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Allow restricting detached inventories to one player
This combats the problem of sending the hundreds of "creative" / "armor" or whatever detached invs that exist on popular servers to each and every player on join or on change of said invs.
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@ -2,7 +2,7 @@
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core.detached_inventories = {}
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function core.create_detached_inventory(name, callbacks)
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function core.create_detached_inventory(name, callbacks, player_name)
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local stuff = {}
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stuff.name = name
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if callbacks then
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@ -15,6 +15,6 @@ function core.create_detached_inventory(name, callbacks)
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end
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stuff.mod_origin = core.get_current_modname() or "??"
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core.detached_inventories[name] = stuff
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return core.create_detached_inventory_raw(name)
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return core.create_detached_inventory_raw(name, player_name)
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end
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@ -2310,8 +2310,11 @@ and `minetest.auth_reload` call the authetification handler.
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* `{type="player", name="celeron55"}`
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* `{type="node", pos={x=, y=, z=}}`
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* `{type="detached", name="creative"}`
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* `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
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* `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
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* callbacks: See "Detached inventory callbacks"
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* player_name: Make detached inventory available to one player exclusively,
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by default they will be sent to every player (even if not used).
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Note that this parameter is mostly just a workaround and will be removed in future releases.
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* Creates a detached inventory. If it already exists, it is cleared.
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* `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
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returns left over ItemStack
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@ -520,16 +520,17 @@ int ModApiInventory::l_get_inventory(lua_State *L)
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}
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}
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// create_detached_inventory_raw(name)
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// create_detached_inventory_raw(name, [player_name])
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int ModApiInventory::l_create_detached_inventory_raw(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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const char *name = luaL_checkstring(L, 1);
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if(getServer(L)->createDetachedInventory(name) != NULL){
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const char *player = lua_isstring(L, 2) ? lua_tostring(L, 2) : "";
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if (getServer(L)->createDetachedInventory(name, player) != NULL) {
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InventoryLocation loc;
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loc.setDetached(name);
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InvRef::create(L, loc);
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}else{
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} else {
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lua_pushnil(L);
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}
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return 1;
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@ -2487,11 +2487,16 @@ void Server::sendDetachedInventory(const std::string &name, u16 peer_id)
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NetworkPacket pkt(TOCLIENT_DETACHED_INVENTORY, 0, peer_id);
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pkt.putRawString(s.c_str(), s.size());
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if (peer_id != PEER_ID_INEXISTENT) {
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Send(&pkt);
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}
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else {
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m_clients.sendToAll(0, &pkt, true);
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const std::string &check = m_detached_inventories_player[name];
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if (peer_id == PEER_ID_INEXISTENT) {
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if (check == "")
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return m_clients.sendToAll(0, &pkt, true);
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RemotePlayer *p = m_env->getPlayer(check.c_str());
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if (p)
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m_clients.send(p->peer_id, 0, &pkt, true);
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} else {
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if (check == "" || getPlayerName(peer_id) == check)
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Send(&pkt);
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}
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}
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@ -3224,7 +3229,7 @@ void Server::deleteParticleSpawner(const std::string &playername, u32 id)
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SendDeleteParticleSpawner(peer_id, id);
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}
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Inventory* Server::createDetachedInventory(const std::string &name)
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Inventory* Server::createDetachedInventory(const std::string &name, const std::string &player)
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{
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if(m_detached_inventories.count(name) > 0){
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infostream<<"Server clearing detached inventory \""<<name<<"\""<<std::endl;
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@ -3235,6 +3240,7 @@ Inventory* Server::createDetachedInventory(const std::string &name)
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Inventory *inv = new Inventory(m_itemdef);
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sanity_check(inv);
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m_detached_inventories[name] = inv;
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m_detached_inventories_player[name] = player;
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//TODO find a better way to do this
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sendDetachedInventory(name,PEER_ID_INEXISTENT);
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return inv;
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@ -270,7 +270,7 @@ public:
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void deleteParticleSpawner(const std::string &playername, u32 id);
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// Creates or resets inventory
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Inventory* createDetachedInventory(const std::string &name);
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Inventory* createDetachedInventory(const std::string &name, const std::string &player="");
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// Envlock and conlock should be locked when using scriptapi
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GameScripting *getScriptIface(){ return m_script; }
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@ -647,6 +647,8 @@ private:
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*/
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// key = name
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std::map<std::string, Inventory*> m_detached_inventories;
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// value = "" (visible to all players) or player name
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std::map<std::string, std::string> m_detached_inventories_player;
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DISABLE_CLASS_COPY(Server);
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};
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