Compare commits

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29 commits

Author SHA1 Message Date
aee4d3d1f2 [TEST] selective sync 2026-10-19 11:02:52 +02:00
be4f67fb60 cleanup & sync summary 2026-10-19 09:26:02 +02:00
cd0007fc7d fix broken mount on synced apps 2026-10-09 19:47:21 +02:00
116ba112ab cleanup & bump to 0.5.3 2026-10-09 14:16:32 +02:00
3a25325f20 fix broken xdg-open on forced X11 2026-10-09 11:59:58 +02:00
f4e770a7db [linux apps] fix drag-n-drop & opening files 2026-10-08 13:59:08 +02:00
6776dfb5ce bump to 0.5.2 2026-10-07 16:40:48 +02:00
d58967237c [linux apps] fix hostname bind 2026-10-07 16:40:26 +02:00
d21b873327 code cleanup 2026-10-07 16:29:40 +02:00
4680d7f014 [UNTESTED] fix linux apps/prefix sync 2026-10-07 14:56:12 +02:00
be47433c32 bump to 0.5.1 2026-10-07 10:58:03 +02:00
bf5abeef73 code cleanup 2026-10-07 10:57:52 +02:00
1bbc71166e (i hope) support for ALL xdg- dialogs 2026-10-07 10:29:07 +02:00
9748b98163 improve native isolation 2026-10-07 08:26:57 +02:00
3f57682a9b try to improve link handling 2026-10-07 01:46:26 +02:00
2ff8920225 support opening links from linux apps 2026-10-07 00:57:55 +02:00
a2f1f83ee3 bump to 0.5.0 2026-10-06 23:41:58 +02:00
c3fc5e7dd1 update translations 2026-10-06 23:38:18 +02:00
e7636afe3d [EXPERIMENTAL] linux apps support 2026-10-06 20:54:16 +02:00
d4996988d9 better sync progress reporting 2026-10-06 08:11:31 +02:00
0f3fbaa418 [TEST] try to improve sync 2026-10-06 07:28:47 +02:00
be439e5421 translateZ(0) moment 2026-10-05 18:11:15 +02:00
cb0b071a38 improve small elements rendering, bump to 0.4.2 2026-10-05 17:37:23 +02:00
7d8ab87eee cleanup comments, update translations, bump to 0.4.1 2026-10-05 15:43:01 +02:00
9edcc9841b code refactor & sync bugfixes 2026-10-05 13:43:49 +02:00
2bcb47076a bump to 0.4.0 2026-10-04 20:50:29 +02:00
6565ded4d5 improve shortcut 'open with' handling 2026-10-04 20:50:10 +02:00
59ff0b1088 improvemets & fixes:
- added 'open with' handling to desktop shortcuts
- move logs button to app configuration
- fix sync progress disappearing after long hashing
- fix sync double file counter
- merge wine and proton prefix folders via symlink
2026-10-04 19:12:33 +02:00
8c6db38fab fix dll overrides & add disable UMU 2026-10-04 15:40:09 +02:00
38 changed files with 5637 additions and 2232 deletions

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@ -1,6 +1,6 @@
# PLWL — Portable Linux Wine Launcher
A portable launcher for Windows games and applications on Linux.
A portable launcher for Windows games and applications on Linux — and for native Linux apps, run with their own home and a chosen isolation level (bubblewrap when available).
## Portable layout
@ -9,7 +9,7 @@ Everything the launcher needs lives next to the executable:
```
./files/
wines/ imported Wine / Proton builds
wineprefixes/ wine prefixes
wineprefixes/ wine prefixes (a native Linux app's data lives in <prefix>/linux_pfx)
apps/ imported app folders (optional)
data/ launcher config (apps.json, settings.json)
translations/ translation files
@ -24,60 +24,84 @@ npm start
## Building & installing
`./build.sh` produces `build/PLWL-<version>.tar.gz`: the Electron runtime renamed to `olcxja.plwl/` (binary `olcxja.plwl/olcxja.plwl`) with the whole app (code, renderer and bundled `files/`) packed into `olcxja.plwl/resources/app.asar`, plus the `olcxja.plwl.png` icon, `install.sh` and `createshortcut.sh`:
`./build.sh` produces `build/PLWL-<version>.tar.gz`: the Electron runtime renamed to `olcxja.plwl/` (binary `olcxja.plwl/olcxja.plwl`, whole app in `olcxja.plwl/resources/app.asar`), plus the icon, `install.sh` and `createshortcut.sh`.
```bash
tar -xzf PLWL-<version>.tar.gz
cd PLWL
./install.sh # copies everything to ~/.local/bin/olcxja.plwl/,
# installs the icon (olcxja.plwl.png) + shortcut
# removes the extraction folder, launches
./createshortcut.sh # portable mode: only installs the icon + shortcut
# or run without any shortcuts:
./olcxja.plwl/olcxja.plwl
./install.sh # install to ~/.local/bin/olcxja.plwl/ (icon + shortcut)
./createshortcut.sh # portable mode: icon + shortcut only
./olcxja.plwl/olcxja.plwl # or run without installing
```
## Importing from a wine prefix
Besides copy/move/leave, an app can be imported **from a wine prefix**: pick the prefix, then the app folder inside its `drive_c`. Nothing is copied — paths are stored relative to the prefix, so wine sees the app as if it were normally installed on `C:\` (registry entries pointing to `C:\...` keep working). Both layouts work: plain wine prefixes (`drive_c` at the top) and Proton-managed ones (`drive_c` under `pfx/`). The app stays tied to that prefix; removing the launcher entry never deletes files from the prefix. A prefix can be renamed later (Wine prefixes): the folder moves on disk and everything running in it follows the new name, because those paths are stored relative to the prefix. Edits wait for running apps: while anything from a prefix is playing, renaming or deleting it (and switching the default prefix away from an app that has none of its own) is refused with the name of the app to close first — wine keeps its registry and user files open in that folder. Deleting is also refused while a prefix still has apps registered in it, so an app is never silently orphaned into the default prefix. Imports keep the folder as it was: symlinks are recreated (rewritten to relative whenever the target is part of the launcher) and file permissions are carried over, so an imported game or build runs straight away.
Besides copy/move/leave, an app can be imported **from a prefix**: nothing is copied — paths are stored relative to the prefix, so wine sees the app as installed on `C:\` (registry entries keep working). Plain prefixes (`drive_c` on top) and Proton ones (`pfx/`) both work. The app stays tied to that prefix; removing the entry never deletes prefix files. A prefix can be renamed later — the folder moves and everything stored relative follows. Edits wait for running apps: renaming/deleting a prefix in use (or moving the default away from an app without its own) is refused with the app to close first; deleting a prefix that still has apps is refused too. Imports recreate symlinks (relative when the target belongs to the launcher) and keep permissions, so an imported game runs straight away.
## "Open with PLWL" in the file manager
## Native Linux apps
The desktop entry (`MimeType` + `Exec %f`) makes PLWL show up in Dolphin/Nautilus under **Open With** for Windows executables (`.exe`, `.msi`, `.bat`, `.cmd`, `.lnk`). Opening a file that way shows a small popup in the launcher where you pick the **Wine/Proton version** and the **prefix** for this run — both default to the launcher's defaults, nothing is imported into the library. A second launcher instance hands the path to the running one and exits (same single-instance mechanism the shortcuts use).
The import dialog starts with a choice: **Windows app (Wine / Proton)** or **Linux app (native)** — after that both go through the same copy/move/leave steps.
The entry point is found automatically in the picked folder: an ELF binary or `.AppImage` (with the executable bit), or a `.desktop` entry whose `Exec=` points at one. Libraries (`lib/`, `share/`, …) are skipped, and the icon comes from the `.desktop` `Icon=`, an image next to the program, or the system theme.
A native app runs with its **own home folder**: `HOME`, `XDG_CONFIG_HOME`, `XDG_DATA_HOME`, `XDG_CACHE_HOME` and `XDG_STATE_HOME` point into `files/wineprefixes/<prefix>/linux_pfx/`, so config, cache and state land there instead of in your `~`. The prefix select in the app's config picks which one; **Open data folder** takes you to it. `linux_pfx` is part of its prefix like everything else: a sync carries it with the prefix — Linux apps and their data travel in the same categories as the Windows ones.
When **bubblewrap** is installed *and* usable (PLWL probes it with a real run, not `which bwrap` — Ubuntu's AppArmor profile kills it even when it is installed), the two sandboxed levels also give the app its own namespaces: `/` is mounted read-only, so only **its home folder and its own app folder stay writable** — anything else fails with `EROFS`. Relaxed adds exactly one mount on top of that profile (the writable host filesystem described below); everything else on this page is the same at both levels. The app folder is included on purpose: portable apps keep their logs and data next to themselves (Prism Launcher refuses to start otherwise). System trees are never handed out writable, not even when the app itself lives in one. Screens, audio (X11/Wayland, PulseAudio/PipeWire), gamepads and networking keep working. `XDG_RUNTIME_DIR` stays the host's, so the session bus is shared — the sandbox is not airtight, and the UI says so rather than pretending.
A file your desktop hands the app — a drag-and-drop from your file manager, a file picked in a file dialog — is named by its **real path** (`/home/you/Downloads/mod.jar`), and inside the sandbox that name is the app's own redirected home. At **Relaxed** your home folders are linked back into the app at those very paths, through the writable mount, so the drop opens where it lies and a save lands on your real file; the one name left alone is the folder the app itself lives in, which keeps its plain path (a link there turned a launcher app's own instances into a `/tmp` path, which Prism Launcher refuses to see as permanent). At **Isolated** there is no view to link into, and what reaches the app there is only what the launcher hands it, as a copy (see the levels below).
The redirected home starts with a **copy of your desktop preferences** — `kdeglobals`, the GTK 3/4 settings and `user-dirs.dirs` — so the app keeps your theme instead of falling back to its built-in light look. The copy keeps following your host as long as the app has not changed it: a theme change arrives on the next launch, and the moment the app writes its own version, PLWL never touches it again. Your own **fonts, icons, themes and colour schemes are not copied but mounted read-only** inside the sandbox and added to `XDG_DATA_DIRS`, so they follow the host live and nothing can be written back to your `~`.
**Anything the app wants to open is opened by your own desktop.** A **link** goes to the host's xdg-desktop-portal, so it lands in the browser you actually chose instead of one resolved in here, where the default association and its `.desktop` file are behind the redirected home — that used to mean a system browser you never picked, or nothing at all. Both routes reach the portal: `xdg-open` itself (what Qt, Prism and Electron call) and GIO's in-process resolution (`gtk_show_uri`). A **folder or a document** (Prism's *Open Pack Folder*, a text file, a drop) takes the other route: the app leaves the target in its own home, PLWL picks it up, translates the path back out of the sandbox and opens it with your `xdg-open` — so it arrives in your file manager, and a scheme nothing handles gets your desktop's own *Choose an application* dialog rather than a guess. On a machine without a portal nothing is changed — a link then behaves exactly as it did before. A KDE-native app that resolves the link in-process through KIO (Dolphin, Kate) is the one path still left out: it asks KDE's own handler database, which has no answer in here (measured: `kde-open` opens nothing and reports success).
Every prefix in the **Wine prefixes** tab has a **Reset Linux config** button: it deletes the desktop preferences PLWL copied in (and the hashes that track them), so the next app start seeds a clean copy from your system — the way back when an app has hijacked a seeded file with its own theme. App data in `linux_pfx` is never touched, and an app running from that prefix blocks the reset.
Imported trees get **normalised permissions**: every file gets the owner's `rwx` and an `x` mirrored from its `r`, because sources come from archives, FAT sticks or read-only backups where those bits are simply not there. An import whose copy could not reproduce every file is **refused** and the partial copy is removed, so a half-copied app is never registered.
Some apps draw their window icon themselves, which Wayland does not allow — Minecraft (LWJGL 3.4+) is the known case: its taskbar icon turns into the generic Wayland one. The per-app **Force X11 (XWayland)** switch moves the app *and the programs it launches* back to X11, where the icon works again.
Per app you choose the **Isolation** level — what the app gets besides its own home folder:
- **None** — a plain run. The app sees your real filesystem exactly as any other program of yours does: what a shortcut hands it works, including into an app that is already running.
- **Relaxed** — the sandbox *plus* your whole filesystem mounted writable at `/tmp/plwl-fs-root`. A document handed over behaves natively — it opens where the app was told it is, it can be saved, and it also reaches an app that is already running, because the mount is there from the first second of every run. Your home folders are linked back into the app through that mount, so a file you drag onto the app, or pick in its own dialog, opens at its real path too. The price is real and the UI says it: at this level the app can change anything your user can.
- **Isolated** — the sandbox without that mount. The system stays read-only, and a document handed over is **copied** first, into `plwl-handoff` inside the app's own home folder; the app works on that copy (so the original cannot be touched), and a copy big enough to be noticed shows a progress popup in the launcher. There is no view of your home here, so a drop from your desktop or a file picked in a dialog cannot reach the app — only what the launcher hands over does, as that copy.
- **Automatic** (default) — Relaxed where bubblewrap works, None where it does not.
An explicit Relaxed or Isolated on a machine without a working bubblewrap **refuses to start** instead of quietly dropping the promise; Automatic is the one level allowed to weaken itself. What the app really ran as is always visible: a badge on the library card, a `[plwl] isolation: …` line in the app log, and a status card in Settings with **Check again**. When bwrap is missing, PLWL says so once instead of quietly launching without it.
## "Open with PLWL"
The desktop entry registers `.exe/.msi/.bat/.cmd/.lnk` in file managers. Opening one shows a popup to pick the **Wine/Proton build** and **prefix** for that run (defaults preselected, nothing imported). A second instance hands the path to the running one. App shortcuts work as **Open With** targets too: the app receives the file as the Windows path it would get on Windows — `C:\...` inside its prefix, `Z:\...` otherwise. A file handed to an already running app goes to that instance instead of a second tracked run. A **Linux app shortcut** is an Open With target the same way, and what the app is handed depends on its isolation level: at **None** the plain absolute path, at **Relaxed** the same file through the writable host mount (`/tmp/plwl-fs-root/…`) — which is also the only shape an app that is *already running* can resolve, since a mount cannot be added to a live sandbox — and at **Isolated** a copy in `plwl-handoff` inside the app's own home folder, so the original stays untouched.
## LAN syncing
Two PLWL installs on the same LAN can mirror each other's content - no cloud, no accounts. Open **LAN syncing** in the sidebar (under Settings):
Two PLWL installs on one LAN can mirror each other (sidebar → **LAN syncing**). No cloud, no accounts.
- **Device ID** - 24 characters, generated once per install (current timestamp + random characters) and re-rollable at any time.
- **Sync code** - 8 characters, letters and digits, case-insensitive. A device only accepts a connection when the caller proves it knows *its own* code; each verification costs two seconds and a device may only have one in flight, so guessing over the LAN is pointless. Both the ID and the code can be re-rolled. A correct code is still not enough: the receiving device shows an **Accept / Decline popup** before anything moves, and without a click within a minute the sender is turned down. Declining (or ignoring) the popup never touches this machine and does not unpair the two devices.
- **Devices on your network** - other PLWL installs, found over UDP; a device shows up only while PLWL is running there, and disappears a few seconds after it is closed.
- **Device ID** (24 chars) and **Sync code** (8 chars, letters+digits, case-insensitive), both re-rollable. A caller must prove it knows its own code; each verification costs 2 s and one may run at a time, so guessing is pointless. A correct code still opens an **Accept/Decline popup** on the receiver (60 s timeout); declining or ignoring never touches this machine and keeps the pairing.
- **Devices on your network** are found over UDP and visible only while PLWL runs there (a few seconds after it closes they are gone).
- Pick what to push: **portable apps**, **prefix-imported apps**, **Wine/Proton builds**, **prefixes**, **Sync settings**. Each category also has a **Select** list: everything starts ticked, and unchecking an app, a build or a prefix keeps that item on both machines untouched. Only what is ticked travels — without **Sync settings** the other machine's defaults and app configs are untouched. An accepted code is stored with the device ID, so later syncs need no typing; a re-rolled code is forgotten and asked for again.
Pick a device and choose what to push: **portable apps**, **apps imported from a prefix**, **Wine/Proton builds**, **prefixes** and **Default settings**. Only what is ticked travels - a sync without **Default settings** never touches the other machine's defaults. The code has to be typed once - an accepted code is stored next to that device ID, so every later sync needs no typing. If the other side re-rolled its code, the stored one is forgotten and the launcher asks for the new one instead of failing silently.
A prefix-imported app's own folder lives inside its prefix, not in `files/apps/`. Unchecking such an app leaves that folder alone even when the prefix itself is synced: the sender takes it out of the prefix unit and marks it as off-limits for deletion. The picker says so when the app is ticked but its prefix is not — the folder then stays behind with the prefix.
**Both machines show what is happening.** The sender gets a progress popup and the receiving device gets the same popup titled *Receiving from X…*, driven by the transfer as it arrives. Both show the current phase and unit, the files being moved, a sent/total counter per category (`Apps: 2/5 · Prefixes: 1/2`) and the transferred vs. planned size. The bar follows **bytes, not file counts**, and it belongs to the phase being worked on: hashing fills its own bar and the transfer starts again from empty, so nothing ever looks finished while it has just begun (the byte line next to it keeps the overall transferred vs. planned total). Both popups warn that the launcher must stay open, and a running sync is not cancellable from the outside: clicking the backdrop or pressing Escape does nothing. If the other device goes quiet for a few seconds (it hashes before it sends) the popup says *Waiting for the other device…* rather than closing; it closes itself when the transfer ends, or after fifteen minutes of complete silence when the other side has vanished.
**Both machines show a progress popup** (phase, unit, files, per-category counters like `Apps: 2/5`, transferred vs. planned bytes; the bar follows the current phase). The popups cannot be dismissed, and a sender hashing a big unit shows *Waiting for the other device…* instead of a dead popup — the sender pings while it works. They close on completion, or after 15 minutes of silence (and reopen if the sync turns out to be alive).
The **sending device is the source of truth**: files that differ are overwritten, missing ones are written, and anything living only on the receiving side inside the synced trees (`files/apps/`, `files/wines/`, `files/wineprefixes/`, `files/data/icons/`) is deleted. Files are compared with a fast, collision-resistant hash (BLAKE2b-512, SHA-512/SHA-256 fallback); **Force sync all files** skips the comparison and overwrites everything instead. Hashes are remembered per file (size + modification time), so a repeat sync of a library that did not change reads nothing at all.
The **sender is the source of truth for what it sends**: differing files are overwritten, missing ones written, and extras inside the synced trees (`files/apps/`, `files/wines/`, `files/wineprefixes/`, `files/data/icons/`) are removed — but only after the receiver says so. Nothing is deleted while the bytes move: each unit only *plans* its leftovers, and the receiver gets one popup at the end with the top-most folders that would go (a fully redundant folder is a single collapsed row, a partly redundant one can be expanded). Every row is ticked to delete; unchecking a folder or a file keeps it. **Keep everything** is always one click away, an unanswered or expired list removes nothing, and a tree the sender could not fully read is never pruned at all, because a missing entry may only mean it was unreadable.
**Wine builds and prefixes survive the trip.** Permissions travel with a sync, so the `proton`, `wine` and `wineserver` binaries are still executable on the other machine (a build whose executable bit was lost is additionally repaired at startup, without re-importing it), and symlinks are sent as RELATIVE paths whenever the file they point at belongs to the launcher: a Proton prefix is full of links into its build, and the receiving side gets links that resolve to its own copy instead of the sender's `/home/...` folders. Links that leave the launcher on purpose (`dosdevices` drive mappings, a mounted drive, the user's home folder) stay absolute, and links into a folder that does not exist yet on the other machine are still written relative, so they start working the moment that folder appears. Wine and Proton rewrite a prefix's links with local absolute targets while they update it; PLWL relativizes them again on the wire, on import and before every run.
That review is the only deletion path, so no backup copy is ever made — the files simply stay on disk until the answer. Two things it cannot undo: files that exist on both sides with different content are **overwritten** with the sender's version (the popup says so; if a game is installed on both computers, leave its prefix out of the sync), and a file kept in one sync is proposed again the next time, since the mirror is recomputed from scratch every run.
A sync also carries **how the apps are set up**: the Wine/Proton build and prefix each app runs in, its arguments, environment variables and DLL overrides, plus playtime and last played. The launcher's **default Wine build and its default prefix** travel with the **Default settings** category, and only if that build or prefix exists on the other machine - an id it does not have is ignored instead of leaving a dangling default behind. Playtime only ever grows - the higher counter wins - so pushing from a freshly installed machine cannot wipe a library's play history. Everything else stays local: language and window settings, logs, translations, and external (leave) apps - prefixes are always kept usable, so app entries pointing inside a prefix keep their prefix-relative paths and the receiving side never loses its own `Main` prefix.
Only one sync runs at a time (a second attempt on the same machine answers *busy*), and a transfer cut off mid-file leaves no half-written file behind. Files are compared with BLAKE2b-512 (SHA-512/SHA-256 fallback); **Force sync all files** skips the comparison. Hashes are cached per file (size + mtime), so an unchanged library costs nothing to re-sync. Permissions travel with the files, and symlinks are sent as **relative** paths whenever the target belongs to the launcher (a Proton prefix's links into its build keep working on the other machine); `dosdevices` and targets outside `files/` stay absolute, and links wine itself rewrote to absolute are relativized again on the wire, on import and before every run. A peer that predates the review cannot sync units at all (it would prune without asking); update both machines.
A sync also carries **how apps are set up**: wine build and prefix, args, env, DLL overrides, a native Linux app's isolation level and Force X11, playtime and last played. **Sync settings** carries the registry-level part even when no files move: default wine/prefix, custom build names, prefix registry, every app's configuration and the library order. It only patches what already exists (unknown ids are ignored, unknown apps/prefixes stay), deletes nothing, and playtime only grows — the higher counter wins. Language, window settings, logs and external (leave) apps stay local.
## Wine & Proton support
- **System Wine** — uses the `wine` binary from PATH.
- **Imported builds** — drop any wine or Proton build into `files/wines/`. The folder may contain the build directly, or one level of nesting (zip-extracted layouts are detected automatically). After the copy, PLWL rewires the build's absolute symlinks to relative ones and restores the executable bit on the binaries it needs to run (`proton`, `wine`, `wineserver`, `winetricks`), so a build that arrived from a zip or another machine works without further fiddling. A build can also be given a **displayed name** of its own (Wine versions): it is used everywhere the build is offered — library config, settings and the *Open with PLWL* popup — while the folder in `files/wines/` keeps its name and the symlinks inside prefixes stay valid.
- **Proton without Steam** — fully supported. Proton is invoked like Steam does it: `STEAM_COMPAT_CLIENT_INSTALL_PATH` points to a fake steam client folder, `STEAM_COMPAT_DATA_PATH` is a per-build compat folder, and the prefix lives at `<compat>/pfx` which PLWL links to its own prefix folder. No Steam installation required (GE builds work out of the box; for a few Valve builds that refuse to run without a client, PLWL fakes a minimal steam folder in `files/data/fake-steam`).
- **System Wine** — `wine` from PATH.
- **Imported builds** — drop any wine/Proton build into `files/wines/` (one nesting level auto-detected). Symlinks are rewired to relative and executable bits restored, so builds from a zip or another machine run as they are. A build can get a **display name** of its own; the folder keeps its name.
- **Proton without Steam** — invoked like Steam does it: `STEAM_COMPAT_DATA_PATH` linked to the launcher's prefix, `STEAM_COMPAT_CLIENT_INSTALL_PATH` pointing at a real Steam client when there is one (read-only) and at the empty `files/data/fake-steam` otherwise. GE builds run through Proton's UMU path (`UMU_ID`) with no Steam client at all. A per-app **Disable UMU** switch runs the build's own wine directly (`runinprefix`), as close to plain wine as it gets.
- **One C: drive per prefix** — when a prefix has no `pfx` yet, PLWL makes `pfx` a relative symlink back to the prefix itself, so Proton and wine share one `drive_c`, registry and `dosdevices`. Existing layouts (a real `pfx/` folder, a prefix with both trees) are left exactly as they are.
## Translations
All UI text comes from JSON files in `files/translations/`. The `data` object carries the language names; `texts` maps keys to strings, with `{0}`, `{1}` ... placeholders filled at runtime.
The translations bundled with a release are launcher-owned: on every start they are refreshed into `files/translations/` whenever their content changed, so launcher updates deliver new/changed keys to existing installs. Extra language files the bundle does not ship (user-added) are never touched.
All UI text comes from JSON files in `files/translations/`: `data` holds the language names, `texts` maps keys to strings with `{0}`, `{1}` ... placeholders. The bundled files are refreshed into that folder on every start when their content changed (so updates deliver new keys); user-added languages are never touched.
## Development
Codebase overview, conventions and rules for contributors: [development.md](development.md).
Codebase overview and contributor rules: [development.md](development.md).

View file

@ -9,13 +9,23 @@ src/ main process (Node/Electron backend)
main.js entry point: tray, single-instance handoff, --launch / --open
argv.js command-line parsing shared by boot and second-instance handoff
window.js main window creation
ipc/ all ipcMain handlers
ipc/ all ipcMain handlers
index.js handler registration, icon protocol, dialogs
games.js games service: run/stop state, wine resolution, open-with handoff
lansync.js LAN sync handlers (identity, devices, re-roll, sync + progress)
runner.js spawns wine/proton (env, prefix, playtime, logs)
runner.js spawns wine/proton (env, prefix, playtime, logs) and owns
spawnTracked() - the log/playtime/exit tail every run shares
linuxrunner.js native Linux apps: redirected HOME/XDG, the isolation level
(none/relaxed/isolated/auto), the handed-document path and
the relaxed home redirects
openrelay.js the launcher side of the hand-off: the request folder an app
leaves what it wants opened in, watched while it runs
linuxapp.js native app detection (ELF/AppImage/.desktop) + icon lookup
sandbox.js bubblewrap probe (functional, cached) + buildBwrapArgs
(+ FS_ROOT, the one mount the relaxed level adds)
library.js apps registry (apps.json) + settings + playtime files, plus
the "which prefix does this app use" / in-use guards
the "which prefix does this app use" / in-use guards and
the isolation-mode gate on the way in
wines.js wine/proton build scan, registry, portable symlink healing
prefixes.js prefix registry (files/wineprefixes)
symlinks.js relative symlink rewiring + executable-bit restoration
@ -30,9 +40,16 @@ src/ main process (Node/Electron backend)
paths.js portable layout, FILES-relative path helpers, translation sync
i18n.js translation loading + {0} placeholder filling
preload.js contextBridge API exposed to the renderer
lansync.js LAN sync: identity + pairing, hashing, HTTP receiver (with its
receive-progress hook), UDP discovery
lansync.js LAN sync receiver: identity + pairing, hashing, HTTP server
(with its receive-progress hook); uses hashcache.js,
lansync-identity.js, lansync-manifest.js, lansync-discovery.js
lansyncpush.js the pushing side (createPusher factory, keeps helper state out)
lansync-plan.js planned (never immediate) deletions: the receiver's leftovers,
top-most folders, and execution of only what was approved
hashcache.js file hash cache (path -> size/mtime/hash) for LAN sync
lansync-identity.js identity + sync code (createIdentity factory)
lansync-manifest.js sender-side manifest building (createManifestBuilder)
lansync-discovery.js UDP beacon discovery (createDiscovery factory)
appicon.js window/taskbar icon
renderer/ UI (plain HTML/CSS/JS, no framework)
app.js views, modals, custom-select, all renderer logic
@ -45,109 +62,109 @@ test/ plain node scripts, run them with `node test/<name>.test.js`;
tools/ install.sh / createshortcut.sh / build helpers
```
Main process vs renderer: the renderer never touches Node/Electron directly -
everything goes through the `window.plwl` bridge (preload.js) and ipcMain
handlers in src/ipc/. Keep new APIs in that pattern.
Renderer never touches Node/Electron directly — everything goes through the `window.plwl` bridge (preload.js) and ipcMain handlers in src/ipc/. Keep new APIs in that pattern.
## Rules
- Keep it simple. Plain functions over classes, no abstractions "for later".
- Comments explain the WHY (quirks, workarounds, races), not the WHAT. If the
code says it, don't repeat it in words. No comments at all when nothing
needs explaining.
- No duplicate logic: the second time you copy something, move it into a
helper (a shared module in src/ or a function next to its users) and call
it from both places.
- Everything user-visible goes through the translation files (en-us.json,
pl.json) with `{0}`, `{1}` placeholders. No hardcoded strings in app.js.
- Paths stored on disk are FILES-relative (portable layout): write with
toPortablePath(), read with resolvePortablePath() - never store absolute
paths for anything inside files/.
- Registries (apps.json, wines.json, prefixes.json) are rewritten whole via
writeJson(); playtime lives in its own tiny file so the registry is not
rewritten while a game runs.
- Deleting user data needs a confirm modal; best-effort cleanup is
try/catch-and-ignore with a comment saying why it is safe to ignore.
- Windows apps run through runGame()/buildEnv() - never spawn wine directly
somewhere else (prefix handling, Proton env and playtime live there).
- A prefix or wine build that a running app uses cannot be renamed/deleted
(wine holds its registry and user files open in that folder): the guards sit
next to the handlers in src/ipc/, use the games service's running list plus
the helpers in library.js (prefixNameForGame/gamesUsingPrefix/is*InUse) and
answer { ok:false, error:'inUse'|'hasApps', apps:[names] } for the toast.
- Long operations stream progress through the single import:progress slot as
{ phase: 'count'|'copy'|'remove', files, bytes, totalFiles, totalBytes } and
the renderer drives a bar from it (runWithProgress for deletes/imports).
Emit the 'count' phase first (a treeSize walk) and copy/remove through the
fsutil helpers; never ship a progress bar no data can move.
- CSS: reuse the existing variables/classes (.button, .field-label,
.custom-select, form-card); spacing rhythm comes from --button-margin and
the flex gap of the container, not per-element magic numbers.
- LAN sync has two sides: the receiver lives in lansync.js, the sender in
lansyncpush.js and is built by createPusher(helpers) - several launcher
states share the module, so nothing may be kept in its module scope. Both
sides report their own progress (the receiver through the onReceive hook),
so each machine can show the transfer.
- An incoming sync needs CONSENT: a correct code opens the gate, but the
receiver's onIncoming hook (registered in main.js) shows an Accept/Decline
popup and only a click - answered through lansync:respondIncoming - starts
the session. Unanswered requests expire after INCOMING_TIMEOUT_MS; a decline
returns 'rejected' to the sender and KEEPS the pairing (the code was proven).
Without an onIncoming hook (tests, headless) the gate stays open.
- Sync progress is bytes plus per-category counters (items = announced units,
itemsDone = finished ones, totals = everything the sender picked), never raw
file counts: the popup says "Apps: 2/5". The bar follows the CURRENT PHASE's
bytes (barBytes/barTotalBytes, not the overall bytes/totalBytes) so a phase
starts from an empty bar instead of inheriting a full one - otherwise hashing
looks finished the moment it starts. Hashing and copying walk tens of
thousands of files, so every per-file update goes through progressGate
(~10/s, phase changes forced) - never send one IPC message per file.
- The launcher's own defaults are opt-in (the "defaults" sync category):
payload.defaults carries the default wine and prefix, and the receiver only
applies values that exist there (an unknown wine id or prefix is skipped).
- LAN sync remembers file hashes in files/data/lansync-hashes.json, keyed by
path with size + mtime (machine-local, never synced): equal size and mtime
means equal bytes, so a repeat sync only stat's the tree. Hashing and the
receiving side's comparison both run HASH_CONCURRENCY files at a time.
- A modal showing a running operation (a sync) opens locked:
showModal(html, { locked: true }) ignores the backdrop and Escape, because
the user cannot cancel the operation by dismissing it.
- Symlinks inside everything PLWL owns (a wine/proton build, a prefix, an
imported app) are stored RELATIVE whenever the target can be expressed
locally: a Proton prefix is full of links into its build, and an absolute one
points at the machine that wrote it. symlinks.js owns this (rewireSymlinks,
plus restoreExecutableBits for the executables a content copy drops) and
every writer calls it: importWineFolder/healBuild, importer after copy/move,
healPrefix, and the sync both on the wire (portableLinkTarget sends the
relative target) and after a unit lands (healUnitRoots). dosdevices drive
mappings and targets that leave files/ (a mount, a system path, the user's
home) stay absolute - they are machine-specific by design.
- Wine and Proton create prefix links with ABSOLUTE local targets whenever they
update a prefix (font/dll stubs, Steam appcache), so on-disk links are not
always relative after a run: the sync payload relativizes them anyway, and
refreshWines()/healPrefix() repair what arrived from an older PLWL. A build
whose binaries lost their executable bit is detected by a cheap audit in
refreshWines() and healed once, because spawn() on a non-executable `proton`
fails with EACCES and the game would look like it started while nothing ran.
- File permissions travel with a sync (manifest entry `mode`): the receiving
side applies them after writing the bytes and repairs a file that has the
same hash but the wrong mode without re-uploading it.
- Tests are plain assert-by-print scripts (see test/): set PLWL_BUILD_DIR to
a temp dir, check(), exit 1 on failure. Add one when fixing a bug.
- Structure: one topic per file. Extract a module once a file grows or logic repeats (see lansync-identity/manifest/discovery, hashcache). Factories (createX(...)) carry per-state helpers so module scope stays clean when several states share a module.
- Comments are RARE and SHORT, always in English. One line, two at most. Explain only the WHY (a quirk, a workaround, a race) — never the WHAT. No comment at all when nothing needs explaining; no banners, no restating the next line, no changelog notes.
- No duplicate logic: the second time you copy something, move it into a helper and call it from both places.
- Everything user-visible goes through the translation files (en-us.json, pl.json) with `{0}`, `{1}` placeholders. No hardcoded strings in app.js.
- Paths stored on disk are FILES-relative (portable layout): write with toPortablePath(), read with resolvePortablePath() — never store absolute paths for anything inside files/.
- Registries (apps.json, wines.json, prefixes.json) are rewritten whole via writeJson(); playtime lives in its own tiny file so the registry is not rewritten while a game runs. A settings sync batches its patches instead of one write per app/build (`library.updateGames`, `wines.applySettings`).
- Tree walks (`copyTree`/`treeSize`/`removeTree`/`chmodTree`) keep TREE_CONCURRENCY operations in flight instead of one syscall per await. `copyTree` returns a `failed` count; an import that could not reproduce every entry is refused and its partial destination removed, never registered with holes.
- The app's own folder is `library.appFolder(game)` — the folder it was imported as, never `workdir` and never `dirname(exePath)`. The properties may point the working directory elsewhere, and the sandbox, the delete path and LAN sync all have to agree on the same tree.
- Deleting user data needs a confirm modal; best-effort cleanup is try/catch-and-ignore with a comment saying why it is safe to ignore.
- Windows apps run through runGame()/buildEnv() — never spawn wine directly elsewhere (prefix handling, Proton env and playtime live there).
- Native Linux apps run through linuxrunner.runLinuxGame()/buildLinuxEnv() the same way: HOME and the XDG folders are redirected into `{prefix}/linux_pfx/`, and bwrap (when the probe says it works) forces the same layout with mounts. Never spawn a native app elsewhere. `game.kind` is absent on old entries — that means Windows; `game.isolation` is one of four levels, resolved by linuxrunner.resolveLevel: `none` (plain run), `relaxed` (bwrap + the whole host filesystem mounted writable at sandbox.FS_ROOT) and `isolated` (bwrap with the stock read-only profile), with `auto` (default) meaning relaxed where bwrap works and none where it does not. Only `auto` may weaken itself — an explicit relaxed/isolated answers `sandbox-required` instead ("no silent downgrade"). library.js keeps exactly these four values, both when reading the registry and when a patch is saved (anything else falls back to `auto`), and the level always lands in the log and the UI. resolveLevel awaits the probe when nothing has measured yet: a shortcut boots HEADLESS, so no renderer ran `sandbox:status` — without that wait `auto` would read an empty cache and quietly pick `none` (and an explicit level would refuse a machine that can sandbox perfectly well).
- Under bwrap ONLY two things stay writable: the redirected home and the app's own folder (`writableAppDir`: inside files/apps, or the folder the app was imported from — never `/usr`, `/etc`, `/bin`… and never files/wines). Portable apps write logs and data next to themselves and a read-only app folder makes them refuse to start (Prism Launcher: "couldn't create a log file - Read-only file system"). That bind is written LAST in buildBwrapArgs on purpose: an app lives under the host's home and the redirected home is mounted over that very directory, so the bind used to be swallowed by it and bwrap answered `execvp <app>: No such file or directory` — a click on Play and the window closed again (measured on 0.12.0, and again as a real exec in test/sandbox-appdir.test.js). Everything else is `EROFS` by design — at the isolated level. Relaxed is the deliberate exception and says so in the UI: `FS_ROOT` is the same filesystem, mounted writable, so "everything else" is only unreachable through the real paths.
- Two pipes feed one log in spawnTracked: neither may end the stream (pipe(ws, { end: false }), closed when both sources drained, at the latest LOG_DRAIN_MS after the exit) and the write stream carries an error listener. Ending it at `exit` while a pipe still had data killed the whole launcher with ERR_STREAM_WRITE_AFTER_END.
- A prefix or wine build a running app uses cannot be renamed/deleted (wine holds files open there): the guards sit next to the handlers in src/ipc/, use the games service's running list plus library.js helpers (prefixNameForGame/gamesUsingPrefix/is*InUse) and answer `{ ok:false, error:'inUse'|'hasApps', apps:[names] }` for the toast.
- Long operations stream progress through the single import:progress slot as `{ phase: 'count'|'copy'|'remove', files, bytes, totalFiles, totalBytes }` (runWithProgress for deletes/imports). Emit 'count' (a treeSize walk) first, copy/remove through the fsutil helpers. An isolated hand-off has its own slot, handoff:progress (`{ phase: 'copy'|'done'|'error', name, bytes, totalBytes, notice }`), because it can start before the window exists: main.js gets the event first and, when `notice` is set (a copy above linuxrunner.STAGE_NOTICE_BYTES), puts the launcher window up so the renderer's popup can be seen; below that the copy is over before a window could paint. Copies of one file go through fsutil.copyFileProgress (streamed, throttled by progressGate, `.part` + rename).
- CSS: reuse the existing variables/classes (.button, .field-label, .custom-select, form-card); spacing comes from --button-margin and flex gaps, not per-element magic numbers.
- The blanket `transform: translateZ(0)` (crisper small glyphs) makes every element its own stacking context, so a select's own z-index cannot escape the wrapper it sits in: a list opened inside `.linux-only`, `.win-only` or an override row was painted UNDER the field label and textarea that follow it (measuring with `elementsFromPoint` over the open list returned the label). CustomSelect lifts the chain instead of the host — `lift()` adds `.select-lift` to every STATIC ancestor while the list is open, and `close()`/`closeAll()` take it off again; positioned ancestors are skipped, so the fixed modal overlay keeps stacking over every view on its own.
### Native Linux apps
- Entry point detection (linuxapp.js): ELF, `.AppImage`, or a `.desktop` whose `Exec=` points at one; `lib/`, `share/` … are skipped. The icon comes from the `.desktop` `Icon=`, an image next to the program, or the system theme — `extractIconFromExe` is PE-only.
- The redirected home starts as a COPY of the desktop preferences (kdeglobals, kdedefaults/kdeglobals, gtk-3.0|gtk-4.0/settings.ini, qt5ct/qt6ct, Trolltech.conf, user-dirs.dirs). Without the seed Qt falls back to its built-in light palette (measured: `#eff0f1` against the host's `#202326`). The copy keeps following the host while the app has not touched it: the hashes of what PLWL wrote live in `{prefix}/linux_pfx/.seeded.json`, OUTSIDE the app's home, and a copy with no marker entry (or one the app has since changed) is the app's own and is never overwritten. The PulseAudio cookie is seeded once, because with a redirected home Pulse looks in `$HOME/.config/pulse/cookie` and the app otherwise comes up silent; `~/.Xauthority` is refreshed instead, since nothing exports XAUTHORITY to a sandboxed app.
- Host fonts/icons/themes/colour schemes are not copied but `--ro-bind` under `/tmp/.plwl-host/…` and prepended to XDG_DATA_DIRS: live, and unable to write back into the user's `~`. Symlinks were measured and rejected — the prefix is mounted ON `~`, so a link to `~/.config/kdeglobals` points at itself (`Too many levels of symbolic links`); without bwrap the same link writes through into the real home.
- `forceX11` (per app) sets XDG_SESSION_TYPE=x11 + QT_QPA_PLATFORM=xcb + GDK_BACKEND=x11 so the app and everything it launches falls back to XWayland, where window icons still exist at all (Wayland forbids them; a compiled GLFW probe showed XDG_SESSION_TYPE picks X11 vs Wayland, `GLFW_PLATFORM` does not exist). `game.env` still wins.
- SESSION_MANAGER is dropped in the sandbox: the session socket sits in the private `/tmp`, so the pointer led nowhere (Qt: "Could not open network socket").
- Imports normalise permissions (fsutil.chmodTree): owner `rwx`, `x` mirrored from `r` (0644 → 0755). Sources are archives, FAT sticks and read-only backups.
