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Basic PlayerProfile API
Provides basic elements of a PlayerProfile to be used by future API/events
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5 changed files with 478 additions and 1 deletions
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package com.destroystokyo.paper.profile;
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import java.util.Collection;
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import java.util.Set;
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import java.util.UUID;
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import java.util.concurrent.CompletableFuture;
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import org.bukkit.profile.PlayerTextures;
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import org.jspecify.annotations.NullMarked;
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import org.jspecify.annotations.Nullable;
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/**
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* Represents a players profile for the game, such as UUID, Name, and textures.
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*/
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@NullMarked
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public interface PlayerProfile extends org.bukkit.profile.PlayerProfile {
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/**
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* @return The players name, if set
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*/
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@Override
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@Nullable
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String getName();
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/**
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* Sets this profiles Name
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*
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* @param name The new Name
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* @return The previous Name
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*/
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@Deprecated(forRemoval = true, since = "1.18.1")
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String setName(@Nullable String name);
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/**
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* @return The players unique identifier, if set
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*/
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@Nullable
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UUID getId();
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/**
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* Sets this profiles UUID
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*
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* @param uuid The new UUID
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* @return The previous UUID
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*/
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@Deprecated(forRemoval = true, since = "1.18.1")
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@Nullable
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UUID setId(@Nullable UUID uuid);
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/**
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* Gets the {@link PlayerTextures} of this profile.
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* This will build a snapshot of the current texture data once
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* requested inside PlayerTextures.
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*
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* @return the textures, not <code>null</code>
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*/
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@Override
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PlayerTextures getTextures();
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/**
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* Copies the given textures.
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*
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* @param textures the textures to copy, or <code>null</code> to clear the
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* textures
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*/
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@Override
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void setTextures(@Nullable PlayerTextures textures);
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/**
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* @return A Mutable set of this players properties, such as textures.
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* Values specified here are subject to implementation details.
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*/
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Set<ProfileProperty> getProperties();
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/**
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* Check if the Profile has the specified property
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*
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* @param property Property name to check
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* @return If the property is set
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*/
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boolean hasProperty(@Nullable String property);
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/**
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* Sets a property. If the property already exists, the previous one will be replaced
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*
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* @param property Property to set.
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* @throws IllegalArgumentException if setting the property results in more than 16 properties
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*/
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void setProperty(ProfileProperty property);
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/**
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* Sets multiple properties. If any of the set properties already exist, it will be replaced
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*
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* @param properties The properties to set
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* @throws IllegalArgumentException if the number of properties exceeds 16
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*/
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void setProperties(Collection<ProfileProperty> properties);
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/**
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* Removes a specific property from this profile
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*
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* @param property The property to remove
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* @return If a property was removed
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*/
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boolean removeProperty(@Nullable String property);
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/**
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* Removes a specific property from this profile
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*
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* @param property The property to remove
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* @return If a property was removed
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*/
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default boolean removeProperty(final ProfileProperty property) {
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return this.removeProperty(property.getName());
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}
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/**
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* Removes all properties in the collection
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*
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* @param properties The properties to remove
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* @return If any property was removed
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*/
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default boolean removeProperties(final Collection<ProfileProperty> properties) {
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boolean removed = false;
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for (final ProfileProperty property : properties) {
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if (this.removeProperty(property)) {
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removed = true;
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}
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}
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return removed;
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}
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/**
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* Clears all properties on this profile
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*/
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void clearProperties();
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/**
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* @return If the profile is now complete (has UUID and Name)
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*/
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@Override
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boolean isComplete();
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/**
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* Like {@link #complete(boolean)} but will try only from cache, and not make network calls
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* Does not account for textures.
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*
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* @return If the profile is now complete (has UUID and Name)
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*/
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boolean completeFromCache();
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/**
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* Like {@link #complete(boolean)} but will try only from cache, and not make network calls
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* Does not account for textures.
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*
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* @param onlineMode Treat this as online mode or not
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* @return If the profile is now complete (has UUID and Name)
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*/
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boolean completeFromCache(boolean onlineMode);
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/**
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* Like {@link #complete(boolean)} but will try only from cache, and not make network calls
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* Does not account for textures.
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*
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* @param lookupUUID If only name is supplied, should we do a UUID lookup
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* @param onlineMode Treat this as online mode or not
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* @return If the profile is now complete (has UUID and Name)
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*/
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boolean completeFromCache(boolean lookupUUID, boolean onlineMode);
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/**
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* If this profile is not complete, then make the API call to complete it.
