Game server admin API (#26880)
* Reapply "Game server api" (#26871)
This reverts commit 3aee197923.
* Rewrite 75% of the code it's good now
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commit
9d0dfcf2b9
711
Content.Server/Administration/ServerApi.cs
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711
Content.Server/Administration/ServerApi.cs
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@@ -0,0 +1,711 @@
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using System.Linq;
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using System.Net;
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using System.Net.Http;
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using System.Security.Cryptography;
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using System.Text;
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using System.Text.Json;
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using System.Text.Json.Nodes;
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using System.Threading.Tasks;
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using Content.Server.Administration.Systems;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Presets;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Maps;
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using Content.Server.RoundEnd;
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using Content.Shared.Administration.Managers;
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using Content.Shared.CCVar;
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using Content.Shared.Prototypes;
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using Robust.Server.ServerStatus;
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using Robust.Shared.Asynchronous;
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using Robust.Shared.Configuration;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Server.Administration;
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/// <summary>
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/// Exposes various admin-related APIs via the game server's <see cref="StatusHost"/>.
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/// </summary>
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public sealed partial class ServerApi : IPostInjectInit
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{
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private const string SS14TokenScheme = "SS14Token";
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private static readonly HashSet<string> PanicBunkerCVars =
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[
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CCVars.PanicBunkerEnabled.Name,
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CCVars.PanicBunkerDisableWithAdmins.Name,
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CCVars.PanicBunkerEnableWithoutAdmins.Name,
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CCVars.PanicBunkerCountDeadminnedAdmins.Name,
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CCVars.PanicBunkerShowReason.Name,
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CCVars.PanicBunkerMinAccountAge.Name,
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CCVars.PanicBunkerMinOverallHours.Name,
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CCVars.PanicBunkerCustomReason.Name,
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];
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[Dependency] private readonly IStatusHost _statusHost = default!;
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] private readonly ISharedPlayerManager _playerManager = default!;
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[Dependency] private readonly ISharedAdminManager _adminManager = default!;
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[Dependency] private readonly IGameMapManager _gameMapManager = default!;
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[Dependency] private readonly IServerNetManager _netManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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[Dependency] private readonly ITaskManager _taskManager = default!;
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[Dependency] private readonly EntityManager _entityManager = default!;
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[Dependency] private readonly ILogManager _logManager = default!;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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[Dependency] private readonly ILocalizationManager _loc = default!;
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private string _token = string.Empty;
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private ISawmill _sawmill = default!;
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void IPostInjectInit.PostInject()
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{
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_sawmill = _logManager.GetSawmill("serverApi");
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// Get
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RegisterActorHandler(HttpMethod.Get, "/admin/info", InfoHandler);
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RegisterHandler(HttpMethod.Get, "/admin/game_rules", GetGameRules);
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RegisterHandler(HttpMethod.Get, "/admin/presets", GetPresets);
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// Post
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RegisterActorHandler(HttpMethod.Post, "/admin/actions/round/start", ActionRoundStart);
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RegisterActorHandler(HttpMethod.Post, "/admin/actions/round/end", ActionRoundEnd);
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RegisterActorHandler(HttpMethod.Post, "/admin/actions/round/restartnow", ActionRoundRestartNow);
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RegisterActorHandler(HttpMethod.Post, "/admin/actions/kick", ActionKick);
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RegisterActorHandler(HttpMethod.Post, "/admin/actions/add_game_rule", ActionAddGameRule);
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RegisterActorHandler(HttpMethod.Post, "/admin/actions/end_game_rule", ActionEndGameRule);
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RegisterActorHandler(HttpMethod.Post, "/admin/actions/force_preset", ActionForcePreset);
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RegisterActorHandler(HttpMethod.Post, "/admin/actions/set_motd", ActionForceMotd);
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RegisterActorHandler(HttpMethod.Patch, "/admin/actions/panic_bunker", ActionPanicPunker);
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}
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public void Initialize()
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{
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_config.OnValueChanged(CCVars.AdminApiToken, UpdateToken, true);
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}
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public void Shutdown()
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{
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_config.UnsubValueChanged(CCVars.AdminApiToken, UpdateToken);
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}
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private void UpdateToken(string token)
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{
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_token = token;
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}
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#region Actions
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/// <summary>
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/// Changes the panic bunker settings.
