1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00

Experimental-ish rollback functionality

This commit is contained in:
Perttu Ahola 2012-07-26 22:06:45 +03:00
parent 0c91a0d59d
commit 0190f9b077
20 changed files with 1316 additions and 27 deletions

View file

@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "main.h" // for g_settings
#include "settings.h"
#include "craftdef.h"
#include "rollback_interface.h"
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
@ -199,6 +200,14 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
return;
}
/*
Do not handle rollback if both inventories are that of the same player
*/
bool ignore_rollback = (
from_inv.type == InventoryLocation::PLAYER &&
to_inv.type == InventoryLocation::PLAYER &&
from_inv.name == to_inv.name);
/*
Collect information of endpoints
*/
@ -343,6 +352,41 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<<" i="<<to_i
<<std::endl;
/*
Record rollback information
*/
if(!ignore_rollback)
{
IRollbackReportSink *rollback = gamedef->rollback();
// If source is not infinite, record item take
if(!src_can_take_count != -1){
RollbackAction action;
std::string loc;
{
std::ostringstream os(std::ios::binary);
from_inv.serialize(os);
loc = os.str();
}
action.setModifyInventoryStack(loc, from_list, from_i, false,
src_item.getItemString());
rollback->reportAction(action);
}
// If destination is not infinite, record item put
if(!dst_can_put_count != -1){
RollbackAction action;
std::string loc;
{
std::ostringstream os(std::ios::binary);
to_inv.serialize(os);
loc = os.str();
}
action.setModifyInventoryStack(loc, to_list, to_i, true,
src_item.getItemString());
rollback->reportAction(action);
}
}
/*
Report move to endpoints
*/
@ -405,7 +449,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
L, from_inv.p, from_list, from_i, src_item, player);
}
}
mgr->setInventoryModified(from_inv);
if(inv_from != inv_to)
mgr->setInventoryModified(to_inv);
@ -488,6 +532,11 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
return;
}
/*
Do not handle rollback if inventory is player's
*/
bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
/*
Collect information of endpoints
*/
@ -575,6 +624,28 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
scriptapi_nodemeta_inventory_on_take(
L, from_inv.p, from_list, from_i, src_item, player);
}
/*
Record rollback information
*/
if(!ignore_src_rollback)
{
IRollbackReportSink *rollback = gamedef->rollback();
// If source is not infinite, record item take
if(!src_can_take_count != -1){
RollbackAction action;
std::string loc;
{
std::ostringstream os(std::ios::binary);
from_inv.serialize(os);
loc = os.str();
}
action.setModifyInventoryStack(loc, from_list, from_i,
false, src_item.getItemString());
rollback->reportAction(action);
}
}
}
void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)