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.
master
Loïc Blot 2020-05-07 22:38:41 +02:00 committed by GitHub
parent 650168cada
commit 454dbf83a9
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
12 changed files with 312 additions and 207 deletions

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@ -1302,7 +1302,6 @@ bool Game::createSingleplayerServer(const std::string &map_dir,
}
server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr, false);
server->init();
server->start();
return true;

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@ -887,7 +887,6 @@ static bool run_dedicated_server(const GameParams &game_params, const Settings &
// Create server
Server server(game_params.world_path, game_params.game_spec,
false, bind_addr, true, &iface);
server.init();
g_term_console.setup(&iface, &kill, admin_nick);
@ -922,7 +921,6 @@ static bool run_dedicated_server(const GameParams &game_params, const Settings &
// Create server
Server server(game_params.world_path, game_params.game_spec, false,
bind_addr, true);
server.init();
server.start();
// Run server

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@ -34,6 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "network/networkprotocol.h"
#include "network/serveropcodes.h"
#include "server/player_sao.h"
#include "server/serverinventorymgr.h"
#include "util/auth.h"
#include "util/base64.h"
#include "util/pointedthing.h"
@ -620,9 +621,9 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
ma->from_inv.applyCurrentPlayer(player->getName());
ma->to_inv.applyCurrentPlayer(player->getName());
setInventoryModified(ma->from_inv);
m_inventory_mgr->setInventoryModified(ma->from_inv);
if (ma->from_inv != ma->to_inv)
setInventoryModified(ma->to_inv);
m_inventory_mgr->setInventoryModified(ma->to_inv);
bool from_inv_is_current_player =
(ma->from_inv.type == InventoryLocation::PLAYER) &&
@ -687,7 +688,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
da->from_inv.applyCurrentPlayer(player->getName());
setInventoryModified(da->from_inv);
m_inventory_mgr->setInventoryModified(da->from_inv);
/*
Disable dropping items out of craftpreview
@ -723,7 +724,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
ca->craft_inv.applyCurrentPlayer(player->getName());
setInventoryModified(ca->craft_inv);
m_inventory_mgr->setInventoryModified(ca->craft_inv);
//bool craft_inv_is_current_player =
// (ca->craft_inv.type == InventoryLocation::PLAYER) &&
@ -739,7 +740,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
}
// Do the action
a->apply(this, playersao, this);
a->apply(m_inventory_mgr.get(), playersao, this);
// Eat the action
delete a;
}

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@ -45,6 +45,11 @@ Server *ModApiBase::getServer(lua_State *L)
return getScriptApiBase(L)->getServer();
}
ServerInventoryManager *ModApiBase::getServerInventoryMgr(lua_State *L)
{
return getScriptApiBase(L)->getServer()->getInventoryMgr();
}
#ifndef SERVER
Client *ModApiBase::getClient(lua_State *L)
{

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@ -38,12 +38,14 @@ class GUIEngine;
class ScriptApiBase;
class Server;
class Environment;
class ServerInventoryManager;
class ModApiBase : protected LuaHelper {
public:
static ScriptApiBase* getScriptApiBase(lua_State *L);
static Server* getServer(lua_State *L);
static ServerInventoryManager *getServerInventoryMgr(lua_State *L);
#ifndef SERVER
static Client* getClient(lua_State *L);
static GUIEngine* getGuiEngine(lua_State *L);

