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-rw-r--r--src/server/serverinventorymgr.cpp192
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diff --git a/src/server/serverinventorymgr.cpp b/src/server/serverinventorymgr.cpp
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+/*
+Minetest
+Copyright (C) 2010-2020 Minetest core development team
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "serverinventorymgr.h"
+#include "map.h"
+#include "nodemetadata.h"
+#include "player_sao.h"
+#include "remoteplayer.h"
+#include "server.h"
+#include "serverenvironment.h"
+
+ServerInventoryManager::ServerInventoryManager() : InventoryManager()
+{
+}
+
+ServerInventoryManager::~ServerInventoryManager()
+{
+ // Delete detached inventories
+ for (auto &detached_inventory : m_detached_inventories) {
+ delete detached_inventory.second.inventory;
+ }
+}
+
+Inventory *ServerInventoryManager::getInventory(const InventoryLocation &loc)
+{
+ switch (loc.type) {
+ case InventoryLocation::UNDEFINED:
+ case InventoryLocation::CURRENT_PLAYER:
+ break;
+ case InventoryLocation::PLAYER: {
+ RemotePlayer *player = m_env->getPlayer(loc.name.c_str());
+ if (!player)
+ return NULL;
+ PlayerSAO *playersao = player->getPlayerSAO();
+ if (!playersao)
+ return NULL;
+ return playersao->getInventory();
+ } break;
+ case InventoryLocation::NODEMETA: {
+ NodeMetadata *meta = m_env->getMap().getNodeMetadata(loc.p);
+ if (!meta)
+ return NULL;
+ return meta->getInventory();
+ } break;
+ case InventoryLocation::DETACHED: {
+ auto it = m_detached_inventories.find(loc.name);
+ if (it == m_detached_inventories.end())
+ return nullptr;
+ return it->second.inventory;
+ } break;
+ default:
+ sanity_check(false); // abort
+ break;
+ }
+ return NULL;
+}
+
+void ServerInventoryManager::setInventoryModified(const InventoryLocation &loc)
+{
+ switch (loc.type) {
+ case InventoryLocation::UNDEFINED:
+ break;
+ case InventoryLocation::PLAYER: {
+
+ RemotePlayer *player = m_env->getPlayer(loc.name.c_str());
+
+ if (!player)
+ return;
+
+ player->setModified(true);
+ player->inventory.setModified(true);
+ // Updates are sent in ServerEnvironment::step()
+ } break;
+ case InventoryLocation::NODEMETA: {
+ MapEditEvent event;
+ event.type = MEET_BLOCK_NODE_METADATA_CHANGED;
+ event.p = loc.p;
+ m_env->getMap().dispatchEvent(event);
+ } break;
+ case InventoryLocation::DETACHED: {
+ // Updates are sent in ServerEnvironment::step()
+ } break;
+ default:
+ sanity_check(false); // abort
+ break;
+ }
+}
+
+Inventory *ServerInventoryManager::createDetachedInventory(
+ const std::string &name, IItemDefManager *idef, const std::string &player)
+{
+ if (m_detached_inventories.count(name) > 0) {
+ infostream << "Server clearing detached inventory \"" << name << "\""
+ << std::endl;
+ delete m_detached_inventories[name].inventory;
+ } else {
+ infostream << "Server creating detached inventory \"" << name << "\""
+ << std::endl;
+ }
+
+ Inventory *inv = new Inventory(idef);
+ sanity_check(inv);
+ m_detached_inventories[name].inventory = inv;
+ if (!player.empty()) {
+ m_detached_inventories[name].owner = player;
+
+ if (!m_env)
+ return inv; // Mods are not loaded yet, ignore
+
+ RemotePlayer *p = m_env->getPlayer(name.c_str());
+
+ // if player is connected, send him the inventory
+ if (p && p->getPeerId() != PEER_ID_INEXISTENT) {
+ m_env->getGameDef()->sendDetachedInventory(
+ inv, name, p->getPeerId());
+ }
+ } else {
+ if (!m_env)
+ return inv; // Mods are not loaded yet, don't send
+
+ // Inventory is for everybody, broadcast
+ m_env->getGameDef()->sendDetachedInventory(inv, name, PEER_ID_INEXISTENT);
+ }
+
+ return inv;
+}
+
+bool ServerInventoryManager::removeDetachedInventory(const std::string &name)
+{
+ const auto &inv_it = m_detached_inventories.find(name);
+ if (inv_it == m_detached_inventories.end())
+ return false;
+
+ delete inv_it->second.inventory;
+ const std::string &owner = inv_it->second.owner;
+
+ if (!owner.empty()) {
+ RemotePlayer *player = m_env->getPlayer(owner.c_str());
+
+ if (player && player->getPeerId() != PEER_ID_INEXISTENT)
+ m_env->getGameDef()->sendDetachedInventory(
+ nullptr, name, player->getPeerId());
+
+ } else {
+ // Notify all players about the change
+ m_env->getGameDef()->sendDetachedInventory(
+ nullptr, name, PEER_ID_INEXISTENT);
+ }
+
+ m_detached_inventories.erase(inv_it);
+
+ return true;
+}
+
+void ServerInventoryManager::sendDetachedInventories(const std::string &peer_name,
+ bool incremental,
+ std::function<void(const std::string &, Inventory *)> apply_cb)
+{
+ for (const auto &detached_inventory : m_detached_inventories) {
+ const DetachedInventory &dinv = detached_inventory.second;
+ if (incremental) {
+ if (!dinv.inventory || !dinv.inventory->checkModified())
+ continue;
+ }
+
+ // if we are pushing inventories to a specific player
+ // we should filter to send only the right inventories
+ if (!peer_name.empty()) {
+ const std::string &attached_player = dinv.owner;
+ if (!attached_player.empty() && peer_name != attached_player)
+ continue;
+ }
+
+ apply_cb(detached_inventory.first, detached_inventory.second.inventory);
+ }
+}