21 Commits
Author SHA1 Message Date
mr.zeroandClaude Opus 5 31da869800 The app has an icon
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/tag/woodpecker Pipeline was successful
Every build so far shipped the default Electron one. electron-builder said so on
every run — "default Electron icon is used, reason=application icon is not set" —
in a line that is very easy to read past. A store people install games with
should not look like a framework demo in the Dock.

The mark is a W with three lines running into it: the product's initial, and what
it is doing. It uses the window's own palette, so the icon and the application it
opens are the same object. Drawn for the smallest size first, which is what
settled it — at 32px the W still reads and the lines survive as motion rather
than as noise, where a ring, an outline or fine detail did not. A portal, a play
triangle and a send arrow were each drawn and each discarded: they already mean a
loading spinner, a media player and a submit button.

`resources/icon.svg` is the source and the only file anybody should edit.
`make icons` renders the rest. Three committed binaries with no way to regenerate
them is how an icon becomes something nobody dares change, so the ICO is written
here rather than shelling out to ImageMagick — the container is a header and 16
bytes per image, which is not worth a build dependency this machine does not
have.

`directories.buildResources` had to move off the default: electron-builder looks
in `build/`, which this project uses for compiled output and wipes on `make
clean`, so the icons would have been deleted before every package.

The window picks it up when run from source too, where there is otherwise nothing
to carry an icon and a dev run looks like a different application. Guarded on
`app.isPackaged`, because `resources/` is not inside the package and pointing at
it there would be a path that does not exist.

Verified by reading the icon back out of the built bundle rather than trusting
the config: extracted from `WarpEngine Client.app/Contents/Resources/icon.icns`
and looked at, and the ICO parsed entry by entry — 7 images, 16 to 256, each a
valid PNG.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-19 18:14:08 +02:00
mr.zeroandClaude Opus 5 6285d93790 Stores can be removed, and added from an address you type
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/tag/woodpecker Pipeline was successful
Two gaps that were the same gap: the store list could only ever grow, and it could
only grow from what the registry happened to offer.

**Removing** uninstalls what the store installed, then deletes the store itself,
in that order. The order is the whole of it: `state.json` is the only record of
which payloads, icons and menu entries belong to a store, so deleting the home
first would strip the one thing that knows — leaving files nothing could ever
identify, least of all a later install of the same store into the same folder.
The confirmation says how many titles will go, because that is the part nobody
would otherwise expect. The token goes too; a credential for a store that is not
here is a secret kept for nothing.

The window names a *store*, never a path: the home is resolved against what a
disk scan actually found before anything is deleted, and `removeHome` refuses
anything else. That is the only guard between a bad argument and `rm -rf`, so it
has a test.

**Adding** moved to a + beside Refresh — both are actions on the whole store
rather than on one of them, and the full-width button under the list read as a
third store — and the picker now takes a catalog address as well as a listed one.
A bare host is enough and the name comes from the address; nothing else about
installing changes, which is why the typed path hands the same record to the same
method instead of growing a second one. The picker also has a Cancel now: opening
it with a store installed used to replace the grid with no way back.

`make storetest` is new, and it earned itself immediately. Removal is the only
code here that deletes a directory tree, which the smoke test cannot cover — it
runs against the real machine and would have to delete a real store to prove
anything. Two bugs on the first run:

- `http://` was accepted and became a store called *http*. The trailing slashes
  were stripped before the scheme was checked, turning `http://` into `http:` and
  then into `https://http:`, whose hostname parses as "http". The URL is rebuilt
  from the parsed form now, which also settles the trailing slash in one place.
- `STORE_ROOT` only *prepended* to the search path, so a "sandboxed" run still
  listed the real stores — despite the README saying "instead of the real one".
  Harmless while a sandbox could only add; not harmless now that it can delete.
  It replaces the search path.

The self-test needed two changes, both of which are it working: the store row is
a wrapper now, so clicking `.store-row` did nothing at all, and the footer icon
check counted exactly two named controls when there are three.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-19 14:54:17 +02:00
mr.zeroandClaude Opus 5 255c588cbd The self-test was a stopwatch, not a check
ci/woodpecker/push/woodpecker Pipeline was successful
`--selftest` slept six seconds and then photographed whatever was on screen. On
the first cold run of the freshly packaged 2.4.0 — Gatekeeper checking the
bundle, a first DNS lookup, the catalog still in flight — six seconds was not
enough, and it reported an empty window as SELFTEST FAILED. Four runs
immediately afterwards passed with all 13 cards. The window was fine; the guess
about how long somebody else's machine takes was not.

It now polls for a settled window — a card, or the gate — and gives up only at a
30-second ceiling. The common case got *faster* than the old fixed wait (the run
finishes in about three seconds rather than always at least six), and the cold
case passes. A timeout is deliberately not a failure by itself: the report is
taken anyway and the existing checks decide, so a genuinely empty window still
fails for the right reason instead of as a bare timeout.

This is a diagnostic, not the product: nothing here runs without `--selftest`,
which is why 2.4.0 shipped as it is rather than being retagged over it. I made
the flake marginally likelier by adding one more startup request — the service
descriptor — so fixing it is mine to do.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-19 12:17:05 +02:00
mr.zeroandClaude Opus 5 3d42355189 The smoke test can be somebody
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/tag/woodpecker Pipeline was successful
Without a token the signed-in half of a gated catalog is untestable here: the
real credential store is the OS keychain reached through Electron, and there is
no Electron in this process, so every title comes back `signInRequired` and
"owned" and "not owned" never happen.

SMOKE_TOKEN supplies one. Against a live Orbit it now reports
`open:1, purchasable:1, entitled:1` — the free title, the one this account has
not bought, and the one it has — which is the first end-to-end proof that the
access block survives the whole path from the engine's policy to a card.

It only ever reads. A smoke run must not leave a credential on the machine that
ran it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-19 11:11:08 +02:00
mr.zeroandClaude Opus 5 26c7aa9be1 A catalog that can say a title is not yours
ci/woodpecker/push/woodpecker Pipeline was successful
A store with paid titles had nothing to tell this client and no way for it to
listen: the catalog carried no price, no entitlement and no sign-in, so a gated
download could only come back 403 and leave the window guessing why.

The knowledge belongs on the server, not here. This client serves whichever
catalog a registry names, so anything it knew about a particular shop would be
a rule that breaks every other one. WarpEngine 0.5 answers GET /api/service with
what it offers and puts an `access` block on every entry; this reads both. There
is no store name anywhere in the diff.

- **0.5 is a dialect of its own**, the older shape with `access` added. The
  version list is exhaustive over the selector, so adding it was a compile error
  until somebody said what it reads like — which is what that switch is for.
- **A card shows a price and a Buy button** when a title is not yours, opening
  the store's own page. Buying stays in a browser: a checkout rebuilt here would
  be a second place to get card handling wrong.
- **Signing in is the device grant**: a short code, the person's own browser, and
  no password crossing this window. The token goes in the OS keychain through
  safeStorage — one per store — and where no keychain exists it is not stored at
  all rather than written out in the clear.
- **Owned / To buy** join the categories, since owning something is not the same
  as having installed it.

Three things worth stating about the shape:

The bearer token stops at the origin that issued it. A gated download redirects
to signed storage — often somebody else's host — and some object stores refuse a
request outright when an Authorization header arrives alongside the signature.

An absent access block is not "free". It is an engine too old to have an
opinion, and only one of those two is a reason to offer somebody a sign-in, so
the three states are kept apart all the way to the card.

state.json does not carry entitlement. Whether somebody may download a title is
the server's answer to a question asked now; a copy on disk would go stale on the
next purchase or refund, and a stale yes is the dangerous direction.

A store with no sign-in shows none, and every WarpEngine before 0.5 is such a
store: no Account block, no prices, no new categories. The smoke test against the
live catalog reports exactly that — `sign-in: not offered`, `access: open:13`.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-19 11:03:54 +02:00
mr.zeroandClaude Opus 5 e35a72336a Upgrade from the card, behind a three-dot menu
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/tag/woodpecker Pipeline was successful
An installed title's version line now reads `0.1 → 0.3` where the catalog has moved on,
so a card answers both questions somebody brings to it: what is installed, and is there
anything better. Which version is installed was already recorded — `state.json` has
always carried it — what was missing was anywhere to act on it.

The card leads with Play (or Open, for a hosted title) and puts the rest behind a ⋮
button: Upgrade, which fetches whatever the catalog now has, and Uninstall. Upgrade stays
visible while disabled rather than appearing and disappearing — a menu whose items come
and go makes a person hunt for the one they used last time, and greyed out already says
"not now". Playing stays the headline even with an upgrade waiting: the build on the disk
still runs, and wanting to play it is not the same as wanting to wait for a download.

The menu is a `<details>`, so its open state is the DOM's and the keyboard needs no
teaching. Closing it on an outside click is the grid's job, not a card's: cards are
rebuilt on every render, so a listener per card would be a listener per render.

Package names lose their spaces — `WarpEngineClient-2.3.0-arm64.dmg` — because a space in
a release asset is a space in every curl, script and shell command that touches it. Set
per target rather than globally: nsis and portable would otherwise resolve to the same
.exe name and overwrite each other. `productName` is untouched, so the app is still
called WarpEngine Client where a person sees it — in the Dock and in /Applications.

Tested on a sandbox store by rewriting one state record to claim an older build, which is
what the engine actually compares: the window then offered `Upgrade:on` for that title and
`Upgrade:off` for the current one, and pressing it took the record from 0.1 to 0.2 with
the old payload removed first. The self-test asserts that pairing on every installed card,
because a closed menu photographs identically whether or not its items are right.

In Hungarian the catalog refresh and the new Upgrade both wanted "Frissítés"; the refresh
is an icon with a tooltip, and a tooltip can afford to say *Katalógus frissítése*.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-19 08:17:43 +02:00
mr.zeroandClaude Opus 5 82590d3ec4 A registry record is a name and a catalog
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/tag/woodpecker Pipeline was successful
`config` — added this morning in 2.1.0 — is gone, and `storeRepositoryUrl` with it, along
with the two store repositories they pointed at.

2.1.0 had the registry say how each store behaves. Wrong shape: how a store behaves is
fixed per installed client, and this application is the only thing that can see the
machine it runs on. A copy of that on a server was a second authority over decisions this
side had already made correctly — including which directories the store may delete from —
and two authorities are a way to disagree.

Keeping two stores on one machine apart needs none of it. It is a subfolder, derived here:
the store id is a slug of the catalog host, the home is `<id>-desktop`, the games folder is
`<id>`, and that folder is the only subtree the store will ever delete from. Derived from
the *catalog* on purpose — the catalog is what a store is, so two records naming the same
one are the same store and land in the same place, which makes installing twice idempotent
instead of a way to orphan what is already there.

Existing installations keep their identity: a store home is recognised by its own
`config.json`, so one installed as `ttg` stays `ttg` in `ttg-desktop` with its games where
they are. Only a new install derives its id.

`StoreProvisioningService` no longer re-reads the registry before installing. That existed
to keep the renderer from supplying a config, and with no config in the record there is
nothing left to protect: a name and a catalog have no paths in them.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-19 07:27:52 +02:00
mr.zeroandClaude Opus 5 045c7bf5b7 Read a store's config from the registry record
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/tag/woodpecker Pipeline was successful
`GET /api/stores` records now carry a `config` field — a store's `config.json` moved
into the record that already said what the store is — and the client applies it
directly. Installing a store no longer depends on a second repository existing and
staying reachable, and a store can be configured from the site's admin alone.

The order is registry config, then a repository's `config.json`, then the engine's
defaults. The middle one is why nothing has to move at once: a registry whose stores
have not been migrated is read exactly as before.

The window cannot supply a config. It is handed stores to show and hands one back to
install, but only as an identity: `RegistryStoreDtoMapper.toModel` drops the config and
`StoreProvisioningService` reads the record again from the registry first. A config
decides where files are written and, through `paths.subfolder`, which subtree the store
may later delete from — not a decision the renderer gets to make, for the same reason a
`GameDto` carries no paths. Tested by installing from a record carrying
`subfolder: "ATTACKER"` and `install_root: "/tmp/pwned"` and finding neither on disk.

A store that has left the registry, or a registry that cannot be re-read, still
installs: it falls back to the engine's defaults rather than refusing.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-19 06:43:39 +02:00
mr.zeroandClaude Opus 5 06f3f2a3b1 The store engine moves into the client, and Python goes with it
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/tag/woodpecker Pipeline was successful
Reading the catalog, choosing the release that fits this machine, unpacking it,
writing the menu entry and remembering what went where all happen in process now.
There is no interpreter to find, no child process, and no JSON-lines protocol
between the two halves — `PythonEngineProcessRunner`, the runtime locator, the two
engine mappers and the version negotiation are all gone, and with them the one
unchecked cast this codebase had (engine stdout to a typed event).

What that buys a person: on Windows and on a fresh Mac the app simply works. It
used to look for `python3`, `python` and `py -3` and draw a link to python.org
where none answered.

What lands on disk is unchanged, deliberately. `config.json` and `state.json` keep
the shell engine's snake_case shape, its `<scope>:<name>` keys and its file modes,
so a machine whose library was installed by the CLI keeps it — verified against the
Python engine on the same catalog: the same 13-title listing with zero field
differences, byte-identical payloads, identical modes and an identical Info.plist,
and a re-sync over a Python-installed home that writes nothing. Remove, prune,
prune-suppression on a named sync and the v1 state migration were each exercised.

Three things worth knowing about the new code:

  - the zip reader is ~150 lines over `node:zlib`, because Node has none and this
    application has no runtime dependencies. It restores the executable bit from
    each entry's external attributes, without which nothing installed can start,
    and it refuses zip64, unknown compression and paths that escape the
    destination rather than guessing;

  - `SUPPORTED_WARP_ENGINE_VERSIONS` names the engine versions this client is
    written against, checked against the `WarpEngine-Version` header every
    response carries. `selectCatalogDialect` switches over that list exhaustively,
    so adding a version fails the build — type checker and linter both — until
    somebody says what its catalog reads like. An absent header is read as the
    oldest version, which is what an engine before 0.4.0 is;

  - refresh and the language picker are icons at the foot of the side menu now,
    both named for a tooltip and a screen reader, the picker still a real
    `<select>` under its glyph.

The repository is free of Python as well: the Makefile, the CI check and the
release script read package.json and the forge's JSON with Node.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 23:36:25 +02:00
mr.zeroandClaude Opus 5 8511ccbef8 WarpEngine Client: the whole catalog, and a build that can point elsewhere
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/tag/woodpecker Pipeline was successful
**The app is called WarpEngine Client.** "Store" named the thing it opens rather than the
thing you run, and the store is a catalog on a site, not a window on your machine. The
window title, the bundle, the packages and the menu entry follow; the repository already
did. The store being driven is named in the side menu, so the bar stopped repeating it as
a badge — the element stays in the page, hidden, because the window check reads it.

**Every title is listed, including the ones this machine cannot install.** They arrive
from the engine with `installable: false` and a reason, and they are drawn dimmed, with an
*unsupported platform* or *no build for this machine* badge, the engine's own sentence
underneath, and nothing to press: a disabled Install would invite a click that can never
work. They get a category of their own — *Not for this machine* — and they are kept out of
the native/hosted categories and counts, because a title with no build has no mode to be
counted under. An engine older than desktop 1.2.0 is unaffected: a missing `installable`
field reads as installable, which is what those engines mean.

**A build can be pointed at another site's registry:**

    make dist STORES_API=https://games.example.org/api/stores

BuildConfiguration reads the packaged package.json, where electron-builder's
extraMetadata writes that address, so a client for somebody else's catalog needs no source
change and nothing set on the user's machine. Precedence is runtime environment, then
build, then ours — three audiences, most specific first.

Also: the scrollbars are the window's own, because the platform's light track down the
side menu of a dark window looked like a mistake.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 19:45:54 +02:00
mr.zeroandClaude Opus 5 a364a5ce5f The publishing step needs the secret after all
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/tag/woodpecker Pipeline was successful
A manual build printed a forge credential, so the last change dropped the secret and
relied on it. The first tag build then built all four packages and died at the publishing
step with no credential at all: a build started by the tag webhook does not get one.

So `gitea_token` is a repository secret again, mapped into the step, with the forge
credential kept as a fallback for the manual case. The README and the wiki now describe
what was measured rather than what the manual build suggested.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 17:24:42 +02:00
mr.zeroandClaude Opus 5 7026e0cc6a Publish from CI without a secret
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/tag/woodpecker Pipeline failed
Woodpecker hands every step a forge credential for cloning — an access token of the
repository's owner — and a one-off diagnostic in the check step confirmed it is there.
scripts/ci-upload.sh now uses it when no `gitea_token` secret is set, so publishing a
release needs nothing configured. Gitea takes such a credential as `token …` or
`Bearer …` depending on how Woodpecker was set up, so the script probes which of the two
`/user` accepts rather than assuming, and says which one it used.

The secret mapping is gone from the step as well: referencing a secret that does not
exist is a failure mode of its own, and the fallback is the normal path now. Adding a
`gitea_token` secret and mapping it back in is how you publish as somebody else.

Documents the release flow the pipeline now implements: push a vX.Y.Z tag, the pipeline
builds Linux and Windows and creates the release with them in it, and `make release` from
a Mac pushes the macOS package onto the same release. Either half can go first.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 17:15:58 +02:00
mr.zeroandClaude Opus 5 2f725fdd14 CI publishes the release itself
ci/woodpecker/push/woodpecker Pipeline is pending
ci/woodpecker/manual/woodpecker Pipeline was successful
The flow is now: a vX.Y.Z tag starts the pipeline, the pipeline creates the release with
the Linux and Windows packages in it, and the macOS package is pushed on top from a Mac
with make release. scripts/ci-upload.sh therefore creates the release when the tag has
none, taking its body from RELEASE_NOTES.md, instead of requiring one to exist.

Also carries a one-off diagnostic in the check step: whether Woodpecker hands steps a
forge credential of their own. If it does, the release step needs no secret.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 17:12:16 +02:00
mr.zeroandClaude Opus 5 526c67b069 Registry-only stores, a quieter window, and a CI that builds
ci/woodpecker/manual/woodpecker Pipeline was successful
A store no longer needs a repository of its own. The engine's built-in defaults
already cover the host-to-asset mapping, the install modes, the platforms and the
behaviour; what they cannot know is identity — a slug, a name and a catalog URL — and
that is exactly what a registry record carries. So `storeRepositoryUrl` is optional: a
record with a name and a catalog is a complete store, the id falls back from the
repository name to the catalog host (`teletypegames.org` becomes `teletypegames`) to the
display name, and the client writes a three-section config. Given a repository it still
reads it, and that file stays the authority on how the store behaves; a repository
without a config.json is treated as no repository at all.

Measured end to end against a local registry serving one record with a null repository:
the engine and the core downloaded, engine 1.1.0 accepted the written config, it listed
the same ten titles the configured store does, and a hosted title synced into a sandbox
with its menu entry written.

The "Install all" button is gone, and with it the string it used. Titles are installed
one at a time from their own cards.

No footer. The window carried a bar at the bottom at all times — a toggle and a line of
absolute paths — for something most sessions never need. The log is still there, folder
buttons included, behind a quiet switch at the bottom of the side menu; it takes no room
until it is opened, and an arriving line does not open it, because the store logs on
every refresh and a window that unfolds panels by itself is worse than one that keeps
quiet.

Three faults that every automated count had passed, found by photographing the setup
screen: the store badge rendered as an empty pill with no store open; the gate's picker
showed as an empty dropdown stub, because an explicit `display` beats the browser's own
`[hidden]` rule; and the gate went up while the empty-catalog line stayed on screen
underneath it. The last was a design fault — whether the gate is up was a call on a
view rather than state, so the two could disagree. The setup screen is now a field in
the state store, and that one field decides which of the gate and the grid is drawn.
The window test's gate assertion was wrong too: it demanded a store picker, which only
appears when the registry offers more than one store, so one store — the ordinary case —
failed it.

CI builds the packages this machine cannot. `.woodpecker.yaml` runs the checks on every
push and, on a tag or by hand, builds the Linux packages in
`electronuserland/builder:22` and the Windows ones in `:22-wine`, then attaches them to
the release with scripts/ci-upload.sh. The pipeline lives here rather than in the update
server's `/build/config` extension, which serves game-platform pipelines publishing into
the site's catalog — a different product with a different target. macOS stays a local
build: Apple's toolchain and its signing exist only on a Mac.

Both build steps verify what they produced, because a half-finished Wine build leaves a
162 KB stub named like the real installer and `ls` is happy with it. The Linux step was
rehearsed locally in the same image (AppImage 128 MB, deb 100 MB); the Wine step cannot
be rehearsed on Apple Silicon, where 16 KB host pages break Wine's 4 KB assumption, so
the runner is where it is proven. The size check was tested against both outcomes.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 16:52:59 +02:00
mr.zeroandClaude Opus 5 3d63c8a0b0 TypeScript, in layers, with a strict linter
The client was one main.js, one preload.js, three files in lib/ and one renderer
script. It is now a typed application whose imports point inward: domain (models,
ports, errors) knows nothing about Electron, Node or Python; application orchestrates
it through those ports; infrastructure holds the adapters — the Python CLI, HTTP, the
filesystem, Electron itself — and main, preload and renderer sit on top as hosts.

STRUCTURE.md is the map, and the deliverable as much as the code is: every layer, every
pattern in use (ports and adapters, repository vs gateway, service, DTO and mapper,
composition root, controller and router, single flight, observer streams, state store
with unidirectional flow, passive view, coded error hierarchy, frozen constant tables,
untrusted-data readers) and the naming rules — files, classes, and a verb vocabulary
for methods where find/require/read/list/apply/render/handle each state a contract.

Two properties fell out of the move, and they are why it was worth doing:

  - The catalog can be driven with no window and no Electron at all. The smoke test
    assembles the same services against the same ports in a plain Node process; it used
    to be a script that reimplemented the bridge.
  - The window never receives a filesystem path. A title crosses the bridge without
    one, and launching is asked for by name, resolved in the main process from the
    store's own state. Verified with a fake launcher: an unknown name answers false, a
    native title resolves to its menu entry, a hosted one to its catalog URL.

Types are mandatory, including where inference would manage: explicit return,
parameter and property types, strict plus noUncheckedIndexedAccess,
exactOptionalPropertyTypes, noImplicitOverride and noPropertyAccessFromIndexSignature,
typescript-eslint strictTypeChecked and stylisticTypeChecked, exhaustive switches, no
any, no non-null assertions, and no casts on foreign data — engine stdout and the
registry go through readers that turn unknown into typed values. naming-convention
enforces the patterns rather than trusting them.

Two rule conflicts had to be decided rather than papered over. typedef and
no-inferrable-types disagree about `fallback: string = ''`: the annotation wins, since a
signature states its types. erasableSyntaxOnly is off, because it forbids constructor
parameter properties, which are how dependencies are declared here.

The preload and the renderer are bundled by esbuild into one file each: a sandboxed
preload may not require its own modules, and a module script over file:// is blocked by
the page's own origin rules. tsc compiles the rest. The package ships build/** and
package.json — 111 entries, no sources, no toolchain.

New targets: build, typecheck, lint, lint-fix, and check — typecheck, lint, then both
test suites, cheapest failure first. Every script that runs the app builds first, so a
stale bundle cannot be tested.

Nothing about the window changed: same side menu, same categories, same switcher, same
two languages. make check is clean, both test suites pass with one store and with two,
the packaged 1.3.0 bundle drives the real store, and the window was photographed before
and after — the two are the same picture.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 15:29:18 +02:00
mr.zeroandClaude Opus 5 a25acf6e35 Retry a failed upload instead of losing the release
Publishing 1.2.0 put the first package up and then failed the second with
"invalid username, password or token" — the same token, seconds later, and the
identical command succeeded on the next run. A flake at 118 MB should not cost a
rebuild, so each upload gets up to three attempts, and the attachment already on
the release is dropped before every attempt so a retry cannot leave two copies.

The shipped bundle was checked rather than assumed: unpacked from the release zip,
`codesign --verify --deep --strict` is valid on disk and satisfies its designated
requirement, and the app drives the real store — ten cards, the menu populated,
the categories counted. With the quarantine flag set it is killed on launch
(exit 137), which is the ad-hoc-signing limitation the README already documents.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 14:46:34 +02:00
mr.zeroandClaude Opus 5 cd5361e222 A side menu, categories, and a store switcher
Everything that is not a title moved out of the bar into a menu on the left that
folds away with the button in the bar; the state is remembered between runs. It
carries the stores on this machine, the two actions, the categories and the
language.

Categories narrow the grid one at a time, with counts: the state of a title on
this machine, then a row per platform and per kind. The axes are built from what
the catalog contains — a WarpEngine catalog has no genre — and a category that
disappears under you falls back to Everything rather than leaving a blank grid.

With more than one store installed, clicking another in the menu opens it: the
grid, the categories and the folders follow, the choice is remembered, and stores
sharing an id are told apart by their folder. app:state now reports every store,
store:use switches, and the engine is re-checked per store because two stores can
be at different versions.

While the CLI runs, the menu, the log drawer and the filters stay live; only what
would start a second call is disabled.

Fixes the grid, which was broken and passing every check: its implicit rows split
the window's height evenly instead of following their content, so every card came
out 94px tall with its box art collapsed to nothing and its buttons clipped away.
The DOM was intact throughout — ten cards, twenty buttons — which is exactly why
the counts said nothing. Rows are content-sized now, and the art is one band of
one height, with the title's first letter where the catalog has no image.

So the window is looked at and not only counted, `SELFTEST_SHOT` has it
photograph itself; the terminal has no screen-recording permission here. The
selftest also clicks the store that is not open when there are two, and checks
that the bar, the grid and the categories follow.

Also fixes scripts/release.sh, which could not upload a package whose name has a
space in it — "WarpEngine Store-1.1.0-arm64.dmg" does — because the list was one
string split on whitespace. And `make release` cleans dist/ first, so a release
cannot pick up the previous version's artifacts.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 14:12:37 +02:00
mr.zeroandClaude Opus 5 0f5da38a27 Release notes for 1.1.0
The release script uses RELEASE_NOTES.md as the body when it is there, so the
notes are reviewable in a diff rather than typed into a web form.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 13:23:06 +02:00
mr.zeroandClaude Opus 5 cb8a28b156 Ask a registry which store to install
The client had our store's config URL compiled into it, which meant a second store
— or anybody else's site — needed a release of this app. It now asks
`GET /api/stores` and installs what the site offers: one record and there is
nothing to decide, several and the setup screen shows a picker.

From a record the client works the rest out. `storeRepositoryUrl` gives the
`config.json` to read, and that file stays the authority on how the store behaves;
`catalogUrl` and `name` override its `store.base_url` and `store.name`, because the
registry is what says which catalog a store is *for*. The store id — which names
the store home and the folder games land in — comes from the repository name, so
`ttg-desktop-store` becomes `ttg`.

A repository with no `config.json` still installs: the engine merges whatever it
is handed onto its own defaults, so the client writes a three-field config and the
store behaves like the default one pointed at that catalog. That was worth having
rather than an error, and it is tested.

The registry address is now the single thing about a particular site left in the
client, and `STORES_API` overrides it — which is how this was tested, against a
local endpoint serving the same payload the site returns, with one store that has a
config and one that has not. Both installed; the engine listed all ten titles with
the synthesised config.

`npm run uitest` now passes on either outcome — the grid when a store is present,
the setup gate with a populated picker when there is none — and it reports both, so
the gate cannot silently regress into an empty screen. Run with the registry
unreachable it produces the retry gate, and fails, which is the honest verdict: a
client that cannot reach the registry cannot set anything up.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 13:13:36 +02:00
mr.zeroandClaude Opus 5 85c6d33b05 A Makefile over the npm scripts, and one command that publishes
Building and releasing were a build followed by remembered `tea` invocations, and
the second half was the part I got wrong by hand: the first release went out with
assets attached through a path that half-failed. `make release` is now one command
— package for this machine, then create the release and upload — and the pieces
are also available separately as `make dist` and `make publish`.

The Makefile adds no logic beyond that: every other target wraps an npm script, so
`npm start` and `npm run dist:mac` keep working. What it does add is a Node
version guard on anything that touches Electron's installer, because a Node 20
`npm install` fails deep inside a postinstall script with an ESM error that says
nothing about the cause.

`scripts/release.sh` holds the publishing, in POSIX sh like the other repositories'
scripts:

- the tag comes from package.json, so `npm version patch` is the only place a
  version is written;
- an attachment whose name is already on the release is replaced rather than
  refused, which is what makes rebuild-and-upload repeatable;
- the repository is read from `origin`, so a fork publishes to the fork;
- `RELEASE_NOTES.md` becomes the release body when it exists.

Tested against the live release with a small probe file rather than by pushing 240
MB twice: creation is skipped when the release exists, a repeat upload takes the
replace path, and an empty `dist/` refuses with the command to run instead. The
probe was removed afterwards.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 12:10:41 +02:00
mr.zeroandClaude Opus 5 e635a032ea Sign the macOS bundle, or it arrives "damaged"
The first release could not be opened: macOS said "WarpEngine Store is damaged
and can't be opened. You should move it to the Bin."

Not a wording problem — an integrity one. electron-builder found no signing
identity and skipped signing, so the bundle kept only the linker's ad-hoc
signature on its main executable, with no resource seal. `codesign --verify` said
"code has no resources but signature indicates they must be present", and
Gatekeeper reports that as damaged and offers no way past it, unlike an
un-notarised app which can at least be approved.

`scripts/after-pack.js` now signs the bundle itself during packaging. Measured on
a copy unzipped from the artifact with the quarantine flag set by hand:

  before  code has no resources but signature indicates they must be present
  after   valid on disk; satisfies its Designated Requirement

and the identifier is ours rather than `Electron`. `syspolicy_check` is down to
its expected "adhoc signed" warning. A downloaded copy still has to be approved —
that is Gatekeeper policy for anything un-notarised, and notarisation needs a paid
Developer ID — so the README and the release notes lead with the one command that
does it.

Two smaller things the failure turned up:

- The self-test was passing silently. With a copy of the app already open, the
  second process lost the single-instance lock and exited 0 with no output, which
  reads exactly like success. It now uses its own user-data directory and skips
  the lock, and it caught a real launch failure immediately afterwards.
- The README claimed right-click ▸ Open was enough. It was not, and I had not
  checked it — replaced with what the measurements support.