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/// </summary>
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private async Task ActionPanicPunker(IStatusHandlerContext context, Actor actor)
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{
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var request = await ReadJson<JsonObject>(context);
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if (request == null)
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return;
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var toSet = new Dictionary<string, object>();
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foreach (var (cVar, value) in request)
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{
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if (!PanicBunkerCVars.Contains(cVar))
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{
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await RespondBadRequest(context, $"Invalid panic bunker CVar: '{cVar}'");
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return;
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}
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if (value == null)
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{
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await RespondBadRequest(context, $"Value is null: '{cVar}'");
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return;
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}
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if (value is not JsonValue jsonValue)
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{
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await RespondBadRequest(context, $"Value is not valid: '{cVar}'");
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return;
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}
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object castValue;
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var cVarType = _config.GetCVarType(cVar);
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if (cVarType == typeof(bool))
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{
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if (!jsonValue.TryGetValue(out bool b))
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{
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await RespondBadRequest(context, $"CVar '{cVar}' must be of type bool.");
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return;
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}
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castValue = b;
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}
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else if (cVarType == typeof(int))
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{
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if (!jsonValue.TryGetValue(out int i))
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{
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await RespondBadRequest(context, $"CVar '{cVar}' must be of type int.");
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return;
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}
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castValue = i;
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}
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else if (cVarType == typeof(string))
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{
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if (!jsonValue.TryGetValue(out string? s))
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{
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await RespondBadRequest(context, $"CVar '{cVar}' must be of type string.");
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return;
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}
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castValue = s;
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}
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else
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{
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throw new NotSupportedException("Unsupported CVar type");
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}
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toSet[cVar] = castValue;
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}
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await RunOnMainThread(() =>
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{
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foreach (var (cVar, value) in toSet)
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{
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_config.SetCVar(cVar, value);
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_sawmill.Info(
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$"Panic bunker property '{cVar}' changed to '{value}' by {FormatLogActor(actor)}.");
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}
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});
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await RespondOk(context);
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}
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/// <summary>
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/// Sets the current MOTD.
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/// </summary>
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private async Task ActionForceMotd(IStatusHandlerContext context, Actor actor)
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{
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var motd = await ReadJson<MotdActionBody>(context);
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if (motd == null)
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return;
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_sawmill.Info($"MOTD changed to \"{motd.Motd}\" by {FormatLogActor(actor)}.");
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await RunOnMainThread(() => _config.SetCVar(CCVars.MOTD, motd.Motd));
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// A hook in the MOTD system sends the changes to each client
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await RespondOk(context);
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}
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/// <summary>
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/// Forces the next preset-
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/// </summary>
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private async Task ActionForcePreset(IStatusHandlerContext context, Actor actor)
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{
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var body = await ReadJson<PresetActionBody>(context);
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if (body == null)
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return;
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await RunOnMainThread(async () =>
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{
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var ticker = _entitySystemManager.GetEntitySystem<GameTicker>();
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if (ticker.RunLevel != GameRunLevel.PreRoundLobby)
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{
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await RespondError(
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context,
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ErrorCode.InvalidRoundState,
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HttpStatusCode.Conflict,
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"Game must be in pre-round lobby");
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return;
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}
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var preset = ticker.FindGamePreset(body.PresetId);
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if (preset == null)
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{
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await RespondError(
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context,
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ErrorCode.GameRuleNotFound,
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HttpStatusCode.UnprocessableContent,
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$"Game rule '{body.PresetId}' doesn't exist");
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return;
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}
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ticker.SetGamePreset(preset);
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_sawmill.Info($"Forced the game to start with preset {body.PresetId} by {FormatLogActor(actor)}.");
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await RespondOk(context);
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});
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}
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/// <summary>
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/// Ends an active game rule.
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/// </summary>
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private async Task ActionEndGameRule(IStatusHandlerContext context, Actor actor)
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{
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var body = await ReadJson<GameRuleActionBody>(context);
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if (body == null)
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return;
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await RunOnMainThread(async () =>
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{
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var ticker = _entitySystemManager.GetEntitySystem<GameTicker>();
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var gameRule = ticker
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.GetActiveGameRules()
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.FirstOrNull(rule =>
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_entityManager.MetaQuery.GetComponent(rule).EntityPrototype?.ID == body.GameRuleId);
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if (gameRule == null)
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{
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await RespondError(context,
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ErrorCode.GameRuleNotFound,
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HttpStatusCode.UnprocessableContent,
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$"Game rule '{body.GameRuleId}' not found or not active");
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return;
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}
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_sawmill.Info($"Ended game rule {body.GameRuleId} by {FormatLogActor(actor)}.");
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ticker.EndGameRule(gameRule.Value);
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await RespondOk(context);
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});
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}
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/// <summary>
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/// Adds a game rule to the current round.
