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Return OK if /npdata is read-only-blocked
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Refresh.Interfaces.Game/Endpoints/Handshake/MetadataEndpoints.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -51,7 +51,7 @@ public SerializedPrivacySettings SetPrivacySettings(RequestContext context, Seri
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public Response SetFriendData(RequestContext context, GameUser user, GameDatabaseContext database, SerializedFriendData body, DataContext dataContext, GameServerConfig config)
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{
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if (user.IsWriteBlocked(config))
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return Unauthorized;
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return OK; // else the game will send a new request for this every minute
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IEnumerable<GameUser> friends = body.FriendsList.Names
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.Take(128) // should be way more than enough - we'll see if this becomes a problem

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