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Hytale Server API Reference: Udalosti, Zpravy a Pruvodce vyvojem pluginu
By HytaleCharts TeamCategory: technical6 min read
Zvladnete vyvoj serveru Hytale s nasi komplexni API referenci. Naucte se o PlayerConnectEvent, PlayerDisconnectEvent, tride Message pro formatovani chatu, registraci prikazu a tvorbe prvniho pluginu pomoci Java architektury Legacy Engine.
Pochopeni architektury serveru Hytale
API serveru Hytale je postaveno na robustni architekture zalozene na Jave, ktera bude znama kazdemu, kdo pracoval s pluginy pro servery Minecraft. S navratem k Legacy Engine maji nyni vyvojari pristup ke zralemu, dobre otestovanemu kodovemu zakladu, ktery uprednostnuje pristupnost moddingu pred slozitosti multiplatformnich reseni.
V srdci serveru lezi balicek com.hypixel.hytale.server.core, ktery poskytuje zaklad pro vsechny serverove operace. To zahrnuje spravu hracu, zpracovani svetu, dispatching udalosti a zpracovani prikazu.
Udalosti pripojeni hracu: Zpracovani vstupu a odchodu
Jednim z nejcastejsich pozadavku na jakykoli serverovy plugin je reagovani na pripojeni nebo odpojeni hracu. API Hytale pro tento ucel poskytuje dve zakladni udalosti.
PlayerConnectEvent
Vyvolana pri uspesnem pripojeni hrace k serveru, tato udalost vam da pristup k referenci hrace pred jeho uplnym spawnem do sveta. Klicove vlastnosti zahrnuji:
playerRef - Instance PlayerRef obsahujici UUID, uzivatelske jmeno a sitove informace
player - Entita Player, ktera bude hrace reprezentovat ve svete
world - Instance World, ke ktere se pripojuji
holder - Drzitel uloziste entit pro pristup ke komponentam
Na rozdil od nekterych jinych udalosti, PlayerConnectEvent nelze zrusit. Pokud potrebujete zabranit hraci v pripojeni, meli byste to resit na urovni autentizace.
eventRegistry.register(PlayerConnectEvent::class.java) { event ->
val player = event.playerRef
logger.info("Player connected: ${player.username}")
// Send welcome message
player.sendMessage(Message.raw("Welcome to the server!"))
}
PlayerDisconnectEvent
Vyvolana pri odchodu hrace ze serveru, tato udalost obsahuje dulezity kontext o duvodu odpojeni:
playerRef - Reference odchazejiciho hrace
disconnectReason - Enum oznacujici timeout, kick, odchod nebo vypnuti serveru
Tato udalost je take nezrusitelna, protoze odpojeni jiz nastalo na sitove urovni.
Trida Message: Formatovani textu
Vlastnici serveru, kteri chteji vytvorit kvalitni chatove prostredi, stravi znacny cas s tridou Message. Nachazi se v jadrovem balicku pro zpravy a poskytuje fluent API pro tvorbu formatovaneho textu.
Zakladni tvorba zprav
// Simple text message
val msg = Message.raw("Hello, world!")
// With color formatting
val styled = Message.raw("Important!")
.color("red")
.bold(true)
.italic(false)
.monospace(true)
Nahrazovani parametru
Pro dynamicky obsah pouzijte zastupne symboly parametru:
val welcome = Message.raw("Welcome, {name}! You have {coins} coins.")
.param("name", player.username)
.param("coins", playerData.coinBalance.toString())
Klikatelne odkazy
Zpravy mohou obsahovat klikatelne hypertextove odkazy:
val linked = Message.raw("Click here to visit our website")
.link("https://example.com")
Vzory registrace udalosti
Udalostni system Hytale podporuje jak synchronni, tak asynchronni zpracovani udalosti, coz dava vyvojarum flexibilitu podle jejich pozadavku na vykon.
Synchronni registrace
Pro udalosti vyzadujici okamzite zpracovani na serverovem vlakne:
eventRegistry.register(PlayerInteractEvent::class.java) { event ->
if (event.actionType == ActionType.RIGHT_CLICK) {
// Process the interaction
event.setCancelled(true)
}
}
Asynchronni registrace
Pro udalosti, ktere lze zpracovat mimo hlavni vlakno (napr. moderace chatu):
eventRegistry.registerAsync(PlayerChatEvent::class.java) { future ->
future.thenApply { event ->
// Perform async chat filtering
if (containsBannedWords(event.content)) {
event.setCancelled(true)
}
event
}
}
Referencni tabulka beznych udalosti
Rychla reference pro nejcasteji pouzivane udalosti pri vyvoji serveru:
Nazev udalostiZrusitelnaKlicove vlastnosti
PlayerConnectEventNeplayerRef, player, world, holder
PlayerDisconnectEventNeplayerRef, disconnectReason
PlayerChatEventAno (Async)sender, targets, content, formatter
PlayerInteractEventAnoplayer, actionType, itemInHand, targetBlock, targetEntity
PlayerDeathEventNeplayer
PlayerRespawnEventNeplayer
BreakBlockEventAnoitemInHand, targetBlock, blockType
PlaceBlockEventAnoitemInHand, targetBlock, rotation
DamageBlockEventAnoitemInHand, targetBlock, currentDamage, damage
DropItemEventAnoitem, location
CraftRecipeEventAnocraftedRecipe, quantity
Tvorba vlastnich prikazu
System prikazu vam umoznuje registrovat lomitko prikazy, ktere mohou hraci spoustet v chatu.
