feat(device,feedback): 新增设备识别码与意见反馈功能

重构意见反馈设置页面,替换原有占位内容,新增FeedbackButton组件
更新DEV.md与README.md文档,补充对应功能的相关说明
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2026-09-04 20:16:51 +08:00
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@@ -110,6 +110,8 @@ koring-launcher/
│ │ ├── about-version/ # 版本更新内容展示
│ │ │ ├── parse.ts # release-notes 解析(details 切块 + conventional commit 分类)
│ │ │ └── index.tsx # AboutVersion 组件(getReleaseNotes → 分类卡片)
│ │ ├── feedback/ # 反馈表单按钮
│ │ │ └── FeedbackButton.tsx # HeroUI 按钮 → 系统浏览器打开 YouTrack 表单直链
│ │ ├── VersionCard.tsx # 版本/更新卡片
│ │ ├── UnderConstruction.tsx # "装修中" 占位组件
│ │ └── StartupPopup.tsx # 启动弹窗
@@ -157,6 +159,7 @@ koring-launcher/
│ │ ├── launcher.ts # @xmcl/core 游戏启动
│ │ ├── launch-options.ts # 配置→LaunchOption 映射 (parseArgs/buildLaunchOptions/resolveJavaPath)
│ │ ├── paths.ts # 相对 gameDir 归一化 (resolveGamePath)
│ │ ├── device-id.ts # 设备唯一标识(主板/硬盘/BIOS 指纹 → MachineGuid 回退 → SHA-256 UUID 样式)
│ │ ├── modrinth.ts # Modrinth/CurseForge API
│ │ └── instance.ts # 实例管理(含 importExistingInstance sourceGamePath
│ ├── handlers/ # IPC 处理器
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@@ -1,193 +1,614 @@
# Koring Launcher
<p align="center">
<img src="public/icons/run/icon.png" width="96" alt="Koring Launcher" />
</p>
Minecraft launcher built with Electron + React 19 + TypeScript + Node.js (@xmcl).
<h1 align="center">Koring Launcher</h1>
<p align="center">
A modern Minecraft launcher for Windows · 基于 Electron + React 的现代化 Minecraft 启动器
</p>
<p align="center">
<a href="https://github.com/dream-pep/koring-launcher/releases"><img src="https://img.shields.io/github/v/release/dream-pep/koring-launcher?display_name=release&label=Release&logo=github&color=4c6ef5" alt="Release"></a>
<img src="https://img.shields.io/badge/platform-Windows%20%7C%20macOS%20%7C%20Linux-8a94a6" alt="Platform">
<img src="https://img.shields.io/badge/Electron%2033%20%C2%B7%20React%2019%20%C2%B7%20TypeScript-20242e" alt="Electron · React · TypeScript">
<img src="https://img.shields.io/badge/license-LL--1.0-7d5fb8" alt="License">
<a href="https://github.com/dream-pep/koring-launcher/actions/workflows/release.yml"><img src="https://github.com/dream-pep/koring-launcher/actions/workflows/release.yml/badge.svg" alt="Build & Release"></a>
</p>
<p align="center">
<a href="https://github.com/dream-pep/koring-launcher"><img src="https://img.shields.io/github/stars/dream-pep/koring-launcher?style=social" alt="Stars"></a>
</p>
---
# 中文文档
- [项目简介](#项目简介)
- [功能特性](#功能特性)
- [界面预览](#界面预览)
- [快速开始](#快速开始)
- [开发指南](#开发指南)
- [构建与发布](#构建与发布)
- [技术架构](#技术架构)
- [目录结构](#目录结构)
- [版本与自动更新](#版本与自动更新)
- [路线图](#路线图)
- [贡献指南](#贡献指南)
- [许可证](#许可证)
---
## 项目简介
**Koring Launcher** 是一款面向现代 Windows 桌面的 Minecraft 启动器,采用
**Electron + React 19 + TypeScript** 构建,游戏侧核心能力基于成熟的
[@xmcl](https://github.com/Voxelum/xmcl) 开源生态(安装、启动、任务)。
项目强调**流畅的桌面体验**与**工程化的进程架构**:自定义无边框窗口与启动画面、
三层层级 UI、主进程权威的配置体系、内置资源注册表与内存管理,以及 beta/run 双通道
自动更新。代码库以「渲染进程薄、主进程权威」为原则,所有游戏相关能力
@xmcl、文件系统、进程管理)均运行于 Electron 主进程,渲染进程只通过类型安全的
IPC 与主进程通信。
> **状态**:项目处于积极开发与内测阶段(`beta` / `run` 双通道发布)。主框架与核心
> 流程稳定可用,部分 UI 模块(见 [路线图](#路线图))仍在打磨。
## 功能特性
**桌面体验**
- 自定义**无边框窗口**:自绘标题栏(毛玻璃)与窗口控制,深浅色模式自动适配
- 独立的 **Splash 启动画面**480×320 透明窗,无框架依赖,`ready-to-show` + 最短停留时间过渡)
- **三层层级 UI**:背景层 / 内容层 / 系统层,页面间使用 View Transitions 过渡
- 内置**隐藏调试页**`debug-*` 路由):显示、更新、任务、资源与内存等专项调试
**游戏能力(基于 @xmcl**
- **统一配置驱动启动**:主进程读取权威配置,自动映射为 `LaunchOption`
Java 路径 / 内存 / GC / JVM 参数 / 游戏参数 / 窗口 / 启动前命令),
支持启动事件推送与 `afterLaunch` 窗口处理
- **Java 自动检测与路径校验**(`java:scan` / `java:resolve`
- **实例系统**:主库实例 + 游戏目录批量导入(幂等、目录变更自动重扫)
- **Mod 生态**Modrinth / CurseForge 检索与安装模块
- **账号体系**:Koring 账号、离线账号(规范离线 UUID),微软 OAuth 核心已接入
- 任务系统:安装 / 下载进度统一通过主进程任务队列(`task:*`)推进,UI 可查看队列
**配置与个性化**
- **主进程权威配置**YAML`Koring.yml`),深度合并 + 稀疏写盘 + 变更广播
- **设置中心**(参考 PCL2 的分组结构):游戏(账号 / Java / 目录 / 高级)、
