ActionBarCompositor
Owns EliteMobs' single action-bar output channel.
Callers publish independent source messages instead of writing to the client directly. The highest-priority live message is displayed, and a lower-priority message automatically resumes when the message above it expires. Entries at the same priority are ordered by their most recent publication. This is particularly important for the persistent class HUD: combat feedback can cover it temporarily without destroying it.
All state and player interaction is confined to the server thread. Calls made off-thread are queued and drained by the same global task that expires and renders messages.
Types
Functions
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Removes one source without disturbing messages owned by other sources.
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Starts the compositor and its quit listener.
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Ticks a slow reader needs for this message.
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Publishes a message for the source's normal lifetime, extended when the text needs longer to read.
public static void show(Player player, ActionBarCompositor.Source source, String message, long durationTicks)
Publishes a transient message for an explicit number of server ticks.