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bukkitdevelopmentnote's Issues

关于第三节的一些疑惑

对象化的MC -> 玩家(Player)

image

其他版本我没看过, 在 1.12.2 下, 如果玩家不在线, 应该是 OfflinePlayer 的, 而 getPlayer() 返回的是一个 Player 对象, 通过查看它的代码就可以发现它是先调用 getPlayerExact() 返回的是否为 null, 如果为 null 则进行另一步操作, 这步操作则是从在线玩家中遍历匹配玩家名字, 所以

假如服务器内有abc和ab这两个玩家, 如果你想获取abc的Player对象, 万一abc不在线, 你Bukkit.getPlayer("abc");返回的Player对象, 很有可能是ab的, 而不是abc的.

这一段话, 我觉得是不对的, 他最后返回的结果都是 Player, 如果玩家离线后, 他肯定是不在的, 再看代码可以发现他是使用 "playerList.a(id);" 这一段来获取的, 而这一段代码到最后的获取点则是一个 Map 集合, 它的键是以UUID形式的, 而他的值则是 NMS 里的 EntityPlayer, 既然是实体, 那下线了就是获取不到的啦。

嘛, 玩家不在线, 肯定没办法获取 Player 呀,加油!项目很棒!

The buttons in README need to be repaired!

We have put four fucking buttons on the README page and.....it doesn't be friendly to mobile users, and it is stupid on its implement.(Pardon my poor html design....)

If you are Web Designer and wanna contribute our repo, help, pls!

请求 Contribution guide

请问有无意向编写一份 CONTRIBUTING.md 来引导路人为贵项目添砖加瓦?
章节大纲也可以让路人知道为完成的章节中将要写什么,规范统一的文字风格也许可以让读者理解更加容易。

2-5 疑有错字

4.2.2. BukkitTask runTaskTimerAsynchronously(Plugin plugin, java.lang.Runnable task, long delay, long period)
这是调度重复任务的方法, 所得的任务是同步的. 通常我们使用异步任务来处理非Minecraft的逻辑,比如数据库的CRUD(增删改查)操作.
在异步任务中, 需要特别注意线程安全问题, 比如您不能随意调用 Bukkit API. 这个问题会稍后予以详细的解释说明.

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