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2022-04-08Spacing fixesShadowNinja
2021-08-23Inventory: Fix rare out-of-bounds accessSmallJoker
Co-authored-by: Thomas--S <info@thomas-stangl.de>
2021-02-23Fix wrong number of items in allow_metadata_inventory_put/take callbacks ↵savilli
(#10990)
2021-02-21Fix wrong reported item counts for inventory actions using Shift-Move (#10930)Lars Müller
2020-09-04Fix inventory swapping not calling all callbacks (#9923)Lars Müller
"Predicts" whether something will be swapped for allow callbacks, then calls callbacks a second time with swapped properties. Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
2020-04-11Move serveractiveobject & unitsaoLoic Blot
Move serverobject.{cpp,h} to server/serveractiveobject.{cpp,h} Move UnitSAO class to dedicated files
2019-12-07Clean up craft replacements docsPaul Ouellette
2019-09-18Inventory: Properly revert client predictions (#8945)SmallJoker
Caused by incremental inventory sending Previously everything was overwritten by serializing the entire inventory
2019-09-17Inventory: Undo prediction on dropSmallJoker
2019-09-09Send cumulated inventory changes only each step (#8856)SmallJoker
Applies to player and detached inventories
2019-05-18Optimize string (mis)handling (#8128)Jozef Behran
* 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.
2018-09-23Fix various code issues found by cppcheck (#7741)Paramat
Mapgen Singlenode: Remove 'flags' that duplicates a 'class Mapgen' member. Dungeongen: Initialise 'MMVManip *vm' to 'nullptr'. Inventorymanager: Remove assignment error 'found = '.
2018-04-02'fix' LINT, use InventoryLocation==SmallJoker
2018-04-02Run callback in IDropAction, refactor function argumentsSmallJoker
2018-04-02Add player inventory callbacksSmallJoker
2017-08-30Remove DSTACK support (#6346)Loïc Blot
Debugstacks is not useful, we don't really use it, the DebugStack is not pertinent, gdb and lldb are better if we really want to debug.
2017-08-18Optimize headers (part 2) (#6272)Loïc Blot
* Optimize headers (part 2) * less debug.h in headers * less remoteplayer.h for everybody * Cleanup (part 2) * camera.h: mesh.h * mapgen.h: mapnode.h * serverenvironment.h: mapblock.h * nodedef.h: shader.h
2017-08-18Modernize various files (part 2)Loic Blot
* range-based for loops * emplace_back instead of push_back * code style * C++ headers instead of C headers * Default operators * empty stl function
2017-07-21Player collisionbox: Make settableTeTpaAka
Breaks compatibility with old clients.
2017-07-01C++11 cleanup inventorymanager (#6077)Vincent Glize
* C++11 cleanup inventorymanager
2017-04-25Rename Scripting API files for consistencyShadowNinja
2017-03-13[CSM] Client side moddingLoic Blot
* rename GameScripting to ServerScripting * Make getBuiltinLuaPath static serverside * Add on_shutdown callback * Add on_receiving_chat_message & on_sending_chat_message callbacks * ScriptApiBase: use IGameDef instead of Server This permits to share common attribute between client & server * Enable mod security in client side modding without conditions
2017-01-08Move ServerEnvironment to dedicated cpp/header filesLoic Blot
* also cleanup some unneeded inclusions
2016-12-24Move PP() and PP2() macros to basic_macros.hRogier
Instead of redefining them everywhere.
2016-03-19Clean up StrfndShadowNinja
Changes: * Fix indentation. * Pass strings by const reference. * Merge Strfnd and WStrfnd into one class instead of copying them. * Remove trailing spaces. * Fix variable names. * Move to util. * Other miscellaneous style fixes.
2015-10-14Rename macros with two leading underscoresShadowNinja
These names are reserved for the compiler/library implementations.
2015-08-25Change i++ to ++iDavid Jones
2015-08-19Fix inventory replace bugest31
2015-07-19MoveItemSomewhere double bugfixest31
-> 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
2015-07-01Inventory manager style cleanup and further checksest31
2015-06-23Add MoveSomewhere inventory actionest31
Improve shift+click experience
2015-06-22Fix bug when craft input isn't replacedTeTpaAka
2015-04-01Move globals from main.cpp to more sane locationsCraig Robbins
Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
2015-03-24Don't send an InventoryAction at each setInventoryModified, we only need one ↵Loic Blot
SendInventory per inventory modification 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
2015-03-07For usages of assert() that are meant to persist in Release builds (when ↵Craig Robbins
NDEBUG is defined), replace those usages with persistent alternatives
2015-01-13Performance fixes.onkrot
2014-11-19Clean up rollbackShadowNinja
2014-09-21Split settings into seperate source and header filesShadowNinja
This also cleans up settings a bit
2013-11-01Add a callback: minetest.register_on_craft(itemstack, player,Novatux
old_craft_grid, craft_inv) and minetest.register_craft_predict(itemstack, player, old_craft_grid, craft_inv)
2013-08-14Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl
2013-05-25Move scriptapi to separate folder (by sapier)sapier
On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
2013-02-24Update Copyright YearsSfan5
2013-02-24Change Minetest-c55 to MinetestPilzAdam
2012-09-02Fix moving stuff into a mismatched stack in a "infinite" inventoryPerttu Ahola
2012-09-02Make inventory GUI do sane things when server-side inventory acts unusuallyPerttu Ahola
2012-09-01Add InventoryList width property & allow custom crafting grids.Ilya Zhuravlev
2012-08-12Fix wrong amount of nodes being dropped from inventoryPerttu Ahola
2012-08-12Remove unwanted ! from ifs in inventory record-for-rollback codePerttu Ahola
2012-07-28Fix inventory segfault when rollback recording is disabledPerttu Ahola
2012-07-27Experimental-ish rollback functionalityPerttu Ahola