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copy player part of container_menu to inventory_menu on close
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2 changed files with 44 additions and 1 deletions
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@ -798,7 +798,31 @@ pub fn handle_client_side_close_container_event(
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) {
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for event in events.read() {
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let mut inventory = query.get_mut(event.entity).unwrap();
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inventory.container_menu = None;
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// copy the Player part of the container_menu to the inventory_menu
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if let Some(inventory_menu) = inventory.container_menu.take() {
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// this isn't the same as what vanilla does. i believe vanilla synchronizes the
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// slots between inventoryMenu and containerMenu by just having the player slots
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// point to the same ItemStack in memory, but emulating this in rust would
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// require us to wrap our `ItemStack`s as `Arc<Mutex<ItemStack>>` which would
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// have kinda terrible ergonomics.
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// the simpler solution i chose to go with here is to only copy the player slots
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// when the container is closed. this is perfectly fine for vanilla, but it
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// might cause issues if a server modifies id 0 while we have a container
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// open...
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// if we do encounter this issue in the wild then the simplest solution would
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// probably be to just add logic for updating the container_menu when the server
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// tries to modify id 0 for slots within `inventory`. not implemented for now
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// because i'm not sure if that's worth worrying about.
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let new_inventory =
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inventory_menu.slots()[inventory_menu.player_slots_range()].to_vec();
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let new_inventory = <[ItemStack; 36]>::try_from(new_inventory).unwrap();
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*inventory.inventory_menu.as_player_mut().inventory = new_inventory;
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}
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inventory.id = 0;
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inventory.container_menu_title = None;
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}
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@ -32,6 +32,11 @@ impl<const N: usize> Default for SlotList<N> {
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SlotList([(); N].map(|_| ItemStack::Empty))
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}
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}
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impl<const N: usize> SlotList<N> {
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pub fn new(items: [ItemStack; N]) -> Self {
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SlotList(items)
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}
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}
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impl Menu {
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/// Get the [`Player`] from this [`Menu`].
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@ -46,6 +51,20 @@ impl Menu {
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unreachable!("Called `Menu::as_player` on a menu that wasn't `Player`.")
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}
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}
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/// Same as [`Menu::as_player`], but returns a mutable reference to the
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/// [`Player`].
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///
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/// # Panics
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///
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/// Will panic if the menu isn't `Menu::Player`.
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pub fn as_player_mut(&mut self) -> &mut Player {
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if let Menu::Player(player) = self {
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player
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} else {
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unreachable!("Called `Menu::as_player_mut` on a menu that wasn't `Player`.")
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}
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}
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}
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// the player inventory part is always the last 36 slots (except in the Player
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