Fixed Panic when dropping item from inventory while chest is open #295 (#320)

## Description

Fixed #295 by checking the slot ids of the drop event and only updating
the player inventory/the target inventory accordingly.

## Test Plan
Steps:
1. Rerun the test from #295, it works
2. Test other inventories in game
...

(No details, it only uses the chest example.)

---------

Co-authored-by: Sese Mueller <sese4dasbinichagmail.com>
This commit is contained in:
Sese Mueller 2023-04-18 23:08:13 +02:00 committed by GitHub
parent 58a3fbf6a3
commit 1db779136c
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@ -763,27 +763,111 @@ fn handle_click_slot(
// The client is dropping an item by pressing the drop key.
let entire_stack = pkt.button == 1;
if let Some(stack) = client_inv.slot(pkt.slot_idx as u16) {
// TODO: is the use of `replace_slot` here causing unnecessary packets to be
// sent?
let dropped = if entire_stack || stack.count() == 1 {
client_inv.replace_slot(pkt.slot_idx as u16, None)
} else {
let mut stack = stack.clone();
stack.set_count(stack.count() - 1);
let mut old_slot = client_inv.replace_slot(pkt.slot_idx as u16, Some(stack));
// we already checked that the slot was not empty and that the
// stack count is > 1
old_slot.as_mut().unwrap().set_count(1);
old_slot
}
.expect("dropped item should exist"); // we already checked that the slot was not empty
drop_item_stack_events.send(DropItemStack {
client: packet.client,
from_slot: Some(pkt.slot_idx as u16),
stack: dropped,
});
// Needs to open the inventory for if the player is dropping an item while having an inventory open.
if let Some(open_inventory) = open_inventory {
// The player is interacting with an inventory that is open.
let Ok(mut target_inventory) = inventories.get_mut(open_inventory.entity) else {
// The inventory does not exist, ignore.
continue;
};
if inv_state.state_id.0 != pkt.state_id.0 {
// Client is out of sync. Resync and ignore click.
debug!("Client state id mismatch, resyncing");
inv_state.state_id += 1;
client.write_packet(&InventoryS2c {
window_id: inv_state.window_id,
state_id: VarInt(inv_state.state_id.0),
slots: Cow::Borrowed(target_inventory.slot_slice()),
carried_item: Cow::Borrowed(&cursor_item.0),
});
continue;
}
if (0i16..target_inventory.slot_count() as i16).contains(&pkt.slot_idx) {
// The player is dropping an item from another inventory.
if let Some(stack) = target_inventory.slot(pkt.slot_idx as u16) {
// TODO: is the use of `replace_slot` here causing unnecessary packets to be
// sent?
let dropped = if entire_stack || stack.count() == 1 {
target_inventory.replace_slot(pkt.slot_idx as u16, None)
} else {
let mut stack = stack.clone();
stack.set_count(stack.count() - 1);
let mut old_slot =
target_inventory.replace_slot(pkt.slot_idx as u16, Some(stack));
// we already checked that the slot was not empty and that the
// stack count is > 1
old_slot.as_mut().unwrap().set_count(1);
old_slot
}
.expect("dropped item should exist"); // we already checked that the slot was not empty
drop_item_stack_events.send(DropItemStack {
client: packet.client,
from_slot: Some(pkt.slot_idx as u16),
stack: dropped,
});
}
} else {
// The player is dropping an item from their inventory.
let slot_id =
convert_to_player_slot_id(target_inventory.kind, pkt.slot_idx as u16);
if let Some(stack) = client_inv.slot(slot_id) {
// TODO: is the use of `replace_slot` here causing unnecessary packets to be
// sent?
let dropped = if entire_stack || stack.count() == 1 {
client_inv.replace_slot(slot_id, None)
} else {
let mut stack = stack.clone();
stack.set_count(stack.count() - 1);
let mut old_slot = client_inv.replace_slot(slot_id, Some(stack));
// we already checked that the slot was not empty and that the
// stack count is > 1
old_slot.as_mut().unwrap().set_count(1);
old_slot
}
.expect("dropped item should exist"); // we already checked that the slot was not empty
drop_item_stack_events.send(DropItemStack {
client: packet.client,
from_slot: Some(slot_id),
stack: dropped,
});
}
}
} else {
// The player has no inventory open and is dropping an item from their inventory.
if let Some(stack) = client_inv.slot(pkt.slot_idx as u16) {
// TODO: is the use of `replace_slot` here causing unnecessary packets to be
// sent?
let dropped = if entire_stack || stack.count() == 1 {
client_inv.replace_slot(pkt.slot_idx as u16, None)
} else {
let mut stack = stack.clone();
stack.set_count(stack.count() - 1);
let mut old_slot =
