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
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038d3a31df
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@ -717,7 +717,6 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
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m_attachment_sent(false),
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// public
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m_moved(false),
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m_inventory_not_sent(false),
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m_physics_override_speed(1),
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m_physics_override_jump(1),
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m_physics_override_gravity(1),
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@ -1162,11 +1161,6 @@ InventoryLocation PlayerSAO::getInventoryLocation() const
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return loc;
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}
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void PlayerSAO::setInventoryModified()
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{
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m_inventory_not_sent = true;
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}
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std::string PlayerSAO::getWieldList() const
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{
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return "main";
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@ -205,7 +205,6 @@ public:
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Inventory* getInventory();
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const Inventory* getInventory() const;
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InventoryLocation getInventoryLocation() const;
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void setInventoryModified();
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std::string getWieldList() const;
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int getWieldIndex() const;
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void setWieldIndex(int i);
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@ -317,7 +316,6 @@ private:
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public:
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// Some flags used by Server
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bool m_moved;
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bool m_inventory_not_sent;
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float m_physics_override_speed;
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float m_physics_override_jump;
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@ -1390,7 +1390,9 @@ void Server::handleCommand_Interact(NetworkPacket* pkt)
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// Placement was handled in lua
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// Apply returned ItemStack
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playersao->setWieldedItem(item);
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if (playersao->setWieldedItem(item)) {
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SendInventory(pkt->getPeerId());
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}
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}
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// If item has node placement prediction, always send the
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@ -355,6 +355,9 @@ int ObjectRef::l_set_wielded_item(lua_State *L)
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// Do it
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ItemStack item = read_item(L, 2, getServer(L));
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bool success = co->setWieldedItem(item);
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if (success && co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
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getServer(L)->SendInventory(((PlayerSAO*)co)->getPeerID());
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}
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lua_pushboolean(L, success);
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return 1;
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}
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@ -609,14 +609,6 @@ void Server::AsyncRunStep(bool initial_step)
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SendMovePlayer(*i);
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playersao->m_moved = false;
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}
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/*
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Send player inventories if necessary
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*/
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if(playersao->m_inventory_not_sent) {
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UpdateCrafting(*i);
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SendInventory(*i);
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}
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}
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}
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@ -1164,7 +1156,6 @@ PlayerSAO* Server::StageTwoClientInit(u16 peer_id)
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SendPlayerInventoryFormspec(peer_id);
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// Send inventory
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UpdateCrafting(peer_id);
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SendInventory(peer_id);
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// Send HP
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@ -1385,7 +1376,8 @@ void Server::setInventoryModified(const InventoryLocation &loc)
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PlayerSAO *playersao = player->getPlayerSAO();
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if(!playersao)
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return;
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playersao->m_inventory_not_sent = true;
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SendInventory(playersao->getPeerID());
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}
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break;
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case InventoryLocation::NODEMETA:
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@ -1650,7 +1642,7 @@ void Server::SendInventory(u16 peer_id)
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PlayerSAO *playersao = getPlayerSAO(peer_id);
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assert(playersao);
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playersao->m_inventory_not_sent = false;
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UpdateCrafting(playersao->getPlayer());
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/*
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Serialize it
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@ -2701,13 +2693,10 @@ void Server::DeleteClient(u16 peer_id, ClientDeletionReason reason)
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SendChatMessage(PEER_ID_INEXISTENT,message);
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}
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void Server::UpdateCrafting(u16 peer_id)
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void Server::UpdateCrafting(Player* player)
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{
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DSTACK(__FUNCTION_NAME);
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Player* player = m_env->getPlayer(peer_id);
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assert(player);
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// Get a preview for crafting
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ItemStack preview;
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InventoryLocation loc;
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@ -375,6 +375,9 @@ public:
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void SendPlayerHPOrDie(u16 peer_id, bool die) { die ? DiePlayer(peer_id) : SendPlayerHP(peer_id); }
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void SendPlayerBreath(u16 peer_id);
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// Envlock and conlock should be locked when calling these
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void SendInventory(u16 peer_id);
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// Bind address
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Address m_bind_addr;
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@ -394,8 +397,7 @@ private:
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/* mark blocks not sent for all clients */
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void SetBlocksNotSent(std::map<v3s16, MapBlock *>& block);
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// Envlock and conlock should be locked when calling these
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void SendInventory(u16 peer_id);
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void SendChatMessage(u16 peer_id, const std::wstring &message);
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void SendTimeOfDay(u16 peer_id, u16 time, f32 time_speed);
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void SendPlayerHP(u16 peer_id);
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@ -466,7 +468,7 @@ private:
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void DiePlayer(u16 peer_id);
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void RespawnPlayer(u16 peer_id);
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void DeleteClient(u16 peer_id, ClientDeletionReason reason);
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void UpdateCrafting(u16 peer_id);
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void UpdateCrafting(Player *player);
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// When called, connection mutex should be locked
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RemoteClient* getClient(u16 peer_id,ClientState state_min=CS_Active);
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@ -90,14 +90,9 @@ ItemStack ServerActiveObject::getWieldedItem() const
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bool ServerActiveObject::setWieldedItem(const ItemStack &item)
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{
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Inventory *inv = getInventory();
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if(inv)
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{
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InventoryList *list = inv->getList(getWieldList());
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if (list)
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{
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if(Inventory *inv = getInventory()) {
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if (InventoryList *list = inv->getList(getWieldList())) {
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list->changeItem(getWieldIndex(), item);
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setInventoryModified();
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return true;
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}
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}
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