Wand-Enhancer
k1tbyte/Wand-Enhancer/AGENTS.md
INFO ./docs/* This repository patches the Wand Electron app from a .NET Framework WPF desktop tool. Keep changes narrow and preserve the patch pipeline invariants.
AGENTS.md31k starsChanged 33 days ago
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What's in it
- Wand Enhancer Agent Notes
- Remote Web Panel
- Patch Engine
- ASAR Patch Pipeline
- Validation
INFO ./docs/*
# Wand Enhancer Agent Notes
This repository patches the Wand Electron app from a .NET Framework WPF desktop tool. Keep changes narrow and preserve the patch pipeline invariants.
## Remote Web Panel
- The default local remote port is `3223`. Keep bridge and frontend constants aligned; C# must not duplicate the presentation URL or port.
- The embedded panel must stay small because the desktop patcher embeds it and then injects it into Wand's `app.asar`.
- Remote tooltip links and every rendered `remote-qr-code` are redirected by `web-panel/bridge/scripts/default/remote-popup-cleanup.js`. It reuses Wand's loaded QR renderer through the webpack runtime, keeps the local URL visible as a fallback, and hides the Pro onboarding remote mobile app card. Do not reintroduce C# ASAR patches for the tooltip URL or QR component; a changed UI bundle must not make the whole remote-panel patch fail.
- Production builds must not include mock data, debug routes, sourcemaps, local fonts, heavy icon libraries, or runtime class helper packages.
- The Electron bridge is authored as TypeScript under `web-panel/bridge/src/`, but production runtime must be bundled/minified into `web-panel/dist/bridge.cjs` by `pnpm run build:bridge`. Do not copy bridge source into Wand or embed it as ASAR resources.
- Mock/demo data is dev-only and must be reached through `import.meta.env.DEV` dynamic imports.
- Source can use React-compatible imports, but production runtime resolves them to Preact aliases in `web-panel/vite.config.ts`.
- UI uses Tailwind CSS and lightweight local primitives under `web-panel/src/shared/ui/`.
- Default renderer script sources live in `web-panel/bridge/scripts/default/` and are bundled/minified into `web-panel/dist/renderer-scripts/` by `pnpm run build:bridge`. Custom user scripts are selected in the WPF patch modal and copied from `PatchConfig.CustomScriptPaths`; only existing `.js` files are accepted. A local `renderer-scripts/` folder next to the patcher exe is still copied as an advanced fallback.
- `web-panel/bridge/scripts/default/installed-apps-sync.js` resolves Wand's renderer services/store and publishes `My Games` snapshots through the `wand-remote-installed-apps` IPC channel. The synced list must mirror Wand's `my_games` source criteria: catalog games come from `installedGameVersions`, and extra installed unsupported titles come from `correlatedUnavailableTitles` whose `games[].correlationIds` match `installedApps`.
- If the injected renderer cannot read a populated `correlatedUnavailableTitles` slice from the live store, `installed-apps-sync.js` must fall back to Wand's `/v3/unavailable_titles` correlation lookup through the renderer API client instead of degrading to raw install entries or an empty `My Games` list.
- Installed app snapshots should include game artwork in `imageUrl` when possible. `installed-apps-sync.js` must prefer Wand's own client icon CDN shape `https://api-cdn.wemod.com/steam_community/<steamAppId>/client_icon/96.webp` whenever the matched title/game/version metadata contains a Steam AppID, regardless of install platform. Do not assume `steamAppId` is a flat property; search nested `steam*` metadata before falling back to installed Steam `sku`. If metadata still does not expose the icon, fall back to the rendered Wand sidebar DOM (`.sidebar-game-row-image` background-image) keyed by `titleId` parsed from `data-tooltip-trigger-for`. The web panel `GameCover` must tolerate broken artwork URLs and fall back to its text cover.
- The same renderer sync script also forwards lifecycle state through `wand-remote-game-status`: `game-launched` / `game-ended` come from Wand's launch monitor service, and trainer runtime comes from the running-trainer visibility service. The web panel consumes this as the `game_status` websocket message.
