forked from Mirrorlandia_minetest/minetest
Client-side prediction of inventory changes, and some inventory menu fixes
This commit is contained in:
parent
1efdc36b22
commit
b4dd5d3bd7
@ -225,6 +225,8 @@ Client::Client(
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m_server_ser_ver(SER_FMT_VER_INVALID),
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m_playeritem(0),
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m_inventory_updated(false),
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m_inventory_from_server(NULL),
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m_inventory_from_server_age(0.0),
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m_time_of_day(0),
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m_map_seed(0),
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m_password(password),
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@ -269,6 +271,8 @@ Client::~Client()
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m_mesh_update_thread.setRun(false);
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while(m_mesh_update_thread.IsRunning())
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sleep_ms(100);
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delete m_inventory_from_server;
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}
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void Client::connect(Address address)
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@ -657,6 +661,30 @@ void Client::step(float dtime)
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}
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}
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}
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/*
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If the server didn't update the inventory in a while, revert
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the local inventory (so the player notices the lag problem
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and knows something is wrong).
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*/
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if(m_inventory_from_server)
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{
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float interval = 10.0;
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float count_before = floor(m_inventory_from_server_age / interval);
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m_inventory_from_server_age += dtime;
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float count_after = floor(m_inventory_from_server_age / interval);
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if(count_after != count_before)
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{
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// Do this every <interval> seconds after TOCLIENT_INVENTORY
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// Reset the locally changed inventory to the authoritative inventory
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Player *player = m_env.getLocalPlayer();
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player->inventory = *m_inventory_from_server;
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m_inventory_updated = true;
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}
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}
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}
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// Virtual methods from con::PeerHandler
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@ -975,6 +1003,10 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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m_inventory_updated = true;
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delete m_inventory_from_server;
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m_inventory_from_server = new Inventory(player->inventory);
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m_inventory_from_server_age = 0.0;
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//infostream<<"Client got player inventory:"<<std::endl;
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//player->inventory.print(infostream);
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}
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@ -1931,7 +1963,15 @@ Inventory* Client::getInventory(const InventoryLocation &loc)
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}
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void Client::inventoryAction(InventoryAction *a)
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{
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/*
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Send it to the server
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*/
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sendInventoryAction(a);
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/*
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Predict some local inventory changes
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*/
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a->clientApply(this, this);
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}
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ClientActiveObject * Client::getSelectedActiveObject(
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@ -367,6 +367,8 @@ private:
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u8 m_server_ser_ver;
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u16 m_playeritem;
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bool m_inventory_updated;
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Inventory *m_inventory_from_server;
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float m_inventory_from_server_age;
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core::map<v3s16, bool> m_active_blocks;
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PacketCounter m_packetcounter;
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// Received from the server. 0-23999
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@ -537,6 +537,11 @@ bool GUIInventoryMenu::OnEvent(const SEvent& event)
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s.i = -1; // make it invalid again
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}
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bool identical = (m_selected_item != NULL) && s.isValid() &&
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(inv_selected == inv_s) &&
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(m_selected_item->listname == s.listname) &&
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(m_selected_item->i == s.i);
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// buttons: 0 = left, 1 = right, 2 = middle
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// up/down: 0 = down (press), 1 = up (release), 2 = unknown event
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int button = 0;
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@ -602,13 +607,26 @@ bool GUIInventoryMenu::OnEvent(const SEvent& event)
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if(s.isValid())
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{
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// Clicked another slot: move
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// Clicked a slot: move
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if(button == 1) // right
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move_amount = 1;
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else if(button == 2) // middle
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move_amount = MYMIN(m_selected_amount, 10);
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else // left
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move_amount = m_selected_amount;
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dstream << "move_amount=" << move_amount<<"\n";
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dstream << "m_selected_amount=" << m_selected_amount<<"\n";
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if(identical)
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{
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if(move_amount >= m_selected_amount)
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m_selected_amount = 0;
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else
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m_selected_amount -= move_amount;
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move_amount = 0;
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}
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dstream << "move_amount=" << move_amount<<"\n";
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dstream << "m_selected_amount=" << m_selected_amount<<"\n";
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}
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else if(getAbsoluteClippingRect().isPointInside(m_pointer))
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{
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@ -636,9 +654,7 @@ bool GUIInventoryMenu::OnEvent(const SEvent& event)
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if(m_selected_item != NULL && m_selected_dragging && s.isValid())
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{
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if((inv_selected != inv_s) ||
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(m_selected_item->listname != s.listname) ||
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(m_selected_item->i != s.i))
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if(!identical)
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{
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// Dragged to different slot: move all selected
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move_amount = m_selected_amount;
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@ -675,18 +691,19 @@ bool GUIInventoryMenu::OnEvent(const SEvent& event)
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if(leftover.count == stack_from.count)
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{
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// Swap the stacks
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m_selected_amount -= stack_to.count;
