run the game from inside the prefix, so it can save a replay
`Run-time error '76': Path not found` on finishing a game. Error 76 is VB6's "path not found", and the path it could not find was the game's own. Confining the prefix removed `z:`, which left `C:` as the only drive — and the executable was in the plugin checkout, which `C:` does not cover. So wine gave the game `\\?\unix\home\pastilhas\...\Minesweeper X.exe` as its own location (confirmed with `winepath`), VB6 file I/O cannot write to a path of that shape, and the first thing that needs to is the auto-saved recording. Which happens at the END of a game, so the failure arrived after somebody had played. The comment in prefix.ts already claimed "the game keeps its own directory, its settings and its replays". It did not. It does now: `installGame` copies the 68 KB executable into `C:\Minesweeper` on every start and the game runs from there, with cwd set to match so relative writes stop landing in C:\windows. Copied rather than symlinked — a symlink out of drive_c is a door out of the prefix, which is the exact thing confinePrefix exists to close. The cost is that replays now live inside prefix/, so deleting it to unwedge wine takes them along; that is in the README rather than left to be discovered. Verified end to end rather than by inspection: set Auto-Save Recording to All, played a beginner game to a loss, and `Beg 1.16 - Aug 23 2026 22.09.18 PM (Lost).mvr` appeared in C:\Minesweeper. Before this, that same moment was the error box. The default is "High scores", which is why an ordinary losing game never reproduced it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
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@@ -1,6 +1,6 @@
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import { existsSync, lstatSync, mkdirSync, readdirSync, rmSync } from 'node:fs';
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import { join } from 'node:path';
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import { WINEPREFIX } from './paths';
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import { GAME_DIR, GAME_EXE, GAME_IN_PREFIX, WINEPREFIX } from './paths';
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import { run } from './run';
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/**
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@@ -13,8 +13,9 @@ import { run } from './run';
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* cancel. Doing it inside the first `POST /start` means it happens when somebody actually wants to play,
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* it can report what it is doing, and a machine that installs the plugin and never opens it pays nothing.
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*
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* It is also self-healing. Deleting the prefix — which is the standard fix for a wedged wine — is safe,
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* because the next start rebuilds it.
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* It is also self-healing. Deleting the prefix — which is the standard fix for a wedged wine — rebuilds on
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* the next start. Since `installGame` it costs the player's saved replays, which live in
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* `drive_c/Minesweeper`; everything else in there is generated.
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*
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* ── The two facts that decide the whole setup ──
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*
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@@ -127,7 +128,8 @@ export async function ensurePrefix(log: (line: string) => void, display: string)
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* ── What is left ──
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*
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* `C:` alone, pointing at the prefix. The game keeps its own directory, its settings and its replays; it can
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* see nothing else.
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* see nothing else. That sentence was aspirational until `installGame` below — the game's directory was in
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* the plugin checkout, which `C:` does not cover, so it had no writable path of its own at all.
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*
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* ── It runs TWICE per start, and that is not belt-and-braces ──
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*
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@@ -156,6 +158,21 @@ export function confineAndVerify(log: (line: string) => void): boolean {
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return regenerated;
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}
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/**
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* Copy the game into the prefix, so it has a directory it can actually write to.
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*
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* Unconditional, not conditional on a size or hash check: it is 68 KB, it happens once per session start,
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* and "is the copy stale" is a question worth not having. A `plugins:update` that changes the executable
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* is then picked up by the next start rather than by whoever notices.
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*
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* Copied rather than symlinked. A symlink out of `drive_c` is a door out of the prefix, which is the exact
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* thing `confinePrefix` exists to close.
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*/
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export async function installGame(): Promise<void> {
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mkdirSync(GAME_DIR, { recursive: true });
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await Bun.write(GAME_IN_PREFIX, Bun.file(GAME_EXE));
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}
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export function confinePrefix(): void {
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const dosdevices = join(WINEPREFIX, 'dosdevices');
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if (existsSync(dosdevices)) {
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