# Game Content Hosting - Implementation Plan **Date:** February 25, 2026 **Status:** 🟡 **INFRASTRUCTURE READY - NEEDS CONTENT** --- ## 📊 Current Status ### ✅ What We Have (Infrastructure) - ✅ 96 API endpoints implemented - ✅ 36 database tables created - ✅ AssetsController for serving files - ✅ Asset directory structure (E:\rr3\RR3CommunityServer\RR3CommunityServer\Assets) - ✅ Database entities for cars, tracks, events, leaderboards - ✅ Multiplayer/social system ready - ✅ Server routing configured ### ❌ What We Need (Content Data) - ❌ Car database (definitions, stats, prices) - ❌ Track database (layouts, AI data) - ❌ Event database (championships, time trials) - ❌ Asset files (.pak files for 3D models, textures) - ❌ Initial leaderboard data - ❌ Server configuration values - ❌ Catalog/shop items --- ## 🎯 Game Content Categories ### 1. Cars Database 🏎️ **What's Needed:** - Car definitions (make, model, class, stats) - Performance specs (power, weight, handling) - Upgrade tiers and costs - Purchase prices (in-game currency) - Unlock requirements **Database Tables:** - `Cars` - Base car definitions - `CatalogItems` - Shop listings - `OwnedCars` - Player-owned cars (per user) - `CarUpgrades` - Applied upgrades (per user) **Example Data Structure:** ```csharp public class Car { public int Id { get; set; } public string Make { get; set; } // "Nissan" public string Model { get; set; } // "Silvia Spec-R" public string Class { get; set; } // "C" public int BasePower { get; set; } // 250 HP public int BaseWeight { get; set; } // 1240 kg public int BasePrice { get; set; } // 50000 R$ public string AssetPath { get; set; } // "/cars/nissan_silvia_s15.pak" } ``` **Where to Get Data:** - 📱 Extract from APK: `/assets/data/cars.json` or similar - 🌐 Scrape from RR3 wikis/databases - 📊 Reverse engineer from game files - 🔍 Network traffic analysis from official servers (before shutdown) --- ### 2. Tracks Database 🏁 **What's Needed:** - Track definitions (name, location, length) - Layout variants (GP, National, Indy) - Sector times for AI - Weather conditions - Track limits data **Database Tables:** - `GameAssets` (filtered by Category='tracks') - Custom `Tracks` table (optional) **Example Data:** ```csharp public class Track { public int Id { get; set; } public string Name { get; set; } // "Silverstone" public string Layout { get; set; } // "GP" public string Country { get; set; } // "UK" public float LengthKm { get; set; } // 5.891 public int Corners { get; set; } // 18 public string AssetPath { get; set; } // "/tracks/silverstone_gp.pak" } ``` --- ### 3. Events Database 🏆 **What's Needed:** - Event definitions (career mode, specials) - Requirements (car class, PR level) - Rewards (currency, cars, unlocks) - AI difficulty settings - Time-limited events **Database Tables:** - `Events` - `EventCompletions` (per user) - `EventAttempts` (per user) **Example Data:** ```csharp public class Event { public int Id { get; set; } public string Name { get; set; } // "American Muscle Cup" public string Type { get; set; } // "championship" public string RequiredClass { get; set; } // "B" public int RequiredPR { get; set; } // 50 public int RewardGold { get; set; } // 50 public int RewardCash { get; set; } // 25000 public DateTime StartDate { get; set; } public DateTime EndDate { get; set; } } ``` --- ### 4. Asset Files 📦 **What's Needed:** - Car 3D models (.pak files) - Track 3D models (.pak files) - Texture packs - Audio files (engine sounds) - UI assets **File Structure:** ``` Assets/ ├── cars/ │ ├── nissan_silvia_s15.pak (10-20 MB) │ ├── ford_focus_rs.pak │ └── ... ├── tracks/ │ ├── silverstone_gp.pak (50-100 MB) │ ├── laguna_seca.pak │ └── ... ├── textures/ │ ├── ui_textures.pak (5-10 MB) │ └── car_textures_pack1.pak └── audio/ ├── engine_sounds_pack1.pak (1-5 MB) └── ambient_sounds.pak ``` **Total Storage Estimate:** 2-4 GB for full game content **How to Extract:** ```bash # From installed game adb pull /data/data/com.ea.games.r3_row/files/ ./rr3-assets/ # From APK apktool d realracing3.apk -o rr3-decompiled cp rr3-decompiled/assets/*.pak ./Assets/ ``` --- ### 5. Time Trials / Leaderboards ⏱️ **What's Needed:** - Active time trial definitions - Target times (gold/silver/bronze) - Initial leaderboard entries (for