PocketMine-MP/src/network/mcpe/InventoryManager.php
S3v3Nice 39867b97c5
Implement enchanting using enchanting tables (#5953)
Co-authored-by: Dylan K. Taylor <dktapps@pmmp.io>
2023-08-15 17:28:26 +01:00

668 lines
26 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\network\mcpe;
use pocketmine\block\inventory\AnvilInventory;
use pocketmine\block\inventory\BlockInventory;
use pocketmine\block\inventory\BrewingStandInventory;
use pocketmine\block\inventory\CartographyTableInventory;
use pocketmine\block\inventory\CraftingTableInventory;
use pocketmine\block\inventory\EnchantInventory;
use pocketmine\block\inventory\FurnaceInventory;
use pocketmine\block\inventory\HopperInventory;
use pocketmine\block\inventory\LoomInventory;
use pocketmine\block\inventory\SmithingTableInventory;
use pocketmine\block\inventory\StonecutterInventory;
use pocketmine\crafting\FurnaceType;
use pocketmine\data\bedrock\EnchantmentIdMap;
use pocketmine\inventory\Inventory;
use pocketmine\inventory\transaction\action\SlotChangeAction;
use pocketmine\inventory\transaction\InventoryTransaction;
use pocketmine\item\enchantment\EnchantmentInstance;
use pocketmine\item\enchantment\EnchantOption;
use pocketmine\network\mcpe\cache\CreativeInventoryCache;
use pocketmine\network\mcpe\protocol\ClientboundPacket;
use pocketmine\network\mcpe\protocol\ContainerClosePacket;
use pocketmine\network\mcpe\protocol\ContainerOpenPacket;
use pocketmine\network\mcpe\protocol\ContainerSetDataPacket;
use pocketmine\network\mcpe\protocol\InventoryContentPacket;
use pocketmine\network\mcpe\protocol\InventorySlotPacket;
use pocketmine\network\mcpe\protocol\MobEquipmentPacket;
use pocketmine\network\mcpe\protocol\PlayerEnchantOptionsPacket;
use pocketmine\network\mcpe\protocol\types\BlockPosition;
use pocketmine\network\mcpe\protocol\types\Enchant;
use pocketmine\network\mcpe\protocol\types\EnchantOption as ProtocolEnchantOption;
use pocketmine\network\mcpe\protocol\types\inventory\ContainerIds;
use pocketmine\network\mcpe\protocol\types\inventory\ItemStack;
use pocketmine\network\mcpe\protocol\types\inventory\ItemStackWrapper;
use pocketmine\network\mcpe\protocol\types\inventory\NetworkInventoryAction;
use pocketmine\network\mcpe\protocol\types\inventory\UIInventorySlotOffset;
use pocketmine\network\mcpe\protocol\types\inventory\WindowTypes;
use pocketmine\network\PacketHandlingException;
use pocketmine\player\Player;
use pocketmine\utils\AssumptionFailedError;
use pocketmine\utils\ObjectSet;
use function array_keys;
use function array_map;
use function array_search;
use function count;
use function get_class;
use function implode;
use function is_int;
use function max;
use function spl_object_id;
/**
* @phpstan-type ContainerOpenClosure \Closure(int $id, Inventory $inventory) : (list<ClientboundPacket>|null)
*/
class InventoryManager{
/**
* @var InventoryManagerEntry[] spl_object_id(Inventory) => InventoryManagerEntry
* @phpstan-var array<int, InventoryManagerEntry>
*/
private array $inventories = [];
/**
* @var Inventory[] network window ID => Inventory
* @phpstan-var array<int, Inventory>
*/
private array $networkIdToInventoryMap = [];
/**
* @var ComplexInventoryMapEntry[] net slot ID => ComplexWindowMapEntry
* @phpstan-var array<int, ComplexInventoryMapEntry>
*/
private array $complexSlotToInventoryMap = [];
private int $lastInventoryNetworkId = ContainerIds::FIRST;
private int $clientSelectedHotbarSlot = -1;
/** @phpstan-var ObjectSet<ContainerOpenClosure> */
private ObjectSet $containerOpenCallbacks;
private ?int $pendingCloseWindowId = null;
/** @phpstan-var \Closure() : void */
private ?\Closure $pendingOpenWindowCallback = null;
private int $nextItemStackId = 1;
private ?int $currentItemStackRequestId = null;
private bool $fullSyncRequested = false;
/** @var int[] network recipe ID => enchanting table option index */
private array $enchantingTableOptions = [];
//TODO: this should be based on the total number of crafting recipes - if there are ever 100k recipes, this will
