Jump to content

Recommended Posts

Posted (edited)

Hi,

 

I want to save a file, for example a world backup.

My problem is now:

  • From where should I get the required paths?
    • Path to the world?
    • Path to backup folder (same location as forge.jar and server start-up script)

 

Thx in advance.

Bektor

Edited by Bektor

Developer of Primeval Forest.

Posted (edited)
  On 1/21/2018 at 5:55 PM, diesieben07 said:

WorldServer::getChunkSaveLocation.

 

MinecraftServer::getDataDirectory.

Expand  

Thx, thought I ran into another question. While implementing the logic for a backup I stumbled across the variable disableLevelSaving. I'm wondering if

this has to be set to true before I can save all chunks to disk for the backup to occur and wether I should reset it afterwards where I'm not quite sure how I would do this as

my current logic is this:

  • save player data to disk
  • save world data to disk (foreach loop withing a try-catch block for every world/dimension)
  • start the backup while copying all files over

 

Edited by Bektor

Developer of Primeval Forest.

Posted (edited)
  On 1/22/2018 at 7:16 PM, diesieben07 said:

I would suggest this method:

  1. Do what /save-all flush does.
  2. Do what /save-off does.
  3. Perform your backup.
  4. Do what /save-on does.
Expand  

Where can I find what these commands do?

 

EDIT:

And what is the difference between flushToDisk and saveAllChunks?

Edited by Bektor

Developer of Primeval Forest.

Posted
  On 1/21/2018 at 5:55 PM, diesieben07 said:

WorldServer::getChunkSaveLocation.

 

Expand  

Ok, I tried this, but to get access to this method I need to have an instance of the world and a dimensionID, but I want to copy the whole world folder with all dimensions and all other files in there into the backup folder.

 

@Nonnull
private Path world = Paths.get(Backups.INSTANCE.server.getWorld(int dimensionID).getChunkSaveLocation());

 

Developer of Primeval Forest.

Posted
  On 1/21/2018 at 5:55 PM, diesieben07 said:

MinecraftServer::getDataDirectory

Expand  

Hm, I'm really wondering why this method returns me such a path:

 

Path path = server.getDataDirectory().toPath();
System.out.println(path.toAbsolutePath().toString());

Output: 

P:\Java\ForgeMods\run\assets\.

 

Notice the dot at the end of the path.

I mean, there is no folder with a "." in it's name within my file system (Windows 10, "virtual" NTFS drive [which basically means that P: is some kind of link to a specific folder within my file system]).

 

Can I just remove the dot at the end of the path without risk that it might be different in the release-jar?

Developer of Primeval Forest.

Posted (edited)
  On 1/24/2018 at 10:10 PM, diesieben07 said:

Do not worry about the dot, it denotes "current directory". You do not have to remove it.

Expand  

Oh, I do.

At some point in my code this code is called:

path.resolve(ModConfig.backupDir);

It adds the backupDir to my path so it can be created in the next line and afterwards the whole path is passed onto the backup thread to do the backup.

Edited by Bektor

Developer of Primeval Forest.

Posted (edited)
  On 1/24/2018 at 10:13 PM, diesieben07 said:

Cool. And? There is still nothing wrong with the dot.

Expand  

If I leave the dot where it is the whole code will run into an exception at the first try to create a file within my backups directionary as it does not exist because windows doesn't permit a directory with a dot within its name. (Thought the code to create the directory doesn't throw the exception, the one who tries to create a file within the directiory does however.)

 

  Quote
java.nio.file.FileSystemNotFoundException: P:\Java\ForgeMods\run\assets\.\backups
[23:01:54] [World Backup Thread/INFO] [STDERR]: at com.sun.nio.zipfs.ZipFileSystem.<init>(ZipFileSystem.java:120)
[23:01:54] [World Backup Thread/INFO] [STDERR]: at com.sun.nio.zipfs.ZipFileSystemProvider.newFileSystem(ZipFileSystemProvider.java:139)
[23:01:54] [World Backup Thread/INFO] [STDERR]: at java.nio.file.FileSystems.newFileSystem(FileSystems.java:390)
[23:01:54] [World Backup Thread/INFO] [STDERR]: at minecraftplaye.serverutilities.backups.ThreadBackups.createZipFile(ThreadBackups.java:72)
[23:01:54] [World Backup Thread/INFO] [STDERR]: at minecraftplaye.serverutilities.backups.ThreadBackups.run(ThreadBackups.java:54)
[23:01:54] [World Backup Thread/INFO] [STDERR]: at java.lang.Thread.run(Thread.java:748)

 

Expand  

Interestingly enough it is an FileSystemNotFoundException while the backups directory in which it tries to write doesn't even exist.

