5a54d09869
InventoryManager: verify slot existence in locateWindowAndSlot()
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previously, this would happily return invalid slot IDs, potentially leading to a crash.
2023-04-27 13:18:28 +01:00
af385668c2
InventoryManager: give more detailed information on failure to get info for held item
2023-03-27 17:55:39 +01:00
58d5126ada
InventoryManager: fixed crashes when setting contents or slots of inventories during InventoryCloseEvent (and other similar logic)
2023-03-24 13:31:30 +00:00
ecc830a689
InventoryManager: avoid calling TypeConverter::getInstance() in a loop
2023-03-20 23:24:52 +00:00
63310cf764
Do not cache ItemStacks for every item
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this is very memory inefficient, and only provides a performance advantage in cold code anyway.
2023-03-20 23:18:43 +00:00
1992d3b6db
InventoryManager: avoid useless work in trackItemStack()
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this attempts to accommodate slots being set to themselves, which is a rare enough occurrence (only plugins will cause it) that it doesn't make sense to penalize every inventory update this way.
attempting to avoid changing the itemstackID in this way is detrimental to performance, and it doesn't actually matter if we set a new itemstackID anyway.
2023-03-20 23:08:17 +00:00
035a0a4e9d
InventoryManager: specialize trackItemStack() to avoid useless lookups
2023-03-20 22:57:58 +00:00
c9601ae67d
Fixed crash when opening crafting table and other 'UI' inventories
2023-03-20 22:00:38 +00:00
758b5ee500
InventoryManager: fixed armor slots hack
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the correct condition for this should be an unsynced armor slot changed during a transaction, but conveying this information to syncSlot() is a bit of a hassle, so this will do for now.
2023-03-20 21:27:56 +00:00
ca6d51498f
Buffer slot and content syncing until the end of the tick
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we may receive multiple requests in one tick (e.g. crafting in a batch)
2023-03-20 19:16:00 +00:00
e8085e22a0
Fixed crash when opening main inventory
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the InventoryManagerEntry was getting overwritten, since we don't expect to open the same inventory with two different window IDs.
2023-03-20 18:40:18 +00:00
3d70a169e1
Reduce chaos in InventoryManager
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the information in these arrays is usually needed all at the same time, so it doesn't make sense to force multiple array lookups for it.
in addition, this (obviously) cleans up the code quite a lot.
2023-03-20 17:31:54 +00:00
59bae9b077
Give InventoryManager internals clearer names
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and stop mixing 'window' and 'inventory' terminology...
2023-03-20 16:53:57 +00:00
7b0816e42f
Properly handle transaction building errors instead of kicking the player
2023-03-20 00:52:26 +00:00
1123a5aa23
InventoryManager: Track predictions using ItemStack directly, instead of internal Item
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this removes the need for deserializing network itemstacks to core items, thereby eliminating a whole bunch of potential security issues.
2023-01-06 20:45:08 +00:00
8633804f15
InventoryManager: disentangle slot tracking from slot syncing
2023-01-06 20:26:19 +00:00
b24eb153f9
Constrain inventory transaction predictions
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these are now only used for actions done with a closed inventory window. This means that they can only predict the slots of inventory, offhand and armor (total 41 slots) and perhaps include some DropItem actions.
2023-01-05 21:18:30 +00:00
3d6baa8a55
Working creative inventory, with a few more hacks than I'd like
2023-01-05 18:09:57 +00:00
5fdbb19852
Fixed a whole bunch of issues with legacy transactions
2023-01-04 00:13:51 +00:00
0039af984d
Merge branch 'next-minor' into item-stack-request
2022-10-16 16:56:26 +01:00
86a2f8e360
Merge branch 'stable' into next-minor
2022-09-28 01:01:51 +01:00
def2f8c145
InventoryManager: ensure the windowID is valid before attempting to remove any window
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this is currently a harmless bug, since remove() isn't currently doing any heavy lifting.
2022-09-28 01:01:42 +01:00
5b89833d5c
Merge branch 'stable' into next-minor
2022-08-27 17:27:15 +01:00
fb25e05416
InventoryManager: fixed current window getting removed in race conditions with close window ACK
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this could be observed by pressing E and immediately clicking a chest, which, if timed correctly, would lead to the chest lid closing, but the inventory being opened anyway.
