core.detached_inventories = {}
-function core.create_detached_inventory(name, callbacks)
+function core.create_detached_inventory(name, callbacks, player_name)
local stuff = {}
stuff.name = name
if callbacks then
end
stuff.mod_origin = core.get_current_modname() or "??"
core.detached_inventories[name] = stuff
- return core.create_detached_inventory_raw(name)
+ return core.create_detached_inventory_raw(name, player_name)
end
* `{type="player", name="celeron55"}`
* `{type="node", pos={x=, y=, z=}}`
* `{type="detached", name="creative"}`
-* `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
+* `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
* callbacks: See "Detached inventory callbacks"
+ * player_name: Make detached inventory available to one player exclusively,
+ by default they will be sent to every player (even if not used).
+ Note that this parameter is mostly just a workaround and will be removed in future releases.
* Creates a detached inventory. If it already exists, it is cleared.
* `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
returns left over ItemStack
}
}
-// create_detached_inventory_raw(name)
+// create_detached_inventory_raw(name, [player_name])
int ModApiInventory::l_create_detached_inventory_raw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
const char *name = luaL_checkstring(L, 1);
- if(getServer(L)->createDetachedInventory(name) != NULL){
+ const char *player = lua_isstring(L, 2) ? lua_tostring(L, 2) : "";
+ if (getServer(L)->createDetachedInventory(name, player) != NULL) {
InventoryLocation loc;
loc.setDetached(name);
InvRef::create(L, loc);
- }else{
+ } else {
lua_pushnil(L);
}
return 1;
NetworkPacket pkt(TOCLIENT_DETACHED_INVENTORY, 0, peer_id);
pkt.putRawString(s.c_str(), s.size());
- if (peer_id != PEER_ID_INEXISTENT) {
- Send(&pkt);
- }
- else {
- m_clients.sendToAll(0, &pkt, true);
+ const std::string &check = m_detached_inventories_player[name];
+ if (peer_id == PEER_ID_INEXISTENT) {
+ if (check == "")
+ return m_clients.sendToAll(0, &pkt, true);
+ RemotePlayer *p = m_env->getPlayer(check.c_str());
+ if (p)
+ m_clients.send(p->peer_id, 0, &pkt, true);
+ } else {
+ if (check == "" || getPlayerName(peer_id) == check)
+ Send(&pkt);
}
}
SendDeleteParticleSpawner(peer_id, id);
}
-Inventory* Server::createDetachedInventory(const std::string &name)
+Inventory* Server::createDetachedInventory(const std::string &name, const std::string &player)
{
if(m_detached_inventories.count(name) > 0){
infostream<<"Server clearing detached inventory \""<<name<<"\""<<std::endl;
Inventory *inv = new Inventory(m_itemdef);
sanity_check(inv);
m_detached_inventories[name] = inv;
+ m_detached_inventories_player[name] = player;
//TODO find a better way to do this
sendDetachedInventory(name,PEER_ID_INEXISTENT);
return inv;
void deleteParticleSpawner(const std::string &playername, u32 id);
// Creates or resets inventory
- Inventory* createDetachedInventory(const std::string &name);
+ Inventory* createDetachedInventory(const std::string &name, const std::string &player="");
// Envlock and conlock should be locked when using scriptapi
GameScripting *getScriptIface(){ return m_script; }
*/
// key = name
std::map<std::string, Inventory*> m_detached_inventories;
+ // value = "" (visible to all players) or player name
+ std::map<std::string, std::string> m_detached_inventories_player;
DISABLE_CLASS_COPY(Server);
};