mirror of
https://github.com/mitch030504/Wiicompiled_VR_Frame.git
synced 2026-10-06 10:00:27 +02:00
Merge pull request #12 from mitch030504/claude/install-update-mode-wm4qyu
Update the Frame install with --update, or from an Updates tab in the game
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@@ -1,8 +1,10 @@
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#!/usr/bin/env bash
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# Builds WiiCompiled VR for the Steam Frame from a release and your own disc, and installs it on the
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# Frame. Run it again to update: it fetches the newest release and rebuilds only what changed.
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# Frame. Run it again with --update to update: it fetches the newest release and rebuilds only what
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# changed, with the options it was installed with.
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#
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# Launcher/steam-frame-install.sh --disc PATH [--frame HOST] [options]
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# Launcher/steam-frame-install.sh --update
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#
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# Or without downloading anything first:
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#
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@@ -36,32 +38,84 @@
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# --retro-rewind-pack DIR
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# use this RetroRewind6 folder instead of downloading one (implies
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# --retro-rewind); it is copied into the work dir and never changed
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# --update update an earlier install: its options are reused (any given here win), and
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# nothing is built when the Frame already has the newest release and Retro
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# Rewind pack. Follows releases unless it was installed with --source.
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# --check only say whether an update is available; nothing is changed
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# -h, --help
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#
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# Installed with --frame local, the game can update itself: Settings > Updates in the game checks
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# for a new release, and its Update button runs this script with --update in the background,
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# through a systemd user service this script sets up. The tab shows the update's progress while the
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# game stays open, and a game closed meanwhile is opened again when the update is done.
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set -euo pipefail
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# Everything is in main, so bash has read the whole script before running any of it: when it comes
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# through curl | bash, a step that reads stdin cannot eat the rest. (Not indented, for the heredocs.)
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main() {
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trap 'printf "\nsteam-frame-install.sh: stopped by a failed step (line %s); the output above says why.\n" "$LINENO" >&2' ERR
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# What the error path below reads, set before anything can fail into it.
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mode=install
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steam_game_id=""
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trap 'on_error "$LINENO"' ERR
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repo=mitch030504/Wiicompiled_VR_Frame
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game_id=WiiCompiled
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image=docker.io/library/debian:trixie
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container=wiicompiled-frame-build
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nodtool_version=v2.0.0-alpha.10
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# Where the game keeps its settings, and where an update it starts reports back to it. Resolved as
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# the game resolves it (RuntimeConfigFile::ApplicationDataDirectory).
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game_data="${XDG_DATA_HOME:-$HOME/.local/share}/$game_id"
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say() { printf '\n\033[1m==> %s\033[0m\n' "$*"; }
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say() {
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printf '\n\033[1m==> %s\033[0m\n' "$*"
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status running "$*"
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}
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note() { printf ' %s\n' "$*"; }
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fail() {
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printf '\nsteam-frame-install.sh: error: %s\n' "$*" >&2
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finish_failed "${1%%$'\n'*}"
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}
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on_error() {
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printf '\nsteam-frame-install.sh: stopped by a failed step (line %s); the output above says why.\n' "$1" >&2
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finish_failed "a step failed (line $1)"
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}
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finish_failed() {
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trap - ERR
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status failed "$1"
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relaunch
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exit 1
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}
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usage() { awk 'NR == 1 { next } /^#/ { sub(/^# ?/, ""); print; next } { exit }' "$script_path"; }
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# The game's Updates tab reads this: "<state>\t<unix time>\t<text>", state running, available,
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# uptodate, done or failed. Written only when the game asked for this run
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# (WIICOMPILED_UPDATE_STATUS names the file).
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status() {
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local file=${WIICOMPILED_UPDATE_STATUS:-}
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[[ -n "$file" ]] || return 0
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{ printf '%s\t%s\t%s\n' "$1" "$(date +%s)" "$2" > "$file.new" && mv -f "$file.new" "$file"; } 2>/dev/null || true
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}
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# Progress goes to that file rather than to Steam notifications: on the Frame, SteamOS's
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# steam_notif_daemon accepts a notify-send and Steam then shows nothing, even when given the
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# notification directly with steam -ifrunning (tried on a Frame, 2026-10).
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# An update the game started ends by opening the game again if it was closed meanwhile, which is
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# how its result gets seen; a game still open shows the result in its Updates tab.
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game_running() { pgrep -f "devkit-game/($game_id|RetroRewind)/" >/dev/null 2>&1; }
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relaunch() {
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[[ -n "$steam_game_id" ]] || return 0
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command -v steam >/dev/null 2>&1 || return 0
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if game_running; then return 0; fi
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note "opening $game_id again"
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timeout 60 steam "steam://rungameid/$steam_game_id" >/dev/null 2>&1 || true
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}
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script_path=${BASH_SOURCE[0]:-}
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script_dir=""
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if [[ -n "$script_path" && -f "$script_path" ]]; then
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script_dir=$(cd "$(dirname "$script_path")" && pwd)
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script_path="$script_dir/$(basename "$script_path")"
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fi
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disc=""
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@@ -85,15 +139,151 @@ while [[ $# -gt 0 ]]; do
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--frame-disc) frame_disc=$2; shift 2 ;;
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--retro-rewind) retro_rewind=1; shift ;;
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--retro-rewind-pack) retro_rewind=1; retro_pack=$2; shift 2 ;;
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--update) mode=update; shift ;;
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--check) mode=check; shift ;;
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-h|--help)
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if [[ -n "$script_dir" ]]; then usage; else echo "See the comment at the top of the script."; fi
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exit 0 ;;
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*) fail "unknown argument: $1 (see --help)" ;;
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esac
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done
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# What --update reuses: the options given, before defaults fill the rest in.
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jobs_given=$jobs
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source_given=$source_dir
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mkdir -p "$work_dir"
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work_dir=$(cd "$work_dir" && pwd)
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# The game's Update button leaves a request file; the service that runs this script moves it here.
