minetest/src/inventorymanager.cpp
DS bec9c68bf3
Release invlist resizelock while doing the recursive callback in move_somewhere mode (#13470)
Fixes a crash in popular creative inventory mods that set the list when you put
something into trash.
2023-04-30 18:20:48 +02:00

1026 lines
29 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "inventorymanager.h"
#include "debug.h"
#include "log.h"
#include "serverenvironment.h"
#include "scripting_server.h"
#include "server/serveractiveobject.h"
#include "settings.h"
#include "craftdef.h"
#include "rollback_interface.h"
#include "util/strfnd.h"
#include "util/basic_macros.h"
#include "inventory.h"
#define PLAYER_TO_SA(p) p->getEnv()->getScriptIface()
/*
InventoryLocation
*/
std::string InventoryLocation::dump() const
{
std::ostringstream os(std::ios::binary);
serialize(os);
return os.str();
}
void InventoryLocation::serialize(std::ostream &os) const
{
switch (type) {
case InventoryLocation::UNDEFINED:
os<<"undefined";
break;
case InventoryLocation::CURRENT_PLAYER:
os<<"current_player";
break;
case InventoryLocation::PLAYER:
os<<"player:"<<name;
break;
case InventoryLocation::NODEMETA:
os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
break;
case InventoryLocation::DETACHED:
os<<"detached:"<<name;
break;
default:
FATAL_ERROR("Unhandled inventory location type");
}
}
void InventoryLocation::deSerialize(std::istream &is)
{
std::string tname;
std::getline(is, tname, ':');
if (tname == "undefined") {
type = InventoryLocation::UNDEFINED;
} else if (tname == "current_player") {
type = InventoryLocation::CURRENT_PLAYER;
} else if (tname == "player") {
type = InventoryLocation::PLAYER;
std::getline(is, name, '\n');
} else if (tname == "nodemeta") {
type = InventoryLocation::NODEMETA;
std::string pos;
std::getline(is, pos, '\n');
Strfnd fn(pos);
p.X = stoi(fn.next(","));
p.Y = stoi(fn.next(","));
p.Z = stoi(fn.next(","));
} else if (tname == "detached") {
type = InventoryLocation::DETACHED;
std::getline(is, name, '\n');
} else {
infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
throw SerializationError("Unknown InventoryLocation type");
}
}
void InventoryLocation::deSerialize(const std::string &s)
{
std::istringstream is(s, std::ios::binary);
deSerialize(is);
}
/*
InventoryAction
*/
InventoryAction *InventoryAction::deSerialize(std::istream &is)
{
std::string type;
std::getline(is, type, ' ');
InventoryAction *a = nullptr;
if (type == "Move") {
a = new IMoveAction(is, false);
} else if (type == "MoveSomewhere") {
a = new IMoveAction(is, true);
} else if (type == "Drop") {
a = new IDropAction(is);
} else if (type == "Craft") {
a = new ICraftAction(is);
}
return a;
}
/*
IMoveAction
*/
IMoveAction::IMoveAction(std::istream &is, bool somewhere) :
move_somewhere(somewhere)
{
std::string ts;
std::getline(is, ts, ' ');
count = stoi(ts);
std::getline(is, ts, ' ');
from_inv.deSerialize(ts);
std::getline(is, from_list, ' ');
std::getline(is, ts, ' ');
from_i = stoi(ts);
std::getline(is, ts, ' ');
to_inv.deSerialize(ts);
std::getline(is, to_list, ' ');
if (!somewhere) {
std::getline(is, ts, ' ');
to_i = stoi(ts);
}
}
void IMoveAction::swapDirections()
{
std::swap(from_inv, to_inv);
std::swap(from_list, to_list);
std::swap(from_i, to_i);
}
void IMoveAction::onPutAndOnTake(const ItemStack &src_item, ServerActiveObject *player) const
{
ServerScripting *sa = PLAYER_TO_SA(player);
if (to_inv.type == InventoryLocation::DETACHED)
sa->detached_inventory_OnPut(*this, src_item, player);
else if (to_inv.type == InventoryLocation::NODEMETA)
sa->nodemeta_inventory_OnPut(*this, src_item, player);
else if (to_inv.type == InventoryLocation::PLAYER)
sa->player_inventory_OnPut(*this, src_item, player);
else
assert(false);
if (from_inv.type == InventoryLocation::DETACHED)
