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The plugin was a QAM launcher whose stream never appeared, with no
pairing. Three fixes, plus a headless --pair mode on the GTK client:
- Stream actually starts (MoonDeck's proven mechanism): gamescope only
focuses the process tree Steam launched via reaper, so a flatpak
spawned from the (root) backend is invisible. The frontend now
registers ONE hidden non-Steam shortcut pointing at bin/punktfunkrun.sh,
passes the host as the shortcut's Steam launch options, and starts it
with SteamClient.Apps.RunGame — gamescope then fullscreen-focuses it.
The wrapper execs `flatpak run io.unom.Punktfunk --connect <host>`.
- Fullscreen page: routerHook.addRoute("/punktfunk") — host list,
per-host Pair/Stream, and a settings section (resolution/refresh/
bitrate/gamepad/mic, written to client-gtk-settings.json).
- Pairing: a gamepad-navigable PIN keypad. The host shows the PIN; the
backend runs the SPAKE2 ceremony headlessly via the client's new
`--pair <PIN> --connect host` CLI mode (app.rs), persisting the host
as paired so the stream then connects silently. Same flatpak =>
shared identity store, verified live (ceremony against a real host).
- Backend (main.py): discover / pair / runner_info / get_settings /
set_settings / kill_stream; uses DECKY_USER_HOME so paths resolve to
the deck user's flatpak install regardless of the plugin's root flag.
CI (decky.yml) and the sideload packager now ship bin/punktfunkrun.sh.
The Steam-shortcut launch and headless-pairing env follow MoonDeck
exactly but need a Deck in Gaming Mode to fully confirm.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
115 lines
4.3 KiB
TypeScript
115 lines
4.3 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 that points at our wrapper script (bin/punktfunkrun.sh), pass the
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// per-session host as the shortcut's Steam launch options, and start it with RunGame. The
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// wrapper then execs `flatpak run io.unom.Punktfunk --connect <host>` as a reaper descendant.
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import { runnerInfo } 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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SetAppLaunchOptions(appId: number, options: string): void;
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SetAppHidden(appId: number, hidden: boolean): void;
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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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const SHORTCUT_NAME = "punktfunk";
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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 hidden "punktfunk" shortcut exists pointing at the wrapper script, and
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* return its appId. Reuses the remembered one when its exe still matches the current runner
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* path (the plugin dir can change across reinstalls).
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*/
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async function ensureShortcut(): Promise<number> {
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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 ${info.runner}`);
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}
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const remembered = recallAppId();
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if (remembered != null) {
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// Re-point the existing shortcut at the current runner path (cheap + idempotent).
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SteamClient.Apps.SetShortcutExe(remembered, info.runner);
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SteamClient.Apps.SetShortcutStartDir(
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remembered,
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info.runner.replace(/\/[^/]*$/, ""),
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);
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return remembered;
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}
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const appId = await SteamClient.Apps.AddShortcut(
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SHORTCUT_NAME,
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info.runner,
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info.runner.replace(/\/[^/]*$/, ""), // start dir = the bin/ dir
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"",
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);
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SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
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// Hide it from the library — it's an implementation detail, launched programmatically.
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SteamClient.Apps.SetAppHidden(appId, true);
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rememberAppId(appId);
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return appId;
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}
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/**
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* Launch a stream to `host:port` fullscreen in Gaming Mode. Encodes the target into the
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* shortcut's launch options (so one generic shortcut serves every host), then RunGame.
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*/
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export async function launchStream(host: string, port: number): Promise<void> {
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const appId = await ensureShortcut();
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const target = port && port !== 9777 ? `${host}:${port}` : host;
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// KEY=value ... %command% — the wrapper reads PF_HOST from the environment.
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SteamClient.Apps.SetAppLaunchOptions(appId, `PF_HOST=${target} %command%`);
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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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