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Direct Messages
DMs are stored separately from public chat and are disabled by default:
direct-message:
enabled: true
storage: "auto"
retention-days: 0
capture-game-whispers: trueChoose a retention policy appropriate for your server before enabling private-message storage.
A linked/known player can be selected from the New Message search. A compatible public message can also expose a direct DM entry point through its server · source metadata.
For a remote player, the web client uses the clicked message's exact:
originServerIdoriginServerNameplayerUuid
The target is not resolved by display name alone. The DM window identifies remote recipients immediately, for example:
[Main] Tachibana Sherry
Local BMChat DM:
/bmchat dm PlayerName message
Remote BMChat DM:
/bmchat dm PlayerName@server1 message
The supported explicit whisper aliases also accept the remote target form:
/w PlayerName@server1 message
/msg PlayerName@server1 message
/tell PlayerName@server1 message
/whisper PlayerName@server1 message
/m PlayerName@server1 message
/pm PlayerName@server1 message
/message PlayerName@server1 message
/t PlayerName@server1 message
With direct-message.capture-game-whispers: true, compatible local game whispers can be copied into the same BMChat web DM thread. Remote identities are excluded from local-only whisper matching so a same-name remote user cannot capture a local /w PlayerName ... conversation.
A remote participant is scoped by server ID + player UUID. Game and web messages to the same remote account therefore use the same logical DM thread instead of creating separate sessions.
Friendly server-name is display metadata only; the routing identity remains the stable server-id + UUID pair.
Every server participating in cross-server DMs must run BlueMapWebChat 4.6.1.
Cross-server DM depends on the private relay protocol introduced for this release, so do not mix 4.6.1 with older BlueMapWebChat versions on participating servers.
After updating the plugin, fully restart each server. /bmchat reload does not replace the running plugin JAR.
A successful cross-server DM is stored on the sender side and delivered through the signed private relay to the destination server, where the receiving user's corresponding thread becomes available.
If the receiving server does not create a session, see Troubleshooting.
Disabled by default:
private-chat-super-admins:
- "ExactMinecraftNameOrUUID"
direct-message:
admin-audit:
enabled: trueBoth conditions are required. The audit view is read-only, and each page read is written to the configured audit log without copying DM bodies into that audit log.
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