minetest/src/inventorymanager.cpp
Jozef Behran eb2bda7d0b Optimize string (mis)handling (#8128)
* Optimize statbar drawing

The texture name of the statbar is a string passed by value.
That slows down the client and creates litter in the heap
as the content of the string is allocated there. Convert the
offending parameter to a const reference to avoid the
performance hit.

* Optimize texture cache

There is an unnecessary temporary created when the texture
path is being generated. This slows down the cache each time
a new texture is encountered and it needs to be loaded into
the cache. Additionally, the heap litter created by this
unnecessary temporary is particularly troublesome here as
the following code then piles another string (the resulting
full path of the texture) on top of it, followed by the
texture itself, which both are quite long term objects as
they are subsequently inserted into the cache where they can
remain for quite a while (especially if the texture turns
out to be a common one like dirt, grass or stone).

Use std::string.append to get rid of the temporary which
solves both issues (speed and heap fragmentation).

* Optimize animations in client

Each time an animated node is updated, an unnecessary copy of
the texture name is created, littering the heap with lots of
fragments. This can be specifically troublesome when looking
at oceans or large lava lakes as both of these nodes are
usually animated (the lava animation is pretty visible).
Convert the parameter of GenericCAO::updateTextures to a
const reference to get rid of the unnecessary copy.

There is a comment stating "std::string copy is mandatory as
mod can be a class member and there is a swap on those class
members ... do NOT pass by reference", reinforcing the
belief that the unnecessary copy is in fact necessary.
However one of the first things the code of the method does
is to assign the parameter to its class member, creating
another copy. By rearranging the code a little bit this
"another copy" can then be used by the subsequent code,
getting rid of the need to pass the parameter by value and
thus saving that copying effort.

* Optimize chat console history handling

The GUIChatConsole::replaceAndAddToHistory was getting the
line to work on by value which turns out to be unnecessary.
Get rid of that unnecessary copy by converting the parameter
to a const reference.

* Optimize gui texture setting

The code used to set the texture for GUI components was
getting the name of the texture by value, creating
unnecessary performance bottleneck for mods/games with
heavily textured GUIs. Get rid of the bottleneck by passing
the texture name as a const reference.

* Optimize sound playing code in GUIEngine

The GUIEngine's code receives the specification of the sound
to be played by value, which turns out to be most likely a
mistake as the underlying sound manager interface receives
the same thing by reference. Convert the offending parameter
to a const reference to get rid of the rather bulky copying
effort and the associated performance hit.

* Silence CLANG TIDY warnings for unit tests

Change "std::string" to "const std::string &" to avoid an
unnecessary local value copy, silencing the CLANG TIDY
process.

* Optimize formspec handling

The "formspec prepend" parameter was passed to the formspec
handling code by value, creating unnecessary copy of
std::string and slowing down the game if mods add things like
textured backgrounds for the player inventory and/or other
forms. Get rid of that performance bottleneck by converting
the parameter to a const reference.

* Optimize hotbar image handling

The code that sets the background images for the hotbar is
getting the name of the image by value, creating an
unnecessary std::string copying effort. Fix that by
converting the relevant parameters to const references.

* Optimize inventory deserialization

The inventory manager deserialization code gets the
serialized version of the inventory by value, slowing the
server and the client down when there are inventory updates.
This can get particularly troublesome with pipeworks which
adds nodes that can mess around with inventories
automatically or with mods that have mobs with inventories
that actively use them.

* Optimize texture scaling cache

There is an io::path parameter passed by value in the
procedure used to add images converted from textures,
leading to slowdown when the image is not yet created and
the conversion is thus needed. The performance hit is
quite significant as io::path is similar to std::string
so convert the parameter to a const reference to get rid of
it.

* Optimize translation file loader

Use "std::string::append" when calculating the final index
for the translation table to avoid unnecessary temporary
strings. This speeds the translation file loader up
significantly as std::string uses heap allocation which
tends to be rather slow. Additionally, the heap is no
longer being littered by these unnecessary string
temporaries, increasing performance of code that gets
executed after the translation file loader finishes.

