntity.getFreqStr()));
}

@SuppressWarnings("unchecked")
@Override
protected void actionPerformed(GuiButton button) {
	this.guiLeft = (this.width - this.xSize) / 2;
        this.guiTop = (this.height - this.ySize) / 2;
	int posX = this.guiLeft;
	int posY = this.guiTop;
	int center = this.xSize / 2 + posX;
	int posY1000 = posY + 4;


	if (button.id == 1) {
		if (container.getFreq() < 1000)
			container.setFreq(0);
		else
			container.setFreq(container.getFreq() - 1000);

	}
	if (button.id == 2) {
		if (container.getFreq() > 8999)
			container.setFreq(9999);
		else
			container.setFreq(container.getFreq() + 1000);
	}


	this.buttonList.remove(this.buttonList.size() - 1);
	this.buttonList.add(new DisabledButton(0, center - (45 / 2), posY1000, 45, 20, container.freqStr()));

	this.mc.playerController.sendEnchantPacket(this.container.windowId, container.getFreq());
}

@Override
public void onGuiClosed() {
        if (this.mc.thePlayer != null)
            this.inventorySlots.onContainerClosed(this.mc.thePlayer);
    }
}

 

 

 

And yet after I close the map it still doesn't save the frequency.  Only the items.

 

And just an FYI cause it doesn't seem clear, I am using MC 1.8.

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TGG already said how to do it.

You need to send the value of the field using icrafting.sendProgressBarUpdate in Container#detectAndSendChanges,

and override Contaier#updateProgressBar to update the field.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

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If you are trying to send from the client to the server, you will need a custom packet.

For example, in GUIrepair.renameItem()

        this.mc.thePlayer.sendQueue.addToSendQueue(new C17PacketCustomPayload("MC|ItemName", (new PacketBuffer(Unpooled.buffer())).writeString(s)));

which is processed on the server in NetHandlerPlayServer.processVanilla250Packet(C17PacketCustomPayload packetIn)

        else if ("MC|ItemName".equals(packetIn.getChannelName()) && this.playerEntity.openContainer instanceof ContainerRepair)
        {
            ContainerRepair containerrepair = (ContainerRepair)this.playerEntity.openContainer;

            if (packetIn.getBufferData() != null && packetIn.getBufferData().readableBytes() >= 1)
            {
                String s = ChatAllowedCharacters.filterAllowedCharacters(packetIn.getBufferData().readStringFromBuffer(32767));

                if (s.length() <= 30)
                {
                    containerrepair.updateItemName(s);
                }
            }
            else
            {
                containerrepair.updateItemName("");
            }
        }

or for the example of a merchant trade

        else if ("MC|TrSel".equals(packetIn.getChannelName()))
        {
            try
            {
                int i = packetIn.getBufferData().readInt();
                Container container = this.playerEntity.openContainer;

                if (container instanceof ContainerMerchant)
                {
                    ((ContainerMerchant)container).setCurrentRecipeIndex(i);
                }
            }
            catch (Exception exception2)
            {
                logger.error("Couldn\'t select trade", exception2);
            }
        }

I think you will need to create your own custom packet and perform a container check (similar to above) on the EntityPlayerMP that you are given in the message handler.

Here's a working example of network messages that might help

https://github.com/TheGreyGhost/MinecraftByExample/blob/master/src/main/java/minecraftbyexample/mbe60_network_messages/Notes.txt

Also some background info

http://greyminecraftcoder.blogspot.com.au/2015/01/the-client-server-division.html  (and its sub-topics)

 

-TGG

 

 

 

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