geforkt von Mirrors/Velocity
Document every event Velocity will await on.
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8c39d9a1e4
@ -0,0 +1,22 @@
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/*
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* Copyright (C) 2018 Velocity Contributors
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*
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* The Velocity API is licensed under the terms of the MIT License. For more details,
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* reference the LICENSE file in the api top-level directory.
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*/
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package com.velocitypowered.api.event.annotation;
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import java.lang.annotation.ElementType;
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import java.lang.annotation.Target;
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/**
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* Marks an event as an event the proxy will wait on to completely fire (including any
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* {@link com.velocitypowered.api.event.EventTask}s) before continuing handling it. Annotated
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* classes are suitable candidates for using EventTasks for handling complex asynchronous
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* operations in a non-blocking matter.
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*/
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@Target(ElementType.TYPE)
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public @interface AwaitingEvent {
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}
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@ -10,14 +10,17 @@ package com.velocitypowered.api.event.command;
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import com.google.common.base.Preconditions;
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import com.velocitypowered.api.command.CommandSource;
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import com.velocitypowered.api.event.ResultedEvent;
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import com.velocitypowered.api.event.annotation.AwaitingEvent;
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import com.velocitypowered.api.event.command.CommandExecuteEvent.CommandResult;
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import java.util.Optional;
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import org.checkerframework.checker.nullness.qual.NonNull;
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import org.checkerframework.checker.nullness.qual.Nullable;
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/**
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* This event is fired when someone executing command.
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* This event is fired when someone executes a command. Velocity will wait for this event to finish
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* firing before trying to handle the command and/or forwarding it to the server.
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*/
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@AwaitingEvent
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public final class CommandExecuteEvent implements ResultedEvent<CommandResult> {
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private final CommandSource commandSource;
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@ -11,12 +11,16 @@ import static com.google.common.base.Preconditions.checkNotNull;
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import com.google.common.annotations.Beta;
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import com.mojang.brigadier.tree.RootCommandNode;
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import com.velocitypowered.api.event.annotation.AwaitingEvent;
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import com.velocitypowered.api.proxy.Player;
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/**
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* Allows plugins to modify the packet indicating commands available on the server to a
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* Minecraft 1.13+ client.
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* Minecraft 1.13+ client. The given {@link RootCommandNode} is mutable. Velocity will wait
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* for this event to finish firing before sending the list of available commands to the
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* client.
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*/
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@AwaitingEvent
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@Beta
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public class PlayerAvailableCommandsEvent {
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@ -12,6 +12,8 @@ import com.velocitypowered.api.proxy.InboundConnection;
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/**
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* This event is fired when a handshake is established between a client and the proxy.
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* Velocity will fire this event asynchronously and will not wait for it to complete before
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* handling the connection.
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*/
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public final class ConnectionHandshakeEvent {
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@ -8,12 +8,23 @@
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package com.velocitypowered.api.event.connection;
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import com.google.common.base.Preconditions;
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import com.velocitypowered.api.event.annotation.AwaitingEvent;
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import com.velocitypowered.api.proxy.Player;
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/**
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* This event is fired when a player disconnects from the proxy. Operations on the provided player,
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* aside from basic data retrieval operations, may behave in undefined ways.
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* This event is fired when a player disconnects from the proxy. This operation can take place
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* when the player disconnects due to normal network activity or when the proxy shuts down.
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* Operations on the provided player, aside from basic data retrieval operations, may behave in
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* undefined ways.
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*
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* <p>
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* Velocity typically fires this event asynchronously and does not wait for a response. However,
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* it will wait for all {@link DisconnectEvent}s for every player on the proxy to fire
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* successfully before the proxy shuts down. This event is the sole exception to the
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* {@link AwaitingEvent} contract.
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* </p>
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*/
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@AwaitingEvent
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public final class DisconnectEvent {
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private final Player player;
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@ -9,12 +9,16 @@ package com.velocitypowered.api.event.connection;
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import com.google.common.base.Preconditions;
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import com.velocitypowered.api.event.ResultedEvent;
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import com.velocitypowered.api.event.annotation.AwaitingEvent;
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import com.velocitypowered.api.proxy.Player;
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/**
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* This event is fired once the player has been authenticated but before they connect to a server on
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* the proxy.
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* This event is fired once the player has been authenticated, but before they connect to a server.
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* Velocity will wait for this event to finish firing before proceeding with the rest of the login
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* process, but you should try to limit the work done in any event that fires during the login
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* process.
