/* * This file is part of architectury. * Copyright (C) 2020, 2021, 2022 architectury * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 3 of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ package me.shedaniel.architectury.event.events; import me.shedaniel.architectury.event.Event; import me.shedaniel.architectury.event.EventFactory; import net.minecraft.server.MinecraftServer; import net.minecraft.server.level.ServerLevel; import net.minecraft.world.level.Level; public interface LifecycleEvent { /** * Invoked before initial server startup. This is the earliest point at which the server will be available. * Equivalent to Forge's {@code FMLServerAboutToStartEvent} event and * Fabric's {@code ServerLifecycleEvents#SERVER_STARTING}. * * @see ServerState#stateChanged(Object) */ Event SERVER_BEFORE_START = EventFactory.createLoop(); /** * Invoked during server startup. * Equivalent to Forge's {@code FMLServerStartingEvent} event. * * @see ServerState#stateChanged(Object) */ Event SERVER_STARTING = EventFactory.createLoop(); /** * Invoked when the server has started and is ready to accept players. * Equivalent to Forge's {@code FMLServerStartedEvent} event * and Fabric's {@code ServerLifecycleEvents#SERVER_STARTED}. * * @see ServerState#stateChanged(Object) */ Event SERVER_STARTED = EventFactory.createLoop(); /** * Invoked when the server begins shutting down. * Equivalent to Forge's {@code FMLServerStoppingEvent} event and * Fabric's {@code ServerLifecycleEvents#SERVER_STOPPING}. * * @see ServerState#stateChanged(Object) */ Event SERVER_STOPPING = EventFactory.createLoop(); /** * Invoked when the server has finished stopping, and is about to fully shut down. * Equivalent to Forge's {@code FMLServerStoppedEvent} event and * Fabric's {@code ServerLifecycleEvents#SERVER_STOPPED}. * * @see ServerState#stateChanged(Object) */ Event SERVER_STOPPED = EventFactory.createLoop(); /** * Invoked when a world is loaded on the server-side. * Equivalent to Forge's {@code WorldEvent.Load} event (on server) * and Fabric's {@code ServerWorldEvents#LOAD}. * * @see ServerWorldState#act(Level) */ Event SERVER_WORLD_LOAD = EventFactory.createLoop(); /** * Invoked when a world is unloaded on the server-side. * Equivalent to Forge's {@code WorldEvent.Unload} event (on server) * and Fabric's {@code ServerWorldEvents#UNLOAD}. * * @see ServerWorldState#act(Level) */ Event SERVER_WORLD_UNLOAD = EventFactory.createLoop(); /** * Invoked when the world is being saved. * Equivalent to Forge's {@code WorldEvent.Save} event. * * @see ServerWorldState#act(Level) */ Event SERVER_WORLD_SAVE = EventFactory.createLoop(); /** * Invoked once common setup has begun. *

This happens during {@code FMLCommonSetupEvent} on Forge, * or when Architectury API's client/server entrypoint initialises on Fabric. *

* Registries should have been initialised by this point, but there * are no such guarantees, as you can modify the registry beyond this point * on non-Forge environments. */ Event SETUP = EventFactory.createLoop(); interface InstanceState { /** * Parent event type for any events that are invoked on instance state change. * * @param instance The changed state. */ void stateChanged(T instance); } interface ServerState extends InstanceState { } interface WorldState { /** * Parent event type for any events that are invoked on world state change. * * @param world The world that has changed. */ void act(T world); } interface ServerWorldState extends WorldState { } }