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authorLoic Blot <loic.blot@unix-experience.fr>2015-09-23 18:53:54 +0200
committerest31 <MTest31@outlook.com>2015-09-23 19:37:05 +0200
commit596484da4fcd301e597a851a9a54b6dc276a286a (patch)
tree500b4b1c05e38357d583c33ac3910d94ce35bfec /src/environment.h
parenta56aedb4eae7d21864ab8dc56a82f644c4639f7a (diff)
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Save and remove player by pointer
Why doing things simple ? Use pointer instead of strings to save players and remove them. Saving players by name does a lookup to find pointer we already have ! Idem with removePlayer Also remove unused removePlayer(peer_id), it's never called
Diffstat (limited to 'src/environment.h')
-rw-r--r--src/environment.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/environment.h b/src/environment.h
index 41295abf2..17d7ff19d 100644
--- a/src/environment.h
+++ b/src/environment.h
@@ -52,6 +52,7 @@ class ServerMap;
class ClientMap;
class GameScripting;
class Player;
+class RemotePlayer;
class Environment
{
@@ -71,8 +72,7 @@ public:
virtual Map & getMap() = 0;
virtual void addPlayer(Player *player);
- void removePlayer(u16 peer_id);
- void removePlayer(const char *name);
+ void removePlayer(Player *player);
Player * getPlayer(u16 peer_id);
Player * getPlayer(const char *name);
Player * getRandomConnectedPlayer();
@@ -226,7 +226,7 @@ public:
const std::string &str_reason, bool reconnect);
// Save players
void saveLoadedPlayers();
- void savePlayer(const std::string &playername);
+ void savePlayer(RemotePlayer *player);
Player *loadPlayer(const std::string &playername);
/*