Practice/deck editing mostly there
This commit is contained in:
8
SVSim.EmulatedEntrypoint/Configuration/DeckOptions.cs
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8
SVSim.EmulatedEntrypoint/Configuration/DeckOptions.cs
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@@ -0,0 +1,8 @@
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namespace SVSim.EmulatedEntrypoint.Configuration;
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public class DeckOptions
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{
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public const string SectionName = "Deck";
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public int MaxDeckSlots { get; set; } = 36;
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}
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31
SVSim.EmulatedEntrypoint/Controllers/ConfigController.cs
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31
SVSim.EmulatedEntrypoint/Controllers/ConfigController.cs
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@@ -0,0 +1,31 @@
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using Microsoft.AspNetCore.Mvc;
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using SVSim.EmulatedEntrypoint.Models.Dtos.Common;
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using SVSim.EmulatedEntrypoint.Models.Dtos.Requests;
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namespace SVSim.EmulatedEntrypoint.Controllers;
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/// <summary>
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/// /config/* — viewer-scoped preference toggles. Fired by the client as fire-and-forget
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/// after the deck-builder save flow (and from settings screens). Currently acknowledge-only:
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/// UserConfig is stubbed in load/index + mypage/index until a viewer-config persistence
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/// layer lands. Mirrors the set_deck_redis precedent (no-op accept).
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/// </summary>
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public class ConfigController : SVSimController
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{
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[HttpPost("update_foil_preferred")]
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public ActionResult<EmptyResponse> UpdateFoilPreferred(ConfigUpdateFoilPreferredRequest request)
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{
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if (!TryGetViewerId(out long _)) return Unauthorized();
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// TODO(viewer-config-persist): write request.IsFoilPreferred onto the viewer's config row
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// and read it back in load/index + mypage/index instead of `new UserConfig()`.
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return new EmptyResponse();
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}
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[HttpPost("update_prize_preferred")]
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public ActionResult<EmptyResponse> UpdatePrizePreferred(ConfigUpdatePrizePreferredRequest request)
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{
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if (!TryGetViewerId(out long _)) return Unauthorized();
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// TODO(viewer-config-persist): see UpdateFoilPreferred.
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return new EmptyResponse();
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}
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}
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@@ -1,10 +1,12 @@
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using Microsoft.AspNetCore.Mvc;
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using Microsoft.EntityFrameworkCore;
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using Microsoft.Extensions.Options;
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using SVSim.Database;
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using SVSim.Database.Enums;
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using SVSim.Database.Models;
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using SVSim.Database.Repositories.Deck;
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using SVSim.Database.Repositories.Globals;
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using SVSim.EmulatedEntrypoint.Configuration;
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using SVSim.EmulatedEntrypoint.Constants;
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using SVSim.EmulatedEntrypoint.Extensions;
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using SVSim.EmulatedEntrypoint.Models.Dtos;
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@@ -20,6 +22,7 @@ public class DeckController : SVSimController
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private readonly IDeckRepository _deckRepository;
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private readonly IGlobalsRepository _globalsRepository;
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private readonly SVSimDbContext _dbContext;
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private readonly DeckOptions _deckOptions;
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private static readonly System.Text.Json.JsonSerializerOptions JsonbReadOptions = new()
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{
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@@ -27,11 +30,32 @@ public class DeckController : SVSimController
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NumberHandling = System.Text.Json.Serialization.JsonNumberHandling.AllowReadingFromString,
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};
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public DeckController(IDeckRepository deckRepository, IGlobalsRepository globalsRepository, SVSimDbContext dbContext)
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public DeckController(IDeckRepository deckRepository, IGlobalsRepository globalsRepository, SVSimDbContext dbContext, IOptions<DeckOptions> deckOptions)
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{
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_deckRepository = deckRepository;
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_globalsRepository = globalsRepository;
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_dbContext = dbContext;
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_deckOptions = deckOptions.Value;
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}
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/// <summary>
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/// Pads a viewer's real deck list with empty-slot placeholders up to <see cref="DeckOptions.MaxDeckSlots"/>.
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/// Required because the client's <c>DeckUI.DeckViewData.CreateDeckViewList</c> only renders
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/// a "New Deck" tile when the response contains an entry whose <c>card_id_array</c> is empty —
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/// without padding, the player cannot create additional decks once any exist.
