Interface ResolvableProfile

All Superinterfaces:
PlayerHeadObjectContents.SkinSource

@NullMarked @Experimental @NonExtendable public interface ResolvableProfile extends PlayerHeadObjectContents.SkinSource
Holds player profile data that can be resolved to a PlayerProfile.
See Also:
  • Method Details

    • resolvableProfile

      @Contract(value="_ -> new", pure=true) static ResolvableProfile resolvableProfile(PlayerProfile profile)
    • resolvableProfile

      @Contract(value="-> new", pure=true) static ResolvableProfile.Builder resolvableProfile()
    • uuid

      @Contract(pure=true) @Nullable UUID uuid()
    • name

      @Contract(pure=true) @Nullable String name()
    • properties

      @Contract(pure=true) @Unmodifiable Collection<ProfileProperty> properties()
    • dynamic

      @Contract(pure=true) boolean dynamic()
      Whether this resolvable profile was marked as dynamic.

      A dynamic resolvable profile is required to either have a non-null uuid() or name() and will be resolved by the client via a network call. A dynamic profile will also not include any properties.

      Returns:
      true if this profile is marked as dynamic, false otherwise.
    • resolve

      @Contract(pure=true) CompletableFuture<PlayerProfile> resolve()
      Produces an updated player profile based on this ResolvableProfile, mirroring client behavior.
      • For dynamic() profiles:

        This tries to produce a completed profile by filling in missing properties (name, unique id, textures, etc.), and updates existing properties (e.g. name) to their official and up-to-date values. This operation does not alter the current profile, but produces a new updated PlayerProfile.

        If no player exists for the unique id or name of this profile, this operation yields a profile that is equal to the current profile, which might not be complete.

      • For static (non-dynamic()) profiles:

        Completes with a profile containing all of properties() exactly, and null name()/uuid() replaced by filler values.

      This is an asynchronous operation: Updating the profile can result in an outgoing connection in another thread in order to fetch the latest profile properties. The returned CompletableFuture will be completed once the updated profile is available. In order to not block the server's main thread, you should not wait for the result of the returned CompletableFuture on the server's main thread. Instead, if you want to do something with the updated player profile on the server's main thread once it is available, you could do something like this:
       profile.resolve().thenAcceptAsync(updatedProfile -> {
           // Do something with the updated profile:
           // ...
       }, runnable -> Bukkit.getScheduler().runTask(plugin, runnable));
       
    • skinPatch

      @Contract(pure=true) ResolvableProfile.SkinPatch skinPatch()
      Gets the skin patch used by the client for rendering. Overrides any values resolved from the profile.
      Returns:
      the skin patch