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Add PlayerConnectionCloseEvent (#1552)
* Add PlayerConnectionCloseEvent This event is invoked when a player has disconnected. It is guaranteed that, if the server is in online-mode, that the provided uuid and username have been validated. The event is invoked for players who have not yet logged into the world, whereas PlayerQuitEvent is only invoked on players who have logged into the world. The event is invoked for players who have already logged into the world, although whether or not the player exists in the world at the time of firing is undefined. (That is, whether the plugin can retrieve a Player object using the event parameters is undefined). However, it is guaranteed that this event is invoked AFTER PlayerQuitEvent, if the player has already logged into the world. This event is guaranteed to never fire unless AsyncPlayerPreLoginEvent has been invoked beforehand, and this event may not be called in parallel with AsyncPlayerPreLoginEvent for the same connection. Cancelling the AsyncPlayerPreLoginEvent guarantees the corresponding PlayerConnectionCloseEvent is never called. The event may be invoked asynchronously or synchronously. As it stands, it is never invoked asynchronously. However, plugins should check Event#isAsynchronous to be future-proof. On purpose, the deprecated PlayerPreLoginEvent event is left out of the API spec for this event. Plugins should not be using that event, and how PlayerPreLoginEvent interacts with PlayerConnectionCloseEvent is undefined.
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Spigot-API-Patches/0171-Add-PlayerConnectionCloseEvent.patch
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Spigot-API-Patches/0171-Add-PlayerConnectionCloseEvent.patch
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From c82f656c16764f1c42045bc102ad89c43d43a1db Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Sun, 7 Oct 2018 12:05:06 -0700
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Subject: [PATCH] Add PlayerConnectionCloseEvent
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This event is invoked when a player has disconnected. It is guaranteed that,
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if the server is in online-mode, that the provided uuid and username have been
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validated.
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The event is invoked for players who have not yet logged into the world, whereas
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PlayerQuitEvent is only invoked on players who have logged into the world.
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The event is invoked for players who have already logged into the world,
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although whether or not the player exists in the world at the time of
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firing is undefined. (That is, whether the plugin can retrieve a Player object
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using the event parameters is undefined). However, it is guaranteed that this
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event is invoked AFTER PlayerQuitEvent, if the player has already logged into
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the world.
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This event is guaranteed to never fire unless AsyncPlayerPreLoginEvent has
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been called beforehand, and this event may not be called in parallel with
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AsyncPlayerPreLoginEvent for the same connection.
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Cancelling the AsyncPlayerPreLoginEvent guarantees the corresponding
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PlayerConnectionCloseEvent is never called.
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The event may be invoked asynchronously or synchronously. As it stands,
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it is never invoked asynchronously. However, plugins should check
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Event#isAsynchronous to be future-proof.
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On purpose, the deprecated PlayerPreLoginEvent event is left out of the
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API spec for this event. Plugins should not be using that event, and
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how PlayerPreLoginEvent interacts with PlayerConnectionCloseEvent
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is undefined.
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diff --git a/src/main/java/com/destroystokyo/paper/event/player/PlayerConnectionCloseEvent.java b/src/main/java/com/destroystokyo/paper/event/player/PlayerConnectionCloseEvent.java
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new file mode 100644
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index 00000000..80896bbf
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--- /dev/null
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+++ b/src/main/java/com/destroystokyo/paper/event/player/PlayerConnectionCloseEvent.java
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@@ -0,0 +1,89 @@
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+package com.destroystokyo.paper.event.player;
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+
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+import org.bukkit.event.Event;
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+import org.bukkit.event.HandlerList;
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+
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+import java.net.InetAddress;
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+import java.util.UUID;
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+
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+/**
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+ * <p>
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+ * This event is invoked when a player has disconnected. It is guaranteed that,
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+ * if the server is in online-mode, that the provided uuid and username have been
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+ * validated.
