Class AsyncPlayerSendCommandsEvent<S extends CommandSourceStack>
This event may fire on login, world change, and permission rebuilds, by plugin request, and potentially future means.
This event will fire before 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.
This is a draft/experimental API and is subject to change.
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Nested Class Summary
Nested classes/interfaces inherited from class org.bukkit.event.Event
Event.Result
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Field Summary
Fields inherited from class org.bukkit.event.player.PlayerEvent
player
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Constructor Summary
ConstructorDescriptionAsyncPlayerSendCommandsEvent
(@NotNull Player player, @NotNull com.mojang.brigadier.tree.RootCommandNode<S> node, boolean hasFiredAsync) -
Method Summary
Modifier and TypeMethodDescriptionGets the full Root Command Node being sent to the client, which is mutable.static @NotNull HandlerList
boolean
Gets if this event has already fired asynchronously.Methods inherited from class org.bukkit.event.player.PlayerEvent
getPlayer
Methods inherited from class org.bukkit.event.Event
callEvent, getEventName, isAsynchronous
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Constructor Details
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AsyncPlayerSendCommandsEvent
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Method Details
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getCommandNode
Gets the full Root Command Node being sent to the client, which is mutable.- Returns:
- the root command node
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hasFiredAsync
public boolean hasFiredAsync()Gets if this event has already fired asynchronously.- Returns:
- whether this event has already fired asynchronously
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getHandlers
- Specified by:
getHandlers
in classEvent
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getHandlerList
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