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[1.10] [SOLVED] Using TagLists to store Arrays over just adding individual array parts with a loop.


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Posted (edited)

I'm wondering what the exact benefit would be over using a taglist? Also, my taglist doesn't seem to work. 

 

Right now I'm using the following code to try and Write to the NBT: 

    @Override
    public NBTBase writeNBT(Capability<IAdventurerHandler> capability, IAdventurerHandler instance, EnumFacing side) {
        final NBTTagCompound tag = new NBTTagCompound();
        boolean[] list = instance.getAllLevels();
        int[] intlist = instance.getAllHotkeys();
        NBTTagCompound tagappendbool = new NBTTagCompound();
        NBTTagList taglist = new NBTTagList();
        NBTTagList tagHot = new NBTTagList();
        for(int i = 0; i < list.length; i++){
            Boolean s = list[i];
            System.out.println(list[i]);
                tag.setBoolean("Boolean", s);
                taglist.appendTag(tagappendbool);

        }
        tag.setTag("BooleanList", taglist);
        for(int i = 0; i < intlist.length; i++)
        {
            int k = intlist[i];
            System.out.println(intlist[i]);
            NBTTagCompound tag3 = new NBTTagCompound();
            tag3.setInteger("Int", k);
            tagHot.appendTag(tag3);
        }

        tag.setTag("hotlist", tagHot);
        tag.setInteger("level", instance.getLevel());
        tag.setInteger("xp", instance.getXP());
        tag.setInteger("power", instance.getPower());
        return tag;

 

but it seems to me I could just have my for loop run

tag.setInteger("Int" + i, k);

 

instead of first adding them to a taglist and then appending said taglist.

 

Is there any benefit to adding arrays to taglists over just looping through the array?

 

Also. I'm not managing to retrieve my taglist. For some reason when I retrieve it using this following code: 

 public void readNBT(Capability<IAdventurerHandler> capability, IAdventurerHandler instance, EnumFacing side, NBTBase nbt) {
        final NBTTagCompound tag = (NBTTagCompound) nbt;
        boolean[] list = new boolean[10];
        int[] intlist = new int[5];
        NBTTagList taglist = tag.getTagList("BooleanList", Constants.NBT.TAG_LIST);
        NBTTagCompound tag2;
        for(int i = 0; i < taglist.tagCount(); i++){
            tag2 = taglist.getCompoundTagAt(i);
            boolean s = tag2.getBoolean("Boolean");
            System.out.println("read: " + tag2.getBoolean("Boolean"));
            list[i] = s;
        }
        NBTTagList tagHot = tag.getTagList("hotlist", Constants.NBT.TAG_LIST);
        for(int k = 0; k < tagHot.tagCount(); k++){
            tag2 = taglist.getCompoundTagAt(k);
            int s = tag2.getInteger("Int");
            intlist[k] = s;
        }
        instance.setAll(list);
        instance.setAllHotkey(intlist);
        instance.setLevel(tag.getInteger("level"));
        instance.setXP(tag.getInteger("xp"));
        instance.setPower(tag.getInteger("power"));
    }

 

it doesn't actually load the attributes. I'm checking the server side, so it's not like I'm failing to send a packet to the client side to sync stuff up. I'm managing to save all other attributes just fine.  For some reason this just seems not to work. When I run the code it shows true for my first boolean, so at least at that part of the saving it's working. Yet when I relog the variable is set back to boolean. 

 

Anyway. I can solve this by just looping individual parts of my array. But I'm wondering if that'd impact performance any, and how I'd implement an ArrayList, or where I can find an example. I've based my current code largely on the IItemHandler code.

Edited by oldcheese
Posted (edited)
23 hours ago, oldcheese said:

I'm wondering what the exact benefit would be over using a taglist? Also, my taglist doesn't seem to work. 

