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DataCenterPlugin

Centralized data persistence layer for Minecraft server backends, providing unified database access, caching, and cross-plugin data consistency.


Why This Exists

In a multi-plugin Minecraft server, each plugin typically manages its own data, leading to:

  • duplicated database connections
  • inconsistent data models
  • race conditions across plugins
  • difficulty maintaining consistent updates across systems

DataCenterPlugin centralizes persistence into a single layer, enforcing consistent data access patterns and reducing duplication across plugins.


Overview

DataCenterPlugin acts as the core data service for a Minecraft server backend.

It provides:

  • unified database access
  • schema management
  • caching for performance
  • consistent read/write patterns

Other plugins depend on it for reliable player data storage and retrieval.


Core Responsibilities

  • Manage database connections using HikariCP
  • Register schemas and create tables automatically
  • Provide unified data access via DataKey abstractions
  • Maintain in-memory caching with TTL
  • Ensure consistency across plugins accessing shared data
  • Perform atomic upsert operations

Architecture / Design

Internal Components

  • DataCenter
    Central manager handling connections and schema registration

  • DataKey
    Defines a data domain (table + schema metadata)

  • Column
    Maps Java types to SQL types

  • Data / SingleData / MultipleData
    Represent stored entities and persistence logic


Data Flow

Player Event
↓
Plugin Logic
↓
DataCenter.get(DataKey, UUID)
↓
Cache lookup (if enabled)
↓
Database query (on miss)
↓
Data object returned
↓
Modification → Upsert
↓
Cache update

Cross-Plugin Interaction

Plugins access the system through a shared DataCenter instance.

Each plugin:

  1. Registers its DataKey
  2. Uses typed access to read/write data
  3. Relies on DataCenter for consistency

This avoids tight coupling while maintaining shared state.


Data & State Management

Storage Architecture

  • Primary storage: MariaDB
  • Connection pooling: HikariCP
  • Cache: In-memory, per-module TTL-based
  • Configuration: YAML-based

Data Models

  • SingleData
    One value per player (e.g., credits)

  • MultipleData
    Structured multi-column data (e.g., stats, rewards)


Consistency Model

  • Writes use an upsert strategy (UPDATE → fallback INSERT)
  • Cache is invalidated immediately on write
  • Read-after-write consistency is guaranteed within a single server instance
  • No distributed locking; consistency relies on controlled access through DataCenter

Key Features

  • Modular data registration via DataKey
  • Automatic table creation
  • TTL-based caching for frequently accessed data
  • Type-safe schema definitions
  • Built-in support for leaderboard queries

Interesting Engineering Decisions

Upsert-First Persistence

Instead of separating INSERT and UPDATE:

  • Attempt UPDATE
  • If no rows affected → INSERT

This ensures:

  • simpler calling code
  • correct handling of new players
  • idempotent operations

CSV-Based Storage (Rewards)

Some modules store multiple values in a single column using CSV.

Tradeoff:

  • simpler queries
  • less normalized schema

Chosen due to limited relational complexity needs.


High-Precision Currency

Credits stored as:

NUMERIC(15,3)

Avoids floating-point rounding issues common in game economies.


Design Tradeoffs

  • Simplicity over full normalization (e.g., CSV storage)
  • Local caching instead of distributed caching (single-server assumption)
  • Explicit SQL instead of ORM for control and predictability
  • Auto-commit transactions instead of manual transaction control

Challenges & Solutions

1. Cross-Plugin Data Access

Problem:
Multiple plugins required shared access to player data without tight coupling.

Solution:
Introduced DataKey registry pattern:

  • plugins declare schemas
  • receive typed access objects
  • remain independent but consistent

2. Performance Under Load

Problem:
Frequent reads (e.g., credits during PvP) caused excessive DB load.

Solution:
Added module-specific TTL caching:

  • reduced redundant queries
  • maintained acceptable staleness

3. Schema Evolution

Problem:
Schema changes risk breaking existing deployments.

Solution:

  • used CREATE TABLE IF NOT EXISTS
  • avoided destructive migrations
  • allowed incremental schema updates

Example Flow: Player Earns Credits

  1. Plugin requests credits:

    Credits credits = dataCenter.get(CreditsKey.INSTANCE, playerUUID);
    
  2. Cache is checked

  3. On miss → database query executed

  4. Plugin updates value:

    credits.add(100.0);
    
  5. Upsert operation persists data

  6. Cache updated


Limitations

  • Designed for single-server architecture (no multi-server sync)
  • No distributed cache coherence
  • No explicit transaction boundaries beyond single queries
  • Schema migrations are manual
  • No concurrency control beyond server-thread model

Usage

This is a library plugin.

Example:

DataCenter dataCenter = SolarDataCenter.ins.getDataCenter();
Credits credits = dataCenter.get(CreditsKey.INSTANCE, playerUuid);

Tech Stack

  • Java 8
  • Spigot API (1.8.8)
  • MariaDB
  • HikariCP
  • YAML configuration
  • Maven

Notes

Used in a live multiplayer server environment with frequent player-driven data updates.

The system prioritizes:

  • consistency
  • simplicity
  • performance

over feature completeness.


TODO / Improvements

  • Persist schema metadata and detect missing columns on startup
  • Safely add new columns (ALTER TABLE ADD COLUMN) without breaking existing data
  • Replace all raw SQL with prepared statements
  • Centralize query construction to avoid unsafe dynamic SQL
  • Improve cache handling (configurable TTL, better invalidation)
  • Add basic transaction support for multi-step operations
  • Improve error handling and logging

About

Alternative to DataLoader but in form of a plugin and something which I can setup

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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DataCenterPlugin

Centralized data persistence layer for Minecraft server backends, providing unified database access, caching, and cross-plugin data consistency.