* Optimize server map saving

When the directory structure for the world data is created
during server map saving, an unnecessary value passing of
the directory name slows things down. Remove that overhead
by converting the offending parameter to a const reference.
2019-05-18 17:19:13 +02:00

923 lines
25 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "inventorymanager.h"
#include "debug.h"
#include "log.h"
#include "serverenvironment.h"
#include "scripting_server.h"
#include "serverobject.h"
#include "settings.h"
#include "craftdef.h"
#include "rollback_interface.h"
#include "util/strfnd.h"
#include "util/basic_macros.h"
#define PLAYER_TO_SA(p) p->getEnv()->getScriptIface()
/*
InventoryLocation
*/
std::string InventoryLocation::dump() const
{
std::ostringstream os(std::ios::binary);
serialize(os);
return os.str();
}
void InventoryLocation::serialize(std::ostream &os) const
{
switch (type) {
case InventoryLocation::UNDEFINED:
os<<"undefined";
break;
case InventoryLocation::CURRENT_PLAYER:
os<<"current_player";
break;
case InventoryLocation::PLAYER:
os<<"player:"<<name;
break;
case InventoryLocation::NODEMETA:
os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
break;
case InventoryLocation::DETACHED:
os<<"detached:"<<name;
break;
default:
FATAL_ERROR("Unhandled inventory location type");
}
}
void InventoryLocation::deSerialize(std::istream &is)
{
std::string tname;
std::getline(is, tname, ':');
if (tname == "undefined") {
type = InventoryLocation::UNDEFINED;
} else if (tname == "current_player") {
type = InventoryLocation::CURRENT_PLAYER;
} else if (tname == "player") {
type = InventoryLocation::PLAYER;
std::getline(is, name, '\n');
} else if (tname == "nodemeta") {
type = InventoryLocation::NODEMETA;
std::string pos;
std::getline(is, pos, '\n');
Strfnd fn(pos);
p.X = stoi(fn.next(","));
p.Y = stoi(fn.next(","));
p.Z = stoi(fn.next(","));
} else if (tname == "detached") {
type = InventoryLocation::DETACHED;
std::getline(is, name, '\n');
} else {
infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
throw SerializationError("Unknown InventoryLocation type");
}
}
void InventoryLocation::deSerialize(const std::string &s)
{
std::istringstream is(s, std::ios::binary);
deSerialize(is);
}
/*
InventoryAction
*/
InventoryAction *InventoryAction::deSerialize(std::istream &is)
{
std::string type;
std::getline(is, type, ' ');
InventoryAction *a = nullptr;
if (type == "Move") {
a = new IMoveAction(is, false);
} else if (type == "MoveSomewhere") {
a = new IMoveAction(is, true);
} else if (type == "Drop") {
a = new IDropAction(is);
} else if (type == "Craft") {
a = new ICraftAction(is);
}
return a;
}
/*
IMoveAction
*/
IMoveAction::IMoveAction(std::istream &is, bool somewhere) :
move_somewhere(somewhere)
{
std::string ts;
std::getline(is, ts, ' ');
count = stoi(ts);
std::getline(is, ts, ' ');
from_inv.deSerialize(ts);
std::getline(is, from_list, ' ');
std::getline(is, ts, ' ');
from_i = stoi(ts);
std::getline(is, ts, ' ');
to_inv.deSerialize(ts);
std::getline(is, to_list, ' ');
if (!somewhere) {
std::getline(is, ts, ' ');
to_i = stoi(ts);
}
}
void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
Inventory *inv_from = mgr->getInventory(from_inv);
Inventory *inv_to = mgr->getInventory(to_inv);
if (!inv_from) {
infostream << "IMoveAction::apply(): FAIL: source inventory not found: "
<< "from_inv=\""<<from_inv.dump() << "\""
<< ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
return;
}
if (!inv_to) {
infostream << "IMoveAction::apply(): FAIL: destination inventory not found: "
<< "from_inv=\"" << from_inv.dump() << "\""
<< ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
return;
}
InventoryList *list_from = inv_from->getList(from_list);
InventoryList *list_to = inv_to->getList(to_list);
/*
