cPluginManager


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Contents


cPluginManager class

This class is used for generic plugin-related functionality. The plugin manager has a list of all plugins, can enable or disable plugins, manages hooks and in-game console commands.

Plugins can be identified by either the PluginFolder or PluginName. Note that these two can differ, refer to the forum for detailed discussion.

There is one instance of cPluginManager in Cuberite, to get it, call either cRoot:Get():GetPluginManager() or cPluginManager:Get() function.

Note that some functions are "static", that means that they are called using a dot operator instead of the colon operator. For example:

cPluginManager.AddHook(cPluginManager.HOOK_CHAT, OnChatMessage);


Constants

These constants identify individual hooks. To register the plugin to receive notifications on hooks, use the cPluginManager:AddHook() function. For detailed description of each hook, see the hooks reference.

NameValueNotes
HOOK_BLOCK_SPREAD 0 Called when a block spreads based on world conditions
HOOK_BLOCK_TO_PICKUPS 1 Called when a block has been dug and is being converted to pickups. The server has provided the default pickups and the plugins may modify them.
HOOK_BREWING_COMPLETED 3 Called when a brewing stand completed a brewing process.
HOOK_BREWING_COMPLETING 2 Called before a brewing stand completes a brewing process.
HOOK_CHAT 4 Called when a client sends a chat message that is not a command. The plugin may modify the chat message
HOOK_CHUNK_AVAILABLE 5 Called when a chunk is loaded or generated and becomes available in the world.
HOOK_CHUNK_GENERATED 6 Called after a chunk is generated. A plugin may do last modifications on the generated chunk before it is handed of to the world.
HOOK_CHUNK_GENERATING 7 Called before a chunk is generated. A plugin may override some parts of the generation algorithm.
HOOK_CHUNK_UNLOADED 8 Called after a chunk has been unloaded from a world.
HOOK_CHUNK_UNLOADING 9 Called before a chunk is unloaded from a world. The chunk has already been saved.
HOOK_COLLECTING_PICKUP 10 Called when a player is about to collect a pickup.
HOOK_CRAFTING_NO_RECIPE 11 Called when a player has items in the crafting slots and the server cannot locate any recipe. Plugin may provide a recipe.
HOOK_DISCONNECT 12 Called after the player has disconnected.
HOOK_DROPSPENSE 23 Called when a DropSpenser is dropspensing an item.
HOOK_ENTITY_ADD_EFFECT 14 Called when an effect is being added to an entity. Plugin may refuse the effect.
HOOK_ENTITY_CHANGED_WORLD 16 Called after a entity has changed the world.
HOOK_ENTITY_CHANGING_WORLD 15 Called before a entity has changed the world. Plugin may disallow a entity to change the world.
HOOK_ENTITY_TELEPORT 46 Called when an entity is being teleported. Plugin may refuse the teleportation.
HOOK_EXECUTE_COMMAND 17 Called when a client sends a chat message that is recognized as a command, before handing that command to the regular command handler. A plugin may stop the command from being handled. This hook is called even when the player doesn't have permissions for the command.
HOOK_EXPLODED 18 Called after an explosion has been processed in a world.
HOOK_EXPLODING 19 Called before an explosion is processed in a world. A plugin may alter the explosion parameters or cancel the explosion altogether.
HOOK_HANDSHAKE 20 Called when a Handshake packet is received from a client.
HOOK_HOPPER_PULLING_ITEM 21 Called when a hopper is pulling an item from the container above it.
HOOK_HOPPER_PUSHING_ITEM 22 Called when a hopper is pushing an item into the container it is aimed at.
HOOK_KILLED 24 Called when an entity has been killed.
HOOK_KILLING 25 Called when an entity has just been killed. A plugin may resurrect the entity by setting its health to above zero.
HOOK_LOGIN 26 Called when a Login packet is sent to the client, before the client is queued for authentication.
HOOK_LOGIN_FORGE 27 Called when a Forge client has sent its ModList to the server, during the login handshake.
HOOK_PLAYER_ANIMATION 13 Called when a client send the Animation packet.