个性化(主题背景 / 主界面 / 语言 / 无障碍)、网络(下载 / 安全识别)等均已接入
- **背景系统**:颜色 / 渐变 / 模糊 / 自选壁纸;自选壁纸由主进程按屏幕尺寸降采样并
落盘存储,经 `koring-res://` 特权协议流式读取(**全程无 base64**),并纳入
**资源注册表**统一管理(引用计数、预算 + LRU 逐出)
- **引导流程**:首次启动 OOBE 向导(语言 / 协议 / 登录 / 版本)与更新后引导(UPvP),
「关于此版本」将 GitHub Release Notes 按新增 / 修复 / 优化等**分类卡片化**展示
- **意见反馈**:设置 → 服务与反馈内置 HeroUI 反馈按钮,点击在系统浏览器打开 YouTrack 反馈表单
`components/feedback/FeedbackButton`,直链 `lingke.youtrack.cloud/form/<uuid>`
- **设备识别码**:关于页展示设备唯一标识 —— 由硬件指纹(主板 UUID / 硬盘序列号 / BIOS 序列号,过滤 OEM 占位值)
优先取源,缺失时回退注册表 `MachineGuid`,经 SHA-256 生成 UUID 样式标识(`electron/core/device-id.ts`,进程内缓存)
## 界面预览
> 截图整理中 —— 欢迎将截图放入 `docs/screenshots/` 后在此展示。
<!--
示例:
<img src="docs/screenshots/home.png" width="720" alt="主界面" />
-->
## 快速开始
**面向用户**:从 [GitHub Releases](https://github.com/dream-pep/koring-launcher/releases)
下载最新安装包(NSIS 安装器,可自选安装目录)。目前发布管线产出 Windows 安装程序,
macOSDMG)与 LinuxAppImage)构建目标已配置,将在 CI 中逐步开放。
**开发环境要求**
| 依赖 | 版本 | 说明 |
| --- | --- | --- |
| OS | Windows 10/11x64 | 主要开发与目标平台 |
| Node.js | ≥ 20.19CI 使用 22 | Vite 7 要求 |
| pnpm | ≥ 9CI 使用 11.7 | 包管理器,仓库基于 pnpm workspace |
> 国内网络环境:仓库 `.npmrc` 已配置 Electron 二进制走 npmmirror 镜像,
> 可避免 Electron 下载超时。
```bash
# 安装依赖
pnpm install
# 开发(完整应用:Vite dev server :1420 + Electron
pnpm dev
# 仅渲染进程(HMR,端口 1420)/ 仅主进程
pnpm dev:renderer
pnpm dev:main
```
## 开发指南
常用脚本一览(完整说明见 `DEV.md``AGENTS.md`):
| 命令 | 说明 |
| --- | --- |
| `pnpm dev` | 完整开发环境(先编译主进程,再并行启动 Vite + Electron |
| `pnpm dev:renderer` | 仅渲染进程(Vite HMR,端口 1420 |
| `pnpm dev:main` | 仅主进程(`tsc` 编译后启动 Electron |
| `pnpm build:renderer:{dev,beta,run}` | 按模式构建渲染进程 |
| `pnpm build:main` | 编译主进程 TypeScript |
| `pnpm build:{dev,beta,run}` | 对应模式的完整构建(渲染进程 + 主进程) |
| `pnpm preview` | 预览 Vite 产物 |
| `pnpm version:set` | 设置版本号(单一事实源为 `package.json` |
| `pnpm pack` | `electron-builder --dir`(未打包目录产物) |
| `pnpm dist` / `dist:win` / `dist:mac` / `dist:linux` | electron-builder 按目标平台打包 |
**开发要点速览**
- `@/` 路径别名映射到 `src/`(同时配置于 `vite.config.ts``tsconfig.json`
- 渲染进程公共资源路径须使用 `import.meta.env.BASE_URL` 前缀(打包后绝对路径失效)
- 所有 `@xmcl/*`、文件系统与子进程能力运行于主进程;渲染进程经
`ipcRenderer.invoke()``ipcMain.handle()` 调用,方向性事件经 `webContents.send()` 推送
- 主进程配置为唯一权威:渲染端只提交补丁,不直接写盘(详见「配置存储」)
- HeroUI 3(基于 react-aria)控件使用 `onChange``onValueChange` 已移除
- 窗口拖拽需使用内联样式 `WebkitAppRegion: "drag"`Electron 仅识别 CSS 属性)
## 构建与发布
### 构建模式
项目支持三种构建模式,通过环境文件(`.env.development` / `.env.beta` /
`.env.production`)注入,并配套**切换图标**(exe / 安装器图标随模式不同):
| 模式 | Vite mode | 图标目录 | 用途 |
| --- | --- | --- | --- |
| `dev` | `development` | `public/icons/dev/` | 日常开发 |
| `beta` | `beta` | `public/icons/beta/` | 内测发布 |
| `run` | `production` | `public/icons/run/` | 正式发布 |
```bash
pnpm dist:dev # build:dev → icon:dev → electron-builder --win
pnpm dist:beta # build:beta → icon:beta → electron-builder --win
pnpm dist:run # build:run → icon:run → electron-builder --win
```
打包流程:模式构建 → `scripts/switch-icon.js` 将对应图标复制到 `build/`
electron-builder 的 `buildResources`)→ electron-builder 产出 NSIS 安装程序,
产物位于 `dist-electron/koring-launcher-{version}-setup.exe`
### 发布流水线(GitHub Actions
`.github/workflows/release.yml` 手动触发(选择 `beta` / `run` 模式):
1.`package.json` 读取基础版本号,附加 **BUILD ID**GitHub Run Number
严格递增)生成最终版本:`{base}-beta.{buildId}`beta)或 `{base}-{buildId}`run
2. `pnpm build:{mode}` + `pnpm icon:{mode}`renderer + main + 图标)
3. `electron-builder --win`,经 **SignPath 远程签名**(无 `SIGNPATH_API_TOKEN`
时自动跳过,本地构建不受影响;仅对 sha256 签名以节省配额)
4. 生成中文发布说明并发布 GitHub Releasebeta 为 prerelease 并额外上传
`latest-beta.yml`run 为正式版并上传 `latest.yml`electron-updater 更新清单)
### 配置存储(主进程权威)
- **`Koring.yml`**:打包后存 `app.getPath('userData')``%APPDATA%/Koring Launcher/`),
开发模式存项目根目录;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:渲染端经 `config:update` 提交补丁 → 主进程深度合并 →
300ms debounce **稀疏写盘**(仅写非默认值)→ 广播 `config:changed` 同步渲染端镜像
- **`koring-auth.json`**(账号数据)与崩溃日志采用相同存储策略
