Releases: Omena0/PyJavaBridge
4B
4B
Client-mod API consolidation release — high-level Python interface, cleaner extension exports, and client/runtime hardening and readability improvements.
Changes
ClientMod Session-First API
- Consolidated extension entrypoints around
client_modfrombridge.extensions.client_mod. - Standardized per-player calls through
ClientModSession(cm = client_mod.session(player)) and methods likecm.command(...),cm.register_script(...),cm.raycast(...),cm.stream_audio_file(...), andcm.stream_audio_generator(...). - Exposed singleton decorators/registries for event and payload wiring:
client_mod.on_client_data,client_mod.on_permission_change,client_mod.register_request_data(...),client_mod.unregister_request_data(...). - Normalized exports in
bridge.extensionsto favor object-based API usage (ClientMod,ClientModSession,client_mod) over flat helper-only usage.
BridgeInstance and Event Routing Correctness
- Added script-only event bookkeeping via
BridgeInstance.scriptOnlySubscriptionssoBridgeInstance.hasSubscription(...),BridgeInstance.getSubscriptionNames(), and dispatch matching include script-local handlers. - Added
BridgeInstance.resolveInvokeResult(...)to correctly resolve nestedCompletableFuturereturns with timeout/error propagation into Python responses. - Corrected broadcast path in
BridgeInstanceto returnserver.broadcastMessage(...)behavior instead of log-only side effects. - Hardened material handling in
BridgeInstance(sendBlockChange) with explicitMaterial.matchMaterial(...)null checks beforeBukkit.createBlockData(...).
Serializer/Facade Guard Rails
- Added
BridgeSerializerinventory validation indeserialize(...)(sizemust be9..54and a multiple of9). - Removed implicit world mutation from
BridgeSerializerBlockdeserialization (no hiddenblock.setType(...)side effects). - Tightened boolean coercion in
BridgeSerializer.coerceArg(...)to explicitly parse"true"/"false"string inputs. - Added operation volume/bounds enforcement in
RegionFacade.pasteOperations(...)and stronger invalid block-data failure behavior inRegionFacade.parseBlockData(...). - Enforced protocol-version validation in
ClientModFrameCodec.decodeFrame(...).
Python Runtime Concurrency and Lifecycle Safety
- Added
BridgeConnectionlocking around_pending_syncand batching (_pending_sync_lock,_batch_lock) to avoid races between reader/caller threads. - Made
BridgeConnection.flush()atomically snapshot/clear_batch_messagesand_batch_futuresbefore sendingcall_batch. - Added atomic abort reporting:
server.atomic()now yields an int-like counter (with server.atomic() as num_failed:/async with ...) andserver.flush()returns the aborted-call count for the flushed batch. - Hardened disconnect/shutdown behavior in
BridgeConnectionso pending sync waits are finalized safely and loop stop is scheduled via_loop.call_soon(...). - Added proxy handle refcount synchronization in
wrappers.py(_handle_refcounts_lock) and deterministic LRU-like UUID cache helpers (_cache_get_player_uuid,_cache_set_player_uuid).
Extension Correctness and Recovery Paths
- Prevented duplicate updater loops by task dedupe/cancel logic in
ability.py,combat.py,quest.py,leaderboard.py,scheduler.py, andstate_machine.py. - Added malformed persistence recovery for JSON-backed extensions (
bank.py,levels.py,player_data.py,guild.py). - Fixed transactional currency flow in
trade.pyby checkingbank.withdraw(...)return values and refunding on partial failure. - Tightened parsing/validation across build and content tooling (
dungeon.py,schematic.py,mesh_display.py,image_display.py,loot_table.py,tab_list.py). - Improved client audio stream cleanup/failure surfacing in
client_mod.py(ffmpegstdout checks, producer error propagation, guaranteed stop infinally).
