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Keep PlayerMetaRef via name not pointer
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parent
c8dc9c2b8d
commit
3778ed7466
3 changed files with 23 additions and 10 deletions
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@ -21,6 +21,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "lua_api/l_playermeta.h"
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#include "lua_api/l_internal.h"
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#include "common/c_content.h"
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#include "serverenvironment.h"
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#include "remoteplayer.h"
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#include "server/player_sao.h"
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/*
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PlayerMetaRef
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@ -28,12 +31,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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IMetadata *PlayerMetaRef::getmeta(bool auto_create)
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{
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return metadata;
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auto *player = m_env->getPlayer(m_name);
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auto *sao = player ? player->getPlayerSAO() : nullptr;
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return sao ? &sao->getMeta() : nullptr;
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}
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void PlayerMetaRef::clearMeta()
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{
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metadata->clear();
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if (auto *meta = getmeta(true))
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meta->clear();
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}
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void PlayerMetaRef::reportMetadataChange(const std::string *name)
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@ -43,9 +49,9 @@ void PlayerMetaRef::reportMetadataChange(const std::string *name)
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// Creates an PlayerMetaRef and leaves it on top of stack
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// Not callable from Lua; all references are created on the C side.
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void PlayerMetaRef::create(lua_State *L, IMetadata *metadata)
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void PlayerMetaRef::create(lua_State *L, ServerEnvironment *env, std::string_view name)
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{
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PlayerMetaRef *o = new PlayerMetaRef(metadata);
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PlayerMetaRef *o = new PlayerMetaRef(env, name);
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*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
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luaL_getmetatable(L, className);
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lua_setmetatable(L, -2);
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