public void Stop() { s.shuttingDown = true; World.worlds.ForEach(delegate(World w) { w.physics.Stop(); w.SaveLVL(); }); Plugin.Unload(); Group.SaveGroups(); Properties.WriteList(BanList, "properties/banned.txt"); Properties.WriteList(WhiteList, "properties/whitelist.txt"); Properties.WriteList(VIPList, "properties/viplist.txt"); if (listen != null) { listen.Close(); listen = null; } }
/// <summary> /// Unload the specified p and shutdown. /// </summary> /// <param name='p'> /// P. The plugin object you want to unload /// </param> /// <param name='shutdown'> /// Shutdown. Is the server shutting down? /// </param> public static void Unload(Plugin p, bool shutdown) { p.Unload(shutdown); all.Remove(p); Server.Log(p.name + " was unloaded...how ever you cant re-load it until you restart!"); }
/// <summary> /// Unload the specified p and shutdown. /// </summary> /// <param name='p'> /// P. The plugin object you want to unload /// </param> /// <param name='shutdown'> /// Shutdown. Is the server shutting down? /// </param> public static void Unload(Plugin p, bool shutdown) { p.Unload(shutdown); all.Remove(p); Server.ServerLogger.Log(p.name + " was unloaded."); }
/// <summary> /// Unload the specified p and shutdown. /// </summary> /// <param name='p'> /// P. The plugin object you want to unload /// </param> /// <param name='shutdown'> /// Shutdown. Is the server shutting down? /// </param> public static void Unload(Plugin p, bool shutdown) { p.Unload(shutdown); all.Remove(p); Logger.Log(p.name + " was unloaded."); }