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Author SHA1 Message Date
Outis 39387b5e0f Merge pull request #442 from outis1one/claude/wolf-cemu-four-controllers-373xn8
Claude/wolf cemu four controllers 373xn8
2026-09-05 15:00:15 -04:00
Claude e67ac50c61 wolf: document the ES-DE/RetroArch-in-Steam workflow in the generated README
The steam-setup-frontends command and the ES-DE/RetroArch AppImage
download step had no matching section in the ~/docker/wolf/README.md
content this file generates, unlike every other manage.sh command. Adds
one, alongside the existing Cemu-in-Steam section: why you'd want it,
how the mounts/cores are already shared, and the two honest caveats
(returning to Steam from ES-DE only works via this path, and whether
controller mappings sync across separately-paired Wolf clients is
expected but unconfirmed).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015Z4nqULUEipWNgBsPoSuAb
2026-09-05 18:58:04 +00:00
Claude 3ebbeba672 wolf: add steam-setup-frontends to wait for Steam sign-in then auto-wire ES-DE/RetroArch
Steam Guard's QR-code sign-in can't be scripted (needs a phone approving
a prompt), so this polls for it instead: starts Wolf if needed, waits
for Steam's userdata/ to appear (or proceeds immediately if already
signed in), then re-invokes the existing steam-add-nonsteam-game command
for whichever of ES-DE.AppImage/RetroArch.AppImage was downloaded during
install. Points to ./manage.sh cores all for the shared cores/shaders/
overlays directory rather than duplicating that download logic.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015Z4nqULUEipWNgBsPoSuAb
2026-09-04 21:30:24 +00:00
Claude 07394769ca wolf: add optional ES-DE/RetroArch AppImage downloads for Steam Input
Both projects ship official standalone Linux AppImages separate from
the esde/retroarch Wolf catalog containers this repo already runs.
Adding either one to Steam as a non-Steam game (steam-add-nonsteam-game,
now reaching the same roms/saves/bios/retro-home/retroarch mounts as
the esde/retroarch containers) lets Steam Input assign a 4th controller
its own identity by device path, past Wolf's 3-concrete-pad-type ceiling.

ES-DE is hosted on GitLab rather than GitHub, so this adds a GitLab
Releases API counterpart to the existing GitHub-based download helper.
RetroArch's own buildbot doesn't publish through either API, so this
uses hizzlekizzle/RetroArch-AppImage, the community nightly-build
project the AppImage catalogs themselves point to (flagged as
third-party, same treatment this file already gives the Dolphin
community build). Both downloads are opt-in (default no) and symlink
to a fixed filename so steam-add-nonsteam-game's case-sensitive
substring match finds them regardless of the vendor's own asset name.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015Z4nqULUEipWNgBsPoSuAb
2026-09-04 21:04:00 +00:00
Claude ae939c4085 wolf: mount ROMs/saves/BIOS/retro-home/retroarch into the Steam container
Lets a manually-downloaded ES-DE or RetroArch AppImage, added via
./manage.sh steam-add-nonsteam-game, see the same library, cores, and
ES-DE settings/custom systems (TI-99, Wii U) the esde/retroarch
containers already have, instead of starting from an empty config.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015Z4nqULUEipWNgBsPoSuAb
2026-09-04 14:15:33 +00:00
+312 -2
View File
@@ -285,6 +285,84 @@ print(pick[0]["browser_download_url"] if pick else "")
esac
}
# Same job as _wolf_download_emulator_appimage above, but against GitLab's
# Releases API instead of GitHub's — needed for any project (ES-DE included)
# that's hosted on GitLab rather than GitHub, since GitHub's API obviously
# can't answer for a repo it doesn't host. Mirrors the same arch-matching /
# post-download ELF-header verification logic so both call sites behave
# identically from the caller's point of view.
_wolf_download_emulator_appimage_gitlab() {
local _display_name="$1" _project_path="$2" _existing_glob="$3" _dir="$4"
if ls "$_dir"/$_existing_glob 2>/dev/null | grep -q .; then
log_info "$_display_name already present in $_dir/"
return 0
fi
local _get=""
echo ""
log_info "$_display_name can be auto-downloaded."
