Introduces AsyncPlugin to serve as a standalone library-plugin entry point for the Async library. This allows other plugins to depend on Async without bundling it directly. The plugin installs a disconnect hook on start and ensures proper shutdown of tracked scopes.
Async
Coroutines for Hytale's per-world ECS. Replaces the noisy
CompletableFuture.runAsync { world.execute { store.getComponent(…) } }
pattern with one suspending call.
The pain it solves
Each Hytale world runs on its own thread. Touch a component from anywhere
else and you get IllegalStateException: Assert not in thread!. Touch the
database from the world thread and you freeze every player connected to it.
Plugin code lives wedged between those two failure modes, and the workaround
is the same boilerplate everywhere:
CompletableFuture.runAsync(() -> {
PlayerData data = database.load(uuid);
world.execute(() -> {
Ref<EntityStore> ref = player.getRef();
Store<EntityStore> store = ref.getStore();
PlayerStats stats = store.getComponent(ref, PlayerStats.getComponentType());
stats.setLevel(data.level);
});
}).exceptionally(t -> { logger.error("load failed", t); return null; });
Async collapses both halves into one suspending function:
playerScope(player).launch {
val data = withContext(AsyncDispatchers.HytaleIO) { database.load(uuid) }
modify<PlayerStats>(player.handle()) { level = data.level }
}
Same thread choreography. Cancellation on disconnect comes for free.
Setup
class MyPlugin(init: JavaPluginInit) : JavaPlugin(init) {
override fun start() {
installAsync()
// Register each component type once, with whatever ComponentType<EntityStore, T>
// your EntityStore.REGISTRY.register(...) call returned at SDK setup time.
ComponentRegistry.register<PlayerStats>(yourPlayerStatsComponentType)
}
override fun shutdown() {
Async.shutdown()
}
}
Two lines in start(), one in shutdown(). From there, playerScope(player),
worldScope(world), pluginScope(this) are all fair game from any thread.
API by module
:core — dispatchers and scopes
AsyncDispatchers.World(world) // world's main thread
AsyncDispatchers.HytaleIO // bounded pool for blocking I/O
AsyncDispatchers.HytaleScheduled // backs delay() and withTimeout()
PlayerScopes.of(uuid)
PlayerScopes.cancel(uuid)
PlayerScopes.cancelAll()
WorldScopes.of(worldUuid) // same shape
PluginScopes.of(plugin) // identity-keyed
Async.shutdown() // cancels everything; idempotent
Sealed AsyncException hierarchy: WorldClosedException,
NoWorldInContextException, ComponentNotFoundException,
ComponentTypeNotRegisteredException.
:ecs — component DSL
// Register each component type once, with the ComponentType your EntityStore
// registered at SDK setup time:
ComponentRegistry.register<PlayerStats>(yourPlayerStatsComponentType)
read<T, R>(entity) { … } // throws if component missing
readOrNull<T, R>(entity) { … } // returns null instead
modify<T>(entity) { … } // Unit
modify<T, R>(entity) { … } // returns the block's value
Every entry switches to the entity's world dispatcher, runs your block on
the world thread, returns to the caller's dispatcher. Mutations on the
component persist in place — there's no setComponent and no rollback (see
the threading section).
:binding — Hytale glue
The only module that imports anything from the Hytale SDK.
World.asExecutor(): WorldExecutor
Ref<EntityStore>.toEntityHandle(world: World): EntityHandle
PlayerRef.toEntityHandle(): EntityHandle
Player.handle(): EntityHandle
JavaPlugin.installAsync() // wires PlayerDisconnectEvent → PlayerScopes.cancel
playerScope(player): CoroutineScope
worldScope(world): CoroutineScope
pluginScope(plugin): CoroutineScope
:dist — what you ship
No code. Bundles :core + :ecs + :binding into a single shaded JAR via
com.gradleup.shadow. The only artifact a consumer ever drops in mods/.
Three real patterns
Load on join. PlayerReadyEvent → fetch off-thread → mutate on world thread.
eventRegistry.registerGlobal(PlayerReadyEvent::class.java) { event ->
val player = event.player
playerScope(player).launch {
val data = withContext(AsyncDispatchers.HytaleIO) { loadFromDisk(player.uuid) }
modify<PlayerStats>(player.handle()) {
level = data.level
clan = data.clan
}
}
}
Async chat moderation. IAsyncEvent bridge via pluginScope.future { … },
HTTP off-thread, mutate-and-cancel inline.
eventRegistry.registerAsyncGlobal(PlayerChatEvent::class.java) { future ->
future.thenCompose { event ->
pluginScope(this).future {
val flagged = withContext(AsyncDispatchers.HytaleIO) {
moderationApi.check(event.content)
}
if (flagged) {
modify<ModerationStats>(event.sender.toEntityHandle()) { warnings += 1 }
event.isCancelled = true
}
event
}
}
}
Periodic leaderboard. Plugin-scoped loop, parallel reads across players.
pluginScope(this).launch {
while (isActive) {
delay(60.seconds)
val top = onlinePlayers().map { p ->
async { p to read<PlayerStats, Int>(p.handle()) { level } }
}.awaitAll().sortedByDescending { it.second }.take(5)
broadcast(top)
}
}
Each read switches to its player's world dispatcher independently — reads
on different worlds happen in parallel, reads on the same world serialize
naturally. Fully runnable versions in examples/.
