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

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TaskRegistry docs 1

The TaskRegistry allows plugins to register and track asynchronous tasks. Hytale uses Java's standard concurrency APIs for task scheduling.

Understanding TaskRegistry

{{< callout type="warning" >}} Important: TaskRegistry does NOT have runAsync(), runLater(), or runRepeating() methods. These are common misconceptions from other platforms. Hytale uses Java's standard CompletableFuture and ScheduledExecutorService APIs. {{< /callout >}}

TaskRegistry API

public class TaskRegistry extends Registry<TaskRegistration> {
    // Register a CompletableFuture task
    public TaskRegistration registerTask(CompletableFuture<Void> task);

    // Register a ScheduledFuture task
    public TaskRegistration registerTask(ScheduledFuture<Void> task);
}

The TaskRegistry tracks tasks for proper cleanup during plugin shutdown.

Asynchronous Tasks

Use CompletableFuture for async operations:

// Run async operation
CompletableFuture<Void> task = CompletableFuture.runAsync(() -> {
    // Heavy computation, I/O, network requests
    String data = fetchFromDatabase(playerId);
});

// Register with TaskRegistry for tracking
getTaskRegistry().registerTask(task);

// Handle completion
task.thenAccept(result -> {
    // Process result - NOTE: This runs on a thread pool, not the world thread
    // Use world.execute() to run code on the world thread
});

Returning to World Thread

After async operations, use world.execute() to return to the world's thread:

PlayerRef playerRef = player.getPlayerRef();
World world = player.getWorld();

CompletableFuture<Void> task = CompletableFuture.runAsync(() -> {
    // Load from database (blocking I/O is OK here)
    PlayerData data = database.load(playerRef.getUuid());

    // Return to world thread for game state changes
    world.execute(() -> {
        Ref<EntityStore> ref = playerRef.getReference();
        if (ref != null) {
            Player p = ref.getStore().getComponent(ref, Player.getComponentType());
            if (p != null) {
                applyData(p, data);
                playerRef.sendMessage(Message.raw("Data loaded!"));
            }
        }
    });
});

getTaskRegistry().registerTask(task);

Delayed Tasks

Use CompletableFuture.delayedExecutor() for delays:

import java.util.concurrent.TimeUnit;

// Run after 3 seconds
CompletableFuture.delayedExecutor(3, TimeUnit.SECONDS)
    .execute(() -> {
        world.execute(() -> {
            playerRef.sendMessage(Message.raw("3 seconds have passed!"));
        });
    });

Repeating Tasks

Use ScheduledExecutorService for repeating tasks:

import java.util.concurrent.Executors;
import java.util.concurrent.ScheduledExecutorService;
import java.util.concurrent.TimeUnit;

public class MyPlugin extends JavaPlugin {
    private ScheduledExecutorService scheduler;

    @Override
    public void start() {
        scheduler = Executors.newSingleThreadScheduledExecutor();

        // Run every 5 minutes
        ScheduledFuture<?> saveTask = scheduler.scheduleAtFixedRate(
            () -> {
                saveAllData();
                getLogger().at(Level.INFO).log("Auto-save complete");
            },
            5, // Initial delay
            5, // Period
            TimeUnit.MINUTES
        );

        // Register for tracking
        getTaskRegistry().registerTask((ScheduledFuture<Void>) saveTask);
    }

    @Override
    public void shutdown() {
        if (scheduler != null) {
            scheduler.shutdown();
        }
    }
}

Tick-Based Timing

For tick-based timing, track ticks manually in a world tick handler:

public class TickTimerPlugin extends JavaPlugin {
    private final Map<String, TickTimer> timers = new ConcurrentHashMap<>();

    public void scheduleAfterTicks(String id, int ticks, Runnable action) {
        timers.put(id, new TickTimer(ticks, action));
    }

    // Called from your tick handler
    public void onWorldTick() {
        timers.entrySet().removeIf(entry -> {
            TickTimer timer = entry.getValue();
            timer.ticksRemaining--;
            if (timer.ticksRemaining <= 0) {
                timer.action.run();
                return true; // Remove
            }
            return false;
        });
    }

    private static class TickTimer {
        int ticksRemaining;
        Runnable action;

        TickTimer(int ticks, Runnable action) {
            this.ticksRemaining = ticks;
            this.action = action;
        }
    }
}

Common Patterns

Countdown Timer

public void startCountdown(PlayerRef playerRef, int seconds) {
    AtomicInteger remaining = new AtomicInteger(seconds);
    World world = Universe.get().getWorld(playerRef.getWorldUuid());

    ScheduledExecutorService scheduler = Executors.newSingleThreadScheduledExecutor();
    ScheduledFuture<?> countdown = scheduler.scheduleAtFixedRate(() -> {
        int count = remaining.decrementAndGet();

        world.execute(() -> {
            if (count > 0) {
                playerRef.sendMessage(Message.raw("Starting in: " + count));
            } else {
                playerRef.sendMessage(Message.raw("Go!"));
                scheduler.shutdown();
            }
        });
    }, 0, 1, TimeUnit.SECONDS);
}

Async Data Loading

public void loadPlayerData(PlayerRef playerRef, World world) {
    CompletableFuture.runAsync(() -> {
        // Load from database (blocking I/O is OK here)
        PlayerData data = database.load(playerRef.getUuid());

        // Return to world thread
        world.execute(() -> {
            Ref<EntityStore> ref = playerRef.getReference();
            if (ref != null) {
                applyData(ref, data);
                playerRef.sendMessage(Message.raw("Data loaded!"));
            }
        });
    });
}

Time Conversion

Hytale runs at 30 TPS (ticks per second):

Time Ticks (at 30 TPS) Milliseconds
1 tick 1 ~33ms
1 second 30 1,000ms
5 seconds 150 5,000ms
1 minute 1,800 60,000ms
5 minutes 9,000 300,000ms

Best Practices

{{< callout type="info" >}} Task Guidelines:

  • Use CompletableFuture.runAsync() for I/O, database, and network operations
  • Use world.execute() to return to the world thread for game state changes
  • Use PlayerRef in async tasks, not Player or Ref<EntityStore>
  • Register long-running tasks with getTaskRegistry() for cleanup
  • Shut down custom ScheduledExecutorService instances in shutdown() {{< /callout >}}

{{< callout type="warning" >}} Thread Safety: Each World runs on its own thread. Always use world.execute() or check world.isInThread() before modifying game state from async code. {{< /callout >}}

// Good: Proper async pattern with PlayerRef
PlayerRef ref = player.getPlayerRef();
World world = player.getWorld();

CompletableFuture.runAsync(() -> {
    String result = heavyComputation();

    world.execute(() -> {
        ref.sendMessage(Message.raw(result));
    });
});

// Bad: Using Player directly in async
// CompletableFuture.runAsync(() -> {
//     player.sendMessage("Not safe!");  // DON'T DO THIS
// });