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The Base System For XRUIOS - Proper Wiki And Stylings Coming Soon!

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ToDo:

Details

Unfinished, there are still chunks that need to be fixed for the v1!

This is no longer Windows Centric (Although it uses Windows logic for specific things as an example); it instead now allows you to add on different interfaces through the Plagues Protocol system so Windows, Linux, Godot, etc. based logic is more easy to slap on!

Current Goals Include:

  • Adding the Window Renderers for VR to Desktop and Desktop to VR
  • Fixing Songs, Music Queue and Playlists (Possibly Geo stuff too, add virtual Geo)
  • Making the Stride3D Godot runtime
  • Connecting to Project Replicant with Eclipse/Dirac Sea
  • Putting within Plagues Protocol
  • Adding a camera permission with realtime encryption

The Extended Reality User Interface Operating System - Orchestration Layer (+400 Functions)

image

What is a XRUIOS?

Imagine if your phone, computer, tablet, and TV could all work together like they're one magical device.

The Dream:

You're listening to music on your computer. You grab your phone to go out, and the music automatically follows you - not just the song, but your exact playlist position. You get in your car, and it's playing there too.

You're watching a movie on your TV. Your friend calls - you pause it, and later on your tablet in bed, it remembers exactly where you stopped.

Think of the sword Percy Jackson has:

  • The pen is always right where you need it, even if you lose it
  • Even if you lend it to a friend, it comes back

The XRUIOS is that, but for your entire digital life.

You set a timer while cooking. Your phone rings in another room. Instead of burning dinner, your smartwatch, TV, and phone ALL show the timer countdown. The oven beeps through ALL your devices.

You are playing a game with your friends but want to lay down a little. Use a quick command to see the display automatically moved onto your phone through screenshare.

Your grandma takes a photo on her tablet. Instead of "Where did it go? How do I send it?" It just appears on your phone, your dad's computer, and the digital picture frame automatically.

AND BEST OF ALL NO SUBSCRIPTIONS

What The Output Looks Like:

Details
  1. Alarm Logic
image
  1. Media Albums
image
  1. Sound Settings
image
  1. Data Slots
image

What Using The XRUIOS Looks Like:

image

Straight and to the point!

It features +400 functions across Yuuko Bindings (UUID-based file/folder portability), music/media management, spatial world points & sessions, calendar/alarms/timers, audio mixing & EQ, notifications, themes, journals, clipboard groups, and basic system utils. More are under development as well!

Because it uses Pariah Cybersecurity, it also automatically has NIST Ceritified PQC Resistant Algos at the helm!

THE ONLY 5 FUNCTIONS YOU NEED TO REMEMBER

Function What it does When to use
GetOrCreateDirectory(path) Turns path → UUID When adding new content
GetDirectoryById(uuid) Turns UUID → current path Before accessing files
AddGenericDirectory(path, name) Register a media folder Setting up music/videos
GetFile(uuid, filename) Gets actual file Playing/opening files
FileRecord Store (uuid + filename) In your JSON data

It Fixes These Annoying Things:

  1. "Ugh, it's on my other device" - Everything's everywhere, always
  2. "I can't open this file type" - Everything just works, like magic
  3. "Which password did I use?" - One secure key to your entire digital world
  4. "My phone is too small, my TV has no keyboard" - Use the right device for each task, all connected

The Best Part - It Understands You:

Current computers: "Here are 1,000 files in folders" XRUIOS: "Here's your work project, your vacation photos, the playlist you love" Organized by meaning, not by techy folder names.

Imagine:

  • Your morning alarm knows if you stayed up late watching shows
  • Your music player suggests songs based on ALL your devices' history
  • Your calendar shows family events from everyone's devices
  • Your games save progress across phone, computer, console

But Here's The Real Magic:

It's YOUR system. Not Apple's, not Google's, not Microsoft's. It doesn't sell your data. It doesn't show ads. It's got NO SUBSCRIPTIONS EVER (Looking at you "metaverse"); It just makes your life easier. Also did I mention it's open source and post quantum cryptography proof?

image

For Developers:

For tech developers, it's a great tool as well.

Tired of sifting through code and trying to figure out how something works? The XRUIOS auto handles most of the headache of migrations and offers a library that's truly cross functional.

It uses Plagues Protocol for Principle of Least Privilege while also ensuring native based solutions are supported!

AKA, let's say you make a calendar app. Usually, you need to make a version for Windows and a version for Linux with slightly differing logic for optimization with each platform.

But Here's The Real Magic:

With the XRUIOS? You can use any function and it will work without you needing to change things up! I could go more into this but it's 3:55AM and i'm tired

image

Yuuko Bindings: The File System Abstraction

What It Actually Does

Yuuko Bindings solves the fundamental problem of cross-device computing: "My files are on Device A, but I'm on Device B. Where are they now?"

Core Concept:

// Original path on Windows Desktop:
"C:\Users\Alice\Music\Playlist\song.mp3"

// On Android phone becomes:
"/storage/emulated/0/Music/Playlist/song.mp3"

// On Linux laptop becomes:
"/home/alice/Music/Playlist/song.mp3"
Details

Yuuko Bindings gives all these paths the same UUID: "A3F8C9D2E1B7"

How It Works (The Clever Parts):

  1. Hash-Based UUID Generation:
// Uses xxHash64 on "DeviceName|FullPath"
// "Desktop-PC|C:\Users\Alice\Music" → "A3F8C9D2E1B7"

xxHash64 is fast, collision-resistant, and portable across platforms.

