acdream/src/AcDream.UI.Abstractions/Panels/Settings/SettingsStore.cs
Erik bc43fb1d1d fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps
Both OP4 reviews converged on one headline bug (Character-tab rows never
re-read live server truth after their pre-login constructor-word seed) plus
overlapping MUST-FIXes. All ten converged/consolidated findings land here:

MUST-FIX:
- BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's
  GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab
  switch in, initial activation — instead of trusting the pre-login
  constructor word it was built with. Reset/tab-switch can now only
  restore values that were actually live at the last show. LockUI's
  host.Root.UiLocked one-shot mount seed now also converges on every
  PlayerDescription via the existing OnCharacterOptionsChanged hook.
- Apply/Reset are wired to OptionPage.OnOptionChanged in production
  (Ghosted when nothing changed, Normal when dirty, run once at bind so
  both start disabled per retail's PostInit); Defaults stays ungated.
- The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View)
  now read/write the same RuntimeCharacterOptionsState seam the Character
  tab uses instead of a disconnected client-local GameplaySettings copy —
  closes the "two writable copies" divergence. The three now-orphaned
  GameplaySettings fields and RuntimeSettingsController's mirror
  properties/SetCombatGameplay are deleted outright; the headless host's
  hardcoded AutoRepeatAttack/AutoTarget now read the live option bit.
- RuntimeSettingsController.SetUiLocked's convergence guard now compares
  against the last value actually applied to the runtime target instead
  of the persisted GameplaySettings.LockUI snapshot, which could already
  match a server-derived request without ever having been pushed.

SHOULD-FIX:
- DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is
  the one seam all of them funnel through), not just AddText's own
  callers — heard speech, emotes, Turbine channels, and combat text were
  previously missed. The prefix format escapes its colons and forces
  InvariantCulture instead of the culture-dependent TimeSeparator
  placeholder.
- sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain
  shaders, so Disable Distance Fog stops the sky dome's horizon band from
  blending toward fog color too.
- Corrected the "byte-verified" overclaim on the timestamp format string
  doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column
  class-name typo; the RunAsDefaultMovement doc comments now cite retail's
  actual acclient.h enumerator name.
- Added: DispatcherMovementInputSource's option x modifier truth table
  (incl. || AutoRunActive with the option off), the per-page Apply/Reset
  enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click
  test, and hash-pins for the six header string keys.
- Gate script step 8 corrected for the logout-flush false-failure
  (closing the panel before relogging is load-bearing); a new step
  documents the enable-gate sequence and the Combat-panel/Character-tab
  cross-check.

Register: AP-196 (the Group-C default-source change + GameplaySettings
retirement) and AP-197 (the ignored per-character timestamp format
override) filed in this commit.

Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0;
net +36 tests from new coverage and legitimate assertion updates from the
GameplaySettings retirement).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 05:30:26 +02:00

739 lines
32 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Text.Json;
using System.Text.Json.Nodes;
using AcDream.UI.Abstractions.Settings;
namespace AcDream.UI.Abstractions.Panels.Settings;
/// <summary>Per-character retained-window position in screen pixels.</summary>
public readonly record struct UiWindowPosition(float X, float Y);
/// <summary>
/// JSON-backed persistence for non-keybind settings (Display today; future
/// tabs Audio / Gameplay / Chat / Character will be added to the same
/// file). The graphical host supplies a canonical portable configuration
/// path. Coexists
/// with <c>keybinds.json</c>, which retains its own
/// <see cref="Input.KeyBindings.LoadOrDefault"/> path.
///
/// <para>
/// Schema (current version 2):
/// <code>
/// {
/// "version": 2,
/// "display": { "resolution": "1920x1080", "fullscreen": false, ... }
/// "windowLayouts": { "Character": { "1920x1080": { "chat": { ... } } } }
/// }
/// </code>
/// Unknown top-level keys are preserved on save so future tab additions
/// from a newer client don't get clobbered by an older client writing
/// out only the sections it knows about.
