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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/inventorymanager.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/inventorymanager.cpp')
-rw-r--r--src/inventorymanager.cpp6
1 files changed, 3 insertions, 3 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);
}
}