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:
143
RR3CommunityServer/Controllers/ConfigController.cs
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143
RR3CommunityServer/Controllers/ConfigController.cs
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using Microsoft.AspNetCore.Mvc;
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using RR3CommunityServer.Models;
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namespace RR3CommunityServer.Controllers;
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[ApiController]
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[Route("config/api/android")]
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public class ConfigController : ControllerBase
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{
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private readonly IConfiguration _configuration;
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private readonly ILogger<ConfigController> _logger;
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public ConfigController(IConfiguration configuration, ILogger<ConfigController> logger)
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{
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_configuration = configuration;
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_logger = logger;
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}
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/// <summary>
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/// Get game configuration - server time, feature flags, version info
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/// </summary>
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[HttpGet("getGameConfig")]
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public ActionResult<SynergyResponse<GameConfig>> GetGameConfig()
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{
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_logger.LogInformation("GetGameConfig request");
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var config = new GameConfig
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{
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ServerTime = DateTimeOffset.UtcNow.ToUnixTimeSeconds(),
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ServerVersion = _configuration["ServerSettings:Version"] ?? "1.0.0",
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GameVersion = _configuration["ServerSettings:GameVersion"] ?? "14.0.1",
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MaintenanceMode = bool.Parse(_configuration["ServerSettings:MaintenanceMode"] ?? "false"),
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MessageOfTheDay = _configuration["ServerSettings:MessageOfTheDay"] ?? "Welcome to RR3 Community Server!",
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FeatureFlags = new FeatureFlags
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{
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MultiplayerEnabled = bool.Parse(_configuration["FeatureFlags:MultiplayerEnabled"] ?? "false"),
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LeaderboardsEnabled = bool.Parse(_configuration["FeatureFlags:LeaderboardsEnabled"] ?? "true"),
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DailyRewardsEnabled = bool.Parse(_configuration["FeatureFlags:DailyRewardsEnabled"] ?? "true"),
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TimeTrialsEnabled = bool.Parse(_configuration["FeatureFlags:TimeTrialsEnabled"] ?? "true"),
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CustomContentEnabled = bool.Parse(_configuration["FeatureFlags:CustomContentEnabled"] ?? "true"),
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SpecialEventsEnabled = bool.Parse(_configuration["FeatureFlags:SpecialEventsEnabled"] ?? "true"),
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AllItemsFree = bool.Parse(_configuration["FeatureFlags:AllItemsFree"] ?? "true")
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},
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Urls = new ServerUrls
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{
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BaseUrl = _configuration["ServerSettings:BaseUrl"] ?? "http://localhost:5001",
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AssetsUrl = _configuration["ServerSettings:AssetsUrl"] ?? "http://localhost:5001/content/api",
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LeaderboardsUrl = _configuration["ServerSettings:LeaderboardsUrl"] ?? "http://localhost:5001/leaderboards/api",
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MultiplayerUrl = _configuration["ServerSettings:MultiplayerUrl"] ?? "http://localhost:5001/multiplayer/api"
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}
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};
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var response = new SynergyResponse<GameConfig>
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{
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resultCode = 0,
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message = "Success",
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data = config
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};
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return Ok(response);
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}
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/// <summary>
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/// Get server time (Unix timestamp)
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/// </summary>
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[HttpGet("getServerTime")]
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public ActionResult<SynergyResponse<ServerTime>> GetServerTime()
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{
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_logger.LogInformation("GetServerTime request");
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var response = new SynergyResponse<ServerTime>
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{
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resultCode = 0,
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message = "Success",
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data = new ServerTime
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{
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ServerTimestamp = DateTimeOffset.UtcNow.ToUnixTimeSeconds(),
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ServerTimeMs = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds(),
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Timezone = "UTC",
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IsDST = false
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}
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};
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return Ok(response);
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}
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/// <summary>
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/// Get feature flags
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/// </summary>
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[HttpGet("getFeatureFlags")]
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public ActionResult<SynergyResponse<FeatureFlags>> GetFeatureFlags()
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{
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_logger.LogInformation("GetFeatureFlags request");
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var flags = new FeatureFlags
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{
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MultiplayerEnabled = bool.Parse(_configuration["FeatureFlags:MultiplayerEnabled"] ?? "false"),
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LeaderboardsEnabled = bool.Parse(_configuration["FeatureFlags:LeaderboardsEnabled"] ?? "true"),
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DailyRewardsEnabled = bool.Parse(_configuration["FeatureFlags:DailyRewardsEnabled"] ?? "true"),
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TimeTrialsEnabled = bool.Parse(_configuration["FeatureFlags:TimeTrialsEnabled"] ?? "true"),
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CustomContentEnabled = bool.Parse(_configuration["FeatureFlags:CustomContentEnabled"] ?? "true"),
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SpecialEventsEnabled = bool.Parse(_configuration["FeatureFlags:SpecialEventsEnabled"] ?? "true"),
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AllItemsFree = bool.Parse(_configuration["FeatureFlags:AllItemsFree"] ?? "true")
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};
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var response = new SynergyResponse<FeatureFlags>
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{
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resultCode = 0,
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message = "Success",
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data = flags
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};
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return Ok(response);
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}
