metin-launcher

Self-updating launcher for the Metin2 client.

This is the single entry point the player runs. It fetches a signed manifest from updates.jakubkadlec.dev, verifies an Ed25519 signature against a compiled-in public key, reconciles the local client against the manifest by sha256, downloads anything that differs from a content-addressed blob store (with HTTP Range resume), applies updates atomically, hands launcher self-update off to Velopack, and then starts Metin2.exe. If the update server is unreachable the launcher falls back to launching whatever the player already has.

Architecture and failure modes live in the client repo under docs/update-manager.md and docs/update-manifest.md. This project implements those specs in C# .NET 8; it does not own the spec.

Build

dotnet build Launcher.sln -c Release
dotnet test

Tests are xUnit and run on Linux. A local HttpListener stands in for the blob server in BlobDownloaderTests.

Publish (Windows single-file)

dotnet publish src/Metin2Launcher/Metin2Launcher.csproj \
    -c Release -r win-x64 --self-contained \
    -p:PublishSingleFile=true

The CI hasn't been wired yet; the MVP only requires the build to succeed.

Build (Wine bundle)

For Linux users who run the Windows launcher through Wine, the safe layout is not a raw standalone Metin2Launcher.exe. The Wine bundle now uses the same portable Velopack launcher layout as the Windows installer/portable zip, but it still has to live separately from the mutable client install dir so the updater never patches over its own runtime files.

Use:

scripts/build-wine-bundle.sh

This produces:

release-wine/
  Metin2Launcher-wine/
    start-launcher.sh
    README.txt
    launcher/
      .portable
      Metin2Launcher.exe
      Update.exe
      current/
        Metin2Launcher.exe
        sq.version
    client/
  Metin2Launcher-wine.tar.gz
  Metin2Launcher-wine.tgz

start-launcher.sh exports METIN2_INSTALL_DIR=./client and then runs wine ./launcher/Metin2Launcher.exe, so the launcher runtime stays isolated from the actual game files.

Publishing a release

scripts/publish-launcher.sh is the single entry point for cutting a Velopack release of the launcher and pushing it to the https://updates.jakubkadlec.dev/launcher/ feed that LauncherConfig.VelopackFeedUrl points at. On Linux it runs inside a short- lived mcr.microsoft.com/dotnet/sdk:8.0 container, publishes the launcher as win-x64 self-contained single-file, loads Velopack.Packaging.Windows.dll directly from the vpk tool nupkg, emits the launcher feed, repacks the Windows onboarding zip into the portable Velopack layout, rebuilds the Wine bundle from that same portable launcher, and finally rsyncs the result to the VPS.

scripts/publish-launcher.sh --version 0.1.0 --dry-run
scripts/publish-launcher.sh --version 0.1.0 --yes

Flags: --version (required), --dry-run (build + pack but skip rsync), --yes (skip the interactive rsync confirmation), --rsync-target (override the default VPS path).

Required host tools: docker, curl, unzip, python3. rsync is only needed for the upload step.

Outputs:

  • release-velopack/RELEASES-win-x64
  • release-velopack/releases.win-x64.json
  • release-velopack/assets.win-x64.json
  • release-velopack/*.nupkg
  • release-velopack/Metin2Launcher.exe
  • release-velopack/Metin2Launcher-win-x64-Portable.zip
  • release-velopack/Metin2Launcher-win-x64-Setup.exe
  • release-velopack/Metin2Launcher-win-x64-bundle.zip
  • release-wine/Metin2Launcher-wine.tar.gz
  • release-wine/Metin2Launcher-wine.tgz

The Windows bundle zip and Wine tarballs are derived from the portable Velopack launcher layout, so launcher self-update stays on the same runtime path regardless of which onboarding artifact the player downloaded.

Run

By default the launcher opens an Avalonia GUI window (900x560, fixed size) showing a banner, status / progress on the left and a news panel on the right. Pass --nogui to run the legacy headless flow that just logs progress and launches the game when done — useful for CI or unattended boxes.

Metin2Launcher.exe          # GUI (default)
Metin2Launcher.exe --nogui  # headless, log + launch

User settings (locale, dev-mode override) live at <client>/.updates/launcher-settings.json. The manifest URL override is only honoured when DevMode is true so a tampered local file alone cannot redirect updates.

Drop Metin2Launcher.exe next to Metin2.exe in the client install directory and run it. On first launch it will:

  1. fetch https://updates.jakubkadlec.dev/manifest.json + .sig
  2. verify the signature against the compiled-in public key
  3. hash every file listed in the manifest, download anything that doesn't match into .updates/staging/, then atomically move each one into place
  4. check for a Velopack launcher update against the feed at https://updates.jakubkadlec.dev/launcher (skipped cleanly on non-installed dev builds; active for Setup.exe, Portable.zip, the Windows bundle zip, and the Wine bundle)
  5. start Metin2.exe

For the Wine bundle layout, do not run the launcher from the mutable client directory. Run ./start-launcher.sh from the bundle root instead.

