Optimized minetest.get_connected_players()

Instead of collecting all objects within a huge radius (which could be
a big value), just register each player that connects and give back the
current hold list.
This commit is contained in:
fairiestoy 2013-09-11 16:59:48 +02:00 committed by Kahrl
parent 2134316c80
commit 2170c9958a

@ -40,15 +40,22 @@ function minetest.check_player_privs(name, privs)
return true, "" return true, ""
end end
local player_list = {}
minetest.register_on_joinplayer(function(player)
player_list[player:get_player_name()] = player
end)
minetest.register_on_leaveplayer(function(player)
player_list[player:get_player_name()] = nil
end)
function minetest.get_connected_players() function minetest.get_connected_players()
-- This could be optimized a bit, but leave that for later local temp_table = {}
local list = {} for index, value in pairs(player_list) do
for _, obj in pairs(minetest.get_objects_inside_radius({x=0,y=0,z=0}, 1000000)) do table.insert(temp_table, value)
if obj:is_player() then
table.insert(list, obj)
end
end end
return list return temp_table
end end
function minetest.hash_node_position(pos) function minetest.hash_node_position(pos)