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Server class code cleanups (#9769)
* Server::overrideDayNightRatio doesn't require to return bool There is no sense to sending null player, the caller should send a valid object * Server::init: make private & cleanup This function is always called before start() and loads some variables which can be loaded in constructor directly. Make it private and call it directly in start * Split Server inventory responsibility to a dedicated object This splits permit to found various historical issues: * duplicate lookups on player connection * sending inventory to non related player when a player connects * non friendly lookups on detached inventories ownership This reduce the detached inventory complexity and also increased the lookup performance in a quite interesting way for servers with thousands of inventories.
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650168cada
commit
454dbf83a9
12 changed files with 312 additions and 207 deletions
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@ -34,6 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "network/networkprotocol.h"
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#include "network/serveropcodes.h"
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#include "server/player_sao.h"
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#include "server/serverinventorymgr.h"
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#include "util/auth.h"
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#include "util/base64.h"
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#include "util/pointedthing.h"
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@ -620,9 +621,9 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
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ma->from_inv.applyCurrentPlayer(player->getName());
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ma->to_inv.applyCurrentPlayer(player->getName());
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setInventoryModified(ma->from_inv);
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m_inventory_mgr->setInventoryModified(ma->from_inv);
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if (ma->from_inv != ma->to_inv)
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setInventoryModified(ma->to_inv);
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m_inventory_mgr->setInventoryModified(ma->to_inv);
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bool from_inv_is_current_player =
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(ma->from_inv.type == InventoryLocation::PLAYER) &&
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@ -687,7 +688,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
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da->from_inv.applyCurrentPlayer(player->getName());
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setInventoryModified(da->from_inv);
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m_inventory_mgr->setInventoryModified(da->from_inv);
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/*
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Disable dropping items out of craftpreview
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@ -723,7 +724,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
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ca->craft_inv.applyCurrentPlayer(player->getName());
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setInventoryModified(ca->craft_inv);
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m_inventory_mgr->setInventoryModified(ca->craft_inv);
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//bool craft_inv_is_current_player =
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// (ca->craft_inv.type == InventoryLocation::PLAYER) &&
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@ -739,7 +740,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
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}
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// Do the action
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a->apply(this, playersao, this);
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a->apply(m_inventory_mgr.get(), playersao, this);
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// Eat the action
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delete a;
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}
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