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content/world/player-refs.en.md
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content/world/player-refs.en.md
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---
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title: PlayerRef
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type: docs
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weight: 4
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---
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PlayerRef provides a thread-safe way to reference players across worlds and threads.
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## Why PlayerRef?
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{{< callout type="warning" >}}
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Direct Player references should never be stored or used across threads. Always use PlayerRef for:
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- Async operations
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- Storing player references
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- Cross-world player tracking
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{{< /callout >}}
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## Getting a PlayerRef
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```java
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import com.hypixel.hytale.server.core.entity.entities.Player;
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import com.hypixel.hytale.server.core.universe.PlayerRef;
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import java.util.UUID;
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Player player = ...;
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PlayerRef ref = player.getPlayerRef();
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// PlayerRef contains essential player data
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UUID uuid = ref.getUuid();
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String name = ref.getUsername(); // Note: getUsername(), NOT getName()
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```
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## Using PlayerRef in Async Code
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```java
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import com.hypixel.hytale.server.core.event.events.player.PlayerConnectEvent;
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import com.hypixel.hytale.server.core.universe.world.storage.EntityStore;
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import com.hypixel.hytale.server.core.Message;
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import com.hypixel.hytale.component.Ref;
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import java.util.concurrent.CompletableFuture;
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getEventRegistry().register(PlayerConnectEvent.class, event -> {
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PlayerRef ref = event.getPlayerRef();
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World world = event.getWorld();
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// Use ref in async operations
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CompletableFuture.runAsync(() -> {
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// Safe to use ref here
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PlayerData data = loadPlayerData(ref.getUuid());
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// Return to world thread to interact with player
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if (world != null) {
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world.execute(() -> {
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Ref<EntityStore> entityRef = ref.getReference();
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if (entityRef != null && entityRef.isValid()) {
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applyData(entityRef, data);
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}
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// sendMessage is directly on PlayerRef
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ref.sendMessage(Message.raw("Your data has been loaded!"));
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});
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}
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});
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});
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```
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## PlayerRef Methods
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```java
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PlayerRef ref = player.getPlayerRef();
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// Get player UUID (always available)
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UUID uuid = ref.getUuid();
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// Get player username (always available)
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// Note: It's getUsername(), NOT getName()
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String name = ref.getUsername();
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// Get entity reference
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Ref<EntityStore> entityRef = ref.getReference();
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// Check if reference is valid
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boolean isValid = ref.isValid();
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// Send message directly to player
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ref.sendMessage(Message.raw("Hello!"));
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// Get transform (position/rotation)
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Transform transform = ref.getTransform();
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```
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{{< callout type="warning" >}}
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**Note:** `PlayerRef.getPlayer()` does NOT exist. PlayerRef stores essential data that survives world changes, but doesn't hold a direct Player reference.
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{{< /callout >}}
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## World PlayerRefs
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Worlds provide access to PlayerRefs:
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```java
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import com.hypixel.hytale.server.core.universe.Universe;
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import java.util.Collection;
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import java.util.List;
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World world = Universe.get().getWorld("default");
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// Get all player refs in this world
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Collection<PlayerRef> playerRefs = world.getPlayerRefs();
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// Get all active players (returns List<Player>)
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List<Player> players = world.getPlayers();
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```
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## Storing Player References
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```java
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import com.hypixel.hytale.server.core.event.events.player.PlayerDisconnectEvent;
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import java.util.Map;
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import java.util.concurrent.ConcurrentHashMap;
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public class MyPlugin extends JavaPlugin {
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// Store PlayerRefs, NOT Players
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private final Map<UUID, PlayerData> playerData = new ConcurrentHashMap<>();
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public MyPlugin(JavaPluginInit init) {
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super(init);
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}
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@Override
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public void setup() {
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getEventRegistry().register(PlayerConnectEvent.class, event -> {
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PlayerRef ref = event.getPlayerRef();
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playerData.put(ref.getUuid(), new PlayerData(ref));
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});
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getEventRegistry().register(PlayerDisconnectEvent.class, event -> {
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playerData.remove(event.getPlayerRef().getUuid());
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});
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}
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}
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class PlayerData {
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private final PlayerRef playerRef;
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private int score;
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public PlayerData(PlayerRef ref) {
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this.playerRef = ref;
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}
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public void addScore(int amount) {
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this.score += amount;
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playerRef.sendMessage(Message.raw("Score: " + score));
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}
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}
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```
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## Cross-World Messaging
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```java
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// Send message to player regardless of their current world
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public void sendGlobalMessage(PlayerRef ref, String message) {
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// PlayerRef.sendMessage handles cross-world messaging directly
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ref.sendMessage(Message.raw(message));
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}
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// Broadcast to all players in all worlds
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public void broadcastAll(String message) {
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Message msg = Message.raw(message);
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for (World world : Universe.get().getWorlds().values()) {
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for (PlayerRef ref : world.getPlayerRefs()) {
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ref.sendMessage(msg);
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}
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}
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}
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```
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## PlayerRef vs Player
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| Feature | Player | PlayerRef |
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|---------|--------|-----------|
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| Thread-safe | No | Yes |
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| Storable | No | Yes |
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| Cross-world | No | Yes |
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| Get UUID | Yes | Yes |
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| Get Username | Yes (`getDisplayName()`) | Yes (`getUsername()`) |
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| Send Message | Yes | Yes (directly) |
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| Get Position | Via TransformComponent | Via `getTransform()` |
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## Best Practices
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{{< callout type="info" >}}
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**Always use PlayerRef when:**
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- Storing player references beyond the current method
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- Passing to async tasks
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- Tracking players across world changes
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- Building player-related data structures
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{{< /callout >}}
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```java
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// Good: Store PlayerRef
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private final Map<UUID, PlayerRef> trackedPlayers = new ConcurrentHashMap<>();
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// Bad: Store Player directly
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// private final Map<UUID, Player> players = new HashMap<>(); // DON'T DO THIS
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// Good: Use ref in async
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CompletableFuture.runAsync(() -> {
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PlayerRef ref = ...;
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// ref is safe here
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});
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// Bad: Use Player in async
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// CompletableFuture.runAsync(() -> {
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// Player player = ...; // NOT SAFE
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// });
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```
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