Updated Hot Reload Methods (markdown)

Chris Miles 2018-01-21 23:37:45 -06:00
parent 69133c0526
commit 7fde4c4df8

@ -14,13 +14,16 @@ This page explains how different assets on the server can be reloaded, what comm
* In game command **#reloadstatic** - will reload doors from the [[doors]] table for the respective zone and instance * In game command **#reloadstatic** - will reload doors from the [[doors]] table for the respective zone and instance
### Factions ### Factions
* Factions uses shared memory * Factions uses shared memory
* Factions can be hot reloaded in game using **#hotfix** - keep in mind that this uses shared memory files produced from **shared_memory** binary located in the **./shared** folder * Factions can be hot reloaded in game using **#hotfix** - keep in mind that this uses shared memory files produced from **shared_memory** binary located in the **./shared** folder
* New factions need a server reboot, existing factions can use **#hotfix**, you can use placeholder data to add new factions and safely reload like other shared memory data * New factions need a server reboot, existing factions can use **#hotfix**, you can use placeholder data to add new factions and safely reload like other shared memory data
### Grids / Pathing Data
* All grid data is loaded at zone boot-up and any new data is simply reloaded during a **#repop**
### Ground Spawns ### Ground Spawns
* In game command **#reloadstatic** - will reload ground spawns from the [[ground_spawns]] table for the respective zone and instance * In game command **#reloadstatic** - will reload ground spawns from the [[ground_spawns]] table for the respective zone and instance
@ -43,6 +46,10 @@ This page explains how different assets on the server can be reloaded, what comm
* Loot can be hot reloaded in game using **#hotfix** - keep in mind that this uses shared memory files produced from **shared_memory** binary located in the **./shared** folder * Loot can be hot reloaded in game using **#hotfix** - keep in mind that this uses shared memory files produced from **shared_memory** binary located in the **./shared** folder
* Note: Loot assigned in a script/quest does not rely on the database system or to be reloaded from shared memory * Note: Loot assigned in a script/quest does not rely on the database system or to be reloaded from shared memory
### Logging
* Server logging settings can be reloaded in game using **#logs reload_all** from the [[logsys_categories]] table - this takes affect server wide for all processes
### NPC Emotes ### NPC Emotes
* While emotes don't HAVE to be database driven (most custom servers will just use scripts) - there is an option to reload the database driven emotes * While emotes don't HAVE to be database driven (most custom servers will just use scripts) - there is an option to reload the database driven emotes
@ -52,6 +59,10 @@ This page explains how different assets on the server can be reloaded, what comm
* In game command **#reloadstatic** - will reload objects from the [[objects]] table for the respective zone and instance * In game command **#reloadstatic** - will reload objects from the [[objects]] table for the respective zone and instance
### Pets
* Pet data is live and usable the moment it is edited in the [[pets]] table and an [[npc_types]] entry was already created. Otherwise a **#repop** will be require to reload the npc_types data
### Perl Event Exports ### Perl Event Exports
* In game command **#reloadperlexportsettings** will reload all export settings from the [[perl_event_export_settings]] table and this will take affect for **all current running zones** * In game command **#reloadperlexportsettings** will reload all export settings from the [[perl_event_export_settings]] table and this will take affect for **all current running zones**