Jump to content

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


aw_wolfe

Recommended Posts

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
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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

    • Hey folks. I am working on a custom "Mecha" entity (extended from LivingEntity) that the player builds up from blocks that should get modular stats depending on the used blocks. e.g. depending on what will be used for the legs, the entity will have a different jump strength. However, something unexpected is happening when trying to override a few of LivingEntity's functions and using my new own "Mecha" specific fields: instead of their actual instance-specific value, the default value is used (0f for a float, null for an object...) This is especially strange as when executing with the same entity from a point in the code specific to the mecha entity, the correct value is used. Here are some code snippets to better illustrate what I mean: /* The main Mecha class, cut down for brevity */ public class Mecha extends LivingEntity { protected float jumpMultiplier; //somewhere later during the code when spawning the entity, jumpMultiplier is set to something like 1.5f //changing the access to public didn't help @Override //Overridden from LivingEntity, this function is only used in the jumpFromGround() function, used in the aiStep() function, used in the LivingEntity tick() function protected float getJumpPower() { //something is wrong with this function //for some reason I can't correctly access the fields and methods from the instanciated entity when I am in one of those overridden protected functions. this is very annoying LogUtils.getLogger().info(String.valueOf(this.jumpMultiplier))) //will print 0f return this.jumpMultiplier * super.getJumpPower(); } //The code above does not operate properly. Written as is, the entity will not jump, and adding debug logs shows that when executing the code, the value of this.jumpMultiplier is 0f //in contrast, it will be the correct value when done here: @Override public void tick() { super.tick(); //inherited LivingEntity logic //Custom logic LogUtils.getLogger().info(String.valueOf(this.jumpMultiplier))) //will print 1.5f } } My actual code is slightly different, as the jumpMuliplier is stored in another object (so I am calling "this.legModule.getJumpPower()" instead of the float), but even using a simple float exactly like in the code above didn't help. When running my usual code, the object I try to use is found to be null instead, leading to a crash from a nullPointerException. Here is the stacktrace of said crash: The full code can be viewed here. I have found a workaround in the case of jump strength, but have already found the same problem for another parameter I want to do, and I do not understand why the code is behaving as such, and I would very much like to be able to override those methods as intended - they seemed to work just fine like that for vanilla mobs... Any clues as to what may be happening here?
    • Please delete post. Had not noticed the newest edition for 1.20.6 which resolves the issue.
    • https://paste.ee/p/GTgAV Here's my debug log, I'm on 1.18.2 with forge 40.2.4 and I just want to get it to work!! I cant find any mod names in the error part and I would like some help from the pros!! I have 203 mods at the moment.
    • In 1.20.6 any potion brewed in the brewing stand disappears upon completion.
    • My game crashes whenever I click on Singleplayer then it crashes after the "Saving world". I'm playing on fabric 1.20.1 on forge for the easy instance loading. My game is using 12GB of RAM, I tried deleting the options.txt, and also renaming the saves file but neither worked. Here's the crash report link: https://mclo.gs/qByOqVK
  • Topics

×
×
  • Create New...

Important Information

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