Reimplement !drain command

This commit is contained in:
Tanner
2026-11-04 17:29:52 +00:00
parent 6dbc61284a
commit 23ecfa4446
5 changed files with 165 additions and 13 deletions
+7 -7
View File
@@ -47,12 +47,12 @@ kept alive. Edits to connection/bootstrap files are reported as deferred until
the next manual start, rather than triggering an automatic reconnect.
The 26.3 client now handles AuthMe, chat commands, chunk/world-state caching,
modern block/item/entity data, entity tracking, read-only inventory/component
sync, path-following movement (`1goto x y z`), and the crop harvest/replant loop
(`1farm crops`). General inventory/window actions and the other farming/trading
jobs remain disabled until their 26.3 packets are migrated. The default server is
`127.0.0.1`; set `SERVER` explicitly only when you intentionally want another
server.
modern block/item/entity data, entity tracking, inventory/component sync,
path-following movement (`1goto x y z`), inventory draining (`1drain`), and the
crop harvest/replant loop (`1farm crops`). Other inventory/window actions and
the farming/trading jobs remain disabled until their 26.3 packets are migrated.
The default server is `127.0.0.1`; set `SERVER` explicitly only when you
intentionally want another server.
## Usage
@@ -74,7 +74,7 @@ and all bots will run the command.
The current 26.3 command path handles public chat. Private-message routing is
not migrated yet. Verified commands are `!ping`, `!pos`, `!loaded`, `!info x y
z`, `!inv` (basic slot/count data), and addressed path movement such as
z`, `!inv` (basic slot/count data), `1drain`, addressed path movement such as
`1goto x y z`, and `1farm crops`. The command catalog below is retained from
the legacy bot; other inventory actions, arbitrary block interaction, and the
other farming/trading commands are not yet available on 26.3. Common item
+19 -2
View File
@@ -116,7 +116,8 @@ def tick(global_state):
print('Chunks loaded in', round(time.time() - g.chunks.loading, 2), 's')
g.chunks.loading = False
g.chunk_wait_report_at = 0
status = 'following_path' if g.path else 'running_job'
status = ('draining_inventory' if g.get('draining') else
'following_path' if g.path else 'running_job')
if g.get('movement_status') != status:
print('[movement] status={}'.format(status), flush=True)
g.movement_status = status
@@ -394,6 +395,12 @@ def start_automation(global_state, initialize=True):
g.players = g.get('players') or {}
g.breaking = None
g.break_time = 0.0
g.draining = False
g.drain_slots = []
g.drain_waiting = None
g.drain_dropped = 0
g.drain_total = 0
g.drain_error = None
g.correction_count = g.get('correction_count', 0)
g.yaw = float(g.get('yaw', 0.0) or 0.0)
g.pitch = float(g.get('pitch', 0.0) or 0.0)
@@ -408,6 +415,15 @@ def start_automation(global_state, initialize=True):
g.game = Game(g)
g.job = JobStates(g)
# Preserve active work during hot reloads, but give the worker all fields
# introduced by the currently migrated inventory controls.
g.setdefault('draining', False)
g.setdefault('drain_slots', [])
g.setdefault('drain_waiting', None)
g.setdefault('drain_dropped', 0)
g.setdefault('drain_total', 0)
g.setdefault('drain_error', None)
old_stop = g.get('movement_stop_event')
old_worker = g.get('movement_thread')
if old_stop is not None:
@@ -444,7 +460,8 @@ def start_automation(global_state, initialize=True):
# of gating itself forever on a momentary missing column.
movement_ready = initial_world_ready
job_active = (g.job is not None and g.job.state != g.job.idle)
has_work = bool(g.path) or job_active or bool(g.breaking)
has_work = (bool(g.path) or job_active or bool(g.breaking) or
bool(g.draining))
if g.get('movement_paused'):
set_status('paused')
elif has_work and not movement_ready:
+3 -3
View File
@@ -57,7 +57,7 @@ class Commands:
unsupported = {
'gather', 'loiter', 'trade', 'gapple', 'cache', 'fill',
'drop', 'dump', 'drain', 'break', 'open', 'click', 'use',
'drop', 'dump', 'break', 'open', 'click', 'use',
'interact', 'respawn',
}
if (command in unsupported or
@@ -473,8 +473,8 @@ class Commands:
## 1drain - drops all items in inventory
if command == 'drain':
self.g.draining = True
reply = 'ok'
count = self.g.game.start_drain()
reply = 'ok' if count else 'empty'
if command == 'gapple':
self.g.job.state = self.g.job.find_gapple
+77 -1
View File
@@ -5,7 +5,7 @@ from itertools import count
from munch import Munch
from minecraft.networking.packets import Packet, clientbound, serverbound
from minecraft.networking.types import BlockFace
from minecraft.networking.types import BlockFace, Byte, Short, VarInt
from minecraft.networking.modern import (
ClientTickEnd, ContainerClickSwapPacket, PlayerActionPacket,
SetCarriedItemPacket, UseItemOnBlockPacket,
@@ -33,6 +33,21 @@ from mosfet.info import items
from mosfet.info import mcdata
from mosfet.info import mobs
class ContainerClickDropPacket(Packet):
"""Drop the full stack in one player-inventory slot (protocol 777)."""