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*/
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@AwaitingEvent
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public final class LoginEvent implements ResultedEvent<ResultedEvent.ComponentResult> {
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private final Player player;
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@ -11,6 +11,7 @@ import com.google.common.base.Preconditions;
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import com.google.common.io.ByteArrayDataInput;
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import com.google.common.io.ByteStreams;
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import com.velocitypowered.api.event.ResultedEvent;
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import com.velocitypowered.api.event.annotation.AwaitingEvent;
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import com.velocitypowered.api.proxy.Player;
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import com.velocitypowered.api.proxy.ServerConnection;
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import com.velocitypowered.api.proxy.messages.ChannelIdentifier;
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@ -21,8 +22,10 @@ import java.util.Arrays;
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/**
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* This event is fired when a plugin message is sent to the proxy, either from a client ({@link
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* Player}) or a server ({@link ServerConnection}).
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* Player}) or a server ({@link ServerConnection}). Velocity will wait on this event to finish
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* firing before discarding the sent plugin message (if handled) or forwarding it to the server.
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*/
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@AwaitingEvent
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public final class PluginMessageEvent implements ResultedEvent<PluginMessageEvent.ForwardResult> {
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private final ChannelMessageSource source;
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@ -8,12 +8,17 @@
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package com.velocitypowered.api.event.connection;
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import com.google.common.base.Preconditions;
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import com.velocitypowered.api.event.annotation.AwaitingEvent;
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import com.velocitypowered.api.proxy.Player;
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/**
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* This event is fired once the player has been fully initialized and is about to connect to their
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* first server.
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* first server. Velocity will wait for this event to finish firing before it fires
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* {@link com.velocitypowered.api.event.player.PlayerChooseInitialServerEvent} with any default
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* servers specified in the configuration, but you should try to limit the work done in any event
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* that fires during the login process.
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*/
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@AwaitingEvent
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public final class PostLoginEvent {
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private final Player player;
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@ -9,6 +9,7 @@ package com.velocitypowered.api.event.connection;
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import com.google.common.base.Preconditions;
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import com.velocitypowered.api.event.ResultedEvent;
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import com.velocitypowered.api.event.annotation.AwaitingEvent;
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import com.velocitypowered.api.proxy.InboundConnection;
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import java.util.Optional;
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import org.checkerframework.checker.nullness.qual.NonNull;
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@ -17,8 +18,11 @@ import org.checkerframework.checker.nullness.qual.Nullable;
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/**
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* This event is fired when a player has initiated a connection with the proxy but before the proxy
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* authenticates the player with Mojang or before the player's proxy connection is fully established
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* (for offline mode).
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* (for offline mode). Velocity will wait for this event to finish firing before proceeding further
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* with the login process, but you should try to limit the work done in any event that fires during
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* the login process.
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*/
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@AwaitingEvent
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public final class PreLoginEvent implements ResultedEvent<PreLoginEvent.PreLoginComponentResult> {
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private final InboundConnection connection;
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@ -8,16 +8,26 @@
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package com.velocitypowered.api.event.permission;
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import com.google.common.base.Preconditions;
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import com.velocitypowered.api.event.annotation.AwaitingEvent;
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import com.velocitypowered.api.permission.PermissionFunction;
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import com.velocitypowered.api.permission.PermissionProvider;
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import com.velocitypowered.api.permission.PermissionSubject;
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import org.checkerframework.checker.nullness.qual.Nullable;
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/**
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* Called when a {@link PermissionSubject}'s permissions are being setup.
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* Called when a {@link PermissionSubject}'s permissions are being setup. This event is typically
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* called for the {@link com.velocitypowered.api.proxy.ConsoleCommandSource} and any
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* {@link com.velocitypowered.api.proxy.Player}s who join the proxy.
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*
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* <p>This event is only called once per subject, on initialisation.</p>
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*
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* <p>
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* Velocity will wait for this event to finish firing before proceeding further with server
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* startup (for the console command source) and logins (for players) but it is strongly
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* recommended to minimize the amount of work that must be done in this event.
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* </p>
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*/
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@AwaitingEvent
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public final class PermissionsSetupEvent {
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private final PermissionSubject subject;
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@ -8,6 +8,7 @@
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package com.velocitypowered.api.event.player;
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import com.google.common.base.Preconditions;
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import com.velocitypowered.api.event.annotation.AwaitingEvent;
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import com.velocitypowered.api.proxy.InboundConnection;
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import com.velocitypowered.api.util.GameProfile;
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import org.checkerframework.checker.nullness.qual.Nullable;
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@ -16,7 +17,14 @@ import org.checkerframework.checker.nullness.qual.Nullable;
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* This event is fired after the {@link com.velocitypowered.api.event.connection.PreLoginEvent} in
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* order to set up the game profile for the user. This can be used to configure a custom profile for
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* a user, i.e. skin replacement.
