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# Koring Launcher
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Minecraft launcher built with Electron + React 19 + TypeScript + Node.js (@xmcl).
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## Quick Start
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```bash
pnpm install
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pnpm dev # full app (frontend + electron)
pnpm dev:renderer # frontend only (vite, port 1420)
pnpm dev:main # electron main process only
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```
## Build
```bash
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pnpm build # production build (vite + tsc)
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pnpm dist:dev # dev icon + Windows installer
pnpm dist:beta # beta icon + Windows installer
pnpm dist:run # production icon + Windows installer
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pnpm dist:mac # build macOS DMG
pnpm dist:linux # build Linux AppImage
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```
## Architecture
```
src/ Frontend (React 19 + Vite 7 + Tailwind v4 + shadcn/ui + Zustand)
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electron/ Main process (Node.js/TypeScript, @xmcl/* packages)
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public/ Static assets (icons, fonts, images)
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build/ Build resources (generated, gitignored)
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```
**IPC Flow:**
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Frontend → `ipcRenderer.invoke()``ipcMain.handle()` → main process → `webContents.send()` → Frontend
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**Config storage (main-process authoritative):**
- `Koring.yml` — 打包后存 `app.getPath('userData')``%APPDATA%/Koring Launcher/`),开发模式在项目根目录;旧版 exe 旁文件首次启动自动迁移
- 主进程内存缓存为唯一权威:渲染进程通过 `config:update` 提交补丁,主进程深度合并 → 300ms debounce 稀疏写盘 → 广播 `config:changed` 同步渲染端镜像
- `koring-auth.json` / `koring-crash.log` 与配置同策略(打包后 userData)
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## Project Structure
```
src/
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├── api/ # Frontend API layer (IPC wrappers)
│ ├── ipc.ts # Core IPC utilities
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│ ├── background.ts # Background control
│ ├── install.ts # Minecraft install
│ ├── launch.ts # Game launch
│ ├── auth.ts # Microsoft/offline auth
│ ├── mods.ts # Modrinth/CurseForge
│ └── instance.ts # Instance management
├── stores/ # Zustand state stores
├── components/
│ ├── background/ # Background layer (z-0)
│ ├── system/ # Title bar + window controls (z-100)
│ └── ui/ # shadcn/ui components
├── layouts/
│ └── RootLayout.tsx # Three-layer page structure
├── pages/
│ ├── Home.tsx # Main page
│ └── Debug.tsx # Debug tools
├── lib/
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│ ├── mode.ts # Build mode constants (DEFAULT_BG, LOGO_SVG, APP_ICON)
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│ └── utils.ts # cn() helper
└── App.tsx # Root component with state router
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electron/
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├── main.ts # Electron entry, window management, splash→main transition
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├── preload.ts # Context bridge (window.electronAPI)
├── config.ts # YAML config management (main-process authoritative, debounce sparse save)
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├── auth.ts # Auth data persistence
├── core/ # @xmcl/* integrations
│ ├── auth.ts # Microsoft OAuth, Xbox Live, MC auth
│ ├── installer.ts # @xmcl/installer
│ ├── launcher.ts # Unified game launcher (@xmcl/core launch + config-driven)
│ ├── launch-options.ts # Config → LaunchOption mapping (parseArgs/buildLaunchOptions/resolveJavaPath)
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│ ├── modrinth.ts # Modrinth/CurseForge API
│ └── instance.ts # Instance management
├── handlers/ # IPC handlers
│ ├── config.ts # Config load/save/update (config:get/update/save + config:changed broadcast)
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│ ├── auth.ts # Auth operations
│ ├── install.ts # Install operations
│ ├── launch.ts # Unified game launch (launch:launch / launch:diagnose + afterLaunch)
│ ├── java.ts # Java detection (java:scan / java:resolve)
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│ ├── mods.ts # Mod operations
│ ├── instance.ts # Instance operations
│ ├── background.ts # Background operations
│ ├── task.ts # Task system
│ ├── system.ts # System info
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│ └── window.ts # Window controls + splash management
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└── types/
└── electron.d.ts # TypeScript declarations
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```
## Three-Layer Page Structure
```
┌──────────────────────────────────────┐
│ z-index: 100 System Layer │ pointer-events: none
│ ┌──────────────────────────────┐ │
│ │ TitleBar (frosted glass) │ │ pointer-events: auto
│ │ WindowControls (25px btns) │ │
│ └──────────────────────────────┘ │
├──────────────────────────────────────┤
│ z-index: 1 Content Layer │ pointer-events: auto
│ All page content │
├──────────────────────────────────────┤
│ z-index: 0 Background Layer │ pointer-events: none
│ Image / color / gradient / blur │
└──────────────────────────────────────┘
```
## Splash Screen
- Standalone HTML/CSS (`splash.html`), no React/Vite dependency
- Loads instantly while Vite dev server starts
- Window: 480×320, no decorations, transparent, locked size
- Auto-adapts to system dark mode (`prefers-color-scheme`)
- Logo: `filter: invert(1)` in dark mode
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- Startup: splash shows first → main loads behind → transition after `ready-to-show` + 1.5s minimum
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## Icon System
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Three icon variants in `public/icons/`:
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```
public/icons/
dev/icon.ico, icon.png # Development
beta/icon.ico, icon.png # Testing
run/icon.ico, icon.png # Production release
```
**Build-time switching:**
```bash
pnpm icon:dev # copies public/icons/dev/ → build/
pnpm icon:beta # copies public/icons/beta/ → build/
pnpm icon:run # copies public/icons/run/ → build/
```
`electron-builder.yml` reads icons from `build/` (`buildResources: build`).
