Removed redundant interface

This commit is contained in:
Dylan K. Taylor 2017-09-21 12:22:47 +01:00
parent cefad0444c
commit dbed80386a
3 changed files with 224 additions and 281 deletions

View File

@ -78,7 +78,7 @@ use pocketmine\inventory\PlayerInventory;
use pocketmine\inventory\ShapedRecipe;
use pocketmine\inventory\ShapelessRecipe;
use pocketmine\inventory\transaction\action\InventoryAction;
use pocketmine\inventory\transaction\SimpleInventoryTransaction;
use pocketmine\inventory\transaction\InventoryTransaction;
use pocketmine\item\Item;
use pocketmine\item\ItemFactory;
use pocketmine\level\ChunkLoader;
@ -2186,7 +2186,7 @@ class Player extends Human implements CommandSender, ChunkLoader, IPlayer{
switch($packet->transactionType){
case InventoryTransactionPacket::TYPE_NORMAL:
$transaction = new SimpleInventoryTransaction($this, $actions);
$transaction = new InventoryTransaction($this, $actions);
if(!$transaction->execute()){
foreach($transaction->getInventories() as $inventory){

View File

@ -23,44 +23,255 @@ declare(strict_types=1);
namespace pocketmine\inventory\transaction;
use pocketmine\event\inventory\InventoryTransactionEvent;
use pocketmine\inventory\Inventory;
use pocketmine\inventory\transaction\action\InventoryAction;
use pocketmine\inventory\transaction\action\SlotChangeAction;
use pocketmine\item\Item;
use pocketmine\Player;
use pocketmine\Server;
use pocketmine\utils\MainLogger;
interface InventoryTransaction{
/**
* This InventoryTransaction only allows doing Transaction between one / two inventories
*/
class InventoryTransaction{
/** @var float */
private $creationTime;
protected $hasExecuted = false;
/** @var Player */
protected $source = null;
/** @var Inventory[] */
protected $inventories = [];
/** @var InventoryAction[] */
protected $actions = [];
/**
* @return float
* @param Player $source
* @param InventoryAction[] $actions
*/
public function getCreationTime() : float;
public function __construct(Player $source = null, array $actions = []){
$this->creationTime = microtime(true);
$this->source = $source;
foreach($actions as $action){
$this->addAction($action);
}
}
/**
* @return InventoryAction[]
* @return Player
*/
public function getActions() : array;
public function getSource() : Player{
return $this->source;
}
public function getCreationTime() : float{
return $this->creationTime;
}
/**
* @return Inventory[]
*/
public function getInventories() : array;
public function getInventories() : array{
return $this->inventories;
}
/**
* @return InventoryAction[]
*/
public function getActions() : array{
return $this->actions;
}
/**
* @param InventoryAction $action
*/
public function addAction(InventoryAction $action);
public function addAction(InventoryAction $action){
if(isset($this->actions[spl_object_hash($action)])){
return;
}
if($action instanceof SlotChangeAction){
$this->inventories[spl_object_hash($action->getInventory())] = $action->getInventory();
}
$this->actions[spl_object_hash($action)] = $action;
}
/**
* @param Item[] $needItems
* @param Item[] $haveItems
*
* @return bool
*/
protected function matchItems(array &$needItems, array &$haveItems) : bool{
foreach($this->actions as $key => $action){
if(!$action->getTargetItem()->isNull()){
$needItems[] = $action->getTargetItem();
}
if(!$action->isValid($this->source)){
return false;
}
if(!$action->getSourceItem()->isNull()){
$haveItems[] = $action->getSourceItem();
}
}
foreach($needItems as $i => $needItem){
foreach($haveItems as $j => $haveItem){
if($needItem->equals($haveItem)){
$amount = min($needItem->getCount(), $haveItem->getCount());
$needItem->setCount($needItem->getCount() - $amount);
$haveItem->setCount($haveItem->getCount() - $amount);
if($haveItem->getCount() === 0){
unset($haveItems[$j]);
}
