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/*
Minetest
Copyright (C) 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.
*/

/*
	Random portability stuff
*/

#ifndef PORTING_HEADER
#define PORTING_HEADER

#include <string>
#include "irrlichttypes.h" // u32
#include "debug.h"
#include "constants.h"
#include "gettime.h"
#include "threads.h"

#ifdef _MSC_VER
	#define SWPRINTF_CHARSTRING L"%S"
#else
	#define SWPRINTF_CHARSTRING L"%s"
#endif

//currently not needed
//template<typename T> struct alignment_trick { char c; T member; };
//#define ALIGNOF(type) offsetof (alignment_trick<type>, member)

#ifdef _WIN32
	#ifndef _WIN32_WINNT
		#define _WIN32_WINNT 0x0501
	#endif
	#include <windows.h>
	
	#define sleep_ms(x) Sleep(x)
#else
	#include <unistd.h>
	#include <stdint.h> //for uintptr_t
	
	#if (defined(linux) || defined(__linux)) && !defined(_GNU_SOURCE)
		#define _GNU_SOURCE
	#endif

	#include <sched.h>

	#ifdef __FreeBSD__
		#include <pthread_np.h>
		typedef cpuset_t cpu_set_t;
	#elif defined(__sun) || defined(sun)
		#include <sys/types.h>
		#include <sys/processor.h>
	#elif defined(_AIX)
		#include <sys/processor.h>
	#elif __APPLE__
		#include <mach/mach_init.h>
		#include <mach/thread_policy.h>
	#endif

	#define sleep_ms(x) usleep(x*1000)
	
	#define THREAD_PRIORITY_LOWEST       0
	#define THREAD_PRIORITY_BELOW_NORMAL 1
	#define THREAD_PRIORITY_NORMAL       2
	#define THREAD_PRIORITY_ABOVE_NORMAL 3
	#define THREAD_PRIORITY_HIGHEST      4
#endif

#ifdef _MSC_VER
	#define ALIGNOF(x) __alignof(x)
	#define strtok_r(x, y, z) strtok_s(x, y, z)
	#define strtof(x, y) (float)strtod(x, y)
	#define strtoll(x, y, z) _strtoi64(x, y, z)
	#define strtoull(x, y, z) _strtoui64(x, y, z)
	#define strcasecmp(x, y) stricmp(x, y)
#else
	#define ALIGNOF(x) __alignof__(x)
#endif

#ifdef __MINGW32__
	#define strtok_r(x, y, z) mystrtok_r(x, y, z)
#endif

#define PADDING(x, y) ((ALIGNOF(y) - ((uintptr_t)(x) & (ALIGNOF(y) - 1))) & (ALIGNOF(y) - 1))

namespace porting
{

/*
	Signal handler (grabs Ctrl-C on POSIX systems)
*/

void signal_handler_init(void);
// Returns a pointer to a bool.
// When the bool is true, program should quit.
bool * signal_handler_killstatus(void);

/*
	Path of static data directory.
*/
extern std::string path_share;

/*
	Directory for storing user data. Examples:
	Windows: "C:\Documents and Settings\user\Application Data\<PROJECT_NAME>"
	Linux: "~/.<PROJECT_NAME>"
	Mac: "~/Library/Application Support/<PROJECT_NAME>"
*/
extern std::string path_user;

/*
	Get full path of stuff in data directory.
	Example: "stone.png" -> "../data/stone.png"
*/
std::string getDataPath(const char *subpath);

/*
	Initialize path_share and path_user.
*/
void initializePaths();

/*
	Get number of online processors in the system.
*/
int getNumberOfProcessors();

/*
	Set a thread's affinity to a particular processor.
*/
bool threadBindToProcessor(threadid_t tid, int pnumber);

/*
	Set a thread's priority.
*/
bool threadSetPriority(threadid_t tid, int prio);

/*
	Resolution is 10-20ms.
	Remember to check for overflows.
	Overflow can occur at any value higher than 10000000.
*/
#ifdef _WIN32 // Windows
#ifndef _WIN32_WINNT
	#define _WIN32_WINNT 0x0501
#endif
	#include <windows.h>
	
	inline u32 getTimeS()
	{
		return GetTickCount() / 1000;
	}
	
	inline u32 getTimeMs()
	{
		return GetTickCount();
	}
	
	inline u32 getTimeUs()
	{
		LARGE_INTEGER freq, t;
		QueryPerformanceFrequency(&freq);
		QueryPerformanceCounter(&t);
		return (double)(t.QuadPart) / ((double)(freq.QuadPart) / 1000000.0);
	}
	
	inline u32 getTimeNs()
	{
		LARGE_INTEGER freq, t;
		QueryPerformanceFrequency(&freq);
		QueryPerformanceCounter(&t);
		return (double)(t.QuadPart) / ((double)(freq.QuadPart) / 1000000000.0);
	}
	