  1. Three-Tier Resolution:
public async Task<string?> GetDirectoryById(string directoryId)
{
    // 1. Try original path on original device
    if (binding.Ref.OriginalDevice == ThisDeviceId && 
        Directory.Exists(binding.Ref.FullPath))
        return binding.Ref.FullPath; // Fast path
    
    // 2. Try previously resolved path (verified)
    if (binding.Resolution?.Verified == true &&
        Directory.Exists(binding.Resolution.ResolvedPath))
        return binding.Resolution.ResolvedPath; // Cached
    
    // 3. Resolve/create with fallback
    var resolvedPath = ResolveDirectory(binding, defaultFolder);
    // Creates local version if needed
}
  1. Intelligent Fallback Creation:
// If "C:\Users\Alice\Music" doesn't exist on this device:
// Creates: "~/Documents/XRUIOS/A3F8C9D2E1B7/"
// And remembers this resolution

What This Enables (That Other Systems Don't):

1. True Application Portability

// App code NEVER cares about actual paths:
var songPath = await dirManager.GetDirectoryById("A3F8C9D2E1B7");
// Works on ANY device without code changes

2. Seamless Device Switching

  • Save project on Windows desktop
  • Open on Android tablet → files are there (copied/created locally)
  • Edit on Linux laptop → same UUID, different physical path
  • Sync changes back to original device when available

3. Partial/Offline Operation

// Device B can't reach Device A's original path?
// No problem: uses last-known resolution
// When Device A comes back online: automatic reconciliation

YuukoProtocol/PhotonStars: The Missing Network Layer*

This is where it gets interesting.

[Device A] ←→ [PhotonStars Network] ←→ [Device B]
                    ↑
              [Device C, D, E...]

The Vision: SAO: Ordinal Scale Style Device Mesh

public class PhotonStarNetwork
{
    // 1. DECENTRALIZED DISCOVERY
    public Task<List<StarNode>> DiscoverNodes()
    {
        // Not centralized servers, but peer-to-peer mesh
        // Each device is a "star" in the constellation
    }
    
    // 2. BINDING SYNCHRONIZATION
    public Task SyncBindings(StarNode targetNode)
    {
        // "Hey Device B, here are my directory bindings"
        // Device B merges them intelligently
        // Conflict resolution: timestamps, user preference
    }
    
    // 3. FEDERATED RESOLUTION
    public Task<string> FederatedResolve(string uuid)
    {
        // "Who has directory A3F8C9D2E1B7?"
        // Network consensus: "Device A has it at path X"
        // Or: "Multiple devices have it, here are options"
    }
    
    // 4. DYNAMIC REPLICATION
    public Task ReplicateIfHot(string uuid)
    {
        // If many devices request same directory
        // Automatically replicate to nearby nodes
        // Like BitTorrent for directories
    }
}
Details

Kirito's NerveGear (Device A) ←→ Akihiko's Server (Network Hub) ←→ Asuna's AmuSphere (Device B)

Yuuko bindings are the item/equipment database that persists across logout/login (device changes).

How This Changes Everything:

Current Reality:

App → Local File Path → ERROR (not on this device)

With Yuuko Bindings:

App → UUID → Local Cache → (optional) Network Fetch

With PhotonStars:*

App → UUID → Local Cache → Network Query → 
       ↓
[10 nearby devices respond with their paths/sync status]
       ↓
Choose fastest/most recent → Stream/Sync

How Yuuko Currently Works (%50 Complete)

The Core Problem It Solves

Apps need to reference files across different devices, but file paths change between computers. What works on your dev machine breaks on someone else's. The Yuuko Protocol solves this by creating device-independent identifiers for directories that work everywhere.

1. Directory Identification (The Smart Part)

public readonly struct DirectoryRef

This is where the magic happens. When you give it a path like C:\Users\Walker\Music, it:

  • Takes the full absolute path
  • Combines it with the device name (Environment.MachineName)
  • Runs it through xxHash64 with seed "YUUKO"
  • Outputs a 16-character hex ID (like 3F2A8B91C6D4E507)

This ID is the same on every device that has the same path structure. No central server needed!

2. The Binding System

public sealed class DirectoryBinding

Each binding stores:

  • Ref - The original reference (path + device)
  • Resolution - Where it actually exists NOW on this device

Think of it like a phonebook: you look up someone by name (UUID) to find their current address (resolved path).

3. The Resolution Logic

public string ResolveDirectory(DirectoryBinding binding, string? defaultFolder = null)

When resolving a directory:

  1. Check if original path exists → use it directly
  2. If not, create fallbackMyDocuments/XRUIOS/{UUID}
  3. Save the resolution for next time

This means if you move a folder, the system adapts without breaking references.

