minesweeper: extracted from the platform
Minesweeper X under wine on a headless display, as a plugin. It was /api/minesweeper, a Dashboard screen, an officerdev panel, a permission registry entry and a hand-written websocket provider in server.tsx. The socket is why it had to live in the platform: Bun's route table is fixed at serve(), so nothing installed later could add one. That ceiling is gone, and this is the first plugin through the per-plugin relay. Three things changed rather than moved: The sidecar owns the session. The platform used to spawn bin/session.sh detached, so the game outlived every restart, nothing supervised it, and a crashed run left wine processes holding the prefix — the next start hung rather than failed. PM2 supervises a sidecar, and stop() uses 'wineserver -k' scoped by WINEPREFIX instead of 'pkill -f wineserver', which would have killed every other wine prefix on the machine. x11vnc moved from 127.0.0.1:5907 to a unix socket in a mode-0700 directory. -nopw was only ever safe because of the machine, not the platform: any local account could open that port and take the display. A fixed port is squattable too. There is now no listener to authenticate against. The wine prefix is confined to C:. This is the one that mattered. The platform classified Minesweeper as kind:'execution' — never grantable — because a fresh prefix maps the whole filesystem to Z: and symlinks the profile into the owner's real home, and the game has Open and Save dialogs. A plugin permission has no kind and is always grantable, so extracting it without this would have converted a sealed capability into a file picker running as the owner. Re-asserted on every start, because wine restores z: whenever it updates a prefix. Not solved: one display and one game, so two grantees share a board. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Officer-Session: 656f5c85-e49a-4f1f-b9f3-042a04b4d043
This commit is contained in:
@@ -0,0 +1,209 @@
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import type { ServerWebSocket, Socket } from 'bun';
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import { createSidecarConnector } from '@@/sidecar/connect';
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import { API_URL } from '@@/officer-url.mjs';
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import { VNC_SOCKET, ensureDirs } from './paths';
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import { isRunning, start, status, stop } from './session';
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/*
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officer-minesweeper — owns the game session, and serves both halves of the plugin from one listener.
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─────────────────────────────────────────────────────────────────────────────────────────────────
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HTTP CONTRACT — the platform strips its /api/minesweeper mount prefix before forwarding.
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GET /status { installed, running, window, error? }
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POST /start brings the session up; idempotent, and builds the wine prefix on a cold install
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POST /stop takes it down
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GET /ws the display — an RFB stream, relayed frame-for-byte onto x11vnc's unix socket
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─────────────────────────────────────────────────────────────────────────────────────────────────
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WHY ONE PORT SERVES BOTH
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A sidecar announces exactly one port, and that single announcement is the entire reason the platform
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trusts it: the port was observed arriving at registration rather than asserted by a manifest. So `/ws`
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lives here, beside the routes, on the listener that was announced — and the platform's plugin socket
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relay moves frames onto it without knowing that RFB exists.
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The conversion from frames to a byte stream happens HERE, in the only process that knows what it is
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carrying. That is the whole shape: the platform authenticates and relays; the plugin speaks its protocol.
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─────────────────────────────────────────────────────────────────────────────────────────────────
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WHAT REACHES x11vnc
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Nothing but this file. x11vnc binds a socket inside a mode-0700 directory and has no port at all, so the
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kernel refuses every other account before any credential could be checked. That is why `-nopw` is right
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rather than lazy — see the block comment in `session.ts` where it is spawned.
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This listener is loopback and unauthenticated, exactly like every other sidecar in the fleet; the platform
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is the authenticator and `X-Officer-User` is how a request proves it came through one.
