Server 2.10.0: distribute MSCO mods from data/mods
- ModStore: mods in data/mods (id, name, version, SHA-256), console "mods [reload]" - ModList is sent before Welcome, files on request in 60 KB parts (once per connection) - ModMessage relayed between players (max 64 KB) - Heartbeat reports the mods to the keymaster (automatic "modded" tag) - Web panel page "Mods": upload, remove, reload (DE/EN) - Tests for list, download, checksum, relay and limits Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -48,7 +48,12 @@ public enum MsgType : byte
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WorldVars = 41, // Jobs/Laden: int n, je [int Schlüssel, byte Typ, Wert]
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HingeStates = 42, // Autotüren/Haube/Kofferraum: int n, je [int Schlüssel, float Scharnier-Winkel]
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VehicleControls = 43, // Zündung/Motor/Licht ...: int n, je [int FSM-Schlüssel, string Zustand]
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PlayerNeeds = 44 // Client -> Server: eigene Bedürfnisse (Hunger, Durst ...): int n, je [string Name, float Wert]
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PlayerNeeds = 44, // Client -> Server: eigene Bedürfnisse (Hunger, Durst ...): int n, je [string Name, float Wert]
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ModMessage = 45, // Nachricht einer MSCO-Mod an die anderen Spieler: string Mod-ID, int Länge, bytes (weitergeleitet mit Absender)
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ModList = 46, // Server -> Client (vor Welcome): int n, je [string ID, string Name, string Version, string SHA-256, int Größe]
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ModFileRequest = 47, // Client -> Server: string Mod-ID
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ModFilePart = 48, // Server -> Client: string Mod-ID, int Gesamtgröße, int Offset, int Länge, bytes
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ModFileDone = 49 // Server -> Client: string Mod-ID
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}
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public readonly record struct Message(MsgType Type, byte[] Payload)
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