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InGamePacketHandler: fixed crash condition in drop item handler
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@ -387,15 +387,18 @@ class InGamePacketHandler extends PacketHandler{
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}
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foreach($data->getActions() as $networkInventoryAction){
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if($networkInventoryAction->sourceType === NetworkInventoryAction::SOURCE_WORLD){
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if($networkInventoryAction->sourceType === NetworkInventoryAction::SOURCE_WORLD && $networkInventoryAction->inventorySlot == NetworkInventoryAction::ACTION_MAGIC_SLOT_DROP_ITEM){
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//drop item - we don't need to validate this, we only care about the count
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//if the resulting actions don't match the client for some reason, it will trigger an automatic
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//prediction rollback anyway.
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//it's technically possible to see this more than once, but a normal client should never do that.
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$droppedItemStack = $networkInventoryAction->newItem->getItemStack();
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if($droppedItemStack->getCount() <= 0){
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throw new PacketHandlingException("Expected positive count for dropped item");
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}
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$inventory = $this->player->getInventory();
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$heldItemStack = TypeConverter::getInstance()->coreItemStackToNet($inventory->getItemInHand());
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$droppedItemStack = $networkInventoryAction->newItem->getItemStack();
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//because the client doesn't tell us the expected itemstack ID, we have to deep-compare our known
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//itemstack info with the one the client sent. This is costly, but we don't have any other option :(
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if($heldItemStack->getCount() < $droppedItemStack->getCount() || !$heldItemStack->equalsWithoutCount($droppedItemStack)){
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