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7 Commits

Author SHA1 Message Date
DecDuck 032cbda498 Fix server lint 2026-06-21 15:12:16 +10:00
DecDuck 6290826c4d Implement tree kill for Windows 2026-06-21 15:11:25 +10:00
DecDuck 1430d2ef3d Fix layouting 2026-06-21 13:40:44 +10:00
DecDuck e3a1824e7d Fix torrential inclusion in image 2026-06-21 13:23:05 +10:00
DecDuck 27502bf31f Regenerate lcofkiel 2026-06-21 13:06:56 +10:00
DecDuck 564a4aa6f0 Add process handler selector, pin Prisma 2026-06-21 13:03:15 +10:00
DecDuck a028db7288 Fix Windows and Linux launch 2026-06-21 11:56:45 +10:00
19 changed files with 1763 additions and 1753 deletions
+9 -1
View File
@@ -63,6 +63,14 @@ FROM base AS run-system
ENV NODE_ENV=production
ENV NUXT_TELEMETRY_DISABLED=1
# The base stage's `COPY . .` puts the whole repo into the runtime WORKDIR (/app),
# but at runtime only the artifacts copied explicitly below are needed. Drop the
# inherited `torrential` source dir: the service resolves the binary by scanning
# the cwd for `torrential`, and a directory there is spawned as ./torrential and
# fails with EACCES. With it gone, resolution falls through to the `torrential`
# binary installed on PATH (/usr/bin/torrential) below.
RUN rm -rf /app/torrential
# RUN --mount=type=cache,target=/root/.yarn YARN_CACHE_FOLDER=/root/.yarn yarn add --network-timeout 1000000 --no-lockfile --ignore-scripts prisma@6.11.1
## runtime deps:
## - libarchive13: torrential now links libarchive dynamically (glibc build)
@@ -77,7 +85,7 @@ RUN apt-get update && apt-get install -y --no-install-recommends \
openssl \
ca-certificates \
&& rm -rf /var/lib/apt/lists/*
RUN pnpm install prisma@7.3.0 --global
RUN pnpm install prisma@7.7.0 --global
# init prisma to download all required files
RUN pnpm prisma init
@@ -0,0 +1,141 @@
<template>
<Listbox
as="div"
v-model="model.overrideHandler"
class="mt-6"
v-if="handlers.length > 1"
>
<ListboxLabel class="block text-sm/6 font-medium text-white"
>Launch method</ListboxLabel
>
<div class="relative mt-2">
<ListboxButton
class="grid w-full cursor-default grid-cols-1 rounded-md bg-white/5 py-1.5 pr-2 pl-3 text-left text-white outline-1 -outline-offset-1 outline-white/10 focus-visible:outline-2 focus-visible:-outline-offset-2 focus-visible:outline-blue-500 sm:text-sm/6"
>
<span
v-if="currentHandler"
class="col-start-1 row-start-1 truncate pr-6"
>{{ currentHandler.name }}</span
>
<span
v-else
class="col-start-1 row-start-1 truncate pr-6 italic text-zinc-400"
>Automatic</span
>
<ChevronUpDownIcon
class="col-start-1 row-start-1 size-5 self-center justify-self-end text-zinc-400 sm:size-4"
aria-hidden="true"
/>
</ListboxButton>
<transition
leave-active-class="transition ease-in duration-100"
leave-from-class=""
leave-to-class="opacity-0"
>
<ListboxOptions
class="absolute z-10 mt-1 max-h-60 w-full overflow-auto rounded-md bg-zinc-800 py-1 text-base outline-1 -outline-offset-1 outline-white/10 sm:text-sm"
>
<ListboxOption
as="template"
:value="undefined"
v-slot="{ active, selected }"
>
<li
:class="[
active ? 'bg-blue-500 text-white outline-hidden' : 'text-white',
'relative cursor-default py-2 pr-9 pl-3 select-none',
]"
>
<span
:class="[
selected ? 'font-semibold' : 'font-normal',
'block truncate italic',
]"
>Automatic</span
>
<span class="block truncate text-xs text-zinc-400"
>Pick the best method for this game.</span
>
<span
v-if="selected"
:class="[
active ? 'text-white' : 'text-blue-400',
