#!/bin/bash # services/wolf.sh — Cloud gaming via Moonlight (Games-on-Whales Wolf). # Part of the modular post-install system (sourced by setup.sh). # # Can also be run standalone on any machine: # sudo bash wolf.sh # (Docker must already be installed when run standalone) # # Self-hosted Moonlight streaming server. One Wolf container spins up app # containers (ES-DE/RetroArch, Steam, Lutris, Firefox, full desktop) on demand, # with virtual displays and virtual gamepads — no monitor, no dummy plug. # Stream to any Moonlight client (TV, phone, PC, Fire TV stick, etc.). # # Ported from setup-wolf.sh. The dispatcher runs as root (require_root), so the # original's refuse-root check and sudo prefixes are dropped. The wolf-pair # helper service is dropped (it depended on repo files we don't ship); the # `./manage.sh pin` command replaces it. # ── Standalone bootstrap ────────────────────────────────────────────────────── # Detected when the script is executed directly rather than sourced by setup.sh. # Sets up helpers and globals, then defers execution until after the function # definition at the bottom of this file. if [[ "${BASH_SOURCE[0]}" == "${0}" ]]; then [[ "$(id -u)" == "0" ]] || { echo "Run with sudo: sudo bash $0"; exit 1; } _SELF_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)" _COMMON="$_SELF_DIR/../lib/common.sh" if [[ -f "$_COMMON" ]]; then # Full repo present — use the real helpers (picks up ~/docker/.config too) # shellcheck source=../lib/common.sh source "$_COMMON" else # One-off copy — inline minimal stubs so the script works without the repo log_info() { echo -e "\033[0;34m[INFO]\033[0m $*"; } log_success() { echo -e "\033[0;32m[OK]\033[0m $*"; } log_warning() { echo -e "\033[1;33m[WARN]\033[0m $*"; } log_error() { echo -e "\033[0;31m[ERROR]\033[0m $*" >&2; } require_docker() { command -v docker &>/dev/null || { log_error "Docker not found. Install it first:" log_error " curl -fsSL https://get.docker.com | sudo sh" return 1 } docker compose version &>/dev/null || { log_error "Docker Compose plugin missing:" log_error " sudo apt-get install -y docker-compose-plugin" return 1 } } ensure_docker_dir_ownership() { chown -R "$ACTUAL_USER:$ACTUAL_USER" "$@" 2>/dev/null || true } ensure_docker_dir_ownership() { chown -R "$ACTUAL_USER:$ACTUAL_USER" "$@" 2>/dev/null || true } # Match common.sh's eval-based pattern so local vars in install_* are set correctly prompt_text() { local _q="$1" _def="$2" _var="$3" _r [[ "${UNATTENDED:-false}" == "true" ]] && { eval "$_var='$_def'"; return; } read -r -p " $_q " _r eval "$_var='${_r:-$_def}'" } prompt_yn() { local _q="$1" _def="$2" _var="$3" _r [[ "${UNATTENDED:-false}" == "true" ]] && { eval "$_var='$_def'"; return; } read -r -p " $_q " _r eval "$_var='${_r:-$_def}'" } configure_caddy_for_service() { local _name="$1" _upstream="$2" _subdomain="$3" _extra="${4:-}" local _caddy_dir="$DOCKER_DIR/caddy" local _caddyfile="$_caddy_dir/Caddyfile" local _display_port="${_upstream##*:}" local _mode="none" [[ -d "$_caddy_dir" ]] && _mode="local" [[ -n "${CADDY_REMOTE_HOST:-}" ]] && [[ "$_mode" != "local" ]] && _mode="remote" [[ "$_mode" == "none" ]] && { log_info "Access $_name directly on port $_display_port." return 0 } echo "" local _do_caddy="" if [[ "$_mode" == "remote" ]]; then log_info "Remote Caddy configured (${CADDY_REMOTE_HOST})." log_info "A snippet file will be saved to ~/docker/caddy-snippets/." fi read -r -p " Configure Caddy reverse proxy for $_name? [y/N]: " _do_caddy [[ "${_do_caddy,,}" == "y" ]] || { log_info "Skipping — access at: http://localhost:$_display_port" return 0 } local _default_domain="" if [[ -n "${SITE_DOMAIN:-}" ]] && [[ "$SITE_DOMAIN" != "example.com" ]]; then _default_domain="${_subdomain}.${SITE_DOMAIN}" log_info "Default: $_default_domain" fi local _domain="" read -r -p " Domain [${_default_domain:-required}]: " _domain _domain="${_domain:-$_default_domain}" [[ -n "$_domain" ]] || { log_warning "No domain entered — skipping Caddy."; return 0; } local _block_upstream="$_upstream" if [[ "$_mode" == "remote" ]]; then _block_upstream="${CADDY_REMOTE_HOST}:${_display_port}" fi local _site_block _site_block="$(cat << CBLOCK # $_name ${_domain} { reverse_proxy ${_block_upstream} header { Strict-Transport-Security "max-age=31536000; includeSubDomains; preload" X-Content-Type-Options "nosniff" X-Frame-Options "SAMEORIGIN" Referrer-Policy "strict-origin-when-cross-origin" } log { output file /var/log/caddy/${_domain}.log format json } ${_extra} } CBLOCK )" if [[ "$_mode" == "local" ]]; then if [[ -f "$_caddyfile" ]]; then local _bk="$_caddy_dir/Caddyfile.backup.$(date +%Y%m%d-%H%M%S)" cp "$_caddyfile" "$_bk" log_info "Backed up Caddyfile to $(basename "$_bk")" else touch "$_caddyfile" fi if grep -q "^${_domain}" "$_caddyfile" 2>/dev/null; then log_warning "$_domain already in Caddyfile" local _ow="" read -r -p " Overwrite? [y/N]: " _ow [[ "${_ow,,}" == "y" ]] || { log_info "Keeping existing entry."; return 0; } sed -i "/^${_domain}/,/^}/d" "$_caddyfile" fi printf '%s\n' "$_site_block" >> "$_caddyfile" log_success "Added $_domain to Caddyfile" docker exec caddy caddy fmt --overwrite /etc/caddy/Caddyfile 2>/dev/null || true if docker exec caddy caddy reload --config /etc/caddy/Caddyfile 2>/dev/null; then log_success "$_name accessible at: https://$_domain" else log_warning "Reload failed — check: docker logs caddy" log_info "Manual reload: docker exec caddy caddy reload --config /etc/caddy/Caddyfile" fi else local _snippet_dir="$DOCKER_DIR/caddy-snippets" local _snippet_file="$_snippet_dir/${_subdomain}.caddy" mkdir -p "$_snippet_dir" printf '%s\n' "$_site_block" > "$_snippet_file" chown "$ACTUAL_USER:$ACTUAL_USER" "$_snippet_file" 2>/dev/null || true log_success "Snippet saved: $_snippet_file" log_info "Copy to Caddy machine:" log_info " scp $_snippet_file caddy-host:~/caddy-snippets/" log_info " rsync -av $_snippet_dir/ caddy-host:~/caddy-snippets/ (all at once)" fi } write_readme() { local _dir="$1"; shift mkdir -p "$_dir" cat > "$_dir/README.md" } backup_if_exists() { local _file="$1" [ -f "$_file" ] || return 0 cp -p "$_file" "${_file}.bak.$(date +%Y%m%d-%H%M%S)" 2>/dev/null } fi # Globals — ACTUAL_USER/ACTUAL_HOME must come before DOCKER_DIR # ($HOME under sudo is /root, not the real user's home) ACTUAL_USER="${ACTUAL_USER:-${SUDO_USER:-$USER}}" ACTUAL_HOME="$(getent passwd "$ACTUAL_USER" 2>/dev/null | cut -d: -f6 || echo "${HOME:-/root}")" DOCKER_DIR="${DOCKER_DIR:-$ACTUAL_HOME/docker}" DRY_RUN="${DRY_RUN:-false}" UNATTENDED="${UNATTENDED:-false}" SITE_TZ="${SITE_TZ:-$(cat /etc/timezone 2>/dev/null || echo UTC)}" SITE_DOMAIN="${SITE_DOMAIN:-example.com}" SITE_CADDY_NET="${SITE_CADDY_NET:-caddy_net}" CADDY_REMOTE_HOST="${CADDY_REMOTE_HOST:-}" register_service() { :; } # no-op — no wizard to register into _RUN_STANDALONE=1 fi # ───────────────────────────────────────────────────────────────────────────── register_service wolf gaming "Cloud gaming via Moonlight (Games-on-Whales Wolf)" 47989 # Downloads the latest GitHub-released AppImage for a standalone emulator into # $EMU_DIR (skipped if a matching file is already there). AppImages dropped # there are found automatically by ES-DE's app finder (it checks # ~/Applications inside the container, mounted from emulators/) — this covers # every system ES-DE hands off to a standalone frontend instead of a # RetroArch libretro core (3DS, GameCube/Wii, PS2, ...). Same shape as the # original Azahar-only download this was factored out of, just parameterized # so PCSX2/Dolphin/anything else reuse the same fetch-latest-release logic # instead of copy-pasting it per emulator. _wolf_download_emulator_appimage() { local _display_name="$1" _owner_repo="$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 $_display_name release from GitHub..." # A release can publish AppImages for more than one CPU architecture # (x86_64 and aarch64 both showing up as plain "*.AppImage" assets) with # no guarantee the one this host needs sorts first in the GitHub API's # asset list. Prefer whichever asset's filename actually tags the host's # own architecture; fall back to an asset with no arch tag at all before # ever falling back to "just take the first one". local _url _url=$(curl -fsSL "https://api.github.com/repos/${_owner_repo}/releases/latest" \ | HOST_ARCH="$(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) r = json.load(sys.stdin) assets = [a for a in r["assets"] if a["name"].endswith(".AppImage")] 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 "$_url" ]]; then log_warning "Could not resolve download URL — get it manually from https://github.com/${_owner_repo}/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: $_file" \ || { log_warning "Download failed — get it manually from https://github.com/${_owner_repo}/releases"; return 1; } # Belt-and-suspenders: the filename-based preference above can't help # when a release tags no architecture in the name at all, so verify the # actual ELF header matches this host post-download. Confirmed live: a # wrong-arch AppImage downloads with no error and no visible symptom # until launch time, where it fails as a bare "exec format error" with # nothing pointing back at the cause. 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://github.com/${_owner_repo}/releases" ;; aarch64|arm64) echo "$_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://github.com/${_owner_repo}/releases" ;; esac } install_wolf() { require_docker || return 1 local WOLF_DIR="$DOCKER_DIR/wolf" # Moonlight / Wolf default ports local WOLF_PORTS_TCP=(47984 47989 48010) local WOLF_PORTS_UDP=(47999 48100 48200) cat << "EOF" ╔═══════════════════════════════════════════════════════╗ ║ ║ ║ WOLF CLOUD GAMING SETUP ║ ║ Self-hosted Moonlight streaming (Games-on-Whales) ║ ║ ║ ╚═══════════════════════════════════════════════════════╝ EOF echo "" # ── Dry-run summary (do nothing that touches hardware/docker/apt) ───────── if [ "$DRY_RUN" = true ]; then echo "[DRY-RUN] Wolf install would:" echo " - Check for an NVIDIA GPU with driver >= 530 and detect its render node" echo " - Ensure nvidia-drm modeset=1 (modprobe.d + GRUB/systemd-boot), may need reboot" echo " - Install the NVIDIA Container Toolkit if missing" echo " - Set up uinput/uhid modules + virtual-input udev rules" echo " - Build the NVIDIA driver volume (nvidia-driver-vol) + copy CUDA/NVENC libs" echo " - Detect LAN / Tailscale IP for Wolf to advertise" echo " - Write $WOLF_DIR/docker-compose.yml and $WOLF_DIR/manage.sh" echo " - Open Moonlight UFW ports: TCP ${WOLF_PORTS_TCP[*]} / UDP ${WOLF_PORTS_UDP[*]}" echo " - Start Wolf and inject Steam + EmulationStation app profiles" echo " - Create bios/ + retroarch/{cores,shaders,overlays}/ on the game drive, pre-download RetroArch" echo " cores (~1.5 GB), and fetch Dolphin's Sys folder so GC/Wii boot clean on first run" echo " - Offer to auto-download standalone emulator AppImages into emulators/:" echo " Azahar (3DS), PCSX2 (PS2), Dolphin (GameCube/Wii — unofficial community build," echo " symlinked to Dolphin_Emulator.AppImage so ES-DE's own find-rules can see it)" echo " - Offer AntiMicroX (gamepad -> keyboard/mouse remapping), scoped to just TI-99/4A" echo " and Wii U (Cemu) in ES-DE via a second, opt-in 'Alternative emulators' command" echo " - Expose Wolf's REST API socket to the host (WOLF_SOCKET_PATH + /var/run/wolf mount)" echo " so './manage.sh controllers' can force distinct pad types per controller slot" echo " - Mount ~/ES-DE/settings durably + force 'Run in background' off automatically" echo " (self-healing — writes GOW's real template if missing/broken, no manual step)" return 0 fi # ── OS / Docker Compose sanity ──────────────────────────────────────────── if [ -f /etc/os-release ]; then . /etc/os-release log_success "OS: $PRETTY_NAME" fi if ! docker compose version &>/dev/null; then log_error "Docker Compose v2 not found. Install: apt-get install docker-compose-plugin" return 1 fi log_success "Docker found (Compose: $(docker compose version --short))" # ── NVIDIA checks ───────────────────────────────────────────────────────── local HAS_NVIDIA=false DRIVER_VER GPU_NAME DRIVER_MAJOR if command -v nvidia-smi &>/dev/null && nvidia-smi &>/dev/null 2>&1; then HAS_NVIDIA=true DRIVER_VER=$(nvidia-smi --query-gpu=driver_version --format=csv,noheader | head -n1) GPU_NAME=$(nvidia-smi --query-gpu=name --format=csv,noheader | head -n1) log_success "NVIDIA GPU: $GPU_NAME (driver $DRIVER_VER)" # Wolf requires driver >= 530.30.02 DRIVER_MAJOR=$(echo "$DRIVER_VER" | cut -d. -f1) if [ "$DRIVER_MAJOR" -lt 530 ] 2>/dev/null; then log_error "Wolf needs NVIDIA driver >= 530.30.02 (you have $DRIVER_VER)." log_error "Update: apt-get install nvidia-driver-535 && reboot" return 1 fi else log_error "No working NVIDIA GPU detected (nvidia-smi failed)." log_error "Wolf needs a working NVIDIA driver for hardware encoding." log_error "Install one, reboot, and re-run this module." return 1 fi # ── Detect the NVIDIA DRM render node ───────────────────────────────────── # Wolf reads WOLF_RENDER_NODE (default /dev/dri/renderD128) to detect the GPU # vendor, then only selects an encoder whose vendor matches. On systems with # both an Intel iGPU and an NVIDIA card, renderD128 is usually the Intel GPU, # so Wolf detects "Intel", picks VA-API, and never tries NVENC. # # 0x10de is NVIDIA's PCI vendor ID. To pick the exact card the driver manages # (unambiguous on multi-GPU hosts) we cross-check each candidate's PCI bus # address against the bus IDs nvidia-smi reports. local WOLF_RENDER_NODE="" NV_BUS_SHORT _rnode _dev _pci_short NV_BUS_SHORT=$(nvidia-smi --query-gpu=pci.bus_id --format=csv,noheader 2>/dev/null \ | awk -F: '{print $(NF-1)":"$NF}' | tr 'A-F' 'a-f') for _rnode in /dev/dri/renderD*; do [ -e "$_rnode" ] || continue _dev="/sys/class/drm/$(basename "$_rnode")/device" [ "$(cat "$_dev/vendor" 2>/dev/null)" = "0x10de" ] || continue # NVIDIA vendor _pci_short=$(basename "$(readlink -f "$_dev" 2>/dev/null)" | awk -F: '{print $(NF-1)":"$NF}') if [ -n "$NV_BUS_SHORT" ]; then if printf '%s\n' "$NV_BUS_SHORT" | grep -qix "$_pci_short"; then WOLF_RENDER_NODE="$_rnode"; break fi else WOLF_RENDER_NODE="$_rnode"; break fi done if [ -n "$WOLF_RENDER_NODE" ]; then log_success "NVIDIA render node detected: $WOLF_RENDER_NODE (Wolf will use it for NVENC)" else WOLF_RENDER_NODE="/dev/dri/renderD128" log_warning "Could not match an NVIDIA render node to nvidia-smi — defaulting to $WOLF_RENDER_NODE" log_warning "If Wolf logs 'Using h265 encoder: va', set WOLF_RENDER_NODE manually to your NVIDIA card." log_warning "List candidates with: for n in /dev/dri/renderD*; do echo \$n \$(cat /sys/class/drm/\$(basename \$n)/device/vendor); done" fi # ── nvidia-drm modeset=1 (required for Wolf's virtual displays) ─────────── # Primary method: modprobe.d (bootloader-agnostic). Also set it in GRUB and # systemd-boot cmdline as a backup. Check sysfs (older: Y/N, newer 5xx: 1/0) # and /proc/cmdline — if either confirms modeset=1 we are good. local MODESET MODESET=$(cat /sys/module/nvidia_drm/parameters/modeset 2>/dev/null | tr -d '[:space:]') if grep -q "nvidia-drm.modeset=1" /proc/cmdline 2>/dev/null; then MODESET="1" # cmdline is authoritative — module may just not be loaded yet fi if [[ "$MODESET" != "Y" && "$MODESET" != "1" && "$MODESET" != "2" ]]; then echo "" log_warning "Kernel module nvidia-drm is NOT loaded with modeset=1." log_warning "Wolf needs this to create virtual displays." echo "" local ENABLE_MODESET="y" if [ "$UNATTENDED" = true ]; then log_warning "Unattended mode — enabling nvidia-drm modeset=1 (no auto-reboot)." ENABLE_MODESET="y" else read -p "Enable nvidia-drm modeset=1 now (requires reboot)? (y/n) [y]: " -n 1 -r; echo ENABLE_MODESET="${REPLY:-y}" fi if [[ "$ENABLE_MODESET" =~ ^[Yy]$ ]]; then # ── Method 1: modprobe.d (bootloader-agnostic, most reliable) ── local MODPROBE_CONF="/etc/modprobe.d/nvidia-drm-modeset.conf" if ! grep -qs "modeset=1" "$MODPROBE_CONF" 2>/dev/null; then echo "options nvidia-drm modeset=1" | tee "$MODPROBE_CONF" >/dev/null log_success "Written: $MODPROBE_CONF" fi # Rebuild initramfs so the option is baked in if command -v update-initramfs &>/dev/null; then log_info "Rebuilding initramfs (this takes ~30 s)..." update-initramfs -u -k all fi # ── Method 2: GRUB (if present) ── local GRUB_FILE="/etc/default/grub" if [ -f "$GRUB_FILE" ] && ! grep -q "nvidia-drm.modeset=1" "$GRUB_FILE"; then sed -i \ 's/\(GRUB_CMDLINE_LINUX_DEFAULT="[^"]*\)"/\1 nvidia-drm.modeset=1"/' \ "$GRUB_FILE" if command -v update-grub &>/dev/null; then update-grub 2>/dev/null log_success "Added nvidia-drm.modeset=1 to GRUB" fi fi # ── Method 3: systemd-boot (Ubuntu 24.04+ EFI installs) ── local SBOOT_CONF SBOOT_CONF=$(find /boot/loader/entries/ -name "*.conf" 2>/dev/null | head -1) if [ -n "$SBOOT_CONF" ] && ! grep -q "nvidia-drm.modeset=1" "$SBOOT_CONF"; then sed -i 's/\(^options .*\)/\1 nvidia-drm.modeset=1/' "$SBOOT_CONF" log_success "Added nvidia-drm.modeset=1 to systemd-boot entry: $(basename "$SBOOT_CONF")" fi echo "" log_warning "A REBOOT is required. Re-run this module after rebooting." if [ "$UNATTENDED" = true ]; then log_warning "Unattended mode — skipping reboot. Reboot manually, then re-run: sudo ./setup.sh wolf" return 0 fi read -p "Reboot now? (y/n) [y]: " -n 1 -r; echo if [[ ${REPLY:-y} =~ ^[Yy]$ ]]; then reboot fi return 0 else log_warning "Continuing without modeset=1 — Wolf may fail to start virtual displays." fi else log_success "nvidia-drm modeset is active (sysfs reports: $MODESET)" fi # ── NVIDIA Container Toolkit (bootstraps the driver volume build) ───────── if ! command -v nvidia-container-cli &>/dev/null; then log_warning "nvidia-container-cli not found — installing NVIDIA Container Toolkit..." curl -fsSL https://nvidia.github.io/libnvidia-container/gpgkey | \ gpg --dearmor -o /usr/share/keyrings/nvidia-container-toolkit-keyring.gpg curl -sL https://nvidia.github.io/libnvidia-container/stable/deb/nvidia-container-toolkit.list | \ sed 's#deb https://#deb [signed-by=/usr/share/keyrings/nvidia-container-toolkit-keyring.gpg] https://#g' | \ tee /etc/apt/sources.list.d/nvidia-container-toolkit.list >/dev/null apt-get update apt-get install -y nvidia-container-toolkit nvidia-ctk runtime configure --runtime=docker systemctl restart docker log_success "NVIDIA Container Toolkit installed" fi # ── Virtual input devices (gamepads) ────────────────────────────────────── log_info "Setting up virtual gamepad support..." # uinput / uhid kernel modules if [ ! -e /dev/uinput ]; then log_info "Loading uinput kernel module..." modprobe uinput || log_warning "Could not load uinput module" fi [ -e /dev/uhid ] || modprobe uhid 2>/dev/null || true # Make uinput load at boot if [ ! -f /etc/modules-load.d/uinput.conf ]; then echo "uinput" | tee /etc/modules-load.d/uinput.conf >/dev/null fi # udev rules so Wolf can access virtual input devices local UDEV_RULES="/etc/udev/rules.d/85-wolf-virtual-inputs.rules" if [ ! -f "$UDEV_RULES" ]; then log_info "Installing Wolf virtual-input udev rules..." tee "$UDEV_RULES" >/dev/null << 'UDEV' # Wolf virtual input devices KERNEL=="uinput", SUBSYSTEM=="misc", MODE="0660", GROUP="input", OPTIONS+="static_node=uinput", TAG+="uaccess" KERNEL=="uhid", GROUP="input", MODE="0660", TAG+="uaccess" KERNEL=="hidraw*", ATTRS{name}=="Wolf PS5 (virtual) pad", GROUP="root", MODE="0660", ENV{ID_SEAT}="seat9" SUBSYSTEMS=="input", ATTRS{name}=="Wolf X-Box One (virtual) pad", GROUP="root", MODE="0660", ENV{ID_SEAT}="seat9" SUBSYSTEMS=="input", ATTRS{name}=="Wolf PS5 (virtual) pad", GROUP="root", MODE="0660", ENV{ID_SEAT}="seat9" SUBSYSTEMS=="input", ATTRS{name}=="Wolf gamepad (virtual) motion sensors", GROUP="root", MODE="0660", ENV{ID_SEAT}="seat9" SUBSYSTEMS=="input", ATTRS{name}=="Wolf Nintendo (virtual) pad", GROUP="root", MODE="0660", ENV{ID_SEAT}="seat9" UDEV udevadm control --reload-rules && udevadm trigger log_success "udev rules installed" else log_info "Wolf udev rules already present" fi # ── Build the NVIDIA driver volume (GoW recommended 'manual' method) ────── # More stable than the container-toolkit method for Wolf. The volume holds # userspace driver files matching the host kernel driver, mounted into app # containers. log_info "Building NVIDIA driver volume for Wolf (matches host driver $DRIVER_VER)..." local NV_KVER VOL_HAS NV_KVER=$(cat /sys/module/nvidia/version 2>/dev/null || echo "$DRIVER_VER") if docker volume ls --format '{{.Name}}' | grep -q '^nvidia-driver-vol$'; then # Check if the volume matches the current driver; if not, rebuild VOL_HAS=$(docker run --rm -v nvidia-driver-vol:/usr/nvidia alpine \ sh -c 'ls /usr/nvidia/lib 2>/dev/null | grep -o "libnvidia-glcore.so.[0-9.]*" | head -1' 2>/dev/null || echo "") if echo "$VOL_HAS" | grep -q "$NV_KVER"; then log_success "nvidia-driver-vol already matches driver $NV_KVER" else log_warning "Driver volume is stale — rebuilding for $NV_KVER" docker volume rm nvidia-driver-vol >/dev/null 2>&1 || true fi fi if ! docker volume ls --format '{{.Name}}' | grep -q '^nvidia-driver-vol$'; then log_info "Building gow/nvidia-driver:latest (driver $NV_KVER)..." curl -fsSL https://raw.githubusercontent.com/games-on-whales/gow/master/images/nvidia-driver/Dockerfile \ | docker build -t gow/nvidia-driver:latest -f - --build-arg NV_VERSION="$NV_KVER" . \ || { log_error "Failed to build the NVIDIA driver image."; return 1; } log_info "Populating nvidia-driver-vol..." docker create --rm --mount source=nvidia-driver-vol,destination=/usr/nvidia gow/nvidia-driver:latest sh >/dev/null log_success "nvidia-driver-vol created" fi # The GOW nvidia-driver image only ships OpenGL/Vulkan libs — not libcuda.so, # libnvcuvid.so, or libnvidia-encode.so, which GStreamer's nvcodec elements # need for NVENC. Copy them straight from the host driver into the volume: # host userspace libs always match the running kernel module, so there's no # version-skew risk; Wolf finds them via LD_LIBRARY_PATH=/usr/nvidia/lib. local _VOL_HAS_CUDA HOST_CUDA HOST_LIB_DIR _VOL_HAS_CUDA=$(docker run --rm -v nvidia-driver-vol:/usr/nvidia alpine \ sh -c 'ls /usr/nvidia/lib/libcuda.so* 2>/dev/null | head -1' 2>/dev/null || echo "") if [ -z "$_VOL_HAS_CUDA" ]; then log_info "Copying CUDA/NVENC libs from host driver into nvidia-driver-vol..." HOST_CUDA=$(ldconfig -p 2>/dev/null | awk '/libcuda\.so\.1/ {print $NF; exit}') [ -z "$HOST_CUDA" ] && HOST_CUDA=$(find /usr/lib /usr/lib64 /usr/lib/x86_64-linux-gnu \ -name 'libcuda.so.*' 2>/dev/null | head -1) if [ -z "$HOST_CUDA" ] || [ ! -e "$HOST_CUDA" ]; then log_warning "Could not find libcuda.so on the host — Wolf may fall back to VA-API." log_warning "Confirm the NVIDIA driver is fully installed (nvidia-smi works)." else HOST_LIB_DIR=$(dirname "$HOST_CUDA") log_info "Host NVIDIA libs: $HOST_LIB_DIR" if docker run --rm \ -v nvidia-driver-vol:/usr/nvidia \ -v "$HOST_LIB_DIR":/hostlib:ro \ alpine sh -c ' mkdir -p /usr/nvidia/lib ok=0 for base in libcuda libnvcuvid libnvidia-encode libnvidia-ptxjitcompiler; do for f in /hostlib/${base}.so*; do [ -e "$f" ] && cp -a "$f" /usr/nvidia/lib/ && ok=1 done done [ -e /usr/nvidia/lib/libcuda.so.1 ] && echo "have-cuda-symlink" [ $ok -eq 1 ] ' 2>&1; then log_success "CUDA/NVENC libs copied — Wolf should now select the NVIDIA encoder" else log_warning "Failed to copy CUDA libs into the volume — Wolf may use VA-API." fi fi else log_success "nvidia-driver-vol already has CUDA libs" fi # ── Game storage location ───────────────────────────────────────────────── # ROMs, Steam library, and saves all live under GAME_STORAGE_DIR. # $GAME_STORAGE_DIR/roms/ → ES-DE at /ROMs # $GAME_STORAGE_DIR/steam/ → Steam at /home/retro/.steam # $GAME_STORAGE_DIR/saves/ → RetroArch saves echo "" echo "═══════════════════════════════════════════════════════" echo " GAME STORAGE LOCATION" echo "═══════════════════════════════════════════════════════" echo "" echo " ROMs, Steam library, and saves all live under one directory." echo " Recommended: a large secondary drive so the OS SSD stays free." echo "" # ── Build a numbered candidate list ────────────────────────────────────── # Slots: 0 = home dir, 1..N = mounted non-system partitions, # last = unmounted block devices (for formatting+mounting) local -a _CAND_PATH _CAND_LABEL _CAND_DEV _CAND_UUID local _ci=0 # Option 0 — home directory local _home_free _home_dev _home_uuid _home_free=$(df -h "$ACTUAL_HOME" 2>/dev/null | awk 'NR==2{print $4}') _home_dev=$(df "$ACTUAL_HOME" 2>/dev/null | awk 'NR==2{print $1}') _home_uuid=$(blkid -s UUID -o value "$_home_dev" 2>/dev/null) _CAND_PATH[0]="$ACTUAL_HOME/games" _CAND_LABEL[0]="Home directory ($ACTUAL_HOME, ${_home_free:-?} free)" _CAND_DEV[0]="$_home_dev" _CAND_UUID[0]="${_home_uuid:-n/a}" _ci=1 # Mounted block devices — skip root, system paths, and home itself. # Enumerate with lsblk -P (key="value" pairs) so whole-disk mounts (e.g. an # nvme formatted directly with no partition table) and empty LABEL/UUID # fields are handled reliably — df round-trips miss some of these. while IFS= read -r _line; do local NAME="" MOUNTPOINT="" SIZE="" LABEL="" UUID="" eval "$_line" local _mnt="$MOUNTPOINT" [[ -z "$_mnt" ]] && continue [[ "$_mnt" == "/" ]] && continue [[ "$_mnt" == /boot* ]] && continue [[ "$_mnt" == /snap* ]] && continue [[ "$_mnt" == /tmp* ]] && continue [[ "$_mnt" == /run* ]] && continue [[ "$_mnt" == /sys* ]] && continue [[ "$_mnt" == /proc* ]] && continue [[ "$_mnt" == /dev* ]] && continue [[ "$_mnt" == "[SWAP]" ]] && continue [[ "$_mnt" == "$ACTUAL_HOME" ]] && continue local _free _free=$(df -h "$_mnt" 2>/dev/null | awk 'NR==2{print $4}') local _display="${LABEL:-$NAME}" _CAND_PATH[$_ci]="$_mnt/games" _CAND_LABEL[$_ci]="$_mnt (${_display}, ${SIZE:-?} total, ${_free:-?} free)" _CAND_DEV[$_ci]="/dev/$NAME" _CAND_UUID[$_ci]="${UUID:-n/a}" ((_ci++)) done < <(lsblk -Pno NAME,MOUNTPOINT,SIZE,LABEL,UUID 2>/dev/null) # Unmounted block devices — skip disks that have any mounted partition. # Explicit =() initializers, not bare `local -a` — under setup.sh's # `set -u`, an array that never gets an element assigned (e.g. a laptop # with no second/unmounted drive at all) can still trip "unbound # variable" on later reads like ${#_UNMT_DEV[@]} below, even though it # was declared with `local -a`. Confirmed live on a single-drive laptop. local -a _UNMT_DEV=() _UNMT_LABEL=() _UNMT_UUID=() local _ui=0 while IFS= read -r _line; do local _name _size _type _fstype _mnt _label read -r _name _size _type _fstype _mnt _label <<< "$_line" [[ "$_name" =~ ^loop ]] && continue [[ "$_type" != "disk" && "$_type" != "part" ]] && continue [[ -n "$_mnt" ]] && continue # this entry itself is mounted # For whole disks, also skip if any child partition is mounted if [[ "$_type" == "disk" ]]; then lsblk -no MOUNTPOINT "/dev/$_name" 2>/dev/null | grep -q '[^[:space:]]' && continue fi local _uuid _uuid=$(blkid -s UUID -o value "/dev/$_name" 2>/dev/null) _UNMT_DEV[$_ui]="$_name" _UNMT_LABEL[$_ui]="${_label:+$_label, }${_size}${_fstype:+ ($_fstype)}" _UNMT_UUID[$_ui]="${_uuid:-no UUID}" ((_ui++)) done < <(lsblk -no NAME,SIZE,TYPE,FSTYPE,MOUNTPOINT,LABEL 2>/dev/null) # ── Display the menu ────────────────────────────────────────────────────── echo " Mounted locations:" local _n for _n in "${!