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-rw-r--r--patches/api/0163-Add-PlayerConnectionCloseEvent.patch129
1 files changed, 129 insertions, 0 deletions
diff --git a/patches/api/0163-Add-PlayerConnectionCloseEvent.patch b/patches/api/0163-Add-PlayerConnectionCloseEvent.patch
new file mode 100644
index 0000000000..6264223dd9
--- /dev/null
+++ b/patches/api/0163-Add-PlayerConnectionCloseEvent.patch
@@ -0,0 +1,129 @@
+From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
+From: Spottedleaf <[email protected]>
+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..d0fb13adc140f1ca74d0c3448f92baa60684f3e2
+--- /dev/null
++++ b/src/main/java/com/destroystokyo/paper/event/player/PlayerConnectionCloseEvent.java
+@@ -0,0 +1,88 @@
++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.bukkit.event.player.AsyncPlayerPreLoginEvent;
++import org.bukkit.event.player.PlayerQuitEvent;
++import org.jetbrains.annotations.ApiStatus;
++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>
++ * The event is invoked for players who have not yet logged into the world, whereas
++ * {@link PlayerQuitEvent} is only invoked on players who have logged into the world.
++ * <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 PlayerQuitEvent}, if the player has already logged into the world.
++ * <p>
++ * This event is guaranteed to never fire unless {@link AsyncPlayerPreLoginEvent} has
++ * been fired beforehand, and this event may not be called in parallel with
++ * {@link AsyncPlayerPreLoginEvent} for the same connection.
++ * <p>
++ * Cancelling the {@link AsyncPlayerPreLoginEvent} guarantees the corresponding
++ * {@code PlayerConnectionCloseEvent} is never called.
++ * <p>
++ * The event may be invoked asynchronously or synchronously. Plugins should check
++ * {@link Event#isAsynchronous()} and handle accordingly.
++ */
++public class PlayerConnectionCloseEvent extends Event {
++
++ private static final HandlerList HANDLER_LIST = new HandlerList();
++
++ @NotNull private final UUID playerUniqueId;
++ @NotNull private final String playerName;
++ @NotNull private final InetAddress ipAddress;
++
++ @ApiStatus.Internal
++ 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 HANDLER_LIST;
++ }
++
++ @NotNull
++ public static HandlerList getHandlerList() {
++ return HANDLER_LIST;
++ }
++}