Docs, CI, and Packaging Follow-Through
- Reworked docs keying in
docs/build.pyto avoid basename collisions in output names, source maps, and search URLs. - Pinned
.github/workflows/deploy-pages.ymltool dependencies for reproducible docs deployments. - Added missing extension files to
src/main/resources/python/bridge/MANIFEST(loot_table.py,placeholder.py,scheduler.py,schematic.py,state_machine.py,tab_list.py). - Updated stubs to reflect API/type reality in
bridge/__init__.pyiandbridge/extensions/__init__.pyi. - Moved search index and git metadata from page files into seperate files. For faster loads and better SEO.
- Added
--productionflag, which converts all links to absolute links (/PyJavaBridge/world.htmlinstead of/world.html) for better SEO.
4A
4A
Client integration foundation release — first-class client bridge support, experimental runtime datapack tooling, and broad reliability/configuration improvements.
Changes
Client Bridge Transport Foundation
- Added optional client-mod transport wiring centered on
ClientModChannelBridge,ClientModSessionManager, andClientModProtocol. - Enabled request/response messaging and event ingress from cooperating client mods through bridge call targets.
- Added session-time permission negotiation so scripts can branch on allowed/denied/unavailable capabilities.
Runtime Datapack Registration (Experimental)
- Added runtime registration APIs in
DatapackFacadefor advancements, predicates, model JSON, and registry-scoped entries. - Implemented best-effort application semantics for dynamic/testing workflows rather than strict static-pack replacement.
Reliability and Lifecycle Work
- Improved core runtime behavior in
PyJavaBridgePlugin,BridgeInstance, and event dispatch paths for startup/shutdown and timeout handling. - Improved failure tolerance around player/session state transitions and partial runtime disconnect scenarios.
Configuration and Operational Controls
- Expanded
config.ymlknobs for bridge payload sizing, timeout behavior, and Python runtime settings. - Updated docs/deploy defaults so production operators can tune bridge throughput and timeout behavior more predictably.
3D
3D
Performance overhaul — fire-and-forget calls, msgpack wire protocol, field cache invalidation, and reduced serialization payload.
Changes
Fire-and-Forget Calls
- Added
call_fire_forget()toBridgeConnection— sends calls withno_response: true, skipping Future creation and await - Added
_call_ff()toProxyBase— convenience wrapper for fire-and-forget bridge calls - Java
handleCall()checksno_responseflag and skips result serialization + response sending - Java
executeBatchCalls()supportsno_responseper-call in both atomic and non-atomic batch paths - Converted ~80+ void/setter methods on Entity and Player to fire-and-forget:
- Entity:
teleport,remove, velocity setter,fire_tickssetter,add_passenger/remove_passenger,custom_namesetter, gravity/glowing/invisible/invulnerable/silent/persistent/collidable setters,portal_cooldown/freeze_tickssetters,eject,leave_vehicle,set_rotation - Entity (Mob):
targetsetter,is_awaresetter,stop_pathfinding,remove_all_goals - Player:
damage,send_message,chat,kick,give_exp,add_effect/remove_effect,set_game_mode,set_scoreboard,set_op,play_sound,send_action_bar,send_title, tab list setters, health/food/level/exp setters, flying/sneaking/sprinting setters, walk/fly speed setters,send_resource_pack, absorption/saturation/exhaustion setters,allow_flightsetter,hide_player/show_player,open_book,send_block_change,send_particle,set_cooldown,set_statistic,max_healthsetter,bed_spawn_location/compass_targetsetters,set_persistent_data
- Entity:
Field Cache Invalidation
- Added
_invalidate_field()toProxyBase— removes cached field values so next access fetches fresh data from Java - Setters that modify cached values call
_invalidate_field()before sending the fire-and-forget call, preventing desync:teleport→ invalidateslocation,worldgive_exp→ invalidatesexp,levelset_game_mode→ invalidatesgameMode,game_modeset_health→ invalidateshealthset_food_level→ invalidatesfoodLevel,food_levellevelsetter → invalidateslevelexpsetter → invalidatesexpmax_healthsetter → invalidateshealth
Reduced Serialization Payload
- Removed
inventoryfrom Player auto-serialization inBridgeSerializer— inventory is now fetched on demand instead of included in every Player object
Msgpack Wire Protocol
- Python: 3-tier serialization import chain — msgpack → orjson → stdlib json
- Python: handshake message sent as JSON on connect to negotiate format with Java
- Java:
handleHandshake()switchesuseMsgpackflag on format negotiation - Java:
serializePayload()/deserializePayload()helper methods convert JsonObject ↔ msgpack at IPC boundaries - Java: full msgpack ↔ Gson
JsonElementtree conversion (unpackValue,packJsonElement) handling all types (nil, bool, int, float, string, binary, array, map) - Java:
bridgeLoop(),send(),sendAll(),sendWithTiming()all route through format-aware helpers - Build: added
com.gradleup.shadowplugin,org.msgpack:msgpack-core:0.9.8shaded and relocated tocom.pyjavabridge.libs.msgpack copyPluginJarandcopyReleaseJartasks updated to depend onshadowJar
Bug Fixes
- Fixed stray
return self._call_sync(method)in_invalidate_fieldthat would have crashed on every call
3C
3C
Plugging some old holes in the API. Full codebase cleanup. New extensions.
