Top panel: Expert / Intermediate / Beginner. Bottom: that difficulty's saved
games, best first, click to play one on the board.
── the selection lives in the URL ──
`/minesweeper/expert`, not a channel and not panel state. It survives a
refresh, it can be linked, and the two panels never pass anything between
themselves — both read `useParams`. The plugin section route already existed;
nothing had used it.
The side effect hangs off the URL too: an effect on the selected level posts
the difficulty, so arriving at `/minesweeper/expert` by click, deep link or
back button all leave the game on expert. `POST /difficulty` verifies and is
idempotent, so a repeat changes nothing. One `<Navigate replace>` after the
hooks canonicalises both the bare route and a bogus section, and it waits for
`/status` so the URL lands on what the game IS rather than a guess — which is
why `difficulty` is now part of that payload.
Levels are NavLinks so cmd-click works and the active style comes from the
router. Replay rows are buttons, because they do not navigate anywhere, they
make the game do something. That is the line navigation-audit.md draws.
── two things on the server ──
`GET /replays` reads the directory rather than any index, because the filename
IS the metadata — Minesweeper X names a recording `<Lvl> <secs> - <date>.mvr`
and keeps no catalogue. A name that does not parse is skipped rather than
guessed at. Ordering is the server's: a loss is never "best" however short it
was, so wins rank by time and losses fall to the end, still watchable.
`POST /replay` drives Extras > Play Recording... and TYPES the filename into a
file dialog, which is why it only accepts a name `isKnownReplay` just matched
against the directory. An unchecked client string reaching `xdotool type` can
carry a path, a wildcard, or a newline that submits something else. Verified by
the dialog closing, not by the window size — a beginner replay leaves the
window beginner-sized, which is also what nothing-happened looks like.
Verified end to end against the running session: the expert list comes back
ranked 58.63 through 82.06 with losses after, playing 58.63 starts on the
board, and `{"file":"../../../etc/passwd"}` is a 404.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
Minesweeper
Minesweeper X, running under wine on a headless X display, streamed into an Officer panel.
It is a game. It is also the smallest honest proof that Officer can put an arbitrary X11 program in a panel — a framebuffer, a process on it, a VNC server reading it, a client in the browser — and it is the first plugin to use the platform's per-plugin websocket relay.
What it needs
Six host binaries, declared in manifest.ts and checked before install: wine, Xvfb, x11vnc,
xdotool, xdpyinfo, winetricks.
The awkward one is wine. Minesweeper X is a 32-bit PE (machine 0x014c, Visual Basic 6), so the host
needs i386 multiarch and a win32 prefix. A 64-bit-only wine cannot load it, and the failure is a bare
Bad EXE format. On Debian or Ubuntu:
sudo dpkg --add-architecture i386
sudo apt update
sudo apt install wine wine32:i386 xvfb x11vnc x11-utils xdotool winetricks
The game
Minesweeper X — the competition build, with
timing and replay extras. game/Minesweeper X.exe is committed; it is 68 KB and it is the thing being
run rather than state produced by running it.
| zip sha256 | 21089193924919ef876a5b464f06bed9cc149867c51e40c259288ebe623014f0 |
| exe sha256 | e414c207adaa14999b0464c3d0a701f20ed11282d5ed0f84b27b62d25389f661 |
The download needs a browser User-Agent; the site answers 403 to curl's default.
Where its state lives
DATA_PATH/minesweeper/ — never in this directory, which plugins:update will git pull over.
prefix/— the wine prefix, ~600 MB, built on firstPOST /start. Deleting it is still the standard fix for a wedged wine and the next start rebuilds it — but it now takes the replays with it, see below.prefix/drive_c/Minesweeper/— where the game RUNS from, and where its replays land. The executable is copied here on every start;C:is the only drive the prefix has, so this is the only directory the game has a writable path to. Launched from the plugin checkout instead, its own path came back as\\?\unix\home\…and finishing a game raisedRun-time error '76': Path not foundwhile it tried to auto-save the recording.run/— pid state, logs, andvnc.sock. Mode 0700, and that is load-bearing.
Two gaps, both from having no window manager
Worth knowing before you conclude something is broken. Neither is hard to fix; neither is fixed.
Some dialogs cannot be closed. There is no window manager, so no window has a title bar. A dialog with its own OK button is fine — the run-time error box is — but Extras → Auto Options has neither an OK button nor a Cancel, and its only exit was the title bar. Restarting the sidecar clears it.
Keys go to the canvas, and only while it has focus. It takes focus on mousedown — the gesture you use
to play — and keysymFor in rfb.ts maps KeyboardEvent.key to an X11 keysym. Anything with a modifier,
and anything unmapped, is left to the browser rather than swallowed: this is one panel on a dashboard, not
a full-screen viewer, so a global key trap would be the wrong shape.
Keys reach wine perfectly well without a window manager — verified by pressing F2 on the display and watching the board reset. The Auto Options dialog ignoring Escape is that VB6 form having no Cancel button, which is a different thing from keys not arriving.
Two things worth knowing before you change anything
x11vnc has no password, and that is correct — but only because it also has no port. It binds a unix
socket inside run/, mode 0700. The kernel refuses every other account before x11vnc is asked anything,
so a password would be a second lock on a door only one person can reach. The version this replaced bound
127.0.0.1:5907 with -nopw, which is a different claim entirely — every local account could open it and
take the display.
-unixsock does not remove the TCP listener, and the first alpha shipped believing it did. It adds a
unix socket beside the port; x11vnc was on 0.0.0.0:5900 and [::]:5900 with no password, reachable from
the whole tailnet and the whole LAN, under a comment saying there was no port at all. Three flags close it
and each one earns its place: -rfbport 0 for IPv4, -rfbportv6 0 for IPv6 — -rfbport 0 alone leaves
[::]:5900 up — and -noipv6 for outgoing sockets.
