Posted July 19, 201510 yr I am currently trying to write a mod that sets items to specific player inventory slots (like armor) without using any containers or similar. I got that working so far using player.inventory.setInventorySlotContents(...), however the items are only visible after relogging, which tells me that I am missing something to synchronize that change to the player. How do I properly synchronize a batch change to the player's inventory? My Mods New Dawn - A completely new terrain engine for Minecraft TwoTility - Blocks and Items for a better Minecraft TwoGraves - Keeps your items safe on death
July 19, 201510 yr Author That is what I am doing. The client inventory however stays empty until relogging, then the items magically appear. My Mods New Dawn - A completely new terrain engine for Minecraft TwoTility - Blocks and Items for a better Minecraft TwoGraves - Keeps your items safe on death
July 19, 201510 yr Author The code that adds the items. Log output tells me that all items are properly added on the server: public void giveItemsToPlayer(final EntityPlayer player) { int count = GravesAssets.itemsPerSecond >= 0 ? GravesAssets.itemsPerSecond / TICKS_PER_SECOND : Integer.MAX_VALUE; FMLLog.info("Giving %d of %d items back to %s...", count, this.inventoryContent.size(), player.getDisplayName()); if (count == 0) { return; } InventoryContent content; final Deque<InventoryContent> notAdded = new LinkedList<InventoryContent>(); while ((count-- > 0) && ((content = this.inventoryContent.poll()) != null)) { FMLLog.info("Returning %s...", content.toString()); try { switch (content.inventoryID) { case INVENTORY_ID_VANILLA: if (player.inventory.getStackInSlot(content.slot) == null) { player.inventory.setInventorySlotContents(content.slot, content.itemStack); } else { notAdded.add(content); FMLLog.info("Failed."); } break; } } catch (Exception e) { FMLLog.warning("Failed to add item to inventory: %s\n%s", e.toString(), content.toString()); } } for (InventoryContent item : notAdded) { FMLLog.info("Adding %s...", item.toString()); if (player.inventory.addItemStackToInventory(item.itemStack) == false) { this.inventoryContent.add(item); FMLLog.info("Failed"); } } if (this.inventoryContent.isEmpty()) { FMLLog.info("All items have been returned"); this.worldObj.setBlockToAir(this.xCoord, this.yCoord, this.zCoord); } else { FMLLog.info("Items remain in grave"); this.markDirty(); } } Neither setInventorySlotContents nor addItemStackToInventory synchronize to the client. My Mods New Dawn - A completely new terrain engine for Minecraft TwoTility - Blocks and Items for a better Minecraft TwoGraves - Keeps your items safe on death
July 19, 201510 yr Author From the corresponding block to the tile entity code above: @Override public boolean onBlockActivated(final World world, final int x, final int y, final int z, final EntityPlayer player, final int side, final float hitX, final float hitY, final float hitZ) { if (world.isRemote == false) { final TileEntity tileEntity = world.getTileEntity(x, y, z); if (tileEntityClass.isInstance(tileEntity)) { tileEntityClass.cast(tileEntity).giveItemsToPlayer(player); } else { FMLLog.severe("Grave TileEntity expected %s, but found %s", tileEntityClass.getName(), tileEntity == null ? "null" : tileEntity.getClass().getName()); } } return true; } My Mods New Dawn - A completely new terrain engine for Minecraft TwoTility - Blocks and Items for a better Minecraft TwoGraves - Keeps your items safe on death
July 19, 201510 yr Author Which packets would that be? My Mods New Dawn - A completely new terrain engine for Minecraft TwoTility - Blocks and Items for a better Minecraft TwoGraves - Keeps your items safe on death
July 19, 201510 yr Author Ok, I will have a look at them. Thank you. My Mods New Dawn - A completely new terrain engine for Minecraft TwoTility - Blocks and Items for a better Minecraft TwoGraves - Keeps your items safe on death
July 20, 201510 yr Author I managed to find your topic: http://www.minecraftforge.net/forum/index.php/topic,20135.0.html After some more fiddling with the way Minecraft handles worlds, I realized that the TileEntity (probably) needs to be requested as follows: - On the server: DimensionManager.getWorld(message.dimensionID) - On the client: Minecraft.getMinecraft().theWorld (not sure about this one) The client often re-creates the world around the player, i.E. if he dies, which will cause the tile entity to be re-created as well, which however - to complicate things further - is NOT the tile that is actually used in the world. Also it is unclear to me what happens if the player is in a different dimension (there is only one theWorld) and the server sends an update for that tile entity, which makes me speculate that there is a better way to do this. I'd love to get some more feedback on this if you have the time. My Mods New Dawn - A completely new terrain engine for Minecraft TwoTility - Blocks and Items for a better Minecraft TwoGraves - Keeps your items safe on death
July 21, 201510 yr For syncing the server player inventory with the client, just use the player container for that: player.inventoryContainer.detectAndSendChanges(); No need for custom packets! Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! | mah twitter This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.
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