/// </para>
/// </summary>
public sealed class SettingsStore
{
private const int CurrentSchemaVersion = 2;
private readonly string _path;
public SettingsStore(string path)
{
_path = path ?? throw new ArgumentNullException(nameof(path));
}
/// <summary>
/// Load Display settings. Missing file → <see cref="DisplaySettings.Default"/>.
/// Missing individual keys fall back to the corresponding default
/// field, so a partial file (e.g. only <c>resolution</c> is set) is
/// non-fatal.
/// </summary>
public DisplaySettings LoadDisplay()
{
if (!File.Exists(_path)) return DisplaySettings.Default;
try
{
using var stream = File.OpenRead(_path);
var doc = JsonDocument.Parse(stream);
var root = doc.RootElement;
if (!root.TryGetProperty("display", out var disp)
|| disp.ValueKind != JsonValueKind.Object)
return DisplaySettings.Default;
var d = DisplaySettings.Default;
return new DisplaySettings(
Resolution: ReadString (disp, "resolution", d.Resolution),
Fullscreen: ReadBool (disp, "fullscreen", d.Fullscreen),
VSync: ReadBool (disp, "vsync", d.VSync),
FieldOfView: ReadFloat (disp, "fieldOfView", d.FieldOfView),
Gamma: ReadFloat (disp, "gamma", d.Gamma),
ShowFps: ReadBool (disp, "showFps", d.ShowFps),
Quality: ReadQuality (disp, "quality", d.Quality),
ParticleRange: ReadParticleRange(
disp, "particleRange", d.ParticleRange));
}
catch (Exception ex)
{
Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
return DisplaySettings.Default;
}
}
/// <summary>
/// Save Display settings, preserving any other top-level keys the file
/// already contains (e.g. an <c>audio</c> section written by a newer
/// client). Unknown keys are round-tripped via raw JSON text so older
/// builds don't silently drop them.
/// </summary>
public void SaveDisplay(DisplaySettings display)
=> SaveSection("display", BuildDisplayObject(display));
/// <summary>
/// Load Audio settings. Same fall-back behaviour as
/// <see cref="LoadDisplay"/>: missing file → defaults, missing fields
/// → per-field defaults, corrupt JSON → defaults.
/// </summary>
public AudioSettings LoadAudio()
{
if (!File.Exists(_path)) return AudioSettings.Default;
try
{
using var stream = File.OpenRead(_path);
var doc = JsonDocument.Parse(stream);
var root = doc.RootElement;
if (!root.TryGetProperty("audio", out var audio)
|| audio.ValueKind != JsonValueKind.Object)
return AudioSettings.Default;
var d = AudioSettings.Default;
return new AudioSettings(
Master: ReadFloat(audio, "master", d.Master),
Sfx: ReadFloat(audio, "sfx", d.Sfx),
Ambient: ReadFloat(audio, "ambient", d.Ambient));
}
catch (Exception ex)
{
Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
return AudioSettings.Default;
}
}
/// <summary>
/// Save Audio settings, preserving every other top-level key
/// (display, future gameplay/chat/character). Same round-trip
/// guarantee as <see cref="SaveDisplay"/>.
/// </summary>
public void SaveAudio(AudioSettings audio)
=> SaveSection("audio", BuildAudioObject(audio));
/// <summary>
/// Load Gameplay settings (subset of retail CharacterOption flags).
/// Same fall-back behaviour as <see cref="LoadDisplay"/>.