If a list doesn't exist or the source item doesn't exist
*/
if (!list_from) {
infostream << "IMoveAction::apply(): FAIL: source list not found: "
<< "from_inv=\"" << from_inv.dump() << "\""
<< ", from_list=\"" << from_list << "\"" << std::endl;
return;
}
if (!list_to) {
infostream << "IMoveAction::apply(): FAIL: destination list not found: "
<< "to_inv=\""<<to_inv.dump() << "\""
<< ", to_list=\"" << to_list << "\"" << std::endl;
return;
}
if (move_somewhere) {
s16 old_to_i = to_i;
u16 old_count = count;
caused_by_move_somewhere = true;
move_somewhere = false;
infostream << "IMoveAction::apply(): moving item somewhere"
<< " msom=" << move_somewhere
<< " count=" << count
<< " from inv=\"" << from_inv.dump() << "\""
<< " list=\"" << from_list << "\""
<< " i=" << from_i
<< " to inv=\"" << to_inv.dump() << "\""
<< " list=\"" << to_list << "\""
<< std::endl;
// Try to add the item to destination list
s16 dest_size = list_to->getSize();
// First try all the non-empty slots
for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
if (!list_to->getItem(dest_i).empty()) {
to_i = dest_i;
apply(mgr, player, gamedef);
count -= move_count;
}
}
// Then try all the empty ones
for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
if (list_to->getItem(dest_i).empty()) {
to_i = dest_i;
apply(mgr, player, gamedef);
count -= move_count;
}
}
to_i = old_to_i;
count = old_count;
caused_by_move_somewhere = false;
move_somewhere = true;
return;
}
if ((u16)to_i > list_to->getSize()) {
infostream << "IMoveAction::apply(): FAIL: destination index out of bounds: "
<< "to_i=" << to_i
<< ", size=" << list_to->getSize() << std::endl;
return;
}
/*
Do not handle rollback if both inventories are that of the same player
*/
bool ignore_rollback = (
from_inv.type == InventoryLocation::PLAYER &&
from_inv == to_inv);
/*
Collect information of endpoints
*/
int try_take_count = count;
if (try_take_count == 0)
try_take_count = list_from->getItem(from_i).count;
int src_can_take_count = 0xffff;
int dst_can_put_count = 0xffff;
/* Query detached inventories */
// Move occurs in the same detached inventory
if (from_inv.type == InventoryLocation::DETACHED &&
from_inv == to_inv) {
src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
*this, try_take_count, player);
dst_can_put_count = src_can_take_count;
} else {
// Destination is detached
if (to_inv.type == InventoryLocation::DETACHED) {
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
*this, src_item, player);
}
// Source is detached
if (from_inv.type == InventoryLocation::DETACHED) {
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
*this, src_item, player);
}
}
/* Query node metadata inventories */
// Both endpoints are nodemeta
// Move occurs in the same nodemeta inventory
if (from_inv.type == InventoryLocation::NODEMETA &&
from_inv == to_inv) {
src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
*this, try_take_count, player);
dst_can_put_count = src_can_take_count;
} else {
// Destination is nodemeta
if (to_inv.type == InventoryLocation::NODEMETA) {
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
*this, src_item, player);
}
// Source is nodemeta
if (from_inv.type == InventoryLocation::NODEMETA) {
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
*this, src_item, player);
}
}
// Query player inventories
// Move occurs in the same player inventory
if (from_inv.type == InventoryLocation::PLAYER &&
from_inv == to_inv) {
src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowMove(
*this, try_take_count, player);
dst_can_put_count = src_can_take_count;
} else {
// Destination is a player
if (to_inv.type == InventoryLocation::PLAYER) {
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
dst_can_put_count = PLAYER_TO_SA(player)->player_inventory_AllowPut(
*this, src_item, player);
}
// Source is a player
