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POC only: Bifrost#734

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Cervator wants to merge 4 commits intoMovingBlocks:developfrom
SiliconSaga:bifrost
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POC only: Bifrost#734
Cervator wants to merge 4 commits intoMovingBlocks:developfrom
SiliconSaga:bifrost

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@Cervator
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@Cervator Cervator commented Apr 1, 2026

Not for merging, at least not yet! Details at https://siliconsaga.net/bifrost-first-contact/

Cervator and others added 3 commits March 28, 2026 11:40
Chunk 3 of the Bifrost First Contact plan. Adds Nakama Java SDK integration
to DestinationSol with NakamaClient (connection, chat, message queue),
NakamaConfig (dual-port: gRPC + WebSocket), /say console command, and
game loop message polling. Incoming cross-game messages appear in the
console. Uses Java 8 compatible APIs throughout.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace hardcoded Nakama config with nakama.ini file loaded via IniReader.
Default ships as a resource, user edits the copy in the save directory.
Upgrade protobuf from 3.4.0 to 4.28.2 to match Nakama SDK requirements —
EntityData.java regenerated with protoc 28.2. Remove protobuf exclusion
hack from nakama-java dependency.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Incoming cross-game chat messages now display as a fading banner on the
game HUD with a semi-transparent dark background for readability. The
banner fades over 5 seconds. Messages also still go to the console log.
Follows the ZoneNameAnnouncer pattern from the existing codebase.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@BenjaminAmos
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I am well aware that this is only a proof of concept, however, would it be possible to implement this is an bundled external module, like the Steam Workshop integration in #728? That might require making this depend on some of the changes in #728 though. The idea is that, like with Steam integration, this is entirely optional without any code loaded if not desired.

It might make sense long-term to have some of the functionality in the core engine but as-is this demo makes a few instrusive changes to classes and UIs which could have been handled differently. Destination Sol is still largely a monolithic application but over time I have been trying to break it up into a more extensible architecture, even if it is nowhere near Terasology levels of extensibility.

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2 participants