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path: root/src/inventorymanager.cpp
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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

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 "inventorymanager.h"
#include "debug.h"
#include "log.h"
#include "serverenvironment.h"
#include "scripting_server.h"
#include "server/serveractiveobject.h"
#include "settings.h"
#include "craftdef.h"
#include "rollback_interface.h"
#include "util/strfnd.h"
#include "util/basic_macros.h"

#define PLAYER_TO_SA(p)   p->getEnv()->getScriptIface()

/*
	InventoryLocation
*/

std::string InventoryLocation::dump() const
{
	std::ostringstream os(std::ios::binary);
	serialize(os);
	return os.str();
}

void InventoryLocation::serialize(std::ostream &os) const
{
	switch (type) {
	case InventoryLocation::UNDEFINED:
		os<<"undefined";
		break;
	case InventoryLocation::CURRENT_PLAYER:
		os<<"current_player";
		break;
	case InventoryLocation::PLAYER:
		os<<"player:"<<name;
		break;
	case InventoryLocation::NODEMETA:
		os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
		break;
	case InventoryLocation::DETACHED:
		os<<"detached:"<<name;
		break;
	default:
		FATAL_ERROR("Unhandled inventory location type");
	}
}

void InventoryLocation::deSerialize(std::istream &is)
{
	std::string tname;
	std::getline(is, tname, ':');
	if (tname == "undefined") {
		type = InventoryLocation::UNDEFINED;
	} else if (tname == "current_player") {
		type = InventoryLocation::CURRENT_PLAYER;
	} else if (tname == "player") {
		type = InventoryLocation::PLAYER;
		std::getline(is, name, '\n');
	} else if (tname == "nodemeta") {
		type = InventoryLocation::NODEMETA;
		std::string pos;
		std::getline(is, pos, '\n');
		Strfnd fn(pos);
		p.X = stoi(fn.next(","));
		p.Y = stoi(fn.next(","));
		p.Z = stoi(fn.next(","));
	} else if (tname == "detached") {
		type = InventoryLocation::DETACHED;
		std::getline(is, name, '\n');
	} else {
		infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
		throw SerializationError("Unknown InventoryLocation type");
	}
}

void InventoryLocation::deSerialize(const std::string &s)
{
	std::istringstream is(s, std::ios::binary);
	deSerialize(is);
}

/*
	InventoryAction
*/

InventoryAction *InventoryAction::deSerialize(std::istream &is)
{
	std::string type;
	std::getline(is, type, ' ');

	InventoryAction *a = nullptr;

	if (type == "Move") {
		a = new IMoveAction(is, false);
	} else if (type == "MoveSomewhere") {
		a = new IMoveAction(is, true);
	} else if (type == "Drop") {
		a = new IDropAction(is);
	} else if (type == "Craft") {
		a = new ICraftAction(is);
	}

	return a;
}

/*
	IMoveAction
*/

IMoveAction::IMoveAction(std::istream &is, bool somewhere) :
		move_somewhere(somewhere)
{
	std::string ts;

	std::getline(is, ts, ' ');
	count = stoi(ts);

	std::getline(is, ts, ' ');
	from_inv.deSerialize(ts);

	std::getline(is, from_list, ' ');

	std::getline(is, ts, ' ');
	from_i = stoi(ts);

	std::getline(is, ts, ' ');
	to_inv.deSerialize(ts);

	std::getline(is, to_list, ' ');

	if (!somewhere) {
		std::getline(is, ts, ' ');
		to_i = stoi(ts);
	}
}

void IMoveAction::swapDirections()
{
	std::swap(from_inv, to_inv);
	std::swap(from_list, to_list);
	std::swap(from_i, to_i);
}

void IMoveAction::onPutAndOnTake(const ItemStack &src_item, ServerActiveObject *player) const
{
	ServerScripting *sa = PLAYER_TO_SA(player);
	if (to_inv.type == InventoryLocation::DETACHED)
		sa->detached_inventory_OnPut(*this, src_item, player);
	else if (to_inv.type == InventoryLocation::NODEMETA)
		sa->nodemeta_inventory_OnPut(*this, src_item, player);
	else if (to_inv.type == InventoryLocation::PLAYER)
		sa->player_inventory_OnPut(*this, src_item, player);
	else
		assert(false);
	
	if (from_inv.type == InventoryLocation::DETACHED)
		sa->detached_inventory_OnTake(*this, src_item, player);
	else if (from_inv.type == InventoryLocation::NODEMETA)
		sa->nodemeta_inventory_OnTake(*this, src_item, player);
	else if (from_inv.type == InventoryLocation::PLAYER)
		sa->player_inventory_OnTake(*this, src_item, player);
	else
		assert(false);
}

void IMoveAction::onMove(int count, ServerActiveObject *player) const
{
	ServerScripting *sa = PLAYER_TO_SA(player);
	if (from_inv.type == InventoryLocation::DETACHED)
		sa->detached_inventory_OnMove(*this, count, player);
	else if (from_inv.type == InventoryLocation::NODEMETA)
		sa->nodemeta_inventory_OnMove(*this, count, player);
	else if (from_inv.type == InventoryLocation::PLAYER)
		sa->player_inventory_OnMove(*this, count, player);
	else
		assert(false);
}

int IMoveAction::allowPut(const ItemStack &dst_item, ServerActiveObject *player) const
{
	ServerScripting *sa = PLAYER_TO_SA(player);
	int dst_can_put_count = 0xffff;
	if (to_inv.type == InventoryLocation::DETACHED)
		dst_can_put_count = sa->detached_inventory_AllowPut(*this, dst_item, player);
	else if (to_inv.type == InventoryLocation::NODEMETA)
		dst_can_put_count = sa->nodemeta_inventory_AllowPut(*this, dst_item, player);
	else if (to_inv.type == InventoryLocation::PLAYER)
		dst_can_put_count = sa->player_inventory_AllowPut(*this, dst_item, player);
	else
		assert(false);
	return dst_can_put_count;
}

int IMoveAction::allowTake(const ItemStack &src_item, ServerActiveObject *player) const
{
	ServerScripting *sa = PLAYER_TO_SA(player);
	int src_can_take_count = 0xffff;
	if (from_inv.type == InventoryLocation::DETACHED)
		src_can_take_count = sa->detached_inventory_AllowTake(*this, src_item, player);
	else if (from_inv.type == InventoryLocation::NODEMETA)
		src_can_take_count = sa->nodemeta_inventory_AllowTake(*this, src_item, player);
	else if (from_inv.type == InventoryLocation::PLAYER)
		src_can_take_count = sa->player_inventory_AllowTake(*this, src_item, player);
	else
		assert(false);
	return src_can_take_count;
}

