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:
2026-07-03 21:25:07 +00:00
parent 449a67ce8d
commit 8470419433
10 changed files with 942 additions and 28 deletions
+48 -5
View File
@@ -184,19 +184,62 @@ function disableSteamInputForShortcut(appId: number): void {
}
}
/** Per-launch extras beyond the host target (all optional — {} is the plain stream). */
export interface LaunchOpts {
/** Library id to launch on connect (a pinned game) — rides PF_LAUNCH → `--launch`. */
launchId?: string;
/** Open the gamepad library launcher instead of streaming (PF_BROWSE → `--browse`). */
browse?: boolean;
/** Management-API port for the launcher's library fetch (PF_MGMT; 0/absent = default). */
mgmt?: number;
}
// Launch ids ride Steam launch options as an env-prefix token (`PF_LAUNCH=<id>`), so they
// must be space/quote-free — Steam's tokenizer and the wrapper's env both break otherwise.
// Real ids are `steam:<digits>` / `custom:<slug>`, so this rejects nothing in practice;
// it's VALIDATION, never encoding (the host must match the opaque token verbatim).
const UNSAFE_LAUNCH_ID = /["'\\$`\s]/;
export function isSafeLaunchId(id: string): boolean {
return (
id.length > 0 &&
id.length <= 128 &&
UNSAFE_LAUNCH_ID.exec(id) === null &&
/^[\x21-\x7e]+$/.test(id)
);
}
/**
* Launch a stream to `host:port` fullscreen in Gaming Mode. Encodes the target into the
* shortcut's launch options (so one generic shortcut serves every host), then RunGame.
* Launch a stream to `host:port` fullscreen in Gaming Mode (optionally straight into a
* library title, or into the gamepad library launcher). Encodes the target into the
* shortcut's launch options (so one generic shortcut serves every host and every pinned
* game), then RunGame.
*/
export async function launchStream(host: string, port: number): Promise<void> {
export async function launchStream(
host: string,
port: number,
opts: LaunchOpts = {},
): Promise<void> {
const { appId, runner } = await ensureShortcut();
// Best-effort so the Deck's rich controls reach the client; no-op if the API is absent (the user
// disables Steam Input manually — see the Settings instruction).
disableSteamInputForShortcut(appId);
const target = port && port !== 9777 ? `${host}:${port}` : host;
const env = [`PF_HOST=${target}`];
if (opts.browse) {
env.push("PF_BROWSE=1");
if (opts.mgmt) {
env.push(`PF_MGMT=${Math.floor(opts.mgmt)}`);
}
} else if (opts.launchId) {
if (!isSafeLaunchId(opts.launchId)) {
// Enforced at pin time too (the picker disables Pin) — this is the backstop.
throw new Error(`unsupported launch id: ${opts.launchId}`);
}
env.push(`PF_LAUNCH=${opts.launchId}`);
}
// KEY=value ... %command% args — %command% expands to the shortcut exe (/bin/sh); the wrapper
// script rides behind it as an argument and reads PF_HOST from the environment.
SteamClient.Apps.SetAppLaunchOptions(appId, `PF_HOST=${target} %command% "${runner}"`);
// script rides behind it as an argument and reads PF_* from the environment.
SteamClient.Apps.SetAppLaunchOptions(appId, `${env.join(" ")} %command% "${runner}"`);
SteamClient.Apps.RunGame(gameIdFromAppId(appId), "", -1, 100);
}