Jump to content

[Solved]Letting Client Player know It Needs to read NBT


Recommended Posts

Posted

Guys, most arguments in life are usually about a difference in terminology.

 

jredfox, the reason why you are frustrating diesieben07 is that your terminology isn't really the best. Yes, NBT data is involved in storing data related to a player, but the way it gets to the client is not by reading it directly from disk. Your use of the term "cached" is also not very correct as it has a very specific meaning.

 

I do understand what you're trying to say though -- sometimes the client seems to get out of sync with the data you expect. However, it may actually be that the server has lost the data and the client is actually in sync. That is why diesieben07 keeps asking to understand the exact nature of the bug.

 

The way it is supposed to work is that the server will save and load data on the player using NBT format (technically serialized and deserialized when written to disk). You can see in the log where it says "saving players". I believe that in addition to saving when you ask it to save, it also saves every 45 seconds or something like that.  When you load the game again, and if you log in again as the same player, then the server will read that NBT back.

 

All that though is on the server. For the client, it relies on the server sending packets with the information. Now the thing is that there isn't just one packet, there is some for position and motion, there is some for inventory, some for capabilities, and so forth. This should all work automatically.

 

So diesieben07's main point is that if you lose player data it must be happening on the server. The client will automatically be synced.

 

I find it hard to believe though that the server would actually lose the data, so I think the problem is probably that it does not think you're logged in as the same player. I noticed earlier in the thread that you said the UUID is changing, but that means you're not logging in as the same player. I also see that you posted a console log earlier that said "[16:48:29] [main/INFO]: Setting user: Player120".  That means that you're not logging in properly -- every time you run will be a different player. What you need to do in Eclipse is set your login information in the Run Configuration. To do this you need to edit the run configuration and add "--username=<your e-mail address> --password=<your password>" where you put in your Minecraft login credentials.

 

You definitely cannot test player data save/loading without logging in properly.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted
9 hours ago, jabelar said:

Guys, most arguments in life are usually about a difference in terminology.

 

jredfox, the reason why you are frustrating diesieben07 is that your terminology isn't really the best. Yes, NBT data is involved in storing data related to a player, but the way it gets to the client is not by reading it directly from disk. Your use of the term "cached" is also not very correct as it has a very specific meaning.

 

I do understand what you're trying to say though -- sometimes the client seems to get out of sync with the data you expect. However, it may actually be that the server has lost the data and the client is actually in sync. That is why diesieben07 keeps asking to understand the exact nature of the bug.

 

The way it is supposed to work is that the server will save and load data on the player using NBT format (technically serialized and deserialized when written to disk). You can see in the log where it says "saving players". I believe that in addition to saving when you ask it to save, it also saves every 45 seconds or something like that.  When you load the game again, and if you log in again as the same player, then the server will read that NBT back.

 

All that though is on the server. For the client, it relies on the server sending packets with the information. Now the thing is that there isn't just one packet, there is some for position and motion, there is some for inventory, some for capabilities, and so forth. This should all work automatically.

 

So diesieben07's main point is that if you lose player data it must be happening on the server. The client will automatically be synced.

 

I find it hard to believe though that the server would actually lose the data, so I think the problem is probably that it does not think you're logged in as the same player. I noticed earlier in the thread that you said the UUID is changing, but that means you're not logging in as the same player. I also see that you posted a console log earlier that said "[16:48:29] [main/INFO]: Setting user: Player120".  That means that you're not logging in properly -- every time you run will be a different player. What you need to do in Eclipse is set your login information in the Run Configuration. To do this you need to edit the run configuration and add "--username=<your e-mail address> --password=<your password>" where you put in your Minecraft login credentials.

 

You definitely cannot test player data save/loading without logging in properly.

Thanks for that but, no that wasn't the cause of the bug and no my terminology was just fine. I had to describe a player's data and it just happens to be stored as a file for further use later so I was describing the in memory data needs to be updated in multiple different ways to him and he didn't help. 

 

The bug was I wasn't syncing all the forge events that mods depend on for updating data for player properties. For vanilla data the solution was readFromNBT() on both client and server and change dimension, the other solutions I had to do a bit figuring out on my own by decompiling other people's mods and seeing what events are necessary. 