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/// </summary>
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private async Task ActionAddGameRule(IStatusHandlerContext context, Actor actor)
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{
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var body = await ReadJson<GameRuleActionBody>(context);
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if (body == null)
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return;
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await RunOnMainThread(async () =>
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{
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var ticker = _entitySystemManager.GetEntitySystem<GameTicker>();
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if (!_prototypeManager.HasIndex<EntityPrototype>(body.GameRuleId))
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{
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await RespondError(context,
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ErrorCode.GameRuleNotFound,
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HttpStatusCode.UnprocessableContent,
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$"Game rule '{body.GameRuleId}' not found or not active");
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return;
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}
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var ruleEntity = ticker.AddGameRule(body.GameRuleId);
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_sawmill.Info($"Added game rule {body.GameRuleId} by {FormatLogActor(actor)}.");
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if (ticker.RunLevel == GameRunLevel.InRound)
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{
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ticker.StartGameRule(ruleEntity);
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_sawmill.Info($"Started game rule {body.GameRuleId} by {FormatLogActor(actor)}.");
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}
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await RespondOk(context);
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});
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}
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/// <summary>
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/// Kicks a player.
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/// </summary>
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private async Task ActionKick(IStatusHandlerContext context, Actor actor)
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{
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var body = await ReadJson<KickActionBody>(context);
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if (body == null)
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return;
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await RunOnMainThread(async () =>
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{
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if (!_playerManager.TryGetSessionById(new NetUserId(body.Guid), out var player))
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{
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await RespondError(
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context,
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ErrorCode.PlayerNotFound,
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HttpStatusCode.UnprocessableContent,
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"Player not found");
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return;
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}
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var reason = body.Reason ?? "No reason supplied";
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reason += " (kicked by admin)";
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_netManager.DisconnectChannel(player.Channel, reason);
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await RespondOk(context);
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_sawmill.Info($"Kicked player {player.Name} ({player.UserId}) for {reason} by {FormatLogActor(actor)}");
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});
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}
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private async Task ActionRoundStart(IStatusHandlerContext context, Actor actor)
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{
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await RunOnMainThread(async () =>
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{
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var ticker = _entitySystemManager.GetEntitySystem<GameTicker>();
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if (ticker.RunLevel != GameRunLevel.PreRoundLobby)
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{
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await RespondError(
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context,
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ErrorCode.InvalidRoundState,
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HttpStatusCode.Conflict,
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"Round already started");
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return;
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}
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ticker.StartRound();
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_sawmill.Info($"Forced round start by {FormatLogActor(actor)}");
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await RespondOk(context);
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});
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}
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private async Task ActionRoundEnd(IStatusHandlerContext context, Actor actor)
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{
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await RunOnMainThread(async () =>
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{
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var roundEndSystem = _entitySystemManager.GetEntitySystem<RoundEndSystem>();
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var ticker = _entitySystemManager.GetEntitySystem<GameTicker>();
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if (ticker.RunLevel != GameRunLevel.InRound)
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{
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await RespondError(
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context,
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ErrorCode.InvalidRoundState,
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HttpStatusCode.Conflict,
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"Round is not active");
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return;
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}
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roundEndSystem.EndRound();
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_sawmill.Info($"Forced round end by {FormatLogActor(actor)}");
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await RespondOk(context);
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});
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}
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private async Task ActionRoundRestartNow(IStatusHandlerContext context, Actor actor)
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{
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await RunOnMainThread(async () =>
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{
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var ticker = _entitySystemManager.GetEntitySystem<GameTicker>();
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ticker.RestartRound();
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_sawmill.Info($"Forced instant round restart by {FormatLogActor(actor)}");
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await RespondOk(context);
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});
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}
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#endregion
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#region Fetching
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/// <summary>
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/// Returns an array containing all available presets.
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/// </summary>
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private async Task GetPresets(IStatusHandlerContext context)
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{
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var presets = await RunOnMainThread(() =>
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{
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var presets = new List<PresetResponse.Preset>();
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foreach (var preset in _prototypeManager.EnumeratePrototypes<GamePresetPrototype>())
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{
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presets.Add(new PresetResponse.Preset
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{
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Id = preset.ID,
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ModeTitle = _loc.GetString(preset.ModeTitle),
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Description = _loc.GetString(preset.Description)
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});
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}
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return presets;
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});
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await context.RespondJsonAsync(new PresetResponse
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{
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Presets = presets
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});
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}
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/// <summary>
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/// Returns an array containing all game rules.