if($needItem->getCount() === 0){
unset($needItems[$i]);
break;
}
}
}
}
return true;
}
/**
* Iterates over SlotChangeActions in this transaction and compacts any which refer to the same slot in the same
* inventory so they can be correctly handled.
*
* Under normal circumstances, the same slot would never be changed more than once in a single transaction. However,
* due to the way things like the crafting grid are "implemented" in MCPE 1.2 (a.k.a. hacked-in), we may get
* multiple slot changes referring to the same slot in a single transaction. These multiples are not even guaranteed
* to be in the correct order (slot splitting in the crafting grid for example, causes the actions to be sent in the
* wrong order), so this method also tries to chain them into order.
*
* @return bool
*/
protected function squashDuplicateSlotChanges() : bool{
/** @var SlotChangeAction[][] $slotChanges */
$slotChanges = [];
foreach($this->actions as $key => $action){
if($action instanceof SlotChangeAction){
$slotChanges[spl_object_hash($action->getInventory()) . "@" . $action->getSlot()][] = $action;
}
}
foreach($slotChanges as $hash => $list){
if(count($list) === 1){ //No need to compact slot changes if there is only one on this slot
unset($slotChanges[$hash]);
continue;
}
$originalList = $list;
/** @var SlotChangeAction|null $originalAction */
$originalAction = null;
/** @var Item|null $lastTargetItem */
$lastTargetItem = null;
foreach($list as $i => $action){
if($action->isValid($this->source)){
$originalAction = $action;
$lastTargetItem = $action->getTargetItem();
unset($list[$i]);
break;
}
}
if($originalAction === null){
return false; //Couldn't find any actions that had a source-item matching the current inventory slot
}
do{
$sortedThisLoop = 0;
foreach($list as $i => $action){
$actionSource = $action->getSourceItem();
if($actionSource->equalsExact($lastTargetItem)){
$lastTargetItem = $action->getTargetItem();
unset($list[$i]);
$sortedThisLoop++;
}
}
}while($sortedThisLoop > 0);
if(count($list) > 0){ //couldn't chain all the actions together
MainLogger::getLogger()->debug("Failed to compact " . count($originalList) . " actions for " . $this->source->getName());
return false;
}
foreach($originalList as $action){
unset($this->actions[spl_object_hash($action)]);
}
$this->addAction(new SlotChangeAction($originalAction->getInventory(), $originalAction->getSlot(), $originalAction->getSourceItem(), $lastTargetItem));
MainLogger::getLogger()->debug("Successfully compacted " . count($originalList) . " actions for " . $this->source->getName());
}
return true;
}
/**
* @return bool
*/
public function canExecute() : bool;
public function canExecute() : bool{
$this->squashDuplicateSlotChanges();
$haveItems = [];
$needItems = [];
return $this->matchItems($needItems, $haveItems) and count($this->actions) > 0 and count($haveItems) === 0 and count($needItems) === 0;
}
protected function handleFailed(){
foreach($this->actions as $action){
$action->onExecuteFail($this->source);
}
}
/**
* @return bool
*/
public function execute() : bool;
public function execute() : bool{
if($this->hasExecuted() or !$this->canExecute()){
return false;
}
Server::getInstance()->getPluginManager()->callEvent($ev = new InventoryTransactionEvent($this));
if($ev->isCancelled()){
$this->handleFailed();
return true;
}
foreach($this->actions as $action){
if(!$action->onPreExecute($this->source)){
$this->handleFailed();
return true;
}
}
foreach($this->actions as $action){
if($action->execute($this->source)){
$action->onExecuteSuccess($this->source);
}else{
$action->onExecuteFail($this->source);
}
}
$this->hasExecuted = true;
return true;
}
/**
* @return bool
*/
public function hasExecuted() : bool;
public function hasExecuted() : bool{
return $this->hasExecuted;
}
}

