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* feat: add minecraft-plugin-development skill * docs: expand minecraft plugin skill patterns * docs: add minecraft skill examples * docs: generalize minecraft skill patterns * docs: expand minecraft progression guidance * docs: add minecraft plugin validation workflow --------- Co-authored-by: jiang <helloworld@jiang.cn>
3.5 KiB
3.5 KiB
Bootstrap And Registration
Use this reference when changing onEnable, onDisable, command setup, event wiring, or startup ordering.
Bootstrap pattern from real plugins
Match-heavy minigame bootstrap
Common traits:
- connect database first
- register configuration serialization when needed
- initialize multiple config managers
- create gameplay managers and GUI helpers
- apply lobby UI to already-online players
- register many listeners explicitly
- start repeating tasks
- register commands and tab completers last
This pattern works well when startup must assemble many gameplay subsystems before the server can safely accept interactions.
Persistent class-brawl bootstrap
Common traits:
- save default config and bundled resources first
- construct config wrapper and progression config
- connect database and create repository/service layers
- construct scoreboard, map, hero, and game services
- wire service dependencies together
- start background tasks
- preload async cache, then schedule main-thread UI refreshes
- register listeners and commands after service graph is ready
This pattern works well when player data and async services are first-class dependencies.
Command registration rules
Observed practices:
- Match-heavy minigames often declare all commands in
plugin.yml, then set executors and tab completers in code. - Persistent brawl modes may declare a small command surface such as
leave, then null-checkgetCommandbefore assigning the executor.
Recommended rules:
- always add new commands to
plugin.yml - if a command may be optional or renamed, null-check
getCommand - if tab completion exists, register it in the same change
- keep usage, permission, and permission-message aligned with actual code behavior
Listener registration rules
Observed practices:
- both plugins register listeners in one place during startup
- listener constructors receive only the services they actually need
Recommended rules:
- keep registration centralized in the main plugin class or a clearly named bootstrap helper
- inject services explicitly instead of having listeners discover globals everywhere
- if a listener depends on a task, GUI, or manager, construct that dependency first
Repeating tasks and startup ordering
Observed practices:
- Match-heavy minigames often start periodic gameplay tasks directly from startup for boundary checks and spectator UI refreshes
- Persistent brawl modes often start background tasks via services such as player data and game services
Recommended rules:
- start repeating tasks only after required state holders exist
- cancel them in shutdown
- if the task mutates gameplay state, ensure it runs on the main thread
- if the task does I/O or cache rebuilds, prefer async execution and hop back to main thread for Bukkit work
Shutdown expectations
Observed practices:
- Match-heavy minigames delete games, unload maps, flush pending stats, close DB resources, and clear sidebars
- Persistent brawl modes shut down game service, player data service, map manager, then disconnect database
Recommended rules:
- stop tasks
- flush dirty data
- detach or clear UI objects
- unload temporary worlds if your plugin creates them
- close database pools last
Contribution guidance for this skill
When generating code for startup or shutdown, mention:
- which config or resource files must exist
- which commands or listeners must be registered
- what tasks must be started or canceled
- what resources require cleanup on disable