Netzwerksynchronisationsprotokoll
Übersicht
Um ohne Server-Neustarts oder Reconnects konsistente Inventare bei GameRule-Änderungen zu gewährleisten, implementiert die Mod das Payload StackSizeLimitSyncPayload.
📡 Paket-Spezifikation
- Bezeichner:
stack-size-adjuster:sync_limit - Richtung: Server an Client (S2C)
- Auslösung: Bei
ServerPlayConnectionEvents.JOINund Aufrufen vonStackSizeManager.setLimits.
Record-Signatur & Stream-Codec
java
public record StackSizeLimitSyncPayload(int limit64, int limit16, int limit1) implements CustomPacketPayload {
public static final CustomPacketPayload.Type<StackSizeLimitSyncPayload> TYPE = new CustomPacketPayload.Type<>(
Identifier.fromNamespaceAndPath("stack-size-adjuster", "sync_limit")
);
public static final StreamCodec<RegistryFriendlyByteBuf, StackSizeLimitSyncPayload> CODEC = StreamCodec.composite(
ByteBufCodecs.VAR_INT, StackSizeLimitSyncPayload::limit64,
ByteBufCodecs.VAR_INT, StackSizeLimitSyncPayload::limit16,
ByteBufCodecs.VAR_INT, StackSizeLimitSyncPayload::limit1,
StackSizeLimitSyncPayload::new
);
@Override
public Type<? extends CustomPacketPayload> type() {
return TYPE;
}
}🔄 Client-Zustandsautomat
[ Server GameRule Update ] ---> [ StackSizeManager.setLimits ]
|
v
[ Sende StackSizeLimitSyncPayload ]
|
v
[ Client ClientPlayNetworking ] <-------------+
|
v
[ StackSizeManager.setClientLimits ]
|
v
[ Menü-Aktualisierung: broadcastFullState() ]Dynamische Inventar-Aktualisierung
Beim Aktualisieren der Limits iteriert StackSizeManager.setLimits über alle Spieler:
java
for (ServerPlayer player : server.getPlayerList().getPlayers()) {
ServerPlayNetworking.send(player, payload);
if (player.containerMenu != null) {
player.containerMenu.broadcastFullState();
}
if (player.inventoryMenu != null && player.containerMenu != player.inventoryMenu) {
player.inventoryMenu.broadcastFullState();
}
}