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Added compaction and sorting for repeated slot changes in a single transaction
Now items should be able to move around the crafting grid correctly.
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@ -30,6 +30,7 @@ use pocketmine\inventory\transaction\action\SlotChangeAction;
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use pocketmine\item\Item;
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use pocketmine\Player;
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use pocketmine\Server;
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use pocketmine\utils\MainLogger;
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/**
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* This InventoryTransaction only allows doing Transaction between one / two inventories
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@ -137,10 +138,87 @@ class SimpleInventoryTransaction implements InventoryTransaction{
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return true;
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}
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/**
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* Iterates over SlotChangeActions in this transaction and compacts any which refer to the same slot in the same
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* inventory so they can be correctly handled.
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*
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* Under normal circumstances, the same slot would never be changed more than once in a single transaction. However,
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* due to the way things like the crafting grid are "implemented" in MCPE 1.2 (a.k.a. hacked-in), we may get
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* multiple slot changes referring to the same slot in a single transaction. These multiples are not even guaranteed
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* to be in the correct order (slot splitting in the crafting grid for example, causes the actions to be sent in the
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* wrong order), so this method also tries to chain them into order.
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*
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* @return bool
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*/
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protected function squashDuplicateSlotChanges() : bool{
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/** @var SlotChangeAction[][] $slotChanges */
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$slotChanges = [];
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foreach($this->actions as $key => $action){
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if($action instanceof SlotChangeAction){
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$slotChanges[spl_object_hash($action->getInventory()) . "@" . $action->getSlot()][] = $action;
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}
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}
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foreach($slotChanges as $hash => $list){
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if(count($list) === 1){ //No need to compact slot changes if there is only one on this slot
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unset($slotChanges[$hash]);
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continue;
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}
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$originalList = $list;
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/** @var SlotChangeAction|null $originalAction */
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$originalAction = null;
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/** @var Item|null $lastTargetItem */
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$lastTargetItem = null;
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foreach($list as $i => $action){
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if($action->isValid($this->source)){
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$originalAction = $action;
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$lastTargetItem = $action->getTargetItem();
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unset($list[$i]);
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break;
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}
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}
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if($originalAction === null){
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return false; //Couldn't find any actions that had a source-item matching the current inventory slot
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}
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do{
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$sortedThisLoop = 0;
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foreach($list as $i => $action){
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$actionSource = $action->getSourceItem();
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if($actionSource->equals($lastTargetItem) and $actionSource->getCount() === $lastTargetItem->getCount()){
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$lastTargetItem = $action->getTargetItem();
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unset($list[$i]);
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$sortedThisLoop++;
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}
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}
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}while($sortedThisLoop > 0);
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if(count($list) > 0){ //couldn't chain all the actions together
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MainLogger::getLogger()->debug("Failed to compact " . count($originalList) . " actions for " . $this->source->getName());
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return false;
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}
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foreach($originalList as $action){
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unset($this->actions[spl_object_hash($action)]);
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}
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$this->addAction(new SlotChangeAction($originalAction->getInventory(), $originalAction->getSlot(), $originalAction->getSourceItem(), $lastTargetItem));
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MainLogger::getLogger()->debug("Successfully compacted " . count($originalList) . " actions for " . $this->source->getName());
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}
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return true;
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}
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public function canExecute() : bool{
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$this->squashDuplicateSlotChanges();
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$haveItems = [];
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$needItems = [];
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return $this->matchItems($needItems, $haveItems) and count($this->actions) > 0 and count($haveItems) === 0 and count($needItems) === 0;
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}
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