fix: beacon menu item consumption, data sync, and button state issues

- Prevent payment item from being consumed when submitting unchanged powers
- Reorder ServerPlayer::openBeacon to send ContainerOpenPacket before
  addSlotListener so beacon data packets arrive after the client menu is ready
- Add BeaconMenu::broadcastChanges() to continuously sync levels and powers
  to clients, matching the pattern FurnaceMenu already uses
- Initialize UIControl_BeaconEffectButton::m_lastState to prevent stale
  heap memory from suppressing Iggy ChangeState calls on menu re-entry
This commit is contained in:
itsRevela
2026-04-09 21:34:48 -05:00
parent 657fdd7108
commit 9c9df615a1
5 changed files with 40 additions and 4 deletions

View File

@@ -2132,12 +2132,21 @@ void PlayerConnection::handleCustomPayload(shared_ptr<CustomPayloadPacket> custo
BeaconMenu *beaconMenu = static_cast<BeaconMenu *>(player->containerMenu);
Slot *slot = beaconMenu->getSlot(0);
if (slot->hasItem())
if (slot != nullptr && slot->hasItem())
{
slot->remove(1);
shared_ptr<BeaconTileEntity> beacon = beaconMenu->getBeacon();
int prevPrimary = beacon->getPrimaryPower();
int prevSecondary = beacon->getSecondaryPower();
beacon->setPrimaryPower(primary);
beacon->setSecondaryPower(secondary);
// Only consume the payment item if the powers actually changed
if (beacon->getPrimaryPower() != prevPrimary || beacon->getSecondaryPower() != prevSecondary)
{
slot->remove(1);
}
beacon->setChanged();
}
}