Files
Unlucky-Launcher/packaging/release-notes.md
T
AskaEth e858664fca ci(release): M164 arm64 判定权交回编译器 + 发布名单守卫(不翻牌)
根因(拿到的真实证据,不是猜的):v0.2.2(run 42322062879 / job 128248713926)与 v0.2.3
(run 42429017002 / job 128573547829)两份 check-run 注解逐字一致 —— 失败步骤是第 6 步
`Windows ARM64 工具链体检`,第 7 步 `cargo build` 状态 skipped。也就是说 v0.2.1~v0.2.3 五轮
全红都红在一个**编译前的启发式探针**上,真正的编译器/链接器一次都没说话。该探针的结论还与它
自己打印的快照矛盾:`SDK Lib 版本→um 架构: 10.0.22621.0→um:[arm,arm64,x64,x86,]` 明明在,却
同时报 `kernel32=缺失`(同一个 `find -path` 模式在本地合成目录树上命中)。runner 实况是
Windows 11 Arm64 + Visual Studio 2026 镜像,`VC.Tools.ARM64` 与 `Windows11SDK.22621/26100`
都装好了,M142 的 `setup.exe modify` 反倒返回非 0。

改:
- release-build.yml:探针降级为「只取证」——vswhere 组件查询 + 各目录 `.lib` 计数 +
  arm64 `link.exe` 候选,一条 `::error::` 都不写、永不 exit 1;不再自动补装 VS。红绿只由
  cargo/链接/静态 CRT 导入表门禁决定。cargo build 步给 arm64 显式备齐工具链:
  `rustup target add aarch64-pc-windows-msvc`、`vcvarsall.bat arm64` 取 `LIB`/`INCLUDE`、
  vswhere 定位 arm64 `link.exe` 后导出 `CARGO_TARGET_AARCH64_PC_WINDOWS_MSVC_LINKER`
  (顺序不能反:只给链接器不给 LIB ⇒ LNK1181 kernel32.lib)。
- 新增 packaging/check_publish_slots.py(344 行,零依赖):名单 ⇄ 产物**两个方向**。
  声明了缺 GUI/CLI ⇒ `::error::` + exit 1;有产物没声明 ⇒ `::warning::` 明说未发布(M142 之后
  这个方向是静默的,裁剪步只 echo 一行 drop:)。另有源码级断言(名单每项必须存在且 mode=ci、
  运行期名单必须等于文件里那行)与 8 条 `--self-test` 注入回归。
- release-publish.yml:裁剪前插一步跑那个守卫,原来内联的齐全性循环搬进脚本(一套判据一处实现);
  重算 SHA256SUMS 的步骤只负责重算。
- release-guard.yml:PR 阶段跑守卫自测 + 源码级断言。
- 文档同步:release.yml / release-publish.yml / release-build.yml 头注释、packaging/README §12、
  §1 矩阵、§3 构建与发布、§9 支持矩阵、§7.5 arm64 取证、release-notes.md、README/README.zh-CN
  的产物矩阵与说明。口径统一为「arm64 构建取证中、未发布」,不写成已支持。

没做的(按 tower 裁决「方案乙」):`PUBLISH_SLOTS` 本轮**不加回** arm64。arm64 从未产出过 PE、
本机也证不了,写进名单就等于拿 x64 的发布去赌它(M142 移出名单正是为避免这个事故)。下一 tag 的
CI 真出包后翻一行即可,守卫与 SHA256SUMS 自动跟着扩。

验证:workflow YAML 全部可被 PyYAML 解析;所有 `run:` 块过 `bash -n`;探针步在本机(无 VS/SDK)
实跑 exit 0 并打出实况注解;守卫 `--self-test` 8 条全绿、正反两个方向都在合成 dist 上实测过;
check_release_semantics.py(含 --self-mutation)/ release_marker / make_manifest 自检全绿;
cargo metadata 正常。**arm64 产物从未被构建过、也从未在真机跑过**——本机 `rustc --target
aarch64-pc-windows-msvc` 直接撞上没有 MSVC 链接器(git-bash 的 GNU `link` 被当成 link.exe),
`cargo check --workspace --target aarch64-pc-windows-msvc` 也死在 aws-lc-sys 的 cc-rs 阶段
(GNU host 上没有该 target 的 C 编译器)。真实结论只能等下一 tag 的 CI。
2026-11-08 08:33:44 +08:00

160 lines
10 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.
