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Save Workshop settings

save_workshop
Destructive

PARTIAL SAVE: writes ONLY the 'Workshop' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Workshop - the catalog of content made by PLAYERS (maps, levels, skins, models, any file the game defines) and by the publisher (official content), and the LICENSES to it. Nothing is transferred: acquiring grants a license to a digital copy, so one publication is acquired by many and the author keeps it (unlike Marketplace, which escrows and moves goods). ContentTypes is the game-specific part: each type id (e.g. 'voxelcraft.world') declares its file roles (AllowedMimeTypes, MaxBytes, MaxCount, Required; the engine checks the uploaded file's signature against the declared type), whether a thumbnail is required, which AccessModes authors may use, an optional per-type PricePolicy, a PublishGate (SegmentGate: who may publish), PublishFeeOptions (PriceOption, Standard part only, never store-paid), a TagVocabulary and per-player limits. An author gives access by ANY of several options: Free, Price (a ResourceBundle validated by PricePolicy; the buyer pays, the author receives it minus Commission, which is burned or credited to the MarketplaceLedger) or Holding (hold N of a currency/item - nothing is charged; Mode WhileHeld re-checks on every download, UnlockOnce checks once and grants a permanent license; HoldingPolicy whitelists usable resources). Moderation: BlockedTerms for titles/descriptions/tags, AutoHideReportThreshold (reports that hide a publication until reviewed), RequireApproval (pre-moderation). Featured lists publisher-curated collections with their own ScheduleSpec and SegmentGate. Publications, licenses, reactions and reports are NOT here - they are operational data in their own collections; files live in a private bucket configured by the engine's WORKSHOP_BUCKET_NAME env var.

Input Schema

NameRequiredDescriptionDefault
valueYesTitle Workshop configuration: a catalog of content made by players (maps, levels, skins, models) and by the publisher (official content). Unlike the Marketplace nothing is transferred: acquiring grants a LICENSE to a digital copy, so one publication is acquired by many and the author keeps it. Everything game-specific (content types, file formats and sizes, who may publish, which access modes are allowed) is configured here, no engine code per game.
title_idYesTitleID, для которого сохраняются данные.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed3 schema fields changed
    • changedInput schema / definitions / ResourceEntryType / enum
      Previous value: -[
      -  "Item",
      -  "VirtualCurrency",
      -  "CryptoCurrency",
      -  "Purchase",
      -  "RewardedVideoCredit",
      -  "PlatformCoin"
      -]New value: +[
      +  "Item",
      +  "VirtualCurrency",
      +  "CryptoCurrency",
      +  "Purchase",
      +  "RewardedVideoCredit",
      +  "PlatformCredits"
      +]
    • changedInput schema / definitions / ResourceEntryType / x-enum-descriptions
      Previous value: -[
      -  "Catalog item. Requires CatalogID, ItemID and Amount.",
      -  "In-game (off-chain) virtual currency. Requires CurrencyID and Amount. Looked up in cfg.Currency.VirtualCurrencies.",
      -  "On-chain cryptocurrency. Requires CurrencyID and Amount. Looked up in cfg.Currency.CryptoCurrencies.",
      -  "Real-money payment in a store. Requires only ProductID (a product from cfg.Purchase.Products); the amount and currency are decided by the store from the SKU price tier. NOT a storable resource and never passes through ResourceService — the money is paid outside before the server learns about it, so the entry is consumed by the receipt check (ExternalPaymentGate) and stripped before the resource operation. Allowed only in Consume and only for Consumable products.",
      -  "Rewarded-video credit. One credit equals one verified ad view that can be spent in systems requiring rewarded video (lootbox open, reward double, re-roll, booster). Granted +1 per server-verified view, or as N from milestones/quests/premium perks; spent -1 per gated action.",
      -  "Payment in Coin, the PLATFORM currency on the player's iDos Games account. Requires only Amount — the price in whole Coin. Like Purchase it is NOT a player resource and never enters ResourceService: it is settled by PlatformCoinPayment in the same transaction as the grant (buyer charged, author credited). Accepted only by the store (Store.Purchase) for now; allowed only in Consume."
