Inventory fixes and state ID emulation

- Introduce a state ID incrementation emulation. This prevents the server from spamming back with tons of set content packets, and can instead reply with set slot packets.
- Fix what we were sending as a carried item in the ServerboundContainerClickPacket.
This commit is contained in:
Camotoy 2022-01-10 22:55:27 -05:00
parent 3251d9010c
commit a29e7731e8
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GPG Key ID: 7EEFB66FE798081F
6 changed files with 107 additions and 37 deletions

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@ -33,23 +33,31 @@ import com.nukkitx.math.vector.Vector3i;
import lombok.Getter;
import lombok.NonNull;
import lombok.Setter;
import lombok.ToString;
import org.geysermc.geyser.GeyserImpl;
import org.geysermc.geyser.session.GeyserSession;
import java.util.Arrays;
@ToString
public class Inventory {
@Getter
protected final int id;
/**
* If this is out of sync with the server, the server will resync items.
* Since Java Edition 1.17.1.
* The Java inventory state ID from the server. As of Java Edition 1.18.1 this value has one instance per player.
* If this is out of sync with the server when a packet containing it is handled, the server will resync items.
* This field has existed since Java Edition 1.17.1.
*/
@Getter
@Setter
private int stateId;
/**
* See {@link org.geysermc.geyser.inventory.click.ClickPlan#execute(boolean)}; used as a hack
*/
@Getter
private int nextStateId = -1;
@Getter
protected final int size;
@ -123,7 +131,7 @@ public class Inventory {
}
}
protected static void updateItemNetId(GeyserItemStack oldItem, GeyserItemStack newItem, GeyserSession session) {
protected void updateItemNetId(GeyserItemStack oldItem, GeyserItemStack newItem, GeyserSession session) {
if (!newItem.isEmpty()) {
if (newItem.getItemData(session).equals(oldItem.getItemData(session), false, false, false)) {
newItem.setNetId(oldItem.getNetId());
@ -133,15 +141,15 @@ public class Inventory {
}
}
@Override
public String toString() {
return "Inventory{" +
"id=" + id +
", size=" + size +
", title='" + title + '\'' +
", items=" + Arrays.toString(items) +
", holderPosition=" + holderPosition +
", holderId=" + holderId +
'}';
/**
* See {@link org.geysermc.geyser.inventory.click.ClickPlan#execute(boolean)} for more details.
*/
public void incrementStateId(int count) {
// nextStateId == -1 means that it was not needed until now
nextStateId = (nextStateId == -1 ? stateId : nextStateId) + count & Short.MAX_VALUE;
}
public void resetNextStateId() {
nextStateId = -1;
}
}

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@ -32,7 +32,6 @@ import org.geysermc.geyser.GeyserImpl;
import org.geysermc.geyser.session.GeyserSession;
public class PlayerInventory extends Inventory {
/**
* Stores the held item slot, starting at index 0.
* Add 36 in order to get the network item slot.

