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InventoryManager: disentangle slot tracking from slot syncing
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@ -348,7 +348,7 @@ abstract class BaseInventory implements Inventory{
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if($invManager === null){
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continue;
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}
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$invManager->syncSlot($this, $index);
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$invManager->onSlotChange($this, $index);
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}
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}
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@ -382,51 +382,63 @@ class InventoryManager{
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}
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}
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public function onSlotChange(Inventory $inventory, int $slot) : void{
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$currentItem = $inventory->getItem($slot);
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$predictions = $this->initiatedSlotChanges[spl_object_id($inventory)] ?? null;
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$clientSideItem = $predictions?->getSlot($slot);
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if($clientSideItem === null || !$clientSideItem->equalsExact($currentItem)){
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//no prediction or incorrect - do not associate this with the currently active itemstack request
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$this->trackItemStack($inventory, $slot, $currentItem, null);
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$this->syncSlot($inventory, $slot);
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}else{
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//correctly predicted - associate the change with the currently active itemstack request
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$this->trackItemStack($inventory, $slot, $currentItem, $this->currentItemStackRequestId);
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}
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$predictions?->remove($slot);
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}
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public function syncSlot(Inventory $inventory, int $slot) : void{
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$itemStackInfo = $this->getItemStackInfo($inventory, $slot);
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if($itemStackInfo === null){
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throw new \LogicException("Cannot sync an untracked inventory slot");
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}
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$slotMap = $this->complexWindows[spl_object_id($inventory)] ?? null;
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if($slotMap !== null){
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$windowId = ContainerIds::UI;
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$netSlot = $slotMap->mapCoreToNet($slot) ?? null;
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$netSlot = $slotMap->mapCoreToNet($slot) ?? throw new AssumptionFailedError("We already have an ItemStackInfo, so this should not be null");
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}else{
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$windowId = $this->getWindowId($inventory);
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$windowId = $this->getWindowId($inventory) ?? throw new AssumptionFailedError("We already have an ItemStackInfo, so this should not be null");
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$netSlot = $slot;
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}
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if($windowId !== null && $netSlot !== null){
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$currentItem = $inventory->getItem($slot);
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$predictions = $this->initiatedSlotChanges[spl_object_id($inventory)] ?? null;
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$clientSideItem = $predictions?->getSlot($slot);
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if($clientSideItem === null || !$clientSideItem->equalsExact($currentItem)){
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$itemStackWrapper = $this->wrapItemStack($inventory, $slot, $currentItem);
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if($windowId === ContainerIds::OFFHAND){
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//TODO: HACK!
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//The client may sometimes ignore the InventorySlotPacket for the offhand slot.
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//This can cause a lot of problems (totems, arrows, and more...).
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//The workaround is to send an InventoryContentPacket instead
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//BDS (Bedrock Dedicated Server) also seems to work this way.
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$this->session->sendDataPacket(InventoryContentPacket::create($windowId, [$itemStackWrapper]));
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}else{
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if($this->currentItemStackRequestId !== null){
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//TODO: HACK!
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//When right-clicking to equip armour, the client predicts the content of the armour slot, but
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//doesn't report it in the transaction packet. The server then sends an InventorySlotPacket to
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//the client, assuming the slot changed for some other reason, since there is no prediction for
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//the slot.
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//However, later requests involving that itemstack will refer to the request ID in which the
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//armour was equipped, instead of the stack ID provided by the server in the outgoing
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//InventorySlotPacket. (Perhaps because the item is already the same as the client actually
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//predicted, but didn't tell us?)
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//We work around this bug by setting the slot to air and then back to the correct item. In
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//theory, setting a different count and then back again (or changing any other property) would
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//also work, but this is simpler.
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$this->session->sendDataPacket(InventorySlotPacket::create($windowId, $netSlot, new ItemStackWrapper(0, ItemStack::null())));
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}
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$this->session->sendDataPacket(InventorySlotPacket::create($windowId, $netSlot, $itemStackWrapper));
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}
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}elseif($this->currentItemStackRequestId !== null){
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$this->trackItemStack($inventory, $slot, $currentItem, $this->currentItemStackRequestId);
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$itemStackWrapper = new ItemStackWrapper($itemStackInfo->getStackId(), $itemStackInfo->getItemStack());
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if($windowId === ContainerIds::OFFHAND){
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//TODO: HACK!
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//The client may sometimes ignore the InventorySlotPacket for the offhand slot.
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//This can cause a lot of problems (totems, arrows, and more...).
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//The workaround is to send an InventoryContentPacket instead
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//BDS (Bedrock Dedicated Server) also seems to work this way.