 

Right now I'm using the following code to try and Write to the NBT: 


    @Override
    public NBTBase writeNBT(Capability<IAdventurerHandler> capability, IAdventurerHandler instance, EnumFacing side) {
        final NBTTagCompound tag = new NBTTagCompound();
        boolean[] list = instance.getAllLevels();
        int[] intlist = instance.getAllHotkeys();
        NBTTagCompound tagappendbool = new NBTTagCompound();
        NBTTagList taglist = new NBTTagList();
        NBTTagList tagHot = new NBTTagList();
        for(int i = 0; i < list.length; i++){
            Boolean s = list[i];
            System.out.println(list[i]);
                tag.setBoolean("Boolean", s);
                taglist.appendTag(tagappendbool);

        }
        tag.setTag("BooleanList", taglist);
        for(int i = 0; i < intlist.length; i++)
        {
            int k = intlist[i];
            System.out.println(intlist[i]);
            NBTTagCompound tag3 = new NBTTagCompound();
            tag3.setInteger("Int", k);
            tagHot.appendTag(tag3);
        }

        tag.setTag("hotlist", tagHot);
        tag.setInteger("level", instance.getLevel());
        tag.setInteger("xp", instance.getXP());
        tag.setInteger("power", instance.getPower());
        return tag;

 

but it seems to me I could just have my for loop run


tag.setInteger("Int" + i, k);

 

instead of first adding them to a taglist and then appending said taglist.

 

Is there any benefit to adding arrays to taglists over just looping through the array?

Your question is analogous to asking 'Is there any benefit to using java.util.List over using java.util.Map for indexed data storage?` as NBTTagCompound and NBTTagList are internally backed by a Map and a List respectively. The answer to the question is yes. java.util.List is designed for indexed data storage, java.util.Map is not. Consequently, using java.util.Map for indexed data storage is a terrible idea as it was not designed with that purpose in mind. If you have a problem, use a class that is meant to solve that problem rather than abusing another to do the job. The latter may be functional, but the former is both functional and more efficient. 

So please use NBTTagList, not NBTTagCompound for your purpose.

Edited by Leviathan143
Correct typo. Compound tags are maps
  • Like 1
Posted
14 hours ago, Leviathan143 said:

Your question is analogous to asking 'Is there any benefit to using java.util.List over using java.util.Map for indexed data storage?` as NBTTagCompound and NBTTagList are internally backed by a List and a Map respectively. The answer to the question is yes. java.util.List is designed for indexed data storage, java.util.Map is not. Consequently, using java.util.Map for indexed data storage is a terrible idea as it was not designed with that purpose in mind. If you have a problem, use a class that is meant to solve that problem rather than abusing another to do the job. The latter may be functional, but the former is both functional and more efficient. 

So please use NBTTagList, not NBTTagCompound for your purpose.

 

Alright. Thanks. My english isn't that great, So you're saying that NBTTagCompound is like a List and TagList is a map.  So the sollution here is to save my TagList to the NBTTagCompound for efficiency. However, Looking at the NBTTagCompound class it looks like NBTTagCompound is actually a HashMap,  while NBTTagList is an ArrayList. So I should save my Array to the NBTTagList, then add the NBTTagList to the NBTTagCompound. And you're saying there's a clear difference between saving my NBTTaglist and saving individual values for my array to NBTTagCompound. That makes perfect sense. Thanks.

 

Now my next question is: In the code above I've tried to add my Int[] and Boolean[] to TagLists and save them, yet they don't seem to save. What could I do to improve the code, or what class should I look at to try and figure it out? I've tried basing it on the IItemHandler storage but it doesn't seem to properly retrieve the storage afterwards. Saving shows up in my console, reading doesn't.

Posted
20 minutes ago, oldcheese said:

Alright. Thanks. My english isn't that great, So you're saying that NBTTagCompound is like a List and TagList is a map

Other way around.

TagList = List

TagCompound = Map

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.

Posted
32 minutes ago, Draco18s said:

Other way around.

TagList = List

TagCompound = Map

 Yeah. That's what I said in my post as well ^_^

 

Anyway, do you have any clue what's keeping the code in my original post from doing it's job, or what classes I could venture into to find out?

Posted

So I've been working around with it and I'm still not quite able to save a TagList to my NBTTAgCompound and restore it at a later moment. Seems there's been a couple misreadings in the thread previously. So I'm bumping it in hope of help fixing my save/write.