'absolute inset-y-0 right-0 flex items-center pr-4',
]"
>
<CheckIcon class="size-5" aria-hidden="true" />
</span>
</li>
</ListboxOption>
<ListboxOption
as="template"
v-for="handler in handlers"
:key="handler.id"
:value="handler.id"
v-slot="{ active, selected }"
>
<li
:class="[
active ? 'bg-blue-500 text-white outline-hidden' : 'text-white',
'relative cursor-default py-2 pr-9 pl-3 select-none',
]"
>
<span
:class="[
selected ? 'font-semibold' : 'font-normal',
'block truncate',
]"
>{{ handler.name }}</span
>
<span class="block truncate text-xs text-zinc-400">{{
handler.description
}}</span>
<span
v-if="selected"
:class="[
active ? 'text-white' : 'text-blue-400',
'absolute inset-y-0 right-0 flex items-center pr-4',
]"
>
<CheckIcon class="size-5" aria-hidden="true" />
</span>
</li>
</ListboxOption>
</ListboxOptions>
</transition>
</div>
<p class="mt-2 text-sm text-zinc-400">
Override how this game is launched.
</p>
</Listbox>
</template>
<script setup lang="ts">
import { invoke } from "@tauri-apps/api/core";
import {
Listbox,
ListboxButton,
ListboxLabel,
ListboxOption,
ListboxOptions,
} from "@headlessui/vue";
import { ChevronUpDownIcon } from "@heroicons/vue/16/solid";
import { CheckIcon } from "@heroicons/vue/20/solid";
import type { GameVersion } from "~/types";
type ProcessHandlerOption = { id: string; name: string; description: string };
const model = defineModel<GameVersion["userConfiguration"]>({ required: true });
const props = defineProps<{ gameId: string }>();
const handlers = await invoke<ProcessHandlerOption[]>("get_process_handlers", {
id: props.gameId,
});
const currentHandler = computed(() =>
handlers.find((v) => v.id == model.value.overrideHandler),
);
</script>
@@ -23,16 +23,19 @@
</p>
<ProtonSelector v-model="model" v-if="$props.protonEnabled" />
<HandlerSelector v-model="model" :game-id="$props.gameId" />
</div>
</template>
<script setup lang="ts">
import type { GameVersion } from "~/types";
import ProtonSelector from "./ProtonSelector.vue";
import HandlerSelector from "./HandlerSelector.vue";
const model = defineModel<GameVersion["userConfiguration"]>({ required: true });
const props = defineProps<{
protonEnabled: boolean;
gameId: string;
}>();
</script>
+3 -2
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@@ -1,7 +1,7 @@
<template>
<ModalTemplate size-class="max-w-4xl" v-model="open">
<template #default>
<div class="flex flex-row gap-x-4 h-96">
<div class="flex flex-row gap-x-4 min-h-96">
<nav class="flex flex-1 flex-col" aria-label="Sidebar">
<ul role="list" class="-mx-2 space-y-1">
<li v-for="(tab, tabIdx) in tabs" :key="tab.name">
@@ -29,11 +29,12 @@
</li>
</ul>
</nav>
<div class="border-l-2 border-zinc-800 w-full grow pl-4 overflow-y-scroll">
<div class="border-l-2 border-zinc-800 w-full grow pl-4">
<component
v-model="configuration"
:is="tabs[currentTabIndex]?.page"
:proton-enabled="protonEnabled"
:game-id="props.gameId"
/>
</div>
</div>
+1 -1
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@@ -22,7 +22,7 @@
"koa": "^2.16.1",
"markdown-it": "^14.1.0",
"micromark": "^4.0.1",
"nuxt": "^3.21.6",
"nuxt": "^4.4.8",
"scss": "^0.2.4",
"vue-router": "latest",
"vuedraggable": "^4.1.0"
+794 -1525
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File diff suppressed because it is too large Load Diff
+1
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@@ -53,6 +53,7 @@ export type GameVersion = {
userConfiguration: {
