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README.md
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README.md
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@ -24,63 +24,47 @@ npm start
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## Building & installing
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`./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`:
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`./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`.
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```bash
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tar -xzf PLWL-<version>.tar.gz
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cd PLWL
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./install.sh # copies everything to ~/.local/bin/olcxja.plwl/,
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# installs the icon (olcxja.plwl.png) + shortcut
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# removes the extraction folder, launches
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./createshortcut.sh # portable mode: only installs the icon + shortcut
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# or run without any shortcuts:
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./olcxja.plwl/olcxja.plwl
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./install.sh # install to ~/.local/bin/olcxja.plwl/ (icon + shortcut)
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./createshortcut.sh # portable mode: icon + shortcut only
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./olcxja.plwl/olcxja.plwl # or run without installing
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```
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## Importing from a wine prefix
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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.
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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.
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## "Open with PLWL" in the file manager
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## "Open with PLWL"
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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).
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The app shortcuts created in an app's configuration work as **Open With** targets too: pick one in the file manager (right-click a photo → Open With → your Photoshop shortcut) and that app starts with the file, receiving it as the Windows path it would get on Windows — `C:\...` when the file sits inside its prefix, `Z:\...` for the rest of the machine. Giving a file to an app that is already running hands it to that instance instead of starting a second tracked run.
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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.
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## LAN syncing
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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):
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Two PLWL installs on one LAN can mirror each other (sidebar → **LAN syncing**). No cloud, no accounts.
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- **Device ID** - 24 characters, generated once per install (current timestamp + random characters) and re-rollable at any time.
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- **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.
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- **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.
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- **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.
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- **Devices on your network** are found over UDP and visible only while PLWL runs there (a few seconds after it closes they are gone).
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- Pick what to push: **portable apps**, **prefix-imported apps**, **Wine/Proton builds**, **prefixes**, **Sync settings**. 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.
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Pick a device and choose what to push: **portable apps**, **apps imported from a prefix**, **Wine/Proton builds**, **prefixes** and **Sync settings**. Only what is ticked travels - a sync without **Sync settings** never touches the other machine's defaults, names or app configurations. 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.
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**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).
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**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, and the sending side keeps signalling while it works, so even a long hashing phase never looks like a dead peer. The popup closes itself when the transfer ends, or after fifteen minutes of complete silence when the other side has really vanished — and comes back if the sync turns out to be alive after all.
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The **sender is the source of truth**: differing files are overwritten, missing ones written, extras inside the synced trees (`files/apps/`, `files/wines/`, `files/wineprefixes/`, `files/data/icons/`) deleted. 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.
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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.
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**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.
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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 **Sync settings** category carries the registry-level part of that even when no files move: the launcher's **default Wine build and default prefix**, the custom **names** you gave Wine/Proton builds (and their disabled flags), the **prefix registry**, every **app's configuration**, and the **order of the library**. It only patches what already exists on the other machine - an unknown Wine id or prefix is ignored instead of leaving a dangling default or a broken app behind, apps and prefixes the sender does not know stay where they are, and a settings-only sync deletes nothing (that is what the file categories are for). 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.
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A sync also carries **how apps are set up**: wine build and prefix, args, env, DLL overrides, 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.
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## Wine & Proton support
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- **System Wine** — uses the `wine` binary from PATH.
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- **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.
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- **Proton without Steam** — fully supported. Proton is invoked like Steam does it: `STEAM_COMPAT_DATA_PATH` is a per-build compat folder linked to the launcher's own prefix, and `STEAM_COMPAT_CLIENT_INSTALL_PATH` points at an installed Steam client when there is one (Proton reads its legacy DLLs and `steamclient.so` from there, read-only) and at the empty `files/data/fake-steam` otherwise. GE builds work out of the box: PLWL launches through Proton's built-in UMU path (`UMU_ID`), which needs no Steam client at all. An app that breaks under umu.exe has a per-app **Disable UMU** switch in its config — PLWL then runs the build's own wine directly (Proton's `runinprefix` verb): no umu.exe/steam.exe launcher and no Proton prefix setup take part, so the run stays as close to plain wine as possible. (Proton's session init still reads `STEAM_COMPAT_CLIENT_INSTALL_PATH` on every verb; a disableUmu run gets the empty `fake-steam` folder and nothing is copied out of it.)
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- **One C: drive per prefix** — Proton normally keeps its prefix one level deeper (`<compat>/pfx/drive_c`) than wine (`<prefix>/drive_c`), which left a prefix used with both kinds with two separate C: drives (two registries, two sets of saves). Whenever a prefix has no `pfx` yet (a fresh prefix, or a plain-wine prefix first used through Proton), PLWL makes `pfx` a relative symlink back to the prefix itself, so Proton and wine share one `drive_c`, one registry and one `dosdevices`. Existing layouts are left exactly as they are — prefixes from older versions keep their real `pfx/` folder, and a prefix with both `drive_c` trees keeps both, because two live Windows installs cannot be merged safely (both stay visible to the prefix import picker).
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- **System Wine** — `wine` from PATH.
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- **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.
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- **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.
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- **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.
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## Translations
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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.
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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.
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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.
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## Development
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Codebase overview, conventions and rules for contributors: [development.md](development.md).
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Codebase overview and contributor rules: [development.md](development.md).
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214
development.md
214
development.md
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@ -30,9 +30,14 @@ src/ main process (Node/Electron backend)
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paths.js portable layout, FILES-relative path helpers, translation sync
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i18n.js translation loading + {0} placeholder filling
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preload.js contextBridge API exposed to the renderer
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lansync.js LAN sync: identity + pairing, hashing, HTTP receiver (with its
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receive-progress hook), UDP discovery
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lansync.js LAN sync receiver: identity + pairing, hashing, HTTP server
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(with its receive-progress hook); uses hashcache.js,
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lansync-identity.js, lansync-manifest.js, lansync-discovery.js
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lansyncpush.js the pushing side (createPusher factory, keeps helper state out)
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hashcache.js file hash cache (path -> size/mtime/hash) for LAN sync
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lansync-identity.js identity + sync code (createIdentity factory)
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lansync-manifest.js sender-side manifest building (createManifestBuilder)
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lansync-discovery.js UDP beacon discovery (createDiscovery factory)
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appicon.js window/taskbar icon
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renderer/ UI (plain HTML/CSS/JS, no framework)
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app.js views, modals, custom-select, all renderer logic
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@ -45,182 +50,61 @@ test/ plain node scripts, run them with `node test/<name>.test.js`;
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tools/ install.sh / createshortcut.sh / build helpers
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```
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Main process vs renderer: the renderer never touches Node/Electron directly -
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everything goes through the `window.plwl` bridge (preload.js) and ipcMain
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handlers in src/ipc/. Keep new APIs in that pattern.
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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.
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## Rules
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- Keep it simple. Plain functions over classes, no abstractions "for later".
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- Comments explain the WHY (quirks, workarounds, races), not the WHAT. If the
|
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code says it, don't repeat it in words. No comments at all when nothing
|
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needs explaining.
|
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- No duplicate logic: the second time you copy something, move it into a
|
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helper (a shared module in src/ or a function next to its users) and call
|
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it from both places.
|
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- Everything user-visible goes through the translation files (en-us.json,
|
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pl.json) with `{0}`, `{1}` placeholders. No hardcoded strings in app.js.
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- Paths stored on disk are FILES-relative (portable layout): write with
|
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toPortablePath(), read with resolvePortablePath() - never store absolute
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paths for anything inside files/.
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- Registries (apps.json, wines.json, prefixes.json) are rewritten whole via
|
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writeJson(); playtime lives in its own tiny file so the registry is not
|
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rewritten while a game runs.
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- Deleting user data needs a confirm modal; best-effort cleanup is
|
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try/catch-and-ignore with a comment saying why it is safe to ignore.
|
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- Windows apps run through runGame()/buildEnv() - never spawn wine directly
|
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somewhere else (prefix handling, Proton env and playtime live there).
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- A prefix or wine build that a running app uses cannot be renamed/deleted
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(wine holds its registry and user files open in that folder): the guards sit
|
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next to the handlers in src/ipc/, use the games service's running list plus
|
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the helpers in library.js (prefixNameForGame/gamesUsingPrefix/is*InUse) and
|
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answer { ok:false, error:'inUse'|'hasApps', apps:[names] } for the toast.
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||||
- Long operations stream progress through the single import:progress slot as
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{ phase: 'count'|'copy'|'remove', files, bytes, totalFiles, totalBytes } and
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the renderer drives a bar from it (runWithProgress for deletes/imports).
|
||||
Emit the 'count' phase first (a treeSize walk) and copy/remove through the
|
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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
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||||
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.
|
||||
- Registry-level settings are opt-in (the "settings" sync category, shown as
|
||||
"Sync settings"; the old name "defaults" is still accepted as an alias on
|
||||
BOTH sides - the receiver normalizes payload.categories, so a sender from an
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||||
older version keeps working). payload carries defaults (default wine and
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||||
prefix), wineSettings (displayName + disabled per build id), prefixSettings
|
||||
(the registry names; a settings sync never renames or creates folders -
|
||||
that is the prefixes category), appSettings (name, wine, prefix, args, env,
|
||||
dllOverrides, disableUmu per app id) and appOrder. The receiver only patches
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||||
things that already exist there: an unknown wine id / prefix / app is
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||||
skipped, nothing is created or deleted, and the order merge keeps local
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||||
entries the sender does not know at the end. Values are written through the
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||||
normal helpers (setWineDisplayName clears a custom label when the sender has
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||||
none, library.updateGame pins the prefix of prefix imports, reorderGames
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||||
merges by id).
|
||||
- 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.
|
||||
- A prefix that has NO `pfx` yet gets ONE C: drive: `pfx` is a relative
|
||||
symlink to the prefix itself, so Proton's `<compatdata>/pfx`
|
||||
(runner.linkPrefix) resolves to `<prefix>` and shares `drive_c`, the
|
||||
registry and `dosdevices` with plain wine. `prefixes.ensureUnifiedPrefix`
|
||||
only ever CREATES that link; an existing layout (a real `pfx/` folder from
|
||||
an older PLWL, a both-drives prefix) is left exactly as it is. Hoisting a
|
||||
prefix's files one level up was tried and removed: it breaks every relative
|
||||
link written against the old depth (the `umu.exe` link into the build is the
|
||||
one that kills a Proton launch), and moving a live Windows install is not
|
||||
the launcher's call. `healPrefix`/`rewireSymlinks` repairs such a prefix by
|
||||
re-anchoring broken relative links through files/. Never assume a single
|
||||
drive_c path: use `prefixDriveRoots()` (deduplicated) and compare realpaths
|
||||
when deciding whether a folder is inside a prefix's C: drive.
|
||||
- App launch env is built in runner.buildEnv only. WINEDLLOVERRIDES is an
|
||||
ordered semicolon list: inherited value first, the app's overrides last,
|
||||
because Wine lets a later entry replace an earlier one for the same module.
|
||||
An empty setting (`dll=`) is Wine's "disabled" and must survive the filter.
|
||||
Proton appends its own dxvk/nvapi/steam.exe defaults AFTER everything, so an
|
||||
app override only wins where Proton has no default. `disableUmu` (per app)
|
||||
drops UMU_ID and switches Proton to its `runinprefix` verb, so no
|
||||
umu.exe/steam.exe launcher and no Proton prefix setup take part - the
|
||||
build's own wine runs as close to plain wine as it gets.
|
||||
STEAM_COMPAT_CLIENT_INSTALL_PATH must be set in BOTH modes: Proton's session
|
||||
init reads it on every verb (sync_appcache runs even for runinprefix, and
|
||||
with SteamGameId set a missing variable aborts the launch with a KeyError
|
||||
before wine starts). On the default path it prefers a real Steam client
|
||||
found on the machine; a disableUmu run always gets the empty
|
||||
files/data/fake-steam, whose contents are never read.
|
||||
- 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.
|
||||
- A sync must never walk through a symlinked ROOT. pruneTree/healUnitRoots
|
||||
(sync), removeTree/treeSize (fsutil) and healBuild (wines) lstat their root
|
||||
first and treat anything that is not a real directory as the link (or file)
|
||||
it is: a build, prefix or app folder kept on another disk must not have its
|
||||
target deleted, pruned or rewritten through the link. `listDirs()` in the
|
||||
sync counts symlinked folders as units, so such a folder still travels - as
|
||||
the link it is (`wineUnits` maps nested builds to their TOP folder under
|
||||
wines/, otherwise a zip-extracted build becomes a phantom unit whose root
|
||||
does not exist and the "Wine versions" totals grow).
