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PlayerProfile.java
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package com.destroystokyo.paper.profile;
import java.util.Collection;
import java.util.Set;
import java.util.UUID;
import java.util.concurrent.CompletableFuture;
import net.kyori.adventure.text.object.PlayerHeadObjectContents;
import org.bukkit.profile.PlayerTextures;
import org.jspecify.annotations.NullMarked;
import org.jspecify.annotations.Nullable;
import static net.kyori.adventure.text.object.PlayerHeadObjectContents.property;
/**
* Represents a players profile for the game, such as UUID, Name, and textures.
*/
@NullMarked
public interface PlayerProfile extends org.bukkit.profile.PlayerProfile, PlayerHeadObjectContents.SkinSource {
/**
* @return The players name, if set
*/
@Override
@Nullable
String getName();
/**
* Sets this profiles Name
*
* @param name The new Name
* @return The previous Name
*/
@Deprecated(forRemoval = true, since = "1.18.1")
String setName(@Nullable String name);
/**
* @return The players unique identifier, if set
*/
@Nullable
UUID getId();
/**
* Sets this profiles UUID
*
* @param uuid The new UUID
* @return The previous UUID
*/
@Deprecated(forRemoval = true, since = "1.18.1")
@Nullable
UUID setId(@Nullable UUID uuid);
/**
* Gets the {@link PlayerTextures} of this profile.
* This will build a snapshot of the current texture data once
* requested inside PlayerTextures.
*
* @return the textures
*/
@Override
PlayerTextures getTextures();
/**
* Copies the given textures.
*
* @param textures the textures to copy, or {@code null} to clear the
* textures
*/
@Override
void setTextures(@Nullable PlayerTextures textures);
/**
* @return A Mutable set of this player's properties, such as textures.
* Values specified here are subject to implementation details.
*/
Set<ProfileProperty> getProperties();
/**
* Check if the Profile has the specified property
*
* @param property Property name to check
* @return If the property is set
*/
boolean hasProperty(@Nullable String property);
/**
* Sets a property. If the property already exists, the previous one will be replaced
*
* @param property Property to set.
* @throws IllegalArgumentException if setting the property results in more than 16 properties
*/
void setProperty(ProfileProperty property);
/**
* Sets multiple properties. If any of the set properties already exist, it will be replaced
*
* @param properties The properties to set
* @throws IllegalArgumentException if the number of properties exceeds 16
*/
void setProperties(Collection<ProfileProperty> properties);
/**
* Removes a specific property from this profile
*
* @param property The property to remove
* @return If a property was removed
*/
boolean removeProperty(@Nullable String property);
/**
* Removes a specific property from this profile
*
* @param property The property to remove
* @return If a property was removed
*/
default boolean removeProperty(final ProfileProperty property) {
return this.removeProperty(property.getName());
}
/**
* Removes all properties in the collection
*
* @param properties The properties to remove
* @return If any property was removed
*/
default boolean removeProperties(final Collection<ProfileProperty> properties) {
boolean removed = false;
for (final ProfileProperty property : properties) {
if (this.removeProperty(property)) {
removed = true;
}
}
return removed;
}
/**
* Clears all properties on this profile
*/
void clearProperties();
/**
* @return If the profile is now complete (has UUID and Name)
*/
@Override
boolean isComplete();
/**
* Like {@link #complete(boolean)} but will try only from cache, and not make network calls
* Does not account for textures.
*
* @return If the profile is now complete (has UUID and Name)
*/
boolean completeFromCache();
/**
* Like {@link #complete(boolean)} but will try only from cache, and not make network calls
* Does not account for textures.
*
* @param onlineMode Treat this as online mode or not
* @return If the profile is now complete (has UUID and Name)
*/
boolean completeFromCache(boolean onlineMode);
/**
* Like {@link #complete(boolean)} but will try only from cache, and not make network calls
* Does not account for textures.
*
* @param lookupUUID If only name is supplied, should we do a UUID lookup
* @param onlineMode Treat this as online mode or not
* @return If the profile is now complete (has UUID and Name)
*/
boolean completeFromCache(boolean lookupUUID, boolean onlineMode);
/**
* If this profile is not complete, then make the API call to complete it.
* This is a blocking operation and should be done asynchronously.
* <p>
* This will also complete textures. If you do not want to load textures, use {{@link #complete(boolean)}}
*
* @return If the profile is now complete (has UUID and Name) (if you get rate limited, this operation may fail)
*/
default boolean complete() {
return this.complete(true);
}
/**
* If this profile is not complete, then make the API call to complete it.
* This is a blocking operation and should be done asynchronously.
* <p>
* Optionally will also fill textures.
* <p>
* Online mode will be automatically determined
*
* @param textures controls if we should fill the profile with texture properties
* @return If the profile is now complete (has UUID and Name) (if you get rate limited, this operation may fail)
*/
boolean complete(boolean textures);
/**
* If this profile is not complete, then make the API call to complete it.
* This is a blocking operation and should be done asynchronously.
* <p>
* Optionally will also fill textures.
*
* @param textures controls if we should fill the profile with texture properties
* @param onlineMode Treat this server as online mode or not
* @return If the profile is now complete (has UUID and Name) (if you get rate limited, this operation may fail)
*/
boolean complete(boolean textures, boolean onlineMode);
/**
* Produces an updated player profile based on this profile.
* <p>
* This tries to produce a completed profile by filling in missing
* properties (name, unique id, textures, etc.), and updates existing
* properties (e.g. name, textures, etc.) to their official and up-to-date
* values. This operation does not alter the current profile, but produces a
* new updated {@link PlayerProfile}.
* <p>
* If no player exists for the unique id or name of this profile, this
* operation yields a profile that is equal to the current profile, which
* might not be complete.
* <p>
* This is an asynchronous operation: Updating the profile can result in an
* outgoing connection in another thread in order to fetch the latest
* profile properties. The returned {@link CompletableFuture} will be
* completed once the updated profile is available. In order to not block
* the server's main thread, you should not wait for the result of the
* returned CompletableFuture on the server's main thread. Instead, if you
* want to do something with the updated player profile on the server's main
* thread once it is available, you could do something like this:
* <pre>
* profile.update().thenAcceptAsync(updatedProfile -> {
* // Do something with the updated profile:
* // ...
* }, runnable -> Bukkit.getScheduler().runTask(plugin, runnable));
* </pre>
*/
@Override
CompletableFuture<PlayerProfile> update();
/**
* Whether this Profile has textures associated to it
*
* @return If it has a textures property
*/
default boolean hasTextures() {
return this.hasProperty("textures");
}
/**
* {@inheritDoc}
*
* @return the cloned player profile.
*/
@Override
PlayerProfile clone();
@Override
default void applySkinToPlayerHeadContents(final PlayerHeadObjectContents.Builder builder) {
if (this.getProperties().isEmpty()) {
if (this.getId() != null) {
builder.id(this.getId());
} else if (this.getName() != null) {
builder.name(this.getName());
}
} else {
builder.id(this.getId())
.name(this.getName())
.profileProperties(this.getProperties().stream().map(prop -> property(prop.getName(), prop.getValue(), prop.getSignature())).toList());
}
}
}