id = 0x12
packet_name = 'container click drop'
def write_fields(self, packet_buffer):
VarInt.send(self.container_id, packet_buffer)
VarInt.send(self.state_id, packet_buffer)
Short.send(self.slot, packet_buffer)
Byte.send(1, packet_buffer) # drop the whole stack
VarInt.send(4, packet_buffer) # ContainerInput.THROW
VarInt.send(0, packet_buffer) # no changed-slot predictions
VarInt.send(0, packet_buffer) # empty carried item stack
class LegacyGame:
def __init__(self, global_state):
self.g = global_state
@@ -644,7 +659,68 @@ class Game(LegacyGame):
self.break_deadline = time.monotonic() + max(0.05, hardness_time)
return True
def start_drain(self):
slots = [slot for slot, item in sorted(self.g.inv.items())
if 9 <= slot <= 45 and getattr(item, 'present', False)]
self.g.drain_slots = slots
self.g.drain_waiting = None
self.g.drain_dropped = 0
self.g.drain_total = len(slots)
self.g.drain_error = None
self.g.draining = bool(slots)
return len(slots)
def _tick_drain(self):
waiting = self.g.get('drain_waiting')
if waiting:
slot = waiting['slot']
state_id = self.g.inventory_state_ids.get(0, 0)
if state_id != waiting['state_id']:
item = self.g.inv.get(slot)
if not item or not getattr(item, 'present', False):
self.g.drain_dropped += 1
print('[drain] dropped stack from slot {}; {}/{} complete'.format(
slot, self.g.drain_dropped, self.g.drain_total), flush=True)
self.g.drain_waiting = None
else:
self.g.drain_error = 'server did not clear inventory slot {}'.format(slot)
self.g.draining = False
self.g.drain_waiting = None
print('[drain] stopped: ' + self.g.drain_error, flush=True)
return
elif time.monotonic() - waiting['sent_at'] > 3.0:
self.g.drain_error = 'timed out waiting for inventory update on slot {}'.format(slot)
self.g.draining = False
self.g.drain_waiting = None
print('[drain] stopped: ' + self.g.drain_error, flush=True)
return
else:
return
while self.g.drain_slots:
slot = self.g.drain_slots.pop(0)
item = self.g.inv.get(slot)
if not item or not getattr(item, 'present', False):
continue
state_id = self.g.inventory_state_ids.get(0, 0)
packet = ContainerClickDropPacket(
container_id=0, state_id=state_id, slot=slot)
self.g.connection.write_packet(packet, force=True)
self.g.connection.write_packet(ClientTickEnd(), force=True)
self.g.drain_waiting = {
'slot': slot, 'state_id': state_id,
'item_count': item.item_count, 'sent_at': time.monotonic(),
}
return
self.g.draining = False
self.g.drain_waiting = None
print('[drain] complete: dropped {} stacks'.format(
self.g.drain_dropped), flush=True)
def tick(self):
if self.g.get('draining'):
self._tick_drain()
if not self.g.get('breaking') or self.break_deadline is None:
return
if time.monotonic() < self.break_deadline:
+59
View File
@@ -0,0 +1,59 @@
import unittest
from munch import Munch
from minecraft.networking.modern import ClientTickEnd
from minecraft.networking.packets import PacketBuffer
from mosfet.game import ContainerClickDropPacket, Game
from mosfet.protocol.types import Slot
class FakeConnection:
def __init__(self):
self.packets = []
def write_packet(self, packet, force=False):
self.packets.append((packet, force))
class TestInventoryDrain(unittest.TestCase):
def test_drop_packet_encodes_throw_whole_stack(self):
packet = ContainerClickDropPacket(
container_id=0, state_id=7, slot=45)
payload = PacketBuffer()
packet.write_fields(payload)
self.assertEqual(packet.id, 0x12)
self.assertEqual(payload.get_writable(), bytes.fromhex(
'0007002d01040000'))
def test_drain_waits_for_authoritative_slot_update(self):
connection = FakeConnection()
game = Game.__new__(Game)
game.g = Munch(
inv={36: Slot(True, 62, 3)},
inventory_state_ids={0: 5},
connection=connection,
draining=False,
)
self.assertEqual(game.start_drain(), 1)
game._tick_drain()
self.assertTrue(game.g.draining)
self.assertEqual(game.g.drain_waiting['slot'], 36)
self.assertIsInstance(connection.packets[0][0],
ContainerClickDropPacket)
self.assertEqual(connection.packets[0][0].state_id, 5)
self.assertIsInstance(connection.packets[1][0], ClientTickEnd)
# InventoryManager updates the state id and slot from server packets.
game.g.inventory_state_ids[0] = 6
game.g.inv[36] = Slot(False)
game._tick_drain()
self.assertFalse(game.g.draining)
self.assertEqual(game.g.drain_dropped, 1)
self.assertIsNone(game.g.drain_error)
if __name__ == '__main__':
unittest.main()