if (from_inv.type == InventoryLocation::PLAYER) {
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
*this, src_item, player);
}
}
int old_count = count;
/* Modify count according to collected data */
count = try_take_count;
if (src_can_take_count != -1 && count > src_can_take_count)
count = src_can_take_count;
if (dst_can_put_count != -1 && count > dst_can_put_count)
count = dst_can_put_count;
/* Limit according to source item count */
if (count > list_from->getItem(from_i).count)
count = list_from->getItem(from_i).count;
/* If no items will be moved, don't go further */
if (count == 0) {
infostream<<"IMoveAction::apply(): move was completely disallowed:"
<<" count="<<old_count
<<" from inv=\""<<from_inv.dump()<<"\""
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
<<" to inv=\""<<to_inv.dump()<<"\""
<<" list=\""<<to_list<<"\""
<<" i="<<to_i
<<std::endl;
return;
}
ItemStack src_item = list_from->getItem(from_i);
src_item.count = count;
ItemStack from_stack_was = list_from->getItem(from_i);
ItemStack to_stack_was = list_to->getItem(to_i);
/*
Perform actual move
If something is wrong (source item is empty, destination is the
same as source), nothing happens
*/
bool did_swap = false;
move_count = list_from->moveItem(from_i,
list_to, to_i, count, !caused_by_move_somewhere, &did_swap);
// If source is infinite, reset it's stack
if (src_can_take_count == -1) {
// For the caused_by_move_somewhere == true case we didn't force-put the item,
// which guarantees there is no leftover, and code below would duplicate the
// (not replaced) to_stack_was item.
if (!caused_by_move_somewhere) {
// If destination stack is of different type and there are leftover
// items, attempt to put the leftover items to a different place in the
// destination inventory.
// The client-side GUI will try to guess if this happens.
if (from_stack_was.name != to_stack_was.name) {
for (u32 i = 0; i < list_to->getSize(); i++) {
if (list_to->getItem(i).empty()) {
list_to->changeItem(i, to_stack_was);
break;
}
}
}
}
if (move_count > 0 || did_swap) {
list_from->deleteItem(from_i);
list_from->addItem(from_i, from_stack_was);
}
}
// If destination is infinite, reset it's stack and take count from source
if (dst_can_put_count == -1) {
list_to->deleteItem(to_i);
list_to->addItem(to_i, to_stack_was);
list_from->deleteItem(from_i);
list_from->addItem(from_i, from_stack_was);
list_from->takeItem(from_i, count);
}
infostream << "IMoveAction::apply(): moved"
<< " msom=" << move_somewhere
<< " caused=" << caused_by_move_somewhere
<< " count=" << count
<< " from inv=\"" << from_inv.dump() << "\""
<< " list=\"" << from_list << "\""
<< " i=" << from_i
<< " to inv=\"" << to_inv.dump() << "\""
<< " list=\"" << to_list << "\""
<< " i=" << to_i
<< std::endl;
// If we are inside the move somewhere loop, we don't need to report
// anything if nothing happened (perhaps we don't need to report
// anything for caused_by_move_somewhere == true, but this way its safer)
if (caused_by_move_somewhere && move_count == 0)
return;
/*
Record rollback information
*/
if (!ignore_rollback && gamedef->rollback()) {
IRollbackManager *rollback = gamedef->rollback();
// If source is not infinite, record item take
if (src_can_take_count != -1) {
RollbackAction action;
std::string loc;
{
std::ostringstream os(std::ios::binary);
from_inv.serialize(os);
loc = os.str();
}
action.setModifyInventoryStack(loc, from_list, from_i, false,
src_item);
rollback->reportAction(action);
}
// If destination is not infinite, record item put
if (dst_can_put_count != -1) {
RollbackAction action;
std::string loc;
{
std::ostringstream os(std::ios::binary);
to_inv.serialize(os);
loc = os.str();
}
action.setModifyInventoryStack(loc, to_list, to_i, true,
src_item);
rollback->reportAction(action);
}
}
/*
