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authorLoic Blot <loic.blot@unix-experience.fr>2015-03-04 11:29:34 +0100
committerLoic Blot <loic.blot@unix-experience.fr>2015-03-04 11:29:39 +0100
commit1b2f64473ed4f222d3b7f02df853730d4382105e (patch)
tree820e24b348438ce79dc5e183774e4bd091d2d3a9 /src/network
parent038d3a31dfa6c382a5a5a57f2ce367d1cd67fb9f (diff)
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Send Inventory packet on event, don't check it at each AsyncRunStep.
* Call UpdateCrafting into SendInventory because this functions is only called before SendInventory * Use Player* instead of peer_id for UpdateCrafting because SendInventory already has the Player* pointer, then don't loop for searching Player* per peer_id * m_env_mutex don't need to be used with this modification because it's already locked before the calls
Diffstat (limited to 'src/network')
-rw-r--r--src/network/packethandlers/server.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/network/packethandlers/server.cpp b/src/network/packethandlers/server.cpp
index 2deede0ca..9dd1c95dd 100644
--- a/src/network/packethandlers/server.cpp
+++ b/src/network/packethandlers/server.cpp
@@ -1390,7 +1390,9 @@ void Server::handleCommand_Interact(NetworkPacket* pkt)
// Placement was handled in lua
// Apply returned ItemStack
- playersao->setWieldedItem(item);
+ if (playersao->setWieldedItem(item)) {
+ SendInventory(pkt->getPeerId());
+ }
}
// If item has node placement prediction, always send the