ForgePatch/src/main/java/net/minecraftforge/client/event/ClientPlayerNetworkEvent.java

107 lines
3.5 KiB
Java

/*
* Minecraft Forge
* Copyright (c) 2016-2020.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation version 2.1
* of the License.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
package net.minecraftforge.client.event;
import net.minecraft.client.entity.player.ClientPlayerEntity;
import net.minecraft.client.multiplayer.PlayerController;
import net.minecraft.network.NetworkManager;
import net.minecraftforge.eventbus.api.Event;
import javax.annotation.Nullable;
/**
* Client side player connectivity events.
*/
public class ClientPlayerNetworkEvent extends Event {
private final PlayerController controller;
private final ClientPlayerEntity player;
private final NetworkManager networkManager;
/**
* @return the player controller for the client side
*/
@Nullable
public PlayerController getController() {
return controller;
}
/**
* @return the player instance (if present - may be null)
*/
@Nullable
public ClientPlayerEntity getPlayer() {
return player;
}
/**
* @return the network connection (if present - may be null)
*/
@Nullable
public NetworkManager getNetworkManager() {
return networkManager;
}
ClientPlayerNetworkEvent(final PlayerController controller, final ClientPlayerEntity player, final NetworkManager networkManager) {
this.controller = controller;
this.player = player;
this.networkManager = networkManager;
}
/**
* Fired when the client player logs in to the server. The player should be initialized.
*/
public static class LoggedInEvent extends ClientPlayerNetworkEvent {
public LoggedInEvent(final PlayerController controller, final ClientPlayerEntity player, final NetworkManager networkManager) {
super(controller, player, networkManager);
}
}
/**
* Fired when the player logs out. Note this might also fire when a new integrated server is being created.
*/
public static class LoggedOutEvent extends ClientPlayerNetworkEvent {
public LoggedOutEvent(final PlayerController controller, final ClientPlayerEntity player, final NetworkManager networkManager) {
super(controller, player, networkManager);
}
}
/**
* Fired when the player object respawns, such as dimension changes.
*/
public static class RespawnEvent extends ClientPlayerNetworkEvent {
private final ClientPlayerEntity oldPlayer;
public RespawnEvent(final PlayerController pc, final ClientPlayerEntity oldPlayer, final ClientPlayerEntity newPlayer, final NetworkManager networkManager) {
super(pc, newPlayer, networkManager);
this.oldPlayer = oldPlayer;
}
public ClientPlayerEntity getOldPlayer() {
return oldPlayer;
}
public ClientPlayerEntity getNewPlayer() {
return super.getPlayer();
}
}
}