Files
DorkNet/DorkNet.Server/Data/Entities/ServerSettingsEntity.cs
Alexa 955246c6e4 feat: Refactor admin UI pages to support embedded mode and improve navigation
- Updated PlayerLogs, Players, Reports, Rooms, Settings, SignupCodes, and other pages to accept an optional `embedded` prop for better integration in various contexts.
- Introduced a new Activity page consolidating audit logs and player request logs with tab navigation.
- Added Content page for community board and loading tips with tab navigation.
- Created Moderation page to unify player directory, bans, and reports under a single interface.
- Implemented SettingsHome page to manage server settings and signup codes with tab navigation.
- Enhanced the Join page to include password creation for new accounts.
- Added global friends feature in Settings to allow all accounts to be friends without database entries.
- Introduced RelationshipQueries service to manage effective friend resolution based on global friends toggle.
- Added WireDates for consistent date handling in serialized data.
- Created reusable Tabs component for consistent tab navigation across various pages.
2026-06-06 16:39:19 +03:00

56 lines
2.8 KiB
C#

namespace DorkNet.Server.Data.Entities;
/// <summary>
/// Single-row table holding server-wide runtime toggles that admins can
/// flip from the SPA without a redeploy. Modelled after
/// <see cref="CommunityBoardEntity"/>: <see cref="Id"/> 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.
/// </summary>
public class ServerSettingsEntity
{
public int Id { get; set; } = 1;
/// <summary>When true, the watch's account-creation endpoints
/// (<c>POST /account/create</c> and <c>POST /api/account/v1/create</c>)
/// short-circuit with <c>Success=false</c> and the watch surfaces
/// the error to the player. Existing logins are unaffected; only
/// brand-new account requests are blocked.</summary>
public bool SignupsDisabled { get; set; }
/// <summary>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.</summary>
public bool GlobalFriendsEnabled { get; set; }
/// <summary>When true, the watch's weekly-challenge map reports
/// <c>CompletedRequired</c> — the player must finish every listed
/// challenge before the gift unlocks. Mirrors
/// <c>ChallengeMap.CompletedRequired</c> on the 2020.03 client.</summary>
public bool WeeklyChallengesCompletedRequired { get; set; } = true;
/// <summary>JSON-serialised <c>List&lt;WeeklyChallengeTemplate&gt;</c>
/// (see <c>ServerSettingsService</c>). Empty string falls back to
/// <c>ServerSettingsService.DefaultWeeklyChallenges()</c>. Admin-
/// editable from the SPA Settings page so the weekly slate can change
/// without a redeploy.</summary>
public string WeeklyChallengesJson { get; set; } = string.Empty;
/// <summary>JSON-serialised <c>WeeklyChallengeReward</c> — the gift
/// granted when the week's challenges complete (XP + tokens, plus an
/// optional store skin identified by <c>Slug</c>). Empty string falls
/// back to <c>ServerSettingsService.DefaultWeeklyReward()</c>.</summary>
public string WeeklyChallengeRewardJson { get; set; } = string.Empty;
public DateTime UpdatedAt { get; set; } = DateTime.UtcNow;
}