a LOT sync fixes...

This commit is contained in:
olcxja 2026-10-01 17:12:53 +02:00
commit 806e173e43
14 changed files with 1073 additions and 240 deletions

View file

@ -20,16 +20,50 @@ function sendToWindow(win, channel, data) {
// Game-process state: id -> pid (or null while the process is starting).
// onGamesChanged fires in the MAIN process whenever the running-games set
// changes (the tray menu rebuilds itself from it).
const STARTUP_GRACE_MS = 60000
function createGamesService({ getWindow, onGamesChanged }) {
const running = new Map()
const startedAt = new Map()
const killRequests = new Set()
let onGameExit = null
const notifyChanged = () => {
if (typeof onGamesChanged === 'function') onGamesChanged()
}
const isRunning = id => running.has(id)
const listRunning = () => [...running.keys()]
function alive(pid) {
if (!pid) return false
try {
process.kill(pid, 0)
return true
} catch {
return false
}
}
// A game is "running" only while its process really is. An entry left behind
// by a launch that never got a pid (the binary could not be executed, so the
// spawn failed) or whose pid is gone (the game crashed, the launcher was
// restarted) would otherwise answer every later Play with "already
// running".
function prune() {
for (const [id, pid] of [...running]) {
if (alive(pid)) continue
const age = Date.now() - (startedAt.get(id) || 0)
if (!pid && age < STARTUP_GRACE_MS) continue // may still be starting
running.delete(id)
startedAt.delete(id)
}
}
const isRunning = id => {
prune()
return running.has(id)
}
const listRunning = () => {
prune()
return [...running.keys()]
}
// "Open with PLWL" handoff: queue the file for the renderer (picker popup
// with wine version + prefix). Safe to call at any time - if the window is
@ -45,6 +79,7 @@ function createGamesService({ getWindow, onGamesChanged }) {
function handleExit(id) {
running.delete(id)
startedAt.delete(id)
sendToWindow(getWindow(), 'games:changed')
notifyChanged()
if (onGameExit) onGameExit(id)
@ -53,42 +88,59 @@ function createGamesService({ getWindow, onGamesChanged }) {
async function start(win, id) {
const game = library.getGame(id)
if (!game) return { ok: false, error: 'game-not-found' }
prune()
if (running.has(id)) return { ok: false, error: 'already-running' }
running.set(id, null)
startedAt.set(id, Date.now())
let wine
try {
wine = resolveWine(game)
} catch {
running.delete(id)
startedAt.delete(id)
return { ok: false, error: 'wine-not-found' }
}
try {
const res = await runGame({ game, wine, systemWine: wine.type === 'system', onExit: () => handleExit(id) })
if (res.pid) running.set(id, res.pid)
// stop was requested while the process was still starting
// stop was requested while the process was still starting: kill it and
// leave nothing in the running set
if (killRequests.has(id)) {
killRequests.delete(id)
if (res.pid) killProcessGroup(res.pid)
running.delete(id)
startedAt.delete(id)
sendToWindow(win, 'games:changed')
notifyChanged()
return { ok: true, pid: null, logFile: res.logFile || null }
}
// no pid means the process was not started after all - never keep such
// an entry, it would block the next launch with "already running"
if (!res.pid) {
running.delete(id)
startedAt.delete(id)
return { ok: false, error: 'not-started' }
}
running.set(id, res.pid)
sendToWindow(win, 'games:changed')
notifyChanged()
return { ok: true, pid: res.pid || null, logFile: res.logFile || null }
return { ok: true, pid: res.pid, logFile: res.logFile || null }
} catch (err) {
running.delete(id)
startedAt.delete(id)
return { ok: false, error: String((err && err.message) || err) }
}
}
// Stop always clears the state: whether the process was running, still
// starting (kill request for as soon as it has a pid) or already gone.
async function kill(id) {
const pid = running.get(id)
if (pid) {
killProcessGroup(pid)
running.delete(id)
sendToWindow(getWindow(), 'games:changed')
notifyChanged()
} else if (running.has(id)) {
killRequests.add(id)
}
if (pid) killProcessGroup(pid)
else if (running.has(id)) killRequests.add(id)
running.delete(id)
startedAt.delete(id)
sendToWindow(getWindow(), 'games:changed')
notifyChanged()
return { ok: true }
}