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Hytale Sunucu API Referansi: Olaylar, Mesajlar ve Eklenti Gelistirme Rehberi
By HytaleCharts TeamCategory: technical6 min read
Kapsamli API referansimizla Hytale sunucu gelistirmede uzmanlasin. PlayerConnectEvent, PlayerDisconnectEvent, sohbet bicimlendirme icin Message sinifi, komut kaydi ve Legacy Engine'in Java tabanli mimarisini kullanarak ilk eklentinizi olusturmayi ogrenin.
Hytale Sunucu Mimarisini Anlamak
Hytale sunucu API'si, Minecraft sunucu eklentileriyle calismis herkesin asina olacagi saglam bir Java tabanli mimari uzerine insa edilmistir. Legacy Engine'e geri donusle birlikte, gelistiriciler artik platformlar arasi karmasiklik yerine mod gelistirme erisilebilirligini on plana koyan olgun, iyi test edilmis bir kod tabanina erisebilmektedir.
Sunucunun merkezinde, tum sunucu tarafli islemler icin temel saglayan com.hypixel.hytale.server.core paketi bulunur. Bu, oyuncu yonetimi, dunya isleme, olay dagitimi ve komut islemesini icerir.
Oyuncu Baglanti Olaylari: Giris ve Cikis Isleme
Herhangi bir sunucu eklentisi icin en yaygin gereksinimlerden biri, oyuncularin katilmasina veya ayrilmasina yanit vermektir. Hytale API bu amacla iki temel olay saglar.
PlayerConnectEvent
Bir oyuncu sunucuya basariyla baglandiginda tetiklenen bu olay, oyuncu dunyaya tamamen dogmadan once oyuncu referansina erisim saglar. Temel ozellikler sunlardir:
playerRef - UUID, kullanici adi ve ag bilgilerini iceren PlayerRef ornegi
player - Oyuncuyu dunyada temsil edecek Player varligi
world - Katildiklari World ornegi
holder - Bilesen erisimi icin varlik deposu tutucu
Diger bazi olaylarin aksine, PlayerConnectEvent iptal edilemez. Bir oyuncunun katilmasini engellemeniz gerekiyorsa, bunu kimlik dogrulama katmaninda ele almalisiniz.
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
Bir oyuncu sunucudan ayrildiginda tetiklenen bu olay, neden baglantisinin kesildigine dair onemli baglam icerir:
playerRef - Ayrilan oyuncunun referansi
disconnectReason - Zaman asimi, atilma, cikis veya sunucu kapanmasini gosteren enum
Bu olay da iptal edilemez cunku baglanti kesintisi ag seviyesinde zaten gerceklesmistir.
Message Sinifi: Zengin Metin Bicimlendirme
Cilali sohbet deneyimleri olusturmak isteyen sunucu sahipleri, Message sinifiyla onemli zaman gecirecektir. Cekirdek mesajlasma paketinde bulunan bu sinif, bicimlendirilmis metin olusturmak icin akici bir API saglar.
Temel Mesaj Olusturma
// 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)
Parametre Degistirme
Dinamik icerik icin parametre yer tutucularini kullanin:
val welcome = Message.raw("Welcome, {name}! You have {coins} coins.")
.param("name", player.username)
.param("coins", playerData.coinBalance.toString())
Tiklanabilir Baglantilar
Mesajlar tiklanabilir koprular icerebilir:
val linked = Message.raw("Click here to visit our website")
.link("https://example.com")
Olay Kayit Kaliplari
Hytale olay sistemi hem senkron hem de asenkron olay islemesini destekleyerek, gelistiricilere performans gereksinimlerine gore esneklik saglar.
