// Launch Punktfunk as Steam games so gamescope focuses + fullscreens them. // // 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 non-Steam // shortcuts whose exe is `/bin/sh` running our wrapper script (bin/punktfunkrun.sh), and start // them with RunGame. The wrapper then execs the flatpak client as a reaper descendant. // // TWO shortcuts, both named "Punktfunk" (so they share ONE Steam Input controller-config key — // see applyControllerConfig): // • STREAM — hidden, stateful: the per-session launcher. Its launch options carry the host / // pinned game (PF_HOST/PF_LAUNCH/PF_BROWSE), rewritten per launch, so one shortcut serves // every host. Driven by the QAM/pins/host-library actions. Hidden — an implementation detail. // • GAMEPAD UI — visible, stateless: fixed launch options = bare `--browse` (PF_BROWSE, no // host) → the client's console home (host picker + pairing + settings, gamepad-navigable). // This is the library-visible "Punktfunk" app the user opens directly. // // Both get the shipped artwork and the native-touch controller config. import { applyControllerConfig, 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; /** Set a shortcut's library visibility (best-effort, deferred — the overview registers a moment * after AddShortcut). Hides the stateful stream shortcut; keeps the gamepad-UI one visible. */ function setShortcutHidden(appId: number, hidden: boolean): void { const attempt = () => { try { collectionStore?.SetAppsAsHidden?.([appId], hidden); } 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 (per appId). const ART_VERSION = 2; function artKey(appId: number): string { return `punktfunk:shortcutArt:${appId}`; } /** * Apply the plugin's grid/hero/logo/icon to a shortcut (idempotent, once per ART_VERSION per * appId). Cosmetic and fully best-effort: any failure is swallowed and retried on the next call. */ async function applyArtwork(appId: number): Promise { try { if (localStorage.getItem(artKey(appId)) === `${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(artKey(appId), `${ART_VERSION}`); } catch (e) { console.warn("punktfunk: shortcut artwork not applied", e); } } // The shortcut name is user-visible (Steam overlay + library) — brand-case it. BOTH shortcuts // share it so Steam keys them to the SAME controller config (configset key = lowercase name). 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 each shortcut's appId across reloads so we reuse ONE per role instead of churning the // library (an appId is stable for the life of the shortcut). The STREAM key is the historical // one, so existing single-shortcut installs migrate into the (now hidden) stream role, and the // visible gamepad-UI shortcut is created alongside. const STORAGE_KEY_STREAM = "punktfunk:shortcutAppId"; const STORAGE_KEY_UI = "punktfunk:uiAppId"; function remember(key: string, appId: number) { try { localStorage.setItem(key, String(appId)); } catch { /* ignore */ } } function recall(key: string): number | null { try { const v = localStorage.getItem(key); return v ? Number(v) : null; } catch { return null; } } // Install the native-touch controller config once per plugin session (idempotent file writes in // the root backend). Keyed by the shared shortcut NAME, so this single call covers both // shortcuts. Gated in localStorage so we don't rewrite Steam's config dir on every launch; bump // CONFIG_VERSION to force a reinstall after the shipped .vdf changes. const CONFIG_KEY = "punktfunk:controllerConfig"; const CONFIG_VERSION = 1; async function ensureControllerConfig(): Promise { try { if (localStorage.getItem(CONFIG_KEY) === `${CONFIG_VERSION}`) { return; } const r = await applyControllerConfig(SHORTCUT_NAME); if (r?.ok) { localStorage.setItem(CONFIG_KEY, `${CONFIG_VERSION}`); } else { console.warn("punktfunk: controller config not fully applied", r); } } catch (e) { console.warn("punktfunk: controller config not applied", e); } } /** * Ensure the STREAM shortcut (hidden, stateful) — the per-session launcher whose launch options * are rewritten per stream. Branded, artworked, native-touch config applied, and HIDDEN (it is * an implementation detail; the visible entry is the gamepad-UI shortcut). Returns its appId + * 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 }> { 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 void ensureControllerConfig(); // fire-and-forget — never blocks the launch const remembered = recall(STORAGE_KEY_STREAM); if (remembered != null) { 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 }; } const appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, ""); SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME); setShortcutHidden(appId, true); void applyArtwork(appId); remember(STORAGE_KEY_STREAM, appId); return { appId, runner: info.runner }; } /** * 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). * Fixed launch options (no per-session state), branded, artworked, native-touch config applied, * 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 { try { const info = await runnerInfo(); if (!info.exists) { return null; } const startDir = info.runner.replace(/\/[^/]*$/, ""); void ensureControllerConfig(); // Bare browse: PF_BROWSE with no PF_HOST → the wrapper runs `--browse --fullscreen` (console // home). %command% expands to the shortcut exe (/bin/sh); the wrapper rides behind as an arg. const launchOpts = `PF_BROWSE=1 %command% "${info.runner}"`; let appId = recall(STORAGE_KEY_UI); if (appId != null) { 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); remember(STORAGE_KEY_UI, appId); } SteamClient.Apps.SetAppLaunchOptions(appId, launchOpts); setShortcutHidden(appId, false); // the visible library entry void applyArtwork(appId); return appId; } catch (e) { console.warn("punktfunk: gamepad-UI shortcut not ensured", e); return null; } } /** Launch the stateless gamepad-UI shortcut (console home) from the plugin, e.g. a QAM button. */ export async function launchGamepadUi(): Promise { const appId = await ensureGamepadUiShortcut(); if (appId != null) { SteamClient.Apps.RunGame(gameIdFromAppId(appId), "", -1, 100); } } /** 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]+$/.test(id) ); } /** * Launch a stream to `host:port` fullscreen in Gaming Mode (optionally straight into a * library title, or into a host's gamepad library). Encodes the target into the STREAM * shortcut's launch options (so one hidden shortcut serves every host and every pinned game), * then RunGame. */ export async function launchStream( host: string, port: number, opts: LaunchOpts = {}, ): Promise { // Wake-on-LAN: if this host is asleep, nudge it awake before the stream connects. Kicked off now // so it races with the shortcut setup (near-zero added latency), and awaited just before RunGame. // Best-effort — the flatpak client's --wake looks up the host's learned MAC (a no-op if none is // known), and the connect that follows has its own retry window, so a failure never blocks launch. const waking = wake(host, port).catch(() => ({ ok: false })); const { appId, runner } = await ensureStreamShortcut(); const target = port && port !== 9777 ? `${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 = recall(STORAGE_KEY_STREAM); if (appId != null) { SteamClient.Apps.TerminateApp(gameIdFromAppId(appId), false); } }