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Mirror von https://github.com/PaperMC/Paper.git synchronisiert 2024-12-16 11:30:06 +01:00
Paper/Spigot-API-Patches/0168-Add-PlayerConnectionCloseEvent.patch
Spottedleaf 5c7081fecc Update upstream & fix some chunk related issues (#2177)
* Updated Upstream (Bukkit/CraftBukkit)

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:
45690fe9 SPIGOT-5047: Correct slot types for 1.14 inventories

CraftBukkit Changes:
4090d01f SPIGOT-5047: Correct slot types for 1.14 inventories
e8c08362 SPIGOT-5046: World#getLoadedChunks returning inaccessible cached chunks.
d445af3b SPIGOT-5067: Add item meta for 1.14 spawn eggs

* Bring Chunk load checks in-line with spigot

As of the last upstream merge spigot now checks ticket level status
when returning loaded chunks for a world from api. Now our checks
will respect that decision.

* Fix spawn ticket levels

Vanilla would keep the inner chunks of spawn available for ticking,
however my changes made all chunks non-ticking. Resolve by changing
ticket levels for spawn chunks inside the border to respect this
behavior.


* Make World#getChunkIfLoadedImmediately return only entity ticking chunks

Mojang appears to be using chunks with level > 33 (non-ticking chunks)
as cached chunks and not actually loaded chunks.

* Bring all loaded checks in line with spigot

Loaded chunks must be at least border  chunks, or level <= 33
2019-06-14 03:27:40 +01:00

140 Zeilen
4.9 KiB
Diff

From 009d528d0165243b2a9e3fe673d2e4e63c423eb6 Mon Sep 17 00:00:00 2001
From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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 000000000..12c1c6fe9
--- /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;
+ }
+}
--
2.21.0