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+ * </p>
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+ *
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+ * <p>
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+ * The event is invoked for players who have not yet logged into the world, whereas
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+ * {@link org.bukkit.event.player.PlayerQuitEvent} is only invoked on players who have logged into the world.
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+ * </p>
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+ *
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+ * <p>
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+ * The event is invoked for players who have already logged into the world,
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+ * although whether or not the player exists in the world at the time of
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+ * firing is undefined. (That is, whether the plugin can retrieve a Player object
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+ * using the event parameters is undefined). However, it is guaranteed that this
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+ * event is invoked AFTER {@link org.bukkit.event.player.PlayerQuitEvent}, if the player has already logged into the world.
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+ * </p>
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+ *
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+ * <p>
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+ * This event is guaranteed to never fire unless {@link org.bukkit.event.player.AsyncPlayerPreLoginEvent} has
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+ * been fired beforehand, and this event may not be called in parallel with
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+ * {@link org.bukkit.event.player.AsyncPlayerPreLoginEvent} for the same connection.
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+ * </p>
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+ *
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+ * <p>
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+ * Cancelling the {@link org.bukkit.event.player.AsyncPlayerPreLoginEvent} guarantees the corresponding
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+ * {@code PlayerConnectionCloseEvent} is never called.
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+ * </p>
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+ *
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+ * <p>
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+ * The event may be invoked asynchronously or synchronously. Plugins should check
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+ * {@link Event#isAsynchronous()} and handle accordingly.
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+ * </p>
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+ */
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+public class PlayerConnectionCloseEvent extends Event {
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+
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+ private static final HandlerList HANDLERS = new HandlerList();
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+
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+ private final UUID playerUniqueId;
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+ private final String playerName;
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+ private final InetAddress ipAddress;
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+
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+ public PlayerConnectionCloseEvent(final UUID playerUniqueId, final String playerName, final InetAddress ipAddress, final boolean async) {
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+ super(async);
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+ this.playerUniqueId = playerUniqueId;
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+ this.playerName = playerName;
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+ this.ipAddress = ipAddress;
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+ }
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+
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+ /**
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+ * Returns the {@code UUID} of the player disconnecting.
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+ */
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+ public UUID getPlayerUniqueId() {
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+ return this.playerUniqueId;
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+ }
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+
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+ /**
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+ * Returns the name of the player disconnecting.
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+ */
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+ public String getPlayerName() {
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+ return this.playerName;
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+ }
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+
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+ /**
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+ * Returns the player's IP address.
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+ */
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+ public InetAddress getIpAddress() {
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+ return this.ipAddress;
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+ }
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+
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+ @Override
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+ public HandlerList getHandlers() {
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+ return HANDLERS;
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+ }
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+
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+ public static HandlerList getHandlerList() {
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+ return HANDLERS;
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+ }
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+}
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--
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2.20.0
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@ -0,0 +1,93 @@
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From a6fc124f1734c2bcac9058c5746a1127bf58bb54 Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Sun, 7 Oct 2018 12:05:28 -0700
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Subject: [PATCH] Add PlayerConnectionCloseEvent
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This event is invoked when a player has disconnected. It is guaranteed that,
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if the server is in online-mode, that the provided uuid and username have been
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validated.
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The event is invoked for players who have not yet logged into the world, whereas
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PlayerQuitEvent is only invoked on players who have logged into the world.
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The event is invoked for players who have already logged into the world,
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although whether or not the player exists in the world at the time of
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firing is undefined. (That is, whether the plugin can retrieve a Player object
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using the event parameters is undefined). However, it is guaranteed that this
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event is invoked AFTER PlayerQuitEvent, if the player has already logged into
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the world.
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This event is guaranteed to never fire unless AsyncPlayerPreLoginEvent has
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been called beforehand, and this event may not be called in parallel with
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AsyncPlayerPreLoginEvent for the same connection.
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Cancelling the AsyncPlayerPreLoginEvent guarantees the corresponding
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PlayerConnectionCloseEvent is never called.
