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Documentation/content/core-concepts/registries.en.md
2026-01-20 20:33:59 +01:00

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---
title: Registries
type: docs
weight: 1
---
Registries are central to Hytale plugin development. They provide a way to register and manage various game elements like commands, events, entities, and more.
**Packages:**
- `com.hypixel.hytale.server.core.command.system` (CommandRegistry)
- `com.hypixel.hytale.event` (EventRegistry)
- `com.hypixel.hytale.server.core.plugin.registry` (AssetRegistry, CodecRegistry)
## Available Registries
Your plugin has access to these registries through the `PluginBase` class:
| Registry | Method | Purpose |
|----------|--------|---------|
| CommandRegistry | `getCommandRegistry()` | Register server commands |
| EventRegistry | `getEventRegistry()` | Register event listeners |
| EntityRegistry | `getEntityRegistry()` | Register custom entities |
| BlockStateRegistry | `getBlockStateRegistry()` | Register block states |
| TaskRegistry | `getTaskRegistry()` | Schedule and manage tasks |
| AssetRegistry | `getAssetRegistry()` | Register custom assets |
| ClientFeatureRegistry | `getClientFeatureRegistry()` | Register client features |
| EntityStoreRegistry | `getEntityStoreRegistry()` | Entity storage components |
| ChunkStoreRegistry | `getChunkStoreRegistry()` | Chunk storage components |
## CommandRegistry
Register commands that players can execute:
```java
@Override
public void start() {
getCommandRegistry().registerCommand(new MyCommand());
}
```
See [Commands](../../commands) for detailed documentation.
## EventRegistry
Subscribe to game events:
```java
import com.hypixel.hytale.event.EventPriority;
import com.hypixel.hytale.server.core.event.events.player.PlayerConnectEvent;
import java.util.logging.Level;
@Override
public void start() {
// Simple registration
getEventRegistry().register(PlayerConnectEvent.class, event -> {
getLogger().at(Level.INFO).log("Player connecting: " + event.getPlayerRef().getUsername());
});
// With priority
getEventRegistry().register(
EventPriority.EARLY,
PlayerConnectEvent.class,
this::onPlayerConnect
);
}
```
See [Events](../../events) for detailed documentation.
## EntityRegistry
Register custom entity types:
```java
@Override
public void start() {
getEntityRegistry().register(MyCustomEntity.class, MyCustomEntity::new);
}
```
See [Entities](../../entities) for detailed documentation.
## BlockStateRegistry
Register custom block states:
```java
@Override
public void start() {
getBlockStateRegistry().register(myBlockState);
}
```
## TaskRegistry
Track async tasks for cleanup during plugin shutdown:
{{< callout type="warning" >}}
TaskRegistry does NOT have `runAsync()`, `runSync()`, `runLater()`, or `runRepeating()` methods. Use Java's standard concurrency APIs.
{{< /callout >}}
```java
import java.util.concurrent.CompletableFuture;
import java.util.concurrent.Executors;
import java.util.concurrent.ScheduledExecutorService;
import java.util.concurrent.ScheduledFuture;
import java.util.concurrent.TimeUnit;
@Override
public void start() {
// Async operation
CompletableFuture<Void> task = CompletableFuture.runAsync(() -> {
// Background work
});
getTaskRegistry().registerTask(task);
// Delayed operation (3 seconds)
CompletableFuture.delayedExecutor(3, TimeUnit.SECONDS)
.execute(() -> {
getLogger().at(Level.INFO).log("Delayed task executed!");
});
// Repeating operation (every 5 minutes)
ScheduledExecutorService scheduler = Executors.newSingleThreadScheduledExecutor();
ScheduledFuture<?> repeating = scheduler.scheduleAtFixedRate(() -> {
getLogger().at(Level.INFO).log("Repeating task!");
}, 0, 5, TimeUnit.MINUTES);
getTaskRegistry().registerTask((ScheduledFuture<Void>) repeating);
}
```
See [Tasks](../../tasks) for detailed documentation.
## AssetRegistry
Register custom game assets:
```java
@Override
public void start() {
getAssetRegistry().register(myAsset);
}
```
## CodecRegistry
For registering custom serialization codecs:
```java
getCodecRegistry(MyType.CODEC_MAP).register("my_type", MyType.CODEC);
```
## Automatic Cleanup
{{< callout type="info" >}}
All registrations are automatically cleaned up when your plugin is disabled. You don't need to manually unregister anything in your `shutdown()` method.
{{< /callout >}}
## Registration Timing
Register your components in the `start()` method, not in `setup()`:
```java
@Override
public void setup() {
// Configuration only - don't register here
withConfig(MyConfig.CODEC);
}
@Override
public void start() {
// Register everything here
getCommandRegistry().registerCommand(new MyCommand());
getEventRegistry().register(PlayerConnectEvent.class, this::onJoin);
}
```
This ensures all plugins have completed their setup phase before any registrations occur.