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@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "common/c_converter.h"
#include "common/c_content.h"
#include "server.h"
#include "server/serverinventorymgr.h"
#include "remoteplayer.h"
/*
@ -38,7 +39,7 @@ InvRef* InvRef::checkobject(lua_State *L, int narg)
Inventory* InvRef::getinv(lua_State *L, InvRef *ref)
{
return getServer(L)->getInventory(ref->m_loc);
return getServerInventoryMgr(L)->getInventory(ref->m_loc);
}
InventoryList* InvRef::getlist(lua_State *L, InvRef *ref,
@ -54,7 +55,7 @@ InventoryList* InvRef::getlist(lua_State *L, InvRef *ref,
void InvRef::reportInventoryChange(lua_State *L, InvRef *ref)
{
// Inform other things that the inventory has changed
getServer(L)->setInventoryModified(ref->m_loc);
getServerInventoryMgr(L)->setInventoryModified(ref->m_loc);
}
// Exported functions
@ -497,7 +498,7 @@ int ModApiInventory::l_get_inventory(lua_State *L)
v3s16 pos = check_v3s16(L, -1);
loc.setNodeMeta(pos);
if (getServer(L)->getInventory(loc) != NULL)
if (getServerInventoryMgr(L)->getInventory(loc) != NULL)
InvRef::create(L, loc);
else
lua_pushnil(L);
@ -515,7 +516,7 @@ int ModApiInventory::l_get_inventory(lua_State *L)
lua_pop(L, 1);
}
if (getServer(L)->getInventory(loc) != NULL)
if (getServerInventoryMgr(L)->getInventory(loc) != NULL)
InvRef::create(L, loc);
else
lua_pushnil(L);
@ -530,7 +531,7 @@ int ModApiInventory::l_create_detached_inventory_raw(lua_State *L)
NO_MAP_LOCK_REQUIRED;
const char *name = luaL_checkstring(L, 1);
std::string player = readParam<std::string>(L, 2, "");
if (getServer(L)->createDetachedInventory(name, player) != NULL) {
if (getServerInventoryMgr(L)->createDetachedInventory(name, getServer(L)->idef(), player) != NULL) {
InventoryLocation loc;
loc.setDetached(name);
InvRef::create(L, loc);
@ -545,7 +546,7 @@ int ModApiInventory::l_remove_detached_inventory_raw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
const std::string &name = luaL_checkstring(L, 1);
lua_pushboolean(L, getServer(L)->removeDetachedInventory(name));
lua_pushboolean(L, getServerInventoryMgr(L)->removeDetachedInventory(name));
return 1;
}

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@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "scripting_server.h"
#include "server/luaentity_sao.h"
#include "server/player_sao.h"
#include "server/serverinventorymgr.h"
/*
ObjectRef
@ -289,7 +290,7 @@ int ObjectRef::l_get_inventory(lua_State *L)
if (co == NULL) return 0;
// Do it
InventoryLocation loc = co->getInventoryLocation();
if (getServer(L)->getInventory(loc) != NULL)
if (getServerInventoryMgr(L)->getInventory(loc) != NULL)
InvRef::create(L, loc);
else
lua_pushnil(L); // An object may have no inventory (nil)
@ -2172,9 +2173,7 @@ int ObjectRef::l_override_day_night_ratio(lua_State *L)
ratio = readParam<float>(L, 2);
}
if (!getServer(L)->overrideDayNightRatio(player, do_override, ratio))
return 0;
getServer(L)->overrideDayNightRatio(player, do_override, ratio);
lua_pushboolean(L, true);
return 1;
}

