aboutsummaryrefslogtreecommitdiffhomepage
path: root/patches/server/0170-Extend-Player-Interact-cancellation.patch
blob: f5a0a0c969201f46fa8254125aecb2bc22d46fe1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Shane Freeder <theboyetronic@gmail.com>
Date: Sun, 11 Feb 2018 10:43:46 +0000
Subject: [PATCH] Extend Player Interact cancellation

GUIs are opened on the client, meaning that the server cannot block them from opening,
However, it is possible to close these GUIs from the server.

Flower pots are also not updated on the client when interaction is cancelled, this patch
also resolves this.

diff --git a/src/main/java/net/minecraft/server/level/ServerPlayerGameMode.java b/src/main/java/net/minecraft/server/level/ServerPlayerGameMode.java
index 45236a077d798d6a257a2e982b58901167ecd06e..a8d33286832786031ac57e6ce27d5181e1a3d9b1 100644
--- a/src/main/java/net/minecraft/server/level/ServerPlayerGameMode.java
+++ b/src/main/java/net/minecraft/server/level/ServerPlayerGameMode.java
@@ -519,7 +519,11 @@ public class ServerPlayerGameMode {
 
                 // send a correcting update to the client for the block above as well, this because of replaceable blocks (such as grass, sea grass etc)
                 player.connection.send(new ClientboundBlockUpdatePacket(world, blockposition.above()));
+            // Paper start - extend Player Interact cancellation // TODO: consider merging this into the extracted method
+            } else if (iblockdata.is(Blocks.STRUCTURE_BLOCK) || iblockdata.getBlock() instanceof net.minecraft.world.level.block.CommandBlock) {
+                player.connection.send(new net.minecraft.network.protocol.game.ClientboundContainerClosePacket(this.player.containerMenu.containerId));
             }
+            // Paper end - extend Player Interact cancellation
             player.getBukkitEntity().updateInventory(); // SPIGOT-2867
             enuminteractionresult = (event.useItemInHand() != Event.Result.ALLOW) ? InteractionResult.SUCCESS : InteractionResult.PASS;
         } else if (this.gameModeForPlayer == GameType.SPECTATOR) {