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[1.12.2] So I have an issue with an entity duping its drop and not letting the player dismount


Daring Do

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So basically what's going on is we have a flying broom entity that, when flown at a fast enough speed for long enough, causes Minecraft to try and kill it and respawn it. It's not noticeable to the player, because it doesn't rubber band them, or drop them out of the air, but when the player goes to dismount, they can't. They're just stuck on the broom. When the player relogs, they end up with the broom item in their hand (if they tried dismounting before logging off) and still on the broom entity, which causes them to end up with two brooms (sometimes more) when they can actually dismount.

 

Code:

https://pastebin.com/eT4682Y1

 

Log:

https://pastebin.com/3pi6G9nQ

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"Be patient with me, because I'm an absolute moron half the time."

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Okay, so it's a desync issue caused by the server setting the broom to dead because it's moving too fast, but only on the server side, I think. How can I disable that check?

Gne9eza.png

 

"Be patient with me, because I'm an absolute moron half the time."

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Okay, so now we, for sure, know the problem. It's the broom desyncing between the client and the server. They both end up in the same place, but they don't interact like they normally would (if I break the client broom, the server broom doesn't break, but to the client, it looks like it does, until you relog. Same with dismounting).

 

So I need a way to force sync them. Any ideas?

Gne9eza.png

 

"Be patient with me, because I'm an absolute moron half the time."

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Please stop bumping your thread like this, as it can be annoying and unnecessary.

 

14 hours ago, Daring Do said:

So I need a way to force sync them. Any ideas?

Packets.

However, I am not exactly sure what you are trying to do, and packets might not be the best solution.

 

On 7/4/2019 at 6:21 AM, Daring Do said:

when flown at a fast enough speed for long enough, causes Minecraft to try and kill it and respawn it.

Are you trying to make the broom kill itself when it is too fast, or is the broom currently killing itself when flown too fast (and you don't want that)?

Edited by DavidM

Some tips:

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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. 

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5. Learn to use your IDE, especially the debugger.

6.

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Support & Bug Reports:

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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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5 hours ago, DavidM said:

Please stop bumping your thread like this, as it can be annoying and unnecessary.

 

Packets.

However, I am not exactly sure what you are trying to do, and packets might not be the best solution.

 

Are you trying to make the broom kill itself when it is too fast, or is the broom currently killing itself when flown too fast (and you don't want that)?

I was bumping it because it's been over 24 hours since it was originally sent. I only come here when I desperately need help, because everywhere else has failed first. This place is full of pretentious people (not everyone, but there are quite a few), so I generally avoid here if I can. Going ignored for 15 hours is a pretty good time to bump a thread that no one has responded to. Then the other "bump" was me updating anyone who might look at the thread with an idea of what the problem is now. The second to last bump was me getting ready to just stop waiting for help from here, and the last one was me updating anyone who might be looking at helping with what the exact problem is.

 

As for packets, I've tried that. It doesn't seem to make a difference. 

 

And Minecraft is killing the broom in the Chunk class, because the broom "moved wrongly" when it desynced from the client side. 

Gne9eza.png

 

"Be patient with me, because I'm an absolute moron half the time."

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53 minutes ago, Daring Do said:

This place is full of pretentious people (not everyone, but there are quite a few), so I generally avoid here if I can.

Calling people pretentious will make sure they won't help you.

 

You should have more patience. Everybody on this forum does this in their own free time, without getting paid for anything.

Minecraft has hard-coded limits for moving too fast. You can't get around this as far as I know.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

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1 hour ago, larsgerrits said:

You should have more patience. Everybody on this forum does this in their own free time, without getting paid for anything.


Minecraft has hard-coded limits for moving too fast. You can't get around this as far as I know.

I'm aware of the hard-coded limits. They're located in a few places (Chunk, NetHandlerPlayServer, NetHandlerPlayClient, and WorldServer). But what we're trying to do is find a work-around to forcefully resync the data that's on the client to the server again. If I could remove the limits, or make an exception to the limits, I would have already. And while it's probably possible with coremods, I don't know how to make them, so I don't want to risk doing it for this project that I just contribute to.

