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Hi all,

I’m sending GG_NOTICE messages from PHP to the server via P2P ports across all channels and game folders. When I use /n in-game as a GM, the message appears for everyone, so that part works.

The issue I’m seeing: on channels ch2 and ch4, there’s 1 player each in the blue map1, and the message shows up correctly there. On the other channels, where no players are online, nothing is visible, even though the console shows the packets were successfully sent and there are acknowledgments.

Is this normal behavior? It seems that the GG_NOTICE packet is sent to all game folders, but the message only appears if a client is actively online.

Is there a way to ensure the notice is visible on all channels, even if no players are currently online?

Thanks in advance!

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I’m also planning to automate server events using the same system, since GG_NOTICE already uses the P2P port for communication between channels.
My concern is whether this could cause conflicts or duplicated triggers when using P2P for automated event flags or announcements.
For example, if each channel reacts individually to the same P2P packet, the event might start multiple times instead of once globally.

Would this be a potential issue, or is there a proper way to handle automated events safely through P2P without overlapping executions?

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