prompt_yn "Download $_display_name AppImage now? (y/n):" "y" _get
[[ "$_get" =~ ^[Yy]$ ]] || return 0
log_info "Fetching latest $_display_name release from GitLab..."
local _encoded_path
_encoded_path=$(python3 -c "import urllib.parse,sys; print(urllib.parse.quote(sys.argv[1], safe=''))" "$_project_path")
local _url
_url=$(curl -fsSL "https://gitlab.com/api/v4/projects/${_encoded_path}/releases" \
| HOST_ARCH="$(uname -m)" python3 -c '
import sys, json, os
host = os.environ.get("HOST_ARCH", "")
arch_tags = {
"x86_64": ["x86_64", "amd64", "x64"],
"aarch64": ["aarch64", "arm64"],
"arm64": ["aarch64", "arm64"],
}.get(host, [host] if host else [])
all_arch_tags = ["x86_64", "amd64", "x64", "aarch64", "arm64", "armv7", "armhf", "i386", "i686"]
def has(name, tags):
n = name.lower()
return any(t in n for t in tags)
releases = json.load(sys.stdin)
# GitLab does not guarantee list order — sort explicitly instead of
# assuming index 0 is the newest (the mistake that would silently pick a
# stale/older release on some future API response ordering change).
releases = sorted(releases, key=lambda r: r.get("released_at") or "", reverse=True)
assets = []
for r in releases:
for link in r.get("assets", {}).get("links", []):
url = link.get("direct_asset_url") or link.get("url") or ""
if url.endswith(".AppImage"):
assets.append({"name": link.get("name", url), "browser_download_url": url})
if assets:
break
matching = [a for a in assets if arch_tags and has(a["name"], arch_tags)]
untagged = [a for a in assets if not has(a["name"], all_arch_tags)]
pick = matching or untagged or assets
print(pick[0]["browser_download_url"] if pick else "")
' 2>/dev/null)
if [[ -z "$_url" ]]; then
log_warning "Could not resolve download URL — get it manually from https://gitlab.com/${_project_path}/-/releases"
return 1
fi
local _file="$_dir/$(basename "$_url")"
curl -fL --progress-bar -o "$_file" "$_url" \
&& chmod +x "$_file" \
&& chown "$ACTUAL_USER:$ACTUAL_USER" "$_file" \
&& log_success "$_display_name downloaded: $_file" \
|| { log_warning "Download failed — get it manually from https://gitlab.com/${_project_path}/-/releases"; return 1; }
local _got_arch
_got_arch=$(file -b "$_file" 2>/dev/null)
case "$(uname -m)" in
x86_64)
echo "$_got_arch" | grep -qi 'x86-64\|x86_64' || \
log_warning "$_file doesn't look like an x86_64 build ($_got_arch) — it will fail with 'exec format error'. Grab the x86_64 asset by hand from https://gitlab.com/${_project_path}/-/releases"
;;
aarch64|arm64)
echo "$_got_arch" | grep -qi 'aarch64\|arm64' || \
log_warning "$_file doesn't look like an aarch64 build ($_got_arch) — it may fail to run. Grab the aarch64 asset by hand from https://gitlab.com/${_project_path}/-/releases"
;;
esac
}
install_wolf() {
require_docker || return 1
@@ -939,6 +1017,85 @@ UDEV
log_info "not something this installer can supply. Cemu's own First-Time Setup Wizard covers where"
log_info "to put it once you have one."