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@ -64,6 +64,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "chat_interface.h"
#include "remoteplayer.h"
#include "server/player_sao.h"
#include "server/serverinventorymgr.h"
#include "translation.h"
class ClientNotFoundException : public BaseException
@ -338,11 +339,6 @@ Server::~Server()
infostream << "Server: Deinitializing scripting" << std::endl;
delete m_script;
// Delete detached inventories
for (auto &detached_inventory : m_detached_inventories) {
delete detached_inventory.second;
}
while (!m_unsent_map_edit_queue.empty()) {
delete m_unsent_map_edit_queue.front();
m_unsent_map_edit_queue.pop();
@ -388,6 +384,9 @@ void Server::init()
m_script = new ServerScripting(this);
// Must be created before mod loading because we have some inventory creation
m_inventory_mgr = std::unique_ptr<ServerInventoryManager>(new ServerInventoryManager());
m_script->loadMod(getBuiltinLuaPath() + DIR_DELIM "init.lua", BUILTIN_MOD_NAME);
m_modmgr->loadMods(m_script);
@ -422,6 +421,7 @@ void Server::init()
// Initialize Environment
m_env = new ServerEnvironment(servermap, m_script, this, m_path_world);
m_inventory_mgr->setEnv(m_env);
m_clients.setEnv(m_env);
if (!servermap->settings_mgr.makeMapgenParams())
@ -443,6 +443,8 @@ void Server::init()
m_env->loadMeta();
// Those settings can be overwritten in world.mt, they are
// intended to be cached after environment loading.
m_liquid_transform_every = g_settings->getFloat("liquid_update");
m_max_chatmessage_length = g_settings->getU16("chat_message_max_size");
m_csm_restriction_flags = g_settings->getU64("csm_restriction_flags");
@ -451,6 +453,8 @@ void Server::init()
void Server::start()
{
init();
infostream << "Starting server on " << m_bind_addr.serializeString()
<< "..." << std::endl;
@ -1180,82 +1184,6 @@ void Server::onMapEditEvent(const MapEditEvent &event)
m_unsent_map_edit_queue.push(new MapEditEvent(event));
}
Inventory* Server::getInventory(const InventoryLocation &loc)
{
switch (loc.type) {
case InventoryLocation::UNDEFINED:
case InventoryLocation::CURRENT_PLAYER:
break;
case InventoryLocation::PLAYER:
{
RemotePlayer *player = m_env->getPlayer(loc.name.c_str());
if(!player)
return NULL;
PlayerSAO *playersao = player->getPlayerSAO();
if(!playersao)
return NULL;
return playersao->getInventory();
}
break;
case InventoryLocation::NODEMETA:
{
NodeMetadata *meta = m_env->getMap().getNodeMetadata(loc.p);
if(!meta)
return NULL;
return meta->getInventory();
}
break;
case InventoryLocation::DETACHED:
{
if(m_detached_inventories.count(loc.name) == 0)
return NULL;
return m_detached_inventories[loc.name];
}
break;
default:
sanity_check(false); // abort
break;
}
return NULL;
}
void Server::setInventoryModified(const InventoryLocation &loc)
{
switch(loc.type){
case InventoryLocation::UNDEFINED:
break;
case InventoryLocation::PLAYER:
{
RemotePlayer *player = m_env->getPlayer(loc.name.c_str());
if (!player)
return;
player->setModified(true);
player->inventory.setModified(true);
// Updates are sent in ServerEnvironment::step()
}
break;
case InventoryLocation::NODEMETA:
{
MapEditEvent event;
event.type = MEET_BLOCK_NODE_METADATA_CHANGED;
event.p = loc.p;
m_env->getMap().dispatchEvent(event);
}
break;
case InventoryLocation::DETACHED:
{
// Updates are sent in ServerEnvironment::step()
}
break;
default:
sanity_check(false); // abort
break;
}
}
void Server::SetBlocksNotSent(std::map<v3s16, MapBlock *>& block)
{
std::vector<session_t> clients = m_clients.getClientIDs();
@ -2712,40 +2640,20 @@ void Server::sendRequestedMedia(session_t peer_id,
}
}
void Server::sendDetachedInventory(const std::string &name, session_t peer_id)
void Server::sendDetachedInventory(Inventory *inventory, const std::string &name, session_t peer_id)
{
const auto &inv_it = m_detached_inventories.find(name);
const auto &player_it = m_detached_inventories_player.find(name);
if (player_it == m_detached_inventories_player.end() ||
player_it->second.empty()) {
// OK. Send to everyone
} else {
if (!m_env)
return; // Mods are not done loading
RemotePlayer *p = m_env->getPlayer(player_it->second.c_str());
