I didn’t even realize that I haven’t written a post this year yet. Event handlers are key components of plugins because they are used as an entry point to most plugin logic. Think of plugins like WorldGuard, minigame plugins and other game features like crates, quests etc. All of them use event handlers as an intrinsic component of their primary function. Yet, many plugin developers, even those who should know better, seem to write event handlers that break the functionality of other plugins or prevent other plugins from being able to listen to events.

Event Handlers Should Play Nice

The source for a lot of misunderstanding about how event handlers work is the @EventHandler annotation. The purpose of this annotation, first and foremost, is to mark methods which are to be called by the plugin manager when events are fired. Secondly, it provides to options: and priority and ignoredCancelled. While these options both have defaults, those defaults are not always correct. In fact, many developers don’t even know what they do or how changing them can impact other plugins. Let’s take a look at how using the @EventHandler annotation correctly can help plugins maintain compatibility with each other.

Event Priorities

The priority option allows developers to tell the plugin manager when, with respect to other plugin event handlers, they want the event handler to be called. This can be thought of as the server storing a list of event handlers to be called each time the appropriate event is being called. Changing the event priority can allow you to have your event handler called prior to other event handlers, or cede to other event handlers to be called first. This operates on a per-handler basis, meaning that the priority of event handlers allows them to be reordered with any other event handler, regardless of whether they belong to the same plugin or not.

The first common misconception about event priority is that it allows you to detect an event earlier. This is false. Event handlers with different priorities receive events at the same time. For example, an event handler listening for PlayerMoveEvent will not receive PlayerMoveEvent any sooner or respond any faster to a player moving by changing the priority of the event. What changes with different priorities is the order that event listeners are called, not when. Ultimately, all events are called with something like the following line:


All event handlers are called by PluginManager#callEvent(Event), so it doesn’t make any sense for an event to somehow be fired sooner by changing the event handler priority.

The second common misconception about event priority is the order that event handlers are called with respect to their priority. Many novice developers believe that a EventPriority.LOW event handler is handled after EventPriority.HIGH, event handler. In fact, the opposite is true: higher priority events are called later than lower priority events. From the JavaDoc page:

First priority to the last priority executed:

  2. LOW
  4. HIGH

Registered events utilize an ArrayList to organize event handlers of the same priority, so two event handlers with NORMAL priority are executed in insertion order or the same order they were registered in.

To understand why this is the case, we need to look at why you would even want to change your event priority in the first place.

The purpose of a HIGH priority event handler is such that it has a greater precedence over what happens as a result of an event being fired. As such, it should fire later than a LOW priority event handler because it would be able to override anything that the LOW priority event handler does if it so wishes.

The crux of many compatibility issues is event handlers being set to the wrong priority. One personal example is a plugin that creates mines that used an event handler set to HIGHEST priority to detect BlockBreakEvents. While the developer might have thought this was a good idea since they might want to override any other plugin when it comes to preventing a block in the mine from being broken at certain times, this prevented me from being able to use BlockBreakEvent to change whether or not the event would be cancelled. There are a number of hacky workarounds to this (such as changing the event priority of the plugin or renaming your plugin jar file so your plugin loads later or incorrectly using the MONITOR priority), but the point still stands: using the wrong priority makes it difficult for other plugins to provide additional features and functionality.

So what is the correct event priority to use? These are not hard and fast rules, obviously, but in general:

  • If you don’t know, leave it alone. The default priority is NORMAL, which is the priority most event handlers should use. This is a safe option regardless of what your event handler does.
  • If you want other plugins to utilize your plugin’s functionality as a principal feature use LOW. For example, protection plugins should use this because other plugins depend on whether or not an event is allowed (that the event is not cancelled).
  • If you need to override the event handler of another plugin, then it is acceptable to use HIGH priority

If your plugin requires a certain priority for your event handler to function correctly on its own (i.e. not because some other plugin is being overridden), it is broken.

Avoid using HIGHEST and MONITOR priorities, even if you know you are using them correctly. The purpose of a MONITOR event priority is for listeners that do not make any changes to the event, e.g. they don’t cancel or modify the event the handler listens for in any way. However, this precludes other plugins from checking for any state changes to your plugin as a result of an event because the MONITOR priority event handlers always run last. As I’ve already discussed, a HIGHEST priority event listener requires other event listeners to use MONITOR in order to override them or some other hack, which means that your plugin impedes other developers from writing correct, well-defined code.

