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The CI workflow assembled the store zip by hand and silently drifted from
scripts/package.sh when 60d46530 added assets/ and controller_config/ — every
published build (canary and stable through 0.17.1) was missing both, so the
Steam shortcut a fresh install creates had no images and no controller layout
(shortcut_art() found nothing to send; apply_controller_config failed with
template-missing). CI now stages through scripts/package.sh — the plugin file
list lives in one place — and a backstop verifies the runtime-loaded pieces are
in the zip before publishing.
Frontend hardening for installs poisoned by those builds: applyArtwork stamped
its per-appId ART_VERSION marker even when zero assets were applied, so
shipping the files alone would never heal existing shortcuts — only mark done
when something actually landed, and bump ART_VERSION 2→3 to force one re-apply.
Same guard for the controller-config marker (ok with zero account configset
dirs is not done), plus one deferred artwork retry for the fresh-AddShortcut
registration race setShortcutHidden already defers around.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
344 lines
15 KiB
TypeScript
344 lines
15 KiB
TypeScript
// Launch Punktfunk as Steam games so gamescope focuses + fullscreens them.
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//
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// THE LAUNCH MECHANISM (verified against MoonDeck): gamescope only gives focus/fullscreen to
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// the window tree Steam launched via `reaper` (it detects the "current app" by AppID — see
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// gamescope#484). So we cannot launch the flatpak from the plugin backend; we register non-Steam
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// shortcuts whose exe is `/bin/sh` running our wrapper script (bin/punktfunkrun.sh), and start
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// them with RunGame. The wrapper then execs the flatpak client as a reaper descendant.
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//
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// TWO shortcuts, both named "Punktfunk" (so they share ONE Steam Input controller-config key —
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// see applyControllerConfig):
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// • STREAM — hidden, stateful: the per-session launcher. Its launch options carry the host /
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// pinned game (PF_HOST/PF_LAUNCH/PF_BROWSE), rewritten per launch, so one shortcut serves
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// every host. Driven by the QAM/pins/host-library actions. Hidden — an implementation detail.
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// • GAMEPAD UI — visible, stateless: fixed launch options = bare `--browse` (PF_BROWSE, no
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// host) → the client's console home (host picker + pairing + settings, gamepad-navigable).
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// This is the library-visible "Punktfunk" app the user opens directly.
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//
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// Both get the shipped artwork and the native-touch controller config.
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import { applyControllerConfig, runnerInfo, shortcutArt, wake } from "./backend";
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// SteamClient is a Steam-internal global injected into the CEF context; it is not fully typed
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// by @decky/ui, so declare the surface we use. Signatures verified against MoonDeck + the
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// decky-frontend-lib SteamClient.Apps typings.
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declare const SteamClient: {
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Apps: {
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AddShortcut(
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name: string,
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exePath: string,
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startDir: string,
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launchOptions: string,
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): Promise<number>;
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SetShortcutName(appId: number, name: string): void;
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SetShortcutExe(appId: number, exe: string): void;
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SetShortcutStartDir(appId: number, dir: string): void;
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SetShortcutIcon(appId: number, iconPath: string): void;
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SetAppLaunchOptions(appId: number, options: string): void;
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// assetType: 0 = grid (portrait capsule), 1 = hero, 2 = logo, 3 = wide grid.
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SetCustomArtworkForApp(
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appId: number,
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base64Image: string,
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imageType: string,
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assetType: number,
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): Promise<unknown>;
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RunGame(gameId: string, _unused: string, _i: number, _j: number): void;
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TerminateApp(gameId: string, _b: boolean): void;
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};
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};
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// Steam removed `SteamClient.Apps.SetAppHidden`; visibility goes through
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// `collectionStore.SetAppsAsHidden` — but that looks the app up in appStore, which only
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// registers a freshly-created shortcut a moment later (calling it immediately throws on a
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// null overview). So visibility changes are BEST-EFFORT + DEFERRED, never launch-blocking.
