Penyebab acara
Peristiwa sangat bagus untuk menggunakan tambahan logika dalam permainan, namun ada kekurangan dalam menyediakan konteks tanpa ada penyebabnya ** kejadian itu terjadi. The: javadoc:`Penyebab objek memungkinkan menyediakan dan menerima informasi kontekstual tambahan tentang acara tersebut. Informasi kontekstual ini kemudian dapat digunakan untuk mengubah perilaku pendengar acara Anda.
Misalnya, plugin perlindungan dunia memerlukan informasi tentang pemutar yang menyebabkan: javadoc: ChangeBlockEvent terjadi sebelum mereka dapat memutuskan apakah acara tersebut harus dibatalkan atau tidak. Alih-alih pergi dengan rute tradisional untuk menciptakan banyak sumber daya untuk kondisi sumber yang berbeda, informasi ini diberikan di `` Penyebab'` dari acara tersebut.
Every event provides a Cause
object which can be interrogated for the information pertaining to why the event was
fired. The Cause object can be retrieved from an event by simply calling Event#cause().
Cause and Context
The Cause
object contains two distinct sets of information, the cause stack and the EventContext.
The cause stack of the event are the direct causes captured in order of importance. There are no names attached to the objects in the cause stack.
The event context contains extra information surrounding the event. Contexts are attached to keys but have no order, they are all equally important.
As an example, if a sheep owned by a player eats some grass, the most direct cause of this is the sheep. The
player would be in the EventContext
as the EventContextKeys#PLAYER, giving event consumers
that additional information about how the event has come about, but would not necessarily be within the
direct cause itself.
Another example that you may need to watch out for is if you simulate a player. The simulated player may not be
in the direct cause, as the player being simulated may not have been involved in the action, however, the player
would be in the EventContext
under the EventContextKeys#PLAYER_SIMULATED
Retrieving Objects from the Direct Cause
Secara struktural, sebuah objek `` Cause`` berisi daftar objek yang berurutan. Ada beberapa metode untuk mengambil informasi dari objek Penyebab yang akan kita bahas di sini, untuk daftar yang lebih lengkap, silakan lihat Javadocs <https://jd.spongepowered.org> _.
Catatan
Objek di dalam suatu benda diperintahkan sedemikian rupa sehingga objek pertama adalah penyebab kejadian yang paling langsung, dan objek selanjutnya kurang penting dan / atau mungkin hanya menyediakan informasi kontekstual.
Cause#root() returns the first object within the cause. This object is the most immediate or direct cause of
the event. Since a Cause
may not be empty, it is guaranteed to have a root
.
Cause#first(Class) returns the first object in the cause chain whose type is either the same as or is a
subtype of the given class. For example, given a cause which contained a player followed by an entity
[Player, Entity, ...]
@Listener
public void onEvent(ExampleCauseEvent event) {
Cause cause = event.cause(); // [Player, Entity]
Optional<Player> firstPlayer = cause.first(Player.class); // 1
Optional<Entity> firstEntity = cause.first(Entity.class); // 2
}
Both optionals would contain the player object as its type directly matched request for a Player type and it matched the request for an Entity type as Player is a subtype of Entity.
Cause#last(Class) hampir sama Cause#first(Class)
kecuali mengembalikan nilai terakhir pada rantai penyebab yang sesuai dengan jenisnya.
Melanjutkan dari contoh di atas, jika kita mengubah itu untuk memanggil '' Cause#last(Class)'' opsional pertama masih akan berisi objek pemain, tetapi kedua opsional sekarang akan berisi entitas yang kami melewati di posisi kedua penyebab.
:javadoc:'Cause#containsType(class)' nilai boolean dan dapat digunakan untuk memeriksa jika penyebab jaringan berisi objek pencocokan tipe disediakan.
Cause#all() mengembalikan semua objek dalam penyebabnya sehingga penanganan lebih maju.
Event Context
Sometimes the ordering of objects within the cause isn't enough to get the proper idea of what an object represents in
relation to the event. This is where EventContext comes in. The event context allows objects to be
associated with unique names, in the form of EventContextKeys, allowing them to be easily identified and
requested. Some examples of use cases for named causes is the Notifier of a ChangeBlockEvent.All or the
Source
of a DamageEntityEvent.
Unlike the cause stack, which makes no guarantees as to the objects contained witin it, an object associated with a EventContextKey is guaranteed to be of the type specified by the key.
Retrieving a entry from the context of a cause
@Listener
public void onGrow(ChangeBlockEvent.All event) {
Optional<UUID> notifier = event.cause().context().get(EventContextKeys.NOTIFIER);
}
This example makes use of EventContext#get(EventContextKey) which can be used to retrieve the expected object
associated with a name if it is present within the context. Additionally EventContext#asMap() provides
a Map<EventContextKey<?>, Object>
which can be used to find all present EventContextKey
s and their associated
objects.
