minetest/src/inventorymanager.cpp

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/*
2013-02-24 18:40:43 +01:00
Minetest
2013-02-24 19:38:45 +01:00
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "inventorymanager.h"
#include "debug.h"
#include "log.h"
#include "serverenvironment.h"
#include "scripting_server.h"
#include "server/serveractiveobject.h"
#include "settings.h"
#include "craftdef.h"
#include "rollback_interface.h"
#include "util/strfnd.h"
#include "util/basic_macros.h"
#define PLAYER_TO_SA(p) p->getEnv()->getScriptIface()
/*
InventoryLocation
*/
std::string InventoryLocation::dump() const
{
std::ostringstream os(std::ios::binary);
serialize(os);
return os.str();
}
void InventoryLocation::serialize(std::ostream &os) const
{
switch (type) {
case InventoryLocation::UNDEFINED:
os<<"undefined";
break;
case InventoryLocation::CURRENT_PLAYER:
os<<"current_player";
break;
case InventoryLocation::PLAYER:
os<<"player:"<<name;
break;
case InventoryLocation::NODEMETA:
os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
break;
case InventoryLocation::DETACHED:
os<<"detached:"<<name;
break;
default:
FATAL_ERROR("Unhandled inventory location type");
}
}
void InventoryLocation::deSerialize(std::istream &is)
{
std::string tname;
std::getline(is, tname, ':');
if (tname == "undefined") {
type = InventoryLocation::UNDEFINED;
} else if (tname == "current_player") {
type = InventoryLocation::CURRENT_PLAYER;
} else if (tname == "player") {
type = InventoryLocation::PLAYER;
std::getline(is, name, '\n');
} else if (tname == "nodemeta") {
type = InventoryLocation::NODEMETA;
std::string pos;
std::getline(is, pos, '\n');
Strfnd fn(pos);
p.X = stoi(fn.next(","));
p.Y = stoi(fn.next(","));
p.Z = stoi(fn.next(","));
} else if (tname == "detached") {
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type = InventoryLocation::DETACHED;
std::getline(is, name, '\n');
} else {
infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
throw SerializationError("Unknown InventoryLocation type");
}
}
Optimize string (mis)handling (#8128) * Optimize statbar drawing The texture name of the statbar is a string passed by value. That slows down the client and creates litter in the heap as the content of the string is allocated there. Convert the offending parameter to a const reference to avoid the performance hit. * Optimize texture cache There is an unnecessary temporary created when the texture path is being generated. This slows down the cache each time a new texture is encountered and it needs to be loaded into the cache. Additionally, the heap litter created by this unnecessary temporary is particularly troublesome here as the following code then piles another string (the resulting full path of the texture) on top of it, followed by the texture itself, which both are quite long term objects as they are subsequently inserted into the cache where they can remain for quite a while (especially if the texture turns out to be a common one like dirt, grass or stone). Use std::string.append to get rid of the temporary which solves both issues (speed and heap fragmentation). * Optimize animations in client Each time an animated node is updated, an unnecessary copy of the texture name is created, littering the heap with lots of fragments. This can be specifically troublesome when looking at oceans or large lava lakes as both of these nodes are usually animated (the lava animation is pretty visible). Convert the parameter of GenericCAO::updateTextures to a const reference to get rid of the unnecessary copy. There is a comment stating "std::string copy is mandatory as mod can be a class member and there is a swap on those class members ... do NOT pass by reference", reinforcing the belief that the unnecessary copy is in fact necessary. However one of the first things the code of the method does is to assign the parameter to its class member, creating another copy. By rearranging the code a little bit this "another copy" can then be used by the subsequent code, getting rid of the need to pass the parameter by value and thus saving that copying effort. * Optimize chat console history handling The GUIChatConsole::replaceAndAddToHistory was getting the line to work on by value which turns out to be unnecessary. Get rid of that unnecessary copy by converting the parameter to a const reference. * Optimize gui texture setting The code used to set the texture for GUI components was getting the name of the texture by value, creating unnecessary performance bottleneck for mods/games with heavily textured GUIs. Get rid of the bottleneck by passing the texture