//conflict with regular recipes
private int $nextEnchantingTableOptionId = 100000;
public function __construct(
private Player $player,
private NetworkSession $session
){
$this->containerOpenCallbacks = new ObjectSet();
$this->containerOpenCallbacks->add(self::createContainerOpen(...));
$this->add(ContainerIds::INVENTORY, $this->player->getInventory());
$this->add(ContainerIds::OFFHAND, $this->player->getOffHandInventory());
$this->add(ContainerIds::ARMOR, $this->player->getArmorInventory());
$this->addComplex(UIInventorySlotOffset::CURSOR, $this->player->getCursorInventory());
$this->addComplex(UIInventorySlotOffset::CRAFTING2X2_INPUT, $this->player->getCraftingGrid());
$this->player->getInventory()->getHeldItemIndexChangeListeners()->add($this->syncSelectedHotbarSlot(...));
}
private function associateIdWithInventory(int $id, Inventory $inventory) : void{
$this->networkIdToInventoryMap[$id] = $inventory;
}
private function getNewWindowId() : int{
$this->lastInventoryNetworkId = max(ContainerIds::FIRST, ($this->lastInventoryNetworkId + 1) % ContainerIds::LAST);
return $this->lastInventoryNetworkId;
}
private function add(int $id, Inventory $inventory) : void{
if(isset($this->inventories[spl_object_id($inventory)])){
throw new \InvalidArgumentException("Inventory " . get_class($inventory) . " is already tracked");
}
$this->inventories[spl_object_id($inventory)] = new InventoryManagerEntry($inventory);
$this->associateIdWithInventory($id, $inventory);
}
private function addDynamic(Inventory $inventory) : int{
$id = $this->getNewWindowId();
$this->add($id, $inventory);
return $id;
}
/**
* @param int[]|int $slotMap
* @phpstan-param array<int, int>|int $slotMap
*/
private function addComplex(array|int $slotMap, Inventory $inventory) : void{
if(isset($this->inventories[spl_object_id($inventory)])){
throw new \InvalidArgumentException("Inventory " . get_class($inventory) . " is already tracked");
}
$complexSlotMap = new ComplexInventoryMapEntry($inventory, is_int($slotMap) ? [$slotMap => 0] : $slotMap);
$this->inventories[spl_object_id($inventory)] = new InventoryManagerEntry(
$inventory,
$complexSlotMap
);
foreach($complexSlotMap->getSlotMap() as $netSlot => $coreSlot){
$this->complexSlotToInventoryMap[$netSlot] = $complexSlotMap;
}
}
/**
* @param int[]|int $slotMap
* @phpstan-param array<int, int>|int $slotMap
*/
private function addComplexDynamic(array|int $slotMap, Inventory $inventory) : int{
$this->addComplex($slotMap, $inventory);
$id = $this->getNewWindowId();
$this->associateIdWithInventory($id, $inventory);
return $id;
}
private function remove(int $id) : void{
$inventory = $this->networkIdToInventoryMap[$id];
unset($this->networkIdToInventoryMap[$id]);
if($this->getWindowId($inventory) === null){
unset($this->inventories[spl_object_id($inventory)]);
foreach($this->complexSlotToInventoryMap as $netSlot => $entry){
if($entry->getInventory() === $inventory){
unset($this->complexSlotToInventoryMap[$netSlot]);
}
}
}
}
public function getWindowId(Inventory $inventory) : ?int{
return ($id = array_search($inventory, $this->networkIdToInventoryMap, true)) !== false ? $id : null;
}
public function getCurrentWindowId() : int{
return $this->lastInventoryNetworkId;
}
/**
* @phpstan-return array{Inventory, int}|null
*/
public function locateWindowAndSlot(int $windowId, int $netSlotId) : ?array{
if($windowId === ContainerIds::UI){
$entry = $this->complexSlotToInventoryMap[$netSlotId] ?? null;
if($entry === null){
return null;
}
$inventory = $entry->getInventory();
$coreSlotId = $entry->mapNetToCore($netSlotId);
return $coreSlotId !== null && $inventory->slotExists($coreSlotId) ? [$inventory, $coreSlotId] : null;
}
$inventory = $this->networkIdToInventoryMap[$windowId] ?? null;
if($inventory !== null && $inventory->slotExists($netSlotId)){
return [$inventory, $netSlotId];
}
return null;
}
private function addPredictedSlotChange(Inventory $inventory, int $slot, ItemStack $item) : void{
$this->inventories[spl_object_id($inventory)]->predictions[$slot] = $item;
