Commit Graph
6 Commits
Author SHA1 Message Date
neckfireandClaude Opus 4.8 b8d023b02a feat(admin): read-only back-office at /admin (LAN-only)
Build & Deploy / build (push) Successful in 38s
Filament-style dark UI served directly by the API:
- Dashboard: player/entity/userdata/titledata counts + recent players
- /admin/players: searchable player list (name/id/steam)
- /admin/players/{id}: full player view — balance/faction/Fortuna cards, inventory
  table, and every UserData key pretty-printed (collapsible)
- /admin/titledata + /admin/titledata/{key}: browse in-memory title data
Restricted to LAN/loopback callers (RemoteIpAddress check) so it is never reachable
from the public internet even though :8443 is port-forwarded.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 09:56:34 +02:00
neckfireandClaude Opus 4.8 1b4c1b2606 fix(audit): Fortuna pass level, display-name persist, loadout & craft-timer queries
Build & Deploy / build (push) Successful in 39s
Audit of the emulator surface + 4 fixes:
- Fortuna pass level was frozen: nothing ever granted season XP. ClaimActiveContract
  now grants + persists FortunaPass{2,3}_SeasonXp (scaled to the contract's reputation)
  and returns the new total, so the pass level moves as you complete contracts.
- UpdateUserTitleDisplayName never persisted the rename (echoed back, lost on relog).
  Added DbUserService.UpdateDisplayNameAsync and call it.
- GetPlayerSets returned a blank loadout; now reads the persisted LOADOUT key.
- GetCraftingInProgressData was a stub; now returns the persisted CraftingTimer so an
  in-progress craft + remaining time survive a menu reopen/relog.

Remaining known gaps documented in Plane (need client data / multiplayer / out of scope).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 02:56:47 +02:00
neckfireandClaude Opus 4.8 0588849e4c feat(squad): in-memory squad/lobby state + wire squad functions
Build & Deploy / build (push) Successful in 31s
Adds SquadService (singleton, process-local) tracking squads by the
squadId the client shares across party members, plus a user->squad index
so TryGetCompleteSquadInfo (no squadId in request) can resolve the
caller's squad. Members are lazily registered on any squad call.

- TryGetCompleteSquadInfo: returns the caller's real squad.
- SquadMemberReadyForMatch: joins the squad, records readiness/map,
  returns the squad + whether everyone is ready.
- SquadMemberSelectedMap: records the member's selected map.
- DbUserService.FindByIdAsync: resolve display name for squad members.

Groundwork for the station lobby; assumes the client drives squads via
these calls with a shared squadId (to confirm with a 2-client session).
Real-time SignalR push (unknown event names) deferred; the squad is
carried in responses + TryGetCompleteSquadInfo for now.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 15:34:43 +02:00
neckfireandClaude Opus 4.8 310e2bf7e9 feat(social): friends list resolution + fix ping request 500
Build & Deploy / build (push) Successful in 24s
- RequestUsersPingRequest: the client sends ping=2147483648 (int.MaxValue+1)
  for "no ping", which overflowed the int field and made every ping request
  return 500. Widened to long.
- ClientsideFriendsImport: persist the imported Steam friend ids per user.
- GetFriendList: resolve those ids to the players that exist on this server
  (batch lookup by Steam auth key) and return them as friends. Response
  shape is best-effort pending in-game confirmation.
- DbUserService.FindManyAsync: batch-resolve auth keys to players.

First step of the station lobby (see friends on the server). Squad
formation / invite flow to follow once friends are visible.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 14:18:44 +02:00
AeonLucid 2f01cf7411 Convert to new namespace stuff and implicit usings 2022-01-07 06:07:05 +01:00
AeonLucid 505ae8b2f8 Added mongodb as database 2021-11-01 00:53:04 +01:00