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Add kill command, fix Ctrl-C teardown, speed up 2nd instance startup
[bl2-split] / bl2-splitscreen.sh
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1#!/usr/bin/env bash
2# ---------------------------------------------------------------------------
3# Borderlands 2 - two-player split screen on Linux
4#
5# Borderlands 2 has NO native PC split screen, so this launches TWO independent
6# instances that connect over Goldberg's emulated Steam LAN. Each instance gets
7# its own save, its own Goldberg identity, one controller, and half the screen
8# (gamescope), auto-tiled side-by-side on KDE Plasma (KWin).
9#
10# Two build layouts are supported and AUTO-DETECTED:
11# * native - the Aspyr native Linux port (ELF `Borderlands2`) -> no Proton
12# * proton - the Windows build (`Binaries/Win32/Borderlands2.exe`) -> umu/Proton
13# Force one with: MODE=native|proton ./bl2-splitscreen.sh ...
14#
15# Usage:
16# ./bl2-splitscreen.sh check # verify prerequisites for the detected mode
17# ./bl2-splitscreen.sh setup # build the two patched game copies
18# ./bl2-splitscreen.sh run # launch both halves + tile them
19# ./bl2-splitscreen.sh tile # (re)tile the two windows on KDE
20# ./bl2-splitscreen.sh clean # remove generated copies (not the game)
21# ---------------------------------------------------------------------------
22set -uo pipefail
23
24# ============================ CONFIG =======================================
25GAME_DIR="/home/max/.local/share/Steam/steamapps/common/Borderlands 2"
26APPID=49520
27BASE="/home/max/Games/bl2-split"
28
29# --- Display geometry (per-player render size GW/GH and window position GX/GY) --
30# Monitors are read from KDE in LOGICAL px as "X,Y WxH", sorted left-to-right.
31_mons=$(kscreen-doctor -o 2>/dev/null | sed 's/\x1b\[[0-9;]*m//g' \
32 | awk '/^Output:/{e=0} /enabled/{e=1} /Geometry:/&&e{print $2,$3}' | sort -t, -k1 -n)
33_mi=1
34while read -r _pos _size; do
35 [ -z "$_pos" ] && continue
36 _MX[$_mi]=${_pos%,*}; _MY[$_mi]=${_pos#*,}
37 _MW[$_mi]=${_size%x*}; _MH[$_mi]=${_size#*x}
38 _mi=$((_mi+1))
39done <<< "$_mons"
40MON_COUNT=$((_mi-1))
41[ "${MON_COUNT:-0}" -ge 1 ] 2>/dev/null || { _MW[1]=2560; _MH[1]=1440; _MX[1]=0; _MY[1]=0; MON_COUNT=1; }
42
43# DISPLAY_MODE:
44# dual (default when >=2 monitors) -> each player gets a whole monitor, "fullscreen".
45# split (1 monitor) -> both on one monitor, side-by-side. Each half is 16:9 and
46# vertically centered, because a tall 8:9 window clips BL2's landscape UI,
47# and a full-width window would trip BL2 into exclusive fullscreen.
48if [ "$MON_COUNT" -ge 2 ]; then DISPLAY_MODE="${DISPLAY_MODE:-dual}"; else DISPLAY_MODE="${DISPLAY_MODE:-split}"; fi
49
50if [ "$DISPLAY_MODE" = dual ]; then
51 GW[1]=${_MW[1]}; GH[1]=${_MH[1]}; GX[1]=${_MX[1]}; GY[1]=${_MY[1]}
52 GW[2]=${_MW[2]}; GH[2]=${_MH[2]}; GX[2]=${_MX[2]}; GY[2]=${_MY[2]}
53else
54 _hw=$(( ${_MW[1]} / 2 )); _hh=$(( _hw * 9 / 16 ))
55 [ "$_hh" -gt "${_MH[1]}" ] && _hh=${_MH[1]}
56 _wy=$(( ${_MY[1]} + (${_MH[1]} - _hh) / 2 ))
57 GW[1]=$_hw; GH[1]=$_hh; GX[1]=${_MX[1]}; GY[1]=$_wy
58 GW[2]=$_hw; GH[2]=$_hh; GX[2]=$(( ${_MX[1]} + _hw )); GY[2]=$_wy
59fi
60
61# Controllers, matched by STABLE /dev/input/by-id names (survive replug/reboot).
