feat: Implement server endpoints, store, and live dashboard
Backend: Server connection/config/admins DB queries, server API routes with auth-gated endpoints (overview, config CRUD, admin management). Frontend: Server store wired to API, dashboard fetches server data on mount with live status indicators, uptime formatting, and server config display. Logout now redirects to /login. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -2,51 +2,177 @@ use sqlx::PgPool;
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use uuid::Uuid;
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use anyhow::Result;
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// TODO: Define ServerConnection struct (id, license_id, name, host, rcon_port, rcon_password_encrypted, query_port, created_at)
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// TODO: Define ServerConfig struct (id, server_id, seed, world_size, max_players, hostname, description, header_image_url, etc.)
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// TODO: Define GameAdmin struct (id, server_id, steam_id, role, added_at)
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use crate::models::server::{ServerConnection, ServerConfig, GameAdmin};
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/// Register a new server connection (RCON credentials).
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pub async fn create_server_connection(pool: &PgPool, license_id: Uuid, name: &str, host: &str, rcon_port: i32) -> Result<Uuid> {
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todo!()
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/// Get the server connection for a license.
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pub async fn get_server_connection(pool: &PgPool, license_id: Uuid) -> Result<Option<ServerConnection>> {
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let conn = sqlx::query_as::<_, ServerConnection>(
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"SELECT id, license_id, connection_type, panel_api_endpoint, panel_api_key_encrypted, \
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panel_server_identifier, companion_agent_token, companion_last_seen, plugin_last_seen, \
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server_ip, server_port, game_port, connection_status, created_at, updated_at \
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FROM server_connections WHERE license_id = $1",
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)
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.bind(license_id)
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.fetch_optional(pool)
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.await?;
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Ok(conn)
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}
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/// Fetch a server connection by ID.
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pub async fn get_server_connection(pool: &PgPool, server_id: Uuid) -> Result<()> {
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todo!()
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/// Create a new server connection.
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pub async fn create_server_connection(
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pool: &PgPool,
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license_id: Uuid,
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connection_type: &str,
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server_ip: Option<&str>,
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server_port: Option<i32>,
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game_port: Option<i32>,
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) -> Result<Uuid> {
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let row: (Uuid,) = sqlx::query_as(
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"INSERT INTO server_connections (license_id, connection_type, server_ip, server_port, game_port) \
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VALUES ($1, $2, $3, $4, $5) RETURNING id",
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)
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.bind(license_id)
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.bind(connection_type)
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.bind(server_ip)
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.bind(server_port)
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.bind(game_port)
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.fetch_one(pool)
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.await?;
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Ok(row.0)
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}
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/// Update server connection details.
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pub async fn update_server_connection(pool: &PgPool, server_id: Uuid, name: Option<&str>, host: Option<&str>, rcon_port: Option<i32>) -> Result<()> {
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todo!()
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/// Update server connection status.
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pub async fn update_connection_status(pool: &PgPool, license_id: Uuid, status: &str) -> Result<()> {
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sqlx::query(
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"UPDATE server_connections SET connection_status = $1, updated_at = NOW() WHERE license_id = $2",
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)
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.bind(status)
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.bind(license_id)
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.execute(pool)
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.await?;
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Ok(())
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}
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/// Create the initial server configuration record.
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pub async fn create_server_config(pool: &PgPool, server_id: Uuid) -> Result<Uuid> {
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todo!()
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/// Get the server config for a license.
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pub async fn get_server_config(pool: &PgPool, license_id: Uuid) -> Result<Option<ServerConfig>> {
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let config = sqlx::query_as::<_, ServerConfig>(
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"SELECT id, license_id, server_name, max_players, world_size, current_seed, \
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current_map_id, server_description, server_url, server_header_image, tags, \
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auto_restart_enabled, auto_restart_cron, auto_restart_timezone, \
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crash_recovery_enabled, crash_recovery_max_attempts, crash_recovery_cooldown_minutes, \
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force_wipe_eligible, auto_update_on_force_wipe, config_overrides, \
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created_at, updated_at \
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FROM server_config WHERE license_id = $1",
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)
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.bind(license_id)
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.fetch_optional(pool)
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.await?;
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Ok(config)
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}
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/// Fetch server configuration.
