steam-config-nix: move to my fork and drop gameMods
This commit is contained in:
11
flake.lock
generated
11
flake.lock
generated
@@ -1235,15 +1235,16 @@
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"systems": "systems_10"
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},
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"locked": {
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"lastModified": 1773421780,
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"narHash": "sha256-bkZGvIWV8JavLMQ2KzddrMCf9YBeiIM4OgdiwKcFx8M=",
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"owner": "different-name",
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"lastModified": 1777785758,
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"narHash": "sha256-lPCklrUYn8ZydCaHb33YcWSLV05/j2ukPiY8fkhIRCg=",
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"owner": "Titaniumtown",
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"repo": "steam-config-nix",
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"rev": "7b8021b2739733c547e2fe02739e6b8452813aa7",
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"rev": "ef8f67a02da61595314c76978a01546500978106",
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"type": "github"
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},
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"original": {
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"owner": "different-name",
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"owner": "Titaniumtown",
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"ref": "pr/write-files",
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"repo": "steam-config-nix",
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"type": "github"
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}
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@@ -83,7 +83,9 @@
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inputs.nixpkgs.follows = "nixpkgs";
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};
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steam-config-nix = {
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url = "github:different-name/steam-config-nix";
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# tracking the pr/write-files branch (per-app `files` option) until
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# it lands upstream in different-name/steam-config-nix.
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url = "github:Titaniumtown/steam-config-nix/pr/write-files";
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inputs.nixpkgs.follows = "nixpkgs";
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};
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# Google's official agent-skills for Android development (Apache 2.0).
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@@ -16,7 +16,6 @@
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./lact.nix
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./vr.nix
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./forza-trigger
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../../modules/desktop-game-mods.nix
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inputs.impermanence.nixosModules.impermanence
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];
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@@ -83,62 +82,81 @@
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# PS5 DualSense adaptive triggers in Forza Horizon 4 / 5.
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services.forzaTrigger.enable = true;
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# Declarative game-file mods on top of Steam (file drops only; Steam launch
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# options live in `programs.steam.config.apps` below).
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# Steam per-app declarative config via steam-config-nix:
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# - launch-option env vars (PROTON_FSR4_UPGRADE et al)
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# - file drops into the install dir (FH5 intro stubs, OptiScaler DLLs +
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# hand-written FH5/RDNA3 INI). Backups land next to replaced files with
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# a `.steam-config-nix-backup` suffix on first apply.
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#
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# fh5-no-intro: stub the 40 MB T10/Microsoft Studios cold-start splash.
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# Two copies live in the install (SD + hires); engine picks one based on
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# the installed asset profile, so stub both. PCGamingWiki documents both
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# paths under "Skip intro video".
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# The patcher runs as a system oneshot at activation; closeSteam = true
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# ensures Steam is shut down before the localconfig.vdf write so Steam
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# can't clobber it on next exit. File drops happen in the same run but
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# don't share that concern \u2014 they only touch steamapps/common/<dir>
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# and steamapps/compatdata/<id>/pfx.
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#
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# fh5-optiscaler: drop OptiScaler v0.9.1 + a hand-written FH5/RDNA3 INI into
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# the install dir to enable FSR 4 INT8 on this Navi 32 box. OptiScaler
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# intercepts FH5's DLSS/XeSS calls and reroutes them through the bundled
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# FFX SDK. Override values + sources live in
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# ./optiscaler-fh5-rdna3.ini; keys not listed there fall through to
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# OptiScaler's "auto" defaults.
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# OptiScaler intercepts FH5's DLSS/XeSS calls and reroutes them through
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# the bundled FFX SDK. Override values + sources for the FH5/RDNA3 path
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# live in ./optiscaler-fh5-rdna3.ini; keys not listed there fall through
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# to OptiScaler's "auto" defaults.
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#
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# Required one-time per-game setup the user has to do in Steam (the
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# in-game upscaler picker has no public API):
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# Required one-time per-game setup the user has to do in Steam (no API):
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# - Properties > Compatibility: pick the GE-Proton tool by hand. The
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# `compatTool` option is intentionally unset \u2014 nixpkgs registers
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# proton-ge-bin under its versioned id (e.g. GE-Proton10-34), and
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# writing the generic "GE-Proton" string silently falls back to
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# bundled Proton.
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# - In-game: switch the Upscaling option from FSR 2.2 to DLSS or XeSS
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# (FSR 2 inputs aren't intercepted). Press Insert to open the Opti
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# overlay and set the FFX upscaler to FSR 4.
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#
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# Caveats:
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# - OptiScaler.ini is dropped with mode = "init" so in-game overlay edits
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# persist. The hand-written template is only written on first apply (or
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# after manual deletion). To push a new default into an existing
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# install: rm OptiScaler.ini in the FH5 dir, then `systemctl start
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# game-mods`. The DLLs and other static assets stay mode = "create" so
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# they're updated on every OptiScaler version bump.
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# - OptiScaler's installation page warns against use with online games.