Changes
New Extensions
- LootTable: weighted loot pools with conditional entries, rolls, bonus rolls, and stacked item generation
- PlaceholderRegistry: register
%placeholder%expansions with per-player context and batchresolve_many() - TabList: full tab-list customization with header/footer templates, fake entries, groups with prefix/priority sorting
- Scheduler: cron-like real-world-time scheduling with
@every()/@after()decorators and cancellation - StateMachine: per-entity/player state machines with
on_enter/on_exit/on_tickcallbacks and event-driven transitions - Schematic: extracted from Dungeon into standalone module (SchematicCapture.java + schematic.py)
New APIs
@preservedecorator: hot-reload state persistence — caches return value to JSON and restores across/pjb reload- Custom events:
fire_event(event_name, data)— scripts can fire and listen to custom events across scripts - Villager trade API:
Villager.recipes(get/set),recipe_count,add_recipe(),clear_recipes() - Entity subtypes: ArmorStand, Villager, ItemFrame, FallingBlock, AreaEffectCloud proxy classes
- Entity properties:
velocity,fire_ticks,custom_name,gravity,glowing,invisible,invulnerable,silent,persistent,collidable,bounding_box,metadata - Entity AI goals:
goal_types,remove_goal(),remove_all_goals() - Player:
hidePlayer/showPlayer/canSee,openBook,sendBlockChange,sendParticle, cooldown management, statistics,getMaxHealth/setMaxHealth, bed spawn, compass target, PersistentDataContainer access - Block:
getDrops,getHardness,getBlastResistance, PersistentDataContainer for tile entities - Item: durability, enchantments, item flags,
isUnbreakable/setUnbreakable - World: game rules, world border,
getHighestBlockAt,generateTree,getNearbyEntities,batchSpawn, structure API (save/load/delete/list),createWorld/deleteWorld Entity.__bool__()viaisValid()
Refactoring & Code Quality
- Comprehensive docstrings added across all Python modules and extensions
- Whitespace normalization and consistent spacing across Python source
- Type annotations tightened: lazy imports, Optional callables, assertion guards
str.removeprefix()modernization replacingstartswith()+ sliceserver.playersde-awaited in guild, leaderboard, npc, region (was incorrectlyawaited)@preserveevent handlers fixed: lambdas replaced with proper async def functions- Gradle deprecation linting enabled:
-Xlint:deprecation - Gradle wrapper (8.5) added and committed
Optimizations — Java
- BridgeInstance: 24 pre-sized ArrayList/HashMap allocations (completions, handles, release ids, batch calls, responses, args, tab complete results, merchant recipe ingredients, sign lines, goal types, recipes, lore, item flags, structures, enchantments, spawn batches, tab list setter, process command)
- BridgeInstance:
getDrops→List.copyOf(),clearRecipes→List.of() - BridgeSerializer: stream→manual loop for list serialization, 6 pre-sized ArrayList/HashMap allocations, early
List.of()return for null modifiers - SchematicCapture: 11 pre-sized collections (HashMap, LinkedHashMap, ArrayList, HashSet), 3 stream→manual loop conversions (sum, sort)
- EventDispatcher: simplified
getCachedMethod(), pre-sized lists indispatchBlockMulti() - ScriptCommand, PermissionsFacade, RaycastFacade, RegionFacade, EntitySpawner: pre-sized result collections
Optimizations — Python
_ENUM_TYPE_MAPPINGmoved to module-level constant (was recreated on every enum deserialization)_JSON_SEPARATORS,_RESERVED_KWARGSfrozenset,_MINECRAFT_PREFIXEStuple: module-level constantsevent_batchhandler inlined: avoids temp dict creation and full re-dispatch per payload- XYZ key check: direct
"x" in dinstead offrozenset.issubset(d.keys()) import math/import loggingmoved to module-level__slots__added to 27 classes across helpers and extensions- NPC: squared distance comparison, cached NPC coords outside player loop
