using Robust.Shared.Configuration; namespace Content.Shared.CCVar; public sealed partial class CCVars { /// /// Chat rate limit values are accounted in periods of this size (seconds). /// After the period has passed, the count resets. /// /// public static readonly CVarDef ChatRateLimitPeriod = CVarDef.Create("chat.rate_limit_period", 2f, CVar.SERVERONLY); /// /// How many chat messages are allowed in a single rate limit period. /// /// /// The total rate limit throughput per second is effectively /// divided by . /// /// public static readonly CVarDef ChatRateLimitCount = CVarDef.Create("chat.rate_limit_count", 10, CVar.SERVERONLY); /// /// Minimum delay (in seconds) between notifying admins about chat message rate limit violations. /// A negative value disables admin announcements. /// public static readonly CVarDef ChatRateLimitAnnounceAdminsDelay = CVarDef.Create("chat.rate_limit_announce_admins_delay", 15, CVar.SERVERONLY); public static readonly CVarDef ChatMaxMessageLength = CVarDef.Create("chat.max_message_length", 1000, CVar.SERVER | CVar.REPLICATED); public static readonly CVarDef ChatMaxAnnouncementLength = CVarDef.Create("chat.max_announcement_length", 256, CVar.SERVER | CVar.REPLICATED); public static readonly CVarDef ChatSanitizerEnabled = CVarDef.Create("chat.chat_sanitizer_enabled", true, CVar.SERVERONLY); public static readonly CVarDef ChatShowTypingIndicator = CVarDef.Create("chat.show_typing_indicator", true, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER); public static readonly CVarDef ChatEnableFancyBubbles = CVarDef.Create("chat.enable_fancy_bubbles", true, CVar.CLIENTONLY | CVar.ARCHIVE, "Toggles displaying fancy speech bubbles, which display the speaking character's name."); public static readonly CVarDef ChatFancyNameBackground = CVarDef.Create("chat.fancy_name_background", false, CVar.CLIENTONLY | CVar.ARCHIVE, "Toggles displaying a background under the speaking character's name."); /// /// A message broadcast to each player that joins the lobby. /// May be changed by admins ingame through use of the "set-motd" command. /// In this case the new value, if not empty, is broadcast to all connected players and saved between rounds. /// May be requested by any player through use of the "get-motd" command. /// public static readonly CVarDef MOTD = CVarDef.Create("chat.motd", "", CVar.SERVER | CVar.SERVERONLY | CVar.ARCHIVE, "A message broadcast to each player that joins the lobby."); }