23446fa177
Two concurrent Windows sessions both drive the same pf-vdisplay monitor's single-capturer IDD-push channel (newest-delivery-wins), which freezes the live client and can wedge the driver (observed live: a concurrent-session test wedged .173 → Moonlight 'no video'; needed a reboot). True multi-session capture is §6.6/ Stage 7. So on Windows 'separate' (incl. the unconfigured default) now resolves to REJECT — a 2nd client gets a clean 503 and the live session is protected — instead of join (which would freeze it). join/steal stay explicit opt-ins; Linux keeps separate (real multi-view). Centralized as admission::effective_conflict(), shared by the native handshake + GameStream h_launch. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
284 lines
12 KiB
Rust
284 lines
12 KiB
Rust
//! The app catalog: what `/applist` advertises and what `/launch?appid=N` selects. Each entry
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//! maps to a session recipe — which compositor backend hosts it and (for gamescope) which
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//! command runs nested. Loaded from `~/.config/punktfunk/apps.json`; sensible defaults otherwise.
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//!
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//! ```json
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//! [ {"id":1,"title":"Desktop"},
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//! {"id":2,"title":"Steam","compositor":"gamescope","cmd":"steam -gamepadui"} ]
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//! ```
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use serde_json::Value;
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#[derive(Clone, Debug)]
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pub struct AppEntry {
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pub id: u32,
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pub title: String,
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/// `None` = auto-detect (the desktop session's compositor).
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pub compositor: Option<crate::vdisplay::Compositor>,
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/// Command gamescope runs nested (gamescope entries only).
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pub cmd: Option<String>,
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/// Store-qualified library id (`steam:570`, `epic:…`) for entries surfaced from the host's game
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/// library ([`crate::library`]). When set, the launch path resolves + launches it against the
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/// host's own library instead of running [`cmd`](Self::cmd). `None` for Desktop / apps.json entries.
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pub library_id: Option<String>,
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}
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fn config_path() -> Option<std::path::PathBuf> {
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// `config_dir()` resolves XDG/HOME on Linux and %APPDATA% on Windows (no HOME needed).
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Some(super::config_dir().join("apps.json"))
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}
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fn parse_compositor(s: &str) -> Option<crate::vdisplay::Compositor> {
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use crate::vdisplay::Compositor::*;
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match s.to_ascii_lowercase().as_str() {
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"kwin" | "kde" => Some(Kwin),
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"mutter" | "gnome" => Some(Mutter),
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"gamescope" => Some(Gamescope),
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"wlroots" | "sway" => Some(Wlroots),
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_ => None,
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}
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}
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/// The GameStream catalog Moonlight sees in `/applist`: the operator base ([`base_catalog`] — Desktop +
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/// apps.json) with the host's auto-detected game library ([`append_library`]) layered on top, so a
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/// Moonlight client sees the same Steam/Epic/GOG/Xbox titles the native clients do instead of just Desktop.
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pub fn catalog() -> Vec<AppEntry> {
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let mut apps = base_catalog();
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append_library(&mut apps);
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apps
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}
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/// The operator base: the user's `apps.json` if present, else defaults (Desktop, plus gamescope
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/// entries when gamescope is installed). The installed game library is layered on by [`append_library`].
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fn base_catalog() -> Vec<AppEntry> {
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if let Some(path) = config_path() {
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if let Ok(raw) = std::fs::read_to_string(&path) {
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match serde_json::from_str::<Value>(&raw) {
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Ok(Value::Array(items)) => {
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let apps: Vec<AppEntry> = items
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.iter()
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.filter_map(|it| {
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Some(AppEntry {
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id: it.get("id")?.as_u64()? as u32,
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title: it.get("title")?.as_str()?.to_string(),
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compositor: it
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.get("compositor")
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.and_then(|c| c.as_str())
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.and_then(parse_compositor),
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cmd: it.get("cmd").and_then(|c| c.as_str()).map(String::from),
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library_id: None,
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})
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})
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.collect();
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if !apps.is_empty() {
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return apps;
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}
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tracing::warn!(path = %path.display(), "apps.json parsed to zero entries — using defaults");
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}
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_ => {
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tracing::warn!(path = %path.display(), "apps.json malformed — using defaults")
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}
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}
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}
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}
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let mut apps = vec![AppEntry {
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id: 1,
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title: "Desktop".into(),
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compositor: None,
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cmd: None,
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library_id: None,
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}];
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if which("gamescope") {
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if which("steam") {
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apps.push(AppEntry {
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id: 2,
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title: "Steam".into(),
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compositor: Some(crate::vdisplay::Compositor::Gamescope),
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cmd: Some("steam -gamepadui".into()),
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library_id: None,
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});
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}
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if which("vkcube") {
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apps.push(AppEntry {
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id: 3,
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title: "vkcube (test)".into(),
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compositor: Some(crate::vdisplay::Compositor::Gamescope),
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cmd: Some("vkcube".into()),
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library_id: None,
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});
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}
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}
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apps
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}
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/// The high half of the positive `i32` range — where library-derived GameStream ids live, kept clear of
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/// the small Desktop/apps.json ids so the two never collide.