A log is written to both stdout and <client>/.updates/launcher.log. On a plain dotnet run (no client root yet), the log falls back to %LOCALAPPDATA%/Metin2Launcher/launcher.log on Windows or $XDG_DATA_HOME/Metin2Launcher/launcher.log on Linux.

Project layout

src/Metin2Launcher/
  Program.cs                 entry: Velopack bootstrap, --nogui switch, Avalonia host
  Config/LauncherConfig.cs   hardcoded URLs, timeouts, public key
  Config/LauncherSettings.cs user settings (locale, dev-mode override) JSON
  Orchestration/             update flow extracted from CLI, IProgress driven
  Manifest/                  DTOs, HTTP loader, Ed25519 verifier
  Transfer/                  streaming sha256, Range-resume blob downloader
  Apply/                     atomic staging -> final move
  GameLaunch/                CreateProcess wrapper
  Logging/                   hand-rolled file + stdout logger
  Localization/              cs.json + en.json embedded resources, Loc loader
  UI/                        Avalonia App, MainWindow, SettingsDialog
  UI/ViewModels/             MVVM view models
tests/Metin2Launcher.Tests/

Dependencies

  • Avalonia 11 — cross-platform GUI (Linux + Windows from one csproj).
  • CommunityToolkit.MvvmObservableObject + [RelayCommand] source generators.
  • NSec.Cryptography — libsodium-backed Ed25519 (.NET 8 BCL does not have it).
  • Velopack — launcher self-update. Only used for the launcher binary itself; game assets (~4 GB) are handled by our own patcher code.
  • xunit / xunit.runner.visualstudio — tests.

Release formats

The launcher dispatches on a top-level format field in the signed manifest. Two strategies exist today:

  • legacy-json-blob (default when format is absent) — individual files listed in files[], downloaded by sha256 and atomically replaced inside the client root.
  • m2pack — the files[] entries are .m2p pack archives plus a runtime-key.json sidecar. The launcher never opens or decrypts .m2p archives; it just places them next to the client root and forwards the runtime key to Metin2.exe via environment variables (M2PACK_MASTER_KEY_HEX, M2PACK_SIGN_PUBKEY_HEX, M2PACK_KEY_ID).

A manifest whose format value is signed but unknown is refused outright — the orchestrator falls back to offline mode rather than silently downgrading. See docs/m2pack-integration.md for the full threat model and file layout.

Telemetry and ERP boundary

An opt-in "client applied this release" telemetry ping is available via LauncherConfig.TelemetryUrlTemplate. It is empty by default, which short-circuits the reporter so no network call is made. When set, the reporter fires a single bounded (5 s) best-effort POST after a successful apply and swallows any failure.

Security boundary — read this before wiring telemetry:

The launcher is a public binary distributed to every player. It must never contain or transmit shared secrets (ERP ingest tokens, API keys, X-Metin-Release-Token, etc.). Concretely:

  • The NewERP control-plane endpoints (POST /api/metin-release/...) are protected by X-Metin-Release-Token bearer auth. Those endpoints are for server-side release orchestration (the metin-release CLI running on the publish machine), not for direct calls from player launcher instances.
  • TelemetryUrlTemplate is not meant to point at the protected ERP ingest route. If player-side telemetry is desired, the target must be a separate public collector/proxy endpoint that:
    • accepts unauthenticated pings
    • rate-limits per client IP
    • forwards sanitised events to the ERP on the server side
  • Until such a collector exists, TelemetryUrlTemplate stays empty and the reporter is a no-op.

The canonical wire payload (ClientAppliedPayload) uses explicit [JsonPropertyName] attributes, not implicit C# serializer naming:

{
  "format": "m2pack",
  "success": true,
  "appliedAt": "2026-04-15T12:00:00Z",
  "errorCode": null,
  "errorMessage": null,
  "clientId": null
}

The ERP currently has a compatibility bridge that also accepts the older Format / Timestamp shape, but the canonical payload above is the target contract on both sides.

Signing key

LauncherConfig.PublicKeyHex is the Ed25519 public key that every manifest must verify against:

1d2b63751ea0e0354d28e7eb4ec175919a01518b0bcf5878f0a3aa8e7c6ce2bc

The matching private key lives only on the release machine at ~/.config/metin/launcher-signing-key with chmod 600, is never committed to any repo, and is used by scripts/sign-manifest.py in the m2dev-client repo to sign manifest.json before upload. Rotation is done by shipping a new launcher binary that embeds the new public key; the rotation flow is documented in m2dev-client/docs/update-manager.md.

Description
Self-updating launcher for the Metin2 client (dev repo)
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