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https://github.com/minetest-mods/3d_armor.git
synced 2024-11-22 20:43:43 +01:00
Only validate armor inventory after user changes
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parent
af4a381433
commit
f960fc1a41
@ -387,6 +387,7 @@ armor.damage = function(self, player, index, stack, use)
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self:run_callbacks("on_damage", player, index, stack)
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self:run_callbacks("on_damage", player, index, stack)
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self:set_inventory_stack(player, index, stack)
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self:set_inventory_stack(player, index, stack)
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if stack:get_count() == 0 then
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if stack:get_count() == 0 then
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self:run_callbacks("on_unequip", player, index, old_stack)
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self:run_callbacks("on_destroy", player, index, old_stack)
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self:run_callbacks("on_destroy", player, index, old_stack)
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self:set_player_armor(player)
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self:set_player_armor(player)
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end
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end
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@ -480,45 +481,6 @@ armor.save_armor_inventory = function(self, player)
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if not name then
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if not name then
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return
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return
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end
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end
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-- Workaround for detached inventory swap exploit
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local armor_prev = {}
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local armor_list_string = player:get_attribute("3d_armor_inventory")
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if armor_list_string then
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local armor_list = self:deserialize_inventory_list(armor_list_string)
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for i, stack in ipairs(armor_list) do
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if stack:get_count() > 0 then
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armor_prev[stack:get_name()] = i
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end
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end
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end
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local elements = {}
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local player_inv = player:get_inventory()
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for i = 1, 6 do
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local stack = inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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local item = stack:get_name()
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local element = self:get_element(item)
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if element and not elements[element] then
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if armor_prev[item] then
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armor_prev[item] = nil
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else
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-- Item was not in previous inventory
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armor:run_callbacks("on_equip", player, i, stack)
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end
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elements[element] = true;
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else
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inv:remove_item("armor", stack)
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if player_inv and player_inv:room_for_item("main", stack) then
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player_inv:add_item("main", stack)
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end
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end
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end
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end
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for item, i in pairs(armor_prev) do
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local stack = ItemStack(item)
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-- Previous item is not in current inventory
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armor:run_callbacks("on_unequip", player, i, stack)
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end
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player:set_attribute("3d_armor_inventory",
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player:set_attribute("3d_armor_inventory",
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self:serialize_inventory_list(inv:get_list("armor")))
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self:serialize_inventory_list(inv:get_list("armor")))
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end
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end
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@ -109,6 +109,57 @@ armor:register_on_destroy(function(player, index, stack)
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end
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end
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end)
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end)
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local function validate_armor_inventory(player)
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-- Workaround for detached inventory swap exploit
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local _, inv = armor:get_valid_player(player, "[validate_armor_inventory]")
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if not inv then
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return
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end
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local armor_prev = {}
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local armor_list_string = player:get_attribute("3d_armor_inventory")
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if armor_list_string then
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local armor_list = armor:deserialize_inventory_list(armor_list_string)
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for i, stack in ipairs(armor_list) do
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if stack:get_count() > 0 then
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armor_prev[stack:get_name()] = i
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end
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end
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end
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local elements = {}
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local player_inv = player:get_inventory()
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for i = 1, 6 do
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local stack = inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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local item = stack:get_name()
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local element = armor:get_element(item)
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if element and not elements[element] then
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if armor_prev[item] then
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armor_prev[item] = nil
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else
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-- Item was not in previous inventory
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armor:run_callbacks("on_equip", player, i, stack)
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end
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elements[element] = true;
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else
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inv:remove_item("armor", stack)
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-- The following code returns invalid items to the player's main
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-- inventory but could open up the possibity for hacked client
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-- to receive items back they never really had. I am not certain
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-- so un-comment this section at your own risk :)
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--if player_inv and player_inv:room_for_item("main", stack) then
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-- player_inv:add_item("main", stack)
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--end
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end
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end
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end
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for item, i in pairs(armor_prev) do
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local stack = ItemStack(item)
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-- Previous item is not in current inventory
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armor:run_callbacks("on_unequip", player, i, stack)
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end
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end
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local function init_player_armor(player)
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local function init_player_armor(player)
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local name = player:get_player_name()
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local name = player:get_player_name()
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local pos = player:getpos()
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local pos = player:getpos()
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@ -117,14 +168,17 @@ local function init_player_armor(player)
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end
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end
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local armor_inv = minetest.create_detached_inventory(name.."_armor", {
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local armor_inv = minetest.create_detached_inventory(name.."_armor", {
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on_put = function(inv, listname, index, stack, player)
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on_put = function(inv, listname, index, stack, player)
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validate_armor_inventory(player)
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armor:save_armor_inventory(player)
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armor:save_armor_inventory(player)
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armor:set_player_armor(player)
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armor:set_player_armor(player)
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end,
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end,
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on_take = function(inv, listname, index, stack, player)
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on_take = function(inv, listname, index, stack, player)
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validate_armor_inventory(player)
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armor:save_armor_inventory(player)
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armor:save_armor_inventory(player)
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armor:set_player_armor(player)
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armor:set_player_armor(player)
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end,
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end,
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on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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validate_armor_inventory(player)
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armor:save_armor_inventory(player)
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armor:save_armor_inventory(player)
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armor:set_player_armor(player)
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armor:set_player_armor(player)
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end,
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end,
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@ -268,6 +322,7 @@ if armor.config.drop == true or armor.config.destroy == true then
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local stack = armor_inv:get_stack("armor", i)
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local stack = armor_inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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if stack:get_count() > 0 then
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table.insert(drop, stack)
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table.insert(drop, stack)
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armor:run_callbacks("on_unequip", player, i, stack)
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armor_inv:set_stack("armor", i, nil)
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armor_inv:set_stack("armor", i, nil)
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end
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end
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end
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end
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