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[Coding] Clear up which plugins are safe to reload and which are not (and why)

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[Coding] Clear up which plugins are safe to reload and which are not (and why)
Offline Laz
10-23-2023, 11:07 AM,
#3
(Sorta) Retired Code Monkey
Posts: 1,909
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Joined: Jan 2014

(10-23-2023, 09:13 AM)Aingar Wrote: Safe, no persistence other than currently temp banned players.

Don't know how this differs from 3.1 and 4.0 - but I would make absolutely sure with this one. I remember having to clear out a bunch of references back when this was a plugin.

(10-23-2023, 09:13 AM)Aingar Wrote: Mobile_Dock - Impossible. Due to asynchronous handling of the file save handling method, the plugin was made impossible to pause or unload even if a madlad tried to do it.
Would be quite easy to to setup a call to dll unload, properly wait for thread termination. I can show you how if you decide to go down this route.

(10-23-2023, 09:13 AM)Aingar Wrote: Event - Safe if no event is currently ongoing, unsafe otherwise.
If that's the case, remove it from the load list when no event is happening.

(10-23-2023, 09:13 AM)Aingar Wrote: CloakPlugin - Unsafe, ships already in cloak would stop draining fuel and remain in their cloaked state until they dock/launch.
There is a hack we can implement that will have cloaks be "off by default" rather than on, additionally, there are steps that can be performed during shutdown to put things into the correct state. Again, happy to show if you decide to make these changes.

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Messages In This Thread
[Coding] Clear up which plugins are safe to reload and which are not (and why) - by Alex. - 10-23-2023, 02:57 AM
RE: [Coding] Clear up which plugins are safe to reload and which are not (and why) - by Aingar - 10-23-2023, 09:13 AM
RE: [Coding] Clear up which plugins are safe to reload and which are not (and why) - by Laz - 10-23-2023, 11:07 AM
RE: [Coding] Clear up which plugins are safe to reload and which are not (and why) - by Aingar - 10-23-2023, 03:37 PM

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