      -]New value: +[
      +  "Catalog item. Requires CatalogID, ItemID and Amount.",
      +  "In-game (off-chain) virtual currency. Requires CurrencyID and Amount. Looked up in cfg.Currency.VirtualCurrencies.",
      +  "On-chain cryptocurrency. Requires CurrencyID and Amount. Looked up in cfg.Currency.CryptoCurrencies.",
      +  "Real-money payment in a store. Requires only ProductID (a product from cfg.Purchase.Products); the amount and currency are decided by the store from the SKU price tier. NOT a storable resource and never passes through ResourceService — the money is paid outside before the server learns about it, so the entry is consumed by the receipt check (ExternalPaymentGate) and stripped before the resource operation. Allowed only in Consume and only for Consumable products.",
      +  "Rewarded-video credit. One credit equals one verified ad view that can be spent in systems requiring rewarded video (lootbox open, reward double, re-roll, booster). Granted +1 per server-verified view, or as N from milestones/quests/premium perks; spent -1 per gated action.",
      +  "Payment in Credits, the PLATFORM currency on the player's iDos Games account (players see it as \"Aspis\" — write Aspis in player-facing text). Requires only Amount — the price in whole Credits. Like Purchase it is NOT a player resource and never enters ResourceService: it is settled by PlatformCreditsPayment in the same transaction as the grant (buyer charged, author credited). Accepted only by the store (Store.Purchase) for now; allowed only in Consume."
      +]
    • changedInput schema / definitions / ResourceEntryType / x-enumNames
      Previous value: -[
      -  "Item",
      -  "VirtualCurrency",
      -  "CryptoCurrency",
      -  "Purchase",
      -  "RewardedVideoCredit",
      -  "PlatformCoin"
      -]New value: +[
      +  "Item",
      +  "VirtualCurrency",
      +  "CryptoCurrency",
      +  "Purchase",
      +  "RewardedVideoCredit",
      +  "PlatformCredits"
      +]
  2. Changed3 schema fields changed
    • changedInput schema / definitions / ResourceEntryType / enum
      Previous value: -[
      -  "Item",
      -  "VirtualCurrency",
      -  "CryptoCurrency",
      -  "Purchase",
      -  "RewardedVideoCredit"
      -]New value: +[
      +  "Item",
      +  "VirtualCurrency",
      +  "CryptoCurrency",
      +  "Purchase",
      +  "RewardedVideoCredit",
      +  "PlatformCoin"
      +]
    • changedInput schema / definitions / ResourceEntryType / x-enum-descriptions
      Previous value: -[
      -  "Catalog item. Requires CatalogID, ItemID and Amount.",
      -  "In-game (off-chain) virtual currency. Requires CurrencyID and Amount. Looked up in cfg.Currency.VirtualCurrencies.",
      -  "On-chain cryptocurrency. Requires CurrencyID and Amount. Looked up in cfg.Currency.CryptoCurrencies.",
      -  "Real-money payment in a store. Requires only ProductID (a product from cfg.Purchase.Products); the amount and currency are decided by the store from the SKU price tier. NOT a storable resource and never passes through ResourceService — the money is paid outside before the server learns about it, so the entry is consumed by the receipt check (ExternalPaymentGate) and stripped before the resource operation. Allowed only in Consume and only for Consumable products.",
      -  "Rewarded-video credit. One credit equals one verified ad view that can be spent in systems requiring rewarded video (lootbox open, reward double, re-roll, booster). Granted +1 per server-verified view, or as N from milestones/quests/premium perks; spent -1 per gated action."
      -]New value: +[
      +  "Catalog item. Requires CatalogID, ItemID and Amount.",
      +  "In-game (off-chain) virtual currency. Requires CurrencyID and Amount. Looked up in cfg.Currency.VirtualCurrencies.",
      +  "On-chain cryptocurrency. Requires CurrencyID and Amount. Looked up in cfg.Currency.CryptoCurrencies.",
      +  "Real-money payment in a store. Requires only ProductID (a product from cfg.Purchase.Products); the amount and currency are decided by the store from the SKU price tier. NOT a storable resource and never passes through ResourceService — the money is paid outside before the server learns about it, so the entry is consumed by the receipt check (ExternalPaymentGate) and stripped before the resource operation. Allowed only in Consume and only for Consumable products.",
      +  "Rewarded-video credit. One credit equals one verified ad view that can be spent in systems requiring rewarded video (lootbox open, reward double, re-roll, booster). Granted +1 per server-verified view, or as N from milestones/quests/premium perks; spent -1 per gated action.",
      +  "Payment in Coin, the PLATFORM currency on the player's iDos Games account. Requires only Amount — the price in whole Coin. Like Purchase it is NOT a player resource and never enters ResourceService: it is settled by PlatformCoinPayment in the same transaction as the grant (buyer charged, author credited). Accepted only by the store (Store.Purchase) for now; allowed only in Consume."
