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Solved [1.8]NBTTag keeps reseting


Hamster_Furtif

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Hey !

I've got an item that allows you to stock your money. I'm trying to stock the amount of money with the NBTTags, but the NBTTag resets.

You can edit the amount of money with a Gui, but whenevr I close the Gui, it resets the nbttag.

For exemple, if I set the value to "10", and then I close and reopen the gui, the value will be reset to 0.

The item code:

 

 

public ItemBourse(){
	this.setMaxStackSize(1);
	this.setUnlocalizedName("bourse");
}


public boolean onItemUse(ItemStack item, EntityPlayer player, World world, BlockPos pos, EnumFacing side, float hitX, float hitY, float hitZ)
    {
    	if (item.getTagCompound() == null){
    	    item.setTagCompound(new NBTTagCompound());
    	    item.getTagCompound().setInteger("bronze", 5);
    	    System.out.println("Tag created");
    	}

        if (player.isSneaking() == false)
        {
        	
        	player.openGui(Elisance.instance, GUIs.BOURSE.ordinal(), world, pos.getX(), pos.getY(), pos.getZ());
        	return true;
        }
        else
        {
            return false;
        }
    }

 

 

The Gui code:

 

@Override
    public void actionPerformed(GuiButton button){

    	if (button.id == 2){
    		if (player.getCurrentEquippedItem().getItem() == Elisance.bourse){
    			ItemStack bourse = player.getCurrentEquippedItem();
    			bourse.getTagCompound().setInteger("bronze", bourse.getTagCompound().getInteger("bronze") + 1);
    			
    			
    			System.out.println(bourse.getTagCompound().getInteger("bronze"));
    		}
    	}

    }

 

 

The "Tag created" string appears in my console every time I right-click, so I would like to know how to check if there is a NBTTag attributed to the ItemStack, or if there is a way to set a default NBTTag. Thanks !

 

 

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To clarify, ItemStack NBT needs to be set on the server, but once set it syncs automatically to the client side so your GUI will know about it.

 

Your issue is that you are trying to set the NBT from within the GUI, but that is client side, so you need to send a packet from the GUI saying "player wants to do X", then handle that packet on the server, check if the player is allowed to make those changes, and adjust the NBT accordingly.

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I've never run in to this problem with my NBT for items. I don't think you'll need packets because I believe the item NBT gets updated on the client from the server by default, but you can try. Look into SimpleNetworkWrapper - there are a couple tutorials on it in the Tutorials Section.

 

Even though it probably works, I wouldn't advise setting the integer while checking if the NBT is null. At first glance I though you were setting a new NBTTagCompound every time. Try this instead:

if(stack.getTagCompound() == null)
{
    stack.setTagCompound(new NBTTagCompound());
}
else
{
    //Do your setting and getting here
}

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

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I've never run in to this problem with my NBT for items. I don't think you'll need packets because I believe the item NBT gets updated on the client from the server by default, but you can try. Look into SimpleNetworkWrapper - there are a couple tutorials on it in the Tutorials Section.

 

Even though it probably works, I wouldn't advise setting the integer while checking if the NBT is null. At first glance I though you were setting a new NBTTagCompound every time. Try this instead:

if(stack.getTagCompound() == null)
{
    stack.setTagCompound(new NBTTagCompound());
}
else
{
    //Do your setting and getting here
}

The reply right above yours already mentioned that ItemStack NBT is automatically synced from server -> client, but that is not going to help the OP - he's trying to change the NBT from a GUI, so he definitely needs packets. No getting around that.

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I've never run in to this problem with my NBT for items. I don't think you'll need packets because I believe the item NBT gets updated on the client from the server by default, but you can try. Look into SimpleNetworkWrapper - there are a couple tutorials on it in the Tutorials Section.

 

Even though it probably works, I wouldn't advise setting the integer while checking if the NBT is null. At first glance I though you were setting a new NBTTagCompound every time. Try this instead:

if(stack.getTagCompound() == null)
{
    stack.setTagCompound(new NBTTagCompound());
}
else
{
    //Do your setting and getting here
}

The reply right above yours already mentioned that ItemStack NBT is automatically synced from server -> client, but that is not going to help the OP - he's trying to change the NBT from a GUI, so he definitely needs packets. No getting around that.

 

Totally didn't see your post above @coolAlias!  :P

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

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Well, I followed the tutorial you sent me but it's not working...