Report move to endpoints
*/
/* Detached inventories */
// Both endpoints are same detached
if (from_inv.type == InventoryLocation::DETACHED &&
from_inv == to_inv) {
PLAYER_TO_SA(player)->detached_inventory_OnMove(
*this, count, player);
} else {
// Destination is detached
if (to_inv.type == InventoryLocation::DETACHED) {
PLAYER_TO_SA(player)->detached_inventory_OnPut(
*this, src_item, player);
}
// Source is detached
if (from_inv.type == InventoryLocation::DETACHED) {
PLAYER_TO_SA(player)->detached_inventory_OnTake(
*this, src_item, player);
}
}
/* Node metadata inventories */
// Both endpoints are same nodemeta
if (from_inv.type == InventoryLocation::NODEMETA &&
from_inv == to_inv) {
PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
*this, count, player);
} else {
// Destination is nodemeta
if (to_inv.type == InventoryLocation::NODEMETA) {
PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
*this, src_item, player);
}
// Source is nodemeta
if (from_inv.type == InventoryLocation::NODEMETA) {
PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
*this, src_item, player);
}
}
// Player inventories
// Both endpoints are same player inventory
if (from_inv.type == InventoryLocation::PLAYER &&
from_inv == to_inv) {
PLAYER_TO_SA(player)->player_inventory_OnMove(
*this, count, player);
} else {
// Destination is player inventory
if (to_inv.type == InventoryLocation::PLAYER) {
PLAYER_TO_SA(player)->player_inventory_OnPut(
*this, src_item, player);
}
// Source is player inventory
if (from_inv.type == InventoryLocation::PLAYER) {
PLAYER_TO_SA(player)->player_inventory_OnTake(
*this, src_item, player);
}
}
mgr->setInventoryModified(from_inv, false);
if (inv_from != inv_to)
mgr->setInventoryModified(to_inv, false);
}
void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
// Optional InventoryAction operation that is run on the client
// to make lag less apparent.
Inventory *inv_from = mgr->getInventory(from_inv);
Inventory *inv_to = mgr->getInventory(to_inv);
if (!inv_from || !inv_to)
return;
InventoryLocation current_player;
current_player.setCurrentPlayer();
Inventory *inv_player = mgr->getInventory(current_player);
if (inv_from != inv_player || inv_to != inv_player)
return;
InventoryList *list_from = inv_from->getList(from_list);
InventoryList *list_to = inv_to->getList(to_list);
if (!list_from || !list_to)
return;
if (!move_somewhere)
list_from->moveItem(from_i, list_to, to_i, count);
else
list_from->moveItemSomewhere(from_i, list_to, count);
mgr->setInventoryModified(from_inv);
if (inv_from != inv_to)
mgr->setInventoryModified(to_inv);
}
/*
IDropAction
*/
IDropAction::IDropAction(std::istream &is)
{
std::string ts;
std::getline(is, ts, ' ');
count = stoi(ts);
std::getline(is, ts, ' ');
from_inv.deSerialize(ts);
std::getline(is, from_list, ' ');
std::getline(is, ts, ' ');
from_i = stoi(ts);
}
void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
Inventory *inv_from = mgr->getInventory(from_inv);
if (!inv_from) {
infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
}
InventoryList *list_from = inv_from->getList(from_list);
/*
If a list doesn't exist or the source item doesn't exist
*/
if (!list_from) {
infostream<<"IDropAction::apply(): FAIL: source list not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
}
if (list_from->getItem(from_i).empty()) {
infostream<<"IDropAction::apply(): FAIL: source item not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""
<<", from_list=\""<<from_list<<"\""
<<" from_i="<<from_i<<std::endl;
return;
}
/*
Do not handle rollback if inventory is player's
*/
bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
/*
Collect information of endpoints
*/
int take_count = list_from->getItem(from_i).count;
if (count != 0 && count < take_count)
take_count = count;
int src_can_take_count = take_count;
