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server.player.playerdb

fn load_player #

fn load_player(dir string, key string) ?PlayerData

fn save_player #

fn save_player(dir string, key string, data PlayerData) !

save_player writes player data atomically - the JSON goes to a temp file first, then a rename swaps it over the target. A crash mid-write can only ever leave a stale but valid save behind, never a truncated one.

struct InvItem #

struct InvItem {
pub mut:
	id               int
	meta             int
	count            int
	block_runtime_id int
}

struct PlayerData #

struct PlayerData {
pub mut:
	x              f32
	y              f32
	z              f32
	yaw            f32
	pitch          f32
	gamemode       int
	items          []InvItem
	has_last_death bool
	last_death_x   f32
	last_death_y   f32
	last_death_z   f32
}