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@ -27,22 +27,24 @@ package org.geysermc.geyser.inventory.click;
import com.github.steveice10.mc.protocol.data.game.entity.metadata.ItemStack;
import com.github.steveice10.mc.protocol.data.game.inventory.ContainerActionType;
import com.github.steveice10.mc.protocol.data.game.inventory.ContainerType;
import com.github.steveice10.mc.protocol.packet.ingame.serverbound.inventory.ServerboundContainerClickPacket;
import it.unimi.dsi.fastutil.ints.Int2ObjectMap;
import it.unimi.dsi.fastutil.ints.Int2ObjectOpenHashMap;
import it.unimi.dsi.fastutil.ints.IntOpenHashSet;
import it.unimi.dsi.fastutil.ints.IntSet;
import lombok.Value;
import org.geysermc.geyser.inventory.GeyserItemStack;
import org.geysermc.geyser.inventory.Inventory;
import org.geysermc.geyser.session.GeyserSession;
import org.geysermc.geyser.translator.inventory.InventoryTranslator;
import org.geysermc.geyser.inventory.SlotType;
import org.geysermc.geyser.session.GeyserSession;
import org.geysermc.geyser.translator.inventory.CraftingInventoryTranslator;
import org.geysermc.geyser.translator.inventory.InventoryTranslator;
import org.geysermc.geyser.translator.inventory.PlayerInventoryTranslator;
import org.geysermc.geyser.util.InventoryUtils;
import org.jetbrains.annotations.Contract;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
import java.util.ListIterator;
@ -108,32 +110,30 @@ public class ClickPlan {
refresh = true;
}
int stateId = stateIdHack(action);
simulateAction(action);
ItemStack clickedItemStack;
if (!planIter.hasNext() && refresh) {
clickedItemStack = InventoryUtils.REFRESH_ITEM;
} else if (action.click.actionType == ContainerActionType.DROP_ITEM || action.slot == Click.OUTSIDE_SLOT) {
clickedItemStack = null;
} else {
clickedItemStack = getItem(action.slot).getItemStack();
}
Int2ObjectMap<ItemStack> affectedSlots = new Int2ObjectOpenHashMap<>();
for (Int2ObjectMap.Entry<GeyserItemStack> simulatedSlot : simulatedItems.int2ObjectEntrySet()) {
affectedSlots.put(simulatedSlot.getIntKey(), simulatedSlot.getValue().getItemStack());
// The action must be simulated first as Java expects the new contents of the cursor (as of 1.18.1)
clickedItemStack = simulatedCursor.getItemStack();
}
ServerboundContainerClickPacket clickPacket = new ServerboundContainerClickPacket(
inventory.getId(),
inventory.getStateId(),
stateId,
action.slot,
action.click.actionType,
action.click.action,
clickedItemStack,
affectedSlots
Collections.emptyMap() // Anything else we change, at this time, should have a packet sent to address
);
simulateAction(action);
session.sendDownstreamPacket(clickPacket);
}
@ -243,6 +243,67 @@ public class ClickPlan {
}
}
private int stateIdHack(ClickAction action) {
int stateId;
if (inventory.getNextStateId() != -1) {
stateId = inventory.getNextStateId();
} else {
stateId = inventory.getStateId();
}
// This is a hack.
// Java will never ever send more than one container click packet per set of actions.
// Bedrock might, and this would generally fall into one of two categories:
// - Bedrock is sending an item directly from one slot to another, without picking it up, that cannot
// be expressed with a shift click
// - Bedrock wants to pick up or place an arbitrary amount of items that cannot be expressed from
// one left/right click action.
// When Bedrock does one of these actions and sends multiple packets, a 1.17.1+ server will
// increment the state ID on each confirmation packet it sends back (I.E. set slot). Then when it
// reads our next packet, because we kept the same state ID but the server incremented it, it'll be
// desynced and send the entire inventory contents back at us.
// This hack therefore increments the state ID to what the server will presumably send back to us.
// (This won't be perfect, but should get us through most vanilla situations, and if this is wrong the
// server will just send a set content packet back at us)
if (inventory.getContainerType() == ContainerType.CRAFTING && CraftingInventoryTranslator.isCraftingGrid(action.slot)) {
// 1.18.1 sends a second set slot update for any action in the crafting grid
// And an additional packet if something is removed (Mojmap: CraftingContainer#removeItem)
//TODO this code kind of really sucks; it's potentially possible to see what Bedrock sends us and send a PlaceRecipePacket
int stateIdIncrements;
GeyserItemStack clicked = getItem(action.slot);
if (action.click == Click.LEFT) {
if (!clicked.isEmpty() && !InventoryUtils.canStack(simulatedCursor, clicked)) {
// An item is removed from the crafting table; yes deletion
stateIdIncrements = 3;
} else {
// We can stack and we add all the items to the crafting slot; no deletion
stateIdIncrements = 2;
}
} else if (action.click == Click.RIGHT) {
if (simulatedCursor.isEmpty() && !clicked.isEmpty()) {
// Items are taken; yes deletion
stateIdIncrements = 3;
} else if ((!simulatedCursor.isEmpty() && clicked.isEmpty()) || InventoryUtils.canStack(simulatedCursor, clicked)) {
// Adding our cursor item to the slot; no deletion
stateIdIncrements = 2;
} else {
// ?? nothing I guess
stateIdIncrements = 2;
}
} else {
if (session.getGeyser().getConfig().isDebugMode()) {
session.getGeyser().getLogger().debug("Not sure how to handle state ID hack in crafting table: " + plan);
}
stateIdIncrements = 2;
}
inventory.incrementStateId(stateIdIncrements);
} else {
inventory.incrementStateId(1);
}
return stateId;
}
//TODO
private void reduceCraftingGrid(boolean makeAll) {
if (gridSize == -1)
@ -272,8 +333,9 @@ public class ClickPlan {
}
/**
* @return a new set of all affected slots. This isn't a constant variable; it's newly generated each time it is run.
* @return a new set of all affected slots.
*/
@Contract("-> new")
public IntSet getAffectedSlots() {
IntSet affectedSlots = new IntOpenHashSet();
for (ClickAction action : plan) {
@ -284,13 +346,6 @@ public class ClickPlan {
return affectedSlots;
}
@Value
private static class ClickAction {
Click click;
/**
* Java slot
*/
int slot;
boolean force;
private record ClickAction(Click click, int slot, boolean force) {
}
}

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@ -47,7 +47,7 @@ public class CraftingInventoryTranslator extends AbstractBlockInventoryTranslato
@Override
public BedrockContainerSlot javaSlotToBedrockContainer(int slot) {
if (slot >= 1 && slot <= 9) {
if (isCraftingGrid(slot)) {
return new BedrockContainerSlot(ContainerSlotType.CRAFTING_INPUT, slot + 31);
}
if (slot == 0) {
@ -76,4 +76,8 @@ public class CraftingInventoryTranslator extends AbstractBlockInventoryTranslato
}
return super.javaSlotToBedrock(slot);
}
public static boolean isCraftingGrid(int slot) {
return slot >= 1 && slot <= 9;
}
}

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@ -184,6 +184,9 @@ public abstract class InventoryTranslator {
InventoryUtils.updateCursor(session);
updateInventory(session, inventory);
}
// We're done with our batch of inventory requests so this hack should be reset
inventory.resetNextStateId();
}
public ItemStackResponsePacket.Response translateRequest(GeyserSession session, Inventory inventory, ItemStackRequest request) {

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@ -71,6 +71,7 @@ public class JavaContainerSetSlotTranslator extends PacketTranslator<Clientbound
if (inventory == null)
return;
// Intentional behavior here below the cursor; Minecraft 1.18.1 also does this.
inventory.setStateId(packet.getStateId());
InventoryTranslator translator = session.getInventoryTranslator();