steam-config-nix: move to my fork and drop gameMods
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@@ -1,360 +0,0 @@
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{
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config,
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lib,
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pkgs,
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...
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}:
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# Declarative game file mods. Define per-game file replacements keyed by
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# Steam App ID. The module produces a `game-mods-apply` script that
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# discovers the game install directory (and Proton prefix) from Steam's
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# own library metadata, so it survives drive moves and library
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# reconfigurations.
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#
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# A systemd timer re-applies mods daily so Steam verify/update restores
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# don't silently undo them.
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#
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# Each file op picks two axes:
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# mode = "replace" (default, skip if absent)
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# | "create" (mkdir + write, idempotent)
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# | "init" (create if absent, leave alone otherwise — for
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# files the game writes back to)
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# location = "install" (default, steamapps/common/<dir>) | "prefix"
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# (steamapps/compatdata/<appid>/pfx — for user-storage mods)
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#
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# Per-app Steam launch options live in `programs.steam.config.apps.<name>`
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# from the steam-config-nix flake — declare them there alongside `compatTool`
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# and other Steam config that this module deliberately does not touch.
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#
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# Example: stub the cold-start intro video, plus drop a sound mod XML into
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# the Wine prefix's user storage.
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# services.gameMods.mods."fh5" = {
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# steamAppId = 1551360;
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# files."media/UI/Videos/T10_MS_Combined.bk2".empty = true;
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# files."drive_c/users/steamuser/AppData/Local/ForzaHorizon5/User_SteamLocalStorageDirectory/ConnectedStorage/ForzaUserConfigSelections/mods/audio/foo.xml" = {
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# source = ./files/foo.xml;
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# location = "prefix";
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# mode = "create";
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# };
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# };
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let
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cfg = config.services.gameMods;
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inherit (lib)
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types
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mkIf
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mkEnableOption
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mkOption
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;
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fileOpType = types.submodule {
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options = {
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empty = mkOption {
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type = types.bool;
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default = false;
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description = "Replace the file with an empty (0-byte) file.";
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};
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source = mkOption {
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type = types.nullOr types.path;
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default = null;
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description = "Replace the file with contents from this store path.";
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};
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mode = mkOption {
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type = types.enum [
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"replace"
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"create"
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"init"
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];
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default = "replace";
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description = ''
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How to handle a missing target.
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- `replace` (default): only act when the target already exists; otherwise skip.
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A backup is written next to the target on first apply.
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- `create`: create the target (and parent directories) if absent; replace it
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otherwise. No backup is written when the target did not exist.
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- `init`: like `create` but only on first apply. If the target already exists,
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leave it alone, even if its content differs from the source. Use this for
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files the application is expected to write back to (config files edited by
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in-game overlays, save files, etc.) so user changes persist across mod
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re-applies. To push a new template, delete the target and re-run.
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'';
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};
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location = mkOption {
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type = types.enum [
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"install"
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"prefix"
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];
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default = "install";
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description = ''
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Root the relative target path is resolved against.
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- `install` (default): the Steam install directory (`steamapps/common/<dir>`).
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- `prefix`: the Proton/Wine prefix root (`steamapps/compatdata/<appid>/pfx`).
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Use this for mods that write into the game's user storage under
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`drive_c/users/steamuser/AppData/...`.
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'';
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};
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};
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};
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modType = types.submodule {
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options = {
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steamAppId = mkOption {
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type = types.ints.positive;
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description = "Steam App ID of the game.";
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};
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files = mkOption {
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type = types.attrsOf fileOpType;
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default = { };
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description = "Files to modify, keyed by path relative to game root.";
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};
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};
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};
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# Resolve the on-disk source for a single file op (empty stub or user-provided path).
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resolveSource =
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relPath: op:
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if op.empty then
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pkgs.runCommand "game-mod-empty" { } "touch $out"
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else if op.source != null then
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op.source
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else
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throw "game-mod file '${relPath}': set empty = true or provide a source";
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# Generate mod data as JSON for the apply script. Each entry is
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# { steamAppId, target, source, mode, location }.
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modData =
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let
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entries = lib.concatLists (
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lib.mapAttrsToList (
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_modName: mod:
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lib.mapAttrsToList (relPath: op: {
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inherit (mod) steamAppId;
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target = relPath;
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source = resolveSource relPath op;
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inherit (op) mode location;
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}) mod.files
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) cfg.mods
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);
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in
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builtins.toJSON entries;
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python = pkgs.python3.withPackages (ps: [ ps.vdf ]);
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gameModsApply =
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pkgs.writers.writePython3Bin "game-mods-apply"
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{
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libraries = [ python.pkgs.vdf ];
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doCheck = false;
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}
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''
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import json
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import os
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import shutil
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import sys
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import vdf
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MOD_DATA = json.loads(${lib.escapeShellArg modData})
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BACKUP_SUFFIX = ".nix-backup"
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def find_steam_root():
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"""Resolve the canonical Steam root directory."""
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steam_link = os.path.expanduser("~/.steam/root")
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if os.path.islink(steam_link):
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return os.path.realpath(steam_link)
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alt = os.path.expanduser("~/.steam/steam")
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if os.path.isdir(alt):
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return alt
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return os.path.expanduser("~/.local/share/Steam")
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def find_libraries(steam_root):
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"""Return list of Steam library paths from libraryfolders.vdf."""