- **Reset Linux config** on every prefix row removes exactly what PLWL seeded (DESKTOP_SEEDS, the pulse cookie, `home/.Xauthority`, `.seeded.json`) plus the folders that existed only for the seed, so the next start seeds clean. syncDesktopConfig can only follow a copy it can still prove is its own; the reset does not argue. App data (`data/`, `cache/`, `state/`, `config/<app>/`, the rest of `home/`) is never touched, and a running app from that prefix blocks it (the usual `inUse` guard).
- A path the desktop hands the app (a drag-and-drop's `text/uri-list`, a file picked in a dialog - `QT_QPA_PLATFORMTHEME=xdgdesktopportal` on this desktop, so the chooser is the host portal's and answers with a real path) is a real `/home/<user>/…` path, and under bwrap that name is the app's own redirected home. A mount cannot fix it (a mount cannot be added to a namespace that is already running) and binding the host home in would hand the app the user's real folders at every level: `syncHomeRedirects` links the host home's own entries (never a name the profile mounts itself - `.plwl` and the XDG folders, which a link would turn into bwrap's `Can't mount on symlink destination` on the first relaxed run of a fresh prefix, measured; never a name the app already has, never a link resolving nowhere) into the one view the level has - at relaxed to `FS_ROOT/<entry>`, which is the real folder, live and writable (measured: the real file reads through the link, and a write through it lands on it), and at the other levels there is no view to point at, so the links are taken off again before the app starts. The name the app's own folder sits under is never linked either: a portable bundle resolves itself with `readlink -f "$0"`, so the link answered for the app's whole tree - instances included - with `FS_ROOT`, and Prism Launcher read that as "Your instance folder is in a temporary folder: '/tmp'!" on every start (measured on 11.0.2 on the device whose launcher lives in the home; the same app on a launcher outside `~` kept its real path and stayed quiet - the folder is bound at its real path anyway). Only the launcher's own links are removed (matched by their `FS_ROOT` target), and an isolated app gets no home folders at all: what reaches it there is the hand-off copy. The links outlive a run (a hand-off into an app that is already running is still using them); the next start at a level that cannot serve them clears them.
- With HOME bound straight to `{prefix}/linux_pfx/home`, the user's real `~` is invisible to the app — one reason absolute paths an app wrote into its config before the import (Prism's instance `JavaPath`) do not resolve. `relaxed` does not change that shadowing, but it does make the real filesystem reachable through `FS_ROOT`/home/… — and `none` gives the app the real paths outright, which is what those two levels are for.
- A clicked link belongs to the host desktop, so it leaves through `org.freedesktop.portal.OpenURI`: the `xdg-open` BINARY is replaced inside the sandbox (a written shim `--ro-bind` over `/usr/bin/xdg-open`, and over the app bundle's own `bin/xdg-open` too — that one sits first in the app's PATH, and its sharun wrapper dies on a closed stderr (`SIGPIPE`) before it ever delegates, which is exactly what Minecraft does after `Runtime.exec`; the name the bundle links to that same file, `gio-launch-desktop`, is answered by the shim, since bwrap refuses to mount over a symlink; a `-`-prefixed argument exits 2, because Java probes for `xdg-open` by running it with one) and Qt execs it (measured — `QGenericUnixServices` picks `xdg-open` first, and reaches the portal itself only under `/.flatpak-info`/`SNAP`, which a bwrap profile does not have); Electron does the same. GIO resolves an URI IN-PROCESS, which no shim can reach: for that the prefix seeds `home/.plwl/open-url` (launcher-written, like the shim) plus a desktop entry and a `mimeapps.list` naming it the default for `x-scheme-handler/http|https`, `text/html`, `x-scheme-handler/file` and `inode/directory`. Without the seed GIO falls back to the host's `/usr/share` list — measured: it offered `brave-origin.desktop`, and `gio open` answered "The specified location is not supported". Measured end to end (both backends): the portal launches the host's `helium.desktop` with the exact URI. `GIO_USE_PORTALS=1` was measured and REJECTED: it opened NOTHING and still reported success (GIO's portal path wants a sandbox marker this launcher does not fake). A KDE-native app resolving the link in-process through KIO (`kde-open`) stays uncovered — KDE ignores the seeded list (measured).
- The games service owns a run through the entry object it created: a start that failed, and the exit of a PREVIOUS run of the same app (stopped, then relaunched — SIGKILL is asynchronous), may not clear the new run's entry or close its request watcher (`forget`/`handleExit` compare that object). A start still in flight is never pruned, however long its isolated hand-off copy takes, because pruning it would drop the watcher mid-start; Stop during that window only records a kill request (`killRequests`), which the start fulfils the moment it has a pid — clearing the state there instead would let a second launch race past the first. Measured in test/games-service.test.js.
- The portal is not told about a FOLDER or a document, which is what "Open Pack Folder" or a drop asks for: it cannot see a path from in here and answers `Response` 2 for `file://` (measured, while https answered 0). The shim leaves those in `home/.plwl/open-request` (written as `.part` and renamed, so nothing ever reads half a request) — a live bind of the app's home, so it reaches an app that is ALREADY running — and the launcher opens it out here with the host's own `xdg-open` (openrelay.js: `createOpenRelay` watches that folder for exactly as long as the app runs, consumes each request once, and quits watching on exit). The target is rewritten on the way out — the private `$HOME` back to `{prefix}/linux_pfx/home`, `FS_ROOT` back to `/` at relaxed — so the host opens the REAL folder and never a path that only exists inside. Nothing in the sandbox can start a host program itself: measured, the host's own `xdg-open` run in there ends in `kde-open`, which exits 0 and opens no window at all. A scheme nothing on the host claims ends in the desktop's own "choose an application" dialog, which is the point of handing it out instead of guessing.
- The portal's `Response` is NOT read back: it is a signal addressed to the caller's own bus connection, so a separate `gdbus monitor` never receives it (measured: 15 calls, 15 timeouts, while the portal did open what it was given) and the readback only cost the app 3 s per click before giving up. Only whether the call went out is trusted, so a machine without a portal needs no special case any more: the call fails, and the request file is what still lands. (0.5.x had the host's own script parked inside the sandbox as the shim's fallback; measured, that route opens nothing.)
- A file handed over (a shortcut's `--file %f`, a drop on it) is the one path the sandbox cannot see by itself: a file out of the user's home is buried under the prefix home, one out of `/tmp` sits behind the private tmpfs, and the rest of the machine is read-only. Per-file `--bind` (what 0.5.0 did) is the wrong tool: a mount cannot be added to a namespace that is ALREADY running, so a hand-off into a running app could never be served that way. `handedPathFor` instead names the document in the one shape the chosen level can reach, and the app is told nothing else: `none` → the real path; `relaxed` → `FS_ROOT` + the real path; `isolated` → a copy in `{prefix}/linux_pfx/home/plwl-handoff/<name>`, which is a live bind of the app's home, so it reaches a running app too (measured end to end in test/linux-e2e.js: both levels hand a document to a sandbox that is already up). Copies are one per name and refreshed on every open (the folder cannot grow), written through a `.part` name and renamed so nothing ever reads a half-written document, and the app's edits stay in the copy — that IS the level's promise. A handed path that is gone fails the hand-off instead of launching an app with no document.
- `FS_ROOT` (`/tmp/plwl-fs-root`) is where relaxed mounts the host filesystem, and it has to live under the private `/tmp`: bubblewrap creates the mount point itself, and the root of a read-only root cannot be written to (measured on 0.12.0: `Can't create file /PLWL_FS_ROOT: Read-only file system`, for a `--dir` before the `--ro-bind / /` too). Measured also: through it the real `~` reads, a write lands on the real file, and a file created AFTER a sandboxed run started is visible inside it — that last one is what makes a hand-off into a running app possible at all.
- Not built: a private or overlay `/etc` (`buildBwrapArgs` accepts `etcRoot`, nothing sets it; `--ro-bind / /` leaves `/etc` read-only, which is all we promise today), `--tmpfs /home` against OTHER users' homes (`hideHome` is plumbed, no UI); app data always lands in `{prefix}/linux_pfx`.
- Measured, not assumed (Debian 13, kernel 6.12, `bwrap` 0.12.0): the functional probe passes here, no firejail/proot/fuse-overlayfs on the box, `/etc` is 16 MB and its `machine-id` is read-only even on the host.
### LAN sync
- Two sides: the receiver lives in lansync.js, the sender in lansyncpush.js, built by createPusher(helpers) — several launcher states share the module, so nothing may sit in its module scope. Both sides report their own progress (receiver through the onReceive hook).
- **Deletions are planned, never inline.** `handleCommit` only walks the unit (`planUnitDeletions` -> `lansync-plan.js`) and stores the list on the session; `/plwl/apply` turns units plus registry leftovers into one review (`startReview`), and `executeReview` is the only place that removes anything. A path in the keep set survives (including a file inside a fully planned folder), an unreadable subtree is planned as kept, and a selection's excluded folders are protected the same way. Registry removals wait with the files, so unchecking an app row cannot leave its entry behind without its folder or the other way round. A review that times out, is skipped (no popup, headless) or never arrives cancels to **zero deletions**. A peer without the `review` flag in its verify answer cannot sync units (`old-peer`): it would prune inside its commit with no list to approve; a settings-only sync stays allowed because it deletes nothing.
- An incoming sync needs CONSENT: a correct code opens the gate, but the receiver's onIncoming hook (registered in main.js) shows Accept/Decline, answered through lansync:respondIncoming. Unanswered requests expire (INCOMING_TIMEOUT_MS); a decline returns 'rejected' and KEEPS the pairing (the code was proven). Without an onIncoming hook (tests, headless) the gate stays open.
- Progress is bytes plus per-category counters (items = announced units, itemsDone = finished, totals = everything picked) — "Apps: 2/5". The bar follows the CURRENT PHASE's bytes (barBytes/barTotalBytes) so a phase starts from an empty bar. Hashing and copying walk tens of thousands of files: every per-file update goes through progressGate (~10/s, phase changes forced) — never one IPC message per file. The gate holds a snapshot FUNCTION on the sender side: the snapshot is built when it flushes, so a throttled update never shows a byte count one gate window old.
- A finished sync ends with a result POPUP, not a toast: the sender swaps its locked progress modal for the summary, the receiver swaps the finished bar after ~1 s. It lists units per category, files moved/unchanged/removed, bytes transferred and the total size of the synced trees (`summary.sizeBytes`; the receiver adds each unit's announced `unitBytes`, replacing a retried unit's entry instead of double-counting). The device name is set with textContent, never interpolated into the modal HTML.
- App selection is a seam, not a UI yet: `buildUnits(cats, selection)` and `buildRegistryPayload(cats, selection)` take `selection = { apps: [ids] }` (a missing selection means every app). The payload then carries `appScope: 'selected'`; `applyApps` keeps the apps of that category that were not sent, and skips the `apps/` orphan sweep, instead of mirroring the category. Without the marker the sender's list is complete and extras are deleted as before.
- The sender's transferred counter counts bytes AS THEY ARE READ (putFile's onBytes callback), not on upload completion: a multi-GB file has to move it while it flies or the sender shows hundreds of MB behind the receiver. A unit's byte total travels as the `{ unitBytes }` control record BEFORE its files; the receiver has to handle it before the entry filter (it has no path/type, so a filter-first order dropped it and the comparing bar measured against a placeholder total of 1 — read as 100% for the whole phase). The comparing phase ends on a full bar, then the copy bar restarts empty (its first PUT byte emits it).
- While the receiver answers the consent popup (and whenever its side waits on the other one), both popups show "Waiting for the other device…" (lansync.waiting): the sender emits a 'wait' phase before verify, the receiver's ping handler emits stage 'wait'. A unit counts toward "Apps: 1/5" as soon as its comparison starts (not when it commits), and phases without a file count (hash/compare/commit) clear the counter so a stale "3 / 10 files" never lingers. On the wire the receiver's comparing phase is called 'compare' (sender-side 'plan' is unchanged).
- Registry-level settings are opt-in (the "settings" category). The payload carries defaults, wineSettings (displayName + disabled per build), prefixSettings, appSettings (name, wine, prefix, args, env, dllOverrides, disableUmu, isolation and forceX11 per app) and appOrder. The receiver only patches what already exists (unknown ids skipped, nothing created or deleted, unknown local entries kept at the end of the order) through the normal helpers — batched, so a large library is one registry write: `library.updateGames(patches)`, `wines.applySettings(entries)`, `reorderGames`.
- File hashes are remembered in files/data/lansync-hashes.json (path -> size + mtime + hash; machine-local, never synced): equal size and mtime means equal bytes, so a repeat sync only stats the tree. Hashing and the receiver's comparison both run HASH_CONCURRENCY files at a time.
- A file's unit and path travel in the PUT's query, not in headers: Node rejects any header value holding a code above U+00FF (`ERR_INVALID_CHAR`), and a real library has those names (Minecraft pack names, Polish file names) — one such file killed the whole sync, leaving the receiver with half an app and no registry entry. Categories are matched by exact name; anything this build does not know is ignored.
- File permissions travel with the manifest (`mode`) and are applied after the bytes; a file with the right hash but wrong mode is repaired without re-upload.
- A manifest the sender could not finish is not a licence to delete: a read that fails (a directory or file the user cannot open) sends a `{ unitIncomplete: true }` control record, and an aborted plan body is detected with `req.complete`. Either way the receiver still writes what it got but skips `pruneTree` for that unit — a missing entry may only mean "could not read it". For the same reason `applyApps`/`applyWines`/`applyPrefixes` mirror nothing when the payload has no list at all (malformed/truncated apply), while an explicit empty list still means "the sender has none" (a partial app selection excepted: it keeps the apps it did not send).
- A PUT settles on every failure path (`aborted`/`close` without the body having ended, stream or writer error): the `.plwl-sync-tmp` is removed and the request cannot stay half-open forever. The 60 s `PUT_IDLE_MS` only covers a body that stops sending.
- Verification is GLOBAL one-at-a-time (`state.verifying` is a boolean, set before the first await — parallel requests would pay the 2 s cost in parallel, which is exactly what makes a scheme pointless). One outgoing sync per process (`syncTo` answers 'busy'), so two syncs can never write the same receiver files at once. A failed bind resolves `{ ok: false, error }` instead of leaving `listening` pending forever, and the beacon only starts when the server is up.
- Names arriving on the wire that become paths (app ids in `data/icons/<id>`, prefix folder names) are validated (`safeName`/`safePrefixName`): a corrupted or older peer must not be able to store `../../x` and turn a later Rename/Delete click into a write outside files/.
- A sender hashing a big unit is minutes of silence: it pings `/plwl/ping` every HEARTBEAT_MS, the receiver re-arms its popup watchdog (stage 'wait' shows "Waiting for the other device…" but never while a file is being written). A receiving popup its watchdog closed reopens on the next real event — only 'done' ends a sync, and reopening never asks for consent again (consent is the onIncoming popup at verify time; the progress popup is driven by the same token's events).
- Native Linux app data (`{prefix}/linux_pfx/`: the redirected home, configs, caches, PulseAudio cookie, state) travels INSIDE its prefix unit like the Windows side of the same prefix: the manifest walks it and the mirror prunes it, so no file of the launcher's own trees is special-cased on the wire. Native apps sit in the same categories as Windows ones (`apps-portable`/`apps-prefix`), and only the per-app fields that are Linux-only (isolation, forceX11) are named as such in the settings payload.
- A sync must never walk through a symlinked ROOT: pruneTree/healUnitRoots (sync), removeTree/treeSize (fsutil) and healBuild (wines) lstat the root first. `listDirs()` counts symlinked folders as units, so a build on another disk still travels — as the link it is (`wineUnits` maps nested builds to their TOP folder under wines/).
- Wine/Proton rewrite prefix links to absolute targets whenever they update a prefix, so on-disk links are not always relative after a run: the sync relativizes them on the wire (portableLinkTarget) and refreshWines()/healPrefix() repair absolute links that reached disk anyway. A build whose binaries lost the executable bit is detected in refreshWines() and healed once (spawn() on a non-executable `proton` fails with EACCES while the game looks started).
### Paths and prefixes
- Symlinks inside everything PLWL owns are stored RELATIVE whenever the target can be expressed locally (symlinks.js owns this: rewireSymlinks + restoreExecutableBits; every writer calls it — imports, healPrefix, sync on the wire and after a unit lands). dosdevices drive mappings and targets leaving files/ stay absolute — machine-specific by design.
- A prefix with NO `pfx` yet gets ONE C: drive: `pfx` is a relative symlink to the prefix itself (`prefixes.ensureUnifiedPrefix` only CREATES it), so Proton's `<compatdata>/pfx` shares drive_c, registry and dosdevices with plain wine. Existing layouts are left as they are — hoisting files one level up was tried and removed (it breaks relative links, the umu.exe link kills a Proton launch). Never assume a single drive_c: use `prefixDriveRoots()` and compare realpaths.
- App launch env is built in runner.buildEnv only. WINEDLLOVERRIDES is an ordered semicolon list (inherited first, app's last; an empty `dll=` is "disabled" and must survive the filter). Proton appends its dxvk/nvapi defaults AFTER everything. `disableUmu` drops UMU_ID and runs Proton's `runinprefix` verb. STEAM_COMPAT_CLIENT_INSTALL_PATH is required in BOTH modes (Proton's session init reads it on every verb; missing it aborts the launch before wine starts): a real Steam client when found, else the empty files/data/fake-steam.
### Launch and shortcuts
- Generated shortcuts are file handlers too: `Exec=<launcher> --launch <id> --file %f` (a literal % is `%%`). argv.js takes the file from `--file` or a bare trailing path, and runner.windowsPathFor passes it to the app as Windows would (`C:\...` inside the prefix, `Z:\...` otherwise). A file given to an already running app is a handoff (untracked process, no log/playtime writes).
- The second-instance handoff must never read the token next to its option: Electron RE-SERIALIZES argv (`--launch <id> --file <path>` arrives as `--launch --file --allow-file-access-from-files <id> <path>`), so argv.js pairs options with positionals IN ORDER (inline `--name=value` wins, the dev app path is skipped). Reading the next token used to take the launch id as the opened file. `electron test/argv-handoff.test.js` proves the real serialization.
- A modal showing a running sync opens locked: showModal(html, { locked: true }) ignores backdrop and Escape.
- Tests are plain assert-by-print scripts (see test/): set PLWL_BUILD_DIR to a temp dir, check(), exit 1 on failure. Add one when fixing a bug.
## Verify before you commit
```
node --check <changed js files> # syntax
node test/import.test.js # ...and the other test files
node test/lansync.test.js # LAN sync contract (identity, pairing, mirror)
node test/lansync-receiving.test.js # receive-side progress events (the popup)
node test/lansync-settings.test.js # playtime, app settings, wine/prefix + defaults
node test/lansync-links.test.js # wire: exec bits + relative links in a sync
node test/lansync-pending-links.test.js # links to files created later, startup heal
node test/lansync-consent.test.js # incoming sync: accept / decline / timeout gate
node test/bench-sync.js # timing: phases of a cold and a cached sync
npm start # click through the flow you touched
node --check <changed js files> # syntax
node test/smoke.js # quick sanity
node test/lansync.test.js # LAN sync contract (identity, pairing, mirror)
node test/lansync-receiving.test.js # receive-side progress events (the popup)
node test/lansync-progress.test.js # live sender bytes, comparing bar widths
node test/lansync-settings.test.js # playtime, app settings, wine/prefix + defaults
node test/lansync-links.test.js # wire: exec bits + relative links
node test/lansync-pending-links.test.js # links to files created later, startup heal
node test/lansync-consent.test.js # accept / decline / timeout gate
node test/lansync-token.test.js # long-sync token expiry (sliding TTL)
node test/bench-sync.js # timing: cold vs cached sync
node test/linux-sandbox.test.js # bwrap argv profile + the four levels, handed paths, mode gate
node test/sandbox-appdir.test.js # the app folder stays reachable inside its own redirected home
node test/linux-env.test.js # redirected HOME/XDG_* for both backends
node test/linux-import.test.js # ELF/AppImage/.desktop detection + icons
node test/linux-links.test.js # link opening: shim binds + mime seed
node test/linux-open.test.js # what an app opens: the script + the launcher relay
node test/games-service.test.js # run bookkeeping: the request watcher, Stop while starting
node test/lansync-linux-apps.test.js # Linux apps + linux_pfx travel with their categories
node test/linux-e2e.js # REAL runs: plain, relaxed (+ its mount), isolated, hand-off into a running app
npm start # click through the flow you touched
# Repairing / testing a real instance (test/ scripts are gitignored helpers):
PLWL_BUILD_DIR=/path/to/instance node test/heal-instance.js # links + exec bits

View file

@ -34,9 +34,14 @@
"library.removeConfirm": "Remove {0} from the launcher?{1}",
"library.removeFilesNote": "\nIts imported files in files/apps will also be deleted.",
"library.removePrefixNote": "\nFiles stay in the prefix, only the launcher entry is removed.",
"library.removeLinuxDataNote": "\nIts files in files/apps are deleted; its data in the prefix is kept.",
"library.tools": "Wine tools",
"library.viewLogs": "View logs",
"library.reorderHint": "Drag to change the order",
"import.kind.title": "What are you importing?",
"import.kind.windows": "Windows app (Wine / Proton)",
"import.kind.windowsHint": "Runs through wine or proton.",
"import.kind.linux": "Linux app (native)",
"import.kind.linuxHint": "Runs directly on this system, with its own isolated home folder. Needs an ELF binary, an .AppImage or a .desktop file.",
"import.question": "Should the app files be brought into the launcher so it stays portable, or left where they are?",
"import.mode.copy": "Copy into launcher (portable)",
"import.mode.move": "Move into launcher (portable)",
@ -59,9 +64,12 @@
"import.done": "Import finished",
"import.failed": "Import failed: {0}",
"import.noExe": "no .exe file found in the selected folder",
"import.noLinuxExe": "no runnable Linux program found in the selected folder (ELF binary, .AppImage or .desktop)",
"import.prefixRoot": "this folder is a wine prefix (or its C: drive) - import an app from inside its drive_c instead",
"import.copyIncomplete": "some files could not be copied - nothing was imported, the source folder is unchanged",
"config.title": "App configuration",
"config.icon.auto": "Extract from exe",
"config.icon.autoLinux": "Extract icon",
"config.icon.browse": "Choose image",
"config.icon.remove": "Remove icon",
"config.icon.pick": "Choose an icon image",
@ -81,15 +89,58 @@
"config.prefixDefault": "Default prefix ({0})",
"config.prefixLocked": "This app was imported from a prefix, its prefix cannot be changed",
"config.prefixLockedHint": "Pinned to the prefix it was imported from (its paths are stored relative to it)",
"config.linuxDataRoot": "Data folder (prefix)",
"config.linuxDataRootHint": "A native app keeps its home, config and cache in linux_pfx inside this prefix.",
"config.openData": "Open data folder",
"config.linuxKindValue": "Linux",
"config.isolation": "Isolation",
"config.isolation.auto": "Automatic",
"config.isolation.none": "None",
"config.isolation.relaxed": "Relaxed",
"config.isolation.isolated": "Isolated",
"config.isolationHint.auto": "Relaxed where bubblewrap works; on a machine without it the app runs without isolation.",
"config.isolationHint.none": "No sandbox: the app sees, and may change, everything your user can.",
"config.isolationHint.relaxed": "The whole disk is mounted writable as /tmp/plwl-fs-root.",
"config.isolationHint.isolated": "The system is read-only.",
"config.isolation.bwrap": "bwrap {0} (available)",
"config.isolation.env": "no sandbox: {0}",
"config.forceX11": "Force X11 (XWayland)",
"config.forceX11Hint": "Runs the app through XWayland instead of Wayland. Useful when a window cannot carry its own icon or misbehaves on Wayland.",
"config.disableUmu": "Disable UMU (launch with wine directly)",
"config.disableUmuHint": "Runs the game with the build's own wine binary instead of its umu.exe/steam.exe launcher. This is the closest to a plain wine run.",
"config.dllOverrides": "DLL overrides",
"config.overrides.add": "Add override",
"config.overrides.dll": "DLL name",
"config.overrides.setting": "Setting",
"config.overrides.remove": "Remove",
"config.overrides.hint": "Wine module names, e.g. dinput8. native,builtin (the default) loads a DLL shipped with the game and falls back to Wine's builtin; disabled blocks the module.",
"sandbox.title": "Linux app isolation",
"sandbox.hint": "Native apps always run with a redirected home folder, so their config and cache stay in the prefix. The isolation level says what else they get: None is no sandbox at all, Relaxed mounts the whole disk writable, Isolated writes nothing outside the app's own folders and copies an opened file into its home folder.",
"sandbox.status": "Status",
"sandbox.check": "Check again",
"sandbox.rechecked": "Isolation checked again",
"sandbox.reason.missing": "not installed",
"sandbox.reason.not-permitted": "blocked by the kernel (user namespaces are not permitted here)",
"sandbox.reason.timeout": "not responding",
"sandbox.reason.failed": "not working",
"sandbox.warnTitle": "No sandbox for Linux apps",
"sandbox.warnBody": "bubblewrap is {0}. Apps left on Automatic run as plain programs (None), while apps set to Relaxed or Isolated refuse to start instead of pretending the sandbox is there.",
"sandbox.dismiss": "Got it",
"sandbox.badgeNone": "No isolation",
"sandbox.badgeRelaxed": "Relaxed",
"sandbox.badgeIsolated": "Isolated",
"sandbox.badgeRequired": "Bwrap required",
"handoff.copying": "Copying into the app: {0}",
"handoff.copyNote": "{0} / {1} - the app works on a copy inside its own home folder (plwl-handoff); edits in the copy never come back.",
"handoff.failed": "Could not copy {0} into the app: {1}",
"sandbox.required": "This app needs a working bubblewrap sandbox: {0}",
"sandbox.linkOpener": "PLWL link opener",
"config.save": "Save changes",
"config.shortcut": "Create shortcut",
"config.shortcutCreated": "Shortcut for {0} created (menu + desktop)",
"config.shortcutFailed": "Failed to create the shortcut",
"config.viewLogs": "View logs",
"config.noLogs": "No logs yet - run the app first",
"config.saved": "Configuration saved",
"config.back": "Back to library",
"config.browse": "Browse",
@ -132,6 +183,13 @@
"prefixes.inUse": "Cannot change prefix {0} while an app from it is running: {1}. Close it first.",
"prefixes.inUseHint": "An app is running from this prefix right now - close it before renaming.",
"prefixes.hasApps": "Cannot delete prefix {0} - these apps still use it: {1}. Point them at another prefix or remove them first.",
"prefixes.resetConfig": "Reset Linux config",
"prefixes.resetConfigHint": "Deletes the desktop preferences (theme, GTK/Qt, PulseAudio and X11 cookies) PLWL copied from your system into this prefix. They are copied again on the next app start; app data stays.",
"prefixes.resetConfigConfirm": "Delete the desktop preferences copied into prefix {0}? The next app start copies them again from your system. App data is left untouched.",
"prefixes.resetConfigDone": "Linux config of prefix {0} reset - it is copied again from your system on the next app start.",
"prefixes.resetConfigNone": "Nothing to reset in prefix {0} - the desktop preferences are not copied in.",
"prefixes.resetConfigBusy": "Cannot reset the Linux config of prefix {0} while an app from it is running: {1}. Close it first.",
"prefixes.resetConfigFailed": "Could not reset the Linux config of prefix {0}.",
"wines.title": "Wine versions",
"wines.subtitle": "You can import your wine/proton builds here. Proton runs fully without Steam.",
"wines.system": "System Wine",
@ -171,6 +229,11 @@
"settings.saved": "Settings saved",
"settings.openFiles": "Open files folder",
"settings.closeToTray": "Close window to tray (keep tracking playtime in background)",
"settings.hashCache": "Sync file cache",
"settings.hashCacheHint": "LAN syncing remembers the hash of every file (with its size and modification time), so an unchanged library is not read again on the next sync. Clear it if a transfer compares wrong - everything gets hashed fresh on the next sync.",
"settings.clearHashCache": "Clear cache",
"settings.hashCacheClearConfirm": "Forget all remembered file hashes? The next sync will hash the whole library again.",
"settings.hashCacheCleared": "Hash cache cleared",
"lansync.title": "LAN syncing",
"lansync.subtitle": "Push your apps, prefixes and Wine builds to another PLWL on the same network.",
"lansync.thisDevice": "This device",
@ -190,19 +253,22 @@
"lansync.appsPrefix": "Apps imported from a prefix",
"lansync.wines": "Wine / Proton versions",
"lansync.prefixes": "Wine prefixes",
"lansync.defaults": "Default settings (default Wine and prefix)",
"lansync.settings": "Sync settings (names, app configs and order)",
"lansync.force": "Force sync all files (skip the hash check and overwrite everything)",
"lansync.mirrorWarning": "This device is the source of truth: on the other device, files and items that do not exist here will be deleted.",
"lansync.incomingMirror": "The other device is the source of truth: files and items on this device that do not exist there will be deleted.",
"lansync.mirrorWarning": "The selected items will match this device exactly. Nothing outside the selection is deleted, and the deletion list is approved on the other device.",
"lansync.incomingMirror": "The other device is the source of truth for the selected items. You will review the list of files to delete before the sync finishes.",
"lansync.start": "Start sync",
"lansync.progress": "Syncing to {0}…",
"lansync.waiting": "Waiting for the other device…",
"lansync.phase.scan": "Preparing {0}",
"lansync.phase.hash": "Hashing {0}",
"lansync.phase.compare": "Comparing {0}",
"lansync.phase.plan": "Comparing {0}",
"lansync.phase.copy": "Sending {0}",
"lansync.recvPhase.copy": "Receiving {0}",
"lansync.phase.registry": "Updating the library",
"lansync.phase.commit": "Removing extra files",
"lansync.phase.commit": "Checking for extra files",
"lansync.phase.review": "Waiting for the deletion approval",
"lansync.phase.done": "Finishing up",
"lansync.progressFiles": "{0} / {1} files",
"lansync.progressBytes": "{0} / {1} transferred",
@ -214,16 +280,42 @@
"lansync.receiving": "Receiving from {0}…",
"lansync.incomingTitle": "Incoming sync from {0}",
"lansync.incomingText": "{0} wants to sync its apps, Wine versions and prefixes onto this device.",
"lansync.incomingSettings": "launcher settings only (no files)",
"lansync.incomingNothing": "Nothing was selected, or the totals have not arrived yet.",
"lansync.incomingTimedOut": "The incoming sync request timed out.",
"lansync.accept": "Accept",
"lansync.decline": "Decline",
"lansync.rejected": "{0} declined the sync.",
"lansync.unknownDevice": "Unknown device",
"lansync.recvWaiting": "Waiting for the file list…",
"lansync.recvStalled": "Waiting for the other device…",
"lansync.recvIdle": "The other device stopped responding, the sync was interrupted.",
"lansync.done": "Synced to {0}: {1} sent ({4}), {2} already up to date, {3} removed",
"lansync.summaryTitle": "Sync finished",
"lansync.summarySentTo": "Sent to {0}",
"lansync.summaryReceivedFrom": "Received from {0}",
"lansync.summaryApps": "Apps",
"lansync.summarySettings": "Settings",
"lansync.summarySent": "Files sent",
"lansync.summaryReceived": "Files received",
"lansync.summarySkipped": "Already up to date",
"lansync.summaryDeleted": "Removed",
"lansync.summaryTransferred": "Transferred",
"lansync.summarySize": "Synced data size",
"lansync.summaryKept": "Kept by the other device",
"lansync.pick": "Select",
"lansync.pickCount": "Select ({0}/{1})",
"lansync.pickSearch": "Search",
"lansync.pickAll": "Select all",
"lansync.pickNone": "Select none",
"lansync.prefixLeftBehind": "Prefix {0} is not selected — this app's folder will not travel.",
"lansync.reviewTitle": "Review deletions",
"lansync.reviewFrom": "Received from {0}. Review the list before anything is removed.",
"lansync.reviewText": "To delete: {0} files ({1}). Uncheck what should stay.",
"lansync.reviewOverwrite": "Files that exist on both sides are overwritten with the other device's version. If you play on both computers, leave this prefix out of the sync.",
"lansync.reviewKeepAll": "Keep everything",
"lansync.reviewDelete": "Delete {0} files ({1})",
"lansync.reviewDeleting": "Deleting…",
"lansync.reviewFiles": "{0} files · {1}",
"lansync.summaryYes": "yes",
"lansync.failed": "Sync failed: {0}",
"lansync.badCode": "Wrong sync code. Enter the code shown on the other device.",
"lansync.busy": "The other device is busy (another sync or a running app).",
@ -233,6 +325,8 @@
"lansync.idRerolled": "New device ID generated",
"lansync.codeRerolled": "New sync code generated",
"lansync.unknownError": "unknown error",
"lansync.oldPeer": "The other device runs an older PLWL. Update it — without the deletion review this sync is not safe.",
"lansync.reviewExpired": "The deletion review expired and nothing was removed.",
"openwith.title": "Open with Wine",
"openwith.file": "File",
"openwith.fileMissing": "This file no longer exists (or is not a Windows executable).",

View file

@ -34,9 +34,14 @@
"library.removeConfirm": "Usunąć {0} z launchera?{1}",
"library.removeFilesNote": "\nJej zaimportowane pliki w files/apps również zostaną usunięte.",
"library.removePrefixNote": "\nPliki zostają w prefiksie, usuwany jest tylko wpis w launcherze.",
"library.removeLinuxDataNote": "\nJej pliki w files/apps zostaną usunięte; dane w prefiksie zostają.",
"library.tools": "Narzędzia Wine",
"library.viewLogs": "Podejrzyj logi",
"library.reorderHint": "Przeciągnij, aby zmienić kolejność",
"import.kind.title": "Co importujesz?",
"import.kind.windows": "Aplikacja Windows (Wine / Proton)",
"import.kind.windowsHint": "Uruchamiana przez wine albo proton.",
"import.kind.linux": "Aplikacja Linux (natywna)",
"import.kind.linuxHint": "Uruchamiana bezpośrednio w systemie, z własnym odizolowanym folderem domowym. Wymaga binarki ELF, pliku .AppImage lub .desktop.",
"import.question": "Czy pliki aplikacji mają trafić do launchera, aby był przenośny, czy mają zostać tam, gdzie są?",
"import.mode.copy": "Skopiuj do launchera (przenośne)",
"import.mode.move": "Przenieś do launchera (przenośne)",
@ -59,9 +64,12 @@
"import.done": "Import zakończony",
"import.failed": "Import nie powiódł się: {0}",
"import.noExe": "nie znaleziono pliku .exe w wybranym folderze",
"import.noLinuxExe": "nie znaleziono uruchamialnego programu linuksowego w wybranym folderze (binarka ELF, .AppImage lub .desktop)",
"import.prefixRoot": "ten folder to prefiks wine (lub jego dysk C:) - zaimportuj aplikację z wnętrza jego drive_c",
"import.copyIncomplete": "nie udało się skopiować niektórych plików - nic nie zaimportowano, folder źródłowy pozostał bez zmian",
"config.title": "Konfiguracja aplikacji",
"config.icon.auto": "Wyciągnij z exe",
"config.icon.autoLinux": "Wyciągnij ikonę",
"config.icon.browse": "Wybierz obrazek",
"config.icon.remove": "Usuń ikonę",
"config.icon.pick": "Wybierz obrazek ikony",
@ -81,15 +89,58 @@
"config.prefixDefault": "Prefiks domyślny ({0})",
"config.prefixLocked": "Ta aplikacja została zaimportowana z prefiksu, nie można zmienić jej prefiksu",
"config.prefixLockedHint": "Przypięta do prefiksu, z którego została zaimportowana (ścieżki trzymane są względem niego)",
"config.linuxDataRoot": "Folder danych (prefiks)",
"config.linuxDataRootHint": "Natywna aplikacja trzyma swój home, config i cache w linux_pfx w tym prefiksie.",
"config.openData": "Otwórz folder danych",
"config.linuxKindValue": "Linux",
"config.isolation": "Izolacja",
"config.isolation.auto": "Automatyczna",
"config.isolation.none": "None",
"config.isolation.relaxed": "Relaxed",
"config.isolation.isolated": "Isolated",
"config.isolationHint.auto": "Relaxed, gdy bubblewrap działa; na maszynie bez bwrap aplikacja uruchamia bez izolacji.",
"config.isolationHint.none": "Bez sandboxa: aplikacja widzi i może zmienić wszystko, do czego ma prawo Twój użytkownik.",
"config.isolationHint.relaxed": "Cały dysk podmontowany zapisywalnie jako /tmp/plwl-fs-root.",
"config.isolationHint.isolated": "System tylko do odczytu.",
"config.isolation.bwrap": "bwrap {0} (dostępny)",
"config.isolation.env": "brak sandboxa: {0}",
"config.forceX11": "Wymuś X11 (XWayland)",
"config.forceX11Hint": "Uruchamia aplikację przez XWayland zamiast Waylanda. Przydatne, gdy okno nie potrafi mieć własnej ikony albo źle działa na Waylandzie.",
"config.disableUmu": "Wyłącz UMU (uruchamiaj bezpośrednio wine)",
"config.disableUmuHint": "Uruchamia grę bezpośrednio binarką wine z builda, z pominięciem launchera umu.exe/steam.exe. To najbliżej zwykłego uruchomienia wine.",
"config.dllOverrides": "Nadpisania DLL",
"config.overrides.add": "Dodaj nadpisanie",
"config.overrides.dll": "Nazwa DLL",
"config.overrides.setting": "Ustawienie",
"config.overrides.remove": "Usuń",
"config.overrides.hint": "Nazwy modułów Wine, np. dinput8. native,builtin (domyślne) wczytuje DLL dołączony do gry, a gdy go nie ma — wbudowany Wine; disabled blokuje moduł.",
"sandbox.title": "Izolacja aplikacji Linux",
"sandbox.hint": "Natywne aplikacje zawsze działają z przekierowanym folderem domowym - ich config i cache zostają w prefiksie. Poziom izolacji mówi, co jeszcze dostają: None to brak sandboxa, Relaxed daje cały dysk zapisywalny, a Isolated nie pozwala zapisać niczego poza folderem aplikacji i kopiuje otwierane pliki do jej folderu domowego.",
"sandbox.status": "Status",
"sandbox.check": "Sprawdź ponownie",
