fix: isolate PortMaster controller exit handling
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4 changed files with 80 additions and 15 deletions
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@ -32,9 +32,10 @@ directory. The templates in `scripts/portmaster/` are authoritative.
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- The executable is `netfishing/NETfishing.aarch64`.
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- The package declares AArch64, two analog sticks, GLIBC 2.28, and
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`weston_pkg_0.2.squashfs`.
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- The launcher starts GPTOKEYB in exit-only mode without a `-c` mapping file.
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PortMaster therefore owns only its device-specific force-quit chord while
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Godot and NETfishing's controller mapping manager handle gameplay input.
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- The launcher starts GPTOKEYB with the explicit `netfishing.gptk` no-op map.
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Every keyboard and mouse binding is disabled, leaving only PortMaster's
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device-specific force-quit chord while Godot and NETfishing's controller
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mapping manager handle gameplay input.
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- The launcher calls `pm_platform_helper` for the game executable after
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starting GPTOKEYB and calls `pm_finish` after the game exits.
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- Persistent device data remains under `netfishing/conf/data`,
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@ -98,7 +99,7 @@ Before upgrading an existing installation, preserve
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1. Confirm the installed executable and PCK hashes match the staged release.
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2. Confirm the installed launcher contains the canonical PortMaster header,
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starts GPTOKEYB without a `-c` mapping file, and calls
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starts GPTOKEYB with `netfishing.gptk`, and calls
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`pm_platform_helper` for the game executable.
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3. Confirm `conf/` was not replaced or removed.
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4. Launch the installed port through the normal muOS menu.
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@ -160,10 +161,12 @@ failure with the `GO-Super Gamepad` mapping. Export the single selected
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`westonwrap.sh`, so Weston and the game inherit it without tokenizing the
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mapping text.
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Do not pass a `.gptk` controller mapping to GPTOKEYB. Its exit-only process
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must retain PortMaster's controller configuration, while the verified Godot
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mapping remains scoped to the game command. This prevents duplicate or
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translated gameplay events while preserving the system force-quit chord.
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Legacy GPTOKEYB builds can load their compiled default keyboard map when no
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`-c` file is supplied. That map translates face buttons, D-pad directions, and
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sticks into keyboard or mouse events on top of Godot's native controller input.
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Always pass `netfishing.gptk`, which explicitly unassigns every direct and
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hotkey binding with GPTOKEYB's `\"` value. Do not add gameplay mappings to this
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file. The Start+Select kill chord remains independent of the no-op bindings.
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Do not call `Input.add_joy_mapping(..., true)` for a recognized connected muOS
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controller. Updating this virtual controller after connection can stop Godot
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