 

try(FileSystem zipFile = FileSystems.newFileSystem(this.path.resolve("test.zip", null)) {
Edited by Bektor
changed to path to make clear it is the same path, just in another class

Developer of Primeval Forest.

Posted
  On 1/24/2018 at 10:19 PM, diesieben07 said:

Show how you create the zip file system. The dot always stands for "current directory", even in windows and my local tests confirm this.

Expand  
          
// it is the same path as from the posts before, just in the backup thread which is located in another class, so I'm storing within the
// thread a local reference/variable
this.directionary = path;
        this.directionary.resolve("test.zip");

[...]

private void createZipFile() {
        // Delete the file if it already exists
        try {
            if(Files.deleteIfExists(this.directionary))
                ServerUtilities.LOGGER.info("Deleted file '" + this.directionary.getFileName().toString() + "'.");
        } catch (IOException e) {
            ServerUtilities.LOGGER.fatal("Tried to delete an old backup, but failed. Backup: " + this.directionary.getFileName().toString(),  e);
        }
        
        try(FileSystem zipFile = FileSystems.newFileSystem(this.directionary, null)) {
            Files.copy(this.world, this.directionary, StandardCopyOption.REPLACE_EXISTING);
        } catch(IOException e) {
        
        }
    }

 

Developer of Primeval Forest.

Posted
  On 1/24/2018 at 10:22 PM, diesieben07 said:

You are trying to create a file system from a directory.

This does nothing. You create the new path (returned by resolve) and then drop the object on the floor and forget about it.

Expand  

How would I go about creating it then? I never worked with zip files and not much with file systems before, so I just read the docs here: https://docs.oracle.com/javase/8/docs/technotes/guides/io/fsp/zipfilesystemprovider.html

Developer of Primeval Forest.

Posted (edited)
  On 1/24/2018 at 10:26 PM, diesieben07 said:

If you want to create a file system for a zip file, you need to pass in a path to a zip file. Or at least a path that ends with .zip. You can't pass in a path that points to an existing directory and expect to get some magic zip file out.

Expand  

My path ends with a .zip as can be seen in my previous posts. And I basically want to create a new zip file and copy the whole world into it.

Edited by Bektor

Developer of Primeval Forest.

Posted (edited)
  On 1/24/2018 at 10:35 PM, diesieben07 said:

You are not understanding how resolve works. Read my previous posts.

Expand  

Meaning that resolve doesn't work for combining a path with a file?

How am I to create this path then using my already existing path?

Edited by Bektor

Developer of Primeval Forest.

Posted
  On 1/25/2018 at 9:07 AM, diesieben07 said:

No. It works by returning the resolved path. You are ignoring the return value and continuing to use the "unresolved" path.

Expand  

Oh... guess it wasn't that great of an idea to start programming late in the evening... ^^

 

// it is the same path as from the posts before, just in the backup thread which is located in another class, so I'm storing within the
// thread a local reference/variable
this.directionary = path;
this.directionary.resolve("test.zip");

// changed to this:
this.directionary = path.resolve("test.zip");

 

Thought even when changing this the error still occurs:

