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[1.14.4] ContainerGUI not syncing with Server


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I've been trying to build a custom container block with a GUI that has an input slot that can consume items.
So far i can open the GUI, see and use my own inventory, put items into the input slot of my GUI and by pressing a button in the GUI, the stack in the input slot is "consumed" one item at a time.
However, when i click the input slot, I get all of the items I put in back, even if the slot appears to be completely empty.
I'm assuming there is something going wrong communicating the changes in stack size to the server and when I click the slot, the game assumes nothing has changed.
Does anyone have any idea of what I could've missed?

Edited by Tessa
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Hard to know for sure without seeing your code, but I'm guessing you're doing the "consume" operation client-side, and that's not to going to work.

 

When the button is clicked, the server needs to know; in other words, send a custom "this button was clicked" packet to the server, and do the inventory change there.  Changes don't get magically sent to the server if you modify a slot client-side; if you look at vanilla code, you'll see packets are used to handle this (take a look at PlayerController#windowClick() for example - modifying the container slot and sending a packet to the server are done separately).

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37 minutes ago, Tessa said:

I was assuming the item/slot manipulation functions in the base container class would take care of it manually, but then i'll take a look at the vanilla click code.
Thanks a lot!

GUI-Slots are, yes. But your button doesn't hook into those mechanisms. You must send a packet.

See this (old, 1.12) code:

https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/ores/client/gui/GuiContainerOreCart.java#L77

Edited by Draco18s

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Okay, so making and sending custom packets appears to be pretty challenging and I doubt that I have the knowledge to take that beast on. In some tutorials I see people using the ItemStackHandler Capability, in which case they often have inventories in an entity instead of a container. Would that be an alternative or do you guys know a different workaround for me?

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24 minutes ago, Tessa said:

Okay, so making and sending custom packets appears to be pretty challenging and I doubt that I have the knowledge to take that beast on. In some tutorials I see people using the ItemStackHandler Capability, in which case they often have inventories in an entity instead of a container. Would that be an alternative or do you guys know a different workaround for me?

capabilities have to be synced too so no you must use packets and its not that difficult to be honest. 

https://mcforge.readthedocs.io/en/latest/networking/simpleimpl/

 

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  • 1 month later...

Just wanted to "close" this topic by saying I managed to get the packets working. Indeed, it wasn't too difficult. I didn't feel like the Forge documentation got me all the way there, but with the help of a few tutorials and other forum posts I got it together. When clicking the GUI button a packet gets sent to the server telling it to reduce the stack size of my input slot.

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1 hour ago, Tessa said:

Just wanted to "close" this topic by saying I managed to get the packets working. Indeed, it wasn't too difficult. I didn't feel like the Forge documentation got me all the way there, but with the help of a few tutorials and other forum posts I got it together. When clicking the GUI button a packet gets sent to the server telling it to reduce the stack size of my input slot.

The server should also check if the operation is successful (if you haven't added that already). Clients could just send fake information to the server, which would carry them out if no check is in place.

Some tips:

Spoiler

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1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

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5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

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1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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After handling the packet I did the "setPacketHandled" thing, and the packet itself is registered through forge's SimpleChannel

	public static void handle(Packet_HandInQuest msg, Supplier<NetworkEvent.Context> ctx) {
		DangerSignTile te = (DangerSignTile)ctx.get().getSender().getServerWorld().getTileEntity(msg.pos);
		te.container.takeQuestItems(msg.questInt);
		te.container.takeKillCount(msg.questInt);
		te.container.giveRewards(msg.questInt);
		te.setQuestCompleted(msg.questInt);
		ctx.get().setPacketHandled(true);
	}
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What happens if a client sends a packet with forged (fake) information in it?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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If I am a malicious player playing on a server, I can modify my clients to send fake quest complete packets.

Your current packet handling code will allow me to obtain quest rewards over and over, since it does not check for 1) if the quest is already completed 2) if the player has the quest items in his inventory.

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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