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23 KiB
HuskSync v3.0 provides an API for getting, creating, editing and deleting DataSnapshot
s; a snapshot of a user at a given moment in time. This page will walk you through how to manipulate delete snapshots using the HuskSync API.
This page assumes you have read the general API introduction and that you have both imported HuskSync (v3.x) into your project and added it as a dependency.
Table of Contents
- Getting a User
- Getting DataSnapshots for a User
- Packing and Unpacking DataSnapshots
- Getting and setting data in a DataSnapshot
- Creating new DataSnapshots
- Deleting DataSnapshots
1. Getting a User
- HuskSync has a
User
object, representing a user saved in the database. You can retrieve a user usingHuskSyncAPI#getUser(uuid)
Code Example — Getting a user by UUID
// getUser() returns a CompletableFuture supplying an Optional<User>
huskSyncAPI.getUser(uuid).thenAccept(optionalUser -> {
// Check if we found a user by that UUID either online or on the database
if (optionalUser.isEmpty()) {
// If we didn't, we'll log that they don't exist
System.out.println("User does not exist!");
return;
}
// The User object provides methods for getting a user's UUID and username
System.out.println("Found %s", optionalUser.get().getUsername());
});
- If you have an online
org.bukkit.Player
object, you can useBukkitPlayer#adapt(player)
to get anOnlineUser
(extendsUser
), representing a logged-in user.
Code Example — Getting an online user
// Get an online user
OnlineUser user = huskSyncAPI.getUser(player);
System.out.println("Hello, %s!", user.getUsername());
2. Getting DataSnapshots for a User
2.1 Getting a User's current data
- HuskSync provides a method for getting the user's current data.
HuskSyncAPI#getCurrentData(User)
returns aCompletableFuture
supplying anOptional<DataSnapshot.Unpacked>
. - This method will get the user's current data if they are online on the network, or their last saved data if they are offline (or, an empty optional if they user has never logged on).
Code Example — Getting a user's current DataSnapshot
// Get a user's current data
huskSyncAPI.getCurrentData(user).thenAccept(optionalSnapshot -> {
if (optionalSnapshot.isEmpty()) {
System.out.println("Couldn't get data for %s", user.getUsername());
return;
}
// Get the snapshot, which you can then do stuff with
DataSnapshot.Unpacked snapshot = optionalSnapshot.get();
});
2.2 Getting a User's latest saved DataSnapshot
- Note that the snapshot returned by the previous method is not necessarily saved in the database.
- If you want to get the user's last saved snapshot, use
HuskSyncAPI#getLatestSnapshot(User)
instead:
Code Example — Getting a user's latest saved DataSnapshot
// Get a user's latest saved snapshot
huskSyncAPI.getLatestSnapshot(user).thenAccept(optionalSnapshot -> {
if (optionalSnapshot.isEmpty()) {
System.out.println("%s has no saved snapshots!", user.getUsername());
return;
}
// Get the snapshot, which you can then do stuff with
DataSnapshot.Unpacked snapshot = optionalSnapshot.get();
});
2.3 Getting a list of a User's saved DataSnapshots
- If you want to get a list of all of a user's saved snapshots, you can use
HuskSyncAPI#getSnapshots(User)
. This method returns aCompletableFuture
supplying anOptional<List<DataSnapshot.Unpacked>>
.
Code Example — Getting all of a user's saved DataSnapshots
// Get a user's saved snapshots
huskSyncAPI.getSnapshots(user).thenAccept(optionalSnapshots -> {
if (optionalSnapshots.isEmpty()) {
System.out.println("%s has no saved snapshots!", user.getUsername());
return;
}
// Get the list of snapshots, which you can then do stuff with
List<DataSnapshot.Unpacked> snapshots = optionalSnapshots.get();
});
3. Packing and Unpacking DataSnapshots
- HuskSync provides two types of
DataSnapshot
objects:DataSnapshot.Packed
andDataSnapshot.Unpacked
.DataSnapshot.Packed
is a snapshot that has had its data serialized into a byte map. This snapshot is ready to be saved in the database or set to Redis.DataSnapshot.Unpacked
is a snapshot that has been unpacked from aDataSnapshot.Packed
object. You can get, set, and manipulate data from these snapshots.
