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:
2026-08-12 21:54:06 +02:00
parent 539236de91
commit 79dba7f95a
2 changed files with 232 additions and 43 deletions
+12 -4
View File
@@ -46,15 +46,23 @@ import { OsMark } from "./os-icon";
import { ensureGamepadUiShortcut, launchGamepadUi, recreateShortcuts, stopStream } from "./steam";
import { TrustSheet } from "./trust";
// Recovery action for "the Punktfunk library entry vanished" — recreates the visible shortcut.
// Recovery action for "the Punktfunk library entry vanished" — recreates the visible shortcut
// and sweeps duplicate entries (the piles a boot race used to mint, one per Steam start).
// Deleting the shortcut (optionally + reinstalling the plugin) leaves a stale appId in Steam's
// CEF localStorage that self-heal fixes on the next mount, but this gives an in-session button
// that works even without a reload. Always ends in a toast so the tap has feedback.
async function recreatePunktfunkShortcut(): Promise<void> {
const appId = await recreateShortcuts();
const { appId, removedDuplicates } = await recreateShortcuts();
toaster.toast({
title: "Punktfunk",
body: appId != null ? "Shortcut restored to your library" : "Couldn't create the shortcut",
body:
appId == null
? "Couldn't create the shortcut"
: removedDuplicates > 0
? `Shortcut restored — removed ${removedDuplicates} duplicate ${
removedDuplicates === 1 ? "entry" : "entries"
}`
: "Shortcut restored to your library",
});
}
@@ -313,7 +321,7 @@ const QamPanel: FC = () => {
<PanelSectionRow>
<ButtonItem
layout="below"
description="Missing the Punktfunk entry in your library? This puts it back."
description="Missing the Punktfunk entry in your library, or seeing several? This puts one back and removes the rest."
onClick={() => void recreatePunktfunkShortcut()}
>
<FaPlus style={{ marginRight: "0.5em" }} />
+220 -39
View File
@@ -44,6 +44,7 @@ declare const SteamClient: {
): Promise<unknown>;
RunGame(gameId: string, _unused: string, _i: number, _j: number): void;
TerminateApp(gameId: string, _b: boolean): void;
RemoveShortcut(appId: number): void;
};
};
@@ -62,29 +63,114 @@ declare const collectionStore:
// 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 }
| {
GetAppOverviewByAppID?: (appId: number) => unknown | null;
allApps?: SteamAppOverviewLike[];
}
| 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 {
// The overview surface we read when scanning the library — Steam internals, so everything is
// optional and accessed defensively.
interface SteamAppOverviewLike {
appid?: number;
display_name?: string;
BIsShortcut?: () => boolean;
}
// Steam-injected global whose WaitForServicesInitialized resolves once the client's app
// services are up (the MoonDeck-verified readiness signal). Services-init alone doesn't
// guarantee the overview map is populated, so it's paired with the hydration witness below.
declare const App:
| { WaitForServicesInitialized?: () => Promise<boolean> }
| undefined;
const sleep = (ms: number) => new Promise<void>((resolve) => setTimeout(resolve, ms));
let servicesInitialized: Promise<void> | undefined;
function waitForServicesInitialized(): Promise<void> {
servicesInitialized ??= (async () => {
try {
if (typeof App !== "undefined" && App?.WaitForServicesInitialized) {
await App.WaitForServicesInitialized();
}
} catch {
/* no signal — the hydration witness still gates the verdict */
}
})();
return servicesInitialized;
}
/** Has appStore demonstrably finished its initial load? An empty `allApps` means "not yet":
* any account that ever had our shortcut has at least one app, so a populated map is the
* witness that a null overview lookup is an ANSWER rather than a not-loaded-yet. null =
* can't tell (missing global, API drift). */
function appStoreHydrated(): boolean | null {
try {
if (typeof appStore === "undefined" || !appStore) {
return null;
}
const apps = appStore.allApps;
return Array.isArray(apps) ? apps.length > 0 : null;
} catch {
return null;
}
}
/** One overview lookup: true = live, false = absent, null = can't tell. */
function queryShortcutAlive(appId: number): boolean | null {
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.
// "can't tell". `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 null;
}
return appStore.GetAppOverviewByAppID(appId) != null;
} catch {
return null;
}
}
// How long to wait for the app store before conceding liveness can't be verified. A Deck boot
// hydrates the store within a few seconds of plugin mount; 30 s is comfortably past any real
// boot, and the wait only burns on the absent/unverifiable paths — a live overview answers on
// the first query. Overview registration can trail the bulk hydration by a beat, so a
// "hydrated but absent" verdict gets one grace recheck before it counts as deleted.
const STORE_WAIT_MS = 30_000;
const STORE_POLL_MS = 1_000;
const STORE_GRACE_MS = 2_000;
/** True if a remembered appId still maps to a live Steam shortcut.
