Files
Unlucky-Launcher/crates/app/src/host/mod.rs
T
AskaEth 50b321ec64 fix(app): LaunchEnd 也清 pending 并记失败原因,补早失败回归测试(M43 r3 两条 P2)
P2-1(本轮新引入的回归):`pending` 只在 LaunchStarted 清除,但 `launch::start`
的两条早失败出口(build_request 失败 / spawn 失败——没装 Java、版本 JSON 坏就是
这两条)只发 LaunchEnd → pending 永久残留 → `in_flight` 恒真 → 该实例本会话再也
启动不了,磁贴锁在「启动中」。修:LaunchEnd 分支先 `pending.remove`,早失败与
正常收尾都释放。

P2-2(failed 零 insert):上一轮只在 note 里声称「失败原因进 failed 表」,代码没
落地(唯一 insert 缺失,refresh 的 Failed 分支是死代码,test 6 还靠手动塞表绕过)。
修:LaunchEnd 非 Ok 时 `failed.insert(id, summary)`、Ok 时 remove;refresh_instances
的 Failed 分支从此由真实路径喂数据。

测试(123 → 124,全部走真实入口):
- 新增 `launch_end_before_launch_started_still_releases_the_instance`:mark_pending
  → handle(LaunchEnd Crashed) → pending 空、in_flight 假、refresh 后磁贴是
  Failed{reason}(同时钉住 P2-1 与 P2-2)。
- test 6 重写:Busy 断言改走 `mark_pending`(start_launch 用的同一入口),Failed
  断言改走 `handle(LaunchEnd Crashed)`,不再手动塞 failed 表。
- 所有测试的数据根加 `TempRoot` Drop 守卫,跑完不留临时目录。
2026-10-31 22:14:24 +08:00

342 lines
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Rust
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//! 真实后端:把 core(game/launch/install/auth/java/diagnose/setting)装配成 GUI 的 host。
//!
//! 边界:本模块是整个 app 里**唯一**允许 `use unlucky_core::…` 的地方(连同 `settings_bridge`);
//! 出口只有 [`crate::dto`] 的快照/事件。线程模型:
//!
//! ```text
//! dispatch(AppCommand) ──► 立即动作(读盘/写设置)或 spawn 后台线程
//! 后台线程 ──HostTask──► rx ──tick()──► CoreEvent ──► state.apply()
//! tick() 另外每 ~600ms 尾随一次运行中会话的 JSONL(实时日志滚动)
//! ```
//!
//! AI 对话暂时仍由 [`MockBackend`] 提供脚本回复(agent 的 GUI host 是后续 mission);
//! 其余页面全部走真实 core。
mod accounts;
mod dispatch;
mod engine;
pub mod env;
mod game;
mod handle;
mod identity;
mod install;
mod java;
mod job;
mod launch;
mod logs;
mod meter;
mod settings;
mod versions;
use std::collections::{BTreeMap, BTreeSet, VecDeque};
use std::time::Duration;
use crate::dto::{
AccountView, AppCommand, AppEvent, Backend, CoreEvent, DiagnosisReport, InstallProgressView,
InstanceRuntime, JavaChainStep, NoticeView,
};
use crate::mock::MockBackend;
use crate::toast::{Toast, ToastKind};
use accounts::LoginJob;
pub use env::HostEnv;
use job::{HostTask, JobReceiver, JobSender};
/// 每拍最多处理的后台消息数(防止一次 tick 吃掉整帧预算)。
const MAX_TASKS_PER_TICK: usize = 64;
/// 实时日志尾随间隔(拍数,33ms/拍 → 约 600ms 一次)。
const TAIL_POLL_TICKS: u64 = 18;
/// 一次在跑的启动(并发启动时按实例 id 区分,停止/尾随都不会串到别的实例)。
#[derive(Debug, Clone, PartialEq, Eq)]
struct LiveLaunch {
instance: String,
session: String,
pid: u32,
}
/// 真实 host。
pub struct CoreHost {
env: HostEnv,
events: VecDeque<AppEvent>,
tx: JobSender,
rx: JobReceiver,
ticks: u64,
/// 当前启动账户 id(内存态;跨会话持久化要 core schema 增键,见 handoff)
active_account: Option<String>,
accounts: Vec<AccountView>,
login: Option<LoginJob>,
java_chain: Vec<JavaChainStep>,
java_busy: bool,
java_message: String,
install: Option<InstallProgressView>,
notices: Vec<NoticeView>,
/// 在跑的启动(实例 → 会话 → pid;支持多个实例同时启动,停止按 id 找正确的 pid)
launches: Vec<LiveLaunch>,
/// 已受理但后台线程还没回报 `LaunchStarted` 的实例(防「启动中重复点启动」起第二个进程)
pending: BTreeSet<String>,
/// 上次启动失败的实例与原因(刷新快照时保住磁贴的「失败/重试」外观)
failed: BTreeMap<String, String>,
/// 实时日志尾随器
tail: logs::Tail,
/// AI 对话的临时后端(agent GUI host 落地前的占位)
chat: MockBackend,
