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