Phase L.0 (final) — last tab on the Settings shell. Per-toon preferences keyed by toon name in settings.json under character[<toonName>]. With this commit the L.0 build order finishes and every approved tab is implemented. CharacterSettings record (4 fields): · DefaultChatChannel (string — Local / Allegiance / Fellowship / etc) · AutoAttack (bool — continue swinging until target dies) · ConfirmSalvage (bool — prompt before salvaging valuable items) · ShowPickupMessages (bool — pickup lines in chat) AvailableChannels static list exposes the 7 retail-routing targets for the dropdown. SettingsStore grows LoadCharacter(toonKey) / SaveCharacter(toonKey) using JsonNode/JsonObject for the nested-toon write — the existing SaveSection raw-text-preservation pattern handles top-level keys but doesn't fit the nested per-toon mutation. The character map preserves every other toon's settings on save, and other top-level sections (display / audio / gameplay / chat) are preserved too. SettingsVM grows the parallel character state machine. The host owns the toonKey (currently hard-coded to "default" in GameWindow because we don't have a current-character source plumbed yet) — the VM just edits whatever bag the host loaded. SettingsPanel.RenderCharacterTab replaces the L.0-shell placeholder — a Combo for default chat channel + 3 Checkboxes for AutoAttack / ConfirmSalvage / ShowPickupMessages. The RenderPlaceholder helper is now removed (no callers); the old "Placeholder_tabs_render_coming_soon_text_when_active" test is replaced by an "all six tabs are implemented" guard test that fails if any future commit adds a placeholder back. GameWindow loads/saves character settings under toonKey "default" with a TODO comment to swap in the real toon name once CharacterList plumbing exposes a currentCharacter source. 18 new tests: · CharacterSettings record (4) — defaults pinned, AvailableChannels list shape, value equality, with-expressions · SettingsStore character (6) — missing-file / toon-not-in-file → defaults, round-trip, multi-toon preservation, preserves other top-level sections, all five sections coexist · SettingsVM character (5) — initial draft, SetCharacter marks dirty, Save invokes callback, Cancel reverts, ResetAllToDefaults covers · SettingsPanel character tab (3 net, after removing the placeholder test) — combo+checkboxes render only when active, channel combo uses AvailableChannels, all six tabs are now non-placeholder Phase L.0 final tally: · 5 commits on feature/settings-retail (shell + 5 tabs) · 6 tabs: Keybinds (Phase K) + Display + Audio + Gameplay + Chat + Character · 5 settings sections in settings.json (display/audio/gameplay/chat/character), coexisting non-destructively + a sixth file (keybinds.json) on the side. dotnet build green (0 warnings); dotnet test 1,307 / 1,307 green (243 Core.Net + 391 UI.Abstractions + 673 Core). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
408 lines
17 KiB
C#
408 lines
17 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text.Json;
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using System.Text.Json.Nodes;
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namespace AcDream.UI.Abstractions.Panels.Settings;
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/// <summary>
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/// JSON-backed persistence for non-keybind settings (Display today; future
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/// tabs Audio / Gameplay / Chat / Character will be added to the same
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/// file). Path: <c>%LOCALAPPDATA%\acdream\settings.json</c>. Coexists
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/// with <c>keybinds.json</c>, which retains its own
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/// <see cref="Input.KeyBindings.LoadOrDefault"/> path.
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///
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/// <para>
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/// Schema (current version 1):
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/// <code>
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/// {
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/// "version": 1,
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/// "display": { "resolution": "1920x1080", "fullscreen": false, ... }
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/// }
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/// </code>
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/// Unknown top-level keys are preserved on save so future tab additions
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/// from a newer client don't get clobbered by an older client writing
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/// out only the sections it knows about.
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/// </para>
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/// </summary>
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public sealed class SettingsStore
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{
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private const int CurrentSchemaVersion = 1;
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private readonly string _path;
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public SettingsStore(string path)
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{
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_path = path ?? throw new ArgumentNullException(nameof(path));
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}
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/// <summary>Default path: <c>%LOCALAPPDATA%\acdream\settings.json</c>.</summary>
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public static string DefaultPath() => Path.Combine(
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Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData),
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"acdream",
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"settings.json");
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/// <summary>
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/// Load Display settings. Missing file → <see cref="DisplaySettings.Default"/>.
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/// Missing individual keys fall back to the corresponding default
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/// field, so a partial file (e.g. only <c>resolution</c> is set) is
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/// non-fatal.