launchTemplate: string;
overrideProtonPath: string;
overrideHandler: string | undefined;
enableUpdates: boolean
};
setups: Array<{ platform: string }>;
+1
View File
@@ -1392,6 +1392,7 @@ dependencies = [
"http-serde 2.1.1",
"humansize",
"known-folders",
"libloading",
"log",
"log4rs",
"md5 0.7.0",
+3
View File
@@ -136,6 +136,9 @@ tauri-build = { version = "*", features = [] }
[target."cfg(any(target_os = \"macos\", windows, target_os = \"linux\"))".dependencies]
tauri-plugin-single-instance = { version = "2.0.0", features = ["deep-link"] }
[target."cfg(target_os = \"linux\")".dependencies]
libloading = "0.7"
[profile.release]
lto = true
panic = "abort"
+3
View File
@@ -79,6 +79,7 @@ pub mod data {
UserConfiguration {
launch_template: "{}".to_owned(),
override_proton_path: None,
override_handler: None,
enable_updates: false,
}
}
@@ -88,6 +89,8 @@ pub mod data {
pub struct UserConfiguration {
pub launch_template: String,
pub override_proton_path: Option<String>,
#[serde(default)]
pub override_handler: Option<String>,
pub enable_updates: bool,
}
@@ -1,11 +1,15 @@
use std::{fs::create_dir_all, path::PathBuf, process::Command};
use std::{
fs::create_dir_all,
path::{Path, PathBuf},
process::Command,
};
use client::compat::{COMPAT_INFO, UMU_LAUNCHER_EXECUTABLE};
use database::{
Database, DownloadableMetadata, GameVersion, db::DATA_ROOT_DIR, platform::Platform,
};
use crate::{error::ProcessError, process_manager::ProcessHandler};
use crate::{error::ProcessError, parser::ParsedCommand, process_manager::ProcessHandler};
pub struct MacLauncher;
impl ProcessHandler for MacLauncher {
@@ -25,11 +29,89 @@ impl ProcessHandler for MacLauncher {
}
fn modify_command(&self, _command: &mut Command) {}
fn id(&self) -> &'static str {
"macos"
}
fn name(&self) -> &'static str {
"Direct"
}
fn description(&self) -> &'static str {
"Launches the game directly on macOS."
}
}
#[allow(dead_code)]
const CREATE_NO_WINDOW: u32 = 0x08000000;
#[cfg_attr(not(target_os = "windows"), allow(unused_variables))]
fn apply_no_window(command: &mut Command) {
#[cfg(target_os = "windows")]
{
use std::os::windows::process::CommandExt;
command.creation_flags(CREATE_NO_WINDOW);
}
}
enum WindowsLaunchStrategy {
Direct,
Cmd,
Powershell,
}
// Wrap a launch command for Windows; with no strategy, detect it from the file extension.
fn windows_launch_command(
launch_command: String,
current_dir: &str,
strategy: Option<WindowsLaunchStrategy>,
) -> Result<String, ProcessError> {
let mut parsed = ParsedCommand::parse(launch_command)?;
let strategy = strategy.unwrap_or_else(|| {
let extension = Path::new(&parsed.command)
.extension()
.and_then(|ext| ext.to_str())
.map(str::to_ascii_lowercase);
match extension.as_deref() {
Some("ps1") => WindowsLaunchStrategy::Powershell,
Some("exe") | Some("com") => WindowsLaunchStrategy::Direct,
_ => WindowsLaunchStrategy::Cmd,
}
});
match strategy {
// PowerShell scripts
WindowsLaunchStrategy::Powershell => {
parsed.make_absolute(PathBuf::from(current_dir));
let script = std::mem::replace(&mut parsed.command, "powershell".to_owned());
let mut args = vec![
"-NoProfile".to_owned(),
"-ExecutionPolicy".to_owned(),
"Bypass".to_owned(),
"-File".to_owned(),
script,
];
args.append(&mut parsed.args);
parsed.args = args;
}
// Direct executables
WindowsLaunchStrategy::Direct => {
parsed.make_absolute(PathBuf::from(current_dir));
}
// cmd.exe, for batch files, builtins, PATHEXT resolution, %VAR% expansion, etc.