4. Cross-Device Magic

if (binding.Ref.OriginalDevice == ThisDeviceId && Directory.Exists(binding.Ref.FullPath))
    return binding.Ref.FullPath;

If the current device is the original one AND the path still exists, use it. Otherwise, resolve locally. This lets you:

  • Share directory references between devices
  • Each device resolves to its own local copy
  • No manual path fixing needed

5. The Generic Media System

The Media class wraps all this for actual file access:

public static async Task<ResolvedMedia> GetFile(string directoryUuid, string fileName)

It:

  1. Takes a directory UUID + filename
  2. Resolves the directory path
  3. Validates the file exists
  4. Returns full metadata

6. The App Handle System

public record Handle

This is genius—it lets apps be referenced in multiple ways:

  • Desktop - Running app window ID
  • LocalApp - Installed app name
  • YuukoApp - Cross-platform app definition
  • BinaryData - Ad-hoc app bytes
  • DirectoryRef - App stored in a directory

Why We Use This

  1. No Central Server - Completely peer-to-peer ID generation
  2. Collision Resistant - xxHash64 with seed + device + path = practically unique
  3. Self-Healing - If paths move, it creates fallbacks
  4. Security Built In - Uses Pariah's encryption everywhere
  5. Simple API - GetFile(uuid, filename) just works

Simple Example

// On Device A
var (uuid, path) = await manager.GetOrCreateDirectory(@"C:\Music");

// Share just the UUID with Device B
// On Device B
var file = await Media.GetFile(uuid, "song.mp3");
// It just works, even if music is in D:\Songs on Device B!

See? It's elegant! You should be proud of this, dummy! Crosses arms smugly.

image

Functions

Note; there are 400+ systems i've developed for this thing, i'm using AI to help here although when I make a proper wiki it'll get a good onceover; if you don't like that go suck an egg.

Details

AlarmClass.cs (15 functions)

  1. Alarm() - Constructor for Alarm record
  2. Alarm(string, DateTime, bool, List<DayOfWeek>, FileRecord, int, bool) - Full constructor
  3. AddAlarm(Alarm) - Creates and saves a new alarm, schedules it
  4. LoadAlarms() - Loads all alarms from storage, schedules them
  5. UpdateAlarm(Alarm, Action<Alarm>) - Updates existing alarm, reschedules
  6. DeleteAlarm(Alarm) - Deletes alarm, removes scheduled jobs
  7. ScheduleAlarm(Alarm) - Schedules alarm with Hangfire
  8. FireAlarm(Alarm) - Triggered when alarm goes off
  9. ScheduleNextOccurrence(Alarm) - Schedules next occurrence for recurring alarms
  10. ScheduleAllAlarms() - Schedules all loaded alarms
  11. Start() - Starts Hangfire server
  12. Stop() - Stops Hangfire server

AppClass.cs (16 functions)

  1. XRUIOSAppManifest() - Constructor
  2. XRUIOSAppManifest(string, string, string, string, string, FileRecord, string, string) - Full constructor
  3. XRUIOSAppManifestPatch() - Constructor for patch record
  4. UpdateDataSlot(XRUIOSAppManifest, XRUIOSAppManifestPatch) - Applies patch to manifest
  5. AddApp(XRUIOSAppManifest) - Creates new app manifest
  6. GetApp() - Gets all app manifests
  7. GetApp(string) - Gets specific app by identifier
  8. UpdateApp(XRUIOSAppManifest) - Updates existing app
  9. DeleteApp(string) - Deletes app manifest
  10. AddToFavorites(string, string) - Adds app to favorites
  11. GetFavorites() - Gets favorite apps (resolved/unresolved)
  12. GetFavoritePathsAsync(bool) - Gets favorite paths
  13. RemoveFromFavorites(string, string) - Removes app from favorites

AreaManager.cs (25 functions)

  1. WorldPoint() - Constructor
  2. WorldPoint(RenderingMode, byte[], string, string, FileRecord, bool, List<StaticObject>, List<App>, List<DesktopScreen>, List<StaciaItems>, string) - Full constructor
  3. StaticObject() - Constructor
  4. StaticObject(PositionalTrackingMode?, RotationalTrackingMode?, string, Vector3?, ObjectOSLabel, FileRecord) - Full constructor
  5. App() - Constructor
  6. App(PositionalTrackingMode?, RotationalTrackingMode?, Vector3?, ObjectOSLabel, Yuuko.Handle?) - Full constructor
  7. DesktopScreen() - Constructor
  8. DesktopScreen(PositionalTrackingMode?, RotationalTrackingMode?, Vector3?, ObjectOSLabel, Yuuko.Handle?) - Full constructor
  9. StaciaItems() - Constructor
  10. StaciaItems(PositionalTrackingMode?, RotationalTrackingMode?, Vector3?, ObjectOSLabel, Yuuko.Handle?) - Full constructor
  11. WorldPointPatch() - Constructor
  12. StaticObjectPatch() - Constructor
  13. AppPatch() - Constructor
  14. DesktopScreenPatch() - Constructor
  15. StaciaItemsPatch() - Constructor
  16. UpdateWorldPoint(WorldPoint, WorldPointPatch) - Applies patch to world point
  17. UpdateStaticObject(StaticObject, StaticObjectPatch) - Applies patch to static object
  18. UpdateApp(App, AppPatch) - Applies patch to app
  19. UpdateDesktopScreen(DesktopScreen, DesktopScreenPatch) - Applies patch to desktop screen
  20. UpdateStaciaItems(StaciaItems, StaciaItemsPatch) - Applies patch to Stacia items
  21. AddWorldPoint(WorldPoint) - Creates new world point
  22. GetWorldPoints() - Gets all world point identifiers
  23. GetWorldPoint(string) - Gets specific world point
  24. UpdateWorldPoint(WorldPoint) - Updates world point
  25. DeleteWorldPoint(string) - Deletes world point

