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[1.7.10] Force Interface(GUI) to update within tileentity


tyker1

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Hi, i was trying to make a machine, which(when click the button)write stackTagCompound of an itemstack in one slot and then output the result in the other slot. but the problem i met is when i use something like following code to do that, the "formatted" itemstack still "stay" at where it used to be, until i click it. and my question is, how to do that automaticly?

public class TileEntityMachin extends TileEntity implements IInventory{
      private ItemStack[] items;
     .....
     public void FormatItem(int input, int output)
     {
           ItemStack item = items[input].copy();
           items[input] = null; // because i have set the maxStackLimit to 1
           
          if (item != null && item.stackTagCompound != null)
         {
                   ....format that item....
         }

        items[output] = item;
     }
}

 

PS: i have also tried to use setInventorySlotContents, but its also not get fixed.

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Guis are client side only. In order to make changes to slots and items, you need to do or on the server.

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Guis are client side only. In order to make changes to slots and items, you need to do or on the server.

 

i have registered messagehandler for doing this, when the button is clicked, a message is sent to MessageHandler (on server side) and in the messagehandler the method "FormatItem" will be called. also the tileentity is  get through getServerHandler().playerEntity.openContainer like follow:


Container container = ctx.getServerHandler().playerEntity.openContainer;

if (container != null && container instanceof ContainerMachine)
{
        TileEntityMachine machine = ((ContainerMachine)container).getMachine();
       machine.FormatItem(input, output);
}

 

so i think i have done changes to slot and items at server side...but the problem is client-side Gui is not refreshed when i done these changes to slot and item :(

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Process is:

- Server sends packet to all relevant clients (might be those who have the GUI open or more, depends on your needs) when the data changes.

 

- Client sends packet to request change of data (triggered from GUI).

 

- This change of data (which then happens on the server) triggers the packet from step 1, which updates the client.

 

Sry, im just kinda stupid maybe. But i still can't find out why my gui doesn't refresh. here is what i have done:

 

firstly a MessageHandler is registered on the server side:

msgWrapper.registerMessage(ButtonMessageHandler.class, ButtonMessage.class, MessageInfo.BTN_MESSAGE, Side.SERVER);

 

then in my Gui i have this one:

@Override
public void actionPerformed(GuiButton button)
{
	RedIntegrate.msgWrapper.sendToServer(new ButtonMessage((byte)button.id));
}

so in my opinion, i have sent the button click message to the server. and the server will process it like:

public class ButtonMessageHandler implements IMessageHandler<ButtonMessage, IMessage>{

@Override
public IMessage onMessage(ButtonMessage message, MessageContext ctx) {

	switch (message.btnID)
	{
	case GuiInfos.GUI_ProcessorHolder_BTN_FORMAT:
		Container container = ctx.getServerHandler().playerEntity.openContainer;

		if (container != null && container instanceof ContainerProcessorHolder)
		{
			TileEntityProcessorHolder holder = ((ContainerProcessorHolder)container).getProcessorHolder();
			holder.FormatChip();
		}

		break;
	}

	return null;
}

}

 

and in TE's FormatChip method, i wrote:

public void FormatChip()
{
	ItemStack item = items[1].copy();

	items[1] = null;
	if (item != null && items[2] == null && item.getItem().equals(IntegratedItems.itemFPGA))
	{
		if(item.stackTagCompound == null)
		{
			item.stackTagCompound = new NBTTagCompound();
		}

		item.stackTagCompound.setBoolean("formatted", true);
		item.stackTagCompound.setIntArray("outputs", outPorts);
		item.stackTagCompound.setIntArray("inputs", inPorts);

		items[2] = item;
	}
}

 

i have read some where that the Inventory will sync automaticly, so i think the content of this tileentity on client side will then sync automaticly with the one on server side. Am i wrong?

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Please show your Container.