Modules
| Module | Hytale SDK dep | Purpose |
|---|---|---|
core |
none | Dispatchers, scopes, exceptions. Testable without a server. |
ecs |
none | The read / readOrNull / modify DSL. |
binding |
compileOnly |
Hytale-specific glue. The only module that imports com.hypixel.*. |
dist |
aggregator | Single shaded JAR. |
The split exists so :core and :ecs stay testable against in-memory stubs
in milliseconds, and so a future Hytale API change only ripples through
:binding. For deployment, always ship :dist — the per-module split
is for code hygiene, not cherry-picking.
Threading model, briefly
Three dispatchers map to three concerns:
| Dispatcher | Backed by | Use for |
|---|---|---|
AsyncDispatchers.World(world) |
world.execute(Runnable) |
component reads, writes |
AsyncDispatchers.HytaleIO |
bounded pool, Runtime.availableProcessors() × 2 |
blocking I/O — DB, HTTP, file |
AsyncDispatchers.HytaleScheduled |
ScheduledExecutorService |
backs delay() and withTimeout() |
Mutate in place. Hytale's Store exposes no public
setComponent(ref, value). The component returned by getComponent is the
live in-store instance, and mutating it is how you persist. There's no
copy-on-read and no rollback if a modify block throws halfway through.
Validate before mutating.
Cancellation. Coroutines on a player/world/plugin scope are cancelled
atomically when the scope is. Dispatchers.World honors cancellation
before dispatch — a job cancelled while still in the queue is dropped.
Once a runnable starts on the world thread, it runs to completion. The
world is the single writer; ripping a thread mid-mutation would leave the
store inconsistent.
KDoc on every public symbol carries one of three plain-text tags:
@ThreadSafe, @WorldThreadOnly, @AnyThread. Conventions, not
annotations — zero runtime cost.
Coexistence with Kytale
Kytale ships a full Kotlin framework
for Hytale plugins (KotlinPlugin base class, Event / Command / Config DSLs).
Async solves a narrower problem — thread-safe ECS access — and works
alongside Kytale or standalone. If you're already on Kytale, drop Async in
just for the component DSL and keep the rest of your stack.
Installing
./gradlew :dist:shadowJar
cp dist/build/libs/async-*.jar <HytaleServer>/Server/mods/
# Restart the server
Requires JDK 25, Gradle 9.4+, Hytale Server 2026.03.26-89796e57b or newer.
Building from source
./gradlew build # all modules + tests
./gradlew :dist:shadowJar # the shaded jar
Tests for :core and :ecs run against in-memory stubs and don't need a
Hytale server.
Layout for contributors:
- New dispatcher →
core/dispatchers/AsyncDispatchers.kt - New scope kind → mirror
PlayerScopesincore/scope/ - New DSL primitive →
ecs/ComponentDsl.kt. Stay suspending and dispatcher-aware. - New SDK adapter →
binding/. Don't importcom.hypixel.*from:coreor:ecs.
How a call flows
(any thread)
│
▼
playerScope(player).launch
│
│ suspend
▼
withContext(HytaleIO) ──── blocking I/O, off-thread
│
│ suspend
▼
modify<T>(player.handle()) ──── switches to world thread
│
▼
live component mutation
│
▼
(returns to caller's dispatcher)
Status and known limits
v0.1 ships dispatchers, the three scope registries, the suspending DSL, the Hytale binding, the shaded JAR, and four example sketches.
Things to know:
- No public
WorldUnloadEventin the current SDK. CancelWorldScopes.cancel(uuid)manually from your world-management code until it ships. PlayerDisconnectEventfires twice on world unload.PlayerScopes.cancelis idempotent so this is benign — just be aware if you wire your own listener.- World-death race: a small window exists between
world.isAlive()andworld.execute()where a task can be silently dropped. Wrap long world-thread work inwithTimeout(...)if it matters.
Stack
- Kotlin 2.2.20, target JVM 24, toolchain JDK 25 (will move to JVM 25 once Kotlin 2.3 ships).
- kotlinx-coroutines 1.8 (core + jdk8 bridge).
- Gradle 9.4 with version catalog and Kotlin DSL.
- JUnit 5 + Kotest assertions + MockK for tests.
com.gradleup.shadow9.3 for the fat JAR.- Hytale Plugin API (
https://maven.hytale.com/release),compileOnlyonly in:binding.
Credits
By Mythlane. Module layout influenced by Kytale.
License
MIT — see LICENSE. Free to fork, modify, and use commercially.