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# Iris world engine and pregeneration events
Two Bukkit events tell you what Iris is doing over time. `IrisWorldEngineEvent` marks the points at
which an Iris world's engine becomes usable, is rebuilt under you, or is about to stop being usable.
`IrisPregenerationEvent` reports the progress of a pregeneration job. Both are pure observation:
neither is cancellable, and nothing you do in a handler changes what Iris does next.
Use `IrisWorldEngineEvent` instead of `WorldLoadEvent` if you care about the *generator* rather than
the world. A world exists before its Iris engine is ready to answer questions, and it still exists
after the engine has been told to close.
---
## Depending on Iris
See [README.md](README.md#depending-on-iris) for the build and plugin-descriptor setup. Events need
no service lookup — register a `Listener` in your `onEnable` as usual and Bukkit unregisters you
when your plugin disables.
Both events have their own `HandlerList`. There is no shared base class and no common interface;
`IrisWorldEngineEvent` and `IrisPregenerationEvent` extend `org.bukkit.event.Event` directly.
Neither implements `Cancellable`. `ignoreCancelled = true` on a handler for either is meaningless
and will not do what you expect.
---
## The world engine lifecycle
```java
public enum IrisWorldPhase {
ENGINE_READY,
ENGINE_HOTLOADED,
ENGINE_CLOSING
}
```
```
ENGINE_READY the engine for this world is registered and answering.
| Terrain queries work from here on.
|
+--> ENGINE_HOTLOADED the pack was edited and the engine rebuilt in place.
| Same world, same engine object, different pack contents.
| Can fire any number of times, or never.
|
v
ENGINE_CLOSING the engine is about to be torn down. Last call.
```
Guarantees Iris makes:
- `ENGINE_READY` fires **at most once per world** for a given registration. It is keyed on the
world's UUID, so a world that unloads and loads again gets a fresh `ENGINE_READY`.
- `ENGINE_CLOSING` is **never delivered without a preceding `ENGINE_READY`** for that world. If Iris
never announced a world ready, it never announces it closing.
- `ENGINE_CLOSING` is dispatched **before** Iris starts closing the generator, not after. When your
handler runs, the engine has not been shut down yet.
- If Iris replaces a world's engine — the generator was swapped out and a new one registered — you
get `ENGINE_CLOSING` for the old one, and a later `ENGINE_READY` when the replacement finishes
registering. You never get two consecutive `ENGINE_READY` without a `CLOSING` between them.
- On Iris shutdown, **every** world that was announced ready is announced closing, before Iris drains
its worker pool and before any generator is closed.
- `ENGINE_HOTLOADED` is not deduplicated and does not participate in the ready/closing pairing. It
is a notification that the pack data behind a live engine was reloaded and the engine rebuilt
around it. The world, the world object and the seed are unchanged; the pack contents may not be.
Treat any pack-derived value you cached at `ENGINE_READY` as stale when it arrives.
### The one thing `ENGINE_CLOSING` does not promise
`ENGINE_CLOSING` is fired before the *generator* closes, but during a full plugin shutdown the
terrain service may already have been withdrawn by the time your handler runs — Iris tears down its
services in an unspecified order. So:
> Do not treat `ENGINE_CLOSING` as a window in which to run terrain queries. Capture whatever you
> need at `ENGINE_READY` and use `ENGINE_CLOSING` only to drop it.
A terrain query in a closing handler does not throw. It returns absent, which is worse, because it
looks like data.
---
## The event
```java
public class IrisWorldEngineEvent extends Event {
public IrisWorldEngineEvent(World world, IrisWorldPhase phase, IrisWorldInfo info);
public static HandlerList getHandlerList();
public World getWorld();
public IrisWorldPhase getPhase();
public Optional<IrisWorldInfo> getInfo();
@Override
public HandlerList getHandlers();
}
```
`getWorld()` and `getPhase()` are never `null` — the constructor rejects both.
`getInfo()` is `Optional` and can be empty. It is empty when Iris could not describe the engine at
dispatch time: the generator was already closing, the engine was already closed, or building the
description threw (which is logged with a stack trace, and does not suppress the event). Handle the
empty case; do not call `get()` unconditionally.
