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