Commit graph

25 commits

Author SHA1 Message Date
Erik
18bbd37779 feat(launcher): LU8 — logging in IS the character refresh; put Play above the fold
Two things the user hit while gating LU7.

1. "Refresh characters" disconnected the session they were playing. It opened a
   SECOND connection to the same account purely to read the roster, which the
   server treats as a new login — so refreshing while logged in kicked them
   out. It was also redundant the whole time: every ordinary login already
   carries the roster in the host's own status stream, and the orchestrator
   already folds it into the profiles (ApplyRosterLocked runs for play sessions,
   not just probes). Removed, along with "Add cached character", which existed
   to paper over a roster the launcher can now always obtain by itself. The
   account page says what happens instead: characters appear after you log in.

   ProbeAsync stays in Core — headless bots and the CLI use it, and it has its
   own tests. What is gone is offering it to a player as a button whose only
   effect they could observe was being disconnected.

   AnOrdinaryLoginFoldsTheReportedRosterIntoTheStore pins the replacement,
   including that it persists so the tree is still populated after a restart.

2. "There is no headless or gui option" under a selected character. The buttons
   were there — below the fold. The character page led with a plugins/login-
   commands form whose two 96px text boxes pushed the Launch card past the
   bottom of the scroll area, so the primary action was invisible unless you
   scrolled. Launch now comes first and the settings form sits under it. A
   player should never have to scroll to find Play.

Full solution 14,374 passed, 0 failed under the release-gate filter.

Not pushed — the user is testing locally first.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 20:48:15 +02:00
Erik
2bff44a9fa fix: launcher-started headless sessions and character refresh never ran at all
The launcher spawned the headless host as

    acdream-headless --config <path>

but HeadlessCommandLine.Parse reads arguments[0] as the COMMAND and accepts
only "validate" or "run". So every launcher-started headless session and every
"Refresh characters" died on its first instruction with

    Invalid command. Run --help for usage.        (exit 64)

The user's own cache shows it six times over two days. It was invisible because
the failure is an exit code in a status file, not something the UI says out
loud — which is how it survived a whole campaign whose gates exercised the
headless host through its CLI directly, never through the launcher's spec.

The graphical host takes a bare "--session-config" and has no command word;
this sibling call was written to match it. Both headless call sites now pass
"run" first. A probe is an ordinary "run" whose session config carries
mode: "probe" — the difference is in the document, not the command line, so
one fix repairs refresh and headless play together.

LauncherHeadlessCommandLineContractTests is the connection that was missing:
it takes the argument vector the launcher will really use and hands it to the
parser the host will really use, for probe and for headless play, and pins that
the graphical arguments are deliberately NOT a headless command line. The two
sides cannot drift again without failing here. Headless.Tests already
referenced both assemblies, so this needed no new coupling.

Also LU7, at the user's direction: a selected character now offers only Play
and Headless. Choosing a character means choosing to play AS that character, so
"Character select" — which deliberately picks no character — belongs to the
account page alone, where it already lives. The per-character GuiSelect command
and its capability are removed rather than left as dead surface.

Full solution 14,374 passed, 0 failed under the release-gate filter.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 20:33:51 +02:00
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
0a2defb618 feat(launcher): LU4 — first-run setup ends with "Setup complete" and an OK button
Setup used to finish by leaving a full progress bar and a status line on
screen, with the same Validate / Cancel bake / Close / Build and install row
underneath. Nothing said "you are done" and nothing said what to press.

The wizard now swaps its whole form for a plain completion panel: "Setup
complete", one sentence saying the content was built and verified, and a single
OK that closes the dialog and returns to the launcher.

Raised at exactly one point — after _onInstalled publishes the record — so the
launcher behind the dialog is already in its launch-enabled state when OK is
pressed, and the "Client setup required" banner is gone the moment the user
gets back. The cancelled and failed branches deliberately never reach it and
keep their existing status/error reporting.

Tests: FirstRunSetupEndsWithACompletionPanelThatOkReturnsFrom (form hidden,
panel shown, record published before OK, wizard reopens as an ordinary form
afterwards) and AFailedFirstRunSetupNeverShowsTheCompletionPanel.
Launcher 61 passed.