Posted (edited)
public class AdvStorage implements Capability.IStorage<IAdventurerHandler>{

    @Override
    public NBTBase writeNBT(Capability<IAdventurerHandler> capability, IAdventurerHandler instance, EnumFacing side) {
        final NBTTagCompound tag = new NBTTagCompound();
        boolean[] list = instance.getAllLevels();
        int[] intlist = instance.getAllHotkeys();
        NBTTagCompound tagappendbool = new NBTTagCompound();
        NBTTagList taglist = new NBTTagList();
        NBTTagList tagHot = new NBTTagList();
        for(int i = 0; i < list.length; i++){
            Boolean s = list[i];
            System.out.println(list[i]);
                tag.setBoolean("Boolean" + i, s);
                taglist.appendTag(tagappendbool);

        }
        tag.setTag("BooleanList", taglist);
        for(int i = 0; i < intlist.length; i++)
        {
            int k = intlist[i];
            System.out.println(intlist[i]);
            NBTTagCompound tag3 = new NBTTagCompound();
            tag3.setInteger("Int" + i, k);
            tagHot.appendTag(tag3);
        }

        tag.setTag("hotlist", tagHot);
        tag.setInteger("level", instance.getLevel());
        tag.setInteger("xp", instance.getXP());
        tag.setInteger("power", instance.getPower());
        return tag;
    }

    @Override
    public void readNBT(Capability<IAdventurerHandler> capability, IAdventurerHandler instance, EnumFacing side, NBTBase nbt) {
        final NBTTagCompound tag = (NBTTagCompound) nbt;
        boolean[] list = new boolean[10];
        int[] intlist = new int[5];
        NBTTagList taglist = tag.getTagList("BooleanList", Constants.NBT.TAG_LIST);
        NBTTagCompound tag2;
        for(int i = 0; i < taglist.tagCount(); i++){
            tag2 = taglist.getCompoundTagAt(i);
            boolean s = tag2.getBoolean("Boolean" + i);
            System.out.println("read: " + tag2.getBoolean("Boolean"));
            list[i] = s;
        }
        NBTTagList tagHot = tag.getTagList("hotlist", Constants.NBT.TAG_LIST);
        for(int k = 0; k < tagHot.tagCount(); k++){
            tag2 = taglist.getCompoundTagAt(k);
            int s = tag2.getInteger("Int" + k);
            intlist[k] = s;
        }
        instance.setAll(list);
        instance.setAllHotkey(intlist);
        instance.setLevel(tag.getInteger("level"));
        instance.setXP(tag.getInteger("xp"));
        instance.setPower(tag.getInteger("power"));
    }
}

 

Here it is. I've been trying to change some order around just to make sure. I've changed the saved variable to name + i, this way every instance gets it's own unique identifier. I know that might defeat the purpose of a NBTTagList. But it also doesn't work when I don't have the unique identifier. 

 

 

Edit: Thanks in advance. I know I make way too much use of the modder support forum. At least lately I've come to properly check the source material. This one I really couldn't figure out. Again, if you can point me at a class that'll help me instead of just helping outright, that's also fine.

Edited by oldcheese
Posted

Alright. I've 

- Fixed horrible names somewhat. Even though they did technically follow naming conventions tag3 and tag2 are horrid names.

- Changed it to get/set individual tags to my instance instead of trying to change the entire thing at once. Similar to how IItemHandler handles reading NBTData

- switched it over to use NBTTagInt

- Made tagappendbool non-useless. 

 

Again nothing much happens. The log of the console is here: 


