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Removed the inventory lock stuff.

This commit is contained in:
Filip Maj 2017-12-17 14:56:06 -05:00
parent 5fd48fad6b
commit 08dfd22bfa

View file

@ -124,8 +124,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
} }
public INV_ERROR AddItem(InventoryItem itemRef) public INV_ERROR AddItem(InventoryItem itemRef)
{
lock (inventoryLock)
{ {
//If it isn't a single item (ie: armor) just add like normal (not valid for BAZAAR) //If it isn't a single item (ie: armor) just add like normal (not valid for BAZAAR)
if (itemPackageCode != BAZAAR && itemRef.GetItemData().maxStack > 1) if (itemPackageCode != BAZAAR && itemRef.GetItemData().maxStack > 1)
@ -152,11 +150,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
return INV_ERROR.SUCCESS; return INV_ERROR.SUCCESS;
} }
}
public INV_ERROR AddItem(uint itemId, int quantity, byte quality) public INV_ERROR AddItem(uint itemId, int quantity, byte quality)
{
lock (inventoryLock)
{ {
if (!IsSpaceForAdd(itemId, quantity, quality)) if (!IsSpaceForAdd(itemId, quantity, quality))
return INV_ERROR.INVENTORY_FULL; return INV_ERROR.INVENTORY_FULL;
@ -218,17 +213,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
return INV_ERROR.SUCCESS; return INV_ERROR.SUCCESS;
} }
}
public void SetItem(ushort slot, InventoryItem item) public void SetItem(ushort slot, InventoryItem item)
{
lock (inventoryLock)
{ {
list[slot] = item; list[slot] = item;
SendUpdatePackets(); SendUpdatePackets();
item.RefreshPositioning(owner, itemPackageCode, slot); item.RefreshPositioning(owner, itemPackageCode, slot);
} }
}
public void RemoveItem(uint itemId) public void RemoveItem(uint itemId)
{ {
@ -241,8 +232,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
} }
public void RemoveItem(uint itemId, int quantity, int quality) public void RemoveItem(uint itemId, int quantity, int quality)
{
lock (inventoryLock)
{ {
if (!HasItem(itemId, quantity, quality)) if (!HasItem(itemId, quantity, quality))
return; return;
@ -290,7 +279,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
DoRealign(); DoRealign();
SendUpdatePackets(); SendUpdatePackets();
} }
}
public void RemoveItem(InventoryItem item) public void RemoveItem(InventoryItem item)
{ {
@ -303,8 +291,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
} }
public void RemoveItemByUniqueId(ulong itemDBId, int quantity) public void RemoveItemByUniqueId(ulong itemDBId, int quantity)
{
lock (inventoryLock)
{ {
ushort slot = 0; ushort slot = 0;
InventoryItem toDelete = null; InventoryItem toDelete = null;
@ -342,11 +328,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
DoRealign(); DoRealign();
SendUpdatePackets(); SendUpdatePackets();
} }
}
public void RemoveItemAtSlot(ushort slot) public void RemoveItemAtSlot(ushort slot)
{
lock (inventoryLock)
{ {
if (slot >= endOfListIndex) if (slot >= endOfListIndex)
return; return;
@ -360,11 +343,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
DoRealign(); DoRealign();
SendUpdatePackets(); SendUpdatePackets();
} }
}
public void RemoveItemAtSlot(ushort slot, int quantity) public void RemoveItemAtSlot(ushort slot, int quantity)
{
lock (inventoryLock)
{ {
if (slot >= endOfListIndex) if (slot >= endOfListIndex)
return; return;
@ -388,11 +368,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
SendUpdatePackets(); SendUpdatePackets();
} }
} }
}
public void Clear() public void Clear()
{
lock (inventoryLock)
{ {
for (int i = 0; i < endOfListIndex; i++) for (int i = 0; i < endOfListIndex; i++)
{ {
@ -404,7 +381,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
SendUpdatePackets(); SendUpdatePackets();
} }
}
public InventoryItem[] GetRawList() public InventoryItem[] GetRawList()
{ {
@ -429,26 +405,18 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
#region Packet Functions #region Packet Functions
public void SendFullInventory(Player player) public void SendFullInventory(Player player)
{
lock (inventoryLock)
{ {
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode)); player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
SendInventoryPackets(player, 0); SendInventoryPackets(player, 0);
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId)); player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
} }
}
private void SendInventoryPackets(Player player, InventoryItem item) private void SendInventoryPackets(Player player, InventoryItem item)
{
lock (inventoryLock)
{ {
player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, item)); player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, item));
