AskaEth da2da4cd9b fix(app-iced,presenter): M93 r4 —— Float 键写不回 / prefs.rs 超限 / CPU 档判定 / 平铺退化
复审(代码)r1 的两条 P1 + 两条必修。

P1-1 `SetSetting` 写不回 Float 键(整窗透明度重启回旧值)
- `presenter/src/host/settings.rs::parse_value` 改成**按 schema 的 `ValueKind` 取类型**,
  不再硬编码 Int/Bool 键名。历史:`appearance.window_opacity`(Float)被当 String 送进
  `store.set` → schema 的 `as_f64()` 返回 None → `InvalidValue` → **`save()` 根本没执行**,
  α 只在内存生效、重启回旧值、每次拖动弹一条 Error toast。
- 测试(presenter 层,`host/settings_tests.rs`):
  ① `float_key_round_trips_through_set_setting`:set 0.8 → **新开 store(= 重启)** 读回 0.8;
  ② `every_float_key_in_the_schema_can_be_written_back`:遍历 schema 里**所有**
  `ValueKind::Float` 的键逐个写回并读回(集合级守门,下次新增 Float 键漏接会立刻红)。

P1-2 `presenter/src/prefs.rs` 404 行 → 拆测试
- `#[cfg(test)] mod tests` 整体挪到 `crates/presenter/src/prefs/tests.rs`,结构体与 re-export
  一字未动。`wc -l`:**404 → 315**(tests.rs 90 行)。

P2-2 CPU 档判定只在 `--renderer=cpu` 时成立
- 新增 `app/backend.rs`:`effective_backend()` 把 `probe::apply` 写下的 `ICED_BACKEND`
  候选列表翻回档位(`tiny-skia` / `tiny-skia,wgpu` → CPU;`wgpu,tiny-skia` → GPU;未设 → 请求值)。
  `App::with_presenter` 用它喂 `appearance::State`,于是**默认 Auto 档在没有独显的机器上**
  也会走「面板 α / 玻璃强制 1.0」。
- 测试:`every_iced_backend_list_maps_to_a_tier` + `auto_with_a_software_renderer_forces_the_panel_opaque`。
- 实跑:`ICED_BACKEND=tiny-skia`(= probe 在无独显机器上写下的值)→
  `[appearance] boot … panel_alpha=1.000 (requested 0.550) backend=cpu`。

P2-1 平铺退化成「一条竖条」——根因不是几何,是**渲染层没吃 scale**(r3 的编辑没落到 `tiled()`)
- `picture::tiled()` 原来仍用 `ContentFit::None` + 原图尺寸,所以 `tiles()` 算出的 `scale`
  完全没被消费:小图被按 32dp 画在 129dp 的格子里 ⇒ 到处是缝。
- 现在:每块 `源尺寸 × tiles.scale`、`ContentFit::Fill`、行高显式 `Fixed`、整列 `Fill`。
- 诊断:新增 `background::small_tile_note()`(短边 < 200dp 的图在 tile 档下给一句
  「scaled up so the window stays covered」),已接进设置页诊断块(首屏可见)。
- 测试:`tile_grid_always_covers_the_viewport_within_budget`(6 组尺寸,含 32×32 / 16×16 / 1×1,
  断言覆盖 ≥ 视口且块数 ≤ 预算)、`small_images_get_a_tile_diagnostic_instead_of_silently_degrading`。
- 出图:`r5-tile-tiny32.png`(32×32 铺满全窗、右缘无裸白、提示可见)、`r5-tile-120.png`、
  `r5-tile-big.png`。

顺手(复审 P2-3/P2-4/P2-5)
- P2-4:`MAX_SOURCE_EDGE` 16384 → **8192**,并给解码器加 `image::Limits`(宽/高 + `max_alloc`
  320MB)作第二道闸;补 `an_over_sized_image_reports_too_large_instead_of_trying_to_decode`
  (`TooLarge` 这条分支此前无测试)。
- P2-5:`transparency.rs` 补一段「为什么 `LWA_ALPHA` + `WS_EX_LAYERED` 不影响命中测试与
  自绘标题栏拖动」(穿透要 `WS_EX_TRANSPARENT` 或 `LWA_COLORKEY`,两者都没用;`window::drag`
  走 `WM_NCLBUTTONDOWN(HTCAPTION)`)。
- P2-3:断链 `[background::dimmed]` → `dim_alpha`;`iced/image` → `image-without-codecs`;
  测试文档 204 → 205;马赛克残留说明只保留 r1→r2 的历史一句。
- 解码在 UI 线程同步做:**登记欠账**(挪后台线程超出本 mission)。
2026-11-02 18:46:43 +08:00
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2026-10-31 21:54:10 +08:00
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2026-10-31 21:54:10 +08:00

