Paper/Paper-MojangAPI/src/main/java/com/destroystokyo/paper/event/brigadier/AsyncPlayerSendCommandsEven...

69 lines
2.4 KiB
Java

package com.destroystokyo.paper.event.brigadier;
import com.destroystokyo.paper.brigadier.BukkitBrigadierCommandSource;
import com.mojang.brigadier.tree.RootCommandNode;
import org.bukkit.Bukkit;
import org.bukkit.Warning;
import org.bukkit.entity.Player;
import org.bukkit.event.HandlerList;
import org.bukkit.event.player.PlayerEvent;
import org.jetbrains.annotations.NotNull;
/**
* Fired any time a Brigadier RootCommandNode is generated for a player to inform the client of commands.
* You may manipulate this CommandNode to change what the client sees.
*
* This event may fire on login, world change, and permission rebuilds, by plugin request, and potentially future means.
*
* This event will fire before {@link org.bukkit.event.player.PlayerCommandSendEvent}, so no filtering has been done by
* other plugins yet.
*
* WARNING: This event will potentially (and most likely) fire twice! Once for Async, and once again for Sync.
* It is important that you check event.isAsynchronous() and event.hasFiredAsync() to ensure you only act once.
* If for some reason we are unable to send this asynchronously in the future, only the sync method will fire.
*
* Your logic should look like this:
* if (event.isAsynchronous() || !event.hasFiredAsync()) { do stuff }
*
* If your logic is not safe to run asynchronously, only react to the synchronous version.
* @deprecated Draft API - Subject to change until confirmed solves desired use cases
*/
@Deprecated
@Warning(false)
public class AsyncPlayerSendCommandsEvent <S extends BukkitBrigadierCommandSource> extends PlayerEvent {
private static final HandlerList handlers = new HandlerList();
private final RootCommandNode<S> node;
private final boolean hasFiredAsync;
public AsyncPlayerSendCommandsEvent(Player player, RootCommandNode<S> node, boolean hasFiredAsync) {
super(player, !Bukkit.isPrimaryThread());
this.node = node;
this.hasFiredAsync = hasFiredAsync;
}
/**
* @return The full Root Command Node being sent to the client, which is mutable.
*/
public RootCommandNode<S> getCommandNode() {
return node;
}
/**
* @return If this event has already fired asynchronously.
*/
public boolean hasFiredAsync() {
return hasFiredAsync;
}
@NotNull
public HandlerList getHandlers() {
return handlers;
}
@NotNull
public static HandlerList getHandlerList() {
return handlers;
}
}