62P1_PAD_GLOB="/dev/input/by-id/*Microsoft_Controller_*-event-joystick" # Xbox Series S|X (wired)
63P2_PAD_GLOB="/dev/input/by-id/*Wireless_Receiver*-event-joystick" # Xbox 360 Wireless Receiver
64P1_VIDPID="0x045e/0x0b12" # Xbox Series S|X (SDL hint; used in proton mode)
65P2_VIDPID="0x045e/0x0719" # Xbox 360 Wireless Receiver
66
67# Controller isolation: "bwrap" (mask other pad's /dev nodes; backend-agnostic)
68# or "sdl" (VID/PID hint; only works for SDL games). Default depends on MODE:
69# native -> bwrap (the Aspyr binary is NOT SDL; the hint does nothing)
70# proton -> sdl (Proton is SDL-based; avoids bwrap<->pressure-vessel nesting)
71ISOLATION="${ISOLATION:-}"
72
73# Proton build for umu (proton mode). Empty = umu auto-selects/downloads UMU-Proton.
74PROTONPATH="${PROTONPATH:-}"
75
76# Native mode: the 2012 Aspyr binary must run inside the Steam scout runtime (the
77# old libs it was built against) with the CLASSIC Mr_Goldberg emu. gbe_fork (both
78# experimental and regular) segfaults this binary; classic goldberg works.
79NATIVE_RUNTIME="${NATIVE_RUNTIME:-/home/max/.steam/steam/ubuntu12_32/steam-runtime/run.sh}"
80
81# Seconds to wait before auto-tiling, i.e. how long the intro logos/movies take to
82# clear on your machine. Bump it if the windows snap into place too early (while
83# still on the splash). You can always re-run `./bl2-splitscreen.sh tile`.
84SPLASH_WAIT="${SPLASH_WAIT:-45}"
85
86# Seconds to wait after launching Player 1 before launching Player 2. Giving P1
87# time to reach the menu and start hosting reduces a co-op-startup race that can
88# crash the second (fragile Aspyr) instance.
89STAGGER="${STAGGER:-25}"
90# ===========================================================================
91
92c_red=$'\e[31m'; c_grn=$'\e[32m'; c_yel=$'\e[33m'; c_dim=$'\e[2m'; c_rst=$'\e[0m'
93say() { printf '%s\n' "$*"; }
94ok() { printf '%s✓%s %s\n' "$c_grn" "$c_rst" "$*"; }
95warn() { printf '%s!%s %s\n' "$c_yel" "$c_rst" "$*"; }
96die() { printf '%s✗ %s%s\n' "$c_red" "$*" "$c_rst" >&2; exit 1; }
97
98# -------------------------------------------------------- mode detection ---
99WIN_EXE_REL="Binaries/Win32/Borderlands2.exe"
100NATIVE_BIN="Borderlands2"
101detect_mode() {
102 if [ -n "${MODE:-}" ]; then echo "$MODE"; return; fi
103 if [ -f "$GAME_DIR/$WIN_EXE_REL" ]; then echo proton
104 elif [ -x "$GAME_DIR/$NATIVE_BIN" ]; then echo native
105 else echo unknown; fi
106}
107MODE="$(detect_mode)"
108[ "$MODE" = unknown ] && die "Cannot find BL2 - neither $NATIVE_BIN nor $WIN_EXE_REL under $GAME_DIR"
109if [ -z "$ISOLATION" ]; then ISOLATION=bwrap; fi # device-masking works for both modes
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110GOLDBERG_SO="$BASE/goldberg/libsteam_api.so" # native (classic Mr_Goldberg)
111GOLDBERG_DLL="$BASE/goldberg/steam_api.dll" # proton (gbe_fork)
112
113# Goldberg emulator downloads (NOT committed to git - fetched by `fetch`). Pinned
114# to known-good releases; override via env if these ever move.