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*
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* <p>
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* Velocity will wait for this event to finish firing before proceeding with the rest of the login
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* process, but you should try to limit the work done in any event that fires during the login
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* process.
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* </p>
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*/
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@AwaitingEvent
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public final class GameProfileRequestEvent {
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private final String username;
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@ -9,6 +9,7 @@ package com.velocitypowered.api.event.player;
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import com.google.common.base.Preconditions;
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import com.velocitypowered.api.event.ResultedEvent;
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import com.velocitypowered.api.event.annotation.AwaitingEvent;
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import com.velocitypowered.api.proxy.Player;
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import com.velocitypowered.api.proxy.server.RegisteredServer;
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import java.util.Optional;
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@ -19,8 +20,10 @@ import org.checkerframework.checker.nullness.qual.Nullable;
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* Fired when a player is kicked from a server. You may either allow Velocity to kick the player
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* (with an optional reason override) or redirect the player to a separate server. By default,
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* Velocity will notify the user (if they are already connected to a server) or disconnect them
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* (if they are not on a server and no other servers are available).
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* (if they are not on a server and no other servers are available). Velocity will wait on this
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* event to finish firing before taking the specified action.
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*/
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@AwaitingEvent
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public final class KickedFromServerEvent implements
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ResultedEvent<KickedFromServerEvent.ServerKickResult> {
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@ -15,7 +15,7 @@ import java.util.List;
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/**
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* This event is fired when a client ({@link Player}) sends a plugin message through the
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* register channel.
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* register channel. Velocity will not wait on this event to finish firing.
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*/
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public final class PlayerChannelRegisterEvent {
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@ -9,14 +9,17 @@ package com.velocitypowered.api.event.player;
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import com.google.common.base.Preconditions;
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import com.velocitypowered.api.event.ResultedEvent;
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import com.velocitypowered.api.event.annotation.AwaitingEvent;
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import com.velocitypowered.api.proxy.Player;
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import java.util.Optional;
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import org.checkerframework.checker.nullness.qual.NonNull;
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import org.checkerframework.checker.nullness.qual.Nullable;
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/**
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* This event is fired when a player types in a chat message.
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* This event is fired when a player types in a chat message. Velocity will wait on this event
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* to finish firing before forwarding it to the server, if the result allows it.
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*/
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@AwaitingEvent
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public final class PlayerChatEvent implements ResultedEvent<PlayerChatEvent.ChatResult> {
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private final Player player;
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@ -8,15 +8,19 @@
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package com.velocitypowered.api.event.player;
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import com.google.common.base.Preconditions;
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import com.velocitypowered.api.event.annotation.AwaitingEvent;
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import com.velocitypowered.api.proxy.Player;
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import com.velocitypowered.api.proxy.server.RegisteredServer;
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import java.util.Optional;
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import org.checkerframework.checker.nullness.qual.Nullable;
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/**
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* Fired when a player has finished connecting to the proxy and we need to choose the first server
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* to connect to.
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* Fired when a player has finished the login process, and we need to choose the first server
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* to connect to. Velocity will wait on this event to finish firing before initiating the connection
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* but you should try to limit the work done in this event. Failures will be handled by
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* {@link KickedFromServerEvent} as normal.
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*/
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@AwaitingEvent
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public class PlayerChooseInitialServerEvent {
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private final Player player;
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@ -11,7 +11,8 @@ import com.google.common.base.Preconditions;
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import com.velocitypowered.api.proxy.Player;
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/**
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* Fired when a {@link Player} sends the <code>minecraft:brand</code> plugin message.
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* Fired when a {@link Player} sends the <code>minecraft:brand</code> plugin message. Velocity will
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* not wait on the result of this event.
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*/
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public final class PlayerClientBrandEvent {
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private final Player player;
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@ -14,6 +14,7 @@ import com.velocitypowered.api.util.ModInfo;
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/**
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* This event is fired when a Forge client sends its mods to the proxy while connecting to a server.
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* Velocity will not wait on this event to finish firing.
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*/
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public final class PlayerModInfoEvent {
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@ -8,6 +8,7 @@
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package com.velocitypowered.api.event.player;
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import com.google.common.base.Preconditions;
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import com.velocitypowered.api.event.annotation.AwaitingEvent;
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import com.velocitypowered.api.network.ProtocolVersion;
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import com.velocitypowered.api.proxy.Player;
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import com.velocitypowered.api.proxy.player.ResourcePackInfo;
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@ -16,8 +17,10 @@ import org.checkerframework.checker.nullness.qual.Nullable;
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/**
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* This event is fired when the status of a resource pack sent to the player by the server is
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* changed.