- Region: batch-fetch all player locations once per tick, inline bounds check
- Mana: cached instance attributes as locals in regen loop
- Bank: inlined
transfer()to avoid double_save() - Levels: eliminated double xp lookup in
add_xp,xp_to_next/progressavoid redundant bridge call - Ability: inlined
remaining_cooldownto avoid doubletime.time()+ double dict lookup - Leaderboard: tuple-based medal lookup
- Quest: cached locals in async task loops
- Guild: cached member set reference and pre-formatted message
- Cooldown: single
.get()lookup instead ofin+[] _toml_write_table(): single-pass scalar/sub-table separation- UUID cache eviction: indexed deletion instead of slice allocation
Bug Fixes
- Fixed
server.playersincorrectly awaited in guild, leaderboard, npc, region - Fixed
@preserveevent handler signature (lambda → async def) - Fixed
setLoreNPE when argument is not a list (added else branch withList.of())
Documentation & Tooling
- Docs updated for all new extensions (LootTable, Placeholder, TabList, Scheduler, StateMachine)
- Villager trade API documented
- Type stubs updated for all new APIs and extensions
- Gradle wrapper committed
3B - Optimization update
3B
Performance optimization pass — caching, data structures, and hot-path improvements across Java and Python.
Changes
Java — Reflection & Caching
- Cache
getMethods()per class inBridgeInstanceandRefFacade— avoids repeated reflection on every reflective invoke - Cache NMS reflection handles (
parseTag,getHandle,spawnNonLivingNmshelpers) inEntitySpawnerstatic fields - Cache LuckPerms API instance and
Node/InheritanceNodeclass objects inPermissionsFacade - Cache resolved event classes across 13 Bukkit packages in
EventSubscription— avoids repeatedClass.forName()for known events - Build static
Map<String, PacketType>lookup tables inPacketBridge— O(1) packet type resolution - Merge dual method+miss cache into single
ConcurrentHashMap<String, Optional<Method>>inEventDispatcherandBridgeSerializer - Cache
getLogicalTypeName()per concrete class inBridgeSerializer— avoids repeated instanceof chains on every serialize
Java — Serialization & I/O
- ThreadLocal
ByteArrayOutputStreamforsend()— avoids allocation per outgoing message - ThreadLocal identity-hash set for cyclic reference detection in
serialize()— reused across calls - New
sendAll()method batches multiple responses under a single lock + flush for batch/frame calls - ItemStack meta: call
displayName()/lore()once with null check instead ofhas*()+get*()pairs - Shallow top-level entry copy instead of
deepCopy()for per-block event payloads inEventDispatcher - Reduce per-pixel overhead in
spawnImagePixels— singleget()+ null check replaceshas()+get()pairs
Java — Data Structures & Dispatch
BridgeInstance.invoke(): else-if dispatch chain replaces sequential instanceof checks — first match winsObjectRegistry:StampedLockreplacessynchronizedblock — lock-free reads viaConcurrentHashMap, write lock only for register/releaseDebugManager:CopyOnWriteArraySetreplacessynchronizedSet— writes are rare (toggle), reads (broadcast) are frequentPlayerUuidResolver: staticHttpClientsingleton, LRU eviction viaLinkedHashMap, cachedusercache.jsonparse with timestampScriptCommand: pre-lowercase tab completions at registration — avoidstoLowerCase()on every keystrokeEventSubscription.lastDispatchNanomarkedvolatilefor safe cross-thread reads- Expanded thread-safe method sets for
Server,OfflinePlayer, andEntity— more calls skip main-thread dispatch - Static empty
JsonObjectsentinel for missingargsininvoke()
Python — Connection & Dispatch
- Lazy module-level imports in
connection.py—_ensure_lazy_imports()populates references once, avoids per-callimport/fromoverhead - Single-handler fast path in
