Fix drag race condition and stale pointer events
Mark items as dragging before updating inventory state to prevent the spawner from destroying containers mid-drag. Move inventory removal to drop time for lost items, and add guards to ignore stale pointer events on inactive containers.
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@ -37,9 +37,10 @@ export interface InventoryItemSpawnerOptions {
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* Items currently being dragged are excluded from getData() to prevent
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* the spawner from respawning them while they're in flight.
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*/
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export class InventoryItemSpawner
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implements Spawner<InventoryItem<GameItemMeta>, Phaser.GameObjects.Container>
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{
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export class InventoryItemSpawner implements Spawner<
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InventoryItem<GameItemMeta>,
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Phaser.GameObjects.Container
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> {
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private scene: Phaser.Scene;
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private gameState: MutableSignal<RunState>;
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private parentContainer: Phaser.GameObjects.Container;
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@ -102,6 +103,7 @@ export class InventoryItemSpawner
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obj: Phaser.GameObjects.Container,
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_item: InventoryItem<GameItemMeta>,
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): void {
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obj.removeAllListeners();
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obj.destroy();
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}
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@ -248,6 +250,8 @@ export class InventoryItemSpawner
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container: Phaser.GameObjects.Container,
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): void {
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container.on("pointerdown", (pointer: Phaser.Input.Pointer) => {
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// Guard against stale events firing on destroyed containers
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if (!container.scene || !container.active) return;
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if (this.isLocked()) return;
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if (this.isDragging()) return;
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if (pointer.button === 0) {
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@ -140,12 +140,9 @@ export class InventoryWidget {
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item: InventoryItem<GameItemMeta>,
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itemContainer: Phaser.GameObjects.Container,
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): void {
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// Remove from inventory state
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this.gameState.produce((state) => {
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removeItemFromGrid(state.inventory, itemId);
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});
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// Mark as dragging so spawner excludes it from getData()
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// Mark as dragging FIRST so spawner excludes it from getData().
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// This prevents the spawner effect from destroying the container
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// when we later update the inventory state.
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this.itemSpawner.markDragging(itemId);
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// Start drag session
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@ -169,9 +166,14 @@ export class InventoryWidget {
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x: number,
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y: number,
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): void {
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// Remove from inventory since it's dropped outside valid placement
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this.gameState.produce((state) => {
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removeItemFromGrid(state.inventory, itemId);
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});
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this.lostItemManager.createLostItem(itemId, shape, transform, meta, x, y);
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// Unmark dragging — item is now "lost" and no longer in inventory
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// Unmark dragging — item is now "lost" and managed by LostItemManager
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this.itemSpawner.unmarkDragging(itemId);
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}
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@ -107,6 +107,8 @@ export class LostItemManager {
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container.setInteractive(hitRect, Phaser.Geom.Rectangle.Contains);
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container.on("pointerdown", (pointer: Phaser.Input.Pointer) => {
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// Guard against stale events firing on destroyed containers
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if (!container.scene || !container.active) return;
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if (this.isDragging()) return;
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if (pointer.button === 0) {
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this.onLostItemDragStart(itemId, container);
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