Files
Unlucky-Launcher/crates/presenter/src/settings_bridge.rs
T
AskaEth 96f15c79fb fix(coexist): 多启动器共存——存储模式写回同源 + 整合包缺省落点对齐 GUI + 版本清单不再静默覆盖(M216)
三条 M215 判定的共存债,一次修完:

① 存储模式切不回来(high)
- 写侧:`host::settings::set` 老实现一律写 `env.store()`(= 解析后数据根那份),而启动解析
  只读 `<exe>/.ULL/config/launcher.json` ⇒ Standard 下把模式改成 portable 写进了 `%APPDATA%`,
  下次启动看不见,切不回来。
- 现在 `core.*` 四个数据根键一律落便携那份(判据收在 `settings_bridge::setting_path` 一处,
  与 CLI `Ctx::setting_path_for` 同一契约),其余键照旧。
- 读侧:`settings_bridge` 删掉自己那份 `request_from_portable`/`DATA_ROOT_KEYS` 拷贝,改用
  `host::env` 的那份(presenter 侧两份逐字拷贝合成一处,不新增真相源)。
- 设置页 `core.data_custom_root` 的显示值也读便携那份,否则改完输入看起来凭空消失。

② `ull pack import` 缺省落点与 GUI 不一致(high)
- CLI 老缺省 = `ctx.game().root()`(共享 `.minecraft` 根);GUI 导入页落在
  `<data>/instances/<实例目录名>` 并登记。
- 新增 `core::game::install::pack_dir`(`pack_stem` / `instance_dir_name` / `slug` /
  `instance_dir` / `import_target`):命名与落点只有一份实现;CLI 调它,presenter 的
  `convert::{dir_name,pack_stem,slug}` 改成一行委托 core(对外签名不变)。
- CLI 缺省现在与 GUI 同源,并复用 GUI 那条「非空目录不复用」预检。

③ 装同版本静默覆盖 `versions/<id>/<id>.json`(medium)
- `write_version_json` 三档:不存在 → `Fresh`;逐字节相同 → `Identical`(一个字节都不写,
  重装同版本照旧正常);不同 → 先 copy 到 `<dest>.ullbak-<pid>` 再原子写 → `Replaced{backup}`。
- `InstallReport` 新增结构化字段 `manifest: Option<ManifestWrite>`,并把「已替换版本清单 +
  备份路径」推进 `report.warnings`(进 `--json` 的 `result.warnings`)。

用例(全部零网络,走真的 `execute`):三档各一条,各写抓得住/抓不住。
三个变异各跑一次(只改实现侧)都红:写回落点改回旧的、缺省改回 `.minecraft` 根、去掉备份只覆盖。
2026-11-09 18:42:41 +08:00

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//! 设置持久化桥:把 UI 偏好落到 `core::setting` 的 schema 文件里,并支持**外部热改热切**。
//!
//! 三条纪律(`DevDocs/SubAgentsTalk/app-DTO通道约定.md` §6 / AGENTS §6):
//!
//! 1. **不另立配置文件**:读写的就是 `ull config set/get` 与 AI `set_config` 用的那一份
//! `<data root>/config/launcher.json`(`core::platform::data_dir` 解析数据根、`layout` 给路径);
//! 2. **不自己拼 JSON**:一律过 `core::setting::store::SettingStore`(schema 校验 + 原子写);
//! 3. **不 import 领域类型**:跨边界只看「键名 + 取值」,领域模型留在 core。
//!
