docs: rewrite README for the TextCommandCallingArgs API

This commit is contained in:
2026-06-25 20:21:31 +02:00
parent f261848734
commit 777ab477d2
+29 -18
View File
@@ -16,7 +16,7 @@ Add it as a dependency in your `modinfo.json`:
```json ```json
"dependencies": { "dependencies": {
"game": "1.22.3", "game": "1.22.3",
"commandhook": "1.0.0" "commandhook": "2.0.0"
} }
``` ```
@@ -31,16 +31,24 @@ A listener provides:
- `Commands`, the command names you want to watch, without the leading slash - `Commands`, the command names you want to watch, without the leading slash
- `Registration`, a `Before` delegate, an `After` delegate, or both - `Registration`, a `Before` delegate, an `After` delegate, or both
`Before` runs before the command executes. Set `data.Cancel = true` inside it `Before` receives the engine's own `TextCommandCallingArgs` for the
to stop the command from running. If you cancel, any remaining `Before` invocation, live and unmodified. Return a non-null `TextCommandResult` to
listeners for that command are skipped, and `After` never fires for that cancel the command and report that result to the caller, use the engine's
invocation. own factories, e.g. `TextCommandResult.Error(...)` for a visible reason, or
`TextCommandResult.Deferred` to cancel silently (per its own doc comment,
this prints no output). Return `null` to let the command run normally. If
you cancel, any remaining `Before` listeners for that command are skipped,
and `After` never fires for that invocation.
`After` runs once the command has produced a result. It only fires on the `After` receives the same `TextCommandCallingArgs` object plus the
path where the command actually ran. `TextCommandResult` the command actually produced. It only fires on the
path where the command ran.
`CommandData` is passed by `ref` the whole way through, no allocation per ### A note on `TextCommandCallingArgs` at Before vs After
command.
This is the engine's own live object, not a copy, what's safe to read
depends on timing and on how the specific command you're watching is
implemented internally.
### Example ### Example
@@ -56,23 +64,26 @@ public class MyListener : ICommandHookListener
// Wire up Before, After, or both. // Wire up Before, After, or both.
public CommandRegistration Registration => new(Before, After); public CommandRegistration Registration => new(Before, After);
private void Before(ref CommandData data) private TextCommandResult? Before(TextCommandCallingArgs args)
{ {
// data.Sender is null for console invocations. // args.Caller.Player is null for console invocations.
if (data.Sender != null && !IsAllowed(data.Sender)) if (args.Caller.Player is IServerPlayer player && !IsAllowed(player))
{ {
// Stops the command from running and skips any remaining // Cancels the command, skips any remaining Before listeners,
// Before listeners. After never fires for this invocation. // and After never fires for this invocation. The caller sees
data.Cancel = true; // this exact result.
} return TextCommandResult.Error("You're not allowed to do that", "notallowed");
} }
private void After(ref CommandData data, TextCommandResult result) return null;
}
private void After(TextCommandCallingArgs args, TextCommandResult result)
{ {
// Only runs if nothing cancelled. result is whatever the command // Only runs if nothing cancelled. result is whatever the command
// actually produced, check result.Status for success/error/deferred. // actually produced, check result.Status for success/error/deferred.
if (result.Status != EnumCommandStatus.Success) if (result.Status != EnumCommandStatus.Success)
Logger.Warn($"/{data.CommandName} failed: {result.StatusMessage}"); Logger.Warn($"A watched command failed: {result.StatusMessage}");
} }
} }
``` ```