diff options
Diffstat (limited to 'patches/api/0167-Add-PlayerConnectionCloseEvent.patch')
-rw-r--r-- | patches/api/0167-Add-PlayerConnectionCloseEvent.patch | 136 |
1 files changed, 136 insertions, 0 deletions
diff --git a/patches/api/0167-Add-PlayerConnectionCloseEvent.patch b/patches/api/0167-Add-PlayerConnectionCloseEvent.patch new file mode 100644 index 0000000000..f1a017f4fb --- /dev/null +++ b/patches/api/0167-Add-PlayerConnectionCloseEvent.patch @@ -0,0 +1,136 @@ +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..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; ++ } ++} |