/// </summary>
public GameplaySettings LoadGameplay()
{
if (!File.Exists(_path)) return GameplaySettings.Default;
try
{
using var stream = File.OpenRead(_path);
var doc = JsonDocument.Parse(stream);
var root = doc.RootElement;
if (!root.TryGetProperty("gameplay", out var gp)
|| gp.ValueKind != JsonValueKind.Object)
return GameplaySettings.Default;
var d = GameplaySettings.Default;
return new GameplaySettings(
ToggleRun: ReadBool(gp, "toggleRun", d.ToggleRun),
AdvancedCombatUI: ReadBool(gp, "advancedCombatUI", d.AdvancedCombatUI),
ShowTooltips: ReadBool(gp, "showTooltips", d.ShowTooltips),
VividTargetingIndicator: ReadBool(gp, "vividTargetingIndicator", d.VividTargetingIndicator),
SideBySideVitals: ReadBool(gp, "sideBySideVitals", d.SideBySideVitals),
CoordinatesOnRadar: ReadBool(gp, "coordinatesOnRadar", d.CoordinatesOnRadar),
SpellDuration: ReadBool(gp, "spellDuration", d.SpellDuration),
AllowGive: ReadBool(gp, "allowGive", d.AllowGive),
ShowHelm: ReadBool(gp, "showHelm", d.ShowHelm),
ShowCloak: ReadBool(gp, "showCloak", d.ShowCloak),
LockUI: ReadBool(gp, "lockUI", d.LockUI),
UseMouseTurning: ReadBool(gp, "useMouseTurning", d.UseMouseTurning),
AcceptLootPermits: ReadBool(gp, "acceptLootPermits", d.AcceptLootPermits));
}
catch (Exception ex)
{
Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
return GameplaySettings.Default;
}
}
/// <summary>Save Gameplay settings, preserving all other top-level keys.</summary>
public void SaveGameplay(GameplaySettings gameplay)
=> SaveSection("gameplay", BuildGameplayObject(gameplay));
/// <summary>Load Chat settings. Same fall-back behaviour as <see cref="LoadDisplay"/>.</summary>
public ChatSettings LoadChat()
{
if (!File.Exists(_path)) return ChatSettings.Default;
try
{
using var stream = File.OpenRead(_path);
var doc = JsonDocument.Parse(stream);
var root = doc.RootElement;
if (!root.TryGetProperty("chat", out var chat)
|| chat.ValueKind != JsonValueKind.Object)
return ChatSettings.Default;
var d = ChatSettings.Default;
return new ChatSettings(
HearGeneralChat: ReadBool (chat, "hearGeneralChat", d.HearGeneralChat),
HearTradeChat: ReadBool (chat, "hearTradeChat", d.HearTradeChat),
HearLFGChat: ReadBool (chat, "hearLFGChat", d.HearLFGChat),
HearRoleplayChat: ReadBool (chat, "hearRoleplayChat", d.HearRoleplayChat),
HearSocietyChat: ReadBool (chat, "hearSocietyChat", d.HearSocietyChat),
AppearOffline: ReadBool (chat, "appearOffline", d.AppearOffline),
ShowTimestamps: ReadBool (chat, "showTimestamps", d.ShowTimestamps),
FilterProfanity: ReadBool (chat, "filterProfanity", d.FilterProfanity),
FontSize: ReadFloat(chat, "fontSize", d.FontSize),
ChatWindow1Filter: ReadULong(chat, "chatWindow1Filter", d.ChatWindow1Filter),
ChatWindow2Filter: ReadULong(chat, "chatWindow2Filter", d.ChatWindow2Filter),
ChatWindow3Filter: ReadULong(chat, "chatWindow3Filter", d.ChatWindow3Filter),
ChatWindow4Filter: ReadULong(chat, "chatWindow4Filter", d.ChatWindow4Filter),
DefaultOpacity: ReadFloat(chat, "defaultOpacity", d.DefaultOpacity),
ActiveOpacity: ReadFloat(chat, "activeOpacity", d.ActiveOpacity));
}
catch (Exception ex)
{
Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
return ChatSettings.Default;
}
}
/// <summary>Save Chat settings, preserving all other top-level keys.</summary>
public void SaveChat(ChatSettings chat)
=> SaveSection("chat", BuildChatObject(chat));
/// <summary>
/// Load the five client-local Camera/Input preferences the "Use Mouse
/// Turning Settings" Gameplay-tab macro writes (Campaign OP slice OP3).
