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feat(api): REST API with abstraction layer#860

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dooly123 merged 3 commits into
BasisVR:developerfrom
feralresearch:an-basis-control-api
Jun 14, 2026
Merged

feat(api): REST API with abstraction layer#860
dooly123 merged 3 commits into
BasisVR:developerfrom
feralresearch:an-basis-control-api

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@feralresearch

@feralresearch feralresearch commented Jun 12, 2026

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Summary

Adds an authenticated HTTP management API (port 10667, off by default) for server operators to manage a running BasisServer without restarting it.

  • Introduces IServerControl abstraction so REST, MQTT, or any future transport can share the same server operations without code duplication
  • BasisServerControl holds all implementation; BasisRestApiRoutes is a thin HTTP adapter
  • Adds a full xUnit test suite (BasisRestApi.Tests) — 29 tests covering auth, routing, and all endpoints

Endpoints

Method Path Description
GET /api/players List connected players (netId, uuid, displayName, platform)
GET /api/worlds List loaded scenes
POST /api/worlds Load a world (url, password, persistent, strategy)
DELETE /api/worlds/{id} Unload a specific world
DELETE /api/worlds Clear all worlds + broadcast ClearAllScenes to clients
POST /api/worlds/switch Synchronized world switch with optional announce + delay (0–300 s)
POST /api/announce Broadcast a message to all connected clients
POST /api/announce/{uuid} Send a message to a specific player

Configuration

Disabled by default. Requires ApiEnabled=true and a non-empty ApiKey in config.xml. All requests must present Authorization: Bearer <key>.

Required checks

All boxes below must be ticked before this PR can merge. If a check is genuinely N/A, tick it anyway and explain under Notes.

  • Tested — I built and ran this locally. The change works in the editor and (where relevant) in a built player.
  • Transform access is combined and limited — In hot paths, transform reads/writes go through TransformAccessArray or are otherwise batched. I have not added per-frame transform.position / transform.rotation / transform.localPosition calls inside loops. Whenever I need both position and rotation, I use the combined APIs — SetPositionAndRotation / SetLocalPositionAndRotation for writes, GetPositionAndRotation / GetLocalPositionAndRotation for reads — instead of two separate property accesses; the combined call does one local-to-world matrix traversal instead of two.
  • Addressables used for asset/memory loading — Any new asset loads go through Addressables. No new Resources.Load, no direct asset references that pull large content into memory on scene load.
  • No new GetComponent / AddComponent where avoidable — Where unavoidable, the result is cached on a field, and any GetComponent<T> is replaced with TryGetComponent<T>(out var x) — bare GetComponent will be denied. TryGetComponent is the modern API (Unity 2019.2+) and skips the Editor-only GC allocation GetComponent causes when a component is missing: Unity wraps the null return in a managed "fake null" object so its overloaded == operator can still detect destroyed C++ objects, and constructing that wrapper allocates; TryGetComponent returns a bool plus out parameter and never builds the wrapper. None of these calls run inside Update, LateUpdate, FixedUpdate, jobs, or other per-frame code paths.
  • Per-frame work is scheduled through BasisEventDriver — Any new per-frame work hooks into BasisEventDriver rather than adding standalone Update / LateUpdate / FixedUpdate callbacks on a MonoBehaviour.
  • Anything added to BasisEventDriver is bulletproof, or guarded by try/catchBasisEventDriver runs the single per-frame tick that drives the whole framework (network apply, local player sim, blendshapes, JigglePhysics, nameplates, and more) as one sequential chain. An unhandled exception anywhere in that chain aborts the rest of the tick, so every step after the throwing one is silently skipped for that frame. New work added to the driver must either be guaranteed not to throw, or be wrapped in a try/catch that contains the failure and surfaces it through BasisDebug — logged once / rate-limited, never every frame (see the existing HVRBasisBuiltInAddresses.Simulate() guard for the pattern). Expect this to be scrutinized closely in review.
  • Considered jobification — I asked whether this work can be moved to a Unity Job (Burst-compiled where possible). If it can, it is. If it cannot, the reason is in Notes.
  • No needless { get; set; } properties or access lockdowns — Public fields are fine; Basis is meant to be read and modified freely, so don't wall things off private/internal without a real reason. Don't wrap a field in { get; set; } when the accessors do nothing — property accessors have a real performance cost vs direct field access, and the lead maintainer prefers plain fields (or a method / setter-only property when only the setter needs logic) over a noop-getter pair. For .Instance singletons, callers reassigning Type.Instance is allowed; if that would break your code, log a warning or throw — don't block the assignment. Locking down access is not your call.
  • Camera access goes through BasisLocalCameraDriver — Code that needs the local camera (transform, projection, rig data, etc.) pulls it from BasisLocalCameraDriver rather than looking one up itself. Don't roll a separate camera discovery path.
  • Logging uses BasisDebug — All new logging calls go through BasisDebug.Log / BasisDebug.LogWarning / BasisDebug.LogError (with an appropriate LogTag) instead of UnityEngine.Debug.Log / Debug.LogWarning / Debug.LogError. BasisDebug routes through Basis's tagged, color-coded logger and respects the project-wide LoggingDisabled toggle so logging can be killed at runtime; bare Debug.Log calls bypass that and will be denied.
  • No scene-wide discovery for dependencies — New code is architected so it does not need FindObjectOfType / FindObjectsOfType / GameObject.Find / FindGameObjectsWithTag to locate what it depends on. References are wired in — registered through an existing manager/driver, injected at init, or passed in by the caller — rather than discovered by scanning the scene at runtime. If a scene scan is genuinely unavoidable, justify it under Notes.
  • No allocations in hot paths — Per-frame code (Update / LateUpdate / FixedUpdate, simulation loops, jobs, anything called once per frame or more) does not allocate. No new on reference types, no LINQ, no string concatenation/interpolation, no boxing, no foreach over interface-typed collections. Allocate once at init and reuse the buffer.
  • No debugging in hot paths — No log calls of any kind on per-frame paths, including BasisDebug. Hot-path logging floods the console and incurs cost on every frame regardless of whether the message is filtered out downstream. If a hot-path log is needed while iterating, gate it behind #if UNITY_EDITOR and remove (or leave gated) before merge.
  • Hot-path collection access is optimized — Cache .Count (lists) / .Length (arrays) into a local int before the loop instead of re-reading the property each iteration. Prefer T[] (with a separate length int when the array is over-sized) over List<T> where the data is hot — Unity's mono BCL doesn't expose CollectionsMarshal.AsSpan(List<T>), so a list can't be fed into Span<T> / unsafe paths cleanly. Where the perf justifies it, drop into Span<T> / ref locals / Unsafe.As / unsafe pointer code to skip bounds checks and copies, and call out the invariants you're relying on under Notes so reviewers can sanity-check them.