name as a const reference. * Optimize sound playing code in GUIEngine The GUIEngine's code receives the specification of the sound to be played by value, which turns out to be most likely a mistake as the underlying sound manager interface receives the same thing by reference. Convert the offending parameter to a const reference to get rid of the rather bulky copying effort and the associated performance hit. * Silence CLANG TIDY warnings for unit tests Change "std::string" to "const std::string &" to avoid an unnecessary local value copy, silencing the CLANG TIDY process. * Optimize formspec handling The "formspec prepend" parameter was passed to the formspec handling code by value, creating unnecessary copy of std::string and slowing down the game if mods add things like textured backgrounds for the player inventory and/or other forms. Get rid of that performance bottleneck by converting the parameter to a const reference. * Optimize hotbar image handling The code that sets the background images for the hotbar is getting the name of the image by value, creating an unnecessary std::string copying effort. Fix that by converting the relevant parameters to const references. * Optimize inventory deserialization The inventory manager deserialization code gets the serialized version of the inventory by value, slowing the server and the client down when there are inventory updates. This can get particularly troublesome with pipeworks which adds nodes that can mess around with inventories automatically or with mods that have mobs with inventories that actively use them. * Optimize texture scaling cache There is an io::path parameter passed by value in the procedure used to add images converted from textures, leading to slowdown when the image is not yet created and the conversion is thus needed. The performance hit is quite significant as io::path is similar to std::string so convert the parameter to a const reference to get rid of it. * Optimize translation file loader Use "std::string::append" when calculating the final index for the translation table to avoid unnecessary temporary strings. This speeds the translation file loader up significantly as std::string uses heap allocation which tends to be rather slow. Additionally, the heap is no longer being littered by these unnecessary string temporaries, increasing performance of code that gets executed after the translation file loader finishes. * Optimize server map saving When the directory structure for the world data is created during server map saving, an unnecessary value passing of the directory name slows things down. Remove that overhead by converting the offending parameter to a const reference.
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void InventoryLocation::deSerialize(const std::string &s)
{
std::istringstream is(s, std::ios::binary);
deSerialize(is);
}
/*
InventoryAction
*/
InventoryAction *InventoryAction::deSerialize(std::istream &is)
{
std::string type;
std::getline(is, type, ' ');
InventoryAction *a = nullptr;
if (type == "Move") {
a = new IMoveAction(is, false);
} else if (type == "MoveSomewhere") {
a = new IMoveAction(is, true);
} else if (type == "Drop") {
a = new IDropAction(is);
} else if (type == "Craft") {
a = new ICraftAction(is);
}
return a;
}
/*
IMoveAction
*/
IMoveAction::IMoveAction(std::istream &is, bool somewhere) :
move_somewhere(somewhere)
{
std::string ts;
std::getline(is, ts, ' ');
count = stoi(ts);
std::getline(is, ts, ' ');
from_inv.deSerialize(ts);
std::getline(is, from_list, ' ');
std::getline(is, ts, ' ');
from_i = stoi(ts);
std::getline(is, ts, ' ');
to_inv.deSerialize(ts);
std::getline(is, to_list, ' ');
if (!somewhere) {
std::getline(is, ts, ' ');
to_i = stoi(ts);
}
}
void IMoveAction::swapDirections()
{
std::swap(from_inv, to_inv);
std::swap(from_list, to_list);
std::swap(from_i, to_i);
}
void IMoveAction::onPutAndOnTake(const ItemStack &src_item, ServerActiveObject *player) const
{
ServerScripting *sa = PLAYER_TO_SA(player);
if (to_inv.type == InventoryLocation::DETACHED)
sa->detached_inventory_OnPut(*this, src_item, player);
else if (to_inv.type == InventoryLocation::NODEMETA)
sa->nodemeta_inventory_OnPut(*this, src_item, player);
else if (to_inv.type == InventoryLocation::PLAYER)
sa->player_inventory_OnPut(*this, src_item, player);
else
assert(false);
if (from_inv.type == InventoryLocation::DETACHED)
sa->detached_inventory_OnTake(*this, src_item, player);
else if (from_inv.type == InventoryLocation::NODEMETA)
sa->nodemeta_inventory_OnTake(*this, src_item, player);
else if (from_inv.type == InventoryLocation::PLAYER)
