Client misses inventory updates while player is manipulating items - causes invisible items
The bug
When using whatever container that automatically updates the contents of a slot (like a furnace) and if the player, with the container GUI open, is constantly moving items into the inventory, the player won't see the container slot update (like a raw steak being cooked).
How to reproduce
- Open the furnace gui
- Place charcoal/coal and keep some item in your inventory
- Place something to be cooked into the furnace
- When the progress bar is almost at the end, start continuously left clicking an item in the inventory
What should happen is that the item to be cooked doesn't update (if it doesn't happen the first time, just retry), the progress bar has finished, and you won't have any item in the output slot, but if you click in it you will get the item cooked.
This also occurs with the /replaceitem command:
How to reproduce
- Put a command block on a clock, with a command such as:
/replaceitem entity @p inventory.0 golden_apple
→ This will put a golden apple in the first slot of your inventory
- Open your inventory, and move the golden apple to another slot
- As soon as a new one appears, grab it and move it to another slot as well
→ If you got the timing right, the slot will appear blank, even though the command block output in the chat window continues to say "[@: Replaced slot 9 with 1 x [Golden Apple]]" - Turn off the clock
- Exit the world
- Re-enter the world, and open your inventory
→ There will be a golden apple in the first slot
Why this happens:
This happen because there's a boolean in EntityPlayerMP that's set to true when the server receives a window click packet and then there the function that should send the slot updates is called, though if this boolean is true it will not send the packet to the client to update it (while the server-side thinks from the next update on that the client has received the update).
Basically if the server code updates the content of some slots in the container (raw food to be removed, output slot set to cooked food) while the player is moving other items in the inventory.. it won't get the update.
So one way to fix this would be to know which slot is getting modified by player and block the updates only for that slot and not all the container slots. Another way would be having a resend list where clients that didn't got a certain slot update, get a resend of the packet from the server.
Linked Issues
is duplicated by37
- Fixed
Stefano Bonicatti
[Mojang] Bartosz Bok
- 39
- 22
- Confirmed
Important
- Networking
- inventory invisible item replaceitem slot
1.6.2 - 20w51a
1.6.2 14w30c 1.8.1 1.8.2-pre6 15w44b 1.8.9 16w05b 1.9-pre4 1.9 1.9.1-pre1 1.9.1-pre3 1.9.4 1.10.2 16w35a 16w36a 16w39c 1.12 1.12.2 18w14b 1.13-pre2 1.13-pre5 1.13-pre6 1.13-pre8 1.13 1.13.1 1.13.2 18w48a 18w48b 18w49a 1.14-pre1 1.14 1.14.1-pre2 1.14.2 1.14.3 1.14.4 19w35a 19w37a 1.15.1 1.15.2 20w07a 20w17a 20w18a 20w20b 20w21a 20w30a 1.16.2 1.16.3 20w46a 20w51a- 21w10a
Created Issue:
Container slots not updating when player constantly updates the inventory
This has been tested in vanilla minecraft 1.6.2.
When using whatever container that automatically updates the contents of a slot (like a furnace) and if the player, with the container GUI open, is constantly moving items into the inventory, the player won't see the container slot update (like a raw steak being cooked).How to reproduce:
1) open the furnace gui
2) place charcoal/coal and keep some item in your inventory
3) place something to be cooked into the furnace
4) when the progress bar is almost at the end, start continuosly left clicking an item in the inventoryWhat should happen is that the item to be cooked doesn't update (if it doesn't happen the first time, just retry), the progress bar has finished, and you won't have any item in the output slot, but if you click in it you will get the item cooked.
Why this happens:
This happen because there's a boolean in EntityPlayerMP that's set to true when the server receives a window click packet and then there the function that should send the slot updates is called, though if this boolean is true it will not send the packet to the client to update it (while the serverside thinks from the next update on that the client has received the update).
