MudEngine:
- Set the Game.PlayerCollection property to Protected. You can no longer modify this list unless the class inherits from Game. Only 1 script is allowed to inherit from Game. - Created Game.GetPlayerCollection() method for retrieving a read-only reference to the playerCollection so scripts can access player data it might needs. - Updated various classes and scripts due to no longer being able to access the PlayerCollection property.
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11 changed files with 69 additions and 38 deletions
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@ -27,18 +27,18 @@ namespace MudEngine.Commands
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{
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String path = player.ActiveGame.DataPaths.Players;
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for (Int32 i = 0; i < player.ActiveGame.PlayerCollection.Length; i++)
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for (Int32 i = 0; i < player.ActiveGame.GetPlayerCollection().Length; i++)
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{
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String filename = Path.Combine(path, player.ActiveGame.PlayerCollection[i].Filename);
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player.ActiveGame.PlayerCollection[i].Save(filename);
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String filename = Path.Combine(path, player.ActiveGame.GetPlayerCollection()[i].Filename);
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player.ActiveGame.GetPlayerCollection()[i].Save(filename);
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}
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//player.ActiveGame.Server.EndServer(); //-Handled in Game.Shutdown() below.
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player.ActiveGame.Shutdown();
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player.ActiveGame.Start();
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/* Game.Start() calls this, do we need a reference to the playercollection?
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/* Game.Start() calls this, do we need a reference to the GetPlayerCollection()?
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* They should be unloaded anyway and re-loaded during game.start to force a clean restart of all objects.
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player.ActiveGame.Server.Initialize(555, ref player.ActiveGame.PlayerCollection);
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player.ActiveGame.Server.Initialize(555, ref player.ActiveGame.GetPlayerCollection());
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*/
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Log.Write("Server Restart Completed.");
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