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if [[ -n "${WIICOMPILED_UPDATE_REQUEST:-}" && -f "$WIICOMPILED_UPDATE_REQUEST" ]]; then
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steam_game_id=$(sed -n 's/^steam_game_id=\([0-9]*\)$/\1/p' "$WIICOMPILED_UPDATE_REQUEST" | head -n 1)
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rm -f "$WIICOMPILED_UPDATE_REQUEST"
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fi
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if [[ "$mode" != install && -f "$work_dir/install.conf" ]]; then
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while IFS='=' read -r key value; do
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case "$key" in
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frame) [[ -n "$frame" ]] || frame=$value ;;
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frame_disc) [[ -n "$frame_disc" ]] || frame_disc=$value ;;
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jobs) [[ -n "$jobs" ]] || jobs=$value ;;
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source) [[ -n "$source_dir" ]] || source_dir=$value ;;
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retro_rewind) if [[ "$value" == 1 ]]; then retro_rewind=1; fi ;;
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retro_rewind_pack) [[ -n "$retro_pack" ]] || retro_pack=$value ;;
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esac
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done < "$work_dir/install.conf"
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jobs_given=$jobs
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source_given=$source_dir
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fi
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save_settings() {
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cat > "$work_dir/install.conf" <<EOF
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# Written by steam-frame-install.sh after each install: the options --update reuses.
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frame=$frame
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frame_disc=$frame_disc
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jobs=$jobs_given
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source=$source_given
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retro_rewind=$retro_rewind
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retro_rewind_pack=$retro_pack
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EOF
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}
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# ---------------------------------------------------------------------------------------------
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# Talking to the Frame, and the versions involved. Up here because --update and --check read them
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# before anything is built.
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# One SSH connection for every step, so a password is asked for once.
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ssh_opts=(-o ControlMaster=auto -o "ControlPath=${XDG_RUNTIME_DIR:-/tmp}/wiicompiled-ssh-%C" -o ControlPersist=600)
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on_frame() {
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# Runs a bash script, given on stdin, on the Frame; its arguments follow.
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if [[ "$frame" == local ]]; then bash -s -- "$@"; else ssh "${ssh_opts[@]}" "$frame" bash -s -- "$@"; fi
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}
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read_on_frame() {
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# Prints the contents of $1 on the Frame, with its whitespace removed, or nothing.
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on_frame "$1" <<'EOF'
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[[ "$1" = /* ]] && f=$1 || f="$HOME/$1"
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tr -d '[:space:]' 2>/dev/null < "$f" || true
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EOF
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}
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frame_game_dir="devkit-game/$game_id"
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newest_release() {
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curl -fsSL "https://api.github.com/repos/$repo/releases?per_page=1" |
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sed -n 's/.*"tag_name": *"\([^"]*\)".*/\1/p' | head -n 1
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}
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# Retro Rewind's own versioning, as its update server publishes it.
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rr_server=https://update.rwfc.net/RetroRewind/
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rr_version_ok() { [[ "$1" =~ ^[0-9]+(\.[0-9]+)+$ ]]; }
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rr_newer() {
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# True when version $1 is newer than $2 (dotted numbers, as 6.12.7).
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[[ "$1" != "$2" && "$(printf '%s\n%s\n' "$1" "$2" | sort -V | tail -n 1)" == "$1" ]]
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}
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rr_fetch() { curl -fsSL --retry 2 "$1"; }
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rr_published_version() {
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rr_fetch "${rr_server}RetroRewindVersion.txt" |
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awk 'NF >= 4 && $1 ~ /^[0-9]+(\.[0-9]+)+$/ { print $1 }' | sort -V | tail -n 1
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}
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# Where the pack sits on the Frame: beside the disc, as the install below puts it.
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frame_pack_path_for() {
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local disc=${1#\~/}
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[[ -n "$disc" ]] || disc=wiicompiled/disc
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if [[ "$disc" == */* ]]; then printf '%s/RetroRewind6\n' "$(dirname "$disc")"; else printf 'RetroRewind6\n'; fi
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}
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# ---------------------------------------------------------------------------------------------
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# --update and --check: what the Frame has against what is published. Nothing is built when the
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# Frame is already current, so an update that has nothing to do costs one web request.
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if [[ "$mode" != install ]]; then
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[[ -n "$frame" ]] || fail "--$mode updates an install made by this script, and there is none in
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$work_dir. Install first (see --help), or pass --work-dir and --frame."
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say "Checking for an update"
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reasons=()
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if [[ -n "$source_dir" ]]; then
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# A source install has no published version to compare against; it rebuilds what changed.
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reasons+=("it was installed from the source tree in $source_dir, which is rebuilt as it is")
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else
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if [[ -z "$release" ]]; then
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release=$(newest_release) ||
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fail "could not reach github.com to ask for the newest release. Check this machine's
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internet connection, then try again."
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[[ -n "$release" ]] || fail "could not find the newest release on github.com/$repo"
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fi
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frame_installed_release=$(read_on_frame "$frame_game_dir/.release-tag") ||
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fail "cannot reach $frame over SSH to ask which release it has."
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if [[ "$frame_installed_release" == "$release" ]]; then
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note "the Frame has release $release"
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elif [[ -z "$frame_installed_release" ]]; then
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reasons+=("the Frame does not say which release it has; release $release would be installed")
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else
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reasons+=("release $release (the Frame has $frame_installed_release)")
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fi
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fi
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if (( retro_rewind )) && [[ -z "$retro_pack" ]]; then
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rr_published=$(rr_published_version) ||
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fail "could not reach Retro Rewind's update server (${rr_server})"
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rr_installed=$(read_on_frame "$(frame_pack_path_for "$frame_disc")/version.txt")
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if ! rr_version_ok "$rr_installed"; then
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reasons+=("the Frame does not say which Retro Rewind pack it has")
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elif rr_newer "$rr_published" "$rr_installed"; then
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reasons+=("Retro Rewind $rr_published (the Frame has $rr_installed)")
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else
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note "the Frame has Retro Rewind $rr_installed"
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fi
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fi
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if (( ${#reasons[@]} == 0 )); then
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say "Up to date"
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status uptodate "Up to date${release:+ (}${release}${release:+)}"
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relaunch
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exit 0
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fi
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note "an update is available:"
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for line in "${reasons[@]}"; do note " $line"; done
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if [[ "$mode" == check ]]; then
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status available "${reasons[0]}"
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exit 0
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fi
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status running "Starting the update${release:+ to }$release"
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fi
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host_arch=$(uname -m)
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case "$host_arch" in
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x86_64|aarch64) ;;
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@@ -344,16 +534,10 @@ fi
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# ---------------------------------------------------------------------------------------------
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# Retro Rewind: its pack, as its update server publishes it, and the Retro-WFC payload its online
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# play runs. Same steps as the Quest app (android/.../RetroRewindPack.kt and GameBuild.kt).
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rr_server=https://update.rwfc.net/RetroRewind/
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# Its server, versions and comparisons are up with the other version helpers.
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rr_pack="$work_dir/RetroRewind6"
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rr_payload="$work_dir/retro-wfc/binary/payload.RMCPD00.bin"
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rr_version_ok() { [[ "$1" =~ ^[0-9]+(\.[0-9]+)+$ ]]; }
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rr_newer() {
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# True when version $1 is newer than $2 (dotted numbers, as 6.12.7).