/// Same fall-back behaviour as <see cref="LoadDisplay"/>.
/// </summary>
public CameraTurningSettings LoadCameraTurning()
{
if (!File.Exists(_path)) return CameraTurningSettings.Default;
try
{
using var stream = File.OpenRead(_path);
var doc = JsonDocument.Parse(stream);
var root = doc.RootElement;
if (!root.TryGetProperty("cameraTurning", out var ct)
|| ct.ValueKind != JsonValueKind.Object)
return CameraTurningSettings.Default;
var d = CameraTurningSettings.Default;
return new CameraTurningSettings(
Stiffness: ReadFloat(ct, "stiffness", d.Stiffness),
AdjustmentSpeed: ReadFloat(ct, "adjustmentSpeed", d.AdjustmentSpeed),
MouseLookSensitivity: ReadFloat(ct, "mouseLookSensitivity", d.MouseLookSensitivity),
AlignToSlope: ReadBool (ct, "alignToSlope", d.AlignToSlope),
InvertMouseLookYAxis: ReadBool (ct, "invertMouseLookYAxis", d.InvertMouseLookYAxis));
}
catch (Exception ex)
{
Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
return CameraTurningSettings.Default;
}
}
/// <summary>Save the camera-turning preferences, preserving all other
/// top-level keys.</summary>
public void SaveCameraTurning(CameraTurningSettings cameraTurning)
=> SaveSection("cameraTurning", BuildCameraTurningObject(cameraTurning));
/// <summary>
/// Load per-character settings keyed by <paramref name="toonKey"/>.
/// Missing file or missing toon entry → <see cref="CharacterSettings.Default"/>.
/// </summary>
public CharacterSettings LoadCharacter(string toonKey)
{
if (toonKey is null) throw new ArgumentNullException(nameof(toonKey));
if (!File.Exists(_path)) return CharacterSettings.Default;
try
{
var root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject;
var toon = root?["character"]?[toonKey] as JsonObject;
if (toon is null) return CharacterSettings.Default;
var d = CharacterSettings.Default;
return new CharacterSettings(
DefaultChatChannel: toon["defaultChatChannel"]?.GetValue<string>() ?? d.DefaultChatChannel,
AutoAttack: toon["autoAttack"]?.GetValue<bool>() ?? d.AutoAttack,
ConfirmSalvage: toon["confirmSalvage"]?.GetValue<bool>() ?? d.ConfirmSalvage,
ShowPickupMessages: toon["showPickupMessages"]?.GetValue<bool>() ?? d.ShowPickupMessages);
}
catch (Exception ex)
{
Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
return CharacterSettings.Default;
}
}
/// <summary>
/// Save per-character settings under <paramref name="toonKey"/>.
/// Preserves every other toon's settings + every other top-level
/// section. Uses <see cref="JsonNode"/> rather than the raw-text
/// preservation pattern of <see cref="SaveSection"/> because the
/// per-toon write needs to mutate a nested map, not just replace a
/// top-level key.
/// </summary>
public void SaveCharacter(string toonKey, CharacterSettings settings)
{
if (toonKey is null) throw new ArgumentNullException(nameof(toonKey));
if (settings is null) throw new ArgumentNullException(nameof(settings));
JsonObject root = LoadMutableRoot();
// Build the toon's payload.
var toonObj = new JsonObject
{
["autoAttack"] = settings.AutoAttack,
["confirmSalvage"] = settings.ConfirmSalvage,
["defaultChatChannel"] = settings.DefaultChatChannel,
["showPickupMessages"] = settings.ShowPickupMessages,
};
// Slot it under character[toonKey], creating the character map if
// necessary. Other toons in the map are preserved.
