Mirror von
https://github.com/PaperMC/Velocity.git
synchronisiert 2024-12-24 15:20:35 +01:00
Make DisconnectEvent more sane
This is a step towards fixing #289 and removing some less-than-optimal behavior in plugins I maintain internally.
Dieser Commit ist enthalten in:
Ursprung
7fd76962f2
Commit
1938013ab2
@ -1,5 +1,8 @@
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package com.velocitypowered.api.event.connection;
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import static com.velocitypowered.api.event.connection.DisconnectEvent.LoginStatus.CANCELLED_BY_PROXY;
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import static com.velocitypowered.api.event.connection.DisconnectEvent.LoginStatus.SUCCESSFUL_LOGIN;
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import com.google.common.base.Preconditions;
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import com.velocitypowered.api.proxy.Player;
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@ -10,31 +13,50 @@ import com.velocitypowered.api.proxy.Player;
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public final class DisconnectEvent {
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private final Player player;
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private final boolean disconnectedDuringLogin;
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private final LoginStatus loginStatus;
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@Deprecated
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public DisconnectEvent(Player player) {
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this(player, false);
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}
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@Deprecated
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public DisconnectEvent(Player player,
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boolean disconnectedDuringLogin) {
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this(player, disconnectedDuringLogin ? CANCELLED_BY_PROXY : SUCCESSFUL_LOGIN);
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}
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public DisconnectEvent(Player player, LoginStatus loginStatus) {
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this.player = Preconditions.checkNotNull(player, "player");
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this.disconnectedDuringLogin = disconnectedDuringLogin;
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this.loginStatus = Preconditions.checkNotNull(loginStatus, "loginStatus");
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}
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public Player getPlayer() {
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return player;
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}
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@Deprecated
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public boolean disconnectedDuringLogin() {
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return this.disconnectedDuringLogin;
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return this.loginStatus == CANCELLED_BY_PROXY;
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}
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public LoginStatus getLoginStatus() {
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return loginStatus;
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}
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@Override
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public String toString() {
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return "DisconnectEvent{"
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+ "player=" + player + ", "
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+ "disconnectedDuringLogin=" + disconnectedDuringLogin
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+ "loginStatus=" + loginStatus
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+ '}';
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}
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public enum LoginStatus {
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SUCCESSFUL_LOGIN,
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CONFLICTING_LOGIN,
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CANCELLED_BY_USER,
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CANCELLED_BY_PROXY
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}
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}
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@ -271,6 +271,10 @@ public class MinecraftConnection extends ChannelInboundHandlerAdapter {
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return channel.config().isAutoRead();
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}
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public boolean isKnownDisconnect() {
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return knownDisconnect;
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}
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/**
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* Determines whether or not the channel should continue reading data automaticaly.
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* @param autoReading whether or not we should read data automatically
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@ -6,6 +6,7 @@ import static java.util.concurrent.CompletableFuture.completedFuture;
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import com.google.common.base.Preconditions;
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import com.google.gson.JsonObject;
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import com.velocitypowered.api.event.connection.DisconnectEvent;
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import com.velocitypowered.api.event.connection.DisconnectEvent.LoginStatus;
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import com.velocitypowered.api.event.player.KickedFromServerEvent;
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import com.velocitypowered.api.event.player.KickedFromServerEvent.DisconnectPlayer;
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import com.velocitypowered.api.event.player.KickedFromServerEvent.Notify;
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@ -586,10 +587,21 @@ public class ConnectedPlayer implements MinecraftConnectionAssociation, Player {
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if (connectedServer != null) {
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connectedServer.disconnect();
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}
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boolean isConnected = server.getPlayer(this.getUniqueId()).isPresent();
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Optional<Player> connectedPlayer = server.getPlayer(this.getUniqueId());
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server.unregisterConnection(this);
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server.getEventManager().fire(new DisconnectEvent(this, !isConnected))
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.thenRun(() -> this.teardownFuture.complete(null));
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DisconnectEvent.LoginStatus status;
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if (connectedPlayer.isPresent()) {
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status = connectedPlayer.get() == this ? LoginStatus.SUCCESSFUL_LOGIN
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: LoginStatus.CONFLICTING_LOGIN;
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} else {
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status = connection.isKnownDisconnect() ? LoginStatus.CANCELLED_BY_PROXY :
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LoginStatus.CANCELLED_BY_USER;
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}
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DisconnectEvent event = new DisconnectEvent(this, status);
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server.getEventManager().fire(event).thenRun(() -> this.teardownFuture.complete(null));
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}
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public CompletableFuture<Void> getTeardownFuture() {
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@ -202,10 +202,14 @@ public class LoginSessionHandler implements MinecraftSessionHandler {
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onlineMode);
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server.getEventManager().fire(profileRequestEvent).thenCompose(profileEvent -> {
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if (mcConnection.isClosed()) {
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// The player disconnected after we authenticated them.
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return CompletableFuture.completedFuture(null);
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}
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// Initiate a regular connection and move over to it.
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ConnectedPlayer player = new ConnectedPlayer(server, profileEvent.getGameProfile(),
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mcConnection,
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inbound.getVirtualHost().orElse(null), onlineMode);
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mcConnection, inbound.getVirtualHost().orElse(null), onlineMode);
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this.connectedPlayer = player;
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if (!server.canRegisterConnection(player)) {
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player.disconnect0(VelocityMessages.ALREADY_CONNECTED, true);
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