sa->player_inventory_OnTake(*this, src_item, player);
else
assert(false);
}
void IMoveAction::onMove(int count, ServerActiveObject *player) const
{
ServerScripting *sa = PLAYER_TO_SA(player);
if (from_inv.type == InventoryLocation::DETACHED)
sa->detached_inventory_OnMove(*this, count, player);
else if (from_inv.type == InventoryLocation::NODEMETA)
sa->nodemeta_inventory_OnMove(*this, count, player);
else if (from_inv.type == InventoryLocation::PLAYER)
sa->player_inventory_OnMove(*this, count, player);
else
assert(false);
}
int IMoveAction::allowPut(const ItemStack &dst_item, ServerActiveObject *player) const
{
ServerScripting *sa = PLAYER_TO_SA(player);
int dst_can_put_count = 0xffff;
if (to_inv.type == InventoryLocation::DETACHED)
dst_can_put_count = sa->detached_inventory_AllowPut(*this, dst_item, player);
else if (to_inv.type == InventoryLocation::NODEMETA)
dst_can_put_count = sa->nodemeta_inventory_AllowPut(*this, dst_item, player);
else if (to_inv.type == InventoryLocation::PLAYER)
dst_can_put_count = sa->player_inventory_AllowPut(*this, dst_item, player);
else
assert(false);
return dst_can_put_count;
}
int IMoveAction::allowTake(const ItemStack &src_item, ServerActiveObject *player) const
{
ServerScripting *sa = PLAYER_TO_SA(player);
int src_can_take_count = 0xffff;
if (from_inv.type == InventoryLocation::DETACHED)
src_can_take_count = sa->detached_inventory_AllowTake(*this, src_item, player);
else if (from_inv.type == InventoryLocation::NODEMETA)
src_can_take_count = sa->nodemeta_inventory_AllowTake(*this, src_item, player);
else if (from_inv.type == InventoryLocation::PLAYER)
src_can_take_count = sa->player_inventory_AllowTake(*this, src_item, player);
else
assert(false);
return src_can_take_count;
}
int IMoveAction::allowMove(int try_take_count, ServerActiveObject *player) const
{
ServerScripting *sa = PLAYER_TO_SA(player);
int src_can_take_count = 0xffff;
if (from_inv.type == InventoryLocation::DETACHED)
src_can_take_count = sa->detached_inventory_AllowMove(*this, try_take_count, player);
else if (from_inv.type == InventoryLocation::NODEMETA)
src_can_take_count = sa->nodemeta_inventory_AllowMove(*this, try_take_count, player);
else if (from_inv.type == InventoryLocation::PLAYER)
src_can_take_count = sa->player_inventory_AllowMove(*this, try_take_count, player);
else
assert(false);
return src_can_take_count;
}
void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
Inventory *inv_from = mgr->getInventory(from_inv);
Inventory *inv_to = mgr->getInventory(to_inv);
if (!inv_from) {
infostream << "IMoveAction::apply(): FAIL: source inventory not found: "
<< "from_inv=\""<<from_inv.dump() << "\""
<< ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
return;
}
if (!inv_to) {
infostream << "IMoveAction::apply(): FAIL: destination inventory not found: "
<< "from_inv=\"" << from_inv.dump() << "\""
<< ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
return;
}
InventoryList *list_from = inv_from->getList(from_list);
InventoryList *list_to = inv_to->getList(to_list);
/*
If a list doesn't exist or the source item doesn't exist
*/
if (!list_from) {
infostream << "IMoveAction::apply(): FAIL: source list not found: "
<< "from_inv=\"" << from_inv.dump() << "\""
<< ", from_list=\"" << from_list << "\"" << std::endl;
return;
}
if (!list_to) {
infostream << "IMoveAction::apply(): FAIL: destination list not found: "
<< "to_inv=\""<<to_inv.dump() << "\""
<< ", to_list=\"" << to_list << "\"" << std::endl;
return;
}
if (move_somewhere) {
s16 old_to_i = to_i;
u16 old_count = count;
caused_by_move_somewhere = true;
move_somewhere = false;
infostream << "IMoveAction::apply(): moving item somewhere"
<< " msom=" << move_somewhere
<< " count=" << count
<< " from inv=\"" << from_inv.dump() << "\""
<< " list=\"" << from_list << "\""
<< " i=" << from_i
<< " to inv=\"" << to_inv.dump() << "\""
<< " list=\"" << to_list << "\""
<< std::endl;
// Try to add the item to destination list
s16 dest_size = list_to->getSize();
// First try all the non-empty slots
for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
if (!list_to->getItem(dest_i).empty()) {
to_i = dest_i;
apply(mgr, player, gamedef);
count -= move_count;
}
}
// Then try all the empty ones
for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
if (list_to->getItem(dest_i).empty()) {
to_i = dest_i;
apply(mgr, player, gamedef);
count -= move_count;
}
}
to_i = old_to_i;
count = old_count;
caused_by_move_somewhere = false;
move_somewhere = true;
return;
}
if ((u16)to_i > list_to->getSize()) {
infostream << "IMoveAction::apply(): FAIL: destination index out of bounds: "
<< "to_i=" << to_i
