Paper/Spigot-API-Patches/0167-Add-PlayerConnectionCloseEvent.patch
Shane Freeder 0976d52bbd Updated Upstream (Bukkit/CraftBukkit/Spigot)
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

Please note that this build includes changes to meet upstreams
requirements for nullability annotations. While we aim for a level of
accuracy, these might not be 100% correct, if there are any issues,
please speak to us on discord, or open an issue on the tracker to
discuss.

Bukkit Changes:
9a6a1de3 Remove nullability annotations from enum constructors
3f0591ea SPIGOT-2540: Add nullability annotations to entire Bukkit API

CraftBukkit Changes:
8d8475fc SPIGOT-4666: Force parameter in HumanEntity#sleep
8b1588e2 Fix ExplosionPrimeEvent#setFire not working with EnderCrystals
39a287b7 Don't ignore newlines in PlayerListHeader/Footer

Spigot Changes:
cf694d87 Add nullability annotations
2019-03-20 00:31:18 +00:00

140 lines
4.9 KiB
Diff

From a6886e4d276b22e0ec55a6550ca6a853371df5e1 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