Added Dynamic Networking for Inventory

master
AlmTech Software 5 years ago
parent e7041e6f13
commit 4532357eec
  1. 33
      gamemode/engine/core/client/cl_inventory_net.lua
  2. 8
      gamemode/engine/core/sh_player_binds.lua
  3. 1
      gamemode/engine/derma/lib/cl_menu_iteminfo.lua
  4. 12
      gamemode/engine/derma/menus/menu_charinfo.lua
  5. 34
      gamemode/engine/lib/server/sv_inventory.lua
  6. 11
      gamemode/engine/lib/server/sv_networking.lua
  7. 2
      gamemode/shared.lua

@ -3,4 +3,35 @@
-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
Quantum.Client.InventoryNet = {}
local function calculateNeededBits( n ) return math.ceil( math.log( n, 2 ) ) end
Quantum.Inventory.Size = Quantum.Inventory.Width * Quantum.Inventory.Height
function Quantum.Client.InventoryNet.SetItem( index, itemid, amount )
if( Quantum.Client.Inventory == nil ) then Quantum.Client.Inventory = {} end
if( amount >= 1 ) then
Quantum.Client.Inventory[index] = { itemid, amount }
else
Quantum.Client.Inventory[index] = nil
end
end
local intcodeFunctions = {
[Quantum.IntCode.SET_ITEM] = Quantum.Client.InventoryNet.SetItem
}
net.Receive( "quantum_item_action", function( len, pl )
local intcode = net.ReadInt( Quantum.IntCode.BIT_SIZE )
-- Parameters
local index = net.ReadInt( calculateNeededBits( Quantum.Inventory.Size ) )
local itemid = net.ReadString()
local amount = net.ReadInt( calculateNeededBits( Quantum.Inventory.MaxStackSize ) )
intcodeFunctions[intcode]( index, itemid, amount )
end)

@ -19,6 +19,13 @@ if SERVER then
money = Quantum.Server.Char.getBasicCharInfo( Quantum.Server.Char.GetCurrentCharacter( pl ) ).money
}, items = Quantum.Server.Char.GetInventory( Quantum.Server.Char.GetCurrentCharacter( pl ) ) })
end,
["charinfo_DYNAMIC"] = function( pl )
Quantum.Net.OpenMenu( pl, "charinfo", { char = {
model = Quantum.Server.Char.getBasicCharInfo( Quantum.Server.Char.GetCurrentCharacter( pl ) ).model,
name = Quantum.Server.Char.getBasicCharInfo( Quantum.Server.Char.GetCurrentCharacter( pl ) ).name,
money = Quantum.Server.Char.getBasicCharInfo( Quantum.Server.Char.GetCurrentCharacter( pl ) ).money
} })
end
}
@ -26,6 +33,7 @@ if SERVER then
if( keyfuncs[key] ) then keyfuncs[key]( ply ) end
end
function GM:ShowHelp( ply ) keyfuncs["mainMenu"]( ply ) end
function GM:ShowSpare1( ply ) keyfuncs["charinfo_DYNAMIC"]( ply ) end
function GM:ShowSpare2( ply ) keyfuncs["charinfo"]( ply ) end
end

@ -251,7 +251,6 @@ function iteminfo.giveoptions( p, page )
-- center all of the option panels --
options.w, options.h = resizePanel( options )
for i, optionPanel in pairs( op ) do
print( optionPanel )
optionPanel:SetPos( options.w/2 - optionPanel.w/2, optionPanel.y )
end
options.w, options.h = resizePanel( options )

@ -28,8 +28,16 @@ local function createItemAmountLabel( icon, item )
return icon.amountpanel
end
function menu.open( dt )
local items = dt.cont.items
function menu.open( dt )
local items = {}
if( dt.cont.items == nil ) then
if( Quantum.Client.Inventory == nil ) then Quantum.Client.Inventory = {} end
items = Quantum.Client.Inventory -- dynamic networking
else
items = dt.cont.items -- static, only sent when menu opens which is rareley in this case
Quantum.Client.Inventory = items
end
-- The dynamic part will be used more often, but sometimes we need the static/old method
if( !f ) then
Quantum.Client.IsInMenu = true