HOOK_PLAYER_BREAKING_BLOCK 28 Called when a player is about to break a block. A plugin may cancel the event.
HOOK_PLAYER_BROKEN_BLOCK 29 Called after a player has broken a block.
HOOK_PLAYER_CROUCHED 41 Called when a player crouches.
HOOK_PLAYER_DESTROYED 30 Called when the cPlayer object is destroyed - a player has disconnected.
HOOK_PLAYER_EATING 31 Called when the player starts eating a held item. Plugins may abort the eating.
HOOK_PLAYER_FISHED 32 Called when the player reels the fishing rod back in, after the server decides the player's fishing reward and the experience to grant.
HOOK_PLAYER_FISHING 33 Called when the player reels the fishing rod back in, plugins may alter the fishing reward and the experience granted to the player.
HOOK_PLAYER_FOOD_LEVEL_CHANGE 34 Called when the player's food level is changing. Plugins may refuse the change.
HOOK_PLAYER_JOINED 35 Called when the player entity has been created. It has not yet been fully initialized.
HOOK_PLAYER_LEFT_CLICK 36 Called when the client sends the LeftClick packet.
HOOK_PLAYER_MOVING 37 Called when the player has moved and the movement is now being applied.
HOOK_PLAYER_OPENING_WINDOW 38 Called when the player is about to open a window. The plugin can return true to cancel the window opening.
HOOK_PLAYER_PLACED_BLOCK 39 Called when the player has just placed a block
HOOK_PLAYER_PLACING_BLOCK 40 Called when the player is about to place a block. A plugin may cancel the event.
HOOK_PLAYER_RIGHT_CLICK 42 Called when the client sends the RightClick packet.
HOOK_PLAYER_RIGHT_CLICKING_ENTITY 43 Called when the client sends the UseEntity packet.
HOOK_PLAYER_SHOOTING 44 Called when the player releases the mouse button to fire their bow.
HOOK_PLAYER_SPAWNED 45 Called after the player entity has been created. The entity is fully initialized and is spawning in the world.
HOOK_PLAYER_TOSSING_ITEM 47 Called when the player is tossing the held item (keypress Q)
HOOK_PLAYER_USED_BLOCK 48 Called after the player has right-clicked a block
HOOK_PLAYER_USED_ITEM 49 Called after the player has right-clicked with a usable item in their hand.
HOOK_PLAYER_USING_BLOCK 50 Called when the player is about to use (right-click) a block
HOOK_PLAYER_USING_ITEM 51 Called when the player is about to right-click with a usable item in their hand.
HOOK_PLUGINS_LOADED 53 Called after all plugins have loaded.
HOOK_PLUGIN_MESSAGE 52 Called when a PluginMessage packet is received from a client.
HOOK_POST_CRAFTING 54 Called after a valid recipe has been chosen for the current contents of the crafting grid. Plugins may modify the recipe.
HOOK_PRE_CRAFTING 55 Called before a recipe is searched for the current contents of the crafting grid. Plugins may provide a recipe and cancel the built-in search.
HOOK_PROJECTILE_HIT_BLOCK 56 Called when a projectile hits a block.
HOOK_PROJECTILE_HIT_ENTITY 57 Called when a projectile hits an entity.
HOOK_SERVER_PING 58 Called when a client pings the server from the server list. Plugins may change the favicon, server description, players online and maximum players values.
HOOK_SPAWNED_ENTITY 59 Called after an entity is spawned in a world. The entity is already part of the world.
HOOK_SPAWNED_MONSTER 60 Called after a mob is spawned in a world. The mob is already part of the world.
HOOK_SPAWNING_ENTITY 61 Called just before an entity is spawned in a world.
HOOK_SPAWNING_MONSTER 62 Called just before a mob is spawned in a world.
HOOK_TAKE_DAMAGE 63 Called when an entity is taking any kind of damage. Plugins may modify the damage value, effects, source or cancel the damage.
HOOK_TICK 64 Called when the main server thread ticks - 20 times a second.
HOOK_UPDATED_SIGN 65 Called after a sign text has been updated, either by a player or by any external means.
HOOK_UPDATING_SIGN 66 Called before a sign text is updated, either by a player or by any external means.
HOOK_WEATHER_CHANGED 67 Called after the weather has changed.
HOOK_WEATHER_CHANGING 68 Called just before the weather changes
HOOK_WORLD_STARTED 69 Called when a world has been started.
HOOK_WORLD_TICK 70 Called in each world's tick thread when the game logic is about to tick (20 times a second).


