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authorLoic Blot <loic.blot@unix-experience.fr>2015-03-24 09:36:54 +0100
committerLoic Blot <loic.blot@unix-experience.fr>2015-03-24 14:13:17 +0100
commit7851c4f7a2673477cf80a38842d77efbe5a0a915 (patch)
treebf061675545f6054aa8802d55549b951ec3eb0d7 /src/inventorymanager.h
parent9fbc3a8ca364922bc1129a35c1a37addab5f023c (diff)
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Don't send an InventoryAction at each setInventoryModified, we only need one SendInventory per inventory modification
Client doesn't like to receive multiples SendInventory for one action, this can trigger glitches on clients (sometimes due to incorrect UDP packet ordering due to UDP protocol) This fix issue #2544
Diffstat (limited to 'src/inventorymanager.h')
-rw-r--r--src/inventorymanager.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/inventorymanager.h b/src/inventorymanager.h
index 8e2abc961..39cc6e50f 100644
--- a/src/inventorymanager.h
+++ b/src/inventorymanager.h
@@ -112,7 +112,7 @@ public:
// Get an inventory (server and client)
virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;}
// Set modified (will be saved and sent over network; only on server)
- virtual void setInventoryModified(const InventoryLocation &loc){}
+ virtual void setInventoryModified(const InventoryLocation &loc, bool playerSend = true){}
// Send inventory action to server (only on client)
virtual void inventoryAction(InventoryAction *a){}
};