PluginEventHandler

Trait PluginEventHandler 

Source
pub trait PluginEventHandler:
    PluginSubscriptions
    + Send
    + Sync {
Show 49 methods // Provided methods fn on_player_join( &self, _server: &Server, _event: &mut EventContext<'_, PlayerJoinEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_quit( &self, _server: &Server, _event: &mut EventContext<'_, PlayerQuitEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_move( &self, _server: &Server, _event: &mut EventContext<'_, PlayerMoveEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_jump( &self, _server: &Server, _event: &mut EventContext<'_, PlayerJumpEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_teleport( &self, _server: &Server, _event: &mut EventContext<'_, PlayerTeleportEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_change_world( &self, _server: &Server, _event: &mut EventContext<'_, PlayerChangeWorldEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_toggle_sprint( &self, _server: &Server, _event: &mut EventContext<'_, PlayerToggleSprintEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_toggle_sneak( &self, _server: &Server, _event: &mut EventContext<'_, PlayerToggleSneakEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_chat( &self, _server: &Server, _event: &mut EventContext<'_, ChatEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_food_loss( &self, _server: &Server, _event: &mut EventContext<'_, PlayerFoodLossEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_heal( &self, _server: &Server, _event: &mut EventContext<'_, PlayerHealEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_hurt( &self, _server: &Server, _event: &mut EventContext<'_, PlayerHurtEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_death( &self, _server: &Server, _event: &mut EventContext<'_, PlayerDeathEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_respawn( &self, _server: &Server, _event: &mut EventContext<'_, PlayerRespawnEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_skin_change( &self, _server: &Server, _event: &mut EventContext<'_, PlayerSkinChangeEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_fire_extinguish( &self, _server: &Server, _event: &mut EventContext<'_, PlayerFireExtinguishEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_start_break( &self, _server: &Server, _event: &mut EventContext<'_, PlayerStartBreakEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_block_break( &self, _server: &Server, _event: &mut EventContext<'_, BlockBreakEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_block_place( &self, _server: &Server, _event: &mut EventContext<'_, PlayerBlockPlaceEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_block_pick( &self, _server: &Server, _event: &mut EventContext<'_, PlayerBlockPickEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_item_use( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemUseEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_item_use_on_block( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemUseOnBlockEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_item_use_on_entity( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemUseOnEntityEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_item_release( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemReleaseEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_item_consume( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemConsumeEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_attack_entity( &self, _server: &Server, _event: &mut EventContext<'_, PlayerAttackEntityEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_experience_gain( &self, _server: &Server, _event: &mut EventContext<'_, PlayerExperienceGainEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_punch_air( &self, _server: &Server, _event: &mut EventContext<'_, PlayerPunchAirEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_sign_edit( &self, _server: &Server, _event: &mut EventContext<'_, PlayerSignEditEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_lectern_page_turn( &self, _server: &Server, _event: &mut EventContext<'_, PlayerLecternPageTurnEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_item_damage( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemDamageEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_item_pickup( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemPickupEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_held_slot_change( &self, _server: &Server, _event: &mut EventContext<'_, PlayerHeldSlotChangeEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_item_drop( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemDropEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_transfer( &self, _server: &Server, _event: &mut EventContext<'_, PlayerTransferEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_command( &self, _server: &Server, _event: &mut EventContext<'_, CommandEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_player_diagnostics( &self, _server: &Server, _event: &mut EventContext<'_, PlayerDiagnosticsEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_world_liquid_flow( &self, _server: &Server, _event: &mut EventContext<'_, WorldLiquidFlowEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_world_liquid_decay( &self, _server: &Server, _event: &mut EventContext<'_, WorldLiquidDecayEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_world_liquid_harden( &self, _server: &Server, _event: &mut EventContext<'_, WorldLiquidHardenEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_world_sound( &self, _server: &Server, _event: &mut EventContext<'_, WorldSoundEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_world_fire_spread( &self, _server: &Server, _event: &mut EventContext<'_, WorldFireSpreadEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_world_block_burn( &self, _server: &Server, _event: &mut EventContext<'_, WorldBlockBurnEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_world_crop_trample( &self, _server: &Server, _event: &mut EventContext<'_, WorldCropTrampleEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_world_leaves_decay( &self, _server: &Server, _event: &mut EventContext<'_, WorldLeavesDecayEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_world_entity_spawn( &self, _server: &Server, _event: &mut EventContext<'_, WorldEntitySpawnEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_world_entity_despawn( &self, _server: &Server, _event: &mut EventContext<'_, WorldEntityDespawnEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_world_explosion( &self, _server: &Server, _event: &mut EventContext<'_, WorldExplosionEvent>, ) -> impl Future<Output = ()> + Send { ... } fn on_world_close( &self, _server: &Server, _event: &mut EventContext<'_, WorldCloseEvent>, ) -> impl Future<Output = ()> + Send { ... }
}

