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13a56f4200 |
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@@ -324,12 +324,9 @@ async fn initialize_state(app: tauri::AppHandle) -> api::Result<()> {
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/// external game-directory root for the one-click StarLight install flow.
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#[tauri::command]
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fn get_launcher_root_dir() -> api::Result<String> {
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let exe = std::env::current_exe().map_err(|error| {
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theseus::Error::from(theseus::ErrorKind::FSError(error.to_string()))
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})?;
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let dir = exe.parent().ok_or_else(|| {
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let dir = theseus::default_game_dir_root().ok_or_else(|| {
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theseus::Error::from(theseus::ErrorKind::FSError(
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"Launcher executable has no parent directory".to_string(),
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"Could not determine a default game directory root".to_string(),
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))
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})?;
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Ok(dir.to_string_lossy().into_owned())
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@@ -339,7 +336,7 @@ fn get_launcher_root_dir() -> api::Result<String> {
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fn get_update_channel(app: tauri::AppHandle) -> api::Result<String> {
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let channel = read_update_channel_state(&app)?
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.active_channel
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.unwrap_or_else(|| theseus::default_update_channel().to_string());
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.unwrap_or_else(|| "release".to_string());
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match channel.as_str() {
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"release" | "beta" => Ok(channel),
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@@ -33,13 +33,13 @@ pub use logger::start_logger;
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pub use state::db::{
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backup_current_app_db_for_update, beta_database_exists,
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copy_database_between_channels, copy_release_database_to_beta,
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current_app_database_path, default_update_channel,
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current_app_database_path,
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};
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pub use state::{DirectoryInfo, State};
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pub use storage::*;
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pub use util::fetch::build_proxied_client;
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pub use util::file_lock::{LockingProcess, get_locking_processes};
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pub use util::platform::is_process_elevated;
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pub use util::platform::{default_game_dir_root, is_process_elevated};
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pub use util::proxy::{ProxyConfig, ProxyMode, ProxyTestResult};
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pub use util::symlink::SymlinkCapability;
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@@ -304,18 +304,6 @@ async fn app_db_path(settings_dir: &Path) -> crate::Result<PathBuf> {
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Ok(settings_dir.join(channel).join(LEGACY_APP_DB_FILE))
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}
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/// The update channel a fresh install should default to. Beta builds carry a
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/// pre-release version (e.g. `1.0.2-beta7`), so their installers should start
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/// on the Beta channel instead of silently falling back to Release.
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pub fn default_update_channel() -> &'static str {
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let version = env!("CARGO_PKG_VERSION");
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if version.contains('-') {
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"beta"
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} else {
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"release"
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}
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}
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async fn read_update_channel(
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settings_dir: &Path,
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) -> crate::Result<&'static str> {
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@@ -323,7 +311,7 @@ async fn read_update_channel(
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let contents = match tokio::fs::read_to_string(&path).await {
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Ok(contents) => contents,
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Err(error) if error.kind() == std::io::ErrorKind::NotFound => {
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return Ok(default_update_channel());
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return Ok("release");
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}
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Err(error) => return Err(error.into()),
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};
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@@ -1,5 +1,6 @@
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//! Platform-related code
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use daedalus::minecraft::{Os, OsRule};
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use std::path::PathBuf;
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/// (e.g. "Run as administrator" on Windows).
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#[cfg(target_os = "windows")]
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@@ -143,3 +144,31 @@ pub fn classpath_separator(java_arch: &str) -> &'static str {
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Os::Windows | Os::WindowsArm64 => ";",
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}
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}
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/// Root directory used as the default for one-click StarLight instance
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/// installs. Portable builds live next to their executable, which is a fine
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/// place for game data. System installs (e.g. a Linux `.deb` under `/usr/bin`)
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/// do not, so fall back to the user's home directory there.
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pub fn default_game_dir_root() -> Option<PathBuf> {
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let exe_dir = std::env::current_exe().ok()?.parent()?.to_path_buf();
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if cfg!(target_os = "linux") && is_system_install_dir(&exe_dir) {
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return dirs::home_dir();
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}
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Some(exe_dir)
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}
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#[cfg(target_os = "linux")]
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fn is_system_install_dir(path: &std::path::Path) -> bool {
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const SYSTEM_PREFIXES: &[&str] = &[
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"/usr/", "/opt/", "/snap/", "/bin/", "/sbin/", "/lib/", "/lib64/",
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];
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let display = path.to_string_lossy();
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SYSTEM_PREFIXES
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.iter()
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.any(|prefix| display.starts_with(prefix))
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}
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#[cfg(not(target_os = "linux"))]
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fn is_system_install_dir(_path: &std::path::Path) -> bool {
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false
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}
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