Runtime
Authoritative services for Bedrock protocol, gameplay state, ticking, and synchronization.
In this section
Related section pages:
Server Services
Runtime services own mutation ordering and client synchronization. Plugins call high-level handles rather than mutating core objects directly.
- Inventory mutations resync changed slots.
- World mutations emit block updates.
- Effects and attributes route through gameplay services.
- Session data is exposed as snapshots so plugins cannot corrupt login state.
Compatibility Layer
Request-style methods remain supported for compatibility. Keep them for migrated plugins, but introduce handle-based code for new gameplay features.
Async Ownership
Long-running work is bounded and cancellable through core task runners. Background jobs prepare data, while runtime services apply final player, world, inventory, storage, or resource-pack state changes.