Why This Exists

In a multi-plugin Minecraft server, each plugin typically manages its own data, leading to:

  • duplicated database connections
  • inconsistent data models
  • race conditions across plugins
  • difficulty maintaining consistent updates across systems

DataCenterPlugin centralizes persistence into a single layer, enforcing consistent data access patterns and reducing duplication across plugins.


Overview

DataCenterPlugin acts as the core data service for a Minecraft server backend.

It provides:

  • unified database access
  • schema management
  • caching for performance
  • consistent read/write patterns

Other plugins depend on it for reliable player data storage and retrieval.


Core Responsibilities

  • Manage database connections using HikariCP
  • Register schemas and create tables automatically
  • Provide unified data access via DataKey abstractions
  • Maintain in-memory caching with TTL
  • Ensure consistency across plugins accessing shared data
  • Perform atomic upsert operations

Architecture / Design

Internal Components

  • DataCenter
    Central manager handling connections and schema registration

  • DataKey
    Defines a data domain (table + schema metadata)

  • Column
    Maps Java types to SQL types

  • Data / SingleData / MultipleData
    Represent stored entities and persistence logic


Data Flow

Player Event
↓
Plugin Logic
↓
DataCenter.get(DataKey, UUID)
↓
Cache lookup (if enabled)
↓
Database query (on miss)
↓
Data object returned
↓
Modification → Upsert
↓
Cache update

Cross-Plugin Interaction

Plugins access the system through a shared DataCenter instance.

Each plugin:

  1. Registers its DataKey
  2. Uses typed access to read/write data
  3. Relies on DataCenter for consistency

This avoids tight coupling while maintaining shared state.


Data & State Management

Storage Architecture

  • Primary storage: MariaDB
  • Connection pooling: HikariCP
  • Cache: In-memory, per-module TTL-based
  • Configuration: YAML-based

Data Models

  • SingleData
    One value per player (e.g., credits)

  • MultipleData
    Structured multi-column data (e.g., stats, rewards)


Consistency Model

  • Writes use an upsert strategy (UPDATE → fallback INSERT)
  • Cache is invalidated immediately on write
  • Read-after-write consistency is guaranteed within a single server instance
  • No distributed locking; consistency relies on controlled access through DataCenter

Key Features

  • Modular data registration via DataKey
  • Automatic table creation
  • TTL-based caching for frequently accessed data
  • Type-safe schema definitions
  • Built-in support for leaderboard queries

Interesting Engineering Decisions

Upsert-First Persistence

Instead of separating INSERT and UPDATE:

  • Attempt UPDATE
  • If no rows affected → INSERT

This ensures:

  • simpler calling code
  • correct handling of new players
  • idempotent operations

CSV-Based Storage (Rewards)

Some modules store multiple values in a single column using CSV.

Tradeoff:

  • simpler queries
  • less normalized schema

Chosen due to limited relational complexity needs.


High-Precision Currency

Credits stored as:

NUMERIC(15,3)

Avoids floating-point rounding issues common in game economies.


Design Tradeoffs

  • Simplicity over full normalization (e.g., CSV storage)
  • Local caching instead of distributed caching (single-server assumption)
  • Explicit SQL instead of ORM for control and predictability
  • Auto-commit transactions instead of manual transaction control

Challenges & Solutions

1. Cross-Plugin Data Access

Problem:
Multiple plugins required shared access to player data without tight coupling.

Solution:
Introduced DataKey registry pattern:

  • plugins declare schemas
  • receive typed access objects
  • remain independent but consistent

2. Performance Under Load

Problem:
Frequent reads (e.g., credits during PvP) caused excessive DB load.

Solution:
Added module-specific TTL caching:

  • reduced redundant queries
  • maintained acceptable staleness

3. Schema Evolution

Problem:
Schema changes risk breaking existing deployments.

Solution:

  • used CREATE TABLE IF NOT EXISTS
  • avoided destructive migrations
  • allowed incremental schema updates

Example Flow: Player Earns Credits

  1. Plugin requests credits:

    Credits credits = dataCenter.get(CreditsKey.INSTANCE, playerUUID);
    
  2. Cache is checked

  3. On miss → database query executed

  4. Plugin updates value:

    credits.add(100.0);
    
  5. Upsert operation persists data

  6. Cache updated


Limitations

  • Designed for single-server architecture (no multi-server sync)
  • No distributed cache coherence
  • No explicit transaction boundaries beyond single queries
  • Schema migrations are manual
  • No concurrency control beyond server-thread model

Usage

This is a library plugin.

Example:

DataCenter dataCenter = SolarDataCenter.ins.getDataCenter();
Credits credits = dataCenter.get(CreditsKey.INSTANCE, playerUuid);

Tech Stack

  • Java 8
  • Spigot API (1.8.8)
  • MariaDB
  • HikariCP
  • YAML configuration
  • Maven

Notes

Used in a live multiplayer server environment with frequent player-driven data updates.

The system prioritizes:

  • consistency
  • simplicity
  • performance

over feature completeness.


TODO / Improvements

  • Persist schema metadata and detect missing columns on startup
  • Safely add new columns (ALTER TABLE ADD COLUMN) without breaking existing data
  • Replace all raw SQL with prepared statements
  • Centralize query construction to avoid unsafe dynamic SQL
  • Improve cache handling (configurable TTL, better invalidation)
  • Add basic transaction support for multi-step operations
  • Improve error handling and logging

About

Alternative to DataLoader but in form of a plugin and something which I can setup

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

History

62 Commits

Folders and files

NameName
Last commit message
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DataCenterPlugin

Centralized data persistence layer for Minecraft server backends, providing unified database access, caching, and cross-plugin data consistency.