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}
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else if(leftover.empty())
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{
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// Item fits
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m_selected_amount -= move_amount;
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}
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else
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{
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// Item only fits partially
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move_amount -= leftover.count;
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}
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assert(move_amount > 0 && move_amount <= m_selected_amount);
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m_selected_amount -= move_amount;
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}
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infostream<<"Handing IACTION_MOVE to manager"<<std::endl;
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IMoveAction *a = new IMoveAction();
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@ -741,6 +758,7 @@ bool GUIInventoryMenu::OnEvent(const SEvent& event)
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{
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delete m_selected_item;
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m_selected_item = NULL;
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m_selected_amount = 0;
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m_selected_dragging = false;
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}
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}
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@ -733,6 +733,49 @@ ItemStack InventoryList::peekItem(u32 i, u32 peekcount) const
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return m_items[i].peekItem(peekcount);
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}
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void InventoryList::moveItem(u32 i, InventoryList *dest, u32 dest_i, u32 count)
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{
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if(this == dest && i == dest_i)
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return;
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// Take item from source list
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ItemStack item1;
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if(count == 0)
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item1 = changeItem(i, ItemStack());
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else
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item1 = takeItem(i, count);
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if(item1.empty())
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return;
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// Try to add the item to destination list
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u32 oldcount = item1.count;
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item1 = dest->addItem(dest_i, item1);
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// If something is returned, the item was not fully added
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if(!item1.empty())
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{
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// If olditem is returned, nothing was added.
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bool nothing_added = (item1.count == oldcount);
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// If something else is returned, part of the item was left unadded.
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// Add the other part back to the source item
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addItem(i, item1);
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// If olditem is returned, nothing was added.
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// Swap the items
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if(nothing_added)
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{
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// Take item from source list
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item1 = changeItem(i, ItemStack());
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// Adding was not possible, swap the items.
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ItemStack item2 = dest->changeItem(dest_i, item1);
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// Put item from destination list to the source list
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changeItem(i, item2);
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}
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}
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}
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/*
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Inventory
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*/
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@ -233,6 +233,10 @@ public:
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// Similar to takeItem, but keeps the slot intact.
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ItemStack peekItem(u32 i, u32 peekcount) const;
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// Move an item to a different list (or a different stack in the same list)
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// count is the maximum number of items to move (0 for everything)
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void moveItem(u32 i, InventoryList *dest, u32 dest_i, u32 count = 0);
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private:
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std::vector<ItemStack> m_items;
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u32 m_size;
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@ -133,6 +133,10 @@ InventoryAction * InventoryAction::deSerialize(std::istream &is)
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return a;
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}
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/*
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IMoveAction
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*/
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IMoveAction::IMoveAction(std::istream &is)
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{
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std::string ts;
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@ -193,59 +197,13 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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<<", to_list=\""<<to_list<<"\""<<std::endl;
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return;
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}
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if(list_from->getItem(from_i).empty())
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{
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infostream<<"IMoveAction::apply(): FAIL: source item not found: "
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<<"from_inv=\""<<from_inv.dump()<<"\""
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<<", from_list=\""<<from_list<<"\""
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<<" from_i="<<from_i<<std::endl;
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return;
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}
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/*
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If the source and the destination slots are the same
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This performs the actual movement
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If something is wrong (source item is empty, destination is the
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same as source), nothing happens
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*/
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if(inv_from == inv_to && list_from == list_to && from_i == to_i)
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{
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infostream<<"IMoveAction::apply(): FAIL: source and destination slots "
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<<"are the same: inv=\""<<from_inv.dump()
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<<"\" list=\""<<from_list
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<<"\" i="<<from_i<<std::endl;
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return;
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}
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// Take item from source list
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ItemStack item1;
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if(count == 0)
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item1 = list_from->changeItem(from_i, ItemStack());
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else
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item1 = list_from->takeItem(from_i, count);
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// Try to add the item to destination list
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int oldcount = item1.count;
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item1 = list_to->addItem(to_i, item1);
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// If something is returned, the item was not fully added
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if(!item1.empty())
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{
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// If olditem is returned, nothing was added.
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bool nothing_added = (item1.count == oldcount);
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// If something else is returned, part of the item was left unadded.
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// Add the other part back to the source item
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list_from->addItem(from_i, item1);
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// If olditem is returned, nothing was added.
