Posted November 18, 20186 yr I'm making a land claiming mod, and when using the claim tool it checks for overlaps. I got all the overlapping code down and it works fine, but the server thread returns that the block overlaps a claim even if there are NO CLAIMS in the world, and the main thread returns the proper result. See the line commented where it prints "overlaps". The server is completely off for no apparent reason. @Override public EnumActionResult onItemUse(EntityPlayer player, World worldIn, BlockPos pos, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ) { ItemStack stack = player.getHeldItem(hand); NBTTagCompound data = stack.getTagCompound(); if(data == null) { NBTTagCompound newTag = new NBTTagCompound(); data = newTag; stack.setTagCompound(newTag); } boolean isInClaim = ClaimManager.getManager().isBlockInAnyClaim(pos, worldIn); System.out.println("Overlaps: " + isInClaim); // THIS IS THE LINE WHERE THE SERVER THREAD IS WRONG if(!isInClaim) { int[] posArray = {pos.getX(), pos.getZ()}; if(data.hasKey("Corner1")) { if(!worldIn.isRemote) player.sendMessage(new TextComponentString("Added corner 2 at " + posArray[0] + ", " + posArray[1])); int[] corner1 = data.getIntArray("Corner1"); int[] corner2 = posArray; BlockPos c1 = new BlockPos(corner1[0], 0, corner1[1]); BlockPos c2 = new BlockPos(corner2[0], 0, corner2[1]); /* Not needed due to ClaimArea constructor if(c1.subtract(c2).getX() < 0 && c1.subtract(c2).getY() < 0) { BlockPos c = c1; // Swap values to make c1 the proper corner c1 = c2; c2 = c; }*/ BlockPos sideL = c2.subtract(c1); // Subtract to get side lengths // Claim corners are automatically corrected to proper values by constructor ClaimArea newClaim; newClaim = new ClaimArea(player.dimension, c1.getX(), c1.getZ(), sideL.getX(), sideL.getZ(), player); boolean didClaim = ClaimManager.getManager().addClaim(newClaim); // Add claim if(!worldIn.isRemote) player.sendMessage(new TextComponentString(didClaim ? "Claim added successfully!" : "This claim overlaps another claim!")); // Remove data so a new claim can be made. data.removeTag("Corner1"); return didClaim ? EnumActionResult.SUCCESS : EnumActionResult.FAIL; } else { data.setIntArray("Corner1", posArray); if(!worldIn.isRemote) player.sendMessage(new TextComponentString("Added corner 1 at " + posArray[0] + ", " + posArray[1])); } return EnumActionResult.SUCCESS; } else { if(!worldIn.isRemote) { data.removeTag("Corner1"); player.sendMessage(new TextComponentString("You cannot set a corner inside an existing claim!")); } } return EnumActionResult.FAIL; } I know this is not nearly enough code to represent the problem, so here is my source I'm not sure how I should be doing the checking to insure that the server does all the work, and the client recieves such, but also having it work properly on SP. This error shows up on SP, I haven't tested on an actual server. Edited December 12, 20186 yr by hiotewdew solved All Projects found here: Website Main Programmer for: Better Animals Plus, Better Animal Models Created independently: QuickHomes, ClaimIt, ClaimIt API, CloneLand, DerpCats, QuickTeleports, QuickSpawns, MCMusicPlayer, MCDevDate, [SBM] Fluid Gun, OpenScreens Work on/Contribute to: Bewitchment Commissioned for: [SBM] Breadstone, [SBM] Infinite Falling, [SBM] Dead Man's Satchel, [SBM] Handheld Piston
November 18, 20186 yr 27 minutes ago, hiotewdew said: I'm not sure how I should be doing the checking to insure that the server does all the work, and the client recieves such, but also having it work properly on SP. There is not much difference between SP and MP since you have a server and a connection in both cases. Do your logic on the server and send the packets to the client(if needed). 35 minutes ago, hiotewdew said: the server thread returns that the block overlaps a claim even if there are NO CLAIMS in the world I am unable to replicate this issue with the code you've provided. Quote EntityPlayer.getOfflineUUID(ownerName); This will break as soon as the player changes their name. Use their profile's UUID.
November 19, 20186 yr Author On 11/18/2018 at 2:09 AM, V0idWa1k3r said: I am unable to replicate this issue with the code you've provided Did you test this on a singleplayer world? All Projects found here: Website Main Programmer for: Better Animals Plus, Better Animal Models Created independently: QuickHomes, ClaimIt, ClaimIt API, CloneLand, DerpCats, QuickTeleports, QuickSpawns, MCMusicPlayer, MCDevDate, [SBM] Fluid Gun, OpenScreens Work on/Contribute to: Bewitchment Commissioned for: [SBM] Breadstone, [SBM] Infinite Falling, [SBM] Dead Man's Satchel, [SBM] Handheld Piston
November 19, 20186 yr 29 minutes ago, hiotewdew said: Did you test this on a singleplayer world? I've tested it both on a SP world and on a dedicated server I've connected to. Edited November 19, 20186 yr by V0idWa1k3r
December 12, 20186 yr Author Don't mean to necro, but it turns out all I had to do was put and if(!world.isRemote) {} check in general. All Projects found here: Website Main Programmer for: Better Animals Plus, Better Animal Models Created independently: QuickHomes, ClaimIt, ClaimIt API, CloneLand, DerpCats, QuickTeleports, QuickSpawns, MCMusicPlayer, MCDevDate, [SBM] Fluid Gun, OpenScreens Work on/Contribute to: Bewitchment Commissioned for: [SBM] Breadstone, [SBM] Infinite Falling, [SBM] Dead Man's Satchel, [SBM] Handheld Piston
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