Fixed issues with windowed mode and fullscreen.
This commit is contained in:
@@ -19,8 +19,12 @@ from .desktop_identity import (
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WINDOW_TITLE = APPLICATION_NAME
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WINDOW_DISCOVERY_TIMEOUT_SECONDS = 60.0
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WINDOW_READY_DELAY_SECONDS = 0.5
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WINDOW_BORDERLESS_SETTLE_SECONDS = 0.1
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WINDOW_SURFACE_SETTLE_SECONDS = 0.1
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WINDOW_SURFACE_REFRESH_DELAY_SECONDS = 0.15
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WINDOW_NUDGE_CONFIRM_TIMEOUT_SECONDS = 0.15
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WINDOW_STATE_CONFIRM_TIMEOUT_SECONDS = 0.75
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WINDOW_GEOMETRY_CONFIRM_TIMEOUT_SECONDS = 0.5
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WINDOW_CONFIRM_POLL_SECONDS = 0.025
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WINDOW_FOCUS_DELAY_SECONDS = 0.2
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WINDOW_STARTUP_GUARD_SECONDS = 12.0
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WINDOW_STARTUP_POLL_SECONDS = 0.1
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@@ -32,6 +36,8 @@ _X_CLIENT_MESSAGE = 33
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_X_SUBSTRUCTURE_NOTIFY_MASK = 1 << 19
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_X_SUBSTRUCTURE_REDIRECT_MASK = 1 << 20
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_X_WM_STATE_ICONIC = 3
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_NET_WM_STATE_REMOVE = 0
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_NET_WM_STATE_SOURCE_APPLICATION = 1
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_MOTIF_HINTS_DECORATIONS = 1 << 1
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_X_ERROR_HANDLER = ctypes.CFUNCTYPE(ctypes.c_int, ctypes.c_void_p, ctypes.c_void_p)
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@@ -280,6 +286,88 @@ class _X11:
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return False
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return hints[2] == 0
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def window_is_fullscreen_or_maximized(self, window: int) -> bool:
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"""Return whether EWMH currently marks the client as screen-filling."""
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states = self._long_property(window, b"_NET_WM_STATE", 64)
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if not states:
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return False
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return any(
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atom != 0 and atom in states
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for atom in self._screen_filling_state_atoms()
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)
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def force_windowed_state(self, window: int) -> bool:
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"""Remove fullscreen/maximized EWMH state and wait for WM acknowledgement.
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The state property must not be edited directly on a mapped client. EWMH
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requires a client message to the root window so KWin/XWayland can restore
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the window's previous geometry before the render surface is refreshed.
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Return ``True`` only when a screen-filling state was present and its removal
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was confirmed. Return ``False`` when the window was already normal.
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"""
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states = set(self._long_property(window, b"_NET_WM_STATE", 64) or ())
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fullscreen, maximized_vertical, maximized_horizontal = (
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self._screen_filling_state_atoms()
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)
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maximized = tuple(
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atom
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for atom in (maximized_vertical, maximized_horizontal)
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if atom != 0 and atom in states
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)
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fullscreen_is_set = fullscreen != 0 and fullscreen in states
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if not maximized and not fullscreen_is_set:
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return False
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state_atom = self._intern_atom(b"_NET_WM_STATE", only_if_exists=True)
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if state_atom == 0:
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raise GameboxRuntimeError("the window manager has no EWMH state atom")
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requests: list[tuple[int, int]] = []
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if maximized:
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requests.append(
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(maximized[0], maximized[1] if len(maximized) > 1 else 0)
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)
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if fullscreen_is_set:
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requests.append((fullscreen, 0))
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for first_state, second_state in requests:
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if not self._send_root_client_message(
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window,
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state_atom,
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(
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_NET_WM_STATE_REMOVE,
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first_state,
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second_state,
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_NET_WM_STATE_SOURCE_APPLICATION,
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0,
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),
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):
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raise GameboxRuntimeError(
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"the window manager rejected the windowed-state request"
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)
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if not self._wait_for_windowed_state(window):
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raise GameboxRuntimeError(
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"the window manager did not confirm normal windowed state"
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)
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return True
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def _screen_filling_state_atoms(self) -> tuple[int, int, int]:
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return (
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self._intern_atom(b"_NET_WM_STATE_FULLSCREEN", only_if_exists=True),
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self._intern_atom(b"_NET_WM_STATE_MAXIMIZED_VERT", only_if_exists=True),
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self._intern_atom(b"_NET_WM_STATE_MAXIMIZED_HORZ", only_if_exists=True),
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)
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def _wait_for_windowed_state(self, window: int) -> bool:
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deadline = time.monotonic() + WINDOW_STATE_CONFIRM_TIMEOUT_SECONDS
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while self.window_is_fullscreen_or_maximized(window):
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remaining = deadline - time.monotonic()
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if remaining <= 0:
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return False
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time.sleep(min(WINDOW_CONFIRM_POLL_SECONDS, remaining))
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return True
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def _long_property(
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self,
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window: int,
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@@ -349,13 +437,49 @@ class _X11:
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return None
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return width.value, height.value
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def _wait_for_window_size(
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self,
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window: int,
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expected_size: tuple[int, int],
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*,
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timeout_seconds: float = WINDOW_GEOMETRY_CONFIRM_TIMEOUT_SECONDS,
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) -> bool:
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"""Wait briefly for an asynchronous WM ConfigureRequest decision."""
