Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

[1.15.1] synchronizing a capability to a client

Recommended Posts

I have a PlayerEntity capability and a packet class for updating that capability in clients that is sent by the server on player login. I also have a method that listens to PlayerTickEvent and removes items from PlayerEntitys' inventories if a field that they have (SoulWeapons.WeaponType weaponType) is null. When I enter a world, set the field to a non-null value, and reconnect, my capability fields are reset and the items are removed on the client side (they are still in the inventory and I can drop them, but their slots are blank), but the server has the correct information. Is the issue with my PlayerEvents? Also, are PlayerLoggedInEvent, PlayerChangedDimensionEvent and Clone server-side, client-side, or common?


edit: Never mind this post. I forgot to assign the field values in the encode method of my packet class.

Edited by transfarmer
issue resolved
Link to post
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.

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.

  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • First of all, do not use @OnlyIn. The Callable must be in a separate class.
    • Can you explain better? This is my class where i register the blocks and relative itemblocks: package com.ike.tenchest; import com.ike.tenchest.basechest.BaseChestItemStackRenderer; import com.ike.tenchest.colossalchest.ColossalChest; import com.ike.tenchest.colossalchest.ColossalChestPart; import com.ike.tenchest.drillchest.DrillChest; import com.ike.tenchest.invisiblechest.InvisibleChest; import com.ike.tenchest.lootchest.LootChest; import com.ike.tenchest.lootchest.LootChestTileEntity; import com.ike.tenchest.minichest.MiniChest; import com.ike.tenchest.monsterchest.MonsterChest; import com.ike.tenchest.pitfallchest.PitfallChest; import com.ike.tenchest.pocketdimensionchest.PocketDimensionChest; import com.ike.tenchest.pocketdimensionchest.PocketDimensionChestTileEntity; import com.ike.tenchest.smeltingchest.SmeltingChest; import com.ike.tenchest.smeltingchest.SmeltingChestTileEntity; import com.ike.tenchest.teleportchest.TeleportChest; import com.ike.tenchest.teleportchest.TeleportChestTileEntity; import com.ike.tenchest.trapchest.TrapChest; import net.minecraft.block.Block; import net.minecraft.client.renderer.tileentity.ItemStackTileEntityRenderer; import net.minecraft.item.BlockItem; import net.minecraft.item.Item; import net.minecraft.tileentity.ChestTileEntity; import net.minecraftforge.api.distmarker.Dist; import net.minecraftforge.api.distmarker.OnlyIn; import net.minecraftforge.fml.RegistryObject; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.event.lifecycle.IModBusEvent; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; import java.util.concurrent.Callable; import java.util.function.Function; import java.util.function.Supplier; /** * @author Ike * @version 1.0A **/ @Mod.EventBusSubscriber(bus = Mod.EventBusSubscriber.Bus.MOD) public class Blocks implements IModBusEvent { public static final DeferredRegister<Block> BLOCKS; public static final DeferredRegister<Item> ITEMS; public static final RegistryObject<MiniChest> MINI_CHEST; public static final RegistryObject<SmeltingChest> SMELTING_CHEST; public static final RegistryObject<InvisibleChest> INVISIBLE_CHEST; public static final RegistryObject<TrapChest> TRAP_CHEST; public static final RegistryObject<PitfallChest> PITFALL_CHEST; public static final RegistryObject<DrillChest> DRILL_CHEST; public static final RegistryObject<TeleportChest> TELEPORT_CHEST; public static final RegistryObject<LootChest> LOOT_CHEST; public static final RegistryObject<MonsterChest> MONSTER_CHEST; public static final RegistryObject<PocketDimensionChest> POCKET_DIMENSION_CHEST; public static final RegistryObject<ColossalChest> COLOSSAL_CHEST; public static final RegistryObject<ColossalChestPart> COLOSSAL_CHEST_PART; static { BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, TenChest.MODID); ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, TenChest.MODID); MINI_CHEST = register("mini_chest", MiniChest::new, Blocks::baseChestRenderer); SMELTING_CHEST = register("smelting_chest", SmeltingChest::new, Blocks::smeltingChestRenderer); INVISIBLE_CHEST = register("invisible_chest", InvisibleChest::new, Blocks::baseChestRenderer); TRAP_CHEST = register("trap_chest", TrapChest::new, Blocks::baseChestRenderer); PITFALL_CHEST = register("pitfall_chest", PitfallChest::new, Blocks::baseChestRenderer); DRILL_CHEST = register("drill_chest", DrillChest::new, Blocks::baseChestRenderer); TELEPORT_CHEST = register("teleport_chest", TeleportChest::new, Blocks::teleportChestRenderer); LOOT_CHEST = register("loot_chest", LootChest::new, Blocks::lootChestRenderer); MONSTER_CHEST = register("monster_chest", MonsterChest::new, Blocks::baseChestRenderer); POCKET_DIMENSION_CHEST = register("pocket_dimension_chest", PocketDimensionChest::new, Blocks::pocketDimensionChestRenderer); COLOSSAL_CHEST_PART = register("colossal_chest_part", ColossalChestPart::new); COLOSSAL_CHEST = register("colossal_chest", ColossalChest::new, Blocks::baseChestRenderer); } @OnlyIn(Dist.CLIENT) private static Callable<ItemStackTileEntityRenderer> baseChestRenderer() { return () -> new BaseChestItemStackRenderer(ChestTileEntity::new); } @OnlyIn(Dist.CLIENT) private static Callable<ItemStackTileEntityRenderer> smeltingChestRenderer() { return () -> new BaseChestItemStackRenderer(SmeltingChestTileEntity::new); } @OnlyIn(Dist.CLIENT) private static Callable<ItemStackTileEntityRenderer> teleportChestRenderer() { return () -> new BaseChestItemStackRenderer(TeleportChestTileEntity::new); } @OnlyIn(Dist.CLIENT) private static Callable<ItemStackTileEntityRenderer> lootChestRenderer() { return () -> new BaseChestItemStackRenderer(LootChestTileEntity::new); } @OnlyIn(Dist.CLIENT) private static Callable<ItemStackTileEntityRenderer> pocketDimensionChestRenderer() { return () -> new BaseChestItemStackRenderer(PocketDimensionChestTileEntity::new); } private static <T extends Block> RegistryObject<T> register(String name, Supplier<? extends T> sup, Supplier<Callable<ItemStackTileEntityRenderer>> renderMethod) { return register(name, sup, (block) -> item(block, renderMethod)); } private static <T extends Block> RegistryObject<T> register(String name, Supplier<? extends T> sup) { return register(name, sup, (block) -> item(block)); } private static <T extends Block> RegistryObject<T> register(String name, Supplier<? extends T> sup, Function<RegistryObject<T>, Supplier<? extends Item>> itemCreator) { RegistryObject<T> ret = registerNoItem(name, sup); ITEMS.register(name, (Supplier) itemCreator.apply(ret)); return ret; } private static <T extends Block> RegistryObject<T> registerNoItem(String name, Supplier<? extends T> sup) { return BLOCKS.register(name, sup); } private static Supplier<BlockItem> item(RegistryObject<? extends Block> block, Supplier<Callable<ItemStackTileEntityRenderer>> renderMethod) { return () -> { BlockItem blockItem = new BlockItem(block.get(), (new Item.Properties().tab(TenChest.MOD_GROUP).setISTER(renderMethod))); return blockItem; }; } private static Supplier<BlockItem> item(RegistryObject<? extends Block> block) { return () -> new BlockItem(block.get(), (new Item.Properties()));//.tab(TenChest.MOD_GROUP))); } } How can i separate the process between server and client?
    • The setISTER method takes a Supplier<Callable>. The Callable should be implemented in a separate class to prevent loading it on the server.
    • Ok, i removed it. But i use Item.Property.setISTER() for render the Block on the inventory, and the ItemStackTileEntityRenderer is only on Dist.CLIENT How can i make it work also on the server side?
    • Do not implement IChestLid on your tile entity.
  • Topics

  • Who's Online (See full list)

  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.