int IMoveAction::allowMove(int try_take_count, ServerActiveObject *player) const
{
	ServerScripting *sa = PLAYER_TO_SA(player);
	int src_can_take_count = 0xffff;
	if (from_inv.type == InventoryLocation::DETACHED)
		src_can_take_count = sa->detached_inventory_AllowMove(*this, try_take_count, player);
	else if (from_inv.type == InventoryLocation::NODEMETA)
		src_can_take_count = sa->nodemeta_inventory_AllowMove(*this, try_take_count, player);
	else if (from_inv.type == InventoryLocation::PLAYER)
		src_can_take_count = sa->player_inventory_AllowMove(*this, try_take_count, player);
	else
		assert(false);
	return src_can_take_count;
}

void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
	Inventory *inv_from = mgr->getInventory(from_inv);
	Inventory *inv_to = mgr->getInventory(to_inv);

	if (!inv_from) {
		infostream << "IMoveAction::apply(): FAIL: source inventory not found: "
			<< "from_inv=\""<<from_inv.dump() << "\""
			<< ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
		return;
	}
	if (!inv_to) {
		infostream << "IMoveAction::apply(): FAIL: destination inventory not found: "
			<< "from_inv=\"" << from_inv.dump() << "\""
			<< ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
		return;
	}

	InventoryList *list_from = inv_from->getList(from_list);
	InventoryList *list_to = inv_to->getList(to_list);

	/*
		If a list doesn't exist or the source item doesn't exist
	*/
	if (!list_from) {
		infostream << "IMoveAction::apply(): FAIL: source list not found: "
			<< "from_inv=\"" << from_inv.dump() << "\""
			<< ", from_list=\"" << from_list << "\"" << std::endl;
		return;
	}
	if (!list_to) {
		infostream << "IMoveAction::apply(): FAIL: destination list not found: "
			<< "to_inv=\""<<to_inv.dump() << "\""
			<< ", to_list=\"" << to_list << "\"" << std::endl;
		return;
	}

	if (move_somewhere) {
		s16 old_to_i = to_i;
		u16 old_count = count;
		caused_by_move_somewhere = true;
		move_somewhere = false;

		infostream << "IMoveAction::apply(): moving item somewhere"
			<< " msom=" << move_somewhere
			<< " count=" << count
			<< " from inv=\"" << from_inv.dump() << "\""
			<< " list=\"" << from_list << "\""
			<< " i=" << from_i
			<< " to inv=\"" << to_inv.dump() << "\""
			<< " list=\"" << to_list << "\""
			<< std::endl;

		// Try to add the item to destination list
		s16 dest_size = list_to->getSize();
		// First try all the non-empty slots
		for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
			if (!list_to->getItem(dest_i).empty()) {
				to_i = dest_i;
				apply(mgr, player, gamedef);
				count -= move_count;
			}
		}

		// Then try all the empty ones
		for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
			if (list_to->getItem(dest_i).empty()) {
				to_i = dest_i;
				apply(mgr, player, gamedef);
				count -= move_count;
			}
		}

		to_i = old_to_i;
		count = old_count;
		caused_by_move_somewhere = false;
		move_somewhere = true;
		return;
	}

	if ((u16)to_i > list_to->getSize()) {
		infostream << "IMoveAction::apply(): FAIL: destination index out of bounds: "
			<< "to_i=" << to_i
			<< ", size=" << list_to->getSize() << std::endl;
		return;
	}
	/*
		Do not handle rollback if both inventories are that of the same player
	*/
	bool ignore_rollback = (
		from_inv.type == InventoryLocation::PLAYER &&
		from_inv == to_inv);

	/*
		Collect information of endpoints
	*/

	ItemStack src_item = list_from->getItem(from_i);
	if (count > 0)
		src_item.count = count;
	if (src_item.empty())
		return;

	int src_can_take_count = 0xffff;
	int dst_can_put_count = 0xffff;

	// this is needed for swapping items inside one inventory to work
	ItemStack restitem;
	bool allow_swap = !list_to->itemFits(to_i, src_item, &restitem)
		&& restitem.count == src_item.count
		&& !caused_by_move_somewhere;

	// Shift-click: Cannot fill this stack, proceed with next slot
	if (caused_by_move_somewhere && restitem.count == src_item.count)
		return;

	if (allow_swap) {
		// Swap will affect the entire stack if it can performed.
		src_item = list_from->getItem(from_i);
		count = src_item.count;
	}

	if (from_inv == to_inv) {
		// Move action within the same inventory
		src_can_take_count = allowMove(src_item.count, player);

		bool swap_expected = allow_swap;
		allow_swap = allow_swap
			&& (src_can_take_count == -1 || src_can_take_count >= src_item.count);
		if (allow_swap) {
			int try_put_count = list_to->getItem(to_i).count;
			swapDirections();
			dst_can_put_count = allowMove(try_put_count, player);
			allow_swap = allow_swap
				&& (dst_can_put_count == -1 || dst_can_put_count >= try_put_count);
			swapDirections();
		} else {
			dst_can_put_count = src_can_take_count;
		}
		if (swap_expected != allow_swap)
			src_can_take_count = dst_can_put_count = 0;
	} else {
		// Take from one inventory, put into another
		dst_can_put_count = allowPut(src_item, player);
		src_can_take_count = allowTake(src_item, player);
		
		bool swap_expected = allow_swap;
		allow_swap = allow_swap
			&& (src_can_take_count == -1 || src_can_take_count >= src_item.count)
			&& (dst_can_put_count == -1 || dst_can_put_count >= src_item.count);
		// A swap is expected, which means that we have to
		// run the "allow" callbacks a second time with swapped inventories
		if (allow_swap) {
			ItemStack dst_item = list_to->getItem(to_i);
			swapDirections();

			int src_can_take = allowPut(dst_item, player);
			int dst_can_put = allowTake(dst_item, player);
			allow_swap = allow_swap
				&& (src_can_take == -1 || src_can_take >= dst_item.count)
				&& (dst_can_put == -1 || dst_can_put >= dst_item.count);
			swapDirections();
		}
		if (swap_expected != allow_swap)
			src_can_take_count = dst_can_put_count = 0;
	}

	int old_count = count;

