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authorLoïc Blot <nerzhul@users.noreply.github.com>2020-05-07 22:38:41 +0200
committerGitHub <noreply@github.com>2020-05-07 22:38:41 +0200
commit454dbf83a9bf292910c1495a2aa49fd8b960c28f (patch)
treed3f53bb5914bae385198d3290863ee1c94832dfd /src/network
parent650168cadac2a45277a9527ae79efb288ba7a4a4 (diff)
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Server class code cleanups (#9769)
* Server::overrideDayNightRatio doesn't require to return bool There is no sense to sending null player, the caller should send a valid object * Server::init: make private & cleanup This function is always called before start() and loads some variables which can be loaded in constructor directly. Make it private and call it directly in start * Split Server inventory responsibility to a dedicated object This splits permit to found various historical issues: * duplicate lookups on player connection * sending inventory to non related player when a player connects * non friendly lookups on detached inventories ownership This reduce the detached inventory complexity and also increased the lookup performance in a quite interesting way for servers with thousands of inventories.
Diffstat (limited to 'src/network')
-rw-r--r--src/network/serverpackethandler.cpp11
1 files changed, 6 insertions, 5 deletions
diff --git a/src/network/serverpackethandler.cpp b/src/network/serverpackethandler.cpp
index adaa9a965..39a912827 100644
--- a/src/network/serverpackethandler.cpp
+++ b/src/network/serverpackethandler.cpp
@@ -34,6 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "network/networkprotocol.h"
#include "network/serveropcodes.h"
#include "server/player_sao.h"
+#include "server/serverinventorymgr.h"
#include "util/auth.h"
#include "util/base64.h"
#include "util/pointedthing.h"
@@ -620,9 +621,9 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
ma->from_inv.applyCurrentPlayer(player->getName());
ma->to_inv.applyCurrentPlayer(player->getName());
- setInventoryModified(ma->from_inv);
+ m_inventory_mgr->setInventoryModified(ma->from_inv);
if (ma->from_inv != ma->to_inv)
- setInventoryModified(ma->to_inv);
+ m_inventory_mgr->setInventoryModified(ma->to_inv);
bool from_inv_is_current_player =
(ma->from_inv.type == InventoryLocation::PLAYER) &&
@@ -687,7 +688,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
da->from_inv.applyCurrentPlayer(player->getName());
- setInventoryModified(da->from_inv);
+ m_inventory_mgr->setInventoryModified(da->from_inv);
/*
Disable dropping items out of craftpreview
@@ -723,7 +724,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
ca->craft_inv.applyCurrentPlayer(player->getName());
- setInventoryModified(ca->craft_inv);
+ m_inventory_mgr->setInventoryModified(ca->craft_inv);
//bool craft_inv_is_current_player =
// (ca->craft_inv.type == InventoryLocation::PLAYER) &&
@@ -739,7 +740,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
}
// Do the action
- a->apply(this, playersao, this);
+ a->apply(m_inventory_mgr.get(), playersao, this);
// Eat the action
delete a;
}