Files
Unlucky-Launcher/crates/presenter/src/settings_bridge.rs
T
AskaEth 89dcb6bdf3 feat(app-iced,i18n): M106 —— 界面跟随系统语言 + 设置页真实语言行
用户原话:「我系统语言是中文 为什么打开软件是英文 并且设置页里面显示的是 English(system)」。
两处根源:①M92 的探测链一直是对的,但 `pages::Model.lang` 在 `app/view.rs` 里写死成
`Lang::En`(`pages::render` 还把下载页写死成英文),探测结果没人用;②设置页语言行是硬编码
字面量 `("Language", "English (System)")`。

新增/改动(按层):
- i18n:新域 `catalog/general.rs`(24 条中英双份 key,装配链尾追加)+ `catalog/golden.rs`
  只追加不重排;`choice.rs`(`LangChoice`:跟随系统/手选 + D28 四级优先级真值表 + 字体优先级真值表)。
- app-iced 语言入口 `src/ui.rs` + `src/ui/lang.rs`:`LangState` = 用户档位 + 探测结论;
  启动判定 `ULL_LANG` > 配置 `ui.language` > 系统 locale > 英文;两行日志(探测/生效 + 中文策略)。
- `app/state.rs`:`App` 持有 `LangState`,切语言 = 换目录 + 落盘 + 重建视图模型;
  `app/view.rs` 的 `model()` 收 `lang`,不再写死英文。
- 设置页:语言行换真控件(跟随系统 / 简体中文 / 英文,回显「界面当前使用:简体中文」);
  页头、左列分组名、逐实例空态、导航轨标签全部走 catalog。
- presenter:`settings_bridge_lang.rs`(`load_ui_language` / `persist_ui_language`)。
  「跟随系统」= **删键**(schema 允许值只有 zh_cn/en_us),读的是 `doc().get()` 而不是
  `effective_str`(后者会把默认值 `zh_cn` 当成用户手选,英文机器一启动就被切成中文)。

验证:408 条 app-iced lib 测试 + 28 条 i18n 测试 + 全仓 `cargo test --workspace --exclude
unlucky-app` 全绿;fmt / clippy `-D warnings` 干净;出图 6 张(en/zh × 浅/深 + 下载页对照)
在 `DevDocs/artifacts/m106/`(该目录被 .gitignore 忽略,按仓内惯例作为本地验收产物)。
2026-11-04 22:50:09 +08:00

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//! 设置持久化桥:把 UI 偏好落到 `core::setting` 的 schema 文件里,并支持**外部热改热切**。
//!
//! 三条纪律(`DevDocs/SubAgentsTalk/app-DTO通道约定.md` §6 / AGENTS §6):
//!
//! 1. **不另立配置文件**:读写的就是 `ull config set/get` 与 AI `set_config` 用的那一份
//! `<data root>/config/launcher.json`(`core::platform::data_dir` 解析数据根、`layout` 给路径);
//! 2. **不自己拼 JSON**:一律过 `core::setting::store::SettingStore`(schema 校验 + 原子写);
//! 3. **不 import 领域类型**:跨边界只看「键名 + 取值」,领域模型留在 core。
//!
