Files
the-cycle/src/Prospect.Server.Api/Services/Database/DbUserService.cs
T
neckfireandClaude Opus 4.8 b8d023b02a
Build & Deploy / build (push) Successful in 38s
feat(admin): read-only back-office at /admin (LAN-only)
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

80 lines
2.7 KiB
C#

using Microsoft.Extensions.Options;
using MongoDB.Driver;
using Prospect.Server.Api.Config;
using Prospect.Server.Api.Services.Database.Models;
namespace Prospect.Server.Api.Services.Database;
public class DbUserService : BaseDbService<PlayFabUser>
{
public DbUserService(IOptions<DatabaseSettings> settings) : base(settings, nameof(PlayFabUser))
{
}
public async Task<PlayFabUser> FindAsync(PlayFabUserAuthType type, string key)
{
return await Collection.Find(user => user.Auth.Any(auth =>
auth.Type == type &&
auth.Key == key)).FirstOrDefaultAsync();
}
// Resolve a player by its PlayFab id (used to display squad member names).
public async Task<PlayFabUser> FindByIdAsync(string id)
{
return await Collection.Find(user => user.Id == id).FirstOrDefaultAsync();
}
// Admin back-office: list every player.
public async Task<List<PlayFabUser>> GetAllAsync()
{
return await Collection.Find(_ => true).ToListAsync();
}
// Persist a display-name change (UpdateUserTitleDisplayName). Without this the rename
// is echoed back to the client but lost on next login.
public async Task UpdateDisplayNameAsync(string id, string displayName)
{
var update = Builders<PlayFabUser>.Update.Set(user => user.DisplayName, displayName);
await Collection.UpdateOneAsync(user => user.Id == id, update);
}
private async Task<PlayFabUser> CreateAsync(PlayFabUserAuthType type, string key)
{
var user = new PlayFabUser
{
DisplayName = "Unknown",
Auth = new List<PlayFabUserAuth>
{
new PlayFabUserAuth
{
Type = type,
Key = key
}
}
};
await Collection.InsertOneAsync(user);
return user;
}
public async Task<PlayFabUser> FindOrCreateAsync(PlayFabUserAuthType type, string key)
{
return await FindAsync(type, key) ??
await CreateAsync(type, key);
}
// Resolve several auth keys (e.g. a batch of Steam IDs) to the players that exist on
// this server in a single query. Used by the friends list to keep only the imported
// Steam friends who have actually played here.
public async Task<List<PlayFabUser>> FindManyAsync(PlayFabUserAuthType type, IReadOnlyCollection<string> keys)
{
if (keys == null || keys.Count == 0)
{
return new List<PlayFabUser>();
}
var wanted = new HashSet<string>(keys);
return await Collection.Find(user => user.Auth.Any(auth =>
auth.Type == type && wanted.Contains(auth.Key))).ToListAsync();
}
}