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|
package admin
import (
"net/http"
"os"
"sort"
"strings"
"gopkg.in/yaml.v3"
"thehouseoficarus/internal/color"
"thehouseoficarus/internal/config"
"thehouseoficarus/internal/game"
)
// colorCategory describes one editable color category: its config key, a
// human-friendly label, and a UI grouping.
type colorCategory struct {
Name string `json:"name"`
Label string `json:"label"`
Group string `json:"group"`
}
// colorSegment is one piece of preview text tagged with the category whose
// color spec should paint it. A nil/empty category means plain (uncolored).
type colorSegment struct {
T string `json:"t"` // text
C string `json:"c"` // category name, "" = plain
}
// colorLine groups segments into one rendered line.
type colorLine struct {
Segments []colorSegment `json:"segments"`
}
// colorSection is a titled block of example output.
type colorSection struct {
Title string `json:"title"`
Lines []colorLine `json:"lines"`
}
// playerColorLabels maps each player-overridable color category name to the
// human-friendly label shown in the admin GUI. Order comes from the shared
// game.PlayerColorCategoryOrder() so the admin editor always mirrors the
// in-game `colors` command output exactly.
var playerColorLabels = map[string]string{
"room_name": "Room Name",
"room_number": "Room Number",
"room_desc": "Room Description",
"exit_direction": "Exit Direction",
"exit_name": "Exit Name",
"dim": "Dim / Brackets",
"mob": "Mob",
"protected_mob": "Protected Mob",
"player_name": "Player Name",
"item": "Item",
"direction": "Move Direction",
"damage_dealt": "Damage Dealt",
"damage_taken": "Damage Taken",
"miss": "Miss",
"death": "Death",
"victory": "Victory",
"warning": "Warning",
"error": "Error",
"science_mod": "Science Mod",
"xp": "XP Drop",
"level_up": "Level Up",
"currency_pickup": "Currency Pickup",
"say": "Say",
"global": "Global",
"broadcast": "Broadcast",
"dialog": "Dialog",
"dialog_options": "Dialog Options",
"command": "Command Text",
"drop_message": "Drop Message",
"eat_food": "Eat Food",
"fire": "Fire",
"visual_tick": "Visual Tick",
"visual_first_tick": "Visual First Tick",
"battery": "Battery",
"tech_depleted": "Tech Depleted",
"farm_grow": "Farm Grow",
"farm_disease": "Farm Disease",
"assassin_task": "Assassin Task",
"map_at": "Map At (you)",
"map_blocked": "Map Blocked",
"map_agility": "Map Agility",
"safespot_alert": "Safespot Alert",
"sequence": "Sequence (trigger)",
}
// colorCategories is the ordered list of player-overridable color categories
// shown in the admin GUI. Built from game.PlayerColorCategoryOrder() so it
// stays in lock-step with the in-game `colors` command output. Group is left
// empty: the editor renders one flat list under the "Player Colors" heading.
var colorCategories = buildPlayerCategories()
func buildPlayerCategories() []colorCategory {
order := game.PlayerColorCategoryOrder()
out := make([]colorCategory, 0, len(order))
for _, name := range order {
label := playerColorLabels[name]
if label == "" {
label = name
}
out = append(out, colorCategory{Name: name, Label: label})
}
return out
}
// constantCategories is the ordered list of constant (player-invisible) color
// categories exposed in the admin GUI under the "Constants" heading. Order is
// family-grouped for skimmability; Group is currently unused by the client.