 

my container is like this:

public class ContainerProcessorHolder extends Container{

private TileEntityProcessorHolder holder;

public ContainerProcessorHolder(InventoryPlayer invPlayer, TileEntityProcessorHolder TE_ProcessorHolder)
{
	this.holder = TE_ProcessorHolder;

	// linking hotbar into interface
	for (int x = 0; x < 9; ++x)
	{
		this.addSlotToContainer(new Slot(invPlayer, x, 8 + 18*x, 178));
	}

	// linking player inventory to interface
	for (int y = 0; y < 3; ++y)
		for (int x = 0; x < 9; ++x)
		{
			this.addSlotToContainer(new Slot(invPlayer, x + y * 9 + 9, 8 + 18 * x, 120 + y*18));
		}

	// linking 3 ProcessorHolderSlot to interface
	// gray one
	this.addSlotToContainer(new SlotProcessor(TE_ProcessorHolder, 0, 77, 39));
	// orange one
	this.addSlotToContainer(new SlotProcessor(TE_ProcessorHolder, 1, 53, 77));
	// green one
	this.addSlotToContainer(new SlotProcessor(TE_ProcessorHolder, 2, 105, 77));
}

@Override
public boolean canInteractWith(EntityPlayer player) {
	return holder.isUseableByPlayer(player);
}

@Override
public ItemStack transferStackInSlot(EntityPlayer player, int i)
{
	Slot slot = getSlot(i);

	if(slot != null && slot.getHasStack())
	{
		ItemStack stack = slot.getStack();
		ItemStack result = stack.copy();

		if (i >= 36)
		{
			// transfer item from the Machine's Inventory
			if (!mergeItemStack(stack, 0, 36, false))
			{
				return null;
			}
		}
		else
		{
			// transfer item from players inventory
			if (!stack.getItem().equals(IntegratedItems.itemFPGA) || !mergeItemStack(stack, 36, 36 + holder.getSizeInventory(), false))
			{
				return null;
			}
		}

		slot.putStack(null); // because FPGA's stack limit = 1

		slot.onPickupFromSlot(player, stack);

		return result;

	}

	return null;
}

@Override
public void onContainerClosed(EntityPlayer player)
{
	holder.closeInventory();
}

public TileEntityProcessorHolder getProcessorHolder()
{
	return holder;
}
}

 

do i need to implement method to make that work?

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That's unrelated. I am not sure what causes this to be honest.

Can you show how you open the GUI?

 

of course:

 

so firstly on the server side:

@Override
public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int side, float hitX, float hitY, float hitZ)
{
	if (!world.isRemote)
	{
		TileEntity te = world.getTileEntity(x, y, z);
		if (te != null && te instanceof TileEntityProcessorHolder)
		{
			if(((TileEntityProcessorHolder)te).isUseableByPlayer(player))
				((TileEntityProcessorHolder)te).openInventory();
		}

		FMLNetworkHandler.openGui(player, RedIntegrate.instance, GuiInfos.GUI_ProcessorHolder, world, x, y, z);
	}
	return true;
}

 

PS: te.openInventory() is only to set a flag for keeping search for some special block when gui is opened

 

and here is the interface:

@SideOnly(Side.CLIENT)
public class GuiProcessorHolder extends GuiContainer {

private TileEntityProcessorHolder holder;

public GuiProcessorHolder(InventoryPlayer invPlayer, TileEntityProcessorHolder TE_ProcessorHolder) {
	super(new ContainerProcessorHolder(invPlayer, TE_ProcessorHolder));
	xSize = 176;
	ySize = 201;
	// TODO Auto-generated constructor stub
}

private static final ResourceLocation texture = new ResourceLocation(GuiInfos.RESOURCE_LOCATION, "textures/gui/GuiProcessorHolder.png");

@Override
protected void drawGuiContainerBackgroundLayer(float f, int x, int y) {
	// TODO Auto-generated method stub
	GL11.glColor4f(1, 1, 1, 1);

	this.mc.getMinecraft().renderEngine.bindTexture(texture);

	this.drawTexturedModalRect(guiLeft, guiTop, 0, 0, xSize, ySize);

}

@Override
protected void drawGuiContainerForegroundLayer(int x, int y)
{
	this.fontRendererObj.drawString("Processor Holder", 8, 6, 0x404040);
}

@Override
public void initGui()
{
	super.initGui();

	buttonList.clear();

	buttonList.add(new GuiButton(GuiInfos.GUI_ProcessorHolder_BTN_FORMAT, guiLeft + xSize, guiTop, 60, 20, "Format"));
}

@Override
public void actionPerformed(GuiButton button)
{
	RedIntegrate.msgWrapper.sendToServer(new ButtonMessage((byte)button.id));
}
}

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