PocketMine-MP/src/inventory/transaction/InventoryTransaction.php
Dylan K. Taylor 45a4282e8b
First look: Split up Inventory & InventoryWindow
this unblocks a variety of changes, such as positionless tiles, enhanced APIs on Blocks for inventories, and also eliminates a bunch of cyclic references within the core code.

linked to #5033
2024-11-24 21:40:47 +00:00

336 lines
11 KiB
PHP

<?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\InventoryWindow;
use pocketmine\player\Player;
use function array_keys;
use function array_values;
use function assert;
use function count;
use function get_class;
use function min;
use function shuffle;
use function spl_object_hash;
use function spl_object_id;
/**
* This is the basic type for an inventory transaction. This is used for moving items between inventories, dropping
* items and more. It allows transactions with multiple inputs and outputs.
*
* Validation **does not** depend on ordering. This means that the actions can appear in any order and still be valid.
* The only validity requirement for this transaction type is that the balance of items must add up to zero. This means:
* - No new outputs without matching input amounts
* - No inputs without matching output amounts
* - No userdata changes (item state, NBT, etc)
*
* A transaction is composed of "actions", which are pairs of inputs and outputs which target a specific itemstack in
* a specific location. There are multiple types of inventory actions which might be involved in a transaction.
*
* @see InventoryAction
*/
class InventoryTransaction{
protected bool $hasExecuted = false;
/** @var InventoryWindow[] */
protected array $inventoryWindows = [];
/** @var InventoryAction[] */
protected array $actions = [];
/**
* @param InventoryAction[] $actions
*/
public function __construct(
protected Player $source,
array $actions = []
){
foreach($actions as $action){
$this->addAction($action);
}
}
public function getSource() : Player{
return $this->source;
}
/**
* @return InventoryWindow[]
*/
public function getInventoryWindows() : array{
return $this->inventoryWindows;
}
/**
* Returns an **unordered** set of actions involved in this transaction.
*
* WARNING: This system is **explicitly designed NOT to care about ordering**. Any order seen in this set has NO
* significance and should not be relied on.
*
* @return InventoryAction[]
*/
public function getActions() : array{
return $this->actions;
}
public function addAction(InventoryAction $action) : void{
if(!isset($this->actions[$hash = spl_object_id($action)])){
$this->actions[$hash] = $action;
$action->onAddToTransaction($this);
}else{
throw new \InvalidArgumentException("Tried to add the same action to a transaction twice");
}
}
/**
* Shuffles actions in the transaction to prevent external things relying on any implicit ordering.
*/
private function shuffleActions() : void{
$keys = array_keys($this->actions);
shuffle($keys);
$actions = [];
foreach($keys as $key){
$actions[$key] = $this->actions[$key];
}
$this->actions = $actions;
}
/**
* @internal This method should not be used by plugins, it's used to add tracked inventories for InventoryActions
* involving inventories.
*/
public function addInventoryWindow(InventoryWindow $inventoryWindow) : void{
if(!isset($this->inventoryWindows[$hash = spl_object_id($inventoryWindow)])){
$this->inventoryWindows[$hash] = $inventoryWindow;
}
}
/**
* @param Item[] $needItems
* @param Item[] $haveItems
* @phpstan-param-out Item[] $needItems
* @phpstan-param-out Item[] $haveItems
*
* @throws TransactionValidationException
*/
protected function matchItems(array &$needItems, array &$haveItems) : void{
$needItems = [];
$haveItems = [];
foreach($this->actions as $key => $action){
if(!$action->getTargetItem()->isNull()){
$needItems[] = $action->getTargetItem();
}
try{
$action->validate($this->source);
}catch(TransactionValidationException $e){
throw new TransactionValidationException(get_class($action) . "#" . spl_object_id($action) . ": " . $e->getMessage(), 0, $e);
}
if(!$action->getSourceItem()->isNull()){
$haveItems[] = $action->getSourceItem();
}
}
foreach($needItems as $i => $needItem){
foreach($haveItems as $j => $haveItem){
if($needItem->canStackWith($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;
}
}
}
}
$needItems = array_values($needItems);
$haveItems = array_values($haveItems);
