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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.
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@ -260,12 +260,18 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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return;
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}
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InventoryList *list_from = inv_from->getList(from_list);
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InventoryList *list_to = inv_to->getList(to_list);
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auto get_borrow_checked_invlist = [](Inventory *inv, const std::string &listname)
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-> InventoryList::ResizeLocked
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{
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InventoryList *list = inv->getList(listname);
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if (!list)
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return nullptr;
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return list->resizeLock();
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};
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auto list_from = get_borrow_checked_invlist(inv_from, from_list);
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auto list_to = get_borrow_checked_invlist(inv_to, to_list);
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/*
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If a list doesn't exist or the source item doesn't exist
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*/
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if (!list_from) {
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infostream << "IMoveAction::apply(): FAIL: source list not found: "
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<< "from_inv=\"" << from_inv.dump() << "\""
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@ -279,10 +285,9 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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return;
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}
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auto list_from_lock = list_from->resizeLock();
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auto list_to_lock = list_to->resizeLock();
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if (move_somewhere) {
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list_from.reset();
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s16 old_to_i = to_i;
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u16 old_count = count;
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caused_by_move_somewhere = true;
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@ -300,23 +305,32 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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// Try to add the item to destination list
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s16 dest_size = list_to->getSize();
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// First try all the non-empty slots
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for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
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if (!list_to->getItem(dest_i).empty()) {
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auto add_to = [&](s16 dest_i) {
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// release resize lock while the callbacks are happening
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list_to.reset();
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to_i = dest_i;
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apply(mgr, player, gamedef);
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assert(move_count <= count);
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count -= move_count;
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}
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}
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list_to = get_borrow_checked_invlist(inv_to, to_list);
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if (!list_to) {
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// list_to was removed. simulate an empty list
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dest_size = 0;
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return;
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}
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dest_size = list_to->getSize();
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};
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// First try all the non-empty slots
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for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
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if (!list_to->getItem(dest_i).empty())
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add_to(dest_i);
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}
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// Then try all the empty ones
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for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
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if (list_to->getItem(dest_i).empty()) {
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to_i = dest_i;
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apply(mgr, player, gamedef);
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count -= move_count;
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}
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if (list_to->getItem(dest_i).empty())
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add_to(dest_i);
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}
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to_i = old_to_i;
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@ -482,7 +496,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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*/
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bool did_swap = false;
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move_count = list_from->moveItem(from_i,
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list_to, to_i, count, allow_swap, &did_swap);
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list_to.get(), to_i, count, allow_swap, &did_swap);
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if (caused_by_move_somewhere)
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count = old_count;
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assert(allow_swap == did_swap);
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@ -574,7 +588,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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/*
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Report move to endpoints
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*/
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list_to_lock.reset();
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list_to.reset();
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// Source = destination => move
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if (from_inv == to_inv) {
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