Found by `POST /difficulty` failing three times against a "you have the fastest time for intermediate level" prompt that had been sitting there waiting for a name. Failing was not the problem. What the three attempts DID was: a modal dialog swallows the click meant for the menu bar, the menu never opens, and the second click — aimed at where a menu item would have been — lands on the BOARD. Three times. On a live game that reveals cells and can lose it. So both commands now look for any named top-level window that is not the game, and refuse with its title rather than clicking harder. Named windows only, since wine litters the display with 1x1 stubs. Verified against a real one: with the Open Recording dialog up, both /difficulty and /replay return `"Open Recording" is open on the board — dismiss it first`, and the board is untouched. The lesson generalises past this plugin: driving another program's UI by synthetic clicks means every command needs to check the world is still the shape it assumed. A retry loop without that check is not resilience, it is the same mistake three times. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
205 lines
9.3 KiB
TypeScript
205 lines
9.3 KiB
TypeScript
import { run } from './run';
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import { findWindow, withStableWindow, type WindowGeometry } from './session';
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/**
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* Driving the game's own Game menu from outside, so difficulty is not only reachable by hand.
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*
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* ── Why clicks and not keys ──
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*
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* The obvious approach is keyboard: `alt+g` then the underlined letter, or `alt+g` then arrows. Both were
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* tried and both are unreliable here, measured rather than assumed — the same sequence produced a
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* different difficulty depending on what was selected before, and `alt+g e` landed on Intermediate more
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* than once. A menu keystroke is a SEQUENCE, so it depends on timing and on where the highlight already
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* was; a click is one event that names its target. Six scrambled clicks in a row hit six correct items.
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*
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* There is a second reason. With no window manager, X input focus is `PointerRoot` — keys go to whatever
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* the pointer is over. So a key sequence that resizes the window can move the window out from under the
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* pointer and silently drop the rest of its own keystrokes, which is exactly what happened.
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*
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* ── Why the offsets are constants ──
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*
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* The menu drops from the menu bar at a fixed offset from the window's top-left, and the item heights do
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* not change with the board. So the only variable is where the window is, which is read fresh each time.
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* They were measured off a screenshot at a known window position; if a future build of the game reorders
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* the Game menu these are the numbers that break, and `verify` below is what will tell you.
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*/
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/** Offsets of the menu bar items from the window's top-left. Left-aligned, so board size does not move them. */
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const GAME_MENU = { x: 26, y: 11 };
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const EXTRAS_MENU = { x: 90, y: 11 };
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/** "Play Recording…" in the Extras menu, and the File name box inside the dialog it opens. */
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const PLAY_RECORDING_Y = 62;
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const FILE_DIALOG = { name: 'Open Recording', nameBox: { x: 206, y: 190 } };
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/** How far into an item to click horizontally — anywhere inside its width will do. */
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const ITEM_X = 45;
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/**
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* The three standard difficulties: where the item is, and the window size that PROVES it was applied.
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*
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* The sizes are measured on this machine and they are distinct, which is what makes verification
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* possible at all — intermediate and expert share a height, so width is doing the work.
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*/
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export const DIFFICULTIES = {
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beginner: { itemY: 56, width: 152, height: 214 },
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intermediate: { itemY: 73, width: 280, height: 342 },
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expert: { itemY: 90, width: 504, height: 342 },
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} as const;
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export type Difficulty = keyof typeof DIFFICULTIES;
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export const isDifficulty = (value: unknown): value is Difficulty =>
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typeof value === 'string' && value in DIFFICULTIES;
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/** Which difficulty the window's size says we are on, or null for a custom board. */
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export function currentDifficulty(window: WindowGeometry): Difficulty | null {
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for (const [name, spec] of Object.entries(DIFFICULTIES)) {
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if (window.width === spec.width && window.height === spec.height) return name as Difficulty;
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}
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return null;
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}
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/**
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* Any window that is not the game itself — a dialog, and therefore something in the way.
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*
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* This guard exists because of what happens WITHOUT it, which is worse than a failed command. A modal
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* dialog swallows the click meant for the menu bar, the menu never opens, and the second click — aimed at
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* where a menu item would have been — lands on the BOARD. Retrying does it three times. On a live game
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* that reveals cells and can lose it.
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*
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* Found the honest way: `POST /difficulty` failed three times against a "you have the fastest time"
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* prompt that had been waiting for a name, and the fix is to refuse rather than to click harder.
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*
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* Named windows only. wine litters the display with 1x1 stubs, and the game's own title is the one thing
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* that is never a dialog.
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*/
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export async function blockingDialog(display: string): Promise<string | null> {
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const found = await run(['xdotool', 'search', '--name', '.'], { DISPLAY: display }, 5_000);
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if (!found.ok) return null;
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for (const id of found.stdout.trim().split('\n').filter(Boolean)) {
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const geom = await run(['xdotool', 'getwindowgeometry', '--shell', id], { DISPLAY: display }, 5_000);
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if (!geom.ok || Number(/^WIDTH=(\d+)$/m.exec(geom.stdout)?.[1] ?? 1) <= 1) continue;
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const name = await run(['xdotool', 'getwindowname', id], { DISPLAY: display }, 5_000);
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const title = name.stdout.trim();
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if (title && title !== 'Minesweeper X') return title;
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}
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return null;
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}
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export type SelectResult =
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| { ok: true; level: Difficulty; changed: boolean }
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| { ok: false; reason: string; window: WindowGeometry | null };
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/**
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* Put the game on a difficulty, and confirm it took.