JsonObject characterMap = GetOrCreateObject(root, "character");
characterMap[toonKey] = toonObj;
root["version"] = CurrentSchemaVersion;
WriteMutableRoot(root);
}
/// <summary>Load a named retained-window position for one character.</summary>
public UiWindowPosition? LoadWindowPosition(string toonKey, string windowName)
{
ArgumentException.ThrowIfNullOrWhiteSpace(toonKey);
ArgumentException.ThrowIfNullOrWhiteSpace(windowName);
if (!File.Exists(_path)) return null;
try
{
var root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject;
var node = root?["windowPositions"]?[toonKey]?[windowName] as JsonObject;
if (node is null) return null;
float? x = node["x"]?.GetValue<float>();
float? y = node["y"]?.GetValue<float>();
return x is not null && y is not null ? new UiWindowPosition(x.Value, y.Value) : null;
}
catch (Exception ex)
{
Console.WriteLine($"settings: failed to load window position from {_path}: {ex.Message}");
return null;
}
}
/// <summary>
/// Save a named retained-window position under
/// <c>windowPositions[toonKey][windowName]</c>, preserving all settings sections.
/// </summary>
public void SaveWindowPosition(string toonKey, string windowName, UiWindowPosition position)
{
ArgumentException.ThrowIfNullOrWhiteSpace(toonKey);
ArgumentException.ThrowIfNullOrWhiteSpace(windowName);
JsonObject root = LoadMutableRoot();
JsonObject positions = GetOrCreateObject(root, "windowPositions");
JsonObject toon = GetOrCreateObject(positions, toonKey);
toon[windowName] = new JsonObject
{
["x"] = position.X,
["y"] = position.Y,
};
root["version"] = CurrentSchemaVersion;
WriteMutableRoot(root);
}
/// <summary>
/// Load complete retained-window state for one character and screen resolution.
/// Missing fields in an older partial layout inherit from
/// <paramref name="fallback"/>. When no modern entry exists, the legacy
/// <c>windowPositions[toonKey][windowName]</c> radar entry is returned as a
/// position-only migration layered over the same fallback.
/// </summary>
public UiWindowLayout? LoadWindowLayout(
string toonKey,
string resolutionKey,
string windowName,
UiWindowLayout fallback)
{
ArgumentException.ThrowIfNullOrWhiteSpace(toonKey);
ArgumentException.ThrowIfNullOrWhiteSpace(resolutionKey);
ArgumentException.ThrowIfNullOrWhiteSpace(windowName);
if (!File.Exists(_path)) return null;
try
{
var root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject;
JsonObject? node = root?["windowLayouts"]?[toonKey]?[resolutionKey]?[windowName] as JsonObject;
if (node is null
&& root?["windowLayouts"]?[toonKey] is JsonObject resolutions
&& TryParseResolution(resolutionKey, out int requestedWidth, out int requestedHeight))
{
long bestDistance = long.MaxValue;
foreach ((string key, JsonNode? value) in resolutions)
{
if (value?[windowName] is not JsonObject candidate
|| !TryParseResolution(key, out int width, out int height))
continue;
long dx = width - requestedWidth;
long dy = height - requestedHeight;
long distance = dx * dx + dy * dy;
if (distance >= bestDistance) continue;
bestDistance = distance;
node = candidate;
}
}
if (node is not null)
{
return new UiWindowLayout(
ReadNodeFloat(node, "x", fallback.X),
ReadNodeFloat(node, "y", fallback.Y),
ReadNodeFloat(node, "width", fallback.Width),
ReadNodeFloat(node, "height", fallback.Height),
ReadNodeBool(node, "visible", fallback.Visible),
ReadNodeBool(node, "collapsed", fallback.Collapsed),
ReadNodeBool(node, "maximized", fallback.Maximized),
ReadNodeInt(node, "authoredGeometryRevision", 0));
}
// Version-1 migration: radar stored only X/Y and had no resolution key.
if (root?["windowPositions"]?[toonKey]?[windowName] is JsonObject legacy)
{
return fallback with
{
X = ReadNodeFloat(legacy, "x", fallback.X),
Y = ReadNodeFloat(legacy, "y", fallback.Y),
};
}
return null;
}
catch (Exception ex)
{
Console.WriteLine($"settings: failed to load window layout from {_path}: {ex.Message}");
return null;
}
}
/// <summary>
/// Save complete retained-window state under
/// <c>windowLayouts[toonKey][resolutionKey][windowName]</c>, preserving every
/// other character, resolution, window, and settings section.