}
public function addTransactionPredictedSlotChanges(InventoryTransaction $tx) : void{
$typeConverter = $this->session->getTypeConverter();
foreach($tx->getActions() as $action){
if($action instanceof SlotChangeAction){
//TODO: ItemStackRequestExecutor can probably build these predictions with much lower overhead
$itemStack = $typeConverter->coreItemStackToNet($action->getTargetItem());
$this->addPredictedSlotChange($action->getInventory(), $action->getSlot(), $itemStack);
}
}
}
/**
* @param NetworkInventoryAction[] $networkInventoryActions
* @throws PacketHandlingException
*/
public function addRawPredictedSlotChanges(array $networkInventoryActions) : void{
foreach($networkInventoryActions as $action){
if($action->sourceType !== NetworkInventoryAction::SOURCE_CONTAINER){
continue;
}
//legacy transactions should not modify or predict anything other than these inventories, since these are
//the only ones accessible when not in-game (ItemStackRequest is used for everything else)
if(match($action->windowId){
ContainerIds::INVENTORY, ContainerIds::OFFHAND, ContainerIds::ARMOR => false,
default => true
}){
throw new PacketHandlingException("Legacy transactions cannot predict changes to inventory with ID " . $action->windowId);
}
$info = $this->locateWindowAndSlot($action->windowId, $action->inventorySlot);
if($info === null){
continue;
}
[$inventory, $slot] = $info;
$this->addPredictedSlotChange($inventory, $slot, $action->newItem->getItemStack());
}
}
public function setCurrentItemStackRequestId(?int $id) : void{
$this->currentItemStackRequestId = $id;
}
/**
* 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.
*
* @phpstan-param \Closure() : void $func
*/
private function openWindowDeferred(\Closure $func) : void{
if($this->pendingCloseWindowId !== null){
$this->session->getLogger()->debug("Deferring opening of new window, waiting for close ack of window $this->pendingCloseWindowId");
$this->pendingOpenWindowCallback = $func;
}else{
$func();
}
}
/**
* @return int[]|null
* @phpstan-return array<int, int>|null
*/
private function createComplexSlotMapping(Inventory $inventory) : ?array{
//TODO: make this dynamic so plugins can add mappings for stuff not implemented by PM
return match(true){
$inventory instanceof AnvilInventory => UIInventorySlotOffset::ANVIL,
$inventory instanceof EnchantInventory => UIInventorySlotOffset::ENCHANTING_TABLE,
$inventory instanceof LoomInventory => UIInventorySlotOffset::LOOM,
$inventory instanceof StonecutterInventory => [UIInventorySlotOffset::STONE_CUTTER_INPUT => StonecutterInventory::SLOT_INPUT],
$inventory instanceof CraftingTableInventory => UIInventorySlotOffset::CRAFTING3X3_INPUT,
$inventory instanceof CartographyTableInventory => UIInventorySlotOffset::CARTOGRAPHY_TABLE,
$inventory instanceof SmithingTableInventory => UIInventorySlotOffset::SMITHING_TABLE,
default => null,
};
}
public function onCurrentWindowChange(Inventory $inventory) : void{
$this->onCurrentWindowRemove();
$this->openWindowDeferred(function() use ($inventory) : void{
if(($slotMap = $this->createComplexSlotMapping($inventory)) !== null){
$windowId = $this->addComplexDynamic($slotMap, $inventory);
}else{
$windowId = $this->addDynamic($inventory);
}
foreach($this->containerOpenCallbacks as $callback){
$pks = $callback($windowId, $inventory);
if($pks !== null){
foreach($pks as $pk){
$this->session->sendDataPacket($pk);
}
$this->syncContents($inventory);
return;
}
}
throw new \LogicException("Unsupported inventory type");
});
}
/** @phpstan-return ObjectSet<ContainerOpenClosure> */
public function getContainerOpenCallbacks() : ObjectSet{ return $this->containerOpenCallbacks; }
/**
* @return ClientboundPacket[]|null
* @phpstan-return list<ClientboundPacket>|null
*/
protected static function createContainerOpen(int $id, Inventory $inv) : ?array{
//TODO: we should be using some kind of tagging system to identify the types. Instanceof is flaky especially
//if the class isn't final, not to mention being inflexible.
