233 lines
7.3 KiB
Rust
233 lines
7.3 KiB
Rust
//! The app's own state, held in a freya-radio station.
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//!
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//! One struct republished over a `watch` channel woke every consumer on every
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//! change (a toast timer tick re-rendering components that only read
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//! `data_dir`) and deep-cloned the whole notification inbox on publish, tens of
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//! thousands of times during a download.
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//!
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//! [`AppChannel`] gives per-concern subscription instead, and because the
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//! station only requires `'static`, this owns [`NotificationState`] outright
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//! rather than cloning a snapshot out of it on every event.
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use std::collections::{HashMap, HashSet};
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use std::sync::Arc;
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use freya::radio::RadioChannel;
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use oneclient_common::domain::ProviderId;
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use oneclient_core::settings::LauncherSettings;
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use oneclient_events::LaunchStage;
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use crate::notifications::{InboxEntry, NotificationState, PendingPrompt};
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/// What a component can subscribe to. Writing through a channel wakes only the
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/// components that asked for it.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, PartialOrd, Ord)]
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pub enum AppChannel {
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/// Startup progress and the resolved data directory.
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Launcher,
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/// Launcher settings and their save state.
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Settings,
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/// Inbox, toasts and the pending prompt.
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Notifications,
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/// Per-cluster launch stage and live log lines.
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Game,
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/// Whether the account switcher popover is open.
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AccountSwitcher,
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/// Live progress of an in-flight Microsoft sign-in.
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MicrosoftLogin,
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/// Packages currently being installed into a cluster.
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Installs,
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}
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impl RadioChannel<AppState> for AppChannel {}
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#[derive(Default)]
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pub struct AppState {
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pub launcher: LauncherInit,
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pub settings: SettingsState,
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/// The notification engine itself, not a snapshot of it.
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///
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/// Both the event pump and UI actions fold into this, so it has to live where
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/// both can reach it, and nothing has to clone the inbox per event.
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pub notifications: NotificationState,
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/// Held beside the engine because it folds events into the inbox by `&mut`
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/// reference; keeping them together lets the engine stay a plain
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/// state machine with no channels of its own.
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pub inbox: Vec<InboxEntry>,
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pub prompt: Option<PendingPrompt>,
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/// Whether the notification centre panel is open.
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pub center_open: bool,
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pub game: GameState,
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pub account_switcher_open: bool,
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pub microsoft_login: Option<LoginProgress>,
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pub installs: InstallState,
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}
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/// Package installs that are in flight, so the button that started one can stay
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/// disabled until it lands — and come back if it failed.
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#[derive(Clone, Debug, Default, PartialEq)]
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pub struct InstallState {
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pending: HashSet<(i64, ProviderId, String)>,
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}
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impl InstallState {
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pub fn begin(&mut self, cluster_id: i64, provider: ProviderId, project_id: String) {
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self.pending.insert((cluster_id, provider, project_id));
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}
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pub fn finish(&mut self, cluster_id: i64, provider: ProviderId, project_id: &str) {
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self.pending
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.remove(&(cluster_id, provider, project_id.to_string()));
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}
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#[must_use]
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pub fn is_installing(&self, cluster_id: i64, provider: ProviderId, project_id: &str) -> bool {
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self.pending
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.contains(&(cluster_id, provider, project_id.to_string()))
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}
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}
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#[derive(Clone, Debug, Default)]
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pub struct LauncherInit {
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pub ready: bool,
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pub fetching: bool,
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/// True while the background cluster-bundle download is running. Launch is
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/// disabled until it clears.
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pub syncing_bundles: bool,
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pub error: Option<String>,
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pub data_dir: String,
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}
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#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
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pub enum AsyncStatus {
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#[default]
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Idle,
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Loading,
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Ready,
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Error,
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}
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#[derive(Clone, Debug, Default)]
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pub struct SettingsState {
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pub settings: LauncherSettings,
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pub status: AsyncStatus,
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pub saving: bool,
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pub error: Option<String>,
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}
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/// Live progress of an in-flight Microsoft sign-in, rendered inside the sign-in
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/// modal rather than as a toast. UI state: the core reports this as ordinary
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/// progress and has no opinion about where it is shown.
