Events
Last updated
Last updated
Event listening is a fairly hard part to keep easy while having a clear understanding of the execution flow. In Minestom, a tree is used to define inheritance for filtering and extensibility. Each node of the tree contains:
Event class, where only subclasses are allowed to enter (Event
/PlayerEvent
/etc...)
Condition for filtering
List of listeners
Name for identification
Priority
The tree structure provides us many advantages:
Context-aware listeners due to node filtering
Clear execution order
Ability to store the event tree as an image for documentation purpose
Listener injection into existing nodes
Each node needs a name to be debuggable and be retrieved later on, an EventFilter
containing the event type target and a way to retrieve its actor (i.e. a Player
from a PlayerEvent
). All factory methods accept a predicate to provide an additional condition for filtering purposes.
Children take the condition of their parent and are able to append to it.
Events can be executed from anywhere, not only the root node.
Now that you are familiar with the API, here is how you should use it inside your Minestom project.
The root node of the server can be retrieved using MinecraftServer#getGlobalEventHandler()
, you can safely insert new nodes.
Extensions should use their defined node from Extension#getEventNode()
, which is removed from the root node once unloaded. Listeners inserted to external nodes must be removed manually.
Having an image of your tree is highly recommended, for documentation purposes and ensuring an optimal filtering path. It is then possible to use packages for major nodes, and classes for minor filtering.
Event
is an interface that you can freely implement, traits like CancellableEvent
(to stop the execution after a certain point) and EntityEvent
(telling the dispatcher that the event contains an entity actor) are also present to ensure your code will work with existing logic. You can then choose to run your custom event from an arbitrary node (see example), or from the root with EventDispatcher#call(Event)
.