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/// </summary>
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public DisplaySettings LoadDisplay()
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{
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if (!File.Exists(_path)) return DisplaySettings.Default;
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try
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{
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using var stream = File.OpenRead(_path);
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var doc = JsonDocument.Parse(stream);
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var root = doc.RootElement;
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if (!root.TryGetProperty("display", out var disp)
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|| disp.ValueKind != JsonValueKind.Object)
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return DisplaySettings.Default;
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var d = DisplaySettings.Default;
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return new DisplaySettings(
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Resolution: ReadString (disp, "resolution", d.Resolution),
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Fullscreen: ReadBool (disp, "fullscreen", d.Fullscreen),
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VSync: ReadBool (disp, "vsync", d.VSync),
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FieldOfView: ReadFloat (disp, "fieldOfView", d.FieldOfView),
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Gamma: ReadFloat (disp, "gamma", d.Gamma),
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ShowFps: ReadBool (disp, "showFps", d.ShowFps));
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}
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catch (Exception ex)
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{
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Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
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return DisplaySettings.Default;
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}
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}
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/// <summary>
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/// Save Display settings, preserving any other top-level keys the file
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/// already contains (e.g. an <c>audio</c> section written by a newer
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/// client). Unknown keys are round-tripped via raw JSON text so older
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/// builds don't silently drop them.
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/// </summary>
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public void SaveDisplay(DisplaySettings display)
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=> SaveSection("display", BuildDisplayObject(display));
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/// <summary>
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/// Load Audio settings. Same fall-back behaviour as
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/// <see cref="LoadDisplay"/>: missing file → defaults, missing fields
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/// → per-field defaults, corrupt JSON → defaults.
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/// </summary>
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public AudioSettings LoadAudio()
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{
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if (!File.Exists(_path)) return AudioSettings.Default;
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try
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{
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using var stream = File.OpenRead(_path);
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var doc = JsonDocument.Parse(stream);
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var root = doc.RootElement;
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if (!root.TryGetProperty("audio", out var audio)
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|| audio.ValueKind != JsonValueKind.Object)
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return AudioSettings.Default;
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var d = AudioSettings.Default;
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return new AudioSettings(
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Master: ReadFloat(audio, "master", d.Master),
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Music: ReadFloat(audio, "music", d.Music),
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Sfx: ReadFloat(audio, "sfx", d.Sfx),
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Ambient: ReadFloat(audio, "ambient", d.Ambient));
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}
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catch (Exception ex)
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{
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Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
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return AudioSettings.Default;
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}
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}
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/// <summary>
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/// Save Audio settings, preserving every other top-level key
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/// (display, future gameplay/chat/character). Same round-trip
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/// guarantee as <see cref="SaveDisplay"/>.
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/// </summary>
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public void SaveAudio(AudioSettings audio)
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=> SaveSection("audio", BuildAudioObject(audio));
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/// <summary>
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/// Load Gameplay settings (subset of retail CharacterOption flags).
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/// Same fall-back behaviour as <see cref="LoadDisplay"/>.
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/// </summary>
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public GameplaySettings LoadGameplay()
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{
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if (!File.Exists(_path)) return GameplaySettings.Default;
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try
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{
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using var stream = File.OpenRead(_path);
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var doc = JsonDocument.Parse(stream);
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var root = doc.RootElement;
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if (!root.TryGetProperty("gameplay", out var gp)
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|| gp.ValueKind != JsonValueKind.Object)
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return GameplaySettings.Default;
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var d = GameplaySettings.Default;
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return new GameplaySettings(
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AutoTarget: ReadBool(gp, "autoTarget", d.AutoTarget),
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AutoRepeatAttack: ReadBool(gp, "autoRepeatAttack", d.AutoRepeatAttack),
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ToggleRun: ReadBool(gp, "toggleRun", d.ToggleRun),
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AdvancedCombatUI: ReadBool(gp, "advancedCombatUI", d.AdvancedCombatUI),
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ShowTooltips: ReadBool(gp, "showTooltips", d.ShowTooltips),
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VividTargetingIndicator: ReadBool(gp, "vividTargetingIndicator", d.VividTargetingIndicator),
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SideBySideVitals: ReadBool(gp, "sideBySideVitals", d.SideBySideVitals),
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CoordinatesOnRadar: ReadBool(gp, "coordinatesOnRadar", d.CoordinatesOnRadar),
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SpellDuration: ReadBool(gp, "spellDuration", d.SpellDuration),
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AllowGive: ReadBool(gp, "allowGive", d.AllowGive),
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ShowHelm: ReadBool(gp, "showHelm", d.ShowHelm),
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ShowCloak: ReadBool(gp, "showCloak", d.ShowCloak),
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LockUI: ReadBool(gp, "lockUI", d.LockUI),
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UseMouseTurning: ReadBool(gp, "useMouseTurning", d.UseMouseTurning));
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}
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catch (Exception ex)
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{
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Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