Unlucky Launcher (ULL)

English · 简体中文

Official project home: https://github.com/AskaEth/Unlucky-Launcher | downloads, issues and release notes all live there: https://github.com/AskaEth/Unlucky-Launcher/releases

Unlucky Launcher (ULL) is a free, open-source Minecraft: Java Edition launcher written in Rust (Apache-2.0). It ships as one native binary per platform — no installer, no bundled runtime, no WebView. The launcher embeds an AI agent client (chat / configuration / crash diagnosis) and can be attached to other agent tooling as an MCP server.

Highlights

  • Single-file native binary: the launcher itself needs no JVM, no WebView and no sidecar runtime. The JDK a game needs is downloaded and managed per instance, not as a launcher dependency.
  • Two UI stacks during the rewrite: the released UI is Slint (Royalty-Free 2.0); the next-generation UI is iced 0.14 + Material 3 Expressive and is still being written (see Status).
  • CPU software-rendering fallback: --software-renderer keeps the interface rendering normally on machines with no usable GPU or with broken drivers.
  • AI agent + MCP: chat, setting edits and crash diagnosis inside the launcher; ull agent serve exposes the same core as an MCP server (stdio or Streamable HTTP) to external agent tools.
  • Mod loaders: Fabric, Quilt, NeoForge, Forge, with modpack and CurseForge / Modrinth clients in the core.
  • Java management: a Temurin → Oracle → Microsoft → Zulu fallback chain, region-aware.
  • Accounts: sign in with a Microsoft account over OAuth 2.0 device code flow → Xbox Live → XSTS → api.minecraftservices.com; account tokens are kept on this machine only.
  • Engine: multi-source download (health scoring, mirrors, chunked transfers, hash while downloading) and a YAML rule-based crash diagnosis engine.
  • License: Apache-2.0 © AskaEth (YeiJ).

Status

Two tracks. They are not the same product yet, so read the headings before downloading anything.

Track A — released: v0.1.0, Slint UI (this is what you can download today)

  • GitHub Releases v0.1.0 (2026-11-01, flagged pre-release): single-file assets for Windows x64 (a bare .exe), Linux x64 and macOS (arm64 and x64) .tar.gz. Every release also carries SHA256SUMS.txt and the LICENSE / NOTICE / README.md texts as separate assets; on Windows those texts sit next to the .exe because a bare exe cannot hold them, while the unix archives already contain them.
  • UI: Slint + Metro. This is the shipped GUI — the instance, download, account, Java, log and settings pages all run on the core engine (the in-app AI chat panel is a scripted placeholder).
  • CLI in the same binary: unlucky-launcher instances list, unlucky-launcher launch <instance>, unlucky-launcher logs <sid> and the rest of the command set run before any UI is built — no window, no renderer probe, no font scan. Commands: instances, install, launch, accounts, sessions, logs, diag, config, java, agent, plus --help / --version.
  • A second, lighter artifact ull (cargo build --release --bin ull, zero UI dependencies): the same command set from a binary that links no graphics stack at all — not even fontconfig. Servers, CI containers and Termux get ull; desktops get unlucky-launcher and one binary covers both GUI and CLI. Both are release assets from the next tagged release (the v0.1.0 assets predate this).
  • Windows ARM64 and Linux ARM64 slots are wired into the release pipeline; the next tagged release builds them. The v0.1.0 assets predate those two slots.

Track B — in progress on dev: next-generation UI (iced + Material 3 Expressive)

This track is not released yet — you can see it only by building from source.

  • Locked direction: the look is Material 3 Expressive and the framework is iced 0.14; the UI layer is written from scratch. Neither the style nor the framework will change again.
  • Done: the token crate crates/design (no UI framework, no third-party crates — real HCT color, type scale, shape scale, spacing, elevation, motion, icon geometry, per-component metrics) and the skeleton crate crates/app-iced (opens a window, self-drawn title bar and window buttons, navigation rail, colors and type taken from tokens only, GPU→CPU backend probe with automatic fallback, and the screenshot/diff channel the visual reviews use).
  • Not done: the component library (buttons, dialogs, lists, menus, search, and the rest of the M3 set), page migration, and the i18n pass. Every page in the iced binary is a placeholder.
  • Slint stays until the flip: crates/app remains the reference implementation until the iced build passes equivalence acceptance; only then is unlucky-launcher-iced renamed to unlucky-launcher and the Slint crate retired.

