Jump to content

[SOLVED] Sync non-player entity -- how to id proper entity[1.12.1]


Recommended Posts

Posted (edited)

I feel I'm missing something easy, so apologies ahead of time.

I am trying to sync data from the server to client of an entity (not a tile-entity or playerEntity).  In the MessageHandler I have the message object and MessageContext .

 

For tileEntities, you can use the blockpos and dimension passed into the message object to find the correct tileEntity.

For players, you can use the MessageContext ctx.getServerHandler().player to identify the proper player to pass the information to.

public class PacketRequestUpdateMagicEntity implements IMessage{
	private int dimension;
	private UUID	entityMagicUuid;
	
	
	public PacketRequestUpdateMagicEntity(int dimension,UUID em){
		this.dimension=dimension;
		this.entityMagicUuid=em;
	}
	
	public PacketRequestUpdateMagicEntity(EntityMagic em){
		this.dimension=em.world.provider.getDimension();
		this.entityMagicUuid=em.getUniqueID();
		
	}
	
	public PacketRequestUpdateMagicEntity(){
		
	}
	
	@Override
	public void fromBytes(ByteBuf buf) {
		this.dimension=buf.readInt();
		long least=buf.readLong();
		long most=buf.readLong();
		this.entityMagicUuid=new UUID(most,least);
	}

	@Override
	public void toBytes(ByteBuf buf) {
		buf.writeInt(dimension);
		buf.writeLong(entityMagicUuid.getLeastSignificantBits());
		buf.writeLong(entityMagicUuid.getMostSignificantBits());
	}

	
	public static class Handler implements IMessageHandler<PacketRequestUpdateMagicEntity, PacketUpdateMagicEntity>{

		@Override
		public PacketUpdateMagicEntity onMessage(PacketRequestUpdateMagicEntity message, MessageContext ctx) {
		
			System.out.println("REquest update");
			try{
				if(message.entityMagicUuid!=null){
					System.out.println("looking for entity with:"+message.entityMagicUuid.toString());
				}
			World world=FMLCommonHandler.instance().getMinecraftServerInstance().getWorld(message.dimension);
			EntityMagic em=(EntityMagic)FMLCommonHandler.instance().getMinecraftServerInstance().getEntityFromUuid(message.entityMagicUuid);
			
				if(em!=null){
					System.out.println("Entity Magic is not null");
					return new PacketUpdateMagicEntity(em);
				}
			
			}
			catch(Exception e){
				System.out.println("PacketRequestUpdateEntityMagic:Handler:Exception:"+e.toString());
			}
			return null;
		}
		
	}
}

 

For a nonplayer entity, I am trying to use the UUID from Entity.getPersistentID() passed into the message object.

The problem is that the UUID on the client and server are NOT matching. To test, I spawn a single instance of the entity and get different UUID in the output.

 

//from EntityMagic

@Override
protected void entityInit() {
	System.out.println("persistant id:"+this.getPersistentID());
	System.out.println("enitty id:"+this.getEntityId());
}

from the server I get: uuid:091146a6-36df-4b42-9637-43442687e9ff with entity id:285

 

from the client I get:8587a3ea-6816-4e35-b011-08fd968dd7aa with entity id:286

 

I thought the UUIDs should match on the client and server, if correct, then why am I seeing them differently from the entityInit?

If the UUIDs won't match, how should I find the proper entity on the client ?  Am I doing something dumb(likely)? 

 

 

Thanks,

Tony

 

Edited by aw_wolfe
solved
Posted

PersistentID is for saving to disk. getEntityID() is the network ID

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

Spawning:

From server side of item click (for testing) using a 'helper function in the entity class file.

///Item testing class
@Override
	public EnumActionResult onItemUseFirst(EntityPlayer player, World world, BlockPos pos, EnumFacing side, float hitX,
			float hitY, float hitZ, EnumHand hand) {
		System.out.println("scroll first use");
		if(!world.isRemote){
			System.out.println("not remote, trying to create magic");
			
		//	just testing creating magic
		 
			EntityMagic em=EntityMagic.spawn(world, player.getPositionVector(), 200, player, true, EnumParticleTypes.SPELL);
			System.out.println("Created entity with:"+em.getUniqueID().toString());
		 
			
		}
		
		return super.onItemUseFirst(player, world, pos, side, hitX, hitY, hitZ, hand);
	}
//ENtity class

public static EntityMagic spawn(World worldIn,Vec3d pos,int tduration,EntityLivingBase caster,boolean track_caster,EnumParticleTypes pt){
		EntityMagic eeb=new EntityMagic(worldIn,tduration);
		eeb.tick_duration=tduration;
		eeb.caster=caster;
		eeb.track_caster=track_caster;
		eeb.particleType=pt;
		eeb.setLocationAndAngles(pos.x, pos.y, pos.z, 0, 0);
		eeb.setData();
		worldIn.spawnEntity(eeb);
		
		
		System.out.println("spawn:Tick duration:"+eeb.tick_duration);
		
		
		return eeb;
	}

 

My thought on my mod is to have an entity used to create a magic effect, client side just does particle rendering, and server side dealt with performing the effect on other entities/etc. The combination of durations/effects/levels was going to be very large, so rather than create a different entity for each type, I thought I'd create a single entity that would act differently depending on params passed in when created.  Starting with the tick_duration (entity kills self after so long).  The problem was that on the server it works, but the instantiation on the client is the default parameters (in this case tick duration is 100...instead of the 200 passed in from the click action).  Same is true, which makes sense, since the spawn action creates a generic version on the client, the server gets the proper parameters.  So, they are out of sync from the beginning.  I put a request from the client to the server, so that it would ask for updated data immediately after creation.

 

I don't know why the entityids are 1 off.  Creating multiple entities always produces the same result...server x, client x+1.  I don't think this is reliable nor supposed to be that way. So don't want to depend on that to get the entity on the client side.

Posted

awesome. working.

 

1) used entityID instead of UUID

2) send update from server after spawn...instead of requesting update from entityInit. The ids matched after the constructor finished on the client. So the debug output from the entityInit function wasn't valid yet.

 

fyi: agreed, setData not a great name. Trying some debuggin stuff, was used to package class members into a nbttagcompound for syncing and saving/loading.

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

    • 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!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
  • Topics

×
×
  • Create New...

Important Information

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