## What's new in {{VERSION}}
- **{{VERSION}} is the first release published as a stable release.** GitHub only points
`releases/latest` at the newest **non-prerelease** release, so `0.2.2` — kept as a historical
pre-release, untouched — never appeared there. A pushed tag now creates a stable release by default;
a pre-release has to be asked for explicitly (`workflow_dispatch` with `prerelease=true`).
- **Self-update works end to end.** `ull update check` / `ull update apply` and the settings panel's
Update group share one core (`crates/core/src/update/`): manifest, version and channel admission,
length + SHA256 verification, and an atomic rename-based swap that rolls back on failure. Only the
stable channel is published today.
- **Online content library (Modrinth, anonymous).** Search, project details and version lists come from
Modrinth's v2 API with facets derived from the target instance, and a known hash completes a remote
entry. Being offline is reported as "not connected", never as "no matching content".
- **Per-file decisions when importing a modpack.** The pre-import scan lists every conflicting file in
pages of 40, and you choose keep-all, overwrite-all, or per item; files that do not conflict are
never rewritten, and the report names every conflict afterwards.
- **Per-instance launch arguments.** JVM arguments, game arguments, memory, the Java executable and the
graphics backend (`default` / `opengl` / `vulkan`) are set per instance, each field falling back on
its own to the global setting and then the factory default. The CLI reads the same resolved values.
## 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; this is also what you run on ARM64 Windows (x64 emulation) |
**Windows ARM64 is not part of this release.** CI still builds it on a native `windows-11-arm` runner (Windows 11
Arm64 with Visual Studio 2026), but the build has not delivered an artifact yet, so
`unlucky-launcher_{{VERSION}}_windows_arm64.exe` is deliberately kept out of the download list and out of
`SHA256SUMS.txt` instead of handing out a build nobody has verified. Worth stating plainly: every ARM64 failure
so far happened in a **pre-build toolchain probe** that guessed whether the SDK's ARM64 import libraries were
present and aborted before `cargo build` ever ran — the compiler and linker have not been heard from yet. That
probe is now evidence-only (it prints what it sees and never decides the job), so the next CI run is the first
one that can actually answer the question. `windows-x64` is the only published slot; ARM64 rejoins this table as
soon as a run produces its artifact (one line in the workflow's `PUBLISH_SLOTS`, guarded on both sides by
`packaging/check_publish_slots.py`).
**This release ships Windows only, and CI builds Windows only.** The Linux (x64 / arm64) and macOS
(Apple Silicon / Intel) slots are not built by the release workflow at all — they have not been verified
on real machines yet, so nothing unverified is handed out and no build minutes are spent on them. They
stay out of the download list and out of `SHA256SUMS.txt` until that verification happens; a manual
workflow run can build all six slots for that purpose, but the four extra slots are never published. The
support matrix below marks those slots accordingly.
The Windows asset is a bare `.exe`, so `LICENSE`, `NOTICE` and `README.md` are attached to this release
next to it: the license terms travel with every download. Slots that ship an archive (Linux / macOS, once
published) unpack to one top-level directory of the same name holding the binary plus those three
documents.
## Command line
Each published slot also ships the command line as its own small bare asset,
`ull_{{VERSION}}_<platform>_<arch>` (`.exe` on Windows):
```powershell
.\ull_{{VERSION}}_windows_x64.exe 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`.
