Send Inventory packet on event, don't check it at each AsyncRunStep.
* Call UpdateCrafting into SendInventory because this functions is only called before SendInventory * Use Player* instead of peer_id for UpdateCrafting because SendInventory already has the Player* pointer, then don't loop for searching Player* per peer_id * m_env_mutex don't need to be used with this modification because it's already locked before the calls
Showing
- src/content_sao.cpp 0 additions, 6 deletionssrc/content_sao.cpp
- src/content_sao.h 0 additions, 2 deletionssrc/content_sao.h
- src/network/packethandlers/server.cpp 3 additions, 1 deletionsrc/network/packethandlers/server.cpp
- src/script/lua_api/l_object.cpp 3 additions, 0 deletionssrc/script/lua_api/l_object.cpp
- src/server.cpp 4 additions, 15 deletionssrc/server.cpp
- src/server.h 5 additions, 3 deletionssrc/server.h
- src/serverobject.cpp 2 additions, 7 deletionssrc/serverobject.cpp
Loading
Please register or sign in to comment