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Flag modded levels + per-user mod filtering #638
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It's not an LBP asset, so we would return Unknown, Unknown before we even tried to special case MATT.
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Not gonna bother reviewing... Realm migration changes should be a different PR entirely.
And also, since we found levels flagged as modded despite being made of vanilla assets (e.g. the pod), this is prone to mis-flagging and I'm not sure we should be exposing the option to hide modded levels until we figure out a solution to that.
Marking as draft until I split the realm changes out to another PR |
# Conflicts: # Refresh.GameServer/Database/GameDatabaseProvider.cs
Misflagging of vanilla assets has been solved. This PR also relaxes the mod filter slightly, as it has been discovered that a couple extra asset types can (very rarely) be uploaded by the game on an unmodified copy. After those changes, only ~10% of all levels on prod are marked as "modded", compared with the ~12% before those changes. |
Refresh.GameServer/Endpoints/ApiV3/DataTypes/Response/Levels/ApiGameLevelResponse.cs
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Co-authored-by: jvyden <[email protected]> Signed-off-by: Beyley Thomas <[email protected]>
For now, the server with `--import-assets` then `--flag-modded-levels` to properly fill out this data.
Refresh.GameServer/Endpoints/Game/Levels/FilterSettings/LevelFilterSettings.cs
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I like the state of where this is, so I'm gonna merge. Hopefully false-flags don't cause problems.
Adds a flag to all levels to state whether they contain modded content of any kind. Also adds a user setting + command to hide all modded content from the game, if the user does not wish to see any modded content in level results.
This PR also fixes MATT asset uploads and optimizes our realm migrations.