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return GameplaySettings.Default;
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}
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}
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/// <summary>Save Gameplay settings, preserving all other top-level keys.</summary>
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public void SaveGameplay(GameplaySettings gameplay)
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=> SaveSection("gameplay", BuildGameplayObject(gameplay));
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/// <summary>Load Chat settings. Same fall-back behaviour as <see cref="LoadDisplay"/>.</summary>
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public ChatSettings LoadChat()
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{
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if (!File.Exists(_path)) return ChatSettings.Default;
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try
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{
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using var stream = File.OpenRead(_path);
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var doc = JsonDocument.Parse(stream);
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var root = doc.RootElement;
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if (!root.TryGetProperty("chat", out var chat)
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|| chat.ValueKind != JsonValueKind.Object)
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return ChatSettings.Default;
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var d = ChatSettings.Default;
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return new ChatSettings(
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HearGeneralChat: ReadBool (chat, "hearGeneralChat", d.HearGeneralChat),
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HearTradeChat: ReadBool (chat, "hearTradeChat", d.HearTradeChat),
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HearLFGChat: ReadBool (chat, "hearLFGChat", d.HearLFGChat),
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HearRoleplayChat: ReadBool (chat, "hearRoleplayChat", d.HearRoleplayChat),
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HearSocietyChat: ReadBool (chat, "hearSocietyChat", d.HearSocietyChat),
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AppearOffline: ReadBool (chat, "appearOffline", d.AppearOffline),
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ShowTimestamps: ReadBool (chat, "showTimestamps", d.ShowTimestamps),
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FilterProfanity: ReadBool (chat, "filterProfanity", d.FilterProfanity),
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FontSize: ReadFloat(chat, "fontSize", d.FontSize));
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}
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catch (Exception ex)
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{
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Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
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return ChatSettings.Default;
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}
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}
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/// <summary>Save Chat settings, preserving all other top-level keys.</summary>
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public void SaveChat(ChatSettings chat)
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=> SaveSection("chat", BuildChatObject(chat));
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/// <summary>
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/// Load per-character settings keyed by <paramref name="toonKey"/>.
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/// Missing file or missing toon entry → <see cref="CharacterSettings.Default"/>.
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/// </summary>
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public CharacterSettings LoadCharacter(string toonKey)
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{
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if (toonKey is null) throw new ArgumentNullException(nameof(toonKey));
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if (!File.Exists(_path)) return CharacterSettings.Default;
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try
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{
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var root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject;
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var toon = root?["character"]?[toonKey] as JsonObject;
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if (toon is null) return CharacterSettings.Default;
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var d = CharacterSettings.Default;
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return new CharacterSettings(
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DefaultChatChannel: toon["defaultChatChannel"]?.GetValue<string>() ?? d.DefaultChatChannel,
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AutoAttack: toon["autoAttack"]?.GetValue<bool>() ?? d.AutoAttack,
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ConfirmSalvage: toon["confirmSalvage"]?.GetValue<bool>() ?? d.ConfirmSalvage,
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ShowPickupMessages: toon["showPickupMessages"]?.GetValue<bool>() ?? d.ShowPickupMessages);
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}
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catch (Exception ex)
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{
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Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
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return CharacterSettings.Default;
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}
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}
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/// <summary>
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/// Save per-character settings under <paramref name="toonKey"/>.
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/// Preserves every other toon's settings + every other top-level
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/// section. Uses <see cref="JsonNode"/> rather than the raw-text
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/// preservation pattern of <see cref="SaveSection"/> because the
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/// per-toon write needs to mutate a nested map, not just replace a
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/// top-level key.
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/// </summary>
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public void SaveCharacter(string toonKey, CharacterSettings settings)
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{
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if (toonKey is null) throw new ArgumentNullException(nameof(toonKey));
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if (settings is null) throw new ArgumentNullException(nameof(settings));
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var dir = Path.GetDirectoryName(_path);
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if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
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// Read existing file as a mutable JsonObject (or start fresh).
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JsonObject root;
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if (File.Exists(_path))
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{
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try
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{
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root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject ?? new JsonObject();
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}
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catch
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{
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root = new JsonObject();
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}
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}
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else
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{
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root = new JsonObject();
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}
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// Build the toon's payload.
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var toonObj = new JsonObject
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{
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["autoAttack"] = settings.AutoAttack,
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["confirmSalvage"] = settings.ConfirmSalvage,
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["defaultChatChannel"] = settings.DefaultChatChannel,
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["showPickupMessages"] = settings.ShowPickupMessages,
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};
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// Slot it under character[toonKey], creating the character map if
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// necessary. Other toons in the map are preserved.