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// Swap the items
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if(nothing_added)
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{
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// Take item from source list
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item1 = list_from->changeItem(from_i, ItemStack());
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// Adding was not possible, swap the items.
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ItemStack item2 = list_to->changeItem(to_i, item1);
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// Put item from destination list to the source list
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list_from->changeItem(from_i, item2);
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}
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}
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list_from->moveItem(from_i, list_to, to_i, count);
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mgr->setInventoryModified(from_inv);
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if(inv_from != inv_to)
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@ -262,6 +220,38 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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<<std::endl;
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}
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void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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{
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// Optional InventoryAction operation that is run on the client
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// to make lag less apparent.
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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 || !inv_to)
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return;
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InventoryLocation current_player;
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current_player.setCurrentPlayer();
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Inventory *inv_player = mgr->getInventory(current_player);
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if(inv_from != inv_player || inv_to != inv_player)
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return;
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InventoryList *list_from = inv_from->getList(from_list);
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InventoryList *list_to = inv_to->getList(to_list);
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if(!list_from || !list_to)
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return;
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list_from->moveItem(from_i, list_to, to_i, count);
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mgr->setInventoryModified(from_inv);
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if(inv_from != inv_to)
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mgr->setInventoryModified(to_inv);
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}
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/*
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IDropAction
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*/
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IDropAction::IDropAction(std::istream &is)
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{
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std::string ts;
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@ -338,6 +328,37 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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<<std::endl;
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}
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void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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{
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// Optional InventoryAction operation that is run on the client
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// to make lag less apparent.
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Inventory *inv_from = mgr->getInventory(from_inv);
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if(!inv_from)
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return;
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InventoryLocation current_player;
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current_player.setCurrentPlayer();
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Inventory *inv_player = mgr->getInventory(current_player);
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if(inv_from != inv_player)
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return;
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InventoryList *list_from = inv_from->getList(from_list);
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if(!list_from)
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return;
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if(count == 0)
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list_from->changeItem(from_i, ItemStack());
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else
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list_from->takeItem(from_i, count);
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mgr->setInventoryModified(from_inv);
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}
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/*
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ICraftAction
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*/
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ICraftAction::ICraftAction(std::istream &is)
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{
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std::string ts;
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@ -412,6 +433,12 @@ void ICraftAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGam
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<<std::endl;
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}
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void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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{
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// Optional InventoryAction operation that is run on the client
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// to make lag less apparent.
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}
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// Crafting helper
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bool getCraftingResult(Inventory *inv, ItemStack& result,
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@ -102,6 +102,7 @@ struct InventoryAction
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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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IGameDef *gamedef) = 0;
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virtual void clientApply(InventoryManager *mgr, IGameDef *gamedef) = 0;
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};
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struct IMoveAction : public InventoryAction
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@ -142,6 +143,8 @@ struct IMoveAction : public InventoryAction
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}
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void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
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void clientApply(InventoryManager *mgr, IGameDef *gamedef);
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};
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struct IDropAction : public InventoryAction
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@ -175,6 +178,8 @@ struct IDropAction : public InventoryAction
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}
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void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
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void clientApply(InventoryManager *mgr, IGameDef *gamedef);
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};
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struct ICraftAction : public InventoryAction
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@ -203,6 +208,8 @@ struct ICraftAction : public InventoryAction
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}
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void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
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void clientApply(InventoryManager *mgr, IGameDef *gamedef);
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};
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// Crafting helper
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@ -2372,6 +2372,11 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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return;
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}
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/*
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Note: Always set inventory not sent, to repair cases
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where the client made a bad prediction.
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*/
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/*
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Handle restrictions and special cases of the move action
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*/
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@ -2382,6 +2387,9 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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ma->from_inv.applyCurrentPlayer(player->getName());
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ma->to_inv.applyCurrentPlayer(player->getName());
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setInventoryModified(ma->from_inv);
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setInventoryModified(ma->to_inv);
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bool from_inv_is_current_player =
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(ma->from_inv.type == InventoryLocation::PLAYER) &&
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(ma->from_inv.name == player->getName());
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@ -2461,6 +2469,8 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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da->from_inv.applyCurrentPlayer(player->getName());
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setInventoryModified(da->from_inv);
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// Disallow dropping items if not allowed to interact
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if((getPlayerPrivs(player) & PRIV_INTERACT) == 0)
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{
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@ -2490,6 +2500,8 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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ca->craft_inv.applyCurrentPlayer(player->getName());
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setInventoryModified(ca->craft_inv);
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//bool craft_inv_is_current_player =
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// (ca->craft_inv.type == InventoryLocation::PLAYER) &&
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// (ca->craft_inv.name == player->getName());
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