Change a few aspects from last PR
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@ -53,14 +53,12 @@ public interface ServerInfo
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boolean canAccess(CommandSender sender);
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boolean canAccess(CommandSender sender);
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/**
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/**
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* Send data by any available means to this server.
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* Send data by any available means to this server. This data may be queued
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* and there is no guarantee of its timely arrival.
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*
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*
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* @param channel the channel to send this data via
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* @param channel the channel to send this data via
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* @param data the data to send
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* @param data the data to send
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* @deprecated use #sendData(String, byte[], boolean). Deprecated to highlight queuing behaviour of this method.
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* @see #sendData(String, byte[], boolean)
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*/
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*/
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@Deprecated
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void sendData(String channel, byte[] data);
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void sendData(String channel, byte[] data);
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/**
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/**
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@ -68,12 +66,12 @@ public interface ServerInfo
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*
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*
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* @param channel the channel to send this data via
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* @param channel the channel to send this data via
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* @param data the data to send
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* @param data the data to send
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* @param queueIfEmpty if set to <code>true</code> and this server is empty, the data will be queued until a player
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* @param realTime fail fast if the message cannot be sent immediately.
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* joins that server.
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* @return <code>true</code> if the message was sent immediately,
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* @return <code>true</code> if the message was sent immediately, <code>false</code> otherwise (if queueIfEmpty is
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* <code>false</code> otherwise (if realTime is true, it has been queued, if
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* true, it has been queued, if it is false it has been discarded).
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* it is false it has been discarded).
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*/
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*/
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boolean sendData(String channel, byte[] data, boolean queueIfEmpty);
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boolean sendData(String channel, byte[] data, boolean realTime);
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/**
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/**
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* Asynchronously gets the current player count on this server.
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* Asynchronously gets the current player count on this server.
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