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L10[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171030 mappings to Forge Maven.
L11[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171030-1.12.zip
(mappings = "snapshot_20171030" in build.gradle).
L12[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L37[05:09:11] <Jonathon594> I created a new
InventoryBasic with 56 slots and filled it with a bunch of items I
intend to use as a menu. In my guicontainer class I overrode the
onslotclick method which is where I will do my logic. However. when
I click any of the slots above 46 it gives me a null pointer
exception. It like it
L38[05:09:11] <Jonathon594> thinks Im
clicking in my inventory simultaneous. In testing I saw the
onSlotClick method called twice. Once with my inventory of 56 slots
and another with only 46 slots. What am I doing wrong?
L39[05:12:12] <gigaherz|work>
InventoryBasic is an IInventory implementation
L40[05:12:35] <gigaherz|work> unless you
are in 1.7.10 or 1.8 -- in which case, why? -- you shouldn't be
using it
L41[05:13:41] <Jonathon594> Im on 1.12.2
What should I use? I have a class extending Container. and to call
.addSlotToContainer it needs a slot, which needs an
IInventory.
L42[05:14:25] <gigaherz|work> use the item
handler capability
L43[05:14:31] <gigaherz|work> and
SlotItemHandler in place of the vanilla Slot
L44[05:17:11] <Jonathon594> The inventory
isnt attatched to anything though, and I dont need it to save. I
just need an inventory, that displays items. without being tied to
anything in particular as it is generated each time the GUI is
opened. Im using a Capability already for something else it seems
appropriate. But in this
L45[05:17:11] <Jonathon594> case is it
really the right choice? I guess I could attatch it to the player
on the client and simply update it each time the GUI is
opened?
L46[05:21:27] <gigaherz|work> Ah so you
have something closer to a workbench
L47[05:21:30] <gigaherz|work> in that case
it doesn't matter
L48[05:21:47] <gigaherz|work> nono, don't
attach to the player
L49[05:22:00] <gigaherz|work> if it's
supposed to disappear as soon as the GUI closes, it's ok with an
IInventory
L50[05:22:05] <gigaherz|work> in that
case
L51[05:22:10] <gigaherz|work> keep in mind
that there's two instances of Container
L52[05:22:14] <gigaherz|work> one on the
server, and one on the client
L53[05:22:41] <gigaherz|work> make sure
that the instances of the container you create have the same number
of slots
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L55[05:26:22] <Jonathon594> In my gui
handler I created a new instance of of my Gui and my Gui container
at the same time. and I populate the container in its constructor.
I didn't think getClientGuiElement was called on the server
L56[05:26:41] <gigaherz|work> it does
not
L57[05:26:45] <gigaherz|work> but
getServerGuiElement does
L58[05:26:59] <Jonathon594> Which for me
just returns null
L59[05:26:59] <gigaherz|work> normally you
return the container from getServerGuiElement
L60[05:27:06] <gigaherz|work> and the gui
for the client element
L61[05:27:31] <gigaherz|work> I'm not sure
if it's ok to return null on the server
L62[05:27:32] <gigaherz|work> never done
it
L63[05:27:51] <Jonathon594> So just return
the container on the server, and the gui on the client(which
requires an instance of container)
L64[05:28:23] <Jonathon594> Will an empty
container on the server with the same slots work?
L65[05:28:55] <gigaherz|work> the idea,
normally, is that the server knows the items
L66[05:28:59] <gigaherz|work> and syncs
them with the client
L67[05:29:02] <gigaherz|work> and when you
interact on the client
L68[05:29:07] <gigaherz|work> it sends back
the commands
L69[05:29:14] <gigaherz|work> and updates
the server accordingly
L70[05:29:21] <gigaherz|work> as I said, I
don't know if it works without a server-side
L71[05:29:30] <gigaherz|work> I have never
attempted to use a GuiContainer client-only
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L73[05:31:35] <Jonathon594> Yeah, Im used
to plugins, converting to forge. My mod is meant to be multipler
but I wanted an inventory menu. I figured I would make it client
side and just send a packet to the server with the name of what I
clicked and the server would do the logic on whether or not the
player can afford the
L74[05:31:35] <Jonathon594> item. I think I
see whats happening now. The server thinks I am clicking my
inventory. Like if I put something in my hotbar and in the gui
click the 5th row it picks up the item in my hotbar. I guess
sending null to the server makes it assume its the player
inventory.