Basicly if the server code updates the content of some slots in the container (raw food to be removed, output slot set to cooked food) while the player is moving other items in the inventory.. it won't get the update.So one way to fix this would be to know which slot is getting modified by player and block the updates only for that slot and not all the container slots. Another way would be having a resend list where clients that didn't got a certain slot update, get a resend of the packet from the server.
This has been tested in vanilla minecraft 1.6.2 and 14w30c.
When using whatever container that automatically updates the contents of a slot (like a furnace) and if the player, with the container GUI open, is constantly moving items into the inventory, the player won't see the container slot update (like a raw steak being cooked).How to reproduce:
1) open the furnace gui
2) place charcoal/coal and keep some item in your inventory
3) place something to be cooked into the furnace
4) when the progress bar is almost at the end, start continuosly left clicking an item in the inventoryWhat should happen is that the item to be cooked doesn't update (if it doesn't happen the first time, just retry), the progress bar has finished, and you won't have any item in the output slot, but if you click in it you will get the item cooked.
Why this happens:
This happen because there's a boolean in EntityPlayerMP that's set to true when the server receives a window click packet and then there the function that should send the slot updates is called, though if this boolean is true it will not send the packet to the client to update it (while the serverside thinks from the next update on that the client has received the update).
Basicly if the server code updates the content of some slots in the container (raw food to be removed, output slot set to cooked food) while the player is moving other items in the inventory.. it won't get the update.So one way to fix this would be to know which slot is getting modified by player and block the updates only for that slot and not all the container slots. Another way would be having a resend list where clients that didn't got a certain slot update, get a resend of the packet from the server.
relates to
is duplicated by
Container slots not updating when player constantly updates the inventoryClient misses inventory updates while player is manipulating items - causes invisible items
is duplicated by
This has been tested in vanilla minecraft 1.6.2 and 14w30c.
When using whatever container that automatically updates the contents of a slot (like a furnace) and if the player, with the container GUI open, is constantly moving items into the inventory, the player won't see the container slot update (like a raw steak being cooked).How to reproduce:
1) open the furnace gui
2) place charcoal/coal and keep some item in your inventory
3) place something to be cooked into the furnace
4) when the progress bar is almost at the end, start continuosly left clicking an item in the inventoryWhat should happen is that the item to be cooked doesn't update (if it doesn't happen the first time, just retry), the progress bar has finished, and you won't have any item in the output slot, but if you click in it you will get the item cooked.
Why this happens:
This happen because there's a boolean in EntityPlayerMP that's set to true when the server receives a window click packet and then there the function that should send the slot updates is called, though if this boolean is true it will not send the packet to the client to update it (while the serverside thinks from the next update on that the client has received the update).
Basicly if the server code updates the content of some slots in the container (raw food to be removed, output slot set to cooked food) while the player is moving other items in the inventory.. it won't get the update.So one way to fix this would be to know which slot is getting modified by player and block the updates only for that slot and not all the container slots. Another way would be having a resend list where clients that didn't got a certain slot update, get a resend of the packet from the server.
When using whatever container that automatically updates the contents of a slot (like a furnace) and if the player, with the container GUI open, is constantly moving items into the inventory, the player won't see the container slot update (like a raw steak being cooked).
How to reproduce:
- open the furnace gui
- place charcoal/coal and keep some item in your inventory
- place something to be cooked into the furnace
- when the progress bar is almost at the end, start continuosly left clicking an item in the inventory
What should happen is that the item to be cooked doesn't update (if it doesn't happen the first time, just retry), the progress bar has finished, and you won't have any item in the output slot, but if you click in it you will get the item cooked.
This also occurs with the /replaceitem command.
- Put a command block on a clock, with a command such as:
/replaceitem entity @p slot.inventory.0 golden_apple- This will put a golden apple in the first slot of your inventory.
- Open your inventory, and move the golden apple to another slot
- As soon as a new one appears, grab it and move it to another slot as well.