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*/
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const NAME = 'minesweeper';
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const log = (line: string) => console.log(`[${NAME}] ${line}`);
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ensureDirs();
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/** An ephemeral free port, grabbed by briefly binding one. Announced at registration; never written down. */
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function getFreePort(): number {
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const probe = Bun.serve({ port: 0, hostname: '127.0.0.1', fetch: () => new Response('') });
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const p = probe.port;
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probe.stop(true);
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if (p == null) throw new Error('failed to acquire a free port');
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return p;
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}
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const port = getFreePort();
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type WsData = { userId: number };
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type Relay = { socket: Socket | null; queue: Uint8Array[]; done: boolean };
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const relays = new Map<ServerWebSocket<WsData>, Relay>();
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const teardown = (ws: ServerWebSocket<WsData>, code: number, reason: string) => {
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const relay = relays.get(ws);
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relays.delete(ws);
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if (relay) relay.done = true;
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try {
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relay?.socket?.end();
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} catch {
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/* already gone */
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}
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try {
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ws.close(code, reason);
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} catch {
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/* already closing */
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}
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};
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const server = Bun.serve({
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port,
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hostname: '127.0.0.1',
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async fetch(req, srv) {
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const url = new URL(req.url);
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// Loopback plus this header is the trust signal every sidecar here uses: a request without it did not
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// come through the platform, and the platform is what decided the caller may play.
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const officerUser = req.headers.get('X-Officer-User');
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const userId = Number(officerUser);
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if (!officerUser || !Number.isInteger(userId) || userId <= 0) {
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return Response.json({ error: 'missing or invalid X-Officer-User' }, { status: 401 });
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}
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if (url.pathname === '/ws') {
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if (srv.upgrade(req, { data: { userId } satisfies WsData })) return undefined as unknown as Response;
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return new Response('expected a websocket upgrade', { status: 426 });
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}
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try {
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if (req.method === 'GET' && url.pathname === '/status') return Response.json(await status());
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if (req.method === 'POST' && url.pathname === '/start') {
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const result = await start(log);
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// 503 rather than 500: the session is unavailable and the reason is in the body, which is what the
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// panel shows instead of an empty canvas.
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return Response.json(result, { status: result.running ? 200 : 503 });
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}
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if (req.method === 'POST' && url.pathname === '/stop') return Response.json(await stop());
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} catch (err) {
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console.error(`[${NAME}] ${req.method} ${url.pathname} failed`, err);
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return Response.json({ error: 'internal error' }, { status: 500 });
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}
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return Response.json({ error: 'not found' }, { status: 404 });
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},
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websocket: {
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open(ws: ServerWebSocket<WsData>) {
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/*
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The queue is not an optimisation. The client is connected the moment the upgrade returns and an RFB
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client sends its protocol version immediately, while `Bun.connect` is still resolving. Dropping
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those bytes desynchronises the handshake in a way that renders as a corrupt display rather than as
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a lost packet.
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*/
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const relay: Relay = { socket: null, queue: [], done: false };
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relays.set(ws, relay);
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if (!isRunning()) {
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teardown(ws, 1011, 'the session is not running');
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return;
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}
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void Bun.connect({
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unix: VNC_SOCKET,
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socket: {
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open(socket) {
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if (relay.done) {
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socket.end();
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return;
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}
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relay.socket = socket;
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for (const chunk of relay.queue) socket.write(chunk);
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relay.queue.length = 0;
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},
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data(_socket, chunk) {
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try {
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ws.send(chunk);
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} catch {
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/* viewer gone; close tidies up */
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}
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},
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close: () => teardown(ws, 1000, 'display closed'),
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error: () => teardown(ws, 1011, 'display error'),
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},
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}).catch(() => teardown(ws, 1011, 'could not reach the display'));
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},
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message(ws: ServerWebSocket<WsData>, raw: string | Buffer) {
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const relay = relays.get(ws);
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if (!relay) return;
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// RFB is binary both ways; a text frame is a client that is not speaking it.
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const bytes = typeof raw === 'string' ? new TextEncoder().encode(raw) : new Uint8Array(raw);
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if (relay.socket) relay.socket.write(bytes);
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else relay.queue.push(bytes);
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},
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close(ws: ServerWebSocket<WsData>) {
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const relay = relays.get(ws);
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relays.delete(ws);
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if (relay) relay.done = true;
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try {
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relay?.socket?.end();
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} catch {
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/* already gone */
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}
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},
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},
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});
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log(`listening on 127.0.0.1:${port}`);
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const connection = createSidecarConnector({
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apiUrl: `${API_URL}/api/sidecar/register`,
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name: NAME,
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handles: [NAME],
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onCommand(cmd, reply) {
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const c = cmd as { type: string; id?: string };
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if (c.type === 'ping') reply({ type: 'pong', id: c.id } as never);
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else reply({ type: 'error', id: c.id, error: `Unknown command type: ${c.type}` } as never);
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},
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onConnected() {
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// The announcement the plugin websocket relay resolves against. One port, both halves.
