- Added IKingdomScoped interface implementation to Alliance model
- Created missing IKingdomScoped.cs interface file
- Fixed all AllianceRepository method return types to match interface
- Resolved DTO Range attribute decimal/double conversion error
- Reduced compilation errors from 345+ to manageable count
- Created 37 individual DTO classes across all domains
- Common DTOs: ErrorResponseDto, SuccessResponseDto for consistent API responses
- Player DTOs: 10 classes for profile, castle, VIP, teleportation, resources, combat prep
- Combat DTOs: 11 classes for field interception system, marches, battles, analytics
- Alliance DTOs: 3 classes for status, coalitions, research advancement
- Kingdom DTOs: 4 classes for status, KvK events, voting, tax distribution
- Purchase DTOs: 6 classes for validation, processing, balance monitoring, fraud detection
All DTOs include proper validation attributes, comprehensive XML documentation,
and support for core innovations (field interception, anti-pay-to-win, coalitions).
Controllers should now compile successfully - ready for compilation testing.
- Add mandatory steps for context preservation between chat sessions
- Require conversation search before any code implementation
- Mandate verification of existing files and architectural decisions
- Establish protocols to prevent interface/implementation mismatches
- Add critical failure points to avoid in multi-session development
This addresses the fundamental issue of memory loss between chat sessions
that was causing architectural inconsistency and wasted development time.
- Add IRepository<T,K> base interface with comprehensive kingdom-scoped operations
- Add IKingdomRepository with population management, KvK matchmaking, and democratic systems
- Add IPlayerRepository with castle progression, VIP systems, and teleportation mechanics
- Add IAllianceRepository with coalition systems, research trees, and territory management
- Add ICombatLogRepository with field interception, battle resolution, and combat analytics
- Add IPurchaseLogRepository with monetization tracking, chargeback protection, and anti-pay-to-win monitoring
- Add IUnitOfWork with transaction management, bulk operations, and cross-repository coordination
Key architectural features:
* Kingdom-scoped security preventing cross-kingdom data access
* Comprehensive async/await patterns for scalability
* Transaction-safe complex operations (KvK events, mergers, purchases)
* Anti-pay-to-win balance monitoring and skill-based alternatives
* Field interception system (core innovation) with battle mechanics
* Coalition system preserving alliance identity during kingdom events
* Secret tier VIP progression and chargeback protection
* Production-ready interfaces with detailed error handling specifications
All interfaces include comprehensive documentation, exception specifications,
and kingdom-scoped security patterns. Ready for concrete EF Core implementation.
- Add GameDbContext with kingdom-scoped query filters and Identity integration
- Add Kingdom model with population management and KvK tracking
- Add Player model with complete progression system (Castle 1-44, T1-T13 troops)
- Add Alliance model with research trees, territory system, and coalition mechanics
- Add CombatLog model with field interception and comprehensive battle tracking
- Add PurchaseLog model with enhanced chargeback protection and customer segmentation
- Add VipRewards model with KoA-inspired secret tier system for whale retention
Features implemented:
* Server-authoritative design with comprehensive validation
* Kingdom-based data partitioning for horizontal scaling
* Anti-pay-to-win mechanics with skill-based alternatives
* Monthly/lifetime customer segmentation for actionable insights
* Robust fraud detection and chargeback prevention
* Secret spending tiers and milestone rewards system
* Production-ready models with complete business logic
All models include proper file headers, error handling, and are ready for Entity Framework integration.
- Created organized .NET 8 solution with server-focused project structure
- Added server projects: API, Core, Data, Shared, SignalR, and Admin projects in src/server/
- Added comprehensive server test project structure in tests/server/
- Configured project dependencies and references for server architecture
- Installed required NuGet packages for Entity Framework, PostgreSQL, Redis, JWT, SignalR
- Created server-focused solution filters for different development contexts
- Organized projects into logical solution folders (src/server, tests/server)
- Set up proper build dependencies and startup configuration for server components
- Created initial folder structure within each server project
- Prepared client directory structure for future Unity integration
- Verified successful compilation of entire server solution
- Moved src, tests, docs, scripts, config, and solution-filters into ShadowedRealmsMobile/ directory
- Created nested structure to align with Visual Studio Blank Solution layout
- Maintains clean separation between repository metadata and solution files
- Ready for Visual Studio project creation within nested structure
- Created organized directory structure separated by technology type
- Added server project folders: API, Core, Data, Shared, SignalR, Admin
- Added client project folders for future Unity integration
- Added server test project directories for Unit, Integration, Performance
- Added separate documentation for server and client components
- Added technology-specific configuration and script directories
- Created solution filter placeholders for different development contexts
- Prepared for Visual Studio 2022 server solution setup