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Okay so I finally get my tile entity to correctly save data but now I'm getting this message in my console

2013-03-29 09:37:39 [sEVERE] [ForgeModLoader] Detected leaking worlds in memory. There are 2 worlds that appear to be persisting. A mod is likely caching the world incorrectly

 

2013-03-29 09:53:19 [sEVERE] [ForgeModLoader] The world 878a1d2 (New World) has leaked.

 

And here is my code

package com.biosystemstudios;

import net.minecraft.block.Block;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.network.INetworkManager;
import net.minecraft.network.packet.Packet;
import net.minecraft.network.packet.Packet132TileEntityData;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.world.World;

public class CannonTileEntity extends TileEntity{
private boolean powered;
private int frontX;
private int frontY;
private int frontZ;
private long coolDownTime;
private String frontAxis;
private boolean negativeOnAxis;

/**
 * Reads a tile entity from NBT.
 */
public void readFromNBT(NBTTagCompound par1NBTTagCompound)
{
	super.readFromNBT(par1NBTTagCompound);
	this.powered = par1NBTTagCompound.getBoolean("power");
	this.frontX = par1NBTTagCompound.getInteger("fx");
	this.frontY = par1NBTTagCompound.getInteger("fy");
	this.frontZ = par1NBTTagCompound.getInteger("fz");
	this.coolDownTime = par1NBTTagCompound.getLong("cdt");
	this.frontAxis = par1NBTTagCompound.getString("fa");
	this.negativeOnAxis = par1NBTTagCompound.getBoolean("na");   
}

/**
 * Writes a tile entity to NBT.
 */
public void writeToNBT(NBTTagCompound par1NBTTagCompound)
{
	super.writeToNBT(par1NBTTagCompound);
	par1NBTTagCompound.setBoolean("power", powered);
	par1NBTTagCompound.setInteger("fx", frontX);
	par1NBTTagCompound.setInteger("fy", frontY);
	par1NBTTagCompound.setInteger("fz", frontZ);
	par1NBTTagCompound.setLong("cdt", coolDownTime);
	par1NBTTagCompound.setString("fa", frontAxis);
	par1NBTTagCompound.setBoolean("na", negativeOnAxis);
}

public boolean getPowered(){
	return powered;
}
public void powerOn(){
	powered = true;
}

public String destroy(){
	if(coolDownTime <= (this.worldObj.getTotalWorldTime())){
		if(this.worldObj.getBlockId(xCoord, yCoord-1, zCoord) == Block.obsidian.blockID){
			double Dir = 1.0;
			float power = 2.0f;

			if(negativeOnAxis){Dir = -1.0;}

			for(int steps = 1; steps < 256; steps++){
				if(steps<=3)
					power += 0.5f;
				if(frontAxis == "x"){
					this.worldObj.setBlock(frontX + (int)(steps*Dir), frontY, frontZ, 0);
					this.worldObj.createExplosion(null, frontX + (steps*Dir), ((double)frontY)+0.5, frontZ, power, true);
				}

				if(frontAxis == "z"){
					this.worldObj.setBlock(frontX, frontY, frontZ  + (int)(steps*Dir), 0);
					this.worldObj.createExplosion(null, frontX, frontY+0.5, ((double)frontZ) + (steps*Dir), power, true);
				}
			}

			powered = false;
			coolDownTime = (this.worldObj.getTotalWorldTime()) + 29*20;
			return "Fired Cannon, please wait " + getCoolDownTime() + " Seconds Before Using Again.";

		}else{
			powered = false;
			return "Cannon needs an obsidian base to operate";
		}
	}else{
		powered = false;
		return "Cannon Cooling down: "+getCoolDownTime() + " Seconds Left";
	}
}

public void setFrontOfCannon(int x, int y, int z){
	frontX = x;
	frontY = y;
	frontZ = z;
}

public void setFrontDirection(String axis, boolean nDirection){
	frontAxis = axis;
	negativeOnAxis = nDirection;
}

public long getCoolDownTime(){
	return ((coolDownTime - this.worldObj.getTotalWorldTime())/20)+1;
}

public Packet getDescriptionPacket()
   {
   NBTTagCompound tag = new NBTTagCompound();
   this.writeToNBT(tag);
   return new Packet132TileEntityData(this.xCoord, this.yCoord, this.zCoord, 1, tag);
  }

@Override
public void onDataPacket(INetworkManager net, Packet132TileEntityData packet)
{
	NBTTagCompound tag = packet.customParam1;
	this.readFromNBT(tag);
}


}

 

The thing about my tile entity saving data is that it will remember the private long coolDownTime variable but when I save and quit and leave my world it has seemed to forget all the other vars. I'm thinking it has something to do with the ForgeModLoader message in my console. Any thoughts or ideas on how to fix this?

Bumper Cars!

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