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[1.11.2] Client and Server are sent different Tile Entity NBT


TheUnlocked

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My client refused to sync with my server with loaded TileEntity NBT data, and so after I couldn't find anything new to try online, I eventually added some world.isRemote breakpoints in my TileEntity's readFromNBT method. I found that none of my code was wrong, it was just that the client and server were being fed different NBTTagCompounds.

 

Now this can of course be fixed using packets to synchronize the client and server, but there has to be a better way than that. It seems like such a common thing to want to synchronize a TileEntity that you shouldn't need to explicitly make a packet and packet handler to sync them.

 

If I do need to, that's fine, but I want to see if there's a better way first.

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Yes, there is a way.

Override TileEntity::getUpdatePacket to write the sync packet,

and override TileEntity::onDataPacket to read and apply the sync packet.

 

You may want to override TileEntity::getUpdateTag and TileEntity::handleUpdateTag as well.

 

Besides, TileEntity::readFromNBT won't be called by default.

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