if (!p)
return; // Player is offline
if (peer_id != PEER_ID_INEXISTENT && peer_id != p->getPeerId())
return; // Caller requested send to a different player, so don't send.
peer_id = p->getPeerId();
}
NetworkPacket pkt(TOCLIENT_DETACHED_INVENTORY, 0, peer_id);
pkt << name;
if (inv_it == m_detached_inventories.end()) {
if (!inventory) {
pkt << false; // Remove inventory
} else {
pkt << true; // Update inventory
// Serialization & NetworkPacket isn't a love story
std::ostringstream os(std::ios_base::binary);
inv_it->second->serialize(os);
inv_it->second->setModified(false);
inventory->serialize(os);
inventory->setModified(false);
const std::string &os_str = os.str();
pkt << static_cast<u16>(os_str.size()); // HACK: to keep compatibility with 5.0.0 clients
@ -2760,16 +2668,17 @@ void Server::sendDetachedInventory(const std::string &name, session_t peer_id)
void Server::sendDetachedInventories(session_t peer_id, bool incremental)
{
for (const auto &detached_inventory : m_detached_inventories) {
const std::string &name = detached_inventory.first;
if (incremental) {
Inventory *inv = detached_inventory.second;
if (!inv || !inv->checkModified())
continue;
}
sendDetachedInventory(name, peer_id);
// Lookup player name, to filter detached inventories just after
std::string peer_name;
if (peer_id != PEER_ID_INEXISTENT) {
peer_name = getClient(peer_id, CS_Created)->getName();
}
auto send_cb = [this, peer_id](const std::string &name, Inventory *inv) {
sendDetachedInventory(inv, name, peer_id);
};
m_inventory_mgr->sendDetachedInventories(peer_name, incremental, send_cb);
}
/*
@ -3442,15 +3351,12 @@ void Server::setClouds(RemotePlayer *player, const CloudParams &params)
SendCloudParams(player->getPeerId(), params);
}
bool Server::overrideDayNightRatio(RemotePlayer *player, bool do_override,
void Server::overrideDayNightRatio(RemotePlayer *player, bool do_override,
float ratio)
{
if (!player)
return false;
sanity_check(player);
player->overrideDayNightRatio(do_override, ratio);
SendOverrideDayNightRatio(player->getPeerId(), do_override, ratio);
return true;
}
void Server::notifyPlayers(const std::wstring &msg)
@ -3541,52 +3447,6 @@ void Server::deleteParticleSpawner(const std::string &playername, u32 id)
SendDeleteParticleSpawner(peer_id, id);
}
Inventory* Server::createDetachedInventory(const std::string &name, const std::string &player)
{
if(m_detached_inventories.count(name) > 0){
infostream<<"Server clearing detached inventory \""<<name<<"\""<<std::endl;
delete m_detached_inventories[name];
} else {
infostream<<"Server creating detached inventory \""<<name<<"\""<<std::endl;
}
Inventory *inv = new Inventory(m_itemdef);
sanity_check(inv);
m_detached_inventories[name] = inv;
if (!player.empty())
m_detached_inventories_player[name] = player;
//TODO find a better way to do this
sendDetachedInventory(name,PEER_ID_INEXISTENT);
return inv;
}
bool Server::removeDetachedInventory(const std::string &name)
{
const auto &inv_it = m_detached_inventories.find(name);
if (inv_it == m_detached_inventories.end())
return false;
delete inv_it->second;
m_detached_inventories.erase(inv_it);
if (!m_env) // Mods are not done loading
return true;
const auto &player_it = m_detached_inventories_player.find(name);
if (player_it != m_detached_inventories_player.end()) {
RemotePlayer *player = m_env->getPlayer(player_it->second.c_str());
if (player && player->getPeerId() != PEER_ID_INEXISTENT)
sendDetachedInventory(name, player->getPeerId());
m_detached_inventories_player.erase(player_it);
} else {
// Notify all players about the change
sendDetachedInventory(name, PEER_ID_INEXISTENT);
}
return true;
}
// actions: time-reversed list
// Return value: success/failure
bool Server::rollbackRevertActions(const std::list<RollbackAction> &actions,
@ -3607,7 +3467,7 @@ bool Server::rollbackRevertActions(const std::list<RollbackAction> &actions,
for (const RollbackAction &action : actions) {
num_tried++;
bool success = action.applyRevert(map, this, this);
bool success = action.applyRevert(map, m_inventory_mgr.get(), this);
if(!success){
num_failed++;
std::ostringstream os;

