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[1.8] [SOLVED] Problems with an item with an inventory after porting to 1.8


SnowyEgret

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Hi :)

 

A while back I posted for help with setting up an item with an inventory. I got everything working after much help from diesieben07 (many thanks again). Here is the thread:

 

http://www.minecraftforge.net/forum/index.php/topic,22360.msg114869.html#msg114869

 

After porting to 1.8, things are not working any more. When I reopen the gui, all items placed in the inventory have disappeared. Here are my relevent classes (I am putting spells on a staff, both of which are items):

 

InventoryStaff (setInventorySlotContents() passes the call on to the inventory passed to the constructor. I am writing immediately to the NBTTag)

public class InventoryStaff implements IInventory {

private TagStaff tag;

//These three fields to be used in method setInventorySlotContents
private IInventory parentInventory;
private ItemStack parentStack;
private int parentSlot;

public InventoryStaff(IInventory parentInventory, int parentSlot) {
	this.parentInventory = parentInventory;
	this.parentSlot = parentSlot;
	parentStack = parentInventory.getStackInSlot(parentSlot);
	tag = new TagStaff(parentStack);
}

//IInventory--------------------------------------------------------

@Override
public ItemStack getStackInSlot(int i) {
	return tag.getItemStack(i);
}

@Override
public ItemStack decrStackSize(int i, int amount) {
	ItemStack stack = tag.getItemStack(i);
	tag.setItemStack(i, null);
	return stack;
}

@Override
public ItemStack getStackInSlotOnClosing(int i) {
	//Seems like this is not being called
	System.out.println();
	if (tag.getItemStack(i) != null) {
		ItemStack itemstack = tag.getItemStack(i);
		//Why this?
		tag.setItemStack(i, null);
		return itemstack;
	} else {
		return null;
	}
}

@Override
public void setInventorySlotContents(int i, ItemStack stack) {
	tag.setItemStack(i, stack);
	//These three fields were passed to constructor
	parentInventory.setInventorySlotContents(parentSlot, this.parentStack);
}

@Override
public int getSizeInventory() {
	return Staff.maxNumSpells;
}

@Override
public int getInventoryStackLimit() {
	return 1;
}

@Override
public void markDirty() {
}

@Override
public boolean isUseableByPlayer(EntityPlayer player) {
	return true;
}

@Override
public boolean isItemValidForSlot(int i, ItemStack stack) {
	return true;
}

// ---------------------------------- New 1.8 methods in IInventory

@Override
public String getName() {
	return null;
}

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

@Override
public IChatComponent getDisplayName() {
	return new ChatComponentText(getName());
}

@Override
public void openInventory(EntityPlayer player) {
	System.out.println();
}

@Override
public void closeInventory(EntityPlayer player) {
}

@Override
public int getField(int id) {
	// TODO Auto-generated method stub
	return 0;
}

@Override
public void setField(int id, int value) {
	// TODO Auto-generated method stub

}

@Override
public int getFieldCount() {
	// TODO Auto-generated method stub
	return 0;
}

@Override
public void clear() {
	//Seems this is not being called
	System.out.println();
	for (int i = 0; i < parentInventory.getSizeInventory(); ++i) {
		setInventorySlotContents(i, null);
	}
}
}

 

TagStaff encapsulates all the complexitity of writing to the tag and it working fine, so I won't post it.

 

GuiStaffContainer:

public class GuiStaffContainer extends Container {

private IInventory inventoryStaff;

public GuiStaffContainer(InventoryPlayer inventoryPlayer, IInventory inventoryStaff) {
	this.inventoryStaff = inventoryStaff;

	for (int i = 0; i < inventoryStaff.getSizeInventory(); i++) {
		//Overrides isItemValid to permit only spells in these slots
		addSlotToContainer(new GuiStaffSlot(inventoryStaff, i, 8 + i * 18, 18));
	}

	for (int i = 0; i < 3; i++) {
		for (int j = 0; j < 9; j++) {
			addSlotToContainer(new Slot(inventoryPlayer, j + i * 9 + 9, 8 + j * 18, 49 + i * 18));
		}
	}

	for (int i = 0; i < 9; i++) {
		addSlotToContainer(new Slot(inventoryPlayer, i, 8 + i * 18, 107));
	}
}