These constants are used to report status of individual plugins. Use cPlugin:GetStatus() to query the status of a plugin; use cPluginManager::ForEachPlugin() to iterate over plugins.

NameValueNotes
psDisabled 1 The plugin is not enabled in settings.ini
psError 3 The plugin is enabled in settings.ini, but it has run into an error while loading. Use cPlugin:GetLoadError() to identify the error.
psLoaded 0 The plugin is enabled and loaded.
psNotFound 4 The plugin has been loaded, but is no longer present on disk.
psUnloaded 2 The plugin is enabled in settings.ini, but it has been unloaded (by a command).


Results that the (Force)ExecuteCommand functions return. This gives information whether the command was executed or not, and the reason.

NameValueNotes
crBlocked 3 When a plugin stopped the command using the OnExecuteCommand hook
crError 2 When the command handler for the given command results in an error
crExecuted 0 When the command is successfully executed.
crNoPermission 4 When the player doesn't have permission to execute the given command.
crUnknownCommand 1 When the given command doesn't exist.



Functions

NameParametersReturn valueNotes
AddHook
HookTypePluginHook
Callbackfunction
(STATIC) Informs the plugin manager that it should call the specified function when the specified hook event occurs. If a function is not specified, a default global function name is looked up, based on the hook type
BindCommand
Commandstring
Permissionstring
Callbackfunction
HelpStringstring
boolean
Binds an in-game command with the specified callback function, permission and help string. By common convention, providing an empty string for HelpString will hide the command from the /help display. Returns true if successful, logs to console and returns no value on error. The callback uses the following signature:
function(Split, Player)
The Split parameter contains an array-table of the words that the player has sent, Player is the cPlayer object representing the player who sent the command. If the callback returns true, the command is assumed to have executed successfully; in all other cases the server sends a warning to the player that the command is unknown (this is so that subcommands can be implemented).
BindCommand
Commandstring
Permissionstring
Callbackfunction
HelpStringstring
boolean
(STATIC) Binds an in-game command with the specified callback function, permission and help string. By common convention, providing an empty string for HelpString will hide the command from the /help display. Returns true if successful, logs to console and returns no value on error. The callback uses the following signature:
function(Split, Player)
The Split parameter contains an array-table of the words that the player has sent, Player is the cPlayer object representing the player who sent the command. If the callback returns true, the command is assumed to have executed successfully; in all other cases the server sends a warning to the player that the command is unknown (this is so that subcommands can be implemented).
BindConsoleCommand
Commandstring
Callbackfunction
HelpStringstring
boolean
(STATIC) Binds a console command with the specified callback function and help string. By common convention, providing an empty string for HelpString will hide the command from the "help" console command. Returns true if successful, logs to console and returns no value on error. The callback uses the following signature:
function(Split)
The Split parameter contains an array-table of the words that the admin has typed. If the callback returns true, the command is assumed to have executed successfully; in all other cases the server issues a warning to the console that the command is unknown (this is so that subcommands can be implemented).
BindConsoleCommand
Commandstring
Callbackfunction
HelpStringstring
boolean
Binds a console command with the specified callback function and help string. By common convention, providing an empty string for HelpString will hide the command from the "help" console command. Returns true if successful, logs to console and returns no value on error. The callback uses the following signature:
function(Split)
The Split parameter contains an array-table of the words that the admin has typed. If the callback returns true, the command is assumed to have executed successfully; in all other cases the server issues a warning to the console that the command is unknown (this is so that subcommands can be implemented).
CallPlugin
PluginNamestring
FunctionNamestring
FunctionArgs......
FunctionRets...
(STATIC) Calls the specified function in the specified plugin, passing all the given arguments to it. If it succeeds, it returns all the values returned by that function. If it fails, returns no value at all. Note that only strings, numbers, bools, nils, API classes and simple tables can be used for parameters and return values; functions cannot be copied across plugins.
DoWithPlugin
PluginNamestring
CallbackFnfunction
boolean
(STATIC) Calls the CallbackFn for the specified plugin, if found. A plugin can be found even if it is currently unloaded, disabled or errored, the callback should check the plugin status. If the plugin is not found, this function returns false, otherwise it returns the bool value that the callback has returned. The CallbackFn has the following signature:
