Renamed output directory to Server
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-- InfoReg.lua
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-- Implements registration functions that process g_PluginInfo
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--- Lists all the subcommands that the player has permissions for
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local function ListSubcommands(a_Player, a_Subcommands, a_CmdString)
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if (a_Player == nil) then
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LOGINFO("The " .. a_CmdString .. " command requires another verb:")
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else
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a_Player:SendMessage("The " .. a_CmdString .. " command requires another verb:")
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end
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-- Enum all the subcommands:
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local Verbs = {}
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for cmd, info in pairs(a_Subcommands) do
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if ((a_Player == nil) or (a_Player:HasPermission(info.Permission or ""))) then
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table.insert(Verbs, a_CmdString .. " " .. cmd)
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end
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end
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table.sort(Verbs)
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-- Send the list:
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if (a_Player == nil) then
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for idx, verb in ipairs(Verbs) do
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LOGINFO(" " .. verb)
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end
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else
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for idx, verb in ipairs(Verbs) do
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a_Player:SendMessage(cCompositeChat(" ", mtInfo):AddSuggestCommandPart(verb, verb))
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end
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end
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end
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--- This is a generic command callback used for handling multicommands' parent commands
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-- For example, if there are "/gal save" and "/gal load" commands, this callback handles the "/gal" command
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-- It is used for both console and in-game commands; the console version has a_Player set to nil
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local function MultiCommandHandler(a_Split, a_Player, a_CmdString, a_CmdInfo, a_Level, a_EntireCommand)
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local Verb = a_Split[a_Level + 1]
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if (Verb == nil) then
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-- No verb was specified. If there is a handler for the upper level command, call it:
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if (a_CmdInfo.Handler ~= nil) then
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return a_CmdInfo.Handler(a_Split, a_Player, a_EntireCommand)
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end
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-- Let the player know they need to give a subcommand:
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assert(type(a_CmdInfo.Subcommands) == "table", "Info.lua error: There is no handler for command \"" .. a_CmdString .. "\" and there are no subcommands defined at level " .. a_Level)
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ListSubcommands(a_Player, a_CmdInfo.Subcommands, a_CmdString)
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return true
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end
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-- A verb was specified, look it up in the subcommands table:
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local Subcommand = a_CmdInfo.Subcommands[Verb]
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if (Subcommand == nil) then
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if (a_Level > 1) then
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-- This is a true subcommand, display the message and make MCS think the command was handled
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-- Otherwise we get weird behavior: for "/cmd verb" we get "unknown command /cmd" although "/cmd" is valid
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if (a_Player == nil) then
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LOGWARNING("The " .. a_CmdString .. " command doesn't support verb " .. Verb)
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else
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a_Player:SendMessage("The " .. a_CmdString .. " command doesn't support verb " .. Verb)
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end
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return true
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end
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-- This is a top-level command, let MCS handle the unknown message
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return false;
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end
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-- Check the permission:
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if (a_Player ~= nil) then
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if not(a_Player:HasPermission(Subcommand.Permission or "")) then
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a_Player:SendMessage("You don't have permission to execute this command")
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return true
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end
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end
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-- If the handler is not valid, check the next sublevel:
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if (Subcommand.Handler == nil) then
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if (Subcommand.Subcommands == nil) then
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LOG("Cannot find handler for command " .. a_CmdString .. " " .. Verb)
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return false
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end
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return MultiCommandHandler(a_Split, a_Player, a_CmdString .. " " .. Verb, Subcommand, a_Level + 1, a_EntireCommand)
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end
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-- Execute:
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return Subcommand.Handler(a_Split, a_Player, a_EntireCommand)
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end
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--- Registers all commands specified in the g_PluginInfo.Commands
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function RegisterPluginInfoCommands()
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-- A sub-function that registers all subcommands of a single command, using the command's Subcommands table
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-- The a_Prefix param already contains the space after the previous command
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-- a_Level is the depth of the subcommands being registered, with 1 being the top level command
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local function RegisterSubcommands(a_Prefix, a_Subcommands, a_Level)
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assert(a_Subcommands ~= nil)
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-- A table that will hold aliases to subcommands temporarily, during subcommand iteration
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local AliasTable = {}
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-- Iterate through the subcommands, register them, and accumulate aliases:
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for cmd, info in pairs(a_Subcommands) do
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local CmdName = a_Prefix .. cmd
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local Handler = info.Handler
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-- Provide a special handler for multicommands:
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if (info.Subcommands ~= nil) then
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Handler = function(a_Split, a_Player, a_EntireCommand)
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return MultiCommandHandler(a_Split, a_Player, CmdName, info, a_Level, a_EntireCommand)
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end
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end
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if (Handler == nil) then
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LOGWARNING(g_PluginInfo.Name .. ": Invalid handler for command " .. CmdName .. ", command will not be registered.")
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else
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local HelpString
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if (info.HelpString ~= nil) then
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HelpString = " - " .. info.HelpString
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else
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HelpString = ""
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end
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cPluginManager.BindCommand(CmdName, info.Permission or "", Handler, HelpString)
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-- Register all aliases for the command:
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if (info.Alias ~= nil) then
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if (type(info.Alias) == "string") then
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info.Alias = {info.Alias}
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end
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for idx, alias in ipairs(info.Alias) do
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cPluginManager.BindCommand(a_Prefix .. alias, info.Permission or "", Handler, HelpString)
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-- Also copy the alias's info table as a separate subcommand,
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-- so that MultiCommandHandler() handles it properly. Need to off-load into a separate table
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-- than the one we're currently iterating and join after the iterating.
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AliasTable[alias] = info
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end
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end
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end -- else (if Handler == nil)
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-- Recursively register any subcommands:
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if (info.Subcommands ~= nil) then
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RegisterSubcommands(a_Prefix .. cmd .. " ", info.Subcommands, a_Level + 1)
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end
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end -- for cmd, info - a_Subcommands[]
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-- Add the subcommand aliases that were off-loaded during registration:
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for alias, info in pairs(AliasTable) do
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a_Subcommands[alias] = info
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end
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AliasTable = {}
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end
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-- Loop through all commands in the plugin info, register each:
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RegisterSubcommands("", g_PluginInfo.Commands, 1)
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end
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--- Registers all console commands specified in the g_PluginInfo.ConsoleCommands
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function RegisterPluginInfoConsoleCommands()
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-- A sub-function that registers all subcommands of a single command, using the command's Subcommands table
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-- The a_Prefix param already contains the space after the previous command
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local function RegisterSubcommands(a_Prefix, a_Subcommands, a_Level)
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assert(a_Subcommands ~= nil)
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for cmd, info in pairs(a_Subcommands) do
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local CmdName = a_Prefix .. cmd
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local Handler = info.Handler
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if (Handler == nil) then
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Handler = function(a_Split, a_EntireCommand)
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return MultiCommandHandler(a_Split, nil, CmdName, info, a_Level, a_EntireCommand)
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end
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end
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cPluginManager.BindConsoleCommand(CmdName, Handler, info.HelpString or "")
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-- Recursively register any subcommands:
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if (info.Subcommands ~= nil) then
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RegisterSubcommands(a_Prefix .. cmd .. " ", info.Subcommands, a_Level + 1)
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end
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end
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end
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-- Loop through all commands in the plugin info, register each:
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RegisterSubcommands("", g_PluginInfo.ConsoleCommands, 1)
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end
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