fix(inventory): await final wield confirmation

Keep the retail inventory transaction busy until authoritative WieldObject confirms the requested weapon. This prevents rapid weapon changes from overlapping on ACE and rejecting otherwise valid items such as spears.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-12 23:27:44 +02:00
parent 815ce0dec4
commit ea5cf5b842
8 changed files with 115 additions and 9 deletions

View file

@ -112,7 +112,8 @@ public sealed class ItemInteractionController : IDisposable
public int BusyCount => _busyCount;
public bool CanMakeInventoryRequest => _readyForInventoryRequest() && _busyCount == 0;
public bool CanMakeInventoryRequest =>
_readyForInventoryRequest() && _busyCount == 0 && !_autoWield.IsBusy;
/// <summary>
/// Raised for retail confirmation/auxiliary actions whose retained panel is
@ -246,7 +247,7 @@ public sealed class ItemInteractionController : IDisposable
Snapshot(item),
_playerGuid(),
_groundObjectId(),
_readyForInventoryRequest() && _busyCount == 0,
CanMakeInventoryRequest,
_activeVendorId(),
BypassClassification: false,
UseCurrentSelection: false,
@ -277,7 +278,7 @@ public sealed class ItemInteractionController : IDisposable
if (!compatible)
return false;
if (!_readyForInventoryRequest() || _busyCount != 0)
if (!CanMakeInventoryRequest)
return false;
_sendUseWithTarget?.Invoke(sourceGuid, targetGuid);
_busyCount++;
@ -309,7 +310,7 @@ public sealed class ItemInteractionController : IDisposable
Snapshot(item),
_playerGuid(),
_groundObjectId(),
_readyForInventoryRequest() && _busyCount == 0,
CanMakeInventoryRequest,
TargetId: 0,
Target: null,
AllowGroundFallback: true,