WindowsLaunchStrategy::Cmd => {
let command = std::mem::replace(&mut parsed.command, "cmd".to_owned());
let mut args = vec!["/C".to_owned(), command];
args.append(&mut parsed.args);
parsed.args = args;
}
}
Ok(parsed.reconstruct())
}
pub struct WindowsLauncher;
impl ProcessHandler for WindowsLauncher {
fn create_launch_process(
@@ -37,22 +119,169 @@ impl ProcessHandler for WindowsLauncher {
_meta: &DownloadableMetadata,
launch_command: String,
_game_version: &GameVersion,
_current_dir: &str,
current_dir: &str,
_database: &Database,
) -> Result<String, ProcessError> {
Ok(format!("pwsh \"cmd /C \"{}\"\"", launch_command))
windows_launch_command(launch_command, current_dir, None)
}
fn valid_for_platform(&self, _db: &Database, _target: &Platform) -> bool {
true
}
#[allow(unused_variables)]
fn modify_command(&self, command: &mut Command) {
#[cfg(target_os = "windows")]
use std::os::windows::process::CommandExt;
#[cfg(target_os = "windows")]
command.creation_flags(CREATE_NO_WINDOW);
apply_no_window(command);
}
fn id(&self) -> &'static str {
"windows-auto"
}
fn name(&self) -> &'static str {
"Automatic"
}
fn description(&self) -> &'static str {
"Detects the file type and launches it directly, or through cmd or PowerShell."
}
}
pub struct WindowsDirectLauncher;
impl ProcessHandler for WindowsDirectLauncher {
fn create_launch_process(
&self,
_meta: &DownloadableMetadata,
launch_command: String,
_game_version: &GameVersion,
current_dir: &str,
_database: &Database,
) -> Result<String, ProcessError> {
windows_launch_command(launch_command, current_dir, Some(WindowsLaunchStrategy::Direct))
}
fn valid_for_platform(&self, _db: &Database, _target: &Platform) -> bool {
true
}
fn modify_command(&self, command: &mut Command) {
apply_no_window(command);
}
fn id(&self) -> &'static str {
"windows-direct"
}
fn name(&self) -> &'static str {
"Direct executable"
}
fn description(&self) -> &'static str {
"Runs the executable directly, without a shell."
}
}
pub struct WindowsCmdLauncher;
impl ProcessHandler for WindowsCmdLauncher {
fn create_launch_process(
&self,
_meta: &DownloadableMetadata,
launch_command: String,
_game_version: &GameVersion,
current_dir: &str,
_database: &Database,
) -> Result<String, ProcessError> {
windows_launch_command(launch_command, current_dir, Some(WindowsLaunchStrategy::Cmd))
}
fn valid_for_platform(&self, _db: &Database, _target: &Platform) -> bool {
true
}
fn modify_command(&self, command: &mut Command) {
apply_no_window(command);
}
fn id(&self) -> &'static str {
"windows-cmd"
}
fn name(&self) -> &'static str {
"Command Prompt (cmd)"
}
fn description(&self) -> &'static str {
"Launches through cmd.exe. Supports batch files, builtins and %VAR% expansion."
}
}
pub struct WindowsPowershellLauncher;
impl ProcessHandler for WindowsPowershellLauncher {
fn create_launch_process(
&self,
_meta: &DownloadableMetadata,
launch_command: String,
_game_version: &GameVersion,
current_dir: &str,
_database: &Database,
) -> Result<String, ProcessError> {
windows_launch_command(
launch_command,
current_dir,
Some(WindowsLaunchStrategy::Powershell),
)
}
fn valid_for_platform(&self, _db: &Database, _target: &Platform) -> bool {
true
}
fn modify_command(&self, command: &mut Command) {
apply_no_window(command);
}
fn id(&self) -> &'static str {
"windows-powershell"
}
fn name(&self) -> &'static str {
"PowerShell"
}
fn description(&self) -> &'static str {
"Runs the command as a PowerShell script (-File)."
