refactor: implement HostShell transport abstraction for multi-platform update fetching and downloads so the "check for updates" button works on mobile os

This commit is contained in:
1jamie
2026-08-15 12:45:31 -05:00
parent e24410f0fb
commit cec1f196be
3 changed files with 81 additions and 70 deletions
+13 -5
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@@ -126,11 +126,19 @@ bundled game, in that case.
already driving the frame. A payload that must change `love.run` itself
needs a `minShell` bump so an older shell refuses to chainload it rather
than running with half its intended behavior.
- **Android has no in-app download transport yet.** `check_worker.lua`
shells out to curl for both the release check and the download; curl is
absent on Android, so `Check` degrades to `status = "error"` there (the
launcher UI hides on that status) and the player is directed to the
releases page via `Check.releaseUrl()` instead.
- **Android and iOS use the native download bridge, not curl.** Neither
platform ships curl, so the old `check_worker.lua` path (shell out to curl)
always landed on `error` and the launcher chip's "Check for updates" tap
was a no-op. The worker now talks through `HostShell`, the same transport
as the mod catalog: curl on desktop, `love.system.httpDownload` on mobile.
On Android that is the GameActivity JNI/`HttpsURLConnection` bridge; on
iOS it is `GRPickerBridge.httpDownload` (`URLSession`). A fused sideloaded
APK or IPA can therefore check GitHub and fetch the `.love` payload
in-app. If neither transport exists, the worker reports `needs_full` and
the launcher chip opens `Check.releaseUrl()`. Native package-only changes
still need a full reinstall (`minShell` / `payloadHost` gate →
`needs_full`). Applying a downloaded payload on Android relaunches via
`love.system.restartApp`; iOS still uses in-process `quit("restart")`.
- **Dev/source runs never self-update.** `Boot.run` returns immediately when
`love.filesystem.isFused()` is false, and a working tree's `engine` is the
`"0.0.0-dev"` placeholder that always reports up to date, so a source