]> git.lizzy.rs Git - minetest.git/blobdiff - src/inventorymanager.cpp
Fix potential problem with core.get_connected_players()
[minetest.git] / src / inventorymanager.cpp
index 0d44e9cdab30aedc9411ff455139a7ec0424383c..5a24f95a448fb6fbafc273e183acaeb7fd4cb81f 100644 (file)
@@ -18,6 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "inventorymanager.h"
+#include "debug.h"
 #include "log.h"
 #include "serverenvironment.h"
 #include "scripting_server.h"
@@ -92,7 +93,7 @@ void InventoryLocation::deSerialize(std::istream &is)
        }
 }
 
-void InventoryLocation::deSerialize(std::string s)
+void InventoryLocation::deSerialize(const std::string &s)
 {
        std::istringstream is(s, std::ios::binary);
        deSerialize(is);
@@ -244,8 +245,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        */
        bool ignore_rollback = (
                from_inv.type == InventoryLocation::PLAYER &&
-               to_inv.type == InventoryLocation::PLAYER &&
-               from_inv.name == to_inv.name);
+               from_inv == to_inv);
 
        /*
                Collect information of endpoints
@@ -262,11 +262,9 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 
        // Move occurs in the same detached inventory
        if (from_inv.type == InventoryLocation::DETACHED &&
-                       to_inv.type == InventoryLocation::DETACHED &&
-                       from_inv.name == to_inv.name) {
+                       from_inv == to_inv) {
                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);
+                       *this, try_take_count, player);
                dst_can_put_count = src_can_take_count;
        } else {
                // Destination is detached
@@ -274,14 +272,14 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        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);
+                               *this, 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);
+                               *this, src_item, player);
                }
        }
 
@@ -290,11 +288,9 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        // 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) {
+                       from_inv == to_inv) {
                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);
+                       *this, try_take_count, player);
                dst_can_put_count = src_can_take_count;
        } else {
                // Destination is nodemeta
@@ -302,14 +298,39 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        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);
+                               *this, 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);
+                               *this, src_item, player);
+               }
+       }
+
+       // Query player inventories
+
+       // Move occurs in the same player inventory
+       if (from_inv.type == InventoryLocation::PLAYER &&
+                       from_inv == to_inv) {
+               src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowMove(
+                       *this, try_take_count, player);
+               dst_can_put_count = src_can_take_count;
+       } else {
+               // Destination is a player
+               if (to_inv.type == InventoryLocation::PLAYER) {
+                       ItemStack src_item = list_from->getItem(from_i);
+                       src_item.count = try_take_count;
+                       dst_can_put_count = PLAYER_TO_SA(player)->player_inventory_AllowPut(
+                               *this, src_item, player);
+               }
+               // Source is a player
+               if (from_inv.type == InventoryLocation::PLAYER) {
+                       ItemStack src_item = list_from->getItem(from_i);
+                       src_item.count = try_take_count;
+                       src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
+                               *this, src_item, player);
                }
        }
 
@@ -327,6 +348,13 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 
        /* 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()<<"\""
@@ -447,21 +475,19 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 
        // Both endpoints are same detached
        if (from_inv.type == InventoryLocation::DETACHED &&
-                       to_inv.type == InventoryLocation::DETACHED &&
-                       from_inv.name == to_inv.name) {
+                       from_inv == to_inv) {
                PLAYER_TO_SA(player)->detached_inventory_OnMove(
-                               from_inv.name, from_list, from_i,
-                               to_list, to_i, count, player);
+                               *this, 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);
+                               *this, 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);
+                               *this, src_item, player);
                }
        }
 
@@ -469,27 +495,45 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 
        // Both endpoints are same nodemeta
        if (from_inv.type == InventoryLocation::NODEMETA &&
-                       to_inv.type == InventoryLocation::NODEMETA &&
-                       from_inv.p == to_inv.p) {
+                       from_inv == to_inv) {
                PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
-                               from_inv.p, from_list, from_i,
-                               to_list, to_i, count, player);
+                       *this, 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);
+                               *this, src_item, player);
                }
                // Source is nodemeta
-               else if (from_inv.type == InventoryLocation::NODEMETA) {
+               if (from_inv.type == InventoryLocation::NODEMETA) {
                        PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
-                                       from_inv.p, from_list, from_i, src_item, player);
+                               *this, src_item, player);
+               }
+       }
+
+       // Player inventories
+
+       // Both endpoints are same player inventory
+       if (from_inv.type == InventoryLocation::PLAYER &&
+                       from_inv == to_inv) {
+               PLAYER_TO_SA(player)->player_inventory_OnMove(
+                       *this, count, player);
+       } else {
+               // Destination is player inventory
+               if (to_inv.type == InventoryLocation::PLAYER) {
+                       PLAYER_TO_SA(player)->player_inventory_OnPut(
+                               *this, src_item, player);
+               }
+               // Source is player inventory
+               if (from_inv.type == InventoryLocation::PLAYER) {
+                       PLAYER_TO_SA(player)->player_inventory_OnTake(
+                               *this, src_item, player);
                }
        }
 