var constantCategories = []colorCategory{
// HP / status bars
{Name: "hp_bar_high", Label: "HP Bar — High (>=70%)", Group: "Bars"},
{Name: "hp_bar_med", Label: "HP Bar — Medium (>=40%)", Group: "Bars"},
{Name: "hp_bar_low", Label: "HP Bar — Low (<40%)", Group: "Bars"},
{Name: "hp_bar_empty", Label: "HP Bar — Empty Cells", Group: "Bars"},
{Name: "task_bar_high", Label: "Task Bar — High (>=70%)", Group: "Bars"},
{Name: "task_bar_med", Label: "Task Bar — Medium (>=40%)", Group: "Bars"},
{Name: "task_bar_low", Label: "Task Bar — Low (<40%)", Group: "Bars"},
{Name: "battery_bar", Label: "Battery Bar Fill", Group: "Bars"},
{Name: "run_energy_bar", Label: "Run Energy Bar Fill", Group: "Bars"},
// Skill-level tier color on the score panel
{Name: "skill_lvl_max", Label: "Skill Level Color — 99", Group: "Skills"},
{Name: "skill_lvl_high", Label: "Skill Level Color — 80+", Group: "Skills"},
{Name: "skill_lvl_mid", Label: "Skill Level Color — 60+", Group: "Skills"},
{Name: "skill_lvl_low", Label: "Skill Level Color — 40+", Group: "Skills"},
{Name: "skill_lvl_base", Label: "Skill Level Color — base", Group: "Skills"},
// Level-difference bands
{Name: "level_diff_equal", Label: "Level Diff — Equal", Group: "Level Diff"},
{Name: "level_diff_up_small", Label: "Level Diff — Slightly Higher (+1..+4)", Group: "Level Diff"},
{Name: "level_diff_up_big", Label: "Level Diff — Much Higher (>=+5)", Group: "Level Diff"},
{Name: "level_diff_down_small", Label: "Level Diff — Slightly Lower (-1..-4)", Group: "Level Diff"},
{Name: "level_diff_down_big", Label: "Level Diff — Much Lower (<=-5)", Group: "Level Diff"},
// Tech list status / labels
{Name: "tech_status_on", Label: "Tech Status — ON", Group: "Tech"},
{Name: "tech_status_off", Label: "Tech Status — off", Group: "Tech"},
{Name: "tech_status_locked", Label: "Tech Status — locked", Group: "Tech"},
{Name: "tech_name_unlocked", Label: "Tech Name — unlocked", Group: "Tech"},
{Name: "tech_name_locked", Label: "Tech Name — locked", Group: "Tech"},
{Name: "active_tech_on", Label: "Active Tech [ON] tag", Group: "Tech"},
{Name: "active_tech_status", Label: "Active Buff [BUFF] tag", Group: "Tech"},
{Name: "active_tech_stat", Label: "Tech / Buff Stat Name", Group: "Tech"},
{Name: "score_max_value", Label: "Score Panel Max Value", Group: "Tech"},
// Shared table-heading chrome
{Name: "table_header_label", Label: "Table Header — Label", Group: "Tables"},
{Name: "table_header_value", Label: "Table Header — Value", Group: "Tables"},
{Name: "table_header_detail", Label: "Table Header — Detail", Group: "Tables"},
{Name: "table_header_xp", Label: "Table Header — XP / Cost", Group: "Tables"},
{Name: "table_header_desc", Label: "Table Header — Description", Group: "Tables"},
{Name: "production_locked", Label: "Production Menu — Locked Row", Group: "Tables"},
// APS / look inline accents
{Name: "aps_here", Label: "APS Datapad — \"here\"", Group: "Accents"},
{Name: "mob_hp_inline", Label: "Mob Inline HP", Group: "Accents"},
{Name: "protected_label", Label: "Mob \"(protected)\" tag", Group: "Accents"},
{Name: "god_tag_label", Label: "God-mode [LOCAL]/[GLOBAL]/(HIDDEN)", Group: "Accents"},
}
// knownPlayerColor returns true if name is one of the player-overridable
// categories.
func knownPlayerColor(name string) bool {
for _, c := range colorCategories {
if c.Name == name {
return true
}
}
return false
}
// knownConstantColor returns true if name is one of the constant
// (admin-only) color categories.
func knownConstantColor(name string) bool {
for _, c := range constantCategories {
if c.Name == name {
return true
}
}
return false
}
// knownColor returns true if name is editable in either section.