client_inv.replace_slot(pkt.slot_idx as u16, Some(stack));
// we already checked that the slot was not empty and that the
// stack count is > 1
old_slot.as_mut().unwrap().set_count(1);
old_slot
}
.expect("dropped item should exist"); // we already checked that the slot was not empty
drop_item_stack_events.send(DropItemStack {
client: packet.client,
from_slot: Some(pkt.slot_idx as u16),
stack: dropped,
});
}
}
} else {
// The player is clicking a slot in an inventory.
@ -2025,6 +2109,145 @@ mod test {
ItemStack::new(ItemKind::IronIngot, 32, None)
);
}
#[test]
fn should_drop_item_player_open_inventory_with_dropkey() {
// The item should be dropped successfully, if the player has an inventory open and the slot id points to his inventory.
let mut app = App::new();
let (client_ent, mut client_helper) = scenario_single_client(&mut app);
let mut inventory = app
.world
.get_mut::<Inventory>(client_ent)
.expect("could not find inventory");
inventory.set_slot(
convert_to_player_slot_id(InventoryKind::Generic9x3, 50),
ItemStack::new(ItemKind::IronIngot, 32, None),
);
let _inventory_ent = set_up_open_inventory(&mut app, client_ent);
// Process a tick to get past the "on join" logic.
app.update();
client_helper.clear_sent();
let inv_state = app
.world
.get_mut::<ClientInventoryState>(client_ent)
.expect("could not find client");
let state_id = inv_state.state_id.0;
let window_id = inv_state.window_id;
client_helper.send(&valence_protocol::packet::c2s::play::ClickSlotC2s {
window_id,
slot_idx: 50,
button: 0, // not pressing control
mode: ClickMode::DropKey,
state_id: VarInt(state_id),
slot_changes: vec![Slot {
idx: 50,
item: Some(ItemStack::new(ItemKind::IronIngot, 31, None)),
}],
carried_item: None,
});
app.update();
// Make assertions
let events = app
.world
.get_resource::<Events<DropItemStack>>()
.expect("expected drop item stack events");
let player_inventory = app
.world
.get::<Inventory>(client_ent)
.expect("could not find inventory");
let events = events.iter_current_update_events().collect::<Vec<_>>();
assert_eq!(events.len(), 1);
assert_eq!(events[0].client, client_ent);
assert_eq!(
events[0].from_slot,
Some(convert_to_player_slot_id(InventoryKind::Generic9x3, 50))
);
assert_eq!(
events[0].stack,
ItemStack::new(ItemKind::IronIngot, 1, None)
);
// Also make sure that the player inventory was updated correctly.
let expected_player_slot_id = convert_to_player_slot_id(InventoryKind::Generic9x3, 50);
assert_eq!(
player_inventory.slot(expected_player_slot_id),
Some(&ItemStack::new(ItemKind::IronIngot, 31, None))
);
}
}
#[test]
fn should_drop_item_stack_player_open_inventory_with_dropkey() {
// The item stack should be dropped successfully, if the player has an inventory open and the slot id points to his inventory.
let mut app = App::new();
let (client_ent, mut client_helper) = scenario_single_client(&mut app);
let mut inventory = app
.world
.get_mut::<Inventory>(client_ent)
.expect("could not find inventory");
inventory.set_slot(
convert_to_player_slot_id(InventoryKind::Generic9x3, 50),
ItemStack::new(ItemKind::IronIngot, 32, None),
);
let _inventory_ent = set_up_open_inventory(&mut app, client_ent);
// Process a tick to get past the "on join" logic.
app.update();
client_helper.clear_sent();
let inv_state = app
.world
.get_mut::<ClientInventoryState>(client_ent)
.expect("could not find client");
let state_id = inv_state.state_id.0;
let window_id = inv_state.window_id;
client_helper.send(&valence_protocol::packet::c2s::play::ClickSlotC2s {
window_id,
slot_idx: 50,
button: 1, // pressing control, the whole stack is dropped
mode: ClickMode::DropKey,
state_id: VarInt(state_id),
slot_changes: vec![Slot {
idx: 50,
item: None,
}],
carried_item: None,
});
app.update();
// Make assertions
let events = app
.world
.get_resource::<Events<DropItemStack>>()
.expect("expected drop item stack events");
let player_inventory = app
.world
.get::<Inventory>(client_ent)
.expect("could not find inventory");
let events = events.iter_current_update_events().collect::<Vec<_>>();
assert_eq!(events.len(), 1);
assert_eq!(events[0].client, client_ent);
assert_eq!(
events[0].from_slot,
Some(convert_to_player_slot_id(InventoryKind::Generic9x3, 50))
);
assert_eq!(
events[0].stack,
ItemStack::new(ItemKind::IronIngot, 32, None)
);
// Also make sure that the player inventory was updated correctly.
let expected_player_slot_id = convert_to_player_slot_id(InventoryKind::Generic9x3, 50);
assert_eq!(player_inventory.slot(expected_player_slot_id), None);
}
#[test]