#2447: Add API for fluent server connect requests
API allows for more control over callback to see why the callback was performed whilst maintaining backwards compatibility
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@ -0,0 +1,78 @@
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package net.md_5.bungee.api;
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import lombok.Builder;
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import lombok.Getter;
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import lombok.NonNull;
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import net.md_5.bungee.api.config.ServerInfo;
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import net.md_5.bungee.api.event.ServerConnectEvent;
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/**
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* A request to connect a server.
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*/
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@Getter
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@Builder(builderClassName = "Builder")
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public class ServerConnectRequest
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{
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/**
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* The result from this callback after request has been executed by proxy.
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*/
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public enum Result
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{
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/**
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* ServerConnectEvent to the new server was canceled.
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*/
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EVENT_CANCEL,
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/**
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* Already connected to target server.
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*/
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ALREADY_CONNECTED,
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/**
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* Already connecting to target server.
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*/
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ALREADY_CONNECTING,
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/**
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* Successfully connected to server.
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*/
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SUCCESS,
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/**
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* Connection failed, error can be accessed from callback method handle.
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*/
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FAIL
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}
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/**
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* Target server to connect to.
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*/
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@NonNull
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private final ServerInfo target;
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/**
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* Reason for connecting to server.
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*/
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@NonNull
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private final ServerConnectEvent.Reason reason;
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/**
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* Callback to execute post request.
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*/
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private final Callback<Result> callback;
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/**
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* Timeout in milliseconds for request.
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*/
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private final int connectTimeout;
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/**
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* Should the player be attempted to connect to the next server in their
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* queue if the initial request fails.
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*/
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private final boolean retry;
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/**
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* Class that sets default properties/adds methods to the lombok builder
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* generated class.
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*/
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public static class ServerConnectRequestBuilder
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{
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private int connectTimeout = 5000; // TODO: Configurable
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}
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}
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@ -6,6 +6,7 @@ import java.util.UUID;
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import net.md_5.bungee.api.Callback;
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import net.md_5.bungee.api.ChatMessageType;
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import net.md_5.bungee.api.CommandSender;
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import net.md_5.bungee.api.ServerConnectRequest;
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import net.md_5.bungee.api.SkinConfiguration;
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import net.md_5.bungee.api.Title;
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import net.md_5.bungee.api.chat.BaseComponent;
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@ -123,6 +124,15 @@ public interface ProxiedPlayer extends Connection, CommandSender
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*/
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void connect(ServerInfo target, Callback<Boolean> callback, ServerConnectEvent.Reason reason);
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/**
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* Connects / transfers this user to the specified connection, gracefully
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* closing the current one. Depending on the implementation, this method
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* might return before the user has been connected.
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*
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* @param request request to connect with
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*/
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void connect(ServerConnectRequest request);
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/**
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* Gets the server this player is connected to.
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*
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@ -27,6 +27,7 @@ import lombok.Setter;
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import net.md_5.bungee.api.Callback;
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import net.md_5.bungee.api.ChatMessageType;
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import net.md_5.bungee.api.ProxyServer;
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import net.md_5.bungee.api.ServerConnectRequest;
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import net.md_5.bungee.api.SkinConfiguration;
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import net.md_5.bungee.api.Title;
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import net.md_5.bungee.api.chat.BaseComponent;
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@ -253,12 +254,35 @@ public final class UserConnection implements ProxiedPlayer
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{
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Preconditions.checkNotNull( info, "info" );
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ServerConnectEvent event = new ServerConnectEvent( this, info, reason );
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ServerConnectRequest.Builder builder = ServerConnectRequest.builder().retry( retry ).reason( reason ).target( info );
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if ( callback != null )
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{
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// Convert the Callback<Boolean> to be compatible with Callback<Result> from ServerConnectRequest.
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builder.callback( new Callback<ServerConnectRequest.Result>()
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{
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@Override
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public void done(ServerConnectRequest.Result result, Throwable error)
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{
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callback.done( ( result == ServerConnectRequest.Result.SUCCESS ) ? Boolean.TRUE : Boolean.FALSE, error );
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}
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} );
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}
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connect( builder.build() );
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}
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@Override
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public void connect(final ServerConnectRequest request)
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{
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Preconditions.checkNotNull( request, "request" );
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final Callback<ServerConnectRequest.Result> callback = request.getCallback();
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ServerConnectEvent event = new ServerConnectEvent( this, request.getTarget(), request.getReason() );
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if ( bungee.getPluginManager().callEvent( event ).isCancelled() )
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{
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if ( callback != null )
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{
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callback.done( false, null );
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callback.done( ServerConnectRequest.Result.EVENT_CANCEL, null );
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}
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if ( getServer() == null && !ch.isClosing() )
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@ -274,7 +298,7 @@ public final class UserConnection implements ProxiedPlayer
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{
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if ( callback != null )
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{
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callback.done( false, null );
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callback.done( ServerConnectRequest.Result.ALREADY_CONNECTED, null );
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}
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sendMessage( bungee.getTranslation( "already_connected" ) );
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@ -284,7 +308,7 @@ public final class UserConnection implements ProxiedPlayer
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{
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if ( callback != null )
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{
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callback.done( false, null );
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callback.done( ServerConnectRequest.Result.ALREADY_CONNECTING, null );
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}
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sendMessage( bungee.getTranslation( "already_connecting" ) );
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@ -312,7 +336,7 @@ public final class UserConnection implements ProxiedPlayer
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{
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if ( callback != null )
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{
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callback.done( future.isSuccess(), future.cause() );
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callback.done( ( future.isSuccess() ) ? ServerConnectRequest.Result.SUCCESS : ServerConnectRequest.Result.FAIL, future.cause() );
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}
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if ( !future.isSuccess() )
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@ -321,7 +345,7 @@ public final class UserConnection implements ProxiedPlayer
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pendingConnects.remove( target );
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ServerInfo def = updateAndGetNextServer( target );
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if ( retry && def != null && ( getServer() == null || def != getServer().getInfo() ) )
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if ( request.isRetry() && def != null && ( getServer() == null || def != getServer().getInfo() ) )
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{
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sendMessage( bungee.getTranslation( "fallback_lobby" ) );
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connect( def, null, true, ServerConnectEvent.Reason.LOBBY_FALLBACK );
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@ -339,7 +363,7 @@ public final class UserConnection implements ProxiedPlayer
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.channel( PipelineUtils.getChannel() )
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.group( ch.getHandle().eventLoop() )
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.handler( initializer )
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.option( ChannelOption.CONNECT_TIMEOUT_MILLIS, 5000 ) // TODO: Configurable
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.option( ChannelOption.CONNECT_TIMEOUT_MILLIS, request.getConnectTimeout() )
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.remoteAddress( target.getAddress() );
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// Windows is bugged, multi homed users will just have to live with random connecting IPs
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if ( getPendingConnection().getListener().isSetLocalAddress() && !PlatformDependent.isWindows() )
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