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Capabilities, how to save to disk?


robertx555
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Took me a while to get a working capability but now i don't see how i'm supposed to save them to disk. Here is my capability file, it's all registered and it works, just doesn't save 

 


public class Entity_Data
{   
       
    @CapabilityInject(DataInterface.class)
    public static final Capability<DataInterface> Data = null;

    public interface DataInterface {   
    	
        void setLevel(int value);
        int getLevel();
        
    }

    
    public static class EventHandler
    {
        @SubscribeEvent
        public void onEntityConstruct(AttachCapabilitiesEvent evt) 
        {
            evt.addCapability(new ResourceLocation(Ref.MODID, "Data"), new ICapabilitySerializable<NBTTagCompound>()
            {
                DataInterface inst = Data.getDefaultInstance();
                                
                
                @Override
                public boolean hasCapability(Capability<?> capability, EnumFacing facing) {
                    return capability == Data;
                }

                @Override
                public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
                    return capability == Data ? Data.<T>cast(inst) : null;
                }
                
                @Override
                public NBTTagCompound serializeNBT() {             	               	
                    return (NBTTagCompound)Data.getStorage().writeNBT(Data, inst, null);
                }

                @Override
                public void deserializeNBT(NBTTagCompound nbt) {
                    Data.getStorage().readNBT(Data, inst, null, nbt);
                }
                
                
                
            });
        }	

	

       
    }

    
    public static class Storage implements IStorage<DataInterface>
    {
        @Override
        public NBTBase writeNBT(Capability<DataInterface> capability, DataInterface instance, EnumFacing side)
        {        	  	
        	NBTTagCompound nbt = new NBTTagCompound();
        	
        	nbt.setInteger("level", instance.getLevel());
        	
            return nbt;
        }

        @Override
        public void readNBT(Capability<DataInterface> capability, DataInterface instance, EnumFacing side, NBTBase nbt)
        {
        	
        	NBTTagCompound tag = (NBTTagCompound) nbt;
        	
        	instance.setLevel(tag.getInteger("level"));
        	
        	
        }
    }

    public static class DefaultImpl implements DataInterface
    {
        private int level = 1;
        @Override public int getLevel() { return level; }
        @Override public void setLevel(int value) { this.level = value; }
                      
        
    }

 

Also i followed a tutorial on how to make player data persist through death but it doesn't work even though the chat message is sent as a confirmation the code ran

 


	@SubscribeEvent		
	public void onPlayerClone(PlayerEvent.Clone event){
		
		if (!event.getEntityPlayer().world.isRemote) {
		
		 event.getEntityPlayer().sendMessage(new TextComponentString("clone"));
			
		 EntityPlayer player = event.getEntityPlayer();
		
		 DataInterface data = player.getCapability(Entity_Data.Data, null);	
		 		
		 DataInterface oldData = event.getOriginal().getCapability(Entity_Data.Data, null);
		
		 
		 data.setLevel(oldData.getLevel());
		 
		}
	 
	}

 

Thanks for any help!

Edited by robertx555
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2 minutes ago, diesieben07 said:
  • Don't subscribe to the bare AttachCapabilitiesEvent. In this case you want AttachCapabilitiesEvent<Entity> and check that the entity is a player.
  • Where is the data value read/written outside the nbt serialization? Which behavior makes you think it is not persisted?

 

I made a small test for it in servertickevent

 

if (MAIN.player.hasCapability(Entity_Data.Data, null)) {
			
			DataInterface data = MAIN.player.getCapability(Entity_Data.Data, null);			
			
			data.setLevel(data.getLevel() +1);			
					
			MAIN.player.sendMessage( new TextComponentString(data.getLevel()+ " "));

 

Basically an increment every few ticks. I keep seeing increasing numbers.. until i leave game or die. It goes like 1,2,3,4 "i die" 1, 2 ,3 you get the idea. So either i have to save the data somehow or i messed something up with the compatibility

 

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  • That is the client player. The client does not save any data. If you want to modify the data, you must do it on the server. The fact that you are accessing this from the server thread only makes things worse, since you are now reaching across logical sides, which causes even more issues.
  • You can't just store a static reference to the player like that. The player object will change when you switch worlds, etc. Just use Minecraft::player directly if you need the client player.
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26 minutes ago, diesieben07 said:
  • That is the client player. The client does not save any data. If you want to modify the data, you must do it on the server. The fact that you are accessing this from the server thread only makes things worse, since you are now reaching across logical sides, which causes even more issues.
  • You can't just store a static reference to the player like that. The player object will change when you switch worlds, etc. Just use Minecraft::player directly if you need the client player.

