Commit graph

9 commits

Author SHA1 Message Date
Erik
09305be6c6 feat(launcher): LU5/LU6 — one Play button per character, and sessions say who is playing
LU5. The per-character panel offered "GUI — enter world", "GUI — character
select" and "Headless" as three equal-looking buttons, above a "Default launch
mode" combo. It now leads with one primary **Play** that enters the world as
the selected character, with Character select and Headless kept as deliberate
secondary choices.

The combo is gone. It was never consulted by anything: every launch button
passes its own mode and LauncherOrchestrator.LaunchAsync overrides the
profile's stored mode with it (CloneCharacter(character, mode)). A setting that
changes nothing is worse than no setting, and this one made the three buttons
look like they obeyed it. The stored value is untouched.

Worth recording for whoever reads the LU5 acceptance: the launcher-side
plumbing was already correct end to end — orchestrator, selector composition,
and the client's own "skip character select when a selector is present" gate.
What actually made launching a character fail was #420, a client crash on the
character-select screen, fixed separately. Every play session in the user's
cache had no character selector, which is consistent with them only ever
reaching the select-screen paths.

LU6. Rows read `server / account / character`, then the launch mode
(Gui/GuiSelect/Headless/Probe), then the raw LauncherActivityState enum name,
then a status string. The launch mode is launcher bookkeeping — it says how the
process was started, which tells the person watching nothing and is meaningless
once the client is up.

Rows now show the account, the character (or "Character select" while one is
still being chosen, "Character refresh" for a roster probe), and one plain word
derived from the host's own status stream: Starting -> Character select ->
In game -> Stopping -> Stopped / Failed. A Play launch and a character-select
launch both read "In game" once the player is actually in it.

The orchestrator now KEEPS the identity from the host's enteredWorld event
instead of only formatting it into a status sentence, so a character-select
session stops being anonymous the moment someone enters the world.

Tests: LauncherSessionRowViewModelTests (16 — every state's wording, in-game
independent of launch mode, the character-select placeholder and its
replacement, probe labelling, stop gating). Full solution 14,370 passed,
0 failed, 0 skipped under the release-gate filter.

Campaign LU slices LU5 and LU6.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 18:54:37 +02:00
Erik
691b925952 fix #406: launcher session exit observation carries the real code + captures client stderr
GameWindow.Dispose() (via Program.cs's `using var window = ...`) runs
unconditionally even when invoked mid-unwind of an exception that escaped
Run()'s Silk.NET frame loop. Resource teardown itself can converge
cleanly regardless, so CompleteShutdown had no way to tell "normal Run()
return" from "a crash is propagating through me right now" and always
wrote the hardcoded exited{code:0,reason:"graceful"} — exactly the
symptom #406 observed against a real 0xE0434352 crash. Fixed by latching
_runFailure in Run()'s existing catch block (before the pre-existing
throw) and consulting it from a new ReportExited method, the one call
site for the terminal status write: crashed(1)/graceful(0)/
shutdown-incomplete(1) as appropriate. No wire-contract amendment needed
— §LA1 pins the exited event NAME, and reason is already free text that
StatusEventParser round-trips unchanged.

Sibling gap fixed in the same commit: the launcher discarded the child's
stdout/stderr entirely, which is why diagnosing this exact crash required
a manual console re-run. Added BoundedProcessOutputCapture, a 2 MiB-capped
sink mirroring SessionStatusWriter's open-append-flush-close-per-write
posture (a long-lived write handle is not actually concurrently readable
on Windows even with FileShare.Read — confirmed by isolated repro), wired
into both SystemChildProcess (ProcessStartInfo.RedirectStandardError;
Linux + Windows graphical children, i.e. this bug's own scenario) and
WindowsSystemChildProcess (a real native pipe via CreateChildOutputPipe,
mirroring the existing stdin pipe; Windows console-capable/Headless
children). Opt-in via LauncherProcessSpec.StderrLogPath (null = unchanged
behavior), threaded through SessionConfigComposer -> client.err.log
beside status.jsonl -> LauncherExecutableSet -> LauncherOrchestrator.

Tests: GameWindowCrashStatusTests (source-shape, matching the existing
GameWindow test pattern — the class cannot be constructed without a live
GPU/window), BoundedProcessOutputCaptureTests (10 unit tests), and three
new LauncherProcessSupervisorTests spawning real child processes through
both capture code paths.

Launcher.Core.Tests: 337/0 (was 324/0). Launcher.Tests: 67/0 (unchanged).
Full solution build green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 11:44:46 +02:00
Erik
1955ca8ab5 fix(launcher): harden updater crash recovery 2026-08-14 23:12:15 +02:00
Erik
2d2a5b5046 feat(launcher): implement verified atomic updates 2026-08-14 22:09:34 +02:00
Erik
2198a0cc8e merge: Campaign LA LA9 - verified installer review-closed 2026-08-14 21:06:26 +02:00
Erik
41b15efd4d feat(runtime): share chat commands and run login sequence 2026-08-14 20:27:45 +02:00
Erik
ff6ebb6a6a feat(launcher): add verified first-run installer 2026-08-14 20:06:37 +02:00
Erik
10a712d66b fix(launcher): close LA4 review findings 2026-08-14 19:02:20 +02:00
Erik
d0a9c65d85 feat(launcher): Campaign LA add Avalonia desktop shell 2026-08-14 18:15:14 +02:00