}
}
pub struct LinuxNativeLauncher;
impl ProcessHandler for LinuxNativeLauncher {
fn create_launch_process(
&self,
_meta: &DownloadableMetadata,
launch_command: String,
_game_version: &GameVersion,
_current_dir: &str,
_database: &Database,
) -> Result<String, ProcessError> {
// Run native Linux games directly, no umu-run wrapper
Ok(launch_command)
}
fn valid_for_platform(&self, _db: &Database, _target: &Platform) -> bool {
true
}
fn modify_command(&self, _command: &mut Command) {}
fn id(&self) -> &'static str {
"linux-native"
}
fn name(&self) -> &'static str {
"Native (direct)"
}
fn description(&self) -> &'static str {
"Runs the native Linux game directly on the host."
}
}
@@ -101,6 +330,18 @@ impl ProcessHandler for UMUNativeLauncher {
}
fn modify_command(&self, _command: &mut Command) {}
fn id(&self) -> &'static str {
"linux-umu"
}
fn name(&self) -> &'static str {
"Steam Linux Runtime (umu-run)"
}
fn description(&self) -> &'static str {
"Runs the native Linux game inside umu-run's Steam Linux Runtime."
}
}
pub struct UMUCompatLauncher;
@@ -168,6 +409,18 @@ impl ProcessHandler for UMUCompatLauncher {
}
fn modify_command(&self, _command: &mut Command) {}
fn id(&self) -> &'static str {
"proton-umu"
}
fn name(&self) -> &'static str {
"Proton (umu-run)"
}
fn description(&self) -> &'static str {
"Runs the Windows game through Proton using umu-run."
}
}
pub struct AsahiMuvmLauncher;
@@ -228,4 +481,16 @@ impl ProcessHandler for AsahiMuvmLauncher {
}
fn modify_command(&self, _command: &mut Command) {}
fn id(&self) -> &'static str {
"proton-muvm"
}
fn name(&self) -> &'static str {
"Proton + muvm (Asahi)"
}
fn description(&self) -> &'static str {
"Runs through Proton inside a muvm microVM, for Apple Silicon / Asahi Linux."
}
}
@@ -28,7 +28,8 @@ use crate::{
format::DropFormatArgs,
parser::{LaunchParameters, ParsedCommand},
process_handlers::{
AsahiMuvmLauncher, MacLauncher, UMUCompatLauncher, UMUNativeLauncher, WindowsLauncher,
AsahiMuvmLauncher, LinuxNativeLauncher, MacLauncher, UMUCompatLauncher, UMUNativeLauncher,
WindowsCmdLauncher, WindowsDirectLauncher, WindowsLauncher, WindowsPowershellLauncher,
},
};
@@ -54,6 +55,13 @@ pub struct LaunchOption {
name: String,
}
#[derive(Serialize)]
pub struct ProcessHandlerOption {
id: String,
name: String,
description: String,
}
impl ProcessManager<'_> {
pub fn new(app_handle: AppHandle) -> Self {
let log_output_dir = DATA_ROOT_DIR.join("logs");
@@ -76,6 +84,22 @@ impl ProcessManager<'_> {
(Platform::Windows, Platform::Windows),
&WindowsLauncher {} as &(dyn ProcessHandler + Sync + Send + 'static),
),
(
(Platform::Windows, Platform::Windows),
&WindowsDirectLauncher {} as &(dyn ProcessHandler + Sync + Send + 'static),
),
(
(Platform::Windows, Platform::Windows),
&WindowsCmdLauncher {} as &(dyn ProcessHandler + Sync + Send + 'static),
),
(
(Platform::Windows, Platform::Windows),
&WindowsPowershellLauncher {} as &(dyn ProcessHandler + Sync + Send + 'static),
),
(
(Platform::Linux, Platform::Linux),
&LinuxNativeLauncher {} as &(dyn ProcessHandler + Sync + Send + 'static),
),
(
(Platform::Linux, Platform::Linux),
&UMUNativeLauncher {} as &(dyn ProcessHandler + Sync + Send + 'static),
@@ -101,7 +125,7 @@ impl ProcessManager<'_> {
match self.processes.get_mut(&game_id) {
Some(process) => {
process.manually_killed = true;
process.handle.kill()?;
kill_process_tree(&process.handle)?;
let exit_status = process.handle.wait()?;
info!("exit status: {:?}", exit_status);
Ok(())
@@ -188,7 +212,21 @@ impl ProcessManager<'_> {
&self,
db_lock: &Database,
target_platform: &Platform,
override_id: Option<&str>,
) -> Result<&(dyn ProcessHandler + Send + Sync), ProcessError> {
// An explicit override wins, as long as it's valid for the current platform.