//! 热切:文件 `mtime` 变了就整份重读(AI / CLI 改完下一拍即生效),见 [`SettingsBridge::reload_if_changed`]。
use std::path::{Path, PathBuf};
use std::time::SystemTime;
use unlucky_core::platform::data_dir::{DataDirRequest, DataMode, Resolver};
use unlucky_core::platform::layout::LauncherLayout;
use unlucky_core::platform::paths::Platform;
use unlucky_core::setting::appearance::Appearance;
use unlucky_core::setting::keys::launcher_schema;
use unlucky_core::setting::store::SettingStore;
use crate::prefs::{AppearanceBase, AppearancePrefs, ThemeMode};
/// 数据根配置键(决定 `launcher.json` 落在哪个数据目录;与 CLI 的 `DATA_ROOT_KEYS` 同源同义)。
const DATA_ROOT_KEYS: [&str; 4] = [
"core.data_mode",
"core.data_custom_root",
"core.launcher_home",
"core.game_home",
];
/// 设置文件桥(一个进程一份)。
#[derive(Debug)]
pub struct SettingsBridge {
/// `config/launcher.json`;`None` = 数据根解析不出来(内存态运行,不落盘)
pub(super) path: Option<PathBuf>,
/// 设置文档(schema 校验 + 原子写的唯一入口)
pub(super) store: Option<SettingStore>,
/// 上次读/写之后的文件 `mtime`(热切探测用)
pub(super) last_mtime: Option<SystemTime>,
}
impl SettingsBridge {
/// 按三模式数据根打开真实配置文件(启动时调用一次)。
#[must_use]
pub fn open() -> Self {
match resolve_config_path() {
Some(path) => Self::with_path(path),
None => Self::memory_only(),
}
}
/// 指定路径打开(测试与特殊数据根用)。
#[must_use]
pub fn with_path(path: impl Into<PathBuf>) -> Self {
let path = path.into();
let store = SettingStore::load(&path, launcher_schema());
let last_mtime = mtime(&path);
Self {
path: Some(path),
store: Some(store),
last_mtime,
}
}
/// 不落盘(数据根解析失败 / 单测)。
#[must_use]
pub fn memory_only() -> Self {
Self {
path: None,
store: None,
last_mtime: None,
}
}
/// 配置文件路径(诊断/日志用)。
#[must_use]
pub fn path(&self) -> Option<&Path> {
self.path.as_deref()
}
/// 当前生效的外观配置与主题模式。
#[must_use]
pub fn load(&self) -> (AppearancePrefs, ThemeMode) {
let Some(store) = &self.store else {
return (AppearancePrefs::factory(), ThemeMode::Auto);
};
let appearance = Appearance::from_store(store);
let theme = ThemeMode::from_key_value(&appearance.theme_mode);
(
AppearancePrefs {
bg_image_enabled: appearance.bg_image_enabled,
bg_image: appearance.bg_image,
bg_fill: appearance.bg_fill,
bg_dim: appearance.bg_dim as f32,
panel_alpha: appearance.panel_alpha as f32,
glass: appearance.glass,
accent_color: appearance.accent_color,
},
theme,
)
}
/// 外观**下层**的只读快照(D36·D37·D38):整窗 α / 标题栏三态 / 配色来源档。
///
/// 为什么不并进 [`SettingsBridge::load`] 的返回值:那个结构体(`AppearancePrefs`)是
/// **UI 写入用**的(每个字段都会被 `persist` 回写),而这三个键**只读不写**——
/// 落盘走 core 的 `Appearance::write`。并进去会让每个 `AppearancePrefs` 构造点都要补字段,
/// 还会让「这三项只读」这件事在类型上消失。
///
/// UI 侧(`crates/app-iced`)拿它读启动值:`app-iced` 不直接依赖 `unlucky-core`,
/// 所以「把 core 的 `SettingDocument` 翻译成只读快照」这一步必须留在本 crate。
#[must_use]
pub fn load_base(&self) -> AppearanceBase {
match &self.store {
Some(store) => AppearanceBase::from_document(store.doc()),
None => AppearanceBase::factory(),
}
}
/// 落盘(只写出现过的键;失败静默——配置写不进去不该把 UI 卡住,诊断走日志)。
pub fn persist(&mut self, appearance: &AppearancePrefs, theme: ThemeMode) {
let Some(store) = self.store.as_mut() else {
return;
};
let mut snapshot = Appearance::from_store(store);
snapshot.theme_mode = theme.as_str().to_owned();
snapshot.bg_image_enabled = appearance.bg_image_enabled;
snapshot.bg_image = appearance.bg_image.clone();
snapshot.bg_fill = appearance.bg_fill;
snapshot.bg_dim = f64::from(appearance.bg_dim);
snapshot.panel_alpha = f64::from(appearance.panel_alpha);
snapshot.glass = appearance.glass;
snapshot.accent_color = appearance.accent_color.clone();
