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[1.12.2] Sync tileEntity data with client


Jaxel

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Hy, everyone! I have a problem)

 

I create simple TileCounter and BlockCounter.

If I click on different sides of the block, then my counter value is updated. And server displays correct value, but client don't.

How to sync it?

 

P.S. I'm a beginner in modding.

P.S.S. I understand much better if there is a  example.

Spoiler

public class BlockCounter extends Block implements ITileEntityProvider
{

    public BlockCounter(String name) {

        super(Material.IRON);
        
        this.setRegistryName(name);
        this.setUnlocalizedName(name);
        this.setCreativeTab(CreativeTabs.BUILDING_BLOCKS);
      
    }

    @Override
    public boolean onBlockActivated(World world, BlockPos position, IBlockState blockState, EntityPlayer player, EnumHand hand, EnumFacing side, float hitX, float hitY, float hitZ) 
    {
    	TileCounter tileEntity =  (TileCounter) world.getTileEntity(position);
    	
        if (!world.isRemote) 
        {          
            if(tileEntity != null)
            {
    
            if(side == EnumFacing.DOWN) 
            {
            	tileEntity.decrementCount();
            }
                    
            
            if(side == EnumFacing.UP)
            {
            	tileEntity.incrementCount();
            }
            
            if(side == EnumFacing.NORTH || side == EnumFacing.SOUTH)
            {
            	tileEntity.resetCount();
            }

            TextComponentTranslation component = new TextComponentTranslation("[Server] Counter" + tileEntity.getCount(), tileEntity.getCount());
            component.getStyle().setColor(TextFormatting.GREEN);
            player.sendStatusMessage(component, false);
            }
        }
        
        else
        {      	
        	TextComponentTranslation component = new TextComponentTranslation("[CLIENT] Counter" + tileEntity.getCount(), 1);
            component.getStyle().setColor(TextFormatting.RED);
            player.sendStatusMessage(component, false);
        }

        return true;
    }

    public Class<TileCounter> getTileEntityClass() {

        return TileCounter.class;
    }
    

	@Override
	public TileEntity createNewTileEntity(World worldIn, int meta) {
		return new TileCounter();
	}
}

 

Spoiler

public class TileCounter extends TileEntity
{
	public int count;
	
	public TileCounter() 
	{
		this.count=0;
	}

	public int getCount() 
	{
        return count;
    }

    public void incrementCount()
    {
        count++;
        this.markDirty();     
    }

    public void decrementCount()
    {
        count--;
        this.markDirty();     
    }
    
    public void resetCount()
    {
    	count=0;
    	this.markDirty();
    }

    @Override
    public void readFromNBT(NBTTagCompound compound) 
    {
        this.count = compound.getInteger("count");
        super.readFromNBT(compound); 
        
    }

    @Override
    public NBTTagCompound writeToNBT(NBTTagCompound compound) 
    {
        
        compound.setInteger("count", this.count);
        
        return super.writeToNBT(compound);
    }
    
    @Override
    @Nullable
    public SPacketUpdateTileEntity getUpdatePacket() 
    {
    	NBTTagCompound nbt = new NBTTagCompound();
    	this.writeToNBT(nbt);
    	int meta = getBlockMetadata();
        return new SPacketUpdateTileEntity(this.pos, meta, nbt);
    }

    @Override
    public NBTTagCompound getUpdateTag() 
    {
        return this.writeToNBT(new NBTTagCompound());
    }

    @Override
    public void onDataPacket(NetworkManager networkManager, SPacketUpdateTileEntity packet) 
    {
        this.readFromNBT(packet.getNbtCompound());
    }
    
    @Override
    public void handleUpdateTag(NBTTagCompound nbt)
    {
    	this.readFromNBT(nbt);
    }
}

 

 

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Don’t use ITileEntityProvider, it’s legacy Minecraft code. Just override hasTileEntity(IBlockState) and getTileEntity in your block class

About Me

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My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

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