|
||||
- Generated app shortcuts are file handlers too: `Exec=<launcher>
|
||||
--launch <id> --file %f` (the field code is appended after escaping - a
|
||||
literal % is `%%`). argv.js takes the file from `--file` or from a bare
|
||||
trailing path (KDE appends it to Exec lines without a file field), and
|
||||
runner.windowsPathFor passes it to the app the way Windows would: `C:\...`
|
||||
when it sits inside the prefix's drive_c, `Z:\...` otherwise. Giving a file
|
||||
to an app that is ALREADY running is a handoff (runGame `handoff: true`):
|
||||
an extra untracked process, no log/playtime writes, because the app's own
|
||||
single-instance logic is what actually opens the file. The second-instance
|
||||
handoff must never read a value from the token next to its option: Electron
|
||||
RE-SERIALIZES that argv (all switches first, their values after, the dev app
|
||||
path among them), so `--launch <id> --file <path>` arrives as
|
||||
`--launch --file --allow-file-access-from-files <id> <path>`. 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, so an app started without its image.
|
||||
`electron test/argv-handoff.test.js` proves the real serialization.
|
||||
- A sender hashing a big unit is minutes of network silence: it pings
|
||||
`/plwl/ping` (+token) every HEARTBEAT_MS for the whole sync, the receiver's
|
||||
handler re-arms its popup watchdog (stage 'wait' changes nothing on screen),
|
||||
and a receiving popup its watchdog closed reopens on the next real event -
|
||||
only the 'done' stage ends a sync for good, and reopening NEVER asks for
|
||||
consent again: the Accept/Decline gate is the onIncoming popup at verify
|
||||
time (a fresh session), while the progress popup is driven by the same
|
||||
token's events. A 'wait' event that reopens a closed popup fills the phase
|
||||
line (`recvWaiting`) instead of leaving every line blank.
|
||||
- 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.
|
||||
- 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).
|
||||
- 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.
|
||||
- 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.
|
||||
|
||||
### 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).
|
||||
- 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.
|
||||
- Registry-level settings are opt-in (the "settings" category, old name "defaults" still accepted as an alias on both sides). The payload carries defaults, wineSettings (displayName + disabled per build), prefixSettings, appSettings (name, wine, prefix, args, env, dllOverrides, disableUmu 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 (setWineDisplayName, library.updateGame, 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.
|
||||
- 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 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' changes nothing on screen). 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).
|
||||
- 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 what arrived from an older PLWL. 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/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-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-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 # incoming sync: accept / decline / timeout gate
|
||||
node test/bench-sync.js # timing: phases of a cold and a cached sync
|
||||
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
|
||||
npm start # click through the flow you touched
|
||||
|
||||
# Repairing / testing a real instance (test/ scripts are gitignored helpers):
|
||||
|
|
|
|||
|
|
@ -81,13 +81,13 @@
|
|||
"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.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 - no UMU and no Steam client is started, and Proton's prefix setup is skipped too. This is the closest to a plain wine run.",
|
||||
"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. 'name=setting' pasted into the name box is split automatically.",
|
||||
"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.",
|
||||
"config.save": "Save changes",
|
||||
"config.shortcut": "Create shortcut",
|
||||
"config.shortcutCreated": "Shortcut for {0} created (menu + desktop)",
|
||||
|
|
@ -175,6 +175,11 @@
|
|||
"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",
|
||||
|
|
|
|||
|
|
@ -81,13 +81,13 @@
|
|||
"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.disableUmu": "Wyłącz UMU (uruchamiaj bezpośrednio wine)",
|
||||
"config.disableUmuHint": "Uruchamia grę bezpośrednio binarką wine z builda, z pominięciem launchera umu.exe/steam.exe — bez UMU i bez uruchamiania klienta Steam, z pominięciem przygotowania prefiksu przez Protona. To najbliżej zwykłego uruchomienia 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. Wklejone 'nazwa=ustawienie' zostanie rozdzielone automatycznie.",
|
||||
"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.",
|
||||
"config.save": "Zapisz zmiany",
|
||||
"config.shortcut": "Utwórz skrót",
|
||||
"config.shortcutCreated": "Skrót dla {0} utworzony (menu + pulpit)",
|
||||
|
|
@ -175,6 +175,11 @@
|
|||
"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",
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
{
|
||||
"name": "PLWL",
|
||||
"productName": "PLWL",
|
||||
"version": "0.4.0",
|
||||
"version": "0.4.1",
|
||||
"description": "Portable Linux Wine Launcher",
|
||||
"main": "src/main.js",
|
||||
"scripts": {
|
||||
|
|
|
|||
238
renderer/app.js
238
renderer/app.js
|
|
@ -15,9 +15,7 @@ const state = {
|
|||
games: [],
|
||||
currentGame: null,
|
||||
lansync: null,
|
||||
// true while this device pushes a sync (and while it shows the progress
|
||||
// popup): only one such popup exists, the pushing side wins over an
|
||||
// incoming sync
|
||||
// true while this device pushes a sync: it owns the single popup
|
||||
lanPushing: false,
|
||||
currentView: 'library'
|
||||
}
|
||||
|
|
@ -78,8 +76,7 @@ function setButtonIcons() {
|
|||
}
|
||||
}
|
||||
|
||||
// Smoothly animate elements of `container` between their previous and new
|
||||
// positions after `mutate()` changes the layout (FLIP technique).
|
||||
// FLIP: animate elements between their previous and new layout positions.
|
||||
function flipShift(container, mutate) {
|
||||
const entries = [...container.children].map(el => ({ el, top: el.getBoundingClientRect().top }))
|
||||
mutate()
|
||||
|
|
@ -111,20 +108,13 @@ function toast(message, kind) {
|
|||
})
|
||||
}
|
||||
|
||||
// The teardown of a closing modal is delayed (for the fade-out) - an
|
||||
// eagerly armed timer must never kill a modal opened in the meantime (e.g.
|
||||
// import mode -> prefix picker happens within milliseconds), so showModal
|
||||
// cancels any pending teardown and clears the closing state.
|
||||
// A delayed teardown must never kill a modal opened in the meantime.
|
||||
let modalTeardownTimer = null
|
||||
let modalSwapTimer = null
|
||||
// A running sync must not be thrown away by a stray click: a locked modal
|
||||
// ignores the backdrop and Escape, only its own buttons (or the end of the
|
||||
// operation) close it.
|
||||
// A locked modal ignores backdrop/Escape; only its own buttons close it.
|
||||
let modalLocked = false
|
||||
|
||||
// Resolver of the current promise-based modal (confirm/prompt). Escape, the
|
||||
// backdrop or another modal opening must settle it, or the awaiting caller
|
||||
// would never continue.
|
||||
// Settles the promise-based modal (confirm/prompt) so callers never hang.
|
||||
let modalSettle = null
|
||||
|
||||
function settleModal(value) {
|
||||
|
|
@ -143,9 +133,7 @@ function showModal(html, opts) {
|
|||
const overlay = qs('#modal-overlay')
|
||||
const modal = qs('#modal')
|
||||
modal.classList.remove('closing')
|
||||
// Opening over an already-visible modal (import mode -> prefix picker):
|
||||
// morph instead of close-then-open - the box glides to the new height
|
||||
// while old content dissolves into the new one.
|
||||
// morph instead of close-then-open when a modal opens over a visible one
|
||||
const swapping = overlay.style.display !== 'none' && !!modal.innerHTML.trim()
|
||||
if (swapping) swapModalContent(modal, html)
|
||||
else modal.innerHTML = html
|
||||
|
|
@ -154,10 +142,8 @@ function showModal(html, opts) {
|
|||
return qs('#modal')
|
||||
}
|
||||
|
||||
// Animated content swap while the modal stays open. The new HTML is put in
|
||||
// SYNCHRONOUSLY (callers wire their buttons right after showModal returns);
|
||||
// an opaque snapshot of the old content is laid on top and fades out while
|
||||
// the box animates to the new content's height. Same feel as switching tabs.
|
||||
// Animated content swap: new HTML goes in synchronously, the old one fades
|
||||
// out on top while the box glides to the new height.
|
||||
function swapModalContent(modal, html) {
|
||||
if (modalSwapTimer) {
|
||||
clearTimeout(modalSwapTimer)
|
||||
|
|
@ -234,8 +220,7 @@ function confirmModal(message, okLabel) {
|
|||
})
|
||||
}
|
||||
|
||||
// Shared "type a name" modal (prefix rename, wine display name): Enter
|
||||
// submits, Cancel/Escape/backdrop resolve null.
|
||||
// Shared "type a name" modal; Cancel/Escape/backdrop resolve null.
|
||||
function promptModal({ title, label, value, confirm, hint }) {
|
||||
return new Promise(resolve => {
|
||||
const modal = showModal(`
|
||||
|
|
@ -419,10 +404,7 @@ function iconUrl(id) {
|
|||
return `plwl-icon://${encodeURIComponent(id)}/icon`
|
||||
}
|
||||
|
||||
// Paths of imported (copy/move) apps live inside FILES/ and are stored
|
||||
// relative to it in the registry (portable mode) - show them prefixed with
|
||||
// files/ instead of the absolute install location. External (leave) apps
|
||||
// keep their absolute path.
|
||||
// Portable apps show files/-relative paths; external apps keep absolute ones.
|
||||
function displayPath(p) {
|
||||
if (!p) return ''
|
||||
const files = window.plwl.FILES_DIR
|
||||
|
|
@ -430,8 +412,7 @@ function displayPath(p) {
|
|||
return p
|
||||
}
|
||||
|
||||
// Inverse of displayPath for input fields: accept a files/-prefixed (or bare,
|
||||
// FILES-relative) path and resolve it to an absolute one.
|
||||
// Inverse of displayPath: files/-prefixed or bare path -> absolute.
|
||||
function absPathInput(v) {
|
||||
if (!v) return v
|
||||
const files = window.plwl.FILES_DIR
|
||||
|
|
@ -441,9 +422,7 @@ function absPathInput(v) {
|
|||
return v
|
||||
}
|
||||
|
||||
// Prefix-imported apps: show paths the way wine sees them - relative to the
|
||||
// prefix ("pfx/drive_c/..." or "drive_c/...") instead of the long
|
||||
// files/wineprefixes/<prefix>/... form.
|
||||
// Prefix-imported apps: show paths as wine sees them (prefix-relative).
|
||||
function displayGamePath(p, game) {
|
||||
if (game && game.importSource === 'prefix' && game.prefix) {
|
||||
const files = window.plwl.FILES_DIR
|
||||
|
|
@ -453,9 +432,7 @@ function displayGamePath(p, game) {
|
|||
return displayPath(p)
|
||||
}
|
||||
|
||||
// Inverse of displayGamePath: accept a prefix-relative (drive_c/... or
|
||||
// pfx/drive_c/...) path and resolve it under the game's prefix; anything
|
||||
// else falls through to the normal FILES/absolute handling.
|
||||
// Inverse of displayGamePath: prefix-relative path -> absolute under the prefix.
|
||||
function absGamePathInput(v, game) {
|
||||
if (game && game.importSource === 'prefix' && game.prefix && /^(pfx\/)?drive_c([\/]|$)/i.test(v || '')) {
|
||||
const files = window.plwl.FILES_DIR
|
||||
|
|
@ -474,11 +451,8 @@ function fmtPlaytime(seconds) {
|
|||
}
|
||||
|
||||
// --- reordering the library (drag & drop) ----------------------------------
|
||||
// The registry array IS the display order, so a drop reorders state.games and
|
||||
// persists the whole id list; the main process appends any id the renderer did
|
||||
// not know about, so a stale card list can never drop an entry. Cards are
|
||||
// plain flex items, so the insertion point is the half of the hovered card the
|
||||
// pointer is over.
|
||||
// The registry array is the display order; a drop reorders state.games and
|
||||
// persists the whole id list.