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* changed. Depending on the result of this event (which Velocity will wait until completely fired),
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* the player may be kicked from the server.
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*/
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@AwaitingEvent
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public class PlayerResourcePackStatusEvent {
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private final Player player;
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@ -25,7 +28,6 @@ public class PlayerResourcePackStatusEvent {
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private final @MonotonicNonNull ResourcePackInfo packInfo;
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private boolean overwriteKick;
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/**
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* Instantiates this event.
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* @deprecated Use {@link PlayerResourcePackStatusEvent#PlayerResourcePackStatusEvent
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|
@ -12,6 +12,11 @@ import com.google.common.base.Preconditions;
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import com.velocitypowered.api.proxy.Player;
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import com.velocitypowered.api.proxy.player.PlayerSettings;
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/**
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* This event is fired when the client sends new client settings for the player. This event can
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* and typically will be fired multiple times per connection. Velocity will not wait on this event
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* to finish firing.
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*/
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public final class PlayerSettingsChangedEvent {
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private final Player player;
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|
@ -8,6 +8,7 @@
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package com.velocitypowered.api.event.player;
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import com.google.common.base.Preconditions;
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import com.velocitypowered.api.event.annotation.AwaitingEvent;
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import com.velocitypowered.api.proxy.Player;
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import com.velocitypowered.api.proxy.server.RegisteredServer;
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import java.util.Optional;
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@ -16,7 +17,14 @@ import org.checkerframework.checker.nullness.qual.Nullable;
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/**
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* This event is fired once the player has successfully connected to the target server and the
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* connection to the previous server has been de-established.
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*
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* <p>
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* <strong>Note</strong>: For historical reasons, Velocity does wait on this event to finish
|
||||
* firing before continuing the server connection process. This behavior is
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* <strong>deprecated</strong> and likely to be removed in Polymer.
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||||
* </p>
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||||
*/
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@AwaitingEvent
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public final class ServerConnectedEvent {
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||||
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||||
private final Player player;
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||||
|
@ -13,6 +13,7 @@ import com.google.common.io.BaseEncoding;
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||||
import com.google.common.io.ByteArrayDataInput;
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||||
import com.google.common.io.ByteStreams;
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||||
import com.velocitypowered.api.event.ResultedEvent;
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||||
import com.velocitypowered.api.event.annotation.AwaitingEvent;
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||||
import com.velocitypowered.api.event.player.ServerLoginPluginMessageEvent.ResponseResult;
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||||
import com.velocitypowered.api.proxy.ServerConnection;
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||||
import com.velocitypowered.api.proxy.messages.ChannelIdentifier;
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||||
@ -22,8 +23,11 @@ import org.checkerframework.checker.nullness.qual.Nullable;
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||||
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||||
/**
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||||
* Fired when a server sends a login plugin message to the proxy. Plugins have the opportunity to
|
||||
* respond to the messages as needed.
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||||
* respond to the messages as needed. Velocity will wait on this event to finish. The server will
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||||
* be responsible for continuing the login process once the server is satisfied with any login
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||||
* plugin responses sent by proxy plugins (or messages indicating a lack of response).
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*/
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@AwaitingEvent
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public class ServerLoginPluginMessageEvent implements ResultedEvent<ResponseResult> {
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private final ServerConnection connection;
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private final ChannelIdentifier identifier;
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||||
|
@ -15,7 +15,8 @@ import org.checkerframework.checker.nullness.qual.Nullable;
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||||
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||||
/**
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||||
* Fired after the player has connected to a server. The server the player is now connected to is
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||||
* available in {@link Player#getCurrentServer()}.
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||||
* available in {@link Player#getCurrentServer()}. Velocity will not wait on this event to finish
|
||||
* firing.
