mirror of
https://github.com/DorkSquadRR/DorkNet.git
synced 2026-10-25 23:18:44 -07:00
5452ff06ee
First launch went straight to a Host/Join card picker with no framing. Replaced with a two-phase onboarding: WelcomeView — branded intro with the wordmark, three feature bullets (2 min setup, free, works with regular Rec Room), and one big "Get started" button. Dismissed via AppState.WelcomeSeen. SetupView — multi-step wizard with a STEP X OF N indicator: 1. Host vs Join card picker (self-advances on click) 2. Rec Room install (shows auto-detected path with a green "we found it" banner; Pick... overrides) 3. (Host only) Server name + WHO CAN JOIN radios 4. (Host only) Photon AppIds — "Open setup walkthrough" launches the existing PhotonWizard, or paste fields below for advanced users; live status line confirms when AppIds are set 5. Done card with Finish button Join mode hops 2 -> done since it doesn't need server config or Photon. AppState.SetupComplete gates entry; future launches skip the wizard and route directly to HostView / JoinView. Existing state files get auto-migrated on load (Mode set + RecRoomPath populated = WelcomeSeen + SetupComplete backfilled to true, then flushed). Settings -> "Re-run setup" clears the flag for users who want to walk through again.
136 lines
5.4 KiB
C#
136 lines
5.4 KiB
C#
using System.IO;
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using System.Text.Json;
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using System.Text.Json.Serialization;
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namespace DorkNet.Launcher.Backend;
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/// <summary>Persisted user choices that should survive across launches:
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/// host-vs-join mode (asked on first launch, switchable in settings),
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/// the picked Rec Room install path, the selected server version, and
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/// any Photon AppIds the user has configured. Serialized as JSON at
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/// <see cref="AppPaths.StateFile"/>.</summary>
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public sealed class AppState
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{
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[JsonPropertyName("mode")]
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public AppMode Mode { get; set; } = AppMode.Unset;
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/// <summary>Path to the user's Recroom_Release_Data folder. First
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/// run auto-fills via <see cref="RecRoomPicker.Detect"/> (scans
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/// common manual-install paths only, never Steam library); user
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/// can override via the folder dialog.</summary>
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[JsonPropertyName("recRoomPath")]
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public string? RecRoomPath { get; set; }
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/// <summary>The version key currently selected for host mode
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/// (e.g. <c>december_2020_12_18</c>). For join mode this is set
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/// from the parsed join code.</summary>
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[JsonPropertyName("selectedVersion")]
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public string? SelectedVersion { get; set; }
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/// <summary>Photon Realtime AppId for host mode. The user gets
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/// their own (free at dashboard.photonengine.com); DorkNet never
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/// ships one. Empty until set.</summary>
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[JsonPropertyName("photonAppId")]
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public string PhotonAppId { get; set; } = string.Empty;
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[JsonPropertyName("photonVoiceAppId")]
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public string PhotonVoiceAppId { get; set; } = string.Empty;
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[JsonPropertyName("photonRegion")]
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public string PhotonRegion { get; set; } = "us";
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/// <summary>How the host exposes the server: <c>Internet</c> uses
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/// a Cloudflare quick-tunnel (works for friends anywhere with the
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/// join code); <c>LocalNetwork</c> binds the LAN IP and skips the
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/// tunnel entirely (no internet dependency, joiners must be on
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/// the same network).</summary>
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[JsonPropertyName("hostingMode")]
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public HostingMode HostingMode { get; set; } = HostingMode.Internet;
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/// <summary>Host's server name shown in the join code. Empty until
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/// the user fills it in on first-run host setup.</summary>
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[JsonPropertyName("serverName")]
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public string ServerName { get; set; } = string.Empty;
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/// <summary>True once the user has dismissed the branded welcome
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/// screen. Subsequent launches skip straight to the setup wizard
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/// (or the main host/join view if setup is also done).</summary>
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[JsonPropertyName("welcomeSeen")]
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public bool WelcomeSeen { get; set; }
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/// <summary>True once the user has finished the multi-step setup
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/// wizard. Future launches skip the wizard and open the
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/// host/join view directly. Settings -> "Re-run setup" can clear
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/// this if the user wants to walk through again.</summary>
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[JsonPropertyName("setupComplete")]
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public bool SetupComplete { get; set; }
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private static readonly JsonSerializerOptions JsonOptions = new()
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{
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WriteIndented = true,
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PropertyNamingPolicy = JsonNamingPolicy.CamelCase,
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Converters = { new JsonStringEnumConverter(JsonNamingPolicy.CamelCase) },
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};
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public static AppState Load()
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{
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if (!File.Exists(AppPaths.StateFile)) return new AppState();
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try
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{
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var json = File.ReadAllText(AppPaths.StateFile);
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var state = JsonSerializer.Deserialize<AppState>(json, JsonOptions) ?? new AppState();
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// Backfill the welcome/setup flags for users upgrading from a
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// pre-wizard build. If they already had a working host setup
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// they've effectively passed those screens — don't drag them
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// back through the wizard on first launch of the new build.
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var migrated = false;
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if (!state.WelcomeSeen && state.Mode != AppMode.Unset)
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{ state.WelcomeSeen = true; migrated = true; }
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if (!state.SetupComplete && state.Mode != AppMode.Unset &&
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!string.IsNullOrEmpty(state.RecRoomPath) &&
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(state.Mode == AppMode.Join || !string.IsNullOrEmpty(state.PhotonAppId)))
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{ state.SetupComplete = true; migrated = true; }
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// Flush the migration so subsequent launches read the
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// backfilled values directly from disk — keeps the file as
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// the authoritative source instead of needing to re-derive
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// them every load.
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if (migrated) { try { state.Save(); } catch { } }
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return state;
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}
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catch
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{
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// Corrupt state file — start fresh rather than crash on every
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// launch. The user's mode pick + Photon config gets lost but
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// they can re-enter; the alternative is unrecoverable.
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return new AppState();
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}
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}
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public void Save()
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{
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var json = JsonSerializer.Serialize(this, JsonOptions);
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File.WriteAllText(AppPaths.StateFile, json);
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}
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}
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public enum AppMode
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{
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/// <summary>First launch — show the host-vs-join wizard.</summary>
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Unset,
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Host,
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Join,
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}
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public enum HostingMode
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{
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/// <summary>Default — Cloudflare quick-tunnel, public over the
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/// internet, works for joiners anywhere.</summary>
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Internet,
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/// <summary>LAN only — bind the machine's local IP, skip the
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/// tunnel, no internet dependency. Joiners must be on the same
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/// network.</summary>
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LocalNetwork,
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}
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