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Optimized minetest.get_connected_players()
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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.
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fairiestoy authored and kahrl committed Oct 1, 2013
1 parent 2134316 commit 2170c99
Showing 1 changed file with 14 additions and 7 deletions.
21 changes: 14 additions & 7 deletions builtin/misc.lua
Expand Up @@ -40,15 +40,22 @@ function minetest.check_player_privs(name, privs)
return true, ""
end

local player_list = {}

minetest.register_on_joinplayer(function(player)
player_list[player:get_player_name()] = player
end)

minetest.register_on_leaveplayer(function(player)
player_list[player:get_player_name()] = nil
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 temp_table = {}
for index, value in pairs(player_list) do
table.insert(temp_table, value)
end
return list
return temp_table
end

function minetest.hash_node_position(pos)
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