- If you got the timing right, the slot will appear blank, even though the command block output in the chat window continues to say
"[@: Replaced slot 9 with 1 x [Golden Apple]]"
- Turn off the clock
- Exit the world
- Re-enter the world, and open your inventory
- There will be a golden apple in the first slot.
Why this happens:
This happen because there's a boolean in EntityPlayerMP that's set to true when the server receives a window click packet and then there the function that should send the slot updates is called, though if this boolean is true it will not send the packet to the client to update it (while the serverside thinks from the next update on that the client has received the update).
Basicly if the server code updates the content of some slots in the container (raw food to be removed, output slot set to cooked food) while the player is moving other items in the inventory.. it won't get the update.So one way to fix this would be to know which slot is getting modified by player and block the updates only for that slot and not all the container slots. Another way would be having a resend list where clients that didn't got a certain slot update, get a resend of the packet from the server.
relates to
is duplicated by
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When using whatever container that automatically updates the contents of a slot (like a furnace) and if the player, with the container GUI open, is constantly moving items into the inventory, the player won't see the container slot update (like a raw steak being cooked).
How to reproduce:
- open the furnace gui
- place charcoal/coal and keep some item in your inventory
- place something to be cooked into the furnace
- when the progress bar is almost at the end, start continuosly left clicking an item in the inventory
What should happen is that the item to be cooked doesn't update (if it doesn't happen the first time, just retry), the progress bar has finished, and you won't have any item in the output slot, but if you click in it you will get the item cooked.
This also occurs with the /replaceitem command.
- Put a command block on a clock, with a command such as:
/replaceitem entity @pslot.inventory.0 golden_apple- This will put a golden apple in the first slot of your inventory.
- Open your inventory, and move the golden apple to another slot
- As soon as a new one appears, grab it and move it to another slot as well.
- If you got the timing right, the slot will appear blank, even though the command block output in the chat window continues to say
"[@: Replaced slot 9 with 1 x [Golden Apple]]"
- Turn off the clock
- Exit the world
- Re-enter the world, and open your inventory
- There will be a golden apple in the first slot.
Why this happens:
This happen because there's a boolean in EntityPlayerMP that's set to true when the server receives a window click packet and then there the function that should send the slot updates is called, though if this boolean is true it will not send the packet to the client to update it (while the serverside thinks from the next update on that the client has received the update).
Basicly if the server code updates the content of some slots in the container (raw food to be removed, output slot set to cooked food) while the player is moving other items in the inventory.. it won't get the update.So one way to fix this would be to know which slot is getting modified by player and block the updates only for that slot and not all the container slots. Another way would be having a resend list where clients that didn't got a certain slot update, get a resend of the packet from the server.
is duplicated by
When using whatever container that automatically updates the contents of a slot (like a furnace) and if the player, with the container GUI open, is constantly moving items into the inventory, the player won't see the container slot update (like a raw steak being cooked).
How to reproduce:
- open the furnace gui
place charcoal/coal and keep some item in your inventoryplace something to be cooked into the furnacewhen the progress bar is almost at the end, start continuosly left clicking an item in the inventoryWhat should happen is that the item to be cooked doesn't update (if it doesn't happen the first time, just retry), the progress bar has finished, and you won't have any item in the output slot, but if you click in it you will get the item cooked.
This also occurs with the /replaceitem command.
- Put a command block on a clock, with a command such as:
/replaceitem entity @p inventory.0 golden_apple- This will put a golden apple in the first slot of your inventory.
- Open your inventory, and move the golden apple to another slot
- As soon as a new one appears, grab it and move it to another slot as well.
- If you got the timing right, the slot will appear blank, even though the command block output in the chat window continues to say
"[@: Replaced slot 9 with 1 x [Golden Apple]]"
- Turn off the clock
- Exit the world
- Re-enter the world, and open your inventory
- There will be a golden apple in the first slot.
