Fixed the way connecting clients receive player lists and broadcast chat to worlds
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@ -382,7 +382,7 @@ void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID,
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// Send player list items
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SendPlayerListAddPlayer(*m_Player);
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World->BroadcastPlayerListAddPlayer(*m_Player);
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World->SendPlayerList(m_Player);
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cRoot::Get()->SendPlayerLists(m_Player);
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m_Player->Initialize(*World);
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m_State = csAuthenticated;
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@ -1475,7 +1475,7 @@ void cClientHandle::HandleChat(const AString & a_Message)
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Msg.AddTextPart(AString("<") + m_Player->GetName() + "> ", Color);
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Msg.ParseText(Message);
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Msg.UnderlineUrls();
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m_Player->GetWorld()->BroadcastChat(Msg);
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cRoot::Get()->BroadcastChat(Msg);
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}
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10
src/Root.cpp
10
src/Root.cpp
@ -558,6 +558,14 @@ void cRoot::SaveAllChunks(void)
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void cRoot::SendPlayerLists(cPlayer * a_DestPlayer)
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{
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for (WorldMap::iterator itr = m_WorldsByName.begin(), end = m_WorldsByName.end(); itr != end; ++itr)
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{
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itr->second->SendPlayerList(a_DestPlayer);
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} // for itr - m_WorldsByName[]
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}
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void cRoot::BroadcastChat(const AString & a_Message, eMessageType a_ChatPrefix)
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@ -582,8 +590,6 @@ void cRoot::BroadcastChat(const cCompositeChat & a_Message)
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bool cRoot::ForEachPlayer(cPlayerListCallback & a_Callback)
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{
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for (WorldMap::iterator itr = m_WorldsByName.begin(), itr2 = itr; itr != m_WorldsByName.end(); itr = itr2)
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@ -145,6 +145,10 @@ public:
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/** Finds the player using it's complete username and calls the callback */
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bool DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback);
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/** Send playerlist of all worlds to player */
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void SendPlayerLists(cPlayer * a_DestPlayer);
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// tolua_begin
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/// Sends a chat message to all connected clients (in all worlds)
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