if($inv instanceof BlockInventory){
$blockPosition = BlockPosition::fromVector3($inv->getHolder());
$windowType = match(true){
$inv instanceof LoomInventory => WindowTypes::LOOM,
$inv instanceof FurnaceInventory => match($inv->getFurnaceType()->id()){
FurnaceType::FURNACE()->id() => WindowTypes::FURNACE,
FurnaceType::BLAST_FURNACE()->id() => WindowTypes::BLAST_FURNACE,
FurnaceType::SMOKER()->id() => WindowTypes::SMOKER,
default => throw new AssumptionFailedError("Unreachable")
},
$inv instanceof EnchantInventory => WindowTypes::ENCHANTMENT,
$inv instanceof BrewingStandInventory => WindowTypes::BREWING_STAND,
$inv instanceof AnvilInventory => WindowTypes::ANVIL,
$inv instanceof HopperInventory => WindowTypes::HOPPER,
$inv instanceof CraftingTableInventory => WindowTypes::WORKBENCH,
$inv instanceof StonecutterInventory => WindowTypes::STONECUTTER,
$inv instanceof CartographyTableInventory => WindowTypes::CARTOGRAPHY,
$inv instanceof SmithingTableInventory => WindowTypes::SMITHING_TABLE,
default => WindowTypes::CONTAINER
};
return [ContainerOpenPacket::blockInv($id, $windowType, $blockPosition)];
}
return null;
}
public function onClientOpenMainInventory() : void{
$this->onCurrentWindowRemove();
$this->openWindowDeferred(function() : void{
$windowId = $this->getNewWindowId();
$this->associateIdWithInventory($windowId, $this->player->getInventory());
$this->session->sendDataPacket(ContainerOpenPacket::entityInv(
$windowId,
WindowTypes::INVENTORY,
$this->player->getId()
));
});
}
public function onCurrentWindowRemove() : void{
if(isset($this->networkIdToInventoryMap[$this->lastInventoryNetworkId])){
$this->remove($this->lastInventoryNetworkId);
$this->session->sendDataPacket(ContainerClosePacket::create($this->lastInventoryNetworkId, true));
if($this->pendingCloseWindowId !== null){
throw new AssumptionFailedError("We should not have opened a new window while a window was waiting to be closed");
}
$this->pendingCloseWindowId = $this->lastInventoryNetworkId;
$this->enchantingTableOptions = [];
}
}
public function onClientRemoveWindow(int $id) : void{
if($id === $this->lastInventoryNetworkId){
if(isset($this->networkIdToInventoryMap[$id]) && $id !== $this->pendingCloseWindowId){
$this->remove($id);
$this->player->removeCurrentWindow();
}
}else{
$this->session->getLogger()->debug("Attempted to close inventory with network ID $id, but current is $this->lastInventoryNetworkId");
}
//Always send this, even if no window matches. If we told the client to close a window, it will behave as if it
//initiated the close and expect an ack.
$this->session->sendDataPacket(ContainerClosePacket::create($id, false));
if($this->pendingCloseWindowId === $id){
$this->pendingCloseWindowId = null;
if($this->pendingOpenWindowCallback !== null){
$this->session->getLogger()->debug("Opening deferred window after close ack of window $id");
($this->pendingOpenWindowCallback)();
$this->pendingOpenWindowCallback = null;
}
}
}
public function onSlotChange(Inventory $inventory, int $slot) : void{
$inventoryEntry = $this->inventories[spl_object_id($inventory)] ?? null;
if($inventoryEntry === null){
//this can happen when an inventory changed during InventoryCloseEvent, or when a temporary inventory
//is cleared before removal.
