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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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@@ -237,7 +237,7 @@ public:
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Shall be called with the environment and the connection locked.
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*/
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Inventory* getInventory(const InventoryLocation &loc);
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void setInventoryModified(const InventoryLocation &loc);
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void setInventoryModified(const InventoryLocation &loc, bool playerSend = true);
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// Connection must be locked when called
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std::wstring getStatusString();
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