Allow restricting detached inventories to one player

This combats the problem of sending the hundreds of
"creative" / "armor" or whatever detached invs that
exist on popular servers to each and every player
on join or on change of said invs.
This commit is contained in:
sfan5 2016-11-26 17:35:25 +01:00
parent 2fe3bf5a18
commit c38985825f
5 changed files with 25 additions and 13 deletions

View File

@ -2,7 +2,7 @@
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
@ -15,6 +15,6 @@ function core.create_detached_inventory(name, callbacks)
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

View File

@ -2310,8 +2310,11 @@ and `minetest.auth_reload` call the authetification handler.
* `{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

View File

@ -520,16 +520,17 @@ int ModApiInventory::l_get_inventory(lua_State *L)
}
}
// 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;

View File

@ -2487,12 +2487,17 @@ void Server::sendDetachedInventory(const std::string &name, u16 peer_id)
NetworkPacket pkt(TOCLIENT_DETACHED_INVENTORY, 0, peer_id);
pkt.putRawString(s.c_str(), s.size());
if (peer_id != PEER_ID_INEXISTENT) {
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);
}
else {
m_clients.sendToAll(0, &pkt, true);
}
}
void Server::sendDetachedInventories(u16 peer_id)
@ -3224,7 +3229,7 @@ void Server::deleteParticleSpawner(const std::string &playername, u32 id)
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;
@ -3235,6 +3240,7 @@ Inventory* Server::createDetachedInventory(const std::string &name)
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;

View File

@ -270,7 +270,7 @@ public:
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; }
@ -647,6 +647,8 @@ private:
*/
// 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);
};