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
This commit is contained in:
Loic Blot 2015-03-04 11:29:34 +01:00
parent 038d3a31df
commit 1b2f64473e
7 changed files with 17 additions and 34 deletions

@ -717,7 +717,6 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
m_attachment_sent(false),
// public
m_moved(false),
m_inventory_not_sent(false),
m_physics_override_speed(1),
m_physics_override_jump(1),
m_physics_override_gravity(1),
@ -1162,11 +1161,6 @@ InventoryLocation PlayerSAO::getInventoryLocation() const
return loc;
}
void PlayerSAO::setInventoryModified()
{
m_inventory_not_sent = true;
}
std::string PlayerSAO::getWieldList() const
{
return "main";

@ -205,7 +205,6 @@ public:
Inventory* getInventory();
const Inventory* getInventory() const;
InventoryLocation getInventoryLocation() const;
void setInventoryModified();
std::string getWieldList() const;
int getWieldIndex() const;
void setWieldIndex(int i);
@ -317,7 +316,6 @@ private:
public:
// Some flags used by Server
bool m_moved;
bool m_inventory_not_sent;
float m_physics_override_speed;
float m_physics_override_jump;

@ -1390,7 +1390,9 @@ void Server::handleCommand_Interact(NetworkPacket* pkt)
// Placement was handled in lua
// Apply returned ItemStack
playersao->setWieldedItem(item);
if (playersao->setWieldedItem(item)) {
SendInventory(pkt->getPeerId());
}
}
// If item has node placement prediction, always send the

@ -355,6 +355,9 @@ int ObjectRef::l_set_wielded_item(lua_State *L)
// Do it
ItemStack item = read_item(L, 2, getServer(L));
bool success = co->setWieldedItem(item);
if (success && co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
getServer(L)->SendInventory(((PlayerSAO*)co)->getPeerID());
}
lua_pushboolean(L, success);
return 1;
}

@ -609,14 +609,6 @@ void Server::AsyncRunStep(bool initial_step)
SendMovePlayer(*i);
playersao->m_moved = false;
}
/*
Send player inventories if necessary
*/
if(playersao->m_inventory_not_sent) {
UpdateCrafting(*i);
SendInventory(*i);
}
}
}
@ -1164,7 +1156,6 @@ PlayerSAO* Server::StageTwoClientInit(u16 peer_id)
SendPlayerInventoryFormspec(peer_id);
// Send inventory
UpdateCrafting(peer_id);
SendInventory(peer_id);
// Send HP
@ -1385,7 +1376,8 @@ void Server::setInventoryModified(const InventoryLocation &loc)
PlayerSAO *playersao = player->getPlayerSAO();
if(!playersao)
return;
playersao->m_inventory_not_sent = true;
SendInventory(playersao->getPeerID());
}
break;
case InventoryLocation::NODEMETA:
@ -1650,7 +1642,7 @@ void Server::SendInventory(u16 peer_id)
PlayerSAO *playersao = getPlayerSAO(peer_id);
assert(playersao);
playersao->m_inventory_not_sent = false;
UpdateCrafting(playersao->getPlayer());
/*
Serialize it
@ -2701,13 +2693,10 @@ void Server::DeleteClient(u16 peer_id, ClientDeletionReason reason)
SendChatMessage(PEER_ID_INEXISTENT,message);
}
void Server::UpdateCrafting(u16 peer_id)
void Server::UpdateCrafting(Player* player)
{
DSTACK(__FUNCTION_NAME);
Player* player = m_env->getPlayer(peer_id);
assert(player);
// Get a preview for crafting
ItemStack preview;
InventoryLocation loc;

@ -375,6 +375,9 @@ public:
void SendPlayerHPOrDie(u16 peer_id, bool die) { die ? DiePlayer(peer_id) : SendPlayerHP(peer_id); }
void SendPlayerBreath(u16 peer_id);
// Envlock and conlock should be locked when calling these
void SendInventory(u16 peer_id);
// Bind address
Address m_bind_addr;
@ -394,8 +397,7 @@ private:
/* mark blocks not sent for all clients */
void SetBlocksNotSent(std::map<v3s16, MapBlock *>& block);
// Envlock and conlock should be locked when calling these
void SendInventory(u16 peer_id);
void SendChatMessage(u16 peer_id, const std::wstring &message);
void SendTimeOfDay(u16 peer_id, u16 time, f32 time_speed);
void SendPlayerHP(u16 peer_id);
@ -466,7 +468,7 @@ private:
void DiePlayer(u16 peer_id);
void RespawnPlayer(u16 peer_id);
void DeleteClient(u16 peer_id, ClientDeletionReason reason);
void UpdateCrafting(u16 peer_id);
void UpdateCrafting(Player *player);
// When called, connection mutex should be locked
RemoteClient* getClient(u16 peer_id,ClientState state_min=CS_Active);

@ -90,14 +90,9 @@ ItemStack ServerActiveObject::getWieldedItem() const
bool ServerActiveObject::setWieldedItem(const ItemStack &item)
{
Inventory *inv = getInventory();
if(inv)
{
InventoryList *list = inv->getList(getWieldList());
if (list)
{
if(Inventory *inv = getInventory()) {
if (InventoryList *list = inv->getList(getWieldList())) {
list->changeItem(getWieldIndex(), item);
setInventoryModified();
return true;
}
}