quit the game cleanly on stop, so best times survive
Where they live: `HKCU\Software\Brightsoft\Minesweeper X` in the prefix's `user.reg`. `Time1/2/3` are beginner, intermediate and expert; `Name1/2/3` are the names, which is why the name you type sticks as the default. Nothing is stored beside the executable except the recordings. Why they were always empty: the game holds that whole key in memory and commits it ONLY on a clean exit. `stop()` sent SIGTERM. So every restart of this sidecar threw away every record set since the last one — six wins in one evening left a Best Times table reading 9999.99, which is what started this. `stop()` now drives Game > Exit and waits for the process to go before reaping. It runs FIRST, ahead of even reaping x11vnc, because it needs the display alive and it is racing PM2's clock. ── how it was pinned down ── Not by reading. `user.reg` grew by 848 bytes at the exact moment the game exited, which named the file. Writing `Time1="12.34"` / `Name1="Pastilhas"` into it by hand and restarting made the game display them, which proved the key and the load path. Then switching difficulty and stopping cleanly wrote Width/Height/Mines through from 30/16/99 to 8/8/10, which proved the write path carries in-memory state — beginner is 8x8 here, not the 9x9 I had assumed. ── the part this does NOT fix ── `pm2 restart` will usually still cut it short: PM2 SIGKILLs 1600ms after SIGTERM by default and a full stop takes about 5.6 seconds. That is not new — this sidecar's teardown has always exceeded that budget — but it does mean the fix only reliably applies to an explicit POST /stop. Raising it needs a `kill_timeout` on `Pm2App` in the platform's plugins/ecosystem.ts, which has no such field. Left alone rather than decided quietly; it is in the README. Also reverted: the 12.34 "Pastilhas" beginner record was my probe, not a game. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
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@@ -30,6 +30,9 @@ const EXTRAS_MENU = { x: 90, y: 11 };
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/** "Play Recording…" in the Extras menu, and the File name box inside the dialog it opens. */
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const PLAY_RECORDING_Y = 62;
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/** "Exit" at the bottom of the Game menu. The only way the game writes its settings — see `quitGame`. */
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const EXIT_Y = 176;
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const FILE_DIALOG = { name: 'Open Recording', nameBox: { x: 206, y: 190 } };
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/** How far into an item to click horizontally — anywhere inside its width will do. */
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@@ -202,3 +205,45 @@ async function findDialog(display: string): Promise<{ x: number; y: number } | n
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const y = /^Y=(\d+)$/m.exec(found.stdout);
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return x && y ? { x: Number(x[1]), y: Number(y[1]) } : null;
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}
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/**
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* Quit the game the way it expects to be quit, so it writes its settings down.
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*
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* THIS IS WHY BEST TIMES KEPT VANISHING. Minesweeper X holds its whole settings key in memory and commits
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* it to `HKCU\Software\Brightsoft\Minesweeper X` — `Time1/2/3`, `Name1/2/3` and the rest — only when it
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* exits cleanly. `stop()` sent SIGTERM, so every restart of this sidecar threw away every record set since
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* the last one. Six wins in one evening left a Best Times table reading 9999.99.
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*
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* Diagnosed by watching `user.reg` grow by 848 bytes at the exact moment the game exited, and confirmed by
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* writing a time into that key by hand and seeing the game display it on the next start.
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*
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* Best effort by design. It returns false rather than throwing if the window is gone, a dialog is in the
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* way, or the game ignores the click — `stop()` then reaps as it always did. Losing the settings is bad;
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* failing to stop is worse.
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*/
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export async function quitGame(display: string, isGameAlive: () => boolean): Promise<boolean> {
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try {
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if (await blockingDialog(display)) return false;
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const win = await findWindow();
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if (!win) return false;
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const click = (x: number, y: number) =>
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run(['xdotool', 'mousemove', String(x), String(y), 'click', '1'], { DISPLAY: display }, 5_000);
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await click(win.x + GAME_MENU.x, win.y + GAME_MENU.y);
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await Bun.sleep(400);
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await click(win.x + ITEM_X, win.y + EXIT_Y);
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// Wine writes the registry a moment after the process goes, so the caller must not race ahead.
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for (let i = 0; i < 20; i++) {
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await Bun.sleep(250);
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if (!isGameAlive()) {
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await Bun.sleep(750);
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return true;
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}
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}
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return false;
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} catch {
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return false;
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}
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}
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@@ -428,6 +428,25 @@ export async function stop(): Promise<SessionStatus> {
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centring = null;
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}
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// FIRST, before anything else is torn down. A clean exit is the only time the game writes its settings
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// key — best times included — so `stop()` used to discard every record set since the last start. Six
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// wins in one evening left a Best Times table reading 9999.99.
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//
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// First for two reasons. It needs the display and the game both alive, and it is racing a clock: PM2
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// sends SIGTERM and SIGKILLs 1600ms later by default, while a full stop here takes about 5.6 seconds.
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// Spending any of that budget on reaping x11vnc first is spending it on the part that does not matter.
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//
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// Even so, `pm2 restart` will usually cut this short — see the README. An explicit POST /stop always
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// completes, and that is the path the platform uses when a panel asks.
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//
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// Imported dynamically on purpose: `menu.ts` imports from this file, and a static import would close the
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// cycle. The dynamic form keeps the dependency one-way at module load, where it matters.
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if (display && alive(game)) {
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const { quitGame } = await import('./menu');
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const quit = await quitGame(display, () => alive(game));
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if (!quit) console.log('[minesweeper] the game did not quit cleanly; settings since the last start are lost');
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}
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await reap(vnc, 'x11vnc');
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vnc = null;
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rmSync(VNC_SOCKET, { force: true });
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