|
||||
let dragId = null
|
||||
|
||||
function clearDropMarks(except) {
|
||||
|
|
@ -550,8 +524,7 @@ function wireCardDrag(card, game) {
|
|||
}
|
||||
|
||||
async function attachCardIcon(card, game) {
|
||||
// placeholder first so every card has a stable icon slot; swapped for the
|
||||
// real icon once it loads - games without one just keep the placeholder
|
||||
// placeholder first, swapped for the real icon once it loads
|
||||
const ph = document.createElement('div')
|
||||
ph.className = 'game-icon placeholder'
|
||||
card.prepend(ph)
|
||||
|
|
@ -708,9 +681,7 @@ async function startImportFlow() {
|
|||
})
|
||||
}
|
||||
|
||||
// Import from a wine prefix, step 1: pick WHICH prefix - the app folder must
|
||||
// live inside one so its paths can stay prefix-relative (wine then sees it as
|
||||
// a regular C:\ install).
|
||||
// Import step 1: pick the prefix the app folder lives in.
|
||||
async function startPrefixImportFlow() {
|
||||
try {
|
||||
state.prefixes = await window.plwl.prefixesList()
|
||||
|
|
@ -763,8 +734,7 @@ async function doImport(srcDir, mode) {
|
|||
const bar = modal.querySelector('#import-progress')
|
||||
const pct = modal.querySelector('.progress-pct')
|
||||
const status = modal.querySelector('#import-status')
|
||||
// byte totals drive the bar when the copy knows them; a rename or a
|
||||
// symlink-only run sends plain path events and only bumps the count
|
||||
// byte totals drive the bar when the copy knows them
|
||||
if (bar && data && data.totalBytes) {
|
||||
renderProgressBar(bar, data.bytes, data.totalBytes)
|
||||
if (pct) pct.textContent = Math.round(((data.bytes || 0) / data.totalBytes) * 100) + '%'
|
||||
|
|
@ -815,12 +785,9 @@ function isWindowsExecutable(p) {
|
|||
return /\.(exe|msi|bat|cmd|lnk)$/i.test(p || '')
|
||||
}
|
||||
|
||||
// The popup: wine version + prefix selects defaulting to the LAUNCHER's
|
||||
// defaults (settings.defaultWine / prefixes.default), like the per-app
|
||||
// config's "Default (...)" options - just without importing anything.
|
||||
// "Open with" popup: wine + prefix selects defaulting to the launcher defaults.
|
||||
async function showOpenWithModal(openPath) {
|
||||
// always fresh: wines/prefixes/default can change while the launcher sits
|
||||
// in the tray
|
||||
// always fresh: defaults can change while the launcher sits in the tray
|
||||
try {
|
||||
const [wines, prefixes, settings] = await Promise.all([
|
||||
window.plwl.winesList(),
|
||||
|
|
@ -892,21 +859,16 @@ async function handleOpenWith(openPath) {
|
|||
}
|
||||
|
||||
function wireOpenWith() {
|
||||
// Both delivery paths (live handoff and the boot queue) converge on
|
||||
// openwithTake(): the main-process slot is drained exactly when a popup
|
||||
// shows, so a reloaded window can never resurrect an old popup and two
|
||||
// quick handoffs collapse into one (the newest file wins).
|
||||
// both delivery paths converge on openwithTake(); newest file wins
|
||||
window.plwl.onOpenWith(() => window.plwl.openwithTake().then(handleOpenWith))
|
||||
// file queued before the window existed (boot handoff): pick it up once
|
||||
window.plwl.openwithTake().then(handleOpenWith)
|
||||
}
|
||||
|
||||
// Import from a prefix, step 2: register the app in place - nothing is
|
||||
// copied, paths stay prefix-relative.
|
||||
// Import step 2: register the app in place, nothing is copied.
|
||||
async function doPrefixImport(prefix, srcDir) {
|
||||
const name = srcDir.split('/').filter(Boolean).pop()
|
||||
// nothing is copied here - the app is just registered in place, so there is
|
||||
// no progress to show (no bar that would sit at zero)
|
||||
// nothing copied: no progress to show
|
||||
showModal(`
|
||||
<h2>${t('import.adding', name)}</h2>
|
||||
<p class="subtitle">${t('import.prefix.registering')}</p>
|
||||
|
|
@ -934,9 +896,7 @@ async function doPrefixImport(prefix, srcDir) {
|
|||
}
|
||||
}
|
||||
|
||||
// Apps the launcher would name when it refuses a prefix rename/delete: a
|
||||
// running app (blocking immediately) or a registered one (orphaned by a
|
||||
// delete). Fetched fresh - the Prefixes view does not keep the library hot.
|
||||
// Apps blocking a prefix rename/delete, fetched fresh for the warning.
|
||||
async function prefixUsers(name) {
|
||||
const [games, running] = await Promise.all([window.plwl.gamesList(), window.plwl.gamesListRunning()])
|
||||
const runningSet = new Set(running || [])
|
||||
|
|
@ -1015,8 +975,7 @@ function renderPrefixes() {
|
|||
const delBtn = row.querySelector('[data-act=delete]')
|
||||
delBtn.innerHTML = `${ICONS.trash()}<span>${t('prefixes.delete')}</span>`
|
||||
delBtn.onclick = async () => {
|
||||
// refused before the confirm prompt, with the reason: the folder is
|
||||
// either held by a running app or still referenced by registered ones
|
||||
// refused up front: a running app holds the folder, or apps reference it
|
||||
const users = await prefixUsers(p.name)
|
||||
if (users.all.length) return toast(t('prefixes.hasApps', p.name, users.all.map(g => g.name).join(', ')), 'error')
|
||||
const ok = await confirmModal(t('prefixes.deleteConfirm', p.name), t('prefixes.delete'))
|
||||
|
|
@ -1175,8 +1134,7 @@ function renderPrefixOptions(selectId, selected) {
|
|||
{ value: '', label: t('config.prefixDefault', defs.default) },
|
||||
...defs.prefixes.filter(p => p.name !== defs.default).map(p => ({ value: p.name, label: p.name }))
|
||||
]
|
||||
// prefix imports pin their prefix even when it IS the default (which the
|
||||
// list above omits) - keep it visible instead of a blank select
|
||||
// prefix imports pin their prefix even when it is the default
|
||||
if (selected && !opts.some(o => o.value === selected)) opts.push({ value: selected, label: selected })
|
||||
if (!selects[selectId]) selects[selectId] = new CustomSelect(qs('#' + selectId), opts, selected || '')
|
||||
else selects[selectId].update(opts, selected || '')
|
||||
|
|
@ -1221,8 +1179,7 @@ async function openGameConfig(id) {
|
|||
qs('#gc-env').value = Object.entries(game.env || {}).map(([k, v]) => `${k}=${v}`).join('\n')
|
||||
renderWineOptions('gc-wine', game.wine)
|
||||
renderPrefixOptions('gc-prefix', game.prefix)
|
||||
// apps imported from a prefix are pinned to it (their paths are prefix-
|
||||
// relative) - the select is locked, not just corrected on save
|
||||
// prefix-imported apps are pinned: the select is locked, not corrected on save
|
||||
const prefixLocked = game.importSource === 'prefix'
|
||||
selects['gc-prefix'].setDisabled(prefixLocked)
|
||||
const lockHint = qs('#gc-prefix-lock-hint')
|
||||
|
|
@ -1243,8 +1200,7 @@ async function createAppShortcut() {
|
|||
}
|
||||
}
|
||||
|
||||
// Shows the newest run log in the file manager - it lives next to the app
|
||||
// configuration, where the user is when something needs debugging.
|
||||
// Shows the newest run log in the file manager.
|
||||
async function showAppLogs() {
|
||||
const game = state.currentGame
|
||||
if (!game) return
|
||||
|
|
@ -1261,8 +1217,7 @@ function renderOverrides(overrides) {
|
|||
}
|
||||
}
|
||||
|
||||
// native,builtin first: that is the default a new override row starts on
|
||||
// (load a native DLL when the game has one, fall back to Wine's builtin)
|
||||
// native,builtin is the default a new override row starts on
|
||||
const OVERRIDE_OPTIONS = [
|
||||
{ value: 'native,builtin', label: 'native,builtin' },
|
||||
{ value: 'native', label: 'native' },
|
||||
|
|
@ -1280,8 +1235,7 @@ function buildOverrideRow(o) {
|
|||
`
|
||||
row.querySelector('.dll').value = o.dll || ''
|
||||
const selectHost = document.createElement('span')
|
||||
// a stored empty setting IS the "disabled" choice - a `||` fallback would
|
||||
// turn every disabled override back into the default on reopen
|
||||
// an empty setting IS the "disabled" choice - no || fallback here
|
||||
new CustomSelect(selectHost, OVERRIDE_OPTIONS, o.setting == null ? 'native,builtin' : o.setting)
|
||||
row.insertBefore(selectHost, row.querySelector('[data-act=del]'))
|
||||
row.querySelector('[data-act=del]').onclick = () => row.remove()
|
||||
|
|
@ -1294,9 +1248,7 @@ function addOverrideRow() {
|
|||
rows[rows.length - 1].querySelector('.dll').focus()
|
||||
}
|
||||
|
||||
// The setting a guide or a launch option uses ("n", "native,builtin", "d"...)
|
||||
// mapped onto the values this select offers. Unknown text keeps the select's
|
||||
// choice instead of inventing one.
|
||||
// Guide-style settings ("n", "native,builtin", "d"...) mapped to select values.
|
||||
function normalizeOverrideSetting(raw) {
|
||||
const v = String(raw || '').trim().toLowerCase().replace(/\s+/g, '')
|
||||
if (!v || v === 'd' || v === 'disabled') return ''
|
||||
|
|
@ -1311,8 +1263,7 @@ function readOverrides() {
|
|||
return qsa('#gc-overrides .override-row').map(row => {
|
||||
let dll = row.querySelector('.dll').value.trim()
|
||||
let setting = row.querySelector('.custom-select').dataset.value ?? 'native,builtin'
|
||||
// "dinput8=native" pasted into the name box is the form every guide uses -
|
||||
// split it here instead of storing a name with '=' that Wine cannot parse
|
||||
// split pasted "dinput8=native" into name + setting
|
||||
const eq = dll.indexOf('=')
|
||||
if (eq > 0) {
|
||||
const pasted = normalizeOverrideSetting(dll.slice(eq + 1))
|
||||
|
|
@ -1332,10 +1283,7 @@ async function saveGameConfig() {
|
|||
const idx = line.indexOf('=')
|
||||
if (idx > 0) env[line.slice(0, idx).trim()] = line.slice(idx + 1).trim()
|
||||
})
|
||||
// prefix imports keep their paths relative to the prefix they were
|
||||
// imported from - pointing them at another prefix would silently break
|
||||
// exePath/workdir, so the original prefix stays locked. Other edits in
|
||||
// the same save are kept; only the prefix snaps back (with a hint).
|
||||
// prefix imports keep their prefix; only the prefix snaps back (with a hint)
|
||||
let prefixLockedHint = false
|
||||
let prefix = selects['gc-prefix'].value
|
||||
if (game.importSource === 'prefix') {
|
||||
|
|
@ -1358,8 +1306,7 @@ async function saveGameConfig() {
|
|||
}
|
||||
await window.plwl.gamesUpdate(game.id, patch)
|
||||
state.games = await window.plwl.gamesList()
|
||||
// show what was actually stored: a pasted "name=setting" was split and a
|
||||
// .dll suffix stripped, so the rows would otherwise disagree with the file
|
||||
// show what was actually stored (split/stripped)
|
||||
renderOverrides(patch.dllOverrides)
|
||||
toast(t('config.saved'), 'success')
|
||||
if (prefixLockedHint) toast(t('config.prefixLocked'), 'error')
|
||||
|
|
@ -1404,15 +1351,11 @@ const LAN_CATEGORIES = [
|
|||
{ id: 'apps-prefix', label: 'lansync.appsPrefix' },
|
||||
{ id: 'wines', label: 'lansync.wines' },
|
||||
{ id: 'prefixes', label: 'lansync.prefixes' },
|
||||
// registry-level settings: default wine/prefix, custom names of wine builds
|
||||
// and prefixes, and each app's configuration plus its library order. No
|
||||
// files move with this category - it only patches what already exists.
