Files
h-school/src/HSchool.Server/Program.cs
T
Leonid Pershin cad3068bac
ci / server (push) Failing after 3m53s
ci / client (push) Successful in 15s
Update wire protocol to version 6 and enhance timetable functionality
- Bumped the wire protocol version to 6, reflecting changes in the communication structure.
- Expanded the timetable API with new endpoints for fetching and managing lesson schedules, including `GET /api/schools/{id}/timetable` and `POST /api/schools/{id}/timetable/pin`.
- Updated the protocol documentation to include detailed descriptions of the new timetable features and message structures.
- Enhanced the client-side implementation to support the new timetable functionalities, including lesson pinning and unpinning.
- Revised server-side logic to handle timetable operations and ensure proper integration with existing school management features.
- Added tests to validate the new timetable functionalities and ensure robustness in handling lesson data.
2026-08-19 10:05:05 +03:00

100 lines
3.9 KiB
C#

using System.Net.WebSockets;
using HSchool.Server.Api;
using HSchool.Server.Game;
using HSchool.Server.Net;
using HSchool.Simulation;
using Microsoft.Extensions.Configuration;
var builder = WebApplication.CreateBuilder(args);
builder.AddServiceDefaults();
builder.Services.AddProblemDetails();
builder.Services.AddOpenApi();
builder.Services
.AddOptions<SimulationOptions>()
.Bind(builder.Configuration.GetSection(SimulationOptions.SectionName))
.Validate(options => options.TickRate is > 0 and <= 120, "Simulation:TickRate must be between 1 and 120.")
.Validate(options => options.MaxSchools is > 0 and <= 255, "Simulation:MaxSchools must be between 1 and 255.")
.Validate(options => options.GameMinutesPerRealSecond > 0, "Simulation:GameMinutesPerRealSecond must be positive.")
.Validate(options => GameClock.IsValidStartDate(options.DefaultStartDate), "Simulation:DefaultStartDate is out of range.")
.Validate(options => !string.IsNullOrWhiteSpace(options.SavesDirectory), "Simulation:SavesDirectory must be set.")
.Validate(options => !string.IsNullOrWhiteSpace(options.ModsDirectory), "Simulation:ModsDirectory must be set.")
.Validate(options => options.SaveIntervalSeconds is > 0 and <= 3600, "Simulation:SaveIntervalSeconds must be between 1 and 3600.")
.Validate(options => options.MonthlyPayrollCap > 0, "Simulation:MonthlyPayrollCap must be positive.")
.Validate(options => options.SchoolWeekDays is >= 5 and <= 7, "Simulation:SchoolWeekDays must be between 5 and 7.")
.ValidateOnStart();
builder.Services.AddSingleton<GameCommandQueue>();
builder.Services.AddSingleton<ClientRegistry>();
builder.Services.AddSingleton<GameMetrics>();
builder.Services.AddSingleton<SchoolStore>();
builder.Services.AddSingleton<ModContent>();
builder.Services.AddSingleton<GameSocketHandler>();
builder.Services.AddSingleton<GameLoopService>();
builder.Services.AddHostedService(sp => sp.GetRequiredService<GameLoopService>());
builder.Services.AddOpenTelemetry().WithMetrics(metrics => metrics.AddMeter(GameMetrics.MeterName));
var app = builder.Build();
app.UseExceptionHandler();
if (app.Environment.IsDevelopment())
{
app.MapOpenApi();
}
app.UseWebSockets(new WebSocketOptions
{
KeepAliveInterval = TimeSpan.FromSeconds(30),
});
app.MapSchoolEndpoints();
app.MapTimetableEndpoints();
app.MapModEndpoints();
app.MapGet("/api/status", (GameLoopService loop, ClientRegistry clients) =>
{
var state = loop.SchoolsState;
return new GameStatusResponse(loop.CurrentTick, loop.Options.TickRate, state.Schools.Count, state.MaxSchools, clients.Count);
})
.WithName("GetGameStatus");
if (app.Configuration.GetValue("HSchool:AllowSaveReload", false))
{
app.MapPost("/api/dev/reload-schools", async (GameLoopService loop, CancellationToken cancellationToken) =>
{
await loop.ReloadFromDiskAsync(cancellationToken);
return Results.NoContent();
})
.WithName("ReloadSchoolsFromDisk");
}
// The realtime channel: one binary frame per protocol message, see docs/protocol.md.
app.Map("/ws/game", async (HttpContext context, GameSocketHandler handler) =>
{
if (!context.WebSockets.IsWebSocketRequest)
{
context.Response.StatusCode = StatusCodes.Status400BadRequest;
await context.Response.WriteAsync("This endpoint expects a WebSocket upgrade.");
return;
}
using WebSocket socket = await context.WebSockets.AcceptWebSocketAsync();
await handler.HandleAsync(socket, context.RequestAborted);
});
app.MapDefaultEndpoints();
// In a published container the built client lands in wwwroot next to the server.
app.UseFileServer();
app.Run();
/// <summary>Loop health for dashboards and integration tests.</summary>
internal sealed record GameStatusResponse(uint Tick, int TickRate, int Schools, int MaxSchools, int Connections);
/// <summary>Exposed so <c>WebApplicationFactory</c>-style tests can reference the entry point.</summary>
public partial class Program;