	/* Modify count according to collected data */
	count = src_item.count;
	if (src_can_take_count != -1 && count > src_can_take_count)
		count = src_can_take_count;
	if (dst_can_put_count != -1 && count > dst_can_put_count)
		count = dst_can_put_count;
	/* Limit according to source item count */
	if (count > list_from->getItem(from_i).count)
		count = list_from->getItem(from_i).count;

	/* If no items will be moved, don't go further */
	if (count == 0) {
		// Undo client prediction. See 'clientApply'
		if (from_inv.type == InventoryLocation::PLAYER)
			list_from->setModified();

		if (to_inv.type == InventoryLocation::PLAYER)
			list_to->setModified();

		infostream<<"IMoveAction::apply(): move was completely disallowed:"
				<<" count="<<old_count
				<<" from inv=\""<<from_inv.dump()<<"\""
				<<" list=\""<<from_list<<"\""
				<<" i="<<from_i
				<<" to inv=\""<<to_inv.dump()<<"\""
				<<" list=\""<<to_list<<"\""
				<<" i="<<to_i
				<<std::endl;
		return;
	}

	src_item = list_from->getItem(from_i);
	src_item.count = count;
	ItemStack from_stack_was = list_from->getItem(from_i);
	ItemStack to_stack_was = list_to->getItem(to_i);

	/*
		Perform actual move

		If something is wrong (source item is empty, destination is the
		same as source), nothing happens
	*/
	bool did_swap = false;
	move_count = list_from->moveItem(from_i,
		list_to, to_i, count, allow_swap, &did_swap);
	assert(allow_swap == did_swap);

	// If source is infinite, reset it's stack
	if (src_can_take_count == -1) {
		// For the caused_by_move_somewhere == true case we didn't force-put the item,
		// which guarantees there is no leftover, and code below would duplicate the
		// (not replaced) to_stack_was item.
		if (!caused_by_move_somewhere) {
			// If destination stack is of different type and there are leftover
			// items, attempt to put the leftover items to a different place in the
			// destination inventory.
			// The client-side GUI will try to guess if this happens.
			if (from_stack_was.name != to_stack_was.name) {
				for (u32 i = 0; i < list_to->getSize(); i++) {
					if (list_to->getItem(i).empty()) {
						list_to->changeItem(i, to_stack_was);
						break;
					}
				}
			}
		}
		if (move_count > 0 || did_swap) {
			list_from->deleteItem(from_i);
			list_from->addItem(from_i, from_stack_was);
		}
	}
	// If destination is infinite, reset it's stack and take count from source
	if (dst_can_put_count == -1) {
		list_to->deleteItem(to_i);
		list_to->addItem(to_i, to_stack_was);
		list_from->deleteItem(from_i);
		list_from->addItem(from_i, from_stack_was);
		list_from->takeItem(from_i, count);
	}

	infostream << "IMoveAction::apply(): moved"
			<< " msom=" << move_somewhere
			<< " caused=" << caused_by_move_somewhere
			<< " count=" << count
			<< " from inv=\"" << from_inv.dump() << "\""
			<< " list=\"" << from_list << "\""
			<< " i=" << from_i
			<< " to inv=\"" << to_inv.dump() << "\""
			<< " list=\"" << to_list << "\""
			<< " i=" << to_i
			<< std::endl;

	// If we are inside the move somewhere loop, we don't need to report
	// anything if nothing happened (perhaps we don't need to report
	// anything for caused_by_move_somewhere == true, but this way its safer)
	if (caused_by_move_somewhere && move_count == 0)
		return;

	/*
		Record rollback information
	*/
	if (!ignore_rollback && gamedef->rollback()) {
		IRollbackManager *rollback = gamedef->rollback();

		// If source is not infinite, record item take
		if (src_can_take_count != -1) {
			RollbackAction action;
			std::string loc;
			{
				std::ostringstream os(std::ios::binary);
				from_inv.serialize(os);
				loc = os.str();
			}
			action.setModifyInventoryStack(loc, from_list, from_i, false,
					src_item);
			rollback->reportAction(action);
		}
		// If destination is not infinite, record item put
		if (dst_can_put_count != -1) {
			RollbackAction action;
			std::string loc;
			{
				std::ostringstream os(std::ios::binary);
				to_inv.serialize(os);
				loc = os.str();
			}
			action.setModifyInventoryStack(loc, to_list, to_i, true,
					src_item);
			rollback->reportAction(action);
		}
	}

	/*
		Report move to endpoints
	*/

	// Source = destination => move
	if (from_inv == to_inv) {
		onMove(count, player);
		if (did_swap) {
			// Item is now placed in source list
			src_item = list_from->getItem(from_i);
			swapDirections();
			onMove(src_item.count, player);
			swapDirections();
		}
		mgr->setInventoryModified(from_inv);
	} else {
		onPutAndOnTake(src_item, player);
		if (did_swap) {
			// Item is now placed in source list
			src_item = list_from->getItem(from_i);
			swapDirections();
			onPutAndOnTake(src_item, player);
			swapDirections();
		}
		mgr->setInventoryModified(to_inv);
		mgr->setInventoryModified(from_inv);
	}
}

void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
	// Optional InventoryAction operation that is run on the client
	// to make lag less apparent.

	Inventory *inv_from = mgr->getInventory(from_inv);
	Inventory *inv_to = mgr->getInventory(to_inv);
	if (!inv_from || !inv_to)
		return;

	InventoryLocation current_player;
	current_player.setCurrentPlayer();
	Inventory *inv_player = mgr->getInventory(current_player);
	if (inv_from != inv_player || inv_to != inv_player)
		return;

	InventoryList *list_from = inv_from->getList(from_list);
	InventoryList *list_to = inv_to->getList(to_list);
	if (!list_from || !list_to)
		return;

	if (!move_somewhere)
		list_from->moveItem(from_i, list_to, to_i, count);
	else
		list_from->moveItemSomewhere(from_i, list_to, count);

	mgr->setInventoryModified(from_inv);
	if (inv_from != inv_to)
		mgr->setInventoryModified(to_inv);
}

