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	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
		
			
				
	
	
		
			249 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			249 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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| Minetest
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| Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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| 
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| This program is free software; you can redistribute it and/or modify
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| it under the terms of the GNU Lesser General Public License as published by
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| the Free Software Foundation; either version 2.1 of the License, or
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| (at your option) any later version.
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| 
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| This program is distributed in the hope that it will be useful,
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| but WITHOUT ANY WARRANTY; without even the implied warranty of
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| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| GNU Lesser General Public License for more details.
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| 
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| You should have received a copy of the GNU Lesser General Public License along
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| with this program; if not, write to the Free Software Foundation, Inc.,
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| 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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| */
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| 
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| #ifndef INVENTORYMANAGER_HEADER
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| #define INVENTORYMANAGER_HEADER
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| 
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| #include "inventory.h"
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| #include <iostream>
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| #include <string>
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| class ServerActiveObject;
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| 
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| struct InventoryLocation
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| {
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| 	enum Type{
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| 		UNDEFINED,
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| 		CURRENT_PLAYER,
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| 		PLAYER,
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| 		NODEMETA,
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|         DETACHED,
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| 	} type;
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| 
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| 	std::string name; // PLAYER, DETACHED
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| 	v3s16 p; // NODEMETA
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| 
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| 	InventoryLocation()
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| 	{
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| 		setUndefined();
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| 	}
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| 	void setUndefined()
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| 	{
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| 		type = UNDEFINED;
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| 	}
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| 	void setCurrentPlayer()
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| 	{
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| 		type = CURRENT_PLAYER;
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| 	}
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| 	void setPlayer(const std::string &name_)
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| 	{
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| 		type = PLAYER;
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| 		name = name_;
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| 	}
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| 	void setNodeMeta(v3s16 p_)
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| 	{
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| 		type = NODEMETA;
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| 		p = p_;
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| 	}
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| 	void setDetached(const std::string &name_)
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| 	{
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| 		type = DETACHED;
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| 		name = name_;
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| 	}
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| 
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| 	bool operator==(const InventoryLocation &other) const
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| 	{
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| 		if(type != other.type)
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| 			return false;
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| 		switch(type){
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| 		case UNDEFINED:
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| 			return false;
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| 		case CURRENT_PLAYER:
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| 			return true;
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| 		case PLAYER:
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| 			return (name == other.name);
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| 		case NODEMETA:
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| 			return (p == other.p);
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| 		case DETACHED:
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| 			return (name == other.name);
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| 		}
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| 		return false;
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| 	}
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| 	bool operator!=(const InventoryLocation &other) const
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| 	{
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| 		return !(*this == other);
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| 	}
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| 
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| 	void applyCurrentPlayer(const std::string &name_)
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| 	{
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| 		if(type == CURRENT_PLAYER)
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| 			setPlayer(name_);
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| 	}
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| 
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| 	std::string dump() const;
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| 	void serialize(std::ostream &os) const;
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| 	void deSerialize(std::istream &is);
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| 	void deSerialize(std::string s);
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| };
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| 
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| struct InventoryAction;
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| 
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| class InventoryManager
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| {
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| public:
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| 	InventoryManager(){}
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| 	virtual ~InventoryManager(){}
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| 	
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| 	// Get an inventory (server and client)
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| 	virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;}
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|     // Set modified (will be saved and sent over network; only on server)
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| 	virtual void setInventoryModified(const InventoryLocation &loc, bool playerSend = true){}
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|     // Send inventory action to server (only on client)
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| 	virtual void inventoryAction(InventoryAction *a){}
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| };
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| 
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| #define IACTION_MOVE 0
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| #define IACTION_DROP 1
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| #define IACTION_CRAFT 2
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| 
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| struct InventoryAction
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| {
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| 	static InventoryAction * deSerialize(std::istream &is);
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| 	
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| 	virtual u16 getType() const = 0;
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| 	virtual void serialize(std::ostream &os) const = 0;
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| 	virtual void apply(InventoryManager *mgr, ServerActiveObject *player,
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| 			IGameDef *gamedef) = 0;
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| 	virtual void clientApply(InventoryManager *mgr, IGameDef *gamedef) = 0;
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| 	virtual ~InventoryAction() {};
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| };
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| 
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| struct IMoveAction : public InventoryAction
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| {
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| 	// count=0 means "everything"
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| 	u16 count;
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| 	InventoryLocation from_inv;
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| 	std::string from_list;
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| 	s16 from_i;
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| 	InventoryLocation to_inv;
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| 	std::string to_list;
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| 	s16 to_i;
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| 	
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| 	IMoveAction()
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| 	{
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| 		count = 0;
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| 		from_i = -1;
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| 		to_i = -1;
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| 	}
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| 	
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| 	IMoveAction(std::istream &is);
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| 
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| 	u16 getType() const
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| 	{
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| 		return IACTION_MOVE;
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| 	}
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| 
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| 	void serialize(std::ostream &os) const
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| 	{
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| 		os<<"Move ";
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| 		os<<count<<" ";
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| 		os<<from_inv.dump()<<" ";
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| 		os<<from_list<<" ";
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| 		os<<from_i<<" ";
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| 		os<<to_inv.dump()<<" ";
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| 		os<<to_list<<" ";
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| 		os<<to_i;
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| 	}
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| 
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| 	void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
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| 
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| 	void clientApply(InventoryManager *mgr, IGameDef *gamedef);
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| };
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| 
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| struct IDropAction : public InventoryAction
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| {
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| 	// count=0 means "everything"
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| 	u16 count;
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| 	InventoryLocation from_inv;
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| 	std::string from_list;
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| 	s16 from_i;
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| 	
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| 	IDropAction()
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| 	{
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| 		count = 0;
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| 		from_i = -1;
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| 	}
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| 	
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| 	IDropAction(std::istream &is);
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| 
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| 	u16 getType() const
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| 	{
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| 		return IACTION_DROP;
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| 	}
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| 
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| 	void serialize(std::ostream &os) const
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| 	{
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| 		os<<"Drop ";
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| 		os<<count<<" ";
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| 		os<<from_inv.dump()<<" ";
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| 		os<<from_list<<" ";
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| 		os<<from_i;
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| 	}
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| 
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| 	void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
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| 
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| 	void clientApply(InventoryManager *mgr, IGameDef *gamedef);
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| };
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| 
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| struct ICraftAction : public InventoryAction
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| {
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| 	// count=0 means "everything"
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| 	u16 count;
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| 	InventoryLocation craft_inv;
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| 	
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| 	ICraftAction()
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| 	{
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| 		count = 0;
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| 	}
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| 	
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| 	ICraftAction(std::istream &is);
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| 
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| 	u16 getType() const
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| 	{
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| 		return IACTION_CRAFT;
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| 	}
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| 
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| 	void serialize(std::ostream &os) const
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| 	{
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| 		os<<"Craft ";
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| 		os<<count<<" ";
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| 		os<<craft_inv.dump()<<" ";
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| 	}
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| 
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| 	void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
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| 
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| 	void clientApply(InventoryManager *mgr, IGameDef *gamedef);
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| };
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| 
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| // Crafting helper
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| bool getCraftingResult(Inventory *inv, ItemStack& result,
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| 		bool decrementInput, IGameDef *gamedef);
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| 
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| #endif
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| 
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