# ── Optional: ES-DE and RetroArch as standalone AppImages (for Steam) ────
# These are ADDITIONAL to the esde/retroarch Wolf catalog containers
# above, not a replacement — nothing here removes or changes those. The
# only reason to want this: once added as a Steam non-Steam game
# (./manage.sh steam-add-nonsteam-game, which the wolf mount fix above
# already extended to reach the same roms/saves/bios/retro-home/
# retroarch paths the esde/retroarch containers use), Steam Input can
# give each of up to 4 identical-model controllers its own distinct
# identity by device path — the one thing Wolf's own 3-concrete-pad-type
# ceiling can't do for a 4th controller (see manage.sh's own "4
# controllers (Cemu / Wii U games)" help text). Skip both prompts below
# if you're happy running Wii U/retro systems through the esde app
# directly and don't need Steam's per-device controller assignment.
#
# Both download to a FIXED, predictable filename (ES-DE.AppImage /
# RetroArch.AppImage) regardless of the real upstream release asset's
# own name — steam-add-nonsteam-game matches by substring against the
# actual filename on disk, and bash glob matching is case-sensitive, so
# a fixed name (same symlink trick already used for Dolphin above) is
# what makes './manage.sh steam-add-nonsteam-game es-de' reliably find
# it regardless of how the vendor's own release happens to be named.
if [ ! -f "$_EMU_DIR/ES-DE.AppImage" ]; then
echo ""
# ES-DE is hosted on GitLab, not GitHub (confirmed against its own
# project page) — a different Releases API than every other
# standalone emulator above, hence the separate _gitlab helper.
log_info "ES-DE also ships an official standalone Linux AppImage — separate from the esde Wolf"
log_info "app above. Only useful for adding to Steam (see this repo's wolf README); skip this if"
log_info "you'll only ever use the esde app directly."
local _GET_ESDE_APPIMAGE=""
prompt_yn "Download the ES-DE AppImage for use via Steam? (y/n):" "n" _GET_ESDE_APPIMAGE
if [[ "$_GET_ESDE_APPIMAGE" =~ ^[Yy]$ ]]; then
_wolf_download_emulator_appimage_gitlab \
"ES-DE" "es-de/emulationstation-de" "ES-DE.AppImage" "$_EMU_DIR"
local _ESDE_REAL
_ESDE_REAL=$(ls "$_EMU_DIR"/*.AppImage 2>/dev/null \
| grep -iE '/(es-?de|emulationstation)[^/]*\.AppImage$' \
| grep -v '/ES-DE\.AppImage$' | head -1)
if [[ -n "$_ESDE_REAL" ]]; then
ln -sf "$(basename "$_ESDE_REAL")" "$_EMU_DIR/ES-DE.AppImage"
chown -h "$ACTUAL_USER:$ACTUAL_USER" "$_EMU_DIR/ES-DE.AppImage" 2>/dev/null || true
log_success "Linked $_EMU_DIR/ES-DE.AppImage -> $(basename "$_ESDE_REAL")"
log_info "Once Wolf is running, add it to Steam with: cd $WOLF_DIR && ./manage.sh steam-setup-frontends"
log_info "(waits for Steam sign-in — QR code via Moonlight — then wires this in automatically)"
fi
fi
fi
if [ ! -f "$_EMU_DIR/RetroArch.AppImage" ]; then
echo ""
# Libretro's own buildbot doesn't publish through a GitHub/GitLab
# Releases API this installer can automate against — hizzlekizzle/
# RetroArch-AppImage is the well-regarded THIRD-PARTY nightly-build
# project the AppImage community catalogs (appimage.github.io etc.)
# themselves point to, same "flagged, not silently offered as
# official" treatment as the Dolphin community build above.
log_info "RetroArch also has a standalone Linux AppImage, separate from the retroarch Wolf app"
log_info "above — same rationale as ES-DE just above (Steam Input's per-device controller"
log_info "assignment). This comes from hizzlekizzle/RetroArch-AppImage, a well-regarded but"
log_info "THIRD-PARTY nightly-build project, not an official libretro.org release — grab"
log_info "RetroArch's own build by hand instead if you'd rather not run that."