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/// </summary>
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private async Task GetGameRules(IStatusHandlerContext context)
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{
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var gameRules = new List<string>();
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foreach (var gameRule in _prototypeManager.EnumeratePrototypes<EntityPrototype>())
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{
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if (gameRule.Abstract)
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continue;
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if (gameRule.HasComponent<GameRuleComponent>(_componentFactory))
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gameRules.Add(gameRule.ID);
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}
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await context.RespondJsonAsync(new GameruleResponse
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{
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GameRules = gameRules
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});
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}
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/// <summary>
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/// Handles fetching information.
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/// </summary>
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private async Task InfoHandler(IStatusHandlerContext context, Actor actor)
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{
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/*
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Information to display
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Round number
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Connected players
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Active admins
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Active game rules
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Active game preset
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Active map
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MOTD
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Panic bunker status
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*/
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var info = await RunOnMainThread<InfoResponse>(() =>
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{
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var ticker = _entitySystemManager.GetEntitySystem<GameTicker>();
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var adminSystem = _entitySystemManager.GetEntitySystem<AdminSystem>();
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var players = new List<InfoResponse.Player>();
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foreach (var player in _playerManager.Sessions)
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{
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var adminData = _adminManager.GetAdminData(player, true);
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players.Add(new InfoResponse.Player
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{
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UserId = player.UserId.UserId,
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Name = player.Name,
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IsAdmin = adminData != null,
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IsDeadminned = !adminData?.Active ?? false
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});
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}
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InfoResponse.MapInfo? mapInfo = null;
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if (_gameMapManager.GetSelectedMap() is { } mapPrototype)
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{
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mapInfo = new InfoResponse.MapInfo
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{
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Id = mapPrototype.ID,
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Name = mapPrototype.MapName
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};
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}
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var gameRules = new List<string>();
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foreach (var addedGameRule in ticker.GetActiveGameRules())
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{
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var meta = _entityManager.MetaQuery.GetComponent(addedGameRule);
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gameRules.Add(meta.EntityPrototype?.ID ?? meta.EntityPrototype?.Name ?? "Unknown");
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}
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var panicBunkerCVars = PanicBunkerCVars.ToDictionary(c => c, c => _config.GetCVar(c));
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return new InfoResponse
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{
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Players = players,
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RoundId = ticker.RoundId,
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Map = mapInfo,
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PanicBunker = panicBunkerCVars,
|
||||
GamePreset = ticker.CurrentPreset?.ID,
|
