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
This commit is contained in:
@@ -38,10 +38,27 @@ The download needs a browser `User-Agent`; the site answers `403` to curl's defa
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`DATA_PATH/minesweeper/` — never in this directory, which `plugins:update` will `git pull` over.
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- `prefix/` — the wine prefix, ~600 MB, built on first `POST /start`. Deleting it is the standard fix for
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a wedged wine, and it is safe: the next start rebuilds it.
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- `prefix/` — the wine prefix, ~600 MB, built on first `POST /start`. Deleting it is still the standard fix
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for a wedged wine and the next start rebuilds it — but it now takes the replays with it, see below.
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- `prefix/drive_c/Minesweeper/` — where the game RUNS from, and where its replays land. The executable is
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copied here on every start; `C:` is the only drive the prefix has, so this is the only directory the game
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has a writable path to. Launched from the plugin checkout instead, its own path came back as
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`\\?\unix\home\…` and finishing a game raised `Run-time error '76': Path not found` while it tried to
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auto-save the recording.
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- `run/` — pid state, logs, and `vnc.sock`. **Mode 0700, and that is load-bearing.**
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## Two gaps, both from having no window manager
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Worth knowing before you conclude something is broken. Neither is hard to fix; neither is fixed.
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**Some dialogs cannot be closed.** There is no window manager, so no window has a title bar. A dialog with
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its own OK button is fine — the run-time error box is — but Extras → Auto Options has neither an OK button
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nor a Cancel, and its only exit was the title bar. Restarting the sidecar clears it.
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**The panel sends no keyboard events at all.** `MinesweeperPanel` forwards pointer events and nothing else,
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so Escape does not reach the game and a Custom board cannot be typed in. Adding keys to the RFB client is
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the smaller half of this; wine also expects a window manager to hand it focus.
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## Two things worth knowing before you change anything
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**x11vnc has no password, and that is correct — but only because it also has no port.** It binds a unix
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+16
-1
@@ -30,9 +30,24 @@ export const RUN_DIR = join(STATE_DIR, 'run');
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/** x11vnc's listening socket. A path, not a port: unreachable without traversing RUN_DIR. */
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export const VNC_SOCKET = join(RUN_DIR, 'vnc.sock');
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/** Ships with the plugin. `import.meta.dir` is `<plugin>/sidecar`. */
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/** Ships with the plugin. `import.meta.dir` is `<plugin>/sidecar`. This is the SOURCE, not what runs. */
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export const GAME_EXE = join(import.meta.dir, '..', 'game', 'Minesweeper X.exe');
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/**
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* Where the game actually runs from, and where its settings and replays land.
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*
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* Inside the prefix, because once `confinePrefix` removes `z:` there is no drive letter for anywhere else
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* on the machine. Launched from the plugin directory, the game's own path came back as
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* `\\?\unix\home\…`, VB6 could not write beside its executable, and finishing a game raised
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* `Run-time error '76': Path not found` as it tried to save the replay.
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*
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* The cost is that this is inside `prefix/`, so deleting the prefix — still the right fix for a wedged
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* wine — now takes the replays with it. The alternative was a symlink out of `drive_c`, which is a door
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* out of the prefix and exactly what the confinement exists to close.
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*/
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export const GAME_DIR = join(WINEPREFIX, 'drive_c', 'Minesweeper');
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export const GAME_IN_PREFIX = join(GAME_DIR, 'Minesweeper X.exe');
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export function ensureDirs(): void {
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mkdirSync(STATE_DIR, { recursive: true, mode: 0o700 });
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mkdirSync(RUN_DIR, { recursive: true, mode: 0o700 });
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+21
-4
@@ -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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+12
-5
@@ -1,7 +1,7 @@
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import type { Subprocess } from 'bun';
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import { existsSync, rmSync } from 'node:fs';
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import { GAME_EXE, RUN_DIR, VNC_SOCKET, ensureDirs } from './paths';
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import { WINE_ENV, confineAndVerify, ensurePrefix, prefixReady } from './prefix';
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import { GAME_DIR, GAME_EXE, GAME_IN_PREFIX, RUN_DIR, VNC_SOCKET, ensureDirs } from './paths';
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import { WINE_ENV, confineAndVerify, ensurePrefix, installGame, prefixReady } from './prefix';
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import { run, waitFor } from './run';
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/**
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@@ -212,8 +212,8 @@ export async function status(): Promise<SessionStatus> {
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};
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}
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const spawn = (cmd: string[], env: Record<string, string>, logName: string): Proc => {
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const proc = Bun.spawn(cmd, { env: { ...process.env, ...env }, stdin: 'ignore', stdout: 'pipe', stderr: 'pipe' });
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const spawn = (cmd: string[], env: Record<string, string>, logName: string, cwd?: string): Proc => {
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const proc = Bun.spawn(cmd, { env: { ...process.env, ...env }, cwd, stdin: 'ignore', stdout: 'pipe', stderr: 'pipe' });
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// Wine and x11vnc both say useful things only when something is wrong. Prefixed so `pm2 logs
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// officer-minesweeper` shows which process is complaining.
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for (const stream of [proc.stdout, proc.stderr]) {
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@@ -270,8 +270,15 @@ async function startInner(log: (line: string) => void): Promise<SessionStatus> {
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// ── the game ──
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if (!alive(game)) {
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// Into the prefix first. Run from the plugin directory the game has no DOS path of its own, and the
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// first thing that needs one is saving a replay — which happens at the END of a game, so the failure
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// arrives after somebody has played rather than when they start.
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await installGame();
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log('launching Minesweeper X under wine');
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game = spawn(['wine', GAME_EXE], env, 'wine');
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// cwd as well as the exe path: without it wine reports "could not open working directory" and starts
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// the process in C:\windows, so anything the game writes relatively lands there instead.
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game = spawn(['wine', GAME_IN_PREFIX], env, 'wine', GAME_DIR);
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const drew = await waitFor(async () => !!(await windowGeometry()), 30_000);
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if (!drew) {
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