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authorSho Sakuma <me@m1sk9.dev>2026-08-05 04:36:50 +0900
committerSho Sakuma <me@m1sk9.dev>2026-08-05 04:36:50 +0900
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docs: correct the website where it had drifted from the implementation
Several statements were wrong rather than merely thin, and each would have set the wrong expectation: - the conversion example implied romaji replaces the input, when the result is appended in parentheses and both are sent - the handshake was described as happening at startup, when it waits for the first player to join, so a DISCONNECTED status on an empty server read as a fault - cache eviction was called oldest-first, which the unordered in-memory map cannot provide - the Velocity settings table omitted crossServerDirectMessage - ConfigManager was described as reading Bukkit's FileConfiguration, and the settings storage as recovering from a backup that does not exist It also documents behaviour that had no mention anywhere: the `!` force-global prefix, that spy sees channel messages and not only DMs, the nightly build warnings, the overall 1000ms conversion budget that makes api.timeout above it ineffective, and the data files the plugin writes. Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -42,6 +42,15 @@ To message a player on another server, specify the player argument as `playerNam
/tell <player>@<server> <message>
```
+`serverName` is the `features.velocityIntegration.serverName` configured on the **destination** server, not the name Velocity uses internally. A server left at the default `"Unknown"` cannot be addressed meaningfully, so give every server a name before enabling this.
+
+Delivery can fail in two ways, and the sender is told which:
+
+| Reason | Meaning |
+|--------|---------|
+| `SERVER_NOT_FOUND` | No server behind the proxy reports that `serverName` |
+| `TARGET_OFFLINE` | The server was found, but that player is not online on it |
+
## Notification Settings
Players can individually control the sound notification when receiving direct messages.