MarketplaceLoading live activityMarketplaceLoading live activity

Hytale Java Entwicklerdokumentation

Praktische Dokumentation fur Plugin/Mod-Entwicklung: Lifecycle, Events, Entitaten, Bewegung, Inventar, Interaktion, UI, Befehle, Konfiguration, Netzwerk und Lizenzierung.

Entwickler-Navigation

Loading quiz...

Umfang und Genauigkeit

Diese Dokumente kombinieren offizielle Hytale-Richtlinienseiten mit Laufzeit-API-Signaturen, die aus dem aktuellen Server-Build extrahiert wurden. Verwenden Sie dies als praktischen Implementierungsleitfaden für die Plugin-/Mod-Java-Entwicklung auf Hytale Depot.

The API index below is generated from the current HytaleServer.jar in this workspace using an automated class-file parser.
The shipped HytaleServer.aot.config artifact in this workspace is binary AOT cache data for the current JVM build, not a hand-edited text configuration file.
Offizielle Referenzen zu Richtlinien und Plattformverhalten sind auf den Support-, News-, Richtlinien- und Rechtsseiten von Hytale verlinkt.
Community repositories and examples are reference material only; always validate actual behavior against the current runtime jar and official updates.

Validierung

In diesem Abschnitt wird dokumentiert, wie Dev Docs-Beispiele mit dem aktuellen Laufzeit-JAR verglichen werden.

The runtime signatures and class counts shown on this page are regenerated from the jar, not typed by hand.
Operational guidance on this page is checked against the current jar manifest, option strings, config class field names, and the shipped AOT cache artifact in this workspace.
When a new server jar drops, regenerate the index first, then review the changed sections instead of guessing what moved.

Verifizierungsbefehl

python3 tools/generate_hytale_api_index.py ../HytaleServer.jar apps/web/lib/hytale-api-index.json && npm test

Entwicklungspfade

Verwenden Sie diese Tracks als Ihre Build-Reihenfolge: Beginnen Sie mit Lebenszyklus/Ereignissen, dann Gameplay-Domänen und dann Premium-Lizenzierung.

Events & Runtime Hooks

Learn where the runtime exposes sync and async hooks, and how to keep handlers small and safe.

Universe, Entities & NPCs

Work with Universe, World, PlayerRef, entity access, and the larger NPC/spawning package families.

Inventories, Items & Interaction Flow

Understand containers, hotbar/storage flow, and how inventory state ties into actions.

UI, Localization & Commands

Create command-driven tooling and understand the current UI/localization classes exposed by the runtime.

Assets, Config & Protocol

Read the asset/config surface and understand how protocol or service layers connect to gameplay systems.

Premium-Lizenzierung

Sichere Premium-Plugins/Mods mit Startprüfungen, Bindungsregeln und signierten Antworten.

Playbooks zur Serverkonfiguration

Produktionsbereite Konfigurations- und Start-Baselines für Lobby-, Vanilla- und PvP-Servertypen.

Lebenszyklus

Bauen Sie auf deterministischen Setup-/Start-/Shutdown-Hooks auf.

Gameplay-APIs

Ereignisse, Entitäten, Bewegung, Inventar, Interaktion und UI-Systeme.

Sicherheit

Lizenzvalidierung + Bindungsfluss für Premium-Mods/Plugins.

Schnellstart-Plugin (Java)

import com.hypixel.hytale.server.core.Message;
import com.hypixel.hytale.server.core.command.system.AbstractCommand;
import com.hypixel.hytale.server.core.command.system.CommandContext;
import com.hypixel.hytale.server.core.plugin.JavaPlugin;
import com.hypixel.hytale.server.core.plugin.JavaPluginInit;
import java.util.concurrent.CompletableFuture;
import java.util.concurrent.Executors;
import java.util.concurrent.ScheduledExecutorService;
import java.util.concurrent.TimeUnit;

public final class StarterPlugin extends JavaPlugin {
  private final ScheduledExecutorService scheduler =
      Executors.newSingleThreadScheduledExecutor(r -> new Thread(r, "starter-heartbeat"));

  public StarterPlugin(JavaPluginInit init) { super(init); }

  @Override
  public CompletableFuture<Void> preLoad() {
    getLogger().atInfo().log("preLoad -> %s", getIdentifier());
    return CompletableFuture.completedFuture(null);
  }

  @Override
  protected void setup() {
    getCommandRegistry().registerCommand(new StarterStatusCommand());
  }

  @Override
  protected void start() {
    scheduler.scheduleAtFixedRate(
        () -> getLogger().atInfo().log("starter heartbeat"),
        0,
        1,
        TimeUnit.SECONDS);
    getTaskRegistry().registerTask(CompletableFuture.completedFuture(null));
  }

  @Override
  protected void shutdown() {
    scheduler.shutdownNow();
  }

  private final class StarterStatusCommand extends AbstractCommand {
    private StarterStatusCommand() { super("hdstarter", "Starter plugin status command"); }

    @Override
    protected CompletableFuture<Void> execute(CommandContext ctx) {
      ctx.sendMessage(Message.raw("[Starter] plugin is active."));
      return CompletableFuture.completedFuture(null);
    }
  }
}

Ereignishandlermuster

getEventRegistry().registerGlobal(PluginSetupEvent.class, event -> {
  // Register runtime handlers after plugin startup to avoid lifecycle issues.
  getLogger().atInfo().log("Plugin setup event: %s", event.getPlugin().getName());
  // Keep handler work small and move slow tasks to an async executor.
});

Server Operations

Practical dedicated-server operations validated against the current jar manifest, option strings, config classes, and shipped runtime artifacts in this workspace.

Runtime Baseline

  • The current jar manifest targets Java 25, and the shipped AOT cache strings identify an OpenJDK 25.0.2 runtime. Treat Java 25 as the baseline for this build.
  • Keep the jar and the shipped AOT cache file from the same release together. Do not mix an older cache with a newer server jar.
  • Allocate at least 4 GB RAM for small servers, then tune from real metrics instead of static JVM folklore.

Launch & Authentication

  • Current option strings expose --bare, --bootstrap, --transport, schema-generation, and validation flags in addition to the normal startup path.
  • Run /auth login when a fresh authenticated instance reports that no server tokens are configured.
  • Bootstrap mode is a staging/recovery workflow, not your normal live server mode. It exists to let the server authenticate and pull the full payload layout.

Networking

  • The current runtime exposes QUIC and QUICHE transport types. Both are UDP/QUIC-backed networking paths.
  • Open and test the configured UDP listener port from outside your network. TCP-only forwarding is still not enough.
  • The current option text describes --bind as a port override, so treat it as the runtime listener port unless your own wrapper adds host syntax on top.

Operational Safety

  • Apply edits to config files with the server offline when possible. The runtime saves config back out and can overwrite hand edits during live changes.
  • The world config provider references both config.json and config.bson in the current build. Keep your storage format choices consistent instead of mixing both casually.
  • Use periodic backups and test restore flow before production incidents. The runtime also exposes explicit backup frequency, directory, and retention controls.

