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author苏向夜 <46275354+fu050409@users.noreply.github.com>2026-03-29 21:35:34 +0800
committerGitHub <noreply@github.com>2026-03-29 21:35:34 +0800
commit70348cefb7de8c1e044800296a99177309c5a81e (patch)
treeeb0fdfbcc880574e9b386a3f2fc9b3a89489e5b5 /packages/ui/src/models/game.ts
parentf2f5383a1b615a7493316d558dc55271198e772a (diff)
parent1c115141cc7b676e6a07786594155c3ac293fe34 (diff)
downloadDropOut-70348cefb7de8c1e044800296a99177309c5a81e.tar.gz
DropOut-70348cefb7de8c1e044800296a99177309c5a81e.zip
refactor(ui): full rewrite instance and code struct (#129)
## Summary by Sourcery Refactor the UI to modernize effect handling, routing, and legacy APIs while adding a reusable alert dialog component and cleaning up obsolete stores. New Features: - Introduce a shared SaturnEffect context via ParticleBackground so pages can access the effect without relying on global window APIs. - Add a Base UI–powered alert dialog component for consistent confirmation and warning flows across the app. - Define a central router configuration module with instance routes to standardize page wiring. Bug Fixes: - Ensure SaturnEffect nullish checks are handled safely when forwarding pointer and touch events from the home view. Enhancements: - Rewrite ParticleBackground to manage its own SaturnEffect lifecycle via React state and context instead of global accessors. - Update the home view to use the SaturnEffect hook, simplify pointer/touch handlers, and remove legacy game and release store usage. - Refine layout and accessibility attributes for various form field and label components, including field grouping and error rendering keys. - Simplify sidebar navigation and adjust the user dropdown trigger to work with the updated dropdown menu API. - Wrap the root outlet for the home route with ParticleBackground only on the index path to limit the effect to the intended view. - Clean up imports and code style in radio group and other UI primitives for consistency. Chores: - Remove deprecated UI stores and utility modules that are no longer used with the new architecture. - Add changeset entries documenting the Saturn effect refactor, ParticleBackground rewrite, and removal of legacy store code.
Diffstat (limited to 'packages/ui/src/models/game.ts')
-rw-r--r--packages/ui/src/models/game.ts113
1 files changed, 113 insertions, 0 deletions
diff --git a/packages/ui/src/models/game.ts b/packages/ui/src/models/game.ts
new file mode 100644
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+++ b/packages/ui/src/models/game.ts
@@ -0,0 +1,113 @@
+import { listen, type UnlistenFn } from "@tauri-apps/api/event";
+import { toast } from "sonner";
+import { create } from "zustand";
+import {
+ startGame as startGameCommand,
+ stopGame as stopGameCommand,
+} from "@/client";
+import type { GameExitedEvent } from "@/types/bindings/core";
+
+interface GameState {
+ runningInstanceId: string | null;
+ runningVersionId: string | null;
+ launchingInstanceId: string | null;
+ stoppingInstanceId: string | null;
+ lifecycleUnlisten: UnlistenFn | null;
+
+ isGameRunning: boolean;
+ startGame: (instanceId: string, versionId: string) => Promise<string | null>;
+ stopGame: (instanceId?: string | null) => Promise<string | null>;
+}
+
+export const useGameStore = create<GameState>((set, get) => ({
+ runningInstanceId: null,
+ runningVersionId: null,
+ launchingInstanceId: null,
+ stoppingInstanceId: null,
+ lifecycleUnlisten: null,
+
+ get isGameRunning() {
+ return get().runningInstanceId !== null;
+ },
+
+ startGame: async (instanceId, versionId) => {
+ const { isGameRunning, lifecycleUnlisten } = get();
+
+ if (isGameRunning) {
+ toast.info("A game is already running");
+ return null;
+ } else {
+ lifecycleUnlisten?.();
+ }
+
+ set({
+ launchingInstanceId: instanceId,
+ });
+ toast.info(`Preparing to launch ${versionId}...`);
+
+ const unlisten = await listen<GameExitedEvent>("game-exited", (event) => {
+ const { instanceId, versionId, wasStopped, exitCode } = event.payload;
+
+ set({
+ runningInstanceId: null,
+ runningVersionId: null,
+ launchingInstanceId: null,
+ stoppingInstanceId: null,
+ });
+
+ if (wasStopped) {
+ toast.success(
+ `Stopped Minecraft ${versionId} for instance ${instanceId}`,
+ );
+ } else {
+ toast.info(
+ `Minecraft ${versionId} exited with code ${exitCode} for instance ${instanceId}`,
+ );
+ }
+ });
+
+ set({ lifecycleUnlisten: unlisten });
+
+ try {
+ const message = await startGameCommand(instanceId, versionId);
+ set({
+ launchingInstanceId: null,
+ runningInstanceId: instanceId,
+ runningVersionId: versionId,
+ });
+ toast.success(message);
+ return message;
+ } catch (e) {
+ console.error(e);
+ set({ launchingInstanceId: null });
+ toast.error(`Error: ${e}`);
+ return null;
+ }
+ },
+
+ stopGame: async (instanceId) => {
+ const { runningInstanceId } = get();
+
+ if (!runningInstanceId) {
+ toast.info("No running game found");
+ return null;
+ }
+
+ if (instanceId !== runningInstanceId) {
+ toast.info("That instance is not the one currently running");
+ return null;
+ }
+
+ set({ stoppingInstanceId: runningInstanceId });
+
+ try {
+ return await stopGameCommand();
+ } catch (e) {
+ console.error("Failed to stop game:", e);
+ toast.error(`Failed to stop game: ${e}`);
+ return null;
+ } finally {
+ set({ stoppingInstanceId: null });
+ }
+ },
+}));