@Override
public boolean canInteractWith(EntityPlayer player) {
	return  inventoryStaff.isUseableByPlayer(player);
}
}

 

GuiHandler

public class GuiHandler implements IGuiHandler {

@Override
public Object getServerGuiElement(int id, EntityPlayer player, World w, int x, int y, int z) {
	switch (id) {
	case 3:
		return new GuiStaffContainer(player.inventory, new InventoryStaff(player.inventory,
				player.inventory.currentItem));
	default:
		throw new IllegalArgumentException("GUI id " + id + " is undefined");
	}
}

@Override
public Object getClientGuiElement(int id, EntityPlayer player, World world, int x, int y, int z) {
	switch (id) {
	case 3:
		return new GuiStaff(new GuiStaffContainer(player.inventory, new InventoryStaff(player.inventory,
				player.inventory.currentItem)));
	default:
		throw new IllegalArgumentException("GUI id " + id + " is undefined");
	}
}
}

 

The tag seems to be in sync on both side after placing a spell on the staff:

[16:22:18] [Client thread/INFO] [sTDOUT]: [ds.plato.item.staff.TagStaff:setItemStack:65]: tag={index:0,0:"SpellBox",}
[16:22:18] [server thread/INFO] [sTDOUT]: [ds.plato.item.staff.TagStaff:setItemStack:65]: tag={index:0,0:"SpellBox",}

 

When I close and reopen the gui, the staff has no spells and the tag on the server side is empty:

[16:24:30] [Client thread/INFO] [sTDOUT]: [ds.plato.item.staff.Staff:onItemUse:49]: tag={index:0,0:"SpellBox",}
[16:24:30] [server thread/INFO] [sTDOUT]: [ds.plato.item.staff.Staff:onItemUse:49]: tag={index:0,}

 

I am opening the gui in Staff.onItemUse:

	@Override
public boolean onItemUse(ItemStack stack, EntityPlayer player, World world, BlockPos pos, EnumFacing side, float sx, float sy, float sz) {

	// To compare item stacks on both sides
	System.out.println("tag=" + stack.getTagCompound());

	if (world.isRemote) {
		return true;
	}

	// Open staff gui if space is down
	if (Keyboard.isKeyDown(Keyboard.KEY_SPACE)) {
		player.openGui(Plato.instance, 3, world, 0, 0, 0);
		return true;
	}
}

 

Logic tells me I am doing something elsewhere on the server side which is clearing the tag, but I can't find it. Any help appreciated :)

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Thanks coolAlias for the reply :)

 

I had a look at your tutorial, specifically class ItemStore. I think my code is the equivalent of yours. I am returning when the world is remote and opening the gui on the server thread. Here is my Staff.onItemUse() cleaned up a little and commented. I have also overriden getMaxItemUseDuration as you suggest:

 

	@Override
public int getMaxItemUseDuration(ItemStack stack) {
	return 1; // return any value greater than zero
}

@Override
public boolean onItemUse(ItemStack stack, EntityPlayer player, World world, BlockPos pos, EnumFacing side, float sx, float sy, float sz) {

	// To compare item stacks and their tags on both sides
	System.out.println("tag=" + stack.getTagCompound());

	// Return if called from the client thread. We only want the the call from the server side.
	if (world.isRemote) {
		return true;
	}

	// We are on the server side. Open staff gui if space bar is down
	if (Keyboard.isKeyDown(Keyboard.KEY_SPACE)) {
		player.openGui(Plato.instance, GuiHandler.GUI_STAFF, world, (int) player.posX, (int) player.posY,
				(int) player.posZ);
		return true;
	}

	// Get the current spell on the staff and use it
	if (!isEmpty(stack)) {
		Spell s = getSpell(stack);
		s.onItemUse(stack, player, world, pos, side, sx, sy, sz);
		return true;
	}

	return false;
}

 

I am overriding onItemUse() instead of onItemRightClick(), but my guess is that it shouldn't make a difference.

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There absolutely is a difference: onItemUse is only called when the player clicks on a block, not in the air; onItemRightClick is called for both.

 

You CAN NOT open the gui on the server from a key press. Read my last reply, read the tutorial. Besides, why are you bothering with a key press when the player is already right-clicking with the item? Just open the gui onItemRightClick.