- ⚠️ 数据文件不可放入安装目录:NSIS 重装 / 升级会经旧卸载器删除整个安装目录
## 技术架构
```
┌────────────────────────── Renderer (React 19) ─────────────────────────┐
│ pages / components / stores (Zustand) resources (注册表+LRU) │
│ │ ipcRenderer.invoke() ▲ ipcMain.handle() │
│ ▼ │ webContents.send() (方向性事件) │
├────────────────────────── Main Process (Electron / Node) ──────────────┤
│ handlers/* ── config.ts (YAML 权威) · auth.ts · updater.ts │
│ core/* ── @xmcl/core · @xmcl/installer · @xmcl/task │
│ launch-options (配置→LaunchOption) │
│ resource-protocol.ts koring-res://(白名单流式读取,realpath 校验) │
└────────────────────────────────────────────────────────────────────────┘
```
- **IPC 流**:渲染进程 `invoke` → 主进程 `handle` → 处理完成返回;主进程主动事件
`webContents.send` 推送给渲染端(如 `config:changed``launch:event`
- **可变的 `win` 引用**`main.ts` 使用可变 `win` 对象,各 handler 在运行时读取
`win.mainWindow`,而非注册时捕获
- **`koring-res://`**:特权自定义协议,仅服务 userData 内
`background-custom*` 白名单文件(realpath 二次校验,防目录穿越),
用于渲染进程「按引用」流式读取本地壁纸,避免 base64 膨胀内存
- **背景图处理**:自选壁纸由主进程复制到 userData,并按屏幕尺寸降采样 / 重编码
**落盘**;配置文件只存文件路径
- **资源注册表**`src/resources/`):acquire / release 引用计数、预算 + LRU 逐出、
onRelease 释放回调;图片按显示尺寸降采样,供列表缩略图复用
## 目录结构
```
koring-launcher/
├─ electron/ # 主进程(Electron@xmcl 全部运行于此)
│ ├─ main.ts # 入口:窗口管理、splash→主界面过渡
│ ├─ preload.ts # contextBridge 暴露 window.electronAPI
│ ├─ config.ts # YAML 配置(权威、稀疏写盘、迁移)
│ ├─ auth.ts · updater.ts · resource-protocol.ts
│ ├─ core/ # @xmcl 集成与业务核心
│ │ ├─ auth.ts · koring-auth.ts · installer.ts · launcher.ts
│ │ ├─ launch-options.ts · modrinth.ts · instance.ts
│ │ ├─ task.ts · paths.ts · background-image.ts · crash-logger.ts
│ └─ handlers/ # IPC 处理器(config/auth/install/launch/java/
│ # mods/instance/background/task/system/update/
│ # koring-auth/crash-monitor/window
├─ src/ # 渲染进程(React 19
│ ├─ api/ # IPC 类型封装
│ ├─ components/ # background/ system/ setting/ task/
│ │ # about-version/ ui/ (shadcn) …
│ ├─ pages/ # home · gallery · store · today · play-link ·
│ │ # setting(分组子页) · oobe · upvp · update ·
│ │ # task-queue · crash · debug
│ ├─ resources/ # 资源注册表(引用计数/预算/LRU)与图片解码管线
│ ├─ stores/ # Zustand 状态(config/auth/theme/route/launch…)
│ ├─ layouts/ · hooks/ · lib/ (mode/buildInfo/version) · assets/ · types/
│ ├─ App.tsx · main.tsx · index.css
├─ public/ # 静态资源:icons/{dev,beta,run}/、背景、字体
├─ scripts/ # switch-icon · version · gen-build-info ·
│ # signpath-sign · release-notes …
├─ docs/ · DEV.md · AGENTS.md # 开发文档与仓库约定
├─ electron-builder.yml # appId / 打包目标 / NSIS / 签名配置
├─ vite.config.ts · tsconfig*.json · .env.{development,beta,production}
└─ package.json # 版本单一事实源
```
## 版本与自动更新
- **版本单一事实源**`package.json``version` 字段(`scripts/version.js`
`get` / `set`),本地与 CI 共用,消除双轨
- **版本号格式**`{base}`package.json)→ 发布时追加构建号
`{base}-beta.{buildId}`beta 通道)/ `{base}-{buildId}`run 通道)
- **自动更新**`electron-updater` + GitHub providerrun 通道读 `latest.yml`
beta 通道读 `latest-beta.yml`;客户端开启 `allowPrerelease` 以接收带构建号的
beta 更新
- ⚠️ 若切换构建号方案(时间戳 → Run Number),旧版数值更大,老用户不会自动
升级,需同步提升 base 版本(详见 `docs/auto-update-plan.md`
## 路线图
- [ ] **实例中心 / 资源中心 UI**:完整实现已就绪,暂以占位页收尾打磨后放开
Minecraft 版本 / Mod / 整合包浏览与安装)
- [ ] **微软账号登录 UI**OAuth / Xbox / Minecraft 认证核心已接入,入口 UI 完善中
- [ ] **以太 / 陶瓦联机页**:目前为占位
- [ ] macOSDMG)与 LinuxAppImageCI 发布产物
- [ ] 多语言(`app.language` 偏好已定义,UI 文案逐步外置)
## 贡献指南
欢迎提交 Issue 与 Pull Request
1. Fork 本仓库并以 `master` 为基线创建功能分支
2. 遵循仓库现有风格(TypeScript 严格模式、组件/处理器分层),
提交信息建议使用约定式(`feat:` / `fix:` / `docs:` / `refactor:` …)
3. 修改渲染进程前先阅读 [AGENTS.md](AGENTS.md)(架构约束与注意点)
与 [DEV.md](DEV.md)(开发说明)
4. 涉及图标 / 安装器的改动请分别验证三种构建模式(`dist:dev/beta/run`
## 许可证
本项目使用自定义 **LingkeLice 1.0LL-1.0** 许可证,版权归
**Shenzhen Lingke Network Technology Co., Ltd.(深圳灵科网络科技有限公司)** 所有。
要点:**非商业用途**可自由使用、复制、修改与分发(含并入其他项目);任何
**商业用途**(含集成进商业产品、商业化提供服务、直接 / 间接获利)须事先获得
版权所有者的**书面授权**。详见 [LICENSE](LICENSE)。
商业授权请联系 Shenzhen Lingke Network Technology Co., Ltd.
