diff --git a/Assets/Scripts/ServerShared/Entity.cs b/Assets/Scripts/ServerShared/Entity.cs index bc8087228..f98ef8c32 100644 --- a/Assets/Scripts/ServerShared/Entity.cs +++ b/Assets/Scripts/ServerShared/Entity.cs @@ -2530,9 +2530,12 @@ public class EquippedCargoBay : EquippedItem // Try to store the given commodity at the given position // If there's a stack at the given position it will be added to // Returns true only when ALL of the items are successfully stored + // The bay decides what quantity may sit in it: a stack below one unit or above its design's MaxStack is refused with + // the bay as it was, so no caller, loot, pickup or restore has to check for it. public bool TryStore(SimpleCommodity item, int2 cargoCoord) { var itemData = ItemManager.GetData(item); + if (item.Quantity < 1 || item.Quantity > itemData.MaxStack) return false; if (ItemFits(item, cargoCoord)) { foreach (var p in itemData.Shape.Coordinates) diff --git a/Assets/Scripts/ServerShared/EntitySerializer.cs b/Assets/Scripts/ServerShared/EntitySerializer.cs index 7f934b937..dc5b27c90 100644 --- a/Assets/Scripts/ServerShared/EntitySerializer.cs +++ b/Assets/Scripts/ServerShared/EntitySerializer.cs @@ -47,6 +47,15 @@ public static class EntitySerializer return pack; } + // A saved stack goes back where it was. The bay refuses what cannot sit in it (a stack below one unit, as the typed + // -5 purchase of old saves left, or above MaxStack), and the refusal is logged, never silent. + private static void RestoreStack(ItemManager itemManager, EquippedCargoBay bay, int2 position, ItemInstance item) + { + if (bay.TryStore(item, position)) return; + var quantity = item is SimpleCommodity commodity ? $" x{commodity.Quantity}" : ""; + itemManager.Log($"Dropped a saved item the bay refused at {position}: {itemManager.GetData(item).Name}{quantity}"); + } + public static Entity Unpack(ItemManager itemManager, Zone zone, EntityPack pack) { return pack switch @@ -103,12 +112,12 @@ public static class EntitySerializer for (var bayIndex = 0; bayIndex < pack.CargoContents.Length; bayIndex++) if(entity.CargoBays.Count >= bayIndex + 1) foreach (var (position, item) in pack.CargoContents[bayIndex]) - entity.CargoBays[bayIndex].TryStore(item, position); + RestoreStack(itemManager, entity.CargoBays[bayIndex], position, item); for (var bayIndex = 0; bayIndex < pack.DockingBayContents.Length; bayIndex++) if(entity.DockingBays.Count >= bayIndex + 1) foreach (var (position, item) in pack.DockingBayContents[bayIndex]) - entity.DockingBays[bayIndex].TryStore(item, position); + RestoreStack(itemManager, entity.DockingBays[bayIndex], position, item); entity.Temperature = pack.Temperature; diff --git a/Assets/Scripts/ServerShared/StationServices.cs b/Assets/Scripts/ServerShared/StationServices.cs index 433b0baf1..457b57a55 100644 --- a/Assets/Scripts/ServerShared/StationServices.cs +++ b/Assets/Scripts/ServerShared/StationServices.cs @@ -79,12 +79,13 @@ public static class StationServices return BuyResult.Bought; } - // The purchase of `quantity` units of a station stack, one lot of at most MaxStack at a time. `deliver` puts a lot of - // that many units where it goes, and each lot is charged for the units it delivered. The first lot the station - // cannot sell or the player cannot take ends the purchase, with the lots before it bought. + // The purchase of `quantity` units of a station stack, one lot of at most MaxStack at a time. The stock is the + // station's: a purchase of more than the stack holds, or of a stack that holds nothing, is refused before anything + // moves, so every lot is units the station has and `deliver` moves whole, and each lot is charged for the units it + // delivered. The first lot the player cannot take ends the purchase, with the lots before it bought. public static BuyResult TryBuyLots(ItemManager items, SimpleCommodity stock, int quantity, ref int credits, Func deliver) { - if (quantity < 1) return BuyResult.NoRoom; + if (quantity < 1 || quantity > stock.Quantity) return BuyResult.NoRoom; var maxStack = items.GetData(stock).MaxStack; for (var remaining = quantity; remaining > 0;) {