本文整理汇总了Java中net.minecraft.network.play.server.SPacketConfirmTransaction类的典型用法代码示例。如果您正苦于以下问题:Java SPacketConfirmTransaction类的具体用法?Java SPacketConfirmTransaction怎么用?Java SPacketConfirmTransaction使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
SPacketConfirmTransaction类属于net.minecraft.network.play.server包,在下文中一共展示了SPacketConfirmTransaction类的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Java代码示例。
示例1: handleConfirmTransaction
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import net.minecraft.network.play.server.SPacketConfirmTransaction; //导入依赖的package包/类
/**
* Verifies that the server and client are synchronized with respect to the inventory/container opened by the player
* and confirms if it is the case.
*/
public void handleConfirmTransaction(SPacketConfirmTransaction packetIn)
{
PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.gameController);
Container container = null;
EntityPlayer entityplayer = this.gameController.player;
if (packetIn.getWindowId() == 0)
{
container = entityplayer.inventoryContainer;
}
else if (packetIn.getWindowId() == entityplayer.openContainer.windowId)
{
container = entityplayer.openContainer;
}
if (container != null && !packetIn.wasAccepted())
{
this.sendPacket(new CPacketConfirmTransaction(packetIn.getWindowId(), packetIn.getActionNumber(), true));
}
}
开发者ID:NSExceptional,
项目名称:Zombe-Modpack,
代码行数:25,
代码来源:NetHandlerPlayClient.java
示例2: handleConfirmTransaction
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import net.minecraft.network.play.server.SPacketConfirmTransaction; //导入依赖的package包/类
/**
* Verifies that the server and client are synchronized with respect to the inventory/container opened by the player
* and confirms if it is the case.
*/
public void handleConfirmTransaction(SPacketConfirmTransaction packetIn)
{
PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.gameController);
Container container = null;
EntityPlayer entityplayer = this.gameController.thePlayer;
if (packetIn.getWindowId() == 0)
{
container = entityplayer.inventoryContainer;
}
else if (packetIn.getWindowId() == entityplayer.openContainer.windowId)
{
container = entityplayer.openContainer;
}
if (container != null && !packetIn.wasAccepted())
{
this.sendPacket(new CPacketConfirmTransaction(packetIn.getWindowId(), packetIn.getActionNumber(), true));
}
}
开发者ID:F1r3w477,
项目名称:CustomWorldGen,
代码行数:25,
代码来源:NetHandlerPlayClient.java
示例3: processClickWindow
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import net.minecraft.network.play.server.SPacketConfirmTransaction; //导入依赖的package包/类
/**
* Executes a container/inventory slot manipulation as indicated by the packet. Sends the serverside result if they
* didn't match the indicated result and prevents further manipulation by the player until he confirms that it has
* the same open container/inventory
*/
public void processClickWindow(CPacketClickWindow packetIn)
{
PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.playerEntity.getServerWorld());
this.playerEntity.markPlayerActive();
if (this.playerEntity.openContainer.windowId == packetIn.getWindowId() && this.playerEntity.openContainer.getCanCraft(this.playerEntity))
{
if (this.playerEntity.isSpectator())
{
NonNullList<ItemStack> nonnulllist = NonNullList.<ItemStack>func_191196_a();
for (int i = 0; i < this.playerEntity.openContainer.inventorySlots.size(); ++i)
{
nonnulllist.add(((Slot)this.playerEntity.openContainer.inventorySlots.get(i)).getStack());
}
this.playerEntity.updateCraftingInventory(this.playerEntity.openContainer, nonnulllist);
}
else
{
ItemStack itemstack2 = this.playerEntity.openContainer.slotClick(packetIn.getSlotId(), packetIn.getUsedButton(), packetIn.getClickType(), this.playerEntity);
if (ItemStack.areItemStacksEqual(packetIn.getClickedItem(), itemstack2))
{
this.playerEntity.connection.sendPacket(new SPacketConfirmTransaction(packetIn.getWindowId(), packetIn.getActionNumber(), true));
this.playerEntity.isChangingQuantityOnly = true;
