[ADMN/FIX] PluginManager 1.3 - Manage your plugins (Now with an API!) [1337]

Discussion in 'Inactive/Unsupported Plugins' started by Technius, Sep 18, 2011.

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    PluginManager (version 1.3)
    By Technius

    *Important* I am not developing this
    anymore. Someone can pick this up, using the "PluginManager" name. But you MUST put "originally by Technius".

    • Plugin Manager enables/disables plugins with a single command!
    • Now supporting load support!
    • Enable/disable plugins with one easy command.
    • Load plugins that you just downloaded without even turning off your server (or using /reload)!
    • YOU CAN NOW UNLOAD PLUGINS, huge thanks to MadJawa!

    Read or skip to tl;dr (open)
    I don't want to have my thread spammed with "can you enable plugins per world". And don't ask that question now. READ ON. The plugin you want to "enable per world" needs to have MULTIVERSE/MULTIWORLD whatever support. GOT IT?

    tl;dr : You cannot enable plugins per world, that plugin needs to have multiworld/multiverse/whatever multiworld plugin support.

    Commands (open)

    /plman enable <plugin name> - enables a plugin
    /plman disable <plugin name> - disables a plugin
    /plman disable * - disables ALL plugins(including PluginManager!)
    /plman disable -* - disables ALL plugins EXCEPT PluginManager!
    /plman load <plugin name> - Loads a plugin that is not loaded.
    /plman help - shows ingame help
    /plman secload - loads all plugins in PluginManager's folder
    /plman unload <plugin name> - Unloads a plugin that is loaded

    See the wiki for more information.

    Please note that this plugin currently only disables commands, but does not disable any kind of event listener. AND NO, /plman disable will NOT disable your permissions plugin. It will only disable its commands.

    Permission Node(SuperPerms): PluginManager.use

    ADDED AN API!! (Information on Wiki)

    Credits (open)

    I would like to say...

    Wiki (Yes, it's on github. No, I will not give you the source.)

    1.3 added /plman unload, HUGE THANKS to MadJawa!
    1.o added checks to see if a plugin is already loaded when using /load ,PME now supports load (called with LoadPlugin)
    0.9 added an API(called PluginManagerEngine)
    More Changelog (open)

    0.8.3 added SuperPerms support
    0.8 added PEX support
    0.7 added a WORKING WHITELIST, fixed some command issues.
    0.7dev added a whitelist but it cannot see if you are on the whitelist.... fix coming soon!
    0.6 added /plman help and /plman secload
    0.5 Console notification when a player types a PluginManager command, added /plman load
    0.4 Fixed all console errors, added /plman disable *, now using dropbox links!
    0.3.1 Fixed an error when entering the command in the console
    0.3 Added Op support.
    0.2 Release to the public, added /plman enable
    0.1 Initial development, added /plman disable

    To do: (open)

    Add everything to PME
    Add plugin listing
    Add pluginlisting perms option
    Add plugin reporting
    1sucks likes this.
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    Griefer enters server.
    Griefer disables whatever protection system the server has.
    Griefer griefs.
    Permissions support,please...
    RROD and GIANT_CRAB like this.
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    the CB tag should contain the latest recommended CB
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    Actually, it only disables the plugin's commands... It will only disable the protection system if the plugin is unloaded. Which I didn't implement yet.

    And the griefer has to be an Op.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 19, 2016
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    ''Wiki (Yes, it's on github. No, I will not give you the source.)'' Man i love you :D Great plugin!
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    Can we ask por features? Cuz I would like an option to load plugins per wolrd :p, it's possible?

    Thx for all
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    By "per world" what do you mean? Do you mean you want the plugins to only load for specified worlds? If so, it doesn't work like that. The plugin has to have multiworld support...

    WOOHOO! 0.7 took me a long time... I was trying to figure out why the whitelist didn't work and then I found out that I was Op. I fixed most of the bugs. :p

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 19, 2016
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    Oh,alright then,it's usable! :D
    For permissions,use player.hasPermission("pluginmanager.use")!
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    Added to my to-do list :p

    I am planning to add PermissionsEx support.