/*
	IDropAction
*/

IDropAction::IDropAction(std::istream &is)
{
	std::string ts;

	std::getline(is, ts, ' ');
	count = stoi(ts);

	std::getline(is, ts, ' ');
	from_inv.deSerialize(ts);

	std::getline(is, from_list, ' ');

	std::getline(is, ts, ' ');
	from_i = stoi(ts);
}

void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
	Inventory *inv_from = mgr->getInventory(from_inv);

	if (!inv_from) {
		infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
		return;
	}

	InventoryList *list_from = inv_from->getList(from_list);

	/*
		If a list doesn't exist or the source item doesn't exist
	*/
	if (!list_from) {
		infostream<<"IDropAction::apply(): FAIL: source list not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
		return;
	}
	if (list_from->getItem(from_i).empty()) {
		infostream<<"IDropAction::apply(): FAIL: source item not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""
				<<", from_list=\""<<from_list<<"\""
				<<" from_i="<<from_i<<std::endl;
		return;
	}

	/*
		Do not handle rollback if inventory is player's
	*/
	bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);

	/*
		Collect information of endpoints
	*/

	int take_count = list_from->getItem(from_i).count;
	if (count != 0 && count < take_count)
		take_count = count;
	int src_can_take_count = take_count;

	ItemStack src_item = list_from->getItem(from_i);
	src_item.count = take_count;

	// Run callbacks depending on source inventory
	switch (from_inv.type) {
	case InventoryLocation::DETACHED:
		src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
			*this, src_item, player);
		break;
	case InventoryLocation::NODEMETA:
		src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
			*this, src_item, player);
		break;
	case InventoryLocation::PLAYER:
		src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
			*this, src_item, player);
		break;
	default:
		break;
	}

	if (src_can_take_count != -1 && src_can_take_count < take_count)
		take_count = src_can_take_count;

	// Update item due executed callbacks
	src_item = list_from->getItem(from_i);

	// Drop the item
	ItemStack item1 = list_from->getItem(from_i);
	item1.count = take_count;
	if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
				player->getBasePosition())) {
		int actually_dropped_count = take_count - item1.count;

		if (actually_dropped_count == 0) {
			infostream<<"Actually dropped no items"<<std::endl;

			// Revert client prediction. See 'clientApply'
			if (from_inv.type == InventoryLocation::PLAYER)
				list_from->setModified();
			return;
		}

		// If source isn't infinite
		if (src_can_take_count != -1) {
			// Take item from source list
			ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);

			if (item2.count != actually_dropped_count)
				errorstream<<"Could not take dropped count of items"<<std::endl;
		}

		src_item.count = actually_dropped_count;
		mgr->setInventoryModified(from_inv);
	}

	infostream<<"IDropAction::apply(): dropped "
			<<" from inv=\""<<from_inv.dump()<<"\""
			<<" list=\""<<from_list<<"\""
			<<" i="<<from_i
			<<std::endl;


	/*
		Report drop to endpoints
	*/

	switch (from_inv.type) {
	case InventoryLocation::DETACHED:
		PLAYER_TO_SA(player)->detached_inventory_OnTake(
			*this, src_item, player);
		break;
	case InventoryLocation::NODEMETA:
		PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
			*this, src_item, player);
		break;
	case InventoryLocation::PLAYER:
		PLAYER_TO_SA(player)->player_inventory_OnTake(
			*this, src_item, player);
		break;
	default:
		break;
	}

	/*
		Record rollback information
	*/
	if (!ignore_src_rollback && gamedef->rollback()) {
		IRollbackManager *rollback = gamedef->rollback();

		// If source is not infinite, record item take
		if (src_can_take_count != -1) {
			RollbackAction action;
			std::string loc;
			{
				std::ostringstream os(std::ios::binary);
				from_inv.serialize(os);
				loc = os.str();
			}
			action.setModifyInventoryStack(loc, from_list, from_i,
					false, src_item);
			rollback->reportAction(action);
		}
	}
}

void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
	// Optional InventoryAction operation that is run on the client
	// to make lag less apparent.

	Inventory *inv_from = mgr->getInventory(from_inv);
	if (!inv_from)
		return;

	InventoryLocation current_player;
	current_player.setCurrentPlayer();
	Inventory *inv_player = mgr->getInventory(current_player);
	if (inv_from != inv_player)
		return;

	InventoryList *list_from = inv_from->getList(from_list);
	if (!list_from)
		return;

	if (count == 0)
		list_from->changeItem(from_i, ItemStack());
	else
		list_from->takeItem(from_i, count);

	mgr->setInventoryModified(from_inv);
}

/*
	ICraftAction
*/

ICraftAction::ICraftAction(std::istream &is)
{
	std::string ts;

	std::getline(is, ts, ' ');
	count = stoi(ts);

	std::getline(is, ts, ' ');
	craft_inv.deSerialize(ts);
}

void ICraftAction::apply(InventoryManager *mgr,
	ServerActiveObject *player, IGameDef *gamedef)
{
	Inventory *inv_craft = mgr->getInventory(craft_inv);

	if (!inv_craft) {
		infostream << "ICraftAction::apply(): FAIL: inventory not found: "
				<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
		return;
	}

	InventoryList *list_craft = inv_craft->getList("craft");
	InventoryList *list_craftresult = inv_craft->getList("craftresult");
	InventoryList *list_main = inv_craft->getList("main");

	/*
		If a list doesn't exist or the source item doesn't exist
	*/
	if (!list_craft) {
		infostream << "ICraftAction::apply(): FAIL: craft list not found: "
				<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
		return;
	}
	if (!list_craftresult) {
		infostream << "ICraftAction::apply(): FAIL: craftresult list not found: "
				<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
		return;
	}
	if (list_craftresult->getSize() < 1) {
		infostream << "ICraftAction::apply(): FAIL: craftresult list too short: "
				<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
		return;
	}

	ItemStack crafted;
	ItemStack craftresultitem;
	int count_remaining = count;
	std::vector<ItemStack> output_replacements;
	getCraftingResult(inv_craft, crafted, output_replacements, false, gamedef);
	PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
	bool found = !crafted.empty();

	while (found && list_craftresult->itemFits(0, crafted)) {
		InventoryList saved_craft_list = *list_craft;

		std::vector<ItemStack> temp;
		// Decrement input and add crafting output
		getCraftingResult(inv_craft, crafted, temp, true, gamedef);
		PLAYER_TO_SA(player)->item_OnCraft(crafted, player, &saved_craft_list, craft_inv);
		list_craftresult->addItem(0, crafted);
		mgr->setInventoryModified(craft_inv);

