137 lines
5.0 KiB
Diff
137 lines
5.0 KiB
Diff
|
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
|
||
|
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
|
||
|
Date: Sun, 7 Oct 2018 12:05:06 -0700
|
||
|
Subject: [PATCH] Add PlayerConnectionCloseEvent
|
||
|
|
||
|
This event is invoked when a player has disconnected. It is guaranteed that,
|
||
|
if the server is in online-mode, that the provided uuid and username have been
|
||
|
validated.
|
||
|
|
||
|
The event is invoked for players who have not yet logged into the world, whereas
|
||
|
PlayerQuitEvent is only invoked on players who have logged into the world.
|
||
|
|
||
|
The event is invoked for players who have already logged into the world,
|
||
|
although whether or not the player exists in the world at the time of
|
||
|
firing is undefined. (That is, whether the plugin can retrieve a Player object
|
||
|
using the event parameters is undefined). However, it is guaranteed that this
|
||
|
event is invoked AFTER PlayerQuitEvent, if the player has already logged into
|
||
|
the world.
|
||
|
|
||
|
This event is guaranteed to never fire unless AsyncPlayerPreLoginEvent has
|
||
|
been called beforehand, and this event may not be called in parallel with
|
||
|
AsyncPlayerPreLoginEvent for the same connection.
|
||
|
|
||
|
Cancelling the AsyncPlayerPreLoginEvent guarantees the corresponding
|
||
|
PlayerConnectionCloseEvent is never called.
|
||
|
|
||
|
The event may be invoked asynchronously or synchronously. As it stands,
|
||
|
it is never invoked asynchronously. However, plugins should check
|
||
|
Event#isAsynchronous to be future-proof.
|
||
|
|
||
|
On purpose, the deprecated PlayerPreLoginEvent event is left out of the
|
||
|
API spec for this event. Plugins should not be using that event, and
|
||
|
how PlayerPreLoginEvent interacts with PlayerConnectionCloseEvent
|
||
|
is undefined.
|
||
|
|
||
|
diff --git a/src/main/java/com/destroystokyo/paper/event/player/PlayerConnectionCloseEvent.java b/src/main/java/com/destroystokyo/paper/event/player/PlayerConnectionCloseEvent.java
|
||
|
new file mode 100644
|
||
|
index 0000000000000000000000000000000000000000..12c1c6fe9dc8dc5f5faf6dcf99f6857219ef22b8
|
||
|
--- /dev/null
|
||
|
+++ b/src/main/java/com/destroystokyo/paper/event/player/PlayerConnectionCloseEvent.java
|
||
|
@@ -0,0 +1,95 @@
|
||
|
+package com.destroystokyo.paper.event.player;
|
||
|
+
|
||
|
+import org.bukkit.event.Event;
|
||
|
+import org.bukkit.event.HandlerList;
|
||
|
+
|
||
|
+import java.net.InetAddress;
|
||
|
+import java.util.UUID;
|
||
|
+import org.jetbrains.annotations.NotNull;
|
||
|
+
|
||
|
+/**
|
||
|
+ * <p>
|
||
|
+ * This event is invoked when a player has disconnected. It is guaranteed that,
|
||
|
+ * if the server is in online-mode, that the provided uuid and username have been
|
||
|
+ * validated.
|
||
|
+ * </p>
|
||
|
+ *
|
||
|
+ * <p>
|
||
|
+ * The event is invoked for players who have not yet logged into the world, whereas
|
||
|
+ * {@link org.bukkit.event.player.PlayerQuitEvent} is only invoked on players who have logged into the world.
|
||
|
+ * </p>
|
||
|
+ *
|
||
|
+ * <p>
|
||
|
+ * The event is invoked for players who have already logged into the world,
|
||
|
+ * although whether or not the player exists in the world at the time of
|
||
|
+ * firing is undefined. (That is, whether the plugin can retrieve a Player object
|
||
|
+ * using the event parameters is undefined). However, it is guaranteed that this
|
||
|
+ * event is invoked AFTER {@link org.bukkit.event.player.PlayerQuitEvent}, if the player has already logged into the world.
|
||
|
+ * </p>
|
||
|
+ *
|
||
|
+ * <p>
|
||
|
+ * This event is guaranteed to never fire unless {@link org.bukkit.event.player.AsyncPlayerPreLoginEvent} has
|
||
|
+ * been fired beforehand, and this event may not be called in parallel with
|
||
|
+ * {@link org.bukkit.event.player.AsyncPlayerPreLoginEvent} for the same connection.
|
||
|
+ * </p>
|
||
|
+ *
|
||
|
+ * <p>
|
||
|
+ * Cancelling the {@link org.bukkit.event.player.AsyncPlayerPreLoginEvent} guarantees the corresponding
|
||
|
+ * {@code PlayerConnectionCloseEvent} is never called.
|
||
|
+ * </p>
|
||
|
+ *
|
||
|
+ * <p>
|
||
|
+ * The event may be invoked asynchronously or synchronously. Plugins should check
|
||
|
+ * {@link Event#isAsynchronous()} and handle accordingly.
|
||
|
+ * </p>
|
||
|
+ */
|
||
|
+public class PlayerConnectionCloseEvent extends Event {
|
||
|
+
|
||
|
+ private static final HandlerList HANDLERS = new HandlerList();
|
||
|
+
|
||
|
+ @NotNull private final UUID playerUniqueId;
|
||
|
+ @NotNull private final String playerName;
|
||
|
+ @NotNull private final InetAddress ipAddress;
|
||
|
+
|
||
|
+ public PlayerConnectionCloseEvent(@NotNull final UUID playerUniqueId, @NotNull final String playerName, @NotNull final InetAddress ipAddress, final boolean async) {
|
||
|
+ super(async);
|
||
|
+ this.playerUniqueId = playerUniqueId;
|
||
|
+ this.playerName = playerName;
|
||
|
+ this.ipAddress = ipAddress;
|
||
|
+ }
|
||
|
+
|
||
|
+ /**
|
||
|
+ * Returns the {@code UUID} of the player disconnecting.
|
||
|
+ */
|
||
|
+ @NotNull
|
||
|
+ public UUID getPlayerUniqueId() {
|
||
|
+ return this.playerUniqueId;
|
||
|
+ }
|
||
|
+
|
||
|
+ /**
|
||
|
+ * Returns the name of the player disconnecting.
|
||
|
+ */
|
||
|
+ @NotNull
|
||
|
+ public String getPlayerName() {
|
||
|
+ return this.playerName;
|
||
|
+ }
|
||
|
+
|
||
|
+ /**
|
||
|
+ * Returns the player's IP address.
|
||
|
+ */
|
||
|
+ @NotNull
|
||
|
+ public InetAddress getIpAddress() {
|
||
|
+ return this.ipAddress;
|
||
|
+ }
|
||
|
+
|
||
|
+ @NotNull
|
||
|
+ @Override
|
||
|
+ public HandlerList getHandlers() {
|
||
|
+ return HANDLERS;
|
||
|
+ }
|
||
|
+
|
||
|
+ @NotNull
|
||
|
+ public static HandlerList getHandlerList() {
|
||
|
+ return HANDLERS;
|
||
|
+ }
|
||
|
+}
|