Ciclo de vida del Plugin
During initialization, refresh and shutdown of the game, server and world, Sponge has a series of lifecycle events that
plugins can listen to such that they can act accordingly. All lifecycle events are in the
org.spongepowered.api.event.lifecycle
package.
Advertencia
All lifecycle events assume that the game is currently working and no errors have occurred. Some events may not fire if the game crashes or otherwise terminates abnormally, particularly any event that concerns itself with ending something. Your plugins should therefore not rely on these events to finalize and store any important state.
Registration Lifecycle Events
At various points in the lifecycle of the game, Sponge will fire registration events to prompt plugins to perform specific tasks. These registration requests may come at any time, even during normal game play if, for example, a datapack reload is required. It is important that plugins that perform actions prompted by such lifecycle events listen to these events.
Some of the important registration events for most plugins are:
ProvideServiceEvent.GameScoped and ProvideServiceEvent.EngineScoped for plugins that provide services (see Servicios).
RegisterCommandEvent for registering commands as they are now engine scoped and are tied to datapacks, not listening to this event may result in commands not being re-registered when requested (see Plugin Commands).
RegisterDataEvent for providing DataRegistrations, allowing for persistent storage of custom data (see La API de Datos).
RegisterRegistryValueEvent.GameScoped, RegisterRegistryValueEvent.EngineScoped and RegisterRegistryValueEvent.WorldScoped for providing additional entries to registries.
There are other registration events that plugins may be interested in, see the org.spongepowered.api.event.lifecycle
package in the javadocs.
Game Lifecycle Events
In Sponge, the Game is a representation of the entire Minecraft process – effectively from the point
Minecraft starts to when the process terminates. As a result, it can only start once and only stop once, and will
start before any Engines start, and will terminate after all Engine
s stop. As a result, the following
events will fire at most once during the game’s lifetime:
LoadedGameEvent will fire when the game itself has loaded and is ready to start loading engines (but importantly, none have yet started to load). All plugins have been loaded and inter-plugin communication should be possible, as well as any game-scoped registries.
StoppedGameEvent will fire when the game has shut down all engines and is about to terminate. No engines are available. May not fire if the game terminates abnormally.
Engine Lifecycle Events
Unlike the Game
, Engines
may startup and shutdown multiple times during a game’s lifetime. There may also be
multiple engines running at the same time. For example, for a singleplayer world, there will be a Client and
a Server running concurrently.
The EngineLifecycleEvent is the base event for the engine lifecycle and is generic, bound to the type of
Engine it is acting for. Listeners to any sub event must also specify the engine in the generic when the sub event
requires it, for example, for the StartingEngineEvent
on the Server
, you would write your listener like this:
import org.spongepowered.api.Server
import org.spongepowered.api.event.Listener
import org.spongepowered.api.event.lifecycle.StartingEngineEvent
@Listener
public void onServerStarting(final StartingEngineEvent<Server> event) {
// ...
}
The following events run during the engine lifecycle:
StartingEngineEvent will fire when the specified
Engine
is starting. Nothing about this engine has initialized at this point, worlds will not exist and the engine scoped registry will not be ready at this point.StartedEngineEvent will fire when the specified
Engine
has completed initialization. Specifically, this means that the registry has been populated and in the case of the server engine, worlds have been created.StoppingEngineEvent will fire when the engine has been told to shutdown and is about to shut down everything it is responsible for. May not fire if the game terminates abnormally.
Refresh Events
The RefreshGameEvent may be fired in response to a user requesting that all configuration be refreshed. Plugins should listen to this event and reload their configuration in response.