fix(decky): a boot race minted a new library shortcut on every plugin load
Field report: each Steam start added another visible "Punktfunk" entry
(spotted in the desktop client, where the pile is plain to see).
Mechanism: db063792 made shortcutStillExists() actually answer for the
first time — and its callers treat a null overview as "the user deleted
the shortcut" and AddShortcut a replacement. But the plugin mounts while
Steam is still starting up, BEFORE appStore has registered its overviews,
so the remembered (perfectly live) appId looks up as null on every boot:
mint a duplicate, remember the new id, orphan yesterday's. One new entry
per load, forever.
The deleted verdict now has to be earned, and creation is a last resort:
* shortcutStillExists() only believes "absent" once the store is
demonstrably hydrated: wait out App.WaitForServicesInitialized (raced
against the poll budget so a wedged signal can't hang the guard),
poll until allApps is non-empty, then one grace recheck — overview
registration can trail the bulk hydration. Unverifiable within budget
answers true: a false "alive" merely no-ops until the next ask, a
false "dead" duplicates forever.
* On a genuinely lost id, both ensure paths first ADOPT an existing
same-named shortcut (excluding the other role's) instead of minting
an N+1th — which also heals installs the old builds already littered.
* Both ensures are single-flight: mount's fire-and-forget can now be
mid-wait when a QAM press arrives, and two ensures racing past the
liveness check would each AddShortcut.
* "Recreate library shortcut" additionally sweeps surplus "Punktfunk"
shortcuts (RemoveShortcut) and toasts the count — cleanup for piles
already minted. Deliberately button-only, never mount: automatic
library deletion at boot is a bigger hazard than the mess.
Verified: tsc --noEmit and the rollup bundle both pass; the launch paths
(launchStream / launchGamepadUi) hit the fast path unchanged — a live
overview answers the first query and nothing waits.
This commit is contained in:
@@ -46,15 +46,23 @@ import { OsMark } from "./os-icon";
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import { ensureGamepadUiShortcut, launchGamepadUi, recreateShortcuts, stopStream } from "./steam";
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import { TrustSheet } from "./trust";
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// Recovery action for "the Punktfunk library entry vanished" — recreates the visible shortcut.
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// Recovery action for "the Punktfunk library entry vanished" — recreates the visible shortcut
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// and sweeps duplicate entries (the piles a boot race used to mint, one per Steam start).
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// Deleting the shortcut (optionally + reinstalling the plugin) leaves a stale appId in Steam's
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// CEF localStorage that self-heal fixes on the next mount, but this gives an in-session button
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// that works even without a reload. Always ends in a toast so the tap has feedback.
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async function recreatePunktfunkShortcut(): Promise<void> {
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const appId = await recreateShortcuts();
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const { appId, removedDuplicates } = await recreateShortcuts();
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toaster.toast({
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title: "Punktfunk",
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body: appId != null ? "Shortcut restored to your library" : "Couldn't create the shortcut",
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body:
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appId == null
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? "Couldn't create the shortcut"
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: removedDuplicates > 0
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? `Shortcut restored — removed ${removedDuplicates} duplicate ${
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removedDuplicates === 1 ? "entry" : "entries"
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}`
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: "Shortcut restored to your library",
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});
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}
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@@ -313,7 +321,7 @@ const QamPanel: FC = () => {
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<PanelSectionRow>
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<ButtonItem
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layout="below"
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description="Missing the Punktfunk entry in your library? This puts it back."
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description="Missing the Punktfunk entry in your library, or seeing several? This puts one back and removes the rest."
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onClick={() => void recreatePunktfunkShortcut()}
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>
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<FaPlus style={{ marginRight: "0.5em" }} />
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+220
-39
@@ -44,6 +44,7 @@ declare const SteamClient: {
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): Promise<unknown>;
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RunGame(gameId: string, _unused: string, _i: number, _j: number): void;
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TerminateApp(gameId: string, _b: boolean): void;
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RemoveShortcut(appId: number): void;
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};
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};
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@@ -62,29 +63,114 @@ declare const collectionStore:
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// that the reuse path below silently repoints (SetShortcut* on a dead id is a no-op), and the
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// entry never comes back.