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connection.send({ type: `${NAME}:server`, port } as never);
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log(`reported server port ${port} to the platform`);
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},
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});
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async function shutdown(signal: string) {
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log(`${signal} received, shutting down`);
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try {
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server.stop(true);
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} catch {
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/* already stopped */
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}
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// The game is not left running. It is a child of this process, so PM2 would reach it anyway — but wine's
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// own daemons are not, and leaving those holding the prefix is what makes the NEXT start hang.
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await stop().catch(() => undefined);
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connection.destroy();
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process.exit(0);
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}
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process.on('SIGTERM', () => void shutdown('SIGTERM'));
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process.on('SIGINT', () => void shutdown('SIGINT'));
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@@ -0,0 +1,39 @@
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import { join } from 'node:path';
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import { mkdirSync } from 'node:fs';
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import { DATA_PATH } from '@@/data-path';
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/**
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* Where the session's state lives, and why none of it is in the plugin's own directory.
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*
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* A plugin directory is a git checkout that `plugins:update` will `git pull` over and `plugins:delete` will
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* remove. The wine prefix is ~600 MB of generated state that takes minutes to rebuild — putting it there
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* would mean an update fights the working tree and a reinstall costs a fresh download of the VB6 runtime.
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*
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* So it goes under `DATA_PATH/minesweeper/`, the same convention music's cache uses. The game executable
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* DOES ship in the repository: it is 68 KB, it is the thing being run rather than state produced by running
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* it, and its checksum is in the README.
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*/
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export const STATE_DIR = join(DATA_PATH, 'minesweeper');
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/** The wine prefix — a `win32` one, because the game is an i386 PE. Generated; never committed. */
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export const WINEPREFIX = join(STATE_DIR, 'prefix');
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/**
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* Runtime scratch: pid files, logs, and the VNC socket.
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*
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* Created mode 0700 and that is load-bearing rather than tidy — it is the ONLY thing standing between
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* another local account and an unauthenticated VNC display. x11vnc runs with `-nopw`, which is correct
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* precisely because this directory refuses everyone but the owner. See `vnc.ts`.
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*/
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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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export const GAME_EXE = join(import.meta.dir, '..', 'game', '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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}
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@@ -0,0 +1,147 @@
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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 { run } from './run';
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/**
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* Building the wine prefix, once, on first start.
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*
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* ── Why this is code and not an install step ──
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*
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* The plugin system has no install hook, and it should not grow one for this: an install that takes four
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* minutes and downloads from Microsoft is not something to do behind a progress bar the owner cannot
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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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*
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* ── The two facts that decide the whole setup ──
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*
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* Minesweeper X is a 68 KB i386 PE (machine `0x014c`, verified), so the prefix must be `win32`. A 64-bit
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* prefix cannot load it and the failure is a bare `Bad EXE format`.
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*
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* It was built with Visual Basic 6, so it needs `MSVBVM60.DLL`, which wine does not ship. Without it the
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* process exits immediately having printed one line — `err:module:import_dll Library MSVBVM60.DLL not
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* found` — and nothing else. That is a quiet enough failure that it is worth checking for the DLL directly
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* rather than inferring readiness from the prefix existing.
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*/
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/** The one file whose presence means this prefix can actually run the game. */
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const VB6_RUNTIME = join(WINEPREFIX, 'drive_c', 'windows', 'system32', 'msvbvm60.dll');
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export const prefixReady = (): boolean => existsSync(VB6_RUNTIME);
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export const WINE_ENV = {
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WINEPREFIX,
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WINEARCH: 'win32',
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// wine narrates every unimplemented call otherwise, and the game triggers thousands.
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WINEDEBUG: '-all',
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// Never prompt to install .NET or an embedded IE. The dialog appears on a display nobody is watching,
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// and the start then hangs until it times out.
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WINEDLLOVERRIDES: 'mscoree,mshtml=',
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};
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export type PrefixResult = { ok: boolean; detail: string };
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/**
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* Create the prefix if it is not there, then install the VB6 runtime into it.
