Made world data paths adjustable, and added API to temporarily disable saving chunks to disk. (#3912)
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committed by
Alexander Harkness
parent
b5a23e5cd9
commit
b12f4ef7d5
@@ -2203,7 +2203,7 @@ bool cPlayer::LoadFromFile(const AString & a_FileName, cWorldPtr & a_World)
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// Load the player stats.
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// We use the default world name (like bukkit) because stats are shared between dimensions / worlds.
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cStatSerializer StatSerializer(cRoot::Get()->GetDefaultWorld()->GetName(), GetName(), GetUUID().ToLongString(), &m_Stats);
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cStatSerializer StatSerializer(cRoot::Get()->GetDefaultWorld()->GetDataPath(), GetName(), GetUUID().ToLongString(), &m_Stats);
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StatSerializer.Load();
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LOGD("Player %s was read from file \"%s\", spawning at {%.2f, %.2f, %.2f} in world \"%s\"",
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@@ -2301,7 +2301,7 @@ bool cPlayer::SaveToDisk()
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// Save the player stats.
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// We use the default world name (like bukkit) because stats are shared between dimensions / worlds.
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cStatSerializer StatSerializer(cRoot::Get()->GetDefaultWorld()->GetName(), GetName(), GetUUID().ToLongString(), &m_Stats);
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cStatSerializer StatSerializer(cRoot::Get()->GetDefaultWorld()->GetDataPath(), GetName(), GetUUID().ToLongString(), &m_Stats);
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if (!StatSerializer.Save())
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{
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LOGWARNING("Could not save stats for player %s", GetName().c_str());
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