UpdatePlayerList() public method

Caches the player list to an array (Players -> PlayerList)
public UpdatePlayerList ( ) : void
return void
コード例 #1
0
ファイル: Server.cs プロジェクト: asiekierka/afCraft
        public static World AddWorld( string name, Map map, bool neverUnload )
        {
            lock( worldListLock ) {
                if( worlds.ContainsKey( name ) ) return null;
                if( !Player.IsValidName( name ) ) return null;
                World newWorld = new World( name );
                newWorld.neverUnload = neverUnload;

                if( map != null ) {
                    // if a map is given
                    newWorld.map = map;
                    if( !neverUnload ) {
                        newWorld.UnloadMap();// UnloadMap also saves the map
                    } else {
                        newWorld.SaveMap( null );
                    }

                } else {
                    // generate default map
                    if( neverUnload ) newWorld.LoadMap();
                }
                worlds.Add( name, newWorld );

                newWorld.updateTaskId = AddTask( UpdateBlocks, Config.GetInt( ConfigKey.TickInterval ), newWorld );

                if( Config.GetInt( ConfigKey.SaveInterval ) > 0 ) {
                    int saveInterval = Config.GetInt( ConfigKey.SaveInterval ) * 1000;
                    newWorld.saveTaskId = AddTask( SaveMap, saveInterval, newWorld, saveInterval );
                }

                if( Config.GetInt( ConfigKey.BackupInterval ) > 0 ) {
                    int backupInterval = Config.GetInt( ConfigKey.BackupInterval ) * 1000 * 60;
                    newWorld.backupTaskId = AddTask( AutoBackup, backupInterval, newWorld, (Config.GetBool( ConfigKey.BackupOnStartup ) ? 0 : backupInterval) );
                }

                newWorld.UpdatePlayerList();

                return newWorld;
            }
        }
コード例 #2
0
ファイル: Server.cs プロジェクト: asiekierka/afCraft
        public static bool ReplaceWorld( string name, World newWorld )
        {
            lock( worldListLock ) {
                World oldWorld = FindWorld( name );
                if( oldWorld == null ) return false;

                newWorld.name = oldWorld.name;
                if( oldWorld == mainWorld ) {
                    mainWorld = newWorld;
                }

                // initialize the player list cache
                newWorld.UpdatePlayerList();

                // swap worlds
                worlds[name.ToLower()] = newWorld;
                lock( taskListLock ) {
                    // removes tasks associated with the old world
                    tasks.Remove( oldWorld.updateTaskId );
                    tasks.Remove( oldWorld.saveTaskId );
                    tasks.Remove( oldWorld.backupTaskId );

                    // if the new world was previously associated with some tasks, remove the old one, and reregister
                    tasks.Remove( newWorld.updateTaskId );
                    tasks.Remove( newWorld.saveTaskId );
                    tasks.Remove( newWorld.backupTaskId );

                    UpdateTaskListCache();
                }

                // adds tasks to the new world
                newWorld.updateTaskId = AddTask( UpdateBlocks, Config.GetInt( ConfigKey.TickInterval ), newWorld );

                if( Config.GetInt( ConfigKey.SaveInterval ) > 0 ) {
                    int saveInterval = Config.GetInt( ConfigKey.SaveInterval ) * 1000;
                    newWorld.saveTaskId = AddTask( SaveMap, saveInterval, newWorld, saveInterval );
                }

                if( Config.GetInt( ConfigKey.BackupInterval ) > 0 ) {
                    int backupInterval = Config.GetInt( ConfigKey.BackupInterval ) * 1000 * 60;
                    newWorld.backupTaskId = AddTask( AutoBackup, backupInterval, newWorld, (Config.GetBool( ConfigKey.BackupOnStartup ) ? 0 : backupInterval) );
                }
                return true;
            }
        }