L75[05:32:09] <gigaherz|work>
possibly
L76[05:32:14] <gigaherz|work> you CAN open
a gui client-only
L77[05:32:23] <gigaherz|work> but using
Minecraft.getMinecraft().displayGuiScreen
L78[05:32:25] <gigaherz|work> rather than
openGui
L79[05:33:04] <gigaherz|work> but since
GuiContainer expects a server-side to receive the interaction
commands
L80[05:33:14] <gigaherz|work> I would guess
that's why it fails
L81[05:35:38] <Jonathon594> all my methods
use getMinecraft().player.openGui()
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L85[05:44:07] <Jonathon594> My
getServerGuiElement is never being called. I think thats whats
wrong. The server just assumes I am using my inventory. All my gui
screens are client only and I have a client gui button opening this
gui container. Should I instead. send a packet to the server
telling it to open the container gui
L86[05:44:07] <Jonathon594> on my
client?
L87[05:49:17] <gigaherz|work> yes that
would be an issue with using getMinecraft().player.openGui
L88[05:49:21] <gigaherz|work> you should
open the gui from the server
L89[05:50:34] <Jonathon594> So I can use my
regular button only menus client side. I just have to send packets
for container menus. It seems like there should be some way around
this to make it clientside only
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L95[06:57:37] <barteks2x> playing a
minecraft coredump as raw audio file is an interesting experience
:D
L96[06:58:45] <gigaherz|work> I remember
many years ago
L97[06:58:53] <gigaherz|work> while toying
with cygwin
L98[06:58:55] <gigaherz|work> I did
L99[06:59:03] <gigaherz|work> dd if=file
of=/dev/dsp
L100[06:59:09] <gigaherz|work> and it
played the audio
L101[06:59:11] <gigaherz|work> so then I
did
L102[06:59:20] <gigaherz|work> dd
if=/dev/cdrom of=/dev/dsp
L103[06:59:28] <gigaherz|work> and it
started playing cdrom music
L104[06:59:32] <barteks2x> It does show a
lot of repetitive data
L105[07:01:22] <barteks2x> but oh well,
the 1.3GB also compresses down to 66MB with lz4
L106[07:02:23] <barteks2x> I was curious
what is in all the memroy the snapshots use and forced it to make
coredump
L107[07:06:33] <gigaherz|work> couldn't
have used a java memory profiler?
L108[07:06:39] <gigaherz|work> or is it
using native memory?
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L110[07:10:19] <barteks2x> native
memory
L111[07:10:24] <barteks2x> the heap is
about 100MB
L112[07:10:37] <barteks2x> it's even
before it shows main menu
L113[07:10:56] <barteks2x> it manages to
leak gigabytes of native memory before getting to main menu
L114[07:11:26] <barteks2x> and I want to
figure otu what causes it
L115[07:13:38] <barteks2x> considering
noone at mojang can even reproduce it, I doubt it will be fixed
anytime soon
L116[07:14:17] <ben_mkiv> considering that
no one but you got the problem, its rather your mod?! :>
L117[07:15:30] <barteks2x> it's 1.13
snapshot
L118[07:15:35] <gigaherz|work> barteks2x:
you are on linux, right?
L119[07:15:39] <barteks2x> yes
L120[07:15:41] <ben_mkiv> nvm me
then
L121[07:15:49] <barteks2x> and it is
reported...
L122[07:15:52] <gigaherz|work> I'm going
to bet it's an issue with lwjgl3 and your gpu driver
L123[07:15:55] <barteks2x> so far
including me 3 known affected useres
L124[07:16:03] <barteks2x> all on
linux
L125[07:16:06] <ben_mkiv> what gpu
barteks?
L126[07:16:23] <barteks2x> ATI radeon
hd5670 (I know it's ancient)
L127[07:16:51] <ben_mkiv> hmm, maybe i can
reproduce with a 7950
L128[07:17:01] <barteks2x> with open
source drivers, obviously
L129[07:17:05] <billy> i ran it yesterday
no issues. gtx 970 with proprietary nvidia drivers on debian
stretch
L130[07:17:07] <ben_mkiv> nvm
then...
L131[07:17:48] <ben_mkiv> maybe give fglrx
a try? :P
L132[07:18:06] <barteks2x> they are so
deprecated on gentoo that it's not even worth trying to get them
working
L133[07:18:22] <ben_mkiv> grab them from
the homepage
L134[07:18:35] <ben_mkiv> and backup
everything xD
L135[07:18:38] <ben_mkiv> the amd
installer is a pain
L136[07:18:41] <barteks2x> also I would
have to rebuild the kernel and a lot of other stuff because it's
gentoo
L137[07:18:49] <ben_mkiv> no you
dont
L138[07:18:55] <ben_mkiv> you just need
the sources available
L139[07:18:57] <billy> you dont use
dkms?