}
/**
* 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.
*/
protected function squashDuplicateSlotChanges() : void{
/** @var SlotChangeAction[][] $slotChanges */
$slotChanges = [];
/** @var InventoryWindow[] $inventories */
$inventories = [];
/** @var int[] $slots */
$slots = [];
foreach($this->actions as $key => $action){
if($action instanceof SlotChangeAction){
$slotChanges[$h = (spl_object_hash($action->getInventoryWindow()) . "@" . $action->getSlot())][] = $action;
$inventories[$h] = $action->getInventoryWindow();
$slots[$h] = $action->getSlot();
}
}
foreach($slotChanges as $hash => $list){
if(count($list) === 1){ //No need to compact slot changes if there is only one on this slot
continue;
}
$window = $inventories[$hash];
$inventory = $window->getInventory();
$slot = $slots[$hash];
if(!$inventory->slotExists($slot)){ //this can get hit for crafting tables because the validation happens after this compaction
throw new TransactionValidationException("Slot $slot does not exist in inventory window " . get_class($window));
}
$sourceItem = $inventory->getItem($slot);
$targetItem = $this->findResultItem($sourceItem, $list);
if($targetItem === null){
throw new TransactionValidationException("Failed to compact " . count($list) . " duplicate actions");
}
foreach($list as $action){
unset($this->actions[spl_object_id($action)]);
}
if(!$targetItem->equalsExact($sourceItem)){
//sometimes we get actions on the crafting grid whose source and target items are the same, so dump them
$this->addAction(new SlotChangeAction($window, $slot, $sourceItem, $targetItem));
}
}
}
/**
* @param SlotChangeAction[] $possibleActions
*/
protected function findResultItem(Item $needOrigin, array $possibleActions) : ?Item{
assert(count($possibleActions) > 0);
$candidate = null;
$newList = $possibleActions;
foreach($possibleActions as $i => $action){
if($action->getSourceItem()->equalsExact($needOrigin)){
if($candidate !== null){
/*
* we found multiple possible actions that match the origin action
* this means that there are multiple ways that this chain could play out
* if we cared so much about this, we could build all the possible chains in parallel and see which
* variation managed to complete the chain, but this has an extremely high complexity which is not
* worth the trouble for this scenario (we don't usually expect to see chains longer than a couple
* of actions in here anyway), and might still result in multiple possible results.
*/
return null;
}
$candidate = $action;
unset($newList[$i]);
}
}
if($candidate === null){
//chaining is not possible with this origin, none of the actions are valid
return null;
}
if(count($newList) === 0){
return $candidate->getTargetItem();
}
return $this->findResultItem($candidate->getTargetItem(), $newList);
}
/**
* Verifies that the transaction can execute.
*
* @throws TransactionValidationException
*/
public function validate() : void{
$this->squashDuplicateSlotChanges();
$haveItems = [];
$needItems = [];
$this->matchItems($needItems, $haveItems);
if(count($this->actions) === 0){
throw new TransactionValidationException("Inventory transaction must have at least one action to be executable");
}
if(count($haveItems) > 0){
throw new TransactionValidationException("Transaction does not balance (tried to destroy some items)");
}
if(count($needItems) > 0){
throw new TransactionValidationException("Transaction does not balance (tried to create some items)");
}
}
protected function callExecuteEvent() : bool{
$ev = new InventoryTransactionEvent($this);
$ev->call();
return !$ev->isCancelled();
}
/**
* Executes the group of actions, returning whether the transaction executed successfully or not.
*
* @throws TransactionException
*/
public function execute() : void{
if($this->hasExecuted()){
throw new TransactionValidationException("Transaction has already been executed");
}
$this->shuffleActions();
$this->validate();
if(!$this->callExecuteEvent()){
throw new TransactionCancelledException("Transaction event cancelled");
}
foreach($this->actions as $action){
if(!$action->onPreExecute($this->source)){
throw new TransactionCancelledException("One of the actions in this transaction was cancelled");
}
}
foreach($this->actions as $action){
$action->execute($this->source);
}
$this->hasExecuted = true;
}
public function hasExecuted() : bool{
return $this->hasExecuted;
}
}