forked from Mirrorlandia_minetest/minetest
MoveItemSomewhere double bugfix
-> Fix bug where MoveSomewhere from an infinite source would fill the destination inventory with copies of itself. -> Fix bug where MoveSomewhere would needlessly call callbacks. -> Remove trailing whitespaces
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4046f3e302
commit
7bbb9b066a
@ -171,7 +171,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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{
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{
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Inventory *inv_from = mgr->getInventory(from_inv);
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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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Inventory *inv_to = mgr->getInventory(to_inv);
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if (!inv_from) {
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if (!inv_from) {
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infostream << "IMoveAction::apply(): FAIL: source inventory not found: "
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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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<< "from_inv=\""<<from_inv.dump() << "\""
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@ -271,7 +271,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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int src_can_take_count = 0xffff;
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int src_can_take_count = 0xffff;
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int dst_can_put_count = 0xffff;
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int dst_can_put_count = 0xffff;
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/* Query detached inventories */
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/* Query detached inventories */
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// Move occurs in the same detached inventory
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// Move occurs in the same detached inventory
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@ -338,7 +338,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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}
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}
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int old_count = count;
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int old_count = count;
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/* Modify count according to collected data */
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/* Modify count according to collected data */
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count = try_take_count;
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count = try_take_count;
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if(src_can_take_count != -1 && count > src_can_take_count)
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if(src_can_take_count != -1 && count > src_can_take_count)
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@ -348,7 +348,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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/* Limit according to source item count */
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/* Limit according to source item count */
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if(count > list_from->getItem(from_i).count)
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if(count > list_from->getItem(from_i).count)
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count = list_from->getItem(from_i).count;
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count = list_from->getItem(from_i).count;
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/* If no items will be moved, don't go further */
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/* If no items will be moved, don't go further */
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if(count == 0)
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if(count == 0)
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{
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{
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@ -379,21 +379,28 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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list_to, to_i, count, !caused_by_move_somewhere);
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list_to, to_i, count, !caused_by_move_somewhere);
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// If source is infinite, reset it's stack
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// If source is infinite, reset it's stack
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if(src_can_take_count == -1){
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if (src_can_take_count == -1) {
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// If destination stack is of different type and there are leftover
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// For the caused_by_move_somewhere == true case we didn't force-put the item,
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// items, attempt to put the leftover items to a different place in the
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// which guarantees there is no leftover, and code below would duplicate the
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// destination inventory.
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// (not replaced) to_stack_was item.
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// The client-side GUI will try to guess if this happens.
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if (!caused_by_move_somewhere) {
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if(from_stack_was.name != to_stack_was.name){
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// If destination stack is of different type and there are leftover
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for(u32 i=0; i<list_to->getSize(); i++){
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// items, attempt to put the leftover items to a different place in the
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if(list_to->getItem(i).empty()){
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// destination inventory.
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list_to->changeItem(i, to_stack_was);
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// The client-side GUI will try to guess if this happens.
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break;
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if (from_stack_was.name != to_stack_was.name) {
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for (u32 i = 0; i < list_to->getSize(); i++) {
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if (list_to->getItem(i).empty()) {
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list_to->changeItem(i, to_stack_was);
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break;
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}
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}
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}
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}
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}
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}
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}
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list_from->deleteItem(from_i);
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if (move_count > 0) {
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list_from->addItem(from_i, from_stack_was);
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list_from->deleteItem(from_i);
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list_from->addItem(from_i, from_stack_was);
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}
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}
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}
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// If destination is infinite, reset it's stack and take count from source
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// If destination is infinite, reset it's stack and take count from source
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if(dst_can_put_count == -1){
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if(dst_can_put_count == -1){
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@ -416,6 +423,13 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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<< " i=" << to_i
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<< " i=" << to_i
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<< std::endl;
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<< std::endl;
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// If we are inside the move somewhere loop, we don't need to report
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// anything if nothing happened (perhaps we don't need to report
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// anything for caused_by_move_somewhere == true, but this way its safer)
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if (caused_by_move_somewhere && move_count == 0) {
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return;
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}
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/*
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/*
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Record rollback information
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Record rollback information
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*/
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*/
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@ -454,7 +468,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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/*
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/*
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Report move to endpoints
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Report move to endpoints
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*/
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*/
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/* Detached inventories */
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/* Detached inventories */
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// Both endpoints are same detached
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// Both endpoints are same detached
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@ -507,7 +521,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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from_inv.p, from_list, from_i, src_item, player);
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from_inv.p, from_list, from_i, src_item, player);
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}
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}
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}
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}
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mgr->setInventoryModified(from_inv, false);
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mgr->setInventoryModified(from_inv, false);
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if(inv_from != inv_to)
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if(inv_from != inv_to)
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mgr->setInventoryModified(to_inv, false);
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mgr->setInventoryModified(to_inv, false);
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@ -567,7 +581,7 @@ IDropAction::IDropAction(std::istream &is)
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void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
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void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
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{
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{
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Inventory *inv_from = mgr->getInventory(from_inv);
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Inventory *inv_from = mgr->getInventory(from_inv);
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if(!inv_from){
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if(!inv_from){
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infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
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infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
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<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
