public interface ClientConnectionEvent extends Event
Together with SpawnEntityEvent
, these events represent the
progression of a Player
from first authenticating, to being fully
loaded in the world.
The events are fired in the following order:
#Auth -> #Login -> SpawnEntityEvent
-> #Join
SpawnEntityEvent
is still fired for players, for consistency.
However, the player is not at a well-defined state at that point. It's
recommended to use the event's subinterfaces to interact with the player
at well-defined moments during the connection process.
Modifier and Type | Interface and Description |
---|---|
static interface |
ClientConnectionEvent.Auth
Called asynchronously when the client attempts to authenticate against
the server.
|
static interface |
ClientConnectionEvent.Disconnect
Called when a
Player disconnects from the game. |
static interface |
ClientConnectionEvent.Join
|
static interface |
ClientConnectionEvent.Login
Called after the client authenticates and attempts to login to the
server.
|
getCause, getContext, getSource