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InGamePacketHandler: queue slots for syncing if they appear in requestChangedSlots
this is essentially a prediction without the actual predicted item. We have to sync these regardless of what happens. fixes #5708
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@ -328,6 +328,9 @@ class InGamePacketHandler extends PacketHandler{
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if(count($packet->trData->getActions()) > 50){
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throw new PacketHandlingException("Too many actions in inventory transaction");
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}
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if(count($packet->requestChangedSlots) > 10){
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throw new PacketHandlingException("Too many slot sync requests in inventory transaction");
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}
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$this->inventoryManager->setCurrentItemStackRequestId($packet->requestId);
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$this->inventoryManager->addRawPredictedSlotChanges($packet->trData->getActions());
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@ -347,6 +350,21 @@ class InGamePacketHandler extends PacketHandler{
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}
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$this->inventoryManager->syncMismatchedPredictedSlotChanges();
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//requestChangedSlots asks the server to always send out the contents of the specified slots, even if they
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//haven't changed. Handling these is necessary to ensure the client inventory stays in sync if the server
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//rejects the transaction. The most common example of this is equipping armor by right-click, which doesn't send
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//a legacy prediction action for the destination armor slot.
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foreach($packet->requestChangedSlots as $containerInfo){
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$windowId = ItemStackContainerIdTranslator::translate($containerInfo->getContainerId(), $this->inventoryManager->getCurrentWindowId());
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foreach($containerInfo->getChangedSlotIndexes() as $slot){
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$inventoryAndSlot = $this->inventoryManager->locateWindowAndSlot($windowId, $slot);
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if($inventoryAndSlot !== null){ //trigger the normal slot sync logic
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$this->inventoryManager->onSlotChange($inventoryAndSlot[0], $inventoryAndSlot[1]);
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}
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}
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}
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$this->inventoryManager->setCurrentItemStackRequestId(null);
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return $result;
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}
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