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if (root["character"] is not JsonObject characterMap)
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{
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characterMap = new JsonObject();
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root["character"] = characterMap;
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}
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characterMap[toonKey] = toonObj;
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root["version"] = CurrentSchemaVersion;
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File.WriteAllText(_path, root.ToJsonString(new JsonSerializerOptions { WriteIndented = true }));
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}
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private static SortedDictionary<string, object> BuildChatObject(ChatSettings c)
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=> new(StringComparer.Ordinal)
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{
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["appearOffline"] = c.AppearOffline,
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["filterProfanity"] = c.FilterProfanity,
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["fontSize"] = c.FontSize,
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["hearGeneralChat"] = c.HearGeneralChat,
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["hearLFGChat"] = c.HearLFGChat,
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["hearRoleplayChat"] = c.HearRoleplayChat,
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["hearSocietyChat"] = c.HearSocietyChat,
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["hearTradeChat"] = c.HearTradeChat,
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["showTimestamps"] = c.ShowTimestamps,
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};
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private static SortedDictionary<string, object> BuildGameplayObject(GameplaySettings g)
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=> new(StringComparer.Ordinal)
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{
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["advancedCombatUI"] = g.AdvancedCombatUI,
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["allowGive"] = g.AllowGive,
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["autoRepeatAttack"] = g.AutoRepeatAttack,
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["autoTarget"] = g.AutoTarget,
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["coordinatesOnRadar"] = g.CoordinatesOnRadar,
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["lockUI"] = g.LockUI,
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["showCloak"] = g.ShowCloak,
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["showHelm"] = g.ShowHelm,
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["showTooltips"] = g.ShowTooltips,
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["sideBySideVitals"] = g.SideBySideVitals,
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["spellDuration"] = g.SpellDuration,
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["toggleRun"] = g.ToggleRun,
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["useMouseTurning"] = g.UseMouseTurning,
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["vividTargetingIndicator"] = g.VividTargetingIndicator,
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};
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private static SortedDictionary<string, object> BuildDisplayObject(DisplaySettings d)
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=> new(StringComparer.Ordinal)
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{
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["fieldOfView"] = d.FieldOfView,
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["fullscreen"] = d.Fullscreen,
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["gamma"] = d.Gamma,
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["resolution"] = d.Resolution,
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["showFps"] = d.ShowFps,
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["vsync"] = d.VSync,
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};
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private static SortedDictionary<string, object> BuildAudioObject(AudioSettings a)
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=> new(StringComparer.Ordinal)
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{
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["ambient"] = a.Ambient,
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["master"] = a.Master,
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["music"] = a.Music,
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["sfx"] = a.Sfx,
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};
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/// <summary>
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/// Generic atomic-section save: writes the named section and preserves
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/// all other top-level keys from the existing file, replacing only the
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/// version + the targeted section. Avoids duplication between the
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/// per-section Save methods.
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/// </summary>
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private void SaveSection(string sectionName, SortedDictionary<string, object> sectionPayload)
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{
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var dir = Path.GetDirectoryName(_path);
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if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
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// Preserve any non-target top-level keys from the existing file.
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var preservedKeys = new SortedDictionary<string, string>(StringComparer.Ordinal);
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if (File.Exists(_path))
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{
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try
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{
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using var stream = File.OpenRead(_path);
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var doc = JsonDocument.Parse(stream);
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foreach (var prop in doc.RootElement.EnumerateObject())
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{
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if (prop.Name == sectionName || prop.Name == "version") continue;
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preservedKeys[prop.Name] = prop.Value.GetRawText();
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}
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}
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catch
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{
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// Corrupt file → fully overwrite; previous content is lost
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// but the user's session continues with the new save.
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preservedKeys.Clear();
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}
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}
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var sb = new System.Text.StringBuilder();
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sb.Append('{').AppendLine();
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// Preserved keys come first (sorted by name) then the section, then
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// version last. Preserves alphabetical-style top-level ordering.
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foreach (var kv in preservedKeys)
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{
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sb.Append(" \"").Append(kv.Key).Append("\": ")
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.Append(kv.Value).Append(',').AppendLine();
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}
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sb.Append(" \"").Append(sectionName).Append("\": ")
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.Append(JsonSerializer.Serialize(sectionPayload, new JsonSerializerOptions { WriteIndented = true })
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.Replace("\n", "\n "))
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.Append(',').AppendLine();
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sb.Append(" \"version\": ").Append(CurrentSchemaVersion).AppendLine();
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sb.Append('}').AppendLine();
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File.WriteAllText(_path, sb.ToString());
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}
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private static string ReadString(JsonElement obj, string name, string fallback)
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=> obj.TryGetProperty(name, out var el) && el.ValueKind == JsonValueKind.String
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? (el.GetString() ?? fallback) : fallback;
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private static bool ReadBool(JsonElement obj, string name, bool fallback)
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=> obj.TryGetProperty(name, out var el)
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&& (el.ValueKind == JsonValueKind.True || el.ValueKind == JsonValueKind.False)
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? el.GetBoolean() : fallback;
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private static float ReadFloat(JsonElement obj, string name, float fallback)
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=> obj.TryGetProperty(name, out var el) && el.ValueKind == JsonValueKind.Number
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? el.GetSingle() : fallback;
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}
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