v1.0.0's attachments are withdrawn rather than left downloadable.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 11:55:17 +02:00
168 changed files with 12938 additions and 1426 deletions
+1
View File
@@ -1,2 +1,3 @@
node_modules/ node_modules/
build/
dist/ dist/
+68
View File
@@ -0,0 +1,68 @@
# The pipeline lives in the repository rather than in the update server's
# `/build/config` extension. That extension serves game-platform pipelines, which
# build a cartridge and publish it into the site's catalog; this one builds a desktop
# application and publishes it to a Gitea release. Different product, different target.
#
# What CI can and cannot do here: Linux and Windows packages are built in containers —
# Windows through Wine — while the **macOS package stays a local build**, because
# Apple's toolchain and its signing exist only on a Mac. A release therefore gets its
# Linux and Windows assets from this pipeline and its macOS assets from `make release`.
when:
- event: [push, manual]
branch: master
- event: tag
variables:
# The official electron-builder images: Node with the packaging tools, and the same
# image plus Wine, which is what lets a Windows installer be built on Linux.
- &node_image 'electronuserland/builder:22'
- &wine_image 'electronuserland/builder:22-wine'
steps:
- name: check
image: *node_image
commands:
- node --version
- npm ci
- npm run typecheck
- npm run lint
# The window test wants a display and a store on the machine; that check belongs
# where there is one. The bridge check runs here unconditionally — it needs nothing
# but Node, now that the store engine is part of the application.
- npm run smoke
# A quarter of a gigabyte of packages is not worth building on every push, so the
# two builds run when a release is being cut — or when asked for by hand.
- name: linux
image: *node_image
commands:
- npm run dist:linux
- scripts/ci-verify-packages.sh '*.AppImage' '*.deb'
when:
- event: [tag, manual]
- name: windows
image: *wine_image
commands:
- npm run dist:win
- scripts/ci-verify-packages.sh '*.exe'
when:
- event: [tag, manual]
# Only on a tag, and only what this pipeline built: the macOS assets are uploaded
# from the Mac that can sign them.
- name: release
image: alpine
environment:
# Needed. Woodpecker does hand steps a forge credential — a manual build printed
# one — but a build started by the tag webhook does not get it: the first tag build
# died here with no credential at all. So the token is a repository secret, and the
# script still falls back to the forge credential when it is there.
GITEA_TOKEN:
from_secret: gitea_token
commands:
- apk add --no-cache curl jq
# No globs on the command line: the package names have spaces in them.
- scripts/ci-upload.sh
when:
- event: tag
+128
View File
@@ -0,0 +1,128 @@
# WarpEngine Client — the front door to the npm scripts.
#
# Everything here is a thin wrapper: the app is an Electron project, so npm still
# does the work. The Makefile exists so the useful sequences have names, and so
# `make release` is one command rather than a build followed by remembered tea
# invocations.
#
# make list the targets
# make setup install the dependencies
# make check typecheck, lint and both test suites
# make dist package for this machine
# make release package and publish to Gitea
#
# Publishing assumes `tea` is installed and logged in — the devarea repo has
# `make tea` for that.
SHELL := /bin/sh
SCRIPTS := scripts
NODE_MIN := 22
# The version is package.json's, so the release tag never drifts from the app. Read with
# node, which this project already requires — nothing here needs an interpreter the app
# itself no longer depends on.
VERSION := $(shell node -p 'require("./package.json").version')
TAG ?= v$(VERSION)
# Which site's store registry a packaged build reads. Empty means the default in
# package.json (ours); set it to build a client for somebody else's catalog:
#
# make dist STORES_API=https://games.example.org/api/stores
#
# It is baked into the package's own package.json, so the built app carries it. A runtime
# STORES_API still overrides it, which is for trying something out rather than shipping.
STORES_API ?=
BUILDER_ARGS := $(if $(STORES_API),-- --config.extraMetadata.warpEngine.registryUrl=$(STORES_API),)
.DEFAULT_GOAL := help
.PHONY: help setup node-check build typecheck lint lint-fix check start smoke uitest storetest icons test \
dist dist-mac dist-win dist-linux release publish clean distclean version
help: ## List available targets
@echo "WarpEngine Client $(VERSION) — usage: make <target>"
@echo
@grep -E '^[a-zA-Z_-]+:.*?## ' $(MAKEFILE_LIST) | \
awk 'BEGIN {FS = ":.*?## "}; {printf " %-12s %s\n", $$1, $$2}'
@echo
@echo " Variables: TAG=$(TAG) TEA_LOGIN=ttg REPO=<owner/name> NOTES=RELEASE_NOTES.md"
node-check: ## Check the Node version Electron's installer needs
@node -e 'const [maj] = process.versions.node.split("."); \
if (Number(maj) < $(NODE_MIN)) { \
console.error("Node $(NODE_MIN)+ is needed to install Electron (found " + process.versions.node + \
"): its installer is ESM-only. The packaged app carries its own runtime."); \
process.exit(1); \
} else { console.log("node " + process.versions.node + " ok"); }'
setup: node-check ## Install the dependencies
npm install
build: ## Compile TypeScript and bundle the preload and the renderer
npm run build
typecheck: ## Type-check everything, emitting nothing
npm run typecheck
lint: ## Lint with the strict rule set
npm run lint
lint-fix: ## Lint and fix what can be fixed automatically
npm run lint:fix
# The order is deliberate: a type error explains a lint error, and both explain a
# failing test, so the cheapest check that can fail runs first.
check: typecheck lint test ## Type-check, lint, and run every test suite
start: ## Run the app against whatever store is installed
npm start
smoke: ## Drive the store bridge with no window at all
npm run smoke
uitest: ## Load the window once and report what rendered
npm run uitest
icons: ## Render every icon format from resources/icon.svg
npm run icons
storetest: ## Add and remove a store in a sandbox (the only code that deletes a tree)
npm run storetest
test: smoke storetest uitest ## All three checks
dist: node-check ## Package for this machine
npm run dist $(BUILDER_ARGS)
dist-mac: node-check ## Package for macOS (ad-hoc signed, see the README)
npm run dist:mac $(BUILDER_ARGS)
dist-win: node-check ## Package for Windows
npm run dist:win $(BUILDER_ARGS)
dist-linux: node-check ## Package for Linux
npm run dist:linux $(BUILDER_ARGS)
publish: ## Upload the packages already in dist/ to the Gitea release
@TAG=$(TAG) $(SCRIPTS)/release.sh
# clean first: dist/ keeps earlier builds, and a release should be made of exactly
# what this version produced.
release: clean dist publish ## Package for this machine and publish it
clean: ## Remove the compiled output and the built packages
rm -rf build dist
distclean: clean ## Remove the packages and the dependencies
rm -rf node_modules
version: ## Show the versions involved
@echo "app $(VERSION) (tag $(TAG))"
@printf "node "; node --version 2>/dev/null || echo "missing"
@printf "npm "; npm --version 2>/dev/null || echo "missing"
@printf "electron "; node -p "require('./package.json').devDependencies.electron" 2>/dev/null || echo "missing"
@printf "typescript "; npx tsc --version 2>/dev/null || echo "missing"
@printf "eslint "; npx eslint --version 2>/dev/null || echo "missing"
@printf "tea "; tea --version 2>/dev/null | head -1 || echo "missing — devarea: make tea"
@printf "registry "; node -p 'require("./package.json").warpEngine.registryUrl'
@if [ -n "$(STORES_API)" ]; then printf " build override: %s\n" "$(STORES_API)"; fi
+479 -57
View File
@@ -1,104 +1,526 @@
# warp-engine-desktop-gui — a window for the desktop store # warp-engine-client — the WarpEngine Client app
A graphical client for The client for a WarpEngine store: the catalog as a grid of cards, one click to install
[`warp-engine-desktop-store`](https://git.teletypegames.org/stores/warp-engine-desktop-store): a title into your own application menu, one to play it, one to remove it. Linux, macOS
the catalog as a grid of cards, one click to install a title into your own and Windows.
application menu, one to play it, one to remove it. Linux, macOS and Windows.
The CLI stays the product; this is its front door. Every action here runs **The store engine is part of this application.** Reading the catalog, choosing which
`desktop_store.py`, so there is one catalog logic, one state file and one delete release fits this machine, unpacking it, writing the menu entry and remembering what
guard — the window never touches the filesystem itself. went where all happen in process — there is no interpreter to find and no child process
to parse. What lands on disk has not changed: `config.json` and `state.json` keep the
shape the shell engine wrote, so a machine whose library was installed by the CLI keeps
it, and the engine's own defaults still decide everything a store does not configure.
It is also **the Windows install path**. The store's own installer is That also makes this the only install path that needs nothing of the machine. The shell
`curl … | sh`, which Windows does not have; this app downloads the store engine store's installer was `curl … | sh`, which Windows does not have.
itself, into the same folder the shell installer would use.
Which store it installs is not baked in: the client asks a registry — `GET
/api/stores` on the site — and each record says what the store is called, which
catalog it serves and where its configuration lives.
## What it needs ## What it needs
- **Python 3** on the machine, because the store is a Python program. The app - **Nothing.** No interpreter, no package manager, no admin rights: the app carries its
looks for `python3`, `python` and `py -3`, and says so plainly if none answer. own runtime and the store installs under your own user account.
- Nothing else at runtime. No Node, no package manager, no admin rights: the
store installs under your own user account. To *develop* it you also need **Node 22 or newer** — see below — and nothing else: the
toolchain (TypeScript, ESLint, esbuild, electron-builder) installs with `make setup`.
## Install ## Install
Grab the package for your machine from the Grab the package for your machine from the
[releases](https://git.teletypegames.org/stores/warp-engine-desktop-gui/releases) [releases](https://git.teletypegames.org/stores/warp-engine-client/releases)
and open it. On first run, if there is no store on the machine yet, the window and open it. On first run, if there is no store on the machine yet, the window
offers to download one — that is the whole setup. offers to download one — that is the whole setup.
The macOS build is **not signed or notarised**, so the first open needs ### Opening it on macOS
*right-click ▸ Open* (or *System Settings ▸ Privacy & Security*). Nothing the
store itself downloads is affected: those files are fetched by Python, which does The build is ad-hoc signed but **not notarised**, so macOS asks before running a
not set the quarantine flag. copy that came from a browser. The reliable way through:
```sh
xattr -dr com.apple.quarantine "/Applications/WarpEngine Client.app"
```
If macOS offers *Open Anyway* under **System Settings ▸ Privacy & Security** after
a blocked attempt, that works as well. Notarisation is the only thing that removes
the step entirely, and it needs a paid Apple Developer ID.
Nothing the store itself downloads is affected: the app fetches those files over its
own HTTP client, which does not set the quarantine flag.
**v1.0.0 could not be opened at all** — it reported *"is damaged"*. The bundle had
never been signed; only its main executable carried the linker's ad-hoc signature,
so there was no resource seal and Gatekeeper refused it outright rather than
asking. `scripts/after-pack.js` signs the bundle during the build now, and the
result verifies as `valid on disk`.
## Signing in, and titles that cost money
**Nothing in this client knows anything about a particular store.** What a title costs,
whether it needs an account, where to buy it and where to sign in all arrive from the
catalog's own server — WarpEngine 0.5 answers `GET /api/service` with what it offers, and
puts an `access` block on every catalog entry. A client that carried those facts would
work for exactly one shop; this one asks.
Where the server offers no sign-in — every WarpEngine before 0.5, and any store that
sells nothing — the window shows none, and behaves exactly as it always did.
Where it does:
- the side menu grows an **Account** block: *Sign in…*, and *Sign out* once you are;
- signing in shows a **short code**. Your browser opens on the store's own page and you
type the code there; approving it signs this device in. Nothing is typed into this
window, and no password ever reaches it — that is the whole reason for the detour;
- the token is kept in the **OS keychain** (Keychain, libsecret, DPAPI) through
Electron's `safeStorage`, one per store. Where no keychain is available it is not
stored at all rather than written out in the clear: the cost is signing in again next
run.
On a card, what you may do with a title is separate from what this machine can run:
- **owned** or free → *Install*, as before;
- **not owned** → the **price** on the card and a **Buy** button, which opens the store's
page in your browser. Buying happens there, not here — a checkout rebuilt in this
window would be a second place to get card handling wrong. **Refresh** afterwards and
the card becomes an *Install*;
- **signed out, catalog gates it** → *Sign in to install*, because the catalog cannot say
whether it is yours until it knows who is asking.
Two new categories go with it: **Owned** and **To buy**. Owning something is not the
same as having installed it, which is the point of the first one.
A title nobody has bought is **not** dimmed. That treatment belongs to what this
*machine* cannot do — an unsupported platform, no build for this architecture — and
there is nothing wrong with the machine here.
## Which store it installs
On first run the client fetches the registry and offers what it finds. One store
and there is nothing to decide; several and the setup screen shows a picker.
```json
[
{ "name": "Teletype Games", "catalogUrl": "https://teletypegames.org" },
{ "name": "Some Other Store", "catalogUrl": "https://games.example.org" }
]
```
**A name and a catalog are the whole record.** The store engine's built-in defaults
already cover the host-to-asset mapping, the install modes, the platforms and the
behaviour, so what is actually missing from them is identity — and identity is all a
registry says. Nothing a record carries decides where files go: how a store behaves is
fixed per installed client, which knows its own machine, and a copy of that on a server
would be a second authority over decisions this side has already made.
From a record the client works out the rest:
- **the store id** — which names the store home and the folder games land in — is a slug
of the catalog host (`teletypegames.org` becomes `teletypegames`), or of the display
name if that fails. Derived from the *catalog* on purpose: the catalog is what a store
is, so two records naming the same one are the same store and land in the same place.
Reinstalling therefore never orphans what is already installed.
- **the games folder** is that same slug inside the OS's usual place for programs, and it
is the only subtree this store will ever delete from. That is the whole of how two
stores on one machine stay out of each other's files: a subfolder, derived here.
- **released, archived and demo** titles are listed, where the engine alone would show
released and archived only — a catalog that publishes a demo means it to be played.
Because a record has no paths in it and no config, there is nothing for the window to
tamper with: `RegistryStoreDtoMapper.toModel` can take its choice at face value, and the
config that lands on disk is written by the installer from the engine's own defaults.
What the defaults produce, for a record with no repository: the games land in a
folder named after the store id, and released, archived **and demo** titles are
listed — a catalog that publishes a demo means it to be played.
The registry address is the single thing about a particular site left in the client,
and it is decided in three places, most specific first:
```sh
STORES_API=http://127.0.0.1:8731/stores npm start # runtime: for trying something out
make dist STORES_API=https://games.example.org/api/stores # build: for shipping it
```
The build variant is baked into the packaged app's own `package.json`
(`warpEngine.registryUrl`, written by `electron-builder --config.extraMetadata`), so a
client built for somebody else's catalog needs no source change and no environment on the
user's machine. With neither set, the address is ours.
Adding a store is therefore a database row on the site — see its ActiveAdmin
panel — and not a release of this app.
## Use ## Use
- **Install all** fetches everything the catalog offers for this machine. Everything that is not a title lives in the **side menu** on the left, and the
- A card's button is **Install**, **Update**, or **Play** / **Open** once it is `☰` button in the bar folds it away — the state is remembered between runs.
there. **Remove** takes a title back out.
- Each card says whether it is **native** — unpacked and run locally, works - **Stores** lists every store on this machine, the open one marked. Clicking
offline — or **hosted**: a browser build the catalog serves rather than another switches to it: the grid, the categories and the folders all follow, and
packages, so its entry opens a page and needs the network. the client reopens on that store next time. Two stores installed from the same
- The **Log** drawer at the bottom carries the store's own output verbatim, and catalog into different folders show their folder instead of their id, because
next to it are buttons that open the two folders everything lands in. the id would not tell them apart. Hovering a row shows a **bin**, which takes that
- The language follows the system and can be switched; **English and Hungarian**. store off the machine — see below.
- **+**, beside Refresh, brings up the picker: the stores the registry offers, and a
field for **any catalog address of your own**. A bare host is enough (`https` is
assumed) and the name is taken from it. This is the same screen the first run shows,
so a machine with no store yet can also start from a typed address rather than only
from the list.
- **Account** appears only where the catalog offers a sign-in, and holds *Sign in…* or
*Sign out* — see above.
- **Actions** holds **Refresh**, which re-reads the catalog, and **+** to add one. Titles are installed
one at a time from their own cards; there is no install-everything button.
- **Categories** narrows the grid, one category at a time, with the count next to
each: *Everything*, *Installed*, *Updates*, *Not installed*, then a row per
**platform** (`godot`, `tic80`, `love`, …) and per **kind** (native or hosted).
Where the catalog gates anything, **Owned** and **To buy** join them.
The axes are built from what the catalog actually contains — a platform with no
titles is not listed, and a category that disappears under you falls back to
*Everything* rather than leaving an empty grid. There is no genre in a
WarpEngine catalog, so these are the categories there are.
- **Log** opens the store's own output — its words, verbatim — together with the two
folders everything lands in. Off screen until asked for: the window has no footer,
because a permanent bar of absolute paths is not what a store is for.
- **Language** follows the system and can be switched; **English and Hungarian**.
In the grid, a card's button is **Install**, **Update**, or **Play** / **Open**
once it is there. **Remove** takes a title back out. Each card says whether it is
**native** — unpacked and run locally, works offline — or **hosted**: a browser
build the catalog serves rather than packages, so its entry opens a page and needs
the network.
**Everything in the catalog is listed, including what this machine cannot install.**
Those cards are dimmed, carry an *unsupported platform* or *no build for this machine*
badge with the engine's own explanation under it, and have nothing to press. A store
that hides them leaves you wondering whether the catalog is small or your machine is
unusual; this way it says which. They have a category of their own — *Not for this
machine* — and they are left out of the native/hosted counts, because a title with no
build has no mode to be counted under.
Every card carries a band of box art the same height — the first letter of the
title when the catalog has no image — so titles and buttons line up across a row.
Until this was photographed, the grid was quietly broken: the rows split the
window's height evenly instead of following their content, which collapsed the art
to nothing and clipped the buttons out of sight.
While the store is working, only the things that would start a second call are
disabled: the menu, the log drawer and the category filters keep working, because
they change what is on screen and nothing on disk.
**Removing a store uninstalls what it installed.** The bin on a store row asks first,
and says how many titles will go with it. That is not a convenience — a store's
`state.json` is the only record of which payloads, icons and menu entries belong to it,
so leaving the games behind would leave orphans nothing could ever identify, least of
all a later install of the same store into the same folder. The catalog cache, the
settings and any sign-in token go too.
Anything installed from the window is a normal menu entry, so it also shows up in Anything installed from the window is a normal menu entry, so it also shows up in
your launcher, Dock or Start menu — the app does not have to be running to play. your launcher, Dock or Start menu — the app does not have to be running to play.
## Development ## Development
`make` is the front door; it wraps the npm scripts so the useful sequences have
names. `make` on its own lists everything.
| Target | What it does |
|---|---|
| `make setup` | install the dependencies (checks the Node version first) |
| `make build` | compile TypeScript, bundle the preload and the renderer |
| `make typecheck` | type-check everything, emitting nothing |
| `make lint` | the strict rule set (`lint-fix` fixes what it can) |
| `make check` | **typecheck, lint and every test suite** — the gate |
| `make start` | run the app against whatever store is installed |
| `make icons` | render every icon format from `resources/icon.svg` |
| `make smoke` | drive the store with no window and no Electron at all |
| `make storetest` | add and remove a store in a sandbox — the only code that deletes a tree |
| `SMOKE_HOME=<dir> SMOKE_TOKEN=<bearer> npm run smoke` | the same, against a sandbox store and as a signed-in person |
| `make uitest` | load the window once and report what rendered |
| `SELFTEST_SHOT=shot.png npm run uitest` | the same, and the window photographs itself into that file |
| `make test` | both test suites |
| `make dist` | package for this machine (`dist-mac`, `dist-win`, `dist-linux` to pick) |
| `make publish` | upload the packages already in `dist/` to the Gitea release |
| `make release` | **package and publish in one go** |
| `make clean` | remove `build/` and the packages (`distclean` also drops `node_modules`) |
| `make version` | the versions involved, including whether `tea` is there |
The npm scripts still work directly (`npm start`, `npm run dist:mac`) — the
Makefile adds no logic of its own beyond the release step. Every script that runs the
app builds first, so there is no way to test a stale bundle.
### The icon
`resources/icon.svg` is the source and the only file to edit; `make icons` renders the
rest — `icon.png`, `icon.ico`, `icon.icns` and the `icons/` directory Linux packages
want. Three committed binaries with no way to regenerate them is how an icon becomes
something nobody dares change, so the render is a script rather than a memory.
It needs `rsvg-convert` (`brew install librsvg`, `apt install librsvg2-bin`). The
`.icns` step additionally needs `iconutil`, which exists only on macOS — elsewhere it
is skipped with a warning and the committed `.icns` stands, which is what a mac build
uses anyway.
The mark is a **W with three lines running into it**: the product's initial, and what
it is doing. It was drawn for the smallest size first — at 32px the W still reads and
the lines survive as motion rather than as noise. A portal, a play triangle and a send
arrow were all tried and all discarded: each already means something else.
### Continuous integration
`.woodpecker.yaml` builds the **Linux and Windows** packages, and on a tag attaches
them to the Gitea release. The pipeline is in this repository rather than served by the
update server's `/build/config` extension: that extension serves game-platform
pipelines, which build a cartridge and publish it into the site's catalog, and this
builds an application and publishes to a release.
| Step | Image | What it does |
|---|---|---|
| `check` | `electronuserland/builder:22` | `npm ci`, type-check, lint, and the smoke test |
| `linux` | `electronuserland/builder:22` | AppImage and deb |
| `windows` | `electronuserland/builder:22-wine` | the NSIS installer and the portable exe, built through Wine |
| `release` | `alpine` | on a tag only: **creates the release** and attaches what this pipeline built |
**macOS stays a local build.** Apple's toolchain and its signing only exist on a Mac.
So the whole of a release is:
1. bump the version, commit, and push the tag: `git tag v1.4.0 && git push origin v1.4.0`;
2. the pipeline builds Linux and Windows, **creates the release** with `RELEASE_NOTES.md`
as its body, and attaches those four packages;
3. on a Mac, `make release` builds the macOS package and pushes it onto the same release.
The window test is local as well: it needs a display and a store on the machine.
The `release` step needs a **`gitea_token`** repository secret — a Gitea token with
write access to this repository:
```sh ```sh
npm install woodpecker-cli repo secret add --repository stores/warp-engine-client \
npm start # the window, against whatever store is installed --name gitea_token --value <token> --event tag
npm run smoke # the bridge only: no window, no Electron ```
npm run uitest # loads the window once and reports what rendered
npm run dist:mac # or dist:win / dist:linux Woodpecker does hand steps a forge credential of its own, and the script uses it when the
secret is absent, but that is not something to rely on: a **manual** build has it and a
build started by the **tag webhook** does not, which is how the first tag build failed —
after building all four packages. Gitea takes either credential as `token …` or
`Bearer …` depending on how it was issued, so the script probes which of the two `/user`
accepts instead of assuming, and logs which one it used.
There are two publishers on purpose: `scripts/release.sh` drives `tea`, which is logged
in on a workstation, and `scripts/ci-upload.sh` speaks the API with whatever credential
CI has. Each is short enough to read in full; one script with two ways to authenticate
would not be.
Both build steps end by checking what they produced: a package under 10 MB did not
finish. That check exists because a half-finished Wine build leaves a stub *named* like
the real installer — 162 KB of it — and `ls` is perfectly happy with that.
**The Windows step cannot be rehearsed on an Apple Silicon Mac.** Wine assumes 4 KB
memory pages and this host has 16 KB ones, so an emulated amd64 container dies with
`anon_mmap_fixed: Assertion failed`. It is a property of the machine, not of the
pipeline; the x86_64 runner is where that step is proven. The Linux step was rehearsed
locally in the same image and produced both packages.
The Windows installer is **not signed**: Windows will warn about an unknown publisher
until there is a code-signing certificate. Linux packages carry no signature by
convention.
### Publishing a release
```sh
make release
```
This is the **macOS half** of a release; the Linux and Windows packages come from the
pipeline when the tag is pushed (see above). The tag comes from `package.json`, so
`npm version patch` is the only place a version is set. The release is created if it is
not there yet — either half can go first — and an attachment whose name is already on it
is **replaced** rather than refused, so a rebuild and a second `make publish` lands
rather than erroring.
Release notes come from `RELEASE_NOTES.md` when the file is present, otherwise the
release gets a one-line note. The repository is read from `origin`, so a fork
publishes to the fork.
Each upload is retried up to three times, and the existing attachment is dropped
before every attempt so a retry cannot leave two copies. A 100 MB upload does fail
on its own: publishing 1.2.0 got *"invalid username, password or token"* on the
second package while the first had just gone up with the same token, and the same
command succeeded immediately afterwards.
Package names have no spaces in them — `WarpEngineClient-2.3.0-arm64.dmg` — because a
space in a release asset is a space in every `curl`, script and shell command that ever
touches it. The app itself is still called **WarpEngine Client**: that name is what
appears in the Dock and in `/Applications`, and only the file names were the problem.
The list of files is still passed one path per line rather than as one string, since a
path given on the command line can contain a space even when a built one cannot;
splitting it on whitespace is what broke the first attempt at publishing 1.1.0.
It needs `tea` installed and logged in — the devarea repo has `make tea` for that.
Overridable: `TAG`, `REPO`, `TEA_LOGIN`, `NOTES`, `DIST`.
```sh
make publish TAG=v1.0.2 # a tag other than package.json's
scripts/release.sh dist/one-file.dmg # just one package
``` ```
**Node 22 or newer is needed to install**, not to run: Electron's own installer **Node 22 or newer is needed to install**, not to run: Electron's own installer
is ESM-only, and older Node cannot `require()` it. The packaged app carries its is ESM-only, and older Node cannot `require()` it. The packaged app carries its
own runtime. own runtime.
Both test scripts accept a sandbox store instead of the real one, which is how `npm run uitest` runs with its own user-data directory and without the
this repository is tested without touching a working installation: single-instance lock. Otherwise a copy the user already has open swallows the test
process, which exits 0 and reads as a pass.
The test scripts accept a sandbox store instead of the real one, which is how this
repository is tested without touching a working installation:
```sh ```sh
STORE_ROOT=/tmp/sandbox-root npm start STORE_ROOT=/tmp/sandbox-root npm start
SMOKE_HOME=/tmp/sandbox-root/ttg-desktop npm run smoke SMOKE_HOME=/tmp/sandbox-root/ttg-desktop npm run smoke
``` ```
**`STORE_ROOT` replaces the search path rather than being added to the front of it.**
It used to prepend, so a "sandboxed" run still listed the real stores and could switch
to one; now that a store can also be *removed*, a sandbox that can reach a working
installation is not a sandbox. `make storetest` relies on this.
### How it is put together ### How it is put together
| File | What it does | TypeScript, in layers, with the dependency rule pointing inward. **[STRUCTURE.md](STRUCTURE.md)
is the map** — the layers, every pattern in use, and the naming rules. The short version:
| Layer | What lives there |
|---|---| |---|---|
| `main.js` | the window, the IPC, and the one-call-at-a-time guard | | `src/shared/` | the IPC channel table, the bridge contract, the DTOs, the two message bundles |
| `preload.js` | the entire surface the renderer gets — no Node reaches it | | `src/domain/` | models, ports and errors — no Electron, no Node |
| `lib/store.js` | finds the store and Python, runs the CLI, parses its JSON | | `src/application/` | services and the domain → DTO mappers |
| `lib/bootstrap.js` | downloads the engine, the shared core and a config | | `src/infrastructure/` | the adapters: the store engine, HTTP, the archive reader, the filesystem, Electron itself |
| `lib/i18n.js` | the two string tables | | `src/main/` | the window, the IPC controllers, the composition root, the self-test |
| `renderer/` | plain HTML, CSS and JS — no framework, no build step | | `src/preload/` | the bridge, bundled into one file — a sandboxed preload cannot require modules |
| `src/renderer/` | the state store, the views and the renderer controllers |
| `src/scripts/` | the smoke test: the same services with no window at all |
| `scripts/release.sh` | creates the Gitea release and replaces its attachments |
| `scripts/after-pack.js` | ad-hoc signs the macOS bundle during packaging |
| `scripts/build-assets.mjs` | bundles the preload and the renderer, copies the page |
`contextIsolation` is on, `nodeIntegration` off, `sandbox` on, and the page Two properties are worth stating because they are what the layers buy:
carries a CSP that allows only its own script and stylesheet plus images over
HTTPS. Links open in the real browser; the window itself never navigates.
`lib/store.js` talks to the CLI through `--json`, which puts data on stdout and - **The catalog can be driven without a window.** `make smoke` assembles the same
the human-readable log on stderr. That flag arrived with engine **1.1.0**, and the services against the same ports with no Electron in the process at all.
client checks: an older store is met with an offer to refresh it rather than a - **The window never receives a filesystem path.** A `GameDto` carries no paths; the
failed call. window asks to launch a title *by name* and the main process resolves what that means
from the store's own state.
The bridge keeps an `ENGINES` list with one entry today. The RetroArch store has `contextIsolation` is on, `nodeIntegration` off, `sandbox` on, and the page carries a
the same command shape, so a second entry is the whole change needed to drive it CSP that allows only its own script and stylesheet plus images over HTTPS. Links open
too — that is why the indirection is there. in the real browser; the window itself never navigates.
`NativeStoreCatalogGateway` is the engine behind the `StoreCatalogGateway` port, and
`src/infrastructure/engine/` is the engine itself: the catalog client, the release
picker, the host match, the payload installer, the three launcher writers and the state
file. Above the port nothing knows any of that exists, which is the point — a second
host would be a second gateway, not a second code path.
`STORE_ENGINES` has one entry today. A RetroArch store writes playlists rather than
menu entries, so it would be an entry there and a gateway of its own.
### Reading a zip without a dependency
Node has no zip reader and this application has **no runtime dependencies**, so
`src/infrastructure/archive/ZipArchive.ts` is one over `node:zlib` — about 150 lines that
walk the central directory, inflate `stored` and `deflate` entries, and restore the
executable bit from each entry's external attributes. That last part is not a detail: the
archive records it, and without it nothing the store installs can start.
It reads what our own release pipeline produces and refuses the rest: a zip64 archive, an
unknown compression method and a path that would escape the destination are all errors
rather than best guesses.
### Which WarpEngine served the catalog
Every WarpEngine API response carries a `WarpEngine-Version` header, so the client knows
the engine's age without asking. `SUPPORTED_WARP_ENGINE_VERSIONS` lists the versions this
client is written against, and `selectCatalogDialect` maps each one to the `CatalogDialect`
that reads its catalog shape.
The switch over that list is exhaustive, which is the whole mechanism: adding a version to
the array stops the build — in the type checker *and* in the linter — until somebody says
what it reads like. A new engine version cannot arrive silently.
| What the header says | What happens |
|---|---|
| a supported version | its dialect reads the catalog, and the log names it |
| nothing at all | read as the oldest supported version, which is what an engine older than 0.4.0 is |
| older than anything supported | the same, and the log says so |
| newer than anything supported | the newest dialect is tried anyway, with a warning that titles may be missed |
Three versions share one dialect today, because the catalog's shape has not changed
across them. One class serving three versions is the honest way to say that.
## Verified, and not ## Verified, and not
Exercised on macOS (arm64): the store is discovered, the catalog lists, a sync **2.2.0** — the registry record was cut back to a name and a catalog, so the whole
installs, the window renders the installed state, and `npm run uitest` passes with install path was measured again against a local registry serving exactly that. The slug
the grid rendered and both languages in the picker. The bootstrap download was run came out `teletypegames` from the catalog host, the home `teletypegames-desktop`, the
into an empty directory and the resulting store answered the bridge. games subfolder `teletypegames`, and installing the same record twice landed in the same
home. A record carrying `config` and `storeRepositoryUrl` — the fields a stale client or a
tampering renderer might still send — changed nothing, because neither exists in the model
any more. The site side was migrated and its specs re-run; the frontend was built, which
first required removing a dead `engines` list that had been failing `vue-tsc` on master.
Older entries below describe what was verified for the version they name, and some of
them predate the store engine moving into this application.
The pipeline's commands were run in the same containers it uses, before the pipeline was
committed: `electronuserland/builder:22` installs, type-checks, lints, passes the smoke
test (registry reached, store skipped as it should be on a machine that has none) and
produces the AppImage (128 MB) and the deb (100 MB). The Wine step could not be
rehearsed here — see above — and the size check that guards it was tested against both
outcomes: it rejects the 162 KB stub the failed Wine build left and accepts the two real
Linux packages.
A store with no repository was installed end to end from a local registry serving
one record with `storeRepositoryUrl: null`: the id came out as `teletypegames`, the
engine and the shared core downloaded, the written config had the three sections,
engine 1.1.0 accepted it, and it listed the same ten titles the configured store
does — then a hosted title synced into a sandbox and its menu entry appeared. The
setup gate was also photographed on a machine with no store at all.
The 1.3.0 refactor was measured rather than trusted: `make check` is clean — no type
errors, no lint findings, both test suites green — the window was photographed before
and after and the two are the same picture, and the packaged 1.3.0 bundle was run from
`dist/` and drove the real store. The published package contains `build/` and
`package.json` and nothing else: 111 entries, no sources, no toolchain.
Exercised on macOS (arm64), with the packaged app from the release rather than a
dev run: the store is discovered, the catalog lists, a sync installs, the window
