Unlucky Launcher v0.2.0
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首个 iced + Material 3 Expressive 版本的源码快照。 完整历史与日常提交在 dev 分支;main 只放阶段性快照。
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//! 测试公用件:fixture 解析、内存父版本表、临时目录守卫。
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use std::collections::BTreeMap;
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use std::path::{Path, PathBuf};
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use std::sync::atomic::{AtomicU64, Ordering};
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use std::time::{SystemTime, UNIX_EPOCH};
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use unlucky_core::game::manifest::VersionJson;
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/// 解析 fixture JSON(fixture 是测试常量,解析失败即 panic)。
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pub fn parse(json: &str) -> VersionJson {
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VersionJson::from_json_str(json).expect("fixture 必须可解析")
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}
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/// 用 `(id, json)` 对建内存父版本表,喂给 `inherit::resolve`。
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pub fn source(pairs: &[(&str, &str)]) -> BTreeMap<String, VersionJson> {
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pairs
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.iter()
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.map(|(id, json)| ((*id).to_owned(), parse(json)))
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.collect()
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}
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/// 唯一临时目录守卫:`drop` 时递归删除。
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pub struct TempDir {
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path: PathBuf,
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}
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impl TempDir {
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/// 建一个唯一临时目录。
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pub fn new(tag: &str) -> Self {
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static COUNTER: AtomicU64 = AtomicU64::new(0);
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let nanos = SystemTime::now()
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.duration_since(UNIX_EPOCH)
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.map_or(0, |d| d.as_nanos());
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let seq = COUNTER.fetch_add(1, Ordering::Relaxed);
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let path = std::env::temp_dir().join(format!(
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"ull-game-{tag}-{}-{nanos}-{seq}",
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std::process::id()
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));
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std::fs::create_dir_all(&path).expect("临时目录应可创建");
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Self { path }
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}
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/// 目录路径。
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pub fn path(&self) -> &Path {
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&self.path
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}
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}
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impl Drop for TempDir {
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fn drop(&mut self) {
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let _ = std::fs::remove_dir_all(&self.path);
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}
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}
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/// 建一个游戏根布局(纯路径计算,不建目录)。
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pub fn layout(root: &Path) -> unlucky_core::game::GameLayout {
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unlucky_core::game::GameLayout::new(root)
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}
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/// 造 `dir/<name>` 并写一个文件进去(模拟玩家内容:`mods`/`saves`/`config` 的条目)。
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pub fn seed(dir: &Path, name: &str) {
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let target = dir.join(name);
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std::fs::create_dir_all(&target).expect("建目录");
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std::fs::write(target.join("entry.txt"), b"x").expect("写文件");
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}
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