32 KiB
econ
Economy Worker served on the econ subdomain (econ.recflare.net). Hosts the
avatar/economy endpoints the game client calls on the econ service (distinct from the
main api worker, which also serves many of them — the client may call either host).
Balances, inventory, consumables, saved outfits, avatars, gift boxes, weekly-challenge
progress and game-reward eligibility are D1-backed; storefront catalogs and the weekly-challenge rotation are static
assets (static/), the storefronts served via the ASSETS binding. Several routes are still
empty-list stubs.
Routes
✓ = auth-gated (validates the Bearer JWT from the auth worker; empty-body 401 when
missing/invalid). ~ = optional auth: served to anyone, personalised for a valid bearer.
| Method | Path | Auth | Description |
|---|---|---|---|
| GET | /api/avatar/v1/defaultunlocked |
Default-unlocked avatar items (static) | |
| GET | /api/avatar/v1/defaultbaseavataritems |
Default base avatar items (stub []) |
|
| GET | /api/avatar/v4/items |
✓ | Owned items + the default catalog |
| GET | /econ/customAvatarItems/v1/owned |
✓ | Owned custom avatar items (stub) |
| GET | /api/objectives/v1/myprogress |
Objectives progress (static) | |
| GET/POST | /api/objectives/v1/cleargroup |
Clear an objectives group (no-op []) |
|
| GET | /api/avatar/v2 |
✓ | The player's own avatar |
| POST | /api/avatar/v2/set |
✓ | Save the player's avatar |
| GET | /api/checklist/v1/current |
✓ | NUX checklist (stub []) |
| GET | /api/itemWishlists/v1/wishlist/me |
✓ | Item wishlist (stub []) |
| GET | /api/avatar/v3/saved |
✓ | Saved outfits |
| POST | /api/avatar/v3/saved/set |
✓ | Save an outfit into a slot |
| GET | /api/avatar/v2/gifts |
✓ | Pending (unopened) gift boxes |
| POST | /api/avatar/v2/gifts/consume |
Open a gift box → success envelope | |
| GET | /api/avatar/v2/:id |
Another player's avatar (render subset) | |
| GET | /api/equipment/v2/getUnlocked |
Unlocked equipment (stub []) |
|
| GET | /api/roomconsumables/v1/roomConsumable/room/:id |
Room consumables (stub []) |
|
| GET | /api/roomconsumables/v1/roomConsumable/room/:id/me |
Caller's room consumables (stub []) |
|
| GET | /api/roomcurrencies/v1/currencies |
Room currencies (stub []) |
|
| GET | /api/roomcurrencies/v1/getAllBalances |
Room balances (stub []) |
|
| POST | /api/settings/v2/set |
✓ | Persist settings (accept-and-ack) |
| GET | /api/consumables/v2/getUnlocked |
✓ | Unlocked consumables |
| POST | /api/consumables/v1/consume |
✓ | Consume an owned consumable |
| GET | /api/storefronts/v4/balance/:currencyType |
✓ | Currency balance |
| GET | /api/storefronts/v3/giftdropstore/:id |
Gift-drop storefront catalog | |
| POST | /api/storefronts/v2/buyItem |
✓ | Buy a storefront item |
| GET | /api/storefronts/v1/adcarouselitems |
Ad-carousel items (static) | |
| GET | /api/challenge/v2/getCurrent |
~ | Weekly rotation + the caller's progress |
| POST | /api/challenge/v2/updateProgress |
✓ | Report challenge progress |
| GET | /api/gamerewards/v1/pending |
Pending game rewards (stub []) |
|
| POST | /api/gamerewards/v1/request |
✓ | Claim a game reward → 5 XP + gift box |
| GET | /api/roomkeys/v1/mine |
The player's room keys (stub []) |
|
| GET | /api/roomkeys/v1/room |
Room keys for a room (stub []) |
|
| POST | /api/CampusCard/v1/UpdateAndGetSubscription |
~ | Gold year for developers, else {} |
| GET | /openapi.json |
Generated OpenAPI 3.1 spec (see below) |
The app runs with strict: false, so trailing-slash variants match (the client posts
/gifts/consume/ with a trailing slash).
API documentation
GET /openapi.json serves a spec generated from describeRoute blocks alongside each
handler, with the schemas in src/openapi.ts. Descriptive, not enforced — same
rationale as the auth/accounts/match workers. A test asserts every route appears
in the spec, so adding one without documenting it fails.
