OneLiteFeatherNET / OneLiteFeatherNET/Voyager
Player chat during lobby phase
Open
Nobody has claimed this yet.
beta
gameplay
P2
- Dominant language
- Java
- Stars
- 0
- Forks
- 0
- Avg merge
- 2d 21h
- Merged PRs (30d)
- 12
Description
Description
Players in the lobby waiting for a race to start should be able to chat with each other. Currently there is no chat wiring in the Minestom server, so players are silent.
Acceptance Criteria
- Chat messages sent during
LobbyPhaseare broadcast to all players in the same game instance - Chat is disabled (or routed to spectator channel only) during the active
GamePhaseto avoid distraction - Chat is re-enabled during
EndPhasefor post-race banter - Messages are prefixed with player name in the default Minestom format
- Profanity filter is out of scope for beta (noted as future work)
Technical Details
- Hook into Minestom
PlayerChatEvent - Scope chat broadcast to the current
GameInstance(not server-wide, for parallel lobby support) - Phase-aware chat gating lives in the event handler, reading the current
PhaseComponent
Dependencies
- None
Estimate
S
Contributor 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.
Research direction
Start by locating the Minestom PlayerChatEvent handler and reading how GameInstance and PhaseComponent expose the current phase. Trace LobbyPhase, GamePhase, and EndPhase behavior, then verify that messages stay within the game instance, use the default player-name prefix, and are gated correctly for each phase.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- java
- Domain
- backend, game-dev
- Issue type
- Feature
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 68/100