testing) - Ghost data (optional) **Database Tables:** - `TimeTrials` - `TimeTrialResults` (per user) - `LeaderboardEntries` - `PersonalRecords` (per user) - `GhostData` (optional multiplayer feature) **Example Data:** ```csharp public class TimeTrial { public int Id { get; set; } public string Name { get; set; } // "Silverstone Sprint" public int TrackId { get; set; } // FK to Track public int CarClassId { get; set; } // "A" public int GoldTime { get; set; } // 95000 ms public int SilverTime { get; set; } // 98000 ms public int BronzeTime { get; set; } // 102000 ms public int RewardGold { get; set; } // 25 public DateTime StartDate { get; set; } public DateTime EndDate { get; set; } } ``` --- ### 6. Multiplayer Data 🎮 **What's Needed:** - Matchmaking rules (by class, PR) - Race session configurations - Default ghost data (for solo races) - Competitive rating tiers **Database Tables:** - `MatchmakingQueues` (active players) - `RaceSessions` (lobbies) - `RaceParticipants` (who's in each race) - `GhostData` (recorded laps) - `CompetitiveRatings` (ELO system) **Default Configuration:** ```json { "matchmakingRules": { "maxPRDifference": 10, "matchTimeout": 30, "minPlayers": 2, "maxPlayers": 8 }, "ratingTiers": [ { "name": "Bronze", "minRating": 0, "maxRating": 1000 }, { "name": "Silver", "minRating": 1000, "maxRating": 1500 }, { "name": "Gold", "minRating": 1500, "maxRating": 2000 }, { "name": "Platinum", "minRating": 2000, "maxRating": 999999 } ] } ``` --- ### 7. Shop/Catalog 🛒 **What's Needed:** - Item catalog (cars, gold, VIP) - Prices (real money or fake for community) - Availability windows - Special offers **Database Table:** - `CatalogItems` **Example Data:** ```csharp public class CatalogItem { public int Id { get; set; } public string Sku { get; set; } // "gold_500" public string Name { get; set; } // "500 Gold" public string Type { get; set; } // "currency" public int Price { get; set; } // 0 (free for community) public bool Available { get; set; } // true } ``` --- ## 🛠️ Implementation Steps ### Phase 1: Extract Game Data (From APK/Game Files) **Tools Needed:** - apktool (APK decompilation) - jadx (Java decompilation) - QuickBMS (asset extraction) - adb (device file access) **Commands:** ```bash # 1. Decompile APK apktool d realracing3.apk -o rr3-decompiled # 2. Extract assets cd rr3-decompiled/assets cp *.pak E:/rr3/RR3CommunityServer/RR3CommunityServer/Assets/ # 3. Find game data files find . -name "*.json" -o -name "*.xml" -o -name "*.dat" # 4. Parse data files into database format # (Manual or script) ``` --- ### Phase 2: Create Database Seed Script **Create:** `E:\rr3\RR3CommunityServer\RR3CommunityServer\Data\SeedData.cs` ```csharp public static class SeedData { public static void Initialize(RR3DbContext context) { // Seed cars if (!context.Cars.Any()) { context.Cars.AddRange( new Car { Make = "Nissan", Model = "Silvia Spec-R", Class = "C", BasePower = 250, BaseWeight = 1240, BasePrice = 50000, AssetPath = "/cars/nissan_silvia_s15.pak" }, new Car { Make = "Ford", Model = "Focus RS", Class = "B", BasePower = 350, BaseWeight = 1524, BasePrice = 75000, AssetPath = "/cars/ford_focus_rs.pak" }, // ... more cars ); } // Seed tracks if (!context.GameAssets.Any(a => a.Category == "tracks")) { context.GameAssets.AddRange( new GameAsset { FileName = "silverstone_gp.pak", Category = "tracks", FileSize = 85000000, EaCdnPath = "/tracks/silverstone_gp.pak" }, new GameAsset { FileName = "laguna_seca.pak", Category = "tracks", FileSize = 72000000, EaCdnPath = "/tracks/laguna_seca.pak" }, // ... more tracks ); } // Seed events if (!context.Events.Any()) { context.Events.AddRange( new Event { Name = "Rookie Cup", Type = "championship", RequiredClass = "D", RequiredPR = 10, RewardGold = 10, RewardCash = 5000, StartDate = DateTime.UtcNow, EndDate = DateTime.UtcNow.AddYears(10) }, // ... more events ); } // Seed time trials if (!context.TimeTrials.Any()) { context.TimeTrials.AddRange( new TimeTrial { Name = "Silverstone Sprint", TrackName = "Silverstone GP", CarClass = "A", GoldTime = 95000, SilverTime = 98000, BronzeTime = 102000, RewardGold = 25, StartDate = DateTime.UtcNow, EndDate = DateTime.UtcNow.AddMonths(1) }, // ... more time trials ); } context.SaveChanges(); } } ``` **Call from