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$this->session->sendDataPacket(InventoryContentPacket::create($windowId, [$itemStackWrapper]));
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}else{
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if($this->currentItemStackRequestId !== null){
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//TODO: HACK!
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//When right-clicking to equip armour, the client predicts the content of the armour slot, but
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//doesn't report it in the transaction packet. The server then sends an InventorySlotPacket to
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//the client, assuming the slot changed for some other reason, since there is no prediction for
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//the slot.
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//However, later requests involving that itemstack will refer to the request ID in which the
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//armour was equipped, instead of the stack ID provided by the server in the outgoing
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//InventorySlotPacket. (Perhaps because the item is already the same as the client actually
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//predicted, but didn't tell us?)
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//We work around this bug by setting the slot to air and then back to the correct item. In
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//theory, setting a different count and then back again (or changing any other property) would
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//also work, but this is simpler.
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$this->session->sendDataPacket(InventorySlotPacket::create($windowId, $netSlot, new ItemStackWrapper(0, ItemStack::null())));
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}
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$predictions?->remove($slot);
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$this->session->sendDataPacket(InventorySlotPacket::create($windowId, $netSlot, $itemStackWrapper));
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}
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$predictions = $this->initiatedSlotChanges[spl_object_id($inventory)] ?? null;
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$predictions?->remove($slot);
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}
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public function syncContents(Inventory $inventory) : void{
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@ -437,26 +449,25 @@ class InventoryManager{
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$windowId = $this->getWindowId($inventory);
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}
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if($windowId !== null){
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unset($this->initiatedSlotChanges[spl_object_id($inventory)]);
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$contents = [];
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foreach($inventory->getContents(true) as $slot => $item){
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$info = $this->trackItemStack($inventory, $slot, $item, null);
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$contents[] = new ItemStackWrapper($info->getStackId(), $info->getItemStack());
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}
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if($slotMap !== null){
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$predictions = $this->initiatedSlotChanges[spl_object_id($inventory)] ?? null;
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foreach($inventory->getContents(true) as $slotId => $item){
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foreach($contents as $slotId => $info){
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$packetSlot = $slotMap->mapCoreToNet($slotId) ?? null;
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if($packetSlot === null){
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continue;
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}
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$predictions?->remove($slotId);
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$this->session->sendDataPacket(InventorySlotPacket::create(
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$windowId,
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$packetSlot,
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$this->wrapItemStack($inventory, $slotId, $inventory->getItem($slotId))
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$info
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));
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}
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}else{
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unset($this->initiatedSlotChanges[spl_object_id($inventory)]);
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$contents = [];
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foreach($inventory->getContents(true) as $slotId => $item){
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$contents[] = $this->wrapItemStack($inventory, $slotId, $item);
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}
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$this->session->sendDataPacket(InventoryContentPacket::create($windowId, $contents));
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}
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}
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@ -475,14 +486,13 @@ class InventoryManager{
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foreach($this->initiatedSlotChanges as $predictions){
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$inventory = $predictions->getInventory();
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foreach($predictions->getSlots() as $slot => $expectedItem){
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if(!$inventory->slotExists($slot)){
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if(!$inventory->slotExists($slot) || $this->getItemStackInfo($inventory, $slot) === null){
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continue; //TODO: size desync ???
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}
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$actualItem = $inventory->getItem($slot);
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if(!$actualItem->equalsExact($expectedItem)){
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$this->session->getLogger()->debug("Detected prediction mismatch in inventory " . get_class($inventory) . "#" . spl_object_id($inventory) . " slot $slot");
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$this->syncSlot($inventory, $slot);
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}
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//any prediction that still exists at this point is a slot that was predicted to change but didn't
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$this->session->getLogger()->debug("Detected prediction mismatch in inventory " . get_class($inventory) . "#" . spl_object_id($inventory) . " slot $slot");
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$this->syncSlot($inventory, $slot);
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}
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}
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@ -550,11 +560,6 @@ class InventoryManager{
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return $this->itemStackInfos[spl_object_id($inventory)][$slotId] = $info;
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}
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private function wrapItemStack(Inventory $inventory, int $slotId, Item $item) : ItemStackWrapper{
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$info = $this->trackItemStack($inventory, $slotId, $item, null);
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return new ItemStackWrapper($info->getStackId(), $info->getItemStack());
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}
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public function matchItemStack(Inventory $inventory, int $slotId, int $clientItemStackId) : bool{
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$inventoryObjectId = spl_object_id($inventory);
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if(!isset($this->itemStackInfos[$inventoryObjectId])){
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