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.
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@ -40,15 +40,22 @@ function minetest.check_player_privs(name, privs)
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return true, ""
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return true, ""
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end
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end
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local player_list = {}
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minetest.register_on_joinplayer(function(player)
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player_list[player:get_player_name()] = player
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end)
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minetest.register_on_leaveplayer(function(player)
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player_list[player:get_player_name()] = nil
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end)
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function minetest.get_connected_players()
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function minetest.get_connected_players()
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-- This could be optimized a bit, but leave that for later
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local temp_table = {}
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local list = {}
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for index, value in pairs(player_list) do
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for _, obj in pairs(minetest.get_objects_inside_radius({x=0,y=0,z=0}, 1000000)) do
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table.insert(temp_table, value)
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if obj:is_player() then
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table.insert(list, obj)
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end
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end
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end
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return list
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return temp_table
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end
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end
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function minetest.hash_node_position(pos)
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function minetest.hash_node_position(pos)
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