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Apply suggestions from code review
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@ -594,7 +594,7 @@ pub const ServerWorld = struct { // MARK: ServerWorld
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std.log.debug("Item #{}: {} x {s}", .{i, stack.amount, if(stack.item) |item| item.id() else "null"});
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std.log.debug("Item #{}: {} x {s}", .{i, stack.amount, if(stack.item) |item| item.id() else "null"});
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}
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}
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const base64Data = savePlayerInventory(temp, main.stackAllocator);
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const base64Data = savePlayerInventory(main.stackAllocator, temp);
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const old = playerData.object.fetchPut(key, .{.stringOwned = base64Data}) catch unreachable orelse unreachable;
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const old = playerData.object.fetchPut(key, .{.stringOwned = base64Data}) catch unreachable orelse unreachable;
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old.value.deinit(main.stackAllocator);
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old.value.deinit(main.stackAllocator);
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},
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},
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@ -965,7 +965,7 @@ pub const ServerWorld = struct { // MARK: ServerWorld
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return main.items.Inventory.Sync.ServerSide.createExternallyManagedInventory(size, .normal, source, &reader);
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return main.items.Inventory.Sync.ServerSide.createExternallyManagedInventory(size, .normal, source, &reader);
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}
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}
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fn savePlayerInventory(inv: main.items.Inventory, allocator: NeverFailingAllocator) []const u8 {
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fn savePlayerInventory(allocator: NeverFailingAllocator, inv: main.items.Inventory) []const u8 {
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var writer = main.utils.BinaryWriter.init(main.stackAllocator);
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var writer = main.utils.BinaryWriter.init(main.stackAllocator);
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defer writer.deinit();
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defer writer.deinit();
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@ -1000,11 +1000,11 @@ pub const ServerWorld = struct { // MARK: ServerWorld
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main.items.Inventory.Sync.ServerSide.mutex.lock();
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main.items.Inventory.Sync.ServerSide.mutex.lock();
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defer main.items.Inventory.Sync.ServerSide.mutex.unlock();
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defer main.items.Inventory.Sync.ServerSide.mutex.unlock();
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if(main.items.Inventory.Sync.ServerSide.getInventoryFromSource(.{.playerInventory = user.id})) |inv| {
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if(main.items.Inventory.Sync.ServerSide.getInventoryFromSource(.{.playerInventory = user.id})) |inv| {
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playerZon.put("playerInventory", ZonElement{.stringOwned = savePlayerInventory(inv, main.stackAllocator)});
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playerZon.put("playerInventory", ZonElement{.stringOwned = savePlayerInventory(main.stackAllocator, inv)});
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} else @panic("The player inventory wasn't found. Cannot save player data.");
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} else @panic("The player inventory wasn't found. Cannot save player data.");
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if(main.items.Inventory.Sync.ServerSide.getInventoryFromSource(.{.hand = user.id})) |inv| {
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if(main.items.Inventory.Sync.ServerSide.getInventoryFromSource(.{.hand = user.id})) |inv| {
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playerZon.put("hand", ZonElement{.stringOwned = savePlayerInventory(inv, main.stackAllocator)});
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playerZon.put("hand", ZonElement{.stringOwned = savePlayerInventory(main.stackAllocator, inv)});
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} else @panic("The player hand inventory wasn't found. Cannot save player data.");
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} else @panic("The player hand inventory wasn't found. Cannot save player data.");
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}
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}
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