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Save a list of objects as .json on server side


Bumpay

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Hello,
to give a short summary, my mod should allow players on a server to create a port and save ships as structures. Players can then teleport with their ship to other ports.

Here comes the problem, I don't know how to save a list of ports on the server as .json.

Also I would like to be able to add new entries to the .json.

When I try to make it client-sided the client crashes.

public void addToPortList() {

	Gson gson = new GsonBuilder().create();
	try {
		Writer writer = new FileWriter("../ports.json");
        gson.toJson(this, writer);
    }catch(IOException e){
        e.printStackTrace();
	}
}

With kind regards,
Bumpay

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1 hour ago, diesieben07 said:

No, it seems to not be up to date. You have to call ServerWorld#getSavedData, which will give you a DimensionSavedDataManager, this allows you to get / save an instance of your WorldSavedData.

Do you have a source where I can get the newer documentation, as it is hard for me to find any because I have no clue what is how possible with forge 1.15.2. I can only find videos from the older versions of minecraft.

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2 minutes ago, Bumpay said:

I think I don't have it in my project as it seems...14923422_Screenshot(54).thumb.png.edbfb92e5195fa75147a59cec61263fb.png

 

30 minutes ago, diesieben07 said:

You have the decompiled code as part of your workspace. You can use normal IDE functions to search it, such as looking for usages of the WorldSavedData class.

Nevermind found it. 🥴

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1 hour ago, diesieben07 said:

What for? Do not modify level.dat.

I want to store a list of Objects on the serverside.

 

Basically what I am trying to do is to store all created Shipports as a List on the Serverside. But it should be able to add/delete and get ports from/to the list.

 

You showed me the WorldSavedData method but I couldn't find any goo example of how to use it so I searched for different methods.

 

I am not bad at programming but it is hard to figure out how minecraft work with different things.

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package com.bumpay.travelsimplified.trasim.port;

import net.minecraft.nbt.CompoundNBT;
import net.minecraft.world.server.ServerWorld;
import net.minecraft.world.storage.DimensionSavedDataManager;
import net.minecraft.world.storage.WorldSavedData;

public class PortWorldSavedData extends WorldSavedData {

    private static final String NAME = "TraSim_PortData";

    public PortWorldSavedData() {
        super(NAME);
    }

    public PortWorldSavedData(String name) {
        super(name);
    }

    @Override
    public void read(CompoundNBT nbt) {
        
    }

    @Override
    public CompoundNBT write(CompoundNBT compound) {
        return null;
    }

    public static PortWorldSavedData get(ServerWorld world) {
        DimensionSavedDataManager data = world.getSavedData();
        PortWorldSavedData instance = (PortWorldSavedData) data.getOrCreate(PortWorldSavedData), NAME);
    }
}

And I do get an error on

PortWorldSavedData instance = (PortWorldSavedData) data.getOrCreate(PortWorldSavedData), NAME);

I tried to do it like in the Decumentations of Forge :/

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5 minutes ago, Bumpay said:

And I do get an error on

What's the error?

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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Do you know Java or are you trying to learn Java through modding?

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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3 hours ago, Bumpay said:

getOrCreate(PortWorldSavedData, NAME)

That is not valid Java. PortWorldSavedData is a Type, not an Object.

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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7 hours ago, DaemonUmbra said:

Do you know Java or are you trying to learn Java through modding?

I do know coding in Java. The only things I am struggeling with are the classes from minecraft as I don't know which are there and how to use them.

6 hours ago, Draco18s said:

That is not valid Java. PortWorldSavedData is a Type, not an Object.

Yeah I changed it, I did not recognize, that I tried something different there and forgot to type it back.

 

 

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This is how it looks now:

package com.bumpay.travelsimplified.trasim.port;

import net.minecraft.nbt.CompoundNBT;
import net.minecraft.world.server.ServerWorld;
import net.minecraft.world.storage.DimensionSavedDataManager;
import net.minecraft.world.storage.WorldSavedData;

import java.util.function.Supplier;

public class PortWorldSavedData extends WorldSavedData {

    private static final String NAME = "TraSim_PortData";

    public PortWorldSavedData() {
        super(NAME);
    }

    public PortWorldSavedData(String name) {
        super(name);
    }

    @Override
    public void read(CompoundNBT nbt) {

    }

    @Override
    public CompoundNBT write(CompoundNBT compound) {
        return null;
    }

    public static PortWorldSavedData get(ServerWorld world) {
        DimensionSavedDataManager data = world.getSavedData();
        PortWorldSavedData instance = (PortWorldSavedData) data.getOrCreate(() -> {return null;}, NAME);

        if(instance == null) {
            instance = new PortWorldSavedData();
        }

        return instance;
    }
}

But as described in the Docs, I guess I shouldn't just pass a null pointer in the getOrCreate function.