renders the installed state, and `npm run uitest` passes with the grid rendered
and both languages in the picker. The bootstrap download was run into an empty
directory and the resulting store answered the bridge.
The grid was checked by looking at it, not only by counting nodes: `SELFTEST_SHOT`
has the window capture itself, which is how the collapsed rows were found — the DOM
had ten cards and twenty buttons all along, and every count passed while the page
showed neither art nor buttons. A screenshot from outside the app is not available
here, so the window takes its own.
The side menu was measured with two stores in one root — a sandbox copy alongside
the real install — and `npm run uitest` clicks the store that is not open and
checks that the bar, the grid and the categories follow. With a single store the
switch is skipped, which is what the normal run reports.
The registry path was exercised against a local endpoint serving the same payload
the site returns, with two records: one store whose repository has a `config.json`
and one without. Both installed, and the engine listed all ten titles with the
synthesised config. `npm run uitest` was run twice — with a store present it shows
the grid, with none it shows the setup gate and its picker carries both names —
and once more with the registry unreachable, which produces the retry gate.
The signing was measured rather than assumed, by setting the quarantine flag on a
copy unzipped from the release artifact: `codesign --verify --deep --strict` is
clean, and `syspolicy_check` reports only the expected *"adhoc signed"* warning.
A quarantined copy is still stopped until it is approved — that part is Gatekeeper
policy, not a fault in the package.
**Not tried on Linux or Windows.** The paths and the launch behaviour are written **Not tried on Linux or Windows.** The paths and the launch behaviour are written
for them, and the store CLI itself has the same gap — `.desktop` and `.lnk` for them, and the store CLI itself has the same gap — `.desktop` and `.lnk`
+23
View File
@@ -0,0 +1,23 @@
# WarpEngine Client 2.5.1
**The app has an icon.** Until now every build shipped the default Electron one —
`electron-builder` said so on every run, in a line easy to read past: *"default Electron
icon is used, reason=application icon is not set"*. A store you install games with
should not look like a framework demo in the Dock.
The mark is a **W with three lines running into it**: the product's initial, and what it
is doing. It uses the window's own palette, so the icon and the application it opens are
the same object. It was drawn for the smallest size first — at 32px the W still reads
and the lines survive as motion rather than as noise. A portal, a play triangle and a
send arrow were each tried and each discarded: they already mean a loading spinner, a
media player and a submit button.
`resources/icon.svg` is the source and the only file to edit. `make icons` renders the
`.png`, the `.ico`, the `.icns` and the Linux size directory from it — three committed
binaries with no way to regenerate them is how an icon becomes something nobody dares
touch.
The window also picks it up when run from source, where there is otherwise no icon to
carry and a dev run looks like a different application from the one being built.
Nothing else changed: same store handling, same catalog, same sign-in.
+325
View File
@@ -0,0 +1,325 @@
# Structure
This is the map of the client: which layer may know about which, what every kind of
class is called, and which pattern is used where. It is written to be read before
adding anything — the point of the layout is that a new feature has an obvious place.
The application drives a program that **installs and deletes files**. That is why the
rules below are strict rather than tasteful: an implicit `any` or a filesystem path
that reaches the window is a safety question, not a style one.
## The layers
```
shared ← contracts and strings both sides need (no logic, no I/O)
domain ← models, ports, errors. Knows nothing about Electron or Node
application ← services and DTO mappers. Orchestrates the domain through its ports
infrastructure ← adapters: the store engine, HTTP, the filesystem, Electron itself
main ← the Electron host: window, IPC controllers, composition root
preload ← the bridge, and only the bridge
renderer ← the window: state store, views, controllers
```
**The dependency rule: imports point inward.** `domain` imports nothing but `shared`.
`application` imports `domain` and `shared`. `infrastructure` implements `domain`
ports. `main`, `preload` and `renderer` are hosts: they may import inward, and nothing
imports them. There is no barrel file and no `index.ts` re-export — every import names
the module it needs, so a cycle is visible in the diff that creates it.
Two consequences worth stating, because they are the reason the layout pays for
itself:
- **`domain` and `application` never import `electron`.** The smoke test assembles the
same services with no Electron at all (`src/scripts/SmokeTest.ts`), which is how the
catalog is exercised in a terminal.
- **The renderer never receives a filesystem path it could act on.** `GameDto` has no
paths; a launch is asked for by name and resolved in the main process.
## The tree
```
src/
shared/
contracts/
IpcChannels.ts every channel name, frozen, in one table
BridgeApi.ts the whole surface the window gets
dto/ what crosses the bridge: plain, JSON-safe data
i18n/
EnglishMessages.ts the key set, and the English bundle
HungarianMessages.ts typed against those keys
MessageBundle.ts MessageBundle, Locale, LOCALES
TranslationCatalog.ts locale resolution and bundle lookup
domain/
models/ Game, InstalledStore, RegistryStore, StorePaths, …
ports/ the interfaces the application depends on
errors/ DomainError and its subclasses, each with a code
application/
services/ CatalogService, StoreSelectionService, …
mappers/ domain → DTO
infrastructure/
engine/ the store engine: catalog, releases, install, state
dialects/ one per WarpEngine version's catalog shape
ServiceDescriptorClient what the catalog's server says it offers (GET /api/service)
DeviceSignInClient the device authorization grant, client side
launchers/ .desktop, .app bundle, .lnk — the three hosts
archive/ ZipArchive: a zip reader over node:zlib
files/ StoreFileSystem: atomic writes and the delete guard
repositories/ the port implementations
http/ HttpTextClient, StoreHttpClient, HttpStatusError
json/ JsonRecord: reading data that came from elsewhere
config/ BuildConfiguration: what was decided when this was packaged
electron/ ApplicationEnvironment, GameLauncher, and the keychain
credential store
main/
main.ts the entry point: one line of work
ElectronApplication.ts lifecycle, single instance, self-test mode
MainWindowFactory.ts the window and its security settings
composition/ ServiceContainer: the composition root
ipc/ IpcRouter, the controllers, the guard, argument readers
streams/ WindowStreamBroadcaster: the three one-way streams
diagnostics/ SelfTestRunner
preload/
preload.ts implements BridgeApi over ipcRenderer
renderer/
main.ts the entry point
RendererApplication.ts wires views and controllers, owns the boot decision
BridgeAccess.ts the typed window.storeApi
state/ AppStore, CategoryFilter
views/ one class per region of the window
controllers/ one class per group of actions
dom/ Dom.ts: the DOM chores
index.html, style.css copied into the build as-is
scripts/
SmokeTest.ts the second composition root, with no window
```
## Patterns
Every pattern in the codebase is listed here. If a change needs a pattern that is not
on this list, it belongs on this list.
### Ports and adapters
`domain/ports/*` are interfaces; `infrastructure/*` implements them; the composition
root is the only file that knows which implementation is in use. This is what makes the
store engine, the registry HTTP call and Electron's `shell` replaceable — by a stub in a
test, by a local endpoint in development, by a second host's engine later.
It has already paid for itself once: the engine used to be a Python CLI driven as a child
process, and replacing it with one that runs in process was a new adapter behind the same
port. Nothing in `application`, `main` or `renderer` changed shape for it.
### Repository and Gateway
Both are ports; the distinction is what is behind them.
- **Repository** — a store of records this application owns the shape of:
`InstalledStoreRepository`, `PreferencesRepository`, `StoreRegistryRepository`.
- **Gateway** — something with a protocol of its own, whether or not it is another
process: `StoreCatalogGateway` (the store engine), which today is
`NativeStoreCatalogGateway` in this application and was a Python CLI before it. The port
stays async because the work is: it downloads and unpacks.
### Service
`application/services/*` — one service per area of behaviour, no HTTP, no `fs`, no
`child_process`. A service may depend on ports and on other services, never on a
controller or a view.
### DTO and Mapper
Data crossing a boundary is a DTO, and a mapper converts. Two boundaries, two
directions:
- `infrastructure/engine/dialects/*` — catalog JSON → typed catalog records. These are
the only files that know a WarpEngine version's field names.
- `infrastructure/engine/StoreConfigurationReader`, `StoreStateRepository` — the two
snake_case files on disk → domain models. These are the only files that know the on-disk
field names, which are the shell engine's and stay that way.
- `application/mappers/*DtoMapper` — domain model → DTO for the bridge. Decisions the
window must not make live here: the absolute box-art URL, whether a title can be
launched at all.
### Composition root
`main/composition/ServiceContainer.ts` for the application, `scripts/SmokeTest.ts` for
the headless check. Wiring happens in exactly these two places. No service constructs
its own adapter, and there is no service locator or global registry — dependencies
arrive through constructors.
### Controller and Router
`main/ipc/*IpcController` register their channels on `IpcRouter` and translate a
channel invocation into one service call. They validate their arguments
(`IpcArguments.ts`) and map results through DTO mappers. The router normalises errors
so a `DomainError` crosses as `CODE: message`.
Renderer controllers (`renderer/controllers/*`) are the mirror image: a user action
becomes one bridge call and one write to the state store.
### Single flight
`SingleFlightGuard` — one engine call at a time, because the store writes files and
two writers would race. It reports its state, which is what lets the window disable
exactly the controls that would start a second call and leave the filters and the log
alive.
### Observer streams
Main pushes three one-way streams — log lines, progress events, busy state — through
`WindowStreamBroadcaster`, which the engine sees as an `EngineProgressListener`. The
renderer subscribes once, in `EngineStreamController`.
### State store and unidirectional flow
`renderer/state/AppStore.ts` holds the whole window state. Every mutator is named
after what it changes and notifies afterwards; `RendererApplication` re-renders every
view from the new state. Views never read each other and never hold state, so a
listing can be thrown away and rebuilt.
Screens are state, not calls. The setup screen lives in the state as
`gate: GatePresentation | null`, and that one field decides whether the gate or the
grid is drawn. While it was two imperative calls the two disagreed: the gate went up
and the empty-catalog line stayed on screen underneath it.
### Passive view
`renderer/views/*` — a view takes its DOM nodes and callbacks in the constructor and
has one `render(state)` method. It contains no decisions beyond presentation, and it
never calls the bridge.
### Error hierarchy with codes
`DomainError` is abstract with a `code`; subclasses name a single failure
(`StoreMissingError`, `EngineInvocationError`, `RegistryUnavailableError`, `BusyError`).
The code is what crosses the bridge.
### Frozen constant tables
`IPC_CHANNELS`, `STORE_ENGINES`, the message bundles: `as const` tables with a derived
type, so a typo is a compile error and adding an entry is the whole change. This is
the extension point for a second engine.
### Build-time configuration
`infrastructure/config/BuildConfiguration.ts` reads the packaged `package.json`, which is
where a build records the registry it was made for (`warpEngine.registryUrl`, set by
`make dist STORES_API=…`). Precedence is runtime environment, then build, then the
built-in default — most specific first, and each one is a different audience: someone
trying it out, someone shipping a client for another site, us.
### Untrusted-data readers
Anything parsed from outside — the catalog, a store's config, the state file, the
registry — goes through
`infrastructure/json/JsonRecord.ts`: `unknown` in, a typed value with a stated
fallback out. No `as` casts on foreign data.
## Naming
The names are a pattern, not a preference, and are checked by
`@typescript-eslint/naming-convention` where a linter can check them.
### Files
- One primary export per file; the filename is the subject in `PascalCase`
(`CatalogService.ts`, `GameDto.ts`).
- A file whose primary export is a constant table is named for the table, and the
export is its `UPPER_SNAKE_CASE` form (`IpcChannels.ts` exports `IPC_CHANNELS`).
- Directories are lowercase and plural where they hold several of a kind (`models`,
`ports`, `views`, `services`).
### Types and classes
| Kind | Pattern | Example |
|---|---|---|
| Domain model | plain noun, no suffix | `Game`, `InstalledStore` |
| Port | `<Subject>Repository` / `Gateway` / `Locator` / `Installer` / `Launcher` | `StoreCatalogGateway` |
| Adapter | `<Technology><Port>` | `NativeStoreCatalogGateway`, `HttpStoreRegistryRepository`, `FileSystemInstalledStoreRepository` |
| Service | `<Area>Service` | `CatalogService` |
| Mapper | `<Subject>Mapper` / `<Subject>DtoMapper` | `EngineGameMapper`, `GameDtoMapper` |
| Wire type | `<Subject>Dto` | `CatalogListingDto` |
| IPC controller | `<Domain>IpcController` | `CatalogIpcController` |
| Renderer controller | `<Area>Controller` | `StoreController` |
| View | `<Region>View` | `SideMenuView`, `GameCardView` |
| Factory | `<Product>Factory` | `MainWindowFactory` |
| Error | `<Cause>Error` | `StoreMissingError` |
| Callback bag | `<Owner>Callbacks` | `SideMenuViewCallbacks` |
| Type parameter | `T`-prefixed | `TResult`, `TElement` |
Interfaces carry no `I` prefix: a port is named for what it does, and its
implementations say what they are made of.
### Methods
The verb states the contract, so a caller knows what a name will do before reading it.
| Prefix | Contract |
|---|---|
| `find…` | returns the thing or `null` / an array; absence is normal |
| `require…` | returns the thing or **throws**; absence is a fault |
| `read…` | fetches from a store, a file or a process |
| `list…` | returns a collection from somewhere outside |
| `install…`, `sync…`, `remove…`, `select…`, `update…` | changes something |
| `apply…` | writes to the renderer state store |
| `render…` | draws (views only) |
| `handle…` | an IPC or DOM event handler |
| `on…` | a callback property or subscription |
| `to…` / `from…` | a mapper conversion |
| `is…`, `has…`, `can…` | a boolean |
| `describe…` | turns something into a message for a person |
Booleans read as assertions (`supported`, `installed`, `launchable`, `busy`), never
`flag` or `status`.
## Type rules
- `strict`, plus `noUncheckedIndexedAccess`, `exactOptionalPropertyTypes`,
`noImplicitOverride`, `noImplicitReturns`, `noPropertyAccessFromIndexSignature`,
`noFallthroughCasesInSwitch`, `isolatedModules`.
- **Every signature is annotated** — parameters, return types, class properties —
including where inference would manage: `explicit-function-return-type`,
`explicit-module-boundary-types` and `typedef` are errors.
- Data is `readonly`: DTO and model fields, and arrays as `readonly T[]`.
- No `any`, no non-null `!`, no unchecked casts. Foreign data goes through
`JsonRecord`; DOM lookups go through `requireElement`, which checks the element type
it was asked for.
- Exhaustive `switch` over union types, checked by `switch-exhaustiveness-check` — the
sync-event union is handled that way on purpose.
`erasableSyntaxOnly` is deliberately **off**: constructor parameter properties are how
dependencies are declared here, and that is worth more than being strippable by
`node --experimental-strip-types`.
## How to add things
**A new bridge call.** Add the channel to `IPC_CHANNELS`, the method to `BridgeApi`,
the implementation to `preload.ts`, a `handle…` method to the right controller, and the
behaviour to a service. The compiler names every file you missed.
**A new engine (e.g. RetroArch).** Add an entry to `STORE_ENGINES` — the store discovery,
the home suffix and the launcher name all read from that table — and a `StoreCatalogGateway`
implementation for that host. Everything above the port is unchanged.
**A new WarpEngine version.** Add it to `SUPPORTED_WARP_ENGINE_VERSIONS`. The build then
fails in `selectCatalogDialect` until the switch says which `CatalogDialect` reads it:
either an existing one, when the catalog's shape did not change, or a new one beside
`SoftwareListCatalogDialect`.
**A new field from the catalog.** The dialect reads it into `CatalogSoftware`,
`CatalogRelease` or `CatalogAsset`; `SelectedGame` and `Game` carry it if the survey or the
window needs it; `GameDto` and `GameDtoMapper` take it across the bridge.
**A new language.** Add `<Language>Messages.ts` typed as `MessageBundle`, add the code
to `LOCALES` and the bundle to `TranslationCatalog`. A missing key will not compile.
## Build layout
`tsc` compiles the main process to CommonJS in `build/`. The preload and the renderer
are **bundled** by esbuild into one file each (`build/preload/preload.js`,
`build/renderer/app.js`), because a sandboxed preload may not require its own modules
and a module script over `file://` is blocked by the page's origin rules. `index.html`
and `style.css` are copied. `electron-builder` ships `build/**` and nothing else.
`make check` is the gate: `typecheck`, `lint`, then the two test suites — the cheapest
check that can fail runs first.
+49
View File
@@ -0,0 +1,49 @@
// Strict on purpose: this is a client that drives a program which deletes files,
// so an implicit `any` crossing a layer boundary is not a style question.
import tseslint from 'typescript-eslint'
export default tseslint.config(
{ ignores: ['build/**', 'dist/**', 'node_modules/**', 'scripts/*.js', 'scripts/*.mjs', 'eslint.config.mjs'] },
...tseslint.configs.strictTypeChecked,
...tseslint.configs.stylisticTypeChecked,
{
languageOptions: {
parserOptions: { projectService: true, tsconfigRootDir: import.meta.dirname }
},
rules: {
// Types everywhere, including the ones TypeScript would happily infer: a
// signature is the layer's contract, and it should be readable without
// running the compiler in your head.
'@typescript-eslint/explicit-function-return-type': ['error', { allowExpressions: false }],
'@typescript-eslint/explicit-module-boundary-types': 'error',
'@typescript-eslint/typedef': ['error', { parameter: true, propertyDeclaration: true }],
// typedef and no-inferrable-types disagree about `fallback: string = ''`. The
// annotation wins: a signature states its types even where TypeScript could
// guess them.
'@typescript-eslint/no-inferrable-types': ['error', { ignoreParameters: true }],
'@typescript-eslint/consistent-type-definitions': ['error', 'interface'],
'@typescript-eslint/prefer-readonly': 'error',
'@typescript-eslint/no-floating-promises': 'error',
'@typescript-eslint/no-unnecessary-condition': 'error',
'@typescript-eslint/switch-exhaustiveness-check': 'error',
// The naming patterns STRUCTURE.md documents, enforced rather than trusted.
'@typescript-eslint/naming-convention': ['error',
{ selector: 'default', format: ['camelCase'] },
{ selector: 'variable', format: ['camelCase', 'UPPER_CASE'] },
{ selector: 'parameter', format: ['camelCase'], leadingUnderscore: 'allow' },
{ selector: 'typeLike', format: ['PascalCase'] },
{ selector: 'enumMember', format: ['UPPER_CASE'] },
{ selector: 'objectLiteralProperty', format: null },
{ selector: 'typeProperty', format: ['camelCase'] },
{ selector: 'classProperty', modifiers: ['static', 'readonly'], format: ['UPPER_CASE'] },
{ selector: 'classMethod', format: ['camelCase'] },
{ selector: 'function', format: ['camelCase'] }
],
'no-console': 'off',
curly: ['error', 'multi-line'],
eqeqeq: ['error', 'always']
}
}
)
-82
View File
@@ -1,82 +0,0 @@
'use strict'
// Setting up the store when there is none yet.
//
// This is the reason the client exists on Windows at all: the shell installer is
// `curl … | sh`, which Windows does not have. The three files it would place are
// downloaded here instead, into the very same store home — so the CLI and the
// client stay one installation, and running install.sh afterwards only adds the
// launcher script.
const fs = require('node:fs')
const https = require('node:https')
const path = require('node:path')
const FORGE = 'https://git.teletypegames.org'
const SOURCES = {
engine: `${FORGE}/stores/warp-engine-desktop-store/raw/branch/master/desktop_store.py`,
core: `${FORGE}/engines/warpstore/raw/branch/master/warpstore.py`,
config: `${FORGE}/stores/ttg-desktop-store/raw/branch/master/config.json`
}
/** GET a URL as a string, following redirects — a moved repo answers 301. */
function fetchText (url, redirects = 5) {
return new Promise((resolve, reject) => {
const request = https.get(url, { headers: { 'User-Agent': 'warp-engine-desktop-gui' } }, (res) => {
if (res.statusCode >= 300 && res.statusCode < 400 && res.headers.location) {
res.resume()
if (redirects <= 0) return reject(new Error(`too many redirects for ${url}`))
const next = new URL(res.headers.location, url).toString()
return fetchText(next, redirects - 1).then(resolve, reject)
}
if (res.statusCode !== 200) {
res.resume()
return reject(new Error(`${url} answered ${res.statusCode}`))
}
let body = ''
res.setEncoding('utf8')
res.on('data', (chunk) => { body += chunk })
res.on('end', () => resolve(body))
})
request.setTimeout(60000, () => request.destroy(new Error(`${url} timed out`)))
request.on('error', reject)
})
}
/**
* Download the engine, the shared core and the store's config into `home`.
*
* `onLog` reports each step, because on a slow line this takes a few seconds and
* silence looks like a hang. An existing config is left alone: a store that is
* already set up keeps its settings.
*/
async function install (home, { onLog = () => {} } = {}) {
fs.mkdirSync(home, { recursive: true })
const wrote = []
for (const [name, file] of [['engine', 'desktop_store.py'], ['core', 'warpstore.py']]) {
onLog(`downloading ${file}`)
const body = await fetchText(SOURCES[name])
if (!body.startsWith('#!/usr/bin/env python3')) {
throw new Error(`${file} does not look like the store engine — refusing to install it`)
}
const dest = path.join(home, file)
fs.writeFileSync(dest, body, { mode: 0o755 })
wrote.push(dest)
}
const config = path.join(home, 'config.json')
if (fs.existsSync(config)) {
onLog('keeping the config already in place')
} else {
onLog('downloading config.json')
const body = await fetchText(SOURCES.config)
JSON.parse(body) // a broken config would fail later and less clearly
fs.writeFileSync(config, body)
wrote.push(config)
}
onLog(`the store is set up in ${home}`)
return { home, config, script: path.join(home, 'desktop_store.py'), wrote }
}
module.exports = { FORGE, SOURCES, fetchText, install }
-94
View File
@@ -1,94 +0,0 @@
'use strict'
// Two languages, the way the public site has them. The CLI and the docs stay
// English; this is the one end-user surface where Hungarian matters.
//
// Catalog text — titles, descriptions — is never translated here: it arrives
// from the store as it was published.
const STRINGS = {
en: {
appName: 'WarpEngine Store',
syncAll: 'Install all',
refresh: 'Refresh',
install: 'Install',
update: 'Update',
play: 'Play',
open: 'Open',
remove: 'Remove',
installed: 'installed',
native: 'native',
hosted: 'hosted',
hostedHint: 'Opens in your browser — needs the network',
nativeHint: 'Installed on this machine — works offline',
updateAvailable: 'update available',
log: 'Log',
noGames: 'No installable titles in the catalog.',
setupTitle: 'Set up the store',
setupBody: 'The store engine is not on this machine yet. It can be downloaded now — the same files the shell installer would place, in the same folder.',
setupAction: 'Download the store',
setupWorking: 'Setting up…',
oldEngineTitle: 'The store needs refreshing',
oldEngineBody: 'The store engine on this machine is older than this client can drive. Refreshing it downloads the current engine and keeps your settings and installed games.',
oldEngineAction: 'Refresh the store',
noPythonTitle: 'Python 3 is required',
noPythonBody: 'The store is a Python program, so Python 3 has to be installed. Install it, then reopen this window.',
pythonLink: 'python.org/downloads',
paths: 'Where things go',
openStoreFolder: 'Open the store folder',
openMenuFolder: 'Open the menu folder',
busy: 'Working…',
failed: 'failed',
removed: 'removed',
upToDate: 'Everything is up to date.',
of: 'of'
},
hu: {
appName: 'WarpEngine Store',
syncAll: 'Mind telepítése',
refresh: 'Frissítés',
install: 'Telepítés',
update: 'Frissítés',
play: 'Indítás',
open: 'Megnyitás',
remove: 'Eltávolítás',
installed: 'telepítve',
native: 'natív',
hosted: 'hosztolt',
hostedHint: 'A böngészőben nyílik meg — internet kell hozzá',
nativeHint: 'Erre a gépre telepítve — internet nélkül is megy',
updateAvailable: 'frissítés elérhető',
log: 'Napló',
noGames: 'Nincs telepíthető cím a katalógusban.',
setupTitle: 'A store beállítása',
setupBody: 'A store motorja még nincs ezen a gépen. Most letölthető — ugyanazok a fájlok, ugyanabba a könyvtárba, ahová a shell-telepítő tenné.',
setupAction: 'Store letöltése',
setupWorking: 'Beállítás…',
oldEngineTitle: 'A store frissítésre vár',
oldEngineBody: 'A gépen lévő store-motor régebbi, mint amit ez a kliens vezérelni tud. A frissítés letölti a mostani motort, a beállításaid és a telepített játékok pedig megmaradnak.',
oldEngineAction: 'Store frissítése',
noPythonTitle: 'Python 3 kell hozzá',
noPythonBody: 'A store egy Python program, tehát Python 3 kell a gépre. Telepítsd, majd nyisd meg újra ezt az ablakot.',
pythonLink: 'python.org/downloads',
paths: 'Hova kerül',
openStoreFolder: 'Store könyvtár megnyitása',
openMenuFolder: 'Menü könyvtár megnyitása',
busy: 'Dolgozom…',
failed: 'hiba',
removed: 'eltávolítva',
upToDate: 'Minden naprakész.',
of: '/'
}
}
const FALLBACK = 'en'
function pick (locale) {
const short = String(locale || '').slice(0, 2).toLowerCase()
return STRINGS[short] ? short : FALLBACK
}
function dict (locale) {
return STRINGS[pick(locale)]
}
module.exports = { FALLBACK, STRINGS, dict, pick, languages: Object.keys(STRINGS) }
-228
View File
@@ -1,228 +0,0 @@
'use strict'
// The bridge to the store CLI.
//
// The CLI is the product; this file only finds it and talks to it. Every
// operation is `desktop_store.py --json …`, which puts data on stdout and its
// log on stderr — so nothing here parses a sentence meant for a person.
//
// Shaped for more than one engine on purpose: ENGINES is a list today with one
// entry, and the RetroArch store could be added without touching the callers.
const { spawn, spawnSync } = require('node:child_process')
const fs = require('node:fs')
const os = require('node:os')
const path = require('node:path')
const ENGINES = [
{
id: 'desktop',
script: 'desktop_store.py',
// The installer names the store home `<store id>-desktop`, so the RetroArch
// engine can share the same root without sharing config.json and state.json.
homeSuffix: '-desktop',
launcherSuffix: '-desktop-store'
}
]
/** The roots the shell installers use, in the same order they would. */
function storeRoots () {
const home = os.homedir()
const roots = []
if (process.env.STORE_ROOT) roots.push(process.env.STORE_ROOT)
if (process.env.XDG_DATA_HOME) {
roots.push(path.join(process.env.XDG_DATA_HOME, 'warp-engine-store'))
}
roots.push(path.join(home, '.local', 'share', 'warp-engine-store'))
if (process.platform === 'darwin') {
roots.push(path.join(home, 'Library', 'Application Support', 'warp-engine-store'))
}
if (process.platform === 'win32' && process.env.LOCALAPPDATA) {
roots.push(path.join(process.env.LOCALAPPDATA, 'warp-engine-store'))
}
return [...new Set(roots)]
}
/** Every installed store this client can drive. */
function findStores () {
const found = []
for (const root of storeRoots()) {
let entries = []
try {
entries = fs.readdirSync(root, { withFileTypes: true })
} catch { continue }
for (const entry of entries) {
if (!entry.isDirectory()) continue
const home = path.join(root, entry.name)
for (const engine of ENGINES) {
const script = path.join(home, engine.script)
const config = path.join(home, 'config.json')
if (fs.existsSync(script) && fs.existsSync(config)) {
found.push({ engine: engine.id, id: entry.name.replace(engine.homeSuffix, ''), home, script, config })
}
}
}
}
return found
}
function findStore () {
return findStores()[0] || null
}
/** Where a store would be installed if there is none yet. */
function defaultHome (storeId = 'ttg') {
const engine = ENGINES[0]
return path.join(storeRoots()[0], `${storeId}${engine.homeSuffix}`)
}
// Python 3 is what the CLI needs, and its name differs per platform. `py -3` is
// the Windows launcher, which is often the only one on PATH.
const PYTHON_CANDIDATES = process.platform === 'win32'
? [['py', ['-3']], ['python', []], ['python3', []]]
: [['python3', []], ['python', []]]
let cachedPython = null
function findPython () {
if (cachedPython !== undefined && cachedPython !== null) return cachedPython
for (const [cmd, args] of PYTHON_CANDIDATES) {
try {
const probe = spawnSync(cmd, [...args, '--version'], { encoding: 'utf8', timeout: 10000 })
const out = `${probe.stdout || ''}${probe.stderr || ''}`
if (probe.status === 0 && /Python 3\./.test(out)) {
cachedPython = { cmd, args, version: out.trim() }
return cachedPython
}
} catch { /* try the next one */ }
}
cachedPython = null
return null
}
class StoreError extends Error {
constructor (message, code) {
super(message)
this.code = code
}
}
// The oldest engine that speaks `--json`. An older one is not broken, it simply
// cannot be driven from a window — and it will be met in the wild, because the
// CLI shipped before this client did.
const MIN_ENGINE = [1, 1, 0]
function parseVersion (text) {
const match = /(\d+)\.(\d+)\.(\d+)/.exec(String(text || ''))
return match ? match.slice(1, 4).map(Number) : null
}
function atLeast (version, minimum) {
if (!version) return false
for (let i = 0; i < minimum.length; i += 1) {
if ((version[i] || 0) > minimum[i]) return true
if ((version[i] || 0) < minimum[i]) return false
}
return true
}
/** The installed engine's version string, and whether this client can drive it. */
function engineVersion (store) {
const python = findPython()
if (!python || !store) return null
try {
const probe = spawnSync(python.cmd, [...python.args, store.script, '--version'],
{ encoding: 'utf8', timeout: 15000 })
const text = `${probe.stdout || ''}${probe.stderr || ''}`.trim()
if (probe.status !== 0 || !text) return null
return { text, version: parseVersion(text), ok: atLeast(parseVersion(text), MIN_ENGINE) }
} catch {
return null
}
}
/**
* Run one CLI command.
*
* `onLine` gets every stdout line already parsed (the CLI emits one JSON object
* per line), `onLog` every stderr line as text. Resolves with the parsed lines.
*/
function run (store, args, { onLine, onLog, signal } = {}) {
const python = findPython()
if (!python) throw new StoreError('python3 was not found on this machine', 'NO_PYTHON')
if (!store) throw new StoreError('no store is installed yet', 'NO_STORE')
const argv = [...python.args, store.script, '--config', store.config, '--json', ...args]
return new Promise((resolve, reject) => {
const child = spawn(python.cmd, argv, {
env: { ...process.env, DESKTOP_STORE_HOME: store.home },
signal
})
const lines = []
let stdoutRest = ''
let stderrRest = ''
const takeStdout = (chunk) => {
stdoutRest += chunk
const parts = stdoutRest.split('\n')
stdoutRest = parts.pop()
for (const part of parts) {
if (!part.trim()) continue
let value
try {
value = JSON.parse(part)
} catch {
// Not ours to interpret — hand it on as a log line rather than crash.
if (onLog) onLog(part)
continue
}
lines.push(value)
if (onLine) onLine(value)
}
}
const takeStderr = (chunk) => {
stderrRest += chunk
const parts = stderrRest.split('\n')
stderrRest = parts.pop()
for (const part of parts) if (part.trim() && onLog) onLog(part)
}
child.stdout.setEncoding('utf8')
child.stderr.setEncoding('utf8')
child.stdout.on('data', takeStdout)
child.stderr.on('data', takeStderr)
child.on('error', (err) => reject(new StoreError(err.message, 'SPAWN_FAILED')))
child.on('close', (code) => {
takeStdout('\n')
takeStderr('\n')
if (code === 0) resolve(lines)
else reject(new StoreError(`the store exited with code ${code}`, 'CLI_FAILED'))
})
})
}
async function list (store, hooks) {
const lines = await run(store, ['list'], hooks)
return lines[lines.length - 1] || { games: [], skipped: [] }
}
async function paths (store, hooks) {
const lines = await run(store, ['paths'], hooks)
return lines[lines.length - 1] || {}
}
function sync (store, names = [], hooks) {
return run(store, ['sync', ...names], hooks)
}
function remove (store, name, hooks) {
return run(store, ['remove', name], hooks)
}
function purge (store, hooks) {
return run(store, ['purge'], hooks)
}
module.exports = {
ENGINES, MIN_ENGINE, StoreError, atLeast, defaultHome, engineVersion, findPython,
findStore, findStores, list, parseVersion, paths, purge, remove, run, storeRoots, sync
}
-242
View File
@@ -1,242 +0,0 @@
'use strict'
// Main process: one window, and the IPC that lets it drive the store CLI.
//
// The renderer gets no Node access at all (contextIsolation on, nodeIntegration
// off, sandbox on); everything it can do is in preload.js and handled here.
const { app, BrowserWindow, ipcMain, shell, dialog } = require('electron')
const fs = require('node:fs')
const path = require('node:path')
const { spawn } = require('node:child_process')
const store = require('./lib/store')
const bootstrap = require('./lib/bootstrap')
const i18n = require('./lib/i18n')
let win = null
let current = null // the store we are driving
let busy = false // one CLI call at a time
const prefsFile = () => path.join(app.getPath('userData'), 'prefs.json')
function loadPrefs () {
try {
return JSON.parse(fs.readFileSync(prefsFile(), 'utf8'))
} catch {
return {}
}
}
function savePrefs (prefs) {
try {
fs.mkdirSync(path.dirname(prefsFile()), { recursive: true })
fs.writeFileSync(prefsFile(), JSON.stringify(prefs, null, 2))
} catch { /* a lost preference is not worth an error dialog */ }
}
function send (channel, payload) {
if (win && !win.isDestroyed()) win.webContents.send(channel, payload)
}
const hooks = () => ({
onLog: (line) => send('store:log', line),
onLine: (event) => send('store:event', event)
})
/** One CLI call at a time: the store writes files, and two writers would race. */
async function guarded (fn) {
if (busy) throw new Error('busy')
busy = true
send('store:busy', true)
try {
return await fn()
} finally {
busy = false
send('store:busy', false)
}
}
// `--selftest` drives the window once and reports what rendered, so the UI has a
// check that does not need a pair of eyes. It is the only way a renderer error
// would otherwise be noticed: the main process log stays empty.
const SELFTEST = process.argv.includes('--selftest')
async function selftest () {
const result = await win.webContents.executeJavaScript(`(() => ({
cards: document.querySelectorAll('.card').length,
installed: document.querySelectorAll('.card.is-installed').length,
buttons: document.querySelectorAll('.card .actions button').length,
gateVisible: !document.getElementById('gate').hidden,
gateTitle: document.getElementById('gate-title').textContent,
appName: document.getElementById('app-name').textContent,
storeId: document.getElementById('store-id').textContent,
paths: document.getElementById('log-paths').textContent.slice(0, 120),
logLines: document.querySelectorAll('.log-line').length,
locales: [...document.getElementById('locale').options].map((o) => o.value)
}))()`)
console.log(JSON.stringify(result, null, 2))
const good = result.cards > 0 && !result.gateVisible && result.locales.length > 1
console.log(good ? 'SELFTEST OK' : 'SELFTEST FAILED')
app.exit(good ? 0 : 1)
}
function createWindow () {
win = new BrowserWindow({
width: 1040,
height: 720,
minWidth: 760,
minHeight: 520,
backgroundColor: '#11151c',
title: 'WarpEngine Store',
webPreferences: {
preload: path.join(__dirname, 'preload.js'),
contextIsolation: true,
nodeIntegration: false,
sandbox: true,
webSecurity: true
}
})
win.loadFile(path.join(__dirname, 'renderer', 'index.html'))
// A renderer error is invisible from here otherwise.
win.webContents.on('console-message', (_event, level, message) => {
if (level >= 2 || SELFTEST) console.log(`[renderer] ${message}`)
})
win.webContents.on('render-process-gone', (_event, details) => {
console.log(`[renderer] gone: ${details.reason}`)
if (SELFTEST) app.exit(1)
})
if (SELFTEST) {
// The first list() has to finish before there is anything to look at.
win.webContents.once('did-finish-load', () => setTimeout(() => {
selftest().catch((err) => { console.log(`SELFTEST ERROR ${err.message}`); app.exit(1) })
}, 6000))
}
// Nothing in this app should ever navigate away or open a second window; a
// link the user clicks goes to their browser instead.
win.webContents.setWindowOpenHandler(({ url }) => {
if (/^https:\/\//.test(url)) shell.openExternal(url)
return { action: 'deny' }
})
win.webContents.on('will-navigate', (event, url) => {
if (url !== win.webContents.getURL()) {
event.preventDefault()
if (/^https:\/\//.test(url)) shell.openExternal(url)
}
})
}
// --- IPC ------------------------------------------------------------------
ipcMain.handle('app:state', () => {
const prefs = loadPrefs()
const python = store.findPython()
current = store.findStore()
// An engine that predates `--json` cannot be driven from a window; the client
// says so and offers to refresh it rather than failing on the first call.
const engine = current ? store.engineVersion(current) : null
return {
locale: i18n.pick(prefs.locale || app.getLocale()),
languages: i18n.languages,
strings: i18n.dict(prefs.locale || app.getLocale()),
python: python ? python.version : null,
store: current ? { id: current.id, home: current.home } : null,
engine: engine ? { text: engine.text, ok: engine.ok } : null,
minEngine: store.MIN_ENGINE.join('.'),
defaultHome: store.defaultHome(),
version: app.getVersion()
}
})
ipcMain.handle('app:setLocale', (_event, locale) => {
const prefs = loadPrefs()
prefs.locale = i18n.pick(locale)
savePrefs(prefs)
return { locale: prefs.locale, strings: i18n.dict(prefs.locale) }
})
ipcMain.handle('store:list', () => guarded(() => store.list(current, hooks())))
ipcMain.handle('store:paths', () => guarded(() => store.paths(current, hooks())))
ipcMain.handle('store:sync', (_event, names) =>
guarded(() => store.sync(current, Array.isArray(names) ? names : [], hooks())))
ipcMain.handle('store:remove', (_event, name) =>
guarded(() => store.remove(current, String(name), hooks())))
ipcMain.handle('store:bootstrap', () => guarded(async () => {
const home = store.defaultHome()
const result = await bootstrap.install(home, { onLog: (line) => send('store:log', line) })