Purchases (buyItem)
The core flow. The client posts the storefront/item ids, the currency, and the
RequestedPrice it rendered; the handler:
- looks the item up in
static/storefronts/sf{StorefrontType}.json; - rejects a stale price (
409) — this stops a stale or tampered client buying at a price the catalog no longer offers; - debits the buyer atomically (
400on insufficient balance); - grants the drop — an avatar item into the
inventorytable (own-once), equipment intoequipment, a consumable intoconsumable(each buy stacks a new instance), or, for a query drop, whatever the roll lands on (below); currency/xp drops aren't granted yet; - returns a gift box and pushes a
StorefrontBalanceUpdateover the socket.
Two things are easy to get wrong:
Balancein the response is the change applied (the negated price), not the resulting total. The client reads its new total fromGET /balance/:type.- Ownership is persisted at purchase, not when the box is opened. Opening a box
(
/gifts/consume) just deletes it — the item was already granted. So the grant never waits on the cosmetic "open it" moment.
A Gift block routes the item (and box) to another player, but the caller always pays.
A self-buy or anonymous gift is attributed to the "Coach" system account (id 1).
Query drops — the loot boxes (IsQuery)
A gift-drop with IsQuery: true is not an item, it is a roll: all of its item fields
(AvatarItemDesc, EquipmentModificationGuid, ConsumableItemDesc) are empty on purpose,
and what the player gets is picked at grant time. sf2's tooltip states the rule outright —
"A random 4-star item that you don't have." Eight ship in the catalogs, two families of
the same ladder:
sf2 "Star Boxes" (ItemSetId 44, Unique) |
Rarity | sf3 "Random box" family |
|---|---|---|
| — | 0 | Common Random box |
| 2-Star Unique Box | 10 | Uncommon Random box |
| 3-Star Unique Box | 20 | Rare Random box |
| 4-Star Unique Box | 30 | Epic Random box |
| — | 50 | Legendary Random box |
That table is the star ↔ rarity ladder (STAR_RARITY in econ.app.ts): sf2's three
boxes pin 2/3/4 → 10/20/30 by carrying both their name and their QueryRedirectRarity, and
sf3's five-name ladder fills in the ends. It's the same tier list twice, so read a rarity
number in either dialect.
rollQueryDrop resolves one inside grantGiftDrop, so both faucets — a purchase and the
weekly gift — hand over a real item rather than an unopenable box:
- The pool is sf3, the general store (
ROLL_STOREFRONT_TYPE). It's the only catalog with a real pool at every tier (1161 items against 8–40 in the themed ones), it's where the Random box family itself sells, and "a random 4-star item" means the item universe, not whichever seasonal shelf the box came off. - Filtered to what the player doesn't own, which is the
Uniquepromise and the only reading of "an item you don't have" that means anything. - Avatar items and equipment only. Other query drops are excluded (a box that rolls a box), and so are consumables: they stack, so "don't have" never becomes false and they'd crowd out the real prizes.
avatarItemsOnlynarrows it to worn items, dropping equipment skins from the pool. Level-up boxes use it; storefront boxes don't, since "a random 4-star item" means both.QueryRedirectRaritywins overRaritywhen present — sf2 carries both and they agree; sf3's boxes carry onlyRarity.- An empty pool grants nothing (logged
query gift-drop rolled nothing) — an owner of every 4-star item still gets the box, just nothing in it. buyItemanswers with the ROLLED item, not the box. The client draws the purchase fromBalanceUpdates[0].Data[0], and a query drop's own item fields are all empty — echo those and the player sees an empty box for a purchase that actually granted something. The stored box was always correct; only the response was wrong.
Consume envelopes
Both consume routes (/gifts/consume, /consumables/consume) always answer HTTP 200
with { error: "", success: true, value: null } — even for a missing or already-gone
target. A captured real consume returns this envelope, not an empty body: the client
parses it to finish the action, so a bare 200 reads as a failure and the item never
finishes unlocking. Deletes are scoped to the caller, so an unauthenticated or
mismatched call is a harmless no-op (opening another player's box is a 403).
Weekly challenge (static/weekly-challenge.json)
Served by GET /api/challenge/v2/getCurrent (with each challenge's per-player Complete
stamped in — see Progress below). The server never evaluates the rules: the client reads
the rule tree in each challenge's Config, watches its own gameplay, and posts the tree
back to /api/challenge/v2/updateProgress with its verdict. So this file is the entire
definition of a week's challenges — ids, display strings, matching rules and the reward
preview.
