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Inventory: Add ServerEnv checks for calls during script init
This fixes 'minetest.get_inventory' calls to players or nodes during the load phase.
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parent
1965628705
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@ -39,24 +39,29 @@ ServerInventoryManager::~ServerInventoryManager()
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Inventory *ServerInventoryManager::getInventory(const InventoryLocation &loc)
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Inventory *ServerInventoryManager::getInventory(const InventoryLocation &loc)
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{
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{
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// No m_env check here: allow creation and modification of detached inventories
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switch (loc.type) {
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switch (loc.type) {
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case InventoryLocation::UNDEFINED:
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case InventoryLocation::UNDEFINED:
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case InventoryLocation::CURRENT_PLAYER:
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case InventoryLocation::CURRENT_PLAYER:
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break;
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break;
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case InventoryLocation::PLAYER: {
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case InventoryLocation::PLAYER: {
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if (!m_env)
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return nullptr;
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RemotePlayer *player = m_env->getPlayer(loc.name.c_str());
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RemotePlayer *player = m_env->getPlayer(loc.name.c_str());
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if (!player)
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if (!player)
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return NULL;
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return NULL;
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PlayerSAO *playersao = player->getPlayerSAO();
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PlayerSAO *playersao = player->getPlayerSAO();
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if (!playersao)
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return playersao ? playersao->getInventory() : nullptr;
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return NULL;
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return playersao->getInventory();
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} break;
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} break;
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case InventoryLocation::NODEMETA: {
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case InventoryLocation::NODEMETA: {
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if (!m_env)
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return nullptr;
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NodeMetadata *meta = m_env->getMap().getNodeMetadata(loc.p);
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NodeMetadata *meta = m_env->getMap().getNodeMetadata(loc.p);
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if (!meta)
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return meta ? meta->getInventory() : nullptr;
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return NULL;
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return meta->getInventory();
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} break;
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} break;
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case InventoryLocation::DETACHED: {
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case InventoryLocation::DETACHED: {
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auto it = m_detached_inventories.find(loc.name);
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auto it = m_detached_inventories.find(loc.name);
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@ -151,12 +156,13 @@ bool ServerInventoryManager::removeDetachedInventory(const std::string &name)
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const std::string &owner = inv_it->second.owner;
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const std::string &owner = inv_it->second.owner;
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if (!owner.empty()) {
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if (!owner.empty()) {
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RemotePlayer *player = m_env->getPlayer(owner.c_str());
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if (m_env) {
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RemotePlayer *player = m_env->getPlayer(owner.c_str());
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if (player && player->getPeerId() != PEER_ID_INEXISTENT)
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m_env->getGameDef()->sendDetachedInventory(
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nullptr, name, player->getPeerId());
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if (player && player->getPeerId() != PEER_ID_INEXISTENT)
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m_env->getGameDef()->sendDetachedInventory(
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nullptr, name, player->getPeerId());
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}
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} else if (m_env) {
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} else if (m_env) {
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// Notify all players about the change as soon ServerEnv exists
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// Notify all players about the change as soon ServerEnv exists
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m_env->getGameDef()->sendDetachedInventory(
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m_env->getGameDef()->sendDetachedInventory(
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