---
# English Version
- [Introduction](#introduction)
- [Features](#features)
- [Screenshots](#screenshots)
- [Quick Start](#quick-start)
- [Development](#development)
- [Build & Release](#build--release)
- [Architecture](#architecture)
- [Project Structure](#project-structure)
- [Versioning & Auto-Update](#versioning--auto-update)
- [Roadmap](#roadmap)
- [Contributing](#contributing)
- [License](#license)
## Introduction
**Koring Launcher** is a modern Minecraft launcher for Windows built with
**Electron + React 19 + TypeScript**, with game-side capabilities powered by the
mature [@xmcl](https://github.com/Voxelum/xmcl) ecosystem (install, launch, task).
The project favors a *thin renderer, authoritative main process* architecture:
game-related features (@xmcl, filesystem, subprocesses) all run in the Electron
main process, while the renderer talks to it only through type-safe IPC. Notable
engineering practices include a custom frameless window and splash screen,
a three-layer UI model, main-process-authoritative configuration, a built-in
resource registry with memory management, and dual-channel (beta/run) auto-update.
> **Status**: under active development with public beta/run releases. The core
> framework and main flows are stable; a few UI modules are being polished
> (see [Roadmap](#roadmap)).
## Features
**Desktop experience**
- Custom **frameless window**: glassmorphism title bar and window controls,
automatic dark/light mode
- Standalone **splash screen** (480×320 transparent window, dependency-free,
`ready-to-show` + minimum-duration transition)
- **Three-layer UI** (background / content / system) with View Transitions
- Hidden **debug pages** (`debug-*` routes) for display, update, task, and
resource/memory inspection
**Game capabilities (via @xmcl)**
- **Config-driven unified launch**: the main process maps authoritative config
to `LaunchOption` (Java path, memory, GC, JVM args, window, pre-launch
commands), with launch event streaming and `afterLaunch` window handling
- **Java auto-detection & validation** (`java:scan` / `java:resolve`)
- **Instance system**: instances in the main library + bulk import from an
existing game directory (idempotent, auto-rescan on directory change)
- **Mod ecosystem**: Modrinth / CurseForge search & install modules
- **Accounts**: Koring account, offline login (spec-compliant offline UUID),
Microsoft OAuth core integrated
- **Task system**: install / download progress flows through a main-process
task queue (`task:*`) with a visible UI queue
**Configuration & personalization**
- **Main-process-authoritative config**: YAML (`Koring.yml`), deep merge +
sparse save + change broadcast
- **Settings center** (PCL2-inspired groups): game (account / Java / directory /
advanced), personalization (theme & background / UI / language / a11y),
network (download / security ID), etc.
- **Background system**: color / gradient / blur / custom wallpaper. Custom
wallpapers are downsampled to screen size and stored **on disk** by the main
process, streamed via the privileged `koring-res://` protocol (**no base64**),
and managed by a **resource registry** (ref-counting, budget + LRU eviction)
- **Onboarding flows**: first-launch OOBE wizard (language / agreement / login /
version) and post-update wizard (UPvP); “About this version” renders GitHub
release notes as categorized cards (added / fixed / improved / …)
## Screenshots
> Coming soon — contributions welcome: drop screenshots into `docs/screenshots/`
> and reference them here.
<!--
e.g. <img src="docs/screenshots/home.png" width="720" alt="Home" />
-->
## Quick Start
**End users**: download the latest installer from
[GitHub Releases](https://github.com/dream-pep/koring-launcher/releases) (NSIS,
custom install directory). The release pipeline currently publishes Windows
setups; macOS (DMG) and Linux (AppImage) targets are configured and will be
opened up in CI gradually.
**Development requirements**
| Dependency | Version | Notes |
| --- | --- | --- |
| OS | Windows 10/11 (x64) | Primary development & target platform |
| Node.js | ≥ 20.19 (CI uses 22) | Required by Vite 7 |
| pnpm | ≥ 9 (CI uses 11.7) | Package manager (pnpm workspace) |
> In China, `.npmrc` already redirects Electron binaries to the npmmirror
> mirror to avoid download timeouts.