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declare const appStore:
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| { GetAppOverviewByAppID?: (appId: number) => unknown | null }
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| {
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GetAppOverviewByAppID?: (appId: number) => unknown | null;
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allApps?: SteamAppOverviewLike[];
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}
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| undefined;
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/** True if a remembered appId still maps to a live Steam shortcut. When appStore is unavailable
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* we can't tell, so assume it exists — better to keep reusing than risk a duplicate library
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* entry from a false "missing". A confident null means the shortcut was deleted → recreate. */
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function shortcutStillExists(appId: number): boolean {
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// The overview surface we read when scanning the library — Steam internals, so everything is
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// optional and accessed defensively.
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interface SteamAppOverviewLike {
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appid?: number;
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display_name?: string;
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BIsShortcut?: () => boolean;
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}
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// Steam-injected global whose WaitForServicesInitialized resolves once the client's app
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// services are up (the MoonDeck-verified readiness signal). Services-init alone doesn't
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// guarantee the overview map is populated, so it's paired with the hydration witness below.
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declare const App:
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| { WaitForServicesInitialized?: () => Promise<boolean> }
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| undefined;
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const sleep = (ms: number) => new Promise<void>((resolve) => setTimeout(resolve, ms));
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let servicesInitialized: Promise<void> | undefined;
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function waitForServicesInitialized(): Promise<void> {
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servicesInitialized ??= (async () => {
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try {
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if (typeof App !== "undefined" && App?.WaitForServicesInitialized) {
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await App.WaitForServicesInitialized();
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}
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} catch {
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/* no signal — the hydration witness still gates the verdict */
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}
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})();
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return servicesInitialized;
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}
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/** Has appStore demonstrably finished its initial load? An empty `allApps` means "not yet":
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* any account that ever had our shortcut has at least one app, so a populated map is the
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* witness that a null overview lookup is an ANSWER rather than a not-loaded-yet. null =
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* can't tell (missing global, API drift). */
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function appStoreHydrated(): boolean | null {
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try {
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if (typeof appStore === "undefined" || !appStore) {
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return null;
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}
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const apps = appStore.allApps;
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return Array.isArray(apps) ? apps.length > 0 : null;
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} catch {
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return null;
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}
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}
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/** One overview lookup: true = live, false = absent, null = can't tell. */
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function queryShortcutAlive(appId: number): boolean | null {
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try {
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// Call it as a METHOD on appStore — NEVER as an extracted function. Its implementation
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// reads the store's own state (`this.m_mapApps`), so `const get = appStore.GetAppOverview…;
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// get(id)` throws on the lost `this`, and the catch below turns that into a permanent
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// "true". That is not a stale-data bug but a total one: the guard then answers "still
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// exists" for EVERY appId, so a dangling id is never dropped, the reuse path repoints a
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// dead shortcut (silent no-ops), and "recreate" reports success having done nothing.
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// `typeof` first: `appStore` is a Steam-injected global, and a bare reference to a missing
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// one is a ReferenceError that optional chaining does NOT prevent.
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// "can't tell". `typeof` first: `appStore` is a Steam-injected global, and a bare
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// reference to a missing one is a ReferenceError that optional chaining does NOT prevent.
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if (typeof appStore === "undefined" || !appStore?.GetAppOverviewByAppID) {
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return true; // no way to verify — preserve the reuse path
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return null;
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}
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return appStore.GetAppOverviewByAppID(appId) != null;
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} catch {
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return null;
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}
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}
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// How long to wait for the app store before conceding liveness can't be verified. A Deck boot
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// hydrates the store within a few seconds of plugin mount; 30 s is comfortably past any real
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// boot, and the wait only burns on the absent/unverifiable paths — a live overview answers on
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// the first query. Overview registration can trail the bulk hydration by a beat, so a
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// "hydrated but absent" verdict gets one grace recheck before it counts as deleted.
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const STORE_WAIT_MS = 30_000;
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const STORE_POLL_MS = 1_000;
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const STORE_GRACE_MS = 2_000;
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/** True if a remembered appId still maps to a live Steam shortcut.