*
* The dangerous verdict is FALSE — it sends the caller to AddShortcut, so a wrong "deleted"
* mints a duplicate library entry. And a bare null-overview check gets it wrong on EVERY
* boot: 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 and each boot
* added another visible "Punktfunk" — the field-reported duplicate pile. Absent is therefore
* only believed once the store is demonstrably hydrated; if that can't be established within
* budget the answer is true, because a false "alive" merely no-ops Set-calls until the next
* ask (and the recreate button re-asks when the store IS ready) while a false "dead"
* duplicates forever. */
async function shortcutStillExists(appId: number): Promise<boolean> {
if (queryShortcutAlive(appId) === true) {
return true;
}
// Race the init signal against the same budget the poll loop gets: a signal that never
// resolves must not wedge the guard (the single-flight ensure would stay occupied forever).
await Promise.race([waitForServicesInitialized(), sleep(STORE_WAIT_MS)]);
for (let waited = 0; waited < STORE_WAIT_MS; waited += STORE_POLL_MS) {
if (queryShortcutAlive(appId) === true) {
return true;
}
if (appStoreHydrated() === true) {
await sleep(STORE_GRACE_MS);
return queryShortcutAlive(appId) !== false; // null = unverifiable → reuse
}
await sleep(STORE_POLL_MS);
}
return true; // store never became inspectable — reusing beats duplicating
}
/** Set a shortcut's library visibility (best-effort, deferred — the overview registers a moment
@@ -156,6 +242,67 @@ async function applyArtwork(appId: number, isRetry = false): Promise<void> {
// share it so Steam keys them to the SAME controller config (configset key = lowercase name).
const SHORTCUT_NAME = "Punktfunk";
/** Find an existing "Punktfunk" shortcut to ADOPT instead of minting a new library entry — the
* healing path for a lost/wiped appId, and for the duplicate piles the boot race left behind
* in the field: rebind one of the existing entries to the role rather than adding an N+1th.
* (The caller rewrites exe/dir/opts/visibility anyway, so any of them serves.) Only overviews
* Steam itself says are shortcuts qualify, and the other role's remembered id is excluded so
* the two roles never collapse onto one shortcut. */
function findAdoptableShortcut(excludeAppId: number | null): number | null {
try {
if (typeof appStore === "undefined" || !Array.isArray(appStore?.allApps)) {
return null;
}
for (const app of appStore.allApps) {
if (
app?.display_name === SHORTCUT_NAME &&
typeof app.appid === "number" &&
app.appid !== excludeAppId &&
app.BIsShortcut?.() === true
) {
return app.appid;
}
}
} catch {
/* Steam internals drifted — AddShortcut is the fallback */
}
return null;
}
/** Remove every "Punktfunk" shortcut beyond the two remembered role ids — the cleanup for
* piles already minted by the boot race. Deliberately reachable ONLY from the user-pressed
* recreate button, never from mount: automatic library deletion at boot is a bigger hazard
* than the mess it would tidy. Returns how many entries were removed. */
function removeDuplicateShortcuts(): number {
let removed = 0;
try {
if (typeof appStore === "undefined" || !Array.isArray(appStore?.allApps)) {
return 0;
}
const keep = [recall(STORAGE_KEY_STREAM), recall(STORAGE_KEY_UI)];
// Snapshot before removing — RemoveShortcut mutates the store's list under the iteration.
const surplus = appStore.allApps.filter(
(app) =>
app?.display_name === SHORTCUT_NAME &&
typeof app.appid === "number" &&
!keep.includes(app.appid) &&
app.BIsShortcut?.() === true,
);
for (const app of surplus) {
SteamClient.Apps.RemoveShortcut(app.appid as number);
try {
localStorage.removeItem(artKey(app.appid as number));
} catch {
/* ignore */
}
removed++;
}
} catch (e) {
console.warn("punktfunk: duplicate-shortcut sweep incomplete", e);
}
return removed;
}
// 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
@@ -223,7 +370,7 @@ async function ensureControllerConfig(): Promise<void> {
* 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 }> {
async function doEnsureStreamShortcut(): Promise<{ appId: number; runner: string; clientBin: string }> {
const info = await runnerInfo();
if (!info.exists) {
throw new Error(`launch wrapper missing at ${info.runner}`);
@@ -232,25 +379,38 @@ async function ensureStreamShortcut(): Promise<{ appId: number; runner: string;
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.
// outlived it across a reinstall) must fall through, not be silently repointed. On a lost id,
// ADOPT an existing same-named shortcut before AddShortcut so a wiped key never duplicates.
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 ?? "" };
let appId =
remembered != null && (await shortcutStillExists(remembered)) ? remembered : null;
if (appId == null) {
appId =
findAdoptableShortcut(recall(STORAGE_KEY_UI)) ??
(await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, ""));
remember(STORAGE_KEY_STREAM, appId);
}
const appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, "");
SteamClient.Apps.SetShortcutExe(appId, SHELL);
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. */