_dispatch_event— when only 1 handler, directly call+await without list/gather overhead _build_call_message()extracted — shared betweencall()andcall_sync(), eliminates duplicated message construction- Release queue changed from
listtoset— O(1)discard()replaces O(n)list.remove() _maybe_flush_releases()avoids unnecessary flushes on every call — only flushes when queue ≥ 16_read_exact()optimistic fast path — singleos.read()often returns full message, skipsbytearrayaccumulationsend()writes header+data in onewrite()call instead of two
Python — Proxy & Types
- Lazy module-level dispatch table for
_proxy_from()— suffix/contains lookup tables built once, avoids per-call dict literal and import - Handle-first fast path in
ProxyBase.__eq__— same handle means same Java object, skip field comparison EnumValue.from_name()dict cache — returns cached instances for repeated enum lookups- Bounded
_player_uuid_cache(max 1000, evict oldest quarter) in bothwrappers.pyandutils.py - Consolidated
isinstancechecks indecorators.pycommand wrapper — merged two separate branches into one
Python — Helpers
State._instancesusesweakref.ref— allows garbage collection of unreferenced State objects- Shutdown handler updated to dereference weakrefs
3A - Extensions update
3A
Major expansion — extensions, tooling, networking overhaul.
Many internal changes, cleanup and optimization.
Changes
Networking
- Switched from TCP sockets to stdin/stdout pipes for faster IPC
- Java-side method resolution now supports snake_case → camelCase fallback
- Version compatibility improvements and removed slow regex
New APIs
- Entity AI: targeting, pathfinding, awareness, line of sight, look_at
- Entity tags: add_tag, remove_tag, tags, is_tagged (Python-side, UUID-keyed)
- Entity attributes: yaw, pitch, look_direction, equipment
- Player: selected_slot, freeze/unfreeze (tick-based position lock), vanish/unvanish
- Player extension shortcuts: balance, deposit, withdraw, mana, xp, player_level
- Block/tile entity API: signs, furnaces, containers
- Recipe API: shaped, shapeless, furnace recipes as a class
- Firework effects API with builder pattern
- Resource pack API on Player
- Enchantment discovery: Enchantment.all() and Enchantment.for_item()
- Packet API via ProtocolLib: on_packet_send, on_packet_receive, send_packet
- Inter-script messaging: script_send, on_script_message, get_scripts
- WorldTime class and @world.at_time() decorator for time-based events
- World: create_explosion, entities_near, blocks_near
- Location: + and - operators (with Location and Vector)
- Vector: +, -, * operators (scalar, component-wise, and reverse)
- 18 new enum types (DamageCause, Enchantment, ItemFlag, etc)
- Respawn location override (return Location from player_respawn)
- entity_target event return value handling: override target by returning Entity
@event.unregister() method to remove event handlers at runtime
New extensions
- Paginator: multi-page menu with nav buttons
- Quest / QuestTree: objectives, bossbar timers, branching quest lines
- Dialog: branching conversations with timeouts and NPC linking
- Bank: persistent balances with transaction events
- Shop: paginated GUI with bank integration
- TradeWindow: confirm/cancel with anti-dupe delay
- Ability / ManaStore / CombatSystem / LevelSystem
- Region / Party / Guild / CustomItem
- Leaderboard / VisualEffect / PlayerDataStore
- Dungeon: procedural room generation with WFC algorithm
Decorators & commands
@command: cmd_ prefix auto-stripping (def cmd_greet → /greet)@command: dynamic tab completions via @my_command.tab_complete@command: static tab_complete parameter with wildcard support- Persistent State class with auto-save on shutdown
Event system
- Extended event payload: action, hand, from, to, cause, velocity, reason, message, new_slot, previous_slot, amount, slot, etc
