feat: configurable broadcasts + /core reload

New fr.luc.crcore.broadcast module:
- BroadcastAudience enum (NONE, LEADER, TEAM, ADMIN, ALL).
- BroadcastContext (fluent: team + involvedPlayerId + placeholders).
- BroadcastService interface + YamlBroadcastService impl.
- CRCoreBroadcastListener (Bukkit listener) wires the 12 native events
  (9 team + 3 player) to broadcasts.broadcast(eventKey, ctx).

Same single-per-plugin file pattern as messages:
<plugin-dataFolder>/<plugin-name-lowercase>-broadcasts.yml. Defaults
bundled at resources/crcore-broadcasts.yml, copied on first boot (game
plugin's own resource of the same name takes priority as the template).
In-memory fallback so new CR-Core keys work without admin edit.

Routes (who) vs templates (what) are separated: broadcasts.yml lists
audiences per eventKey, messages.yml contains the templates under keys
<eventKey>.broadcast. Admin can change either independently.

12 new *.broadcast keys added to crcore-messages.yml with sensible
French defaults and color codes. Listener injects standard placeholders
(name, team_name, tag, color, visibility, player, new_leader,
old/new_value, etc.).

ADMIN audience resolved via crcore.broadcast.admin permission. Multi-
audiences via YAML list (e.g., [TEAM, ADMIN]); union of resolved
players, no duplicate.

New /core reload subcommand (permission crcore.reload) hot-reloads
both messages and broadcasts from disk without restart.

CRCore: protected buildBroadcastService() override point, getter
broadcasts(), wire of CRCoreBroadcastListener at enable(). CoreCommand
constructor extended to take BroadcastService, registers the reload
subcommand.

Docs/features.md: new section 9 "Service de broadcasts". docs/setup.md:
updated to mention both YAML files. decisions.md logs the routes-vs-
templates split, the audience model, and the reload semantics.
New diagram broadcasts-class-diagram.puml. README updated.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Antone Barbaud
2026-06-10 11:16:34 +02:00
parent 923f48ffc7
commit a94bc56a5b
15 changed files with 1060 additions and 22 deletions
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@@ -684,7 +684,130 @@ placeholders documentés en commentaire.
---
## 9. Bootstrap `CRCore`
## 9. Service de broadcasts (`fr.luc.crcore.broadcast`)
**Statut** : implémenté. Un seul listener Bukkit interne route les 12
événements CR-Core vers le {@code BroadcastService} qui décide à qui
envoyer le message selon la config YAML.
### Séparation routes / templates
- **Routes** (« qui reçoit quoi ») → `<plugin>-broadcasts.yml`
- **Templates** (« quel texte ») → `<plugin>-messages.yml`, clés
`<eventKey>.broadcast` (ex. `team.create.broadcast`)
Les deux fichiers sont modifiables indépendamment. L'admin peut couper
tous les broadcasts en passant tout en `[NONE]` sans toucher aux templates,
ou inversement changer la formulation sans toucher aux routes.
### `BroadcastAudience` — qui reçoit
| Audience | Résolution |
|---|---|
| `NONE` | Personne (équivalent à liste vide). |
| `LEADER` | Le chef de l'équipe concernée (s'il est en ligne). |
| `TEAM` | Tous les membres en ligne de l'équipe concernée. |
| `ADMIN` | Joueurs en ligne ayant la perm `crcore.broadcast.admin`. |
| `ALL` | Tous les joueurs en ligne sur le serveur. |
Multi-cibles : une clé d'event mappe sur une **liste** d'audiences. Union
(pas de doublon : un joueur dans deux audiences reçoit un seul message).
### Le fichier `<plugin>-broadcasts.yml` — exemple
```yaml
team:
create: [ADMIN] # admins voient les créations
dissolve: [TEAM, ADMIN]
member:
add: [TEAM]
remove: [TEAM]
player:
join: [TEAM]
leadership:
transfer: [TEAM, ADMIN]
visibility:
change: [LEADER]
score:
change: [NONE] # noisy par défaut
spawn:
change: [LEADER]
player:
profile:
create: [NONE]
delete: [ADMIN]
score:
change: [NONE]
```
### Liste des `eventKey` (= mapping listener)
| Bukkit event | Clé broadcasts.yml | Clé messages.yml |
|---|---|---|
| `TeamCreateEvent` | `team.create` | `team.create.broadcast` |
| `TeamDissolveEvent` | `team.dissolve` | `team.dissolve.broadcast` |
| `TeamMemberAddEvent` | `team.member.add` | `team.member.add.broadcast` |
| `TeamMemberRemoveEvent` | `team.member.remove` | `team.member.remove.broadcast` |
| `PlayerJoinTeamEvent` | `team.player.join` | `team.player.join.broadcast` |
| `TeamLeadershipTransferEvent` | `team.leadership.transfer` | `team.leadership.transfer.broadcast` |
| `TeamVisibilityChangeEvent` | `team.visibility.change` | `team.visibility.change.broadcast` |
| `TeamScoreChangeEvent` | `team.score.change` | `team.score.change.broadcast` |
| `TeamSpawnPointChangeEvent` | `team.spawn.change` | `team.spawn.change.broadcast` |
| `PlayerProfileCreateEvent` | `player.profile.create` | `player.profile.create.broadcast` |
| `PlayerProfileDeleteEvent` | `player.profile.delete` | `player.profile.delete.broadcast` |
| `PlayerScoreChangeEvent` | `player.score.change` | `player.score.change.broadcast` |
### Placeholders injectés par le listener
Pour les events team, le contexte inclut toujours : `{name}`, `{team_name}`
(alias), `{tag}`, `{color}` (code couleur ChatColor), `{visibility}`.
Quand pertinent, en plus : `{player}` (nom du joueur impliqué),
`{new_leader}`, `{old_leader}`, `{old_visibility}`, `{new_visibility}`,
`{score_name}`, `{old_value}`, `{new_value}`, `{delta}`.
### API pour les game plugins
```java
// Broadcast custom depuis un game plugin
core.broadcasts().broadcast("mygame.round.start",
BroadcastContext.empty()
.with("round", String.valueOf(currentRound))
.with("map", mapName));
// Lecture des audiences configurées (debug)
List<BroadcastAudience> who = core.broadcasts().getAudiences("team.create");
// Hot reload
core.broadcasts().reload();
```
Pour ajouter ses propres events broadcast, le game plugin :
1. Ajoute la clé dans son `<plugin>-broadcasts.yml` (ex.
`mygame.round.start: [ALL]`)
2. Ajoute le template dans `<plugin>-messages.yml` (clé
`mygame.round.start.broadcast`)
3. Appelle `core.broadcasts().broadcast(...)` quand l'event survient
### Override de l'impl
`CRCore.buildBroadcastService(messages)` est `protected`. Sous-classe
{@code CRCore} pour fournir une impl alternative (base de données, queue
externe, etc.).
### Commande `/core reload`
Permission : `crcore.reload`. Recharge à la fois `messages` et `broadcasts`
depuis les fichiers user du dataFolder. Les defaults en jar ne bougent pas
(pas re-chargés).
### Diagramme
- Classes : [broadcasts-class-diagram.puml](diagrams/broadcasts-class-diagram.puml)
---
## 10. Bootstrap `CRCore`
**Statut** : implémenté. Point d'entrée unique pour les plugins de jeu.