<< ", size=" << list_to->getSize() << std::endl;
return;
}
/*
Do not handle rollback if both inventories are that of the same player
*/
bool ignore_rollback = (
from_inv.type == InventoryLocation::PLAYER &&
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from_inv == to_inv);
/*
Collect information of endpoints
*/
ItemStack src_item = list_from->getItem(from_i);
if (count > 0)
src_item.count = count;
if (src_item.empty())
return;
int src_can_take_count = 0xffff;
int dst_can_put_count = 0xffff;
// this is needed for swapping items inside one inventory to work
ItemStack restitem;
bool allow_swap = !list_to->itemFits(to_i, src_item, &restitem)
&& restitem.count == src_item.count
&& !caused_by_move_somewhere;
// Shift-click: Cannot fill this stack, proceed with next slot
if (caused_by_move_somewhere && restitem.count == src_item.count)
return;
if (allow_swap) {
// Swap will affect the entire stack if it can performed.
src_item = list_from->getItem(from_i);
count = src_item.count;
}
if (from_inv == to_inv) {
// Move action within the same inventory
src_can_take_count = allowMove(src_item.count, player);
bool swap_expected = allow_swap;
allow_swap = allow_swap
&& (src_can_take_count == -1 || src_can_take_count >= src_item.count);
if (allow_swap) {
int try_put_count = list_to->getItem(to_i).count;
swapDirections();
dst_can_put_count = allowMove(try_put_count, player);
allow_swap = allow_swap
&& (dst_can_put_count == -1 || dst_can_put_count >= try_put_count);
swapDirections();
} else {
dst_can_put_count = src_can_take_count;
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}
if (swap_expected != allow_swap)
src_can_take_count = dst_can_put_count = 0;
} else {
// Take from one inventory, put into another
dst_can_put_count = allowPut(src_item, player);
src_can_take_count = allowTake(src_item, player);
bool swap_expected = allow_swap;
allow_swap = allow_swap
&& (src_can_take_count == -1 || src_can_take_count >= src_item.count)
&& (dst_can_put_count == -1 || dst_can_put_count >= src_item.count);
// A swap is expected, which means that we have to
// run the "allow" callbacks a second time with swapped inventories
if (allow_swap) {
ItemStack dst_item = list_to->getItem(to_i);
swapDirections();
int src_can_take = allowPut(dst_item, player);
int dst_can_put = allowTake(dst_item, player);
allow_swap = allow_swap
&& (src_can_take == -1 || src_can_take >= dst_item.count)
&& (dst_can_put == -1 || dst_can_put >= dst_item.count);
swapDirections();
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}
if (swap_expected != allow_swap)
src_can_take_count = dst_can_put_count = 0;
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}
int old_count = count;
/* Modify count according to collected data */
count = src_item.count;
if (src_can_take_count != -1 && count > src_can_take_count)
count = src_can_take_count;
if (dst_can_put_count != -1 && count > dst_can_put_count)
count = dst_can_put_count;
/* Limit according to source item count */
if (count > list_from->getItem(from_i).count)
count = list_from->getItem(from_i).count;
/* If no items will be moved, don't go further */
if (count == 0) {
// Undo client prediction. See 'clientApply'
if (from_inv.type == InventoryLocation::PLAYER)
list_from->setModified();
if (to_inv.type == InventoryLocation::PLAYER)
list_to->setModified();
infostream<<"IMoveAction::apply(): move was completely disallowed:"
<<" count="<<old_count
<<" from inv=\""<<from_inv.dump()<<"\""
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
<<" to inv=\""<<to_inv.dump()<<"\""
<<" list=\""<<to_list<<"\""
<<" i="<<to_i
<<std::endl;
return;
}
src_item = list_from->getItem(from_i);
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src_item.count = count;
ItemStack from_stack_was = list_from->getItem(from_i);
ItemStack to_stack_was = list_to->getItem(to_i);
/*
Perform actual move
If something is wrong (source item is empty, destination is the
same as source), nothing happens
*/
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bool did_swap = false;
move_count = list_from->moveItem(from_i,
list_to, to_i, count, allow_swap, &did_swap);
assert(allow_swap == did_swap);
// If source is infinite, reset it's stack
if (src_can_take_count == -1) {
// For the caused_by_move_somewhere == true case we didn't force-put the item,
// which guarantees there is no leftover, and code below would duplicate the
// (not replaced) to_stack_was item.
if (!caused_by_move_somewhere) {
// If destination stack is of different type and there are leftover
// items, attempt to put the leftover items to a different place in the
// destination inventory.
