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Inventory: prevent item loss when stacking oversized ItemStacks (#14072)
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@ -777,20 +777,18 @@ u32 InventoryList::moveItem(u32 i, InventoryList *dest, u32 dest_i,
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return 0;
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// Try to add the item to destination list
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u32 oldcount = item1.count;
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count = 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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// If olditem is returned, nothing was added.
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bool nothing_added = (item1.count == oldcount);
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bool nothing_added = (item1.count == count);
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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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// Add any leftover stack back to the source stack.
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item1.add(getItem(i).count); // leftover + source count
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changeItem(i, item1); // do NOT use addItem to allow oversized stacks!
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// If olditem is returned, nothing was added.
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// Swap the items
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// Swap if no items could be moved
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if (nothing_added && swap_if_needed) {
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// Tell that we swapped
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if (did_swap != NULL) {
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@ -802,9 +800,10 @@ u32 InventoryList::moveItem(u32 i, InventoryList *dest, u32 dest_i,
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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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item1.clear(); // no leftover
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}
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}
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return (oldcount - item1.count);
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return (count - item1.count);
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}
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void InventoryList::checkResizeLock()
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@ -1,4 +1,8 @@
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minetest.register_allow_player_inventory_action(function(player, action, inventory, info)
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if action == "move" then
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return info.count
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end
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if info.stack:get_name() == "default:water" then
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return 0
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end
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@ -36,6 +36,7 @@ public:
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void runTests(IGameDef *gamedef);
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void testMove(ServerActiveObject *obj, IGameDef *gamedef);
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void testMoveFillStack(ServerActiveObject *obj, IGameDef *gamedef);
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void testMoveSomewhere(ServerActiveObject *obj, IGameDef *gamedef);
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void testMoveUnallowed(ServerActiveObject *obj, IGameDef *gamedef);
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void testMovePartial(ServerActiveObject *obj, IGameDef *gamedef);
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@ -51,14 +52,24 @@ void TestMoveAction::runTests(IGameDef *gamedef)
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MockServer server;
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ServerScripting server_scripting(&server);
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server_scripting.loadMod(Server::getBuiltinLuaPath() + DIR_DELIM "init.lua", BUILTIN_MOD_NAME);
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server_scripting.loadMod(std::string(HELPERS_PATH) + DIR_DELIM "helper_moveaction.lua", BUILTIN_MOD_NAME);
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try {
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server_scripting.loadMod(Server::getBuiltinLuaPath() + DIR_DELIM "init.lua", BUILTIN_MOD_NAME);
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server_scripting.loadMod(
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std::string(HELPERS_PATH) + DIR_DELIM "helper_moveaction.lua", BUILTIN_MOD_NAME
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);
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} catch (ModError &e) {
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// Print backtrace in case of syntax errors
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rawstream << e.what() << std::endl;
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num_tests_failed = 1;
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return;
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}
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MetricsBackend mb;
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ServerEnvironment server_env(nullptr, &server_scripting, &server, "", &mb);
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MockServerActiveObject obj(&server_env);
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TEST(testMove, &obj, gamedef);
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TEST(testMoveFillStack, &obj, gamedef);
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TEST(testMoveSomewhere, &obj, gamedef);
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TEST(testMoveUnallowed, &obj, gamedef);
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TEST(testMovePartial, &obj, gamedef);
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@ -95,6 +106,26 @@ void TestMoveAction::testMove(ServerActiveObject *obj, IGameDef *gamedef)
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UASSERT(inv.p2.getList("main")->getItem(0).getItemString() == "default:stone 20");
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}
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void TestMoveAction::testMoveFillStack(ServerActiveObject *obj, IGameDef *gamedef)
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{
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MockInventoryManager inv(gamedef);
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auto list = inv.p1.addList("main", 10);
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list->changeItem(0, parse_itemstack("default:stone 209"));
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list->changeItem(1, parse_itemstack("default:stone 90")); // 9 free slots
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apply_action("Move 209 player:p1 main 0 player:p1 main 1", &inv, obj, gamedef);
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UASSERT(list->getItem(0).getItemString() == "default:stone 200");
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UASSERT(list->getItem(1).getItemString() == "default:stone 99");
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// Trigger stack swap
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apply_action("Move 200 player:p1 main 0 player:p1 main 1", &inv, obj, gamedef);
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UASSERT(list->getItem(0).getItemString() == "default:stone 99");
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UASSERT(list->getItem(1).getItemString() == "default:stone 200");
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}
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void TestMoveAction::testMoveSomewhere(ServerActiveObject *obj, IGameDef *gamedef)
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{
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MockInventoryManager inv(gamedef);
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