_CAND_PATH[@]}"; do printf " %2d) %s\n" "$((_n + 1))" "${_CAND_LABEL[$_n]}" printf " UUID: %s\n" "${_CAND_UUID[$_n]}" printf " → %s\n" "${_CAND_PATH[$_n]}" done if [ "${#_UNMT_DEV[@]}" -gt 0 ]; then echo "" echo " Unmounted drives (script can format + mount):" for _n in "${!_UNMT_DEV[@]}"; do printf " U%d) /dev/%s %s\n" "$((_n + 1))" "${_UNMT_DEV[$_n]}" "${_UNMT_LABEL[$_n]}" printf " UUID: %s\n" "${_UNMT_UUID[$_n]}" done fi echo "" echo " c) Enter a custom path" echo "" local _PICK="" _BASE_PATH="" GAME_STORAGE_DIR="" if [ "$UNATTENDED" = true ]; then _BASE_PATH="${_CAND_PATH[0]}" log_info "Unattended — using default: $_BASE_PATH" else while true; do read -r -p " Select drive [1]: " _PICK _PICK="${_PICK:-1}" if [[ "$_PICK" =~ ^[0-9]+$ ]] && [ "$_PICK" -ge 1 ] && [ "$_PICK" -le "${#_CAND_PATH[@]}" ]; then _BASE_PATH="${_CAND_PATH[$((_PICK - 1))]}" break elif [[ "${_PICK,,}" =~ ^u([0-9]+)$ ]]; then local _uidx=$(( ${BASH_REMATCH[1]} - 1 )) if [ "$_uidx" -ge 0 ] && [ "$_uidx" -lt "${#_UNMT_DEV[@]}" ]; then _BASE_PATH="" # will be set after mounting below break fi echo " Invalid selection — try again." elif [[ "${_PICK,,}" == "c" ]]; then _BASE_PATH="" break else echo " Invalid selection — enter a number, U, or c." fi done fi # ── Handle unmounted drive selection ───────────────────────────────────── if [[ "${_PICK,,}" =~ ^u([0-9]+)$ ]]; then local _uidx=$(( ${BASH_REMATCH[1]} - 1 )) local _RAW_DEV="${_UNMT_DEV[$_uidx]}" local _DEV="/dev/$_RAW_DEV" local _DEFAULT_MP="$ACTUAL_HOME/drives/${_RAW_DEV%%[0-9]}" local _MOUNT_POINT="" prompt_text " Mount point for /dev/$_RAW_DEV [${_DEFAULT_MP}]:" "$_DEFAULT_MP" _MOUNT_POINT _MOUNT_POINT="${_MOUNT_POINT:-$_DEFAULT_MP}" local _PARTITION="$_DEV" [[ "$_DEV" =~ [0-9]$ ]] || _PARTITION="${_DEV}1" if ! blkid "$_PARTITION" &>/dev/null; then log_info "Creating partition on $_DEV..." printf 'g\nn\n1\n\n\nw\n' | fdisk "$_DEV" partprobe "$_DEV"; sleep 2 fi if ! blkid -s TYPE "$_PARTITION" 2>/dev/null | grep -q TYPE; then log_info "Formatting $_PARTITION as ext4..." mkfs.ext4 -F -L "games" "$_PARTITION" else log_info "$_PARTITION already has a filesystem — keeping existing data" fi mkdir -p "$_MOUNT_POINT" mount "$_PARTITION" "$_MOUNT_POINT" local _PART_UUID _PART_UUID=$(blkid -s UUID -o value "$_PARTITION") if [ -n "$_PART_UUID" ]; then if grep -qs "$_PART_UUID" /etc/fstab; then log_info "fstab: UUID=${_PART_UUID} already present" else echo "UUID=${_PART_UUID} ${_MOUNT_POINT} ext4 defaults,nofail 0 2" \ | tee -a /etc/fstab >/dev/null log_success "fstab: UUID=${_PART_UUID} → ${_MOUNT_POINT}" fi else log_warning "Could not read UUID — add /etc/fstab entry manually" fi chown -R "$ACTUAL_USER:$ACTUAL_USER" "$_MOUNT_POINT" 2>/dev/null || true log_success "$_PARTITION mounted at $_MOUNT_POINT" _BASE_PATH="$_MOUNT_POINT/games" fi # ── Handle custom path ──────────────────────────────────────────────────── if [[ "${_PICK,,}" == "c" ]]; then local _CUSTOM="" prompt_text " Full game storage path:" "$ACTUAL_HOME/games" _CUSTOM _BASE_PATH="${_CUSTOM:-$ACTUAL_HOME/games}" _BASE_PATH="${_BASE_PATH/#\~/$ACTUAL_HOME}" fi # ── Let user confirm / edit the subdirectory ────────────────────────────── # _BASE_PATH is now the full suggested path (e.g. /mnt/bigdrive/games). # Show it and let the user change the trailing component. echo "" log_info "Suggested game storage path: $_BASE_PATH" local _FINAL="" prompt_text " Confirm or edit path [${_BASE_PATH}]:" "$_BASE_PATH" _FINAL GAME_STORAGE_DIR="${_FINAL:-$_BASE_PATH}" GAME_STORAGE_DIR="${GAME_STORAGE_DIR/#\~/$ACTUAL_HOME}" log_success "Game storage: $GAME_STORAGE_DIR" # Create the storage sub-directories mkdir -p "$GAME_STORAGE_DIR/saves" \ "$GAME_STORAGE_DIR/media" "$GAME_STORAGE_DIR/lutris" \ "$GAME_STORAGE_DIR/firefox" "$GAME_STORAGE_DIR/minecraft" \ "$GAME_STORAGE_DIR/kodi" "$GAME_STORAGE_DIR/emulators" \ "$GAME_STORAGE_DIR/steam-cache" \ "$GAME_STORAGE_DIR/bios" "$GAME_STORAGE_DIR/retroarch/cores" \ "$GAME_STORAGE_DIR/retroarch/shaders" "$GAME_STORAGE_DIR/retroarch/overlays" \ "$GAME_STORAGE_DIR/retro-home" "$GAME_STORAGE_DIR/retro-home-data" \ "$GAME_STORAGE_DIR/esde-custom-systems" # ── Wolf state folder on the game drive ─────────────────────────────────── # This is the clean way to keep Steam (and everything else) off the OS # drive: relocate Wolf's ENTIRE state folder onto the game drive instead of # symlinking individual app homes. Wolf stores each app's session home, # Steam install, downloaded games, and Proton prefixes under this folder, # and writes its own config.toml under /cfg/. We mount it at the # SAME path inside and outside the wolf container so that the app containers # Wolf spawns through the Docker socket (which receive HOST paths) resolve # correctly on the host. No symlinks, no libraryfolders.vdf, no fix-perms. local WOLF_STATE_DIR="$GAME_STORAGE_DIR/wolf-state" local WOLF_CFG="$WOLF_STATE_DIR/cfg/config.toml" mkdir -p "$WOLF_STATE_DIR/cfg" chown -R 1000:1000 "$WOLF_STATE_DIR" 2>/dev/null || true # Migrate any pre-existing Wolf state from the default OS-drive location so # an upgrading user keeps their Steam install / games instead of losing them. if [ -d /etc/wolf ] && [ -n "$(ls -A /etc/wolf 2>/dev/null)" ] \ && [ -z "$(ls -A "$WOLF_STATE_DIR" 2>/dev/null | grep -v '^cfg$')" ]; then local _MIGRATE="" prompt_yn "Existing Wolf data found at /etc/wolf (OS drive). Move it to $WOLF_STATE_DIR now? (y/n):" "y" _MIGRATE if [[ "$_MIGRATE" =~ ^[Yy]$ ]]; then log_info "Migrating /etc/wolf → $WOLF_STATE_DIR (this can take a while for large Steam installs)..." cp -a /etc/wolf/. "$WOLF_STATE_DIR"/ \ && rm -rf /etc/wolf/* \ && log_success "Migration complete — old data now on the game drive" \ || log_warning "Migration hit an error; check $WOLF_STATE_DIR before deleting /etc/wolf" chown -R 1000:1000 "$WOLF_STATE_DIR" 2>/dev/null || true fi fi # Pre-create ES-DE ROM directories so the user knows where to drop files # and ES-DE shows the system in its list immediately on first launch. local _ESDE_SYSTEMS=( 3do amstradcpc arcade atari2600 atari5200 atari7800 atari800 atarijaguar atarilynx atarist c64 cavestory channelf coco colecovision dreamcast dos famicom fds gamegear gb gba gbc gc genesis gx4000 intellivision j2me lynx mame megadrive megadrive-japan msx msx2 n64 naomi nds neogeo neogeocd ngp ngpc nes nintendo3ds odyssey2 pc88 pc98 pcengine pcenginecd pcfx pokemini ps2 ps3 psp psx saturn scummvm sega32x segacd sg-1000 snes snesmsu1 supervision switch tg16 tg-cd vectrex vic20 videopac wii wiiu wonderswan wonderswancolor x68000 xbox xbox360 zmachine zxspectrum ) local _sys for _sys in "${_ESDE_SYSTEMS[@]}"; do mkdir -p "$GAME_STORAGE_DIR/roms/$_sys" done chown -R "$ACTUAL_USER:$ACTUAL_USER" "$GAME_STORAGE_DIR" 2>/dev/null || true # The GoW app containers' 'retro' user is hardcoded to uid 1000 regardless # of what ACTUAL_USER's own uid happens to be — force these directly onto # 1000:1000 so they're writable inside the container even when # ACTUAL_USER isn't uid 1000. retro-home/retro-home-data back # /home/retro/.config and /home/retro/.local/share respectively (see the # esde/retroarch CATALOG mounts) — apps split state across both XDG dirs # (Waybar/Sway/RetroArch's own config lives under .config; Dolphin's # emulated Wii NAND in particular lives under .local/share/dolphin-emu — # confirmed live: "data is corrupted" / "could not write to/read from Wii # system memory" was this directory not existing at all, since only # .config had a persistent mount before this). chown -R 1000:1000 "$GAME_STORAGE_DIR/retro-home" "$GAME_STORAGE_DIR/retro-home-data" "$GAME_STORAGE_DIR/retroarch" "$GAME_STORAGE_DIR/esde-custom-systems" 2>/dev/null || true log_success "Storage layout: $GAME_STORAGE_DIR/{roms//,steam,saves,media,emulators,...}" log_info "ES-DE ROM directories pre-created. Drop ROMs in the matching subfolder." # ── Optional: download standalone emulator AppImages ───────────────────── # AppImages dropped in emulators/ are found automatically by ES-DE's app # finder (checks ~/Applications inside the container). These are the # systems ES-DE hands off to a standalone frontend rather than a # RetroArch libretro core (Dolphin's libretro core in particular is # unstable for Wii — confirmed live: "could not write to/read from Wii # system memory" errors go away once a real standalone Dolphin build is # present instead). local _EMU_DIR="$GAME_STORAGE_DIR/emulators" _wolf_download_emulator_appimage \ "Azahar (3DS — open-source Citra fork)" "azahar-emu/azahar" "azahar*.AppImage" "$_EMU_DIR" _wolf_download_emulator_appimage \ "PCSX2 (PS2)" "PCSX2/pcsx2" "pcsx2*.AppImage" "$_EMU_DIR" # Dolphin itself ships no official Linux AppImage — dolphin-emu.org's own # Linux distribution is Flatpak-only. pkgforge-dev/Dolphin-emu-AppImage is # a well-regarded THIRD-PARTY community build, not an official Dolphin # release — flagged explicitly rather than silently offered as if it were # one, so skip it and grab Dolphin's own Flatpak/build by hand instead if # you'd rather not run an unofficial build. if ! ls "$_EMU_DIR"/*[Dd]olphin*.AppImage 2>/dev/null | grep -q .; then log_warning "Dolphin (GameCube/Wii) has no official Linux AppImage (dolphin-emu.org ships Flatpak only)." log_warning "The option below is a well-regarded but THIRD-PARTY community build (pkgforge-dev), not" log_warning "an official Dolphin release." fi _wolf_download_emulator_appimage \ "Dolphin (GameCube/Wii, community AppImage build)" "pkgforge-dev/Dolphin-emu-AppImage" "*[Dd]olphin*.AppImage" "$_EMU_DIR" # ES-DE's own find-rules (es_find_rules.xml, DOLPHIN entry's ) # only match a file literally named Dolphin_Emulator*.AppImage under # ~/Applications — confirmed live: ES-DE reported "Couldn't launch game, # emulator not found" / unresolved %EMULATOR_DOLPHIN% even with the # AppImage sitting right there in emulators/, because pkgforge-dev's own # release asset isn't named that. Point ES-DE at it with a same-directory # symlink under the exact name it looks for, without renaming/losing the # real vendor filename. Re-run unconditionally (not just right after a # fresh download) so this also repairs an existing install that grabbed # the file before this fix existed. local _DOLPHIN_REAL _DOLPHIN_REAL=$(ls "$_EMU_DIR"/*[Dd]olphin*.AppImage 2>/dev/null | grep -vi '/Dolphin_Emulator.*\.AppImage$' | head -1) if [[ -n "$_DOLPHIN_REAL" ]]; then ln -sf "$(basename "$_DOLPHIN_REAL")" "$_EMU_DIR/Dolphin_Emulator.AppImage" chown -h "$ACTUAL_USER:$ACTUAL_USER" "$_EMU_DIR/Dolphin_Emulator.AppImage" 2>/dev/null || true log_success "Linked $_EMU_DIR/Dolphin_Emulator.AppImage -> $(basename "$_DOLPHIN_REAL") (the filename ES-DE's own find-rules require)" fi # Cemu (Wii U) — no libretro core exists (checked live: a third-party # attempt exists but was never merged into RetroArch and there are no # plans to; standalone is the only real path). Cemu's own official # release asset is already named Cemu--x86_64.AppImage, which # matches ES-DE's own find-rule (Cemu*.AppImage) directly — no # Dolphin-style rename/symlink needed here. # # SECURITY NOTE: Cemu's official Linux release assets were compromised # (supply-chain attack) for a period around v2.6 in 2026-05, later # restored — confirmed via Datadog Security Labs' public writeup. Always # download from cemu-project/Cemu's own GitHub releases (which this # does) rather than a mirror, and check the project's own release notes # if you want to verify checksums before running it. log_warning "Cemu (Wii U) downloads from cemu-project's official releases. Its Linux release assets" log_warning "were briefly compromised in a supply-chain attack around v2.6 (since restored) — worth" log_warning "knowing given Wii U games are otherwise unverifiable executables running with your GPU." _wolf_download_emulator_appimage \ "Cemu (Wii U)" "cemu-project/Cemu" "Cemu*.AppImage" "$_EMU_DIR" log_info "Cemu needs its own Wii U common key (keys.txt) for most encrypted retail games — that's" 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: 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 # tracking) needs a custom system definition — confirmed against ES-DE's # own USERGUIDE.md: a custom_systems/es_systems.xml, living outside the # bundled config specifically so it complements rather than replaces it, # at ~/ES-DE/custom_systems/ inside the container (its own mount, added # above — that path isn't covered by any of the existing .config/ # .local/share mounts). js99er (this repo's existing browser-based # TI-99/4A emulator, a separate non-Wolf service) is deliberately not # used here — it's not something ES-DE can launch as a system. # # ti99sim-sdl is the real target — genuine SDL2 joystick/gamepad # support (v0.16.0 from the original author, mrousseau.org — the same # source RetroPie's own ti99sim.sh scriptmodule builds from; an older # GitHub fork under a different account turned out to still target # SDL 1.2 and was dropped after failing to compile against SDL2) — but # it's source-only with no AppImage, so unlike Azahar/PCSX2/Dolphin/Cemu this # installer can't just download a working binary. Building it against the # HOST's glibc/SDL2 risks a mismatch against the ES-DE container's own # (different) runtime, so instead it's built INSIDE a throwaway container # running the exact same image ES-DE itself runs # (ghcr.io/games-on-whales/es-de:edge) — that's what actually guarantees # compatibility rather than just avoiding the question. The custom system # definition below always gets written — cheap and correct regardless — # pointing at emulators/ti99sim-sdl (the same ~/Applications convention # every other standalone emulator here uses). echo "" local _GET_TI99="" prompt_yn "Set up TI-99/4A as its own ES-DE system (artwork scraping, gameplay-time tracking)? (y/n):" "n" _GET_TI99 if [[ "$_GET_TI99" =~ ^[Yy]$ ]]; then mkdir -p "$GAME_STORAGE_DIR/esde-custom-systems" "$GAME_STORAGE_DIR/roms/ti994a" local _TI99_XML="$GAME_STORAGE_DIR/esde-custom-systems/es_systems.xml" backup_if_exists "$_TI99_XML" # Always strip and re-add the ti994a block rather than "skip if # already present" — confirmed live: that check left a stale # line in place across a real fix to it, since existing # was already "present" and the check never looked at whether its # content matched the current template. # # The below does NOT use a literal "/bin/bash -c ..." # string — confirmed against ES-DE's own source (FileData::findEmulator()) # and every real %INJECT%=...esprefix example in ES-DE's own shipped # es_systems.xml (Dolphin/PrimeHack/Triforce/Supermodel): findEmulator() # always runs against the string's emulator token to decide # "found" vs "not found", and %INJECT%=file is only ever paired with # an %EMULATOR_X%/%CORE_X% placeholder in every real example — never # with a literal path. Confirmed live: a literal "/bin/bash -c ..." # after %INJECT%=%BASENAME%.esprefix made ES-DE log "Couldn't launch # game, emulator not found" even though /bin/bash obviously exists — # findEmulator() isn't falling back to a plain existence check on the # next token there, it requires the %EMULATOR_X% resolution path. # Fixed by giving ti99sim-sdl a real es_find_rules.xml entry (written # below) and using %EMULATOR_TI99SIM%, matching the pattern every # built-in standalone emulator uses. %STARTDIR%=%EMUDIR% (ES-DE's own # "directory containing the resolved emulator binary" variable) # replaces the old "cd /home/retro/Applications &&" shell prefix — # ti99sim-sdl still needs its cwd to be its own install dir to find # the console ROM (TI-994A.ctg) via a plain relative lookup, same as # RetroPie's own ti99sim.sh does with its "pushd $md_inst" launch. # The strip regex's trailing whitespace-eater is [ \t]*\n? (one # line's trailing spaces + one newline), not \s* — confirmed live # (via a standalone test harness) that a bare \s* reaches PAST this # block's own trailing newline into the NEXT 's leading # indentation once a second custom system exists in the same file # (e.g. the wiiu block the AntiMicroX setup step adds below), and on # every rerun the two blocks trade indentation back and forth — # cosmetic only (still well-formed XML, ES-DE doesn't care), but # needlessly messy across reruns. Every other strip-and-reappend # block in this file (TI99SIM/TI99SIM_AM rules, wiiu system, # CEMU_AM rule) uses the same fixed pattern for the same reason. python3 - "$_TI99_XML" << 'TI99XMLPY' import re, sys path = sys.argv[1] try: with open(path) as f: content = f.read() except FileNotFoundError: content = '\n\n' content = re.sub(r'[ \t]*\s*ti994a.*?[ \t]*\n?', '', content, flags=re.DOTALL) block = ''' ti994a Texas Instruments TI-99/4A %ROMPATH%/ti994a .ctg .rpk .bin %INJECT%=%BASENAME%.esprefix %STARTDIR%=%EMUDIR% %EMULATOR_TI99SIM% --joystick1=1 --fullscreen %ROM% %INJECT%=%BASENAME%.esprefix %STARTDIR%=%EMUDIR% %EMULATOR_TI99SIM_AM% --joystick1=1 --fullscreen %ROM% ti99 ti99 ''' content = content.replace('', block + '') with open(path, 'w') as f: f.write(content) TI99XMLPY chown "$ACTUAL_USER:$ACTUAL_USER" "$_TI99_XML" log_success "TI-99/4A ES-DE system definition written/refreshed (roms/ti994a/, custom_systems/es_systems.xml)" # es_find_rules.xml lives alongside custom es_systems.xml in the same # custom_systems/ directory (confirmed against ES-DE's own # USERGUIDE.md — "customize the find rules via the es_find_rules.xml # file", same complement-not-replace logic as custom es_systems.xml). # This is what makes %EMULATOR_TI99SIM% above resolvable at all — # without it, ES-DE has no rule telling it what "TI99SIM" even means # and would report the emulator as not found regardless of anything # in es_systems.xml. Same strip-and-reappend idempotency as above, in # case this file ever gains other custom emulator entries later. local _TI99_RULES="$GAME_STORAGE_DIR/esde-custom-systems/es_find_rules.xml" backup_if_exists "$_TI99_RULES" python3 - "$_TI99_RULES" << 'TI99RULESPY' import re, sys path = sys.argv[1] try: with open(path) as f: content = f.read() except FileNotFoundError: content = '\n\n' content = re.sub(r'[ \t]*.*?[ \t]*\n?', '', content, flags=re.DOTALL) content = re.sub(r'[ \t]*.*?[ \t]*\n?', '', content, flags=re.DOTALL) block = ''' ~/Applications/ti99sim-sdl ~/Applications/ti99sim-sdl-antimicrox ''' content = content.replace('', block + '') with open(path, 'w') as f: f.write(content) TI99RULESPY chown "$ACTUAL_USER:$ACTUAL_USER" "$_TI99_RULES" log_success "TI-99/4A ES-DE find rule written/refreshed (custom_systems/es_find_rules.xml)" echo "" if [ ! -x "$GAME_STORAGE_DIR/emulators/ti99sim-sdl" ]; then # Build inside a container running the EXACT SAME image ES-DE # itself runs (ghcr.io/games-on-whales/es-de:edge), not the host — # that's what actually eliminates the glibc/SDL2 mismatch risk, # rather than just noting it and asking the user to build blind. # --entrypoint overrides GoW's own init (which normally drops to # the unprivileged 'retro' user), so -u root is explicit here for # apt-get; the built binary only ever runs later as 'retro', # unaffected by what user built it. log_info "Building ti99sim-sdl inside the same container image ES-DE runs (matches its" log_info "glibc/SDL2 exactly, so the result is guaranteed compatible)..." # `make` alone leaves the binary under src/, not the repo root — # confirmed against the project's own README ("all the # executables are left in their corresponding directories"). # `make install` is the project's own reliable way to collect # it (copies to /opt/ti99sim/bin, symlinks into # /usr/local/bin), so use that instead of guessing the exact # build subpath. # billzajac/ti99sim on GitHub (used in the two previous attempts) # turned out to be a stale fork whose SDL frontend still targets # the real SDL 1.2 API — confirmed live, it fails to compile # against SDL2 outright on symbols SDL2 removed. RetroPie's own # ti99sim.sh scriptmodule doesn't build from that fork at all: # it fetches upstream v0.16.0 directly from the original # author's own site (mrousseau.org), applies exactly one trivial # patch (a missing #include for modern g++), and # builds straight against libsdl2-dev + libssl-dev with no SDL1 # compatibility layer — confirming v0.16.0 genuinely supports # SDL2 natively, unlike the old fork. Verified the download URL # actually serves the real tarball, and the patch content, # before using either. if docker run --rm -u root --entrypoint /bin/bash \ -v "$GAME_STORAGE_DIR/emulators:/output" \ ghcr.io/games-on-whales/es-de:edge -c ' set -e apt-get update -qq apt-get install -y -qq build-essential libsdl2-dev libssl-dev ca-certificates curl xz-utils mkdir -p /tmp/ti99sim curl -fsSL -o /tmp/ti99sim.tar.xz \ https://www.mrousseau.org/programs/ti99sim/archives/ti99sim-0.16.0.src.tar.xz tar -xJf /tmp/ti99sim.tar.xz -C /tmp/ti99sim --strip-components 1 cd /tmp/ti99sim sed -i "s/#include /#include \n#include /" src/core/device-support.cpp make make install cp /usr/local/bin/ti99sim-sdl /output/ti99sim-sdl '; then chmod +x "$GAME_STORAGE_DIR/emulators/ti99sim-sdl" chown "$ACTUAL_USER:$ACTUAL_USER" "$GAME_STORAGE_DIR/emulators/ti99sim-sdl" log_success "ti99sim-sdl built and installed -> $GAME_STORAGE_DIR/emulators/ti99sim-sdl" else log_warning "Build failed — check the docker output above. Retry later with: sudo ./setup.sh wolf" fi else log_info "ti99sim-sdl already present — skipping build." fi # The one thing that can't be automated: the console ROM+GROM dump # itself (real copyrighted firmware). Per RetroPie's own # configure_ti99sim() — it symlinks this into the emulator's own # install dir, then cd's there before launching — ti99sim-sdl looks # for it as a plain relative file named TI-994A.ctg in the same # directory the binary itself runs from, i.e. emulators/ here (the # command line above now cd's into that directory first, matching # RetroPie's own pushd + relative-launch pattern exactly). local _TI99_BIOS_DST="$GAME_STORAGE_DIR/emulators/TI-994A.ctg" if [ ! -f "$_TI99_BIOS_DST" ]; then echo "" log_info "TI-99/4A needs your own console ROM+GROM dump, named exactly TI-994A.ctg" log_info "(case-sensitive), placed at: $_TI99_BIOS_DST" if [ "$UNATTENDED" != true ]; then local _TI99_BIOS_SRC="" read -e -r -p " If you already have that file somewhere, enter its path now to copy it into place (Tab completes, Enter to skip): " -i "$GAME_STORAGE_DIR/" _TI99_BIOS_SRC if [ -n "$_TI99_BIOS_SRC" ] && [ -f "$_TI99_BIOS_SRC" ]; then cp "$_TI99_BIOS_SRC" "$_TI99_BIOS_DST" chown "$ACTUAL_USER:$ACTUAL_USER" "$_TI99_BIOS_DST" log_success "Copied to $_TI99_BIOS_DST" elif [ -n "$_TI99_BIOS_SRC" ]; then log_warning "No file found at that path — skipped. Copy it to $_TI99_BIOS_DST whenever you have it." else log_info "Skipped — copy it to $_TI99_BIOS_DST whenever you have it." fi fi fi log_info "Then just drop .ctg/.rpk/.bin cartridge files into roms/ti994a/" fi # ── Optional: AntiMicroX gamepad -> keyboard/mouse remapping ─────────────── # Scoped to just TI-99/4A and Wii U (Cemu) — the two ES-DE systems that # actually need it, not every system. TI-99/4A: ti99sim-sdl's own # joystick handling (see the generated README's TI-99/4A Controls note) # only ever emits digit keys 1-9 for a raw joystick button — there's no # source-level path to 0, Enter, Q, or Esc from a gamepad. Wii U: Cemu's # own controller support doesn't reliably distinguish two Wolf virtual # pads that report the identical SDL GUID — AntiMicroX re-emits whatever # it reads as its own distinct virtual device, a plausible angle on that # worth having available (not a confirmed fix — needs live testing). # # Each system gets a SECOND, separately-labeled "(AntiMicroX)" # entry — ES-DE's own multi-command "alternative emulators" mechanism, # the same pattern its bundled es_systems.xml already uses for e.g. the # wii system's Dolphin vs. PrimeHack choice — alongside the existing # default command, so nothing about the default launch path changes for # anyone who doesn't explicitly pick the alternative. # # AntiMicroX has to inject synthetic keyboard/mouse events into the SAME # Sway/Wayland session the game runs in. Its XTest backend needs # Xwayland (not present in this container); its uinput backend # (--eventgen uinput, added upstream in 3.1.7) needs /dev/uinput itself, # which is why the esde catalog entry above now requests it via both # GOW_REQUIRED_DEVICES and a real device grant — confirmed against # AntiMicroX's own commandlineutility.cpp source for the exact flags # (--no-tray, --hidden, --profile, --eventgen), not guessed. echo "" local _GET_ANTIMICROX="" prompt_yn "Set up AntiMicroX (gamepad -> keyboard/mouse remapping) for TI-99/4A and Wii U (Cemu) in ES-DE? (y/n):" "n" _GET_ANTIMICROX if [[ "$_GET_ANTIMICROX" =~ ^[Yy]$ ]]; then _wolf_download_emulator_appimage \ "AntiMicroX (gamepad remapper)" "AntiMicroX/antimicrox" "*[Aa]nti[Mm]icro[Xx]*.AppImage" "$_EMU_DIR" mkdir -p "$_EMU_DIR/antimicrox-profiles" chown "$ACTUAL_USER:$ACTUAL_USER" "$_EMU_DIR/antimicrox-profiles" # Both wrappers are intentionally near-identical: start AntiMicroX # hidden/no-tray (neither container has a desktop panel to dock a # tray icon into) against a profile named after the system if one # exists yet (it won't on a fresh install — build one via # AntiMicroX's own GUI in the Desktop app, which shares this same # ~/Applications mount, then save it into antimicrox-profiles/), exec # the real emulator, and kill AntiMicroX again once it exits. This is # what actually scopes remapping to just these two systems: nothing # else in ES-DE launches through a wrapper, so nothing else is ever # affected regardless of whether a profile exists. cat > "$_EMU_DIR/ti99sim-sdl-antimicrox" << 'WRAPEOF' #!