L140[07:19:01] <ben_mkiv> then it'll build
the kernel module
L141[07:19:02] <barteks2x> I would have to
because the needed flags are not enabled here
L142[07:19:02] <billy> or w/e its
called
L143[07:19:10] <ben_mkiv> well, ok
L144[07:19:28] <barteks2x> and going
against portage on gentoo is asking for issues
L145[07:19:44] <ben_mkiv> nah
L146[07:19:51] <ben_mkiv> i'm doing this
with blender and gpu drivers all the time xD
L147[07:20:02] <barteks2x> on
gentoo?
L148[07:20:08] <ben_mkiv> yea
L149[07:20:23] <barteks2x> I'm generally
trying to stay away from messing with GPU drivers
L150[07:20:23] <ben_mkiv> but my setup is
kinda "special" anyways, still working with gnome2
:>
L151[07:20:59] <billy> grab some livecd
from some random distro and see if it does the same issue. that'll
rule out software issue at least
L152[07:21:31] <barteks2x> that may
work
L153[07:21:55] <barteks2x> I will have to
make live USB because my CD/DVD drive is dead but it should
work
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L155[07:24:49] <barteks2x> someone else
who reported it has this GPU+drivers: GPU: [AMD/ATI] Bonaire XTX
[Radeon R7 260X/360] running the open source "amdgpu"
drivers
L156[07:28:28] <gigaherz|work> so it might
be an incompatibility between the amdgpu drivers and lwjgl3?
L157[07:28:53] <gigaherz|work> or if lwjgl
is "too simple" for that to be its fault
L158[07:29:00] <gigaherz|work> between the
way mc uses opengl, and the driver
L159[07:29:20] <barteks2x> or could be
that MC has some vendor-specific code path that has a memory
leak
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L176[09:18:41] <Jonathon594> final
EntityItem stick = new EntityItem(event.getWorld(),
event.getPos().getX(), event.getPos().getY(),
event.getPos().getZ(), new ItemStack(Items.STICK, a));
L177[09:18:41] <Jonathon594>
event.getWorld().spawnEntity(stick);
L178[09:18:55] <Jonathon594> Crap ignore
that I was typing a message but my copy wasnt right
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L180[09:19:59] <Jonathon594> When
cancelling the BlockEvent.PlaceEvent. the items stacks still get
decreased by 1 each time. but after saving/reloading the blocks are
back in the inventory. Anyway to fix this?
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L182[09:23:46] <Ashlee> client desync
Jonathon594 ?
L183[09:24:36] <Jonathon594> Most likely.
Is there anyway to trigger an update?
L184[09:25:26] <gigaherz|work> if you do
things in the server, they should happen automatically
L185[09:25:38] <gigaherz|work> desync
usually happens when you do things on the client, and the server
disagrees
L186[09:26:41] <Jonathon594> Its the
BlockEvent.PlaceEvent I am checking it from the server side. when I
cancel it. The block wont place but the stack size drops. Until
nothing. If I click in inventory it updates
L187[09:27:24] <Jonathon594> It is server
side because player is instanceof EntityPlayerMP
L188[09:28:36] <gigaherz|work> ah dunno
then
L189[09:28:42] <gigaherz|work> i'm at work
so I can't check the code right now
L190[09:31:03] <Jonathon594> It's fine.
Theres no actual issue other than visual
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L198[10:15:06] <barteks2x> And the
snapshots work fine on xubuntu livecd...
L199[10:15:16] <barteks2x> so must be
something "wrong" on my system
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L201[10:16:01] <gigaherz|work> do you use
gentoo for some reason, or just because you like it?
L202[10:17:27] <barteks2x> mostly because
I want it. No specific reason
L203[10:18:32] <barteks2x> So now I know
there is *something* different between my system and fresh xubuntu
installation. I just have no way to know what
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L205[10:30:58] <ben_mkiv> gigaherz|work,
most dont get rid of gentoo because it runs for years?! :P
L206[10:31:27] <ben_mkiv> and the users
probably tend to fix stuff over reinstalling
L207[10:37:49] <barteks2x> fun. I tried
glfwx debug, and I got this right after starting: Exception in
thread "main" java.lang.IllegalStateException: Method
glfwGetTime was called before initializing GLFW via
glfwInit().
