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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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src/server/serverinventorymgr.h
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src/server/serverinventorymgr.h
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/*
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Minetest
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Copyright (C) 2010-2020 Minetest core development team
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "inventorymanager.h"
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#include <functional>
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class ServerEnvironment;
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class ServerInventoryManager : public InventoryManager
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{
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public:
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ServerInventoryManager();
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virtual ~ServerInventoryManager();
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void setEnv(ServerEnvironment *env)
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{
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assert(!m_env);
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m_env = env;
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}
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Inventory *getInventory(const InventoryLocation &loc);
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void setInventoryModified(const InventoryLocation &loc);
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// Creates or resets inventory
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Inventory *createDetachedInventory(const std::string &name, IItemDefManager *idef,
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const std::string &player = "");
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bool removeDetachedInventory(const std::string &name);
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void sendDetachedInventories(const std::string &peer_name, bool incremental,
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std::function<void(const std::string &, Inventory *)> apply_cb);
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private:
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struct DetachedInventory
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{
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Inventory *inventory;
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std::string owner;
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};
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ServerEnvironment *m_env = nullptr;
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std::unordered_map<std::string, DetachedInventory> m_detached_inventories;
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};
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