/bin/bash # Wraps ti99sim-sdl with AntiMicroX, scoped to just this system's own # ES-DE launch command — see wolf.sh's AntiMicroX setup step. DIR="$(cd "$(dirname "$0")" && pwd)" PROFILE="$DIR/antimicrox-profiles/ti994a.gamecontroller.amgp" AM_BIN=$(ls "$DIR"/*[Aa]nti[Mm]icro[Xx]*.AppImage 2>/dev/null | head -1) AM_PID="" if [ -n "$AM_BIN" ]; then if [ -f "$PROFILE" ]; then "$AM_BIN" --no-tray --hidden --eventgen uinput --profile "$PROFILE" & else "$AM_BIN" --no-tray --hidden --eventgen uinput & fi AM_PID=$! sleep 1 fi cleanup() { [ -n "$AM_PID" ] && kill "$AM_PID" 2>/dev/null; } trap cleanup EXIT cd "$DIR" || exit 1 exec ./ti99sim-sdl "$@" WRAPEOF chmod +x "$_EMU_DIR/ti99sim-sdl-antimicrox" chown "$ACTUAL_USER:$ACTUAL_USER" "$_EMU_DIR/ti99sim-sdl-antimicrox" cat > "$_EMU_DIR/cemu-antimicrox" << 'WRAPEOF' #!/bin/bash # Wraps Cemu with AntiMicroX, scoped to just the Wii U system's own ES-DE # launch command — see wolf.sh's AntiMicroX setup step. DIR="$(cd "$(dirname "$0")" && pwd)" PROFILE="$DIR/antimicrox-profiles/wiiu.gamecontroller.amgp" AM_BIN=$(ls "$DIR"/*[Aa]nti[Mm]icro[Xx]*.AppImage 2>/dev/null | head -1) CEMU_BIN=$(ls "$DIR"/*[Cc]emu*.AppImage 2>/dev/null | head -1) if [ -z "$CEMU_BIN" ]; then echo "cemu-antimicrox: no Cemu*.AppImage found in $DIR" >&2 exit 1 fi AM_PID="" if [ -n "$AM_BIN" ]; then if [ -f "$PROFILE" ]; then "$AM_BIN" --no-tray --hidden --eventgen uinput --profile "$PROFILE" & else "$AM_BIN" --no-tray --hidden --eventgen uinput & fi AM_PID=$! sleep 1 fi cleanup() { [ -n "$AM_PID" ] && kill "$AM_PID" 2>/dev/null; } trap cleanup EXIT exec "$CEMU_BIN" "$@" WRAPEOF chmod +x "$_EMU_DIR/cemu-antimicrox" chown "$ACTUAL_USER:$ACTUAL_USER" "$_EMU_DIR/cemu-antimicrox" log_success "AntiMicroX wrapper scripts written: $_EMU_DIR/{ti99sim-sdl-antimicrox,cemu-antimicrox}" mkdir -p "$GAME_STORAGE_DIR/esde-custom-systems" # es_find_rules.xml: register CEMU_AM here (TI99SIM_AM is registered # by the TI-99/4A system-setup step above, since it only means # anything once that system exists). Same strip-and-reappend # idempotency as every other custom_systems write in this file. local _AM_RULES="$GAME_STORAGE_DIR/esde-custom-systems/es_find_rules.xml" backup_if_exists "$_AM_RULES" python3 - "$_AM_RULES" << 'AMRULESPY' import re, sys path = sys.argv[1] try: with open(path) as f: content = f.read() except FileNotFoundError: content = '\n\n' content = re.sub(r'[ \t]*.*?[ \t]*\n?', '', content, flags=re.DOTALL) block = ''' ~/Applications/cemu-antimicrox ''' content = content.replace('', block + '') with open(path, 'w') as f: f.write(content) AMRULESPY chown "$ACTUAL_USER:$ACTUAL_USER" "$_AM_RULES" # es_systems.xml: wiiu has no existing custom_systems override (it's # one of ES-DE's own built-in systems, confirmed against ES-DE's own # bundled resources/systems/linux/es_systems.xml) — per ES-DE's own # USERGUIDE.md, a custom_systems entry for a system name that # already exists in the bundled config REPLACES that system's whole # definition rather than merging into it, so this has to replicate # every field, not just add a line. fullname/path/extension/ # platform/theme and the original "Cemu (Standalone)" command below # are copied verbatim from ES-DE's real bundled es_systems.xml so # the default launch path stays byte-for-byte identical to the # built-in one; only the new AntiMicroX alternative command is # actually new. local _WIIU_XML="$GAME_STORAGE_DIR/esde-custom-systems/es_systems.xml" backup_if_exists "$_WIIU_XML" python3 - "$_WIIU_XML" << 'WIIUXMLPY' import re, sys path = sys.argv[1] try: with open(path) as f: content = f.read() except FileNotFoundError: content = '\n\n' content = re.sub(r'[ \t]*\s*wiiu.*?[ \t]*\n?', '', content, flags=re.DOTALL) block = ''' wiiu Nintendo Wii U %ROMPATH%/wiiu .elf .ELF .rpx .RPX .tmd .TMD .wua .WUA .wud .WUD .wuhb .WUHB .wux .WUX %EMULATOR_CEMU% -g %ROM% %INJECT%=%BASENAME%.esprefix %STARTDIR%=%EMUDIR% %EMULATOR_CEMU_AM% -g %ROM% wiiu wiiu ''' content = content.replace('', block + '') with open(path, 'w') as f: f.write(content) WIIUXMLPY chown "$ACTUAL_USER:$ACTUAL_USER" "$_WIIU_XML" log_success "AntiMicroX alternate launch commands added for Wii U (and TI-99/4A, if set up above) in ES-DE" log_info "No profiles exist yet — build them via AntiMicroX's own GUI in the Desktop app (it shares" log_info "this same ~/Applications mount), save as antimicrox-profiles/ti994a.gamecontroller.amgp" log_info "and/or wiiu.gamecontroller.amgp, then pick the '(AntiMicroX)' alternate command for that" log_info "system in ES-DE (per-game or per-system, via its own 'Alternative emulators' option)." fi # ── PS2: backfill the PCEE2 RetroArch core as an alternative emulator ────── # ghcr.io/games-on-whales/es-de:edge only ever installs ES-DE's latest # RELEASED AppImage (confirmed against gow's own apps/es-de/build/Dockerfile # — it queries GitLab's releases API for the newest tag, not git master), # which is currently v3.4.1. PCEE2 (a separate, actively-developed libretro # PCSX2 port, WizzardSK/pcee2-libretro) was only added to ES-DE's own # bundled es_systems.xml under "Version 3.5.0 (in development)" — confirmed # against ES-DE's real CHANGELOG.md and by diffing the v3.4.1 tag's actual # ps2 system block against git master's: identical except for this one # missing line. So on the version this container actually runs, # "PCEE2" genuinely isn't in the alternative-emulators list at all yet — # not a missing download, a missing menu entry. This backfills it (as the # new default, matching upstream's own placement) while every other field # and command is copied verbatim from the real v3.4.1 block, so nothing # else about the ps2 system changes. The actual pcee2_libretro.so core # file doesn't need any extra download step here — confirmed live against # the libretro buildbot's own index that it's already covered by this # installer's normal "./manage.sh cores all" (the default RetroArch core # pre-download prompt below), same as every other libretro core. mkdir -p "$GAME_STORAGE_DIR/esde-custom-systems" local _PS2_XML="$GAME_STORAGE_DIR/esde-custom-systems/es_systems.xml" backup_if_exists "$_PS2_XML" python3 - "$_PS2_XML" << 'PS2XMLPY' import re, sys path = sys.argv[1] try: with open(path) as f: content = f.read() except FileNotFoundError: content = '\n\n' content = re.sub(r'[ \t]*\s*ps2.*?[ \t]*\n?', '', content, flags=re.DOTALL) block = ''' ps2 Sony PlayStation 2 %ROMPATH%/ps2 .bin .BIN .chd .CHD .ciso .CISO .cso .CSO .desktop .dump .DUMP .elf .ELF .gz .GZ .m3u .M3U .mdf .MDF .img .IMG .iso .ISO .isz .ISZ .ngr .NRG .zso .ZSO %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/pcee2_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/pcsx2_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/pcsx2_libretro.so %ROM% %EMULATOR_PCSX2% -batch %ROM% %EMULATOR_PCSX2-LEGACY% --nogui %ROM% %EMULATOR_PLAY!% --fullscreen --disc %ROM% %ENABLESHORTCUTS% %EMULATOR_OS-SHELL% %ROM% ps2 ps2 ''' content = content.replace('', block + '') with open(path, 'w') as f: f.write(content) PS2XMLPY chown "$ACTUAL_USER:$ACTUAL_USER" "$_PS2_XML" log_success "PS2: added PCEE2 as the default RetroArch core (custom_systems/es_systems.xml) — ES-DE's" log_info "own build doesn't ship it yet (added upstream in the not-yet-released 3.5.0)" # ── ES-DE: force "Run in background" off (self-healing, no manual step) ── # GOW's own image bakes a FULL es_settings.xml template (100+ settings — # confirmed against apps/es-de/build/configs/es/es_settings.xml in the # games-on-whales/gow repo) that deliberately sets RunInBackground=true # (NOT ES-DE's own compiled default, which is false — GOW's template is # what actually causes the real, confirmed cross-system bug this exists # to fix: with it on, ES-DE keeps listening to every controller even # after a game/emulator has focus, so a second controller's input can # reach ES-DE's own menu and launch a different game underneath whatever # is already running). GOW's own startup.sh copies that template exactly # ONCE, the very first time the container starts, gated on # `test -f $ES_CFG_DIR/settings/es_settings.xml` — if a file is already # sitting there, GOW's own copy is skipped entirely and ES-DE falls back # to its own vanilla defaults for EVERYTHING ELSE in that file, including # ROMDirectory (GOW's template sets it to the /ROMs this whole repo # mounts games at; ES-DE's own default is not that). # # CONFIRMED LIVE, THE HARD WAY (twice): an earlier version of this step # pre-created a MINIMAL stub file before the container had ever started, # which made GOW skip its own copy and broke ROM discovery on every # system. A second attempt only ever patched an ALREADY non-empty file # and left a pre-existing broken stub (or a genuinely missing file) # alone, requiring a manual "connect once via Moonlight, then re-run # setup" step — exactly the manual dependency this version removes. This # embeds GOW's own real template verbatim (fetched directly from # games-on-whales/gow:apps/es-de/build/configs/es/es_settings.xml, with # only RunInBackground flipped true→false) and writes it whenever the # on-disk file is missing OR is that same broken stub — detected by the # absence of the ROMDirectory key, which only a real GOW-written or # ES-DE-written file ever has — so this fix now works unconditionally, # regardless of whether ES-DE has ever actually launched, with no # dependency on connection order. mkdir -p "$GAME_STORAGE_DIR/esde-settings" _ESDE_SETTINGS="$GAME_STORAGE_DIR/esde-settings/es_settings.xml" backup_if_exists "$_ESDE_SETTINGS" python3 - "$_ESDE_SETTINGS" << 'ESDESETTINGSPY' import re, sys path = sys.argv[1] try: with open(path) as f: content = f.read() except FileNotFoundError: content = '' GOW_ESDE_SETTINGS_TEMPLATE = """ """ if not content.strip(): content = GOW_ESDE_SETTINGS_TEMPLATE else: content = re.sub(r'[ \t]*[ \t]*\n?', '', content) line = '\n' content = content.rstrip('\n') + '\n' + line # CONFIRMED LIVE: a file can already contain a ROMDirectory *key* while # its value is blank (e.g. ES-DE's own first-run "select ROM directory" # step got skipped/cancelled in a headless Moonlight session and ES-DE # saved that empty value back over GOW's own template) — checking only # whether the key exists, as an earlier version of this fix did, treated # that as "already populated" and left the blank path in place, so ES-DE # kept finding zero games even though the fix had technically "run". # Force it to /ROMs (the one true value in this container — see the # 'roms:/ROMs' mount on every app that reads ROMs) whenever it's missing # or empty, independent of whether RunInBackground needed touching. m = re.search(r'[ \t]*\n?', '', content) content = content.rstrip('\n') + '\n' + '\n' with open(path, 'w') as f: f.write(content) ESDESETTINGSPY chown "$ACTUAL_USER:$ACTUAL_USER" "$_ESDE_SETTINGS" log_success "ES-DE: 'Run in background (while game is launched)' forced off (esde-settings/es_settings.xml)" # ── App selection ───────────────────────────────────────────────────────── echo "" echo "═══════════════════════════════════════════════════════" echo " WOLF APPS" echo "═══════════════════════════════════════════════════════" echo "" echo " Select apps to add to Wolf (shown in Moonlight)." echo " Containers are pulled on first launch, not now." echo "" echo " 1) Steam - Big Picture + Proton (PC games)" echo " 2) EmulationStation - ES-DE + RetroArch (retro ROMs) [default]" echo " 3) Lutris - GOG / Epic / Wine / non-Steam" echo " 4) RetroArch - standalone emulator frontend" echo " 5) Prism Launcher - Minecraft (Java + Bedrock)" echo " 6) Kodi - media center" echo " 7) Firefox - browser" echo " 8) Desktop - full XFCE desktop session" echo "" echo " Enter numbers separated by spaces, or 'all', or Enter for [1 2]:" echo "" local _APP_PICKS="" _SELECTED_APPS=() if [ "$UNATTENDED" = true ]; then _SELECTED_APPS=(1 2) log_info "Unattended — selecting Steam + EmulationStation" else read -r -p " Apps [1 2]: " _APP_PICKS _APP_PICKS="${_APP_PICKS:-1 2}" if [[ "${_APP_PICKS,,}" == "all" ]]; then _SELECTED_APPS=(1 2 3 4 5 6 7 8) else read -ra _SELECTED_APPS <<< "$_APP_PICKS" fi fi # Map numbers to app keys for the Python injector local _APP_KEYS="" for _n in "${_SELECTED_APPS[@]}"; do case "$_n" in 1) _APP_KEYS="$_APP_KEYS steam" ;; 2) _APP_KEYS="$_APP_KEYS esde" ;; 3) _APP_KEYS="$_APP_KEYS lutris" ;; 4) _APP_KEYS="$_APP_KEYS retroarch" ;; 5) _APP_KEYS="$_APP_KEYS prismlauncher" ;; 6) _APP_KEYS="$_APP_KEYS kodi" ;; 7) _APP_KEYS="$_APP_KEYS firefox" ;; 8) _APP_KEYS="$_APP_KEYS desktop" ;; esac done _APP_KEYS="${_APP_KEYS# }" # trim leading space log_info "Will add: ${_APP_KEYS:-none}" # ── docker-compose.yml ──────────────────────────────────────────────────── log_info "Generating docker-compose.yml..." mkdir -p "$WOLF_STATE_DIR/cfg" mkdir -p "$WOLF_DIR" ensure_docker_dir_ownership "$WOLF_DIR" cd "$WOLF_DIR" || return 1 # Detect the LAN interface (the one used to reach the internet, not VPN/loopback) local LAN_IFACE LAN_IP LAN_MAC LAN_IFACE=$(ip route get 8.8.8.8 2>/dev/null | grep -oP 'dev \K\S+' | head -1) LAN_IP=$(ip route get 8.8.8.8 2>/dev/null | grep -oP 'src \K\S+' | head -1) LAN_MAC=$(ip link show "$LAN_IFACE" 2>/dev/null | grep -oP 'ether \K\S+' | head -1) log_success "LAN interface: $LAN_IFACE IP: $LAN_IP MAC: $LAN_MAC" # If Tailscale is running, Wolf must advertise the Tailscale IP so Moonlight # clients on the tailnet can connect. local TS_IP TS_MAC WOLF_IP WOLF_MAC TS_IP=$(tailscale ip -4 2>/dev/null | head -1) if [ -n "$TS_IP" ]; then TS_MAC=$(ip link show tailscale0 2>/dev/null | grep -oP 'ether \K\S+' | head -1) WOLF_IP="$TS_IP" WOLF_MAC="${TS_MAC:-$LAN_MAC}" log_success "Tailscale detected — Wolf will advertise Tailscale IP: $TS_IP" log_info "In Moonlight use 'Add PC' and enter: $TS_IP" else WOLF_IP="$LAN_IP" WOLF_MAC="$LAN_MAC" fi # Write compose using a mixed heredoc: WOLF_STATE_DIR comes from .env at # runtime (docker compose variable substitution), so it stays correct even # if the drive is remounted at a different path. IP/MAC/render-node are # baked in at install time because they're hardware-specific and not stored # in .env — use 'manage.sh update-network' to regenerate if they change. backup_if_exists docker-compose.yml cat > docker-compose.yml << EOF name: wolf services: wolf: image: ghcr.io/games-on-whales/wolf:stable container_name: wolf network_mode: host restart: unless-stopped environment: - NVIDIA_DRIVER_VOLUME_NAME=nvidia-driver-vol # WOLF_STATE_DIR is read from .env at runtime — edit .env to relocate. # Must be the same path inside and outside the container so that app # containers Wolf spawns via the Docker socket resolve it on the host. - HOST_APPS_STATE_FOLDER=\${WOLF_STATE_DIR} - WOLF_CFG_FOLDER=\${WOLF_STATE_DIR}/cfg - WOLF_INTERNAL_IP=${WOLF_IP} - WOLF_INTERNAL_MAC=${WOLF_MAC} - WOLF_RENDER_NODE=${WOLF_RENDER_NODE} - LD_LIBRARY_PATH=/usr/nvidia/lib:/usr/nvidia/lib32 # Exposes Wolf's REST API socket at this same path on the HOST (matches # Wolf's own docs' recommended pattern exactly) — without this it only # exists inside the container at its default \$XDG_RUNTIME_DIR-relative # path, unreachable from manage.sh. Used by 'manage.sh controllers' to # set per-client controllers_override (see that command's own comments # for why this exists — distinguishing multiple same-model virtual # gamepads, e.g. two Wii U Pro Controllers, so games like Cemu can # actually tell them apart). - WOLF_SOCKET_PATH=/var/run/wolf/wolf.sock volumes: - \${WOLF_STATE_DIR}:\${WOLF_STATE_DIR}:rw - /var/run/docker.sock:/var/run/docker.sock:rw - /dev/:/dev/:rw - /run/udev:/run/udev:rw - /var/run/wolf:/var/run/wolf:rw - nvidia-driver-vol:/usr/nvidia:rw devices: - /dev/dri - /dev/uinput - /dev/uhid - /dev/nvidia-uvm - /dev/nvidia-uvm-tools - /dev/nvidia-caps/nvidia-cap1 - /dev/nvidia-caps/nvidia-cap2 - /dev/nvidiactl - /dev/nvidia0 - /dev/nvidia-modeset device_cgroup_rules: - 'c 13:* rmw' volumes: nvidia-driver-vol: external: true EOF log_success "docker-compose.yml created" # Save the game storage path so it's visible and editable later backup_if_exists .env cat > .env << EOF # Wolf game/ROM storage root — edit this and run ./manage.sh update-storage to apply GAME_STORAGE_DIR=${GAME_STORAGE_DIR} # Wolf state folder (config.toml + every app session home) — lives on the game # drive so Steam installs, games, and Proton prefixes stay off the OS drive. WOLF_STATE_DIR=${WOLF_STATE_DIR} # Timezone for app containers (Steam/Proton etc.) — set on each app's TZ env so # Steam, EA App, and games show the correct local time. Edit + ./manage.sh apps. WOLF_TZ=${SITE_TZ} EOF chmod 600 .env chown "$ACTUAL_USER:$ACTUAL_USER" .env log_success ".env written with GAME_STORAGE_DIR=${GAME_STORAGE_DIR}" # ── Firewall ────────────────────────────────────────────────────────────── if command -v ufw &>/dev/null; then log_info "Opening Moonlight ports in UFW..." for p in "${WOLF_PORTS_TCP[@]}"; do ufw allow "${p}/tcp" comment "Wolf/Moonlight" >/dev/null 2>&1 || true; done for p in "${WOLF_PORTS_UDP[@]}"; do ufw allow "${p}/udp" comment "Wolf/Moonlight" >/dev/null 2>&1 || true; done log_success "Ports opened: TCP ${WOLF_PORTS_TCP[*]} / UDP ${WOLF_PORTS_UDP[*]}" else log_warning "ufw not installed — if you use a firewall, open these ports:" echo " TCP: ${WOLF_PORTS_TCP[*]} UDP: ${WOLF_PORTS_UDP[*]}" fi # ── Management script ───────────────────────────────────────────────────── cat > manage.sh << 'MEOF' #!/bin/bash SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)" # Wolf's state folder (config.toml + every app session home, Steam install, # games, Proton prefixes) lives on the game drive — see WOLF_STATE_DIR in .env. # Nothing here needs to relocate or symlink anything; Wolf writes straight to # the drive because docker-compose.yml mounts it as HOST_APPS_STATE_FOLDER. WOLF_STATE_DIR=$(grep '^WOLF_STATE_DIR=' "$SCRIPT_DIR/.env" 2>/dev/null | cut -d= -f2-) WOLF_CFG="${WOLF_STATE_DIR:-/etc/wolf}/cfg/config.toml" WOLF_TZ=$(grep '^WOLF_TZ=' "$SCRIPT_DIR/.env" 2>/dev/null | cut -d= -f2-) # Locate the Steam home under the Wolf state folder (born on first Steam launch). _steam_home() { # Prefer the Steam home whose container is currently running. # With multiple WolfSteam containers, head -1 picks the wrong one. local candidate running_ids running_ids=$(docker ps --format '{{.Names}}' | grep -i WolfSteam | sed 's/WolfSteam_//') while IFS= read -r candidate; do local cid cid=$(basename "$(dirname "$candidate")") if echo "$running_ids" | grep -qF "$cid"; then echo "$candidate" return 0 fi done < <(find "${WOLF_STATE_DIR:-/etc/wolf}" -maxdepth 2 -type d -name Steam 2>/dev/null) # Fallback: first found find "${WOLF_STATE_DIR:-/etc/wolf}" -maxdepth 2 -type d -name Steam 2>/dev/null | head -1 } # Download the GE-Proton tarball to a local cache dir so it is ready to # extract the moment Steam has launched (no re-download needed). # Idempotent — skips the download if the cache file already exists. _cache_ge_proton() { local version="${1:-}" local cache_dir="$SCRIPT_DIR/ge-proton-cache" mkdir -p "$cache_dir" local url name if [ -n "$version" ]; then url="https://github.com/GloriousEggroll/proton-ge-custom/releases/download/$version/$version.tar.gz" else echo "Fetching latest GE-Proton release info..." url=$(curl -sL https://api.github.com/repos/GloriousEggroll/proton-ge-custom/releases/latest \ | grep browser_download_url | grep '\.tar\.gz' | cut -d'"' -f4) if [ -z "$url" ]; then echo "Could not determine GE-Proton download URL (GitHub rate-limited or offline?)." return 1 fi fi name=$(basename "$url" .tar.gz) local cached="$cache_dir/$name.tar.gz" if [ -f "$cached" ]; then echo "GE-Proton already cached: $cached" echo "$name" > "$cache_dir/.version" return 0 fi echo "Downloading $name (~500 MB) to cache..." if curl -L -o "$cached" "$url"; then echo "$name" > "$cache_dir/.version" echo "Cached: $cached" else echo "Download failed."; rm -f "$cached"; return 1 fi } # Pre-satisfy the EA App install-script markers in a game's Proton prefix so # Steam stops looping on "running install script (EA app)". The EA Desktop # InstallSuccessful flag is shared across all EA titles; the Valve has-run key # is per-AppID but identical in form for every EA game — so this works for any # of them. Safe + idempotent; only touches the AppID passed in. # # IMPORTANT: wineserver holds registry state in memory and flushes it back to # disk, overwriting any edits made while the container is running. We stop the # WolfSteam container first, patch the files on disk, then restart — so the # keys survive intact when wineserver next starts. _apply_ea_fix() { local appid="$1" local steam_home reg acf container_was_running=0 # Search all Wolf Steam homes for the one that has this AppID's prefix. # With multiple WolfSteam containers, head -1 picks the wrong one. steam_home="" while IFS= read -r candidate; do if [ -f "$candidate/.steam/steam/steamapps/compatdata/$appid/pfx/system.reg" ]; then steam_home="$candidate" break fi done < <(find "${WOLF_STATE_DIR:-/etc/wolf}" -maxdepth 2 -type d -name Steam 2>/dev/null) [ -z "$steam_home" ] && steam_home=$(_steam_home) reg="$steam_home/.steam/steam/steamapps/compatdata/$appid/pfx/system.reg" acf="$steam_home/.steam/steam/steamapps/appmanifest_${appid}.acf" if [ ! -f "$reg" ]; then echo "No Proton prefix for AppID $appid yet (looked for $reg)." echo "In Steam: set the game to GE-Proton (./manage.sh ge-proton)," echo "click Play once to build the prefix, then re-run this." return 1 fi # Stop the Steam container so wineserver is not running when we edit the # registry. We restart it at the end so the user's session resumes. local steam_container steam_container=$(docker ps --format '{{.Names}}' | grep -i 'WolfSteam' | head -1) if [ -n "$steam_container" ]; then echo "Stopping $steam_container so wineserver is not running during patch..." docker stop "$steam_container" >/dev/null container_was_running=1 sleep 2 fi # Locate EA App executables inside the Proton prefix. # Prefer EADesktop.exe (full EA App install); fall back to Link2EA.exe (stub or partial). local pfx_root pfx_root="$steam_home/.steam/steam/steamapps/compatdata/$appid/pfx/drive_c" local ureg ureg="$steam_home/.steam/steam/steamapps/compatdata/$appid/pfx/user.reg" local ea_exe link2ea_exe ea_exe=$(sudo find "$pfx_root" -maxdepth 8 \ -ipath "*/Electronic Arts/EA Desktop/EA Desktop/EADesktop.exe" \ -print -quit 2>/dev/null) link2ea_exe=$(sudo find "$pfx_root" -maxdepth 8 \ -ipath "*/Electronic Arts/EA Desktop/*/EA Desktop/Link2EA.exe" \ -print -quit 2>/dev/null) # check both system.reg AND user.reg for existing link2ea registration local _has_link2ea=0 { sudo grep -q 'link2ea' "$reg" 2>/dev/null || sudo grep -q 'link2ea' "$ureg" 2>/dev/null; } \ && _has_link2ea=1 if sudo grep -q 'EADesktopSetup' "$reg" 2>/dev/null && [ "$_has_link2ea" = 1 ]; then echo "Registry keys already present in AppID $appid prefix." if [ -n "$ea_exe" ]; then echo " EA App: $ea_exe" elif [ -n "$link2ea_exe" ]; then echo " Link2EA.exe: $link2ea_exe" echo " NOTE: Full EA App not yet installed. Run ./manage.sh install-ea-app to install it." fi else echo "Patching EA install-script markers for AppID $appid..." # Wine v2 registry format uses doubled backslashes as path separator. # Wow6432Node version is the one wineserver preserves on flush; # Steam's HasRunStringKey check is satisfied by the 32-bit view. { printf '\n[Software\\\\Electronic Arts\\\\EA Desktop] 1781772837\n"InstallSuccessful"="true"\n' printf '\n[Software\\\\Wow6432Node\\\\Electronic Arts\\\\EA Desktop] 1781772837\n"InstallSuccessful"="true"\n' printf '\n[Software\\\\Valve\\\\Steam\\\\Apps\\\\%s] 1781772837\n"EADesktopSetup"=dword:00000001\n' "$appid" printf '\n[Software\\\\Wow6432Node\\\\Valve\\\\Steam\\\\Apps\\\\%s] 1781772837\n"EADesktopSetup"=dword:00000001\n' "$appid" # Register the link2ea:// URL protocol handler in system.reg (HKLM). # SWBF2 calls ShellExecute("link2ea://launchgame/...") and exits; the # EA App (EADesktop.exe) re-authenticates and re-launches the game. # GE-Proton's steam.exe intercepts link2ea:// and forwards to Link2EA.exe. # NOTE: user.reg (HKCU) takes priority; GE-Proton may already have registered # this there during prefix setup. Check with: ./manage.sh diagnose-ea local _handler_exe="" if [ -n "$ea_exe" ]; then _handler_exe="$ea_exe" echo " Using real EA App: $ea_exe" elif [ -n "$link2ea_exe" ]; then _handler_exe="$link2ea_exe" echo " Using Link2EA.exe stub: $link2ea_exe" echo " NOTE: Run ./manage.sh install-ea-app to install full EA App." fi if [ -n "$_handler_exe" ]; then local win_path win_path=$(echo "$_handler_exe" \ | sed "s|$pfx_root||" \ | sed 's|/|\\\\|g' \ | sed 's|^|C:|') printf '\n[Software\\\\Classes\\\\link2ea] 1781772837\n@="link2ea Protocol"\n"URL Protocol"=""\n' printf '\n[Software\\\\Classes\\\\link2ea\\\\shell] 1781772837\n' printf '\n[Software\\\\Classes\\\\link2ea\\\\shell\\\\open] 1781772837\n' printf '\n[Software\\\\Classes\\\\link2ea\\\\shell\\\\open\\\\command] 1781772837\n@="%s \\"%%1\\""\n' "$win_path" printf '\n[Software\\\\Wow6432Node\\\\Classes\\\\link2ea] 1781772837\n@="link2ea Protocol"\n"URL Protocol"=""\n' printf '\n[Software\\\\Wow6432Node\\\\Classes\\\\link2ea\\\\shell] 1781772837\n' printf '\n[Software\\\\Wow6432Node\\\\Classes\\\\link2ea\\\\shell\\\\open] 1781772837\n' printf '\n[Software\\\\Wow6432Node\\\\Classes\\\\link2ea\\\\shell\\\\open\\\\command] 1781772837\n@="%s \\"%%1\\""\n' "$win_path" echo " link2ea:// handler registered in system.reg → $win_path" else echo " WARNING: EA App not found (neither EADesktop.exe nor Link2EA.exe)." echo " link2ea:// handler NOT registered in system.reg." echo " GE-Proton may have already registered it in user.reg — check with:" echo " ./manage.sh diagnose-ea $appid" echo " To install EA App: ./manage.sh install-ea-app $appid" fi } | sudo tee -a "$reg" >/dev/null sudo chown 1000:1000 "$reg" echo " Registry patched." fi # Reset StateFlags to 4 (fully installed) so Steam won't re-run install scripts. if [ -f "$acf" ]; then sudo sed -i 's/"StateFlags"\s*"[0-9]*"/"StateFlags"\t\t"4"/' "$acf" # StateFlags 4 = update required (re-runs install scripts); 6 = fully installed. # We want 6 so Steam launches the game directly. sudo sed -i 's/"StateFlags"\t\t"4"/"StateFlags"\t\t"6"/' "$acf" sudo chown 1000:1000 "$acf" echo " StateFlags set to 6 (fully installed)." fi if [ "$container_was_running" = 1 ]; then echo "Restarting Wolf (Steam will reconnect automatically)..." docker compose -f "$SCRIPT_DIR/docker-compose.yml" up -d >/dev/null 2>&1 || \ docker start "$steam_container" >/dev/null 2>&1 || true echo " Wolf restarted. Reconnect from Moonlight and click Play." fi echo "Done. In Steam: if the 'running install script' screen appears, cancel it, then Play." } case "$1" in start) docker compose up -d echo "Wolf started. Pair Moonlight to this server's IP." # If GE-Proton is cached but not yet extracted (Steam launched since # install), extract it now so it appears in the Compatibility dropdown. _STEAM_H=$(_steam_home) if [ -n "$_STEAM_H" ]; then _COMPAT="$_STEAM_H/.steam/compatibilitytools.d" _CACHE="$SCRIPT_DIR/ge-proton-cache" _CACHED_VER="" [ -f "$_CACHE/.version" ] && _CACHED_VER=$(cat "$_CACHE/.version") if [ -n "$_CACHED_VER" ] && [ -f "$_CACHE/$_CACHED_VER.tar.gz" ] \ && [ ! -d "$_COMPAT/$_CACHED_VER" ]; then echo "Extracting cached GE-Proton $_CACHED_VER..." sudo mkdir -p "$_COMPAT" sudo tar -xzf "$_CACHE/$_CACHED_VER.tar.gz" -C "$_COMPAT" sudo chown -R 1000:1000 "$_COMPAT" echo "GE-Proton $_CACHED_VER ready. In Steam: game → Properties → Compatibility → Force $_CACHED_VER" fi fi ;; stop) docker compose down ;; restart) docker compose restart ;; logs) docker compose logs -f wolf ;; status) docker compose ps; echo; docker ps --filter "name=Wolf" --format "table {{.Names}}\t{{.Status}}" ;; update) docker compose pull docker compose up -d ;; apps|add-apps|update-storage) # WOLF_CFG resolved at top of script from .env # Resolve game storage dir: explicit arg > .env > prompt GAME_DIR="${2:-}" if [ -z "$GAME_DIR" ]; then GAME_DIR=$(grep '^GAME_STORAGE_DIR=' "$SCRIPT_DIR/.env" 2>/dev/null | cut -d= -f2-) fi if [ -z "$GAME_DIR" ]; then read -r -p " Game storage path: " GAME_DIR fi if [ -z "$GAME_DIR" ]; then echo "No game storage path."; exit 1; fi # Persist path back to .env if it changed if grep -qs '^GAME_STORAGE_DIR=' "$SCRIPT_DIR/.env" 2>/dev/null; then sed -i "s|^GAME_STORAGE_DIR=.