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Ecosystem

Struct Ecosystem 

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#[non_exhaustive]
pub struct Ecosystem { pub schema_version: String, pub games: HashMap<String, GameDef>, pub modloader_packages: Vec<ModloaderPackage>, }
Expand description

A parsed ecosystem schema: the known games plus the mod-loader package registry.

Fields (Non-exhaustive)§

This struct is marked as non-exhaustive
Non-exhaustive structs could have additional fields added in future. Therefore, non-exhaustive structs cannot be constructed in external crates using the traditional Struct { .. } syntax; cannot be matched against without a wildcard ..; and struct update syntax will not work.
§schema_version: String

The schema version string reported by the source (e.g. "0.3.0").

§games: HashMap<String, GameDef>

All known games, keyed by their community slug.

§modloader_packages: Vec<ModloaderPackage>

Every package that is itself a mod-loader pack, with its unpack root.

Implementations§

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impl Ecosystem

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pub fn bundled() -> Self

Loads the bundled ecosystem snapshot embedded in the binary.

§Panics

Panics if the bundled snapshot fails to decompress or parse, which is a build-time invariant. Use Ecosystem::try_bundled to handle the error.

§Examples

Routing works offline with no network call, which is the point of the bundled snapshot:

use thunderstore_engine::ecosystem::Ecosystem;

let eco = Ecosystem::bundled();

assert!(eco.games().count() > 0);
assert!(eco.game("valheim").is_some());
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pub fn try_bundled() -> Result<Self>

Loads the bundled ecosystem snapshot, returning an error instead of panicking if it cannot be decompressed or parsed.

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pub fn from_json(json: &str) -> Result<Self>

Parses an ecosystem snapshot from a JSON string.

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pub async fn fetch_latest(client: &Client, url: &str) -> Result<Self>

Fetches the latest ecosystem snapshot from url and parses it.

Use DEFAULT_ECOSYSTEM_URL for the default location. The response is fully trusted to define install routing, so only fetch from a source you trust — see the DEFAULT_ECOSYSTEM_URL trust note. The response body is size-bounded (see MAX_ECOSYSTEM_BYTES) so a misbehaving endpoint cannot force unbounded allocation.

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pub fn game(&self, slug: &str) -> Option<&GameDef>

Returns the game definition for a community slug, if known.

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pub fn games(&self) -> impl Iterator<Item = &GameDef>

Iterates over all known games.

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pub fn modloader_package( &self, package_full_name: &str, ) -> Option<&ModloaderPackage>

Looks up a package in the mod-loader registry by its Owner-Name identifier, returning its entry if the package is a loader pack.

This is the reverse lookup that replaces per-game loader configuration: a package that appears here is unpacked to the profile root (see ModloaderPackage::root_folder); anything else is routed as a regular mod via the game’s InstallRules.

Trait Implementations§

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impl Clone for Ecosystem

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Ecosystem

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for Ecosystem

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for Ecosystem

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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