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[1.14.4] sync tile entity on client/server; serialize/deserialize error


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Posted

I have a TE that stores a List, i'm using a ListNBT with CompoundNBT to store the block position and the list beloging to the TE, it works perfectly on client, but it does not load/save on server.

 

This are probably the useful errors:

Client

Quote

    [Render thread/ERROR] [ne.mi.fm.ne.si.IndexedMessageCodec/SIMPLENET]: Received empty payload on channel fml:handshake
    [Netty Client IO #0/ERROR] [minecraft/ArgumentTypes]: Could not deserialize minecraft:
    [Netty Client IO #0/ERROR] [minecraft/ArgumentTypes]: Could not deserialize minecraft:

Server:

Quote

    [Netty Server IO #1/ERROR] [minecraft/ArgumentTypes]: Could not serialize net.minecraftforge.server.command.ModIdArgument@37225730 (class net.minecraftforge.server.command.ModIdArgument) - will not be sent to client!
    [Netty Server IO #1/ERROR] [minecraft/ArgumentTypes]: Could not serialize net.minecraftforge.server.command.EnumArgument@1d34fe74 (class net.minecraftforge.server.command.EnumArgument) - will not be sent to client!

 

 

And this is the write/read functions:

Quote

	@Nonnull
    @Override
    public CompoundNBT write(CompoundNBT compound) {
        ListNBT mList = new ListNBT();
        Map<BlockPos, Set<ResourceLocation>> mPos = SMBlock.getMap();
        if (mPos != null) {
            mPos.forEach((pos, rec) -> {
                if (rec.size() > 0) {
                    CompoundNBT map = new CompoundNBT();
                    map.putString(pos.toString(), rec.toString());
                    mList.add(map);
                }
            });
        }
        compound.put("mComp", mList);
        return super.write(compound);
    }

    @Override
    public void read(CompoundNBT compound) {
        Set<ResourceLocation> mPos = new HashSet<>();
        ListNBT mList = compound.getList("mComp", 10);
        for (int i = 0; i < mList.size(); i++) {
            CompoundNBT mCompound = mList.getCompound(i);
            BlockPos position = getPosition(mCompound.keySet().toString());
            String sArray = mCompound.getString(position.toString());
            if (SMBlock.getPositions().contains(position)) return;
            SMBlock.setPosition(position);
            if (!sArray.equals("")) {
                for (String s : sArray.split(", ")) {
                    sList.add(new ResourceLocation(s.replaceAll("]\\[", "")));
                }
            }
            SMBlock.setMap(position, rec);
            sArray.clear();
        }
        super.read(compound);
    }

Obviously i am missing something, can anyone help me?

Posted

Howdy

The only thing that leaps out at me on your existing code - try putting your calls to super as the first statement in your method (might not help but worth a try)

eg

 

 public CompoundNBT write(CompoundNBT compound) {
super.write(compound);
        ListNBT mList = new ListNBT();
        Map<BlockPos, Set<ResourceLocation>> mPos = SMBlock.getMap();
        if (mPos != null) {
            mPos.forEach((pos, rec) -> {
                if (rec.size() > 0) {
                    CompoundNBT map = new CompoundNBT();
                    map.putString(pos.toString(), rec.toString());
                    mList.add(map);
                }
            });
        }
        compound.put("mComp", mList);
      return compound;
    }

 

Do you have the other sync methods defined properly?

  1. getUpdatePacket() and onDataPacket() -- for single TileEntity updates
  2. getUpdateTag() and handleUpdateTag() -- for sending as part of a chunk update packet

eg see here

https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe20_tileentity_data

 

and here

 

https://mcforge.readthedocs.io/en/latest/tileentities/tileentity/

 

-TGG

 

Posted

Certainly i was missing getUpdatePacket() , but still it is not working, it seems that the server can't access to the list i am saving, i put a print in the write/read functions and it prints empty while the client prints correctly, i assume i have to use a custom network for this?

Posted

Hi

No you shouldn't need to use a custom network, NBTList transmit fine just using vanilla.

 

If you haven't already I'd suggest you use your debugger to step through what your code is doing, it should become more obvious then.

BTW this also looks wrong:

if (SMBlock.getPositions().contains(position)) return;

 

Cheers

  TGG

Posted

I basically have a gui with buttons, if you press a button, its name is added to the list.

The problem seems to be that the server can't access that list, or maybe it access a different one, so when the nbt is saved, the position is ok but the list is empty.

 

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