sa->detached_inventory_OnTake(*this, src_item, player);
else if (from_inv.type == InventoryLocation::NODEMETA)
sa->nodemeta_inventory_OnTake(*this, src_item, player);
else if (from_inv.type == InventoryLocation::PLAYER)
sa->player_inventory_OnTake(*this, src_item, player);
else
assert(false);
}
void IMoveAction::onMove(int count, ServerActiveObject *player) const
{
ServerScripting *sa = PLAYER_TO_SA(player);
if (from_inv.type == InventoryLocation::DETACHED)
sa->detached_inventory_OnMove(*this, count, player);
else if (from_inv.type == InventoryLocation::NODEMETA)
sa->nodemeta_inventory_OnMove(*this, count, player);
else if (from_inv.type == InventoryLocation::PLAYER)
sa->player_inventory_OnMove(*this, count, player);
else
assert(false);
}
int IMoveAction::allowPut(const ItemStack &dst_item, ServerActiveObject *player) const
{
ServerScripting *sa = PLAYER_TO_SA(player);
int dst_can_put_count = 0xffff;
if (to_inv.type == InventoryLocation::DETACHED)
dst_can_put_count = sa->detached_inventory_AllowPut(*this, dst_item, player);
else if (to_inv.type == InventoryLocation::NODEMETA)
dst_can_put_count = sa->nodemeta_inventory_AllowPut(*this, dst_item, player);
else if (to_inv.type == InventoryLocation::PLAYER)
dst_can_put_count = sa->player_inventory_AllowPut(*this, dst_item, player);
else
assert(false);
return dst_can_put_count;
}
int IMoveAction::allowTake(const ItemStack &src_item, ServerActiveObject *player) const
{
ServerScripting *sa = PLAYER_TO_SA(player);
int src_can_take_count = 0xffff;
if (from_inv.type == InventoryLocation::DETACHED)
src_can_take_count = sa->detached_inventory_AllowTake(*this, src_item, player);
else if (from_inv.type == InventoryLocation::NODEMETA)
src_can_take_count = sa->nodemeta_inventory_AllowTake(*this, src_item, player);
else if (from_inv.type == InventoryLocation::PLAYER)
src_can_take_count = sa->player_inventory_AllowTake(*this, src_item, player);
else
assert(false);
return src_can_take_count;
}
int IMoveAction::allowMove(int try_take_count, ServerActiveObject *player) const
{
ServerScripting *sa = PLAYER_TO_SA(player);
int src_can_take_count = 0xffff;
if (from_inv.type == InventoryLocation::DETACHED)
src_can_take_count = sa->detached_inventory_AllowMove(*this, try_take_count, player);
else if (from_inv.type == InventoryLocation::NODEMETA)
src_can_take_count = sa->nodemeta_inventory_AllowMove(*this, try_take_count, player);
else if (from_inv.type == InventoryLocation::PLAYER)
src_can_take_count = sa->player_inventory_AllowMove(*this, try_take_count, player);
else
assert(false);
return src_can_take_count;
}
void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
Inventory *inv_from = mgr->getInventory(from_inv);
Inventory *inv_to = mgr->getInventory(to_inv);
if (!inv_from) {
infostream << "IMoveAction::apply(): FAIL: source inventory not found: "
<< "from_inv=\""<<from_inv.dump() << "\""
<< ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
return;
}
if (!inv_to) {
infostream << "IMoveAction::apply(): FAIL: destination inventory not found: "
<< "from_inv=\"" << from_inv.dump() << "\""
<< ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
return;
}
auto get_borrow_checked_invlist = [](Inventory *inv, const std::string &listname)
-> InventoryList::ResizeLocked
{
InventoryList *list = inv->getList(listname);
if (!list)
return nullptr;
return list->resizeLock();
};
auto list_from = get_borrow_checked_invlist(inv_from, from_list);
auto list_to = get_borrow_checked_invlist(inv_to, to_list);
if (!list_from) {
infostream << "IMoveAction::apply(): FAIL: source list not found: "
<< "from_inv=\"" << from_inv.dump() << "\""
<< ", from_list=\"" << from_list << "\"" << std::endl;
return;
}
if (!list_to) {
