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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

@ -355,6 +355,9 @@ int ObjectRef::l_set_wielded_item(lua_State *L)
// Do it
ItemStack item = read_item(L, 2, getServer(L));
bool success = co->setWieldedItem(item);
if (success && co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
getServer(L)->SendInventory(((PlayerSAO*)co)->getPeerID());
}
lua_pushboolean(L, success);
return 1;
}