```bash
pnpm install
pnpm dev # full app (frontend + electron)
pnpm dev:renderer # frontend only (vite, port 1420)
pnpm dev:main # electron main process only
# Full app dev (Vite :1420 + Electron)
pnpm dev
pnpm dev:renderer # renderer only (HMR, port 1420)
pnpm dev:main # main process only
```
## Build
## Development
Common scripts (full details in `DEV.md` and `AGENTS.md`):
| Command | Description |
| --- | --- |
| `pnpm dev` | Full dev environment (compile main, then Vite + Electron) |
| `pnpm dev:renderer` | Renderer only (Vite HMR, port 1420) |
| `pnpm dev:main` | Main process only (`tsc` then launch Electron) |
| `pnpm build:renderer:{dev,beta,run}` | Build renderer for a mode |
| `pnpm build:main` | Compile main-process TypeScript |
| `pnpm build:{dev,beta,run}` | Full build for a mode (renderer + main) |
| `pnpm preview` | Preview the Vite build |
| `pnpm version:set` | Set the version (`package.json` is the single source) |
| `pnpm pack` | `electron-builder --dir` (unpacked output) |
| `pnpm dist` / `dist:win` / `dist:mac` / `dist:linux` | Package for a target |
**Quick notes**
- `@/` maps to `src/` (in both `vite.config.ts` and `tsconfig.json`)
- Public assets in the renderer must use the `import.meta.env.BASE_URL` prefix
(absolute paths break when packaged)
- All `@xmcl/*`, filesystem and subprocess code lives in the main process; the
renderer calls via `ipcRenderer.invoke()``ipcMain.handle()`, and
directional events are pushed with `webContents.send()`
- Main-process config is authoritative — the renderer submits patches, never
writes files directly
- HeroUI 3 (built on react-aria) controls use `onChange` (`onValueChange`
no longer exists)
- Window dragging requires the inline style `WebkitAppRegion: "drag"`
(Electron only honors the CSS property)
## Build & Release
### Build modes
Three build modes are driven by env files (`.env.development` / `.env.beta` /
`.env.production`) and each ships its **own icon set** for the exe and
installer:
| Mode | Vite mode | Icon dir | Purpose |
| --- | --- | --- | --- |
| `dev` | `development` | `public/icons/dev/` | Daily development |
| `beta` | `beta` | `public/icons/beta/` | Beta release |
| `run` | `production` | `public/icons/run/` | Production release |
```bash
pnpm build # production build (vite + tsc)
pnpm dist:dev # dev icon + Windows installer
pnpm dist:beta # beta icon + Windows installer
pnpm dist:run # production icon + Windows installer
pnpm dist:mac # build macOS DMG
pnpm dist:linux # build Linux AppImage
pnpm dist:dev # build:dev icon:dev electron-builder --win
pnpm dist:beta # build:beta → icon:beta → electron-builder --win
pnpm dist:run # build:run icon:run → electron-builder --win
```
Pipeline: mode build → `scripts/switch-icon.js` copies the mode icons into
`build/` (electron-builders `buildResources`) → electron-builder produces an
NSIS installer at `dist-electron/koring-launcher-{version}-setup.exe`.
### Release pipeline (GitHub Actions)
`.github/workflows/release.yml` is triggered manually with a `beta` / `run` mode:
1. Read the base version from `package.json`, append a **BUILD ID**
(GitHub Run Number, strictly increasing): `{base}-beta.{buildId}` (beta) or
`{base}-{buildId}` (run)
2. `pnpm build:{mode}` + `pnpm icon:{mode}`
3. `electron-builder --win` with **SignPath remote signing** (auto-skipped when
`SIGNPATH_API_TOKEN` is absent; sha256-only to save quota)
4. Generate Chinese release notes and publish a GitHub Release: beta releases
are prereleases that also upload `latest-beta.yml`; run releases are stable
and upload `latest.yml` (the electron-updater manifest)
### Config storage (main-process authoritative)
- **`Koring.yml`**: stored under `app.getPath('userData')`
(`%APPDATA%/Koring Launcher/`) when packaged, or in the project root in dev;
legacy files next to the old exe are auto-migrated on first launch
- The in-memory cache in the main process is the single source of truth:
renderer submits a patch via `config:update` → deep merge → 300 ms debounced
**sparse write** (non-default values only) → broadcast `config:changed`
- **`koring-auth.json`** (account data) and crash logs follow the same policy
- ⚠️ Never store data files inside the install directory: NSIS reinstall /
upgrade removes the whole directory via the old uninstaller
## Architecture
```
src/ Frontend (React 19 + Vite 7 + Tailwind v4 + shadcn/ui + Zustand)
electron/ Main process (Node.js/TypeScript, @xmcl/* packages)
public/ Static assets (icons, fonts, images)
build/ Build resources (generated, gitignored)
┌────────────────────────── Renderer (React 19) ─────────────────────────┐
│ pages / components / stores (Zustand) resources (registry+LRU) │
│ │ ipcRenderer.invoke() ▲ ipcMain.handle() │
│ ▼ │ webContents.send() (directional) │
├────────────────────────── Main Process (Electron / Node) ──────────────┤
│ handlers/* ── config.ts (YAML authority) · auth.ts · updater.ts │
│ core/* ── @xmcl/core · @xmcl/installer · @xmcl/task │
│ launch-options (config → LaunchOption) │
│ resource-protocol.ts koring-res:// (whitelist streaming, realpath) │
└────────────────────────────────────────────────────────────────────────┘
```
**IPC Flow:**
Frontend → `ipcRenderer.invoke()``ipcMain.handle()` → main process → `webContents.send()` → Frontend
**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)
- **IPC flow**: renderer `invoke` → main `handle` → result returns; the main
process pushes directional events (e.g. `config:changed`, `launch:event`)
via `webContents.send`
- **Mutable `win` reference**: `main.ts` keeps a mutable `win` object, and
handlers read `win.mainWindow` at runtime instead of capture time
- **`koring-res://`**: privileged custom protocol serving only whitelisted
`background-custom*` files inside userData (realpath double-check against
path traversal) so the renderer can stream local wallpapers by reference