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[[ "$1" != "$2" && "$(printf '%s\n%s\n' "$1" "$2" | sort -V | tail -n 1)" == "$1" ]]
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}
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rr_fetch() { curl -fsSL --retry 2 "$1"; }
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rr_unpack_update() {
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# rr_unpack_update URL DEST: downloads a published zip and lays its RetroRewind6/ tree over DEST.
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# Only that tree is kept; the Riivolution XML beside it belongs to a Wii setup.
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@@ -499,8 +683,31 @@ fi
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"$runtime" start "$container" >/dev/null
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note "container $container (mounts ${want_mounts//;/ })"
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build_progress() {
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# Passes the build's output on, and keeps the game's status file at the stage it is on and how
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# far through it ninja is, from the "[done/total]" lines it prints.
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local line stage=Building percent last=-1
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while IFS= read -r line; do
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printf '%s\n' "$line"
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[[ -n "${WIICOMPILED_UPDATE_STATUS:-}" ]] || continue
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if [[ "$line" == "== "* ]]; then
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stage=${line#== }
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stage=${stage%% (*}
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last=-1
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status running "$stage"
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elif [[ "$line" =~ ^\[([0-9]+)/([0-9]+)\] ]] && (( BASH_REMATCH[2] > 0 )); then
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percent=$(( BASH_REMATCH[1] * 100 / BASH_REMATCH[2] ))
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if (( percent != last )); then
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last=$percent
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status running "$stage, $percent% built"
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fi
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fi
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done
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}
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say "Building (the first time takes hours under emulation; a log is in $work_dir/build.log)"
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if ! "$runtime" exec -e JOBS="$jobs" -e RETRO_REWIND="$retro_rewind" "$container" bash /work/container-build.sh 2>&1 | tee "$work_dir/build.log"; then
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if ! "$runtime" exec -e JOBS="$jobs" -e RETRO_REWIND="$retro_rewind" "$container" bash /work/container-build.sh 2>&1 |
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tee "$work_dir/build.log" | build_progress; then
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fail "the build stopped; the end of $work_dir/build.log says why. Run the script again to resume.
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A machine that froze ran out of memory: pass a lower --jobs."
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fi
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@@ -520,12 +727,7 @@ if [[ -z "$frame" ]]; then
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fi
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say "Installing on the Frame"
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# One SSH connection for every step, so a password is asked for once.
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ssh_opts=(-o ControlMaster=auto -o "ControlPath=${XDG_RUNTIME_DIR:-/tmp}/wiicompiled-ssh-%C" -o ControlPersist=600)
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on_frame() {
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# Runs a bash script, given on stdin, on the Frame; its arguments follow.
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if [[ "$frame" == local ]]; then bash -s -- "$@"; else ssh "${ssh_opts[@]}" "$frame" bash -s -- "$@"; fi
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}
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# on_frame and the SSH options it uses are up with the version helpers.
|
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copy_to_frame() {
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# copy_to_frame SOURCE DEST: DEST is absolute or relative to the Frame's home. A DEST ending in
|
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# / is an existing folder SOURCE goes into; otherwise SOURCE is copied to that new name.
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@@ -563,6 +765,11 @@ EOF
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copy_to_frame "$out/$id" "$dir/$id.new"
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on_frame "$dir" "$id" <<'EOF'
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cd "$HOME/$1" && mv -f "$2.new" "$2" && chmod -R u=rwX,go=rX . && chmod 755 "$2"
|
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EOF
|
||||
# Which release is on the Frame, for --check and the game's Updates tab. A source build has no
|
||||
# release to name, and the stamp is removed so neither claims a release this is not.
|
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on_frame "$dir" "$release" <<'EOF'
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cd "$HOME/$1" && if [[ -n "$2" ]]; then printf '%s\n' "$2" > .release-tag; else rm -f .release-tag; fi
|
||||
EOF
|
||||
}
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||||
install_game "$game_id" "$work_dir/out"
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@@ -594,13 +801,8 @@ fi
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if (( retro_rewind )); then
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# The pack goes beside the disc; copied again only when its version changed.
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frame_pack_path="$(dirname "$frame_disc_path")/RetroRewind6"
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[[ "$frame_disc_path" == */* ]] || frame_pack_path=RetroRewind6
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frame_pack_version=$(on_frame "$frame_pack_path" <<'EOF'
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[[ "$1" = /* ]] && d=$1 || d="$HOME/$1"
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tr -d '[:space:]' 2>/dev/null < "$d/version.txt" || true
|
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EOF
|
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)
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frame_pack_path=$(frame_pack_path_for "$frame_disc_path")
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frame_pack_version=$(read_on_frame "$frame_pack_path/version.txt")
|
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local_pack_version=$(tr -d '[:space:]' 2>/dev/null < "$rr_pack/version.txt" || true)
|
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if [[ -z "$frame_pack_version" || "$frame_pack_version" != "$local_pack_version" ]]; then
|
||||
note "copying the Retro Rewind pack to $frame_pack_path (about 4 GB)"
|
||||
@@ -672,9 +874,53 @@ esac
|
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register_game "$game_id" "$work_dir/out"
|
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if (( retro_rewind )); then register_game RetroRewind "$work_dir/out-retro-rewind"; fi
|
||||
|
||||
# ---------------------------------------------------------------------------------------------
|
||||
# Updating from inside the game. Only an install on the Frame itself can do it, since that is the
|
||||
# only one with the build here; installed from a PC, the game's Updates tab says to update there.
|
||||
if [[ "$frame" == local ]]; then
|
||||
note "setting up the game's Update button"
|
||||
update_script="$work_dir/steam-frame-install.sh"
|
||||
# A copy, so an update never runs from the source tree it is about to overwrite.
|
||||
cp -f "$source_dir/Launcher/steam-frame-install.sh" "$update_script"
|
||||
chmod +x "$update_script"
|
||||
mkdir -p "$game_data" "$HOME/.config/systemd/user"
