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I pulled the workbench fix out of this PR since I found that the bug applies to a few other inventory views too, so best to keep that in a separate review later. |
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Fixes #12864
The networked raw slot IDs for crafter inventory views are mapped a bit differently compared to any other inventory views. This is how raw slots are laid out in crafting tables compared to crafters:
Paper currently handles the conversion from raw IDs to slot IDs incorrectly for crafters, as described in #12864. There is no handling for
InventoryType.CRAFTERin the logic for converting raw slot IDs. The result is that these calls return incorrectly when a player clicks while viewing a crafter:InventoryClickEvent#getSlot()InventoryClickEvent#getClickedInventory()InventoryClickEvent#getSlotType()I generated a table outlining all of these return values before and after this patch at this gist.
A note on my selection of converted slot IDs: the crafter's use of resolved slot IDs 0-8 in the grid and 9 for the result are inconsistent with workbenches and inventory crafting, which use slot 0 for the result and 1-9/1-4 in the grid. Unfortunately, 0-8 and 9 match the vanilla assignment of crafter slot IDs, and therefore the ID mapping used in
Inventory#setItem(int, ItemStack)and commands like/execute if items block ~ ~1 ~ container.0. An alternative mapping here could make crafters and workbenches number slots consistently, but it would make other behavior inconsistent.