115GBE_FORK_TAG="${GBE_FORK_TAG:-release-2026_05_30}"
116GBE_FORK_WIN_URL="${GBE_FORK_WIN_URL:-https://github.com/Detanup01/gbe_fork/releases/download/$GBE_FORK_TAG/emu-win-release.7z}"
117CLASSIC_GOLDBERG_URL="${CLASSIC_GOLDBERG_URL:-https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/2524331e488ec6399c396cf48bbe9903/Goldberg_Lan_Steam_Emu_v0.2.5.zip}"
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118
119resolve_pad() { local m; for m in $1; do [ -e "$m" ] && { readlink -f "$m"; return; }; done; }
120
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121# --------------------------------------------------------------- fetch deps -
122# Download the Goldberg emulator binaries (kept out of git). Proton needs the
123# gbe_fork Windows steam_api.dll; native needs the classic Mr_Goldberg Linux .so.
124cmd_fetch() { # downloads the Goldberg binary the detected MODE needs
125 command -v bsdtar >/dev/null || die "bsdtar missing (sudo pacman -S libarchive)"
126 command -v curl >/dev/null || die "curl missing (sudo pacman -S curl)"
127 mkdir -p "$BASE/goldberg"
128 local tmp; tmp="$(mktemp -d)"; trap 'rm -rf "$tmp"' RETURN
129
130 if [ "$MODE" = proton ]; then
131 if [ -f "$GOLDBERG_DLL" ]; then ok "gbe_fork steam_api.dll already present"; return; fi
132 say "Downloading gbe_fork (Windows) $GBE_FORK_TAG ..."
133 curl -fsSL -o "$tmp/win.7z" "$GBE_FORK_WIN_URL" || die "download failed: $GBE_FORK_WIN_URL"
134 bsdtar -xf "$tmp/win.7z" -C "$tmp" release/experimental/x86/steam_api.dll \
135 || die "could not extract steam_api.dll from the archive"
136 cp "$tmp/release/experimental/x86/steam_api.dll" "$GOLDBERG_DLL"
137 file "$GOLDBERG_DLL" | grep -qi "PE32 .*i386" && ok "steam_api.dll (proton) fetched" \
138 || die "fetched steam_api.dll is not the expected 32-bit PE"
139 else
140 if [ -f "$GOLDBERG_SO" ]; then ok "classic goldberg libsteam_api.so already present"; return; fi
141 say "Downloading classic Mr_Goldberg (Linux) ..."
142 curl -fsSL -o "$tmp/lin.zip" "$CLASSIC_GOLDBERG_URL" || die "download failed: $CLASSIC_GOLDBERG_URL"
143 bsdtar -xf "$tmp/lin.zip" -C "$tmp" linux/x86/libsteam_api.so \
144 || die "could not extract libsteam_api.so from the archive"
145 cp "$tmp/linux/x86/libsteam_api.so" "$GOLDBERG_SO"
146 file "$GOLDBERG_SO" | grep -q "ELF 32-bit" && ok "libsteam_api.so (native) fetched" \
147 || die "fetched libsteam_api.so is not the expected 32-bit ELF"
148 fi
149}
150
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151# ------------------------------------------------------------------ check ---
152cmd_check() {
153 local fail=0
154 say "== Mode: ${c_grn}$MODE${c_rst} (isolation=$ISOLATION) =="
155 say ""; say "== Prerequisites =="
156 command -v qdbus6 >/dev/null && ok "qdbus6 (KWin tiling)" || warn "qdbus6 missing - auto-tiling disabled ${c_dim}(sudo pacman -S qt6-tools)${c_rst}"
157 [ "$ISOLATION" = bwrap ] && { command -v bwrap >/dev/null && ok "bwrap" || { warn "bwrap missing"; fail=1; }; }
158 if [ "$MODE" = proton ]; then
159 command -v gamescope >/dev/null && ok "gamescope" || { warn "gamescope missing ${c_dim}(sudo pacman -S gamescope)${c_rst}"; fail=1; }
160 command -v umu-run >/dev/null && ok "umu-run" || { warn "umu-run missing ${c_dim}(sudo pacman -S umu-launcher)${c_rst}"; fail=1; }
161 else
