DiabolicaTrix Posted February 19, 2016 Posted February 19, 2016 Hi, I made an Extended Entity Properties because I want to save some data but when the player dies, the data is not saved and I don't know why. Code: https://www.github.com/DiabolicaTrix/MinecraftLifeRPG Quote
DiabolicaTrix Posted February 19, 2016 Author Posted February 19, 2016 Oh, I forgot, the EEP is only saved on server side. I tried to put a Sysout in my debugItem and the output is: [10:47:10] [Client thread/INFO] [sTDOUT]: [me.diabolicatrix.items.ItemDebug:onItemUse:49]: 0 ! [10:47:10] [server thread/INFO] [sTDOUT]: [me.diabolicatrix.items.ItemDebug:onItemUse:49]: 2 ! and here is my onPlayerClone event: @SubscribeEvent public void onPlayerClone(PlayerEvent.Clone event) { if(event.wasDeath) { NBTTagCompound compound = new NBTTagCompound(); PlayerEEP.get(event.original).saveNBTData(compound); PlayerEEP.get(event.entityPlayer).loadNBTData(compound); } } Quote
Choonster Posted February 19, 2016 Posted February 19, 2016 It's worth noting that IEEP has been deprecated in favour of the Capability system and may eventually be removed. Quote Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
DiabolicaTrix Posted February 19, 2016 Author Posted February 19, 2016 @diesieben07 No it's not, I want the EEP to be synced with the client @Choonster Oh, I didn't know, I'll give it a try. Quote
jabelar Posted February 19, 2016 Posted February 19, 2016 @diesieben07 No it's not, I want the EEP to be synced with the client That doesn't happen automatically. If code on one side (like server) is changing the EEP without similar code running on client, then you'd have to use a custom packet I think to sync it. Also, are you doing this for your own custom entity or adding EEP for vanilla entities. For your own custom entities you don't really need to use the EEP system, but rather can directly override the writeToNBT() and readFromNBT() methods. But again, to sync client to server you need a packet. Quote Check out my tutorials here: http://jabelarminecraft.blogspot.com/
DiabolicaTrix Posted February 19, 2016 Author Posted February 19, 2016 Ok, I tried with the Capabilities but it's doing the exact same thing, the value is saved server-side only. https://github.com/DiabolicaTrix/MinecraftLifeRPG/blob/master/src/main/java/me/diabolicatrix/other/PlayerCapabilities.java Quote
DiabolicaTrix Posted February 19, 2016 Author Posted February 19, 2016 Sorry, I misexplained. The AttachCapabilitiesEvent is called before the PlayerCloneEvent on client-side but it works on server-side. [15:30:19] [server thread/INFO] [sTDOUT]: [me.diabolicatrix.events.CommonEventHandler:onAttachCapability:62]: Attach Server [15:30:19] [server thread/INFO] [sTDOUT]: [me.diabolicatrix.events.CommonEventHandler:onPlayerCloned:49]: Clone (server only) [15:30:19] [Client thread/INFO] [sTDOUT]: [me.diabolicatrix.events.CommonEventHandler:onAttachCapability:62]: Attach Client So even if I try to sync with a packet, the value will be overwritten by the attach event. Quote
DiabolicaTrix Posted February 19, 2016 Author Posted February 19, 2016 In my constructor, I set the default values of my variables. And when I attach the capability, I make a new Instance of PlayerCapabilities. Quote
DiabolicaTrix Posted February 19, 2016 Author Posted February 19, 2016 It's doing exactly what I said before: [16:43:24] [server thread/INFO] [sTDOUT]: [me.diabolicatrix.events.CommonEventHandler:onAttachCapability:62]: Attach Server [16:43:24] [Netty Local Client IO #1/INFO] [sTDOUT]: [me.diabolicatrix.packets.PacketSyncCapabilities$ClientHandler:onMessage:58]: Packet Received [16:43:24] [Client thread/INFO] [sTDOUT]: [me.diabolicatrix.events.CommonEventHandler:onAttachCapability:62]: Attach Client Quote
