# pet.trezy.getPreferences

> Published by [trezy.pet](https://lexicon.garden/identity/did:plc:ollch4g7tes2reb5eceiwuol)

✓ This is the authoritative definition for this NSID.

## Links

- [View on Lexicon Garden](https://lexicon.garden/lexicon/did:plc:ollch4g7tes2reb5eceiwuol/pet.trezy.getPreferences)
- [Documentation](https://lexicon.garden/lexicon/did:plc:ollch4g7tes2reb5eceiwuol/pet.trezy.getPreferences/docs)
- [Examples](https://lexicon.garden/lexicon/did:plc:ollch4g7tes2reb5eceiwuol/pet.trezy.getPreferences/examples)

## Definitions

### `pet.trezy.getPreferences`

**Type**: `query`

Everything the caller's account knows about how to present the game: the account-wide default, and every device that has been given its own text style. Takes no DID — it answers for whoever is authenticated and nobody else. ⚠ IT RETURNS THE WHOLE PICTURE RATHER THAN AN ANSWER, deliberately: which of these applies depends on which device is asking and what its browser still remembers, and that reconciliation lives in one tested place on the client (src/lib/preferences.ts) instead of being half here and half there.

#### Output

**Encoding**: `application/json`

| Property | Type | Required | Description |
|----------|------|----------|-------------|
| `error` | `string` | No | Present instead of the preferences when there are none to send. A stable machine code the client branches on — add codes, never rename them. `unavailable` means the read failed and the answer is UNKNOWN, which a client must not treat as 'no preferences': pushing over state it could not read is how an outage destroys a real setting. `no-space` means this player has never saved anything, which is an ordinary empty answer. |
| `devices` | `array` | No | Every device with its own text style. Empty for almost everybody: a row exists only where the player deliberately chose one. |
| `message` | `string` | No |  |
| `typeMode` | `string` | No | The account-wide default. Absent when the player has never set one — which is NOT the same as the default mode, and is what tells a new device to keep its own. |
| `updatedAt` | `string` (datetime) | No |  |
| `typeOffered` | `boolean` | No |  |

### `pet.trezy.getPreferences#device`

**Type**: `object`

| Property | Type | Required | Description |
|----------|------|----------|-------------|
| `label` | `string` | No |  |
| `deviceId` | `string` | Yes | The record key. Opaque and randomly generated by the browser; it carries nothing about the device or the person. |
| `typeMode` | `string` | Yes |  |
| `updatedAt` | `string` (datetime) | No |  |
| `lastSeenAt` | `string` (datetime) | No |  |
| `fingerprint` | `string` | No | Returned so the asking device can re-find its own row after its local storage was cleared. It is the player's own data and goes nowhere else. |

## Raw Schema

```json
{
  "id": "pet.trezy.getPreferences",
  "defs": {
    "main": {
      "type": "query",
      "output": {
        "schema": {
          "type": "object",
          "required": [],
          "properties": {
            "error": {
              "type": "string",
              "description": "Present instead of the preferences when there are none to send. A stable machine code the client branches on — add codes, never rename them. `unavailable` means the read failed and the answer is UNKNOWN, which a client must not treat as 'no preferences': pushing over state it could not read is how an outage destroys a real setting. `no-space` means this player has never saved anything, which is an ordinary empty answer.",
              "knownValues": [
                "not-authenticated",
                "unavailable"
              ]
            },
            "devices": {
              "type": "array",
              "items": {
                "ref": "#device",
                "type": "ref"
              },
              "description": "Every device with its own text style. Empty for almost everybody: a row exists only where the player deliberately chose one."
            },
            "message": {
              "type": "string"
            },
            "typeMode": {
              "type": "string",
              "description": "The account-wide default. Absent when the player has never set one — which is NOT the same as the default mode, and is what tells a new device to keep its own.",
              "knownValues": [
                "pixel",
                "softer",
                "system"
              ]
            },
            "updatedAt": {
              "type": "string",
              "format": "datetime"
            },
            "typeOffered": {
              "type": "boolean"
            }
          }
        },
        "encoding": "application/json"
      },
      "description": "Everything the caller's account knows about how to present the game: the account-wide default, and every device that has been given its own text style. Takes no DID — it answers for whoever is authenticated and nobody else. ⚠ IT RETURNS THE WHOLE PICTURE RATHER THAN AN ANSWER, deliberately: which of these applies depends on which device is asking and what its browser still remembers, and that reconciliation lives in one tested place on the client (src/lib/preferences.ts) instead of being half here and half there."
    },
    "device": {
      "type": "object",
      "required": [
        "deviceId",
        "typeMode"
      ],
      "properties": {
        "label": {
          "type": "string"
        },
        "deviceId": {
          "type": "string",
          "description": "The record key. Opaque and randomly generated by the browser; it carries nothing about the device or the person."
        },
        "typeMode": {
          "type": "string",
          "knownValues": [
            "pixel",
            "softer",
            "system"
          ]
        },
        "updatedAt": {
          "type": "string",
          "format": "datetime"
        },
        "lastSeenAt": {
          "type": "string",
          "format": "datetime"
        },
        "fingerprint": {
          "type": "string",
          "description": "Returned so the asking device can re-find its own row after its local storage was cleared. It is the player's own data and goes nowhere else."
        }
      }
    }
  },
  "$type": "com.atproto.lexicon.schema",
  "lexicon": 1
}
```