// The client-side GUI will try to guess if this happens.
if (from_stack_was.name != to_stack_was.name) {
for (u32 i = 0; i < list_to->getSize(); i++) {
if (list_to->getItem(i).empty()) {
list_to->changeItem(i, to_stack_was);
break;
}
}
}
}
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if (move_count > 0 || did_swap) {
list_from->deleteItem(from_i);
list_from->addItem(from_i, from_stack_was);
}
}
// If destination is infinite, reset it's stack and take count from source
if (dst_can_put_count == -1) {
list_to->deleteItem(to_i);
list_to->addItem(to_i, to_stack_was);
list_from->deleteItem(from_i);
list_from->addItem(from_i, from_stack_was);
list_from->takeItem(from_i, count);
}
infostream << "IMoveAction::apply(): moved"
<< " msom=" << move_somewhere
<< " caused=" << caused_by_move_somewhere
<< " count=" << count
<< " from inv=\"" << from_inv.dump() << "\""
<< " list=\"" << from_list << "\""
<< " i=" << from_i
<< " to inv=\"" << to_inv.dump() << "\""
<< " list=\"" << to_list << "\""
<< " i=" << to_i
<< std::endl;
// If we are inside the move somewhere loop, we don't need to report
// anything if nothing happened (perhaps we don't need to report
// anything for caused_by_move_somewhere == true, but this way its safer)
if (caused_by_move_somewhere && move_count == 0)
return;
/*
Record rollback information
*/
if (!ignore_rollback && gamedef->rollback()) {
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IRollbackManager *rollback = gamedef->rollback();
// If source is not infinite, record item take
if (src_can_take_count != -1) {
RollbackAction action;
std::string loc;
{
std::ostringstream os(std::ios::binary);
from_inv.serialize(os);
loc = os.str();
}
action.setModifyInventoryStack(loc, from_list, from_i, false,
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src_item);
rollback->reportAction(action);
}
// If destination is not infinite, record item put
if (dst_can_put_count != -1) {
RollbackAction action;
std::string loc;
{
std::ostringstream os(std::ios::binary);
to_inv.serialize(os);
loc = os.str();
}
action.setModifyInventoryStack(loc, to_list, to_i, true,
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src_item);
rollback->reportAction(action);
}
}
/*
Report move to endpoints
*/
// Source = destination => move
if (from_inv == to_inv) {
onMove(count, player);
if (did_swap) {
// Item is now placed in source list
src_item = list_from->getItem(from_i);
swapDirections();
onMove(src_item.count, player);
swapDirections();
}
mgr->setInventoryModified(from_inv);
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} else {
onPutAndOnTake(src_item, player);
if (did_swap) {
// Item is now placed in source list
src_item = list_from->getItem(from_i);
swapDirections();
onPutAndOnTake(src_item, player);
swapDirections();
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}
mgr->setInventoryModified(to_inv);
mgr->setInventoryModified(from_inv);
}
}
void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
// Optional InventoryAction operation that is run on the client
// to make lag less apparent.