Launch Commands

Use caseCommandWhy
Standard startupjava -XX:AOTCache=HytaleServer.aot.config -jar HytaleServer.jarCurrent baseline for the shipped jar and AOT cache artifact in this workspace.
Bootstrap payload modejava -jar HytaleServer.jar --bootstrapStarts the minimal authenticated bootstrap path used to pull the full runtime payload layout.
Validate asset datajava -jar HytaleServer.jar --validate-assetsRuns asset validation and exits with an error code when the immutable asset payload is invalid.
Generate config schemasjava -jar HytaleServer.jar --generate-config-schema ./schemasExports JSON schemas for the current config model so your tooling matches the running jar.
Bind custom UDP portjava -jar HytaleServer.jar --bind 3500Overrides the listener port using the current runtime's bind option text.
Switch transport backendjava -jar HytaleServer.jar --transport QUICHELets you validate the alternate QUICHE transport backend when comparing networking behavior.
Development mode (disable Sentry)java -jar HytaleServer.jar --disable-sentryAvoids sending dev crashes during local plugin/mod iteration.
List server argumentsjava -jar HytaleServer.jar --helpShows current runtime flags for your exact server build.

Authentication + Network Checklist

Device auth flow

/auth login device
Visit https://accounts.hytale.com/device
Enter the shown code and wait for "Authentication successful".

Firewall examples (UDP)

Windows: New-NetFirewallRule -DisplayName "Hytale Server" -Direction Inbound -Protocol UDP -LocalPort <server-port> -Action Allow
Linux ufw: sudo ufw allow <server-port>/udp
Linux iptables: sudo iptables -A INPUT -p udp --dport <server-port> -j ACCEPT

Server File Layout

Observed from the current runtime artifacts plus the update/bootstrap expectations exposed by the jar. Use this as the baseline structure to keep updates, backups, and saves stable.

PathZweck
HytaleServer.jarCurrent dedicated server runtime jar. Keep it aligned with the matching AOT cache and wrapper layout.
HytaleServer.aot.configShipped binary AOT cache artifact for the current JVM/server build. Use it as input to -XX:AOTCache; do not treat it like an editable text config.
../HytaleAssets/Current default immutable assets path exposed by the runtime option strings for --assets.
config.jsonCore server configuration: identity, host/port, defaults, modules, plugin/mod loading, update, backup, and storage settings.
permissions.jsonPermission groups, migrated legacy group data, and per-user permission assignments.
whitelist.jsonWhitelist toggle and allowed players list.
bans.jsonBan entries enforced by server access control.
auth.encEncrypted authentication credential store used by AuthCredentialStore.
mods/Loaded plugin/mod packages and per-mod data folders referenced by Mods and ModLoadOrder config.
logs/Server runtime logs used for diagnostics and auditing.
universe/players/Per-player persistent data snapshots.
universe/worlds/<world>/config.jsonWorld-level simulation, spawning, world map, save, and gameplay toggles.
universe/worlds/<world>/config.bsonBinary world-config storage path still referenced by the current world config provider.
universe/worlds/<world>/chunks/Region/chunk storage files for world terrain state.
universe/worlds/<world>/resources/World resource stores (markers, time, chunk metadata, etc.).
updater/staging/Downloaded update staging area consumed by wrapper scripts.
start.sh / start.batWrapper scripts mentioned by bootstrap/update flows when staging the full runtime payload.
backups/Backup output (if --backup and backup path are enabled).

permissions.json stores groups + per-user assignments. Keep OP wildcard assignments tightly controlled.

whitelist.json controls global whitelist mode and allowed user list.

bans.json stores ban entries used at authentication/connection time.

The current world config provider references both config.json and config.bson. Pick one storage flow and keep it consistent in your tooling and backups.

universe/players contains per-player saved state, while world chunk/resource state is in universe/worlds/<world>.

Edit config/permissions/whitelist/bans with the server offline when possible to avoid runtime overwrite.

Server Config JSON (config.json)

Field-level behavior reference mapped to the generated config structure used by current server builds.

FieldSupported valuesWhat it controls
VersionintegerSchema version for server config compatibility.
ServerNamestringPublic server name shown to players/in listings.
MOTDstringMessage of the day displayed on connect/status views.
Passwordstring (empty or secret)Optional server password gate.
Hosthost/ip stringConfigured listener host stored alongside Port in the current server config model.
Portinteger / shortConfigured listener port for the dedicated server transport.
MaxPlayersinteger >= 1Maximum concurrent players allowed.
MaxViewRadiusintegerUpper render/simulation radius cap; major RAM driver.
Defaults.Worldworld id/nameDefault world used for player joins/spawns.
Defaults.GameModeAdventure | other runtime modesDefault game mode on entry.
ConnectionTimeoutsobjectHandshake/session timeout profile. Current nested fields include InitialTimeout, AuthTimeout, AuthGrantTimeout, AuthTokenTimeout, PasswordTimeout, PlayTimeout, and setup-stage timers.
RateLimitobjectPacket rate-limiting domain. Current fields include Enabled, PacketsPerSecond, and BurstCapacity.
ModulesobjectNamed server module toggles plus nested per-module settings. Current module objects expose at least an Enabled field.
LogLevelsobjectPer-domain logging level overrides.
PluginsobjectPlugin-scoped configuration buckets surfaced by the current server config model.
ModsobjectPer-mod configuration overrides/enablement.
ModLoadOrderarray of plugin identifiersExplicit load-order override for plugin/mod packages when deterministic ordering matters.
DefaultModsEnabledtrue | falseWhether newly detected plugin/mod packages should be enabled by default.
DisplayTmpTagsInStringstrue | falseDebug formatting behavior for TMP tags in text.
PlayerStorage.TypeHytale | DiskPlayer data storage backend.
AuthCredentialStore.TypeEncryptedCredential store implementation.
AuthCredentialStore.Pathrelative path (example: auth.enc)Credential file location.
UpdateobjectAuto-update/check/apply behavior configuration.
BackupobjectBackup scheduling and retention options.
WorldMapobjectServer-wide world map/view-radius domain used by the current config model.
FallbackServerstring / host descriptorFallback server target surfaced by the current server config model for redirect/failover scenarios.

Example shape for the current server config model

{
  "Version": 4,
  "ServerName": "My Hytale Server",
  "MOTD": "Private test shard",
  "Password": "",
  "Host": "0.0.0.0",
  "Port": 5520,
  "MaxPlayers": 128,
  "MaxViewRadius": 8,
  "Defaults": { "World": "default", "GameMode": "Adventure" },
  "ConnectionTimeouts": {},
  "RateLimit": {},
  "Modules": {},
  "LogLevels": {},
  "Plugins": {},
  "Mods": {},
  "ModLoadOrder": [],
  "DefaultModsEnabled": true,
  "DisplayTmpTagsInStrings": false,
  "PlayerStorage": { "Type": "Hytale" },
  "AuthCredentialStore": { "Type": "Encrypted", "Path": "auth.enc" },
  "Update": {},
  "Backup": {},
  "WorldMap": {}
}

World Config JSON (universe/worlds/*/config.json)

World-level toggles directly control simulation, persistence, PvP behavior, and client-facing environment effects.