Provided Methods§

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fn on_player_join( &self, _server: &Server, _event: &mut EventContext<'_, PlayerJoinEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerJoin event.

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fn on_player_quit( &self, _server: &Server, _event: &mut EventContext<'_, PlayerQuitEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerQuit event.

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fn on_player_move( &self, _server: &Server, _event: &mut EventContext<'_, PlayerMoveEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerMove event.

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fn on_player_jump( &self, _server: &Server, _event: &mut EventContext<'_, PlayerJumpEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerJump event.

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fn on_player_teleport( &self, _server: &Server, _event: &mut EventContext<'_, PlayerTeleportEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerTeleport event.

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fn on_player_change_world( &self, _server: &Server, _event: &mut EventContext<'_, PlayerChangeWorldEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerChangeWorld event.

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fn on_player_toggle_sprint( &self, _server: &Server, _event: &mut EventContext<'_, PlayerToggleSprintEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerToggleSprint event.

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fn on_player_toggle_sneak( &self, _server: &Server, _event: &mut EventContext<'_, PlayerToggleSneakEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerToggleSneak event.

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fn on_chat( &self, _server: &Server, _event: &mut EventContext<'_, ChatEvent>, ) -> impl Future<Output = ()> + Send

Handler for the Chat event.

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fn on_player_food_loss( &self, _server: &Server, _event: &mut EventContext<'_, PlayerFoodLossEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerFoodLoss event.

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fn on_player_heal( &self, _server: &Server, _event: &mut EventContext<'_, PlayerHealEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerHeal event.

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fn on_player_hurt( &self, _server: &Server, _event: &mut EventContext<'_, PlayerHurtEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerHurt event.

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fn on_player_death( &self, _server: &Server, _event: &mut EventContext<'_, PlayerDeathEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerDeath event.

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fn on_player_respawn( &self, _server: &Server, _event: &mut EventContext<'_, PlayerRespawnEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerRespawn event.

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fn on_player_skin_change( &self, _server: &Server, _event: &mut EventContext<'_, PlayerSkinChangeEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerSkinChange event.

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fn on_player_fire_extinguish( &self, _server: &Server, _event: &mut EventContext<'_, PlayerFireExtinguishEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerFireExtinguish event.

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fn on_player_start_break( &self, _server: &Server, _event: &mut EventContext<'_, PlayerStartBreakEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerStartBreak event.

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fn on_block_break( &self, _server: &Server, _event: &mut EventContext<'_, BlockBreakEvent>, ) -> impl Future<Output = ()> + Send

Handler for the BlockBreak event.

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fn on_player_block_place( &self, _server: &Server, _event: &mut EventContext<'_, PlayerBlockPlaceEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerBlockPlace event.

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fn on_player_block_pick( &self, _server: &Server, _event: &mut EventContext<'_, PlayerBlockPickEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerBlockPick event.

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fn on_player_item_use( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemUseEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerItemUse event.

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fn on_player_item_use_on_block( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemUseOnBlockEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerItemUseOnBlock event.

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fn on_player_item_use_on_entity( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemUseOnEntityEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerItemUseOnEntity event.

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fn on_player_item_release( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemReleaseEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerItemRelease event.

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fn on_player_item_consume( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemConsumeEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerItemConsume event.

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fn on_player_attack_entity( &self, _server: &Server, _event: &mut EventContext<'_, PlayerAttackEntityEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerAttackEntity event.