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vdf_path = os.path.join(steam_root, "config", "libraryfolders.vdf")
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if not os.path.isfile(vdf_path):
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return []
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with open(vdf_path) as f:
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data = vdf.load(f, mapper=dict)
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libraries = []
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for key, entry in data.get("libraryfolders", {}).items():
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if "path" in entry:
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libraries.append(entry["path"])
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return libraries
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def find_game_root(appid):
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"""Return the game install directory, or None if not found."""
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steam_root = find_steam_root()
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for lib_path in find_libraries(steam_root):
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manifest = os.path.join(
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lib_path, "steamapps", f"appmanifest_{appid}.acf"
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)
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if not os.path.isfile(manifest):
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continue
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with open(manifest) as f:
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data = vdf.load(f, mapper=dict)
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installdir = data.get("AppState", {}).get("installdir")
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if installdir:
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full = os.path.join(
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lib_path, "steamapps", "common", installdir
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)
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if os.path.isdir(full):
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return full
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return None
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def find_compatdata_pfx(appid):
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"""Return the Proton/Wine prefix root for `appid`, or None if not found."""
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steam_root = find_steam_root()
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for lib_path in find_libraries(steam_root):
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pfx = os.path.join(
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lib_path, "steamapps", "compatdata", str(appid), "pfx"
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)
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if os.path.isdir(pfx):
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return pfx
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return None
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def find_root(appid, location):
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"""Resolve the directory `location`-relative paths apply under."""
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if location == "install":
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return find_game_root(appid)
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if location == "prefix":
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return find_compatdata_pfx(appid)
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raise ValueError(f"unknown location {location!r}")
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def apply_mod(appid, target_rel, source, mode, location):
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root = find_root(appid, location)
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if root is None:
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print(
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f"game-mods: {location} root for app {appid}"
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" not found, skipping",
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file=sys.stderr,
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)
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return
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target = os.path.join(root, target_rel)
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target_existed = os.path.exists(target)
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if not target_existed and mode == "replace":
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print(
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f"game-mods: target '{target}' does not exist"
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f" (mode={mode}), skipping",
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file=sys.stderr,
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)
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return
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# init mode: write only on first apply, then it's user-owned. Even if
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# the source content has drifted (e.g. a new tuning landed in the host
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# config), leave the on-disk file alone so in-game overlay edits and
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# other user changes are preserved across re-applies. Operator pushes
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# a new template by deleting the target and re-running.
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if target_existed and mode == "init":
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return
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# Already applied?
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if target_existed and os.path.isfile(target) and os.path.isfile(source):
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with open(target, "rb") as ft, open(source, "rb") as fs:
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if ft.read() == fs.read():
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return
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# Back up the original (once), if it existed.
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backup = target + BACKUP_SUFFIX
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if target_existed and not os.path.exists(backup):
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shutil.copy2(target, backup)
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print(
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f"game-mods: backed up {target} -> {backup}",
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file=sys.stderr,
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)
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if not target_existed:
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os.makedirs(os.path.dirname(target), exist_ok=True)
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shutil.copy2(source, target)
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# The source lives in /nix/store with mode 0o444. shutil.copy2 carries
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# those bits across, leaving the dropped file read-only. Apps that
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# write back to their own config (e.g. OptiScaler's "Save INI") then
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# silently fail with EACCES. Force a writable mode so user/in-app
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# edits can persist; init mode then keeps them across re-applies.
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os.chmod(target, 0o644)
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if mode == "init":
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verb = "initialized"
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elif target_existed:
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verb = "replaced"
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else:
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verb = "created"
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print(f"game-mods: {verb} {target}", file=sys.stderr)
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def main():
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if MOD_DATA:
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for entry in MOD_DATA:
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apply_mod(
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str(entry["steamAppId"]),
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entry["target"],
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entry["source"],
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entry["mode"],
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entry["location"],
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)
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print("game-mods: done", file=sys.stderr)
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if __name__ == "__main__":
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main()
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'';
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in
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{
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options.services.gameMods = {
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enable = mkEnableOption "declarative game file mods";
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mods = mkOption {
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type = types.attrsOf modType;
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default = { };
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description = "Game mods keyed by a short name. Each mod specifies a Steam App ID and a set of file operations.";
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};
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autoApply = mkOption {
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type = types.bool;
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default = true;
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description = "Whether to create systemd timer/service units to re-apply mods automatically.";
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};
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};
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config = mkIf cfg.enable {
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environment.systemPackages = [ gameModsApply ];
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systemd.services.game-mods = mkIf cfg.autoApply {
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description = "Apply declarative game file mods";
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wantedBy = [ "multi-user.target" ];
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after = [
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"media-games.mount"
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"local-fs.target"
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];
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# Re-run on every config change. The unit is Type=oneshot with
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# RemainAfterExit=no, so it goes inactive after each apply; switch-to-
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# configuration restarts it (which re-runs the ExecStart) when the hash
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# of any trigger changes — picking up new mod entries, source paths,
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# modes, and locations on the same boot rather than waiting for the
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# daily timer.
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restartTriggers = [ modData ];
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serviceConfig = {
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Type = "oneshot";
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ExecStart = "${gameModsApply}/bin/game-mods-apply";
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RemainAfterExit = "no";
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User = "primary";
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};
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};
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systemd.timers.game-mods = mkIf cfg.autoApply {
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description = "Daily re-apply of game file mods";
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wantedBy = [ "timers.target" ];
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timerConfig = {
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OnCalendar = "daily";
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Persistent = true;
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RandomizedDelaySec = 1800;
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};
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};
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};
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}
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