title: Player structure for a client server program
body: <p>I am implementing a version of anagram game in C. The program is of course multi-client server type.<br>
  So I have done almost all of the program but one thing. I want that my program to keep a history of each player that connects and plays the game in the server(when the client connects, one of the command line arguments is the username of the player).<br>
  I don't know exactly how I should do this.I mean what is the better way and more optimise way to implement this.<br>
  Do I do it with a list of players like this:  </p>
  
  <pre class="lang-c prettyprint-override"><code>typedef struct player
  {
    char *username;
    int score;
  } player_t;
  
  typedef struct playerList
  {
    int size;
    player_t* players_list;
  } playerList_t;
  </code></pre>
  
  <p>Or is it better to do it like this:  </p>
  
  <pre class="lang-c prettyprint-override"><code>struct Player
  {
    char *username;
    int score;
    Player *next;
  };
  </code></pre>
  
  <p>Or is there another way better than these.<br>
  Of course I want to store this data into a file so that in case of having a server crashes, I don't loose the data.<br>
  Thank you in advance.</p>