Add Phase 1 critical endpoints: Config & Save/Load system

- Added ConfigController with 4 endpoints:
  - getGameConfig: Server config, feature flags, URLs
  - getServerTime: UTC timestamps
  - getFeatureFlags: Feature toggles
  - getServerStatus: Health check

- Added save/load system to ProgressionController:
  - POST /save/{synergyId}: Save JSON blob
  - GET /save/{synergyId}/load: Load JSON blob
  - Version tracking and timestamps

- Added PlayerSave entity to database:
  - Stores arbitrary JSON game state
  - Version tracking (increments on save)
  - LastModified timestamps

- Updated appsettings.json:
  - ServerSettings section (version, URLs, MOTD)
  - FeatureFlags section (7 feature toggles)

- Created migration: AddPlayerSavesAndConfig
- Updated ApiModels with new DTOs
- All endpoints tested and working

Phase 1 objectives complete:
 Synergy ID generation (already existed)
 Configuration endpoints (new)
 Save/load system (new)

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
2026-02-21 23:53:43 -08:00
parent c0ddf3aa6f
commit e839064b35
28 changed files with 1918 additions and 13 deletions

View File

@@ -0,0 +1,143 @@
using Microsoft.AspNetCore.Mvc;
using RR3CommunityServer.Models;
namespace RR3CommunityServer.Controllers;
[ApiController]
[Route("config/api/android")]
public class ConfigController : ControllerBase
{
private readonly IConfiguration _configuration;
private readonly ILogger<ConfigController> _logger;
public ConfigController(IConfiguration configuration, ILogger<ConfigController> logger)
{
_configuration = configuration;
_logger = logger;
}
/// <summary>
/// Get game configuration - server time, feature flags, version info
/// </summary>
[HttpGet("getGameConfig")]
public ActionResult<SynergyResponse<GameConfig>> GetGameConfig()
{
_logger.LogInformation("GetGameConfig request");
var config = new GameConfig
{
ServerTime = DateTimeOffset.UtcNow.ToUnixTimeSeconds(),
ServerVersion = _configuration["ServerSettings:Version"] ?? "1.0.0",
GameVersion = _configuration["ServerSettings:GameVersion"] ?? "14.0.1",
MaintenanceMode = bool.Parse(_configuration["ServerSettings:MaintenanceMode"] ?? "false"),
MessageOfTheDay = _configuration["ServerSettings:MessageOfTheDay"] ?? "Welcome to RR3 Community Server!",
FeatureFlags = new FeatureFlags
{
MultiplayerEnabled = bool.Parse(_configuration["FeatureFlags:MultiplayerEnabled"] ?? "false"),
LeaderboardsEnabled = bool.Parse(_configuration["FeatureFlags:LeaderboardsEnabled"] ?? "true"),
DailyRewardsEnabled = bool.Parse(_configuration["FeatureFlags:DailyRewardsEnabled"] ?? "true"),
TimeTrialsEnabled = bool.Parse(_configuration["FeatureFlags:TimeTrialsEnabled"] ?? "true"),
CustomContentEnabled = bool.Parse(_configuration["FeatureFlags:CustomContentEnabled"] ?? "true"),
SpecialEventsEnabled = bool.Parse(_configuration["FeatureFlags:SpecialEventsEnabled"] ?? "true"),
AllItemsFree = bool.Parse(_configuration["FeatureFlags:AllItemsFree"] ?? "true")
},
Urls = new ServerUrls
{
BaseUrl = _configuration["ServerSettings:BaseUrl"] ?? "http://localhost:5001",
AssetsUrl = _configuration["ServerSettings:AssetsUrl"] ?? "http://localhost:5001/content/api",
LeaderboardsUrl = _configuration["ServerSettings:LeaderboardsUrl"] ?? "http://localhost:5001/leaderboards/api",
MultiplayerUrl = _configuration["ServerSettings:MultiplayerUrl"] ?? "http://localhost:5001/multiplayer/api"
}
};
var response = new SynergyResponse<GameConfig>
{
resultCode = 0,
message = "Success",
data = config
};
return Ok(response);
}
/// <summary>
/// Get server time (Unix timestamp)
/// </summary>
[HttpGet("getServerTime")]
public ActionResult<SynergyResponse<ServerTime>> GetServerTime()
{
_logger.LogInformation("GetServerTime request");
var response = new SynergyResponse<ServerTime>
{
resultCode = 0,
message = "Success",
data = new ServerTime
{
ServerTimestamp = DateTimeOffset.UtcNow.ToUnixTimeSeconds(),
ServerTimeMs = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds(),
Timezone = "UTC",
IsDST = false
}
};
return Ok(response);
}
/// <summary>
/// Get feature flags
/// </summary>
[HttpGet("getFeatureFlags")]
public ActionResult<SynergyResponse<FeatureFlags>> GetFeatureFlags()
{
_logger.LogInformation("GetFeatureFlags request");
var flags = new FeatureFlags
{
MultiplayerEnabled = bool.Parse(_configuration["FeatureFlags:MultiplayerEnabled"] ?? "false"),
LeaderboardsEnabled = bool.Parse(_configuration["FeatureFlags:LeaderboardsEnabled"] ?? "true"),
DailyRewardsEnabled = bool.Parse(_configuration["FeatureFlags:DailyRewardsEnabled"] ?? "true"),
TimeTrialsEnabled = bool.Parse(_configuration["FeatureFlags:TimeTrialsEnabled"] ?? "true"),
CustomContentEnabled = bool.Parse(_configuration["FeatureFlags:CustomContentEnabled"] ?? "true"),
SpecialEventsEnabled = bool.Parse(_configuration["FeatureFlags:SpecialEventsEnabled"] ?? "true"),
AllItemsFree = bool.Parse(_configuration["FeatureFlags:AllItemsFree"] ?? "true")
};
var response = new SynergyResponse<FeatureFlags>
{
resultCode = 0,
message = "Success",
data = flags
};
return Ok(response);
}
/// <summary>
/// Check server status and health
/// </summary>
[HttpGet("getServerStatus")]
public ActionResult<SynergyResponse<ServerStatus>> GetServerStatus()
{
_logger.LogInformation("GetServerStatus request");
var status = new ServerStatus
{
Status = "online",
Version = _configuration["ServerSettings:Version"] ?? "1.0.0",
MaintenanceMode = bool.Parse(_configuration["ServerSettings:MaintenanceMode"] ?? "false"),
PlayerCount = 0, // TODO: Implement player counting
Uptime = Environment.TickCount64 / 1000, // Seconds since server start
Message = _configuration["ServerSettings:MessageOfTheDay"] ?? string.Empty
};
var response = new SynergyResponse<ServerStatus>
{
resultCode = 0,
message = "Success",
data = status
};
return Ok(response);
}
}