/// 当前安装任务的取消标记(阶段边界检查)
install_cancel: Option<std::sync::Arc<std::sync::atomic::AtomicBool>>,
}
impl CoreHost {
/// 按便携数据根装配;解析不出数据根返回 `None`(调用方退回 mock)。
pub fn open() -> Option<Self> {
HostEnv::resolve().map(Self::new)
}
/// 用给定环境装配(截图/单测通道)。
pub fn new(env: HostEnv) -> Self {
Self::build(env, true)
}
/// 单测用:不跑 `refresh_all`(不起版本清单网络线程),其余装配一致。
#[cfg(test)]
pub(crate) fn headless(env: HostEnv) -> Self {
Self::build(env, false)
}
fn build(env: HostEnv, refresh: bool) -> Self {
let (tx, rx) = job::channel();
game::ensure_root(&env);
let mut host = Self {
env,
events: VecDeque::new(),
tx,
rx,
ticks: 0,
active_account: None,
accounts: Vec::new(),
login: None,
java_chain: Vec::new(),
java_busy: false,
java_message: String::new(),
install: None,
notices: Vec::new(),
launches: Vec::new(),
pending: BTreeSet::new(),
failed: BTreeMap::new(),
tail: logs::Tail::default(),
chat: MockBackend::default(),
install_cancel: None,
};
if refresh {
host.refresh_all();
}
host
}
/// 数据根(截图/诊断展示用)。
pub fn env(&self) -> &HostEnv {
&self.env
}
fn send(&mut self, event: CoreEvent) {
self.events.push_back(AppEvent::Core(event));
}
fn toast(&mut self, kind: ToastKind, text: impl Into<String>) {
self.events.push_back(AppEvent::Toast(Toast {
id: 0,
kind,
text: text.into(),
remaining_ms: 0,
}));
}
/// 全量刷新:实例 / 会话 / 账户 / 设置 / Java,并触发一次版本清单拉取。
pub fn refresh_all(&mut self) {
self.refresh_instances();
self.send(CoreEvent::LogSessionsChanged(logs::sessions(&self.env)));
self.refresh_accounts();
self.send(CoreEvent::SettingsChanged(settings::groups(&self.env)));
self.refresh_java();
versions::spawn_list(self.env.clone(), self.tx.clone());
}
/// 重建实例快照,并把**真实运行时**盖回去。
///
/// `game::instances` 只读盘(每条都是 `Idle`),所以在跑的实例必须在重建后按
/// host 自己的启动表覆写 `Running{pid}`/`Busy`,否则任意一次刷新(装版本成功、
/// 加删账户、另一实例收尾)都会把磁贴打回 Idle:停止键与「运行中」条消失,
/// 进程还在跑却再也停不下来。
fn refresh_instances(&mut self) {
let mut instances = game::instances(&self.env);
for instance in &mut instances {
if let Some(live) = self
.launches
.iter()
.find(|live| live.instance == instance.id)
{
instance.runtime = InstanceRuntime::Running { pid: live.pid };
} else if self.pending.contains(&instance.id) {
instance.runtime = InstanceRuntime::Busy {
stage: crate::dto::LaunchStage::Launch,
progress: crate::dto::Progress { done: 0, total: 1 },
};
} else if let Some(reason) = self.failed.get(&instance.id) {
instance.runtime = InstanceRuntime::Failed {
reason: reason.clone(),
};
}
}
self.send(CoreEvent::InstancesChanged(instances));
}
fn refresh_accounts(&mut self) {
self.accounts = accounts::accounts(&self.env, self.active_account.as_deref());
if self.active_account.is_none() {
// 默认选中第一个账户(没有账户时保持 None = 离线占位)
self.active_account = self.accounts.first().map(|account| account.id.clone());
self.accounts = accounts::accounts(&self.env, self.active_account.as_deref());
}
self.send(CoreEvent::AccountsChanged(self.accounts.clone()));
}
fn refresh_java(&mut self) {
let page = java::page(
&self.env,
self.java_chain.clone(),
self.java_busy,
&self.java_message,
);
self.send(CoreEvent::JavaChanged(page));
}
fn push_notice(&mut self, notice: NoticeView) {
self.notices.retain(|existing| existing.id != notice.id);
self.notices.push(notice);
