save_mailbox
PARTIAL SAVE: writes ONLY the 'Mailbox' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Mailbox - an in-game mailbox that holds VALUE the player claims (not notifications - those are Push). Enabled is the master switch, default OFF. Capacity (default 100) caps visib...
This record as markdown: /tools/com-idosgames-platform/save-mailbox.md
What save_mailbox does on iDos Games
AI agents use save_mailbox 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 | Title mailbox: letters with rewards, publisher broadcasts, friend gifts and unclaimed rewards of other modules. An in-game mailbox that holds VALUE the player c |
title_id | string | Yes | TitleID, для которого сохраняются данные. |
Parameters from the server's own tool schema.
Why save_mailbox is rated Medium
An AI agent can call save_mailbox 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 (11 properties) · Bulk/mass operation — affects multiple targets · Admin/system-level operation
Attacks that exploit this kind of access
The rule that runs save_mailbox 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_mailbox, this is the rule to start with:
save_mailbox 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_mailbox call is checked against it from then on.
Questions about save_mailbox
PARTIAL SAVE: writes ONLY the 'Mailbox' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Mailbox - an in-game mailbox that holds VALUE the player claims (not notifications - those are Push). Enabled is the master switch, default OFF. Capacity (default 100) caps visible letters; on overflow the oldest letters WITHOUT unclaimed rewards are removed. RewardLetterDays (30) / PlainLetterDays (14) are letter lifetimes (an unclaimed reward is lost when it expires), ClaimedRetentionDays (7) keeps claimed letters visible. DefaultLanguage (en) is the text fallback. Templates maps a TemplateID to per-language Texts {Subject, Body with {Param} placeholders}, Category (System/Reward/Gift/Social tab), Icon, Banner, Link {FeatureID+Args to open a game screen, or an https Url}, SenderName, ExpirationDays; keys 'system.*' override built-in letters of modules (system.gift, system.transfer, system.transfer_return, system.leaderboard_reward, system.coop_grand_prize, system.coop_object_reward, system.season_unclaimed, system.referral_reward). Gifts.Social maps a GiftID to a friend gift (Grant of items/virtual currencies minted on claim; optional Cost the sender pays per friend, burned; one per friend per period; the period is IntervalSeconds (default 86400) counted from AnchorUtc (default 2026-01-01 00:00 UTC) like fixed-interval cycles of other systems; SendLimit/ReceiveLimit per period, default 20; SenderGate). Gifts.Transfer lets friends send their OWN resources: AllowedResources whitelist (VirtualCurrency or STACKABLE items; MaxAmountPerGift is a CAP - any amount from 1 up to it, entries separately or together), MaxEntriesPerGift (5), IntervalSeconds/AnchorUtc (same period model), SendLimit/ReceiveLimit per period (5), FeePercent (0-90, withheld from what the friend receives, the fee per entry rounds up) and FeeCost (fixed fee on top); both burn only when the friend claims - a declined or expired transfer returns everything charged, MinFriendshipHours (24, against alt-account funnelling), ExpirationDays (7, then returned to the sender). Integrations {Leaderboard, CoopEvent, Season, Referral} (empty = on) bring unclaimed rewards of those modules to the mailbox. Letters and broadcasts themselves are NOT config: they are sent from the dashboard (player letters, segment broadcasts with a SegmentGate and a schedule) or by CloudCode server.SendMail; letters with rewards require the player-admin plan right. 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_mailbox 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_mailbox: 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_mailbox 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_mailbox 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_mailbox. 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_mailbox 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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