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MoveItemSomewhere double bugfix
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-> 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
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est31 committed Jul 19, 2015
1 parent 4046f3e commit 7bbb9b0
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Showing 2 changed files with 47 additions and 33 deletions.
64 changes: 39 additions & 25 deletions src/inventorymanager.cpp
Expand Up @@ -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() << "\""
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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)
Expand All @@ -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)
{
Expand Down Expand Up @@ -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) {

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@nerzhul

nerzhul Jul 20, 2015

Member

why not merge the two conditions ?

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@est31

est31 Jul 20, 2015

Author Contributor

For the comments, you can understand it better this way.

for (u32 i = 0; i < list_to->getSize(); i++) {

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@nerzhul

nerzhul Jul 20, 2015

Member

using a do while permit to remove this ugly break :(

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){
Expand All @@ -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
*/
Expand Down Expand Up @@ -454,7 +468,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
/*
Report move to endpoints
*/

/* Detached inventories */

// Both endpoints are same detached
Expand Down Expand Up @@ -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);
Expand Down Expand Up @@ -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;
Expand Down Expand Up @@ -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);
Expand All @@ -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
Expand All @@ -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)
{
Expand Down Expand Up @@ -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;
Expand Down Expand Up @@ -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
Expand Down
16 changes: 8 additions & 8 deletions src/inventorymanager.h
Expand Up @@ -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)
Expand All @@ -124,7 +124,7 @@ class InventoryManager
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,
Expand All @@ -149,7 +149,7 @@ struct IMoveAction : public InventoryAction
// related to movement to somewhere
bool caused_by_move_somewhere;
u32 move_count;

IMoveAction()
{
count = 0;
Expand All @@ -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
Expand Down Expand Up @@ -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
Expand All @@ -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
Expand Down

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