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Inventory: Send dirty lists where appropriate (#8742)

This change reduces the amount of sent data towards clients. Inventory lists that are already known to the player are skipped, saving quite some data over time.

Raises protocol version to 38 to ensure correct backwards-compatible code.
This commit is contained in:
SmallJoker 2019-08-24 19:07:38 +02:00 committed by GitHub
parent 008b80fe1c
commit 0b4f424f41
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GPG key ID: 4AEE18F83AFDEB23
16 changed files with 193 additions and 160 deletions

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@ -355,7 +355,7 @@ int ObjectRef::l_set_wielded_item(lua_State *L)
ItemStack item = read_item(L, 2, getServer(L)->idef());
bool success = co->setWieldedItem(item);
if (success && co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
getServer(L)->SendInventory(((PlayerSAO*)co));
getServer(L)->SendInventory((PlayerSAO *)co, true);
}
lua_pushboolean(L, success);
return 1;