pub struct PendingTrade {
    pub parties: [Uid; 2],
    pub offers: [HashMap<InvSlotId, u32>; 2],
    pub phase: TradePhase,
    pub accept_flags: [bool; 2],
}
Expand description

Items are not removed from the inventory during a PendingTrade: all the items are moved atomically (if there’s space and both parties agree) upon completion

Since this stores InvSlotIds (i.e. references into inventories) instead of items themselves, there aren’t any duplication/loss risks from things like dropped connections or declines, since the server doesn’t have to move items from a trade back into a player’s inventory.

On the flip side, since they are references to slots, if a player could swap items in their inventory during a trade, they could mutate the trade, enabling them to remove an item from the trade even after receiving the counterparty’s phase2 accept. To prevent this, we disallow all forms of inventory manipulation in server::events::inventory_manip if there’s a pending trade that’s past phase1 (in phase1, the trade should be mutable anyway).

Inventory manipulation in phase1 may be beneficial to trade (e.g. splitting a stack of items, once that’s implemented), but should reset both phase1 accept flags to make the changes more visible.

Another edge case prevented by using InvSlotIds is that it disallows trading currently-equipped items (since EquipSlots are disjoint from InvSlotIds), which avoids the issues associated with trading equipped bags that may still have contents.

Fields§

§parties: [Uid; 2]

parties[0] is the entity that initiated the trade, parties[1] is the other entity that’s being traded with

§offers: [HashMap<InvSlotId, u32>; 2]

offers[i] represents the items and quantities of the party i’s items being offered

§phase: TradePhase

The current phase of the trade

§accept_flags: [bool; 2]

accept_flags indicate that which parties wish to proceed to the next phase of the trade

Implementations§

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impl PendingTrade

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pub fn new(party: Uid, counterparty: Uid) -> PendingTrade

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pub fn phase(&self) -> TradePhase

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pub fn should_commit(&self) -> bool

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pub fn which_party(&self, party: Uid) -> Option<usize>

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pub fn is_empty_trade(&self) -> bool

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pub fn process_trade_action( &mut self, who: usize, action: TradeAction, inventories: &[&Inventory] )

Invariants:

  • A party is never shown as offering more of an item than they own
  • Offers with a quantity of zero get removed from the trade
  • Modifications can only happen in phase 1
  • Whenever a trade is modified, both accept flags get reset
  • Accept flags only get set for the current phase

Trait Implementations§

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impl Clone for PendingTrade

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fn clone(&self) -> PendingTrade

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for PendingTrade

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for PendingTrade

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for PendingTrade

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fn eq(&self, other: &PendingTrade) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for PendingTrade

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl Eq for PendingTrade

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impl StructuralEq for PendingTrade

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impl StructuralPartialEq for PendingTrade

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