Inventory *inv_from = mgr->getInventory(from_inv);
Inventory *inv_to = mgr->getInventory(to_inv);
if (!inv_from || !inv_to)
return;
InventoryLocation current_player;
current_player.setCurrentPlayer();
Inventory *inv_player = mgr->getInventory(current_player);
if (inv_from != inv_player || inv_to != inv_player)
return;
InventoryList *list_from = inv_from->getList(from_list);
InventoryList *list_to = inv_to->getList(to_list);
if (!list_from || !list_to)
return;
if (!move_somewhere)
list_from->moveItem(from_i, list_to, to_i, count);
else
list_from->moveItemSomewhere(from_i, list_to, count);
mgr->setInventoryModified(from_inv);
if (inv_from != inv_to)
mgr->setInventoryModified(to_inv);
}
/*
IDropAction
*/
IDropAction::IDropAction(std::istream &is)
{
std::string ts;
std::getline(is, ts, ' ');
count = stoi(ts);
std::getline(is, ts, ' ');
from_inv.deSerialize(ts);
std::getline(is, from_list, ' ');
std::getline(is, ts, ' ');
from_i = stoi(ts);
}
void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
Inventory *inv_from = mgr->getInventory(from_inv);
if (!inv_from) {
infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
}
InventoryList *list_from = inv_from->getList(from_list);
/*
If a list doesn't exist or the source item doesn't exist
*/
if (!list_from) {
infostream<<"IDropAction::apply(): FAIL: source list not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
}
if (list_from->getItem(from_i).empty()) {
infostream<<"IDropAction::apply(): FAIL: source item not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""
<<", from_list=\""<<from_list<<"\""
<<" from_i="<<from_i<<std::endl;
return;
}
/*
Do not handle rollback if inventory is player's
*/
bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
/*
Collect information of endpoints
*/
int take_count = list_from->getItem(from_i).count;
if (count != 0 && count < take_count)
take_count = count;
int src_can_take_count = take_count;
ItemStack src_item = list_from->getItem(from_i);
src_item.count = take_count;
// Run callbacks depending on source inventory
switch (from_inv.type) {
case InventoryLocation::DETACHED:
src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
*this, src_item, player);
break;
case InventoryLocation::NODEMETA:
src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
*this, src_item, player);
break;
case InventoryLocation::PLAYER:
src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
*this, src_item, player);
break;
default:
break;
}
if (src_can_take_count != -1 && src_can_take_count < take_count)
take_count = src_can_take_count;
// Update item due executed callbacks
src_item = list_from->getItem(from_i);
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// Drop the item
ItemStack item1 = list_from->getItem(from_i);
item1.count = take_count;
if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
player->getBasePosition())) {
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int actually_dropped_count = take_count - item1.count;
if (actually_dropped_count == 0) {
infostream<<"Actually dropped no items"<<std::endl;
// Revert client prediction. See 'clientApply'
if (from_inv.type == InventoryLocation::PLAYER)
list_from->setModified();
return;
}
// If source isn't infinite
if (src_can_take_count != -1) {
// Take item from source list
ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
if (item2.count != actually_dropped_count)
errorstream<<"Could not take dropped count of items"<<std::endl;
}
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src_item.count = actually_dropped_count;
mgr->setInventoryModified(from_inv);
}
infostream<<"IDropAction::apply(): dropped "
<<" from inv=\""<<from_inv.dump()<<"\""
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
<<std::endl;
/*
Report drop to endpoints
*/
switch (from_inv.type) {
case InventoryLocation::DETACHED:
PLAYER_TO_SA(player)->detached_inventory_OnTake(
*this, src_item, player);
break;
case InventoryLocation::NODEMETA:
PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
*this, src_item, player);
break;
case InventoryLocation::PLAYER:
PLAYER_TO_SA(player)->player_inventory_OnTake(
*this, src_item, player);
break;
default:
break;
}
/*
Record rollback information
*/
if (!ignore_src_rollback && gamedef->rollback()) {
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IRollbackManager *rollback = gamedef->rollback();
// If source is not infinite, record item take
if (src_can_take_count != -1) {
RollbackAction action;
std::string loc;
{
std::ostringstream os(std::ios::binary);
from_inv.serialize(os);
loc = os.str();
}
action.setModifyInventoryStack(loc, from_list, from_i,
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false, src_item);
rollback->reportAction(action);
}
}
}
void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
// Optional InventoryAction operation that is run on the client
// to make lag less apparent.
