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-rw-r--r--MCServer/Plugins/APIDump/APIDesc.lua4
m---------MCServer/Plugins/Core0
-rw-r--r--MCServer/Plugins/Debuggers/Debuggers.lua40
3 files changed, 42 insertions, 2 deletions
diff --git a/MCServer/Plugins/APIDump/APIDesc.lua b/MCServer/Plugins/APIDump/APIDesc.lua
index bf32ea8c2..347299a50 100644
--- a/MCServer/Plugins/APIDump/APIDesc.lua
+++ b/MCServer/Plugins/APIDump/APIDesc.lua
@@ -2085,9 +2085,9 @@ end
QueueBlockForTick = { Params = "BlockX, BlockY, BlockZ, TicksToWait", Return = "", Notes = "Queues the specified block to be ticked after the specified number of gameticks." },
QueueSaveAllChunks = { Params = "", Return = "", Notes = "Queues all chunks to be saved in the world storage thread" },
QueueSetBlock = { Params = "BlockX, BlockY, BlockZ, BlockType, BlockMeta, TickDelay", Return = "", Notes = "Queues the block to be set to the specified blocktype and meta after the specified amount of game ticks. Uses SetBlock() for the actual setting, so simulators are woken up and block entities are handled correctly." },
- QueueTask = { Params = "TaskFunction", Return = "", Notes = "Queues the specified function to be executed in the tick thread. This is the primary means of interaction with a cWorld from the WebAdmin page handlers (see {{WebWorldThreads}}). The function signature is <pre class=\"pretty-print lang-lua\">function()</pre>All return values from the function are ignored. Note that this function is actually called *after* the QueueTask() function returns." },
+ QueueTask = { Params = "TaskFunction", Return = "", Notes = "Queues the specified function to be executed in the tick thread. This is the primary means of interaction with a cWorld from the WebAdmin page handlers (see {{WebWorldThreads}}). The function signature is <pre class=\"pretty-print lang-lua\">function()</pre>All return values from the function are ignored. Note that this function is actually called *after* the QueueTask() function returns. Note that it is unsafe to store references to MCServer objects, such as entities, across from the caller to the task handler function; store the EntityID instead." },
RegenerateChunk = { Params = "ChunkX, ChunkZ", Return = "", Notes = "Queues the specified chunk to be re-generated, overwriting the current data. To queue a chunk for generating only if it doesn't exist, use the GenerateChunk() instead." },
- ScheduleTask = { Params = "TaskFunction, Ticks", Return = "", Notes = "Queues the specified function to be executed in the world's tick thread after a number of ticks. This enables operations to be queued for execution in the future. The function signature is <pre class=\"pretty-print lang-lua\">function({{cWorld|World}})</pre>All return values from the function are ignored." },
+ ScheduleTask = { Params = "DelayTicks, TaskFunction", Return = "", Notes = "Queues the specified function to be executed in the world's tick thread after a the specified number of ticks. This enables operations to be queued for execution in the future. The function signature is <pre class=\"pretty-print lang-lua\">function({{cWorld|World}})</pre>All return values from the function are ignored. Note that it is unsafe to store references to MCServer objects, such as entities, across from the caller to the task handler function; store the EntityID instead." },
SendBlockTo = { Params = "BlockX, BlockY, BlockZ, {{cPlayer|Player}}", Return = "", Notes = "Sends the block at the specified coords to the specified player's client, as an UpdateBlock packet." },
SetBlock = { Params = "BlockX, BlockY, BlockZ, BlockType, BlockMeta", Return = "", Notes = "Sets the block at the specified coords, replaces the block entities for the previous block type, creates a new block entity for the new block, if appropriate, and wakes up the simulators. This is the preferred way to set blocks, as opposed to FastSetBlock(), which is only to be used under special circumstances." },
SetBlockMeta =
diff --git a/MCServer/Plugins/Core b/MCServer/Plugins/Core
-Subproject 1d524e4e7d2b1178f2b772c95766c63c338ad71
+Subproject 759cf48ba3f1409e6d7b60cb821ee17e589bdef
diff --git a/MCServer/Plugins/Debuggers/Debuggers.lua b/MCServer/Plugins/Debuggers/Debuggers.lua
index 8512fbd5f..2d2d2736d 100644
--- a/MCServer/Plugins/Debuggers/Debuggers.lua
+++ b/MCServer/Plugins/Debuggers/Debuggers.lua
@@ -52,6 +52,7 @@ function Initialize(Plugin)
PM:BindCommand("/fill", "debuggers", HandleFill, "- Fills all block entities in current chunk with junk");
PM:BindCommand("/fr", "debuggers", HandleFurnaceRecipe, "- Shows the furnace recipe for the currently held item");
PM:BindCommand("/ff", "debuggers", HandleFurnaceFuel, "- Shows how long the currently held item would burn in a furnace");
+ PM:BindCommand("/sched", "debuggers", HandleSched, "- Schedules a simple countdown using cWorld:ScheduleTask()");
Plugin:AddWebTab("Debuggers", HandleRequest_Debuggers);
@@ -955,6 +956,45 @@ end
+function HandleSched(a_Split, a_Player)
+ local World = a_Player:GetWorld()
+
+ -- Schedule a broadcast of a countdown message:
+ for i = 1, 10 do
+ World:ScheduleTask(i * 20,
+ function(a_World)
+ a_World:BroadcastChat("Countdown: " .. 11 - i)
+ end
+ )
+ end
+
+ -- Schedule a broadcast of the final message and a note to the originating player
+ -- Note that we CANNOT us the a_Player in the callback - what if the player disconnected?
+ -- Therefore we store the player's EntityID
+ local PlayerID = a_Player:GetUniqueID()
+ World:ScheduleTask(220,
+ function(a_World)
+ a_World:BroadcastChat("Countdown: BOOM")
+ a_World:DoWithEntityByID(PlayerID,
+ function(a_Entity)
+ if (a_Entity:IsPlayer()) then
+ -- Although unlikely, it is possible that this player is not the originating player
+ -- However, I leave this as an excercise to you to fix this "bug"
+ local Player = tolua.cast(a_Entity, "cPlayer")
+ Player:SendMessage("Countdown finished")
+ end
+ end
+ )
+ end
+ )
+
+ return true
+end
+
+
+
+
+
function HandleRequest_Debuggers(a_Request)
local FolderContents = cFile:GetFolderContents("./");
return "<p>The following objects have been returned by cFile:GetFolderContents():<ul><li>" .. table.concat(FolderContents, "</li><li>") .. "</li></ul></p>";