|
||||
cat > "$game_data/update.conf" <<EOF
|
||||
# Written by steam-frame-install.sh: what the game's Updates tab runs. Remove this file to take the
|
||||
# Update button away, and the tab goes back to saying how to update from a PC.
|
||||
script=$update_script
|
||||
work_dir=$work_dir
|
||||
service=wiicompiled-update.service
|
||||
EOF
|
||||
# Its own service, so the update outlives the game that started it: Steam stops the game's own
|
||||
# process group when the game closes.
|
||||
cat > "$HOME/.config/systemd/user/wiicompiled-update.service" <<EOF
|
||||
[Unit]
|
||||
Description=WiiCompiled VR update
|
||||
|
||||
[Service]
|
||||
Type=oneshot
|
||||
Environment=WIICOMPILED_UPDATE_STATUS=$game_data/update-status
|
||||
Environment=WIICOMPILED_UPDATE_REQUEST=$game_data/update-request
|
||||
# Below the game in line for the processor and the storage, so it can keep running meanwhile.
|
||||
Nice=19
|
||||
IOSchedulingClass=idle
|
||||
ExecStart=$update_script --update --work-dir "$work_dir"
|
||||
EOF
|
||||
systemctl --user daemon-reload >/dev/null 2>&1 ||
|
||||
note "(systemd did not reload, so the Update button will not work until the Frame restarts)"
|
||||
fi
|
||||
|
||||
save_settings
|
||||
|
||||
say "Done"
|
||||
note "Start $game_id from your library in the headset. Settings: left shoulder button, VR tab."
|
||||
status done "Updated${release:+ to }${release}"
|
||||
if [[ "$mode" == update ]]; then
|
||||
note "Updated${release:+ to }$release."
|
||||
else
|
||||
note "Start $game_id from your library in the headset. Settings: left shoulder button, VR tab."
|
||||
fi
|
||||
if (( retro_rewind )); then note "RetroRewind is beside it, and shares its settings."; fi
|
||||
relaunch
|
||||
}
|
||||
|
||||
main "$@" </dev/null
|
||||
@@ -106,10 +106,33 @@ shoulder button, go to the **VR** tab and set the [recommended settings](#recomm
|
||||
|
||||
### Updating
|
||||
|
||||
Run the same command again; you can leave out `--disc`. The script downloads the newest release,
|
||||
puts only the files that changed over the old source, rebuilds what they touch, and replaces the
|
||||
game on the Frame. Dawn is only rebuilt when a release changes its patches (the release notes say
|
||||
so), so an update usually takes minutes. `--release <tag>` builds a given release instead.
|
||||
```bash
|
||||
Launcher/steam-frame-install.sh --update
|
||||
```
|
||||
|
||||
`--update` reuses the options the install was made with, so there is nothing to repeat: it reads
|
||||
them from `install.conf` in the work dir, and any option you do pass wins over the saved one. It
|
||||
downloads the newest release, puts only the files that changed over the old source, rebuilds what
|
||||
they touch, and replaces the game on the Frame. Dawn is only rebuilt when a release changes its
|
||||
patches (the release notes say so), so an update usually takes minutes. When the Frame already has
|
||||
the newest release, and the newest Retro Rewind pack if you use one, it says so and builds nothing.
|
||||
|
||||
`--check` only reports whether an update is available. `--release <tag>` builds a given release
|
||||
instead. Running the whole install command again works as it always did.
|
||||
|
||||
### Updating from inside the game
|
||||
|
||||
An install built on the Frame itself (`--frame local`, [below](#other-ways-to-build)) can update
|
||||
itself: the settings panel grows an **Updates** tab with the release you are running and a **Check
|
||||
for updates** button, and when there is one, **Update now** builds it in the background. The tab
|
||||
shows each step and how far the build is while you keep playing (the game may stutter while it
|
||||
compiles), and says when to restart the game to use the update.
|
||||
|
||||
The update runs as a systemd user service (`wiicompiled-update.service`), behind the game in line
|
||||
for the processor, so it carries on if you close the game, and then opens the game again when it is
|
||||
done. Keep the Frame on its charger for it. Installed from a PC, the tab says so and the update is
|
||||
run there. Progress is not shown as Steam notifications: on the Frame, Steam receives them from
|
||||
SteamOS's notification service but does not display them.
|
||||
|
||||
## Recommended settings
|
||||
|
||||
@@ -314,7 +337,8 @@ curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/op
|
||||
```
|
||||
|
||||
It is native ARM64, so no emulation, but the Frame has less memory and cooling than a PC; keep it
|
||||
on its charger. The game then reads the disc straight from `~/wiicompiled-frame/disc`. By hand, the
|
||||
on its charger. The game then reads the disc straight from `~/wiicompiled-frame/disc`, and this is
|
||||
the install that can [update itself from inside the game](#updating-from-inside-the-game). By hand, the
|
||||
steps under [Building by hand](#building-by-hand) work the same in a container started without
|
||||
`--platform linux/arm64`, with `nodtool-linux-aarch64` in place of `nodtool-linux-x86_64`.
|
||||
|
||||
|
||||
@@ -16,6 +16,13 @@ and nothing built from it may be distributed, so there is no ready-built game he
|
||||
- **Adaptive resolution** (`[vr] adaptive_resolution`, off by default): lowers the race's eye
|
||||
resolution down to 70% while frames fall behind, and raises it again once they keep up.
|
||||
Experimental and not yet tried in a race on the Frame. From Wiicompiled_VR-PLUS.
|
||||
- **Updating, from the PC or from inside the game.** `steam-frame-install.sh --update` reuses the
|
||||
options the install was made with and builds nothing when the Frame already has the newest
|
||||
release (and Retro Rewind pack); `--check` only reports. An install built on the Frame itself
|
||||
(`--frame local`) gets an **Updates** tab in the settings panel: it checks for a new release and
|
||||
builds it in the background while the game stays open, showing each step and how far the build
|
||||
is. Close the game meanwhile and the update reopens it when done. Steam notifications were tried
|
||||
for this and do not show on the Frame.
|
||||
- **`Launcher/frame-diagnostics.sh`** gathers the logs, crash files, settings, SteamVR logs and
|
||||
system state from the Frame into one archive, with a summary of how far startup got. Attach it
|
||||
to bug reports.
|
||||
@@ -51,6 +58,10 @@ Run the install command again; you can leave out `--disc`. Dawn's patches did no
|
||||
not rebuilt. Most of the game is, since the translator changed as well as the runtime and renderer,
|
||||
so expect a longer update than usual. The build now also downloads Mbed TLS. Add `--retro-rewind` to get Retro Rewind too.
|
||||
|
||||
frame-beta-2's script has no `--update`, so this one update is the full install command; it saves
|
||||
its options, and from then on `steam-frame-install.sh --update` is enough. To update from inside
|
||||
the game later, make this install on the Frame itself with `--frame local`.
|
||||
|
||||
## Known issues
|
||||
|
||||
Unchanged from frame-beta-2:
|
||||
|
||||
@@ -0,0 +1,61 @@
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
|
||||
// Settings > Updates: whether a newer release of the game exists, and, on a Frame that holds its own
|
||||
// build, updating to it without leaving the headset.
