Initial scaffolding: PS_Launcher v0.2

Client (C# / .NET 8 / WPF, MVVM via CommunityToolkit.Mvvm):
- PSLauncher.App: WPF UI dark theme (Epic-style sidebar + hero + big play button)
  with UpdateAvailableDialog rendering Markdown release notes via Markdig.Wpf.
- PSLauncher.Core: services for installation registry (scans Proserve v{X.Y.Z}/),
  process launcher, manifest fetch, SHA-256 integrity, HTTP download with
  progress, ZIP install via .tmp + atomic rename, update orchestrator.
- PSLauncher.Models: RemoteManifest, InstalledVersion, LocalConfig DTOs.

Server (PHP 8 for OVH mutualisé, deployed under www/PS_Launcher/):
- Front controller + routes /manifest and /releasenotes/{version}.
- Static signed-manifest workflow with tools/sign-manifest.php CLI to
  recompute SHA-256 and sizeBytes after each ZIP upload.
- .htaccess: HTTPS redirect, rewrite, security headers.
- config.example.php template; real config.php is gitignored.

Cohabiting versions: each release lives in its own Proserve v{version}/ folder
under installRoot. Old versions are never deleted automatically.

Roadmap: v0.3 = HTTP Range resume + Polly retry + state.json,
v0.4 = MySQL license + Ed25519 signatures + DPAPI, v0.5 = settings/UX polish.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-01 08:54:45 +02:00
commit 1c8c6803e8
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# Proserve v1.4.5
*Date de release : 15 avril 2026*
## Nouveautés
- Compatibilité initiale Unreal Engine 5.5
- Refactoring du système de skybox
## Corrections
- Diverses corrections mineures de stabilité

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# Proserve v1.4.6
*Date de release : 29 avril 2026*
## Nouveautés
- **Nouvelle scène d'accueil** avec lighting refait
- **Performance** : amélioration des temps de chargement (-30%) sur les machines équipées d'un SSD NVMe
- Ajout du support manettes Quest 3
## Corrections
- Correction du crash au démarrage en présence de plus de 2 GPU
- Corrigé le bug d'audio désynchronisé dans la scène Démo
## Notes
- Si vous mettez à jour depuis 1.4.4 ou plus ancien, pensez à supprimer votre cache de shaders.