updated to accept only .tar.zstd uploads
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@@ -5,30 +5,50 @@ Simple web application created using DTLib.Web.
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## Important
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Restart web application once per day to delete outdated data and clean RAM.
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## Config
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`SaveUpload` section of `config.json`:
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- `MaxSizeCompressedBytes` - max size of uploaded `.tar.zst` (default 60 MiB)
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- `MaxSizePlainTextBytes` - max size of the game data entry after decompression (default 200 MiB)
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## Routes
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### POST `/uploadSave`
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- **Query Params:**
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- `game` - short name of the game (see [../README.md](../README.md))
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- **Request Body:** `application/octet-stream` - .eu4 file
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- `originalFileType` - `text` | `zip`
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- `originalFileName` - name of the original save file (max 255 characters)
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- **Request Body:** `application/zstd` - single zstd frame containing a tar with files of the original save.
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Game data is read from the entry named in [GameSaveEntryNames](./Game.cs) (`gamestate` for EU4).
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A plain text save is a tar with just that one entry.
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The blob is stored byte-for-byte and can be downloaded with `/getSaveFile`.
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- **Response:**
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```json
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{ "saveId": "string" }
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{ "id": "string" }
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```
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or `{ "errorMessage": "string" }`
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or `{ "errorMessage": "string" }`
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(status 413 if upload or uncompressed game data exceeds the limits from config)
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### GET `/getSaveStatus`
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- **Query Params:**
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- `id` - id of uploaded save file
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- **Response:** [SaveFileMetadata](./SaveFileMetadata.cs)
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- **Response:** [SaveFileMetadata](./Database/SaveFileMetadata.cs)
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```json
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{
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"id": "string",
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"game": "string",
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"status": "string",
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"status": "initialized | uploaded | parsing | saving_results | done | error",
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"uploadDateTime": "string",
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"originalFileType": "text | zip",
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"originalFileName": "string",
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"errorMessage": "string?"
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}
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```
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### GET `/getSaveFile`
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- **Query Params:**
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- `id` - id of uploaded save file
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- **Response:** `application/zstd` - uploaded blob, unchanged
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or `{ "errorMessage": "string" }`
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### GET `/getSaveData`
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- **Query Params:**
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- `id` - id of uploaded save file
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