Create inv only when actually used (and remove after)
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@ -33,8 +33,25 @@ local function load_inv(ent,size)
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return inv
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return inv
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end
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end
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local function save_inv(ent)
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if ent._inv then
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ent._items = {}
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for i,it in ipairs(ent._inv:get_list("main")) do
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ent._items[i] = it:to_string()
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end
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end
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minetest.remove_detached_inventory(ent._inv_id)
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end
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local open_invs = {}
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local function show_form(ent,player,show_name,size)
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local function show_form(ent,player,show_name,size)
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if not ent._inv_id then return end
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if not ent._inv_id then return end
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ent._inv = load_inv(ent,size)
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if not open_invs[ent] then
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open_invs[ent] = {}
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end
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table.insert(open_invs[ent],player:get_player_name())
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local playername = player:get_player_name()
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local playername = player:get_player_name()
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local rows = 3
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local rows = 3
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local cols = (math.ceil(size/rows))
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local cols = (math.ceil(size/rows))
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@ -57,12 +74,23 @@ end
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local function drop_inv(ent)
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local function drop_inv(ent)
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local pos = ent.object:get_pos()
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local pos = ent.object:get_pos()
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for i,it in pairs(ent._inv:get_list("main")) do
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for i,it in pairs(ent._items) do
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local p = vector.add(pos,vector.new(math.random() - 0.5, math.random()-0.5, math.random()-0.5))
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local p = vector.add(pos,vector.new(math.random() - 0.5, math.random()-0.5, math.random()-0.5))
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minetest.add_item(p,it:to_string())
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minetest.add_item(p,it)
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end
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end
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end
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end
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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for k,v in pairs(open_invs) do
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if formname == k._inv_id then
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if #v < 2 then
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save_inv(k)
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open_invs[k] = nil
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end
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end
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end
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end)
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function mcl_entity_invs.register_inv(entity_name,show_name,size)
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function mcl_entity_invs.register_inv(entity_name,show_name,size)
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assert(minetest.registered_entities[entity_name],"mcl_entity_invs.register_inv called with invalid entity: "..tostring(entity_name))
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assert(minetest.registered_entities[entity_name],"mcl_entity_invs.register_inv called with invalid entity: "..tostring(entity_name))
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local old_oa = minetest.registered_entities[entity_name].on_activate
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local old_oa = minetest.registered_entities[entity_name].on_activate
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@ -77,9 +105,6 @@ function mcl_entity_invs.register_inv(entity_name,show_name,size)
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self._inv_id="entity_inv_"..minetest.sha1(minetest.get_gametime()..minetest.pos_to_string(self.object:get_pos())..tostring(math.random()))
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self._inv_id="entity_inv_"..minetest.sha1(minetest.get_gametime()..minetest.pos_to_string(self.object:get_pos())..tostring(math.random()))
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--gametime and position for collision safety and math.random salt to protect against position brute-force
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--gametime and position for collision safety and math.random salt to protect against position brute-force
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end
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end
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if self._inv_id then
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self._inv = load_inv(self,size)
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end
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return r
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return r
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end
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end
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@ -95,8 +120,10 @@ function mcl_entity_invs.register_inv(entity_name,show_name,size)
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assert(type(d) == "table","mcl_entity_invs currently only works with entities that return a (serialized) table in get_staticdata. "..tostring(self.name).." returned: "..tostring(old_sd))
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assert(type(d) == "table","mcl_entity_invs currently only works with entities that return a (serialized) table in get_staticdata. "..tostring(self.name).." returned: "..tostring(old_sd))
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d._inv_id = self._inv_id
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d._inv_id = self._inv_id
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d._items = {}
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d._items = {}
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for i,it in pairs(self._inv:get_list("main")) do
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if self._items then
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d._items[i] = it:to_string()
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for i,it in ipairs(self._items) do
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d._items[i] = it
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end
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end
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end
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return minetest.serialize(d)
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return minetest.serialize(d)
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end
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end
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