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*
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* Attempted up to three times because the primitive underneath is a synthetic click, not a function call:
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* the menu can fail to open, and a click can land a frame early. Retrying is safe precisely because the
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* check is the window's size rather than "we sent the click" — an attempt that already worked is a no-op
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* on the next pass rather than a second difficulty change.
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*/
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export async function selectDifficulty(level: Difficulty, display: string): Promise<SelectResult> {
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const spec = DIFFICULTIES[level];
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return withStableWindow(async () => {
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const blocked = await blockingDialog(display);
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if (blocked) {
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return { ok: false, reason: `"${blocked}" is open on the board — dismiss it first`, window: null };
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}
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let last: WindowGeometry | null = null;
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for (let attempt = 0; attempt < 3; attempt++) {
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const win = await findWindow();
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if (!win) return { ok: false, reason: 'the game window is not there', window: null };
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last = win;
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if (win.width === spec.width && win.height === spec.height) {
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return { ok: true, level, changed: attempt > 0 };
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}
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// Open the menu, then pick the item. Both positions come from THIS reading of the window, because
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// the previous attempt may have resized it.
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const click = (x: number, y: number) =>
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run(['xdotool', 'mousemove', String(x), String(y), 'click', '1'], { DISPLAY: display }, 5_000);
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await click(win.x + GAME_MENU.x, win.y + GAME_MENU.y);
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await Bun.sleep(450);
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await click(win.x + ITEM_X, win.y + spec.itemY);
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await Bun.sleep(600);
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}
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const after = await findWindow();
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return {
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ok: false,
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reason: `the menu did not take after three attempts; the window is ${after?.width ?? '?'}x${after?.height ?? '?'} rather than ${spec.width}x${spec.height}`,
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window: after ?? last,
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};
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});
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}
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export type PlayResult = { ok: true; file: string } | { ok: false; reason: string };
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/**
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* Open a saved recording, by driving Extras -> Play Recording... and its file dialog.
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*
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* The filename is TYPED into a dialog, which is why `index.ts` only accepts one that `isKnownReplay`
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* matched against the directory first. A client-supplied string reaching `xdotool type` unchecked is a
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* string that can carry a path, a wildcard, or a newline that submits something else entirely.
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*
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* The dialog opens in C:\Minesweeper because that is the process's working directory, so a bare filename
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* is enough and no path is ever typed.
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*
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* Verified by the dialog going away. Checking the window size instead would be wrong: a replay of a
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* beginner game leaves the window at beginner size, which is also what it looks like when nothing
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* happened at all.
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*/
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export async function playReplay(file: string, display: string): Promise<PlayResult> {
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return withStableWindow(async () => {
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const blocked = await blockingDialog(display);
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if (blocked) return { ok: false, reason: `"${blocked}" is open on the board — dismiss it first` };
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const win = await findWindow();
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if (!win) return { ok: false, reason: 'the game window is not there' };
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const click = (x: number, y: number) =>
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run(['xdotool', 'mousemove', String(x), String(y), 'click', '1'], { DISPLAY: display }, 5_000);
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await click(win.x + EXTRAS_MENU.x, win.y + EXTRAS_MENU.y);
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await Bun.sleep(450);
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await click(win.x + ITEM_X + 80, win.y + PLAY_RECORDING_Y);
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await Bun.sleep(900);
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const dialog = await findDialog(display);
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if (!dialog) return { ok: false, reason: 'the file dialog did not open' };
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await click(dialog.x + FILE_DIALOG.nameBox.x, dialog.y + FILE_DIALOG.nameBox.y);
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await Bun.sleep(250);
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await run(['xdotool', 'type', '--delay', '20', file], { DISPLAY: display }, 15_000);
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await Bun.sleep(250);
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await run(['xdotool', 'key', 'Return'], { DISPLAY: display }, 5_000);
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// The dialog closing is the game accepting the name. It stays open on one it cannot find.
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for (let i = 0; i < 12; i++) {
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await Bun.sleep(250);
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if (!(await findDialog(display))) return { ok: true, file };
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}
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return { ok: false, reason: 'the file dialog stayed open, so the game did not accept that name' };
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});
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}
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/** The Open Recording dialog, if it is up. Its own window, so it is found by name rather than guessed at. */
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async function findDialog(display: string): Promise<{ x: number; y: number } | null> {
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const found = await run(
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['xdotool', 'search', '--name', FILE_DIALOG.name, 'getwindowgeometry', '--shell', '%@'],
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{ DISPLAY: display },
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5_000,
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);
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if (!found.ok) return null;
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const x = /^X=(\d+)$/m.exec(found.stdout);
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const y = /^Y=(\d+)$/m.exec(found.stdout);
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return x && y ? { x: Number(x[1]), y: Number(y[1]) } : null;
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}
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