- Most of the time, you won't need to worry about this, as HuskSync typically deals with
Unpacked
snapshots. However, if you need to convert between the two (e.g., if you wish to copy the snapshot), you can use theHuskSyncAPI#packSnapshot(DataSnapshot.Unpacked)
andHuskSyncAPI#unpackSnapshot(DataSnapshot.Packed)
methods. - The editor method
HuskSyncAPI#editPackedSnapshot(DataSnapshot.Packed, Consumer<DataSnapshot.Unpacked>)
additionally provides a utility for unpacking, editing, then repacking a packedDataSnapshot
object.
Code Example — Packing and unpacking snapshots
// Get a user's current data
huskSyncAPI.getCurrentData(user).thenAccept(optionalSnapshot -> {
if (optionalSnapshot.isEmpty()) {
System.out.println("User does not exist!");
return;
}
// Get the snapshot
DataSnapshot.Unpacked snapshot = optionalSnapshot.get();
// Pack the snapshot
DataSnapshot.Packed packedSnapshot = huskSyncAPI.packSnapshot(snapshot);
// You can call #copy() on a packed snapshot to make a copy of it, which you can then edit
// Unpack the snapshot again
DataSnapshot.Unpacked unpackedSnapshot = huskSyncAPI.unpackSnapshot(packedSnapshot);
});
4. Getting and setting data in a DataSnapshot
- Data within
DataSnapshot
s is represented byData
objects of different types;Data.Items.Inventory
represents Inventory data,Data.Health
represents a user's current/max health,Data.Hunger
represents a user's current/max hunger, and so on. - On Bukkit servers,
BukkitData
classes implementData
classes and provide utilities for converting betweenBukkit
andHuskSync
data types. DataSnapshot.Unpacked
provides methods for getting and settingData
in the snapshot, such asDataSnapshot.Unpacked#getInventory()
(which returns anOptional
) andDataSnapshot.Unpacked#setHealth(Data.Health)
.
4.1 Data Types
Identifier Key | Description | Get Method | Set Method |
---|---|---|---|
husksync:inventory |
User inventories & held item slot | #getInventory |
#setInventory |
husksync:ender_chest |
User Ender Chests | #getEnderChest |
#setEnderChest |
husksync:potion_effects |
User active potion effects | #getPotionEffects |
#setPotionEffects |
husksync:advancements |
User advancements | #getAdvancements |
#setAdvancements |
husksync:location |
User location | #getLocation |
#setLocation |
husksync:statistics |
User statistics | #getStatistics |
#setStatistics |
husksync:health |
User health | #getHealth |
#setHealth |
husksync:hunger |
User hunger, saturation & exhaustion | #getHunger |
#setHunger |
husksync:attributes |
User attributes | #getAttributes |
#setAttributes |
husksync:experience |
User level, experience, and score | #getExperience |
#setExperience |
husksync:game_mode |
User game mode | #getGameMode |
#setGameMode |
husksync:flight_status |
User ability to fly/if flying now | #getFlightStatus |
#setFlightStatus |
husksync:persistent_data |
User persistent data container | #getPersistentData |
#setPersistentData |
Custom types; plugin:foo |
Any custom data | #getData(Identifer) |
#setData(Identifier) |
- Plugin developers may supply their own
Data
classes for synchronisation & saving by implementing theData
interface and registering aSerializer<>
for their class to anIdentifier
. See the Custom Data API page for more information. - You can only get data from snapshots where a serializer has been registered for it on this server and, in the case of the built-in data types, where the sync feature has been enabled in the Config File. If you try to get data from a snapshot where the data type is not supported, you will get an empty
Optional
.
