Make players check inventory modification properly

master
ShadowNinja 2014-09-02 12:53:20 -04:00
parent 8b3135a643
commit e9c9b66ae9
6 changed files with 39 additions and 9 deletions

View File

@ -478,6 +478,7 @@ Player *ServerEnvironment::loadPlayer(const std::string &playername)
if (newplayer) {
addPlayer(player);
}
player->setModified(false);
return player;
}

View File

@ -831,6 +831,7 @@ Inventory::~Inventory()
void Inventory::clear()
{
m_dirty = true;
for(u32 i=0; i<m_lists.size(); i++)
{
delete m_lists[i];
@ -840,6 +841,7 @@ void Inventory::clear()
void Inventory::clearContents()
{
m_dirty = true;
for(u32 i=0; i<m_lists.size(); i++)
{
InventoryList *list = m_lists[i];
@ -852,12 +854,14 @@ void Inventory::clearContents()
Inventory::Inventory(IItemDefManager *itemdef)
{
m_dirty = false;
m_itemdef = itemdef;
}
Inventory::Inventory(const Inventory &other)
{
*this = other;
m_dirty = false;
}
Inventory & Inventory::operator = (const Inventory &other)
@ -865,6 +869,7 @@ Inventory & Inventory::operator = (const Inventory &other)
// Gracefully handle self assignment
if(this != &other)
{
m_dirty = true;
clear();
m_itemdef = other.m_itemdef;
for(u32 i=0; i<other.m_lists.size(); i++)
@ -945,6 +950,7 @@ void Inventory::deSerialize(std::istream &is)
InventoryList * Inventory::addList(const std::string &name, u32 size)
{
m_dirty = true;
s32 i = getListIndex(name);
if(i != -1)
{
@ -990,6 +996,7 @@ bool Inventory::deleteList(const std::string &name)
s32 i = getListIndex(name);
if(i == -1)
return false;
m_dirty = true;
delete m_lists[i];
m_lists.erase(m_lists.begin() + i);
return true;

View File

@ -279,18 +279,30 @@ public:
// A shorthand for adding items. Returns leftover item (possibly empty).
ItemStack addItem(const std::string &listname, const ItemStack &newitem)
{
m_dirty = true;
InventoryList *list = getList(listname);
if(list == NULL)
return newitem;
return list->addItem(newitem);
}
bool checkModified() const
{
return m_dirty;
}
void setModified(const bool x)
{
m_dirty = x;
}
private:
// -1 if not found
const s32 getListIndex(const std::string &name) const;
std::vector<InventoryList*> m_lists;
IItemDefManager *m_itemdef;
bool m_dirty;
};
#endif

View File

@ -64,6 +64,7 @@ Player::Player(IGameDef *gamedef, const char *name):
craft->setWidth(3);
inventory.addList("craftpreview", 1);
inventory.addList("craftresult", 1);
inventory.setModified(false);
// Can be redefined via Lua
inventory_formspec = "size[8,7.5]"
@ -203,6 +204,7 @@ void Player::deSerialize(std::istream &is, std::string playername)
playername + " not found!");
}
m_dirty = true;
//args.getS32("version"); // Version field value not used
std::string name = args.get("name");
strlcpy(m_name, name.c_str(), PLAYERNAME_SIZE);
@ -235,8 +237,6 @@ void Player::deSerialize(std::istream &is, std::string playername)
inventory.getList("craftresult")->changeItem(0, ItemStack());
}
}
m_dirty = false;
}
u32 Player::addHud(HudElement *toadd)
@ -299,7 +299,7 @@ void RemotePlayer::save(std::string savedir)
if (!fs::safeWriteToFile(path, ss.str())) {
infostream << "Failed to write " << path << std::endl;
}
m_dirty = false;
setModified(false);
return;
}
// Open file and deserialize
@ -317,7 +317,7 @@ void RemotePlayer::save(std::string savedir)
if (!fs::safeWriteToFile(path, ss.str())) {
infostream << "Failed to write " << path << std::endl;
}
m_dirty = false;
setModified(false);
return;
}
path = savedir + m_name + itos(i);

View File

@ -226,9 +226,16 @@ public:
void serialize(std::ostream &os);
void deSerialize(std::istream &is, std::string playername);
bool checkModified()
bool checkModified() const
{
return m_dirty;
return m_dirty || inventory.checkModified();
}
void setModified(const bool x)
{
m_dirty = x;
if (x == false)
inventory.setModified(x);
}
bool touching_ground;

View File

@ -5039,13 +5039,16 @@ PlayerSAO* Server::emergePlayer(const char *name, u16 peer_id)
if (!player) {
newplayer = true;
player = new RemotePlayer(this, name);
/* Set player position */
// Set player position
infostream<<"Server: Finding spawn place for player \""
<<name<<"\""<<std::endl;
v3f pos = findSpawnPos(m_env->getServerMap());
player->setPosition(pos);
/* Add player to environment */
// Make sure the player is saved
player->setModified(true);
// Add player to environment
m_env->addPlayer(player);
}