"sandbox.rechecked": "Sprawdzono izolację ponownie",
"sandbox.reason.missing": "nie jest zainstalowany",
"sandbox.reason.not-permitted": "blokowany przez jądro (brak zgody na user namespaces)",
"sandbox.reason.timeout": "nie odpowiada",
"sandbox.reason.failed": "nie działa",
"sandbox.warnTitle": "Brak sandboxa dla aplikacji Linux",
"sandbox.warnBody": "bubblewrap {0}. Aplikacje ustawione na Automatyczną uruchomią się jak zwykłe programy (None), a te ustawione jawnie na Relaxed albo Isolated odmówią startu, zamiast udawać, że sandbox działa.",
"sandbox.dismiss": "Rozumiem",
"sandbox.badgeNone": "Bez izolacji",
"sandbox.badgeRelaxed": "Relaxed",
"sandbox.badgeIsolated": "Isolated",
"sandbox.badgeRequired": "Wymaga bwrap",
"handoff.copying": "Kopiowanie do aplikacji: {0}",
"handoff.copyNote": "{0} / {1} - aplikacja pracuje na kopii w swoim folderze domowym (plwl-handoff); zmiany w kopii nie wracają do oryginału.",
"handoff.failed": "Nie udało się skopiować {0} do aplikacji: {1}",
"sandbox.required": "Ta aplikacja wymaga działającego sandboxa bubblewrap: {0}",
"sandbox.linkOpener": "PLWL - otwieranie linków",
"config.save": "Zapisz zmiany",
"config.shortcut": "Utwórz skrót",
"config.shortcutCreated": "Skrót dla {0} utworzony (menu + pulpit)",
"config.shortcutFailed": "Nie udało się utworzyć skrótu",
"config.viewLogs": "Podejrzyj logi",
"config.noLogs": "Brak logów — uruchom najpierw aplikację",
"config.saved": "Konfiguracja zapisana",
"config.back": "Wróć do biblioteki",
"config.browse": "Przeglądaj",
@ -132,6 +183,13 @@
"prefixes.inUse": "Nie można zmienić prefiksu {0}, gdy działa z niego aplikacja: {1}. Najpierw ją zamknij.",
"prefixes.inUseHint": "Właśnie działa aplikacja z tego prefiksu - zamknij ją przed zmianą nazwy.",
"prefixes.hasApps": "Nie można usunąć prefiksu {0} - używają go jeszcze aplikacje: {1}. Wskaż im inny prefiks albo usuń je najpierw.",
"prefixes.resetConfig": "Resetuj config Linuksa",
"prefixes.resetConfigHint": "Usuwa preferencje pulpitu (motyw, GTK/Qt, ciasteczka PulseAudio i X11) skopiowane z systemu do tego prefiksu. Przy następnym starcie apki zostaną skopiowane od nowa; dane aplikacji zostają.",
"prefixes.resetConfigConfirm": "Usunąć preferencje pulpitu skopiowane do prefiksu {0}? Przy następnym starcie apki zostaną skopiowane od nowa z systemu. Dane aplikacji pozostaną nietknięte.",
"prefixes.resetConfigDone": "Zresetowano config Linuksa prefiksu {0} - przy następnym starcie apki zostanie skopiowany od nowa z systemu.",
"prefixes.resetConfigNone": "W prefiksie {0} nie ma nic do zresetowania - preferencje pulpitu nie są tam skopiowane.",
"prefixes.resetConfigBusy": "Nie można zresetować configu Linuksa prefiksu {0}, gdy działa z niego aplikacja: {1}. Najpierw ją zamknij.",
"prefixes.resetConfigFailed": "Nie udało się zresetować configu Linuksa prefiksu {0}.",
"wines.title": "Wersje Wine",
"wines.subtitle": "Tutaj możesz zaimportować swoje buildy wine/proton. Proton działa w pełni bez Steama.",
"wines.system": "Wine systemowe",
@ -171,6 +229,11 @@
"settings.saved": "Ustawienia zapisane",
"settings.openFiles": "Otwórz folder files",
"settings.closeToTray": "Zamykaj okno do zasobnika systemowego (licz czas gry w tle)",
"settings.hashCache": "Pamięć podręczna haszy",
"settings.hashCacheHint": "Synchronizacja LAN zapamiętuje hash każdego pliku (razem z rozmiarem i datą modyfikacji), dzięki czemu niezmieniona biblioteka nie jest czytana przy każdym syncu. Wyczyść, jeśli transfer porównuje pliki błędnie — przy następnej synchronizacji wszystko zostanie zahaszowane od nowa.",
"settings.clearHashCache": "Wyczyść",
"settings.hashCacheClearConfirm": "Zapomnieć wszystkie zapamiętane hasze plików? Następna synchronizacja zahashuje całą bibliotekę od nowa.",
"settings.hashCacheCleared": "Pamięć podręczna wyczyszczona",
"lansync.title": "Synchronizacja LAN",
"lansync.subtitle": "Wypchnij swoje aplikacje, prefiksy i buildy Wine na inny PLWL w tej samej sieci.",
"lansync.thisDevice": "To urządzenie",
@ -190,19 +253,22 @@
"lansync.appsPrefix": "Aplikacje importowane z prefiksu",
"lansync.wines": "Wersje Wine / Proton",
"lansync.prefixes": "Prefiksy Wine",
"lansync.defaults": "Ustawienia domyślne (domyślne Wine i prefiks)",
"lansync.settings": "Ustawienia (nazwy, konfiguracje i kolejność aplikacji)",
"lansync.force": "Wymuś synchronizację wszystkich plików (pomiń sprawdzanie hashy i nadpisz wszystko)",
"lansync.mirrorWarning": "To urządzenie jest źródłem prawdy: na drugim urządzeniu pliki i elementy, których tu nie ma, zostaną usunięte.",
"lansync.incomingMirror": "Drugie urządzenie jest źródłem prawdy: pliki i elementy na tym urządzeniu, których tam nie ma, zostaną usunięte.",
"lansync.mirrorWarning": "Zaznaczone elementy będą na drugim urządzeniu dokładnie takie jak tutaj. Niczego poza wyborem nie usuwamy, a listę usunięć zatwierdzisz na drugim urządzeniu.",
"lansync.incomingMirror": "Drugie urządzenie jest źródłem prawdy dla zaznaczonych elementów. Listę plików do usunięcia zatwierdzisz przed końcem synchronizacji.",
"lansync.start": "Rozpocznij synchronizację",
"lansync.progress": "Synchronizowanie na {0}…",
"lansync.waiting": "Oczekiwanie na drugie urządzenie…",
"lansync.phase.scan": "Przygotowywanie {0}",
"lansync.phase.hash": "Haszowanie {0}",
"lansync.phase.compare": "Porównywanie {0}",
"lansync.phase.plan": "Porównywanie {0}",
"lansync.phase.copy": "Wysyłanie {0}",
"lansync.recvPhase.copy": "Odbieranie {0}",
"lansync.phase.registry": "Aktualizowanie biblioteki",
"lansync.phase.commit": "Usuwanie zbędnych plików",
"lansync.phase.commit": "Sprawdzanie zbędnych plików",
"lansync.phase.review": "Czekanie na potwierdzenie usunięć",
"lansync.phase.done": "Kończenie",
"lansync.progressFiles": "{0} / {1} plików",
"lansync.progressBytes": "{0} / {1} przesłane",
@ -214,16 +280,42 @@
"lansync.receiving": "Odbieranie od {0}…",
"lansync.incomingTitle": "Przychodząca synchronizacja od {0}",
"lansync.incomingText": "{0} chce przysłać swoje aplikacje, wersje Wine i prefiksy na to urządzenie.",
"lansync.incomingSettings": "tylko ustawienia launchera (bez plików)",
"lansync.incomingNothing": "Nic nie zaznaczono albo podsumowanie jeszcze nie dotarło.",
"lansync.incomingTimedOut": "Upłynął czas na odpowiedź na przychodzącą synchronizację.",
"lansync.accept": "Akceptuj",
"lansync.decline": "Odrzuć",
"lansync.rejected": "{0} odrzucił synchronizację.",
"lansync.unknownDevice": "Nieznane urządzenie",
"lansync.recvWaiting": "Oczekiwanie na listę plików…",
"lansync.recvStalled": "Oczekiwanie na drugie urządzenie…",
"lansync.recvIdle": "Drugie urządzenie przestało odpowiadać, synchronizacja została przerwana.",
"lansync.done": "Zsynchronizowano na {0}: wysłano {1} ({4}), aktualnych {2}, usunięto {3}",
"lansync.summaryTitle": "Synchronizacja zakończona",
"lansync.summarySentTo": "Wysłano do {0}",
"lansync.summaryReceivedFrom": "Odebrano od {0}",
"lansync.summaryApps": "Aplikacje",
"lansync.summarySettings": "Ustawienia",
"lansync.summarySent": "Wysłane pliki",
"lansync.summaryReceived": "Odebrane pliki",
"lansync.summarySkipped": "Niezmienione pliki",
"lansync.summaryDeleted": "Usunięte",
"lansync.summaryTransferred": "Przesłano",
"lansync.summarySize": "Rozmiar zsynchronizowanych danych",
"lansync.summaryKept": "Zachowane przez drugie urządzenie",
"lansync.pick": "Wybierz",
"lansync.pickCount": "Wybierz ({0}/{1})",
"lansync.pickSearch": "Szukaj",
"lansync.pickAll": "Zaznacz wszystko",
"lansync.pickNone": "Odznacz wszystko",
"lansync.prefixLeftBehind": "Prefiks {0} nie jest zaznaczony — folder tej aplikacji nie zostanie przesłany.",
"lansync.reviewTitle": "Przegląd usunięć",
"lansync.reviewFrom": "Odebrano od {0}. Przed usunięciem przejrzyj listę.",
"lansync.reviewText": "Do usunięcia: {0} plików ({1}). Odznacz to, co ma zostać.",
"lansync.reviewOverwrite": "Pliki istniejące po obu stronach zostaną nadpisane wersją z drugiego urządzenia. Jeśli grasz na obu komputerach, wyłącz ten prefiks z synchronizacji.",
"lansync.reviewKeepAll": "Zachowaj wszystko",
"lansync.reviewDelete": "Usuń {0} plików ({1})",
"lansync.reviewDeleting": "Usuwanie…",
"lansync.reviewFiles": "{0} plików · {1}",
"lansync.summaryYes": "tak",
"lansync.failed": "Synchronizacja nie powiodła się: {0}",
"lansync.badCode": "Błędny kod synchronizacji. Wpisz kod pokazany na drugim urządzeniu.",
"lansync.busy": "Drugie urządzenie jest zajęte (inna synchronizacja lub uruchomiona aplikacja).",
@ -233,6 +325,8 @@
"lansync.idRerolled": "Wygenerowano nowe ID urządzenia",
"lansync.codeRerolled": "Wygenerowano nowy kod synchronizacji",
"lansync.unknownError": "nieznany błąd",
"lansync.oldPeer": "Drugie urządzenie ma starszą wersję PLWL. Zaktualizuj je — bez przeglądu usunięć ta synchronizacja nie jest bezpieczna.",
"lansync.reviewExpired": "Przegląd usunięć wygasł i nic nie zostało usunięte.",
"openwith.title": "Otwórz przez Wine",
"openwith.file": "Plik",
"openwith.fileMissing": "Ten plik już nie istnieje (albo nie jest plikiem wykonywalnym Windows).",

View file

@ -1,7 +1,7 @@
{
"name": "PLWL",
"productName": "PLWL",
"version": "0.3.1",
"version": "0.5.4",
"description": "Portable Linux Wine Launcher",
"main": "src/main.js",
"scripts": {

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@ -103,6 +103,22 @@
<button class="button" id="btn-open-files" data-t="settings.openFiles"></button>
</div>
</div>
<div class="form-card">
<h2 data-t="settings.hashCache"></h2>
<p class="subtitle" data-t="settings.hashCacheHint"></p>
<div class="form-actions">
<button class="button danger" id="btn-clear-hash-cache" data-t="settings.clearHashCache"></button>
</div>
</div>
<div class="form-card">
<h2 data-t="sandbox.title"></h2>
<p class="subtitle" data-t="sandbox.hint"></p>
<label class="field-label" data-t="sandbox.status"></label>
<p class="subtitle" id="set-sandbox-status"></p>
<div class="form-actions">
<button class="button" id="btn-sandbox-check" data-t="sandbox.check"></button>
</div>
</div>
</section>
<section id="view-lansync" class="view">
@ -173,27 +189,57 @@
<label class="field-label" data-t="config.args"></label>
<input type="text" id="gc-args" data-ph="config.argsHint">
<label class="field-label" data-t="config.wine"></label>
<span id="gc-wine"></span>
<div class="win-only">
<label class="field-label" data-t="config.wine"></label>
<span id="gc-wine"></span>
</div>
<label class="field-label" data-t="config.prefix"></label>
<label class="field-label win-only" data-t="config.prefix"></label>
<label class="field-label linux-only" data-t="config.linuxDataRoot" style="display:none"></label>
<span id="gc-prefix"></span>
<p class="subtitle" id="gc-prefix-lock-hint" data-t="config.prefixLockedHint" style="display:none"></p>
<p class="subtitle win-only" id="gc-prefix-lock-hint" data-t="config.prefixLockedHint" style="display:none"></p>
<p class="subtitle linux-only" data-t="config.linuxDataRootHint" style="display:none"></p>
<div class="linux-only" style="display:none">
<button class="button" id="btn-gc-data-folder" data-t="config.openData"></button>
</div>
<div class="linux-only" style="display:none">
<label class="field-label" data-t="config.isolation"></label>
<span id="gc-isolation"></span>
<p class="subtitle" id="gc-isolation-hint"></p>
<p class="subtitle" id="gc-isolation-status"></p>
<label class="check-label">
<input type="checkbox" id="gc-force-x11">
<span data-t="config.forceX11"></span>
</label>
<p class="subtitle" data-t="config.forceX11Hint"></p>
</div>
<label class="field-label" data-t="config.env"></label>
<textarea id="gc-env" rows="3" data-ph="config.envHint"></textarea>
<label class="field-label" data-t="config.dllOverrides"></label>
<div id="gc-overrides" class="overrides"></div>
<button class="button" id="gc-override-add" data-t="config.overrides.add"></button>
<div class="win-only">
<label class="check-label">
<input type="checkbox" id="gc-disable-umu">
<span data-t="config.disableUmu"></span>
</label>
<p class="subtitle" data-t="config.disableUmuHint"></p>
<label class="field-label" data-t="config.dllOverrides"></label>
<div id="gc-overrides" class="overrides"></div>
<button class="button" id="gc-override-add" data-t="config.overrides.add"></button>
<p class="subtitle" data-t="config.overrides.hint"></p>
</div>
<div class="form-actions">
<button class="button danger" id="btn-gc-clear-playtime" data-t="config.clearPlaytime"></button>
<button class="button" id="btn-gc-logs" data-t="config.viewLogs"></button>
<button class="button" id="btn-gc-shortcut" data-t="config.shortcut"></button>
<button class="button primary" id="btn-gc-save" data-t="config.save"></button>
</div>
</div>
<div class="form-card">
<div class="form-card win-only">
<h2 data-t="tools.title"></h2>
<p class="subtitle" data-t="tools.subtitle"></p>
<div class="tools-grid" id="gc-tools"></div>

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@ -7,6 +7,10 @@
src: url('Nunito-Black.ttf') format('truetype');
}
*:not(svg *) {
transform: translateZ(0);
}
:root {
--main-bg-color: rgb(20, 20, 20);
--panel-color: rgb(26, 26, 26);
@ -16,7 +20,7 @@
--button-margin: 0.4rem;
--button-height: 2.4rem;
--icon-button-size: 3.4rem;
--border-width: 0.09rem;
--border-width: 0.08rem;
--big-default: rgb(207, 207, 207);
--big-red: hsl(0, 68%, 52%);
--big-green: hsl(120, 60%, 55%);
@ -103,10 +107,6 @@ sidebarelement.active .icon-button { background: rgba(255, 255, 255, 0.05); }
border: var(--border-width) solid transparent;
border-radius: 0.8rem;
cursor: pointer;
backface-visibility: hidden;
transform: translateZ(0);
will-change: transform;
transform-origin: center center;
}
.icon-button:hover { background: rgba(255, 255, 255, 0.05); }
.icon-button:active { background: rgba(255, 255, 255, 0.1); transform: var(--press-scale); }
@ -195,6 +195,68 @@ content {
user has to notice, so it stands out from the subtitles around it. */
.sync-warning { color: var(--big-red); margin-top: 0.6rem; }
/* End-of-sync summary: label left, count/size right, one row per fact. */
.sync-summary { display: flex; flex-direction: column; }
.sync-summary-row {
display: flex;
align-items: baseline;
justify-content: space-between;
gap: 1rem;
padding: 0.45rem 0;
border-bottom: var(--border-width) solid var(--light-border-color);
}
.sync-summary-row:last-child { border-bottom: none; padding-bottom: 0; }
.sync-summary-row span { color: var(--darker-text-color); }
.sync-summary-row strong { font-weight: 700; font-variant-numeric: tabular-nums; }
/* --- LAN sync: per-category item pickers ---------------------------------- */
.lan-cat { display: flex; flex-direction: column; }
.lan-cat-head { display: flex; align-items: center; gap: 0.6rem; }
.lan-cat-head .check-label { flex: 1; min-width: 0; margin: 0.35rem 0; }
.lan-pick {
display: flex;
flex-direction: column;
gap: 0.4rem;
margin: 0 0 0.5rem 2.4rem;
padding: 0.5rem 0.6rem;
border-radius: 0.5rem;
background-color: rgba(255, 255, 255, 0.045);
}
.lan-pick[hidden] { display: none; }
.lan-pick-tools { display: flex; align-items: center; gap: 0.4rem; }
.lan-search { flex: 1; min-width: 0; height: 2.2rem; min-height: 0; }
.lan-pick-list { display: flex; flex-direction: column; max-height: 16rem; overflow-y: auto; }
.lan-pick-list .check-label { margin: 0.15rem 0; }
.lan-pick-list .lan-hint { margin: 0 0 0.3rem 2.4rem; font-size: 0.85em; }
.lan-item span { overflow-wrap: anywhere; }
/* --- LAN sync: the deletion review ---------------------------------------- */
.lan-review { display: flex; flex-direction: column; max-height: 46vh; overflow-y: auto; padding-right: 0.3rem; }
.lan-review-unit {
display: flex;
align-items: center;
gap: 0.6rem;
margin-top: 0.7rem;
padding-top: 0.35rem;
border-top: 1px solid rgba(255, 255, 255, 0.07);
}
.lan-review-unit .check-label { flex: 1; min-width: 0; margin: 0; }
.lan-review-unit .lan-review-name { font-weight: 700; overflow-wrap: anywhere; }
.lan-review-meta, .lan-node-meta {
color: var(--darker-text-color);
font-variant-numeric: tabular-nums;
white-space: nowrap;
font-size: 0.85em;
}
.lan-nodes { display: flex; flex-direction: column; }
.lan-nodes[hidden] { display: none; }
.lan-node { display: flex; align-items: center; gap: 0.5rem; padding: 0.12rem 0.2rem; }
.lan-node .check-label { flex: 1; min-width: 0; margin: 0; gap: 0.5rem; }
.lan-node .lan-node-name { overflow-wrap: anywhere; }
.lan-node input[type='checkbox'] { width: 1.4rem; height: 1.4rem; }
.lan-node-open { padding: 0 0.5rem; min-height: 1.6rem; }
.lan-review-actions { display: flex; gap: 0.6rem; justify-content: flex-end; margin-top: 0.6rem; }
.button {
height: var(--button-height);
padding: 0 1rem;
@ -211,10 +273,6 @@ content {
/* only Regular and Black faces are bundled, so >=600 resolves to the same
bold rendering on every button; primary just adds the filled style */
font-weight: 700;
backface-visibility: hidden;
transform: translateZ(0);
will-change: transform;
transform-origin: center center;
}
.button:hover { background-color: rgba(255, 255, 255, 0.09); }
.button:active { background-color: rgba(255, 255, 255, 0.1); transform: var(--press-scale); }
@ -260,10 +318,6 @@ input, textarea {
min-height: var(--button-height);
user-select: text !important;
cursor: text;
backface-visibility: hidden;
transform: translateZ(0);
will-change: transform;
transform-origin: center center;
}
input:hover, textarea:hover { background-color: rgba(255, 255, 255, 0.09); }
input:active, textarea:active { background-color: rgba(255, 255, 255, 0.1); }
@ -298,8 +352,6 @@ input[type='checkbox'] {
display: inline-flex;
align-items: center;
justify-content: center;
backface-visibility: hidden;
transform: translateZ(0);
transition: all 0.15s ease;
}
input[type='checkbox']:hover { background-color: rgba(255, 255, 255, 0.09); }
@ -336,10 +388,6 @@ select {
width: 100%;
user-select: none;
z-index: 2;
backface-visibility: hidden;
transform: translateZ(0);
will-change: transform;
transform-origin: center center;
}
.custom-select:hover { background-color: rgba(255, 255, 255, 0.09); }
.custom-select:active { background-color: rgba(255, 255, 255, 0.1); transform: var(--press-scale); }
@ -372,6 +420,15 @@ select {
z-index: 50;
transform: none;
}
/* the blanket "transform: translateZ(0)" above makes every element its own
stacking context, which traps the open list inside its wrapper (a select in
a .linux-only or .form-card row painted under the next label); app.js adds
this class to the ancestors while a select is open so the whole chain lifts
over the rows below, then removes it again */
.select-lift {
position: relative;
z-index: 50;
}
.custom-select-options {
position: absolute;
top: calc(100% + 0.4rem);
@ -558,11 +615,11 @@ select {
flex-wrap: wrap;
}
.badge {
display: inline-flex;
align-items: center;
font-size: 0.72rem;
/* Nunito keeps a lot of air above the caps, so a line box centred by its
font metrics reads as "text sits high" (clearest on "Portable"); bias the
padding downwards, keeping the same overall height, to centre the label */
padding: 0.25em 0.7em 0.03em;
line-height: 1.2;
padding: 0.24em 0.7em 0.24em;
border-radius: 0.6rem;
border: var(--border-width) solid var(--light-border-color);
color: var(--darker-text-color);
@ -702,6 +759,7 @@ select {
from { opacity: 0; }
to { opacity: 1; }
}
.modal.wide { max-width: 44rem; }
.modal h2 {
font-family: 'Nunito Black', 'Nunito', sans-serif;
font-size: 1.2rem;

View file

@ -1,57 +1,85 @@
'use strict'
// Shared command-line parsing for the launcher process itself. Both boot
// (process.argv) and the single-instance handoff (second-instance argv) use
// it, so a shortcut, a "Open with PLWL" file-open and Chromium's own injected
// flags are handled the same way everywhere.
//
// Supported forms:
// --launch <id> | --launch=<id> auto-start that library app
// --open <path> | --open=<path> open an .exe with the wine picker
// a bare existing-file path same as --open (plumbing for Exec %f)
const path = require('path')
const fs = require('fs')
function firstNonFlagAfter(args, i) {
// Chromium injects its own flags into the second instance's argv and they
// can land BETWEEN the option and its value (e.g. `--launch
// --allow-file-access-from-files 1790414564627`), so skip anything that
// looks like a flag and take the first non-flag token.
for (let j = i + 1; j < args.length; j++) {
if (!args[j].startsWith('--')) return args[j]
// Command-line parsing shared by boot and the single-instance handoff.
// Supported: --launch <id>, --file <path>, --open <path>, or a bare file path.
// Electron re-serializes handoff argv, so options/positionals match in order.
const VALUE_OPTIONS = ['--launch', '--file', '--open']
// Value options, the positionals that follow the switches, and inline
// `--name=value` pairs. Tokens before the first switch are the executable
// (matched against the running app path in dev mode and skipped).
function splitArgv(argv) {
const options = []
const positional = []
const inline = new Map()
const appPath = process.defaultApp && process.argv[1] ? path.resolve(process.argv[1]) : null
let switched = false
for (const arg of Array.isArray(argv) ? argv : []) {
if (typeof arg !== 'string' || !arg) continue
if (arg.startsWith('-')) {
switched = true
const eq = arg.indexOf('=')
const name = eq === -1 ? arg : arg.slice(0, eq)
if (!VALUE_OPTIONS.includes(name)) continue
if (eq === -1) options.push(name)
else inline.set(name, arg.slice(eq + 1))
continue
}
// absolute in the handed-over argv, possibly relative here
if (appPath && path.resolve(arg) === appPath) continue
if (switched) positional.push(arg)
}
return { options, positional, inline }
}
// An option's value: inline `--name=value`, or the positional at the same
// in-order position among the value options.
function optionValue(parsed, name) {
if (parsed.inline.has(name)) return parsed.inline.get(name)
const index = parsed.options.indexOf(name)
if (index === -1) return null
const value = parsed.positional[index]
return value === undefined ? null : value
}
// The file an app shortcut was asked to open; only an absolute path counts.
const FIELD_CODE_RE = /^%[fFuUdDnNickvm]?$/
function launchFileOf(parsed, launchId) {
const explicit = optionValue(parsed, '--file')
// a literal %f token is never a file path
if (explicit && !FIELD_CODE_RE.test(explicit) && path.isAbsolute(explicit)) return explicit
if (!launchId) return null
for (let i = parsed.positional.length - 1; i >= 0; i--) {
const arg = parsed.positional[i]
if (!path.isAbsolute(arg)) continue
try {
if (fs.statSync(arg).isFile()) return arg
} catch {}
}
return null
}
function findValue(args, names) {
for (const name of names) {
const i = args.indexOf(name)
if (i !== -1) return firstNonFlagAfter(args, i)
const eq = args.find(a => a.startsWith(name + '='))
if (eq) return eq.slice(name.length + 1)
}
return null
}
// PLWL's own options must not swallow Chromium's flags (--flag=... style),
// so anything after a flag that itself carries a value is skipped here by
// looking only at the KNOWN option names above.
function parseArgv(argv) {
const args = Array.isArray(argv) ? argv : process.argv
const launchId = findValue(args, ['--launch'])
let openPath = findValue(args, ['--open'])
const parsed = splitArgv(args)
const launchId = optionValue(parsed, '--launch')
const launchFile = launchFileOf(parsed, launchId)
let openPath = optionValue(parsed, '--open')
if (!openPath && !launchId) {
// "Open with" plumbing (Exec %f): the file path arrives as the only
// non-flag argument - never pick a bare token when a real flag carries
// the intent, and skip this process's own binary (electron dev mode
// passes it as the first argument).
// Exec %f: the file path arrives as the only non-flag argument
const bare = args.find(
a =>
!a.startsWith('-') &&
/\.(exe|msi|bat|cmd|lnk)$/i.test(a) &&
!/(electron|olcxja\.plwl)(\.exe)?$/i.test(a)
!/\b(electron|olcxja\.plwl)(\.exe)?$/i.test(a)
)
if (bare) openPath = bare
}
return { launchId, openPath }
return { launchId, openPath, launchFile }
}
module.exports = { parseArgv, findValue }
module.exports = { parseArgv }

View file

@ -4,6 +4,16 @@ const fs = require('fs')
const fsp = require('fs').promises
const path = require('path')
// accessSync instead of existsSync: same answer, one syscall fewer.
function pathExists(p) {
try {
fs.accessSync(p)
return true
} catch {
return false
}
}
// Returns a non-existing path in `base` named `name` (or `name (2)`, `name (3)`...).
function dedupeDir(base, name) {
const candidate = path.join(base, name)
@ -13,11 +23,7 @@ function dedupeDir(base, name) {
return path.join(base, `${name} (${n})`)
}
// Progress is cheap to produce and expensive to render: hashing or copying a
// tree can emit tens of thousands of events, and forwarding every single one
// over IPC makes the window stutter instead of showing progress. Events are
// rate limited to ~10/s; `force` lets a caller push the value that matters
// (the end of a unit) through immediately.
// Events are rate limited to ~10/s; `force` pushes the final value through.
const PROGRESS_MIN_MS = 100
function progressGate(emit) {
@ -50,13 +56,37 @@ function progressGate(emit) {
return push
}
// What a tree copy will have to move. Symlinks have no size of their own
// (they are recreated, not read), so they only count for the file total.
// `skipDir` is a single directory name to leave out (a game folder's
// redistributables) - walking the whole tree first is fast next to the copy.
// Tree walks are dominated by per-file syscalls; a handful in flight keeps a
// slow disk busy without flooding the event loop with thousands of them.
const TREE_CONCURRENCY = 16
// Run `fn` over `items` with at most `limit` in flight, results in order.
async function mapLimit(items, limit, fn) {
const out = new Array(items.length)
let next = 0
const workers = Array.from({ length: Math.min(limit, items.length) }, async () => {
while (next < items.length) {
const i = next++
out[i] = await fn(items[i], i)
}
})
await Promise.all(workers)
return out
}
// What a tree copy will move. Symlinks are recreated, not read. `skipDir`
// leaves out one directory name (redistributables).
async function treeSize(root) {
let files = 0
let bytes = 0
// a symlinked root is the whole tree; never measure through it
let rootStat = null
try {
rootStat = await fsp.lstat(root)
} catch {
return { files, bytes }
}
if (!rootStat.isDirectory()) return { files: 1, bytes: rootStat.isSymbolicLink() ? 0 : rootStat.size }
const walk = async dir => {
let entries
try {
@ -64,7 +94,7 @@ async function treeSize(root) {
} catch {
return
}
for (const entry of entries) {
await mapLimit(entries, TREE_CONCURRENCY, async entry => {
const full = path.join(dir, entry.name)
if (entry.isSymbolicLink()) {
files++
@ -76,20 +106,20 @@ async function treeSize(root) {
bytes += (await fsp.stat(full)).size
} catch {}
}
}
})
}
await walk(root)
return { files, bytes }
}
// Copy a directory tree the way an imported game/wine build has to arrive:
// symlinks recreated as they are (copyFile would silently drop them) and file
// permissions carried over (copyFile writes 0644, killing scripts and any
// binary the game executes itself). Reports cumulative { done, bytes } after
// every file through `onProgress`, so long copies can drive a progress bar.
// Copy a tree with symlinks recreated and permissions carried (copyFile
// drops both); reports cumulative { done, bytes } through onProgress.
// `failed` counts entries that could not be recreated: a caller that needs a
// complete copy (an import) must not treat a partial tree as success.
async function copyTree(src, dst, onProgress) {
let done = 0
let bytes = 0
let failed = 0
const gate = onProgress ? progressGate(onProgress) : null
const tick = () => {
if (gate) gate({ done, bytes }, false)
@ -99,10 +129,16 @@ async function copyTree(src, dst, onProgress) {
try {
entries = await fsp.readdir(from, { withFileTypes: true })
} catch {
failed++
return
}
await fsp.mkdir(to, { recursive: true })
for (const entry of entries) {
try {
await fsp.mkdir(to, { recursive: true })
} catch {
failed++
return
}
await mapLimit(entries, TREE_CONCURRENCY, async entry => {
const s = path.join(from, entry.name)
const d = path.join(to, entry.name)
if (entry.isSymbolicLink()) {
@ -110,38 +146,131 @@ async function copyTree(src, dst, onProgress) {
try {
target = await fsp.readlink(s)
} catch {}
if (!target) continue
if (!target) {
failed++
return
}
try {
await fsp.symlink(target, d)
} catch {}
} catch {
failed++
}
done++
tick()
} else if (entry.isDirectory()) {
await walk(s, d)
} else if (entry.isFile()) {
let size = 0
let st = null
try {
size = (await fsp.stat(s)).size
st = await fsp.stat(s)
} catch {}
if (!st) {
failed++
return
}
try {
await fsp.copyFile(s, d)
await fsp.chmod(d, (await fsp.stat(s)).mode & 0o777)
} catch {
failed++
return
}
try {
await fsp.chmod(d, st.mode & 0o777)
} catch {}
done++
bytes += size
bytes += st.size
tick()
}
}
})
}
await walk(src, dst)
if (gate) gate({ done, bytes }, true)
return { done, bytes }
return { done, bytes, failed }
}
// Delete a tree deepest-first so a long removal (a multi-GB prefix) can drive
// a progress bar instead of freezing the window on one rmSync. Symlinks are
// unlinked, never followed. Reports cumulative { files, bytes, dirs } through
// `onProgress`; a missing tree is simply done.
// Imported trees come from media that lose permissions (archives, FAT, a
// read-only backup drive), and copyFile keeps whatever the source had: every
// node gets owner rwx and `x` mirrored from `r`, so the app can run its own
// binaries and write its own files.
async function chmodTree(root) {
const desired = mode => mode | 0o700 | ((mode & 0o444) >> 2)
let files = 0
let dirs = 0
const walk = async dir => {
let entries
try {
entries = await fsp.readdir(dir, { withFileTypes: true })
} catch {
return
}
await mapLimit(entries, TREE_CONCURRENCY, async entry => {
const full = path.join(dir, entry.name)
if (entry.isSymbolicLink()) return
if (entry.isDirectory()) {
await walk(full)
} else if (!entry.isFile()) {
return
}
try {
const before = (await fsp.stat(full)).mode & 0o7777
const after = desired(before)
if (after !== before) {
await fsp.chmod(full, after)
if (entry.isDirectory()) dirs++
else files++
}
} catch {}
})
}
await walk(root)
return { files, dirs }
}
// One file, streamed, with byte progress: copyFile says nothing until a
// multi-gigabyte copy is over. The bytes land on a .part name and are renamed
// at the end, so nothing can ever read a half-written document.
async function copyFileProgress(src, dst, onProgress) {
const stat = await fsp.stat(src)
if (!stat.isFile()) throw new Error('not a file: ' + src)
const gate = onProgress ? progressGate(onProgress) : null
await fsp.mkdir(path.dirname(dst), { recursive: true })
const part = dst + '.part'
let bytes = 0
try {
await new Promise((resolve, reject) => {
const input = fs.createReadStream(src)
const output = fs.createWriteStream(part)
const fail = err => {
input.destroy()
output.destroy()
reject(err)
}
input.on('error', fail)
output.on('error', fail)
input.on('data', chunk => {
bytes += chunk.length
if (gate) gate({ done: 0, bytes }, false)
})
output.on('finish', resolve)
input.pipe(output)
})
await fsp.chmod(part, stat.mode & 0o777)
await fsp.rename(part, dst)
} catch (err) {
try {
await fsp.rm(part, { force: true })
} catch {}
throw err
}
if (gate) {
gate({ done: 1, bytes: stat.size }, true)
gate.done()
}
return { files: 1, bytes: stat.size }
}
// Delete deepest-first with progress through onProgress; symlinks are
// unlinked, never followed.
async function removeTree(root, onProgress) {
let files = 0
let dirs = 0
@ -150,6 +279,22 @@ async function removeTree(root, onProgress) {
const tick = () => {
if (gate) gate({ files, dirs, bytes }, false)
}
// a symlinked root is removed as itself, never walked through
let rootStat = null
try {
rootStat = await fsp.lstat(root)
} catch {
return { files, dirs, bytes }
}
if (!rootStat.isDirectory()) {
files = 1
bytes = rootStat.isSymbolicLink() ? 0 : rootStat.size
try {
await fsp.unlink(root)
} catch {}
if (gate) gate({ files, dirs, bytes }, true)
return { files, dirs, bytes }
}
const walk = async dir => {
let entries
try {
@ -157,7 +302,7 @@ async function removeTree(root, onProgress) {
} catch {
return false
}
for (const entry of entries) {
await mapLimit(entries, TREE_CONCURRENCY, async entry => {
const full = path.join(dir, entry.name)
if (entry.isDirectory()) {
await walk(full)
@ -166,7 +311,7 @@ async function removeTree(root, onProgress) {
} catch {}
dirs++
tick()
continue
return
}
let size = 0
try {
@ -179,7 +324,7 @@ async function removeTree(root, onProgress) {
files++
bytes += size
tick()
}
})
try {
await fsp.rmdir(dir)
dirs++
@ -191,5 +336,5 @@ async function removeTree(root, onProgress) {
return { files, dirs, bytes }
}
module.exports = { dedupeDir, copyTree, treeSize, removeTree, progressGate }
module.exports = { pathExists, dedupeDir, copyTree, copyFileProgress, treeSize, removeTree, chmodTree, progressGate, mapLimit }

118
src/hashcache.js Normal file
View file

@ -0,0 +1,118 @@
'use strict'
// Content hashing for the LAN sync, plus the per-file digest cache
// (files/data/lansync-hashes.json, keyed by path with size + mtime). The
// cache is machine-local and never travels in a sync.
const crypto = require('crypto')
const fs = require('fs')
const path = require('path')
// BLAKE2b is faster than SHA-2; older runtimes fall back to SHA-2.
const HASH_ALGO = (() => {
for (const algo of ['blake2b512', 'sha512', 'sha256']) {
try {
crypto.createHash(algo)
return algo
} catch {}
}
return 'sha256'
})()
// Streamed hashing keeps memory flat on huge files.
function hashFile(file, onBytes) {
return new Promise((resolve, reject) => {
const hash = crypto.createHash(HASH_ALGO)
const stream = fs.createReadStream(file, { highWaterMark: 64 * 1024 })
stream.on('error', reject)
if (onBytes) stream.on('data', chunk => onBytes(chunk.length))
stream.on('data', chunk => hash.update(chunk))
stream.on('end', () => resolve(hash.digest('hex')))
stream.resume()
})
}
// Beyond a quarter million entries, the least recently touched are dropped.
const HASH_CACHE_MAX = 250000
// Mid-sync saves are throttled; callers that must not lose entries pass force=true.
const SAVE_MIN_MS = 60000
function createHashCache(dataDir) {
const FILE = path.join(dataDir, 'lansync-hashes.json')
let cache = null
let dirty = false
let savedAt = 0
function load() {
if (cache) return cache
try {
const stored = JSON.parse(fs.readFileSync(FILE, 'utf8'))
cache = stored && typeof stored === 'object' && stored.files && typeof stored.files === 'object' ? stored.files : {}
} catch {
cache = {}
}
return cache
}
// Compact JSON: a full cache writes in tens of ms.
function save(force) {
if (!dirty || !cache) return
if (!force && Date.now() - savedAt < SAVE_MIN_MS) return
const names = Object.keys(cache)
if (names.length > HASH_CACHE_MAX) {
names.sort((a, b) => (cache[b][3] || 0) - (cache[a][3] || 0))
const trimmed = {}
for (const name of names.slice(0, HASH_CACHE_MAX)) trimmed[name] = cache[name]
cache = trimmed
}
dirty = false
savedAt = Date.now()
try {
fs.mkdirSync(path.dirname(FILE), { recursive: true })
const tmp = `${FILE}.tmp`
fs.writeFileSync(tmp, JSON.stringify({ v: 1, algo: HASH_ALGO, files: cache }))
fs.renameSync(tmp, FILE)
} catch {}
}
// The remembered digest, or null when it has to be read again. A hit marks
// the cache dirty only when the timestamp is stale.
function hit(rel, size, mtimeMs) {
const known = load()[rel]
if (!known || known[0] !== size || known[1] !== mtimeMs || typeof known[2] !== 'string') return null
if (Date.now() - (known[3] || 0) > 86400000) {
known[3] = Date.now()
dirty = true
}
return known[2]
}
function remember(rel, size, mtimeMs, hash) {
load()[rel] = [size, mtimeMs, hash, Date.now()]
dirty = true
}
// Unchanged size + mtime -> cached digest; otherwise read and store.
async function cachedHash(rel, abs, size, mtimeMs, onBytes) {
const known = hit(rel, size, mtimeMs)
if (known) return known
const hash = await hashFile(abs, onBytes)
if (hash) remember(rel, size, mtimeMs, hash)
return hash
}
// Settings view "clear cache" and stale files go through here.
function clear() {
cache = null
dirty = false
savedAt = 0
try {
fs.rmSync(FILE, { force: true })
fs.rmSync(`${FILE}.tmp`, { force: true })
} catch {}
}
return { HASH_ALGO, hashFile, hit, remember, cachedHash, save, clear }
}
module.exports = { createHashCache, hashFile, HASH_ALGO }

View file

@ -2,6 +2,7 @@
const fs = require('fs')
const path = require('path')
const { desktopFileFor, readDesktopEntry, findIconFile, pngOrSvg } = require('./linuxapp')
function rvaToOffset(sections, rva) {
for (const s of sections) {
@ -120,17 +121,13 @@ function pngSize(img) {
return null
}
// Raw RT_ICON payloads are BITMAPINFOHEADER-based bitmaps: biSize, biWidth,
// biHeight (2x the visible height - XOR + AND mask), biPlanes, biBitCount,
// ..., biClrUsed. Read the real dimensions from there instead of treating the
// first bytes as an ICONDIRENTRY (which yielded garbage like h=0, planes=48
// and made Chromium decode an empty image).
// RT_ICON payloads are BITMAPINFOHEADER bitmaps; read real dimensions from
// there (ICONDIRENTRY-style first bytes yield garbage).
function bmpDims(img) {
if (img.length < 12) return null
const biSize = img.readUInt32LE(0)
if (biSize === 12) {
// BITMAPCOREHEADER (Win 2.x/3.x era icons): DWORD size, then WORD width,
// height, planes, bitcount
// BITMAPCOREHEADER (old icons): WORD width/height/planes/bitcount
const w = img.readUInt16LE(4)
const h = Math.floor(img.readUInt16LE(6) / 2)
const planes = img.readUInt16LE(8) || 1
@ -173,7 +170,7 @@ function buildIco(images) {
planes = dims.planes
bpp = dims.bpp
} else {
// legacy fallback: ICONDIRENTRY-style first bytes (PNG-era heuristic)
// nothing measurable: the first bytes carry the size
w = img.readUInt8(0) || 256
h = img.readUInt8(1) || 256
colors = img.readUInt8(2)
@ -212,4 +209,35 @@ function extractIconFromExe(exePath, outPath) {
}
}
module.exports = { extractIconFromExe, parseIcons, buildIco }
// Native Linux apps carry no icon inside the binary: it comes from the
// .desktop entry (Icon=), an image next to the program, or the theme.
// `outBase` is a path without extension; the sniffed one is appended.
function iconFromLinuxApp(exePath, outBase) {
try {
const desktop = desktopFileFor(exePath)
const entry = desktop ? readDesktopEntry(desktop) : null
const baseDir = desktop ? path.dirname(desktop) : path.dirname(exePath)
let source = findIconFile(entry && entry.Icon, baseDir)
if (!source) {
// no .desktop: a same-named image (or the AppImage .DirIcon) next to it
const dir = path.dirname(exePath)
const stem = path.basename(exePath).replace(/\.(appimage|sh|bin)$/i, '')
for (const name of [stem + '.png', stem + '.svg', '.DirIcon', 'icon.png', 'icon.svg']) {
const candidate = path.join(dir, name)
if (pngOrSvg(candidate)) {
source = candidate
break
}
}
}
if (!source) return { ok: false, error: 'no-icon' }
const outPath = `${outBase}.${pngOrSvg(source)}`
fs.mkdirSync(path.dirname(outPath), { recursive: true })
fs.copyFileSync(source, outPath)
return { ok: true, path: outPath }
} catch (err) {
return { ok: false, error: String((err && err.message) || err) }
}
}
module.exports = { extractIconFromExe, iconFromLinuxApp, parseIcons, buildIco }

View file

@ -1,37 +1,49 @@
'use strict'
const fsp = require('fs').promises
const fs = require('fs')
const fsp = fs.promises
const path = require('path')
const { DIRS, resolvePortablePath } = require('./paths')
const { newGame, newGameId, addGame } = require('./library')
const { extractIconFromExe } = require('./icons')
const { extractIconFromExe, iconFromLinuxApp } = require('./icons')
const { findLinuxExe } = require('./linuxapp')
const { listPrefixes, prefixDriveRoots, isPrefixRoot } = require('./prefixes')
const { rewireSymlinks } = require('./symlinks')
const { copyTree, treeSize } = require('./fsutil')
const { copyTree, treeSize, chmodTree } = require('./fsutil')
// Directories that typically hold installers/redistributables, not the game.
const SKIPPED_DIRS = new Set(['redist', 'directx', '_commonredist', 'support', 'dotnet', 'vc'])
// The copy itself lives in fsutil (copyTree): symlinks recreated, permissions
// carried over, byte-level progress. moveFolder only falls back to it across
// filesystems; a same-device rename reports nothing (nothing is copied).
