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Ace admin plugin changes #977
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New class for Plug-in Commands
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There might be a better way to get more complex data to plugins instead of using new GameMessageSystemChat(message, ChatMessageType.Broadcast);.
If we use the gameMessageSystemChat, the plugin user will see the data requested by the plugin in their main chat window.
Another option could be to send the binary data using specific opcodes, and listen for those specific opcodes in the plugin and parse accordingly.
/// <summary> | ||
/// Will return all Points of Interests from the DB | ||
/// </summary> | ||
public List<PointsOfInterest> GetAllPointsOfInterests() |
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GetAllPointsOfInterests should probably add to the POI Cache, since it's pulling from the database anyway.
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The Plug-in does Eat the message so it will not go to the Chat Windows. Currently that line is commented out so I can see what is being sent.
POI Cache, I did have that, I Will add it back.
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return null; | ||
} | ||
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Whats up with a lot of these weird empty lines?
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I will fix the empty lines.
In regards to PlugInCommands.cs, I can't help but wonder if this info is better exposed via the debugging API that's being worked on. At some point, most of the server information will be available via an API that uses a web front end. I think that would be a bit easier to use than a plugin for active server information and diagnostics. |
I agree that the active server information and diagnostics will be easier and better suited for the API. |
Closing this one. We can revisit after the diagnostics API is a bit more developed. |
Some more changes for the plug-in. Including a new class/file for plug-in commands.