162 [ -f "$NATIVE_RUNTIME" ] && ok "Steam scout runtime" || { warn "scout runtime missing: $NATIVE_RUNTIME"; fail=1; }
163 command -v strings >/dev/null && ok "strings (interface extraction)" || { warn "strings missing ${c_dim}(sudo pacman -S binutils)${c_rst}"; fail=1; }
164 fi
165
166 say ""; say "== Game =="
167 if [ "$MODE" = native ]; then
168 [ -x "$GAME_DIR/$NATIVE_BIN" ] && file "$GAME_DIR/$NATIVE_BIN" | grep -q ELF \
169 && ok "native ELF: $NATIVE_BIN" || { warn "native binary missing"; fail=1; }
170 else
171 [ -f "$GAME_DIR/$WIN_EXE_REL" ] && ok "Borderlands2.exe" || { warn "exe missing: $WIN_EXE_REL"; fail=1; }
172 fi
173
174 say ""; say "== Goldberg =="
175 if [ "$MODE" = native ]; then
176 if [ -f "$GOLDBERG_SO" ] && file "$GOLDBERG_SO" | grep -q "ELF 32-bit"; then ok "libsteam_api.so (classic Mr_Goldberg, 32-bit ELF)"
177 else warn "missing/invalid $GOLDBERG_SO (need classic Mr_Goldberg linux/x86 libsteam_api.so)"; fail=1; fi
178 else
179 if [ -f "$GOLDBERG_DLL" ] && file "$GOLDBERG_DLL" | grep -qi "PE32 .*i386"; then ok "steam_api.dll (PE32 i386)"
180 else warn "missing/invalid $GOLDBERG_DLL (need Windows x86 gbe_fork experimental)"; fail=1; fi
181 fi
182
183 say ""; say "== Controllers =="
184 local p1 p2 padfail=0; p1=$(resolve_pad "$P1_PAD_GLOB"); p2=$(resolve_pad "$P2_PAD_GLOB")
185 [ -n "$p1" ] && ok "Player 1 pad -> $p1" || { warn "Player 1 pad not connected"; padfail=1; }
186 [ -n "$p2" ] && ok "Player 2 pad -> $p2" || { warn "Player 2 pad not connected (turn it on)"; padfail=1; }
187 # Controllers only matter for 'run'; setup passes REQUIRE_PADS=0.
188 [ "${REQUIRE_PADS:-1}" = 1 ] && [ "$padfail" = 1 ] && fail=1
189
190 say ""
191 [ "$fail" = 0 ] && ok "All good - run: ./bl2-splitscreen.sh setup" || warn "Fix the above, then re-run check."
192 return $fail
193}
194
195# ------------------------------------------------------------------ setup ---
196write_goldberg_settings() { # $1=dir $2=account $3=steamid
197 local ss="$1/steam_settings"; mkdir -p "$ss"
198 printf '%s\n' "$APPID" > "$1/steam_appid.txt"
199 cat > "$ss/configs.user.ini" <<EOF
200[user::general]
201account_name=$2
202account_steamid=$3
203language=english
204ip_country=US
205EOF
206 printf '%s\n' "$2" > "$ss/account_name.txt"
207 printf '%s\n' "$2" > "$ss/force_account_name.txt" # classic goldberg name override
208 printf '%s\n' "$3" > "$ss/force_steamid.txt" # classic goldberg id override
209 printf '%s\n' "$3" > "$ss/user_steam_id.txt"
210 # Two same-host instances (each in its own Proton container) may not reach each
211 # other via UDP broadcast, so co-op hangs at "Creating online session". Tell the
212 # emu to send discovery directly to localhost so they always find each other.
213 printf '127.0.0.1\n' > "$ss/custom_broadcasts.txt"
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214 # BL2 stalls on "Creating online session" waiting on (unreachable) online Steam
215 # servers; offline mode makes the emu report Steam offline so it skips that wait
216 # and goes to LAN. LAN co-op still works. Remove this file if it ever breaks join.
217 cat > "$ss/configs.main.ini" <<EOF
218[main::connectivity]
219offline=1
220EOF
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221}
222
223# Old games hard-crash if the emu returns interfaces they don't expect. Extract
224# the exact interface versions from the game's ORIGINAL Steam lib.
