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https://github.com/ACEmulator/ACE
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* Update OfflineConfiguration.cs Removed the duplicate "the" from the comment on line 63 * Update Config.js.docker Removed the duplicate "the" from line 216 * Update Config.js.example Removed the duplicate "the" from line 217 * Update Player_Networking.cs Removed the duplicate "the" from line 27
79 lines
3.5 KiB
C#
79 lines
3.5 KiB
C#
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namespace ACE.Common
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{
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/// <summary>
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/// This section can trigger events that may happen before the world starts up, or after it shuts down
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/// The shard should be in a disconnected state from any active ACE world
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/// </summary>
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public class OfflineConfiguration
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{
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/// <summary>
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/// Purge characters that have been deleted longer than PruneDeletedCharactersDays
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/// These characters, and their associated biotas, will be deleted permanantly!
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/// </summary>
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public bool PurgeDeletedCharacters { get; set; } = false;
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/// <summary>
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/// Number of days a character must have been deleted for before eligible for purging
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/// </summary>
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public int PurgeDeletedCharactersDays { get; set; } = 30;
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/// <summary>
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/// This will purge biotas that are completely disconnected from the world
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/// These may have been items that were never deleted properly, items that were given to the town crier before delete was implemented, etc...
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/// This can be time consuming so it's not something you would have set to true for every server startup. You might run this once every few months
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/// </summary>
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public bool PurgeOrphanedBiotas { get; set; } = false;
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/// <summary>
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/// Prune deleted characters from all friend lists
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/// </summary>
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public bool PruneDeletedCharactersFromFriendLists { get; set; } = true;
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/// <summary>
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/// Prune deleted objects from all shortcut bars
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/// </summary>
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public bool PruneDeletedObjectsFromShortcutBars { get; set; } = false;
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/// <summary>
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/// Prune deleted characters from all squelch lists, excluding those used to squelch entire accounts
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/// </summary>
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public bool PruneDeletedCharactersFromSquelchLists { get; set; } = false;
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/// <summary>
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/// Automatically check for and update to latest available world database
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/// </summary>
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public bool AutoUpdateWorldDatabase { get; set; } = false;
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/// <summary>
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/// Automatically check for updated server binaries
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/// </summary>
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public bool AutoServerUpdateCheck { get; set; } = true;
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/// <summary>
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/// After updating to latest world database, automatically import further customizations
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/// AutoUpdateWorldDatabase must be true for this option to be used
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/// SQL files will be executed given the sort order of the full paths of the files
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/// </summary>
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public bool AutoApplyWorldCustomizations { get; set; } = false;
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/// <summary>
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/// When AutoApplyWorldCustomizations is set to true, the auto apply process will search for
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/// all .sql files in the following directories.
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/// This process will still use ./Content by default, or the config_properties_string
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/// value for 'content_folder' if it exists
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/// </summary>
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public string[] WorldCustomizationAddedPaths { get; set; } = { };
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/// <summary>
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/// When retrieving a file list of .sql files in the AutoApplyWorldCustomizations process
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/// this will cause the file search to retrieve all files recursively from each directory
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/// </summary>
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public bool RecurseWorldCustomizationPaths { get; set; } = false;
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/// <summary>
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/// Automatically apply new updates to databases upon startup if they haven't yet been applied
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/// </summary>
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public bool AutoApplyDatabaseUpdates { get; set; } = false;
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}
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}
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