save_cloud_code
PARTIAL SAVE: writes ONLY the 'CloudCode' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Server-side scripting (CloudCode): the active JavaScript revision the title runs, plus execution policy — engine limits, rate limits, per-handler metadata, whether logs/stack t...
This record as markdown: /tools/com-idosgames-platform/save-cloud-code.md
What save_cloud_code does on iDos Games
AI agents use save_cloud_code to create or update resources in iDos Games, usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your iDos Games environment.
| Parameter | Type | Required | Description |
|---|---|---|---|
value | object | Yes | New value for the CloudCode field. |
title_id | string | Yes | TitleID, для которого сохраняются данные. |
Parameters from the server's own tool schema.
Why save_cloud_code is rated Medium
An AI agent can call save_cloud_code faster than any human can review: one bad instruction and it creates or modifies resources in iDos Games by the hundred, each call as confident as the last.
Risk signalsHigh parameter count (15 properties)
Attacks that exploit this kind of access
The rule that runs save_cloud_code safely
PolicyLayer is an MCP gateway: it sits between your AI agents and iDos Games, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For save_cloud_code, this is the rule to start with:
save_cloud_code stays usable, but capped: an agent stuck in a loop can't make hundreds of changes a minute. Everything else on the server is denied unless you say otherwise.
The button opens the PolicyLayer dashboard: create your workspace, connect iDos Games, apply this rule, and every save_cloud_code call is checked against it from then on.
Questions about save_cloud_code
PARTIAL SAVE: writes ONLY the 'CloudCode' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Server-side scripting (CloudCode): the active JavaScript revision the title runs, plus execution policy — engine limits, rate limits, per-handler metadata, whether logs/stack traces are revealed to clients. Scripts are the ONLY way to write protected player data (UserCustomData ReadOnly/Internal buckets) and mutable title data (TitleCustomData Runtime scope). Prefer the dedicated cloud-code tools over editing this section by hand: they compute the code hash, bump the revision number and archive the previous one. It is categorised as a Write tool in the iDos Games MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.
save_cloud_code accepts 2 parameters: value, title_id. Required: value, title_id. The full parameter table on this page comes from the server's own tool schema.
Register the iDos Games MCP server in PolicyLayer and add a rule for save_cloud_code: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches iDos Games. Nothing to install.
save_cloud_code is a Write tool with medium risk. Write tools should be rate-limited to prevent accidental bulk modifications.
Yes. Add a rate_limit block to the save_cloud_code rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.
Set action: deny in the PolicyLayer policy for save_cloud_code. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.
save_cloud_code is provided by the iDos Games MCP server (https://site.idosgames.com/api/v2/mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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