FieldSupported valuesWhat it controls
VersionintegerSchema version for world config.
UUIDbinary UUIDPersistent world identity.
DisplayNamestringHuman-facing world name shown in world selection or admin tooling.
SeedintegerWorld generation seed.
SpawnPointvector/objectExplicit spawn location used when the world defines a fixed player entry point.
SpawnProviderprovider id/objectSpawn-resolution strategy when the world relies on a provider rather than a fixed point.
WorldGen.TypeHytale | custom generator idGenerator backend selection.
WorldGen.NamestringGenerator preset/profile name.
WorldMap.TypeWorldGen | customMap provider binding for this world.
ChunkStorage.TypeHytale | customChunk storage backend selection.
ChunkConfigobjectChunk behavior tuning domain.
IsTickingtrue | falseMaster simulation tick toggle for world.
IsBlockTickingtrue | falseBlock update/tick simulation toggle.
IsPvpEnabledtrue | falseWorld-scoped PvP enablement.
IsFallDamageEnabledtrue | falseFall damage rules for this world.
IsGameTimePausedtrue | falseFreezes or advances in-world time.
GameTimeISO datetimeCurrent or fixed world clock value.
ForcedWeatherweather enum/objectForces a specific weather state when you do not want the world weather system to decide dynamically.
ClientEffects.*numbersVisual/environment values for connected clients.
PregenerateRegionbox/objectOptional pregeneration region for worlds that should prebuild terrain before players join.
RequiredPluginsmapPlugins required before world is considered valid.
GameModeruntime game mode enumWorld-level game mode override.
DefaultPermissionGroupstringDefault permission group assigned to players entering this world.
IsSpawningNPCtrue | falseEnables/disables NPC spawn logic.
IsSpawnMarkersEnabledtrue | falseSpawn marker visibility/usage.
IsAllNPCFrozentrue | falseFreezes NPC behavior for controlled worlds/lobbies.
GameplayConfigpreset nameGameplay ruleset preset for world behavior.
DeathobjectWorld-level death handling domain used by the current runtime config model.
DaytimeDurationSecondsintegerLength of the daytime portion of the world clock.
NighttimeDurationSecondsintegerLength of the nighttime portion of the world clock.
IsCompassUpdatingtrue | falseCompass update behavior for clients.
IsSavingPlayerstrue | falsePersist player state changes to disk.
IsSavingChunkstrue | falsePersist world chunk updates to disk.
SaveNewChunkstrue | falsePersist newly generated chunks.
IsUnloadingChunkstrue | falseAllow chunk unload lifecycle for memory control.
IsObjectiveMarkersEnabledtrue | falseObjective marker system visibility/updates.
DeleteOnUniverseStarttrue | falseDeletes world on universe startup when enabled.
DeleteOnRemovetrue | falseDeletes world files when removed from universe.
DisabledFluidTickersarrayList of fluid ticker ids disabled for this world.
ResourceStorage.TypeHytale | customWorld resource storage backend.
PluginobjectPlugin-scoped world metadata/config bucket.

Update Config Reference (config.json -> Update)

OptionDefaultBehavior
Update.EnabledtrueEnable periodic update checks.
Update.CheckIntervalSeconds3600Seconds between update checks.
Update.NotifyPlayersOnAvailabletrueNotify eligible players when an update is available.
Update.PatchlinenullPatchline override (release/pre-release).
Update.RunBackupBeforeUpdatetrueRun backup before update apply.
Update.BackupConfigBeforeUpdatetrueBackup config files before update apply.
Update.AutoApplyModeDisabledDisabled | WhenEmpty | Scheduled.
Update.AutoApplyDelayMinutes30Delay for Scheduled auto-apply mode.

Example shape for the current world config model

{
  "Version": 4,
  "DisplayName": "default",
  "Seed": 1768426248534,
  "WorldGen": { "Type": "Hytale", "Name": "Default", "Version": "0.0.0" },
  "WorldMap": {},
  "IsTicking": true,
  "IsBlockTicking": false,
  "IsPvpEnabled": false,
  "IsFallDamageEnabled": false,
  "IsGameTimePaused": true,
  "GameMode": "Adventure",
  "ClientEffects": {
    "SunHeightPercent": 100.0,
    "BloomIntensity": 0.30000001192092896
  },
  "IsSpawningNPC": false,
  "IsAllNPCFrozen": true,
  "IsSavingPlayers": true,
  "IsSavingChunks": true,
  "SaveNewChunks": false,
  "IsUnloadingChunks": false
}

Playbooks zur Serverkonfiguration

Produktionsorientierte Baselines für gängige Serverstile. Nutzen Sie diese als Ausgangspunkte und erstellen Sie ein Profil Ihrer eigenen Arbeitsbelastung.

Lobby / Hub

Primäre Ziele

  • Schnelle Verknüpfungen
  • Stabile Tickrate unter Bursts
  • Geringe Simulationslast

Checkliste

  • Deaktivieren Sie schwere Simulationssysteme, die nicht in Lobbys verwendet werden.
  • Halten Sie die Chunk-/Entity-Aktivierung für rein kosmetische Bereiche konservativ.
  • Verwenden Sie strenge Ratenbeschränkungen für Beitritts-/Verlassensaktionen und wiederholten Befehls-Spam.
  • Laden Sie die Kern-Lobbyzonen vorab und vermeiden Sie die Erzeugung großer dynamischer Daten beim Beitritt.

Vanille-Überleben

Primäre Ziele

  • Ausgewogene Gameplay-Simulation
  • Beständige Welten
  • Moderater Plugin-Stack

Checkliste

  • Passen Sie die Kadenz der automatischen Speicherung an, um synchrone Spitzen während der Hauptsendezeit zu vermeiden.
  • Legen Sie konservative Entitätsobergrenzen pro Welt/Region fest, um außer Kontrolle geratene Farmen zu vermeiden.
  • Bevorzugen Sie asynchrone E/A-Pfade für Plugin-Daten und den Cache häufig gelesener Zustände.
  • Überwachen Sie geplante Aufgaben und begrenzen Sie schwere Aufgaben pro Tick.

PvP / Minispiele

Primäre Ziele

  • Kampfablauf mit geringer Latenz
  • Deterministische Ereignisbehandlung
  • Schnelle Runden-Resets

Checkliste

  • Optimieren Sie Bewegungs- und Kampfabläufe für minimale Zuteilungen pro Tick.
  • Batch-Aktualisierung der Anzeigetafel/Benutzeroberfläche statt aktionsbezogener Benutzeroberflächenabwanderung.
  • Verwenden Sie kurze, begrenzte Aufgabenwarteschlangen für Spielübergänge.
  • Halten Sie Anti-Cheat-Prüfungen schlank und führen Sie teure Prüfungen asynchron durch.

Server Config Reference (Runtime Domains)

This table maps high-value configuration domains from the current HytaleServer.jar runtime packages to practical option-level guidance.

interaction/config

Runtime sources: InteractionConfiguration, InteractionRules, InteractionCameraSettings

OptionSupported valuesBehavior
priorityLOW | NORMAL | HIGH (enum)Controls interaction ordering when multiple interactions can run from a single trigger.
selectorraycast | aoe_circle | aoe_cylinder | stab | horizontalDefines target selection strategy for interaction chains and combat interactions.
conditionsarray of condition blocksValidation pipeline before execution, such as movement, cooldown, stat, or effect checks.
effectsarray of effect blocksExecution pipeline that mutates world/player state after all conditions pass.

projectile/config

Runtime sources: ProjectileConfig, StandardPhysicsConfig, PhysicsConfig

OptionSupported valuesBehavior
speednumber > 0Initial projectile velocity scalar; tune with spread and tick rate.
gravityScalenumber >= 0Gravity multiplier applied each update tick for arc behavior.
dragnumber between 0 and 1Per-tick velocity damping factor for smoother projectile deceleration.
maxLifetimeTicksinteger > 0Upper lifetime cap before automatic despawn to prevent stale entities.

asset/type/item/config

Runtime sources: Item, ItemToolSpec, ItemStackContainerConfig, ItemReticleConfig

OptionSupported valuesBehavior
categoryenum category idControls grouping, filtering, and UI placement for item collections.
durabilityinteger >= 0Base item durability and wear behavior when interacting with world/entities.
dropTablesingle | choice | multiple | droplist containerSpecifies drop logic shape and weighted output behavior.
reticlereticle configuration objectDefines UI reticle overlays, durations, and conditional display logic.

asset/type/blocktype/config

Runtime sources: BlockPlacementSettings, BlockMovementSettings, BlockGathering

OptionSupported valuesBehavior
rotationModeNONE | HORIZONTAL | FULL (enum)Controls permitted placement orientation variants.
previewVisibilityVISIBLE | HIDDEN | CONDITIONAL (enum)Defines placement preview behavior in client interaction flow.
supportRulessupport rule object/arraySpecifies required block-face support and fallback drop behavior.
movementSettingsfriction, acceleration, collision propertiesAdjusts physical traversal behavior for movement-sensitive blocks.