*|GAME_STORAGE_DIR=${GAME_DIR}|" "$SCRIPT_DIR/.env" else echo "GAME_STORAGE_DIR=${GAME_DIR}" >> "$SCRIPT_DIR/.env" fi # Ensure steam-cache dir exists (persists DXVK/Mesa shader cache across sessions) mkdir -p "$GAME_DIR/steam-cache" sudo chown -R 1000:1000 "$GAME_DIR/steam-cache" 2>/dev/null || true if [ ! -f "$WOLF_CFG" ]; then echo "Wolf config not found at $WOLF_CFG — is Wolf running?" exit 1 fi # Show which apps are already installed and what's available echo "" echo " Checking current Wolf config..." # Any amount of leading whitespace (or none) — Wolf's own TOML writer # doesn't reliably indent with exactly 4 spaces, and a stricter # anchor here silently reports "No Wolf apps installed yet" even # when apps clearly are (confirmed live), which then makes the # Enter/"update mounts only" path fall back to the hardcoded # steam+esde default instead of actually refreshing what's there. INSTALLED=$(sudo grep -E "^[[:space:]]*name = 'Wolf" "$WOLF_CFG" 2>/dev/null | sed "s/.*name = '//;s/'//" | tr '\n' ' ') [ -n "$INSTALLED" ] && echo " Already installed: $INSTALLED" || echo " No Wolf apps installed yet." echo "" echo " Available apps:" echo " 1) Steam - Big Picture + Proton (PC games)" echo " 2) EmulationStation - ES-DE + RetroArch (retro ROMs)" echo " 3) Lutris - GOG / Epic / Wine / non-Steam" echo " 4) RetroArch - standalone emulator frontend" echo " 5) Prism Launcher - Minecraft (Java + Bedrock)" echo " 6) Kodi - media center" echo " 7) Firefox - browser" echo " 8) Desktop - full XFCE desktop session" echo "" echo " Enter numbers (space-separated), 'all', or Enter to update existing mounts only:" read -r -p " Apps [Enter=update mounts only]: " _PICKS if [[ "${_PICKS,,}" == "all" ]]; then APP_KEYS="steam esde lutris retroarch prismlauncher kodi firefox desktop" elif [ -z "$_PICKS" ]; then # No new apps — just re-run with whatever keys are already installed APP_KEYS="" [[ "$INSTALLED" == *WolfSteam* ]] && APP_KEYS="$APP_KEYS steam" [[ "$INSTALLED" == *WolfES-DE* ]] && APP_KEYS="$APP_KEYS esde" [[ "$INSTALLED" == *WolfLutris* ]] && APP_KEYS="$APP_KEYS lutris" [[ "$INSTALLED" == *WolfRetroArch* ]] && APP_KEYS="$APP_KEYS retroarch" [[ "$INSTALLED" == *WolfPrismLauncher* ]] && APP_KEYS="$APP_KEYS prismlauncher" [[ "$INSTALLED" == *WolfKodi* ]] && APP_KEYS="$APP_KEYS kodi" [[ "$INSTALLED" == *WolfFirefox* ]] && APP_KEYS="$APP_KEYS firefox" [[ "$INSTALLED" == *WolfDesktop* ]] && APP_KEYS="$APP_KEYS desktop" APP_KEYS="${APP_KEYS# }" [ -z "$APP_KEYS" ] && APP_KEYS="steam esde" else APP_KEYS="" for _n in $_PICKS; do case "$_n" in 1) APP_KEYS="$APP_KEYS steam" ;; 2) APP_KEYS="$APP_KEYS esde" ;; 3) APP_KEYS="$APP_KEYS lutris" ;; 4) APP_KEYS="$APP_KEYS retroarch" ;; 5) APP_KEYS="$APP_KEYS prismlauncher" ;; 6) APP_KEYS="$APP_KEYS kodi" ;; 7) APP_KEYS="$APP_KEYS firefox" ;; 8) APP_KEYS="$APP_KEYS desktop" ;; esac done APP_KEYS="${APP_KEYS# }" fi echo " Applying: ${APP_KEYS:-none}" [ -z "$APP_KEYS" ] && exit 0 sudo python3 - "$GAME_DIR" "$WOLF_CFG" "$WOLF_TZ" $APP_KEYS << 'PYEOF' import sys, json games = sys.argv[1].rstrip('/') cfg = sys.argv[2] TZ = sys.argv[3].strip() selected = set(sys.argv[4:]) STD_CAP = ['NET_RAW', 'MKNOD', 'NET_ADMIN'] STD_ENV = ['RUN_SWAY=1', 'GOW_REQUIRED_DEVICES=/dev/input/* /dev/dri/* /dev/nvidia*'] STD_RULES = ['c 13:* rmw', 'c 244:* rmw'] # ES-DE gets its own env: same as STD_ENV but with /dev/uinput added to # GOW_REQUIRED_DEVICES (a second, duplicate-keyed GOW_REQUIRED_DEVICES entry # alongside STD_ENV's own would be ambiguous to whichever engine reads it, so # this is a full replacement, not an addition to STD_ENV) — AntiMicroX (see # the antimicrox setup step below) needs to open /dev/uinput itself to inject # synthetic key/mouse events under Sway/Wayland (XTest, its other backend, # needs Xwayland, which this container doesn't run). Paired with # devices=['/dev/uinput:/dev/uinput'] on the esde catalog entry itself below # — GOW_REQUIRED_DEVICES alone only gets the base image's own entrypoint # script to bind-mount the node; the container also needs Wolf's own # create-time device grant to actually open it (matches the real # games-on-whales/wolf config.toml example for Steam's own uinput access). ESDE_ENV = ['RUN_SWAY=1', 'GOW_REQUIRED_DEVICES=/dev/uinput /dev/input/* /dev/dri/* /dev/nvidia*'] CATALOG = { 'steam': dict( name='WolfSteam', title='Steam', icon='https://games-on-whales.github.io/wildlife/apps/steam/assets/icon.png', image='ghcr.io/games-on-whales/steam:edge', mounts=['/etc/localtime:/etc/localtime:ro', '/etc/timezone:/etc/timezone:ro', f'{games}/steam-cache:/home/retro/.cache:rw', # Same emulators/ -> ~/Applications mount as esde/retroarch # (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'], 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'], security_opt=['seccomp=unconfined', 'apparmor=unconfined'], ipc_mode='host', ulimits=[{'Name': 'nofile', 'Hard': 10240, 'Soft': 10240}], privileged=False, ), 'esde': dict( name='WolfES-DE', title='EmulationStation', icon='https://games-on-whales.github.io/wildlife/apps/es-de/assets/icon.png', image='ghcr.io/games-on-whales/es-de:edge', mounts=[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}/emulators:/mnt/games/emulators:rw', f'{games}/emulators:/home/retro/Applications:rw', f'{games}/esde-custom-systems:/home/retro/ES-DE/custom_systems:rw', # ~/ES-DE (settings, gamelists, downloaded_media, logs) has # NO mount at all otherwise (confirmed against ES-DE's own # source and GOW's es-de startup.sh: getAppDataDirectory() # is a plain $HOME/ES-DE, no XDG redirect) — Wolf normally # reuses the same app container across sessions rather than # recreating it each time (confirmed against Wolf's own # docker.cpp: it only removes the container on session end # if WOLF_STOP_CONTAINER_ON_EXIT=TRUE, which this repo never # sets), so this doesn't get wiped every reconnect — but it # IS lost on any real reinstall/container recreate, unlike # everything else here which lives on the game drive. Only # mounting settings/ specifically (not the whole ~/ES-DE # tree) keeps this additive and non-breaking alongside the # existing custom_systems mount above — gamelists/scraped # media durability is a separate, not-yet-done improvement. f'{games}/esde-settings:/home/retro/ES-DE/settings:rw'], env=ESDE_ENV, cap_add=STD_CAP, security_opt=[], ipc_mode='host', ulimits=[], privileged=False, devices=['/dev/uinput:/dev/uinput'], ), 'lutris': dict( name='WolfLutris', title='Lutris', icon='https://games-on-whales.github.io/wildlife/apps/lutris/assets/icon.png', image='ghcr.io/games-on-whales/lutris:edge', mounts=[f'{games}/lutris:/mnt/games/lutris:rw'], env=['RUN_SWAY=true', 'GOW_REQUIRED_DEVICES=/dev/input/* /dev/dri/* /dev/nvidia*'], cap_add=['SYS_ADMIN', 'NET_RAW', 'MKNOD', 'NET_ADMIN'], security_opt=['seccomp=unconfined', 'apparmor=unconfined'], ipc_mode='host', ulimits=[], privileged=False, ), 'retroarch': dict( name='WolfRetroArch', title='RetroArch', icon='https://games-on-whales.github.io/wildlife/apps/retroarch/assets/icon.png', image='ghcr.io/games-on-whales/retroarch:edge', mounts=[f'{games}/roms:/ROMs:rw', f'{games}/saves:/mnt/games/saves: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'], env=STD_ENV, cap_add=STD_CAP, security_opt=[], ipc_mode='host', ulimits=[], privileged=False, ), 'prismlauncher': dict( name='WolfPrismLauncher', title='Prism Launcher', icon='https://games-on-whales.github.io/wildlife/apps/prismlauncher/assets/icon.png', image='ghcr.io/games-on-whales/prismlauncher:edge', mounts=[f'{games}/minecraft:/mnt/games/minecraft:rw'], env=STD_ENV, cap_add=STD_CAP, security_opt=[], ipc_mode='host', ulimits=[], privileged=False, ), 'kodi': dict( name='WolfKodi', title='Kodi', icon='https://games-on-whales.github.io/wildlife/apps/kodi/assets/icon.png', image='ghcr.io/games-on-whales/kodi:edge', mounts=[f'{games}/kodi:/mnt/games/kodi:rw'], env=STD_ENV, cap_add=STD_CAP, security_opt=[], ipc_mode='host', ulimits=[], privileged=False, ), 'firefox': dict( name='WolfFirefox', title='Firefox', icon='https://games-on-whales.github.io/wildlife/apps/firefox/assets/icon.png', image='ghcr.io/games-on-whales/firefox:edge', mounts=[f'{games}/firefox:/mnt/games/firefox:rw'], env=STD_ENV, cap_add=STD_CAP, security_opt=[], ipc_mode='host', ulimits=[], privileged=False, ), 'desktop': dict( name='WolfDesktop', title='Desktop', # NOT "desktop" — ghcr.io/games-on-whales/desktop never existed. # Confirmed live: Wolf logged "[DOCKER] error 404 - No such image: # ghcr.io/games-on-whales/desktop:edge" and silently dropped back to # the Moonlight app list with no other indication of failure. The # games-on-whales/gow repo's apps/ directory names this app "xfce", # and ghcr.io/games-on-whales/xfce:edge is the real, currently # published image (confirmed against the GHCR package's own tag # list). The icon path uses the same "xfce" naming. icon='https://games-on-whales.github.io/wildlife/apps/xfce/assets/icon.png', image='ghcr.io/games-on-whales/xfce:edge', # Shares the SAME persistent home (.config/.local/share) and # emulators/ -> ~/Applications mount as esde/retroarch below — a real # XFCE multi-window session is a much more reliable place to run a # standalone emulator's own GUI (Settings/Input dialogs) than inside # ES-DE's single-app Sway kiosk session, where a second top-level # window (e.g. Cemu's own Settings dialog) can fail to ever get # mapped/focused. Whatever gets configured here (Cemu's settings.xml, # controllerProfiles/, etc.) is read by the exact same app the next # time it's launched through ES-DE, since it's the same mounted home. mounts=[f'{games}/retro-home:/home/retro/.config:rw', f'{games}/retro-home-data:/home/retro/.local/share:rw', f'{games}/emulators:/mnt/games/emulators:rw', f'{games}/emulators:/home/retro/Applications:rw', # Same /ROMs path es-de/retroarch use — confirmed live: without # this, a standalone emulator (Cemu) launched from this XFCE # session via its own File/Load menu has nothing to browse to # at all, since /ROMs simply doesn't exist in the container. f'{games}/roms:/ROMs:rw', f'{games}/saves:/mnt/games/saves:rw'], # ghcr.io/games-on-whales/xfce has no libfuse2/libfuse3 at all (checked # against its own Dockerfile) and, unlike es-de's own Dockerfile # (which sets this exact env var for the same reason), no fallback # either — confirmed live: launching an AppImage (Cemu) straight from # this container failed outright with the standard "AppImages require # FUSE to run" error. APPIMAGE_EXTRACT_AND_RUN=1 makes every AppImage # self-extract into a temp dir and run from there instead of trying # to FUSE-mount itself, matching what already makes AppImages work # fine when ES-DE launches them. env=STD_ENV + ['APPIMAGE_EXTRACT_AND_RUN=1'], cap_add=STD_CAP, security_opt=[], ipc_mode='host', ulimits=[], privileged=False, ), } def ensure_tz(env_list): # Set the container timezone so Steam / EA App / games show local time # (a wrong/UTC display can confuse EA App's installer). Driven by WOLF_TZ. e = [x for x in env_list if not x.startswith('TZ=')] if TZ: e.append(f'TZ={TZ}') return e def make_app_block(app): host_cfg = {'IpcMode': app['ipc_mode'], 'CapAdd': app['cap_add'], 'Privileged': app['privileged'], 'DeviceCgroupRules': STD_RULES} if app['security_opt']: host_cfg['SecurityOpt'] = app['security_opt'] if app['ulimits']: host_cfg['Ulimits'] = app['ulimits'] create_json = json.dumps({'HostConfig': host_cfg}, indent=2) mounts_str = str(app['mounts']).replace('"', "'") env_str = str(ensure_tz(app['env'])).replace('"', "'") devices_str = str(app.get('devices', [])) return ( f"\n" f" [[profiles.apps]]\n" f" icon_png_path = '{app['icon']}'\n" f" start_virtual_compositor = true\n" f" title = '{app['title']}'\n" f"\n" f" [profiles.apps.runner]\n" f" base_create_json = '''{create_json}\n" f"'''\n" f" devices = {devices_str}\n" f" env = {env_str}\n" f" image = '{app['image']}'\n" f" mounts = {mounts_str}\n" f" name = '{app['name']}'\n" f" ports = []\n" f" type = 'docker'\n" ) def update_field(lines, wolf_name, field, new_value): # Wolf rewrites config.toml and reformats arrays (mounts/env) as MULTI-LINE, # so we must replace the entire array (from ` =` to its closing `]`), # not just the first line — otherwise the old elements are left orphaned and # the file becomes invalid TOML. Always rewrite as a single line, and heal # any orphaned remnants left by a previously corrupted single-line rewrite. for i, line in enumerate(lines): if f"name = '{wolf_name}'" in line: # Bound the search to just THIS app's own [[profiles.apps]] block — # a blind +/-25-line window used to reach into a neighboring app's # block once blocks got short enough (e.g. after collapsing a # mounts array down to one line), splicing that block's own # mounts/env field or table header instead. Confirmed live: this # corrupted config.toml into invalid TOML ("cannot redefine # existing table 'profiles.apps.runner'") and crash-looped Wolf. block_start = i while block_start > 0 and lines[block_start].strip() != '[[profiles.apps]]': block_start -= 1 block_end = i + 1 while block_end < len(lines) and lines[block_end].strip() not in ('[[profiles.apps]]', '[[profiles]]'): block_end += 1 for j in range(block_start, block_end): if lines[j].lstrip().startswith(field + ' ='): indent = lines[j][:len(lines[j]) - len(lines[j].lstrip())] k = j while k < block_end and ']' not in lines[k]: k += 1 m = k + 1 while m < block_end: s = lines[m].lstrip() if s.startswith("'") or s.startswith(']'): m += 1 else: break lines[j:m] = [f"{indent}{field} = {new_value}\n"] return True return False def update_scalar_field(lines, wolf_name, field, new_value): # Same block-bounding as update_field, but for a single-line scalar # string field (image, icon_png_path) that Wolf never reformats across # multiple lines. update_field's array logic (which scans forward # hunting for a closing ']') isn't safe to reuse here — a scalar line # has no ']' of its own and that scan would run off into an unrelated # array field further down the same block (e.g. 'ports = []'), # corrupting it. Confirmed needed live: a stale 'image' field (e.g. the # games-on-whales/desktop -> xfce rename) was NOT refreshed by # update_field, since only 'mounts'/'env' were ever passed to it — an # already-installed app's broken image reference survived every # reinstall/'./manage.sh apps' re-run until this was added. for i, line in enumerate(lines): if f"name = '{wolf_name}'" in line: block_start = i while block_start > 0 and lines[block_start].strip() != '[[profiles.apps]]': block_start -= 1 block_end = i + 1 while block_end < len(lines) and lines[block_end].strip() not in ('[[profiles.apps]]', '[[profiles]]'): block_end += 1 for j in range(block_start, block_end): if lines[j].lstrip().startswith(field + " = '"): indent = lines[j][:len(lines[j]) - len(lines[j].lstrip())] lines[j] = f"{indent}{field} = '{new_value}'\n" return True return False with open(cfg, 'r') as f: lines = f.readlines() profiles_seen, first_start, insert_at = 0, None, len(lines) for i, line in enumerate(lines): if line.strip() == '[[profiles]]': profiles_seen += 1 if profiles_seen == 1: first_start = i elif profiles_seen == 2: insert_at = i; break if first_start is None: print('ERROR: no [[profiles]] section found'); sys.exit(1) first_block = lines[first_start:insert_at] added, updated, to_insert = [], [], [] for key in list(CATALOG.keys()): if key not in selected: continue app = CATALOG[key] wolf_name = app['name'] new_mounts = str(app['mounts']).replace('"', "'") new_env = str(ensure_tz(app['env'])).replace('"', "'") new_devices = str(app.get('devices', [])) already = any(f"name = '{wolf_name}'" in l for l in first_block) if already: ok = update_field(lines, wolf_name, 'mounts', new_mounts) ok = update_field(lines, wolf_name, 'env', new_env) or ok # 'devices' is an array like mounts/env (even though it's currently # always rendered on one line) — Wolf's own config.toml rewrites # reformat arrays as multi-line, so this needs update_field's # continuation-scanning logic, not update_scalar_field's single-line # one, or a devices change (e.g. the esde entry's new /dev/uinput # grant, added for AntiMicroX) would silently never apply on an # "already installed" rerun — the same class of bug fixed for # image/icon_png_path below by giving those their own scalar path. ok = update_field(lines, wolf_name, 'devices', new_devices) or ok ok = update_scalar_field(lines, wolf_name, 'image', app['image']) or ok ok = update_scalar_field(lines, wolf_name, 'icon_png_path', app['icon']) or ok if ok: updated.append(app['title']) else: to_insert.append(make_app_block(app)) added.append(app['title']) if to_insert: block_lines = [] for block in to_insert: block_lines += [l + '\n' if not l.endswith('\n') else l for l in block.splitlines()] new_lines = lines[:insert_at] + block_lines + lines[insert_at:] with open(cfg, 'w') as f: f.writelines(new_lines) elif updated: with open(cfg, 'w') as f: f.writelines(lines) if added: print(f"Added: {', '.join(added)}") if updated: print(f"Updated mounts + timezone: {', '.join(updated)}") if not added and not updated: print('All selected apps already present and up to date') PYEOF docker compose restart wolf echo "Wolf restarted. Apps will appear in Moonlight on next connection." ;; cores) # Download libretro (RetroArch) cores so retro games launch on first run. # ES-DE / RetroArch ship with NO cores; both ES-DE's bundled config and # GoW's rom_launcher.sh call ~/.config/retroarch/cores/*.so. Cores live on # the game drive (retroarch/cores/) and are bind-mounted into the ES-DE and # RetroArch containers at ~/.config/retroarch/cores. # # Usage: ./manage.sh cores [all|common] [force] # all - every core on the libretro buildbot (~1.5 GB) [default], # plus shaders/overlays/cheats/database/autoconfig/Dolphin's # Sys folder (~290 MB more) — everything RetroArch's own # Online Updater offers except thumbnails (separate, per- # system, can run many GB — use the Thumbnails Updater) # common - the ~30 cores GoW wires up + popular ES-DE defaults, no extras # force - re-download cores/extras already present (otherwise skipped) 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 if [ -z "$GAME_DIR" ]; then echo "No game storage path."; exit 1; fi CORES_DIR="$GAME_DIR/retroarch/cores" SCOPE="${2:-all}" FORCE="${3:-}" BASE="https://buildbot.libretro.com/nightly/linux/x86_64/latest" mkdir -p "$CORES_DIR" # 'common' = the cores GoW's rom_launcher.sh wires up, plus a few very # common ES-DE Linux defaults (NES/PCE/NDS/C64/ZX Spectrum). COMMON="opera mame puae stella a5200 prosystem virtualjaguar mednafen_lynx \ flycast gambatte mgba picodrive genesis_plus_gx mupen64plus_next fbneo fceumm \ nestopia mednafen_ngp ppsspp pcsx_rearmed mednafen_psx_hw mednafen_saturn snes9x \ bsnes_hd_beta mednafen_vb mednafen_wswan mednafen_pce melonds desmume vice_x64 \ fuse scummvm" if [ "$SCOPE" = "common" ]; then CORE_FILES="" for c in $COMMON; do CORE_FILES="$CORE_FILES ${c}_libretro.so"; done else echo "Fetching full core list from libretro buildbot..." # The directory autoindex and the .index text file both contain the # literal _libretro.so.zip filenames, so this grep works on # either. Fall back to the common set if the index can't be read. CORE_FILES=$(curl -fsSL "$BASE/" \ | grep -oE '[A-Za-z0-9_]+_libretro\.so\.zip' \ | sed 's/\.zip$//' | sort -u) if [ -z "$CORE_FILES" ]; then echo "Could not read the full core index — falling back to the common set." CORE_FILES="" for c in $COMMON; do CORE_FILES="$CORE_FILES ${c}_libretro.so"; done fi fi _unzip_to() { # $1=zip $2=destdir (unzip if present, else python3) if command -v unzip >/dev/null 2>&1; then unzip -o -q "$1" -d "$2" else python3 -c "import zipfile,sys; zipfile.ZipFile(sys.argv[1]).extractall(sys.argv[2])" "$1" "$2" fi } total=$(echo $CORE_FILES | wc -w); n=0; ok=0; skip=0; fail=0 for so in $CORE_FILES; do n=$((n+1)) if [ -f "$CORES_DIR/$so" ] && [ "$FORCE" != "force" ]; then skip=$((skip+1)); continue fi printf "\r [%d/%d] %-34s" "$n" "$total" "$so" tmp=$(mktemp) if curl -fsSL -o "$tmp" "$BASE/$so.zip" && _unzip_to "$tmp" "$CORES_DIR" 2>/dev/null; then ok=$((ok+1)) else fail=$((fail+1)) fi rm -f "$tmp" done echo "" echo "RetroArch cores: $ok downloaded, $skip already present, $fail failed" echo " → $CORES_DIR" [ "$fail" -gt 0 ] && echo " Retry failed cores: ./manage.sh cores $SCOPE force" # The Dolphin core needs its own 'Sys' folder (compatibility DB + IPL # data) to boot Wii titles at all — it's not part of the core .so/.info # pair above, and the only documented way to get it is a manual trip # through RetroArch's own Online Updater -> Core System Files # Downloader (Dolphin.zip). It's just a static folder from Dolphin's # own repo (Data/Sys), so fetch it here too instead of requiring that # GUI step. Sparse+shallow checkout — the full repo is large, this # folder isn't. # # Confirmed live: RetroArch's own docs say this goes under # system_directory/dolphin-emu/Sys, and GoW's own shipped # retroarch.cfg sets system_directory = "~/bioses" — NOT RetroArch's # usual default of ~/.config/retroarch/system. An earlier version of # this script assumed the default and wrote to the wrong place # (retroarch/system/dolphin-emu/Sys on the host, which the real # config never reads). Read the actual configured value instead of # assuming, and self-heal by moving a Sys folder that's already # sitting in that old wrong location. _RA_SYS_CFG=$(grep -i '^system_directory' "$GAME_DIR/retroarch/retroarch.cfg" 2>/dev/null \ | sed -E 's/^system_directory[[:space:]]*=[[:space:]]*"([^"]*)".*/\1/') case "$_RA_SYS_CFG" in "~/.config/retroarch/system") SYS_DIR="$GAME_DIR/retroarch/system/dolphin-emu/Sys" ;; *) SYS_DIR="$GAME_DIR/bios/dolphin-emu/Sys" ;; esac OLD_SYS_DIR="$GAME_DIR/retroarch/system/dolphin-emu/Sys" if [ "$OLD_SYS_DIR" != "$SYS_DIR" ] && [ -d "$OLD_SYS_DIR" ] && [ ! -d "$SYS_DIR" ]; then mkdir -p "$(dirname "$SYS_DIR")" mv "$OLD_SYS_DIR" "$SYS_DIR" echo "Moved Dolphin's Sys folder to the location RetroArch's own config actually reads: $SYS_DIR" fi if [ -f "$CORES_DIR/dolphin_libretro.so" ] && [ ! -d "$SYS_DIR" ]; then echo "Fetching Dolphin's Sys folder (needed for GameCube/Wii to boot)..." SYS_TMP=$(mktemp -d) if git clone --depth 1 --filter=blob:none --sparse -q \ https://github.com/dolphin-emu/dolphin "$SYS_TMP" 2>/dev/null \ && (cd "$SYS_TMP" && git sparse-checkout set Data/Sys -q 2>/dev/null) \ && [ -d "$SYS_TMP/Data/Sys" ]; then mkdir -p "$(dirname "$SYS_DIR")" cp -r "$SYS_TMP/Data/Sys" "$SYS_DIR" echo "Dolphin Sys folder installed → $SYS_DIR" else echo "Could not fetch Dolphin's Sys folder automatically." echo " Get it via RetroArch's own Online Updater -> Core System Files Downloader -> Dolphin.zip" fi rm -rf "$SYS_TMP" fi # 'all' also grabs the rest of what RetroArch's own Online Updater # offers — shaders, overlays, cheats, the RDB game database, and # controller autoconfig profiles — straight from the same buildbot # server the cores above came from (buildbot.libretro.com/assets/ # frontend/), so a fresh install needs zero manual trips through that # menu. Small (~290 MB total, confirmed against the real directory # listing) next to the ~1.5 GB core set, and open/redistributable # libretro-project content — nothing license-gated. Thumbnails # (box art) are deliberately NOT included here: they're hosted # separately, are per-system, and can run into many GB — pull those # per-system from RetroArch's own Thumbnails Updater instead of # blindly grabbing everything. if [ "$SCOPE" = "all" ]; then ASSETS_BASE="https://buildbot.libretro.com/assets/frontend" RA_CFG_DIR="$GAME_DIR/retroarch" # pack name → destination dir, using RetroArch's own default # paths (relative to the config dir) for cheats/database/ # autoconfig, since this box's retroarch.cfg leaves those three # unset and just inherits the defaults. for pair in "overlays:$RA_CFG_DIR/overlays" \ "shaders_slang:$RA_CFG_DIR/shaders" \ "cheats:$RA_CFG_DIR/cheats" \ "database-rdb:$RA_CFG_DIR/database/rdb" \ "autoconfig:$RA_CFG_DIR/autoconfig" \ "info:$CORES_DIR"; do pack="${pair%%:*}"; dest="${pair#*:}" # "info" shares $CORES_DIR with the core .so files downloaded # above, so "is the destination non-empty" is always true # there and would skip this pack every time (confirmed # live: exactly this made every .info file silently never # install, breaking content-database extension matching for # every core). Check for its own actual content instead. if [ "$pack" = "info" ]; then [ -n "$(ls "$dest"/*.info 2>/dev/null)" ] && [ "$FORCE" != "force" ] && continue else [ -d "$dest" ] && [ "$(ls -A "$dest" 2>/dev/null)" ] && [ "$FORCE" != "force" ] && continue fi echo "Fetching $pack.zip..." tmp=$(mktemp) if curl -fsSL -o "$tmp" "$ASSETS_BASE/$pack.zip"; then mkdir -p "$dest" _unzip_to "$tmp" "$dest" 2>/dev/null || echo " Failed to extract $pack.zip" else echo " Failed to fetch $pack.zip" fi rm -f "$tmp" done echo "Shaders, overlays, cheats, database, and controller autoconfig profiles ready." fi ;; reorder) # Interactively reorder the Moonlight tiles by reordering the # [[profiles.apps]] blocks in Wolf's config.toml (Moonlight shows them # in file order). config.toml is root-owned, so run Python under sudo; # the prompt is read from /dev/tty since stdin is the heredoc script. if [ ! -f "$WOLF_CFG" ]; then echo "Wolf config not found at $WOLF_CFG — start Wolf once first." exit 1 fi sudo python3 - "$WOLF_CFG" << 'PYEOF' import sys, re cfg = sys.argv[1] with open(cfg) as f: lines = f.readlines() prof = [i for i, l in enumerate(lines) if l.strip() == '[[profiles]]'] if not prof: print('No [[profiles]] section found.'); sys.exit(1) start = prof[0] end = prof[1] if len(prof) > 1 else len(lines) marks = [i for i in range(start, end) if lines[i].strip() == '[[profiles.apps]]'] if len(marks) < 2: print('Fewer than two apps — nothing to reorder.'); sys.exit(2) head = lines[:start] preamble = lines[start:marks[0]] tail = lines[end:] blocks = [lines[s:(marks[k+1] if k+1 < len(marks) else end)] for k, s in enumerate(marks)] def title_of(b): for l in b: m = re.match(r"\s*title = '(.