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deadline = time.monotonic() + timeout_seconds
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while self.window_size(window) != expected_size:
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remaining = deadline - time.monotonic()
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if remaining <= 0:
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return False
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time.sleep(min(WINDOW_CONFIRM_POLL_SECONDS, remaining))
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return True
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def _resize_window_and_wait(
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self,
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window: int,
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target_size: tuple[int, int],
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*,
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timeout_seconds: float = WINDOW_GEOMETRY_CONFIRM_TIMEOUT_SECONDS,
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) -> bool:
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width, height = target_size
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self.library.XResizeWindow(self.display, window, width, height)
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self.library.XSync(self.display, 0)
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return self._wait_for_window_size(
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window,
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target_size,
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timeout_seconds=timeout_seconds,
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)
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def map_window(
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self,
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window: int,
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*,
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borderless: bool,
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) -> tuple[int, int] | None:
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target_size = self.window_size(window) if borderless else None
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# Capture the real client size for both decorated and borderless windows.
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# Wine/DXVK can otherwise retain a desktop-sized render surface inside a
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# smaller decorated client on some window managers.
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target_size = self.window_size(window)
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if borderless:
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self._remove_decorations(window)
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self.library.XMapRaised(self.display, window)
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@@ -368,11 +492,11 @@ class _X11:
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*,
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target_size: tuple[int, int] | None = None,
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) -> bool:
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"""Nudge the mapped client size once after borderless styling.
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"""Nudge the mapped client size once after Wine creates the window.
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Some Wine/DXVK combinations retain the host desktop-sized render surface
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after the top-level game window becomes borderless. A one-pixel resize followed
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by an exact restore makes Wine reconcile the surface with the real window.
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inside a smaller top-level game window. A one-pixel resize followed by an
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exact restore makes Wine reconcile the surface with the real client size.
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Never iconify or unmap a Wine client for this refresh. Wine can process the
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resulting state change after startup and minimize the game at its login screen.
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@@ -392,26 +516,22 @@ class _X11:
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else:
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return False
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self.library.XResizeWindow(
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self.display,
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window,
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nudged_width,
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nudged_height,
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)
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self.library.XSync(self.display, 0)
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try:
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nudge_confirmed = self._resize_window_and_wait(
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window,
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(nudged_width, nudged_height),
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timeout_seconds=WINDOW_NUDGE_CONFIRM_TIMEOUT_SECONDS,
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)
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if nudge_confirmed:
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time.sleep(WINDOW_SURFACE_REFRESH_DELAY_SECONDS)
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finally:
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# Always restore the exact starting dimensions if the short wait is
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# interrupted. The game remains mapped for the entire operation.
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self.library.XResizeWindow(
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self.display,
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# Always request and verify the exact starting dimensions, including when
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# KWin declined the nudge or the short wait was interrupted.
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restore_confirmed = self._resize_window_and_wait(
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window,
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original_width,
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original_height,
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(original_width, original_height),
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)
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self.library.XSync(self.display, 0)
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return True
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return nudge_confirmed and restore_confirmed
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def focus_window(self, window: int) -> None:
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"""Raise the mapped game client and give it keyboard focus."""