local _GET_RA_APPIMAGE=""
prompt_yn "Download the RetroArch AppImage for use via Steam? (y/n):" "n" _GET_RA_APPIMAGE
if [[ "$_GET_RA_APPIMAGE" =~ ^[Yy]$ ]]; then
_wolf_download_emulator_appimage \
"RetroArch" "hizzlekizzle/RetroArch-AppImage" "RetroArch.AppImage" "$_EMU_DIR"
local _RA_REAL
_RA_REAL=$(ls "$_EMU_DIR"/*[Rr]etro[Aa]rch*.AppImage 2>/dev/null \
| grep -v '/RetroArch\.AppImage$' | head -1)
if [[ -n "$_RA_REAL" ]]; then
ln -sf "$(basename "$_RA_REAL")" "$_EMU_DIR/RetroArch.AppImage"
chown -h "$ACTUAL_USER:$ACTUAL_USER" "$_EMU_DIR/RetroArch.AppImage" 2>/dev/null || true
log_success "Linked $_EMU_DIR/RetroArch.AppImage -> $(basename "$_RA_REAL")"
log_info "Once Wolf is running, add it to Steam with: cd $WOLF_DIR && ./manage.sh steam-setup-frontends"
log_info "(waits for Steam sign-in — QR code via Moonlight — then wires this in automatically)"
fi
fi
fi
# ── Optional: TI-99/4A as its own ES-DE system ────────────────────────────
# TI-99/4A has no libretro core and isn't one of ES-DE's built-in systems,
# so getting it real ES-DE treatment (artwork scraping, gameplay-time
@@ -2166,7 +2323,26 @@ CATALOG = {
# (see below) — without it, an emulator AppImage (Cemu, etc.)
# added as a non-Steam game (./manage.sh steam-add-nonsteam-game)
# has no file to actually point Exe at from inside this container.
f'{games}/emulators:/home/retro/Applications:rw'],
f'{games}/emulators:/home/retro/Applications:rw',
# Same roms/saves/bios/retro-home/retroarch mounts as esde/
# retroarch below — without these, a standalone ES-DE or
# RetroArch AppImage added here as a non-Steam game (same
# mechanism as Cemu above) would see none of the ROMs, cores,
# save states, BIOS files, or ES-DE's own settings/custom
# systems (TI-99, Wii U AntiMicroX command) that the esde/
# retroarch containers already have — it'd start from a
# completely empty config instead of reusing what's already
# set up. Every path here is the exact same host directory
# those two containers mount, just also visible from Steam.
f'{games}/roms:/ROMs:rw',
f'{games}/saves:/mnt/games/saves:rw',
f'{games}/media:/media:rw',
f'{games}/bios:/home/retro/bioses:rw',
f'{games}/retro-home:/home/retro/.config:rw',
f'{games}/retro-home-data:/home/retro/.local/share:rw',
f'{games}/retroarch:/home/retro/.config/retroarch:rw',
f'{games}/esde-custom-systems:/home/retro/ES-DE/custom_systems:rw',
f'{games}/esde-settings:/home/retro/ES-DE/settings:rw'],
env=['PROTON_LOG=1', 'RUN_SWAY=true',
'GOW_REQUIRED_DEVICES=/dev/input/* /dev/dri/* /dev/nvidia*'],
cap_add=['SYS_ADMIN', 'SYS_NICE', 'SYS_PTRACE', 'NET_RAW', 'MKNOD', 'NET_ADMIN'],
@@ -3554,7 +3730,7 @@ _manage_wolf_complete() {
local commands="start stop restart logs status pin controllers update apps cores reorder
add-web ge-proton games setup-swbf2 fix-ea-game wait-ea-app
install-ea-app diagnose-ea fix-perms install-completion backup
steam-add-nonsteam-game cemu-clone-controller cemu-sync-controllers"
steam-add-nonsteam-game steam-setup-frontends cemu-clone-controller cemu-sync-controllers"
COMPREPLY=( $(compgen -W "$commands" -- "$cur") )
}
# Register for both 'manage.sh' and './manage.sh' invocation styles
@@ -4014,6 +4190,75 @@ VDFPY
echo "'Force the use of a specific Steam Play compatibility tool' is OFF — Cemu and"
echo "other native Linux AppImages don't run through Proton."