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const LIBRARY_ID_BASE: u32 = 0x4000_0000;
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/// Append the host's installed game library ([`crate::library::all_games`] — Steam/Epic/GOG/Xbox/custom)
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/// to `apps`. Each title gets a STABLE GameStream `<ID>` derived from its store-qualified library id
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/// (Moonlight caches appids, so a title keeps its id across host restarts), carries that library id so
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/// the launch path resolves it against the host's own library, and is de-duplicated (by id) against the
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/// base catalog and the other library entries. Titles with no launch recipe are skipped (un-startable).
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fn append_library(apps: &mut Vec<AppEntry>) {
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let mut used: std::collections::HashSet<u32> = apps.iter().map(|a| a.id).collect();
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for g in crate::library::all_games() {
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if g.launch.is_none() {
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continue;
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}
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let mut id = stable_app_id(&g.id);
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// Linear-probe within the library range on the (rare) hash collision — deterministic given the
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// stable all_games() order, so a title keeps its id run to run.
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while !used.insert(id) {
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id = LIBRARY_ID_BASE | (id.wrapping_add(1) & 0x3FFF_FFFF);
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}
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apps.push(AppEntry {
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id,
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title: g.title,
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compositor: None, // auto-detect the desktop session (Windows ignores the compositor)
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cmd: None,
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library_id: Some(g.id),
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});
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}
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}
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/// A STABLE GameStream `<ID>` for a store-qualified library id (`steam:570`): FNV-1a-32 folded into the
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/// high half of the positive `i32` range ([`LIBRARY_ID_BASE`]). Deterministic across runs and clear of
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/// the reserved small Desktop/apps.json ids.
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fn stable_app_id(library_id: &str) -> u32 {
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let mut h: u32 = 0x811c_9dc5;
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for b in library_id.bytes() {
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h ^= b as u32;
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h = h.wrapping_mul(0x0100_0193);
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}
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LIBRARY_ID_BASE | (h & 0x3FFF_FFFF)
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}
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pub fn by_id(id: u32) -> Option<AppEntry> {
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catalog().into_iter().find(|a| a.id == id)
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}
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/// Box-art bytes for the GameStream `/appasset` cover proxy: resolve the Moonlight appid to its catalog
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/// entry, then (for a library title) fetch its cover from the host's library. `(bytes, content-type)`,
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/// or `None` for Desktop / apps.json entries (no art) or a fetch failure. Blocking (disk + network) —
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/// call off the async runtime.
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pub fn appasset_bytes(appid: u32) -> Option<(Vec<u8>, String)> {
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let lib_id = by_id(appid)?.library_id?;
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crate::library::fetch_box_art(&lib_id)
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}
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/// Render the GameStream `/applist` XML. `IsHdrSupported` reflects whether the host can actually deliver
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/// HDR (HEVC Main10 / PQ) for a title — host-wide today ([`crate::gamestream::host_hdr_capable`]); when
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/// true, Moonlight offers its per-app HDR toggle.
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///
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/// The document is emitted **COMPACT — no whitespace between elements** — deliberately, to match
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/// Sunshine/GFE. Moonlight-Android's `getAppListByReader` calls `appList.getLast()` on *every* XML
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/// text node before it checks the current tag, and only fills `appList` on an `<App>` start tag. A
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/// pretty-print newline between `<root>` and the first `<App>` is a whitespace text node while
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/// `appList` is still empty → `NoSuchElementException` → the Android app hard-crashes on host click.