- **Wallpaper pipeline**: custom wallpapers are copied into userData,
downsampled/re-encoded to screen size and written **to disk**; the config
stores only the file path
- **Resource registry** (`src/resources/`): acquire/release ref-counting,
budget + LRU eviction, onRelease callbacks; images are decoded at display
size and shared by list thumbnails
## Project Structure
```
src/
├── api/ # Frontend API layer (IPC wrappers)
├── ipc.ts # Core IPC utilities
├── 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/
├── mode.ts # Build mode constants (DEFAULT_BG, LOGO_SVG, APP_ICON)
└── utils.ts # cn() helper
└── App.tsx # Root component with state router
electron/
├── main.ts # Electron entry, window management, splash→main transition
├── preload.ts # Context bridge (window.electronAPI)
├── config.ts # YAML config management (main-process authoritative, debounce sparse save)
├── 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)
│ ├── 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)
│ ├── 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)
│ ├── mods.ts # Mod operations
│ ├── instance.ts # Instance operations
│ ├── background.ts # Background operations
│ ├── task.ts # Task system
│ ├── system.ts # System info
│ └── window.ts # Window controls + splash management
└── types/
└── electron.d.ts # TypeScript declarations
koring-launcher/
├─ electron/ # Main process (all @xmcl code runs here)
├─ main.ts # Entry: windows, splash → main transition
├─ preload.ts # contextBridge → window.electronAPI
├─ config.ts # YAML config (authoritative, sparse save, migrate)
─ auth.ts · updater.ts · resource-protocol.ts
├─ core/ # @xmcl integrations & business core
├─ auth.ts · koring-auth.ts · installer.ts · launcher.ts
│ ├─ launch-options.ts · modrinth.ts · instance.ts
│ │ ├─ task.ts · paths.ts · background-image.ts · crash-logger.ts
│ └─ handlers/ # IPC handlers (config/auth/install/launch/java/
# mods/instance/background/task/system/update/
# koring-auth/crash-monitor/window)
├─ src/ # Renderer (React 19)
│ ├─ api/ # Typed IPC wrappers
├─ components/ # background/ system/ setting/ task/
│ │ # about-version/ ui/ (shadcn) …
├─ pages/ # home · gallery · store · today · play-link ·
│ # setting (grouped subpages) · oobe · upvp ·
│ │ # update · task-queue · crash · debug
├─ resources/ # Resource registry (ref-count/budget/LRU) +
# image decode pipeline
│ ├─ stores/ # Zustand (config/auth/theme/route/launch…)
│ ├─ layouts/ · hooks/ · lib/ (mode/buildInfo/version) · assets/ · types/
│ ├─ App.tsx · main.tsx · index.css
├─ public/ # Static assets: icons/{dev,beta,run}/, bg, fonts
├─ scripts/ # switch-icon · version · gen-build-info ·
│ # signpath-sign · release-notes …
├─ docs/ · DEV.md · AGENTS.md # Docs & repository conventions
├─ electron-builder.yml # appId / targets / NSIS / signing
├─ vite.config.ts · tsconfig*.json · .env.{development,beta,production}
└─ package.json # Single source of truth for the version
```
## Three-Layer Page Structure
## Versioning & Auto-Update
```
┌──────────────────────────────────────┐
│ 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 │
└──────────────────────────────────────┘
```
- **Single source of truth**: the `version` field in `package.json`
(`scripts/version.js` `get`/`set`) shared by local builds and CI
- **Version format**: `{base}` (package.json) gains a build suffix at release
time: `{base}-beta.{buildId}` (beta) / `{base}-{buildId}` (run)
- **Auto-update**: `electron-updater` with the GitHub provider; run reads
`latest.yml`, beta reads `latest-beta.yml`; the client enables
`allowPrerelease` so suffixed beta builds are detected
- ⚠️ Switching the build-ID scheme (timestamp → Run Number) makes old versions
numerically larger; raise the base version at the same time or old clients
will not upgrade (details: `docs/auto-update-plan.md`)
## Splash Screen
## Roadmap
- 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
- Startup: splash shows first → main loads behind → transition after `ready-to-show` + 1.5s minimum
- [ ] **Instance center / Resource center UI**: full implementations are ready
but temporarily behind placeholder pages (Minecraft versions / mods /
modpacks browse & install)
- [ ] **Microsoft account login UI**: OAuth / Xbox / Minecraft auth core is
integrated; UI entry is being polished
- [ ] **Ether / Tawa online play pages**: currently placeholders
- [ ] macOS (DMG) and Linux (AppImage) CI artifacts
- [ ] i18n rollout (`app.language` preference is defined; UI strings are being
externalized)
## Icon System
## Contributing
Three icon variants in `public/icons/`:
Issues and pull requests are welcome:
```
public/icons/
dev/icon.ico, icon.png # Development
beta/icon.ico, icon.png # Testing
run/icon.ico, icon.png # Production release
```
1. Fork the repository and branch from `master`
2. Follow the existing style (strict TypeScript, layered components/handlers);
prefer conventional commits (`feat:` / `fix:` / `docs:` / `refactor:` …)
3. Before touching the renderer, read [AGENTS.md](AGENTS.md) (architecture
constraints) and [DEV.md](DEV.md) (development notes)
4. Icon / installer changes should be verified across all three build modes
(`dist:dev/beta/run`)
**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/
```
## License
`electron-builder.yml` reads icons from `build/` (`buildResources: build`).
This project is licensed under the custom **LingkeLice 1.0 (LL-1.0)**, ©
**Shenzhen Lingke Network Technology Co., Ltd.** In short: **non-commercial
use** (use, copy, modify, distribute, including incorporation into other
projects) is free; any **commercial use** — integrating into commercial
products, providing paid services, or earning direct/indirect revenue — requires
**prior written authorization** from the copyright holder. See
[LICENSE](LICENSE).
