`POST /reset-input` and a "clicks acting wrong?" button in the panel's status line. It releases every modifier and mouse button the display thinks is held. Named for the SYMPTOM rather than the mechanism, because nobody experiencing this knows a modifier is stuck — they know their clicks stopped doing the right thing. ── both sides, and that ordering matters ── Releasing on the server alone leaves the panel's own button mask stale and the next mouse move re-asserts it, so the fix would appear not to work. Local state is cleared first, a pointer event with an empty mask says so, and only then does the server let go. ── a fixed list, not a query ── `xinput --query-state` would report exactly what is held, which is better. It is also a seventh host binary to declare and to require, for a repair. Releasing a key that was not pressed is a no-op, so the fixed list costs nothing. Modifiers and buttons only: a stuck letter types, which is obvious and harmless; a stuck modifier silently changes what every click means. ── not guarded like the others ── Every other command refuses while a dialog is open, because its clicks would fall through onto the board. This one clicks nothing, and refusing a repair in the state that most needs it would be the wrong way round. Verified by stranding `Shift_L` on the display with `xdotool keydown`, hitting the route, and watching `xinput --query-state` go from one key down to none. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
279 lines
12 KiB
TypeScript
279 lines
12 KiB
TypeScript
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 { activeDisplay, isRunning, start, status, stop } from './session';
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import { DIFFICULTIES, currentDifficulty, isDifficulty, playReplay, selectDifficulty } from './menu';
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import { isKnownReplay, listReplays } from './replays';
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import { resetInput } from './input';
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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, difficulty, 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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POST /difficulty { level: beginner | intermediate | expert } — drives the game's own Game menu
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GET /replays ?level=<one of those> — the saved games, best first
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POST /replay { file } — opens one, by name, and only a name /replays just returned
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POST /reset-input releases every modifier and mouse button the display thinks is held
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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, so the kernel refuses every
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other account before any credential could be checked. That is why `-nopw` is right rather than lazy —
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see the block comment in `session.ts` where it is spawned.
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This paragraph used to end "and has no port at all", and that was false for as long as it existed:
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`-unixsock` ADDS a unix socket, it does not remove the TCP listener, so x11vnc was on 0.0.0.0:5900 with
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no password. `-rfbport 0` is what makes the sentence true, and it is in `session.ts` for that reason.
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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') {
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// `difficulty` is derived here rather than in `status()` so that `session.ts` does not have to
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// import from `menu.ts`, which imports from it — the cycle would work and would still be a trap.
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const current = await status();
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return Response.json({ ...current, difficulty: current.window ? currentDifficulty(current.window) : null });
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}
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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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// The one command so far, and the shape the rest should follow: name the OUTCOME, verify it, and
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// report what the game actually is now rather than that a click was sent.
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if (req.method === 'POST' && url.pathname === '/difficulty') {
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const display = activeDisplay();
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if (!isRunning() || !display) {
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return Response.json({ error: 'the session is not running' }, { status: 409 });
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}
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const body = (await req.json().catch(() => null)) as { level?: unknown } | null;
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if (!isDifficulty(body?.level)) {
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return Response.json(
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{ error: `level must be one of ${Object.keys(DIFFICULTIES).join(', ')}` },
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{ status: 400 },
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);
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}
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const result = await selectDifficulty(body.level, display);
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return Response.json(result, { status: result.ok ? 200 : 502 });
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}
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// Read off the directory the game writes to, so it needs no running session.
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if (req.method === 'GET' && url.pathname === '/replays') {
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const level = url.searchParams.get('level');
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if (level !== null && !isDifficulty(level)) {
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return Response.json({ error: `level must be one of ${Object.keys(DIFFICULTIES).join(', ')}` }, { status: 400 });
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}
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return Response.json({ replays: listReplays(level ?? undefined) });
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}
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// Deliberately NOT guarded by `blockingDialog` like the others: this is the repair for a session
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// that is misbehaving, and refusing to run it because something is on screen would refuse it in the
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// case it is most needed.
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if (req.method === 'POST' && url.pathname === '/reset-input') {
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const display = activeDisplay();
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if (!isRunning() || !display) {
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return Response.json({ error: 'the session is not running' }, { status: 409 });
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}
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return Response.json(await resetInput(display));
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}
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if (req.method === 'POST' && url.pathname === '/replay') {
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const display = activeDisplay();
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if (!isRunning() || !display) {
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return Response.json({ error: 'the session is not running' }, { status: 409 });
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}
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const body = (await req.json().catch(() => null)) as { file?: unknown } | null;
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// Checked against the DIRECTORY, not against a pattern. The name is about to be typed into a
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// file dialog, and the only string safe to type there is one that names a file we just listed.
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if (!isKnownReplay(body?.file)) {
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return Response.json({ error: 'no such replay' }, { status: 404 });
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}
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const result = await playReplay(body.file, display);
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return Response.json(result, { status: result.ok ? 200 : 502 });
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}
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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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