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Don't send an InventoryAction at each setInventoryModified, we only need one SendInventory per inventory modification
Client doesn't like to receive multiples SendInventory for one action, this can trigger glitches on clients (sometimes due to incorrect UDP packet ordering due to UDP protocol) This fix issue #2544
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@@ -1290,13 +1290,16 @@ Inventory* Server::getInventory(const InventoryLocation &loc)
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}
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return NULL;
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}
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void Server::setInventoryModified(const InventoryLocation &loc)
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void Server::setInventoryModified(const InventoryLocation &loc, bool playerSend)
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{
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switch(loc.type){
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case InventoryLocation::UNDEFINED:
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break;
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case InventoryLocation::PLAYER:
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{
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if (!playerSend)
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return;
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Player *player = m_env->getPlayer(loc.name.c_str());
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if(!player)
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return;
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