https://gitlab.synchro.net/main/sbbs/-/commit/7adbd05c642e3a12eab697a6
Modified Files:
src/doors/syncdoom/README.md syncdoom.c src/doors/syncduke/README.md syncduke.h syncduke_input.c syncduke_node.c src/doors/termgfx/sbbs_node.c
Log Message:
syncduke/syncdoom: in-game Ctrl-P inter-node paging & messaging
Add a non-blocking page/message overlay to both doors, opened with Ctrl-P during play. It lists who's online, then you type a message over the running game -- the game keeps ticking (your player just stands still, like the 'T' chat), so a co-op match never stalls waiting on your tics. A leading node number ("5 hi" / "5: hi") targets one node; a blank prefix broadcasts to every other online node. Esc, or a blank message, cancels; with nobody else online
it just shows a "No one else is online" notice, like Ctrl-U.
Each door routes the compose through its existing key path -- SyncDOOM feeds ASCII, SyncDuke feeds scancodes -- so printable text is captured in the ASCII layer and Enter/Esc/Backspace at the scancode chokepoint (press/hold_press), swallowing everything else so no movement leaks while you type. SyncDOOM
forces a frame repaint per keystroke (its frame de-dupe would otherwise drop the overlay while you stand still); SyncDuke's banner has its own dirty signal.
The incoming message reads "Node N: <sender> sent you a message: <text>" (shared termgfx sbbs_page_node), matching Synchronet's own user-message wording. The READMEs now document Ctrl-U (who's online) and Ctrl-P.
Co-Authored-By: Claude Opus 4.8 <
noreply@anthropic.com>
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