forked from Mirrorlandia_minetest/minetest
Inventory: Fix deleted inventory being used for regaining locked lists
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a464b41d99
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454eb3901d
@ -244,44 +244,37 @@ int IMoveAction::allowMove(int try_take_count, ServerActiveObject *player) const
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void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
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{
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Inventory *inv_from = mgr->getInventory(from_inv);
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Inventory *inv_to = mgr->getInventory(to_inv);
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if (!inv_from) {
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infostream << "IMoveAction::apply(): FAIL: source inventory not found: "
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<< "from_inv=\""<<from_inv.dump() << "\""
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<< ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
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return;
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}
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if (!inv_to) {
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infostream << "IMoveAction::apply(): FAIL: destination inventory not found: "
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<< "from_inv=\"" << from_inv.dump() << "\""
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<< ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
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return;
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}
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auto get_borrow_checked_invlist = [](Inventory *inv, const std::string &listname)
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-> InventoryList::ResizeLocked
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auto get_borrow_checked_invlist = [mgr](const InventoryLocation &invloc,
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const std::string &listname) -> InventoryList::ResizeLocked
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{
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Inventory *inv = mgr->getInventory(invloc);
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if (!inv)
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return nullptr;
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InventoryList *list = inv->getList(listname);
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if (!list)
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return nullptr;
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return list->resizeLock();
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};
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auto list_from = get_borrow_checked_invlist(inv_from, from_list);
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auto list_to = get_borrow_checked_invlist(inv_to, to_list);
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auto list_from = get_borrow_checked_invlist(from_inv, from_list);
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auto list_to = get_borrow_checked_invlist(to_inv, to_list);
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if (!list_from) {
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infostream << "IMoveAction::apply(): FAIL: source list not found: "
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<< "from_inv=\"" << from_inv.dump() << "\""
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<< ", from_list=\"" << from_list << "\"" << std::endl;
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infostream << "IMoveAction::apply(): FAIL: source inventory or list not found: "
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<< "from_inv=\"" << from_inv.dump() << "\""
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<< ", from_list=\"" << from_list << "\""
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<< ", to_inv=\"" << to_inv.dump() << "\""
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<< ", to_list=\"" << to_list << "\""
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<< std::endl;
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return;
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}
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if (!list_to) {
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infostream << "IMoveAction::apply(): FAIL: destination list not found: "
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<< "to_inv=\"" << to_inv.dump() << "\""
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<< ", to_list=\"" << to_list << "\"" << std::endl;
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infostream << "IMoveAction::apply(): FAIL: destination inventory or list not found: "
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<< "from_inv=\"" << from_inv.dump() << "\""
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<< ", from_list=\"" << from_list << "\""
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<< ", to_inv=\"" << to_inv.dump() << "\""
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<< ", to_list=\"" << to_list << "\""
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<< std::endl;
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return;
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}
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@ -314,7 +307,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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assert(move_count <= count);
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count -= move_count;
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list_to = get_borrow_checked_invlist(inv_to, to_list);
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list_to = get_borrow_checked_invlist(to_inv, to_list);
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if (!list_to) {
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// list_to was removed. simulate an empty list
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dest_size = 0;
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@ -599,7 +592,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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onMove(count, player);
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if (did_swap) {
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// Item is now placed in source list
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list_from = get_borrow_checked_invlist(inv_from, from_list);
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list_from = get_borrow_checked_invlist(from_inv, from_list);
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if (list_from) {
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src_item = list_from->getItem(from_i);
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list_from.reset();
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@ -621,7 +614,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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src_item.count = src_item_count;
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if (did_swap) {
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// Item is now placed in source list
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list_from = get_borrow_checked_invlist(inv_from, from_list);
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list_from = get_borrow_checked_invlist(from_inv, from_list);
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if (list_from) {
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src_item = list_from->getItem(from_i);
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list_from.reset();
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