Why This Exists

In a multi-plugin Minecraft server, each plugin typically manages its own data, leading to:

  • duplicated database connections
  • inconsistent data models
  • race conditions across plugins
  • difficulty maintaining consistent updates across systems

DataCenterPlugin centralizes persistence into a single layer, enforcing consistent data access patterns and reducing duplication across plugins.


Overview

DataCenterPlugin acts as the core data service for a Minecraft server backend.

It provides:

  • unified database access
  • schema management
  • caching for performance
  • consistent read/write patterns

Other plugins depend on it for reliable player data storage and retrieval.


Core Responsibilities

  • Manage database connections using HikariCP
  • Register schemas and create tables automatically
  • Provide unified data access via DataKey abstractions
  • Maintain in-memory caching with TTL
  • Ensure consistency across plugins accessing shared data
  • Perform atomic upsert operations

Architecture / Design

Internal Components

  • DataCenter
    Central manager handling connections and schema registration

  • DataKey
    Defines a data domain (table + schema metadata)

  • Column
    Maps Java types to SQL types

  • Data / SingleData / MultipleData
    Represent stored entities and persistence logic


Data Flow

Player Event
↓
Plugin Logic
↓
DataCenter.get(DataKey, UUID)
↓
Cache lookup (if enabled)
↓
Database query (on miss)
↓
Data object returned
↓
Modification → Upsert
↓
Cache update

Cross-Plugin Interaction

Plugins access the system through a shared DataCenter instance.

Each plugin:

  1. Registers its DataKey
  2. Uses typed access to read/write data
  3. Relies on DataCenter for consistency

This avoids tight coupling while maintaining shared state.


Data & State Management

Storage Architecture

  • Primary storage: MariaDB
  • Connection pooling: HikariCP
  • Cache: In-memory, per-module TTL-based
  • Configuration: YAML-based

Data Models

  • SingleData
    One value per player (e.g., credits)

  • MultipleData
    Structured multi-column data (e.g., stats, rewards)


Consistency Model

  • Writes use an upsert strategy (UPDATE → fallback INSERT)
  • Cache is invalidated immediately on write
  • Read-after-write consistency is guaranteed within a single server instance
  • No distributed locking; consistency relies on controlled access through DataCenter

Key Features

  • Modular data registration via DataKey
  • Automatic table creation
  • TTL-based caching for frequently accessed data
  • Type-safe schema definitions
  • Built-in support for leaderboard queries

Interesting Engineering Decisions

Upsert-First Persistence

Instead of separating INSERT and UPDATE:

  • Attempt UPDATE
  • If no rows affected → INSERT

This ensures:

  • simpler calling code
  • correct handling of new players
  • idempotent operations

CSV-Based Storage (Rewards)

Some modules store multiple values in a single column using CSV.

Tradeoff:

  • simpler queries
  • less normalized schema

Chosen due to limited relational complexity needs.


High-Precision Currency

Credits stored as:

NUMERIC(15,3)

Avoids floating-point rounding issues common in game economies.


Design Tradeoffs

  • Simplicity over full normalization (e.g., CSV storage)
  • Local caching instead of distributed caching (single-server assumption)
  • Explicit SQL instead of ORM for control and predictability
  • Auto-commit transactions instead of manual transaction control

Challenges & Solutions

1. Cross-Plugin Data Access

Problem:
Multiple plugins required shared access to player data without tight coupling.

Solution:
Introduced DataKey registry pattern:

  • plugins declare schemas
  • receive typed access objects
  • remain independent but consistent

2. Performance Under Load

Problem:
Frequent reads (e.g., credits during PvP) caused excessive DB load.

Solution:
Added module-specific TTL caching:

  • reduced redundant queries
  • maintained acceptable staleness

3. Schema Evolution

Problem:
Schema changes risk breaking existing deployments.

Solution:

  • used CREATE TABLE IF NOT EXISTS
  • avoided destructive migrations
  • allowed incremental schema updates

Example Flow: Player Earns Credits

  1. Plugin requests credits:

    Credits credits = dataCenter.get(CreditsKey.INSTANCE, playerUUID);
    
  2. Cache is checked

  3. On miss → database query executed

  4. Plugin updates value:

    credits.add(100.0);
    
  5. Upsert operation persists data

  6. Cache updated


Limitations

  • Designed for single-server architecture (no multi-server sync)
  • No distributed cache coherence
  • No explicit transaction boundaries beyond single queries
  • Schema migrations are manual
  • No concurrency control beyond server-thread model

Usage

This is a library plugin.

Example:

DataCenter dataCenter = SolarDataCenter.ins.getDataCenter();
Credits credits = dataCenter.get(CreditsKey.INSTANCE, playerUuid);

Tech Stack

  • Java 8
  • Spigot API (1.8.8)
  • MariaDB
  • HikariCP
  • YAML configuration
  • Maven

Notes

Used in a live multiplayer server environment with frequent player-driven data updates.

The system prioritizes:

  • consistency
  • simplicity
  • performance

over feature completeness.


TODO / Improvements

  • Persist schema metadata and detect missing columns on startup
  • Safely add new columns (ALTER TABLE ADD COLUMN) without breaking existing data
  • Replace all raw SQL with prepared statements
  • Centralize query construction to avoid unsafe dynamic SQL
  • Improve cache handling (configurable TTL, better invalidation)
  • Add basic transaction support for multi-step operations
  • Improve error handling and logging

About

Alternative to DataLoader but in form of a plugin and something which I can setup

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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62 Commits

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NameName
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DataCenterPlugin

Centralized data persistence layer for Minecraft server backends, providing unified database access, caching, and cross-plugin data consistency.


