Files
DeltaZern/paper-api/src/main/java/org/bukkit/profile/PlayerProfile.java
T
Aikar 4447307899 Player.setPlayerProfile API
This can be useful for changing name or skins after a player has logged in.
2018-03-18 12:28:55 -04:00

104 lines
3.5 KiB
Java

package org.bukkit.profile;
import java.util.UUID;
import java.util.concurrent.CompletableFuture;
import org.bukkit.Server;
import org.bukkit.configuration.serialization.ConfigurationSerializable;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
/**
* A player profile.
* <p>
* A player profile always provides a unique id, a non-empty name, or both. Its
* unique id and name are immutable, but other properties (such as its textures)
* can be altered.
* <p>
* New profiles can be created via
* {@link Server#createPlayerProfile(UUID, String)}.
* @deprecated see {@link com.destroystokyo.paper.profile.PlayerProfile}
*/
@Deprecated(since = "1.18.1") // Paper
public interface PlayerProfile extends Cloneable, ConfigurationSerializable {
/**
* Gets the player's unique id.
*
* @return the player's unique id, or <code>null</code> if not available
*/
@Nullable
@Deprecated(since = "1.18.1") // Paper
UUID getUniqueId();
/**
* Gets the player name.
*
* @return the player name, or <code>null</code> if not available
*/
@Nullable
String getName();
/**
* Gets the {@link PlayerTextures} of this profile.
*
* @return the textures, not <code>null</code>
*/
@NotNull
PlayerTextures getTextures();
/**
* Copies the given textures.
*
* @param textures the textures to copy, or <code>null</code> to clear the
* textures
*/
void setTextures(@Nullable PlayerTextures textures);
/**
* Checks whether this profile is complete.
* <p>
* A profile is currently considered complete if it has a name, a unique id,
* and textures.
*
* @return <code>true</code> if this profile is complete
*/
boolean isComplete();
/**
* Produces an updated player profile based on this profile.
* <p>
* This tries to produce a completed profile by filling in missing
* properties (name, unique id, textures, etc.), and updates existing
* properties (e.g. name, textures, etc.) to their official and up-to-date
* values. This operation does not alter the current profile, but produces a
* new updated {@link PlayerProfile}.
* <p>
* If no player exists for the unique id or name of this profile, this
* operation yields a profile that is equal to the current profile, which
* might not be complete.
* <p>
* This is an asynchronous operation: Updating the profile can result in an
* outgoing connection in another thread in order to fetch the latest
* profile properties. The returned {@link CompletableFuture} will be
* completed once the updated profile is available. In order to not block
* the server's main thread, you should not wait for the result of the
* returned CompletableFuture on the server's main thread. Instead, if you
* want to do something with the updated player profile on the server's main
* thread once it is available, you could do something like this:
* <pre>
* profile.update().thenAcceptAsync(updatedProfile -> {
* // Do something with the updated profile:
* // ...
* }, runnable -> Bukkit.getScheduler().runTask(plugin, runnable));
* </pre>
*
* @return a completable future that gets completed with the updated
* PlayerProfile once it is available
*/
@NotNull
CompletableFuture<? extends PlayerProfile> update(); // Paper
@NotNull
PlayerProfile clone();
}