CalendarClass.cs (14 functions)

  1. CreateSimpleEvent(DateTime, string, string, TimeZoneInfo, int, List<FileRecord>) - Creates simple calendar event
  2. CreateRecurringEvent(DateTime, string, string, RecurrencePattern, TimeZoneInfo, int, List<FileRecord>) - Creates recurring event
  3. LoadAllEvents() - Loads all calendar events
  4. GetEventsForDay(DateTime) - Gets events for specific day
  5. GetEventsInRange(DateTime, DateTime) - Gets events in time range
  6. GetEventByUid(string) - Gets event by UID
  7. UpdateEventByUid(string, Action<CalendarEvent>) - Updates event by UID
  8. DeleteEventByUid(string) - Deletes event by UID
  9. Notify(string) - Sends calendar notification
  10. ScheduleUpcomingOccurrences(IEnumerable<Occurrence>, TimeSpan) - Schedules upcoming occurrences

ChronoClass.cs (20 functions)

  1. DateData() - Constructor
  2. DateData(TimeFormat, ShortTime, ShortDate, LongTime, LongDate, string, List<string>) - Full constructor
  3. SetCurrentDate(DateData) - Sets current date/time settings
  4. GetCurrentDate() - Gets current date/time settings
  5. SaveDateData() - Saves date/time settings
  6. LoadDateData() - Loads date/time settings
  7. GetTimezone(string) - Gets timezone
  8. SetTimezone(string) - Sets system timezone
  9. GetDate() - Gets formatted date (long and short)
  10. SetDate(ShortDate, LongDate) - Sets date formats
  11. GetTime() - Gets formatted time (long and short)
  12. SetTime(ShortTime, LongTime) - Sets time formats
  13. AddWorldTime(string) - Adds world timezone
  14. GetWorldTimezoneCollection() - Gets all world timezones
  15. GetWorldTimes() - Gets formatted times for all world timezones
  16. GetTimeInTimezone(string) - Gets formatted time in specific timezone
  17. DeleteWorldTime(string) - Removes world timezone
  18. NumberToWords(long) - Converts number to words
  19. ConvertToWordedMonth(int) - Converts month number to name

ClipboardClass.cs (9 functions)

  1. LoadClipboard() - Loads clipboard (ungrouped)
  2. GetClipboardItem(string) - Gets clipboard item
  3. AddToClipboard(byte[], string) - Adds to clipboard
  4. RemoveFromClipboard(string) - Removes from clipboard
  5. LoadClipboard(string) - Loads clipboard group
  6. GetClipboardItem(string, string) - Gets item from group
  7. AddToClipboard(string, byte[], string) - Adds to group
  8. RemoveFromClipboard(string, string) - Removes from group

Color.cs (2 functions)

  1. Color() - Constructor
  2. Color(int, int, int, int) - Full constructor

CreatorClass.cs (17 functions)

  1. Creator() - Constructor
  2. Creator(string, string, FileRecord, List<FileRecord>) - Full constructor
  3. CreateCreator(string, string?, string?, List<string>, string) - Creates new creator
  4. GetCreator(string, string) - Gets creator by name
  5. GetCreatorOverview(string, string) - Gets creator name/description
  6. GetCreatorFiles(string, string) - Gets creator's files
  7. AddFile(string, string, List<string>) - Adds files to creator
  8. SetDescription(string, string, string) - Sets creator description
  9. RemoveFiles(string, string, List<FileRecord>) - Removes files from creator
  10. AddToFavorites(string, string) - Adds creator to favorites
  11. GetFavorites(string) - Gets favorite creators
  12. GetFavoritePathsAsync(string, bool) - Gets favorite creator paths
  13. RemoveFromFavorites(string, string) - Removes creator from favorites
  14. InitiateCreatorClass(string) - Initializes creator system

DataManagerClass.cs (27 functions)

  1. Session() - Constructor
  2. Session(DateTime?, string, string, List<string>, string?) - Full constructor
  3. AddSession(Session) - Creates new session
  4. GetSession() - Gets all session identifiers
  5. GetSession(string) - Gets specific session
  6. UpdateSession(Session) - Updates session
  7. DeleteSession(string) - Deletes session
  8. UpdateSession(Session, SessionPatch) - Applies patch to session
  9. InitiateSession(string) - Initializes session
  10. DataSlot() - Constructor
  11. DataSlot(bool, DateTime?, string, string, FileRecord, FileRecord?, List<string>, string?) - Full constructor
  12. UpdateDataSlot(DataSlot, DataSlotPatch) - Applies patch to data slot
  13. AddDataSlot(DataSlot) - Creates new data slot
  14. GetDataSlot() - Gets all data slot identifiers
  15. GetDataSlot(string) - Gets specific data slot
  16. UpdateDataSlot(DataSlot) - Updates data slot
  17. DeleteDataSlot(string) - Deletes data slot
  18. InitiateDataSlot(string) - Initializes data slot
  19. AddToFavorites(string, string) - Adds data slot to favorites
  20. GetFavorites() - Gets favorite data slots
  21. GetFavoritePathsAsync(bool) - Gets favorite data slot paths
  22. RemoveFromFavorites(string, string) - Removes data slot from favorites