/// </summary>
public void SaveWindowLayout(
string toonKey,
string resolutionKey,
string windowName,
UiWindowLayout layout)
{
ArgumentException.ThrowIfNullOrWhiteSpace(toonKey);
ArgumentException.ThrowIfNullOrWhiteSpace(resolutionKey);
ArgumentException.ThrowIfNullOrWhiteSpace(windowName);
JsonObject root = LoadMutableRoot();
JsonObject layouts = GetOrCreateObject(root, "windowLayouts");
JsonObject toon = GetOrCreateObject(layouts, toonKey);
JsonObject resolution = GetOrCreateObject(toon, resolutionKey);
resolution[windowName] = new JsonObject
{
["x"] = layout.X,
["y"] = layout.Y,
["width"] = layout.Width,
["height"] = layout.Height,
["visible"] = layout.Visible,
["collapsed"] = layout.Collapsed,
["maximized"] = layout.Maximized,
["authoredGeometryRevision"] = layout.AuthoredGeometryRevision,
};
root["version"] = CurrentSchemaVersion;
WriteMutableRoot(root);
}
/// <summary>
/// Load one window from a user-named retail <c>@saveui</c> profile.
/// Named profiles are intentionally independent of character and screen
/// resolution, matching retail's portable UI files.
/// </summary>
public UiWindowLayout? LoadNamedWindowLayout(
string profileName,
string windowName,
UiWindowLayout fallback)
{
ArgumentNullException.ThrowIfNull(profileName);
ArgumentException.ThrowIfNullOrWhiteSpace(windowName);
if (!File.Exists(_path)) return null;
try
{
var root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject;
JsonObject? node = root?["namedWindowLayouts"]?[profileName]?[windowName] as JsonObject;
return node is null
? null
: new UiWindowLayout(
ReadNodeFloat(node, "x", fallback.X),
ReadNodeFloat(node, "y", fallback.Y),
ReadNodeFloat(node, "width", fallback.Width),
ReadNodeFloat(node, "height", fallback.Height),
ReadNodeBool(node, "visible", fallback.Visible),
ReadNodeBool(node, "collapsed", fallback.Collapsed),
ReadNodeBool(node, "maximized", fallback.Maximized),
ReadNodeInt(node, "authoredGeometryRevision", 0));
}
catch (Exception ex)
{
Console.WriteLine($"settings: failed to load named window layout from {_path}: {ex.Message}");
return null;
}
}
/// <summary>Save one window to a user-named retail <c>@saveui</c> profile.</summary>
public void SaveNamedWindowLayout(
string profileName,
string windowName,
UiWindowLayout layout)
{
ArgumentNullException.ThrowIfNull(profileName);
ArgumentException.ThrowIfNullOrWhiteSpace(windowName);
JsonObject root = LoadMutableRoot();
JsonObject profiles = GetOrCreateObject(root, "namedWindowLayouts");
JsonObject profile = GetOrCreateObject(profiles, profileName);
profile[windowName] = SerializeWindowLayout(layout);
root["version"] = CurrentSchemaVersion;
WriteMutableRoot(root);
}
private static JsonObject SerializeWindowLayout(UiWindowLayout layout) => new()
{
["x"] = layout.X,
["y"] = layout.Y,
["width"] = layout.Width,
["height"] = layout.Height,
["visible"] = layout.Visible,
["collapsed"] = layout.Collapsed,
["maximized"] = layout.Maximized,
["authoredGeometryRevision"] = layout.AuthoredGeometryRevision,
};
private JsonObject LoadMutableRoot()
{
var dir = Path.GetDirectoryName(_path);
if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
if (!File.Exists(_path)) return new JsonObject();
try { return JsonNode.Parse(File.ReadAllText(_path)) as JsonObject ?? new JsonObject(); }
catch { return new JsonObject(); }
}
private void WriteMutableRoot(JsonObject root)
=> File.WriteAllText(_path, root.ToJsonString(new JsonSerializerOptions { WriteIndented = true }));