The check that matters is ss -lntp against the running process. Reading the arguments cannot show a
listener that exists because a flag is missing, and running the same arguments by hand did not reproduce
it either.
The game is centred on a fixed stage, and the whole stage is what you see. The framebuffer is 512x384
whatever the difficulty, sidecar/session.ts keeps the window in the middle of it, and the panel draws the
framebuffer entire — scaled to fit, never cropped. So changing difficulty moves the board rather than
resizing the panel, and the surround is teal (-solid) rather than the root's black.
The stage is small because the panel scales it by whole numbers. Pixel art at a fractional scale gets
uneven cells — some three screen pixels wide, their neighbours two — which reads as "not quite right"
rather than as blur, and image-rendering: pixelated does not help because unevenness is not blur. So the
panel snaps the scale, in DEVICE pixels, to QUARTER steps. Quarters are safe because the unit that has to
stay regular is the CELL: the board is a 16px grid, so every quarter step gives a whole cell — 20px at
1.25x, 36px at 2.25x — and only sub-cell pixels alternate. Quarters rather than halves because coarse steps
overshoot, and quarters all the way down rather than whole numbers under 2x because otherwise zooming out
from a 2x baseline falls straight to 1x and halves the board in one press.
The stage is 512x384 rather than 512x352 because the game refuses to open a REPLAY on a screen only ten pixels taller than the board — "Your screen cannot fit a window of that size", for a window it is about to draw at exactly 504x342. It wants slack it never spends. Growing the stage is free at the sizes people use: the scale is capped at 2x, so anything up to about 726x451 draws the game identically.
The BASELINE — the size at 100% — is capped at 2x. Fitting the panel is not the same as looking right, and past 2x this stops reading as a window on a desktop.
The panel's own zoom control then multiplies that, so zooming in still goes past 2x and zooming out still
shrinks. This needs saying because it is not automatic: fit is the same number at every zoom level, since
CSS zoom takes off offsetWidth exactly what it adds to the pixel ratio. A cap applied to the result
rather than the baseline therefore flattens the zoom control into doing nothing, which is how the first
version of it shipped.
Two things the scale has to know about that are easy to miss. devicePixelRatio is not the whole story:
the panel header has its own CSS zoom, so the effective ratio is devicePixelRatio × zoom, read as
getBoundingClientRect().width / offsetWidth. And the stage is fitted into the box MINUS a margin, because
filling the panel edge to edge is most of what "too large" looks like.
That makes the size QUANTISED, which is the thing to understand before changing the stage: at 3x the game is the same width whether the stage is 512 or 560. Trimming the surround is worth nothing on its own — it only helps when it crosses a step. 512x352 is expert (504x342) plus four pixels a side, and there is no room left: intermediate is 342 tall too. A custom board bigger than that is clipped at the right and bottom rather than shrunk, with the menu bar kept reachable, and the Auto Options dialog needs a 554-wide stage to fit whole from beginner.
It used to park the window at the origin and have the client crop to the window's size, polled every four
seconds. That resized the panel under the player, and it was off by the 3x29 wine puts between the root
origin and the window — a black strip along the top and a row of cut-off cells along the bottom, worst on
expert. GET /status still reports the window geometry; nothing consumes it now, it is a diagnostic.
The wine prefix is confined to C: on every start. A fresh prefix maps the whole filesystem to Z:
and symlinks the profile into the real home, and Minesweeper X has Open and Save dialogs for its replays.
That is why this was an ungrantable execution capability in the platform. sidecar/prefix.ts closes it
instead, which is what makes the plugin's permission safe to grant. Wine restores z: whenever it updates
a prefix, so the confinement is re-asserted rather than done once.
Contract
GET /api/minesweeper/status { installed, running, window, error? }
POST /api/minesweeper/start idempotent; builds the prefix on a cold install (minutes)
POST /api/minesweeper/stop
/api/plugin-ws/minesweeper the display, as RFB
Where this came from
Built first as a standalone directory, officer-dev/wine-minesweeper, and folded in here when it became a
plugin. Two things from that work are worth keeping, because both are judgement calls somebody will
otherwise make again from scratch.
Wine came from Ubuntu noble, not the WineHQ repository. The distribution package is older — 9.0 — and that is fine for a 2017 VB6 application. The alternative was adding a third-party apt source, with its key and its update cadence, to a machine that runs a bitcoin wallet and a mail store, for a game of Minesweeper. If a future version genuinely needs newer wine, that trade is worth revisiting; until then it is not.
Enabling i386 pulled four krb5 libraries forward within noble-updates. That was checked before
installing rather than after: nothing moved near libc, systemd, openssl or postgres. Worth re-checking on
any host where dpkg --add-architecture i386 is new, since it is the one step here that changes how the
whole machine resolves packages and is never undone by uninstalling the plugin.
The original verification baseline
From the standalone build, on Ubuntu noble with wine 9.0. Useful as a comparison when something feels wrong rather than as a test to run:
- The game launches in about a second and draws the classic beginner board at 152x214.
- A synthetic
xdotoolclick opens a region and starts the timer — so input reaches the game, which is the part that matters for a playable stream and the part a screenshot cannot tell you. - x11vnc completes an RFB 003.008 handshake and reports an 800x600 32bpp framebuffer.
- Cold start, display through to game window, in under two seconds. That excludes building the prefix, which happens once and takes minutes.
The shell prototype that ran all this (bin/session.sh) is not kept. Everything it knew — waiting for a
usable display rather than a live pid, parking the window at the origin, and clearing the whole wine
process family on stop — is in sidecar/session.ts, with the reasoning attached to the code that depends
on it.