====== Syncing Integers with PropertyDelegates ====== **PropertyDelegate:** A ''PropertyDelegate'' is a kind of Container which contains a specific amounts of integer values which can be read or changed. In this Tutorial we will sync Integer values between the client and the server, an example for this in Vanilla would be the smelting progress of a furnace. To understand this tutorial you need to read the first [[tutorial:screenhandler|ScreenHandler]] tutorial. Methods which have no code here were already shown in that tutorial. We will not use the [[tutorial:extendedscreenhandler|ExtendedScreenHandler]] in this tutorial any more to save us some complexity. ====== BlockEntity ====== As the Block class does not need to be changed at all we leave it out here. Our ''BlockEntity'' now implements ''Tickable'', this will provide the ''tick()'' method which gets called every tick. We use it to increase our Integer we want to sync. public class BoxBlockEntity extends BlockEntity implements NamedScreenHandlerFactory, ImplementedInventory, Tickable { private final DefaultedList inventory = DefaultedList.ofSize(9, ItemStack.EMPTY); //this is the int we want to sync, it gets increased by one each tick private int syncedInt; //PropertyDelegate is an interface which we will implement inline here. //It can normally contain multiple integers as data identified by the index, but in this example we only have one. private final PropertyDelegate propertyDelegate = new PropertyDelegate() { @Override public int get(int index) { return syncedInt; } @Override public void set(int index, int value) { syncedInt = value; } //this is supposed to return the amount of integers you have in your delegate, in our example only one @Override public int size() { return 1; } }; public BoxBlockEntity() { super(Test.BOX_BLOCK_ENTITY); } //From the ImplementedInventory Interface @Override public DefaultedList getItems() { return inventory; } //These Methods are from the NamedScreenHandlerFactory Interface @Override public @Nullable ScreenHandler createMenu(int syncId, PlayerInventory playerInventory, PlayerEntity player) { //We provide this to the screenHandler as our class Implements Inventory //Only the Server has the Inventory at the start, this will be synced to the client in the ScreenHandler //Similar to the inventory: The server has the PropertyDelegate and gives it to the server instance of the screen handler directly return new BoxScreenHandler(syncId, playerInventory, this,propertyDelegate); } @Override public Text getDisplayName() { // For versions 1.18.2 and below, please use return new TranslatableText(getCachedState().getBlock().getTranslationKey()); return Text.translatable(getCachedState().getBlock().getTranslationKey()); } //increase the synced Integer by one each tick, we only do this on the server for demonstration purposes. @Override public void tick() { if(!world.isClient) syncedInt++; } } ====== Our new ScreenHandler ====== public class BoxScreenHandler extends ScreenHandler { private final Inventory inventory; PropertyDelegate propertyDelegate; //This constructor gets called on the client when the server wants it to open the screenHandler, //The client will call the super constructor with an empty Inventory and the screenHandler will automatically //sync this empty inventory with the inventory on the server //Similar to the inventory, the client will allocate an empty propertyDelegate which will be synced with the Server automatically public BoxScreenHandler(int syncId, PlayerInventory playerInventory) { this(syncId, playerInventory, new SimpleInventory(9),new ArrayPropertyDelegate(1)); } //This constructor gets called from the BlockEntity on the server, the server knows the inventory of the container //and can therefore directly provide it as an argument. This inventory aswell as the propertyDelegate will then be synced to the Client public BoxScreenHandler(int syncId, PlayerInventory playerInventory, Inventory inventory, PropertyDelegate propertyDelegate) { super(Test.BOX_SCREEN_HANDLER, syncId); checkSize(inventory, 9); this.inventory = inventory; this.propertyDelegate = propertyDelegate; //some inventories do custom logic when a player opens it. inventory.onOpen(playerInventory.player); //we need to tell the screenhandler about our propertyDelegate, otherwise it will not sync the data inside. this.addProperties(propertyDelegate); //This will place the slot in the correct locations for a 3x3 Grid. The slots exist on both server and client! [...] } //we provide this getter for the synced integer so the Screen can access this to show it on screen public int getSyncedNumber(){ return propertyDelegate.get(0); } @Override public boolean canUse(PlayerEntity player) { return this.inventory.canPlayerUse(player); } @Override public ItemStack transferSlot(PlayerEntity player, int invSlot) {[...]} } ====== Showing the Information with the Screen ====== As the screen gets the ''ScreenHandler'' in its constructor, we have access to the property delegate from above and can render the integer on screen. public class BoxScreen extends HandledScreen { private static final Identifier TEXTURE = new Identifier("minecraft", "textures/gui/container/dispenser.png"); BoxScreenHandler screenHandler; public BoxScreen(ScreenHandler handler, PlayerInventory inventory, Text title) { super(handler, inventory, title); //we save a reference to the screenhandler so we can render the number from our propertyDelegate on screen screenHandler = (BoxScreenHandler) handler; } @Override protected void drawBackground(MatrixStack matrices, float delta, int mouseX, int mouseY) {[...]} @Override public void render(MatrixStack matrices, int mouseX, int mouseY, float delta) { //We just render our synced number somewhere in the container, this is a demonstration after all //the last argument is a color code, making the font bright green textRenderer.draw(matrices, Integer.toString(screenHandler.getSyncedNumber()), 0, 0, 65280); renderBackground(matrices); super.render(matrices, mouseX, mouseY, delta); drawMouseoverTooltip(matrices, mouseX, mouseY); } @Override protected void init() { super.init(); // Center the title titleX = (backgroundWidth - textRenderer.getWidth(title)) / 2; } } ====== Result ====== As the registration of the ''ScreenHandler'' is identical to that of the first tutorial we can see the result already! When the BlockEntity is placed it will increase the ''syncedInt'' by one each tick; when we look inside the container, the integer will automatically be synced to the client and rendered in the top left corner. [[https://streamable.com/7aic8q|Example Video]] If you want a more realistic example, you might want to have a look at ''AbstractFurnaceEntity'' and ''AbstractFurnaceScreenHandler'' in the Minecraft code.