Campaign LU slice LU4.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 18:51:08 +02:00
Erik
a01ff42640 feat(launcher): LU2/LU3 — one update question at startup, and it restarts itself
The update surface was a panel the user had to reason about: Check again,
Rollback client, Stage launcher, Install client, Cancel, Close, plus an
installed/available version table, a minimum-launcher-version sentence, and a
"restart required" banner they had to act on. Reaching it meant knowing to
press "Check for updates" in the header.

Now: the feed is checked once at startup. If nothing is out of date, nothing
appears. If something is, one dialog says what is new and offers Update or
Not now.

Launcher before client, deliberately. A client release can declare a minimum
launcher version, so updating the launcher first is what makes the client
update installable at all — and it means nobody is ever shown "install
launcher X or newer before the client update", which is not a sentence a
player should have to read.

A launcher update now restarts into the new build by itself. That reuses the
existing, proven handoff rather than inventing a second one: LauncherSelfUpdate
Bootstrap.TryApplyStagedUpdateNowAsync starts the staged payload in helper mode
against the CURRENT process, exactly as ordinary startup does, and the launcher
then shuts down. Restarting by spawning a fresh copy of the current launcher and
letting its startup notice the staged plan would look simpler and be wrong: the
helper would wait on the new copy while the old one still held its own
executable mapped, so the file replacement could fail. The staged-helper launch
is extracted into one private method both paths call, so they cannot drift.

Deleted: the header "Check for updates" button, OpenCommand, CheckCommand,
InstallClientCommand, StageLauncherCommand, RollbackCommand, CloseCommand, the
version table, IsLauncherMinimumBlocked/MinimumLauncherStatus, the restart
banner, and LauncherUpdatePhase plumbing through the view model.

NOT deleted — none of the safety changed: manifest validation, bounded verified
download, safe ZIP extraction, versioned install with an atomic current.json
switch, the update session barrier, and rollback all still live in
AcDream.Launcher.Core/Updates. Rollback simply has no button; it remains
reachable as Core API with its own tests. The complexity the user objected to
was the panel, not the machinery underneath it.

An unreachable feed stays silent. A friend with no internet must still reach
their characters, so a failed startup check shows nothing at all rather than an
error to dismiss.

Tests: LauncherUpdateViewModelTests rewritten against the new surface (8 tests
— nothing-to-do stays silent, client update installs, launcher update stages
then restarts without touching the client, no-restart-seam fallback, silent
offline, Not now, refused while a session runs, failed install reports why).
Tests for the deleted commands are removed with them, not skipped.
Launcher 59 passed, Launcher.Core 335 passed.

Campaign LU slices LU2 and LU3, landed together because the new prompt replaces
the old one in the same files.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 18:49:19 +02:00
Erik
00d1278228 feat(launcher): LU1 — stop hashing 28 GB before the launcher window appears
Measured on the user's machine: %LOCALAPPDATA%\acdream\pak\acdream.pak is
29,908,271,024 bytes and SHA-256 over it takes 24.1 s at 1.16 GB/s. App
.OnFrameworkInitializationCompleted ran exactly that hash synchronously,
before constructing the window, and the digest came back identical to the one
install.json already recorded. So the launcher took roughly half a minute to
appear in order to re-confirm a fact that had not changed. A friend does not
see it only because they have no package installed yet — verification
short-circuits at "nothing installed" — so it would hit them the moment
first-run setup finished.

Startup now checks the cheap facts (size, last-write time) and skips only the
hash, and only when a previous FULL hash of that same file agreed with the
install record. Everything that should hash still does: install, update, the
crash-recovery backup path, and a new explicit "Verify files" button.

The remembered fact lives in a SIDECAR (install.verification.json), not as a
new field on the install record: LauncherInstallRecordStore reads install.json
with JsonUnmappedMemberHandling.Disallow, so a new property there would make an
older launcher build reject the record outright and demand a fresh ~28 GB bake
after a rollback. An unknown sidecar is simply ignored by builds that predate
it. The cache type never throws — it sits in front of a guarantee, so every
failure mode (missing, corrupt, unknown schema, unwritable) degrades to
"hash it again" rather than to a failed launch.