		// Add the new replacements to the list
		IItemDefManager *itemdef = gamedef->getItemDefManager();
		for (auto &itemstack : temp) {
			for (auto &output_replacement : output_replacements) {
				if (itemstack.name == output_replacement.name) {
					itemstack = output_replacement.addItem(itemstack, itemdef);
					if (itemstack.empty())
						continue;
				}
			}
			output_replacements.push_back(itemstack);
		}

		actionstream << player->getDescription()
				<< " crafts "
				<< crafted.getItemString()
				<< std::endl;

		// Decrement counter
		if (count_remaining == 1)
			break;

		if (count_remaining > 1)
			count_remaining--;

		// Get next crafting result
		getCraftingResult(inv_craft, crafted, temp, false, gamedef);
		PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
		found = !crafted.empty();
	}

	// Put the replacements in the inventory or drop them on the floor, if
	// the inventory is full
	for (auto &output_replacement : output_replacements) {
		if (list_main)
			output_replacement = list_main->addItem(output_replacement);
		if (output_replacement.empty())
			continue;
		u16 count = output_replacement.count;
		do {
			PLAYER_TO_SA(player)->item_OnDrop(output_replacement, player,
				player->getBasePosition());
			if (count >= output_replacement.count) {
				errorstream << "Couldn't drop replacement stack " <<
					output_replacement.getItemString() << " because drop loop didn't "
					"decrease count." << std::endl;

				break;
			}
		} while (!output_replacement.empty());
	}

	infostream<<"ICraftAction::apply(): crafted "
			<<" craft_inv=\""<<craft_inv.dump()<<"\""
			<<std::endl;
}

void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
	// Optional InventoryAction operation that is run on the client
	// to make lag less apparent.
}


// Crafting helper
bool getCraftingResult(Inventory *inv, ItemStack &result,
		std::vector<ItemStack> &output_replacements,
		bool decrementInput, IGameDef *gamedef)
{
	result.clear();

	// Get the InventoryList in which we will operate
	InventoryList *clist = inv->getList("craft");
	if (!clist)
		return false;

	// Mangle crafting grid to an another format
	CraftInput ci;
	ci.method = CRAFT_METHOD_NORMAL;
	ci.width = clist->getWidth() ? clist->getWidth() : 3;
	for (u16 i=0; i < clist->getSize(); i++)
		ci.items.push_back(clist->getItem(i));

	// Find out what is crafted and add it to result item slot
	CraftOutput co;
	bool found = gamedef->getCraftDefManager()->getCraftResult(
			ci, co, output_replacements, decrementInput, gamedef);
	if (found)
		result.deSerialize(co.item, gamedef->getItemDefManager());

	if (found && decrementInput) {
		// CraftInput has been changed, apply changes in clist
		for (u16 i=0; i < clist->getSize(); i++) {
			clist->changeItem(i, ci.items[i]);
		}
	}

