Epic: Lifecycle Hook System #82
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#81 Server Infrastructure Modernization
aethyr/Aethyr
#83 Implement HookEvent data model and LifecycleHooks registry with on/once/off/emit API
aethyr/Aethyr
#84 Implement server lifecycle hooks (on_boot, on_shutdown, on_tick, on_save, on_reload)
aethyr/Aethyr
Reference: aethyr/Aethyr#82
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feat(lifecycle): implement lifecycle hook systemfeature/lifecycle-hooksBackground and Context
The specification (§ Lifecycle Hook System) describes a comprehensive hook-based event
system that allows subsystems to register callbacks for server, player, and object
lifecycle transitions. Currently, initialization logic is scattered across
Manager#initialize,Server#initialize, and individual object constructors with no decoupled notificationmechanism.
The lifecycle hook system is a prerequisite for:
on_boot,on_shutdown,on_save,on_create,on_destroy)on_connect,on_disconnect,on_room_change)on_tickfor cooldown expiration)Expected Behavior
A
LifecycleHooksregistry provideson,once,off, andemitmethods. Hooks areorganized into server hooks, player hooks, and object hooks. Each hook receives a
HookEventwith relevant context. Hooks support cancellation and error isolation.Acceptance Criteria
HookEventdata model implemented withtype,source,data,cancelledfieldsLifecycleHooksregistry withon/once/off/emitAPIon_boot,on_shutdown,on_tick,on_save,on_reloadon_connect,on_login,on_logout,on_disconnect,on_death,on_respawn,on_room_changeon_create,on_destroy,on_load,on_object_saveSubtasks
Definition of Done
This Epic is complete when all child issues are closed and all acceptance criteria
are satisfied.