**Frontend usage:**
```tsx
import { APP_ICON, DEFAULT_BG, LOGO_SVG, BUILD_MODE, isDev } from "@/lib/mode";
<img src={APP_ICON} />
<img src={LOGO_SVG} />
<img src={DEFAULT_BG} />
{isDev && <span>Dev Mode</span>}
```
## IPC Handlers
- `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)
- `auth:*` — Microsoft OAuth, offline login
- `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
- `mods:*` — Modrinth/CurseForge search, install
- `instance:*` — Instance CRUD(安装/导入/诊断;启动统一走 `launch:launch`
- `background:*` — Background image/color/blur/animation/theme
- `task:*` — Task system progress
- `system:*` — System info
- `window:*` — Minimize/maximize/close + splash management
- `dialog:*` — File picker
## Key Gotchas
- **@xmcl packages run in main process**: `@xmcl/core`, `@xmcl/installer` require `fs`/`child_process`. All run in Electron main process.
- **Path alias**: `@/` maps to `src/`.
- **Window dragging**: Use CSS `WebkitAppRegion: "drag"` as inline style (Electron only respects CSS property, not HTML attributes).
- **Transparent windows**: `transparent: true` + `frame: false` in BrowserWindow options.
- **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"。
- **AboutVersion(关于此版本)**`src/components/about-version/` 拉取当前版本 GitHub 发布说明,解析后**按提交类型(新增/修复/优化/重构/文档/其他)分类卡片**展示(不渲染原始 Markdown);OOBE/UPvP 流程步骤为「版本卡片 → 关于此版本」。
## Tech Stack
| Layer | Technology |
|-------|-----------|
| Frontend | React 19, Vite 7, Tailwind CSS v4, shadcn/ui, Zustand |
| Main Process | Node.js, TypeScript, @xmcl/* packages |
| Build | pnpm, Vite, electron-builder |
For commercial licensing, contact Shenzhen Lingke Network Technology Co., Ltd.
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// 设备唯一标识(组合指纹 + 回退 MachineGuid
//
// 用途:为“设备识别码”提供尽量唯一且稳定的标识(授权/激活/统计)。
// 来源优先级(均为硬件级,重装系统不变):
// 1. board — 主板 UUIDWin32_ComputerSystemProduct.UUID
// 2. disk — 硬盘序列号(Win32_DiskDrive 首个物理盘)
// 3. bios — BIOS 序列号(Win32_BIOS;存在大量 OEM 默认值,故置后)
// 4. machine— 注册表 MachineGuid(系统安装级,作为最终回退)
// 取第一个有效值 → SHA-256 → 前 32 位十六进制 → UUID 样式分段展示。
import { execSync } from 'child_process';
import { createHash } from 'crypto';
export type DeviceIdSource = 'board' | 'disk' | 'bios' | 'machine' | 'none';
export interface DeviceIdentity {
deviceId: string | null;
source: DeviceIdSource;
}
/** OEM/虚拟机常见的占位序列号,视为无效 */
const INVALID_VALUES = [
'to be filled',
'o.e.m',
'default string',
'system serial number',
'not specified',
'not available',
'none',
'n/a',
'unknown',
'unspecified',
'innotek',
'bochs',
'vmware',
];
function isValid(value?: string | null): value is string {
if (!value) return false;
const v = value.trim();
if (!v) return false;
if (/^0+$/.test(v)) return false; // 全 0
if (/^0{8}-0{4}-0{4}-0{4}-0{12}$/i.test(v)) return false; // 00000000-... 全空 UUID
const low = v.toLowerCase();
return !INVALID_VALUES.some((bad) => low.includes(bad));
}
/** 读取四类候选标识(Windows 一条 PowerShell 完成,逐项容错) */
function probeSources(): { board: string; disk: string; bios: string; machine: string } {
const empty = { board: '', disk: '', bios: '', machine: '' };
if (process.platform !== 'win32') return empty;
const ps = [
'-NoProfile -Command',
"$ErrorActionPreference='SilentlyContinue';",
'$b=(Get-CimInstance Win32_ComputerSystemProduct).UUID;',
'$d=(Get-CimInstance Win32_DiskDrive|Select-Object -First 1).SerialNumber;',
'$i=(Get-CimInstance Win32_BIOS).SerialNumber;',
"$g=(Get-ItemProperty 'HKLM:\\SOFTWARE\\Microsoft\\Cryptography').MachineGuid;",
'[pscustomobject]@{board=[string]$b;disk=[string]$d;bios=[string]$i;machine=[string]$g}|ConvertTo-Json -Compress',
].join(' ');
try {
const output = execSync(`powershell ${ps}`, { encoding: 'utf-8', timeout: 8000, windowsHide: true });
const parsed = JSON.parse(output.trim() || '{}');
return {
board: String(parsed.board ?? ''),
disk: String(parsed.disk ?? ''),
bios: String(parsed.bios ?? ''),
machine: String(parsed.machine ?? ''),
};
} catch {
return empty;
}
}
/** 32 位十六进制 → UUID 样式(8-4-4-4-12,小写) */
function toUuidLike(hex32: string): string {
const h = hex32.toLowerCase();
return `${h.slice(0, 8)}-${h.slice(8, 12)}-${h.slice(12, 16)}-${h.slice(16, 20)}-${h.slice(20, 32)}`;
}
function compute(seed: string): string {
const hex = createHash('sha256').update(`koring-device:${seed}`, 'utf-8').digest('hex');
return toUuidLike(hex.slice(0, 32));
}
let cached: DeviceIdentity | null = null;
/** 获取设备唯一标识(进程内缓存,只探测一次) */
export function getDeviceId(): DeviceIdentity {
if (cached) return cached;
const { board, disk, bios, machine } = probeSources();
let seed: string | undefined;
let source: DeviceIdSource = 'none';
if (isValid(board)) {
seed = board;
source = 'board';
} else if (isValid(disk)) {
seed = disk;
source = 'disk';
} else if (isValid(bios)) {
seed = bios;
source = 'bios';
} else if (isValid(machine)) {
seed = machine;
source = 'machine';
}
cached = seed
? { deviceId: compute(seed), source }