Everything below was read off reference data (one captured live rotation), not a spec. Field meanings marked (inferred) are read from how the values line up with the strings the client renders; the rest are pinned by the data itself. The file itself is edited freely as rotations change — the examples here are the captured week, so expect the shipped rotation to differ.
Top level
| Field | Example | Notes |
|---|---|---|
ChallengeMapId |
17 |
Id of the rotation as a whole ("map" of challenges). Echoed back on updateProgress; bump it when you publish a new week. |
CompletedRequired |
false |
(inferred) All-or-nothing: true makes the Gift need every challenge, false the three-of-five threshold below. |
StartAt / EndAt |
2026-03-25T21:00:00 |
The window, 7 days apart, no timezone suffix — unlike ServerTime. Treat as UTC. |
ServerTime |
2026-03-31T14:42:54.2754728Z |
.NET round-trip timestamp (7-digit fraction, Z). The client dates the countdown off this, so it is frozen — see below. |
Challenges |
array | The week's challenges, rendered in order. |
Gift |
object | The reward preview for finishing the set. |
FallbackGiftName |
"4-Star Box" |
Shown when the client can't resolve Gift into a name. |
ChallengeThemeString |
a designer quote | Free text carried through from the captured rotation; a theme note, not a rendered UI string as far as we can tell. |
The frozen clock: ServerTime (Mar 31) sits inside StartAt…EndAt (Mar 25 → Apr 1),
about a day before the end, and the file is static — so the client always sees an active
rotation with a ~1-day countdown rather than an expired one. If you edit the window, move
ServerTime inside the new one too, or the challenges may render as already over.
A challenge entry
| Field | Notes |
|---|---|
ChallengeId |
Unique within the rotation, not sequential (37, 38, 44, 49, 63). Posted back on updateProgress. |
Name |
Internal slug, never displayed — and not authoritative: 63 is named Complete3SpillwayGames but its Config and description are Clearcut. Trust Config, not the name. |
Config |
The rule tree, as an escaped JSON string (not a nested object). See below. |
Description |
The one-line goal, e.g. "Complete 10 games in ^Paintball". |
Tooltip |
The longer hint under it. |
Complete |
Per-player state, so always false in the file — getCurrent overwrites it per caller from challenge_status. |
^Token in Description/Tooltip is a client-side room link: the client resolves the
token to a room and renders a tappable name. Subrooms use a dotted path
(^Paintball.Clearcut). It is optional decoration, not markup the client requires — the
same rotation writes both "Complete 10 games in ^Paintball" and, plainly,
"Complete 3 games of Paintball: Clear Cut".
The Config rule tree
An escaped JSON string holding a tree of nodes, each with a numeric type in ct: a
Match (ct: 0, wc is a list of predicates that must all hold for one game result) or
a Counter (ct: 1, ctc is the child node to count and t the target). Leaves match a
scene allow-list (ct: 7, subroom UnitySceneIds) or a session variable (ct: 9, e.g.
won). The server never evaluates any of it — the client does, and posts the tree back with
its own count written in.
Reading or writing one? See .agents/weekly-challenge-config/SKILL.md — the full
grammar, the two idioms the file uses, how to resolve a scene guid to a room, the shared
scenes that make a challenge complete in more rooms than you meant (Soccer and Stadium
are one scene), and an authoring checklist.
The Gift block
Same item vocabulary as a storefront GiftDrop (AvatarItemDesc — a comma-separated list
of avatar-item guids, AvatarItemType, ConsumableItemDesc, EquipmentPrefabName,
EquipmentModificationGuid) plus Xp, Level and StorefrontType, but two fields are
renamed: a storefront's Context/Rarity are GiftContext/GiftRarity here. Don't
feed one shape to the other's reader.
EquipmentModificationGuid is the Rec Room packed guid — 22-char URL-safe base64 of the 16
guid bytes in .NET little-endian order, padding stripped (g5u0weNLmkCLeUXFUVn74Q →
c1b49b83-4be3-409a-8b79-45c55159fbe1). The reward is identified by prefab + that guid,
not by GiftDropId: this block's GiftDropId is 3994, while the same skin sells in
sf3.json as 2121 ("Camera Skin (Comic)").
