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https://github.com/DarkflameUniverse/DarkflameServer.git
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WIP: basic server, no features
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101
dDashboardServer/routes/DashboardRoutes.cpp
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101
dDashboardServer/routes/DashboardRoutes.cpp
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#include "DashboardRoutes.h"
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#include "ServerState.h"
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#include "Web.h"
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#include "HTTPContext.h"
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#include "eHTTPMethod.h"
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#include "json.hpp"
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#include "Game.h"
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#include "Database.h"
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#include "Logger.h"
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#include "inja.hpp"
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#include "AuthMiddleware.h"
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#include "RequireAuthMiddleware.h"
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void RegisterDashboardRoutes() {
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// GET / - Main dashboard page (requires authentication)
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Game::web.RegisterHTTPRoute({
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.path = "/",
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.method = eHTTPMethod::GET,
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.middleware = { std::make_shared<RequireAuthMiddleware>(0) },
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.handle = [](HTTPReply& reply, const HTTPContext& context) {
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try {
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// Initialize inja environment
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inja::Environment env{"dDashboardServer/templates/"};
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env.set_trim_blocks(true);
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env.set_lstrip_blocks(true);
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// Prepare data for template
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nlohmann::json data;
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// Get username from auth context
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data["username"] = context.authenticatedUser;
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data["gmLevel"] = context.gmLevel;
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// Server status (placeholder data - will be updated with real data from master)
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data["auth"]["online"] = ServerState::g_AuthStatus.online;
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data["auth"]["players"] = ServerState::g_AuthStatus.players;
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data["chat"]["online"] = ServerState::g_ChatStatus.online;
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data["chat"]["players"] = ServerState::g_ChatStatus.players;
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// World instances
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std::lock_guard<std::mutex> lock(ServerState::g_StatusMutex);
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data["worlds"] = nlohmann::json::array();
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for (const auto& world : ServerState::g_WorldInstances) {
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data["worlds"].push_back({
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{"mapID", world.mapID},
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{"instanceID", world.instanceID},
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{"cloneID", world.cloneID},
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{"players", world.players},
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{"isPrivate", world.isPrivate}
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});
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}
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// Statistics
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const uint32_t accountCount = Database::Get()->GetAccountCount();
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data["stats"]["onlinePlayers"] = 0; // TODO: Get from server communication
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data["stats"]["totalAccounts"] = accountCount;
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data["stats"]["totalCharacters"] = 0; // TODO: Add GetCharacterCount to database interface
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// Render template
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const std::string html = env.render_file("index.jinja2", data);
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reply.status = eHTTPStatusCode::OK;
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reply.message = html;
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reply.contentType = eContentType::TEXT_HTML;
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} catch (const std::exception& ex) {
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LOG("Error rendering template: %s", ex.what());
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reply.status = eHTTPStatusCode::INTERNAL_SERVER_ERROR;
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reply.message = "{\"error\":\"Failed to render template\"}";
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reply.contentType = eContentType::APPLICATION_JSON;
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}
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}
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});
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// GET /login - Login page (no authentication required)
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Game::web.RegisterHTTPRoute({
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.path = "/login",
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.method = eHTTPMethod::GET,
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.middleware = {},
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.handle = [](HTTPReply& reply, const HTTPContext& context) {
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try {
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// Initialize inja environment
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inja::Environment env{"dDashboardServer/templates/"};
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env.set_trim_blocks(true);
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env.set_lstrip_blocks(true);
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// Render template with empty username
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nlohmann::json data;
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data["username"] = "";
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const std::string html = env.render_file("login.jinja2", data);
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reply.status = eHTTPStatusCode::OK;
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reply.message = html;
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reply.contentType = eContentType::TEXT_HTML;
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} catch (const std::exception& ex) {
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LOG("Error rendering login template: %s", ex.what());
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reply.status = eHTTPStatusCode::INTERNAL_SERVER_ERROR;
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reply.message = "{\"error\":\"Failed to render login page\"}";
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reply.contentType = eContentType::APPLICATION_JSON;
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}
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}
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});
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}
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