Binaries in the workspace, so you can tell them apart:

Binary Crate State
unlucky-launcher crates/app (Slint) released in v0.1.0; still the usable GUI; also runs every CLI subcommand
unlucky-launcher-iced crates/app-iced (iced 0.14) under construction; skeleton only, not shipped; same subcommand dispatch
ull crates/cli the zero-UI build of the same command set, shipped as its own asset

unlucky-launcher and ull are not duplicates. The GUI binary needs the graphics stack when it opens a window (it dlopens X11 / Wayland / GL, and links libfontconfig at load); ull needs nothing beyond glibc, so it runs on a server, a CI container or Termux where no window can exist. Pick ull when there is no desktop, unlucky-launcher <command> when there is. Both print the same CLI text and name themselves after the binary you invoked: unlucky-launcher --help starts with unlucky-launcher ·, ull --help starts with ull ·.

Subcommand dispatch

unlucky-launcher <args> first asks "is this a CLI call?" before any UI code runs:

unlucky-launcher                       # GUI
unlucky-launcher --software-renderer   # GUI, CPU renderer (unchanged)
unlucky-launcher instances list        # CLI, no window
unlucky-launcher --json launch 1.20.1  # CLI, global options before the command
unlucky-launcher --version             # CLI, prints version + OS summary

The rule is deliberately narrow, so nothing that used to work changed meaning:

  • The first argument is a bare word (not -…) → it sits in the subcommand position, so the CLI gets it. GUI flags never appear there: --screenshot / --diff / --data-dir take their values after the flag.
  • The first argument is a flag → the line is a CLI call only if crates/cli's parser also produces a real command (--help, --version, --json instances list). --data-dir X alone parses to "no subcommand", so it still opens the GUI; every GUI-only flag (--software-renderer, --screenshot*, --renderer, --theme, --diff, --force-state, …) fails CLI parsing, so it still opens the GUI.

Unknown subcommands are an error, not a GUI launch: unlucky-launcher lst prints "未知命令 lst", hints unlucky-launcher --help, and exits 1. Silently opening a window would tell a script that its typo took effect. The subcommand table itself lives in exactly one place — crates/cli/src/cli/parse.rs — so both GUI binaries and ull accept the same set by construction.

Module map

Unlucky-Launcher (cargo workspace)
├── crates/core       # domain library: zero UI dependencies, eight modules
├── crates/agent      # AI agent: ToolSpec registry + built-in client + MCP server (one core, two shapes)
├── crates/design     # design tokens: real HCT color / type / shape / spacing / elevation / motion / icons
│                     #   / component metrics — zero UI dependencies, no third-party crates
├── crates/app        # Slint UI (bin `unlucky-launcher`): the released GUI, kept until equivalence acceptance
├── crates/app-iced   # next-generation iced UI (bin `unlucky-launcher-iced`): under construction
├── crates/cli        # CLI (bin `ull`): headless, zero UI
└── packaging         # single-file artifact matrix and release scripts

The eight modules of crates/core:

Module Responsibility
setting three data-directory modes, schema-based config, atomic writes, migrations
download multi-source health scoring, mirrors, chunked downloads, hash-while-downloading
game version / instance repository, snapshots and inheritance resolution
launch 10-stage launch pipeline, processes, JSONL event stream
auth Microsoft sign-in (OAuth 2.0 device code → Xbox Live → XSTS → Minecraft Services)
addon mod loader installation, modpacks, CurseForge / Modrinth
diagnose five signal collectors, YAML rule engine, hs_err parsing
platform OS abstraction: paths, processes, file locks, capability probing, runtime OS detection

Building

Prerequisites:

  • Rust stable (rust-toolchain.toml selects the toolchain automatically; the gates also need the rustfmt and clippy components)
  • Windows: MSVC toolchain (what CI uses) or MinGW-w64 (x86_64-pc-windows-gnu)
  • Linux: libxkbcommon-dev libfontconfig1-dev libgl1-mesa-dev libegl1-mesa-dev libwayland-dev libxcb1-dev — needed by both UI stacks (Slint's winit + femtovg, iced's winit + wgpu/tiny-skia)
cargo fmt --all --check                                # formatting
cargo clippy --workspace --all-targets -- -D warnings  # lints (zero-warning gate)
cargo test --workspace                                 # tests
cargo build --release                                  # binaries land in target/release/

What the build produces:

  • unlucky-launcher — the Slint UI (the released one). It is also the CLI: the same binary answers every subcommand listed above.
  • unlucky-launcher-iced — the iced UI skeleton. The name is temporary: it can only become unlucky-launcher at the flip, because two crates in one workspace cannot emit the same binary name into the same target directory. Same subcommand dispatch.
  • ull — the CLI as a standalone, UI-free binary. Same command set, no graphics stack, smaller, and the right artifact for a machine that has no display at all.

Rendering switches:

  • unlucky-launcher --software-renderer (equivalent to SLINT_BACKEND=winit-software) forces the CPU path on the Slint build
  • unlucky-launcher-iced --software-renderer forces tiny-skia (ICED_BACKEND=tiny-skia); --screenshot <png> writes one frame and exits, which is the acceptance channel
  • Both stacks fall back to the CPU path when no usable adapter is there: the Slint build through its own renderer fallback chain, the iced build through its explicit probe

Dependency license check (optional locally, required in CI): cargo deny check licenses bans sources.

CI gates

Every push to main and every pull request runs fmt / clippy (warnings are errors) / the full test suite, and the Linux headless render smoke is a hard gate on the same footing: a red result blocks the merge. The macOS runtime probe is not there yet — it only runs on a manual workflow_dispatch and its result is recorded, not enforced (continue-on-error), until the slot passes a first run on a real runner.

Workflow Content
.github/workflows/ci.yml fmt + clippy + test + release build (Windows / Linux matrix); Linux runtime smoke (Xvfb: renders one real frame, then asserts the PNG is not blank); macOS runtime probe (manual dispatch only)
.github/workflows/guards.yml zero-UI guard for crates/core (manifest plus cargo tree), 400-lines-per-file guard, cargo-deny license and source guard
.github/workflows/release.yml tag v* → per-slot builds → single-file artifacts + SHA256SUMS.txt → GitHub Release

Platform baseline

Minimum baseline: Windows 10; Windows 8.1 / 8 / 7 are not supported.

  • Windows 10/11 builds use the standard toolchain (MSVC / GNU), built the same way as upstream cargo
  • macOS 12+ (Apple Silicon and Intel) and Linux x64 / arm64 are supported build slots; on Linux, X11 is the preferred path today and Wayland is the long-term direction. macOS builds are unsigned, so the first launch needs the Gatekeeper quarantine attribute cleared (xattr -d com.apple.quarantine)
  • Android Termux is experimental and not promised: CLI only, GUI unverified
  • Each platform runs its own test matrix; capability differences use feature gates with runtime probing.

License and acknowledgements

  • This project: Apache License 2.0, see LICENSE; third-party notices in NOTICE.
  • Slint (https://slint.dev), Royalty-Free 2.0: obligation for the Slint build that v0.1.0 ships — an AboutSlint widget on the about page (still outstanding) and, until it lands, the NOTICE file, this section and a "Made with Slint" note on the release page. The obligation is kept for as long as a Slint-linked binary ships.
  • iced (https://github.com/iced-rs/iced), MIT: the framework of the next-generation UI, together with winit and, through it, wgpu / tiny-skia (Apache-2.0 / MIT).
  • Google Material Color Utilities (Apache-2.0): the color tokens in crates/design are a Rust port of its HCT / ColorSpec2021 algorithms; details and the exact ported functions are listed in NOTICE.
  • Other major dependencies: rmcp and axum (Apache-2.0 / MIT) for the MCP server, tokio (MIT), reqwest with rustls (MIT / Apache-2.0), serde / serde_json (MIT / Apache-2.0), zip / flate2 / tar (MIT / Apache-2.0). The allow-list cargo-deny enforces is in deny.toml; GPL-family dependencies may not enter the main line.

Thanks to HMCL and PCL2 (both GPL-3.0). They have been with the vast majority of Minecraft players for years, and this project has benefited a great deal from their design choices and implementation details.

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Description
A modern MC launcher.
Readme Apache-2.0
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