[19:46:31] [Server thread/INFO]: Saving chunks for level 'New World'/Overworld
[19:46:31] [Server thread/INFO]: Saving chunks for level 'New World'/Nether
[19:46:31] [Server thread/INFO]: Saving chunks for level 'New World'/The End
false
false
false
false
false
false
false
false
false
false
2
1
2
1
0
false
false
false
false
false
false
false
false
false
false
2
1
2
1
0
[19:46:32] [Server thread/INFO]: Stopping server
[19:46:32] [Server thread/INFO]: Saving players
[19:46:32] [Server thread/INFO]: Saving worlds
[19:46:32] [Server thread/INFO]: Saving chunks for level 'New World'/Overworld
[19:46:33] [Server thread/INFO]: Saving chunks for level 'New World'/Nether
[19:46:33] [Server thread/INFO]: Saving chunks for level 'New World'/The End
[19:46:33] [Server thread/INFO]: Unloading dimension 0
[19:46:33] [Server thread/INFO]: Unloading dimension -1
[19:46:33] [Server thread/INFO]: Unloading dimension 1
[19:46:33] [Server thread/INFO]: Applying holder lookups
[19:46:33] [Server thread/INFO]: Holder lookups applied
[19:46:38] [Server thread/INFO]: Starting integrated minecraft server version 1.10.2
[19:46:38] [Server thread/INFO]: Generating keypair
[19:46:38] [Server thread/INFO]: Injecting existing block and item data into this server instance
[19:46:38] [Server thread/INFO]: Applying holder lookups
[19:46:38] [Server thread/INFO]: Holder lookups applied
[19:46:38] [Server thread/INFO]: Loading dimension 0 (New World) (net.minecraft.server.integrated.IntegratedServer@64744e50)
[19:46:38] [Server thread/INFO]: Loading dimension 1 (New World) (net.minecraft.server.integrated.IntegratedServer@64744e50)
[19:46:38] [Server thread/INFO]: Loading dimension -1 (New World) (net.minecraft.server.integrated.IntegratedServer@64744e50)
[19:46:38] [Server thread/INFO]: Preparing start region for level 0
[19:46:39] [Server thread/INFO]: Preparing spawn area: 89%
[19:46:40] [Server thread/INFO]: Changing view distance to 12, from 10
[19:46:40] [Server thread/INFO]: [com.cheese.rpvp.capabilities.handlers.CustomItemBar:attachCapabilities:34]: Capability added
[19:46:40] [Netty Local Client IO #1/INFO]: Server protocol version 2
[19:46:40] [Netty Server IO #3/INFO]: Client protocol version 2
[19:46:40] [Netty Server IO #3/INFO]: Client attempting to join with 6 mods : [email protected],[email protected],[email protected],[email protected],[email protected],[email protected]
[19:46:40] [Netty Local Client IO #1/INFO]: [Netty Local Client IO #1] Client side modded connection established
[19:46:40] [Server thread/INFO]: [Server thread] Server side modded connection established
[19:46:40] [Server thread/INFO]: Player107[local:E:a195a490] logged in with entity id 529 at (-24.058057216920563, 76.0, 192.80032808752995)
[19:46:40] [Server thread/INFO]: Player107 joined the game
[19:46:40] [Client thread/INFO]: [com.cheese.rpvp.capabilities.handlers.CustomItemBar:attachCapabilities:34]: Capability added
[19:46:40] [Server thread/INFO]: Saving and pausing game...
false
false
false
false
false
false
false
false
false
false
0
0
0
0
0

 

As you can see. the second I relog there's nothing but false's and 0's, 

 

Adjusted code: 

public class AdvStorage implements Capability.IStorage<IAdventurerHandler>{

    @Override
    public NBTBase writeNBT(Capability<IAdventurerHandler> capability, IAdventurerHandler instance, EnumFacing side) {
        final NBTTagCompound tag = new NBTTagCompound();
        boolean[] booleanAbilities = instance.getAllLevels();
        int[] inthotkeyList = instance.getAllHotkeys();
        NBTTagList tagBoolList = new NBTTagList();
        NBTTagList tagHotBarList = new NBTTagList();
        for(int i = 0; i < booleanAbilities.length; i++){
            NBTTagCompound tagBooleanAppend = new NBTTagCompound();
            Boolean s = booleanAbilities[i];
            System.out.println(booleanAbilities[i]);
                tagBooleanAppend.setBoolean("Boolean", s);
                tagBoolList.appendTag(tagBooleanAppend);
        }
        tag.setTag("BooleanList", tagBoolList);

        for(int i = 0; i < inthotkeyList.length; i++){
            System.out.println(inthotkeyList[i]);
            tagHotBarList.appendTag(new NBTTagInt(inthotkeyList[i]));
        }

        tag.setTag("hotlist", tagHotBarList);
        tag.setInteger("level", instance.getLevel());
        tag.setInteger("xp", instance.getXP());
        tag.setInteger("power", instance.getPower());
        return tag;
    }

