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feat: lift the CircuitsV2 limits, Rec Royale night mode, RRO room blobs
CircuitsV2 limits are served as UGC.CircuitsV2.Limit.* gameconfig keys and are editable from admin Settings. Retail drops any send over 5 RPCs/frame or 1024 bytes/60 frames; both network budgets now default to 1,000,000,000. The creation limits are raised too, each against the hazard the client binary shows for it: - Chips 3000 -> 30000: the chip-culling manager preallocates four List<Chip>(Chips), so the 1M clamp stays. - Compute 50000 -> 500000: a per-frame budget with no allocation; the 10M cap keeps its counters from wrapping. - CloudValues 100 -> 1000, InkPerChip 15 -> 0: InkPerChip is an ink COST, multiplied by min(chips, CloudValues), so lowering it is the increase. The clamps tighten to 10000 / 30000 to keep that product from overflowing (the room ink cap is a hard-coded 30000). - UnculledChips / VisibleChips 500 -> 3000: render-cost counts only. Room save uploads may now be up to 100 MB (Kestrel's 30 MB default would 413 a big circuits room). Contract and evidence: docs/recroom-2023-circuitsv2-limits.md. Also includes the Rec Royale night mode client feature (docs/recroom-2023-scene-moods.md) and the admin blob enable/reset for baked RRO sub-rooms.
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@@ -108,5 +108,14 @@ public class ServerSettingsEntity
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/// admins curate the base-room list from the SPA without a redeploy.</summary>
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public string BaseRoomNamesJson { get; set; } = string.Empty;
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/// <summary>Admin-managed CircuitsV2 creation limits, served to the
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/// client as the <c>UGC.CircuitsV2.Limit.*</c> gameconfig keys. The
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/// network entry carries the per-frame RPC and byte budgets a circuit
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/// may spend; DorkNet ships them effectively unlimited, where retail
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/// shipped 5 RPCs/frame and 1024 bytes/60 frames. Stored as JSON so
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/// new limit keys don't need a table migration.
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/// See <see cref="Services.CircuitsV2LimitSettings"/>.</summary>
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public string CircuitsV2LimitsJson { get; set; } = string.Empty;
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public DateTime UpdatedAt { get; set; } = DateTime.UtcNow;
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}
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