Reading the catalog, choosing the release that fits this machine, unpacking it,
writing the menu entry and remembering what went where all happen in process now.
There is no interpreter to find, no child process, and no JSON-lines protocol
between the two halves — `PythonEngineProcessRunner`, the runtime locator, the two
engine mappers and the version negotiation are all gone, and with them the one
unchecked cast this codebase had (engine stdout to a typed event).
What that buys a person: on Windows and on a fresh Mac the app simply works. It
used to look for `python3`, `python` and `py -3` and draw a link to python.org
where none answered.
What lands on disk is unchanged, deliberately. `config.json` and `state.json` keep
the shell engine's snake_case shape, its `<scope>:<name>` keys and its file modes,
so a machine whose library was installed by the CLI keeps it — verified against the
Python engine on the same catalog: the same 13-title listing with zero field
differences, byte-identical payloads, identical modes and an identical Info.plist,
and a re-sync over a Python-installed home that writes nothing. Remove, prune,
prune-suppression on a named sync and the v1 state migration were each exercised.
Three things worth knowing about the new code:
- the zip reader is ~150 lines over `node:zlib`, because Node has none and this
application has no runtime dependencies. It restores the executable bit from
each entry's external attributes, without which nothing installed can start,
and it refuses zip64, unknown compression and paths that escape the
destination rather than guessing;
- `SUPPORTED_WARP_ENGINE_VERSIONS` names the engine versions this client is
written against, checked against the `WarpEngine-Version` header every
response carries. `selectCatalogDialect` switches over that list exhaustively,
so adding a version fails the build — type checker and linter both — until
somebody says what its catalog reads like. An absent header is read as the
oldest version, which is what an engine before 0.4.0 is;
- refresh and the language picker are icons at the foot of the side menu now,
both named for a tooltip and a screen reader, the picker still a real
`<select>` under its glyph.
The repository is free of Python as well: the Makefile, the CI check and the
release script read package.json and the forge's JSON with Node.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
86 lines
3.7 KiB
TypeScript
86 lines
3.7 KiB
TypeScript
import { spawnSync } from 'node:child_process'
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import path from 'node:path'
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import type { DesktopLayout } from '../../../domain/models/DesktopLayout'
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import { toSafeFileName } from '../../../domain/models/DesktopLayout'
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import type { InstalledRecord } from '../../../domain/models/InstalledRecord'
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import type { SelectedGame } from '../../../domain/models/SelectedGame'
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import type { StoreConfiguration } from '../../../domain/models/StoreConfiguration'
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import type { StoreFileSystem } from '../../files/StoreFileSystem'
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import type { DesktopLayoutResolver } from '../DesktopLayoutResolver'
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import { DesktopEntryWriter } from './DesktopEntryWriter'
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import { MacBundleWriter } from './MacBundleWriter'
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import { WindowsShortcutWriter } from './WindowsShortcutWriter'
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const REFRESH_TIMEOUT_MS = 30_000
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/**
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* The menu entry, in whichever form this machine's desktop understands.
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*
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* This is the whole point of a desktop store, and the one place where the three
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* hosts genuinely differ rather than merely differing in paths.
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*/
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export class LauncherWriter {
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private readonly desktopEntries: DesktopEntryWriter
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private readonly macBundles: MacBundleWriter
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private readonly windowsShortcuts: WindowsShortcutWriter
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public constructor (
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private readonly configuration: StoreConfiguration,
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private readonly layouts: DesktopLayoutResolver,
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files: StoreFileSystem,
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private readonly log: (line: string) => void
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) {
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this.desktopEntries = new DesktopEntryWriter(configuration.store.id, files)
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this.macBundles = new MacBundleWriter(configuration.store.id, files, log)
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this.windowsShortcuts = new WindowsShortcutWriter(files, log)
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}
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/**
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* The published page of a browser build.
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*
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* The catalog serves these as a directory rather than an archive, so the entry is
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* a link to it — which also means a web title needs the network.
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*/
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public webUrl (game: SelectedGame | InstalledRecord): string {
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const assetPath = game.assetPath.length > 0 ? game.assetPath : `/file/${game.asset}`
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return `${this.configuration.store.baseUrl}/${assetPath.replace(/^\/+|\/+$/g, '')}/`
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}
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public launcherPath (layout: DesktopLayout, game: SelectedGame | InstalledRecord): string {
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const group = this.layouts.menuGroup(layout)
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if (layout.operatingSystem === 'linux') {
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return path.join(group, `${this.configuration.store.id}-${game.name}.desktop`)
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}
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if (layout.operatingSystem === 'darwin') {
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return path.join(group, `${toSafeFileName(game.title)}.app`)
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}
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return path.join(group, `${toSafeFileName(game.title)}.lnk`)
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}
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/**
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* Write the menu entry. Returns the path actually written.
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*
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* Not always the path we intended: on Windows a `.lnk` can fall back to a `.cmd`,
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* and the state has to record what really exists or an uninstall would leave it
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* behind.
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*/
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public writeLauncher (layout: DesktopLayout, record: InstalledRecord): string {
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const entryPath = this.launcherPath(layout, record)
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const url = this.webUrl(record)
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if (layout.operatingSystem === 'linux') return this.desktopEntries.write(record, entryPath, url)
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if (layout.operatingSystem === 'darwin') return this.macBundles.write(record, entryPath, url)
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return this.windowsShortcuts.write(record, entryPath, url)
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}
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/** Ask the desktop to notice the change, where that is a thing we can do. */
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public refreshMenu (layout: DesktopLayout): void {
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if (layout.operatingSystem !== 'linux') return
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try {
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spawnSync('update-desktop-database', [layout.menuDirectory], { timeout: REFRESH_TIMEOUT_MS })
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} catch {
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// Not every Linux has it, and a menu that updates on next login is fine.
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this.log('update-desktop-database is not available — the menu may need a re-login')
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}
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}
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}
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