- When Wand does not emit a `game-launched` event but a trainer is already active, `wand-remote-game-status` must synthesize a running session from the running-trainer visibility payload so the remote panel does not show an idle game session next to a running trainer.
- The websocket `hello` snapshot must still send cached `installed_apps` and `game_status` even when no trainer snapshot is active yet; do not reintroduce a handshake path that returns early after `trainer_changed`.
- Remote Play/Stop uses the websocket `remote_command` message. The bridge forwards it over `wand-remote-command` / `wand-remote-command-response`, and `installed-apps-sync.js` resolves Wand's trainer API + trainer service to launch a trainer for a `gameId` or end the current trainer.
- Remote Play must construct Wand's real trainer launch request class (`69482.vO`) before calling `trainerService.launch(...)`. Passing a plain object launches the game process but breaks Wand's `getMetadata(vO)`-based trainer state, causing missing status, disappearing play/close buttons, and stuck loading behavior.
- Desktop update notifications are compile-time opt-in through the `EnableUpdateNotifications` MSBuild property and `ENABLE_UPDATE_NOTIFICATIONS` symbol. Default and official release builds must exclude `UpdateNotifier` and its network code entirely. The opt-in variant only checks GitHub's latest public release (on by default, toggle persisted in `AppSettings.CheckUpdates`, with an opt-in `CheckPrereleases` flag that reads the releases list and also considers prereleases), shows a native Windows notification and a header badge when found, and clicking either opens the `UpdatePopup` notes modal on the UI thread (the release page when only the launcher is running). It never downloads or installs an update.
- Pro activation is a C# asar patch (`EPatchType.ActivatePro`, independent of the remote panel / bridge). It wraps the returned promise of three account-returning service methods so `subscription:{period:"yearly",state:"active"}` is injected before the response reaches the store: `getUserAccount`, `setAccountWandBrandExperience` and `setAccountLanguage`. A fourth patch (`setAccountReducer`) rewrites the `ACTION_SET_ACCOUNT` store reducer so any account write (periodic `refreshAccount`, push/profile updates, etc.) keeps Pro even when it bypasses those API methods. Pro is `am(account) = !!account.subscription` (flags/512 are irrelevant). `setAccountLanguage` is the one the original two patches missed, which is why Pro dropped on language change. `setAccountWandBrandExperience` does not exist on every build, so it is declared optional through `CapabilityHints`.
## Patch Engine
- Patches are located structurally, not by shape. A patch anchors on something Wand does not rename between builds — an API endpoint, an IPC channel name, a public method name — and then walks the delimiter structure (`Core/Js/JsCursor.cs`) to the edit site. Identifiers that do change (`#Xe`, `l.vO`, the numeric Remote source) are read out of the located region, never baked into a pattern. A rebuild that only reminifies therefore needs no change here.
- Never write a regex that spans a whole method body or matches across a bundle. Scope patterns to a located `JsFunction` via `Resolve`, where they run against a few hundred characters instead of megabytes.
- A patch is one `PatchEntry` in `Core/EnhancerConfig.cs` with a `Locate` delegate returning the edits to splice. Return `null` when the anchor is absent from this file — that means "not my file", not "failure". Throw only when the anchor IS present but the surrounding structure is unrecognisable; that is a genuinely unsupported build and must fail loudly.
- Injected JavaScript lives in `WandEnhancer/Patches/*.js` and is embedded as `patches/<name>.js`. Load it with `PatchPayload.Load(name, "key", value, ...)`, which fills `${key}` placeholders in one pass. Do not put payload JS back into C# string literals.
- Multiple edits from one patch are applied highest-offset-first, so their positions stay valid. Keep them non-overlapping.
- A patch that only exists on some builds sets `CapabilityHints`: absent capability logs a skip, a detected-but-unpatchable capability still fails the run.
- When a build really does restructure something, add a fallback branch inside that patch's `Locate` rather than a version table — old shapes keep working because the old branch is still there.