Why This Exists

In a multi-plugin Minecraft server, each plugin typically manages its own data, leading to:

  • duplicated database connections
  • inconsistent data models
  • race conditions across plugins
  • difficulty maintaining consistent updates across systems

DataCenterPlugin centralizes persistence into a single layer, enforcing consistent data access patterns and reducing duplication across plugins.


Overview

DataCenterPlugin acts as the core data service for a Minecraft server backend.

It provides:

  • unified database access
  • schema management
  • caching for performance
  • consistent read/write patterns

Other plugins depend on it for reliable player data storage and retrieval.


Core Responsibilities

  • Manage database connections using HikariCP
  • Register schemas and create tables automatically
  • Provide unified data access via DataKey abstractions
  • Maintain in-memory caching with TTL
  • Ensure consistency across plugins accessing shared data
  • Perform atomic upsert operations

Architecture / Design

Internal Components

  • DataCenter
    Central manager handling connections and schema registration

  • DataKey
    Defines a data domain (table + schema metadata)

  • Column
    Maps Java types to SQL types

  • Data / SingleData / MultipleData
    Represent stored entities and persistence logic


Data Flow

Player Event
↓
Plugin Logic
↓
DataCenter.get(DataKey, UUID)
↓
Cache lookup (if enabled)
↓
Database query (on miss)
↓
Data object returned
↓
Modification → Upsert
↓
Cache update

Cross-Plugin Interaction

Plugins access the system through a shared DataCenter instance.

Each plugin:

  1. Registers its DataKey
  2. Uses typed access to read/write data
  3. Relies on DataCenter for consistency

This avoids tight coupling while maintaining shared state.


Data & State Management

Storage Architecture

  • Primary storage: MariaDB
  • Connection pooling: HikariCP
  • Cache: In-memory, per-module TTL-based
  • Configuration: YAML-based

Data Models

  • SingleData
    One value per player (e.g., credits)

  • MultipleData
    Structured multi-column data (e.g., stats, rewards)


Consistency Model

  • Writes use an upsert strategy (UPDATE → fallback INSERT)
  • Cache is invalidated immediately on write
  • Read-after-write consistency is guaranteed within a single server instance
  • No distributed locking; consistency relies on controlled access through DataCenter

Key Features

  • Modular data registration via DataKey
  • Automatic table creation
  • TTL-based caching for frequently accessed data
  • Type-safe schema definitions
  • Built-in support for leaderboard queries

Interesting Engineering Decisions

Upsert-First Persistence

Instead of separating INSERT and UPDATE:

  • Attempt UPDATE
  • If no rows affected → INSERT

This ensures:

  • simpler calling code
  • correct handling of new players
  • idempotent operations

CSV-Based Storage (Rewards)

Some modules store multiple values in a single column using CSV.

Tradeoff:

  • simpler queries
  • less normalized schema

Chosen due to limited relational complexity needs.


High-Precision Currency

Credits stored as:

NUMERIC(15,3)

Avoids floating-point rounding issues common in game economies.


Design Tradeoffs

  • Simplicity over full normalization (e.g., CSV storage)
  • Local caching instead of distributed caching (single-server assumption)
  • Explicit SQL instead of ORM for control and predictability
  • Auto-commit transactions instead of manual transaction control

Challenges & Solutions

1. Cross-Plugin Data Access

Problem:
Multiple plugins required shared access to player data without tight coupling.

Solution:
Introduced DataKey registry pattern:

  • plugins declare schemas
  • receive typed access objects
  • remain independent but consistent

2. Performance Under Load

Problem:
Frequent reads (e.g., credits during PvP) caused excessive DB load.

Solution:
Added module-specific TTL caching:

  • reduced redundant queries
  • maintained acceptable staleness

3. Schema Evolution

Problem:
Schema changes risk breaking existing deployments.

Solution:

  • used CREATE TABLE IF NOT EXISTS
  • avoided destructive migrations
  • allowed incremental schema updates

Example Flow: Player Earns Credits

  1. Plugin requests credits:

    Credits credits = dataCenter.get(CreditsKey.INSTANCE, playerUUID);
    
  2. Cache is checked

  3. On miss → database query executed

  4. Plugin updates value:

    credits.add(100.0);
    
  5. Upsert operation persists data

  6. Cache updated


Limitations

  • Designed for single-server architecture (no multi-server sync)
  • No distributed cache coherence
  • No explicit transaction boundaries beyond single queries
  • Schema migrations are manual
  • No concurrency control beyond server-thread model

Usage

This is a library plugin.

Example:

DataCenter dataCenter = SolarDataCenter.ins.getDataCenter();
Credits credits = dataCenter.get(CreditsKey.INSTANCE, playerUuid);

Tech Stack

  • Java 8
  • Spigot API (1.8.8)
  • MariaDB
  • HikariCP
  • YAML configuration
  • Maven

Notes

Used in a live multiplayer server environment with frequent player-driven data updates.

The system prioritizes:

  • consistency
  • simplicity
  • performance

over feature completeness.


TODO / Improvements

  • Persist schema metadata and detect missing columns on startup
  • Safely add new columns (ALTER TABLE ADD COLUMN) without breaking existing data
  • Replace all raw SQL with prepared statements
  • Centralize query construction to avoid unsafe dynamic SQL
  • Improve cache handling (configurable TTL, better invalidation)
  • Add basic transaction support for multi-step operations
  • Improve error handling and logging

About

Alternative to DataLoader but in form of a plugin and something which I can setup

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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DataCenterPlugin

Centralized data persistence layer for Minecraft server backends, providing unified database access, caching, and cross-plugin data consistency.