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<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
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@ -627,7 +641,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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if(src_can_take_count != -1 && src_can_take_count < take_count)
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if(src_can_take_count != -1 && src_can_take_count < take_count)
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take_count = src_can_take_count;
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take_count = src_can_take_count;
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int actually_dropped_count = 0;
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int actually_dropped_count = 0;
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ItemStack src_item = list_from->getItem(from_i);
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ItemStack src_item = list_from->getItem(from_i);
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@ -644,7 +658,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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infostream<<"Actually dropped no items"<<std::endl;
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infostream<<"Actually dropped no items"<<std::endl;
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return;
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return;
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}
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}
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// If source isn't infinite
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// If source isn't infinite
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if(src_can_take_count != -1){
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if(src_can_take_count != -1){
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// Take item from source list
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// Take item from source list
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@ -662,13 +676,13 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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<<" list=\""<<from_list<<"\""
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<<" list=\""<<from_list<<"\""
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<<" i="<<from_i
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<<" i="<<from_i
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<<std::endl;
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<<std::endl;
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src_item.count = actually_dropped_count;
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src_item.count = actually_dropped_count;
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/*
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/*
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Report drop to endpoints
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Report drop to endpoints
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*/
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*/
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// Source is detached
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// Source is detached
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if(from_inv.type == InventoryLocation::DETACHED)
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if(from_inv.type == InventoryLocation::DETACHED)
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{
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{
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@ -752,7 +766,7 @@ void ICraftAction::apply(InventoryManager *mgr,
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ServerActiveObject *player, IGameDef *gamedef)
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ServerActiveObject *player, IGameDef *gamedef)
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{
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{
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Inventory *inv_craft = mgr->getInventory(craft_inv);
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Inventory *inv_craft = mgr->getInventory(craft_inv);
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if (!inv_craft) {
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if (!inv_craft) {
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infostream << "ICraftAction::apply(): FAIL: inventory not found: "
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infostream << "ICraftAction::apply(): FAIL: inventory not found: "
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<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
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<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
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@ -872,7 +886,7 @@ bool getCraftingResult(Inventory *inv, ItemStack& result,
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bool decrementInput, IGameDef *gamedef)
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bool decrementInput, IGameDef *gamedef)
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{
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{
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DSTACK(__FUNCTION_NAME);
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DSTACK(__FUNCTION_NAME);
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result.clear();
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result.clear();
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// Get the InventoryList in which we will operate
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// Get the InventoryList in which we will operate
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@ -108,7 +108,7 @@ class InventoryManager
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public:
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public:
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InventoryManager(){}
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InventoryManager(){}
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virtual ~InventoryManager(){}
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virtual ~InventoryManager(){}
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// Get an inventory (server and client)
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// Get an inventory (server and client)
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virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;}
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virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;}
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// Set modified (will be saved and sent over network; only on server)
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// Set modified (will be saved and sent over network; only on server)
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@ -124,7 +124,7 @@ public:
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struct InventoryAction
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struct InventoryAction
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{
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{
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static InventoryAction * deSerialize(std::istream &is);
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static InventoryAction * deSerialize(std::istream &is);
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virtual u16 getType() const = 0;
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virtual u16 getType() const = 0;
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virtual void serialize(std::ostream &os) const = 0;
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virtual void serialize(std::ostream &os) const = 0;
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virtual void apply(InventoryManager *mgr, ServerActiveObject *player,
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virtual void apply(InventoryManager *mgr, ServerActiveObject *player,
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@ -149,7 +149,7 @@ struct IMoveAction : public InventoryAction
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// related to movement to somewhere
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// related to movement to somewhere
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bool caused_by_move_somewhere;
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bool caused_by_move_somewhere;
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u32 move_count;
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u32 move_count;
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IMoveAction()
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IMoveAction()
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{
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{
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count = 0;
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count = 0;
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@ -159,7 +159,7 @@ struct IMoveAction : public InventoryAction
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caused_by_move_somewhere = false;
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caused_by_move_somewhere = false;
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move_count = 0;
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move_count = 0;
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}
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}
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IMoveAction(std::istream &is, bool somewhere);
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IMoveAction(std::istream &is, bool somewhere);
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u16 getType() const
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u16 getType() const
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@ -195,13 +195,13 @@ struct IDropAction : public InventoryAction
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InventoryLocation from_inv;
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InventoryLocation from_inv;
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std::string from_list;
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std::string from_list;
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s16 from_i;
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s16 from_i;
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IDropAction()
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IDropAction()
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{
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{
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count = 0;
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count = 0;
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from_i = -1;
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from_i = -1;
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}
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}
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IDropAction(std::istream &is);
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IDropAction(std::istream &is);
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u16 getType() const
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u16 getType() const
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@ -228,12 +228,12 @@ struct ICraftAction : public InventoryAction
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// count=0 means "everything"
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// count=0 means "everything"
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u16 count;
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u16 count;
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InventoryLocation craft_inv;
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InventoryLocation craft_inv;
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ICraftAction()
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ICraftAction()
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{
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{
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count = 0;
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count = 0;
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}
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}
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ICraftAction(std::istream &is);
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ICraftAction(std::istream &is);
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u16 getType() const
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u16 getType() const
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