 

Yes I tried to explain this to him in multiple different terminology he either didn't want to help, wasn't fully listening or simply didn't care. He has done this on every forum I have ever posted no matter how simple the problem is. Like how do I get the static liquid from the flowing liquid

 

 

Posted (edited)
2 hours ago, jredfox said:

Yes I tried to explain this to him in multiple different terminology he either didn't want to help, wasn't fully listening or simply didn't care. He has done this on every forum I have ever posted no matter how simple the problem is. Like how do I get the static liquid from the flowing liquid

The thing you have to understand is that people who are attracted to programming are often very precise, meticulous people. I work with many engineers who can't get past terms that are imprecise. So while I could understand what you were trying to say, I also understand why the way you were describing the problem would bother many programmers. 

 

You were mixing the ideas of the data itself with the intermediate format used by the serialization, you were mixing concept of caching with the concept of any data in memory, and you were mixing the concept of client saving data with the client communicating with the server to save data.  Some people simply find it hard to work with loosely applied terminology.

 

So please don't resent diesieben07. His multiple attempts to clarify were actually his way of showing he cared, was trying to listen, and wanted to help. It's just that he has a very precise mind and is most effective at helping when the problem is framed precisely.

Edited by jabelar

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted
1 hour ago, jabelar said:

The thing you have to understand is that people who are attracted to programming are often very precise, meticulous people. I work with many engineers who can't get past terms that are imprecise. So while I could understand what you were trying to say, I also understand why the way you were describing the problem would bother many programmers. 

 

You were mixing the ideas of the data itself with the intermediate format used by the serialization, you were mixing concept of caching with the concept of any data in memory, and you were mixing the concept of client saving data with the client communicating with the server to save data.  Some people simply find it hard to work with loosely applied terminology.

 

So please don't resent diesieben07. His multiple attempts to clarify were actually his way of showing he cared, was trying to listen, and wanted to help. It's just that he has a very precise mind and is most effective at helping when the problem is framed precisely.

I am a programmer myself, and I did describe the precise issue and when he didn't understand I gave him multiple views both general and specific.


I am not mixing any data and serialization. the playerdata is a file when and on world creation/ several other events it puts them into variables. I already knew how to update the playerdata files that wasn't the issue just the variables. readFromNBT() with the player doesn't do it's job if it's only vanilla and if you were not to teleport anywhere.

 

He didn't show multiple attempts. If you look he waisted my time. I clearly said for a page and a half how do you fool the server/client that the player has respawned/died. He clearly understood but, didn't recommend manually firing forge event's.

 

I am done talking here if you want to waist my time I am going to be pissed as well. I am not a noob here. I don't like dealing with people that waist my time, won't listen or don't get it since they won't listen.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Version 1.19 - Forge 41.0.63 I want to create a wolf entity that I can ride, so far it seems to be working, but the problem is that when I get on the wolf, I can’t control it. I then discovered that the issue is that the server doesn’t detect that I’m riding the wolf, so I’m struggling with synchronization. However, it seems to not be working properly. As I understand it, the server receives the packet but doesn’t register it correctly. I’m a bit new to Java, and I’ll try to provide all the relevant code and prints *The comments and prints are translated by chatgpt since they were originally in Spanish* Thank you very much in advance No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. MountableWolfEntity package com.vals.valscraft.entity; import com.vals.valscraft.network.MountSyncPacket; import com.vals.valscraft.network.NetworkHandler; import net.minecraft.client.Minecraft; import net.minecraft.network.syncher.EntityDataAccessor; import net.minecraft.network.syncher.EntityDataSerializers; import net.minecraft.network.syncher.SynchedEntityData; import net.minecraft.server.MinecraftServer; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.EntityType; import net.minecraft.world.entity.Mob; import net.minecraft.world.entity.ai.attributes.AttributeSupplier; import net.minecraft.world.entity.ai.attributes.Attributes; import net.minecraft.world.entity.animal.Wolf; import net.minecraft.world.entity.player.Player; import net.minecraft.world.entity.Entity; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResult; import net.minecraft.world.item.ItemStack; import net.minecraft.world.item.Items; import net.minecraft.world.level.Level; 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
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.