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AstralRinth/apps/app-playground/src/main.rs
Prospector 3dad6b317f MR App 0.9.5 - Big bugfix update (#3585)
* Add launcher_feature_version to Profile

* Misc fixes

- Add typing to theme and settings stuff
- Push instance route on creation from installing a modpack
- Fixed servers not reloading properly when first added

* Make old instances scan the logs folder for joined servers on launcher startup

* Create AttachedWorldData

* Change AttachedWorldData interface

* Rename WorldType::World to WorldType::Singleplayer

* Implement world display status system

* Fix Minecraft font

* Fix set_world_display_status Tauri error

* Add 'Play instance' option

* Add option to disable worlds showing in Home

* Fixes

- Fix available server filter only showing if there are some available
- Fixed server and singleplayer filters sometimes showing when there are only servers or singleplayer worlds
- Fixed new worlds not being automatically added when detected
- Rephrased Jump back into worlds option description

* Fixed sometimes more than 6 items showing up in Jump back in

* Fix servers.dat issue with instances you haven't played before

* Fix too large of bulk requests being made, limit max to 800 #3430

* Add hiding from home page, add types to Mods.vue

* Make recent worlds go into grid when display is huge

* Fix lint

* Remove redundant media query

* Fix protocol version on home page, and home page being blocked by pinging servers

* Clippy fix

* More Clippy fixes

* Fix Prettier lints

* Undo `from_string` changes

---------

Co-authored-by: Josiah Glosson <soujournme@gmail.com>
Co-authored-by: Alejandro González <me@alegon.dev>
2025-05-01 16:13:13 -07:00

57 lines
1.7 KiB
Rust

#![cfg_attr(
all(not(debug_assertions), target_os = "windows"),
windows_subsystem = "windows"
)]
use enumset::EnumSet;
use theseus::prelude::*;
use theseus::worlds::get_recent_worlds;
// A simple Rust implementation of the authentication run
// 1) call the authenticate_begin_flow() function to get the URL to open (like you would in the frontend)
// 2) open the URL in a browser
// 3) call the authenticate_await_complete_flow() function to get the credentials (like you would in the frontend)
pub async fn authenticate_run() -> theseus::Result<Credentials> {
println!("A browser window will now open, follow the login flow there.");
let login = minecraft_auth::begin_login().await?;
println!("URL {}", login.redirect_uri.as_str());
webbrowser::open(login.redirect_uri.as_str())?;
println!("Please enter URL code: ");
let mut input = String::new();
std::io::stdin()
.read_line(&mut input)
.expect("error: unable to read user input");
println!("You entered: {}", input.trim());
let credentials = minecraft_auth::finish_login(&input, login).await?;
println!("Logged in user {}.", credentials.username);
Ok(credentials)
}
#[tokio::main]
async fn main() -> theseus::Result<()> {
println!("Starting.");
let _log_guard = theseus::start_logger();
// Initialize state
State::init().await?;
let worlds = get_recent_worlds(4, EnumSet::all()).await?;
for world in worlds {
println!(
"World: {:?}/{:?} played at {:?}: {:#?}",
world.profile,
world.world.name,
world.world.last_played,
world.world.details
);
}
Ok(())
}