return;
}
$currentItem = $this->session->getTypeConverter()->coreItemStackToNet($inventory->getItem($slot));
$clientSideItem = $inventoryEntry->predictions[$slot] ?? null;
if($clientSideItem === null || !$clientSideItem->equals($currentItem)){
//no prediction or incorrect - do not associate this with the currently active itemstack request
$this->trackItemStack($inventoryEntry, $slot, $currentItem, null);
$inventoryEntry->pendingSyncs[$slot] = $currentItem;
}else{
//correctly predicted - associate the change with the currently active itemstack request
$this->trackItemStack($inventoryEntry, $slot, $currentItem, $this->currentItemStackRequestId);
}
unset($inventoryEntry->predictions[$slot]);
}
public function syncSlot(Inventory $inventory, int $slot, ItemStack $itemStack) : void{
$entry = $this->inventories[spl_object_id($inventory)] ?? null;
if($entry === null){
throw new \LogicException("Cannot sync an untracked inventory");
}
$itemStackInfo = $entry->itemStackInfos[$slot];
if($itemStackInfo === null){
throw new \LogicException("Cannot sync an untracked inventory slot");
}
if($entry->complexSlotMap !== null){
$windowId = ContainerIds::UI;
$netSlot = $entry->complexSlotMap->mapCoreToNet($slot) ?? throw new AssumptionFailedError("We already have an ItemStackInfo, so this should not be null");
}else{
$windowId = $this->getWindowId($inventory) ?? throw new AssumptionFailedError("We already have an ItemStackInfo, so this should not be null");
$netSlot = $slot;
}
$itemStackWrapper = new ItemStackWrapper($itemStackInfo->getStackId(), $itemStack);
if($windowId === ContainerIds::OFFHAND){
//TODO: HACK!
//The client may sometimes ignore the InventorySlotPacket for the offhand slot.
//This can cause a lot of problems (totems, arrows, and more...).
//The workaround is to send an InventoryContentPacket instead
//BDS (Bedrock Dedicated Server) also seems to work this way.
$this->session->sendDataPacket(InventoryContentPacket::create($windowId, [$itemStackWrapper]));
}else{
if($windowId === ContainerIds::ARMOR){
//TODO: HACK!
//When right-clicking to equip armour, the client predicts the content of the armour slot, but
//doesn't report it in the transaction packet. The server then sends an InventorySlotPacket to
//the client, assuming the slot changed for some other reason, since there is no prediction for
//the slot.
//However, later requests involving that itemstack will refer to the request ID in which the
//armour was equipped, instead of the stack ID provided by the server in the outgoing
//InventorySlotPacket. (Perhaps because the item is already the same as the client actually
//predicted, but didn't tell us?)
//We work around this bug by setting the slot to air and then back to the correct item. In
//theory, setting a different count and then back again (or changing any other property) would
//also work, but this is simpler.
$this->session->sendDataPacket(InventorySlotPacket::create($windowId, $netSlot, new ItemStackWrapper(0, ItemStack::null())));
}
$this->session->sendDataPacket(InventorySlotPacket::create($windowId, $netSlot, $itemStackWrapper));
}
unset($entry->predictions[$slot], $entry->pendingSyncs[$slot]);
}
public function syncContents(Inventory $inventory) : void{
$entry = $this->inventories[spl_object_id($inventory)] ?? null;
if($entry === null){
//this can happen when an inventory changed during InventoryCloseEvent, or when a temporary inventory
//is cleared before removal.
return;
}
if($entry->complexSlotMap !== null){
$windowId = ContainerIds::UI;
}else{
$windowId = $this->getWindowId($inventory);
}
if($windowId !== null){
$entry->predictions = [];
$entry->pendingSyncs = [];
$contents = [];
$typeConverter = $this->session->getTypeConverter();
foreach($inventory->getContents(true) as $slot => $item){
$itemStack = $typeConverter->coreItemStackToNet($item);
$info = $this->trackItemStack($entry, $slot, $itemStack, null);
$contents[] = new ItemStackWrapper($info->getStackId(), $itemStack);
}
if($entry->complexSlotMap !== null){
foreach($contents as $slotId => $info){
$packetSlot = $entry->complexSlotMap->mapCoreToNet($slotId) ?? null;
if($packetSlot === null){
continue;
}
$this->session->sendDataPacket(InventorySlotPacket::create(
$windowId,
$packetSlot,
$info
));
}
}else{
$this->session->sendDataPacket(InventoryContentPacket::create($windowId, $contents));
}
}
}
public function syncAll() : void{
foreach($this->inventories as $entry){
$this->syncContents($entry->inventory);
}
}
public function requestSyncAll() : void{
$this->fullSyncRequested = true;
}
public function syncMismatchedPredictedSlotChanges() : void{
$typeConverter = $this->session->getTypeConverter();
foreach($this->inventories as $entry){
$inventory = $entry->inventory;
foreach($entry->predictions as $slot => $expectedItem){
if(!$inventory->slotExists($slot) || $entry->itemStackInfos[$slot] === null){
continue; //TODO: size desync ???