How would i set the player data on the server? 

 

btw i uploaded to github in case it helps 

https://github.com/RobertSkalko/Minecraft-Forge-Singleplayer-MMORPG-like-mod

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Just now, robertx555 said:

How would i set the player data on the server?

That depends on when the data should be set. In your example case (every tick) you'd use PlayerTickEvent, check that you're on the server and then use the player from the event. Also keep in mind that with TickEvent you always need to check TickEvent::phase, or your code will run twice per tick.

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Whoa i think i solved it! Thanks!

 

@SubscribeEvent
	public  void onTickCalcStats(TickEvent.PlayerTickEvent event) { 
		
		
		if (event.phase == Phase.END ) {
			
			tick++;
		
		if (tick > 100 && event.player != null && event.side.isServer()) {			
			
			MAIN.player = event.player;
			
			EntityPlayer player = event.player;
						
			getStats();
			
			if (player.hasCapability(Entity_Data.Data, null)) {
			
			DataInterface data = player.getCapability(Entity_Data.Data, null);			
			
			data.setLevel(data.getLevel() +1);			
					
			player.sendMessage( new TextComponentString(data.getLevel()+ " "));
									
			}
			IAttributeInstance health = player.getEntityAttribute(SharedMonsterAttributes.MAX_HEALTH);
		    health.setBaseValue(20);	
		    
			tick = 0;
		}
		}
	}
	

 

You said i'm supposed to get player from event.. well servertickevent has no player but TickEvent.PlayerTickEvent does! I changed it and it suddenly magically worked! It saves on death and on quitting game! That answered another question, seems i don't have to call any other saving methods

 

I'm gonna go and remove MAIN.player and update all the stuff.. xD

Edited by robertx555
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  • Your tick variable is shared across server and client (you check the side after incrementing it, this means both server and client thread will increment it, this is not a good idea) and also across all players. This is most likely not what you want.
  • You said you will remove MAIN.player, please for the love of god, do so. What you are doing with it in the above code is even worse what what you were doing before.
  • What is that getStats method? Why are you calling it there?
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1 minute ago, robertx555 said:

my bad i'll first check for server side

Even then the tick variable will be shared between all players on the server.

 

2 minutes ago, robertx555 said:

um getstats is for calculating player stats that i made

It computes a bunch of values, puts them in a map and returns it. But you only call the method, you don't do anything with the result. Why are you calling it then?

 

Also, please follow Java naming conventions. And your repository structure is broken, your repository root should be at your project root (i.e. where your build.gradle is). 

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3 minutes ago, robertx555 said:

If i can easily make it multiplayer then sure 

There is no "singleplayer" or "multiplayer". "Singleplayer" is a server with one player on it. It's the same code.

 

3 minutes ago, robertx555 said:

Eclipse folder is 100 mb and build folder is 70 mb

Why would you have either of those in your repository? You know how git works, right?

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i know but things are easier to balance if i only care about 1 player.. for example say i want to spawn random mobs around a player. It becomes more difficult to balance when multiple players are around. 1 player is lvl 100 the other is lvl 1, i would have to make it so both players can play somehow.. which would mean many changes

 

didn't learn that yet, i'll try gitignore, kept hearing about it but now i see why it's useful

 

 

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4 minutes ago, robertx555 said:

i know but things are easier to balance if i only care about 1 player.. for example say i want to spawn random mobs around a player. It becomes more difficult to balance when multiple players are around. 1 player is lvl 100 the other is lvl 1, i would have to make it so both players can play somehow.. which would mean many changes

You can't opt-out of multiplayer though. There is no singleplayer. "Singleplayer" has an "open to lan" option.

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I know that at least. Btw managed to gitignore build and eclipse folders so here's the new one 

 

https://github.com/RobertSkalko/MMORPG-Mod

 

Now i'm gonna see if i can use capabilities to save NBTTagCompound, i have like 20 stats so having 20 getter and setter functions seem like a disaster.  Anyway it's nearly midnight so i'll do it tomorrow 

 

Thanks for the help! I won't need help anymore soon, got a lot of things to work on now! 

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