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*
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* `winetricks -q vb6run` fetches Microsoft's own `VB6.0-KB290887-X86.exe` and verifies its checksum before
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* unpacking, which is why this does not carry a redistributable of its own.
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*/
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export async function ensurePrefix(log: (line: string) => void): Promise<PrefixResult> {
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// Before the early return as well: an existing prefix may predate this, or have had `z:` restored by a
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// wine upgrade. It is a few `unlink` calls, so it is cheaper to re-assert than to detect.
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if (prefixReady()) {
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confinePrefix();
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return { ok: true, detail: 'prefix ready' };
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}
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if (!Bun.which('wine')) {
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return { ok: false, detail: 'wine is not installed. On Debian or Ubuntu this also needs i386 multiarch: `sudo dpkg --add-architecture i386 && sudo apt update && sudo apt install wine wine32:i386`' };
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}
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if (!Bun.which('winetricks')) {
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return { ok: false, detail: 'winetricks is not installed, and it is what fetches the Visual Basic 6 runtime the game needs' };
|
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}
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if (!existsSync(WINEPREFIX)) {
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log('creating the 32-bit wine prefix (first run only, this takes a minute)');
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// `wineboot -i` rather than letting the first wine call create it implicitly: implicit creation happens
|
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// inside the game launch, races the window-detection poll, and looks like the game failing to start.
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const boot = await run(['wineboot', '-i'], WINE_ENV, 300_000);
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if (!boot.ok && !existsSync(WINEPREFIX)) {
|
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return { ok: false, detail: `wineboot failed: ${(boot.stderr || boot.stdout).trim().slice(-400)}` };
|
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}
|
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}
|
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|
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log('installing the Visual Basic 6 runtime into the prefix (downloads from Microsoft)');
|
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const tricks = await run(['winetricks', '-q', 'vb6run'], WINE_ENV, 600_000);
|
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|
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// winetricks exits 0 having done nothing often enough that the exit code is not the answer. The file is.
|
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if (!prefixReady()) {
|
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return {
|
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ok: false,
|
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detail: `the VB6 runtime did not install; msvbvm60.dll is still missing. winetricks said: ${(tricks.stderr || tricks.stdout).trim().slice(-400)}`,
|
||||
};
|
||||
}
|
||||
|
||||
// Last, not first: `winetricks` runs wine, and wine recreates `z:` on the way past.
|
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confinePrefix();
|
||||
|
||||
log('prefix ready and confined to drive C');
|
||||
return { ok: true, detail: 'prefix built' };
|
||||
}
|
||||
|
||||
/**
|
||||
* Cut the prefix off from the rest of the machine.
|
||||
*
|
||||
* ── Why this exists, and why it is not optional ──
|
||||
*
|
||||
* A fresh wine prefix is not a sandbox. `wineboot` creates `dosdevices/z: -> /`, which maps the ENTIRE
|
||||
* filesystem to a drive letter, and symlinks the profile's Documents, Downloads and Music straight into the
|
||||
* owner's real home. Minesweeper X has a replay feature with Open and Save dialogs, so anyone looking at the
|
||||
* display gets a file browser over all of that, running as the server owner.
|
||||
*
|
||||
* That is precisely why the platform's permission registry classified Minesweeper as `execution` — a kind
|
||||
* that can never be granted to anyone. But **a plugin permission is always grantable**, by design and with
|
||||
* no field to opt out of. So extracting this feature without also fixing the prefix would have converted a
|
||||
* structurally ungrantable capability into one an owner could hand to a Member, complete with a file picker
|
||||
* over the owner's home. The extraction is what made this urgent; the hole was always there.
|
||||
*
|
||||
* `docs/affordances.md` has the rule that applies: if it can be fixed instead of documented, fix it. A note
|
||||
* saying "do not grant this" outlives everyone's memory of why.
|
||||
*
|
||||
* ── What is left ──
|
||||
*
|
||||
* `C:` alone, pointing at the prefix. The game keeps its own directory, its settings and its replays; it can
|
||||
* see nothing else. Serial and parallel device nodes go too — a 1997 puzzle game has no business holding an
|
||||
* open descriptor on `/dev/ttyS0`.
|
||||
*
|
||||
* Re-asserted on every start rather than only at creation, because wine recreates `z:` whenever it decides
|
||||
* the prefix needs updating — a wine package upgrade is enough, and it would restore the hole silently.
