perromercenary00 Posted February 25, 2016 Posted February 25, 2016 Good nigts i been working in an elevator for mi mod i actualy have more of the elevator is working plus the door, but i missing a control gui to set where i wanna go like is a block after all i been using a tileEntity to store the data soo im trying to make a GUI whith the tileentity Data but get stuck whith the little issue, how i send the data from the presed button in the client side to the tileEntity in the server side to make the elevator works i alredy have package system and has alredy made code to send packages from gui in the local side to especific entity in the server side, but never to tileEntity thanks fro reading Quote
TrashCaster Posted February 25, 2016 Posted February 25, 2016 Are you using the SimpleNetworkWrapper to deal with your packets? If not, I recommend it. There's a thread somewhere about it. When you open the interface, you should store the tile entity position as a variable. Then when you click your button, send it back to the server through the packet. Try to do as indicated, and post back with your results. Posting your errors, and attempted code if needed. Quote
perromercenary00 Posted February 25, 2016 Author Posted February 25, 2016 well i have of that most of that the question is what would go here if i wanna send the package to the tileEntity in BlockPos{x=-46, y=72, z=328} protected void actionPerformed(GuiButton guibutton) { // id is the id you give your button int dx; int dy; int sx; switch (guibutton.id) { case 0: break; case 1: break; case 2: break; } // Packet code here // PacketDispatcher.sendPacketToServer(packet); //send packet } in the gui for the merchant of mi mod i send the packages this way protected void actionPerformed(GuiButton guibutton) { // id is the id you give your button int dx; int dy; int sx; switch (guibutton.id) { case 1: Mercenary.network.sendToServer(new mensajeMercenarioalServidor("UPapp_"+te.getEntity().getEntityId() )); break; case 2: Mercenary.network.sendToServer(new mensajeMercenarioalServidor("BUY_00"+te.getEntity().getEntityId() )); break; case 3: Mercenary.network.sendToServer(new mensajeMercenarioalServidor("BUY_01"+te.getEntity().getEntityId() )); break; case 4: Mercenary.network.sendToServer(new mensajeMercenarioalServidor("BUY_02"+te.getEntity().getEntityId() )); break; case 5: Mercenary.network.sendToServer(new mensajeMercenarioalServidor("BUY_03"+te.getEntity().getEntityId() )); break; case 6: Mercenary.network.sendToServer(new mensajeMercenarioalServidor("BUY_04"+te.getEntity().getEntityId() )); break; case 7: Mercenary.network.sendToServer(new mensajeMercenarioalServidor("DWapp_"+te.getEntity().getEntityId() )); break; case 8: Mercenary.network.sendToServer(new mensajeMercenarioalServidor("BOT_00"+te.getEntity().getEntityId() )); break; case 9: Mercenary.network.sendToServer(new mensajeMercenarioalServidor("BOT_01"+te.getEntity().getEntityId() )); break; case 10: Mercenary.network.sendToServer(new mensajeMercenarioalServidor("BOT_02"+te.getEntity().getEntityId() )); break; } // Packet code here // PacketDispatcher.sendPacketToServer(packet); //send packet } thanks for reading Quote
Ernio Posted February 25, 2016 Posted February 25, 2016 Well, you have your buttons. You simply send packet to server when button is pressed. Packet will contain x/y/z and data you want to send. On server you know who is sending packet (from MessageContext), then you get world of player and get TileEntity is x/y/z. Update your data in server's TileEntity (1st always check if it is "legal", e.g if player is actually near TE and stuff). After server's data is updated - send update packets back to all clients that need it (again with x/y/z system). Note: That is if you are using TE + Gui (client). Addition: If your TileEntity uses Container (has slots), the server knows when player has Container opened (you know, server's one corresponds with client's one). If your container is bound to TileEntity (has reference when opened) you don't need to send x/y/z in packet. That is just another way to get TE on server (not really popular), but 1st one (x/y/z) is better. Quote 1.7.10 is no longer supported by forge, you are on your own.
TrashCaster Posted February 25, 2016 Posted February 25, 2016 Take a look at GuiEditSign. They store the TileEntity as a variable, and send the position in the packet. That's a pretty common way to do it. If you want to know how everything is working, just navigate through the various functions and objects. (Ctrl + click a bit of code to view where it's from and all that) Quote
perromercenary00 Posted February 25, 2016 Author Posted February 25, 2016 well solved but not as clean as i wanted well idont wana make an Mercenary.network.sendToServer(new mensajeMercenarioalServidor("TE"+posX+","+posY+","+posZ)); and dont get how worklks the thing whith GuiEditSign sooo i use the package to triger a metod to check where the player is looking and if it its the block of the especific kind do stuff for the way mi elevator works there is little risk to chech a wrong block but there is another little issue i wanna make the gui to close before the elevator begins to move but i dont see something like this.close(); gui.close(); // or kill there is way to close the gui from inside code ?? Quote
BusyBeever Posted February 25, 2016 Posted February 25, 2016 Why are you packing everything into a string? Like seriously, pass the 3 arguments as integer Quote
TrashCaster Posted February 25, 2016 Posted February 25, 2016 As BusyBeever said, it's a bad idea (not buggy, just bad practice) to send a compounded string as your packet. Send 3 integers in your packet. It's less payload, I believe, than to send a string. As far as closing the interface, that is also in the GuiEditSign class this.mc.displayGuiScreen((GuiScreen)null); Quote
perromercenary00 Posted February 26, 2016 Author Posted February 26, 2016 i wass thinking in made another message class but this one sending binary data rather than string, ihave the one you get whith the tutorials bu t not go too deep whith it the trick of make the this.mc.displayGuiScreen((GuiScreen)null); works nice afthe the actionPerformed(GuiButton guibutton) to close the gui so thanks whith this i set the threath a solved Quote
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