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MoveItemSomewhere double bugfix

-> Fix bug where MoveSomewhere from an infinite source would fill the destination inventory with copies of itself.
-> Fix bug where MoveSomewhere would needlessly call callbacks.
-> Remove trailing whitespaces
est31 9 éve
szülő
commit
7bbb9b066a
2 módosított fájl, 47 hozzáadás és 33 törlés
  1. 39 25
      src/inventorymanager.cpp
  2. 8 8
      src/inventorymanager.h

+ 39 - 25
src/inventorymanager.cpp

@@ -171,7 +171,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 {
 	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() << "\""
@@ -271,7 +271,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 
 	int src_can_take_count = 0xffff;
 	int dst_can_put_count = 0xffff;
-	
+
 	/* Query detached inventories */
 
 	// Move occurs in the same detached inventory
@@ -338,7 +338,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 	}
 
 	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)
@@ -348,7 +348,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 	/* 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)
 	{
@@ -379,21 +379,28 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 		list_to, to_i, count, !caused_by_move_somewhere);
 
 	// If source is infinite, reset it's stack
-	if(src_can_take_count == -1){
-		// 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 (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;
+					}
 				}
 			}
 		}
-		list_from->deleteItem(from_i);
-		list_from->addItem(from_i, from_stack_was);
+		if (move_count > 0) {
+			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){
@@ -416,6 +423,13 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 			<< " 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
 	*/
@@ -454,7 +468,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 	/*
 		Report move to endpoints
 	*/
-	
+
 	/* Detached inventories */
 
 	// Both endpoints are same detached
@@ -507,7 +521,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 					from_inv.p, from_list, from_i, src_item, player);
 		}
 	}
-	
+
 	mgr->setInventoryModified(from_inv, false);
 	if(inv_from != inv_to)
 		mgr->setInventoryModified(to_inv, false);
@@ -567,7 +581,7 @@ IDropAction::IDropAction(std::istream &is)
 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;
@@ -627,7 +641,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 
 	if(src_can_take_count != -1 && src_can_take_count < take_count)
 		take_count = src_can_take_count;
-	
+
 	int actually_dropped_count = 0;
 
 	ItemStack src_item = list_from->getItem(from_i);
@@ -644,7 +658,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 			infostream<<"Actually dropped no items"<<std::endl;
 			return;
 		}
-		
+
 		// If source isn't infinite
 		if(src_can_take_count != -1){
 			// Take item from source list
@@ -662,13 +676,13 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 			<<" list=\""<<from_list<<"\""
 			<<" i="<<from_i
 			<<std::endl;
-	
+
 	src_item.count = actually_dropped_count;
 
 	/*
 		Report drop to endpoints
 	*/
-	
+
 	// Source is detached
 	if(from_inv.type == InventoryLocation::DETACHED)
 	{
@@ -752,7 +766,7 @@ 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;
@@ -872,7 +886,7 @@ bool getCraftingResult(Inventory *inv, ItemStack& result,
 		bool decrementInput, IGameDef *gamedef)
 {
 	DSTACK(__FUNCTION_NAME);
-	
+
 	result.clear();
 
 	// Get the InventoryList in which we will operate

+ 8 - 8
src/inventorymanager.h

@@ -108,7 +108,7 @@ class InventoryManager
 public:
 	InventoryManager(){}
 	virtual ~InventoryManager(){}
-	
+
 	// Get an inventory (server and client)
 	virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;}
     // Set modified (will be saved and sent over network; only on server)
@@ -124,7 +124,7 @@ public:
 struct InventoryAction
 {
 	static InventoryAction * deSerialize(std::istream &is);
-	
+
 	virtual u16 getType() const = 0;
 	virtual void serialize(std::ostream &os) const = 0;
 	virtual void apply(InventoryManager *mgr, ServerActiveObject *player,
@@ -149,7 +149,7 @@ struct IMoveAction : public InventoryAction
 	// related to movement to somewhere
 	bool caused_by_move_somewhere;
 	u32 move_count;
-	
+
 	IMoveAction()
 	{
 		count = 0;
@@ -159,7 +159,7 @@ struct IMoveAction : public InventoryAction
 		caused_by_move_somewhere = false;
 		move_count = 0;
 	}
-	
+
 	IMoveAction(std::istream &is, bool somewhere);
 
 	u16 getType() const
@@ -195,13 +195,13 @@ struct IDropAction : public InventoryAction
 	InventoryLocation from_inv;
 	std::string from_list;
 	s16 from_i;
-	
+
 	IDropAction()
 	{
 		count = 0;
 		from_i = -1;
 	}
-	
+
 	IDropAction(std::istream &is);
 
 	u16 getType() const
@@ -228,12 +228,12 @@ struct ICraftAction : public InventoryAction
 	// count=0 means "everything"
 	u16 count;
 	InventoryLocation craft_inv;
-	
+
 	ICraftAction()
 	{
 		count = 0;
 	}
-	
+
 	ICraftAction(std::istream &is);
 
 	u16 getType() const