      +]
    • changedInput schema / definitions / ResourceEntryType / x-enumNames
      Previous value: -[
      -  "Item",
      -  "VirtualCurrency",
      -  "CryptoCurrency",
      -  "Purchase",
      -  "RewardedVideoCredit"
      -]New value: +[
      +  "Item",
      +  "VirtualCurrency",
      +  "CryptoCurrency",
      +  "Purchase",
      +  "RewardedVideoCredit",
      +  "PlatformCoin"
      +]
  3. Changed3 schema fields changed
    • changedInput schema / definitions / EventTokenSourceType / enum
      Previous value: -[
      -  "BoardTileLanding",
      -  "BoardPassStart",
      -  "BoardAttack",
      -  "BoardRaid",
      -  "BoardBuild",
      -  "BoardStageComplete",
      -  "BoardSpecialComplete",
      -  "QuestComplete",
      -  "StorePurchase",
      -  "DailyLogin",
      -  "ReferralInvite",
      -  "MilestoneReward",
      -  "CustomAction",
      -  "LeaderboardRankReward",
      -  "MarketplaceSell",
      -  "MarketplaceBuy",
      -  "CurrencySpent",
      -  "LootboxOpened",
      -  "IapPurchase",
      -  "CryptoDeposit",
      -  "CryptoWithdraw",
      -  "CryptoSpent",
      -  "CurrencyEarned",
      -  "CryptoEarned"
      -]New value: +[
      +  "BoardTileLanding",
      +  "BoardPassStart",
      +  "BoardAttack",
      +  "BoardRaid",
      +  "BoardBuild",
      +  "BoardStageComplete",
      +  "BoardSpecialComplete",
      +  "QuestComplete",
      +  "StorePurchase",
      +  "DailyLogin",
      +  "ReferralInvite",
      +  "MilestoneReward",
      +  "CustomAction",
      +  "LeaderboardRankReward",
      +  "MarketplaceSell",
      +  "MarketplaceBuy",
      +  "CurrencySpent",
      +  "LootboxOpened",
      +  "IapPurchase",
      +  "CryptoDeposit",
      +  "CryptoWithdraw",
      +  "CryptoSpent",
      +  "CurrencyEarned",
      +  "CryptoEarned",
      +  "ClientScore"
      +]
    • changedInput schema / definitions / EventTokenSourceType / x-enum-descriptions
      Previous value: -[
      -  "Landing on an EventToken tile on the board.",
      -  "Passing start (GO) on the board.",
      -  "Successful board attack.",
      -  "Successful board raid.",
      -  "Building or repairing a structure on the board.",
      -  "Completing a board stage.",
      -  "Completing a board Special mode — either via Instant choice or via Claim after the Timed window. Post-resolution source (mirrors BoardAttack/BoardRaid): fires at the final Special reward grant, separately from BoardTileLanding (which fires on the actual tile landing during Roll).",
      -  "Completing a quest.",
      -  "Store purchase.",
      -  "Daily login.",
      -  "Referral invite.",
      -  "Token grant as a reward for a milestone or streak in another event. Server-only source — the client cannot invoke it directly.",
      -  "Arbitrary action — the developer calls the server API with ActionName in Params.",
      -  null,
      -  "Marketplace (v2) sale — deal settlement on the seller side. Server-only source. Filter Params: CatalogID / ItemID / OfferType.",
      -  "Marketplace (v2) purchase — deal settlement on the buyer side. Server-only source. Filter Params: CatalogID / ItemID / OfferType.",
      -  "In-game currency spend — any scenario where a resource operation actually consumed currency. Server-only source. The multiplier equals the amount spent. Filter Params: CurrencyID.",
      -  "Opening a lootbox/chest. Server-only source. The multiplier equals how many boxes were opened in the call. Filter Params: LootboxID.",
      -  "Real-money store purchase (IAP). Server-only source: fired in PurchaseV2 AFTER the receipt is verified and rewards are granted. The multiplier equals the number of product units granted. Filter Params: ProductID, Store. Deliberately separate from StorePurchase, which covers in-game currency spending.",
      -  "Crypto deposit credited to the in-game balance. Multiplier is 1 (one operation). Filter Params: CurrencyID, NetworkID.",
      -  "Crypto withdrawal CONFIRMED on chain. Multiplier is 1 (one operation). Filter Params: CurrencyID, NetworkID.",
      -  "Spending crypto currency in-game. The multiplier equals the amount spent. Filter Params: CurrencyID.",