225extract_interfaces() { # $1=steam_settings dir $2=path to original steam_api lib
226 strings -n 5 "$2" 2>/dev/null | grep -E \
227 '^(SteamClient|SteamGameServerStats|SteamGameServer|SteamUserStats|SteamUser|SteamFriends|SteamUtils|SteamMatchMakingServers|SteamMatchMaking|SteamRemoteStorage|SteamScreenshots|SteamHTTP|SteamController|SteamUGC|SteamAppList|SteamApps|SteamMusicRemote|SteamMusic|SteamHTMLSurface|SteamInventory|SteamVideo|SteamParentalSettings|SteamInput|SteamNetworkingUtils|SteamNetworkingSockets|SteamNetworkingMessages|SteamNetworking|SteamParties|STEAMAPPS|STEAMUSERSTATS|STEAMHTTP|STEAMSCREENSHOTS|STEAMUGC|STEAMREMOTESTORAGE|STEAMCONTROLLER|STEAMMUSIC|STEAMAPPLIST|STEAMUSER|STEAMFRIENDS|STEAMUTILS|STEAMNETWORKING)[A-Za-z0-9_]*[0-9]{3}$' \
228 | sort -u > "$1/steam_interfaces.txt"
229}
230
231build_player() { # $1=n $2=account $3=steamid
232 local n="$1" acct="$2" sid="$3" pg="$BASE/p$1/game"
233 say " [$n] symlink game copy -> $pg"
234 rm -rf "$BASE/p$n/game"; mkdir -p "$BASE/p$n/home"
235 cp -as "$GAME_DIR/." "$pg/" || die "cp -as failed (need GNU coreutils)"
236 if [ "$MODE" = native ]; then
237 rm -f "$pg/libsteam_api.so"; cp "$GOLDBERG_SO" "$pg/libsteam_api.so"
238 write_goldberg_settings "$pg" "$acct" "$sid"
239 extract_interfaces "$pg/steam_settings" "$GAME_DIR/libsteam_api.so"
240 [ -s "$pg/steam_settings/steam_interfaces.txt" ] || warn " [$n] no interfaces extracted (game may crash)"
241 else
242 local w="$pg/Binaries/Win32"
243 # Wine resolves a SYMLINKED exe to its target directory and loads DLLs from
244 # THERE (the real steam_api.dll -> "Steam must be running"), bypassing our
245 # Goldberg dll. Make the exes real copies so DLL search happens in our dir.
246 local e real
247 for e in Borderlands2.exe Launcher.exe; do
248 [ -L "$w/$e" ] && { real=$(readlink -f "$w/$e"); cp --remove-destination "$real" "$w/$e"; }
249 done
250 # keep a copy of the original Windows lib before overwriting, for interfaces
251 [ -f "$w/steam_api.dll.orig" ] || cp -L "$w/steam_api.dll" "$w/steam_api.dll.orig" 2>/dev/null
252 write_goldberg_settings "$w" "$acct" "$sid"
253 extract_interfaces "$w/steam_settings" "$w/steam_api.dll.orig"
254 rm -f "$w/steam_api.dll"; cp "$GOLDBERG_DLL" "$w/steam_api.dll"
255 mkdir -p "$BASE/p$n/prefix"
256 fi
257 ok " [$n] account '$acct' (steamid $sid)"
258}
259
260cmd_setup() {
948cce3b 261 cmd_fetch # download Goldberg if not present
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262 REQUIRE_PADS=0 cmd_check || die "check failed - resolve the above before setup"
263 say ""; say "== Building player copies ($MODE) =="
264 build_player 1 "Player1" "76561197960287930"
265 build_player 2 "Player2" "76561197960287931"
266 say ""; ok "Setup complete. Launch with: ./bl2-splitscreen.sh run"
267}
268
269# -------------------------------------------------------------------- run ---
270# Pin the game to windowed half-screen in its own config, so it doesn't apply a
271# saved fullscreen mode after loading (which overrides -windowed and unstacks the
272# tiling). Section-aware: ResX/Fullscreen appear in several sections.
273patch_native_config() { # $1=player home $2=width $3=height
274 local f
275 f=$(find "$1" -ipath "*willowgame/config/willowengine.ini" 2>/dev/null | head -1)
276 [ -f "$f" ] || return 0
277 # Config uses CRLF: strip trailing CR for matching, re-add it on output.