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@@ -434,16 +554,32 @@ class _X11:
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)
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if active_window == 0:
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return False
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return self._send_root_client_message(
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window,
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active_window,
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(1, _X_CURRENT_TIME, 0, 0, 0),
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)
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def _send_root_client_message(
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self,
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window: int,
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message_type: int,
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data: Sequence[int],
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) -> bool:
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"""Send one 32-bit EWMH client message to the root window."""
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if len(data) != 5:
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raise ValueError("an X11 client message requires exactly five values")
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event = _XEvent()
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event.client_message.type = _X_CLIENT_MESSAGE
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event.client_message.serial = 0
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event.client_message.send_event = 1
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event.client_message.display = self.display
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event.client_message.window = window
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event.client_message.message_type = active_window
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event.client_message.message_type = message_type
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event.client_message.format = 32
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event.client_message.data.longs[0] = 1
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event.client_message.data.longs[1] = _X_CURRENT_TIME
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for index, value in enumerate(data):
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event.client_message.data.longs[index] = value
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status = self.library.XSendEvent(
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self.display,
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self.library.XDefaultRootWindow(self.display),
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@@ -724,10 +860,38 @@ def _prepare_game_window(
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flush=True,
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)
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target_size = mapper.map_window(window, borderless=borderless)
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if not borderless:
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return
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if target_size is not None:
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time.sleep(WINDOW_BORDERLESS_SETTLE_SECONDS)
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forced_windowed = False
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try:
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forced_windowed = mapper.force_windowed_state(window)
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except Exception as exc:
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print(
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f"Warning: could not force the game into normal windowed mode ({exc}); "
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"continuing with surface synchronization",
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file=sys.stderr,
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flush=True,
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)
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else:
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if forced_windowed:
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print(
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"Game window forced out of fullscreen/maximized mode.",
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file=sys.stderr,
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flush=True,
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)
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if target_size is not None or forced_windowed:
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time.sleep(WINDOW_SURFACE_SETTLE_SECONDS)
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if forced_windowed:
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# Let KWin finish restoring the pre-fullscreen client geometry before it
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# becomes the authoritative surface size.
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try:
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target_size = mapper.window_size(window)
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except Exception as exc:
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print(
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f"Warning: could not read the restored game-window size ({exc}); "
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"retrying during surface synchronization",
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file=sys.stderr,
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flush=True,
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)
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target_size = None
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try:
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if target_size is None:
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refreshed = mapper.refresh_render_surface(window)
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@@ -738,7 +902,7 @@ def _prepare_game_window(
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)
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except Exception as exc:
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print(
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f"Warning: could not synchronize the borderless game surface ({exc}); "
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f"Warning: could not synchronize the game surface ({exc}); "
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"continuing normally",
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file=sys.stderr,
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flush=True,
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@@ -746,13 +910,13 @@ def _prepare_game_window(
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else:
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if refreshed:
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print(
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"Borderless game surface synchronized with its window.",
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"Game render surface synchronized with its window.",
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file=sys.stderr,
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flush=True,
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)
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else:
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print(
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"Warning: the window manager declined the borderless surface "
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"Warning: the window manager declined the game-surface "
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"refresh; continuing normally",
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file=sys.stderr,
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flush=True,
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@@ -814,6 +978,7 @@ def _guard_game_window_startup(
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while process.poll() is None and time.monotonic() < deadline:
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try:
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state = mapper.window_state(window)
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screen_filling = mapper.window_is_fullscreen_or_maximized(window)
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borderless_now = (
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mapper.window_is_borderless(window) if borderless else None
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)
