Runtime Internals

This page groups the parts of IgniteSky that make the plugin actually run.

Data model and cache

LayerRole
IslandDataPersisted island snapshot with versioned schema.
SkyIslandLive runtime island object.
IslandRepositoryWrite-through cache over storage.
ActiveIslandStoreTracks which islands are currently live or selected.

The repository warms on enable, reads from memory during normal play, saves snapshots asynchronously and records pending cross-server arrivals for proxy sharding.

Addon runtime

PieceRole
AddonManagerLoads, tracks and disables addon jars.
AddonClassLoaderIsolates addon bytecode from the core.
SimpleAddonContextGives addons the minimum context they need.
JsonAddonDataStorePersistent addon metadata storage.

Addons can also register custom island modes through the API and ModeRegistry, so the platform is not locked to a fixed set of worlds.

World hosting

PieceRole
WorldManagerOwns world loading and hosting strategy decisions.
FoliaWorldBootstrapBoots worlds safely on Folia.
VoidChunkGeneratorSupplies the empty base world when needed.
EnvironmentSettingsControls nether/end/platform behavior.
AspSlimeWorldProviderBridges the slime-world provider abstraction.

Proxy sharding and events

PieceRole
NetworkMessengerCarries cross-server messages.
ArrivalListenerResolves a player's pending arrival on join.
NetworkSettingsControls sharding on/off and server name.
EventGateToggles typed internal events.
EventBusIn-process feature bus for typed events.
SkyEvent / SubscriptionEvent payload and subscription contract.

Command runtime

Commands are wired through ACF in CommandService, which also sets up the aliases and dynamic completions the player sees. The docs list the surface commands, but the service is the part that binds them to live game state.