.... I didn't forget to commit for a while... You can't tell

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2026-06-15 21:41:13 -07:00
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commit 690d818fe9
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@@ -49,6 +49,55 @@ Runtime state includes:
`DefaultMinigameService` handles definition-level actions and delegates live actions to the runtime service.
## Lifecycle Contract
The built-in lifecycle is intentionally minimal — most progression is **volume-driven**
so map designers control exactly when things happen:
```text
WAITING_FOR_PLAYERS set automatically on start; countdown runs (CountdownSeconds)
|
v
STARTING set automatically when the countdown finishes
|
v
ACTIVE set by a volume: SetMinigamePhase(ACTIVE) <-- REQUIRED
|
v (rounds: a SetRound effect starts round 1 and the $round timer)
OVERTIME / SUDDEN_DEATH automatic after the final round, when enabled (timed)
|
v
ENDING -> RESETTING via EndMinigame effect, /minigame stop, or round completion
```
Hard rules:
- **A game refuses to start when no trigger volume carries a `SetMinigamePhase(ACTIVE)`
effect for its minigame/map/variant ids.** Queued players are told why. This catches
maps whose lifecycle wiring is incomplete instead of leaving the game stuck in `STARTING`.
- The round system only runs after a `SetRound` effect fires (typically from the
`SignalPhaseStart=ACTIVE` volume). `TotalRounds`/`RoundLengthSeconds` alone do nothing.
- `SetMinigamePhase(ENDING)` and `(RESETTING)` route through the full end/reset lifecycle
(cleanup, rewards, inventory restore) — they are equivalent to `EndMinigame`/`ResetMinigame`.
- With `MapSelectionMode: VOTE` and more than one voteable map, reaching `MinPlayers`
opens a 30-second vote window. The game starts when every queued player has voted or
the window expires.
## Threading Model
Each Hytale world ticks on its own thread. The rules this module follows:
- Every `MinigameRuntime` records a **home world** at start (adopted on first pregame
tick if unknown). All mutation of runtime state happens on that world's thread.
- Ticking systems (pregame, HUD, queue UI, menu) run per world and only touch runtimes
homed in their world.
- The signal-service scheduler thread never mutates state directly — it hops onto the
home world via `world.execute(...)`.
- Queue sessions are shared across worlds and synchronized internally.
- Adapter calls that need a result (`saveInventory`) only run on the player's own world
thread; cross-world void calls (give item, teleport, restore) are forwarded with
`world.execute` and never block the calling thread.
## Events
`MinigameEvent` implements Hytale's `IEvent<String>`.
@@ -94,10 +143,9 @@ Current effect type IDs:
- `ResetMinigame`
- `SetMinigamePhase`
- `ResetScores`
- `ModifyPlayerScore`
- `ModifyTeamScore`
- `ModifyScore`
- `ModifyCounter`
- `ModifyPlayerLives`
- `ModifyLives`
- `SetPlayerStatus`
- `JoinMinigameQueue`
- `LeaveMinigameQueue`