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/// </summary>
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private List<UserDeck> PadEmptySlots(List<UserDeck> realDecks)
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{
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var taken = realDecks.Select(d => d.DeckNumber).ToHashSet();
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var result = new List<UserDeck>(realDecks);
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for (int slot = 1; slot <= _deckOptions.MaxDeckSlots; slot++)
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{
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if (!taken.Contains(slot))
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{
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result.Add(UserDeck.CreateEmptySlot(slot));
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}
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}
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return result;
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}
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// Request deck_format fields arrive as wire ints (MessagePack-CSharp doesn't honor STJ
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@@ -106,9 +130,9 @@ public class DeckController : SVSimController
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// for our profile; we mirror that omission and leave the nullable DTO fields unset.
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var formats = new[] { Format.Rotation, Format.Unlimited, Format.MyRotation };
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var byFormat = await _deckRepository.GetDecksByFormats(viewerId, formats);
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response.UserDeckRotation = byFormat[Format.Rotation].Select(d => new UserDeck(d)).ToList();
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response.UserDeckUnlimited = byFormat[Format.Unlimited].Select(d => new UserDeck(d)).ToList();
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response.UserDeckMyRotation = byFormat[Format.MyRotation].Select(d => new UserDeck(d)).ToList();
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response.UserDeckRotation = PadEmptySlots(byFormat[Format.Rotation].Select(d => new UserDeck(d)).ToList());
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response.UserDeckUnlimited = PadEmptySlots(byFormat[Format.Unlimited].Select(d => new UserDeck(d)).ToList());
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response.UserDeckMyRotation = PadEmptySlots(byFormat[Format.MyRotation].Select(d => new UserDeck(d)).ToList());
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// trial_deck_list is prod-emitted on /deck/info (All format) but omitted on /deck/my_list
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// (specific format). Empty array in the 2026-05-23 prod capture.
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response.TrialDeckList = new();
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@@ -116,7 +140,7 @@ public class DeckController : SVSimController
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else
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{
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var decks = await _deckRepository.GetDecks(viewerId, requestFormat);
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response.UserDeckList = decks.Select(d => new UserDeck(d)).ToList();
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response.UserDeckList = PadEmptySlots(decks.Select(d => new UserDeck(d)).ToList());
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}
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return response;
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@@ -163,7 +187,7 @@ public class DeckController : SVSimController
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var decks = await _deckRepository.GetDecks(viewerId, format);
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return new DeckUpdateResponse
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{
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UserDeckList = decks.Select(d => new UserDeck(d)).ToList()
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UserDeckList = PadEmptySlots(decks.Select(d => new UserDeck(d)).ToList())
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};
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}
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@@ -0,0 +1,12 @@
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using MessagePack;
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using System.Text.Json.Serialization;
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namespace SVSim.EmulatedEntrypoint.Models.Dtos.Requests;
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[MessagePackObject]
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public class ConfigUpdateFoilPreferredRequest : BaseRequest
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{
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[JsonPropertyName("is_foil_preferred")]
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[Key("is_foil_preferred")]
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public int IsFoilPreferred { get; set; }
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}
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@@ -0,0 +1,12 @@
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using MessagePack;
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using System.Text.Json.Serialization;
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namespace SVSim.EmulatedEntrypoint.Models.Dtos.Requests;
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[MessagePackObject]
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public class ConfigUpdatePrizePreferredRequest : BaseRequest
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{
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[JsonPropertyName("is_prize_preferred")]
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[Key("is_prize_preferred")]
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public int IsPrizePreferred { get; set; }
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}
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@@ -54,7 +54,32 @@ public class UserDeck
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public int Order { get; set; }
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[JsonPropertyName("create_deck_time")]
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[Key("create_deck_time")]
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public DateTime DeckCreateTime { get; set; }
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public DateTime? DeckCreateTime { get; set; }
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/// <summary>
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/// Empty placeholder matching the wire shape prod uses to pad deck-list responses up to the
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/// per-format cap. The client's <c>DeckUI.DeckViewData.CreateDeckViewList</c> converts the
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/// first entry whose <c>card_id_array</c> is empty into the "New Deck" tile, so at least one
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/// of these must appear in any list the player can edit.