|
||||
//
|
||||
// Both answers come from Launcher/steam-frame-install.sh, which already knows how to compare
|
||||
// versions and how to build: `--check` reports, `--update` installs. The update reports its progress
|
||||
// through a status file rather than Steam notifications, which the Frame's Steam does not show.
|
||||
// The install writes update.conf beside the player's configuration when it put a build on this
|
||||
// machine, so the Update button appears only where it can actually work; installed from a PC, the
|
||||
// tab says to update there.
|
||||
namespace update_check {
|
||||
|
||||
enum class State {
|
||||
// This install cannot update itself: it was built on a PC, which is where updates are run.
|
||||
PcInstall,
|
||||
// It can, and nothing has been asked of it yet this session.
|
||||
Idle,
|
||||
Checking,
|
||||
UpToDate,
|
||||
Available,
|
||||
// An update is running beside the game, as a service of its own: it carries on if the game is
|
||||
// closed, and then opens it again when it is done.
|
||||
Updating,
|
||||
Failed,
|
||||
};
|
||||
|
||||
struct Status {
|
||||
State state = State::PcInstall;
|
||||
// The release this build came from, or empty when it was built from a source tree.
|
||||
std::string installedRelease;
|
||||
// One line under the state: which release is available, what failed, or what step is running.
|
||||
std::string detail;
|
||||
// An update has installed a different build since this one started: it takes effect when the
|
||||
// game is started again.
|
||||
bool restartNeeded = false;
|
||||
};
|
||||
|
||||
// What the Updates tab draws. Cheap enough to call every frame: a check or update in flight is
|
||||
// answered from memory, and otherwise the files behind it are re-read at most once a second.
|
||||
Status Current();
|
||||
|
||||
// Whether there is an Updates tab to show at all: this install can update itself, or it at least
|
||||
// knows which release it is running. Neither is true of a build that came from somewhere else.
|
||||
inline bool Relevant(const Status& status) {
|
||||
return status.state != State::PcInstall || !status.installedRelease.empty();
|
||||
}
|
||||
|
||||
// Asks the install script whether a newer release exists, in the background. Returns at once.
|
||||
void StartCheck();
|
||||
|
||||
// Starts the update in the background: its own systemd user service runs the install script, which
|
||||
// reports each step to the file Current() reads, so the game can stay open and show the progress.
|
||||
// On false, `error` says why, for display.
|
||||
bool StartUpdate(std::string& error);
|
||||
|
||||
} // namespace update_check
|
||||
@@ -11,6 +11,7 @@
|
||||
#include "music_attenuation.h"
|
||||
#include "runtime_config.h"
|
||||
#include "runtime_log.h"
|
||||
#include "update_check.h"
|
||||
#include "vr/camera_toggle.h"
|
||||
#include "vr/mkw_vr_culling.h"
|
||||
#include "vr/mkw_vr_first_person.h"
|
||||
@@ -2094,6 +2095,107 @@ void DrawDiagnosticsSettings() {
|
||||
}
|
||||
}
|
||||
|
||||
bool g_updatePromptOpen = false;
|
||||
std::string g_updateError;
|
||||
|
||||
void DrawUpdatePrompt() {
|
||||
constexpr const char* kTitle = "Update";
|
||||
if (g_updatePromptOpen && !ImGui::IsPopupOpen(kTitle)) ImGui::OpenPopup(kTitle);
|
||||
if (!ImGui::BeginPopupModal(kTitle, &g_updatePromptOpen, ImGuiWindowFlags_AlwaysAutoResize)) return;
|
||||
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + Scaled(380.0f));
|
||||
ImGui::TextUnformatted("The update is built here on the Frame, in the background, which takes a "
|
||||
"while: keep the Frame on its charger. You can keep playing meanwhile, "
|
||||
"though the game may stutter while it compiles. Close the game whenever "
|
||||
"you like: the update carries on and opens it again when it is done.");
|
||||
ImGui::PopTextWrapPos();
|
||||
if (ImGui::Button("Start the update", ImVec2(Scaled(180.0f), 0.0f))) {
|
||||
update_check::StartUpdate(g_updateError);
|
||||
g_updatePromptOpen = false;
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Cancel", ImVec2(Scaled(120.0f), 0.0f))) g_updatePromptOpen = false;
|
||||
if (!g_updatePromptOpen) ImGui::CloseCurrentPopup();
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
void DrawUpdateSettings() {
|
||||
const update_check::Status status = update_check::Current();
|
||||
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + Scaled(380.0f));
|
||||
if (status.installedRelease.empty()) {
|
||||
ImGui::TextUnformatted("This build came from a source tree rather than a release.");
|
||||
} else {
|
||||
ImGui::Text("Release %s", status.installedRelease.c_str());
|
||||
}
|
||||
|
||||
const bool busy = status.state == update_check::State::Checking ||
|
||||
status.state == update_check::State::Updating;
|
||||
switch (status.state) {
|
||||
case update_check::State::PcInstall:
|
||||
ImGui::TextDisabled("The PC that built this installs its updates. Run the installer there "
|
||||
"again with --update.");
|
||||
break;
|
||||
case update_check::State::Idle:
|
||||
break;
|
||||
case update_check::State::Checking:
|
||||
ImGui::TextDisabled("Looking for a newer release...");
|
||||
break;
|
||||
case update_check::State::UpToDate:
|
||||
ImGui::TextDisabled("%s", status.detail.c_str());
|
||||
break;
|
||||
case update_check::State::Available:
|
||||
ImGui::TextUnformatted(status.detail.c_str());
|
||||
break;
|
||||
case update_check::State::Updating:
|
||||
ImGui::Text("Updating: %s", status.detail.c_str());
|
||||
ImGui::TextDisabled("Keep playing, or close the game: the update carries on and opens it "
|
||||
"again when it is done.");
|
||||
break;
|
||||
case update_check::State::Failed:
|
||||
ImGui::TextColored(ImVec4(1.0f, 0.45f, 0.35f, 1.0f), "%s", status.detail.c_str());
|
||||
break;
|
||||
}
|
||||
if (!g_updateError.empty()) {
|
||||
ImGui::TextColored(ImVec4(1.0f, 0.45f, 0.35f, 1.0f), "%s", g_updateError.c_str());
|
||||
}
|
||||
if (status.restartNeeded && status.state != update_check::State::Updating) {
|
||||
// The update replaced the build on disk; this process is still the old one.
