2018-02-16 02:27:57 +05:30
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# Chrly
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2019-04-30 04:25:59 +05:30
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[![Written in Go][ico-lang]][link-go]
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[![Build Status][ico-build]][link-build]
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[![Keep a Changelog][ico-changelog]](CHANGELOG.md)
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[![Software License][ico-license]](LICENSE)
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Chrly is a lightweight implementation of Minecraft skins system server with ability to proxy requests to Mojang's
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skins system. It's packaged and distributed as a Docker image and can be downloaded from
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[Dockerhub](https://hub.docker.com/r/elyby/chrly/). App is written in Go, can withstand heavy loads and is
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production ready.
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## Installation
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You can easily install Chrly using [docker-compose](https://docs.docker.com/compose/). The configuration below (save
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it as `docker-compose.yml`) can be used to start a Chrly server. It relies on `CHRLY_SECRET` environment variable
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that you must set before running `docker-compose up -d`. Other possible variables are described below.
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```yml
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version: '2'
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services:
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app:
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image: elyby/chrly
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hostname: chrly0
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restart: always
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links:
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- redis
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volumes:
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- ./data/capes:/data/capes
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ports:
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- "80:80"
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environment:
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CHRLY_SECRET: replace_this_value_in_production
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redis:
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image: redis:4.0-32bit
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restart: always
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volumes:
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- ./data/redis:/data
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```
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Chrly uses some volumes to persist storage for capes and Redis database. The configuration above mounts them to
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the host machine to do not lose data on container recreations.
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### Config
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Application's configuration is based on the environment variables. You can adjust config by modifying `environment` key
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inside your `docker-compose.yml` file. After value will have been changed, container should be stopped and recreated.
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If environment variables have been changed, Docker will automatically recreate the container, so you only need to `stop`
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and `up` it:
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```sh
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docker-compose stop app
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docker-compose up -d app
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```
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**Variables to adjust:**
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| ENV | Description | Example |
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|--------------------|------------------------------------------------------------------------------------|-------------------------------------------|
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| STORAGE_REDIS_POOL | By default, Chrly creates pool with 10 connection, but you may want to increase it | `20` |
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| STATSD_ADDR | StatsD can be used to collect metrics | `localhost:8125` |
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| SENTRY_DSN | Sentry can be used to collect app errors | `https://public:private@your.sentry.io/1` |
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If something goes wrong, you can always access logs by executing `docker-compose logs -f app`.
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2018-02-16 02:27:57 +05:30
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## Endpoints
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Each endpoint that accepts `username` as a part of an url takes it case insensitive. `.png` part can be omitted too.
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#### `GET /skins/{username}.png`
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This endpoint responds to requested `username` with a skin texture. If user's skin was set as texture's link, then it'll
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respond with the `301` redirect to that url. If the skin entry isn't found, it'll request textures information from
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Mojang's API and if it has a skin, than it'll return a `301` redirect to it.
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#### `GET /cloaks/{username}.png`
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It responds to requested `username` with a cape texture. If the cape entry isn't found, it'll request textures
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information from Mojang's API and if it has a cape, than it'll return a `301` redirect to it.
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#### `GET /textures/{username}`
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This endpoint forms response payloads as if it was the `textures`' property, but without base64 encoding. For example:
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```json
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{
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"SKIN": {
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"url": "http://example.com/skin.png",
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"metadata": {
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"model": "slim"
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}
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},
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"CAPE": {
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"url": "http://example.com/cape.png"
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}
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}
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```
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If both the skin and the cape entries aren't found, it'll request textures information from Mojang's API and if it has
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a textures property, than it'll return decoded contents.
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That request is handy in case when your server implements authentication for a game server (e.g. join/hasJoined
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operation) and you have to respond with hasJoined request with an actual user textures. You have to simply send request
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to the Chrly server and put the result in your hasJoined response.
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#### `GET /textures/signed/{username}`
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Actually, it's [Ely.by](http://ely.by) feature called [Server Skins System](http://ely.by/server-skins-system), but if
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you have your own source of Mojang's signatures, then you can pass it with textures and it'll be displayed in response
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of this endpoint. Received response should be directly sent to the client without any modification via game server API.
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Response example:
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```json
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{
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"id": "0f657aa8bfbe415db7005750090d3af3",
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"name": "username",
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"properties": [
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{
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"name": "textures",
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"signature": "signature value",
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"value": "base64 encoded value"
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},
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{
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"name": "chrly",
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"value": "how do you tame a horse in Minecraft?"
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}
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]
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}
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```
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If there is no requested `username` or `mojangSignature` field isn't set, `204` status code will be sent.