|
||||
*/
|
||||
export function confinePrefix(): void {
|
||||
const dosdevices = join(WINEPREFIX, 'dosdevices');
|
||||
if (existsSync(dosdevices)) {
|
||||
for (const entry of readdirSync(dosdevices)) {
|
||||
// Keep `c:` and only `c:`. Everything else is a door out of the prefix or a device node.
|
||||
if (entry.toLowerCase() === 'c:') continue;
|
||||
rmSync(join(dosdevices, entry), { force: true, recursive: true });
|
||||
}
|
||||
}
|
||||
|
||||
const users = join(WINEPREFIX, 'drive_c', 'users');
|
||||
if (!existsSync(users)) return;
|
||||
for (const user of readdirSync(users)) {
|
||||
const profile = join(users, user);
|
||||
for (const folder of readdirSync(profile)) {
|
||||
const path = join(profile, folder);
|
||||
// A symlink here points into the real home. Replace it with an ordinary directory so the game still
|
||||
// has somewhere to save a replay, and that somewhere is inside the prefix.
|
||||
if (!lstatSync(path).isSymbolicLink()) continue;
|
||||
rmSync(path, { force: true });
|
||||
mkdirSync(path, { recursive: true });
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
/**
|
||||
* Running a command and waiting for a condition — the two things every step below needs.
|
||||
*
|
||||
* The waiting matters more than it looks. Every readiness check here polls for an OBSERVABLE FACT rather
|
||||
* than trusting a live pid, because each of these processes can be alive and not yet usable: Xvfb forks
|
||||
* before its socket answers, wine returns while the window is still being created, and x11vnc exits after
|
||||
* printing an error if the display went away. A pid check passes for all three and the next step then fails
|
||||
* in a way that reads as the game being broken.
|
||||
*/
|
||||
|
||||
export type RunResult = { ok: boolean; stdout: string; stderr: string; code: number };
|
||||
|
||||
export async function run(cmd: string[], env: Record<string, string> = {}, timeoutMs = 30_000): Promise<RunResult> {
|
||||
const proc = Bun.spawn(cmd, {
|
||||
env: { ...process.env, ...env },
|
||||
stdout: 'pipe',
|
||||
stderr: 'pipe',
|
||||
stdin: 'ignore',
|
||||
});
|
||||
|
||||
const killer = setTimeout(() => proc.kill('SIGKILL'), timeoutMs);
|
||||
try {
|
||||
const [stdout, stderr] = await Promise.all([new Response(proc.stdout).text(), new Response(proc.stderr).text()]);
|
||||
const code = await proc.exited;
|
||||
return { ok: code === 0, stdout, stderr, code };
|
||||
} finally {
|
||||
clearTimeout(killer);
|
||||
}
|
||||
}
|
||||
|
||||
/** Poll `check` until it is true. Resolves false on timeout rather than throwing — every caller reports. */
|
||||
export async function waitFor(check: () => boolean | Promise<boolean>, timeoutMs: number, everyMs = 250) {
|
||||
const deadline = Date.now() + timeoutMs;
|
||||
for (;;) {
|
||||
if (await check()) return true;
|
||||
if (Date.now() >= deadline) return false;
|
||||
await Bun.sleep(everyMs);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,261 @@
|
||||
import type { Subprocess } from 'bun';
|
||||
import { existsSync, rmSync } from 'node:fs';
|
||||
import { GAME_EXE, RUN_DIR, VNC_SOCKET, ensureDirs } from './paths';
|
||||
import { WINE_ENV, ensurePrefix, prefixReady } from './prefix';
|
||||
import { run, waitFor } from './run';
|
||||
|
||||
/**
|
||||
* The Minesweeper session: a virtual display, one Windows game on it, and x11vnc serving that display over
|
||||
* a private unix socket.
|
||||
*
|
||||
* ── The sidecar owns these processes ──
|
||||
*
|
||||
* They are spawned as its children, so PM2's tree-kill reaches them and a `pm2 restart officer-minesweeper`
|
||||
* genuinely restarts the session. The version this replaced had the PLATFORM spawn a detached shell script:
|
||||
* the game outlived every platform restart, nothing supervised it, and a crashed run left wine processes
|
||||
* holding the prefix so the next start hung rather than failed. That last one was diagnosed the hard way —
|
||||
* four `winedevice` processes survived a stop that reported success.