}
//any prediction that still exists at this point is a slot that was predicted to change but didn't
$this->session->getLogger()->debug("Detected prediction mismatch in inventory " . get_class($inventory) . "#" . spl_object_id($inventory) . " slot $slot");
$entry->pendingSyncs[$slot] = $typeConverter->coreItemStackToNet($inventory->getItem($slot));
}
$entry->predictions = [];
}
}
public function flushPendingUpdates() : void{
if($this->fullSyncRequested){
$this->fullSyncRequested = false;
$this->session->getLogger()->debug("Full inventory sync requested, sending contents of " . count($this->inventories) . " inventories");
$this->syncAll();
}else{
foreach($this->inventories as $entry){
if(count($entry->pendingSyncs) === 0){
continue;
}
$inventory = $entry->inventory;
$this->session->getLogger()->debug("Syncing slots " . implode(", ", array_keys($entry->pendingSyncs)) . " in inventory " . get_class($inventory) . "#" . spl_object_id($inventory));
foreach($entry->pendingSyncs as $slot => $itemStack){
$this->syncSlot($inventory, $slot, $itemStack);
}
$entry->pendingSyncs = [];
}
}
}
public function syncData(Inventory $inventory, int $propertyId, int $value) : void{
$windowId = $this->getWindowId($inventory);
if($windowId !== null){
$this->session->sendDataPacket(ContainerSetDataPacket::create($windowId, $propertyId, $value));
}
}
public function onClientSelectHotbarSlot(int $slot) : void{
$this->clientSelectedHotbarSlot = $slot;
}
public function syncSelectedHotbarSlot() : void{
$playerInventory = $this->player->getInventory();
$selected = $playerInventory->getHeldItemIndex();
if($selected !== $this->clientSelectedHotbarSlot){
$inventoryEntry = $this->inventories[spl_object_id($playerInventory)] ?? null;
if($inventoryEntry === null){
throw new AssumptionFailedError("Player inventory should always be tracked");
}
$itemStackInfo = $inventoryEntry->itemStackInfos[$selected] ?? null;
if($itemStackInfo === null){
throw new AssumptionFailedError("Untracked player inventory slot $selected");
}
$this->session->sendDataPacket(MobEquipmentPacket::create(
$this->player->getId(),
new ItemStackWrapper($itemStackInfo->getStackId(), $this->session->getTypeConverter()->coreItemStackToNet($playerInventory->getItemInHand())),
$selected,
$selected,
ContainerIds::INVENTORY
));
$this->clientSelectedHotbarSlot = $selected;
}
}
public function syncCreative() : void{
$this->session->sendDataPacket(CreativeInventoryCache::getInstance()->getCache($this->player->getCreativeInventory()));
}
/**
* @param EnchantOption[] $options
*/
public function syncEnchantingTableOptions(array $options) : void{
$protocolOptions = [];
foreach($options as $index => $option){
$optionId = $this->nextEnchantingTableOptionId++;
$this->enchantingTableOptions[$optionId] = $index;
$protocolEnchantments = array_map(
fn(EnchantmentInstance $e) => new Enchant(EnchantmentIdMap::getInstance()->toId($e->getType()), $e->getLevel()),
$option->getEnchantments()
);
// We don't pay attention to the $slotFlags, $heldActivatedEnchantments and $selfActivatedEnchantments
// as everything works fine without them (perhaps these values are used somehow in the BDS).
$protocolOptions[] = new ProtocolEnchantOption(
$option->getRequiredXpLevel(),
0, $protocolEnchantments,
[],
[],
$option->getDisplayName(),
$optionId
);
}
$this->session->sendDataPacket(PlayerEnchantOptionsPacket::create($protocolOptions));
}
public function getEnchantingTableOptionIndex(int $recipeId) : ?int{
return $this->enchantingTableOptions[$recipeId] ?? null;
}
private function newItemStackId() : int{
return $this->nextItemStackId++;
}
public function getItemStackInfo(Inventory $inventory, int $slot) : ?ItemStackInfo{
$entry = $this->inventories[spl_object_id($inventory)] ?? null;
return $entry?->itemStackInfos[$slot] ?? null;
}
private function trackItemStack(InventoryManagerEntry $entry, int $slotId, ItemStack $itemStack, ?int $itemStackRequestId) : ItemStackInfo{
//TODO: ItemStack->isNull() would be nice to have here
$info = new ItemStackInfo($itemStackRequestId, $itemStack->getId() === 0 ? 0 : $this->newItemStackId());
return $entry->itemStackInfos[$slotId] = $info;
}
}