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@@ -826,13 +991,23 @@ def _guard_game_window_startup(
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)
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return
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became_iconic = state == _X_WM_STATE_ICONIC
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entered_screen_filling_mode = screen_filling is True
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login_style_reset = borderless_was_applied and borderless_now is False
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if not became_iconic and not login_style_reset:
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if (
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not became_iconic
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and not entered_screen_filling_mode
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and not login_style_reset
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):
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time.sleep(WINDOW_STARTUP_POLL_SECONDS)
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continue
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recovery_count += 1
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reason = "was minimized" if became_iconic else "changed its window layout"
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if became_iconic:
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reason = "was minimized"
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elif entered_screen_filling_mode:
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reason = "entered fullscreen/maximized mode"
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else:
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reason = "changed its window layout"
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print(
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f"Game startup window {reason}; restoring and refocusing it.",
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file=sys.stderr,
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@@ -45,6 +45,10 @@ RETIRED_POST_AUTH_GAME_DLL_SHA256 = (
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"93cd27284eb294753da1111c99bfc9689f82b6d4a59302aee9fdbd8cb52452dd"
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)
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RUNTIME_VIEW_CONFIGURATION_VERSION = 2
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WINDOWED_GAME_CONFIG_VALUES = (
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(b"windowed", b"Windowed", b"1"),
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(b"startmaximized", b"StartMaximized", b"False"),
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)
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class OverlayError(RuntimeError):
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@@ -175,7 +179,8 @@ def prepare_runtime_view(
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_validate_game_tree(source)
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_validate_runtime_target(paths)
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game_save = _prepare_persistent_save(paths, source)
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reused = _reuse_runtime_view(paths, source, game_save)
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game_config = _prepare_persistent_game_config(paths, source)
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reused = _reuse_runtime_view(paths, source, game_save, game_config)
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if reused is not None:
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return reused
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input_identities = _runtime_input_identities(paths, source)
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@@ -197,6 +202,7 @@ def prepare_runtime_view(
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inspection,
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action,
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game_save,
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game_config,
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binary_action,
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game_exe_source,
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game_dll_source,
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@@ -211,7 +217,7 @@ def prepare_runtime_view(
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links_created = 0
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try:
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build.mkdir(parents=True, exist_ok=False)
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top_level_exceptions = {"game", "save"}
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top_level_exceptions = {"game", "game.ini", "save"}
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for name, binary_source in (
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("Game.exe", game_exe_source),
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("game.dll", game_dll_source),
|
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@@ -225,6 +231,8 @@ def prepare_runtime_view(
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)
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(build / "save").symlink_to(game_save, target_is_directory=True)
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links_created += 1
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(build / "game.ini").symlink_to(game_config)
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links_created += 1
|
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if game_exe_source != source / "Game.exe":
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(build / "Game.exe").symlink_to(game_exe_source)
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links_created += 1
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@@ -510,6 +518,108 @@ def _prepare_persistent_save(paths: AppPaths, source: Path) -> Path:
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return target
|
||||
|
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def _prepare_persistent_game_config(paths: AppPaths, source: Path) -> Path:
|
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"""Keep game settings writable while forcing a true windowed startup."""
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|
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target = paths.game_config
|
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if target.is_symlink():
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raise OverlayError(f"persistent game config must not be a symbolic link: {target}")
|
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if target.exists() and not target.is_file():
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raise OverlayError(f"persistent game config is not a file: {target}")
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source_config = target if target.is_file() else source / "game.ini"
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try:
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content = source_config.read_bytes()
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mode = source_config.stat().st_mode & 0o777
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except OSError as exc:
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raise OverlayError(f"could not read game config {source_config}: {exc}") from exc
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windowed_content = _force_windowed_game_config(content)
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if source_config == target and windowed_content == content:
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return target
|
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|
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target.parent.mkdir(parents=True, exist_ok=True)
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temporary = target.with_name(f".{target.name}.{uuid.uuid4().hex}.tmp")
|
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try:
|
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with temporary.open("xb") as handle:
|
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handle.write(windowed_content)
|
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handle.flush()
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os.fsync(handle.fileno())
|
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temporary.chmod(mode)
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temporary.replace(target)
|
||||
except BaseException:
|
||||
temporary.unlink(missing_ok=True)
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raise
|
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return target
|
||||
|
||||
|
||||
def _force_windowed_game_config(content: bytes) -> bytes:
|
||||
"""Set only the two Screen keys that can trigger a desktop-sized backbuffer."""