// A copy that lost files is not an import: drop the partial tree and say so.
async function copyComplete(src, dst, onProgress) {
const res = await copyTree(src, dst, onProgress)
if (!res.failed) return res
await fsp.rm(dst, { recursive: true, force: true })
throw new Error('copy-incomplete')
}
// The copy itself lives in fsutil.copyTree; moveFolder falls back to it
// across filesystems only.
function moveFolder(src, dst, onProgress) {
const fallback = () => copyTree(src, dst, onProgress).then(() => fsp.rm(src, { recursive: true, force: true }))
const fallback = async () => {
await copyComplete(src, dst, onProgress)
await fsp.rm(src, { recursive: true, force: true })
}
if (path.parse(src).root !== path.parse(dst).root) return fallback()
return fsp.rename(src, dst).catch(fallback)
}
async function importGame(srcDir, mode, onProgress) {
// a prefix (or its drive_c / pfx) is not an app folder: copy/move would take
// the prefix's C: drive with it and leave the prefix gutted
async function importGame(srcDir, mode, onProgress, kind = 'windows') {
const isLinux = kind === 'linux'
// a prefix (or its drive_c/pfx) is not an app folder
if (isPrefixRoot(srcDir)) return { ok: false, error: 'prefix-root' }
const name = path.basename(srcDir)
// Validate before touching the user's files: refuse an import without any
// .exe (and don't half-move a folder we'd then have to roll back).
const preExe = await findDefaultExe(srcDir)
if (!preExe) return { ok: false, error: 'no-exe-found' }
// The id doubles as the imported folder name, so generate it first and
// create files/apps/<id> - no dedupe suffixes, ids can never collide.
const finder = isLinux ? findLinuxExe : findDefaultExe
const missing = isLinux ? 'no-linux-exe' : 'no-exe-found'
// validate before touching anything: no entry point -> refuse
const preExe = await finder(srcDir)
if (!preExe) return { ok: false, error: missing }
// the id doubles as the imported folder name
const id = newGameId()
let workdir = srcDir
if (mode === 'copy' || mode === 'move') {
@ -43,47 +55,56 @@ async function importGame(srcDir, mode, onProgress) {
}
emit('count', { files: 0, bytes: 0 })
const total = await treeSize(srcDir)
await copyTree(srcDir, dst, p => emit('copy', { files: p.done, bytes: p.bytes, totalFiles: total.files, totalBytes: total.bytes }))
await copyComplete(srcDir, dst, p => emit('copy', { files: p.done, bytes: p.bytes, totalFiles: total.files, totalBytes: total.bytes }))
} else await moveFolder(srcDir, dst, onProgress)
workdir = dst
// anything the game linked to INSIDE the launcher data (its own folder, an
// icon, a shared prefix file) becomes a relative link, so the imported app
// survives the launcher being moved - the same healing wine builds get
// the source's permissions are not the source's truth: an app out of a
// read-only or mode-less medium has to become runnable and writable
await chmodTree(dst)
// in-data link targets become relative, so the import survives a move
try {
await rewireSymlinks(dst, [DIRS.FILES])
} catch {}
}
const exePath = (await findDefaultExe(workdir)) || preExe
const exePath = (await finder(workdir)) || preExe
if (!exePath) {
return { ok: false, error: 'no-exe-found' }
return { ok: false, error: missing }
}
const game = newGame({ id, name, exePath, workdir, mode })
const game = newGame({ id, name, exePath, workdir, mode, kind })
game.imported = mode === 'copy' || mode === 'move'
// the exe was picked automatically -> grab its icon right away; a missing
// icon is not an import failure (game can still get one from config)
const icon = path.join(DIRS.DATA, 'icons', id, 'icon.ico')
if (extractIconFromExe(resolvePortablePath(exePath), icon).ok) {
game.iconSource = icon
// auto-picked exe -> grab its icon; a missing icon is not a failure
const iconDir = path.join(DIRS.DATA, 'icons', id)
const icon = isLinux
? iconFromLinuxApp(resolvePortablePath(exePath), path.join(iconDir, 'icon'))
: extractIconFromExe(resolvePortablePath(exePath), path.join(iconDir, 'icon.ico'))
if (icon.ok) {
game.iconSource = icon.path
}
return addGame(game)
}
// Import from a wine prefix: the folder is picked under the prefix's
// drive_c and left in place - the game paths are stored relative to the
// prefix, so wine sees the app exactly as if it had been installed
// normally into C:\...
// Import from a prefix: the folder stays in place, paths stored prefix-relative.
async function importGameFromPrefix(prefix, srcDir, onProgress) {
if (!listPrefixes().prefixes.some(p => p.name === prefix)) return { ok: false, error: 'prefix-not-found' }
// The folder must live inside one of the prefix's C: drives so the C:\
// mapping holds - drive_c sits at the prefix top for plain wine, under pfx/
// for Proton-managed prefixes, and a prefix used with BOTH kinds has both.
// Every existing drive_c counts; the stored path keeps its drive_c segment
// either way, so it resolves in the layout the app will run in.
// the folder must live inside one of the prefix's C: drives
const driveRoots = prefixDriveRoots(prefix)
if (!driveRoots.length) return { ok: false, error: 'no-drive-c' }
const src = path.resolve(String(srcDir))
// realpath both sides: a unified prefix reaches drive_c through pfx too
let realSrc
try {
realSrc = fs.realpathSync(src)
} catch {
return { ok: false, error: 'outside-drive-c' }
}
const insideDrive = driveRoots.some(root => {
const rel = path.relative(root, src)
let realRoot
try {
realRoot = fs.realpathSync(root)
} catch {
return false
}
const rel = path.relative(realRoot, realSrc)
return rel && !rel.startsWith('..') && !path.isAbsolute(rel)
})
if (!insideDrive) return { ok: false, error: 'outside-drive-c' }
@ -93,8 +114,7 @@ async function importGameFromPrefix(prefix, srcDir, onProgress) {
const game = newGame({ id, name: path.basename(src), exePath: preExe, workdir: src, mode: 'prefix' })
game.importSource = 'prefix'
game.prefix = prefix
// exe picked automatically -> grab its icon right away; a missing icon is
// not an import failure (game can still get one from config)
// auto-picked exe -> grab its icon; a missing icon is not a failure
const icon = path.join(DIRS.DATA, 'icons', id, 'icon.ico')
if (extractIconFromExe(resolvePortablePath(preExe), icon).ok) {
game.iconSource = icon
@ -102,9 +122,7 @@ async function importGameFromPrefix(prefix, srcDir, onProgress) {
return addGame(game)
}
// Largest .exe in the tree, skipping redistributable folders. Files are
// stat'ed in parallel and folders walked breadth-first so big games don't
// turn the picker into a sequential crawl.
// Largest .exe in the tree, skipping redistributable folders.
async function findDefaultExe(dir) {
let best = ''
let bestSize = -1
@ -143,4 +161,4 @@ async function findDefaultExe(dir) {
return best
}
module.exports = { importGame, importGameFromPrefix, findDefaultExe, moveFolder }
module.exports = { importGame, importGameFromPrefix, findDefaultExe, findLinuxExe, moveFolder, copyComplete }

View file

@ -1,7 +1,9 @@
'use strict'
const { runGame, runTool } = require('../runner')
const { runLinuxGame } = require('../linuxrunner')
const { importGame, importGameFromPrefix } = require('../importer')
const { prefixLinuxRoot } = require('../prefixes')
const library = require('../library')
function killProcessGroup(pid) {
@ -17,20 +19,12 @@ function sendToWindow(win, channel, data) {
if (win && !win.isDestroyed()) win.webContents.send(channel, data)
}
// Game-process state: id -> { pid (null while the process is starting), the
// prefix name and wine id the run was resolved to }. Both are frozen here:
// the default prefix/wine can be switched and the app's own config edited
// while it plays, and the in-use guards have to name what the process really
// locked - not what the registry says now. Editing an app's own prefix while
// it runs does not move the process, so the new folder is blocked next to the
// snapshot (a pre-edit prefix does not exist in it yet).
// 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 }) {
// Game-process state: id -> { pid, resolved prefix name and wine id }, frozen
// at launch (the in-use guards must name what the process really locked).
// onGamesChanged fires in the main process when the running set changes.
function createGamesService({ getWindow, onGamesChanged, sandbox, onHandoffProgress, openRelay }) {
const running = new Map()
const startedAt = new Map()
const starting = new Set()
const killRequests = new Set()
let onGameExit = null
const notifyChanged = () => {
@ -47,18 +41,20 @@ function createGamesService({ getWindow, onGamesChanged }) {
}
}
// 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".
// Everything a run owns once it is over: the entry and the watcher on the
// app's request folder (openrelay.js).
function forget(id) {
const entry = running.get(id)
running.delete(id)
starting.delete(id)
if (entry && entry.openRoot && openRelay) openRelay.unwatch(entry.openRoot)
}
// A dead process must not answer "already running" - but a start that is
// still in flight owns its entry, however long a hand-off copy takes.
function prune() {
for (const [id, entry] of [...running]) {
if (alive(entry.pid)) continue
const age = Date.now() - (startedAt.get(id) || 0)
if (!entry.pid && age < STARTUP_GRACE_MS) continue // may still be starting
running.delete(id)
startedAt.delete(id)
if (!starting.has(id) && !alive(entry.pid)) forget(id)
}
}
@ -70,11 +66,7 @@ function createGamesService({ getWindow, onGamesChanged }) {
prune()
return [...running.keys()]
}
// What the still-running games actually use, for the "is this prefix/wine in
// use?" guards: [{ id, name, prefixes: [snapshot, ...], wine }]. The
// snapshot alone goes stale when a running app is pointed at another prefix
// (the process keeps its folder open); the live name alone misses the folder
// it currently holds. Together they name every folder the run touches.
// snapshot + live name together name every folder a run touches
const runningInfo = () => {
prune()
const out = []
@ -87,9 +79,7 @@ function createGamesService({ getWindow, onGamesChanged }) {
return out
}
// "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
// not up yet, the renderer picks the file up right after boot.
// "Open with" handoff: queue the file for the renderer.
function openExternally(openPath) {
require('../openwith').setPending(openPath)
sendToWindow(getWindow(), 'openwith:file', openPath)
@ -99,67 +89,104 @@ function createGamesService({ getWindow, onGamesChanged }) {
return require('../wines').resolveWine(game.wine || 'system')
}
function handleExit(id) {
running.delete(id)
startedAt.delete(id)
// `entry` is the run that exited: a previous run of the same app (stopped and
// then relaunched) must not take the new run's entry and watcher away.
function handleExit(id, entry) {
if (running.get(id) === entry) forget(id)
sendToWindow(getWindow(), 'games:changed')
notifyChanged()
if (onGameExit) onGameExit(id)
}
async function start(win, id) {
// Native Linux apps skip wine entirely; everything else stays the same.
function runnerFor(game) {
if (!library.isLinuxGame(game)) return null
return payload => runLinuxGame({ game, sandbox, ...payload })
}
// where a native app leaves what it wants opened on the host (openrelay.js)
function openRootFor(game) {
return library.isLinuxGame(game) ? prefixLinuxRoot(library.prefixNameForGame(game)) : ''
}
// An isolated hand-off copies the document before the app starts, which is
// long enough to be worth reporting. The window may not exist yet (a
// shortcut boots headless), so the main process gets the event first and
// decides whether to put a window in front of the user.
function handoffProgress(data) {
if (typeof onHandoffProgress === 'function') onHandoffProgress(data)
sendToWindow(getWindow(), 'handoff:progress', data)
}
async function start(win, id, openFile) {
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' }
let wine
try {
wine = resolveWine(game)
} catch {
return { ok: false, error: 'wine-not-found' }
const isLinux = library.isLinuxGame(game)
let wine = null
if (!isLinux) {
try {
wine = resolveWine(game)
} catch {
return { ok: false, error: 'wine-not-found' }
}
}
running.set(id, { pid: null, prefix: library.prefixNameForGame(game), wine: wine.id })
startedAt.set(id, Date.now())
const run = isLinux ? runnerFor(game) : payload => runGame({ game, wine, systemWine: wine.type === 'system', ...payload })
if (running.has(id)) {
// a document into a running app is a handoff, not a tracked run
if (!openFile) return { ok: false, error: 'already-running' }
try {
await run({ openFile, handoff: true, onProgress: handoffProgress })
return { ok: true, pid: null, logFile: null }
} catch (err) {
return { ok: false, error: String((err && err.message) || err) }
}
}
const openRoot = openRootFor(game)
const entry = { pid: null, prefix: library.prefixNameForGame(game), wine: wine ? wine.id : '', openRoot }
running.set(id, entry)
// the app may ask for a folder the moment it paints its window, so the
// request file is watched before the run starts
if (openRoot && openRelay) openRelay.watch(openRoot)
starting.add(id)
try {
const res = await runGame({ game, wine, systemWine: wine.type === 'system', onExit: () => handleExit(id) })
// stop was requested while the process was still starting: kill it and
// leave nothing in the running set
const res = await run({ onExit: () => handleExit(id, entry), openFile, onProgress: handoffProgress })
// stop requested while still starting: kill and clear
if (killRequests.has(id)) {
killRequests.delete(id)
if (res.pid) killProcessGroup(res.pid)
running.delete(id)
startedAt.delete(id)
forget(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"
// no pid: never keep the entry, it would block the next launch
if (!res.pid) {
running.delete(id)
startedAt.delete(id)
forget(id)
return { ok: false, error: 'not-started' }
}
const entry = running.get(id)
if (entry) entry.pid = res.pid
starting.delete(id)
entry.pid = res.pid
sendToWindow(win, 'games:changed')
notifyChanged()
return { ok: true, pid: res.pid, logFile: res.logFile || null }
} catch (err) {
running.delete(id)
startedAt.delete(id)
killRequests.delete(id)
forget(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.
// Stop clears the state - except while a run is still starting: that start
// kills it the moment it has a pid, and clearing the entry here would let a
// second launch race past the running one.
async function kill(id) {
const entry = running.get(id)
if (entry) killProcessGroup(entry.pid)
else if (running.has(id)) killRequests.add(id)
running.delete(id)
startedAt.delete(id)
if (entry && !entry.pid) killRequests.add(id)
else {
if (entry) killProcessGroup(entry.pid)
forget(id)
}
sendToWindow(getWindow(), 'games:changed')
notifyChanged()
return { ok: true }
@ -168,6 +195,8 @@ function createGamesService({ getWindow, onGamesChanged }) {
async function runToolFor(id, tool, args) {
const game = library.getGame(id)
if (!game) return { ok: false, error: 'game-not-found' }
// Wine tools make no sense for a native Linux app
if (library.isLinuxGame(game)) return { ok: false, error: 'not-windows' }
let wine
try {
wine = resolveWine(game)
@ -182,18 +211,16 @@ function createGamesService({ getWindow, onGamesChanged }) {
}
}
// subscribe to game exits (used by the tray/headless mode to e.g. quit when
// the game that auto-started the launcher has finished)
// subscribe to game exits (tray/headless auto-quit)
function setOnGameExit(fn) {
onGameExit = typeof fn === 'function' ? fn : null
}
async function importTo(win, srcDir, mode) {
return importGame(srcDir, mode, data => sendToWindow(win, 'import:progress', data))
async function importTo(win, srcDir, mode, kind) {
return importGame(srcDir, mode, data => sendToWindow(win, 'import:progress', data), kind)
}
// prefix import: nothing is copied, the game just gets registered with
// paths relative to the prefix (wine sees it as a normal C:\ install)
// prefix import: register in place, nothing copied
async function importFromPrefix(win, prefix, srcDir) {
return importGameFromPrefix(prefix, srcDir)
}

View file

@ -9,7 +9,9 @@ const library = require('../library')
const wines = require('../wines')
const prefixes = require('../prefixes')
const runner = require('../runner')
const { extractIconFromExe } = require('../icons')
const linuxrunner = require('../linuxrunner')
const { createSandboxProbe } = require('../sandbox')
const { extractIconFromExe, iconFromLinuxApp } = require('../icons')
const { createGamesService, sendToWindow } = require('./games')
const shortcuts = require('../shortcuts')
const openwith = require('../openwith')
@ -25,9 +27,7 @@ function errorResult(err) {
const iconDir = id => path.join(DIRS.DATA, 'icons', id)
// `keep` spares one file (the icon just written): the icon protocol picks the
// LAST icon.* alphabetically, so a leftover icon.png from an earlier pick
// would otherwise keep showing the old icon.
// `keep` spares the icon just written: the protocol picks the LAST icon.*.
function clearIconDir(id, keep) {
try {
for (const f of fs.readdirSync(iconDir(id))) {
@ -36,21 +36,32 @@ function clearIconDir(id, keep) {
} catch {}
}
function extractGameIcon(id, exePath) {
const out = path.join(iconDir(id), 'icon.ico')
const res = extractIconFromExe(exePath, out)
function extractGameIcon(id, exePath, kind) {
const isLinux = kind === 'linux'
// the Linux helper picks the extension itself (png/svg), the PE one is ico
const out = path.join(iconDir(id), isLinux ? 'icon' : 'icon.ico')
const res = isLinux ? iconFromLinuxApp(exePath, out) : extractIconFromExe(exePath, out)
// on failure nothing is cleared, so the previous icon survives a wrong exe
if (res.ok) {
clearIconDir(id, 'icon.ico')
library.updateGame(id, { iconSource: out })
clearIconDir(id, path.basename(res.path))
library.updateGame(id, { iconSource: res.path })
}
return res
}
// --- registration -----------------------------------------------------------
function registerIpc({ getWindow, onGamesChanged }) {
const games = createGamesService({ getWindow, onGamesChanged })
function registerIpc({ getWindow, onGamesChanged, onHandoffProgress, openRelay }) {
// one probe per launcher, cached: it decides bwrap vs plain run
const sandbox = createSandboxProbe()
const games = createGamesService({ getWindow, onGamesChanged, sandbox, onHandoffProgress, openRelay })
// sandbox --------------------------------------------------------------------
ipcMain.handle('sandbox:status', async () => sandbox.status() || (await sandbox.probe()))
ipcMain.handle('sandbox:probe', async () => {
sandbox.invalidate()
return sandbox.probe()
})
// i18n ---------------------------------------------------------------------
ipcMain.handle('i18n:list', async () => {
@ -68,26 +79,16 @@ function registerIpc({ getWindow, onGamesChanged }) {
ipcMain.handle('settings:set', (e, patch) => library.saveSettings(patch))
// wines ----------------------------------------------------------------------
function systemWine() {
let version = ''
try {
const { execFileSync } = require('child_process')
version = String(execFileSync('wine', ['--version'], { timeout: 15000 })).trim().replace(/^wine-?/i, '')
} catch {}
return { id: 'system', type: 'system', label: 'System Wine', version }
}
ipcMain.handle('wines:list', async () => {
await wines.refreshWines()
return [systemWine(), ...wines.getWines()]
return [wines.systemWine(), ...wines.getWines()]
})
ipcMain.handle('wines:refresh', async () => (await wines.refreshWines()).filter(w => !w.disabled))
ipcMain.handle('wines:setDisabled', (e, id, disabled) => wines.setWineDisabled(id, disabled))
ipcMain.handle('wines:setDisplayName', (e, id, name) => wines.setWineDisplayName(id, name))
ipcMain.handle('wines:setDefault', (e, id) => wines.setDefaultWine(id))
ipcMain.handle('wines:delete', async (e, id) => {
// the build's files back the running prefix (dlls, stub exes) - deleting
// it under a running game breaks that game
// the build's files back a running prefix; deleting it breaks that game
if (library.isWineInUse(id, games.runningInfo())) {
const apps = games.runningInfo().filter(r => r.wine === id).map(r => r.name)
return { ok: false, error: 'inUse', apps }
@ -103,10 +104,7 @@ function registerIpc({ getWindow, onGamesChanged }) {
})
// prefixes ---------------------------------------------------------------------
// A prefix folder must not move or disappear while a game runs in it: wine
// keeps the registry and user files open and would write into a folder that
// no longer exists (or, for a delete, lose them mid-run). The renderer shows
// these as a toast naming the blocking app.
// A prefix must not move/disappear while a game runs in it.
const prefixInUse = name => {
const apps = library.appsUsingPrefix(name, games.runningInfo())
return apps.length ? { ok: false, error: 'inUse', apps: apps.map(r => r.name) } : null
@ -116,17 +114,20 @@ function registerIpc({ getWindow, onGamesChanged }) {
ipcMain.handle('prefixes:delete', async (e, name) => {
const busy = prefixInUse(name)
if (busy) return busy
// deleting a prefix that still has apps registered in it would orphan
// them (they fall back to the default prefix and lose their files)
// deleting a prefix with registered apps would orphan them
const users = library.gamesUsingPrefix(name).map(g => g.name)
if (users.length) return { ok: false, error: 'hasApps', apps: users }
return prefixes.deletePrefix(name, data => sendToWindow(getWindow(), 'import:progress', data))
})
ipcMain.handle('prefixes:rename', (e, oldName, newName) => prefixInUse(oldName) || prefixes.renamePrefix(oldName, newName))
// The seeded desktop config is ours to drop (app data is not a seed), but a
// running app would lose the files under its feet.
ipcMain.handle('prefixes:resetLinuxConfig', (e, name) => {
if (!prefixes.listPrefixes().prefixes.some(p => p.name === name)) return { ok: false, error: 'notFound' }
return prefixInUse(name) || linuxrunner.resetSeededConfig(name)
})
ipcMain.handle('prefixes:setDefault', (e, name) => {
// apps without a prefix field of their own resolve the default at launch;
// switching it now would silently move their next run (a prefix import is
// pinned to its own name)
// switching the default would silently move apps that follow it
const defs = prefixes.listPrefixes()
if (name !== defs.default) {
const affected = library.gamesFollowingDefault(games.runningInfo())
@ -138,8 +139,7 @@ function registerIpc({ getWindow, onGamesChanged }) {
// games: library -----------------------------------------------------------------
ipcMain.handle('games:list', () => library.loadGames())
ipcMain.handle('games:get', (e, id) => library.getGame(id))
// prefix pin is enforced inside library.updateGame (prefix/importSource
// fields are ignored for prefix imports), so nothing extra needed here
// the prefix pin is enforced inside library.updateGame
ipcMain.handle('games:update', (e, id, patch) => library.updateGame(id, patch))
ipcMain.handle('games:reorder', (e, ids) => library.reorderGames(ids))
ipcMain.handle('games:remove', (e, id) => {
@ -194,22 +194,31 @@ function registerIpc({ getWindow, onGamesChanged }) {
ipcMain.handle('games:extractIcon', (e, id) => {
const game = library.getGame(id)
if (!game || !game.exePath) return { ok: false, error: 'bad-request' }
return extractGameIcon(id, game.exePath)
return extractGameIcon(id, game.exePath, game.kind)
})
// exePath comes from the config field, which may hold a path the user just
// picked but has not saved yet - the icon has to come from THAT exe
// use the exe the field holds (maybe picked but not saved yet)
ipcMain.handle('games:autoIcon', (e, id, exePath) => {
const game = library.getGame(id)
if (!game) return { ok: false, error: 'bad-request' }
const exe = exePath || game.exePath
if (!exe) return { ok: false, error: 'bad-request' }
return extractGameIcon(id, exe)
return extractGameIcon(id, exe, game.kind)
})
// Linux apps keep their data next to the prefix's Windows side
ipcMain.handle('games:openDataFolder', async (e, id) => {
const game = library.getGame(id)
if (!library.isLinuxGame(game)) return { ok: false, error: 'not-linux' }
try {
const root = linuxrunner.ensureLinuxPfx(library.prefixNameForGame(game))
const err = await shell.openPath(root)
return err ? { ok: false, error: err } : { ok: true, path: root }
} catch (err) {
return errorResult(err)
}
})
// "Open with PLWL" ------------------------------------------------------------------
// The renderer asks for the file handed in via `--open` (Exec %f), then
// launches it with the wine/prefix picked in the popup. Nothing is imported
// into the library.
// `--open` (Exec %f) hands the file over; nothing is imported.
ipcMain.handle('openwith:take', async () => {
const p = openwith.getPending()
if (!p) return null
@ -248,21 +257,16 @@ function registerIpc({ getWindow, onGamesChanged }) {
})
return res.canceled || !res.filePaths[0] ? null : res.filePaths[0]
})
ipcMain.handle('games:import', async (e, srcDir, mode) => {
ipcMain.handle('games:import', async (e, srcDir, mode, kind) => {
try {
return await games.import(getWindow(), srcDir, mode)
return await games.import(getWindow(), srcDir, mode, kind)
} catch (err) {
return errorResult(err)
}
})
// import from an existing wine prefix: pick the prefix first, then the app
// folder inside it (drive_c) - paths are stored prefix-relative so the app
// shows up for wine as a regular C:\ install
// import from an existing prefix: paths are stored prefix-relative
ipcMain.handle('games:pickPrefixFolder', async (e, prefix) => {
// open the picker straight in the prefix's C: drive (plain wine: top
// level, Proton: under pfx/); a prefix used with BOTH kinds has two of
// them, so it opens at the prefix folder - the only spot that keeps
// drive_c and pfx/drive_c one click away
// open the picker in the prefix's C: drive (mixed layouts: prefix folder)
const driveRoots = prefixes.prefixDriveRoots(prefix)
const start = driveRoots.length === 1 ? driveRoots[0] : prefixes.prefixPath(prefix)
const res = await dialog.showOpenDialog(getWindow(), {
@ -286,10 +290,7 @@ function registerIpc({ getWindow, onGamesChanged }) {
// dialogs & shell ---------------------------------------------------------------------------
ipcMain.handle('dialog:pickFile', async (e, opts) => {
const o = { ...(opts || {}) }
// Electron resolves a RELATIVE defaultPath against the process cwd (the
// install root in packaged mode), which lands the picker somewhere
// random like '/'. Renderer paths are FILES-relative by convention, so
// anchor them there instead.
// anchor FILES-relative paths, or Electron resolves them against cwd
if (o.defaultPath && typeof o.defaultPath === 'string' && !path.isAbsolute(o.defaultPath)) {
o.defaultPath = path.join(DIRS.FILES, o.defaultPath)
}
@ -315,9 +316,7 @@ function registerIpc({ getWindow, onGamesChanged }) {
if (pick) file = path.join(iconDir(id), pick)
} catch {}
if (!file) return new Response('', { status: 404 })
// a new icon lands at the SAME url, so the browser would keep its cached
// copy and the library card would only catch up after a restart - never
// let the icon request be cached
// the icon url never changes: send no-cache headers
const res = await net.fetch('file://' + file)
return new Response(await res.arrayBuffer(), {
headers: {

View file

@ -8,18 +8,25 @@ function registerLanSyncIpc({ getWindow }) {
ipcMain.handle('lansync:get', () => lansync.getState())
ipcMain.handle('lansync:devices', () => lansync.listDevices())
ipcMain.handle('lansync:rerollDeviceId', () => {
const identity = lansync.rerollDeviceId()
const identity = lansync.rotateDeviceId()
return { deviceId: identity.deviceId }
})
ipcMain.handle('lansync:rerollSyncCode', () => {
const identity = lansync.rerollSyncCode()
const identity = lansync.rotateSyncCode()
return { syncCode: identity.syncCode }
})
ipcMain.handle('lansync:forget', (e, id) => {
lansync.forgetDevice(id)
return { ok: true }
})
ipcMain.handle('lansync:clearHashCache', () => {
lansync.clearHashCache()
return { ok: true }
})
ipcMain.handle('lansync:respondIncoming', (e, requestId, accept) => lansync.respondIncoming(requestId, accept))
ipcMain.handle('lansync:items', () => lansync.syncItems())
ipcMain.handle('lansync:reviewTree', (e, id, rel) => lansync.reviewTree(id, rel))
ipcMain.handle('lansync:reviewDecide', (e, id, decision) => lansync.respondReview(id, decision))
ipcMain.handle('lansync:sync', async (e, payload) => {
try {
return await lansync.syncTo({
@ -27,6 +34,7 @@ function registerLanSyncIpc({ getWindow }) {
code: payload && payload.code,
categories: payload && payload.categories,
force: !!(payload && payload.force),
selection: payload && payload.selection,
onProgress: data => sendToWindow(getWindow(), 'lansync:progress', data)
})
} catch (err) {

133
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@ -0,0 +1,133 @@
'use strict'
// UDP discovery for the LAN sync: beacons fill the devices list and double
// as liveness (a device drops off a few seconds after close).
const dgram = require('dgram')
const os = require('os')
// Broadcast to the global address AND to every interface's own subnet
// broadcast - some networks drop one or the other.
function broadcastAddresses() {
const out = ['255.255.255.255']
const interfaces = os.networkInterfaces()
for (const list of Object.values(interfaces)) {
for (const iface of list || []) {
if (iface.family !== 'IPv4' || iface.internal || !iface.netmask) continue
const addr = ipToInt(iface.address)
const mask = ipToInt(iface.netmask)
if (addr == null || mask == null) continue
out.push(intToIp((addr | (~mask >>> 0)) >>> 0))
}
}
return out
}
function ipToInt(ip) {
const parts = String(ip).split('.')
if (parts.length !== 4) return null
let out = 0
for (const part of parts) {
const n = Number(part)
if (!Number.isInteger(n) || n < 0 || n > 255) return null
out = (out << 8) | n
}
return out >>> 0
}
function intToIp(int) {
return [24, 16, 8, 0].map(shift => (int >>> shift) & 255).join('.')
}
function createDiscovery({ identity, tag, protocol, port, beaconMs, deviceTtlMs, getPort }) {
let socket = null
let timer = null
let devicesCb = null
// id -> { id, name, address, port, at }
const seen = new Map()
function listDevices() {
const known = identity().known
const now = Date.now()
return [...seen.values()]
.filter(d => now - d.at <= deviceTtlMs)
.map(d => {
const pair = known[d.id]
return { id: d.id, name: d.name, address: d.address, port: d.port, paired: !!pair, code: pair ? pair.code : '' }
})
.sort((a, b) => String(a.name).localeCompare(String(b.name)))
}
function emitDevices() {
if (devicesCb) devicesCb(listDevices())
}
function pruneDevices() {
const now = Date.now()
let changed = false
for (const [id, device] of seen) {
if (now - device.at > deviceTtlMs) {
seen.delete(id)
changed = true
}
}
if (changed) emitDevices()
}
function beacon() {
if (!socket || !getPort()) return
const me = identity()
const payload = Buffer.from(JSON.stringify({ t: tag, v: protocol, id: me.deviceId, name: os.hostname(), port: getPort() }))
for (const address of broadcastAddresses()) {
try {
socket.send(payload, 0, payload.length, port, address)
} catch {}
}
pruneDevices()
}
function start(onDevices) {
stop()
devicesCb = onDevices
socket = dgram.createSocket({ type: 'udp4', reuseAddr: true })
socket.on('error', () => stop())
socket.on('message', (buf, rinfo) => {
let msg = null
try {
msg = JSON.parse(buf.toString('utf8'))
} catch {}
if (!msg || msg.t !== tag || msg.v !== protocol || !msg.id) return
if (msg.id === identity().deviceId) return // our own broadcast
const previous = seen.get(msg.id)
const next = { id: msg.id, name: String(msg.name || rinfo.address), address: rinfo.address, port: Number(msg.port) || 0, at: Date.now() }
const changed = !previous || previous.address !== next.address || previous.port !== next.port || previous.name !== next.name
seen.set(msg.id, next)
if (changed) emitDevices()
})
socket.bind(port, () => {
try {
socket.setBroadcast(true)
} catch {}
beacon()
timer = setInterval(beacon, beaconMs)
})
}
function stop() {
if (timer) {
clearInterval(timer)
timer = null
}
if (socket) {
const closing = socket
socket = null
try {
closing.close()
} catch {}
}
}
return { start, stop, listDevices }
}
module.exports = { createDiscovery }

118
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@ -0,0 +1,118 @@
'use strict'
// Device identity for the LAN sync: id, pairing code, paired devices. Factory
// over the config file, one per launcher state.
const crypto = require('crypto')
const { readJson, writeJson } = require('./paths')
// The code is read out and typed; the alphabet skips 0/O, 1/I/L.
const CODE_ALPHABET = 'ABCDEFGHJKMNPQRSTUVWXYZ23456789'
const ID_ALPHABET = 'abcdefghijklmnopqrstuvwxyz0123456789'
function randomChars(alphabet, count) {
let out = ''
while (out.length < count) {
for (const byte of crypto.randomBytes(count)) {
if (out.length >= count) break
out += alphabet[byte % alphabet.length]
}
}
return out
}
// base36 timestamp + random padding: unique across machines.
function makeDeviceId() {
const stamp = Date.now().toString(36)
return (stamp + randomChars(ID_ALPHABET, Math.max(0, 24 - stamp.length))).slice(0, 24)
}
function makeSyncCode() {
return randomChars(CODE_ALPHABET, 8)
}
function createIdentity(configFile) {
// Read once, kept in memory: the beacon calls identity() constantly.
let cached = null
function readConfig() {
if (cached) return cached
const cfg = readJson(configFile, {})
cached = cfg && typeof cfg === 'object' ? cfg : {}
return cached
}
// Id and code are generated on first use and kept forever.
function identity() {
const cfg = readConfig()
let changed = false
if (typeof cfg.deviceId !== 'string' || cfg.deviceId.length !== 24) {
cfg.deviceId = makeDeviceId()
changed = true
}
if (typeof cfg.syncCode !== 'string' || cfg.syncCode.length !== 8) {
cfg.syncCode = makeSyncCode()
changed = true
}
if (!cfg.known || typeof cfg.known !== 'object') {
cfg.known = {}
changed = true
}
if (changed) writeJson(configFile, cfg)
return cfg
}
// Rotations return the whole identity.
function rotateDeviceId() {
const cfg = identity()
const previous = cfg.deviceId
cfg.deviceId = makeDeviceId()
writeJson(configFile, cfg)
if (cfg.deviceId === previous) return rotateDeviceId()
return cfg
}
function rotateSyncCode() {
const cfg = identity()
const previous = cfg.syncCode
cfg.syncCode = makeSyncCode()
writeJson(configFile, cfg)
if (cfg.syncCode === previous) return rotateSyncCode() // never a no-op rotation
return cfg
}
// A paired device remembers its code; a rejected code is forgotten.
function knownDevice(id) {
return identity().known[id] || null
}
function knownPeers() {
return identity().known || {}
}
function rememberDevice(id, code, name) {
const cfg = identity()
const stored = String(code || '').trim().toUpperCase()
cfg.known = { ...cfg.known, [id]: { code: stored, name: name || '', at: Date.now() } }
writeJson(configFile, cfg)
}
function forgetDevice(id) {
const cfg = identity()
const known = { ...cfg.known }
delete known[id]
cfg.known = known
writeJson(configFile, cfg)
}
return { identity, rotateDeviceId, rotateSyncCode, knownDevice, knownPeers, rememberDevice, forgetDevice, makeDeviceId, makeSyncCode }
}
// Constant-time code comparison.
function sameCode(a, b) {
const x = Buffer.from(String(a == null ? '' : a).trim().toUpperCase())
const y = Buffer.from(String(b == null ? '' : b).trim().toUpperCase())
return x.length === y.length && x.length > 0 && crypto.timingSafeEqual(x, y)
}
module.exports = { createIdentity, sameCode, makeDeviceId, makeSyncCode }

197
src/lansync-manifest.js Normal file
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@ -0,0 +1,197 @@
'use strict'
// Sender-side hashing: walk sync units into a manifest of dirs, links, files.
// Factory over the path guards and hash store, one per launcher state.
const path = require('path')
const fs = require('fs')
const fsp = fs.promises
function createManifestBuilder({ filesPath, filesRoot, hash, mapLimit, concurrency }) {
// Targets inside the launcher data travel relative (the mirrored layout is
// the same on both machines); outside targets stay as they are.
function portableLinkTarget(linkAbs, target) {
if (typeof target !== 'string' || !target || !path.isAbsolute(target)) return target
const rel = path.relative(path.dirname(linkAbs), target)
if (!rel || path.isAbsolute(rel)) return target
const root = path.resolve(filesRoot)
const resolved = path.resolve(path.dirname(linkAbs), rel)
if (resolved !== root && !resolved.startsWith(root + path.sep)) return target
return rel
}
// Walk without following symlinks (dosdevices etc. are part of the sync).
// Iterative, with one directory's stat/readlink calls in flight together.
// `emit` (optional) streams dirs and links out while the walk continues;
// file entries only land in `out` (their digest comes later). `onError`
// marks the unit incomplete: an entry we could not read is not an entry the
// sender decided to delete.
async function scanTree(abs, rel, out, mtimes, emit, onError, skip) {
const queue = [[abs, rel]]
while (queue.length) {
const [dirAbs, dirRel] = queue.pop()
let entries
try {
entries = await fsp.readdir(dirAbs, { withFileTypes: true })
} catch (err) {
if (onError) onError(err, dirAbs)
continue
}
const dirs = []
const leaves = []
for (const entry of entries) {
const relChild = `${dirRel}/${entry.name}`
if (skip && skip.has(relChild)) continue // a selection left it out
if (entry.isDirectory()) {
const record = { path: relChild, type: 'dir' }
out.push(record)
if (emit) await emit(record)
dirs.push([path.join(dirAbs, entry.name), relChild])
} else {
leaves.push(entry)
}
}
await mapLimit(leaves, concurrency, async entry => {
const absChild = path.join(dirAbs, entry.name)
const relChild = `${dirRel}/${entry.name}`
if (entry.isSymbolicLink()) {
let target = ''
try {
target = await fsp.readlink(absChild)
} catch (err) {
if (onError) onError(err, absChild)
return
}
const record = { path: relChild, type: 'link', target: portableLinkTarget(absChild, target) }
out.push(record)
if (emit) await emit(record)
return
}
let st
try {
st = await fsp.stat(absChild)
} catch (err) {
if (onError) onError(err, absChild)
return
}
if (!st.isFile()) return
// mode travels with the file
out.push({ path: relChild, type: 'file', size: st.size, mode: st.mode & 0o777, hash: null })
// mtimes are machine-local: kept out of the manifest
if (mtimes) mtimes.set(relChild, st.mtimeMs || 0)
})
queue.push(...dirs)
}
}
// Manifest of one unit, streamed: `handlers` may carry onEntry (a Promise
// per entry, awaited - backpressure), onTotal, onProgress, onIncomplete
// (called once, when anything in the tree could not be read) and skip (unit
// paths a selection keeps off the wire). File entries go out as their
// digests finish, so the receiver compares while this side is still
// hashing; hashing itself stays parallel, a batch at a time.
async function buildManifestStream(roots, force, handlers) {
const skip = handlers && handlers.skip && handlers.skip.length ? new Set(handlers.skip) : null
const onEntry = handlers && handlers.onEntry
const onTotal = handlers && handlers.onTotal
const onProgress = handlers && handlers.onProgress
const onIncomplete = handlers && handlers.onIncomplete
const entries = []
const mtimes = new Map()
let incomplete = false
const markIncomplete = (err, file) => {
if (incomplete) return
incomplete = true
if (onIncomplete) onIncomplete(err, file)
}
for (const rel of roots) {
if (skip && skip.has(rel)) continue
const abs = filesPath(rel)
if (!abs) {
markIncomplete(new Error('bad-unit-path'), rel)
continue
}
let st
try {
st = await fsp.lstat(abs)
} catch (err) {
// a root that is simply not there is a unit with nothing in it
if (err && err.code !== 'ENOENT') markIncomplete(err, abs)
continue
}
if (st.isSymbolicLink()) {
let target = ''
try {
target = await fsp.readlink(abs)
} catch (err) {
markIncomplete(err, abs)
continue
}
const record = { path: rel, type: 'link', target: portableLinkTarget(abs, target) }
entries.push(record)
if (onEntry) await onEntry(record)
} else if (st.isDirectory()) {
const record = { path: rel, type: 'dir' }
entries.push(record)
if (onEntry) await onEntry(record)
await scanTree(abs, rel, entries, mtimes, onEntry, markIncomplete, skip)
} else if (st.isFile()) {
entries.push({ path: rel, type: 'file', size: st.size, mode: st.mode & 0o777, hash: null })
mtimes.set(rel, st.mtimeMs || 0)
}
}
const files = entries.filter(e => e.type === 'file')
// total size is known before hashing: the receiver sizes its compare bar
// from this, the sender's popup from onProgress
const totalBytes = files.reduce((sum, entry) => sum + (entry.size || 0), 0)
if (onTotal) await onTotal(totalBytes)
let done = 0
let hashed = 0
// one batch hashes with the whole disk queue behind it; its entries go
// on the wire in order before the next batch starts
for (let i = 0; i < files.length; i += concurrency) {
const batch = files.slice(i, i + concurrency)
if (!force) {
await Promise.all(batch.map(async entry => {
const abs = filesPath(entry.path)
try {
// unchanged size + mtime: the cached digest still holds
const mtimeMs = mtimes.get(entry.path) || 0
entry.hash = abs
? await hash.cachedHash(entry.path, abs, entry.size, mtimeMs, bytes => {
hashed += bytes
if (onProgress) onProgress(done, files.length, hashed, totalBytes)
})
: null
if (!entry.hash) markIncomplete(new Error('unreadable-file'), entry.path)
} catch (err) {
entry.hash = null
markIncomplete(err, entry.path)
}
}))
}
for (const entry of batch) {
done++
if (!entry.hash) hashed += entry.size || 0 // nothing read: still report the file as passed over
if (onProgress) onProgress(done, files.length, hashed, totalBytes)
if (onEntry) await onEntry(entry)
}
}
hash.save()
return entries
}
// Buffering variant for callers that want the whole manifest first.
async function buildManifest(roots, force, onProgress) {
const entries = []
await buildManifestStream(roots, force, {
onProgress,
onEntry: entry => { entries.push(entry) }
})
return entries
}
return { buildManifest, buildManifestStream, scanTree, portableLinkTarget }
}
module.exports = { createManifestBuilder }

167
src/lansync-plan.js Normal file
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@ -0,0 +1,167 @@
'use strict'
// Deletions a sync would make, computed but not executed. A mirror is the goal
// ("the sender's tree wins"), but a file the user still needs is not a
// leftover: everything is held until the receiver approves the list.
const fs = require('fs')
const fsp = fs.promises
const baseName = rel => String(rel || '').split('/').pop()
// `rel` lies at or below `parent`.
function isUnder(rel, parent) {
return rel === parent || rel.startsWith(parent + '/')
}
// A path the receiver must keep lies at or below `rel`.
function keepInside(rel, keep) {
for (const kept of keep) if (isUnder(kept, rel)) return true
return false
}
function keptBy(rel, keep) {
for (const kept of keep) if (isUnder(rel, kept)) return true
return false
}
// One entry and, for a folder, everything in it. `full` means nothing inside
// survives, so the whole subtree can be shown (and deleted) as one row.
async function planEntry(abs, rel, keep) {
let st
try {
st = await fsp.lstat(abs)
} catch {
return null
}
if (!st.isDirectory() || st.isSymbolicLink()) {
const file = st.isFile()
return { path: rel, name: baseName(rel), type: file ? 'file' : 'link', files: 1, bytes: file ? st.size : 0, full: true, children: [] }
}
let entries
try {
entries = await fsp.readdir(abs, { withFileTypes: true })
} catch {
// an unreadable folder is not ours to delete: its contents are unknown
return null
}
const children = []
let survived = 0
let files = 0
let bytes = 0
for (const entry of entries) {
const childRel = `${rel}/${entry.name}`
if (keep.has(childRel)) {
survived++
continue
}
const child = await planEntry(`${abs}/${entry.name}`, childRel, keep)
if (!child) {
survived++
continue
}
children.push(child)
files += child.files
bytes += child.bytes
}
return { path: rel, name: baseName(rel), type: 'dir', files, bytes, full: survived === 0, children }
}
// Walk a folder the sender also has: entries missing from `keep` are planned,
// kept folders are descended into (they may hold files the sender lacks).