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/// <summary>
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/// Check server status and health
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/// </summary>
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[HttpGet("getServerStatus")]
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public ActionResult<SynergyResponse<ServerStatus>> GetServerStatus()
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{
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_logger.LogInformation("GetServerStatus request");
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var status = new ServerStatus
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{
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Status = "online",
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Version = _configuration["ServerSettings:Version"] ?? "1.0.0",
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MaintenanceMode = bool.Parse(_configuration["ServerSettings:MaintenanceMode"] ?? "false"),
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PlayerCount = 0, // TODO: Implement player counting
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Uptime = Environment.TickCount64 / 1000, // Seconds since server start
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Message = _configuration["ServerSettings:MessageOfTheDay"] ?? string.Empty
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};
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var response = new SynergyResponse<ServerStatus>
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{
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resultCode = 0,
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message = "Success",
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data = status
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};
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return Ok(response);
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}
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}
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@@ -344,4 +344,107 @@ public class ProgressionController : ControllerBase
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totalExperience = user.Experience
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});
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}
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/// <summary>
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/// Save player game state as JSON blob
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/// </summary>
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[HttpPost("save/{synergyId}")]
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public async Task<IActionResult> SavePlayerData(string synergyId, [FromBody] SaveDataRequest request)
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{
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_logger.LogInformation("Saving data for {SynergyId} ({Bytes} bytes)",
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synergyId, request.SaveData?.Length ?? 0);
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if (string.IsNullOrEmpty(request.SaveData))
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{
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return BadRequest(new { error = "Save data is empty" });
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}
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// Find or create save record
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var save = await _context.PlayerSaves
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.FirstOrDefaultAsync(s => s.SynergyId == synergyId);
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if (save == null)
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{
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save = new PlayerSave
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{
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SynergyId = synergyId,
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SaveDataJson = request.SaveData,
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Version = 1,
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CreatedAt = DateTime.UtcNow,
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LastModified = DateTime.UtcNow
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};
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_context.PlayerSaves.Add(save);
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}
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else
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{
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save.SaveDataJson = request.SaveData;
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save.Version++;
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save.LastModified = DateTime.UtcNow;
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}
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await _context.SaveChangesAsync();
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var response = new SynergyResponse<SaveDataResponse>
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{
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resultCode = 0,
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message = "Save successful",
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data = new SaveDataResponse
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{
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Success = true,
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Version = save.Version,
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LastModified = new DateTimeOffset(save.LastModified).ToUnixTimeSeconds(),
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SaveData = string.Empty // Don't echo back the full data
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}
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};
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return Ok(response);
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}
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/// <summary>
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/// Load player game state JSON blob
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/// </summary>
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[HttpGet("save/{synergyId}/load")]
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public async Task<IActionResult> LoadPlayerData(string synergyId)
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{
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_logger.LogInformation("Loading save data for {SynergyId}", synergyId);
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var save = await _context.PlayerSaves
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.FirstOrDefaultAsync(s => s.SynergyId == synergyId);
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if (save == null)
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{
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// Return empty save for new players
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var emptySave = new SaveDataResponse
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{
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SaveData = "{}",
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Version = 0,
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LastModified = DateTimeOffset.UtcNow.ToUnixTimeSeconds(),
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Success = true
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};
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var emptyResponse = new SynergyResponse<SaveDataResponse>
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{
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resultCode = 0,
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message = "No save found - new player",
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data = emptySave
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};
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return Ok(emptyResponse);
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}
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var response = new SynergyResponse<SaveDataResponse>
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{
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resultCode = 0,
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message = "Save loaded successfully",
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data = new SaveDataResponse
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{
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SaveData = save.SaveDataJson,
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Version = save.Version,
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LastModified = new DateTimeOffset(save.LastModified).ToUnixTimeSeconds(),
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Success = true
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}
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};
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return Ok(response);
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}
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}
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