# Development Short guide for anyone working on the PLWL codebase. ## Layout ``` src/ main process (Node/Electron backend) main.js entry point: tray, single-instance handoff, --launch / --open argv.js command-line parsing shared by boot and second-instance handoff window.js main window creation ipc/ all ipcMain handlers index.js handler registration, icon protocol, dialogs games.js games service: run/stop state, wine resolution, open-with handoff lansync.js LAN sync handlers (identity, devices, re-roll, sync + progress) runner.js spawns wine/proton (env, prefix, playtime, logs) library.js apps registry (apps.json) + settings + playtime files wines.js wine/proton build scan, registry, portable symlink healing prefixes.js prefix registry (files/wineprefixes) importer.js app import (copy/move/leave/prefix) openwith.js "Open with PLWL": ad-hoc runs, no library entry shortcuts.js .desktop shortcut generation paths.js portable layout, FILES-relative path helpers, translation sync i18n.js translation loading + {0} placeholder filling preload.js contextBridge API exposed to the renderer lansync.js LAN sync: identity + pairing, hashing, HTTP receiver (with its receive-progress hook), UDP discovery lansyncpush.js the pushing side (createPusher factory, keeps helper state out) appicon.js window/taskbar icon renderer/ UI (plain HTML/CSS/JS, no framework) app.js views, modals, custom-select, all renderer logic index.html static markup for every view style.css the whole look; CSS variables at the top files/ portable data the launcher ships/creates at runtime translations/ en-us.json, pl.json (copied to the data dir on start) test/ plain node scripts, run them with `node test/.test.js` tools/ install.sh / createshortcut.sh / build helpers ``` Main process vs renderer: the renderer never touches Node/Electron directly - everything goes through the `window.plwl` bridge (preload.js) and ipcMain handlers in src/ipc/. Keep new APIs in that pattern. ## Rules - Keep it simple. Plain functions over classes, no abstractions "for later". - Comments explain the WHY (quirks, workarounds, races), not the WHAT. If the code says it, don't repeat it in words. No comments at all when nothing needs explaining. - No duplicate logic: the second time you copy something, move it into a helper (a shared module in src/ or a function next to its users) and call it from both places. - Everything user-visible goes through the translation files (en-us.json, pl.json) with `{0}`, `{1}` placeholders. No hardcoded strings in app.js. - Paths stored on disk are FILES-relative (portable layout): write with toPortablePath(), read with resolvePortablePath() - never store absolute paths for anything inside files/. - Registries (apps.json, wines.json, prefixes.json) are rewritten whole via writeJson(); playtime lives in its own tiny file so the registry is not rewritten while a game runs. - Deleting user data needs a confirm modal; best-effort cleanup is try/catch-and-ignore with a comment saying why it is safe to ignore. - Windows apps run through runGame()/buildEnv() - never spawn wine directly somewhere else (prefix handling, Proton env and playtime live there). - CSS: reuse the existing variables/classes (.button, .field-label, .custom-select, form-card); spacing rhythm comes from --button-margin and the flex gap of the container, not per-element magic numbers. - LAN sync has two sides: the receiver lives in lansync.js, the sender in lansyncpush.js and is built by createPusher(helpers) - several launcher states share the module, so nothing may be kept in its module scope. Both sides report their own progress (the receiver through the onReceive hook), so each machine can show the transfer. - 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. - 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 # syntax node test/import.test.js # ...and the other test files node test/lansync.test.js # LAN sync contract (identity, pairing, mirror) node test/lansync-receiving.test.js # receive-side progress events (the popup) npm start # click through the flow you touched ```