//! 热切:文件 `mtime` 变了就整份重读(AI / CLI 改完下一拍即生效),见 [`SettingsBridge::reload_if_changed`]。
use std::path::{Path, PathBuf};
use std::time::SystemTime;
use unlucky_core::platform::data_dir::Resolver;
use unlucky_core::platform::paths::Platform;
use unlucky_core::setting::appearance::Appearance;
use unlucky_core::setting::keys::launcher_schema;
use unlucky_core::setting::store::SettingStore;
use crate::prefs::{AppearanceBase, AppearancePrefs, ThemeMode};
#[path = "settings_bridge/write.rs"]
mod write;
pub(crate) use write::Edit;
/// 一次设置写回该落到哪份 `launcher.json`:数据根四键(`DATA_ROOT_KEYS`,判据只留
/// `host::env` 那一份)→ 便携那份 `<exe>/.ULL/config/launcher.json`,启动解析读的就是它;
/// 其余键 → `env_config`(解析后数据根那份)。
///
/// **写侧与读侧同源就是这一个函数**(M216 ①):老代码在 Standard 模式下把 `core.data_mode`
/// 写进 `%APPDATA%/ULL/config/launcher.json`,而下次启动只读 `<exe>/.ULL/…` 里的旧值 ⇒
/// 切到 portable 后切不回来。CLI 的 `Ctx::setting_path_for` 早就是这个契约;`exe_dir = None`
/// 时退回 `env_config`(不 panic、不丢写)。
#[must_use]
pub(crate) fn setting_path(env_config: &Path, exe_dir: Option<&Path>, key: &str) -> PathBuf {
match exe_dir {
Some(dir) if crate::host::env::DATA_ROOT_KEYS.contains(&key) => {
crate::host::env::portable_config_path(dir)
}
_ => env_config.to_path_buf(),
}
}
/// 设置文件桥(一个进程一份)。
#[derive(Debug)]
pub struct SettingsBridge {
/// `config/launcher.json`;`None` = 数据根解析不出来(内存态运行,不落盘)
pub(super) path: Option<PathBuf>,
/// 设置文档(schema 校验 + 原子写的唯一入口)
pub(super) store: Option<SettingStore>,
/// 上次读/写之后的文件 `mtime`(热切探测用)
pub(super) last_mtime: Option<SystemTime>,
}
impl SettingsBridge {
/// 按三模式数据根打开真实配置文件(启动时调用一次)。
#[must_use]
pub fn open() -> Self {
match resolve_config_path() {
Some(path) => Self::with_path(path),
None => Self::memory_only(),
}
}
/// 指定路径打开(测试与特殊数据根用)。
#[must_use]
pub fn with_path(path: impl Into<PathBuf>) -> Self {
let path = path.into();
let store = SettingStore::load(&path, launcher_schema());
let last_mtime = mtime(&path);
Self {
path: Some(path),
store: Some(store),
last_mtime,
}
}
/// 不落盘(数据根解析失败 / 单测)。
#[must_use]
pub fn memory_only() -> Self {
Self {
path: None,
store: None,
last_mtime: None,
}
}
/// 配置文件路径(诊断/日志用)。
#[must_use]
pub fn path(&self) -> Option<&Path> {
self.path.as_deref()
}
/// 当前生效的外观配置与主题模式。
#[must_use]
pub fn load(&self) -> (AppearancePrefs, ThemeMode) {
let Some(store) = &self.store else {
return (AppearancePrefs::factory(), ThemeMode::Auto);
};
let appearance = Appearance::from_store(store);
let theme = ThemeMode::from_key_value(&appearance.theme_mode);
(
AppearancePrefs {
bg_image_enabled: appearance.bg_image_enabled,
bg_image: appearance.bg_image,
bg_fill: appearance.bg_fill,
bg_dim: appearance.bg_dim as f32,
panel_alpha: appearance.panel_alpha as f32,
glass: appearance.glass,
accent_color: appearance.accent_color,
},
theme,
)
}
/// 外观**下层**的只读快照(D36·D37·D38 · M116):整窗 α / 标题栏三态 / 配色来源档 /
/// 窗口圆角策略(`AppearanceBase` 的**四个**字段)。
///
/// 为什么不并进 [`SettingsBridge::load`] 的返回值:那个结构体(`AppearancePrefs`)是
/// **UI 写入用**的(每个字段都会被 `persist` 回写),而这**四个**键**只读不写**——
/// 落盘走 core 的 `Appearance::write`。并进去会让每个 `AppearancePrefs` 构造点都要补字段,