Now just to make sure we are all clear, when I say that something is incorrect, I don’t mean it is disallowed or that anything bad happens when you do something like mutate an event inside a MONITOR event handler. However, compatibility is based on plugins agreeing to follow the same “rules.” Breaking these rules without knowing what you are doing potentially causes other plugins which do follow these rules to break as well. This is why it is your responsibility to “play nice” with other plugins by using the correct event priorities.

As a side note, I personally believe it is a mistake to use an enum as an event priority. Event handlers in different plugins can have many layers, even more than there are enum constants to use in the EventPriority enum. The standard way to implement priorities is through a numbering system, e.g. low priority events use 0 and high priority events use something like 100. This allows much wider range of event handlers to build off the functionality of other plugins. That being said, I do concede that these issues may still exist if developers use Integer.MAX_VALUE, for example, and that too many event handlers overriding each other generally are very fragile. Nonetheless, food for thought.

Ignore Cancelled Events

Another commonly misused (actually unused would probably be more fitting) option is ignoreCancelled. The purpose of this annotation is for that event handlers to be skipped when the event is cancelled by some other event handler running before it. The default value of ignoreCancelled is false, meaning that the event handler runs regardless of whether the event has been cancelled or not. This is the source for some confusion as many people seem to suggest checking if an event is being cancelled by another plugin when ignoreCancelled is not specified. As a matter of fact, your event handler will run anyway if you do not explicitly use ignoreCancelled = true, so this advice is a waste of time at best.

A great many event handlers lack this option when they should be using it. For example, event handlers that rely on player actions such as BlockBreakEvent or PlayerInteractEvent that lack ignoreCancelled = true are generally incorrect. These events are commonly cancelled by a variety of different plugins, especially protection plugins such as WorldGuard. This means that logic that should never ever be executed under any circumstances, such as spawning a boss inside someone else’s territory or land claim occurs even when a protection plugin has cancelled the event. This has been source of multiple bugs in my personal experience. This allows players the possibility of griefing the server and potentially throw the server economy into chaos if they are able to figure out how to exploit this incorrect behavior when it is not correctly handled by the plugin.

The usefulness of ignoreCancelled comes from the fact that you can avoid running any extra logic from an event that is going to be cancelled (i.e. so that it seems that the event never even occurred in the first place). You can boost performance by a considerable amount simply through the reduction in the amount of logic being run on top of maintaining compatibility with other plugins.

In my opinion, ignoreCancelled = true should be the default. You need a compelling reason to always run an event handler even when some other plugin has cancelled the event. For example, a logging plugin might not want to use ignoreCancelled = true if they want to log every action and the result of that action. Some events also cannot be cancelled, which is another reason why it might not be necessary to use ignoreCancelled = true.

In general, prefer to use ignoreCancelled = true. Once you determine that your event handler actually does need to run even when the event is cancelled, then you can remove this option and use the default of false.


This has been a pretty text and detail-heavy post, so I hope the justification behind the correct @EventHandler options to use is clear enough at this point. I’m still working on a few personal projects of mine so the next blog post probably won’t be out for another while since I’m trying to juggle school along with my own projects currently, and potentially some work in the near future if I find the time for that.

While event priorities are not often the source for bugs, the lack of ignoreCancelled most definitely has caused a few major bugs. My personal opinion is that the latter of the two is not set to a sane default, so always make sure to ignoreCancelled = true first and think about it later, because it is much easier to debug an event handler that doesn’t run than it is to debug an event handler that is incorrectly written to handle an edge-case scenario that should have been cancelled.

And once again, I leave with the following quote from The Power of Ten:

If the rules seem Draconian at first, bear in mind that they are meant to make it possible to check code where very literally your life may depend on its correctness: code that is used to control the airplane that you fly on, the nuclear power plant a few miles from where you live, or the spacecraft that carries astronauts into orbit. The rules act like the seat-belt in your car: initially they are perhaps a little uncomfortable, but after a while their use becomes second-nature and not using them becomes unimaginable.