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/// </summary>
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public static UserDeck CreateEmptySlot(int deckNo) => new()
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{
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DeckNumber = deckNo,
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ClassId = 1,
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SleeveId = 3000011,
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LeaderSkinId = 0,
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Name = string.Empty,
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Cards = new(),
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IsCompleteDeck = 0,
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RestrictedCardExists = false,
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IsAvailable = 1,
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MaintenanceCards = new(),
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IncludesNonCollectibleCards = false,
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IsRandomLeaderSkin = 0,
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LeaderSkinIds = new() { 0 },
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Order = 0,
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DeckCreateTime = null,
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};
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public UserDeck(ShadowverseDeckEntry deck)
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{
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@@ -7,6 +7,7 @@ using SVSim.Database.Repositories.Collectibles;
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using SVSim.Database.Repositories.Deck;
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using SVSim.Database.Repositories.Globals;
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using SVSim.Database.Repositories.Viewer;
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using SVSim.EmulatedEntrypoint.Configuration;
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using SVSim.EmulatedEntrypoint.Extensions;
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using SVSim.EmulatedEntrypoint.Middlewares;
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using SVSim.EmulatedEntrypoint.Security.SteamSessionAuthentication;
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@@ -47,6 +48,8 @@ public class Program
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});
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builder.Services.Configure<DeckOptions>(builder.Configuration.GetSection(DeckOptions.SectionName));
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#region Database Services
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builder.Services.AddDbContext<SVSimDbContext>(opt =>
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@@ -64,6 +67,7 @@ public class Program
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builder.Services.AddTransient<ShadowverseTranslationMiddleware>();
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builder.Services.AddTransient<SessionidMappingMiddleware>();
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builder.Services.AddSingleton<ShadowverseSessionService>();
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builder.Services.AddSingleton<ISteamServer, FacepunchSteamServer>();
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builder.Services.AddSingleton<SteamSessionService>();
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builder.Services.AddAuthentication()
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.AddScheme<SteamAuthenticationHandlerOptions, SteamSessionAuthenticationHandler>(
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41
SVSim.EmulatedEntrypoint/Services/FacepunchSteamServer.cs
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41
SVSim.EmulatedEntrypoint/Services/FacepunchSteamServer.cs
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@@ -0,0 +1,41 @@
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using Steamworks;
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namespace SVSim.EmulatedEntrypoint.Services;
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/// <summary>
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/// Production <see cref="ISteamServer"/> backed by Facepunch.Steamworks 2.3.3.
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/// Initialization is process-global; registering this as a singleton is required.
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/// </summary>
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public sealed class FacepunchSteamServer : ISteamServer
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{
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private readonly object _initLock = new();
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private bool _initialized;
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public void Initialize(int appId)
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{
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if (_initialized) return;
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lock (_initLock)
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{
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if (_initialized) return;
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SteamServer.Init(appId, new SteamServerInit
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{
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GamePort = default,
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QueryPort = default,
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});
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_initialized = true;
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}
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}
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public bool BeginAuthSession(byte[] ticket, ulong steamId) =>
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SteamServer.BeginAuthSession(ticket, new SteamId { Value = steamId });
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public void EndSession(ulong steamId) =>
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SteamServer.EndSession(new SteamId { Value = steamId });
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public void Shutdown()
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{
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if (!_initialized) return;
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SteamServer.Shutdown();
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_initialized = false;
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}
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}
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34
SVSim.EmulatedEntrypoint/Services/ISteamServer.cs
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34
SVSim.EmulatedEntrypoint/Services/ISteamServer.cs
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@@ -0,0 +1,34 @@
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namespace SVSim.EmulatedEntrypoint.Services;
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/// <summary>
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/// Thin wrapper around the static <c>Steamworks.SteamServer</c> API. Exists purely so
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/// <see cref="SteamSessionService"/> can be unit-tested — Facepunch.Steamworks is a static
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/// class with process-global state that can't be mocked or run twice in the same test host.
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///
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/// Only the operations <see cref="SteamSessionService"/> actually invokes are exposed. Add
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/// methods here as needed rather than expanding the surface speculatively.
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/// </summary>
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public interface ISteamServer
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{
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/// <summary>Initialize the underlying Steam game server with the given app id. Idempotent.</summary>
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void Initialize(int appId);
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/// <summary>
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/// Open an auth session for the given steam id with the given ticket bytes. Returns true
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/// when Steam accepts the ticket. Returns false on any rejection — most commonly the
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/// "duplicate request" case (the steam id already has an open session on this server),
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/// which is the failure mode <see cref="SteamSessionService"/> resolves by calling
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/// <see cref="EndSession"/> first.
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/// </summary>
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bool BeginAuthSession(byte[] ticket, ulong steamId);
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/// <summary>
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/// Close any active auth session for this steam id. Safe to call when no session exists
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/// (Steam SDK no-ops). Must be called before a second <see cref="BeginAuthSession"/> for
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/// the same steam id or Steam will reject the new call as a duplicate request.