;;
steam-setup-frontends)
# One command covering what the ES-DE/RetroArch AppImage download
# step in setup.sh can't finish on its own: that step runs before
# Wolf/Steam containers even exist, so it can only download the
# AppImages and print instructions. This picks up from there —
# start Steam if needed, WAIT for it to be signed in (Steam Guard's
# QR-code sign-in itself can't be scripted: it needs a phone
# approving a prompt, so this only polls for the result, never
# performs the sign-in), then add whichever AppImage(s) already got
# downloaded as Steam non-Steam games via the existing
# steam-add-nonsteam-game command above (re-invoked, not
# reimplemented, so the two never drift apart).
if ! docker ps --format '{{.Names}}' | grep -qi WolfSteam; then
echo "Starting Wolf (docker compose up -d)..."
docker compose up -d
sleep 5
fi
_SSF_SIGNED_IN() {
local _home
_home=$(_steam_home)
[ -n "$_home" ] && [ -n "$(sudo ls "$_home/.steam/steam/userdata/" 2>/dev/null)" ]
}
if _SSF_SIGNED_IN; then
echo "Steam is already signed in — proceeding."
else
echo ""
echo "Steam isn't signed in yet. In Moonlight:"
echo " 1. Connect to the Steam app."
echo " 2. On Steam's login screen, choose 'Sign in with QR code'."
echo " 3. Scan it with your phone's Steam app and approve the prompt."
echo ""
echo "Waiting for sign-in (up to 10 minutes, checking every 5s — Ctrl+C to give up"
echo "and finish this later by re-running './manage.sh steam-setup-frontends')..."
_SSF_WAITED=0
until _SSF_SIGNED_IN; do
sleep 5
_SSF_WAITED=$((_SSF_WAITED + 5))
if [ "$_SSF_WAITED" -ge 600 ]; then
echo "Still not signed in after 10 minutes — giving up for now."
exit 1
fi
done
echo "Signed in."
fi
GAME_DIR=$(grep '^GAME_STORAGE_DIR=' "$SCRIPT_DIR/.env" 2>/dev/null | cut -d= -f2-)
if [ -z "$GAME_DIR" ]; then read -r -p " Game storage path: " GAME_DIR; fi
_SSF_EMU_DIR="$GAME_DIR/emulators"
_SSF_ADDED_ANY=0
if [ -f "$_SSF_EMU_DIR/ES-DE.AppImage" ]; then
"$0" steam-add-nonsteam-game es-de "EmulationStation (ES-DE)" && _SSF_ADDED_ANY=1
else
echo "ES-DE.AppImage not found in $_SSF_EMU_DIR — download it first: sudo ./setup.sh wolf"
fi
if [ -f "$_SSF_EMU_DIR/RetroArch.AppImage" ]; then
"$0" steam-add-nonsteam-game retroarch "RetroArch" && _SSF_ADDED_ANY=1
else
echo "RetroArch.AppImage not found in $_SSF_EMU_DIR — download it first: sudo ./setup.sh wolf"
fi
if [ "$_SSF_ADDED_ANY" = 1 ]; then
echo ""
echo "Cores/shaders/overlays live in the same retroarch/ directory the esde/retroarch apps"
echo "already use (shared mount — nothing new to configure there). If you haven't already:"
echo " ./manage.sh cores all (downloads every libretro core + shaders/overlays/database)"
fi
;;
cemu-clone-controller)
# Clones a WORKING Cemu controller mapping onto a new device slot,
# skipping Cemu's own Input Settings dialog entirely for that slot.
@@ -4327,6 +4572,8 @@ SYNCPY
echo " ./manage.sh install-completion - Enable tab-completion for this script"
echo " ./manage.sh steam-add-nonsteam-game [name] [display name]"
echo " - Add an emulator (emulators/) as a non-Steam game, no GUI needed"
echo " ./manage.sh steam-setup-frontends - Wait for Steam sign-in (QR code via Moonlight), then add"
echo " downloaded ES-DE/RetroArch AppImages to Steam"
echo " ./manage.sh cemu-clone-controller [slot 0-3] [uuid] [display name]"
echo " - Clone a working Cemu controller mapping onto a new device slot"
echo " ./manage.sh cemu-sync-controllers - Auto-detect connected controllers via SDL and clone mappings onto all of them"
@@ -4929,6 +5176,69 @@ container-created virtual controllers specifically (real hardware behaves
this way; whether Steam Input sees Wolf's virtual joypads the same way is
still to be tested) — worth trying before assuming it works.
