From f12f74c99d01d89645be9cb1ad23872f018cef01 Mon Sep 17 00:00:00 2001 From: fairiestoy Date: Wed, 11 Sep 2013 16:59:48 +0200 Subject: [PATCH] Optimized minetest.get_connected_players() Instead of collecting all objects within a huge radius ( which could be a big value ), just register each player that connects and give back the current hold list. --- builtin/misc.lua | 25 +++++++++++++++++-------- 1 file changed, 17 insertions(+), 8 deletions(-) diff --git a/builtin/misc.lua b/builtin/misc.lua index 82a0ba298..d335e28d3 100644 --- a/builtin/misc.lua +++ b/builtin/misc.lua @@ -40,15 +40,24 @@ function minetest.check_player_privs(name, privs) return true, "" end -function minetest.get_connected_players() - -- This could be optimized a bit, but leave that for later - local list = {} - for _, obj in pairs(minetest.get_objects_inside_radius({x=0,y=0,z=0}, 1000000)) do - if obj:is_player() then - table.insert(list, obj) - end +local player_list = {} + +minetest.register_on_joinplayer( function( player_ref ) + if player_ref:is_player() then + table.insert( player_list, player_ref ) end - return list +end) + +minetest.register_on_leaveplayer( function( player_ref ) + for index, value in pairs( player_list ) do + if player_ref:get_player_name() == value:get_player_name() then + table.remove( player_list, index ) + end + end +end) + +function minetest.get_connected_players() + return player_list end function minetest.hash_node_position(pos)