PlayerReadyEvent
PlayerReadyEvent
Section titled “PlayerReadyEvent”Package:
com.hypixel.hytale.server.core.event.events.playerExtends:PlayerEvent<String>Implements:IEvent<String>Cancellable: No
Dispatched when a player signals readiness to the server. This is the final step in the player connection flow — after the player entity has been created, connected, and placed into a world, the client sends a ready signal and this event fires. Listeners can use this as the point at which the player is fully interactive.
The playerRef and player fields are inherited from PlayerEvent. The readyId field identifies the specific readiness signal (the server may track multiple ready states).
Because the key type is String, this event supports keyed dispatch. Listeners can register for a specific key or use registerGlobal() to receive all dispatches.
Fields / Accessors
Section titled “Fields / Accessors”| Field | Type | Accessor | Mutable | Notes |
|---|---|---|---|---|
playerRef | Ref<EntityStore> | getPlayerRef() | No | Reference to the player. Inherited from PlayerEvent. |
player | Player | getPlayer() | No | The player component. Inherited from PlayerEvent. |
readyId | int | getReadyId() | No | Identifier for the readiness signal. |
Fired By
Section titled “Fired By”- Dispatched by
Player.onReady()(line 306) viaeventBus.dispatchFor()using keyed dispatch when the player signals readiness to the server.
Listening
Section titled “Listening”getEventRegistry().registerGlobal(PlayerReadyEvent.class, event -> { Player player = event.getPlayer(); int readyId = event.getReadyId(); // Player is fully interactive});Related Events
Section titled “Related Events”AddPlayerToWorldEvent— fired before this event when the player enters a world. Previous step in the connection flow.PlayerConnectEvent— fired earlier in the connection flow when the player entity is created.
Connection Flow
Section titled “Connection Flow”PlayerSetupConnectEvent --> PlayerConnectEvent --> AddPlayerToWorldEvent --> PlayerReadyEvent