Fixed issues with windowed mode and fullscreen.

This commit is contained in:
2026-09-02 20:55:00 +02:00
parent 55b2292bfe
commit 6f20b5e359
3 changed files with 368 additions and 39 deletions

View File

@@ -19,8 +19,12 @@ from .desktop_identity import (
WINDOW_TITLE = APPLICATION_NAME
WINDOW_DISCOVERY_TIMEOUT_SECONDS = 60.0
WINDOW_READY_DELAY_SECONDS = 0.5
WINDOW_BORDERLESS_SETTLE_SECONDS = 0.1
WINDOW_SURFACE_SETTLE_SECONDS = 0.1
WINDOW_SURFACE_REFRESH_DELAY_SECONDS = 0.15
WINDOW_NUDGE_CONFIRM_TIMEOUT_SECONDS = 0.15
WINDOW_STATE_CONFIRM_TIMEOUT_SECONDS = 0.75
WINDOW_GEOMETRY_CONFIRM_TIMEOUT_SECONDS = 0.5
WINDOW_CONFIRM_POLL_SECONDS = 0.025
WINDOW_FOCUS_DELAY_SECONDS = 0.2
WINDOW_STARTUP_GUARD_SECONDS = 12.0
WINDOW_STARTUP_POLL_SECONDS = 0.1
@@ -32,6 +36,8 @@ _X_CLIENT_MESSAGE = 33
_X_SUBSTRUCTURE_NOTIFY_MASK = 1 << 19
_X_SUBSTRUCTURE_REDIRECT_MASK = 1 << 20
_X_WM_STATE_ICONIC = 3
_NET_WM_STATE_REMOVE = 0
_NET_WM_STATE_SOURCE_APPLICATION = 1
_MOTIF_HINTS_DECORATIONS = 1 << 1
_X_ERROR_HANDLER = ctypes.CFUNCTYPE(ctypes.c_int, ctypes.c_void_p, ctypes.c_void_p)
@@ -280,6 +286,88 @@ class _X11:
return False
return hints[2] == 0
def window_is_fullscreen_or_maximized(self, window: int) -> bool:
"""Return whether EWMH currently marks the client as screen-filling."""
states = self._long_property(window, b"_NET_WM_STATE", 64)
if not states:
return False
return any(
atom != 0 and atom in states
for atom in self._screen_filling_state_atoms()
)
def force_windowed_state(self, window: int) -> bool:
"""Remove fullscreen/maximized EWMH state and wait for WM acknowledgement.
The state property must not be edited directly on a mapped client. EWMH
requires a client message to the root window so KWin/XWayland can restore
the window's previous geometry before the render surface is refreshed.
Return ``True`` only when a screen-filling state was present and its removal
was confirmed. Return ``False`` when the window was already normal.
"""
states = set(self._long_property(window, b"_NET_WM_STATE", 64) or ())
fullscreen, maximized_vertical, maximized_horizontal = (
self._screen_filling_state_atoms()
)
maximized = tuple(
atom
for atom in (maximized_vertical, maximized_horizontal)
if atom != 0 and atom in states
)
fullscreen_is_set = fullscreen != 0 and fullscreen in states
if not maximized and not fullscreen_is_set:
return False
state_atom = self._intern_atom(b"_NET_WM_STATE", only_if_exists=True)
if state_atom == 0:
raise GameboxRuntimeError("the window manager has no EWMH state atom")
requests: list[tuple[int, int]] = []
if maximized:
requests.append(
(maximized[0], maximized[1] if len(maximized) > 1 else 0)
)
if fullscreen_is_set:
requests.append((fullscreen, 0))
for first_state, second_state in requests:
if not self._send_root_client_message(
window,
state_atom,
(
_NET_WM_STATE_REMOVE,
first_state,
second_state,
_NET_WM_STATE_SOURCE_APPLICATION,
0,
),
):
raise GameboxRuntimeError(
"the window manager rejected the windowed-state request"
)
if not self._wait_for_windowed_state(window):
raise GameboxRuntimeError(
"the window manager did not confirm normal windowed state"
)
return True
def _screen_filling_state_atoms(self) -> tuple[int, int, int]:
return (
self._intern_atom(b"_NET_WM_STATE_FULLSCREEN", only_if_exists=True),
self._intern_atom(b"_NET_WM_STATE_MAXIMIZED_VERT", only_if_exists=True),
self._intern_atom(b"_NET_WM_STATE_MAXIMIZED_HORZ", only_if_exists=True),
)
def _wait_for_windowed_state(self, window: int) -> bool:
deadline = time.monotonic() + WINDOW_STATE_CONFIRM_TIMEOUT_SECONDS
while self.window_is_fullscreen_or_maximized(window):
remaining = deadline - time.monotonic()
