Files
Unlucky-Launcher/packaging/release-notes.md
T
AskaEth 59eefdb052 docs(packaging): M129 发布说明重写到现行事实(下划线资产名 / MSA client id / 删 Termux 下载引导)
资产名全部改成 make_artifacts.py::asset_stem() 的 `名字_版本号_平台_架构`(下划线):
六行矩阵、ull 资产、tar 包名与解压出的顶层目录、PowerShell 校验命令。旧的连字符名
按文档下载会 404(D49 2026-11-05 改名,文档没跟)。

删掉「微软登录等 Mojang 白名单审批」整条(白名单 2026-11-03 已批准并真机验签),
换成真缺口:发布版不带 Azure 公共客户端 id,要 ULL_MSA_CLIENT_ID(环境变量或构建期
注入),未配置时界面说「未配置」而不是静默失败。不写任何 id 值。

Termux:删掉「下 ull 资产」的引导(ull 的 Linux 资产是 glibc 版,Android/bionic 上跑
不起来),矩阵行只留「构建自源码、GUI 未验证、不在本发布矩阵」。

顺带清掉三处过期陈述:Windows 数据根(原文说有 `portable.marker` 就便携、否则落
%APPDATA%——实际 portable 是默认模式,首次运行在 exe 旁建 .ULL/ 与 .minecraft/);
CLI 子命令表漏了 `pack import`;arm64 行里的内部决策编号 D21。124 → 107 行。
2026-11-05 17:54:18 +08:00