278 awk -v W="$2" -v H="$3" '
279 { cr = (sub(/\r$/,"") ? "\r" : "") }
280 /^\[/ { sec=$0 }
281 {
282 l=$0
283 if (sec=="[WinDrv.WindowsClient]") {
284 if (l ~ /^StartupFullscreen=/) l="StartupFullscreen=False"
285 else if (l ~ /^StartupResolutionX=/) l="StartupResolutionX=" W
286 else if (l ~ /^StartupResolutionY=/) l="StartupResolutionY=" H
287 } else if (sec=="[SystemSettings]") {
288 if (l ~ /^Fullscreen=/) l="Fullscreen=False"
289 else if (l ~ /^WindowedFullscreen=/) l="WindowedFullscreen=False"
290 else if (l ~ /^ResX=/) l="ResX=" W
291 else if (l ~ /^ResY=/) l="ResY=" H
292 } else if (sec=="[FullScreenMovie]") {
293 if (l ~ /^StartupMovies=/) next # drop the intro logos
294 else if (l ~ /^bForceNoMovies=/) l="bForceNoMovies=TRUE"
295 }
296 printf "%s%s\n", l, cr
297 }' "$f" > "$f.tmp" && mv "$f.tmp" "$f"
298}
299
300# Proton keeps its config inside the Wine prefix; drop the intro movies there so
301# the game goes straight to the menu (resolution is handled by -ResX/-ResY args).
302patch_proton_config() { # $1 = prefix dir
303 local f
304 f=$(find "$1/drive_c/users" -ipath "*Borderlands 2*Config/WillowEngine.ini" 2>/dev/null | head -1)
305 [ -f "$f" ] || return 0
306 awk '
307 { cr = (sub(/\r$/,"") ? "\r" : "") }
308 /^\[/ { sec=$0 }
309 { l=$0
310 if (sec=="[FullScreenMovie]") { if (l ~ /^StartupMovies=/) next; else if (l ~ /^bForceNoMovies=/) l="bForceNoMovies=TRUE" }
311 printf "%s%s\n", l, cr }' "$f" > "$f.tmp" && mv "$f.tmp" "$f"
312}
313
314mask_other_pad_args() { # bwrap args hiding every pad except kept node $1
315 local keep="$1" node other g m
316 for g in $P1_PAD_GLOB $P2_PAD_GLOB; do for m in $g; do
317 [ -e "$m" ] || continue
318 node=$(readlink -f "$m"); [ "$node" = "$keep" ] && continue
319 printf -- '--bind /dev/null %s ' "$node"
320 other="${m%-event-joystick}-joystick"
321 [ -e "$other" ] && printf -- '--bind /dev/null %s ' "$(readlink -f "$other")"
322 done; done
323}
324
325launch_player() { # $1=n $2=pad-node $3=vidpid -> sets LAUNCHED_PID
326 local n="$1" pad="$2" vidpid="$3" pg="$BASE/p$1/game" wd
327 local rw="${GW[$n]}" rh="${GH[$n]}" # this player's render size
328 local -a env cmd
329 # No gamescope in either mode: it doesn't pass raw controllers to nested clients,
330 # so the game sees no pad. Run the game windowed and let KWin place it.
331 if [ "$MODE" = native ]; then
332 local home="$BASE/p$n/home"; wd="$pg"
333 patch_native_config "$home" "$rw" "$rh" # pin windowed size in the config
334 env=( "HOME=$home" "XDG_DATA_HOME=$home/.local/share" "XDG_CONFIG_HOME=$home/.config"
335 "LD_LIBRARY_PATH=$pg:${LD_LIBRARY_PATH:-}"
336 "SteamAppId=$APPID" "SteamGameId=$APPID"
337 "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS=1" )
338 cmd=( "$NATIVE_RUNTIME" "./$NATIVE_BIN" -windowed "-ResX=$rw" "-ResY=$rh" )
339 else
340 wd="$pg/Binaries/Win32"
341 patch_proton_config "$BASE/p$n/prefix" # skip intro movies (if prefix exists)
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342 mkdir -p "$BASE/dxvk-cache"
343 env=( "WINEPREFIX=$BASE/p$n/prefix" "GAMEID=0" "STORE=none"
344 "UMU_RUNTIME_UPDATE=0" # skip umu's startup update check
345 # Shared D3D shader cache: the 2nd instance reuses shaders the 1st already
346 # compiled instead of recompiling them while the 1st is using the GPU.
347 "DXVK_STATE_CACHE_PATH=$BASE/dxvk-cache" )
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348 # Only use the SDL VID/PID filter in "sdl" mode. With bwrap masking it is
349 # redundant AND can over-filter (it wrongly dropped the 360 pad), so skip it.
350 [ "$ISOLATION" = sdl ] && env+=( "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT=$vidpid" )
351 [ -n "$PROTONPATH" ] && env+=( "PROTONPATH=$PROTONPATH" )
352 cmd=( umu-run "$pg/$WIN_EXE_REL" -windowed "-ResX=$rw" "-ResY=$rh" )
353 fi
354
355 # bwrap (if used) masks the other pad's /dev/input nodes for this instance.