ExperimentalAudioClass.cs (11 functions)

  1. ExperimentalAudio() - Constructor
  2. ExperimentalAudio(bool, bool, int, int) - Full constructor
  3. GetExperimentalAudioSettings() - Gets advanced audio settings
  4. SetExperimentalAudioSettings(bool?, bool?, int?, int?) - Sets advanced audio settings
  5. SaveAudioSettings() - Saves advanced audio settings
  6. LoadAudioSettings() - Loads advanced audio settings
  7. GetMasterVolume() - Gets master volume
  8. SetMasterVolume(int) - Sets master volume
  9. SaveMasterVolume() - Saves master volume
  10. LoadMasterVolume() - Loads master volume

GeoClass.cs (12 functions)

  1. Coordinate() - Constructor
  2. Coordinate(double, double) - Full constructor
  3. LocationPoint() - Constructor
  4. LocationPoint(DateTime, double, double) - Full constructor
  5. GetExactCoordinates() - Gets current GPS coordinates
  6. SaveLocationHistory(LocationPoint) - Saves location to history
  7. GetRecentLocations() - Gets recent location history
  8. ClearLocationHistory(LocationPoint) - Clears location history
  9. RelativePoint() - Constructor
  10. RelativePoint(double, double, double, double) - Full constructor
  11. RelativeLocationPoint() - Constructor
  12. RelativeLocationPoint(DateTime, RelativePoint) - Full constructor
  13. GetRelativeCoordinates() - Gets relative (jittered) coordinates
  14. ConvertToRelativeCoordinates(double, double) - Converts exact to relative
  15. SaveRelativeLocationHistory(RelativeLocationPoint) - Saves relative location
  16. GetRecentRelativeLocations() - Gets recent relative locations
  17. ClearRelativeLocationHistory(RelativeLocationPoint) - Clears relative history
  18. SaveVirtualLocationHistory(LocationPoint) - Saves virtual location
  19. GetVirtualRelativeLocations() - Gets virtual locations
  20. ClearVirtualLocationHistory(LocationPoint) - Clears virtual history

MediaAlbumClass.cs (11 functions)

  1. AlbumMedia() - Constructor
  2. AlbumMedia(string, string, bool, Color, Color, string, List<FileRecord>) - Full constructor
  3. Apply(AlbumMedia, AlbumMediaPatch) - Applies patch to album
  4. AddMediaAlbum(AlbumMedia) - Creates new media album
  5. GetMediaAlbums() - Gets all media albums
  6. GetMediaAlbum(string) - Gets specific media album
  7. UpdateMediaAlbum(AlbumMedia) - Updates media album
  8. DeleteMediaAlbum(string) - Deletes media album
  9. AddToFavorites(string, string) - Adds album to favorites
  10. GetFavorites() - Gets favorite albums
  11. GetFavoritePathsAsync(bool) - Gets favorite album paths
  12. RemoveFromFavorites(string, string) - Removes album from favorites

MediaTagger.cs (16 functions)

  1. Creator() - Constructor
  2. Creator(string, string, FileRecord, List<FileRecord>) - Full constructor
  3. CreateCreator(string, string?, string?, List<string>, string) - Creates creator
  4. GetCreator(string, string) - Gets creator
  5. GetCreatorOverview(string, string) - Gets creator overview
  6. GetCreatorFiles(string, string) - Gets creator files
  7. AddFile(string, string, List<string>) - Adds files to creator
  8. SetDescription(string, string, string) - Sets creator description
  9. RemoveFiles(string, string, List<FileRecord>) - Removes files
  10. AddToFavorites(string, string) - Adds creator to favorites
  11. GetFavorites(string) - Gets favorite creators
  12. GetFavoritePathsAsync(string, bool) - Gets favorite creator paths
  13. RemoveFromFavorites(string, string) - Removes creator from favorites

MusicPlayerClass.cs (8 functions)

  1. GetCurrentlyPlaying() - Gets currently playing song
  2. SetCurrentlyPlaying(string, string) - Sets currently playing song
  3. ResetCurrentlyPlaying() - Clears currently playing
  4. GetQueue() - Gets music queue
  5. AddToMusicQueue(string, string) - Adds song to queue
  6. ReorderSong(SongOverview, int) - Reorders song in queue
  7. RemoveSong(SongOverview) - Removes song from queue
  8. RemoveSong(int) - Removes song at index
  9. ResetQueue() - Clears queue
  10. GetOrCreateOverview(string, string) - Gets or creates song overview

NoteClass.cs (15 functions)