/// 还会让「这四项只读」这件事在类型上消失。
///
/// UI 侧(`crates/app-iced`)拿它读启动值:`app-iced` 不直接依赖 `unlucky-core`,
/// 所以「把 core 的 `SettingDocument` 翻译成只读快照」这一步必须留在本 crate。
#[must_use]
pub fn load_base(&self) -> AppearanceBase {
match &self.store {
Some(store) => AppearanceBase::from_document(store.doc()),
None => AppearanceBase::factory(),
}
}
/// 落盘(失败静默——配置写不进去不该把 UI 卡住,诊断走日志)。
///
/// **写走 [`SettingsBridge::write_with`]**(M174 r1/r2 复审):本桥的 store 是长生命的
/// (启动时 load 一次),而 `SettingStore::save` 是**整份文档**落盘。不先重读就会拿「≤1 秒前
/// 的旧快照」整体覆盖文件:用户刚存下的 `ai.base_url` / `ai.model` / `ai.api_key` 会在下一秒
/// 被外观写回抹掉。现在「现读」这一步收在唯一写入口里,本函数只管改哪些键。
pub fn persist(&mut self, appearance: &AppearancePrefs, theme: ThemeMode) {
let _ = self.write_with(|store| {
let mut snapshot = Appearance::from_store(store);
snapshot.theme_mode = theme.as_str().to_owned();
snapshot.bg_image_enabled = appearance.bg_image_enabled;
snapshot.bg_image = appearance.bg_image.clone();
snapshot.bg_fill = appearance.bg_fill;
snapshot.bg_dim = f64::from(appearance.bg_dim);
snapshot.panel_alpha = f64::from(appearance.panel_alpha);
snapshot.glass = appearance.glass;
snapshot.accent_color = appearance.accent_color.clone();
if snapshot.write(store).is_err() {
return Edit::Rejected;
}
Edit::Changed
});
}
/// 文件被外部(AI / `ull config set`)改过就重读;返回新的生效值。
///
/// `mtime` 采样不到(某些文件系统精度/权限)时返回 `None`,退化为「只在启动时读一次」。
pub fn reload_if_changed(&mut self) -> Option<(AppearancePrefs, ThemeMode)> {
let path = self.path.clone()?;
let current = mtime(&path);
if current.is_none() || current == self.last_mtime {
return None;
}
self.last_mtime = current;
let store = self.store.as_mut()?;
store.reload();
Some(self.load())
}
}
/// 数据根解析 → `config/launcher.json`。
///
/// 与 CLI 同一套语义:先读便携目录那份 `launcher.json` 的 `core.*`(数据根决定键),
/// 再交 `Resolver` 解析(含 `redirect.json` 跟随)。任何一步失败都退回内存态。
///
/// **M216 ①**:读这一步不再自带一份实现,直接用 [`crate::host::env::request_from_portable`]
/// ——`HostEnv::resolve` 与 [`setting_path`] 读的也是它,于是「启动读到的」与「设置页写回的」
/// 是同一份文件、同一段解析(presenter 侧原先两份逐字拷贝,现合一处)。
fn resolve_config_path() -> Option<PathBuf> {
let exe_dir = std::env::current_exe()
.ok()
.and_then(|path| path.parent().map(Path::to_path_buf))?;
let request = crate::host::env::request_from_portable(&exe_dir);
let resolver = Resolver::new(Platform::current(), Some(exe_dir.clone()));
match resolver.resolve_default(&request) {
Ok(resolved) => Some(resolved.layout().launcher_config()),
// 连 exe 目录都解析不了(极端情况):仍旧用便携落点,至少设置能存下来
Err(_) => Some(crate::host::env::portable_config_path(&exe_dir)),
}
}
fn mtime(path: &Path) -> Option<SystemTime> {
std::fs::metadata(path).ok()?.modified().ok()
}
#[cfg(test)]
mod tests {
use super::*;
use crate::prefs::PaletteSource;
use unlucky_core::setting::appearance::BgFill;
fn temp_config(label: &str) -> PathBuf {
let dir = std::env::temp_dir().join(format!(
"ull-bridge-{label}-{}-{}",
std::process::id(),
line!()
));
std::fs::create_dir_all(dir.join("config")).expect("临时目录");
let path = dir.join("config/launcher.json");
let _ = std::fs::remove_file(&path);
path
}
/// **M216 ①**:数据根四键的写回落点 = 启动解析读的那份文件。
