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>
106 lines
4.4 KiB
TypeScript
106 lines
4.4 KiB
TypeScript
import type { BridgeApi } from '../shared/contracts/BridgeApi'
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import { requireBridge } from './BridgeAccess'
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import { CatalogController } from './controllers/CatalogController'
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import { EngineStreamController } from './controllers/EngineStreamController'
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import { PreferencesController } from './controllers/PreferencesController'
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import { StoreController } from './controllers/StoreController'
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import { AppStore, type AppState } from './state/AppStore'
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import { buildCategorySections, resolveFilter, type CategoryFilter } from './state/CategoryFilter'
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import { CatalogGridView } from './views/CatalogGridView'
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import { GameCardView } from './views/GameCardView'
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import { GateView } from './views/GateView'
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import { LogDrawerView } from './views/LogDrawerView'
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import { SideMenuView } from './views/SideMenuView'
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import { TopBarView } from './views/TopBarView'
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/**
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* The window, assembled.
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*
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* The flow is one direction only: a control calls a controller, the controller calls
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* the bridge and writes to the store, and the store re-renders every view. No view
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* reads another view, and nothing but the store decides what is on screen.
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*/
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export class RendererApplication {
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private readonly store = new AppStore()
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private readonly bridge: BridgeApi
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private readonly log: LogDrawerView
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private readonly gate: GateView
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private readonly grid: CatalogGridView
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private readonly topBar: TopBarView
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private readonly sideMenu: SideMenuView
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private readonly catalog: CatalogController
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private readonly stores: StoreController
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private readonly preferences: PreferencesController
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private readonly streams: EngineStreamController
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public constructor (bridge: BridgeApi = requireBridge()) {
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this.bridge = bridge
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this.log = new LogDrawerView({
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onOpenFolder: (directory: string): void => { void this.bridge.openFolder(directory) }
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})
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this.gate = new GateView((url: string): void => { void this.bridge.openUrl(url) })
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this.catalog = new CatalogController(this.bridge, this.store, this.log)
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this.stores = new StoreController(this.bridge, this.store, this.log, this.catalog)
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this.preferences = new PreferencesController(this.bridge, this.store)
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this.streams = new EngineStreamController(this.bridge, this.store, this.log)
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this.grid = new CatalogGridView(new GameCardView({
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onInstall: (name: string): void => { void this.catalog.syncGames([name]) },
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onLaunch: (name: string): void => { void this.catalog.launchGame(name) },
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onRemove: (name: string): void => { void this.catalog.removeGame(name) }
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}))
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this.topBar = new TopBarView({
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onToggleNavigation: (): void => { void this.preferences.toggleNavigation() }
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})
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this.sideMenu = new SideMenuView({
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onSelectStore: (home: string): void => { void this.stores.selectStore(home) },
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onAddStore: (): void => { void this.stores.offerStores() },
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onRefresh: (): void => { void this.catalog.refresh() },
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onSelectCategory: (filter: CategoryFilter): void => { this.store.applyFilter(filter) },
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onSelectLocale: (locale: string): void => { void this.preferences.selectLocale(locale) }
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})
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this.store.subscribe((state: AppState): void => { this.render(state) })
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this.streams.subscribe()
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}
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/** Decides what the window is showing, then hands over to the views. */
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public async start (): Promise<void> {
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this.store.applyAppState(await this.bridge.readState())
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const state = this.store.readState()
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if (state.currentStore === null) {
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await this.stores.offerStores()
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return
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}
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this.store.applyGate(null)
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await this.catalog.refresh()
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}
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private render (state: AppState): void {
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// The filter is corrected before anything is drawn from it, so the menu and the
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// grid can never disagree about which category is active.
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const corrected = resolveFilter(state.filter, buildCategorySections(state.games, state.messages))
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if (corrected !== state.filter) {
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this.store.applyFilter(corrected)
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return
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}
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document.body.classList.toggle('nav-closed', !state.navigationOpen)
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this.topBar.render(state)
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this.sideMenu.render(state)
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this.log.render(state)
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// The gate and the grid are alternatives, decided by one field, so they cannot
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// both be on screen — which is what happened while this was two imperative calls.
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if (state.gate === null) {
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this.gate.hide()
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this.grid.render(state)
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} else {
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this.gate.show(state.gate, state.messages)
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this.grid.hide()
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}
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}
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}
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