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Improve MojangAPI docs and replace @Deprecated with @ApiStatus.Experimental on draft APIs (#8261)
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@ -3,33 +3,33 @@ package com.destroystokyo.paper.event.brigadier;
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import com.destroystokyo.paper.brigadier.BukkitBrigadierCommandSource;
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import com.mojang.brigadier.tree.RootCommandNode;
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import org.bukkit.Bukkit;
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import org.bukkit.Warning;
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import org.bukkit.entity.Player;
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import org.bukkit.event.HandlerList;
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import org.bukkit.event.player.PlayerEvent;
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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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* Fired any time a Brigadier RootCommandNode is generated for a player to inform the client of commands.
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* You may manipulate this CommandNode to change what the client sees.
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*
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* This event may fire on login, world change, and permission rebuilds, by plugin request, and potentially future means.
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* <p>This event may fire on login, world change, and permission rebuilds, by plugin request, and potentially future means.</p>
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*
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* This event will fire before {@link org.bukkit.event.player.PlayerCommandSendEvent}, so no filtering has been done by
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* other plugins yet.
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* <p>This event will fire before {@link org.bukkit.event.player.PlayerCommandSendEvent}, so no filtering has been done by
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* other plugins yet.</p>
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*
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* WARNING: This event will potentially (and most likely) fire twice! Once for Async, and once again for Sync.
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* <p>WARNING: This event will potentially (and most likely) fire twice! Once for Async, and once again for Sync.
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* It is important that you check event.isAsynchronous() and event.hasFiredAsync() to ensure you only act once.
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* If for some reason we are unable to send this asynchronously in the future, only the sync method will fire.
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* If for some reason we are unable to send this asynchronously in the future, only the sync method will fire.</p>
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*
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* Your logic should look like this:
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* if (event.isAsynchronous() || !event.hasFiredAsync()) { do stuff }
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* <p>Your logic should look like this:
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* {@code if (event.isAsynchronous() || !event.hasFiredAsync()) { // do stuff }}</p>
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*
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* If your logic is not safe to run asynchronously, only react to the synchronous version.
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* @deprecated Draft API - Subject to change until confirmed solves desired use cases
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* <p>If your logic is not safe to run asynchronously, only react to the synchronous version.</p>
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*
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* <p>This is a draft/experimental API and is subject to change.</p>
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*/
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@Deprecated
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@Warning(false)
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@ApiStatus.Experimental
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public class AsyncPlayerSendCommandsEvent <S extends BukkitBrigadierCommandSource> extends PlayerEvent {
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private static final HandlerList handlers = new HandlerList();
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@ -43,14 +43,18 @@ public class AsyncPlayerSendCommandsEvent <S extends BukkitBrigadierCommandSourc
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}
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/**
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* @return The full Root Command Node being sent to the client, which is mutable.
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* Gets the full Root Command Node being sent to the client, which is mutable.
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*
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* @return the root command node
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*/
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public RootCommandNode<S> getCommandNode() {
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return node;
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}
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/**
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* @return If this event has already fired asynchronously.
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* Gets if this event has already fired asynchronously.
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*
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* @return whether this event has already fired asynchronously
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*/
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public boolean hasFiredAsync() {
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return hasFiredAsync;
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@ -10,8 +10,9 @@ import org.bukkit.event.player.PlayerEvent;
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import org.jetbrains.annotations.NotNull;
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/**
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* Called when sending Suggestions to the client. Will be called asynchronously if a plugin
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* marks the AsyncTabComplete event handled asynchronously, otherwise called synchronously.
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* Called when sending {@link Suggestions} to the client. Will be called asynchronously if a plugin
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* marks the {@link com.destroystokyo.paper.event.server.AsyncTabCompleteEvent} event handled asynchronously,
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* otherwise called synchronously.
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*/
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public class AsyncPlayerSendSuggestionsEvent extends PlayerEvent implements Cancellable {
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@ -28,21 +29,27 @@ public class AsyncPlayerSendSuggestionsEvent extends PlayerEvent implements Canc
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}
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/**
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* @return The input buffer sent to request these suggestions
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* Gets the input buffer sent to request these suggestions.
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*
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* @return the input buffer
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*/
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public String getBuffer() {
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return buffer;
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}
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/**
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* @return The suggestions being sent to client
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* Gets the suggestions to be sent to client.
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*
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* @return the suggestions
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*/
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public Suggestions getSuggestions() {
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return suggestions;
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}
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/**
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* @param suggestions The suggestions to be sent to client if need to change them
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* Sets the suggestions to be sent to client.
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*
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* @param suggestions suggestions
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*/
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public void setSuggestions(Suggestions suggestions) {
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this.suggestions = suggestions;
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@ -57,7 +64,7 @@ public class AsyncPlayerSendSuggestionsEvent extends PlayerEvent implements Canc
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}
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/**
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* Cancels sending suggestions to the client
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* Cancels sending suggestions to the client.
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* {@inheritDoc}
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*/
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@Override
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@ -5,24 +5,23 @@ import com.destroystokyo.paper.brigadier.BukkitBrigadierCommandSource;
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import com.mojang.brigadier.tree.ArgumentCommandNode;
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import com.mojang.brigadier.tree.LiteralCommandNode;
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import com.mojang.brigadier.tree.RootCommandNode;
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import org.bukkit.Warning;
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import org.bukkit.command.Command;
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import org.bukkit.event.Cancellable;
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import org.bukkit.event.HandlerList;
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import org.bukkit.event.server.ServerEvent;
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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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* Fired anytime the server synchronizes Bukkit commands to Brigadier.
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*
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* Allows a plugin to control the command node structure for its commands.
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* <p>Allows a plugin to control the command node structure for its commands.
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* This is done at Plugin Enable time after commands have been registered, but may also
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* run at a later point in the server lifetime due to plugins, a server reload, etc.
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* run at a later point in the server lifetime due to plugins, a server reload, etc.</p>
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*
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* @deprecated Draft API - Subject to change until confirmed solves desired use cases
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* <p>This is a draft/experimental API and is subject to change.</p>
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*/
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@Deprecated
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@Warning(false)
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@ApiStatus.Experimental
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public class CommandRegisteredEvent<S extends BukkitBrigadierCommandSource> extends ServerEvent implements Cancellable {
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private static final HandlerList handlers = new HandlerList();
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