func knownColor(name string) bool {
return knownPlayerColor(name) || knownConstantColor(name)
}
// seg is a small constructor helper for the inline preview builder.
func seg(t, cat string) colorSegment {
return colorSegment{T: t, C: cat}
}
// ln builds a line from a sequence of segments.
func ln(segs ...colorSegment) colorLine {
return colorLine{Segments: segs}
}
// txt builds a plain (uncolored) line.
func txt(s string) colorLine {
return colorLine{Segments: []colorSegment{{T: s}}}
}
// buildPreview constructs the example output covering every color category.
// Text patterns match real in-game output (room looks, combat, pickups, chat,
// etc.) so admins see exactly what each color key paints.
func buildPreview() []colorSection {
var sections []colorSection
// --- A full room "look" ----------------------------------------------
sections = append(sections, colorSection{
Title: "Room Look",
Lines: []colorLine{
ln(seg("Test Room", "room_name"),
seg(" (intro, #2001)", "room_number")),
txt(""),
// Description + minimap, right-aligned at column 80.
// Text padded to 71 chars visible + " " + 7-char map = 80.
ln(seg("Golstaff, you have entered the door to the north. You are now by ", "room_desc"),
seg("╔═════╗", "dim")),
ln(seg("yourself, standing in a dark room. The pungent stench of mildew ", "room_desc"),
seg("║", "dim"), seg(" ", ""), seg("║", "dim")),
ln(seg("emanates from the wet dungeon walls. ", "room_desc"),
seg("║", "dim"), seg(" ", ""), seg("║", "dim")),
ln(seg(" ", ""),
seg("║", "dim"), seg("■", ""), seg("-", ""), seg("@", "map_at"), seg("-", ""), seg("■", ""), seg("║", "dim")),
ln(seg("Crassius Rex", "protected_mob"), seg(" watches the gate. ", ""),
seg("║", "dim"), seg(" ", ""), seg("│", "map_agility"), seg(" ", ""), seg("║", "dim")),
ln(seg("A man ", "mob"), seg("(level 5)", "level_diff_down_big"), seg(" scribbles something in a small notebook. ", ""),
seg("║", "dim"), seg(" ", ""), seg("■", ""), seg(" ", ""), seg("║", "dim")),
ln(seg(" ", ""),
seg("╚═════╝", "dim")),
txt(""),
ln(seg("Dalinar", "player_name"), seg(" (level 123)", "level_diff_equal"), seg(" is here.", "")),
txt(""),
txt("On the ground:"),
ln(seg(" bones ", "item"), seg("(reserved for Dalinar 65t)", "dim")),
ln(seg(" bronze axe", "item")),
ln(seg(" bucket of water", "item")),
ln(seg(" 10 x ", ""), seg("chips ", "item"), seg("(reserved for Dalinar 65t)", "dim")),
ln(seg(" pot of flour", "item")),
txt(""),
txt("Exits:"),
ln(seg(" ", ""), seg("south", "exit_direction"), seg(" - ", ""), seg("Test Room", "exit_name")),
ln(seg(" ", ""), seg("east", "exit_direction"), seg(" - ", ""), seg("Processing Station", "exit_name")),
ln(seg(" ", ""), seg("west", "exit_direction"), seg(" - ", ""), seg("Inside Transport Shuttle", "exit_name")),
txt(""),
ln(seg("> s", "")),
ln(seg("You walk ", ""), seg("south", "direction"), seg(".", "")),
},
})
// --- Combat rounds (matches real output) ------------------------------
sections = append(sections, colorSection{
Title: "Combat (two encounters)",
Lines: []colorLine{
txt(""),
ln(seg("> attack man", "")),
txt(""),
ln(seg("You attack ", ""), seg("the man", "mob"), seg("! Style: accurate (+3 atk)", "")),
ln(seg("You hit ", ""), seg("the man", "mob"), seg(" for ", ""),
