ace/Source/ACE.Common/OfflineConfiguration.cs
Galli b5f9418388
Removed the duplicate "the" words from the comments (#4322)
* Update OfflineConfiguration.cs

Removed the duplicate "the" from the comment on line 63

* Update Config.js.docker

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* Update Config.js.example

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* Update Player_Networking.cs

Removed the duplicate "the" from line 27
2025-06-22 15:33:13 -04:00

79 lines
3.5 KiB
C#

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