Debuggers: Updated to reflect the new API.
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@ -1079,18 +1079,17 @@ function HandleChunkStay(a_Split, a_Player)
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local World = a_Player:GetWorld()
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local PlayerID = a_Player:GetUniqueID()
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-- Create the ChunkStay object:
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local ChunkStay = cLuaChunkStay()
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-- Add the wanted chunks:
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-- Set the wanted chunks:
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local Chunks = {}
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for z = -1, 1 do for x = -1, 1 do
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ChunkStay:Add(ChunkX + x, ChunkZ + z)
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table.insert(Chunks, {ChunkX + x, ChunkZ + z})
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end end
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-- The function that is called when all chunks are available
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-- Will perform the action and finally get rid of the ChunkStay object
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-- Note that the player needs to be referenced using their EntityID - in case they disconnect before this completes
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-- Will perform the actual action with all those chunks
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-- Note that the player needs to be referenced using their EntityID - in case they disconnect before the chunks load
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local OnAllChunksAvailable = function()
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LOGINFO("ChunkStay all chunks now available")
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-- Build something on the neighboring chunks, to verify:
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for z = -1, 1 do for x = -1, 1 do
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local BlockX = (ChunkX + x) * 16 + 8
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@ -1107,15 +1106,10 @@ function HandleChunkStay(a_Split, a_Player)
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a_CallbackPlayer:SendMessage("ChunkStay fully available")
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end
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)
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-- Deactivate and remove the ChunkStay object (so that MCS can unload the chunks):
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-- Forgetting this might crash the server when it stops!
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ChunkStay:Disable()
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ChunkStay = nil
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end
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-- This function will be called for each chunk that is made available
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-- Note that the player needs to be referenced using their EntityID - in case they disconnect before this completes
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-- Note that the player needs to be referenced using their EntityID - in case they disconnect before the chunks load
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local OnChunkAvailable = function(a_ChunkX, a_ChunkZ)
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LOGINFO("ChunkStay now has chunk [" .. a_ChunkX .. ", " .. a_ChunkZ .. "]")
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World:DoWithEntityByID(PlayerID,
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@ -1125,8 +1119,8 @@ function HandleChunkStay(a_Split, a_Player)
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)
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end
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-- Activate the ChunkStay:
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ChunkStay:Enable(World, OnChunkAvailable, OnAllChunksAvailable)
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-- Process the ChunkStay:
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World:ChunkStay(Chunks, OnChunkAvailable, OnAllChunksAvailable)
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return true
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end
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