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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
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')
-rw-r--r--src/inventorymanager.cpp6
-rw-r--r--src/inventorymanager.h2
-rw-r--r--src/network/serverpackethandler.cpp10
-rw-r--r--src/server.cpp5
-rw-r--r--src/server.h2
5 files changed, 15 insertions, 10 deletions
diff --git a/src/inventorymanager.cpp b/src/inventorymanager.cpp
index 26cabc25f..178985dfd 100644
--- a/src/inventorymanager.cpp
+++ b/src/inventorymanager.cpp
@@ -455,9 +455,9 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
}
}
- mgr->setInventoryModified(from_inv);
+ mgr->setInventoryModified(from_inv, false);
if(inv_from != inv_to)
- mgr->setInventoryModified(to_inv);
+ mgr->setInventoryModified(to_inv, false);
}
void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
@@ -597,7 +597,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
if(item2.count != actually_dropped_count)
errorstream<<"Could not take dropped count of items"<<std::endl;
- mgr->setInventoryModified(from_inv);
+ mgr->setInventoryModified(from_inv, false);
}
}
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){}
};
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)
diff --git a/src/server.cpp b/src/server.cpp
index 52183980f..8c76fdc16 100644
--- a/src/server.cpp
+++ b/src/server.cpp
@@ -1290,13 +1290,16 @@ Inventory* Server::getInventory(const InventoryLocation &loc)
}
return NULL;
}
-void Server::setInventoryModified(const InventoryLocation &loc)
+void Server::setInventoryModified(const InventoryLocation &loc, bool playerSend)
{
switch(loc.type){
case InventoryLocation::UNDEFINED:
break;
case InventoryLocation::PLAYER:
{
+ if (!playerSend)
+ return;
+
Player *player = m_env->getPlayer(loc.name.c_str());
if(!player)
return;
diff --git a/src/server.h b/src/server.h
index f62b5b660..0c0a5f91c 100644
--- a/src/server.h
+++ b/src/server.h
@@ -237,7 +237,7 @@ public:
Shall be called with the environment and the connection locked.
*/
Inventory* getInventory(const InventoryLocation &loc);
- void setInventoryModified(const InventoryLocation &loc);
+ void setInventoryModified(const InventoryLocation &loc, bool playerSend = true);
// Connection must be locked when called
std::wstring getStatusString();