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 calledmaster
parent
a56aedb4ea
commit
596484da4f
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@ -821,8 +821,8 @@ void PlayerSAO::removingFromEnvironment()
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{
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{
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m_player->setPlayerSAO(NULL);
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m_player->setPlayerSAO(NULL);
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m_player->peer_id = 0;
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m_player->peer_id = 0;
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m_env->savePlayer(m_player->getName());
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m_env->savePlayer((RemotePlayer*)m_player);
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m_env->removePlayer(m_player->getName());
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m_env->removePlayer(m_player);
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}
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}
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}
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}
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@ -85,28 +85,11 @@ void Environment::addPlayer(Player *player)
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m_players.push_back(player);
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m_players.push_back(player);
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}
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}
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void Environment::removePlayer(u16 peer_id)
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void Environment::removePlayer(Player* player)
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{
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DSTACK(__FUNCTION_NAME);
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for(std::vector<Player*>::iterator i = m_players.begin();
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i != m_players.end();)
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{
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Player *player = *i;
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if(player->peer_id == peer_id) {
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delete player;
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i = m_players.erase(i);
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} else {
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++i;
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}
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}
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}
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void Environment::removePlayer(const char *name)
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{
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{
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for (std::vector<Player*>::iterator it = m_players.begin();
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for (std::vector<Player*>::iterator it = m_players.begin();
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it != m_players.end(); ++it) {
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it != m_players.end(); ++it) {
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if (strcmp((*it)->getName(), name) == 0) {
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if ((*it) == player) {
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delete *it;
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delete *it;
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m_players.erase(it);
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m_players.erase(it);
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return;
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return;
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@ -453,16 +436,13 @@ void ServerEnvironment::saveLoadedPlayers()
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}
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}
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}
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}
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void ServerEnvironment::savePlayer(const std::string &playername)
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void ServerEnvironment::savePlayer(RemotePlayer *player)
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{
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{
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std::string players_path = m_path_world + DIR_DELIM "players";
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std::string players_path = m_path_world + DIR_DELIM "players";
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fs::CreateDir(players_path);
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fs::CreateDir(players_path);
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RemotePlayer *player = static_cast<RemotePlayer*>(getPlayer(playername.c_str()));
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if (player) {
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player->save(players_path);
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player->save(players_path);
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}
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}
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}
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Player *ServerEnvironment::loadPlayer(const std::string &playername)
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Player *ServerEnvironment::loadPlayer(const std::string &playername)
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{
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{
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@ -52,6 +52,7 @@ class ServerMap;
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class ClientMap;
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class ClientMap;
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class GameScripting;
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class GameScripting;
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class Player;
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class Player;
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class RemotePlayer;
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class Environment
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class Environment
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{
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{
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@ -71,8 +72,7 @@ public:
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virtual Map & getMap() = 0;
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virtual Map & getMap() = 0;
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virtual void addPlayer(Player *player);
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virtual void addPlayer(Player *player);
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void removePlayer(u16 peer_id);
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void removePlayer(Player *player);
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void removePlayer(const char *name);
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Player * getPlayer(u16 peer_id);
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Player * getPlayer(u16 peer_id);
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Player * getPlayer(const char *name);
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Player * getPlayer(const char *name);
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Player * getRandomConnectedPlayer();
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Player * getRandomConnectedPlayer();
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@ -226,7 +226,7 @@ public:
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const std::string &str_reason, bool reconnect);
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const std::string &str_reason, bool reconnect);
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// Save players
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// Save players
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void saveLoadedPlayers();
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void saveLoadedPlayers();
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void savePlayer(const std::string &playername);
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void savePlayer(RemotePlayer *player);
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Player *loadPlayer(const std::string &playername);
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Player *loadPlayer(const std::string &playername);
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/*
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/*
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