- TrackingController: Added database persistence for analytics events * Created AnalyticsEvent entity with user/session tracking * Store event type, data (JSON), and timestamp * Graceful fallback if DB write fails (game doesn't break) - ConfigController: Added real player counting * Query active sessions from last 15 minutes * Return actual player count instead of hardcoded 0 * Real-time server status with DB metrics - Added AnalyticsEvents table migration * Stores all game telemetry for analytics * Indexed by UserId for performance * JSON event data for flexibility Controllers now fully wired to database: - 11/18 controllers REAL implementation ✅ - 5/18 controllers STUB (config-based) ⚠️ - 2/18 controllers SERVICE (delegated) ⚠️ Total: 95 endpoints, improving from demo to production Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
156 lines
6.1 KiB
C#
156 lines
6.1 KiB
C#
using Microsoft.AspNetCore.Mvc;
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using Microsoft.EntityFrameworkCore;
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using RR3CommunityServer.Data;
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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 RR3DbContext _context;
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private readonly IConfiguration _configuration;
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private readonly ILogger<ConfigController> _logger;
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public ConfigController(RR3DbContext context, IConfiguration configuration, ILogger<ConfigController> logger)
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{
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_context = context;
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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 async Task<ActionResult<SynergyResponse<ServerStatus>>> GetServerStatus()
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{
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_logger.LogInformation("GetServerStatus request");
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// Get real player count from database (sessions created in last 15 minutes)
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var fifteenMinutesAgo = DateTime.UtcNow.AddMinutes(-15);
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var playerCount = await _context.Sessions
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.Where(s => s.CreatedAt >= fifteenMinutesAgo)
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.Select(s => s.UserId)
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.Distinct()
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.CountAsync();
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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 = playerCount,
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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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