`shortcutStillExists()` extracted the store method before calling it:
const get = appStore?.GetAppOverviewByAppID;
return get(appId) != null;
`GetAppOverviewByAppID` reads the store's own state (`this.m_mapApps`), so
the unbound call throws on the lost `this` — and the function's own
`catch { return true }` swallowed it. The guard therefore returned "still
exists" for EVERY appId. Not a stale-data bug: it never once answered no.
Everything downstream of it was consequently inert. A dangling appId — the
documented hazard this guard exists to catch, since the id outlives the
shortcut in Steam's CEF localStorage across a plugin reinstall — was never
dropped, so `ensureGamepadUiShortcut` always took the reuse branch and
`SetShortcut*`'d a dead id (silent no-ops). The visible library entry never
came back, `recreateShortcuts` reported success having done nothing (its
toast only checks for a non-null appId, and the dead one is non-null), and
"Open Punktfunk" ran `RunGame` on the dead id — Steam answers that with
"Game configuration unavailable".
Call it as a method so `this` survives, and guard the global with `typeof`
first: `appStore` is Steam-injected, and a bare reference to a missing one
is a ReferenceError that optional chaining does not prevent — which would
have landed in the same catch.
Verified against the live Deck that hit this: evaluated both versions over
its actual appIds, and where the old guard says alive/alive, the fixed one
says alive for the live stream shortcut and dead for the dangling UI id —
so the stale key now drops and the entry is recreated on the next mount.
418 lines
20 KiB
TypeScript
418 lines
20 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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// reference and the card's profile (PF_REF/PF_PROFILE/PF_REQUEST_ACCESS), rewritten per
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// launch, so one shortcut serves every host. 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 } 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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// SteamUI's appStore indexes every registered app/shortcut by appId; a remembered appId whose
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// overview is gone was deleted out from under us (the user removed the library entry). We must
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// verify this because the remembered appId lives in Steam's CEF localStorage — which survives a
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// plugin UNINSTALL/REINSTALL — so a manually-deleted shortcut otherwise leaves a dangling appId
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// that the reuse path below silently repoints (SetShortcut* on a dead id is a no-op), and the
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// entry never comes back.
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declare const appStore:
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| { GetAppOverviewByAppID?: (appId: number) => unknown | null }
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| undefined;
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/** True if a remembered appId still maps to a live Steam shortcut. When appStore is unavailable
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* we can't tell, so assume it exists — better to keep reusing than risk a duplicate library
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* entry from a false "missing". A confident null means the shortcut was deleted → recreate. */
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function shortcutStillExists(appId: number): boolean {
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try {
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// Call it as a METHOD on appStore — NEVER as an extracted function. Its implementation
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// reads the store's own state (`this.m_mapApps`), so `const get = appStore.GetAppOverview…;
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// get(id)` throws on the lost `this`, and the catch below turns that into a permanent
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// "true". That is not a stale-data bug but a total one: the guard then answers "still
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// exists" for EVERY appId, so a dangling id is never dropped, the reuse path repoints a
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// dead shortcut (silent no-ops), and "recreate" reports success having done nothing.
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// `typeof` first: `appStore` is a Steam-injected global, and a bare reference to a missing
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// one is a ReferenceError that optional chaining does NOT prevent.
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if (typeof appStore === "undefined" || !appStore?.GetAppOverviewByAppID) {
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return true; // no way to verify — preserve the reuse path
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}
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return appStore.GetAppOverviewByAppID(appId) != null;
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} catch {
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return true;
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}
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}
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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; clientBin: 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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// Reuse the remembered shortcut only if it still exists — a stale appId (shortcut deleted, key
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// outlived it across a reinstall) must fall through to AddShortcut, not be silently repointed.
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const remembered = recall(STORAGE_KEY_STREAM);
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if (remembered != null && shortcutStillExists(remembered)) {
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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, clientBin: info.client_bin ?? "" };
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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, clientBin: info.client_bin ?? "" };
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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(/\/[^/]*$/, "");
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void ensureControllerConfig();
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// PF_BROWSE → the wrapper runs the SESSION's `--browse --fullscreen` (console home), which is
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// the one branch this rework deliberately left alone. %command% expands to the shortcut exe
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// (/bin/sh); the wrapper rides behind as an arg. PF_CLIENT_BIN only when the backend resolved
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// a NATIVE client — else the wrapper's flatpak default stands and this shortcut is exactly
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// what it always was.
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const clientBin = safeClientBin(info.client_bin) ? `PF_CLIENT_BIN=${info.client_bin} ` : "";
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const launchOpts = `${clientBin}PF_BROWSE=1 %command% "${info.runner}"`;
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// Reuse the remembered entry only if it still exists; a stale appId (deleted shortcut whose
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// localStorage key survived a plugin reinstall) falls through to AddShortcut so the visible
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// library entry actually comes back instead of repointing a dead id.
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let appId = recall(STORAGE_KEY_UI);
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if (appId != null && shortcutStillExists(appId)) {
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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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/**
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* Force the visible "Punktfunk" library entry back into existence — the recovery button for
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* "my shortcut disappeared". Drops any remembered appId that no longer maps to a live shortcut
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* (so it can't shadow a fresh AddShortcut), then re-ensures. Safe to press anytime: a shortcut
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* that still exists is left in place (no duplicate); a missing one is recreated. Covers the case
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* self-heal-on-mount can't — deleting the shortcut WITHOUT reinstalling (no mount → no ensure).
