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authormadmaxoft <github@xoft.cz>2014-02-10 22:47:32 +0100
committermadmaxoft <github@xoft.cz>2014-02-10 22:47:32 +0100
commit2b1506de9c92539bfe7ffaceef87b5dd610bd04c (patch)
tree20c200cee79556fa42094fa4f56326fe385eecc2
parentRewritten Lua ChunkStay API into a single function, cWorld:ChunkStay(). (diff)
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-rw-r--r--MCServer/Plugins/Debuggers/Debuggers.lua24
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