JVM-Startflags

Empfohlene Java-Startprofile für Hytale-Serverbetreiber. Wählen Sie ein Profil und einen Benchmark unter realer Spielerlast.

General Production (Java 25 LTS)

-Xms4G -Xmx4G -XX:+UseG1GC -XX:+ParallelRefProcEnabled -XX:MaxGCPauseMillis=80 -XX:+AlwaysPreTouch -XX:+DisableExplicitGC -XX:+PerfDisableSharedMem

Stable baseline for the current Java 25 dedicated server runtime. Pair it with the shipped AOT cache from the same server build.

PvP mit hoher Parallelität

-Xms6G -Xmx6G -XX:+UseZGC -XX:+ZGenerational -XX:+AlwaysPreTouch -XX:+DisableExplicitGC

Lower tail-latency profile for bursty combat and high player concurrency. Benchmark it against G1 on your own hardware before standardizing on it.

Speicherbeschränkte Entwicklung/Test

-Xms2G -Xmx2G -XX:+UseG1GC -XX:MaxGCPauseMillis=120 -XX:+HeapDumpOnOutOfMemoryError

Safer local testing profile when you want fast iteration and heap dumps instead of production-like throughput.

FlagSupported valuesUsage note
-XX:+UseG1GCenabled/disabledBalanced collector profile for mixed gameplay and plugin workloads.
-XX:MaxGCPauseMillis=80integer millisecondsControls pause-time target for G1; lower values reduce spikes but may lower throughput.
-XX:+ParallelRefProcEnabledenabled/disabledProcesses reference queues in parallel to reduce stop-the-world pauses.
-XX:+AlwaysPreTouchenabled/disabledPre-commits heap pages at boot to avoid first-load page faults.
-XX:+UseZGC -XX:+ZGenerationalenabled/disabledLow-latency GC profile for high concurrency and high player bursts.
-XX:+DisableExplicitGCenabled/disabledPrevents plugin code from forcing full GC pauses through explicit GC calls.
-XX:+HeapDumpOnOutOfMemoryErrorenabled/disabledGenerates heap dumps for diagnostics when OOM occurs.
-XX:+PerfDisableSharedMemenabled/disabledReduces JVM perf counter shared memory overhead on containerized hosts.
-XX:AOTCache=HytaleServer.aot.configpath to shipped AOT cache artifactUses the shipped binary AOT cache for the current JVM/server build. Replace it together with the jar instead of hand-editing it.

Assets Runtime Reference & Workflow

The current runtime treats assets as an immutable payload/cache input. Keep custom content in mod/plugin packs and avoid patching the shipped base assets directly.

AreaZweck
manifest.jsonAsset package manifest and metadata root.
Common/Shared client/server assets (UI, icons, sounds, particles, language bundles).
Server/WorldWorld-generation/runtime world data definitions.
Server/PrefabsPrefab definitions used by world/content pipelines.
Server/ItemServer-side item definitions and gameplay metadata.
Server/GameplayConfigsGameplay preset configurations consumed by worlds.
Server/ProjectileConfigsProjectile behavior definitions used by combat systems.
Common/UIUI assets/layouts used by menus and interfaces.

Current option strings expose --assets as an immutable asset path, with ../HytaleAssets as the default string in this build. Do not assume the live runtime always expects a literal Assets.zip argument.

Keep your custom assets in separate mod/plugin packs; do not modify the shipped immutable asset payload directly for production.

Reference assets by stable IDs/paths from your mod/plugin manifest and runtime loaders.

Validate assets in local staging before publishing to production servers.

Track asset versioning together with plugin/mod releases to avoid mismatches after server updates.

Plugin/Mod Manifest Reference

Manifest fields used by starter resources and expected by the loader during startup.

FieldRequiredSupported valuesWhat it controls
GroupYesstring (reverse-domain or namespace)Publisher namespace used for plugin/mod identity grouping.
NameYesstringResource identifier. Keep stable once released to avoid update collisions.
VersionYessemantic version stringBuild version visible to server loader and update pipelines.
DescriptionYesstringShort summary shown in server logs and management UIs.
AuthorsYesarray of author objectsMaintainer metadata; include at least one primary maintainer.
WebsiteNohttps URLRepository or support URL for release notes and issue reporting.
ServerVersionYesruntime server build stringMust match target server build to avoid loader rejection.
DependenciesNomap<string, version constraint>Hard dependencies that must load before this plugin/mod starts.
OptionalDependenciesNomap<string, version constraint>Soft dependencies that enable extra integration when present.
MainYesfully qualified class nameEntry-point class implementing the plugin/mod lifecycle.
DisabledByDefaultNotrue | falseIf true, operator must explicitly enable the resource in server config.
IncludesAssetPackNotrue | falseMarks whether the package bundles additional assetpack content.
{
  "Group": "HytaleDepot",
  "Name": "UiPluginTemplate",
  "Version": "1.0.0",
  "Description": "Hytale Depot plugin template for ui.",
  "Authors": [{ "Name": "Hytale Depot" }],
  "Website": "https://github.com/VgamerV3/hytale-plugin-template-ui",
  "ServerVersion": "2026.03.26-89796e57b",
  "Dependencies": {},
  "OptionalDependencies": {},
  "DisabledByDefault": false,
  "Main": "net.hytaledepot.templates.plugin.ui.UiPluginTemplate",
  "IncludesAssetPack": false
}

Kern-API-Domänen

Nach praktischen Entwicklungsbereichen geordnet, sodass Plugin-/Mod-Entwickler schnell die richtigen Laufzeit-APIs finden können.

Plugin Base & Lifecycle

PluginBase, JavaPlugin, PluginManager, and the runtime hooks that actually control server-side plugin startup and shutdown.

23 Klassen
PluginBaseJavaPluginPluginManager

Zeigt 6 indizierte Klassen für diese Domäne (insgesamt erkannt: 23).

ClassTransformer

com.hypixel.hytale.plugin.early.ClassTransformer

2 extrahierte Methoden

priority(): int

+1 Weitere Methoden sind im generierten Index verfügbar.

EarlyPluginLoader

com.hypixel.hytale.plugin.early.EarlyPluginLoader

4 extrahierte Methoden

loadEarlyPlugins(String[]): void

+3 Weitere Methoden sind im generierten Index verfügbar.

TransformingClassLoader

com.hypixel.hytale.plugin.early.TransformingClassLoader

2 extrahierte Methoden

TransformingClassLoader(URL[], List, ClassLoader, ClassLoader)

+1 Weitere Methoden sind im generierten Index verfügbar.

PluginCommand

com.hypixel.hytale.server.core.plugin.commands.PluginCommand

1 extrahierte Methoden

PluginCommand()

PluginEvent

com.hypixel.hytale.server.core.plugin.event.PluginEvent

3 extrahierte Methoden

PluginEvent(PluginBase)

+2 Weitere Methoden sind im generierten Index verfügbar.

