/// import { ChildProcessWithoutNullStreams } from "child_process"; import ServerCommunicator from "./ServerCommunicator"; import BackupModule from "./BackupModule"; import { ServerMetadata } from "../helpers"; export default class GameServer extends ServerCommunicator { private command; readonly dir: string; private serverProcess; backups: BackupModule | undefined; get name(): string | undefined; get tag(): string | undefined; readonly metadata: ServerMetadata | undefined; get pid(): number | undefined; /** * * @param command * @param directory The directory in which the command is run */ constructor(command: string, directory: string, metadata?: ServerMetadata); enableBackups(): Promise; reload(): void; protected resetState(): void; static spawn(command: string, dir: string): ChildProcessWithoutNullStreams; /** * * @returns The exit code of the server process if the code could be catched * @throws {NoStandardStreamsError} if the server is already stopped */ stop(): Promise; /** * @param signal The signal to send to the process when killed. Ignored when on Windows * @returns The exit code of the server process if the code could be catched * @throws {NoStandardStreamsError} if the server is already stopped */ forceStop(signal?: NodeJS.Signals): Promise; /** * @description Starts the server if the server is not started * * @returns true if the server was started */ start(): boolean; } //# sourceMappingURL=GameServer.d.ts.map