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*
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* The dangerous verdict is FALSE — it sends the caller to AddShortcut, so a wrong "deleted"
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* mints a duplicate library entry. And a bare null-overview check gets it wrong on EVERY
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* boot: the plugin mounts while Steam is still starting up, before appStore has registered
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* its overviews, so the remembered (perfectly live) appId looks up as null and each boot
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* added another visible "Punktfunk" — the field-reported duplicate pile. Absent is therefore
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* only believed once the store is demonstrably hydrated; if that can't be established within
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* budget the answer is true, because a false "alive" merely no-ops Set-calls until the next
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* ask (and the recreate button re-asks when the store IS ready) while a false "dead"
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* duplicates forever. */
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async function shortcutStillExists(appId: number): Promise<boolean> {
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if (queryShortcutAlive(appId) === true) {
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return true;
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}
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// Race the init signal against the same budget the poll loop gets: a signal that never
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// resolves must not wedge the guard (the single-flight ensure would stay occupied forever).
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await Promise.race([waitForServicesInitialized(), sleep(STORE_WAIT_MS)]);
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for (let waited = 0; waited < STORE_WAIT_MS; waited += STORE_POLL_MS) {
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if (queryShortcutAlive(appId) === true) {
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return true;
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}
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if (appStoreHydrated() === true) {
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await sleep(STORE_GRACE_MS);
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return queryShortcutAlive(appId) !== false; // null = unverifiable → reuse
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}
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await sleep(STORE_POLL_MS);
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}
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return true; // store never became inspectable — reusing beats duplicating
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}
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/** Set a shortcut's library visibility (best-effort, deferred — the overview registers a moment
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@@ -156,6 +242,67 @@ async function applyArtwork(appId: number, isRetry = false): Promise<void> {
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// share it so Steam keys them to the SAME controller config (configset key = lowercase name).
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const SHORTCUT_NAME = "Punktfunk";
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/** Find an existing "Punktfunk" shortcut to ADOPT instead of minting a new library entry — the
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* healing path for a lost/wiped appId, and for the duplicate piles the boot race left behind
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* in the field: rebind one of the existing entries to the role rather than adding an N+1th.
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* (The caller rewrites exe/dir/opts/visibility anyway, so any of them serves.) Only overviews
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* Steam itself says are shortcuts qualify, and the other role's remembered id is excluded so
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* the two roles never collapse onto one shortcut. */
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function findAdoptableShortcut(excludeAppId: number | null): number | null {
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try {
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if (typeof appStore === "undefined" || !Array.isArray(appStore?.allApps)) {
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return null;
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}
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for (const app of appStore.allApps) {
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if (
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app?.display_name === SHORTCUT_NAME &&
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typeof app.appid === "number" &&
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app.appid !== excludeAppId &&
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app.BIsShortcut?.() === true
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) {
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return app.appid;
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}
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}
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} catch {
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/* Steam internals drifted — AddShortcut is the fallback */
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}
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return null;
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}
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/** Remove every "Punktfunk" shortcut beyond the two remembered role ids — the cleanup for
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* piles already minted by the boot race. Deliberately reachable ONLY from the user-pressed
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* recreate button, never from mount: automatic library deletion at boot is a bigger hazard
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* than the mess it would tidy. Returns how many entries were removed. */
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function removeDuplicateShortcuts(): number {
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let removed = 0;
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try {
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if (typeof appStore === "undefined" || !Array.isArray(appStore?.allApps)) {
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return 0;
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}
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const keep = [recall(STORAGE_KEY_STREAM), recall(STORAGE_KEY_UI)];
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// Snapshot before removing — RemoveShortcut mutates the store's list under the iteration.
