mirror of
https://github.com/moparisthebest/minetest
synced 2024-12-21 23:28:48 -05:00
Allow restricting detached inventories to one player
This combats the problem of sending the hundreds of "creative" / "armor" or whatever detached invs that exist on popular servers to each and every player on join or on change of said invs.
This commit is contained in:
parent
2fe3bf5a18
commit
c38985825f
@ -2,7 +2,7 @@
|
||||
|
||||
core.detached_inventories = {}
|
||||
|
||||
function core.create_detached_inventory(name, callbacks)
|
||||
function core.create_detached_inventory(name, callbacks, player_name)
|
||||
local stuff = {}
|
||||
stuff.name = name
|
||||
if callbacks then
|
||||
@ -15,6 +15,6 @@ function core.create_detached_inventory(name, callbacks)
|
||||
end
|
||||
stuff.mod_origin = core.get_current_modname() or "??"
|
||||
core.detached_inventories[name] = stuff
|
||||
return core.create_detached_inventory_raw(name)
|
||||
return core.create_detached_inventory_raw(name, player_name)
|
||||
end
|
||||
|
||||
|
@ -2310,8 +2310,11 @@ and `minetest.auth_reload` call the authetification handler.
|
||||
* `{type="player", name="celeron55"}`
|
||||
* `{type="node", pos={x=, y=, z=}}`
|
||||
* `{type="detached", name="creative"}`
|
||||
* `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
|
||||
* `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
|
||||
* callbacks: See "Detached inventory callbacks"
|
||||
* player_name: Make detached inventory available to one player exclusively,
|
||||
by default they will be sent to every player (even if not used).
|
||||
Note that this parameter is mostly just a workaround and will be removed in future releases.
|
||||
* Creates a detached inventory. If it already exists, it is cleared.
|
||||
* `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
|
||||
returns left over ItemStack
|
||||
|
@ -520,16 +520,17 @@ int ModApiInventory::l_get_inventory(lua_State *L)
|
||||
}
|
||||
}
|
||||
|
||||
// create_detached_inventory_raw(name)
|
||||
// create_detached_inventory_raw(name, [player_name])
|
||||
int ModApiInventory::l_create_detached_inventory_raw(lua_State *L)
|
||||
{
|
||||
NO_MAP_LOCK_REQUIRED;
|
||||
const char *name = luaL_checkstring(L, 1);
|
||||
if(getServer(L)->createDetachedInventory(name) != NULL){
|
||||
const char *player = lua_isstring(L, 2) ? lua_tostring(L, 2) : "";
|
||||
if (getServer(L)->createDetachedInventory(name, player) != NULL) {
|
||||
InventoryLocation loc;
|
||||
loc.setDetached(name);
|
||||
InvRef::create(L, loc);
|
||||
}else{
|
||||
} else {
|
||||
lua_pushnil(L);
|
||||
}
|
||||
return 1;
|
||||
|
@ -2487,11 +2487,16 @@ void Server::sendDetachedInventory(const std::string &name, u16 peer_id)
|
||||
NetworkPacket pkt(TOCLIENT_DETACHED_INVENTORY, 0, peer_id);
|
||||
pkt.putRawString(s.c_str(), s.size());
|
||||
|
||||
if (peer_id != PEER_ID_INEXISTENT) {
|
||||
Send(&pkt);
|
||||
}
|
||||
else {
|
||||
m_clients.sendToAll(0, &pkt, true);
|
||||
const std::string &check = m_detached_inventories_player[name];
|
||||
if (peer_id == PEER_ID_INEXISTENT) {
|
||||
if (check == "")
|
||||
return m_clients.sendToAll(0, &pkt, true);
|
||||
RemotePlayer *p = m_env->getPlayer(check.c_str());
|
||||
if (p)
|
||||
m_clients.send(p->peer_id, 0, &pkt, true);
|
||||
} else {
|
||||
if (check == "" || getPlayerName(peer_id) == check)
|
||||
Send(&pkt);
|
||||
}
|
||||
}
|
||||
|
||||
@ -3224,7 +3229,7 @@ void Server::deleteParticleSpawner(const std::string &playername, u32 id)
|
||||
SendDeleteParticleSpawner(peer_id, id);
|
||||
}
|
||||
|
||||
Inventory* Server::createDetachedInventory(const std::string &name)
|
||||
Inventory* Server::createDetachedInventory(const std::string &name, const std::string &player)
|
||||
{
|
||||
if(m_detached_inventories.count(name) > 0){
|
||||
infostream<<"Server clearing detached inventory \""<<name<<"\""<<std::endl;
|
||||
@ -3235,6 +3240,7 @@ Inventory* Server::createDetachedInventory(const std::string &name)
|
||||
Inventory *inv = new Inventory(m_itemdef);
|
||||
sanity_check(inv);
|
||||
m_detached_inventories[name] = inv;
|
||||
m_detached_inventories_player[name] = player;
|
||||
//TODO find a better way to do this
|
||||
sendDetachedInventory(name,PEER_ID_INEXISTENT);
|
||||
return inv;
|
||||
|
@ -270,7 +270,7 @@ public:
|
||||
void deleteParticleSpawner(const std::string &playername, u32 id);
|
||||
|
||||
// Creates or resets inventory
|
||||
Inventory* createDetachedInventory(const std::string &name);
|
||||
Inventory* createDetachedInventory(const std::string &name, const std::string &player="");
|
||||
|
||||
// Envlock and conlock should be locked when using scriptapi
|
||||
GameScripting *getScriptIface(){ return m_script; }
|
||||
@ -647,6 +647,8 @@ private:
|
||||
*/
|
||||
// key = name
|
||||
std::map<std::string, Inventory*> m_detached_inventories;
|
||||
// value = "" (visible to all players) or player name
|
||||
std::map<std::string, std::string> m_detached_inventories_player;
|
||||
|
||||
DISABLE_CLASS_COPY(Server);
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user