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declare const collectionStore:
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| { SetAppsAsHidden?: (appIds: number[], hidden: boolean) => void }
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| undefined;
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/** Set a shortcut's library visibility (best-effort, deferred — the overview registers a moment
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* after AddShortcut). Hides the stateful stream shortcut; keeps the gamepad-UI one visible. */
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function setShortcutHidden(appId: number, hidden: boolean): void {
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const attempt = () => {
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try {
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collectionStore?.SetAppsAsHidden?.([appId], hidden);
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} catch {
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/* overview not registered yet, or the API changed — cosmetic, ignore */
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}
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};
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attempt(); // succeeds immediately for an already-registered (reused) shortcut
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setTimeout(attempt, 2500); // fresh shortcut: retry once its app overview lands
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};
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// Bump when the shipped artwork changes so existing shortcuts re-apply it once (per appId).
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// v3: CI zips through 0.17.1 shipped no assets/ at all, yet v2 was still recorded as applied
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// on those installs — the bump makes them re-apply once on the first build that has the files.
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const ART_VERSION = 3;
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function artKey(appId: number): string {
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return `punktfunk:shortcutArt:${appId}`;
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}
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/**
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* Apply the plugin's grid/hero/logo/icon to a shortcut (idempotent, once per ART_VERSION per
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* appId). Cosmetic and fully best-effort: any failure is swallowed and retried on the next call.
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*/
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async function applyArtwork(appId: number, isRetry = false): Promise<void> {
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try {
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if (localStorage.getItem(artKey(appId)) === `${ART_VERSION}`) {
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return;
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}
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const art = await shortcutArt();
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const assets: [string | undefined, number][] = [
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[art.grid, 0],
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[art.hero, 1],
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[art.logo, 2],
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[art.gridwide, 3],
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];
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let applied = false;
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for (const [data, assetType] of assets) {
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if (data) {
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await SteamClient.Apps.SetCustomArtworkForApp(appId, data, "png", assetType);
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applied = true;
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}
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}
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if (art.icon_path) {
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SteamClient.Apps.SetShortcutIcon(appId, art.icon_path);
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applied = true;
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}
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// Only record "done" when something actually landed — a plugin build whose assets/ is
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// missing/empty must keep retrying on later mounts instead of poisoning the marker.
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if (applied) {
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localStorage.setItem(artKey(appId), `${ART_VERSION}`);
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}
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} catch (e) {
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// A shortcut fresh out of AddShortcut may not be registered yet (the same race
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// setShortcutHidden defers around) — one deferred second attempt, then leave it to
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// the next mount.
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if (!isRetry) {
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setTimeout(() => void applyArtwork(appId, true), 2500);
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}
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console.warn("punktfunk: shortcut artwork not applied", e);
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}
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}
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// The shortcut name is user-visible (Steam overlay + library) — brand-case it. BOTH shortcuts
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// share it so Steam keys them to the SAME controller config (configset key = lowercase name).
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const SHORTCUT_NAME = "Punktfunk";
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// The shortcut's exe is /bin/sh, NOT the script itself: Decky extracts plugin zips without
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// preserving the exec bit, and ~/homebrew/plugins is root-owned so the unprivileged plugin
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// backend can't chmod it back on. Passing the script as an argument to the always-executable
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// shell removes the +x dependency entirely. SteamOS /bin/sh is bash; the wrapper is plain
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// POSIX sh regardless.
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const SHELL = "/bin/sh";
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// The 64-bit "gameid" RunGame wants, derived from a 32-bit non-Steam shortcut appId: the
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// standard non-Steam-game encoding (appid << 32 | 0x02000000). MoonDeck/decky tools use this.
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function gameIdFromAppId(appId: number): string {
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return ((BigInt(appId) << 32n) | 0x02000000n).toString();
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}
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// Persist each shortcut's appId across reloads so we reuse ONE per role instead of churning the
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// library (an appId is stable for the life of the shortcut). The STREAM key is the historical
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// one, so existing single-shortcut installs migrate into the (now hidden) stream role, and the
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// visible gamepad-UI shortcut is created alongside.
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const STORAGE_KEY_STREAM = "punktfunk:shortcutAppId";
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const STORAGE_KEY_UI = "punktfunk:uiAppId";
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function remember(key: string, appId: number) {
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try {
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localStorage.setItem(key, String(appId));
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} catch {
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/* ignore */
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}
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}
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function recall(key: string): number | null {
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try {
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const v = localStorage.getItem(key);
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return v ? Number(v) : null;
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} catch {
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return null;
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}
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}
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// Install the native-touch controller config once per plugin session (idempotent file writes in
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// the root backend). Keyed by the shared shortcut NAME, so this single call covers both
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// shortcuts. Gated in localStorage so we don't rewrite Steam's config dir on every launch; bump
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// CONFIG_VERSION to force a reinstall after the shipped .vdf changes.
