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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
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12 changed files with 312 additions and 207 deletions

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