Program.cs:** ```csharp using (var scope = app.Services.CreateScope()) { var db = scope.ServiceProvider.GetRequiredService(); db.Database.EnsureCreated(); SeedData.Initialize(db); // <-- Add this } ``` --- ### Phase 3: Populate Assets Directory **Manual Steps:** 1. Extract .pak files from game installation 2. Copy to `Assets/` subdirectories 3. Verify files are accessible **Automated Script (PowerShell):** ```powershell # Copy assets from extracted game files $source = "E:\rr3\phone-assets-full" $dest = "E:\rr3\RR3CommunityServer\RR3CommunityServer\Assets" # Cars Copy-Item "$source\cars\*.pak" "$dest\cars\" -Force # Tracks Copy-Item "$source\tracks\*.pak" "$dest\tracks\" -Force # Textures Copy-Item "$source\textures\*.pak" "$dest\textures\" -Force # Audio Copy-Item "$source\audio\*.pak" "$dest\audio\" -Force Write-Host "Assets copied successfully!" ``` --- ### Phase 4: Test Content Delivery **Test Endpoints:** ```bash # 1. Get asset manifest curl http://localhost:5555/content/api/manifest # 2. Download a car asset curl http://localhost:5555/content/api/cars/nissan_silvia_s15.pak -o test.pak # 3. Get car list curl http://localhost:5555/synergy/progression/cars # 4. Get active events curl http://localhost:5555/synergy/events/active # 5. Get time trials curl http://localhost:5555/synergy/rewards/timetrials ``` --- ### Phase 5: APK Integration Test **Required:** 1. Modify APK to point to community server 2. Install on device/emulator 3. Launch game and monitor logs 4. Verify assets download correctly 5. Test gameplay (career, time trials, multiplayer) **Network Configuration:** ``` # hosts file (Windows: C:\Windows\System32\drivers\etc\hosts) 127.0.0.1 firemonkeys-akamai-eac.eaprojects.com 127.0.0.1 cloudcellcdn-eaprojects.akamaized.net ``` Or update APK's Director URL to point directly to: ``` http://your-server-ip:5555/director/api/android/getDirectionByPackage ``` --- ## 📝 TODO List ### High Priority (Needed for Basic Gameplay) - [ ] Extract car data from APK - [ ] Seed Cars table with 20-30 common cars - [ ] Extract track data from APK - [ ] Seed Events table with career mode events - [ ] Copy asset .pak files to Assets directory - [ ] Create SeedData.cs script - [ ] Test asset delivery ### Medium Priority (Needed for Full Experience) - [ ] Seed all 200+ cars - [ ] Seed all tracks - [ ] Create time trial definitions - [ ] Populate catalog items - [ ] Set up leaderboard defaults - [ ] Configure multiplayer rules ### Low Priority (Optional Enhancements) - [ ] Community-created events - [ ] Custom car mods - [ ] Enhanced ghost data - [ ] Dynamic events system - [ ] CDN setup for assets --- ## 🚀 Quick Start (Minimal Viable Data) **To get the server working with minimal data:** 1. **Extract 5 cars from APK** (most popular) 2. **Extract 3 tracks** (Silverstone, Laguna Seca, Brands Hatch) 3. **Create 1 event** (test championship) 4. **Copy corresponding .pak files** 5. **Seed database** 6. **Test with APK** This gives you a **playable demo** to verify the infrastructure works before committing to extracting all 2-4 GB of content. --- ## 📊 Storage Requirements | Content Type | Estimated Size | Priority | |--------------|----------------|----------| | Car Assets (200+) | 2-3 GB | High | | Track Assets (40+) | 1-2 GB | High | | Texture Packs | 200-400 MB | Medium | | Audio Files | 100-200 MB | Medium | | UI Assets | 50-100 MB | Low | | **Total** | **~4-6 GB** | - | **Recommendation:** Start with 10% of content (400-600 MB) for testing. --- ## 🎯 Next Actions 1. **Locate game assets** on your system - Check: `E:\rr3\phone-assets-full\` - Check: `E:\rr3\rr3-assets\` - Check APK: `E:\rr3\realracing3.apk` 2. **Extract game data files** (cars, tracks, events) - Use jadx to decompile APK - Look for JSON/XML files in `/assets/` - Parse into database format 3. **Create seed script** - Add `SeedData.cs` - Call from `Program.cs` - Test database population 4. **Copy asset files** - Copy .pak files to `Assets/` subdirectories - Test file serving via AssetsController 5. **Test with APK** - Modify APK to use community server - Install and launch game - Verify content loads --- **Status:** Infrastructure 100% ready, waiting for content data population. Would you like me to start extracting game data from the files we have?