    @Override
    public void readNBT(Capability<IAdventurerHandler> capability, IAdventurerHandler instance, EnumFacing side, NBTBase nbt) {
        final NBTTagCompound tag = (NBTTagCompound) nbt;
        NBTTagList taglist = tag.getTagList("BooleanList", Constants.NBT.TAG_LIST);
        for(int i = 0; i < taglist.tagCount(); i++){
            NBTTagCompound tagBooleanAgain = taglist.getCompoundTagAt(i);
            boolean booleantag = tagBooleanAgain.getBoolean("Boolean");
            System.out.println("read: " + tagBooleanAgain.getBoolean("Boolean"));
            instance.setAbility(i, booleantag);
        }
        NBTTagList tagHot = tag.getTagList("hotlist", Constants.NBT.TAG_LIST);
        for(int k = 0; k < tagHot.tagCount(); k++){
            instance.setHotkey(k, tagHot.getIntAt(k));
            System.out.println(tagHot.getIntAt(k));
        }
        instance.setLevel(tag.getInteger("level"));
        instance.setXP(tag.getInteger("xp"));
        instance.setPower(tag.getInteger("power"));
    }
}

 

I've decided to keep using boolean[] for now, since boolean[] is at least faster than Boolean[] and since I'm not doing bitSet operations in the current code it shouldn't impact performance that much. Especially with just a few.  I just want to get this running for now.

 

There's clearly something wrong with the reading part. Yet the reading part looks pretty decent to me. 

8 hours ago, diesieben07 said:

Please do not use the "name<index>" tactic to write list data into an NBTTagCompound. Use NBTTagList.

What do you mean by this? I'm not sure how to interpret this. Do you mean I shouldn't write as (tag + i), i and instead just (tag, i)?

Posted

Solved. 

Sollution didn't lay within rewriting code, even though I did re-write to use bytes and probably will re-write to just use ByteArrays and IntArray instead of ints and bytes. but for now the following worked: 

 

    @Override
    public NBTBase writeNBT(Capability<IAdventurerHandler> capability, IAdventurerHandler instance, EnumFacing side) {
        final NBTTagCompound tag = new NBTTagCompound();

        BitSet booleanAbilities = instance.getAllLevels();
        NBTTagList tagBoolList = new NBTTagList();
        for(int i = 0; i < booleanAbilities.length(); i++){
            tagBoolList.appendTag(new NBTTagByte((byte)(booleanAbilities.get(i)?1:0)));
            System.out.println(booleanAbilities.get(i));

        }
        tag.setTag("BooleanList", tagBoolList);


        int[] inthotkeyList = instance.getAllHotkeys();
        NBTTagList tagHotBarList = new NBTTagList();
        for(int i = 0; i < inthotkeyList.length; i++){
            tagHotBarList.appendTag(new NBTTagInt(inthotkeyList[i]));
        }

        tag.setTag("hotlist", tagHotBarList);
        tag.setInteger("level", instance.getLevel());
        tag.setInteger("xp", instance.getXP());
        tag.setInteger("power", instance.getPower());
        return tag;
    }

    @Override
    public void readNBT(Capability<IAdventurerHandler> capability, IAdventurerHandler instance, EnumFacing side, NBTBase nbt) {
        final NBTTagCompound tag = (NBTTagCompound) nbt;
        NBTTagList taglist = (NBTTagList)tag.getTag("BooleanList");

        for(int i = 0; i < taglist.tagCount(); i++){
            NBTTagByte byteTag = (NBTTagByte)taglist.get(i);
            instance.setAbility(i, (byteTag.getByte() != 0));
            System.out.println("read " + instance.hasAbility(i));
        }
        NBTTagList tagHot = (NBTTagList)tag.getTag("hotlist");
        for(int k = 0; k < tagHot.tagCount(); k++){
            NBTTagInt intTag = (NBTTagInt)tagHot.get(k);
            instance.setHotkey(k, intTag.getInt());
            System.out.println("read : " + instance.gethotkey(k));

        }
        instance.setLevel(tag.getInteger("level"));
        System.out.println("Level" + instance.getLevel());
        instance.setXP(tag.getInteger("xp"));
        instance.setPower(tag.getInteger("power"));
        System.out.println("we're reading something");
    }
}

 

 

My main problem didn't lay within the way I saved or read. The problem solved itself once I started doing the following: 


        NBTTagList tagHot = (NBTTagList)tag.getTag("hotlist");

 

instead of this: 


        NBTTagList tagHot = (NBTTagList)tag.getTagList("hotlist", TAG_LIST);

 

I have no clue why I can't use getTagList, but what's done is done. Broke a good few days over what to fix. Marking as solved.