this.playerEntity.openContainer.detectAndSendChanges();
this.playerEntity.updateHeldItem();
this.playerEntity.isChangingQuantityOnly = false;
}
else
{
this.pendingTransactions.addKey(this.playerEntity.openContainer.windowId, Short.valueOf(packetIn.getActionNumber()));
this.playerEntity.connection.sendPacket(new SPacketConfirmTransaction(packetIn.getWindowId(), packetIn.getActionNumber(), false));
this.playerEntity.openContainer.setCanCraft(this.playerEntity, false);
NonNullList<ItemStack> nonnulllist1 = NonNullList.<ItemStack>func_191196_a();
for (int j = 0; j < this.playerEntity.openContainer.inventorySlots.size(); ++j)
{
ItemStack itemstack = ((Slot)this.playerEntity.openContainer.inventorySlots.get(j)).getStack();
ItemStack itemstack1 = itemstack.func_190926_b() ? ItemStack.field_190927_a : itemstack;
nonnulllist1.add(itemstack1);
}
this.playerEntity.updateCraftingInventory(this.playerEntity.openContainer, nonnulllist1);
}
}
}
}
开发者ID:NSExceptional,
项目名称:Zombe-Modpack,
代码行数:55,
代码来源:NetHandlerPlayServer.java
示例4: processClickWindow
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import net.minecraft.network.play.server.SPacketConfirmTransaction; //导入依赖的package包/类
/**
* Executes a container/inventory slot manipulation as indicated by the packet. Sends the serverside result if they
* didn't match the indicated result and prevents further manipulation by the player until he confirms that it has
* the same open container/inventory
*/
public void processClickWindow(CPacketClickWindow packetIn)
{
PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.playerEntity.getServerWorld());
this.playerEntity.markPlayerActive();
if (this.playerEntity.openContainer.windowId == packetIn.getWindowId() && this.playerEntity.openContainer.getCanCraft(this.playerEntity))
{
if (this.playerEntity.isSpectator())
{
List<ItemStack> list = Lists.<ItemStack>newArrayList();
for (int i = 0; i < this.playerEntity.openContainer.inventorySlots.size(); ++i)
{
list.add(((Slot)this.playerEntity.openContainer.inventorySlots.get(i)).getStack());
}
this.playerEntity.updateCraftingInventory(this.playerEntity.openContainer, list);
}
else
{
ItemStack itemstack2 = this.playerEntity.openContainer.slotClick(packetIn.getSlotId(), packetIn.getUsedButton(), packetIn.getClickType(), this.playerEntity);
if (ItemStack.areItemStacksEqual(packetIn.getClickedItem(), itemstack2))
{
this.playerEntity.connection.sendPacket(new SPacketConfirmTransaction(packetIn.getWindowId(), packetIn.getActionNumber(), true));
this.playerEntity.isChangingQuantityOnly = true;
this.playerEntity.openContainer.detectAndSendChanges();
this.playerEntity.updateHeldItem();
this.playerEntity.isChangingQuantityOnly = false;
}
else
{
this.pendingTransactions.addKey(this.playerEntity.openContainer.windowId, Short.valueOf(packetIn.getActionNumber()));
this.playerEntity.connection.sendPacket(new SPacketConfirmTransaction(packetIn.getWindowId(), packetIn.getActionNumber(), false));
this.playerEntity.openContainer.setCanCraft(this.playerEntity, false);
List<ItemStack> list1 = Lists.<ItemStack>newArrayList();
for (int j = 0; j < this.playerEntity.openContainer.inventorySlots.size(); ++j)
{
ItemStack itemstack = ((Slot)this.playerEntity.openContainer.inventorySlots.get(j)).getStack();
ItemStack itemstack1 = itemstack != null && itemstack.stackSize > 0 ? itemstack : null;
list1.add(itemstack1);
}
this.playerEntity.updateCraftingInventory(this.playerEntity.openContainer, list1);
}
}
}
}
开发者ID:F1r3w477,
项目名称:CustomWorldGen,
代码行数:55,
代码来源:NetHandlerPlayServer.java
示例5: handleConfirmTransaction
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import net.minecraft.network.play.server.SPacketConfirmTransaction; //导入依赖的package包/类
/**
* Verifies that the server and client are synchronized with respect to the inventory/container opened by the player
* and confirms if it is the case.
*/
void handleConfirmTransaction(SPacketConfirmTransaction packetIn);
开发者ID:sudofox,
项目名称:Backmemed,
代码行数:6,
代码来源:INetHandlerPlayClient.java