`IrisWorldInfo` is documented in [terrain.md](terrain.md#what-irisworldinfo-tells-you). The short
version is that it carries the dimension load key, the world's namespaced identity, the seed, the
world height bounds, the pack's sea level, and whether this is a transient studio world.
### Threading
**Handlers always run on the main thread. On Folia, that is the global region thread.**
Iris raises these phases from several places — the world load and unload handlers, its own enable
and disable, and a pack hotload that can originate from a file watcher thread. The dispatch
normalises all of them:
- Raised from the primary thread: the event is called **inline**, before the raising code continues.
A `WorldLoadEvent` handler of yours that registers state, and an `ENGINE_READY` handler that reads
it, will see a consistent picture.
- Raised from any other thread: the event is handed to the server scheduler and delivered on the
main or global region thread on a later tick.
So your handler is always on a thread where touching Bukkit is legal, and never on the file-watcher
or worker thread that caused the phase.
What is forbidden: blocking. These phases run on the thread the server ticks on. No I/O, no
`CompletableFuture#join`, no waiting on another scheduler. If you need to persist something, hand it
to your own executor.
---
## Worked example: caching pack metadata per world
A plugin that shows the dimension a player is in wants that string without asking Iris for it on
every render. It captures it once when the engine is ready and drops it when the engine closes.
```java
package com.example.hud;
import art.arcane.iris.api.terrain.IrisWorldInfo;
import art.arcane.iris.api.world.IrisWorldEngineEvent;
import art.arcane.iris.api.world.IrisWorldPhase;
import org.bukkit.World;
import org.bukkit.event.EventHandler;
import org.bukkit.event.EventPriority;
import org.bukkit.event.Listener;
import java.util.Map;
import java.util.Optional;
import java.util.UUID;
import java.util.concurrent.ConcurrentHashMap;
public final class IrisWorldRegistry implements Listener {
private final Map<UUID, String> dimensionKeys = new ConcurrentHashMap<>();
public String dimensionKeyOf(World world) {
return dimensionKeys.get(world.getUID());
}
@EventHandler(priority = EventPriority.MONITOR)
public void onEngine(IrisWorldEngineEvent event) {
UUID worldId = event.getWorld().getUID();
switch (event.getPhase()) {
case ENGINE_READY, ENGINE_HOTLOADED -> {
Optional<IrisWorldInfo> info = event.getInfo();
if (info.isEmpty()) {
dimensionKeys.remove(worldId);
return;
}
dimensionKeys.put(worldId, info.get().dimensionKey());
}
case ENGINE_CLOSING -> dimensionKeys.remove(worldId);
default -> {
}
}
}
}
```
`ENGINE_HOTLOADED` is handled alongside `ENGINE_READY` because a hotload can change the pack's
dimension key. The `default` arm is there because the enum can grow; see
[README.md](README.md#switching-over-the-enums).
The map is a `ConcurrentHashMap` even though the handler is single-threaded, because
`dimensionKeyOf` is read from wherever your HUD renders.
---
## Pregeneration
```java
public enum IrisPregenPhase {
STARTED,
TICK,
PAUSED,
RESUMED,
SAVING,
COMPLETED,
CANCELLED
}
```
```java
public class IrisPregenerationEvent extends Event {
public IrisPregenerationEvent(IrisPregenPhase phase, IrisPregenProgress progress);
public static HandlerList getHandlerList();
public IrisPregenPhase getPhase();
public IrisPregenProgress getProgress();
@Override
public HandlerList getHandlers();
}
```
Both accessors are never `null`; the constructor rejects both.
### The order phases arrive in
```
STARTED -> TICK -> TICK -> ... -> COMPLETED
|
+-- PAUSED -> TICK -> ... -> RESUMED -> TICK -> ...
|
+-- SAVING (once, near the end)
|
+-- CANCELLED (instead of COMPLETED, if the job was stopped early)
```
- **One job at a time, server-wide.** Iris runs a single pregeneration job per server. There is no
job identifier on the event because there is nothing to disambiguate; `IrisPregenProgress` names
the world the running job is working on.