  Quote
[java.lang.ThreadGroup:uncaughtException:1052]: java.nio.file.FileSystemNotFoundException: .\backups\test.zip
[java.lang.ThreadGroup:uncaughtException:1052]: 	at com.sun.nio.zipfs.ZipFileSystem.<init>(ZipFileSystem.java:120)
[java.lang.ThreadGroup:uncaughtException:1052]: 	at com.sun.nio.zipfs.ZipFileSystemProvider.newFileSystem(ZipFileSystemProvider.java:139)
[java.lang.ThreadGroup:uncaughtException:1052]: 	at java.nio.file.FileSystems.newFileSystem(FileSystems.java:390)
[java.lang.ThreadGroup:uncaughtException:1052]: 	at minecraftplaye.serverutilities.backups.ThreadBackups.createZipFile(ThreadBackups.java:71)
[java.lang.ThreadGroup:uncaughtException:1052]: 	at minecraftplaye.serverutilities.backups.ThreadBackups.run(ThreadBackups.java:53)
[java.lang.ThreadGroup:uncaughtException:1052]: 	at java.lang.Thread.run(Thread.java:748)

 

Expand  

 

Developer of Primeval Forest.

Posted (edited)
  On 1/25/2018 at 2:46 PM, diesieben07 said:

The zip file system needs to be told explicitly that it needs to create the file. This is not straightforward with the API found in the FileSystems class and would require manual URI creation. I suggest this way:

FileSystemProvider zipProvider = FileSystemProvider.installedProviders().stream().filter(provider -> provider.getScheme().equals("jar")).findFirst().get();
FileSystem fs = zipProvider.newFileSystem(path, ImmutableMap.of("create", "true"));

 

Expand  

Hm.. Wouldn't it make much more sense to just use Files.createFile? I mean, I don't see any benefit of using these two lines if one line of code could do the same?

What would be the benefits of using your approach vs Files.createFile?? 

And why do I have to use the argumentjar there instead of zip?

Edited by Bektor

Developer of Primeval Forest.

Posted
  On 1/25/2018 at 9:19 PM, diesieben07 said:

Files.createFile creates an empty file. That is not a valid zip file.

 

Ask the authors of the zip filesystem provider :D

Expand  

I guess someone should take the time to rewrite the whole ZIP API. ^^

Thought it is quite interesting how people go about using ZipEntry and others go with Files.copy while others do it completly different. xD

Developer of Primeval Forest.

Posted (edited)
  On 1/25/2018 at 2:46 PM, diesieben07 said:

The zip file system needs to be told explicitly that it needs to create the file. This is not straightforward with the API found in the FileSystems class and would require manual URI creation. I suggest this way:

FileSystemProvider zipProvider = FileSystemProvider.installedProviders().stream().filter(provider -> provider.getScheme().equals("jar")).findFirst().get();
FileSystem fs = zipProvider.newFileSystem(path, ImmutableMap.of("create", "true"));

 

Expand  

Hm.. I'm wondering: When using FileSystemProvider etc. how should I add files to a ZIP file and is it possible to set the compression level?

 

// this.world = DimensionManager.getCurrentSaveRootDirectory().toPath();
// fs = FileSystem
       try {
            Files.walk(this.world).filter(path -> !Files.isDirectory(path))
                    .forEach((Path path) -> {
                        try {
                            Files.copy(this.world.resolve(path), fs.getPath(path.toString()), StandardCopyOption.REPLACE_EXISTING);
                        } catch (IOException e) {
                            e.printStackTrace();
                        }
                    });
        } catch (IOException e) {
            e.printStackTrace(); // TODO: use logger
        }

 

  Reveal hidden contents

Guess it's much easier to just buy some 4TB hard drive then creating a ZIP file in Java. ^^

Edited by Bektor

Developer of Primeval Forest.