*)'\s*$", l) if m: return m.group(1) return '(untitled)' titles = [title_of(b) for b in blocks] print('\nCurrent Moonlight order:') for i, t in enumerate(titles, 1): print(' %d. %s' % (i, t)) print('\nType the new order as space-separated numbers (each once).') print('Example: 3 1 2%s — blank line cancels.' % (''.join(' %d' % n for n in range(4, len(blocks) + 1)))) tty = open('/dev/tty') sys.stdout.write('New order: '); sys.stdout.flush() resp = tty.readline().strip() if not resp: print('Cancelled — nothing changed.'); sys.exit(2) try: order = [int(x) for x in resp.split()] except ValueError: print('Invalid input — expected numbers.'); sys.exit(2) if sorted(order) != list(range(1, len(blocks) + 1)): print('Must list each number 1..%d exactly once.' % len(blocks)); sys.exit(2) out = head + preamble for n in order: out += blocks[n - 1] out += tail with open(cfg, 'w') as f: f.writelines(out) print('\nNew order: ' + ' -> '.join(titles[n - 1] for n in order)) sys.exit(0) PYEOF if [ $? -eq 0 ]; then docker compose restart wolf echo "Wolf restarted — the new tile order shows on next Moonlight connection." fi ;; add-web) # Add a Moonlight tile that opens a URL in a Firefox kiosk streaming container. # Usage: ./manage.sh add-web [name] [url] if [ ! -f "$WOLF_CFG" ]; then echo "Wolf config not found at $WOLF_CFG — start Wolf once first." exit 1 fi # Gather display name WEB_TITLE="${2:-}" if [ -z "$WEB_TITLE" ]; then read -r -p " Display name (e.g. 'Dinosaur Game'): " WEB_TITLE fi WEB_TITLE="${WEB_TITLE:-Web App}" # Gather URL WEB_URL="${3:-}" if [ -z "$WEB_URL" ]; then read -r -p " URL (e.g. https://dinosaur-game.io/): " WEB_URL fi if [ -z "$WEB_URL" ]; then echo "No URL entered."; exit 1; fi # Prepend https:// if no scheme given [[ "$WEB_URL" =~ ^https?:// ]] || WEB_URL="https://$WEB_URL" # Try to auto-detect an icon WEB_DOMAIN=$(python3 -c "from urllib.parse import urlparse; u=urlparse('$WEB_URL'); print(u.scheme+'://'+u.netloc)" 2>/dev/null) WEB_ICON="" echo " Looking for icon at $WEB_DOMAIN..." for _try_icon in \ "$WEB_DOMAIN/apple-touch-icon.png" \ "$WEB_DOMAIN/apple-touch-icon-precomposed.png" \ "$WEB_DOMAIN/icon.png" \ "$WEB_DOMAIN/favicon.png"; do if curl -fsSL --max-time 5 -o /dev/null -w "%{http_code}" "$_try_icon" 2>/dev/null \ | grep -q "^2"; then WEB_ICON="$_try_icon" echo " Found icon: $WEB_ICON" break fi done if [ -z "$WEB_ICON" ]; then echo " Could not auto-detect a PNG icon." echo " Options:" echo " 1) Enter an image URL (PNG)" echo " 2) Enter a local PNG file path" echo " 3) Use default browser icon" read -r -p " Choice [3]: " _ICON_CHOICE _ICON_CHOICE="${_ICON_CHOICE:-3}" if [ "$_ICON_CHOICE" = "1" ]; then read -r -p " Image URL: " WEB_ICON elif [ "$_ICON_CHOICE" = "2" ]; then read -r -p " Local PNG path: " _LOCAL_PNG _LOCAL_PNG="${_LOCAL_PNG/#\~/$HOME}" if [ -f "$_LOCAL_PNG" ]; then # Copy to wolf state dir so Wolf can find it _ICONS_DIR="${WOLF_STATE_DIR:-/etc/wolf}/cfg/icons" sudo mkdir -p "$_ICONS_DIR" _ICON_NAME="$(basename "$_LOCAL_PNG")" sudo cp "$_LOCAL_PNG" "$_ICONS_DIR/$_ICON_NAME" WEB_ICON="$_ICONS_DIR/$_ICON_NAME" else echo " File not found — using default icon." fi fi fi [ -z "$WEB_ICON" ] && \ WEB_ICON="https://games-on-whales.github.io/wildlife/apps/firefox/assets/icon.png" # Sanitize title → WolfWeb- WOLF_WEB_NAME="WolfWeb-$(echo "$WEB_TITLE" | tr -s ' \t' '-' | tr -cd 'A-Za-z0-9-')" # The GoW firefox image launches `firefox` with no URL and honors no # START_URL env var — it reads a Firefox enterprise policy file at # /etc/firefox/policies/policies.json. Generate a per-app policy that # sets the homepage to our URL and mount it into the container so the # tile opens that site on launch instead of a blank default tab. WEBAPP_DIR="${WOLF_STATE_DIR:-/etc/wolf}/cfg/webapps/$WOLF_WEB_NAME" sudo mkdir -p "$WEBAPP_DIR" sudo tee "$WEBAPP_DIR/policies.json" >/dev/null << JSON { "policies": { "Homepage": { "URL": "$WEB_URL", "StartPage": "homepage", "Locked": false }, "OverrideFirstRunPage": "", "OverridePostUpdatePage": "", "DisableAppUpdate": true, "DisableTelemetry": true, "Preferences": { "gfx.webrender.all": { "Value": true, "Status": "default" }, "webgl.force-enabled": { "Value": true, "Status": "default" } } } } JSON echo "" echo " Adding Moonlight tile:" echo " Title : $WEB_TITLE" echo " URL : $WEB_URL" echo " Icon : $WEB_ICON" echo " Name : $WOLF_WEB_NAME" echo "" sudo python3 - "$WOLF_CFG" "$WOLF_WEB_NAME" "$WEB_TITLE" "$WEB_ICON" "$WEBAPP_DIR/policies.json" << 'PYEOF' import sys, json, re cfg = sys.argv[1] wolf_name = sys.argv[2] title = sys.argv[3] icon = sys.argv[4] policies = sys.argv[5] # host path to the per-app firefox policies.json STD_RULES = ['c 13:* rmw', 'c 244:* rmw'] cap_add = ['NET_RAW', 'MKNOD', 'NET_ADMIN'] env = [ 'MOZ_ENABLE_WAYLAND=1', 'RUN_SWAY=1', 'GOW_REQUIRED_DEVICES=/dev/input/* /dev/dri/* /dev/nvidia*', ] # Mount our policy file over the image's default so Firefox opens the homepage. mounts = [f'{policies}:/etc/firefox/policies/policies.json:ro'] host_cfg = { 'IpcMode': 'host', 'CapAdd': cap_add, 'Privileged': False, 'DeviceCgroupRules': STD_RULES, } create_json = json.dumps({'HostConfig': host_cfg}, indent=2) env_str = str(env).replace('"', "'") mounts_str = str(mounts).replace('"', "'") block = ( f"\n" f" [[profiles.apps]]\n" f" icon_png_path = '{icon}'\n" f" start_virtual_compositor = true\n" f" title = '{title}'\n" f"\n" f" [profiles.apps.runner]\n" f" base_create_json = '''{create_json}\n" f"'''\n" f" devices = []\n" f" env = {env_str}\n" f" image = 'ghcr.io/games-on-whales/firefox:edge'\n" f" mounts = {mounts_str}\n" f" name = '{wolf_name}'\n" f" ports = []\n" f" type = 'docker'\n" ) with open(cfg) as f: lines = f.readlines() # If a tile with this name already exists, remove its whole [[profiles.apps]] # block first so re-running add-web replaces it (e.g. to fix the URL/mounts). def remove_existing(lines, wolf_name): name_idx = next((i for i, l in enumerate(lines) if f"name = '{wolf_name}'" in l), None) if name_idx is None: return lines, False # Start of this app block = nearest [[profiles.apps]] at/above the name line start = name_idx while start > 0 and lines[start].strip() != '[[profiles.apps]]': start -= 1 # End = next app/profiles marker after the name line, else EOF end = name_idx + 1 while end < len(lines) and lines[end].strip() not in ('[[profiles.apps]]', '[[profiles]]'): end += 1 del lines[start:end] return lines, True lines, replaced = remove_existing(lines, wolf_name) # Find insert point: just before the second [[profiles]] block, or end of file profiles_seen, insert_at = 0, len(lines) for i, line in enumerate(lines): if line.strip() == '[[profiles]]': profiles_seen += 1 if profiles_seen == 2: insert_at = i break block_lines = [l + '\n' if not l.endswith('\n') else l for l in block.splitlines()] new_lines = lines[:insert_at] + block_lines + lines[insert_at:] with open(cfg, 'w') as f: f.writelines(new_lines) action = 'Replaced' if replaced else 'Added' print(f"{action} '{title}' ({wolf_name}) — tile updates in Moonlight after Wolf restarts.") sys.exit(0) PYEOF if [ $? -eq 0 ]; then docker compose restart wolf echo "Wolf restarted — '$WEB_TITLE' will appear in Moonlight on next connection." echo "" echo " Controller tip: Wolf injects a virtual gamepad into the streaming container." echo " Sites that use the browser Gamepad API (many classic arcade ports, etc.)" echo " will respond to your controller. Keyboard-driven sites won't respond to" echo " gamepad buttons directly, but Wolf's virtual keyboard lets you type." fi ;; backup) echo "Set up backups with the modular system: sudo ./setup.sh backup" ;; ge-proton) # Install the latest GloriousEggroll Proton-GE build into Steam's # compatibilitytools.d so it appears in each game's Compatibility # dropdown. GE-Proton ships fixes (notably for the EA App installer) # that stock Proton / Proton Experimental lack — required to get EA # titles like Star Wars Battlefront II (2017) past their install script. STEAM_HOME=$(find "${WOLF_STATE_DIR:-/etc/wolf}" -maxdepth 2 -type d -name Steam 2>/dev/null | head -1) if [ -z "$STEAM_HOME" ]; then echo "No Steam home found yet under ${WOLF_STATE_DIR:-/etc/wolf}." echo "Launch Steam once from Moonlight, then re-run: ./manage.sh ge-proton" exit 1 fi # Steam scans ~/.steam/root/compatibilitytools.d, which resolves to # /.steam/compatibilitytools.d on disk. COMPAT="$STEAM_HOME/.steam/compatibilitytools.d" # Check for a pre-downloaded cache (populated by wolf.sh at install time). CACHE_DIR="$SCRIPT_DIR/ge-proton-cache" CACHED_VER="" [ -f "$CACHE_DIR/.version" ] && CACHED_VER=$(cat "$CACHE_DIR/.version") if [ -n "$2" ]; then # Explicit version requested — use cache if it matches, else download. NAME="$2" CACHED_FILE="$CACHE_DIR/$NAME.tar.gz" elif [ -n "$CACHED_VER" ] && [ -f "$CACHE_DIR/$CACHED_VER.tar.gz" ]; then NAME="$CACHED_VER" CACHED_FILE="$CACHE_DIR/$NAME.tar.gz" echo "Using pre-downloaded GE-Proton: $NAME" else echo "Fetching latest GE-Proton release info..." URL=$(curl -sL https://api.github.com/repos/GloriousEggroll/proton-ge-custom/releases/latest \ | grep browser_download_url | grep '\.tar\.gz' | cut -d'"' -f4) if [ -z "$URL" ]; then echo "Could not determine GE-Proton download URL (GitHub rate-limited or offline?)." exit 1 fi NAME=$(basename "$URL" .tar.gz) CACHED_FILE="" fi if [ -d "$COMPAT/$NAME" ]; then echo "$NAME already installed." else sudo mkdir -p "$COMPAT" if [ -n "$CACHED_FILE" ] && [ -f "$CACHED_FILE" ]; then echo "Extracting $NAME from cache..." sudo tar -xzf "$CACHED_FILE" -C "$COMPAT" else URL="${URL:-https://github.com/GloriousEggroll/proton-ge-custom/releases/download/$NAME/$NAME.tar.gz}" echo "Downloading $NAME (~500 MB)..." TMP=$(mktemp -d) if ! curl -L -o "$TMP/ge.tar.gz" "$URL"; then echo "Download failed."; rm -rf "$TMP"; exit 1 fi sudo tar -xzf "$TMP/ge.tar.gz" -C "$COMPAT" rm -rf "$TMP" fi fi # Wolf's app containers run as uid 1000 (retro). The compat tool must be # owned by that user or Wine refuses to use it / Steam can't launch it. sudo chown -R 1000:1000 "$COMPAT" echo "" echo "Installed: $COMPAT/$NAME" echo "Now fully quit and reopen Steam in Moonlight, then per game:" echo " Properties → Compatibility → Force the use of $NAME" ;; games) # List installed Steam games (numbered) with their AppIDs, then offer to # apply the EA App install-script fix to whichever one you pick. Read # straight from the Steam app manifests. STEAM_HOME=$(_steam_home) APPSDIR="$STEAM_HOME/.steam/steam/steamapps" if [ ! -d "$APPSDIR" ]; then echo "No Steam library found yet. Launch Steam and install a game first." exit 1 fi shopt -s nullglob ids=(); names=(); n=0 for acf in "$APPSDIR"/appmanifest_*.acf; do id=$(grep -oP '"appid"\s*"\K[0-9]+' "$acf" | head -1) name=$(grep -oP '"name"\s*"\K[^"]+' "$acf" | head -1) [ -z "$id" ] && continue n=$((n+1)) ids+=("$id"); names+=("$name") done if [ "$n" = 0 ]; then echo " (no games installed yet)" exit 0 fi printf " %-4s %-10s %s\n" "#" "AppID" "Name" printf " %-4s %-10s %s\n" "-" "-----" "----" for i in $(seq 1 "$n"); do printf " %-4s %-10s %s\n" "$i" "${ids[$((i-1))]}" "${names[$((i-1))]}" done echo "" echo "An EA game stuck on 'running install script (EA app)'? Enter its" echo "number to apply the EA fix, or just press Enter to skip." read -r -p " Apply EA fix to # (or Enter to skip): " pick if [ -z "$pick" ]; then exit 0 fi if ! [[ "$pick" =~ ^[0-9]+$ ]] || [ "$pick" -lt 1 ] || [ "$pick" -gt "$n" ]; then echo "Not a valid number from the list." exit 1 fi sel_id="${ids[$((pick-1))]}" sel_name="${names[$((pick-1))]}" echo "Applying EA fix to '$sel_name' (AppID $sel_id)..." _apply_ea_fix "$sel_id" ;; fix-ea-game) # Apply the EA App install-script fix directly to an AppID (defaults to # Star Wars Battlefront II 2017, AppID 1237950). For an interactive # picker use './manage.sh games' instead. Run AFTER setting the game to # GE-Proton and clicking Play once (so the Proton prefix exists). _apply_ea_fix "${2:-1237950}" ;; wait-ea-app) # Wait for EAappInstaller to finish installing EA App in the background # (it runs async via RunType=1 in installScript.vdf), then apply the full # EA fix including the link2ea:// protocol handler registration. # # Usage: ./manage.sh wait-ea-app [AppID] # # Flow: # 1. Click Play on the game in Steam — SWBF2 will launch and quit after ~6s # 2. EAappInstaller is now running in the background inside the container # 3. Run this command — it polls every 15s for EADesktop.exe to appear # 4. Once found, it stops the container, patches the registry, restarts _wea_appid="${2:-1237950}" _wea_steam_home=$(_steam_home) _wea_pfx="$_wea_steam_home/.steam/steam/steamapps/compatdata/$_wea_appid/pfx/drive_c" echo "Watching for EA App (EADesktop.exe) to appear in AppID $_wea_appid prefix..." echo "If you haven't yet: go to Steam → click Play on the game now." echo "Press Ctrl+C to abort." _wea_found=0 for _wea_i in $(seq 1 80); do _wea_exe=$(sudo find "$_wea_pfx" -maxdepth 6 \ -ipath "*/Electronic Arts/EA Desktop/EA Desktop/EADesktop.exe" \ -print -quit 2>/dev/null) if [ -n "$_wea_exe" ]; then _wea_found=1 echo "" echo "EA App found at: $_wea_exe" break fi printf "\r Waiting... (%ds elapsed)" "$((_wea_i * 15))" sleep 15 done if [ "$_wea_found" = 0 ]; then echo "" echo "EA App did not appear after 20 minutes. Things to check:" echo " • Did you click Play in Steam while Wolf was running?" echo " • Is the WolfSteam container still up? (./manage.sh status)" echo " • Check container logs: docker logs \$(docker ps --format '{{.Names}}' | grep WolfSteam | head -1)" exit 1 fi echo "Applying full EA fix (includes link2ea:// handler)..." _apply_ea_fix "$_wea_appid" ;; install-ea-app) # Run EAappInstaller.exe INSIDE the WolfSteam container using GE-Proton's # wine binary so it sees a virtual display and can complete its GUI. # # Usage: ./manage.sh install-ea-app [AppID] # # Workflow: # 1. Start Wolf and open Steam in Moonlight: ./manage.sh start # 2. From a terminal/SSH: ./manage.sh install-ea-app # 3. Watch Moonlight — the EA App installer window appears; click through it # 4. Log in to your EA account when prompted # 5. After EA App installs, run: ./manage.sh fix-ea-game # 6. Click Play on the game — it should launch via EA App now _ia_appid="${2:-1237950}" _ia_steam_home=$(_steam_home) if [ -z "$_ia_steam_home" ]; then echo "No Steam home found. Start Wolf and open the Steam app in Moonlight first." exit 1 fi _ia_container=$(docker ps --format '{{.Names}}' | grep -i WolfSteam | head -1) if [ -z "$_ia_container" ]; then echo "WolfSteam container is not running." echo " Start Wolf: ./manage.sh start" echo " Open the Steam app in Moonlight, wait for Steam to load, then re-run." exit 1 fi # Find EAappInstaller bundled with the game (in steamapps/common, NOT in # compatdata — ignore temp-extracted copies inside the Wine prefix). _ia_installer_host=$(sudo find \ "$_ia_steam_home/.steam/steam/steamapps/common" -maxdepth 12 \ -name "EAappInstaller.exe" -print -quit 2>/dev/null) if [ -z "$_ia_installer_host" ]; then echo "EAappInstaller.exe not found under steamapps/common." echo "Make sure the game (AppID $_ia_appid) is fully downloaded/installed." exit 1 fi # Container mounts the session home at /home/retro — translate paths _ia_installer_container="${_ia_installer_host/#$_ia_steam_home//home/retro}" # Find GE-Proton inside the container _ia_gep=$(docker exec -u 1000 "$_ia_container" bash -c \ 'ls /home/retro/.steam/compatibilitytools.d/ 2>/dev/null | grep -i GE-Proton | sort -V | tail -1' 2>/dev/null) if [ -z "$_ia_gep" ]; then echo "GE-Proton not found inside the container." echo " Install it: ./manage.sh ge-proton" echo " Then open Steam in Moonlight, set the game to use GE-Proton in Compatibility," echo " click Play once to create the prefix, and re-run this command." exit 1 fi _ia_wine="/home/retro/.steam/compatibilitytools.d/$_ia_gep/files/bin/wine" _ia_wineprefix="/home/retro/.steam/steam/steamapps/compatdata/$_ia_appid/pfx" _ia_display=$(docker exec "$_ia_container" printenv DISPLAY 2>/dev/null) _ia_display="${_ia_display:-:0}" echo "Installing EA App inside the WolfSteam container..." echo " Container: $_ia_container" echo " GE-Proton: $_ia_gep" echo " Installer: $_ia_installer_container" echo " Display: $_ia_display" echo "" echo "IMPORTANT: The EA App installer window will appear in Moonlight." echo " Click through it and log in to your EA account." echo " This may take 2-10 minutes." echo "" # Remove the fake InstallSuccessful keys we added earlier with fix-ea-game. # If those keys are present, EAappInstaller detects EA App is "already installed" # and exits immediately without doing anything — this is why it exited in ~15s. # The real EA App installer will re-create these keys correctly after install. echo "Clearing fake InstallSuccessful registry markers (so the installer actually runs)..." for _ia_key in \ "HKLM\\\\Software\\\\Electronic Arts\\\\EA Desktop" \ "HKLM\\\\Software\\\\Wow6432Node\\\\Electronic Arts\\\\EA Desktop"; do docker exec -u 1000 \ -e DISPLAY="$_ia_display" \ -e WINEPREFIX="$_ia_wineprefix" \ "$_ia_container" \ "$_ia_wine" reg delete "$_ia_key" /v InstallSuccessful /f 2>/dev/null || true done sleep 1 # Start wineserver in foreground mode (-f) so it keeps running even after # the WiX bootstrapper exits. Without this, wineserver shuts down when # the foreground wine process exits and kills the real installer. # wineserver -f stays alive until explicitly killed with wineserver -k. _ia_wineserver="${_ia_wine%/wine}/wineserver" echo "Starting wineserver anchor (keeps Wine alive while installer runs)..." docker exec -d -u 1000 \ -e DISPLAY="$_ia_display" \ -e WINEPREFIX="$_ia_wineprefix" \ "$_ia_container" \ "$_ia_wineserver" -f sleep 3 # Launch the installer detached — it will spawn background processes # and exit, but those processes stay alive because the anchor above # keeps the shared wineserver running. echo "Launching EA App installer (watch Moonlight for the install window)..." docker exec -d -u 1000 \ -e DISPLAY="$_ia_display" \ -e WINEPREFIX="$_ia_wineprefix" \ -e WINE_LARGE_ADDRESS_AWARE=1 \ "$_ia_container" \ "$_ia_wine" "$_ia_installer_container" # Poll on the HOST for EADesktop.exe to appear (up to 15 min) _ia_pfx_host="$_ia_steam_home/.steam/steam/steamapps/compatdata/$_ia_appid/pfx/drive_c" _ia_found=0 for _ia_i in $(seq 1 60); do _ia_exe=$(sudo find "$_ia_pfx_host" -maxdepth 8 \ -ipath "*/Electronic Arts/EA Desktop/EA Desktop/EADesktop.exe" \ -print -quit 2>/dev/null) if [ -n "$_ia_exe" ]; then _ia_found=1 echo "" echo "EA App installed at: $_ia_exe" break fi printf "\r Waiting for EA App to install... (%ds elapsed)" "$((_ia_i * 15))" sleep 15 done # Kill the anchor (and any remaining wine processes for this prefix) echo "Stopping wineserver anchor..." docker exec -u 1000 \ -e WINEPREFIX="$_ia_wineprefix" \ "$_ia_container" \ "$_ia_wineserver" -k 2>/dev/null || true if [ "$_ia_found" = 1 ]; then echo "Applying EA fix (registering link2ea:// handler)..." _apply_ea_fix "$_ia_appid" echo "" echo "Next: Click Play on the game in Steam. EA App should authenticate and launch it." else echo "" echo "EA App did not finish installing within 15 minutes." echo " • Did the installer window appear in Moonlight?" echo " • Try running ./manage.sh diagnose-ea $_ia_appid for current state" echo " • If the installer appeared but failed: check the EA App website for a newer installer" exit 1 fi ;; diagnose-ea) # Show the current state of the EA App / link2ea:// setup for debugging. # Run this after ./manage.sh fix-ea-game to verify the registry is correct, # or when troubleshooting why an EA game returns to the Play screen. # # Usage: ./manage.sh diagnose-ea [AppID] _dx_appid="${2:-1237950}" _dx_sh=$(_steam_home) _dx_pfx="$_dx_sh/.steam/steam/steamapps/compatdata/$_dx_appid/pfx" _dx_acf="$_dx_sh/.steam/steam/steamapps/appmanifest_${_dx_appid}.acf" echo "=== EA Diagnostic — AppID $_dx_appid ===" echo "Prefix: $_dx_pfx" echo "" echo "--- system.reg: link2ea entries ---" sudo grep -i -A3 "link2ea" "$_dx_pfx/system.reg" 2>/dev/null || echo "(none in system.reg)" echo "" echo "--- user.reg: link2ea entries ---" sudo grep -i -A3 "link2ea" "$_dx_pfx/user.reg" 2>/dev/null || echo "(none in user.reg)" echo "" echo "--- EA App executables in prefix ---" _dx_desktop=$(sudo find "$_dx_pfx/drive_c" -maxdepth 8 -iname "EADesktop.exe" -print 2>/dev/null) _dx_link2ea=$(sudo find "$_dx_pfx/drive_c" -maxdepth 8 -iname "Link2EA.exe" -print 2>/dev/null) echo "EADesktop.exe: ${_dx_desktop:-(not found)}" echo "Link2EA.exe: ${_dx_link2ea:-(not found)}" echo "" echo "--- system.reg: InstallSuccessful ---" sudo grep -i "InstallSuccessful" "$_dx_pfx/system.reg" 2>/dev/null | head -5 \ || echo "(none)" echo "" echo "--- AppManifest StateFlags ---" if [ -f "$_dx_acf" ]; then grep "StateFlags" "$_dx_acf" else echo "(acf not found at $_dx_acf)" fi echo "" echo "--- Recent Proton log entries (errors + EA-related) ---" _dx_log="$_dx_sh/steam-${_dx_appid}.log" if [ -f "$_dx_log" ]; then grep -i "link2ea\|EA Desktop\|run_process\|ShellExecute\|err:" "$_dx_log" 2>/dev/null \ | grep -v "mscoree\|seh_unwind\|loaddll\|fixme" | tail -20 else echo "(no log yet — launch the game once to generate it)" echo "Expected path: $_dx_log" fi ;; setup-swbf2) # Full automated setup for Star Wars Battlefront II (2017, AppID 1237950) # on Wolf/Moonlight with GE-Proton. Implements the msiextract bypass for # the JunoConfigureRegistry Wine incompatibility, installs EA Desktop files # into the Wine prefix, and wires up a launch wrapper so registry fixes # survive wineserver restarts. # # Prerequisites (do these first, then run this command): # 1. Wolf is running and Steam is open in Moonlight # 2. GE-Proton10-34+ is installed (./manage.sh ge-proton) # 3. SWBF2 (AppID 1237950) is set to use GE-Proton in Steam → Compatibility # 4. msitools is installed on the host (sudo apt-get install -y msitools) # 5. Your EA account is linked to your Steam account at ea.com (one-time manual step) # 6. Launch SWBF2 once from Moonlight, wait ~10s for the "Origin is not installed" # error, then close it — this triggers Wine prefix creation and drops ea_app.msi # # After this command completes: launch SWBF2 from Moonlight. Let Vulkan # shaders compile on first run (takes several minutes, only once). EA App # authenticates via your linked Steam/EA account and the game launches. # # Usage: ./manage.sh setup-swbf2 _sw_appid="1237950" _sw_sh=$(_steam_home) if [ -z "$_sw_sh" ]; then echo "Steam home not found. Start Wolf (./manage.sh start) and open Steam in Moonlight first." exit 1 fi _sw_container=$(docker ps --format '{{.Names}}' | grep -i WolfSteam | head -1) if [ -z "$_sw_container" ]; then echo "WolfSteam container is not running. Start Wolf: ./manage.sh start" exit 1 fi _sw_pfxc="$_sw_sh/.steam/steam/steamapps/compatdata/$_sw_appid/pfx/drive_c" _sw_msi="$_sw_pfxc/ea_app.msi" echo "=== SWBF2 (2017) Wolf/Moonlight Setup ===" echo "" # ── Step 1: verify Wine prefix exists ────────────────────────────────── if [ ! -d "$_sw_pfxc" ]; then echo "ERROR: Wine prefix not found at $_sw_pfxc" echo "" echo "Required setup before running this command:" echo " 1. In Steam (via Moonlight): right-click SWBF2 → Properties → Compatibility" echo " → Force GE-Proton10-34 (or later)" echo " 2. Click Play on SWBF2 — wait ~10 seconds for 'Origin is not installed' error" echo " 3. Close the error and return here" exit 1 fi echo "[1/6] Wine prefix found: OK" # ── Step 2: check ea_app.msi exists ──────────────────────────────────── if [ ! -f "$_sw_msi" ]; then echo "" echo "ERROR: ea_app.msi not found at $_sw_msi" echo "" echo "SWBF2 must be launched once so Steam drops ea_app.msi into the Wine prefix." echo " 1. Open Steam in Moonlight" echo " 2. Click Play on SWBF2" echo " 3. Wait ~10 seconds — you will see an 'Origin is not installed' error" echo " 4. Close the error popup" echo " 5. Re-run: ./manage.sh setup-swbf2" echo "" echo "Expected file size: ~227 MB" exit 1 fi _sw_msi_size=$(stat -c%s "$_sw_msi" 2>/dev/null || echo 0) if [ "$_sw_msi_size" -lt 50000000 ]; then echo "WARNING: ea_app.msi looks too small ($_sw_msi_size bytes, expected ~227 MB)." echo "It may still be copying. Try again in a moment." exit 1 fi echo "[2/6] ea_app.msi found ($(( _sw_msi_size / 1048576 )) MB): OK" # ── Step 3: extract MSI on the host (bypasses JunoConfigureRegistry) ── echo "[3/6] Extracting EA Desktop files from MSI (this takes ~30s)..." if ! command -v msiextract >/dev/null 2>&1; then echo "ERROR: msitools not installed. Run: sudo apt-get install -y msitools" exit 1 fi _sw_extract_dir="/tmp/ea_app_extracted_$$" rm -rf "$_sw_extract_dir" mkdir -p "$_sw_extract_dir" if ! msiextract -C "$_sw_extract_dir" "$_sw_msi" >/dev/null 2>&1; then echo "ERROR: msiextract failed. Check that msitools is properly installed." rm -rf "$_sw_extract_dir" exit 1 fi _sw_ea_src=$(find "$_sw_extract_dir" -maxdepth 4 \ -path "*/Electronic Arts/EA Desktop/EA Desktop" -type d 2>/dev/null | head -1) if [ -z "$_sw_ea_src" ] || [ ! -f "$_sw_ea_src/Link2EA.exe" ]; then echo "ERROR: Link2EA.exe not found after extraction. MSI structure may have changed." echo "Expected: /Electronic Arts/EA Desktop/EA Desktop/Link2EA.exe" ls -la "$_sw_extract_dir/Electronic Arts/EA Desktop/" 2>/dev/null || true rm -rf "$_sw_extract_dir" exit 1 fi echo " Extracted to: $_sw_ea_src" echo " $(ls "$_sw_ea_src" | wc -l) files found including Link2EA.exe" # ── Step 4: copy EA Desktop files into Wine prefix ───────────────────── echo "[4/6] Installing EA Desktop files into Wine prefix..." _sw_ea_dest_base="$_sw_pfxc/Program Files/Electronic Arts/EA Desktop" # Determine the version directory name from the extracted content. # The MSI extracts to "EA Desktop" but the real install uses a versioned dir # with a symlink. Use the same version string if a broken symlink exists from # a failed install attempt; otherwise default to 14.2.0.3345. _sw_ea_version=$( \ docker exec "$_sw_container" \ readlink "/home/retro/.steam/steam/steamapps/compatdata/$_sw_appid/pfx/drive_c/Program Files/Electronic Arts/EA Desktop/EA Desktop" \ 2>/dev/null || echo "14.2.0.3345") _sw_ea_dest="$_sw_ea_dest_base/$_sw_ea_version" sudo mkdir -p "$_sw_ea_dest" sudo cp -r "$_sw_ea_src/." "$_sw_ea_dest/" sudo chown -R 1000:1000 "$_sw_ea_dest_base" # Remove any broken symlink, then create a clean one sudo rm -f "$_sw_ea_dest_base/EA Desktop" docker exec "$_sw_container" bash -c \ "ln -sf '$_sw_ea_version' '/home/retro/.steam/steam/steamapps/compatdata/$_sw_appid/pfx/drive_c/Program Files/Electronic Arts/EA Desktop/EA Desktop'" \ 2>/dev/null || sudo ln -sf "$_sw_ea_version" "$_sw_ea_dest_base/EA Desktop" if [ ! -f "$_sw_ea_dest/Link2EA.exe" ]; then echo "ERROR: Copy failed — Link2EA.exe not found at $_sw_ea_dest/Link2EA.exe" rm -rf "$_sw_extract_dir" exit 1 fi echo " EA Desktop installed to: $( echo "$_sw_ea_dest" | sed "s|$_sw_sh||" )" rm -rf "$_sw_extract_dir" # ── Step 5: write .reg files and wrapper script into Wine prefix ──────── echo "[5/6] Writing registry fix files and launch wrapper..." _sw_drive_c="$_sw_pfxc" # link2ea:// protocol handler — points Wine at Link2EA.exe sudo tee "$_sw_drive_c/link2ea_fix.reg" > /dev/null << 'REGEOF' Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\link2ea] @="URL:link2ea Protocol" "URL Protocol"="" [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\link2ea\shell\open\command] @="\"C:\\Program Files\\Electronic Arts\\EA Desktop\\EA Desktop\\Link2EA.exe\" \"%1\"" REGEOF # EA Desktop Windows services — EALocalHostSvc provides local IPC that # Link2EA.exe requires; without it launch fails with RPC_S_SERVER_UNAVAILABLE sudo tee "$_sw_drive_c/ea_services.reg" > /dev/null << 'REGEOF' Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\EALocalHostSvc] "Type"=dword:00000010 "Start"=dword:00000002 "ErrorControl"=dword:00000001 "ImagePath"="C:\\Program Files\\Electronic Arts\\EA Desktop\\EA Desktop\\EALocalHostSvc.exe" "DisplayName"="EA Local Host Service" "ObjectName"="LocalSystem" [HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\EABackgroundService] "Type"=dword:00000010 "Start"=dword:00000002 "ErrorControl"=dword:00000001 "ImagePath"="C:\\Program Files\\Electronic Arts\\EA Desktop\\EA Desktop\\EABackgroundService.exe" "DisplayName"="EA Background Service" "ObjectName"="LocalSystem" REGEOF sudo chown 1000:1000 "$_sw_drive_c/link2ea_fix.reg" "$_sw_drive_c/ea_services.reg" # Launch wrapper — runs regedit via Steam's launch chain on every launch # so registry entries survive wineserver restarts. Direct edits to # system.reg are overwritten by wineserver when it flushes to disk. sudo tee /tmp/ea_install_wrapper.sh > /dev/null << 'WRAPEOF' #!