First command in what will presumably be several, so the shape matters more
than the feature: name the OUTCOME, verify it against the world, and report
what the game now IS rather than that a click was sent.
POST /api/minesweeper/difficulty { "level": "expert" }
-> { "ok": true, "level": "expert", "changed": true }
The proxy forwards <prefix>/*, so this needed no platform-side change.
── clicks, not keys, and that was measured ──
The obvious mechanism is `alt+g` then the underlined letter. It does not work
reliably: the same sequence gave a different difficulty depending on what was
selected before, and `alt+g e` landed on Intermediate more than once. Arrow
navigation was no better. A menu keystroke is a SEQUENCE, so it depends on
timing and on where the highlight already was; a click is one event that names
its target. Six scrambled clicks in a row hit six correct items.
There is a second reason keys are wrong here. With no window manager, X input
focus is PointerRoot — keys go to whatever the pointer is over — so a sequence
that RESIZES the window can move it out from under the pointer and silently
drop the rest of its own keystrokes. That is exactly what the first attempt
did, and it looked like a mapping problem.
── two things that make it a command rather than a click ──
`withStableWindow` holds off the re-centring watcher for the duration. A menu
interaction is two clicks ~450ms apart and the watcher ticks every second, so
it WILL move the window between them, and the second click then lands where
the item used to be — which on this game is the board. A stray click on a live
board reveals a cell and can lose the game.
And the check is the window's SIZE, not that the click was sent: 152x214,
280x342, 504x342 are distinct, so the result is verifiable. That is what makes
retrying safe, and what makes a repeat a no-op (`changed: false`) rather than a
second difficulty change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
234 lines
9.7 KiB
TypeScript
234 lines
9.7 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, isDifficulty, selectDifficulty } from './menu';
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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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POST /difficulty { level: beginner | intermediate | expert } — drives the game's own Game menu
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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') 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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// 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 ${Object.keys(DIFFICULTIES).join(', ')}` },
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{ status: 400 },
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);
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}
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const result = await selectDifficulty(body.level, display);
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return Response.json(result, { status: result.ok ? 200 : 502 });
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}
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} catch (err) {
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console.error(`[${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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