 

As for patience, I've spent 3 days straight trying to make these brooms work, constantly trying to whittle down the possible problems. I can stop the killing of the broom, but that doesn't fix it. I can spam a packet every tick to the server to set the position and rotation of the broom on the server, but that doesn't fix it. I can change the frequency of which the entity sends velocity updates to the server, but that doesn't fix it. If people take too long to get back to me, then oh well. I'll just keep doing my own thing, and assume no one else has a solution. Just means I don't have to deal with being yelled at for bad programming practices, despite the code not being mine. I literally am here to fix one thing, and one thing only. Not the 50 thousand other problems in the code. Yet on multiple occurrences, my experience here has been people telling me "oh, no don't do that. It doesn't solve your problem, and your code isn't causing any real problems, but you shouldn't do that because it's not the way I like". That's the kind of pretension I was talking about, for the record, and that's something I'm more than happy to mention, without saying who. If it's not you, then good on you. I really don't care if I have code that isn't the exact way someone else wants. If it works, it works. I just want to know how to fix the thing I came here for. If no one knows, then no one knows, and they don't have to respond. If I figure out what's causing the problem, but still don't know how to fix it, I'm going to update the post, and if I worry that the post has gotten buried because no one has said anything, and I'm still holding out that someone may have a solution, I'm going to bump the post so that said person may see it, and may give the solution.

 

Look, I don't care who has the solution. It can be the people I dislike the most on the entire internet. If their solution works under every stress load, then I don't care who it was. I'll thank them and be on my way.

Edited by Daring Do

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"Be patient with me, because I'm an absolute moron half the time."

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8 hours ago, Daring Do said:

And Minecraft is killing the broom in the Chunk class, because the broom "moved wrongly" when it desynced from the client side. 

I see. I'm doubting whether syncing the entity movement will make a difference, since the hard-coded limit will remove the entity if it goes too fast (and considers it as "moving wrongly"), which will still be the case if the entity is synced.

I'm not sure whether this can be achieved without a coremod, but my thoughts are along the lines of creating a EventSubscriber that stops the broom from being killed. Not sure if this would work tho.

 

Calm down tho...

Edited by DavidM

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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9 minutes ago, diesieben07 said:

If people don't answer it's usually not because they are ignoring you, but because they do not know the solution either.

Get off your high horse.

I never even implied that they were ignoring me. I actually outright said that I assumed they also didn't know the answer x.x

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"Be patient with me, because I'm an absolute moron half the time."

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16 hours ago, DavidM said:

I see. I'm doubting whether syncing the entity movement will make a difference, since the hard-coded limit will remove the entity if it goes too fast (and considers it as "moving wrongly"), which will still be the case if the entity is synced.

I'm not sure whether this can be achieved without a coremod, but my thoughts are along the lines of creating a EventSubscriber that stops the broom from being killed. Not sure if this would work tho.

 

Calm down tho...

I can stop it from being killed. The method in Chunk that kills an entity for moving wrongly calls setDead(). Altering that (and onKillCommand()) will keep it from being able to kill the broom, but that just leaves a server side broom unsynced with the broom a player is riding in the world. It, unfortunately, doesn't fix the problem. What I've seen so far is when it does desync, it does so in chunks that unload before the setDead() method can be fired. We've even tried moving the movement over to the server side, and it still desyncs between the two. Same problems as the client side, plus some where your broom now flies on forever, with no control over it. 

Gne9eza.png

 

"Be patient with me, because I'm an absolute moron half the time."

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1 minute ago, diesieben07 said:

 

...yeah, alright that's fair. Not the best wording on my part. I did, however, say that I assumed people didn't have an answer later down, though. I saw you were looking at it after it was originally posted, and when you stopped, I kinda guessed that my odds of getting a solution were slim if you didn't have one.

Gne9eza.png

 

"Be patient with me, because I'm an absolute moron half the time."

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