Granted when the set is finished — see below. The grant path is buyItem's, so the
block is translated into a storefront gift-drop first (toChallengeGiftDrop); the renamed
GiftContext/GiftRarity are exactly what that translation is for.
The block carries no display strings and a GiftRarity of 0 for an item that sells at
rarity 5, so both are taken from the catalog entry selling the same item (matched on
equipment guid / avatar desc) — the reward reads as "Camera Skin (Comic)", not as the box it
might have arrived in. An explicit FriendlyName/Tooltip on the block wins over the
catalog if a rotation we publish sets them; neither is present in the captured one.
FallbackGiftName is the other half of the reward, not just a label. "4-Star Box" is
what the player gets instead when they already own the item — the real game phrased it
"…or a 4-Star Box!" — so it is granted as a query drop (a roll) at the tier its star count
names, via the ladder in the query-drop section. Renaming it to 3-Star Box retunes the
consolation tier with no code change; a name that doesn't parse falls back to 4 stars.
Winning the gift (challenge_gift)
There is no claim endpoint and the client never asks: the reward is handed out from the
updateProgress call that reaches the threshold. Every completing report on the live
rotation re-reads the caller's completions and, once enough of weekly-challenge.json's
challenges are there, grants the Gift the way a purchase grants a drop — the item into
inventory/equipment/consumable, plus a gift box (message
Weekly challenge complete!) the player finds in GET /api/avatar/v2/gifts.
Three of five, not five of five (CHALLENGES_REQUIRED_FOR_GIFT). A week publishes five
challenges and the gift is for playing most of them, so the two a player can't reach — a
quest they don't own, a mode they don't like — don't sink the whole week. The count is of
challenges the rotation still publishes: a live client can report an id an edited
rotation no longer lists, and three of those shouldn't buy a gift nobody worked for. A
rotation publishing fewer than three can only ask for what it has.
The item, or a roll. If the player already owns the Gift's item — likely, since the
rotation's reward is one fixed item that sells in the store — they get the
FallbackGiftName box instead, rolled at its star tier. Finishing the week can't be worth
nothing. A Gift block carrying no ownable item at all (no avatar desc, no equipment guid)
counts as "already owned", so a rotation whose reward is only a box is written by leaving
the block empty and naming the tier.
challenge_giftmakes it happen once. One row per (account, rotation); the row's existence is the grant. The client keeps reporting after the set is finished, so the insert is the gate:ON CONFLICT … DO NOTHING … RETURNINGclaims it in one statement, and a second report returns no row and grants nothing.- Claim first, grant second — at-most-once. If the grant then fails the reward is lost
rather than doubled; it's logged (
failed to grant weekly challenge gift) and re-granted by hand if it ever happens. A faucet that sticks is easier to spot than one that leaks. - The response is unchanged; the socket carries the news.
updateProgressanswers the same four fields whether or not a gift was won, and aGiftPackageReceivedImmediate(31) frame goes out over the hub with the box — that's what pops the reward panel the moment the set is finished, instead of the player finding it on the next read of the gifts list. The payload is the reference server's field-for-field (Id,FromGiftDropId: 0,FromPlayerId, the item fields,Platform/PlatformsToSpawnOn: -1,BalanceType: -2,Message), and it names the rolled item when the fallback box is what was granted.Immediate(31) rather thanGiftPackageReceived(30) is what the reference sends for a box the server hands over unasked; the sender is Coach (1). Best-effort — a hub failure is logged and swallowed, since the gift is already granted and stored. CompletedRequired: truemakes the rotation all-or-nothing — the threshold becomes every published challenge. That reading of the flag is still inferred (it isfalsein the captured rotation, which is the partial default), but it's the one its name and the three-of-five rule agree on.Xp/Levelon the block are ignored, as on a purchase — same gap, and both are0in the captured rotation.- A report against an old rotation never wins anything, and an empty
Challengesarray earns nothing (its threshold clamps to zero, which every player would otherwise meet without playing). - Players already past the threshold when this shipped still get it: the client re-reports completed challenges, and the first such report is a completing report.
Progress (challenge_status)
POST /api/challenge/v2/updateProgress (auth-gated) upserts one row per (account,
challenge) into challenge_status, and getCurrent reads them back to stamp Complete.
The body is { ChallengeMapId, ChallengeId, Config, Complete } with the ids as strings
and Complete as .NET's "True"/"False" — capitalized, so Boolean(body.Complete) reads
"not complete" as complete (parseBool handles both spellings and a real JSON true).
