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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
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7 changed files with 17 additions and 34 deletions
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@ -1390,7 +1390,9 @@ void Server::handleCommand_Interact(NetworkPacket* pkt)
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// Placement was handled in lua
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// Apply returned ItemStack
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playersao->setWieldedItem(item);
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if (playersao->setWieldedItem(item)) {
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SendInventory(pkt->getPeerId());
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}
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}
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// If item has node placement prediction, always send the
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