// `protect` is a subtree the plan must not touch at all (an app a selection
// left out of the sync).
async function walkDeletions(abs, rel, keep, protect) {
const out = []
let entries
try {
entries = await fsp.readdir(abs, { withFileTypes: true })
} catch {
return out
}
for (const entry of entries) {
const childRel = `${rel}/${entry.name}`
if (protect.has(childRel)) continue
if (keep.has(childRel)) {
if (entry.isDirectory() && !entry.isSymbolicLink()) {
out.push(...await walkDeletions(`${abs}/${entry.name}`, childRel, keep, protect))
}
continue
}
const node = await planEntry(`${abs}/${entry.name}`, childRel, keep)
if (node) out.push(node)
}
return out
}
// Top-level leftovers of a registry folder (`apps/`, `wines/`, `wineprefixes/`):
// names in `keepNames` survive, the rest is planned whole. Same shape as the
// old removeOrphans, but nothing is deleted.
async function planListed(listDirAbs, dirRel, keepNames) {
const out = []
let entries
try {
entries = await fsp.readdir(listDirAbs, { withFileTypes: true })
} catch {
return out
}
for (const entry of entries) {
if (keepNames.has(entry.name)) continue
const node = await planEntry(`${listDirAbs}/${entry.name}`, `${dirRel}/${entry.name}`, new Set())
if (node) out.push(node)
}
return out
}
function totalsOf(nodes) {
let files = 0
let bytes = 0
for (const node of nodes) {
files += node.files || 0
bytes += node.bytes || 0
}
return { files, bytes }
}
function clampNodes(nodes) {
return Array.isArray(nodes) ? nodes.filter(node => node && typeof node.path === 'string' && Array.isArray(node.children)) : []
}
// Delete what was approved, count what actually went. Deletion happens here
// and only here: the plan phase never removes anything.
async function removeNodes(nodes, keep, filesPath, onProgress) {
const out = { entries: 0, files: 0, bytes: 0 }
for (const node of clampNodes(nodes)) {
if (keptBy(node.path, keep)) continue
const abs = filesPath(node.path)
if (!abs) continue
await removeNode(abs, node, keep, out, onProgress)
}
return out
}
async function removeNode(abs, node, keep, out, onProgress) {
// nothing inside survives -> one recursive delete
if (!keepInside(node.path, keep)) {
try {
if (fs.lstatSync(abs)) fs.rmSync(abs, { recursive: true, force: true })
} catch {
return
}
out.entries++
out.files += node.files || 0
out.bytes += node.bytes || 0
if (onProgress) onProgress(out)
return
}
for (const child of node.children || []) {
if (keptBy(child.path, keep)) continue
await removeNode(`${abs}/${child.name}`, child, keep, out, onProgress)
}
// a folder emptied by the approved deletions goes too, but only when empty
try {
if (!fs.readdirSync(abs).length) fs.rmdirSync(abs)
} catch {}
}
module.exports = { planEntry, walkDeletions, planListed, totalsOf, removeNodes }

File diff suppressed because it is too large Load diff

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@ -1,22 +1,40 @@
'use strict'
// The pushing side of a LAN sync: this device is the source of truth and
// drives the whole transfer. For every sync unit it sends a manifest, asks
// the receiver what it already has, uploads the rest and has the receiver
// delete whatever the manifest does not list.
//
// Exported as a factory: src/lansync.js hands in its own helpers and state, so
// nothing here reaches across module instances.
// The pushing side of a LAN sync: per unit, stream a manifest while it is
// still being hashed, learn what the receiver has, upload the rest, delete
// the surplus. Exported as a factory; src/lansync.js hands in its own
// helpers and state.
const http = require('http')
const os = require('os')
const fs = require('fs')
const path = require('path')
// Files sent at once: one at a time wastes most of a LAN round trip on the
// small files a game or prefix is mostly made of.
// Files sent at once: one at a time wastes LAN round trips on small files.
const UPLOAD_CONCURRENCY = 4
// Two lost heartbeats in a row: the receiver is gone (40 s of silence).
const MAX_MISSED_PINGS = 2
// One file, one PUT. A file that has not finished on its own after this long
// (stalled receiver, lost socket while the OS still reports it open, a file
// that changed size after the manifest) fails the whole sync instead of
// hanging it forever. Env override for tests.
const UPLOAD_TIMEOUT_MS = Number(process.env.PLWL_LANSYNC_UPLOAD_TIMEOUT) || 10 * 60 * 1000
// Keeps the receiver alive while this side hashes (minutes of silence); env
// override for tests.
const HEARTBEAT_MS = Number(process.env.PLWL_LANSYNC_HEARTBEAT) || 20000
// One ping round trip; env override for tests.
const PING_TIMEOUT_MS = Number(process.env.PLWL_LANSYNC_PING_TIMEOUT) || 10000
// How often the sender asks the receiver's popup whether the deletion list is
// settled, and how long it waits for a human before giving up (nothing is
// deleted on a timeout, so the safe answer is also the fallback).
const REVIEW_POLL_MS = Number(process.env.PLWL_LANSYNC_REVIEW_POLL) || 1500
const REVIEW_WAIT_MS = Number(process.env.PLWL_LANSYNC_REVIEW_WAIT) || 15 * 60 * 1000
function createPusher(api) {
const {
CATEGORIES,
@ -27,7 +45,7 @@ function createPusher(api) {
httpJson,
filesPath,
ownedRoot,
buildManifest,
buildManifestStream,
listDirs,
DIRS,
toPortablePath,
@ -36,14 +54,16 @@ function createPusher(api) {
prefixes
} = api
// Manifest in, list of files to upload out. NDJSON keeps a prefix with tens
// of thousands of entries from being one giant string in memory either side.
function planUnit(device, token, unit, entries, force, meta) {
// the receiver is told how many apps/prefixes/wines the whole sync carries
// up front, which is what lets its popup say "Apps: 2/5"
// Manifest in, upload list out; NDJSON avoids one giant string. The body
// is written by `produce` WHILE the sender hashes, so the receiver can
// compare entries as they arrive (both sides hash at the same time).
function planUnit(device, token, unit, force, meta, produce) {
// announced up front, so the receiver's popup can say "Apps: 2/5"
const totals = meta && meta.totals ? `&totals=${encodeURIComponent(JSON.stringify(meta.totals))}` : ''
// folders a selection kept off the wire must not be pruned on the other side
const exclude = unit.exclude && unit.exclude.length ? `&exclude=${encodeURIComponent(JSON.stringify(unit.exclude))}` : ''
return new Promise((resolve, reject) => {
const route = `/plwl/unit/plan?token=${encodeURIComponent(token)}&unit=${encodeURIComponent(unit.key)}&label=${encodeURIComponent(unit.label || '')}&roots=${encodeURIComponent(JSON.stringify(unit.roots))}${force ? '&force=1' : ''}${totals}`
const route = `/plwl/unit/plan?token=${encodeURIComponent(token)}&unit=${encodeURIComponent(unit.key)}&label=${encodeURIComponent(unit.label || '')}&roots=${encodeURIComponent(JSON.stringify(unit.roots))}${force ? '&force=1' : ''}${totals}${exclude}`
const req = http.request(
{
host: device.address,
@ -65,134 +85,251 @@ function createPusher(api) {
})
}
)
req.on('error', reject)
let index = 0
const pump = () => {
while (index < entries.length) {
if (!req.write(`${JSON.stringify(entries[index++])}\n`)) {
req.once('drain', pump)
return
}
let dead = null
req.on('error', err => {
dead = err
reject(err)
})
// ordered writes with backpressure: the receiver reads continuously,
// but a slow socket must not buffer the whole manifest in memory
const write = obj => new Promise((resolveWrite, rejectWrite) => {
if (dead) return rejectWrite(dead)
const onDrain = () => {
cleanup()
resolveWrite()
}
req.end()
}
pump()
const onErr = () => {
cleanup()
rejectWrite(dead || new Error('plan-write-failed'))
}
const cleanup = () => {
req.off('drain', onDrain)
req.off('error', onErr)
}
if (req.write(`${JSON.stringify(obj)}\n`)) {
cleanup()
return resolveWrite()
}
req.once('drain', onDrain)
req.once('error', onErr)
})
produce(write).then(() => req.end(), err => {
try { req.destroy() } catch {}
reject(err)
})
})
}
function putFile(device, token, unitKey, rel, abs) {
function putFile(device, token, unitKey, rel, abs, onBytes) {
return new Promise((resolve, reject) => {
// unit and path travel as headers: the receiver used to parse a fresh
// query string per file for values that are constant per request
const settle = (fn, value) => {
clearTimeout(timer)
fn(value)
}
// Unit and path travel in the query, percent-encoded: Node refuses any
// header value holding a code above U+00FF (ERR_INVALID_CHAR), which a
// real library has (Minecraft pack names, Polish file names), and that
// refusal used to kill the sync mid-unit.
const query = `token=${encodeURIComponent(token)}&unit=${encodeURIComponent(unitKey)}&path=${encodeURIComponent(rel)}`
const req = http.request(
{
host: device.address,
port: device.port,
path: `/plwl/unit/file?token=${encodeURIComponent(token)}`,
path: `/plwl/unit/file?${query}`,
method: 'PUT',
headers: {
'content-type': 'application/octet-stream',
'content-length': fs.statSync(abs).size,
'x-plwl-unit': unitKey,
'x-plwl-path': rel
'content-length': fs.statSync(abs).size
},
timeout: 0
},
res => {
res.resume()
res.on('end', () => resolve({ status: res.statusCode }))
res.on('end', () => settle(resolve, { status: res.statusCode }))
res.on('aborted', () => settle(reject, new Error('response-aborted')))
}
)
req.on('error', reject)
// The timer spans the WHOLE transfer, response included: a stalled
// receiver or a silently lost socket must fail the sync instead of
// hanging the popup on the last file. Generous - a file would have to
// take over ten minutes at 20 MB/s to hit it.
const timer = setTimeout(() => {
req.destroy(new Error('upload-timeout'))
settle(reject, new Error('upload-timeout'))
}, UPLOAD_TIMEOUT_MS)
if (timer.unref) timer.unref()
req.on('error', err => settle(reject, err))
const stream = fs.createReadStream(abs)
stream.on('error', reject)
stream.on('error', err => settle(reject, err))
// live bytes: a multi-GB file has to move the counter while it flies,
// not only when its response lands (read = what this side hands over)
if (onBytes) stream.on('data', chunk => onBytes(chunk.length))
// pipe ends the request when the file ends; a body shorter than the
// declared content-length (file changed mid-sync) wedges the receiver
// - its own idle watchdog breaks that, this side's timer breaks every
// other silent case
stream.pipe(req)
})
}
// --- units ----------------------------------------------------------------
function appUnits(cats) {
// A selection lists unit keys ("app:1", "wine:GE-Proton9-20", "prefix:Main");
// absent means everything travels. `apps` is the older app-id-only shape.
function selectionOf(selection) {
const units = selection && Array.isArray(selection.units) ? new Set(selection.units.map(String)) : null
const apps = selection && Array.isArray(selection.apps) ? new Set(selection.apps.map(String)) : null
return {
active: !!units || !!apps,
has(key, id) {
if (units && !units.has(key)) return false
if (apps && String(key).startsWith('app:') && !apps.has(String(id))) return false
return true
}
}
}
function appUnits(cats, sel) {
const units = []
for (const game of library.loadGames()) {
const category = api.appCategory(game)
if (!category || !cats.has(category)) continue
if (!sel.has(`app:${game.id}`, game.id)) continue
const roots = [`data/icons/${game.id}`]
if (category === 'apps-portable') roots.unshift(`apps/${game.id}`)
if (category === 'apps-portable') {
// the app's own folder, never apps/<id> guessed from the entry
const rel = String(toPortablePath(library.appFolder(game)) || '')
roots.unshift(rel.startsWith('apps/') ? rel : `apps/${game.id}`)
}
units.push({ key: `app:${game.id}`, kind: 'app', id: game.id, label: game.name, roots })
}
return units
}
function wineUnits() {
// A prefix app a selection leaves out stays on this side: its folder must not
// travel with the prefix, and the receiver must not prune it as a leftover.
function prefixExcludes(name, sel) {
const rootRel = `wineprefixes/${name}`
const out = []
for (const game of library.loadGames()) {
if (api.appCategory(game) !== 'apps-prefix' || game.prefix !== name) continue
if (sel.has(`app:${game.id}`, game.id)) continue
const rel = String(toPortablePath(library.appFolder(game)) || '')
if (rel === rootRel || !rel.startsWith(rootRel + '/')) continue
out.push(rel)
}
return out
}
function wineUnits(sel) {
const units = new Map()
const add = (root, label) => {
if (units.has(root)) return
units.set(root, { key: `wine:${root.slice('wines/'.length)}`, kind: 'wine', id: root.slice('wines/'.length), label: label || root, roots: [root] })
}
for (const wine of wines.getWines()) {
const rel = toPortablePath(wine.path)
const parts = String(rel).split('/')
add(parts.length === 2 && parts[0] === 'wines' ? rel : `wines/${path.basename(wine.path)}`, wine.label)
const rel = String(toPortablePath(wine.path) || '')
const parts = rel.split('/')
// the unit is the TOP folder under wines/, not the detected build dir
add(parts[0] === 'wines' && parts[1] ? `wines/${parts[1]}` : `wines/${path.basename(wine.path)}`, wine.label)
}
for (const name of listDirs(DIRS.WINES)) add(`wines/${name}`)
return [...units.values()]
return [...units.values()].filter(unit => sel.has(unit.key, unit.id))
}
function prefixUnits() {
function prefixUnits(sel) {
const names = new Set(prefixes.listPrefixes().prefixes.map(p => p.name))
for (const name of listDirs(DIRS.PREFIXES)) names.add(name)
return [...names].map(name => ({ key: `prefix:${name}`, kind: 'prefix', id: name, label: name, roots: [`wineprefixes/${name}`] }))
const units = []
for (const name of names) {
if (!sel.has(`prefix:${name}`)) continue
const unit = { key: `prefix:${name}`, kind: 'prefix', id: name, label: name, roots: [`wineprefixes/${name}`] }
const exclude = prefixExcludes(name, sel)
if (exclude.length) unit.exclude = exclude
units.push(unit)
}
return units
}
function buildUnits(cats) {
function buildUnits(cats, selection) {
const sel = selectionOf(selection)
const units = []
if (cats.has('apps-portable') || cats.has('apps-prefix')) units.push(...appUnits(cats))
if (cats.has('wines')) units.push(...wineUnits())
if (cats.has('prefixes')) units.push(...prefixUnits())
if (cats.has('apps-portable') || cats.has('apps-prefix')) units.push(...appUnits(cats, sel))
if (cats.has('wines')) units.push(...wineUnits(sel))
if (cats.has('prefixes')) units.push(...prefixUnits(sel))
return units
}
// --- registry payload -----------------------------------------------------
// Everything the app config holds travels: paths (portableGame rewrites them
// to the FILES/prefix relative form both machines understand), the wine
// build and prefix it runs in, args/env/dllOverrides and the play counters.
// The whole app config travels (paths rewritten to relative form).
function portableApp(game) {
return library.portableGame(game)
}
function buildRegistryPayload(categories) {
function buildRegistryPayload(categories, selection) {
const cats = new Set(categories)
const sel = selectionOf(selection)
const payload = { categories: [...cats] }
if (cats.has('apps-portable') || cats.has('apps-prefix')) {
payload.apps = library
.loadGames()
.filter(game => {
const category = api.appCategory(game)
return category ? cats.has(category) : false
if (!category || !cats.has(category)) return false
return sel.has(`app:${game.id}`, game.id)
})
.map(portableApp)
// A partial list means "only these apps travel"; without the marker the
// receiver mirrors the category and drops the apps that were left out.
if (sel.active) payload.appScope = 'selected'
}
if (cats.has('wines')) {
// the receiver prunes its own builds down to this list and rescans
payload.wines = wineUnits().map(unit => ({ name: unit.id }))
// the receiver mirrors its own builds down to this list and rescans
payload.wines = wineUnits(sel).map(unit => ({ name: unit.id }))
if (sel.active) payload.wineScope = 'selected'
}
if (cats.has('defaults')) {
// "Default settings": which wine everything falls back to and where a new
// import lands. Opt-in on purpose - a sync of apps must not silently
// change the other machine's defaults.
if (cats.has('settings')) {
// "Sync settings": registry-level values only; opt-in - apps must not
// silently rewrite the other machine's settings.
const defs = prefixes.listPrefixes()
const games = library.loadGames()
payload.defaults = {
defaultWine: (library.loadSettings().defaultWine) || 'system',
defaultPrefix: prefixes.listPrefixes().default || ''
defaultPrefix: defs.default || ''
}
payload.wineSettings = wines
.getWines()
.filter(w => w.type !== 'system')
.map(w => ({ name: w.id, displayName: w.displayName || '', disabled: !!w.disabled }))
payload.prefixSettings = {
default: defs.default || '',
prefixes: defs.prefixes.map(p => ({ name: p.name, created: p.created, locked: !!p.locked }))
}
payload.appSettings = games.map(g => ({
id: g.id,
name: g.name,
wine: g.wine || 'default',
prefix: g.prefix || '',
args: g.args || '',
env: g.env || {},
dllOverrides: g.dllOverrides || [],
disableUmu: !!g.disableUmu,
// Linux-only app config, part of the app's configuration as well
isolation: g.isolation,
forceX11: !!g.forceX11
}))
payload.appOrder = games.map(g => g.id)
}
if (cats.has('prefixes')) {
const defs = prefixes.listPrefixes()
payload.prefixes = {
default: defs.default,
prefixes: defs.prefixes.map(p => ({ name: p.name, created: p.created, locked: !!p.locked }))
prefixes: defs.prefixes
.filter(p => sel.has(`prefix:${p.name}`))
.map(p => ({ name: p.name, created: p.created, locked: !!p.locked }))
}
if (sel.active) payload.prefixScope = 'selected'
}
return payload
}
@ -205,105 +342,47 @@ function createPusher(api) {
uploaded: 0,
skipped: 0,
deleted: 0,
// files the receiver asked to keep when the deletion list was reviewed
kept: 0,
bytes: 0,
// how many apps / wine builds / prefixes this sync walked over: the
// progress popup reports "3 games, 1 prefix" instead of file counts,
// which mean nothing to the user
items: { apps: 0, wines: 0, prefixes: 0 },
apps: { copied: 0, skipped: 0, deleted: 0 },
wines: { copied: 0, skipped: 0, deleted: 0 },
prefixes: { copied: 0, skipped: 0, deleted: 0 }
// size of the synced trees as they now sit on the other device
sizeBytes: 0,
// the popup reports "3 games, 1 prefix" instead of file counts
items: { apps: 0, wines: 0, prefixes: 0 }
}
}
// Every sync resolves to the same shape, successes and failures alike, so
// callers can read counters/events without checking first.
function syncResult(ok, error, summary, events) {
const buckets = { apps: summary.apps, prefixes: summary.prefixes, wines: summary.wines }
summary.progress = events.length
summary.events = events.length
return {
ok,
error: error || null,
summary,
stats: buckets,
report: buckets,
counts: buckets,
details: buckets,
perCategory: buckets,
categories: buckets,
apps: summary.apps,
prefixes: summary.prefixes,
wines: summary.wines,
progress: events,
events,
progressEvents: events,
progressLog: events,
progressCount: events.length
}
// Every sync resolves to the same shape, success or failure.
function syncResult(ok, error, summary) {
return { ok, error: error || null, summary }
}
// Push the selected categories onto the peer. A rejected code comes back as
// error 'bad-code', so the UI can offer to type it again.
async function syncToDevice({ deviceId, device: target, code, categories, force, onProgress }) {
const fail = (error, summary, events) => syncResult(false, error, summary || newSummary(0), events || [])
// Push to the peer; a rejected code comes back as 'bad-code'.
async function syncToDevice({ deviceId, device: target, code, categories, force, selection, onProgress }) {
const fail = (error, summary) => syncResult(false, error, summary || newSummary(0))
const device = target || api.listDevices().find(d => d.id === deviceId)
if (!device || !device.address || !device.port) return fail('offline')
const cats = new Set(normalizeCategories(categories))
if (!cats.size) return fail('nothing-selected')
// The units are known before anything is read, so how many apps / wine
// builds / prefixes this sync carries is announced with the verification:
// the other side can show "Apps: 0/5" from its first event.
const units = buildUnits(cats)
// units are known before anything is read: announce them with the verify
const units = buildUnits(cats, selection)
const bucketOf = kind => (kind === 'wine' ? 'wines' : kind === 'prefix' ? 'prefixes' : 'apps')
const totals = { apps: 0, wines: 0, prefixes: 0 }
const totals = { apps: 0, wines: 0, prefixes: 0, settings: 0 }
for (const unit of units) totals[bucketOf(unit.kind)] += 1
// every progress event is kept (and handed to onProgress when given) so
// callers can report on the transfer without subscribing first
const events = []
if (cats.has('settings')) totals.settings = 1
const progress = data => {
events.push(data)
if (onProgress) onProgress(data)
}
let verified
try {
// longer than the receiver's incoming-request timeout: the user over
// there gets a popup and this side waits for the click
verified = await httpJson(device, 'POST', '/plwl/verify', {
json: { deviceId: identity().deviceId, name: os.hostname(), code: String(code == null ? '' : code).trim().toUpperCase(), totals },
timeout: 90000
})
} catch (err) {
return fail(String((err && err.message) || err))
}
if (!verified.data || !verified.data.ok) {
const error = (verified.data && verified.data.error) || `http-${verified.status}`
// the peer rotated its code: drop the stored pairing, so the next
// attempt asks for the new one instead of failing silently. A plain
// 'rejected' (the user over there declined the popup) keeps the pairing
// - the code was proven correct, the popup is the consent gate.
if (error === 'auth-failed' || error === 'bad-code') forgetDevice(device.id || deviceId)
return fail(error)
}
const token = verified.data.token
// the code worked, so this device is paired now: the next sync needs no
// typing (a rejected code is never stored)
rememberDevice(device.id || deviceId, code, device.name)
const summary = newSummary(units.length)
const finished = { apps: 0, wines: 0, prefixes: 0 }
// bytes the units planned so far will put on the wire: the popup can then
// show "1.2 GB / 3.4 GB" instead of only what has already arrived
// planned bytes so far, so the popup can show "1.2 GB / 3.4 GB"
let plannedBytes = 0
let itemsSeen = 0
// files uploaded/announced in PREVIOUS units: the popup's file counter is
// cumulative across the whole sync (a per-unit counter resets with every
// next app, which reads like progress going backwards)
// files from previous units: the popup counter is cumulative
let allDone = 0
let allTotal = 0
// the bar tracks the PHASE being worked on (its own bytes), never a
// leftover from the phase before: hashing starts from an empty bar
// the bar tracks the current phase only: hashing starts empty
let barBytes = 0
let barTotal = 0
const snapshot = (phase, unit, done, total) => {
@ -326,54 +405,147 @@ function createPusher(api) {
barBytes,
barTotalBytes: barTotal
}
// only phases that actually move the file counter carry one (the copy
// phase passes absolute, cumulative values); the rest omit it, so the
// popup freezes the last count instead of jumping backwards while this
// unit is still being scanned or compared
// only the copy phase carries a file count, so the popup never jumps back
if (Number.isFinite(done) && Number.isFinite(total)) {
data.done = done
data.total = total
}
return data
}
// hashing and copying walk thousands of files: the state is snapshotted on
// every file but forwarded a few times per second (phase changes always
// go through, so nothing on screen ever jumps backwards)
const gate = typeof api.progressGate === 'function' ? api.progressGate(progress) : data => progress(data)
const emit = (phase, unit, done, total, force) => gate(snapshot(phase, unit, done, total), !!force)
// Snapshot per file, forward a few times per second (phase changes
// always). The snapshot is built when the gate flushes, not when it is
// pushed: a throttled byte count must not be one gate window old.
const emitNow = data => progress(typeof data === 'function' ? data() : data)
const gate = typeof api.progressGate === 'function' ? api.progressGate(emitNow) : emitNow
const emit = (phase, unit, done, total, force) => gate(() => snapshot(phase, unit, done, total), !!force)
// consent may wait on a human: say so before anything else happens
emit('wait', null, null, null, true)
let verified
try {
// longer than the receiver's incoming-request timeout (popup wait)
verified = await httpJson(device, 'POST', '/plwl/verify', {
json: { deviceId: identity().deviceId, name: os.hostname(), code: String(code == null ? '' : code).trim().toUpperCase(), totals },
timeout: 90000
})
} catch (err) {
return fail(String((err && err.message) || err))
}
if (!verified.data || !verified.data.ok) {
const error = (verified.data && verified.data.error) || `http-${verified.status}`
// a rotated code drops the pairing; a plain 'rejected' keeps it
if (error === 'auth-failed' || error === 'bad-code') forgetDevice(device.id || deviceId)
return fail(error)
}
// An older peer prunes inside its commit, with no list to approve: units
// must not travel there at all. Settings alone are additive and fine.
if (!verified.data.review && units.length) return fail('old-peer')
const token = verified.data.token
// paired now: the next sync needs no typing
rememberDevice(device.id || deviceId, code, device.name)
// The heartbeat keeps the receiver's popup alive while this side hashes
// (minutes of silence). Consecutive ping failures mean the peer dropped
// (crash, sleep, lost network): without this a dead receiver hangs the
// sync until the next request notices, which may be never.
let missedPings = 0
const abort = { dead: false, reject: null }
const abortPromise = new Promise((resolve, reject) => { abort.reject = reject })
abortPromise.catch(() => {}) // only awaited via Promise.race below
const heartbeat = setInterval(() => {
httpJson(device, 'POST', `/plwl/ping?token=${encodeURIComponent(token)}`, { json: {}, timeout: PING_TIMEOUT_MS })
.then(() => { missedPings = 0 })
.catch(() => {
missedPings++
if (missedPings >= MAX_MISSED_PINGS && !abort.dead) {
abort.dead = true
abort.reject(new Error('receiver-lost'))
}
})
}, HEARTBEAT_MS)
if (heartbeat.unref) heartbeat.unref()
const end = async () => {
try {
await httpJson(device, 'POST', `/plwl/end?token=${encodeURIComponent(token)}`, { json: {} })
} catch {}
}
try {
// The receiver's popup is a human, so the sender waits - visibly, and with
// a deadline. A timeout deletes nothing on purpose.
const waitForReview = async (device, token, review, emit, abort) => {
emit('review', null, null, null, true)
const deadline = Date.now() + REVIEW_WAIT_MS
while (Date.now() < deadline) {
if (abort.dead) throw new Error('receiver-lost')
try {
const res = await httpJson(device, 'GET', `/plwl/review?token=${encodeURIComponent(token)}&id=${encodeURIComponent(review.id)}`, { timeout: 20000 })
const data = res && res.data ? res.data : {}
if (data.state === 'done' || data.state === 'timeout' || data.state === 'skipped') {
return { deleted: Number(data.deleted) || 0, kept: Number(data.kept) || 0 }
}
} catch {}
await new Promise(resolve => setTimeout(resolve, REVIEW_POLL_MS))
}
return { deleted: 0, kept: 0 }
}
const runUnits = async () => {
for (const unit of units) {
if (abort.dead) throw new Error('receiver-lost')
const roots = unit.roots.filter(ownedRoot)
if (!roots.length) continue
const kind = bucketOf(unit.kind)
const bucket = summary[kind]
summary.items[kind] += 1
itemsSeen += 1
barBytes = 0
barTotal = 0
emit('scan', unit, null, null, true)
const entries = await buildManifest(roots, !!force, (done, total, hashedBytes, totalBytes) => {
barBytes = hashedBytes
barTotal = totalBytes
// the file counter is not touched here: until the plan comes back
// nobody knows how many of this unit's files will actually move
emit('hash', unit, null, null)
// The manifest streams WHILE this side hashes its tail: the receiver
// compares entries as they arrive, so both devices hash at the same
// time. Once this side is done hashing, the popup keeps a full bar
// and the waiting text until the plan answers (a cached sender waits
// for a receiver that still has to hash).
const entries = []
let writes = Promise.resolve()
// A read failure means this manifest is not the sender's whole tree:
// tell the receiver, so it never prunes what only looked missing.
const incomplete = () => {
writes = writes.then(() => write({ unitIncomplete: true }))
}
const plan = await planUnit(device, token, { ...unit, roots }, !!force, { totals }, async write => {
await buildManifestStream(roots, !!force, {
// an app the selection left out does not travel with its prefix
skip: unit.exclude,
// the receiver sizes its compare bar from this, before any hashing
onTotal: totalBytes => {
writes = writes.then(() => write({ unitBytes: totalBytes }))
},
onEntry: entry => {
entries.push(entry)
writes = writes.then(() => write(entry))
},
onIncomplete: incomplete,
onProgress: (hashedDone, hashedTotal, hashedBytes, totalBytes) => {
barBytes = hashedBytes
barTotal = totalBytes
emit('hash', unit, null, null)
}
})
await writes
// this side is done hashing; the receiver may still be comparing
barTotal = barTotal || 1
barBytes = barTotal
emit('wait', unit, null, null, true)
})
emit('plan', unit, null, null, true)
const plan = await planUnit(device, token, { ...unit, roots }, entries, !!force, { totals })
if (abort.dead) throw new Error('receiver-lost')
if (!plan.data || !plan.data.ok) throw new Error((plan.data && plan.data.error) || `http-${plan.status}`)
// every file in the unit, including the ones already identical there
for (const entry of entries) if (entry.type === 'file') summary.sizeBytes += entry.size || 0
const upload = new Set(plan.data.upload || [])
const same = new Set(plan.data.same || [])
// per category every manifest entry counts: created/overwritten vs
// already identical (the plan reports both)
bucket.copied += entries.length - same.size
bucket.skipped += same.size
summary.skipped += same.size
const filePaths = new Set(entries.filter(e => e.type === 'file').map(e => e.path))
let sameFiles = 0
for (const p of same) if (filePaths.has(p)) sameFiles++
summary.skipped += sameFiles
const pending = []
for (const entry of entries) {
if (entry.type !== 'file') continue
@ -381,45 +553,48 @@ function createPusher(api) {
pending.push(entry)
plannedBytes += entry.size || 0
}
allTotal += pending.length
// a few files in flight at once: with thousands of small ones the
// round trip to the other machine costs more than the bytes do
// the files that were already identical never move, so the bar counts
// only the bytes that do - and starts empty for the transfer phase
// a few files in flight at once: small files cost round trips; the
// bar counts only bytes that move and starts empty for the copy
if (pending.length) {
barBytes = 0
barTotal = pending.reduce((sum, entry) => sum + (entry.size || 0), 0)
emit('copy', unit, allDone, allTotal + pending.length, true)
}
let failed = null
let done = 0
const send = async entry => {
if (failed) return
const res = await putFile(device, token, unit.key, entry.path, filesPath(entry.path))
if (res.status !== 200) {
failed = new Error(`upload-failed-${res.status}`)
return
let failed = null
let done = 0
const send = async entry => {
if (failed || abort.dead) return
const res = await putFile(device, token, unit.key, entry.path, filesPath(entry.path), delta => {
summary.bytes += delta
barBytes += delta
emit('copy', unit, allDone + done, allTotal + pending.length)
})
if (res.status !== 200) {
failed = new Error(`upload-failed-${res.status}`)
return
}
done++
summary.uploaded++
// the byte counters already moved while the file was read; the
// completion still has to push the file count next
emit('copy', unit, allDone + done, allTotal + pending.length)
}
done++
summary.uploaded++
summary.bytes += entry.size || 0
barBytes += entry.size || 0
emit('copy', unit, allDone + done, allTotal + pending.length)
if (typeof api.mapLimit === 'function') await api.mapLimit(pending, UPLOAD_CONCURRENCY, send)
else for (const entry of pending) await send(entry)
if (failed) throw failed
// A dead receiver made `send` skip files; committing now would prune
// exactly the files that never arrived (the commit itself could even
// succeed while only the heartbeats were failing).
if (abort.dead) throw new Error('receiver-lost')
}
if (typeof api.mapLimit === 'function') await api.mapLimit(pending, UPLOAD_CONCURRENCY, send)
else for (const entry of pending) await send(entry)
if (failed) throw failed
emit('copy', unit, allDone + done, allTotal + pending.length, true)
// this unit's files count towards the running totals only once they
// are really on the wire - the counter holds there while the receiver
// prunes and the next unit is scanned/compared
emit('copy', unit, allDone + pending.length, allTotal + pending.length, true)
// the totals count a unit's files only once they are on the wire
allDone += pending.length
allTotal += pending.length
const commit = await httpJson(device, 'POST', `/plwl/unit/commit?token=${encodeURIComponent(token)}&unit=${encodeURIComponent(unit.key)}`, { json: {} })
if (commit.data && commit.data.deleted) {
summary.deleted += commit.data.deleted
bucket.deleted += commit.data.deleted
}
// a unit that did not commit (unknown unit, failed prune) must not be
// counted as done while the sync moves on to the registry
if (!commit.data || !commit.data.ok) throw new Error((commit.data && commit.data.error) || `commit-${commit.status}`)
if (commit.data.deleted) summary.deleted += commit.data.deleted
finished[kind] += 1
// a finished unit leaves a finished bar behind, even one that sent none
barTotal = barTotal || 1
@ -427,23 +602,57 @@ function createPusher(api) {
emit('commit', unit, null, null, true)
}
emit('registry', null, null, null, true)
const applied = await httpJson(device, 'POST', `/plwl/apply?token=${encodeURIComponent(token)}`, { json: buildRegistryPayload([...cats]), timeout: 60000 })
if (abort.dead) throw new Error('receiver-lost')
const applied = await httpJson(device, 'POST', `/plwl/apply?token=${encodeURIComponent(token)}`, { json: buildRegistryPayload([...cats], selection), timeout: 60000 })
if (!applied.data || !applied.data.ok) throw new Error((applied.data && applied.data.error) || `http-${applied.status}`)
for (const key of ['apps', 'wines', 'prefixes']) {
const deleted = applied.data[key] && applied.data[key].deleted
if (deleted) summary[key].deleted += deleted
}
if (applied.data.deleted) summary.deleted += applied.data.deleted
// Deletions wait for the receiver's approval; nothing is removed on a
// timeout, so a lost popup can only ever keep too much, never too little.
if (applied.data.review && applied.data.review.id) {
const outcome = await waitForReview(device, token, applied.data.review, emit, abort)
summary.deleted += outcome.deleted || 0
summary.kept += outcome.kept || 0
}
// a sync with nothing to send still ends with a full bar
barTotal = barTotal || 1
barBytes = barTotal
emit('done', null, allDone, allTotal, true)
await end()
} catch (err) {
await end()
return fail(String((err && err.message) || err), summary, events)
}
return syncResult(true, null, summary, events)
try {
await Promise.race([runUnits(), abortPromise])
} catch (err) {
abort.dead = true
await end()
return fail(String((err && err.message) || err), summary)
} finally {
clearInterval(heartbeat)
}
return syncResult(true, null, summary)
}
return { syncToDevice, buildUnits, buildRegistryPayload, CATEGORIES }
// Everything a selection can name, in the same ids buildUnits uses - the UI
// must never derive a unit key on its own.
function items() {
const all = { active: false, has: () => true }
return {
apps: library
.loadGames()
.filter(game => api.appCategory(game))
.map(game => ({
key: `app:${game.id}`,
name: game.name || game.id,
category: api.appCategory(game),
prefix: game.prefix || ''
})),
wines: wineUnits(all).map(unit => ({ key: unit.key, name: unit.label })),
prefixes: prefixUnits(all).map(unit => ({ key: unit.key, name: unit.label }))
}
}
// putFile is exposed for the stall tests (it is the piece that must never
// leave a request half-open)
return { syncToDevice, buildUnits, buildRegistryPayload, items, putFile, CATEGORIES }
}
module.exports = createPusher

View file

@ -3,14 +3,13 @@
const path = require('path')
const fs = require('fs')
const { DIRS, readJson, writeJson, toPortablePath, resolvePortablePath } = require('./paths')
const { prefixPath } = require('./prefixes')
const { prefixPath, isPrefixRel } = require('./prefixes')
const REGISTRY = path.join(DIRS.DATA, 'apps.json')
const SETTINGS = path.join(DIRS.DATA, 'settings.json')
// Playtime lives in its own tiny file holding ONLY a number of seconds
// (files/data/appdata/<id>/playtime.txt) so the running game can update it
// every ~30s without rewriting the whole apps.json registry on each tick.
// Playtime lives in its own tiny file (files/data/appdata/<id>/playtime.txt),
// updated every ~30s without touching apps.json.
function playtimeFile(id) {
return path.join(DIRS.DATA, 'appdata', id, 'playtime.txt')
}
@ -29,33 +28,24 @@ function writePlaySeconds(id, seconds) {
fs.writeFileSync(file, String(Math.max(0, Math.round(seconds))))
}
// Prefix imports keep exe/workdir paths relative to the PREFIX ROOT
// ("drive_c/..." for plain wine, "pfx/drive_c/..." for Proton-managed
// prefixes) so wine sees them under C:\... - everything else is
// FILES-relative/absolute.
const isPrefixRel = v => typeof v === 'string' && /^(pfx[/\\])?drive_c([/\\]|$)/i.test(v)
function loadGames() {
const games = readJson(REGISTRY, [])
for (const g of games) {
// stored relative to FILES (portable) -> resolve to absolute for use.
// Prefix imports resolve against their own prefix instead (never the
// launcher-wide default).
// portable paths resolve against FILES, prefix imports against their prefix
const usePrefix = g.importSource === 'prefix' && g.prefix ? prefixPath(g.prefix) : null
for (const k of ['path', 'exePath', 'workdir']) {
if (!g[k]) continue
g[k] = usePrefix && isPrefixRel(g[k]) ? path.join(usePrefix, g[k]) : resolvePortablePath(g[k])
}
if (g.iconSource) g.iconSource = resolvePortablePath(g.iconSource)
if (g.isolation !== undefined) g.isolation = isolationMode(g.isolation)
const ps = readPlaySeconds(g.id)
if (ps != null) g.playSeconds = ps
}
return games
}
// Paths of anything living inside FILES/ are stored RELATIVE to FILES so the
// whole launcher folder can be moved (portable mode). Absolute paths outside
// FILES (apps left in place) are kept as-is.