Only the completion is stored. Config is the catalog's own rule tree plus the client's
running count, so a per-player copy would just be a staler duplicate of static data — it is
echoed back untouched but never persisted. The response is the four posted fields, except
Complete is the stored value rather than the posted one, because:
- Completion latches within a rotation. The client reports repeatedly, and a later report saying "not complete" (a fresh session, a retry arriving out of order) must not un-finish something already finished.
- A new rotation resets the row. Challenge ids are only unique within a rotation, so
the same id in a later week would otherwise start out already complete. A report whose
ChallengeMapIddiffers from the stored one replaces the row instead of latching; reads are scoped to the rotation for the same reason.
getCurrent's auth is optional — an unauthenticated caller gets the static rotation
with every Complete false rather than a 401, since the rotation is public and a failure
on this route can stall the client's load. The overlay rebuilds the response object rather
than stamping the imported JSON in place: that import is module state shared across every
request an isolate serves, so mutating it would leak one player's completions to the next
caller.
Game rewards (reward_status)
The client asks for a reward whenever it thinks one is due, posting a form body of the type and the message to show for it:
rewardType=FirstActivityOfDay&Message=First%20Game%20of%20the%20Day
rewardType=PostGameActivity&Message=Activity%20completed%21&giftContext=Soccer
Since the client asks rather than the server offering, whether a reward is actually owed
is decided here, from reward_status — one row per (account, reward type) holding the last
claim and a count. One claim per type per hour (REWARD_COOLDOWN_MS), flat for every type
despite what a name like FirstActivityOfDay suggests; per-type windows would be a map
keyed by type.
- The claim is one SQL statement (
ON CONFLICT … DO UPDATE … WHERE). The client fires these off right after a match, so two can land together; a read-then-write would let both see the same stalegranted_atand pay out twice. - A rejected claim leaves
granted_atalone. If an on-cooldown ask pushed the timestamp forward, a client that retries in a loop would never become eligible. giftContext(the activity, e.g.Soccer) is accepted and ignored — the cooldown is per type, shared across activities, so it is not part of the key.
What a claim pays: 5 XP, in a gift box. The XP (GAME_REWARD_XP) is banked in
progression and the box is the wrapper the client shows for it — no item, every item field
empty, GiftContext 50 (GameRewards). The box wears the Message the client posted
(First Game of the Day), and a GiftPackageReceivedImmediate frame goes out with it, the
same push the weekly-challenge gift uses. XP is banked before the box is created, so a
failure can't leave a box promising XP nobody was credited.
- One flat amount for every reward type, matching the one flat cooldown they share.
Pricing
FirstActivityOfDaydifferently fromPostGameActivityis a map keyed by type, the same shape the per-type cooldown would take. - Deliberately smaller than a level. The first level costs 10 XP, so a single action can't be a level-up — it takes two rewards to reach level 2, and the early levels are paced by the hourly cooldown rather than cleared in one match.
- The response stays
[]. It's what the client already accepts, and the reward is delivered as a box, so there's nothing to put in the body. The reference answers its own (different) flow with{ error, success, value: null }, not a list of rewards. - An on-cooldown ask pays nothing — no XP, no box, no frame. That's the whole point of getting eligibility right first: a client that retries in a loop must not mint boxes.
Progression (progression) is shared. econ writes it here; api reads it back for
GET /api/players/v{1,2}/progression/…. It lives in @repo/domain for that reason, the
same split as gift boxes. A player with no row reads as level 1 / 0 XP, so a GET never
inserts.
Levelling spends the XP. xp is progress into the current level, not a lifetime total:
addXp adds the grant, then walks the ladder in LEVEL_REQUIRED_XP, subtracting each
level's cost while it's covered — so a big enough grant can cross several levels at once.
The ladder steps 10 → 20 → 45 → 115 → 360 → 1080 every ten levels and stops at 50, so the
first level costs 10 XP and the last costs a hundred times that.
That table is copied from the LevelProgressionMaps the client is served in
apps/api/static/api-config-v2.json, and both sides have to agree or the bar fills to a
different mark than the level-up fires at; an api test asserts they stay identical.
It is also the real game's curve, checked against Rec Room's own published level chart — cumulative XP to finish a level: 170 by 10, 620 by 20, 1,770 by 30, 5,370 by 40, 16,170 by 50. Nearly flat to level 20, then a knee at 30–40 and a steep climb to the cap; a third of the whole grind sits in the last ten levels. A test pins those milestones, since per-level costs are easy to edit one at a time and hard to eyeball as a curve.