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**Frontend usage:**
```tsx
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import { APP_ICON, DEFAULT_BG, LOGO_SVG, BUILD_MODE, isDev } from "@/lib/mode";
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<img src={APP_ICON} />
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<img src={LOGO_SVG} />
<img src={DEFAULT_BG} />
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{isDev && <span>Dev Mode</span>}
```
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## IPC Handlers
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- `config:get` / `config:update` / `config:save` / `config:changed` — 配置读写(主进程权威:update 深度合并 + debounce 稀疏写盘 + 广播)
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- `auth:*` — Microsoft OAuth, offline login
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- `install:*` — Minecraft install, mod loader, version lists
- `launch:launch` / `launch:diagnose` — 统一游戏启动:主进程读取权威配置自动应用 Java/内存/GC/JVM/游戏参数/窗口/启动前命令,事件经 `launch:event` 推送,window-ready 时按 `afterLaunch` 处理启动器窗口
- `java:scan` / `java:resolve` — Java 环境检测 / 路径校验
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- `mods:*` — Modrinth/CurseForge search, install
- `instance:*` — Instance CRUD(安装/导入/诊断;启动统一走 `launch:launch`
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- `background:*` — Background image/color/blur/animation/theme
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- `task:*` — Task system progress
- `system:*` — System info
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- `window:*` — Minimize/maximize/close + splash management
- `dialog:*` — File picker
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## Key Gotchas
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- **@xmcl packages run in main process**: `@xmcl/core`, `@xmcl/installer` require `fs`/`child_process`. All run in Electron main process.
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- **Path alias**: `@/` maps to `src/`.
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- **Window dragging**: Use CSS `WebkitAppRegion: "drag"` as inline style (Electron only respects CSS property, not HTML attributes).
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- **Transparent windows**: `transparent: true` + `frame: false` in BrowserWindow options.
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- **Mutable win ref**: `electron/main.ts` uses a mutable `win` object — all handlers read `win.mainWindow` at runtime (not captured at registration time).
- **Asset paths**: Use `import.meta.env.BASE_URL` prefix for public assets (e.g., `${import.meta.env.BASE_URL}background.png`). Absolute paths like `/background.png` break in packaged app.
- **Config**: YAML format (`Koring.yml`). 打包后存 `app.getPath('userData')`(开发模式在项目根目录);主进程内存缓存为唯一权威,渲染进程经 `config:update` 提交、`config:changed` 同步,不在渲染端直接写盘。Sparse save(只写非默认值)。
- **Auth**: JSON file (`koring-auth.json`),打包后存 userData(与配置同策略)。
- **Launch is config-driven**: `launch:launch` 由主进程读取权威配置映射为 `@xmcl/core``LaunchOption``buildLaunchOptions`),前端只传实例名 + 游戏根目录 + 账户档案。
- **HeroUI 3 基于 react-aria**Switch / RadioGroup 等使用 `onChange`(不是 `onValueChange`),`onValueChange` 在 HeroUI 3 中不存在且静默失效。
- **设置子页面统一原语**`src/components/setting/`SettingCard/SettingRow/SettingBadge/SettingListItem/controls.tsx + `fieldCls`),一套样式组合;Radio 必须显式渲染 `<Radio.Control><Radio.Indicator /></Radio.Control>` 才有圆点;HeroUI field 默认边框宽度为 0,输入框需叠加 `fieldCls`
- **游戏目录导入**:版本从**当前扫描目录**导入(`sourceGamePath`),实例建在主库;主目录变更自动重扫;批量导入幂等(已存在跳过);相对 `gameDir`(默认 `.minecraft`)由主进程 `resolveGamePath` 按 exe 目录/项目根归一化。
- **设置页结构(参考 PCL2)**:通用(主页/Koring 账户/关于/版权)与其他(服务与反馈/赞助/开发者)保留;游戏组(账户·离线登录、Java、目录、高级·含快速进入服务器)、个性化组(主题背景/主界面/语言/辅助)、网络组(下载/安全识别)已对接设置接口;以太/陶瓦联机页暂为占位。新增配置段:`app.language`(语言偏好)、`ui.showInstanceTitle/showTaskButton`(主界面元素)、`advanced.server`(快速进入服务器,启动自动加入)。
- **离线账号登录**`auth:offline-login` 处理器生成离线 UUIDMD5(OfflinePlayer:用户名));微软登录 UI 标注"开发中"。
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## Tech Stack
| Layer | Technology |
|-------|-----------|
| Frontend | React 19, Vite 7, Tailwind CSS v4, shadcn/ui, Zustand |
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| Main Process | Node.js, TypeScript, @xmcl/* packages |
| Build | pnpm, Vite, electron-builder |