Interface ServerSideConnectionEvent
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- All Superinterfaces:
Event
- All Known Subinterfaces:
ServerSideConnectionEvent.Auth
,ServerSideConnectionEvent.Disconnect
,ServerSideConnectionEvent.Handshake
,ServerSideConnectionEvent.Join
,ServerSideConnectionEvent.Login
public interface ServerSideConnectionEvent extends Event
Represents an event fired during the login process.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 -> #Handshake -> #Login -> #Join
Traditionally one could consider a
SpawnEntityEvent
to be thrown, but due to the nature of cancellations, aplayer
joining a world afterlogin
would be inadvisable to cancel due to the inconsistent state of both the player and the player's client.
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Nested Class Summary
Nested Classes Modifier and Type Interface Description static interface
ServerSideConnectionEvent.Auth
Called asynchronously when the client attempts to authenticate against the server.static interface
ServerSideConnectionEvent.Disconnect
Called when aplayer
disconnects from the game.static interface
ServerSideConnectionEvent.Handshake
Called after the client authenticates and attempts to login to the server.static interface
ServerSideConnectionEvent.Join
static interface
ServerSideConnectionEvent.Login
Called after the server finished its handshake with the client.
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Method Summary
All Methods Instance Methods Abstract Methods Default Methods Modifier and Type Method Description ServerSideConnection
connection()
Gets theServerSideConnection
.default GameProfile
profile()
Gets theGameProfile
of the client attempting to connect.
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Method Detail
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connection
ServerSideConnection connection()
Gets theServerSideConnection
.- Returns:
- The server side connection
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profile
default GameProfile profile()
Gets theGameProfile
of the client attempting to connect.- Returns:
- The client's profile
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