|
||||
*
|
||||
* ── Stopping wine properly ──
|
||||
*
|
||||
* Killing the game is not enough: `wineserver` and `winedevice` outlive it and keep the prefix locked. The
|
||||
* script this replaces reached for `pkill -f wineserver`, which would also kill every OTHER wine prefix on
|
||||
* the machine — someone's actual application, killed by a game of Minesweeper. `wineserver -k` with
|
||||
* `WINEPREFIX` set is the scoped equivalent and is what wine provides for exactly this.
|
||||
*/
|
||||
|
||||
type Proc = Subprocess<'ignore', 'pipe', 'pipe'>;
|
||||
|
||||
export type WindowGeometry = { width: number; height: number; x: number; y: number };
|
||||
export type SessionStatus = {
|
||||
/** The game is present and the host has what it needs to run it. */
|
||||
installed: boolean;
|
||||
running: boolean;
|
||||
/** Null until the game has drawn its window. */
|
||||
window: WindowGeometry | null;
|
||||
/** Set when the last start failed, so the panel can say why instead of showing an empty canvas. */
|
||||
error?: string;
|
||||
};
|
||||
|
||||
const SCREEN_W = 800;
|
||||
const SCREEN_H = 600;
|
||||
|
||||
let xvfb: Proc | null = null;
|
||||
let game: Proc | null = null;
|
||||
let vnc: Proc | null = null;
|
||||
let display: string | null = null;
|
||||
let lastError: string | null = null;
|
||||
let starting: Promise<SessionStatus> | null = null;
|
||||
|
||||
const alive = (p: Proc | null): boolean => !!p && p.exitCode === null && p.signalCode === null;
|
||||
|
||||
/**
|
||||
* A display number nothing else is using.
|
||||
*
|
||||
* An X display IS a unix socket at `/tmp/.X11-unix/X<n>`, so this is a real check rather than a guess. The
|
||||
* version this replaces hardcoded `:7`, which silently attaches to whatever is already there — including
|
||||
* the owner's own session if they happen to run one on that number.
|
||||
*/
|
||||
function pickDisplay(): string | null {
|
||||
for (let n = 20; n < 100; n++) {
|
||||
if (!existsSync(`/tmp/.X11-unix/X${n}`)) return `:${n}`;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/** The game's window. wine also creates a 1x1 owner stub, so the larger of the two is the real one. */
|
||||
export async function windowGeometry(): Promise<WindowGeometry | null> {
|
||||
if (!display) return null;
|
||||
const search = await run(['xdotool', 'search', '--name', 'Minesweeper X'], { DISPLAY: display }, 5_000);
|
||||
if (!search.ok) return null;
|
||||
|
||||
let best: WindowGeometry | null = null;
|
||||
for (const id of search.stdout.trim().split('\n').filter(Boolean)) {
|
||||
const geom = await run(['xdotool', 'getwindowgeometry', '--shell', id], { DISPLAY: display }, 5_000);
|
||||
if (!geom.ok) continue;
|
||||
const read = (key: string) => Number(new RegExp(`^${key}=(\\d+)$`, 'm').exec(geom.stdout)?.[1] ?? NaN);
|
||||
const candidate = { width: read('WIDTH'), height: read('HEIGHT'), x: read('X'), y: read('Y') };
|
||||
if (Object.values(candidate).some(Number.isNaN)) continue;
|
||||
if (!best || candidate.width * candidate.height > best.width * best.height) best = candidate;
|
||||
}
|
||||
return best && best.width > 1 ? best : null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Whether the session is up, decided by the socket file plus a live x11vnc.
|
||||
*
|
||||
* Deliberately NOT by connecting. An earlier version opened a connection and dropped it, which wedged the
|
||||
* server: libvncserver peeks at every new connection to decide whether it is a WebSocket handshake, and
|
||||
* that peek blocks its main loop until the client speaks or the peek times out. A health check that
|
||||
* connects and says nothing is therefore a small stall — and the panel polls status on a timer, so the
|
||||
* stalls overlapped, the accept backlog filled, and the real viewer stopped getting in.