if let Some(override_id) = override_id
&& let Some(handler) = self.game_launchers.iter().find(|e| {
let (e_current, e_target) = e.0;
e_current == self.current_platform
&& e_target == *target_platform
&& e.1.id() == override_id
&& e.1.valid_for_platform(db_lock, target_platform)
})
{
return Ok(handler.1);
}
Ok(self
.game_launchers
.iter()
@@ -204,10 +242,44 @@ impl ProcessManager<'_> {
pub fn valid_platform(&self, platform: &Platform) -> bool {
let db_lock = borrow_db_checked();
let process_handler = self.fetch_process_handler(&db_lock, platform);
let process_handler = self.fetch_process_handler(&db_lock, platform, None);
process_handler.is_ok()
}
pub fn get_process_handlers(
&self,
game_id: String,
) -> Result<Vec<ProcessHandlerOption>, ProcessError> {
let db_lock = borrow_db_checked();
let meta = db_lock
.applications
.installed_game_version
.get(&game_id)
.cloned()
.ok_or(ProcessError::NotInstalled)?;
let target_platform = meta.target_platform;
let handlers = self
.game_launchers
.iter()
.filter(|e| {
let (e_current, e_target) = e.0;
e_current == self.current_platform
&& e_target == target_platform
&& e.1.valid_for_platform(&db_lock, &target_platform)
})
.map(|e| ProcessHandlerOption {
id: e.1.id().to_string(),
name: e.1.name().to_string(),
description: e.1.description().to_string(),
})
.collect();
Ok(handlers)
}
pub fn get_launch_options(game_id: String) -> Result<Vec<LaunchOption>, ProcessError> {
let db_lock = borrow_db_checked();
@@ -310,7 +382,12 @@ impl ProcessManager<'_> {
let target_platform = meta.target_platform;
let process_handler = self.fetch_process_handler(&db_lock, &target_platform)?;
let process_handler = self.fetch_process_handler(
&db_lock,
&target_platform,
game_version.user_configuration.override_handler.as_deref(),
)?;
debug!("using process handler {:?}", process_handler.id());
let (target_command, emulator) = match game_status {
GameDownloadStatus::Installed {
@@ -516,6 +593,30 @@ impl ProcessManager<'_> {
}
}
fn kill_process_tree(handle: &SharedChild) -> io::Result<()> {
#[cfg(target_os = "windows")]
{
// handle.kill() only terminates the launched process (often a cmd or
// powershell wrapper), orphaning the actual game. taskkill /T kills the
// whole process tree.