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The event may be invoked asynchronously or synchronously. As it stands,
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it is never invoked asynchronously. However, plugins should check
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Event#isAsynchronous to be future-proof.
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On purpose, the deprecated PlayerPreLoginEvent event is left out of the
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API spec for this event. Plugins should not be using that event, and
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how PlayerPreLoginEvent interacts with PlayerConnectionCloseEvent
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is undefined.
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diff --git a/src/main/java/net/minecraft/server/LoginListener.java b/src/main/java/net/minecraft/server/LoginListener.java
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index 4df31c828..78ea9ad18 100644
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--- a/src/main/java/net/minecraft/server/LoginListener.java
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+++ b/src/main/java/net/minecraft/server/LoginListener.java
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@@ -36,9 +36,9 @@ public class LoginListener implements PacketLoginInListener, ITickable {
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private final byte[] e = new byte[4];
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private final MinecraftServer server;
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public final NetworkManager networkManager;
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- private LoginListener.EnumProtocolState g;
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+ private LoginListener.EnumProtocolState g; public final LoginListener.EnumProtocolState getLoginState() { return this.g; }; // Paper - OBFHELPER
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private int h;
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- private GameProfile i; private void setGameProfile(GameProfile profile) { i = profile; } private GameProfile getGameProfile() { return i; } // Paper - OBFHELPER
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+ private GameProfile i; private void setGameProfile(GameProfile profile) { i = profile; } public final GameProfile getGameProfile() { return i; } // Paper - OBFHELPER
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private final String j;
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private SecretKey loginKey;
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private EntityPlayer l;
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diff --git a/src/main/java/net/minecraft/server/NetworkManager.java b/src/main/java/net/minecraft/server/NetworkManager.java
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index 2f887932b..1e5dfd3f7 100644
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--- a/src/main/java/net/minecraft/server/NetworkManager.java
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+++ b/src/main/java/net/minecraft/server/NetworkManager.java
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@@ -16,6 +16,7 @@ import io.netty.handler.timeout.TimeoutException;
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import io.netty.util.AttributeKey;
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import io.netty.util.concurrent.Future;
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import io.netty.util.concurrent.GenericFutureListener;
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+
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import java.net.SocketAddress;
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import java.util.Queue;
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import java.util.concurrent.locks.ReentrantReadWriteLock;
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@@ -358,6 +359,26 @@ public class NetworkManager extends SimpleChannelInboundHandler<Packet<?>> {
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this.i().a(new ChatMessage("multiplayer.disconnect.generic", new Object[0]));
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}
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this.i.clear(); // Free up packet queue.
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+ // Paper start - Add PlayerConnectionCloseEvent
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+ final PacketListener packetListener = this.i();
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+ if (packetListener instanceof PlayerConnection) {
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+ /* Player was logged in */
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+ final PlayerConnection playerConnection = (PlayerConnection) packetListener;
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+ new com.destroystokyo.paper.event.player.PlayerConnectionCloseEvent(playerConnection.player.uniqueID,
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+ playerConnection.player.getName(), ((java.net.InetSocketAddress)l).getAddress(), false).callEvent();
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+ } else if (packetListener instanceof LoginListener) {
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+ /* Player is login stage */
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+ final LoginListener loginListener = (LoginListener) packetListener;
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+ switch (loginListener.getLoginState()) {
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+ case READY_TO_ACCEPT:
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+ case DELAY_ACCEPT:
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+ case ACCEPTED:
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+ final com.mojang.authlib.GameProfile profile = loginListener.getGameProfile(); /* Should be non-null at this stage */
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+ new com.destroystokyo.paper.event.player.PlayerConnectionCloseEvent(profile.getId(), profile.getName(),
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+ ((java.net.InetSocketAddress)l).getAddress(), false).callEvent();
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+ }
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+ }
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+ // Paper end
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}
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}
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--
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2.20.0
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