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You can adjust URL to `/textures/signed/{username}?proxy=true` to obtain textures information for provided username
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from Mojang's API. The textures will contain unmodified json with addition property with name "chrly" as shown in
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the example above.
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#### `GET /skins?name={username}`
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Equivalent of the `GET /skins/{username}.png`, but constructed especially for old Minecraft versions, where username
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placeholder wasn't used.
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#### `GET /cloaks?name={username}`
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Equivalent of the `GET /cloaks/{username}.png`, but constructed especially for old Minecraft versions, where username
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placeholder wasn't used.
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### Records manipulating API
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Each request to the internal API should be performed with the Bearer authorization header. Example curl request:
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```sh
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curl -X POST -i http://chrly.domain.com/api/skins \
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-H "Authorization: Bearer Ym9zY236Ym9zY28="
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```
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You can obtain token by executing `docker-compose run --rm app token`.
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#### `POST /api/skins`
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> **Warning**: skin uploading via `skin` field is not implemented for now.
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Endpoint allows you to create or update skin record for a username. To upload skin, you have to send multipart
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form data. `form-urlencoded` also supported, but, as you may know, it doesn't support files uploading.
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**Request params:**
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| Field | Type | Description |
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|-----------------|--------|--------------------------------------------------------------------------------|
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| identityId | int | Unique record identifier. |
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| username | string | Username. Case insensitive. |
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| uuid | uuid | UUID of the user. |
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| skinId | int | Skin identifier. |
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| is1_8 | bool | Does the skin have the new format (64x64). |
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| isSlim | bool | Does skin have slim arms (Alex model). |
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| mojangTextures | string | Mojang textures field. It must be a base64 encoded json string. Not required. |
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| mojangSignature | string | Signature for Mojang textures, which is required when `mojangTextures` passed. |
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| url | string | Actual url of the skin. You have to pass this parameter or `skin`. |
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| skin | file | Skin file. You have to pass this parameter or `url`. |
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If successful you'll receive `201` status code. In the case of failure there will be `400` status code and errors list
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as json:
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```json
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{
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"errors": {
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"identityId": [
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"The identityId field must be numeric"
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]
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}
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}
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```
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#### `DELETE /api/skins/id:{identityId}`
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Performs record removal by identity id. Request body is not required. On success you will receive `204` status code.
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On failure it'll be `404` with the json body:
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```json
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{
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"error": "Cannot find record for requested user id"
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}
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```
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#### `DELETE /api/skins/{username}`
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Same endpoint as above but it removes record by identity's username. Have the same behavior, but in case of failure
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response will be:
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```json
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{
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"error": "Cannot find record for requested username"
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}
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```
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## Development
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First of all you should install the [latest stable version of Go](https://golang.org/doc/install) and set `GOPATH`
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environment variable.
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This project uses [`dep`](https://github.com/golang/dep) for dependencies management, so it
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[should be installed](https://github.com/golang/dep#installation) too.
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Then you must fork this repository. Now follow these steps:
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```sh
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# Get the source code
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go get github.com/elyby/chrly
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# Switch to the project folder
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cd $GOPATH/src/github.com/elyby/chrly
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# Install dependencies (it can take a while)
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dep ensure
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# Add your fork link as a remote
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git remote add fork git@github.com:your-username/chrly.git
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# Create a new branch for your task
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git checkout -b iss-123
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```
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You only need to execute `go run main.go` to run the project, but without Redis database and a secret key it won't work
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for very long. You have to export `CHRLY_SECRET` environment variable globally or pass it via `env`:
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```sh
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env CHRLY_SECRET=some_local_secret go run main.go serve
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```
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Redis can be installed manually, but if you have [Docker installed](https://docs.docker.com/install/), you can run
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predefined docker-compose service. Simply execute the next commands:
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```sh
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cp docker-compose.dev.yml docker-compose.yml
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docker-compose up -d
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```
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If your Redis instance isn't located at the `localhost`, you can change host by editing environment variable
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`STORAGE_REDIS_HOST`.
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After all of that `go run main.go serve` should successfully start the application.
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To run tests execute `go test ./...`. If your Go version is older than 1.9, then run a `/script/test`.
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[ico-lang]: https://img.shields.io/badge/lang-go%201.12-blue.svg?style=flat-square
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[ico-build]: https://img.shields.io/travis/elyby/chrly.svg?style=flat-square
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[ico-changelog]: https://img.shields.io/badge/keep%20a-changelog-orange.svg?style=flat-square
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[ico-license]: https://img.shields.io/github/license/elyby/chrly.svg?style=flat-square
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[link-go]: https://golang.org
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[link-build]: https://travis-ci.org/elyby/chrly
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