|
||||
|
||||
if b"\x00" in content:
|
||||
raise OverlayError("game.ini uses an unsupported encoding")
|
||||
newline = b"\r\n" if b"\r\n" in content else b"\n"
|
||||
desired = {
|
||||
key: (display_name, value)
|
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for key, display_name, value in WINDOWED_GAME_CONFIG_VALUES
|
||||
}
|
||||
result: list[bytes] = []
|
||||
in_screen = False
|
||||
found_screen = False
|
||||
found_settings: set[bytes] = set()
|
||||
|
||||
def append_missing_settings() -> None:
|
||||
if result and not result[-1].endswith((b"\r", b"\n")):
|
||||
result[-1] += newline
|
||||
for key, display_name, value in WINDOWED_GAME_CONFIG_VALUES:
|
||||
if key in found_settings:
|
||||
continue
|
||||
result.append(display_name + b"=" + value + newline)
|
||||
found_settings.add(key)
|
||||
|
||||
for line in content.splitlines(keepends=True):
|
||||
if line.endswith(b"\r\n"):
|
||||
body, line_ending = line[:-2], b"\r\n"
|
||||
elif line.endswith((b"\r", b"\n")):
|
||||
body, line_ending = line[:-1], line[-1:]
|
||||
else:
|
||||
body, line_ending = line, b""
|
||||
stripped = body.strip()
|
||||
if stripped.startswith(b"[") and b"]" in stripped:
|
||||
if in_screen:
|
||||
append_missing_settings()
|
||||
section_end = stripped.find(b"]")
|
||||
in_screen = stripped[1:section_end].strip().lower() == b"screen"
|
||||
found_screen = found_screen or in_screen
|
||||
if in_screen and b"=" in body and not stripped.startswith((b";", b"#")):
|
||||
equals = body.find(b"=")
|
||||
key = body[:equals].strip().lower()
|
||||
setting = desired.get(key)
|
||||
if setting is not None:
|
||||
leading_value_space = body[equals + 1 :]
|
||||
leading_value_space = leading_value_space[
|
||||
: len(leading_value_space) - len(leading_value_space.lstrip(b" \t"))
|
||||
]
|
||||
result.append(
|
||||
body[: equals + 1]
|
||||
+ leading_value_space
|
||||
+ setting[1]
|
||||
+ line_ending
|
||||
)
|
||||
found_settings.add(key)
|
||||
continue
|
||||
result.append(line)
|
||||
|
||||
if in_screen:
|
||||
append_missing_settings()
|
||||
elif not found_screen:
|
||||
if result and not result[-1].endswith((b"\r", b"\n")):
|
||||
result[-1] += newline
|
||||
if result and result[-1].strip():
|
||||
result.append(newline)
|
||||
result.append(b"[Screen]" + newline)
|
||||
append_missing_settings()
|
||||
return b"".join(result)
|
||||
|
||||
|
||||
def _reject_save_symlinks(root: Path) -> None:
|
||||
for directory, directory_names, file_names in os.walk(root, followlinks=False):
|
||||
parent = Path(directory)
|
||||
@@ -617,6 +727,7 @@ def _reuse_legacy_runtime_view(
|
||||
inspection: SceneInspection,
|
||||
scene_action: str,
|
||||
game_save: Path,
|
||||
game_config: Path,
|
||||
binary_action: str,
|
||||
game_exe_source: Path,
|
||||
game_dll_source: Path,
|
||||
@@ -640,10 +751,16 @@ def _reuse_legacy_runtime_view(
|
||||
return None
|
||||
if legacy.game_dll_sha256 != source_binary_hashes.get("game.dll"):
|
||||
return None
|
||||
_migrate_runtime_game_config_link(
|
||||
paths.runtime_view / "game.ini",
|
||||
source / "game.ini",
|
||||
game_config,
|
||||
)
|
||||
if not _runtime_layout_ready(
|
||||
paths,
|
||||
source,
|
||||
game_save,
|
||||
game_config,
|
||||
game_exe_source,
|
||||
game_dll_source,
|
||||
legacy.links_created,
|
||||
@@ -691,16 +808,23 @@ def _reuse_runtime_view(
|
||||
paths: AppPaths,
|
||||
source: Path,
|
||||
game_save: Path,
|
||||
game_config: Path,
|
||||
) -> OverlayResult | None:
|
||||