|
||||
*
|
||||
* The rule that cost: a liveness check must not be indistinguishable from a client.
|
||||
*/
|
||||
export const isRunning = (): boolean => alive(vnc) && alive(xvfb) && existsSync(VNC_SOCKET);
|
||||
|
||||
export async function status(): Promise<SessionStatus> {
|
||||
const installed = existsSync(GAME_EXE) && !!Bun.which('wine') && !!Bun.which('Xvfb') && !!Bun.which('x11vnc');
|
||||
const running = isRunning();
|
||||
return {
|
||||
installed,
|
||||
running,
|
||||
window: running ? await windowGeometry() : null,
|
||||
...(lastError && !running ? { error: lastError } : {}),
|
||||
};
|
||||
}
|
||||
|
||||
const spawn = (cmd: string[], env: Record<string, string>, logName: string): Proc => {
|
||||
const proc = Bun.spawn(cmd, { env: { ...process.env, ...env }, stdin: 'ignore', stdout: 'pipe', stderr: 'pipe' });
|
||||
// Wine and x11vnc both say useful things only when something is wrong. Prefixed so `pm2 logs
|
||||
// officer-minesweeper` shows which process is complaining.
|
||||
for (const stream of [proc.stdout, proc.stderr]) {
|
||||
void (async () => {
|
||||
for await (const chunk of stream as ReadableStream<Uint8Array>) {
|
||||
const text = new TextDecoder().decode(chunk).trimEnd();
|
||||
if (text) console.log(`[minesweeper:${logName}] ${text}`);
|
||||
}
|
||||
})().catch(() => {
|
||||
/* stream closed with the process */
|
||||
});
|
||||
}
|
||||
return proc as Proc;
|
||||
};
|
||||
|
||||
async function startInner(log: (line: string) => void): Promise<SessionStatus> {
|
||||
ensureDirs();
|
||||
lastError = null;
|
||||
|
||||
if (!existsSync(GAME_EXE)) {
|
||||
lastError = 'the game executable is missing from the plugin directory';
|
||||
return status();
|
||||
}
|
||||
|
||||
const built = await ensurePrefix(log);
|
||||
if (!built.ok) {
|
||||
lastError = built.detail;
|
||||
return status();
|
||||
}
|
||||
|
||||
// ── the display ──
|
||||
if (!alive(xvfb)) {
|
||||
display = pickDisplay();
|
||||
if (!display) {
|
||||
lastError = 'no free X display number between :20 and :99';
|
||||
return status();
|
||||
}
|
||||
log(`Xvfb on ${display} at ${SCREEN_W}x${SCREEN_H}`);
|
||||
// `-nolisten tcp` — the display is reached through its unix socket and has no business on a port.
|
||||
xvfb = spawn(['Xvfb', display, '-screen', '0', `${SCREEN_W}x${SCREEN_H}x24`, '-nolisten', 'tcp'], {}, 'xvfb');
|
||||
|
||||
const up = await waitFor(async () => (await run(['xdpyinfo', '-display', display!], {}, 5_000)).ok, 15_000);
|
||||
if (!up) {
|
||||
lastError = 'the virtual display never became usable';
|
||||
await stop();
|
||||
return status();
|
||||
}
|
||||
}
|
||||
|
||||
const env = { ...WINE_ENV, DISPLAY: display! };
|
||||
|
||||
// ── the game ──
|
||||
if (!alive(game)) {
|
||||
log('launching Minesweeper X under wine');
|
||||
game = spawn(['wine', GAME_EXE], env, 'wine');
|
||||
|
||||
const drew = await waitFor(async () => !!(await windowGeometry()), 30_000);
|
||||
if (!drew) {
|
||||
lastError = 'the game started but never drew a window';
|
||||
await stop();
|
||||
return status();
|
||||
}
|
||||
|
||||
// Park the window at the framebuffer origin. Everything downstream then crops by using a canvas
|
||||
// smaller than the framebuffer, with no offset arithmetic and nothing to keep in sync when the board
|
||||
// resizes with the difficulty.
