Class AfterTickEvent

java.lang.Object
me.hackware.api.event.Event
me.hackware.api.event.impl.AfterTickEvent

public class AfterTickEvent extends Event
Fired once for every client tick that fired a TickEndEvent, but on the frame after it: at the very start of that frame, before its packets are handled and before its own ticks, if it has any. Between the end of a tick and that moment nothing has touched the world, so a handler sees what a TickEndEvent handler of the same tick saw (when the game ran several ticks in one frame, it sees the last of them).

It is the place for a tick's bookkeeping: work that sends no game packet, moves nothing and does not have to be done before the tick's frame is drawn. A frame a tick lands on already takes half again as long as the ones around it, and everything taken out of it and put into the next one makes that spike lower. Anything that sends a packet belongs in TickStartEvent, where the order the server expects holds; anything the frame being drawn has to show belongs in TickEndEvent.


 @SubscribeEvent
 private void onAfterTick(AfterTickEvent event) { ... }
 
See Also:
  • Constructor Details

    • AfterTickEvent

      public AfterTickEvent()