程序包 org.bukkit

# 接口 ServerTickManager

public interface ServerTickManager
Manages ticking within a server.

To learn more about the features surrounding this interface.

另请参阅:
  - Tick Command

- ## 方法概要

  修饰符和类型
  方法
  说明
  `int`
  `getFrozenTicksToRun()`
  Gets the amount of frozen ticks left to run.
  `float`
  `getTickRate()`
  Gets the current tick rate of the server.
  `boolean`
  `isFrozen()`
  Checks if the server is currently frozen.
  `boolean`
  `isFrozen(@NotNull Entity entity)`
  Checks if a given entity is frozen.
  `boolean`
  `isRunningNormally()`
  Checks if the server is running normally.
  `boolean`
  `isSprinting()`
  Checks if the server is currently sprinting.
  `boolean`
  `isStepping()`
  Checks if the server is currently stepping.
  `boolean`
  `requestGameToSprint(int ticks)`
  Attempts to initiate a sprint, which executes all server ticks at a faster rate then normal.
  `void`
  `setFrozen(boolean frozen)`
  Sets the server to a frozen state that does not tick most things.
  `void`
  `setTickRate(float tick)`
  Sets the tick rate of the server.
  `boolean`
  `stepGameIfFrozen(int ticks)`
  Steps the game a certain amount of ticks if the server is currently frozen.
  `boolean`
  `stopSprinting()`
  Stops the current sprint if one is currently happening.
  `boolean`
  `stopStepping()`
  Stops the current stepping if stepping is occurring.

- ## 方法详细资料

  - ### isRunningNormally

    boolean isRunningNormally()
    Checks if the server is running normally.

    When the server is running normally it indicates that the server is not currently frozen.

    返回:
      true if the server is running normally, otherwise false

  - ### isStepping

    boolean isStepping()
    Checks if the server is currently stepping.
    返回:
      true if stepping, otherwise false

  - ### isSprinting

    boolean isSprinting()
    Checks if the server is currently sprinting.
    返回:
      true if sprinting, otherwise false

  - ### isFrozen

    boolean isFrozen()
    Checks if the server is currently frozen.
    返回:
      true if the server is frozen, otherwise false

  - ### getTickRate

    float getTickRate()
    Gets the current tick rate of the server.
    返回:
      the current tick rate of the server

  - ### setTickRate

    void setTickRate(float tick)
    Sets the tick rate of the server.

    The normal tick rate of the server is 20. No tick rate below 1.0F or above 10,000 can be applied to the server.

    参数:
      `tick` - the tick rate to set the server to
    抛出:
      `IllegalArgumentException` - if tick rate is too low or too high for the server to handle

  - ### setFrozen

    void setFrozen(boolean frozen)
    Sets the server to a frozen state that does not tick most things.
    参数:
      `frozen` - true to freeze the server, otherwise false

  - ### stepGameIfFrozen

    boolean stepGameIfFrozen(int ticks)
    Steps the game a certain amount of ticks if the server is currently frozen.

    Steps occur when the server is in a frozen state which can be started by either using the in game /tick freeze command or the `setFrozen(boolean)` method.

    参数:
      `ticks` - the amount of ticks to step the game for
    返回:
      true if the game is now stepping. False if the game is not frozen so the request could not be fulfilled.

  - ### stopStepping

    boolean stopStepping()
    Stops the current stepping if stepping is occurring.
    返回:
      true if the game is no-longer stepping. False if the server was not stepping or was already done stepping.

  - ### requestGameToSprint

    boolean requestGameToSprint(int ticks)
    Attempts to initiate a sprint, which executes all server ticks at a faster rate then normal.
    参数:
      `ticks` - the amount of ticks to sprint for
    返回:
      true if a sprint was already initiated and was stopped, otherwise false

  - ### stopSprinting

    boolean stopSprinting()
    Stops the current sprint if one is currently happening.
    返回:
      true if the game is no-longer sprinting, false if the server was not sprinting or was already done sprinting

  - ### isFrozen

    boolean isFrozen(@NotNull @NotNull Entity entity)
    Checks if a given entity is frozen.
    参数:
      `entity` - the entity to check if frozen.
    返回:
      true if the entity is currently frozen otherwise false.

  - ### getFrozenTicksToRun

    int getFrozenTicksToRun()
    Gets the amount of frozen ticks left to run.
    返回:
      the amount of frozen ticks left to run