use std::os::windows::process::CommandExt;
const CREATE_NO_WINDOW: u32 = 0x08000000;
let pid = handle.id().to_string();
let killed = Command::new("taskkill")
.args(["/F", "/T", "/PID", pid.as_str()])
.creation_flags(CREATE_NO_WINDOW)
.stdout(std::process::Stdio::null())
.stderr(std::process::Stdio::null())
.status()
.map(|status| status.success())
.unwrap_or(false);
if killed {
return Ok(());
}
}
handle.kill()
}
pub trait ProcessHandler: Send + 'static {
fn create_launch_process(
&self,
@@ -529,4 +630,8 @@ pub trait ProcessHandler: Send + 'static {
fn valid_for_platform(&self, db: &Database, target: &Platform) -> bool;
fn modify_command(&self, command: &mut Command);
fn id(&self) -> &'static str;
fn name(&self) -> &'static str;
fn description(&self) -> &'static str;
}
+50 -10
View File
@@ -8,8 +8,17 @@
#![deny(clippy::all)]
use std::{
env, fs::File, io::Write, panic::PanicHookInfo, path::Path, str::FromStr,
sync::nonpoison::Mutex, time::SystemTime,
env,
fs::File,
io::Write,
panic::PanicHookInfo,
path::Path,
str::FromStr,
sync::{
atomic::{AtomicBool, Ordering},
nonpoison::Mutex,
},
time::SystemTime,
};
use ::client::{
@@ -260,6 +269,7 @@ pub fn run() {
get_autostart_enabled,
open_process_logs,
get_launch_options,
get_process_handlers,
#[cfg(target_os = "linux")]
::process::compat::fetch_proton_paths,
#[cfg(target_os = "linux")]
@@ -359,8 +369,17 @@ pub fn run() {
)
.expect("Failed to generate menu");
if env::var("NO_TRAY_ICON").is_ok_and(|value| value.to_lowercase() == "true") {
TRAY_DISABLED.store(true, Ordering::Relaxed);
} else if !tray_icon_supported() {
warn!(
"appindicator library not available at runtime, disabling system tray icon"
);
TRAY_DISABLED.store(true, Ordering::Relaxed);
}
run_on_tray(|| {
TrayIconBuilder::new()
let tray = TrayIconBuilder::new()
.icon(
app.default_window_icon()
.expect("Failed to get default window icon")
@@ -383,8 +402,12 @@ pub fn run() {
warn!("menu event not handled: {:?}", event.id);
}
})
.build(app)
.expect("error while setting up tray menu");
.build(app);
if let Err(e) = tray {
warn!("failed to set up system tray icon, disabling tray: {e}");
TRAY_DISABLED.store(true, Ordering::Relaxed);
}
});
{
@@ -445,13 +468,30 @@ pub fn run() {
});
}
static TRAY_DISABLED: AtomicBool = AtomicBool::new(false);
#[cfg(target_os = "linux")]
fn tray_icon_supported() -> bool {
[
"libayatana-appindicator3.so.1",
"libappindicator3.so.1",
"libayatana-appindicator3.so",
"libappindicator3.so",
]
.iter()
.any(|name| unsafe { libloading::Library::new(name) }.is_ok())
}
#[cfg(not(target_os = "linux"))]
fn tray_icon_supported() -> bool {
true
}
fn run_on_tray<T: FnOnce()>(f: T) {
if match std::env::var("NO_TRAY_ICON") {
Ok(s) => s.to_lowercase() != "true",
Err(_) => true,
} {
(f)();
if TRAY_DISABLED.load(Ordering::Relaxed) {
return;
}
(f)();
}
// TODO: Refactor
+6 -1
View File
@@ -3,7 +3,7 @@ use std::sync::Arc;
use process::{
PROCESS_MANAGER,
error::ProcessError,
process_manager::{LaunchOption, ProcessManager},
process_manager::{LaunchOption, ProcessHandlerOption, ProcessManager},
};
use serde::Serialize;
use tauri::AppHandle;
@@ -16,6 +16,11 @@ pub fn get_launch_options(id: String) -> Result<Vec<LaunchOption>, ProcessError>
Ok(launch_options)
}
#[tauri::command]
pub fn get_process_handlers(id: String) -> Result<Vec<ProcessHandlerOption>, ProcessError> {
PROCESS_MANAGER.lock().get_process_handlers(id)
}
#[derive(Serialize)]
#[serde(tag = "result", content = "data")]
pub enum LaunchResult {
+327 -194
View File
File diff suppressed because it is too large Load Diff
+3 -3
View File
@@ -29,8 +29,8 @@
"@nuxt/image": "^1.10.0",
"@nuxt/kit": "^3.20.1",
"@nuxtjs/i18n": "^9.5.5",
"@prisma/adapter-pg": "^7.3.0",
"@prisma/client": "^7.3.0",
"@prisma/adapter-pg": "7.7.0",
"@prisma/client": "7.7.0",
"@simplewebauthn/browser": "^13.2.2",
"@simplewebauthn/server": "^13.2.2",
"@tailwindcss/vite": "^4.0.6",
@@ -58,7 +58,7 @@
"parse-cosekey": "^1.0.2",
"pino": "^9.14.0",
"pino-pretty": "^13.1.1",
"prisma": "7.3.0",
"prisma": "7.7.0",
"sanitize-filename": "^1.6.3",
"semver": "^7.7.1",
"shescape": "^2.1.10",
@@ -89,7 +89,7 @@ Drop's [dockerfile](https://github.com/Drop-OSS/drop/blob/develop/Dockerfile) pr
:::
```bash
npm install prisma@7.3.0 dotenv # dotenv is required
npm install prisma@7.7.0 dotenv # dotenv is required
```
Then, with your database running:
@@ -21,12 +21,40 @@ Then, what happens with this, depends on the type of game we're launching:
## Normal (no emulator)
Drop reconstructs the original shell string, and passes it into platform-specific command wrappers. For Windows, this means nothing. For Linux, it gets wrapped in `umu-run`.