 

I also tried PortWorldSavedData.class there like in the Docs but it sais it is a Supplier<T> needed.

public static PortWorldSavedData get(ServerWorld world) {
        DimensionSavedDataManager data = world.getSavedData();
        PortWorldSavedData instance = (PortWorldSavedData) data.getOrCreate(PortWorldSavedData.class, NAME);

        if(instance == null) {
            instance = new PortWorldSavedData();
        }

        return instance;
    }

 

So I also tried new Supplier<PortWorldSavedData> which added the abstract method within the parameter-section

public static PortWorldSavedData get(ServerWorld world) {
        DimensionSavedDataManager data = world.getSavedData();
        PortWorldSavedData instance = (PortWorldSavedData) data.getOrCreate(new Supplier<PortWorldSavedData>() {
            @Override
            public PortWorldSavedData get() {
                return null;
            }
        }, NAME);

        if(instance == null) {
            instance = new PortWorldSavedData();
        }

        return instance;
    }

 

And even though I don't actually know, if this is the right way to do it scince Forge updated but didn't update the Docs. Can someone confirm that I am not complete off the track?

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Is this the right way of doing it?

public static PortWorldSavedData get(ServerWorld world) {
        DimensionSavedDataManager data = world.getSavedData();
        PortWorldSavedData instance = (PortWorldSavedData) data.getOrCreate(() -> {return new PortWorldSavedData();}, NAME);

        if(instance == null) {
            instance = new PortWorldSavedData();
        }

        return instance;
    }

 

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So now I can save my list of objects with the WorldSavedData#write command?

Do I need to have a structure like this for my nbt?

Data	[NBT_Compound]
	Ports	[NBT_List]
		A single Port	[NBT_Compound]
			Name	[NBT_String]
			Owner	[NBT_List]
				A single player	[NBT_Compound]
					L	[NBT_Long]
					M	[NBT_Long]
			Docks	[NBT_List]
				A single dock	[NBT_Compound]
					isUsed	[NBT_Byte]
					isHome	[NBT_Byte]
					x1		[NBT_Double]
					y1		[NBT_Double]
					z1		[NBT_Double]
					x2		[NBT_Double]
					y2		[NBT_Double]
					z2		[NBT_Double]
			X	[NBT_Double]
			Z	[NBT_Double]

 

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And how do I create the structure in code?
I saw something like the CompoundNBT class, is this the one?

 

And if, is it done by declaring a CompoundNBT object in my WorldSavedData class and simply so compund.put... for every attribute that my object has?

 

Can you maybe give an example on a very simple Object so I can relate?

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14 minutes ago, diesieben07 said:

You don't. It will be saved in a location that Minecraft sees fit based on the name you give to the WorldSavedData (it should include your ModID to avoid collisions).

 

No, this is what the writing and reading methods do. If you, for example, have the following class:


class MyObject {
   String value1;
   int value2;
}

And you wanted to store a list of these, then in your WorldSavedData you'd simply have a List<MyObject>. The conversion to and from NBT structure happens only in the responsible methods.

Sorry if I take long to get what you are trying me to do, but it is my first time working on minecraft or forge.

 

So to safe my List<Port> I have to write what? in the WorldSavedData#write function?

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You loop over every Port in the list and break each one down into smaller pieces that can be saved.

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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My Port.class structure looks like this:

public class Port {
    private ServerPlayerEntity owner;
    private boolean isOpen = false;
    private String name;
    private int xCoordinate;
    private int zCoordinate;
    private List<Dock> docks;
}

 

And my thoughts brang me to this:

@Override
    public CompoundNBT write(CompoundNBT compound) {
        for (Port p:portList)
        {
            compound.putLong("uuidL", p.getOwner().getDisplayNameAndUUID());
            compound.putBoolean("isOpen", p.isOpen());
            compound.putString("name", p.getName());
            compound.putInt("x", p.getXCoordinate());
            compound.putInt("y", p.getZCoordinate());
            //list of Docks
        }
        return compound;
    }

Is this right? And how do I get the UUID of a player? Also my Port has a List of Docks, how do I write this in the compound? Another foreach?

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