: { deviceId: null, source: 'none' };
return cached;
}
/** 调试用:清空缓存(下次调用重新探测) */
export function resetDeviceIdCache(): void {
cached = null;
}
+11
View File
@@ -1,6 +1,7 @@
import electron from 'electron';
import { execSync } from 'child_process';
import * as os from 'os';
import { getDeviceId } from '../core/device-id';
const { ipcMain, app, shell } = electron;
@@ -68,6 +69,16 @@ export function registerSystemHandlers() {
}
});
// 设备唯一标识(组合指纹 + 回退 MachineGuid;进程内缓存,首次调用探测一次)
ipcMain.handle('system:deviceId', () => {
try {
const identity = getDeviceId();
return { success: true, data: identity, error: null };
} catch (e: unknown) {
return { success: false, data: null, error: String(e) };
}
});
// 进程内存快照(资源/内存调试面板使用;纯读取,无副作用)
ipcMain.handle('system:memory', async () => {
try {
+10
View File
@@ -11,6 +11,16 @@ export async function getSystemInfo(): Promise<SystemInfo> {
return ipcInvoke<SystemInfo>('system:info');
}
/** 设备唯一标识(组合指纹 + 回退 MachineGuid */
export interface DeviceIdentity {
deviceId: string | null;
source: 'board' | 'disk' | 'bios' | 'machine' | 'none';
}
export async function getDeviceId(): Promise<DeviceIdentity> {
return ipcInvoke<DeviceIdentity>('system:deviceId');
}
// ---- 进程内存快照(资源/内存调试面板用)----
/** app.getAppMetrics() 的进程项;workingSetSize 单位为 KB */
@@ -0,0 +1,30 @@
// 定制反馈按钮(HeroUI):点击后用系统浏览器打开 YouTrack 反馈表单直链。
import { ComponentProps } from "react";
import { Button } from "@heroui/react";
import { MessageSquareHeart, ExternalLink } from "lucide-react";
import { toast } from "sonner";
const FORM_DIRECT_URL = "https://lingke.youtrack.cloud/form/aa6a005d-2559-4e92-a0f5-d3898f377ef8";
type FeedbackButtonProps = {
/** 按钮文案,默认「意见反馈」 */
label?: string;
} & Omit<ComponentProps<typeof Button>, "children">;
export function FeedbackButton({ label = "意见反馈", ...buttonProps }: FeedbackButtonProps) {
const openFeedback = async () => {
try {
await window.electronAPI?.openExternal(FORM_DIRECT_URL);
} catch {
toast.error("无法打开反馈页面,请稍后重试");
}
};
return (
<Button variant="primary" size="md" onPress={openFeedback} {...buttonProps}>
<MessageSquareHeart className="w-4 h-4" />
{label}
<ExternalLink className="w-3 h-3 opacity-70" />
</Button>
);
}
+24
View File
@@ -14,6 +14,7 @@ import {
type UpdateChannelDef,
} from "@/api/update";
import { toast } from "sonner";
import { getDeviceId, type DeviceIdentity } from "@/api/system";
import {
AlertDialog,
AlertDialogTrigger,
@@ -46,6 +47,22 @@ export function AboutSetting() {
const [countdown, setCountdown] = useState(5);
const canConfirm = countdown <= 0;
// 设备识别码(组合指纹:主板/硬盘/BIOS → 回退系统安装标识)
const [device, setDevice] = useState<DeviceIdentity | null>(null);
useEffect(() => {
let cancelled = false;
getDeviceId()
.then((d) => {
if (!cancelled) setDevice(d);
})
.catch(() => {
if (!cancelled) setDevice(null);
});
return () => {
cancelled = true;
};
}, []);
// 更新通道(下拉框,选项来自主进程通道注册表)
const [channels, setChannels] = useState<UpdateChannelDef[]>([]);
const [activeChannel, setActiveChannel] = useState("woker");
@@ -132,6 +149,13 @@ export function AboutSetting() {
<span className="text-[13px] text-muted-foreground">Node.js</span>
</SettingRow>
</SettingCard>
<SettingCard>
<SettingRow label="设备识别码" desc="设备追踪ID">
<span className="text-[13px] text-muted-foreground font-mono">
{device?.deviceId ?? "—"}
</span>
</SettingRow>
</SettingCard>
</div>
</div>
+24 -5
View File
@@ -1,15 +1,34 @@
import { EmptyState } from "@heroui/react";
import { MessageSquareHeart } from "lucide-react";
import { PageHeader } from "@/components/setting";
import { FeedbackButton } from "@/components/feedback/FeedbackButton";
export function FeedbackSetting() {
return (
<div>
<PageHeader title="服务与反馈" desc="提交问题反馈、功能建议与联系开发团队" />
<EmptyState className="py-16">
<MessageSquareHeart className="w-10 h-10 text-muted-foreground/30" />
<p className="text-sm text-muted-foreground mt-3"></p>
</EmptyState>
<div className="space-y-6">
<div className="rounded-xl border border-black/[0.06] dark:border-white/[0.07] bg-white/85 dark:bg-black/45 backdrop-blur-[12px] px-5 py-8 flex flex-col items-center text-center gap-3">
<div className="w-12 h-12 rounded-full bg-foreground/[0.05] dark:bg-white/[0.05] flex items-center justify-center">
<MessageSquareHeart className="w-6 h-6 text-muted-foreground/60" />
</div>
<div className="space-y-1">
<p className="text-sm font-medium text-foreground"></p>
<p className="text-[12.5px] text-muted-foreground max-w-sm leading-relaxed">
</p>
</div>
<FeedbackButton label="填写反馈表单" className="mt-1" />
</div>
<div className="rounded-xl border border-black/[0.06] dark:border-white/[0.07] bg-white/85 dark:bg-black/45 backdrop-blur-[12px] px-5 py-4">
<p className="text-sm font-medium text-foreground"></p>
<ul className="mt-2 space-y-1.5 text-[12.5px] text-muted-foreground leading-relaxed list-disc pl-4">
<li> YouTrack 线</li>
<li></li>
</ul>
</div>
</div>
</div>
);
}