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https://github.com/DarkflameUniverse/DarkflameServer.git
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feat: refactor slash commands system into more scalable system (#1510)
* WIP, but working * Scaffolding * testing and making it compile again * move all commands to functions * renaming to compile * fix failing tests idk how these werent failing before. Seems to have been magic. * move commandss into their namespace make help command useful fix mac error TODO: remove the multiple not founds/ rework the structure to split into help and handling * Just need to fill out the fields, but it's all there templated * Add all aliases, register missing commands * All help text * remove test logs * improvements pass through added code for optimizations and cleanup as well as reduce the amount of scoping for readability and maintainability * Update SlashCommandHandler.cpp * only save command if it is a GM command * simplify if checks * remove broken delimiter * Update SlashCommandHandler.cpp * Update SlashCommandHandler.cpp --------- Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
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@@ -79,6 +79,7 @@
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#include "PositionUpdate.h"
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#include "PlayerManager.h"
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#include "eLoginResponse.h"
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#include "SlashCommandHandler.h"
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namespace Game {
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Logger* logger = nullptr;
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@@ -313,6 +314,9 @@ int main(int argc, char** argv) {
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uint32_t sqlPingTime = 10 * 60 * currentFramerate; // 10 minutes in frames
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uint32_t emptyShutdownTime = (cloneID == 0 ? 30 : 5) * 60 * currentFramerate; // 30 minutes for main worlds, 5 for all others.
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// Register slash commands
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SlashCommandHandler::Startup();
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Game::logger->Flush(); // once immediately before the main loop
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while (true) {
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Metrics::StartMeasurement(MetricVariable::Frame);
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