Why This Exists

In a multi-plugin Minecraft server, each plugin typically manages its own data, leading to:

  • duplicated database connections
  • inconsistent data models
  • race conditions across plugins
  • difficulty maintaining consistent updates across systems

DataCenterPlugin centralizes persistence into a single layer, enforcing consistent data access patterns and reducing duplication across plugins.


Overview

DataCenterPlugin acts as the core data service for a Minecraft server backend.

It provides:

  • unified database access
  • schema management
  • caching for performance
  • consistent read/write patterns

Other plugins depend on it for reliable player data storage and retrieval.


Core Responsibilities

  • Manage database connections using HikariCP
  • Register schemas and create tables automatically
  • Provide unified data access via DataKey abstractions
  • Maintain in-memory caching with TTL
  • Ensure consistency across plugins accessing shared data
  • Perform atomic upsert operations

Architecture / Design

Internal Components

  • DataCenter
    Central manager handling connections and schema registration

  • DataKey
    Defines a data domain (table + schema metadata)

  • Column
    Maps Java types to SQL types

  • Data / SingleData / MultipleData
    Represent stored entities and persistence logic


Data Flow

Player Event
↓
Plugin Logic
↓
DataCenter.get(DataKey, UUID)
↓
Cache lookup (if enabled)
↓
Database query (on miss)
↓
Data object returned
↓
Modification → Upsert
↓
Cache update

Cross-Plugin Interaction

Plugins access the system through a shared DataCenter instance.

Each plugin:

  1. Registers its DataKey
  2. Uses typed access to read/write data
  3. Relies on DataCenter for consistency

This avoids tight coupling while maintaining shared state.


Data & State Management

Storage Architecture

  • Primary storage: MariaDB
  • Connection pooling: HikariCP
  • Cache: In-memory, per-module TTL-based
  • Configuration: YAML-based

Data Models

  • SingleData
    One value per player (e.g., credits)

  • MultipleData
    Structured multi-column data (e.g., stats, rewards)


Consistency Model

  • Writes use an upsert strategy (UPDATE → fallback INSERT)
  • Cache is invalidated immediately on write
  • Read-after-write consistency is guaranteed within a single server instance
  • No distributed locking; consistency relies on controlled access through DataCenter

Key Features

  • Modular data registration via DataKey
  • Automatic table creation
  • TTL-based caching for frequently accessed data
  • Type-safe schema definitions
  • Built-in support for leaderboard queries

Interesting Engineering Decisions

Upsert-First Persistence

Instead of separating INSERT and UPDATE:

  • Attempt UPDATE
  • If no rows affected → INSERT

This ensures:

  • simpler calling code
  • correct handling of new players
  • idempotent operations

CSV-Based Storage (Rewards)

Some modules store multiple values in a single column using CSV.

Tradeoff:

  • simpler queries
  • less normalized schema

Chosen due to limited relational complexity needs.


High-Precision Currency

Credits stored as:

NUMERIC(15,3)

Avoids floating-point rounding issues common in game economies.


Design Tradeoffs

  • Simplicity over full normalization (e.g., CSV storage)
  • Local caching instead of distributed caching (single-server assumption)
  • Explicit SQL instead of ORM for control and predictability
  • Auto-commit transactions instead of manual transaction control

Challenges & Solutions

1. Cross-Plugin Data Access

Problem:
Multiple plugins required shared access to player data without tight coupling.

Solution:
Introduced DataKey registry pattern:

  • plugins declare schemas
  • receive typed access objects
  • remain independent but consistent

2. Performance Under Load

Problem:
Frequent reads (e.g., credits during PvP) caused excessive DB load.

Solution:
Added module-specific TTL caching:

  • reduced redundant queries
  • maintained acceptable staleness

3. Schema Evolution

Problem:
Schema changes risk breaking existing deployments.

Solution:

  • used CREATE TABLE IF NOT EXISTS
  • avoided destructive migrations
  • allowed incremental schema updates

Example Flow: Player Earns Credits

  1. Plugin requests credits:

    Credits credits = dataCenter.get(CreditsKey.INSTANCE, playerUUID);
    
  2. Cache is checked

  3. On miss → database query executed

  4. Plugin updates value:

    credits.add(100.0);
    
  5. Upsert operation persists data

  6. Cache updated


Limitations

  • Designed for single-server architecture (no multi-server sync)
  • No distributed cache coherence
  • No explicit transaction boundaries beyond single queries
  • Schema migrations are manual
  • No concurrency control beyond server-thread model

Usage

This is a library plugin.

Example:

DataCenter dataCenter = SolarDataCenter.ins.getDataCenter();
Credits credits = dataCenter.get(CreditsKey.INSTANCE, playerUuid);

Tech Stack

  • Java 8
  • Spigot API (1.8.8)
  • MariaDB
  • HikariCP
  • YAML configuration
  • Maven

Notes

Used in a live multiplayer server environment with frequent player-driven data updates.

The system prioritizes:

  • consistency
  • simplicity
  • performance

over feature completeness.


TODO / Improvements

  • Persist schema metadata and detect missing columns on startup
  • Safely add new columns (ALTER TABLE ADD COLUMN) without breaking existing data
  • Replace all raw SQL with prepared statements
  • Centralize query construction to avoid unsafe dynamic SQL
  • Improve cache handling (configurable TTL, better invalidation)
  • Add basic transaction support for multi-step operations
  • Improve error handling and logging

About

Alternative to DataLoader but in form of a plugin and something which I can setup

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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DataCenterPlugin

Centralized data persistence layer for Minecraft server backends, providing unified database access, caching, and cross-plugin data consistency.