current = { engine: 'desktop', id: path.basename(home).replace(/-desktop$/, ''), ...result }
return { id: current.id, home: current.home }
}))
/**
* Launch what was installed.
*
* A hosted title is a URL, so it goes to the browser. A native one is whatever
* the store recorded: on macOS the app bundle through `open`, elsewhere the
* executable from its own directory — the same working directory the menu entry
* uses, because games load their assets relative to it.
*/
ipcMain.handle('store:launch', async (_event, game) => {
if (!game) return false
if (game.mode === 'web' && game.url) {
await shell.openExternal(game.url)
return true
}
const target = game.menu_entry || game.exe
if (!target || !fs.existsSync(target)) return false
if (process.platform === 'darwin' && target.endsWith('.app')) {
spawn('open', [target], { detached: true, stdio: 'ignore' }).unref()
return true
}
if (process.platform === 'win32' || target.endsWith('.desktop')) {
const error = await shell.openPath(target)
if (!error) return true
}
const exe = game.exe || target
spawn(exe, [], { cwd: path.dirname(exe), detached: true, stdio: 'ignore' }).unref()
return true
})
ipcMain.handle('app:openFolder', async (_event, dir) => {
if (!dir) return false
const error = await shell.openPath(dir)
return !error
})
ipcMain.handle('app:openExternal', async (_event, url) => {
if (!/^https:\/\//.test(String(url))) return false
await shell.openExternal(String(url))
return true
})
// --- lifecycle ------------------------------------------------------------
if (!app.requestSingleInstanceLock()) {
app.quit()
} else {
app.on('second-instance', () => {
if (win) {
if (win.isMinimized()) win.restore()
win.focus()
}
})
app.whenReady().then(() => {
createWindow()
app.on('activate', () => {
if (BrowserWindow.getAllWindows().length === 0) createWindow()
})
})
app.on('window-all-closed', () => {
if (process.platform !== 'darwin') app.quit()
})
process.on('unhandledRejection', (reason) => {
dialog.showErrorBox('WarpEngine Store', String(reason && reason.message ? reason.message : reason))
})
}
+1464 -13
View File
File diff suppressed because it is too large Load Diff
+57 -23
View File
@@ -1,59 +1,93 @@
{ {
"name": "warp-engine-desktop-gui", "name": "warp-engine-client",
"productName": "WarpEngine Store", "productName": "WarpEngine Client",
"version": "1.0.0", "version": "2.5.1",
"description": "Graphical client for a WarpEngine desktop store: install the catalog into your own application menu.", "description": "Graphical client for WarpEngine stores: install a catalog into your own application menu.",
"license": "MIT", "license": "MIT",
"author": "Teletype Games <games@teletype.hu>", "author": "Teletype Games <games@teletype.hu>",
"homepage": "https://git.teletypegames.org/stores/warp-engine-desktop-gui", "homepage": "https://git.teletypegames.org/stores/warp-engine-client",
"main": "main.js", "main": "build/main/main.js",
"engines": { "engines": {
"node": ">=22" "node": ">=22"
}, },
"scripts": { "scripts": {
"start": "electron .", "build": "tsc -p tsconfig.build.json && node scripts/build-assets.mjs",
"smoke": "node scripts/smoke.js", "typecheck": "tsc -p tsconfig.json --noEmit",
"dist": "electron-builder", "lint": "eslint .",
"dist:mac": "electron-builder --mac", "lint:fix": "eslint . --fix",
"dist:win": "electron-builder --win", "start": "npm run build && electron .",
"dist:linux": "electron-builder --linux", "smoke": "npm run build && node build/scripts/SmokeTest.js",
"uitest": "electron . --selftest" "uitest": "npm run build && electron . --selftest",
"dist": "npm run build && electron-builder",
"dist:mac": "npm run build && electron-builder --mac",
"dist:win": "npm run build && electron-builder --win",
"dist:linux": "npm run build && electron-builder --linux",
"storetest": "npm run build && node build/scripts/StoreLifecycleTest.js",
"test": "npm run smoke && npm run storetest && npm run uitest",
"icons": "node scripts/build-icons.mjs"
}, },
"devDependencies": { "devDependencies": {
"@types/node": "^26.2.0",
"electron": "^43.4.0", "electron": "^43.4.0",
"electron-builder": "^26.15.3" "electron-builder": "^26.15.3",
"esbuild": "^0.28.2",
"eslint": "^10.8.1",
"typescript": "^6.0.3",
"typescript-eslint": "^8.67.0"
}, },
"build": { "build": {
"appId": "org.teletypegames.warpstore.gui", "appId": "org.teletypegames.warpstore.gui",
"productName": "WarpEngine Store", "productName": "WarpEngine Client",
"files": [ "files": [
"main.js", "build/**/*",
"preload.js", "package.json"
"lib/**/*",
"renderer/**/*"
], ],
"mac": { "mac": {
"category": "public.app-category.games", "category": "public.app-category.games",
"target": [ "target": [
"dmg", "dmg",
"zip" "zip"
] ],
"artifactName": "WarpEngineClient-${version}-${arch}-mac.${ext}",
"icon": "resources/icon.icns"
},
"dmg": {
"artifactName": "WarpEngineClient-${version}-${arch}.${ext}"
}, },
"win": { "win": {
"target": [ "target": [
"nsis", "nsis",
"portable" "portable"
] ],
"icon": "resources/icon.ico"
},
"nsis": {
"artifactName": "WarpEngineClient-Setup-${version}-${arch}.${ext}"
},
"portable": {
"artifactName": "WarpEngineClient-Portable-${version}-${arch}.${ext}"
}, },
"linux": { "linux": {
"category": "Game", "category": "Game",
"target": [ "target": [
"AppImage", "AppImage",
"deb" "deb"
] ],
"icon": "resources/icons"
},
"appImage": {
"artifactName": "WarpEngineClient-${version}-${arch}.${ext}"
},
"afterPack": "scripts/after-pack.js",
"directories": {
"buildResources": "resources"
} }
}, },
"allowScripts": { "allowScripts": {
"electron@43.4.0": true "electron@43.4.0": true,
"esbuild@0.28.2": true
},
"warpEngine": {
"registryUrl": "https://teletypegames.org/api/stores"
} }
} }
-26
View File
@@ -1,26 +0,0 @@
'use strict'
// The whole surface the renderer gets. No Node, no fs, no child_process — just
// these calls and two event streams.
const { contextBridge, ipcRenderer } = require('electron')
contextBridge.exposeInMainWorld('storeApi', {
state: () => ipcRenderer.invoke('app:state'),
setLocale: (locale) => ipcRenderer.invoke('app:setLocale', locale),
list: () => ipcRenderer.invoke('store:list'),
paths: () => ipcRenderer.invoke('store:paths'),
sync: (names) => ipcRenderer.invoke('store:sync', names),
remove: (name) => ipcRenderer.invoke('store:remove', name),
bootstrap: () => ipcRenderer.invoke('store:bootstrap'),
launch: (game) => ipcRenderer.invoke('store:launch', game),
openFolder: (dir) => ipcRenderer.invoke('app:openFolder', dir),
openExternal: (url) => ipcRenderer.invoke('app:openExternal', url),
// Streams from the running CLI: `log` is a line a person can read, `event` is
// one of the store's JSON progress events.
onLog: (fn) => ipcRenderer.on('store:log', (_e, line) => fn(line)),
onEvent: (fn) => ipcRenderer.on('store:event', (_e, event) => fn(event)),
onBusy: (fn) => ipcRenderer.on('store:busy', (_e, value) => fn(value))
})
-321
View File
@@ -1,321 +0,0 @@
'use strict'
// The whole renderer. No framework and no build step: the app is a grid of
// cards, and every action is one call over the bridge in preload.js.
const api = window.storeApi
const el = (id) => document.getElementById(id)
let T = {} // the active string table
let games = []
let paths = null
let busy = false
let plan = null // { total, done } while a sync is running
// --- helpers --------------------------------------------------------------
function text (node, value) {
node.textContent = value == null ? '' : String(value)
}
function imageUrl (game) {
if (!game.image_url) return null
if (/^https?:\/\//.test(game.image_url)) return game.image_url
const base = (paths && paths.store && paths.store.base_url) || ''
return base ? `${base}${game.image_url}` : null
}
function logLine (line) {
const box = el('log-lines')
const row = document.createElement('div')
row.className = 'log-line'
text(row, line)
box.appendChild(row)
while (box.childElementCount > 400) box.removeChild(box.firstChild)
box.scrollTop = box.scrollHeight
}
function setBusy (value) {
busy = value
for (const node of document.querySelectorAll('button')) {
if (node.id === 'log-toggle') continue
node.disabled = value
}
const progress = el('progress')
if (!value) {
progress.hidden = true
plan = null
}
}
function showProgress (label) {
const progress = el('progress')
progress.hidden = false
text(progress, label)
}
// --- the card grid --------------------------------------------------------
function card (game) {
const node = document.createElement('article')
node.className = 'card'
if (game.installed) node.classList.add('is-installed')
const art = document.createElement('div')
art.className = 'art'
const src = imageUrl(game)
if (src) {
const img = document.createElement('img')
img.src = src
img.alt = ''
img.loading = 'lazy'
art.appendChild(img)
} else {
const glyph = document.createElement('span')
glyph.className = 'art-glyph'
text(glyph, game.title.slice(0, 1).toUpperCase())
art.appendChild(glyph)
}
node.appendChild(art)
const body = document.createElement('div')
body.className = 'body'
const title = document.createElement('h2')
text(title, game.title)
body.appendChild(title)
const meta = document.createElement('div')
meta.className = 'meta'
const mode = document.createElement('span')
mode.className = `badge badge-${game.mode}`
text(mode, game.mode === 'web' ? T.hosted : T.native)
mode.title = game.mode === 'web' ? T.hostedHint : T.nativeHint
meta.appendChild(mode)
const platform = document.createElement('span')
platform.className = 'badge badge-plain'
text(platform, game.platform)
meta.appendChild(platform)
const version = document.createElement('span')
version.className = 'version'
text(version, game.installed && game.installed_version
? `${game.installed_version} · ${T.installed}`
: game.version)
meta.appendChild(version)
body.appendChild(meta)
if (game.desc) {
const desc = document.createElement('p')
desc.className = 'desc'
text(desc, game.desc)
body.appendChild(desc)
}
const actions = document.createElement('div')
actions.className = 'actions'
if (game.installed && !game.update_available) {
const play = document.createElement('button')
play.className = 'btn btn-primary'
text(play, game.mode === 'web' ? T.open : T.play)
play.addEventListener('click', () => api.launch(game))
actions.appendChild(play)
} else {
const install = document.createElement('button')
install.className = 'btn btn-primary'
text(install, game.update_available ? T.update : T.install)
install.addEventListener('click', () => runSync([game.name]))
actions.appendChild(install)
}
if (game.installed) {
const remove = document.createElement('button')
remove.className = 'btn btn-ghost'
text(remove, T.remove)
remove.addEventListener('click', () => runRemove(game.name))
actions.appendChild(remove)
}
body.appendChild(actions)
node.appendChild(body)
return node
}
function renderGrid () {
const grid = el('grid')
grid.replaceChildren(...games.map(card))
grid.hidden = games.length === 0
const empty = el('empty')
empty.hidden = games.length !== 0
text(empty, T.noGames)
}
function renderPaths () {
const box = el('log-paths')
box.replaceChildren()
if (!paths) return
const line = document.createElement('div')
line.className = 'paths-line'
text(line, `${T.paths}: ${paths.store_folder} · ${paths.menu_group}`)
box.appendChild(line)
for (const [label, dir] of [[T.openStoreFolder, paths.store_folder],
[T.openMenuFolder, paths.menu_group]]) {
const button = document.createElement('button')
button.className = 'btn btn-tiny'
text(button, label)
button.addEventListener('click', () => api.openFolder(dir))
box.appendChild(button)
}
}
// --- actions --------------------------------------------------------------
async function refresh () {
try {
const result = await api.list()
games = result.games || []
paths = result.paths || paths
renderGrid()
renderPaths()
for (const reason of result.skipped || []) logLine(`skipped ${reason}`)
} catch (err) {
logLine(String(err && err.message ? err.message : err))
}
}
async function runSync (names) {
try {
await api.sync(names || [])
} catch (err) {
logLine(String(err && err.message ? err.message : err))
}
await refresh()
}
async function runRemove (name) {
try {
await api.remove(name)
} catch (err) {
logLine(String(err && err.message ? err.message : err))
}
await refresh()
}
// --- gate: no python, or no store yet -------------------------------------
function showGate (title, body, action, link) {
el('grid').hidden = true
el('empty').hidden = true
const gate = el('gate')
gate.hidden = false
text(el('gate-title'), title)
text(el('gate-body'), body)
const button = el('gate-action')
button.hidden = !action
if (action) {
text(button, action.label)
button.onclick = action.onClick
}
const anchor = el('gate-link')
anchor.hidden = !link
if (link) {
text(anchor, link.label)
anchor.onclick = (event) => { event.preventDefault(); api.openExternal(link.url) }
}
}
function hideGate () {
el('gate').hidden = true
}
// --- boot -----------------------------------------------------------------
function applyStrings (strings) {
T = strings
text(el('app-name'), T.appName)
text(el('sync-all'), T.syncAll)
text(el('refresh'), T.refresh)
text(el('log-toggle'), T.log)
renderPaths()
if (games.length) renderGrid()
}
async function boot () {
const state = await api.state()
applyStrings(state.strings)
const select = el('locale')
select.replaceChildren(...state.languages.map((code) => {
const option = document.createElement('option')
option.value = code
option.textContent = code.toUpperCase()
if (code === state.locale) option.selected = true
return option
}))
select.addEventListener('change', async () => {
const next = await api.setLocale(select.value)
applyStrings(next.strings)
})
if (!state.python) {
showGate(T.noPythonTitle, T.noPythonBody, null,
{ label: T.pythonLink, url: 'https://www.python.org/downloads/' })
return
}
const setUpStore = async () => {
showProgress(T.setupWorking)
try {
await api.bootstrap()
hideGate()
await refresh()
} catch (err) {
logLine(String(err && err.message ? err.message : err))
}
}
if (!state.store) {
showGate(T.setupTitle, `${T.setupBody}\n\n${state.defaultHome}`,
{ label: T.setupAction, onClick: async () => { await setUpStore(); await runSync([]) } })
return
}
if (state.engine && !state.engine.ok) {
showGate(T.oldEngineTitle,
`${T.oldEngineBody}\n\n${state.engine.text}${state.minEngine}`,
{ label: T.oldEngineAction, onClick: setUpStore })
return
}
text(el('store-id'), state.store.id)
hideGate()
await refresh()
}
el('sync-all').addEventListener('click', () => runSync([]))
el('refresh').addEventListener('click', () => refresh())
el('log-toggle').addEventListener('click', () => {
const box = el('log-lines')
box.hidden = !box.hidden
el('log-toggle').setAttribute('aria-expanded', String(!box.hidden))
})
api.onLog(logLine)
api.onBusy(setBusy)
api.onEvent((event) => {
if (event.event === 'plan') {
plan = { total: event.count, done: 0 }
showProgress(`0 ${T.of} ${event.count}`)
} else if (event.event === 'begin' && plan) {
showProgress(`${plan.done + 1} ${T.of} ${plan.total} · ${event.title}`)
} else if (event.event === 'installed' && plan) {
plan.done += 1
logLine(`${event.title}${event.changed ? T.installed : T.upToDate}`)
} else if (event.event === 'failed') {
logLine(`${event.name}: ${T.failed}${event.error}`)
} else if (event.event === 'removed') {
logLine(`${event.name}${T.removed}`)
}
})
boot()
-49
View File
@@ -1,49 +0,0 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<!-- Nothing is loaded from the network except box art, and no inline code
runs: the app ships its own script and stylesheet. -->
<meta http-equiv="Content-Security-Policy"
content="default-src 'none'; script-src 'self'; style-src 'self'; img-src 'self' https: data:; font-src 'self'; connect-src 'none'">
<title>WarpEngine Store</title>
<link rel="stylesheet" href="style.css">
</head>
<body>
<header class="bar">
<div class="bar-title">
<span class="logo" aria-hidden="true"></span>
<span id="app-name">WarpEngine Store</span>
<span class="store-id" id="store-id"></span>
</div>
<div class="bar-actions">
<span class="progress" id="progress" hidden></span>
<button id="sync-all" class="btn btn-primary" disabled></button>
<button id="refresh" class="btn" disabled></button>
<select id="locale" class="select" aria-label="Language"></select>
</div>
</header>
<!-- Shown instead of the grid when there is nothing to drive yet. -->
<section id="gate" class="gate" hidden>
<h1 id="gate-title"></h1>
<p id="gate-body"></p>
<div class="gate-actions">
<button id="gate-action" class="btn btn-primary" hidden></button>
<a id="gate-link" class="link" href="#" hidden></a>
</div>
</section>
<main id="grid" class="grid" hidden></main>
<section id="empty" class="empty" hidden></section>
<footer class="log">
<button id="log-toggle" class="log-toggle" aria-expanded="false"></button>
<div class="log-lines" id="log-lines" hidden></div>
<div class="log-paths" id="log-paths"></div>
</footer>
<script src="app.js"></script>
</body>
</html>
-188
View File
@@ -1,188 +0,0 @@
/* One dark theme, no assets: the box art is the only image the app loads. */
:root {
--bg: #11151c;
--panel: #182029;
--panel-2: #1e2732;
--line: #2a3440;
--ink: #e8eef5;
--ink-dim: #93a4b8;
--accent: #37b98a;
--accent-ink: #05130d;
--warn: #e0a44a;
--radius: 12px;
}
* { box-sizing: border-box; }
body {
margin: 0;
background: var(--bg);
color: var(--ink);
font: 14px/1.5 -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Ubuntu, sans-serif;
display: flex;
flex-direction: column;
height: 100vh;
overflow: hidden;
}
/* --- top bar ------------------------------------------------------------ */
.bar {
display: flex;
align-items: center;
justify-content: space-between;
gap: 16px;
padding: 12px 18px;
background: var(--panel);
border-bottom: 1px solid var(--line);
flex: none;
}
.bar-title { display: flex; align-items: baseline; gap: 10px; font-weight: 700; }
.logo { color: var(--accent); font-size: 18px; }
.store-id {
font-weight: 500;
font-size: 12px;
color: var(--ink-dim);
border: 1px solid var(--line);
border-radius: 999px;
padding: 1px 8px;
}
.bar-actions { display: flex; align-items: center; gap: 8px; }
.progress { color: var(--ink-dim); font-size: 12px; font-variant-numeric: tabular-nums; }
/* --- controls ----------------------------------------------------------- */
.btn {
font: inherit;
font-weight: 600;
color: var(--ink);
background: var(--panel-2);
border: 1px solid var(--line);
border-radius: 8px;
padding: 7px 14px;
cursor: pointer;
transition: background .15s, border-color .15s, transform .05s;
}
.btn:hover:not(:disabled) { background: #26313e; border-color: #3a4757; }
.btn:active:not(:disabled) { transform: scale(.97); }
.btn:disabled { opacity: .45; cursor: default; }
.btn-primary { background: var(--accent); color: var(--accent-ink); border-color: transparent; }
.btn-primary:hover:not(:disabled) { background: #45cd9b; }
.btn-ghost { background: transparent; color: var(--ink-dim); }
.btn-tiny { padding: 3px 9px; font-size: 12px; font-weight: 500; }
.select {
font: inherit;
color: var(--ink);
background: var(--panel-2);
border: 1px solid var(--line);
border-radius: 8px;
padding: 6px 8px;
}
.link { color: var(--accent); cursor: pointer; text-decoration: underline; }
/* --- gate (no python, or no store yet) ---------------------------------- */
.gate {
margin: auto;
max-width: 520px;
padding: 28px;
text-align: center;
}
.gate h1 { font-size: 20px; margin: 0 0 10px; }
.gate p { color: var(--ink-dim); white-space: pre-line; margin: 0 0 20px; word-break: break-all; }
.gate-actions { display: flex; gap: 14px; justify-content: center; align-items: center; }
/* --- the grid ----------------------------------------------------------- */
.grid {
flex: 1;
overflow-y: auto;
display: grid;
grid-template-columns: repeat(auto-fill, minmax(260px, 1fr));
gap: 14px;
padding: 18px;
align-content: start;
}
.empty { margin: auto; color: var(--ink-dim); }
.card {
background: var(--panel);
border: 1px solid var(--line);
border-radius: var(--radius);
overflow: hidden;
display: flex;
flex-direction: column;
}
.card.is-installed { border-color: #2f5a49; }
.art {
aspect-ratio: 4 / 3;
background: #0d1117;
display: flex;
align-items: center;
justify-content: center;
overflow: hidden;
}
.art img { width: 100%; height: 100%; object-fit: cover; }
.art-glyph { font-size: 44px; font-weight: 700; color: #263341; }
.body { padding: 12px 14px 14px; display: flex; flex-direction: column; gap: 8px; flex: 1; }
.body h2 { font-size: 15px; margin: 0; }
.meta { display: flex; align-items: center; gap: 6px; flex-wrap: wrap; }
.badge {
font-size: 11px;
font-weight: 600;
border-radius: 999px;
padding: 2px 8px;
border: 1px solid var(--line);
color: var(--ink-dim);
}
.badge-app { color: var(--accent); border-color: #2f5a49; }
.badge-web { color: var(--warn); border-color: #5a4a2f; }
.version { font-size: 12px; color: var(--ink-dim); margin-left: auto; }
.desc {
margin: 0;
font-size: 12.5px;
color: var(--ink-dim);
display: -webkit-box;
-webkit-line-clamp: 3;
-webkit-box-orient: vertical;
overflow: hidden;
}
.actions { display: flex; gap: 8px; margin-top: auto; }
/* --- log ---------------------------------------------------------------- */
.log {
flex: none;
background: var(--panel);
border-top: 1px solid var(--line);
padding: 8px 18px 10px;
}
.log-toggle {
font: inherit;
font-size: 12px;
font-weight: 600;
color: var(--ink-dim);
background: none;
border: 0;
padding: 0 0 4px;
cursor: pointer;
}
.log-lines {
max-height: 150px;
overflow-y: auto;
font-family: ui-monospace, SFMono-Regular, Menlo, monospace;
font-size: 11.5px;
color: var(--ink-dim);
background: #0d1117;
border: 1px solid var(--line);
border-radius: 8px;
padding: 8px 10px;
margin-bottom: 6px;
}
.log-line { white-space: pre-wrap; word-break: break-all; }
.log-paths { display: flex; align-items: center; gap: 8px; flex-wrap: wrap; }
.paths-line {
font-size: 11.5px;
color: var(--ink-dim);
font-family: ui-monospace, SFMono-Regular, Menlo, monospace;
word-break: break-all;
flex: 1;
min-width: 200px;
}
Binary file not shown.
Binary file not shown.

After

Width:  |  Height:  |  Size: 44 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 117 KiB

+44
View File
@@ -0,0 +1,44 @@
<!--
The WarpEngine Client mark.
A W, and three lines running into it. The W is the product's initial; the lines are
what the W is doing — motion, read left to right, which is also why they are dimmer
than it is. Together they say "warp" without a spaceship, a portal or a play triangle,
each of which was tried and each of which turned out to mean something else already:
a send arrow, a loading spinner, a media player.
Drawn for the smallest size first. At 32px the W still reads and the lines survive as
a stack of motion rather than as noise; anything with an outline, a ring or fine
detail did not. The palette is the window's own, taken from src/renderer/style.css,
so the icon and the application it opens are the same object.
This file is the source. `npm run icons` renders every format from it; nothing here is
hand-edited binary.
-->
<svg xmlns="http://www.w3.org/2000/svg" width="1024" height="1024" viewBox="0 0 1024 1024">
<defs>
<linearGradient id="tile" x1="0" y1="0" x2="0" y2="1">
<stop offset="0" stop-color="#1e2937"/>
<stop offset="1" stop-color="#0d1116"/>
</linearGradient>
<radialGradient id="glow" cx="0.5" cy="0.42" r="0.6">
<stop offset="0" stop-color="#37b98a" stop-opacity="0.24"/>
<stop offset="1" stop-color="#37b98a" stop-opacity="0"/>
</radialGradient>
</defs>
<!-- Inset by 7%: a macOS icon is a rounded tile with air around it, and the same
shape is what Windows and the Linux menus get. -->
<rect x="72" y="72" width="880" height="880" rx="200" fill="url(#tile)"/>
<rect x="72" y="72" width="880" height="880" rx="200" fill="url(#glow)"/>
<rect x="72" y="72" width="880" height="880" rx="200" fill="none" stroke="#2a3440" stroke-width="8"/>
<g stroke="#2c8f6c" stroke-width="48" stroke-linecap="round">
<path d="M196 400 H286"/>
<path d="M172 512 H274"/>
<path d="M196 624 H286"/>
</g>
<path d="M366 348 L462 676 L588 456 L714 676 L810 348" fill="none" stroke="#37b98a"
stroke-width="82" stroke-linecap="round" stroke-linejoin="round"/>
</svg>

After

Width:  |  Height:  |  Size: 2.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 117 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 10 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 639 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 23 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 53 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.9 KiB

+32
View File
@@ -0,0 +1,32 @@
'use strict'
// Ad-hoc sign the macOS bundle after packing.
//
// Without this the bundle carries only the linker's ad-hoc signature on the main
// executable, with no resource seal — `codesign --verify` says "code has no
// resources but signature indicates they must be present". That runs fine
// locally, but a browser download adds the quarantine flag, Gatekeeper evaluates
// the broken seal, and macOS reports the app as *damaged* rather than merely
// unverified. The first release shipped exactly that.
//
// An ad-hoc signature is not a Developer ID and does not notarise anything: the
// user still has to right-click ▸ Open the first time. It is the difference
// between "unidentified developer" and "move it to the Bin".
const { execFileSync } = require('node:child_process')
const path = require('node:path')
exports.default = async function afterPack (context) {
if (context.electronPlatformName !== 'darwin') return
if (process.platform !== 'darwin') {
console.log(' • ad-hoc signing skipped reason=codesign only exists on macOS')
return
}
const app = path.join(context.appOutDir, `${context.packager.appInfo.productFilename}.app`)
// --deep is the pragmatic choice for ad-hoc signing a bundle with nested
// frameworks and helpers; Apple discourages it for real identities, where the
// inner-to-outer order matters.
execFileSync('codesign', ['--force', '--deep', '--sign', '-', app], { stdio: 'inherit' })
execFileSync('codesign', ['--verify', '--deep', '--strict', '--verbose=1', app], { stdio: 'inherit' })
console.log(` • ad-hoc signed ${app}`)
}
+54
View File
@@ -0,0 +1,54 @@
// The two bundles and the two static files.
//
// tsc compiles the main process, where CommonJS and `require` are fine. The preload
// and the renderer cannot work that way: a sandboxed preload may not require its own
// modules, and a module script over file:// is blocked by the page's own origin
// rules. So both are bundled into one file each — the layering stays in src/, the
// window gets a single script.
import { build } from 'esbuild'
import { copyFile, mkdir } from 'node:fs/promises'
import { dirname, join } from 'node:path'
import { fileURLToPath } from 'node:url'
const root = dirname(dirname(fileURLToPath(import.meta.url)))
const outDir = join(root, 'build')
const bundles = [
{
label: 'preload',
entryPoints: [join(root, 'src/preload/preload.ts')],
outfile: join(outDir, 'preload/preload.js'),
platform: 'node',
format: 'cjs',
// Provided by Electron at runtime; bundling it would break the sandbox.
external: ['electron']
},
{
label: 'renderer',
entryPoints: [join(root, 'src/renderer/main.ts')],
outfile: join(outDir, 'renderer/app.js'),
platform: 'browser',
format: 'iife',
external: []
}
]
for (const bundle of bundles) {
await build({
entryPoints: bundle.entryPoints,
outfile: bundle.outfile,
bundle: true,
platform: bundle.platform,
format: bundle.format,
external: bundle.external,
target: 'es2023',
logLevel: 'warning'
})
console.log(`bundled ${bundle.label} -> ${bundle.outfile.replace(`${root}/`, '')}`)
}
await mkdir(join(outDir, 'renderer'), { recursive: true })
for (const asset of ['index.html', 'style.css']) {
await copyFile(join(root, 'src/renderer', asset), join(outDir, 'renderer', asset))
console.log(`copied ${asset}`)
}
+143
View File
@@ -0,0 +1,143 @@
#!/usr/bin/env node
// Render every icon format from resources/icon.svg.
//
// The point of this script is that the icon stays *editable*. Three committed binaries
// with no way to regenerate them is how an icon becomes something nobody dares touch;
// here the SVG is the source and everything else is output, so changing the mark is
// changing one file and running this.
//
// npm run icons
//
// Needs `rsvg-convert` (brew install librsvg). The .icns additionally needs `iconutil`,
// which only exists on macOS — on Linux that step is skipped with a warning, because CI
// builds Linux and Windows there and the committed .icns is what a mac build uses.
import { execFileSync } from 'node:child_process'
import fs from 'node:fs'
import path from 'node:path'
const ROOT = path.resolve(import.meta.dirname, '..')
const RESOURCES = path.join(ROOT, 'resources')
const SOURCE = path.join(RESOURCES, 'icon.svg')
/** Windows wants these; anything larger than 256 cannot go in an ICO as PNG anyway. */
const ICO_SIZES = [16, 24, 32, 48, 64, 128, 256]
/** What macOS asks for in an iconset, with the @2x names it insists on. */
const ICNS_ENTRIES = [
[16, 'icon_16x16.png'], [32, 'icon_16x16@2x.png'],
[32, 'icon_32x32.png'], [64, 'icon_32x32@2x.png'],
[128, 'icon_128x128.png'], [256, 'icon_128x128@2x.png'],
[256, 'icon_256x256.png'], [512, 'icon_256x256@2x.png'],
[512, 'icon_512x512.png'], [1024, 'icon_512x512@2x.png']
]
function render (size, target) {
execFileSync('rsvg-convert', ['-w', String(size), '-h', String(size), SOURCE, '-o', target])
}
/**
* An ICO holding PNGs.
*
* The format allows it since Vista and every tool this project's packages reach has
* supported it for longer than that. Writing the container by hand is a few lines and
* saves a dependency on ImageMagick, which is not installed here and is not worth
* making a build requirement for 22 bytes of header per image.
*/
function writeIco (pngs, target) {
const header = Buffer.alloc(6)
header.writeUInt16LE(0, 0)
header.writeUInt16LE(1, 2) // 1 = icon
header.writeUInt16LE(pngs.length, 4)
const directory = Buffer.alloc(16 * pngs.length)
let offset = header.length + directory.length
pngs.forEach(({ size, data }, index) => {
const at = index * 16
// 0 means 256 in this field, which is the whole reason 256 is the largest size here.
directory.writeUInt8(size >= 256 ? 0 : size, at)
directory.writeUInt8(size >= 256 ? 0 : size, at + 1)
directory.writeUInt8(0, at + 2) // palette: none
directory.writeUInt8(0, at + 3) // reserved
directory.writeUInt16LE(1, at + 4) // colour planes
directory.writeUInt16LE(32, at + 6) // bits per pixel
directory.writeUInt32LE(data.length, at + 8)
directory.writeUInt32LE(offset, at + 12)
offset += data.length
})
fs.writeFileSync(target, Buffer.concat([header, directory, ...pngs.map((p) => p.data)]))
}
function buildIco () {
const temporary = fs.mkdtempSync(path.join(RESOURCES, '.ico-'))
try {
const pngs = ICO_SIZES.map((size) => {
const file = path.join(temporary, `${size}.png`)
render(size, file)
return { size, data: fs.readFileSync(file) }
})
writeIco(pngs, path.join(RESOURCES, 'icon.ico'))
console.log(` icon.ico ${ICO_SIZES.join(', ')}`)
} finally {
fs.rmSync(temporary, { recursive: true, force: true })
}
}
function buildIcns () {
const iconset = path.join(RESOURCES, 'icon.iconset')
fs.rmSync(iconset, { recursive: true, force: true })
fs.mkdirSync(iconset)
try {
for (const [size, name] of ICNS_ENTRIES) render(size, path.join(iconset, name))
execFileSync('iconutil', ['-c', 'icns', iconset, '-o', path.join(RESOURCES, 'icon.icns')])
console.log(' icon.icns 16 … 512@2x')
} finally {
fs.rmSync(iconset, { recursive: true, force: true })
}
}
/**
* Linux takes a directory of sizes; electron-builder reads whatever is in it.
*
* Named `<size>x<size>.png`, which is the convention it expects and also what a
* `.desktop` entry's icon lookup walks.
*/
function buildLinuxIcons () {
const directory = path.join(RESOURCES, 'icons')
fs.rmSync(directory, { recursive: true, force: true })
fs.mkdirSync(directory)
const sizes = [16, 32, 48, 64, 128, 256, 512, 1024]
for (const size of sizes) render(size, path.join(directory, `${size}x${size}.png`))
console.log(` icons/ ${sizes.join(', ')}`)
}
function main () {
if (!fs.existsSync(SOURCE)) {
console.error(`no ${path.relative(ROOT, SOURCE)} — the icon source is missing`)
process.exit(1)
}
try {
execFileSync('rsvg-convert', ['--version'], { stdio: 'ignore' })
} catch {
console.error('rsvg-convert is not installed (brew install librsvg / apt install librsvg2-bin)')
process.exit(1)
}
console.log('rendering icons from resources/icon.svg')
render(1024, path.join(RESOURCES, 'icon.png'))
console.log(' icon.png 1024')
buildLinuxIcons()
buildIco()
if (process.platform === 'darwin') {
buildIcns()
} else {
// Not fatal: the committed .icns is what a mac build uses, and only a Mac can make
// one. Saying so is better than a build that quietly ships the Electron default.
console.warn(' icon.icns skipped — iconutil is macOS only; the committed one stands')
}
}
main()
+115
View File
@@ -0,0 +1,115 @@
#!/bin/sh
# Attach built packages to the Gitea release for this tag.
#
# The local publisher (scripts/release.sh) drives `tea`, which is logged in
# interactively on a workstation. CI has no such session: it has a token and curl. The
# two are deliberately separate scripts rather than one with two ways to authenticate —
# each is short enough to read in full.
#
# scripts/ci-upload.sh every package in dist/
# scripts/ci-upload.sh dist/one.deb just these
#
# Authenticates with the `gitea_token` secret when there is one, and otherwise with the
# credential Woodpecker gives every step for cloning — so a release needs no secret.
#
# Creates the release when the tag has none, with RELEASE_NOTES.md as its body. That is
# the flow: a `vX.Y.Z` tag starts this pipeline, which publishes the release with the
# Linux and Windows packages in it, and the macOS package is pushed on top afterwards by
# `make release` from a Mac.
set -eu
FORGE="${FORGE_API:-https://git.teletypegames.org/api/v1}"
REPO="${REPO:-${CI_REPO:-}}"
TAG="${TAG:-${CI_COMMIT_TAG:-}}"
DIST="${DIST:-dist}"
NOTES="${NOTES:-RELEASE_NOTES.md}"
say() { echo "[ci-upload] $*"; }
die() { echo "[ci-upload] error: $*" >&2; exit 1; }
# Who to be. A `gitea_token` secret wins when there is one; otherwise the credential
# Woodpecker already hands every step for cloning is used, which is an access token of
# the repository's owner — so publishing needs no secret of its own. Gitea accepts a
# personal access token as `token …` and an OAuth one as `Bearer …`, and which of the two
# this is depends on how Woodpecker was set up, so the scheme is probed once rather than
# assumed.
TOKEN="${GITEA_TOKEN:-${CI_NETRC_PASSWORD:-}}"
[ -n "$TOKEN" ] || die "no credential: set GITEA_TOKEN, or run this where Woodpecker provides CI_NETRC_PASSWORD"
[ -n "$REPO" ] || die "cannot work out the repository — set REPO=owner/name"
[ -n "$TAG" ] || die "cannot work out the tag — set TAG=v1.2.3"
AUTH=""
for scheme in token Bearer; do
if curl -fsS -H "Authorization: $scheme $TOKEN" "$FORGE/user" >/dev/null 2>&1; then
AUTH="Authorization: $scheme $TOKEN"
say "authenticated with the $scheme scheme"
break
fi
done
[ -n "$AUTH" ] || die "the credential was refused by $FORGE — it cannot read /user"
api() {
method="$1"; path="$2"; shift 2
curl -fsS -X "$method" -H "$AUTH" "$FORGE$path" "$@"
}
# The list lives one path per line in a file and is read with `while IFS= read -r`. The
# built package names have no spaces in them any more, but a path given on the command
# line still can — and a single variable looped over with $list splits on the space and
# uploads nothing, which is a silent way to publish a release with no assets.
LIST="$(mktemp)"
trap 'rm -f "$LIST"' EXIT
if [ "$#" -gt 0 ]; then
for given in "$@"; do printf '%s\n' "$given"; done > "$LIST"
else
# What this pipeline builds. The macOS packages are attached from the Mac that can
# sign them, so they are not listed here even when they happen to be present.
find "$DIST" -maxdepth 1 -type f \
\( -name '*.AppImage' -o -name '*.deb' -o -name '*.exe' \) 2>/dev/null | sort > "$LIST" || true
fi
[ -s "$LIST" ] || die "no Linux or Windows packages in $DIST"
say "$REPO $TAG"
# `curl -f` fails on the 404 a missing release answers, so the lookup is allowed to
# fail and judged by what came back rather than by its exit status.
release_id="$(curl -sS -H "$AUTH" "$FORGE/repos/$REPO/releases/tags/$TAG" | jq -r '.id // empty')"
if [ -z "$release_id" ]; then
say "no release for $TAG yet — creating it"
title="$(jq -r '(.productName // .name) + " " + (.version)' package.json)"
notes=''
[ -f "$NOTES" ] && notes="$(cat "$NOTES")"
# The body goes through jq rather than string concatenation: release notes are
# markdown with quotes and newlines in them.
payload="$(jq -n --arg tag "$TAG" --arg title "$title" --arg body "$notes" \
'{tag_name: $tag, name: $title, body: $body, draft: false, prerelease: false}')"
release_id="$(api POST "/repos/$REPO/releases" \
-H 'Content-Type: application/json' -d "$payload" | jq -r '.id // empty')"
[ -n "$release_id" ] || die "the release for $TAG could not be created"
else
say "the release already exists"
fi
while IFS= read -r asset; do
[ -n "$asset" ] || continue
[ -f "$asset" ] || die "no such file: $asset"
name="$(basename "$asset")"
encoded="$(printf '%s' "$name" | jq -sRr @uri)"
# Replace rather than refuse, so re-running a build lands.
existing="$(api GET "/repos/$REPO/releases/$release_id/assets" |
jq -r --arg name "$name" '.[] | select(.name == $name) | .id')"
for id in $existing; do
say "replacing $name"
api DELETE "/repos/$REPO/releases/$release_id/assets/$id" >/dev/null
done
say "uploading $name"
api POST "/repos/$REPO/releases/$release_id/assets?name=$encoded" \
-F "attachment=@$asset" >/dev/null
done < "$LIST"
say "done:"
api GET "/repos/$REPO/releases/$release_id" |
jq -r '.assets[] | " \(.name) \(.size / 1000000 | floor) MB"'
+35
View File
@@ -0,0 +1,35 @@
#!/bin/sh
# Fail on a package that is too small to be one.
#
# Written after a Wine build died halfway and left a 162 KB stub named like the real
# installer: `ls` was happy, the step passed, and the release would have carried a file
# that cannot be run. An Electron package is ~100 MB — anything under a tenth of that
# did not finish.
#
# scripts/ci-verify-packages.sh '*.AppImage' '*.deb'
set -eu
DIST="${DIST:-dist}"
MIN_BYTES="${MIN_BYTES:-10000000}"
die() { echo "[verify] error: $*" >&2; exit 1; }
[ "$#" -gt 0 ] || die "no patterns given"
for pattern in "$@"; do
found=0
# One path per line: package names contain spaces.
find "$DIST" -maxdepth 1 -type f -name "$pattern" | sort > /tmp/verify-list
while IFS= read -r file; do
[ -n "$file" ] || continue
found=1
size="$(wc -c < "$file" | tr -d ' ')"
if [ "$size" -lt "$MIN_BYTES" ]; then
die "$file is only $size bytes — the build did not finish"
fi
echo "[verify] $(basename "$file"): $size bytes"
done < /tmp/verify-list
[ "$found" -eq 1 ] || die "no $pattern in $DIST"
done
rm -f /tmp/verify-list
+140
View File
@@ -0,0 +1,140 @@
#!/bin/sh
# Publish the built packages as a Gitea release.
#
# The version comes from package.json, so the tag follows whatever `npm version`
# set — there is nothing to keep in sync by hand. The release is created if it is
# not there yet, and an attachment with a name already on it is replaced rather
# than refused, which is what makes a rebuild-and-upload repeatable.
#
# scripts/release.sh every package in dist/
# scripts/release.sh dist/foo.dmg just these
#
# Assumes `tea` is installed and logged in (see the devarea repo: `make tea`).
set -eu
LOGIN="${TEA_LOGIN:-ttg}"
NOTES="${NOTES:-RELEASE_NOTES.md}"
DIST="${DIST:-dist}"
say() { echo "[release] $*"; }
die() { echo "[release] error: $*" >&2; exit 1; }
command -v tea >/dev/null 2>&1 || die "tea is not installed — see the devarea repo, 'make tea'"