if snapshot.write(store).is_err() {
return;
}
let _ = store.save();
if let Some(path) = self.path() {
self.last_mtime = mtime(path);
}
}
/// 文件被外部(AI / `ull config set`)改过就重读;返回新的生效值。
///
/// `mtime` 采样不到(某些文件系统精度/权限)时返回 `None`,退化为「只在启动时读一次」。
pub fn reload_if_changed(&mut self) -> Option<(AppearancePrefs, ThemeMode)> {
let path = self.path.clone()?;
let current = mtime(&path);
if current.is_none() || current == self.last_mtime {
return None;
}
self.last_mtime = current;
let store = self.store.as_mut()?;
store.reload();
Some(self.load())
}
}
/// 数据根解析 → `config/launcher.json`。
///
/// 与 CLI 同一套语义:先读便携目录那份 `launcher.json` 的 `core.*`(数据根决定键),
/// 再交 `Resolver` 解析(含 `redirect.json` 跟随)。任何一步失败都退回内存态。
fn resolve_config_path() -> Option<PathBuf> {
let exe_dir = std::env::current_exe()
.ok()
.and_then(|path| path.parent().map(Path::to_path_buf));
let exe_dir = exe_dir?;
let request = request_from_portable(&exe_dir);
let resolver = Resolver::new(Platform::current(), Some(exe_dir.clone()));
match resolver.resolve_default(&request) {
Ok(resolved) => Some(resolved.layout().launcher_config()),
// 连 exe 目录都解析不了(极端情况):仍旧用便携落点,至少设置能存下来
Err(_) => Some(LauncherLayout::new(exe_dir.join(".ULL")).launcher_config()),
}
}
/// 便携目录那份 `launcher.json` → 三模式请求(只读 `core.*` 四个键)。
fn request_from_portable(exe_dir: &Path) -> DataDirRequest {
let mut request = DataDirRequest::default();
let path = portable_config_path(exe_dir);
if !path.is_file() {
return request;
}
let store = SettingStore::load(&path, launcher_schema());
let text = |key: &str| store.doc().effective_str(key).map(str::to_string);
if let Some(mode) = text(DATA_ROOT_KEYS[0]).as_deref().and_then(DataMode::parse) {
request.mode = mode;
}
if let Some(root) = text(DATA_ROOT_KEYS[1]) {
request.custom_root = Some(PathBuf::from(root));
}
if let Some(home) = text(DATA_ROOT_KEYS[2]) {
request.launcher_home = Some(PathBuf::from(home));
}
if let Some(home) = text(DATA_ROOT_KEYS[3]) {
request.game_home = Some(PathBuf::from(home));
}
request
}
/// `<exe 目录>/.ULL/config/launcher.json`。
fn portable_config_path(exe_dir: &Path) -> PathBuf {
LauncherLayout::new(exe_dir.join(".ULL")).launcher_config()
}
fn mtime(path: &Path) -> Option<SystemTime> {
std::fs::metadata(path).ok()?.modified().ok()
}
#[cfg(test)]
mod tests {
use super::*;
use crate::prefs::PaletteSource;
use unlucky_core::setting::appearance::BgFill;
fn temp_config(label: &str) -> PathBuf {
let dir = std::env::temp_dir().join(format!(
"ull-bridge-{label}-{}-{}",
std::process::id(),
line!()
));
std::fs::create_dir_all(dir.join("config")).expect("临时目录");
let path = dir.join("config/launcher.json");
let _ = std::fs::remove_file(&path);
path
}
#[test]
fn factory_defaults_when_file_missing() {
let path = temp_config("factory");
let bridge = SettingsBridge::with_path(&path);
let (appearance, theme) = bridge.load();
assert_eq!(appearance, AppearancePrefs::factory());
assert_eq!(theme, ThemeMode::Auto);
assert!(!path.exists(), "只读不写:缺文件不该被创建");
std::fs::remove_dir_all(path.parent().unwrap().parent().unwrap()).ok();
}
#[test]
fn persist_then_reload_round_trips() {
let path = temp_config("roundtrip");
let mut bridge = SettingsBridge::with_path(&path);
let mut appearance = AppearancePrefs::factory();
appearance.bg_image_enabled = true;
appearance.bg_image = "D:/wall/p.png".to_owned();
appearance.bg_fill = BgFill::Contain;
appearance.bg_dim = 0.5;
appearance.panel_alpha = 0.8;
appearance.glass = true;
