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Added "/rscripts" command to reload all script states
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@ -10,6 +10,8 @@
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#include "Transport.hpp"
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#include "Missions.hpp"
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#include "lua/LuaManager.hpp"
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#include <sstream>
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#include <iterator>
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#include <math.h>
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@ -1190,6 +1192,12 @@ static void pathCommand(std::string full, std::vector<std::string>& args, CNSock
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Chat::sendServerMessage(sock, "[PATH] Unknown argument '" + args[1] + "'");
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}
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static void reloadScriptsCommand(std::string full, std::vector<std::string>& args, CNSocket *sock) {
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// reloads all scripts
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LuaManager::stopScripts();
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LuaManager::loadScripts();
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}
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static void registerCommand(std::string cmd, int requiredLevel, CommandHandler handlr, std::string help) {
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commands[cmd] = ChatCommand(requiredLevel, handlr, help);
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}
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@ -1229,4 +1237,5 @@ void CustomCommands::init() {
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registerCommand("unregisterall", 50, unregisterallCommand, "clear all SCAMPER and MSS destinations");
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registerCommand("redeem", 100, redeemCommand, "redeem a code item");
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registerCommand("path", 30, pathCommand, "edit NPC paths");
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registerCommand("rscripts", 30, reloadScriptsCommand, "stops all script states and reloads all scripts");
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}
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@ -4,6 +4,7 @@
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#include "lua/WorldWrapper.hpp"
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#include "lua/PlayerWrapper.hpp"
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#include "PlayerManager.hpp"
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#include "servers/CNShardServer.hpp"
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#include "settings.hpp"
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@ -61,7 +62,9 @@ struct scheduledThread {
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};
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std::map<lua_State*, scheduledThread> scheduleQueue;
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// pauses the script for x seconds
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// pauses the script for x seconds, not very accurate but should be
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// called within ~60ms or less of when it was schedueled
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// will also return the time the thread was paused
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int OF_wait(lua_State *state) {
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double seconds = luaL_checknumber(state, 1);
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@ -121,7 +124,8 @@ void LuaManager::init() {
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activeScripts = std::map<lua_State*, Script*>();
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REGISTER_SHARD_TIMER(luaScheduler, 200);
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// we want to be called after every poll(), so our timer delta is set to 0
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REGISTER_SHARD_TIMER(luaScheduler, 0);
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// load our scripts
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loadScripts();
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@ -142,6 +146,14 @@ void LuaManager::stopScripts() {
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// finally clear the map
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activeScripts.clear();
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// walk through each player and unregister each event
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for (auto pair: PlayerManager::players) {
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if (pair.second->onChat != nullptr) {
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delete pair.second->onChat;
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pair.second->onChat = nullptr;
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}
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}
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}
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void LuaManager::loadScripts() {
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