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Send Inventory packet on event, don't check it at each AsyncRunStep.
* Call UpdateCrafting into SendInventory because this functions is only called before SendInventory * Use Player* instead of peer_id for UpdateCrafting because SendInventory already has the Player* pointer, then don't loop for searching Player* per peer_id * m_env_mutex don't need to be used with this modification because it's already locked before the calls
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@@ -375,6 +375,9 @@ public:
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void SendPlayerHPOrDie(u16 peer_id, bool die) { die ? DiePlayer(peer_id) : SendPlayerHP(peer_id); }
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void SendPlayerBreath(u16 peer_id);
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// Envlock and conlock should be locked when calling these
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void SendInventory(u16 peer_id);
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// Bind address
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Address m_bind_addr;
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@@ -394,8 +397,7 @@ private:
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/* mark blocks not sent for all clients */
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void SetBlocksNotSent(std::map<v3s16, MapBlock *>& block);
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// Envlock and conlock should be locked when calling these
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void SendInventory(u16 peer_id);
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void SendChatMessage(u16 peer_id, const std::wstring &message);
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void SendTimeOfDay(u16 peer_id, u16 time, f32 time_speed);
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void SendPlayerHP(u16 peer_id);
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@@ -466,7 +468,7 @@ private:
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void DiePlayer(u16 peer_id);
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void RespawnPlayer(u16 peer_id);
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void DeleteClient(u16 peer_id, ClientDeletionReason reason);
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void UpdateCrafting(u16 peer_id);
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void UpdateCrafting(Player *player);
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// When called, connection mutex should be locked
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RemoteClient* getClient(u16 peer_id,ClientState state_min=CS_Active);
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