// Paths inside FILES/ are stored FILES-relative (portable); others as-is.
function portableGame(g) {
const out = { ...g }
const pfx = out.importSource === 'prefix' && out.prefix ? prefixPath(out.prefix) : null
@ -63,8 +53,7 @@ function portableGame(g) {
const v = out[k]
if (!v) continue
if (pfx && k !== 'iconSource' && !isPrefixRel(v)) {
// prefix game: store relative to the PREFIX ROOT (keeps the drive_c
// segment, e.g. "drive_c/Games/..." or "pfx/drive_c/Games/...")
// prefix game: store relative to the prefix root ("drive_c/...")
const rel = path.relative(pfx, resolvePortablePath(v))
if (rel && !rel.startsWith('..') && !path.isAbsolute(rel)) out[k] = rel
} else if (!(pfx && isPrefixRel(v))) {
@ -82,46 +71,33 @@ function getGame(id) {
return loadGames().find(g => g.id === id) || null
}
// Which prefix a game's runs land in: an app without one follows the launcher
// default. The single place for that fallback (runner.buildEnv and the in-use
// guards both use it, so a rename/delete can never blame the wrong folder).
// Which prefix a game's runs land in (launcher default when unset).
function prefixNameForGame(game) {
if (game && game.prefix) return game.prefix
const defs = readJson(path.join(DIRS.DATA, 'prefixes.json'), { default: 'Main', prefixes: [] })
return defs.default || 'Main'
}
// Apps whose runs land in this prefix - used to keep a prefix that any app
// still references from being deleted out from under it.
// Apps whose runs land in this prefix (in-use guard).
function gamesUsingPrefix(name) {
if (!name) return []
return loadGames().filter(g => prefixNameForGame(g) === name)
}
// In-use guards for registry edits: a prefix folder being renamed or deleted
// (or a wine build deleted) while a game runs in it would leave that process
// without its registry/files - the folder move/removal has to wait until the
// game stops. `running` is the games service's list of live runs
// ([{ name, prefixes, wine }]); prefixes lists every folder a run holds (its
// snapshot plus a new one it was pointed at mid-run).
// In-use guards: rename/delete of a prefix or build waits until no live run
// uses it. `running` is the games service's list of live runs.
function appsUsingPrefix(name, running) {
if (!name) return []
return (running || []).filter(r => (r.prefixes || []).includes(name))
}
function isPrefixInUse(name, running) {
return appsUsingPrefix(name, running).length > 0
}
// A run with no explicit wine falls back to System Wine, which cannot be
// deleted anyway - only an exact match on a registered build counts.
// Only an exact match on a registered build counts.
function isWineInUse(id, running) {
if (!id || id === 'system') return false
return (running || []).some(r => r.wine === id)
}
// Switching the default prefix would silently move the next launch of every
// app that has no prefix of its own - so it waits while any of them runs.
// Switching the default prefix waits while any default-running app is live.
function gamesFollowingDefault(running) {
return (running || []).filter(r => {
const game = getGame(r.id)
@ -129,6 +105,30 @@ function gamesFollowingDefault(running) {
})
}
// `kind` is only ever written as 'linux'; a missing one is a Windows app.
function isLinuxGame(game) {
return !!game && game.kind === 'linux'
}
// none = plain run, relaxed = whole host filesystem mounted writable, isolated
// = the stock read-only profile, auto = relaxed where bwrap works.
const ISOLATION_MODES = ['auto', 'none', 'relaxed', 'isolated']
// One known mode, always: an unknown value would otherwise reach the runner and
// pick a level nobody asked for.
function isolationMode(value) {
return ISOLATION_MODES.includes(value) ? value : 'auto'
}
function sanitizeLinuxPatch(patch) {
if (!patch) return patch
const out = { ...patch }
if (out.kind !== undefined) out.kind = out.kind === 'linux' ? 'linux' : 'windows'
if (out.isolation !== undefined) out.isolation = isolationMode(out.isolation)
if (out.forceX11 !== undefined) out.forceX11 = !!out.forceX11
return out
}
function addGame(game) {
const games = loadGames()
games.push(game)
@ -136,50 +136,81 @@ function addGame(game) {
return game
}
// Prefix imports are pinned; their patch fields are ignored. One place, so a
// batch update behaves exactly like a single one.
function normalizeGamePatch(game, patch) {
if (!patch) return {}
const out = { ...patch }
if (game.importSource === 'prefix') {
delete out.prefix
delete out.importSource
}
return sanitizeLinuxPatch(out)
}
function updateGame(id, patch) {
const games = loadGames()
const g = games.find(x => x.id === id)
if (!g) return null
// prefix imports are pinned: their paths are stored relative to their
// prefix, so NOTHING may move them to another prefix or flip their
// import source (the patch fields are simply ignored)
if (g.importSource === 'prefix' && patch) {
patch = { ...patch }
delete patch.prefix
delete patch.importSource
}
// playSeconds goes to its own tiny file; the registry just mirrors it for
// anything reading apps.json directly (loadGames prefers the file anyway).
if (patch.playSeconds !== undefined) writePlaySeconds(id, patch.playSeconds)
Object.assign(g, patch)
const clean = normalizeGamePatch(g, patch)
// playSeconds lives in its own file; the registry mirrors it
if (clean.playSeconds !== undefined) writePlaySeconds(id, clean.playSeconds)
Object.assign(g, clean)
saveGames(games)
return g
}
// Same patch semantics for many apps, one registry write (LAN sync settings).
function updateGames(patches) {
const games = loadGames()
let changed = 0
for (const g of games) {
const patch = patches instanceof Map ? patches.get(g.id) : patches && patches[g.id]
if (!patch) continue
const clean = normalizeGamePatch(g, patch)
if (clean.playSeconds !== undefined) writePlaySeconds(g.id, clean.playSeconds)
Object.assign(g, clean)
changed++
}
if (changed) saveGames(games)
return changed
}
function clearPlaytime(id) {
return updateGame(id, { playSeconds: 0, lastPlayed: 0 })
}
// A portable app's folder is removed along with its registry entry - measured
// first (staging) so the renderer can show a bar while the tree is walked,
// instead of freezing on one rmSync of a multi-GB game.
// The app's own folder - what was imported, never the folder holding the exe:
// the working directory may have been pointed elsewhere in the properties.
function appFolder(game) {
if (!game) return ''
if (game.path) return String(game.path)
return game.exePath ? path.dirname(game.exePath) : ''
}
// Delete a portable app's folder with measured progress.
async function removeGame(id, onProgress) {
const games = loadGames()
const idx = games.findIndex(g => g.id === id)
if (idx === -1) return false
const g = games[idx]
if (g.imported && g.path && g.path.startsWith(DIRS.APPS)) {
const folder = appFolder(g)
if (g.imported && folder && (folder === DIRS.APPS || folder.startsWith(DIRS.APPS + path.sep))) {
const emit = (phase, detail) => {
if (onProgress) onProgress({ phase, label: g.name || id, ...detail })
}
const { treeSize, removeTree } = require('./fsutil')
emit('count', { files: 0, bytes: 0 })
const total = await treeSize(g.path)
await removeTree(g.path, p => emit('remove', { files: p.files, bytes: p.bytes, totalFiles: total.files, totalBytes: total.bytes }))
const total = await treeSize(folder)
await removeTree(folder, p => emit('remove', { files: p.files, bytes: p.bytes, totalFiles: total.files, totalBytes: total.bytes }))
}
// prefix imports live inside the prefix: deleting launcher files would
// nuke the user's prefix (installed DLLs, saves of every other app), so
// only the registry entry is dropped
// icons and playtime belong to the entry, not to any prefix
for (const owned of [path.join(DIRS.DATA, 'icons', id), path.join(DIRS.DATA, 'appdata', id)]) {
try {
await fs.promises.rm(owned, { recursive: true, force: true })
} catch {}
}
// prefix imports: drop only the registry entry, never prefix files
games.splice(idx, 1)
saveGames(games)
return true
@ -195,9 +226,7 @@ function saveSettings(patch) {
return s
}
// ID is the current timestamp (ms); while a game with that id or a folder
// with that name exists, keep incrementing - so ids and import folder names
// can never collide.
// Timestamp id, incremented while it collides.
function newGameId() {
let id = Date.now().toString()
const taken = () => getGame(id) || fs.existsSync(path.join(DIRS.APPS, id))
@ -205,11 +234,12 @@ function newGameId() {
return id
}
function newGame({ id, name, exePath, workdir, mode }) {
function newGame({ id, name, exePath, workdir, mode, kind }) {
return {
id: id || newGameId(),
name,
mode,
kind: kind === 'linux' ? 'linux' : 'windows',
path: workdir,
exePath,
workdir,
@ -217,6 +247,12 @@ function newGame({ id, name, exePath, workdir, mode }) {
prefix: '',
args: '',
dllOverrides: [],
// Proton-only: UMU by default, or the build's steam.exe launcher
disableUmu: false,
// Linux-only: none, relaxed, isolated, or auto (relaxed where bwrap works)
isolation: 'auto',
// Linux-only: force XWayland, where a window can still carry its icon
forceX11: false,
env: {},
iconSource: '',
playSeconds: 0,
@ -225,9 +261,7 @@ function newGame({ id, name, exePath, workdir, mode }) {
}
}
// The registry array IS the library order, so a drag & drop reorder rewrites
// it whole. Ids the caller did not send keep their relative order at the end:
// a renderer that raced an import must never drop an entry.
// Reorder the registry array; unsent ids keep their order at the end.
function reorderGames(ids) {
const games = loadGames()
const rest = new Map(games.map(g => [g.id, g]))
@ -243,10 +277,8 @@ function reorderGames(ids) {
return out
}
// Follows a prefix rename through the app registry. Raw JSON on purpose:
// loadGames()/saveGames() would resolve and re-relativize every path against
// a prefix folder that was just renamed. The stored paths of prefix imports
// are relative to the prefix root, so only the name reference changes.
// Follows a prefix rename through the registry. Raw JSON: the normal
// load/save would re-relativize paths against the renamed folder.
function renamePrefixRefs(oldName, newName) {
const games = readJson(REGISTRY, [])
let updated = 0
@ -260,8 +292,4 @@ function renamePrefixRefs(oldName, newName) {
return updated
}
function resolvePrefixDir(game) {
return prefixPath(prefixNameForGame(game))
}
module.exports = { loadGames, saveGames, portableGame, getGame, addGame, updateGame, removeGame, reorderGames, renamePrefixRefs, prefixNameForGame, gamesUsingPrefix, appsUsingPrefix, isPrefixInUse, isWineInUse, gamesFollowingDefault, loadSettings, saveSettings, newGame, newGameId, resolvePrefixDir, clearPlaytime, readPlaySeconds, writePlaySeconds, playtimeFile }
module.exports = { loadGames, saveGames, portableGame, appFolder, getGame, isLinuxGame, addGame, updateGame, updateGames, removeGame, reorderGames, renamePrefixRefs, prefixNameForGame, gamesUsingPrefix, appsUsingPrefix, isWineInUse, gamesFollowingDefault, loadSettings, saveSettings, newGame, newGameId, clearPlaytime, readPlaySeconds, writePlaySeconds, playtimeFile }

260
src/linuxapp.js Normal file
View file

@ -0,0 +1,260 @@
'use strict'
// What makes a file a runnable native Linux app: an ELF binary or an AppImage
// (both with the executable bit), or a .desktop entry pointing at one.
const fs = require('fs')
const fsp = fs.promises
const os = require('os')
const path = require('path')
const ELF_MAGIC = Buffer.from([0x7f, 0x45, 0x4c, 0x46])
// Folders that ship libraries/data, never the entry point. Skipping them is
// what keeps `share/` and `lib/` .desktop files out of the candidates.
const SKIPPED_DIRS = new Set([
'lib', 'lib32', 'lib64', 'libexec', 'share', 'include', 'man', 'doc', 'docs',
'locale', 'node_modules', 'redist', 'python', 'site-packages', '__pycache__',
'translations', 'resources', 'licenses', 'locale'
])
const LIBRARY_RE = /\.(so(\.\d+(\.\d+)*)?|a|o|py|pyc|jar|dll|dylib)$/i
const SCRIPT_RE = /^(run|start|launch|play|app)\.sh$/i
function isElfBuffer(buf) {
return !!buf && buf.length >= 4 && buf.subarray(0, 4).equals(ELF_MAGIC)
}
function isElfSync(file) {
try {
const fd = fs.openSync(file, 'r')
try {
const buf = Buffer.alloc(4)
fs.readSync(fd, buf, 0, 4, 0)
return isElfBuffer(buf)
} finally {
fs.closeSync(fd)
}
} catch {
return false
}
}
// [Desktop Entry] fields we care about; the first group wins, later groups
// (Desktop Action ...) are ignored.
function parseDesktopEntry(text) {
const entry = {}
let inEntry = false
for (const raw of String(text || '').split('\n')) {
const line = raw.trim()
if (line.startsWith('[')) {
inEntry = line === '[Desktop Entry]'
continue
}
if (!inEntry || !line || line.startsWith('#')) continue
const eq = line.indexOf('=')
if (eq <= 0) continue
const key = line.slice(0, eq).trim()
const value = line.slice(eq + 1).trim()
if (key === 'Exec' || key === 'Icon' || key === 'Path' || key === 'Name' || key === 'Type') {
if (!(key in entry)) entry[key] = value
}
}
return entry
}
function readDesktopEntry(file) {
try {
return parseDesktopEntry(fs.readFileSync(file, 'utf8'))
} catch {
return null
}
}
// Exec is a command line with field codes: the first token is the program.
function execToken(exec) {
const m = String(exec || '').match(/"([^"]*)"|'([^']*)'|(\S+)/)
const token = m ? (m[1] ?? m[2] ?? m[3]) : ''
return token && !/^%[fFuUdDnNickvm]?$/.test(token) ? token : ''
}
// A .desktop's program, resolved against the entry's own folder. Relative
// Exec= paths are common in app dirs; the spec says that is not allowed, so
// the fallback is to the folder itself.
function desktopExecPath(entry, desktopFile) {
const token = execToken(entry && entry.Exec)
if (!token) return ''
const dir = path.dirname(desktopFile)
const resolved = path.isAbsolute(token) ? token : path.resolve(dir, token)
try {
fs.accessSync(resolved)
return resolved
} catch {
const base = path.join(dir, path.basename(token))
try {
fs.accessSync(base)
return base
} catch {
return ''
}
}
}
function isExecutable(file) {
try {
return (fs.statSync(file).mode & 0o111) !== 0
} catch {
return false
}
}
async function sizeOf(file) {
try {
return (await fsp.stat(file)).size
} catch {
return 0
}
}
// Best entry point in an app folder: the same question findDefaultExe answers
// for Windows, with ELF/AppImage/.desktop instead of .exe.
async function findLinuxExe(dir) {
const candidates = []
const desktops = []
const walk = async (d, depth) => {
let entries
try {
entries = await fsp.readdir(d, { withFileTypes: true })
} catch {
return
}
const subdirs = []
for (const entry of entries) {
const full = path.join(d, entry.name)
if (entry.isDirectory()) {
if (!SKIPPED_DIRS.has(entry.name.toLowerCase())) subdirs.push([full, depth + 1])
continue
}
const lower = entry.name.toLowerCase()
if (lower.endsWith('.desktop')) {
desktops.push([full, depth])
continue
}
if (lower.endsWith('.appimage')) {
candidates.push({ file: full, depth, score: 100 })
continue
}
if (LIBRARY_RE.test(entry.name)) continue
if (SCRIPT_RE.test(entry.name)) {
candidates.push({ file: full, depth, score: 60 })
continue
}
if (isElfSync(full)) candidates.push({ file: full, depth, score: isExecutable(full) ? 55 : 40 })
}
await Promise.all(subdirs.map(([full, next]) => walk(full, next)))
}
await walk(dir, 0)
// A .desktop is the intended way in when it names a program in the tree.
for (const [full, depth] of desktops) {
const exec = desktopExecPath(readDesktopEntry(full), full)
if (exec) candidates.push({ file: exec, depth, score: 90 })
}
if (!candidates.length) return ''
let best = ''
let bestScore = -Infinity
for (const candidate of candidates) {
const size = await sizeOf(candidate.file)
// shallow wins, and between equals the bigger binary is the app
const score = candidate.score - candidate.depth * 5 + Math.min(size / 1000000, 20)
if (score > bestScore) {
bestScore = score
best = candidate.file
}
}
return best
}
// The .desktop that belongs to this program: one in the same folder, whose
// Exec points at it (or the only one there).
function desktopFileFor(exePath) {
const dir = path.dirname(exePath)
let names = []
try {
names = fs.readdirSync(dir).filter(n => n.toLowerCase().endsWith('.desktop'))
} catch {}
if (!names.length) {
try {
names = fs.readdirSync(path.join(dir, '..')).filter(n => n.toLowerCase().endsWith('.desktop'))
} catch {}
if (names.length) return path.join(dir, '..', names[0])
return ''
}
for (const name of names) {
const file = path.join(dir, name)
if (desktopExecPath(readDesktopEntry(file), file) === exePath) return file
}
return path.join(dir, names[0])
}
function pngOrSvg(file) {
try {
const fd = fs.openSync(file, 'r')
try {
const buf = Buffer.alloc(64)
const read = fs.readSync(fd, buf, 0, 64, 0)
const head = buf.subarray(0, read)
if (head.length >= 8 && head.readUInt32BE(0) === 0x89504e47) return 'png'
const text = head.toString('utf8').trim().toLowerCase()
if (text.startsWith('<svg') || text.startsWith('<?xml')) return 'svg'
if (head.length >= 3 && head[0] === 0xff && head[1] === 0xd8) return 'jpg'
} finally {
fs.closeSync(fd)
}
} catch {}
return ''
}
const THEME_SIZES = ['512x512', '256x256', '128x128', 'scalable', '64x64', '48x48', '32x32']
// An `Icon=` value: an absolute path, a path relative to the .desktop's
// folder (AppImage app dirs put .DirIcon next to it), or a theme icon name.
function findIconFile(spec, baseDir) {
const candidates = []
const name = String(spec || '').trim() || '.DirIcon'
if (path.isAbsolute(name)) {
candidates.push(name)
} else {
if (baseDir) candidates.push(path.join(baseDir, name))
if (!path.extname(name)) {
const dataHome = process.env.XDG_DATA_HOME || path.join(os.homedir(), '.local', 'share')
for (const dir of [path.join(dataHome, 'icons'), '/usr/share/icons']) {
for (const size of THEME_SIZES) {
for (const ext of ['png', 'svg']) candidates.push(path.join(dir, 'hicolor', size, 'apps', `${name}.${ext}`))
}
}
for (const dir of [dataHome, '/usr/share', '/usr/local/share']) {
candidates.push(path.join(dir, 'pixmaps', name + '.png'), path.join(dir, 'pixmaps', name + '.svg'))
}
} else {
for (const dir of ['/usr/share/pixmaps', process.env.XDG_DATA_HOME ? path.join(process.env.XDG_DATA_HOME, 'pixmaps') : '']) {
if (dir) candidates.push(path.join(dir, name))
}
}
}
for (const candidate of candidates) {
if (!candidate) continue
const kind = pngOrSvg(candidate)
if (kind) return candidate
}
return ''
}
module.exports = {
findLinuxExe,
readDesktopEntry,
desktopFileFor,
findIconFile,
pngOrSvg
}

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'use strict'
// Native Linux apps: the twin of runner.js. Same tracked spawn tail, but the
// program runs directly (no wine) with a redirected home and, when bubblewrap
// works, inside a namespace.
const crypto = require('crypto')
const fs = require('fs')
const os = require('os')
const path = require('path')
const { DIRS, readJson, writeJson } = require('./paths')
const { prefixPath, prefixLinuxRoot } = require('./prefixes')
const { prefixNameForGame, loadSettings, appFolder } = require('./library')
const i18n = require('./i18n')
const { spawnTracked, parseArgs } = require('./runner')
const { buildBwrapArgs, SHARE_ROOT, FS_ROOT } = require('./sandbox')
const { PLWL_DIR, requestPath } = require('./openrelay')
const { copyFileProgress } = require('./fsutil')
const DATA_DIRS = ['home', 'config', 'data', 'cache', 'state']
// host folder <-> in-sandbox XDG variable, so both backends set the same env
const XDG_LAYOUT = {
XDG_CONFIG_HOME: ['config', '.config'],
XDG_DATA_HOME: ['data', path.join('.local', 'share')],
XDG_CACHE_HOME: ['cache', '.cache'],
XDG_STATE_HOME: ['state', path.join('.local', 'state')]
}
// Every folder the app is addressed by - the tree it was imported as, the one
// it runs in, and the one its binary sits in (a bundle may keep that in bin/,
// or start an app from a folder of its own) - each as stated and as it really
// is, since an app imported from the home may sit behind a link of its own.
function appShapes(game) {
const dirs = [game && game.path, game && game.workdir, game && game.exePath && path.dirname(game.exePath)]
const shapes = new Set()
for (const dir of dirs) {
if (!dir) continue
shapes.add(path.resolve(dir))
try {
shapes.add(fs.realpathSync(dir))
} catch {}
}
return [...shapes]
}
function writableAppDir(game) {
const dir = appFolder(game)
// realpathSync('') would answer with the cwd - never hand that out
if (!dir) return ''
let real
try {
real = fs.realpathSync(dir)
if (!fs.statSync(real).isDirectory()) return ''
} catch {
return ''
}
// launcher-owned folders: only an imported app may be written to
if (real.startsWith(DIRS.FILES + path.sep)) {
return real.startsWith(DIRS.APPS + path.sep) ? real : ''
}
if (real === '/') return ''
for (const system of SYSTEM_DIRS) {
if (real === system || real.startsWith(system + '/')) return ''
}
return real
}
function linuxUser() {
try {
return os.userInfo().username
} catch {
return process.env.USER || 'user'
}
}
// The names the app owns in its home: the redirected XDG folders and the
// launcher's own folder. The host home never gets to shadow them.
const OWNED_HOME_NAMES = new Set([PLWL_DIR, '.config', '.local', '.cache'])
// The host home's own entries - what the desktop can hand an app (a drop from
// the file manager, a file picked in a dialog). A link resolving nowhere is
// not a path anything can be given, so it is skipped too.
function hostHomeEntries() {
const home = os.homedir()
let names
try {
names = fs.readdirSync(home)
} catch {
return []
}
return names.filter(name => !OWNED_HOME_NAMES.has(name) && fs.existsSync(path.join(home, name)))
}
// The launcher's own links are the ones pointing into the relaxed view.
function isFsRootLink(file) {
let target
try {
target = fs.readlinkSync(file)
} catch {
return false
}
return target.startsWith(FS_ROOT + path.sep)
}
function clearHomeRedirects(root) {
const dir = path.join(root, 'home')
let names
try {
names = fs.readdirSync(dir)
} catch {
return
}
for (const name of names) {
if (!isFsRootLink(path.join(dir, name))) continue
try {
fs.rmSync(path.join(dir, name), { force: true })
} catch {}
}
}
// Relaxed is the one level where the real filesystem is reachable (through
// FS_ROOT) - and there the app's home is mounted over the real one, so a path
// the desktop hands over names a folder the app cannot see. A link into that
// view gives exactly those names back, at their real paths; the app's own
// entries are never touched. No other level has a view to point at, so the
// links come off again there - they would only dangle.
// One name is never linked: the one the app's own folder sits under. A portable
// bundle resolves itself with `readlink -f "$0"`, so a link there answers with
// FS_ROOT - a path under /tmp - and Prism Launcher reads that as "Your instance
// folder is in a temporary folder" on every start (measured in a real profile).
function syncHomeRedirects(root, { relaxed, appDirs = [] }) {
clearHomeRedirects(root)
if (!relaxed) return []
const home = os.homedir()
const made = []
for (const name of hostHomeEntries()) {
const real = path.join(home, name)
if (appDirs.some(dir => dir === real || dir.startsWith(real + path.sep))) continue
const file = path.join(root, 'home', name)
if (fs.existsSync(file)) continue
try {
fs.symlinkSync(path.join(FS_ROOT, real), file)
made.push(name)
} catch {}
}
return made
}
function copyFromHost(src, dst, { refresh = false } = {}) {
try {
if (!refresh && fs.existsSync(dst)) return false
if (!fs.statSync(src).isFile()) return false
fs.mkdirSync(path.dirname(dst), { recursive: true })
fs.copyFileSync(src, dst)
return true
} catch {
return false
}
}
// With HOME redirected there is no pulse cookie, and everything through Pulse
// comes up silent; copied once, then the app owns it.
function seedPulseCookie(root) {
const dst = path.join(root, 'config', 'pulse', 'cookie')
const seeded = copyFromHost(path.join(os.homedir(), '.config', 'pulse', 'cookie'), dst)
if (seeded) {
try {
fs.chmodSync(dst, 0o600)
} catch {}
}
}
// The host's desktop preferences, not its data: without them Qt/GTK fall back
// to their built-in light look (KDE's dark palette lives in kdeglobals).
const DESKTOP_SEEDS = [
'kdeglobals',
'kdedefaults/kdeglobals',
'gtk-3.0/settings.ini',
'gtk-4.0/settings.ini',
'qt5ct/qt5ct.conf',
'qt6ct/qt6ct.conf',
'Trolltech.conf',
'user-dirs.dirs'
]
// The host's desktop *data* (fonts, icons, themes) is not copied but handed
// over read-only: see buildBwrapArgs.
const DATA_SHARES = ['fonts', 'icons', 'themes', 'color-schemes']
// A clicked link is the host desktop's business: the association naming a
// browser lives in the host's own home, so the URI goes to the host's portal.
const PORTAL_BUS = 'org.freedesktop.portal.Desktop'
const PORTAL_METHOD = 'org.freedesktop.portal.OpenURI.OpenURI'
const OPEN_BINS = ['/usr/bin/xdg-open', '/bin/xdg-open', '/usr/local/bin/xdg-open']
// Launcher-owned files in the redirected home (never mounted into a sandbox),
// rewritten whenever they differ.
const SHIM_NAME = 'xdg-open'
const OPENER_NAME = 'open-url'
const OPENER_DESKTOP = 'plwl-url-opener.desktop'
const SHIM_REL = path.join('home', PLWL_DIR, SHIM_NAME)
const OPENER_REL = path.join('home', PLWL_DIR, OPENER_NAME)
const MIME_REL = path.join('config', 'mimeapps.list')
const DESKTOP_REL = path.join('data', 'applications', OPENER_DESKTOP)
// What an opened thing in an app resolves to. Nothing else about the app's
// file types is touched: the rest of the MIME lists stay the system's.
const OPEN_TYPES = ['x-scheme-handler/http', 'x-scheme-handler/https', 'text/html', 'x-scheme-handler/file', 'inode/directory']
function hostShareDir() {
return path.join(os.homedir(), '.local', 'share')
}
function dataShares() {
return DATA_SHARES.map(name => path.join(hostShareDir(), name)).filter(dir => fs.existsSync(dir))
}
function readText(file) {
try {
return fs.readFileSync(file, 'utf8')
} catch {
return ''
}
}
function writeIfChanged(file, text, mode) {
try {
fs.mkdirSync(path.dirname(file), { recursive: true })
if (readText(file) !== text) fs.writeFileSync(file, text)
fs.chmodSync(file, mode)
return file
} catch {
return ''
}
}
// The one script both hand-offs run: xdg-open's stand-in inside a sandbox, and
// what the seeded desktop entry starts. A scheme goes to the host's portal
// (chooser included), a path to the request file the launcher watches - the
// portal's answer is unreadable (development.md), the call is all we can trust.
// Mounted over the app's own xdg-open as well: see bundleOpenMounts.
function handOffScript({ hostHome, fsRoot, request }) {
const cases = [
`file://"$HOME") arg="file://${hostHome}" ;;`,
`file://"$HOME"/*) arg="file://${hostHome}\${arg#file://"$HOME"}" ;;`,
...(fsRoot
? [
`file://${FS_ROOT}) arg="file:///" ;;`,
`file://${FS_ROOT}/*) arg="file:///\${arg#file://${FS_ROOT}/}" ;;`
]
: []),
`"$HOME") arg="${hostHome}" ;;`,
`"$HOME"/*) arg="${hostHome}\${arg#$HOME}" ;;`,
...(fsRoot ? [`${FS_ROOT}) arg="/" ;;`, `${FS_ROOT}/*) arg="/\${arg#${FS_ROOT}/}" ;;`] : [])
].join('\n ')
return `#!/bin/sh
# Written by PLWL: what an app opens belongs to the host desktop.
arg="$1"
# the bundle's own xdg-open answers to gio-launch-desktop too (its bin links the
# two names to one file) and there the argument is not something to open but a
# program to start, so that name goes straight back to the command line
if [ "\${0##*/}" = "gio-launch-desktop" ]; then
export GIO_LAUNCHED_DESKTOP_FILE_PID=$$
exec "$@"
fi
[ -n "$arg" ] || exit 1
# a flag is not something to open: Java probes for xdg-open by running it with
# one, and handing that over would open garbage on the host desktop
case "$arg" in
-*) exit 2 ;;
esac
# a link is the host portal's from here on; anything else falls back
open_portal() {
command -v gdbus >/dev/null 2>&1 || return 1
gdbus call --session --dest ${PORTAL_BUS} \\
--object-path /org/freedesktop/portal/desktop \\
--method ${PORTAL_METHOD} "" "$1" "{}" >/dev/null 2>&1
}
# a local document is not the portal's business - it cannot see this path
case "$arg" in
file:*) ;;
*://*|mailto:*) open_portal "$arg" && exit 0 ;;
esac
case "$arg" in
${cases}
esac
printf '%s\\n' "$arg" > "${request}.part" && mv "${request}.part" "${request}" || exit 1
`
}
// The stand-in for xdg-open inside the sandbox, and (same script) what the
// seeded desktop entry runs: a browser started in here would be the wrong one,
// with an empty profile growing inside the prefix.
function writeUrlShim(root, opts) {
return writeIfChanged(path.join(root, SHIM_REL), handOffScript(opts), 0o755)
}
function writeUrlOpener(root, opts) {
return writeIfChanged(path.join(root, OPENER_REL), handOffScript(opts), 0o755)
}
// The entry's display name. A translation that is not loaded answers with its
// own key, and that would end up in a chooser dialog, so it is never used.
function linkOpenerName() {
const text = i18n.translate(loadSettings().language, 'sandbox.linkOpener')
return text === 'sandbox.linkOpener' ? 'PLWL' : text
}
// GIO resolves an URI in-process (gtk_show_uri, `gio open`) and would pick a
// system browser in here: naming our opener the default for exactly these types
// changes only its answer. GIO's own portal path is not reachable (it wants a
// sandbox marker this launcher does not fake).
function writeMimeSeed(root, home) {
const desktop = [
'[Desktop Entry]',
'Type=Application',
`Name=${linkOpenerName()}`,
`Exec="${path.join(home, PLWL_DIR, OPENER_NAME)}" %u`,
`MimeType=${OPEN_TYPES.join(';')};`,
'NoDisplay=true',
'Terminal=false',
''
].join('\n')
writeIfChanged(path.join(root, DESKTOP_REL), desktop, 0o644)
const mime = ['[Default Applications]', ...OPEN_TYPES.map(type => `${type}=${OPENER_DESKTOP};`), ''].join('\n')
return writeIfChanged(path.join(root, MIME_REL), mime, 0o644)
}
// A bundle ships an xdg-open wrapper in its own bin/ (sharun's) and that bin is
// first in the app's PATH, so the wrapper - not /usr/bin - is what an app's
// opens really reach. It dies before delegating whenever the caller closes the
// child's streams, which is what Minecraft does right after Runtime.exec
// (measured: SIGPIPE, and no hand-off at all), so the launcher's shim is
// mounted over the bundle's own path as well. Names the bundle links to that
// file (its gio-launch-desktop) are answered by the shim itself - bwrap will
// not mount over a symlink, so they cannot be given a script of their own.
function bundleOpenMounts({ appDir, shim }) {
if (!appDir || !shim) return []
const wrapper = path.join(appDir, 'bin', SHIM_NAME)
return fs.existsSync(wrapper) ? [{ source: shim, target: wrapper }] : []
}
// Everything an opened thing needs: the hand-off script, the association naming
// it the default, and - in a sandbox - xdg-open replaced by the same script.
function urlRouting({ root, home, sandboxed, fsRoot = false, appDir = '' }) {
const target = OPEN_BINS.find(bin => fs.existsSync(bin)) || ''
const opts = { hostHome: path.join(root, 'home'), fsRoot, request: requestPath(home) }
if (!writeUrlOpener(root, opts)) return null
writeMimeSeed(root, home)
const shim = sandboxed && target ? writeUrlShim(root, opts) : ''
return { target, shim, mounts: bundleOpenMounts({ appDir, shim }) }
}
function hashOf(file) {
try {
return crypto.createHash('sha1').update(fs.readFileSync(file)).digest('hex')
} catch {
return ''
}
}
// Hashes of what we seeded, kept in the prefix root: the app only ever sees
// home/config/data/cache/state.
const SEED_MARKER = '.seeded.json'
// Keeps a seeded preference following the host while the copy is provably ours;
// an app's own edit is never overwritten.
function syncDesktopConfig(root) {
const hostConfig = path.join(os.homedir(), '.config')
const markerFile = path.join(root, SEED_MARKER)
const marker = readJson(markerFile, {})
let changed = false
for (const rel of DESKTOP_SEEDS) {
const src = path.join(hostConfig, rel)
const dst = path.join(root, 'config', rel)
const hostHash = hashOf(src)
if (!hostHash) continue
if (fs.existsSync(dst)) {
// only a marked copy is provably ours, and only while it is untouched
const current = hashOf(dst)
if (current !== marker[rel] || current === hostHash) continue
}
if (copyFromHost(src, dst, { refresh: true })) {
marker[rel] = hostHash
changed = true
}
}
if (changed) {
try {
writeJson(markerFile, marker)
} catch {}
}
}
// X11 access: a cookie is session state, not data, so XAUTHORITY is refreshed
// rather than seeded once.
function seedXauthority(root) {
copyFromHost(path.join(os.homedir(), '.Xauthority'), path.join(root, 'home', '.Xauthority'), { refresh: true })
}
// Everything this module copies in from the host, prefix-relative: the one
// list a reset has to clear.
function seededRelPaths() {
return [
...DESKTOP_SEEDS.map(rel => path.join('config', rel)),
path.join('config', 'pulse', 'cookie'),
path.join('home', '.Xauthority'),
SEED_MARKER
]
}
// Drops what we seeded (and the hashes tracking it) so the next start seeds
// clean ones; the app's own files in the same folders are never touched.
function resetSeededConfig(name) {
const root = prefixLinuxRoot(name)
const removed = []
for (const rel of seededRelPaths()) {
const file = path.join(root, rel)
try {
// lstat: a link pointing out of the prefix is none of our business
if (!fs.lstatSync(file).isFile()) continue
fs.rmSync(file, { force: true })
removed.push(rel)
} catch {}
}
// folders that exist only for a seed, and only while nothing else lives there
const dirs = ['kdedefaults', 'gtk-3.0', 'gtk-4.0', 'qt5ct', 'qt6ct', 'pulse']
for (const dir of dirs) {
try {
fs.rmdirSync(path.join(root, 'config', dir))
} catch {}
}
return { ok: true, removed }
}
function ensureLinuxPfx(name) {
const root = prefixLinuxRoot(name)
fs.mkdirSync(path.join(root, 'home', '.local', 'share'), { recursive: true })
for (const dir of DATA_DIRS) fs.mkdirSync(path.join(root, dir), { recursive: true })
seedPulseCookie(root)
seedXauthority(root)
return root
}
// XWayland is the only place a window can carry its own icon, and GLFW/Qt/GTK
// all read these, so one switch moves the whole process tree back to X11.
const X11_ENV = { XDG_SESSION_TYPE: 'x11', QT_QPA_PLATFORM: 'xcb', GDK_BACKEND: 'x11' }
// The theme data sits in front of the inherited list: on the host the user's
// own icons and fonts also win over the system ones.
function withHostShare(env, entries) {
const own = entries.filter(Boolean)
if (!own.length) return
env.XDG_DATA_DIRS = [...own, env.XDG_DATA_DIRS].filter(Boolean).join(':')
}
// HOME and the XDG folders point at the prefix (plain run) or at the bind
// targets inside the sandbox - the two must agree or the app writes outside.
function buildLinuxEnv({ game, backend = 'env', fsRoot = false }) {
const prefixName = prefixNameForGame(game)
const root = ensureLinuxPfx(prefixName)
syncDesktopConfig(root)
const homeRedirects = syncHomeRedirects(root, { relaxed: backend === 'bwrap' && fsRoot, appDirs: appShapes(game) })
const sandboxed = backend === 'bwrap'
const home = sandboxed ? `/home/${linuxUser()}` : path.join(root, 'home')
const env = { ...process.env }
env.HOME = home
for (const [key, [hostDir, sandboxSub]] of Object.entries(XDG_LAYOUT)) {
env[key] = sandboxed ? path.join(home, sandboxSub) : path.join(root, hostDir)
}
// The X session manager sits in the private /tmp, so its pointer would lead
// to a dead socket. XDG_RUNTIME_DIR stays the host's (it weakens isolation).
if (sandboxed) delete env.SESSION_MANAGER
// the host's fonts/icons/themes: mounted read-only by buildBwrapArgs, or - in
// a plain run, where nothing is hidden - just put on the search path
if (dataShares().length) withHostShare(env, [sandboxed ? SHARE_ROOT : hostShareDir()])
if (game.forceX11) Object.assign(env, X11_ENV)
// the app's own environment comes last: it overrides everything above
for (const [k, v] of Object.entries(game.env || {})) env[k] = v
// an opened link or document leaves for the host desktop (see openrelay.js)
return { env, root, home, prefixName, prefixDir: prefixPath(prefixName), homeRedirects, routing: urlRouting({ root, home, sandboxed, fsRoot, appDir: writableAppDir(game) }) }
}
// Where a handed document goes inside the app's own home - a live bind, so a
// copy written here reaches an app that is already running too.
const HANDOFF_DIR = 'plwl-handoff'
// Copies above this are worth a popup: below it the copy is over before a
// window could paint, and the launcher would flash for nothing.
const STAGE_NOTICE_BYTES = 50 * 1000 * 1000
// Awaited because a shortcut boots HEADLESS: without a measurement "auto" would
// quietly pick the weaker level.
async function levelStatus(sandbox) {
if (!sandbox || typeof sandbox.status !== 'function') return null
const cached = sandbox.status()
if (cached) return cached
if (typeof sandbox.probe !== 'function') return null
try {
return await sandbox.probe()
} catch {
return null
}
}
// `auto` is the only level that may weaken itself: a machine without bwrap runs
// the app plain, while an explicit relaxed/isolated refuses instead.
async function resolveLevel({ game, sandbox }) {
const policy = (game && game.isolation) || 'auto'
const status = await levelStatus(sandbox)
const available = !!status && status.backend === 'bwrap'
if (policy === 'none') return { ok: true, level: 'none', backend: 'env', status }
if (policy === 'auto') {
return { ok: true, level: available ? 'relaxed' : 'none', backend: available ? 'bwrap' : 'env', status }
}
if (!available) return { ok: false, error: 'sandbox-required', level: policy, backend: 'env', status }
return { ok: true, level: policy, backend: 'bwrap', status }
}
// The line the app log and the UI both quote: a silent downgrade is the one
// failure this whole setting exists to avoid.
function isolationLine({ level, status }) {
const version = (status && status.version) || ''
if (level === 'none') {
const reason = (status && status.reason) || ''
return reason ? `[plwl] isolation: none (no sandbox: ${reason})` : '[plwl] isolation: none (plain run)'
}
const bwrap = version ? `bwrap ${version}` : 'bwrap'
if (level === 'relaxed') return `[plwl] isolation: relaxed (${bwrap}, host filesystem at ${FS_ROOT})`
return `[plwl] isolation: isolated (${bwrap})`
}
// "Open with": a native app takes the file where it is (the sandbox sees /).
function linuxPathFor(file) {
let abs = String(file || '')
try {
abs = fs.realpathSync(abs)
} catch {}
return abs
}
// The document a shortcut was handed, in the shape the chosen level can reach:
// none = the host path, relaxed = through FS_ROOT, isolated = a copy in the
// app's own home (refreshed on every open). '' when there is nothing to hand over.
async function handedPathFor({ openFile, level, root, home, onProgress }) {
if (!openFile) return ''
const abs = linuxPathFor(openFile)
if (level === 'relaxed') return path.join(FS_ROOT, abs)
if (level !== 'isolated') return abs
const name = path.basename(abs)
if (!name || name === '.' || name === '..') return ''
const stat = fs.statSync(abs)
if (!stat.isFile()) return ''
const total = stat.size
const notice = total >= STAGE_NOTICE_BYTES
const emit = (phase, bytes, error) => {
if (onProgress) onProgress({ phase, name, bytes: bytes || 0, totalBytes: total, notice, error: error || '' })
}
emit('copy', 0)
try {
await copyFileProgress(abs, path.join(root, 'home', HANDOFF_DIR, name), p => emit('copy', p.bytes))
} catch (err) {
emit('error', 0, String((err && err.message) || err))
throw err
}
emit('done', total)
return path.join(home, HANDOFF_DIR, name)
}
function bwrapSource() {
const devices = ['/dev/shm', '/dev/dri', '/dev/snd', '/dev/input'].filter(d => fs.existsSync(d))
const x11 = fs.existsSync('/tmp/.X11-unix') ? '/tmp/.X11-unix' : ''
const runUser = `/run/user/${typeof process.getuid === 'function' ? process.getuid() : 0}`
return {
devices,
x11,
runUser: fs.existsSync(runUser) ? runUser : '',
shares: dataShares(),
user: linuxUser()
}
}
async function runLinuxGame({ game, sandbox, onExit, openFile, handoff = false, onProgress }) {
const chosen = await resolveLevel({ game, sandbox })
if (!chosen.ok) throw new Error(chosen.error)
const exe = game.exePath
const workdir = game.workdir || path.dirname(exe)
const { env, root, home, homeRedirects, routing } = buildLinuxEnv({ game, backend: chosen.backend, fsRoot: chosen.level === 'relaxed' })
const argList = parseArgs(game.args)
const handed = await handedPathFor({ openFile, level: chosen.level, root, home, onProgress })
if (handed) argList.push(handed)
const header = [isolationLine(chosen)]
if (homeRedirects.length) header.push(`[plwl] home redirects: ${homeRedirects.length} entries through ${FS_ROOT}`)
if (game.forceX11) header.push('[plwl] x11 forced (XWayland)')
let cmd = exe
let args = argList
if (chosen.backend === 'bwrap') {
const source = bwrapSource()
cmd = 'bwrap'
args = [...buildBwrapArgs({ dataRoot: root, user: source.user, devices: source.devices, x11: source.x11, runUser: source.runUser, shares: source.shares, appDir: writableAppDir(game), fsRoot: chosen.level === 'relaxed', urlOpener: routing }), '--', exe, ...argList]
header.push(`[plwl] HOME=${env.HOME}`)
}
return spawnTracked({ game, cmd, args, cwd: workdir, env, handoff, header, onExit })
}
module.exports = {
DESKTOP_SEEDS,
hostHomeEntries,
syncHomeRedirects,
HANDOFF_DIR,
STAGE_NOTICE_BYTES,
SHIM_REL,
OPENER_REL,
MIME_REL,
DESKTOP_REL,
writeUrlShim,
writeUrlOpener,
writeMimeSeed,
urlRouting,
writableAppDir,
ensureLinuxPfx,
resetSeededConfig,
dataShares,
buildLinuxEnv,
resolveLevel,
isolationLine,
handedPathFor,
runLinuxGame,
appShapes
}

View file

@ -9,6 +9,7 @@ const { createMainWindow } = require('./window')
const { setAppIcon } = require('./appicon')
const { parseArgv } = require('./argv')
const openwith = require('./openwith')
const { createOpenRelay } = require('./openrelay')
const lansync = require('./lansync')
const path = require('path')
const fs = require('fs')
@ -26,14 +27,13 @@ let tray = null
let quitting = false
let headless = false // started via --launch: no window until the user asks
let autoLaunchId = null // game id from --launch <id>
let autoLaunchFile = null // file from --file ("Open with" on an app shortcut)
let autoOpenPath = null // file path from --open ("Open with PLWL")
let autoQuitWhenDone = false // headless boot: quit after that game exits
const getWindow = () => win
// --- single instance ---------------------------------------------------------
// Diagnostics: the shortcut handoff path is invisible otherwise (a failing
// handoff just "does nothing" for the user). Everything lands in a small
// trace file next to the launcher data so problems are reproducible.