PluginSetupEvent

com.hypixel.hytale.server.core.plugin.event.PluginSetupEvent

1 extrahierte Methoden

PluginSetupEvent(PluginBase)

Zeigt eine schnelle Vorschau der größten Domains an, damit der Seitenaufbau reaktionsschnell bleibt. Verwenden Sie Full API JSON für vollständige Signaturen.

Event Bus & Runtime Hooks

EventBus and EventRegistry entry points for sync and async server-side event handling.

52 Klassen
EventBusEventRegistryAsync handlers

Zeigt 6 indizierte Klassen für diese Domäne (insgesamt erkannt: 52).

AsyncEventBusRegistry

com.hypixel.hytale.event.AsyncEventBusRegistry

8 extrahierte Methoden

AsyncEventBusRegistry(HytaleLogger, Class)

+7 Weitere Methoden sind im generierten Index verfügbar.

EventBus

com.hypixel.hytale.event.EventBus

18 extrahierte Methoden

EventBus(boolean)

+17 Weitere Methoden sind im generierten Index verfügbar.

EventBusRegistry

com.hypixel.hytale.event.EventBusRegistry

10 extrahierte Methoden

EventBusRegistry(HytaleLogger, Class, EventBusRegistry$EventConsumerMap, EventBusRegistry$EventConsumerMap)

+9 Weitere Methoden sind im generierten Index verfügbar.

EventPriority

com.hypixel.hytale.event.EventPriority

3 extrahierte Methoden

values(): EventPriority[]

+2 Weitere Methoden sind im generierten Index verfügbar.

EventRegistration

com.hypixel.hytale.event.EventRegistration

5 extrahierte Methoden

EventRegistration(Class, BooleanSupplier, Runnable)

+4 Weitere Methoden sind im generierten Index verfügbar.

EventRegistry

com.hypixel.hytale.event.EventRegistry

18 extrahierte Methoden

EventRegistry(List, BooleanSupplier, String, IEventRegistry)

+17 Weitere Methoden sind im generierten Index verfügbar.

Zeigt eine schnelle Vorschau der größten Domains an, damit der Seitenaufbau reaktionsschnell bleibt. Verwenden Sie Full API JSON für vollständige Signaturen.

Universe, Entities & NPC Systems

World loading, PlayerRef, entity services, NPC systems, spawning, and universe-level runtime control.

1555 Klassen
UniverseWorldPlayerRef

Zeigt 6 indizierte Klassen für diese Domäne (insgesamt erkannt: 1555).

AnimationUtils

com.hypixel.hytale.server.core.entity.AnimationUtils

8 extrahierte Methoden

AnimationUtils()

+7 Weitere Methoden sind im generierten Index verfügbar.

ChainSyncStorage

com.hypixel.hytale.server.core.entity.ChainSyncStorage

8 extrahierte Methoden

getClientState(): InteractionState

+7 Weitere Methoden sind im generierten Index verfügbar.

DamageDataComponent

com.hypixel.hytale.server.core.entity.damage.DamageDataComponent

11 extrahierte Methoden

DamageDataComponent()

+10 Weitere Methoden sind im generierten Index verfügbar.

DamageDataSetupSystem

com.hypixel.hytale.server.core.entity.damage.DamageDataSetupSystem

4 extrahierte Methoden

DamageDataSetupSystem(ComponentType)

+3 Weitere Methoden sind im generierten Index verfügbar.

ActiveEntityEffect

com.hypixel.hytale.server.core.entity.effect.ActiveEntityEffect

13 extrahierte Methoden

ActiveEntityEffect()

+12 Weitere Methoden sind im generierten Index verfügbar.

EffectControllerComponent

com.hypixel.hytale.server.core.entity.effect.EffectControllerComponent

18 extrahierte Methoden

getComponentType(): ComponentType

+17 Weitere Methoden sind im generierten Index verfügbar.

Zeigt eine schnelle Vorschau der größten Domains an, damit der Seitenaufbau reaktionsschnell bleibt. Verwenden Sie Full API JSON für vollständige Signaturen.

Physics, Collision & Projectiles

Collision, projectile, block-health, and movement-adjacent systems from the current runtime packages.

83 Klassen
CollisionProjectilesSimulation guards

Zeigt 6 indizierte Klassen für diese Domäne (insgesamt erkannt: 83).

BlockHealth

com.hypixel.hytale.server.core.modules.blockhealth.BlockHealth

12 extrahierte Methoden

BlockHealth()

+11 Weitere Methoden sind im generierten Index verfügbar.

BlockHealthChunk

com.hypixel.hytale.server.core.modules.blockhealth.BlockHealthChunk

15 extrahierte Methoden

BlockHealthChunk()

+14 Weitere Methoden sind im generierten Index verfügbar.

BlockHealthModule

com.hypixel.hytale.server.core.modules.blockhealth.BlockHealthModule

4 extrahierte Methoden

BlockHealthModule(JavaPluginInit)

+3 Weitere Methoden sind im generierten Index verfügbar.

FragileBlock

com.hypixel.hytale.server.core.modules.blockhealth.FragileBlock

8 extrahierte Methoden

FragileBlock(float)

+7 Weitere Methoden sind im generierten Index verfügbar.

BasicCollisionData

com.hypixel.hytale.server.core.modules.collision.BasicCollisionData

2 extrahierte Methoden

BasicCollisionData()

+1 Weitere Methoden sind im generierten Index verfügbar.

BlockCollisionData

com.hypixel.hytale.server.core.modules.collision.BlockCollisionData

6 extrahierte Methoden

BlockCollisionData()

+5 Weitere Methoden sind im generierten Index verfügbar.

Zeigt eine schnelle Vorschau der größten Domains an, damit der Seitenaufbau reaktionsschnell bleibt. Verwenden Sie Full API JSON für vollständige Signaturen.

Players, Inventories & Item Flow

Inventory containers, player-facing storage, active slots, and item movement utilities.

66 Klassen
InventarContainersPlayer state

Zeigt 6 indizierte Klassen für diese Domäne (insgesamt erkannt: 66).

ActiveSlotInventoryComponent

com.hypixel.hytale.server.core.inventory.ActiveSlotInventoryComponent

9 extrahierte Methoden

ActiveSlotInventoryComponent()

+8 Weitere Methoden sind im generierten Index verfügbar.

CombinedItemContainer

com.hypixel.hytale.server.core.inventory.container.CombinedItemContainer

18 extrahierte Methoden

CombinedItemContainer(ItemContainer[])

+17 Weitere Methoden sind im generierten Index verfügbar.

DelegateItemContainer

com.hypixel.hytale.server.core.inventory.container.DelegateItemContainer

18 extrahierte Methoden

DelegateItemContainer(ItemContainer)

+17 Weitere Methoden sind im generierten Index verfügbar.

EmptyItemContainer

com.hypixel.hytale.server.core.inventory.container.EmptyItemContainer

18 extrahierte Methoden

EmptyItemContainer()

+17 Weitere Methoden sind im generierten Index verfügbar.

FetchedItemContainer

com.hypixel.hytale.server.core.inventory.container.FetchedItemContainer

18 extrahierte Methoden

FetchedItemContainer(Supplier)

+17 Weitere Methoden sind im generierten Index verfügbar.

ArmorSlotAddFilter

com.hypixel.hytale.server.core.inventory.container.filter.ArmorSlotAddFilter

3 extrahierte Methoden

ArmorSlotAddFilter(ItemArmorSlot)

+2 Weitere Methoden sind im generierten Index verfügbar.

Zeigt eine schnelle Vorschau der größten Domains an, damit der Seitenaufbau reaktionsschnell bleibt. Verwenden Sie Full API JSON für vollständige Signaturen.