View File

@ -1,268 +0,0 @@
<?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
declare(strict_types=1);
namespace pocketmine\inventory\transaction;
use pocketmine\event\inventory\InventoryTransactionEvent;
use pocketmine\inventory\Inventory;
use pocketmine\inventory\transaction\action\InventoryAction;
use pocketmine\inventory\transaction\action\SlotChangeAction;
use pocketmine\item\Item;
use pocketmine\Player;
use pocketmine\Server;
use pocketmine\utils\MainLogger;
/**
* This InventoryTransaction only allows doing Transaction between one / two inventories
*/
class SimpleInventoryTransaction implements InventoryTransaction{
/** @var float */
private $creationTime;
protected $hasExecuted = false;
/** @var Player */
protected $source = null;
/** @var Inventory[] */
protected $inventories = [];
/** @var InventoryAction[] */
protected $actions = [];
/**
* @param Player $source
* @param InventoryAction[] $actions
*/
public function __construct(Player $source = null, array $actions = []){
$this->creationTime = microtime(true);
$this->source = $source;
foreach($actions as $action){
$this->addAction($action);
}
}
/**
* @return Player
*/
public function getSource() : Player{
return $this->source;
}
public function getCreationTime() : float{
return $this->creationTime;
}
/**
* @return Inventory[]
*/
public function getInventories() : array{
return $this->inventories;
}
/**
* @return InventoryAction[]
*/
public function getActions() : array{
return $this->actions;
}
public function addAction(InventoryAction $action){
if(isset($this->actions[spl_object_hash($action)])){
return;
}
if($action instanceof SlotChangeAction){
$this->inventories[spl_object_hash($action->getInventory())] = $action->getInventory();
}
$this->actions[spl_object_hash($action)] = $action;
}
/**
* @param Item[] $needItems
* @param Item[] $haveItems
*
* @return bool
*/
protected function matchItems(array &$needItems, array &$haveItems) : bool{
foreach($this->actions as $key => $action){
if(!$action->getTargetItem()->isNull()){
$needItems[] = $action->getTargetItem();
}
if(!$action->isValid($this->source)){
return false;
}
if(!$action->getSourceItem()->isNull()){
$haveItems[] = $action->getSourceItem();
}
}
foreach($needItems as $i => $needItem){
foreach($haveItems as $j => $haveItem){
if($needItem->equals($haveItem)){
$amount = min($needItem->getCount(), $haveItem->getCount());
$needItem->setCount($needItem->getCount() - $amount);
$haveItem->setCount($haveItem->getCount() - $amount);
if($haveItem->getCount() === 0){
unset($haveItems[$j]);
}
if($needItem->getCount() === 0){
unset($needItems[$i]);
break;
}
}
}
}
return true;
}
/**
* Iterates over SlotChangeActions in this transaction and compacts any which refer to the same slot in the same
* inventory so they can be correctly handled.
*
* Under normal circumstances, the same slot would never be changed more than once in a single transaction. However,
* due to the way things like the crafting grid are "implemented" in MCPE 1.2 (a.k.a. hacked-in), we may get
* multiple slot changes referring to the same slot in a single transaction. These multiples are not even guaranteed
* to be in the correct order (slot splitting in the crafting grid for example, causes the actions to be sent in the
* wrong order), so this method also tries to chain them into order.
*
* @return bool
*/
protected function squashDuplicateSlotChanges() : bool{
/** @var SlotChangeAction[][] $slotChanges */
$slotChanges = [];
foreach($this->actions as $key => $action){
if($action instanceof SlotChangeAction){
$slotChanges[spl_object_hash($action->getInventory()) . "@" . $action->getSlot()][] = $action;
}
}
foreach($slotChanges as $hash => $list){
if(count($list) === 1){ //No need to compact slot changes if there is only one on this slot
unset($slotChanges[$hash]);
continue;
}
$originalList = $list;
/** @var SlotChangeAction|null $originalAction */
$originalAction = null;
/** @var Item|null $lastTargetItem */
$lastTargetItem = null;
foreach($list as $i => $action){
if($action->isValid($this->source)){
$originalAction = $action;
$lastTargetItem = $action->getTargetItem();
unset($list[$i]);
break;
}
}
if($originalAction === null){
return false; //Couldn't find any actions that had a source-item matching the current inventory slot
}
do{
$sortedThisLoop = 0;
foreach($list as $i => $action){
$actionSource = $action->getSourceItem();
if($actionSource->equalsExact($lastTargetItem)){
$lastTargetItem = $action->getTargetItem();
unset($list[$i]);
$sortedThisLoop++;
}
}
}while($sortedThisLoop > 0);
if(count($list) > 0){ //couldn't chain all the actions together
MainLogger::getLogger()->debug("Failed to compact " . count($originalList) . " actions for " . $this->source->getName());
return false;
}
foreach($originalList as $action){
unset($this->actions[spl_object_hash($action)]);
}
$this->addAction(new SlotChangeAction($originalAction->getInventory(), $originalAction->getSlot(), $originalAction->getSourceItem(), $lastTargetItem));
MainLogger::getLogger()->debug("Successfully compacted " . count($originalList) . " actions for " . $this->source->getName());
}
return true;
}
public function canExecute() : bool{
$this->squashDuplicateSlotChanges();
$haveItems = [];
$needItems = [];
return $this->matchItems($needItems, $haveItems) and count($this->actions) > 0 and count($haveItems) === 0 and count($needItems) === 0;
}
protected function handleFailed(){
foreach($this->actions as $action){
$action->onExecuteFail($this->source);
}
}
/**
* @return bool
*/
public function execute() : bool{
if($this->hasExecuted() or !$this->canExecute()){
return false;
}
Server::getInstance()->getPluginManager()->callEvent($ev = new InventoryTransactionEvent($this));
if($ev->isCancelled()){
$this->handleFailed();
return true;
}
foreach($this->actions as $action){
if(!$action->onPreExecute($this->source)){
$this->handleFailed();
return true;
}
}
foreach($this->actions as $action){
if($action->execute($this->source)){
$action->onExecuteSuccess($this->source);
}else{
$action->onExecuteFail($this->source);
}
}
$this->hasExecuted = true;
return true;
}
public function hasExecuted() : bool{
return $this->hasExecuted;
}
}