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PlayerMap

Struct PlayerMap 

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pub struct PlayerMap {
    by_uuid: HashMap<Uuid, Arc<Player>>,
    by_entity_id: HashMap<i32, Arc<Player>>,
    order: SyncMutex<Vec<Uuid>>,
}
Expand description

Thread-safe player storage with dual indexing.

Maintains two synchronized maps for O(1) lookup by either UUID or entity ID. All operations keep both maps in sync automatically.

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§by_uuid: HashMap<Uuid, Arc<Player>>

Primary index by UUID (persistent identifier)

§by_entity_id: HashMap<i32, Arc<Player>>

Secondary index by entity ID (session-local identifier)

§order: SyncMutex<Vec<Uuid>>

Player UUIDs in insertion order for vanilla-visible iteration.

Implementations§

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impl PlayerMap

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pub fn new() -> Self

Creates a new empty player map.

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pub fn insert(&self, player: Arc<Player>) -> bool

Inserts a player into both maps.

Returns true if the player was inserted, false if a player with the same UUID already exists.

§Panics

Panics if another player already has the same entity ID. Entity IDs are session-unique; accepting a duplicate would break entity lookup and packet routing invariants.

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pub async fn remove(&self, uuid: &Uuid) -> Option<Arc<Player>>

Removes a player by UUID from both maps.

Returns the removed player if found.

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pub async fn remove_player(&self, player: &Arc<Player>) -> Option<Arc<Player>>

Removes this exact player from both maps.

Returns the removed player if the UUID still maps to this same player handle. A stale duplicate-login cleanup must not remove the accepted player that owns the UUID.

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pub fn remove_sync(&self, uuid: &Uuid) -> Option<Arc<Player>>

Removes a player by UUID from both maps synchronously.

Returns the removed player if found. Use this when async is not available (e.g., during world changes on the tick thread).

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pub fn remove_player_sync(&self, player: &Arc<Player>) -> Option<Arc<Player>>

Removes this exact player from both maps synchronously.

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pub fn get_by_uuid(&self, uuid: &Uuid) -> Option<Arc<Player>>

Gets a player by UUID.

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pub fn get_by_entity_id(&self, entity_id: i32) -> Option<Arc<Player>>

Gets a player by entity ID.

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pub fn iter_players<F>(&self, f: F)
where F: FnMut(&Uuid, &Arc<Player>) -> bool,

Iterates over all players.

The callback returns true to continue iteration, false to stop.

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pub fn len(&self) -> usize

Returns the number of players.

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pub fn is_empty(&self) -> bool

Returns true if there are no players.

Trait Implementations§

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impl Default for PlayerMap

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fn default() -> Self

Returns the “default value” for a type. Read more

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