Why This Exists

In a multi-plugin Minecraft server, each plugin typically manages its own data, leading to:

  • duplicated database connections
  • inconsistent data models
  • race conditions across plugins
  • difficulty maintaining consistent updates across systems

DataCenterPlugin centralizes persistence into a single layer, enforcing consistent data access patterns and reducing duplication across plugins.


Overview

DataCenterPlugin acts as the core data service for a Minecraft server backend.

It provides:

  • unified database access
  • schema management
  • caching for performance
  • consistent read/write patterns

Other plugins depend on it for reliable player data storage and retrieval.


Core Responsibilities

  • Manage database connections using HikariCP
  • Register schemas and create tables automatically
  • Provide unified data access via DataKey abstractions
  • Maintain in-memory caching with TTL
  • Ensure consistency across plugins accessing shared data
  • Perform atomic upsert operations

Architecture / Design

Internal Components

  • DataCenter
    Central manager handling connections and schema registration

  • DataKey
    Defines a data domain (table + schema metadata)

  • Column
    Maps Java types to SQL types

  • Data / SingleData / MultipleData
    Represent stored entities and persistence logic


Data Flow

Player Event
↓
Plugin Logic
↓
DataCenter.get(DataKey, UUID)
↓
Cache lookup (if enabled)
↓
Database query (on miss)
↓
Data object returned
↓
Modification → Upsert
↓
Cache update

Cross-Plugin Interaction

Plugins access the system through a shared DataCenter instance.

Each plugin:

  1. Registers its DataKey
  2. Uses typed access to read/write data
  3. Relies on DataCenter for consistency

This avoids tight coupling while maintaining shared state.


Data & State Management

Storage Architecture

  • Primary storage: MariaDB
  • Connection pooling: HikariCP
  • Cache: In-memory, per-module TTL-based
  • Configuration: YAML-based

Data Models

  • SingleData
    One value per player (e.g., credits)

  • MultipleData
    Structured multi-column data (e.g., stats, rewards)


Consistency Model

  • Writes use an upsert strategy (UPDATE → fallback INSERT)
  • Cache is invalidated immediately on write
  • Read-after-write consistency is guaranteed within a single server instance
  • No distributed locking; consistency relies on controlled access through DataCenter

Key Features

  • Modular data registration via DataKey
  • Automatic table creation
  • TTL-based caching for frequently accessed data
  • Type-safe schema definitions
  • Built-in support for leaderboard queries

Interesting Engineering Decisions

Upsert-First Persistence

Instead of separating INSERT and UPDATE:

  • Attempt UPDATE
  • If no rows affected → INSERT

This ensures:

  • simpler calling code
  • correct handling of new players
  • idempotent operations

CSV-Based Storage (Rewards)

Some modules store multiple values in a single column using CSV.

Tradeoff:

  • simpler queries
  • less normalized schema

Chosen due to limited relational complexity needs.


High-Precision Currency

Credits stored as:

NUMERIC(15,3)

Avoids floating-point rounding issues common in game economies.


Design Tradeoffs

  • Simplicity over full normalization (e.g., CSV storage)
  • Local caching instead of distributed caching (single-server assumption)
  • Explicit SQL instead of ORM for control and predictability
  • Auto-commit transactions instead of manual transaction control

Challenges & Solutions

1. Cross-Plugin Data Access

Problem:
Multiple plugins required shared access to player data without tight coupling.

Solution:
Introduced DataKey registry pattern:

  • plugins declare schemas
  • receive typed access objects
  • remain independent but consistent

2. Performance Under Load

Problem:
Frequent reads (e.g., credits during PvP) caused excessive DB load.

Solution:
Added module-specific TTL caching:

  • reduced redundant queries
  • maintained acceptable staleness

3. Schema Evolution

Problem:
Schema changes risk breaking existing deployments.

Solution:

  • used CREATE TABLE IF NOT EXISTS
  • avoided destructive migrations
  • allowed incremental schema updates

Example Flow: Player Earns Credits

  1. Plugin requests credits:

    Credits credits = dataCenter.get(CreditsKey.INSTANCE, playerUUID);
    
  2. Cache is checked

  3. On miss → database query executed

  4. Plugin updates value:

    credits.add(100.0);
    
  5. Upsert operation persists data

  6. Cache updated


Limitations

  • Designed for single-server architecture (no multi-server sync)
  • No distributed cache coherence
  • No explicit transaction boundaries beyond single queries
  • Schema migrations are manual
  • No concurrency control beyond server-thread model

Usage

This is a library plugin.

Example:

DataCenter dataCenter = SolarDataCenter.ins.getDataCenter();
Credits credits = dataCenter.get(CreditsKey.INSTANCE, playerUuid);

Tech Stack

  • Java 8
  • Spigot API (1.8.8)
  • MariaDB
  • HikariCP
  • YAML configuration
  • Maven

Notes

Used in a live multiplayer server environment with frequent player-driven data updates.

The system prioritizes:

  • consistency
  • simplicity
  • performance

over feature completeness.


TODO / Improvements

  • Persist schema metadata and detect missing columns on startup
  • Safely add new columns (ALTER TABLE ADD COLUMN) without breaking existing data
  • Replace all raw SQL with prepared statements
  • Centralize query construction to avoid unsafe dynamic SQL
  • Improve cache handling (configurable TTL, better invalidation)
  • Add basic transaction support for multi-step operations
  • Improve error handling and logging

About

Alternative to DataLoader but in form of a plugin and something which I can setup

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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DataCenterPlugin

Centralized data persistence layer for Minecraft server backends, providing unified database access, caching, and cross-plugin data consistency.