#else // Posix
	#include <sys/time.h>
	#include <time.h>
	
	inline u32 getTimeS()
	{
		struct timeval tv;
		gettimeofday(&tv, NULL);
		return tv.tv_sec;
	}
	
	inline u32 getTimeMs()
	{
		struct timeval tv;
		gettimeofday(&tv, NULL);
		return tv.tv_sec * 1000 + tv.tv_usec / 1000;
	}
	
	inline u32 getTimeUs()
	{
		struct timeval tv;
		gettimeofday(&tv, NULL);
		return tv.tv_sec * 1000000 + tv.tv_usec;
	}
	
	inline u32 getTimeNs()
	{
		struct timespec ts;
		clock_gettime(CLOCK_REALTIME, &ts);
		return ts.tv_sec * 1000000000 + ts.tv_nsec;
	}
	
	/*#include <sys/timeb.h>
	inline u32 getTimeMs()
	{
		struct timeb tb;
		ftime(&tb);
		return tb.time * 1000 + tb.millitm;
	}*/
#endif

inline u32 getTime(TimePrecision prec)
{
	switch (prec) {
		case PRECISION_SECONDS:
			return getTimeS();
		case PRECISION_MILLI:
			return getTimeMs();
		case PRECISION_MICRO:
			return getTimeUs();
		case PRECISION_NANO:
			return getTimeNs();
	}
	return 0;
}


} // namespace porting

#endif // PORTING_HEADER

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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 "log.h"
#include "environment.h"
#include "scripting_game.h"
#include "serverobject.h"
#include "settings.h"
#include "craftdef.h"
#include "rollback_interface.h"
#include "strfnd.h"

#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"

#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(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 = NULL;

	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)
{
	std::string ts;
	move_somewhere = somewhere;
	caused_by_move_somewhere = false;
	move_count = 0;

	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::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 &&
		to_inv.type == InventoryLocation::PLAYER &&
		from_inv.name == to_inv.name);

	/*
		Collect information of endpoints
	*/

	int try_take_count = count;
	if(try_take_count == 0)
		try_take_count = list_from->getItem(from_i).count;

	int src_can_take_count = 0xffff;
	int dst_can_put_count = 0xffff;
	
	/* Query detached inventories */

	// Move occurs in the same detached inventory
	if(from_inv.type == InventoryLocation::DETACHED &&
			to_inv.type == InventoryLocation::DETACHED &&
			from_inv.name == to_inv.name)
	{
		src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
				from_inv.name, from_list, from_i,
				to_list, to_i, try_take_count, player);
		dst_can_put_count = src_can_take_count;
	}
	else
	{
		// Destination is detached
		if(to_inv.type == InventoryLocation::DETACHED)
		{
			ItemStack src_item = list_from->getItem(from_i);
			src_item.count = try_take_count;
			dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
					to_inv.name, to_list, to_i, src_item, player);
		}
		// Source is detached
		if(from_inv.type == InventoryLocation::DETACHED)
		{
			ItemStack src_item = list_from->getItem(from_i);
			src_item.count = try_take_count;
			src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
					from_inv.name, from_list, from_i, src_item, player);
		}
	}

	/* Query node metadata inventories */

	// Both endpoints are nodemeta
	// Move occurs in the same nodemeta inventory
	if(from_inv.type == InventoryLocation::NODEMETA &&
			to_inv.type == InventoryLocation::NODEMETA &&
			from_inv.p == to_inv.p)
	{
		src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
				from_inv.p, from_list, from_i,
				to_list, to_i, try_take_count, player);
		dst_can_put_count = src_can_take_count;
	}
	else
	{
		// Destination is nodemeta
		if(to_inv.type == InventoryLocation::NODEMETA)
		{
			ItemStack src_item = list_from->getItem(from_i);
			src_item.count = try_take_count;
			dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
					to_inv.p, to_list, to_i, src_item, player);
		}
		// Source is nodemeta
		if(from_inv.type == InventoryLocation::NODEMETA)
		{
			ItemStack src_item = list_from->getItem(from_i);
			src_item.count = try_take_count;
			src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
					from_inv.p, from_list, from_i, src_item, player);
		}
	}

	int old_count = count;
	
	/* Modify count according to collected data */
	count = try_take_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)
	{
		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;
	}