## Running ES-DE and/or RetroArch through Steam instead of their own Wolf apps
The same Steam Input reasoning above applies beyond just Cemu: ES-DE and
RetroArch both ship their own official standalone Linux AppImages
(separate from the \`esde\`/\`retroarch\` Wolf catalog apps this installer
already runs), and adding one of those to Steam gets you the same
per-device controller assignment for every system it covers, not just
Cemu. \`sudo ./setup.sh wolf\` offers to download both (opt-in, default
no) right after the Cemu step — ES-DE's from its GitLab releases (it
isn't on GitHub), RetroArch's from \`hizzlekizzle/RetroArch-AppImage\` (a
well-regarded third-party nightly build — libretro.org's own buildbot
doesn't publish through an API this installer can automate against).
Both land in \`emulators/\` under a fixed name (\`ES-DE.AppImage\` /
\`RetroArch.AppImage\`) regardless of the real release asset's own
filename, so Steam's non-Steam-game matching finds them reliably.
They reuse the exact same \`roms/\`, \`saves/\`, \`bios/\`, \`retro-home\`, and
\`retroarch\` (cores/shaders/overlays) directories the \`esde\`/\`retroarch\`
containers already use — the \`steam\` Wolf app mounts all of the same
paths, so nothing needs re-downloading or re-scraping just because it's
now also reachable from Steam. If you haven't already populated cores:
\`\`\`bash
cd $WOLF_DIR && ./manage.sh cores all
\`\`\`
Finishing the Steam side needs one thing that can't be scripted — Steam
Guard's QR-code sign-in requires a phone approving a prompt — so this
polls for it instead of trying to script past it:
\`\`\`bash
cd $WOLF_DIR && ./manage.sh steam-setup-frontends
\`\`\`
Starts Wolf if it isn't already up, checks whether Steam's already
signed in (proceeds immediately if so), otherwise prints the QR-code
steps and waits (up to 10 minutes) for sign-in to complete, then adds
whichever of ES-DE.AppImage/RetroArch.AppImage was downloaded as a Steam
non-Steam game — re-using \`steam-add-nonsteam-game\` above rather than
duplicating its shortcuts.vdf-writing logic. Safe to re-run any time
(e.g. if it timed out waiting, or you downloaded the second AppImage
later) — already-added shortcuts are updated in place, not duplicated.
**Returning to Steam from ES-DE, without a second instance:** if ES-DE
is running as a Steam non-Steam game (via the AppImage above, not the
separate \`esde\` Wolf app), Steam is the parent process the whole
time — quitting ES-DE drops you back into the same still-running Steam
Big Picture session rather than starting a new one. This only works for
the AppImage-in-Steam path; the standalone \`esde\` Wolf app is a
completely separate container, and Wolf has no supported way to hand off
from one running app to another mid-session (switching apps means
closing the Moonlight session and reconnecting to the other one).
**Multiple devices, same Steam account, same controller mappings?**
Worth knowing before relying on it: Wolf gives each *paired client* its
own separate Steam container/home directory (confirmed against this
repo's own \`_steam_home()\` — it searches across multiple
\`.../Steam\` directories, not just one), so a second device connecting
to Wolf doesn't reuse the first device's Steam install and has to sign
in separately the first time. Once it's signed into the *same* Steam
account, Valve's own account-level Steam Cloud config sync should
replicate your Steam Input controller bindings across those separate
local installs (the same mechanism that syncs bindings between a Steam
Deck and a gaming PC) — but that's a Steam-account feature, not
something Wolf or this installer controls, and hasn't been confirmed
live in this specific setup.
## Multiple controllers (same game/emulator can't tell them apart)
**Symptom:** two or more controllers connected through the same Moonlight
session, but the game/emulator only ever sees one — the first controller