infostream << "IMoveAction::apply(): FAIL: destination list not found: "
<< "to_inv=\"" << to_inv.dump() << "\""
<< ", to_list=\"" << to_list << "\"" << std::endl;
return;
}
if (move_somewhere) {
list_from.reset();
s16 old_to_i = to_i;
u16 old_count = count;
caused_by_move_somewhere = true;
move_somewhere = false;
infostream << "IMoveAction::apply(): moving item somewhere"
<< " msom=" << move_somewhere
<< " count=" << count
<< " from inv=\"" << from_inv.dump() << "\""
<< " list=\"" << from_list << "\""
<< " i=" << from_i
<< " to inv=\"" << to_inv.dump() << "\""
<< " list=\"" << to_list << "\""
<< std::endl;
// Try to add the item to destination list
s16 dest_size = list_to->getSize();
auto add_to = [&](s16 dest_i) {
// release resize lock while the callbacks are happening
list_to.reset();
to_i = dest_i;
apply(mgr, player, gamedef);
assert(move_count <= count);
count -= move_count;
list_to = get_borrow_checked_invlist(inv_to, to_list);
if (!list_to) {
// list_to was removed. simulate an empty list
dest_size = 0;
return;
}
dest_size = list_to->getSize();
};
// First try all the non-empty slots
for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
if (!list_to->getItem(dest_i).empty())
add_to(dest_i);
}
// Then try all the empty ones
for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
if (list_to->getItem(dest_i).empty())
add_to(dest_i);
}
to_i = old_to_i;
count = old_count;
caused_by_move_somewhere = false;
move_somewhere = true;
return;
}
if (from_i < 0 || list_from->getSize() <= (u32) from_i) {
infostream << "IMoveAction::apply(): FAIL: source index out of bounds: "
<< "size of from_list=\"" << list_from->getSize() << "\""
<< ", from_index=\"" << from_i << "\"" << std::endl;
return;
}
if (to_i < 0 || list_to->getSize() <= (u32) to_i) {
infostream << "IMoveAction::apply(): FAIL: destination index out of bounds: "
<< "size of to_list=\"" << list_to->getSize() << "\""
<< ", to_index=\"" << to_i << "\"" << std::endl;
return;
}
/*
Do not handle rollback if both inventories are that of the same player
*/
bool ignore_rollback = (
from_inv.type == InventoryLocation::PLAYER &&
from_inv == to_inv);
/*
Collect information of endpoints
*/
ItemStack src_item = list_from->getItem(from_i);
if (count > 0 && count < src_item.count)
src_item.count = count;
if (src_item.empty())
return;
int src_can_take_count = 0xffff;
int dst_can_put_count = 0xffff;
// this is needed for swapping items inside one inventory to work
ItemStack restitem;
bool allow_swap = !list_to->itemFits(to_i, src_item, &restitem)
&& restitem.count == src_item.count
&& !caused_by_move_somewhere;
move_count = src_item.count - restitem.count;
// Shift-click: Cannot fill this stack, proceed with next slot
if (caused_by_move_somewhere && move_count == 0) {
return;
}
if (allow_swap) {
// Swap will affect the entire stack if it can performed.
src_item = list_from->getItem(from_i);
count = src_item.count;
}
if (from_inv == to_inv) {
// Move action within the same inventory
src_can_take_count = allowMove(src_item.count, player);
bool swap_expected = allow_swap;
allow_swap = allow_swap
&& (src_can_take_count == -1 || src_can_take_count >= src_item.count);
if (allow_swap) {
int try_put_count = list_to->getItem(to_i).count;
swapDirections();
dst_can_put_count = allowMove(try_put_count, player);
allow_swap = allow_swap
&& (dst_can_put_count == -1 || dst_can_put_count >= try_put_count);
swapDirections();
} else {
dst_can_put_count = src_can_take_count;
}
if (swap_expected != allow_swap)
src_can_take_count = dst_can_put_count = 0;
} else {
// Take from one inventory, put into another
int src_item_count = src_item.count;
if (caused_by_move_somewhere)
// When moving somewhere: temporarily use the actual movable stack
// size to ensure correct callback execution.