      -  "In-game currency GRANT — mirror of CurrencySpent. The multiplier equals the amount granted, so ScaleWithRollMultiplier picks the meaning: \"earn N currency\" or \"receive currency N times\". Filter Params: CurrencyID and Origin (\"Gameplay\" | \"RewardClaim\"), the latter separating gameplay earnings from reward payouts — without it a goal like \"earn N\" would be closed by another quest's reward.",
      -  "CRYPTO currency GRANT in-game (wallet deposits are NOT included — that is CryptoDeposit). The multiplier equals the amount granted. Filter Params: CurrencyID, Origin."
      -]New value: +[
      +  "Landing on an EventToken tile on the board.",
      +  "Passing start (GO) on the board.",
      +  "Successful board attack.",
      +  "Successful board raid.",
      +  "Building or repairing a structure on the board.",
      +  "Completing a board stage.",
      +  "Completing a board Special mode — either via Instant choice or via Claim after the Timed window. Post-resolution source (mirrors BoardAttack/BoardRaid): fires at the final Special reward grant, separately from BoardTileLanding (which fires on the actual tile landing during Roll).",
      +  "Completing a quest.",
      +  "Store purchase.",
      +  "Daily login.",
      +  "Referral invite.",
      +  "Token grant as a reward for a milestone or streak in another event. Server-only source — the client cannot invoke it directly.",
      +  "Arbitrary action — the developer calls the server API with ActionName in Params.",
      +  null,
      +  "Marketplace (v2) sale — deal settlement on the seller side. Server-only source. Filter Params: CatalogID / ItemID / OfferType.",
      +  "Marketplace (v2) purchase — deal settlement on the buyer side. Server-only source. Filter Params: CatalogID / ItemID / OfferType.",
      +  "In-game currency spend — any scenario where a resource operation actually consumed currency. Server-only source. The multiplier equals the amount spent. Filter Params: CurrencyID.",
      +  "Opening a lootbox/chest. Server-only source. The multiplier equals how many boxes were opened in the call. Filter Params: LootboxID.",
      +  "Real-money store purchase (IAP). Server-only source: fired in PurchaseV2 AFTER the receipt is verified and rewards are granted. The multiplier equals the number of product units granted. Filter Params: ProductID, Store. Deliberately separate from StorePurchase, which covers in-game currency spending.",
      +  "Crypto deposit credited to the in-game balance. Multiplier is 1 (one operation). Filter Params: CurrencyID, NetworkID.",
      +  "Crypto withdrawal CONFIRMED on chain. Multiplier is 1 (one operation). Filter Params: CurrencyID, NetworkID.",
      +  "Spending crypto currency in-game. The multiplier equals the amount spent. Filter Params: CurrencyID.",
      +  "In-game currency GRANT — mirror of CurrencySpent. The multiplier equals the amount granted, so ScaleWithRollMultiplier picks the meaning: \"earn N currency\" or \"receive currency N times\". Filter Params: CurrencyID and Origin (\"Gameplay\" | \"RewardClaim\"), the latter separating gameplay earnings from reward payouts — without it a goal like \"earn N\" would be closed by another quest's reward.",
      +  "CRYPTO currency GRANT in-game (wallet deposits are NOT included — that is CryptoDeposit). The multiplier equals the amount granted. Filter Params: CurrencyID, Origin.",
      +  "Leaderboard ScoreSources only: the board accepts the NUMBER the game submits itself (SubmitScore / SubmitScoresBatch). Not an event — it grants nothing and matches nothing, it only allows. Without it the board refuses a score from the game: an empty ScoreSources list means the board is not set up. Caps live in Limits: PerActivationCap = max score of ONE submission, DailyCap / DailyWeightCap = submissions / total score per UTC day, CooldownSeconds, MaxPerWindow + WindowSeconds, TotalCap = submissions for all time. A submission over a cap is refused, not trimmed. BaseWeight is not read. Set caps the game can really reach: the client is not trusted, they are the only limit on a forged score."