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* This is a blocking operation and should be done asynchronously.
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* <p>
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* This will also complete textures. If you do not want to load textures, use {{@link #complete(boolean)}}
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*
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* @return If the profile is now complete (has UUID and Name) (if you get rate limited, this operation may fail)
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*/
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default boolean complete() {
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return this.complete(true);
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}
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/**
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* If this profile is not complete, then make the API call to complete it.
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* This is a blocking operation and should be done asynchronously.
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* <p>
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* Optionally will also fill textures.
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* <p>
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* Online mode will be automatically determined
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*
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* @param textures controls if we should fill the profile with texture properties
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* @return If the profile is now complete (has UUID and Name) (if you get rate limited, this operation may fail)
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*/
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boolean complete(boolean textures);
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/**
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* If this profile is not complete, then make the API call to complete it.
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* This is a blocking operation and should be done asynchronously.
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* <p>
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* Optionally will also fill textures.
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*
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* @param textures controls if we should fill the profile with texture properties
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* @param onlineMode Treat this server as online mode or not
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* @return If the profile is now complete (has UUID and Name) (if you get rate limited, this operation may fail)
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*/
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boolean complete(boolean textures, boolean onlineMode);
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/**
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* Produces an updated player profile based on this profile.
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* <p>
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* This tries to produce a completed profile by filling in missing
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* properties (name, unique id, textures, etc.), and updates existing
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* properties (e.g. name, textures, etc.) to their official and up-to-date
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* values. This operation does not alter the current profile, but produces a
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* new updated {@link PlayerProfile}.
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* <p>
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* If no player exists for the unique id or name of this profile, this
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* operation yields a profile that is equal to the current profile, which
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* might not be complete.
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* <p>
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* This is an asynchronous operation: Updating the profile can result in an
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* outgoing connection in another thread in order to fetch the latest
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* profile properties. The returned {@link CompletableFuture} will be
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* completed once the updated profile is available. In order to not block
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* the server's main thread, you should not wait for the result of the
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* returned CompletableFuture on the server's main thread. Instead, if you
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* want to do something with the updated player profile on the server's main
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* thread once it is available, you could do something like this:
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* <pre>
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* profile.update().thenAcceptAsync(updatedProfile -> {
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* // Do something with the updated profile:
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* // ...
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* }, runnable -> Bukkit.getScheduler().runTask(plugin, runnable));
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* </pre>
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*/
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@Override
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CompletableFuture<PlayerProfile> update();
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/**
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* Whether this Profile has textures associated to it
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*
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* @return If it has a textures property
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*/
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default boolean hasTextures() {
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return this.hasProperty("textures");
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}
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}
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package com.destroystokyo.paper.profile;
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import com.google.common.base.Preconditions;
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import java.util.Objects;
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import org.jspecify.annotations.NullMarked;
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import org.jspecify.annotations.Nullable;
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/**
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* Represents a property on a {@link PlayerProfile}
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*/
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@NullMarked
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public final class ProfileProperty {
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private final String name;
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private final String value;
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private final @Nullable String signature;
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public ProfileProperty(final String name, final String value) {
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this(name, value, null);
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}
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public ProfileProperty(final String name, final String value, final @Nullable String signature) {
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this.name = Preconditions.checkNotNull(name, "ProfileProperty name can not be null");
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this.value = Preconditions.checkNotNull(value, "ProfileProperty value can not be null");
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this.signature = signature;
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Preconditions.checkArgument(name.length() <= 64, "ProfileProperty name can not be longer than 64 characters");
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Preconditions.checkArgument(value.length() <= Short.MAX_VALUE, "ProfileProperty value can not be longer than 32767 characters");
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Preconditions.checkArgument(signature == null || signature.length() <= 1024, "ProfileProperty signature can not be longer than 1024 characters");
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}
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/**
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* @return The property name, ie "textures"
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*/
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public String getName() {
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return this.name;
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}
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/**
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* @return The property value, likely to be base64 encoded
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*/
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public String getValue() {
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return this.value;
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}
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/**
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* @return A signature from Mojang for signed properties
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*/
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public @Nullable String getSignature() {
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return this.signature;
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}
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/**
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* @return If this property has a signature or not
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*/
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public boolean isSigned() {
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return this.signature != null;
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}
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@Override
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public boolean equals(final @Nullable Object o) {
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if (this == o) return true;
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if (o == null || this.getClass() != o.getClass()) return false;
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final ProfileProperty that = (ProfileProperty) o;
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return Objects.equals(this.name, that.name) &&
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Objects.equals(this.value, that.value) &&
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Objects.equals(this.signature, that.signature);
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}
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@Override
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public int hashCode() {
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return Objects.hash(this.name);
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}
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}
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@ -2424,6 +2424,89 @@ public final class Bukkit {
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public static boolean suggestPlayerNamesWhenNullTabCompletions() {
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return server.suggestPlayerNamesWhenNullTabCompletions();
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}
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/**
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* Creates a PlayerProfile for the specified uuid, with name as null.