/bin/bash echo "=== launch $(date) ===" >> /tmp/ea_install.log "$1" "$2" "$3" "$4" "$5" "$6" "$7" "$8" "$9" "${10}" "${11}" regedit /S "C:\\link2ea_fix.reg" "$1" "$2" "$3" "$4" "$5" "$6" "$7" "$8" "$9" "${10}" "${11}" regedit /S "C:\\ea_services.reg" exec "$@" WRAPEOF chmod +x /tmp/ea_install_wrapper.sh docker cp /tmp/ea_install_wrapper.sh "$_sw_container":/home/retro/ea_install.sh docker exec "$_sw_container" chmod +x /home/retro/ea_install.sh rm -f /tmp/ea_install_wrapper.sh echo " .reg files and wrapper script installed." # ── Step 6: set LaunchOptions in localconfig.vdf and lock config dir ─── echo "[6/6] Setting Steam launch options and locking localconfig.vdf..." _sw_steam_uid=$(sudo ls "$_sw_sh/.steam/steam/userdata/" 2>/dev/null | head -1) if [ -z "$_sw_steam_uid" ]; then echo "WARNING: No Steam userdata found. You may need to have logged into Steam first." echo " Open Steam in Moonlight, sign in, then re-run this command." else _sw_cfg_dir="$_sw_sh/.steam/steam/userdata/$_sw_steam_uid/config" _sw_cfg_file="$_sw_cfg_dir/localconfig.vdf" if [ ! -f "$_sw_cfg_file" ]; then echo "WARNING: localconfig.vdf not found at $_sw_cfg_file" echo " Open Steam in Moonlight first, then re-run." else # Stop Steam so it flushes current state before we edit docker exec "$_sw_container" pkill -f steam.sh 2>/dev/null || true sleep 5 # Make sure config dir is writable long enough to edit the file sudo chmod 755 "$_sw_cfg_dir" 2>/dev/null || true _sw_launch_opt='STEAM_UNIX_SOCKET=/tmp/steam.sock /home/retro/ea_install.sh %command%' sudo python3 - "$_sw_cfg_file" "$_sw_launch_opt" << 'PYEOF' import sys, re path, launch_opt = sys.argv[1], sys.argv[2] with open(path, 'r') as f: content = f.read() new = re.sub( r'("1237950".*?"LaunchOptions"\s*)"[^"]*"', rf'\1"{launch_opt}"', content, flags=re.DOTALL ) if new == content: new = re.sub( r'("1237950"\s*\n\s*\{)', rf'\1\n\t\t\t\t"LaunchOptions"\t\t"{launch_opt}"', content ) if new == content: print("WARNING: 1237950 block not found in localconfig.vdf — launch options not set.") print("In Steam: right-click SWBF2 → Properties → Launch Options, enter:") print(" STEAM_UNIX_SOCKET=/tmp/steam.sock /home/retro/ea_install.sh %command%") else: with open(path, 'w') as f: f.write(new) print(" LaunchOptions set for AppID 1237950.") PYEOF sudo chown 1000:1000 "$_sw_cfg_file" # Lock the config directory so Steam can't overwrite localconfig.vdf # via atomic rename (temp file + rename). chmod 444 on the file is # bypassed; locking the directory blocks the rename-into. sudo chmod 555 "$_sw_cfg_dir" echo " Config directory locked (chmod 555) to preserve launch options." fi fi echo "" echo "=== Setup complete ===" echo "" echo "Next steps:" echo " 1. In Steam (Moonlight): right-click SWBF2 → Properties → Compatibility" echo " → Force a specific Steam Play compatibility tool → GE-Proton10-34 (or later)" echo " 2. Click Play on SWBF2" echo " 3. Let Vulkan shaders compile — do NOT skip, takes several minutes, only happens once" echo " 4. EA App will authenticate via your linked Steam/EA account (no manual login needed" echo " if accounts are linked at ea.com)" echo " 5. Game should launch" echo "" echo "Troubleshooting:" echo " ./manage.sh diagnose-ea $_sw_appid - check registry state" echo " docker exec \$container tail /tmp/ea_install.log - check wrapper log" echo "" echo "Note: If the config dir was not writable (Steam not stopped cleanly), set launch" echo "options manually in Steam → SWBF2 → Properties → Launch Options:" echo " STEAM_UNIX_SOCKET=/tmp/steam.sock /home/retro/ea_install.sh %command%" ;; fix-perms) # Wolf creates each app's home dir under WOLF_STATE_DIR// # and mounts it as /home/retro inside the app container. If anything in # there ends up root-owned, the in-container 'retro' user (uid 1000) # can't write to it and the app bails on startup with "Permission # denied". Re-own the whole state folder + game storage to uid/gid 1000. echo "Fixing ownership of Wolf state + game storage (uid 1000)..." found=0 if [ -n "$WOLF_STATE_DIR" ] && [ -d "$WOLF_STATE_DIR" ]; then sudo chown -R 1000:1000 "$WOLF_STATE_DIR" echo " fixed: $WOLF_STATE_DIR" found=1 fi GAME_DIR=$(grep '^GAME_STORAGE_DIR=' "$SCRIPT_DIR/.env" 2>/dev/null | cut -d= -f2-) if [ -n "$GAME_DIR" ] && [ -d "$GAME_DIR" ]; then sudo chown -R 1000:1000 "$GAME_DIR" echo " fixed: $GAME_DIR" found=1 fi [ "$found" = 0 ] && echo " Nothing to fix (no Wolf state dir found yet)." echo "Done. Reconnect from Moonlight to relaunch the app." ;; install-completion) # Install bash tab-completion for this manage.sh so that double-tab # after './manage.sh ' shows all available commands. Works for any # user whose shell sources ~/.bash_completion.d/ (most modern setups # do; Ubuntu 22.04+ sources it automatically via /etc/bash.bashrc). COMP_DIR="$HOME/.bash_completion.d" COMP_FILE="$COMP_DIR/manage-wolf" mkdir -p "$COMP_DIR" cat > "$COMP_FILE" << 'COMPEOF' _manage_wolf_complete() { local cur="${COMP_WORDS[COMP_CWORD]}" 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" COMPREPLY=( $(compgen -W "$commands" -- "$cur") ) } # Register for both 'manage.sh' and './manage.sh' invocation styles complete -F _manage_wolf_complete manage.sh complete -F _manage_wolf_complete ./manage.sh COMPEOF # Also source it immediately in the current shell if possible echo "source \"$COMP_FILE\"" >> "$HOME/.bash_completion" 2>/dev/null || true echo "Bash completion installed → $COMP_FILE" echo "Open a new terminal (or run: source \"$COMP_FILE\"), then:" echo " ./manage.sh shows all commands" ;; controllers) # Fixes a real, confirmed root cause — not a bug in Wolf or in any # single emulator/game: every virtual gamepad Wolf creates of the # SAME type (e.g. two Wii U Pro Controllers) gets the IDENTICAL SDL # GUID, because an SDL GUID identifies a controller MODEL, not a # physical instance — completely normal, expected behavior (two # real identical physical controllers behave the exact same way). # Some apps' own controller-picker UI just doesn't reliably tell # apart two same-GUID devices though (confirmed with Cemu: the # first controller ends up driving every player). Wolf's own # per-client controllers_override setting (its docs' "Override the # default joypad mapping" section) sidesteps this at the root: # force each controller SLOT to a DIFFERENT pad type (e.g. slot 1 = # Xbox, slot 2 = PlayStation) so their vendor/product IDs — and # therefore their SDL GUIDs — genuinely differ. This isn't # Cemu-specific: it fixes controller disambiguation the same way # for every system/app that reads SDL joystick GUIDs. # # Needs Wolf's REST API socket, which is why the wolf service now # sets WOLF_SOCKET_PATH and bind-mounts /var/run/wolf to the host # (Wolf's own docs' recommended pattern for host access). Endpoint # shapes below are confirmed against Wolf's real OpenAPI schema # (docs/modules/dev/partials/spec.json in its own repo) — NOT the # docs PAGE's own example curl command, which is stale: it shows # "PATCH .../clients//settings", but the real, current endpoint # is "POST /api/v1/clients/settings" with client_id in the JSON # body, not the URL path. # # The socket is root-owned with mode 0755 (Docker auto-creates the # host-side /var/run/wolf bind-mount source as root, and Wolf itself # runs as root inside the container) — confirmed live: a plain user # curl gets "Immediate connect fail ... Permission denied" (connecting # to a UNIX socket needs write permission on the socket file itself, # which group/other don't have here). sudo on both curl calls below # is the fix, matching how every other root-owned Wolf state file # ($WOLF_CFG) is already touched elsewhere in this same script (grep # for "sudo python3 -"). SOCK="/var/run/wolf/wolf.sock" if [ ! -S "$SOCK" ]; then echo "Wolf's API socket isn't up at $SOCK yet." echo " sudo ./setup.sh wolf # regenerates docker-compose.yml with the socket mount" echo " docker compose up -d # recreates the wolf container so it takes effect" exit 1 fi CLIENTS_JSON=$(sudo curl -fsS --unix-socket "$SOCK" http://localhost/api/v1/clients 2>/dev/null) if [ -z "$CLIENTS_JSON" ]; then echo "Could not reach Wolf's API — is Wolf running? (./manage.sh status)" exit 1 fi # A bare client_id list is useless for telling devices apart — it's # an opaque cert-derived number with nothing human-readable attached # (confirmed against Wolf's own PairedClient API schema: no name, no # IP, nothing). GET /api/v1/sessions DOES carry client_ip for every # currently-streaming session though, so cross-referencing the two # lets us tag whichever entry is actually connected right now with # its real IP — the one piece of info a person can actually # recognize ("oh, that's my gaming PC"). SESSIONS_JSON=$(sudo curl -fsS --unix-socket "$SOCK" http://localhost/api/v1/sessions 2>/dev/null) # Wolf doesn't dedupe repeated pairings of the same device (confirmed # live: re-pairing the same PC 6 times over produced 6 separate list # entries, all with the identical client_id) — and Wolf's own # get_client_by_id() (config.hpp) resolves by taking the FIRST match # for a given id anyway, so every duplicate beyond the first is a # dead ringer with no functional difference. Rather than force a # choice between 6 identical-outcome options (confirmed live: this # was a real, confusing thing to be asked to do), the picker only # ever shows DISTINCT client_ids, first-occurrence order — matching # what Wolf itself would actually resolve to regardless of which # duplicate got picked. CLIENT_IDS=() while IFS= read -r cid; do for existing in "${CLIENT_IDS[@]}"; do [ "$existing" = "$cid" ] && continue 2 done CLIENT_IDS+=("$cid") done < <(echo "$CLIENTS_JSON" | python3 -c " import json, sys for c in json.load(sys.stdin)['clients']: print(c['client_id']) ") if [ "${#CLIENT_IDS[@]}" -eq 0 ]; then echo "No paired Moonlight clients yet — pair one first (./manage.sh pin), then re-run this." exit 1 fi echo "" echo "Paired devices (ACTIVE = streaming from this IP right now — the" echo "reliable way to tell which entry is yours. If nothing shows" echo "ACTIVE, start streaming from the device you want to configure," echo "leave it connected, and re-run this in another terminal):" echo "$CLIENTS_JSON" | python3 -c " import json, sys d = json.load(sys.stdin) try: active = {s['client_id']: s['client_ip'] for s in json.loads(sys.argv[1]).get('sessions', []) if s.get('client_id')} except Exception: active = {} seen = [] counts = {} for c in d['clients']: cid = c['client_id'] counts[cid] = counts.get(cid, 0) + 1 if cid not in seen: seen.append(cid) for i, cid in enumerate(seen): first = next(c for c in d['clients'] if c['client_id'] == cid) ov = first['settings'].get('controllers_override') or [] tag = 'ACTIVE - streaming from ' + active[cid] if cid in active else 'not currently connected' dup = f\" (paired {counts[cid]}x)\" if counts[cid] > 1 else '' print(f\" {i+1}) {cid}{dup} [{tag}]\") print(f\" current override: {ov if ov else 'none - auto-detect'}\") " "$SESSIONS_JSON" ACTIVE_CLIENT_ID=$(python3 -c " import json, sys try: sessions = json.loads(sys.argv[1]).get('sessions', []) except Exception: sessions = [] ids = {s['client_id'] for s in sessions if s.get('client_id')} print(next(iter(ids)) if len(ids) == 1 else '') " "$SESSIONS_JSON") if [ -n "$ACTIVE_CLIENT_ID" ]; then CLIENT_ID="$ACTIVE_CLIENT_ID" echo "" echo "Exactly one Moonlight session (device/TV) is actively streaming right" echo "now — using that one. (This is about which SCREEN/DEVICE you're" echo "configuring, not how many controllers are plugged into it — that's" echo "the next question.)" elif [ "${#CLIENT_IDS[@]}" -eq 1 ]; then CLIENT_ID="${CLIENT_IDS[0]}" echo "" echo "Only one paired Moonlight device — using it." else echo "" read -r -p "Which Moonlight session/device [1-${#CLIENT_IDS[@]}]: " PICK if ! [[ "$PICK" =~ ^[0-9]+$ ]] || [ "$PICK" -lt 1 ] || [ "$PICK" -gt "${#CLIENT_IDS[@]}" ]; then echo "Invalid selection." exit 1 fi CLIENT_ID="${CLIENT_IDS[$((PICK-1))]}" fi # Wolf's own logs record "Creating joypad for controller " # every time it creates a virtual pad (confirmed live against real # log output) — polling this gives real, human-readable context per # slot instead of asking the user to guess or watch logs by hand # themselves. Wolf's own wording is 0-indexed ("controller 0", # "controller 1"); every prompt in this tool is deliberately # 1-indexed instead ("1st controller", "2nd controller"...) — # confirmed live that mixing the two ("exactly one CLIENT is # active" read as "exactly one CONTROLLER" right above a # 0-indexed-sounding prompt) is a real, easy misread. "1st # controller" here always means Wolf's "controller 0", "2nd" means # "controller 1", and so on — stated explicitly at every prompt so # the two numbering schemes never have to be reconciled in your head. # # NOTE: this only tells you what TYPE Wolf most recently created # for a given slot NUMBER — it can't tell you which PHYSICAL # controller that was, and it can't let you reassign a physical # controller to a different slot number. Which controller becomes # slot 0 vs. slot 1 is decided entirely by Moonlight (the client), # upstream of Wolf, based on connection order — not something this # override (or Wolf's API at all) can control. _ordsuffix() { case "$1" in 1) echo "st" ;; 2) echo "nd" ;; 3) echo "rd" ;; *) echo "th" ;; esac } echo "" echo "Checking Wolf's logs for controllers it has already created a pad for..." declare -A LAST_SEEN_TYPE while IFS=$'\t' read -r cnum ctype; do [ -n "$cnum" ] && LAST_SEEN_TYPE["$cnum"]="$ctype" done < <(docker compose logs wolf 2>/dev/null | python3 -c " import re, sys for line in sys.stdin: m = re.search(r'Creating (\w+) joypad for controller (\d+)', line) if m: print(f'{m.group(2)}\t{m.group(1).upper()}') ") if [ "${#LAST_SEEN_TYPE[@]}" -gt 0 ]; then echo "Last type Wolf created, per controller (most recent reconnect wins):" for cnum in $(printf '%s\n' "${!LAST_SEEN_TYPE[@]}" | sort -n); do _n=$((cnum + 1)) echo " Your ${_n}$(_ordsuffix "$_n") controller (Wolf calls it \"controller $cnum\"): last seen as ${LAST_SEEN_TYPE[$cnum]}" done else echo "No controllers found in Wolf's logs yet — connect them and start a" echo "stream first if you want this list populated (not required, you can" echo "still answer blind below)." fi echo "" echo "Now, separately: how many physical GAMEPADS/CONTROLLERS do you have" echo "connected to that device right now (this tool can't detect that —" echo "count your own controllers)?" read -r -p "Number of controllers [2]: " NSLOTS NSLOTS="${NSLOTS:-2}" if ! [[ "$NSLOTS" =~ ^[0-9]+$ ]] || [ "$NSLOTS" -lt 1 ]; then echo "Invalid number." exit 1 fi OVERRIDE_TYPES=() for i in $(seq 1 "$NSLOTS"); do cnum=$((i - 1)) SEEN="${LAST_SEEN_TYPE[$cnum]:-}" DEFAULT="${SEEN:-AUTO}" SUF="$(_ordsuffix "$i")" if [ -n "$SEEN" ]; then read -r -p " Your ${i}${SUF} controller (controller $cnum, last seen as $SEEN) — force to which type? (AUTO/XBOX/PS/NINTENDO) [$DEFAULT]: " T else read -r -p " Your ${i}${SUF} controller (controller $cnum, not seen yet) — force to which type? (AUTO/XBOX/PS/NINTENDO) [AUTO]: " T fi T="${T:-$DEFAULT}" T="$(echo "$T" | tr '[:lower:]' '[:upper:]')" case "$T" in AUTO|XBOX|PS|NINTENDO) ;; *) echo " Unrecognized '$T' — using AUTO."; T="AUTO" ;; esac OVERRIDE_TYPES+=("$T") done BODY=$(python3 - "$CLIENT_ID" "${OVERRIDE_TYPES[@]}" << 'BODYPY' import json, sys client_id = sys.argv[1] overrides = sys.argv[2:] print(json.dumps({"client_id": client_id, "app_state_folder": None, "settings": {"controllers_override": overrides}})) BODYPY ) RESP=$(sudo curl -fsS --unix-socket "$SOCK" -X POST http://localhost/api/v1/clients/settings \ -H 'Content-Type: application/json' -d "$BODY") echo "$RESP" | python3 -c " import json, sys try: d = json.load(sys.stdin) print('Updated.' if d.get('success') else 'Failed: ' + json.dumps(d)) except Exception: print('Unexpected response from Wolf API.') " echo "" echo "Reconnect (or fully restart) the Moonlight stream for this to take effect —" echo "it's applied when Wolf creates each controller's virtual pad, not retroactively" echo "to one that already exists in an open session." ;; steam-add-nonsteam-game) # Adds an emulator (or any executable already on the game drive, e.g. # under emulators/ — mounted at ~/Applications in every app container, # Steam included since the 'steam' CATALOG entry above) as a # non-Steam game shortcut, written straight into Steam's own binary # shortcuts.vdf. Steam's own "Add a Non-Steam Game" flow needs # interactive Big Picture navigation (browse a file picker, click # through dialogs) — this does the same thing from the command line, # matching this repo's usual no-manual-wizard pattern for anything # with a tedious GUI-only path (see ge-proton/install-ea-app above). # # shortcuts.vdf uses Valve's binary KeyValues format (type-tagged: # 0x00 nested map, 0x01 string, 0x02 int32, 0x08 end-of-map) — NOT # the plain-text VDF format localconfig.vdf uses elsewhere in this # file (see the LaunchOptions patch in setup-swbf2). The writer below # is a small generic parser/serializer for that binary format: it # round-trips any existing entries byte-for-byte (tested against a # synthetic file carrying GUI-set fields — icon, LaunchOptions, tags # — all preserved untouched) and only inserts or replaces the one # entry whose Exe matches what's being added here, so it's safe to # run against a shortcuts.vdf that already has real, hand-configured # shortcuts in it. Re-running with the same target is idempotent # (updates that one entry in place, never a duplicate). if [ -z "${2:-}" ]; then echo "Usage: ./manage.sh steam-add-nonsteam-game [display name]" echo "" echo " A fragment of the filename to match against what's" echo " actually in emulators/ (e.g. 'cemu' matches the real," echo " versioned Cemu-2.0-x86_64.AppImage) — or the exact" echo " filename, or a full ~/Applications/... path." echo " [display name] Name shown in Steam's Library. Defaults to the" echo " filename with .AppImage/.sh stripped." exit 1 fi _SANG_ARG="$2" _SANG_NAME="${3:-}" GAME_DIR=$(grep '^GAME_STORAGE_DIR=' "$SCRIPT_DIR/.env" 2>/dev/null | cut -d= -f2-) if [ -z "$GAME_DIR" ]; then read -r -p " Game storage path: " GAME_DIR; fi if [ -z "$GAME_DIR" ]; then echo "No game storage path."; exit 1; fi _SANG_EMU_DIR="$GAME_DIR/emulators" _SANG_BASENAME=$(basename "$_SANG_ARG") if [ -f "$_SANG_EMU_DIR/$_SANG_BASENAME" ]; then _SANG_HOST_FILE="$_SANG_EMU_DIR/$_SANG_BASENAME" else _SANG_HOST_FILE=$(ls "$_SANG_EMU_DIR"/*"$_SANG_ARG"* 2>/dev/null | head -1) fi if [ -z "$_SANG_HOST_FILE" ] || [ ! -f "$_SANG_HOST_FILE" ]; then echo "No file matching '$_SANG_ARG' found in $_SANG_EMU_DIR" echo "What's actually there:" ls "$_SANG_EMU_DIR" 2>/dev/null exit 1 fi _SANG_EXE="/home/retro/Applications/$(basename "$_SANG_HOST_FILE")" [ -z "$_SANG_NAME" ] && _SANG_NAME=$(basename "$_SANG_HOST_FILE" | sed -E 's/\.(AppImage|sh|x86_64)$//I') STEAM_HOME=$(_steam_home) if [ -z "$STEAM_HOME" ]; then echo "No Steam home found yet under ${WOLF_STATE_DIR:-/etc/wolf}." echo "Launch Steam once from Moonlight, then re-run this command." exit 1 fi _SANG_STEAM_UID=$(sudo ls "$STEAM_HOME/.steam/steam/userdata/" 2>/dev/null | head -1) if [ -z "$_SANG_STEAM_UID" ]; then echo "No Steam userdata found. Sign into Steam in Moonlight first, then re-run." exit 1 fi _SANG_CFG_DIR="$STEAM_HOME/.steam/steam/userdata/$_SANG_STEAM_UID/config" _SANG_VDF="$_SANG_CFG_DIR/shortcuts.vdf" sudo mkdir -p "$_SANG_CFG_DIR" # Steam flushes its own in-memory state back to shortcuts.vdf on exit # (same reason _apply_ea_fix above stops WolfSteam before editing # system.reg) — stop it first or this edit gets silently overwritten # the moment Steam next quits or Wolf tears the session down. _SANG_CONTAINER=$(docker ps --format '{{.Names}}' | grep -i WolfSteam | head -1) if [ -n "$_SANG_CONTAINER" ]; then echo "Stopping Steam so it doesn't overwrite this edit on exit..." docker exec "$_SANG_CONTAINER" pkill -f steam.sh 2>/dev/null || true sleep 3 fi sudo python3 - "$_SANG_VDF" "$_SANG_EXE" "$_SANG_NAME" "/home/retro/Applications" << 'VDFPY' import sys, struct, os, zlib path, exe_path, app_name, start_dir = sys.argv[1:5] TYPE_MAP, TYPE_STR, TYPE_INT, TYPE_END = 0x00, 0x01, 0x02, 0x08 def read_cstring(data, i): j = data.index(b'\x00', i) return data[i:j].decode('utf-8', 'replace'), j + 1 def parse_map(data, i): entries = [] while True: t = data[i]; i += 1 if t == TYPE_END: return entries, i key, i = read_cstring(data, i) if t == TYPE_MAP: val, i = parse_map(data, i) elif t == TYPE_STR: val, i = read_cstring(data, i) elif t == TYPE_INT: val = struct.unpack(' 0: with open(path, 'rb') as f: data = f.read() root, _ = parse_map(data, 0) else: root = [['shortcuts', TYPE_MAP, []]] shortcuts_entry = None for e in root: if e[0].lower() == 'shortcuts' and e[1] == TYPE_MAP: shortcuts_entry = e break if shortcuts_entry is None: shortcuts_entry = ['shortcuts', TYPE_MAP, []] root.append(shortcuts_entry) entries_list = shortcuts_entry[2] quoted_exe = f'"{exe_path}"' entries_list[:] = [e for e in entries_list if get_field(e[2], 'exe') != quoted_exe] for idx, e in enumerate(entries_list): e[0] = str(idx) new_index = str(len(entries_list)) crc_input = (exe_path + app_name).encode('utf-8') appid = (zlib.crc32(crc_input) | 0x80000000) & 0xFFFFFFFF appid_signed = appid - 0x100000000 if appid >= 0x80000000 else appid new_entry_fields = [ ['appid', TYPE_INT, appid_signed], ['AppName', TYPE_STR, app_name], ['Exe', TYPE_STR, quoted_exe], ['StartDir', TYPE_STR, f'"{start_dir}"'], ['icon', TYPE_STR, ''], ['ShortcutPath', TYPE_STR, ''], ['LaunchOptions', TYPE_STR, ''], ['IsHidden', TYPE_INT, 0], ['AllowDesktopConfig', TYPE_INT, 1], ['AllowOverlay', TYPE_INT, 1], ['OpenVR', TYPE_INT, 0], ['Devkit', TYPE_INT, 0], ['DevkitGameID', TYPE_STR, ''], ['DevkitOverrideAppID', TYPE_INT, 0], ['LastPlayTime', TYPE_INT, 0], ['FlatpakAppID', TYPE_STR, ''], ['tags', TYPE_MAP, []], ] entries_list.append([new_index, TYPE_MAP, new_entry_fields]) with open(path, 'wb') as f: f.write(serialize_map(root)) print(f"Wrote shortcuts.vdf: {app_name} -> {exe_path} (appid {appid_signed})") VDFPY sudo chown 1000:1000 "$_SANG_VDF" echo "" echo "Added '$_SANG_NAME' -> $_SANG_EXE to Steam's shortcuts.vdf." echo "Open Steam in Moonlight (it will restart since it was stopped above) —" echo "the new tile appears in your Library (may need the Library view, not just Home)." echo "First launch: right-click it -> Properties -> Compatibility, and confirm" echo "'Force the use of a specific Steam Play compatibility tool' is OFF — Cemu and" echo "other native Linux AppImages don't run through Proton." ;; pin) # Wolf logs: "Insert pin at http://SOMEIP:47989/pin/#HEXHASH" # Extract just the hash fragment and build URLs for every interface # so it works whether you're on LAN, VPN, or any other network. HASH=$(docker compose logs wolf 2>&1 | grep "Insert pin at" | tail -1 \ | grep -oP '#[A-Fa-f0-9]+') if [ -z "$HASH" ]; then echo "" echo " No pairing request found." echo " Open Moonlight, add this server by IP, and a PIN URL will appear here." echo "" else # Collect all non-loopback IPv4 addresses ALL_IPS=$(ip -4 addr show | grep -oP '(?