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authorsfan5 <sfan5@live.de>2016-11-26 17:35:25 +0100
committersfan5 <sfan5@live.de>2016-11-28 13:41:19 +0100
commitc38985825f299999135cc01aaf0052ec9138135a (patch)
treec54db1b2f7e8a27dd5c1d693c6e0ee92386271b9 /src
parent2fe3bf5a18eb9aa9f38654b3c0a0729c42408cd6 (diff)
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Allow restricting detached inventories to one player
This combats the problem of sending the hundreds of "creative" / "armor" or whatever detached invs that exist on popular servers to each and every player on join or on change of said invs.
Diffstat (limited to 'src')
-rw-r--r--src/script/lua_api/l_inventory.cpp7
-rw-r--r--src/server.cpp18
-rw-r--r--src/server.h4
3 files changed, 19 insertions, 10 deletions
diff --git a/src/script/lua_api/l_inventory.cpp b/src/script/lua_api/l_inventory.cpp
index 110e68d23..38eade609 100644
--- a/src/script/lua_api/l_inventory.cpp
+++ b/src/script/lua_api/l_inventory.cpp
@@ -520,16 +520,17 @@ int ModApiInventory::l_get_inventory(lua_State *L)
}
}
-// create_detached_inventory_raw(name)
+// create_detached_inventory_raw(name, [player_name])
int ModApiInventory::l_create_detached_inventory_raw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
const char *name = luaL_checkstring(L, 1);
- if(getServer(L)->createDetachedInventory(name) != NULL){
+ const char *player = lua_isstring(L, 2) ? lua_tostring(L, 2) : "";
+ if (getServer(L)->createDetachedInventory(name, player) != NULL) {
InventoryLocation loc;
loc.setDetached(name);
InvRef::create(L, loc);
- }else{
+ } else {
lua_pushnil(L);
}
return 1;
diff --git a/src/server.cpp b/src/server.cpp
index fae375425..fe67ac96e 100644
--- a/src/server.cpp
+++ b/src/server.cpp
@@ -2487,11 +2487,16 @@ void Server::sendDetachedInventory(const std::string &name, u16 peer_id)
NetworkPacket pkt(TOCLIENT_DETACHED_INVENTORY, 0, peer_id);
pkt.putRawString(s.c_str(), s.size());
- if (peer_id != PEER_ID_INEXISTENT) {
- Send(&pkt);
- }
- else {
- m_clients.sendToAll(0, &pkt, true);
+ const std::string &check = m_detached_inventories_player[name];
+ if (peer_id == PEER_ID_INEXISTENT) {
+ if (check == "")
+ return m_clients.sendToAll(0, &pkt, true);
+ RemotePlayer *p = m_env->getPlayer(check.c_str());
+ if (p)
+ m_clients.send(p->peer_id, 0, &pkt, true);
+ } else {
+ if (check == "" || getPlayerName(peer_id) == check)
+ Send(&pkt);
}
}
@@ -3224,7 +3229,7 @@ void Server::deleteParticleSpawner(const std::string &playername, u32 id)
SendDeleteParticleSpawner(peer_id, id);
}
-Inventory* Server::createDetachedInventory(const std::string &name)
+Inventory* Server::createDetachedInventory(const std::string &name, const std::string &player)
{
if(m_detached_inventories.count(name) > 0){
infostream<<"Server clearing detached inventory \""<<name<<"\""<<std::endl;
@@ -3235,6 +3240,7 @@ Inventory* Server::createDetachedInventory(const std::string &name)
Inventory *inv = new Inventory(m_itemdef);
sanity_check(inv);
m_detached_inventories[name] = inv;
+ m_detached_inventories_player[name] = player;
//TODO find a better way to do this
sendDetachedInventory(name,PEER_ID_INEXISTENT);
return inv;
diff --git a/src/server.h b/src/server.h
index 9e844e36c..cc2bcef25 100644
--- a/src/server.h
+++ b/src/server.h
@@ -270,7 +270,7 @@ public:
void deleteParticleSpawner(const std::string &playername, u32 id);
// Creates or resets inventory
- Inventory* createDetachedInventory(const std::string &name);
+ Inventory* createDetachedInventory(const std::string &name, const std::string &player="");
// Envlock and conlock should be locked when using scriptapi
GameScripting *getScriptIface(){ return m_script; }
@@ -647,6 +647,8 @@ private:
*/
// key = name
std::map<std::string, Inventory*> m_detached_inventories;
+ // value = "" (visible to all players) or player name
+ std::map<std::string, std::string> m_detached_inventories_player;
DISABLE_CLASS_COPY(Server);
};