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*
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* If a player with the passed uuid exists on the server at the time of creation, the returned player profile will
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* be populated with the properties of said player (including their uuid and name).
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*
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* @param uuid UUID to create profile for
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* @return A PlayerProfile object
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*/
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@NotNull
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public static com.destroystokyo.paper.profile.PlayerProfile createProfile(@NotNull UUID uuid) {
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return server.createProfile(uuid);
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}
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/**
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* Creates a PlayerProfile for the specified name, with UUID as null.
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*
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* If a player with the passed name exists on the server at the time of creation, the returned player profile will
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* be populated with the properties of said player (including their uuid and name).
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* <p>
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* E.g. if the player 'jeb_' is currently playing on the server, calling {@code createProfile("JEB_")} will
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* yield a profile with the name 'jeb_', their uuid and their textures.
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* To bypass this pre-population on a case-insensitive name match, see {@link #createProfileExact(UUID, String)}.
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* <p>
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*
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* @param name Name to create profile for
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* @return A PlayerProfile object
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* @throws IllegalArgumentException if the name is longer than 16 characters
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* @throws IllegalArgumentException if the name contains invalid characters
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*/
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@NotNull
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public static com.destroystokyo.paper.profile.PlayerProfile createProfile(@NotNull String name) {
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return server.createProfile(name);
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}
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/**
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* Creates a PlayerProfile for the specified name/uuid
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*
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* Both UUID and Name can not be null at same time. One must be supplied.
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* If a player with the passed uuid or name exists on the server at the time of creation, the returned player
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* profile will be populated with the properties of said player (including their uuid and name).
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* <p>
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* E.g. if the player 'jeb_' is currently playing on the server, calling {@code createProfile(null, "JEB_")} will
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* yield a profile with the name 'jeb_', their uuid and their textures.
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* To bypass this pre-population on an case-insensitive name match, see {@link #createProfileExact(UUID, String)}.
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* <p>
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*
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* The name comparison will compare the {@link String#toLowerCase()} version of both the passed name parameter and
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* a players name to honour the case-insensitive nature of a mojang profile lookup.
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*
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* @param uuid UUID to create profile for
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* @param name Name to create profile for
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* @return A PlayerProfile object
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* @throws IllegalArgumentException if the name is longer than 16 characters
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* @throws IllegalArgumentException if the name contains invalid characters
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*/
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@NotNull
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public static com.destroystokyo.paper.profile.PlayerProfile createProfile(@Nullable UUID uuid, @Nullable String name) {
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return server.createProfile(uuid, name);
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}
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/**
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* Creates an exact PlayerProfile for the specified name/uuid
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*
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* Both UUID and Name can not be null at same time. One must be supplied.
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* If a player with the passed uuid or name exists on the server at the time of creation, the returned player
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* profile will be populated with the properties of said player.
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* <p>
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* Compared to {@link #createProfile(UUID, String)}, this method will never mutate the passed uuid or name.
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* If a player with either the same uuid or a matching name (case-insensitive) is found on the server, their
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* properties, such as textures, will be pre-populated in the profile, however the passed uuid and name stay intact.
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*
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* @param uuid UUID to create profile for
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* @param name Name to create profile for
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* @return A PlayerProfile object
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* @throws IllegalArgumentException if the name is longer than 16 characters
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* @throws IllegalArgumentException if the name contains invalid characters
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*/
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@NotNull
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public static com.destroystokyo.paper.profile.PlayerProfile createProfileExact(@Nullable UUID uuid, @Nullable String name) {
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return server.createProfileExact(uuid, name);
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}
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// Paper end
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@NotNull
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@ -2108,5 +2108,80 @@ public interface Server extends PluginMessageRecipient, net.kyori.adventure.audi
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* @return true if player names should be suggested
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*/
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boolean suggestPlayerNamesWhenNullTabCompletions();
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/**
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* Creates a PlayerProfile for the specified uuid, with name as null.
