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Add an event to be fired when the game is performing its final shutdown (#2379)
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/*
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* This file is part of SpongeAPI, licensed under the MIT License (MIT).
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*
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* Copyright (c) SpongePowered <https://www.spongepowered.org>
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* Copyright (c) contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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package org.spongepowered.api.event.lifecycle;
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import org.spongepowered.api.Game;
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/**
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* This event is called at the end of a {@link Game} instance, after the game's
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* state has shut down.
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*
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* <p>This is the last event called by Sponge within a game lifecycle.</p>
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*
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* <p>This event may not be fired in the event of an "unclean" shutdown (such
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* as one due to a crash).</p>
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*
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* <p>Most users will want to listen to {@link StoppingEngineEvent} instead, to
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* do operations tied to the lifecycle of one single engine.</p>
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*/
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public interface StoppedGameEvent extends LifecycleEvent {
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}

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