Why This Exists

In a multi-plugin Minecraft server, each plugin typically manages its own data, leading to:

  • duplicated database connections
  • inconsistent data models
  • race conditions across plugins
  • difficulty maintaining consistent updates across systems

DataCenterPlugin centralizes persistence into a single layer, enforcing consistent data access patterns and reducing duplication across plugins.


Overview

DataCenterPlugin acts as the core data service for a Minecraft server backend.

It provides:

  • unified database access
  • schema management
  • caching for performance
  • consistent read/write patterns

Other plugins depend on it for reliable player data storage and retrieval.


Core Responsibilities

  • Manage database connections using HikariCP
  • Register schemas and create tables automatically
  • Provide unified data access via DataKey abstractions
  • Maintain in-memory caching with TTL
  • Ensure consistency across plugins accessing shared data
  • Perform atomic upsert operations

Architecture / Design

Internal Components

  • DataCenter
    Central manager handling connections and schema registration

  • DataKey
    Defines a data domain (table + schema metadata)

  • Column
    Maps Java types to SQL types

  • Data / SingleData / MultipleData
    Represent stored entities and persistence logic


Data Flow

Player Event
↓
Plugin Logic
↓
DataCenter.get(DataKey, UUID)
↓
Cache lookup (if enabled)
↓
Database query (on miss)
↓
Data object returned
↓
Modification → Upsert
↓
Cache update

Cross-Plugin Interaction

Plugins access the system through a shared DataCenter instance.

Each plugin:

  1. Registers its DataKey
  2. Uses typed access to read/write data
  3. Relies on DataCenter for consistency

This avoids tight coupling while maintaining shared state.


Data & State Management

Storage Architecture

  • Primary storage: MariaDB
  • Connection pooling: HikariCP
  • Cache: In-memory, per-module TTL-based
  • Configuration: YAML-based

Data Models

  • SingleData
    One value per player (e.g., credits)

  • MultipleData
    Structured multi-column data (e.g., stats, rewards)


Consistency Model

  • Writes use an upsert strategy (UPDATE → fallback INSERT)
  • Cache is invalidated immediately on write
  • Read-after-write consistency is guaranteed within a single server instance
  • No distributed locking; consistency relies on controlled access through DataCenter

Key Features

  • Modular data registration via DataKey
  • Automatic table creation
  • TTL-based caching for frequently accessed data
  • Type-safe schema definitions
  • Built-in support for leaderboard queries

Interesting Engineering Decisions

Upsert-First Persistence

Instead of separating INSERT and UPDATE:

  • Attempt UPDATE
  • If no rows affected → INSERT

This ensures:

  • simpler calling code
  • correct handling of new players
  • idempotent operations

CSV-Based Storage (Rewards)

Some modules store multiple values in a single column using CSV.

Tradeoff:

  • simpler queries
  • less normalized schema

Chosen due to limited relational complexity needs.


High-Precision Currency

Credits stored as:

NUMERIC(15,3)

Avoids floating-point rounding issues common in game economies.


Design Tradeoffs

  • Simplicity over full normalization (e.g., CSV storage)
  • Local caching instead of distributed caching (single-server assumption)
  • Explicit SQL instead of ORM for control and predictability
  • Auto-commit transactions instead of manual transaction control

Challenges & Solutions

1. Cross-Plugin Data Access

Problem:
Multiple plugins required shared access to player data without tight coupling.

Solution:
Introduced DataKey registry pattern:

  • plugins declare schemas
  • receive typed access objects
  • remain independent but consistent

2. Performance Under Load

Problem:
Frequent reads (e.g., credits during PvP) caused excessive DB load.

Solution:
Added module-specific TTL caching:

  • reduced redundant queries
  • maintained acceptable staleness

3. Schema Evolution

Problem:
Schema changes risk breaking existing deployments.

Solution:

  • used CREATE TABLE IF NOT EXISTS
  • avoided destructive migrations
  • allowed incremental schema updates

Example Flow: Player Earns Credits

  1. Plugin requests credits:

    Credits credits = dataCenter.get(CreditsKey.INSTANCE, playerUUID);
    
  2. Cache is checked

  3. On miss → database query executed

  4. Plugin updates value:

    credits.add(100.0);
    
  5. Upsert operation persists data

  6. Cache updated


Limitations

  • Designed for single-server architecture (no multi-server sync)
  • No distributed cache coherence
  • No explicit transaction boundaries beyond single queries
  • Schema migrations are manual
  • No concurrency control beyond server-thread model

Usage

This is a library plugin.

Example:

DataCenter dataCenter = SolarDataCenter.ins.getDataCenter();
Credits credits = dataCenter.get(CreditsKey.INSTANCE, playerUuid);

Tech Stack

  • Java 8
  • Spigot API (1.8.8)
  • MariaDB
  • HikariCP
  • YAML configuration
  • Maven

Notes

Used in a live multiplayer server environment with frequent player-driven data updates.

The system prioritizes:

  • consistency
  • simplicity
  • performance

over feature completeness.


TODO / Improvements

  • Persist schema metadata and detect missing columns on startup
  • Safely add new columns (ALTER TABLE ADD COLUMN) without breaking existing data
  • Replace all raw SQL with prepared statements
  • Centralize query construction to avoid unsafe dynamic SQL
  • Improve cache handling (configurable TTL, better invalidation)
  • Add basic transaction support for multi-step operations
  • Improve error handling and logging

About

Alternative to DataLoader but in form of a plugin and something which I can setup

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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DataCenterPlugin

Centralized data persistence layer for Minecraft server backends, providing unified database access, caching, and cross-plugin data consistency.


