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author | red-001 <red-001@outlook.ie> | 2017-06-08 14:30:09 +0100 |
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committer | Loïc Blot <nerzhul@users.noreply.github.com> | 2017-06-08 15:30:09 +0200 |
commit | 4221c1b4412f2bf889bd603a26424003f5367f6a (patch) | |
tree | 622775e473bf073ed704afded90b050b51d63266 /src/network/clientpackethandler.cpp | |
parent | 5bd33a158688f5fb950613278eefb95b0594a765 (diff) | |
download | minetest-4221c1b4412f2bf889bd603a26424003f5367f6a.tar.gz minetest-4221c1b4412f2bf889bd603a26424003f5367f6a.tar.bz2 minetest-4221c1b4412f2bf889bd603a26424003f5367f6a.zip |
Have the server send the player list to the client (#5924)
* Have the server send the player list to the client
Currently the client generates the player list based on the Client active object list, the issue with this is that we can't be sure all player active objects will be sent to the client, so this could result in players showing up when someone run `/status` but auto complete not working with their nick and CSM not being aware of the player
Diffstat (limited to 'src/network/clientpackethandler.cpp')
-rw-r--r-- | src/network/clientpackethandler.cpp | 22 |
1 files changed, 22 insertions, 0 deletions
diff --git a/src/network/clientpackethandler.cpp b/src/network/clientpackethandler.cpp index d002ae10d..9eb6d8dca 100644 --- a/src/network/clientpackethandler.cpp +++ b/src/network/clientpackethandler.cpp @@ -1270,6 +1270,28 @@ void Client::handleCommand_EyeOffset(NetworkPacket* pkt) *pkt >> player->eye_offset_first >> player->eye_offset_third; } +void Client::handleCommand_UpdatePlayerList(NetworkPacket* pkt) +{ + u8 type; + u16 num_players; + *pkt >> type >> num_players; + PlayerListModifer notice_type = (PlayerListModifer) type; + + for (u16 i = 0; i < num_players; i++) { + std::string name; + *pkt >> name; + switch (notice_type) { + case PLAYER_LIST_INIT: + case PLAYER_LIST_ADD: + m_env.addPlayerName(name); + continue; + case PLAYER_LIST_REMOVE: + m_env.removePlayerName(name); + continue; + } + } +} + void Client::handleCommand_SrpBytesSandB(NetworkPacket* pkt) { if ((m_chosen_auth_mech != AUTH_MECHANISM_LEGACY_PASSWORD) |