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Currently Supported: 1.16.X (Latest) and 1.15.X (LTS)
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urbanxx001

[1.16.x] Packet Invalid Message

By urbanxx001, October 27, 2020 in Modder Support

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urbanxx001    8

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Posted October 27, 2020

I have a button in my screen class to send a packet to the container in order to update the inventory (client to server), according to this. Opening the gui and clicking the button in-game, I receive an invalid message error that originates from:

PacketHandler.CHANNEL.send(PacketDistributor.ALL.noArg(), new CapCompContainer(ModContainerTypes.MULTI_9X3.get(), containerID, containerInd, senderInv, 3));

According to this the issue could stem from registration, but I ensured that the packet is registered in FMLCommonSetup and specified the network direction PLAY_TO_SERVER.

 

Classes:

PacketHandler

PacketUpdateContainer

CapCompContainer

CapCompScreen

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Danebi    26

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Posted October 27, 2020 (edited)

When do you call the register method?

Edited October 27, 2020 by Danebi
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urbanxx001    8

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Posted October 27, 2020 (edited)

It's called in:

private static void commonSetup(FMLCommonSetupEvent event) {
    DeferredWorkQueue.runLater(() -> {
        CapCompScreen.register();
        PacketHandler.register();
    });
}

which in turn is called in the Common Proxy class as:

final IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus();
modEventBus.addListener(CommonProxy::commonSetup);
Edited October 27, 2020 by urbanxx001
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poopoodice    114

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Posted October 27, 2020 (edited)

I believe this is sending the packet to everyone

PacketDistributor.ALL.noArg()

You can simply use SimpleChannel#sendToServer()

Edited October 27, 2020 by poopoodice
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urbanxx001    8

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Posted October 27, 2020 (edited)

Ah that makes sense. I replaced it with that, but receive the same error. Hopefully it's not an issue on the receiving end (container).

Edited October 27, 2020 by urbanxx001
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poopoodice    114

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Posted October 27, 2020

What's the reason of you sending another packet in PacketUpdateContainer.handle ?

Also in encode you've written a int array into the buffer, but then you read two ints out of the buffer which won't work because the first int will be the length of the array.

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urbanxx001    8

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Posted October 27, 2020 (edited)

Right it's being sent in two places, idk why I sent a second one in PacketUpdateContainer.  I'll fix the argument mismatch as well. Thanks for catching those.

Edited October 27, 2020 by urbanxx001
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urbanxx001    8

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Posted October 30, 2020 (edited)

Alright I've redone a bit and it's working as long as the block position is given manually in the packet handler. I've been trying to pass it from the tile entity => container => screen instead, however something strange occurs in the container. It receives the correct te and block position, but then a second te with null position is detected. Classes below.

 

ModBlock

ModTileEntity

ModContainer

Edited October 30, 2020 by urbanxx001
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vemerion    56

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Posted October 30, 2020
35 minutes ago, urbanxx001 said:

It receives the correct te and block position, but then a second te with null position is detected. Classes below.

From what I can see, you are not using the BlockPos you are sending NetworkHooks.openGui(), and thus the 'dummy' ModTileEntity the container creates on the client will have a null BlockPos.

 

As a side note, I would encourage you to stay away from LockableLootTileEntity and IInventory, and instead use the recommended forge alternative IItemHandler.

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Posted October 30, 2020 (edited)
2 hours ago, vemerion said:

I would encourage you to stay away from LockableLootTileEntity and IInventory, and instead use the recommended forge alternative IItemHandler.

I'll definitely consider IItemHandler down the line, thanks.

With openGui() I was passing the block pos:

NetworkHooks.openGui((ServerPlayerEntity) player, ((INamedContainerProvider) tileentity), t -> t.writeBlockPos(pos));

 

So the problem is this isn't synced with the client. I'll try getUpdatePacket() and onDataPacket() in the te then.

Edited October 31, 2020 by urbanxx001
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Posted October 31, 2020

Woo got it to sync by setting the pos in the read/write methods, which are called by getUpdateTag().

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