Ensure commands run on main thread

This commit is contained in:
fullwall 2020-04-16 03:04:42 +08:00
parent b26540619b
commit d13530ff49
2 changed files with 33 additions and 25 deletions

View File

@ -10,6 +10,7 @@ import org.bukkit.entity.Player;
import com.google.common.collect.Lists;
import com.google.common.collect.Maps;
import net.citizensnpcs.api.CitizensAPI;
import net.citizensnpcs.api.npc.NPC;
import net.citizensnpcs.api.persistence.DelegatePersistence;
import net.citizensnpcs.api.persistence.Persist;
@ -87,18 +88,28 @@ public class CommandTrait extends Trait {
return output;
}
public void dispatch(Player player, Hand hand) {
for (NPCCommand command : commands.values()) {
if (command.hand != hand && command.hand != Hand.BOTH)
continue;
PlayerNPCCommand info = cooldowns.get(player.getUniqueId().toString());
if (info != null && !info.canUse(player, command)) {
continue;
}
command.run(npc, player);
if (command.cooldown > 0 && info == null) {
cooldowns.put(player.getUniqueId().toString(), new PlayerNPCCommand(command));
public void dispatch(final Player player, final Hand hand) {
Runnable task = new Runnable() {
@Override
public void run() {
for (NPCCommand command : commands.values()) {
if (command.hand != hand && command.hand != Hand.BOTH)
continue;
PlayerNPCCommand info = cooldowns.get(player.getUniqueId().toString());
if (info != null && !info.canUse(player, command)) {
continue;
}
command.run(npc, player);
if (command.cooldown > 0 && info == null) {
cooldowns.put(player.getUniqueId().toString(), new PlayerNPCCommand(command));
}
}
}
};
if (Bukkit.isPrimaryThread()) {
task.run();
} else {
Bukkit.getScheduler().runTask(CitizensAPI.getPlugin(), task);
}
}

View File

@ -1,11 +1,12 @@
package net.citizensnpcs.trait;
import java.util.*;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import org.bukkit.GameMode;
import org.bukkit.Location;
import org.bukkit.entity.Entity;
import org.bukkit.entity.EntityType;
import org.bukkit.entity.LivingEntity;
import org.bukkit.entity.Player;
import org.bukkit.metadata.MetadataValue;
@ -49,8 +50,8 @@ public class LookClose extends Trait implements Toggleable, CommandConfigurable
}
/**
* Returns whether the target can be seen. Will use realistic line of sight if
* {@link #setRealisticLooking(boolean)} is true.
* Returns whether the target can be seen. Will use realistic line of sight if {@link #setRealisticLooking(boolean)}
* is true.
*/
public boolean canSeeTarget() {
return realisticLooking && npc.getEntity() instanceof LivingEntity
@ -70,14 +71,13 @@ public class LookClose extends Trait implements Toggleable, CommandConfigurable
public void findNewTarget() {
List<Player> nearby = new ArrayList<>();
for (Entity entity : npc.getEntity().getNearbyEntities(range, range, range)) {
if (!(entity instanceof Player)) continue;
if (!(entity instanceof Player))
continue;
Player player = (Player) entity;
if (CitizensAPI.getNPCRegistry().getNPC(entity) != null
|| player.getGameMode() == GameMode.SPECTATOR
if (CitizensAPI.getNPCRegistry().getNPC(entity) != null || player.getGameMode() == GameMode.SPECTATOR
|| entity.getLocation(CACHE_LOCATION).getWorld() != NPC_LOCATION.getWorld()
|| player.hasPotionEffect(PotionEffectType.INVISIBILITY)
|| isPluginVanished((Player) entity))
|| player.hasPotionEffect(PotionEffectType.INVISIBILITY) || isPluginVanished((Player) entity))
continue;
nearby.add(player);
}
@ -92,7 +92,6 @@ public class LookClose extends Trait implements Toggleable, CommandConfigurable
return Double.compare(l1.distanceSquared(NPC_LOCATION), l2.distanceSquared(NPC_LOCATION));
});
lookingAt = nearby.get(0);
}
}
@ -181,8 +180,7 @@ public class LookClose extends Trait implements Toggleable, CommandConfigurable
}
/**
* Enables random looking - will look at a random {@link Location} every so
* often if enabled.
* Enables random looking - will look at a random {@link Location} every so often if enabled.
*/
public void setRandomLook(boolean enableRandomLook) {
this.enableRandomLook = enableRandomLook;
@ -211,8 +209,7 @@ public class LookClose extends Trait implements Toggleable, CommandConfigurable
}
/**
* Enables/disables realistic looking (using line of sight checks). More
* computationally expensive.
* Enables/disables realistic looking (using line of sight checks). More computationally expensive.
*/
public void setRealisticLooking(boolean realistic) {
this.realisticLooking = realistic;