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@ -68,6 +68,7 @@ struct MoonParams;
struct StarParams;
class ServerThread;
class ServerModManager;
class ServerInventoryManager;
enum ClientDeletionReason {
CDR_LEAVE,
@ -116,7 +117,7 @@ struct ServerPlayingSound
};
class Server : public con::PeerHandler, public MapEventReceiver,
public InventoryManager, public IGameDef
public IGameDef
{
public:
/*
@ -134,7 +135,6 @@ public:
~Server();
DISABLE_CLASS_COPY(Server);
void init();
void start();
void stop();
// This is mainly a way to pass the time to the server.
@ -196,12 +196,6 @@ public:
*/
void onMapEditEvent(const MapEditEvent &event);
/*
Shall be called with the environment and the connection locked.
*/
Inventory* getInventory(const InventoryLocation &loc);
void setInventoryModified(const InventoryLocation &loc);
// Connection must be locked when called
std::wstring getStatusString();
inline double getUptime() const { return m_uptime_counter->get(); }
@ -253,10 +247,8 @@ public:
void deleteParticleSpawner(const std::string &playername, u32 id);
// Creates or resets inventory
Inventory *createDetachedInventory(const std::string &name,
const std::string &player = "");
bool removeDetachedInventory(const std::string &name);
ServerInventoryManager *getInventoryMgr() const { return m_inventory_mgr.get(); }
void sendDetachedInventory(Inventory *inventory, const std::string &name, session_t peer_id);
// Envlock and conlock should be locked when using scriptapi
ServerScripting *getScriptIface(){ return m_script; }
@ -318,7 +310,7 @@ public:
void setClouds(RemotePlayer *player, const CloudParams &params);
bool overrideDayNightRatio(RemotePlayer *player, bool do_override, float brightness);
void overrideDayNightRatio(RemotePlayer *player, bool do_override, float brightness);
/* con::PeerHandler implementation. */
void peerAdded(con::Peer *peer);
@ -389,6 +381,8 @@ private:
float m_timer = 0.0f;
};
void init();
void SendMovement(session_t peer_id);
void SendHP(session_t peer_id, u16 hp);
void SendBreath(session_t peer_id, u16 breath);
@ -457,8 +451,6 @@ private:
void sendRequestedMedia(session_t peer_id,
const std::vector<std::string> &tosend);
void sendDetachedInventory(const std::string &name, session_t peer_id);
// Adds a ParticleSpawner on peer with peer_id (PEER_ID_INEXISTENT == all)
void SendAddParticleSpawner(session_t peer_id, u16 protocol_version,
u16 amount, float spawntime,
@ -656,14 +648,6 @@ private:
s32 m_next_sound_id = 0; // positive values only
s32 nextSoundId();
/*
Detached inventories (behind m_env_mutex)
*/
// key = name
std::map<std::string, Inventory*> m_detached_inventories;
// value = "" (visible to all players) or player name
std::map<std::string, std::string> m_detached_inventories_player;
std::unordered_map<std::string, ModMetadata *> m_mod_storages;
float m_mod_storage_save_timer = 10.0f;
@ -674,6 +658,9 @@ private:
// ModChannel manager
std::unique_ptr<ModChannelMgr> m_modchannel_mgr;
// Inventory manager
std::unique_ptr<ServerInventoryManager> m_inventory_mgr;
// Global server metrics backend
std::unique_ptr<MetricsBackend> m_metrics_backend;