} }
}
private void SendInventoryPackets(Player player, List<InventoryItem> items) private void SendInventoryPackets(Player player, List<InventoryItem> items)
{
lock (inventoryLock)
{ {
int currentIndex = 0; int currentIndex = 0;
@ -471,11 +439,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
break; break;
} }
} }
}
private void SendInventoryPackets(Player player, int startOffset) private void SendInventoryPackets(Player player, int startOffset)
{
lock (inventoryLock)
{ {
int currentIndex = startOffset; int currentIndex = startOffset;
@ -502,19 +467,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
break; break;
} }
} }
}
private void SendInventoryRemovePackets(Player player, ushort index) private void SendInventoryRemovePackets(Player player, ushort index)
{
lock (inventoryLock)
{ {
player.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, index)); player.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, index));
} }
}
private void SendInventoryRemovePackets(Player player, List<ushort> indexes) private void SendInventoryRemovePackets(Player player, List<ushort> indexes)
{
lock (inventoryLock)
{ {
int currentIndex = 0; int currentIndex = 0;
@ -537,37 +496,27 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
break; break;
} }
} }
}
public void RefreshItem(Player player, InventoryItem item) public void RefreshItem(Player player, InventoryItem item)
{
lock (inventoryLock)
{ {
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode)); player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
SendInventoryPackets(player, item); SendInventoryPackets(player, item);
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId)); player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
} }
}
public void RefreshItem(Player player, params InventoryItem[] items) public void RefreshItem(Player player, params InventoryItem[] items)
{
lock (inventoryLock)
{ {
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode)); player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
SendInventoryPackets(player, items.ToList()); SendInventoryPackets(player, items.ToList());
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId)); player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
} }
}
public void RefreshItem(Player player, List<InventoryItem> items) public void RefreshItem(Player player, List<InventoryItem> items)
{
lock (inventoryLock)
{ {
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode)); player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
SendInventoryPackets(player, items); SendInventoryPackets(player, items);
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId)); player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
} }
}
#endregion #endregion
@ -622,8 +571,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
} }
public void SendUpdatePackets(Player player) public void SendUpdatePackets(Player player)
{
lock (inventoryLock)
{ {
List<InventoryItem> items = new List<InventoryItem>(); List<InventoryItem> items = new List<InventoryItem>();
List<ushort> slotsToRemove = new List<ushort>(); List<ushort> slotsToRemove = new List<ushort>();
@ -654,7 +601,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId)); player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
player.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId)); player.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
} }
}
public void StartSendUpdate() public void StartSendUpdate()
{ {
@ -678,8 +624,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
} }
public bool IsSpaceForAdd(uint itemId, int quantity, int quality) public bool IsSpaceForAdd(uint itemId, int quantity, int quality)
{
lock (inventoryLock)
{ {
int quantityCount = quantity; int quantityCount = quantity;
for (int i = 0; i < endOfListIndex; i++) for (int i = 0; i < endOfListIndex; i++)
@ -696,7 +640,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
return quantityCount <= 0 || (quantityCount > 0 && !IsFull()); return quantityCount <= 0 || (quantityCount > 0 && !IsFull());
} }
}
public bool HasItem(uint itemId) public bool HasItem(uint itemId)
{ {
@ -709,8 +652,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
} }
public bool HasItem(uint itemId, int minQuantity, int quality) public bool HasItem(uint itemId, int minQuantity, int quality)
{
lock (inventoryLock)
{ {
int count = 0; int count = 0;
@ -729,7 +670,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
return false; return false;
} }
}
public int GetNextEmptySlot() public int GetNextEmptySlot()
{ {