Why This Exists

In a multi-plugin Minecraft server, each plugin typically manages its own data, leading to:

  • duplicated database connections
  • inconsistent data models
  • race conditions across plugins
  • difficulty maintaining consistent updates across systems

DataCenterPlugin centralizes persistence into a single layer, enforcing consistent data access patterns and reducing duplication across plugins.


Overview

DataCenterPlugin acts as the core data service for a Minecraft server backend.

It provides:

  • unified database access
  • schema management
  • caching for performance
  • consistent read/write patterns

Other plugins depend on it for reliable player data storage and retrieval.


Core Responsibilities

  • Manage database connections using HikariCP
  • Register schemas and create tables automatically
  • Provide unified data access via DataKey abstractions
  • Maintain in-memory caching with TTL
  • Ensure consistency across plugins accessing shared data
  • Perform atomic upsert operations

Architecture / Design

Internal Components

  • DataCenter
    Central manager handling connections and schema registration

  • DataKey
    Defines a data domain (table + schema metadata)

  • Column
    Maps Java types to SQL types

  • Data / SingleData / MultipleData
    Represent stored entities and persistence logic


Data Flow

Player Event
↓
Plugin Logic
↓
DataCenter.get(DataKey, UUID)
↓
Cache lookup (if enabled)
↓
Database query (on miss)
↓
Data object returned
↓
Modification → Upsert
↓
Cache update

Cross-Plugin Interaction

Plugins access the system through a shared DataCenter instance.

Each plugin:

  1. Registers its DataKey
  2. Uses typed access to read/write data
  3. Relies on DataCenter for consistency

This avoids tight coupling while maintaining shared state.


Data & State Management

Storage Architecture

  • Primary storage: MariaDB
  • Connection pooling: HikariCP
  • Cache: In-memory, per-module TTL-based
  • Configuration: YAML-based

Data Models

  • SingleData
    One value per player (e.g., credits)

  • MultipleData
    Structured multi-column data (e.g., stats, rewards)


Consistency Model

  • Writes use an upsert strategy (UPDATE → fallback INSERT)
  • Cache is invalidated immediately on write
  • Read-after-write consistency is guaranteed within a single server instance
  • No distributed locking; consistency relies on controlled access through DataCenter

Key Features

  • Modular data registration via DataKey
  • Automatic table creation
  • TTL-based caching for frequently accessed data
  • Type-safe schema definitions
  • Built-in support for leaderboard queries

Interesting Engineering Decisions

Upsert-First Persistence

Instead of separating INSERT and UPDATE:

  • Attempt UPDATE
  • If no rows affected → INSERT

This ensures:

  • simpler calling code
  • correct handling of new players
  • idempotent operations

CSV-Based Storage (Rewards)

Some modules store multiple values in a single column using CSV.

Tradeoff:

  • simpler queries
  • less normalized schema

Chosen due to limited relational complexity needs.


High-Precision Currency

Credits stored as:

NUMERIC(15,3)

Avoids floating-point rounding issues common in game economies.


Design Tradeoffs

  • Simplicity over full normalization (e.g., CSV storage)
  • Local caching instead of distributed caching (single-server assumption)
  • Explicit SQL instead of ORM for control and predictability
  • Auto-commit transactions instead of manual transaction control

Challenges & Solutions

1. Cross-Plugin Data Access

Problem:
Multiple plugins required shared access to player data without tight coupling.

Solution:
Introduced DataKey registry pattern:

  • plugins declare schemas
  • receive typed access objects
  • remain independent but consistent

2. Performance Under Load

Problem:
Frequent reads (e.g., credits during PvP) caused excessive DB load.

Solution:
Added module-specific TTL caching:

  • reduced redundant queries
  • maintained acceptable staleness

3. Schema Evolution

Problem:
Schema changes risk breaking existing deployments.

Solution:

  • used CREATE TABLE IF NOT EXISTS
  • avoided destructive migrations
  • allowed incremental schema updates

Example Flow: Player Earns Credits

  1. Plugin requests credits:

    Credits credits = dataCenter.get(CreditsKey.INSTANCE, playerUUID);
    
  2. Cache is checked

  3. On miss → database query executed

  4. Plugin updates value:

    credits.add(100.0);
    
  5. Upsert operation persists data

  6. Cache updated


Limitations

  • Designed for single-server architecture (no multi-server sync)
  • No distributed cache coherence
  • No explicit transaction boundaries beyond single queries
  • Schema migrations are manual
  • No concurrency control beyond server-thread model

Usage

This is a library plugin.

Example:

DataCenter dataCenter = SolarDataCenter.ins.getDataCenter();
Credits credits = dataCenter.get(CreditsKey.INSTANCE, playerUuid);

Tech Stack

  • Java 8
  • Spigot API (1.8.8)
  • MariaDB
  • HikariCP
  • YAML configuration
  • Maven

Notes

Used in a live multiplayer server environment with frequent player-driven data updates.

The system prioritizes:

  • consistency
  • simplicity
  • performance

over feature completeness.


TODO / Improvements

  • Persist schema metadata and detect missing columns on startup
  • Safely add new columns (ALTER TABLE ADD COLUMN) without breaking existing data
  • Replace all raw SQL with prepared statements
  • Centralize query construction to avoid unsafe dynamic SQL
  • Improve cache handling (configurable TTL, better invalidation)
  • Add basic transaction support for multi-step operations
  • Improve error handling and logging

About

Alternative to DataLoader but in form of a plugin and something which I can setup

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