seg("\U0001FB38 1 \U0001FB34 damage. ", "damage_dealt"),
seg("[", ""), seg("█████████", "hp_bar_high"), seg("░", "hp_bar_empty"), seg("]", ""), seg(" [ 6/7]", ""),
seg(" (+18xp acc, +6xp hp)", "xp")),
ln(seg("The man misses you.", "miss")),
ln(seg("You hit ", ""), seg("the man", "mob"), seg(" for ", ""),
seg("\U0001FB38 6 \U0001FB34 damage. ", "damage_dealt"),
seg("[", ""), seg("░░░░░░░░░░", "hp_bar_empty"), seg("]", ""), seg(" [ 0/7]", ""),
seg(" (+18xp acc, +6xp hp)", "xp")),
ln(seg("You have defeated ", ""), seg("the man", "mob"), seg("!", "victory")),
ln(seg("*** You are now level 12 accuracy! ***", "level_up")),
txt(""),
ln(seg("The man", "mob"), seg(" hits you for ", ""),
seg("\U0001FB38 5 \U0001FB34 damage. ", "damage_taken"),
seg("[", ""), seg("██████", "hp_bar_med"), seg("░░░░", "hp_bar_empty"), seg("]", ""), seg(" [22/40]", "")),
ln(seg("Oh dear, you are dead!", "death")),
txt(""),
txt(""),
},
})
// --- Chat / dialog ----------------------------------------------------
sections = append(sections, colorSection{
Title: "Chat & Dialog",
Lines: []colorLine{
ln(seg("You say: ", ""), seg("hello there", "say")),
ln(seg("[Global] ", "global"), seg("Dalinar: ", "player_name"), seg("I just won big in baccarat!", "global")),
ln(seg("Dalinar", "player_name"), seg(" has slain ", ""),
seg("a scout", "broadcast"), seg(" (level 5)!", "broadcast")),
txt(""),
ln(seg("Guard says: ", ""), seg("\u201cHalt. State your business.\u201d", "dialog")),
ln(seg(" 1. ", "dialog_options"), seg("I'm looking for work.", "dialog")),
ln(seg(" 2. ", "dialog_options"), seg("Just passing through.", "dialog")),
ln(seg("[enter to continue]", "dialog_options")),
txt(""),
ln(seg(" ", ""), seg("bet <amount>", "command"), seg(" Set your wager", "")),
ln(seg(" ", ""), seg("spin", "command"), seg(" Spin the reels", "")),
},
})
// --- Drops / consume / fire ------------------------------------------
sections = append(sections, colorSection{
Title: "Drops, Consume & Fire",
Lines: []colorLine{
txt(""),
ln(seg("The man drops: ", "drop_message"), seg("bones", "item")),
ln(seg("The man drops: ", "drop_message"),
seg("10", ""), seg(" x ", ""), seg("chips", "item")),
ln(seg("You eat the bread. It restores some energy.", "eat_food")),
ln(seg("You manage to get a fire going!", "fire")),
},
})
// --- Tick / tech / farm ----------------------------------------------
sections = append(sections, colorSection{
Title: "Tick, Tech & Farm",
Lines: []colorLine{
ln(seg("tick 1", "visual_first_tick")),
ln(seg("tick 2", "visual_tick")),
ln(seg("tick 3", "visual_tick")),
ln(seg("Your battery is depleted! All tech has been disabled.", "tech_depleted")),
ln(seg("You connect to the charging station. Your battery is fully recharged.", "battery")),
ln(seg("Your marigold has grown to stage 2/4.", "farm_grow")),
ln(seg("Your marigold has become diseased!", "farm_disease")),
},
})
// --- Assassin / safespot ---------------------------------------------
sections = append(sections, colorSection{
Title: "Assassin & Safespot",
Lines: []colorLine{
txt(""),
ln(seg("Your target: 15 slugs. Get to work.", "assassin_task")),
ln(seg("*** Assassin task complete! ***", "assassin_task"),
seg(" (+50xp asm)", "xp")),
ln(seg(" Assassin task: 12 of 15 slugs remaining.", "assassin_task")),
