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Each client learns a host's MAC from the mDNS `mac` TXT while it's awake, persists it on the saved-host record, and — when reconnecting to an offline host — sends a magic packet before connecting, plus an explicit "Wake host" action. Apple wraps the C-ABI; linux/windows call the core fn directly (linux also gains a --wake CLI mode); android via a new nativeWakeOnLan JNI export (the mDNS browse record gains a 7th mac field); decky shells out to the linux client's --wake before launching the stream. iOS/tvOS need the managed com.apple.developer.networking.multicast entitlement (pending Apple approval), so the wake path + UI are gated off via PunktfunkConnection.wakeOnLANAvailable and the entitlement is commented out — keeping iOS/tvOS releasable. MAC-learning stays active on every platform so it lights up the moment it's ungated. macOS works today. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
259 lines
11 KiB
TypeScript
259 lines
11 KiB
TypeScript
// Launch the stream as a Steam game so gamescope focuses + fullscreens it.
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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 ONE
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// hidden non-Steam shortcut whose exe is `/bin/sh` running our wrapper script
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// (bin/punktfunkrun.sh), pass the per-session host as the shortcut's Steam launch options,
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// and start it with RunGame. The wrapper then execs
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// `flatpak run io.unom.Punktfunk --connect <host>` as a reaper descendant.
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import { 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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// The shortcut used to be hidden ("implementation detail"); it is user-visible now — it
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// carries proper artwork and living in the library is how users relaunch their last host.
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// Existing installs still have theirs hidden, so unhide is applied every ensure (idempotent).
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function unhideShortcut(appId: number): void {
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const attempt = () => {
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try {
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collectionStore?.SetAppsAsHidden?.([appId], false);
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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.
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const ART_VERSION = 1;
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const ART_KEY = "punktfunk:shortcutArt";
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/**
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* Apply the plugin's grid/hero/logo/icon to the shortcut (idempotent, once per ART_VERSION).
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* Cosmetic and fully best-effort: any failure is swallowed and retried on the next launch.
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*/
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async function applyArtwork(appId: number): Promise<void> {
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try {
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if (localStorage.getItem(ART_KEY) === `${appId}:${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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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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}
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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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}
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localStorage.setItem(ART_KEY, `${appId}:${ART_VERSION}`);
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} catch (e) {
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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 while streaming) — brand-case it.
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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 our shortcut appId across reloads so we reuse ONE shortcut instead of churning the
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// library (the appId is stable for the life of the shortcut).
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const STORAGE_KEY = "punktfunk:shortcutAppId";
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function rememberAppId(appId: number) {
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try {
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localStorage.setItem(STORAGE_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 recallAppId(): number | null {
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try {
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const v = localStorage.getItem(STORAGE_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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/**
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* Ensure exactly one "Punktfunk" shortcut exists (exe = /bin/sh; the wrapper script is
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* appended per-launch via the launch options), branded and visible in the library, and
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* return its appId + the current runner path. Reuses the remembered shortcut, re-pointing
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* it each time — the plugin dir can change across reinstalls, pre-0.4 shortcuts pointed at
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* the script directly, and pre-0.7 shortcuts were hidden and artless.
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*/
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async function ensureShortcut(): 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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const remembered = recallAppId();
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if (remembered != null) {
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// Re-point + rename the existing shortcut (cheap + idempotent — migrates old installs).
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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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unhideShortcut(remembered); // pre-0.7 installs hid it
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void applyArtwork(remembered); // fire-and-forget — cosmetic, never blocks the launch
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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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unhideShortcut(appId);
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void applyArtwork(appId); // fire-and-forget — cosmetic, never blocks the launch
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rememberAppId(appId);
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return { appId, runner: info.runner };
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}
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/**
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* Best-effort: turn Steam Input OFF for our shortcut so SDL's HIDAPI Steam Deck driver can open the
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* Deck's controls (paddles · trackpads · gyro) directly. There is no confirmed-stable SteamClient
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* API for this, so it is feature-detected and MUST never block or throw into the launch — the manual
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* toggle (game page → ⚙ → Controller Settings → Steam Input Off, surfaced in the plugin Settings) is
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* the documented source of truth. No-op when the optional API is absent.
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*/
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function disableSteamInputForShortcut(appId: number): void {
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try {
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const input = (
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SteamClient as unknown as {
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Input?: { SetSteamInputEnabledForApp?: (appId: number, enabled: boolean) => void };
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}
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).Input;
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input?.SetSteamInputEnabledForApp?.(appId, false);
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} catch {
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/* a controller tweak must never break the launch */
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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 the gamepad library launcher). Encodes the target into the
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* shortcut's launch options (so one generic shortcut serves every host and every pinned
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* game), 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), and awaited just before RunGame.
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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 } = await ensureShortcut();
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// Best-effort so the Deck's rich controls reach the client; no-op if the API is absent (the user
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// disables Steam Input manually — see the Settings instruction).
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disableSteamInputForShortcut(appId);
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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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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.
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SteamClient.Apps.SetAppLaunchOptions(appId, `${env.join(" ")} %command% "${runner}"`);
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await waking; // ensure the magic packet is out before the connect attempt
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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 = recallAppId();
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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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