public void ServerRead(ClientNetObject type, IReadMessage msg, Client c) { List <Item> prevItems = new List <Item>(AllItems.Distinct()); byte slotCount = msg.ReadByte(); List <ushort>[] newItemIDs = new List <ushort> [slotCount]; for (int i = 0; i < slotCount; i++) { newItemIDs[i] = new List <ushort>(); int itemCount = msg.ReadRangedInteger(0, MaxStackSize); for (int j = 0; j < itemCount; j++) { newItemIDs[i].Add(msg.ReadUInt16()); } } if (c == null || c.Character == null) { return; } bool accessible = c.Character.CanAccessInventory(this); if (this is CharacterInventory characterInventory && accessible) { if (Owner == null || !(Owner is Character ownerCharacter)) { accessible = false; } else if (!characterInventory.AccessibleWhenAlive && !ownerCharacter.IsDead) { accessible = false; } } if (!accessible) { //create a network event to correct the client's inventory state //otherwise they may have an item in their inventory they shouldn't have been able to pick up, //and receiving an event for that inventory later will cause the item to be dropped CreateNetworkEvent(); for (int i = 0; i < capacity; i++) { foreach (ushort id in newItemIDs[i]) { if (!(Entity.FindEntityByID(id) is Item item)) { continue; } item.PositionUpdateInterval = 0.0f; if (item.ParentInventory != null && item.ParentInventory != this) { item.ParentInventory.CreateNetworkEvent(); } } } return; } List <Inventory> prevItemInventories = new List <Inventory>() { this }; for (int i = 0; i < capacity; i++) { foreach (Item item in slots[i].Items.ToList()) { if (!newItemIDs[i].Contains(item.ID)) { Item droppedItem = item; Entity prevOwner = Owner; droppedItem.Drop(null); var previousInventory = prevOwner switch { Item itemInventory => (itemInventory.FindParentInventory(inventory => inventory is CharacterInventory) as CharacterInventory), Character character => character.Inventory, _ => null }; if (previousInventory != null && previousInventory != c.Character?.Inventory) { GameMain.Server?.KarmaManager.OnItemTakenFromPlayer(previousInventory, c, droppedItem); } if (droppedItem.body != null && prevOwner != null) { droppedItem.body.SetTransform(prevOwner.SimPosition, 0.0f); } } } foreach (ushort id in newItemIDs[i]) { Item newItem = id == 0 ? null : Entity.FindEntityByID(id) as Item; prevItemInventories.Add(newItem?.ParentInventory); } } for (int i = 0; i < capacity; i++) { foreach (ushort id in newItemIDs[i]) { if (!(Entity.FindEntityByID(id) is Item item) || slots[i].Contains(item)) { continue; } if (GameMain.Server != null) { var holdable = item.GetComponent <Holdable>(); if (holdable != null && !holdable.CanBeDeattached()) { continue; } if (!prevItems.Contains(item) && !item.CanClientAccess(c)) { #if DEBUG || UNSTABLE DebugConsole.NewMessage($"Client {c.Name} failed to pick up item \"{item}\" (parent inventory: {(item.ParentInventory?.Owner.ToString() ?? "null")}). No access.", Color.Yellow); #endif if (item.body != null && !c.PendingPositionUpdates.Contains(item)) { c.PendingPositionUpdates.Enqueue(item); } item.PositionUpdateInterval = 0.0f; continue; } } TryPutItem(item, i, true, true, c.Character, false); for (int j = 0; j < capacity; j++) { if (slots[j].Contains(item) && !newItemIDs[j].Contains(item.ID)) { slots[j].RemoveItem(item); } } } } CreateNetworkEvent(); foreach (Inventory prevInventory in prevItemInventories.Distinct()) { if (prevInventory != this) { prevInventory?.CreateNetworkEvent(); } } foreach (Item item in AllItems.Distinct()) { if (item == null) { continue; } if (!prevItems.Contains(item)) { if (Owner == c.Character) { HumanAIController.ItemTaken(item, c.Character); GameServer.Log(GameServer.CharacterLogName(c.Character) + " picked up " + item.Name, ServerLog.MessageType.Inventory); } else { GameServer.Log(GameServer.CharacterLogName(c.Character) + " placed " + item.Name + " in " + Owner, ServerLog.MessageType.Inventory); } } } foreach (Item item in prevItems.Distinct()) { if (item == null) { continue; } if (!AllItems.Contains(item)) { if (Owner == c.Character) { GameServer.Log(GameServer.CharacterLogName(c.Character) + " dropped " + item.Name, ServerLog.MessageType.Inventory); } else { GameServer.Log(GameServer.CharacterLogName(c.Character) + " removed " + item.Name + " from " + Owner, ServerLog.MessageType.Inventory); } } } }