src_item.count = move_count;
dst_can_put_count = allowPut(src_item, player);
src_can_take_count = allowTake(src_item, player);
if (caused_by_move_somewhere)
// Reset source item count
src_item.count = src_item_count;
bool swap_expected = allow_swap;
allow_swap = allow_swap
&& (src_can_take_count == -1 || src_can_take_count >= src_item.count)
&& (dst_can_put_count == -1 || dst_can_put_count >= src_item.count);
// A swap is expected, which means that we have to
// run the "allow" callbacks a second time with swapped inventories
if (allow_swap) {
ItemStack dst_item = list_to->getItem(to_i);
swapDirections();
int src_can_take = allowPut(dst_item, player);
int dst_can_put = allowTake(dst_item, player);
allow_swap = allow_swap
&& (src_can_take == -1 || src_can_take >= dst_item.count)
&& (dst_can_put == -1 || dst_can_put >= dst_item.count);
swapDirections();
}
if (swap_expected != allow_swap)
src_can_take_count = dst_can_put_count = 0;
}
int old_count = count;
/* Modify count according to collected data */
count = src_item.count;
if (src_can_take_count != -1 && count > src_can_take_count)
count = src_can_take_count;
if (dst_can_put_count != -1 && count > dst_can_put_count)
count = dst_can_put_count;
/* Limit according to source item count */
if (count > list_from->getItem(from_i).count)
count = list_from->getItem(from_i).count;
/* If no items will be moved, don't go further */
if (count == 0) {
if (caused_by_move_somewhere)
// Set move count to zero, as no items have been moved
move_count = 0;
// Undo client prediction. See 'clientApply'
if (from_inv.type == InventoryLocation::PLAYER)
list_from->setModified();
if (to_inv.type == InventoryLocation::PLAYER)
list_to->setModified();
infostream<<"IMoveAction::apply(): move was completely disallowed:"
<<" count="<<old_count
<<" from inv=\""<<from_inv.dump()<<"\""
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
<<" to inv=\""<<to_inv.dump()<<"\""
<<" list=\""<<to_list<<"\""
<<" i="<<to_i
<<std::endl;
return;
}
src_item = list_from->getItem(from_i);
src_item.count = count;
ItemStack from_stack_was = list_from->getItem(from_i);
ItemStack to_stack_was = list_to->getItem(to_i);
/*
Perform actual move
If something is wrong (source item is empty, destination is the
same as source), nothing happens
*/
bool did_swap = false;
move_count = list_from->moveItem(from_i,
list_to.get(), to_i, count, allow_swap, &did_swap);
if (caused_by_move_somewhere)
count = old_count;
assert(allow_swap == did_swap);
// If source is infinite, reset it's stack
if (src_can_take_count == -1) {
// For the caused_by_move_somewhere == true case we didn't force-put the item,
// which guarantees there is no leftover, and code below would duplicate the
// (not replaced) to_stack_was item.
if (!caused_by_move_somewhere) {
// If destination stack is of different type and there are leftover
// items, attempt to put the leftover items to a different place in the
// destination inventory.
// The client-side GUI will try to guess if this happens.
