// Launch the stream as a Steam game so gamescope focuses + fullscreens it. // // 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 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 ` as a reaper descendant. import { runnerInfo, shortcutArt, wake } from "./backend"; // SteamClient is a Steam-internal global injected into the CEF context; it is not fully typed // by @decky/ui, so declare the surface we use. Signatures verified against MoonDeck + the // decky-frontend-lib SteamClient.Apps typings. declare const SteamClient: { Apps: { AddShortcut( name: string, exePath: string, startDir: string, launchOptions: string, ): Promise; SetShortcutName(appId: number, name: string): void; SetShortcutExe(appId: number, exe: string): void; SetShortcutStartDir(appId: number, dir: string): void; SetShortcutIcon(appId: number, iconPath: string): void; SetAppLaunchOptions(appId: number, options: string): void; // assetType: 0 = grid (portrait capsule), 1 = hero, 2 = logo, 3 = wide grid. SetCustomArtworkForApp( appId: number, base64Image: string, imageType: string, assetType: number, ): Promise; RunGame(gameId: string, _unused: string, _i: number, _j: number): void; TerminateApp(gameId: string, _b: boolean): void; }; }; // Steam removed `SteamClient.Apps.SetAppHidden`; visibility goes through // `collectionStore.SetAppsAsHidden` — but that looks the app up in appStore, which only // registers a freshly-created shortcut a moment later (calling it immediately throws on a // null overview). So visibility changes are BEST-EFFORT + DEFERRED, never launch-blocking. declare const collectionStore: | { SetAppsAsHidden?: (appIds: number[], hidden: boolean) => void } | undefined; // The shortcut used to be hidden ("implementation detail"); it is user-visible now — it // carries proper artwork and living in the library is how users relaunch their last host. // Existing installs still have theirs hidden, so unhide is applied every ensure (idempotent). function unhideShortcut(appId: number): void { const attempt = () => { try { collectionStore?.SetAppsAsHidden?.([appId], false); } catch { /* overview not registered yet, or the API changed — cosmetic, ignore */ } }; attempt(); // succeeds immediately for an already-registered (reused) shortcut setTimeout(attempt, 2500); // fresh shortcut: retry once its app overview lands } // Bump when the shipped artwork changes so existing shortcuts re-apply it once. const ART_VERSION = 1; const ART_KEY = "punktfunk:shortcutArt"; /** * Apply the plugin's grid/hero/logo/icon to the shortcut (idempotent, once per ART_VERSION). * Cosmetic and fully best-effort: any failure is swallowed and retried on the next launch. */ async function applyArtwork(appId: number): Promise { try { if (localStorage.getItem(ART_KEY) === `${appId}:${ART_VERSION}`) { return; } const art = await shortcutArt(); const assets: [string | undefined, number][] = [ [art.grid, 0], [art.hero, 1], [art.logo, 2], [art.gridwide, 3], ]; for (const [data, assetType] of assets) { if (data) { await SteamClient.Apps.SetCustomArtworkForApp(appId, data, "png", assetType); } } if (art.icon_path) { SteamClient.Apps.SetShortcutIcon(appId, art.icon_path); } localStorage.setItem(ART_KEY, `${appId}:${ART_VERSION}`); } catch (e) { console.warn("punktfunk: shortcut artwork not applied", e); } } // 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. function gameIdFromAppId(appId: number): string { return ((BigInt(appId) << 32n) | 0x02000000n).toString(); } // Persist our shortcut appId across reloads so we reuse ONE shortcut instead of churning the // library (the appId is stable for the life of the shortcut). const STORAGE_KEY = "punktfunk:shortcutAppId"; function rememberAppId(appId: number) { try { localStorage.setItem(STORAGE_KEY, String(appId)); } catch { /* ignore */ } } function recallAppId(): number | null { try { const v = localStorage.getItem(STORAGE_KEY); return v ? Number(v) : null; } catch { return null; } } /** * Ensure exactly one "Punktfunk" shortcut exists (exe = /bin/sh; the wrapper script is * appended per-launch via the launch options), branded and visible in the library, and * return its appId + the current runner path. Reuses the remembered shortcut, re-pointing * it each time — the plugin dir can change across reinstalls, pre-0.4 shortcuts pointed at * the script directly, and pre-0.7 shortcuts were hidden and artless. */ 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 + 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); unhideShortcut(remembered); // pre-0.7 installs hid it void applyArtwork(remembered); // fire-and-forget — cosmetic, never blocks the launch return { appId: remembered, runner: info.runner }; } const appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, ""); SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME); unhideShortcut(appId); void applyArtwork(appId); // fire-and-forget — cosmetic, never blocks the launch rememberAppId(appId); return { appId, runner: info.runner }; } /** * Best-effort: turn Steam Input OFF for our shortcut so SDL's HIDAPI Steam Deck driver can open the * Deck's controls (paddles · trackpads · gyro) directly. There is no confirmed-stable SteamClient * API for this, so it is feature-detected and MUST never block or throw into the launch — the manual * toggle (game page → ⚙ → Controller Settings → Steam Input Off, surfaced in the plugin Settings) is * the documented source of truth. No-op when the optional API is absent. */ function disableSteamInputForShortcut(appId: number): void { try { const input = ( SteamClient as unknown as { Input?: { SetSteamInputEnabledForApp?: (appId: number, enabled: boolean) => void }; } ).Input; input?.SetSteamInputEnabledForApp?.(appId, false); } catch { /* a controller tweak must never break the launch */ } } /** 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=`), so they // must be space/quote-free — Steam's tokenizer and the wrapper's env both break otherwise. // Real ids are `steam:` / `custom:`, 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]+$/.test(id) ); } /** * Launch a stream to `host:port` fullscreen in Gaming Mode (optionally straight into a * library title, or into the gamepad library launcher). Encodes the target into the * shortcut's launch options (so one generic shortcut serves every host and every pinned * game), then RunGame. */ export async function launchStream( host: string, port: number, opts: LaunchOpts = {}, ): Promise { // Wake-on-LAN: if this host is asleep, nudge it awake before the stream connects. Kicked off now // so it races with the shortcut setup (near-zero added latency), and awaited just before RunGame. // Best-effort — the flatpak client's --wake looks up the host's learned MAC (a no-op if none is // known), and the connect that follows has its own retry window, so a failure never blocks launch. const waking = wake(host, port).catch(() => ({ ok: false })); const { appId, runner } = await ensureShortcut(); // Best-effort so the Deck's rich controls reach the client; no-op if the API is absent (the user // disables Steam Input manually — see the Settings instruction). disableSteamInputForShortcut(appId); const target = port && port !== 9777 ? `${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_* from the environment. SteamClient.Apps.SetAppLaunchOptions(appId, `${env.join(" ")} %command% "${runner}"`); await waking; // ensure the magic packet is out before the connect attempt SteamClient.Apps.RunGame(gameIdFromAppId(appId), "", -1, 100); } /** Stop the running stream shortcut (best-effort; the in-stream chord/back also works). */ export function stopStream(): void { const appId = recallAppId(); if (appId != null) { SteamClient.Apps.TerminateApp(gameIdFromAppId(appId), false); } }