Files
brass-and-sigil/launcher/Services/IrisConfigService.cs
T
Matt Sijbers a1331212cb Initial commit: Brass & Sigil monorepo
Self-hosted Minecraft modpack distribution + administration system.

- launcher/  Avalonia 12 desktop client; single-file win-x64 publish.
             Microsoft auth via XboxAuthNet, manifest+SHA-1 mod sync,
             portable install path, sidecar settings.
- server/    brass-sigil-server daemon (.NET 8, linux-x64). Wraps the
             MC subprocess, embedded Kestrel admin panel with cookie
             auth + rate limiting, RCON bridge, scheduled backups,
             BlueMap CLI integration with player markers + skin proxy,
             friend-side whitelist request flow, world wipe with seed
             selection (keep current / random / custom).
- pack/      pack.lock.json (Modrinth + manual CurseForge entries),
             data-only tweak source under tweaks/, build outputs in
             overrides/ (gitignored).
- scripts/   Build-Pack / Build-Tweaks / Update-Pack / Check-Updates
             plus Deploy-Brass.ps1 unified one-shot deploy with
             version-bump pre-flight and daemon-state detection.
2026-05-05 00:19:05 +01:00

66 lines
2.7 KiB
C#

using System.Collections.Generic;
using System.IO;
using System.Linq;
namespace ModpackLauncher.Services;
/// <summary>
/// Pre-seeds Iris's <c>config/iris.properties</c> with a default shader pack
/// for fresh installs, so friends launch the game and the recommended shader
/// is already on rather than them having to dig through Video Settings.
///
/// Respects user choice: if the file already exists with a non-empty
/// <c>shaderPack=...</c> entry, we leave it alone -- only fresh installs (or
/// installs where Iris has never been opened) get the default.
/// </summary>
public sealed class IrisConfigService
{
public void SetDefaultShader(string gameDir, string shaderPackFilename)
{
if (string.IsNullOrWhiteSpace(shaderPackFilename)) return;
var configDir = Path.Combine(gameDir, "config");
Directory.CreateDirectory(configDir);
var path = Path.Combine(configDir, "iris.properties");
var lines = File.Exists(path) ? File.ReadAllLines(path).ToList() : new List<string>();
// If a shaderPack is already chosen and non-empty (the user picked
// something), respect it and bail.
var existingShader = lines
.Select(l => l.TrimStart())
.Where(l => l.Length > 0 && l[0] != '#')
.Select(l => { var i = l.IndexOf('='); return i < 0 ? null : new { Key = l.Substring(0, i).Trim(), Value = l.Substring(i + 1).Trim() }; })
.Where(p => p != null && p.Key.Equals("shaderPack", System.StringComparison.OrdinalIgnoreCase))
.Select(p => p!.Value)
.FirstOrDefault();
if (!string.IsNullOrEmpty(existingShader)) return;
// No shader set -- write our defaults. Update existing keys in-place if
// they exist (e.g. shaderPack="" placeholder), append otherwise.
var defaults = new Dictionary<string, string>(System.StringComparer.OrdinalIgnoreCase)
{
{ "shaderPack", shaderPackFilename },
{ "enableShaders", "true" },
};
var seen = new HashSet<string>(System.StringComparer.OrdinalIgnoreCase);
for (int i = 0; i < lines.Count; i++)
{
var trimmed = lines[i].TrimStart();
if (trimmed.Length == 0 || trimmed[0] == '#') continue;
var idx = trimmed.IndexOf('=');
if (idx < 0) continue;
var key = trimmed.Substring(0, idx).Trim();
if (defaults.TryGetValue(key, out var val))
{
lines[i] = $"{key}={val}";
seen.Add(key);
}
}
foreach (var (k, v) in defaults)
{
if (!seen.Contains(k)) lines.Add($"{k}={v}");
}
File.WriteAllLines(path, lines);
}
}