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Event Handlers
- Overview
- Using player handlers
- Switching player handlers
- Using handlers to store session data
- Other handlers
- Multiple simultaneous handlers
Dragonfly takes a different approach with event handling than most existing Bedrock Edition server software. Instead of having one Listener that handles all incoming events, Dragonfly uses Handlers that can be assigned per player, world, inventory or other type that exposes events.
The first handler you will generally encounter is the player.Handler
.
A handler that implements this interface can be assigned in the function passed
to srv.Accept()
in the main.go
's main
function.
The first step is to create a new struct type, which we will initially
put at the bottom of main.go
:
type MyHandler struct {
p *player.Player
}
MyHandler
has a p
field. This will later hold the player that this
handler will listen to. You can also add other fields that you want to
use for the duration of a player's session. It is generally recommended
to have a New...
function for your handler to initialise it, so we will
create that:
func NewMyHandler(p *player.Player) *MyHandler {
return &MyHandler{p: p}
}
As you can see, we return a *MyHandler
(pointer) as opposed to MyHandler
.
This is so that we can edit MyHandler
's fields in its methods. There are
cases where this is not necessary, but for now, that is not important.
In order for MyHandler
to implement the player.Handler
interface, we
will embed the player.NopHandler
type:
type MyHandler struct {
player.NopHandler
p *player.Player
}
player.NopHandler
is the default player.Handler
assigned to a player.
This handler has no behaviour, but it does implement player.Handler
.
Embedding it means we do not have to implement all of player.Handler
's
methods if we do not want to. We can now look at player.Handler
's methods
and see which event we want to handle in MyHandler
. For this example, we
will cancel a player sending a chat message and print it to the terminal:
func (m *MyHandler) HandleChat(ctx *event.Context, message *string) {
ctx.Cancel()
fmt.Println("Player", m.p.Name(), "tried to send:", *message)
}
The *event.Context
may be cancelled using ctx.Cancel()
. This will stop
the chat message from being sent. The message
has the type *string
. It
is a pointer and may, therefore, be edited in this code so that the chat
message sent is changed.
Combining this code:
type MyHandler struct {
player.NopHandler
p *player.Player
}
func NewMyHandler(p *player.Player) *MyHandler {
return &MyHandler{p: p}
}
func (m *MyHandler) HandleChat(ctx *event.Context, message *string) {
ctx.Cancel()
fmt.Println("Player", m.p.Name(), "tried to send:", *message)
}
Now that our player.Handler
implementation is ready, we will want to
attach it to the player when it joins. Moving back to the main
function,
we change:
for srv.Accept(nil) {
}
to:
for srv.Accept(func(p *player.Player) {
p.Handle(NewMyHandler(p))
}) {
}
Players joining the server will now immediately get MyHandler
assigned as
their handler.
It might be useful to put your handler in a different file to organise your code in a clean way. By creating a new package (folder) and importing it, you can keep your handler code in a different file.
Some servers, such as minigame servers, have very different behaviour in
one place (the games) than another (the hub). It is useful to be able to
switch player.Handler
s at runtime to reflect this. Switching a player's
handler works the same as assigning the initial handler:
type OtherHandler struct {
player.NopHandler
}
func NewOtherHandler() *OtherHandler {
return &OtherHandler{}
}
// ...
p.Handle(NewOtherHandler())
p.Handle(...)
can be called at any point in time to change a player's
handler, such as when the player enters a minigame or returns to the hub.
Servers often need to store data for the duration of a player's session. Handlers can be seen as a built-in system for this: Simply by adding fields to the handler, like so:
type MyHandler struct {
player.NopHandler
p *player.Player
deaths int
kills int
}
By implementing the HandleDeath(damage.Source)
method, you can detect
when the player quits and, for example, store the data to disk. The
handler of a player can be retrieved by calling p.Handler()
, and asserting
it to the correct type like this:
handler, ok := p.Handler().(*MyHandler)
if !ok {
// The player's handler is not *MyHandler
return
}
fmt.Println(handler.deaths)
While player handlers are the most commonly used, this system of attaching
handlers is also used in other places throughout Dragonfly, such as worlds
and inventories.
These systems all function the same way, with a NopHandler
to embed and
a Handle()
method to attach and/or switch the handler.
Dragonfly's system does not support adding multiple handlers simultaneously out of the box, where other Bedrock Edition server software might. There are libraries that implement solutions to this however, such as Peex. Whether you want to use these or not depends on your preference and requirements for your server.
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