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

    • Cracked Launchers are not supported
    • After some time minecraft crashes with an error. Here is the log https://drive.google.com/file/d/1o-2R6KZaC8sxjtLaw5qj0A-GkG_SuoB5/view?usp=sharing
    • The specific issue is that items in my inventory wont stack properly. For instance, if I punch a tree down to collect wood, the first block I collected goes to my hand. So when I punch the second block of wood to collect it, it drops, but instead of stacking with the piece of wood already in my hand, it goes to the second slot in my hotbar instead. Another example is that I'll get some dirt, and then when I'm placing it down later I'll accidentally place a block where I don't want it. When I harvest it again, it doesn't go back to the stack that it came from on my hotbar, where it should have gone, but rather into my inventory. That means that if my inventory is full, then the dirt wont be picked up even though there should be space available in the stack I'm holding. The forge version I'm using is 40.3.0, for java 1.18.2. I'll leave the mods I'm using here, and I'd appreciate it if anybody can point me in the right direction in regards to figuring out how to fix this. I forgot to mention that I think it only happens on my server but I&#39;m not entirely sure. PLEASE HELP ME! LIST OF THE MODS. aaa_particles Adorn AdvancementPlaques AI-Improvements AkashicTome alexsdelight alexsmobs AmbientSounds amwplushies Animalistic another_furniture AppleSkin Aquaculture aquamirae architectury artifacts Atlas-Lib AutoLeveling AutoRegLib auudio balm betterfpsdist biggerstacks biomancy BiomesOPlenty blockui blueprint Bookshelf born_in_chaos Botania braincell BrassAmberBattleTowers brutalbosses camera CasinoCraft cfm (MrCrayfish’s Furniture Mod) chat_heads citadel cloth-config Clumps CMDCam CNB cobweb collective comforts convenientcurioscontainer cookingforblockheads coroutil CosmeticArmorReworked CozyHome CrabbersDelight crashexploitfixer crashutilities Create CreativeCore creeperoverhaul cristellib crittersandcompanions Croptopia CroptopiaAdditions CullLessLeaves curios curiouslanterns curiouslights Curses' Naturals CustomNPCs CyclopsCore dannys_expansion decocraft Decoration Mod DecorationDelightRefurbished Decorative Blocks Disenchanting DistantHorizons doubledoors DramaticDoors drippyloadingscreen durabilitytooltip dynamic-fps dynamiclights DynamicTrees DynamicTreesBOP DynamicTreesPlus Easy Dungeons EasyAnvils EasyMagic easy_npc eatinganimation ecologics effective_fg elevatorid embeddium emotecraft enchantlimiter EnchantmentDescriptions EnderMail engineersdecor entityculling entity_model_features entity_texture_features epicfight EvilCraft exlinefurniture expandability explosiveenhancement factory-blocks fairylights fancymenu FancyVideo FarmersDelight fast-ip-ping FastSuite ferritecore finsandtails FixMySpawnR Forge Middle Ages fossil FpsReducer2 furnish GamingDeco geckolib goblintraders goldenfood goodall H.e.b habitat harvest-with-ease hexerei hole_filler huge-structure-blocks HunterIllager iammusicplayer Iceberg illuminations immersive_paintings incubation infinitybuttons inventoryhud InventoryProfilesNext invocore ItemBorders itemzoom Jade jei (Just Enough Items) JetAndEliasArmors journeymap JRFTL justzoom kiwiboi Kobolds konkrete kotlinforforge lazydfu LegendaryTooltips libIPN lightspeed lmft lodestone LongNbtKiller LuckPerms Lucky77 MagmaMonsters malum ManyIdeasCore ManyIdeasDoors marbledsarsenal marg mcw-furniture mcw-lights mcw-paths mcw-stairs mcw-trapdoors mcw-windows meetyourfight melody memoryleakfix Mimic minecraft-comes-alive MineTraps minibosses MmmMmmMmmMmm MOAdecor (ART, BATH, COOKERY, GARDEN, HOLIDAYS, LIGHTS, SCIENCE) MobCatcher modonomicon mods_optimizer morehitboxes mowziesmobs MutantMonsters mysticalworld naturalist NaturesAura neapolitan NekosEnchantedBooks neoncraft2 nerb nifty NightConfigFixes nightlights nocube's_villagers_sell_animals NoSeeNoTick notenoughanimations obscure_api oculus oresabovediamonds otyacraftengine Paraglider Patchouli physics-mod Pillagers Gun PizzaCraft placeableitems Placebo player-animation-lib pneumaticcraft-repressurized polymorph PrettyPipes Prism projectbrazier Psychadelic-Chemistry PuzzlesLib realmrpg_imps_and_demons RecipesLibrary reeves-furniture RegionsUnexplored restrictedportals revive-me Scary_Mobs_And_Bosses selene shetiphiancore ShoulderSurfing smoothboot
    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
  • Topics

×
×
  • Create New...

Important Information

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