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fn on_player_experience_gain( &self, _server: &Server, _event: &mut EventContext<'_, PlayerExperienceGainEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerExperienceGain event.

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fn on_player_punch_air( &self, _server: &Server, _event: &mut EventContext<'_, PlayerPunchAirEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerPunchAir event.

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fn on_player_sign_edit( &self, _server: &Server, _event: &mut EventContext<'_, PlayerSignEditEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerSignEdit event.

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fn on_player_lectern_page_turn( &self, _server: &Server, _event: &mut EventContext<'_, PlayerLecternPageTurnEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerLecternPageTurn event.

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fn on_player_item_damage( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemDamageEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerItemDamage event.

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fn on_player_item_pickup( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemPickupEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerItemPickup event.

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fn on_player_held_slot_change( &self, _server: &Server, _event: &mut EventContext<'_, PlayerHeldSlotChangeEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerHeldSlotChange event.

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fn on_player_item_drop( &self, _server: &Server, _event: &mut EventContext<'_, PlayerItemDropEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerItemDrop event.

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fn on_player_transfer( &self, _server: &Server, _event: &mut EventContext<'_, PlayerTransferEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerTransfer event.

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fn on_command( &self, _server: &Server, _event: &mut EventContext<'_, CommandEvent>, ) -> impl Future<Output = ()> + Send

Handler for the Command event.

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fn on_player_diagnostics( &self, _server: &Server, _event: &mut EventContext<'_, PlayerDiagnosticsEvent>, ) -> impl Future<Output = ()> + Send

Handler for the PlayerDiagnostics event.

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fn on_world_liquid_flow( &self, _server: &Server, _event: &mut EventContext<'_, WorldLiquidFlowEvent>, ) -> impl Future<Output = ()> + Send

Handler for the WorldLiquidFlow event.

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fn on_world_liquid_decay( &self, _server: &Server, _event: &mut EventContext<'_, WorldLiquidDecayEvent>, ) -> impl Future<Output = ()> + Send

Handler for the WorldLiquidDecay event.

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fn on_world_liquid_harden( &self, _server: &Server, _event: &mut EventContext<'_, WorldLiquidHardenEvent>, ) -> impl Future<Output = ()> + Send

Handler for the WorldLiquidHarden event.

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fn on_world_sound( &self, _server: &Server, _event: &mut EventContext<'_, WorldSoundEvent>, ) -> impl Future<Output = ()> + Send

Handler for the WorldSound event.

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fn on_world_fire_spread( &self, _server: &Server, _event: &mut EventContext<'_, WorldFireSpreadEvent>, ) -> impl Future<Output = ()> + Send

Handler for the WorldFireSpread event.

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fn on_world_block_burn( &self, _server: &Server, _event: &mut EventContext<'_, WorldBlockBurnEvent>, ) -> impl Future<Output = ()> + Send

Handler for the WorldBlockBurn event.

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fn on_world_crop_trample( &self, _server: &Server, _event: &mut EventContext<'_, WorldCropTrampleEvent>, ) -> impl Future<Output = ()> + Send

Handler for the WorldCropTrample event.

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fn on_world_leaves_decay( &self, _server: &Server, _event: &mut EventContext<'_, WorldLeavesDecayEvent>, ) -> impl Future<Output = ()> + Send

Handler for the WorldLeavesDecay event.

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fn on_world_entity_spawn( &self, _server: &Server, _event: &mut EventContext<'_, WorldEntitySpawnEvent>, ) -> impl Future<Output = ()> + Send

Handler for the WorldEntitySpawn event.

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fn on_world_entity_despawn( &self, _server: &Server, _event: &mut EventContext<'_, WorldEntityDespawnEvent>, ) -> impl Future<Output = ()> + Send

Handler for the WorldEntityDespawn event.

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fn on_world_explosion( &self, _server: &Server, _event: &mut EventContext<'_, WorldExplosionEvent>, ) -> impl Future<Output = ()> + Send

Handler for the WorldExplosion event.

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fn on_world_close( &self, _server: &Server, _event: &mut EventContext<'_, WorldCloseEvent>, ) -> impl Future<Output = ()> + Send

Handler for the WorldClose event.

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§