Lanes

class Lanes

The execution lanes and how they observe the running game: three heartbeat-pumped tick lanes (server / client / render) plus the off-tick PARALLEL lane.

Each tick lane is a passive pump target: its heartbeat is a Mixin (MixinMinecraftServer for the server tick, MixinMinecraft for the client tick + render frame) that calls pump at the tick's RETURN, on that side's own thread.

The mixin topology is what lines the lanes up with the session: the client/render heartbeats are client mixins (never applied on a dedicated server), and the server heartbeat is a common mixin whose tickServer simply never runs on a remote-connected client.

Constructors

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private constructor()

Properties

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Client logical tick (~20/s).
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private val CLIENT_SIDE: Boolean
Physical side, a launch constant.
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private val COMMAND_TARGETS: Array<Lane>
Same for run_command, which has no render or parallel identity.
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The lane an unspecified target means.
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Off-tick lane: each eval runs concurrently on its own worker thread — no tick affinity, no cross-tick yield, no scriptguard.
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Render frame (framerate).
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Server tick — integrated server (single-player) or dedicated.
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private val TARGETS: Array<ExecLane>
The lanes this host has, DEFAULT first — the schema's enum, the order they are described in, and what byTarget resolves against, so the three cannot drift apart.

Functions

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open fun byTarget(target: String): ExecLane
Resolve a lane by the tool's target argument.
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The target enum for run_command, DEFAULT first.
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open fun readyTargets(): String
Where work can go right now, DEFAULT first — the ONE list every "not ready" message shows, whichever tool it came from.
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open fun targets(): List<String>
The target enum for execute_code, DEFAULT first.