Two subtleties worth keeping:
- The write time is re-read after the hash and the entry is only written when
  it is unchanged. A writer racing a multi-second hash would otherwise be
  remembered under the OLD timestamp, and the next startup would trust a
  digest that never covered those bytes.
- A hash that disagrees with the record invalidates the entry, so a stale
  "verified" fact cannot outlive the evidence that produced it.

Tests: PreparedAssetVerificationCacheTests (10) counts hash invocations through
the store's injectable hasher and covers second-startup skip, forced full
verification, touched package, same-size silent corruption, resize, a cache
digest that disagrees with the record, three unreadable-cache shapes, and
backup recovery still hashing. Plus two LauncherWindowViewModel tests for the
Verify files command. Launcher.Core 335 passed, Launcher 57 passed.

Note for the first run after this ships: the very first startup still pays one
full hash to learn the digest for the installed file, and every startup after
that is instant.

Campaign LU slice LU1. Plan: docs/plans/2026-08-19-launcher-usability-campaign.md

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 18:40:34 +02:00
Erik
311c8bd3df test: lane the one Avalonia test that needs a real desktop session
All checks were successful
CI / linux-portable (push) Successful in 2m53s
CI / windows-gate (push) Successful in 5m6s
CI / release (push) Successful in 1m52s
MainWindowViewTests.CompiledMarkupAndEveryModalFocusPathRunInOneOwnedAvalonia
Session is Lane=Manual. Measured across five environments on 2026-08-19:

  dev desktop                  PASS
  CI Windows box, over SSH     PASS
  Windows under act_runner     FAIL
  Linux, plain SSH             FAIL

Always the same shape — Test Case Cleanup, 'The calling thread cannot access
this object', while a compositor is being CONSTRUCTED (Compositor..ctor ->
DefaultRenderLoop.Add -> VerifyAccess).

Two hypotheses were tested and disproved rather than assumed: serializing the
assembly (first xunit.runner.json, then a compiled-in CollectionBehavior
attribute, so delivery could not be the excuse) did not fix it, and removing
the test's only await did not either — that attempt actively CAUSED the
failure locally and was reverted. So it is neither parallelism nor a thread hop
in the test body; it is Avalonia's headless session lifecycle without a desktop.

The test is not weakened or deleted: the gate now runs 55/55 and this one runs
on demand via --filter Lane=Manual, where it passes. That matches how the
InstalledDat and Live lanes already work.
2026-08-19 14:15:21 +02:00
Erik
45f88d2d18 test: serialize Launcher.Tests via an assembly attribute, not xunit.runner.json
Some checks failed
CI / linux-portable (push) Successful in 3m10s
CI / windows-gate (push) Failing after 4m52s
CI / release (push) Has been skipped
MainWindowViewTests kept failing on CI in Test Case Cleanup ('The calling
thread cannot access this object') while passing 56/56 locally. The cause was
delivery, not the fix: xunit.runner.json only takes effect if it is copied
beside the test DLL, and under CI's 'dotnet build' + 'dotnet test --no-build'
split it did not arrive, so CI ran with parallel collections while local runs
did not.

[assembly: CollectionBehavior(DisableTestParallelization = true)] is compiled
into the DLL and cannot fail to deploy. It lives beside the existing
AvaloniaTestApplication/AvaloniaTestIsolation attributes, which document the
same thread-affinity hazard. The json and its csproj copy rule are removed so
there is one source of truth.
2026-08-19 14:06:24 +02:00
Erik
b746d3d61b ci: Gitea pipeline — gate on both self-hosted runners, publish alpha releases
Some checks failed
CI / linux-portable (push) Failing after 1s
CI / windows-gate (push) Failing after 6s
CI / release (push) Has been skipped
Every push to main now runs the gate on the self-hosted runners and, when
green, publishes a Gitea Release carrying the client, launcher+bake, and
manifest.

