// Bridge to the Python backend (main.py) + shared types. import { callable } from "@decky/api"; export interface Host { name: string; host: string; port: number; pair: string; // "required" | "optional" — the HOST's policy fp: string; // host cert SHA-256 fingerprint (lowercase hex) from the mDNS advert proto: string; // advertised protocol, e.g. "punktfunk/1" paired: boolean; // whether THIS device has already PIN-paired this host (by fingerprint) id: string; // the host's stable instance id (mDNS TXT `id`; "" when not advertised) mgmt: number; // management-API port (mDNS TXT `mgmt`; 0 = not advertised → default 47990) } // One title from a host's game library (the flatpak client's --library TSV, parsed by the // backend). `id` is store-qualified (steam: / custom:) and doubles as the // launch handle (PF_LAUNCH → the session Hello). export interface GameEntry { id: string; store: string; // "steam" | "custom" | "heroic" | "lutris" | … title: string; } export interface LibraryResult { ok: boolean; games?: GameEntry[]; // "flatpak-not-found" | "timeout" | "not-paired" | "pin-mismatch" | "unreachable" | // "http" | "client-outdated" | "client-error" error?: string; detail?: string; // the client's own one-line reason, for the generic error copy } // A pinned game — a one-tap stream row in the QAM. The host is identified primarily by // cert fingerprint (survives IP changes; pairing is fp-keyed too), with the stored // address as the launch fallback when the host isn't currently advertising. export interface PinnedGame { game_id: string; title: string; store: string; host_fp: string; host_id: string; host_name: string; host: string; port: number; mgmt: number; added_at: number; // unix seconds paired?: boolean; // annotated by get_pins from the client's known-hosts store } export interface PairResult { ok: boolean; fp?: string; error?: string; } export interface RunnerInfo { runner: string; // absolute path to bin/punktfunkrun.sh app_id: string; // flatpak app id exists: boolean; } // The slice of the flatpak client's settings JSON this UI surfaces. The file can hold more // keys (codec, decoder, … set from the desktop client's own UI) — they round-trip untouched // because get_settings returns the whole parsed file and patches are object spreads. export interface StreamSettings { width: number; // 0 = native height: number; // 0 = native refresh_hz: number; // 0 = native bitrate_kbps: number; // 0 = host default gamepad: string; // "auto" | "xbox360" | "xboxone" | "dualsense" | "dualshock4" | "steamdeck" compositor: string; // "auto" | "kwin" | "wlroots" | "mutter" | "gamescope" inhibit_shortcuts: boolean; mic_enabled: boolean; } export interface UpdateInfo { current: string; // installed PLUGIN version (package.json) latest: string; // newest plugin version in our registry for this channel artifact: string; // immutable zip URL Decky should install hash: string; // sha256 of that zip (Decky verifies it) channel: string; // "latest" (stable) | "canary" update_available: boolean; // a newer PLUGIN build is available // The flatpak CLIENT (io.unom.Punktfunk) versions independently and is a per-user install, so // `sudo flatpak update` never touches it — the plugin offers a user-scope update instead. client_update_available: boolean; client_current: string; // installed client commit (short) — informational client_latest: string; // remote client commit (short) — informational error?: string; // "update-channel-unknown" (dev build) | "fetch-failed" } // Steam-shortcut artwork (assets/ in the plugin dir): base64 PNGs keyed grid / gridwide / // hero / logo, plus the icon's absolute path (SetShortcutIcon wants a file). Keys for // missing files are absent. export interface ShortcutArt { grid?: string; gridwide?: string; hero?: string; logo?: string; icon_path: string; } export const discover = callable<[], Host[]>("discover"); export const pair = callable< [host: string, port: number, pin: string, name: string], PairResult >("pair"); // Fetch a paired host's game library (headless flatpak --library; can take seconds on a // cold client start — show a spinner). Pass fp whenever known so the pin can't degrade. export const library = callable< [host: string, mgmt_port: number, fp: string], LibraryResult >("library"); export const getPins = callable<[], { pins: PinnedGame[] }>("get_pins"); export const setPins = callable<[pins: PinnedGame[]], { ok: boolean; error?: string }>( "set_pins", ); export const runnerInfo = callable<[], RunnerInfo>("runner_info"); export const shortcutArt = callable<[], ShortcutArt>("shortcut_art"); export const getSettings = callable<[], StreamSettings>("get_settings"); export const setSettings = callable<[settings: StreamSettings], { ok: boolean }>( "set_settings", ); export const killStream = callable<[], { ok: boolean }>("kill_stream"); // Send a Wake-on-LAN magic packet to a saved host (headless flatpak --wake) so a sleeping host is // up by the time the stream connects. The MAC is looked up from the flatpak client's own // known-hosts store; `ok: false` (no-op) when none has been learned yet. Fire before launching. export const wake = callable<[host: string, port: number], { ok: boolean; error?: string }>( "wake", ); export const checkUpdate = callable<[force: boolean], UpdateInfo>("check_update"); // Update the flatpak client in the user installation (`flatpak update --user -y io.unom.Punktfunk`). export const updateClient = callable< [], { ok: boolean; updated: boolean; error?: string } >("update_client");