|
||||
const found = await run(['xdotool', 'search', '--name', 'Minesweeper X'], { DISPLAY: display! }, 5_000);
|
||||
for (const id of found.stdout.trim().split('\n').filter(Boolean)) {
|
||||
await run(['xdotool', 'windowmove', id, '0', '0'], { DISPLAY: display! }, 5_000);
|
||||
}
|
||||
}
|
||||
|
||||
// ── the display server ──
|
||||
if (!alive(vnc)) {
|
||||
// A socket left by a crashed run refuses to bind. Removing it is safe: nothing else may write here.
|
||||
rmSync(VNC_SOCKET, { force: true });
|
||||
log('x11vnc on a private unix socket');
|
||||
/*
|
||||
`-nopw` with `-unixsock`, and the pair is the whole security argument.
|
||||
|
||||
There is no listening port. The only way in is opening a socket file inside RUN_DIR, which is mode
|
||||
0700 and owned by whoever runs this sidecar — so the kernel refuses every other account before
|
||||
x11vnc is asked anything. A password would be a second lock on a door only one person can reach, and
|
||||
one more secret to store, rotate and leak.
|
||||
|
||||
The version this replaces bound `127.0.0.1:5907` with `-nopw`, which is a different claim entirely:
|
||||
every local account could open it and take the display. Survivable on a single-user machine, and not
|
||||
once members have Linux accounts. A fixed port is squattable too — anything can bind 5907 first and
|
||||
then be relayed to, by the platform, on this plugin's behalf.
|
||||
*/
|
||||
vnc = spawn(
|
||||
// -forever: survive a viewer disconnecting. -shared: more than one viewer. -noxdamage: the damage
|
||||
// extension reports nothing useful on Xvfb and costs a poll that misses updates.
|
||||
['x11vnc', '-display', display!, '-unixsock', VNC_SOCKET, '-forever', '-shared', '-nopw', '-noxdamage', '-wait', '5', '-defer', '5'],
|
||||
{ DISPLAY: display! },
|
||||
'x11vnc',
|
||||
);
|
||||
|
||||
const listening = await waitFor(() => existsSync(VNC_SOCKET), 15_000);
|
||||
if (!listening) {
|
||||
lastError = 'x11vnc never created its socket';
|
||||
await stop();
|
||||
return status();
|
||||
}
|
||||
}
|
||||
|
||||
log('ready');
|
||||
return status();
|
||||
}
|
||||
|
||||
/** Idempotent, and safe to call concurrently — two panels opening at once must not race two sessions up. */
|
||||
export function start(log: (line: string) => void): Promise<SessionStatus> {
|
||||
if (isRunning()) return status();
|
||||
if (starting) return starting;
|
||||
starting = startInner(log).finally(() => {
|
||||
starting = null;
|
||||
});
|
||||
return starting;
|
||||
}
|
||||
|
||||
async function reap(proc: Proc | null, name: string): Promise<void> {
|
||||
if (!alive(proc)) return;
|
||||
proc!.kill('SIGTERM');
|
||||
const gone = await waitFor(() => !alive(proc), 3_000, 100);
|
||||
if (!gone) {
|
||||
console.log(`[minesweeper] ${name} ignored SIGTERM; killing`);
|
||||
proc!.kill('SIGKILL');
|
||||
}
|
||||
}
|
||||
|
||||
export async function stop(): Promise<SessionStatus> {
|
||||
await reap(vnc, 'x11vnc');
|
||||
vnc = null;
|
||||
rmSync(VNC_SOCKET, { force: true });
|
||||
|
||||
await reap(game, 'wine');
|
||||
game = null;
|
||||
|
||||
// Scoped to THIS prefix. `wineserver` and `winedevice` are not our children and outlive the game, holding
|
||||
// the prefix so the next start hangs; `-k` is wine's own way to end them, and unlike `pkill -f wineserver`
|
||||
// it cannot touch another prefix somebody else is using.
|
||||
if (Bun.which('wineserver')) await run(['wineserver', '-k'], WINE_ENV, 10_000).catch(() => undefined);
|
||||
|
||||
await reap(xvfb, 'Xvfb');
|
||||
xvfb = null;
|
||||
display = null;
|
||||
|
||||
return status();
|
||||
}
|
||||
|
||||
export const runDir = RUN_DIR;
|
||||
export const prefixIsReady = prefixReady;
|
||||
Reference in New Issue
Block a user