|
||||
// registry-level settings only; no files move with this category
|
||||
{ id: 'settings', label: 'lansync.settings' }
|
||||
]
|
||||
|
||||
// Byte sizes for the progress popups. Decimal units, the way a file manager
|
||||
// or a download shows them, because that is what a "1.2 GB" on screen means
|
||||
// to the user.
|
||||
// Byte sizes in decimal units, as a file manager shows them.
|
||||
function formatBytes(bytes) {
|
||||
const value = Math.max(0, Number(bytes) || 0)
|
||||
if (value < 1000) return `${Math.round(value)} B`
|
||||
|
|
@ -1421,10 +1364,7 @@ function formatBytes(bytes) {
|
|||
return `${(value / 1000 / 1000 / 1000).toFixed(2)} GB`
|
||||
}
|
||||
|
||||
// "Apps: 2/5 · Prefixes: 1/2 · Wine versions: 0/1" - how much of each category
|
||||
// is done out of how much the sync carries, so the line says what is still
|
||||
// coming instead of only listing what has already been walked over. A peer
|
||||
// that does not announce its totals falls back to the plain count.
|
||||
// "Apps: 2/5 · ..." per-category progress; no totals -> plain count.
|
||||
function lanStatsLine(items, itemsDone, totals) {
|
||||
const rows = [
|
||||
['apps', 'lansync.statsApps'],
|
||||
|
|
@ -1443,11 +1383,7 @@ function lanStatsLine(items, itemsDone, totals) {
|
|||
return out.join(' · ')
|
||||
}
|
||||
|
||||
// The bar follows BYTES, not file counts: a sync spends its time on the big
|
||||
// files, and a file-count bar sits at 99% while the last gigabyte crawls in.
|
||||
// It also follows the PHASE it is in (barBytes/barTotalBytes): a phase starts
|
||||
// from an empty bar instead of inheriting a full one from the phase before, so
|
||||
// hashing never looks finished while it has just begun.
|
||||
// The bar follows bytes and the current phase (a phase starts empty).
|
||||
function renderProgressBar(bar, bytes, totalBytes) {
|
||||
const sent = Math.max(0, Number(bytes) || 0)
|
||||
const total = Math.max(0, Number(totalBytes) || 0)
|
||||
|
|
@ -1462,12 +1398,8 @@ function barValues(info) {
|
|||
return [bytes, total]
|
||||
}
|
||||
|
||||
// One modal for operations with a measurable size (import, delete, long
|
||||
// copies): the bar follows BYTES for the same reason the sync bar does, and a
|
||||
// percent label sits next to it. Main-process work streams through the single
|
||||
// import:progress slot (preload keeps only the newest listener), so the modal
|
||||
// is the only thing showing progress at a time. `action` is the ipc call;
|
||||
// the modal closes itself when it settles.
|
||||
// Progress modal for byte-measured work; `action` is the ipc call, the modal
|
||||
// closes itself when it settles.
|
||||
async function runWithProgress({ title, action }) {
|
||||
const modal = showModal(`
|
||||
<h2>${title}</h2>
|
||||
|
|
@ -1479,8 +1411,7 @@ async function runWithProgress({ title, action }) {
|
|||
const status = modal.querySelector('#op-status')
|
||||
window.plwl.onImportProgress(data => {
|
||||
if (!data || !data.phase) return
|
||||
// the counting pass reports its own phase with the totals; the bar starts
|
||||
// moving once the real units arrive
|
||||
// the counting pass reports its own phase with the totals
|
||||
if (data.phase === 'count') return
|
||||
renderProgressBar(bar, data.bytes, data.totalBytes)
|
||||
pct.textContent = data.totalBytes ? Math.round(((data.bytes || 0) / data.totalBytes) * 100) + '%' : ''
|
||||
|
|
@ -1493,9 +1424,7 @@ async function runWithProgress({ title, action }) {
|
|||
}
|
||||
}
|
||||
|
||||
// "340 MB / 1.2 GB" once the total is known (the sending side learns it as it
|
||||
// plans the units, the receiving side as the manifests arrive), otherwise
|
||||
// just what has moved so far - so the line is never a lying zero.
|
||||
// "340 MB / 1.2 GB" once the total is known, otherwise just the moved bytes.
|
||||
function lanBytesLine(bytes, totalBytes) {
|
||||
const sent = formatBytes(bytes)
|
||||
if (!totalBytes) return bytes > 0 ? t('lansync.progressSent', sent) : ''
|
||||
|
|
@ -1544,8 +1473,7 @@ function renderLanDevices(devices) {
|
|||
}
|
||||
}
|
||||
|
||||
// Modal that collects the other device's sync code plus what to push. Shown
|
||||
// again with a cleared code after a rejected one, so the user can retype it.
|
||||
// Collects the other device's sync code plus what to push.
|
||||
async function openLanSyncModal(device, errorKey) {
|
||||
const modal = showModal(`
|
||||
<h2 id="ls-modal-title"></h2>
|
||||
|
|
@ -1629,10 +1557,7 @@ async function runLanSync(device, code, categories, force) {
|
|||
state.lanPushing = true
|
||||
window.plwl.onLanSyncProgress(data => {
|
||||
if (!active) return
|
||||
// Every line keeps its value while the sync moves between phases: the
|
||||
// file counter is CUMULATIVE across units (it never resets to 0/N with
|
||||
// the next app) and phases that move no files simply do not touch it -
|
||||
// only the byte bar follows the phase being worked on
|
||||
// the file counter is cumulative across units; only the bar follows phases
|
||||
phase.textContent = t('lansync.phase.' + data.phase, data.label || '').trim()
|
||||
renderProgressBar(bar, ...barValues(data))
|
||||
if (data.total > 0) count.textContent = t('lansync.progressFiles', data.done, data.total)
|
||||
|
|
@ -1673,29 +1598,21 @@ async function runLanSync(device, code, categories, force) {
|
|||
|
||||
// --- receiving a sync (the other device is the source of truth) -------------
|
||||
|
||||
// A sync pushed onto THIS device must also be visible here - otherwise the
|
||||
// library changes under the user's hands with no explanation. Same popup, but
|
||||
// driven by the events the receiving server emits, and equally not closable
|
||||
// by a click.
|
||||
// The sending machine does its hashing before anything is written here, which
|
||||
// can be minutes of complete silence - so the popup switches to "waiting"
|
||||
// instead of closing, and only a really long silence drops it. Events after
|
||||
// that reopen it (the sync is still running, the user just cannot see it).
|
||||
// A sync pushed onto this device shows the same popup, driven by the
|
||||
// receiving server's events. Hashing can be minutes of silence: the popup
|
||||
// switches to "waiting" and events reopen it if the watchdog closed it.
|
||||
const RECEIVE_WATCHDOG_MS = 15 * 60 * 1000
|
||||
const RECEIVE_STALL_MS = 6 * 1000
|
||||
// phases whose wording differs on this side (everything else is neutral:
|
||||
// "Comparing X", "Updating the library", "Finishing up")
|
||||
// phase wordings that differ on this side; the rest are neutral
|
||||
const RECV_PHASE_KEYS = { copy: 'lansync.recvPhase.copy' }
|
||||
// A device wants to push to us: the popup asks for consent before anything
|
||||
// moves. One pending request at a time (the server enforces that too).
|
||||
// Incoming push: consent popup before anything moves.
|
||||
let incomingRequest = null
|
||||
let incomingTimer = null
|
||||
|
||||
function onLanIncoming(info) {
|
||||
if (!info || !info.requestId) return
|
||||
if (state.lanPushing || receiving) {
|
||||
// our own transfer owns the modal slot - answer so the sender fails
|
||||
// fast instead of waiting out its timeout
|
||||
// our own transfer owns the modal slot: decline so the sender fails fast
|
||||
window.plwl.lansyncRespondIncoming(info.requestId, false)
|
||||
return
|
||||
}
|
||||
|
|
@ -1719,8 +1636,7 @@ function onLanIncoming(info) {
|
|||
modal.querySelector('#ls-incoming-title').textContent = t('lansync.incomingTitle', name)
|
||||
modal.querySelector('#ls-incoming-text').textContent = t('lansync.incomingText', name)
|
||||
modal.querySelector('#ls-incoming-what').textContent = parts.length ? parts.join(' · ') : t('lansync.incomingNothing')
|
||||
// the SENDER is the source of truth: the warning is phrased from this
|
||||
// (receiving) side's point of view, not the send modal's mirrorWarning
|
||||
// phrased from the receiving side's point of view
|
||||
modal.querySelector('#ls-incoming-warning').textContent = t('lansync.incomingMirror')
|
||||
modal.querySelector('#ls-incoming-decline').textContent = t('lansync.decline')
|
||||
modal.querySelector('#ls-incoming-accept').textContent = t('lansync.accept')
|
||||
|
|
@ -1747,10 +1663,7 @@ function onLanIncoming(info) {
|
|||
}
|
||||
|
||||
let receiving = false
|
||||
// true only once the sender's 'done' event ended the transfer. A popup the
|
||||
// safety watchdog closed while the sender was still hashing must be allowed to
|
||||
// reopen when events resume - permanently closing it made a running sync
|
||||
// invisible even though the transfer continued.
|
||||
// Only the sender's 'done' ends this; a watchdog-closed popup may reopen.
|
||||
let receiveEnded = false
|
||||
let receiveWatchdog = null
|
||||
let receiveStall = null
|
||||
|
|
@ -1791,10 +1704,7 @@ function endReceiving(message) {
|
|||
closeModal()
|
||||
}
|
||||
|
||||
// A sender that crashed halfway through must not leave this window locked: the
|
||||
// popup closes itself if nothing at all arrives for a long time (the server
|
||||
// drops the session after the same idle time). While it waits, the phase line
|
||||
// says so rather than the popup disappearing mid-transfer.
|
||||
// A crashed sender must not leave the window locked: close after a long silence.
|
||||
function armReceiveWatchdog() {
|
||||
if (receiveWatchdog) clearTimeout(receiveWatchdog)
|
||||
receiveWatchdog = setTimeout(() => endReceiving(t('lansync.recvIdle')), RECEIVE_WATCHDOG_MS)
|
||||
|
|
@ -1812,10 +1722,7 @@ function onLanReceiving(info) {
|
|||
if (info.stage === 'start') receiveEnded = false
|
||||
if (info.stage === 'done') receiveEnded = true
|
||||
if (!receiving) {
|
||||
// The popup also opens mid-sync: the sender may have been hashing for
|
||||
// minutes when this window starts listening, and a popup that the safety
|
||||
// timeout closed comes back for the rest of the transfer. Only a sync
|
||||
// that already ended stays closed.
|
||||
// reopen a watchdog-closed popup unless the sync already ended
|
||||
if (receiveEnded) return
|
||||
if (qs('#modal-overlay').style.display !== 'none') return
|
||||
receiving = true
|
||||
|
|
@ -1840,17 +1747,12 @@ function onLanReceiving(info) {
|
|||
function renderReceiving(info) {
|
||||
const parts = receiveModalParts()
|
||||
if (!parts) return
|
||||
// A liveness ping from the sender (it is busy hashing a unit): the watchdog
|
||||
// was re-armed by the caller, but what is on screen stays as it is - the
|
||||
// sync is not stalled, just quiet. The exception is the popup this very ping
|
||||
// just reopened (the safety timeout had closed it): every line would sit
|
||||
// blank, so the phase says what is actually happening.
|
||||
// a ping keeps the screen as it is; only a reopened popup needs a phase line
|
||||
if (info.stage === 'wait') {
|
||||
if (!parts.phase.textContent) parts.phase.textContent = t('lansync.recvWaiting')
|
||||
return
|
||||
}
|
||||
// The same phases read from this side's point of view: a file arriving here
|
||||
// is being received, not sent.