|
||||
ImGui::TextUnformatted("The update is installed. Quit and start the game again to use it.");
|
||||
}
|
||||
ImGui::PopTextWrapPos();
|
||||
|
||||
if (status.state == update_check::State::PcInstall) {
|
||||
return;
|
||||
}
|
||||
if (status.restartNeeded && status.state != update_check::State::Updating) {
|
||||
if (ImGui::Button("Quit")) g_exitPromptOpen = true;
|
||||
ImGui::SameLine();
|
||||
}
|
||||
ImGui::BeginDisabled(busy);
|
||||
if (ImGui::Button(status.state == update_check::State::Idle ? "Check for updates" : "Check again")) {
|
||||
g_updateError.clear();
|
||||
update_check::StartCheck();
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Asks github.com for the newest release, and Retro Rewind's server for\n"
|
||||
"its newest pack when this install has one. Nothing is downloaded\n"
|
||||
"until you choose to update.");
|
||||
}
|
||||
if (status.state == update_check::State::Available) {
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Update now")) {
|
||||
g_updateError.clear();
|
||||
g_updatePromptOpen = true;
|
||||
}
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("Builds the update here on the Frame, in the background. The game\n"
|
||||
"can stay open and shows the progress here.");
|
||||
}
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
// The prompt itself is drawn at the top level, as the exit prompt is: the tab lives both in the
|
||||
// headset's panel and in a desktop menu, and a modal must outlive whichever opened it.
|
||||
}
|
||||
|
||||
void DrawFpsOverlay() {
|
||||
AuroraPresentTiming presentTiming{};
|
||||
aurora_get_present_timing(&presentTiming);
|
||||
@@ -2291,6 +2393,11 @@ void DrawTopBar() {
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
if (update_check::Relevant(update_check::Current()) && ImGui::BeginMenu("Updates")) {
|
||||
DrawUpdateSettings();
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
const ImGuiStyle& style = ImGui::GetStyle();
|
||||
const float hideWidth = ImGui::CalcTextSize("Hide (F10)").x + style.FramePadding.x * 2.0f;
|
||||
const float exitWidth = ImGui::CalcTextSize("X").x + style.FramePadding.x * 2.0f;
|
||||
@@ -2479,6 +2586,9 @@ void DrawVrSettingsPanelWindow() {
|
||||
tab("Controllers", DrawControllerSettings);
|
||||
tab("Audio", DrawAudioSettings);
|
||||
tab("Diagnostics", DrawDiagnosticsSettings);
|
||||
if (update_check::Relevant(update_check::Current())) {
|
||||
tab("Updates", DrawUpdateSettings);
|
||||
}
|
||||
ImGui::EndTabBar();
|
||||
}
|
||||
}
|
||||
@@ -2687,6 +2797,7 @@ void Draw() noexcept {
|
||||
DrawFpsOverlay();
|
||||
DrawTopBar();
|
||||
DrawExitPrompt();
|
||||
DrawUpdatePrompt();
|
||||
controller_mapping_wizard::Draw();
|
||||
// The wizard captures raw presses; keep them out of the game.
|
||||
const bool inputBlocked = controller_mapping_wizard::IsActive() || g_rebind.active;
|
||||
|
||||
@@ -0,0 +1,368 @@
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
#include "update_check.h"
|
||||
|
||||
#include "runtime_config.h"
|
||||
|
||||
#include <array>
|
||||
#include <charconv>
|
||||
#include <chrono>
|
||||
#include <cstdio>
|
||||
#include <cstdlib>
|
||||
#include <filesystem>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <mutex>
|
||||
#include <string>
|
||||
#include <string_view>
|
||||
#include <system_error>
|
||||
#include <thread>
|
||||
|
||||
// Updating itself is the Frame's build, installed by Launcher/steam-frame-install.sh: a desktop
|
||||
// Linux game that holds its own build directory. Everywhere else the tab only reports the release
|
||||
// it is running, which needs none of the machinery below.
|
||||
#if defined(__linux__) && !defined(__ANDROID__)
|
||||
#define MKW_UPDATE_CHECK_SUPPORTED 1
|
||||
#include <sys/wait.h>
|
||||
#else
|
||||
#define MKW_UPDATE_CHECK_SUPPORTED 0
|
||||
#endif
|
||||
|
||||
namespace update_check {
|
||||
namespace {
|
||||
|
||||
// Written by Launcher/steam-frame-install.sh when it built on this machine, naming itself and the
|
||||
// service that runs it. Its absence is what tells the tab this install is updated from a PC.
|
||||
constexpr std::string_view kConfigFileName = "update.conf";
|
||||
// An update's progress, and a check's answer. Separate files, so a check never overwrites the
|
||||
// result of the update that opened the game.
|
||||
constexpr std::string_view kStatusFileName = "update-status";
|
||||
constexpr std::string_view kCheckStatusFileName = "update-status-check";
|
||||
// What the Update button leaves for the update to pick up.
|
||||
constexpr std::string_view kRequestFileName = "update-request";
|
||||
// Stamped beside the executable by the install; absent for a build from a source tree.
|
||||
constexpr std::string_view kReleaseTagFileName = ".release-tag";
|
||||
|
||||
// A finished update's status belongs on screen when the game opens right afterwards, which is what
|
||||
// the update does. Older than this it is history, and the tab starts clean.
|
||||
constexpr auto kStatusLifetime = std::chrono::hours(1);
|
||||
// A running update rewrites its status at every step and every percent of its build, so one that
|
||||
// has said nothing for this long was stopped without a chance to say so (the Frame lost power).
|
||||
constexpr auto kRunningStatusLifetime = std::chrono::hours(2);
|
||||
// The tab is drawn every frame; the files behind it are not read anywhere near that often.
|
||||
constexpr auto kReadInterval = std::chrono::seconds(1);
|
||||
|
||||
std::string Trimmed(std::string_view text) {
|
||||
const auto first = text.find_first_not_of(" \t\r\n");
|
||||
if (first == std::string_view::npos) {
|
||||
return {};
|
||||
}
|
||||
return std::string(text.substr(first, text.find_last_not_of(" \t\r\n") - first + 1));
|
||||
}
|
||||
|
||||
std::string ReadFirstLine(const std::filesystem::path& file) {
|
||||
std::ifstream stream(file);
|
||||
std::string line;
|
||||
if (!stream || !std::getline(stream, line)) {
|
||||
return {};
|
||||
}
|
||||
return Trimmed(line);
|
||||
}
|
||||
|
||||
struct Config {
|
||||
std::filesystem::path script;
|
||||
// The install's work directory, which holds the build the update reuses. The script defaults to
|
||||
// the same place, but an install given --work-dir does not live there.
