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TileEntity syncing SMP


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I use to know how to do this but have long forgotten. How would i sync my tileEntity data from client too server to be used by client for GUIs, block animations, and other things. I know it involves Packets but i'm not sure where to start on coding it. So any help is nice especial tutorial links, code snips, and explanations of the code.

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I use to know how to do this but have long forgotten. How would i sync my tileEntity data from client too server to be used by client for GUIs, block animations, and other things. I know it involves Packets but i'm not sure where to start on coding it. So any help is nice especial tutorial links, code snips, and explanations of the code.

 

You use packets. UE has this packet system (although as you mentioned in the UE forum it's a bit bugged) will help you do that.

 

I wrote a page on this for you: https://github.com/calclavia/Universal-Electricity/wiki/Tile-Entity-Syncing

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Thats why i was asking i was trying to see how other people did it so i can see what was wrong with yours. Also since i'm working on the smp version of steam power and barracks blocks for guardsman. Though i think yours issue is actual not related to packets but rather containers not returning to the client right.

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Thats why i was asking i was trying to see how other people did it so i can see what was wrong with yours. Also since i'm working on the smp version of steam power and barracks blocks for guardsman. Though i think yours issue is actual not related to packets but rather containers not returning to the client right.

 

Fixed it in UE 0.4.2. Thanks for telling me that bug I just fixed it. It was something wrong with the container... Btw, on your server now :)

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Thats why i was asking i was trying to see how other people did it so i can see what was wrong with yours. Also since i'm working on the smp version of steam power and barracks blocks for guardsman. Though i think yours issue is actual not related to packets but rather containers not returning to the client right.

 

Fixed it in UE 0.4.2. Thanks for telling me that bug I just fixed it. It was something wrong with the container... Btw, on your server now :)

cool guess i'll need to update it then :).

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I use to know how to do this but have long forgotten. How would i sync my tileEntity data from client too server to be used by client for GUIs, block animations, and other things. I know it involves Packets but i'm not sure where to start on coding it. So any help is nice especial tutorial links, code snips, and explanations of the code.

 

You use packets. UE has this packet system (although as you mentioned in the UE forum it's a bit bugged) will help you do that.

 

I wrote a page on this for you: https://github.com/calclavia/Universal-Electricity/wiki/Tile-Entity-Syncing

 

Should link to yours from the forge wiki, or put it on the forge wiki, so others can find it.  :)

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Ah.  Hmm.  Make a standard forge one and make a wiki tutorial?  :)

 

I can't make a tutorial yet because I am not even sure I am doing this 100% correctly and in the most efficient manner. Maybe when I'm more experienced with these packet things and when I do things efficiently. If you care to look through the packet code of UE and tell me what makes my code inefficient, I will do a tutorial. Otherwise I need to learn more about it before teaching. Don't want to teach the wrong stuff...

 

Client Network Code: https://github.com/calclavia/Universal-Electricity/tree/master/minecraft/net/minecraft/src/universalelectricity/network

Server Network Code: https://github.com/calclavia/Universal-Electricity/tree/master/minecraft_server/net/minecraft/src/universalelectricity/network

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It would be nice if somebody added something in to MinecraftForge to help with this sort of thing. It seems redundant that everyone has to write the same stuff from scratch. That is the case, isn't it?

 

That is one reason why I made the UE API which makes stuff less written from scratch. And besides, Forge already helps a lot with these things. Without Forge you'll be  scrapping even more!

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