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Add kill command, fix Ctrl-C teardown, speed up 2nd instance startup
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1# Borderlands 2 — 2-player split-screen / dual-monitor co-op on Linux
2
3Runs **two local instances** of Borderlands 2 that connect to each other over
4Goldberg's emulated Steam LAN, so two people can play co-op on one PC — each with
5their own controller, save, and screen. Tested on **Arch + KDE Plasma 6 (Wayland)**.
6
7- **Two monitors:** one instance fullscreen on each (auto-detected).
8- **One monitor:** side-by-side split.
9- Each Xbox controller drives only its own instance.
10
11> BL2 has no native PC split-screen; this launches two copies networked over LAN.
12> Only legitimate because you own the game. No game files or saves are committed here.
13
14![Two Borderlands 2 instances running co-op across two monitors, each on its own main menu in the shared LAN lobby with per-player Xbox controller prompts](sxs.jpg)
15
16## Requirements
17
18- **Borderlands 2 installed via Steam, forced to the Windows build under Proton**
19 (see setup step 1). The native Linux (Aspyr) build is supported as a fallback but
20 is crash-prone with two instances — Proton is the recommended path.
21- Packages: `umu-launcher`, `gamescope` *(optional)*, `qt6-tools` (for `qdbus6`),
22 `bubblewrap`, `libarchive` (`bsdtar`), `curl`, `binutils` (`strings`).
23 ```
24 sudo pacman -S umu-launcher qt6-tools bubblewrap libarchive curl binutils
25 ```
26- Two Xbox controllers (any two distinguishable pads).
27
28## Setup
29
301. **Point Steam at the Windows build.** Steam → *Borderlands 2 → Properties →
31 Compatibility →* tick **"Force the use of a specific Steam Play compatibility
32 tool"** → pick **Proton Experimental** (or a stable Proton). Steam re-downloads
33 the Windows depot. (To use the native Linux build instead, skip this — the script
34 auto-detects which is installed.)
35
362. **Build the two copies:**
37 ```
38 cd bl2-split
39 ./bl2-splitscreen.sh check # verifies prerequisites; shows detected mode
40 ./bl2-splitscreen.sh setup # downloads Goldberg + builds p1/ and p2/
41 ```
42 `setup` auto-downloads the Goldberg emulator (it is **not** committed to this
43 repo) and builds two symlink-mirror copies of the game with per-player Steam
44 identities. First `run` also makes umu download Proton + build each prefix (slow,
45 one time).
46
473. **Play** (turn on both controllers first):
48 ```
49 ./bl2-splitscreen.sh run
50 ```
51 With two monitors each game opens fullscreen on its own display; with one, they
52 tile side-by-side. In-game: **Player 1** *Play → host over LAN*; **Player 2**
53 *Play → Join → pick the LAN game*. `Ctrl-C` kills both.
54
55## Commands
56
57| Command | Does |
58|---|---|
59| `./bl2-splitscreen.sh fetch` | download the Goldberg emulator into `goldberg/` |
60| `./bl2-splitscreen.sh check` | verify prerequisites; print the detected mode |
61| `./bl2-splitscreen.sh setup` | fetch Goldberg + build `p1/`, `p2/` |
62| `./bl2-splitscreen.sh run` | launch both instances + place windows |
63| `./bl2-splitscreen.sh tile` | re-place the two windows |
64| `./bl2-splitscreen.sh kill` | terminate all running Borderlands 2 instances |
65| `./bl2-splitscreen.sh clean` | kill instances, then remove `p1/`, `p2/` (copies + saves + prefixes) |
66
67Useful env overrides: `MODE=native|proton`, `DISPLAY_MODE=dual|split`,
68`ISOLATION=bwrap|sdl`, `SPLASH_WAIT=<secs>`, `STAGGER=<secs>`.
