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Send Inventory packet on event, don't check it at each AsyncRunStep.
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* Call UpdateCrafting into SendInventory because this functions is only called before SendInventory
* Use Player* instead of peer_id for UpdateCrafting because SendInventory already has the Player* pointer, then don't loop for searching Player* per peer_id
* m_env_mutex don't need to be used with this modification because it's already locked before the calls
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nerzhul committed Mar 4, 2015
1 parent 038d3a3 commit 1b2f644
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Showing 7 changed files with 17 additions and 34 deletions.
6 changes: 0 additions & 6 deletions src/content_sao.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -717,7 +717,6 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
m_attachment_sent(false),
// public
m_moved(false),
m_inventory_not_sent(false),
m_physics_override_speed(1),
m_physics_override_jump(1),
m_physics_override_gravity(1),
Expand Down Expand Up @@ -1162,11 +1161,6 @@ InventoryLocation PlayerSAO::getInventoryLocation() const
return loc;
}

void PlayerSAO::setInventoryModified()
{
m_inventory_not_sent = true;
}

std::string PlayerSAO::getWieldList() const
{
return "main";
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2 changes: 0 additions & 2 deletions src/content_sao.h
Original file line number Diff line number Diff line change
Expand Up @@ -205,7 +205,6 @@ class PlayerSAO : public ServerActiveObject
Inventory* getInventory();
const Inventory* getInventory() const;
InventoryLocation getInventoryLocation() const;
void setInventoryModified();
std::string getWieldList() const;
int getWieldIndex() const;
void setWieldIndex(int i);
Expand Down Expand Up @@ -317,7 +316,6 @@ class PlayerSAO : public ServerActiveObject
public:
// Some flags used by Server
bool m_moved;
bool m_inventory_not_sent;

float m_physics_override_speed;
float m_physics_override_jump;
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4 changes: 3 additions & 1 deletion src/network/packethandlers/server.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1390,7 +1390,9 @@ void Server::handleCommand_Interact(NetworkPacket* pkt)
// Placement was handled in lua

// Apply returned ItemStack
playersao->setWieldedItem(item);
if (playersao->setWieldedItem(item)) {
SendInventory(pkt->getPeerId());
}
}

// If item has node placement prediction, always send the
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3 changes: 3 additions & 0 deletions src/script/lua_api/l_object.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -355,6 +355,9 @@ int ObjectRef::l_set_wielded_item(lua_State *L)
// Do it
ItemStack item = read_item(L, 2, getServer(L));
bool success = co->setWieldedItem(item);
if (success && co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
getServer(L)->SendInventory(((PlayerSAO*)co)->getPeerID());
}
lua_pushboolean(L, success);
return 1;
}
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19 changes: 4 additions & 15 deletions src/server.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -609,14 +609,6 @@ void Server::AsyncRunStep(bool initial_step)
SendMovePlayer(*i);
playersao->m_moved = false;
}

/*
Send player inventories if necessary
*/
if(playersao->m_inventory_not_sent) {
UpdateCrafting(*i);
SendInventory(*i);
}
}
}

Expand Down Expand Up @@ -1164,7 +1156,6 @@ PlayerSAO* Server::StageTwoClientInit(u16 peer_id)
SendPlayerInventoryFormspec(peer_id);

// Send inventory
UpdateCrafting(peer_id);
SendInventory(peer_id);

// Send HP
Expand Down Expand Up @@ -1385,7 +1376,8 @@ void Server::setInventoryModified(const InventoryLocation &loc)
PlayerSAO *playersao = player->getPlayerSAO();
if(!playersao)
return;
playersao->m_inventory_not_sent = true;

SendInventory(playersao->getPeerID());
}
break;
case InventoryLocation::NODEMETA:
Expand Down Expand Up @@ -1650,7 +1642,7 @@ void Server::SendInventory(u16 peer_id)
PlayerSAO *playersao = getPlayerSAO(peer_id);
assert(playersao);

playersao->m_inventory_not_sent = false;
UpdateCrafting(playersao->getPlayer());

/*
Serialize it
Expand Down Expand Up @@ -2701,13 +2693,10 @@ void Server::DeleteClient(u16 peer_id, ClientDeletionReason reason)
SendChatMessage(PEER_ID_INEXISTENT,message);
}

void Server::UpdateCrafting(u16 peer_id)
void Server::UpdateCrafting(Player* player)
{
DSTACK(__FUNCTION_NAME);

Player* player = m_env->getPlayer(peer_id);
assert(player);

// Get a preview for crafting
ItemStack preview;
InventoryLocation loc;
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8 changes: 5 additions & 3 deletions src/server.h
Original file line number Diff line number Diff line change
Expand Up @@ -375,6 +375,9 @@ class Server : public con::PeerHandler, public MapEventReceiver,
void SendPlayerHPOrDie(u16 peer_id, bool die) { die ? DiePlayer(peer_id) : SendPlayerHP(peer_id); }
void SendPlayerBreath(u16 peer_id);

// Envlock and conlock should be locked when calling these
void SendInventory(u16 peer_id);

// Bind address
Address m_bind_addr;

Expand All @@ -394,8 +397,7 @@ class Server : public con::PeerHandler, public MapEventReceiver,
/* mark blocks not sent for all clients */
void SetBlocksNotSent(std::map<v3s16, MapBlock *>& block);

// Envlock and conlock should be locked when calling these
void SendInventory(u16 peer_id);

void SendChatMessage(u16 peer_id, const std::wstring &message);
void SendTimeOfDay(u16 peer_id, u16 time, f32 time_speed);
void SendPlayerHP(u16 peer_id);
Expand Down Expand Up @@ -466,7 +468,7 @@ class Server : public con::PeerHandler, public MapEventReceiver,
void DiePlayer(u16 peer_id);
void RespawnPlayer(u16 peer_id);
void DeleteClient(u16 peer_id, ClientDeletionReason reason);
void UpdateCrafting(u16 peer_id);
void UpdateCrafting(Player *player);

// When called, connection mutex should be locked
RemoteClient* getClient(u16 peer_id,ClientState state_min=CS_Active);
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9 changes: 2 additions & 7 deletions src/serverobject.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -90,14 +90,9 @@ ItemStack ServerActiveObject::getWieldedItem() const

bool ServerActiveObject::setWieldedItem(const ItemStack &item)
{
Inventory *inv = getInventory();
if(inv)
{
InventoryList *list = inv->getList(getWieldList());
if (list)
{
if(Inventory *inv = getInventory()) {
if (InventoryList *list = inv->getList(getWieldList())) {
list->changeItem(getWieldIndex(), item);
setInventoryModified();
return true;
}
}
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