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# OptiScaler.ini is dropped with mode = "init" so in-game overlay edits
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# persist; the hand-written template is only written on first apply (or
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# after manual deletion). To push a new default into an existing install:
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# `rm OptiScaler.ini` in the FH5 dir, then trigger a redeploy. The DLLs
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# and other static assets stay mode = "create" so they're updated on
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# every OptiScaler version bump.
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#
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# OptiScaler's installation page warns against use with online games.
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# FH5 has no kernel-mode anti-cheat but Playground does server-side
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# telemetry. Use at your own risk.
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services.gameMods =
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programs.steam.config =
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let
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optiPkg = pkgs.optiscaler;
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fromOpti = relpath: {
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source = "${optiPkg}/${relpath}";
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source = "${pkgs.optiscaler}/${relpath}";
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mode = "create";
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};
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in
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{
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enable = true;
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mods."fh5-no-intro" = {
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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."media/UI/Videos/hires/T10_MS_Combined.bk2".empty = true;
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closeSteam = true;
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apps."fh5" = {
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id = 1551360;
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launchOptions.env = {
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# OptiScaler FSR 4 INT8 path on this RDNA 3 (Navi 32) box.
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# PROTON_FSR4_UPGRADE opts FH5 into Proton's FSR 4 DLL upgrade;
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# DXIL_SPIRV_CONFIG fixes the broken visuals the wmma RDNA3
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# emulation path otherwise produces. Source: OptiScaler FSR4 wiki
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# Linux Setup.
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PROTON_FSR4_UPGRADE = "1";
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DXIL_SPIRV_CONFIG = "wmma_rdna3_workaround";
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# vkd3d-proton stutter/crash workaround on this box; remove when a
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# future Proton release fixes the upload-hvv path upstream.
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VKD3D_CONFIG = "no_upload_hvv";
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};
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mods."fh5-optiscaler" = {
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steamAppId = 1551360;
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files = {
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# FH5 cold-start splash. Two copies live in the install (SD +
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# hires); the engine picks one based on the installed asset
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# profile, so stub both. PCGamingWiki documents both paths under
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# "Skip intro video".
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"media/UI/Videos/T10_MS_Combined.bk2".empty = true;
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"media/UI/Videos/hires/T10_MS_Combined.bk2".empty = true;
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# OptiScaler.dll is renamed to dxgi.dll so FH5's DLL search order
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# picks it up as the dxgi shim per the OptiScaler FH5 wiki page.
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"dxgi.dll" = fromOpti "OptiScaler.dll";
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"OptiScaler.ini" = {
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source = ./optiscaler-fh5-rdna3.ini;
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# init: drop the template once, then leave it alone so the in-game
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# overlay can persist user tweaks.
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mode = "init";
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};
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}
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@@ -158,33 +176,4 @@
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] fromOpti;
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};
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};
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# Steam launch options via steam-config-nix (different-name/steam-config-
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# nix). The patcher runs as a system oneshot at activation; closeSteam =
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# true ensures Steam is shut down before the localconfig.vdf write so Steam
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# can't clobber it on its next exit.
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#
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# No declarative compat-tool pin: nixpkgs' proton-ge-bin registers under
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# its versioned tool id (e.g. GE-Proton10-34), not the generic "GE-Proton"
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# string steam-config-nix's README assumes, so writing the latter resolved
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# to no installed tool and silently fell back to bundled Proton. Pick the
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# tool in Steam UI > Properties > Compatibility instead.
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programs.steam.config = {
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enable = true;
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closeSteam = true;
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apps."fh5" = {
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id = 1551360;
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launchOptions.env = {
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# OptiScaler FSR 4 INT8 path on this RDNA 3 (Navi 32) box.
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# PROTON_FSR4_UPGRADE opts FH5 into Proton's FSR 4 DLL upgrade;
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# DXIL_SPIRV_CONFIG fixes the broken visuals the wmma RDNA3 emulation
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# path otherwise produces. Source: OptiScaler FSR4 wiki Linux Setup.
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PROTON_FSR4_UPGRADE = "1";
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DXIL_SPIRV_CONFIG = "wmma_rdna3_workaround";
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# vkd3d-proton stutter/crash workaround on this box; remove when a
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# future Proton release fixes the upload-hvv path upstream.
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VKD3D_CONFIG = "no_upload_hvv";
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};
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};
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};
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}
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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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|
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|
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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
|
||||
|
||||
|
||||
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
|
||||
return None
|
||||
|
||||
|
||||
def find_root(appid, location):
|
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"""Resolve the directory `location`-relative paths apply under."""
