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Posted

So I have an energy network working in my mod (mostly), but I have a problem with client-server synchronization.

 

In my energy network, I have a method that allows a machine to request energy from the network, as follows:

 

public double requestEnergy(TileEntity tile, double energyRequested, boolean doWork)
    {
        NetworkHandler.sendToClient(new MessageUpdateEnergy().setVariables(this, tile, energyRequested));
        IEnergyProvider provider = getNextAvailableProvider();
        if (provider == null)
        {
            return 0;
        }

        double result = provider.getStoredEnergy();
        provider.addEnergy(-result);
        return result;
    }

 

but I found out that this is only called server-side. Now because of this, I decided to do some research into packets, before this I had never touched packets. I have made packet handler and a packet to update the energy for the client to receive, but in the packet, the variables are nullified, and I cant figure out why...

 

Here is my packet class:

public class MessageUpdateEnergy extends MessageBase<MessageUpdateEnergy>
{

    private Grid grid;
    private double energyRequested;
    private TileEntity tile;

    public MessageUpdateEnergy setVariables(Grid grid, TileEntity tile, double energyRequested)
    {
        this.grid = grid;
        this.tile = tile;
        this.energyRequested = energyRequested;
        return this;
    }

    @Override
    public void handleServerSide(MessageUpdateEnergy message, EntityPlayer player)
    {
          if (grid == null)
        {
            System.out.println("Grid is null");
        }
        if (tile != null && energyRequested > 0)
        {
            grid.requestEnergy(tile, energyRequested, true);
            System.out.println("Sending packet");
        }
    }

    @Override
    public void handleClientSide(MessageUpdateEnergy message, EntityPlayer player)
    {

    }

    @Override
    public void fromBytes(ByteBuf buf)
    {

    }

    @Override
    public void toBytes(ByteBuf buf)
    {

    }
}

 

At first I tried setting these variables through the constructor, but I quickly found out that I need a nullary constructor or it crashes. I also tried adding a second constructor to set the variables, this constructor was being called from the grid class, and the variables were set, but they were null again when the handleServer/ClientSide methods were called. Currently I am using a setter method to set these variables, but this is also not working.

 

For the example above, I un-commented out the code in the handleServerSide method, and this kicks the player from the server with a NullPointerException because the grid is null.

 

How would I get an instance of the grid this packet is being sent from, the tileentity asking for energy and the energy the tile wants?

 

I dont really know if this is the best way of doing this, or if it's even possible... if not, please tell me the proper way.

 

Thanks for the help. :)

 

P.S

Sorry if I come across as not understanding packets very well, I probably don't.  :-\

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

Posted

The client needs to know because otherwise the energy won't display in the machines GUIs...

 

um, so how do I use the toBytes / fromBytes methods then? can you direct me to a detailed tutorial?

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

Posted

so it doesnt matter that the console says:

[15:48:42] [Client thread/INFO] [sTDOUT]: [net.modulartechnology.modtech.common.tileentity.TileEntityMetallurgicLiquefier:updateEntity:50]: Machine energy: 0.0 / 64000.0, on the client
[15:48:42] [server thread/INFO] [sTDOUT]: [net.modulartechnology.modtech.common.tileentity.TileEntityMetallurgicLiquefier:updateEntity:50]: Machine energy: 32000.0 / 64000.0, on the server

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

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