fix(client/wol): retry the QUIC dial across the connect budget so wake-from-sleep launches survive
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Launching from the Decky plugin against a sleeping host fired the Wake-on-LAN packet and dialed immediately — but the dial was a single quinn attempt that gave up after the transport's 8 s idle window, far shorter than a suspend-to-RAM resume. The host woke to find the client already gone (its retransmitted Initials show up host-side as "QUIC accept failed error=timed out"), the stream shortcut exited, and the launch looked cancelled. - punktfunk-core: dial in a loop until the embedder's connect budget is spent — short 3 s attempts keep the Initial cadence dense, so the connect lands within ~a second of the host's network returning. Only silence is retried: pin mismatches, typed rejections, and any real answer surface immediately, and the shutdown flag stops the loop. - decky: stretch the budget to 75 s when a magic packet actually went out (PF_CONNECT_TIMEOUT → --connect-timeout via the wrapper), so the retry window covers the resume; an awake host still connects in <1 s. - host: a clean close before the control handshake is a reachability probe (hosts-page online pips), not a failed session — log it at debug instead of WARN "session ended with error", which buried the real failures in the reporter's log. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -16,6 +16,8 @@
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# PF_LAUNCH library id to launch on connect (optional, e.g. steam:570 — pinned games)
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# PF_BROWSE non-empty = open the gamepad library (optional; --browse instead of --connect)
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# PF_MGMT management-API port for --browse (optional; client defaults to 47990)
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# PF_CONNECT_TIMEOUT connect budget in seconds (optional; the plugin stretches it after
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# firing Wake-on-LAN so the connect survives the host's resume)
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# PF_APPID flatpak app id (default io.unom.Punktfunk)
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# PF_FLATPAK override the flatpak binary path (default: `flatpak` on PATH)
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#
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@@ -61,10 +63,17 @@ if [ -z "${PF_HOST:-}" ]; then
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echo "punktfunkrun: PF_HOST is not set (the plugin sets it as a launch option)" >&2
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exit 2
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fi
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# Trailing args shared by both streaming execs. A stretched connect budget rides along when the
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# plugin set one (it just fired Wake-on-LAN, so the host may still be resuming); an older flatpak
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# without --connect-timeout ignores the flag harmlessly (hand-scanned argv).
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set -- --fullscreen
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if [ -n "${PF_CONNECT_TIMEOUT:-}" ]; then
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set -- --connect-timeout "$PF_CONNECT_TIMEOUT" "$@"
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fi
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if [ -n "${PF_LAUNCH:-}" ]; then
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# A pinned game: the id rides the session Hello and the host launches that title.
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echo "punktfunkrun: streaming $APPID --connect $PF_HOST --launch $PF_LAUNCH" >&2
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exec "$FLATPAK" run --arch=x86_64 "$APPID" --connect "$PF_HOST" --launch "$PF_LAUNCH" --fullscreen
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exec "$FLATPAK" run --arch=x86_64 "$APPID" --connect "$PF_HOST" --launch "$PF_LAUNCH" "$@"
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fi
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echo "punktfunkrun: streaming $APPID --connect $PF_HOST" >&2
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exec "$FLATPAK" run --arch=x86_64 "$APPID" --connect "$PF_HOST" --fullscreen
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exec "$FLATPAK" run --arch=x86_64 "$APPID" --connect "$PF_HOST" "$@"
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@@ -283,13 +283,21 @@ export async function launchStream(
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opts: LaunchOpts = {},
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): Promise<void> {
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// Wake-on-LAN: if this host is asleep, nudge it awake before the stream connects. Kicked off now
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// so it races with the shortcut setup (near-zero added latency), and awaited just before RunGame.
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// so it races with the shortcut setup (near-zero added latency); its outcome is needed below
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// (the connect budget), and RunGame follows the await either way, so nothing is slower for it.
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// Best-effort — the flatpak client's --wake looks up the host's learned MAC (a no-op if none is
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// known), and the connect that follows has its own retry window, so a failure never blocks launch.
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const waking = wake(host, port).catch(() => ({ ok: false }));
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const { appId, runner } = await ensureStreamShortcut();
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const [{ appId, runner }, woke] = await Promise.all([ensureStreamShortcut(), waking]);
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const target = port && port !== 9777 ? `${host}:${port}` : host;
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const env = [`PF_HOST=${target}`];
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// A magic packet actually went out (a MAC was known), so the host may be mid-resume from
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// suspend — that takes far longer than the client's default 15 s connect budget. Stretch the
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// budget so the client's wake-tolerant dial keeps retrying across the resume; against an
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// already-awake host the connect still lands in under a second, so this costs nothing.
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if (woke.ok) {
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env.push("PF_CONNECT_TIMEOUT=75");
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}
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if (opts.browse) {
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env.push("PF_BROWSE=1");
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if (opts.mgmt) {
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@@ -303,9 +311,9 @@ export async function launchStream(
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env.push(`PF_LAUNCH=${opts.launchId}`);
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}
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// KEY=value ... %command% args — %command% expands to the shortcut exe (/bin/sh); the wrapper
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// script rides behind it as an argument and reads PF_* from the environment.
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// script rides behind it as an argument and reads PF_* from the environment. The wake was
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// awaited above, so the magic packet is out before the connect attempt.
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SteamClient.Apps.SetAppLaunchOptions(appId, `${env.join(" ")} %command% "${runner}"`);
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await waking; // ensure the magic packet is out before the connect attempt
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SteamClient.Apps.RunGame(gameIdFromAppId(appId), "", -1, 100);
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}
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