Inventory: Fix deleted inventory being used for regaining locked lists

This commit is contained in:
Desour 2023-10-23 00:51:38 +02:00 committed by DS
parent a464b41d99
commit 454eb3901d

@ -244,44 +244,37 @@ int IMoveAction::allowMove(int try_take_count, ServerActiveObject *player) const
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
auto get_borrow_checked_invlist = [mgr](const InventoryLocation &invloc,
const std::string &listname) -> InventoryList::ResizeLocked
{
Inventory *inv = mgr->getInventory(invloc);
if (!inv)
return nullptr;
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);
auto list_from = get_borrow_checked_invlist(from_inv, from_list);
auto list_to = get_borrow_checked_invlist(to_inv, to_list);
if (!list_from) {
infostream << "IMoveAction::apply(): FAIL: source list not found: "
<< "from_inv=\"" << from_inv.dump() << "\""
<< ", from_list=\"" << from_list << "\"" << std::endl;
infostream << "IMoveAction::apply(): FAIL: source inventory or list not found: "
<< "from_inv=\"" << from_inv.dump() << "\""
<< ", from_list=\"" << from_list << "\""
<< ", to_inv=\"" << to_inv.dump() << "\""
<< ", to_list=\"" << to_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;
infostream << "IMoveAction::apply(): FAIL: destination inventory or list not found: "
<< "from_inv=\"" << from_inv.dump() << "\""
<< ", from_list=\"" << from_list << "\""
<< ", to_inv=\"" << to_inv.dump() << "\""
<< ", to_list=\"" << to_list << "\""
<< std::endl;
return;
}
@ -314,7 +307,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
assert(move_count <= count);
count -= move_count;
list_to = get_borrow_checked_invlist(inv_to, to_list);
list_to = get_borrow_checked_invlist(to_inv, to_list);
if (!list_to) {
// list_to was removed. simulate an empty list
dest_size = 0;
@ -599,7 +592,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
onMove(count, player);
if (did_swap) {
// Item is now placed in source list
list_from = get_borrow_checked_invlist(inv_from, from_list);
list_from = get_borrow_checked_invlist(from_inv, from_list);
if (list_from) {
src_item = list_from->getItem(from_i);
list_from.reset();
@ -621,7 +614,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
src_item.count = src_item_count;
if (did_swap) {
// Item is now placed in source list
list_from = get_borrow_checked_invlist(inv_from, from_list);
list_from = get_borrow_checked_invlist(from_inv, from_list);
if (list_from) {
src_item = list_from->getItem(from_i);
list_from.reset();