2022-08-27 17:26:43 +01:00
2b7510945a
First look at ItemStackRequest usage (very unstable)
2022-08-18 17:38:57 +01:00
e90abecf38
Rewrite InventoryManager handling of complex mapped inventories
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this turned out to be necessary when dealing with the ItemStackRequest system.
2022-08-17 14:42:30 +01:00
e040c2b281
InventoryManager: fixed windows not opening when the server removes windows
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closes #5094
2022-06-05 16:03:24 +01:00
38d6284671
Use PHP-CS-Fixer to enforce file header presence
2022-06-04 17:34:49 +01:00
86efa0aae6
Merge remote-tracking branch 'origin/stable' into next-minor
2022-05-20 17:49:04 +01:00
554f96bc24
InventoryManager: Defer opening new windows to the client until the window close handshake has been completed
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fixes #5021 and probably a bunch of other inventory related glitches
When the server initiates a window close, it does so by sending a ContainerClose to the client, which causes the
client to behave as if it initiated the close itself. It responds by sending a ContainerClose back to the server,
which the server is then expected to respond to.
Sending the client a new window before sending this final response creates buggy behaviour on the client, which
is problematic when switching windows. Therefore, we defer sending any new windows until after the client
responds to our window close instruction, so that we can complete the window handshake correctly.
This is a pile of complicated garbage that only exists because Mojang overengineered the process of opening and
closing inventory windows.
2022-05-20 16:54:15 +01:00
6eac2ea7a5
Modernize private property declarations in src/network
2022-05-17 21:22:33 +01:00
1e59679ec2
Implemented Stonecutter ( #4732 )
2022-05-17 16:01:03 +01:00
4e777572c9
fix CS
2022-03-23 13:28:21 +00:00
90a8595a40
Check for mismatched inventory slot predictions in transactions
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this should limit the problems caused by mismatched gameplay features that result in ghost items, such as #4896 .
2022-03-22 17:42:19 +00:00
3232a83965
InventoryManager: beware possible crash due to invalid items
2022-02-22 16:50:36 +00:00
4f25ab10e9
InventoryManager: Do not sync slots the client correctly predicted during using items
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closes #4825
2022-02-22 16:46:23 +00:00
be1996752a
Replace disallowed operators in src/network/
2022-01-20 19:11:32 +00:00
6fdcfb01c8
Seal up main inventory open/close logic inside InventoryManager where it belongs
2021-11-08 22:58:06 +00:00
45edb94607
Crafting tables now work the same way as anvils and enchanting tables
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Removing almost all special-case logic for crafting tables.
2021-11-07 16:20:07 +00:00
e131c2cefa
Drop pocketmine/spl
2021-11-02 16:08:29 +00:00
88b7389080
InventoryManager: reduce code duplication
2021-10-29 15:37:52 +01:00
c773e43eda
Updated BedrockProtocol to pmmp/BedrockProtocol@97fa88e9ef
2021-10-23 01:16:45 +01:00
58bc9332cd
Workaround for offhand sync ( #4359 )
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fixes #4231
2021-08-12 23:27:53 +01:00
27e0ecf7ee
Implemented Blast Furnace and Smoker ( #4362 )
2021-08-12 23:27:05 +01:00
b8ebf8936e
InventoryManager: fix container open callbacks not working
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this was reported to me on socials by multiple different people, but nobody reported an issue so I almost forgot. >.<
2021-06-26 21:21:23 +01:00
652de2632a
Rough OffHand implementation
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this doesn't do stuff like taking arrows from offhand yet.
2021-05-05 14:46:51 +01:00
593a8ac529
Added Loom blocks
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these don't support doing patterns yet, but their inventories work.
2021-04-29 19:51:09 +01:00
8364bc51ac
...
2021-04-27 14:47:11 +01:00
7ce77713dd
InventoryManager: add a mechanism to allow plugins to inject their own container open packet creators
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closes #4008
2021-04-27 14:40:43 +01:00
1e6d97a157
Merge branch 'stable'
2021-04-07 21:25:39 +01:00