4.0 KiB
Writing a Event Handler
Event handlers are one of the main functions of plugins, they allow a plugin to tap into the internal workings of the server, and alter it's behavior to perform some other action. For a simple example, we will implement a handler for the player_join
event.
The Pumpkin Plugin Event System tries to copy the Bukkit/Spigot Event system, so that developers coming from there will have a easier time learning Pumpkin. But Rust have different conceptions and rules, so its not all like in Bukkit/Spigot. Rust not have inheritance, instead of this Rust have only composition.
The Event System uses traits for dynamically handle some events: Event
, Cancellable
, PlayerEvent
and etc.
Cancellable can be also not Event, because its trait.
Implementing the Join Event
Individual event handlers are just structs which implement the EventHandler<T>
trait (where T is a specific event implementation).
What are blocking events?
The Pumpkin Plugin Event System differentiates between two types of events: blocking and non-blocking. Each have their benefits:
Blocking events
Pros:
+ Can modify the event (like editing the join message)
+ Can cancel the event
+ Have a priority system
Cons:
- Are executed in sequence
- Can slow down the server if not implemented well
Non-blocking events
Pros:
+ Are executed in parallel
+ Are executed after all blocking events finish
+ Can still do some modifications (anything that is behin a Mutex or RwLock)
Cons:
- Can not cancel the event
- No priority system
- Allow for less control over the event
Writing a handler
Since our main aim here is to change the welcome message that the player sees when they join a server, we will be choosing the blocking event type with a low priority.
Add this code above the on_load
method:
:::code-group
use async_trait::async_trait; // [!code ++:4]
use pumpkin_api_macros::with_runtime;
use pumpkin::plugin::{player::PlayerJoinEvent, Context, EventHandler};
use pumpkin_util::text::{color::NamedColor, TextComponent};
struct MyJoinHandler; // [!code ++:12]
#[with_runtime(global)]
#[async_trait]
impl EventHandler<PlayerJoinEvent> for MyJoinHandler {
async fn handle_blocking(&self, event: &mut PlayerJoinEvent) {
event.join_message =
TextComponent::text(format!("Welcome, {}!", event.player.gameprofile.name))
.color_named(NamedColor::Green);
}
}
:::
Explanation:
struct MyJoinHandler;
: The struct for our event handler#[with_runtime(global)]
: Pumpkin uses the tokio async runtime, which acts in weird ways across the plugin boundary. Even though it is not necessary in this specific example, it is a good practice to wrap all asyncimpl
s that interact with async code with this macro.#[async_trait]
: Rust doesn't have native support for traits with async methods. So we use theasync_trait
crate to allow this.async fn handle_blocking()
: Since we chose for this event to be blocking, it is necessary to implement thehandle_blocking()
method instead of thehandle()
method.
::: warning IMPORTANT
It is important that the #[with_runtime(global)]
macro is above the #[async_trait]
macro. If they are in the opposite order, the #[with_runtime(global)]
macro might not work
:::
Registering the handler
Now that we have written the event handler, we need to tell the plugin to use it. We can do that by adding a single line to the on_load
method:
:::code-group
use pumpkin::plugin::{player::PlayerJoinEvent, Context, EventHandler, EventPriority}; // [!code ++]
use pumpkin::plugin::{player::PlayerJoinEvent, Context, EventHandler}; // [!code --]
#[plugin_method]
async fn on_load(&mut self, server: &Context) -> Result<(), String> {
pumpkin::init_log!();
log::info!("Hello, Pumpkin!");
server.register_event(Arc::new(MyJoinHandler), EventPriority::Lowest, true).await; // [!code ++]
Ok(())
}
::: Now if we build the plugin and join the server, we should see a green "Welcome !" message with our username!