-       mgr->setInventoryModified(from_inv, false);
+       mgr->setInventoryModified(from_inv);
        if (inv_from != inv_to)
-               mgr->setInventoryModified(to_inv, false);
+               mgr->setInventoryModified(to_inv);
 }
 
 void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
@@ -585,38 +629,46 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                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);
-       }
+       ItemStack src_item = list_from->getItem(from_i);
+       src_item.count = take_count;
 
-       // Source is nodemeta
-       if (from_inv.type == InventoryLocation::NODEMETA) {
-               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(
-                               from_inv.p, from_list, from_i, src_item, player);
+                       *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;
 
-       int actually_dropped_count = 0;
-
-       ItemStack src_item = list_from->getItem(from_i);
+       // 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())) {
-               actually_dropped_count = take_count - item1.count;
+               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;
                }
 
@@ -627,9 +679,10 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 
                        if (item2.count != actually_dropped_count)
                                errorstream<<"Could not take dropped count of items"<<std::endl;
-
-                       mgr->setInventoryModified(from_inv, false);
                }
+
+               src_item.count = actually_dropped_count;
+               mgr->setInventoryModified(from_inv);
        }
 
        infostream<<"IDropAction::apply(): dropped "
@@ -638,22 +691,26 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        <<" i="<<from_i
                        <<std::endl;
 
-       src_item.count = actually_dropped_count;
 
        /*
                Report drop to endpoints
        */
 
-       // Source is detached
-       if (from_inv.type == InventoryLocation::DETACHED) {
+       switch (from_inv.type) {
+       case 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) {
+                       *this, src_item, player);
+               break;
+       case InventoryLocation::NODEMETA:
                PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
-                               from_inv.p, from_list, from_i, src_item, player);
+                       *this, src_item, player);
+               break;
+       case InventoryLocation::PLAYER:
+               PLAYER_TO_SA(player)->player_inventory_OnTake(
+                       *this, src_item, player);
+               break;
+       default:
+               break;
        }
 
        /*
@@ -774,17 +831,15 @@ void ICraftAction::apply(InventoryManager *mgr,
 
                // 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())
+               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(*it);
+                       output_replacements.push_back(itemstack);
                }
 
                actionstream << player->getDescription()
@@ -795,35 +850,35 @@ void ICraftAction::apply(InventoryManager *mgr,
                // Decrement counter
                if (count_remaining == 1)
                        break;
-               else if (count_remaining > 1)
+
+               if (count_remaining > 1)
                        count_remaining--;
 
                // Get next crafting result
-               found = getCraftingResult(inv_craft, crafted, temp, false, gamedef);
+               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) {
+       // the inventory is full
+       for (auto &output_replacement : output_replacements) {
                if (list_main)
-                       *it = list_main->addItem(*it);
-               if (it->empty())
+                       output_replacement = list_main->addItem(output_replacement);
+               if (output_replacement.empty())
                        continue;
-               u16 count = it->count;
+               u16 count = output_replacement.count;
                do {
-                       PLAYER_TO_SA(player)->item_OnDrop(*it, player,
+                       PLAYER_TO_SA(player)->item_OnDrop(output_replacement, player,
                                player->getBasePosition());
-                       if (count >= it->count) {
+                       if (count >= output_replacement.count) {
                                errorstream << "Couldn't drop replacement stack " <<
-                                       it->getItemString() << " because drop loop didn't "
+                                       output_replacement.getItemString() << " because drop loop didn't "
                                        "decrease count." << std::endl;
 
                                break;
                        }
-               } while (!it->empty());
+               } while (!output_replacement.empty());
        }
 
        infostream<<"ICraftAction::apply(): crafted "
@@ -843,8 +898,6 @@ 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