command -v node >/dev/null 2>&1 || die "node is required"
[ -f package.json ] || die "run this from the repository root"
# Version and title from package.json, read with node. This project needs no interpreter
# beyond the one it already builds with — the app itself carries no Python any more, and
# neither should the script that ships it.
VERSION="$(node -p 'require("./package.json").version')"
TITLE="$(node -p 'const d = require("./package.json"); (d.productName || d.name) + " " + d.version')"
TAG="${TAG:-v$VERSION}"
[ -n "$VERSION" ] || die "cannot read the version from package.json"
[ -n "$TITLE" ] || die "cannot work out a release title"
# The repository is whatever this checkout pushes to, so a fork publishes to the
# fork without editing anything.
REPO="${REPO:-$(git remote get-url origin 2>/dev/null |
sed -e 's#.*[:/]\([^/]*/[^/]*\)$#\1#' -e 's#\.git$##')}"
[ -n "$REPO" ] || die "cannot work out the Gitea repo — set REPO=owner/name"
# What to upload: the arguments, or the packages in dist/ that belong to *this*
# version. Two things this has to get right:
#
# - the version filter, because dist/ keeps whatever earlier builds left there
# and a release would quietly get the previous version's files attached;
# - the spaces. The built names have none since 2.3.0 — `WarpEngineClient-2.3.0-arm64.dmg`
# — but a path given as an argument still can, so the list stays one path per line in
# a file, read with `while IFS= read -r`. Holding it in a single variable and looping
# over $list splits it on the space, and publishes nothing.
LIST="$(mktemp)"
trap 'rm -f "$LIST"' EXIT
if [ "$#" -gt 0 ]; then
for given in "$@"; do printf '%s\n' "$given"; done > "$LIST"
else
find "$DIST" -maxdepth 1 -type f -name "*$VERSION*" \
\( -name '*.dmg' -o -name '*-mac.zip' -o -name '*.exe' -o -name '*.AppImage' -o -name '*.deb' \) \
2>/dev/null | sort > "$LIST" || true
fi
[ -s "$LIST" ] || die "no $VERSION packages in $DIST — run 'make dist' first"
say "$REPO $TAG (version $VERSION), login $LOGIN"
# The release id, or empty when there is no such tag. `tea api` exits 0 even for a
# 404 — it answers {"message":"not found"} — so the body is what has to be read.
release_id() {
tea api "/repos/$REPO/releases/tags/$TAG" 2>/dev/null | node -e '
try {
console.log(JSON.parse(require("fs").readFileSync(0, "utf8")).id || "")
} catch {
// Not JSON, or no such release: an empty answer is the "no release yet" case.
}
'
}
# --- the release itself ----------------------------------------------------
if [ -n "$(release_id)" ]; then
say "the release already exists"
else
say "creating the release: $TITLE"
if [ -f "$NOTES" ]; then
tea releases create --login "$LOGIN" --repo "$REPO" --tag "$TAG" \
--title "$TITLE" --note-file "$NOTES" >/dev/null
else
say "no $NOTES — the release gets a one-line note"
tea releases create --login "$LOGIN" --repo "$REPO" --tag "$TAG" \
--title "$TITLE" --note "Packages built from $TAG." >/dev/null
fi
fi
RELEASE_ID="$(release_id)"
[ -n "$RELEASE_ID" ] || die "the release $TAG could not be created or found"
# --- the attachments -------------------------------------------------------
# Anything already attached under this name, dropped: replacing rather than
# refusing is what makes a rebuild-and-upload repeatable. Called before every
# attempt, so a retry cannot leave two copies behind.
drop_existing() {
ids="$(tea api "/repos/$REPO/releases/$RELEASE_ID/assets" | node -e '
const name = process.argv[1]
for (const asset of JSON.parse(require("fs").readFileSync(0, "utf8"))) {
if (asset.name === name) console.log(asset.id)
}
' -- "$1")"
for id in $ids; do
say "replacing $1"
tea api -X DELETE "/repos/$REPO/releases/$RELEASE_ID/assets/$id" >/dev/null
done
}
while IFS= read -r asset; do
[ -n "$asset" ] || continue
[ -f "$asset" ] || die "no such file: $asset"
name="$(basename "$asset")"
size="$(node -e 'console.log((require("fs").statSync(process.argv[1]).size / 1e6).toFixed(0) + " MB")' -- "$asset")"
# Retried, because a 100 MB upload does fail on its own: publishing 1.2.0 got
# "invalid username, password or token" on the second package while the first
# had just gone up with the same token, and the identical command succeeded on
# the next run. One flake should not cost a rebuild.
attempt=1
while :; do
drop_existing "$name"
say "uploading $name ($size) — large packages take a few minutes"
if tea releases assets create --login "$LOGIN" --repo "$REPO" "$TAG" "$asset" >/dev/null; then
break
fi
[ "$attempt" -lt 3 ] || die "$name could not be uploaded after $attempt attempts"
attempt=$((attempt + 1))
say "that failed — attempt $attempt of 3"
done
done < "$LIST"
say "done:"
tea api "/repos/$REPO/releases/$RELEASE_ID" | node -e '
const release = JSON.parse(require("fs").readFileSync(0, "utf8"))
for (const asset of release.assets || []) {
console.log(` ${asset.name} ${(asset.size / 1e6).toFixed(0)} MB`)
}
console.log(` ${release.html_url}`)
'
-103
View File
@@ -1,103 +0,0 @@
#!/usr/bin/env node
'use strict'
// Drives the bridge without Electron: no window, no packaging, just the part
// that talks to the store. This is where an integration mistake shows up first,
// so it is the check to run after touching lib/store.js or the CLI.
//
// npm run smoke the store installed on this machine
// SMOKE_HOME=/path/to/store-home npm run smoke a sandbox store
const path = require('node:path')
const fs = require('node:fs')
const store = require('../lib/store')
const i18n = require('../lib/i18n')
function ok (label, value) {
console.log(` ok ${label}${value === undefined ? '' : `: ${value}`}`)
}
function bad (label, value) {
console.log(` FAIL ${label}${value === undefined ? '' : `: ${value}`}`)
process.exitCode = 1
}
async function main () {
console.log('warp-engine-desktop-gui smoke test')
const python = store.findPython()
if (python) ok('python', python.version)
else return bad('python', 'not found — the store cannot run')
for (const lang of i18n.languages) {
const dict = i18n.dict(lang)
const missing = Object.keys(i18n.STRINGS[i18n.FALLBACK]).filter((k) => !dict[k])
if (missing.length) bad(`strings:${lang}`, `missing ${missing.join(', ')}`)
else ok(`strings:${lang}`, `${Object.keys(dict).length} keys`)
}
let target = null
if (process.env.SMOKE_HOME) {
const home = path.resolve(process.env.SMOKE_HOME)
target = {
engine: 'desktop',
id: path.basename(home).replace(/-desktop$/, ''),
home,
script: path.join(home, 'desktop_store.py'),
config: path.join(home, 'config.json')
}
for (const file of [target.script, target.config]) {
if (!fs.existsSync(file)) return bad('SMOKE_HOME', `${file} is missing`)
}
ok('store (SMOKE_HOME)', target.home)
} else {
const stores = store.findStores()
if (!stores.length) {
console.log(' skip no store installed — run the app once, or set SMOKE_HOME')
console.log(` it would be installed in ${store.defaultHome()}`)
return
}
target = stores[0]
ok('store found', `${target.id} in ${target.home}`)
}
const logs = []
const paths = await store.paths(target, { onLog: (l) => logs.push(l) })
if (paths.os && paths.store_folder) ok('paths', `${paths.os}${paths.store_folder}`)
else bad('paths', JSON.stringify(paths))
const listing = await store.list(target, { onLog: (l) => logs.push(l) })
const games = listing.games || []
if (!games.length) return bad('list', 'no games came back')
const modes = games.reduce((acc, g) => {
acc[g.mode] = (acc[g.mode] || 0) + 1
return acc
}, {})
ok('list', `${games.length} titles (${Object.entries(modes).map(([m, n]) => `${m}:${n}`).join(', ')})`)
const required = ['name', 'title', 'platform', 'version', 'mode', 'kind', 'installed', 'update_available']
const broken = games.filter((g) => required.some((k) => g[k] === undefined))
if (broken.length) bad('game shape', `${broken.length} entries miss a field`)
else ok('game shape', required.join(', '))
const hosted = games.filter((g) => g.mode === 'web')
if (hosted.length && !hosted.every((g) => /^https?:\/\//.test(g.url || ''))) {
bad('hosted urls', 'a web title has no usable url')
} else if (hosted.length) {
ok('hosted urls', hosted[0].url)
}
const installed = games.filter((g) => g.installed)
ok('installed', `${installed.length} of ${games.length}`)
if (installed.length) {
const withTarget = installed.filter((g) => g.menu_entry || g.exe || g.url)
if (withTarget.length !== installed.length) bad('launch targets', 'an installed title has nothing to launch')
else ok('launch targets', 'every installed title has one')
}
if (logs.length) ok('stderr log', `${logs.length} lines (kept off stdout)`)
}
main().catch((err) => {
console.log(` FAIL ${err && err.code ? err.code : 'error'}: ${err && err.message ? err.message : err}`)
process.exitCode = 1
})
+78
View File
@@ -0,0 +1,78 @@
import { readAccessVerdict, type CatalogPrice } from '../../domain/models/CatalogAccess'
import type { Game } from '../../domain/models/Game'
import type { GameDto } from '../../shared/contracts/dto/GameDto'
const ABSOLUTE_URL = /^https?:\/\//
/**
* A title as the window may see it.
*
* Three decisions live here rather than in the renderer: the box art is resolved
* against the catalog's base URL, whether a title can be launched is answered here —
* so the window never receives a filesystem path it could be talked into opening —
* and the catalog's access block is reduced to a verdict and a printed price, because
* a view that had to reason about entitlement is a view with a rule in it.
*/
export class GameDtoMapper {
public toDto (game: Game, catalogBaseUrl: string): GameDto {
return {
name: game.name,
title: game.title,
platform: game.platform,
version: game.version,
mode: game.mode,
kind: game.kind,
description: game.description,
author: game.author,
imageUrl: this.resolveImageUrl(game, catalogBaseUrl),
installed: game.installed,
updateAvailable: game.updateAvailable,
installedVersion: game.installedVersion,
launchable: this.isLaunchable(game),
installable: game.installable,
unavailableReason: game.unavailableReason,
unavailableDetail: game.unavailableDetail,
accessVerdict: readAccessVerdict(game.access),
priceLabel: formatPrice(game.access?.price ?? null),
purchaseUrl: game.access?.purchaseUrl ?? null
}
}
public toDtoList (games: readonly Game[], catalogBaseUrl: string): readonly GameDto[] {
return games.map((game: Game): GameDto => this.toDto(game, catalogBaseUrl))
}
private resolveImageUrl (game: Game, catalogBaseUrl: string): string | null {
if (game.imagePath === null) return null
if (ABSOLUTE_URL.test(game.imagePath)) return game.imagePath
return catalogBaseUrl.length > 0 ? `${catalogBaseUrl}${game.imagePath}` : null
}
private isLaunchable (game: Game): boolean {
if (!game.installed) return false
if (game.mode === 'web') return game.hostedUrl !== null
return game.menuEntryPath !== null || game.executablePath !== null
}
}
/**
* A price as a person reads it, in the currency the catalog named.
*
* `Intl` with the *catalog's* currency and the system locale: the store decides what it
* charges in, the reader's machine decides where the symbol and the separators go.
* There is no conversion here and there must not be — inventing an exchange rate would
* be quoting a price nobody agreed to.
*/
function formatPrice (price: CatalogPrice | null): string | null {
if (price === null) return null
if (price.amountCents <= 0) return null
try {
return new Intl.NumberFormat(undefined, {
style: 'currency', currency: price.currency
}).format(price.amountCents / 100)
} catch {
// An unknown currency code: better the number and the code than nothing at all.
return `${(price.amountCents / 100).toFixed(2)} ${price.currency}`
}
}
@@ -0,0 +1,12 @@
import type { InstalledStore } from '../../domain/models/InstalledStore'
import type { InstalledStoreDto } from '../../shared/contracts/dto/InstalledStoreDto'
export class InstalledStoreDtoMapper {
public toDto (store: InstalledStore): InstalledStoreDto {
return { id: store.id, name: store.name, home: store.home, engine: store.engine }
}
public toDtoList (stores: readonly InstalledStore[]): readonly InstalledStoreDto[] {
return stores.map((store: InstalledStore): InstalledStoreDto => this.toDto(store))
}
}
@@ -0,0 +1,22 @@
import type { RegistryStore } from '../../domain/models/RegistryStore'
import { deriveStoreId } from '../../domain/models/StoreIdentity'
import type { RegistryStoreDto } from '../../shared/contracts/dto/RegistryStoreDto'
export class RegistryStoreDtoMapper {
public toDto (store: RegistryStore): RegistryStoreDto {
return {
name: store.name,
catalogUrl: store.catalogUrl,
storeId: deriveStoreId(store)
}
}
public toDtoList (stores: readonly RegistryStore[]): readonly RegistryStoreDto[] {
return stores.map((store: RegistryStore): RegistryStoreDto => this.toDto(store))
}
/** The window hands a record straight back when asking for an install. */
public toModel (dto: RegistryStoreDto): RegistryStore {
return { name: dto.name, catalogUrl: dto.catalogUrl }
}
}
@@ -0,0 +1,16 @@
import type { StorePaths } from '../../domain/models/StorePaths'
import type { StorePathsDto } from '../../shared/contracts/dto/StorePathsDto'
export class StorePathsDtoMapper {
public toDto (paths: StorePaths): StorePathsDto {
return {
operatingSystem: paths.operatingSystem,
architecture: paths.architecture,
storeFolder: paths.storeFolder,
menuGroup: paths.menuGroup,
catalogBaseUrl: paths.catalogBaseUrl,
storeName: paths.storeName,
storeId: paths.storeId
}
}
}
+112
View File
@@ -0,0 +1,112 @@
import {
NO_ACCOUNT, type SignInOutcome, type SignInPrompt, type StoreAccount
} from '../../domain/models/StoreAccount'
import type { StoreCatalogGateway } from '../../domain/ports/StoreCatalogGateway'
import type { StoreSelectionService } from './StoreSelectionService'
/** A sign-in that is under way: what to show, and how it ended. */
export interface SignInSession {
readonly prompt: SignInPrompt
readonly finished: Promise<SignInResult>
}
export interface SignInResult {
readonly outcome: SignInOutcome
readonly account: StoreAccount
}
/**
* Signing in to the store that is open, and out of it again.
*
* The waiting lives here rather than in the gateway because it is orchestration: a loop
* with a cancel and a deadline in it, over a port that only knows how to ask once. That
* split is also what keeps the port testable without a clock.
*
* One sign-in at a time, per application rather than per store: a second one started
* while the first is waiting would leave two loops racing to write the same token, and
* a person can only be at one browser tab anyway.
*/
export class AccountService {
private cancelled = false
private active: SignInSession | null = null
public constructor (
private readonly catalogGateway: StoreCatalogGateway,
private readonly selection: StoreSelectionService
) {}
/** Null where no store is open — the window asks before anything is chosen. */
public async readAccount (): Promise<StoreAccount> {
const store = this.selection.findCurrentStore()
if (store === null) return NO_ACCOUNT
return await this.catalogGateway.readAccount(store)
}
/**
* Ask the store for a code, then keep polling until somebody answers.
*
* Returns as soon as there is something to show: the code has to be on screen while
* the polling happens, and a person cannot answer a code they have not seen yet.
*/
public async beginSignIn (clientName: string): Promise<SignInSession> {
if (this.active !== null) return this.active
const store = this.selection.requireCurrentStore()
const prompt = await this.catalogGateway.requestSignIn(store, clientName)
this.cancelled = false
const session: SignInSession = { prompt, finished: this.awaitAnswer(prompt) }
this.active = session
return session
}
/** Give up waiting. The code stays valid at the server until it expires by itself. */
public cancelSignIn (): void {
this.cancelled = true
}
public async signOut (): Promise<StoreAccount> {
const store = this.selection.findCurrentStore()
if (store === null) return NO_ACCOUNT
this.cancelSignIn()
return await this.catalogGateway.signOut(store)
}
private isCancelled (): boolean {
return this.cancelled
}
private async awaitAnswer (prompt: SignInPrompt): Promise<SignInResult> {
const store = this.selection.requireCurrentStore()
const deadline = Date.now() + prompt.expiresInSeconds * 1000
try {
while (!this.isCancelled()) {
await delay(prompt.intervalSeconds * 1000)
// Read through a method, not the field: cancelling happens *during* the delay
// above, and a flow analysis that only sees the loop condition concludes this
// can never be true.
if (this.isCancelled()) break
// The server's own expiry is the authority; this one only stops the loop when
// the server has stopped answering at all.
if (Date.now() > deadline) return { outcome: 'expired', account: await this.readAccount() }
const result = await this.catalogGateway.pollSignIn(store, prompt.deviceCode)
if (result.state === 'approved') return { outcome: 'signedIn', account: result.account }
if (result.state === 'denied') return { outcome: 'denied', account: result.account }
if (result.state === 'expired') return { outcome: 'expired', account: result.account }
}
return { outcome: 'cancelled', account: await this.readAccount() }
} finally {
this.active = null
}
}
}
async function delay (milliseconds: number): Promise<void> {
await new Promise<void>((resolve: () => void): void => {
setTimeout((): void => { resolve() }, milliseconds)
})
}
@@ -0,0 +1,44 @@
import type { InstalledStore } from '../../domain/models/InstalledStore'
import type { ApplicationEnvironment } from '../../domain/ports/ApplicationEnvironment'
import type { AppStateDto } from '../../shared/contracts/dto/AppStateDto'
import { TranslationCatalog } from '../../shared/i18n/TranslationCatalog'
import { InstalledStoreDtoMapper } from '../mappers/InstalledStoreDtoMapper'
import type { PreferencesService } from './PreferencesService'
import type { StoreProvisioningService } from './StoreProvisioningService'
import type { StoreSelectionService } from './StoreSelectionService'
/**
* Everything the window needs before it can paint anything, in one answer.
*
* One call rather than six, because the first frame should not be a sequence of round
* trips. There is one decision left in it — whether a store is set up yet — now that
* the engine ships with the application and cannot be missing or out of date.
*/
export class ApplicationStateService {
public constructor (
private readonly preferences: PreferencesService,
private readonly selection: StoreSelectionService,
private readonly provisioning: StoreProvisioningService,
private readonly environment: ApplicationEnvironment,
private readonly translations: TranslationCatalog = new TranslationCatalog(),
private readonly storeMapper: InstalledStoreDtoMapper = new InstalledStoreDtoMapper()
) {}
public readState (): AppStateDto {
const locale = this.preferences.readLocale()
const stores = this.selection.listStores()
const current: InstalledStore | null = this.selection.findCurrentStore()
return {
locale,
locales: this.translations.locales,
messages: this.translations.readBundle(locale),
navigationOpen: this.preferences.readNavigationOpen(),
currentStore: current === null ? null : this.storeMapper.toDto(current),
stores: this.storeMapper.toDtoList(stores),
registryUrl: this.provisioning.registryUrl,
defaultStoreRoot: this.selection.readDefaultStoreRoot(),
appVersion: this.environment.readVersion()
}
}
}
@@ -0,0 +1,54 @@
import type { CatalogListing } from '../../domain/models/CatalogListing'
import type { EngineProgressListener } from '../../domain/models/EngineProgress'
import type { Game } from '../../domain/models/Game'
import type { StorePaths } from '../../domain/models/StorePaths'
import type { StoreCatalogGateway } from '../../domain/ports/StoreCatalogGateway'
import type { StoreSelectionService } from './StoreSelectionService'
/**
* The catalog of the store that is open.
*
* The last listing is kept so a launch can be resolved by name: the window asks
* for "pong", and the paths it would need to start it never leave this process.
*/
export class CatalogService {
private lastListing: CatalogListing | null = null
public constructor (
private readonly catalogGateway: StoreCatalogGateway,
private readonly selection: StoreSelectionService
) {}
public async listGames (progress?: EngineProgressListener): Promise<CatalogListing> {
const listing = await this.catalogGateway.listGames(this.selection.requireCurrentStore(), progress)
this.lastListing = listing
return listing
}
public async readPaths (progress?: EngineProgressListener): Promise<StorePaths> {
return this.catalogGateway.readPaths(this.selection.requireCurrentStore(), progress)
}
public async syncGames (names: readonly string[], progress?: EngineProgressListener): Promise<void> {
await this.catalogGateway.syncGames(this.selection.requireCurrentStore(), names, progress)
this.forgetListing()
}
public async removeGame (name: string, progress?: EngineProgressListener): Promise<void> {
await this.catalogGateway.removeGame(this.selection.requireCurrentStore(), name, progress)
this.forgetListing()
}
public findGame (name: string): Game | null {
return this.lastListing?.games.find((game: Game): boolean => game.name === name) ?? null
}
public findCatalogBaseUrl (): string {
return this.lastListing?.paths?.catalogBaseUrl ?? ''
}
/** After a write the listing is stale; the window refreshes anyway. */
public forgetListing (): void {
this.lastListing = null
}
}
@@ -0,0 +1,29 @@
import type { GameLauncher } from '../../domain/ports/GameLauncher'
import type { CatalogService } from './CatalogService'
/**
* Starting a title the window asked for by name.
*
* The name is all the window has; the launch target comes from the catalog this
* process last read.
*/
export class GameLaunchService {
public constructor (
private readonly launcher: GameLauncher,
private readonly catalog: CatalogService
) {}
public async launchGame (name: string): Promise<boolean> {
const game = this.catalog.findGame(name)
if (game === null) return false
return this.launcher.launchGame(game)
}
public async openFolder (directory: string): Promise<boolean> {
return this.launcher.openFolder(directory)
}
public async openUrl (url: string): Promise<boolean> {
return this.launcher.openUrl(url)
}
}
@@ -0,0 +1,63 @@
import type { Preferences } from '../../domain/models/Preferences'
import type { ApplicationEnvironment } from '../../domain/ports/ApplicationEnvironment'
import type { PreferencesRepository } from '../../domain/ports/PreferencesRepository'
import { TranslationCatalog } from '../../shared/i18n/TranslationCatalog'
import type { Locale } from '../../shared/i18n/MessageBundle'
/**
* What the client remembers, and what it falls back to.
*
* The reads never fail: an unreadable file, a language that no longer exists and a
* fresh install all produce the same defaults.
*/
export class PreferencesService {
public constructor (
private readonly repository: PreferencesRepository,
private readonly environment: ApplicationEnvironment,
private readonly translations: TranslationCatalog = new TranslationCatalog()
) {}
public readLocale (): Locale {
const stored = this.repository.read().locale
return this.translations.resolveLocale(stored ?? this.environment.readSystemLocale())
}
public updateLocale (candidate: string): Locale {
const locale = this.translations.resolveLocale(candidate)
this.merge({ locale })
return locale
}
public readNavigationOpen (): boolean {
return this.repository.read().navigationOpen ?? true
}
public updateNavigationOpen (open: boolean): boolean {
this.merge({ navigationOpen: open })
return open
}
public readStoreHome (): string | null {
return this.repository.read().storeHome ?? null
}
public updateStoreHome (home: string): void {
this.merge({ storeHome: home })
}
/**
* Stop remembering a store, for when it is no longer on the machine.
*
* The key is removed rather than blanked: an empty string would be a remembered home
* that matches nothing, and every reader would have to know to treat it as absent.
*/
public forgetStoreHome (): void {
const { storeHome, ...rest } = this.repository.read()
void storeHome
this.repository.write(rest)
}
private merge (changes: Preferences): void {
this.repository.write({ ...this.repository.read(), ...changes })
}
}
@@ -0,0 +1,127 @@
import type { EngineProgressListener } from '../../domain/models/EngineProgress'
import type { InstalledStore } from '../../domain/models/InstalledStore'
import type { RegistryStore } from '../../domain/models/RegistryStore'
import { deriveStoreId } from '../../domain/models/StoreIdentity'
import type { InstalledStoreRepository } from '../../domain/ports/InstalledStoreRepository'
import type { StoreEngineInstaller } from '../../domain/ports/StoreEngineInstaller'
import type { StoreCatalogGateway } from '../../domain/ports/StoreCatalogGateway'
import type { StoreRegistryRepository } from '../../domain/ports/StoreRegistryRepository'
import type { StoreSelectionService } from './StoreSelectionService'
/**
* Getting a store onto this machine.
*
* Which stores exist is the site's answer — this asks the registry and installs
* what was chosen, into the folder the shell installer would have used. The newly
* installed store becomes the open one, so the window can carry straight on.
*/
export class StoreProvisioningService {
public constructor (
private readonly registry: StoreRegistryRepository,
private readonly installer: StoreEngineInstaller,
private readonly stores: InstalledStoreRepository,
private readonly selection: StoreSelectionService,
private readonly catalogGateway: StoreCatalogGateway
) {}
public get registryUrl (): string {
return this.registry.sourceUrl
}
public async listAvailableStores (): Promise<readonly RegistryStore[]> {
return this.registry.listStores()
}
/**
* Install the chosen store.
*
* The window's choice is taken at face value, which is safe because a record is only a
* name and a catalog: there is no path in it and nothing that decides what may be
* deleted. The store's own configuration is written by the installer from the engine's
* defaults, so the renderer cannot influence where anything lands.
*/
public async installStore (
store: RegistryStore,
progress?: EngineProgressListener
): Promise<InstalledStore> {
const home = this.stores.resolveDefaultHome(deriveStoreId(store))
const installed = await this.installer.installEngine(home, store, progress)
return this.selection.adoptStore(installed)
}
/**
* A catalog the registry does not offer.
*
* Nothing about installing changes — a record is still a name and a catalog, and the
* configuration still comes from the engine's defaults. What differs is only where
* the two fields came from, which is why this hands the same record to the same
* method rather than growing a second path.
*
* The name is derived from the host when none is given: it is a label for the picker,
* and asking somebody to invent one before they can try a URL is a question with no
* useful answer.
*/
public async installCatalog (
catalogUrl: string,
name: string | null = null,
progress?: EngineProgressListener
): Promise<InstalledStore> {
const url = normaliseCatalogUrl(catalogUrl)
const chosen: RegistryStore = { name: name?.trim() ?? '', catalogUrl: url }
return await this.installStore(
chosen.name.length > 0 ? chosen : { ...chosen, name: readHostName(url) },
progress
)
}
/**
* Remove a store: everything it installed, then the store itself.
*
* Whichever store is open afterwards is decided by re-reading the disk rather than
* guessed at here — removing the open one has to leave the window pointing at
* something that exists, and that answer lives in one place.
*/
public async removeStore (store: InstalledStore, progress?: EngineProgressListener): Promise<void> {
await this.catalogGateway.removeStore(store, progress)
this.selection.forgetStore(store)
}
}
/**
* What somebody typed, as a URL this can be used as.
*
* Two liberties taken on purpose, because both are what a person means: a bare host
* gets https, and a trailing slash goes. Anything still unparseable is refused here
* rather than at the first fetch — a store home written for a bad URL is a directory
* somebody has to find and delete.
*/
function normaliseCatalogUrl (value: string): string {
const trimmed = value.trim()
if (trimmed.length === 0) throw new Error('a catalog address is needed')
const withScheme = /^https?:\/\//i.test(trimmed) ? trimmed : `https://${trimmed}`
let parsed: URL
try {
parsed = new URL(withScheme)
} catch {
throw new Error(`not a usable address: ${value}`)
}
// A URL can parse and still have no host — `http://` does. That one used to slip
// through and become a store called "http", because the trailing slashes were being
// stripped *before* the scheme was checked, turning `http://` into `http:` and then
// into `https://http:`.
if (parsed.hostname.length === 0) throw new Error(`not a usable address: ${value}`)
// Rebuilt from the parsed URL rather than from the string: it drops the query and
// the fragment — a catalog is a base address, not a request — and settles the
// trailing slash in one place instead of at every call site that appends a path.
return `${parsed.origin}${parsed.pathname}`.replace(/\/+$/, '')
}
function readHostName (catalogUrl: string): string {
try {
return new URL(catalogUrl).hostname.replace(/^www\./, '')
} catch {
return catalogUrl
}
}
@@ -0,0 +1,82 @@
import { StoreMissingError } from '../../domain/errors/StoreMissingError'
import type { InstalledStore } from '../../domain/models/InstalledStore'
import type { InstalledStoreRepository } from '../../domain/ports/InstalledStoreRepository'
import type { PreferencesService } from './PreferencesService'
/**
* Which store is open.
*
* A machine can carry several: two catalogs, or the same catalog installed twice.
* The remembered one wins, so the window reopens where it was left; the current
* store is cached because every catalog call needs it and re-scanning the disk per
* call would be silly.
*/
export class StoreSelectionService {
private current: InstalledStore | null = null
public constructor (
private readonly stores: InstalledStoreRepository,
private readonly preferences: PreferencesService
) {}
public listStores (): readonly InstalledStore[] {
return this.stores.findAll()
}
/** The store to drive, remembering the choice across runs. Null when there is none. */
public findCurrentStore (): InstalledStore | null {
const known = this.stores.findAll()
const preferredHome = this.preferences.readStoreHome()
const remembered = preferredHome === null
? undefined
: known.find((store: InstalledStore): boolean => store.home === preferredHome)
this.current = remembered ?? known[0] ?? null
return this.current
}
public requireCurrentStore (): InstalledStore {
const store = this.current ?? this.findCurrentStore()
if (store === null) throw new StoreMissingError()
return store
}
/** The store at this home, or an error naming it. Does not change what is open. */
public requireStoreAt (home: string): InstalledStore {
const store = this.stores.findByHome(home)
if (store === null) throw new StoreMissingError(home)
return store
}
public selectStore (home: string): InstalledStore {
const store = this.stores.findByHome(home)
if (store === null) throw new StoreMissingError(home)
this.current = store
this.preferences.updateStoreHome(store.home)
return store
}
/** Adopt a store that was just installed, without a disk scan. */
public adoptStore (store: InstalledStore): InstalledStore {
this.current = store
this.preferences.updateStoreHome(store.home)
return store
}
/**
* Forget a store that is no longer on the machine.
*
* The next store is not chosen here: `findCurrentStore` re-reads the disk and applies
* the same rule it always does, so "which store is open" has exactly one answer in
* one place. Clearing the remembered home first is what stops it choosing the one
* that has just been deleted.
*/
public forgetStore (store: InstalledStore): void {
if (this.preferences.readStoreHome() === store.home) this.preferences.forgetStoreHome()
if (this.current?.home === store.home) this.current = null
this.findCurrentStore()
}
public readDefaultStoreRoot (): string {
return this.stores.readRoots()[0] ?? ''
}
}
+10
View File
@@ -0,0 +1,10 @@
import { DomainError } from './DomainError'
/** A second engine call while one is running. The store writes files; two writers race. */
export class BusyError extends DomainError {
public override readonly code: string = 'BUSY'
public constructor () {
super('the store is busy with another operation')
}
}
+14
View File
@@ -0,0 +1,14 @@
/**
* The base for every error this application raises on purpose.
*
* `code` is what crosses the bridge: the window shows its own sentence for a code
* it knows, and the message only ever ends up in the log drawer.
*/
export abstract class DomainError extends Error {
public abstract readonly code: string
protected constructor (message: string) {
super(message)
this.name = new.target.name
}
}
@@ -0,0 +1,10 @@
import { DomainError } from './DomainError'
/** The engine ran and failed: a non-zero exit, or a process that never started. */
export class EngineInvocationError extends DomainError {
public override readonly code: string = 'ENGINE_FAILED'
public constructor (message: string, public readonly exitCode: number | null = null) {
super(message)
}
}
@@ -0,0 +1,9 @@
import { DomainError } from './DomainError'
export class RegistryUnavailableError extends DomainError {
public override readonly code: string = 'REGISTRY_UNAVAILABLE'
public constructor (public readonly sourceUrl: string, reason: string) {
super(`${sourceUrl}: ${reason}`)
}
}
+9
View File
@@ -0,0 +1,9 @@
import { DomainError } from './DomainError'
export class StoreMissingError extends DomainError {
public override readonly code: string = 'STORE_MISSING'
public constructor (home?: string) {
super(home === undefined ? 'no store is installed yet' : `no store at ${home}`)
}
}
+42
View File
@@ -0,0 +1,42 @@
/**
* What a catalog says about getting one title.
*
* The vocabulary is the engine's and deliberately generic — `gated`, `entitled`, a
* price. One client reads many catalogs, so a field named after what a particular shop
* calls the thing it sells is a field that works in exactly one shop.
*
* Absent (`null` where this appears) is its own answer: an engine too old to have an
* opinion. That is not the same as "not gated", and only one of the two is a reason to
* offer somebody a sign-in.
*/
export interface CatalogAccess {
/** Downloading needs an entitlement. */
readonly gated: boolean
/** For the signed-in caller; null when nobody was signed in to ask about. */
readonly entitled: boolean | null
readonly price: CatalogPrice | null
/** Where a person goes to get it. Absolute — it opens in their own browser. */
readonly purchaseUrl: string | null
/** Where a hosted build is played, when the catalog serves it somewhere of its own. */
readonly webUrl: string | null
}
export interface CatalogPrice {
readonly amountCents: number
readonly currency: string
}
/**
* Can this caller install this title?
*
* Three answers, because the middle one is real: yes; no, and here is where to buy it;
* and "the catalog would tell you if you signed in". A client that collapsed the last
* two would either hide a title somebody owns or offer to sell them one they have.
*/
export type AccessVerdict = 'open' | 'entitled' | 'purchasable' | 'signInRequired'
export function readAccessVerdict (access: CatalogAccess | null): AccessVerdict {
if (access?.gated !== true) return 'open'
if (access.entitled === true) return 'entitled'
return access.entitled === false ? 'purchasable' : 'signInRequired'
}
+19
View File
@@ -0,0 +1,19 @@
import type { Game } from './Game'
import type { StoreAccount } from './StoreAccount'
import type { StorePaths } from './StorePaths'
/** One reading of a store's catalog. */
export interface CatalogListing {
readonly games: readonly Game[]
readonly skipped: readonly string[]
readonly paths: StorePaths | null
/**
* Where this machine stands with the store, as of this reading.
*
* Part of the listing rather than a call of its own because it is the same answer
* from the same request: the catalog was fetched with whatever credential we hold,
* and what it said about entitlements is only meaningful next to whether anybody was
* signed in when it said it.
*/
readonly account: StoreAccount
}
+39
View File
@@ -0,0 +1,39 @@
/**
* The three places a desktop store writes, resolved for this machine.
*
* `installRoot` holds the payloads and `menuDirectory` the launchers the user
* actually sees. `sources` records where each answer came from — a default, the
* config or an override — because "why is my menu entry there" is the first
* question anyone asks of a store that writes outside its own folder.
*/
export interface DesktopLayout {
readonly operatingSystem: string
readonly installRoot: string
readonly menuDirectory: string
readonly iconDirectory: string | null
readonly sources: Readonly<Record<string, string>>
}
/** Where each OS keeps installed programs and its application menu. */
export const OPERATING_SYSTEM_PATHS: Readonly<Record<string, Readonly<Record<string, string | null>>>> = {
linux: {
installRoot: '$XDG_DATA_HOME|~/.local/share',
menuDirectory: '$XDG_DATA_HOME|~/.local/share/applications',
iconDirectory: '$XDG_DATA_HOME|~/.local/share/icons'
},
darwin: {
installRoot: '~/Library/Application Support',
menuDirectory: '~/Applications',
iconDirectory: null
},
windows: {
installRoot: '$LOCALAPPDATA|~/AppData/Local',
menuDirectory: '$APPDATA|~/AppData/Roaming/Microsoft/Windows/Start Menu/Programs',
iconDirectory: null
}
}
/** A file name the OS will accept, from a human title. */
export function toSafeFileName (text: string): string {
return text.trim().replace(/[\\/:*?"<>|]/g, '_') || 'game'
}
+13
View File
@@ -0,0 +1,13 @@
import type { SyncEventDto } from '../../shared/contracts/dto/SyncEventDto'
/**
* How a long-running engine call reports itself.
*
* `onLog` is a line a person can read (the engine's stderr), `onEvent` one of its
* JSON progress events. Both are optional: a caller that only wants the result
* passes neither.
*/
export interface EngineProgressListener {
readonly onLog?: (line: string) => void
readonly onEvent?: (event: SyncEventDto) => void
}
+54
View File
@@ -0,0 +1,54 @@
import type { CatalogAccess } from './CatalogAccess'
/** How a title runs: unpacked on this machine, or served as a web build. */
export type GameMode = 'app' | 'web'
/**
* Why a title cannot be installed here, as the engine codes it.
*
* `platformOff` is the store not carrying that platform at all — a C64 cartridge on a
* desktop — and the other three are about this machine or this catalog: no asset kind
* for the os and architecture, no release carrying it, or the adapter refusing it.
*/
export type UnavailableReason = 'platformOff' | 'hostAsset' | 'noAsset' | 'vetoed'
/**
* A catalog entry, with what the store did about it on this machine.
*
* The launch targets live here and nowhere nearer the window: resolving what to
* open is the main process's job.
*/
export interface Game {
readonly name: string
readonly title: string
readonly platform: string
readonly version: string
readonly mode: GameMode
readonly kind: string
readonly description: string
readonly author: string
/** Relative to the catalog's base URL, as published. */
readonly imagePath: string | null
readonly installed: boolean
readonly updateAvailable: boolean
readonly installedVersion: string | null
readonly menuEntryPath: string | null
readonly executablePath: string | null
readonly hostedUrl: string | null
/**
* False for a title this machine cannot install. It is still listed: a catalog that
* hides what your machine cannot run leaves you wondering which of the two is small.
*/
readonly installable: boolean
