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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/network/serverpackethandler.cpp
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/network/serverpackethandler.cpp')
-rw-r--r--src/network/serverpackethandler.cpp10
1 files changed, 6 insertions, 4 deletions
diff --git a/src/network/serverpackethandler.cpp b/src/network/serverpackethandler.cpp
index f6438d311..7d5a9bc71 100644
--- a/src/network/serverpackethandler.cpp
+++ b/src/network/serverpackethandler.cpp
@@ -952,8 +952,8 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
ma->from_inv.applyCurrentPlayer(player->getName());
ma->to_inv.applyCurrentPlayer(player->getName());
- setInventoryModified(ma->from_inv);
- setInventoryModified(ma->to_inv);
+ setInventoryModified(ma->from_inv, false);
+ setInventoryModified(ma->to_inv, false);
bool from_inv_is_current_player =
(ma->from_inv.type == InventoryLocation::PLAYER) &&
@@ -1006,7 +1006,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
da->from_inv.applyCurrentPlayer(player->getName());
- setInventoryModified(da->from_inv);
+ setInventoryModified(da->from_inv, false);
/*
Disable dropping items out of craftpreview
@@ -1033,7 +1033,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
ca->craft_inv.applyCurrentPlayer(player->getName());
- setInventoryModified(ca->craft_inv);
+ setInventoryModified(ca->craft_inv, false);
//bool craft_inv_is_current_player =
// (ca->craft_inv.type == InventoryLocation::PLAYER) &&
@@ -1052,6 +1052,8 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
a->apply(this, playersao, this);
// Eat the action
delete a;
+
+ SendInventory(playersao);
}
void Server::handleCommand_ChatMessage(NetworkPacket* pkt)