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/// </summary>
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void EndSession(ulong steamId);
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/// <summary>Tear down the game server. Implicitly ends every open auth session.</summary>
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void Shutdown();
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}
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@@ -1,74 +1,138 @@
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using System.Collections.Concurrent;
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using Steamworks;
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using Microsoft.Extensions.Logging;
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namespace SVSim.EmulatedEntrypoint.Services;
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/// <summary>
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/// Validates Steam session tickets against Steamworks for the auth handler. Owns the
|
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/// lifecycle of per-user Steam auth sessions: when a client reconnects with a fresh ticket
|
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/// (typical on every client restart — Steam tickets are per-process), we end the prior
|
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/// session before opening a new one. Without that, Steam rejects the second
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/// <c>BeginAuthSession</c> as a duplicate request and the auth handler returns 401.
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///
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/// See <c>docs/audits/game-start-steam-ticket-401-on-client-restart-2026-05-23.md</c> for
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/// the original symptom + the choice of end-then-begin over reactively retrying on
|
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/// DuplicateRequest (Facepunch 2.3.3 collapses the BeginAuthResult enum to bool, so we
|
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/// can't see the duplicate-request signal directly).
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/// </summary>
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public class SteamSessionService : IDisposable
|
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{
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private readonly ConcurrentDictionary<string, ulong> _validatedSessionTickets = new();
|
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private readonly object _initLock = new();
|
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private bool _steamInitialized;
|
||||
|
||||
private const int ShadowVerseAppId = 453480;
|
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|
||||
/// <summary>
|
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/// Validates if a given session ticket is valid, and matches up with the given steamid.
|
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/// </summary>
|
||||
/// <param name="ticket">the ticket, represented as a hexadecimal string</param>
|
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/// <param name="steamId">the steamid that should be associated with the ticket</param>
|
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/// <returns>whether the ticket is valid for the given steamid</returns>
|
||||
private readonly ISteamServer _steam;
|
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private readonly ILogger<SteamSessionService> _logger;
|
||||
|
||||
/// <summary>Ticket-bytes-to-steamid for cache hits on identical re-sends (e.g. retries within one client session).</summary>
|
||||
private readonly ConcurrentDictionary<string, ulong> _validatedSessionTickets = new();
|
||||
|
||||
/// <summary>steamId → currently-open ticket. Single entry per user; replaced when a new ticket supersedes it.</summary>
|
||||
private readonly ConcurrentDictionary<ulong, string> _activeSessionBySteamId = new();
|
||||
|
||||
/// <summary>Per-steamId mutex so the check-end-begin sequence is atomic for that user without serializing all auth.</summary>
|
||||
private readonly ConcurrentDictionary<ulong, SemaphoreSlim> _steamIdLocks = new();
|
||||
|
||||
public SteamSessionService(ISteamServer steam, ILogger<SteamSessionService> logger)
|
||||
{
|
||||
_steam = steam;
|
||||
_logger = logger;
|
||||
}
|
||||
|
||||
public bool IsTicketValidForUser(string ticket, ulong steamId)
|
||||
{
|
||||
if (string.IsNullOrEmpty(ticket))
|
||||
{
|
||||
// Caller already shouldn't pass null/empty here, but a misshaped request body
|
||||
// (e.g. wrong casing) used to NRE on the ConcurrentDictionary lookup below.
|
||||
// Fail cleanly so the auth pipeline returns 401 instead of crashing the request.
|
||||
// Mishaped request body (wrong casing on the field) used to NRE on the dictionary
|
||||
// lookup. Fail cleanly so the auth pipeline returns 401 instead of 500.
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_validatedSessionTickets.TryGetValue(ticket, out ulong storedSteamId))
|
||||
// Fast path: identical bytes from a prior validated call for this user. Real clients
|
||||
// don't replay tickets across restarts (Steam regenerates per-process), but in-process
|
||||
// retries can hit this and avoid both the Steam SDK call and the per-user lock.
|
||||
if (_validatedSessionTickets.TryGetValue(ticket, out ulong cachedSteamId))
|
||||
{
|
||||
return storedSteamId == steamId;
|
||||
return cachedSteamId == steamId;
|
||||
}
|
||||
|
||||
EnsureSteamInitialized();
|
||||
_steam.Initialize(ShadowVerseAppId);
|
||||
|
||||
List<byte> ticketBytes = new List<byte>();
|
||||
for (int i = 0; i < ticket.Length; i += 2)
|
||||
byte[] ticketBytes = HexDecode(ticket);
|
||||
|
||||
SemaphoreSlim gate = _steamIdLocks.GetOrAdd(steamId, _ => new SemaphoreSlim(1, 1));
|
||||
gate.Wait();
|
||||
try
|
||||
{
|
||||
ticketBytes.Add(Convert.ToByte(ticket.Substring(i, 2), 16));
|
||||
}
|
||||
// Re-check the cache: another caller for the same steamId may have validated this
|
||||
// exact ticket while we were waiting on the semaphore.