if remaining <= 0:
return False
time.sleep(min(WINDOW_CONFIRM_POLL_SECONDS, remaining))
return True
def _long_property(
self,
window: int,
@@ -349,13 +437,49 @@ class _X11:
return None
return width.value, height.value
def _wait_for_window_size(
self,
window: int,
expected_size: tuple[int, int],
*,
timeout_seconds: float = WINDOW_GEOMETRY_CONFIRM_TIMEOUT_SECONDS,
) -> bool:
"""Wait briefly for an asynchronous WM ConfigureRequest decision."""
deadline = time.monotonic() + timeout_seconds
while self.window_size(window) != expected_size:
remaining = deadline - time.monotonic()
if remaining <= 0:
return False
time.sleep(min(WINDOW_CONFIRM_POLL_SECONDS, remaining))
return True
def _resize_window_and_wait(
self,
window: int,
target_size: tuple[int, int],
*,
timeout_seconds: float = WINDOW_GEOMETRY_CONFIRM_TIMEOUT_SECONDS,
) -> bool:
width, height = target_size
self.library.XResizeWindow(self.display, window, width, height)
self.library.XSync(self.display, 0)
return self._wait_for_window_size(
window,
target_size,
timeout_seconds=timeout_seconds,
)
def map_window(
self,
window: int,
*,
borderless: bool,
) -> tuple[int, int] | None:
target_size = self.window_size(window) if borderless else None
# Capture the real client size for both decorated and borderless windows.
# Wine/DXVK can otherwise retain a desktop-sized render surface inside a
# smaller decorated client on some window managers.
target_size = self.window_size(window)
if borderless:
self._remove_decorations(window)
self.library.XMapRaised(self.display, window)
@@ -368,11 +492,11 @@ class _X11:
*,
target_size: tuple[int, int] | None = None,
) -> bool:
"""Nudge the mapped client size once after borderless styling.
"""Nudge the mapped client size once after Wine creates the window.
Some Wine/DXVK combinations retain the host desktop-sized render surface
after the top-level game window becomes borderless. A one-pixel resize followed
by an exact restore makes Wine reconcile the surface with the real window.
inside a smaller top-level game window. A one-pixel resize followed by an
exact restore makes Wine reconcile the surface with the real client size.
Never iconify or unmap a Wine client for this refresh. Wine can process the
resulting state change after startup and minimize the game at its login screen.
@@ -392,26 +516,22 @@ class _X11:
else:
return False
self.library.XResizeWindow(
self.display,
window,
nudged_width,
nudged_height,
)
self.library.XSync(self.display, 0)
try:
nudge_confirmed = self._resize_window_and_wait(
window,
(nudged_width, nudged_height),
timeout_seconds=WINDOW_NUDGE_CONFIRM_TIMEOUT_SECONDS,
)
if nudge_confirmed:
time.sleep(WINDOW_SURFACE_REFRESH_DELAY_SECONDS)
finally:
# Always restore the exact starting dimensions if the short wait is
# interrupted. The game remains mapped for the entire operation.
self.library.XResizeWindow(
self.display,
# Always request and verify the exact starting dimensions, including when
# KWin declined the nudge or the short wait was interrupted.
restore_confirmed = self._resize_window_and_wait(
window,
original_width,
original_height,
(original_width, original_height),
)
self.library.XSync(self.display, 0)
return True
return nudge_confirmed and restore_confirmed
def focus_window(self, window: int) -> None:
"""Raise the mapped game client and give it keyboard focus."""
@@ -434,16 +554,32 @@ class _X11:
)
if active_window == 0:
return False
return self._send_root_client_message(
window,
active_window,
(1, _X_CURRENT_TIME, 0, 0, 0),
)
def _send_root_client_message(
self,
window: int,
message_type: int,
data: Sequence[int],
) -> bool:
