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
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
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
2d2a5b5046 feat(launcher): implement verified atomic updates 2026-08-14 22:09:34 +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