PlayerConnectEvent
PlayerConnectEvent
Section titled “PlayerConnectEvent”Package:
com.hypixel.hytale.server.core.event.events.playerImplements:IEvent<Void>Cancellable: No
Dispatched when a player entity has been created and the player is fully connected to the server. This event fires after the setup phase is complete (after PlayerSetupConnectEvent) and provides access to the player’s entity holder and reference.
The world field is mutable, allowing listeners to override which world the player initially spawns into. If set to null, the server uses its default world selection logic.
Because the key type is Void, this event is dispatched globally — all registered listeners receive it regardless of key.
Fields / Accessors
Section titled “Fields / Accessors”| Field | Type | Accessor | Mutable | Notes |
|---|---|---|---|---|
holder | Holder<EntityStore> | getHolder() | No | The entity holder for the connected player. |
playerRef | PlayerRef | getPlayerRef() | No | Reference to the connected player. |
player | Player | getPlayer() | No | Deprecated. Use holder.getComponent(Player.getComponentType()) instead. |
world | World | getWorld() | Yes | The world the player will be placed into. Nullable — mutable to override spawn world. |
Fired By
Section titled “Fired By”- Dispatched by
Universe(line 697) viaeventBus.dispatchFor()when the player entity is created and connected. This fires after the setup phase completes and the player entity exists in the ECS.
Listening
Section titled “Listening”getEventRegistry().register(PlayerConnectEvent.class, event -> { PlayerRef playerRef = event.getPlayerRef(); World world = event.getWorld(); // Player entity is now available});Related Events
Section titled “Related Events”PlayerSetupConnectEvent— fired before this event, during early connection before the player entity exists. Previous step in the connection flow.PlayerDisconnectEvent— the counterpart event fired when the player disconnects after being fully connected.AddPlayerToWorldEvent— fired after this event when the player enters a world. Next step in the connection flow.
Connection Flow
Section titled “Connection Flow”PlayerSetupConnectEvent --> PlayerConnectEvent --> AddPlayerToWorldEvent --> PlayerReadyEvent