Zakladni implementace prikazu
class MyCommand : Command {
override fun getName(): String = "mycommand"
override fun execute(sender: CommandSender, args: Array<String>) {
sender.sendMessage(Message.raw("Hello from my custom command!"))
}
}
// Register in your plugin's setup phase
commandRegistry.registerCommand(MyCommand())
Pouziti CommandManager
Prikazy muzete take spoustet programove:
val commandManager = CommandManager.get()
commandManager.handleCommand(sender, "time day")
Zivotni cyklus a struktura pluginu
Kazdy serverovy plugin Hytale rozsiruji zakladni tridu JavaPlugin, ktera poskytuje zakladni registry a hooks zivotniho cyklu.
Faze zivotniho cyklu pluginu
Construction - Vytvoreni instance tridy pluginu
PreLoad - Asynchronni inicializace pred startem serveru
Setup - Registrace komponent, udalosti a prikazu
Start - Server je pripraven prijimat hrace
Shutdown - Uklid pred zastavenim serveru
Klicove vlastnosti pluginu
// Available in your plugin class
logger: HytaleLogger // Logging capability
manifest: PluginManifest? // Plugin metadata from manifest file
eventRegistry: EventRegistry // Register event listeners
commandRegistry: CommandRegistry // Register commands
dataDirectory: Path // Plugin storage location
taskRegistry: TaskRegistry // Scheduled task management
Pomocnik pro konfiguraci
Pluginy mohou snadno nacitat konfiguracni soubory JSON:
// Using default config.json
val config: Config<MyConfigClass> = withConfig(MyConfigClass.CODEC)
// Using custom filename
val config: Config<MyConfigClass> = withConfig("custom-name.json", MyConfigClass.CODEC)
Prace s hraci
Trida PlayerRef je vasim primarnim rozhranim pro interakci s pripojenymi hraci.
Identita a poloha hrace
val player: PlayerRef = event.playerRef
// Identity
val uuid: UUID = player.uuid
val name: String = player.username
val language: String = player.language
// Position
val transform: Transform = player.transform
val worldUuid: UUID = player.worldUuid
val headRotation: Vector3f = player.headRotation
Pristup k entite hrace
Pro hlubsi interakce, jako je sprava inventare, pristupte k entite Player:
val playerEntity: Player = player.entity
// Inventory operations
val inventory: Inventory = playerEntity.inventory
playerEntity.sendInventory()
// UI managers
val hotbar = playerEntity.hotbarManager
val windows = playerEntity.windowManager
val pages = playerEntity.pageManager
val hud = playerEntity.hudManager
// Permissions
val canBuild: Boolean = playerEntity.hasPermission("server.build")
Sprava svetu a vesmiru
Singleton Universe poskytuje pristup ke vsem svetum a pripojenym hracum.
val universe = Universe.get()
// Player access
val allPlayers: List<PlayerRef> = universe.players
val playerCount: Int = universe.playerCount
val specificPlayer: PlayerRef? = universe.getPlayer(uuid)
// World access
val worlds: Map<String, World> = universe.worlds
val defaultWorld: World? = universe.defaultWorld
val specificWorld: World? = universe.getWorld("my-world")
// World management
val newWorld: CompletableFuture<World> = universe.addWorld("new-world")
val loaded: CompletableFuture<World> = universe.loadWorld("existing-world")
Upozorneni na bezpecnost vlaken
Pristup ke komponentam musi probihat na vlakne sveta. Vzdy zabalte operace do bloku execute:
world.execute {
// Safe component access here
val entities = world.getEntities()
}
Dalsi kroky pro serverove vyvojare
S touto API referenci jako zakladem jste pripraveni zacit tvorit pluginy pro servery Hytale. Klicove zdroje k prozkoumani:
Entity Component System (ECS) pro pokrocilou manipulaci s entitami
Vestavene moduly jako NPC, Portaly a systemy questu
Vizualni skriptovaci system pro herni chovani
Sitovy protokol pro zpracovani vlastnich paketu
Pamatujte, ze s postupem Hytale pres Early Access se API muze vyvijet. Zustavejte ve spojeni s komunitou a sledujte oficialni dokumentaci.