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const surplus = appStore.allApps.filter(
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(app) =>
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app?.display_name === SHORTCUT_NAME &&
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typeof app.appid === "number" &&
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!keep.includes(app.appid) &&
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app.BIsShortcut?.() === true,
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);
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for (const app of surplus) {
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SteamClient.Apps.RemoveShortcut(app.appid as number);
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try {
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localStorage.removeItem(artKey(app.appid as number));
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} catch {
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/* ignore */
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}
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removed++;
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}
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} catch (e) {
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console.warn("punktfunk: duplicate-shortcut sweep incomplete", e);
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}
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return removed;
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}
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// The shortcut's exe is /bin/sh, NOT the script itself: Decky extracts plugin zips without
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// preserving the exec bit, and ~/homebrew/plugins is root-owned so the unprivileged plugin
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// backend can't chmod it back on. Passing the script as an argument to the always-executable
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@@ -223,7 +370,7 @@ async function ensureControllerConfig(): Promise<void> {
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* the current runner path. Reuses/repoints the remembered shortcut (the plugin dir can change
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* across reinstalls, and pre-two-shortcut installs had this one visible).
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*/
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async function ensureStreamShortcut(): Promise<{ appId: number; runner: string; clientBin: string }> {
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async function doEnsureStreamShortcut(): Promise<{ appId: number; runner: string; clientBin: string }> {
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const info = await runnerInfo();
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if (!info.exists) {
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throw new Error(`launch wrapper missing at ${info.runner}`);
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@@ -232,25 +379,38 @@ async function ensureStreamShortcut(): Promise<{ appId: number; runner: string;
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void ensureControllerConfig(); // fire-and-forget — never blocks the launch
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// Reuse the remembered shortcut only if it still exists — a stale appId (shortcut deleted, key
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// outlived it across a reinstall) must fall through to AddShortcut, not be silently repointed.
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// outlived it across a reinstall) must fall through, not be silently repointed. On a lost id,
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// ADOPT an existing same-named shortcut before AddShortcut so a wiped key never duplicates.
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const remembered = recall(STORAGE_KEY_STREAM);
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if (remembered != null && shortcutStillExists(remembered)) {
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SteamClient.Apps.SetShortcutExe(remembered, SHELL);
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SteamClient.Apps.SetShortcutStartDir(remembered, startDir);
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SteamClient.Apps.SetShortcutName(remembered, SHORTCUT_NAME);
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setShortcutHidden(remembered, true); // migrate pre-two-shortcut installs (were visible)
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void applyArtwork(remembered);
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return { appId: remembered, runner: info.runner, clientBin: info.client_bin ?? "" };
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let appId =
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remembered != null && (await shortcutStillExists(remembered)) ? remembered : null;
|
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if (appId == null) {
|
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appId =
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findAdoptableShortcut(recall(STORAGE_KEY_UI)) ??
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(await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, ""));
|
||||
remember(STORAGE_KEY_STREAM, appId);
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||||
}
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||||
|
||||
const appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, "");
|
||||
SteamClient.Apps.SetShortcutExe(appId, SHELL);
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||||
SteamClient.Apps.SetShortcutStartDir(appId, startDir);
|
||||
SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
|
||||
setShortcutHidden(appId, true);
|
||||
setShortcutHidden(appId, true); // also migrates pre-two-shortcut installs (were visible)
|
||||
void applyArtwork(appId);
|
||||
remember(STORAGE_KEY_STREAM, appId);
|
||||
return { appId, runner: info.runner, clientBin: info.client_bin ?? "" };
|
||||
}
|
||||
|
||||
// Concurrent ensure calls share one run per role — two ensures racing past the liveness check
|
||||
// would each AddShortcut, which is exactly the duplicate class this file exists to prevent (and
|
||||
// the store-readiness wait makes the window real: mount's fire-and-forget ensure can be mid-wait
|
||||
// when a QAM press arrives). Sequential calls still re-run, so per-launch repointing is kept.
|
||||
let streamEnsureInFlight: Promise<{ appId: number; runner: string; clientBin: string }> | null =
|
||||
null;
|
||||
function ensureStreamShortcut(): Promise<{ appId: number; runner: string; clientBin: string }> {
|
||||
streamEnsureInFlight ??= doEnsureStreamShortcut().finally(() => {
|
||||
streamEnsureInFlight = null;
|
||||
});
|
||||
return streamEnsureInFlight;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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).
