Factions/src/com/massivecraft/factions/engine/EngineLastActivity.java
2017-03-24 13:05:58 +01:00

69 lines
2.2 KiB
Java

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