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bool TryAcquireInventoryJunctureFromServer (notnull Man player, notnull InventoryLocation src, notnull InventoryLocation dst)
{
if (player.NeedInventoryJunctureFromServer(src.GetItem(), src.GetParent(), dst.GetParent()))
{
if ( ( src.GetItem() && src.GetItem().IsSetForDeletion() ) || ( src.GetParent() && src.GetParent().IsSetForDeletion() ) || ( dst.GetParent() && dst.GetParent().IsSetForDeletion() ) )
{
return JunctureRequestResult.JUNCTURE_DENIED;
}
bool test_dst_occupancy = true;
if (GetGame().AddInventoryJunctureEx(player, src.GetItem(), dst, test_dst_occupancy, GameInventory.c_InventoryReservationTimeoutMS))
{
if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] juncture needed and acquired, player=" + Object.GetDebugName(player) + " STS = " + player.GetSimulationTimeStamp() + " src=" + InventoryLocation.DumpToStringNullSafe(src) + " dst=" + InventoryLocation.DumpToStringNullSafe(dst));
return JunctureRequestResult.JUNCTURE_ACQUIRED; // ok
}
else
{
if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] juncture request DENIED, player=" + Object.GetDebugName(player) + " STS = " + player.GetSimulationTimeStamp() + " src=" + InventoryLocation.DumpToStringNullSafe(src) + " dst=" + InventoryLocation.DumpToStringNullSafe(dst));
return JunctureRequestResult.JUNCTURE_DENIED; // permission to perform juncture denied
}
}
else
{
if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] juncture not required, player=" + Object.GetDebugName(player) + " STS = " + player.GetSimulationTimeStamp() + " src=" + InventoryLocation.DumpToStringNullSafe(src) + " dst=" + InventoryLocation.DumpToStringNullSafe(dst));
return JunctureRequestResult.JUNCTURE_NOT_REQUIRED; // juncture not necessary
}
}
bool TryAcquireTwoInventoryJuncturesFromServer (notnull Man player, notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2)
{
#ifdef DEVELOPER
if ( LogManager.IsInventoryReservationLogEnable() )
{
Debug.InventoryReservationLog("STS = " + player.GetSimulationTimeStamp() + " src1:" + src1.DumpToString() + " dst1: " + dst1.DumpToString()+ " src2:" + src2.DumpToString() + " dst2: " + dst2.DumpToString(), "InventoryJuncture" , "n/a", "TryAcquireTwoInventoryJuncturesFromServer",player.ToString() );
}
#endif
//if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] t=" + GetGame().GetTime() + "ms TryAcquireTwoInventoryJuncturesFromServer src1=" + InventoryLocation.DumpToStringNullSafe(src1) + " src2=" + InventoryLocation.DumpToStringNullSafe(src2) + " dst1=" + InventoryLocation.DumpToStringNullSafe(dst1) + " dst2=" + InventoryLocation.DumpToStringNullSafe(dst2));
bool need_j1 = player.NeedInventoryJunctureFromServer(src1.GetItem(), src1.GetParent(), dst1.GetParent());
bool need_j2 = player.NeedInventoryJunctureFromServer(src2.GetItem(), src2.GetParent(), dst2.GetParent());
if (need_j1 || need_j2)
{
if (need_j1)
{
if ( ( src1.GetItem() && src1.GetItem().IsSetForDeletion() ) || ( src1.GetParent() && src1.GetParent().IsSetForDeletion() ) || ( dst1.GetParent() && dst1.GetParent().IsSetForDeletion() ) )
{
return JunctureRequestResult.JUNCTURE_DENIED;
}
if (!GetGame().AddInventoryJunctureEx(player, src1.GetItem(), dst1, false, GameInventory.c_InventoryReservationTimeoutMS))
{
/*#ifdef DEVELOPER
if ( LogManager.IsInventoryReservationLogEnable() )
{
Debug.InventoryMoveLog("", "SWAP" , "n/a", "TryAcquireTwoInventoryJuncturesFromServer", player.ToString() );
}
#endif*/
return JunctureRequestResult.JUNCTURE_DENIED; // permission to perform juncture denied
}
}
//Need add log and change chanel to print
if (need_j2)
{
if ( ( src2.GetItem() && src2.GetItem().IsSetForDeletion() ) || ( src2.GetParent() && src2.GetParent().IsSetForDeletion() ) || ( dst2.GetParent() && dst2.GetParent().IsSetForDeletion() ) )
{
if (need_j1)
{
GetGame().ClearJunctureEx(player, src1.GetItem()); // release already acquired juncture for item1
}
return JunctureRequestResult.JUNCTURE_DENIED;
}
if (!GetGame().AddInventoryJunctureEx(player, src2.GetItem(), dst2, false, GameInventory.c_InventoryReservationTimeoutMS))
{
//if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] item2 juncture request DENIED, player=" + Object.GetDebugName(player) + " STS = " + player.GetSimulationTimeStamp() + " src1=" + InventoryLocation.DumpToStringNullSafe(src1) + " src2=" + InventoryLocation.DumpToStringNullSafe(src2) + " dst1=" + InventoryLocation.DumpToStringNullSafe(dst1) + " dst2=" + InventoryLocation.DumpToStringNullSafe(dst2));
if (need_j1)
{
GetGame().ClearJunctureEx(player, src1.GetItem()); // release already acquired juncture for item1
//if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] item2 juncture request DENIED, cleaning acquired juncture for item1, , player=" + Object.GetDebugName(player) + " STS = " + player.GetSimulationTimeStamp() + " src1=" + InventoryLocation.DumpToStringNullSafe(src1) + " src2=" + InventoryLocation.DumpToStringNullSafe(src2) + " dst1=" + InventoryLocation.DumpToStringNullSafe(dst1) + " dst2=" + InventoryLocation.DumpToStringNullSafe(dst2));
}
return JunctureRequestResult.JUNCTURE_DENIED; // permission to perform juncture denied
}
}
return JunctureRequestResult.JUNCTURE_ACQUIRED; // ok, both junctures acquired
}
else
{
#ifdef DEVELOPER
if ( LogManager.IsInventoryReservationLogEnable() )
{
Debug.InventoryMoveLog("Remote - skipped", "SWAP" , "n/a", "ProcessInputData", player.ToString() );
}
#endif
if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] junctures not required, player=" + Object.GetDebugName(player) + " STS = " + player.GetSimulationTimeStamp() + " src1=" + InventoryLocation.DumpToStringNullSafe(src1) + " src2=" + InventoryLocation.DumpToStringNullSafe(src2) + " dst1=" + InventoryLocation.DumpToStringNullSafe(dst1) + " dst2=" + InventoryLocation.DumpToStringNullSafe(dst2));
return JunctureRequestResult.JUNCTURE_NOT_REQUIRED; // juncture not necessary
}
}