ln(seg("Your safespot has been compromised!", "safespot_alert")),
txt(""),
},
})
// --- Constants (player-invisible colors) ----------------------------
sections = append(sections, colorSection{
Title: "Constants (admin-only)",
Lines: []colorLine{
txt(""),
ln(seg("HP bar high ", ""), seg("[", ""), seg("██████", "hp_bar_high"), seg("░░░░", "hp_bar_empty"), seg("]", "")),
ln(seg("HP bar med ", ""), seg("[", ""), seg("████", "hp_bar_med"), seg("░░░░░░", "hp_bar_empty"), seg("]", "")),
ln(seg("HP bar low ", ""), seg("[", ""), seg("██", "hp_bar_low"), seg("░░░░░░░░", "hp_bar_empty"), seg("]", "")),
ln(seg("HP bar empty", ""), seg("[", ""), seg("░░░░░░░░░░", "hp_bar_empty"), seg("]", "")),
ln(seg("Task bar high", ""), seg("[", ""), seg("██████", "task_bar_high"), seg("░░░░", "hp_bar_empty"), seg("]", "")),
ln(seg("Task bar med ", ""), seg("[", ""), seg("████", "task_bar_med"), seg("░░░░░░", "hp_bar_empty"), seg("]", "")),
ln(seg("Task bar low ", ""), seg("[", ""), seg("██", "task_bar_low"), seg("░░░░░░░░", "hp_bar_empty"), seg("]", "")),
ln(seg("Battery ", ""), seg("[", ""), seg("██████", "battery_bar"), seg("░░░░░░░░░░░░░░░░░░░░", "hp_bar_empty"), seg("]", "")),
ln(seg("Run En. ", ""), seg("[", ""), seg("█████████████", "run_energy_bar"), seg("░░░░░░░░░░░░░", "hp_bar_empty"), seg("]", "")),
txt(""),
// Constants composed with player colors, as they appear in real
// combat output. Lets the admin see a hp_bar_med / hp_bar_low
// change reflected immediately in a realistic damage line.
ln(seg("You hit ", ""), seg("the man", "mob"), seg(" for ", ""),
seg("\U0001FB38 5 \U0001FB34 damage. ", "damage_dealt"),
seg("[", ""), seg("█████", "hp_bar_med"), seg("░░░░░", "hp_bar_empty"), seg("]", ""), seg(" [ 5/7]", "")),
ln(seg("The man", "mob"), seg(" hits you for ", ""),
seg("\U0001FB38 8 \U0001FB34 damage. ", "damage_taken"),
seg("[", ""), seg("██", "hp_bar_low"), seg("░░░░░░░░", "hp_bar_empty"), seg("]", ""), seg(" [ 3/40]", "")),
ln(seg("Task advance: ", ""),
seg("You advance the work on ", ""),
seg("the ore seam", "mob"), seg(". ", ""),
seg("[", ""), seg("██████", "task_bar_high"), seg("░░░░", "hp_bar_empty"), seg("]", ""), seg(" 60%", "")),
txt(""),
ln(seg("Skill levels: ", ""),
seg("99", "skill_lvl_max"), seg(" ", ""),
seg("85", "skill_lvl_high"), seg(" ", ""),
seg("63", "skill_lvl_mid"), seg(" ", ""),
seg("42", "skill_lvl_low"), seg(" ", ""),
seg("12", "skill_lvl_base")),
txt(""),
ln(seg("Level diff: ", ""),
seg("(level 10)", "level_diff_equal"), seg(" ", ""),
seg("(level 13)", "level_diff_up_small"), seg(" ", ""),
seg("(level 20)", "level_diff_up_big"), seg(" ", ""),
seg("(level 7)", "level_diff_down_small"), seg(" ", ""),
seg("(level 3)", "level_diff_down_big")),
txt(""),
ln(seg("Technology: ", ""),
seg("Buff Helper ", "tech_name_unlocked"),
seg("ON", "tech_status_on"), seg(" ", ""),
seg("Empty Tech ", "tech_name_locked"),
seg("locked", "tech_status_locked")),
ln(seg(" ", ""),
seg("Off Tech ", "tech_name_unlocked"),
seg("off", "tech_status_off")),
ln(seg("Active: ", ""),
seg("[ON] ", "active_tech_on"),
seg("BullsEye ", "active_tech_stat"), seg("[BUFF] ", "active_tech_status"), seg("Strength", "active_tech_stat")),
ln(seg("Score panel: ", ""),