  1. Note() - Constructor
  2. Note(string, string, DateTime, DateTime, string, string, string, string, FileRecord, List<FileRecord>?) - Full constructor
  3. Journal() - Constructor
  4. Journal(string, string, string, List<Category>, ThemeIdentity) - Full constructor
  5. Category() - Constructor
  6. Category(string, string, string, string, List<FileRecord>) - Full constructor
  7. ThemeIdentity() - Constructor
  8. ThemeIdentity(string, string, string, string, List<string>) - Full constructor
  9. SaveJournal(Journal) - Saves journal
  10. GetAllJournals() - Gets all journals
  11. GetJournal(string) - Gets specific journal
  12. GetCategory(string, string) - Gets category from journal
  13. UpdateJournal(Journal, Journal) - Updates journal
  14. DeleteJournal(string) - Deletes journal
  15. AddJournalToFavorites(string) - Adds journal to favorites
  16. GetJournalFavorites() - Gets favorite journals
  17. GetFavoriteJournalIdsAsync(bool) - Gets favorite journal IDs
  18. RemoveJournalFromFavorites(string) - Removes journal from favorites
  19. AddHistoryEntry(string, string, string, Dictionary<string, string>?) - Adds history entry
  20. GetHistory(string, string?) - Gets history entries

NotificationClass.cs (7 functions)

  1. NotificationContent() - Constructor
  2. NotificationContent(string, Dictionary<string,string>?, List<string>?, FileRecord?, FileRecord?, List<Button>?, string?, string?, DateTime?) - Full constructor
  3. Button() - Constructor
  4. Button(string, string, Dictionary<string,string>?, bool) - Full constructor
  5. AddNotification(NotificationContent) - Adds notification
  6. GetNotifications(bool) - Gets notifications
  7. RemoveNotification(string, string) - Removes notification
  8. ClearAllNotifications() - Clears all notifications

ObservableProperty.cs (3 functions)

  1. ObservableProperty(T) - Constructor
  2. Set(T) - Sets value and triggers event
  3. Get() - Gets value

Processes.cs (11 functions)

  1. ProcessInfo() - Constructor
  2. ProcessInfo(string, int, string, string, string?, DateTime?, long, float, string?, string?, bool) - Full constructor
  3. GetCurrentProcesses() - Gets all running processes
  4. DetectProcessType(string, string?) - Detects process type
  5. GetMainWindowTitle(Process) - Gets window title
  6. GetProcessStartTime(Process) - Gets start time
  7. GetExecutablePath(Process) - Gets executable path
  8. GetCpuUsage(Process) - Gets CPU usage
  9. SaveProcessSnapshot(string?) - Saves process snapshot
  10. GetSavedSnapshots() - Gets saved snapshots
  11. LoadProcessSnapshot(string) - Loads snapshot
  12. ShareProcessSnapshot(string?) - Shares snapshot
  13. GetProcessesByType() - Groups processes by type
  14. KillProcess(int, string) - Kills process

RecentlyRecordedClass.cs (4 functions)

  1. GetRecentlyRecorded() - Gets recently recorded items
  2. AddToRecentlyRecorded(FileRecord) - Adds to recently recorded
  3. DeleteSoundRecentlyRecorded(FileRecord) - Removes from recently recorded
  4. ClearRecentlyRecorded() - Clears recently recorded

Songs.cs (45 functions)

  1. SongOverview() - Constructor
  2. SongOverview(string, string, DateTime?, string?, string?, TimeSpan?, DateTime?, Guid?, string?, int?, bool?, int) - Full constructor
  3. SongDetailed() - Constructor
  4. SongDetailed(string, string, DateTime?, string?, string?, string?, string?, string?, string?, string?, string?, string?, string?, List<string>?, string?, int?, int?, int?, int?, string?, string?, string?, string?, string?, int?, DateTime?, int?, DateTime?, string?, string?, string?, string?, string?, string?, string?, int?, string?, string?, string?, string?, string?, List<SongChapter>?, string?, List<LyricLine>?) - Full constructor
  5. SongChapter() - Constructor
  6. SongChapter(TimeSpan, TimeSpan?, string) - Full constructor
  7. LyricLine() - Constructor
  8. LyricLine(TimeSpan, string) - Full constructor
  9. ExtractChapters(Track) - Extracts chapters from audio
  10. ExtractUnsyncedLyrics(Track) - Extracts unsynced lyrics
  11. ParseLrc(string?) - Parses LRC lyrics
  12. ParseSrt(string?) - Parses SRT lyrics
  13. ExtractSyncedLyrics(Track) - Extracts synced lyrics
  14. AddSongDirectory(string) - Adds song directory
  15. RefreshDirectory() - Refreshes directory
  16. Initialize() - Initializes music system
  17. CreateSongInfo(string, string, bool) - Creates song metadata
  18. GetSongInfo(string, string, MusicInfoStyle) - Gets song info
  19. UpdateSongInfo(string, string, SongInfoPatch, MusicInfoStyle, bool) - Updates song info
  20. PatchTouchesOverview(SongInfoPatch) - Checks if patch affects overview
  21. PatchTouchesDetailed(SongInfoPatch) - Checks if patch affects detailed
  22. GetRequiredCapabilities(SongInfoPatch) - Gets required tag capabilities
  23. GetWritableCapabilities(string, SongInfoPatch) - Gets writable tag capabilities
  24. DeleteSongInfo(string, string, bool) - Deletes song metadata
  25. AddSongDirectory(string, string) - Adds song directory
  26. GetSongDirectories() - Gets all song directories
  27. GetSongDirectories(bool) - Gets song directory paths
  28. UpdateSongDirectory(string, string, string) - Updates song directory
  29. RemoveSongDirectory(string, bool) - Removes song directory
  30. AddToFavorites(string, string) - Adds song to favorites
  31. GetFavorites() - Gets favorite songs
  32. GetFavoritePathsAsync(bool) - Gets favorite song paths
  33. RemoveFromFavorites(string, string) - Removes song from favorites
  34. GetAllSongs(bool) - Gets all songs (resolved/unresolved)
  35. GetAllSongs(bool, bool) - Gets all song paths
  36. IsAudioFile(string) - Checks if file is audio
  37. GetSongsInDirectoryAsync(string, bool) - Gets songs in directory
  38. GetSongsByNameAsync(string, StringComparison, bool) - Searches songs by name
  39. GetSongsByTag(SongSearchField, string, StringComparison, bool) - Searches songs by tag
  40. AddToPlayHistory(string, string) - Adds to play history
  41. GetPlayHistory() - Gets play history
  42. ClearPlayHIstory(string, string) - Clears play history
  43. Playlist() - Constructor
  44. Playlist(string, string?, string?, List<PlaylistEntry>?, string?) - Full constructor
  45. PlaylistEntry() - Constructor
  46. PlaylistEntry(string, string, int) - Full constructor
  47. CreatePlaylist(Playlist) - Creates playlist
  48. GetAllPlaylists() - Gets all playlists
  49. GetPlaylist(string) - Gets specific playlist
  50. UpdatePlaylist(Playlist) - Updates playlist
  51. DeletePlaylist(string) - Deletes playlist
  52. AddSongToPlaylist(string, string, string) - Adds song to playlist
  53. RemoveSongFromPlaylist(string, string, string) - Removes song from playlist
  54. ReorderPlaylist(string, List<string>) - Reorders playlist
  55. RecalculatePlaylistDuration(string) - Recalculates playlist duration
  56. ToggleFavorite(string) - Toggles playlist favorite
  57. GetResolvedPlaylistSongs(string) - Gets resolved song paths
  58. CreatePlaylistFromFolder(string, string, string?) - Creates playlist from folder
  59. CreatePlaylistFromFavorites(string) - Creates playlist from favorites

