Keep PlayerMetaRef via name not pointer

This commit is contained in:
sfan5
2024-10-07 21:08:47 +02:00
parent c8dc9c2b8d
commit 3778ed7466
3 changed files with 23 additions and 10 deletions

View File

@@ -24,12 +24,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "lua_api/l_metadata.h"
#include "irrlichttypes_bloated.h"
#include "inventory.h"
#include "metadata.h"
class ServerEnvironment;
class PlayerMetaRef : public MetaDataRef
{
private:
IMetadata *metadata = nullptr;
ServerEnvironment *m_env;
std::string m_name;
static const luaL_Reg methods[];
@@ -40,12 +42,17 @@ class PlayerMetaRef : public MetaDataRef
virtual void reportMetadataChange(const std::string *name = nullptr);
public:
PlayerMetaRef(IMetadata *metadata) : metadata(metadata) {}
PlayerMetaRef(ServerEnvironment *env, std::string_view name) :
m_env(env), m_name(name)
{
assert(m_env);
assert(!m_name.empty());
}
~PlayerMetaRef() = default;
// Creates an ItemStackMetaRef and leaves it on top of stack
// Creates an PlayerMetaRef and leaves it on top of stack
// Not callable from Lua; all references are created on the C side.
static void create(lua_State *L, IMetadata *metadata);
static void create(lua_State *L, ServerEnvironment *env, std::string_view name);
static void Register(lua_State *L);