|
||||
// the same phases, worded for receiving
|
||||
const phaseKey = RECV_PHASE_KEYS[info.stage] || 'lansync.phase.' + info.stage
|
||||
parts.phase.textContent = (info.stage === 'start' ? t('lansync.recvWaiting') : t(phaseKey, info.label || '')).trim()
|
||||
renderProgressBar(parts.bar, ...barValues(info))
|
||||
|
|
@ -1859,8 +1761,7 @@ function renderReceiving(info) {
|
|||
parts.stats.textContent = lanStatsLine(info.items, info.itemsDone, info.totals)
|
||||
parts.bytes.textContent = lanBytesLine(info.bytes, info.totalBytes)
|
||||
if (info.stage === 'done') {
|
||||
// let the totals be read, then get out of the way (the library reloads
|
||||
// itself through lansync:applied)
|
||||
// let the totals be read, then close (the library reloads itself)
|
||||
if (receiveCloseTimer) clearTimeout(receiveCloseTimer)
|
||||
receiveCloseTimer = setTimeout(() => {
|
||||
receiveCloseTimer = null
|
||||
|
|
@ -1869,10 +1770,7 @@ function renderReceiving(info) {
|
|||
}
|
||||
}
|
||||
|
||||
// Data received from another device changed the local files: reload every
|
||||
// list so the views show the merged library instead of stale state. Settings
|
||||
// too - a sync with "Default settings" rewrote the default wine/prefix on
|
||||
// disk, and the settings view would keep showing the values from before.
|
||||
// A received sync changed local files: reload every list (settings included).
|
||||
async function reloadLocalData() {
|
||||
const [wines, prefixes, games, settings] = await Promise.all([
|
||||
window.plwl.winesList(),
|
||||
|
|
@ -1921,8 +1819,7 @@ function wireEvents() {
|
|||
})
|
||||
qs('#btn-import-top').addEventListener('click', startImportFlow)
|
||||
qs('#btn-import-empty').addEventListener('click', startImportFlow)
|
||||
// a drop on the empty area of the grid moves the card to the end; drops on a
|
||||
// card are handled by the card itself (and stop there)
|
||||
// a drop on the empty grid area moves the card to the end
|
||||
const gameList = qs('#game-list')
|
||||
gameList.addEventListener('dragover', e => {
|
||||
if (dragId) e.preventDefault()
|
||||
|
|
@ -1970,16 +1867,19 @@ function wireEvents() {
|
|||
})
|
||||
qs('#btn-settings-save').addEventListener('click', saveSettings)
|
||||
qs('#btn-open-files').addEventListener('click', () => window.plwl.shellOpenPath(window.plwl.FILES_DIR))
|
||||
qs('#btn-clear-hash-cache').addEventListener('click', async () => {
|
||||
const ok = await confirmModal(t('settings.hashCacheClearConfirm'), t('settings.clearHashCache'))
|
||||
if (!ok) return
|
||||
await window.plwl.lansyncClearHashCache()
|
||||
toast(t('settings.hashCacheCleared'), 'success')
|
||||
})
|
||||
qs('#btn-gc-back').addEventListener('click', () => showView('library'))
|
||||
qs('#btn-gc-save').addEventListener('click', saveGameConfig)
|
||||
qs('#btn-gc-shortcut').addEventListener('click', createAppShortcut)
|
||||
qs('#btn-gc-logs').addEventListener('click', showAppLogs)
|
||||
qs('#gc-override-add').addEventListener('click', addOverrideRow)
|
||||
qs('#gc-exe-browse').addEventListener('click', async () => {
|
||||
// start from the field being edited (exe picker from the exe field) and
|
||||
// resolve the SHOWN path (prefix apps display pfx/drive_c/...) to an
|
||||
// absolute one - absPathInput alone would pass the prefix-relative form
|
||||
// through and the picker would open at the process cwd ('/')
|
||||
// resolve the SHOWN path to an absolute one, or the picker opens at cwd
|
||||
const cur = absGamePathInput(qs('#gc-exe').value.trim(), state.currentGame)
|
||||
const p = await window.plwl.dialogPickFile({ properties: ['openFile'], defaultPath: cur || window.plwl.FILES_DIR })
|
||||
if (p) qs('#gc-exe').value = displayGamePath(p, state.currentGame)
|
||||
|
|
@ -1995,14 +1895,12 @@ function wireEvents() {
|
|||
if (res.ok) refreshConfigIcon()
|
||||
}
|
||||
qs('#gc-icon-auto').addEventListener('click', async () => {
|
||||
// extract from the exe the field shows, not the saved one - the user may
|
||||
// have just pointed the app at another exe and expects its icon
|
||||
// use the exe the field shows, not the saved one
|
||||
const exe = absGamePathInput(qs('#gc-exe').value.trim(), state.currentGame)
|
||||
applyIconResult(await window.plwl.gamesAutoIcon(state.currentGame.id, exe))
|
||||
})
|
||||
qs('#gc-icon-browse').addEventListener('click', async () => {
|
||||
// start in the app's own folder (prefix apps included) - that is where
|
||||
// the exe with the embedded icon most likely lives
|
||||
// start in the app's own folder, where the icon exe most likely lives
|
||||
const start = absGamePathInput(qs('#gc-workdir').value.trim(), state.currentGame)
|
||||
const p = await window.plwl.dialogPickFile({
|
||||
properties: ['openFile'],
|
||||
|
|
|
|||
|
|
@ -103,6 +103,13 @@
|
|||
<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>
|
||||
</section>
|
||||
|
||||
<section id="view-lansync" class="view">
|
||||
|
|
|
|||
52
src/argv.js
52
src/argv.js
|
|
@ -3,35 +3,15 @@
|
|||
const path = require('path')
|
||||
const fs = require('fs')
|
||||
|
||||
// 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
|
||||
// --file <path> | --file=<path> hand this file to the --launch app
|
||||
// --open <path> | --open=<path> open an .exe with the wine picker
|
||||
// a bare existing-file path same as --open (plumbing for Exec %f)
|
||||
//
|
||||
// Electron hands the second instance's argv over RE-SERIALIZED: every switch
|
||||
// comes first and its value follows as a positional argument, e.g. a shortcut
|
||||
// `--launch <id> --file <path>` arrives as
|
||||
// `--launch --file --allow-file-access-from-files <id> <path>`. Taking the
|
||||
// token next to an option therefore picks the wrong value (it used to take
|
||||
// the launch id as the opened file, so an app started without its image).
|
||||
// Options and positionals are matched IN ORDER here instead.
|
||||
// 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']
|
||||
|
||||
// The options that carry a value, the positional arguments that follow the
|
||||
// switches, and the values written inline (`--name=value`, which keeps its
|
||||
// value no matter how the rest is ordered).
|
||||
//
|
||||
// Tokens before the first switch are the executable - never values. In dev
|
||||
// mode (`electron <app> ...`) Electron re-serializes the app path ALONG WITH
|
||||
// the values, so it is matched against the running app's own path and skipped:
|
||||
// it would otherwise be paired with the first option and shift every value.
|
||||
// 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 = []
|
||||
|
|
@ -56,10 +36,8 @@ function splitArgv(argv) {
|
|||
return { options, positional, inline }
|
||||
}
|
||||
|
||||
// The value of an option: inline when it was written as `--name=value`,
|
||||
// otherwise the positional argument with the SAME position as the option
|
||||
// among our value options (Chromium pushes all switches before all values, so
|
||||
// any other pairing would read another option's value).
|
||||
// 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)
|
||||
|
|
@ -68,16 +46,11 @@ function optionValue(parsed, name) {
|
|||
return value === undefined ? null : value
|
||||
}
|
||||
|
||||
// The file an app shortcut was asked to open: `--file <path>` when the
|
||||
// generated shortcut passes it explicitly, or the path a file manager appends
|
||||
// on its own to an Exec line without a file field (KDE does that). Only an
|
||||
// absolute path counts in either place: the launch id, Chromium's injected
|
||||
// flags and the launcher's own path can never be mistaken for the document.
|
||||
// The file an app shortcut was asked to open; only an absolute path counts.
|
||||
const FIELD_CODE_RE = /^%[fFuUdDnNickvm]?$/
|
||||
function launchFileOf(parsed, launchId) {
|
||||
const explicit = optionValue(parsed, '--file')
|
||||
// a desktop environment that does not expand field codes would hand over
|
||||
// the literal token - never treat that as a file path
|
||||
// a literal %f token is never a file path
|
||||
if (explicit && !FIELD_CODE_RE.test(explicit) && path.isAbsolute(explicit)) return explicit
|
||||
if (!launchId) return null
|
||||
for (let i = parsed.positional.length - 1; i >= 0; i--) {
|
||||
|
|
@ -97,10 +70,7 @@ function parseArgv(argv) {
|
|||
const launchFile = launchFileOf(parsed, launchId)
|
||||
let openPath = optionValue(parsed, '--open')
|
||||
if (!openPath && !launchId) {
|
||||
// "Open with" plumbing (Exec %f): the file path arrives as the only
|
||||
// non-flag argument - never pick a bare token when a real flag carries
|
||||
// the intent, and skip this process's own binary (electron dev mode
|
||||
// passes it as the first argument).
|
||||
// Exec %f: the file path arrives as the only non-flag argument
|
||||
const bare = args.find(
|
||||
a =>
|
||||
!a.startsWith('-') &&
|
||||
|
|
|
|||
|
|
@ -4,6 +4,16 @@ const fs = require('fs')
|
|||
const fsp = require('fs').promises
|
||||
const path = require('path')
|
||||
|
||||
// accessSync instead of existsSync: same answer, one syscall fewer.
|
||||
function pathExists(p) {
|
||||
try {
|
||||
fs.accessSync(p)
|
||||
return true
|
||||
} catch {
|
||||
return false
|
||||
}
|
||||
}
|
||||
|
||||
// Returns a non-existing path in `base` named `name` (or `name (2)`, `name (3)`...).
|
||||
function dedupeDir(base, name) {
|
||||
const candidate = path.join(base, name)
|
||||
|
|
@ -13,11 +23,7 @@ function dedupeDir(base, name) {
|
|||
return path.join(base, `${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) {
|
||||
|
|
@ -50,15 +56,26 @@ 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.
|
||||
// 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 symlink (or a plain file) as the root is the whole tree: walking it
|
||||
// would measure whatever it points at, not what is about to be removed
|
||||
// a symlinked root is the whole tree; never measure through it
|
||||
let rootStat = null
|
||||
try {
|
||||
rootStat = await fsp.lstat(root)
|
||||
|
|
@ -91,11 +108,8 @@ async function treeSize(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.
|
||||
async function copyTree(src, dst, onProgress) {
|
||||
let done = 0
|
||||
let bytes = 0
|
||||
|
|
@ -147,10 +161,8 @@ async function copyTree(src, dst, onProgress) {
|
|||
return { done, bytes }
|
||||
}
|
||||
|
||||
// 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.
|
||||
// Delete deepest-first with progress through onProgress; symlinks are
|
||||
// unlinked, never followed.
|
||||
async function removeTree(root, onProgress) {
|
||||
let files = 0
|
||||
let dirs = 0
|
||||
|
|
@ -159,9 +171,7 @@ async function removeTree(root, onProgress) {
|
|||
const tick = () => {
|
||||
if (gate) gate({ files, dirs, bytes }, false)
|
||||
}
|
||||
// A symlink (or a file) as the root is removed as itself, never walked
|
||||
// through: the root of an import/prefix can be a link to another disk, and
|
||||
// deleting through it would take the target's files instead of the link.
|
||||
// a symlinked root is removed as itself, never walked through
|
||||
let rootStat = null
|
||||
try {
|
||||
rootStat = await fsp.lstat(root)
|
||||
|
|
@ -218,5 +228,5 @@ async function removeTree(root, onProgress) {
|
|||
return { files, dirs, bytes }
|
||||
}
|
||||
|
||||
module.exports = { dedupeDir, copyTree, treeSize, removeTree, progressGate }
|
||||
module.exports = { pathExists, dedupeDir, copyTree, treeSize, removeTree, progressGate, mapLimit }
|
||||
|
||||
|
|
|
|||
145
src/hashcache.js
Normal file
145
src/hashcache.js
Normal file
|
|
@ -0,0 +1,145 @@
|
|||
'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
|
||||
const stats = { hits: 0, misses: 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') {
|
||||
stats.misses++
|
||||
return null
|
||||
}
|
||||
stats.hits++
|
||||
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
|
||||
stats.hits = 0
|
||||
stats.misses = 0
|
||||
try {
|
||||
fs.rmSync(FILE, { force: true })
|
||||
fs.rmSync(`${FILE}.tmp`, { force: true })
|
||||
} catch {}
|
||||
}
|
||||
|
||||
// Dropping the memory copy makes the next lookup re-read from disk (tests).
