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Every installed-store scanner (Steam; Lutris+Heroic on Linux; Epic/GOG/
Xbox on Windows) was hardwired on. New library-scanners.json persists the
operator's disabled set (default all on; absent/malformed = all on);
all_games() gates each provider, so disabling one hides its titles from
every surface (console grid, native clients, GameStream app list, launch
resolve). GET /library/scanners lists this platform's scanners + state;
PUT /library/scanners/{id} toggles and emits library.changed — admin lane
only (the cert allowlist's exact-path /library match keeps both off the
LAN surface). The console's Library page grows a "Game sources" card with
one chip per scanner (platform-shaped by the API), EN+DE strings, story.
The scanners are slated to become plugins; the stable per-scanner ids are
the migration seam.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
204 lines
7.8 KiB
Rust
204 lines
7.8 KiB
Rust
//! Game library (plan: "surface the user's games"). A small adapter layer over the *stores*
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//! installed on the host — today **Steam** (read from local files, no API key) and a
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//! user-curated **custom** store (CRUD'd via the management API / web console). Every store
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//! produces the same [`GameEntry`], so a client renders one uniform grid and never has to know
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//! which launcher a title came from. Future stores (Heroic/Epic, GOG, Lutris, EmuDeck) are just
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//! more [`LibraryProvider`]s.
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//!
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//! Artwork is keyed only by Steam appid against the public Steam CDN (no auth) — the client
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//! fetches the posters directly. Custom entries carry user-supplied art URLs.
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//!
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//! This module is read-mostly metadata; *launching* a chosen title (mapping [`LaunchSpec`] onto a
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//! gamescope session) is a later step — the launch hint is carried here so that wiring is trivial.
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// Shared vocabulary re-exported to the submodules (each is `use super::*`).
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pub(crate) use anyhow::{Context, Result};
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pub(crate) use serde::{Deserialize, Serialize};
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pub(crate) use sha2::{Digest, Sha256};
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pub(crate) use std::collections::HashSet;
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pub(crate) use std::path::{Path, PathBuf};
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pub(crate) use std::time::{SystemTime, UNIX_EPOCH};
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pub(crate) use utoipa::ToSchema;
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mod art;
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mod custom;
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#[cfg(windows)]
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mod epic;
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#[cfg(windows)]
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mod gog;
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#[cfg(target_os = "linux")]
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mod heroic;
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mod launch;
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#[cfg(target_os = "linux")]
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mod lutris;
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mod scanners;
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mod steam;
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#[cfg(windows)]
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mod xbox;
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pub use art::*;
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pub use custom::*;
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#[cfg(windows)]
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pub use epic::*;
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#[cfg(windows)]
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pub use gog::*;
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#[cfg(target_os = "linux")]
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pub use heroic::*;
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pub use launch::*;
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#[cfg(target_os = "linux")]
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pub use lutris::*;
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pub use scanners::*;
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pub use steam::*;
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#[cfg(windows)]
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pub use xbox::*;
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/// Cover art for a title. All fields are URLs (the Steam CDN for Steam titles, user-supplied for
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/// custom). The client prefers `portrait` for a grid and falls back to `header` when a title has
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/// no 600×900 capsule (common for older Steam apps).
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#[derive(Clone, Debug, Default, Serialize, Deserialize, ToSchema)]
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pub struct Artwork {
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/// Vertical capsule / poster (Steam `library_600x900.jpg`). Best for a grid.
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#[serde(skip_serializing_if = "Option::is_none")]
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pub portrait: Option<String>,
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/// Wide background (Steam `library_hero.jpg`).
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#[serde(skip_serializing_if = "Option::is_none")]
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pub hero: Option<String>,
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/// Transparent title logo (Steam `logo.png`).
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#[serde(skip_serializing_if = "Option::is_none")]
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pub logo: Option<String>,
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/// Horizontal header (Steam `header.jpg`) — the universal fallback.
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#[serde(skip_serializing_if = "Option::is_none")]
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pub header: Option<String>,
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}
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/// How the host would launch a title (consumed by the session launcher in a later step). Kept
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/// open-ended so new stores slot in: `steam_appid` → `steam steam://rungameid/<value>`;
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/// `command` → run `<value>` nested in a gamescope session.
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#[derive(Clone, Debug, Serialize, Deserialize, ToSchema)]
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pub struct LaunchSpec {
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/// `"steam_appid"` or `"command"`.
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#[schema(example = "steam_appid")]
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pub kind: String,
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/// The appid (for `steam_appid`) or the shell command (for `command`).
