Inventory: Undo prediction on drop

This commit is contained in:
SmallJoker 2019-09-17 19:02:01 +02:00
parent 1db3d252cf
commit e0a85fae01
2 changed files with 7 additions and 6 deletions

@ -646,8 +646,6 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
if (src_can_take_count != -1 && src_can_take_count < take_count)
take_count = src_can_take_count;
int actually_dropped_count = 0;
// Update item due executed callbacks
src_item = list_from->getItem(from_i);
@ -656,10 +654,12 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
item1.count = take_count;
if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
player->getBasePosition())) {
actually_dropped_count = take_count - item1.count;
int actually_dropped_count = take_count - item1.count;
if (actually_dropped_count == 0) {
infostream<<"Actually dropped no items"<<std::endl;
// Revert client prediction
mgr->setInventoryModified(from_inv);
return;
}
@ -670,9 +670,10 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
if (item2.count != actually_dropped_count)
errorstream<<"Could not take dropped count of items"<<std::endl;
mgr->setInventoryModified(from_inv);
}
src_item.count = actually_dropped_count;
mgr->setInventoryModified(from_inv);
}
infostream<<"IDropAction::apply(): dropped "
@ -681,7 +682,6 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<<" i="<<from_i
<<std::endl;
src_item.count = actually_dropped_count;
/*
Report drop to endpoints

@ -1151,6 +1151,7 @@ void Server::setInventoryModified(const InventoryLocation &loc)
return;
player->setModified(true);
player->inventory.setModified(true);
// Updates are sent in ServerEnvironment::step()
}
break;