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# 创建多人模式
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## 文件夹结构和基础文件
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基本的文件夹和文件结构应该是这样的:
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```
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Resources/
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├─ Client/
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│ └─ examplePlugin.zip/
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│ ├─ scripts/
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│ │ └─ modScript.lua
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│ └─ lua/
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│ └─ ge/
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│ └─ extensions/
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│ └─ examplePlugin.lua
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└─ Server/
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└─ examplePlugin/
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├─ examplePlugin.lua
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└─ further_lua/
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└─ further.lua
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```
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服务器端lua是最基本的,如果您想添加自定义事件,您还至少需要一个客户端lua以及一个modscript.lua
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Server目录需创建多个子文件夹存放各服务端模组。推荐只在根目录保留一个主Lua文件,新增的Lua文件可归类到对应子目录。实际使用中不必严格遵循此规范,若同一层级存在多个Lua文件时,服务器会按文件名称的字母表顺序自动加载。
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Client目录专门存放将发送给客户端的ZIP格式模组包,当客户端接收后会自动以模组形式加载。该目录若存在其他类型文件会导致服务器启动时报错(但不会阻断服务运行),不过这些无关文件仅会被服务端忽略。核心配置脚本modScript.lua由BeamNG游戏引擎解析,用于指引游戏加载指定插件模块。
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!!!范例 "" [Download the examplePlugin.zip](../../../../assets/content/ResourcesForExamplePlugin.zip)
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## 服务器端 lua
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更多完整示例可参考examplePlugin模块的实现,现提供一个基础调试示例,实例的功能是显示玩家身份标识
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```lua
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function onInit() --runs when plugin is loaded
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MP.RegisterEvent("onPlayerAuth", "onPlayerAuth") --Provided by BeamMP
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print("examplePlugin loaded")
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end
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--A player has authenticated and is requesting to join
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--The player's name (string), forum role (string), guest account (bool), identifiers (table -> ip, beammp)
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function onPlayerAuth(player_name, role, isGuest, identifiers)
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local ip = identifiers.ip
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local beammp = identifiers.beammp or "N/A"
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print("onPlayerAuth: player_name: " .. player_name .. " | role: " .. role .. " | isGuest: " .. tostring(isGuest) .. " | identifiers: ip: " .. ip .. " - beammp: " .. beammp)
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end
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```
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`onPlayerAuth`会在玩家尝试加入时触发,详细信息请参考脚本文档中的[onPlayerAuth条目](../../../scripting/server/latest-server-reference/#onplayerauth)
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以下是使用onPlayerAuth的另一个示例,该示例将通过向客户端返回信息来禁止游客加入服务器,返回的信息会直接显示给玩家:
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```lua
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function onPlayerAuth(playerName, playerRole, isGuest, identifiers)
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if isGuest then
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return "No guests allowed, please use a BeamMP account"
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end
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end
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```
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关于BeamMP服务端函数的详细信息请查阅[最新版服务端技术文档](../../../scripting/server/latest-server-reference.md)
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## 客户端 lua
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该实现主要遵循[BeamNG扩展模块](https://documentation.beamng.com/modding/programming/extensions/)的技术规范。
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```lua
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local M = {}
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if extensions.isExtensionLoaded("examplePlugin") then
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log("E", "examplePlugin", "examplePlugin loaded on client side")
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return
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end
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return M
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```
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终端输出提示:examplePlugin已完成加载。
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建议查阅[BeamNG调试输出官方文档](https://documentation.beamng.com/modding/programming/debugging/#a-add-a-log)获取详细说明
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## modScript.lua
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通常只包含两行
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```lua
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load('examplePlugin')
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setExtensionUnloadMode('examplePlugin', 'manual')
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```
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如果你想在日志中看到你的modScript被BeamNG处理,你可以添加一个日志打印
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```lua
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load('examplePlugin')
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setExtensionUnloadMode('examplePlugin', 'manual')
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log('I', 'modScript', "examplePlugin loaded")
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```
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