Why this happens:
This happen because there's a boolean in EntityPlayerMPthat's set to true when the server receives a window click packet and then there the function that should send the slot updates is called, though if this boolean is true it will not send the packet to the client to update it (while the serverside thinks from the next update on that the client has received the update).
Basicly if the server code updates the content of some slots in the container (raw food to be removed, output slot set to cooked food) while the player is moving other items in the inventory.. it won't get the update.So one way to fix this would be to know which slot is getting modified by player and block the updates only for that slot and not all the container slots. Another way would be having a resend list where clients that didn't got a certain slot update, get a resend of the packet from the server.
The bug
When using whatever container that automatically updates the contents of a slot (like a furnace) and if the player, with the container GUI open, is constantly moving items into the inventory, the player won't see the container slot update (like a raw steak being cooked).
How to reproduce
- Open the furnace gui
- Place charcoal/coal and keep some item in your inventory
- Place something to be cooked into the furnace
- When the progress bar is almost at the end, start continuously left clicking an item in the inventory
What should happen is that the item to be cooked doesn't update (if it doesn't happen the first time, just retry), the progress bar has finished, and you won't have any item in the output slot, but if you click in it you will get the item cooked.
This also occurs with the /replaceitem command:
How to reproduce
- Put a command block on a clock, with a command such as:
/replaceitem entity @p inventory.0 golden_apple→ This will put a golden apple in the first slot of your inventory
- Open your inventory, and move the golden apple to another slot
- As soon as a new one appears, grab it and move it to another slot as well
→ If you got the timing right, the slot will appear blank, even though the command block output in the chat window continues to say "[@: Replaced slot 9 with 1 x [Golden Apple]]"- Turn off the clock
- Exit the world
- Re-enter the world, and open your inventory
→ There will be a golden apple in the first slotWhy this happens:
This happen because there's a boolean in EntityPlayerMP that's set to true when the server receives a window click packet and then there the function that should send the slot updates is called, though if this boolean is true it will not send the packet to the client to update it (while the server-side thinks from the next update on that the client has received the update).
Basically if the server code updates the content of some slots in the container (raw food to be removed, output slot set to cooked food) while the player is moving other items in the inventory.. it won't get the update.So one way to fix this would be to know which slot is getting modified by player and block the updates only for that slot and not all the container slots. Another way would be having a resend list where clients that didn't got a certain slot update, get a resend of the packet from the server.
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relates to
Could be caused by MC-29318. The player's interaction with the inventory may be causing the client to ignore the effects of the clear command. Does the issue still occur if the clock is a slow one? I can't determine the clock's properties from the screenshots.
Try exiting the world and rejoining. The item will be in the slot. The underlying issue is MC-29318: If the player modifies their inventory at the same time at something server-side does, the client will miss the update, and the server won't send it out again. Replacing an item in a slot with the same item doesn't trigger a new update, but if the player moves something to that slot, it has to resychronize.
The underlying issue is MC-29318.
Probably caused by MC-29318.
I don't think so, but I might have understood you wrong. The cooldown is done by just not testing if a button is pressed. If the game tests if a button is pressed client and server should act correctly. The bucket bug could be caused by something similar to MC-29318.
Oh, found the actual problem now: MC-29318, not necessarily the invisible items, but it is missing the inventory updates.
This appears to be the same issue as MC-29318.
Thank you for your report!
However, this issue is a Duplicate of MC-29318.
It has been linked to this report. If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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Seems like this bug and MC-29318 are connected in some ways. Or probably the same bug.
Does MC-29318 describe your issue?
Duplicate of MC-29318
Does MC-29318 cover your issue?
Thank you for your report!
However, this issue is a Duplicate of MC-29318.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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Does MC-29318 describe your issue? It may be the more general case.
Duplicate of MC-29318.
Thank you for your report!
We're tracking this issue in MC-29318, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're tracking this issue in MC-29318, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Thank you for your report!
We're tracking this issue in MC-29318, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Thank you for your report!