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pub value: String,
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}
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/// One title in the unified library, regardless of which store it came from.
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#[derive(Clone, Debug, Serialize, ToSchema)]
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pub struct GameEntry {
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/// Stable, store-qualified id: `steam:<appid>` or `custom:<id>`.
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#[schema(example = "steam:570")]
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pub id: String,
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/// Which store surfaced it: `"steam"` or `"custom"`.
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#[schema(example = "steam")]
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pub store: String,
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pub title: String,
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pub art: Artwork,
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/// How the host would launch it, when known.
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#[serde(skip_serializing_if = "Option::is_none")]
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pub launch: Option<LaunchSpec>,
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/// The external provider owning this entry (custom-store entries synced by a provider
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/// plugin, RFC §8) — `None` for installed-store titles and manual custom entries. The
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/// console uses it for attribution; `GET /library?provider=` filters on it.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub provider: Option<String>,
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}
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/// A store that contributes titles to the library. The trait is the extension point for future
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/// launchers; today only [`SteamProvider`] implements it.
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pub trait LibraryProvider {
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/// Stable store id (`"steam"`, …).
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fn store(&self) -> &'static str;
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/// Enumerate installed/owned titles. Best-effort: returns empty (not an error) when the store
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/// isn't present, so one missing launcher never fails the whole library.
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fn list(&self) -> Vec<GameEntry>;
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}
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/// Steam art, keyed to one of the four [`Artwork`] fields. Newer/recently-updated titles serve
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/// their CDN assets from a per-asset-hash path the client can't predict (e.g.
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/// `.../apps/<id>/<hash>/header.jpg`), so the flat legacy URL [`steam_art`] guesses 404s for them —
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/// [`steam_art_bytes`] is the robust resolver: local Steam cache (exact, no guessing) first, the
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/// flat CDN URL as a fallback (still correct for the many titles that haven't been re-hashed).
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum ArtKind {
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Portrait,
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Hero,
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Logo,
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Header,
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}
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impl ArtKind {
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pub fn parse(s: &str) -> Option<Self> {
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match s {
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"portrait" => Some(Self::Portrait),
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"hero" => Some(Self::Hero),
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"logo" => Some(Self::Logo),
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"header" => Some(Self::Header),
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_ => None,
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}
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}
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/// Filenames Steam itself caches this kind under in `appcache/librarycache/<appid>/<hash>/`,
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/// tried in order (the 2x portrait, when present, is the sharper asset).
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fn local_filenames(self) -> &'static [&'static str] {
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match self {
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Self::Portrait => &["library_600x900_2x.jpg", "library_600x900.jpg"],
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Self::Hero => &["library_hero.jpg"],
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Self::Logo => &["logo.png"],
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// Steam's local cache names the header asset differently from the store CDN's
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// `header.jpg` (see `cdn_filename`).
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Self::Header => &["library_header.jpg"],
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}
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}
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/// The legacy flat-URL filename on the public Steam CDN (works for any title the CDN hasn't
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/// migrated to a per-asset hash path).
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fn cdn_filename(self) -> &'static str {
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match self {
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Self::Portrait => "library_600x900.jpg",
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Self::Hero => "library_hero.jpg",
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Self::Logo => "logo.png",
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Self::Header => "header.jpg",
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}
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}
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}
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/// The full library: every *enabled* store's titles merged + the custom entries, sorted by title.
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/// The operator's scanner toggles (`scanners.rs`) gate each installed-store provider; the custom
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/// store is not a scanner and always contributes.
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pub fn all_games() -> Vec<GameEntry> {
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let off = disabled_scanners();
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let on = |id: &str| !off.contains(id);
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let mut games = Vec::new();
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if on("steam") {
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games.extend(SteamProvider.list());
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}
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// The Lutris + Heroic providers are Linux-only (their launchers are); on other hosts the library
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// is Steam + custom. Each provider is best-effort (empty when its store isn't present).
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#[cfg(target_os = "linux")]
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{
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if on("lutris") {
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games.extend(LutrisProvider.list());
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}
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if on("heroic") {
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games.extend(HeroicProvider.list());
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}
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}
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// Windows store providers (their launchers are Windows-only): Epic + GOG + Xbox/Game Pass.
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#[cfg(windows)]
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{
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if on("epic") {
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games.extend(EpicProvider.list());
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}
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if on("gog") {
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games.extend(GogProvider.list());
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}
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if on("xbox") {
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games.extend(XboxProvider.list());
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}
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}
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games.extend(load_custom().into_iter().map(GameEntry::from));
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games.sort_by_key(|g| g.title.to_lowercase());
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games
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}
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