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628f430645
* feat: add 3D Charades word lists management and profanity filter toggle - Implemented Charades word lists management in the admin UI, allowing for unlimited named word lists with difficulty settings. - Added functionality to bind live card slots to specific word lists, with automatic fallback to built-in lists. - Introduced a profanity filter toggle in server settings, enabling or disabling the server-side profanity filter. - Updated database schema to support new features, including additional columns for profanity filter status and charades slot bindings. - Enhanced documentation to reflect new features and their usage. * feat: add identityserver-signing.pfx to .gitignore * feat: add new matchmake routes for player, event, club, and code
87 lines
4.4 KiB
C#
87 lines
4.4 KiB
C#
namespace DorkNet.Server.Data.Entities;
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/// <summary>
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/// Single-row table holding server-wide runtime toggles that admins can
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/// flip from the SPA without a redeploy. Modelled after
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/// <see cref="CommunityBoardEntity"/>: <see cref="Id"/> is pinned to 1
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/// so EF Core has a key to track changes against, and reads/writes
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/// touch one row.
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///
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/// Add new boolean (or scalar) columns directly to this entity as more
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/// toggles appear — keeping them strongly typed beats a generic
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/// key/value table for the dozen-or-so global switches we'll ever have.
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/// </summary>
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public class ServerSettingsEntity
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{
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public int Id { get; set; } = 1;
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/// <summary>When true, the watch's account-creation endpoints
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/// (<c>POST /account/create</c> and <c>POST /api/account/v1/create</c>)
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/// short-circuit with <c>Success=false</c> and the watch surfaces
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/// the error to the player. Existing logins are unaffected; only
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/// brand-new account requests are blocked.</summary>
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public bool SignupsDisabled { get; set; }
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/// <summary>When true, every account on the server is treated as a
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/// friend of every other account — the relationships list, friend
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/// online-status HUD, and room-move fan-out all behave as if everyone
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/// is mutually friended. Built for small private servers where
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/// searching + manually friend-requesting each other is friction; no
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/// rows are written, so flipping it off instantly reverts to the real
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/// relationship graph. Blocked relationships still suppress the pairing,
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/// and the system/coach account (Id=1) is excluded.</summary>
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public bool GlobalFriendsEnabled { get; set; }
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/// <summary>When true, the challenge map tells the 2020 watch that
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/// weekly challenge completion is required for the weekly reward flow.
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/// Individual player challenge rows still default to incomplete until
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/// the client reports progress.</summary>
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public bool WeeklyChallengesCompletedRequired { get; set; } = true;
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/// <summary>Admin-managed weekly challenge templates as JSON. Challenge
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/// ids are generated per weekly map so old progress rows stay scoped to
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/// that week's map id.</summary>
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public string WeeklyChallengesJson { get; set; } = string.Empty;
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/// <summary>Admin-managed weekly reward JSON. The progression API uses
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/// this for both the watch's ChallengeGift payload and the once-per-week
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/// server-side XP/token grant.</summary>
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public string WeeklyChallengeRewardJson { get; set; } = string.Empty;
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/// <summary>Admin-managed Play menu room filter chips as JSON. Stores
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/// separate pinned and popular tag lists; wire endpoints serve them to
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/// the watch without leading # characters.</summary>
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public string PlayMenuTagsJson { get; set; } = string.Empty;
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/// <summary>Admin-managed Rec Center category-door config. The
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/// 2020.12 client reads this through api/gameconfigs/v1/all as
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/// Door.{Category}.Title and Door.{Category}.Query entries.</summary>
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public string RecCenterDoorsJson { get; set; } = string.Empty;
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/// <summary>Admin-managed values for GameConfig keys confirmed in
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/// the 2020.12 decomp. Kept typed in the admin API; stored as JSON
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/// here so newly discovered built-in keys do not require a table
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/// migration each time.</summary>
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public string DiscoveredGameConfigsJson { get; set; } = string.Empty;
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/// <summary>When true, the server-side profanity filter behind
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/// <c>api/sanitize/*</c> is bypassed — every string is treated as
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/// clean and returned unmodified. Built for private friend servers
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/// that don't want room/invention names or chat censored. Off by
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/// default (filter active). See <see cref="Services.ProfanityFilter"/>
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/// and <c>SanitizeController</c>.</summary>
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public bool ProfanityFilterDisabled { get; set; }
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/// <summary>Which charades word list (row id in
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/// <see cref="CharadesWordListEntity"/>) is live for each of the
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/// client's three baked card-source slots. JSON object keyed by the
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/// client enum name — <c>{"Charades":id,"CharadesAprilFoolsDay":id,
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/// "Icebreakers":id}</c>. Empty/0 or a dangling id falls back to the
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/// list the seeder created for that slot. Lets admins keep an
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/// unlimited library and switch which list a slot serves without a
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/// redeploy.</summary>
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public string CharadesSlotBindingsJson { get; set; } = string.Empty;
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public DateTime UpdatedAt { get; set; } = DateTime.UtcNow;
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}
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