ItemStack src_item = list_from->getItem(from_i);
src_item.count = take_count;
// Run callbacks depending on source inventory
switch (from_inv.type) {
case InventoryLocation::DETACHED:
src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
*this, src_item, player);
break;
case InventoryLocation::NODEMETA:
src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
*this, src_item, player);
break;
case InventoryLocation::PLAYER:
src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
*this, src_item, player);
break;
default:
break;
}
if (src_can_take_count != -1 && src_can_take_count < take_count)
take_count = src_can_take_count;
int actually_dropped_count = 0;
// Update item due executed callbacks
src_item = list_from->getItem(from_i);
// Drop the item
ItemStack item1 = list_from->getItem(from_i);
item1.count = take_count;
if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
player->getBasePosition())) {
actually_dropped_count = take_count - item1.count;
if (actually_dropped_count == 0) {
infostream<<"Actually dropped no items"<<std::endl;
return;
}
// If source isn't infinite
if (src_can_take_count != -1) {
// Take item from source list
ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
if (item2.count != actually_dropped_count)
errorstream<<"Could not take dropped count of items"<<std::endl;
mgr->setInventoryModified(from_inv, false);
}
}
infostream<<"IDropAction::apply(): dropped "
<<" from inv=\""<<from_inv.dump()<<"\""
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
<<std::endl;
src_item.count = actually_dropped_count;
/*
Report drop to endpoints
*/
switch (from_inv.type) {
case InventoryLocation::DETACHED:
PLAYER_TO_SA(player)->detached_inventory_OnTake(
*this, src_item, player);
break;
case InventoryLocation::NODEMETA:
PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
*this, src_item, player);
break;
case InventoryLocation::PLAYER:
PLAYER_TO_SA(player)->player_inventory_OnTake(
*this, src_item, player);
break;
default:
break;
}
/*
Record rollback information
*/
if (!ignore_src_rollback && gamedef->rollback()) {
IRollbackManager *rollback = gamedef->rollback();
// If source is not infinite, record item take
if (src_can_take_count != -1) {
RollbackAction action;
std::string loc;
{
std::ostringstream os(std::ios::binary);
from_inv.serialize(os);
loc = os.str();
}
action.setModifyInventoryStack(loc, from_list, from_i,
false, src_item);
rollback->reportAction(action);
}
}
}
void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
// Optional InventoryAction operation that is run on the client
// to make lag less apparent.
Inventory *inv_from = mgr->getInventory(from_inv);
if (!inv_from)
return;
InventoryLocation current_player;
current_player.setCurrentPlayer();
Inventory *inv_player = mgr->getInventory(current_player);
if (inv_from != inv_player)
return;
InventoryList *list_from = inv_from->getList(from_list);
if (!list_from)
return;
if (count == 0)
list_from->changeItem(from_i, ItemStack());
else
list_from->takeItem(from_i, count);
mgr->setInventoryModified(from_inv);
}
/*
ICraftAction
*/
ICraftAction::ICraftAction(std::istream &is)
{
std::string ts;
std::getline(is, ts, ' ');
count = stoi(ts);
std::getline(is, ts, ' ');
craft_inv.deSerialize(ts);
}
void ICraftAction::apply(InventoryManager *mgr,
ServerActiveObject *player, IGameDef *gamedef)
{
Inventory *inv_craft = mgr->getInventory(craft_inv);
if (!inv_craft) {
infostream << "ICraftAction::apply(): FAIL: inventory not found: "
<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
return;
}
InventoryList *list_craft = inv_craft->getList("craft");
InventoryList *list_craftresult = inv_craft->getList("craftresult");
InventoryList *list_main = inv_craft->getList("main");
/*
If a list doesn't exist or the source item doesn't exist
