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[1.10.2] Java Code Design and Capability/Packets


hugo_the_dwarf

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Nevermind, apparently inquiring about a better design is not covered here. Thanks please ignore

 

[spoiler=Original Post]I know here we don't do "Java" that's something to learn on your own, however I'm not asking for "How do I use Syntax" but a more of "How can I design this to work dynamically"

 

I'm asking because for syncing data to and from sever/client requires packets, not only that but writing/reading to the NBT. I had created an Attributes Capability which was easy if I just had an Int[] with some static named indexes and tags (which honestly I should make into an Enum that has index + tag)

 

Now I'm creating seperate MobExtra and PlayerExtra capabilities that will work with the attributes (attributes are generic enough everyone can get them) my challenge is now with the PlayerExtra fields are not stored as Arrays[] but as normal variables. This makes me do something stupid like this:

 

[spoiler=Code]

	public NBTBase writeData()
{
	NBTTagCompound tag = new NBTTagCompound();

	tag.setInteger("currentClass", currentClass);
	tag.setInteger("currentProfession", currentProfession);
	tag.setInteger("skill1", skill1);
	tag.setInteger("skill2", skill2);
	tag.setInteger("gold", gold);

	tag.setFloat("bonusHp", bonusHp);
	tag.setFloat("bonusMana", bonusMana);
	tag.setFloat("bonusStam", bonusStam);
	tag.setFloat("bonusHpRegen", bonusHpRegen);
	tag.setFloat("bonusManaRegen", bonusManaRegen);
	tag.setFloat("bonusStamRegen", bonusStamRegen);
	tag.setFloat("currentMana", currentMana);
	tag.setFloat("currentStam", currentStam);

	return tag;
}

public void readData(NBTBase nbt)
{
	NBTTagCompound tag = (NBTTagCompound)nbt;

	currentClass = tag.getInteger("currentClass");
	currentProfession = tag.getInteger("currentProfession");
	skill1 = tag.getInteger("skill1");
	skill2 = tag.getInteger("skill2");
	gold = tag.getInteger("gold");

	bonusHp = tag.getFloat("bonusHp");
	bonusMana = tag.getFloat("bonusMana");
	bonusStam = tag.getFloat("bonusStam");
	bonusHpRegen = tag.getFloat("bonusHpRegen");
	bonusManaRegen = tag.getFloat("bonusManaRegen");
	bonusStamRegen = tag.getFloat("bonusStamRegen");
	currentMana = tag.getFloat("currentMana");
	currentStam = tag.getFloat("currentStam");

}

public Object[] compressData()
{
	Object[] data = new Object[numberOfInts + numberOfFloats];
	int indexer = 0;
	data[indexer++] = currentClass;
	data[indexer++] = currentProfession;
	data[indexer++] = skill1;
	data[indexer++] = skill2;
	data[indexer++] = gold;

	data[indexer++] = bonusHp;
	data[indexer++] = bonusMana;
	data[indexer++] = bonusStam;
	data[indexer++] = bonusHpRegen;
	data[indexer++] = bonusManaRegen;
	data[indexer++] = bonusStamRegen;
	data[indexer++] = currentMana;
	data[indexer++] = currentStam;

	return data;
}

public void decompressData(Object[] data)
{
	int indexer = 0;
	currentClass = (int)data[indexer++];
	currentProfession = (int)data[indexer++];
	skill1 = (int)data[indexer++];
	skill2 = (int)data[indexer++];
	gold = (int)data[indexer++];

	bonusHp = (float)data[indexer++];
	bonusMana = (float)data[indexer++];
	bonusStam = (float)data[indexer++];
	bonusHpRegen = (float)data[indexer++];
	bonusManaRegen = (float)data[indexer++];
	bonusStamRegen = (float)data[indexer++];
	currentMana = (float)data[indexer++];
	currentStam = (float)data[indexer++];
}

public static int dataSize()
{
	return numberOfInts + numberOfFloats;
}

	Object[] data = new Object[(CapPlayerExtraData.dataSize())];

public CapPlayerExtraPacket(){}

public CapPlayerExtraPacket(Object[] data)
{
	this.data = data;
}

@Override
public void fromBytes(ByteBuf buf)
{		
	for (int index = 0; index < CapPlayerExtraData.numberOfInts; index++)
	{
		data[index] = buf.readInt();
	}

	for (int index = CapPlayerExtraData.numberOfInts; index < CapPlayerExtraData.dataSize(); index++)
	{
		data[index] = buf.readFloat();
	}
}

@Override
public void toBytes(ByteBuf buf)
{
	for (int index = 0; index < CapPlayerExtraData.numberOfInts; index++)
	{
		buf.writeInt((int) data[index]);
	}

	for (int index = CapPlayerExtraData.numberOfInts; index < CapPlayerExtraData.dataSize(); index++)
	{
		buf.writeFloat((float) data[index]);
	}
}

 

 

My TL;DR is If I have over 10 vars that are not in a List<> or Array[] what's and easy way to create a FiFo system that understands what datatype the injected variable is. So when Reading/Writing to NBT or message Buffer I simply just need to use loops to go through, making it so I just have to remember to add/remove from the FiFo System if I make or remove variables.

 

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IMO if at any point you, as a programmer have to "remember that I did X" you did it wrong.

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.

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