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EpicSource

Struct EpicSource 

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pub struct EpicSource { /* private fields */ }
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Source responsável por importar jogos instalados via Epic Games

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impl EpicSource

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pub fn new(app_handle: AppHandle, wine_prefix: Option<PathBuf>) -> Self

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pub async fn import_installed(&self) -> Result<Vec<SourceGame>, AppError>

Importa todos os jogos instalados detectados nos manifestos locais

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impl EpicSource

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pub async fn fetch_library_detailed(&self) -> Result<Vec<SourceGame>, AppError>

Importa a biblioteca completa de jogos possuídos na conta Epic (requer login prévio).

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impl GameSource for EpicSource

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fn fetch_games<'life0, 'async_trait>( &'life0 self, ) -> Pin<Box<dyn Future<Output = Result<Vec<SourceGame>, AppError>> + Send + 'async_trait>>
where Self: 'async_trait, 'life0: 'async_trait,

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impl OAuthGameSource for EpicSource

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fn login<'life0, 'async_trait>( &'life0 self, ) -> Pin<Box<dyn Future<Output = Result<(), AppError>> + Send + 'async_trait>>
where Self: 'async_trait, 'life0: 'async_trait,

A Epic não devolve code na query do redirect (como o GOG) — o authorizationCode vem como JSON no corpo da própria página de redirect. Um script injetado via on_page_load lê esse corpo e navega para uma pseudo-URL própria (playlite://epic-auth-code?data=...), que o on_navigation consegue interceptar (ele só recebe a URL da navegação, nunca o conteúdo da página).

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fn oauth_config(&self) -> &OAuthProviderConfig

Configuração do provedor (endpoints, client_id, escopos, etc.).
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fn app_handle(&self) -> &AppHandle

Handle da aplicação, necessário para acessar o secrets.db.
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fn is_authenticated(&self) -> Result<bool, AppError>

Verifica se existe um token salvo para este provedor.
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fn ensure_valid_token<'life0, 'async_trait>( &'life0 self, ) -> Pin<Box<dyn Future<Output = Result<String, AppError>> + Send + 'async_trait>>
where Self: Sync + 'async_trait, 'life0: 'async_trait,

Retorna um access_token válido, renovando via refresh_token se necessário.
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fn logout(&self) -> Result<(), AppError>

Remove o token salvo (logout).

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