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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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12 changed files with 312 additions and 207 deletions
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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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