readonly unavailableReason: UnavailableReason | null
/** The engine's sentence for it, for a tooltip or the log. */
readonly unavailableDetail: string | null
/**
* What the catalog says about getting it, or null where it said nothing.
*
* Kept separate from `installable`: that one is about this machine — no build for
* this architecture — and this one is about this person. A title can be perfectly
* installable and still not yours.
*/
readonly access: CatalogAccess | null
}
+65
View File
@@ -0,0 +1,65 @@
/**
* The machine the store is running on, and how a config value depends on it.
*
* A native binary only starts on the architecture it was built for, so the release
* picker has to know: an x86_64 build installs on a Raspberry Pi and then does
* nothing, which is worse than not offering it at all.
*/
export interface HostMachine {
readonly operatingSystem: string
readonly architecture: string
}
/**
* A config value that may differ per machine.
*
* A plain value is the same everywhere — that is how a `cartridge` is described,
* being data for an emulator. Where it differs, the value is a map keyed by host.
*/
export type HostSpecific<TValue> = TValue | Readonly<Record<string, TValue>>
/**
* Resolve a host-specific value; the most specific key wins.
*
* {"linux-aarch64": …, "aarch64": …, "linux": …, "*": …}
*
* With no matching key and no `*` the answer is `null`, and the caller reports the
* title as unavailable rather than installing something that cannot run.
*/
export function resolveForHost<TValue> (
value: HostSpecific<TValue> | null | undefined,
host: HostMachine
): TValue | null {
if (value === null || value === undefined) return null
if (!isHostMap(value)) return value
for (const key of hostKeys(host)) {
const found = value[key]
if (found !== undefined) return found
}
return null
}
export function hostKeys (host: HostMachine): readonly string[] {
return [
`${host.operatingSystem}-${host.architecture}`,
host.architecture,
host.operatingSystem,
'*'
]
}
export function describeHost (host: HostMachine): string {
return `${host.operatingSystem}/${host.architecture}`
}
/**
* A host map, as opposed to a value that happens to be an object.
*
* Only plain objects are maps: an array is a value here — `kind` may be a list of
* asset kinds in order of preference, and that is not keyed by anything.
*/
function isHostMap<TValue> (
value: HostSpecific<TValue>
): value is Readonly<Record<string, TValue>> {
return typeof value === 'object' && value !== null && !Array.isArray(value)
}
+64
View File
@@ -0,0 +1,64 @@
import type { SelectedGame } from './SelectedGame'
/**
* One title as it exists on this machine: what was written, and where.
*
* This is the shape `state.json` carries, keyed `<scope>:<name>`. Every path in it
* is something the store put there and may therefore delete — which is why an
* uninstall reads the record rather than guessing at paths.
*
* The catalog's `access` block is deliberately *not* part of it. Whether somebody may
* download a title is the server's answer to a question asked now; a copy of it on disk
* would go stale the moment a purchase or a refund happened, and a stale "yes" is the
* dangerous direction. What is installed stays installed either way.
*/
export interface InstalledRecord extends Omit<SelectedGame, 'access'> {
/** The unpacked archive's directory; null for a hosted entry, which has none. */
readonly payload: string | null
readonly executable: string | null
/** `bundle` for a macOS `.app` the archive already contained, `exe` for a binary. */
readonly executableKind: string | null
readonly icon: string | null
/** The menu entry actually written, which is not always the one intended. */
readonly menuEntry: string | null
readonly url: string | null
}
/**
* The scope a state record belongs to.
*
* `scope` is what the engine writes today. `system` is what the Batocera store
* wrote before the shared core existed, and there the two were the same string —
* so an installed machine keeps working without a migration.
*/
export function recordScope (scope: string | null, system: string | null): string {
return scope ?? system ?? ''
}
/** Two scopes may both carry a game called `foo` — key on both. */
export function gameKey (record: { readonly name: string; readonly scope: string }): string {
return `${record.scope}:${record.name}`
}
/** Resolve user-typed `name` or `scope:name` arguments to state keys. */
export function matchStateKeys (
installed: ReadonlyMap<string, InstalledRecord>,
names: readonly string[]
): readonly string[] {
const wanted = new Set(names.map((name: string): string => name.toLowerCase()))
const keys: string[] = []
for (const [key, record] of installed) {
if (wanted.has(key.toLowerCase()) || wanted.has(record.name.toLowerCase())) keys.push(key)
}
return keys
}
/** Keep only the games the user named, by bare name or `scope:name`. */
export function limitToNames (
games: readonly SelectedGame[],
names: readonly string[]
): readonly SelectedGame[] {
const wanted = new Set(names.map((name: string): string => name.toLowerCase()))
return games.filter((game: SelectedGame): boolean =>
wanted.has(game.name.toLowerCase()) || wanted.has(gameKey(game).toLowerCase()))
}
+14
View File
@@ -0,0 +1,14 @@
/**
* A store set up on this machine.
*
* A home and a config, which is all a store is now that the engine is part of this
* application: the home holds the state and the catalog cache, and the config says
* what the store offers and where its games go.
*/
export interface InstalledStore {
readonly id: string
readonly name: string
readonly home: string
readonly configPath: string
readonly engine: string
}
+9
View File
@@ -0,0 +1,9 @@
import type { Locale } from '../../shared/i18n/MessageBundle'
/** What the client remembers between runs. Every field optional: a fresh install has none. */
export interface Preferences {
readonly locale?: Locale
readonly navigationOpen?: boolean
/** The home of the store last opened, so the window reopens where it was left. */
readonly storeHome?: string
}
+15
View File
@@ -0,0 +1,15 @@
/**
* A store the site's registry offers: a name and a catalog.
*
* That is the whole record, and it is enough. How a store behaves is not the registry's
* business — this client carries its own store engine, whose defaults cover the
* host-to-asset mapping, the install modes, the platforms and the behaviour — so what
* was actually missing from those defaults is identity, and identity is all this is.
*
* Keeping two stores on one machine out of each other's files is a subfolder, derived
* here from the store's own slug rather than told to us by a server.
*/
export interface RegistryStore {
readonly name: string
readonly catalogUrl: string
}
+62
View File
@@ -0,0 +1,62 @@
import type { CatalogAccess } from './CatalogAccess'
import type { UnavailableReason } from './Game'
/**
* A catalog entry the store can install here, with the release it chose.
*
* `scope` is how the host groups its library — for a desktop that is the catalog
* platform. It is what `state.json` is keyed by (`<scope>:<name>`), so two scopes
* can carry a game of the same name without colliding.
*/
export interface SelectedGame {
readonly name: string
readonly scope: string
readonly platform: string
readonly kind: string
readonly version: string
readonly asset: string
/**
* The catalog-side path, kept because not every asset is a download: an `html`
* build is a hosted directory, and the entry is a link to it.
*/
readonly assetPath: string
readonly title: string
readonly description: string
readonly author: string
readonly imageUrl: string | null
readonly createdAt: string | null
/** `app` for a native archive, `web` for a hosted page. */
readonly mode: string
/** What the catalog says about getting it; null from an engine that cannot say. */
readonly access: CatalogAccess | null
}
/**
* A title the store offers but this machine cannot install.
*
* A store that hides these is lying about its catalog by omission: "there is
* nothing for your machine" is an answer, and an absent entry is not. Titles the
* store *chooses* not to offer — the wrong status, an `only`/`exclude` list — are
* not here, because that is editorial rather than a limitation of the machine.
*/
export interface UnavailableEntry {
readonly name: string
readonly title: string
readonly platform: string
readonly description: string
readonly author: string
readonly imageUrl: string | null
readonly version: string
readonly reason: UnavailableReason
/** The sentence behind the code, for a tooltip or the log. */
readonly detail: string
/** Carried here too: a title with no build for this machine can still have a price. */
readonly access: CatalogAccess | null
}
/** What a survey of the catalog found: installable, why not, and what was skipped. */
export interface CatalogSurvey {
readonly games: readonly SelectedGame[]
readonly skipped: readonly string[]
readonly unavailable: readonly UnavailableEntry[]
}
+43
View File
@@ -0,0 +1,43 @@
/**
* What one catalog's server says about itself.
*
* This is how the client stops being built for a particular store. Whether there is a
* sign-in here, where it lives, whether any title can be gated — all of it used to be
* knowledge the client would have had to carry, and a client that carries it works for
* exactly one catalog. Now the server answers, and the same binary serves any of them.
*
* Every field is optional in practice: an engine older than 0.5 has no descriptor at
* all, and `DEFAULT_SERVICE_DESCRIPTOR` is what that means — a plain catalog, nothing
* gated, nobody to sign in as. That is what this client always assumed.
*/
export interface ServiceDescriptor {
readonly engineVersion: string | null
/** Whether any title in this catalog can require an entitlement. */
readonly catalogGated: boolean
/** Null where the server offers no sign-in, which is most of them. */
readonly auth: AuthDescriptor | null
}
export interface AuthDescriptor {
/** The device authorization grant, for a client with no browser of its own. */
readonly device: DeviceAuthDescriptor
}
export interface DeviceAuthDescriptor {
/** Where to ask for a code pair. */
readonly authorizeUrl: string
/** Where to poll for the token. */
readonly tokenUrl: string
/** Where to throw the token away again. */
readonly revokeUrl: string | null
/** Where a person takes the code, opened in their own browser. */
readonly verificationUrl: string
/** Seconds the server asks the client to wait between polls. */
readonly interval: number
}
export const DEFAULT_SERVICE_DESCRIPTOR: ServiceDescriptor = {
engineVersion: null,
catalogGated: false,
auth: null
}
+28
View File
@@ -0,0 +1,28 @@
/**
* Whether this machine is signed in to one store, and whether it could be.
*
* Two booleans rather than one, because the interesting case is the first being false:
* most catalogs have no sign-in at all, and a client that shows a greyed-out "Sign in"
* on them is telling people about a door that does not exist.
*/
export interface StoreAccount {
readonly signInAvailable: boolean
readonly signedIn: boolean
}
export const NO_ACCOUNT: StoreAccount = { signInAvailable: false, signedIn: false }
/** What to show a person while they finish signing in somewhere else. */
export interface SignInPrompt {
/** Opaque to the window: it is the client's half of the exchange, not the person's. */
readonly deviceCode: string
/** The short one, shown on screen and typed into a browser. */
readonly userCode: string
/** Opened in the person's own browser. */
readonly verificationUrl: string
readonly intervalSeconds: number
readonly expiresInSeconds: number
}
/** How a sign-in ended. `cancelled` is this side giving up, `denied` is the person. */
export type SignInOutcome = 'signedIn' | 'denied' | 'expired' | 'cancelled'
+141
View File
@@ -0,0 +1,141 @@
import type { HostSpecific } from './HostMachine'
/**
* How one store behaves: what it offers, where things land, how it talks to the API.
*
* This is the shape of a store's `config.json` after it has been merged onto the
* defaults below. On disk the file is snake_case, which is the format the store
* repositories publish; `StoreConfigurationReader` is the only place that knows it.
*/
export interface StoreConfiguration {
readonly store: StoreDescriptor
readonly paths: PathsConfiguration
readonly install: InstallConfiguration
readonly catalog: CatalogConfiguration
/** Which catalog platforms this store offers at all, by platform name. */
readonly platforms: Readonly<Record<string, PlatformConfiguration>>
readonly behavior: BehaviorConfiguration
}
export interface StoreDescriptor {
/** Short slug: names the store home, the log prefix and the launcher files. */
readonly id: string
/** Human-readable: the Start-menu folder on Windows, and what the user sees. */
readonly name: string
readonly baseUrl: string
readonly api: ApiConfiguration
}
export interface ApiConfiguration {
readonly catalog: string
readonly download: string
}
export interface PathsConfiguration {
/** All null means "work it out from the OS"; set one to pin it. */
readonly installRoot: string | null
readonly menuDirectory: string | null
readonly iconDirectory: string | null
/**
* Our own folder inside the install root: the prune boundary, and what keeps two
* stores on one machine out of each other's files.
*/
readonly subfolder: string
}
export interface AssetSpecification {
/** One kind, or several in order of preference. */
readonly kind: HostSpecific<string | readonly string[]> | null
readonly extension: HostSpecific<string> | null
}
export interface InstallConfiguration {
/** Tried in this order; the first that has an asset wins. */
readonly modes: readonly string[]
readonly specifications: Readonly<Record<string, AssetSpecification>>
}
export interface CatalogConfiguration {
readonly statuses: readonly string[]
readonly ownerId: number | null
readonly only: readonly string[]
readonly exclude: readonly string[]
}
export interface PlatformConfiguration {
readonly enabled: boolean
}
export interface BehaviorConfiguration {
readonly prune: boolean
/** Seconds. */
readonly timeout: number
readonly insecure: boolean
}
export const APP_MODE = 'app'
export const WEB_MODE = 'web'
/**
* What a store gets when its config says nothing.
*
* These were the desktop engine's own defaults, and they stay the defaults: a store
* that publishes no `config.json` installs on the strength of this table alone, so
* what a store actually has to supply is identity — a slug, a name and a catalog.
*/
export const DEFAULT_STORE_CONFIGURATION: StoreConfiguration = {
store: {
id: 'warp',
name: 'WarpEngine Store',
baseUrl: 'https://example.org',
api: { catalog: '/api/software', download: '/api/download' }
},
paths: {
installRoot: null,
menuDirectory: null,
iconDirectory: null,
subfolder: 'warp'
},
install: {
modes: [APP_MODE, WEB_MODE],
specifications: {
// Which asset to unpack, per host. The most specific key wins; a list is
// tried in order of preference. On Apple Silicon `mac_universal` comes first
// and `mac_x64` last, because that one needs Rosetta.
[APP_MODE]: {
kind: {
'linux-x86_64': 'linux_x64',
'linux-aarch64': 'linux_arm64',
'linux-armhf': 'linux_armhf',
'linux-x86': 'linux_x86',
'windows-x86_64': ['win_x64', 'win_x86'],
'windows-x86': 'win_x86',
'darwin-aarch64': ['mac_universal', 'mac_arm64', 'mac_x64'],
'darwin-x86_64': ['mac_universal', 'mac_x64']
},
extension: '.zip'
},
// A browser build is hosted, not downloaded: there is no archive for it, so
// the entry opens the published page. It needs the network to play.
[WEB_MODE]: { kind: 'html', extension: '' }
}
},
catalog: {
statuses: ['released', 'archived'],
ownerId: null,
only: [],
exclude: []
},
platforms: {
ebitengine: { enabled: true },
godot: { enabled: true },
love: { enabled: true },
bevy: { enabled: true },
tic80: { enabled: true },
phaser: { enabled: true },
// A cartridge is data for an emulator: nothing a desktop menu can launch. The
// Batocera and RetroArch stores are where those belong.
c64: { enabled: false }
},
behavior: { prune: true, timeout: 60, insecure: false }
}
+25
View File
@@ -0,0 +1,25 @@
/**
* A store engine this client knows how to drive.
*
* There is one today: the desktop engine, which is the code in
* `infrastructure/engine`. The table stays because a second host — RetroArch
* playlists rather than menu entries — would be a second entry and a second
* `StoreCatalogGateway`, not a second code path through the application.
*
* `homeSuffix` is load-bearing rather than cosmetic: it is how an existing store
* home is recognised, so it has to keep saying `-desktop`.
*/
export interface StoreEngine {
readonly id: string
/** The installer names a store home `<store id><homeSuffix>`. */
readonly homeSuffix: string
readonly launcherSuffix: string
}
export const DESKTOP_STORE_ENGINE: StoreEngine = {
id: 'desktop',
homeSuffix: '-desktop',
launcherSuffix: '-desktop-store'
}
export const STORE_ENGINES: readonly StoreEngine[] = [DESKTOP_STORE_ENGINE]
+33
View File
@@ -0,0 +1,33 @@
import type { RegistryStore } from './RegistryStore'
/**
* A store id, from whatever the registry gave us.
*
* The id names the store home, the folder games land in and the launcher files, so it
* has to be short and filesystem-safe. Two sources, in order of how much they were
* meant to be a name:
*
* 1. the catalog host — `https://teletypegames.org` becomes `teletypegames`;
* 2. the display name, slugged, as a last resort.
*
* Derived rather than carried, and derived from the catalog: the catalog is what a store
* *is*, so two records naming the same catalog are the same store and land in the same
* place, which is what keeps a reinstall from orphaning what is already there.
*/
export function deriveStoreId (store: RegistryStore): string {
return toSlug(readHostLabel(store.catalogUrl)) || toSlug(store.name) || 'store'
}
/** `https://www.teletypegames.org/x` -> `teletypegames`. */
function readHostLabel (catalogUrl: string): string {
try {
const host = new URL(catalogUrl).hostname.replace(/^www\./, '')
return host.split('.')[0] ?? ''
} catch {
return ''
}
}
function toSlug (value: string): string {
return value.toLowerCase().replace(/[^a-z0-9._-]+/g, '-').replace(/^-+|-+$/g, '')
}
+12
View File
@@ -0,0 +1,12 @@
/** The store's resolved locations on this machine, as the engine reports them. */
export interface StorePaths {
readonly operatingSystem: string
readonly architecture: string
readonly installRoot: string
readonly menuDirectory: string
readonly storeFolder: string
readonly menuGroup: string
readonly catalogBaseUrl: string
readonly storeName: string
readonly storeId: string
}
+109
View File
@@ -0,0 +1,109 @@
/**
* Which WarpEngine a catalog is served by, and whether this client knows it.
*
* Every WarpEngine API response carries the engine's version in a header, set before
* the action runs so that even an error response has it. That is what lets a client
* branch on the engine's age without a round trip to ask — and this file is where the
* branching starts.
*/
/** `WarpEngine::VERSION_HEADER` on the server side. */
export const WARP_ENGINE_VERSION_HEADER = 'warpengine-version'
/**
* The engine versions this client is written against, oldest first.
*
* Minor precision, because that is the granularity the engine changes its API at: a
* patch release fixes something behind the same shapes. Adding an entry here is a
* compile error until `selectCatalogDialect` says which dialect it gets, which is the
* point — a new engine version should not be able to arrive silently.
*/
export const SUPPORTED_WARP_ENGINE_VERSIONS = ['0.2', '0.3', '0.4', '0.5'] as const
export type SupportedWarpEngineVersion = typeof SUPPORTED_WARP_ENGINE_VERSIONS[number]
/**
* Why the version this client will use is not simply the one the server named.
*
* - `exact` — the header named a version in the supported list;
* - `absent` — no header at all. An engine older than 0.4.0 does not send one, so
* this means "old", not "broken", and the oldest dialect is the honest
* reading of it;
* - `older` — a version below everything here: same treatment, but it said so;
* - `newer` — a version above everything here. The newest dialect is tried anyway,
* because listing nothing is worse than listing what still parses, but
* this is the case worth putting in the log.
*/
export type WarpEngineVersionMatch = 'exact' | 'absent' | 'older' | 'newer'
export interface WarpEngineVersion {
/** As the header spelled it, or null when there was none. */
readonly text: string | null
/** The supported version whose dialect will be used. Never null: one always applies. */
readonly resolved: SupportedWarpEngineVersion
readonly match: WarpEngineVersionMatch
readonly supported: boolean
}
const OLDEST: SupportedWarpEngineVersion = SUPPORTED_WARP_ENGINE_VERSIONS[0]
const NEWEST: SupportedWarpEngineVersion =
SUPPORTED_WARP_ENGINE_VERSIONS[SUPPORTED_WARP_ENGINE_VERSIONS.length - 1] ?? OLDEST
/**
* Read the header into a decision.
*
* An unparseable value is treated as an absent one: a header that does not look like a
* version tells us nothing about the engine, and guessing from a malformed string is
* worse than admitting we do not know.
*/
export function readWarpEngineVersion (headerValue: string | null): WarpEngineVersion {
if (headerValue === null || headerValue.trim().length === 0) {
return { text: null, resolved: OLDEST, match: 'absent', supported: false }
}
const text = headerValue.trim()
const numbers = parseVersion(text)
if (numbers === null) {
return { text, resolved: OLDEST, match: 'absent', supported: false }
}
const key = `${String(numbers[0])}.${String(numbers[1])}`
const exact = SUPPORTED_WARP_ENGINE_VERSIONS
.find((candidate: SupportedWarpEngineVersion): boolean => candidate === key)
if (exact !== undefined) {
return { text, resolved: exact, match: 'exact', supported: true }
}
const newer = compareVersions(numbers, parseVersion(NEWEST) ?? [0, 0]) > 0
return newer
? { text, resolved: NEWEST, match: 'newer', supported: false }
: { text, resolved: OLDEST, match: 'older', supported: false }
}
/** One sentence for the log, which is where an unsupported engine has to show up. */
export function describeWarpEngineVersion (version: WarpEngineVersion): string {
const supported = SUPPORTED_WARP_ENGINE_VERSIONS.join(', ')
switch (version.match) {
case 'exact':
return `WarpEngine ${version.text ?? ''}`
case 'absent':
return 'the catalog sent no WarpEngine-Version header — reading it as ' +
`${OLDEST}, which is what an engine older than 0.4.0 is`
case 'older':
return `WarpEngine ${version.text ?? ''} is older than anything this client knows ` +
`(${supported}) — reading it as ${OLDEST}`
case 'newer':
return `WarpEngine ${version.text ?? ''} is newer than this client knows ` +
`(${supported}) — reading it as ${NEWEST}, so some titles may be missed`
}
}
function parseVersion (text: string): readonly [number, number] | null {
const match = /(\d+)\.(\d+)/.exec(text)
if (match === null) return null
return [Number(match[1]), Number(match[2])]
}
function compareVersions (left: readonly [number, number], right: readonly [number, number]): number {
if (left[0] !== right[0]) return left[0] - right[0]
return left[1] - right[1]
}
@@ -0,0 +1,6 @@
/** What the host application knows about itself: its version, locale and storage. */
export interface ApplicationEnvironment {
readVersion: () => string
readSystemLocale: () => string
resolveUserDataPath: (fileName: string) => string
}
+16
View File
@@ -0,0 +1,16 @@
/**
* Where a store's sign-in token is kept between runs.
*
* One token per store, keyed by store id, because the client serves several stores at
* once and being signed in to one says nothing about the others.
*
* A port rather than a file path because the storage is the host's business: on a
* desktop it is the OS keychain, in a test it is a map. Nothing above this layer knows
* which, and nothing above it should — the token is the one value in this application
* that must not end up somewhere it can be read by looking.
*/
export interface CredentialRepository {
readToken: (storeId: string) => string | null
writeToken: (storeId: string, token: string) => void
clearToken: (storeId: string) => void
}
+8
View File
@@ -0,0 +1,8 @@
import type { Game } from '../models/Game'
/** Opening things outside this application: a game, a folder, a page. */
export interface GameLauncher {
launchGame: (game: Game) => Promise<boolean>
openFolder: (directory: string) => Promise<boolean>
openUrl: (url: string) => Promise<boolean>
}
@@ -0,0 +1,15 @@
import type { InstalledStore } from '../models/InstalledStore'
/** The stores present on this machine, wherever the shell installer would put them. */
export interface InstalledStoreRepository {
findAll: () => readonly InstalledStore[]
findByHome: (home: string) => InstalledStore | null
/** The roots that are searched, in the order the shell installer would use them. */
readRoots: () => readonly string[]
resolveDefaultHome: (storeId: string) => string
/**
* Delete a store home. Only a directory this repository would have *found* is
* accepted, so a caller cannot name an arbitrary path and have it removed.
*/
removeHome: (home: string) => void
}
@@ -0,0 +1,6 @@
import type { Preferences } from '../models/Preferences'
export interface PreferencesRepository {
read: () => Preferences
write: (preferences: Preferences) => void
}
+44
View File
@@ -0,0 +1,44 @@
import type { CatalogListing } from '../models/CatalogListing'
import type { EngineProgressListener } from '../models/EngineProgress'
import type { InstalledStore } from '../models/InstalledStore'
import type { SignInPrompt, StoreAccount } from '../models/StoreAccount'
import type { StorePaths } from '../models/StorePaths'
/**
* The store engine, as an interface.
*
* Every catalog operation this client performs is one call on this port. The engine
* behind it runs in this process, but nothing above this line knows that either —
* the port is what let it stop being a child process without a change up here.
*/
export interface StoreCatalogGateway {
listGames: (store: InstalledStore, progress?: EngineProgressListener) => Promise<CatalogListing>
readPaths: (store: InstalledStore, progress?: EngineProgressListener) => Promise<StorePaths>
syncGames: (store: InstalledStore, names: readonly string[], progress?: EngineProgressListener) => Promise<void>
removeGame: (store: InstalledStore, name: string, progress?: EngineProgressListener) => Promise<void>
/**
* Take a whole store off this machine: everything it installed, then its own home.
*
* The games go first and deliberately so. A store's `state.json` is the only record
* of what it put where, so deleting the home first would strip the one thing that
* knows which payloads, icons and menu entries belong to it — leaving a library of
* orphans nothing can ever clean up.
*/
removeStore: (store: InstalledStore, progress?: EngineProgressListener) => Promise<void>
/** Whether this store offers a sign-in, and whether we are holding a token for it. */
readAccount: (store: InstalledStore) => Promise<StoreAccount>
/**
* Ask the store for a code pair. The *waiting* is not here: polling is a loop with a
* cancel in it, which is orchestration, and orchestration belongs above this port.
*/
requestSignIn: (store: InstalledStore, clientName: string) => Promise<SignInPrompt>
/** One poll. Returns the account once it is answered, or null while it is not. */
pollSignIn: (store: InstalledStore, deviceCode: string) => Promise<SignInPollResult>
signOut: (store: InstalledStore) => Promise<StoreAccount>
}
export interface SignInPollResult {
readonly state: 'pending' | 'approved' | 'denied' | 'expired'
readonly account: StoreAccount
}
+17
View File
@@ -0,0 +1,17 @@
import type { EngineProgressListener } from '../models/EngineProgress'
import type { InstalledStore } from '../models/InstalledStore'
import type { RegistryStore } from '../models/RegistryStore'
/**
* Setting up a store where there is none.
*
* This is why the client exists on Windows at all: the store's own installer is
* `curl … | sh`, which Windows does not have.
*/
export interface StoreEngineInstaller {
installEngine: (
home: string,
store: RegistryStore,
progress?: EngineProgressListener
) => Promise<InstalledStore>
}
@@ -0,0 +1,7 @@
import type { RegistryStore } from '../models/RegistryStore'
/** Which stores exist at all — the site's answer, not this client's. */
export interface StoreRegistryRepository {
readonly sourceUrl: string
listStores: () => Promise<readonly RegistryStore[]>
}
+168
View File
@@ -0,0 +1,168 @@
import { inflateRawSync } from 'node:zlib'
import fs from 'node:fs'
import path from 'node:path'
/**
* A zip reader over `node:zlib`, because Node has no zip and this client has no
* runtime dependencies.
*
* Only what the store actually needs to read: the archives come from our own
* release pipeline, so `stored` and `deflate` are the only compression methods
* that occur and there is no encryption to support. What is *not* optional is the
* unix mode — the archive records the executable bit and without it nothing we
* install can start, so every entry is read from the central directory, which is
* the only place that carries it.
*
* Symlinks are written as regular files holding their target path. That is also
* what Python's `ZipFile.extractall` does, so an archive that installed before
* installs the same way now.
*/
const END_OF_CENTRAL_DIRECTORY = 0x06054b50
const CENTRAL_FILE_HEADER = 0x02014b50
const LOCAL_FILE_HEADER = 0x04034b50
const END_OF_CENTRAL_DIRECTORY_SIZE = 22
const CENTRAL_FILE_HEADER_SIZE = 46
const LOCAL_FILE_HEADER_SIZE = 30
/** A zip comment is a u16 length, so the record cannot start further back than this. */
const MAX_COMMENT_SIZE = 0xffff
const STORED = 0
const DEFLATED = 8
/** The u16/u32 sentinels a zip64 archive puts in the fields it has outgrown. */
const ZIP64_U16 = 0xffff
const ZIP64_U32 = 0xffffffff
const DEFAULT_FILE_MODE = 0o644
const DEFAULT_DIRECTORY_MODE = 0o755
const EXECUTABLE_BITS = 0o111
export interface ZipEntry {
readonly fileName: string
readonly directory: boolean
readonly compressionMethod: number
readonly compressedSize: number
readonly uncompressedSize: number
/** From the external attributes' high word; 0 when the archive carries no unix mode. */
readonly unixMode: number
readonly localHeaderOffset: number
}
export class ZipArchive {
private constructor (
private readonly buffer: Buffer,
public readonly entries: readonly ZipEntry[]
) {}
public static open (archivePath: string): ZipArchive {
const buffer = fs.readFileSync(archivePath)
return new ZipArchive(buffer, readCentralDirectory(buffer, archivePath))
}
/**
* Unpack everything into `destination`, restoring the executable bit.
*
* Every entry path is resolved and checked against the destination before it is
* written: a zip may name `../` and this store writes into the user's own data
* directory.
*/
public extractAll (destination: string): void {
const root = path.resolve(destination)
fs.mkdirSync(root, { recursive: true })
for (const entry of this.entries) {
const target = path.resolve(root, entry.fileName)
if (target !== root && !target.startsWith(root + path.sep)) {
throw new Error(`${entry.fileName} would be written outside ${root}`)
}
if (entry.directory) {
fs.mkdirSync(target, { recursive: true, mode: DEFAULT_DIRECTORY_MODE })
continue
}
fs.mkdirSync(path.dirname(target), { recursive: true })
fs.writeFileSync(target, this.readEntry(entry), { mode: this.fileMode(entry) })
}
}
/** One entry's bytes, decompressed. */
public readEntry (entry: ZipEntry): Buffer {
const signature = this.buffer.readUInt32LE(entry.localHeaderOffset)
if (signature !== LOCAL_FILE_HEADER) {
throw new Error(`${entry.fileName}: no local header at ${String(entry.localHeaderOffset)}`)
}
// The local header's own sizes may be zero when a data descriptor follows, so
// the lengths come from the central directory and only the two variable-length
// fields are read here.
const nameLength = this.buffer.readUInt16LE(entry.localHeaderOffset + 26)
const extraLength = this.buffer.readUInt16LE(entry.localHeaderOffset + 28)
const start = entry.localHeaderOffset + LOCAL_FILE_HEADER_SIZE + nameLength + extraLength
const raw = this.buffer.subarray(start, start + entry.compressedSize)
if (entry.compressionMethod === STORED) return Buffer.from(raw)
if (entry.compressionMethod === DEFLATED) return inflateRawSync(raw)
throw new Error(`${entry.fileName}: unsupported compression method ${String(entry.compressionMethod)}`)
}
/**
* The mode to write a file with.
*
* A zip made on Windows carries no unix mode at all, and there the archive
* simply cannot tell us — 0644 is the safe answer, and `find_program` looks for
* `.exe` on that host anyway rather than for the executable bit.
*/
private fileMode (entry: ZipEntry): number {
if (entry.unixMode === 0) return DEFAULT_FILE_MODE
const permissions = entry.unixMode & 0o7777
if (permissions === 0) return DEFAULT_FILE_MODE
return (permissions & EXECUTABLE_BITS) === 0 ? permissions : permissions | EXECUTABLE_BITS
}
}
function readCentralDirectory (buffer: Buffer, archivePath: string): readonly ZipEntry[] {
const end = findEndOfCentralDirectory(buffer, archivePath)
const entryCount = buffer.readUInt16LE(end + 10)
const directoryOffset = buffer.readUInt32LE(end + 16)
if (entryCount === ZIP64_U16 || directoryOffset === ZIP64_U32) {
throw new Error(`${archivePath} is a zip64 archive, which this reader does not support`)
}
const entries: ZipEntry[] = []
let cursor = directoryOffset
for (let index = 0; index < entryCount; index += 1) {
if (cursor + CENTRAL_FILE_HEADER_SIZE > buffer.length) {
throw new Error(`${archivePath}: the central directory ends mid-entry`)
}
if (buffer.readUInt32LE(cursor) !== CENTRAL_FILE_HEADER) {
throw new Error(`${archivePath}: no central directory entry at ${String(cursor)}`)
}
const nameLength = buffer.readUInt16LE(cursor + 28)
const extraLength = buffer.readUInt16LE(cursor + 30)
const commentLength = buffer.readUInt16LE(cursor + 32)
const fileName = buffer.toString('utf8', cursor + CENTRAL_FILE_HEADER_SIZE, cursor + CENTRAL_FILE_HEADER_SIZE + nameLength)
entries.push({
fileName,
directory: fileName.endsWith('/'),
compressionMethod: buffer.readUInt16LE(cursor + 10),
compressedSize: buffer.readUInt32LE(cursor + 20),
uncompressedSize: buffer.readUInt32LE(cursor + 24),
unixMode: buffer.readUInt32LE(cursor + 38) >>> 16,
localHeaderOffset: buffer.readUInt32LE(cursor + 42)
})
cursor += CENTRAL_FILE_HEADER_SIZE + nameLength + extraLength + commentLength
}
return entries
}
/** The record is at the end, behind a comment of unknown length, so scan backwards. */
function findEndOfCentralDirectory (buffer: Buffer, archivePath: string): number {
const earliest = Math.max(0, buffer.length - END_OF_CENTRAL_DIRECTORY_SIZE - MAX_COMMENT_SIZE)
for (let offset = buffer.length - END_OF_CENTRAL_DIRECTORY_SIZE; offset >= earliest; offset -= 1) {
if (buffer.readUInt32LE(offset) === END_OF_CENTRAL_DIRECTORY) return offset
}
throw new Error(`${archivePath} is not a zip archive`)
}
@@ -0,0 +1,49 @@
import fs from 'node:fs'
import path from 'node:path'
import { asRecord, readRecord, readString } from '../json/JsonRecord'
/**
* What was decided when this package was built.
*
* The registry address is the one thing about a particular site left in the client, and
* a build for a different site should not need a different source tree. So it is a field
* in `package.json`, which `electron-builder` can overwrite at packaging time:
*
* make dist STORES_API=https://staging.example.org/api/stores
*
* Read from the package.json that ships inside the app, so a packaged build answers with
* what it was built with. A runtime `STORES_API` still wins over it — that is for trying
* something out, this is for shipping it.
*/
export class BuildConfiguration {
private cached: Readonly<Record<string, unknown>> | null = null
public readRegistryUrl (): string | null {
const section = readRecord(this.read(), 'warpEngine')
if (section === null) return null
const url = readString(section, 'registryUrl').trim()
return url.length > 0 ? url : null
}
private read (): Readonly<Record<string, unknown>> {
if (this.cached !== null) return this.cached
// build/infrastructure/config → the package root, packaged or not.
const candidates = [
path.join(__dirname, '..', '..', '..', 'package.json'),
path.join(__dirname, '..', '..', 'package.json')
]
for (const candidate of candidates) {
try {
const parsed = asRecord(JSON.parse(fs.readFileSync(candidate, 'utf8')))
if (parsed !== null) {
this.cached = parsed
return parsed
}
} catch {
// Try the next one; a missing package.json is only fatal if none is found.
}
}
this.cached = {}
return this.cached
}
}
@@ -0,0 +1,20 @@
import path from 'node:path'
import type { App } from 'electron'
import type { ApplicationEnvironment } from '../../domain/ports/ApplicationEnvironment'
/** The host application, as the services see it. Keeps `electron` out of them. */
export class ElectronApplicationEnvironment implements ApplicationEnvironment {
public constructor (private readonly app: App) {}
public readVersion (): string {
return this.app.getVersion()
}
public readSystemLocale (): string {
return this.app.getLocale()
}
public resolveUserDataPath (fileName: string): string {
return path.join(this.app.getPath('userData'), fileName)
}
}
@@ -0,0 +1,58 @@
import { spawn } from 'node:child_process'
import fs from 'node:fs'
import path from 'node:path'
import type { Shell } from 'electron'
import type { Game } from '../../domain/models/Game'
import type { GameLauncher } from '../../domain/ports/GameLauncher'
/**
* Launching what was installed.
*
* A hosted title is a URL, so it goes to the browser. A native one is whatever the
* store recorded: on macOS the app bundle through `open`, elsewhere the executable
* from its own directory — the same working directory the menu entry uses, because
* games load their assets relative to it.
*/
export class ElectronGameLauncher implements GameLauncher {
public constructor (private readonly shell: Shell) {}
public async launchGame (game: Game): Promise<boolean> {
if (game.mode === 'web' && game.hostedUrl !== null) {
await this.shell.openExternal(game.hostedUrl)
return true
}
const target = game.menuEntryPath ?? game.executablePath
if (target === null || !fs.existsSync(target)) return false
if (process.platform === 'darwin' && target.endsWith('.app')) {
this.spawnDetached('open', [target], path.dirname(target))
return true
}
if (process.platform === 'win32' || target.endsWith('.desktop')) {
const failure = await this.shell.openPath(target)
if (failure === '') return true
}
const executable = game.executablePath ?? target
this.spawnDetached(executable, [], path.dirname(executable))
return true
}
public async openFolder (directory: string): Promise<boolean> {
if (directory.length === 0) return false
const failure = await this.shell.openPath(directory)
return failure === ''
}
public async openUrl (url: string): Promise<boolean> {
if (!url.startsWith('https://')) return false
await this.shell.openExternal(url)
return true
}
private spawnDetached (command: string, commandArguments: readonly string[], cwd: string): void {
spawn(command, [...commandArguments], { cwd, detached: true, stdio: 'ignore' }).unref()
}
}
@@ -0,0 +1,94 @@
import fs from 'node:fs'
import path from 'node:path'
import { safeStorage } from 'electron'
import type { CredentialRepository } from '../../domain/ports/CredentialRepository'
import type { ApplicationEnvironment } from '../../domain/ports/ApplicationEnvironment'
const FILE_NAME = 'credentials.json'
/**
* Tokens in the OS keychain's own encryption, in the application's data directory.
*