	return found;
}

wb">void Client::initLocalMapSaving(const Address &address, const std::string &hostname, bool is_local_server) { if (!g_settings->getBool("enable_local_map_saving") || is_local_server) { return; } std::string world_path; #define set_world_path(hostname) \ world_path = porting::path_user \ + DIR_DELIM + "worlds" \ + DIR_DELIM + "server_" \ + hostname + "_" + std::to_string(address.getPort()); set_world_path(hostname); if (!fs::IsDir(world_path)) { std::string hostname_escaped = hostname; str_replace(hostname_escaped, ':', '_'); set_world_path(hostname_escaped); } #undef set_world_path fs::CreateAllDirs(world_path); m_localdb = new MapDatabaseSQLite3(world_path); m_localdb->beginSave(); actionstream << "Local map saving started, map will be saved at '" << world_path << "'" << std::endl; } void Client::ReceiveAll() { NetworkPacket pkt; u64 start_ms = porting::getTimeMs(); const u64 budget = 100; for(;;) { // Limit time even if there would be huge amounts of data to // process if (porting::getTimeMs() > start_ms + budget) { infostream << "Client::ReceiveAll(): " "Packet processing budget exceeded." << std::endl; break; } pkt.clear(); try { if (!m_con->TryReceive(&pkt)) break; ProcessData(&pkt); } catch (const con::InvalidIncomingDataException &e) { infostream << "Client::ReceiveAll(): " "InvalidIncomingDataException: what()=" << e.what() << std::endl; } } } inline void Client::handleCommand(NetworkPacket* pkt) { const ToClientCommandHandler& opHandle = toClientCommandTable[pkt->getCommand()]; (this->*opHandle.handler)(pkt); } /* sender_peer_id given to this shall be quaranteed to be a valid peer */ void Client::ProcessData(NetworkPacket *pkt) { ToClientCommand command = (ToClientCommand) pkt->getCommand(); u32 sender_peer_id = pkt->getPeerId(); //infostream<<"Client: received command="<<command<<std::endl; m_packetcounter.add((u16)command); g_profiler->graphAdd("client_received_packets", 1); /* If this check is removed, be sure to change the queue system to know the ids */ if(sender_peer_id != PEER_ID_SERVER) { infostream << "Client::ProcessData(): Discarding data not " "coming from server: peer_id=" << sender_peer_id << std::endl; return; } // Command must be handled into ToClientCommandHandler if (command >= TOCLIENT_NUM_MSG_TYPES) { infostream << "Client: Ignoring unknown command " << command << std::endl; return; } /* * Those packets are handled before m_server_ser_ver is set, it's normal * But we must use the new ToClientConnectionState in the future, * as a byte mask */ if(toClientCommandTable[command].state == TOCLIENT_STATE_NOT_CONNECTED) { handleCommand(pkt); return; } if(m_server_ser_ver == SER_FMT_VER_INVALID) { infostream << "Client: Server serialization" " format invalid or not initialized." " Skipping incoming command=" << command << std::endl; return; } /* Handle runtime commands */ handleCommand(pkt); } void Client::Send(NetworkPacket* pkt) { m_con->Send(PEER_ID_SERVER, serverCommandFactoryTable[pkt->getCommand()].channel, pkt, serverCommandFactoryTable[pkt->getCommand()].reliable); } // Will fill up 12 + 12 + 4 + 4 + 4 bytes void writePlayerPos(LocalPlayer *myplayer, ClientMap *clientMap, NetworkPacket *pkt) { v3f pf = myplayer->getPosition() * 100; v3f sf = myplayer->getSpeed() * 100; s32 pitch = myplayer->getPitch() * 100; s32 yaw = myplayer->getYaw() * 100; u32 keyPressed = myplayer->keyPressed; // scaled by 80, so that pi can fit into a u8 u8 fov = clientMap->getCameraFov() * 80; u8 wanted_range = MYMIN(255, std::ceil(clientMap->getControl().wanted_range / MAP_BLOCKSIZE)); v3s32 position(pf.X, pf.Y, pf.Z); v3s32 speed(sf.X, sf.Y, sf.Z); /* Format: [0] v3s32 position*100 [12] v3s32 speed*100 [12+12] s32 pitch*100 [12+12+4] s32 yaw*100 [12+12+4+4] u32 keyPressed [12+12+4+4+4] u8 fov*80 [12+12+4+4+4+1] u8 ceil(wanted_range / MAP_BLOCKSIZE) */ *pkt << position << speed << pitch << yaw << keyPressed; *pkt << fov << wanted_range; } void Client::interact(InteractAction action, const PointedThing& pointed) { if(m_state != LC_Ready) { errorstream << "Client::interact() " "Canceled (not connected)" << std::endl; return; } LocalPlayer *myplayer = m_env.getLocalPlayer(); if (myplayer == NULL) return; /* [0] u16 command [2] u8 action [3] u16 item [5] u32 length of the next item (plen) [9] serialized PointedThing [9 + plen] player position information */ NetworkPacket pkt(TOSERVER_INTERACT, 1 + 2 + 0); pkt << (u8)action; pkt << myplayer->getWieldIndex(); std::ostringstream tmp_os(std::ios::binary); pointed.serialize(tmp_os); pkt.putLongString(tmp_os.str()); writePlayerPos(myplayer, &m_env.getClientMap(), &pkt); Send(&pkt); } void Client::deleteAuthData() { if (!m_auth_data) return; switch (m_chosen_auth_mech) { case AUTH_MECHANISM_FIRST_SRP: break; case AUTH_MECHANISM_SRP: case AUTH_MECHANISM_LEGACY_PASSWORD: srp_user_delete((SRPUser *) m_auth_data); m_auth_data = NULL; break; case AUTH_MECHANISM_NONE: break; } m_chosen_auth_mech = AUTH_MECHANISM_NONE; } AuthMechanism Client::choseAuthMech(const u32 mechs) { if (mechs & AUTH_MECHANISM_SRP) return AUTH_MECHANISM_SRP; if (mechs & AUTH_MECHANISM_FIRST_SRP) return AUTH_MECHANISM_FIRST_SRP; if (mechs & AUTH_MECHANISM_LEGACY_PASSWORD) return AUTH_MECHANISM_LEGACY_PASSWORD; return AUTH_MECHANISM_NONE; } void Client::sendInit(const std::string &playerName) { NetworkPacket pkt(TOSERVER_INIT, 1 + 2 + 2 + (1 + playerName.size())); // we don't support network compression yet u16 supp_comp_modes = NETPROTO_COMPRESSION_NONE; pkt << (u8) SER_FMT_VER_HIGHEST_READ << (u16) supp_comp_modes; pkt << (u16) CLIENT_PROTOCOL_VERSION_MIN << (u16) CLIENT_PROTOCOL_VERSION_MAX; pkt << playerName; Send(&pkt); } void Client::promptConfirmRegistration(AuthMechanism chosen_auth_mechanism) { m_chosen_auth_mech = chosen_auth_mechanism; m_is_registration_confirmation_state = true; } void Client::confirmRegistration() { m_is_registration_confirmation_state = false; startAuth(m_chosen_auth_mech); } void Client::startAuth(AuthMechanism chosen_auth_mechanism) { m_chosen_auth_mech = chosen_auth_mechanism; switch (chosen_auth_mechanism) { case AUTH_MECHANISM_FIRST_SRP: { // send srp verifier to server std::string verifier; std::string salt; generate_srp_verifier_and_salt(getPlayerName(), m_password, &verifier, &salt); NetworkPacket resp_pkt(TOSERVER_FIRST_SRP, 0); resp_pkt << salt << verifier << (u8)((m_password.empty()) ? 