private static JsonObject GetOrCreateObject(JsonObject parent, string key)
{
if (parent[key] is JsonObject existing) return existing;
var created = new JsonObject();
parent[key] = created;
return created;
}
private static float ReadNodeFloat(JsonObject node, string key, float fallback)
{
try { return node[key]?.GetValue<float>() ?? fallback; }
catch { return fallback; }
}
private static bool ReadNodeBool(JsonObject node, string key, bool fallback)
{
try { return node[key]?.GetValue<bool>() ?? fallback; }
catch { return fallback; }
}
private static int ReadNodeInt(JsonObject node, string key, int fallback)
{
try { return node[key]?.GetValue<int>() ?? fallback; }
catch { return fallback; }
}
private static bool TryParseResolution(string key, out int width, out int height)
{
width = 0;
height = 0;
int separator = key.IndexOf('x', StringComparison.OrdinalIgnoreCase);
return separator > 0
&& int.TryParse(key.AsSpan(0, separator), out width)
&& int.TryParse(key.AsSpan(separator + 1), out height)
&& width > 0
&& height > 0;
}
private static SortedDictionary<string, object> BuildChatObject(ChatSettings c)
=> new(StringComparer.Ordinal)
{
["activeOpacity"] = c.ActiveOpacity,
["appearOffline"] = c.AppearOffline,
["chatWindow1Filter"] = c.ChatWindow1Filter,
["chatWindow2Filter"] = c.ChatWindow2Filter,
["chatWindow3Filter"] = c.ChatWindow3Filter,
["chatWindow4Filter"] = c.ChatWindow4Filter,
["defaultOpacity"] = c.DefaultOpacity,
["filterProfanity"] = c.FilterProfanity,
["fontSize"] = c.FontSize,
["hearGeneralChat"] = c.HearGeneralChat,
["hearLFGChat"] = c.HearLFGChat,
["hearRoleplayChat"] = c.HearRoleplayChat,
["hearSocietyChat"] = c.HearSocietyChat,
["hearTradeChat"] = c.HearTradeChat,
["showTimestamps"] = c.ShowTimestamps,
};
private static SortedDictionary<string, object> BuildGameplayObject(GameplaySettings g)
=> new(StringComparer.Ordinal)
{
["advancedCombatUI"] = g.AdvancedCombatUI,
["acceptLootPermits"] = g.AcceptLootPermits,
["allowGive"] = g.AllowGive,
["coordinatesOnRadar"] = g.CoordinatesOnRadar,
["lockUI"] = g.LockUI,
["showCloak"] = g.ShowCloak,
["showHelm"] = g.ShowHelm,
["showTooltips"] = g.ShowTooltips,
["sideBySideVitals"] = g.SideBySideVitals,
["spellDuration"] = g.SpellDuration,
["toggleRun"] = g.ToggleRun,
["useMouseTurning"] = g.UseMouseTurning,
["vividTargetingIndicator"] = g.VividTargetingIndicator,
};
private static SortedDictionary<string, object> BuildDisplayObject(DisplaySettings d)
=> new(StringComparer.Ordinal)
{
["fieldOfView"] = d.FieldOfView,
["fullscreen"] = d.Fullscreen,
["gamma"] = d.Gamma,
["particleRange"] = d.ParticleRange.ToString(),
["quality"] = d.Quality.ToString(),
["resolution"] = d.Resolution,
["showFps"] = d.ShowFps,
["vsync"] = d.VSync,
};
private static SortedDictionary<string, object> BuildCameraTurningObject(CameraTurningSettings c)
=> new(StringComparer.Ordinal)
{
["adjustmentSpeed"] = c.AdjustmentSpeed,
["alignToSlope"] = c.AlignToSlope,
["invertMouseLookYAxis"] = c.InvertMouseLookYAxis,
["mouseLookSensitivity"] = c.MouseLookSensitivity,
["stiffness"] = c.Stiffness,
};
private static SortedDictionary<string, object> BuildAudioObject(AudioSettings a)
=> new(StringComparer.Ordinal)
{
["ambient"] = a.Ambient,
["master"] = a.Master,
["sfx"] = a.Sfx,
};
/// <summary>
/// Generic atomic-section save: writes the named section and preserves
/// all other top-level keys from the existing file, replacing only the
/// version + the targeted section. Avoids duplication between the
/// per-section Save methods.
