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2787 | The player should be reasonably safe there for short amounts of time (e.g. |
2787 | The player should be reasonably safe there for short amounts of time (e.g. |
2788 | for loading a map). You I<MUST> call C<leave_link> as soon as possible, |
2788 | for loading a map). You I<MUST> call C<leave_link> as soon as possible, |
2789 | though, as the player cannot control the character while it is on the link |
2789 | though, as the player cannot control the character while it is on the link |
2790 | map. |
2790 | map. |
2791 | |
2791 | |
2792 | Will never block. |
2792 | This method will never block, which is the whole reaosn for it's |
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2793 | existance: you can I<always> put a player onto the link map, which is the |
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2794 | only place to put objects that is guaranteed to exist. |
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2795 | |
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2796 | A typical usage pattern is to call C<enter_link> synchronously from the |
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2797 | server, then start a new thread, do your blocking stuff there and then |
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2798 | call C<leave_link> from that thread. |
2793 | |
2799 | |
2794 | =item $player_object->leave_link ($map, $x, $y) |
2800 | =item $player_object->leave_link ($map, $x, $y) |
2795 | |
2801 | |
2796 | Moves the player out of the special C<{link}> map onto the specified |
2802 | Moves the player out of the special C<{link}> map onto the specified |
2797 | map. If the map is not valid (or omitted), the player will be moved back |
2803 | map. If the map is not valid (or omitted), the player will be moved back |