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https://github.com/DorkSquadRR/DorkNet.git
synced 2026-10-25 15:08:47 -07:00
feat: add endpoints to unlock all items for players, including cosmetics and hair dyes
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@@ -340,27 +340,41 @@ public class RelationshipsController(DorkNetDbContext db, NotificationService no
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// Watch URLs: "api/relationships/v1/favorite?id={N}" and
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// "api/relationships/v1/unfavorite?id={N}". These return a
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// boolean-ish RecNetResult per the FavoritePlayer/UnfavoritePlayer
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// disassembly (Core.Post … ExpectHttpStatusSuccess), not a
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// Relationship. The flag is persisted on the caller's directional row
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// and surfaced back through v2/get + personaldetails (see BuildMerged).
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// disassembly, not a Relationship. The flag is persisted on the caller's
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// directional row and surfaced back through v2/get + personaldetails
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// (see BuildMerged).
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//
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// VERB: the 2020 watch sends these as GET (RecNet.Relationships
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// FavoritePlayer/UnfavoritePlayer/etc. call Core.Get — verified in the
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// readable March dump at Relationships.txt:1675/1834, and the December
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// build hits the same obfuscated Core-GET wrapper). The endpoints were
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// POST-only, so the watch's GET returned HTTP 405 ("Error favoriting
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// player: HTTP Error 405"). Accept GET (real verb) + POST (cross-build
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// safety), mirroring the friend endpoints above.
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[HttpGet("api/relationships/v1/favorite")]
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[HttpPost("api/relationships/v1/favorite")]
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public Task<IActionResult> Favorite([FromQuery] long id) => SetPreference(id, favorited: true);
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[HttpGet("api/relationships/v1/unfavorite")]
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[HttpPost("api/relationships/v1/unfavorite")]
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public Task<IActionResult> Unfavorite([FromQuery] long id) => SetPreference(id, favorited: false);
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[HttpGet("api/relationships/v1/mute")]
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[HttpPost("api/relationships/v1/mute")]
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public Task<IActionResult> Mute([FromQuery] long id, [FromForm(Name = "PlayerId")] long? formId)
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=> SetPreference(id != 0 ? id : formId ?? 0, muted: true);
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[HttpGet("api/relationships/v1/unmute")]
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[HttpPost("api/relationships/v1/unmute")]
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public Task<IActionResult> Unmute([FromQuery] long id, [FromForm(Name = "PlayerId")] long? formId)
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=> SetPreference(id != 0 ? id : formId ?? 0, muted: false);
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[HttpGet("api/relationships/v1/ignore")]
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[HttpPost("api/relationships/v1/ignore")]
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public Task<IActionResult> Ignore([FromQuery] long id, [FromForm(Name = "PlayerId")] long? formId)
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=> SetPreference(id != 0 ? id : formId ?? 0, ignored: true);
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[HttpGet("api/relationships/v1/unignore")]
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[HttpPost("api/relationships/v1/unignore")]
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public Task<IActionResult> Unignore([FromQuery] long id, [FromForm(Name = "PlayerId")] long? formId)
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=> SetPreference(id != 0 ? id : formId ?? 0, ignored: false);
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@@ -2067,6 +2067,106 @@ public class AdminController(
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return Ok(new { granted = body.ItemId, quantity = qty });
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}
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/// <summary>POST <c>api/admin/v1/players/{id}/inventory/unlock-all</c>
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/// — grant the player the ENTIRE catalog: every avatar cosmetic GUID
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/// (merged into <see cref="AvatarEntity.InventoryJson"/>), every
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/// permanent hair dye, and every store equipment/consumable slug (as
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/// <see cref="PlayerInventoryEntity"/> rows). Idempotent — only adds
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/// what's missing. Pushes SubscriptionUpdateProfile so the watch
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/// re-fetches without a relog.
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///
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/// Cosmetics use the canonical InventoryJson shape — a plain JSON array
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/// of GUID strings (what the buy/gift flow writes and
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/// AvatarItemsController.ParseInventoryEntries reads). Only BARE GUIDs
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/// from the authoritative safe-list catalog are added, so every
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/// unlocked item is one this build actually ships (no missing-bundle
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/// crashes). NOTE: the 2020 watch's wardrobe only renders up to
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/// Avatar:MaxUnlockedItems (hard cap 120) owned cosmetics at once, so
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/// the player won't see thousands of tiles even though all are granted.</summary>
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[HttpPost("players/{id:long}/inventory/unlock-all")]
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public async Task<ActionResult> UnlockAllItems(long id)
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{
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var player = await db.Players.FirstOrDefaultAsync(x => x.Id == id);
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if (player is null) return NotFound();
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// 1) Avatar cosmetics → InventoryJson (JSON array of GUID strings).
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var avatar = await db.Avatars.FirstOrDefaultAsync(a => a.PlayerId == id);
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if (avatar is null) { avatar = new AvatarEntity { PlayerId = id }; db.Avatars.Add(avatar); }
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var owned = ParseOwnedDescs(avatar.InventoryJson);
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var ownedSet = new HashSet<string>(owned, StringComparer.OrdinalIgnoreCase);
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var catalog = DorkNet.Server.Controllers.API.Avatar.V4.AvatarItemsController.Catalog;
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var addedCosmetics = 0;
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foreach (var guid in catalog.Keys)
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if (ownedSet.Add(guid)) { owned.Add(guid); addedCosmetics++; }
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avatar.InventoryJson = System.Text.Json.JsonSerializer.Serialize(owned);
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avatar.UpdatedAt = DateTime.UtcNow;
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// 2) Hair dyes + store equipment/consumables → PlayerInventory (by slug).
