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copy player part of container_menu to inventory_menu on close

This commit is contained in:
mat 2025-06-03 17:10:34 -13:00
parent f5f50b85e5
commit bbfca34133
2 changed files with 44 additions and 1 deletions

View file

@ -798,7 +798,31 @@ pub fn handle_client_side_close_container_event(
) { ) {
for event in events.read() { for event in events.read() {
let mut inventory = query.get_mut(event.entity).unwrap(); let mut inventory = query.get_mut(event.entity).unwrap();
inventory.container_menu = None;
// copy the Player part of the container_menu to the inventory_menu
if let Some(inventory_menu) = inventory.container_menu.take() {
// this isn't the same as what vanilla does. i believe vanilla synchronizes the
// slots between inventoryMenu and containerMenu by just having the player slots
// point to the same ItemStack in memory, but emulating this in rust would
// require us to wrap our `ItemStack`s as `Arc<Mutex<ItemStack>>` which would
// have kinda terrible ergonomics.
// the simpler solution i chose to go with here is to only copy the player slots
// when the container is closed. this is perfectly fine for vanilla, but it
// might cause issues if a server modifies id 0 while we have a container
// open...
// if we do encounter this issue in the wild then the simplest solution would
// probably be to just add logic for updating the container_menu when the server
// tries to modify id 0 for slots within `inventory`. not implemented for now
// because i'm not sure if that's worth worrying about.
let new_inventory =
inventory_menu.slots()[inventory_menu.player_slots_range()].to_vec();
let new_inventory = <[ItemStack; 36]>::try_from(new_inventory).unwrap();
*inventory.inventory_menu.as_player_mut().inventory = new_inventory;
}
inventory.id = 0; inventory.id = 0;
inventory.container_menu_title = None; inventory.container_menu_title = None;
} }

View file

@ -32,6 +32,11 @@ impl<const N: usize> Default for SlotList<N> {
SlotList([(); N].map(|_| ItemStack::Empty)) SlotList([(); N].map(|_| ItemStack::Empty))
} }
} }
impl<const N: usize> SlotList<N> {
pub fn new(items: [ItemStack; N]) -> Self {
SlotList(items)
}
}
impl Menu { impl Menu {
/// Get the [`Player`] from this [`Menu`]. /// Get the [`Player`] from this [`Menu`].
@ -46,6 +51,20 @@ impl Menu {
unreachable!("Called `Menu::as_player` on a menu that wasn't `Player`.") unreachable!("Called `Menu::as_player` on a menu that wasn't `Player`.")
} }
} }
/// Same as [`Menu::as_player`], but returns a mutable reference to the
/// [`Player`].
///
/// # Panics
///
/// Will panic if the menu isn't `Menu::Player`.
pub fn as_player_mut(&mut self) -> &mut Player {
if let Menu::Player(player) = self {
player
} else {
unreachable!("Called `Menu::as_player_mut` on a menu that wasn't `Player`.")
}
}
} }
// the player inventory part is always the last 36 slots (except in the Player // the player inventory part is always the last 36 slots (except in the Player