b68b282439
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 Warning: this commit contains more mapping changes from upstream, As always, ensure that you have working backups and test this build before deployment; Developers working on paper will, yet again, need to delete their work/Minecraft/1.13.2 folder Bukkit Changes: 7fca5fd4 SPIGOT-4558: Preserve user order in the face of copied defaults in configurations 15c9b1eb Ignore spurious slot IDs sent by client, e.g. in enchanting tables 5d2a10c5 SPIGOT-3747: Add API for force loaded chunks d6dd2bb3 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent 771db4aa SPIGOT-794: Call EntityPlaceEvent for Minecart placement 55462509 Add InventoryView#getSlotType 2f3ce5b6 Remove EntityTransformEvent and CustomItemTagContainer from draft API f04ad7b6 Make ProjectileLaunchEvent extend EntitySpawnEvent ccb85808 Define EntitySpawnEvent b8cc3ebe Add PlayerItemDamageEvent 184a495d Ease ClassLoader Deadlocks Where Possible 11ac4728 Expand Boolean Prompt Values in Conversation API aae62d51 Added getAllSessionData() to the Conversation API. 9290ff91 Add InventoryView#getInventory API 995e530f Add API to get / set base arrow damage CraftBukkit Changes: c4a67eed SPIGOT-4556: Fix plugins closing inventory during drop events 5be2ddcb Replace version constants with methods to prevent compiler inlining a5b9c7b3 Use API method to create offset command completions 2bc7d1df SPIGOT-3747: Add API for force loaded chunks a408f375 SPIGOT-3538: Add getHitBlockFace for ProjectileHitEvent b54b9409 SPIGOT-2864: Make Arrow / Item setTicksLived behave like FallingBlock 79ded7a8 SPIGOT-1811: Death message not shown on respawn screen b4a4f15d SPIGOT-943: InventoryCloseEvent called on death regardless of open inventory 0afed592 SPIGOT-794: Call EntityPlaceEvent for Minecart placement 2b2d084a Add InventoryView#getSlotType 01a9959a Do not use deprecated ItemSpawnEvent constructor 9642498d SPIGOT-4547: Call EntitySpawnEvent as general spawn fallback event 963f4a5f Add PlayerItemDamageEvent 63db0445 Add API to get / set base arrow damage 531c25d7 Add CraftMagicNumbers.MAPPINGS_VERSION for use by NMS plugins d05c8b14 Mappings Update bd36e200 SPIGOT-4551: Ignore invalid attribute modifier slots Spigot Changes: 518206a1 Remove redundant trove depend 1959ad21 MC-11211,SPIGOT-4552: Fix placing double slabs at y = 255 29ab5e43 SPIGOT-3661: Allow arguments in restart-script 7cc46316 SPIGOT-852: Growth modifiers for beetroots, potatoes, carrots 82e117e1 Squelch "fatal: Resolve operation not in progress" message 0a1a68e7 Mappings Update & Patch Rebuild
133 lines
4.8 KiB
Diff
133 lines
4.8 KiB
Diff
From f0efe7dcddc56cd20983c541c42537f1d78f7b0b 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 00000000..80896bbf
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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 +1,89 @@
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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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+
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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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+ private final UUID playerUniqueId;
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+ private final String playerName;
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+ private final InetAddress ipAddress;
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+
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+ public PlayerConnectionCloseEvent(final UUID playerUniqueId, final String playerName, 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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+ 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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+ 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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+ public InetAddress getIpAddress() {
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+ return this.ipAddress;
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+ }
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+
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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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+ public static HandlerList getHandlerList() {
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+ return HANDLERS;
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+ }
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+}
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--
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2.20.1
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