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In your tutorial the opening of your gui on the server is effectively modified by a keypress:

 

@Override
public ItemStack onItemRightClick(ItemStack stack, World world, EntityPlayer player) {
if (!world.isRemote) {
if (!player.isSneaking()) {
player.openGui(TutorialMain.instance, TutorialMain.GUI_ITEM_INV, player.worldObj, (int) player.posX, (int) player.posY, (int) player.posZ);

 

I understand now that player.isSneaking() is not the same as testing for a keypress. Thankyou for pointing that out. I have changed to isSneaking now.

 

I am bothering with the keypress because with no modifier the call is passed on to the current spell on the staff. I need onItemUse because I want the side parameter for use in the spell.

 

Anyway, non of this solves my original problem. When I move new spells from the player's inventory to the staff and reopen the gui, the spells are no longer there.

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Sorry, the Minecraft Forum editor seems to have garbled most of the tutorial. Here is the original, and the following is the most important part, updated for 1.8:

/**
 * For inventories stored in ItemStacks, it is critical to implement this method
 * in order to write the inventory to the ItemStack's NBT whenever it changes.
 */
@Override
public void markDirty() {
	for (int i = 0; i < getSizeInventory(); ++i) {
		if (getStackInSlot(i) != null && getStackInSlot(i).stackSize == 0)
			inventory[i] = null;
	}
	writeToNBT(invStack.getTagCompound());
}

In your inventory class, you did not put anything at all in markDirty(), which is why your inventory is not saving.

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I pointed this out on my first post, maybe not clearly enough: I do not have a field of type ItemStack[] in my inventory which needs to be written to the tag after every change to the stack array. Instead, I am writing directly to the stack's tag on every call to setInventorySlotContents and decrStackSize. To illustrate the point I have added a println to my previously empty markDirty which prints the current state of the tag to the console:

 

[10:46:00] [Client thread/INFO] [sTDOUT]: [ds.plato.item.staff.InventoryStaff:markDirty:64]: tag=TagStaff [tag={index:0,0:"SpellBox",}]
[10:46:00] [Client thread/INFO] [sTDOUT]: [ds.plato.item.staff.InventoryStaff:markDirty:64]: tag=TagStaff [tag={index:0,0:"SpellBox",}]
[10:46:00] [server thread/INFO] [sTDOUT]: [ds.plato.item.staff.InventoryStaff:markDirty:64]: tag=TagStaff [tag={index:0,0:"SpellBox",}]
[10:46:00] [server thread/INFO] [sTDOUT]: [ds.plato.item.staff.InventoryStaff:markDirty:64]: tag=TagStaff [tag={index:0,0:"SpellBox",}]

Not sure why I am getting two calls from each thread, but you can see that, after adding a box spell to the staff,  the tags on both server and client side are up to date.

 

When I close and reopen the gui I get this in the console from the println in Staff.onItemUse:

 

[10:59:27] [Client thread/INFO] [sTDOUT]: [ds.plato.item.staff.Staff:onItemUse:55]: tag={index:0,0:"SpellBox",}
[10:59:27] [server thread/INFO] [sTDOUT]: [ds.plato.item.staff.Staff:onItemUse:55]: tag={index:0,}

 

Clearly, somewhere along the line, the server side tag has lost the box spell.

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Ah, I see. Well, that should work if you're already writing to the containing ItemStack's tag compound. At this point, I suggest comparing your code to mine method by method and seeing what is different.

 

Sorry I can't point out specifically what is wrong, but my guess is it has something to do with your TagStaff object.

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Solved my problem. Added one line to InventoryStaff.setInventoryContents to set the tag on the parent stack:

 

	@Override
public void setInventorySlotContents(int slot, ItemStack stack) {
	tag.setStack(slot, stack);
	//Fix for issue #42: Staff loses spells when reopening gui
	parentStack.setTagCompound(tagStaff.getTag());
	parentInventory.setInventorySlotContents(parentSlot, parentStack);
}

 

parentInventory is the inventory containing this inventory

parentSlot the slot this inventory is in.

parentStack is that slot's stack

 

Thanks for the help CoolAlias!

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