// Launch Punktfunk as Steam games so gamescope focuses + fullscreens them. // // THE LAUNCH MECHANISM (verified against MoonDeck): gamescope only gives focus/fullscreen to // the window tree Steam launched via `reaper` (it detects the "current app" by AppID — see // gamescope#484). So we cannot launch the flatpak from the plugin backend; we register non-Steam // shortcuts whose exe is `/bin/sh` running our wrapper script (bin/punktfunkrun.sh), and start // them with RunGame. The wrapper then execs the flatpak client as a reaper descendant. // // TWO shortcuts, both named "Punktfunk" (so they share ONE Steam Input controller-config key — // see applyControllerConfig): // • STREAM — hidden, stateful: the per-session launcher. Its launch options carry the host // reference and the card's profile (PF_REF/PF_PROFILE/PF_REQUEST_ACCESS), rewritten per // launch, so one shortcut serves every host. Hidden — an implementation detail. // • GAMEPAD UI — visible, stateless: fixed launch options = bare `--browse` (PF_BROWSE, no // host) → the client's console home (host picker + pairing + settings, gamepad-navigable). // This is the library-visible "Punktfunk" app the user opens directly. // // Both get the shipped artwork and the native-touch controller config. import { applyControllerConfig, runnerInfo, shortcutArt } from "./backend"; // SteamClient is a Steam-internal global injected into the CEF context; it is not fully typed // by @decky/ui, so declare the surface we use. Signatures verified against MoonDeck + the // decky-frontend-lib SteamClient.Apps typings. declare const SteamClient: { Apps: { AddShortcut( name: string, exePath: string, startDir: string, launchOptions: string, ): Promise; SetShortcutName(appId: number, name: string): void; SetShortcutExe(appId: number, exe: string): void; SetShortcutStartDir(appId: number, dir: string): void; SetShortcutIcon(appId: number, iconPath: string): void; SetAppLaunchOptions(appId: number, options: string): void; // assetType: 0 = grid (portrait capsule), 1 = hero, 2 = logo, 3 = wide grid. SetCustomArtworkForApp( appId: number, base64Image: string, imageType: string, assetType: number, ): Promise; RunGame(gameId: string, _unused: string, _i: number, _j: number): void; TerminateApp(gameId: string, _b: boolean): void; }; }; // Steam removed `SteamClient.Apps.SetAppHidden`; visibility goes through // `collectionStore.SetAppsAsHidden` — but that looks the app up in appStore, which only // registers a freshly-created shortcut a moment later (calling it immediately throws on a // null overview). So visibility changes are BEST-EFFORT + DEFERRED, never launch-blocking. declare const collectionStore: | { SetAppsAsHidden?: (appIds: number[], hidden: boolean) => void } | undefined; // SteamUI's appStore indexes every registered app/shortcut by appId; a remembered appId whose // overview is gone was deleted out from under us (the user removed the library entry). We must // verify this because the remembered appId lives in Steam's CEF localStorage — which survives a // plugin UNINSTALL/REINSTALL — so a manually-deleted shortcut otherwise leaves a dangling appId // that the reuse path below silently repoints (SetShortcut* on a dead id is a no-op), and the // entry never comes back. declare const appStore: | { GetAppOverviewByAppID?: (appId: number) => unknown | null } | undefined; /** True if a remembered appId still maps to a live Steam shortcut. When appStore is unavailable * we can't tell, so assume it exists — better to keep reusing than risk a duplicate library * entry from a false "missing". A confident null means the shortcut was deleted → recreate. */ function shortcutStillExists(appId: number): boolean { try { // Call it as a METHOD on appStore — NEVER as an extracted function. Its implementation // reads the store's own state (`this.m_mapApps`), so `const get = appStore.GetAppOverview…; // get(id)` throws on the lost `this`, and the catch below turns that into a permanent // "true". That is not a stale-data bug but a total one: the guard then answers "still // exists" for EVERY appId, so a dangling id is never dropped, the reuse path repoints a // dead shortcut (silent no-ops), and "recreate" reports success having done nothing. // `typeof` first: `appStore` is a Steam-injected global, and a bare reference to a missing // one is a ReferenceError that optional chaining does NOT prevent. if (typeof appStore === "undefined" || !appStore?.GetAppOverviewByAppID) { return true; // no way to verify — preserve the reuse path } return appStore.GetAppOverviewByAppID(appId) != null; } catch { return true; } } /** Set a shortcut's library visibility (best-effort, deferred — the overview registers a moment * after AddShortcut). Hides the stateful stream shortcut; keeps the gamepad-UI one visible. */ function setShortcutHidden(appId: number, hidden: boolean): void { const attempt = () => { try { collectionStore?.SetAppsAsHidden?.