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Posted

I have an tile with an gui and I do all the calculations on the server side then I want to send the nbt data to the client. In another topic I saw someone using the SUpdateTileEntityPacket. This was an old topic from 1.11 and that doesn't work any more does someone have any idea?

 

PacketHandler.INSTANCE.send(PacketDistributor.ALL, this.getUpdatePacket());

This is what I tried but it can't see the getUpdatePacket as a MSG:
The method send(PacketDistributor.PacketTarget, MSG) in the type SimpleChannel is not applicable for the arguments (PacketDistributor<Void>, SUpdateTileEntityPacket)

Posted (edited)

Don’t send it yourself, vanilla will send the packet for you.

 

Edit: Yeah, if you only need it for the GUI there is a better way of doing it

Edited by Cadiboo

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Posted
8 minutes ago, diesieben07 said:

If the data is only needed in a GUI then that packet is the wrong choice. You would need to create your own packet for that case and only send it when then GUI is opened.

 

If the data is needed on the client in general, check out this:

 

So you say that I need to send the notifyBlockUpdate but how would I get the old state and wich flag should I use?

Posted

Or should I use packets then I have the question: how would I get the client world in the handle:
 

private final BlockPos pos;
	private final int completed;
	
	public ResearchTableCompletedUpdatePacket(BlockPos pos, int completed) {
		this.pos = pos;
		this.completed = completed;
	}
	
	public static void encode(ResearchTableCompletedUpdatePacket msg, PacketBuffer buffer) {
		buffer.writeBlockPos(msg.pos);
		buffer.writeByte((byte)msg.completed);
	}
	
	public static ResearchTableCompletedUpdatePacket decode(PacketBuffer buffer) {
		return new ResearchTableCompletedUpdatePacket(buffer.readBlockPos(), buffer.readUnsignedByte());
	}
	
	public static void handle(ResearchTableTile msg, Supplier<NetworkEvent.Context> context) {
		context.get().enqueueWork(() -> {
			TileEntity te = **WORLD**.getTileEntity(msg.pos);
			if(te instanceof ResearchTableTile) {
				ResearchTableTile dtt = (ResearchTableTile) te;
				
			}
		});
		context.get().setPacketHandled(true);
	}

 

Posted (edited)
4 minutes ago, diesieben07 said:

For which part of that GUI are you using the update packet? I don't see any reason to use it there.

@Override
	public void tick() {
		if(world.isRemote) {//client
			//Fantasy20.LOGGER.info("ResearchTableTile.tick-client");
		} else {//server
			handler.ifPresent(h -> {
				second++;
				if(second > 19) {
					second = 0;
				//Fantasy20.LOGGER.info("ResearchTableTile.tick-server");
				if(currentRecipe == null) {
						if(h.getStackInSlot(INPUT_SLOT).getItem().equals(ModItems.SCRAP)) {
							ResearchTableRecipe recipe = ResearchTable.getRecipe(h.getStackInSlot(INPUT_SLOT_2));
							if(recipe != null) {
								if(h.getStackInSlot(INPUT_SLOT).getCount() >= recipe.getScrap()) {
									second = 0;
									timer = 0;
									completed = 0;
									currentRecipe = recipe.copy();
									markDirty();
									world.notifyBlockUpdate(pos, getBlockState(), getBlockState(), 2);
								}
							}
						}
				} else {
						if(h.getStackInSlot(INPUT_SLOT).getCount() < currentRecipe.getScrap() || !h.getStackInSlot(INPUT_SLOT_2).getItem().equals(currentRecipe.getInputItem())) {
							currentRecipe = null;
							second = 0;
							timer = 0;
							completed = 0;
							markDirty();
							world.notifyBlockUpdate(pos, getBlockState(), getBlockState(), 2);
						} else {
							timer++;
							//System.err.println(timer/100);
						//	System.err.println(timer/currentRecipe.getTime() * 100);
							if(timer > currentRecipe.getTime()) {
								h.extractItem(INPUT_SLOT, currentRecipe.getScrap(), false);
								h.extractItem(INPUT_SLOT_2, 1, false);
								h.insertItem(OUTPUT_SLOT, currentRecipe.getResultBlueprint(), false);
								//System.err.println(" " + currentRecipe.toString());
								
								currentRecipe = null;
								second = 0;
								timer = 0;
								completed = 0;
							}
							if(currentRecipe != null) {
								completed = (int)(((double)((double)timer/(double)currentRecipe.getTime())) * 100);
								//System.err.println(completed);
							}
							//PacketHandler.INSTANCE.send(PacketDistributor.ALL, this.getUpdatePacket());
							markDirty();
							world.notifyBlockUpdate(pos, getBlockState(), getBlockState(), 2);
						}
					}
				}
				});
		}
	}

In the tileentity
 

private ResearchTableTile tileEntity;
	private PlayerEntity playerEntity;
    private IItemHandler playerInventory;

	public ResearchTableContainer(int id, World world, BlockPos pos, PlayerInventory playerInventory, PlayerEntity playerEntity) {
		super(ModBlocks.RESEARCH_TABLE_CONTAINER, id);
		tileEntity = (ResearchTableTile) world.getTileEntity(pos);
		this.playerEntity = playerEntity;
        this.playerInventory = new InvWrapper(playerInventory);
        