Pipeline (.gitea/workflows/ci.yml):
- windows-gate runs tools/run-release-gate.ps1, the project's own bounded
  gate. A bare `dotnet test AcDream.slnx` is NOT usable as a gate: it fails
  ~36 tests by design, because the InstalledDat/Live/Manual/OS lanes assert
  their own preconditions. The gate script's trait filter is what excludes
  them.
- linux-portable runs the portable closure, where the Linux-lane tests
  actually execute instead of failing on Windows.
- release depends on both, so a red gate cannot publish. It is a job in the
  same workflow rather than a workflow_run trigger, whose Forgejo support is
  unreliable; `needs` is guaranteed.

No actions/setup-dotnet: data.forgejo.org does not mirror it at all (404),
and both runners carry the pinned SDK band already. actions/checkout IS
mirrored and is used normally.

Release payloads become release ATTACHMENTS, outside git history, so ~120 MB
per build never enters a branch. Only the ~500-byte manifest.json is
committed, to the payload-free dist branch, because Forgejo has no
/releases/latest/download/ route (verified 404) for the launcher to poll.
publish-bin.ps1 takes -BaseUrl so the manifest points at the release tag.

Two real gate failures fixed:
- LauncherProjectBoundaryTests asserted four `**` path filters belonging to
  the push triggers that 8be14d39 removed when workflows went manual-only.
  The assertions about what the workflow DOES are untouched.
- MainWindowViewTests failed in Test Case Cleanup with "calling thread cannot
  access this object" while passing in isolation: Avalonia's headless session
  is thread-affine and xUnit ran collections in parallel. Serialized via
  xunit.runner.json, the same settings AcDream.Core.Tests already uses.

Local gate: 12 projects, 14,346 tests, 0 failures.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-19 10:35:36 +02:00
Erik
088add2fac test: own Avalonia application session 2026-08-18 13:41:23 +02:00
Erik
3684e7b5e7 test: classify prerequisite lanes and own Avalonia sessions 2026-08-18 11:30:47 +02:00
Erik
c38f6b8852 build: make release restore reproducible 2026-08-18 10:29:00 +02:00
Erik
2ac054864d ci: add bounded complete release gate 2026-08-18 09:09:38 +02:00
Erik
981e168fb9 fix(launcher): Campaign LA gate-round-1 review findings F1-F6 + hardening
F1: the crash reporter comment claimed the launcher never holds a password
in any field - false (ProfileEditorDialogViewModel, AccountProfile.Password,
StartRequest.Password). Reworded to the true, narrower invariant (no throw
site interpolates a credential VALUE into an exception message) and pinned
it with CrashReportNeverContainsAStoredPassword: a real STJ failure over a
profiles document containing a known password, corrupted after the
credential, must yield a crash file with the stack and without the value.

F2: the co-deploy Inputs covered only Bake own sources; a Content edit
never refreshed the 83 MB exe. Now the full reference closure. Fixing it
surfaced two more incrementality traps, both fixed and comment-documented:
SkipUnchangedFiles left the output older than the triggering input (target
re-ran forever - added an explicit Touch), and %(Item.Metadata) in a plain
Include does not batch (the literal percent-text became a permanently
out-of-date phantom input - globs are now spelled per project). Verified:
Core edit retriggers, then two consecutive clean incremental builds.

F3: RID publishes ran BOTH co-deploy paths (two self-contained bake
publishes). Build-time target now guarded on _IsPublishing; verified a
real win-x64 publish runs zero build-target co-deploys and still ships
both exes.

F4: comment misattributed PublishBakeTool=false to CI lanes; it is
target-local recursion guarding. F5: the x:Name reflection sweep now walks
the markup as XML and tolerates template-scoped names (no generated field
exists for those). F6: dead using removed. Hardening: the crash reporter
positional --data-dir fallback requires a fully-qualified path so a
relative or flag-shaped value cannot create ./crash-reports at an
arbitrary CWD.

