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74f507f4e3
Upstream has released updates that appears to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing Bukkit Changes: e461dcfe #555: Item - add getters/setters for owner/thrower CraftBukkit Changes: 055870c4 #758: Item - add getters/setters for owner/thrower
137 lines
5.0 KiB
Diff
137 lines
5.0 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Sun, 7 Oct 2018 12:05:06 -0700
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Subject: [PATCH] Add PlayerConnectionCloseEvent
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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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The event is invoked for players who have not yet logged into the world, whereas
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PlayerQuitEvent is only invoked on players who have logged into the world.
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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 PlayerQuitEvent, if the player has already logged into
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the world.
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This event is guaranteed to never fire unless AsyncPlayerPreLoginEvent has
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been called beforehand, and this event may not be called in parallel with
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AsyncPlayerPreLoginEvent for the same connection.
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Cancelling the AsyncPlayerPreLoginEvent guarantees the corresponding
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PlayerConnectionCloseEvent is never called.
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The event may be invoked asynchronously or synchronously. As it stands,
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it is never invoked asynchronously. However, plugins should check
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Event#isAsynchronous to be future-proof.
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On purpose, the deprecated PlayerPreLoginEvent event is left out of the
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API spec for this event. Plugins should not be using that event, and
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how PlayerPreLoginEvent interacts with PlayerConnectionCloseEvent
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is undefined.
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diff --git a/src/main/java/com/destroystokyo/paper/event/player/PlayerConnectionCloseEvent.java b/src/main/java/com/destroystokyo/paper/event/player/PlayerConnectionCloseEvent.java
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new file mode 100644
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index 0000000000000000000000000000000000000000..12c1c6fe9dc8dc5f5faf6dcf99f6857219ef22b8
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--- /dev/null
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+++ b/src/main/java/com/destroystokyo/paper/event/player/PlayerConnectionCloseEvent.java
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@@ -0,0 +1,95 @@
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+package com.destroystokyo.paper.event.player;
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+
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+import org.bukkit.event.Event;
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+import org.bukkit.event.HandlerList;
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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.jetbrains.annotations.NotNull;
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+
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+/**
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+ * <p>
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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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+ * <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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+ * <p>
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+ * This event is guaranteed to never fire unless {@link org.bukkit.event.player.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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+ * <p>
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+ * Cancelling the {@link org.bukkit.event.player.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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+
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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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+ 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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+ this.playerName = playerName;
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+ this.ipAddress = ipAddress;
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+ }
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+
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+ /**
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+ * Returns the {@code UUID} of the player disconnecting.
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+ */
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+ @NotNull
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+ public UUID getPlayerUniqueId() {
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+ return this.playerUniqueId;
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+ }
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+
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+ /**
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+ * Returns the name of the player disconnecting.
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+ */
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+ @NotNull
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+ public String getPlayerName() {
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+ return this.playerName;
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+ }
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+
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+ /**
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+ * Returns the player's IP address.
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+ */
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+ @NotNull
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+ public InetAddress getIpAddress() {
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+ return this.ipAddress;
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+ }
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+
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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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+ }
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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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+ }
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+}
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