Posted
39 minutes ago, diesieben07 said:

Apologies, I never saw this. What this means is: "Give me a tag list with name "hotlist" and elements of type TAG_LIST in it (i.e. a list containing lists). You need to specify the actual tag type in the array.

 

Honestly. It was your comments on the existance of NBTTagInt that made me change stuff around. So you're still to 'blame' for this getting fixed. I've since re-worked everything to use ByteArray and IntArray. Which is ironic as all heck since I don't even need an NBTTagList using those! Took me a while to convert Bitsets to Bytes. I still am not quite sure that Bitsets are faster for non-bitset style operations. But considering the way bitset works it might be more efficient if none of the bits are actually set yet.

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import net.minecraft.world.phys.Vec3; import net.minecraftforge.event.TickEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.network.PacketDistributor; public class MountableWolfEntity extends Wolf { private boolean hasSaddle; private static final EntityDataAccessor<Byte> DATA_ID_FLAGS = SynchedEntityData.defineId(MountableWolfEntity.class, EntityDataSerializers.BYTE); public MountableWolfEntity(EntityType<? extends Wolf> type, Level level) { super(type, level); this.hasSaddle = false; } @Override protected void defineSynchedData() { super.defineSynchedData(); this.entityData.define(DATA_ID_FLAGS, (byte)0); } public static AttributeSupplier.Builder createAttributes() { return Wolf.createAttributes() .add(Attributes.MAX_HEALTH, 20.0) .add(Attributes.MOVEMENT_SPEED, 0.3); } @Override public InteractionResult mobInteract(Player player, InteractionHand hand) { ItemStack itemstack = player.getItemInHand(hand); if (itemstack.getItem() == Items.SADDLE && !this.hasSaddle()) { if (!player.isCreative()) { itemstack.shrink(1); } this.setSaddle(true); return InteractionResult.SUCCESS; } else if (!level.isClientSide && this.hasSaddle()) { player.startRiding(this); MountSyncPacket packet = new MountSyncPacket(true); // 'true' means the player is mounted NetworkHandler.CHANNEL.sendToServer(packet); // Ensure the server handles the packet return InteractionResult.SUCCESS; } return InteractionResult.PASS; } @Override public void travel(Vec3 travelVector) { if (this.isVehicle() && this.getControllingPassenger() instanceof Player) { System.out.println("The wolf has a passenger."); System.out.println("The passenger is a player."); Player player = (Player) this.getControllingPassenger(); // Ensure the player is the controller this.setYRot(player.getYRot()); this.yRotO = this.getYRot(); this.setXRot(player.getXRot() * 0.5F); this.setRot(this.getYRot(), this.getXRot()); this.yBodyRot = this.getYRot(); this.yHeadRot = this.yBodyRot; float forward = player.zza; float strafe = player.xxa; if (forward <= 0.0F) { forward *= 0.25F; } this.flyingSpeed = this.getSpeed() * 0.1F; this.setSpeed((float) this.getAttributeValue(Attributes.MOVEMENT_SPEED) * 1.5F); this.setDeltaMovement(new Vec3(strafe, travelVector.y, forward).scale(this.getSpeed())); this.calculateEntityAnimation(this, false); } else { // The wolf does not have a passenger or the passenger is not a player System.out.println("No player is mounted, or the passenger is not a player."); super.travel(travelVector); } } public boolean hasSaddle() { return this.hasSaddle; } public void setSaddle(boolean hasSaddle) { this.hasSaddle = hasSaddle; } @Override protected void dropEquipment() { super.dropEquipment(); if (this.hasSaddle()) { this.spawnAtLocation(Items.SADDLE); this.setSaddle(false); } } @SubscribeEvent public static void onServerTick(TickEvent.ServerTickEvent event) { if (event.phase == TickEvent.Phase.START) { MinecraftServer server = net.minecraftforge.server.ServerLifecycleHooks.getCurrentServer(); if (server != null) { for (ServerPlayer player : server.getPlayerList().getPlayers()) { if (player.isPassenger() && player.getVehicle() instanceof MountableWolfEntity) { MountableWolfEntity wolf = (MountableWolfEntity) player.getVehicle(); System.out.println("Tick: " + player.getName().getString() + " is correctly mounted on " + wolf); } } } } } private boolean lastMountedState = false; @Override public void tick() { super.tick(); if (!this.level.isClientSide) { // Only