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Plugin self-update (no Decky store): CI publishes a per-channel manifest.json
({version, immutable per-version artifact, sha256}) beside the zip and bakes
update.json {channel, manifest} into the plugin. main.py `check_update` reads the
installed version from package.json (the value Decky reports — not plugin.json),
fetches the channel manifest, and the frontend shows an "Update to vX" button that
drives Decky Loader's own install RPC (root downloads + SHA-256-verifies + hot-reloads).
CI now stamps a plain-numeric semver (0.3.<run> canary / X.Y.Z stable) into
package.json — a -ciN suffix would mis-order under compare-versions.
Linux client: `--fullscreen` (plus SteamDeck/gamescope env fallback) enters GTK
fullscreen on stream start so Gaming-Mode chrome is hidden; native-mode resolution
falls back to the display's first monitor when the window isn't mapped yet (was
dropping to the 1080p floor — wrong on the Deck's 1280×800); add a confirmed
"Remove saved host" action (KnownHosts::remove_by_fp).
Docs: new docs/steam-deck.md (Decky install/pair/stream/self-update/troubleshooting),
wired into meta.json nav, and cross-linked from clients/install-client/channels. This
is the page docs.punktfunk.unom.io/docs/steam-deck — the website's download link
pointed at it before it existed; committing it makes that link resolve.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
135 lines
5.2 KiB
TypeScript
135 lines
5.2 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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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`. Hiding a non-Steam shortcut now goes through
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// `collectionStore.SetAppsAsHidden([appId], true)` — but that looks the app up in appStore, which
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// only registers a freshly-created shortcut a moment later (calling it immediately throws on a
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// null overview). So hiding is BEST-EFFORT + DEFERRED and must NEVER block the launch.
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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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function hideShortcut(appId: number): void {
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const attempt = () => {
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try {
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collectionStore?.SetAppsAsHidden?.([appId], true);
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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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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(/\/[^/]*$/, ""), // start dir = the bin/ dir
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"",
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);
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SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
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// Hide it from the library — it's an implementation detail, launched programmatically.
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// Best-effort + deferred (see hideShortcut); never let it block the launch.
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hideShortcut(appId);
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rememberAppId(appId);
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return appId;
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}
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/**
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* Launch a stream to `host:port` fullscreen in Gaming Mode. Encodes the target into the
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* shortcut's launch options (so one generic shortcut serves every host), then RunGame.
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*/
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export async function launchStream(host: string, port: number): Promise<void> {
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const appId = await ensureShortcut();
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const target = port && port !== 9777 ? `${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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