if (from_stack_was.name != to_stack_was.name) {
for (u32 i = 0; i < list_to->getSize(); i++) {
if (list_to->getItem(i).empty()) {
list_to->changeItem(i, to_stack_was);
break;
}
}
}
}
if (move_count > 0 || did_swap) {
list_from->deleteItem(from_i);
list_from->addItem(from_i, from_stack_was);
}
}
// If destination is infinite, reset it's stack and take count from source
if (dst_can_put_count == -1) {
list_to->deleteItem(to_i);
list_to->addItem(to_i, to_stack_was);
list_from->deleteItem(from_i);
list_from->addItem(from_i, from_stack_was);
list_from->takeItem(from_i, count);
}
infostream << "IMoveAction::apply(): moved"
<< " msom=" << move_somewhere
<< " caused=" << caused_by_move_somewhere
<< " count=" << count
<< " from inv=\"" << from_inv.dump() << "\""
<< " list=\"" << from_list << "\""
<< " i=" << from_i
<< " to inv=\"" << to_inv.dump() << "\""
<< " list=\"" << to_list << "\""
<< " i=" << to_i
<< std::endl;
// If we are inside the move somewhere loop, we don't need to report
// anything if nothing happened
if (caused_by_move_somewhere && move_count == 0)
return;
/*
Record rollback information
*/
if (!ignore_rollback && gamedef->rollback()) {
IRollbackManager *rollback = gamedef->rollback();
// If source is not infinite, record item take
if (src_can_take_count != -1) {
RollbackAction action;
std::string loc;
{
std::ostringstream os(std::ios::binary);
from_inv.serialize(os);
loc = os.str();
}
action.setModifyInventoryStack(loc, from_list, from_i, false,
src_item);
rollback->reportAction(action);
}
// If destination is not infinite, record item put
if (dst_can_put_count != -1) {
RollbackAction action;
std::string loc;
{
std::ostringstream os(std::ios::binary);
to_inv.serialize(os);
loc = os.str();
}
action.setModifyInventoryStack(loc, to_list, to_i, true,
src_item);
rollback->reportAction(action);
}
}
/*
Report move to endpoints
*/
list_to.reset();
// Source = destination => move
if (from_inv == to_inv) {
onMove(count, player);
if (did_swap) {
// Item is now placed in source list
src_item = list_from->getItem(from_i);
swapDirections();
onMove(src_item.count, player);
swapDirections();
}
mgr->setInventoryModified(from_inv);
} else {
int src_item_count = src_item.count;
if (caused_by_move_somewhere)
// When moving somewhere: temporarily use the actual movable stack
// size to ensure correct callback execution.
src_item.count = move_count;
onPutAndOnTake(src_item, player);
if (caused_by_move_somewhere)
// Reset source item count
src_item.count = src_item_count;
if (did_swap) {
// Item is now placed in source list
src_item = list_from->getItem(from_i);
swapDirections();
onPutAndOnTake(src_item, player);
swapDirections();
}
mgr->setInventoryModified(to_inv);
mgr->setInventoryModified(from_inv);
}
}
void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
// Optional InventoryAction operation that is run on the client
// to make lag less apparent.
Inventory *inv_from = mgr->getInventory(from_inv);
Inventory *inv_to = mgr->getInventory(to_inv);
if (!inv_from || !inv_to)
return;
InventoryLocation current_player;
current_player.setCurrentPlayer();
Inventory *inv_player = mgr->getInventory(current_player);
if (inv_from != inv_player || inv_to != inv_player)
return;
InventoryList *list_from = inv_from->getList(from_list);
InventoryList *list_to = inv_to->getList(to_list);
if (!list_from || !list_to)
return;
if (!move_somewhere)
list_from->moveItem(from_i, list_to, to_i, count);
else
list_from->moveItemSomewhere(from_i, list_to, count);
mgr->setInventoryModified(from_inv);
if (inv_from != inv_to)
mgr->setInventoryModified(to_inv);
}
/*
IDropAction
*/
IDropAction::IDropAction(std::istream &is)
{
std::string ts;
std::getline(is, ts, ' ');
count = stoi(ts);
std::getline(is, ts, ' ');
from_inv.deSerialize(ts);