([appId], hidden); } catch { /* overview not registered yet, or the API changed — cosmetic, ignore */ } }; attempt(); // succeeds immediately for an already-registered (reused) shortcut setTimeout(attempt, 2500); // fresh shortcut: retry once its app overview lands }; // Bump when the shipped artwork changes so existing shortcuts re-apply it once (per appId). // v3: CI zips through 0.17.1 shipped no assets/ at all, yet v2 was still recorded as applied // on those installs — the bump makes them re-apply once on the first build that has the files. const ART_VERSION = 3; function artKey(appId: number): string { return `punktfunk:shortcutArt:${appId}`; } /** * Apply the plugin's grid/hero/logo/icon to a shortcut (idempotent, once per ART_VERSION per * appId). Cosmetic and fully best-effort: any failure is swallowed and retried on the next call. */ async function applyArtwork(appId: number, isRetry = false): Promise { try { if (localStorage.getItem(artKey(appId)) === `${ART_VERSION}`) { return; } const art = await shortcutArt(); const assets: [string | undefined, number][] = [ [art.grid, 0], [art.hero, 1], [art.logo, 2], [art.gridwide, 3], ]; let applied = false; for (const [data, assetType] of assets) { if (data) { await SteamClient.Apps.SetCustomArtworkForApp(appId, data, "png", assetType); applied = true; } } if (art.icon_path) { SteamClient.Apps.SetShortcutIcon(appId, art.icon_path); applied = true; } // Only record "done" when something actually landed — a plugin build whose assets/ is // missing/empty must keep retrying on later mounts instead of poisoning the marker. if (applied) { localStorage.setItem(artKey(appId), `${ART_VERSION}`); } } catch (e) { // A shortcut fresh out of AddShortcut may not be registered yet (the same race // setShortcutHidden defers around) — one deferred second attempt, then leave it to // the next mount. if (!isRetry) { setTimeout(() => void applyArtwork(appId, true), 2500); } console.warn("punktfunk: shortcut artwork not applied", e); } } // The shortcut name is user-visible (Steam overlay + library) — brand-case it. BOTH shortcuts // share it so Steam keys them to the SAME controller config (configset key = lowercase name). const SHORTCUT_NAME = "Punktfunk"; // The shortcut's exe is /bin/sh, NOT the script itself: Decky extracts plugin zips without // preserving the exec bit, and ~/homebrew/plugins is root-owned so the unprivileged plugin // backend can't chmod it back on. Passing the script as an argument to the always-executable // shell removes the +x dependency entirely. SteamOS /bin/sh is bash; the wrapper is plain // POSIX sh regardless. const SHELL = "/bin/sh"; // The 64-bit "gameid" RunGame wants, derived from a 32-bit non-Steam shortcut appId: the // standard non-Steam-game encoding (appid << 32 | 0x02000000). MoonDeck/decky tools use this. function gameIdFromAppId(appId: number): string { return ((BigInt(appId) << 32n) | 0x02000000n).toString(); } // Persist each shortcut's appId across reloads so we reuse ONE per role instead of churning the // library (an appId is stable for the life of the shortcut). The STREAM key is the historical // one, so existing single-shortcut installs migrate into the (now hidden) stream role, and the // visible gamepad-UI shortcut is created alongside. const STORAGE_KEY_STREAM = "punktfunk:shortcutAppId"; const STORAGE_KEY_UI = "punktfunk:uiAppId"; function remember(key: string, appId: number) { try { localStorage.setItem(key, String(appId)); } catch { /* ignore */ } } function recall(key: string): number | null { try { const v = localStorage.getItem(key); return v ? Number(v) : null; } catch { return null; } } // Install the native-touch controller config once per plugin session (idempotent file writes in // the root backend). Keyed by the shared shortcut NAME, so this single call covers both // shortcuts. Gated in localStorage so we don't rewrite Steam's config dir on every launch; bump // CONFIG_VERSION to force a reinstall after the shipped .vdf changes. const CONFIG_KEY = "punktfunk:controllerConfig"; const CONFIG_VERSION = 1; async function ensureControllerConfig(): Promise { try { if (localStorage.getItem(CONFIG_KEY) === `${CONFIG_VERSION}`) { return; } const r = await applyControllerConfig(SHORTCUT_NAME); // `ok` alone isn't done: with zero account configset dirs (fresh Steam) the backend // succeeds without pointing any account at the template — keep retrying until one lands. if (r?.ok && (r.applied ?? []).some((a) => a.startsWith("configset:"))) { localStorage.setItem(CONFIG_KEY, `${CONFIG_VERSION}`); } else { console.warn("punktfunk: controller config not fully applied", r); } } catch (e) { console.warn("punktfunk: controller config not applied", e); } } /** * Ensure the STREAM shortcut (hidden, stateful) — the per-session launcher whose launch options * are rewritten per stream. Branded, artworked, native-touch config applied, and HIDDEN (it is * an implementation detail; the visible entry is the gamepad-UI shortcut). Returns its appId + * the current runner path. Reuses/repoints the remembered shortcut (the plugin dir can change * across reinstalls, and pre-two-shortcut installs had this one visible). */ async function ensureStreamShortcut(): Promise<{ appId: number; runner: string; clientBin: string }> { const info = await runnerInfo(); if (!info.exists) { throw new Error(`launch wrapper missing at ${info.runner}`); } const startDir = info.runner.replace(/\/[^/]*$/, ""); // the plugin's bin/ dir void ensureControllerConfig(); // fire-and-forget — never blocks the launch // Reuse the remembered shortcut only if it still exists — a stale appId (shortcut deleted, key // outlived it across a reinstall) must fall through to AddShortcut, not be silently repointed. const remembered = recall(STORAGE_KEY_STREAM); if (remembered != null && shortcutStillExists(remembered)) { SteamClient.Apps.SetShortcutExe(remembered, SHELL); SteamClient.Apps.SetShortcutStartDir(remembered, startDir); SteamClient.Apps.SetShortcutName(remembered, SHORTCUT_NAME); setShortcutHidden(remembered, true); // migrate pre-two-shortcut installs (were visible) void applyArtwork(remembered); return { appId: remembered, runner: info.runner, clientBin: info.client_bin ?? "" }; } const appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, ""); SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME); setShortcutHidden(appId, true); void applyArtwork(appId); remember(STORAGE_KEY_STREAM, appId); return { appId, runner: info.runner, clientBin: info.client_bin ?? "" }; } /** * Ensure the GAMEPAD-UI shortcut (visible, stateless) — the library-facing "Punktfunk" entry * that opens the client's console home (bare `--browse`: host picker + pairing + settings). * Fixed launch options (no per-session state), branded, artworked, native-touch config applied, * kept VISIBLE. Idempotent — call on plugin mount so the library entry always exists and stays * repointed to the current plugin dir. Best-effort: returns null on any failure. */ export async function ensureGamepadUiShortcut(): Promise { try { const info = await runnerInfo(); if (!info.exists) { return null; } const startDir = info.runner.replace(/\/[^/]*$/, ""); void ensureControllerConfig(); // PF_BROWSE → the wrapper runs the SESSION's `--browse --fullscreen` (console home), which is // the one branch this rework deliberately left alone. %command% expands to the shortcut exe // (/bin/sh); the wrapper rides behind as an arg. PF_CLIENT_BIN only when the backend resolved // a NATIVE client — else the wrapper's flatpak default stands and this shortcut is exactly // what it always was. const clientBin = safeClientBin(info.client_bin) ? `PF_CLIENT_BIN=${info.client_bin} ` : ""; const launchOpts = `${clientBin}PF_BROWSE=1 %command% "${info.runner}"`; // Reuse the remembered entry only if it still exists; a stale appId (deleted shortcut whose // localStorage key survived a plugin reinstall) falls through to AddShortcut so the visible // library entry actually comes back instead of repointing a dead id. let appId = recall(STORAGE_KEY_UI); if (appId != null && shortcutStillExists(appId)) { SteamClient.Apps.SetShortcutExe(appId, SHELL); SteamClient.Apps.SetShortcutStartDir(appId, startDir); SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME); } else { appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, ""); SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME); remember(STORAGE_KEY_UI, appId); } SteamClient.Apps.SetAppLaunchOptions(appId, launchOpts); setShortcutHidden(appId, false); // the visible library entry void applyArtwork(appId); return appId; } catch (e) { console.warn("punktfunk: gamepad-UI shortcut not ensured", e); return null; } } /** * Force the visible "Punktfunk" library entry back into existence — the recovery button for * "my shortcut disappeared". Drops any remembered appId that no longer maps to a live shortcut * (so it can't shadow a fresh AddShortcut), then re-ensures. Safe to press anytime: a shortcut * that still exists is left in place (no duplicate); a missing one is recreated. Covers the case * self-heal-on-mount can't — deleting the shortcut WITHOUT reinstalling (no mount → no