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Posted

I want the GUI to change the control of the redstone signal when you press a button. But packet don't change the variable in TileEntity. P.S. NBT dont saved too.

GUI Code:

Spoiler

@Override
    public boolean mouseClicked(double mouseX, double mouseY, int mouseButton) {
        int i = (this.width - this.xSize) / 2;
        int j = (this.height - this.ySize) / 2;

        if (super.mouseClicked(mouseX, mouseY, mouseButton)) {
            if (mouseX >= this.guiLeft+133 && mouseY >= this.guiTop+35 && mouseX < this.guiLeft+152 && mouseY < this.guiTop+51) {
                if (this.container.tileEntity.get(0) == 0) {
                    Networking.INSTANCE.sendToServer(new PacketChangeRedstoneControl(this.container.tileEntity.getPos(), 1));
                }else{
                    Networking.INSTANCE.sendToServer(new PacketChangeRedstoneControl(this.container.tileEntity.getPos(), 0));
                }
                return true;
            }
        }
        return super.mouseClicked(mouseX, mouseY, mouseButton);
    }

 

Packet Code:

Spoiler

public class PacketChangeRedstoneControl {

    private final BlockPos blockpos;
    private final int rc;

    public PacketChangeRedstoneControl(PacketBuffer buf){
        blockpos = buf.readBlockPos();
        rc = buf.readInt();
    }

    public void toBytes(PacketBuffer buf){
        buf.writeBlockPos(blockpos);
        buf.writeInt(rc);
    }

    public PacketChangeRedstoneControl(BlockPos blockpos, int rc){
        this.blockpos = blockpos;
        this.rc = rc;
    }

    public void handle(Supplier<NetworkEvent.Context> ctx){
        ctx.get().enqueueWork(() -> {
            TileEntity te = ctx.get().getSender().getServerWorld().getTileEntity(blockpos).getTileEntity();
            ((blockbreakertile) te).set(0,rc);
            });
        ctx.get().setPacketHandled(true);
    }
}

 

TileEntity Code:

Spoiler

private int redstoneControl = 1;


        public int get(int index) {
            switch(index) {
                case 0:
                    return blockbreakertile.this.redstoneControl;

                default:
                    return 0;
            }
        }

        public void set(int index, int value) {
            switch(index) {
                case 0:
                    blockbreakertile.this.redstoneControl = value;
            }
        }

 

 

Posted

I didn't notice in the sender right away that you could get a container.

if (windowId == ctx.get().getSender().openContainer.windowId){ }

I'm checking to see if I'm comparing the windowid and then what?
Do I have to update the variable in Container from TE all the time or try to change the variable in TE and Container at once?

Posted
Spoiler

public class PacketChangeRedstoneControl {
    private final int windowId;
    private final int rc;

    public PacketChangeRedstoneControl(PacketBuffer buf){
        windowId = buf.readInt();
        rc = buf.readInt();
    }

    public void toBytes(PacketBuffer buf){
        buf.writeInt(windowId) ;
        buf.writeInt(rc);
    }

    public PacketChangeRedstoneControl(int windowId, int rc){
        this.windowId = windowId;
        this.rc = rc;
    }

    public void handle(Supplier<NetworkEvent.Context> ctx){
        ctx.get().enqueueWork(() -> {
            Container playercont=ctx.get().getSender().openContainer;
            if (windowId == playercont.windowId){
                ((blockbreakercontainer)playercont).tileEntity.set(0,rc);
            }
            System.out.println(((blockbreakercontainer)playercont).tileEntity.get(0));
            });
        ctx.get().setPacketHandled(true);
    }
}

 

what did I do wrong?

Posted

I want to make it work somehow first, and then think about safety. 

Sending packages this way:

Spoiler

 @Override
    public boolean mouseClicked(double mouseX, double mouseY, int mouseButton) {

        if (mouseX >= this.guiLeft+133 && mouseY >= this.guiTop+35 && mouseX < this.guiLeft+152 && mouseY < this.guiTop+51) {
            if (this.container.getRedstoneControl() == 0) {
                Networking.INSTANCE.sendToServer(new PacketChangeRedstoneControl(this.container.windowId, 1));
            }else{
                Networking.INSTANCE.sendToServer(new PacketChangeRedstoneControl(this.container.windowId, 0));
            }
        }

        return super.mouseClicked(mouseX, mouseY, mouseButton);
    }

 

 

Posted
4 minutes ago, AlexInCube said:

I want to make it work somehow first, and then think about safety

That is the #1 worst way to do things ever. I would not trust the security of any server that was running your mod with a mindset like that, unfortunately :(

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