seg("Combat Lvl 99", "score_max_value"), seg(" / HP ", ""),
seg("40", "score_max_value"), seg(" / Battery ", ""),
seg("100", "score_max_value"), seg(" / Run En. ", ""),
seg("100", "score_max_value")),
txt(""),
ln(seg("Skill table", ""), seg(" (", "table_header_label"), seg("table_header", "table_header_label"), seg(" ", ""), seg("header", "table_header_label"), seg(") ", ""),
seg("Skill ", "table_header_label"), seg("Abbr ", "table_header_detail"), seg("Level ", "table_header_value"), seg("XP ", "table_header_xp"), seg("XP to Next", "table_header_xp")),
ln(seg("Buff table ", ""),
seg("Option ", "table_header_label"), seg("Value ", "table_header_value"), seg("Valid ", "table_header_detail"), seg("Description", "table_header_desc")),
ln(seg("Production: ", ""),
seg("bronze axe ", "production_locked"), seg("Lv 3 ", "production_locked"), seg("(missing materials)", "production_locked")),
txt(""),
ln(seg("Mob inline HP: ", ""),
seg("a scout", "mob"), seg(" [", ""), seg("3", "mob_hp_inline"), seg("/7hp]", "")),
ln(seg("Protected mob: ", ""),
seg("Dragon", "protected_mob"), seg(" ", ""), seg("(protected)", "protected_label")),
ln(seg("God-mode tags: ", ""),
seg("[LOCAL]", "god_tag_label"), seg(" ", ""),
seg("[GLOBAL]", "god_tag_label"), seg(" ", ""),
seg("(HIDDEN)", "god_tag_label")),
ln(seg("APS Datapad: ", ""),
seg("#2001 ", "table_header_detail"),
seg("Admin Tower ", "table_header_label"),
seg("here", "aps_here")),
txt(""),
},
})
return sections
}
func (s *AdminServer) handleColors(w http.ResponseWriter, r *http.Request) {
switch r.Method {
case http.MethodGet:
s.getColors(w, r)
case http.MethodPost:
s.saveColors(w, r)
default:
writeJSONError(w, "method not allowed", http.StatusMethodNotAllowed)
}
}
func (s *AdminServer) getColors(w http.ResponseWriter, _ *http.Request) {
live := make(map[string]string, len(colorCategories))
for _, c := range colorCategories {
if v, ok := s.cfg.DefaultColors[c.Name]; ok {
live[c.Name] = v
} else {
live[c.Name] = ""
}
}
defaults := config.DefaultColors()
def := make(map[string]string, len(colorCategories))
for _, c := range colorCategories {
if v, ok := defaults[c.Name]; ok {
def[c.Name] = v
} else {
def[c.Name] = ""
}
}
liveConst := make(map[string]string, len(constantCategories))
for _, c := range constantCategories {
if v, ok := s.cfg.ConstantColors[c.Name]; ok {
liveConst[c.Name] = v
} else {
liveConst[c.Name] = ""
}
}
constDefaults := config.DefaultConstantColors()
defConst := make(map[string]string, len(constantCategories))
for _, c := range constantCategories {
if v, ok := constDefaults[c.Name]; ok {
defConst[c.Name] = v
} else {
defConst[c.Name] = ""
}
}
writeJSON(w, map[string]any{
"colors": live,
"default_colors": def,
"categories": colorCategories,
"constant_colors": liveConst,
"default_constant_colors": defConst,
"constant_categories": constantCategories,
"preview": buildPreview(),
})
}
func (s *AdminServer) saveColors(w http.ResponseWriter, r *http.Request) {
var body struct {
Colors map[string]string `json:"colors"`
ConstantColors map[string]string `json:"constant_colors"`
}
if err := readJSON(r, &body); err != nil {
writeJSONError(w, "invalid request body", http.StatusBadRequest)
return
}
// Validate every supplied player-color key/spec.