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#[derive(Clone, Debug, PartialEq, Eq)]
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pub struct LoginProgress {
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pub label: String,
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pub current: u64,
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pub total: u64,
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}
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#[derive(Clone, Debug, Default, PartialEq)]
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pub struct GameState {
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pub stages: HashMap<i64, LaunchStage>,
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pub error: Option<String>,
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pub logs: HashMap<i64, Arc<Vec<Arc<str>>>>,
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/// Clusters whose launch was started from the UI but has not been answered
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/// by core yet.
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///
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/// Core takes a few hundred ms to report [`LaunchStage::Checking`], and
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/// every click that lands in that window used to spawn its own game.
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pending: HashSet<i64>,
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}
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impl GameState {
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#[must_use]
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pub fn stage(&self, cluster_id: i64) -> Option<LaunchStage> {
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self.stages.get(&cluster_id).copied()
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}
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/// Claims the launch for this cluster, returning false if one is already in
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/// flight — the re-entrancy guard behind the button's disabled state.
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pub fn begin_launch(&mut self, cluster_id: i64) -> bool {
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if self.is_active(cluster_id) || self.is_launch_pending(cluster_id) {
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return false;
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}
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self.pending.insert(cluster_id);
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true
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}
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pub fn finish_launch(&mut self, cluster_id: i64) {
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self.pending.remove(&cluster_id);
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}
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#[must_use]
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pub fn is_launch_pending(&self, cluster_id: i64) -> bool {
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self.pending.contains(&cluster_id)
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}
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#[must_use]
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pub fn is_busy(&self, cluster_id: i64) -> bool {
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self.stage(cluster_id).is_some_and(LaunchStage::is_busy)
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}
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#[must_use]
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pub fn is_running(&self, cluster_id: i64) -> bool {
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self.stage(cluster_id) == Some(LaunchStage::Running)
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}
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#[must_use]
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pub fn is_active(&self, cluster_id: i64) -> bool {
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matches!(self.stage(cluster_id), Some(s) if s != LaunchStage::Exited)
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}
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#[must_use]
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pub fn logs_for(&self, cluster_id: i64) -> Arc<Vec<Arc<str>>> {
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self.logs.get(&cluster_id).cloned().unwrap_or_default()
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::view::app::launch_button_state;
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#[test]
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fn a_second_click_is_refused_before_core_answers() {
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let mut game = GameState::default();
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assert!(game.begin_launch(1));
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assert!(!game.begin_launch(1));
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assert!(game.begin_launch(2));
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}
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#[test]
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fn a_running_cluster_cannot_be_launched_again() {
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let mut game = GameState::default();
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game.stages.insert(1, LaunchStage::Running);
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assert!(!game.begin_launch(1));
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}
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#[test]
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fn the_claim_is_released_when_the_launch_settles() {
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let mut game = GameState::default();
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assert!(game.begin_launch(1));
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game.finish_launch(1);
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assert!(game.begin_launch(1));
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}
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#[test]
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fn the_button_disables_on_the_claim_alone() {
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let mut game = GameState::default();
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assert_eq!(launch_button_state(&game, 1, false), ("Launch", true));
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game.begin_launch(1);
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assert_eq!(launch_button_state(&game, 1, false), ("Launching", false));
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// Held past a failure, which parks the stage at `Exited`.
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game.stages.insert(1, LaunchStage::Exited);
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assert_eq!(launch_button_state(&game, 1, false), ("Launching", false));
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game.finish_launch(1);
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assert_eq!(launch_button_state(&game, 1, false), ("Launch", true));
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}
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}
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