| Problem | Solution |
|--------|----------|
| PSN returns 403 after Windows update | Clear your appdata token cache. Windows updated its root certs – rebuild with rustls and webpki-roots. |
| egui window flickers on high refresh rate | Set NativeOptions::vsync = true and winit’s ControlFlow::Poll. |
| WebView login doesn't close after auth | In wry, manually call webview.close() on the redirect URI match. |
| Async fetching blocks UI | Spawn tokio::spawn and use egui::Context::request_repaint after channel receive. |
| High package size (50+ MB) | Use strip = true in release profile and opt-level = "z". Consider upx compression. |
To follow along, ensure you have:
Create a new project:
cargo new rusty_psn_gui
cd rusty_psn_gui
We use eframe to create a native Windows window. The App trait is our entry point. rusty psn egui windows updated
use eframe::egui, Frame; use egui::CentralPanel, ScrollArea, CollapsingHeader, RichText, Color32;struct PSNApp client: Option<Client>, trophies: Vec<TrophySummary>, // We'll define this loading: bool, status: String,
impl Default for PSNApp fn default() -> Self Self client: None, trophies: Vec::new(), loading: false, status: "Not authenticated. Click 'Login'.".to_string(),
impl eframe::App for PSNApp { fn update(&mut self, ctx: &egui::Context, _frame: &mut Frame) { // Menu bar for actions egui::TopBottomPanel::top("menu_bar").show(ctx, |ui| ui.horizontal(); | Problem | Solution | |--------|----------| | PSN
CentralPanel::default().show(ctx, |ui| { ScrollArea::vertical().show(ui, |ui| { if self.loading ui.spinner(); ui.label("Loading from PSN..."); else if self.trophies.is_empty() ui.heading("No data yet. Click 'Fetch Trophies'."); else { // Display trophies in a grid ui.heading("Latest Trophies"); for trophy in &self.trophies { CollapsingHeader::new(&trophy.name) .default_open(false) .show(ui, |ui| { ui.label(format!("Rarity: {}%", trophy.rarity)); ui.label(format!("Earned: {}", trophy.earned_date)); }); } } }); }); // Request continuous repaint if loading if self.loading ctx.request_repaint(); }
}
Windows event loops have quirks. Spawn a background tokio runtime inside eframe’s main thread: Create a new project: cargo new rusty_psn_gui cd
#[tokio::main]
async fn main() -> eframe::Result<()>
let rt = tokio::runtime::Runtime::new().unwrap();
let app = PSNGui::new(rt);
let options = eframe::NativeOptions::default();
eframe::run_native(Box::new(app), options)
In the niche but passionate world of PlayStation 3 homebrew, few tools have garnered as much respect as Rusty PSN. As a custom firmware utility designed to manage licenses, fix game permissions, and handle .rap and .rif files, it has long been the "digital screwdriver" for console modders. However, for years, its primary criticism was not what it did, but how it looked. The original Windows port of Rusty PSN relied on a classic Win32 API interface—functional, but utilitarian and visually jarring on modern high-DPI displays.
The recent update to the EGUI (Enhanced Graphical User Interface) windows for the Windows platform marks a significant philosophical and technical shift for the project. This essay examines the evolution of Rusty PSN’s interface, the rationale behind the EGUI update, and its impact on the user experience.