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Separate inventory holder info from container & player inventories (#6533)
This PR breaks the cyclic dependency between `Inventory` and its holder, which unblocks a lot of new developments. ### Related issues & PRs - Fixes #5033 - Removes a blocker for #6147 (which in turn means that async tasks will eventually be able to work with tiles) - Removes a blocker for #2684 ## Changes ### API changes - `Player->getCurrentWindow()` now returns `?InventoryWindow` instead of `?Inventory` - `Player->setCurrentWindow()` now accepts `?InventoryWindow` instead of `?Inventory` - `InventoryWindow` introduced, which is created for each player viewing the inventory, provides decorative information like holder info for `InventoryTransactionEvent`, and is destroyed when the window is closed, eliminating cyclic references - Added: - `player\InventoryWindow` - `player\PlayerInventoryWindow` - wraps all permanent inventories of Player with type info for transactions - `inventory\Hotbar` - replaces all hotbar usages in `PlayerInventory` - `Human->getHotbar()` - `Human->getMainHandItem()`, `Human->setMainHandItem()`, `Human->getOffHandItem()`, `Human->setOffHandItem()` - `block\utils\AnimatedContainerLike` & `block\utils\AnimatedContainerLikeTrait` (for chests, shulkerboxes, etc) - `block\utils\Container` & `block\utils\ContainerTrait` for blocks containing items (chests, etc) - `block\utils\MenuAccessor` implemented by all blocks that can open inventory menus - `block\utils\MenuAccessorTrait` used by blocks with menus but without inventories (anvils, crafting tables etc) - Removed: - `inventory\DelegateInventory` (only used for ender chests) - `inventory\PlayerInventory`, - `inventory\PlayerOffHandInventory`, - `inventory\PlayerCraftingInventory`, - `inventory\PlayerCursorInventory` - these have all been internally replaced by `SimpleInventory` & they will appear as `PlayerInventoryWindow` in transactions (check `getType()` against the `PlayerInventoryWindow::TYPE_*` constants to identify them) - `block\inventory\AnimatedBlockInventoryTrait`, (blocks now handle this logic directly using `AnimatedContainer` and `AnimatedContainerTrait`) - `block\inventory\BlockInventoryTrait`, - `block\inventory\BlockInventory` - Most `BlockInventory` classes have been transitioned to `InventoryWindow` wrappers - Tiles now all use `SimpleInventory` internally (no cyclic references) except for `Chest` (which uses `CombinedInventory`, without holder info) - `InventoryOpenEvent` and `InventoryCloseEvent` now provide `InventoryWindow` instead of `Inventory` (to provide type information) - `InventoryTransaction` and `SlotChangeAction` now provide `InventoryWindow` instead of `Inventory` - Renamed `TransactionBuilderInventory` to `SlotChangeActionBuilder` - `TransactionBuilderInventory->getBuilder()` now accepts `InventoryWindow` instead of `Inventory` - `DoubleChestInventory` superseded by `CombinedInventory` - this new class allows combining any number of inventories behind a single object; mainly used for double chests but plugins could use it to do lots of fun things ### Impacts to plugins Plugins can now do the following: ```php $block = $world->getBlockAt($x, $y, $z); if($block instanceof MenuAccessor){ $block->openToUnchecked($player); } ``` As compared to the old way: ```php $tile = $world->getTileAt($x, $y, $z); if($tile instanceof Container){ $player->setCurrentWindow($tile->getInventory()); } ``` #### Advantages - No tile access needed - Works for menu blocks without inventories as well as container blocks - Less code ### Behavioural changes Inventories no longer keep permanent cyclic references to their holders. ## Backwards compatibility This makes significant BC breaks. However, all changes are able to be adapted to and the same amount of information is present on all APIs and events. ## Follow-up - Implement #6147 - Support inventory inheritance when copying blocks from one position to another
This commit is contained in:
120
src/inventory/transaction/SlotChangeActionBuilder.php
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120
src/inventory/transaction/SlotChangeActionBuilder.php
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<?php
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/*
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*
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* ____ _ _ __ __ _ __ __ ____
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* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
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* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
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* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
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* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* @author PocketMine Team
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* @link http://www.pocketmine.net/
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*
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*
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*/
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declare(strict_types=1);
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namespace pocketmine\inventory\transaction;
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use pocketmine\inventory\BaseInventory;
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use pocketmine\inventory\Inventory;
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use pocketmine\inventory\transaction\action\SlotChangeAction;
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use pocketmine\item\Item;
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use pocketmine\item\VanillaItems;
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use pocketmine\player\InventoryWindow;
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/**
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* This class facilitates generating SlotChangeActions to build an inventory transaction.
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* It wraps around the inventory you want to modify under transaction, and generates a diff of changes.
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* This allows you to use the normal Inventory API methods like addItem() and so on to build a transaction, without
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* modifying the original inventory.
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*/
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final class SlotChangeActionBuilder extends BaseInventory{
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/**
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* @var \SplFixedArray|(Item|null)[]
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* @phpstan-var \SplFixedArray<Item|null>
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*/
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private \SplFixedArray $changedSlots;
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public function __construct(
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private InventoryWindow $inventoryWindow
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){
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parent::__construct();
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$this->changedSlots = new \SplFixedArray($this->inventoryWindow->getInventory()->getSize());
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}
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public function getInventoryWindow() : InventoryWindow{
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return $this->inventoryWindow;
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}
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protected function internalSetContents(array $items) : void{
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for($i = 0, $size = $this->getSize(); $i < $size; ++$i){
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if(!isset($items[$i])){
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$this->clear($i);
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}else{
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$this->setItem($i, $items[$i]);
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}
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}
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}
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protected function internalSetItem(int $index, Item $item) : void{
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if(!$item->equalsExact($this->inventoryWindow->getInventory()->getItem($index))){
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$this->changedSlots[$index] = $item->isNull() ? VanillaItems::AIR() : clone $item;
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}
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}
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public function getSize() : int{
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return $this->inventoryWindow->getInventory()->getSize();
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}
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public function getItem(int $index) : Item{
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return $this->changedSlots[$index] !== null ? clone $this->changedSlots[$index] : $this->inventoryWindow->getInventory()->getItem($index);
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}
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public function getContents(bool $includeEmpty = false) : array{
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$contents = $this->inventoryWindow->getInventory()->getContents($includeEmpty);
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foreach($this->changedSlots as $index => $item){
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if($item !== null){
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if($includeEmpty || !$item->isNull()){
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$contents[$index] = clone $item;
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}else{
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unset($contents[$index]);
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}
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}
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}
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return $contents;
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}
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public function getMatchingItemCount(int $slot, Item $test, bool $checkTags) : int{
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$slotItem = $this->changedSlots[$slot] ?? null;
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if($slotItem !== null){
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return $slotItem->equals($test, true, $checkTags) ? $slotItem->getCount() : 0;
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}
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return $this->inventoryWindow->getInventory()->getMatchingItemCount($slot, $test, $checkTags);
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}
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/**
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* @return SlotChangeAction[]
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*/
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public function generateActions() : array{
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$result = [];
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$inventory = $this->inventoryWindow->getInventory();
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foreach($this->changedSlots as $index => $newItem){
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if($newItem !== null){
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$oldItem = $inventory->getItem($index);
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if(!$newItem->equalsExact($oldItem)){
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$result[] = new SlotChangeAction($this->inventoryWindow, $index, $oldItem, $newItem);
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}
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}
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}
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return $result;
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}
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}
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