|
||||
if location == "install":
|
||||
return find_game_root(appid)
|
||||
if location == "prefix":
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||||
return find_compatdata_pfx(appid)
|
||||
raise ValueError(f"unknown location {location!r}")
|
||||
|
||||
|
||||
def apply_mod(appid, target_rel, source, mode, location):
|
||||
root = find_root(appid, location)
|
||||
if root is None:
|
||||
print(
|
||||
f"game-mods: {location} root for app {appid}"
|
||||
" not found, skipping",
|
||||
file=sys.stderr,
|
||||
)
|
||||
return
|
||||
|
||||
target = os.path.join(root, target_rel)
|
||||
target_existed = os.path.exists(target)
|
||||
|
||||
if not target_existed and mode == "replace":
|
||||
print(
|
||||
f"game-mods: target '{target}' does not exist"
|
||||
f" (mode={mode}), skipping",
|
||||
file=sys.stderr,
|
||||
)
|
||||
return
|
||||
|
||||
# init mode: write only on first apply, then it's user-owned. Even if
|
||||
# the source content has drifted (e.g. a new tuning landed in the host
|
||||
# config), leave the on-disk file alone so in-game overlay edits and
|
||||
# other user changes are preserved across re-applies. Operator pushes
|
||||
# a new template by deleting the target and re-running.
|
||||
if target_existed and mode == "init":
|
||||
return
|
||||
|
||||
# Already applied?
|
||||
if target_existed and os.path.isfile(target) and os.path.isfile(source):
|
||||
with open(target, "rb") as ft, open(source, "rb") as fs:
|
||||
if ft.read() == fs.read():
|
||||
return
|
||||
|
||||
# Back up the original (once), if it existed.
|
||||
backup = target + BACKUP_SUFFIX
|
||||
if target_existed and not os.path.exists(backup):
|
||||
shutil.copy2(target, backup)
|
||||
print(
|
||||
f"game-mods: backed up {target} -> {backup}",
|
||||
file=sys.stderr,
|
||||
)
|
||||
|
||||
if not target_existed:
|
||||
os.makedirs(os.path.dirname(target), exist_ok=True)
|
||||
|
||||
shutil.copy2(source, target)
|
||||
# The source lives in /nix/store with mode 0o444. shutil.copy2 carries
|
||||
# those bits across, leaving the dropped file read-only. Apps that
|
||||
# write back to their own config (e.g. OptiScaler's "Save INI") then
|
||||
# silently fail with EACCES. Force a writable mode so user/in-app
|
||||
# edits can persist; init mode then keeps them across re-applies.
|
||||
os.chmod(target, 0o644)
|
||||
if mode == "init":
|
||||
verb = "initialized"
|
||||
elif target_existed:
|
||||
verb = "replaced"
|
||||
else:
|
||||
verb = "created"
|
||||
print(f"game-mods: {verb} {target}", file=sys.stderr)
|
||||
|
||||
|
||||
def main():
|
||||
if MOD_DATA:
|
||||
for entry in MOD_DATA:
|
||||
apply_mod(
|
||||
str(entry["steamAppId"]),
|
||||
entry["target"],
|
||||
entry["source"],
|
||||
entry["mode"],
|
||||
entry["location"],
|
||||
)
|
||||
print("game-mods: done", file=sys.stderr)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
'';
|
||||
in
|
||||
{
|
||||
options.services.gameMods = {
|
||||
enable = mkEnableOption "declarative game file mods";
|
||||
|
||||
mods = mkOption {
|
||||
type = types.attrsOf modType;
|
||||
default = { };
|
||||
description = "Game mods keyed by a short name. Each mod specifies a Steam App ID and a set of file operations.";
|
||||
};
|
||||
|
||||
autoApply = mkOption {
|
||||
type = types.bool;
|
||||
default = true;
|
||||
description = "Whether to create systemd timer/service units to re-apply mods automatically.";
|
||||
};
|
||||
};
|
||||
|
||||
config = mkIf cfg.enable {
|
||||
environment.systemPackages = [ gameModsApply ];
|
||||
|
||||
systemd.services.game-mods = mkIf cfg.autoApply {
|
||||
description = "Apply declarative game file mods";
|
||||
wantedBy = [ "multi-user.target" ];
|
||||
after = [
|
||||
"media-games.mount"
|
||||
"local-fs.target"
|
||||
];
|
||||
# Re-run on every config change. The unit is Type=oneshot with
|
||||
# RemainAfterExit=no, so it goes inactive after each apply; switch-to-
|
||||
# configuration restarts it (which re-runs the ExecStart) when the hash
|
||||
# of any trigger changes — picking up new mod entries, source paths,
|
||||
# modes, and locations on the same boot rather than waiting for the
|
||||
# daily timer.
|
||||
restartTriggers = [ modData ];
|
||||
serviceConfig = {
|
||||
Type = "oneshot";
|
||||
ExecStart = "${gameModsApply}/bin/game-mods-apply";
|
||||
RemainAfterExit = "no";
|
||||
User = "primary";
|
||||
};
|
||||
};
|
||||
|
||||
systemd.timers.game-mods = mkIf cfg.autoApply {
|
||||
description = "Daily re-apply of game file mods";
|
||||
wantedBy = [ "timers.target" ];
|
||||
timerConfig = {
|
||||
OnCalendar = "daily";
|
||||
Persistent = true;
|
||||
RandomizedDelaySec = 1800;
|
||||
};
|
||||
};
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user