on the server boolean isMounted = this.isVehicle() && this.getControllingPassenger() instanceof Player; // Only print if the state changed if (isMounted != lastMountedState) { if (isMounted) { Player player = (Player) this.getControllingPassenger(); // Verify the passenger is a player System.out.println("Server: Player " + player.getName().getString() + " is now mounted."); } else { System.out.println("Server: The wolf no longer has a passenger."); } lastMountedState = isMounted; } } } @Override public void addPassenger(Entity passenger) { super.addPassenger(passenger); if (passenger instanceof Player) { Player player = (Player) passenger; if (!this.level.isClientSide && player instanceof ServerPlayer) { // Send the packet to the server to indicate the player is mounted NetworkHandler.CHANNEL.send(PacketDistributor.PLAYER.with(() -> (ServerPlayer) player), new MountSyncPacket(true)); } } } @Override public void removePassenger(Entity passenger) { super.removePassenger(passenger); if (passenger instanceof Player) { Player player = (Player) passenger; if (!this.level.isClientSide && player instanceof ServerPlayer) { // Send the packet to the server to indicate the player is no longer mounted NetworkHandler.CHANNEL.send(PacketDistributor.PLAYER.with(() -> (ServerPlayer) player), new MountSyncPacket(false)); } } } @Override public boolean isControlledByLocalInstance() { Entity entity = this.getControllingPassenger(); return entity instanceof Player; } @Override public void positionRider(Entity passenger) { if (this.hasPassenger(passenger)) { double xOffset = Math.cos(Math.toRadians(this.getYRot() + 90)) * 0.4; double zOffset = Math.sin(Math.toRadians(this.getYRot() + 90)) * 0.4; passenger.setPos(this.getX() + xOffset, this.getY() + this.getPassengersRidingOffset() + passenger.getMyRidingOffset(), this.getZ() + zOffset); } } } MountSyncPacket package com.vals.valscraft.network; import com.vals.valscraft.entity.MountableWolfEntity; import net.minecraft.network.FriendlyByteBuf; import net.minecraft.server.level.ServerLevel; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.Entity; import net.minecraft.world.entity.player.Player; import net.minecraftforge.network.NetworkEvent; import java.util.function.Supplier; public class MountSyncPacket { private final boolean isMounted; public MountSyncPacket(boolean isMounted) { this.isMounted = isMounted; } public void encode(FriendlyByteBuf buffer) { buffer.writeBoolean(isMounted); } public static MountSyncPacket decode(FriendlyByteBuf buffer) { return new MountSyncPacket(buffer.readBoolean()); } public void handle(NetworkEvent.Context context) { context.enqueueWork(() -> { ServerPlayer player = context.getSender(); // Get the player from the context if (player != null) { // Verifies if the player has dismounted if (!isMounted) { Entity vehicle = player.getVehicle(); if (vehicle instanceof MountableWolfEntity wolf) { // Logic to remove the player as a passenger wolf.removePassenger(player); System.out.println("Server: Player " + player.getName().getString() + " is no longer mounted."); } } } }); context.setPacketHandled(true); // Marks the packet as handled } } networkHandler package com.vals.valscraft.network; import com.vals.valscraft.valscraft; import net.minecraft.resources.ResourceLocation; import net.minecraftforge.network.NetworkRegistry; import net.minecraftforge.network.simple.SimpleChannel; import net.minecraftforge.network.NetworkEvent; import java.util.function.Supplier; public class NetworkHandler { private static final String PROTOCOL_VERSION = "1"; public static final SimpleChannel CHANNEL = NetworkRegistry.newSimpleChannel( new ResourceLocation(valscraft.MODID, "main"), () -> PROTOCOL_VERSION, PROTOCOL_VERSION::equals, PROTOCOL_VERSION::equals ); public static void init() { int packetId = 0; // Register the mount synchronization packet CHANNEL.registerMessage( packetId++, MountSyncPacket.class, MountSyncPacket::encode, MountSyncPacket::decode, (msg, context) -> msg.handle(context.get()) // Get the context with context.get() ); } }  
    • Do you use features of inventory profiles next (ipnext) or is there a change without it?
    • Remove rubidium - you are already using embeddium, which is a fork of rubidium
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