Move core.get_connected_players() implementation to C++

Keeping the ObjectRefs around in a table isn't ideal and this allows
removing the somewhat nonsensical is_player_connected() added in 86ef7147.
This commit is contained in:
sfan5 2020-02-12 19:49:48 +01:00
parent c657fb343f
commit 0b8d3f99a5
6 changed files with 27 additions and 17 deletions

@ -40,9 +40,6 @@ function core.check_player_privs(name, ...)
end
local player_list = {}
function core.send_join_message(player_name)
if not core.is_singleplayer() then
core.chat_send_all("*** " .. player_name .. " joined the game.")
@ -61,7 +58,6 @@ end
core.register_on_joinplayer(function(player)
local player_name = player:get_player_name()
player_list[player_name] = player
if not core.is_singleplayer() then
local status = core.get_server_status(player_name, true)
if status and status ~= "" then
@ -74,22 +70,10 @@ end)
core.register_on_leaveplayer(function(player, timed_out)
local player_name = player:get_player_name()
player_list[player_name] = nil
core.send_leave_message(player_name, timed_out)
end)
function core.get_connected_players()
local temp_table = {}
for index, value in pairs(player_list) do
if value:is_player_connected() then
temp_table[#temp_table + 1] = value
end
end
return temp_table
end
function core.is_player(player)
-- a table being a player is also supported because it quacks sufficiently
-- like a player if it has the is_player function

@ -103,5 +103,6 @@ int script_exception_wrapper(lua_State *L, lua_CFunction f);
void script_error(lua_State *L, int pcall_result, const char *mod, const char *fxn);
void script_run_callbacks_f(lua_State *L, int nargs,
RunCallbacksMode mode, const char *fxn);
void log_deprecated(lua_State *L, const std::string &message,
int stack_depth=1);

@ -640,6 +640,23 @@ int ModApiEnvMod::l_add_item(lua_State *L)
return 1;
}
// get_connected_players()
int ModApiEnvMod::l_get_connected_players(lua_State *L)
{
GET_ENV_PTR;
lua_createtable(L, env->getPlayerCount(), 0);
u32 i = 0;
for (RemotePlayer *player : env->getPlayers()) {
PlayerSAO *sao = player->getPlayerSAO();
if (sao) {
getScriptApiBase(L)->objectrefGetOrCreate(L, sao);
lua_rawseti(L, -2, ++i);
}
}
return 1;
}
// get_player_by_name(name)
int ModApiEnvMod::l_get_player_by_name(lua_State *L)
{
@ -647,7 +664,7 @@ int ModApiEnvMod::l_get_player_by_name(lua_State *L)
// Do it
const char *name = luaL_checkstring(L, 1);
RemotePlayer *player = dynamic_cast<RemotePlayer *>(env->getPlayer(name));
RemotePlayer *player = env->getPlayer(name);
if (player == NULL){
lua_pushnil(L);
return 1;
@ -1319,6 +1336,7 @@ void ModApiEnvMod::Initialize(lua_State *L, int top)
API_FCT(find_nodes_with_meta);
API_FCT(get_meta);
API_FCT(get_node_timer);
API_FCT(get_connected_players);
API_FCT(get_player_by_name);
API_FCT(get_objects_inside_radius);
API_FCT(set_timeofday);

@ -101,6 +101,9 @@ private:
// pos = {x=num, y=num, z=num}
static int l_add_item(lua_State *L);
// get_connected_players()
static int l_get_connected_players(lua_State *L);
// get_player_by_name(name)
static int l_get_player_by_name(lua_State *L);

@ -1063,6 +1063,9 @@ int ObjectRef::l_get_luaentity(lua_State *L)
int ObjectRef::l_is_player_connected(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
// This method was once added for a bugfix, but never documented
log_deprecated(L, "is_player_connected is undocumented and "
"will be removed in a future release");
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
lua_pushboolean(L, (player != NULL && player->getPeerId() != PEER_ID_INEXISTENT));

@ -358,6 +358,7 @@ public:
RemotePlayer *getPlayer(const session_t peer_id);
RemotePlayer *getPlayer(const char* name);
const std::vector<RemotePlayer *> getPlayers() const { return m_players; }
u32 getPlayerCount() const { return m_players.size(); }
static bool migratePlayersDatabase(const GameParams &game_params,