		//tileEntity.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY).ifPresent(h -> {
        tileEntity.getHandler().ifPresent(h -> {
            addSlot(new SlotItemHandler(h, tileEntity.INPUT_SLOT, 19, 33));
            addSlot(new SlotItemHandler(h, tileEntity.INPUT_SLOT_2, 55, 33));
            addSlot(new SlotItemHandler(h, tileEntity.OUTPUT_SLOT, 137, 33));
        });
        //});
        layoutPlayerInventorySlots(8, 83);
	}

	@Override
	public boolean canInteractWith(PlayerEntity player) {
		return isWithinUsableDistance(IWorldPosCallable.of(tileEntity.getWorld(), tileEntity.getPos()), playerEntity, ModBlocks.RESEARCH_TABLE);
	}
	
	 private int addSlotRange(IItemHandler handler, int index, int x, int y, int amount, int dx) {
        for (int i = 0 ; i < amount ; i++) {
            addSlot(new SlotItemHandler(handler, index, x, y));
            x += dx;
            index++;
        }
        return index;
    }

    private int addSlotBox(IItemHandler handler, int index, int x, int y, int horAmount, int dx, int verAmount, int dy) {
        for (int j = 0 ; j < verAmount ; j++) {
            index = addSlotRange(handler, index, x, y, horAmount, dx);
            y += dy;
        }
        return index;
    }

    private void layoutPlayerInventorySlots(int leftCol, int topRow) {
        // Player inventory
        addSlotBox(playerInventory, 9, leftCol, topRow, 9, 18, 3, 18);

        // Hotbar
        topRow += 58;
        addSlotRange(playerInventory, 0, leftCol, topRow, 9, 18);
    }
	
	public ResearchTableTile getTileEntity() {
		return tileEntity;
	}

	public void setTileEntity(ResearchTableTile tileEntity) {
		this.tileEntity = tileEntity;
	}

In the Container
 

private ResearchTableTile tileEntity;
    private ResourceLocation GUI = new ResourceLocation(Fantasy20.MODID, "textures/gui/research_table/gui.png");
	
	public ResearchTableScreen(ResearchTableContainer screenContainer, PlayerInventory inv, ITextComponent titleIn) {
		super(screenContainer, inv, titleIn);
		tileEntity = getContainer().getTileEntity();
	}
	
	@Override
	public boolean mouseDragged(double mouseX, double mouseY, int button,
			double mouseXVel, double mouseYVel) {
		return super.mouseDragged(mouseX, mouseY, button, mouseXVel,
				mouseYVel);
	}
	
	@Override
	public boolean mouseClicked(double mouseX, double mouseY, int button) {
		return super.mouseClicked(mouseX, mouseY, button);
	}
	
	@Override
	public boolean mouseReleased(double mouseX, double mouseY, int button) {
		return super.mouseReleased(mouseX, mouseY, button);
	}
	
	@Override
	public void mouseMoved(double mouseX, double mouseY) {
		super.mouseMoved(mouseX, mouseY);
	}
	
	@Override
	public void render(int mouseX, int mouseY, float partialTicks) {
		this.renderBackground();
		super.render(mouseX, mouseY, partialTicks);
		this.renderHoveredToolTip(mouseX, mouseY);
	}
	
	@Override
	protected void drawGuiContainerForegroundLayer(int mouseX, int mouseY) {
		this.font.drawString(this.title.getFormattedText(), 8.0F, 6.0F, 4210752);
	}

	@Override
	protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) {
		GlStateManager.color4f(1.0F, 1.0F, 1.0F, 1.0F);
		this.minecraft.getTextureManager().bindTexture(GUI);
		int relX = (this.width - this.xSize) / 2;
        int relY = (this.height - this.ySize) / 2;
        this.blit(relX, relY, 0, 0, this.xSize, this.ySize);
       // System.err.println(getContainer().getTileEntity().getCompleted());
        if(tileEntity.getCurrentRecipe() != null) {
        	int k = getCompletedLeft(24);
        	//System.err.println(k);
        	this.blit(relX + 91, relY + 33, 176, 0, k, 17);
        }
	}
	
	private int getCompletedLeft(int pixels) {
		int i = tileEntity.getCompleted();
		return (int)(((double)i / (double)100) * (double)pixels);
	}

In the screen

Edit: Its used for the completed int to see the progressbar in the gui
And I know that my code is a mess sometimes

Edited by DJ1TJOO
Anwser
Posted (edited)
1 minute ago, diesieben07 said:
  • Items do not need to be synchronized, they are synchronized by the Container infrastructure already.
  • Do not use notifyBlockUpdate for stuff that is needed only in the GUI, especially fast-updating things like the progressbar. notifyBlockUpdate is expensive. Use a custom packet or look at how the vanilla furnace synchronizes it's progressbar.

Then what is the right way to do it
Edit: And how do I remove the disapearing of my items

Edited by DJ1TJOO
Question
Posted

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Posted
1 minute ago, diesieben07 said:

If you want them to be stacked higher you would have to completely re-invent the inventory handling.

So I should just add an inventory slot?

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