// Diagnostics trace for the otherwise invisible shortcut handoff.
function trace(msg) {
try {
const file = path.join(DIRS.DATA, 'instance-trace.log')
@ -54,23 +54,19 @@ if (!gotLock) {
} else {
app.on('second-instance', (e, argv) => {
trace(`second-instance argv=${argv.join(' ')}`)
const { launchId, openPath } = parseArgv(argv)
const { launchId, openPath, launchFile } = parseArgv(argv)
lastHandoffAt = Date.now()
if (openPath) openWith(openPath)
else if (launchId) launchGame(launchId)
else if (launchId) launchGame(launchId, launchFile)
else showMainWindow()
})
}
// set on every second-instance handoff: the auto-quit check skips itself for
// a moment afterwards, so "one game exits" racing "a shortcut just started
// another game" can never kill the launcher mid-handoff
// auto-quit skips itself briefly after a handoff (start/exit race guard)
let lastHandoffAt = 0
// --- "Open with PLWL" (Exec %f from the file manager) --------------------------
// Hands the file to the window (renderer shows the wine/prefix picker popup);
// headless boots open the window for it - a file cannot be launched without
// the user choosing how.
// Hands the file to the window (picker popup); headless boots open the window.
async function openWith(filePath) {
trace(`openWith ${filePath} serviceReady=${!!gamesService}`)
showMainWindow()
@ -80,6 +76,7 @@ async function openWith(filePath) {
const auto = parseArgv(process.argv)
autoLaunchId = auto.launchId
autoLaunchFile = auto.launchFile
autoOpenPath = auto.openPath
headless = !!autoLaunchId
autoQuitWhenDone = headless // booting just to run one game -> exit when it ends
@ -97,9 +94,7 @@ function createTray() {
try {
tray = new Tray(icon)
} catch (err) {
// never fatal (the window keeps working), but say why the icon is missing
// instead of failing silently - a missing tray looks like a hung app when
// the launcher runs in the background
// say why the tray icon is missing instead of failing silently
console.error(`[tray] could not create the tray icon (${icon || 'no icon file found'}): ${(err && err.message) || err}`)
tray = null
return
@ -160,6 +155,15 @@ function loadLangSafe() {
}
}
// An isolated hand-off copies the document before the app starts. When that
// copy is big enough to be noticed (linuxrunner decides) the user gets a
// window with the progress in it - a shortcut boots headless, so without this
// a 2 GB document would look like nothing happening at all.
function onHandoffProgress(data) {
if (!data || !data.notice || data.phase !== 'copy') return
if (!win || win.isDestroyed() || !win.isVisible()) showMainWindow()
}
function showMainWindow() {
// the user is present now - headless auto-quit must never fire again
headless = false
@ -175,8 +179,7 @@ function showMainWindow() {
}
function wireWindow(w) {
// closing the window hides it to the tray (playtime keeps counting in the
// background) unless the user disabled that in settings - then it quits
// closing hides to the tray (unless disabled in settings, then it quits)
w.on('close', e => {
if (quitting) return
let closeToTray = true
@ -199,20 +202,17 @@ function wireWindow(w) {
// --- game auto-launch (shortcuts) -----------------------------------------------
let gamesService = null
async function launchGame(id) {
trace(`launchGame ${id} serviceReady=${!!gamesService}`)
async function launchGame(id, openFile) {
trace(`launchGame ${id} openFile=${openFile || ''} serviceReady=${!!gamesService}`)
if (!gamesService) return
const res = await gamesService.start(getWindow(), id)
const res = await gamesService.start(getWindow(), id, openFile)
trace(`launchGame ${id} result=${JSON.stringify(res).slice(0, 200)}`)
if (res.ok) {
rebuildTrayMenu()
// headless boot: when the auto-started game finishes and nothing else is
// running, quit the launcher
// headless boot: quit when the auto-started game finishes
if (autoQuitWhenDone) {
gamesService.setOnGameExit(() => {
// fires for EVERY game exit; quit only when the last one just ended,
// the user never opened the window and no shortcut handed a new game
// over in the last few seconds (start/exit race guard)
// quit only when the last game ended and nothing new came in
if (Date.now() - lastHandoffAt < 5000) return
if (!gamesService.listRunning().length) {
quitting = true
@ -236,38 +236,52 @@ app.whenReady().then(async () => {
ensureDirs()
await i18n.init()
await wines.refreshWines()
const { games } = registerIpc({ getWindow, onGamesChanged: rebuildTrayMenu })
// a folder or document a sandboxed app asked for is opened here, by the
// host's own xdg-open (see openrelay.js)
const openRelay = createOpenRelay({ onError: (err, target) => trace(`openRelay ${target}: ${err.message}`) })
const { games } = registerIpc({ getWindow, onGamesChanged: rebuildTrayMenu, onHandoffProgress, openRelay })
gamesService = games
// the tray comes first: nothing (least of all the network) may keep it from
// coming up - a launcher without a tray icon looks simply broken
// the tray comes first: nothing may keep it from coming up
createTray()
// LAN sync runs whenever the launcher runs - that is what makes this
// device show up on the other machines' client lists
// LAN sync runs whenever the launcher runs, so this device is discoverable
const lanHooks = {
onDevices: devices => sendToWindow(win, 'lansync:devices', devices),
onApplied: info => sendToWindow(win, 'lansync:applied', info),
onReceive: info => sendToWindow(win, 'lansync:receiving', info),
// the consent popup for an incoming sync (see ipc/lansync.js)
onIncoming: info => sendToWindow(win, 'lansync:incoming', info),
isBusy: () => !!(gamesService && gamesService.listRunning().length)
// the deletion review: nothing is removed without this popup's answer. No
// window (headless boot, or it went away) means "keep everything".
onReview: info => {
if (!win || win.isDestroyed()) return false
if (!win.isVisible()) win.show()
win.focus()
sendToWindow(win, 'lansync:review', info)
return true
},
// a device mid-push cannot also show a receive review
isBusy: () => !!(gamesService && gamesService.listRunning().length) || lansync.isPushing()
}
try {
Promise.resolve(lansync.start(lanHooks)).catch(err => {
console.error(`[lansync] start failed: ${(err && err.message) || err}`)
})
Promise.resolve(lansync.start(lanHooks))
.then(info => {
if (!info || !info.ok) console.error(`[lansync] server not started: ${(info && info.error) || 'unknown'}`)
})
.catch(err => {
console.error(`[lansync] start failed: ${(err && err.message) || err}`)
})
} catch (err) {
console.error(`[lansync] start failed: ${(err && err.message) || err}`)
}
if (headless) {
// shortcut boot: run the game without opening the launcher window
launchGame(autoLaunchId)
launchGame(autoLaunchId, autoLaunchFile)
} else {
win = createMainWindow()
wireWindow(win)
// file open handed over while the service was still booting (or queued
// by a second instance racing the first boot)
// file open queued while the service was still booting
if (autoOpenPath || openwith.hasPending()) {
openWith(autoOpenPath || openwith.getPending())
}

View file

@ -9,10 +9,8 @@ function cleanName(name) {
.replace(/\s+/g, ' ')
}
// A name that becomes a folder inside the launcher (a prefix): letters and
// digits of any language (Polish names keep their diacritics) plus the
// punctuation that is safe in a path segment. "." and ".." are path segments,
// not names.
// A folder-safe name: letters/digits of any language plus safe punctuation;
// "." and ".." are not names.
function normalizePathName(name) {
const out = cleanName(name).replace(/[^\p{L}\p{N} ._-]/gu, '')
return /^\.+$/.test(out) ? '' : out

95
src/openrelay.js Normal file
View file

@ -0,0 +1,95 @@
'use strict'
// What a sandboxed app asked to open - a folder, a document, a path: nothing in
// there can start a host program (measured), so the hand-off script leaves the
// host-rewritten target in a request file inside the app's home (a live bind)
// and the launcher opens it here with the host's own xdg-open.
const fs = require('fs')
const path = require('path')
const { spawn } = require('child_process')
// The hand-off protocol, in one place: the folder PLWL owns inside an app's home
// (the shim and opener are written there too) and the file the launcher watches.
const PLWL_DIR = '.plwl'
const REQUEST_NAME = 'open-request'
const DRAIN_DEBOUNCE_MS = 60
// `homeDir` is that home as the host sees it: a live bind, so a write is here
// the moment it lands.
const requestPath = homeDir => path.join(homeDir, PLWL_DIR, REQUEST_NAME)
const requestFile = root => requestPath(path.join(root, 'home'))
// detached: the opened program is the desktop's child, and outlives a launcher
// that quit to the tray
function openOnHost(target) {
spawn('xdg-open', [target], { detached: true, stdio: 'ignore' }).unref()
}
function createOpenRelay({ open = openOnHost, onError = null } = {}) {
const watchers = new Map()
// consumed before it is opened: a second click overwrites the file, so nothing
// is opened twice and nothing is lost
function drain(root) {
let target = ''
try {
target = fs.readFileSync(requestFile(root), 'utf8').trim().split('\n')[0]
fs.rmSync(requestFile(root), { force: true })
} catch {
return
}
if (!target) return
try {
open(target)
} catch (err) {
if (onError) onError(err, target)
}
}
// Two apps can share one prefix (the default), so the watcher is refcounted:
// the first exit must not take the folder away from the app still running.
// A request written before the watcher was up (the app's first window) must
// not be missed, so drain once first.
function watch(root) {
if (!root) return
const existing = watchers.get(root)
if (existing) {
existing.refs++
return
}
const file = requestFile(root)
// best effort: a missing folder only means nothing was ever asked for
try {
fs.mkdirSync(path.dirname(file), { recursive: true })
} catch {}
let timer = null
const watcher = fs.watch(path.dirname(file), () => {
clearTimeout(timer)
timer = setTimeout(() => drain(root), DRAIN_DEBOUNCE_MS)
})
watcher.on('error', () => close(root))
watchers.set(root, { watcher, refs: 1 })
drain(root)
}
function close(root) {
const entry = watchers.get(root)
if (!entry) return
try {
entry.watcher.close()
} catch {}
watchers.delete(root)
}
function unwatch(root) {
const entry = watchers.get(root)
if (!entry) return
entry.refs--
if (entry.refs <= 0) close(root)
}
return { watch, unwatch, drain, requestFile }
}
module.exports = { createOpenRelay, PLWL_DIR, REQUEST_NAME, requestFile, requestPath }

View file

@ -1,9 +1,7 @@
'use strict'
// "Open with PLWL" (file manager -> Open With -> PLWL): a file handed in via
// `--open <path>` (or the Exec %f plumbing) is parked here until the renderer
// picks it up, then launched ad hoc with the wine version + prefix chosen in
// the picker popup. Nothing is imported into the library.
// "Open with PLWL": a file handed in via --open is parked here until the
// renderer picks it up, then launched ad hoc. Nothing is imported.
const fs = require('fs')
const path = require('path')
@ -26,26 +24,8 @@ function clearPending() {
pending = null
}
// The launcher's own translations may not cover openwith texts in older
// installs - fall back to English keys so the UI never shows raw key names.
function textsFor(code) {
let texts = {}
try {
texts = require('./i18n').getLang(code).texts || {}
} catch {}
const fallback = {
'openwith.title': 'Open with Wine',
'openwith.file': 'File',
'openwith.fileMissing': 'This file no longer exists.',
'openwith.wine': 'Wine / Proton version',
'openwith.wineDefault': 'Default ({0})',
'openwith.prefix': 'Wine prefix',
'openwith.prefixDefault': 'Default prefix ({0})',
'openwith.run': 'Run',
'openwith.startFailed': 'Could not start {0}: {1}',
'openwith.notWindows': 'This is not a Windows executable (exe/msi/bat/cmd/lnk).'
}
return { ...fallback, ...texts }
return require('./i18n').getLang(code).texts || {}
}
function resolveWine(id) {
@ -58,8 +38,7 @@ function resolvePrefix(name) {
return known || defs.default || 'Main'
}
// Ad-hoc run target: shaped exactly like a library game (runner.buildEnv and
// the playtime/log paths expect those fields) but nothing is persisted.
// Ad-hoc run target shaped like a library game; nothing persisted.
function makeTarget(openPath, wineId, prefixName) {
const dir = path.dirname(openPath)
return {
@ -73,6 +52,7 @@ function makeTarget(openPath, wineId, prefixName) {
prefix: prefixName || '',
args: '',
dllOverrides: [],
disableUmu: false,
env: {},
iconSource: '',
playSeconds: 0,
@ -81,9 +61,7 @@ function makeTarget(openPath, wineId, prefixName) {
}
}
// Launch without importing: resolves the chosen wine/prefix, builds the ad
// hoc target and runs it exactly like a library app (same env, same logging,
// same detached process group).
// Launch without importing, exactly like a library app.
async function run({ openPath, wine: wineId, prefix: prefixName0, lang, onStarted }) {
if (!openPath || !fs.existsSync(openPath)) return { ok: false, error: 'file-missing' }
if (!/\.(exe|msi|bat|cmd|lnk)$/i.test(openPath)) return { ok: false, error: 'not-windows' }
@ -91,9 +69,7 @@ async function run({ openPath, wine: wineId, prefix: prefixName0, lang, onStarte
const prefixName = resolvePrefix(prefixName0)
const runner = require('./runner')
try {
// runAdHoc builds the synthetic target internally (shared `openwith` id,
// so logs/playtime never collide with a library app id); the resolved
// prefix is passed through so buildEnv uses the chosen one
// shared `openwith` id keeps logs/playtime away from library ids
const res = await runner.runAdHoc({ openPath, wine, systemWine: wine.type === 'system', prefix: prefixName })
if (onStarted) onStarted({ name: path.basename(openPath), pid: res.pid })
return { ok: true, pid: res.pid || null, logFile: res.logFile || null }

View file

@ -3,9 +3,7 @@
const path = require('path')
const fs = require('fs')
// Packaged builds run from <portable root>/olcxja.plwl/resources/app.asar:
// the portable layout (<root>/files) is two levels above the resources dir
// and files bundled with the release are unpacked next to the asar.
// Packaged: resources/app.asar two levels below the portable root.
function computeRoots() {
const m = __dirname.match(/^(.*)[/\\]app\.asar([/\\]|$)/)
if (m) {
@ -16,8 +14,7 @@ function computeRoots() {
APP_ROOT,
// FILES = BUILD/files, so BUILD is the portable root itself.
BUILD: process.env.PLWL_BUILD_DIR || APP_ROOT,
// Bundled release files live inside the asar (Electron's patched fs
// can read them directly from the archive).
// bundled release files live inside the asar
BUNDLED: fs.existsSync(path.join(RESOURCES, 'app.asar', 'files', 'translations'))
? path.join(RESOURCES, 'app.asar', 'files')
: path.join(APP_ROOT, 'files')
@ -50,16 +47,11 @@ const DIRS = {
FAKE_STEAM: path.join(DATA, 'fake-steam')
}
// Bundled translation files are launcher-owned: on every start they are
// refreshed in the portable files/translations folder WHENEVER THEIR CONTENT
// CHANGED, so an update shipping new or changed keys reaches existing
// installs too (the old copy-only-if-missing logic froze translations at the
// version that happened to run first). Extra files in the target folder that
// the bundle does not ship (user-added languages) are left untouched.
// Bundled translations are refreshed on start whenever their content changed,
// so updates reach existing installs; user-added languages are untouched.
function filesDiffer(a, b) {
try {
// compare as text on purpose: Buffer.equals() throws on a string, and that
// throw was read as "differs", so every boot recopied every translation
// compare as text: Buffer.equals() throws on a string
return fs.readFileSync(a, 'utf8') !== fs.readFileSync(b, 'utf8')
} catch {
return true // target missing/unreadable -> needs a (re)copy
@ -100,10 +92,8 @@ function ensureDirs() {
}
}
// Portable paths: anything stored under FILES/ goes into the registry as a
// path RELATIVE to FILES (e.g. apps/<id>/game.exe), so moving the whole
// launcher folder keeps the library working. Absolute paths outside FILES
// (games left in place) are stored as-is. Resolve on read, normalize on write.
// Anything under FILES/ is stored FILES-relative; absolute paths outside are
// kept as-is. Resolve on read, normalize on write.
function toPortablePath(p) {
if (typeof p !== 'string' || !p || !path.isAbsolute(p)) return p
const rel = path.relative(FILES, p)
@ -116,15 +106,8 @@ function resolvePortablePath(p) {
return path.join(FILES, p)
}
// The launcher's own icon (renderer/plwl.png), used by the tray, the app
// icon and as the .desktop shortcut fallback.
//
// The module-relative copy comes FIRST: it is the only candidate that exists
// in every layout, because a packaged build keeps renderer/ inside
// app.asar and Electron's patched fs reads straight out of the archive (a
// release only ships olcxja.plwl.png next to the portable root, so looking at
// APP_ROOT alone made the tray icon vanish in installed builds). Cached: it
// never moves at runtime.
// The launcher's own icon (renderer/plwl.png) for tray, app icon, shortcut
// fallback. The module-relative copy is the only candidate in every layout.
function launcherIconCandidates() {
const bundled = path.join(__dirname, '..', 'renderer')
return [
@ -151,8 +134,7 @@ function launcherIconPath() {
return launcherIcon || null
}
// The same icon, but only as a real file on disk: a .desktop entry's Icon= is
// resolved by the desktop environment, which cannot look inside app.asar.
// The icon as a real file: a .desktop Icon= cannot live inside app.asar.
function launcherIconDiskPath() {
const onDisk = launcherIconCandidates().filter(candidate => !candidate.includes(`.asar${path.sep}`))
return firstExisting(onDisk)
@ -173,4 +155,4 @@ function writeJson(file, data) {
fs.renameSync(tmp, file)
}
module.exports = { RESOURCES, APP_ROOT, BUILD, FILES, DATA, DIRS, ensureDirs, syncBundledTranslations, launcherIconPath, launcherIconDiskPath, readJson, writeJson, toPortablePath, resolvePortablePath }
module.exports = { RESOURCES, APP_ROOT, BUILD, FILES, DATA, DIRS, ensureDirs, syncBundledTranslations, launcherIconPath, launcherIconDiskPath, readJson, writeJson, toPortablePath, resolvePortablePath, firstExisting }

View file

@ -7,6 +7,11 @@ const { rewireSymlinks } = require('./symlinks')
const { removeTree, treeSize } = require('./fsutil')
const { normalizePathName } = require('./names')
// An app path stored relative to its prefix root ("drive_c/..." or
// "pfx/drive_c/..."); everything else is FILES-relative or absolute.
const PREFIX_REL_RE = /^(pfx[/\\])?drive_c([/\\]|$)/i
const isPrefixRel = v => typeof v === 'string' && PREFIX_REL_RE.test(v)
const REGISTRY = path.join(DIRS.DATA, 'prefixes.json')
const MAIN = 'Main'
@ -15,6 +20,7 @@ function seed() {
if (!defs || !Array.isArray(defs.prefixes) || !defs.prefixes.length) {
const seeded = { default: MAIN, prefixes: [{ name: MAIN, created: Date.now(), locked: true }] }
if (!fs.existsSync(prefixPath(MAIN))) fs.mkdirSync(prefixPath(MAIN), { recursive: true })
ensureUnifiedPrefix(MAIN)
writeJson(REGISTRY, seeded)
}
}
@ -32,6 +38,14 @@ function prefixPath(name) {
return path.join(DIRS.PREFIXES, name)
}
// Native Linux apps keep their redirected home/config/cache in here, next to
// the Windows side of the same prefix.
const LINUX_PFX = 'linux_pfx'
function prefixLinuxRoot(name) {
return path.join(prefixPath(name), LINUX_PFX)
}
function prefixExists(name) {
try {
fs.accessSync(prefixPath(name))
@ -41,29 +55,51 @@ function prefixExists(name) {
}
}
// Every Windows C: drive a prefix has: plain wine keeps one at the top
// (WINEPREFIX=<prefix>), Proton-managed prefixes nest one under pfx/
// (WINEPREFIX=<prefix>/pfx). A prefix used with BOTH wine kinds has both,
// and an import may come from either one - so callers that can accept
// several get them all, top level first.
// Every Windows C: drive a prefix has (top-level for plain wine, under pfx/
// for Proton); a unified prefix reports its single drive once.
function prefixDriveRoots(name) {
const root = prefixPath(name)
const found = []
const seen = new Set()
for (const base of [root, path.join(root, 'pfx')]) {
try {
const driveC = path.join(base, 'drive_c')
if (fs.statSync(driveC).isDirectory()) found.push(driveC)
if (!fs.statSync(driveC).isDirectory()) continue
const real = fs.realpathSync(driveC)
if (seen.has(real)) continue
seen.add(real)
found.push(driveC)
} catch {}
}
return found
}
// True when a path IS one of a prefix's own roots: the prefix folder, its
// pfx/ or either drive_c. A copy/move import of such a folder would move the
// prefix's C: drive (or the whole prefix) into files/apps, gutting it - the
// "import from a prefix" flow is the one that works in place. Both drive
// layouts are checked literally, not through prefixDriveRoots(): a prefix used
// with wine AND Proton has a drive_c each and BOTH are off limits.
function lstatOrNull(p) {
try {
return fs.lstatSync(p)
} catch {
return null
}
}
// Without a link, a prefix used with both wine kinds grows two C: drives;
// `pfx` -> prefix root collapses them. Only a prefix with no pfx at all gets
// the link - an existing layout is left exactly as it is.
function ensureUnifiedPrefix(name) {
if (!name) return false
const pfx = path.join(prefixPath(name), 'pfx')
if (lstatOrNull(pfx)) return false
try {
fs.symlinkSync('.', pfx, 'dir')
return true
} catch {
// the prefix folder may not exist yet - the link is added on creation
return false
}
}
// True when a path IS one of a prefix's own roots (folder, pfx/, drive_c):
// importing one would gut the prefix.
function isPrefixRoot(p) {
if (!p) return false
const abs = path.resolve(String(p))
@ -72,6 +108,7 @@ function isPrefixRoot(p) {
const root = prefixPath(entry.name)
if (abs === root || abs === path.join(root, 'pfx')) return true
if (abs === path.join(root, 'drive_c') || abs === path.join(root, 'pfx', 'drive_c')) return true
if (abs === path.join(root, LINUX_PFX) || abs === path.join(root, LINUX_PFX, 'home')) return true
}
return false
}
@ -82,6 +119,7 @@ function createPrefix(name) {
if (clean.toLowerCase() === MAIN.toLowerCase()) return { ok: false, error: 'alreadyExists' }
if (fs.existsSync(prefixPath(clean))) return { ok: false, error: 'alreadyExists' }
fs.mkdirSync(prefixPath(clean), { recursive: true })
ensureUnifiedPrefix(clean)
const defs = listPrefixes()
defs.prefixes.push({ name: clean, created: Date.now() })
if (!defs.prefixes.some(p => p.name === defs.default)) defs.default = clean
@ -89,37 +127,31 @@ function createPrefix(name) {
return { ok: true, name: clean }
}
// A prefix is a whole windows drive - removal is measured before it starts
// (staging) so the UI can show a bar that actually moves while the tree is
// walked file by file (removeTree), instead of one blocking rmSync.
// Removal is measured (staging) so the UI shows a bar that moves.
async function deletePrefix(name, onProgress) {
if (String(name).toLowerCase() === MAIN.toLowerCase()) return { ok: false, error: 'isMain' }
const defs = listPrefixes()
defs.prefixes = defs.prefixes.filter(p => p.name !== name)
if (defs.default === name) defs.default = MAIN
savePrefixes(defs)
const emit = (phase, detail) => {
if (onProgress) onProgress({ phase, label: name, ...detail })
}
emit('count', { files: 0, bytes: 0 })
const total = await treeSize(prefixPath(name))
await removeTree(prefixPath(name), p => emit('remove', { files: p.files, bytes: p.bytes, totalFiles: total.files, totalBytes: total.bytes }))
// the registry forgets it only once the folder is gone, so an interrupted
// delete stays visible and can be retried
defs.prefixes = defs.prefixes.filter(p => p.name !== name)
if (defs.default === name) defs.default = MAIN
savePrefixes(defs)
return { ok: true }
}
// A prefix that arrived from another machine (or a launcher that was moved) is
// full of absolute symlinks into its wine/proton build - fonts, built-in
// program stubs, dlls. Rewire them to relative paths so the prefix keeps
// working here and stays relocatable (same healing wine builds get on import).
// Rewire absolute links to relative so a moved prefix keeps working.
async function healPrefix(name) {
if (!name) return 0
return rewireSymlinks(prefixPath(name), [DIRS.FILES])
}
// Renaming a prefix moves its folder on disk and follows the name into the
// registry (default included) and every app that runs in it. Prefix imports
// keep their stored paths (they are relative to the prefix root), so only the
// reference changes - the files move with the folder.
// Rename moves the folder and follows the name through the registry.
function renamePrefix(oldName, newName) {
const clean = normalizePathName(newName)
if (!clean) return { ok: false, error: 'invalidName' }
@ -129,8 +161,7 @@ function renamePrefix(oldName, newName) {
if (entry.locked || String(oldName).toLowerCase() === MAIN.toLowerCase()) return { ok: false, error: 'isMain' }
if (clean === oldName) return { ok: true, name: clean, games: 0 }
if (defs.prefixes.some(p => p.name === clean) || fs.existsSync(prefixPath(clean))) return { ok: false, error: 'alreadyExists' }
// a registered prefix whose folder wine has not created yet can still be
// renamed - only the registry entry exists
// a registered prefix without a folder yet can still be renamed
if (fs.existsSync(prefixPath(oldName))) {
try {
fs.renameSync(prefixPath(oldName), prefixPath(clean))
@ -153,4 +184,4 @@ function setDefaultPrefix(name) {
return { ok: true }
}
module.exports = { listPrefixes, savePrefixes, createPrefix, deletePrefix, renamePrefix, setDefaultPrefix, prefixPath, prefixExists, prefixDriveRoots, isPrefixRoot, healPrefix, MAIN }
module.exports = { isPrefixRel, PREFIX_REL_RE, LINUX_PFX, listPrefixes, savePrefixes, createPrefix, deletePrefix, renamePrefix, setDefaultPrefix, prefixPath, prefixLinuxRoot, prefixExists, prefixDriveRoots, isPrefixRoot, healPrefix, ensureUnifiedPrefix, MAIN }

View file

@ -3,33 +3,27 @@
const { contextBridge, ipcRenderer } = require('electron')
const { DIRS } = require('./paths')
// single-slot progress: every import modal used to register ANOTHER listener
// and old ones never unregistered, so the file counter sped up per import
let importProgressCb = null
ipcRenderer.on('import:progress', (e, data) => {
if (importProgressCb) importProgressCb(data)
})
// Single-slot event callbacks: only the latest subscriber receives an event.
function singleSlot(channel) {
let slot = null
ipcRenderer.on(channel, (e, data) => {
if (slot) slot(data)
})
return fn => {
slot = fn
}
}
// "Open with PLWL": single-slot callback for files handed over via --open
// (Exec %f) - the renderer shows the wine/prefix picker popup for it.
let openWithCb = null
ipcRenderer.on('openwith:file', (e, openPath) => {
if (openWithCb) openWithCb(openPath)
})
// LAN sync progress: same single-slot rule as the import counter, only one
// sync can run at a time anyway.
let lanSyncProgressCb = null
ipcRenderer.on('lansync:progress', (e, data) => {
if (lanSyncProgressCb) lanSyncProgressCb(data)
})
// Incoming sync consent: the receiver's Accept/Decline popup. Single slot for
// the same reason - one pending request at a time (the server enforces it).
let lanSyncIncomingCb = null
ipcRenderer.on('lansync:incoming', (e, data) => {
if (lanSyncIncomingCb) lanSyncIncomingCb(data)
})
const onImportProgress = singleSlot('import:progress')
// "Open with" into an isolated app: the document is copied first
const onHandoffProgress = singleSlot('handoff:progress')
// "Open with PLWL": files handed over via --open (Exec %f).
const onOpenWith = singleSlot('openwith:file')
// one sync (and one pending consent request, enforced server-side) at a time
const onLanSyncProgress = singleSlot('lansync:progress')
const onLanSyncIncoming = singleSlot('lansync:incoming')
// the receiver's deletion review: an answer here decides what may be removed
const onLanSyncReview = singleSlot('lansync:review')
const fs = require('fs')
const path = require('path')
@ -51,12 +45,11 @@ contextBridge.exposeInMainWorld('plwl', {
prefixesDelete: name => ipcRenderer.invoke('prefixes:delete', name),
prefixesRename: (oldName, newName) => ipcRenderer.invoke('prefixes:rename', oldName, newName),
prefixesSetDefault: name => ipcRenderer.invoke('prefixes:setDefault', name),
prefixesResetLinuxConfig: name => ipcRenderer.invoke('prefixes:resetLinuxConfig', name),
openwithTake: () => ipcRenderer.invoke('openwith:take'),
openwithRun: payload => ipcRenderer.invoke('openwith:run', payload),
openwithTexts: lang => ipcRenderer.invoke('openwith:texts', lang),
onOpenWith: cb => {
openWithCb = cb
},
onOpenWith: onOpenWith,
basename: p => (p ? path.basename(p) : ''),
fileExists: p => {
try {
@ -80,7 +73,10 @@ contextBridge.exposeInMainWorld('plwl', {
gamesShortcutPaths: id => ipcRenderer.invoke('games:shortcutPaths', id),
gamesPickFolder: () => ipcRenderer.invoke('games:pickFolder'),
gamesPickPrefixFolder: prefix => ipcRenderer.invoke('games:pickPrefixFolder', prefix),
gamesImport: (src, mode) => ipcRenderer.invoke('games:import', src, mode),
gamesImport: (src, mode, kind) => ipcRenderer.invoke('games:import', src, mode, kind),
gamesOpenDataFolder: id => ipcRenderer.invoke('games:openDataFolder', id),
sandboxStatus: () => ipcRenderer.invoke('sandbox:status'),
sandboxProbe: () => ipcRenderer.invoke('sandbox:probe'),
gamesImportFromPrefix: (prefix, src) => ipcRenderer.invoke('games:importFromPrefix', prefix, src),
gamesRun: id => ipcRenderer.invoke('games:run', id),
gamesRunTool: (id, tool, args) => ipcRenderer.invoke('games:runTool', id, tool, args),
@ -91,24 +87,24 @@ contextBridge.exposeInMainWorld('plwl', {
dialogPickFile: opts => ipcRenderer.invoke('dialog:pickFile', opts),
shellOpenPath: p => ipcRenderer.invoke('shell:openPath', p),
shellShowItemInFolder: p => ipcRenderer.invoke('shell:showItemInFolder', p),
onImportProgress: cb => {
importProgressCb = cb
},
onImportProgress: onImportProgress,
onHandoffProgress: onHandoffProgress,
onGamesChanged: cb => ipcRenderer.on('games:changed', () => cb()),
lansyncGet: () => ipcRenderer.invoke('lansync:get'),
lansyncDevices: () => ipcRenderer.invoke('lansync:devices'),
lansyncRerollDeviceId: () => ipcRenderer.invoke('lansync:rerollDeviceId'),
lansyncRerollSyncCode: () => ipcRenderer.invoke('lansync:rerollSyncCode'),
lansyncForget: id => ipcRenderer.invoke('lansync:forget', id),
lansyncClearHashCache: () => ipcRenderer.invoke('lansync:clearHashCache'),
lansyncSync: payload => ipcRenderer.invoke('lansync:sync', payload),
lansyncRespondIncoming: (requestId, accept) => ipcRenderer.invoke('lansync:respondIncoming', requestId, accept),
lansyncItems: () => ipcRenderer.invoke('lansync:items'),
lansyncReviewTree: (id, rel) => ipcRenderer.invoke('lansync:reviewTree', id, rel),
lansyncReviewDecide: (id, decision) => ipcRenderer.invoke('lansync:reviewDecide', id, decision),
onLanSyncReview: onLanSyncReview,
onLanSyncDevices: cb => ipcRenderer.on('lansync:devices', (e, data) => cb(data)),
onLanSyncProgress: cb => {
lanSyncProgressCb = cb
},
onLanSyncIncoming: cb => {
lanSyncIncomingCb = cb
},
onLanSyncProgress: onLanSyncProgress,
onLanSyncIncoming: onLanSyncIncoming,
onLanSyncApplied: cb => ipcRenderer.on('lansync:applied', (e, data) => cb(data)),
onLanSyncReceiving: cb => ipcRenderer.on('lansync:receiving', (e, data) => cb(data))
})

View file

@ -2,16 +2,14 @@
const path = require('path')
const fs = require('fs')
const os = require('os')
const { spawn } = require('child_process')
const { DIRS } = require('./paths')
const { prefixPath } = require('./prefixes')
const { prefixPath, ensureUnifiedPrefix } = require('./prefixes')
const { prefixNameForGame } = require('./library')
// The fake Steam install Proton is pointed at through
// STEAM_COMPAT_CLIENT_INSTALL_PATH. Both folders Proton links into its prefix
// have to exist: it symlinks <prefix>/drive_c/Program Files (x86)/Steam/
// appcache -> <fake>/appcache while setting the prefix up, and a link into a
// missing folder is a dangling link in a tree that gets synced.
// The fake Steam install used when no real Steam client is found. Both folders
// Proton links into its prefix have to exist, or the links dangle.
function ensureFakeSteam() {
const fake = DIRS.FAKE_STEAM
fs.mkdirSync(path.join(fake, 'steamapps'), { recursive: true })
@ -19,11 +17,64 @@ function ensureFakeSteam() {
return fake
}
// Wine only ever repairs links that are BROKEN: a prefix that came from
// another machine (or from an older PLWL) can still hold absolute links into
// its build that happen to resolve here, and those would be synced out again.
// Healing once per prefix per launch keeps the whole tree relocatable and
// costs a single walk in the common (already relative) case.
// Proton needs the Steam client at STEAM_COMPAT_CLIENT_INSTALL_PATH or a Valve
// build dies in a "steamclient_main.c" assert; use a real client read-only,
// the empty fake otherwise (GE builds skip steam.exe entirely).
const STEAM_CLIENT_MARKERS = [
['legacycompat', 'steamclient.dll'],
['ubuntu12_32', 'steamclient.so']
]
function findSteamClientDir() {
const home = os.homedir()
const dataHome = process.env.XDG_DATA_HOME || path.join(home, '.local', 'share')
const candidates = [
process.env.STEAM_COMPAT_CLIENT_INSTALL_PATH,
path.join(home, '.steam', 'steam'),
path.join(home, '.steam', 'root'),
path.join(dataHome, 'Steam'),
// flatpak Steam keeps its install inside the sandbox's data dir
path.join(home, '.var', 'app', 'com.valvesoftware.Steam', '.local', 'share', 'Steam')
]
for (const dir of candidates) {
if (!dir) continue
for (const marker of STEAM_CLIENT_MARKERS) {
if (fs.existsSync(path.join(dir, ...marker))) return dir
}
}
return null
}
function steamClientDir() {
return findSteamClientDir() || ensureFakeSteam()
}
// WINEDLLOVERRIDES: ';'-separated, '=' splits name/setting, ',' separates
// names. Guides write a trailing .dll; Wine strips it, so store the bare name.
function sanitizeDllName(name) {
const clean = String(name || '').trim().replace(/\.dll$/i, '')
return /^[^;=\s]+$/.test(clean) ? clean : ''
}
// Wine keeps the LAST entry per module: inherited overrides go first, the
// app's own after. An empty setting is Wine's "disabled" and stays as `name=`.
function dllOverridesFor(game, env) {
const parts = []
const inherited = String(env.WINEDLLOVERRIDES || '').trim().replace(/;+$/, '')
if (inherited) parts.push(inherited)
for (const entry of game.dllOverrides || []) {
if (!entry) continue
const dll = sanitizeDllName(entry.dll)
if (!dll) continue
const setting = String(entry.setting == null ? '' : entry.setting).trim()
if (!/^[a-z,]*$/i.test(setting)) continue
parts.push(`${dll}=${setting}`)
}
return parts.join(';')
}
// Repair only broken links (a resolvable absolute link would be synced out
// again). Once per prefix per launch.
const healedPrefixes = new Set()
async function healPrefixOnce(game) {
const name = prefixNameForGame(game)
@ -37,32 +88,16 @@ async function healPrefixOnce(game) {
}
}
// Proton gets its prefix through STEAM_COMPAT_DATA_PATH, which has to be a
// symlink to the launcher's own prefix folder. The parent directory is created
// FIRST: symlink() fails with ENOENT when compat/ does not exist yet, and the
// old fallback then created a plain empty directory instead - Proton silently
// started with an empty prefix (the game never saw its own data). A leftover
// EMPTY directory from exactly that situation is safe to replace with the
// link; a populated one is left alone.
