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authorred-001 <red-001@outlook.ie>2017-06-08 14:30:09 +0100
committerLoïc Blot <nerzhul@users.noreply.github.com>2017-06-08 15:30:09 +0200
commit4221c1b4412f2bf889bd603a26424003f5367f6a (patch)
tree622775e473bf073ed704afded90b050b51d63266 /src/server.cpp
parent5bd33a158688f5fb950613278eefb95b0594a765 (diff)
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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/server.cpp')
-rw-r--r--src/server.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/server.cpp b/src/server.cpp
index b2fdecfa9..0351fa13b 100644
--- a/src/server.cpp
+++ b/src/server.cpp
@@ -2787,6 +2787,12 @@ void Server::DeleteClient(u16 peer_id, ClientDeletionReason reason)
PlayerSAO *playersao = player->getPlayerSAO();
assert(playersao);
+ // inform connected clients
+ NetworkPacket notice(TOCLIENT_UPDATE_PLAYER_LIST, 0, PEER_ID_INEXISTENT);
+ // (u16) 1 + std::string represents a vector serialization representation
+ notice << (u8) PLAYER_LIST_REMOVE << (u16) 1 << std::string(playersao->getPlayer()->getName());
+ m_clients.sendToAll(&notice);
+ // run scripts
m_script->on_leaveplayer(playersao, reason == CDR_TIMEOUT);
playersao->disconnected();