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var existingSlugs = await db.PlayerInventory
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.Where(pi => pi.PlayerId == id)
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.Select(pi => pi.ItemSlug)
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.ToListAsync();
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var slugSet = new HashSet<string>(existingSlugs, StringComparer.OrdinalIgnoreCase);
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var allSlugs = StoreService.AllHairDyeSlugs
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.Concat(await db.StoreItems.Select(s => s.Slug).ToListAsync());
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var addedSlugs = 0;
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foreach (var slug in allSlugs)
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{
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if (string.IsNullOrWhiteSpace(slug) || !slugSet.Add(slug)) continue;
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db.PlayerInventory.Add(new PlayerInventoryEntity { PlayerId = id, ItemSlug = slug, Quantity = 1 });
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addedSlugs++;
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}
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await LogAsync("unlock_all_items", "player", id,
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$"cosmetics+{addedCosmetics} (catalog={catalog.Count}) slugs+{addedSlugs}");
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await db.SaveChangesAsync();
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await notifications.NotifyAsync(id,
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PushNotificationId.SubscriptionUpdateProfile,
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new { Reason = "AdminUnlockAll" });
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return Ok(new
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{
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id,
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addedCosmetics,
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totalCosmetics = catalog.Count,
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addedSlugs,
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ownedCosmetics = owned.Count,
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});
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}
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// Tolerant parse of InventoryJson into a flat list of owned item descs.
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// Canonical shape is a JSON string array; also accepts the legacy
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// [{itemId,...}] object shape so existing data is never clobbered.
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private static List<string> ParseOwnedDescs(string? json)
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{
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if (string.IsNullOrWhiteSpace(json) || json == "[]") return new();
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try
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{
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var strings = System.Text.Json.JsonSerializer.Deserialize<List<string>>(json);
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if (strings is not null && strings.Count > 0) return strings;
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}
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catch { }
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var result = new List<string>();
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try
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{
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using var doc = System.Text.Json.JsonDocument.Parse(json);
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if (doc.RootElement.ValueKind == System.Text.Json.JsonValueKind.Array)
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foreach (var el in doc.RootElement.EnumerateArray())
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{
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if (el.ValueKind == System.Text.Json.JsonValueKind.String)
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result.Add(el.GetString() ?? string.Empty);
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else if (el.ValueKind == System.Text.Json.JsonValueKind.Object &&
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el.TryGetProperty("itemId", out var iid) &&
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iid.ValueKind == System.Text.Json.JsonValueKind.String)
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result.Add(iid.GetString() ?? string.Empty);
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}
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}
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catch { }
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return result;
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}
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public sealed record CurrencyRequest(int CurrencyType, long Amount, string? Reason);
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/// <summary>Adjust a player's currency wallet. Positive amounts
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@@ -94,6 +94,13 @@ public class StoreService(DorkNetDbContext db, LevelService level, IConfiguratio
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("hairdye-pastel-pink", "Permanent Maker Mauve Hair Dye", "[hairdyepotionconsumable_pastelpink]", "G129V_kVXkSLN2OG8EjSqQ"),
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};
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/// <summary>Every permanent hair-dye store slug — used by the admin
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/// "unlock all items" action to drop the whole hair-dye set into a
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/// player's <see cref="PlayerInventoryEntity"/> (hair dyes are owned as
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/// consumable slugs, not avatar GUIDs).</summary>
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public static IEnumerable<string> AllHairDyeSlugs =>
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PermanentHairDyes.Select(d => d.Slug);
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private bool EnableWatchGiftDrops =>
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config.GetValue("Store:EnableWatchGiftDrops", true);
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@@ -472,6 +472,17 @@ function GrantsTab({ data, onChanged }: { data: PlayerDetail; onChanged: () => v
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>Unlock all categories</button>
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</div>
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<div className="card !p-4 md:col-span-2">
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<h3 className="text-sm font-semibold text-ink-50 mb-1">Unlock all items</h3>
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<p className="text-xs text-ink-400 mb-3">
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Grants the player the entire catalog: every avatar cosmetic, every permanent hair dye, and every store equipment/consumable. Idempotent — only adds what's missing. The watch's wardrobe only displays up to ~120 owned cosmetics at once (hard client cap), but all are granted and store items show as owned.
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</p>
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<button
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onClick={() => run('Unlock all', () => api(`/players/${data.id}/inventory/unlock-all`, { method: 'POST' }))}
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className="btn-primary text-xs"
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>Unlock everything</button>
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</div>
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<div className="card !p-4 md:col-span-2">
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<h3 className="text-sm font-semibold text-ink-50 mb-1">Grant inventory item</h3>
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<p className="text-xs text-ink-400 mb-3">Appends an item GUID to the player's inventory JSON. Use the Store catalog to find slugs / GUIDs.</p>
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