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Hytale Server API Referenca: Dogadjaji, Poruke i Vodic za Razvoj Pluginova
By HytaleCharts TeamCategory: technical6 min read
Savladajte razvoj Hytale servera sa nasom sveobuhvatnom API referencom. Naucite o PlayerConnectEvent, PlayerDisconnectEvent, klasi Message za formatiranje ceta, registraciji komandi i izgradnji vaseg prvog plugina koristeci Java arhitekturu Legacy Engine-a.
Razumevanje arhitekture Hytale servera
API Hytale servera je izgraden na robusnoj arhitekturi zasnovanoj na Javi koja ce biti poznata svakome ko je radio sa pluginovima za Minecraft servere. Povratkom na Legacy Engine, programeri sada imaju pristup zreloj, dobro testiranoj bazi koda koja daje prioritet pristupacnosti modovanja nad meduplatformskom slozenoscu.
U srcu servera nalazi se com.hypixel.hytale.server.core paket koji pruza temelj za sve operacije na strani servera. Ovo ukljucuje upravljanje igracima, obradu svetova, slanje dogadjaja i obradu komandi.
Dogadjaji povezivanja igraca: Obrada ulaska i izlaska
Jedan od najcescih zahteva za bilo koji serverski plugin je reagovanje na igrade koji se pridruzuju ili napustaju. Hytale API pruza dva sustinska dogadjaja za ovu svrhu.
PlayerConnectEvent
Aktivira se kada se igrac uspesno poveze sa serverom, ovaj dogadjaj vam daje pristup referenci igraca pre nego sto se u potpunosti pojavi u svetu. Kljucna svojstva ukljucuju:
playerRef - PlayerRef instanca koja sadrzi UUID, korisnicko ime i mrezne informacije
player - Player entitet koji ce ih predstavljati u svetu
world - World instanca kojoj se pridruzuju
holder - Drzac skladista entiteta za pristup komponentama
Za razliku od nekih drugih dogadjaja, PlayerConnectEvent je ne moze se otkazati. Ako trebate spreciti igraca da se pridruzi, trebalo bi to da resavate na nivou autentifikacije.
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
Aktivira se kada igrac napusti server, ovaj dogadjaj ukljucuje vazan kontekst o razlogu prekida veze:
playerRef - Referenca igraca koji odlazi
disconnectReason - Enum koji oznacava istek vremena, izbacivanje, izlazak ili gasenje servera
Ovaj dogadjaj takodje ne moze biti otkazan jer se prekid veze vec desio na mreznom nivou.
Message klasa: Formatiranje obogacenog teksta
Vlasnici servera koji zele da kreiraju dotjerane iskustva ceta ce provesti znacajno vreme sa Message klasom. Smestena u jezgru paketa za poruke, pruza fluentni API za izgradnju formatiranog teksta.
Osnovno kreiranje poruka
// 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)
Zamena parametara
Za dinamicki sadrzaj, koristite rezervisana mesta za parametre:
val welcome = Message.raw("Welcome, {name}! You have {coins} coins.")
.param("name", player.username)
.param("coins", playerData.coinBalance.toString())
Klikabilni linkovi
Poruke mogu sadrzati klikabilne hiperveze:
val linked = Message.raw("Click here to visit our website")
.link("https://example.com")
Obrasci registracije dogadjaja
Sistem dogadjaja Hytale podrzava i sinhronu i asinhronu obradu dogadjaja, dajuci programerima fleksibilnost na osnovu njihovih zahteva za performansama.
Sinhrona registracija
Za dogadjaje kojima je potrebna trenutna obrada na niti servera:
eventRegistry.register(PlayerInteractEvent::class.java) { event ->
if (event.actionType == ActionType.RIGHT_CLICK) {
// Process the interaction
event.setCancelled(true)
}
}
Asinhrona registracija
Za dogadjaje koji mogu biti obradjeni van glavne niti (poput moderacije ceta):
eventRegistry.registerAsync(PlayerChatEvent::class.java) { future ->
future.thenApply { event ->
// Perform async chat filtering
if (containsBannedWords(event.content)) {
event.setCancelled(true)
}
event
}
}
Referentna tabela uobicajenih dogadjaja
Evo brzog pregleda najcesce koriscenih dogadjaja u razvoju servera:
Naziv dogadjajaMoze se otkazatiKljucna svojstva
PlayerConnectEventNeplayerRef, player, world, holder
PlayerDisconnectEventNeplayerRef, disconnectReason
PlayerChatEventDa (Async)sender, targets, content, formatter
PlayerInteractEventDaplayer, actionType, itemInHand, targetBlock, targetEntity
PlayerDeathEventNeplayer
PlayerRespawnEventNeplayer
BreakBlockEventDaitemInHand, targetBlock, blockType
PlaceBlockEventDaitemInHand, targetBlock, rotation
DamageBlockEventDaitemInHand, targetBlock, currentDamage, damage
DropItemEventDaitem, location
CraftRecipeEventDacraftedRecipe, quantity
Izgradnja prilagodjenih komandi
Sistem komandi vam omogucava da registrujete slash komande koje igraci mogu izvrsiti u cetu.
Osnovna implementacija komande
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())
Koriscenje CommandManager-a
Takodje mozete programski izvrsavati komande:
val commandManager = CommandManager.get()
commandManager.handleCommand(sender, "time day")
Zivotni ciklus i struktura plugina
Svaki Hytale serverski plugin prosiruje baznu klasu JavaPlugin, koja pruza osnovne registre i hook-ove zivotnog ciklusa.
Faze zivotnog ciklusa plugina
Construction - Instanciranje klase plugina
PreLoad - Asinhrona inicijalizacija pre pokretanja servera
Setup - Registracija komponenata, dogadjaja i komandi
Start - Server je spreman da prihvata igrace
Shutdown - Ciscenje pre zaustavljanja servera
Kljucna svojstva plugina
// 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 za konfiguraciju
Plugini mogu lako ucitati JSON konfiguracione fajlove:
// Using default config.json
val config: Config<MyConfigClass> = withConfig(MyConfigClass.CODEC)
// Using custom filename
val config: Config<MyConfigClass> = withConfig("custom-name.json", MyConfigClass.CODEC)
Rad sa igracima
PlayerRef klasa je vas primarni interfejs za interakciju sa povezanim igracima.
Identitet i lokacija igraca
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 entitetu igraca
Za dublje interakcije poput upravljanja inventarom, pristupite Player entitetu:
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")
Upravljanje svetovima i univerzumom
Universe singleton pruza pristup svim svetovima i povezanim igracima.
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")
Upozorenje o bezbednosti niti
Pristup komponentama mora se desiti na niti sveta. Uvek obmotajte operacije u execute blok:
world.execute {
// Safe component access here
val entities = world.getEntities()
}
Sledeci koraci za programere servera
Sa ovom API referencom kao temeljem, spremni ste da pocnete sa izgradnjom pluginova za Hytale server. Kljucni resursi za istrazivanje:
Entity Component System (ECS) za naprednu manipulaciju entitetima
Ugradeni moduli poput NPC-ova, portala i sistema questova
Sistem vizuelnog skriptovanja za ponasanja u igri
Mrezni protokol za obradu prilagodjenih paketa
Imajte na umu da se API moze razvijati dok Hytale napreduje kroz rani pristup. Ostanite povezani sa zajednicom i pratite zvanicnu dokumentaciju kako se razvija.