PLWL/development.md

9.1 KiB

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, plus
                   the "which prefix does this app use" / in-use guards
  wines.js         wine/proton build scan, registry, portable symlink healing
  prefixes.js      prefix registry (files/wineprefixes)
  symlinks.js      relative symlink rewiring + executable-bit restoration
                   (shared by imports, prefixes and LAN sync)
  importer.js      app import (copy/move/leave/prefix)
  names.js         user-typed name sanitizing (prefix folder names, wine
                   display names)
  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/<name>.test.js`;
                   electron test/<name>.test.js for ones that need the real IPC/Electron
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).
  • A prefix or wine build that a running app uses cannot be renamed/deleted (wine holds its registry and user files open in that folder): the guards sit next to the handlers in src/ipc/, use the games service's running list plus the helpers in library.js (prefixNameForGame/gamesUsingPrefix/is*InUse) and answer { ok:false, error:'inUse'|'hasApps', apps:[names] } for the toast.
  • CSS: reuse the existing variables/classes (.button, .field-label, .custom-select, form-card); spacing rhythm comes from --button-margin and the flex gap of the container, not per-element magic numbers.
  • LAN sync has two sides: the receiver lives in lansync.js, the sender in lansyncpush.js and is built by createPusher(helpers) - several launcher states share the module, so nothing may be kept in its module scope. Both sides report their own progress (the receiver through the onReceive hook), so each machine can show the transfer.
  • An incoming sync needs CONSENT: a correct code opens the gate, but the receiver's onIncoming hook (registered in main.js) shows an Accept/Decline popup and only a click - answered through lansync:respondIncoming - starts the session. Unanswered requests expire after INCOMING_TIMEOUT_MS; a decline returns 'rejected' to the sender and KEEPS the pairing (the code was proven). Without an onIncoming hook (tests, headless) the gate stays open.
  • Sync progress is bytes plus per-category counters (items = announced units, itemsDone = finished ones, totals = everything the sender picked), never raw file counts: the popup says "Apps: 2/5". The bar follows the CURRENT PHASE's bytes (barBytes/barTotalBytes, not the overall bytes/totalBytes) so a phase starts from an empty bar instead of inheriting a full one - otherwise hashing looks finished the moment it starts. Hashing and copying walk tens of thousands of files, so every per-file update goes through progressGate (~10/s, phase changes forced) - never send one IPC message per file.
  • The launcher's own defaults are opt-in (the "defaults" sync category): payload.defaults carries the default wine and prefix, and the receiver only applies values that exist there (an unknown wine id or prefix is skipped).
  • LAN sync remembers file hashes in files/data/lansync-hashes.json, keyed by path with size + mtime (machine-local, never synced): equal size and mtime means equal bytes, so a repeat sync only stat's the tree. Hashing and the receiving side's comparison both run HASH_CONCURRENCY files at a time.
  • A modal showing a running operation (a sync) opens locked: showModal(html, { locked: true }) ignores the backdrop and Escape, because the user cannot cancel the operation by dismissing it.
  • Symlinks inside everything PLWL owns (a wine/proton build, a prefix, an imported app) are stored RELATIVE whenever the target can be expressed locally: a Proton prefix is full of links into its build, and an absolute one points at the machine that wrote it. symlinks.js owns this (rewireSymlinks, plus restoreExecutableBits for the executables a content copy drops) and every writer calls it: importWineFolder/healBuild, importer after copy/move, healPrefix, and the sync both on the wire (portableLinkTarget sends the relative target) and after a unit lands (healUnitRoots). dosdevices drive mappings and targets that leave files/ (a mount, a system path, the user's home) stay absolute - they are machine-specific by design.
  • Wine and Proton create prefix links with ABSOLUTE local targets whenever they update a prefix (font/dll stubs, Steam appcache), so on-disk links are not always relative after a run: the sync payload relativizes them anyway, and refreshWines()/healPrefix() repair what arrived from an older PLWL. A build whose binaries lost their executable bit is detected by a cheap audit in refreshWines() and healed once, because spawn() on a non-executable proton fails with EACCES and the game would look like it started while nothing ran.
  • File permissions travel with a sync (manifest entry mode): the receiving side applies them after writing the bytes and repairs a file that has the same hash but the wrong mode without re-uploading it.
  • Tests are plain assert-by-print scripts (see test/): set PLWL_BUILD_DIR to a temp dir, check(), exit 1 on failure. Add one when fixing a bug.

Verify before you commit

node --check <changed js files>     # syntax
node test/import.test.js            # ...and the other test files
node test/lansync.test.js           # LAN sync contract (identity, pairing, mirror)
node test/lansync-receiving.test.js # receive-side progress events (the popup)
node test/lansync-settings.test.js  # playtime, app settings, wine/prefix + defaults
node test/lansync-links.test.js     # wire: exec bits + relative links in a sync
node test/lansync-pending-links.test.js # links to files created later, startup heal
node test/lansync-consent.test.js   # incoming sync: accept / decline / timeout gate
node test/bench-sync.js             # timing: phases of a cold and a cached sync
npm start                           # click through the flow you touched

# Repairing / testing a real instance (test/ scripts are gitignored helpers):
PLWL_BUILD_DIR=/path/to/instance node test/heal-instance.js          # links + exec bits
PLWL_BUILD_DIR=/path/to/instance node test/launch-instance.js <id>   # really start a game