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pub async fn get_server_config(pool: &PgPool, server_id: Uuid) -> Result<()> {
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todo!()
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/// Create a default server config for a license.
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pub async fn create_server_config(
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pool: &PgPool,
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license_id: Uuid,
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server_name: &str,
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) -> Result<Uuid> {
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let row: (Uuid,) = sqlx::query_as(
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"INSERT INTO server_config (license_id, server_name) VALUES ($1, $2) RETURNING id",
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)
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.bind(license_id)
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.bind(server_name)
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.fetch_one(pool)
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.await?;
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Ok(row.0)
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}
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/// Update server configuration fields.
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pub async fn update_server_config(pool: &PgPool, server_id: Uuid, seed: Option<i32>, world_size: Option<i32>, max_players: Option<i32>) -> Result<()> {
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todo!()
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/// Update server config fields.
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pub async fn update_server_config(
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pool: &PgPool,
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license_id: Uuid,
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server_name: Option<&str>,
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max_players: Option<i32>,
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world_size: Option<i32>,
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current_seed: Option<i32>,
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) -> Result<()> {
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// Dynamic update — only modify provided fields
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if let Some(name) = server_name {
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sqlx::query("UPDATE server_config SET server_name = $1, updated_at = NOW() WHERE license_id = $2")
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.bind(name)
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.bind(license_id)
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.execute(pool)
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.await?;
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}
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if let Some(mp) = max_players {
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sqlx::query("UPDATE server_config SET max_players = $1, updated_at = NOW() WHERE license_id = $2")
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.bind(mp)
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.bind(license_id)
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.execute(pool)
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.await?;
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}
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if let Some(ws) = world_size {
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sqlx::query("UPDATE server_config SET world_size = $1, updated_at = NOW() WHERE license_id = $2")
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.bind(ws)
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.bind(license_id)
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.execute(pool)
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.await?;
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}
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if let Some(seed) = current_seed {
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sqlx::query("UPDATE server_config SET current_seed = $1, updated_at = NOW() WHERE license_id = $2")
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.bind(seed)
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.bind(license_id)
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.execute(pool)
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.await?;
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}
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Ok(())
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}
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/// Get all game admins (moderators/owners) for a server.
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pub async fn get_game_admins(pool: &PgPool, server_id: Uuid) -> Result<()> {
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todo!()
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/// Get all game admins for a license.
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pub async fn get_game_admins(pool: &PgPool, license_id: Uuid) -> Result<Vec<GameAdmin>> {
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let admins = sqlx::query_as::<_, GameAdmin>(
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"SELECT id, license_id, steam_id, display_name, admin_level, permissions, added_by, created_at \
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FROM game_admins WHERE license_id = $1 ORDER BY created_at",
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)
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.bind(license_id)
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.fetch_all(pool)
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.await?;
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Ok(admins)
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}
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/// Add a game admin by Steam ID.
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pub async fn create_game_admin(pool: &PgPool, server_id: Uuid, steam_id: &str, role: &str) -> Result<Uuid> {
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todo!()
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/// Add a game admin.
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pub async fn create_game_admin(
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pool: &PgPool,
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license_id: Uuid,
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steam_id: &str,
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display_name: &str,
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admin_level: &str,
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added_by: Uuid,
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) -> Result<Uuid> {
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let row: (Uuid,) = sqlx::query_as(
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"INSERT INTO game_admins (license_id, steam_id, display_name, admin_level, added_by) \
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VALUES ($1, $2, $3, $4, $5) RETURNING id",
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)
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.bind(license_id)
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.bind(steam_id)
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.bind(display_name)
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.bind(admin_level)
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.bind(added_by)
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.fetch_one(pool)
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.await?;
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Ok(row.0)
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}
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/// Remove a game admin.
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pub async fn delete_game_admin(pool: &PgPool, admin_id: Uuid) -> Result<()> {
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todo!()
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sqlx::query("DELETE FROM game_admins WHERE id = $1")
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.bind(admin_id)
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.execute(pool)
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.await?;
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Ok(())
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}
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