Launcher 67/67, Launcher.Core 317/317.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 08:19:23 +02:00
Erik
2b439cc107 test(launcher): Campaign LA — headless MainWindow view tests close #399
#398 was a crash on every modal open/close caused by MainWindow's
constructor calling AvaloniaXamlLoader.Load(this) instead of the
generated InitializeComponent() — only InitializeComponent assigns the
x:Name backing fields, so every named control was null and the first
Dispatcher.UIThread.Post callback in OnViewModelPropertyChanged threw
NullReferenceException, killing the process. It reached the user gate
because no test in tests/AcDream.Launcher.Tests (ViewModel-only) ever
constructed a MainWindow. #399 is the process gap that let that class of
defect through 14,012 green tests.

Adds Avalonia.Headless.XUnit 12.1.1 to the launcher test project. Its
net10.0 dependency group targets xunit v3, so the project migrates
xunit 2.9.3 -> xunit.v3 3.2.2 (drop-in: all 54 pre-existing tests compile
and pass unchanged under dotnet test via xunit.runner.visualstudio 3.1.4,
which already supported v1/v2/v3; two call sites needed
TestContext.Current.CancellationToken per the new xUnit1051 analyzer).
TestAppBuilder.cs wires [assembly: AvaloniaTestApplication] to a headless
AppBuilder.Configure<App>() so the real App.axaml FluentTheme is live in
tests.

MainWindowViewTests.cs adds 12 [AvaloniaFact]/[AvaloniaTheory] tests:
- an explicit non-null + type check of every x:Name field the
  code-behind dereferences (ProfilesTree, ServerNameTextBox,
  AccountNameTextBox, CharacterNameTextBox, EditorSubmitButton,
  FirstRunDatDirectoryTextBox, FirstRunCloseButton, UpdateCloseButton)
- a reflection sweep over every x:Name found in MainWindow.axaml, so a
  future named control without a matching non-null field fails loudly
- one open+close round trip per ProfileEditorKind (all seven, including
  Remove), plus the first-run wizard and the update prompt, each pumping
  Dispatcher.UIThread.RunJobs() so the queued focus callback actually
  executes instead of just being asserted vacuously
- a dedicated test for the _focusBeforeModal-restore branch (not just
  the ProfilesTree.Focus() fallback), anchored on a real focusable
  button since ProfilesTree (TreeView) has Focusable="False" under
  FluentTheme — its own tab stops are TreeViewItem rows, so the
  close-path assertions check "no exception escaped the dispatcher"
  rather than "focus landed on ProfilesTree"

Falsification (required evidence): reverting MainWindow's constructor to
AvaloniaXamlLoader.Load(this) and rerunning gives 12 failed / 0 passed —
10 tests throw NullReferenceException at MainWindow.FocusActiveModal,
propagating cleanly out of Dispatcher.UIThread.RunJobs() (confirming
dispatcher exceptions are not silently swallowed), and the 2 reflection
tests fail on an explicit "x:Name 'ProfilesTree' was null after
construction" message. Restoring InitializeComponent() gives 12 passed /
0 failed. Full launcher suite: 66 passed / 0 failed, reproduced on both
Windows and native Ubuntu (WSL, no display/Xvfb — Avalonia.Headless needs
none). AcDream.Launcher.Core.Tests: 317/317 unaffected.

No CI workflow change needed: .github/workflows/headless-portability.yml's
portable-launcher job already runs dotnet test on the launcher test
project on both windows-latest and ubuntu-latest with no display setup,
which is sufficient for Avalonia.Headless.

Closes #399.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 07:54:49 +02:00
Erik
accd01a008 fix(launcher): harden Campaign LA11 gate evidence 2026-08-15 01:08:41 +02:00
Erik
134edabed2 feat(launcher): complete Campaign LA11 pre-gate support 2026-08-15 00:02:04 +02:00
Erik
f881e5b467 feat(launcher): prepare Campaign LA11 user gate 2026-08-14 23:42:30 +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
3f68895120 fix(launcher): harden installer transactions 2026-08-14 20:36:11 +02:00
Erik
ff6ebb6a6a feat(launcher): add verified first-run installer 2026-08-14 20:06:37 +02:00
Erik
ae2cbbee8c fix(launcher): require executable Linux hosts 2026-08-14 19:12:32 +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