feat(library/providers): let a provider say how to recognize its games
A plugin's titles launch through the provider's own client, which hands off and exits — so the host had nothing left to watch, and both lifetime behaviors went quiet for exactly the entries a provider contributes. A `ProviderEntry` (and a manual custom entry) may now carry an optional `detect` hint: install dir, exe, or process name. It is deliberately a subset of what the host tracks internally. A Steam appid or a launcher's environment marker are things the host discovers for itself and would be meaningless — or dangerous — to take on someone's word; where a title is installed is something only the provider knows. The host's own findings win where both exist, so a stale export can never redirect the matcher, and a blank field is treated as absent rather than as "match everything" — an empty install dir would otherwise prefix-match every process on the box, and this feature can end processes. `process_name` is the weakest of the three and the only one typed by hand, so it is matched case-insensitively against the image's file name and nothing else: `retroarch` finds RetroArch, not a helper whose name merely starts the same way, and not a script that happens to live in a `retroarch/` directory. The never-adopt-a-pre-existing-process rule still bounds it. Also: the tray summary gains the running-game row (with the closing-in countdown for a game whose client is gone — visible at the machine without opening the console), the SDK mirrors the `game.*` events, and its generated client catches up with the endpoints Phase 1 added. Gates on .21: check + clippy --all-targets clean, 299 tests, fmt CI-parity, openapi regenerated (GameEntry still carries no `detect` outbound); SDK tsc + 54 tests green.
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@@ -20,6 +20,7 @@ export { type ConfigService, makeConfigService } from "./config.js";
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export { type CacheStore, makeCacheStore } from "./cache-store.js";
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export {
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Artwork,
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DetectHint,
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LaunchSpec,
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PrepStep,
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ProviderClient,
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@@ -24,11 +24,34 @@ export const PrepStep = Schema.Struct({
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});
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export type PrepStep = typeof PrepStep.Type;
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/**
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* How the host should recognize a title's process once it is running.
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*
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* Every field is optional, and omitting the whole thing is fine: the host tracks the process it
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* spawns for the entry anyway. It matters when your launch command hands off and exits — a launcher
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* client, a `flatpak run`, a front-end that starts an emulator — because then the host has nothing
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* left to watch, and the two behaviors this feeds ("end the session when the game exits" and "end the
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* game when the session ends") go quiet for that title.
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*
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* Send whatever you actually know. `install_dir` is the one worth sending if you send only one: any
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* process running from under it counts as the game.
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*/
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export const DetectHint = Schema.Struct({
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/** Where the title is installed (absolute path on the host). */
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install_dir: Schema.optionalKey(Schema.NullOr(Schema.String)),
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/** The game's own executable (absolute path on the host). */
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exe: Schema.optionalKey(Schema.NullOr(Schema.String)),
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/** The executable's file name (`Hades.exe`), when its location isn't fixed. Weakest signal. */
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process_name: Schema.optionalKey(Schema.NullOr(Schema.String)),
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});
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export type DetectHint = typeof DetectHint.Type;
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export const ProviderEntry = Schema.Struct({
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external_id: Schema.String,
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title: Schema.String,
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art: Schema.optionalKey(Artwork),
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launch: Schema.optionalKey(Schema.NullOr(LaunchSpec)),
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prep: Schema.optionalKey(Schema.Array(PrepStep)),
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detect: Schema.optionalKey(DetectHint),
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});
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export type ProviderEntry = typeof ProviderEntry.Type;
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