- `STARTED` is dispatched exactly once per job, immediately before that job's first `TICK`, in that
order.
- `TICK` fires **once per second** while the job runs. It fires while paused too.
- `PAUSED` and `RESUMED` fire on the transition only, each immediately followed by a `TICK`. A job
that is never paused never emits either.
- `SAVING` fires at most once per job.
- Exactly one of `COMPLETED` or `CANCELLED` is dispatched, and it is terminal. `COMPLETED` means the
job reached its chunk total; `CANCELLED` means it stopped before that, whether by operator action
or by shutdown. **No phase is ever dispatched for a job after its terminal phase.**
### Threading
**Handlers always run on the main thread. On Folia, that is the global region thread.**
The pregenerator ticks on its own worker thread, so every pregeneration phase is scheduled rather
than called inline. It arrives on a later tick than the moment the numbers were sampled. For a
progress bar this is invisible; for anything that correlates pregeneration against another timeline,
assume up to one tick of skew.
Do not block. The job does not wait for your handler — the dispatch is fire-and-forget and a
throwing handler is logged and skipped — but you are on the server's tick thread and everything else
does wait for you.
### What `IrisPregenProgress` tells you
```java
public record IrisPregenProgress(
String worldName,
String worldIdentity,
double percent,
long generatedChunks,
long totalChunks,
long remainingChunks,
long failedChunks,
double chunksPerSecond,
long etaMillis,
long elapsedMillis,
String method,
boolean paused) {
}
```
| Component | What it is |
|---|---|
| `worldName` | Never null; falls back to `worldIdentity` |
| `worldIdentity` | The world's namespaced key rendered as a string |
| `percent` | `0.0` to `100.0` |
| `generatedChunks` | Chunks the job has finished |
| `totalChunks` | Chunks in the job |
| `remainingChunks` | Chunks still to do |
| `failedChunks` | Chunks the job could not generate |
| `chunksPerSecond` | Current rate |
| `etaMillis` | Estimated milliseconds remaining |
| `elapsedMillis` | Milliseconds since the job started |
| `method` | Never null; `""` when unknown |
| `paused` | `true` while the job is paused |
The record's constructor sanitises everything before you see it, so you never have to defend against
the generator's arithmetic:
- `percent` is clamped to `0.0 .. 100.0`. `NaN` and infinity become `0.0`.
- `chunksPerSecond` is clamped to at least `0.0`. `NaN` and infinity become `0.0`.
- `generatedChunks`, `totalChunks`, `remainingChunks`, `failedChunks`, `etaMillis` and
`elapsedMillis` are clamped to at least `0`.
- `worldName` falls back to `worldIdentity` when the world has no name.
- `method` becomes `""` rather than `null`.
The only rejection is a `null` `worldIdentity`, which throws `NullPointerException` at construction —
so an instance delivered to you always identifies a world.
`etaMillis` is an estimate derived from the running rate and is `0` before enough chunks have
completed to compute one. `failedChunks` counts chunks the job could not generate; a non-zero value
on `COMPLETED` means the job finished with holes.