std::getline(is, from_list, ' ');
std::getline(is, ts, ' ');
from_i = stoi(ts);
}
void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
Inventory *inv_from = mgr->getInventory(from_inv);
if (!inv_from) {
infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
}
InventoryList *list_from = inv_from->getList(from_list);
/*
If a list doesn't exist or the source item doesn't exist
*/
if (!list_from) {
infostream<<"IDropAction::apply(): FAIL: source list not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
}
if (list_from->getItem(from_i).empty()) {
infostream<<"IDropAction::apply(): FAIL: source item not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""
<<", from_list=\""<<from_list<<"\""
<<" from_i="<<from_i<<std::endl;
return;
}
auto list_from_lock = list_from->resizeLock();
/*
Do not handle rollback if inventory is player's
*/
bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
/*
Collect information of endpoints
*/
int take_count = list_from->getItem(from_i).count;
if (count != 0 && count < take_count)
take_count = count;
int src_can_take_count = take_count;
ItemStack src_item = list_from->getItem(from_i);
src_item.count = take_count;
// Run callbacks depending on source inventory
switch (from_inv.type) {
case InventoryLocation::DETACHED:
src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
*this, src_item, player);
break;
case InventoryLocation::NODEMETA:
src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
*this, src_item, player);
break;
case InventoryLocation::PLAYER:
src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
*this, src_item, player);
break;
default:
break;
}
if (src_can_take_count != -1 && src_can_take_count < take_count)
take_count = src_can_take_count;
// Update item due executed callbacks
src_item = list_from->getItem(from_i);
// Drop the item
ItemStack item1 = list_from->getItem(from_i);
item1.count = take_count;
if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
player->getBasePosition())) {
int actually_dropped_count = take_count - item1.count;
if (actually_dropped_count == 0) {
infostream<<"Actually dropped no items"<<std::endl;
// Revert client prediction. See 'clientApply'
if (from_inv.type == InventoryLocation::PLAYER)
list_from->setModified();
return;
}
// If source isn't infinite
if (src_can_take_count != -1) {
// Take item from source list
ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
if (item2.count != actually_dropped_count)
errorstream<<"Could not take dropped count of items"<<std::endl;
}
src_item.count = actually_dropped_count;
mgr->setInventoryModified(from_inv);
}
infostream<<"IDropAction::apply(): dropped "
<<" from inv=\""<<from_inv.dump()<<"\""
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
<<std::endl;
/*
Report drop to endpoints
*/
list_from_lock.reset();
switch (from_inv.type) {
case InventoryLocation::DETACHED:
PLAYER_TO_SA(player)->detached_inventory_OnTake(
*this, src_item, player);
break;
case InventoryLocation::NODEMETA:
PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
*this, src_item, player);
break;
case InventoryLocation::PLAYER:
PLAYER_TO_SA(player)->player_inventory_OnTake(
*this, src_item, player);
break;
default:
break;
}
/*
Record rollback information
*/
if (!ignore_src_rollback && gamedef->rollback()) {
IRollbackManager *rollback = gamedef->rollback();
// If source is not infinite, record item take
if (src_can_take_count != -1) {
RollbackAction action;
std::string loc;
{
std::ostringstream os(std::ios::binary);
from_inv.serialize(os);
loc = os.str();
}
action.setModifyInventoryStack(loc, from_list, from_i,
false, src_item);
rollback->reportAction(action);
}
}
}
void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
// Optional InventoryAction operation that is run on the client
// to make lag less apparent.
