If you make use of plugins that perform logic with player items or statuses on the quit, join or death events, such as combat logging plugins, you may encounter issues with HuskSync caused by the event execution order.
In the case of combat logging plugins, this can mean that HuskSync is listening to the event called when a player dies, joins or leaves before the combat logger can kill the player and handle their items. In other words, the player will be brought back to life and synchronized as though they didn't die, even though. This can lead to item duplication.
HuskSync provides a way of customizing the event priorities—that is, the priorities at which HuskSync listens to event calls—to let you fix this issue.
Changing event priorities
As of HuskSync v2.1.3+, you can modify event priorities by editing the
synchronization section of the
config.yml file, as seen below.
synchronization:#(...)event_priorities:join_listener: LOWESTdeath_listener: NORMALquit_listener: LOWEST
To change the event execution priority for the join, death or quit listener, simply modify the value to one of the ones listed below, in order of when they are processed:
LOWEST(executed first, just after the event is fired)
NORMAL(executed after all LOWEST listeners have finished processing)
HIGHEST(executed after all NORMAL and LOWEST listeners have finished processing)
Note that by default, HuskSync executes the join and quit events on the earliest listener priority (
LOWEST). This is for synchronization performance reasons; in the case of the quit event listener, the earlier in the disconnect process HuskSync can save data, the better. This is because some plugins can be taxing on the tick cycle of the server, causing delays in data syncing which reduces the seamlessness of the system.
For those using combat logging plugins—the ones that kill players when they disconnect while in PvP—you should try changing the
quit_listener to having a