---
## Worked example: mirroring pregeneration into a boss bar
```java
package com.example.pregenbar;
import art.arcane.iris.api.pregen.IrisPregenProgress;
import art.arcane.iris.api.pregen.IrisPregenerationEvent;
import org.bukkit.Bukkit;
import org.bukkit.boss.BarColor;
import org.bukkit.boss.BarStyle;
import org.bukkit.boss.BossBar;
import org.bukkit.entity.Player;
import org.bukkit.event.EventHandler;
import org.bukkit.event.EventPriority;
import org.bukkit.event.Listener;
public final class PregenBar implements Listener {
private BossBar bar;
@EventHandler(priority = EventPriority.MONITOR)
public void onPregen(IrisPregenerationEvent event) {
IrisPregenProgress progress = event.getProgress();
switch (event.getPhase()) {
case STARTED -> open(progress);
case TICK, PAUSED, RESUMED, SAVING -> update(progress);
case COMPLETED, CANCELLED -> close();
default -> {
}
}
}
private void open(IrisPregenProgress progress) {
close();
bar = Bukkit.createBossBar(
"Pregenerating " + progress.worldName(), BarColor.BLUE, BarStyle.SEGMENTED_10);
for (Player player : Bukkit.getOnlinePlayers()) {
bar.addPlayer(player);
}
update(progress);
}
private void update(IrisPregenProgress progress) {
if (bar == null) {
return;
}
bar.setProgress(progress.percent() / 100.0D);
bar.setColor(progress.paused() ? BarColor.YELLOW : BarColor.BLUE);
bar.setTitle(progress.worldName()
+ " " + progress.generatedChunks() + "/" + progress.totalChunks()
+ " at " + Math.round(progress.chunksPerSecond()) + "/s");
}
private void close() {
if (bar == null) {
return;
}
bar.removeAll();
bar = null;
}
}
```
`bar` needs no synchronisation: every phase is delivered on the same thread.
`percent()` is already clamped, so dividing by 100 always yields a legal boss-bar progress value.
---
## The minimum: knowing a world is usable
If all you want is "run this once, when Iris can answer for this world":
```java
@EventHandler
public void onEngine(IrisWorldEngineEvent event) {
if (event.getPhase() == IrisWorldPhase.ENGINE_READY) {
prepare(event.getWorld());
}
}
```
No `switch`, no `Optional`, no service lookup. Do not add `ignoreCancelled = true`; the event is not
cancellable.
---
## Failure policy
| Situation | What Iris does |
|---|---|
| Your handler throws | Logged with the stack trace. The remaining handlers still run, and Iris's own lifecycle continues unaffected |
| Iris cannot describe a world for a phase | The failure is logged and the event is **still delivered**, with `getInfo()` empty |
| The event dispatch itself throws | Logged, naming the phase and world. The engine registration or teardown that raised it proceeds |
| The pregeneration sink is not registered | No `IrisPregenerationEvent` is fired at all. This is the state before Iris finishes enabling and after it starts disabling |
| A pregeneration handler throws | Logged, naming the phase. The job is not slowed, paused or stopped |
| Iris shuts down mid-pregeneration | The job's terminal phase is `CANCELLED` |
| Iris shuts down with worlds registered | Every announced world receives `ENGINE_CLOSING` before the worker pool drains |
Iris does not quarantine a listener. A handler that throws on every event will be logged on every
event, forever. There is no fault limit and no automatic unregistration.
Iris never suppresses a lifecycle phase because a third party misbehaved. A logged failure is always
accompanied by delivery, or by the lifecycle step proceeding without delivery — never by a silent
stall.
---
## Configuration
There are no configuration keys for either event. They are always on when Iris is enabled, cannot be
disabled, and have no per-world gate.
---
## Enum reference
### `IrisWorldPhase`
| Constant | Meaning | Fires |
|---|---|---|
| `ENGINE_READY` | The engine is registered and answering queries | Once per world registration |
| `ENGINE_HOTLOADED` | A live engine's pack data was reloaded in place | Any number of times, or never. It is dispatched straight from the hotload, not through the ready/closing bookkeeping, so it is not paired with either |
| `ENGINE_CLOSING` | The engine is about to be torn down | Once per world registration, always after a `READY` |
### `IrisPregenPhase`
| Constant | Meaning | Fires |
|---|---|---|
| `STARTED` | A job began | Once per job, immediately before its first `TICK` |
| `TICK` | Periodic progress sample | Once per second while the job exists, including while paused |
| `PAUSED` | The job was paused | On the transition only, followed by a `TICK` |
| `RESUMED` | The job was resumed | On the transition only, followed by a `TICK` |
| `SAVING` | The job is flushing to disk | At most once per job |
| `COMPLETED` | The job reached its chunk total | Terminal; mutually exclusive with `CANCELLED` |
| `CANCELLED` | The job stopped before its total | Terminal; mutually exclusive with `COMPLETED` |
Write a `default` arm when switching over either; see
[README.md](README.md#switching-over-the-enums).