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/// (iOS/macOS parse via moonlight-common-c/expat and are unaffected; `serverinfo`/pairing use the
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/// named-tag `getXmlString` scan, so their whitespace is harmless.) Keep this whitespace-free.
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pub fn applist_xml() -> String {
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let hdr = u8::from(crate::gamestream::host_hdr_capable());
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let mut xml =
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String::from("<?xml version=\"1.0\" encoding=\"utf-8\"?><root status_code=\"200\">");
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for app in catalog() {
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xml.push_str(&format!(
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"<App><IsHdrSupported>{hdr}</IsHdrSupported><AppTitle>{}</AppTitle><ID>{}</ID></App>",
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xml_escape(&app.title),
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app.id
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));
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}
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xml.push_str("</root>");
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xml
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}
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fn xml_escape(s: &str) -> String {
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s.replace('&', "&")
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.replace('<', "<")
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.replace('>', ">")
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}
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fn which(bin: &str) -> bool {
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std::env::var_os("PATH")
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.is_some_and(|paths| std::env::split_paths(&paths).any(|d| d.join(bin).is_file()))
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn default_catalog_has_desktop() {
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// catalog() = base (Desktop + apps.json) + the installed library; Desktop (id 1) is always present.
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let apps = catalog();
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assert!(apps.iter().any(|a| a.id == 1 && a.title == "Desktop"));
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}
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#[test]
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fn stable_app_id_is_deterministic_and_in_library_range() {
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// Same id every run (Moonlight caches appids), distinct per title, and always in the high
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// half of the positive i32 range so it never collides with the small Desktop/apps.json ids.
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let a = stable_app_id("steam:570");
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let b = stable_app_id("steam:570");
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let c = stable_app_id("steam:271590");
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assert_eq!(a, b);
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assert_ne!(a, c);
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for id in [a, c] {
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assert!(id >= LIBRARY_ID_BASE, "id {id:#x} below library base");
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assert!(id <= 0x7FFF_FFFF, "id {id:#x} not a positive i32");
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assert_ne!(id, 1, "must not collide with Desktop");
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}
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}
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#[test]
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fn append_library_dedups_against_base_ids() {
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// A base app whose id happens to fall in the library range must not be clobbered by a library
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// entry that hashes to it — append_library probes past any used id.
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let mut apps = vec![AppEntry {
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id: stable_app_id("steam:570"),
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title: "Pinned".into(),
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compositor: None,
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cmd: None,
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library_id: None,
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}];
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append_library(&mut apps);
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let ids: Vec<u32> = apps.iter().map(|a| a.id).collect();
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let mut uniq = ids.clone();
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uniq.sort_unstable();
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uniq.dedup();
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assert_eq!(ids.len(), uniq.len(), "duplicate GameStream ids in catalog");
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}
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#[test]
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fn applist_xml_is_wellformed_ish() {
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let xml = applist_xml();
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assert!(xml.contains("<AppTitle>Desktop</AppTitle>"));
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assert!(xml.starts_with("<?xml"));
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assert_eq!(xml.matches("<App>").count(), xml.matches("</App>").count());
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}
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/// Regression: the applist MUST be whitespace-free between elements. Moonlight-Android's
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/// `getAppListByReader` calls `appList.getLast()` on every text node before an `<App>` has been
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/// pushed, so a pretty-print newline between `<root>` and the first `<App>` crashes the app
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/// (`NoSuchElementException`). Reproduced on 2 Android phones; iOS/macOS (moonlight-common-c)
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/// were unaffected. Keep `applist_xml` compact like Sunshine/GFE.
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#[test]
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fn applist_xml_has_no_interelement_whitespace() {
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let xml = applist_xml();
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// <root> is immediately followed by the first <App> — no whitespace text node while the
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// parser's app list is still empty.
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assert!(
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xml.contains("status_code=\"200\"><App>"),
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"no whitespace between <root> and the first <App>: {xml}"
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);
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// No pretty-print newlines anywhere in the element stream, and no whitespace-only text
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// nodes between any adjacent tags.
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assert!(!xml.contains('\n'), "applist must contain no newlines: {xml}");
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assert!(
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!xml.contains("> <"),
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"applist must contain no inter-element spaces: {xml}"
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);
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}
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}
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