356 local -a inner
357 if [ "$ISOLATION" = bwrap ]; then
358 local -a maskargs=(); read -ra maskargs < <(mask_other_pad_args "$pad")
359 inner=( bwrap --dev-bind / / --die-with-parent --chdir "$wd" "${maskargs[@]}" -- "${cmd[@]}" )
360 else
361 inner=( "${cmd[@]}" )
362 fi
363
364 say "${c_dim}[$n] pad=$pad ${rw}x${rh} @ ${GX[$n]},${GY[$n]} log=$BASE/p$n/log${c_rst}"
365 # Background in the CURRENT shell (not a $() subshell) so the job is a real
366 # child that cmd_run can wait on; hand the PID back via a global.
367 ( cd "$wd" || exit 1; exec env "${env[@]}" "${inner[@]}" ) >"$BASE/p$n/log" 2>&1 &
368 LAUNCHED_PID=$!
369}
370
371# --------------------------------------------------------- KDE/KWin tiling --
372# One-shot: place each BL2 window on its half in LOGICAL coordinates. Run AFTER
373# the splash movies so the game has settled at its configured size (tiling during
374# the splash fights the game and looks wrong). All geometry is logical px.
375cmd_tile() {
376 command -v qdbus6 >/dev/null || { warn "qdbus6 not found - cannot auto-tile (drag windows manually)"; return 0; }
377 # Left/right split, both windows vertically centered (WIN_Y).
378 # Per-window geometry: window[0]=player1, window[1]=player2 (launch order).
379 local js; js="$(mktemp --suffix=.js)"
380 cat > "$js" <<EOF
381(function(){
382 var geo=[{x:${GX[1]},y:${GY[1]},w:${GW[1]},h:${GH[1]}},
383 {x:${GX[2]},y:${GY[2]},w:${GW[2]},h:${GH[2]}}];
384 var l=(workspace.windowList?workspace.windowList():workspace.clientList());
385 var wins=l.filter(function(w){
386 var s=((w.resourceClass||"")+" "+(w.resourceName||"")+" "+(w.caption||"")).toLowerCase();
387 return s.indexOf("borderlands")>=0 || s.indexOf("steam_app")>=0;
388 });
389 wins.sort(function(a,b){ return (""+a.internalId)<(""+b.internalId)?-1:1; });
390 for(var i=0;i<wins.length && i<2;i++){
391 var w=wins[i], g=geo[i];
392 try{w.fullScreen=false;}catch(e){}
393 try{w.setMaximize(false,false);}catch(e){}
394 try{w.noBorder=true;}catch(e){}
395 w.frameGeometry={x:g.x,y:g.y,width:g.w,height:g.h};
396 }
397})();
398EOF
399 qdbus6 org.kde.KWin /Scripting org.kde.kwin.Scripting.loadScript "$js" bl2tile >/dev/null 2>&1
400 qdbus6 org.kde.KWin /Scripting org.kde.kwin.Scripting.start >/dev/null 2>&1
401 qdbus6 org.kde.KWin /Scripting org.kde.kwin.Scripting.unloadScript bl2tile >/dev/null 2>&1
402 rm -f "$js"
403 ok "Placed windows (${DISPLAY_MODE}: ${GW[1]}x${GH[1]} + ${GW[2]}x${GH[2]})."
404}
405
406cmd_run() {
407 [ -d "$BASE/p1/game" ] && [ -d "$BASE/p2/game" ] || die "run setup first"
408 local p1 p2; p1=$(resolve_pad "$P1_PAD_GLOB"); p2=$(resolve_pad "$P2_PAD_GLOB")
409 [ -n "$p1" ] || die "Player 1 controller not connected"
410 [ -n "$p2" ] || die "Player 2 controller not connected (turn it on)"
411
412 # Steam Input (active while Steam runs) injects VIRTUAL gamepads that SDL grabs
413 # instead of the real pads, which defeats per-instance controller isolation.
414 # Goldberg replaces Steam, so it isn't needed while playing.
