Hacktoberfest 2026: the issues maintainers tagged for October, open and beginner-friendly. Browse Hacktoberfest issues

Login: send the enabled and loaded plugin list, and have the game service record it

Open
#60 3 comments 0 reactions 0 assignees View on GitHub

Maintainers usually reply within 1 day

Nobody has claimed this yet.

Assessment

Difficulty
5/5
Estimated time
Over a week
Newbie friendliness
45/100
Issue type
Feature
Clarity
Mostly clear
Activity status
Active
Tech stack
cpp
Domain
api, backend, testing

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

enhancement

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 required flag 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") requires nlohmann::json with 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 at plugin_loader.h:50-55).

Game service side

  • evr.LoginProfile has no nevr_plugins field, so the game service discards the array. A search of server/ on feat/nevr-social finds nothing for nevr_plugins.

Proposed

Runtime

  • One entry per configured plugin, built with nlohmann::json:
    • name, file, enabled, required;
    • loaded (bool), and when not loaded the error reason (the same text FailPluginLoad logs; never plugin args);
    • when loaded: ver, api, caps.
  • Attach it under nevr_identity.plugins, or keep the top-level nevr_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.log shows 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

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

More from EchoTools/nevr-runtime

All issues in EchoTools/nevr-runtime

Similar issues

More C issues

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.