SoundEQ.cs (12 functions)

  1. SoundEQ() - Constructor
  2. SoundEQ(string, float, float, float, float, float, float, float, ExperimentalAudio) - Full constructor
  3. GetCurrentEQ() - Gets current EQ setting
  4. SetCurrentEQ(SoundEQ) - Sets current EQ
  5. AddSoundEQDBs(SoundEQ) - Adds EQ to database
  6. GetSoundEQDBs() - Gets all EQs
  7. GetSoundEQDB(string) - Gets specific EQ
  8. UpdateSoundEQDB(SoundEQ, SoundEQ) - Updates EQ
  9. DeleteSoundEQDB(SoundEQ) - Deletes EQ
  10. ClearEQDB() - Clears EQ database
  11. SetDefaultEQDB(SoundEQ) - Sets default EQ
  12. GetDefaultEQDB() - Gets default EQ
  13. ResetDefaultEQDB() - Resets default EQ

StopwatchClass.cs (5 functions)

  1. StopwatchRecord() - Constructor
  2. StopwatchRecord(int, int) - Full constructor
  3. CreateStopwatch() - Creates new stopwatch
  4. GetTimeElapsed(string) - Gets elapsed time
  5. CreateLap(string) - Creates lap record
  6. DestroyStopwatch(string) - Destroys stopwatch
  7. SaveStopwatchValuesAsSheet(List<StopwatchRecord>, DateTime, string) - Saves as CSV

SystemInfoDisplayClass.cs (8 functions)

  1. SystemSpecs() - Constructor
  2. GenerateSpecs() - Generates system specs
  3. GetOSInfo() - Gets OS info
  4. GetCPUInfo() - Gets CPU info
  5. GetMemoryInfo() - Gets memory info
  6. GetDiskInfo() - Gets disk info
  7. GetGPUInfo() - Gets GPU info
  8. GetNetworkInfo() - Gets network info
  9. GetUptimeInfo() - Gets uptime info
  10. CheckHardware() - Checks hardware capabilities

ThemeClass.cs (22 functions)

  1. ThemeColors() - Constructor
  2. ThemeColors((string,string), (string,string), (string,string), (string,string), (string,string), string, string, string, string, string) - Full constructor
  3. ThemeTypography() - Constructor
  4. ThemeTypography(List<string>, float) - Full constructor
  5. ThemeSpatial() - Constructor
  6. ThemeSpatial(float, float, float, string, bool) - Full constructor
  7. UIAudioRoles() - Constructor
  8. UIAudioRoles(string?, string?, string?, string?, string?, string?, string?, string?) - Full constructor
  9. AppAudioRoles() - Constructor
  10. AppAudioRoles(string?, string?, string?, string?, string?) - Full constructor
  11. ThemeIdentity() - Constructor
  12. ThemeIdentity(string, string, string, string, List<string>) - Full constructor
  13. DefaultApp() - Constructor
  14. DefaultApp(string, string, int, bool, List<DefaultAppImage>, List<ThemeTypography>, List<DefaultAppSound>, string?) - Full constructor
  15. DefaultAppSound() - Constructor
  16. DefaultAppSound(string, string, float, float, bool) - Full constructor
  17. DefaultAppImage() - Constructor
  18. DefaultAppImage(string, string, int, int, bool) - Full constructor
  19. XRUIOSTheme() - Constructor
  20. XRUIOSTheme(ThemeIdentity, ThemeColors, ThemeTypography, ThemeSpatial, AppAudioRoles, UIAudioRoles, List<DefaultApp>) - Full constructor
  21. SaveTheme(XRUIOSTheme) - Saves theme
  22. GetAllXRUIOSThemes() - Gets all themes
  23. GetXRUIOSTheme(string) - Gets specific theme
  24. GetCurrentTheme(string) - Gets current theme
  25. UpdateTheme(XRUIOSTheme, XRUIOSTheme) - Updates theme
  26. SetTheme(string) - Sets current theme
  27. DeleteXRUIOSTheme(string) - Deletes theme

