feat(decky): plugin overhaul — on-Deck update check, exec-bit-free runner, About/host-detail UI, Punktfunk branding

Fixes from live debugging on the Deck:

- check_update() was dead on-device: Decky Loader's embedded (PyInstaller)
  Python has no usable default CA paths, so every HTTPS fetch failed with
  CERTIFICATE_VERIFY_FAILED. Build the SSL context explicitly: default paths
  first, then the known system bundles (SteamOS/Arch, Debian, Fedora/Bazzite,
  openSUSE), then certifi if importable. Verification stays on; the check
  stays offline-tolerant with its 30-min cache.
- "could not chmod runner" on every use: Decky extracts plugin zips without
  exec bits into a root-owned dir the unprivileged backend can't chmod. The
  Steam shortcut now launches the runner through /bin/sh with the script as a
  %command% argument — no exec bit needed, existing shortcuts migrate on
  reuse, the chmod attempt is gone.

UI/structure:

- index.tsx (660 lines) split into page/pair/settings/hooks/boundary modules;
  PluginErrorBoundary kept guarding every surface.
- New About section/tab: visible version + channel, explicit check-for-updates
  (forces past the cache, always toasts an outcome), setup-guide link, leave-
  chord help, and a Force-stop backstop for a wedged stream.
- Host rows open a details modal (address, protocol, pairing policy, paired
  state, fingerprint). Settings gain 1280×800 (Deck native), Xbox One and
  DualShock 4 pad types, and a host-compositor picker.
- Update flows note the Decky store contact can stall a couple of minutes on
  networks that blackhole plugins.deckbrew.xyz (observed live).
- "Punktfunk" in all user-facing strings; plugin id/paths/env unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-02 21:36:55 +00:00
parent 79dd8f58e3
commit fd699b3e2c
13 changed files with 927 additions and 613 deletions
+30 -25
View File
@@ -3,9 +3,10 @@
// THE LAUNCH MECHANISM (verified against MoonDeck): gamescope only gives focus/fullscreen to
// the window tree Steam launched via `reaper` (it detects the "current app" by AppID — see
// gamescope#484). So we cannot launch the flatpak from the plugin backend; we register ONE
// hidden non-Steam shortcut that points at our wrapper script (bin/punktfunkrun.sh), pass the
// per-session host as the shortcut's Steam launch options, and start it with RunGame. The
// wrapper then execs `flatpak run io.unom.Punktfunk --connect <host>` as a reaper descendant.
// hidden non-Steam shortcut whose exe is `/bin/sh` running our wrapper script
// (bin/punktfunkrun.sh), pass the per-session host as the shortcut's Steam launch options,
// and start it with RunGame. The wrapper then execs
// `flatpak run io.unom.Punktfunk --connect <host>` as a reaper descendant.
import { runnerInfo } from "./backend";
@@ -49,7 +50,15 @@ function hideShortcut(appId: number): void {
setTimeout(attempt, 2500); // fresh shortcut: retry once its app overview lands
}
const SHORTCUT_NAME = "punktfunk";
// The shortcut name is user-visible (Steam overlay + library while streaming) — brand-case it.
const SHORTCUT_NAME = "Punktfunk";
// 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
// shell removes the +x dependency entirely. SteamOS /bin/sh is bash; the wrapper is plain
// POSIX sh regardless.
const SHELL = "/bin/sh";
// The 64-bit "gameid" RunGame wants, derived from a 32-bit non-Steam shortcut appId: the
// standard non-Steam-game encoding (appid << 32 | 0x02000000). MoonDeck/decky tools use this.
@@ -78,39 +87,34 @@ function recallAppId(): number | null {
}
/**
* Ensure exactly one hidden "punktfunk" shortcut exists pointing at the wrapper script, and
* return its appId. Reuses the remembered one when its exe still matches the current runner
* path (the plugin dir can change across reinstalls).
* Ensure exactly one hidden "Punktfunk" shortcut exists (exe = /bin/sh; the wrapper script is
* appended per-launch via the launch options), and return its appId + the current runner path.
* Reuses the remembered shortcut, re-pointing it each time — the plugin dir can change across
* reinstalls, and pre-0.4 shortcuts pointed at the script directly and relied on its exec bit.
*/
async function ensureShortcut(): Promise<number> {
async function ensureShortcut(): Promise<{ appId: number; runner: string }> {
const info = await runnerInfo();
if (!info.exists) {
throw new Error(`launch wrapper missing at ${info.runner}`);
}
const startDir = info.runner.replace(/\/[^/]*$/, ""); // the plugin's bin/ dir
const remembered = recallAppId();
if (remembered != null) {
// Re-point the existing shortcut at the current runner path (cheap + idempotent).
SteamClient.Apps.SetShortcutExe(remembered, info.runner);
SteamClient.Apps.SetShortcutStartDir(
remembered,
info.runner.replace(/\/[^/]*$/, ""),
);
return remembered;
// Re-point + rename the existing shortcut (cheap + idempotent — migrates old installs).
SteamClient.Apps.SetShortcutExe(remembered, SHELL);
SteamClient.Apps.SetShortcutStartDir(remembered, startDir);
SteamClient.Apps.SetShortcutName(remembered, SHORTCUT_NAME);
return { appId: remembered, runner: info.runner };
}
const appId = await SteamClient.Apps.AddShortcut(
SHORTCUT_NAME,
info.runner,
info.runner.replace(/\/[^/]*$/, ""), // start dir = the bin/ dir
"",
);
const appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, "");
SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
// Hide it from the library — it's an implementation detail, launched programmatically.
// Best-effort + deferred (see hideShortcut); never let it block the launch.
hideShortcut(appId);
rememberAppId(appId);
return appId;
return { appId, runner: info.runner };
}
/**
@@ -138,13 +142,14 @@ function disableSteamInputForShortcut(appId: number): void {
* shortcut's launch options (so one generic shortcut serves every host), then RunGame.
*/
export async function launchStream(host: string, port: number): Promise<void> {
const appId = await ensureShortcut();
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;
// KEY=value ... %command% — the wrapper reads PF_HOST from the environment.
SteamClient.Apps.SetAppLaunchOptions(appId, `PF_HOST=${target} %command%`);
// KEY=value ... %command% args — %command% expands to the shortcut exe (/bin/sh); the wrapper
// script rides behind it as an argument and reads PF_HOST from the environment.
SteamClient.Apps.SetAppLaunchOptions(appId, `PF_HOST=${target} %command% "${runner}"`);
SteamClient.Apps.RunGame(gameIdFromAppId(appId), "", -1, 100);
}