Interaction Graphs & Combat Actions

The interaction module, block actions, combat wiring, selectors, and chained interaction behavior.

132 Klassen
InteractionModuleCombat actionsSelectors

Zeigt 6 indizierte Klassen für diese Domäne (insgesamt erkannt: 132).

BlockHarvestUtils

com.hypixel.hytale.server.core.modules.interaction.BlockHarvestUtils

14 extrahierte Methoden

BlockHarvestUtils()

+13 Weitere Methoden sind im generierten Index verfügbar.

BlockInteractionUtils

com.hypixel.hytale.server.core.modules.interaction.BlockInteractionUtils

3 extrahierte Methoden

BlockInteractionUtils()

+2 Weitere Methoden sind im generierten Index verfügbar.

BlockPlaceUtils

com.hypixel.hytale.server.core.modules.interaction.BlockPlaceUtils

3 extrahierte Methoden

BlockPlaceUtils()

+2 Weitere Methoden sind im generierten Index verfügbar.

BlockCounter

com.hypixel.hytale.server.core.modules.interaction.blocktrack.BlockCounter

7 extrahierte Methoden

getResourceType(): ResourceType

+6 Weitere Methoden sind im generierten Index verfügbar.

TrackedPlacement

com.hypixel.hytale.server.core.modules.interaction.blocktrack.TrackedPlacement

4 extrahierte Methoden

getComponentType(): ComponentType

+3 Weitere Methoden sind im generierten Index verfügbar.

InteractionClearCommand

com.hypixel.hytale.server.core.modules.interaction.commands.InteractionClearCommand

2 extrahierte Methoden

InteractionClearCommand()

+1 Weitere Methoden sind im generierten Index verfügbar.

Zeigt eine schnelle Vorschau der größten Domains an, damit der Seitenaufbau reaktionsschnell bleibt. Verwenden Sie Full API JSON für vollständige Signaturen.

UI Pages, Entity UI & Localization

Custom UI pages, entity UI systems, and localization tooling that actually appear in the jar.

26 Klassen
CustomUIPageEntity UILocalization

Zeigt 6 indizierte Klassen für diese Domäne (insgesamt erkannt: 26).

EnableTmpTagsCommand

com.hypixel.hytale.server.core.modules.i18n.commands.EnableTmpTagsCommand

2 extrahierte Methoden

EnableTmpTagsCommand()

+1 Weitere Methoden sind im generierten Index verfügbar.

GenerateI18nCommand

com.hypixel.hytale.server.core.modules.i18n.commands.GenerateI18nCommand

2 extrahierte Methoden

GenerateI18nCommand()

+1 Weitere Methoden sind im generierten Index verfügbar.

InternationalizationCommands

com.hypixel.hytale.server.core.modules.i18n.commands.InternationalizationCommands

1 extrahierte Methoden

InternationalizationCommands()

GenerateDefaultLanguageEvent

com.hypixel.hytale.server.core.modules.i18n.event.GenerateDefaultLanguageEvent

2 extrahierte Methoden

GenerateDefaultLanguageEvent(ConcurrentHashMap)

+1 Weitere Methoden sind im generierten Index verfügbar.

MessagesUpdated

com.hypixel.hytale.server.core.modules.i18n.event.MessagesUpdated

4 extrahierte Methoden

MessagesUpdated(Map, Map)

+3 Weitere Methoden sind im generierten Index verfügbar.

TranslationMap

com.hypixel.hytale.server.core.modules.i18n.generator.TranslationMap

10 extrahierte Methoden

TranslationMap()

+9 Weitere Methoden sind im generierten Index verfügbar.

Zeigt eine schnelle Vorschau der größten Domains an, damit der Seitenaufbau reaktionsschnell bleibt. Verwenden Sie Full API JSON für vollständige Signaturen.

Commands, Permissions & Tasks

AbstractCommand, CommandContext, permission groups, and TaskRegistry orchestration.

246 Klassen
AbstractCommandBerechtigungenTaskRegistry

Zeigt 6 indizierte Klassen für diese Domäne (insgesamt erkannt: 246).

AssetsCommand

com.hypixel.hytale.server.core.command.commands.debug.AssetsCommand

1 extrahierte Methoden

AssetsCommand()

AssetsDuplicatesCommand

com.hypixel.hytale.server.core.command.commands.debug.AssetsDuplicatesCommand

2 extrahierte Methoden

AssetsDuplicatesCommand()

+1 Weitere Methoden sind im generierten Index verfügbar.

AssetTagsCommand

com.hypixel.hytale.server.core.command.commands.debug.AssetTagsCommand

2 extrahierte Methoden

AssetTagsCommand()

+1 Weitere Methoden sind im generierten Index verfügbar.

HitboxCollisionAddCommand

com.hypixel.hytale.server.core.command.commands.debug.component.hitboxcollision.HitboxCollisionAddCommand

1 extrahierte Methoden

HitboxCollisionAddCommand()

HitboxCollisionCommand

com.hypixel.hytale.server.core.command.commands.debug.component.hitboxcollision.HitboxCollisionCommand

1 extrahierte Methoden

HitboxCollisionCommand()

HitboxCollisionRemoveCommand

com.hypixel.hytale.server.core.command.commands.debug.component.hitboxcollision.HitboxCollisionRemoveCommand

1 extrahierte Methoden

HitboxCollisionRemoveCommand()

Zeigt eine schnelle Vorschau der größten Domains an, damit der Seitenaufbau reaktionsschnell bleibt. Verwenden Sie Full API JSON für vollständige Signaturen.

Assets, Config, Prefabs & Codecs

Asset store data, config codecs, prefabs, and jar-exposed configuration primitives.

642 Klassen
AssetsKonfigCodecs

Zeigt 6 indizierte Klassen für diese Domäne (insgesamt erkannt: 642).

AssetConstants

com.hypixel.hytale.assetstore.AssetConstants

1 extrahierte Methoden

AssetConstants()

AssetExtraInfo

com.hypixel.hytale.assetstore.AssetExtraInfo

9 extrahierte Methoden

AssetExtraInfo(AssetExtraInfo$Data)

+8 Weitere Methoden sind im generierten Index verfügbar.

AssetHolder

com.hypixel.hytale.assetstore.AssetHolder

0 extrahierte Methoden

Keine extrahierten öffentlichen/geschützten Methoden.

AssetKeyValidator

com.hypixel.hytale.assetstore.AssetKeyValidator

4 extrahierte Methoden

AssetKeyValidator(Supplier)

+3 Weitere Methoden sind im generierten Index verfügbar.

AssetLoadResult

com.hypixel.hytale.assetstore.AssetLoadResult

6 extrahierte Methoden

AssetLoadResult(Map, Map, Set, Set, Map)

+5 Weitere Methoden sind im generierten Index verfügbar.

AssetMap

com.hypixel.hytale.assetstore.AssetMap

18 extrahierte Methoden

AssetMap()

+17 Weitere Methoden sind im generierten Index verfügbar.

Zeigt eine schnelle Vorschau der größten Domains an, damit der Seitenaufbau reaktionsschnell bleibt. Verwenden Sie Full API JSON für vollständige Signaturen.

Protocol, IO & Service Clients

Protocol packets, IO handlers, auth/service clients, and validation-heavy network structures.

963 Klassen
Protocol packetsIOService clients

Zeigt 6 indizierte Klassen für diese Domäne (insgesamt erkannt: 963).

AbilityEffects

com.hypixel.hytale.protocol.AbilityEffects

18 extrahierte Methoden

AbilityEffects()

+17 Weitere Methoden sind im generierten Index verfügbar.

