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README.md
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README.md
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# mod-LuaEngine
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azerothcore 的 eluna 模块
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Not sure:
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src\server\game\Maps\MapInstanced.cpp
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```
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#ifdef ELUNA
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sEluna->FreeInstanceId(instanceId);
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#endif
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```
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Eluna API changes:
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OnConfigLoad(bool reload) => OnConfigLoad(bool reload, bool isBefore)
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No Settings related to eluna are added in the <worldserver.conf> .
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No configuration files are added to the module.
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----------------------------------------------------------
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写英文老费劲了.原谅我英文水平差.没办法..天生的.
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有木有英语帝翻译一下
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折腾这个az+eluna,有几个地方是需要注意的,如何你要使用的话
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1.src\server\game\Maps\MapInstanced.cpp
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```
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#ifdef ELUNA
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sEluna->FreeInstanceId(instanceId);
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#endif
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```
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这一句我不确定加的是不是正确的
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2.改了eluna的一个api
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```
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OnConfigLoad(bool reload) => OnConfigLoad(bool reload, bool isBefore)
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```
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为了兼容az的OnBeforeConfigLoad和OnAfterConfigLoad
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3.没有把这部分加到配置文件<worldserver.conf>里,因为打算把这部分写到模块的配置文件里,目前没有弄.
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```
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###################################################################################################
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# ELUNA SETTINGS
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#
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# Eluna.Enabled
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# Description: Enable or disable Eluna LuaEngine
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# Default: true - (enabled)
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# false - (disabled)
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#
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# Eluna.TraceBack
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# Description: Sets whether to use debug.traceback function on a lua error or not.
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# Notice that you can redefine the function.
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# Default: false - (use default error output)
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# true - (use debug.traceback function)
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#
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# Eluna.ScriptPath
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# Description: Sets the location of the script folder to load scripts from
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# The path can be relative or absolute.
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# Default: "lua_scripts"
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#
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Eluna.Enabled = true
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Eluna.TraceBack = false
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Eluna.ScriptPath = "lua_scripts"
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```
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4.据说最近的eluna可以去掉单线程限制,目前我还没去掉,如果需要去掉的话
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src\server\game\Maps\MapManager.cpp
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```
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#ifdef ELUNA
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if (num_threads > 1)
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{
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// Force 1 thread for Eluna as lua is single threaded. By default thread count is 1
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// This should allow us not to use mutex locks
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ELUNA_LOG_ERROR("MAP:Map update threads set to %i, when Eluna only allows 1, changing to 1", num_threads);
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num_threads = 1;
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}
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#endif
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```
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把这段去掉
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