<=inet )\d+\.\d+\.\d+\.\d+(?=/)' \ | grep -v '^127\.') echo "" echo " Moonlight is showing a 4-digit PIN." echo " Open ONE of these URLs in a browser and enter that PIN:" echo "" while IFS= read -r ip; do IFACE=$(ip -4 addr show | grep -B2 "inet $ip/" | grep -oP '^\d+: \K\S+(?=:)' | head -1) echo " http://$ip:47989/pin/$HASH ($IFACE)" done <<< "$ALL_IPS" echo "" echo " Use the URL matching whichever network Moonlight is on." echo " (LAN IP for local, VPN/mesh IP for remote)" echo "" fi ;; *) echo "Wolf Cloud Gaming" echo " ./manage.sh start - Start Wolf" echo " ./manage.sh stop - Stop Wolf" echo " ./manage.sh restart - Restart Wolf" echo " ./manage.sh logs - Follow Wolf logs" echo " ./manage.sh status - Show Wolf + app containers" echo " ./manage.sh pin - Show recent Moonlight pairing PIN link" echo " ./manage.sh controllers - Force distinct pad types per controller slot (multi-controller fix)" echo " ./manage.sh update - Pull latest Wolf image and restart" echo " ./manage.sh apps - Add / update game launchers in Wolf" echo " ./manage.sh cores [all|common] - Download/refresh RetroArch cores (retro ROMs)" echo " ./manage.sh reorder - Reorder the Moonlight tile list" echo " ./manage.sh add-web [name] [url] - Add a URL shortcut tile (Firefox kiosk)" echo " ./manage.sh ge-proton [version] - Install GE-Proton (latest, or pin a version)" echo " ./manage.sh games - List games; pick one to apply the EA fix" echo " ./manage.sh setup-swbf2 - Full SWBF2 2017 setup (EA Desktop + wrapper, see docs/SWBF2-2017-wolf-setup.md)" echo " ./manage.sh fix-ea-game [appid] - Apply EA fix directly (default: SWBF2 1237950)" echo " ./manage.sh wait-ea-app [appid] - Watch for EA App to install, then register link2ea:// handler" echo " ./manage.sh install-ea-app [appid] - Run EA App installer inside container (GUI appears in Moonlight)" echo " ./manage.sh diagnose-ea [appid] - Show link2ea:// registry state and Proton log" echo " ./manage.sh fix-perms - Fix 'Permission denied' app startup errors" 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 backup - How to set up backups" ;; esac MEOF chmod +x manage.sh # ── Start Wolf ──────────────────────────────────────────────────────────── echo "" log_info "Starting Wolf (first start pulls the image — give it a minute)..." docker compose up -d # Wolf writes $WOLF_CFG (on the game drive) on first start. Wait for it, # then wire in game storage. log_info "Waiting for Wolf to generate config.toml at $WOLF_CFG..." local _i for _i in $(seq 1 30); do [ -f "$WOLF_CFG" ] && break sleep 2 done if [ -f "$WOLF_CFG" ]; then log_info "Injecting selected apps into Wolf config..." python3 - "$GAME_STORAGE_DIR" "$WOLF_CFG" "$SITE_TZ" $([[ -n "$_APP_KEYS" ]] && echo "$_APP_KEYS" || echo "steam esde") << 'PYEOF' import sys, json games = sys.argv[1].rstrip('/') cfg = sys.argv[2] TZ = sys.argv[3].strip() selected = set(sys.argv[4:]) # app keys chosen by the user # ── App catalog ─────────────────────────────────────────────────────────────── # Each entry: (wolf_name, title, icon_url, image, mounts, env, cap_add, # security_opt, ipc_mode, ulimits, privileged) STD_CAP = ['NET_RAW', 'MKNOD', 'NET_ADMIN'] STD_ENV = ['RUN_SWAY=1', 'GOW_REQUIRED_DEVICES=/dev/input/* /dev/dri/* /dev/nvidia*'] STD_RULES = ['c 13:* rmw', 'c 244:* rmw'] # ES-DE gets its own env: same as STD_ENV but with /dev/uinput added to # GOW_REQUIRED_DEVICES (a second, duplicate-keyed GOW_REQUIRED_DEVICES entry # alongside STD_ENV's own would be ambiguous to whichever engine reads it, so # this is a full replacement, not an addition to STD_ENV) — AntiMicroX (see # the antimicrox setup step below) needs to open /dev/uinput itself to inject # synthetic key/mouse events under Sway/Wayland (XTest, its other backend, # needs Xwayland, which this container doesn't run). Paired with # devices=['/dev/uinput:/dev/uinput'] on the esde catalog entry itself below # — GOW_REQUIRED_DEVICES alone only gets the base image's own entrypoint # script to bind-mount the node; the container also needs Wolf's own # create-time device grant to actually open it (matches the real # games-on-whales/wolf config.toml example for Steam's own uinput access). ESDE_ENV = ['RUN_SWAY=1', 'GOW_REQUIRED_DEVICES=/dev/uinput /dev/input/* /dev/dri/* /dev/nvidia*'] CATALOG = { 'steam': dict( name='WolfSteam', title='Steam', icon='https://games-on-whales.github.io/wildlife/apps/steam/assets/icon.png', image='ghcr.io/games-on-whales/steam:edge', mounts=['/etc/localtime:/etc/localtime:ro', '/etc/timezone:/etc/timezone:ro', f'{games}/steam-cache:/home/retro/.cache:rw', # Same emulators/ -> ~/Applications mount as esde/retroarch # (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'], 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'], security_opt=['seccomp=unconfined', 'apparmor=unconfined'], ipc_mode='host', ulimits=[{'Name': 'nofile', 'Hard': 10240, 'Soft': 10240}], privileged=False, ), 'esde': dict( name='WolfES-DE', title='EmulationStation', icon='https://games-on-whales.github.io/wildlife/apps/es-de/assets/icon.png', image='ghcr.io/games-on-whales/es-de:edge', mounts=[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}/emulators:/mnt/games/emulators:rw', f'{games}/emulators:/home/retro/Applications:rw', f'{games}/esde-custom-systems:/home/retro/ES-DE/custom_systems:rw', # ~/ES-DE (settings, gamelists, downloaded_media, logs) has # NO mount at all otherwise (confirmed against ES-DE's own # source and GOW's es-de startup.sh: getAppDataDirectory() # is a plain $HOME/ES-DE, no XDG redirect) — Wolf normally # reuses the same app container across sessions rather than # recreating it each time (confirmed against Wolf's own # docker.cpp: it only removes the container on session end # if WOLF_STOP_CONTAINER_ON_EXIT=TRUE, which this repo never # sets), so this doesn't get wiped every reconnect — but it # IS lost on any real reinstall/container recreate, unlike # everything else here which lives on the game drive. Only # mounting settings/ specifically (not the whole ~/ES-DE # tree) keeps this additive and non-breaking alongside the # existing custom_systems mount above — gamelists/scraped # media durability is a separate, not-yet-done improvement. f'{games}/esde-settings:/home/retro/ES-DE/settings:rw'], env=ESDE_ENV, cap_add=STD_CAP, security_opt=[], ipc_mode='host', ulimits=[], privileged=False, devices=['/dev/uinput:/dev/uinput'], ), 'lutris': dict( name='WolfLutris', title='Lutris', icon='https://games-on-whales.github.io/wildlife/apps/lutris/assets/icon.png', image='ghcr.io/games-on-whales/lutris:edge', mounts=[f'{games}/lutris:/mnt/games/lutris:rw'], env=['RUN_SWAY=true', 'GOW_REQUIRED_DEVICES=/dev/input/* /dev/dri/* /dev/nvidia*'], cap_add=['SYS_ADMIN', 'NET_RAW', 'MKNOD', 'NET_ADMIN'], security_opt=['seccomp=unconfined', 'apparmor=unconfined'], ipc_mode='host', ulimits=[], privileged=False, ), 'retroarch': dict( name='WolfRetroArch', title='RetroArch', icon='https://games-on-whales.github.io/wildlife/apps/retroarch/assets/icon.png', image='ghcr.io/games-on-whales/retroarch:edge', mounts=[f'{games}/roms:/ROMs:rw', f'{games}/saves:/mnt/games/saves: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'], env=STD_ENV, cap_add=STD_CAP, security_opt=[], ipc_mode='host', ulimits=[], privileged=False, ), 'prismlauncher': dict( name='WolfPrismLauncher', title='Prism Launcher', icon='https://games-on-whales.github.io/wildlife/apps/prismlauncher/assets/icon.png', image='ghcr.io/games-on-whales/prismlauncher:edge', mounts=[f'{games}/minecraft:/mnt/games/minecraft:rw'], env=STD_ENV, cap_add=STD_CAP, security_opt=[], ipc_mode='host', ulimits=[], privileged=False, ), 'kodi': dict( name='WolfKodi', title='Kodi', icon='https://games-on-whales.github.io/wildlife/apps/kodi/assets/icon.png', image='ghcr.io/games-on-whales/kodi:edge', mounts=[f'{games}/kodi:/mnt/games/kodi:rw'], env=STD_ENV, cap_add=STD_CAP, security_opt=[], ipc_mode='host', ulimits=[], privileged=False, ), 'firefox': dict( name='WolfFirefox', title='Firefox', icon='https://games-on-whales.github.io/wildlife/apps/firefox/assets/icon.png', image='ghcr.io/games-on-whales/firefox:edge', mounts=[f'{games}/firefox:/mnt/games/firefox:rw'], env=STD_ENV, cap_add=STD_CAP, security_opt=[], ipc_mode='host', ulimits=[], privileged=False, ), 'desktop': dict( name='WolfDesktop', title='Desktop', # NOT "desktop" — ghcr.io/games-on-whales/desktop never existed. # Confirmed live: Wolf logged "[DOCKER] error 404 - No such image: # ghcr.io/games-on-whales/desktop:edge" and silently dropped back to # the Moonlight app list with no other indication of failure. The # games-on-whales/gow repo's apps/ directory names this app "xfce", # and ghcr.io/games-on-whales/xfce:edge is the real, currently # published image (confirmed against the GHCR package's own tag # list). The icon path uses the same "xfce" naming. icon='https://games-on-whales.github.io/wildlife/apps/xfce/assets/icon.png', image='ghcr.io/games-on-whales/xfce:edge', # Shares the SAME persistent home (.config/.local/share) and # emulators/ -> ~/Applications mount as esde/retroarch below — a real # XFCE multi-window session is a much more reliable place to run a # standalone emulator's own GUI (Settings/Input dialogs) than inside # ES-DE's single-app Sway kiosk session, where a second top-level # window (e.g. Cemu's own Settings dialog) can fail to ever get # mapped/focused. Whatever gets configured here (Cemu's settings.xml, # controllerProfiles/, etc.) is read by the exact same app the next # time it's launched through ES-DE, since it's the same mounted home. mounts=[f'{games}/retro-home:/home/retro/.config:rw', f'{games}/retro-home-data:/home/retro/.local/share:rw', f'{games}/emulators:/mnt/games/emulators:rw', f'{games}/emulators:/home/retro/Applications:rw', # Same /ROMs path es-de/retroarch use — confirmed live: without # this, a standalone emulator (Cemu) launched from this XFCE # session via its own File/Load menu has nothing to browse to # at all, since /ROMs simply doesn't exist in the container. f'{games}/roms:/ROMs:rw', f'{games}/saves:/mnt/games/saves:rw'], # ghcr.io/games-on-whales/xfce has no libfuse2/libfuse3 at all (checked # against its own Dockerfile) and, unlike es-de's own Dockerfile # (which sets this exact env var for the same reason), no fallback # either — confirmed live: launching an AppImage (Cemu) straight from # this container failed outright with the standard "AppImages require # FUSE to run" error. APPIMAGE_EXTRACT_AND_RUN=1 makes every AppImage # self-extract into a temp dir and run from there instead of trying # to FUSE-mount itself, matching what already makes AppImages work # fine when ES-DE launches them. env=STD_ENV + ['APPIMAGE_EXTRACT_AND_RUN=1'], cap_add=STD_CAP, security_opt=[], ipc_mode='host', ulimits=[], privileged=False, ), } def ensure_tz(env_list): # Set the container timezone so Steam / EA App / games show local time # (a wrong/UTC display can confuse EA App's installer). Driven by SITE_TZ. e = [x for x in env_list if not x.startswith('TZ=')] if TZ: e.append(f'TZ={TZ}') return e def make_app_block(app): """Render a [[profiles.apps]] TOML block from a catalog entry.""" host_cfg = {'IpcMode': app['ipc_mode'], 'CapAdd': app['cap_add'], 'Privileged': app['privileged'], 'DeviceCgroupRules': STD_RULES} if app['security_opt']: host_cfg['SecurityOpt'] = app['security_opt'] if app['ulimits']: host_cfg['Ulimits'] = app['ulimits'] create_json = json.dumps({'HostConfig': host_cfg}, indent=2) mounts_str = str(app['mounts']).replace('"', "'") env_str = str(ensure_tz(app['env'])).replace('"', "'") devices_str = str(app.get('devices', [])) return ( f"\n" f" [[profiles.apps]]\n" f" icon_png_path = '{app['icon']}'\n" f" start_virtual_compositor = true\n" f" title = '{app['title']}'\n" f"\n" f" [profiles.apps.runner]\n" f" base_create_json = '''{create_json}\n" f"'''\n" f" devices = {devices_str}\n" f" env = {env_str}\n" f" image = '{app['image']}'\n" f" mounts = {mounts_str}\n" f" name = '{app['name']}'\n" f" ports = []\n" f" type = 'docker'\n" ) def update_field(lines, wolf_name, field, new_value): # Wolf rewrites config.toml and reformats arrays (mounts/env) as MULTI-LINE, # so we must replace the entire array (from ` =` to its closing `]`), # not just the first line — otherwise the old elements are left orphaned and # the file becomes invalid TOML. Always rewrite as a single line, and heal # any orphaned remnants left by a previously corrupted single-line rewrite. for i, line in enumerate(lines): if f"name = '{wolf_name}'" in line: # Bound the search to just THIS app's own [[profiles.apps]] block — # a blind +/-25-line window used to reach into a neighboring app's # block once blocks got short enough (e.g. after collapsing a # mounts array down to one line), splicing that block's own # mounts/env field or table header instead. Confirmed live: this # corrupted config.toml into invalid TOML ("cannot redefine # existing table 'profiles.apps.runner'") and crash-looped Wolf. block_start = i while block_start > 0 and lines[block_start].strip() != '[[profiles.apps]]': block_start -= 1 block_end = i + 1 while block_end < len(lines) and lines[block_end].strip() not in ('[[profiles.apps]]', '[[profiles]]'): block_end += 1 for j in range(block_start, block_end): if lines[j].lstrip().startswith(field + ' ='): indent = lines[j][:len(lines[j]) - len(lines[j].lstrip())] k = j while k < block_end and ']' not in lines[k]: k += 1 m = k + 1 while m < block_end: s = lines[m].lstrip() if s.startswith("'") or s.startswith(']'): m += 1 else: break lines[j:m] = [f"{indent}{field} = {new_value}\n"] return True return False def update_scalar_field(lines, wolf_name, field, new_value): # Same block-bounding as update_field, but for a single-line scalar # string field (image, icon_png_path) that Wolf never reformats across # multiple lines. update_field's array logic (which scans forward # hunting for a closing ']') isn't safe to reuse here — a scalar line # has no ']' of its own and that scan would run off into an unrelated # array field further down the same block (e.g. 'ports = []'), # corrupting it. Confirmed needed live: a stale 'image' field (e.g. the # games-on-whales/desktop -> xfce rename) was NOT refreshed by # update_field, since only 'mounts'/'env' were ever passed to it — an # already-installed app's broken image reference survived every # './manage.sh apps' re-run until this was added. for i, line in enumerate(lines): if f"name = '{wolf_name}'" in line: block_start = i while block_start > 0 and lines[block_start].strip() != '[[profiles.apps]]': block_start -= 1 block_end = i + 1 while block_end < len(lines) and lines[block_end].strip() not in ('[[profiles.apps]]', '[[profiles]]'): block_end += 1 for j in range(block_start, block_end): if lines[j].lstrip().startswith(field + " = '"): indent = lines[j][:len(lines[j]) - len(lines[j].lstrip())] lines[j] = f"{indent}{field} = '{new_value}'\n" return True return False with open(cfg, 'r') as f: lines = f.readlines() profiles_seen, first_start, insert_at = 0, None, len(lines) for i, line in enumerate(lines): if line.strip() == '[[profiles]]': profiles_seen += 1 if profiles_seen == 1: first_start = i elif profiles_seen == 2: insert_at = i; break if first_start is None: print('[ERROR] No [[profiles]] section found in config'); sys.exit(1) first_block = lines[first_start:insert_at] added, updated = [], [] to_insert = [] for key in list(CATALOG.keys()): # preserve display order if key not in selected: continue app = CATALOG[key] wolf_name = app['name'] already = any(f"name = '{wolf_name}'" in l for l in first_block) new_mounts = str(app['mounts']).replace('"', "'") new_env = str(ensure_tz(app['env'])).replace('"', "'") new_devices = str(app.get('devices', [])) if already: ok = update_field(lines, wolf_name, 'mounts', new_mounts) ok = update_field(lines, wolf_name, 'env', new_env) or ok # 'devices' is an array like mounts/env (even though it's currently # always rendered on one line) — Wolf's own config.toml rewrites # reformat arrays as multi-line, so this needs update_field's # continuation-scanning logic, not update_scalar_field's single-line # one, or a devices change (e.g. the esde entry's new /dev/uinput # grant, added for AntiMicroX) would silently never apply on an # "already installed" rerun — the same class of bug fixed for # image/icon_png_path below by giving those their own scalar path. ok = update_field(lines, wolf_name, 'devices', new_devices) or ok ok = update_scalar_field(lines, wolf_name, 'image', app['image']) or ok ok = update_scalar_field(lines, wolf_name, 'icon_png_path', app['icon']) or ok if ok: updated.append(app['title']) else: to_insert.append(make_app_block(app)) added.append(app['title']) if to_insert: block_lines = [] for block in to_insert: block_lines += [l + '\n' if not l.endswith('\n') else l for l in block.splitlines()] new_lines = lines[:insert_at] + block_lines + lines[insert_at:] with open(cfg, 'w') as f: f.writelines(new_lines) elif updated: with open(cfg, 'w') as f: f.writelines(lines) if added: print(f"[INFO] Added: {', '.join(added)}") if updated: print(f"[INFO] Updated mounts: {', '.join(updated)}") if not added and not updated: print('[INFO] All selected apps already present and up to date') PYEOF docker compose restart wolf log_success "Wolf restarted with updated config" # Nothing else to do for Steam storage: Wolf's state folder lives on the # game drive, so Steam installs, games, and Proton prefixes land there # automatically the first time you connect. No fix-perms, no symlinks. # _APP_KEYS, not APP_KEYS — this install-time copy uses the # underscore-prefixed name (set earlier in install_wolf()); APP_KEYS # is manage.sh's own copy's variable name. Confirmed live: this was # a silent no-op under 'set -u' without 'set -e' (bash prints # "APP_KEYS: unbound variable" and just continues), so the Steam # storage-location message never printed but nothing else broke. if echo "$_APP_KEYS" | grep -qw steam; then log_success "Steam will install games to $WOLF_STATE_DIR (on the game drive)" fi else log_warning "Wolf config not generated in time. Add apps manually to $WOLF_CFG" log_warning "Then run: ./manage.sh apps" fi # Hand the folder back to the real user chown -R "$ACTUAL_USER:$ACTUAL_USER" "$WOLF_DIR" local ALL_IPS ALL_IPS=$(ip -4 addr show | grep -oP '(?<=inet )\d+\.\d+\.\d+\.\d+(?=/)' | grep -v '^127\.') echo "" echo "═══════════════════════════════════════════════════════" echo " WOLF IS RUNNING" echo "═══════════════════════════════════════════════════════" echo "" echo " Server addresses:" while IFS= read -r ip; do IFACE=$(ip -4 addr show | grep -B2 "inet $ip/" | grep -oP '^\d+: \K\S+(?=:)' | head -1) printf " %-18s (%s)\n" "$ip" "$IFACE" done <<< "$ALL_IPS" echo "" echo "── PAIRING ──────────────────────────────────────────" echo "" echo " 1. Install Moonlight on your device:" echo " • Sony Bravia / Google TV → Play Store ('Moonlight Game Streaming')" echo " • Roku TV → plug in a Fire TV / Chromecast / NVIDIA Shield," echo " install Moonlight there" echo " • Phone / PC / Mac → moonlight-stream.org" echo "" echo " 2. In Moonlight, add this server by IP:" if [ -n "$TS_IP" ]; then echo " Tailscale: $TS_IP ← use this (Wolf is configured for Tailscale)" echo " LAN: $LAN_IP (only works on the local network)" else echo " LAN: $LAN_IP" echo " For remote access install Tailscale, then re-run this module." fi echo "" echo " 3. Moonlight shows a 4-digit PIN. On this server run:" echo " cd $WOLF_DIR && ./manage.sh pin" echo " It prints a URL for every interface — open the one matching" echo " whichever network Moonlight is on, then type the PIN." echo "" echo " 4. First launch of each app downloads its container image." echo " A black screen for ~60 s is normal." echo "" echo " Return to launcher: Ctrl+Alt+Shift+Q or Back/Select+Start+LB+RB together (controller)" echo "" echo "── PAIRING (the ./manage.sh pin workflow) ────────────" echo "" echo " Wolf's PIN entry page is served directly by Wolf on port 47989 — no" echo " separate pairing service or reverse proxy is needed. Workflow:" echo "" echo " 1. Open Moonlight → add server by IP → a 4-digit PIN appears." echo " 2. On this server run: cd $WOLF_DIR && ./manage.sh pin" echo " 3. It extracts the pairing URL from 'docker logs wolf' and prints" echo " one link per interface (LAN, Tailscale, etc.)." echo " 4. Open the link matching Moonlight's network and type the PIN." echo "" echo " NOTE: Moonlight streaming uses direct UDP/TCP to this server's IP" echo " (LAN or VPN). Pairing is just the one-time PIN exchange above." echo "" echo "── GAME STORAGE ──────────────────────────────────────" echo "" echo " ${GAME_STORAGE_DIR}/" echo " roms/ → /ROMs (EmulationStation)" echo " bios/ → /home/retro/bioses (emulator BIOS/firmware)" echo " retroarch/cores/ → ~/.config/retroarch/cores (libretro cores)" echo " retroarch/shaders/ → ~/.config/retroarch/shaders (shaders/CRT filters — persist)" echo " retroarch/overlays/ → ~/.config/retroarch/overlays (bezels/overlays — persist)" echo " saves/ → /home/retro/.config/retroarch/saves (RetroArch saves)" echo " media/ → /media (ES-DE scraped artwork)" echo " wolf-state/ → Wolf state: Steam install, games, Proton prefixes," echo " ES-DE settings, controller maps, config.toml" echo "" echo "── EMULATION (ES-DE) FIRST RUN ───────────────────────" echo "" echo " • Drop ROMs in roms// (e.g. roms/snes/, roms/genesis/)" echo " • Drop BIOS files in bios/ (PSX/Saturn/Dreamcast/Neo-Geo need them; PS2/PCSX2 and" echo " TI-99/4A need their own BIOS/console ROM too, but PS2 is configured inside PCSX2's own" echo " settings rather than auto-detected from bios/, and TI-99/4A's setup is manual — see below)" echo " • RetroArch cores are pre-downloaded — retro games launch immediately" echo " • Shaders, overlays, cheats, and the game database are pre-downloaded too —" echo " all persist on the game drive and survive new sessions and reinstalls" echo " • Controllers auto-configure: ES-DE & RetroArch map Wolf's virtual pad" echo " via SDL, no manual input setup needed" echo " • Exit a game → ES-DE: Start+Select opens RetroArch menu → Quit," echo " or the Moonlight hotkey Back/Select+Start+LB+RB together / Ctrl+Alt+Shift+Q" echo " • Add / refresh cores later: ./manage.sh cores" echo "" echo " Wolf's entire state folder lives on the game drive, so Steam games" echo " and everything else stay off the OS drive automatically." echo "" echo "── APPS ──────────────────────────────────────────────" echo "" echo " • EmulationStation - ES-DE + RetroArch + Dolphin/PCSX2/Cemu/Ryujinx/more" echo " • Steam - Big Picture + Proton" echo " • Lutris - Wine / GOG / Epic / non-Steam" echo " • RetroArch - standalone, all cores" echo " • Prismlauncher - Minecraft" echo " • Kodi - media center" echo " • Firefox / Desktop - browser and full XFCE desktop" echo " • Wolf UI / Pegasus - alternative launchers" echo "" echo "── MULTIPLAYER ───────────────────────────────────────" echo "" echo " Same-screen co-op → create a LOBBY in Wolf UI; each joiner gets" echo " their own virtual gamepad (1 stream)" echo " Online together → each player launches their own session," echo " all connect to the same game server" echo "" echo "Manage: cd $WOLF_DIR && ./manage.sh {start|stop|restart|logs|status|pin|update|apps|reorder|add-web|ge-proton|fix-ea-game}" echo "" echo "── EA GAMES (Battlefront II, etc.) ───────────────────" echo "" echo " EA titles need GE-Proton + a full EA App install:" echo " 1. ./manage.sh ge-proton # install GE-Proton once" echo " 2. In Steam: game → Properties → Compatibility → Force GE-Proton" echo " 3. Click Play once (builds the Proton prefix; hang is expected)" echo " 4. ./manage.sh install-ea-app # runs EA App installer in the container" echo " (watch Moonlight — an installer window appears; click through + log in)" echo " 5. ./manage.sh fix-ea-game # unstick the install-script loop" echo " 6. Click Play — EA App authenticates and launches the game" echo "" echo " Diagnose: ./manage.sh diagnose-ea # check link2ea:// registry state" echo "" echo "── BACKUPS ───────────────────────────────────────────" echo "" echo " Back up your saves, progress and user data (Wolf's state folder:" echo " ES-DE settings, controller mappings, RetroArch saves/states, emulator" echo " saves, Steam user data). ROMs and game installs are skipped." echo "" echo " Set up automatic backups with the backup module:" echo " sudo ./setup.sh backup" echo "" # Wolf's web UI (pair/manage) has no built-in auth — protect with Authelia if available local WOLF_EXTRA_BLOCK="" if [ -d "$DOCKER_DIR/authelia" ]; then local _use_auth="" prompt_yn "Protect Wolf web UI with Authelia SSO? (y/n):" "y" _use_auth [[ "$_use_auth" =~ ^[Yy]$ ]] && WOLF_EXTRA_BLOCK=" import authelia" fi configure_caddy_for_service "Wolf" "wolf:47990" "wolf" "$WOLF_EXTRA_BLOCK" write_readme "$WOLF_DIR" << MD # Wolf — Cloud Gaming Cloud gaming via Moonlight. Stream any Moonlight-compatible game or app from this server to any device on your network. # Wolf — Cloud Gaming (Games-on-Whales) Stream games to any Moonlight client over your LAN or Tailscale VPN. ## Pair a new client 1. Open Moonlight on the client device 2. Add host: this server's IP 3. Run the pin command on the server: \`\`\`bash cd $WOLF_DIR && ./manage.sh pin \`\`\` ## Manage \`\`\`bash cd $WOLF_DIR ./manage.sh start # start Wolf ./manage.sh stop # stop ./manage.sh restart # restart ./manage.sh logs # live logs ./manage.sh status # container status ./manage.sh controllers # force distinct pad types per controller slot (multi-controller fix) ./manage.sh update # pull latest image and restart ./manage.sh apps # add / update game launchers ./manage.sh cores # download/refresh RetroArch cores (retro ROMs) ./manage.sh reorder # reorder the Moonlight tile list ./manage.sh add-web # add a URL shortcut tile (Firefox kiosk) ./manage.sh ge-proton # install GE-Proton (needed for EA games) ./manage.sh games # list installed games + their AppIDs ./manage.sh fix-ea-game # unstick the EA App install loop for a game ./manage.sh install-ea-app # install EA App inside the container (GUI in Moonlight) ./manage.sh diagnose-ea # check link2ea:// state when game returns to Play ./manage.sh install-completion # enable tab-completion for manage.sh ./manage.sh steam-add-nonsteam-game # add an emulator as a non-Steam game, no GUI needed \`\`\` ### Tab completion Run \`./manage.sh install-completion\` once, then re-open your shell (or \`source ~/.bashrc\`). After that, \`./manage.sh \` lists all commands. ## Adding an emulator to Steam as a non-Steam game Steam's own "Add a Non-Steam Game" is a Big Picture file-browser flow — usable through Moonlight, but slow to click through for something you're scripting or repeating. This does the same thing directly: \`\`\`bash cd $WOLF_DIR && ./manage.sh steam-add-nonsteam-game cemu \`\`\` The first argument is matched against whatever's actually in \`emulators/\` (so \`cemu\` finds the real, versioned \`Cemu-2.0-x86_64.AppImage\` without you having to type the exact filename); an optional second argument sets the display name shown in Steam's Library. It stops Steam (so the edit survives Steam's own next exit), writes the entry into Steam's \`shortcuts.vdf\` directly, and restarts it — open Steam in Moonlight afterward and the new tile is in your Library. Re-running with the same target updates that one entry rather than creating a duplicate, and any shortcuts you've already added by hand through Steam's own UI are left alone. **Why you might want this over ES-DE for something like Cemu:** Steam Input tracks each physical controller by its own device path rather than by SDL GUID, so — unlike ES-DE/Cemu's native SDL-based controller handling — it can potentially hand a game distinct, explicitly-assigned virtual controllers per player slot even when the physical controllers are identical models (the same case \`./manage.sh controllers\` exists to work around for ES-DE). Add Cemu here, then in Steam's own Big Picture Controller Settings you can see and assign each detected controller individually. This hasn't been confirmed live yet against Wolf's 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. ## 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 ends up driving every player, or a second controller's own binding just doesn't do anything (first reported with Cemu/Wii U, but this isn't Cemu-specific — it affects any system/app that reads SDL joystick GUIDs). **Why.