* Call UpdateCrafting into SendInventory because this functions is only called before SendInventory
* Use Player* instead of peer_id for UpdateCrafting because SendInventory already has the Player* pointer, then don't loop for searching Player* per peer_id
* m_env_mutex don't need to be used with this modification because it's already locked before the calls
m_attachment_sent(false),
// public
m_moved(false),
- m_inventory_not_sent(false),
m_physics_override_speed(1),
m_physics_override_jump(1),
m_physics_override_gravity(1),
return loc;
}
-void PlayerSAO::setInventoryModified()
-{
- m_inventory_not_sent = true;
-}
-
std::string PlayerSAO::getWieldList() const
{
return "main";
Inventory* getInventory();
const Inventory* getInventory() const;
InventoryLocation getInventoryLocation() const;
- void setInventoryModified();
std::string getWieldList() const;
int getWieldIndex() const;
void setWieldIndex(int i);
public:
// Some flags used by Server
bool m_moved;
- bool m_inventory_not_sent;
float m_physics_override_speed;
float m_physics_override_jump;
// Placement was handled in lua
// Apply returned ItemStack
- playersao->setWieldedItem(item);
+ if (playersao->setWieldedItem(item)) {
+ SendInventory(pkt->getPeerId());
+ }
}
// If item has node placement prediction, always send the
// Do it
ItemStack item = read_item(L, 2, getServer(L));
bool success = co->setWieldedItem(item);
+ if (success && co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
+ getServer(L)->SendInventory(((PlayerSAO*)co)->getPeerID());
+ }
lua_pushboolean(L, success);
return 1;
}
SendMovePlayer(*i);
playersao->m_moved = false;
}
-
- /*
- Send player inventories if necessary
- */
- if(playersao->m_inventory_not_sent) {
- UpdateCrafting(*i);
- SendInventory(*i);
- }
}
}
SendPlayerInventoryFormspec(peer_id);
// Send inventory
- UpdateCrafting(peer_id);
SendInventory(peer_id);
// Send HP
PlayerSAO *playersao = player->getPlayerSAO();
if(!playersao)
return;
- playersao->m_inventory_not_sent = true;
+
+ SendInventory(playersao->getPeerID());
}
break;
case InventoryLocation::NODEMETA:
PlayerSAO *playersao = getPlayerSAO(peer_id);
assert(playersao);
- playersao->m_inventory_not_sent = false;
+ UpdateCrafting(playersao->getPlayer());
/*
Serialize it
SendChatMessage(PEER_ID_INEXISTENT,message);
}
-void Server::UpdateCrafting(u16 peer_id)
+void Server::UpdateCrafting(Player* player)
{
DSTACK(__FUNCTION_NAME);
- Player* player = m_env->getPlayer(peer_id);
- assert(player);
-
// Get a preview for crafting
ItemStack preview;
InventoryLocation loc;
void SendPlayerHPOrDie(u16 peer_id, bool die) { die ? DiePlayer(peer_id) : SendPlayerHP(peer_id); }
void SendPlayerBreath(u16 peer_id);
+ // Envlock and conlock should be locked when calling these
+ void SendInventory(u16 peer_id);
+
// Bind address
Address m_bind_addr;
/* mark blocks not sent for all clients */
void SetBlocksNotSent(std::map<v3s16, MapBlock *>& block);
- // Envlock and conlock should be locked when calling these
- void SendInventory(u16 peer_id);
+
void SendChatMessage(u16 peer_id, const std::wstring &message);
void SendTimeOfDay(u16 peer_id, u16 time, f32 time_speed);
void SendPlayerHP(u16 peer_id);
void DiePlayer(u16 peer_id);
void RespawnPlayer(u16 peer_id);
void DeleteClient(u16 peer_id, ClientDeletionReason reason);
- void UpdateCrafting(u16 peer_id);
+ void UpdateCrafting(Player *player);
// When called, connection mutex should be locked
RemoteClient* getClient(u16 peer_id,ClientState state_min=CS_Active);
bool ServerActiveObject::setWieldedItem(const ItemStack &item)
{
- Inventory *inv = getInventory();
- if(inv)
- {
- InventoryList *list = inv->getList(getWieldList());
- if (list)
- {
+ if(Inventory *inv = getInventory()) {
+ if (InventoryList *list = inv->getList(getWieldList())) {
list->changeItem(getWieldIndex(), item);
- setInventoryModified();
return true;
}
}