Catatan
Some common identifying names for EventContextKey
s are present as static fields in the
EventContextKeys
class.
Creating Custom Causes
Creating a cause is easy, but depends on whether you are creating your cause on the main server thread or async.
Catatan
Sebab benda tidak berubah sehingga tidak bisa dimodifikasi begitu dibuat.
Using the CauseStackManager
Peringatan
The CauseStackManager
only works on the main server thread. If you call it from a
different thread, an IllegalStateException
will be thrown. Ensure you are on the main
server thread before calling methods on the CauseStackManager
.
If you are creating your event on the main thread, then use the CauseStackManager from the
appropriate Engine, which can be found at Engine#causeStackManager().
The CauseStackManager
tracks the potential causes of events as the game runs, allowing for easy
retrieval of the current Cause
without effort. To see the current cause, call
CauseStackManager#currentCause(). You may notice that your plugin's PluginContainer
is already in the returned Cause
, as plugins are one of the objects tracked by the manager. Using the
CauseStackManager
for creating causes removes the need for boilerplate-like code where you supply
objects like your plugin container, so that you can concentrate on adding your own causes.
Before adding your own causes, you should push a cause stack frame to the manager. Adding a frame acts as a saved state, when you are done with your causes, the removal of the frame returns the manager to its original state.
Tip
Adding a frame to the CauseStackManager does not remove what is already in the manager, so anything
that is in the cause stack and contexts before a stack frame is added will be there afterwards. You
can verify this by calling Sponge.server().causeStackManager().currentCause()
before and after the
frame is pushed.
For example, if the cause stack contains a PluginContainer
and a ServerPlayer
when a frame
is pushed, they will remain on the stack and will form part of the Cause
if one is obtained from
the frame.
For example, if you were to fire an event that was simulating another player in a sudo like command,
you may want to add the player you are acting as in the cause and the GameProfile
of the player that you are
simulating in the context (as the simulated player is not directly responsible for the event being fired.)
Creating a custom Cause with the CauseStackManager
In this example, the variables would be populated, the cause would contain the playerToSimulate
as
the root cause, the sourceRunningSudo
as the second object in the cause and the GameProfile
as the EventContextKeys#PLAYER_SIMULATED context, in addition to anything already in the
CauseStackManager
. Your event code would be at the bottom of the method.
CommandSource sourceRunningSudo = ...;
Player playerToSimulate = ...;
try (CauseStackManager.StackFrame frame = Sponge.server().causeStackManager().pushCauseFrame()) {
frame.pushCause(sourceRunningSudo);
frame.pushCause(playerToSimulate);
frame.addContext(EventContextKeys.PLAYER_SIMULATED, playerToSimulate.getProfile());
Cause cause = frame.currentCause();
}
Note that the last item you push to the cause stack will be the root of the Cause
as
stacks are "last in, first out" (LIFO) structures.
Tip
For more information about the stack data type and why the order matters, see the Stack javadocs or this Wikipedia article.
Using the Cause Builder
If you are creating an event that does not fire on the main thread, you cannot use the
CauseStackManager
. Instead, you will need to create a Cause
object manually.
Creating a cause object is easy using the Cause.Builder. You can obtain a
builder by calling Cause.builder()
. To add a cause to the builder, use the
Cause.Builder#append(Object) method, but note that unlike the CauseStackManager
,
the first element you add will be the root, not the last.
If you wish to add contexts, there is a separate builder for those, the
EventContext.Builder, accessed by calling EventContext#builder()
.
The EventContext
can then be added using the Cause.Builder#build(EventContext)
when
you have finished building the Cause
up.
Taking the previous example, this is how we would build it using the cause builder.
Creating a custom Cause with the Cause and EventContext builders
Note that in this example, the variables would be populated, and that the first entry appended to the cause would be the root cause.
CommandSource sourceRunningSudo = ...;
Player playerToSimulate = ...;
PluginContainer plugin = ...;
EventContext context = EventContext.builder()
.add(EventContextKeys.PLAYER_SIMULATED, playerToSimulate.profile())
.add(EventContextKeys.PLUGIN, plugin)
.build();
Cause cause = Cause.builder()
.append(playerToSimulate)
.append(sourceRunningSudo)
.append(plugin)
.build(context);
Think carefully about what information to include in your cause.
If you're firing an event from your plugin which is usually triggered through other means,
it is a good idea to include your PluginContainer
in the cause so other plugins know
that the event comes from your plugin. If you are firing the event on behalf of a player
due to some action it's usually a good idea to include that player in the cause.