self.send(CoreEvent::NoticesChanged(self.notices.clone()));
}
/// 打开一个会话(日志行 + 诊断)。
fn open_session(&mut self, id: &str) {
let (lines, diagnosis) = logs::open(&self.env, id);
self.send(CoreEvent::LogLinesChanged(lines));
self.send(CoreEvent::DiagnosisReady(diagnosis.unwrap_or(
DiagnosisReport {
session: id.to_string(),
diagnosis: crate::dto::Diagnosis {
rule: String::new(),
title: "该会话没有命中已知规则".to_string(),
confidence: 0,
hint: "可点「让 AI 详解」把日志交给模型进一步分析".to_string(),
fix: None,
},
},
)));
}
/// 由实例名/版本 id 找启动目标。
fn launch_target(&self, id: &str) -> Option<launch::LaunchTarget> {
let instance = game::instances(&self.env)
.into_iter()
.find(|instance| instance.id == id || instance.name == id)?;
Some(launch::LaunchTarget {
id: instance.id,
name: instance.name,
version_id: instance.version_id,
account: self.active_account.clone(),
})
}
/// 某实例是否已在启动/运行(`pending` 与 `launches` 的并集)。
///
/// 只查 `launches` 不够:`launch::start` 到后台线程回报 `LaunchStarted` 之间有窗口,
/// 这期间重复点启动会起第二个进程、并把旧 pid 在启动表里顶掉(旧进程变孤儿)。
fn in_flight(&self, key: &str) -> bool {
self.pending.contains(key) || self.launches.iter().any(|live| live.instance == key)
}
/// 标记「已受理、等后台线程回报」(`launch::start` 之后的窗口)。
///
/// 单测也走这个入口而不是直接改 `pending`,保证测的是真实状态流转。
fn mark_pending(&mut self, id: &str) {
self.pending.insert(id.to_string());
self.failed.remove(id);
}
fn start_launch(&mut self, id: &str) {
if self.in_flight(id) {
self.toast(ToastKind::Warn, "这个实例已经在启动/运行中");
return;
}
let Some(target) = self.launch_target(id) else {
self.toast(ToastKind::Error, format!("找不到实例 {id}"));
return;
};
let instance_id = target.id.clone();
if self.in_flight(&instance_id) {
self.toast(ToastKind::Warn, "这个实例已经在启动/运行中");
return;
}
self.mark_pending(&instance_id);
if let Some(notice) = game::mode_change_notice(&self.env, &instance_id) {
self.push_notice(notice);
}
self.send(CoreEvent::InstanceRuntimeChanged {
id: instance_id.clone(),
runtime: InstanceRuntime::Busy {
stage: crate::dto::LaunchStage::Launch,
progress: crate::dto::Progress { done: 0, total: 1 },
},
});
launch::start(self.env.clone(), self.tx.clone(), target);
}
/// 某实例在跑的 pid(按实例 id 查启动表;不再有「最近一次启动」这种单槽)。
///
/// 兜底分支读实例快照的 `Running { pid }`:host 自己发的运行时事件会写回快照,
/// 但快照是重建的(`game::instances` 每次 Idle),所以这层只是给将来留的口。
fn running_pid(&self, id: &str) -> Option<u32> {
if let Some(live) = self.launches.iter().find(|live| live.instance == id) {
return Some(live.pid);
}
game::instances(&self.env)
.into_iter()
.find(|instance| instance.id == id)
.and_then(|instance| match instance.runtime {
InstanceRuntime::Running { pid } => Some(pid),
_ => None,
})
}
}
impl Backend for CoreHost {
fn drain_events(&mut self) -> Vec<AppEvent> {
self.events.drain(..).collect()
}
fn dispatch(&mut self, command: AppCommand) {
self.dispatch_command(command);
}
fn tick(&mut self, elapsed: Duration) {
self.chat.tick(elapsed);
for event in self.chat.drain_events() {
self.events.push_back(event);
}
for _ in 0..MAX_TASKS_PER_TICK {
let Ok(task) = self.rx.try_recv() else {
break;
};
self.handle(task);
}
self.ticks += 1;
if self.ticks.is_multiple_of(TAIL_POLL_TICKS) {
self.poll_tail();
}
}
}
#[cfg(test)]
#[path = "launch_state_tests.rs"]
mod launch_state_tests;