Send Inventory packet on event, don't check it at each AsyncRunStep.
authorLoic Blot <loic.blot@unix-experience.fr>
Wed, 4 Mar 2015 10:29:34 +0000 (11:29 +0100)
committerLoic Blot <loic.blot@unix-experience.fr>
Wed, 4 Mar 2015 10:29:39 +0000 (11:29 +0100)
commit1b2f64473ed4f222d3b7f02df853730d4382105e
tree820e24b348438ce79dc5e183774e4bd091d2d3a9
parent038d3a31dfa6c382a5a5a57f2ce367d1cd67fb9f
Send Inventory packet on event, don't check it at each AsyncRunStep.
* 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
src/content_sao.cpp
src/content_sao.h
src/network/packethandlers/server.cpp
src/script/lua_api/l_object.cpp
src/server.cpp
src/server.h
src/serverobject.cpp