Files
LCE-Revelations/Minecraft.Server.FourKit/Event/Inventory/InventoryClickEvent.cs
itsRevela 42a582fb9f feat: add FourKit plugin host with dual server build
Adds the FourKit .NET 10 plugin host as a second dedicated server
build flavour alongside the existing vanilla server. Both flavours
build from the same source tree, with FourKit gated by the
MINECRAFT_SERVER_FOURKIT_BUILD preprocessor define.

Build layout:

  Minecraft.Server         vanilla, no plugin support, no .NET dep
  Minecraft.Server.FourKit FourKit-enabled, ships with bundled
                           .NET 10 self-contained runtime in runtime/
                           and an empty plugins/ folder

Both produce a Minecraft.Server.exe in their own per-target output
dir. The variant identity lives in the directory name, not the
binary name, so either flavour can be shipped as a drop-in.

Native bridge (Minecraft.Server/FourKit*.{cpp,h}):

* FourKitRuntime: hosts CoreCLR via hostfxr's command-line init API
  (the runtime-config API does not support self-contained components)
* FourKitBridge: ~50 Fire* event entry points, with inline no-op
  stubs for the standalone build so gameplay code can call them
  unconditionally
* FourKitNatives: ~80 native callbacks the managed side invokes
  for player/world/inventory mutations
* FourKitMappers: type and enum mapping helpers

Managed plugin host (Minecraft.Server.FourKit/):

* Bukkit-style API: Player, World, Block, Inventory, Command,
  Listener, EventHandler attribute, ~54 event classes
* PluginLoader with per-plugin AssemblyLoadContext
* FourKitHost as the [UnmanagedCallersOnly] entry point table
* Runtime resolves plugins relative to the host process so they
  always live next to Minecraft.Server.exe regardless of where the
  managed assembly itself is loaded from

Engine hooks (Minecraft.Client/, Minecraft.World/):

* Player lifecycle (PreLogin, Login, Join, Quit, Kick, Move,
  Teleport, Portal, Death) wired into PendingConnection and
  PlayerConnection without disturbing the cipher handshake or
  identity-token security flow
* Inventory open/click/drop hooks across every container menu type
* Block place/break/grow/burn/spread/from-to hooks across the
  full tile family
* Bed enter/leave, sign change, entity damage/death, ender pearl
  teleport hooks

Regression fixes preserved while applying donor diffs:

* ServerPlayer::die() retains the LCE-Revelations hardcore branch
  (setGameMode(ADVENTURE) + banPlayerForHardcoreDeath) in both the
  FourKit and non-FourKit code paths
* ServerLevel::entityAdded() retains the sub-entity ID reassignment
  loop required by the client's handleAddMob offset, fixing Ender
  Dragon and Wither boss multi-part hit detection
* LivingEntity::travel() retains the raw Player* cast and the
  cached frictionTile, both Revelations perf wins that the donor
  silently reverted
* ServerLogger.cpp keeps the file-logging code donor stripped
* PlayerList.cpp end portal transition fix and UIScene_EndPoem
  bounds-check are intact

Build system:

* Top-level CMakeLists.txt adds the Minecraft.Server.FourKit
  subdirectory and pulls in the new shared cmake/ServerTarget.cmake
  helper
* Minecraft.Server/cmake/sources/Common.cmake is now location
  independent (uses CMAKE_CURRENT_LIST_DIR) so the source list
  can be consumed from either server target's CMakeLists.txt
* The seven FourKit*.cpp/h files live in their own
  _MINECRAFT_SERVER_COMMON_SERVER_FOURKIT variable so the
  standalone target omits them
* configure-time .NET 10 SDK check fails fast with a clear
  download link if the SDK is missing
* global.json pins the SDK to 10.0.100 with latestFeature
  rollforward

Sample plugin (samples/HelloPlugin/) demonstrates the loader and
the PlayerJoinEvent listener pattern.

CI:

* nightly.yml builds both server flavours, ships
  LCE-Revelations-Server-Win64.zip and
  LCE-Revelations-Server-Win64-FourKit.zip, attests both, and
  updates release notes for the dual-flavour layout
* pull-request.yml pulls in actions/setup-dotnet so the FourKit
  publish step works in PR validation
* All zip artifacts and the client zip are renamed from
  LCREWindows64 to LCE-Revelations-{Client,Server}-Win64

Documentation:

* COMPILE.md gets a VS 2022 quick start, .NET 10 prereq section,
  server flavours explanation, and a troubleshooting section
* docs/FOURKIT_PORT_RECON.md captures the file-by-file recon that
  drove the port
* docs/FOURKIT_PARITY.md is the canonical reference for which
  events FourKit fires

Docker:

* docker-compose.dedicated-server.yml MC_RUNTIME_DIR default points
  at the vanilla CMake output. The FourKit Docker image is
  intentionally NOT shipped yet because hosting .NET 10 self
  contained inside Wine has not been smoke-tested
2026-04-08 03:02:48 -05:00

