feat(System): Update player structs with less load

This commit is contained in:
Yimura 2021-07-26 21:23:27 +02:00
parent 45f0fdb174
commit ddfb5d625d

View File

@ -1,6 +1,8 @@
#include "backend/looped/looped.hpp"
#include "natives.hpp"
#include "pointers.hpp"
#include "script.hpp"
#include "util/notify.hpp"
namespace big
{
@ -11,14 +13,14 @@ namespace big
if (busy) return;
busy = true;
int friend_count = 0;
int player_count = 0;
int friend_count = g.friend_count;
int player_count = g.player_count;
for (Player i = 0; i < 32; i++)
{
if (NETWORK::NETWORK_IS_PLAYER_CONNECTED(i) && i != PLAYER::PLAYER_ID())
if (NETWORK::NETWORK_IS_PLAYER_CONNECTED(i))
{
// if (!g.players[i].is_online) // tell user player joined
if (g.players[i].is_online) continue;
g.players[i].id = i;
g.players[i].is_online = true;
@ -36,11 +38,18 @@ namespace big
else player_count++;
strcpy(g.players[i].name, PLAYER::GET_PLAYER_NAME(i));
g.players[i].net_player = g_pointers->m_get_net_game_player(i);
notify::player_joined(g.players[i]);
}
else
else if (g.players[i].is_online)
{
g.players[i].is_online = false;
if (g.players[i].is_friend) friend_count--;
else player_count--;
g.players[i].is_friend = false;
g.players[i].is_online = false;
}
script::get_current()->yield();