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* Returns the (new or existing) visible appId, or null on failure.
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*/
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export async function recreateShortcuts(): Promise<number | null> {
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for (const key of [STORAGE_KEY_STREAM, STORAGE_KEY_UI]) {
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const id = recall(key);
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if (id != null && !shortcutStillExists(id)) {
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try {
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localStorage.removeItem(artKey(id)); // stale art marker for the dead appId
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localStorage.removeItem(key);
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} catch {
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/* ignore */
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}
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}
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}
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// Recreate the visible entry now; the hidden stream shortcut re-registers lazily on next launch.
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return ensureGamepadUiShortcut();
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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 reference (all optional — {} is the plain stream). */
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export interface LaunchOpts {
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/** A pinned card: stream with this settings profile, one-off (PF_PROFILE → `--profile`). */
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profileId?: string;
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/**
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* Ask the host's operator to admit this Deck rather than typing a PIN (PF_REQUEST_ACCESS).
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* The connect PARKS until somebody approves it, and the launch runs SUPERVISED — see the
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* wrapper for why `--exec` is dropped on this path alone.
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*/
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requestAccess?: boolean;
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}
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// Host refs and profile ids ride Steam launch options as env-prefix tokens (`PF_REF=<ref>`),
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// so they must be space/quote-free — Steam's tokenizer and the wrapper's env both break
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// otherwise. Real values are UUIDs or `addr:port`, so this rejects nothing in practice; it is
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// VALIDATION, never encoding (the client must receive the opaque token verbatim).
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const UNSAFE_TOKEN = /["'\\$`\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_TOKEN.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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* Is a resolved native-client path safe to put in Steam's launch options? Same rule, separate
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* name because the failure is different: an unsafe id is a bug in our own data, an unsafe path
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* is just where the user installed the client — so the browse shortcut degrades to its flatpak
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* default rather than refusing to exist.
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*/
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function safeClientBin(bin: string | undefined): bin is string {
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return !!bin && isSafeLaunchId(bin);
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}
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/**
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* Stream `ref` fullscreen in Gaming Mode, optionally with a pinned card's profile. Encodes the
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* target into the STREAM shortcut's launch options — one hidden shortcut serves every host —
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* then RunGame.
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*
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* No Wake-on-LAN here any more. The plugin used to fire a magic packet itself and then stretch
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* the connect budget to 75 s to cover the host's resume, which was a workaround for the era
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* before the CLI existed. `punktfunk launch` now runs the real wake-and-wait loop (packet at
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* t=0, re-sent every 6 s, presence polled every second) and only dials once the host answers —
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* strictly better, and it deletes a backend method, a frontend call and a shell branch.
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*/
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export async function launchStream(ref: string, opts: LaunchOpts = {}): Promise<void> {
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if (!isSafeLaunchId(ref)) {
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throw new Error(`unsupported host reference: ${ref}`);
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}
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if (opts.profileId && !isSafeLaunchId(opts.profileId)) {
|
|
throw new Error(`unsupported profile id: ${opts.profileId}`);
|
|
}
|
|
const { appId, runner, clientBin } = await ensureStreamShortcut();
|
|
const env = [`PF_REF=${ref}`];
|
|
// Set only for a NATIVE client install; absent, the wrapper takes its flatpak default, so every
|
|
// existing Deck install produces byte-identical launch options to before.
|
|
if (clientBin) {
|
|
// The one launch-option value that comes from the backend rather than a store id, and so
|
|
// the one that could carry a space: a path like `/home/deck/my apps/punktfunk-client` would
|
|
// split Steam's tokenizer and land its tail in front of %command% as a bogus env token.
|
|
if (!isSafeLaunchId(clientBin)) {
|
|
throw new Error(`client path can't ride Steam's launch options: ${clientBin}`);
|
|
}
|
|
env.push(`PF_CLIENT_BIN=${clientBin}`);
|
|
}
|
|
if (opts.profileId) {
|
|
env.push(`PF_PROFILE=${opts.profileId}`);
|
|
}
|
|
if (opts.requestAccess) {
|
|
env.push("PF_REQUEST_ACCESS=1");
|
|
}
|
|
// KEY=value ... %command% args — %command% expands to the shortcut exe (/bin/sh); the wrapper
|
|
// script rides behind it as an argument and reads PF_* from the environment.
|
|
SteamClient.Apps.SetAppLaunchOptions(appId, `${env.join(" ")} %command% "${runner}"`);
|
|
SteamClient.Apps.RunGame(gameIdFromAppId(appId), "", -1, 100);
|
|
}
|
|
|
|
/** Stop the running stream shortcut (best-effort; the in-stream chord/back also works). */
|
|
export function stopStream(): void {
|
|
const appId = recall(STORAGE_KEY_STREAM);
|
|
if (appId != null) {
|
|
SteamClient.Apps.TerminateApp(gameIdFromAppId(appId), false);
|
|
}
|
|
}
|