We're tracking this issue in MC-29318, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Thank you for your report!
We're tracking this issue in MC-29318, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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Thank you for your report!
We're tracking this issue in MC-29318, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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Duplicate of MC-29318.
Thank you for your report!
We're tracking this issue in MC-29318, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're tracking this issue in MC-29318, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
This seems to be another manifestation of MC-29318, so this ticket is being resolved and linked as a duplicate.
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Duplicate of MC-29318
Thank you for your report!
However, this issue is a Duplicate of MC-29318.
It has been linked to this report. If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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Duplicate of MC-29318
Thank you for your report!
We're tracking this issue in MC-29318, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're tracking this issue in MC-29318, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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May relate to MC-29318
Hello!
If I am not mistaken, this bug has already been reported. It appears to be a duplicate of MC-29318.
Fortunately, this bug will soon be fixed according to Mojang! ![]()
It's MC-29318
Duplicate of MC-29318, which is fixed in 1.17
Thank you for your report!
We're tracking this issue in MC-29318, so this ticket is being resolved and linked as a duplicate.
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Hello! This is a duplicate of MC-29318. It has already been fixed in the snapshots ![]()
Hello!
This is a duplicate of MC-29318, which has already been fixed in the 1.17 development versions.
Thank you for your report!
We're tracking this issue in MC-29318, so this ticket is being resolved and linked as a duplicate.
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Invalid, modded client.
You are actually holding dirt, but the client is missing an update, which was MC-29318 and got fixed (but apparently is reintroduced with optifine).
This was seemingly fixed earlier this year: MC-29318.
Thank you for your report!
We're tracking this issue in MC-29318, so this ticket is being resolved and linked as a duplicate.
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Because the item is not actually in that slot, it's a desync. The client missed the packet that said "delete this".
Sounds like MC-29318 is back.
Regression of MC-29318 it seems.
Confirmed.
Is this still a concern in the latest Minecraft version 14w30c? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
I've updated the affected version because the problem is still present in 14w30c, the bug is reproducible in the same way.
Is this still a concern in the current Minecraft version 1.8.1 Prerelease 3 / Launcher version 1.5.3 or later? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
Well i have to say that it still happens but in a corner case.
Basicly if the output slot is empty, it all works.
Though if there's already an item and another is in the way and if 2 seconds before that item arrives (cooks if its a furnace) you start moving quickly stuff in the inventory, you won't see the stack number updating, so it seems there's only one item. And you can do this for every new item, so that maybe you finally click on the output and receive 10 items.
Now, i don't know if it's worth updating the affected version, i mean.. this is a very corner case ^^.
Confirmed for
Can confirm for 1.9 pre-4.
Can confirm for 1.9.1 pre-1
Also happens when given an item while manipulating your inventory, as I detailed in MC-99295 before finding this bug.
Bug present in 1.9.1 pre-3
Bug present in 1.10.2
Was already marked as affected.
Confirmed in the 1.11 snapshots as late as 16w36a
Confirmed for 18w14b
Confirmed for 1.13-pre2
This seems to be happening in 1.13-pre5. I came here from
MC-118841I was testing an advancement system where when you get a certain item it clears the item from your inventory, revokes the advancement, but then gives you a "reward" item. The thing I discovered is that it let me duplicate the reward items by putting the ghost block out and in my inventory over and over again
Seems like this bug and
MC-41113are similar or probably the same.it appears a lot in snapshots 1.15 but also in some versions 1.14
This bug still present in 1.16.1?
Yes, still the case; Put this in a repeating command block:
and pick up the item a couple of times, at one point, the client will no longer see an item, but an item is in fact there.
Still in 1.16.3.
I could recreate a similar bug in 1.17.1 with a function on tick
execute as @a[team=blue,nbt=!{Inventory:[{id:"minecraft:tnt"}]}] if score Aqua tnt matches 1.. if score match match matches 2 run function tntbattle:tnt-blue