Refactor spawn handling into dedicated event listener
- Moved player spawn logic from join event to a new `PlayerSpawnEvent`. - Improved separation of concerns by restructuring `VoidWorld` spawning logic. - Added join logging for better debugging.
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@@ -76,7 +76,14 @@ public class Main {
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final VoidWorld voidWorld = new VoidWorld();
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event.setSpawningInstance(voidWorld);
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MinecraftServer.getSchedulerManager().scheduleNextTick(() -> {
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System.out.println("[Join] Player " + player.getUsername() +" joined the server.");
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});
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globalEventHandler.addListener(PlayerSpawnEvent.class, event -> {
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if(!event.isFirstSpawn()) return;
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MuseumPlayer player = (MuseumPlayer) event.getPlayer();
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final VoidWorld voidWorld = new VoidWorld();
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player.setPermissionLevel(4);
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player.setRespawnPoint(voidWorld.getSpawn());
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player.setGameMode(GameMode.SPECTATOR);
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@@ -85,9 +92,6 @@ public class Main {
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voidWorld.movePlayer(player);
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});
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System.out.println("[Join] Player " + player.getUsername() +" joined the server.");
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});
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try {
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PORT = Integer.parseInt(args[0]);
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} catch (Exception e) {
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