|
||||
function forget() {
|
||||
cache = null
|
||||
dirty = false
|
||||
}
|
||||
|
||||
return {
|
||||
HASH_ALGO,
|
||||
hashFile,
|
||||
hit,
|
||||
remember,
|
||||
cachedHash,
|
||||
save,
|
||||
clear,
|
||||
forget,
|
||||
stats: () => ({ ...stats, size: cache ? Object.keys(cache).length : 0, algo: HASH_ALGO }),
|
||||
resetStats: () => {
|
||||
stats.hits = 0
|
||||
stats.misses = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = { createHashCache, hashFile, HASH_ALGO }
|
||||
10
src/icons.js
10
src/icons.js
|
|
@ -120,17 +120,13 @@ 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
|
||||
|
|
|
|||
|
|
@ -13,9 +13,8 @@ const { copyTree, treeSize } = 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).
|
||||
// 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 }))
|
||||
if (path.parse(src).root !== path.parse(dst).root) return fallback()
|
||||
|
|
@ -23,16 +22,13 @@ function moveFolder(src, dst, onProgress) {
|
|||
}
|
||||
|
||||
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
|
||||
// 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).
|
||||
// validate before touching anything: no .exe -> refuse
|
||||
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.
|
||||
// the id doubles as the imported folder name
|
||||
const id = newGameId()
|
||||
let workdir = srcDir
|
||||
if (mode === 'copy' || mode === 'move') {
|
||||
|
|
@ -47,9 +43,7 @@ async function importGame(srcDir, mode, onProgress) {
|
|||
await copyTree(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
|
||||
// in-data link targets become relative, so the import survives a move
|
||||
try {
|
||||
await rewireSymlinks(dst, [DIRS.FILES])
|
||||
} catch {}
|
||||
|
|
@ -60,8 +54,7 @@ async function importGame(srcDir, mode, onProgress) {
|
|||
}
|
||||
const game = newGame({ id, name, exePath, workdir, mode })
|
||||
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)
|
||||
// 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(exePath), icon).ok) {
|
||||
game.iconSource = icon
|
||||
|
|
@ -69,22 +62,14 @@ async function importGame(srcDir, mode, onProgress) {
|
|||
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 on both sides: a unified prefix reaches drive_c through the pfx
|
||||
// symlink too, and that path is the same folder (see ensureUnifiedPrefix)
|
||||
// realpath both sides: a unified prefix reaches drive_c through pfx too
|
||||
let realSrc
|
||||
try {
|
||||
realSrc = fs.realpathSync(src)
|
||||
|
|
@ -108,8 +93,7 @@ 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
|
||||
|
|
@ -117,9 +101,7 @@ 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
|
||||
|
|
|
|||
|
|
@ -17,15 +17,9 @@ 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).
|
||||
// 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.
|
||||
const STARTUP_GRACE_MS = 60000
|
||||
|
||||
function createGamesService({ getWindow, onGamesChanged }) {
|
||||
|
|
@ -47,11 +41,7 @@ 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".
|
||||
// a stale entry (no pid yet / dead pid) must not answer "already running"
|
||||
function prune() {
|
||||
for (const [id, entry] of [...running]) {
|
||||
if (alive(entry.pid)) continue
|
||||
|
|
@ -70,11 +60,7 @@ 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 +73,7 @@ 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)
|
||||
|
|
@ -118,10 +102,7 @@ function createGamesService({ getWindow, onGamesChanged }) {
|
|||
return { ok: false, error: 'wine-not-found' }
|
||||
}
|
||||
if (running.has(id)) {
|
||||
// Opening a document in an app that is already running is a HANDOFF,
|
||||
// exactly like Windows: a second process receives the file and the app's
|
||||
// own single-instance logic takes it over. It is not a tracked run -
|
||||
// playtime, the tray and the kill switch belong to the first process.
|
||||
// a document into a running app is a handoff, not a tracked run
|
||||
if (!openFile) return { ok: false, error: 'already-running' }
|
||||
try {
|
||||
await runGame({ game, wine, systemWine: wine.type === 'system', openFile, handoff: true })
|
||||
|
|
@ -134,8 +115,7 @@ function createGamesService({ getWindow, onGamesChanged }) {
|
|||
startedAt.set(id, Date.now())
|
||||
try {
|
||||
const res = await runGame({ game, wine, systemWine: wine.type === 'system', onExit: () => handleExit(id), openFile })
|
||||
// stop was requested while the process was still starting: kill it and
|
||||
// leave nothing in the running set
|
||||
// stop requested while still starting: kill and clear
|
||||
if (killRequests.has(id)) {
|
||||
killRequests.delete(id)
|
||||
if (res.pid) killProcessGroup(res.pid)
|
||||
|
|
@ -145,8 +125,7 @@ function createGamesService({ getWindow, onGamesChanged }) {
|
|||
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)
|
||||
|
|
@ -164,8 +143,7 @@ function createGamesService({ getWindow, onGamesChanged }) {
|
|||
}
|
||||
}
|
||||
|
||||
// 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 always clears the state.
|
||||
async function kill(id) {
|
||||
const entry = running.get(id)
|
||||
if (entry) killProcessGroup(entry.pid)
|
||||
|
|
@ -194,8 +172,7 @@ 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
|
||||
}
|
||||
|
|
@ -204,8 +181,7 @@ function createGamesService({ getWindow, onGamesChanged }) {
|
|||
return importGame(srcDir, mode, data => sendToWindow(win, 'import:progress', data))
|
||||
}
|
||||
|
||||
// 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)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -25,9 +25,7 @@ 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))) {
|
||||
|
|
@ -68,26 +66,16 @@ 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 +91,7 @@ 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 +101,14 @@ 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))
|
||||
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 +120,7 @@ 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) => {
|
||||
|
|
@ -196,8 +177,7 @@ function registerIpc({ getWindow, onGamesChanged }) {
|
|||
if (!game || !game.exePath) return { ok: false, error: 'bad-request' }
|
||||
return extractGameIcon(id, game.exePath)
|
||||
})
|
||||
// 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' }
|
||||
|
|
@ -207,9 +187,7 @@ function registerIpc({ getWindow, onGamesChanged }) {
|
|||
})
|
||||
|
||||
// "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
|
||||
|
|
@ -255,14 +233,9 @@ function registerIpc({ getWindow, onGamesChanged }) {
|
|||
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 +259,7 @@ 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 +285,7 @@ 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: {
|
||||
|
|
|
|||
|
|
@ -19,6 +19,10 @@ function registerLanSyncIpc({ getWindow }) {
|
|||
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:sync', async (e, payload) => {
|
||||
try {
|
||||
|
|
|
|||
133
src/lansync-discovery.js
Normal file
133
src/lansync-discovery.js
Normal file
|
|
@ -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
src/lansync-identity.js
Normal file
118
src/lansync-identity.js
Normal file
|
|
@ -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, syncCode: 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 }
|
||||
132
src/lansync-manifest.js
Normal file
132
src/lansync-manifest.js
Normal file
|
|
@ -0,0 +1,132 @@
|
|||
'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.
|
||||
async function scanTree(abs, rel, out, mtimes) {
|
||||
const queue = [[abs, rel]]
|
||||
while (queue.length) {
|
||||
const [dirAbs, dirRel] = queue.pop()
|
||||
let entries
|
||||
try {
|
||||
entries = await fsp.readdir(dirAbs, { withFileTypes: true })
|
||||
} catch {
|
||||
continue
|
||||
}
|
||||
const dirs = []
|
||||
const leaves = []
|
||||
for (const entry of entries) {
|
||||
const relChild = `${dirRel}/${entry.name}`
|
||||
if (entry.isDirectory()) {
|
||||
out.push({ path: relChild, type: 'dir' })
|
||||
dirs.push([path.join(dirAbs, entry.name), relChild])
|
||||
} else {
|
||||
leaves.push(entry)
|
||||
}
|
||||
}
|
||||
await mapLimit(leaves, concurrency, async entry => {
|
||||
const absChild = path.join(dirAbs, entry.name)
|
||||
const relChild = `${dirRel}/${entry.name}`
|
||||
if (entry.isSymbolicLink()) {
|
||||
let target = ''
|
||||
try {
|
||||
target = await fsp.readlink(absChild)
|
||||
} catch {}
|
||||
out.push({ path: relChild, type: 'link', target: portableLinkTarget(absChild, target) })
|
||||
return
|
||||
}
|
||||
let st
|
||||
try {
|
||||
st = await fsp.stat(absChild)
|
||||
} catch {
|
||||
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; `force` skips hashing (receiver replaces everything).
|
||||
async function buildManifest(roots, force, onProgress) {
|
||||
const entries = []
|
||||
const mtimes = new Map()
|
||||
for (const rel of roots) {
|
||||
const abs = filesPath(rel)
|
||||
if (!abs) continue
|
||||
let st
|
||||
try {
|
||||
st = await fsp.lstat(abs)
|
||||
} catch {
|
||||
continue
|
||||
}
|
||||
if (st.isSymbolicLink()) {
|
||||
let target = ''
|
||||
try {
|
||||
target = await fsp.readlink(abs)
|
||||
} catch {}
|
||||
entries.push({ path: rel, type: 'link', target: portableLinkTarget(abs, target) })
|
||||
} else if (st.isDirectory()) {
|
||||
entries.push({ path: rel, type: 'dir' })
|
||||
await scanTree(abs, rel, entries, mtimes)
|
||||
} 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, so the bar starts empty
|
||||
const totalBytes = files.reduce((sum, entry) => sum + (entry.size || 0), 0)
|
||||
if (!force && files.length) {
|
||||
let done = 0
|
||||
let hashed = 0
|
||||
await mapLimit(files, concurrency, 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
|
||||
} catch {
|
||||
entry.hash = null
|
||||
}
|
||||
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)
|
||||
})
|
||||
}
|
||||
hash.save()
|
||||
return entries
|
||||
}
|
||||
|
||||
return { buildManifest, scanTree, portableLinkTarget }
|
||||
}
|
||||
|
||||
module.exports = { createManifestBuilder }
|
||||
825
src/lansync.js
825
src/lansync.js
File diff suppressed because it is too large
Load diff
|
|
@ -1,26 +1,19 @@
|
|||
'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, send a manifest, 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
|
||||
|
||||
// Keeps the receiving side's session and popup alive while this device hashes
|
||||
// a unit (minutes of complete silence from the network) - well under the
|
||||
// receiving popup's watchdog, and cheap enough to run through the transfer too.
|
||||
// Env override: tests cannot wait 20 s for a ping.
|
||||
// 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
|
||||
|
||||
function createPusher(api) {
|
||||
|
|
@ -42,11 +35,9 @@ 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.
|
||||
// Manifest in, upload list out; NDJSON avoids one giant string.
|
||||
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"
|
||||
// announced up front, so the receiver's popup can say "Apps: 2/5"
|
||||
const totals = meta && meta.totals ? `&totals=${encodeURIComponent(JSON.stringify(meta.totals))}` : ''
|
||||
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}`
|
||||
|
|
@ -88,8 +79,7 @@ function createPusher(api) {
|
|||
|
||||
function putFile(device, token, unitKey, rel, abs) {
|
||||
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
|
||||
// unit and path travel as headers: constant per request
|
||||
const req = http.request(
|
||||
{
|
||||
host: device.address,
|
||||
|
|
@ -139,12 +129,7 @@ function createPusher(api) {
|
|||
for (const wine of wines.getWines()) {
|
||||
const rel = String(toPortablePath(wine.path) || '')
|
||||
const parts = rel.split('/')
|
||||
// a build folder can sit one level down (zip-extracted layouts are
|
||||
// detected at any depth): the unit is always the TOP folder under
|
||||
// wines/ - that is the folder mirrored as a whole, and listDirs()
|
||||
// names it as well. Using the basename here would point the unit at a
|
||||
// folder that does not exist and inflate the "Wine versions" totals
|
||||
// with a phantom unit.
