* Multiplayer 8 to max byte increase. Made-with: Cursor * Server chunk optimizations for large player counts, server full notification fix, added to server.properties.
22 lines
735 B
C++
22 lines
735 B
C++
#pragma once
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using namespace std;
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// If we have more than MAX_PLAYER_DATA_SAVES player.dat's then we delete the oldest ones
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// This value can be no higher than MAXIMUM_MAP_SAVE_DATA/3 (3 being the number of dimensions in future versions)
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#define MAX_PLAYER_DATA_SAVES 0x7FFFFFFF
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class Player;
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class PlayerIO
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{
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public:
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virtual void save(shared_ptr<Player> player) = 0;
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virtual CompoundTag *load(shared_ptr<Player> player) = 0;
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virtual CompoundTag *loadPlayerDataTag(PlayerUID xuid) = 0; // 4J Changed from string name to xuid
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// 4J Added
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virtual void clearOldPlayerFiles() = 0;
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virtual void saveMapIdLookup() = 0;
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virtual void deleteMapFilesForPlayer(shared_ptr<Player> player) = 0;
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virtual void saveAllCachedData() = 0;
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}; |