AlexInCube Posted April 29, 2020 Posted April 29, 2020 I need to synchronize the angle in TE, the angle changes to the server, but not in the client. I don't need to save it in NBT. I used packets to send data from GUI to TE. But I need TE to send the packet to the TE client, how do I do that? Quote
Niprow Posted April 29, 2020 Posted April 29, 2020 (edited) see: https://mcforge.readthedocs.io/en/latest/tileentities/tileentity/#synchronizing-the-data-to-the-client Edited April 29, 2020 by Niprow doc site Quote I will make fun of you if you are not able to look into the (vanilla-) code.
AlexInCube Posted April 29, 2020 Author Posted April 29, 2020 @Nullable @Override public SUpdateTileEntityPacket getUpdatePacket() { CompoundNBT tag = new CompoundNBT(); write(tag); return new SUpdateTileEntityPacket(this.pos,0,tag); } @Override public CompoundNBT getUpdateTag() { return write(new CompoundNBT()); } @Override public void onDataPacket(NetworkManager net, SUpdateTileEntityPacket pkt) { super.onDataPacket(net, pkt); readFromNBT(pkt.getNbtCompound()); BlockState state = this.world.getBlockState(this.pos); this.world.notifyBlockUpdate(this.pos, state, state, 3); } I used it, but nothing worked. Quote
Niprow Posted April 29, 2020 Posted April 29, 2020 World#notifyBlockUpdate you can not call that in onDataPacket or getUpdatePacket Quote I will make fun of you if you are not able to look into the (vanilla-) code.
DavidM Posted April 29, 2020 Posted April 29, 2020 @Override public void onDataPacket(NetworkManager net, SUpdateTileEntityPacket pkt) { super.onDataPacket(net, pkt); readFromNBT(pkt.getNbtCompound()); BlockState state = this.world.getBlockState(this.pos); this.world.notifyBlockUpdate(this.pos, state, state, 3); } World#notifyBlockUpdate is used to notify a block update, not actually update the block on the client side. All you have to do is to read data packet in onDataPacket. Quote 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TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2.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.
AlexInCube Posted April 29, 2020 Author Posted April 29, 2020 I understand it, I thought it only synchronized what's in the read and write. @Nullable @Override public SUpdateTileEntityPacket getUpdatePacket() { CompoundNBT tag = new CompoundNBT(); tag.putInt(ANGLE_TAG,this.angle); return new SUpdateTileEntityPacket(this.pos,0,tag); } @Override public CompoundNBT getUpdateTag() { return write(new CompoundNBT()); } @Override public void onDataPacket(NetworkManager net, SUpdateTileEntityPacket pkt) { super.onDataPacket(net, pkt); BlockState state = this.world.getBlockState(this.pos); this.angle = pkt.getNbtCompound().getInt(ANGLE_TAG); this.world.notifyBlockUpdate(this.pos, state, state, 3); } Quote
AlexInCube Posted April 29, 2020 Author Posted April 29, 2020 (edited) but the animation in the renderer is kind of jerky. matrixStackIn.rotate(Vector3f.YP.rotationDegrees(angle+partialTicks*2)); there's gotta be a smooth rotation, and it feels like the animation has 20 fps. public void updateAnimation() { this.angle += 2; if (this.angle > 358) { this.angle = 0; } spawnWaterParticles(this.world, pos, 0, this.angle); } public int getAngle(){ return this.angle; } Edited April 29, 2020 by AlexInCube Quote
Niprow Posted April 29, 2020 Posted April 29, 2020 (edited) that is so because of the tick-rate in your tile entity (if you update it in ITickableTileEntity#tick) you could change it in Block#tickRate (maybe) Edited April 29, 2020 by Niprow how to change tick rate Quote I will make fun of you if you are not able to look into the (vanilla-) code.
Niprow Posted April 29, 2020 Posted April 29, 2020 6 minutes ago, Niprow said: you could change it in Block#tickRate (maybe) Quote I will make fun of you if you are not able to look into the (vanilla-) code.
DavidM Posted April 30, 2020 Posted April 30, 2020 9 hours ago, AlexInCube said: this.world.notifyBlockUpdate(this.pos, state, state, 3); You are still doing this. Don't do this on the client, as it does nothing (well it might do something, but definitely not what you are expecting). Only send a packet to update your tile entity if the angle changes. Don't do it every tick. If the angle is not unpredictable and only change as part of an animation, send a packet to the client when the animation starts and handle the animation on the client side. Quote 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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