158 lines
5.8 KiB
C#

namespace Minecraft.Server.FourKit.Event.Inventory;
using Minecraft.Server.FourKit.Entity;
using Minecraft.Server.FourKit.Inventory;
/// <summary>
/// This event is called when a player clicks a slot in an inventory.
/// <para>
/// Because InventoryClickEvent occurs within a modification of the Inventory,
/// not all Inventory related methods are safe to use.
/// </para>
/// <para>
/// The following should never be invoked by an EventHandler for
/// InventoryClickEvent using the HumanEntity or InventoryView associated
/// with this event:
/// <list type="bullet">
/// <item><description><see cref="HumanEntity.closeInventory()"/></description></item>
/// <item><description><see cref="HumanEntity.openInventory(Inventory)"/></description></item>
/// <item><description><see cref="InventoryView.close()"/></description></item>
/// </list>
/// </para>
/// </summary>
public class InventoryClickEvent : InventoryInteractEvent
{
private readonly SlotType _slotType;
private readonly int _rawSlot;
private readonly int _whichSlot;
private readonly ClickType _click;
private readonly InventoryAction _action;
private readonly int _hotbarKey;
private ItemStack? _currentItem;
internal InventoryClickEvent(InventoryView view, SlotType type, int slot,
ClickType click, InventoryAction action)
: this(view, type, slot, click, action, -1)
{
}
internal InventoryClickEvent(InventoryView view, SlotType type, int slot,
ClickType click, InventoryAction action, int key)
: base(view)
{
_slotType = type;
_rawSlot = slot;
_click = click;
_action = action;
_hotbarKey = key;
_currentItem = view.getItem(slot);
_whichSlot = view.convertSlot(slot);
}
/// <summary>
/// Gets the inventory that was clicked, or null if outside of window.
/// </summary>
/// <returns>The clicked inventory.</returns>
public Inventory? getClickedInventory()
{
if (_rawSlot == InventoryView.OUTSIDE)
return null;
int topSize = getView().getTopInventory().getSize();
if (_rawSlot < topSize)
return getView().getTopInventory();
return getView().getBottomInventory();
}
/// <summary>
/// Gets the type of slot that was clicked.
/// </summary>
/// <returns>The slot type.</returns>
public SlotType getSlotType() => _slotType;
/// <summary>
/// Gets the current ItemStack on the cursor.
/// </summary>
/// <returns>The cursor ItemStack.</returns>
public ItemStack? getCursor() => getView().getCursor();
/// <summary>
/// Gets the ItemStack currently in the clicked slot.
/// </summary>
/// <returns>The item in the clicked slot.</returns>
public ItemStack? getCurrentItem() => _currentItem;
/// <summary>
/// Gets whether or not the ClickType for this event represents a right click.
/// </summary>
/// <returns>true if the ClickType uses the right mouse button.</returns>
public bool isRightClick() => _click.isRightClick();
/// <summary>
/// Gets whether or not the ClickType for this event represents a left click.
/// </summary>
/// <returns>true if the ClickType uses the left mouse button.</returns>
public bool isLeftClick() => _click.isLeftClick();
/// <summary>
/// Gets whether the ClickType for this event indicates that the key was
/// pressed down when the click was made.
/// </summary>
/// <returns>true if the ClickType uses Shift or Ctrl.</returns>
public bool isShiftClick() => _click.isShiftClick();
/// <summary>
/// Sets the item on the cursor.
/// </summary>
/// <param name="stack">The new cursor item.</param>
[Obsolete("This changes the ItemStack in their hand before any calculations are applied to the Inventory.")]
public void setCursor(ItemStack? stack) => getView().setCursor(stack);
/// <summary>
/// Sets the ItemStack currently in the clicked slot.
/// </summary>
/// <param name="stack">The item to be placed in the current slot.</param>
public void setCurrentItem(ItemStack? stack)
{
_currentItem = stack;
if (_rawSlot >= 0)
getView().setItem(_rawSlot, stack);
}
/// <summary>
/// The slot number that was clicked, ready for passing to
/// <see cref="Inventory.getItem(int)"/>. Note that there may be two slots
/// with the same slot number, since a view links two different inventories.
/// </summary>
/// <returns>The slot number.</returns>
public int getSlot() => _whichSlot;
/// <summary>
/// The raw slot number clicked, ready for passing to
/// <see cref="InventoryView.getItem(int)"/>. This slot number is unique
/// for the view.
/// </summary>
/// <returns>The raw slot number.</returns>
public int getRawSlot() => _rawSlot;
/// <summary>
/// If the ClickType is NUMBER_KEY, this method will return the index of
/// the pressed key (0-8).
/// </summary>
/// <returns>The number on the key minus 1 (range 0-8); or -1 if not a NUMBER_KEY action.</returns>
public int getHotbarButton() => _hotbarKey;
/// <summary>
/// Gets the InventoryAction that triggered this event.
/// This action cannot be changed, and represents what the normal outcome
/// of the event will be. To change the behavior of this InventoryClickEvent,
/// changes must be manually applied.
/// </summary>
/// <returns>The InventoryAction that triggered this event.</returns>
public InventoryAction getAction() => _action;
/// <summary>
/// Gets the ClickType for this event.
/// This is insulated against changes to the inventory by other plugins.
/// </summary>
/// <returns>The type of inventory click.</returns>
public ClickType getClick() => _click;
}