4.2 Editing Health, Hunger, Experience, and GameMode data
DataSnapshot.Unpacked#getHealth()
returns anOptional<Data.Health>
, which you can then use to get the player's current health.DataSnapshot.Unpacked#setHealth(Data.Health)
sets the player's current health. You can create aHealth
instance to pass on the Bukkit platform throughBukkitData.Health.from(double, double)
.- Similar methods exist for Hunger, Experience, and GameMode data types
- Once you've updated the data in the snapshot, you can save it to the database using
HuskSyncAPI#setCurrentData(user, userData)
.
Code Example — Getting and setting a player's health
// Get a user's current data
huskSyncAPI.getCurrentData(user).thenAccept(optionalSnapshot -> {
if (optionalSnapshot.isEmpty()) {
System.out.println("User does not exist!");
return;
}
// Get the player's health and game mode from the snapshot
DataSnapshot.Unpacked snapshot = optionalSnapshot.get();
Optional<Data.Health> healthOptional = snapshot.getHealth();
if (healthOptional.isEmpty()) {
System.out.println("User has no health data!");
return;
}
Optional<Data.GameMode> gameModeOptional = snapshot.getGameMode();
if (gameModeOptional.isEmpty()) {
System.out.println("User has no game mode data!");
return;
}
Optional<Data.FlightStatus> flightStatusOptional = snapshot.getFlightStatus();
if (flightStatusOptional.isEmpty()) {
System.out.println("User has no flight status data!");
return;
}
// getExperience() and getHunger() work similarly
// Get the health data
Data.Health health = healthOptional.get();
double currentHealth = health.getCurrentHealth(); // Current health
double healthScale = health.getHealthScale(); // Health scale (used to determine health/damage display hearts)
snapshot.setHealth(BukkitData.Health.from(20, 20, true));
// Need max health? Look at the Attributes data type.
// Get the game mode data
Data.GameMode gameMode = gameModeOptional.get();
String gameModeName = gameMode.getGameModeName(); // Game mode name (e.g., "SURVIVAL")
snapshot.setGameMode(BukkitData.GameMode.from("SURVIVAL"));
// Get flight data
Data.FlightStatus flightStatus = flightStatusOptional.get(); // Whether the player is flying
boolean isFlying = flightStatus.isFlying(); // Whether the player is *currently* flying
boolean canFly = flightStatus.isAllowFlight(); // Whether the player *can* fly
snapshot.setFlightStatus(BukkitData.FlightStatus.from(false, false));
// Save the snapshot - This will update the player if online and save the snapshot to the database
huskSyncAPI.setCurrentData(user, snapshot);
});
- To make this code more concise, we can use the
HuskSyncAPI#editCurrentData()
method to get the user's current data and perform an operation in aConsumer
class. - The result of editing the
DataSnapshot
object in theConsumer
is then automatically passed toHuskSyncAPI#setCurrentData()
to save the snapshot to the database and update the user if they are online
Code Example — Editing a player's health
// Edit a user's current data
huskSyncAPI.editCurrentData(user, snapshot -> {
// Get the player's health
Optional<Data.Health> healthOptional = snapshot.getHealth();
if (healthOptional.isEmpty()) {
System.out.println("User has no health data!");
return;
}
// Get the health data
Data.Health health = healthOptional.get();
// Get the player's current health
double currentHealth = health.getCurrentHealth();
// Set the player's health / health scale
snapshot.setHealth(BukkitData.Health.from(20, 20));
});
4.3 Editing Inventory and Ender Chest data
- We can get a player's inventory using
DataSnapshot.Unpacked#getInventory()
, which returns anOptional<Data.Items.Inventory>
. You can also get the player's Ender Chest inventory usingDataSnapshot.Unpacked#getEnderChest()
. Data.Items.Inventory
provides methods for the player's inventory, armor, offhand, and ender chest items as platform-agnosticStack
objects, which lets you view basic Item information, but does not expose their full NBT data.- On Bukkit, simply cast a
Data.Items.(Inventory/EnderChest)
to aBukkitData.Items.(Inventory/EnderChest)
to get access to the BukkitItemStack[]
contents of the player's items, allowing you to edit the contents.