Every level pays out a reward, from Rec Room's published level-reward table
(LEVEL_REWARDS in @repo/domain) — per level, not per band:
| Levels | Reward |
|---|---|
| 1, 3, 5, 6, 7, 9 | Consumable |
| 2, 4, 8, 10 – 21 | 2-Star Clothing (rarity 10) |
| 22 – 30 | 3-Star on even levels, 2-Star between |
| 31 – 39 | 3-Star, with 4-Star at 31 and 35 |
| 40 – 49 | 4-Star Clothing (rarity 30) |
| 50 | 5-Star Clothing (rarity 50) — the only one |
One reward per level crossed — a grant spanning several levels pays each of them. In
practice a 5 XP game reward crosses at most one, so the second reward a fresh player claims
hands over two boxes: the XP reward itself and the 2-Star Clothing for reaching level 2. Each
arrives as a gift box announced like any other (Level 2!).
- "Clothing" is why the roll passes
avatarItemsOnly— the prize has to be something the player can wear and be seen in, never an equipment skin for a weapon they may not own. - Consumable levels don't roll a rarity. The table names no star tier for them, and consumables stack, so there's no ownership filter either — a second Confetti Cannon is a fine prize. It's picked as a concrete drop rather than through the query path.
- This table is not the served config's
GiftRarity. That one is a coarse per-band tier (flat 10 to level 14, 20 to 39, 30 to 49, 50 at the cap) with no notion of consumables, and the two disagree — level 15 is 2-Star in the published table and 20 in the config. We grant from the published table; the config is left as captured, so the drift test asserts only the XP costs. If the client previews an upcoming reward fromGiftRarity, aligning the two is an edit to the static config. - The reference server carries the config data and never reads it: granting anything for a level is ours.
The client is told, or it shows nothing. A grant pushes PlayerProgressionLevelUpdate
({ PlayerId, Level, XP }) — without it the bar sits still until something else refreshes
it, which is what "levelling does nothing" looks like from the game. api's
GET /api/players/v1/progression/:id pushes the same frame on read, as the reference does,
so a client that just connected gets its bar right.
Not ported: the reference's request doesn't grant at all — it offers three drops,
pushes a RewardSelectionReceived frame and waits for POST /api/gamerewards/v1/select to
grant the one the player picked. We grant on request instead, so there is no selection state
and no /select. It also caps activity XP per day (daily_xp_ledgers); the hourly cooldown
is our cap.
GET /api/gamerewards/v1/pending stays []: with rewards claimed on request, nothing sits
waiting to be collected.
Bindings
| Binding | Type | Notes |
|---|---|---|
DB |
D1 | Shared recflare database — balances, inventory, XP, etc. |
JWT_SECRET |
Secrets Store | Shared HS256 signing key (see the auth README) |
ASSETS |
static assets | Serves sf{N}.json storefront catalogs |
RECFLARE_NOTIFICATIONS_HUB |
Durable Object | Cross-worker RPC to the notify worker's hub |
STARTING_TOKENS |
var | Optional; new-player token grant (default in balance-db) |
Add a storefront by dropping a new sfN.json in static/storefronts — no code change.
Known gaps
- Gifting to another player grants the item and box but does not notify the recipient — the
reference sends
GiftPackageReceivedImmediatethere too (buy.go, when the body carries aGift), andpushGiftReceivedis now sitting right there to do it. buyItemgrants avatar-item, equipment, consumable and query (box) drops; currency/xp drops aren't granted.- A query drop rolls uniformly across the tier and can't run at a rarity sf3 doesn't publish; per-item weighting and a multi-catalog pool would both need a manifest of the storefronts, which the ASSETS binding can't enumerate.
- Consumables are granted and listed but never spent by gameplay, so
Countonly grows. - Several routes (room keys, wishlist, equipment, room consumables/currencies) are empty-list stubs pending their own stores.
- Game rewards pay a flat 5 XP; there is no daily XP cap beyond the hourly cooldown (the
reference caps activity XP per day in
daily_xp_ledgers). - The level-reward table and the served config's
GiftRaritydisagree in places (see the level section); we grant from the table and leave the config as captured, so a client that previews an upcoming reward would preview the config's answer, not ours.