* Not in the store home next to `config.json` and `state.json`: those two are the
* store's public description of itself and its record of what it installed, both
* meant to be read and both copied around when somebody moves a library. A password
* does not belong in either.
*
* `safeStorage` is Electron's wrapper over the platform keychain (Keychain on macOS,
* libsecret on Linux, DPAPI on Windows). Where it is unavailable — a Linux box with no
* secret service — this stores nothing at all rather than falling back to plain text.
* The cost is signing in again next run; the alternative is a readable token on disk
* for somebody who thought it was encrypted.
*/
export class SafeStorageCredentialRepository implements CredentialRepository {
public constructor (private readonly environment: ApplicationEnvironment) {}
public readToken (storeId: string): string | null {
if (!this.available()) return null
const encoded = this.readAll()[storeId]
if (typeof encoded !== 'string') return null
try {
return safeStorage.decryptString(Buffer.from(encoded, 'base64'))
} catch {
// A token encrypted under a keychain this machine no longer has. Signing in
// again is the only way through, and an unreadable entry is not worth an error.
return null
}
}
public writeToken (storeId: string, token: string): void {
if (!this.available()) return
const all = { ...this.readAll() }
all[storeId] = safeStorage.encryptString(token).toString('base64')
this.writeAll(all)
}
public clearToken (storeId: string): void {
const all = this.readAll()
if (!(storeId in all)) return
// Rebuilt without the key rather than deleted from a copy: the linter forbids a
// dynamic delete, and this says the same thing without pretending the object was
// ever mutable.
const remaining = Object.fromEntries(
Object.entries(all).filter(([key]: readonly [string, unknown]): boolean => key !== storeId)
)
this.writeAll(remaining)
}
public available (): boolean {
try {
return safeStorage.isEncryptionAvailable()
} catch {
return false
}
}
private readAll (): Record<string, unknown> {
try {
const parsed: unknown = JSON.parse(fs.readFileSync(this.filePath(), 'utf8'))
return typeof parsed === 'object' && parsed !== null ? parsed as Record<string, unknown> : {}
} catch {
return {}
}
}
private writeAll (all: Record<string, unknown>): void {
try {
const target = this.filePath()
fs.mkdirSync(path.dirname(target), { recursive: true })
// 0600 as well as the encryption: defence in depth costs one argument here, and
// the file is only ever read by this application.
fs.writeFileSync(target, `${JSON.stringify(all, null, 2)}\n`, { mode: 0o600 })
} catch {
// A token that could not be saved means signing in again next run, which is not
// worth stopping the application for.
}
}
private filePath (): string {
return this.environment.resolveUserDataPath(FILE_NAME)
}
}
+135
View File
@@ -0,0 +1,135 @@
import type { StoreConfiguration } from '../../domain/models/StoreConfiguration'
import {
WARP_ENGINE_VERSION_HEADER, describeWarpEngineVersion, readWarpEngineVersion,
type WarpEngineVersion
} from '../../domain/models/WarpEngineVersion'
import { describe, type StoreFileSystem } from '../files/StoreFileSystem'
import { StoreHttpClient } from '../http/StoreHttpClient'
import { asRecord } from '../json/JsonRecord'
const CLIENT_VERSION = '2.0.0'
const IMAGE_EXTENSIONS: Readonly<Record<string, string>> = {
'image/png': '.png',
'image/jpeg': '.jpg',
'image/webp': '.webp',
'image/gif': '.gif'
}
export interface DownloadedImage {
readonly body: Buffer
readonly extension: string
}
/** A catalog, and which engine served it. */
export interface FetchedCatalog {
readonly catalog: unknown
readonly engineVersion: WarpEngineVersion
}
/**
* The catalog API, as this store talks to it.
*
* Every URL the store fetches is built here, and the catalog is cached next to the
* config so a sync survives an outage — the machine that lost its network still has
* a library, and being told what is installed matters more than being current.
*/
export class CatalogClient {
private readonly http: StoreHttpClient
public constructor (
private readonly configuration: StoreConfiguration,
private readonly files: StoreFileSystem,
private readonly cachePath: string,
private readonly log: (line: string) => void,
/**
* The bearer token to send, asked for per request rather than held.
*
* Every call this client makes goes to the catalog's own host, so the credential
* belongs on all of them: the catalog needs it to say what this person owns, and
* the download needs it to be allowed at all.
*/
bearerToken: () => string | null = (): null => null
) {
this.http = new StoreHttpClient({
userAgent: `warp-engine-client/${CLIENT_VERSION} (${configuration.store.id})`,
timeout: configuration.behavior.timeout,
insecure: configuration.behavior.insecure,
bearerToken
})
}
/** The same HTTP client, for the service descriptor and the sign-in flow. */
public httpClient (): StoreHttpClient {
return this.http
}
public apiUrl (endpoint: 'catalog' | 'download', parameters?: Readonly<Record<string, string>>): string {
const { baseUrl, api } = this.configuration.store
const url = `${baseUrl}/${api[endpoint].replace(/^\/+/, '')}`
if (parameters === undefined) return url
return `${url}?${new URLSearchParams(parameters).toString()}`
}
/** `GET /api/download` rather than `/file/`, so downloads are counted. */
public downloadUrl (asset: string): string {
return this.apiUrl('download', { path: asset })
}
/**
* The catalog, and the version of the engine that served it.
*
* The version comes from the response header, so it costs no extra request. A cache
* hit has no header — the cache file holds the catalog exactly as the engine sent it,
* which is the format the shell engine wrote and worth keeping — and then the version
* is reported as absent, which resolves to the oldest dialect this client knows.
*/
public async fetchCatalog (): Promise<FetchedCatalog> {
const ownerId = this.configuration.catalog.ownerId
const url = this.apiUrl('catalog', ownerId === null ? undefined : { owner_id: String(ownerId) })
try {
const { body, headers } = await this.http.readBytes(url)
const catalog = asRecord(JSON.parse(body.toString('utf8')))
if (catalog === null) throw new Error('the catalog is not a JSON object')
this.files.writeJson(this.cachePath, catalog)
const engineVersion = readWarpEngineVersion(headers[WARP_ENGINE_VERSION_HEADER] ?? null)
const sentence = describeWarpEngineVersion(engineVersion)
if (engineVersion.supported) this.log(sentence)
else this.log(`warning: ${sentence}`)
return { catalog, engineVersion }
} catch (error: unknown) {
const cached = asRecord(this.files.readJson(this.cachePath))
if (cached === null) throw new Error(`cannot fetch the catalog from ${url}: ${describe(error)}`)
this.log(`warning: catalog fetch failed (${describe(error)}) — using the cached copy`)
return { catalog: cached, engineVersion: readWarpEngineVersion(null) }
}
}
public async downloadAsset (asset: string, destination: string): Promise<number> {
return await this.http.download(this.downloadUrl(asset), destination)
}
/**
* Box art, or null if it cannot be had.
*
* Missing box art is not a reason to fail an install: the menu entry gets the
* generic icon and the game still starts.
*/
public async downloadImage (imageUrl: string, name: string): Promise<DownloadedImage | null> {
try {
const { body, contentType } = await this.http.readBytes(this.absoluteImageUrl(imageUrl))
const mediaType = contentType.split(';')[0]?.trim().toLowerCase() ?? ''
return { body, extension: IMAGE_EXTENSIONS[mediaType] ?? '.png' }
} catch (error: unknown) {
this.log(`warning: box art for ${name} failed: ${describe(error)}`)
return null
}
}
/** The catalog gives a server-relative `imageUrl`; absolute ones pass through. */
public absoluteImageUrl (imageUrl: string): string {
if (imageUrl.startsWith('http://') || imageUrl.startsWith('https://')) return imageUrl
return this.configuration.store.baseUrl + imageUrl
}
}
@@ -0,0 +1,193 @@
import { describeHost, resolveForHost, type HostMachine } from '../../domain/models/HostMachine'
import type { UnavailableReason } from '../../domain/models/Game'
import { gameKey } from '../../domain/models/InstalledRecord'
import type {
CatalogSurvey, SelectedGame, UnavailableEntry
} from '../../domain/models/SelectedGame'
import type { AssetSpecification, StoreConfiguration } from '../../domain/models/StoreConfiguration'
import type { CatalogEntry, CatalogSoftware } from './dialects/CatalogDialect'
import { pickRelease } from './ReleasePicker'
/**
* The catalog, turned into what this machine can and cannot install.
*
* Two decisions layered on each other. The inner one asks, per install mode, "which
* titles have *this* asset for this host"; the outer one asks it once per mode and
* merges the answers in the config's mode order, so a title with no native build for
* this machine is still installable as a hosted page. That fallback is what makes a
* desktop store the only one that can carry the whole catalog.
*
* A title counts as unavailable only when every mode failed it, and then the *first*
* mode's verdict is the one kept: `app` comes first, so a person is told "no native
* build for this machine" rather than the web mode's complaint about the same title.
*
* The entries arrive already typed, from whichever `CatalogDialect` the serving engine
* version selected — nothing here knows what the catalog's JSON looks like.
*/
export class CatalogSurveyor {
public constructor (
private readonly configuration: StoreConfiguration,
private readonly log: (line: string) => void
) {}
public survey (entries: readonly CatalogEntry[], host: HostMachine): CatalogSurvey {
const chosen = new Map<string, SelectedGame>()
const unmet = new Map<string, UnavailableEntry>()
const reasonsByName = new Map<string, string[]>()
for (const mode of this.configuration.install.modes) {
const specification = this.configuration.install.specifications[mode]
if (specification === undefined) {
this.log(`warning: install mode '${mode}' has no asset spec — ignoring it`)
continue
}
const pass = this.surveyMode(entries, host, mode, specification)
for (const game of pass.games) {
const key = gameKey(game)
if (!chosen.has(key)) chosen.set(key, game)
}
for (const [name, reason] of pass.reasons) {
const collected = reasonsByName.get(name) ?? []
collected.push(`${mode}: ${reason}`)
reasonsByName.set(name, collected)
}
for (const entry of pass.unavailable) {
if (!unmet.has(entry.name)) unmet.set(entry.name, entry)
}
}
// A title that some later mode could serve is not skipped at all: nobody needs to
// hear that the native build was missing when the game installed anyway.
const installedNames = new Set([...chosen.values()].map((game: SelectedGame): string => game.name))
const skipped = [...reasonsByName.entries()]
.filter(([name]: readonly [string, readonly string[]]): boolean => !installedNames.has(name))
.map(([name, reasons]: readonly [string, readonly string[]]): string =>
`${name}: ${reasons.join('; ')}`)
return {
games: [...chosen.values()],
skipped,
unavailable: [...unmet.values()]
.filter((entry: UnavailableEntry): boolean => !installedNames.has(entry.name))
}
}
/** One pass over the catalog, asking for one mode's asset. */
private surveyMode (
entries: readonly CatalogEntry[],
host: HostMachine,
mode: string,
specification: AssetSpecification
): ModeSurvey {
const { statuses, only, exclude } = this.filters()
const games: SelectedGame[] = []
const reasons: [string, string][] = []
const unavailable: UnavailableEntry[] = []
for (const entry of entries) {
const software = entry.software
const name = software.name
// Editorial filters: a title excluded here is in none of the three lists, because
// that is the store's choice rather than a limit of the machine.
if (statuses.size > 0 && !statuses.has(software.status.toLowerCase())) continue
if (only.size > 0 && !only.has(name.toLowerCase())) continue
if (exclude.has(name.toLowerCase())) continue
const platform = this.configuration.platforms[software.platform]
if (platform?.enabled !== true) {
// Reported rather than hidden: to somebody looking at a catalog, a platform
// switched off reads as "not supported here".
unavailable.push(toUnavailable(entry, 'platformOff',
`${software.platform} is not carried by this store`))
continue
}
const wanted = readKinds(resolveForHost(specification.kind, host))
if (wanted.length === 0) {
const reason = `${software.platform} has no asset kind for ${describeHost(host)}`
reasons.push([name, reason])
unavailable.push(toUnavailable(entry, 'hostAsset', reason))
continue
}
const extension = resolveForHost(specification.extension, host) ?? ''
const release = pickRelease(entry.releaseCandidates, wanted, extension)
if (release === null) {
const reason = `no '${wanted.join('/')}' asset in any release`
reasons.push([name, reason])
unavailable.push(toUnavailable(entry, 'noAsset', reason))
continue
}
games.push({
name,
scope: software.platform,
platform: software.platform,
kind: release.kind,
version: release.version,
asset: release.assetName,
assetPath: release.assetPath,
title: software.title,
description: software.description,
author: software.author,
imageUrl: software.imageUrl,
createdAt: release.createdAt,
mode,
access: entry.access
})
}
return { games, reasons, unavailable }
}
private filters (): CatalogFilters {
const lower = (values: readonly string[]): ReadonlySet<string> =>
new Set(values.map((value: string): string => value.toLowerCase()))
return {
statuses: lower(this.configuration.catalog.statuses),
only: lower(this.configuration.catalog.only),
exclude: lower(this.configuration.catalog.exclude)
}
}
}
interface CatalogFilters {
readonly statuses: ReadonlySet<string>
readonly only: ReadonlySet<string>
readonly exclude: ReadonlySet<string>
}
interface ModeSurvey {
readonly games: readonly SelectedGame[]
/** `[name, reason]`, kept per name so several modes' complaints can be joined. */
readonly reasons: readonly (readonly [string, string])[]
readonly unavailable: readonly UnavailableEntry[]
}
/** One unavailable record, with enough for a client to draw a card. */
function toUnavailable (
entry: CatalogEntry,
reason: UnavailableReason,
detail: string
): UnavailableEntry {
const software: CatalogSoftware = entry.software
return {
access: entry.access,
name: software.name,
title: software.title,
platform: software.platform,
description: software.description,
author: software.author,
imageUrl: software.imageUrl,
version: entry.latestRelease?.version ?? '',
reason,
detail
}
}
function readKinds (value: string | readonly string[] | null): readonly string[] {
if (value === null) return []
const kinds = typeof value === 'string' ? [value] : value
return kinds.filter((kind: string): boolean => kind.length > 0)
}
@@ -0,0 +1,78 @@
import path from 'node:path'
import {
OPERATING_SYSTEM_PATHS, toSafeFileName, type DesktopLayout
} from '../../domain/models/DesktopLayout'
import type { InstalledRecord } from '../../domain/models/InstalledRecord'
import type { SelectedGame } from '../../domain/models/SelectedGame'
import type { StoreConfiguration } from '../../domain/models/StoreConfiguration'
import { expandHome, expandPathSpecification } from '../files/StoreFileSystem'
import type { HostMachineDetector } from './HostMachineDetector'
/**
* Where this store writes on this machine.
*
* The XDG and Windows environment variables are the correct answer when they are
* set, and a hardcoded path is only the fallback: a machine that moved its data
* directory should still get its own menu. A value pinned in the config beats both.
*/
export class DesktopLayoutResolver {
public constructor (
private readonly configuration: StoreConfiguration,
private readonly hosts: HostMachineDetector
) {}
public resolveLayout (): DesktopLayout {
const operatingSystem = this.hosts.findHost().operatingSystem
const defaults = OPERATING_SYSTEM_PATHS[operatingSystem]
if (defaults === undefined) {
throw new Error(
`no desktop layout is known for '${operatingSystem}' — set paths.install_root and paths.menu_dir`)
}
const sources: Record<string, string> = { os: operatingSystem }
const pick = (key: 'installRoot' | 'menuDirectory' | 'iconDirectory'): string | null => {
const configured = this.configuration.paths[key]
if (configured !== null && configured.length > 0) {
sources[key] = 'config'
return path.resolve(expandHome(configured))
}
sources[key] = 'default'
return expandPathSpecification(defaults[key] ?? null)
}
const installRoot = pick('installRoot')
const menuDirectory = pick('menuDirectory')
const iconDirectory = pick('iconDirectory')
if (installRoot === null || menuDirectory === null) {
throw new Error(`cannot resolve the install root or menu directory for '${operatingSystem}'`)
}
return { operatingSystem, installRoot, menuDirectory, iconDirectory, sources }
}
/** The only payload subtree this store may delete from. */
public ownedRoot (layout: DesktopLayout): string {
return path.join(layout.installRoot, this.configuration.paths.subfolder)
}
public payloadDirectory (layout: DesktopLayout, game: SelectedGame | InstalledRecord): string {
return path.join(this.ownedRoot(layout), game.name)
}
/**
* Box art path.
*
* Kept inside our own folder rather than the shared icon theme, so an uninstall
* never has to reach into it.
*/
public iconPath (layout: DesktopLayout, game: SelectedGame | InstalledRecord): string {
return path.join(this.ownedRoot(layout), 'icons', `${game.name}.png`)
}
/** Windows puts programs in a Start-menu folder; the others do not. */
public menuGroup (layout: DesktopLayout): string {
if (layout.operatingSystem === 'windows') {
return path.join(layout.menuDirectory, toSafeFileName(this.configuration.store.name))
}
return layout.menuDirectory
}
}
@@ -0,0 +1,117 @@
import type { DeviceAuthDescriptor } from '../../domain/models/ServiceDescriptor'
import type { StoreHttpClient } from '../http/StoreHttpClient'
import { asRecord, readNumber, readOptionalString, readString } from '../json/JsonRecord'
/** What the server said when asked for a code pair. */
export interface DeviceCodeRequest {
readonly deviceCode: string
/** Short enough to read off this screen and type into a browser. */
readonly userCode: string
readonly verificationUrl: string
readonly intervalSeconds: number
readonly expiresInSeconds: number
}
export type DeviceSignInState = 'pending' | 'approved' | 'denied' | 'expired'
export interface DevicePollResult {
readonly state: DeviceSignInState
/** Present exactly once: on the poll that finds the grant newly approved. */
readonly token: string | null
}
/**
* The device authorization grant, client side.
*
* The client has no browser of its own, so it cannot host a login form without asking
* somebody to type a password into a window that is not one. Instead it asks for a pair
* of codes, shows the short one, sends the person to the server's own page, and polls
* with the long one until it is answered.
*
* Every address comes from the service descriptor rather than from here. That is the
* point: this class knows the *shape* of the flow, which is the engine's, and nothing
* about any particular store's addresses.
*/
export class DeviceSignInClient {
public constructor (
private readonly http: StoreHttpClient,
private readonly device: DeviceAuthDescriptor
) {}
public async requestCode (clientName: string): Promise<DeviceCodeRequest> {
const { json } = await this.http.requestJson(this.device.authorizeUrl, {
method: 'POST',
payload: { client_name: clientName }
})
const record = asRecord(json)
if (record === null) throw new Error('the server did not answer with a device code')
const deviceCode = readOptionalString(record, 'deviceCode')
const userCode = readOptionalString(record, 'userCode')
if (deviceCode === null || userCode === null) {
throw new Error('the server did not answer with a device code')
}
return {
deviceCode,
userCode,
verificationUrl: readOptionalString(record, 'verificationUrl') ?? this.device.verificationUrl,
// The server's own pacing wins over the descriptor's: it knows what it can take.
intervalSeconds: Math.max(1, readNumber(record, 'interval', this.device.interval)),
expiresInSeconds: Math.max(1, readNumber(record, 'expiresIn', 600))
}
}
public async poll (deviceCode: string): Promise<DevicePollResult> {
// 404 is a real answer here — the grant was swept or never existed — so it is read
// rather than thrown, and reported as expired: from the client's side those are the
// same situation, and both mean start again.
const { json, statusCode } = await this.http.requestJson(this.device.tokenUrl, {
method: 'POST',
payload: { device_code: deviceCode },
accept: [ 404, 410 ]
})
if (statusCode !== 200) return { state: 'expired', token: null }
const record = asRecord(json)
if (record === null) return { state: 'pending', token: null }
return {
state: toState(readString(record, 'state')),
token: readOptionalString(record, 'token')
}
}
/**
* Signing out: the token this client carries is revoked at the server.
*
* There is no token argument because there is nowhere to put one — the credential
* rides on the request as a bearer header, from the same supplier every other call
* uses. Best effort on purpose: the token is thrown away locally either way, and a
* server that cannot be reached must not leave somebody stuck signed in.
*/
public async revoke (): Promise<boolean> {
if (this.device.revokeUrl === null) return false
try {
const { statusCode } = await this.http.requestJson(this.device.revokeUrl, {
method: 'DELETE',
accept: [ 204, 401 ]
})
return statusCode === 204
} catch {
return false
}
}
}
function toState (value: string): DeviceSignInState {
switch (value) {
case 'approved':
case 'denied':
case 'expired':
return value
default:
return 'pending'
}
}
+216
View File
@@ -0,0 +1,216 @@
import fs from 'node:fs'
import path from 'node:path'
import type { DesktopLayout } from '../../domain/models/DesktopLayout'
import type { EngineProgressListener } from '../../domain/models/EngineProgress'
import { gameKey, type InstalledRecord } from '../../domain/models/InstalledRecord'
import type { SelectedGame } from '../../domain/models/SelectedGame'
import { APP_MODE, type StoreConfiguration } from '../../domain/models/StoreConfiguration'
import { describe, type StoreFileSystem } from '../files/StoreFileSystem'
import type { CatalogClient } from './CatalogClient'
import type { DesktopLayoutResolver } from './DesktopLayoutResolver'
import type { LauncherWriter } from './launchers/LauncherWriter'
import type { PayloadInstaller } from './PayloadInstaller'
/**
* Installing and uninstalling one title, and the sweep over all of them.
*
* The rule the whole class turns on: an install writes three things — a payload, an
* icon and a menu entry — and the record of what was written is what an uninstall
* reads. Nothing is ever deleted by reconstructing a path from a name, because a
* path built from a name is a guess and this runs inside the user's home directory.
*/
export class GameInstaller {
public constructor (
private readonly configuration: StoreConfiguration,
private readonly layouts: DesktopLayoutResolver,
private readonly payloads: PayloadInstaller,
private readonly launchers: LauncherWriter,
private readonly catalog: CatalogClient,
private readonly files: StoreFileSystem,
private readonly log: (line: string) => void
) {}
/**
* Install every game in `games`, updating `installed` in place.
*
* Returns whether anything changed, which is what decides between "done" and
* "already up to date" — a sync that rewrites nothing should say so.
*/
public async installAll (
layout: DesktopLayout,
games: readonly SelectedGame[],
installed: Map<string, InstalledRecord>,
prune: boolean,
progress: EngineProgressListener
): Promise<boolean> {
let changed = false
let failed = 0
progress.onEvent?.({ event: 'plan', count: games.length })
for (const game of games) {
const key = gameKey(game)
let previous = installed.get(key) ?? null
// A different asset or a different mode is not an update in place: the old
// payload and the old kind of menu entry both have to go first.
if (previous !== null && (previous.asset !== game.asset || previous.mode !== game.mode)) {
this.log(`${game.name}: ${previous.version} (${previous.mode}) -> ` +
`${game.version} (${game.mode}), removing the old install`)
this.removeGame(layout, previous)
previous = null
changed = true
}
progress.onEvent?.({ event: 'begin', name: game.name, title: game.title })
try {
const result = await this.installGame(layout, game, previous)
progress.onEvent?.({
event: 'installed', name: game.name, title: game.title, changed: result.changed
})
if (result.changed || !sameRecord(installed.get(key) ?? null, result.record)) changed = true
installed.set(key, result.record)
} catch (error: unknown) {
failed += 1
const reason = describe(error)
this.log(`warning: ${game.name} failed: ${reason}`)
progress.onEvent?.({ event: 'failed', name: game.name, error: reason })
}
}
if (prune) {
const keep = new Set(games.map((game: SelectedGame): string => gameKey(game)))
for (const [key, record] of [...installed]) {
if (keep.has(key)) continue
this.log(`pruning ${key} (no longer in the catalog or filtered out)`)
this.removeGame(layout, record)
progress.onEvent?.({ event: 'pruned', name: record.name })
installed.delete(key)
changed = true
}
}
progress.onEvent?.({ event: 'finished', installed: installed.size, failed })
return changed
}
/** Install one title in its chosen mode. */
public async installGame (
layout: DesktopLayout,
game: SelectedGame,
previous: InstalledRecord | null
): Promise<{ readonly record: InstalledRecord; readonly changed: boolean }> {
const payloadDirectory = this.layouts.payloadDirectory(layout, game)
let changed = false
let payload: string | null = null
let executable: string | null = null
let executableKind: string | null = null
let url: string | null = null
if (game.mode === APP_MODE) {
if (previous !== null && isStillInstalled(previous, game, payloadDirectory)) {
executable = previous.executable
executableKind = previous.executableKind
} else {
const size = await this.payloads.unpack(game, payloadDirectory)
changed = true
const program = this.payloads.findProgram(payloadDirectory, game.name, layout.operatingSystem)
if (program === null) {
fs.rmSync(payloadDirectory, { recursive: true, force: true })
throw new Error(`no program was found inside ${game.asset}`)
}
executable = program.executablePath
executableKind = program.kind
this.log(`installed ${game.name} ${game.version} (${String(size)} bytes) -> ${payloadDirectory}`)
}
payload = payloadDirectory
} else {
// Nothing to unpack: the browser build is hosted, so the entry is a link.
url = this.launchers.webUrl(game)
if (previous?.url !== url) {
changed = true
this.log(`added ${game.name} ${game.version} as a web entry -> ${url}`)
}
}
const withoutMenu: InstalledRecord = {
...game,
payload,
executable,
executableKind,
icon: await this.installIcon(layout, game),
menuEntry: null,
url
}
const menuEntry = this.launchers.writeLauncher(layout, withoutMenu)
if ((previous?.menuEntry ?? null) !== menuEntry) changed = true
return { record: { ...withoutMenu, menuEntry }, changed }
}
/** Delete one title's payload, icon and menu entry — and nothing else. */
public removeGame (layout: DesktopLayout, record: InstalledRecord): void {
const owned = this.layouts.ownedRoot(layout)
for (const target of [record.payload, record.icon]) {
if (target !== null) this.files.removeWithin(target, owned)
}
if (record.menuEntry !== null) {
this.files.removeWithin(record.menuEntry, layout.menuDirectory)
}
}
/** Remove everything this store installed, folders included. */
public purge (layout: DesktopLayout, installed: Map<string, InstalledRecord>): void {
for (const [key, record] of [...installed]) {
this.removeGame(layout, record)
installed.delete(key)
}
const owned = this.layouts.ownedRoot(layout)
this.files.pruneEmptyDirectories([path.join(owned, 'icons'), owned], layout.installRoot)
if (layout.operatingSystem === 'windows') {
this.files.pruneEmptyDirectories([this.layouts.menuGroup(layout)], layout.menuDirectory)
}
}
private async installIcon (layout: DesktopLayout, game: SelectedGame): Promise<string | null> {
if (game.imageUrl === null) return null
const iconPath = this.layouts.iconPath(layout, game)
if (hasContent(iconPath)) return iconPath
const image = await this.catalog.downloadImage(game.imageUrl, game.name)
if (image === null) return null
// The name says .png because that is what a desktop entry and `sips` expect; a
// non-PNG cover still displays on Linux, which sniffs the content.
this.files.writeAtomic(iconPath, image.body)
return iconPath
}
}
/**
* Whether the previous install is still there and still the right one.
*
* All four conditions matter: the same asset, a payload directory that exists, a
* recorded executable, and that executable still on disk. A user who deleted the
* folder by hand should get a reinstall rather than a menu entry that does nothing.
*/
function isStillInstalled (
previous: InstalledRecord,
game: SelectedGame,
payloadDirectory: string
): boolean {
return previous.asset === game.asset &&
fs.existsSync(payloadDirectory) &&
previous.executable !== null &&
fs.existsSync(previous.executable)
}
function hasContent (filePath: string): boolean {
try {
return fs.statSync(filePath).size > 0
} catch {
return false
}
}
function sameRecord (left: InstalledRecord | null, right: InstalledRecord): boolean {
return left !== null && JSON.stringify(left) === JSON.stringify(right)
}
@@ -0,0 +1,47 @@
import type { HostMachine } from '../../domain/models/HostMachine'
/**
* This machine, as the release picker needs to know it.
*
* Node already normalises what `uname -m` reports, but not to the names the catalog
* uses, and the catalog's names are the ones the asset kinds are keyed by.
*/
export class HostMachineDetector {
private cached: HostMachine | null = null
public findHost (): HostMachine {
this.cached ??= {
operatingSystem: readOperatingSystem(),
architecture: readArchitecture()
}
return this.cached
}
}
/**
* Node's names for the architectures the catalog has a name for.
*
* Anything not in the table passes through unchanged: it will match no asset kind,
* and the survey then reports the titles as unavailable on this machine — which is
* the honest answer for a host nobody has built for.
*/
const ARCHITECTURE_NAMES: Readonly<Record<string, string>> = {
x64: 'x86_64',
arm64: 'aarch64',
arm: 'armhf',
ia32: 'x86'
}
const OPERATING_SYSTEM_NAMES: Readonly<Record<string, string>> = {
darwin: 'darwin',
win32: 'windows',
linux: 'linux'
}
function readArchitecture (): string {
return ARCHITECTURE_NAMES[process.arch] ?? process.arch
}
function readOperatingSystem (): string {
return OPERATING_SYSTEM_NAMES[process.platform] ?? process.platform
}
@@ -0,0 +1,440 @@
import path from 'node:path'
import type { CatalogListing } from '../../domain/models/CatalogListing'
import type { DesktopLayout } from '../../domain/models/DesktopLayout'
import type { EngineProgressListener } from '../../domain/models/EngineProgress'
import type { Game, GameMode } from '../../domain/models/Game'
import {
gameKey, limitToNames, matchStateKeys, type InstalledRecord
} from '../../domain/models/InstalledRecord'
import type { InstalledStore } from '../../domain/models/InstalledStore'
import type {
CatalogSurvey, SelectedGame, UnavailableEntry
} from '../../domain/models/SelectedGame'
import type { ServiceDescriptor } from '../../domain/models/ServiceDescriptor'
import type { SignInPrompt, StoreAccount } from '../../domain/models/StoreAccount'
import { APP_MODE, WEB_MODE, type StoreConfiguration } from '../../domain/models/StoreConfiguration'
import type { StorePaths } from '../../domain/models/StorePaths'
import type { CredentialRepository } from '../../domain/ports/CredentialRepository'
import type { InstalledStoreRepository } from '../../domain/ports/InstalledStoreRepository'
import type { SignInPollResult, StoreCatalogGateway } from '../../domain/ports/StoreCatalogGateway'
import { StoreFileSystem } from '../files/StoreFileSystem'
import { CatalogClient, type FetchedCatalog } from './CatalogClient'
import { CatalogSurveyor } from './CatalogSurveyor'
import type { CatalogEntry } from './dialects/CatalogDialect'
import { selectCatalogDialect } from './dialects/CatalogDialectSelector'
import { DesktopLayoutResolver } from './DesktopLayoutResolver'
import { DeviceSignInClient } from './DeviceSignInClient'
import { GameInstaller } from './GameInstaller'
import { HostMachineDetector } from './HostMachineDetector'
import { LauncherWriter } from './launchers/LauncherWriter'
import { PayloadInstaller } from './PayloadInstaller'
import { ServiceDescriptorClient } from './ServiceDescriptorClient'
import { StoreConfigurationReader } from './StoreConfigurationReader'
import { StoreStateRepository } from './StoreStateRepository'
const STATE_FILE_NAME = 'state.json'
const CATALOG_CACHE_FILE_NAME = 'catalog.json'
/**
* The store engine, in process.
*
* This is the whole of what used to be `desktop_store.py` and `warpstore.py` driven
* as a child process: the catalog, the release choice, the host match, the unpacking,
* the menu entry and the state. Nothing is serialised to JSON lines and parsed back,
* so the progress events below are the typed events the window already expects, and
* a `Game` is built rather than read out of somebody else's field names.
*
* What has *not* changed is what lands on disk. `config.json` and `state.json` keep
* the shell engine's snake_case shape, so a machine whose library was installed by
* the CLI keeps it.
*/
export class NativeStoreCatalogGateway implements StoreCatalogGateway {
private readonly hosts = new HostMachineDetector()
/**
* The credentials are injected because they are the host's to keep: on a desktop the
* OS keychain, in the smoke test a map in memory. Nothing here knows which.
*/
public constructor (
private readonly credentials: CredentialRepository = NO_CREDENTIALS,
private readonly stores: InstalledStoreRepository = NO_STORES
) {}
public async listGames (
store: InstalledStore,
progress: EngineProgressListener = {}
): Promise<CatalogListing> {
const engine = this.openStore(store, progress)
const host = this.hosts.findHost()
engine.log(`host: ${host.operatingSystem}/${host.architecture}`)
const [ descriptor, entries ] = await Promise.all([
engine.service.fetchDescriptor(), this.readEntries(engine)
])
const survey = engine.surveyor.survey(entries, host)
const installed = engine.state.readState()
// One list, both kinds: a client that hides what it cannot install leaves the
// visitor wondering whether the catalog is small or their machine is unusual.
const games = [
...survey.games.map((game: SelectedGame): Game => this.toGame(engine, game, installed)),
...survey.unavailable.map((entry: UnavailableEntry): Game => toUnavailableGame(entry))
].sort((left: Game, right: Game): number =>
left.title.toLowerCase().localeCompare(right.title.toLowerCase()))
return {
games,
skipped: survey.skipped,
paths: this.toPaths(engine),
account: toAccount(descriptor, this.credentials.readToken(store.id))
}
}
/**
* Where this store's things go.
*
* Synchronous work behind an async port, which is deliberate: the port was shaped
* for a child process and stays shaped for one, so a future engine that has to go
* to the network for this needs no change above.
*/
public readPaths (
store: InstalledStore,
progress: EngineProgressListener = {}
): Promise<StorePaths> {
return Promise.resolve(this.toPaths(this.openStore(store, progress)))
}
public async syncGames (
store: InstalledStore,
names: readonly string[],
progress: EngineProgressListener = {}
): Promise<void> {
const engine = this.openStore(store, progress)
const survey: CatalogSurvey = engine.surveyor.survey(
await this.readEntries(engine), this.hosts.findHost())
for (const reason of survey.skipped) engine.log(`skipped ${reason}`)
const wanted = names.length > 0 ? limitToNames(survey.games, names) : survey.games
const installed = engine.state.readState()
// Pruning is for a full sync only: asked for two titles, the store must not take
// the absence of the rest as a reason to uninstall them.
const prune = engine.configuration.behavior.prune && names.length === 0
const changed = await engine.installer.installAll(
engine.layout, wanted, installed, prune, progress)
engine.state.writeState(installed)
if (!changed) {
engine.log('already up to date')
return
}
engine.launchers.refreshMenu(engine.layout)
engine.log(`done — the games are in ${engine.layouts.menuGroup(engine.layout)}`)
}
public removeGame (
store: InstalledStore,
name: string,
progress: EngineProgressListener = {}
): Promise<void> {
const engine = this.openStore(store, progress)
const installed = engine.state.readState()
const keys = matchStateKeys(installed, [name])
if (keys.length === 0) {
engine.log(`not installed: ${name}`)
return Promise.resolve()
}
for (const key of keys) {
const record = installed.get(key)
if (record === undefined) continue
engine.installer.removeGame(engine.layout, record)
progress.onEvent?.({ event: 'removed', name: record.name })
installed.delete(key)
}
engine.state.writeState(installed)
engine.launchers.refreshMenu(engine.layout)
return Promise.resolve()
}
/**
* Take a whole store off this machine.
*
* The order is the whole of it. `state.json` is the only record of what this store
* put where — which payload, which icon, which menu entry — so the games have to go
* *before* the home does. Delete the home first and every one of those files is an
* orphan nothing will ever be able to identify, least of all a later install of the
* same store into the same folder.
*
* The token goes too: a credential for a store that is no longer here is a secret
* kept for nothing.
*/
public removeStore (store: InstalledStore, progress: EngineProgressListener = {}): Promise<void> {
const engine = this.openStore(store, progress)
const installed = engine.state.readState()
const count = installed.size
engine.installer.purge(engine.layout, installed)
engine.state.writeState(installed)
engine.launchers.refreshMenu(engine.layout)
engine.log(`removed ${String(count)} installed title(s)`)
this.credentials.clearToken(store.id)
this.stores.removeHome(store.home)
engine.log(`removed the store home ${store.home}`)
return Promise.resolve()
}
public async readAccount (store: InstalledStore): Promise<StoreAccount> {
const engine = this.openStore(store, {})
const descriptor = await engine.service.fetchDescriptor()
return toAccount(descriptor, this.credentials.readToken(store.id))
}
public async requestSignIn (store: InstalledStore, clientName: string): Promise<SignInPrompt> {
const { client } = await this.openSignIn(store)
const requested = await client.requestCode(clientName)
return {
deviceCode: requested.deviceCode,
userCode: requested.userCode,
verificationUrl: requested.verificationUrl,
intervalSeconds: requested.intervalSeconds,
expiresInSeconds: requested.expiresInSeconds
}
}
/**
* One poll. The token is written here, on the single answer that carries it — a
* caller that had to remember to save it would eventually forget.
*/
public async pollSignIn (store: InstalledStore, deviceCode: string): Promise<SignInPollResult> {
const { client, descriptor, log } = await this.openSignIn(store)
const result = await client.poll(deviceCode)
if (result.state === 'approved' && result.token !== null) {
this.credentials.writeToken(store.id, result.token)
log('signed in')
}
return {
state: result.state,
account: toAccount(descriptor, this.credentials.readToken(store.id))
}
}
/**
* Sign out: tell the server, then forget the token locally regardless.
*
* The local half is what matters and must not depend on the network — somebody
* signing out on a train has to actually be signed out.