ensure). * Returns the (new or existing) visible appId, or null on failure. */ export async function recreateShortcuts(): Promise { for (const key of [STORAGE_KEY_STREAM, STORAGE_KEY_UI]) { const id = recall(key); if (id != null && !shortcutStillExists(id)) { try { localStorage.removeItem(artKey(id)); // stale art marker for the dead appId localStorage.removeItem(key); } catch { /* ignore */ } } } // Recreate the visible entry now; the hidden stream shortcut re-registers lazily on next launch. return ensureGamepadUiShortcut(); } /** Launch the stateless gamepad-UI shortcut (console home) from the plugin, e.g. a QAM button. */ export async function launchGamepadUi(): Promise { const appId = await ensureGamepadUiShortcut(); if (appId != null) { SteamClient.Apps.RunGame(gameIdFromAppId(appId), "", -1, 100); } } /** Per-launch extras beyond the host reference (all optional — {} is the plain stream). */ export interface LaunchOpts { /** A pinned card: stream with this settings profile, one-off (PF_PROFILE → `--profile`). */ profileId?: string; /** * Ask the host's operator to admit this Deck rather than typing a PIN (PF_REQUEST_ACCESS). * The connect PARKS until somebody approves it, and the launch runs SUPERVISED — see the * wrapper for why `--exec` is dropped on this path alone. */ requestAccess?: boolean; } // Host refs and profile ids ride Steam launch options as env-prefix tokens (`PF_REF=`), // so they must be space/quote-free — Steam's tokenizer and the wrapper's env both break // otherwise. Real values are UUIDs or `addr:port`, so this rejects nothing in practice; it is // VALIDATION, never encoding (the client must receive the opaque token verbatim). const UNSAFE_TOKEN = /["'\\$`\s]/; export function isSafeLaunchId(id: string): boolean { return ( id.length > 0 && id.length <= 128 && UNSAFE_TOKEN.exec(id) === null && /^[\x21-\x7e]+$/.test(id) ); } /** * Is a resolved native-client path safe to put in Steam's launch options? Same rule, separate * name because the failure is different: an unsafe id is a bug in our own data, an unsafe path * is just where the user installed the client — so the browse shortcut degrades to its flatpak * default rather than refusing to exist. */ function safeClientBin(bin: string | undefined): bin is string { return !!bin && isSafeLaunchId(bin); } /** * Stream `ref` fullscreen in Gaming Mode, optionally with a pinned card's profile. Encodes the * target into the STREAM shortcut's launch options — one hidden shortcut serves every host — * then RunGame. * * No Wake-on-LAN here any more. The plugin used to fire a magic packet itself and then stretch * the connect budget to 75 s to cover the host's resume, which was a workaround for the era * before the CLI existed. `punktfunk launch` now runs the real wake-and-wait loop (packet at * t=0, re-sent every 6 s, presence polled every second) and only dials once the host answers — * strictly better, and it deletes a backend method, a frontend call and a shell branch. */ export async function launchStream(ref: string, opts: LaunchOpts = {}): Promise { if (!isSafeLaunchId(ref)) { throw new Error(`unsupported host reference: ${ref}`); } if (opts.profileId && !isSafeLaunchId(opts.profileId)) { throw new Error(`unsupported profile id: ${opts.profileId}`); } const { appId, runner, clientBin } = await ensureStreamShortcut(); const env = [`PF_REF=${ref}`]; // Set only for a NATIVE client install; absent, the wrapper takes its flatpak default, so every // existing Deck install produces byte-identical launch options to before. if (clientBin) { // The one launch-option value that comes from the backend rather than a store id, and so // the one that could carry a space: a path like `/home/deck/my apps/punktfunk-client` would // split Steam's tokenizer and land its tail in front of %command% as a bogus env token. if (!isSafeLaunchId(clientBin)) { throw new Error(`client path can't ride Steam's launch options: ${clientBin}`); } env.push(`PF_CLIENT_BIN=${clientBin}`); } if (opts.profileId) { env.push(`PF_PROFILE=${opts.profileId}`); } if (opts.requestAccess) { env.push("PF_REQUEST_ACCESS=1"); } // KEY=value ... %command% args — %command% expands to the shortcut exe (/bin/sh); the wrapper // script rides behind it as an argument and reads PF_* from the environment. SteamClient.Apps.SetAppLaunchOptions(appId, `${env.join(" ")} %command% "${runner}"`); SteamClient.Apps.RunGame(gameIdFromAppId(appId), "", -1, 100); } /** Stop the running stream shortcut (best-effort; the in-stream chord/back also works). */ export function stopStream(): void { const appId = recall(STORAGE_KEY_STREAM); if (appId != null) { SteamClient.Apps.TerminateApp(gameIdFromAppId(appId), false); } }