Senkron Kayit
Sunucu is parcaciginda aninda islenmesi gereken olaylar icin:
eventRegistry.register(PlayerInteractEvent::class.java) { event ->
if (event.actionType == ActionType.RIGHT_CLICK) {
// Process the interaction
event.setCancelled(true)
}
}
Asenkron Kayit
Ana is parcacigi disinda islenebilecek olaylar icin (sohbet moderasyonu gibi):
eventRegistry.registerAsync(PlayerChatEvent::class.java) { future ->
future.thenApply { event ->
// Perform async chat filtering
if (containsBannedWords(event.content)) {
event.setCancelled(true)
}
event
}
}
Yaygin Olay Referans Tablosu
Sunucu gelistirmede en sik kullanilan olaylar icin hizli referans:
Olay AdiIptal EdilebilirTemel Ozellikler
PlayerConnectEventHayirplayerRef, player, world, holder
PlayerDisconnectEventHayirplayerRef, disconnectReason
PlayerChatEventEvet (Asenkron)sender, targets, content, formatter
PlayerInteractEventEvetplayer, actionType, itemInHand, targetBlock, targetEntity
PlayerDeathEventHayirplayer
PlayerRespawnEventHayirplayer
BreakBlockEventEvetitemInHand, targetBlock, blockType
PlaceBlockEventEvetitemInHand, targetBlock, rotation
DamageBlockEventEvetitemInHand, targetBlock, currentDamage, damage
DropItemEventEvetitem, location
CraftRecipeEventEvetcraftedRecipe, quantity
Ozel Komutlar Olusturma
Komut sistemi, oyuncularin sohbette calistirabilecegi egik cizgi komutlarini kaydetmenize olanak tanir.
Temel Komut Uygulamasi
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())
CommandManager Kullanimi
Komutlari programatik olarak da calistirabilirsiniz:
val commandManager = CommandManager.get()
commandManager.handleCommand(sender, "time day")
Eklenti Yasam Dongusu ve Yapisi
Her Hytale sunucu eklentisi, temel kayit defterleri ve yasam dongusu kancalari saglayan JavaPlugin temel sinifini genisletir.
Eklenti Yasam Dongusu Asamalari
Construction - Eklenti sinifi ornekleme
PreLoad - Sunucu baslamadan once asenkron baslatma
Setup - Bilesenleri, olaylari ve komutlari kaydetme
Start - Sunucu oyunculari kabul etmeye hazir
Shutdown - Sunucu durmadan once temizlik
Temel Eklenti Ozellikleri
// 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
Yapilandirma Yardimcisi
Eklentiler JSON yapilandirma dosyalarini kolayca yukleyebilir:
// Using default config.json
val config: Config<MyConfigClass> = withConfig(MyConfigClass.CODEC)
// Using custom filename
val config: Config<MyConfigClass> = withConfig("custom-name.json", MyConfigClass.CODEC)
Oyuncularla Calisma
PlayerRef sinifi, bagli oyuncularla etkilesim icin birincil arayuzunuzdur.
Oyuncu Kimligi ve Konumu
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
Oyuncu Varligi Erisimi
Envanter yonetimi gibi daha derin etkilesimler icin Player varligina erisin:
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")
Dunya ve Evren Yonetimi
Universe singleton'i tum dunyelara ve bagli oyunculara erisim saglar.
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")
Is Parcacigi Guvenligi Uyarisi
Bilesen erisimi dunya is parcaciginda gerceklesmelidir. Islemleri her zaman execute bloguna sarin:
world.execute {
// Safe component access here
val entities = world.getEntities()
}
Sunucu Gelistiricileri Icin Sonraki Adimlar
Bu API referansini temel alarak, Hytale sunucu eklentileri olusturmaya hazirsiniz. Kesfedilecek temel kaynaklar:
Gelismis varlik manipulasyonu icin Entity Component System (ECS)
NPC'ler, Portallar ve Gorev sistemleri gibi yerlesik moduller
Oyun davranislari icin gorsel betikleme sistemi
Ozel paket isleme icin ag protokolu
Hytale erken erisim surecinde ilerledikce API'nin gelisebilecegini unutmayin. Toplulukla baglantida kalin ve resmi dokumantasyonu gelistikce takip edin.