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Diffstat (limited to 'website/src/docs/features/direct-message.md')
| -rw-r--r-- | website/src/docs/features/direct-message.md | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/website/src/docs/features/direct-message.md b/website/src/docs/features/direct-message.md index 07f6cdb..ec0f24e 100644 --- a/website/src/docs/features/direct-message.md +++ b/website/src/docs/features/direct-message.md @@ -42,6 +42,17 @@ To message a player on another server, specify the player argument as `playerNam /tell <player>@<server> <message> ``` +`serverName` is the name of the destination server **as registered in your Velocity configuration** (`velocity.toml`), which is what the proxy resolves the target against. Tab completion offers the names and players it currently knows about. + +Set `features.velocityIntegration.serverName` on each backend to that same name. It does not affect routing, but it fills `{server}` in cross-server chat and is how a server recognises which players are its own — if it disagrees with the Velocity name, local players are treated as remote in tab completion. + +Delivery can fail in two ways, and the sender is told which: + +| Reason | Meaning | +|--------|---------| +| `SERVER_NOT_FOUND` | No server registered on the proxy has that name | +| `TARGET_OFFLINE` | The server exists, but that player is not on it — including when they are online on a different server | + ## Notification Settings Players can individually control the sound notification when receiving direct messages. |