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const CONFIG_KEY = "punktfunk:controllerConfig";
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const CONFIG_VERSION = 1;
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async function ensureControllerConfig(): Promise<void> {
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try {
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if (localStorage.getItem(CONFIG_KEY) === `${CONFIG_VERSION}`) {
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return;
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}
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const r = await applyControllerConfig(SHORTCUT_NAME);
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// `ok` alone isn't done: with zero account configset dirs (fresh Steam) the backend
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// succeeds without pointing any account at the template — keep retrying until one lands.
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if (r?.ok && (r.applied ?? []).some((a) => a.startsWith("configset:"))) {
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localStorage.setItem(CONFIG_KEY, `${CONFIG_VERSION}`);
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} else {
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console.warn("punktfunk: controller config not fully applied", r);
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}
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} catch (e) {
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console.warn("punktfunk: controller config not applied", e);
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}
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}
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/**
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* Ensure the STREAM shortcut (hidden, stateful) — the per-session launcher whose launch options
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* are rewritten per stream. Branded, artworked, native-touch config applied, and HIDDEN (it is
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* an implementation detail; the visible entry is the gamepad-UI shortcut). Returns its appId +
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* the current runner path. Reuses/repoints the remembered shortcut (the plugin dir can change
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* across reinstalls, and pre-two-shortcut installs had this one visible).
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*/
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async function ensureStreamShortcut(): Promise<{ appId: number; runner: string }> {
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const info = await runnerInfo();
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if (!info.exists) {
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throw new Error(`launch wrapper missing at ${info.runner}`);
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}
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const startDir = info.runner.replace(/\/[^/]*$/, ""); // the plugin's bin/ dir
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void ensureControllerConfig(); // fire-and-forget — never blocks the launch
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const remembered = recall(STORAGE_KEY_STREAM);
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if (remembered != null) {
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SteamClient.Apps.SetShortcutExe(remembered, SHELL);
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SteamClient.Apps.SetShortcutStartDir(remembered, startDir);
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SteamClient.Apps.SetShortcutName(remembered, SHORTCUT_NAME);
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setShortcutHidden(remembered, true); // migrate pre-two-shortcut installs (were visible)
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void applyArtwork(remembered);
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return { appId: remembered, runner: info.runner };
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}
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const appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, "");
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SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
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setShortcutHidden(appId, true);
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void applyArtwork(appId);
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remember(STORAGE_KEY_STREAM, appId);
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return { appId, runner: info.runner };
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}
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/**
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* Ensure the GAMEPAD-UI shortcut (visible, stateless) — the library-facing "Punktfunk" entry
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* that opens the client's console home (bare `--browse`: host picker + pairing + settings).
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* Fixed launch options (no per-session state), branded, artworked, native-touch config applied,
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* kept VISIBLE. Idempotent — call on plugin mount so the library entry always exists and stays
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* repointed to the current plugin dir. Best-effort: returns null on any failure.
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*/
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export async function ensureGamepadUiShortcut(): Promise<number | null> {
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try {
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const info = await runnerInfo();
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if (!info.exists) {
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return null;
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}
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const startDir = info.runner.replace(/\/[^/]*$/, "");
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void ensureControllerConfig();
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// Bare browse: PF_BROWSE with no PF_HOST → the wrapper runs `--browse --fullscreen` (console
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// home). %command% expands to the shortcut exe (/bin/sh); the wrapper rides behind as an arg.
