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author | Loïc Blot <nerzhul@users.noreply.github.com> | 2020-05-07 22:38:41 +0200 |
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committer | GitHub <noreply@github.com> | 2020-05-07 22:38:41 +0200 |
commit | 454dbf83a9bf292910c1495a2aa49fd8b960c28f (patch) | |
tree | d3f53bb5914bae385198d3290863ee1c94832dfd /src/script/lua_api/l_inventory.cpp | |
parent | 650168cadac2a45277a9527ae79efb288ba7a4a4 (diff) | |
download | minetest-454dbf83a9bf292910c1495a2aa49fd8b960c28f.tar.gz minetest-454dbf83a9bf292910c1495a2aa49fd8b960c28f.tar.bz2 minetest-454dbf83a9bf292910c1495a2aa49fd8b960c28f.zip |
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/script/lua_api/l_inventory.cpp')
-rw-r--r-- | src/script/lua_api/l_inventory.cpp | 13 |
1 files changed, 7 insertions, 6 deletions
diff --git a/src/script/lua_api/l_inventory.cpp b/src/script/lua_api/l_inventory.cpp index 4c8977898..e41b5cb41 100644 --- a/src/script/lua_api/l_inventory.cpp +++ b/src/script/lua_api/l_inventory.cpp @@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "common/c_converter.h" #include "common/c_content.h" #include "server.h" +#include "server/serverinventorymgr.h" #include "remoteplayer.h" /* @@ -38,7 +39,7 @@ InvRef* InvRef::checkobject(lua_State *L, int narg) Inventory* InvRef::getinv(lua_State *L, InvRef *ref) { - return getServer(L)->getInventory(ref->m_loc); + return getServerInventoryMgr(L)->getInventory(ref->m_loc); } InventoryList* InvRef::getlist(lua_State *L, InvRef *ref, @@ -54,7 +55,7 @@ InventoryList* InvRef::getlist(lua_State *L, InvRef *ref, void InvRef::reportInventoryChange(lua_State *L, InvRef *ref) { // Inform other things that the inventory has changed - getServer(L)->setInventoryModified(ref->m_loc); + getServerInventoryMgr(L)->setInventoryModified(ref->m_loc); } // Exported functions @@ -497,7 +498,7 @@ int ModApiInventory::l_get_inventory(lua_State *L) v3s16 pos = check_v3s16(L, -1); loc.setNodeMeta(pos); - if (getServer(L)->getInventory(loc) != NULL) + if (getServerInventoryMgr(L)->getInventory(loc) != NULL) InvRef::create(L, loc); else lua_pushnil(L); @@ -515,7 +516,7 @@ int ModApiInventory::l_get_inventory(lua_State *L) lua_pop(L, 1); } - if (getServer(L)->getInventory(loc) != NULL) + if (getServerInventoryMgr(L)->getInventory(loc) != NULL) InvRef::create(L, loc); else lua_pushnil(L); @@ -530,7 +531,7 @@ int ModApiInventory::l_create_detached_inventory_raw(lua_State *L) NO_MAP_LOCK_REQUIRED; const char *name = luaL_checkstring(L, 1); std::string player = readParam<std::string>(L, 2, ""); - if (getServer(L)->createDetachedInventory(name, player) != NULL) { + if (getServerInventoryMgr(L)->createDetachedInventory(name, getServer(L)->idef(), player) != NULL) { InventoryLocation loc; loc.setDetached(name); InvRef::create(L, loc); @@ -545,7 +546,7 @@ int ModApiInventory::l_remove_detached_inventory_raw(lua_State *L) { NO_MAP_LOCK_REQUIRED; const std::string &name = luaL_checkstring(L, 1); - lua_pushboolean(L, getServer(L)->removeDetachedInventory(name)); + lua_pushboolean(L, getServerInventoryMgr(L)->removeDetachedInventory(name)); return 1; } |