result = _matching_cached_runtime_result(paths, source)
|
||||
if result is None:
|
||||
return None
|
||||
game_exe_source = source / "Game.exe"
|
||||
game_dll_source = source / "game.dll"
|
||||
_migrate_runtime_game_config_link(
|
||||
paths.runtime_view / "game.ini",
|
||||
source / "game.ini",
|
||||
game_config,
|
||||
)
|
||||
if not _runtime_layout_ready(
|
||||
paths,
|
||||
source,
|
||||
game_save,
|
||||
game_config,
|
||||
game_exe_source,
|
||||
game_dll_source,
|
||||
result.links_created,
|
||||
@@ -724,6 +848,7 @@ def _runtime_layout_ready(
|
||||
paths: AppPaths,
|
||||
source: Path,
|
||||
game_save: Path,
|
||||
game_config: Path,
|
||||
game_exe_source: Path,
|
||||
game_dll_source: Path,
|
||||
expected_links: int,
|
||||
@@ -731,8 +856,8 @@ def _runtime_layout_ready(
|
||||
runtime = paths.runtime_view
|
||||
if runtime.is_symlink() or not runtime.is_dir():
|
||||
return False
|
||||
top_level_exceptions = {"game", "save"}
|
||||
top_level_special = {"game", "save"}
|
||||
top_level_exceptions = {"game", "game.ini", "save"}
|
||||
top_level_special = {"game", "game.ini", "save"}
|
||||
for name, binary_source in (
|
||||
("Game.exe", game_exe_source),
|
||||
("game.dll", game_dll_source),
|
||||
@@ -750,6 +875,8 @@ def _runtime_layout_ready(
|
||||
return False
|
||||
if not _symlink_points_to(runtime / "save", game_save):
|
||||
return False
|
||||
if not _symlink_points_to(runtime / "game.ini", game_config):
|
||||
return False
|
||||
if game_exe_source != source / "Game.exe" and not _symlink_points_to(
|
||||
runtime / "Game.exe",
|
||||
game_exe_source,
|
||||
@@ -789,7 +916,7 @@ def _runtime_layout_ready(
|
||||
runtime_scene = maps_target / "WhisperingVale.rovug"
|
||||
if runtime_scene.is_symlink() or not runtime_scene.is_file():
|
||||
return False
|
||||
actual_links = top_level_links + game_links + maps_links + 1
|
||||
actual_links = top_level_links + game_links + maps_links + 2
|
||||
if game_exe_source != source / "Game.exe":
|
||||
actual_links += 1
|
||||
if game_dll_source != source / "game.dll":
|
||||
@@ -830,6 +957,27 @@ def _symlink_points_to(link: Path, expected_target: Path) -> bool:
|
||||
return False
|
||||
|
||||
|
||||
def _migrate_runtime_game_config_link(
|
||||
link: Path,
|
||||
source_config: Path,
|
||||
persistent_config: Path,
|
||||
) -> bool:
|
||||
"""Atomically redirect the previous source link without rebuilding the view."""
|
||||
|
||||
if _symlink_points_to(link, persistent_config):
|
||||
return True
|
||||
if not _symlink_points_to(link, source_config):
|
||||
return False
|
||||
temporary = link.with_name(f".{link.name}.{uuid.uuid4().hex}.tmp")
|
||||
try:
|
||||
temporary.symlink_to(persistent_config)
|
||||
temporary.replace(link)
|
||||
except OSError:
|
||||
temporary.unlink(missing_ok=True)
|
||||
return False
|
||||
return _symlink_points_to(link, persistent_config)
|
||||
|
||||
|
||||
def _read_overlay_result(path: Path) -> OverlayResult | None:
|
||||
try:
|
||||
value = json.loads(path.read_text(encoding="utf-8"))
|
||||
|
||||
@@ -208,6 +208,12 @@ class AppPaths:
|
||||
def game_save(self) -> Path:
|
||||
return self.game_user_data / "save"
|
||||
|
||||
@property
|
||||
def game_config(self) -> Path:
|
||||
"""Writable game settings kept outside the launcher-managed source tree."""
|
||||
|
||||
return self.game_user_data / "game.ini"
|
||||
|
||||
@property
|
||||
def compatibility_binaries(self) -> Path:
|
||||
return self.data / "compatibility-binaries"
|
||||
|
||||
Reference in New Issue
Block a user