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@ -4,5 +4,6 @@ set(server_SRCS
${CMAKE_CURRENT_SOURCE_DIR}/mods.cpp
${CMAKE_CURRENT_SOURCE_DIR}/player_sao.cpp
${CMAKE_CURRENT_SOURCE_DIR}/serveractiveobject.cpp
${CMAKE_CURRENT_SOURCE_DIR}/serverinventorymgr.cpp
${CMAKE_CURRENT_SOURCE_DIR}/unit_sao.cpp
PARENT_SCOPE)

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@ -0,0 +1,192 @@
/*
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.
*/
#include "serverinventorymgr.h"
#include "map.h"
#include "nodemetadata.h"
#include "player_sao.h"
#include "remoteplayer.h"
#include "server.h"
#include "serverenvironment.h"
ServerInventoryManager::ServerInventoryManager() : InventoryManager()
{
}
ServerInventoryManager::~ServerInventoryManager()
{
// Delete detached inventories
for (auto &detached_inventory : m_detached_inventories) {
delete detached_inventory.second.inventory;
}
}
Inventory *ServerInventoryManager::getInventory(const InventoryLocation &loc)
{
switch (loc.type) {
case InventoryLocation::UNDEFINED:
case InventoryLocation::CURRENT_PLAYER:
break;
case InventoryLocation::PLAYER: {
RemotePlayer *player = m_env->getPlayer(loc.name.c_str());
if (!player)
return NULL;
PlayerSAO *playersao = player->getPlayerSAO();
if (!playersao)
return NULL;
return playersao->getInventory();
} break;
case InventoryLocation::NODEMETA: {
NodeMetadata *meta = m_env->getMap().getNodeMetadata(loc.p);
if (!meta)
return NULL;
return meta->getInventory();
} break;
case InventoryLocation::DETACHED: {
auto it = m_detached_inventories.find(loc.name);
if (it == m_detached_inventories.end())
return nullptr;
return it->second.inventory;
} break;
default:
sanity_check(false); // abort
break;
}
return NULL;
}
void ServerInventoryManager::setInventoryModified(const InventoryLocation &loc)
{
switch (loc.type) {
case InventoryLocation::UNDEFINED:
break;
case InventoryLocation::PLAYER: {
RemotePlayer *player = m_env->getPlayer(loc.name.c_str());
if (!player)
return;
player->setModified(true);
player->inventory.setModified(true);
// Updates are sent in ServerEnvironment::step()
} break;
case InventoryLocation::NODEMETA: {
MapEditEvent event;
event.type = MEET_BLOCK_NODE_METADATA_CHANGED;
event.p = loc.p;
m_env->getMap().dispatchEvent(event);
} break;
case InventoryLocation::DETACHED: {
// Updates are sent in ServerEnvironment::step()
} break;
default:
sanity_check(false); // abort
break;
}
}
Inventory *ServerInventoryManager::createDetachedInventory(
const std::string &name, IItemDefManager *idef, const std::string &player)
{
if (m_detached_inventories.count(name) > 0) {
infostream << "Server clearing detached inventory \"" << name << "\""
<< std::endl;
delete m_detached_inventories[name].inventory;
} else {
infostream << "Server creating detached inventory \"" << name << "\""
<< std::endl;
}
Inventory *inv = new Inventory(idef);
sanity_check(inv);
m_detached_inventories[name].inventory = inv;
if (!player.empty()) {
m_detached_inventories[name].owner = player;
if (!m_env)
return inv; // Mods are not loaded yet, ignore
RemotePlayer *p = m_env->getPlayer(name.c_str());
// if player is connected, send him the inventory
if (p && p->getPeerId() != PEER_ID_INEXISTENT) {
m_env->getGameDef()->sendDetachedInventory(
inv, name, p->getPeerId());
}
} else {
if (!m_env)
return inv; // Mods are not loaded yet, don't send
// Inventory is for everybody, broadcast
m_env->getGameDef()->sendDetachedInventory(inv, name, PEER_ID_INEXISTENT);
}
return inv;
}
bool ServerInventoryManager::removeDetachedInventory(const std::string &name)
{
const auto &inv_it = m_detached_inventories.find(name);
if (inv_it == m_detached_inventories.end())
return false;
delete inv_it->second.inventory;
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());
} else {
// Notify all players about the change
m_env->getGameDef()->sendDetachedInventory(
nullptr, name, PEER_ID_INEXISTENT);
}
m_detached_inventories.erase(inv_it);
return true;
}
void ServerInventoryManager::sendDetachedInventories(const std::string &peer_name,
bool incremental,
std::function<void(const std::string &, Inventory *)> apply_cb)
{
for (const auto &detached_inventory : m_detached_inventories) {
const DetachedInventory &dinv = detached_inventory.second;
if (incremental) {
if (!dinv.inventory || !dinv.inventory->checkModified())
continue;
}
// if we are pushing inventories to a specific player
// we should filter to send only the right inventories
if (!peer_name.empty()) {
const std::string &attached_player = dinv.owner;
if (!attached_player.empty() && peer_name != attached_player)
continue;
}
apply_cb(detached_inventory.first, detached_inventory.second.inventory);
}
}

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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;
};