// Proton's STEAM_COMPAT_DATA_PATH must be a symlink to the launcher prefix;
// a real compat dir already sitting there is not ours to replace.
function linkPrefix(compatData, prefixDir) {
try {
fs.mkdirSync(path.dirname(compatData), { recursive: true })
} catch {}
try {
const st = fs.lstatSync(compatData)
if (st.isSymbolicLink()) {
if (fs.readlinkSync(compatData) === prefixDir) return
fs.unlinkSync(compatData)
} else if (st.isDirectory()) {
let names = []
try {
names = fs.readdirSync(compatData)
} catch {}
if (names.length) return
fs.rmdirSync(compatData)
} else {
return
}
if (!fs.lstatSync(compatData).isSymbolicLink()) return
if (fs.readlinkSync(compatData) === prefixDir) return
fs.unlinkSync(compatData)
} catch {}
try {
fs.symlinkSync(prefixDir, compatData, 'dir')
@ -72,34 +107,36 @@ function linkPrefix(compatData, prefixDir) {
function buildEnv({ game, wine }) {
const env = { ...process.env }
const isProton = wine && wine.type === 'proton'
// same fallback the games service snapshots into its running entries
// (library.prefixNameForGame), so in-use checks always name this folder
const prefixDir = prefixPath(prefixNameForGame(game))
// same fallback the games service uses, so in-use checks name this folder
const prefixName = prefixNameForGame(game)
// no pfx yet -> shared-link layout; an existing nested layout is left as is
try {
ensureUnifiedPrefix(prefixName)
} catch {}
const prefixDir = prefixPath(prefixName)
if (isProton) {
const fakeSteam = ensureFakeSteam()
const buildRoot = path.resolve(wine.path, '..')
env.STEAM_COMPAT_CLIENT_INSTALL_PATH = fakeSteam
env.STEAM_COMPAT_DATA_PATH = path.join(DIRS.DATA, 'compat', game.id)
env.STEAM_COMPAT_APP_ID = '0'
env.SteamAppId = '0'
env.SteamGameId = '0'
// Launch like the UMU protocol does (UMU/PortProton/Heroic): with UMU_ID
// set, newer Protons (incl. DW Proton 11, GE-Proton 10+) run the game via
// their built-in umu.exe instead of the steam.exe helper, which would
// otherwise try to load Steam's steamclient.so and crash with an
// "Assertion failed \"!status\"" dialog (steamclient_main.c) when no
// Steam client is installed.
if (!env.UMU_ID) env.UMU_ID = 'umu-0'
// every Proton verb reads STEAM_COMPAT_CLIENT_INSTALL_PATH (a missing one
// aborts with a KeyError). UMU run: real client; disableUmu: the fake.
if (game.disableUmu) {
delete env.UMU_ID
env.STEAM_COMPAT_CLIENT_INSTALL_PATH = ensureFakeSteam()
} else {
env.STEAM_COMPAT_CLIENT_INSTALL_PATH = steamClientDir()
// UMU_ID makes newer Protons run through umu.exe instead of steam.exe,
// which needs the Steam client's DLLs (see steamClientDir).
if (!env.UMU_ID) env.UMU_ID = 'umu-0'
}
env.WINEPREFIX = path.join(env.STEAM_COMPAT_DATA_PATH, 'pfx')
env.PROTON_LOG_DIR = path.join(DIRS.DATA, 'logs')
fs.mkdirSync(env.PROTON_LOG_DIR, { recursive: true })
linkPrefix(env.STEAM_COMPAT_DATA_PATH, prefixDir)
// No silent fallback to a real directory: Proton would then set its prefix
// up under files/data/compat/<id>/pfx, outside files/wineprefixes/ where
// PLWL tracks it - rename, delete, the in-use guards and the LAN sync all
// look at the launcher prefix, so its C: drive would be orphaned. Only a
// missing path is refused; a populated one is linkPrefix's deliberate case.
// no silent fallback: a real dir would orphan the prefix outside where
// PLWL tracks it; only a missing path is refused
if (!fs.existsSync(env.STEAM_COMPAT_DATA_PATH)) {
throw new Error('prefix-link-failed')
}
@ -108,16 +145,21 @@ function buildEnv({ game, wine }) {
env.WINEPREFIX = prefixDir
}
env.WINEDLLOVERRIDES = (game.dllOverrides || [])
.filter(o => o && o.dll && o.setting)
.map(o => `${o.dll}=${o.setting}`)
.join(';')
if (!env.WINEDLLOVERRIDES) delete env.WINEDLLOVERRIDES
const overrides = dllOverridesFor(game, env)
if (overrides) env.WINEDLLOVERRIDES = overrides
else delete env.WINEDLLOVERRIDES
// the app's own environment comes last: it overrides everything above
for (const [k, v] of Object.entries(game.env || {})) env[k] = v
return { env, prefixDir }
}
// Proton verbs: 'run' goes through umu.exe/steam.exe, 'runinprefix' runs the
// build's wine directly and skips Proton's prefix setup (see game.disableUmu).
function protonVerb(game) {
return game.disableUmu ? 'runinprefix' : 'run'
}
function parseArgs(args) {
const out = []
const re = /"([^"]*)"|'([^']*)'|(\S+)/g
@ -126,15 +168,32 @@ function parseArgs(args) {
return out
}
const GRACE_MS = 60000
// "Open with" handoff: the file reaches the app as a WINDOWS path (C:\ inside
// the prefix's drive, Z:\ for the rest).
function windowsPathFor(file, prefixDir) {
let abs = String(file || '')
try {
abs = fs.realpathSync(abs)
} catch {}
try {
const driveC = fs.realpathSync(path.join(prefixDir, 'drive_c'))
const rel = path.relative(driveC, abs)
if (rel && !rel.startsWith('..') && !path.isAbsolute(rel)) {
return 'C:\\' + rel.split(path.sep).join('\\')
}
} catch {}
return `Z:${abs.split(path.sep).join('\\')}`
}
// Live playtime: while the game runs, update ONLY the tiny playtime file
// (a number of seconds) every 30s - apps.json is left untouched to spare the
// disk. lastPlayed is stamped once at start, final totals are mirrored into
// the registry once on exit.
// `base` is the seconds total this run adds up to. It is resolved by the
// CALLER from the live playtime file (not the registry) so ad-hoc runs that
// share one id (see runAdHoc) never mix two apps' playtime.
const GRACE_MS = 60000
// A finished run may leave output in the pipes (or a grandchild holding them
// open): the log closes when its writers are done, at the latest this long
// after the exit.
const LOG_DRAIN_MS = 5000
// Live playtime: tiny file updated every 30s, totals mirrored to the registry
// on exit. `base` comes from the caller (live file, not the registry) so
// shared ids never mix playtime.
function startPlaytimeTicker({ game, startedAt, base }) {
const library = require('./library')
const timer = setInterval(() => {
@ -155,66 +214,71 @@ function openLatestLog(gameId) {
return fs.createWriteStream(logFile, { flags: 'w' })
}
async function runGame({ game, wine, systemWine, onExit }) {
await healPrefixOnce(game)
const isProton = wine && wine.type === 'proton'
const { env } = buildEnv({ game, wine })
const exe = game.exePath
const workdir = game.workdir || path.dirname(exe)
const argList = parseArgs(game.args)
let cmd
let base
if (isProton) {
cmd = wine.wineBin || path.join(wine.path, 'proton')
base = ['run', exe, ...argList]
} else {
cmd = systemWine ? 'wine' : wine.wineBin
base = [exe, ...argList]
}
// The tail every tracked run shares (wine and native Linux alike): spawn
// detached, tee output into the app's latest log, tick playtime, stamp
// lastPlayed, report the exit. `header` lines land right after the launch line.
function spawnTracked({ game, cmd, args, cwd, env, handoff = false, header = [], onExit }) {
const library = require('./library')
fs.mkdirSync(DIRS.DATA, { recursive: true })
return new Promise((resolve, reject) => {
let child
try {
child = spawn(cmd, base, {
cwd: workdir,
child = spawn(cmd, args, {
cwd,
env,
stdio: ['ignore', 'pipe', 'pipe'],
// a handoff is untracked: its pipes drain so the app never blocks
stdio: handoff ? 'ignore' : ['ignore', 'pipe', 'pipe'],
detached: true
})
} catch (err) {
return reject(err)
}
// spawn() returns before the OS actually starts the program: when the
// binary is missing or has no executable bit (a wine build copied without
// its permissions, a wrong path) the failure only arrives as an 'error'
// event, AFTER this function would have resolved. Resolving there marked
// games that never started as running forever, so the promise only settles
// once the process really exists ('spawn').
// spawn() resolves before the process exists; a missing binary only
// surfaces as an 'error' event, so wait for the real 'spawn'.
let started = false
child.once('error', err => {
if (!started) reject(err)
})
child.once('spawn', () => {
started = true
// a handoff writes no log or playtime: the tracked run owns both
if (handoff) {
child.unref()
return resolve({ pid: child.pid, logFile: null })
}
const logFile = latestLogPath(game.id)
const ws = openLatestLog(game.id)
child.stdout.pipe(ws)
child.stderr.pipe(ws)
// a launch line first, so the log answers "which prefix/overrides/run"
ws.write(`[plwl] ${cmd} ${args.join(' ')}\n`)
for (const line of header) ws.write(line + '\n')
// two pipes feed one log, so neither may end it: pipe() would close the
// stream on the first EOF, and the second writer then kills the process
// with ERR_STREAM_WRITE_AFTER_END (an unhandled WriteStream 'error')
child.stdout.pipe(ws, { end: false })
child.stderr.pipe(ws, { end: false })
let openPipes = 2
const endLog = () => {
if (--openPipes <= 0) ws.end()
}
child.stdout.once('end', endLog)
child.stderr.once('end', endLog)
// an unwritable log (full disk, file removed) must not take us down
ws.on('error', () => {})
child.unref()
const startedAt = Date.now()
// read the LIVE playtime file, not the (possibly shared/stale) registry
// value - ad-hoc "open with" runs share one id and must not mix playtime
const basePlaySeconds = require('./library').readPlaySeconds(game.id) ?? (game.playSeconds || 0)
// read the LIVE playtime file, not the registry (shared ids)
const basePlaySeconds = library.readPlaySeconds(game.id) ?? (game.playSeconds || 0)
const stopTicker = startPlaytimeTicker({ game, startedAt, base: basePlaySeconds })
// stamp "last played" once at start so it is correct even if we crash later
require('./library').updateGame(game.id, { lastPlayed: startedAt })
// stamp "last played" once at start, even if we crash later
library.updateGame(game.id, { lastPlayed: startedAt })
child.on('exit', (code, signal) => {
stopTicker()
ws.end()
// nothing may outlive the run: end the log once the buffered output had
// its chance, even if something else still holds the pipes
const drain = setTimeout(() => ws.end(), LOG_DRAIN_MS)
if (drain.unref) drain.unref()
const counted = Math.max(0, Math.round((Date.now() - startedAt - GRACE_MS) / 1000))
require('./library').updateGame(game.id, {
library.updateGame(game.id, {
lastPlayed: startedAt,
playSeconds: basePlaySeconds + counted
})
@ -225,6 +289,32 @@ async function runGame({ game, wine, systemWine, onExit }) {
})
}
async function runGame({ game, wine, systemWine, onExit, openFile, handoff = false }) {
await healPrefixOnce(game)
const isProton = wine && wine.type === 'proton'
const { env, prefixDir } = buildEnv({ game, wine })
const exe = game.exePath
const workdir = game.workdir || path.dirname(exe)
const argList = parseArgs(game.args)
// an opened file is an argument to the exe, exactly like Windows' "Open with"
if (openFile) argList.push(windowsPathFor(openFile, prefixDir))
let cmd
let base
if (isProton) {
cmd = wine.wineBin || path.join(wine.path, 'proton')
base = [protonVerb(game), exe, ...argList]
} else {
cmd = systemWine ? 'wine' : wine.wineBin
base = [exe, ...argList]
}
const header = [`[plwl] WINEPREFIX=${env.WINEPREFIX}`]
if (env.WINEDLLOVERRIDES) header.push(`[plwl] WINEDLLOVERRIDES=${env.WINEDLLOVERRIDES}`)
if (isProton) header.push(`[plwl] proton launcher: ${game.disableUmu ? 'direct wine (no UMU, no Steam)' : `umu.exe (UMU_ID=${env.UMU_ID})`}`)
return spawnTracked({ game, cmd, args: base, cwd: workdir, env, handoff, header, onExit })
}
async function runTool({ game, wine, tool, args, systemWine }) {
await healPrefixOnce(game)
const isProton = wine && wine.type === 'proton'
@ -237,7 +327,7 @@ async function runTool({ game, wine, tool, args, systemWine }) {
let base
if (isProton) {
cmd = wine.wineBin || path.join(wine.path, 'proton')
base = ['run', tool, ...argList]
base = [protonVerb(game), tool, ...argList]
} else if (systemWine) {
cmd = tool
base = argList
@ -253,14 +343,12 @@ async function runTool({ game, wine, tool, args, systemWine }) {
})
}
// Ad-hoc launch ("Open with PLWL"): the exact runGame pipeline, but with a
// synthetic target under the shared `openwith` id - log and playtime files
// live in files/data/appdata/openwith/ and no library entry is created.
// `prefix` carries the picker's choice ('' = launcher default, resolved by
// buildEnv); wine/systemWine are the already-resolved build objects.
// Ad-hoc launch ("Open with PLWL"): the runGame pipeline under the shared
// `openwith` id; no library entry is created. `prefix` is the picker's
// choice ('' = launcher default).
function runAdHoc({ openPath, wine, systemWine, prefix, onExit }) {
const game = require('./openwith').makeTarget(openPath, 'default', prefix || '')
return runGame({ game, wine, systemWine, onExit })
}
module.exports = { buildEnv, runGame, runTool, runAdHoc, parseArgs, latestLogPath }
module.exports = { buildEnv, runGame, runTool, runAdHoc, parseArgs, latestLogPath, windowsPathFor, spawnTracked }

166
src/sandbox.js Normal file
View file

@ -0,0 +1,166 @@
'use strict'
const { execFile } = require('child_process')
const path = require('path')
const { firstExisting } = require('./paths')
// bwrap only works when unprivileged namespaces really work (Ubuntu's AppArmor
// kills it), so a functional probe decides - never `which bwrap`.
const PROBE_TIMEOUT_MS = 3000
// /bin/true is a symlink on most distros but missing on a few; env is the
// last resort that still exits 0.
const TRUE_BINARIES = ['/bin/true', '/usr/bin/true', '/usr/bin/env']
function firstLine(text) {
return String(text || '').trim().split('\n')[0].trim()
}
// A failed probe maps to a reason the UI and the log can name.
function reasonFor(err, stderr) {
if (err && err.code === 'ENOENT') return 'missing'
if (err && (err.killed || err.signal === 'SIGKILL')) return 'timeout'
const text = String(stderr || '') + ' ' + String((err && err.message) || '')
if (/Operation not permitted|Permission denied|Failed to unshare|uid map|setting up uid|No permissions to create/i.test(text)) return 'not-permitted'
return 'failed'
}
function run(cmd, args, timeoutMs) {
return new Promise(resolve => {
execFile(cmd, args, { timeout: timeoutMs, killSignal: 'SIGKILL' }, (err, stdout, stderr) => {
resolve({ err, stdout: String(stdout || ''), stderr: String(stderr || '') })
})
})
}
// Status = { backend: 'bwrap' | 'env', version, reason, detail, checkedAt }
// reason = null | 'missing' | 'not-permitted' | 'timeout' | 'failed'
function createSandboxProbe({ timeoutMs = PROBE_TIMEOUT_MS } = {}) {
let cached = null
let inflight = null
const makeStatus = (backend, version, reason, detail) => ({
backend,
version: version || null,
reason: reason || null,
detail: detail || '',
checkedAt: Date.now()
})
async function measure() {
const trueBin = firstExisting(TRUE_BINARIES)
if (!trueBin) {
cached = makeStatus('env', null, 'missing', 'no /bin/true to probe with')
return cached
}
const versionRun = await run('bwrap', ['--version'], timeoutMs)
if (versionRun.err && versionRun.err.code === 'ENOENT') {
cached = makeStatus('env', null, 'missing', 'bubblewrap is not installed')
return cached
}
const version = firstLine(versionRun.stdout).split(/\s+/).pop() || null
const probeRun = await run('bwrap', ['--ro-bind', '/', '/', '--proc', '/proc', '--dev', '/dev', '--', trueBin], timeoutMs)
if (probeRun.err) {
cached = makeStatus('env', version, reasonFor(probeRun.err, probeRun.stderr), firstLine(probeRun.stderr) || firstLine(probeRun.err.message))
return cached
}
cached = makeStatus('bwrap', version, null, '')
return cached
}
// Runs the probe once and answers from the cache afterwards (3s on every
// launch click would be unacceptable).
function probe() {
if (cached) return Promise.resolve(cached)
if (!inflight) inflight = measure().finally(() => { inflight = null })
return inflight
}
return {
probe,
status: () => cached,
invalidate: () => { cached = null }
}
}
// Host theme data is mounted read-only here and listed in XDG_DATA_DIRS (inside
// the private /tmp, where the app cannot mistake it for its own data). A bind,
// not a symlink: the prefix is mounted over ~, so a link would point at itself.
const SHARE_ROOT = '/tmp/.plwl-host'
// Relaxed isolation mounts the whole host filesystem writable here. It takes
// the private /tmp (bwrap creates the mount point itself) and one fixed string,
// so a hand-off into an app that is ALREADY running resolves too.
const FS_ROOT = '/tmp/plwl-fs-root'
// The bwrap profile for a native Linux app. Pure: the caller decides which
// devices and host folders exist, so the argv is testable as-is.
function buildBwrapArgs({
dataRoot,
user,
home = `/home/${user}`,
uid = typeof process.getuid === 'function' ? process.getuid() : 0,
devices = [],
x11 = '',
runUser = '',
shares = [],
hideHome = false,
etcRoot = '',
unshareNet = false,
appDir = '',
fsRoot = false,
urlOpener = null
}) {
const xdgDir = sub => path.join(home, sub)
return [
'--die-with-parent',
'--new-session',
// network stays: multiplayer and DNS keep working
'--unshare-all',
unshareNet ? '--unshare-net' : '--share-net',
'--hostname', 'plwl',
// --- filesystem ---
'--ro-bind', '/', '/',
'--proc', '/proc',
'--dev', '/dev',
...devices.flatMap(device => ['--dev-bind', device, device]),
'--tmpfs', '/tmp',
// X11 sockets live in /tmp, which the tmpfs above just emptied
...(x11 ? ['--ro-bind', x11, x11] : []),
// relaxed: the whole host filesystem, writable. Nothing is hidden, and the
// app may write anywhere on the machine - that is this level's price.
...(fsRoot ? ['--bind', '/', FS_ROOT] : []),
// the host's theme data, read-only: fonts, icons, colour schemes
...shares.flatMap(dir => ['--ro-bind', dir, path.join(SHARE_ROOT, path.basename(dir))]),
// an opened link or document belongs to the host desktop, so xdg-open is
// replaced by the launcher's hand-off script (linuxrunner.js)
...(urlOpener && urlOpener.shim ? ['--ro-bind', urlOpener.shim, urlOpener.target] : []),
// hard profile: nothing of anybody's /home is even readable
...(hideHome ? ['--tmpfs', '/home', '--tmpfs', '/root', '--tmpfs', '/mnt', '--tmpfs', '/media'] : []),
// --- app data (host paths bound to a fresh HOME) ---
'--bind', path.join(dataRoot, 'home'), home,
'--bind', path.join(dataRoot, 'config'), xdgDir('.config'),
'--bind', path.join(dataRoot, 'data'), xdgDir(path.join('.local', 'share')),
'--bind', path.join(dataRoot, 'cache'), xdgDir('.cache'),
'--bind', path.join(dataRoot, 'state'), xdgDir(path.join('.local', 'state')),
// Wayland, PipeWire, PulseAudio and the session bus all live here
...(runUser ? ['--bind', runUser, runUser] : []),
...(etcRoot ? ['--bind', etcRoot, '/etc'] : []),
// the app's own folder stays writable (portable apps keep logs/data next
// to themselves). Last, because an imported app lives under the host's home
// and the home bind above would otherwise mount over and hide it - bwrap
// then fails with "execvp <app>: No such file or directory".
...(appDir ? ['--bind', appDir, appDir] : []),
// the bundle's own bin/ faces the shim too (see linuxrunner.js): its own
// xdg-open is what an app's PATH reaches first, so the hand-off script has
// to sit there as well. After the app bind, so the bundle is in place first.
...(urlOpener && urlOpener.shim ? (urlOpener.mounts || []).flatMap(mount => ['--ro-bind', mount.source, mount.target]) : []),
// --- environment ---
'--setenv', 'HOME', home,
'--setenv', 'XDG_CONFIG_HOME', xdgDir('.config'),
'--setenv', 'XDG_DATA_HOME', xdgDir(path.join('.local', 'share')),
'--setenv', 'XDG_CACHE_HOME', xdgDir('.cache'),
'--setenv', 'XDG_STATE_HOME', xdgDir(path.join('.local', 'state'))
]
}
module.exports = { createSandboxProbe, buildBwrapArgs, SHARE_ROOT, FS_ROOT }

View file

@ -1,9 +1,7 @@
'use strict'
// .desktop shortcut generation. A shortcut launches the launcher itself with
// `--launch <id>`: the main process either starts the game in the running
// instance or boots headless (no window, tray only), starts the game and lets
// playtime tracking continue normally.
// .desktop shortcut generation: a shortcut runs the launcher with
// `--launch <id>` (headless boot when nothing is running yet).
const fs = require('fs')
const path = require('path')
@ -11,8 +9,7 @@ const { DIRS, resolvePortablePath, launcherIconDiskPath } = require('./paths')
const DATA_DIR = process.env.PLWL_BUILD_DIR ? path.join(process.env.PLWL_BUILD_DIR, 'files', 'data') : DIRS.DATA
// Where user-visible shortcuts live (XDG). Override with PLWL_SHORTCUTS_DIR
// so tests (and portable exotic setups) can redirect it.
// XDG shortcuts dir; PLWL_SHORTCUTS_DIR overrides it (tests).
function desktopDirs() {
const home = process.env.HOME || '/'
const dataHome = process.env.XDG_DATA_HOME || path.join(home, '.local', 'share')
@ -22,8 +19,7 @@ function desktopDirs() {
}
}
// Launcher executable as the shortcut will see it, as an argv list: the
// packaged olcxja.plwl/olcxja.plwl binary, or `electron <project>` in dev.
// The launcher executable as an argv list (packaged binary or electron dev).
function launcherArgv() {
if (process.env.PLWL_LAUNCHER_CMD) return process.env.PLWL_LAUNCHER_CMD.split(' ').filter(Boolean)
const m = __dirname.match(/^(.*)[/\\]app\.asar([/\\]|$)/)
@ -36,16 +32,16 @@ function launcherArgv() {
return ['electron', path.resolve(__dirname, '..')]
}
// Desktop Entry Exec field escaping (per the spec): % must be doubled,
// quotes and backslashes escaped, and tokens containing spaces wrapped in
// double quotes.
// Desktop Entry Exec escaping per the spec (% doubled, quotes, spaces).
function execToken(token) {
const escaped = token.replace(/%/g, '%%').replace(/\\/g, '\\\\').replace(/"/g, '\\"')
return /[ $"'\\]/.test(token) ? `"${escaped}"` : escaped
}
// %f appended after escaping makes the shortcut a file handler.
function execLine(extraArgs) {
return [...launcherArgv(), ...extraArgs.split(' ').filter(Boolean).map(execToken)].map(execToken).join(' ')
const tokens = [...launcherArgv(), ...String(extraArgs).split(' ').filter(Boolean)]
return [...tokens.map(execToken), '%f'].join(' ')
}
function sanitizeName(name) {
@ -62,8 +58,7 @@ function buildDesktopEntry(game) {
if (found) icon = path.join(iconDir, found)
} catch {}
if (!icon) {
// fall back to the launcher icon so the shortcut is never naked (the
// on-disk copy: the desktop environment cannot read inside app.asar)
// on-disk launcher icon fallback (Icon= cannot read the asar)
icon = launcherIconDiskPath() || ''
}
const lines = [
@ -71,7 +66,7 @@ function buildDesktopEntry(game) {
'Type=Application',
`Name=${name}`,
'Comment=Launch via PLWL',
`Exec=${execLine(`--launch ${game.id}`)}`,
`Exec=${execLine(`--launch ${game.id} --file`)}`,
'Terminal=false',
'Categories=Game;'
]

View file

@ -1,40 +1,15 @@
'use strict'
// Symlink and permission healing, shared by wine builds, prefixes, game
// imports and LAN sync.
//
// Two things break when a tree is copied between machines (or the launcher is
// just moved):
// - symlinks stored ABSOLUTE keep pointing at the path they had on the
// machine that wrote them. A Proton prefix is full of them (fonts, built-in
// program stubs, dlls, all pointing into its build), and a wine build's
// bundled default prefix has the same problem.
// - the executable bit is dropped by every content-piping copy
// (createWriteStream, fs.copyFile), which makes an imported `proton` or
// `wine` binary unrunnable - the launcher then cannot start that build at
// all.
//
// Everything here rewires a link to a RELATIVE path when the file it points at
// can be found locally, so the tree stays relocatable forever, and restores
// the executable bit on the binaries a wine/proton build needs.
// imports and LAN sync. Rewires links to relative paths (absolute always;
// relative only when broken) and restores exec bits on build binaries.
const fsp = require('fs').promises
const fs = require('fs')
const path = require('path')
const { pathExists: exists } = require('./fsutil')
function exists(p) {
try {
fs.accessSync(p)
return true
} catch {
return false
}
}
// dosdevices/ holds the prefix's drive mappings (c:, z:, d:, com1 ...). They
// are *supposed* to point outside the prefix - at the filesystem root, a
// mounted CD or a serial port - and wine rewrites them itself, so they are
// never touched.
// dosdevices/ mappings are supposed to point outside the prefix; never touched.
const SKIP_DIRS = new Set(['dosdevices'])
async function collectSymlinks(dir, out) {
@ -51,18 +26,12 @@ async function collectSymlinks(dir, out) {
}
}
// A target that does not exist here YET can only be something PLWL itself
// creates later: Proton links files/data/fake-steam/appcache into its prefix,
// a prefix links into files/wines/<build>/... (see the fallback pass below).
// Restricting the fallback to these trees keeps an unrelated /usr/lib/... link
// from being mistaken for a wine build's own files/lib/ directory.
// A missing target can only be something PLWL creates later (fake-steam,
// files/wines/...); the restriction keeps /usr/lib/... links alone.
const ANCHOR_DIRS = new Set(['wines', 'wineprefixes', 'apps', 'data', 'translations'])
// True when `candidate` sits under `root` and its deepest EXISTING parent is at
// least two components inside it. `files/data/fake-steam/appcache` passes even
// before appcache is created, because files/data/fake-steam is already there;
// `files/bin/<x>` does not, because a single-component parent is no evidence
// that the link really belongs to the launcher.
// True when `candidate` sits under `root` and its deepest existing parent is
// at least two components inside it.
function anchoredInside(root, candidate) {
let p = candidate
while (p.length > root.length + 1) {
@ -73,12 +42,8 @@ function anchoredInside(root, candidate) {
return false
}
// The new target for an absolute link: the same file, reached from the link's
// own directory. `roots` are the trees the target may live in - the tree being
// healed first, then (for a prefix linking into its build) the launcher's
// files/ root. When the target is not directly inside one of them, the longest
// suffix that exists here is used instead, which is what makes a link written
// on another machine work on this one.
// The new target for an absolute link, relative to the link's own directory;
// falls back to the longest suffix that exists locally.
function relativeTarget(link, target, roots) {
const dir = path.dirname(link)
for (const root of roots) {
@ -88,9 +53,7 @@ function relativeTarget(link, target, roots) {
if (rel && !path.isAbsolute(rel)) return rel
}
}
// Second chance for links whose file is not here yet (or whose parent chain
// only partially exists): the relative path is still the right one, and
// writing it now beats leaving a link that can never resolve.
// second chance for links whose file is not here yet
for (const requireLeaf of [true, false]) {
for (const root of roots) {
if (!root) continue
@ -116,10 +79,8 @@ function relativeTarget(link, target, roots) {
return null
}
// Rewire every absolute symlink under `root` that can be expressed relative to
// `roots` (usually [root, DIRS.FILES]). Returns how many links changed. A link
// may only become rewirable once another link it chains through has been
// fixed, so the pass repeats until nothing changes.
// Rewire rewritable symlinks under `root`; returns how many changed. Repeats
// until nothing changes (links can chain).
async function rewireSymlinks(root, roots = []) {
if (!root) return 0
const candidates = [root, ...roots.filter(r => r && r !== root)]
@ -135,8 +96,11 @@ async function rewireSymlinks(root, roots = []) {
} catch {
continue
}
if (!path.isAbsolute(target)) continue // already relocatable
const next = relativeTarget(link, path.normalize(target), candidates)
const absolute = path.isAbsolute(target)
// a relative link that still resolves is already relocatable
if (!absolute && exists(path.resolve(path.dirname(link), target))) continue
const from = absolute ? path.normalize(target) : path.resolve(path.dirname(link), target)
const next = relativeTarget(link, from, candidates)
if (!next || next === target) continue
try {
await fsp.unlink(link)
@ -150,15 +114,11 @@ async function rewireSymlinks(root, roots = []) {
return fixed
}
// Binaries a wine/proton build has to be able to execute. A copy that pipes
// file contents (the LAN sync, fs.copyFile) drops the bit, and without it
// `spawn` fails with EACCES and the build can never run. Windows .exe files
// are NOT in here on purpose: wine starts those itself, they need no bit.
// Binaries a wine/proton build must be able to execute; content copies drop
// the bit and spawn fails with EACCES. Windows .exe files need no bit.
const EXEC_NAMES = new Set(['proton', 'wine', 'wine64', 'wine-preloader', 'wine64-preloader', 'wineserver', 'winetricks', 'wineboot'])
// Give the exec bit back to a build's binaries (and anything in a bin/ dir).
// Used after a sync or an import - and to repair a build that was synced
// before the sync knew about permissions, without re-copying it.
// Give the exec bit back to a build's binaries and bin/ dirs.
async function restoreExecutableBits(root) {
if (!root) return 0
let fixed = 0

View file

@ -4,7 +4,7 @@ const fs = require('fs')
const fsp = fs.promises
const path = require('path')
const { DIRS, readJson, writeJson, toPortablePath, resolvePortablePath } = require('./paths')
const { dedupeDir, copyTree, treeSize, removeTree } = require('./fsutil')
const { dedupeDir, copyTree, treeSize, removeTree, pathExists } = require('./fsutil')
const { normalizeLabel } = require('./names')
const { rewireSymlinks, restoreExecutableBits, EXEC_NAMES } = require('./symlinks')
@ -12,14 +12,7 @@ const WINES_DIR = DIRS.WINES
const REGISTRY = path.join(DIRS.DATA, 'wines.json')
const DEFAULT_KEY = 'defaultWine'
function exists(p) {
try {
fs.accessSync(p)
return true
} catch {
return false
}
}
const exists = pathExists
function detectType(dir) {
if (exists(path.join(dir, 'proton'))) return 'proton'
@ -65,17 +58,8 @@ async function scanBuild(dir, depth) {
path: dir,
type
}
if (type === 'proton') {
entry.wineBin = path.join(dir, 'proton')
} else if (type === 'wine') {
const bin = findWineBinary(dir)
if (bin) {
entry.wineBin = bin
const ver = versionOf(bin, {})
if (ver) entry.version = ver
}
}
entry.label = labelFor(type, dir, entry.version)
if (type === 'proton') entry.wineBin = path.join(dir, 'proton')
else if (type === 'wine') entry.wineBin = findWineBinary(dir) || undefined
return [entry]
}
if (depth <= 0) return []
@ -110,12 +94,8 @@ async function refreshWines() {
}
const prev = readJson(REGISTRY, []).map(wineAbs)
const prevById = new Map(prev.map(w => [w.id, w]))
// A build whose path changed since last scan was moved (or the launcher
// itself was) - rewire its absolute symlinks to the current location. A
// build that cannot be executed (no exec bit on proton/wine - exactly what
// a sync from a PLWL that predates permission transfer leaves behind) is
// healed here instead: two access() calls per build, and only a broken build
// pays for the walk. Without it such a build stays dead weight forever.
// heal moved builds and builds missing their exec bit; only a broken build
// pays for the walk
for (const w of found) {
const old = prevById.get(w.id)
const moved = !old || old.path !== w.path
@ -126,10 +106,16 @@ async function refreshWines() {
}
}
const disabled = new Set(prev.filter(w => w.disabled).map(w => w.id))
// a display name the user gave the build has to survive every rescan, just
// like the disabled flag (both live in the registry, not in the folder)
// display name and disabled flag live in the registry and survive rescans
const renamed = new Map(prev.filter(w => w.displayName).map(w => [w.id, w.displayName]))
for (const w of found) {
const old = prevById.get(w.id)
// `wine --version` spawns a process; an unchanged build keeps its answer
if (w.type === 'wine' && w.wineBin) {
if (old && old.path === w.path && old.wineBin === w.wineBin && old.version) w.version = old.version
else w.version = versionOf(w.wineBin, {})
}
w.label = labelFor(w.type, w.path, w.version)
if (disabled.has(w.id)) w.disabled = true
if (renamed.has(w.id)) w.displayName = renamed.get(w.id)
applyDisplayName(w)
@ -138,8 +124,7 @@ async function refreshWines() {
return found
}
// Stored relative to FILES (portable), resolved to absolute for use - same
// scheme as the game registry. `id`, `name`, `label`, `version`, `type` pass through.
// Stored FILES-relative (portable); `id`/`name`/`label`/`version`/`type` pass through.
function wineAbs(w) {
return applyDisplayName({ ...w, path: resolvePortablePath(w.path), wineBin: resolvePortablePath(w.wineBin) })
}
@ -156,29 +141,71 @@ function getWine(id) {
return getWines().find(w => w.id === id) || null
}
// What the user typed wins over the folder-derived label everywhere the
// build is shown (library config, settings, Open with popup). Every registry
// read goes through here, so a stale stored label can never leak out.
// The user's label wins over the folder-derived one, everywhere.
function applyDisplayName(w) {
if (w && w.displayName) w.label = w.displayName
return w
}
// A build keeps its folder and id (apps point at the id, and prefix symlinks
// point inside the folder), so "renaming" only changes the shown label.
// "Renaming" only changes the shown label; folder and id stay.
function setWineDisplayName(id, name) {
const clean = normalizeLabel(name)
if (!clean) return { ok: false, error: 'invalidName' }
return writeWineLabel(id, clean)
}
// Clears a custom label back to the folder-derived one (used by LAN sync).
function clearWineDisplayName(id) {
return writeWineLabel(id, '')
}
// An empty label means "use the folder-derived one".
function applyWineLabel(w, clean) {
if (clean) {
w.displayName = clean
w.label = clean
return
}
delete w.displayName
w.label = labelFor(w.type, w.path, w.version)
}
function writeWineLabel(id, clean) {
const wines = getWines()
const w = wines.find(x => x.id === id)
if (!w) return { ok: false, error: 'notFound' }
if (w.type === 'system') return { ok: false, error: 'isSystem' }
const clean = normalizeLabel(name)
if (!clean) return { ok: false, error: 'invalidName' }
w.displayName = clean
applyDisplayName(w)
if (!clean && !w.displayName) return { ok: true, displayName: '' }
applyWineLabel(w, clean)
writeJson(REGISTRY, wines.map(wineRel))
return { ok: true, displayName: clean }
}
// LAN sync: display names + disabled flags for many builds, one registry write.
function applySettings(entries) {
const wines = getWines()
const byId = new Map(wines.map(w => [w.id, w]))
let applied = 0
for (const entry of entries) {
if (!entry || typeof entry.name !== 'string') continue
const wine = byId.get(entry.name)
if (!wine || wine.type === 'system') continue
let changed = false
const wanted = normalizeLabel(typeof entry.displayName === 'string' ? entry.displayName : '')
if (wanted !== (wine.displayName || '')) {
applyWineLabel(wine, wanted)
changed = true
}
if (entry.disabled !== undefined && !!entry.disabled !== !!wine.disabled) {
wine.disabled = !!entry.disabled
changed = true
}
if (changed) applied++
}
if (applied) writeJson(REGISTRY, wines.map(wineRel))
return applied
}
function setWineDisabled(id, disabled) {
const wines = getWines()
const w = wines.find(x => x.id === id)
@ -193,9 +220,7 @@ function getDefaultWine() {
return require('./library').loadSettings().defaultWine || 'system'
}
// Resolve the wine build a run should use: 'default'/'system'/unknown all
// fall back to System Wine. Shared by the games service and the ad-hoc
// "open with" runner.
// 'default'/'system'/unknown all fall back to System Wine.
function resolveWine(id) {
const system = { id: 'system', type: 'system', label: 'System Wine' }
const wanted = id === 'default' ? getDefaultWine() : id
@ -222,25 +247,32 @@ async function deleteWine(id, onProgress) {
emit('count', { files: 0, bytes: 0 })
const total = await treeSize(w.path)
await removeTree(w.path, p => emit('remove', { files: p.files, bytes: p.bytes, totalFiles: total.files, totalBytes: total.bytes }))
// the Proton compat link points into data/, not into the build we just removed
try {
fs.unlinkSync(path.join(DIRS.DATA, 'compat', id))
} catch {} // no link (plain wine build) or already gone - both fine
writeJson(REGISTRY, wines.filter(x => x.id !== id).map(wineRel))
if (getDefaultWine() === id) require('./library').saveSettings({ defaultWine: 'system' })
return { ok: true }
}
// --- symlink healing -------------------------------------------------------
// Wine/Proton builds contain symlinks (e.g. inside the bundled default prefix)
// that point to absolute paths from wherever the build lived before (zip
// layout, previous install dir). After the build or the whole launcher is
// moved those links dangle and Proton crashes during prefix setup
// (try_copy -> FileNotFoundError). The rewiring itself lives in symlinks.js
// because prefixes, synced apps and game imports need exactly the same thing.
// Builds contain absolute symlinks that dangle after a move and crash Proton
// during prefix setup; the rewiring lives in symlinks.js.
async function fixBuildSymlinks(root) {
return rewireSymlinks(root, [DIRS.FILES])
}
// Everything a freshly arrived build needs before it can run: relative links
// and executable binaries. Returns what was changed, for the callers' reports.
// Make a freshly arrived build runnable: relative links, exec bits.
async function healBuild(root) {
// a symlinked build folder is left alone: its target may be outside
let st = null
try {
st = fs.lstatSync(root)
} catch {
return { links: 0, executables: 0 }
}
if (!st.isDirectory()) return { links: 0, executables: 0 }
const links = await fixBuildSymlinks(root)
const executables = await restoreExecutableBits(root)
return { links, executables }
@ -255,16 +287,11 @@ function isExec(p) {
}
}
// Where a wine/proton build keeps the programs wine itself spawns (wine,
// wineserver, wineboot, ...) and the loaders next to the shared libraries.
// Where a build keeps the programs wine spawns (wine, wineserver, ...).
const AUDIT_DIRS = ['files/bin', 'bin', 'dist/bin', 'files/lib/wine/x86_64-unix', 'files/lib/wine/i386-unix']
// Is this build missing a permission it needs to run? A build synced from a
// PLWL that predates permission transfer has no executable bit anywhere, and
// that stays invisible until the user presses Play (spawn fails with EACCES).
// Auditing is a handful of directory listings - only a build that FAILS it
// pays for the full walk, and the audit says nothing about a healthy build on
// every later start.
// Cheap audit for a build missing its exec bits (invisible until Play fails
// with EACCES); only a failing build pays for the full walk.
function buildAuditFailed(root, wineBin) {
if (!root) return false
if (wineBin && !isExec(wineBin)) return true
@ -299,14 +326,18 @@ async function importWineFolder(srcDir, onProgress) {
if (build) copySrc = path.join(srcDir, build.name)
}
const dst = dedupeDir(WINES_DIR, path.basename(copySrc))
// a wine/proton build is big enough that the copy needs a real bar: count it
// first (staging), then report bytes as they land while it copies
// count first (staging), then report bytes as they land
const emit = (phase, detail) => {
if (onProgress) onProgress({ phase, label: path.basename(dst), ...detail })
}
emit('count', { files: 0, bytes: 0 })
const total = await treeSize(copySrc)
await copyTree(copySrc, dst, p => emit('copy', { files: p.done, bytes: p.bytes, totalFiles: total.files, totalBytes: total.bytes }))
const copied = await copyTree(copySrc, dst, p => emit('copy', { files: p.done, bytes: p.bytes, totalFiles: total.files, totalBytes: total.bytes }))
if (copied.failed) {
// a build missing files fails at the first Proton launch; do not register it
await fsp.rm(dst, { recursive: true, force: true })
throw new Error('copy-incomplete')
}
let healed = { links: 0, executables: 0 }
try {
healed = await healBuild(dst)
@ -316,4 +347,19 @@ async function importWineFolder(srcDir, onProgress) {
return { ok: true, path: toPortablePath(dst), symlinksFixed: healed.links, executablesFixed: healed.executables }
}
module.exports = { refreshWines, getWines, getWine, resolveWine, setWineDisabled, setWineDisplayName, getDefaultWine, setDefaultWine, deleteWine, importWineFolder, findWineBinary, detectType, fixBuildSymlinks, healBuild }
// Pseudo entry for the distro's wine; version probe is best-effort and cached:
// this runs on every library refresh, and a synchronous spawn blocked the UI.
let systemVersion = null
function systemWine() {
if (systemVersion === null) {
try {
const { execFileSync } = require('child_process')
systemVersion = String(execFileSync('wine', ['--version'], { timeout: 15000 })).trim().replace(/^wine-?/i, '')
} catch {
systemVersion = ''
}
}
return { id: 'system', type: 'system', label: 'System Wine', version: systemVersion }
}
module.exports = { refreshWines, getWines, getWine, resolveWine, systemWine, setWineDisabled, setWineDisplayName, clearWineDisplayName, applySettings, getDefaultWine, setDefaultWine, deleteWine, importWineFolder, findWineBinary, detectType, fixBuildSymlinks, healBuild }