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Inventory: Add ServerEnv checks for calls during script init
This fixes 'minetest.get_inventory' calls to players or nodes during the load phase.
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SmallJoker committed Jan 4, 2022
1 parent 1965628 commit d33ab97434633683196cee2c4593160736899124
Showing with 17 additions and 11 deletions.
  1. +17 −11 src/server/serverinventorymgr.cpp
@@ -39,24 +39,29 @@ ServerInventoryManager::~ServerInventoryManager()

Inventory *ServerInventoryManager::getInventory(const InventoryLocation &loc)
{
// No m_env check here: allow creation and modification of detached inventories

switch (loc.type) {
case InventoryLocation::UNDEFINED:
case InventoryLocation::CURRENT_PLAYER:
break;
case InventoryLocation::PLAYER: {
if (!m_env)
return nullptr;

RemotePlayer *player = m_env->getPlayer(loc.name.c_str());
if (!player)
return NULL;

PlayerSAO *playersao = player->getPlayerSAO();
if (!playersao)
return NULL;
return playersao->getInventory();
return playersao ? playersao->getInventory() : nullptr;
} break;
case InventoryLocation::NODEMETA: {
if (!m_env)
return nullptr;

NodeMetadata *meta = m_env->getMap().getNodeMetadata(loc.p);
if (!meta)
return NULL;
return meta->getInventory();
return meta ? meta->getInventory() : nullptr;
} break;
case InventoryLocation::DETACHED: {
auto it = m_detached_inventories.find(loc.name);
@@ -151,12 +156,13 @@ bool ServerInventoryManager::removeDetachedInventory(const std::string &name)
const std::string &owner = inv_it->second.owner;

if (!owner.empty()) {
RemotePlayer *player = m_env->getPlayer(owner.c_str());

if (player && player->getPeerId() != PEER_ID_INEXISTENT)
m_env->getGameDef()->sendDetachedInventory(
nullptr, name, player->getPeerId());
if (m_env) {
RemotePlayer *player = m_env->getPlayer(owner.c_str());

if (player && player->getPeerId() != PEER_ID_INEXISTENT)
m_env->getGameDef()->sendDetachedInventory(
nullptr, name, player->getPeerId());
}
} else if (m_env) {
// Notify all players about the change as soon ServerEnv exists
m_env->getGameDef()->sendDetachedInventory(

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