Inventory *inv_from = mgr->getInventory(from_inv);
if (!inv_from)
return;
InventoryLocation current_player;
current_player.setCurrentPlayer();
Inventory *inv_player = mgr->getInventory(current_player);
if (inv_from != inv_player)
return;
InventoryList *list_from = inv_from->getList(from_list);
if (!list_from)
return;
if (count == 0)
list_from->changeItem(from_i, ItemStack());
else
list_from->takeItem(from_i, count);
mgr->setInventoryModified(from_inv);
}
/*
ICraftAction
*/
ICraftAction::ICraftAction(std::istream &is)
{
std::string ts;
std::getline(is, ts, ' ');
count = stoi(ts);
std::getline(is, ts, ' ');
craft_inv.deSerialize(ts);
}
void ICraftAction::apply(InventoryManager *mgr,
ServerActiveObject *player, IGameDef *gamedef)
{
Inventory *inv_craft = mgr->getInventory(craft_inv);
if (!inv_craft) {
infostream << "ICraftAction::apply(): FAIL: inventory not found: "
<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
return;
}
InventoryList *list_craft = inv_craft->getList("craft");
InventoryList *list_craftresult = inv_craft->getList("craftresult");
InventoryList *list_main = inv_craft->getList("main");
/*
If a list doesn't exist or the source item doesn't exist
*/
if (!list_craft) {
infostream << "ICraftAction::apply(): FAIL: craft list not found: "
<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
return;
}
if (!list_craftresult) {
infostream << "ICraftAction::apply(): FAIL: craftresult list not found: "
<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
return;
}
if (list_craftresult->getSize() < 1) {
infostream << "ICraftAction::apply(): FAIL: craftresult list too short: "
<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
return;
}
ItemStack crafted;
ItemStack craftresultitem;
int count_remaining = count;
std::vector<ItemStack> output_replacements;
getCraftingResult(inv_craft, crafted, output_replacements, false, gamedef);
PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
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bool found = !crafted.empty();
while (found && list_craftresult->itemFits(0, crafted)) {
InventoryList saved_craft_list = *list_craft;
std::vector<ItemStack> temp;
// Decrement input and add crafting output
getCraftingResult(inv_craft, crafted, temp, true, gamedef);
PLAYER_TO_SA(player)->item_OnCraft(crafted, player, &saved_craft_list, craft_inv);
list_craftresult->addItem(0, crafted);
mgr->setInventoryModified(craft_inv);
// Add the new replacements to the list
IItemDefManager *itemdef = gamedef->getItemDefManager();
for (auto &itemstack : temp) {
for (auto &output_replacement : output_replacements) {
if (itemstack.name == output_replacement.name) {
itemstack = output_replacement.addItem(itemstack, itemdef);
if (itemstack.empty())
continue;
}
}
output_replacements.push_back(itemstack);
}
actionstream << player->getDescription()
<< " crafts "
<< crafted.getItemString()
<< std::endl;
// Decrement counter
if (count_remaining == 1)
break;
if (count_remaining > 1)
count_remaining--;
// Get next crafting result
getCraftingResult(inv_craft, crafted, temp, false, gamedef);
PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
found = !crafted.empty();
}
// Put the replacements in the inventory or drop them on the floor, if
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// the inventory is full
for (auto &output_replacement : output_replacements) {
if (list_main)
output_replacement = list_main->addItem(output_replacement);
if (output_replacement.empty())
continue;
u16 count = output_replacement.count;
do {
PLAYER_TO_SA(player)->item_OnDrop(output_replacement, player,
player->getBasePosition());
if (count >= output_replacement.count) {
errorstream << "Couldn't drop replacement stack " <<
output_replacement.getItemString() << " because drop loop didn't "
"decrease count." << std::endl;
break;
}
} while (!output_replacement.empty());
}
infostream<<"ICraftAction::apply(): crafted "
<<" craft_inv=\""<<craft_inv.dump()<<"\""
<<std::endl;
}
void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
// Optional InventoryAction operation that is run on the client
// to make lag less apparent.
}
// Crafting helper
bool getCraftingResult(Inventory *inv, ItemStack &result,
std::vector<ItemStack> &output_replacements,
bool decrementInput, IGameDef *gamedef)
{
result.clear();
// Get the InventoryList in which we will operate
InventoryList *clist = inv->getList("craft");
if (!clist)
return false;
// Mangle crafting grid to an another format
CraftInput ci;
ci.method = CRAFT_METHOD_NORMAL;
ci.width = clist->getWidth() ? clist->getWidth() : 3;
for (u16 i=0; i < clist->getSize(); i++)
ci.items.push_back(clist->getItem(i));
// Find out what is crafted and add it to result item slot
CraftOutput co;
bool found = gamedef->getCraftDefManager()->getCraftResult(
ci, co, output_replacements, decrementInput, gamedef);
if (found)
result.deSerialize(co.item, gamedef->getItemDefManager());
if (found && decrementInput) {
// CraftInput has been changed, apply changes in clist
for (u16 i=0; i < clist->getSize(); i++) {
clist->changeItem(i, ci.items[i]);
}
}
return found;
}