      +]
    • changedInput schema / definitions / EventTokenSourceType / x-enumNames
      Previous value: -[
      -  "BoardTileLanding",
      -  "BoardPassStart",
      -  "BoardAttack",
      -  "BoardRaid",
      -  "BoardBuild",
      -  "BoardStageComplete",
      -  "BoardSpecialComplete",
      -  "QuestComplete",
      -  "StorePurchase",
      -  "DailyLogin",
      -  "ReferralInvite",
      -  "MilestoneReward",
      -  "CustomAction",
      -  "LeaderboardRankReward",
      -  "MarketplaceSell",
      -  "MarketplaceBuy",
      -  "CurrencySpent",
      -  "LootboxOpened",
      -  "IapPurchase",
      -  "CryptoDeposit",
      -  "CryptoWithdraw",
      -  "CryptoSpent",
      -  "CurrencyEarned",
      -  "CryptoEarned"
      -]New value: +[
      +  "BoardTileLanding",
      +  "BoardPassStart",
      +  "BoardAttack",
      +  "BoardRaid",
      +  "BoardBuild",
      +  "BoardStageComplete",
      +  "BoardSpecialComplete",
      +  "QuestComplete",
      +  "StorePurchase",
      +  "DailyLogin",
      +  "ReferralInvite",
      +  "MilestoneReward",
      +  "CustomAction",
      +  "LeaderboardRankReward",
      +  "MarketplaceSell",
      +  "MarketplaceBuy",
      +  "CurrencySpent",
      +  "LootboxOpened",
      +  "IapPurchase",
      +  "CryptoDeposit",
      +  "CryptoWithdraw",
      +  "CryptoSpent",
      +  "CurrencyEarned",
      +  "CryptoEarned",
      +  "ClientScore"
      +]
  4. First observed

TDQS

B3.4/5.0
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already declare destructiveHint=true and readOnlyHint=false, so the safety profile is known; the description adds the genuinely useful scope detail that only the Workshop field is overwritten while v1/v2 fields survive, which directly mitigates the 'will this wipe my config' concern. It stops short of saying whether the supplied value replaces the entire Workshop subdocument or merges into it, and gives no auth or validation behavior.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness2/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The critical constraint is correctly front-loaded in the first clause, but the remaining wall of text is a domain primer that duplicates the schema's own nested descriptions (file roles, MIME checks, holding modes, moderation thresholds, the WORKSHOP_BUCKET_NAME env var). Much of it does not help an agent decide or invoke anything.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a destructive write of a deeply nested config with no output schema, the domain context is thorough and the schema carries field-level detail, so an agent can construct a call. The key operational gap is whether the value fully replaces the Workshop field and what happens on validation failure or omitted sub-objects.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100% and every nested property already carries its own detailed description, so the description's long exposition of ContentTypes, access modes, Commission, and Moderation largely restates the schema. It adds only a conceptual grouping (Workshop = player catalog + licenses) and says nothing extra about title_id; baseline 3 is right.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The opening 'PARTIAL SAVE: writes ONLY the Workshop field of TitlePublicConfigurationModel' gives a concrete verb+resource+scope and distinguishes the operation from a full title-config save. It also contrasts the Workshop domain with Marketplace, so an agent can tell what belongs here versus the marketplace sibling, though it never names save_marketplace or save_title_data directly.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Usage is implied rather than stated: 'writes ONLY the Workshop field... all other v1/v2 fields stay untouched' tells the agent this is the scoped write path for Workshop config, but there is no explicit 'call get_workshop first', no prerequisite/permission note, and no named alternative for editing other module fields. The Marketplace mention is a domain contrast, not tool routing.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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