'use strict' const path = require('path') const fs = require('fs') const { spawn } = require('child_process') const { DIRS } = require('./paths') const { prefixPath } = require('./prefixes') function ensureFakeSteam() { const fake = DIRS.FAKE_STEAM fs.mkdirSync(path.join(fake, 'steamapps'), { recursive: true }) return fake } function linkPrefix(compatData, prefixDir) { try { const st = fs.lstatSync(compatData) if (st.isSymbolicLink()) { if (fs.readlinkSync(compatData) === prefixDir) return fs.unlinkSync(compatData) } else { return } } catch {} try { fs.symlinkSync(prefixDir, compatData, 'dir') } catch {} } function buildEnv({ game, wine }) { const env = { ...process.env } const isProton = wine && wine.type === 'proton' let prefixDir = game.prefix ? prefixPath(game.prefix) : null if (!prefixDir) { const defs = require('./prefixes').listPrefixes() prefixDir = prefixPath(defs.default || 'default') } if (isProton) { const fakeSteam = ensureFakeSteam() const buildRoot = path.resolve(wine.path, '..') env.STEAM_COMPAT_CLIENT_INSTALL_PATH = fakeSteam env.STEAM_COMPAT_DATA_PATH = path.join(DIRS.DATA, 'compat', game.id) env.STEAM_COMPAT_APP_ID = '0' env.SteamAppId = '0' env.SteamGameId = '0' // Launch like the UMU protocol does (UMU/PortProton/Heroic): with UMU_ID // set, newer Protons (incl. DW Proton 11, GE-Proton 10+) run the game via // their built-in umu.exe instead of the steam.exe helper, which would // otherwise try to load Steam's steamclient.so and crash with an // "Assertion failed \"!status\"" dialog (steamclient_main.c) when no // Steam client is installed. if (!env.UMU_ID) env.UMU_ID = 'umu-0' 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) if (!fs.existsSync(env.STEAM_COMPAT_DATA_PATH)) { fs.mkdirSync(env.STEAM_COMPAT_DATA_PATH, { recursive: true }) } } else { // plain wine (system or imported build) env.WINEPREFIX = prefixDir } env.WINEDLLOVERRIDES = (game.dllOverrides || []) .filter(o => o && o.dll && o.setting) .map(o => `${o.dll}=${o.setting}`) .join(';') if (!env.WINEDLLOVERRIDES) delete env.WINEDLLOVERRIDES for (const [k, v] of Object.entries(game.env || {})) env[k] = v return { env, prefixDir } } function parseArgs(args) { const out = [] const re = /"([^"]*)"|'([^']*)'|(\S+)/g let m while ((m = re.exec(String(args || '')))) out.push(m[1] ?? m[2] ?? m[3]) return out } 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. function startPlaytimeTicker({ game, startedAt, base }) { const library = require('./library') const timer = setInterval(() => { const counted = Math.max(0, Math.round((Date.now() - startedAt - GRACE_MS) / 1000)) library.writePlaySeconds(game.id, base + counted) }, 30000) return () => clearInterval(timer) } function latestLogPath(gameId) { return path.join(DIRS.DATA, 'logs', `${gameId}-latest.log`) } function openLatestLog(gameId) { const logFile = latestLogPath(gameId) fs.mkdirSync(path.dirname(logFile), { recursive: true }) // 'w' truncates, so every session starts with a fresh log return fs.createWriteStream(logFile, { flags: 'w' }) } function runGame({ game, wine, systemWine, onExit }) { const isProton = wine && wine.type === 'proton' const { env } = buildEnv({ game, wine }) const exe = game.exePath const workdir = game.workdir || path.dirname(exe) const argList = parseArgs(game.args) let cmd let base if (isProton) { cmd = wine.wineBin || path.join(wine.path, 'proton') base = ['run', exe, ...argList] } else { cmd = systemWine ? 'wine' : wine.wineBin base = [exe, ...argList] } fs.mkdirSync(DIRS.DATA, { recursive: true }) return new Promise((resolve, reject) => { let child try { child = spawn(cmd, base, { cwd: workdir, env, stdio: ['ignore', 'pipe', 'pipe'], detached: true }) } catch (err) { return reject(err) } const logFile = latestLogPath(game.id) const ws = openLatestLog(game.id) child.stdout.pipe(ws) child.stderr.pipe(ws) child.on('error', reject) child.unref() const startedAt = Date.now() // read the LIVE playtime file, not the (possibly shared/stale) registry // value - ad-hoc "open with" runs share one id and must not mix playtime const basePlaySeconds = require('./library').readPlaySeconds(game.id) ?? (game.playSeconds || 0) const stopTicker = startPlaytimeTicker({ game, startedAt, base: basePlaySeconds }) // stamp "last played" once at start so it is correct even if we crash later require('./library').updateGame(game.id, { lastPlayed: startedAt }) child.on('exit', (code, signal) => { stopTicker() ws.end() const counted = Math.max(0, Math.round((Date.now() - startedAt - GRACE_MS) / 1000)) require('./library').updateGame(game.id, { lastPlayed: startedAt, playSeconds: basePlaySeconds + counted }) if (onExit) onExit(code, signal) }) resolve({ pid: child.pid, logFile }) }) } function runTool({ game, wine, tool, args, systemWine }) { const isProton = wine && wine.type === 'proton' const { env } = buildEnv({ game, wine }) const exe = game.exePath const workdir = game.workdir || path.dirname(exe) const argList = parseArgs(args) let cmd let base if (isProton) { cmd = wine.wineBin || path.join(wine.path, 'proton') base = ['run', tool, ...argList] } else if (systemWine) { cmd = tool base = argList } else { cmd = wine.wineBin base = [tool, ...argList] } return new Promise((resolve, reject) => { const child = spawn(cmd, base, { cwd: workdir, env, stdio: 'ignore', detached: true }) child.on('error', reject) child.unref() resolve({ pid: child.pid }) }) } // 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. function runAdHoc({ openPath, wine, systemWine, prefix, onExit }) { const game = require('./openwith').makeTarget(openPath, 'default', prefix || '') return runGame({ game, wine, systemWine, onExit }) } module.exports = { buildEnv, runGame, runTool, runAdHoc, parseArgs, latestLogPath }