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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 /src/script/lua_api/l_object.cpp
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 'src/script/lua_api/l_object.cpp')
-rw-r--r--src/script/lua_api/l_object.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/script/lua_api/l_object.cpp b/src/script/lua_api/l_object.cpp
index f23282a95..1ce37bb6b 100644
--- a/src/script/lua_api/l_object.cpp
+++ b/src/script/lua_api/l_object.cpp
@@ -1063,6 +1063,9 @@ int ObjectRef::l_get_luaentity(lua_State *L)
int ObjectRef::l_is_player_connected(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
+ // This method was once added for a bugfix, but never documented
+ log_deprecated(L, "is_player_connected is undocumented and "
+ "will be removed in a future release");
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
lua_pushboolean(L, (player != NULL && player->getPeerId() != PEER_ID_INEXISTENT));