发布标记:`release.yml` 的 dispatch `prerelease` 默认值 true → false;`release-publish.yml`
的 create 路径不再塞 `--prerelease`(空串 = push tag ⇒ 稳定版),edit 路径行为不变(空串不碰
标记)。三种触发各创建什么改由 `packaging/release_marker.py` 一张表定义,流水线
`--emit-bash` 出来两个数组直接用,自己不再写 case——v0.2.2 至今 `releases/latest` 404 的根因
就是「push 默认 prerelease」这层叠上「dispatch 默认 true」。
守门:新增 `packaging/check_release_semantics.py`(CI 在 `.github/workflows/release-guard.yml`,
guards.yml 已 398 行不能再挂 job):①标记表逐条对(push tag 的 create 不含 --prerelease);
②把 `--emit-bash` 真灌进 bash 读回两个数组;③publish 的可执行内容里没有 --prerelease 字面量、
必须调用 emit-bash、两个数组各喂 create/edit;④release.yml 的 dispatch 默认值 == false(读
YAML 结构)。`--self-mutation` 注入三项真实回归(默认值改回 true / 塞回字面量 / 表里 push
改成预发布),断言每项都红、基线绿。
版本:0.2.2 → 0.2.3(workspace `[workspace.package]` + 五处 path 依赖 pin + Cargo.lock)。
文档:README 中英两版版本行改 0.2.3,并把本阶段能力补进现有章节(Modrinth 匿名在线内容源、
自更新与稳定通道、整合包导入逐文件决策、实例级启动参数),删掉「没有自动更新通道」「导入只有
两份全局策略」两条过期说法;`release-notes.md` 写 0.2.3 的真实更新摘要(保留 {{VERSION}} /
{{SUMS}});`packaging/README.md` 与 `docs/build-and-ci.md` 里「push 默认仍 prerelease」的旧口径
全部改掉。
154 lines
9.5 KiB
Markdown
154 lines
9.5 KiB
Markdown
# Unlucky Launcher {{VERSION}}
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Rust-native **single-file** Minecraft launcher: iced 0.14 + Material 3 Expressive UI, built-in AI agent
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(chat / setting edits / crash diagnosis) and an MCP server other agent tools can attach to.
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No WebView, no bundled runtime, no JRE download needed to start the launcher itself.
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## What's new in {{VERSION}}
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- **{{VERSION}} is the first release published as a stable release.** GitHub only points
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`releases/latest` at the newest **non-prerelease** release, so `0.2.2` — kept as a historical
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pre-release, untouched — never appeared there. A pushed tag now creates a stable release by default;
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a pre-release has to be asked for explicitly (`workflow_dispatch` with `prerelease=true`).
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- **Self-update works end to end.** `ull update check` / `ull update apply` and the settings panel's
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Update group share one core (`crates/core/src/update/`): manifest, version and channel admission,
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length + SHA256 verification, and an atomic rename-based swap that rolls back on failure. Only the
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stable channel is published today.
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- **Online content library (Modrinth, anonymous).** Search, project details and version lists come from
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Modrinth's v2 API with facets derived from the target instance, and a known hash completes a remote
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entry. Being offline is reported as "not connected", never as "no matching content".
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- **Per-file decisions when importing a modpack.** The pre-import scan lists every conflicting file in
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pages of 40, and you choose keep-all, overwrite-all, or per item; files that do not conflict are
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never rewritten, and the report names every conflict afterwards.
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- **Per-instance launch arguments.** JVM arguments, game arguments, memory, the Java executable and the
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graphics backend (`default` / `opengl` / `vulkan`) are set per instance, each field falling back on
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its own to the global setting and then the factory default. The CLI reads the same resolved values.
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## Downloads
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Asset names are `<name>_<version>_<platform>_<arch>`, underscore separated — the rule
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`packaging/make_artifacts.py::asset_stem()` applies:
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| Platform | Asset | Notes |
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| --- | --- | --- |
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| Windows 10/11 x64 | `unlucky-launcher_{{VERSION}}_windows_x64.exe` | single exe, double-click to run; this is also what you run on ARM64 Windows (x64 emulation) |
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**Windows ARM64 is not part of this release.** CI still builds it on a native `windows-11-arm` runner for
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evidence, but that slot's toolchain check has not gone green yet, so
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`unlucky-launcher_{{VERSION}}_windows_arm64.exe` is deliberately kept out of the download list and out of
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`SHA256SUMS.txt` instead of handing out a build nobody has verified. `windows-x64` is the only published
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slot; ARM64 rejoins this table as soon as its build is green (one line in the workflow's `PUBLISH_SLOTS`).
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**This release ships Windows only, and CI builds Windows only.** The Linux (x64 / arm64) and macOS
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(Apple Silicon / Intel) slots are not built by the release workflow at all — they have not been verified
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on real machines yet, so nothing unverified is handed out and no build minutes are spent on them. They
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stay out of the download list and out of `SHA256SUMS.txt` until that verification happens; a manual
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workflow run can build all six slots for that purpose, but the four extra slots are never published. The
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support matrix below marks those slots accordingly.
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The Windows asset is a bare `.exe`, so `LICENSE`, `NOTICE` and `README.md` are attached to this release
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next to it: the license terms travel with every download. Slots that ship an archive (Linux / macOS, once
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published) unpack to one top-level directory of the same name holding the binary plus those three
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documents.
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## Command line
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Each published slot also ships the command line as its own small bare asset,
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`ull_{{VERSION}}_<platform>_<arch>` (`.exe` on Windows):
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```powershell
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.\ull_{{VERSION}}_windows_x64.exe instances list # servers and CI: no graphics stack needed
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```
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`ull` runs `instances`, `install`, `pack import`, `launch`, `accounts`, `sessions`, `logs`, `diag`,
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`config`, `java` and `agent`, and links no graphics library at all. The GUI binary accepts the same set
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before it ever opens a window, so a desktop machine does not need `ull`.
