SingleFilter
The SingleFilter
is a specialized variant of AudienceFilter
that ensures only one filter instance can be active for a player at any given time. This is particularly useful for managing exclusive displays like tab list headers/footers or scoreboard sidebars.
Basic Usage
Here's a basic example of implementing a single filter:
@Entry("example_single_filter", "An example single filter entry", Colors.MYRTLE_GREEN, "material-symbols:filter-alt")
class ExampleSingleFilterEntry(
override val id: String = "",
override val name: String = "",
override val priorityOverride: Optional<Int> = Optional.empty(),
) : AudienceFilterEntry, PriorityEntry {
override val children: List<Ref<out AudienceEntry>> get() = emptyList()
override fun display(): AudienceFilter = ExampleSingleFilter(ref()) { player ->
PlayerExampleDisplay(player, ExampleSingleFilter::class, ref())
}
}
private class ExampleSingleFilter(
ref: Ref<ExampleSingleFilterEntry>,
createDisplay: (Player) -> PlayerExampleDisplay,
) : SingleFilter<ExampleSingleFilterEntry, PlayerExampleDisplay>(ref, createDisplay) {
// This must be a references to a shared map.
// It CANNOT cache the map itself.
override val displays: MutableMap<UUID, PlayerExampleDisplay>
get() = map
companion object {
// This map is shared between all instances of the filter.
private val map = ConcurrentHashMap<UUID, PlayerExampleDisplay>()
}
}
private class PlayerExampleDisplay(
player: Player,
displayKClass: KClass<out SingleFilter<ExampleSingleFilterEntry, *>>,
current: Ref<ExampleSingleFilterEntry>
) : PlayerSingleDisplay<ExampleSingleFilterEntry>(player, displayKClass, current) {
override fun setup() {
super.setup()
player.sendMessage("Display activated!")
}
override fun tearDown() {
super.tearDown()
player.sendMessage("Display deactivated!")
}
}
The SingleFilter
consists of three main components:
- An entry class that defines the configuration and creates the filter
- A filter class that manages the shared state between instances
- A display class that handles the player-specific display logic
Display Lifecycle
The display lifecycle is a crucial concept in SingleFilter as it manages how displays are created, updated, and removed. Let's look at a practical example:
private class ComplexPlayerDisplay(
player: Player,
displayKClass: KClass<out SingleFilter<ExampleSingleFilterEntry, *>>,
current: Ref<ExampleSingleFilterEntry>
) : PlayerSingleDisplay<ExampleSingleFilterEntry>(player, displayKClass, current) {
override fun initialize() {
super.initialize()
// Called once when the display is first created
player.sendMessage("Display initialized!")
}
override fun setup() {
super.setup()
// Called every time this display becomes active
player.sendMessage("Display setup!")
}
override fun tick() {
// Called every tick while the display is active
// Update display content here
}
override fun tearDown() {
super.tearDown()
// Called when this display becomes inactive
player.sendMessage("Display torn down!")
}
override fun dispose() {
super.dispose()
// Called when the display is being completely removed
player.sendMessage("Display disposed!")
}
}
Let's walk through what happens in different scenarios:
Scenario 1: Player Joins Server
1. Player joins
2. initialize() called once - Creates the display instance
3. setup() called - Activates the display with initial entry
4. tick() starts running periodically
Scenario 2: Higher Priority Entry Becomes Active
1. New entry with higher priority includes player in its audience
2. tearDown() called on current display
3. setup() called with new entry
4. Same display instance continues, but with new entry reference
5. tick() continues running with new entry data
Scenario 3: Player Leaves Entry's Audience
1. Player is filtered out of current entry's audience
2. System looks for next highest priority entry where player is in audience
3. If found:
- tearDown() called with old entry
- setup() called with new entry
- Display continues with new entry
4. If not found:
- tearDown() called
- dispose() called
- Display is completely removed
The display lifecycle ensures smooth transitions between different entries while maintaining the single display state. This is particularly important for exclusive displays where you want to avoid flickering or interruptions when switching between different configurations.
Priority Behavior
The priority of entries determines which display becomes active when multiple entries include a player in their audience. For example:
Entry A (priority: 50) - Basic display
Entry B (priority: 100) - Special display
Scenario:
1. Player joins -> Entry B becomes active (higher priority)
2. Player leaves Entry B's audience -> Entry A becomes active (next highest)
3. Player returns to Entry B's audience -> Switches back to Entry B
This priority system ensures that more important displays can temporarily override less important ones, while maintaining a fallback when a player is no longer in the audience of higher priority entries.