@ -7,6 +7,8 @@
Quantum.Server.Inventory = {}
Quantum.Inventory.Size = Quantum.Inventory.Width * Quantum.Inventory.Height
function Quantum.Server.Inventory.Create( char )
char.inventory = {}
@ -21,18 +23,26 @@ local function isStackable( item )
return item.stack || false
end
function Quantum.Server.Inventory.SetSlotItem( char, pos, itemid, amount )
function Quantum.Server.Inventory.SetSlotItem( pl, char, pos, itemid, amount )
if( amount < 1 ) then
char.inventory[pos] = nil -- remove the item
-- Sent the new data to the client
Quantum.Net.Inventory.SetItem( pl, pos, itemid, amount )
return
end
local item = Quantum.Item.Get( itemid )
if( isEquippable( item ) || !isStackable( item ) ) then
amount = 1
char.inventory[pos] = { itemid }
-- Sent the new data to the client
Quantum.Net.Inventory.SetItem( pl, pos, itemid, amount )
else
amount = amount || 1
char.inventory[pos] = { itemid, amount }
-- Sent the new data to the client
Quantum.Net.Inventory.SetItem( pl, pos, itemid, amount )
end
end
@ -70,7 +80,7 @@ local function getStackSize( char, item )
return item.stack || 1
end
local function sortItem( char, itemid, amount )
local function sortItem( pl, char, itemid, amount )
local item = Quantum.Item.Get( itemid )
local slotitem = Quantum.Server.Inventory.GetSlotItem( char, index )
@ -97,14 +107,14 @@ local function sortItem( char, itemid, amount )
rest = rest - amount
end
local setAmt = math.Clamp( add, 1, stacksize )
Quantum.Server.Inventory.SetSlotItem( char, index, itemid, setAmt )
Quantum.Server.Inventory.SetSlotItem( pl, char, index, itemid, setAmt )
end
else
local setAmt = math.Clamp( amount, 1, stacksize )
local pos = Quantum.Server.Inventory.FindItemSpot( char )
rest = rest - setAmt
Quantum.Server.Inventory.SetSlotItem( char, pos, itemid, setAmt )
Quantum.Server.Inventory.SetSlotItem( pl, char, pos, itemid, setAmt )
end
while( rest >= stacksize ) do
@ -120,7 +130,7 @@ local function sortItem( char, itemid, amount )
rest = rest - setAmt
local pos = Quantum.Server.Inventory.FindItemSpot( char )
Quantum.Server.Inventory.SetSlotItem( char, pos, itemid, setAmt )
Quantum.Server.Inventory.SetSlotItem( pl, char, pos, itemid, setAmt )
else
index = index + 1
itemInSlot = Quantum.Server.Inventory.GetSlotItem( char, index )
@ -128,7 +138,7 @@ local function sortItem( char, itemid, amount )
if( itemInSlot != nil ) then
if( itemInSlot[1] == itemid && itemInSlot[2] < stacksize ) then
rest = rest - ( stacksize - itemInSlot[2] )
Quantum.Server.Inventory.SetSlotItem( char, index, itemid, stacksize )
Quantum.Server.Inventory.SetSlotItem( pl, char, index, itemid, stacksize )
if( rest <= 0 ) then
rest = 0
@ -137,7 +147,7 @@ local function sortItem( char, itemid, amount )
end
else
rest = rest - stacksize
Quantum.Server.Inventory.SetSlotItem( char, index, itemid, stacksize )
Quantum.Server.Inventory.SetSlotItem( pl, char, index, itemid, stacksize )
end
end
end
@ -146,7 +156,7 @@ local function sortItem( char, itemid, amount )
local pos
if( stackIndex == nil ) then
pos = Quantum.Server.Inventory.FindItemSpot( char )
Quantum.Server.Inventory.SetSlotItem( char, pos, itemid, rest )
Quantum.Server.Inventory.SetSlotItem( pl, char, pos, itemid, rest )
else
if( rest > 0 ) then
pos = stackIndex
@ -157,7 +167,7 @@ local function sortItem( char, itemid, amount )
rest = rest - diff
if( rest <= 0 ) then
Quantum.Server.Inventory.SetSlotItem( char, pos, itemid, setAmt )
Quantum.Server.Inventory.SetSlotItem( pl, char, pos, itemid, setAmt )
end
end
end
@ -170,9 +180,9 @@ function Quantum.Server.Inventory.GiveItem( pl, itemid, amount ) -- Quantum.Serv
if( item == nil ) then Quantum.Error( "Tried to give " .. tostring(pl) .. " a non-existent item! Item '" .. tostring(itemid) .. "' does not exist." ) return end
if( #inv + 1 <= Quantum.Inventory.Width * Quantum.Inventory.Height || Quantum.Server.Inventory.FindStackable( char, item ) != nil ) then
if( #inv + 1 <= Quantum.Inventory.Size || Quantum.Server.Inventory.FindStackable( char, item ) != nil ) then
sortItem( char, itemid, amount )
sortItem( pl, char, itemid, amount )
-- Quantum.Debug( "Gave " .. char.name .. " " .. amount .. "x [" .. item.name .. "]" )
-- Send net message to client about item update
-- ############################################
@ -202,7 +212,7 @@ function Quantum.Server.Inventory.DropItem( pl, index, amount ) -- Quantum.Serve
if( am_diff >= 0 ) then -- drop the item from the players inv
-- remove the items am_diff from its stack
Quantum.Server.Inventory.SetSlotItem( char, index, itemid, am_diff )
Quantum.Server.Inventory.SetSlotItem( pl, char, index, itemid, am_diff )
-- spawn the item infront of the player
local itemEnt = ents.Create( "q_item" )

@ -119,11 +119,16 @@ end)
Quantum.Net.Inventory = {}
local function calculateNeededBits( n ) return math.ceil( math.log( n, 2 ) ) end
local function WriteIntcode( intcode ) net.WriteInt( intcode, Quantum.IntCode.BIT_SIZE ) end
function Quantum.Net.Inventory.SendItem( pl, index, itemid, amount ) -- sends a item to the client with amount of it, this is a DYNAMIC networking solution
function Quantum.Net.Inventory.SetItem( pl, index, itemid, amount ) -- sends a item to the client with amount of it, this is a DYNAMIC networking solution
net.Start( "quantum_item_action" )
WriteIntcode( Quantum.IntCode.SEND_ITEM )
net.WriteInt( index, 8 )
WriteIntcode( Quantum.IntCode.SET_ITEM ) -- write the opcode first
net.WriteInt( index, calculateNeededBits( Quantum.Inventory.Size ) )
net.WriteString( itemid )
net.WriteInt( amount, calculateNeededBits( Quantum.Inventory.MaxStackSize ) )
net.Send( pl )
end

@ -21,7 +21,7 @@ include( "settings/sh_settings.lua" )
Quantum.IntCode = {
SEND_ITEM = 0,
SET_ITEM = 0,
DROP_ITEM = 1,
USE_ITEM = 2,
EAT_ITEM = 3,

Loading…
Cancel
Save