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Only keep players loaded while they're connected

This commit is contained in:
ShadowNinja 2014-05-30 16:04:07 -04:00
parent 50127510e7
commit 7e6db1b803
6 changed files with 188 additions and 249 deletions

View file

@ -70,6 +70,7 @@ public:
virtual void addPlayer(Player *player);
void removePlayer(u16 peer_id);
void removePlayer(const char *name);
Player * getPlayer(u16 peer_id);
Player * getPlayer(const char *name);
Player * getRandomConnectedPlayer();
@ -199,7 +200,7 @@ class ServerEnvironment : public Environment
{
public:
ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
IGameDef *gamedef);
IGameDef *gamedef, const std::string &path_world);
~ServerEnvironment();
Map & getMap();
@ -216,17 +217,16 @@ public:
float getSendRecommendedInterval()
{ return m_recommended_send_interval; }
/*
Save players
*/
void serializePlayers(const std::string &savedir);
void deSerializePlayers(const std::string &savedir);
// Save players
void saveLoadedPlayers();
void savePlayer(const std::string &playername);
Player *loadPlayer(const std::string &playername);
/*
Save and load time of day and game timer
*/
void saveMeta(const std::string &savedir);
void loadMeta(const std::string &savedir);
void saveMeta();
void loadMeta();
/*
External ActiveObject interface
@ -368,6 +368,8 @@ private:
GameScripting* m_script;
// Game definition
IGameDef *m_gamedef;
// World path
const std::string m_path_world;
// Active object list
std::map<u16, ServerActiveObject*> m_active_objects;
// Outgoing network message buffer for active objects