415 if pgrep -x steam >/dev/null; then
416 warn "Steam is running - Steam Input's virtual gamepads can break per-player"
417 warn "controller isolation. If a pad drives the wrong window, QUIT STEAM"
418 warn "(Goldberg replaces it). Continuing in 5s..."
419 sleep 5
420 fi
421
422 say "== Launching Borderlands 2 (mode=$MODE, isolation=$ISOLATION, display=$DISPLAY_MODE) =="
423 say "${c_dim}P1 ${GW[1]}x${GH[1]}@${GX[1]},${GY[1]} P2 ${GW[2]}x${GH[2]}@${GX[2]},${GY[2]}${c_rst}"
424 local pid1 pid2
425 launch_player 1 "$p1" "$P1_VIDPID"; pid1=$LAUNCHED_PID
426 sleep "$STAGGER"
427 launch_player 2 "$p2" "$P2_VIDPID"; pid2=$LAUNCHED_PID
428
429 # Place windows AFTER the splash (the game resizes itself during it). Fire a few
430 # times so both instances get caught once settled.
431 ( sleep "$SPLASH_WAIT"; cmd_tile >/dev/null 2>&1
432 sleep 10; cmd_tile >/dev/null 2>&1
433 sleep 15; cmd_tile >/dev/null 2>&1 ) &
434
435 say ""
436 ok "Both instances launching (pids $pid1 / $pid2)."
437 say "In-game: ${c_grn}Player 1${c_rst} → Play → host over LAN. ${c_grn}Player 2${c_rst} → Play → Join → pick the LAN game."
438 local where="their monitors"; [ "$DISPLAY_MODE" = split ] && where="their halves"
439 say "${c_dim}Windows settle onto $where ~${SPLASH_WAIT}s in (after the splash)."
440 say "Re-place any time with: ./bl2-splitscreen.sh tile${c_rst}"
441 say ""; say "Press Ctrl-C to kill both instances."
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442 # Killing $pid1/$pid2 only hits the top of each tree; the game runs deeper inside
443 # umu/pressure-vessel and survives. kill_instances tears down the whole tree.
444 trap 'echo; kill_instances; exit 130' INT TERM
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445 wait "$pid1" "$pid2"
446}
447
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448# ------------------------------------------------------------------ kill ----
449# Terminate every Borderlands 2 process we launched (game exe + umu/Proton/Wine
450# tree for our prefixes), SIGTERM first then SIGKILL. Scoped to our BASE dir so it
451# won't touch unrelated Wine apps.
452kill_instances() {
453 local sig
454 for sig in TERM KILL; do
455 pkill -"$sig" -f 'Borderlands2\.exe' 2>/dev/null # proton game
456 pkill -"$sig" -x 'Borderlands2' 2>/dev/null # native game
457 pkill -"$sig" -f "$BASE/p[12]/" 2>/dev/null # umu/proton/wine for our copies+prefixes
458 [ "$sig" = TERM ] && sleep 2
459 done
460}
461
462cmd_kill() {
463 # Match the process NAME (comm) as a substring, not the full cmdline - otherwise
464 # helper shells that merely have the game path in their args get counted. This
465 # matches "Borderlands2.ex" (Proton, 15-char truncated) and "Borderlands2".
466 pgrep 'Borderlands2' >/dev/null || { ok "No Borderlands 2 instances running."; return 0; }
467 say "Killing Borderlands 2 instances..."
468 kill_instances
469 local left; left=$(pgrep -c 'Borderlands2' 2>/dev/null || echo 0)
470 [ "$left" = 0 ] && ok "All instances killed." || warn "$left process(es) still lingering."
471}
472
cb05cf8e 473# ------------------------------------------------------------------ clean ---
e02b2f88 474cmd_clean() { cmd_kill; say "Removing generated copies/saves (real game untouched)..."; rm -rf "$BASE/p1" "$BASE/p2"; ok "Done."; }
cb05cf8e
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475
476case "${1:-}" in
948cce3b 477 fetch) cmd_fetch ;;
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478 check) cmd_check ;;
479 setup) cmd_setup ;;
480 run) cmd_run ;;
481 tile) cmd_tile ;;
e02b2f88 482 kill) cmd_kill ;;
cb05cf8e 483 clean) cmd_clean ;;
e02b2f88 484 *) say "Usage: $0 {fetch|check|setup|run|tile|kill|clean} (MODE=native|proton to force)"; exit 1 ;;
cb05cf8e 485esac