Launch LÖVE/Java games and surface launch failures as a popup (v0.1.23)

This commit is contained in:
Jose Falanga 2026-08-09 23:05:04 -03:00
parent 8b393090ca
commit a024907696
2 changed files with 205 additions and 7 deletions

View file

@ -12,6 +12,11 @@ var settings_manager := load("res://core/global/settings_manager.tres") as Setti
## install_progressed/app_* signals back to the LibraryLaunchItem.
var _active_item: LibraryLaunchItem
## pid -> launch time (msec) for itch.io games being watched for launch failure.
var _launch_watch := {}
## pids already diagnosed, so a failed game is only reported once.
var _diagnosed_pids := {}
func _ready() -> void:
super()
@ -21,6 +26,15 @@ func _ready() -> void:
logger.info("itch.io library loaded")
itch.logged_in.connect(_on_logged_in)
itch.install_progressed.connect(_on_install_progressed)
# Detect itch.io games that die before creating a window (a missing shared
# library, a broken install, ...) and surface a clear, actionable error
# instead of leaving the user stuck on a black in-game screen.
if load("res://core/global/launch_manager.tres") != null:
var watch_timer := Timer.new()
watch_timer.wait_time = 2.0
watch_timer.autostart = true
watch_timer.timeout.connect(_check_failed_launches)
add_child(watch_timer)
func get_library_launch_items() -> Array[LibraryLaunchItem]:
@ -102,12 +116,25 @@ func _restore_launch_focus() -> void:
## plugin updates and OS re-images, and is injected into the launch environment
## via LD_LIBRARY_PATH.
func _user_lib_dir() -> String:
var dir := OS.get_environment("HOME") + "/.local/share/opengamepadui/lib"
var dir := _lib_hint()
if DirAccess.dir_exists_absolute(dir):
return dir
return ""
## The path users drop missing shared libraries into (see _user_lib_dir).
func _lib_hint() -> String:
return OS.get_environment("HOME") + "/.local/share/opengamepadui/lib"
## User-level runtime binaries for itch games (the LOVE runtime, a JRE, ...),
## e.g. ~/.local/share/opengamepadui/libexec. Lives under the persistent OGPU
## data dir so it survives plugin updates and OS re-images. Drop `love` and/or
## `java` (or symlinks to them) here.
func _runtime_dir() -> String:
return OS.get_environment("HOME") + "/.local/share/opengamepadui/libexec"
func _apply_user_library_path(item: LibraryLaunchItem) -> void:
var lib_dir := _user_lib_dir()
if lib_dir == "":
@ -575,7 +602,46 @@ func _resolve_launch(install_folder: String) -> Dictionary:
var resolved := _resolve_receipt_launch(install_folder, launch)
if not (resolved.get("command", "") as String).is_empty():
return resolved
return {"command": _find_executable_fallback(install_folder), "args": []}
return _resolve_fallback_launch(install_folder)
## Best-effort launch resolution when the receipt is missing or doesn't name a
## usable target. Preference order: real native executables (largest first),
## then runtime-bundled games detected by file extension (.love / .jar), which
## butlerd itself doesn't stub into receipts. Each runtime is looked up via
## _find_on_path(); if missing, a warning tells the user where to drop it.
func _resolve_fallback_launch(install_folder: String) -> Dictionary:
if install_folder == "":
return {"command": "", "args": []}
var exe := _find_executable_fallback(install_folder)
if exe != "":
return {"command": exe, "args": []}
var out := []
OS.execute("bash", [
"-c",
"find " + install_folder.c_escape() +
" -maxdepth 4 -type f \\( -name '*.love' -o -name '*.jar' \\) -printf '%s %p\\n' | sort -rn"
], out)
if out.is_empty():
return {"command": "", "args": []}
var lines := (out[0] as String).split("\n")
for line in lines:
var path := line.strip_edges().get_slice(" ", 1)
if path == "" or path.contains("/.itch/"):
continue
if path.ends_with(".love"):
var love_bin := _find_on_path("love")
if love_bin == "":
logger.warn("This is a LÖVE game, but no 'love' runtime was found. Drop one into " + _runtime_dir())
return {"command": "", "args": []}
return {"command": love_bin, "args": [path]}
if path.ends_with(".jar"):
var java_bin := _find_on_path("java")
if java_bin == "":
logger.warn("This is a Java game, but no 'java' runtime was found. Drop one into " + _runtime_dir())
return {"command": "", "args": []}
return {"command": java_bin, "args": ["-jar", path]}
return {"command": "", "args": []}
## Reads the `launch` block of butlerd's install receipt, if any.
@ -614,10 +680,21 @@ func _resolve_receipt_launch(install_folder: String, launch: Dictionary) -> Dict
return {}
return {"command": abs_path, "args": args}
"love":
if not FileAccess.file_exists(abs_path):
return {}
var love_bin := _find_on_path("love")
if love_bin == "" or not FileAccess.file_exists(abs_path):
if love_bin == "":
logger.warn("This is a LÖVE game, but no 'love' runtime was found. Drop one into " + _runtime_dir())
return {}
return {"command": love_bin, "args": [abs_path] + args}
"jar":
if not FileAccess.file_exists(abs_path):
return {}
var java_bin := _find_on_path("java")
if java_bin == "":
logger.warn("This is a Java game, but no 'java' runtime was found. Drop one into " + _runtime_dir())
return {}
return {"command": java_bin, "args": ["-jar", abs_path] + args}
"web", "html":
logger.warn("HTML5 games aren't launchable in OpenGamepadUI yet: " + abs_path)
return {}
@ -669,12 +746,133 @@ func _is_runnable_file(path: String) -> bool:
return FileAccess.get_unix_permissions(path) & 73 != 0
## Looks up a binary on PATH, e.g. the LOVE runtime for .love games.
## Looks up a runtime binary (love, java, ...). Checks the persistent runtime
## dir first (where users can drop a LOVE runtime or JRE), then PATH.
func _find_on_path(bin: String) -> String:
var candidate := "/".join([_runtime_dir(), bin])
if _is_runnable_file(candidate):
return candidate
for dir in OS.get_environment("PATH").split(":"):
if dir == "":
continue
var candidate := "/".join([dir, bin])
if FileAccess.file_exists(candidate):
candidate = "/".join([dir, bin])
if _is_runnable_file(candidate):
return candidate
return ""
## When a game dies before creating a window, OGPU's LaunchManager never marks
## it stopped (its app type stays UNKNOWN), so the user is left on a black
## in-game screen with no clue what happened. Poll running apps; for one of
## ours that is dead and windowless, run diagnostics (ldd for missing shared
## libraries, ...) and show a notification pointing at the fix. Forcing the app
## to STOPPED triggers LaunchManager's normal cleanup, which removes the stuck
## in-game state and returns the user to the library UI where the notification
## is visible.
func _check_failed_launches() -> void:
var launch_manager := load("res://core/global/launch_manager.tres") as LaunchManager
if launch_manager == null:
return
var now := Time.get_ticks_msec()
var running_pids := {}
for app in launch_manager.get_running():
var item: LibraryLaunchItem = app.launch_item
if item == null or item._provider_id != library_id:
continue
running_pids[app.pid] = true
if app.created_window:
# The game got a window, so it launched fine. Stop watching it.
_launch_watch.erase(app.pid)
continue
if not _launch_watch.has(app.pid):
_launch_watch[app.pid] = now
continue
if app.is_running():
continue
if now - int(_launch_watch[app.pid]) < 5000:
continue
if app.pid in _diagnosed_pids:
continue
_diagnosed_pids[app.pid] = true
_launch_watch.erase(app.pid)
_handle_launch_failure(app)
# Forget apps that are no longer running at all (launched fine and exited,
# or were stopped some other way) so the watch list stays small.
var stale := []
for pid in _launch_watch:
if not running_pids.has(pid):
stale.append(pid)
for pid in stale:
_launch_watch.erase(pid)
func _handle_launch_failure(app: RunningApp) -> void:
var item: LibraryLaunchItem = app.launch_item
var message := _diagnose_launch_failure(item)
logger.warn("Game '" + item.name + "' failed to start: " + message)
# Return to the library UI first (LaunchManager cleans up a STOPPED app and
# pops the stuck black in-game state), then show the failure as a popup.
app.state = app.STATE.STOPPED
_show_failure_dialog.call_deferred(item.name, message)
## Shows the launch failure as a modal popup (OGPU's Dialog component) instead
## of a transient toast, so the user has time to read and act on the message.
func _show_failure_dialog(game_name: String, message: String) -> void:
var dialog_scene := load("res://core/ui/components/dialog.tscn") as PackedScene
if dialog_scene == null:
logger.warn("Dialog component unavailable; launch failure not shown to user.")
return
var ui: Node = get_tree().get_first_node_in_group("main")
if ui == null:
ui = get_tree().root
var dialog: Control = dialog_scene.instantiate()
ui.add_child(dialog)
# The Dialog scene is authored with zero-size anchors; make it (and its
# Spacer) fill the screen so the panel is centered over the UI.
dialog.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
dialog.size = (ui as Control).size if ui is Control else Vector2(1920, 1080)
(dialog.get_node("Spacer") as Control).set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
dialog.cancel_visible = false
dialog.closed.connect(func() -> void: dialog.queue_free())
dialog.open(null, "Failed to start: " + game_name + "\n\n" + message, "OK")
## Figures out why a game failed to start and returns a human-readable,
## actionable explanation (missing shared library, missing binary, missing
## game file, ...).
func _diagnose_launch_failure(item: LibraryLaunchItem) -> String:
var command: String = item.command
if command.is_empty():
return "No launch command was set for this game. Reinstall it to repair the install."
if not FileAccess.file_exists(command):
return "Executable not found: " + command + ". Reinstall the game to repair the install."
if not _is_runnable_file(command):
return "Executable is missing the execute bit: " + command
var missing := _missing_shared_libs(command)
if not missing.is_empty():
return "Missing shared libraries: " + missing + ". Drop the .so files into " + _lib_hint() + " and launch again."
var args := item.args
if args.size() > 0 and not FileAccess.file_exists(args[0]):
return "Game file not found: " + args[0] + ". Reinstall the game."
return "The game exited before opening a window. Command was: " + command
## Runs ldd on an ELF executable and returns the shared libraries the loader
## can't find, e.g. "libvlc.so.5" (the exact cause of Friday Night Funkin'
## failing to launch until its libraries were made available).
func _missing_shared_libs(binary: String) -> String:
var out := []
OS.execute("ldd", [binary], out)
if out.is_empty():
return ""
var missing := []
for raw in (out[0] as String).split("\n"):
var line: String = raw.strip_edges()
# A missing dependency looks like "libfoo.so => not found".
if not line.contains("=>") or not line.contains("not found"):
continue
var name := line.get_slice("=>", 0).strip_edges()
if name != "":
missing.append(name)
return ", ".join(missing)

View file

@ -1,7 +1,7 @@
{
"plugin.id": "itch",
"plugin.name": "itch.io",
"plugin.version": "0.1.20",
"plugin.version": "0.1.23",
"plugin.min-api-version": "1.1.0",
"plugin.link": "https://forge.thergic.ar/jose/itchio-opengamepadui-plugin",
"plugin.source": "https://forge.thergic.ar/jose/itchio-opengamepadui-plugin",