///
/// 抓得住:四键 → 便携那份、其余键 → 解析后那份、拿不到 exe 目录时退回。抓不住:真实
/// `current_exe()` 的取值与 `Resolver` 的 `redirect.json` 跟随(那两条靠 `set` 的回合用例)。
#[test]
fn data_root_keys_are_written_where_startup_reads_them() {
let exe = PathBuf::from("/games/ULL");
let portable = crate::host::env::portable_config_path(&exe);
let resolved = PathBuf::from("/appdata/ULL/config/launcher.json");
for key in crate::host::env::DATA_ROOT_KEYS {
assert_eq!(setting_path(&resolved, Some(&exe), key), portable, "{key}");
}
for key in ["java.default_memory_mb", "ai.model", "core.unknown_suffix"] {
assert_eq!(setting_path(&resolved, Some(&exe), key), resolved, "{key}");
}
// 拿不到 exe 目录:退回解析后那份(宁可写「没人读的那份」也不丢写、不 panic)。
assert_eq!(setting_path(&resolved, None, "core.data_mode"), resolved);
}
#[test]
fn factory_defaults_when_file_missing() {
let path = temp_config("factory");
let bridge = SettingsBridge::with_path(&path);
let (appearance, theme) = bridge.load();
assert_eq!(appearance, AppearancePrefs::factory());
assert_eq!(theme, ThemeMode::Auto);
assert!(!path.exists(), "只读不写:缺文件不该被创建");
std::fs::remove_dir_all(path.parent().unwrap().parent().unwrap()).ok();
}
#[test]
fn persist_then_reload_round_trips() {
let path = temp_config("roundtrip");
let mut bridge = SettingsBridge::with_path(&path);
let mut appearance = AppearancePrefs::factory();
appearance.bg_image_enabled = true;
appearance.bg_image = "D:/wall/p.png".to_owned();
appearance.bg_fill = BgFill::Contain;
appearance.bg_dim = 0.5;
appearance.panel_alpha = 0.8;
appearance.glass = true;
assert!(appearance.set_accent("#0f6cbd"));
bridge.persist(&appearance, ThemeMode::Dark);
let reloaded = SettingsBridge::with_path(&path);
let (value, theme) = reloaded.load();
assert_eq!(value, appearance);
assert_eq!(theme, ThemeMode::Dark);
std::fs::remove_dir_all(path.parent().unwrap().parent().unwrap()).ok();
}
#[test]
fn external_edit_is_picked_up_by_reload() {
let path = temp_config("hotreload");
let mut bridge = SettingsBridge::with_path(&path);
// 先落一份(建立 mtime 基线)
bridge.persist(&AppearancePrefs::factory(), ThemeMode::Light);
assert!(bridge.reload_if_changed().is_none(), "自己写完不该报告变更");
// 模拟外部写入(AI / `ull config set`):改主题 + 打开背景图
let mut external = SettingsBridge::with_path(&path);
let mut appearance = AppearancePrefs::factory();
appearance.bg_image_enabled = true;
appearance.bg_image = "D:/wall/x.png".to_owned();
external.persist(&appearance, ThemeMode::Dark);
// mtime 精度:有的文件系统 1s 粒度,这里显式等到时间戳变化
for _ in 0..50 {
if let Some((value, theme)) = bridge.reload_if_changed() {
assert_eq!(theme, ThemeMode::Dark);
assert!(value.bg_image_enabled);
assert_eq!(value.bg_image, "D:/wall/x.png");
std::fs::remove_dir_all(path.parent().unwrap().parent().unwrap()).ok();
return;
}
std::thread::sleep(std::time::Duration::from_millis(20));
}
panic!("外部修改没有被 mtime 热切捕获");
}
/// **P2-4 回归**:外观写回不许盖掉别人刚写的键(`ai.api_key` 最贵)。修之前必红。
#[test]
fn persist_keeps_keys_another_writer_just_saved() {
let path = temp_config("persist-keeps-ai");
let mut bridge = SettingsBridge::with_path(&path);
// 先让本桥真的加载过一份文件(旧快照从这里来)。
