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Client-side prediction of inventory changes, and some inventory menu fixes
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parent
1efdc36b22
commit
b4dd5d3bd7
8 changed files with 210 additions and 57 deletions
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@ -133,6 +133,10 @@ InventoryAction * InventoryAction::deSerialize(std::istream &is)
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return a;
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}
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/*
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IMoveAction
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*/
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IMoveAction::IMoveAction(std::istream &is)
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{
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std::string ts;
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@ -193,59 +197,13 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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<<", to_list=\""<<to_list<<"\""<<std::endl;
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return;
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}
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if(list_from->getItem(from_i).empty())
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{
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infostream<<"IMoveAction::apply(): FAIL: source item not found: "
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<<"from_inv=\""<<from_inv.dump()<<"\""
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<<", from_list=\""<<from_list<<"\""
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<<" from_i="<<from_i<<std::endl;
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return;
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}
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/*
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If the source and the destination slots are the same
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This performs the actual movement
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If something is wrong (source item is empty, destination is the
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same as source), nothing happens
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*/
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if(inv_from == inv_to && list_from == list_to && from_i == to_i)
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{
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infostream<<"IMoveAction::apply(): FAIL: source and destination slots "
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<<"are the same: inv=\""<<from_inv.dump()
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<<"\" list=\""<<from_list
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<<"\" i="<<from_i<<std::endl;
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return;
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}
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// Take item from source list
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ItemStack item1;
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if(count == 0)
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item1 = list_from->changeItem(from_i, ItemStack());
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else
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item1 = list_from->takeItem(from_i, count);
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// Try to add the item to destination list
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int oldcount = item1.count;
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item1 = list_to->addItem(to_i, item1);
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// If something is returned, the item was not fully added
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if(!item1.empty())
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{
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// If olditem is returned, nothing was added.
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bool nothing_added = (item1.count == oldcount);
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// If something else is returned, part of the item was left unadded.
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// Add the other part back to the source item
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list_from->addItem(from_i, item1);
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// If olditem is returned, nothing was added.
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// Swap the items
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if(nothing_added)
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{
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// Take item from source list
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item1 = list_from->changeItem(from_i, ItemStack());
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// Adding was not possible, swap the items.
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ItemStack item2 = list_to->changeItem(to_i, item1);
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// Put item from destination list to the source list
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list_from->changeItem(from_i, item2);
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}
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}
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list_from->moveItem(from_i, list_to, to_i, count);
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mgr->setInventoryModified(from_inv);
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if(inv_from != inv_to)
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@ -262,6 +220,38 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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<<std::endl;
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}
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void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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{
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// Optional InventoryAction operation that is run on the client
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// to make lag less apparent.
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Inventory *inv_from = mgr->getInventory(from_inv);
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Inventory *inv_to = mgr->getInventory(to_inv);
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if(!inv_from || !inv_to)
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return;
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InventoryLocation current_player;
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current_player.setCurrentPlayer();
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Inventory *inv_player = mgr->getInventory(current_player);
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if(inv_from != inv_player || inv_to != inv_player)
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return;
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InventoryList *list_from = inv_from->getList(from_list);
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InventoryList *list_to = inv_to->getList(to_list);
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if(!list_from || !list_to)
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return;
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list_from->moveItem(from_i, list_to, to_i, count);
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mgr->setInventoryModified(from_inv);
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if(inv_from != inv_to)
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mgr->setInventoryModified(to_inv);
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}
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/*
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IDropAction
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*/
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IDropAction::IDropAction(std::istream &is)
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{
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std::string ts;
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@ -338,6 +328,37 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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<<std::endl;
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}
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void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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{
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// Optional InventoryAction operation that is run on the client
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// to make lag less apparent.
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Inventory *inv_from = mgr->getInventory(from_inv);
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if(!inv_from)
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return;
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InventoryLocation current_player;
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current_player.setCurrentPlayer();
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Inventory *inv_player = mgr->getInventory(current_player);
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if(inv_from != inv_player)
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return;
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InventoryList *list_from = inv_from->getList(from_list);
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if(!list_from)
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return;
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if(count == 0)
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list_from->changeItem(from_i, ItemStack());
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else
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list_from->takeItem(from_i, count);
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mgr->setInventoryModified(from_inv);
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}
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/*
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ICraftAction
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*/
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ICraftAction::ICraftAction(std::istream &is)
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{
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std::string ts;
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@ -412,6 +433,12 @@ void ICraftAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGam
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<<std::endl;
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}
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void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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{
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// Optional InventoryAction operation that is run on the client
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// to make lag less apparent.
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}
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// Crafting helper
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bool getCraftingResult(Inventory *inv, ItemStack& result,
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