Merge with default

This commit is contained in:
kaetemi 2014-08-26 13:51:19 +02:00
commit 34f3641572

View file

@ -2747,8 +2747,8 @@ void updateInventoryFromStream (NLMISC::CBitMemStream &impulse, const CInventory
impulse.serial( slotIndex, CInventoryCategoryTemplate::SlotBitSize );
// Access the database leaf
CCDBNodeBranch *slotNode = static_cast<CCDBNodeBranch*>(inventoryNode->getNode( (uint16)slotIndex ));
ICDBNode *leafNode = slotNode->find( INVENTORIES::InfoVersionStr );
CCDBNodeBranch *slotNode = safe_cast<CCDBNodeBranch*>(inventoryNode->getNode( (uint16)slotIndex ));
CCDBNodeLeaf *leafNode = type_cast<CCDBNodeLeaf*>(slotNode->find( INVENTORIES::InfoVersionStr ));
BOMB_IF( !leafNode, "Inventory slot property missing in database", continue );
// Apply or increment Info Version in database
@ -2756,13 +2756,13 @@ void updateInventoryFromStream (NLMISC::CBitMemStream &impulse, const CInventory
{
uint32 infoVersion;
impulse.serial( infoVersion, INVENTORIES::InfoVersionBitSize );
((CCDBNodeLeaf*)leafNode)->setPropCheckGC( serverTick, infoVersion );
leafNode->setPropCheckGC( serverTick, infoVersion );
}
else
{
// NB: don't need to check GC on a info version upgrade, since this is always a delta of +1
// the order of received of this impulse is not important
((CCDBNodeLeaf*)leafNode)->setValue64( ((CCDBNodeLeaf*)leafNode)->getValue64() + 1 );
leafNode->setValue64( leafNode->getValue64() + 1 );
}
}
@ -2777,10 +2777,10 @@ void updateInventoryFromStream (NLMISC::CBitMemStream &impulse, const CInventory
//nldebug( "Inv %s Update %u", CInventoryCategoryTemplate::InventoryStr[invId], itemSlot.getSlotIndex() );
// Apply all properties to database
CCDBNodeBranch *slotNode = static_cast<CCDBNodeBranch*>(inventoryNode->getNode( (uint16)itemSlot.getSlotIndex() ));
CCDBNodeBranch *slotNode = safe_cast<CCDBNodeBranch*>(inventoryNode->getNode( (uint16)itemSlot.getSlotIndex() ));
for ( uint i=0; i!=INVENTORIES::NbItemPropId; ++i )
{
CCDBNodeLeaf *leafNode = static_cast<CCDBNodeLeaf*>(slotNode->find( string(INVENTORIES::CItemSlot::ItemPropStr[i]) ));
CCDBNodeLeaf *leafNode = type_cast<CCDBNodeLeaf*>(slotNode->find( string(INVENTORIES::CItemSlot::ItemPropStr[i]) ));
SKIP_IF( !leafNode, "Inventory slot property missing in database", continue );
leafNode->setPropCheckGC( serverTick, (sint64)itemSlot.getItemProp( ( INVENTORIES::TItemPropId)i ) );
}
@ -2796,9 +2796,8 @@ void updateInventoryFromStream (NLMISC::CBitMemStream &impulse, const CInventory
//nldebug( "Inv %s Prop %u %s", CInventoryCategoryTemplate::InventoryStr[invId], itemSlot.getSlotIndex(), INVENTORIES::CItemSlot::ItemPropStr[itemSlot.getOneProp().ItemPropId] );
// Apply property to database
CCDBNodeBranch *slotNode = static_cast<CCDBNodeBranch*>(inventoryNode->getNode( (uint16)itemSlot.getSlotIndex() ));
CCDBNodeBranch *slotNode = safe_cast<CCDBNodeBranch*>(inventoryNode->getNode( (uint16)itemSlot.getSlotIndex() ));
CCDBNodeLeaf *leafNode = type_cast<CCDBNodeLeaf*>(slotNode->find( string(INVENTORIES::CItemSlot::ItemPropStr[itemSlot.getOneProp().ItemPropId]) ));
if (!leafNode) nlwarning("BUG: Inventory slot property missing in database (A) (%s, %i, %s)", slotNode->getFullName().c_str(), (sint)itemSlot.getOneProp().ItemPropId, INVENTORIES::CItemSlot::ItemPropStr[itemSlot.getOneProp().ItemPropId]);
SKIP_IF( !leafNode, "Inventory slot property missing in database", continue );
leafNode->setPropCheckGC( serverTick, (sint64)itemSlot.getOneProp().ItemPropValue );
@ -2810,14 +2809,14 @@ void updateInventoryFromStream (NLMISC::CBitMemStream &impulse, const CInventory
//nldebug( "Inv %s Reset %u", CInventoryCategoryTemplate::InventoryStr[invId], slotIndex );
// Reset all properties in database
CCDBNodeBranch *slotNode = static_cast<CCDBNodeBranch*>(inventoryNode->getNode( (uint16)slotIndex ));
CCDBNodeBranch *slotNode = safe_cast<CCDBNodeBranch*>(inventoryNode->getNode( (uint16)slotIndex ));
for ( uint i=0; i!=INVENTORIES::NbItemPropId; ++i )
{
// Instead of clearing all leaves (by index), we must find and clear only the
// properties in TItemPropId, because the actual database leaves may have
// less properties, and because we must not clear the leaf INFO_VERSION.
// NOTE: For example, only player BAG inventory has WORNED leaf.
CCDBNodeLeaf *leafNode = type_cast<CCDBNodeLeaf*>(slotNode->find( string(INVENTORIES::CItemSlot::ItemPropStr[i]) ));
if (!leafNode) nlwarning("BUG: Inventory slot property missing in database (B) (%s, %i, %s)", slotNode->getFullName().c_str(), (sint)i, INVENTORIES::CItemSlot::ItemPropStr[i]);
SKIP_IF( !leafNode, "Inventory slot property missing in database", continue );
leafNode->setPropCheckGC( serverTick, 0 );
}