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* Fixes * Fixes --------- Co-authored-by: Alexander Medvedev <lilalexmed@proton.me>
92 lines
4.0 KiB
Markdown
92 lines
4.0 KiB
Markdown
# Writing a Event Handler
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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.
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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.
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But Rust have different conceptions and rules, so its not all like in Bukkit/Spigot.
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Rust not have inheritance, instead of this Rust have only composition.
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The Event System uses traits for dynamically handle some events: `Event`, `Cancellable`, `PlayerEvent` and etc.
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Cancellable can be also not Event, because its trait.
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## Implementing the Join Event
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Individual event handlers are just structs which implement the `EventHandler<T>` trait (where T is a specific event implementation).
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### What are blocking events?
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The Pumpkin Plugin Event System differentiates between two types of events: blocking and non-blocking. Each have their benefits:
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#### Blocking events
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```diff
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Pros:
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+ Can modify the event (like editing the join message)
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+ Can cancel the event
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+ Have a priority system
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Cons:
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- Are executed in sequence
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- Can slow down the server if not implemented well
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```
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#### Non-blocking events
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```diff
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Pros:
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+ Are executed in parallel
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+ Are executed after all blocking events finish
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+ Can still do some modifications (anything that is behin a Mutex or RwLock)
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Cons:
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- Can not cancel the event
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- No priority system
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- Allow for less control over the event
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```
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### Writing a handler
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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.
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Add this code above the `on_load` method:
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:::code-group
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```rs [lib.rs]
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use async_trait::async_trait; // [!code ++:4]
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use pumpkin_api_macros::with_runtime;
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use pumpkin::plugin::{player::PlayerJoinEvent, Context, EventHandler};
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use pumpkin_util::text::{color::NamedColor, TextComponent};
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struct MyJoinHandler; // [!code ++:12]
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#[with_runtime(global)]
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#[async_trait]
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impl EventHandler<PlayerJoinEvent> for MyJoinHandler {
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async fn handle_blocking(&self, event: &mut PlayerJoinEvent) {
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event.join_message =
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TextComponent::text(format!("Welcome, {}!", event.player.gameprofile.name))
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.color_named(NamedColor::Green);
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}
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}
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```
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:::
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**Explanation**:
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- `struct MyJoinHandler;`: The struct for our event handler
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- `#[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 async `impl`s that interact with async code with this macro.
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- `#[async_trait]`: Rust doesn't have native support for traits with async methods. So we use the `async_trait` crate to allow this.
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- `async fn handle_blocking()`: Since we chose for this event to be blocking, it is necessary to implement the `handle_blocking()` method instead of the `handle()` method.
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::: warning IMPORTANT
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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
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:::
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### Registering the handler
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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:
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:::code-group
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```rs [lib.rs]
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use pumpkin::plugin::{player::PlayerJoinEvent, Context, EventHandler, EventPriority}; // [!code ++]
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use pumpkin::plugin::{player::PlayerJoinEvent, Context, EventHandler}; // [!code --]
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#[plugin_method]
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async fn on_load(&mut self, server: &Context) -> Result<(), String> {
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pumpkin::init_log!();
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log::info!("Hello, Pumpkin!");
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server.register_event(Arc::new(MyJoinHandler), EventPriority::Lowest, true).await; // [!code ++]
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Ok(())
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}
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```
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:::
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Now if we build the plugin and join the server, we should see a green "Welcome !" message with our username! |