Drop reconstructs the original shell string, and passes it into a platform-specific command wrapper, called a **launch method**. Drop picks a sensible launch method automatically, but you can override it per-game for troubleshooting — see [Launch methods](#launch-methods) below.
By default, on Windows the command is launched based on its file type: `.exe` files run directly, `.bat` and `.cmd` files run through `cmd`, `.ps1` files run through PowerShell, and anything else is handed to `cmd` so builtins, `PATHEXT` resolution and `%VAR%` expansion all work. On Linux, native games run directly on the host, while games targeting Windows are wrapped in `umu-run` (with Proton).
It is then parsed again, and then passed into process creation, mapping the environment variable, command, and arguments into their respective platform-dependent places.
Drop logs out it's final parsed command, if you want to look at it in the client logs.
## Launch methods
The wrapper Drop uses to start a game is called a **launch method** (a *process handler* internally). Drop automatically selects the best available method for each game, but if a game won't launch you can override it under **Game Options → Launch → Launch method**.
Only methods supported by your current platform (and the game's target platform) are listed, each with a short description in the client.
### Windows
| Method | Description |
| ------ | ----------- |
| **Automatic** *(default)* | Detects the file type and launches it directly, or through `cmd` or PowerShell. |
| **Direct executable** | Runs the executable directly, without a shell. |
| **Command Prompt (cmd)** | Launches through `cmd.exe`. Supports batch files, builtins and `%VAR%` expansion. |
| **PowerShell** | Runs the command as a PowerShell script (`-File`). |
### Linux
| Method | Description |
| ------ | ----------- |
| **Native (direct)** *(default for Linux games)* | Runs the native Linux game directly on the host. |
| **Steam Linux Runtime (umu-run)** | Runs the native Linux game inside `umu-run`'s Steam Linux Runtime. Requires [UMU launcher](/user/usage/proton/). |
| **Proton (umu-run)** *(default for Windows games)* | Runs a Windows game through Proton, using `umu-run`. Requires [Proton](/user/usage/proton/). |
| **Proton + muvm (Asahi)** | Runs a Windows game through Proton inside a muvm microVM, for Apple Silicon / Asahi Linux. |
On macOS, games are always launched directly.
## Emulators
For emulators, we have the "emulator version" (version containing the emulator), and the "emulated version" (version containing the ROM).
@@ -55,4 +55,8 @@ To launch any Windows game, you **must** first set a default Proton version.
Drop uses a global default Proton version to launch games by default. You can override this in a game's options.
![Screenshot showing how to override the proton version](./proton-options-override.png)
![Screenshot showing how to override the proton version](./proton-options-override.png)
## Choosing a launch method
Proton isn't the only thing you can change per-game. If a game won't start, you can also try a different **launch method** from the same **Game Options → Launch** menu — for example, forcing a Windows game through Proton, or running a native Linux game inside the Steam Linux Runtime. See [Launch methods](/reference/command-parsing/#launch-methods) for the full list.