assert!(appearance.set_accent("#0f6cbd"));
bridge.persist(&appearance, ThemeMode::Dark);
let reloaded = SettingsBridge::with_path(&path);
let (value, theme) = reloaded.load();
assert_eq!(value, appearance);
assert_eq!(theme, ThemeMode::Dark);
std::fs::remove_dir_all(path.parent().unwrap().parent().unwrap()).ok();
}
#[test]
fn external_edit_is_picked_up_by_reload() {
let path = temp_config("hotreload");
let mut bridge = SettingsBridge::with_path(&path);
// 先落一份(建立 mtime 基线)
bridge.persist(&AppearancePrefs::factory(), ThemeMode::Light);
assert!(bridge.reload_if_changed().is_none(), "自己写完不该报告变更");
// 模拟外部写入(AI / `ull config set`):改主题 + 打开背景图
let mut external = SettingsBridge::with_path(&path);
let mut appearance = AppearancePrefs::factory();
appearance.bg_image_enabled = true;
appearance.bg_image = "D:/wall/x.png".to_owned();
external.persist(&appearance, ThemeMode::Dark);
// mtime 精度:有的文件系统 1s 粒度,这里显式等到时间戳变化
for _ in 0..50 {
if let Some((value, theme)) = bridge.reload_if_changed() {
assert_eq!(theme, ThemeMode::Dark);
assert!(value.bg_image_enabled);
assert_eq!(value.bg_image, "D:/wall/x.png");
std::fs::remove_dir_all(path.parent().unwrap().parent().unwrap()).ok();
return;
}
std::thread::sleep(std::time::Duration::from_millis(20));
}
panic!("外部修改没有被 mtime 热切捕获");
}
#[test]
fn accent_preset_and_validation() {
let mut appearance = AppearancePrefs::factory();
assert_eq!(appearance.accent_color, "");
assert!(appearance.set_accent_preset(1));
assert_eq!(appearance.accent_color, "#0F6CBD");
assert!(!appearance.set_accent("not-a-color"), "非法输入不改现状");
assert_eq!(appearance.accent_color, "#0F6CBD");
assert!(appearance.set_accent(""), "空串恢复出厂");
assert_eq!(appearance.accent_color, "");
assert!(!appearance.set_accent_preset(99));
}
#[test]
fn bg_active_needs_both_switch_and_path() {
let mut appearance = AppearancePrefs::factory();
appearance.bg_image = "D:/wall/p.png".to_owned();
assert!(!appearance.bg_active(), "开关没开不算生效");
appearance.bg_image_enabled = true;
assert!(appearance.bg_active());
appearance.bg_image.clear();
assert!(!appearance.bg_active(), "路径空也不算生效");
}
/// `load_base()` 是「重启后读回整窗 α / 配色来源」的唯一通道(M93)。
///
/// 抓得住:①文件里写着 `window_opacity=0.6` / `palette_source=wallpaper` 时能被**新开的**
/// bridge 读到(= 重启语义);②缺键时回出厂(1.0 / preset),而不是 `0.0` 或随机档。
/// 抓不住:UI 侧是否真的用它来下发窗口 α(那由 `app-iced` 的日志与单测证明)。
#[test]
fn load_base_reads_the_three_read_only_keys_and_defaults_when_missing() {
let path = temp_config("base");
// 文件由「外部写者」(CLI / AI / 设置页的 SetSetting)产生,这里直接落 JSON。
std::fs::write(
&path,
r#"{"appearance":{"theme_mode":"dark","window_opacity":0.6,"palette_source":"wallpaper","panel_alpha":0.5}}"#,
)
.expect("写配置文件");
let bridge = SettingsBridge::with_path(&path);
let base = bridge.load_base();
assert_eq!(base.window_opacity, 0.6, "重启后读回整窗 α");
assert_eq!(base.palette_source, PaletteSource::Wallpaper);
assert!(base.is_transparent());
// 缺键 → 出厂值(与 `AppearanceBase::factory()` 逐字段相等)。
let empty = path.with_file_name("launcher-empty.json");
std::fs::write(&empty, "{}").expect("写空配置");
let factory = SettingsBridge::with_path(&empty).load_base();
assert_eq!(factory, AppearanceBase::factory());
assert_eq!(factory.window_opacity, 1.0);
assert_eq!(factory.palette_source, PaletteSource::Preset);
// 数据根解析不出来的内存态桥也要给得出出厂值(不 panic、不返回 0)。
assert_eq!(
SettingsBridge::memory_only().load_base(),
AppearanceBase::factory()
);
std::fs::remove_dir_all(path.parent().unwrap().parent().unwrap()).ok();
}
}