View File

@@ -344,4 +344,107 @@ public class ProgressionController : ControllerBase
totalExperience = user.Experience
});
}
/// <summary>
/// Save player game state as JSON blob
/// </summary>
[HttpPost("save/{synergyId}")]
public async Task<IActionResult> SavePlayerData(string synergyId, [FromBody] SaveDataRequest request)
{
_logger.LogInformation("Saving data for {SynergyId} ({Bytes} bytes)",
synergyId, request.SaveData?.Length ?? 0);
if (string.IsNullOrEmpty(request.SaveData))
{
return BadRequest(new { error = "Save data is empty" });
}
// Find or create save record
var save = await _context.PlayerSaves
.FirstOrDefaultAsync(s => s.SynergyId == synergyId);
if (save == null)
{
save = new PlayerSave
{
SynergyId = synergyId,
SaveDataJson = request.SaveData,
Version = 1,
CreatedAt = DateTime.UtcNow,
LastModified = DateTime.UtcNow
};
_context.PlayerSaves.Add(save);
}
else
{
save.SaveDataJson = request.SaveData;
save.Version++;
save.LastModified = DateTime.UtcNow;
}
await _context.SaveChangesAsync();
var response = new SynergyResponse<SaveDataResponse>
{
resultCode = 0,
message = "Save successful",
data = new SaveDataResponse
{
Success = true,
Version = save.Version,
LastModified = new DateTimeOffset(save.LastModified).ToUnixTimeSeconds(),
SaveData = string.Empty // Don't echo back the full data
}
};
return Ok(response);
}
/// <summary>
/// Load player game state JSON blob
/// </summary>
[HttpGet("save/{synergyId}/load")]
public async Task<IActionResult> LoadPlayerData(string synergyId)
{
_logger.LogInformation("Loading save data for {SynergyId}", synergyId);
var save = await _context.PlayerSaves
.FirstOrDefaultAsync(s => s.SynergyId == synergyId);
if (save == null)
{
// Return empty save for new players
var emptySave = new SaveDataResponse
{
SaveData = "{}",
Version = 0,
LastModified = DateTimeOffset.UtcNow.ToUnixTimeSeconds(),
Success = true
};
var emptyResponse = new SynergyResponse<SaveDataResponse>
{
resultCode = 0,
message = "No save found - new player",
data = emptySave
};
return Ok(emptyResponse);
}
var response = new SynergyResponse<SaveDataResponse>
{
resultCode = 0,
message = "Save loaded successfully",
data = new SaveDataResponse
{
SaveData = save.SaveDataJson,
Version = save.Version,
LastModified = new DateTimeOffset(save.LastModified).ToUnixTimeSeconds(),
Success = true
}
};
return Ok(response);
}
}