promotional bannermobile promotional banner

AethelLib

A high-performance, registry-driven industrial backbone for Minecraft Bedrock scripting, designed for architectural stability and zero-allocation modularity.

File Details

AethelLib 1.0.5

  • R
  • May 21, 2026
  • 2.12 MB
  • 122
  • 26.20

File Name

AethelLib_v1.0.5.mcaddon

Supported Versions

  • 26.20

# ⚜︎ AethelLib Stability & Security Hotfix Update 1.0.5 - May 21, 2026 --- ### ✧ Fixed (Bugs & Crashes) * **- Concurrency Bleed in JournaledDatabase** Transactions were flushing the entire journal before locking, which caused other players' buffered data to get written mid-transaction. Fixed with `flushKeys()` — transactions now only flush keys belonging to the transacting player. * **- Admin Economy Panel Crash** Give Money, Take Money, and Set Balance were passing `target.id` (a string) instead of the Player object. Also called `setMoney` which doesn't exist. Fixed to pass the Player object and call `setBalance`. * **- ChestShop Security Bypass** The permission check was calling `Kernel.get("claimService")` which doesn't exist in the registry. Anyone could link a chest shop anywhere. Fixed to use `SpatialCache.canBuild` via dynamic import. * **- Report Panel Ban Crash** Banning from the Admin Report UI was looking up `"admin"` in the kernel and calling `.banPlayer()`, both wrong. Fixed to resolve `"banManager"` and call `.addBan()` with a full ban data object. Also kicks the player from the session immediately after the ban is committed. * **- PlayerSelector Stringification (5 Commands)** When using slash autocomplete, Bedrock passes a C++ Player object as `args[0]` instead of a string. Calling `.join()` on it stringified it to `"[object Object]"` and the lookup failed every time. Fixed all five affected commands (`/ae:tpa`, `/ae:tpahere`, `/ae:block`, `/ae:unblock`, `/ae:inspect`) to detect object args and use them directly, falling back to string lookup otherwise. * **- BatchStore Write Latency & Shutdown Lag** `#executePlayerBatch` and `#executeWorldBatch` were routing writes through `PlayerStore` and `WorldStore` proxy layers, creating circular latency and unreliable shutdown flushing. Fixed to write directly to the raw `Database` service, bypassing all intermediate proxies.