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authorsfan5 <sfan5@live.de>2020-02-12 19:49:48 +0100
committersfan5 <sfan5@live.de>2020-02-23 22:24:12 +0100
commit0b8d3f99a5424113178329e56c2ebe4b38fd2b46 (patch)
tree0533bd86aef3bbf1e871ef1558ff9de0109e7f08 /builtin
parentc657fb343f120b7462f7ca580852636ad98b8ae0 (diff)
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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.
Diffstat (limited to 'builtin')
-rw-r--r--builtin/game/misc.lua16
1 files changed, 0 insertions, 16 deletions
diff --git a/builtin/game/misc.lua b/builtin/game/misc.lua
index 02c36ccb1..0ed11ada0 100644
--- a/builtin/game/misc.lua
+++ b/builtin/game/misc.lua
@@ -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