"""Send one 32-bit EWMH client message to the root window."""
if len(data) != 5:
raise ValueError("an X11 client message requires exactly five values")
event = _XEvent()
event.client_message.type = _X_CLIENT_MESSAGE
event.client_message.serial = 0
event.client_message.send_event = 1
event.client_message.display = self.display
event.client_message.window = window
event.client_message.message_type = active_window
event.client_message.message_type = message_type
event.client_message.format = 32
event.client_message.data.longs[0] = 1
event.client_message.data.longs[1] = _X_CURRENT_TIME
for index, value in enumerate(data):
event.client_message.data.longs[index] = value
status = self.library.XSendEvent(
self.display,
self.library.XDefaultRootWindow(self.display),
@@ -724,10 +860,38 @@ def _prepare_game_window(
flush=True,
)
target_size = mapper.map_window(window, borderless=borderless)
if not borderless:
return
if target_size is not None:
time.sleep(WINDOW_BORDERLESS_SETTLE_SECONDS)
forced_windowed = False
try:
forced_windowed = mapper.force_windowed_state(window)
except Exception as exc:
print(
f"Warning: could not force the game into normal windowed mode ({exc}); "
"continuing with surface synchronization",
file=sys.stderr,
flush=True,
)
else:
if forced_windowed:
print(
"Game window forced out of fullscreen/maximized mode.",
file=sys.stderr,
flush=True,
)
if target_size is not None or forced_windowed:
time.sleep(WINDOW_SURFACE_SETTLE_SECONDS)
if forced_windowed:
# Let KWin finish restoring the pre-fullscreen client geometry before it
# becomes the authoritative surface size.
try:
target_size = mapper.window_size(window)
except Exception as exc:
print(
f"Warning: could not read the restored game-window size ({exc}); "
"retrying during surface synchronization",
file=sys.stderr,
flush=True,
)
target_size = None
try:
if target_size is None:
refreshed = mapper.refresh_render_surface(window)
@@ -738,7 +902,7 @@ def _prepare_game_window(
)
except Exception as exc:
print(
f"Warning: could not synchronize the borderless game surface ({exc}); "
f"Warning: could not synchronize the game surface ({exc}); "
"continuing normally",
file=sys.stderr,
flush=True,
@@ -746,13 +910,13 @@ def _prepare_game_window(
else:
if refreshed:
print(
"Borderless game surface synchronized with its window.",
"Game render surface synchronized with its window.",
file=sys.stderr,
flush=True,
)
else:
print(
"Warning: the window manager declined the borderless surface "
"Warning: the window manager declined the game-surface "
"refresh; continuing normally",
file=sys.stderr,
flush=True,
@@ -814,6 +978,7 @@ def _guard_game_window_startup(
while process.poll() is None and time.monotonic() < deadline:
try:
state = mapper.window_state(window)
screen_filling = mapper.window_is_fullscreen_or_maximized(window)
borderless_now = (
mapper.window_is_borderless(window) if borderless else None
)
@@ -826,13 +991,23 @@ def _guard_game_window_startup(
)
return
became_iconic = state == _X_WM_STATE_ICONIC
entered_screen_filling_mode = screen_filling is True
login_style_reset = borderless_was_applied and borderless_now is False
if not became_iconic and not login_style_reset:
if (
not became_iconic
and not entered_screen_filling_mode
and not login_style_reset
):
time.sleep(WINDOW_STARTUP_POLL_SECONDS)
continue
recovery_count += 1
reason = "was minimized" if became_iconic else "changed its window layout"
if became_iconic:
reason = "was minimized"
elif entered_screen_filling_mode:
reason = "entered fullscreen/maximized mode"
else:
reason = "changed its window layout"
print(
f"Game startup window {reason}; restoring and refocusing it.",
file=sys.stderr,

