Two Posted July 19, 2015 Share Posted July 19, 2015 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? Quote 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 Link to comment Share on other sites More sharing options...
Failender Posted July 19, 2015 Share Posted July 19, 2015 only add items on server side Quote Link to comment Share on other sites More sharing options...
Two Posted July 19, 2015 Author Share Posted July 19, 2015 That is what I am doing. The client inventory however stays empty until relogging, then the items magically appear. Quote 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 Link to comment Share on other sites More sharing options...
Failender Posted July 19, 2015 Share Posted July 19, 2015 show some code please. we arent magicans Quote Link to comment Share on other sites More sharing options...
Two Posted July 19, 2015 Author Share Posted July 19, 2015 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. Quote 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 Link to comment Share on other sites More sharing options...
Failender Posted July 19, 2015 Share Posted July 19, 2015 how is the method called Quote Link to comment Share on other sites More sharing options...
Two Posted July 19, 2015 Author Share Posted July 19, 2015 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; } Quote 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 Link to comment Share on other sites More sharing options...
Two Posted July 19, 2015 Author Share Posted July 19, 2015 Which packets would that be? Quote 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 Link to comment Share on other sites More sharing options...
Two Posted July 19, 2015 Author Share Posted July 19, 2015 Ok, I will have a look at them. Thank you. Quote 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 Link to comment Share on other sites More sharing options...
Two Posted July 20, 2015 Author Share Posted July 20, 2015 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. Quote 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 Link to comment Share on other sites More sharing options...
SanAndreaP Posted July 21, 2015 Share Posted July 21, 2015 For syncing the server player inventory with the client, just use the player container for that: player.inventoryContainer.detectAndSendChanges(); No need for custom packets! 1 Quote 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. Link to comment Share on other sites More sharing options...
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