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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.
This commit is contained in:
Loïc Blot 2020-05-07 22:38:41 +02:00 committed by GitHub
parent 650168cada
commit 454dbf83a9
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
12 changed files with 312 additions and 207 deletions

View file

@ -45,6 +45,11 @@ Server *ModApiBase::getServer(lua_State *L)
return getScriptApiBase(L)->getServer();
}
ServerInventoryManager *ModApiBase::getServerInventoryMgr(lua_State *L)
{
return getScriptApiBase(L)->getServer()->getInventoryMgr();
}
#ifndef SERVER
Client *ModApiBase::getClient(lua_State *L)
{

View file

@ -38,12 +38,14 @@ class GUIEngine;
class ScriptApiBase;
class Server;
class Environment;
class ServerInventoryManager;
class ModApiBase : protected LuaHelper {
public:
static ScriptApiBase* getScriptApiBase(lua_State *L);
static Server* getServer(lua_State *L);
static ServerInventoryManager *getServerInventoryMgr(lua_State *L);
#ifndef SERVER
static Client* getClient(lua_State *L);
static GUIEngine* getGuiEngine(lua_State *L);

View file

@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "common/c_converter.h"
#include "common/c_content.h"
#include "server.h"
#include "server/serverinventorymgr.h"
#include "remoteplayer.h"
/*
@ -38,7 +39,7 @@ InvRef* InvRef::checkobject(lua_State *L, int narg)
Inventory* InvRef::getinv(lua_State *L, InvRef *ref)
{
return getServer(L)->getInventory(ref->m_loc);
return getServerInventoryMgr(L)->getInventory(ref->m_loc);
}
InventoryList* InvRef::getlist(lua_State *L, InvRef *ref,
@ -54,7 +55,7 @@ InventoryList* InvRef::getlist(lua_State *L, InvRef *ref,
void InvRef::reportInventoryChange(lua_State *L, InvRef *ref)
{
// Inform other things that the inventory has changed
getServer(L)->setInventoryModified(ref->m_loc);
getServerInventoryMgr(L)->setInventoryModified(ref->m_loc);
}
// Exported functions
@ -497,7 +498,7 @@ int ModApiInventory::l_get_inventory(lua_State *L)
v3s16 pos = check_v3s16(L, -1);
loc.setNodeMeta(pos);
if (getServer(L)->getInventory(loc) != NULL)
if (getServerInventoryMgr(L)->getInventory(loc) != NULL)
InvRef::create(L, loc);
else
lua_pushnil(L);
@ -515,7 +516,7 @@ int ModApiInventory::l_get_inventory(lua_State *L)
lua_pop(L, 1);
}
if (getServer(L)->getInventory(loc) != NULL)
if (getServerInventoryMgr(L)->getInventory(loc) != NULL)
InvRef::create(L, loc);
else
lua_pushnil(L);
@ -530,7 +531,7 @@ int ModApiInventory::l_create_detached_inventory_raw(lua_State *L)
NO_MAP_LOCK_REQUIRED;
const char *name = luaL_checkstring(L, 1);
std::string player = readParam<std::string>(L, 2, "");
if (getServer(L)->createDetachedInventory(name, player) != NULL) {
if (getServerInventoryMgr(L)->createDetachedInventory(name, getServer(L)->idef(), player) != NULL) {
InventoryLocation loc;
loc.setDetached(name);
InvRef::create(L, loc);
@ -545,7 +546,7 @@ int ModApiInventory::l_remove_detached_inventory_raw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
const std::string &name = luaL_checkstring(L, 1);
lua_pushboolean(L, getServer(L)->removeDetachedInventory(name));
lua_pushboolean(L, getServerInventoryMgr(L)->removeDetachedInventory(name));
return 1;
}

View file

@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "scripting_server.h"
#include "server/luaentity_sao.h"
#include "server/player_sao.h"
#include "server/serverinventorymgr.h"
/*
ObjectRef
@ -289,7 +290,7 @@ int ObjectRef::l_get_inventory(lua_State *L)
if (co == NULL) return 0;
// Do it
InventoryLocation loc = co->getInventoryLocation();
if (getServer(L)->getInventory(loc) != NULL)
if (getServerInventoryMgr(L)->getInventory(loc) != NULL)
InvRef::create(L, loc);
else
lua_pushnil(L); // An object may have no inventory (nil)
@ -2172,9 +2173,7 @@ int ObjectRef::l_override_day_night_ratio(lua_State *L)
ratio = readParam<float>(L, 2);
}
if (!getServer(L)->overrideDayNightRatio(player, do_override, ratio))
return 0;
getServer(L)->overrideDayNightRatio(player, do_override, ratio);
lua_pushboolean(L, true);
return 1;
}