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Send Inventory packet on event, don't check it at each AsyncRunStep.

* Call UpdateCrafting into SendInventory because this functions is only called before SendInventory
* Use Player* instead of peer_id for UpdateCrafting because SendInventory already has the Player* pointer, then don't loop for searching Player* per peer_id
* m_env_mutex don't need to be used with this modification because it's already locked before the calls
This commit is contained in:
Loic Blot 2015-03-04 11:29:34 +01:00
parent 038d3a31df
commit 1b2f64473e
7 changed files with 17 additions and 34 deletions

View file

@ -717,7 +717,6 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
m_attachment_sent(false),
// public
m_moved(false),
m_inventory_not_sent(false),
m_physics_override_speed(1),
m_physics_override_jump(1),
m_physics_override_gravity(1),
@ -1162,11 +1161,6 @@ InventoryLocation PlayerSAO::getInventoryLocation() const
return loc;
}
void PlayerSAO::setInventoryModified()
{
m_inventory_not_sent = true;
}
std::string PlayerSAO::getWieldList() const
{
return "main";