bridge.persist(&AppearancePrefs::factory(), ThemeMode::Light);
{
use unlucky_core::setting::keys::launcher_schema;
use unlucky_core::setting::store::SettingStore;
// 另一个写者(M174 的助手设置页 / `ull config set`)写进三个 AI 键。
let mut store = SettingStore::load(&path, launcher_schema());
for (key, value) in [
("ai.base_url", "https://api.deepseek.com/v1"),
("ai.model", "deepseek-chat"),
("ai.api_key", "sk-must-survive"),
] {
store.set(key, value.to_string().into()).expect("写 AI 键");
}
store.save().expect("落盘");
}
// 同一秒内改主题:外观写回。
bridge.persist(&AppearancePrefs::factory(), ThemeMode::Dark);
let text = std::fs::read_to_string(&path).expect("读文件");
assert!(
text.contains("sk-must-survive"),
"外观写回把刚保存的密钥盖掉了:{text}"
);
assert!(text.contains("deepseek-chat"), "model 也被盖掉了:{text}");
assert!(text.contains("\"dark\""), "主题这一项该写进去:{text}");
std::fs::remove_dir_all(path.parent().unwrap().parent().unwrap()).ok();
}
#[test]
fn accent_preset_and_validation() {
let mut appearance = AppearancePrefs::factory();
assert_eq!(appearance.accent_color, "");
assert!(appearance.set_accent_preset(1));
assert_eq!(appearance.accent_color, "#0F6CBD");
assert!(!appearance.set_accent("not-a-color"), "非法输入不改现状");
assert_eq!(appearance.accent_color, "#0F6CBD");
assert!(appearance.set_accent(""), "空串恢复出厂");
assert_eq!(appearance.accent_color, "");
assert!(!appearance.set_accent_preset(99));
}
#[test]
fn bg_active_needs_both_switch_and_path() {
let mut appearance = AppearancePrefs::factory();
appearance.bg_image = "D:/wall/p.png".to_owned();
assert!(!appearance.bg_active(), "开关没开不算生效");
appearance.bg_image_enabled = true;
assert!(appearance.bg_active());
appearance.bg_image.clear();
assert!(!appearance.bg_active(), "路径空也不算生效");
}
/// `load_base()` 是「重启后读回整窗 α / 配色来源 / 窗口圆角」的唯一通道(M93 · M116)。
///
/// 抓得住:①文件里写着 `window_opacity=0.6` / `palette_source=wallpaper` 时能被**新开的**
/// bridge 读到(= 重启语义);②缺键时回出厂(1.0 / preset),而不是 `0.0` 或随机档。
/// 抓不住:UI 侧是否真的用它来下发窗口 α(那由 `app-iced` 的日志与单测证明)。
#[test]
fn load_base_reads_the_four_read_only_keys_and_defaults_when_missing() {
let path = temp_config("base");
// 文件由「外部写者」(CLI / AI / 设置页的 SetSetting)产生,这里直接落 JSON。
std::fs::write(
&path,
r#"{"appearance":{"theme_mode":"dark","window_opacity":0.6,"palette_source":"wallpaper","panel_alpha":0.5}}"#,
)
.expect("写配置文件");
let bridge = SettingsBridge::with_path(&path);
let base = bridge.load_base();
assert_eq!(base.window_opacity, 0.6, "重启后读回整窗 α");
assert_eq!(base.palette_source, PaletteSource::Wallpaper);
assert!(base.is_transparent());
// 缺键 → 出厂值(与 `AppearanceBase::factory()` 逐字段相等)。
let empty = path.with_file_name("launcher-empty.json");
std::fs::write(&empty, "{}").expect("写空配置");
let factory = SettingsBridge::with_path(&empty).load_base();
assert_eq!(factory, AppearanceBase::factory());
assert_eq!(factory.window_opacity, 1.0);
assert_eq!(factory.palette_source, PaletteSource::Preset);
// 数据根解析不出来的内存态桥也要给得出出厂值(不 panic、不返回 0)。
assert_eq!(
SettingsBridge::memory_only().load_base(),
AppearanceBase::factory()
);
std::fs::remove_dir_all(path.parent().unwrap().parent().unwrap()).ok();
}
}