Fixed items not being removed when the player no longer has it

Fixed item quantity and properties not updating when changed
Fixed an error message getting into the items list
Also checking if an item is nul wont NRE anymore
This commit is contained in:
Rohan Singh 2018-11-11 07:05:56 -05:00
parent 13280cd57c
commit 7d66fc9744
4 changed files with 63 additions and 24 deletions

View File

@ -55,19 +55,19 @@ public Definition Definition
public bool TradeLocked;
public bool Equals( Item other )
public bool Equals(Item other)
{
return Equals( other, this );
if (ReferenceEquals(null, other)) return false;
if (ReferenceEquals(this, other)) return true;
return Id == other.Id;
}
public override bool Equals( object obj )
public override bool Equals(object obj)
{
if ( obj == null || GetType() != obj.GetType() )
{
return false;
}
return ((Item)obj).Id == Id;
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
if (obj.GetType() != this.GetType()) return false;
return Equals((Item)obj);
}
public override int GetHashCode()
@ -75,15 +75,14 @@ public override int GetHashCode()
return Id.GetHashCode();
}
public static bool operator ==( Item c1, Item c2 )
public static bool operator ==(Item left, Item right)
{
return c1.Equals( c2 );
return Equals(left, right);
}
public static bool operator !=( Item c1, Item c2 )
public static bool operator !=(Item left, Item right)
{
return !c1.Equals( c2 );
return !Equals(left, right);
}
/// <summary>

View File

@ -114,6 +114,10 @@ internal void Fill()
for ( int i=0; i< steamItems.Length; i++ )
{
var item = inventory.ItemFrom( Handle, steamItems[i], i );
if ( item == null )
{
continue;
}
if ( ( steamItems[i].Flags & (int)SteamNative.SteamItemFlags.Removed ) != 0 )
{
@ -189,6 +193,13 @@ internal Item ItemFrom( SteamInventoryResult_t handle, SteamItemDetails_t detail
{
if ( inventory.GetResultItemProperty(handle, (uint)index, propertyName, out string propertyValue ) )
{
if (propertyName == "error")
{
Console.Write("Steam item error: ");
Console.WriteLine(propertyValue);
return null;
}
props.Add(propertyName, propertyValue);
}
}

View File

@ -129,14 +129,14 @@ private void onResultReady( SteamInventoryResultReady_t data )
}
}
private void onResult( Result r, bool serialize )
private void onResult( Result r, bool isFullUpdate )
{
if ( r.IsSuccess )
{
//
// We only serialize FULL updates
//
if ( serialize )
if ( isFullUpdate )
{
//
// Only serialize if this result is newer than the last one
@ -149,7 +149,7 @@ private void onResult( Result r, bool serialize )
}
LastTimestamp = r.Timestamp;
ApplyResult( r );
ApplyResult( r, isFullUpdate );
}
r.Dispose();
@ -161,7 +161,7 @@ private void onResult( Result r, bool serialize )
/// Here we're trying to keep our stack up to date with whatever happens
/// with the crafting, stacking etc
/// </summary>
internal void ApplyResult( Result r )
internal void ApplyResult( Result r, bool isFullUpdate )
{
if ( IsServer ) return;
@ -170,12 +170,19 @@ internal void ApplyResult( Result r )
if ( Items == null )
Items = new Item[0];
Items = Items
.Union( r.Items )
.Distinct()
.Where( x => !r.Removed.Contains( x ) )
.Where( x => !r.Consumed.Contains( x ) )
if (isFullUpdate)
{
Items = r.Items;
}
else
{
// keep the new item instance because it might have a different quantity, properties, etc
Items = Items
.UnionSelect(r.Items, (oldItem, newItem) => newItem)
.Where(x => !r.Removed.Contains(x))
.Where(x => !r.Consumed.Contains(x))
.ToArray();
}
//
// Tell everyone we've got new items!

View File

@ -94,6 +94,28 @@ public static string ReadNullTerminatedUTF8String( this BinaryReader br, byte[]
return Encoding.UTF8.GetString( buffer, 0, i );
}
public static IEnumerable<T> UnionSelect<T>(
this IEnumerable<T> first,
IEnumerable<T> second,
Func<T, T, T> selector) where T : IEquatable<T>
{
var items = new Dictionary<T, T>();
foreach (var i in first)
{
items[i] = i;
}
foreach (var i in second)
{
T firstValue;
if (items.TryGetValue(i, out firstValue))
{
items.Remove(i);
yield return selector(firstValue, i);
}
}
}
}
}