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-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();