Here is (are) the package related class:

 

package com.hamskipic.packets;

import io.netty.buffer.ByteBuf;
import net.minecraft.item.ItemStack;
import net.minecraft.util.IThreadListener;
import net.minecraft.world.WorldServer;
import net.minecraftforge.fml.common.network.simpleimpl.IMessage;
import net.minecraftforge.fml.common.network.simpleimpl.IMessageHandler;
import net.minecraftforge.fml.common.network.simpleimpl.MessageContext;

import com.hamskipic.items.ItemCoin.materiau;

public class PacketGuiBourse implements IMessage{

public materiau type;
public int nbr;
public ItemStack bourse; 

public PacketGuiBourse(){}

public PacketGuiBourse(materiau type, int nbr, ItemStack bourse){
	this.type = type;
	this.nbr = nbr;
	this.bourse = bourse;

}

@Override
public void fromBytes(ByteBuf arg0) {}

@Override
public void toBytes(ByteBuf arg0) {}

    public static class PacketBourseHandler implements IMessageHandler<PacketGuiBourse, IMessage> {
    	

    	
        @Override
        public IMessage onMessage(final PacketGuiBourse packet, MessageContext ctx) {
        	
        	 IThreadListener mainThread = (WorldServer) ctx.getServerHandler().playerEntity.worldObj; 
             mainThread.addScheduledTask(new Runnable() {
                 @Override
                 public void run() {
                    packet.bourse.getTagCompound().setInteger("bronze", packet.bourse.getTagCompound().getInteger("bronze") + 1);
                 }
             });
             return null;
         }
    }
}

 

 

With this in my main class:

  @EventHandler
    public void preInit(FMLPreInitializationEvent event) {
    	channel = NetworkRegistry.INSTANCE.newSimpleChannel(References.MODID);
    	channel.registerMessage(PacketBourseHandler.class, PacketGuiBourse.class, 0, Side.SERVER);
    }

 

and this when you press the gui button:

if (button.id == 2){
    		if (player.getCurrentEquippedItem().getItem() == Elisance.bourse){
    			ItemStack bourse = player.getCurrentEquippedItem();
    			Elisance.channel.sendToServer(new PacketGuiBourse(materiau.BRONZE, 1, bourse));
    			
    			
    			System.out.println(bourse.getTagCompound().getInteger("bronze"));
    		}

 

I know there is no security right now, and a player good easily cheat, but I'm tring to figure out the packets right now.

 

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Yep, sorry, should have been more focused.

I don't have anymore errors in the console, yet the NBT doesn't seems to change, it still prints the same amount.

The good new is that the NBTTag doesn't get reseted !

Here is the packet related class:

public class PacketGuiBourse implements IMessage{

public materiau type;
public int nbr;
public ItemStack bourse; 

public PacketGuiBourse(){}

public PacketGuiBourse(materiau type, int nbr, ItemStack bourse){
	this.type = type;
	this.nbr = nbr;
	this.bourse = bourse;

}

@Override
public void fromBytes(ByteBuf buf) {
	nbr = buf.readInt();
	bourse = ByteBufUtils.readItemStack(buf);
	type = materiau.values()[buf.readInt()];

}

@Override
public void toBytes(ByteBuf buf) {
	buf.writeInt(nbr);
	ByteBufUtils.writeItemStack(buf, bourse);
	buf.writeInt(type.ordinal());


}

    public static class PacketBourseHandler implements IMessageHandler<PacketGuiBourse, IMessage> {
    	

    	
        @Override
        public IMessage onMessage(final PacketGuiBourse packet, MessageContext ctx) {
        	
        	 IThreadListener mainThread = (WorldServer) ctx.getServerHandler().playerEntity.worldObj; 
             mainThread.addScheduledTask(new Runnable() {
                 @Override
                 public void run() {
                    packet.bourse.getTagCompound().setInteger("bronze", packet.bourse.getTagCompound().getInteger("bronze") + 1);
                    System.out.println(packet.bourse.getTagCompound().getInteger("bronze"));
                 }
             });
             return null;
         }
    }
}

 

And in the gui class:

if (button.id == 2){
    		if (player.getCurrentEquippedItem().getItem() == Elisance.bourse){
    			ItemStack bourse = player.getCurrentEquippedItem();
    			Elisance.channel.sendToServer(new PacketGuiBourse(materiau.BRONZE, 1, bourse));
    			
    			
    			System.out.println(bourse.getTagCompound().getInteger("bronze"));
    		}

 

The onMessage() method prints 6 while the GUI prints 5, but it doesn't increases when I clik multiple times. Is the GUI wainting for some kind of response ?

 

 

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public static class PacketBourseHandler implements IMessageHandler<PacketGuiBourse, IMessage> {
    	

    	
        EntityPlayer player;

	@Override
        public IMessage onMessage(final PacketGuiBourse packet, final MessageContext ctx) {
        	
        	 IThreadListener mainThread = (WorldServer) ctx.getServerHandler().playerEntity.worldObj; 
             mainThread.addScheduledTask(new Runnable() {
                 @Override
                 public void run() {
                	EntityPlayerMP sendingPlayer = ctx.getServerHandler().playerEntity;
                	if (sendingPlayer instanceof EntityPlayer){
                		
                		player = (EntityPlayer)sendingPlayer;
                		ItemStack bourse = player.getCurrentEquippedItem();
                		
                		bourse.getTagCompound().setInteger("bronze", bourse.getTagCompound().getInteger("bronze") + 1);
                		System.out.println(packet.bourse.getTagCompound().getInteger("bronze"));
                	}
                 }
             });
             return null;
         }
    }

 

Thanks ! It's working !

I posted my solution because you often find something wrong I don't expect.

 

But it's really nice to have people like you willing to help !

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