feat(decky): pinned-games library + self-update robustness; fix gamepad tab-nav
Decky client batch: - Pinned games / library picker: per-host game grid (GamePickerModal), pin/unpin, one-tap streams surfaced on the Hosts tab and QAM (usePins/streamPin/resolvePinHost, new src/library.tsx). - Self-update + client-update plumbing (main.py check_update, hooks.ts applyUpdate) with a CA-bundle-resolving SSL context and per-channel manifest polling; steam.ts / punktfunkrun.sh launch tweaks. - scripts/test-backend.py harness for the backend RPCs; README refresh. Fix: the fullscreen page wrapped <Tabs> in an overflow-visible box, so Valve's L1/R1 tab slide + autoFocusContents scrollIntoView panned #GamepadUI itself — the whole Steam UI slid left until a tab was clicked. Clip the Tabs wrapper (overflow:hidden), matching Valve's own Tabs containers. (On-glass verification pending — Deck offline this session.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
+156
-5
@@ -2,8 +2,18 @@
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import { toaster } from "@decky/api";
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import { Navigation } from "@decky/ui";
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import { useCallback, useEffect, useState } from "react";
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import { checkUpdate, discover, Host, updateClient, UpdateInfo } from "./backend";
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import { launchStream } from "./steam";
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import {
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checkUpdate,
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discover,
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GameEntry,
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getPins,
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Host,
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PinnedGame,
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setPins as setPinsBackend,
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updateClient,
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UpdateInfo,
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} from "./backend";
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import { LaunchOpts, launchStream } from "./steam";
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export const DOCS_URL = "https://docs.punktfunk.unom.io/docs/steam-deck";
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@@ -169,12 +179,153 @@ export async function applyUpdate(
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// ----------------------------------------------------------------------------------------
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// Stream launch — via the hidden Steam shortcut (see steam.ts for why).
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// ----------------------------------------------------------------------------------------
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export async function startStream(h: Host): Promise<void> {
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export async function startStream(
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h: Host,
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opts: LaunchOpts = {},
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label?: string,
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): Promise<void> {
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try {
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await launchStream(h.host, h.port);
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await launchStream(h.host, h.port, opts);
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Navigation.CloseSideMenus();
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toaster.toast({ title: "Punktfunk", body: `Starting stream — ${h.name}` });
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toaster.toast({ title: "Punktfunk", body: `Starting ${label ?? "stream"} — ${h.name}` });
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} catch (e) {
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toaster.toast({ title: "Punktfunk", body: `Launch failed: ${e}` });
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}
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}
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/** Open the GTK client's gamepad library launcher for a host (`--browse` via PF_BROWSE). */
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export async function startBrowse(h: Host): Promise<void> {
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try {
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await launchStream(h.host, h.port, { browse: true, mgmt: h.mgmt });
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Navigation.CloseSideMenus();
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toaster.toast({ title: "Punktfunk", body: `Opening library — ${h.name}` });
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} catch (e) {
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toaster.toast({ title: "Punktfunk", body: `Launch failed: ${e}` });
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}
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}
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// ----------------------------------------------------------------------------------------
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// Pinned games — the QAM's one-tap game rows, persisted by the backend next to the
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// client's config (survives plugin reinstalls).
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// ----------------------------------------------------------------------------------------
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export interface PinsApi {
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pins: PinnedGame[];
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addPin: (h: Host, g: GameEntry) => void;
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removePin: (hostFp: string, gameId: string) => void;
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isPinned: (hostFp: string, gameId: string) => boolean;
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/** Refresh a pin's stored address from a live advert (hosts change IPs). */
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updatePinHost: (pin: PinnedGame, h: Host) => void;
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refresh: () => Promise<void>;
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}
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export function usePins(): PinsApi {
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const [pins, setPins] = useState<PinnedGame[]>([]);
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const refresh = useCallback(async () => {
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try {
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setPins((await getPins()).pins);
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} catch {
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/* backend unavailable — keep the current view */
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}
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}, []);
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useEffect(() => {
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void refresh();
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}, [refresh]);
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// Optimistic local state; the backend validates/dedups and is re-read on failure.
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const save = useCallback(
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(next: PinnedGame[]) => {
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setPins(next);
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setPinsBackend(next).catch(() => void refresh());
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},
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[refresh],
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);
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const addPin = useCallback(
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(h: Host, g: GameEntry) => {
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const pin: PinnedGame = {
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game_id: g.id,
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title: g.title,
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store: g.store,
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host_fp: h.fp,
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host_id: h.id,
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host_name: h.name,
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host: h.host,
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port: h.port,
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mgmt: h.mgmt,
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added_at: Math.floor(Date.now() / 1000),
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paired: h.paired,
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};
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save([
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...pins.filter((p) => !(p.host_fp === pin.host_fp && p.game_id === pin.game_id)),
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pin,
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]);
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},
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[pins, save],
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);
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const removePin = useCallback(
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(hostFp: string, gameId: string) => {
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save(pins.filter((p) => !(p.host_fp === hostFp && p.game_id === gameId)));
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},
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[pins, save],
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);
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const isPinned = useCallback(
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(hostFp: string, gameId: string) =>
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pins.some((p) => p.host_fp === hostFp && p.game_id === gameId),
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[pins],
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);
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const updatePinHost = useCallback(
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(pin: PinnedGame, h: Host) => {
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if (pin.host === h.host && pin.port === h.port && pin.mgmt === h.mgmt) {
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return;
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}
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save(
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pins.map((p) =>
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p.host_fp === pin.host_fp && p.game_id === pin.game_id
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? { ...p, host: h.host, port: h.port, mgmt: h.mgmt, host_name: h.name }
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: p,
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),
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);
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},
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[pins, save],
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);
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return { pins, addPin, removePin, isPinned, updatePinHost, refresh };
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}
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/**
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* The host a pin should launch against right now: match the live mDNS scan by cert
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* fingerprint first (pairing is fp-keyed, survives IP changes), then by the host's stable
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* id, else fall back to the stored address (host offline or scan flaky — still launch).
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*/
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export function resolvePinHost(
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pin: PinnedGame,
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live: Host[],
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): { host: Host; online: boolean } {
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const fp = pin.host_fp.toLowerCase();
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const match =
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(fp && live.find((h) => h.fp && h.fp.toLowerCase() === fp)) ||
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(pin.host_id && live.find((h) => h.id && h.id === pin.host_id)) ||
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undefined;
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if (match) {
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return { host: match, online: true };
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}
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return {
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host: {
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name: pin.host_name || pin.host,
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host: pin.host,
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port: pin.port,
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pair: pin.paired ? "optional" : "required",
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fp: pin.host_fp,
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proto: "",
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paired: !!pin.paired,
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id: pin.host_id,
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mgmt: pin.mgmt,
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},
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online: false,
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};
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}
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