||||
GameRules = gameRules,
|
||||
MOTD = _config.GetCVar(CCVars.MOTD)
|
||||
};
|
||||
});
|
||||
|
||||
await context.RespondJsonAsync(info);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private async Task<bool> CheckAccess(IStatusHandlerContext context)
|
||||
{
|
||||
var auth = context.RequestHeaders.TryGetValue("Authorization", out var authToken);
|
||||
if (!auth)
|
||||
{
|
||||
await RespondError(
|
||||
context,
|
||||
ErrorCode.AuthenticationNeeded,
|
||||
HttpStatusCode.Unauthorized,
|
||||
"Authorization is required");
|
||||
return false;
|
||||
}
|
||||
|
||||
var authHeaderValue = authToken.ToString();
|
||||
var spaceIndex = authHeaderValue.IndexOf(' ');
|
||||
if (spaceIndex == -1)
|
||||
{
|
||||
await RespondBadRequest(context, "Invalid Authorization header value");
|
||||
return false;
|
||||
}
|
||||
|
||||
var authScheme = authHeaderValue[..spaceIndex];
|
||||
var authValue = authHeaderValue[spaceIndex..].Trim();
|
||||
|
||||
if (authScheme != SS14TokenScheme)
|
||||
{
|
||||
await RespondBadRequest(context, "Invalid Authorization scheme");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_token == "")
|
||||
{
|
||||
_sawmill.Debug("No authorization token set for admin API");
|
||||
}
|
||||
else if (CryptographicOperations.FixedTimeEquals(
|
||||
Encoding.UTF8.GetBytes(authValue),
|
||||
Encoding.UTF8.GetBytes(_token)))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
await RespondError(
|
||||
context,
|
||||
ErrorCode.AuthenticationInvalid,
|
||||
HttpStatusCode.Unauthorized,
|
||||
"Authorization is invalid");
|
||||
|
||||
// Invalid auth header, no access
|
||||
_sawmill.Info($"Unauthorized access attempt to admin API from {context.RemoteEndPoint}");
|
||||
return false;
|
||||
}
|
||||
|
||||
private async Task<Actor?> CheckActor(IStatusHandlerContext context)
|
||||
{
|
||||
// The actor is JSON encoded in the header
|
||||
var actor = context.RequestHeaders.TryGetValue("Actor", out var actorHeader) ? actorHeader.ToString() : null;
|
||||
if (actor == null)
|
||||
{
|
||||
await RespondBadRequest(context, "Actor must be supplied");
|
||||
return null;
|
||||
}
|
||||
|
||||
Actor? actorData;
|
||||
try
|
||||
{
|
||||
actorData = JsonSerializer.Deserialize<Actor>(actor);
|
||||
if (actorData == null)
|
||||
{
|
||||
await RespondBadRequest(context, "Actor is null");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
catch (JsonException exception)
|
||||
{
|
||||
await RespondBadRequest(context, "Actor field JSON is invalid", ExceptionData.FromException(exception));
|
||||
return null;
|
||||
}
|
||||
|
||||
return actorData;
|
||||
}
|
||||
|
||||
#region From Client
|
||||
|
||||
private sealed class Actor
|
||||
{
|
||||
public required Guid Guid { get; init; }
|
||||
public required string Name { get; init; }
|
||||
}
|
||||
|
||||
private sealed class KickActionBody
|
||||
{
|
||||
public required Guid Guid { get; init; }
|
||||
public string? Reason { get; init; }
|
||||
}
|
||||
|
||||
private sealed class GameRuleActionBody
|
||||
{
|
||||
public required string GameRuleId { get; init; }
|
||||
}
|
||||
|
||||
private sealed class PresetActionBody
|
||||
{
|
||||
public required string PresetId { get; init; }
|
||||
}
|
||||
|
||||
private sealed class MotdActionBody
|
||||
{
|
||||
public required string Motd { get; init; }
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Responses
|
||||
|
||||
private record BaseResponse(
|
||||
string Message,
|
||||
ErrorCode ErrorCode = ErrorCode.None,
|
||||
ExceptionData? Exception = null);
|
||||
|
||||
private record ExceptionData(string Message, string? StackTrace = null)
|
||||
{
|
||||
public static ExceptionData FromException(Exception e)
|
||||
{
|
||||
return new ExceptionData(e.Message, e.StackTrace);
|
||||
}
|
||||
}
|
||||
|
||||
private enum ErrorCode
|
||||
{
|
||||
None = 0,
|
||||
AuthenticationNeeded = 1,
|
||||
AuthenticationInvalid = 2,
|
||||
InvalidRoundState = 3,
|
||||
PlayerNotFound = 4,
|
||||
GameRuleNotFound = 5,
|
||||
BadRequest = 6,
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Misc
|
||||
|
||||
/// <summary>
|
||||
/// Record used to send the response for the info endpoint.
|
||||
/// </summary>
|
||||
private sealed class InfoResponse
|
||||
{
|
||||
public required int RoundId { get; init; }
|
||||
public required List<Player> Players { get; init; }
|
||||
public required List<string> GameRules { get; init; }
|
||||
public required string? GamePreset { get; init; }
|
||||
public required MapInfo? Map { get; init; }
|
||||
public required string? MOTD { get; init; }
|
||||
public required Dictionary<string, object> PanicBunker { get; init; }
|
||||
|
||||
public sealed class Player
|
||||
{
|
||||
public required Guid UserId { get; init; }
|
||||
public required string Name { get; init; }
|
||||
public required bool IsAdmin { get; init; }
|
||||
public required bool IsDeadminned { get; init; }
|
||||
}
|
||||
|
||||
public sealed class MapInfo
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string Name { get; init; }
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class PresetResponse
|
||||
{
|
||||
public required List<Preset> Presets { get; init; }
|
||||
|
||||
public sealed class Preset
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string Description { get; init; }
|
||||
public required string ModeTitle { get; init; }
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class GameruleResponse
|
||||
{
|
||||
public required List<string> GameRules { get; init; }
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
Reference in New Issue
Block a user