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## Updating
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The launcher reads `releases/latest/download/manifest.json` on startup (switchable: `update.auto_check`)
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and shows four distinct outcomes: up to date, an update is available, a newer version exists but ships no
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artifact for this platform, or the check itself failed. `ull update check` prints the same verdict, and
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`ull update apply` downloads, verifies SHA256 and swaps the binary atomically, rolling back if the swap
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fails. Nothing installs without you asking for it.
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## Support matrix
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Published = shipped as a download of **this** release, listed in `SHA256SUMS.txt`.
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| Platform | Status in this release | Level | Runtime requirements |
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| --- | --- | --- | --- |
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| Windows 10/11 x64 | **published** | first class | nothing beyond the OS (UCRT is part of Win10+) |
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| Windows 11 ARM64 | not published (build chasing, unverified) | first class (launcher artifact) | nothing extra; the launcher runs natively, the game itself runs through the OS x64 emulation layer with an x64 JDK |
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| macOS 12+ Apple Silicon | not built (unverified) | first class (unverified) | nothing; unsigned build, needs the Gatekeeper workaround |
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| macOS 12+ Intel | not built (unverified) | first class (unverified) | same as above |
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| Linux x64, X11 | not built (unverified) | first class (unverified) | `libxkbcommon`, `fontconfig`, `libGL` (or software renderer), `libxcb` |
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| Linux x64, Wayland | not built (unverified) | supported (unverified) | `wayland-client`, `libxkbcommon`, plus the X11 set for XWayland apps |
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| Linux arm64, X11 | not built (unverified) | first class (unverified) | glibc 2.35+, `libxkbcommon`, `fontconfig`, `libGL`, `libxcb` |
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| Linux arm64, Wayland | not built (unverified) | supported (unverified) | the above plus `wayland-client` |
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| Windows 8.1/8/7 | not built | unsupported | the baseline is Windows 10 |
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| Android — Termux + X11 | not built (no CI slot) | experimental, not promised | CLI and GUI from source only; GUI verified on-device twice: CPU software rendering and self-built Mesa/turnip GPU acceleration (see `packaging/docs/termux-glibc-build.md` and `README.termux.md`) |
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`windows-x64` is the only published slot this release; Windows ARM64 is kept out until its build is green
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(see Downloads above). Both arm64 rows are formal matrix slots, not the experimental Termux path, and
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Linux arm64 is not built by default — someone has to run it on real hardware (via a manual all-slots run)
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before it joins this list. The rows above and the matrix table in `packaging/README.md` §9 are the same
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list — change one, change the other.
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## Install
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**Windows** — put the `.exe` anywhere and run it. `_windows_x64.exe` is the only Windows asset in this
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release, and it is also what you run on ARM64 Windows (the OS runs it through its x64 emulation layer).
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The first run creates `.ULL/` and `.minecraft/` next to the exe (portable is the default data mode); the
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per-user `%APPDATA%\ULL` plus `%APPDATA%\.minecraft`, or a custom root, are selectable instead.
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Linux / macOS are not part of this release; their asset names are already fixed by the same rule
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(`unlucky-launcher_{{VERSION}}_linux_x64.tar.gz`, `_linux_arm64`, `_macos_arm64`, `_macos_x64`) so the
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links will not change shape when those slots open.
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## No GPU? Software renderer
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The UI renders through `wgpu` (GPU) and falls back to the `tiny-skia` CPU rasteriser when no usable
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adapter is present; `--software-renderer` (or its equivalent `--renderer=cpu`) forces that path.
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## Verify the download
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`SHA256SUMS.txt` lists exactly the assets attached to this release (Windows only), and `sha256sum -c`
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checks the ones you actually downloaded:
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```bash
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sha256sum -c SHA256SUMS.txt --ignore-missing # Linux / WSL
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shasum -a 256 -c SHA256SUMS.txt # macOS (sha256sum is not bundled)
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Get-FileHash .\unlucky-launcher_{{VERSION}}_windows_x64.exe -Algorithm SHA256 # Windows PowerShell
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```
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```
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{{SUMS}}
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```
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## Known limitations of this build
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- Microsoft (MSA) sign-in works out of the box: this build carries the Azure public client id it needs
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(a public client id, not a credential — it ships inside the binary), so there is nothing to configure
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before signing in. Setting `ULL_MSA_CLIENT_ID=<id>` before launching still overrides it; the variable
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is read at startup, so restart the launcher after changing it. A build with no id anywhere stops
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before any network call, and the GUI banner says so plainly: the title "Microsoft sign-in is not
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configured", a body naming `ULL_MSA_CLIENT_ID=<id>` (set it, or build with it, then restart) and
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`Code: msa_not_configured`, with no Retry button. Every other sign-in failure keeps the generic
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banner plus its own `Code:` line, with the full reason only in the launcher log. `ull accounts add
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msa` prints the same fix on the command line. Offline profiles and authlib-injector servers need no
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id.
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- Binaries are not code-signed / notarized yet: Windows SmartScreen and macOS Gatekeeper warn on first
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launch. The checksums above are the integrity reference for now.
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- When the macOS slot ships it is the bare binary (single-file promise), not a `.app` bundle: no Dock
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icon or Finder double-click — launch it from a terminal.
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## License
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Apache-2.0, third-party notices in `NOTICE`. Not affiliated with Mojang or Microsoft; no game files ship.
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## UI framework in this build
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Every asset here is built from the iced UI (`crates/app-iced`, iced 0.14, MIT); no other UI framework is
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linked into it.
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