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