AccumulationMode

com.hypixel.hytale.protocol.AccumulationMode

4 extrahierte Methoden

values(): AccumulationMode[]

+3 Weitere Methoden sind im generierten Index verfügbar.

ActiveAnimationsUpdate

com.hypixel.hytale.protocol.ActiveAnimationsUpdate

17 extrahierte Methoden

ActiveAnimationsUpdate()

+16 Weitere Methoden sind im generierten Index verfügbar.

AmbienceFX

com.hypixel.hytale.protocol.AmbienceFX

18 extrahierte Methoden

AmbienceFX()

+17 Weitere Methoden sind im generierten Index verfügbar.

AmbienceFXAltitude

com.hypixel.hytale.protocol.AmbienceFXAltitude

4 extrahierte Methoden

values(): AmbienceFXAltitude[]

+3 Weitere Methoden sind im generierten Index verfügbar.

AmbienceFXAmbientBed

com.hypixel.hytale.protocol.AmbienceFXAmbientBed

18 extrahierte Methoden

AmbienceFXAmbientBed()

+17 Weitere Methoden sind im generierten Index verfügbar.

Zeigt eine schnelle Vorschau der größten Domains an, damit der Seitenaufbau reaktionsschnell bleibt. Verwenden Sie Full API JSON für vollständige Signaturen.

Starter-Vorlagen (Plugin + Mod)

Starter repository references for core systems, UI, events, entities, networking, inventory, messages, permissions, commands, config, economy, persistence, advanced utilities, and smoke tests.

Treat these repositories as scaffolding references. Regenerate the runtime index against the latest jar before relying on any older starter code unchanged.

Plugin

Kern Vorlage

hytale-plugin-template-core

Plugin

Veranstaltungen Vorlage

hytale-plugin-template-events

Plugin

Entitäten Vorlage

hytale-plugin-template-entities

Plugin

Netzwerk Vorlage

hytale-plugin-template-network

Plugin

Inventar Vorlage

hytale-plugin-template-inventory

Plugin

Nachrichten Vorlage

hytale-plugin-template-messages

Plugin

Berechtigungen Vorlage

hytale-plugin-template-permissions

Mod

Veranstaltungen Vorlage

hytale-mod-template-events

Mod

Entitäten Vorlage

hytale-mod-template-entities

Mod

Netzwerk Vorlage

hytale-mod-template-network

Mod

Inventar Vorlage

hytale-mod-template-inventory

Mod

Nachrichten Vorlage

hytale-mod-template-messages

Mod

Berechtigungen Vorlage

hytale-mod-template-permissions

Plugin

Befehle Vorlage

hytale-plugin-template-commands

Plugin

Konfig Vorlage

hytale-plugin-template-config

Plugin

Wirtschaft Vorlage

hytale-plugin-template-economy

Plugin

Beharrlichkeit Vorlage

hytale-plugin-template-persistence

Plugin

Fortschrittlich Vorlage

hytale-plugin-template-advanced

  • Rolling command quota limiter with sender-scoped windows.
  • Cached licensing decision flow with deterministic reason codes.
  • Scheduled snapshot persistence and runtime restore path.
  • In-Memory-Audit-Log-Ring für Lifecycle-, Limiter- und Lizenzdiagnosen.

Plugin

Rauchtest Vorlage

hytale-plugin-template-smoke

Plugin

Sicherheit Vorlage

hytale-plugin-template-security

  • Per-source auth failure window and command-safe diagnostics output.

Mod

Befehle Vorlage

hytale-mod-template-commands

Mod

Wirtschaft Vorlage

hytale-mod-template-economy

Mod

Beharrlichkeit Vorlage

hytale-mod-template-persistence

Mod

Fortschrittlich Vorlage

hytale-mod-template-advanced

  • Profile economy transfer flow with audit trail entries.
  • Escalating lockouts for repeated security failures.
  • Signed network envelopes with timestamp skew validation.
  • Nonce-Replay-Schutz für die Validierung signierter Umschläge.

Mod

Rauchtest Vorlage

hytale-mod-template-smoke

Mod

Sicherheit Vorlage

hytale-mod-template-security

  • Lock/unlock behavior with bounded lock windows and source cleanup.

Top-Laufzeitpakete

Paket-Namespaces mit hoher Dichte aus dem extrahierten JAR-Index, nützlich für die schnelle Erkundung von Subsystemen.

PaketKlassenanzahl
com.hypixel.hytale.server.core1601
com.hypixel.hytale.server.npc797
com.hypixel.hytale.builtin.hytalegenerator573
com.hypixel.hytale.protocol.packets453
com.hypixel.hytale.builtin.adventure227
com.hypixel.hytale.server.worldgen215
com.hypixel.hytale.builtin.buildertools208
com.hypixel.hytale.builtin.triggervolumes90
com.hypixel.hytale.server.spawning82
com.hypixel.hytale.builtin.portals53
com.hypixel.hytale.procedurallib.logic42
com.hypixel.hytale.procedurallib.json38
com.hypixel.hytale.codec.validation36
com.hypixel.hytale.server.flock33
com.hypixel.hytale.builtin.worldgen33
com.hypixel.hytale.codec.codecs30
com.hypixel.hytale.builtin.asseteditor30
com.hypixel.hytale.builtin.instances29

Lizenzierungs-API-Integration (Plugins/Mods)

Premium-Ressourcen sollten Schlüssel beim Serverstart und in regelmäßigen Abständen zur Laufzeit validieren, indem sie Ersteller-Integrationstokens und signierte Antworten verwenden.

Interactive startup flow preview

Ready to start

Example Server

ExampleAsset startup license check

Startup promptSigned API checkClient-side only

> Press Start to preview the buyer activation flow.

This browser-side simulator mirrors the buyer startup prompt flow for premium plugins and mods, including success, rejection, and timeout behavior.
This preview runs entirely in the browser and does not contact the real API.
Preferred path: use managed injection from Creator Dashboard -> Assets. HytaleDepot injects runtime validation into uploaded JARs.
Injection writes `hd-integration.yml` with a build-scoped `plugin-secret`, `asset-id`, `build-hash`, `secret-version`, `validate-endpoint`, `deployment-secret-env`, `asset-name`, and `asset-type` (raw integration keys are never shipped in the JAR).
Manual integrations should prefer a creator-owned relay/backend that exchanges a long-lived integration key for a short-lived asset-scoped runtime token via `POST /api/licenses/runtime-token`.
Before prompting for first activation, runtime probes `GET /api/status`; if the licensing API is unreachable or in maintenance, startup fail-opens immediately without saving an unverified key.
Manual path: keep buyer key in `hd-licenses/<assetId>.key`, fetch a short-lived runtime token from your relay, then call `POST /api/licenses/validate` at startup and periodically after that.
Injected builds send `X-Plugin-Secret` and `signature = HMAC_SHA256(pluginSecret, licenseKey|assetId|serverIp|timestamp|nonce)`. Manual runtime-token builds send `X-License-Token` and do not ship the long-lived integration key to the server.
If runtime reports private/container IP, API normalizes binding using requester/public IP for license slot tracking.
When build attestation is enabled, requests must send a known `build_hash` for a published JAR of that asset. Unknown or stale builds are rejected.
When deployment second-factor is enabled, the runtime must also send the creator-configured deployment secret from server-side config or environment; never bake it into the JAR.
Temporary API fail-open only affects the current startup; once the API is back, the next restart requires normal license entry/validation again if no verified key is stored.
Manual unbind is allowed only for inactive/stopped servers; active heartbeat usage is rejected with a clear error.
License key rotation follows the same rule: only rotate when the old key is no longer active on any server, then distribute the new key and remove the old one from the server files.
On `ip_slots_exhausted`, warn and exit (recommended 5-second delay) so operators can free a slot or remove stale keys.
EndpunktZweck
GET /api/statusAvailability + maintenance probe used before first activation prompt.
POST /api/licenses/runtime-tokenCreator relay endpoint: exchange a long-lived integration key/token for a short-lived asset-scoped runtime token.
POST /api/licenses/validatePrimary runtime check. Validates status/expiry and auto-binds active server/IP slot usage.
POST /api/licenses/bindOptional explicit bind when you want to reserve/confirm slot before full startup.
GET /api/licenses/key/{key}Read license state, expiry, and currently bound slots.
POST /api/licenses/demo/{assetId}Stellen Sie eine temporäre Demolizenz für konfigurierte Demo-Builds aus.
POST /api/licenses/customStellen Sie benutzerdefinierte, vom Ersteller verwaltete Lizenzen mit Ablauf-/IP-Regeln aus.

