A server copy on a dedicated server had no chat, an empty session.world() and no way to change the
map or the time of day, though the server does each with its own commands. Now:
- chat (chat.read): each player's line as the server passes it on, the server's own lines to
everyone, and a /command the server does not know itself, which goes to the plugins instead of
"Unknown command" while one hears chat, so a game mode takes its own commands;
- session.world(): the server's world and the name of its map;
- travel.levels() and travel.load(): the server's maps, and a map change as the console's map does
(checked, saved and logged);
- world.set_time(): the time of day for everyone, as tod does, when the server has its world
layers and layer-sync is on.
The names custom chat commands may not take now include every server command: lock, unlock, locks,
throwdown-locks, words, bone-reach and poll-run were missing, so a custom command could hide them.
A server plugin with mods.read could call reskate.mods.content, but the
server's game had no content of its own, so it got nil and "not
available". A mode that keeps its data in mods (a race reading start
and finish from a park mod) could only read it in the players' games.
The server now answers from every mod folder in its Mods, by name, as it
finds its maps there; it has no load order or mods.json. A hidden folder
(.reskate_plugin_data) and names a plugin could not ask for are left out,
and a mod's title is its manifest.json's "name".
The listing and reading moved from plugin_game_runtime.cpp into
plugin_content.cpp, which the game and the server share, so both keep
the same limits: the folders the manifest's "content" names, 1000 files,
four folders deep, 1 MB a file, nothing outside the mod's folder. The
game's side is unchanged apart from calling it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SYabE7FCPgj3SaWeF92EML
The three features are Lua plugins in contrib/plugins (fpv-drone, board-break,
road-rash), built on what this adds to the plugin API: flight input, gamepad and
joystick reads with input capture, a rolled camera, a package's own sounds and a
synthesised motor (plugin_sound, plugin_wave, motor_synth), the skater's physics
events (skater_events), items worn over the outfit (outfit_overlay, skater_items),
the board's bones (board_pose), skater animation (anim_core), plugin images,
throwdowns started for chosen players, and server copies of plugins on a lobby
host and the dedicated server (server_plugins).
Removed from core: Extension/RoadRash, Extension/BoardBreak, the drone's flight,
radio, follow, OSD, beacon, outfit and sound code, its prop models (native_prop),
the DRONE, BOARD BREAK and ROAD RASH menu pages, home tiles and native menu rows,
their console commands, the drone follow debug action, the drone marker packet
(kind 36 stays unused; the roster keeps its byte) and the server's drones setting.
Kept in core, since every board needs it whichever plugins run: the breakable
deck packs (breakable_deck: which deck, its label and wheel spacing, the
boarddeck command and the BREAKABLE DECK card on the Mods page), and board_pose
keeping a deck pack's stretches out of sight, the baseplates on the deck and the
wheels at the deck's spacing on every board.