|
||||
std::filesystem::path workDir;
|
||||
std::string service;
|
||||
|
||||
bool Usable() const { return !script.empty() && !service.empty(); }
|
||||
};
|
||||
|
||||
Config ReadConfig() {
|
||||
Config config;
|
||||
#if !MKW_UPDATE_CHECK_SUPPORTED
|
||||
return config;
|
||||
#else
|
||||
std::ifstream stream(RuntimeConfigFile::ApplicationDataDirectory() / kConfigFileName);
|
||||
if (!stream) {
|
||||
return config;
|
||||
}
|
||||
std::string line;
|
||||
while (std::getline(stream, line)) {
|
||||
const auto separator = line.find('=');
|
||||
if (line.empty() || line.front() == '#' || separator == std::string::npos) {
|
||||
continue;
|
||||
}
|
||||
const std::string key = Trimmed(std::string_view(line).substr(0, separator));
|
||||
const std::string value = Trimmed(std::string_view(line).substr(separator + 1));
|
||||
if (key == "script") {
|
||||
config.script = value;
|
||||
} else if (key == "work_dir") {
|
||||
config.workDir = value;
|
||||
} else if (key == "service") {
|
||||
config.service = value;
|
||||
}
|
||||
}
|
||||
std::error_code ec;
|
||||
if (!config.script.empty() && !std::filesystem::is_regular_file(config.script, ec)) {
|
||||
// The work directory was removed, so there is nothing here to update from any more.
|
||||
config.script.clear();
|
||||
}
|
||||
return config;
|
||||
#endif
|
||||
}
|
||||
|
||||
std::string InstalledRelease() {
|
||||
if (const auto executableDirectory = RuntimeConfigFile::ExecutableDirectory()) {
|
||||
return ReadFirstLine(*executableDirectory / kReleaseTagFileName);
|
||||
}
|
||||
return {};
|
||||
}
|
||||
|
||||
// What this session has been told, which outranks the files until the game is next started: a check
|
||||
// or update it asked for, and what came back.
|
||||
std::mutex g_mutex;
|
||||
bool g_sessionStateSet = false;
|
||||
State g_sessionState = State::Idle;
|
||||
std::string g_sessionDetail;
|
||||
// What was last read from disk, and when, so drawing the tab does not re-read it every frame.
|
||||
std::chrono::steady_clock::time_point g_lastRead;
|
||||
bool g_haveRead = false;
|
||||
bool g_haveFileState = false;
|
||||
State g_fileState = State::Idle;
|
||||
std::string g_fileDetail;
|
||||
bool g_canUpdate = false;
|
||||
// The release this process was started from, read once: an update replaces the stamp on disk while
|
||||
// the old build is still the one running. The stamp as it is now tells whether that has happened.
|
||||
std::string g_runningRelease;
|
||||
bool g_haveRunningRelease = false;
|
||||
std::string g_releaseOnDisk;
|
||||
|
||||
void SetSessionState(State state, std::string detail) {
|
||||
const std::lock_guard<std::mutex> lock(g_mutex);
|
||||
g_sessionStateSet = true;
|
||||
g_sessionState = state;
|
||||
g_sessionDetail = std::move(detail);
|
||||
}
|
||||
|
||||
std::string ShellQuoted(const std::string& text) {
|
||||
std::string quoted = "'";
|
||||
for (const char character : text) {
|
||||
if (character == '\'') {
|
||||
quoted += "'\\''";
|
||||
} else {
|
||||
quoted += character;
|
||||
}
|
||||
}
|
||||
quoted += '\'';
|
||||
return quoted;
|
||||
}
|
||||
|
||||
// Runs `command`, returning its exit status and keeping the last line of its output for a message.
|
||||
int Run(const std::string& command, std::string& lastLine) {
|
||||
lastLine.clear();
|
||||
#if !MKW_UPDATE_CHECK_SUPPORTED
|
||||
(void)command;
|
||||
return -1;
|
||||
#else
|
||||
FILE* pipe = popen(command.c_str(), "r");
|
||||
if (pipe == nullptr) {
|
||||
return -1;
|
||||
}
|
||||
std::array<char, 512> buffer{};
|
||||
while (std::fgets(buffer.data(), static_cast<int>(buffer.size()), pipe) != nullptr) {
|
||||
if (const std::string line = Trimmed(buffer.data()); !line.empty()) {
|
||||
lastLine = line;
|
||||
}
|
||||
}
|
||||
const int status = pclose(pipe);
|
||||
if (status == -1 || !WIFEXITED(status)) {
|
||||
return -1;
|
||||
}
|
||||
return WEXITSTATUS(status);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Reads a "<state>\t<unix time>\t<text>" line the script wrote. False when there is none, it is too
|
||||
// old to be about now, or it cannot be understood.
|
||||
bool ReadStatusFile(const std::filesystem::path& file, State& state, std::string& detail) {
|
||||
const std::string line = ReadFirstLine(file);
|
||||
if (line.empty()) {
|
||||
return false;
|
||||
}
|
||||
const auto firstTab = line.find('\t');
|
||||
const auto secondTab = line.find('\t', firstTab + 1);
|
||||
if (firstTab == std::string::npos || secondTab == std::string::npos) {
|
||||
return false;
|
||||
}
|
||||
const std::string written = line.substr(0, firstTab);
|
||||
long long seconds = 0;
|
||||
const char* const secondsBegin = line.data() + firstTab + 1;
|
||||
if (std::from_chars(secondsBegin, line.data() + secondTab, seconds).ec != std::errc{}) {
|
||||
return false;
|
||||
}
|
||||
const auto age = std::chrono::system_clock::now() -
|
||||
std::chrono::system_clock::time_point(std::chrono::seconds(seconds));
|
||||
const auto lifetime = written == "running" ? kRunningStatusLifetime : kStatusLifetime;
|
||||
if (age > lifetime || age < -lifetime) {
|
||||
return false;
|
||||
}
|
||||
if (written == "running") {
|
||||
state = State::Updating;
|
||||
} else if (written == "available") {
|
||||
state = State::Available;
|
||||
} else if (written == "uptodate" || written == "done") {
|
||||
state = State::UpToDate;
|
||||
} else if (written == "failed") {
|
||||
state = State::Failed;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
detail = line.substr(secondTab + 1);
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
Status Current() {
|
||||
const std::lock_guard<std::mutex> lock(g_mutex);
|
||||
// Drawn every frame, so the files behind it are read on a timer instead.