Code Example — Getting and setting a player's inventory or Ender Chest
// Get a user's current data
huskSyncAPI.getCurrentData(user).thenAccept(optionalSnapshot -> {
if (optionalSnapshot.isEmpty()) {
System.out.println("User does not exist!");
return;
}
// Get the snapshot
DataSnapshot.Unpacked snapshot = optionalSnapshot.get();
// Get the player's inventory
Optional<Data.Items.Inventory> inventoryOptional = snapshot.getInventory();
if (inventoryOptional.isEmpty()) {
System.out.println("User has no inventory data!");
return;
}
// Get the inventory data
Data.Items.Inventory inventory = inventoryOptional.get();
// Get the player's inventory contents
ItemStack[] inventoryContents = ((BukkitData.Items.Inventory) inventory).getContents();
// Set the player's inventory contents
((BukkitData.Items.Inventory) inventory).setContents(inventoryContents);
// Save the snapshot - This will update the player if online and save the snapshot to the database
huskSyncAPI.setCurrentData(user, snapshot);
});
- There also exist utility methods for both getting and setting just the player's current inventory or Ender Chest contents, if all you need to do is just update the player's inventory/Ender Chest.
- The Inventory methods are
#getCurrentInventory
,#setCurrentInventory
, and#editCurrentInventory
. For Ender chests, these are#getCurrentEnderChest
,#setCurrentEnderChest
, and#editCurrentEnderChest
. There's alsoContents
methods that just deal with ItemStacks[], if you prefer.
Code Example — Editing a player inventory
// Edit a user's current inventory
huskSyncAPI.editCurrentInventory(user, inventory -> {
// Get the player's inventory contents
ItemStack[] inventoryContents = ((BukkitData.Items.Inventory) inventory).getContents();
// The array of ItemStacks is a copy of the player's inventory contents (Typically an array of length 42)
inventoryContents[0] = new ItemStack(Material.DIAMOND_SWORD);
inventoryContents[1] = null; // null = an empty slot
// Set the player's inventory contents
((BukkitData.Items.Inventory) inventory).setContents(inventoryContents);
});
4.4 Editing Location data
- HuskSync's support for player Locations is intended for mirrored world instances (such as RPG servers), and so is disabled by default in the plugin config.
- We can get a player's location using
DataSnapshot.Unpacked#getLocation()
, which returns anOptional<Data.Location>
. Data.Location
provides methods for getting and setting the player's location, pitch, and yaw. We can also use the aforementionedBukkitData
classes to set this using aorg.bukkit.Location
, and speed things along using theHuskSyncAPI#editCurrentData
method.
Code Example — Editing a player's location
// Edit a user's current data
huskSyncAPI.editCurrentData(user, snapshot -> {
// Get the player's location
Optional<Data.Location> locationOptional = snapshot.getLocation();
if (locationOptional.isEmpty()) {
System.out.println("User has no location data!");
return;
}
// Get the location data
Data.Location location = locationOptional.get();
// Get the player's location
org.bukkit.Location bukkitLocation = ((BukkitData.Location) location).getLocation();
// Set the player's location
((BukkitData.Location) location).setLocation(bukkitLocation);
});
4.5 Editing Advancement data
- Advancements can be retrieved using
DataSnapshot.Unpacked#getAdvancements()
, which returns anOptional<Data.Advancements>
. Data.Advancements
provides a wrapper for a list ofData.Advancements.Advancement
objects, representing a map of a player's completed criteria when progressing to complete an advancement.- You can add and remove advancements from the list, and set the list of advancements using
Data.Advancements#setAdvancements(List<Data.Advancements.Advancement>)
.
