Clean up inventory content syncing, fixes #5441

these remnants should have been cleaned up in 4.11, but I somehow managed to skip over them.
This commit is contained in:
Dylan K. Taylor 2022-12-04 23:05:30 +00:00
parent 774e23137e
commit b5cfab497d
No known key found for this signature in database
GPG Key ID: 8927471A91CAFD3D
2 changed files with 9 additions and 28 deletions

View File

@ -191,8 +191,10 @@ class InventoryManager{
*/
public function addPredictedSlotChanges(array $networkInventoryActions) : void{
foreach($networkInventoryActions as $action){
if($action->sourceType === NetworkInventoryAction::SOURCE_CONTAINER && isset($this->windowMap[$action->windowId])){
//this won't cover stuff like crafting grid due to too much magic
if($action->sourceType === NetworkInventoryAction::SOURCE_CONTAINER && (
isset($this->windowMap[$action->windowId]) ||
($action->windowId === ContainerIds::UI && isset($this->complexSlotToWindowMap[$action->inventorySlot]))
)){
try{
$item = TypeConverter::getInstance()->netItemStackToCore($action->newItem->getItemStack());
}catch(TypeConversionException $e){

View File

@ -324,9 +324,7 @@ class InGamePacketHandler extends PacketHandler{
$result = $this->handleReleaseItemTransaction($packet->trData);
}
if(!$result){
$this->inventoryManager->syncAll();
}else{
if($this->craftingTransaction === null){ //don't sync if we're waiting to complete a crafting transaction
$this->inventoryManager->syncMismatchedPredictedSlotChanges();
}
return $result;
@ -361,6 +359,7 @@ class InGamePacketHandler extends PacketHandler{
return false;
}
}
$this->inventoryManager->addPredictedSlotChanges($data->getActions());
if($isCraftingPart){
if($this->craftingTransaction === null){
@ -381,15 +380,9 @@ class InGamePacketHandler extends PacketHandler{
}
$this->player->setUsingItem(false);
try{
$this->inventoryManager->onTransactionStart($this->craftingTransaction);
$this->craftingTransaction->execute();
}catch(TransactionException $e){
$this->session->getLogger()->debug("Failed to execute crafting transaction: " . $e->getMessage());
//TODO: only sync slots that the client tried to change
foreach($this->craftingTransaction->getInventories() as $inventory){
$this->inventoryManager->syncContents($inventory);
}
return false;
}finally{
$this->craftingTransaction = null;
@ -409,18 +402,12 @@ class InGamePacketHandler extends PacketHandler{
$this->player->setUsingItem(false);
$transaction = new InventoryTransaction($this->player, $actions);
$this->inventoryManager->onTransactionStart($transaction);
try{
$transaction->execute();
}catch(TransactionException $e){
$logger = $this->session->getLogger();
$logger->debug("Failed to execute inventory transaction: " . $e->getMessage());
$logger->debug("Actions: " . json_encode($data->getActions()));
foreach($transaction->getInventories() as $inventory){
$this->inventoryManager->syncContents($inventory);
}
return false;
}
}
@ -430,7 +417,6 @@ class InGamePacketHandler extends PacketHandler{
private function handleUseItemTransaction(UseItemTransactionData $data) : bool{
$this->player->selectHotbarSlot($data->getHotbarSlot());
$this->inventoryManager->addPredictedSlotChanges($data->getActions());
switch($data->getActionType()){
case UseItemTransactionData::ACTION_CLICK_BLOCK:
@ -516,9 +502,7 @@ class InGamePacketHandler extends PacketHandler{
}
$this->player->selectHotbarSlot($data->getHotbarSlot());
$this->inventoryManager->addPredictedSlotChanges($data->getActions());
//TODO: use transactiondata for rollbacks here
switch($data->getActionType()){
case UseItemOnEntityTransactionData::ACTION_INTERACT:
$this->player->interactEntity($target, $data->getClickPosition());
@ -533,15 +517,10 @@ class InGamePacketHandler extends PacketHandler{
private function handleReleaseItemTransaction(ReleaseItemTransactionData $data) : bool{
$this->player->selectHotbarSlot($data->getHotbarSlot());
$this->inventoryManager->addPredictedSlotChanges($data->getActions());
//TODO: use transactiondata for rollbacks here (resending entire inventory is very wasteful)
switch($data->getActionType()){
case ReleaseItemTransactionData::ACTION_RELEASE:
if(!$this->player->releaseHeldItem()){
$this->inventoryManager->syncContents($this->player->getInventory());
}
return true;
if($data->getActionType() == ReleaseItemTransactionData::ACTION_RELEASE){
$this->player->releaseHeldItem();
return true;
}
return false;