PLWL/development.md

15 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)
  fsutil.js        tree copy/remove with byte progress + rate-gated progress
                   events (imports, prefix/wine/app deletion, 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.
  • Long operations stream progress through the single import:progress slot as { phase: 'count'|'copy'|'remove', files, bytes, totalFiles, totalBytes } and the renderer drives a bar from it (runWithProgress for deletes/imports). Emit the 'count' phase first (a treeSize walk) and copy/remove through the fsutil helpers; never ship a progress bar no data can move.
  • CSS: reuse the existing variables/classes (.button, .field-label, .custom-select, form-card); spacing rhythm comes from --button-margin and the flex gap of the container, not per-element magic numbers.
  • LAN sync has two sides: the receiver lives in lansync.js, the sender in lansyncpush.js and is built by createPusher(helpers) - several launcher states share the module, so nothing may be kept in its module scope. Both sides report their own progress (the receiver through the onReceive hook), so each machine can show the transfer.
  • An incoming sync needs CONSENT: a correct code opens the gate, but the receiver's onIncoming hook (registered in main.js) shows an Accept/Decline popup and only a click - answered through lansync:respondIncoming - starts the session. Unanswered requests expire after INCOMING_TIMEOUT_MS; a decline returns 'rejected' to the sender and KEEPS the pairing (the code was proven). Without an onIncoming hook (tests, headless) the gate stays open.
  • Sync progress is bytes plus per-category counters (items = announced units, itemsDone = finished ones, totals = everything the sender picked), never raw file counts: the popup says "Apps: 2/5". The bar follows the CURRENT PHASE's bytes (barBytes/barTotalBytes, not the overall bytes/totalBytes) so a phase starts from an empty bar instead of inheriting a full one - otherwise hashing looks finished the moment it starts. Hashing and copying walk tens of thousands of files, so every per-file update goes through progressGate (~10/s, phase changes forced) - never send one IPC message per file.
  • 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 older version keeps working). payload carries defaults (default wine and 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 things that already exist there: an unknown wine id / prefix / app is skipped, nothing is created or deleted, and the order merge keeps local entries the sender does not know at the end. Values are written through the normal helpers (setWineDisplayName clears a custom label when the sender has none, library.updateGame pins the prefix of prefix imports, reorderGames 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.

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