Managed Injection Config Example

# HytaleDepot Integration Config - auto-injected at upload
plugin-secret: "build_scoped_hmac"
asset-id: "asset_uuid"
build-hash: "published_build_sha256"
secret-version: "4"
validate-endpoint: "https://hytaledepot.net/api/licenses/validate"
deployment-secret-env: "HD_DEPLOYMENT_SECRET"
asset-name: "Example Plugin"
asset-type: "plugin"

Managed Injection Runtime

Injected runtime behavior
1. Adds net.hytaledepot.runtime.HdLicenseBootstrap.class
2. Adds net.hytaledepot.runtime.HdLicenseCommand.class
3. Rewrites manifest.json Main -> net.hytaledepot.runtime.HdBootstrapWrapper
4. Wrapper calls HdLicenseBootstrap.validate(this) before the original setup path
5. First-run license entry uses /hdlicense <assetId> <licenseKey> or hd-licenses/<assetId>.pending
6. Verified buyer keys are cached in hd-licenses/<assetId>.key
7. If /api/status is in maintenance or unreachable, startup fail-opens for that boot only

Injected Validate Request Example

POST /api/licenses/validate
X-Plugin-Secret: <build_scoped_derived_secret>
Content-Type: application/json

{
  "asset_id": "asset_uuid",
  "license_key": "HD-XXXX-XXXX",
  "server_ip": "x.x.x.x",
  "build_hash": "published_build_sha256",
  "secret_version": "4",
  "deployment_secret": "server_only_secret",
  "timestamp": "1739553549000",
  "nonce": "abc12345",
  "signature": "HMAC_SHA256(pluginSecret, licenseKey|assetId|serverIp|timestamp|nonce)"
}

Beispiel für die Durchsetzung von Startups

import java.net.URI;
import java.net.http.HttpClient;
import java.net.http.HttpRequest;
import java.net.http.HttpResponse;
import java.nio.charset.StandardCharsets;
import java.util.UUID;

String API_VALIDATE = "https://hytaledepot.net/api/licenses/validate";
String API_STATUS = "https://hytaledepot.net/api/status";
String API_RUNTIME_TOKEN = "https://hytaledepot.net/api/licenses/runtime-token";
String ASSET_ID = "asset_uuid";
String LICENSE_KEY = readBuyerLicenseKey();
String BUILD_HASH = "build_sha256_here";
String DEPLOYMENT_SECRET = System.getenv("HD_DEPLOYMENT_SECRET");
String RUNTIME_TOKEN = requestRuntimeTokenFromCreatorRelay(API_RUNTIME_TOKEN, ASSET_ID, BUILD_HASH);
String SERVER_IP = detectServerIp();

if (isApiTemporarilyUnavailable(API_STATUS)) {
  System.err.println("[HD License] Licensing API is in maintenance or unreachable.");
  System.err.println("[HD License] Loading this startup without license activation; next restart will require validation again.");
  return;
}

String timestamp = String.valueOf(System.currentTimeMillis());
String nonce = UUID.randomUUID().toString();

String payload = "{"
    + "\"asset_id\":\"" + ASSET_ID + "\","
    + "\"license_key\":\"" + LICENSE_KEY + "\","
    + "\"server_ip\":\"" + SERVER_IP + "\","
    + "\"build_hash\":\"" + BUILD_HASH + "\","
    + "\"deployment_secret\":\"" + DEPLOYMENT_SECRET + "\","
    + "\"timestamp\":\"" + timestamp + "\","
    + "\"nonce\":\"" + nonce + "\""
    + "}";

HttpRequest request = HttpRequest.newBuilder(URI.create(API_VALIDATE))
    .header("Content-Type", "application/json")
    .header("X-License-Token", RUNTIME_TOKEN)
    .POST(HttpRequest.BodyPublishers.ofString(payload, StandardCharsets.UTF_8))
    .build();

HttpResponse<String> response = HttpClient.newHttpClient().send(request, HttpResponse.BodyHandlers.ofString());
boolean allowed = response.statusCode() == 200
    && (response.body().contains("\"allowed\":true") || response.body().contains("\"allowed\": true"));

if (!allowed) {
  String reason = extractJsonField(response.body(), "reason_code");
  System.err.println("[HD License] Validation denied: " + reason);
  Thread.sleep(5000);
  System.exit(1);
}

static boolean isApiTemporarilyUnavailable(String statusUrl) {
  try {
    HttpResponse<String> status = HttpClient.newHttpClient().send(
      HttpRequest.newBuilder(URI.create(statusUrl)).GET().build(),
      HttpResponse.BodyHandlers.ofString()
    );
    return status.statusCode() >= 500
        || status.body().contains("\"enabled\":true")
        || status.body().contains("\"enabled\": true");
  } catch (Exception ignored) {
    return true;
  }
}

Beispiel für eine Validierungsanforderung

{
  "asset_id": "asset_uuid",
  "license_key": "HD-XXXX-XXXX",
  "server_ip": "x.x.x.x",
  "build_hash": "build_sha256_here",
  "deployment_secret": "server_only_secret",
  "timestamp": "1739553549000",
  "nonce": "abc12345"
}

Beispiel für eine Validierungsantwort

{
  "status": "invalid",
  "allowed": false,
  "reason_code": "ip_slots_exhausted",
  "expires_at": "2027-01-01T00:00:00.000Z",
  "offline_grace_seconds": 3600,
  "max_ip_slots": 2,
  "bindings": [{ "ip": "x.x.x.x", "lastSeenAt": "2026-04-02T10:21:00.000Z" }],
  "issued_at": "2026-02-15T09:12:21.000Z",
  "nonce": "r7FmK1ab",
  "signature": "hex_hmac_signature"
}

Strenge

„hard“ = Start stoppen, „soft“ = nur Plugin deaktivieren, „warn“ = protokollieren und fortfahren.

Offline-Gnade

Temporäres Offline-Fenster (Sekunden), das nach der letzten erfolgreichen Validierung zulässig ist.

IP-Slots

Maximale gleichzeitige Server-/IP-Bindungen, bevor „ip_slots_exhausted“ zurückgegeben wird.

Maintenance fallback

If `/api/status` reports maintenance or the API cannot be reached, startup may fail-open for that boot only and must not persist an unverified new key.

Rotation

Only rotate a license key after the old key is inactive. Replace the server file with the new key before the next restart.

Referenzen

Nutzen Sie offizielle Hytale-Referenzen für Richtlinien-/Laufzeitanleitungen und Community-Repositories für Implementierungsmuster.