|
||||
if (_validatedSessionTickets.TryGetValue(ticket, out cachedSteamId))
|
||||
{
|
||||
return cachedSteamId == steamId;
|
||||
}
|
||||
|
||||
var steamCheckResults = SteamServer.BeginAuthSession(ticketBytes.ToArray(), new SteamId { Value = steamId });
|
||||
if (steamCheckResults)
|
||||
// If a different ticket is currently open for this steam id, close it first.
|
||||
// Steam's BeginAuthSession returns DuplicateRequest (which Facepunch surfaces as
|
||||
// false) when the same user already has an open session on this server — that's
|
||||
// the entire bug this whole machinery exists to fix.
|
||||
if (_activeSessionBySteamId.TryGetValue(steamId, out string? priorTicket)
|
||||
&& !string.Equals(priorTicket, ticket, StringComparison.Ordinal))
|
||||
{
|
||||
_logger.LogInformation(
|
||||
"Retiring stale Steam auth session for steamId {SteamId} before opening a new one (prior ticket bytes differ).",
|
||||
steamId);
|
||||
_steam.EndSession(steamId);
|
||||
_validatedSessionTickets.TryRemove(priorTicket, out _);
|
||||
_activeSessionBySteamId.TryRemove(steamId, out _);
|
||||
}
|
||||
|
||||
bool accepted = _steam.BeginAuthSession(ticketBytes, steamId);
|
||||
if (!accepted)
|
||||
{
|
||||
_logger.LogWarning("Steam rejected BeginAuthSession for steamId {SteamId}.", steamId);
|
||||
return false;
|
||||
}
|
||||
|
||||
_validatedSessionTickets[ticket] = steamId;
|
||||
_activeSessionBySteamId[steamId] = ticket;
|
||||
return true;
|
||||
}
|
||||
finally
|
||||
{
|
||||
_validatedSessionTickets.TryAdd(ticket, steamId);
|
||||
gate.Release();
|
||||
}
|
||||
|
||||
return steamCheckResults;
|
||||
}
|
||||
|
||||
private void EnsureSteamInitialized()
|
||||
private static byte[] HexDecode(string hex)
|
||||
{
|
||||
if (_steamInitialized) return;
|
||||
lock (_initLock)
|
||||
byte[] bytes = new byte[hex.Length / 2];
|
||||
for (int i = 0; i < bytes.Length; i++)
|
||||
{
|
||||
if (_steamInitialized) return;
|
||||
SteamServer.Init(ShadowVerseAppId, new SteamServerInit
|
||||
{
|
||||
GamePort = default,
|
||||
QueryPort = default
|
||||
});
|
||||
_steamInitialized = true;
|
||||
bytes[i] = Convert.ToByte(hex.Substring(i * 2, 2), 16);
|
||||
}
|
||||
return bytes;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_steamInitialized)
|
||||
// End every tracked session before shutting down so the Steam SDK doesn't see orphaned
|
||||
// sessions on the next process. Shutdown does this implicitly, but being explicit keeps
|
||||
// observability honest (and tests can assert it on the fake without needing Shutdown).
|
||||
foreach (var (steamId, _) in _activeSessionBySteamId)
|
||||
{
|
||||
SteamServer.Shutdown();
|
||||
try { _steam.EndSession(steamId); }
|
||||
catch (Exception ex)
|
||||
{
|
||||
_logger.LogWarning(ex, "EndSession during dispose failed for steamId {SteamId}.", steamId);
|
||||
}
|
||||
}
|
||||
_activeSessionBySteamId.Clear();
|
||||
_validatedSessionTickets.Clear();
|
||||
foreach (var sem in _steamIdLocks.Values) sem.Dispose();
|
||||
_steamIdLocks.Clear();
|
||||
|
||||
try { _steam.Shutdown(); }
|
||||
catch (Exception ex)
|
||||
{
|
||||
_logger.LogWarning(ex, "Steam shutdown failed.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,5 +9,8 @@
|
||||
"ConnectionStrings": {
|
||||
"ApplicationDb": "Host=localhost;Database=svsim;Username=postgres;password=postgres"
|
||||
},
|
||||
"Deck": {
|
||||
"MaxDeckSlots": 36
|
||||
},
|
||||
"AllowedHosts": "*"
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user