    PEX SUPPORT! :D[diamond]

    I don't have time to test it, so please report any bugs here. Thanks.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 19, 2016
    sddddgjd likes this.
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    It's not just PEX,it's also PermissionsBukkit, bPermissions,and a few others! :D
    It's easier just to write superperms!
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    What I meant was that I added PEX support with by not using that piece of code you provided me... I'll add it now!

    SuperPerms support added! :p

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 19, 2016
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    Yes, exactly it was what I asked :p I would like to set a world with Mods and the rest of them "Vanilla", so in this way with only 1 server I can make everyone happy XD
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    The plugin needs to have multiworld support. Example: The plugin says it works for world "asdf", but not world "ghjkl".
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    Can you add an unload command? It'd be very helpful for testing purposes (load a plugin test it, if it doesn't work unload it, so you can delete it).
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    I am trying to get some source code for that, so please be patient.
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    Ok I will! Succes with it!
    Technius likes this.
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    Does the server have to restart once with a plugin before the load command will work? I'm trying to load one i just copied into the plugins folder and it says, plugin not found, error
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    You have to type the name of the file, not the name of the plugin.
    Example, a plugin is called "Test", but the filename is TestPlugin, so you have to type in /plman load TestPlugin and not /plman load Test. Please know it is also case-sensitive.
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    BTW it's already added.
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    Thank you for adding the /plman load command! I came up with a new idea :D. Maybe a reload command would be nice (so I don't have top type /plman unload Plugin and /plman load Plugin). It's espaccially nice for plugins without reload function (hmm sounds stupid when I typ it..)
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    I'll try to work on it :p And plugins with a reload function only disable/enable.
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    Thank you! I didn't know they only did that, but I think it just makes it easier for you :D.
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    Will there be permissions support? How is it handled now, can anyone on the server use those commands or only OPs?
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    Ops can use. SuperPerms: pluginmanager.use

    Please actually read the post....
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    Okay, thanks :)

    I did not read it in the first post because im not a native english speaker. Maybe you could write 1-2 sentences about the permissions part somehow, I just didn't notice it the first time...

    Thanks again, great plugin!
  26. This seems pretty nice, so 100% guaranteed no restarts ye XD?
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    I don't want to harass you, but when you type /plman help the /plman unload command is not shown.

    I just got the following error message while loading a new plugin:
    18:57:39 [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'plman' in plugin PluginManager v1.3
            at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42)
            at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:163)
            at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:355)
            at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:757)
            at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:722)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:715)
            at net.minecraft.server.Packet3Chat.a(Packet3Chat.java:33)
            at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:92)
            at org.getspout.spout.SpoutNetServerHandler.a(SpoutNetServerHandler.java:500)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:108)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:471)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
    Caused by: java.lang.NullPointerException
            at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:272)
            at com.Technius.PluginManager.Main.onCommand(Main.java:323)
            at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40)
            ... 13 more
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    Whenever I unload a plugin, I'm not able to load it afterwards, then it just says "Plugin 'PluginName' not found, ERROR!

    Even though I just disabled it using the same plugin name.
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    I have a question. I downloaded the plugin and it works fine. But when I unload a plugin, shouldn't I be able to remove the plugins JAR afterwards? I might be wrong with this, but if I am not then this is a bug.

    I tested this with Craftbukkit 1337 as well as 1317, which is, as of now, the one recommended in the title of this thread. The server had no plugins other than PluginManager and the one i unloaded (WorldEdit) running.

    EDIT: Okay. So I just read that it is Bukkit that automatically locks all the plugin JARs. Is there a way to break this lock with a plugin? If there is a way and you will implement it, then this is definately the plugin of my choice!
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    Unload it, Bukkit breaks the lock. Make sure you don't have typos though, or PluginManager will get angry.

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