Inventory *inv_from = mgr->getInventory(from_inv);
if (!inv_from)
return;
InventoryLocation current_player;
current_player.setCurrentPlayer();
Inventory *inv_player = mgr->getInventory(current_player);
if (inv_from != inv_player)
return;
InventoryList *list_from = inv_from->getList(from_list);
if (!list_from)
return;
if (count == 0)
list_from->changeItem(from_i, ItemStack());
else
list_from->takeItem(from_i, count);
mgr->setInventoryModified(from_inv);
}
/*
ICraftAction
*/
ICraftAction::ICraftAction(std::istream &is)
{
std::string ts;
std::getline(is, ts, ' ');
count = stoi(ts);
std::getline(is, ts, ' ');
craft_inv.deSerialize(ts);
}
void ICraftAction::apply(InventoryManager *mgr,
ServerActiveObject *player, IGameDef *gamedef)
{
Inventory *inv_craft = mgr->getInventory(craft_inv);
if (!inv_craft) {
infostream << "ICraftAction::apply(): FAIL: inventory not found: "
<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
return;
}
InventoryList *list_craft = inv_craft->getList("craft");
InventoryList *list_craftresult = inv_craft->getList("craftresult");
InventoryList *list_main = inv_craft->getList("main");
/*
If a list doesn't exist or the source item doesn't exist
*/
if (!list_craft) {
infostream << "ICraftAction::apply(): FAIL: craft list not found: "
<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
return;
}
if (!list_craftresult) {
infostream << "ICraftAction::apply(): FAIL: craftresult list not found: "
<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
return;
}
if (list_craftresult->getSize() < 1) {
infostream << "ICraftAction::apply(): FAIL: craftresult list too short: "
<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
return;
}
auto list_craft_lock = list_craft->resizeLock();
auto list_craftresult_lock = list_craftresult->resizeLock();
auto list_main_lock = list_main->resizeLock();
ItemStack crafted;
ItemStack craftresultitem;
int count_remaining = count;
std::vector<ItemStack> output_replacements;
getCraftingResult(inv_craft, crafted, output_replacements, false, gamedef);
PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
bool found = !crafted.empty();
while (found && list_craftresult->itemFits(0, crafted)) {
InventoryList saved_craft_list = *list_craft;
std::vector<ItemStack> temp;
// Decrement input and add crafting output
getCraftingResult(inv_craft, crafted, temp, true, gamedef);
PLAYER_TO_SA(player)->item_OnCraft(crafted, player, &saved_craft_list, craft_inv);
list_craftresult->addItem(0, crafted);
mgr->setInventoryModified(craft_inv);
// Add the new replacements to the list
IItemDefManager *itemdef = gamedef->getItemDefManager();
for (auto &itemstack : temp) {
for (auto &output_replacement : output_replacements) {
if (itemstack.name == output_replacement.name) {
itemstack = output_replacement.addItem(itemstack, itemdef);
if (itemstack.empty())
continue;
}
}
output_replacements.push_back(itemstack);
}
actionstream << player->getDescription()
<< " crafts "
<< crafted.getItemString()
<< std::endl;
// Decrement counter
if (count_remaining == 1)
break;
if (count_remaining > 1)
count_remaining--;
// Get next crafting result
getCraftingResult(inv_craft, crafted, temp, false, gamedef);
PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
found = !crafted.empty();
}
// Put the replacements in the inventory or drop them on the floor, if
// the inventory is full
for (auto &output_replacement : output_replacements) {
if (list_main)
output_replacement = list_main->addItem(output_replacement);
if (output_replacement.empty())
continue;
u16 count = output_replacement.count;
do {
PLAYER_TO_SA(player)->item_OnDrop(output_replacement, player,
player->getBasePosition());
if (count <= output_replacement.count) {
errorstream << "Couldn't drop replacement stack " <<
output_replacement.getItemString() << " because drop loop didn't "
"decrease count." << std::endl;
break;
}
} while (!output_replacement.empty());
}
infostream<<"ICraftAction::apply(): crafted "
<<" craft_inv=\""<<craft_inv.dump()<<"\""
<<std::endl;
}
void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
// Optional InventoryAction operation that is run on the client
// to make lag less apparent.
}
// Crafting helper
bool getCraftingResult(Inventory *inv, ItemStack &result,
std::vector<ItemStack> &output_replacements,
bool decrementInput, IGameDef *gamedef)
{
result.clear();
// Get the InventoryList in which we will operate
InventoryList *clist = inv->getList("craft");
if (!clist)
return false;
// Mangle crafting grid to another format
CraftInput ci;
ci.method = CRAFT_METHOD_NORMAL;
ci.width = clist->getWidth() ? clist->getWidth() : 3;
for (u16 i=0; i < clist->getSize(); i++)
ci.items.push_back(clist->getItem(i));
// Find out what is crafted and add it to result item slot
CraftOutput co;
bool found = gamedef->getCraftDefManager()->getCraftResult(
ci, co, output_replacements, decrementInput, gamedef);
if (found)
result.deSerialize(co.item, gamedef->getItemDefManager());
if (found && decrementInput) {
// CraftInput has been changed, apply changes in clist
for (u16 i=0; i < clist->getSize(); i++) {
clist->changeItem(i, ci.items[i]);
}
}
return found;
}