FLINT AND STEEL!!!! THE NETHER!!!!!! RELEASE!!!!!!!!!

* Account bio support (fetch only route right now)
* Room cloning fixes
    - Dorm Room cloning is still broken
* Instance changing fixes
* Presence: VRMovementMode and StatusVisibility updates automatically
* Routes for the above two properties
* Settings can take numbers, too (enums)
* No microtransations in my game (parental controls)
* A whole lotta routes for various unfinished but planned features
    - Equipment
    - Consumables
    - Objectives
    - Checklist (orientation rewards)
    - Objectives (three daily tasks)
    - Image metadata
    - Community Board
    - Player Events
    - Storefronts
* Matchmaking instance querying
    - Empty instances are not yet cleared
* Avatar items, saved avatars, save current avatar routes
* No loading screen tips for now
* Send presence at an interval over the socket
    - Error FROSTBITE is reported in the game logs during bootup sometimes. Maybe due to the lack of ping messages?
* Socket push notifications

Note to self: Set up deno compilation in runners on gitea
This commit is contained in:
2025-04-02 23:56:18 -04:00
parent bcee414004
commit 1cfd0426dd
35 changed files with 758 additions and 64 deletions

View File

@@ -17,6 +17,7 @@ along with this program. If not, see <https://www.gnu.org/licenses/>. */
import { APIUtils } from "../../apiutils.ts";
import Rooms from "../../data/content/rooms.ts";
import { RoomAccessibility } from "../../data/content/roomtypes.ts";
import { AuthType } from "../../data/users.ts";
import express from "express";
@@ -46,4 +47,75 @@ route.router.get('/v4/details/:roomId',
else rs.json(room);
},
)
);
route.router.get('/v2/myrooms',
APIUtils.Authentication,
APIUtils.AuthenticationType(AuthType.Game),
APIUtils.emptyArrayResponse
);
route.router.get('/v1/hot',
APIUtils.Authentication,
APIUtils.AuthenticationType(AuthType.Game),
async (_rq, rs) => {
// temporary: return all public AG rooms for testing
const rooms = await Rooms.getAllBuiltinRoomGenerations();
rs.json(rooms.map(room => room.Room).filter(room => room.Accessibility !== RoomAccessibility.Private));
},
);
route.router.get('/v2/baserooms',
APIUtils.Authentication,
APIUtils.AuthenticationType(AuthType.Game),
async (_rq, rs) => {
const rooms = await Rooms.getAllBuiltinRoomGenerations();
rs.json(rooms.map(room => room.Room).filter(room => room.CloningAllowed));
},
);
interface GetRoomByNameParams {
name?: string
}
route.router.get('/v2/name/:name',
APIUtils.Authentication,
APIUtils.AuthenticationType(AuthType.Game),
async (rq: express.Request<GetRoomByNameParams>, rs: express.Response) => {
if (!rq.params.name) {
rs.sendStatus(400);
return;
}
const room = await Rooms.getByName(rq.params.name.trim());
if (!room || rq.params.name == 'DormRoom') {
rs.sendStatus(404);
return;
} else {
rs.json(room.Room);
return;
}
},
);
route.router.post('/v1/roomRolePermissions',
APIUtils.Authentication,
APIUtils.AuthenticationType(AuthType.Game),
(rq, rs) => {
rs.sendStatus(200);
},
);