If a player disconnects before a certain event is processed, this will break any links to that player created by events. This leads to certain events, for instance the PlayerKillEvent, to show the player as None (None/None). For that reason, disconnected players should be remembered for a minute or so.
How exactly this would work I am not sure. If it is too complicated, it may be a possibility to have the events most sensitive to this issue provide a fallback Player model constructed using the information it already has at hand.
If a player disconnects before a certain event is processed, this will break any links to that player created by events. This leads to certain events, for instance the PlayerKillEvent, to show the player as
None (None/None)
. For that reason, disconnected players should be remembered for a minute or so.How exactly this would work I am not sure. If it is too complicated, it may be a possibility to have the events most sensitive to this issue provide a fallback Player model constructed using the information it already has at hand.