Upstream has released updates that appears to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing Developers!: You will need to clean up your work/Minecraft/1.13.2 folder for this Also, restore a patch that was dropped in the last upstream Bukkit Changes: 279eeab3 Fix command description not being set 96e2bb18 Remove debug print from SyntheticEventTest CraftBukkit Changes: d3ed1516 Fix dangerously threaded beacons 217a293d Don't relocate joptsimple to allow --help to work. 1be05a21 Prepare for imminent Java 12 release a49270b2 Mappings Update 5259d80c SPIGOT-4669: Fix PlayerTeleportEvent coordinates for relative teleports Spigot Changes: e6eb36f2 Rebuild patches
139 lines
4.9 KiB
Diff
139 lines
4.9 KiB
Diff
From dafaf73dbb7c18f78952f41aea292a09461cea3c Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Sun, 7 Oct 2018 12:05:06 -0700
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Subject: [PATCH] Add PlayerConnectionCloseEvent
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This event is invoked when a player has disconnected. It is guaranteed that,
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if the server is in online-mode, that the provided uuid and username have been
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validated.
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The event is invoked for players who have not yet logged into the world, whereas
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PlayerQuitEvent is only invoked on players who have logged into the world.
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The event is invoked for players who have already logged into the world,
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although whether or not the player exists in the world at the time of
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firing is undefined. (That is, whether the plugin can retrieve a Player object
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using the event parameters is undefined). However, it is guaranteed that this
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event is invoked AFTER PlayerQuitEvent, if the player has already logged into
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the world.
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This event is guaranteed to never fire unless AsyncPlayerPreLoginEvent has
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been called beforehand, and this event may not be called in parallel with
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AsyncPlayerPreLoginEvent for the same connection.
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Cancelling the AsyncPlayerPreLoginEvent guarantees the corresponding
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PlayerConnectionCloseEvent is never called.
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The event may be invoked asynchronously or synchronously. As it stands,
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it is never invoked asynchronously. However, plugins should check
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Event#isAsynchronous to be future-proof.
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On purpose, the deprecated PlayerPreLoginEvent event is left out of the
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API spec for this event. Plugins should not be using that event, and
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how PlayerPreLoginEvent interacts with PlayerConnectionCloseEvent
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is undefined.
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diff --git a/src/main/java/com/destroystokyo/paper/event/player/PlayerConnectionCloseEvent.java b/src/main/java/com/destroystokyo/paper/event/player/PlayerConnectionCloseEvent.java
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new file mode 100644
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index 000000000..12c1c6fe9
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--- /dev/null
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+++ b/src/main/java/com/destroystokyo/paper/event/player/PlayerConnectionCloseEvent.java
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@@ -0,0 +1,95 @@
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+package com.destroystokyo.paper.event.player;
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+
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+import org.bukkit.event.Event;
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+import org.bukkit.event.HandlerList;
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+
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+import java.net.InetAddress;
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+import java.util.UUID;
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+import org.jetbrains.annotations.NotNull;
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+
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+/**
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+ * <p>
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+ * This event is invoked when a player has disconnected. It is guaranteed that,
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+ * if the server is in online-mode, that the provided uuid and username have been
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+ * validated.
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+ * </p>
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+ *
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+ * <p>
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+ * The event is invoked for players who have not yet logged into the world, whereas
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+ * {@link org.bukkit.event.player.PlayerQuitEvent} is only invoked on players who have logged into the world.
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+ * </p>
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+ *
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+ * <p>
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+ * The event is invoked for players who have already logged into the world,
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+ * although whether or not the player exists in the world at the time of
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+ * firing is undefined. (That is, whether the plugin can retrieve a Player object
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+ * using the event parameters is undefined). However, it is guaranteed that this
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+ * event is invoked AFTER {@link org.bukkit.event.player.PlayerQuitEvent}, if the player has already logged into the world.
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+ * </p>
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+ *
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+ * <p>
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+ * This event is guaranteed to never fire unless {@link org.bukkit.event.player.AsyncPlayerPreLoginEvent} has
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+ * been fired beforehand, and this event may not be called in parallel with
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+ * {@link org.bukkit.event.player.AsyncPlayerPreLoginEvent} for the same connection.
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+ * </p>
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+ *
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+ * <p>
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+ * Cancelling the {@link org.bukkit.event.player.AsyncPlayerPreLoginEvent} guarantees the corresponding
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+ * {@code PlayerConnectionCloseEvent} is never called.
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+ * </p>
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+ *
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+ * <p>
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+ * The event may be invoked asynchronously or synchronously. Plugins should check
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+ * {@link Event#isAsynchronous()} and handle accordingly.
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+ * </p>
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+ */
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+public class PlayerConnectionCloseEvent extends Event {
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+
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+ private static final HandlerList HANDLERS = new HandlerList();
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+
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+ @NotNull private final UUID playerUniqueId;
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+ @NotNull private final String playerName;
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+ @NotNull private final InetAddress ipAddress;
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+
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+ public PlayerConnectionCloseEvent(@NotNull final UUID playerUniqueId, @NotNull final String playerName, @NotNull final InetAddress ipAddress, final boolean async) {
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+ super(async);
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+ this.playerUniqueId = playerUniqueId;
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+ this.playerName = playerName;
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+ this.ipAddress = ipAddress;
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+ }
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+
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+ /**
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+ * Returns the {@code UUID} of the player disconnecting.
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+ */
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+ @NotNull
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+ public UUID getPlayerUniqueId() {
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+ return this.playerUniqueId;
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+ }
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+
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+ /**
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+ * Returns the name of the player disconnecting.
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+ */
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+ @NotNull
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+ public String getPlayerName() {
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+ return this.playerName;
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+ }
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+
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+ /**
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+ * Returns the player's IP address.
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+ */
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+ @NotNull
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+ public InetAddress getIpAddress() {
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+ return this.ipAddress;
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+ }
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+
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+ @NotNull
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+ @Override
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+ public HandlerList getHandlers() {
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+ return HANDLERS;
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+ }
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+
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+ @NotNull
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+ public static HandlerList getHandlerList() {
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+ return HANDLERS;
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+ }
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+}
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--
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2.21.0
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