TimerManagerClass.cs (6 functions)

  1. TimerRecord(string, TimeSpan, Action?) - Constructor
  2. StartTimer(TimerRecord) - Starts timer
  3. AddTime(string, TimeSpan) - Adds time to timer
  4. CancelTimer(string) - Cancels timer
  5. ScheduleTimerJob(TimerRecord) - Schedules timer job
  6. FireTimer(string) - Fires timer callback

VolumeClass.cs (12 functions)

  1. VolumeSetting() - Constructor
  2. VolumeSetting(string, Dictionary<string,int>) - Full constructor
  3. GetCurrentVolumeSettings() - Gets current volume settings
  4. SetCurrentVolumeSettings(VolumeSetting) - Sets current volume
  5. AddVolumeSettings(VolumeSetting) - Adds volume setting
  6. GetVolumeSettings() - Gets all volume settings
  7. GetVolumeSetting(string) - Gets specific volume setting
  8. GetVolumeSettingsForThisDevice() - Gets settings for current device
  9. UpdateVolumeSettingDB(VolumeSetting, VolumeSetting) - Updates volume setting
  10. DeleteVolumeSettingDB(VolumeSetting) - Deletes volume setting
  11. ClearEQDB() - Clears volume database

WorldEventsClass.cs (6 functions)

  1. WorldEvent() - Constructor
  2. WorldEvent(string, DateTime, string, string, string?, string?) - Full constructor
  3. GetWorldEvents() - Gets world events
  4. AddWorldEvent(WorldEvent) - Adds world event
  5. DeleteWorldEvent(WorldEvent) - Deletes world event
  6. ClearWorldEvents() - Clears all world events

XRUIOS.cs (25 functions)

  1. DirectoryRecord() - Constructor for directory record
  2. DirectoryRecord(string, string, string) - Full constructor
  3. FileRecord() - Constructor for file record
  4. FileRecord(string?, string) - Full constructor
  5. DirectoryManager(string) - Constructor, initializes directory manager
  6. LoadBindings(CancellationToken) - Loads all binding files from disk
  7. GetAllBindings() - Returns all directory bindings
  8. GetBindingById(string) - Gets specific binding by UUID
  9. GetDirectoryById(string, string?, CancellationToken) - Resolves directory path from binding
  10. GetOrCreateDirectory(string, string?, CancellationToken) - Gets or creates directory binding
  11. ResolveDirectory(DirectoryBinding, string?) - Resolves directory path
  12. DeleteBinding(string, CancellationToken) - Deletes binding
  13. UpdateBinding(string, DirectoryResolution, CancellationToken) - Updates binding
  14. SaveBinding(DirectoryBinding, CancellationToken) - Saves binding to disk
  15. UpdateBindingInMemory(string, DirectoryBinding) - Updates binding in memory
  16. DirectoryBinding() - Constructor
  17. DirectoryBinding(DirectoryRef) - Full constructor
  18. SetResolution(DirectoryResolution) - Sets resolution
  19. ClearResolution() - Clears resolution
  20. SetRef(DirectoryRef) - Sets directory reference
  21. DirectoryRef(string, string) - Constructor, computes directory ID
  22. ComputeDirectoryId(string, string) - Computes directory hash ID
  23. DirectoryResolution() - Constructor
  24. DirectoryResolution(string, bool) - Full constructor
  25. CreateSign() - Creates app signature (placeholder)
  26. Handle() - Record constructor
  27. ResolvedMedia() - Record constructor
  28. GetFile(string, string, CancellationToken) - Gets resolved media file
  29. GetOrCreateDirectory(string, string?, string?, CancellationToken) - Gets or creates generic directory
  30. AddGenericDirectory(string, string) - Adds generic directory
  31. GetGenericDirectories() - Gets all generic directories
  32. UpdateGenericDirectory(string, string, string) - Updates generic directory
  33. RemoveGenericDirectory(string, bool) - Removes generic directory

Copyright (c) 2026 Walker Industries R&D All rights reserved.

This is a work-in-progress prototype. You may view the source code for personal evaluation purposes only. NO license is granted (express or implied) for:

  • copying
  • modification
  • distribution
  • commercial use
  • derivative works
  • or any other form of exploitation

It'll be open-sourced when it's actually ready and has examples ready. Until then: look, don't touch. Seriously.

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The Base System For XRUIOS - Proper Wiki And Stylings Coming Soon!

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