	ItemStack 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
	*/
	move_count = list_from->moveItem(from_i,
		list_to, to_i, count, !caused_by_move_somewhere);

	// If source is infinite, reset it's stack
	if(src_can_take_count == -1){
		// 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;
				}
			}
		}
		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;

	/*
		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
	*/
	
	/* Detached inventories */

	// Both endpoints are same detached
	if(from_inv.type == InventoryLocation::DETACHED &&
			to_inv.type == InventoryLocation::DETACHED &&
			from_inv.name == to_inv.name)
	{
		PLAYER_TO_SA(player)->detached_inventory_OnMove(
				from_inv.name, from_list, from_i,
				to_list, to_i, count, player);
	}
	else
	{
		// Destination is detached
		if(to_inv.type == InventoryLocation::DETACHED)
		{
			PLAYER_TO_SA(player)->detached_inventory_OnPut(
					to_inv.name, to_list, to_i, src_item, player);
		}
		// Source is detached
		if(from_inv.type == InventoryLocation::DETACHED)
		{
			PLAYER_TO_SA(player)->detached_inventory_OnTake(
					from_inv.name, from_list, from_i, src_item, player);
		}
	}

	/* Node metadata inventories */

	// Both endpoints are same nodemeta
	if(from_inv.type == InventoryLocation::NODEMETA &&
			to_inv.type == InventoryLocation::NODEMETA &&
			from_inv.p == to_inv.p)
	{
		PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
				from_inv.p, from_list, from_i,
				to_list, to_i, count, player);
	}
	else{
		// Destination is nodemeta
		if(to_inv.type == InventoryLocation::NODEMETA)
		{
			PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
					to_inv.p, to_list, to_i, src_item, player);
		}
		// Source is nodemeta
		else if(from_inv.type == InventoryLocation::NODEMETA)
		{
			PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
					from_inv.p, from_list, from_i, src_item, player);
		}
	}
	
	mgr->setInventoryModified(from_inv, false);
	if(inv_from != inv_to)
		mgr->setInventoryModified(to_inv, false);
}

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;

	// Source is detached
	if(from_inv.type == InventoryLocation::DETACHED)
	{
		ItemStack src_item = list_from->getItem(from_i);
		src_item.count = take_count;
		src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
				from_inv.name, from_list, from_i, src_item, player);
	}

	// Source is nodemeta
	if(from_inv.type == InventoryLocation::NODEMETA)
	{
		ItemStack src_item = list_from->getItem(from_i);
		src_item.count = take_count;
		src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
				from_inv.p, from_list, from_i, src_item, player);
	}

	if(src_can_take_count != -1 && src_can_take_count < take_count)
		take_count = src_can_take_count;
	
	int actually_dropped_count = 0;

	ItemStack 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() + v3f(0,1,0)))
	{
		actually_dropped_count = take_count - item1.count;

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

			mgr->setInventoryModified(from_inv, false);
		}
	}

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

	/*
		Report drop to endpoints
	*/
	
	// Source is detached
	if(from_inv.type == InventoryLocation::DETACHED)
	{
		PLAYER_TO_SA(player)->detached_inventory_OnTake(
				from_inv.name, from_list, from_i, src_item, player);
	}

	// Source is nodemeta
	if(from_inv.type == InventoryLocation::NODEMETA)
	{
		PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
				from_inv.p, from_list, from_i, src_item, player);
	}

	/*
		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 (std::vector<ItemStack>::iterator it = temp.begin();
				it != temp.end(); it++) {
			for (std::vector<ItemStack>::iterator jt = output_replacements.begin();
					jt != output_replacements.end(); jt++) {
				if (it->name == jt->name) {
					*it = jt->addItem(*it, itemdef);
					if (it->empty())
						continue;
				}
			}
			output_replacements.push_back(*it);
		}

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

		// Decrement counter
		if (count_remaining == 1)
			break;
		else if (count_remaining > 1)
			count_remaining--;

		// Get next crafting result
		found = 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 invenotry is full
	for (std::vector<ItemStack>::iterator it = output_replacements.begin();
			it != output_replacements.end(); it++) {
		if (list_main)
			*it = list_main->addItem(*it);
		if (it->empty())
			continue;
		u16 count = it->count;
		do {
			PLAYER_TO_SA(player)->item_OnDrop(*it, player,
				player->getBasePosition() + v3f(0,1,0));
			if (count >= it->count) {
				errorstream << "Couldn't drop replacement stack " <<
					it->getItemString() << " because drop loop didn't "
					"decrease count." << std::endl;

				break;
			}
		} while (!it->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)
{
	DSTACK(__FUNCTION_NAME);
	
	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;
}