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author | madmaxoft <github@xoft.cz> | 2014-02-10 22:47:32 +0100 |
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committer | madmaxoft <github@xoft.cz> | 2014-02-10 22:47:32 +0100 |
commit | 2b1506de9c92539bfe7ffaceef87b5dd610bd04c (patch) | |
tree | 20c200cee79556fa42094fa4f56326fe385eecc2 /MCServer/Plugins | |
parent | Rewritten Lua ChunkStay API into a single function, cWorld:ChunkStay(). (diff) | |
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Diffstat (limited to 'MCServer/Plugins')
-rw-r--r-- | MCServer/Plugins/Debuggers/Debuggers.lua | 24 |
1 files changed, 9 insertions, 15 deletions
diff --git a/MCServer/Plugins/Debuggers/Debuggers.lua b/MCServer/Plugins/Debuggers/Debuggers.lua index fca993065..853b0a1dc 100644 --- a/MCServer/Plugins/Debuggers/Debuggers.lua +++ b/MCServer/Plugins/Debuggers/Debuggers.lua @@ -1079,18 +1079,17 @@ function HandleChunkStay(a_Split, a_Player) local World = a_Player:GetWorld() local PlayerID = a_Player:GetUniqueID() - -- Create the ChunkStay object: - local ChunkStay = cLuaChunkStay() - - -- Add the wanted chunks: + -- Set the wanted chunks: + local Chunks = {} for z = -1, 1 do for x = -1, 1 do - ChunkStay:Add(ChunkX + x, ChunkZ + z) + table.insert(Chunks, {ChunkX + x, ChunkZ + z}) end end -- The function that is called when all chunks are available - -- Will perform the action and finally get rid of the ChunkStay object - -- Note that the player needs to be referenced using their EntityID - in case they disconnect before this completes + -- Will perform the actual action with all those chunks + -- Note that the player needs to be referenced using their EntityID - in case they disconnect before the chunks load local OnAllChunksAvailable = function() + LOGINFO("ChunkStay all chunks now available") -- Build something on the neighboring chunks, to verify: for z = -1, 1 do for x = -1, 1 do local BlockX = (ChunkX + x) * 16 + 8 @@ -1107,15 +1106,10 @@ function HandleChunkStay(a_Split, a_Player) a_CallbackPlayer:SendMessage("ChunkStay fully available") end ) - - -- Deactivate and remove the ChunkStay object (so that MCS can unload the chunks): - -- Forgetting this might crash the server when it stops! - ChunkStay:Disable() - ChunkStay = nil end -- This function will be called for each chunk that is made available - -- Note that the player needs to be referenced using their EntityID - in case they disconnect before this completes + -- Note that the player needs to be referenced using their EntityID - in case they disconnect before the chunks load local OnChunkAvailable = function(a_ChunkX, a_ChunkZ) LOGINFO("ChunkStay now has chunk [" .. a_ChunkX .. ", " .. a_ChunkZ .. "]") World:DoWithEntityByID(PlayerID, @@ -1125,8 +1119,8 @@ function HandleChunkStay(a_Split, a_Player) ) end - -- Activate the ChunkStay: - ChunkStay:Enable(World, OnChunkAvailable, OnAllChunksAvailable) + -- Process the ChunkStay: + World:ChunkStay(Chunks, OnChunkAvailable, OnAllChunksAvailable) return true end |