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const launchOpts = `PF_BROWSE=1 %command% "${info.runner}"`;
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let appId = recall(STORAGE_KEY_UI);
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if (appId != null) {
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SteamClient.Apps.SetShortcutExe(appId, SHELL);
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SteamClient.Apps.SetShortcutStartDir(appId, startDir);
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SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
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} else {
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appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, "");
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SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
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remember(STORAGE_KEY_UI, appId);
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}
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SteamClient.Apps.SetAppLaunchOptions(appId, launchOpts);
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setShortcutHidden(appId, false); // the visible library entry
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void applyArtwork(appId);
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return appId;
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} catch (e) {
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console.warn("punktfunk: gamepad-UI shortcut not ensured", e);
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return null;
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}
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}
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/** Launch the stateless gamepad-UI shortcut (console home) from the plugin, e.g. a QAM button. */
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export async function launchGamepadUi(): Promise<void> {
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const appId = await ensureGamepadUiShortcut();
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if (appId != null) {
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SteamClient.Apps.RunGame(gameIdFromAppId(appId), "", -1, 100);
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}
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}
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/** Per-launch extras beyond the host target (all optional — {} is the plain stream). */
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export interface LaunchOpts {
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/** Library id to launch on connect (a pinned game) — rides PF_LAUNCH → `--launch`. */
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launchId?: string;
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/** Open the gamepad library launcher instead of streaming (PF_BROWSE → `--browse`). */
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browse?: boolean;
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/** Management-API port for the launcher's library fetch (PF_MGMT; 0/absent = default). */
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mgmt?: number;
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}
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// Launch ids ride Steam launch options as an env-prefix token (`PF_LAUNCH=<id>`), so they
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// must be space/quote-free — Steam's tokenizer and the wrapper's env both break otherwise.
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// Real ids are `steam:<digits>` / `custom:<slug>`, so this rejects nothing in practice;
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// it's VALIDATION, never encoding (the host must match the opaque token verbatim).
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const UNSAFE_LAUNCH_ID = /["'\\$`\s]/;
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export function isSafeLaunchId(id: string): boolean {
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return (
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id.length > 0 &&
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id.length <= 128 &&
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UNSAFE_LAUNCH_ID.exec(id) === null &&
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/^[\x21-\x7e]+$/.test(id)
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);
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}
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/**
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* Launch a stream to `host:port` fullscreen in Gaming Mode (optionally straight into a
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* library title, or into a host's gamepad library). Encodes the target into the STREAM
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* shortcut's launch options (so one hidden shortcut serves every host and every pinned game),
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* then RunGame.
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*/
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export async function launchStream(
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host: string,
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port: number,
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opts: LaunchOpts = {},
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): Promise<void> {
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// Wake-on-LAN: if this host is asleep, nudge it awake before the stream connects. Kicked off now
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// so it races with the shortcut setup (near-zero added latency); its outcome is needed below
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// (the connect budget), and RunGame follows the await either way, so nothing is slower for it.
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// Best-effort — the flatpak client's --wake looks up the host's learned MAC (a no-op if none is
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// known), and the connect that follows has its own retry window, so a failure never blocks launch.
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const waking = wake(host, port).catch(() => ({ ok: false }));
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const [{ appId, runner }, woke] = await Promise.all([ensureStreamShortcut(), waking]);
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const target = port && port !== 9777 ? `${host}:${port}` : host;
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const env = [`PF_HOST=${target}`];
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// A magic packet actually went out (a MAC was known), so the host may be mid-resume from
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// suspend — that takes far longer than the client's default 15 s connect budget. Stretch the
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// budget so the client's wake-tolerant dial keeps retrying across the resume; against an
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// already-awake host the connect still lands in under a second, so this costs nothing.
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if (woke.ok) {
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env.push("PF_CONNECT_TIMEOUT=75");
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}
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if (opts.browse) {
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env.push("PF_BROWSE=1");
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if (opts.mgmt) {
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env.push(`PF_MGMT=${Math.floor(opts.mgmt)}`);
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}
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} else if (opts.launchId) {
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if (!isSafeLaunchId(opts.launchId)) {
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// Enforced at pin time too (the picker disables Pin) — this is the backstop.
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throw new Error(`unsupported launch id: ${opts.launchId}`);
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}
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env.push(`PF_LAUNCH=${opts.launchId}`);
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}
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// KEY=value ... %command% args — %command% expands to the shortcut exe (/bin/sh); the wrapper
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// script rides behind it as an argument and reads PF_* from the environment. The wake was
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// awaited above, so the magic packet is out before the connect attempt.
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SteamClient.Apps.SetAppLaunchOptions(appId, `${env.join(" ")} %command% "${runner}"`);
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SteamClient.Apps.RunGame(gameIdFromAppId(appId), "", -1, 100);
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}
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/** Stop the running stream shortcut (best-effort; the in-stream chord/back also works). */
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export function stopStream(): void {
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const appId = recall(STORAGE_KEY_STREAM);
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if (appId != null) {
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SteamClient.Apps.TerminateApp(gameIdFromAppId(appId), false);
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}
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}
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