|
||||
const auto now = std::chrono::steady_clock::now();
|
||||
if (!g_haveRead || now - g_lastRead > kReadInterval) {
|
||||
g_releaseOnDisk = InstalledRelease();
|
||||
if (!g_haveRunningRelease) {
|
||||
g_runningRelease = g_releaseOnDisk;
|
||||
g_haveRunningRelease = true;
|
||||
}
|
||||
g_lastRead = now;
|
||||
g_haveRead = true;
|
||||
g_canUpdate = ReadConfig().Usable();
|
||||
g_fileState = State::Idle;
|
||||
g_fileDetail.clear();
|
||||
g_haveFileState = ReadStatusFile(RuntimeConfigFile::ApplicationDataDirectory() / kStatusFileName,
|
||||
g_fileState, g_fileDetail);
|
||||
}
|
||||
|
||||
Status status;
|
||||
status.installedRelease = g_runningRelease;
|
||||
status.restartNeeded = g_releaseOnDisk != g_runningRelease;
|
||||
if (!g_canUpdate) {
|
||||
status.state = State::PcInstall;
|
||||
return status;
|
||||
}
|
||||
// An update's own reports outrank what this session last said: one started here (the session
|
||||
// says Updating until the update writes its first step), or one this game was reopened after.
|
||||
const bool followUpdate = !g_sessionStateSet || g_sessionState == State::Updating;
|
||||
if (followUpdate && g_haveFileState) {
|
||||
status.state = g_fileState;
|
||||
status.detail = g_fileDetail;
|
||||
} else if (g_sessionStateSet) {
|
||||
status.state = g_sessionState;
|
||||
status.detail = g_sessionDetail;
|
||||
} else {
|
||||
status.state = State::Idle;
|
||||
}
|
||||
return status;
|
||||
}
|
||||
|
||||
void StartCheck() {
|
||||
{
|
||||
const std::lock_guard<std::mutex> lock(g_mutex);
|
||||
if (g_sessionStateSet && (g_sessionState == State::Checking || g_sessionState == State::Updating)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
const Config config = ReadConfig();
|
||||
if (!config.Usable()) {
|
||||
return;
|
||||
}
|
||||
SetSessionState(State::Checking, "Asking github.com for the newest release");
|
||||
|
||||
// Detached: it talks to the network and must not hold up a frame, and there is no shutdown
|
||||
// ordering to manage because it touches nothing the game owns.
|
||||
std::thread([config] {
|
||||
const auto statusFile = RuntimeConfigFile::ApplicationDataDirectory() / kCheckStatusFileName;
|
||||
std::error_code ec;
|
||||
std::filesystem::remove(statusFile, ec);
|
||||
std::string command = "WIICOMPILED_UPDATE_STATUS=" + ShellQuoted(statusFile.string()) + ' ' +
|
||||
ShellQuoted(config.script.string()) + " --check";
|
||||
if (!config.workDir.empty()) {
|
||||
command += " --work-dir " + ShellQuoted(config.workDir.string());
|
||||
}
|
||||
command += " 2>&1";
|
||||
std::string lastLine;
|
||||
const int exitStatus = Run(command, lastLine);
|
||||
|
||||
State state = State::Failed;
|
||||
std::string detail;
|
||||
if (ReadStatusFile(statusFile, state, detail)) {
|
||||
SetSessionState(state, detail);
|
||||
} else if (exitStatus == 0) {
|
||||
// It ran and said nothing this can read, which is still an answer: ask again later.
|
||||
SetSessionState(State::Idle, "The check said nothing this version understands");
|
||||
} else {
|
||||
std::cerr << "[update] the check failed (exit " << exitStatus << "): " << lastLine << std::endl;
|
||||
SetSessionState(State::Failed,
|
||||
lastLine.empty() ? "The check could not be run" : lastLine);
|
||||
}
|
||||
std::filesystem::remove(statusFile, ec);
|
||||
}).detach();
|
||||
}
|
||||
|
||||
bool StartUpdate(std::string& error) {
|
||||
error.clear();
|
||||
const Config config = ReadConfig();
|
||||
if (!config.Usable()) {
|
||||
error = "This build was installed from a PC, so the update is run there.";
|
||||
return false;
|
||||
}
|
||||
|
||||
const auto dataDirectory = RuntimeConfigFile::ApplicationDataDirectory();
|
||||
std::error_code ec;
|
||||
std::filesystem::create_directories(dataDirectory, ec);
|
||||
// How the update opens the game again when it is done. Steam names the running title; without
|
||||
// one (a build started from a terminal) the update still runs and the game is started by hand.
|
||||
std::string steamGameId;
|
||||
for (const char* variable : {"SteamGameId", "SteamAppId"}) {
|
||||
if (const char* value = std::getenv(variable); value != nullptr && *value != '\0') {
|
||||
steamGameId = value;
|
||||
break;
|
||||
}
|
||||
}
|
||||
{
|
||||
std::ofstream request(dataDirectory / kRequestFileName, std::ios::trunc);
|
||||
if (!request) {
|
||||
error = "Could not write to " + dataDirectory.string();
|
||||
return false;
|
||||
}
|
||||
request << "# Written by the game's Update button; the update removes it.\n";
|
||||
if (!steamGameId.empty()) {
|
||||
request << "steam_game_id=" << steamGameId << '\n';
|
||||
}
|
||||
}
|
||||
// The previous update's result must not be read as this one's before it has written anything.
|
||||
std::filesystem::remove(dataDirectory / kStatusFileName, ec);
|
||||
// The update must outlive the game if the player closes it meanwhile, and Steam ends the game's
|
||||
// own processes when it closes, so it runs as a service of its own. --no-block: started, not
|
||||
// waited for.
|
||||
std::string lastLine;
|
||||
const std::string command =
|
||||
"systemctl --user start --no-block " + ShellQuoted(config.service) + " 2>&1";
|
||||
if (const int exitStatus = Run(command, lastLine); exitStatus != 0) {
|
||||
std::filesystem::remove(dataDirectory / kRequestFileName, ec);
|
||||
std::cerr << "[update] could not start " << config.service << " (exit " << exitStatus
|
||||
<< "): " << lastLine << std::endl;
|
||||
error = lastLine.empty() ? "Could not start the update service" : lastLine;
|
||||
return false;
|
||||
}
|
||||
SetSessionState(State::Updating, "Starting the update");
|
||||
// Read the files again at once, rather than show the removed status for up to a second.
|
||||
const std::lock_guard<std::mutex> lock(g_mutex);
|
||||
g_haveRead = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace update_check
|
||||
|
||||
#undef MKW_UPDATE_CHECK_SUPPORTED
|
||||
Reference in new issue
Block a user