** Every virtual gamepad Wolf creates of the *same type* (e.g. two Wii U Pro Controllers) gets the **identical SDL GUID** — a GUID identifies a controller *model*, not a physical instance, so this is actually normal, expected SDL behavior (two real identical physical controllers behave the exact same way). Some apps' own controller-picker UI just doesn't reliably tell apart two same-GUID devices though. **Fix: force each controller slot to a *different* pad type**, so their vendor/product IDs — and therefore their SDL GUIDs — genuinely differ: \`\`\`bash cd $WOLF_DIR && ./manage.sh controllers \`\`\` May prompt for your \`sudo\` password — Wolf's API socket is root-owned (Docker creates its \`/var/run/wolf\` bind-mount source as root, and Wolf itself runs as root in its container), so the curl calls behind this command need it, the same as every other command here that touches Wolf's own root-owned state. **Identifying which paired client is actually yours:** a bare list of paired clients is a wall of meaningless numbers (Wolf's own API exposes no name/IP for a paired-but-not-currently-streaming client) — so this cross-references Wolf's live sessions list too and tags whichever entry is actively streaming right now with its real IP address, e.g. \`ACTIVE - streaming from 192.168.1.42\`. If exactly one client is active it's used automatically with no prompt. **For the clearest result: start streaming from the device you want to configure, leave it connected, and run this command while it's still connected** — then there's no guessing. Wolf doesn't dedupe repeated pairings of the same device — if you've paired the same PC more than once, this tool collapses those into a single listed entry tagged e.g. \`(paired 6x)\` instead of forcing a choice between several options that all resolve identically (confirmed live: being asked to pick between 6 identical-outcome entries was genuinely confusing before this). **It labels controllers "1st"/"2nd"/"3rd"/"4th" — always meaning Wolf's own "controller 0"/"controller 1"/"controller 2"/"controller 3".** Wolf's own log wording is 0-indexed; this tool is deliberately 1-indexed throughout so the two numbering schemes never have to be reconciled in your head (confirmed live that mixing them — reading "exactly one client is active" as "exactly one controller" right above a 0-indexed-sounding prompt — is a real, easy misread). Before asking anything, it polls \`docker compose logs wolf\` for every \`Creating joypad for controller \` line Wolf has ever logged (most recent per slot wins) and shows you what it last saw, e.g.: \`\`\` Your 1st controller (Wolf calls it "controller 0"): last seen as NINTENDO Your 2nd controller (Wolf calls it "controller 1"): last seen as XBOX \`\`\` — then uses that as the suggested default at each prompt, so if nothing's changed you can just hit Enter through them. **This can't tell you which physical controller became which slot, and it can't let you reassign one** — which controller becomes slot 0 vs. slot 1 is decided entirely by Moonlight (the client), based on connection order, upstream of Wolf and this tool alike. If you need to know that for certain, connect your controllers one at a time while following the log live (\`docker compose logs -f wolf | grep -i controller\`) — you'll see exactly which slot number each one becomes as it connects. Then it asks how many controllers to configure and what type to force each one to. There are only **3 concrete types** (confirmed against Wolf's own virtual-pad source, \`inputtino\`) — not one per real controller brand: - \`XBOX\` → an **Xbox One** controller specifically (not Series/360) - \`PS\` → a **PlayStation 5 DualSense** specifically (no separate PS4 option) - \`NINTENDO\` → a **Switch Pro Controller** - \`AUTO\` → auto-detects from whatever the physical controller reports (this is what causes the collision in the first place — e.g. every 8BitDo pad set to "Switch mode" reports as Nintendo, so AUTO gives all of them the identical GUID) e.g. controller 1 = \`NINTENDO\` (matches an 8BitDo pad's native Switch mode), controller 2 = \`XBOX\`, controller 3 = \`PS\`. This calls Wolf's own REST API (\`controllers_override\`, per Wolf's own docs' "Override the default joypad mapping" section) rather than hand-editing \`config.toml\`. Forcing a non-matching type doesn't break any buttons — Moonlight still translates your controller's actual button presses onto whichever virtual pad type you pick — it just means that controller's on-screen button prompts (e.g. "press ✕") won't visually match what's printed on the physical pad. Purely cosmetic. **Reconnect (or fully restart) the Moonlight stream afterward** — this applies when Wolf creates each controller's virtual pad for a *new* session, not retroactively to one already open. If \`./manage.sh controllers\` says the API socket isn't up yet, re-run \`sudo ./setup.sh wolf\` (regenerates \`docker-compose.yml\` with the socket mount this command needs) and then \`docker compose up -d\` to recreate the Wolf container. ### 4 controllers (Cemu / Wii U games) Wii U hardware itself tops out at 4 local players, and everything upstream supports at least that many: Cemu's own Input Settings allows up to 8 controller slots (confirmed against Cemu's own wiki — well above what any Wii U game actually uses), and Wolf's wire protocol tracks controller slots via a bitmask with no hardcoded 4-controller limit (confirmed against its own \`control/input_handler.cpp\` source) — the practical ceiling is whatever your Moonlight *client* supports (commonly 4 on PC/iOS). The catch: with only 3 concrete forced types (above), controller 4 can't get its own guaranteed-unique GUID — it has to reuse \`XBOX\`, \`PS\`, or \`NINTENDO\` and land back in the same ambiguous-GUID situation with whichever one it matches. **Workaround for the 4th controller: bind it in Cemu one at a time.** Disconnect (or just don't touch) every controller except the one you're currently binding, then use Cemu's own "press a button to detect" step for that slot. With only one Wolf virtual pad actually emitting input at that moment, there's nothing for Cemu's picker to confuse it with, regardless of which type it's sharing a GUID with. This is a reasoned workaround, not one confirmed working live — if it doesn't pan out, that's useful to know. ## ES-DE launches a second game while one is already running **Symptom** (confirmed live, not Cemu-specific — happens on any system): a second controller's input reaches ES-DE's own menu in the background and launches an entirely different game — you'll hear/see it start playing underneath whatever already has focus. **Cause:** ES-DE's own **"Run in background (while game is launched)"** setting. When it's on, ES-DE keeps running and listening to every controller even after something else has launched and taken visual focus — ES-DE's own USERGUIDE.md names this exact failure mode directly. ES-DE's own *compiled* default for this is off — but GOW's own bundled \`es_settings.xml\` template (baked into \`ghcr.io/games-on-whales/es-de\`) deliberately sets it **on**, which is the actual, confirmed source of the default behavior here. **This installer forces it back off automatically, with no manual step.** It writes \`esde-settings/es_settings.xml\` directly from GOW's own real template (100+ settings, fetched from GOW's own repo, byte-for-byte identical except \`RunInBackground\` flipped to off) whenever that file is missing or empty. If the file already has real content, only the one \`RunInBackground\` line is patched, leaving every other setting (theme, scraper prefs, etc.) untouched — **except \`ROMDirectory\`, which is always independently forced to \`/ROMs\` whenever its value is blank**, regardless of whether the rest of the file looks populated. Either way, one \`sudo ./setup.sh wolf\` run is enough — no need to connect via Moonlight first. **Confirmed live, the hard way, three times:** earlier versions of this fix (1) pre-created a minimal stub that made GOW skip writing its own template, breaking ROM discovery on every system since the ROM path fell back to something other than \`/ROMs\`; (2) only patched an already-existing file and left a genuinely missing/broken one alone, requiring a manual Moonlight-connect step; and (3) treated the mere *presence* of the \`ROMDirectory\` key as proof the file was already correctly populated — but ES-DE can write that key with a **blank value** (its own first-run "select ROM directory" step going unanswered in a headless Moonlight session saves an empty path back over GOW's template), which the presence check alone couldn't tell apart from a real one. Setting it by hand still works too, any time: **Main Menu → Other Settings → Run in background (while game is launched) → off**, and the ROM directory under **Main Menu → Other Settings → ROM directory → \`/ROMs\`** if it's ever blank again. **Why this needed its own mount, not just a one-time write:** \`~/ES-DE\` (settings, gamelists, scraped artwork, logs) had no bind mount onto the game drive at all before this — confirmed against ES-DE's own source (\`getAppDataDirectory()\` is a plain \`$HOME/ES-DE\`, no XDG redirect) and GOW's own \`es-de\` startup script. In normal day-to-day use this mostly didn't matter, since Wolf reuses the same app container across sessions rather than recreating it each time (confirmed against Wolf's own \`docker.cpp\`: the container is only removed on session end if \`WOLF_STOP_CONTAINER_ON_EXIT=TRUE\`, which this repo never sets) — but it meant this setting, and everything else under \`~/ES-DE\`, wasn't safe across an actual reinstall or container recreate the way roms/saves/BIOS already are. Only \`settings/\` is mounted now (\`esde-settings/\`, additive, doesn't touch the existing \`custom_systems\` mount) — gamelists and scraped media durability is a related gap, not yet fixed. ## EA games (Battlefront II 2017, etc.) EA titles require GE-Proton and the EA App to be installed inside the Wine prefix. The EA App handles authentication — without it, the game launches and immediately returns to the Play screen. \`\`\`bash cd $WOLF_DIR ./manage.sh ge-proton # 1. install GE-Proton once # 2. Steam → game → Properties → # Compatibility → Force GE-Proton # 3. Click Play once (builds the prefix; # it will hang — that's expected) ./manage.sh install-ea-app # 4. runs EA App installer INSIDE the container # (watch Moonlight — installer GUI appears; # click through it and log in to EA account) ./manage.sh fix-ea-game # 5. unstick the install-script loop # 6. Click Play — EA App authenticates + launches \`\`\` **Troubleshooting**: If the game returns straight to the Play screen after step 6: \`\`\`bash ./manage.sh diagnose-ea # shows link2ea:// registry state + Proton log \`\`\` Notes: - Steam **AppIDs are global** — SWBF2 (2017) is always \`1237950\` on every machine — but you don't need to know it; the \`games\` picker handles it. - \`fix-ea-game\` is idempotent and only touches the game you pick. - \`ge-proton\` takes an optional version to pin, e.g. \`./manage.sh ge-proton GE-Proton10-34\`. ## Ports (open on firewall / router) | Port(s) | Protocol | Use | |---------|----------|-----| | 47984–47990 | TCP | Moonlight control | | 48010 | TCP | RTSP | | 47998–48000 | UDP | RTP video/audio/control | ## Storage layout Two things live on the game drive (\`$GAME_STORAGE_DIR\`): **1. Shared media folders** — bind-mounted into app containers: - \`roms//\` → /ROMs (EmulationStation — drop ROMs here) - \`bios/\` → /home/retro/bioses (emulator BIOS/firmware — drop BIOS here) - \`retroarch/cores/\` → ~/.config/retroarch/cores (libretro cores, pre-downloaded) - \`retroarch/shaders/\` → ~/.config/retroarch/shaders (shaders/CRT filters — persist) - \`retroarch/overlays/\` → ~/.config/retroarch/overlays (bezels/overlays — persist) - \`saves/\` → /mnt/games/saves (RetroArch saves & states) - \`emulators/\` → /mnt/games/emulators + ~/Applications (Azahar/PCSX2/Dolphin AppImages) **2. \`wolf-state/\`** — Wolf's entire state folder (\`WOLF_STATE_DIR\` in \`.env\`). This is the key to keeping games off the OS drive: it holds \`cfg/config.toml\` plus every app's session home, including the Steam install, downloaded games, and Proton prefixes. ## Why games land on the game drive (no config needed) Wolf stores all app state under \`HOST_APPS_STATE_FOLDER\`. We point that — and the matching docker-compose volume — at \`wolf-state/\` on the game drive, mounted at the **same path inside and outside** the wolf container so the app containers Wolf spawns through the Docker socket resolve it correctly on the host. Because Steam's home is born on the game drive, its installs, games, and Proton prefixes go there with nothing to configure — no \`libraryfolders.vdf\` seeding, no symlinks, no \`fix-perms\` dance. ## Emulation (ES-DE) — first run ES-DE is usable the moment you launch it; only ROMs and BIOS are yours to add. - **ROMs**: drop files into \`roms//\` (e.g. \`roms/snes/\`, \`roms/genesis/\`). Every standard system folder is pre-created. - **BIOS**: drop firmware into \`bios/\` (mounted at \`~/bioses\`). Required for PSX, Saturn, Dreamcast, Neo-Geo, PC Engine CD, etc. **PS2/PCSX2 also needs its own BIOS**, but it's configured inside PCSX2's own settings UI (BIOS directory) rather than auto-detected from this shared folder — point it at \`bios/\` there, or its own default location. **TI-99/4A** needs a real console ROM + GROM dump too — see the TI-99/4A section below. - **RetroArch cores**: pre-downloaded into \`retroarch/cores/\` and mounted at \`~/.config/retroarch/cores\`, so libretro games launch right away. Refresh or expand the set with \`./manage.sh cores\` (\`all\` = full buildbot set + the extras below, \`common\` = mainstream systems only, add \`force\` to re-download everything including what's already present). - **Shaders, overlays, cheats, database, controller autoconfig**: \`./manage.sh cores all\` also pulls everything else RetroArch's own Online Updater offers — Slang shaders, overlays/bezels, cheat files, the RDB game database, and controller autoconfig profiles — straight from the same libretro buildbot, no manual trip through that menu needed. They land in \`retroarch/{shaders, overlays,cheats,database,autoconfig}/\`, mounted at the matching \`~/.config/retroarch/...\` paths, and live on the game drive so anything you add on top (a CRT shader preset, custom bezels) persists across sessions and survives a Wolf reinstall. Not included: thumbnails (box art) — those are hosted separately, are per-system, and can run into many GB; pull them per-system from RetroArch's own Thumbnails Updater instead. - **Controllers**: auto-configured. ES-DE and RetroArch map Wolf's virtual pad through SDL with no manual input setup. RPCS3 ships Wolf-specific bindings. To remap inside ES-DE: Main menu → Input device settings → Configure keyboard and controllers. - **Exit a game** back to ES-DE: Start+Select opens the RetroArch menu → Quit, or use Moonlight's own quit gesture — Back/Select+Start+LB+RB pressed together on a controller (Ctrl+Alt+Shift+Q on a keyboard). This is a Moonlight client feature, not something Wolf itself defines — confirmed against Moonlight's own documented shortcuts after the previously listed "START+UP+RB" / "Ctrl+Alt+Shift+W" turned out not to work at all. ## GameCube / Wii / PS2 — prefer RetroArch's own cores over standalone RetroArch's libretro cores (Dolphin for GameCube/Wii, PCSX2 for PS2) are downloaded automatically along with the rest of the RetroArch core set (\`./manage.sh cores\`) and use RetroArch's own universal hotkey binds (Settings -> Input -> Input Hotkey Binds) — one combo for exit/save-state/ volume/etc. that works the same across every RetroArch-driven system, no extra tooling needed. **Point ES-DE's GameCube and Wii systems at this instead of "Dolphin (Standalone)"**: Main Menu -> Other Settings -> Alternative Emulators -> GameCube / Wii (two separate entries) -> pick the RetroArch/core-based option. Same config either way — ES-DE's embedded RetroArch and the standalone RetroArch app (if you added it) share the same \`retroarch/\` cores/saves/system directories. **PS2 has three RetroArch-core alternative-emulator labels — PCEE2, LRPS2, and PCSX2** — and it's worth knowing they're not three different cores: LRPS2 and PCSX2 both point at the exact same file (\`pcsx2_libretro.so\`, ES-DE's own naming carried over from when the core was called LRPS2 upstream), while **PCEE2** (\`pcee2_libretro.so\`) is a genuinely separate, actively-developed libretro port ([WizzardSK/pcee2-libretro](https://github.com/WizzardSK/pcee2-libretro)). ES-DE only added PCEE2 as an alternative emulator (as the new *default*, in fact) in version 3.5.0 — confirmed against ES-DE's own CHANGELOG.md — which hasn't been released yet as of this writing, so the actual ES-DE build \`ghcr.io/games-on-whales/es-de:edge\` ships (it always installs the latest *released* AppImage, confirmed against gow's own Dockerfile) is still on 3.4.1 and genuinely has no PCEE2 entry at all. This installer backfills it via \`esde-custom-systems/es_systems.xml\` (same mechanism as the TI-99/4A and Wii U customizations above) so it shows up as an alternative — and as the default — regardless. The core file itself needs no special handling: it's on the official libretro buildbot like every other core, so the normal RetroArch cores pre-download below already covers it. The Dolphin core's \`Sys\` folder (compatibility DB + IPL data it needs to boot Wii titles at all) is fetched automatically now, right after the core itself downloads — no more manual trip through RetroArch's own Online Updater -> Core System Files Downloader. **If a Wii game shows "This file cannot be used because the data is corrupted. Delete the file and create a new one?" with the OK button greyed out** — confirmed live: this isn't a Sys-folder or permissions problem, and isn't something a fresh install can prevent outright (it's Dolphin's own generated per-game save data getting stuck mid-write, not a setup defect) — it's that specific game's own save file wedged in a bad state. For Mario Kart Wii specifically, delete just its \`rksys.dat\` (license/ghost/friend-roster data, not your NAND or game files) and let Dolphin regenerate it fresh: \`\`\`bash GAME_DIR=\$(grep '^GAME_STORAGE_DIR=' $WOLF_DIR/.env | cut -d= -f2-) rm "\$GAME_DIR/retroarch/saves/dolphin-emu/User/Wii/title/00010004/524d4345/data/rksys.dat" \`\`\` Other Wii titles hit the same class of issue under their own title ID — \`find "\$GAME_DIR/retroarch/saves/dolphin-emu/User/Wii/title" -maxdepth 2\` lists them; delete the specific stuck file inside that title's \`data/\` folder, not the whole \`Wii/\` tree. 3DS has no viable RetroArch/libretro path at all (Azahar/Citra never shipped a libretro core), so the standalone AppImage below stays the only option there. PS2's libretro core is much newer/less mature than Dolphin's — worth trying the same way, but expect rougher edges. ## Standalone emulators (3DS required; PS2 / GameCube+Wii as a fallback) ES-DE also hands these off to standalone AppImages, for 3DS (the only option) or as an alternative to the RetroArch cores above: - **Azahar** (3DS, open-source Citra fork) — official releases - **PCSX2** (PS2) — official releases - **Dolphin** (GameCube/Wii) — Dolphin itself ships no official Linux AppImage (dolphin-emu.org's own Linux distribution is Flatpak-only); this uses a well-regarded but **third-party** community AppImage build (pkgforge-dev) instead. Skip it and install Dolphin's own Flatpak by hand if you'd rather not run an unofficial build. ES-DE only auto-detects a file literally named \`Dolphin_Emulator*.AppImage\` — since pkgforge-dev's own release asset isn't named that, this installer also drops a \`Dolphin_Emulator.AppImage\` symlink next to the real download pointing at it, so ES-DE actually finds it. If you ever grab a different Dolphin AppImage by hand instead, re-point (or recreate) that symlink at it, or ES-DE will report "emulator not found" even with the file sitting right there. All three live in \`emulators/\` → mounted at \`/mnt/games/emulators\` and \`~/Applications\` (where ES-DE's app finder looks). Point ES-DE's 3DS/PS2/GameCube/Wii systems at one via Alternative Emulators if it isn't auto-detected. Missing ones get offered again on a fresh install (\`sudo ./setup.sh wolf\`); to grab just one by hand, download its AppImage into \`emulators/\`, \`chmod +x\` it. ## Wii U (Cemu) No libretro core exists for Wii U — Cemu is standalone-only, same download pattern as the three above (\`emulators/\`, official cemu-project/Cemu releases, auto-offered on install). Two things worth knowing: - Cemu's own Linux release assets were briefly compromised in a supply-chain attack around v2.6 (2026-05, since restored) — this installer downloads straight from cemu-project's own GitHub releases, but it's worth being aware of if you want to check checksums yourself. - Most retail Wii U games are encrypted and need your own Wii U common key (\`keys.txt\`) — Cemu's own First-Time Setup Wizard covers where that goes. **Controller and audio setup — do this from the Desktop app, not ES-DE.** Cemu's own Settings dialogs (Input Settings, General Settings) don't render correctly inside ES-DE's Sway kiosk session — buttons can be unreachable or invisible even though the dialog box itself shows up. They work fine from the **Desktop** (XFCE) app instead, and since Desktop shares the exact same \`~/.config/Cemu\` as ES-DE, whatever you configure there applies the next time Cemu launches from ES-DE too. 1. Connect your controller to whichever device is running the **Moonlight client** (not this server) before connecting. 2. In Moonlight, connect to **Desktop**, open a terminal from its application menu, and launch Cemu plain: \`~/Applications/Cemu-2.6-x86_64.AppImage\` 3. Controller: **Options → Input Settings → Controller 1** → set Emulated controller to **Wii U Pro Controller** → click **+** → API **SDL** → select your controller from the list → use Cemu's own live button-mapping screen to bind each button → save. 4. Audio: **Options → General Settings → Audio** → set **TV** device to your real output. 5. If setting the TV device ever hangs Cemu outright (a real, reproducible Linux Cubeb/PulseAudio stream-open stall, matches cemu-project/Cemu#601 upstream) — a full Wolf restart (\`sudo ./setup.sh wolf\` from this repo, not just reconnecting) reliably cleared it in testing, giving a fresh PulseAudio session to work with. Reconnect to a fresh Desktop session afterward and try again. 6. **Adding a second controller and the first one ends up driving both characters?** That's not a Cemu-specific bug — see "Multiple controllers" above (\`./manage.sh controllers\`). **If Input Settings' Save button is cut off the bottom of the screen** (confirmed live: happens even maximized, at higher resolutions, and closing the window doesn't save — Cemu's Input Settings dialog is a fixed size, not resizable, and can genuinely be taller than the session's viewport) — try moving the dialog first: hold **Alt** and **left-click-drag anywhere inside it** (not just the titlebar) to reposition it upward, or use xfwm4's own **Alt+F7** (grab-to-move, drop with click or Enter) if that doesn't work. Either is a plain X11/XFCE window-manager trick, not Cemu-specific, and usually the fastest fix. **If that still doesn't work, or you'd rather skip the GUI entirely: edit the controller profile file directly.** Cemu's per-slot controller config isn't inside the Docker container at all — it's plain XML on the game drive (Desktop and ES-DE both mount \`~/.config\` from the same place): \`\`\`bash GAME_DIR=\$(grep '^GAME_STORAGE_DIR=' $WOLF_DIR/.env | cut -d= -f2-) ls "\$GAME_DIR/retro-home/Cemu/controllerProfiles/" \`\`\` File naming is 0-indexed the same way Wolf's own controller numbering is (yet another place this comes up) — \`controller0.xml\` is Cemu's **Controller 1**, \`controller1.xml\` is **Controller 2**, and so on. Each holds one or more \`\` blocks (one per SDL device that's ever been assigned to that slot, identified by its own \`\`/ \`\`) with a \`\` list of \`\`/\`