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Avoid packets getting sent to disconnected players (#14444)
Many functions expect RemotePlayer to have a valid peer ID, this however is not the case immediately after disconnecting where the object is still alive and pending for removal. ServerEnvironment::getPlayer(const char *, bool) now only returns players that are connected unless forced to.
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02a893d613
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6 changed files with 24 additions and 31 deletions
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@ -695,8 +695,6 @@ int ModApiEnv::l_get_connected_players(lua_State *L)
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lua_createtable(L, env->getPlayerCount(), 0);
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u32 i = 0;
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for (RemotePlayer *player : env->getPlayers()) {
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if (player->getPeerId() == PEER_ID_INEXISTENT)
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continue;
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PlayerSAO *sao = player->getPlayerSAO();
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if (sao && !sao->isGone()) {
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getScriptApiBase(L)->objectrefGetOrCreate(L, sao);
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@ -714,7 +712,7 @@ int ModApiEnv::l_get_player_by_name(lua_State *L)
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// Do it
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const char *name = luaL_checkstring(L, 1);
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RemotePlayer *player = env->getPlayer(name);
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if (!player || player->getPeerId() == PEER_ID_INEXISTENT)
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if (!player)
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return 0;
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PlayerSAO *sao = player->getPlayerSAO();
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if (!sao || sao->isGone())
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