DiabolicaTrix Posted February 19, 2016 Author Posted February 19, 2016 Oh, that solves all my problems! I just started using forge 1.8 so I didn't know the packets were handled differently. Thanks you very much for your help. EDIT: I tought it would work but it doesn't, the value is still overwritten by the constructor. Quote
DiabolicaTrix Posted February 19, 2016 Author Posted February 19, 2016 Where I attach it: https://github.com/DiabolicaTrix/MinecraftLifeRPG/blob/master/src/main/java/me/diabolicatrix/events/CommonEventHandler.java My capabilities class: https://github.com/DiabolicaTrix/MinecraftLifeRPG/blob/master/src/main/java/me/diabolicatrix/other/PlayerCapabilities.java My packet: https://github.com/DiabolicaTrix/MinecraftLifeRPG/blob/master/src/main/java/me/diabolicatrix/other/PlayerCapabilities.java And https://github.com/DiabolicaTrix/MinecraftLifeRPG/blob/master/src/main/java/me/diabolicatrix/other/ScheduledPacketTask.java Also, how do I save it when the player disconnect? Quote
DiabolicaTrix Posted February 19, 2016 Author Posted February 19, 2016 only my sync packets are two ways? Ok, I'll try. EDIT: It doesn't work, it does the exact same thing. Quote
Draco18s Posted February 20, 2016 Posted February 20, 2016 Sync should never be two way, it should only be server -> client Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
DiabolicaTrix Posted February 20, 2016 Author Posted February 20, 2016 Thanks, it works but how do I save it when the player disconnect? Quote
DiabolicaTrix Posted February 20, 2016 Author Posted February 20, 2016 public static class Storage implements Capability.IStorage<PlayerCapabilities> { @Override public NBTBase writeNBT(Capability<PlayerCapabilities> capability, PlayerCapabilities instance, EnumFacing side) { NBTTagCompound compound = new NBTTagCompound(); compound.setInteger("Test", instance.getTest()); return compound; } @Override public void readNBT(Capability<PlayerCapabilities> capability, PlayerCapabilities instance, EnumFacing side, NBTBase nbt) { NBTTagCompound compound = (NBTTagCompound) nbt; instance.setTest(compound.getInteger("Test")); } } Quote
DiabolicaTrix Posted February 20, 2016 Author Posted February 20, 2016 Like that? @Override public NBTTagCompound serializeNBT() { NBTTagCompound compound = new NBTTagCompound(); compound.setInteger("Test", this.getTest()); return compound; } @Override public void deserializeNBT(NBTTagCompound compound) { this.setTest(compound.getInteger("Test")); } Quote
DiabolicaTrix Posted February 20, 2016 Author Posted February 20, 2016 I mean, do I need to call these functions from an event or something? Quote
DiabolicaTrix Posted February 20, 2016 Author Posted February 20, 2016 serialize is called but deserialize is not, do I need to call it by myself? Quote
DiabolicaTrix Posted February 20, 2016 Author Posted February 20, 2016 Well, I put a sysout in the deserialize function and it's not called. Quote
DiabolicaTrix Posted February 21, 2016 Author Posted February 21, 2016 What do you mean by "use a debugger", how do I do that? Quote
DiabolicaTrix Posted February 21, 2016 Author Posted February 21, 2016 It works, thank you very much for your help and for your tip (debugger) Quote
LexManos Posted February 21, 2016 Posted February 21, 2016 No, istorgae is for the default implementation of serialization. If youre attaching to another entitiy that is not your own and you want tonstore data, your icapapbilityprovider must implement inbtserializeable. Quote I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
DiabolicaTrix Posted February 21, 2016 Author Posted February 21, 2016 @diesieben07 My ResourceLocation was wrong (I used player.getUniqueID() to determine the location), I changed it to MODID + ":PLAYER_CAP" and it works fine. @Lexmanos Thanks for the information! Quote
LexManos Posted February 21, 2016 Posted February 21, 2016 Yes, the resoure location should be your mod id : some internal name you want Quote I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
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