L208[10:38:13] <barteks2x> *lwjglx
L209[10:38:40] <gigaherz|work> ben_mkiv: I
installed gentoo a long time ago
L210[10:38:42] <gigaherz|work> it was
sortof fun
L211[10:38:55] <gigaherz|work> but then I
didn't have an use for the resulting OS, so I just wiped that
partition to get back the space
L212[10:38:56] <gigaherz|work> XD
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L220[10:58:57] <barteks2x> I should get my
other gentoo install runnign againa
L221[10:59:00] <barteks2x> and test
there
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L236[12:14:19] <barteks2x> any way to see
FPS in menu, and disable FPS limit there?
L237[12:14:43] <barteks2x> (before you are
in the world)
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L241[12:53:49] <barteks2x> with this:
ForgeRegistries.BIOMES.getValues() is the index of entries
guaranteed to not change after postInit?
L242[12:55:45] <Zidane> Unless you are
another mod messing with them
L243[12:55:48] <Zidane> Such as
TerrainControl
L244[12:55:50] <Zidane> Then no
L245[12:55:55] <Zidane> * yes
L246[12:58:35] <barteks2x> is it at least
guaranteed to not change until I load a world?
L247[12:58:58] <barteks2x> or until my GUI
is closed?
L248[13:00:54] <barteks2x> or, in other
words: is it guaranteed to not change until some mod registers
something there?
L249[13:01:30] <barteks2x> Or until a
world is loaded
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L281[16:52:32] <maxanier2> Hey there, has
anyone experience with custom MapGenStructures for the vanilla
ChunkGeneratorOverworld?
L282[16:52:33] <maxanier2> MC/Forge does
not seem to have an easy way of registering the map gen structure,
so it's generate method is called, or am I missing something?
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L284[16:54:02] <maxanier2> have considered
replacing one of the existing MapGens with a wrapper calling both
the vanilla and my new one, but that is not a very nice
solution
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L287[17:02:43] <barteks2x> maxanier2,
generally - there is no easy way to add new ones. I guess someone
could submit forge PR to add a way to do that, I don't see any
reason it should be impossible
L288[17:05:01] <ghz|afk> maxanier2: you
could try to PR it to forge
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L291[17:05:40] <ghz|afk> if the
implementation is clean, doesn't look inefficient, doesn't break
existing mods, and you do it for 1.12.2, it might get
accepted
L292[17:05:46] <ghz|afk> (before 1.13, I
mean)
L293[17:08:23] <maxanier2> yeah, would
like to avoid that as it usually takes weeks or rather months
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L296[17:09:55] <barteks2x> you could try
to do it entirely within populator
L297[17:10:46] <barteks2x> it would mean
you don't have easy access to some features of structure
generators, but it would generate blocks correctly
L298[17:13:05] <maxanier2> mhh, that might
be worth some investigation, thx, if that does not work I will
probably create a PR and hope for the best
L299[17:25:35] <ghz|afk> also
L300[17:25:37] <ghz|afk> that aside
L301[17:25:50] <ghz|afk> if you look at
ChunkGeneratorOverworld#populate
L302[17:25:58] <ghz|afk> it calls a forge
event, PopulateChunkEvent.Pre
L303[17:26:12] <ghz|afk> + Populate +
Post
L304[17:26:28] <ghz|afk> so you could have
an event handler
L305[17:26:32] <ghz|afk> that knows its
own structure generators
L306[17:26:41] <ghz|afk> and runs them on
either the pre or the post event
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L308[17:27:57] <ghz|afk> (the populate
event runs for each separate "thing" being populated, so
it fires many more times, so it runs on a different event
bus)
L309[17:29:36] <ghz|afk> maxanier2 ^
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L320[18:37:19] <maxanier2> ghz|afk: isn't
that what barteks2x was refering to? I will have to spend some more
time to understand how exactly the vanilla structure gen works. But
have to go now, don't have an irc bouncer setup
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L339[21:34:20] <vrackfall> H'llo, hue is
someone here that can help me with that, it's a mod I'm creating
for Minecraft 1.11.2 with Forge:
L341[21:35:47] <vrackfall> so the
transparent block is stone, yup, but no texture appear, and it is
correctly set
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L355[23:34:37] <Jonathon594> I need to run
some code every 60 ticks per player connected) Should I a) Use
PlayerTickEvent and keep a HashMap<EntityPlayer, Integer> to
count the ticks per player and execute when counts = 60. Or B) use
ServerTickEvent and loop through all connected players and use a
single int for the count. My
L356[23:34:37] <Jonathon594> problem with
the second options is I dont know how to get the player list from
ServerTickEvent.
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