for name, val := range body.Colors {
if !knownPlayerColor(name) {
writeJSONError(w, "unknown color category: "+name, http.StatusBadRequest)
return
}
spec := color.Parse(val)
if strings.TrimSpace(val) != "" && val != "off" && spec.Empty() {
writeJSONError(w, "invalid color spec for "+name+": "+val, http.StatusBadRequest)
return
}
}
// Validate every supplied constant-color key/spec.
for name, val := range body.ConstantColors {
if !knownConstantColor(name) {
writeJSONError(w, "unknown constant color category: "+name, http.StatusBadRequest)
return
}
spec := color.Parse(val)
if strings.TrimSpace(val) != "" && val != "off" && spec.Empty() {
writeJSONError(w, "invalid color spec for "+name+": "+val, http.StatusBadRequest)
return
}
}
cur := s.cfg.DefaultColors
next := make(map[string]string, len(cur)+len(body.Colors))
for k, v := range cur {
next[k] = v
}
for k, v := range body.Colors {
next[k] = v
}
s.cfg.DefaultColors = next
curConst := s.cfg.ConstantColors
nextConst := make(map[string]string, len(curConst)+len(body.ConstantColors))
for k, v := range curConst {
nextConst[k] = v
}
for k, v := range body.ConstantColors {
nextConst[k] = v
}
s.cfg.ConstantColors = nextConst
if err := s.writeConfigFile(); err != nil {
writeJSONError(w, "save failed: "+err.Error(), http.StatusInternalServerError)
return
}
writeJSON(w, map[string]any{"ok": true})
}
func (s *AdminServer) handleColorsReset(w http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodPost {
writeJSONError(w, "method not allowed", http.StatusMethodNotAllowed)
return
}
s.cfg.DefaultColors = config.DefaultColors()
s.cfg.ConstantColors = config.DefaultConstantColors()
if err := s.writeConfigFile(); err != nil {
writeJSONError(w, "save failed: "+err.Error(), http.StatusInternalServerError)
return
}
// Return the freshly reset live values for the client to reload.
live := make(map[string]string, len(colorCategories))
for _, c := range colorCategories {
if v, ok := s.cfg.DefaultColors[c.Name]; ok {
live[c.Name] = v
} else {
live[c.Name] = ""
}
}
liveConst := make(map[string]string, len(constantCategories))
for _, c := range constantCategories {
if v, ok := s.cfg.ConstantColors[c.Name]; ok {
liveConst[c.Name] = v
} else {
liveConst[c.Name] = ""
}
}
writeJSON(w, map[string]any{"ok": true, "colors": live, "constant_colors": liveConst})
}
// writeConfigFile marshals the entire live *config.Config back to config.yaml,
// overwriting whatever was on disk. A full re-marshal drops the file's manual
// comments but produces a valid, reloadable file with the edited colors.
func (s *AdminServer) writeConfigFile() error {
_ = backupFile(s.configPath) // best-effort snapshot for safety
out, err := yaml.Marshal(s.cfg)
if err != nil {
return err
}
return os.WriteFile(s.configPath, out, 0644)
}
// sortedKeys is a small helper retained in case future code wants a stable
// iteration order over the category names.
func sortedKeys(m map[string]string) []string {
keys := make([]string, 0, len(m))
for k := range m {
keys = append(keys, k)
}
sort.Strings(keys)
return keys
}
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