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

@@ -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);
}
}