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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.
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@ -40,9 +40,6 @@ function core.check_player_privs(name, ...)
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end
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local player_list = {}
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function core.send_join_message(player_name)
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if not core.is_singleplayer() then
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core.chat_send_all("*** " .. player_name .. " joined the game.")
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@ -61,7 +58,6 @@ end
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core.register_on_joinplayer(function(player)
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local player_name = player:get_player_name()
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player_list[player_name] = player
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if not core.is_singleplayer() then
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local status = core.get_server_status(player_name, true)
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if status and status ~= "" then
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@ -74,22 +70,10 @@ end)
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core.register_on_leaveplayer(function(player, timed_out)
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local player_name = player:get_player_name()
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player_list[player_name] = nil
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core.send_leave_message(player_name, timed_out)
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end)
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function core.get_connected_players()
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local temp_table = {}
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for index, value in pairs(player_list) do
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if value:is_player_connected() then
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temp_table[#temp_table + 1] = value
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end
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end
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return temp_table
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end
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function core.is_player(player)
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-- a table being a player is also supported because it quacks sufficiently
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-- like a player if it has the is_player function
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@ -103,5 +103,6 @@ int script_exception_wrapper(lua_State *L, lua_CFunction f);
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void script_error(lua_State *L, int pcall_result, const char *mod, const char *fxn);
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void script_run_callbacks_f(lua_State *L, int nargs,
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RunCallbacksMode mode, const char *fxn);
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void log_deprecated(lua_State *L, const std::string &message,
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int stack_depth=1);
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@ -640,6 +640,23 @@ int ModApiEnvMod::l_add_item(lua_State *L)
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return 1;
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}
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// get_connected_players()
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int ModApiEnvMod::l_get_connected_players(lua_State *L)
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{
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GET_ENV_PTR;
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lua_createtable(L, env->getPlayerCount(), 0);
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u32 i = 0;
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for (RemotePlayer *player : env->getPlayers()) {
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PlayerSAO *sao = player->getPlayerSAO();
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if (sao) {
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getScriptApiBase(L)->objectrefGetOrCreate(L, sao);
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lua_rawseti(L, -2, ++i);
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}
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}
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return 1;
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}
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// get_player_by_name(name)
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int ModApiEnvMod::l_get_player_by_name(lua_State *L)
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{
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@ -647,7 +664,7 @@ int ModApiEnvMod::l_get_player_by_name(lua_State *L)
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// Do it
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const char *name = luaL_checkstring(L, 1);
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RemotePlayer *player = dynamic_cast<RemotePlayer *>(env->getPlayer(name));
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RemotePlayer *player = env->getPlayer(name);
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if (player == NULL){
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lua_pushnil(L);
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return 1;
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@ -1319,6 +1336,7 @@ void ModApiEnvMod::Initialize(lua_State *L, int top)
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API_FCT(find_nodes_with_meta);
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API_FCT(get_meta);
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API_FCT(get_node_timer);
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API_FCT(get_connected_players);
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API_FCT(get_player_by_name);
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API_FCT(get_objects_inside_radius);
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API_FCT(set_timeofday);
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@ -101,6 +101,9 @@ private:
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// pos = {x=num, y=num, z=num}
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static int l_add_item(lua_State *L);
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// get_connected_players()
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static int l_get_connected_players(lua_State *L);
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// get_player_by_name(name)
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static int l_get_player_by_name(lua_State *L);
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@ -1063,6 +1063,9 @@ int ObjectRef::l_get_luaentity(lua_State *L)
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int ObjectRef::l_is_player_connected(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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// This method was once added for a bugfix, but never documented
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log_deprecated(L, "is_player_connected is undocumented and "
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"will be removed in a future release");
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ObjectRef *ref = checkobject(L, 1);
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RemotePlayer *player = getplayer(ref);
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lua_pushboolean(L, (player != NULL && player->getPeerId() != PEER_ID_INEXISTENT));
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@ -358,6 +358,7 @@ public:
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RemotePlayer *getPlayer(const session_t peer_id);
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RemotePlayer *getPlayer(const char* name);
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const std::vector<RemotePlayer *> getPlayers() const { return m_players; }
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u32 getPlayerCount() const { return m_players.size(); }
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static bool migratePlayersDatabase(const GameParams &game_params,
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