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[ci skip] Cleanup events (#10202)
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@@ -46,6 +46,9 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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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.bukkit.event.player.AsyncPlayerPreLoginEvent;
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+import org.bukkit.event.player.PlayerQuitEvent;
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+import org.jetbrains.annotations.ApiStatus;
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+import org.jetbrains.annotations.NotNull;
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+
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+/**
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@@ -53,45 +56,35 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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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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+ * {@link PlayerQuitEvent} is only invoked on players who have logged into the world.
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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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+ * event is invoked AFTER {@link PlayerQuitEvent}, if the player has already logged into the world.
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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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+ * This event is guaranteed to never fire unless {@link 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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+ * {@link AsyncPlayerPreLoginEvent} for the same connection.
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+ * <p>
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+ * Cancelling the {@link org.bukkit.event.player.AsyncPlayerPreLoginEvent} guarantees the corresponding
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+ * Cancelling the {@link 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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+ private static final HandlerList HANDLER_LIST = 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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+ @ApiStatus.Internal
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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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@@ -126,11 +119,11 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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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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+ return HANDLER_LIST;
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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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+ return HANDLER_LIST;
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+ }
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+}
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