Testing details

Tick the platforms you actually tested on. Leave the rest unticked — these are informational and do not block merge.

  • Windows
  • Linux
  • Android
  • iOS
  • macOS

Input / control mode coverage:

  • Tested in VR (note headset under Notes)
  • Tested in desktop / non-VR mode
  • Tested with phone controls (mobile touch input)
  • N/A — change does not touch player/XR/input code

Where applicable, confirm these flows still work after your changes:

  • Hot-switching (desktop ↔ VR mode swap at runtime)
  • Avatar swapping
  • Server swapping (joining / leaving / changing servers)
  • N/A — change does not touch any of the above

Notes

All Unity-specific checks are N/A — this PR is entirely server-side (.NET standalone, #if !UNITY_2017_1_OR_NEWER).

  • No transforms, MonoBehaviours, Addressables, GetComponent, BasisEventDriver, camera access, or scene discovery — none of those APIs exist in the standalone server binary.
  • Logging uses BNL.Log / BNL.LogWarning / BNL.LogError, which is the server-side equivalent of BasisDebug (nullable Action<string> delegates, falls back to console colour output, safe to call without a running server).
  • LINQ allocations in ListWorlds / ListPlayers are on admin API request paths only, never per-frame. Jobification is not applicable to HTTP request handling.
  • Tested with 29 xUnit integration tests (dotnet test) — all pass. Validated manually against a running server instance.

Introduce IServerControl interface so REST, MQTT, or any future
transport can share server operations without code duplication.
BasisServerControl holds all implementation; BasisRestApiRoutes
is a thin HTTP adapter that calls it.

Fixes applied during refactor:
- ListPlayers: iterate ConcurrentDictionary kv pairs to eliminate
  KeyNotFoundException race on player disconnect
- ClearAllWorlds: Reset() moved after removal loop
- SwitchWorld: BNL.LogError on delayed-task failure; cancellation
  token flows from handler through Dispatch to Task.Delay
- LoadStrategy enum (Immediate=0, Synchronized=2) replaces magic bytes
- BasisRestApiHandler: SemaphoreSlim(32) caps concurrent requests;
  IServerControl injectable via optional constructor param;
  WWW-Authenticate on 401; startup warning when ApiKey is empty
- URL fragment: removed incorrect %23 fallback
- Add using System.Linq (no ImplicitUsings in project)
- IsExternalInit.cs polyfill for positional records on netstandard2.1

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
@feralresearch feralresearch force-pushed the an-basis-control-api branch from cc38750 to bc6c379 Compare June 13, 2026 01:10
@feralresearch feralresearch changed the title feat(api): REST API server management endpoints feat(api): REST API with abstraction layer Jun 13, 2026
@feralresearch feralresearch marked this pull request as ready for review June 13, 2026 23:51
if (idx < 0)
{
// Some clients URL-encode '#' as '%23'
idx = raw.IndexOf("%23", StringComparison.OrdinalIgnoreCase);

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Why remove the URL-encode version? This is totally possible to happen in normal every day usage.

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You're right, I actually added that later and accidentally dropped it - will restore now.

}
else if (sp.ValueKind == JsonValueKind.Number && sp.TryGetByte(out byte n))
{
strategy = (LoadStrategy)n;

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We need to check if its a valid strategy. For example

if (!Enum.IsDefined(typeof(LoadStrategy), n))
    {
        BadRequest(res, "unknown strategy");
        return;
    }

feralresearch and others added 2 commits June 14, 2026 00:49
Some clients (deeplink flows that pass the URL through a query
string) URL-encode '#' as '%23'. The refactor dropped this path;
restore it so embedded fragment passwords still work.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…ol-api

# Conflicts:
#	Basis Server/BasisNetworkServer/BasisRestApiHandler.cs
#	Basis/Packages/com.basis.server/BasisNetworkServer/BasisRestApiHandler.cs
@dooly123 dooly123 merged commit d9c15a2 into BasisVR:developer Jun 14, 2026
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3 participants