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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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parent
650168cada
commit
454dbf83a9
12 changed files with 312 additions and 207 deletions
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@ -45,6 +45,11 @@ Server *ModApiBase::getServer(lua_State *L)
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return getScriptApiBase(L)->getServer();
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}
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ServerInventoryManager *ModApiBase::getServerInventoryMgr(lua_State *L)
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{
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return getScriptApiBase(L)->getServer()->getInventoryMgr();
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}
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#ifndef SERVER
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Client *ModApiBase::getClient(lua_State *L)
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{
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@ -38,12 +38,14 @@ class GUIEngine;
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class ScriptApiBase;
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class Server;
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class Environment;
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class ServerInventoryManager;
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class ModApiBase : protected LuaHelper {
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public:
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static ScriptApiBase* getScriptApiBase(lua_State *L);
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static Server* getServer(lua_State *L);
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static ServerInventoryManager *getServerInventoryMgr(lua_State *L);
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#ifndef SERVER
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static Client* getClient(lua_State *L);
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static GUIEngine* getGuiEngine(lua_State *L);
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@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "common/c_converter.h"
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#include "common/c_content.h"
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#include "server.h"
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#include "server/serverinventorymgr.h"
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#include "remoteplayer.h"
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/*
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@ -38,7 +39,7 @@ InvRef* InvRef::checkobject(lua_State *L, int narg)
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Inventory* InvRef::getinv(lua_State *L, InvRef *ref)
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{
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return getServer(L)->getInventory(ref->m_loc);
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return getServerInventoryMgr(L)->getInventory(ref->m_loc);
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}
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InventoryList* InvRef::getlist(lua_State *L, InvRef *ref,
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@ -54,7 +55,7 @@ InventoryList* InvRef::getlist(lua_State *L, InvRef *ref,
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void InvRef::reportInventoryChange(lua_State *L, InvRef *ref)
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{
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// Inform other things that the inventory has changed
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getServer(L)->setInventoryModified(ref->m_loc);
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getServerInventoryMgr(L)->setInventoryModified(ref->m_loc);
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}
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// Exported functions
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@ -497,7 +498,7 @@ int ModApiInventory::l_get_inventory(lua_State *L)
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v3s16 pos = check_v3s16(L, -1);
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loc.setNodeMeta(pos);
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if (getServer(L)->getInventory(loc) != NULL)
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if (getServerInventoryMgr(L)->getInventory(loc) != NULL)
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InvRef::create(L, loc);
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else
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lua_pushnil(L);
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@ -515,7 +516,7 @@ int ModApiInventory::l_get_inventory(lua_State *L)
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lua_pop(L, 1);
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}
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if (getServer(L)->getInventory(loc) != NULL)
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if (getServerInventoryMgr(L)->getInventory(loc) != NULL)
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InvRef::create(L, loc);
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else
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lua_pushnil(L);
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@ -530,7 +531,7 @@ int ModApiInventory::l_create_detached_inventory_raw(lua_State *L)
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NO_MAP_LOCK_REQUIRED;
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const char *name = luaL_checkstring(L, 1);
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std::string player = readParam<std::string>(L, 2, "");
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if (getServer(L)->createDetachedInventory(name, player) != NULL) {
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if (getServerInventoryMgr(L)->createDetachedInventory(name, getServer(L)->idef(), player) != NULL) {
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InventoryLocation loc;
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loc.setDetached(name);
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InvRef::create(L, loc);
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@ -545,7 +546,7 @@ int ModApiInventory::l_remove_detached_inventory_raw(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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const std::string &name = luaL_checkstring(L, 1);
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lua_pushboolean(L, getServer(L)->removeDetachedInventory(name));
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lua_pushboolean(L, getServerInventoryMgr(L)->removeDetachedInventory(name));
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return 1;
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}
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@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "scripting_server.h"
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#include "server/luaentity_sao.h"
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#include "server/player_sao.h"
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#include "server/serverinventorymgr.h"
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/*
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ObjectRef
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@ -289,7 +290,7 @@ int ObjectRef::l_get_inventory(lua_State *L)
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if (co == NULL) return 0;
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// Do it
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InventoryLocation loc = co->getInventoryLocation();
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if (getServer(L)->getInventory(loc) != NULL)
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if (getServerInventoryMgr(L)->getInventory(loc) != NULL)
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InvRef::create(L, loc);
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else
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lua_pushnil(L); // An object may have no inventory (nil)
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@ -2172,9 +2173,7 @@ int ObjectRef::l_override_day_night_ratio(lua_State *L)
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ratio = readParam<float>(L, 2);
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}
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if (!getServer(L)->overrideDayNightRatio(player, do_override, ratio))
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return 0;
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getServer(L)->overrideDayNightRatio(player, do_override, ratio);
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lua_pushboolean(L, true);
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return 1;
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}
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