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Posted

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

Posted

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

Posted

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

Posted

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

Posted

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

Posted

For syncing the server player inventory with the client, just use the player container for that:

player.inventoryContainer.detectAndSendChanges();

 

No need for custom packets!

  • Thanks 1

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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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