Code Example — Editing a player's advancements
// Edit a user's current data
huskSyncAPI.editCurrentData(user, snapshot -> {
// Get the player's advancements
Optional<Data.Advancements> advancementsOptional = snapshot.getAdvancements();
if (advancementsOptional.isEmpty()) {
System.out.println("User has no advancements data!");
return;
}
// Get the advancements data
Data.Advancements advancements = advancementsOptional.get();
// Get the player's advancements
List<Data.Advancements.Advancement> playerAdvancements = new ArrayList<>(advancements.getAdvancements());
// Advancement progress is represented by completed critera entries, mapped to when said criteria was completed
Map<String, Date> criteria = Map.of("criteria_item_1", new Date());
// Add an advancement to the player's advancements
playerAdvancements.add(Data.Advancements.Advancement.adapt("foo:bar/baz", criteria));
// Remove all "recipe" advancements from the player's advancements
playerAdvancements.removeIf(advancement -> advancement.getIdentifier().startsWith("minecraft:recipes/"));
// Set the player's advancements
advancements.setAdvancements(playerAdvancements);
});
5. Creating new DataSnapshots
- HuskSync provides methods for creating new snapshots; either by capturing a player's current data or by creating a new snapshot from scratch using a
DataSnapshot.Builder
.
5.1 Creating a new snapshot from a player's current data
- You can create a new snapshot from a player's current data using
HuskSyncAPI#createSnapshot(OnlineUser)
, which returns aDataSnapshot.Packed
with a save cause ofSaveCause.API
.
Code Example — Capturing a player's current data into a Snapshot
// Create a new snapshot from a player's current data
final DataSnapshot.Packed data = huskSyncAPI.createSnapshot(user);
// editPackedSnapshot() provides a utility for unpacking, editing, then repacking a DataSnapshot object
final DataSnapshot.Packed edited = huskSyncAPI.editPackedSnapshot(data, (unpacked) -> {
unpacked.setHealth(BukkitData.Health.from(10, 20, 20)); // Example - sets the user's health to 10 (5 hearts)
});
// Save the snapshot - This will save the snapshot to the database
huskSyncAPI.addSnapshot(edited);
5.2 Creating a new snapshot from scratch
- You can create a new snapshot from scratch using a
DataSnapshot.Builder
. This is useful if you want to create a custom snapshot with specific data and apply it to a user. - Get a new
DataSnapshot.Builder
usingHuskSyncAPI#snapshotBuilder()
.
Code Example — Creating a new snapshot from scratch
// Create a new snapshot from scratch
final DataSnapshot.Builder builder = huskSyncAPI.snapshotBuilder();
// Create an empty inventory with a diamond sword in the first slot
final BukkitData.Items.Inventory inventory = BukkitData.Items.Inventory.empty();
inventory.setContents(new ItemStack[] { new ItemStack(Material.DIAMOND_SWORD) });
inventory.setHeldItemSlot(0); // Set the player's held item slot to the first slot
// Use the builder to create, then pack, a new snapshot
final DataSnapshot.Packed packed = builder
.saveCause(SaveCause.API) // This is the default save cause, but you can change it if you want
.setTimestamp(OffsetDateTime.now().minusDays(3)) // Set the timestamp to 3 days ago
.setInventory(inventory) // Set the player's inventory
.setHealth(BukkitData.Health.from(10, 20, 20)) // Set the player to having 5 hearts
.buildAndPack(); // You can also call just #build() to get a DataSnapshot.Unpacked
// Save the snapshot - This will save the snapshot to the database for a User
huskSyncAPI.addSnapshot(user, packed);
6. Deleting DataSnapshots
- You can delete a snapshot using
HuskSyncAPI#deleteSnapshot(User, UUID)
, which will delete a snapshot from the database by its UUID. - This method returns a CompletableFuture which will resolve to
true
if there was a snapshot with that UUID to delete, orfalse
if there was no snapshot with that UUID to delete.
Code Example — Deleting a snapshot
// Delete a snapshot
huskSyncAPI.deleteSnapshot(user, uuid).thenAccept(success -> {
if (success) {
System.out.println("Deleted snapshot with UUID %s", uuid);
} else {
System.out.println("No snapshot with UUID %s to delete", uuid);
}
});