108 lines
5.6 KiB
Markdown

# Unlucky Launcher {{VERSION}}
Rust-native **single-file** Minecraft launcher: iced 0.14 + Material 3 Expressive UI, built-in AI agent
(chat / setting edits / crash diagnosis) and an MCP server other agent tools can attach to.
No WebView, no bundled runtime, no JRE download needed to start the launcher itself.
## Downloads
Asset names are `<name>_<version>_<platform>_<arch>`, underscore separated — the rule
`packaging/make_artifacts.py::asset_stem()` applies:
| Platform | Asset | Notes |
| --- | --- | --- |
| Windows 10/11 x64 | `unlucky-launcher_{{VERSION}}_windows_x64.exe` | single exe, double-click to run |
| Windows 11 ARM64 | `unlucky-launcher_{{VERSION}}_windows_arm64.exe` | single exe, runs natively on ARM64 Windows |
| Linux x64 (X11/Wayland) | `unlucky-launcher_{{VERSION}}_linux_x64.tar.gz` | single binary inside, no installer |
| Linux arm64 (X11/Wayland) | `unlucky-launcher_{{VERSION}}_linux_arm64.tar.gz` | single binary inside; needs glibc 2.35+ |
| macOS 12+ Apple Silicon | `unlucky-launcher_{{VERSION}}_macos_arm64.tar.gz` | single binary inside, no installer |
| macOS 12+ Intel | `unlucky-launcher_{{VERSION}}_macos_x64.tar.gz` | single binary inside, no installer |
Each archive unpacks to one top-level directory of the same name holding the binary plus `LICENSE`,
`NOTICE` and `README.md`; the Windows assets are bare `.exe` files, so those three documents are attached
to this release next to them — the license terms travel with every download.
Every slot also ships the command line as its own small bare asset,
`ull_{{VERSION}}_<platform>_<arch>` (`.exe` on Windows):
```bash
chmod +x ull_{{VERSION}}_linux_x64 # release assets carry no executable bit
./ull_{{VERSION}}_linux_x64 instances list # servers and CI: no graphics stack needed
```
`ull` runs `instances`, `install`, `pack import`, `launch`, `accounts`, `sessions`, `logs`, `diag`,
`config`, `java` and `agent`, and links no graphics library at all. The GUI binary accepts the same set
before it ever opens a window, so a desktop machine does not need `ull`.
## Support matrix
| Platform | Level | Runtime requirements |
| --- | --- | --- |
| Windows 10/11 x64 | first class | nothing beyond the OS (UCRT is part of Win10+) |
| Windows 11 ARM64 | first class (launcher artifact) | nothing extra; the launcher runs natively, the game itself runs through the OS x64 emulation layer with an x64 JDK |
| macOS 12+ (arm64 / x64) | first class | nothing; unsigned build, see the Gatekeeper note |
| Linux x64, X11 | first class | `libxkbcommon`, `fontconfig`, `libGL` (or software renderer), `libxcb` |
| Linux x64, Wayland | supported | `wayland-client`, `libxkbcommon`, plus the X11 set for XWayland apps |
| Linux arm64, X11 | first class | glibc 2.35+ (same floor as x64), `libxkbcommon`, `fontconfig`, `libGL`, `libxcb` |
| Linux arm64, Wayland | supported | the above plus `wayland-client` |
| Windows 8.1/8/7 | unsupported | the baseline is Windows 10 |
| Android — Termux + X11 | experimental, not promised | CLI only and only when built from source; GUI unverified; not part of this release matrix |
Both arm64 rows are **formally released slots** (assets ship here and in `SHA256SUMS.txt`), not the
experimental Termux path: Linux arm64 is built and smoke-tested on a native ARM64 runner, Windows ARM64 is
cross-built with the same static-CRT gate as x64.
## Install
**Windows** — put the `.exe` anywhere and run it (pick `_windows_arm64.exe` on ARM64 Windows,
`_windows_x64.exe` everywhere else). The first run creates `.ULL/` and `.minecraft/` next to the exe
(portable is the default data mode); the per-user `%APPDATA%\ULL` plus `%APPDATA%\.minecraft`, or a custom
root, are selectable instead.
**Linux / macOS**
```bash
tar -xzf unlucky-launcher_{{VERSION}}_linux_x64.tar.gz # _linux_arm64 on aarch64; _macos_arm64 / _macos_x64 on macOS
cd unlucky-launcher_{{VERSION}}_linux_x64 # ditto
xattr -d com.apple.quarantine unlucky-launcher # macOS only: unsigned build, Gatekeeper
chmod +x unlucky-launcher && ./unlucky-launcher
```
## No GPU? Software renderer
The UI renders through `wgpu` (GPU) and falls back to the `tiny-skia` CPU rasteriser when no usable
adapter is present; `--software-renderer` (or its equivalent `--renderer=cpu`) forces that path.
## Verify the download
```bash
sha256sum -c SHA256SUMS.txt --ignore-missing # Linux / macOS
Get-FileHash .\unlucky-launcher_{{VERSION}}_windows_x64.exe -Algorithm SHA256 # Windows PowerShell
```
```
{{SUMS}}
```
## Known limitations of this build
- Microsoft (MSA) sign-in needs an Azure public client id, and release binaries do not carry one: set
`ULL_MSA_CLIENT_ID=<id>` before launching, or build with that variable set. Until then the app says
"not configured" (with the command to fix it) instead of failing silently. Offline profiles and
authlib-injector servers need no id.
- Binaries are not code-signed / notarized yet: Windows SmartScreen and macOS Gatekeeper warn on first
launch. The checksums above are the integrity reference for now.
- macOS ships the bare binary (single-file promise), not a `.app` bundle: no Dock icon or Finder
double-click — launch it from a terminal.
## License
Apache-2.0, third-party notices in `NOTICE`. Not affiliated with Mojang or Microsoft; no game files ship.
## UI framework in this build
Every asset here is built from the iced UI (`crates/app-iced`, iced 0.14, MIT); no Slint code is linked
into it. The earlier Slint UI (`crates/app`) stays in the repository as historical source only —
excluded from the workspace, not built, in no asset and in no release slot. The Slint Royalty-Free 2.0
attribution it carried belongs to the `v0.1.0` release and remains where it was published.