NativeRule
Namespace Mc.Scripting.Permissions · Kind struct (readonly)
public readonly struct NativeRule : IEquatable<NativeRule>A rule of the engine’s permission table: a node or pattern over a context pattern, with a layer and a value.
Constructors
Section titled “Constructors”| Member | Description |
|---|---|
NativeRule(string Node, bool Allow, ushort Layer = 0, byte[]? Context = null) |
A rule of the engine’s permission table: a node or pattern over a context pattern, with a layer and a value. |
Constructor
Section titled “Constructor”public NativeRule(string Node, bool Allow, ushort Layer = 0, byte[]? Context = null)A rule of the engine’s permission table: a node or pattern over a context pattern, with a layer and a value.
Parameters
| Name | Type | Description |
|---|---|---|
Node |
string |
The node or a pattern: “homes.use”, “homes.”, “”. |
Allow |
bool |
True grants the node, false denies it. |
Layer |
ushort = 0 |
Lower layers win: 0 the player’s own rules, then the groups by weight (highest first), then the default group. |
Context |
byte[]? = null |
The six context positions (world, dimension, gamemode, server, slot 0, slot 1); NativePermissionTable.Any matches every value. Null means any in every position. |
Properties
Section titled “Properties”| Member | Description |
|---|---|
bool Allow { get; init; } |
True grants the node, false denies it. |
byte[]? Context { get; init; } |
The six context positions (world, dimension, gamemode, server, slot 0, slot 1); NativePermissionTable.Any matches every value. |
ushort Layer { get; init; } |
Lower layers win: 0 the player’s own rules, then the groups by weight (highest first), then the default group. |
string Node { get; init; } |
The node or a pattern: “homes.use”, “homes.”, “”. |
public bool Allow { get; init; }True grants the node, false denies it.
Context
Section titled “Context”public byte[]? Context { get; init; }The six context positions (world, dimension, gamemode, server, slot 0, slot 1); NativePermissionTable.Any matches every value. Null means any in every position.
public ushort Layer { get; init; }Lower layers win: 0 the player’s own rules, then the groups by weight (highest first), then the default group.
public string Node { get; init; }The node or a pattern: “homes.use”, “homes.”, “”.