- Verify against real bundles, minified and prettified, before shipping: locating must succeed on both and the patched files must pass `node --check`.
## ASAR Patch Pipeline
- Preserve and restore both `resources/app.asar` and `resources/app.asar.unpacked` backups.
- Inject `web-panel/dist` as `remote-panel/`; it must already contain `bridge.cjs` and generated default renderer scripts under `renderer-scripts/`. Selected/local custom renderer scripts are then copied under `remote-panel/renderer-scripts`.
- Do not commit extracted `.source/` or `.sources/` output. Recreate it only for reverse-engineering sessions.
- `AsarSharp.AsarExtractor.ExtractAll` must skip unpacked entries when their source path equals the destination (in-place extraction is a self-copy that fails on locked files like `TrainerLib_x64.dll`) and silently skip unpacked entries whose source is missing on disk (e.g. `auxiliary/GameLauncher.exe` removed by an installer). Do not reintroduce hard failure on either case.
- The `DevToolsOnF12` patch anchors on the Electron main-process `<app>.whenReady().then(` site and attaches a `before-input-event` hook to every `BrowserWindow.webContents`. Do not patch the renderer keydown listener — the minified `ACTION_OPEN_DEV_TOOLS` dispatch site is not stable across Wand releases.
- Cheats can be pinned per game in the web panel via `pinned-storage.ts` (`localStorage` key `wand-remote.pinned-cheats.v1:<gameId>`). Pinned cheats render as a virtual `pinned` category at the top of the list; their normal category placement is preserved.
- Custom quick presets are per trainer/game and stored by `preset-storage.ts` under `localStorage` key `wand-remote.presets.v1:<gameId-or-trainerId>`. Presets capture persistent cheat values only; do not include `button` one-shot cheats in saved presets.
- All `localStorage` access in `web-panel/src/` MUST go through `web-panel/src/shared/storage.ts` (`loadJson` / `saveJson` / `loadStringSet` / `saveStringSet`). Do not reintroduce per-capability `try/catch` + `JSON.parse` duplication. Trainer/game storage IDs are derived through the shared `getTrainerStorageId(trainer)` helper; do not re-implement the `gameId → titleId → trainerId → 'global'` precedence inline.
- Shared web protocol version, port, and HTTP/WS paths live in `web-panel/protocol/web-contract.json`. Bridge-only IPC channels, WS opcodes, and renderer injection delays live in `web-panel/bridge/src/constants.ts`. Do not redeclare these values inline.
- UI string-union types follow the `E*` enum convention from `.claude/rules/frontend-conventions.md` (currently `ECheatType` in `protocol/messages.ts`, `EConnectionStatus` in `remote-session/remote-session.reducer.ts`); wire string values must remain on the right-hand side of enum members. Reducer action tags stay as discriminated-union string literals.
- Cheat input controls live one-per-file under `web-panel/src/trainer/controls/`; shared `SliderTrack` / `StepButton` / `ControlInternalProps` are in `controls/shared.tsx` and number formatting helpers in `controls/format-number.ts`. `controls/CheatControl.tsx` remains a thin dispatcher keyed by `ECheatType`.
- Mobile drawer performance is sensitive to `backdrop-filter`. Keep drawer panels and nested glass controls blur-free under coarse pointers, and do not add per-row `backdrop-blur-*` inside drawer lists.
## Validation
- Web panel build: `cd web-panel && pnpm run build` (runs type-check, Vite build, then `build:bridge` into `dist`).
- Bridge/script syntax checks after build: `node --check web-panel/dist/bridge.cjs` and `node --check web-panel/dist/renderer-scripts/remote-popup-cleanup.js`.
- Production dist should contain only static assets and should not contain `mock-instance`, `Mock Adventure`, `Simulation`, `Debug session`, `mock=1`, `demo-session`, `vite.svg`, `tailwind-merge`, `class-variance-authority`, or `clsx`.
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CLAUDE.md
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