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Skip sending empty UpdateItems on first login

There's no reason to do this, the client has no pre-existing
inventory state so we're just wasting bytes.
This commit is contained in:
Joshua Goins 2025-07-13 08:29:45 -04:00
parent cca0f8c0e5
commit c0daf7b06b
3 changed files with 19 additions and 9 deletions

View file

@ -259,7 +259,7 @@ async fn client_loop(
database.find_chara_make(connection.player_data.content_id);
// Send inventory
connection.send_inventory(false).await;
connection.send_inventory(false, true).await;
// set chara gear param
connection
@ -347,7 +347,7 @@ async fn client_loop(
let chara_details = database.find_chara_make(connection.player_data.content_id);
connection.send_inventory(false).await;
connection.send_inventory(false, false).await;
connection.send_stats(&chara_details).await;
let online_status = if connection.player_data.gm_rank == GameMasterRank::NormalUser {
@ -884,7 +884,7 @@ async fn client_loop(
// TODO: send the proper response packets!
connection.player_data.inventory.currency.gil.quantity -= item_info.price_mid;
connection.player_data.inventory.add_in_next_free_slot(Item::new(1, item_info.id));
connection.send_inventory(false).await;
connection.send_inventory(false, false).await;
// TODO: send an actual system notice, this is just a placeholder to provide feedback that the player actually bought something.
connection.send_message(&format!("You obtained one or more items: {} (id: {})!", item_info.name, item_info.id)).await;
} else {

View file

@ -74,7 +74,7 @@ impl ChatHandler {
}
}
connection.send_inventory(true).await;
connection.send_inventory(true, false).await;
true
}
"!item" => {
@ -93,7 +93,7 @@ impl ChatHandler {
}
}
connection.send_inventory(false).await;
connection.send_inventory(false, false).await;
true
}
"!reload" => {

View file

@ -518,7 +518,7 @@ impl ZoneConnection {
self.spawn_index
}
pub async fn send_inventory(&mut self, send_appearance_update: bool) {
pub async fn send_inventory(&mut self, send_appearance_update: bool, first_update: bool) {
for (sequence, (container_type, container)) in (&self.player_data.inventory.clone())
.into_iter()
.enumerate()
@ -526,6 +526,11 @@ impl ZoneConnection {
// currencies
if container_type == ContainerType::Currency {
let mut send_currency = async |item: &Item| {
// skip telling the client what they don't have
if item.quantity == 0 && first_update {
return;
}
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::CurrencyCrystalInfo,
timestamp: timestamp_secs(),
@ -556,6 +561,11 @@ impl ZoneConnection {
// items
let mut send_slot = async |slot_index: u16, item: &Item| {
// skip telling the client what they don't have
if item.quantity == 0 && first_update {
return;
}
let ipc = ServerZoneIpcSegment {
op_code: ServerZoneIpcType::UpdateItem,
timestamp: timestamp_secs(),
@ -783,11 +793,11 @@ impl ZoneConnection {
}
Task::AddGil { amount } => {
self.player_data.inventory.currency.get_slot_mut(0).quantity += *amount;
self.send_inventory(false).await;
self.send_inventory(false, false).await;
}
Task::RemoveGil { amount } => {
self.player_data.inventory.currency.get_slot_mut(0).quantity -= *amount;
self.send_inventory(false).await;
self.send_inventory(false, false).await;
}
Task::UnlockOrchestrion { id, on } => {
// id == 0 means "all"
@ -815,7 +825,7 @@ impl ZoneConnection {
self.player_data
.inventory
.add_in_next_free_slot(Item::new(1, *id));
self.send_inventory(false).await;
self.send_inventory(false, false).await;
}
Task::CompleteAllQuests {} => {
self.player_data.completed_quests = vec![0xFF; COMPLETED_QUEST_BITMASK_SIZE];