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Seal up main inventory open/close logic inside InventoryManager where it belongs
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@ -67,8 +67,7 @@ class InventoryManager{
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//these IDs are used for 1.16 to restore 1.14ish crafting & inventory behaviour; since they don't seem to have any
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//effect on the behaviour of inventory transactions I don't currently plan to integrate these into the main system.
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private const RESERVED_WINDOW_ID_RANGE_START = ContainerIds::LAST - 10;
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private const RESERVED_WINDOW_ID_RANGE_END = ContainerIds::LAST;
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public const HARDCODED_INVENTORY_WINDOW_ID = self::RESERVED_WINDOW_ID_RANGE_START + 2;
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private const HARDCODED_INVENTORY_WINDOW_ID = self::RESERVED_WINDOW_ID_RANGE_START + 2;
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/** @var Player */
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private $player;
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@ -80,6 +79,15 @@ class InventoryManager{
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/** @var int */
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private $lastInventoryNetworkId = ContainerIds::FIRST;
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/**
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* TODO: HACK! This tracks GUIs for inventories that the server considers "always open" so that the client can't
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* open them twice. (1.16 hack)
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* @var true[]
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* @phpstan-var array<int, true>
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* @internal
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*/
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protected $openHardcodedWindows = [];
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/**
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* @var Item[][]
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* @phpstan-var array<int, array<int, Item>>
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@ -186,6 +194,21 @@ class InventoryManager{
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return null;
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}
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public function onClientOpenMainInventory() : void{
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$id = self::HARDCODED_INVENTORY_WINDOW_ID;
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if(!isset($this->openHardcodedWindows[$id])){
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//TODO: HACK! this restores 1.14ish behaviour, but this should be able to be listened to and
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//controlled by plugins. However, the player is always a subscriber to their own inventory so it
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//doesn't integrate well with the regular container system right now.
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$this->openHardcodedWindows[$id] = true;
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$this->session->sendDataPacket(ContainerOpenPacket::entityInv(
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InventoryManager::HARDCODED_INVENTORY_WINDOW_ID,
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WindowTypes::INVENTORY,
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$this->player->getId()
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));
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}
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}
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public function onCurrentWindowRemove() : void{
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if(isset($this->windowMap[$this->lastInventoryNetworkId])){
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$this->remove($this->lastInventoryNetworkId);
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@ -194,16 +217,18 @@ class InventoryManager{
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}
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public function onClientRemoveWindow(int $id) : void{
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if($id >= self::RESERVED_WINDOW_ID_RANGE_START && $id <= self::RESERVED_WINDOW_ID_RANGE_END){
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//TODO: HACK! crafting grid & main inventory currently use these fake IDs
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return;
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}
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if($id === $this->lastInventoryNetworkId){
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if(isset($this->openHardcodedWindows[$id])){
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unset($this->openHardcodedWindows[$id]);
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}elseif($id === $this->lastInventoryNetworkId){
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$this->remove($id);
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$this->player->removeCurrentWindow();
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}else{
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$this->session->getLogger()->debug("Attempted to close inventory with network ID $id, but current is $this->lastInventoryNetworkId");
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}
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//Always send this, even if no window matches. If we told the client to close a window, it will behave as if it
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//initiated the close and expect an ack.
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$this->session->sendDataPacket(ContainerClosePacket::create($id, false));
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}
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public function syncSlot(Inventory $inventory, int $slot) : void{
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@ -56,7 +56,6 @@ use pocketmine\network\mcpe\protocol\BossEventPacket;
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use pocketmine\network\mcpe\protocol\CommandBlockUpdatePacket;
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use pocketmine\network\mcpe\protocol\CommandRequestPacket;
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use pocketmine\network\mcpe\protocol\ContainerClosePacket;
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use pocketmine\network\mcpe\protocol\ContainerOpenPacket;
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use pocketmine\network\mcpe\protocol\CraftingEventPacket;
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use pocketmine\network\mcpe\protocol\EmotePacket;
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use pocketmine\network\mcpe\protocol\InteractPacket;
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@ -92,12 +91,10 @@ use pocketmine\network\mcpe\protocol\types\inventory\ReleaseItemTransactionData;
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use pocketmine\network\mcpe\protocol\types\inventory\UIInventorySlotOffset;
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use pocketmine\network\mcpe\protocol\types\inventory\UseItemOnEntityTransactionData;
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use pocketmine\network\mcpe\protocol\types\inventory\UseItemTransactionData;
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use pocketmine\network\mcpe\protocol\types\inventory\WindowTypes;
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use pocketmine\network\mcpe\protocol\types\PlayerAction;
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use pocketmine\network\PacketHandlingException;
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use pocketmine\player\Player;
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use pocketmine\utils\AssumptionFailedError;
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use function array_key_exists;
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use function array_push;
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use function base64_encode;
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use function count;
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@ -137,15 +134,6 @@ class InGamePacketHandler extends PacketHandler{
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/** @var bool */
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public $forceMoveSync = false;
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/**
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* TODO: HACK! This tracks GUIs for inventories that the server considers "always open" so that the client can't
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* open them twice. (1.16 hack)
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* @var true[]
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* @phpstan-var array<int, true>
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* @internal
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*/
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protected $openHardcodedWindows = [];
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private InventoryManager $inventoryManager;
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public function __construct(Player $player, NetworkSession $session, InventoryManager $inventoryManager){
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@ -488,19 +476,8 @@ class InGamePacketHandler extends PacketHandler{
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if($target === null){
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return false;
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}
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if(
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$packet->action === InteractPacket::ACTION_OPEN_INVENTORY && $target === $this->player &&
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!array_key_exists($windowId = InventoryManager::HARDCODED_INVENTORY_WINDOW_ID, $this->openHardcodedWindows)
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){
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//TODO: HACK! this restores 1.14ish behaviour, but this should be able to be listened to and
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//controlled by plugins. However, the player is always a subscriber to their own inventory so it
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//doesn't integrate well with the regular container system right now.
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$this->openHardcodedWindows[$windowId] = true;
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$this->session->sendDataPacket(ContainerOpenPacket::entityInv(
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InventoryManager::HARDCODED_INVENTORY_WINDOW_ID,
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WindowTypes::INVENTORY,
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$this->player->getId()
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));
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if($packet->action === InteractPacket::ACTION_OPEN_INVENTORY && $target === $this->player){
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$this->inventoryManager->onClientOpenMainInventory();
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return true;
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}
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return false; //TODO
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@ -595,13 +572,7 @@ class InGamePacketHandler extends PacketHandler{
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public function handleContainerClose(ContainerClosePacket $packet) : bool{
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$this->player->doCloseInventory();
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if(array_key_exists($packet->windowId, $this->openHardcodedWindows)){
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unset($this->openHardcodedWindows[$packet->windowId]);
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}else{
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$this->inventoryManager->onClientRemoveWindow($packet->windowId);
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}
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$this->session->sendDataPacket(ContainerClosePacket::create($packet->windowId, false));
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$this->inventoryManager->onClientRemoveWindow($packet->windowId);
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return true;
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}
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