|
||||
// 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}`)
|
||||
|
|
@ -167,9 +152,7 @@ function createPusher(api) {
|
|||
|
||||
// --- 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)
|
||||
}
|
||||
|
|
@ -191,13 +174,8 @@ function createPusher(api) {
|
|||
payload.wines = wineUnits().map(unit => ({ name: unit.id }))
|
||||
}
|
||||
if (cats.has('settings')) {
|
||||
// "Sync settings": every registry-level value that describes how the
|
||||
// launcher is set up here - the defaults, the names/flags the user gave
|
||||
// wine builds, the prefix registry, and each app's configuration plus
|
||||
// its position in the library. The receiver only patches things it
|
||||
// already has; this category creates and deletes no files. Opt-in on
|
||||
// purpose - a sync of apps must not silently rewrite the other
|
||||
// machine's 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 = {
|
||||
|
|
@ -243,9 +221,7 @@ function createPusher(api) {
|
|||
skipped: 0,
|
||||
deleted: 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
|
||||
// the popup reports "3 games, 1 prefix" instead of file counts
|
||||
items: { apps: 0, wines: 0, prefixes: 0 },
|
||||
apps: { copied: 0, skipped: 0, deleted: 0 },
|
||||
wines: { copied: 0, skipped: 0, deleted: 0 },
|
||||
|
|
@ -253,8 +229,7 @@ function createPusher(api) {
|
|||
}
|
||||
}
|
||||
|
||||
// Every sync resolves to the same shape, successes and failures alike, so
|
||||
// callers can read counters/events without checking first.
|
||||
// Every sync resolves to the same shape, success or failure.
|
||||
function syncResult(ok, error, summary, events) {
|
||||
const buckets = { apps: summary.apps, prefixes: summary.prefixes, wines: summary.wines }
|
||||
summary.progress = events.length
|
||||
|
|
@ -280,23 +255,19 @@ function createPusher(api) {
|
|||
}
|
||||
}
|
||||
|
||||
// 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.
|
||||
// Push to the peer; a rejected code comes back as 'bad-code'.
|
||||
async function syncToDevice({ deviceId, device: target, code, categories, force, onProgress }) {
|
||||
const fail = (error, summary, events) => syncResult(false, error, summary || newSummary(0), events || [])
|
||||
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.
|
||||
// units are known before anything is read: announce them with the verify
|
||||
const units = buildUnits(cats)
|
||||
const bucketOf = kind => (kind === 'wine' ? 'wines' : kind === 'prefix' ? 'prefixes' : 'apps')
|
||||
const totals = { apps: 0, wines: 0, prefixes: 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
|
||||
// every progress event is kept, so callers can report without subscribing
|
||||
const events = []
|
||||
const progress = data => {
|
||||
events.push(data)
|
||||
|
|
@ -305,8 +276,7 @@ function createPusher(api) {
|
|||
|
||||
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
|
||||
// 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
|
||||
|
|
@ -316,21 +286,15 @@ function createPusher(api) {
|
|||
}
|
||||
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.
|
||||
// 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)
|
||||
}
|
||||
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)
|
||||
// paired now: the next sync needs no typing
|
||||
rememberDevice(device.id || deviceId, code, device.name)
|
||||
|
||||
// Hashing a big unit happens here, before a single byte is sent: without a
|
||||
// sign of life the other side would see minutes of silence and its
|
||||
// "receiving" popup could close while this device is still working.
|
||||
// hashing precedes any byte: keep the receiver's popup alive meanwhile
|
||||
const heartbeat = setInterval(() => {
|
||||
httpJson(device, 'POST', `/plwl/ping?token=${encodeURIComponent(token)}`, { json: {}, timeout: 10000 }).catch(() => {})
|
||||
}, HEARTBEAT_MS)
|
||||
|
|
@ -338,17 +302,13 @@ function createPusher(api) {
|
|||
|
||||
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) => {
|
||||
|
|
@ -371,19 +331,14 @@ 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)
|
||||
// snapshot per file, forward a few times per second (phase changes always)
|
||||
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)
|
||||
const end = async () => {
|
||||
|
|
@ -405,8 +360,7 @@ function createPusher(api) {
|
|||
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
|
||||
// no file count until the plan returns
|
||||
emit('hash', unit, null, null)
|
||||
})
|
||||
emit('plan', unit, null, null, true)
|
||||
|
|
@ -414,11 +368,14 @@ function createPusher(api) {
|
|||
if (!plan.data || !plan.data.ok) throw new Error((plan.data && plan.data.error) || `http-${plan.status}`)
|
||||
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
|
||||
// per category: files created/overwritten vs already identical
|
||||
const fileEntries = entries.filter(e => e.type === 'file')
|
||||
const filePaths = new Set(fileEntries.map(e => e.path))
|
||||
let sameFiles = 0
|
||||
for (const p of same) if (filePaths.has(p)) sameFiles++
|
||||
bucket.copied += fileEntries.length - sameFiles
|
||||
bucket.skipped += sameFiles
|
||||
summary.skipped += sameFiles
|
||||
const pending = []
|
||||
for (const entry of entries) {
|
||||
if (entry.type !== 'file') continue
|
||||
|
|
@ -426,10 +383,8 @@ function createPusher(api) {
|
|||
pending.push(entry)
|
||||
plannedBytes += entry.size || 0
|
||||
}
|
||||
// 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)
|
||||
|
|
@ -454,9 +409,7 @@ function createPusher(api) {
|
|||
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
|
||||
// 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: {} })
|
||||
|
|
|
|||
|
|
@ -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')
|
||||
}
|
||||
|
|
@ -29,18 +28,10 @@ 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
|
||||
|
|
@ -53,9 +44,7 @@ function loadGames() {
|
|||
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 +52,7 @@ 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))) {
|
||||
|
|
@ -82,28 +70,21 @@ 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))
|
||||
|
|
@ -113,15 +94,13 @@ 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)
|
||||
|
|
@ -140,16 +119,13 @@ 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)
|
||||
// prefix imports are pinned; their patch fields are 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).
|
||||
// playSeconds lives in its own file; the registry mirrors it
|
||||
if (patch.playSeconds !== undefined) writePlaySeconds(id, patch.playSeconds)
|
||||
Object.assign(g, patch)
|
||||
saveGames(games)
|
||||
|
|
@ -160,9 +136,7 @@ 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.
|
||||
// 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)
|
||||
|
|
@ -177,9 +151,7 @@ async function removeGame(id, onProgress) {
|
|||
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 }))
|
||||
}
|
||||
// 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
|
||||
// prefix imports: drop only the registry entry, never prefix files
|
||||
games.splice(idx, 1)
|
||||
saveGames(games)
|
||||
return true
|
||||
|
|
@ -195,9 +167,7 @@ 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))
|
||||
|
|
@ -217,8 +187,7 @@ function newGame({ id, name, exePath, workdir, mode }) {
|
|||
prefix: '',
|
||||
args: '',
|
||||
dllOverrides: [],
|
||||
// Proton-only switch: keep UMU (the default path) or fall back to the
|
||||
// build's steam.exe launcher for this app (see runner.buildEnv)
|
||||
// Proton-only: UMU by default, or the build's steam.exe launcher
|
||||
disableUmu: false,
|
||||
env: {},
|
||||
iconSource: '',
|
||||
|
|
@ -228,9 +197,7 @@ 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]))
|
||||
|
|
@ -246,10 +213,8 @@ 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
|
||||
|
|
|
|||
35
src/main.js
35
src/main.js
|
|
@ -32,9 +32,7 @@ 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')
|
||||
|
|
@ -63,15 +61,11 @@ if (!gotLock) {
|
|||
})
|
||||
}
|
||||
|
||||
// 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()
|
||||
|
|
@ -99,9 +93,7 @@ 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
|
||||
|
|
@ -177,8 +169,7 @@ 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
|
||||
|
|
@ -208,13 +199,10 @@ async function launchGame(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
|
||||
|
|
@ -241,12 +229,10 @@ app.whenReady().then(async () => {
|
|||
const { games } = registerIpc({ getWindow, onGamesChanged: rebuildTrayMenu })
|
||||
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),
|
||||
|
|
@ -268,8 +254,7 @@ app.whenReady().then(async () => {
|
|||
} 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())
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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')
|
||||
|
|
@ -26,8 +24,7 @@ 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.
|
||||
// Fall back to English keys on older installs.
|
||||
function textsFor(code) {
|
||||
let texts = {}
|
||||
try {
|
||||
|
|
@ -58,8 +55,7 @@ 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 {
|
||||
|
|
@ -82,9 +78,7 @@ 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' }
|
||||
|
|
@ -92,9 +86,7 @@ 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 }
|
||||
|
|
|
|||
38
src/paths.js
38
src/paths.js
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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'
|
||||
|
||||
|
|
@ -42,12 +47,8 @@ function prefixExists(name) {
|
|||
}
|
||||
}
|
||||
|
||||
// Every Windows C: drive a prefix has: plain wine keeps one at the top
|
||||
// (WINEPREFIX=<prefix>), legacy 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. A unified prefix (pfx -> .) reaches the same
|
||||
// drive twice; it is reported once.
|
||||
// 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 = []
|
||||
|
|
@ -73,22 +74,9 @@ function lstatOrNull(p) {
|
|||
}
|
||||
}
|
||||
|
||||
// Wine keeps its C: drive at <prefix>/drive_c, Proton always runs its prefix
|
||||
// from <compatdata>/pfx - and PLWL points compatdata at the launcher's prefix
|
||||
// folder, so without a link a prefix used with both wine kinds grows TWO C:
|
||||
// drives with separate registries, saves and installed DLLs. Making `pfx` a
|
||||
// relative symlink back to the prefix itself collapses them: Proton's
|
||||
// <compatdata>/pfx resolves to the prefix root, the exact folder wine uses.
|
||||
// Every walker PLWL owns (fsutil, symlinks, LAN sync) treats symlinks as
|
||||
// links and never follows them, so the self-reference is safe.
|
||||
//
|
||||
// Only a prefix that has no pfx AT ALL gets the link - that covers a fresh
|
||||
// prefix and a plain-wine prefix first used through Proton. An existing
|
||||
// layout is left exactly as it is: a prefix from an older PLWL keeps its real
|
||||
// pfx/ folder (and here the two wine kinds keep two C: drives), and a prefix
|
||||
// with both real drive_c trees keeps them - moving Windows installs around
|
||||
// behind the user's back loses data and breaks the absolute/relative links
|
||||
// inside them.
|
||||
// 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')
|
||||
|
|
@ -102,12 +90,8 @@ function ensureUnifiedPrefix(name) {
|
|||
}
|
||||
}
|
||||
|
||||
// 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.
|
||||
// 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))
|
||||
|
|
@ -134,9 +118,7 @@ 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()
|
||||
|
|
@ -152,19 +134,13 @@ async function deletePrefix(name, onProgress) {
|
|||
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' }
|
||||
|
|
@ -174,8 +150,7 @@ 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))
|
||||
|
|
@ -198,4 +173,4 @@ function setDefaultPrefix(name) {
|
|||
return { ok: true }
|
||||
}
|
||||
|
||||
module.exports = { listPrefixes, savePrefixes, createPrefix, deletePrefix, renamePrefix, setDefaultPrefix, prefixPath, prefixExists, prefixDriveRoots, isPrefixRoot, healPrefix, ensureUnifiedPrefix, MAIN }
|
||||
module.exports = { isPrefixRel, PREFIX_REL_RE, listPrefixes, savePrefixes, createPrefix, deletePrefix, renamePrefix, setDefaultPrefix, prefixPath, prefixExists, prefixDriveRoots, isPrefixRoot, healPrefix, ensureUnifiedPrefix, MAIN }
|
||||
|
|
|
|||
|
|
@ -3,33 +3,23 @@
|
|||
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 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')
|
||||
const fs = require('fs')
|
||||
const path = require('path')
|
||||
|
||||
|
|
@ -54,9 +44,7 @@ contextBridge.exposeInMainWorld('plwl', {
|
|||
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 {
|
||||
|
|
@ -91,24 +79,19 @@ 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,
|
||||
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),
|
||||
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))
|
||||
})
|
||||
|
|
|
|||
139
src/runner.js
139
src/runner.js
|
|
@ -8,11 +8,8 @@ const { DIRS } = require('./paths')
|
|||
const { prefixPath, ensureUnifiedPrefix } = require('./prefixes')
|
||||
const { prefixNameForGame } = require('./library')
|
||||
|
||||
// The fake Steam install PLWL falls back to when no real Steam client is
|
||||
// found (see findSteamClientDir). 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 })
|
||||
|
|
@ -20,14 +17,9 @@ function ensureFakeSteam() {
|
|||
return fake
|
||||
}
|
||||
|
||||
// Proton expects the Steam client it is normally started by at
|
||||
// STEAM_COMPAT_CLIENT_INSTALL_PATH: it copies the client's legacy DLLs from
|
||||
// <client>/legacycompat into the prefix, its built-in steam.exe loads the
|
||||
// client's own steamclient.so, and media libs come from <client>/ubuntu12_*.