|
||||
@@ -258,7 +418,7 @@ async function ensureStreamShortcut(): Promise<{ appId: number; runner: string;
|
||||
* 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<number | null> {
|
||||
async function doEnsureGamepadUiShortcut(): Promise<number | null> {
|
||||
try {
|
||||
const info = await runnerInfo();
|
||||
if (!info.exists) {
|
||||
@@ -275,18 +435,20 @@ export async function ensureGamepadUiShortcut(): Promise<number | null> {
|
||||
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.
|
||||
// localStorage key survived a plugin reinstall) falls through so the visible library entry
|
||||
// actually comes back instead of repointing a dead id. On a lost id, ADOPT an existing
|
||||
// same-named shortcut (a boot-race duplicate, or the entry whose key was wiped) before
|
||||
// AddShortcut — creation is the last resort, never the response to a mere lookup miss.
|
||||
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);
|
||||
if (appId == null || !(await shortcutStillExists(appId))) {
|
||||
appId =
|
||||
findAdoptableShortcut(recall(STORAGE_KEY_STREAM)) ??
|
||||
(await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, ""));
|
||||
remember(STORAGE_KEY_UI, appId);
|
||||
}
|
||||
SteamClient.Apps.SetShortcutExe(appId, SHELL);
|
||||
SteamClient.Apps.SetShortcutStartDir(appId, startDir);
|
||||
SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
|
||||
SteamClient.Apps.SetAppLaunchOptions(appId, launchOpts);
|
||||
setShortcutHidden(appId, false); // the visible library entry
|
||||
void applyArtwork(appId);
|
||||
@@ -297,18 +459,32 @@ export async function ensureGamepadUiShortcut(): Promise<number | null> {
|
||||
}
|
||||
}
|
||||
|
||||
// Same single-flight rule as the stream role (see ensureStreamShortcut).
|
||||
let uiEnsureInFlight: Promise<number | null> | null = null;
|
||||
export function ensureGamepadUiShortcut(): Promise<number | null> {
|
||||
uiEnsureInFlight ??= doEnsureGamepadUiShortcut().finally(() => {
|
||||
uiEnsureInFlight = null;
|
||||
});
|
||||
return uiEnsureInFlight;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.
|
||||
* Also sweeps surplus "Punktfunk" entries (the piles the boot race minted before the store-
|
||||
* readiness gate existed) — the button is where that cleanup lives, never mount. Returns the
|
||||
* (new or existing) visible appId (null on failure) plus how many duplicates were removed.
|
||||
*/
|
||||
export async function recreateShortcuts(): Promise<number | null> {
|
||||
export async function recreateShortcuts(): Promise<{
|
||||
appId: number | null;
|
||||
removedDuplicates: number;
|
||||
}> {
|
||||
for (const key of [STORAGE_KEY_STREAM, STORAGE_KEY_UI]) {
|
||||
const id = recall(key);
|
||||
if (id != null && !shortcutStillExists(id)) {
|
||||
if (id != null && !(await shortcutStillExists(id))) {
|
||||
try {
|
||||
localStorage.removeItem(artKey(id)); // stale art marker for the dead appId
|
||||
localStorage.removeItem(key);
|
||||
@@ -317,8 +493,13 @@ export async function recreateShortcuts(): Promise<number | null> {
|
||||
}
|
||||
}
|
||||
}
|
||||
// Recreate the visible entry now; the hidden stream shortcut re-registers lazily on next launch.
|
||||
return ensureGamepadUiShortcut();
|
||||
// Recreate the visible entry now; the hidden stream shortcut re-registers lazily on next
|
||||
// launch. Sweep AFTER the ensure so the remembered ids are fresh — and only when the ensure
|
||||
// succeeded: on a failed ensure the "keep" list can't be trusted, and deleting candidates a
|
||||
// later ensure would adopt could leave the library with no entry at all.
|
||||
const appId = await ensureGamepadUiShortcut();
|
||||
const removedDuplicates = appId != null ? removeDuplicateShortcuts() : 0;
|
||||
return { appId, removedDuplicates };
|
||||
}
|
||||
|
||||
/** Launch the stateless gamepad-UI shortcut (console home) from the plugin, e.g. a QAM button. */
|
||||
|
||||
Reference in New Issue
Block a user