Repository: PaperMC/Paper
File: paper-api/src/main/java/org/bukkit/block/Vault.java (Java)

Code before:

    /**
     * Adds a player as rewarded for this vault.
     *
     * @param playerUUID The player's uuid.
     * @return {@code true} if this player was previously not rewarded, and has been added as a result of this operation.
     *
     * @apiNote Only the most recent 128 player UUIDs will be stored by vault blocks. Attempting to add more will result in
     *      the first player UUID being removed.
     */
    boolean addRewardedPlayer(UUID playerUUID);

    /**
     * Removes a player as rewarded for this vault, allowing them to use a {@link #getKeyItem() key item} again to receive rewards.
     *
     * @param playerUUID The player's uuid.
     * @return {@code true} if this player was previously rewarded, and has been removed as a result of this operation.
     *
     * @apiNote Only the most recent 128 player UUIDs will be stored by vault blocks.
     */
    boolean removeRewardedPlayer(UUID playerUUID);

    /**
     * Gets an unmodifiable set of "connected players"; players who are inside this vault's activation range and who have not received rewards yet.
     *
     * @apiNote  Vaults will only periodically scan for nearby players, so it may take until the next {@link #getNextStateUpdateTime() update time} for this
     * set to be updated upon a player entering its range.
     *
     * @return An unmodifiable set of connected player uuids.
     */
    @Unmodifiable
    Set<UUID> getConnectedPlayers();

    /**
     * Gets the item currently being displayed inside this vault. Displayed items will automatically cycle between random items from the {@link #getDisplayedLootTable()}
     * or {@link #getLootTable()} loot tables while this vault is active.
     *
     * @return The item currently being displayed inside this vault.
     */
    ItemStack getDisplayedItem();

    /**
     * Sets the item to display inside this vault until the next cycle.
     *
     * @param displayedItem The item to display
     */
    void setDisplayedItem(ItemStack displayedItem);
}


Review comment (suggestion):
```suggestion
     * @apiNote Vaults will only periodically scan for nearby players, so it may take until the next {@link #getNextStateUpdateTime() update time} for this
```

Code after:

    /**
     * Adds a player as rewarded for this vault.
     *
     * @param playerUUID The player's uuid.
     * @return {@code true} if this player was previously not rewarded, and has been added as a result of this operation.
     *
     * @apiNote Only the most recent 128 player UUIDs will be stored by vault blocks. Attempting to add more will result in
     *      the first player UUID being removed.
     */
    boolean addRewardedPlayer(UUID playerUUID);

    /**
     * Removes a player as rewarded for this vault, allowing them to use a {@link #getKeyItem() key item} again to receive rewards.
     *
     * @param playerUUID The player's uuid.
     * @return {@code true} if this player was previously rewarded, and has been removed as a result of this operation.
     *
     * @apiNote Only the most recent 128 player UUIDs will be stored by vault blocks.
     */
    boolean removeRewardedPlayer(UUID playerUUID);

    /**
     * Returns whether a given player has already been rewarded by this vault.
     *
     * @param playerUUID The player's uuid.
     * @return Whether this player was previously rewarded by this vault.
     */
    boolean hasRewardedPlayer(UUID playerUUID);

    /**
     * Gets an unmodifiable set of "connected players"; players who are inside this vault's activation range and who have not received rewards yet.
     *
     * @apiNote Vaults will only periodically scan for nearby players, so it may take until the next {@link #getNextStateUpdateTime() update time} for this
     * collection to be updated upon a player entering its range.
     *
     * @return An unmodifiable set of connected player uuids.
     */
    @Unmodifiable
    Set<UUID> getConnectedPlayers();

    /**
     * Returns whether a given player is currently connected to this vault.
     *
     * @param playerUUID the player's uuid
     * @return {@code true} if this player is currently connected to this vault.
     *
     * @see #getConnectedPlayers()
     */
    boolean hasConnectedPlayer(UUID playerUUID);