*/
if (!list_craft) {
infostream << "ICraftAction::apply(): FAIL: craft list not found: "
<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
return;
}
if (!list_craftresult) {
infostream << "ICraftAction::apply(): FAIL: craftresult list not found: "
<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
return;
}
if (list_craftresult->getSize() < 1) {
infostream << "ICraftAction::apply(): FAIL: craftresult list too short: "
<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
return;
}
ItemStack crafted;
ItemStack craftresultitem;
int count_remaining = count;
std::vector<ItemStack> output_replacements;
getCraftingResult(inv_craft, crafted, output_replacements, false, gamedef);
PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
bool found = !crafted.empty();
while (found && list_craftresult->itemFits(0, crafted)) {
InventoryList saved_craft_list = *list_craft;
std::vector<ItemStack> temp;
// Decrement input and add crafting output
getCraftingResult(inv_craft, crafted, temp, true, gamedef);
PLAYER_TO_SA(player)->item_OnCraft(crafted, player, &saved_craft_list, craft_inv);
list_craftresult->addItem(0, crafted);
mgr->setInventoryModified(craft_inv);
// Add the new replacements to the list
IItemDefManager *itemdef = gamedef->getItemDefManager();
for (auto &itemstack : temp) {
for (auto &output_replacement : output_replacements) {
if (itemstack.name == output_replacement.name) {
itemstack = output_replacement.addItem(itemstack, itemdef);
if (itemstack.empty())
continue;
}
}
output_replacements.push_back(itemstack);
}
actionstream << player->getDescription()
<< " crafts "
<< crafted.getItemString()
<< std::endl;
// Decrement counter
if (count_remaining == 1)
break;
if (count_remaining > 1)
count_remaining--;
// Get next crafting result
getCraftingResult(inv_craft, crafted, temp, false, gamedef);
PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
found = !crafted.empty();
}
// Put the replacements in the inventory or drop them on the floor, if
// the invenotry is full
for (auto &output_replacement : output_replacements) {
if (list_main)
output_replacement = list_main->addItem(output_replacement);
if (output_replacement.empty())
continue;
u16 count = output_replacement.count;
do {
PLAYER_TO_SA(player)->item_OnDrop(output_replacement, player,
player->getBasePosition());
if (count >= output_replacement.count) {
errorstream << "Couldn't drop replacement stack " <<
output_replacement.getItemString() << " because drop loop didn't "
"decrease count." << std::endl;
break;
}
} while (!output_replacement.empty());
}
infostream<<"ICraftAction::apply(): crafted "
<<" craft_inv=\""<<craft_inv.dump()<<"\""
<<std::endl;
}
void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
// Optional InventoryAction operation that is run on the client
// to make lag less apparent.
}
// Crafting helper
bool getCraftingResult(Inventory *inv, ItemStack &result,
std::vector<ItemStack> &output_replacements,
bool decrementInput, IGameDef *gamedef)
{
result.clear();
// Get the InventoryList in which we will operate
InventoryList *clist = inv->getList("craft");
if (!clist)
return false;
// Mangle crafting grid to an another format
CraftInput ci;
ci.method = CRAFT_METHOD_NORMAL;
ci.width = clist->getWidth() ? clist->getWidth() : 3;
for (u16 i=0; i < clist->getSize(); i++)
ci.items.push_back(clist->getItem(i));
// Find out what is crafted and add it to result item slot
CraftOutput co;
bool found = gamedef->getCraftDefManager()->getCraftResult(
ci, co, output_replacements, decrementInput, gamedef);
if (found)
result.deSerialize(co.item, gamedef->getItemDefManager());
if (found && decrementInput) {
// CraftInput has been changed, apply changes in clist
for (u16 i=0; i < clist->getSize(); i++) {
clist->changeItem(i, ci.items[i]);
}
}
return found;
}