*/
public async signOut (store: InstalledStore): Promise<StoreAccount> {
const engine = this.openStore(store, {})
const descriptor = await engine.service.fetchDescriptor()
if (descriptor.auth !== null && this.credentials.readToken(store.id) !== null) {
await new DeviceSignInClient(engine.catalog.httpClient(), descriptor.auth.device).revoke()
}
this.credentials.clearToken(store.id)
engine.log('signed out')
return toAccount(descriptor, null)
}
/** The sign-in client for one store, or a clear error if the store offers none. */
private async openSignIn (store: InstalledStore): Promise<SignInContext> {
const engine = this.openStore(store, {})
const descriptor = await engine.service.fetchDescriptor()
if (descriptor.auth === null) {
throw new Error(`${store.name} does not offer signing in`)
}
return {
client: new DeviceSignInClient(engine.catalog.httpClient(), descriptor.auth.device),
descriptor,
log: engine.log
}
}
/**
* Fetch the catalog and read it with the dialect its engine version calls for.
*
* This is the one place a WarpEngine version turns into behaviour: the header decides
* which dialect parses the response, and everything downstream sees typed entries.
*/
private async readEntries (engine: StoreEngineContext): Promise<readonly CatalogEntry[]> {
const fetched: FetchedCatalog = await engine.catalog.fetchCatalog()
return selectCatalogDialect(fetched.engineVersion.resolved).listEntries(fetched.catalog)
}
/**
* Assemble the engine for one store.
*
* Per call rather than cached: the config on disk is the authority and the user may
* have edited it, and a store's home is cheap to read.
*/
private openStore (store: InstalledStore, progress: EngineProgressListener): StoreEngineContext {
const log = (line: string): void => { progress.onLog?.(`[${store.id}-store] ${line}`) }
const files = new StoreFileSystem(`${store.id}-store`, log)
const configuration = new StoreConfigurationReader(files).readConfiguration(store.configPath)
const layouts = new DesktopLayoutResolver(configuration, this.hosts)
const layout = layouts.resolveLayout()
const catalog = new CatalogClient(
configuration, files, path.join(store.home, CATALOG_CACHE_FILE_NAME), log,
(): string | null => this.credentials.readToken(store.id))
const launchers = new LauncherWriter(configuration, layouts, files, log)
return {
configuration,
layout,
layouts,
catalog,
launchers,
log,
service: new ServiceDescriptorClient(catalog.httpClient(), configuration.store.baseUrl, log),
surveyor: new CatalogSurveyor(configuration, log),
state: new StoreStateRepository(files, path.join(store.home, STATE_FILE_NAME), log),
installer: new GameInstaller(
configuration, layouts,
new PayloadInstaller(catalog, files, log),
launchers, catalog, files, log)
}
}
private toGame (
engine: StoreEngineContext,
game: SelectedGame,
installed: ReadonlyMap<string, InstalledRecord>
): Game {
const record = installed.get(gameKey(game)) ?? null
return {
name: game.name,
title: game.title,
platform: game.platform,
version: game.version,
mode: toMode(game.mode),
kind: game.kind,
description: game.description,
author: game.author,
imagePath: game.imageUrl,
installed: record !== null,
updateAvailable: record !== null && record.asset !== game.asset,
installedVersion: record?.version ?? null,
menuEntryPath: record?.menuEntry ?? null,
executablePath: record?.executable ?? null,
// The catalog's own play address wins where it gives one: a store that gates its
// web builds serves them from a page that knows how to ask somebody to sign in,
// and the raw /file/ directory under it does not.
hostedUrl: game.mode === WEB_MODE
? game.access?.webUrl ?? engine.launchers.webUrl(game)
: null,
installable: true,
unavailableReason: null,
unavailableDetail: null,
access: game.access
}
}
private toPaths (engine: StoreEngineContext): StorePaths {
const host = this.hosts.findHost()
return {
operatingSystem: engine.layout.operatingSystem,
architecture: host.architecture,
installRoot: engine.layout.installRoot,
menuDirectory: engine.layout.menuDirectory,
storeFolder: engine.layouts.ownedRoot(engine.layout),
menuGroup: engine.layouts.menuGroup(engine.layout),
catalogBaseUrl: engine.configuration.store.baseUrl,
storeName: engine.configuration.store.name,
storeId: engine.configuration.store.id
}
}
}
/** Everything one store's operations need, assembled from its home. */
interface StoreEngineContext {
readonly configuration: StoreConfiguration
readonly layout: DesktopLayout
readonly layouts: DesktopLayoutResolver
readonly catalog: CatalogClient
readonly service: ServiceDescriptorClient
readonly launchers: LauncherWriter
readonly surveyor: CatalogSurveyor
readonly state: StoreStateRepository
readonly installer: GameInstaller
readonly log: (line: string) => void
}
/**
* A title this machine cannot install, in the same shape as an installable one.
*
* The mode is `app` for want of a truer answer: a title with no build has no mode,
* and nothing reads this one because `installable` is false.
*/
function toUnavailableGame (entry: UnavailableEntry): Game {
return {
name: entry.name,
title: entry.title,
platform: entry.platform,
version: entry.version,
mode: APP_MODE,
kind: '',
description: entry.description,
author: entry.author,
imagePath: entry.imageUrl,
installed: false,
updateAvailable: false,
installedVersion: null,
menuEntryPath: null,
executablePath: null,
hostedUrl: null,
installable: false,
unavailableReason: entry.reason,
unavailableDetail: entry.detail,
access: entry.access
}
}
interface SignInContext {
readonly client: DeviceSignInClient
readonly descriptor: ServiceDescriptor
readonly log: (line: string) => void
}
/**
* Holding a token for a store that has no sign-in is not being signed in.
*
* It happens: a store can lose its identity configuration, or a client can keep a token
* from before. Reporting it as signed in would offer a "sign out" for a door that is no
* longer there.
*/
function toAccount (descriptor: ServiceDescriptor, token: string | null): StoreAccount {
const available = descriptor.auth !== null
return { signInAvailable: available, signedIn: available && token !== null }
}
/**
* Removing a store needs the repository that found it; nothing else here does.
*
* The default refuses rather than pretending. A gateway assembled without one — the
* smoke test — reads catalogs perfectly well, and should say so plainly if somebody
* asks it to delete something, instead of silently doing nothing.
*/
const NO_STORES: InstalledStoreRepository = {
findAll: (): readonly [] => [],
findByHome: (): null => null,
readRoots: (): readonly [] => [],
resolveDefaultHome: (storeId: string): string => storeId,
removeHome: (): never => { throw new Error('this gateway was built without a store repository') }
}
/**
* A client with nowhere to keep a token is a client that is never signed in.
*
* The two writers throw nothing away and record nothing: this is the shape the smoke
* test runs in, where there is no Electron and therefore no keychain, and a store with
* no sign-in behaves exactly as it always did.
*/
const NO_CREDENTIALS: CredentialRepository = {
readToken: (): null => null,
writeToken: (storeId: string, token: string): void => { void storeId; void token },
clearToken: (storeId: string): void => { void storeId }
}
function toMode (mode: string): GameMode {
return mode === WEB_MODE ? WEB_MODE : APP_MODE
}
@@ -0,0 +1,159 @@
import fs from 'node:fs'
import path from 'node:path'
import type { SelectedGame } from '../../domain/models/SelectedGame'
import { ZipArchive } from '../archive/ZipArchive'
import type { StoreFileSystem } from '../files/StoreFileSystem'
import type { CatalogClient } from './CatalogClient'
/** Files that are never the program: data, libraries and documentation. */
const NEVER_A_PROGRAM: readonly string[] =
['.txt', '.md', '.json', '.so', '.dll', '.dylib', '.pck', '.dat']
export type ExecutableKind = 'bundle' | 'exe'
export interface FoundProgram {
readonly kind: ExecutableKind
readonly executablePath: string
}
/**
* Getting a native build onto the disk and finding what to launch in it.
*
* The archive is downloaded to a part file beside the payload and unpacked only once
* it is complete, and the payload directory is replaced rather than merged: a build
* that dropped a file between releases would otherwise keep the old one around and
* the game would load it.
*/
export class PayloadInstaller {
public constructor (
private readonly catalog: CatalogClient,
private readonly files: StoreFileSystem,
private readonly log: (line: string) => void
) {}
/** Download and unpack into `destination`. Returns bytes downloaded. */
public async unpack (game: SelectedGame, destination: string): Promise<number> {
const parent = path.dirname(destination)
fs.mkdirSync(parent, { recursive: true })
const archivePath = this.files.temporaryPath(parent, game.name, '.zip')
try {
const size = await this.catalog.downloadAsset(game.asset, archivePath)
fs.rmSync(destination, { recursive: true, force: true })
fs.mkdirSync(destination, { recursive: true })
ZipArchive.open(archivePath).extractAll(destination)
return size
} finally {
fs.rmSync(archivePath, { force: true })
}
}
/**
* The thing to launch inside an unpacked payload.
*
* A `bundle` is a macOS `.app` the archive already contained — a LÖVE or Godot
* build ships one — and then it *is* the launcher rather than something to wrap.
* Otherwise the answer is a single executable, and "single" is the whole
* difficulty: an archive holding one candidate is unambiguous, and where there are
* several the one named after the game wins. Anything else is reported as not
* found, because launching the wrong binary is worse than failing the install.
*/
public findProgram (root: string, name: string, operatingSystem: string): FoundProgram | null {
if (operatingSystem === 'darwin') {
const bundle = this.findBundle(root)
if (bundle !== null) return { kind: 'bundle', executablePath: bundle }
}
const executables: string[] = []
const namedAfterTheGame: string[] = []
this.walk(root, (filePath: string): void => {
const fileName = path.basename(filePath)
const lowered = fileName.toLowerCase()
if (NEVER_A_PROGRAM.some((extension: string): boolean => lowered.endsWith(extension))) return
if (operatingSystem === 'windows') {
if (lowered.endsWith('.exe')) executables.push(filePath)
} else if (isExecutable(filePath)) {
executables.push(filePath)
}
if (stem(fileName) === name) namedAfterTheGame.push(filePath)
})
for (const candidates of [executables, namedAfterTheGame]) {
if (candidates.length === 1 && candidates[0] !== undefined) {
return { kind: 'exe', executablePath: candidates[0] }
}
const exact = candidates.filter((candidate: string): boolean =>
stem(path.basename(candidate)) === name)
if (exact.length === 1 && exact[0] !== undefined) {
return { kind: 'exe', executablePath: exact[0] }
}
}
this.log(`found no single program to launch inside ${root}`)
return null
}
/** The shallowest `.app`, without descending into one we have already found. */
private findBundle (root: string): string | null {
let level = [root]
while (level.length > 0) {
const next: string[] = []
for (const directory of level) {
const bundles = readDirectories(directory)
.filter((entry: string): boolean => entry.endsWith('.app')).sort()
const first = bundles[0]
if (first !== undefined) return path.join(directory, first)
for (const entry of readDirectories(directory)) next.push(path.join(directory, entry))
}
level = next
}
return null
}
/** Every file under `root`, never entering a `.app` bundle. */
private walk (root: string, visit: (filePath: string) => void): void {
const pending = [root]
while (pending.length > 0) {
const directory = pending.pop()
if (directory === undefined) continue
let entries: fs.Dirent[]
try {
entries = fs.readdirSync(directory, { withFileTypes: true })
} catch {
continue
}
for (const entry of entries) {
const full = path.join(directory, entry.name)
if (entry.isDirectory()) {
if (!entry.name.endsWith('.app')) pending.push(full)
} else if (entry.isFile()) {
visit(full)
}
}
}
}
}
function readDirectories (directory: string): readonly string[] {
try {
return fs.readdirSync(directory, { withFileTypes: true })
.filter((entry: fs.Dirent): boolean => entry.isDirectory())
.map((entry: fs.Dirent): string => entry.name)
} catch {
return []
}
}
function isExecutable (filePath: string): boolean {
try {
fs.accessSync(filePath, fs.constants.X_OK)
return true
} catch {
return false
}
}
function stem (fileName: string): string {
return path.basename(fileName, path.extname(fileName))
}
@@ -0,0 +1,55 @@
import path from 'node:path'
import type { CatalogRelease } from './dialects/CatalogDialect'
export interface PickedRelease {
readonly version: string
readonly createdAt: string | null
readonly assetName: string
readonly kind: string
readonly assetPath: string
}
/** `/file/blessingofra-2.0.0.prg` -> `blessingofra-2.0.0.prg`. */
export function assetBasename (assetPath: string): string {
return path.posix.basename(assetPath.replace(/\/+$/, ''))
}
/**
* The newest non-dev release that carries an asset kind we can use.
*
* The candidates arrive newest-first from the dialect, which is where knowing that the
* API sorts them lives. Two rules decide the rest:
*
* **Release order wins over kind order.** The newest release that has *any* acceptable
* kind is taken, and within it the most preferred kind. That is what a desktop host
* wants: on Apple Silicon `mac_universal` beats `mac_x64`, which would need Rosetta,
* but not at the price of installing an older release.
*
* **A `dev-` build is never taken.** It is a moving target, and installing one would
* leave a menu entry pointing at an archive that is replaced without a version change.
*/
export function pickRelease (
candidates: readonly CatalogRelease[],
kinds: readonly string[],
extension: string
): PickedRelease | null {
for (const release of candidates) {
if (release.version.startsWith('dev-')) continue
for (const kind of kinds) {
for (const asset of release.assets) {
if (asset.kind !== kind) continue
const assetName = assetBasename(asset.path)
if (assetName.length === 0) continue
if (extension.length > 0 && !assetName.toLowerCase().endsWith(extension.toLowerCase())) continue
return {
version: release.version,
createdAt: release.createdAt,
assetName,
kind,
assetPath: asset.path
}
}
}
}
return null
}
@@ -0,0 +1,89 @@
import {
DEFAULT_SERVICE_DESCRIPTOR, type AuthDescriptor, type DeviceAuthDescriptor,
type ServiceDescriptor
} from '../../domain/models/ServiceDescriptor'
import { HttpStatusError } from '../http/HttpTextClient'
import type { StoreHttpClient } from '../http/StoreHttpClient'
import { asRecord, readBoolean, readNumber, readOptionalString, readRecord } from '../json/JsonRecord'
const SERVICE_PATH = '/api/service'
/**
* `GET /api/service`: what this catalog's server is, asked before anything else.
*
* A missing descriptor is an answer, not a failure. Every WarpEngine before 0.5 has no
* such endpoint, so a 404 means "an older engine" — a plain catalog with nothing gated
* and nobody to sign in as, which is exactly what this client assumed for its whole
* life before now. Same for a network that is simply down: the store still works
* offline from its cached catalog, and refusing to open because we could not ask the
* server about itself would be a worse client than the one we had.
*/
export class ServiceDescriptorClient {
public constructor (
private readonly http: StoreHttpClient,
private readonly baseUrl: string,
private readonly log: (line: string) => void
) {}
public async fetchDescriptor (): Promise<ServiceDescriptor> {
const url = `${this.baseUrl}${SERVICE_PATH}`
try {
const { json } = await this.http.requestJson(url)
const record = asRecord(json)
if (record === null) return DEFAULT_SERVICE_DESCRIPTOR
const descriptor: ServiceDescriptor = {
engineVersion: readOptionalString(record, 'version'),
catalogGated: readBoolean(readRecord(record, 'catalog') ?? {}, 'gated', false),
auth: readAuth(record, this.baseUrl)
}
this.log(describe(descriptor))
return descriptor
} catch (error: unknown) {
if (error instanceof HttpStatusError && error.statusCode === 404) {
this.log('the catalog has no service descriptor — an engine older than 0.5')
} else {
this.log(`warning: could not read ${url} — carrying on as a plain catalog`)
}
return DEFAULT_SERVICE_DESCRIPTOR
}
}
}
function readAuth (record: Readonly<Record<string, unknown>>, baseUrl: string): AuthDescriptor | null {
const auth = readRecord(record, 'auth')
if (auth === null) return null
const device = readRecord(auth, 'device')
if (device === null) return null
const authorizeUrl = absolute(readOptionalString(device, 'authorizeUrl'), baseUrl)
const tokenUrl = absolute(readOptionalString(device, 'tokenUrl'), baseUrl)
const verificationUrl = absolute(readOptionalString(device, 'verificationUrl'), baseUrl)
// Two of the three are the flow itself and the third is where a person goes. Without
// all three there is no sign-in to offer, and half a flow is worse than none.
if (authorizeUrl === null || tokenUrl === null || verificationUrl === null) return null
const descriptor: DeviceAuthDescriptor = {
authorizeUrl,
tokenUrl,
revokeUrl: absolute(readOptionalString(device, 'revokeUrl'), baseUrl),
verificationUrl,
interval: Math.max(1, readNumber(device, 'interval', 5))
}
return { device: descriptor }
}
/** A server may answer with a path; it knows its own address better than we do. */
function absolute (value: string | null, baseUrl: string): string | null {
if (value === null || value.length === 0) return null
if (value.startsWith('http://') || value.startsWith('https://')) return value
return `${baseUrl.replace(/\/+$/, '')}/${value.replace(/^\/+/, '')}`
}
function describe (descriptor: ServiceDescriptor): string {
const version = descriptor.engineVersion ?? 'an unnamed version'
const gated = descriptor.catalogGated ? 'some titles need an entitlement' : 'nothing is gated'
const auth = descriptor.auth === null ? 'no sign-in' : 'sign-in available'
return `catalog served by WarpEngine ${version}${gated}, ${auth}`
}
@@ -0,0 +1,148 @@
import type { HostSpecific } from '../../domain/models/HostMachine'
import {
APP_MODE, DEFAULT_STORE_CONFIGURATION, WEB_MODE,
type AssetSpecification, type BehaviorConfiguration, type CatalogConfiguration,
type InstallConfiguration, type PathsConfiguration, type PlatformConfiguration,
type StoreConfiguration, type StoreDescriptor
} from '../../domain/models/StoreConfiguration'
import {
asRecord, readBoolean, readNumber, readOptionalString, readRecord, readString,
readStringArray, type JsonRecord
} from '../json/JsonRecord'
import type { StoreFileSystem } from '../files/StoreFileSystem'
/**
* A store's `config.json`, read onto the defaults.
*
* The file is **snake_case** and this is the only place that knows it: that is the
* format the store repositories publish, and it stays the format on disk so a store
* config written for the shell engine is still a valid config here. Rename a field
* there and this reader is the single file that follows.
*
* Reading replaces the deep merge the shell engine did: every field states its own
* default, so a config that omits a section gets the whole section rather than a
* half-populated one.
*/
export class StoreConfigurationReader {
public constructor (private readonly files: StoreFileSystem) {}
public readConfiguration (configPath: string): StoreConfiguration {
const record = asRecord(this.files.readJson(configPath)) ?? {}
return {
store: readStore(readRecord(record, 'store') ?? {}),
paths: readPaths(readRecord(record, 'paths') ?? {}),
install: readInstall(readRecord(record, 'install') ?? {}),
catalog: readCatalog(readRecord(record, 'catalog') ?? {}),
platforms: readPlatforms(readRecord(record, 'platforms')),
behavior: readBehavior(readRecord(record, 'behavior') ?? {})
}
}
}
function readStore (record: JsonRecord): StoreDescriptor {
const defaults = DEFAULT_STORE_CONFIGURATION.store
const api = readRecord(record, 'api') ?? {}
return {
id: readString(record, 'id', defaults.id),
name: readString(record, 'name', defaults.name),
// Trailing slashes are stripped once, here, so every URL built from it joins
// with exactly one separator.
baseUrl: readString(record, 'base_url', defaults.baseUrl).replace(/\/+$/, ''),
api: {
catalog: readString(api, 'catalog', defaults.api.catalog),
download: readString(api, 'download', defaults.api.download)
}
}
}
function readPaths (record: JsonRecord): PathsConfiguration {
const defaults = DEFAULT_STORE_CONFIGURATION.paths
return {
installRoot: readOptionalString(record, 'install_root'),
menuDirectory: readOptionalString(record, 'menu_dir'),
iconDirectory: readOptionalString(record, 'icon_dir'),
subfolder: readString(record, 'subfolder', defaults.subfolder)
}
}
function readInstall (record: JsonRecord): InstallConfiguration {
const defaults = DEFAULT_STORE_CONFIGURATION.install
const modes = readStringArray(record, 'modes')
const specifications: Record<string, AssetSpecification> = {}
for (const [key, value] of Object.entries(record)) {
if (key === 'modes') continue
const specification = asRecord(value)
if (specification === null) continue
specifications[key] = {
kind: readAssetKind(specification['kind']),
extension: readHostSpecificString(specification['ext'])
}
}
for (const mode of [APP_MODE, WEB_MODE]) {
specifications[mode] ??= defaults.specifications[mode] ?? { kind: null, extension: null }
}
return { modes: modes.length > 0 ? modes : defaults.modes, specifications }
}
function readCatalog (record: JsonRecord): CatalogConfiguration {
const defaults = DEFAULT_STORE_CONFIGURATION.catalog
const statuses = readStringArray(record, 'statuses')
const ownerId = record['owner_id']
return {
// An explicit empty list means "every status", so only a missing key falls back.
statuses: record['statuses'] === undefined ? defaults.statuses : statuses,
ownerId: typeof ownerId === 'number' && Number.isFinite(ownerId) ? ownerId : null,
only: readStringArray(record, 'only'),
exclude: readStringArray(record, 'exclude')
}
}
function readPlatforms (record: JsonRecord | null): Readonly<Record<string, PlatformConfiguration>> {
if (record === null) return DEFAULT_STORE_CONFIGURATION.platforms
const platforms: Record<string, PlatformConfiguration> = {}
for (const [name, value] of Object.entries(record)) {
const entry = asRecord(value)
platforms[name] = { enabled: entry === null ? true : readBoolean(entry, 'enabled', true) }
}
return platforms
}
function readBehavior (record: JsonRecord): BehaviorConfiguration {
const defaults = DEFAULT_STORE_CONFIGURATION.behavior
return {
prune: readBoolean(record, 'prune', defaults.prune),
timeout: readNumber(record, 'timeout', defaults.timeout),
insecure: readBoolean(record, 'insecure', defaults.insecure)
}
}
/** `"linux_x64"`, `["win_x64", "win_x86"]`, or either of those keyed by host. */
function readAssetKind (value: unknown): HostSpecific<string | readonly string[]> | null {
if (typeof value === 'string') return value
if (Array.isArray(value)) return readStrings(value)
const record = asRecord(value)
if (record === null) return null
const map: Record<string, string | readonly string[]> = {}
for (const [key, entry] of Object.entries(record)) {
if (typeof entry === 'string') map[key] = entry
else if (Array.isArray(entry)) map[key] = readStrings(entry)
}
return map
}
function readHostSpecificString (value: unknown): HostSpecific<string> | null {
if (typeof value === 'string') return value
const record = asRecord(value)
if (record === null) return null
const map: Record<string, string> = {}
for (const [key, entry] of Object.entries(record)) {
if (typeof entry === 'string') map[key] = entry
}
return map
}
function readStrings (values: readonly unknown[]): readonly string[] {
return values.filter((item: unknown): item is string => typeof item === 'string')
}
@@ -0,0 +1,114 @@
import {
gameKey, recordScope, type InstalledRecord
} from '../../domain/models/InstalledRecord'
import {
asRecord, readOptionalString, readString, type JsonRecord
} from '../json/JsonRecord'
import type { StoreFileSystem } from '../files/StoreFileSystem'
/** Bumped when the on-disk shape changes. v1 keyed `installed` by bare software name. */
const STATE_VERSION = 2
/**
* `state.json`: what this store put on this machine, and where.
*
* The file is **snake_case**, and deliberately so: it is the same file the shell
* store engine wrote, so a machine that installed games through the CLI keeps its
* library when the client takes over. This class is the only place that knows the
* on-disk field names everything above it sees `InstalledRecord`.
*
* A `version: 1` file, keyed by bare software name, is re-keyed on first read.
*/
export class StoreStateRepository {
public constructor (
private readonly files: StoreFileSystem,
private readonly statePath: string,
private readonly log: (line: string) => void
) {}
public readState (): Map<string, InstalledRecord> {
const state = asRecord(this.files.readJson(this.statePath))
if (state === null) return new Map<string, InstalledRecord>()
const installed = asRecord(state['installed'])
if (installed === null) return new Map<string, InstalledRecord>()
const version = state['version']
if (version === 1) return this.migrateFromVersionOne(installed)
if (version !== STATE_VERSION) return new Map<string, InstalledRecord>()
const records = new Map<string, InstalledRecord>()
for (const [key, value] of Object.entries(installed)) {
const record = asRecord(value)
if (record !== null) records.set(key, toRecord(record))
}
return records
}
public writeState (installed: ReadonlyMap<string, InstalledRecord>): void {
const serialised: Record<string, JsonRecord> = {}
for (const [key, record] of installed) serialised[key] = fromRecord(record)
this.files.writeJson(this.statePath, { version: STATE_VERSION, installed: serialised })
}
private migrateFromVersionOne (installed: JsonRecord): Map<string, InstalledRecord> {
const records = new Map<string, InstalledRecord>()
for (const value of Object.values(installed)) {
const raw = asRecord(value)
if (raw === null) continue
const record = toRecord(raw)
if (record.name.length > 0 && record.scope.length > 0) records.set(gameKey(record), record)
}
this.log(`migrated ${String(records.size)} state entries to the per-scope key format`)
return records
}
}
function toRecord (raw: JsonRecord): InstalledRecord {
return {
name: readString(raw, 'name'),
// `system` is what the Batocera store wrote before the shared core existed, and
// there the two were the same string — so an installed machine needs no migration.
scope: recordScope(readOptionalString(raw, 'scope'), readOptionalString(raw, 'system')),
platform: readString(raw, 'platform'),
kind: readString(raw, 'kind'),
version: readString(raw, 'version'),
asset: readString(raw, 'asset'),
assetPath: readString(raw, 'asset_path'),
title: readString(raw, 'title'),
description: readString(raw, 'desc'),
author: readString(raw, 'author'),
imageUrl: readOptionalString(raw, 'image_url'),
createdAt: readOptionalString(raw, 'created_at'),
mode: readString(raw, 'mode'),
payload: readOptionalString(raw, 'payload'),
executable: readOptionalString(raw, 'exe'),
executableKind: readOptionalString(raw, 'exe_kind'),
icon: readOptionalString(raw, 'icon'),
menuEntry: readOptionalString(raw, 'menu'),
url: readOptionalString(raw, 'url')
}
}
function fromRecord (record: InstalledRecord): JsonRecord {
return {
name: record.name,
scope: record.scope,
platform: record.platform,
kind: record.kind,
version: record.version,
asset: record.asset,
asset_path: record.assetPath,
title: record.title,
desc: record.description,
author: record.author,
image_url: record.imageUrl,
created_at: record.createdAt,
mode: record.mode,
payload: record.payload,
exe: record.executable,
exe_kind: record.executableKind,
icon: record.icon,
menu: record.menuEntry,
url: record.url
}
}
@@ -0,0 +1,57 @@
import {
readBoolean, readNumber, readOptionalString, readRecord, readString, type JsonRecord
} from '../../json/JsonRecord'
import type { CatalogAccess, CatalogPrice } from '../../../domain/models/CatalogAccess'
import { SoftwareListCatalogDialect } from './SoftwareListCatalogDialect'
/**
* The catalog as WarpEngine 0.5 serves it: the same entries, plus what they cost.
*
* 0.5 is the first engine that can say a title is not yours. Every entry carries an
* `access` block even in a catalog that gates nothing, so that "this store is open"
* and "this store did not say" stay tellable apart. Everything else about the shape is
* unchanged, which is why this is the older dialect with one field added rather than a
* parser of its own.
*
* The words are the engine's, not any store's. A client reads more than one catalog,
* and a field named after what one shop calls its wares is a field that only works
* there.
*/
export class AccessAwareCatalogDialect extends SoftwareListCatalogDialect {
protected override readAccess (entry: JsonRecord): CatalogAccess | null {
const access = readRecord(entry, 'access')
// An entry with no block at all: possible from a 0.5 engine whose policy failed to
// answer. Reading it as "open" would be inventing the friendlier of two answers.
if (access === null) return null
return {
gated: readBoolean(access, 'gated', false),
entitled: readNullableBoolean(access, 'entitled'),
price: readPrice(access),
purchaseUrl: readOptionalString(access, 'purchaseUrl'),
webUrl: readOptionalString(access, 'webUrl')
}
}
}
/**
* Three states, not two: yes, no, and nobody asked.
*
* A client that is not signed in gets null, and that is the case worth keeping
* separate it is the difference between "you do not own this" and "there is no you",
* and only the second is a reason to offer signing in.
*/
function readNullableBoolean (record: JsonRecord, key: string): boolean | null {
const value = record[key]
return typeof value === 'boolean' ? value : null
}
/** A price with no currency is not a price anybody can be shown. */
function readPrice (access: JsonRecord): CatalogPrice | null {
const price = readRecord(access, 'price')
if (price === null) return null
const currency = readString(price, 'currency')
if (currency.length === 0) return null
return { amountCents: readNumber(price, 'amountCents'), currency }
}
@@ -0,0 +1,66 @@
import type { CatalogAccess } from '../../../domain/models/CatalogAccess'
import type { SupportedWarpEngineVersion } from '../../../domain/models/WarpEngineVersion'
/**
* How one WarpEngine version's catalog is shaped.
*
* The catalog is the one thing this client reads that it does not own the shape of, so
* it is the one thing an engine version can change under it. A dialect turns that
* foreign JSON into the typed records below, and everything downstream the survey,
* the release choice sees only those. When a future engine renames a field or nests a
* release differently, a new dialect is the whole change.
*/
export interface CatalogDialect {
readonly version: SupportedWarpEngineVersion
/** One entry per title in the catalog. */
listEntries: (catalog: unknown) => readonly CatalogEntry[]
}
export interface CatalogEntry {
readonly software: CatalogSoftware
/**
* What the catalog says about getting this title, or null where it says nothing.
*
* Null is not "free": it is an engine too old to have an opinion, and a store that
* never gated anything reads the same as one that could not say. Both mean the same
* thing in practice try the download but only one of them is worth offering a
* sign-in for.
*/
readonly access: CatalogAccess | null
/**
* The release the catalog itself calls newest-and-stable, or null when it names none.
*
* Kept separate from the candidates because it is also what an unavailable title's
* card shows a version from and a catalog with releases but no `latestRelease` has
* nothing to show there.
*/
readonly latestRelease: CatalogRelease | null
/**
* Every release worth trying, newest first and deduplicated.
*
* `latestRelease` comes first where there is one, then the rest, so that a game whose
* newest build is missing an asset still installs from an older one.
*/
readonly releaseCandidates: readonly CatalogRelease[]
}
export interface CatalogSoftware {
readonly name: string
readonly title: string
readonly platform: string
readonly status: string
readonly description: string
readonly author: string
readonly imageUrl: string | null
}
export interface CatalogRelease {
readonly version: string
readonly createdAt: string | null
readonly assets: readonly CatalogAsset[]
}
export interface CatalogAsset {
readonly kind: string
readonly path: string
}
@@ -0,0 +1,26 @@
import type { SupportedWarpEngineVersion } from '../../../domain/models/WarpEngineVersion'
import { AccessAwareCatalogDialect } from './AccessAwareCatalogDialect'
import type { CatalogDialect } from './CatalogDialect'
import { SoftwareListCatalogDialect } from './SoftwareListCatalogDialect'
/**
* Which dialect reads a catalog served by which engine version.
*
* The switch is exhaustive over `SUPPORTED_WARP_ENGINE_VERSIONS`, which is the whole
* mechanism: adding a version to that list stops compiling here until somebody decides
* what it reads like. Three versions share one dialect because the catalog's shape did
* not change across them and one class serving three versions is the honest way to
* say that, rather than three identical ones pretending otherwise.
*
* 0.5 gets its own, because that is the engine that started saying what a title costs.
*/
export function selectCatalogDialect (version: SupportedWarpEngineVersion): CatalogDialect {
switch (version) {
case '0.2':
case '0.3':
case '0.4':
return new SoftwareListCatalogDialect(version)
case '0.5':
return new AccessAwareCatalogDialect(version)
}
}
@@ -0,0 +1,126 @@
import type { SupportedWarpEngineVersion } from '../../../domain/models/WarpEngineVersion'
import {
asRecord, readOptionalString, readRecord, readString, type JsonRecord
} from '../../json/JsonRecord'
import type { CatalogAccess } from '../../../domain/models/CatalogAccess'
import type {
CatalogAsset, CatalogDialect, CatalogEntry, CatalogRelease, CatalogSoftware
} from './CatalogDialect'
/**
* The catalog as every WarpEngine from 0.2 to 0.4 serves it.
*
* `{ softwares: [ { software: {…}, latestRelease: {…}, releases: [ { assets: [] } ] } ] }`,
* camelCase throughout. The three versions differ in what they *contain* 0.3 added
* the `linux_arm64` asset kinds, so an older engine simply has fewer kinds to offer,
* and that needs no code: an absent kind is a title reported as unavailable on this
* machine, which is already the honest answer.
*
* The version is carried rather than assumed, so a log line can name which dialect read
* a catalog even while one class serves several.
*/
export class SoftwareListCatalogDialect implements CatalogDialect {
public constructor (public readonly version: SupportedWarpEngineVersion) {}
public listEntries (catalog: unknown): readonly CatalogEntry[] {
const record = asRecord(catalog)
if (record === null) return []
const entries = record['softwares']
if (!Array.isArray(entries)) return []
const found: CatalogEntry[] = []
for (const item of entries) {
const entry = asRecord(item)
if (entry === null) continue
const software = this.readSoftware(entry)
if (software === null) continue
found.push({
software,
access: this.readAccess(entry),
latestRelease: this.readLatestRelease(entry),
releaseCandidates: this.readCandidates(entry)
})
}
return found
}
/**
* What the catalog says about getting this title. Nothing, at these versions.
*
* An engine older than 0.5 has no opinion to report, and inventing one here would be
* worse than admitting it: "not gated" and "could not say" are different answers, and
* only the first is safe to act on. The subclass that can read it overrides this.
*/
protected readAccess (entry: JsonRecord): CatalogAccess | null {
void entry
return null
}
/** A title with no name is not a title: nothing could be keyed by it. */
protected readSoftware (entry: JsonRecord): CatalogSoftware | null {
const software = readRecord(entry, 'software')
if (software === null) return null
const name = readOptionalString(software, 'name')
if (name === null) return null
return {
name,
title: readOptionalString(software, 'title') ?? name,
platform: readString(software, 'platform'),
status: readString(software, 'status'),
description: readString(software, 'desc').trim(),
author: readString(software, 'author').trim(),
imageUrl: readOptionalString(software, 'imageUrl')
}
}
protected readLatestRelease (entry: JsonRecord): CatalogRelease | null {
const latest = readRecord(entry, 'latestRelease')
return latest === null ? null : this.readRelease(latest)
}
/**
* The releases to try, newest first and without repeats.
*
* `releases` arrives newest-first from the API and `latestRelease` is usually its
* first element, so identity is settled on the release's own id where it has one.
*/
protected readCandidates (entry: JsonRecord): readonly CatalogRelease[] {
const records: JsonRecord[] = []
const latest = readRecord(entry, 'latestRelease')
if (latest !== null) records.push(latest)
const releases = entry['releases']
if (Array.isArray(releases)) {
for (const item of releases) {
const record = asRecord(item)
if (record !== null) records.push(record)
}
}
const seen = new Set<string>()
const candidates: CatalogRelease[] = []
for (const record of records) {
const identity = JSON.stringify(record['id'] ?? null)
if (seen.has(identity)) continue
seen.add(identity)
candidates.push(this.readRelease(record))
}
return candidates
}
protected readRelease (release: JsonRecord): CatalogRelease {
const assets: CatalogAsset[] = []
const listed = release['assets']
if (Array.isArray(listed)) {
for (const item of listed) {
const asset = asRecord(item)
if (asset === null) continue
assets.push({ kind: readString(asset, 'kind'), path: readString(asset, 'path') })
}
}
return {
version: readString(release, 'version'),
createdAt: readOptionalString(release, 'createdAt'),
assets
}
}
}
@@ -0,0 +1,45 @@
import fs from 'node:fs'
import path from 'node:path'
import type { InstalledRecord } from '../../../domain/models/InstalledRecord'
import { WEB_MODE } from '../../../domain/models/StoreConfiguration'
import type { StoreFileSystem } from '../../files/StoreFileSystem'
import { quoteForShell } from './ShellQuoting'
const LAUNCHER_MODE = 0o755
const COMMENT_LIMIT = 120
/**
* Linux: an XDG desktop entry.
*
* `Path=` is what gives the game its working directory a Godot or LÖVE build
* looks for its `.pck` next to the binary, and started from anywhere else it exits
* without a window and without a message.
*/
export class DesktopEntryWriter {
public constructor (
private readonly storeId: string,
private readonly files: StoreFileSystem
) {}
public write (record: InstalledRecord, entryPath: string, webUrl: string): string {
const lines: string[] = ['[Desktop Entry]', 'Type=Application', 'Version=1.0', `Name=${record.title}`]
if (record.description.length > 0) {
// One line only, and short: the menu shows it as a tooltip.
const firstLine = record.description.split('\n')[0] ?? ''
lines.push(`Comment=${firstLine.slice(0, COMMENT_LIMIT)}`)
}
if (record.mode === WEB_MODE) {
lines.push(`Exec=xdg-open ${quoteForShell(webUrl)}`)
} else if (record.executable !== null) {
lines.push(`Exec=${quoteForShell(record.executable)}`)
lines.push(`Path=${quoteForShell(path.dirname(record.executable))}`)
}
if (record.icon !== null) lines.push(`Icon=${record.icon}`)
lines.push('Terminal=false', 'Categories=Game;', `X-WarpStore=${this.storeId}`, '')
fs.mkdirSync(path.dirname(entryPath), { recursive: true })
this.files.writeAtomic(entryPath, Buffer.from(lines.join('\n'), 'utf8'), LAUNCHER_MODE)
return entryPath
}
}

Some files were not shown because too many files have changed in this diff Show More