## Updating
The launcher reads `releases/latest/download/manifest.json` on startup (switchable: `update.auto_check`)
and shows four distinct outcomes: up to date, an update is available, a newer version exists but ships no
artifact for this platform, or the check itself failed. `ull update check` prints the same verdict, and
`ull update apply` downloads, verifies SHA256 and swaps the binary atomically, rolling back if the swap
fails. Nothing installs without you asking for it.
## Support matrix
Published = shipped as a download of **this** release, listed in `SHA256SUMS.txt`.
| Platform | Status in this release | Level | Runtime requirements |
| --- | --- | --- | --- |
| Windows 10/11 x64 | **published** | first class | nothing beyond the OS (UCRT is part of Win10+) |
| Windows 11 ARM64 | not published (build evidence only) | 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+ Apple Silicon | not built (unverified) | first class (unverified) | nothing; unsigned build, needs the Gatekeeper workaround |
| macOS 12+ Intel | not built (unverified) | first class (unverified) | same as above |
| Linux x64, X11 | not built (unverified) | first class (unverified) | `libxkbcommon`, `fontconfig`, `libGL` (or software renderer), `libxcb` |
| Linux x64, Wayland | not built (unverified) | supported (unverified) | `wayland-client`, `libxkbcommon`, plus the X11 set for XWayland apps |
| Linux arm64, X11 | not built (unverified) | first class (unverified) | glibc 2.35+, `libxkbcommon`, `fontconfig`, `libGL`, `libxcb` |
| Linux arm64, Wayland | not built (unverified) | supported (unverified) | the above plus `wayland-client` |
| Windows 8.1/8/7 | not built | unsupported | the baseline is Windows 10 |
| 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`) |
`windows-x64` is the only published slot this release; Windows ARM64 stays out until a CI run actually produces
its artifact (see Downloads above — so far every ARM64 failure was the pre-build probe, never the compiler).
Both arm64 rows are formal matrix slots, not the experimental Termux path, and Linux arm64 is not built by
default — someone has to run it on real hardware (via a manual all-slots run) before it joins this list. The
rows above and the matrix table in `packaging/docs/compliance-support-boundaries.md` §9 are the same list —
change one, change the other.
## Install
**Windows** — put the `.exe` anywhere and run it. `_windows_x64.exe` is the only Windows asset in this
release, and it is also what you run on ARM64 Windows (the OS runs it through its x64 emulation layer).
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 are not part of this release; their asset names are already fixed by the same rule
(`unlucky-launcher_{{VERSION}}_linux_x64.tar.gz`, `_linux_arm64`, `_macos_arm64`, `_macos_x64`) so the
links will not change shape when those slots open.
## 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
`SHA256SUMS.txt` lists exactly the assets attached to this release (Windows only), and `sha256sum -c`
checks the ones you actually downloaded:
```bash
sha256sum -c SHA256SUMS.txt --ignore-missing # Linux / WSL
shasum -a 256 -c SHA256SUMS.txt # macOS (sha256sum is not bundled)
Get-FileHash .\unlucky-launcher_{{VERSION}}_windows_x64.exe -Algorithm SHA256 # Windows PowerShell
```
```
{{SUMS}}
```
## Known limitations of this build
- Microsoft (MSA) sign-in works out of the box: this build carries the Azure public client id it needs
(a public client id, not a credential — it ships inside the binary), so there is nothing to configure
before signing in. Setting `ULL_MSA_CLIENT_ID=<id>` before launching still overrides it; the variable
is read at startup, so restart the launcher after changing it. A build with no id anywhere stops
before any network call, and the GUI banner says so plainly: the title "Microsoft sign-in is not
configured", a body naming `ULL_MSA_CLIENT_ID=<id>` (set it, or build with it, then restart) and
`Code: msa_not_configured`, with no Retry button. Every other sign-in failure keeps the generic
banner plus its own `Code:` line, with the full reason only in the launcher log. `ull accounts add
msa` prints the same fix on the command line. 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.
- When the macOS slot ships it is 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 other UI framework is
linked into it.