67 lines
2.3 KiB
Java
67 lines
2.3 KiB
Java
package com.massivecraft.factions.engine;
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import com.massivecraft.factions.Factions;
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import com.massivecraft.factions.entity.MPlayer;
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import com.massivecraft.massivecore.Engine;
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import com.massivecraft.massivecore.event.EventMassiveCorePlayerLeave;
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import com.massivecraft.massivecore.util.MUtil;
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import org.bukkit.Bukkit;
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import org.bukkit.command.CommandSender;
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import org.bukkit.event.EventHandler;
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import org.bukkit.event.EventPriority;
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import org.bukkit.event.player.PlayerJoinEvent;
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public class EngineLastActivity extends Engine {
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// -------------------------------------------- //
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// INSTANCE & CONSTRUCT
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// -------------------------------------------- //
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protected static EngineLastActivity i = new EngineLastActivity();
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public static EngineLastActivity get() {
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return i;
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}
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// -------------------------------------------- //
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// UPDATE LAST ACTIVITY
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// -------------------------------------------- //
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public static void updateLastActivity(CommandSender sender) {
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if (sender == null) {
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throw new RuntimeException("sender");
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}
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if (MUtil.isntSender(sender)) {
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return;
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}
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MPlayer mplayer = MPlayer.get(sender);
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mplayer.setLastActivityMillis();
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}
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public static void updateLastActivitySoon(final CommandSender sender) {
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if (sender == null) {
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throw new RuntimeException("sender");
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}
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Bukkit.getScheduler().scheduleSyncDelayedTask(Factions.get(), () -> updateLastActivity(sender));
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}
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// Can't be cancelled
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@EventHandler(priority = EventPriority.LOWEST)
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public void updateLastActivity(PlayerJoinEvent event) {
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// During the join event itself we want to be able to reach the old data.
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// That is also the way the underlying fallback Mixin system does it, and we do it that way for the sake of
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// symmetry.
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// For that reason we wait till the next tick with updating the value.
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updateLastActivitySoon(event.getPlayer());
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}
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// Can't be cancelled
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@EventHandler(priority = EventPriority.LOWEST)
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public void updateLastActivity(EventMassiveCorePlayerLeave event) {
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// Here we do however update immediately.
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// The player data should be fully updated before leaving the server.
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updateLastActivity(event.getPlayer());
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}
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}
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