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*
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* If a player with the passed uuid exists on the server at the time of creation, the returned player profile will
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* be populated with the properties of said player (including their uuid and name).
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*
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* @param uuid UUID to create profile for
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* @return A PlayerProfile object
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*/
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@NotNull
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com.destroystokyo.paper.profile.PlayerProfile createProfile(@NotNull UUID uuid);
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/**
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* Creates a PlayerProfile for the specified name, with UUID as null.
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*
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* If a player with the passed name exists on the server at the time of creation, the returned player profile will
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* be populated with the properties of said player (including their uuid and name).
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* <p>
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* E.g. if the player 'jeb_' is currently playing on the server, calling {@code createProfile("JEB_")} will
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* yield a profile with the name 'jeb_', their uuid and their textures.
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* To bypass this pre-population on a case-insensitive name match, see {@link #createProfileExact(UUID, String)}.
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* <p>
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*
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* @param name Name to create profile for
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* @return A PlayerProfile object
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* @throws IllegalArgumentException if the name is longer than 16 characters
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* @throws IllegalArgumentException if the name contains invalid characters
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*/
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@NotNull
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com.destroystokyo.paper.profile.PlayerProfile createProfile(@NotNull String name);
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/**
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* Creates a PlayerProfile for the specified name/uuid
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*
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* Both UUID and Name can not be null at same time. One must be supplied.
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* If a player with the passed uuid or name exists on the server at the time of creation, the returned player
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* profile will be populated with the properties of said player (including their uuid and name).
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* <p>
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* E.g. if the player 'jeb_' is currently playing on the server, calling {@code createProfile(null, "JEB_")} will
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* yield a profile with the name 'jeb_', their uuid and their textures.
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* To bypass this pre-population on an case-insensitive name match, see {@link #createProfileExact(UUID, String)}.
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* <p>
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*
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* The name comparison will compare the {@link String#toLowerCase()} version of both the passed name parameter and
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* a players name to honour the case-insensitive nature of a mojang profile lookup.
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*
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* @param uuid UUID to create profile for
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* @param name Name to create profile for
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* @return A PlayerProfile object
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* @throws IllegalArgumentException if the name is longer than 16 characters
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* @throws IllegalArgumentException if the name contains invalid characters
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*/
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@NotNull
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com.destroystokyo.paper.profile.PlayerProfile createProfile(@Nullable UUID uuid, @Nullable String name);
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/**
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* Creates an exact PlayerProfile for the specified name/uuid
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*
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* Both UUID and Name can not be null at same time. One must be supplied.
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* If a player with the passed uuid or name exists on the server at the time of creation, the returned player
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* profile will be populated with the properties of said player.
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* <p>
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* Compared to {@link #createProfile(UUID, String)}, this method will never mutate the passed uuid or name.
|
||||
* If a player with either the same uuid or a matching name (case-insensitive) is found on the server, their
|
||||
* properties, such as textures, will be pre-populated in the profile, however the passed uuid and name stay intact.
|
||||
*
|
||||
* @param uuid UUID to create profile for
|
||||
* @param name Name to create profile for
|
||||
* @return A PlayerProfile object
|
||||
* @throws IllegalArgumentException if the name is longer than 16 characters
|
||||
* @throws IllegalArgumentException if the name contains invalid characters
|
||||
*/
|
||||
@NotNull
|
||||
com.destroystokyo.paper.profile.PlayerProfile createProfileExact(@Nullable UUID uuid, @Nullable String name);
|
||||
// Paper end
|
||||
}
|
||||
|
|
|
@ -93,7 +93,7 @@ public interface PlayerProfile extends Cloneable, ConfigurationSerializable {
|
|||
* PlayerProfile once it is available
|
||||
*/
|
||||
@NotNull
|
||||
CompletableFuture<PlayerProfile> update();
|
||||
CompletableFuture<? extends PlayerProfile> update(); // Paper
|
||||
|
||||
@NotNull
|
||||
PlayerProfile clone();
|
||||
|
|
Loading…
Reference in a new issue