View File

@@ -45,6 +45,10 @@ RETIRED_POST_AUTH_GAME_DLL_SHA256 = (
"93cd27284eb294753da1111c99bfc9689f82b6d4a59302aee9fdbd8cb52452dd"
)
RUNTIME_VIEW_CONFIGURATION_VERSION = 2
WINDOWED_GAME_CONFIG_VALUES = (
(b"windowed", b"Windowed", b"1"),
(b"startmaximized", b"StartMaximized", b"False"),
)
class OverlayError(RuntimeError):
@@ -175,7 +179,8 @@ def prepare_runtime_view(
_validate_game_tree(source)
_validate_runtime_target(paths)
game_save = _prepare_persistent_save(paths, source)
reused = _reuse_runtime_view(paths, source, game_save)
game_config = _prepare_persistent_game_config(paths, source)
reused = _reuse_runtime_view(paths, source, game_save, game_config)
if reused is not None:
return reused
input_identities = _runtime_input_identities(paths, source)
@@ -197,6 +202,7 @@ def prepare_runtime_view(
inspection,
action,
game_save,
game_config,
binary_action,
game_exe_source,
game_dll_source,
@@ -211,7 +217,7 @@ def prepare_runtime_view(
links_created = 0
try:
build.mkdir(parents=True, exist_ok=False)
top_level_exceptions = {"game", "save"}
top_level_exceptions = {"game", "game.ini", "save"}
for name, binary_source in (
("Game.exe", game_exe_source),
("game.dll", game_dll_source),
@@ -225,6 +231,8 @@ def prepare_runtime_view(
)
(build / "save").symlink_to(game_save, target_is_directory=True)
links_created += 1
(build / "game.ini").symlink_to(game_config)
links_created += 1
if game_exe_source != source / "Game.exe":
(build / "Game.exe").symlink_to(game_exe_source)
links_created += 1
@@ -510,6 +518,108 @@ def _prepare_persistent_save(paths: AppPaths, source: Path) -> Path:
return target
def _prepare_persistent_game_config(paths: AppPaths, source: Path) -> Path:
"""Keep game settings writable while forcing a true windowed startup."""
target = paths.game_config
if target.is_symlink():
raise OverlayError(f"persistent game config must not be a symbolic link: {target}")
if target.exists() and not target.is_file():
raise OverlayError(f"persistent game config is not a file: {target}")
source_config = target if target.is_file() else source / "game.ini"
try:
content = source_config.read_bytes()
mode = source_config.stat().st_mode & 0o777
except OSError as exc:
raise OverlayError(f"could not read game config {source_config}: {exc}") from exc
windowed_content = _force_windowed_game_config(content)
if source_config == target and windowed_content == content:
return target
target.parent.mkdir(parents=True, exist_ok=True)
temporary = target.with_name(f".{target.name}.{uuid.uuid4().hex}.tmp")
try:
with temporary.open("xb") as handle:
handle.write(windowed_content)
handle.flush()
os.fsync(handle.fileno())
temporary.chmod(mode)
temporary.replace(target)
except BaseException:
temporary.unlink(missing_ok=True)
raise
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)
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"))

View File

@@ -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"