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Improve InventoryCloseEvent handling. Fixes BUKKIT-3286
Currently there are several cases where a player will have their inventory screen closed client side but we will not call an event. To correct this we call the event when the server is the cause of the inventory closing instead of just when the client is the cause. We also ensure the server is closing the inventory reliably so we get the events. Additionally this commit also calls the event when a player disconnects which will handle kicks, quits, and server shutdown.
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75641a607e
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@ -149,12 +149,6 @@ public abstract class EntityMinecartContainer extends EntityMinecartAbstract imp
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}
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public void c(int i) {
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// CraftBukkit start
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for (HumanEntity human : transaction) {
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((org.bukkit.craftbukkit.entity.CraftHumanEntity) human).getHandle().closeInventory();
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}
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// CraftBukkit end
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this.b = false;
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super.c(i);
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}
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@ -153,6 +153,13 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
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--this.invulnerableTicks;
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this.activeContainer.b();
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// CraftBukkit start - Check inventory status every tick
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if (!this.activeContainer.a(this)) { // Should be stillValid
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this.closeInventory();
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this.activeContainer = this.defaultContainer;
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}
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// CraftBukkit end
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while (!this.removeQueue.isEmpty()) {
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int i = Math.min(this.removeQueue.size(), 127);
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int[] aint = new int[i];
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@ -651,6 +658,7 @@ public class EntityPlayer extends EntityHuman implements ICrafting {
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}
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public void closeInventory() {
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CraftEventFactory.handleInventoryCloseEvent(this); // CraftBukkit
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this.playerConnection.sendPacket(new Packet101CloseWindow(this.activeContainer.windowId));
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this.j();
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}
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@ -27,7 +27,6 @@ import org.bukkit.event.Event;
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import org.bukkit.event.block.Action;
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import org.bukkit.event.block.SignChangeEvent;
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import org.bukkit.event.inventory.InventoryClickEvent;
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import org.bukkit.event.inventory.InventoryCloseEvent;
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import org.bukkit.event.inventory.InventoryType.SlotType;
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import org.bukkit.event.player.AsyncPlayerChatEvent;
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import org.bukkit.event.player.PlayerAnimationEvent;
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@ -1144,11 +1143,7 @@ public class PlayerConnection extends Connection {
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public void handleContainerClose(Packet101CloseWindow packet101closewindow) {
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if (this.player.dead) return; // CraftBukkit
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// CraftBukkit start
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InventoryCloseEvent event = new InventoryCloseEvent(this.player.activeContainer.getBukkitView());
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server.getPluginManager().callEvent(event);
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this.player.activeContainer.transferTo(this.player.defaultContainer, getPlayer());
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// CraftBukkit end
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CraftEventFactory.handleInventoryCloseEvent(this.player); // CraftBukkit
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this.player.j();
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}
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@ -250,6 +250,8 @@ public abstract class PlayerList {
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if (entityplayer.playerConnection.disconnected) return null; // CraftBukkit - exploitsies fix
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// CraftBukkit start - Quitting must be before we do final save of data, in case plugins need to modify it
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org.bukkit.craftbukkit.event.CraftEventFactory.handleInventoryCloseEvent(entityplayer);
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PlayerQuitEvent playerQuitEvent = new PlayerQuitEvent(this.cserver.getPlayer(entityplayer), "\u00A7e" + entityplayer.name + " left the game.");
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this.cserver.getPluginManager().callEvent(playerQuitEvent);
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entityplayer.getBukkitEntity().disconnect(playerQuitEvent.getQuitMessage());
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@ -58,6 +58,7 @@ import org.bukkit.event.block.BlockIgniteEvent.IgniteCause;
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import org.bukkit.event.entity.*;
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import org.bukkit.event.entity.CreatureSpawnEvent.SpawnReason;
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import org.bukkit.event.entity.EntityDamageEvent.DamageCause;
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import org.bukkit.event.inventory.InventoryCloseEvent;
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import org.bukkit.event.inventory.InventoryOpenEvent;
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import org.bukkit.event.inventory.PrepareItemCraftEvent;
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import org.bukkit.event.player.*;
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@ -665,4 +666,10 @@ public class CraftEventFactory {
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world.getServer().getPluginManager().callEvent(event);
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return event;
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}
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public static void handleInventoryCloseEvent(EntityHuman human) {
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InventoryCloseEvent event = new InventoryCloseEvent(human.activeContainer.getBukkitView());
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human.world.getServer().getPluginManager().callEvent(event);
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human.activeContainer.transferTo(human.defaultContainer, human.getBukkitEntity());
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}
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}
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