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