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Refer to Minecraft itself within ServerLifecycleEvents
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1 changed files with 6 additions and 6 deletions
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@ -28,7 +28,7 @@ public final class ServerLifecycleEvents {
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}
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/**
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* Called when the server has started and is about to tick for the first time.
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* Called when a Minecraft server has started and is about to tick for the first time.
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*
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* <p>At this stage, all worlds are live.
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*/
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@ -39,7 +39,7 @@ public final class ServerLifecycleEvents {
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});
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/**
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* Called when the server has started shutting down.
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* Called when a Minecraft server has started shutting down.
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* This occurs before the server's network channel is closed and before any players are disconnected.
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*
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* <p>For example, an integrated server will begin stopping, but it's client may continue to run.
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@ -53,10 +53,10 @@ public final class ServerLifecycleEvents {
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});
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/**
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* Called when the server has stopped.
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* Called when a Minecraft server has stopped.
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* All worlds have been closed and all (block)entities and players have been unloaded.
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*
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* <p>For example, an integrated server will begin stopping, but it's client may continue to run.
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* <p>For example, an {@link net.fabricmc.api.EnvType#CLIENT integrated server} will begin stopping, but it's client may continue to run.
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* Meanwhile for a {@link net.fabricmc.api.EnvType#SERVER dedicated server}, this will be the last event called.
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*/
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public static final Event<ServerLifecycleEvents.LifecycleCallback> SERVER_STOPPED = EventFactory.createArrayBacked(ServerLifecycleEvents.LifecycleCallback.class, callbacks -> server -> {
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@ -88,8 +88,8 @@ public final class ServerLifecycleEvents {
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}
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/**
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* Checks if the current server is available.
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* he server may not always be available on a {@link net.fabricmc.api.EnvType#CLIENT client}, so it is advised to verify this is {@code true} before calling {@link ServerLifecycleEvents#getPrimaryServer()}
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* Checks if the primary server is available.
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* The server may not always be available on a {@link net.fabricmc.api.EnvType#CLIENT client}, so it is advised to verify this is {@code true} before calling {@link ServerLifecycleEvents#getPrimaryServer()}
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*
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* <p><b>Use of this method is highly discouraged and not recommended since there is no real restriction on whether the game engine could run multiple servers concurrently.</b>
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* One should attempt to obtain the server instance from a {@link ServerWorld server world} or via other means.
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