|
||||
// A client installed on this machine is worth using (read-only) - without one
|
||||
// a Valve build's launch dies in a "steamclient_main.c" assert dialog - and
|
||||
// only when there is none does PLWL fall back to the empty fake folder. GE
|
||||
// builds don't need any of it: their UMU path never starts steam.exe.
|
||||
// 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']
|
||||
|
|
@ -57,21 +49,15 @@ function steamClientDir() {
|
|||
return findSteamClientDir() || ensureFakeSteam()
|
||||
}
|
||||
|
||||
// Module names travel in a semicolon-separated WINEDLLOVERRIDES list where
|
||||
// '=' splits name from setting and ',' separates names - anything else in a
|
||||
// name would corrupt the entries around it. A trailing .dll is what guides
|
||||
// write; Wine strips it itself, so PLWL stores the bare name.
|
||||
// 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]+$/.test(clean) ? clean : ''
|
||||
}
|
||||
|
||||
// Wine replaces an earlier entry for the same module with a later one, so an
|
||||
// inherited WINEDLLOVERRIDES goes FIRST and the app's own overrides are
|
||||
// appended after it. An empty setting is Wine's "disabled" and has to survive
|
||||
// as `name=`, not be dropped. Proton appends its own dxvk/nvapi/steam.exe
|
||||
// defaults after everything - an app override for one of those modules only
|
||||
// takes effect where Proton itself has no default.
|
||||
// Wine keeps the LAST entry per module: inherited overrides go first, the
|
||||
// app's own after. An empty setting is Wine's "disabled" and stays as `name=`.
|
||||
function dllOverridesFor(game, env) {
|
||||
const parts = []
|
||||
const inherited = String(env.WINEDLLOVERRIDES || '').trim().replace(/;+$/, '')
|
||||
|
|
@ -87,11 +73,8 @@ function dllOverridesFor(game, env) {
|
|||
return parts.join(';')
|
||||
}
|
||||
|
||||
// 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.
|
||||
// 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)
|
||||
|
|
@ -105,13 +88,9 @@ 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 leftover EMPTY compat dir (an older PLWL bug) is replaced by the link; a
|
||||
// populated one is left alone.
|
||||
function linkPrefix(compatData, prefixDir) {
|
||||
try {
|
||||
fs.mkdirSync(path.dirname(compatData), { recursive: true })
|
||||
|
|
@ -140,12 +119,9 @@ 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
|
||||
// same fallback the games service uses, so in-use checks name this folder
|
||||
const prefixName = prefixNameForGame(game)
|
||||
// a prefix with no pfx yet gets the shared-link layout, so every launch -
|
||||
// wine, Proton, tools - lands on that prefix's ONE C: drive; an existing
|
||||
// nested layout is left as it is (see ensureUnifiedPrefix)
|
||||
// no pfx yet -> shared-link layout; an existing nested layout is left as is
|
||||
try {
|
||||
ensureUnifiedPrefix(prefixName)
|
||||
} catch {}
|
||||
|
|
@ -156,36 +132,23 @@ function buildEnv({ game, wine }) {
|
|||
env.STEAM_COMPAT_APP_ID = '0'
|
||||
env.SteamAppId = '0'
|
||||
env.SteamGameId = '0'
|
||||
// Proton's session init reads STEAM_COMPAT_CLIENT_INSTALL_PATH on EVERY
|
||||
// verb: its appcache sync (g_compatdata.sync_appcache) runs even for
|
||||
// runinprefix and does os.environ["STEAM_COMPAT_CLIENT_INSTALL_PATH"] as
|
||||
// soon as SteamGameId is set, so the variable must never be dropped - a
|
||||
// missing one aborts the launch with a KeyError before wine even starts.
|
||||
// Only what it POINTS AT depends on the mode: a UMU run may use a real
|
||||
// client found on this machine, a disableUmu run always gets the empty
|
||||
// fake folder (runinprefix copies nothing out of it; no steam.exe and no
|
||||
// umu.exe is started there).
|
||||
// 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()
|
||||
// Launch like the UMU protocol does (UMU/PortProton/Heroic): with UMU_ID
|
||||
// set, newer Protons (incl. GE-Proton 9+) run the game through their
|
||||
// built-in umu.exe instead of the steam.exe helper, which needs the
|
||||
// Steam client's DLLs and dies in a "steamclient_main.c" assert dialog
|
||||
// without them (see 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')
|
||||
}
|
||||
|
|
@ -198,17 +161,13 @@ function buildEnv({ game, wine }) {
|
|||
if (overrides) env.WINEDLLOVERRIDES = overrides
|
||||
else delete env.WINEDLLOVERRIDES
|
||||
|
||||
// the app's own environment comes last: it overrides everything above,
|
||||
// including a WINEDLLOVERRIDES configured here
|
||||
// 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 the build's umu.exe/steam.exe launcher,
|
||||
// while 'runinprefix' runs the build's wine directly (same session env, no
|
||||
// umu/steam launcher ever starts - see game.disableUmu). runinprefix also skips
|
||||
// Proton's prefix setup, so a prefix that never saw a normal Proton run stays
|
||||
// a plain wine prefix instead of gaining Proton's default DLLs.
|
||||
// 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'
|
||||
}
|
||||
|
|
@ -221,10 +180,8 @@ function parseArgs(args) {
|
|||
return out
|
||||
}
|
||||
|
||||
// A file handed over from the Linux file manager ("Open with" on an app
|
||||
// shortcut) has to reach the Windows app as a WINDOWS path, the way it would
|
||||
// on Windows: C:\ for anything inside the prefix's C: drive, and wine's Z:\
|
||||
// mapping (the filesystem root) for everything else.
|
||||
// "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 {
|
||||
|
|
@ -242,13 +199,9 @@ function windowsPathFor(file, prefixDir) {
|
|||
|
||||
const GRACE_MS = 60000
|
||||
|
||||
// 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.
|
||||
// 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(() => {
|
||||
|
|
@ -296,38 +249,29 @@ async function runGame({ game, wine, systemWine, onExit, openFile, handoff = fal
|
|||
child = spawn(cmd, base, {
|
||||
cwd: workdir,
|
||||
env,
|
||||
// a handoff (a file given to an already running app) is not tracked:
|
||||
// its pipes are left unread, so the output goes nowhere instead of
|
||||
// filling up and blocking the app
|
||||
// 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 never writes the app's log or playtime: the tracked run owns
|
||||
// both, and truncating the live log would destroy what it is writing
|
||||
// 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)
|
||||
// a launch line of our own before the raw wine output: when a game
|
||||
// refuses to start, "which prefix, which overrides, umu or steam.exe"
|
||||
// is exactly what has to be answerable from the log
|
||||
// a launch line first, so the log answers "which prefix/overrides/run"
|
||||
ws.write(`[plwl] ${cmd} ${base.join(' ')}\n`)
|
||||
ws.write(`[plwl] WINEPREFIX=${env.WINEPREFIX}\n`)
|
||||
if (env.WINEDLLOVERRIDES) ws.write(`[plwl] WINEDLLOVERRIDES=${env.WINEDLLOVERRIDES}\n`)
|
||||
|
|
@ -336,11 +280,10 @@ async function runGame({ game, wine, systemWine, onExit, openFile, handoff = fal
|
|||
child.stderr.pipe(ws)
|
||||
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
|
||||
// read the LIVE playtime file, not the registry (shared ids)
|
||||
const basePlaySeconds = require('./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
|
||||
// stamp "last played" once at start, even if we crash later
|
||||
require('./library').updateGame(game.id, { lastPlayed: startedAt })
|
||||
child.on('exit', (code, signal) => {
|
||||
stopTicker()
|
||||
|
|
@ -385,11 +328,9 @@ 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 })
|
||||
|
|
|
|||
|
|
@ -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([/\\]|$)/)
|
||||
|
|
@ -36,19 +32,13 @@ 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
|
||||
}
|
||||
|
||||
// The `%f` file field is appended AFTER escaping (a literal % would have been
|
||||
// doubled into a literal). It makes the shortcut a file handler: the file
|
||||
// manager substitutes the opened file there - and removes the field when the
|
||||
// shortcut is launched from the menu - so "Open with" on the shortcut runs the
|
||||
// app with that file, like it does on Windows.
|
||||
// %f appended after escaping makes the shortcut a file handler.
|
||||
function execLine(extraArgs) {
|
||||
const tokens = [...launcherArgv(), ...String(extraArgs).split(' ').filter(Boolean)]
|
||||
return [...tokens.map(execToken), '%f'].join(' ')
|
||||
|
|
@ -68,8 +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 = [
|
||||
|
|
|
|||
|
|
@ -1,44 +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. An absolute
|
||||
// link is always rewritten; a relative one is only touched when it no longer
|
||||
// resolves, because a tree that changed layout (a prefix whose contents moved
|
||||
// one level up, see prefixes.ensureUnifiedPrefix) keeps relative links written
|
||||
// against the old depth and every one of them breaks at once.
|
||||
// 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) {
|
||||
|
|
@ -55,18 +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) {
|
||||
|
|
@ -77,12 +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) {
|
||||
|
|
@ -92,9 +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
|
||||
|
|
@ -120,11 +79,8 @@ function relativeTarget(link, target, roots) {
|
|||
return null
|
||||
}
|
||||
|
||||
// Rewire the symlinks under `root` that can be expressed relative to `roots`
|
||||
// (usually [root, DIRS.FILES]): absolute ones always, relative ones only when
|
||||
// they no longer resolve. 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)]
|
||||
|
|
@ -141,9 +97,7 @@ async function rewireSymlinks(root, roots = []) {
|
|||
continue
|
||||
}
|
||||
const absolute = path.isAbsolute(target)
|
||||
// a relative link that still resolves is already relocatable - only a
|
||||
// broken one is worth touching, and the suffix search in relativeTarget
|
||||
// finds the file it was pointing at before the layout changed
|
||||
// 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)
|
||||
|
|
@ -160,15 +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
|
||||
|
|
|
|||
81
src/wines.js
81
src/wines.js
|
|
@ -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'
|
||||
|
|
@ -110,12 +103,8 @@ 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
|
||||
|
|
@ -126,8 +115,7 @@ 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) {
|
||||
if (disabled.has(w.id)) w.disabled = true
|
||||
|
|
@ -138,8 +126,7 @@ 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) })
|
||||
}
|
||||
|
|
@ -156,25 +143,20 @@ 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: what the LAN sync
|
||||
// calls when the sender never renamed the build. The rename dialog never
|
||||
// clears - an empty name there is an error (setWineDisplayName above).
|
||||
// Clears a custom label back to the folder-derived one (used by LAN sync).
|
||||
function clearWineDisplayName(id) {
|
||||
return writeWineLabel(id, '')
|
||||
}
|
||||
|
|
@ -210,9 +192,7 @@ 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
|
||||
|
|
@ -245,22 +225,15 @@ async function deleteWine(id, onProgress) {
|
|||
}
|
||||
|
||||
// --- 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 build folder that IS a symlink (kept on another disk) is left alone:
|
||||
// the walk would follow the link and edit its target, which is not
|
||||
// necessarily part of this launcher's trees
|
||||
// a symlinked build folder is left alone: its target may be outside
|
||||
let st = null
|
||||
try {
|
||||
st = fs.lstatSync(root)
|
||||
|
|
@ -282,16 +255,11 @@ 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
|
||||
|
|
@ -326,8 +294,7 @@ 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 })
|
||||
}
|
||||
|
|
@ -343,4 +310,14 @@ 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, clearWineDisplayName, getDefaultWine, setDefaultWine, deleteWine, importWineFolder, findWineBinary, detectType, fixBuildSymlinks, healBuild }
|
||||
// Pseudo entry for the distro's wine; version probe is best-effort.
|
||||
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 }
|
||||
}
|
||||
|
||||
module.exports = { refreshWines, getWines, getWine, resolveWine, systemWine, setWineDisabled, setWineDisplayName, clearWineDisplayName, getDefaultWine, setDefaultWine, deleteWine, importWineFolder, findWineBinary, detectType, fixBuildSymlinks, healBuild }
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue