namespace DorkNet.Server.Data.Entities; /// /// Single-row table holding server-wide runtime toggles that admins can /// flip from the SPA without a redeploy. Modelled after /// : is pinned to 1 /// so EF Core has a key to track changes against, and reads/writes /// touch one row. /// /// Add new boolean (or scalar) columns directly to this entity as more /// toggles appear — keeping them strongly typed beats a generic /// key/value table for the dozen-or-so global switches we'll ever have. /// public class ServerSettingsEntity { public int Id { get; set; } = 1; /// When true, the watch's account-creation endpoints /// (POST /account/create and POST /api/account/v1/create) /// short-circuit with Success=false and the watch surfaces /// the error to the player. Existing logins are unaffected; only /// brand-new account requests are blocked. public bool SignupsDisabled { get; set; } /// When true, every account on the server is treated as a /// friend of every other account — the relationships list, friend /// online-status HUD, and room-move fan-out all behave as if everyone /// is mutually friended. Built for small private servers where /// searching + manually friend-requesting each other is friction; no /// rows are written, so flipping it off instantly reverts to the real /// relationship graph. Blocked relationships still suppress the pairing, /// and the system/coach account (Id=1) is excluded. public bool GlobalFriendsEnabled { get; set; } /// When true, every account is reported as owning every /// avatar item in the master catalog (plus all permanent hair dyes) — /// the wardrobe/store "unlocked items" endpoints return the full /// catalog for every player regardless of their real inventory. Like /// , nothing is written to the /// inventory tables: it's synthesized at read time, so flipping it off /// instantly reverts to each player's actually-owned items. Color /// variants and player-made custom (UGC) items are out of scope. public bool AllAvatarItemsOwned { get; set; } /// When true, the challenge map tells the 2020 watch that /// weekly challenge completion is required for the weekly reward flow. /// Individual player challenge rows still default to incomplete until /// the client reports progress. public bool WeeklyChallengesCompletedRequired { get; set; } = true; /// Admin-managed weekly challenge templates as JSON. Challenge /// ids are generated per weekly map so old progress rows stay scoped to /// that week's map id. public string WeeklyChallengesJson { get; set; } = string.Empty; /// Admin-managed weekly reward JSON. The progression API uses /// this for both the watch's ChallengeGift payload and the once-per-week /// server-side XP/token grant. public string WeeklyChallengeRewardJson { get; set; } = string.Empty; /// Admin-managed Play menu room filter chips as JSON. Stores /// separate pinned and popular tag lists; wire endpoints serve them to /// the watch without leading # characters. public string PlayMenuTagsJson { get; set; } = string.Empty; /// Admin-managed Rec Center category-door config. The /// 2020.12 client reads this through api/gameconfigs/v1/all as /// Door.{Category}.Title and Door.{Category}.Query entries. public string RecCenterDoorsJson { get; set; } = string.Empty; /// Admin-managed values for GameConfig keys confirmed in /// the 2020.12 decomp. Kept typed in the admin API; stored as JSON /// here so newly discovered built-in keys do not require a table /// migration each time. public string DiscoveredGameConfigsJson { get; set; } = string.Empty; /// When true, the server-side profanity filter behind /// api/sanitize/* is bypassed — every string is treated as /// clean and returned unmodified. Built for private friend servers /// that don't want room/invention names or chat censored. Off by /// default (filter active). See /// and SanitizeController. public bool ProfanityFilterDisabled { get; set; } /// Which charades word list (row id in /// ) is live for each of the /// client's three baked card-source slots. JSON object keyed by the /// client enum name — {"Charades":id,"CharadesAprilFoolsDay":id, /// "Icebreakers":id}. Empty/0 or a dangling id falls back to the /// list the seeder created for that slot. Lets admins keep an /// unlimited library and switch which list a slot serves without a /// redeploy. public string CharadesSlotBindingsJson { get; set; } = string.Empty; /// When true, the CDN serve path stops clamping the two /// top-level PersistedRoomData version varints down to the March-2023 /// client's maxima (DEPRECATED_RoomPersistenceVersion 38 / /// PersistedRoomVersion 19). Modern RecNet exports stamp far higher /// values and the client rejects the room with its "update Rec Room to /// visit this room" gate — so the clamp is ON by default and this /// toggle exists as an escape hatch if a particular blob misbehaves. /// See . public bool RoomBlobVersionClampDisabled { get; set; } /// Ordered list of room NAMES shown in the room-creation "base /// room" picker (rooms/base / api/rooms/v*/baserooms), as a /// JSON string array. Empty falls back to the built-in default set. Lets /// admins curate the base-room list from the SPA without a redeploy. public string BaseRoomNamesJson { get; set; } = string.Empty; public DateTime UpdatedAt { get; set; } = DateTime.UtcNow; }