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2.4 KiB
2.4 KiB
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 <worldserver.conf> . 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<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.
###################################################################################################
# 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