1 : 0); Send(&resp_pkt); break; } case AUTH_MECHANISM_SRP: case AUTH_MECHANISM_LEGACY_PASSWORD: { u8 based_on = 1; if (chosen_auth_mechanism == AUTH_MECHANISM_LEGACY_PASSWORD) { m_password = translate_password(getPlayerName(), m_password); based_on = 0; } std::string playername_u = lowercase(getPlayerName()); m_auth_data = srp_user_new(SRP_SHA256, SRP_NG_2048, getPlayerName().c_str(), playername_u.c_str(), (const unsigned char *) m_password.c_str(), m_password.length(), NULL, NULL); char *bytes_A = 0; size_t len_A = 0; SRP_Result res = srp_user_start_authentication( (struct SRPUser *) m_auth_data, NULL, NULL, 0, (unsigned char **) &bytes_A, &len_A); FATAL_ERROR_IF(res != SRP_OK, "Creating local SRP user failed."); NetworkPacket resp_pkt(TOSERVER_SRP_BYTES_A, 0); resp_pkt << std::string(bytes_A, len_A) << based_on; Send(&resp_pkt); break; } case AUTH_MECHANISM_NONE: break; // not handled in this method } } void Client::sendDeletedBlocks(std::vector<v3s16> &blocks) { NetworkPacket pkt(TOSERVER_DELETEDBLOCKS, 1 + sizeof(v3s16) * blocks.size()); pkt << (u8) blocks.size(); for (const v3s16 &block : blocks) { pkt << block; } Send(&pkt); } void Client::sendGotBlocks(const std::vector<v3s16> &blocks) { NetworkPacket pkt(TOSERVER_GOTBLOCKS, 1 + 6 * blocks.size()); pkt << (u8) blocks.size(); for (const v3s16 &block : blocks) pkt << block; Send(&pkt); } void Client::sendRemovedSounds(std::vector<s32> &soundList) { size_t server_ids = soundList.size(); assert(server_ids <= 0xFFFF); NetworkPacket pkt(TOSERVER_REMOVED_SOUNDS, 2 + server_ids * 4); pkt << (u16) (server_ids & 0xFFFF); for (s32 sound_id : soundList) pkt << sound_id; Send(&pkt); } void Client::sendNodemetaFields(v3s16 p, const std::string &formname, const StringMap &fields) { size_t fields_size = fields.size(); FATAL_ERROR_IF(fields_size > 0xFFFF, "Unsupported number of nodemeta fields"); NetworkPacket pkt(TOSERVER_NODEMETA_FIELDS, 0); pkt << p << formname << (u16) (fields_size & 0xFFFF); StringMap::const_iterator it; for (it = fields.begin(); it != fields.end(); ++it) { const std::string &name = it->first; const std::string &value = it->second; pkt << name; pkt.putLongString(value); } Send(&pkt); } void Client::sendInventoryFields(const std::string &formname, const StringMap &fields) { size_t fields_size = fields.size(); FATAL_ERROR_IF(fields_size > 0xFFFF, "Unsupported number of inventory fields"); NetworkPacket pkt(TOSERVER_INVENTORY_FIELDS, 0); pkt << formname << (u16) (fields_size & 0xFFFF); StringMap::const_iterator it; for (it = fields.begin(); it != fields.end(); ++it) { const std::string &name = it->first; const std::string &value = it->second; pkt << name; pkt.putLongString(value); } Send(&pkt); } void Client::sendInventoryAction(InventoryAction *a) { std::ostringstream os(std::ios_base::binary); a->serialize(os); // Make data buffer std::string s = os.str(); NetworkPacket pkt(TOSERVER_INVENTORY_ACTION, s.size()); pkt.putRawString(s.c_str(),s.size()); Send(&pkt); } bool Client::canSendChatMessage() const { u32 now = time(NULL); float time_passed = now - m_last_chat_message_sent; float virt_chat_message_allowance = m_chat_message_allowance + time_passed * (CLIENT_CHAT_MESSAGE_LIMIT_PER_10S / 8.0f); if (virt_chat_message_allowance < 1.0f) return false; return true; } void Client::sendChatMessage(const std::wstring &message) { const s16 max_queue_size = g_settings->getS16("max_out_chat_queue_size"); if (canSendChatMessage()) { u32 now = time(NULL); float time_passed = now - m_last_chat_message_sent; m_last_chat_message_sent = now; m_chat_message_allowance += time_passed * (CLIENT_CHAT_MESSAGE_LIMIT_PER_10S / 8.0f); if (m_chat_message_allowance > CLIENT_CHAT_MESSAGE_LIMIT_PER_10S) m_chat_message_allowance = CLIENT_CHAT_MESSAGE_LIMIT_PER_10S; m_chat_message_allowance -= 1.0f; NetworkPacket pkt(TOSERVER_CHAT_MESSAGE, 2 + message.size() * sizeof(u16)); pkt << message; Send(&pkt); } else if (m_out_chat_queue.size() < (u16) max_queue_size || max_queue_size == -1) { m_out_chat_queue.push(message); } else { infostream << "Could not queue chat message because maximum out chat queue size (" << max_queue_size << ") is reached." << std::endl; } } void Client::clearOutChatQueue() { m_out_chat_queue = std::queue<std::wstring>(); } void Client::sendChangePassword(const std::string &oldpassword, const std::string &newpassword) { LocalPlayer *player = m_env.getLocalPlayer(); if (player == NULL) return; // get into sudo mode and then send new password to server m_password = oldpassword; m_new_password = newpassword; startAuth(choseAuthMech(m_sudo_auth_methods)); } void Client::sendDamage(u16 damage) { NetworkPacket pkt(TOSERVER_DAMAGE, sizeof(u16)); pkt << damage; Send(&pkt); } void Client::sendRespawn() { NetworkPacket pkt(TOSERVER_RESPAWN, 0); Send(&pkt); } void Client::sendReady() { NetworkPacket pkt(TOSERVER_CLIENT_READY, 1 + 1 + 1 + 1 + 2 + sizeof(char) * strlen(g_version_hash) + 2); pkt << (u8) VERSION_MAJOR << (u8) VERSION_MINOR << (u8) VERSION_PATCH << (u8) 0 << (u16) strlen(g_version_hash); pkt.putRawString(g_version_hash, (u16) strlen(g_version_hash)); pkt << (u16)FORMSPEC_API_VERSION; Send(&pkt); } void Client::sendPlayerPos() { LocalPlayer *player = m_env.getLocalPlayer(); if (!player) return; ClientMap &map = m_env.getClientMap(); u8 camera_fov = map.getCameraFov(); u8 wanted_range = map.getControl().wanted_range; // Save bandwidth by only updating position when // player is not dead and something changed if (m_activeobjects_received && player->isDead()) return; if ( player->last_position == player->getPosition() && player->last_speed == player->getSpeed() && player->last_pitch == player->getPitch() && player->last_yaw == player->getYaw() && player->last_keyPressed == player->keyPressed && player->last_camera_fov == camera_fov && player->last_wanted_range == wanted_range) return; player->last_position = player->getPosition(); player->last_speed = player->getSpeed(); player->last_pitch = player->getPitch(); player->last_yaw = player->getYaw(); player->last_keyPressed = player->keyPressed; player->last_camera_fov = camera_fov; player->last_wanted_range = wanted_range; NetworkPacket pkt(TOSERVER_PLAYERPOS, 12 + 12 + 4 + 4 + 4 + 1 + 1); writePlayerPos(player, &map, &pkt); Send(&pkt); } void Client::removeNode(v3s16 p) { std::map<v3s16, MapBlock*> modified_blocks; try { m_env.getMap().removeNodeAndUpdate(p, modified_blocks); } catch(InvalidPositionException &e) { } for (const auto &modified_block : modified_blocks) { addUpdateMeshTaskWithEdge(modified_block.first, false, true); } } /** * Helper function for Client Side Modding * CSM restrictions are applied there, this should not be used for core engine * @param p * @param is_valid_position * @return */ MapNode Client::CSMGetNode(v3s16 p, bool *is_valid_position) { if (checkCSMRestrictionFlag(CSMRestrictionFlags::CSM_RF_LOOKUP_NODES)) { v3s16 ppos = floatToInt(m_env.getLocalPlayer()->getPosition(), BS); if ((u32) ppos.getDistanceFrom(p) > m_csm_restriction_noderange) { *is_valid_position = false; return {}; } } return m_env.getMap().getNode(p, is_valid_position); } int Client::CSMClampRadius(v3s16 pos, int radius) { if (!checkCSMRestrictionFlag(CSMRestrictionFlags::CSM_RF_LOOKUP_NODES)) return radius; // This is approximate and will cause some allowed nodes to be excluded v3s16 ppos = floatToInt(m_env.getLocalPlayer()->getPosition(), BS); u32 distance = ppos.getDistanceFrom(pos); if (distance >= m_csm_restriction_noderange) return 0; return std::min<int>(radius, m_csm_restriction_noderange - distance); } v3s16 Client::CSMClampPos(v3s16 pos) { if (!checkCSMRestrictionFlag(CSMRestrictionFlags::CSM_RF_LOOKUP_NODES)) return pos; v3s16 ppos = floatToInt(m_env.getLocalPlayer()->getPosition(), BS); const int range = m_csm_restriction_noderange; return v3s16( core::clamp<int>(pos.X, (int)ppos.X - range, (int)ppos.X + range), core::clamp<int>(pos.Y, (int)ppos.Y - range, (int)ppos.Y + range), core::clamp<int>(pos.Z, (int)ppos.Z - range, (int)ppos.Z + range) ); } void Client::addNode(v3s16 p, MapNode n, bool remove_metadata) { //TimeTaker timer1("Client::addNode()"); std::map<v3s16, MapBlock*> modified_blocks; try { //TimeTaker timer3("Client::addNode(): addNodeAndUpdate"); m_env.getMap().addNodeAndUpdate(p, n, modified_blocks, remove_metadata); } catch(InvalidPositionException &e) { } for (const auto &modified_block : modified_blocks) { addUpdateMeshTaskWithEdge(modified_block.first, false, true); } } void Client::setPlayerControl(PlayerControl &control) { LocalPlayer *player = m_env.getLocalPlayer(); assert(player); player->control = control; } void Client::setPlayerItem(u16 item) { m_env.getLocalPlayer()->setWieldIndex(item); m_update_wielded_item = true; NetworkPacket pkt(TOSERVER_PLAYERITEM, 2); pkt << item; Send(&pkt); } // Returns true once after the inventory of the local player // has been updated from the server. bool Client::updateWieldedItem() { if (!m_update_wielded_item) return false; m_update_wielded_item = false; LocalPlayer *player = m_env.getLocalPlayer(); assert(player); if (auto *list = player->inventory.getList("main")) list->setModified(false); if (auto *list = player->inventory.getList("hand")) list->setModified(false); return true; } scene::ISceneManager* Client::getSceneManager() { return m_rendering_engine->get_scene_manager(); } Inventory* Client::getInventory(const InventoryLocation &loc) { switch(loc.type){ case InventoryLocation::UNDEFINED: {} break; case InventoryLocation::CURRENT_PLAYER: { LocalPlayer *player = m_env.getLocalPlayer(); assert(player); return &player->inventory; } break; case InventoryLocation::PLAYER: { // Check if we are working with local player inventory LocalPlayer *player = m_env.getLocalPlayer(); if (!player || strcmp(player->getName(), loc.name.c_str()) != 0) return NULL; return &player->inventory; } break; case InventoryLocation::NODEMETA: { NodeMetadata *meta = m_env.getMap().getNodeMetadata(loc.p); if(!meta) return NULL; return meta->getInventory(); } break; case InventoryLocation::DETACHED: { if (m_detached_inventories.count(loc.name) == 0) return NULL; return m_detached_inventories[loc.name]; } break; default: FATAL_ERROR("Invalid inventory location type."); break; } return NULL; } void Client::inventoryAction(InventoryAction *a) { /* Send it to the server */ sendInventoryAction(a); /* Predict some local inventory changes */ a->clientApply(this, this); // Remove it delete a; } float Client::getAnimationTime() { return m_animation_time; } int Client::getCrackLevel() { return m_crack_level; } v3s16 Client::getCrackPos() { return m_crack_pos; } void Client::setCrack(int level, v3s16 pos) { int old_crack_level = m_crack_level; v3s16 old_crack_pos = m_crack_pos; m_crack_level = level; m_crack_pos = pos; if(old_crack_level >= 0 && (level < 0 || pos != old_crack_pos)) { // remove old crack addUpdateMeshTaskForNode(old_crack_pos, false, true); } if(level >= 0 && (old_crack_level < 0 || pos != old_crack_pos)) { // add new crack addUpdateMeshTaskForNode(pos, false, true); } } u16 Client::getHP() { LocalPlayer *player = m_env.getLocalPlayer(); assert(player); return player->hp; } bool Client::getChatMessage(std::wstring &res) { if (m_chat_queue.empty()) return false; ChatMessage *chatMessage = m_chat_queue.front(); m_chat_queue.pop(); res = L""; switch (chatMessage->type) { case CHATMESSAGE_TYPE_RAW: case CHATMESSAGE_TYPE_ANNOUNCE: case CHATMESSAGE_TYPE_SYSTEM: res = chatMessage->message; break; case CHATMESSAGE_TYPE_NORMAL: { if (!chatMessage->sender.empty()) res = L"<" + chatMessage->sender + L"> " + chatMessage->message; else res = chatMessage->message; break; } default: break; } delete chatMessage; return true; } void Client::typeChatMessage(const std::wstring &message) { // Discard empty line if (message.empty()) return; // If message was consumed by script API, don't send it to server if (m_mods_loaded && m_script->on_sending_message(wide_to_utf8(message))) return; // Send to others sendChatMessage(message); } void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent) { // Check if the block exists to begin with. In the case when a non-existing // neighbor is automatically added, it may not. In that case we don't want // to tell the mesh update thread about it. MapBlock *b = m_env.getMap().getBlockNoCreateNoEx(p); if (b == NULL) return; m_mesh_update_thread.updateBlock(&m_env.getMap(), p, ack_to_server, urgent); } void Client::addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server, bool urgent) { try{ addUpdateMeshTask(blockpos, ack_to_server, urgent); } catch(InvalidPositionException &e){} // Leading edge for (int i=0;i<6;i++) { try{ v3s16 p = blockpos + g_6dirs[i]; addUpdateMeshTask(p, false, urgent); } catch(InvalidPositionException &e){} } } void Client::addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server, bool urgent) { { v3s16 p = nodepos; infostream<<"Client::addUpdateMeshTaskForNode(): "