Seal up main inventory open/close logic inside InventoryManager where it belongs

This commit is contained in:
Dylan K. Taylor 2021-11-08 22:58:06 +00:00
parent 93a1e84ad9
commit 6fdcfb01c8
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GPG Key ID: 8927471A91CAFD3D
2 changed files with 35 additions and 39 deletions

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@ -67,8 +67,7 @@ class InventoryManager{
//these IDs are used for 1.16 to restore 1.14ish crafting & inventory behaviour; since they don't seem to have any
//effect on the behaviour of inventory transactions I don't currently plan to integrate these into the main system.
private const RESERVED_WINDOW_ID_RANGE_START = ContainerIds::LAST - 10;
private const RESERVED_WINDOW_ID_RANGE_END = ContainerIds::LAST;
public const HARDCODED_INVENTORY_WINDOW_ID = self::RESERVED_WINDOW_ID_RANGE_START + 2;
private const HARDCODED_INVENTORY_WINDOW_ID = self::RESERVED_WINDOW_ID_RANGE_START + 2;
/** @var Player */
private $player;
@ -80,6 +79,15 @@ class InventoryManager{
/** @var int */
private $lastInventoryNetworkId = ContainerIds::FIRST;
/**
* TODO: HACK! This tracks GUIs for inventories that the server considers "always open" so that the client can't
* open them twice. (1.16 hack)
* @var true[]
* @phpstan-var array<int, true>
* @internal
*/
protected $openHardcodedWindows = [];
/**
* @var Item[][]
* @phpstan-var array<int, array<int, Item>>
@ -186,6 +194,21 @@ class InventoryManager{
return null;
}
public function onClientOpenMainInventory() : void{
$id = self::HARDCODED_INVENTORY_WINDOW_ID;
if(!isset($this->openHardcodedWindows[$id])){
//TODO: HACK! this restores 1.14ish behaviour, but this should be able to be listened to and
//controlled by plugins. However, the player is always a subscriber to their own inventory so it
//doesn't integrate well with the regular container system right now.
$this->openHardcodedWindows[$id] = true;
$this->session->sendDataPacket(ContainerOpenPacket::entityInv(
InventoryManager::HARDCODED_INVENTORY_WINDOW_ID,
WindowTypes::INVENTORY,
$this->player->getId()
));
}
}
public function onCurrentWindowRemove() : void{
if(isset($this->windowMap[$this->lastInventoryNetworkId])){
$this->remove($this->lastInventoryNetworkId);
@ -194,16 +217,18 @@ class InventoryManager{
}
public function onClientRemoveWindow(int $id) : void{
if($id >= self::RESERVED_WINDOW_ID_RANGE_START && $id <= self::RESERVED_WINDOW_ID_RANGE_END){
//TODO: HACK! crafting grid & main inventory currently use these fake IDs
return;
}
if($id === $this->lastInventoryNetworkId){
if(isset($this->openHardcodedWindows[$id])){
unset($this->openHardcodedWindows[$id]);
}elseif($id === $this->lastInventoryNetworkId){
$this->remove($id);
$this->player->removeCurrentWindow();
}else{
$this->session->getLogger()->debug("Attempted to close inventory with network ID $id, but current is $this->lastInventoryNetworkId");
}
//Always send this, even if no window matches. If we told the client to close a window, it will behave as if it
//initiated the close and expect an ack.
$this->session->sendDataPacket(ContainerClosePacket::create($id, false));
}
public function syncSlot(Inventory $inventory, int $slot) : void{

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@ -56,7 +56,6 @@ use pocketmine\network\mcpe\protocol\BossEventPacket;
use pocketmine\network\mcpe\protocol\CommandBlockUpdatePacket;
use pocketmine\network\mcpe\protocol\CommandRequestPacket;
use pocketmine\network\mcpe\protocol\ContainerClosePacket;
use pocketmine\network\mcpe\protocol\ContainerOpenPacket;
use pocketmine\network\mcpe\protocol\CraftingEventPacket;
use pocketmine\network\mcpe\protocol\EmotePacket;
use pocketmine\network\mcpe\protocol\InteractPacket;
@ -92,12 +91,10 @@ use pocketmine\network\mcpe\protocol\types\inventory\ReleaseItemTransactionData;
use pocketmine\network\mcpe\protocol\types\inventory\UIInventorySlotOffset;
use pocketmine\network\mcpe\protocol\types\inventory\UseItemOnEntityTransactionData;
use pocketmine\network\mcpe\protocol\types\inventory\UseItemTransactionData;
use pocketmine\network\mcpe\protocol\types\inventory\WindowTypes;
use pocketmine\network\mcpe\protocol\types\PlayerAction;
use pocketmine\network\PacketHandlingException;
use pocketmine\player\Player;
use pocketmine\utils\AssumptionFailedError;
use function array_key_exists;
use function array_push;
use function base64_encode;
use function count;
@ -137,15 +134,6 @@ class InGamePacketHandler extends PacketHandler{
/** @var bool */
public $forceMoveSync = false;
/**
* TODO: HACK! This tracks GUIs for inventories that the server considers "always open" so that the client can't
* open them twice. (1.16 hack)
* @var true[]
* @phpstan-var array<int, true>
* @internal
*/
protected $openHardcodedWindows = [];
private InventoryManager $inventoryManager;
public function __construct(Player $player, NetworkSession $session, InventoryManager $inventoryManager){
@ -488,19 +476,8 @@ class InGamePacketHandler extends PacketHandler{
if($target === null){
return false;
}
if(
$packet->action === InteractPacket::ACTION_OPEN_INVENTORY && $target === $this->player &&
!array_key_exists($windowId = InventoryManager::HARDCODED_INVENTORY_WINDOW_ID, $this->openHardcodedWindows)
){
//TODO: HACK! this restores 1.14ish behaviour, but this should be able to be listened to and
//controlled by plugins. However, the player is always a subscriber to their own inventory so it
//doesn't integrate well with the regular container system right now.
$this->openHardcodedWindows[$windowId] = true;
$this->session->sendDataPacket(ContainerOpenPacket::entityInv(
InventoryManager::HARDCODED_INVENTORY_WINDOW_ID,
WindowTypes::INVENTORY,
$this->player->getId()
));
if($packet->action === InteractPacket::ACTION_OPEN_INVENTORY && $target === $this->player){
$this->inventoryManager->onClientOpenMainInventory();
return true;
}
return false; //TODO
@ -595,13 +572,7 @@ class InGamePacketHandler extends PacketHandler{
public function handleContainerClose(ContainerClosePacket $packet) : bool{
$this->player->doCloseInventory();
if(array_key_exists($packet->windowId, $this->openHardcodedWindows)){
unset($this->openHardcodedWindows[$packet->windowId]);
}else{
$this->inventoryManager->onClientRemoveWindow($packet->windowId);
}
$this->session->sendDataPacket(ContainerClosePacket::create($packet->windowId, false));
$this->inventoryManager->onClientRemoveWindow($packet->windowId);
return true;
}