69
70## How it works
71
72| Concern | Solution |
73|---|---|
74| Two instances at once | Each copy uses **Goldberg** (`steam_api.dll`) instead of real Steam; they connect over emulated LAN |
75| Goldberg actually loads | The `.exe` is copied **real** (not symlinked) so Wine loads DLLs from our dir, not the real install's `steam_api.dll` |
76| Two different LAN players | Per-copy `force_account_name.txt` + `force_steamid.txt` |
77| No startup crash | `steam_interfaces.txt` extracted from the original Steam lib per copy |
78| Separate saves | Each instance has its own Proton prefix (`p1/prefix`, `p2/prefix`) |
79| Co-op finds each other | Goldberg `custom_broadcasts.txt` → `127.0.0.1` (broadcast doesn't cross the two Proton containers) |
80| Skips slow "Creating online session" | Goldberg `configs.main.ini` → `offline=1` |
81| Windowed at the right size | `-windowed -ResX -ResY`; **no gamescope** (it hides raw controllers from nested clients) |
82| One controller per instance | **bwrap** masks the other pad's `/dev/input` nodes (the Xbox pads are evdev-only, no hidraw) |
83| Window placement | KWin script via `qdbus6` — one monitor each (dual) or side-by-side (single) |
84| No intro-logo wait | Intro movies disabled in each prefix's `WillowEngine.ini` |
85| No 13 GB duplication | `cp -as` symlink-mirror; only `steam_api.dll` + the `.exe` are real copies |
86
87## What's in git (and what isn't)
88
89**Committed** (enough for anyone to reproduce):
90```
91bl2-splitscreen.sh the launcher/setup script
92README.md this file
93.gitignore
94goldberg/.gitkeep empty dir; setup downloads binaries into it
95p1/.gitkeep p2/.gitkeep
96```
97
98**Never committed** (`.gitignore`):
99- `goldberg/steam_api.dll`, `goldberg/libsteam_api.so` — the Goldberg emulator
100 binaries. They implement Steam's proprietary API, so they aren't redistributed
101 here; `setup` downloads them from the upstream releases (gbe_fork / Mr_Goldberg).
102- `p1/`, `p2/` (except `.gitkeep`) — the game copies, **your save games**, and Wine
103 prefixes. Machine-specific and large.
104- `*.log`.
105
106So another person clones the repo, forces Proton on their own BL2 in Steam, runs
107`./bl2-splitscreen.sh setup`, and everything else is pulled/generated locally.
108
109## Troubleshooting
110
111- **Both pads control both screens / keyboard controls both:** the games read input
112 globally. Controllers are isolated by `bwrap` device-masking (default). Keyboard &
113 mouse are *not* isolated — use a controller per player; kb/mouse is only for menus.
114- **A pad drives the wrong screen or none:** ensure `ISOLATION=bwrap` (default). If
115 **Steam is running**, its Steam Input virtual pads can interfere — quit Steam.
116- **Stuck on "Creating online session":** should be quick with `offline=1` (set by
117 setup). If a co-op *join* ever breaks, remove the offline setting:
118 `rm p{1,2}/game/Binaries/Win32/steam_settings/configs.main.ini`
119- **They don't see each other on LAN:** Player 1 hosts first (the script staggers
120 launches). Discovery uses `custom_broadcasts.txt` (localhost).
121- **The 2nd instance takes ages to reach the menu:** the two share a DXVK shader
122 cache (`dxvk-cache/`) so the 2nd reuses the 1st's shaders; the first-ever run
123 still compiles them. If it's still slow, raise the gap between launches so the 1st
124 is fully loaded before the 2nd starts: `STAGGER=45 ./bl2-splitscreen.sh run`.
125- **Ctrl-C / kill left something running:** `./bl2-splitscreen.sh kill` tears down
126 the whole game + Proton/Wine tree.
127- **A window won't sit on its monitor:** re-run `./bl2-splitscreen.sh tile`; raise
128 `SPLASH_WAIT` if it fires before the game settles.
129- **Reset everything:** `./bl2-splitscreen.sh clean` (removes copies + saves; the
130 real Steam install is untouched).
131
132## Native (Aspyr Linux) fallback
133
134If Steam has the native Linux build installed, the script auto-detects `native` mode:
135it uses the **classic Mr_Goldberg** `.so` (gbe_fork crashes that old binary), runs
136inside the Steam scout runtime, and isolates controllers the same way. It works, but
137the second instance is prone to crashing — prefer the Proton path.