function (Plugin)
ExecuteCommand
PlayercPlayer
CommandStrstring
CommandResultCommandResult
Executes the command as if given by the specified Player. Checks permissions.
ExecuteConsoleCommand
CommandStrstring
boolean
string
Executes the console command as if given by the admin on the console. If the command is successfully executed, returns true and the text that would be output to the console normally. On error it returns false and an error message.
FindPlugins OBSOLETE, use RefreshPluginList() instead
ForEachCommand
CallbackFnfunction
boolean
Calls the CallbackFn function for each command that has been bound using BindCommand(). The CallbackFn has the following signature:
function(Command, Permission, HelpString)
If the callback returns true, the enumeration is aborted and this API function returns false; if it returns false or no value, the enumeration continues with the next command, and the API function returns true.
ForEachConsoleCommand
CallbackFnfunction
boolean
Calls the CallbackFn function for each command that has been bound using BindConsoleCommand(). The CallbackFn has the following signature:
function (Command, HelpString)
If the callback returns true, the enumeration is aborted and this API function returns false; if it returns false or no value, the enumeration continues with the next command, and the API function returns true.
ForEachPlugin
CallbackFnfunction
boolean
Calls the CallbackFn function for each plugin that is currently discovered by Cuberite (including disabled, unloaded and errrored plugins). The CallbackFn has the following signature:
function (Plugin)
If the callback returns true, the enumeration is aborted and this API function returns false; if it returns false or no value, the enumeration continues with the next command, and the API function returns true.
ForEachPlugin
CallbackFnfunction
boolean
(STATIC) Calls the CallbackFn function for each plugin that is currently discovered by Cuberite (including disabled, unloaded and errrored plugins). The CallbackFn has the following signature:
function (Plugin)
If the callback returns true, the enumeration is aborted and this API function returns false; if it returns false or no value, the enumeration continues with the next command, and the API function returns true.
ForceExecuteCommand
PlayercPlayer
CommandStrstring
CommandResultCommandResult
Same as ExecuteCommand, but doesn't check permissions
Get
cPluginManager
(STATIC) Returns the single instance of the plugin manager
GetAllPlugins
table
Returns a table (dictionary) of all plugins, [name => value], where value is a valid cPlugin if the plugin is loaded, or the bool value false if the plugin is not loaded.
GetCommandPermission
Commandstring
Permissionstring
Returns the permission needed for executing the specified command
GetCurrentPlugin
cPlugin
Returns the cPlugin object for the calling plugin. This is the same object that the Initialize function receives as the argument.
GetNumLoadedPlugins
number
Returns the number of loaded plugins (psLoaded only)
GetNumPlugins
number
Returns the number of plugins, including the disabled, errored, unloaded and not-found ones
GetPlugin
PluginNamestring
cPlugin
(DEPRECATED, UNSAFE) Returns a plugin handle of the specified plugin, or nil if such plugin is not loaded. Note thatdue to multithreading the handle is not guaranteed to be safe for use when stored - a single-plugin reload may have been triggered in the mean time for the requested plugin.
GetPluginFolderName
PluginNamestring
string
Returns the name of the folder from which the plugin was loaded (without the "Plugins" part). Used as a plugin's display name.
GetPluginsPath
string
(STATIC) Returns the path where the individual plugin folders are located. Doesn't include the path separator at the end of the returned string.
IsCommandBound
Commandstring
boolean
Returns true if in-game Command is already bound (by any plugin)
IsConsoleCommandBound
Commandstring
boolean
Returns true if console Command is already bound (by any plugin)
IsPluginLoaded
PluginNamestring
Returns true if the specified plugin is loaded.
LoadPlugin
PluginFolderstring
(DEPRECATED) Loads a plugin from the specified folder. NOTE: Loading plugins may be an unsafe operation and may result in a deadlock or a crash. This API is deprecated and might be removed.
LogStackTrace (STATIC) Logs a current stack trace of the Lua engine to the server console log. Same format as is used when the plugin fails.
RefreshPluginList Refreshes the list of plugins to include all folders inside the Plugins folder (potentially new disabled plugins)
ReloadPlugin
PluginNamestring
Queues the specified plugin to be reloaded. To avoid deadlocks, the reloading happens in the main tick thread asynchronously.
ReloadPlugins Reloads all active plugins
UnloadPlugin
PluginNamestring
Queues the specified plugin to be unloaded. To avoid deadlocks, the unloading happens in the main tick thread asynchronously.
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