const bool player_has_interact = checkPriv(player->getName(), "interact");
- auto check_inv_access = [player, player_has_interact] (
+ auto check_inv_access = [player, player_has_interact, this] (
const InventoryLocation &loc) -> bool {
if (loc.type == InventoryLocation::CURRENT_PLAYER)
return false; // Only used internally on the client, never sent
// Allow access to own inventory in all cases
return loc.name == player->getName();
}
+ if (loc.type == InventoryLocation::DETACHED) {
+ if (!getInventoryMgr()->checkDetachedInventoryAccess(loc, player->getName()))
+ return false;
+ }
if (!player_has_interact) {
infostream << "Cannot modify foreign inventory: "
return true;
}
+bool ServerInventoryManager::checkDetachedInventoryAccess(
+ const InventoryLocation &loc, const std::string &player) const
+{
+ SANITY_CHECK(loc.type == InventoryLocation::DETACHED);
+
+ const auto &inv_it = m_detached_inventories.find(loc.name);
+ if (inv_it == m_detached_inventories.end())
+ return false;
+
+ return inv_it->second.owner.empty() || inv_it->second.owner == player;
+}
+
void ServerInventoryManager::sendDetachedInventories(const std::string &peer_name,
bool incremental,
std::function<void(const std::string &, Inventory *)> apply_cb)
Inventory *createDetachedInventory(const std::string &name, IItemDefManager *idef,
const std::string &player = "");
bool removeDetachedInventory(const std::string &name);
+ bool checkDetachedInventoryAccess(const InventoryLocation &loc, const std::string &player) const;
void sendDetachedInventories(const std::string &peer_name, bool incremental,
std::function<void(const std::string &, Inventory *)> apply_cb);