Login: send the enabled and loaded plugin list, and have the game service record it
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Nobody has claimed this yet.
Assessment
- Difficulty
- 5/5
- Estimated time
- Over a week
- Newbie friendliness
- 45/100
Research direction
Start with BuildPluginManifestJson and FailPluginLoad in src/runtime/ext/plugin_loader.cpp, then trace nevr_plugins through src/runtime/compat/ws_bridge.cpp and gameserver.cpp. Locate evr.LoginProfile and the session login logging in server/, and review the existing runtime tests and local-game-service scenario. Done means a parsed manifest includes loaded and failed configured plugins, the session records it, and nakama.log shows both on the login line.
Written by the indexing model from the issue text.
Description
Goal
At login the game client tells the game service which plugins are enabled (configured) and which actually loaded. The game service records both on the session and logs them with the login, next to nevr_runtime_build and nevr_social (EchoTools/nakama#662).
What exists today
Runtime side
BuildPluginManifestJson()(src/runtime/ext/plugin_loader.cpp:53-71) builds[{"name","ver","api","caps"},…]from the loaded plugins (g_plugins) only.- A plugin that is enabled in the config but failed to load or init is missing. Neither its
requiredflag nor its failure reason is included.FailPluginLoad(plugin_loader.cpp:~83) only logs them. - The array is built with
snprintf.AGENTS.md("No hand-built serialization") requiresnlohmann::jsonwith a test that parses the output. - The bridge puts it in the login JSON as
nevr_plugins(src/runtime/compat/ws_bridge.cpp:649,:682-692). Game server registration also calls it (gameserver.cpp, per the header comment atplugin_loader.h:50-55).
Game service side
evr.LoginProfilehas nonevr_pluginsfield, so the game service discards the array. A search ofserver/on feat/nevr-social finds nothing fornevr_plugins.
Proposed
Runtime
- One entry per configured plugin, built with
nlohmann::json:name,file,enabled,required;loaded(bool), and when not loaded theerrorreason (the same textFailPluginLoadlogs; never plugin args);- when loaded:
ver,api,caps.
- Attach it under
nevr_identity.plugins, or keep the top-levelnevr_plugins. Pick one and document it. - A test that parses the output.
Game service
- Add the field to
LoginProfile(omitempty, so stock game clients are unaffected) and expose it on the session. - Log it on the
"Login client"line, e.g.plugins_loaded=[…] plugins_failed=[…].
Proof
- A local-game-service scenario, with one plugin that loads and one that is configured but fails. Its saved
nakama.logshows both on the login line.
🤖 Generated with Claude Code
- Dominant language
- C
- Stars
- 2
- Forks
- 3
- Avg merge
- 9h 44m
- Merged PRs (30d)
- 426
Getting set up
- No Dockerfile or Docker Compose file
- Has a pull request template
- Read the contributing guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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