/// </summary>
private void SaveSection(string sectionName, SortedDictionary<string, object> sectionPayload)
{
var dir = Path.GetDirectoryName(_path);
if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
// Preserve any non-target top-level keys from the existing file.
var preservedKeys = new SortedDictionary<string, string>(StringComparer.Ordinal);
if (File.Exists(_path))
{
try
{
using var stream = File.OpenRead(_path);
var doc = JsonDocument.Parse(stream);
foreach (var prop in doc.RootElement.EnumerateObject())
{
if (prop.Name == sectionName || prop.Name == "version") continue;
preservedKeys[prop.Name] = prop.Value.GetRawText();
}
}
catch
{
// Corrupt file → fully overwrite; previous content is lost
// but the user's session continues with the new save.
preservedKeys.Clear();
}
}
var sb = new System.Text.StringBuilder();
sb.Append('{').AppendLine();
// Preserved keys come first (sorted by name) then the section, then
// version last. Preserves alphabetical-style top-level ordering.
foreach (var kv in preservedKeys)
{
sb.Append(" \"").Append(kv.Key).Append("\": ")
.Append(kv.Value).Append(',').AppendLine();
}
sb.Append(" \"").Append(sectionName).Append("\": ")
.Append(JsonSerializer.Serialize(sectionPayload, new JsonSerializerOptions { WriteIndented = true })
.Replace("\n", "\n "))
.Append(',').AppendLine();
sb.Append(" \"version\": ").Append(CurrentSchemaVersion).AppendLine();
sb.Append('}').AppendLine();
File.WriteAllText(_path, sb.ToString());
}
private static string ReadString(JsonElement obj, string name, string fallback)
=> obj.TryGetProperty(name, out var el) && el.ValueKind == JsonValueKind.String
? (el.GetString() ?? fallback) : fallback;
private static bool ReadBool(JsonElement obj, string name, bool fallback)
=> obj.TryGetProperty(name, out var el)
&& (el.ValueKind == JsonValueKind.True || el.ValueKind == JsonValueKind.False)
? el.GetBoolean() : fallback;
private static float ReadFloat(JsonElement obj, string name, float fallback)
=> obj.TryGetProperty(name, out var el) && el.ValueKind == JsonValueKind.Number
? el.GetSingle() : fallback;
private static ulong ReadULong(JsonElement obj, string name, ulong fallback)
{
if (!obj.TryGetProperty(name, out var el) || el.ValueKind != JsonValueKind.Number)
return fallback;
return el.TryGetUInt64(out ulong value) ? value : fallback;
}
private static QualityPreset ReadQuality(JsonElement obj, string name, QualityPreset fallback)
{
if (!obj.TryGetProperty(name, out var el) || el.ValueKind != JsonValueKind.String)
return fallback;
var s = el.GetString();
return Enum.TryParse<QualityPreset>(s, ignoreCase: true, out var v) ? v : fallback;
}
private static ParticleRange ReadParticleRange(
JsonElement obj,
string name,
ParticleRange fallback)
{
if (!obj.TryGetProperty(name, out var el) || el.ValueKind != JsonValueKind.String)
return fallback;
var value = el.GetString();
return Enum.TryParse(value, ignoreCase: true, out ParticleRange parsed)
&& Enum.IsDefined(parsed)
? parsed
: fallback;
}
}