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Save a list of objects as .json on server side


Bumpay
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50 minutes ago, diesieben07 said:

This is normal garbage collection behavior. Please compare to a vanilla or pure Forge server, you will see similar things.

 

This is unrelated to your mod, it happens on every Forge server.

 

Every code project should be in Git. If you are not using Git you are missing a vital tool in software development.

Alright thanks man, so I will definetly read myself into Git.

 

Also I now want to connect to the WorldSavedData through a command (later a gui), do I need to do this via a network? Because the command is executed from the client side, but it needs to be saved on the server side?

 

And I do get this error when I run my command:

[03Okt2020 02:07:13.719] [Server thread/FATAL] [net.minecraftforge.fml.loading.RuntimeDistCleaner/DISTXFORM]: Attempted to load class net/minecraft/client/Minecraft for invalid dist DEDICATED_SERVER

 

The command looks like this:

private static int createPort(CommandSource source, String name, int xCoordinate, int zCoordinate) throws CommandSyntaxException {

        TraSimPacketHandler.INSTANCE.sendToServer(new PacketCreatePort(source.asPlayer().getUniqueID(), name, xCoordinate, zCoordinate));
        /*
        Port port = new Port(source.asPlayer(), name, xCoordinate, zCoordinate);
        PortWorldSavedData portWorldSavedData = PortWorldSavedData.get(source.asPlayer().getServerWorld());
        portWorldSavedData.addPortToList(port, portWorldSavedData);
        */
        source.sendFeedback(new TranslationTextComponent("commands.createPort.name.x.y", name , xCoordinate, zCoordinate), true);
        return 1;
    }

And if this is also important I do get a NullPointerException with the old commented stuff.

latest.log

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1 minute ago, diesieben07 said:

Why did you exclude the Gradle wrapper and the build.gradle files? They are essential. The .gitignore file that comes with the MDK is already properly configured.

 

Where do you get the NPE? They are usually easy to debug using the debugger by looking at what's null.

I didn't know how important they are. I will push them in a moment.

Well, right after executing the command:

grafik.png.2a0057dab251ae317eceeb176eafad05.png

 

Can I use the Debugger with breakpoints? Because when I first tried it, it went off when I started the world, probably because it was initialized there. So where do I need to set the brekpoints when I watch the client actions?

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2 minutes ago, diesieben07 said:

You need to look at the log and see the actual stacktrace...

At the debug.log? Because there it only says

[03Okt2020 12:31:45.476] [Render thread/INFO] [net.minecraft.client.gui.NewChatGui/]: [CHAT] An unexpected error occurred trying to execute that command
2 minutes ago, diesieben07 said:

As for the debugger: Yes, you use it with breakpoints.

So where do I need to place it when I want to stop it after the user executes the command?

I tried some places but they only fired when loading the world and not in-game.

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7 minutes ago, diesieben07 said:

That's at the point where you call executes. You need to put the breakpoing inside the lambda, which is called by Minecraft to execute your command.

Ah well that helped alot.

 

Then for quick fix these errors is it possible, and if so how, to edit and build the code while running the client?

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1 minute ago, diesieben07 said:

In theory, yes, but I've yet to get it to work properly with Minecraft. Look for "reload changed classes" in IntelliJ.

I found it under the debug options, so it might only work when i run the debug mode right?

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1 minute ago, diesieben07 said:

Yes, debug mode is required for breakpoints and hotswapping of code to work.

NIce this finally helps me to figure out problems on my own and work even more efficient 👍

 

Can I somehow check the objects I have saved now?

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3 minutes ago, Bumpay said:

Can I somehow check the objects I have saved now?

Once stopped at a breakpoint you can use the "evaluate expression" functionality to check things out in the running program. In this case you could get the instance of your WorldSavedData and look at its fields.

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How can I create a switch case in a command?

 

I want the command /create to merge all /createPort, / createDock, /createShip etc.

 

So the player can type in / create [type] and then the arguments vary, depending on what the type needs.

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How do I read my saved Objects back when this is how I write it?

 

GitHub - PortWorldSavedData

@Override
    public CompoundNBT write(CompoundNBT compound) {                                                                    //NBT_Compound

        ListNBT portsListNBT = new ListNBT();
        compound.put("ports", portsListNBT);                                                                            //-NBT_List "ports"

        for (Port p:portList){
            CompoundNBT portNBT = new CompoundNBT();                                                                    //--NBT_Compound "a single port"
            portNBT.putLong("uuidL", p.getOwner().getUniqueID().getLeastSignificantBits());                             //---NBT_Long "uuidL"
            portNBT.putLong("uuidM", p.getOwner().getUniqueID().getMostSignificantBits());                              //---NBT_Long "uuidM"
            portNBT.putBoolean("isOpen", p.isOpen());                                                                   //---NBT_Bool "isOpen"
            portNBT.putString("name", p.getName());                                                                     //---NBT_String "name"
            portNBT.putInt("x", p.getXCoordinate());                                                                    //---NBT_Int "x"
            portNBT.putInt("y", p.getZCoordinate());                                                                    //---NBT_Int "y"

            ListNBT docksListNBT = new ListNBT();
            portNBT.put("docks", docksListNBT);                                                                         //---NBT_List "docks"

            for (Dock d:p.getDocks())
            {
                CompoundNBT dockNBT = new CompoundNBT();                                                                //----NBT_Compound "a single dock"
                dockNBT.putBoolean("isHomeDock", d.isHomeDock);                                                         //----NBT_Bool "isHomeDock"
                dockNBT.putBoolean("isUsed", d.isUsed);                                                                 //----NBT_Bool "isUsed"
                dockNBT.putIntArray("dockArea", d.getDockArea().toNBTTagIntArray().getIntArray());                      //----NBT_Int[] "dockArea"

                docksListNBT.add(dockNBT);
            }

            portsListNBT.add(portNBT);
        }

        return compound;
    }

 

Edit:

Okay I tried around a bit and does this might be the right way to load the data again?

 

@Override
    public void read(CompoundNBT nbt) {
        ListNBT list = nbt.getList("ports", Constants.NBT.TAG_COMPOUND);
        for (int i = 0; i < list.stream().count(); i++)
        {
            CompoundNBT portNBT = list.getCompound(i);

            ListNBT listDocks = portNBT.getList("docks", Constants.NBT.TAG_COMPOUND);
            ArrayList<Dock> docks = new ArrayList<>();
            for (int j = 0; j < listDocks.stream().count(); j++)
            {
                CompoundNBT dockNBT = listDocks.getCompound(i);

                Dock dock = new Dock(
                        dockNBT.getBoolean("isHomedock"),
                        dockNBT.getBoolean("isUsed"),
                        new Vec3i(dockNBT.getIntArray("pos1")[0], dockNBT.getIntArray("pos1")[1], dockNBT.getIntArray("pos1")[2]),
                        new Vec3i(dockNBT.getIntArray("pos2")[0], dockNBT.getIntArray("pos2")[1], dockNBT.getIntArray("pos2")[2]));
                docks.add(dock);
            }

            Port port = new Port(
                    new UUID(portNBT.getLong("uuidM"), portNBT.getLong("uuidL")),
                    portNBT.getString("name"),
                    portNBT.getInt("x"),
                    portNBT.getInt("z"),
                    portNBT.getBoolean("isOpen"),
                    docks);

            portList.add(port);
        }
    }

 

Edited by Bumpay
Maybe the solution
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