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||||
*/
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||||
@Beta
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public class ServerPostConnectEvent {
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||||
|
@ -9,6 +9,7 @@ package com.velocitypowered.api.event.player;
|
||||
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||||
import com.google.common.base.Preconditions;
|
||||
import com.velocitypowered.api.event.ResultedEvent;
|
||||
import com.velocitypowered.api.event.annotation.AwaitingEvent;
|
||||
import com.velocitypowered.api.proxy.ConnectionRequestBuilder;
|
||||
import com.velocitypowered.api.proxy.ConnectionRequestBuilder.Status;
|
||||
import com.velocitypowered.api.proxy.Player;
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||||
@ -17,8 +18,10 @@ import java.util.Optional;
|
||||
import org.checkerframework.checker.nullness.qual.Nullable;
|
||||
|
||||
/**
|
||||
* This event is fired before the player connects to a server.
|
||||
* This event is fired before the player connects to a server. Velocity will wait on this event to
|
||||
* finish firing before initiating the connection.
|
||||
*/
|
||||
@AwaitingEvent
|
||||
public final class ServerPreConnectEvent implements
|
||||
ResultedEvent<ServerPreConnectEvent.ServerResult> {
|
||||
|
||||
|
@ -9,6 +9,7 @@ package com.velocitypowered.api.event.player;
|
||||
|
||||
import static com.google.common.base.Preconditions.checkNotNull;
|
||||
|
||||
import com.velocitypowered.api.event.annotation.AwaitingEvent;
|
||||
import com.velocitypowered.api.proxy.Player;
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
@ -16,7 +17,11 @@ import java.util.List;
|
||||
/**
|
||||
* This event is fired after a tab complete response is sent by the remote server, for clients on
|
||||
* 1.12.2 and below. You have the opportunity to modify the response sent to the remote player.
|
||||
* Velocity will wait for this event to finish firing before sending the tab complete results to
|
||||
* the client. Be sure to be as fast as possible, since the client will freeze while it waits for
|
||||
* the tab complete results.
|
||||
*/
|
||||
@AwaitingEvent
|
||||
public class TabCompleteEvent {
|
||||
private final Player player;
|
||||
private final String partialMessage;
|
||||
|
@ -7,10 +7,14 @@
|
||||
|
||||
package com.velocitypowered.api.event.proxy;
|
||||
|
||||
import com.velocitypowered.api.event.annotation.AwaitingEvent;
|
||||
|
||||
/**
|
||||
* This event is fired by the proxy after plugins have been loaded but before the proxy starts
|
||||
* accepting connections.
|
||||
* accepting connections. Velocity will wait for this event to finish firing before it begins to
|
||||
* accept new connections.
|
||||
*/
|
||||
@AwaitingEvent
|
||||
public final class ProxyInitializeEvent {
|
||||
|
||||
@Override
|
||||
|
@ -8,12 +8,17 @@
|
||||
package com.velocitypowered.api.event.proxy;
|
||||
|
||||
import com.google.common.base.Preconditions;
|
||||
import com.velocitypowered.api.event.annotation.AwaitingEvent;
|
||||
import com.velocitypowered.api.proxy.InboundConnection;
|
||||
import com.velocitypowered.api.proxy.server.ServerPing;
|
||||
|
||||
/**
|
||||
* This event is fired when a server list ping request is sent by a remote client.
|
||||
* This event is fired when a server list ping request is sent by a remote client. Velocity will
|
||||
* wait on this event to finish firing before delivering the results to the remote client, but
|
||||
* you are urged to be as parsimonious as possible when handling this event due to the amount of
|
||||
* ping packets a client can send.
|
||||
*/
|
||||
@AwaitingEvent
|
||||
public final class ProxyPingEvent {
|
||||
|
||||
private final InboundConnection connection;
|
||||
|
@ -7,10 +7,13 @@
|
||||
|
||||
package com.velocitypowered.api.event.proxy;
|
||||
|
||||
import com.velocitypowered.api.event.annotation.AwaitingEvent;
|
||||
|
||||
/**
|
||||
* This event is fired by the proxy after the proxy has stopped accepting connections but before the
|
||||
* proxy process exits.
|
||||
* proxy process exits. Velocity will wait for this event to finish firing before it exits.
|
||||
*/
|
||||
@AwaitingEvent
|
||||
public final class ProxyShutdownEvent {
|
||||
|
||||
@Override
|
||||
|
@ -8,12 +8,15 @@
|
||||
package com.velocitypowered.api.event.query;
|
||||
|
||||
import com.google.common.base.Preconditions;
|
||||
import com.velocitypowered.api.event.annotation.AwaitingEvent;
|
||||
import com.velocitypowered.api.proxy.server.QueryResponse;
|
||||
import java.net.InetAddress;
|
||||
|
||||
/**
|
||||
* This event is fired if proxy is getting queried over GS4 Query protocol.
|
||||
* This event is fired if proxy is getting queried over GS4 Query protocol. Velocity will wait on
|
||||
* this event to fire before providing a response to the client.
|
||||
*/
|
||||
@AwaitingEvent
|
||||
public final class ProxyQueryEvent {
|
||||
|
||||
private final QueryType queryType;
|
||||
|
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