bruh
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+14
-4
@@ -4,6 +4,20 @@ Currently one in-game admin command: `/networkcore`.
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All subcommands are run by an in-world player. Console support isn't wired up yet.
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## Permissions
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Every subcommand is gated by a permission node, checked via Hytale's `PermissionsModule`. Assign these to your staff/admin groups in the Hytale server's own permission config.
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| Subcommand | Required permission |
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|---|---|
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| `/networkcore status` | `networkcore.status` |
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| `/networkcore servers` | `networkcore.servers` |
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| `/networkcore publish` | `networkcore.publish` |
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You can grant the whole namespace with `networkcore.*` (Hytale's permission system handles wildcards). A player without the relevant node sees Hytale's standard `You do not have permission for this command.` message - the command system itself blocks execution before our code runs.
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Permissions are wired via `AbstractCommand.requirePermission(node)` in each subcommand constructor, and `canGeneratePermission()` is overridden to false on every command (including the root) so Hytale doesn't auto-generate a different one and clash with ours.
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## /networkcore status
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Prints local server identity, Redis state, and the metrics endpoint.
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@@ -49,10 +63,6 @@ The JSON is parsed and wrapped in the standard envelope (with your auth token if
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This is dangerous in production - it lets anyone with command access spoof any message on any channel. Lock it down with permissions before exposing to non-admins.
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## Permissions
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Subcommand permissions aren't enforced yet. If your server runs HytalePerms, gate `/networkcore` behind an admin group at the command-routing layer.
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## Things this command does *not* do (and why)
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- **Restart Redis / reload config.** Restart the server. Reload is fragile - half-loaded state is worse than no state.
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