- Event.world and Event.location now auto-derive from entity/player when not directly available
- snake_case field access auto-resolves to Java getters (getNewSlot, isPreviousSlot, etc)
Error handling
- Java stack traces included in Python exceptions
- 18 typed error subclasses (EntityGoneException, MethodNotFoundException, etc)
Helpers
- Menu: race condition fix when opening a new menu from a click handler
- ActionBarDisplay: immediate refresh on creation (no longer waits for server_boot)
- BossBarDisplay: renamed link_cooldown to linked_to (old name kept as compat alias)
- ManaStore: auto-cleanup on player disconnect, regen loop crash protection
- NPC: dialog linking, player linking, range enter/exit callbacks
Tooling
pjbCLI tool:pjb search <query>andpjb events [filter]- Doc site full-text search bar with Ctrl+K shortcut
- Gradle copyBridgePython task: auto-deploys bridge to server on build
Internals
- Restructured bridge.py into proper Python module (connection, wrappers, helpers, types, utils, decorators)
- Documentation for events, execution, lifecycle, and serialization internals
- Type stubs for all extensions
- Comprehensive Event stubs with all event-specific fields
Misc
- MeshDisplay helper (WIP)
- Updated wiki/docs site with all new pages
2A - First non-beta release
Feature update
Changes
Networking
- Optimized for single request latency
- Use batching to speed up multiple requests
- Now uses orjson for faster parsing
- Automatic handle management
New APIs
- Tab list API on Player
- Region utils on World: .set_block, .fill, .replace, .fill_sphere, .fill_cylinder, .fill_line
- Particle shapes on World
- Entity spawn helpers on World: spawn_at_player, spawn_projectile, spawn_with_nbt.
- Support for command execution on Server
- world.entities property
- RaycastResult.distance and .hit_face
New helpers
- Sidebar: Scoreboard helper
- Config: TOML config helper
- Cooldown: Automatically manage cooldowns
- Hologram: Show floating text
- Menu / MenuItem: Create easy chest GUIs
- ActionBarDisplay: Manage action bars easily
- BossBarDisplay: Manage boss bars easily
- BlockDisplay: Show fake blocks
- ItemDisplay: Show floating items
- ImageDisplay: Show images in the world
- ItemBuilder: Easily create items
- Shutdown event
API improvements
- Fixed type errors regarding EnumValue not matching its child classes
- EntityGoneException now extends BridgeError
@taskdecorator: Run tasks on an interval- Added event priority and throttle_ms parameters
- Added command description parameter
- Location: .add, .clone, .distance, .distance_squared are now sync
- Scoreboard, Team, Objective, and BossBar creation methods are now sync
- Config: Added support for multiple formats, toml (default), json, and properties.
- Commands can be now executes as console
Cleanup
- Entity class moved before Player
- Moved most of the code from a single file to multiple
- Improved typing across python bridge
Misc
- Added dev versioning for non-release commits
- Added wiki site (https://omena0.github.io/PyJavaBridge/)
1d-early
Damage event
Changes:
- Added damage override to damage events
- Added damage source and damager attributes to damage events
- Added shooter attribute to projectile entities
- Added owner attribute to tamed entities
- Added is_tamed attribute to entities
1c-early
API cleanup
Changes:
- Added call_sync and field_or_call_sync helpers
- Turned most attribute-like methods into attributes
- Made all attributes synchronous
- Added create classmethods to most classes
- Added optional args to world.spawn_entity
- Allowed spawning of non-living entities
- Fixed player UUID lookups
- Chat event return value is now the chat message format for that event
- Bugfixes