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docs: update README with important notices and instructions for building executables, disable auto updates
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@@ -6,13 +6,14 @@ This repository patches the Wand Electron app from a .NET Framework WPF desktop
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## Remote Web Panel
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- The default local remote port is `3223`. Keep C# and frontend constants aligned.
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- The default local remote port is `3223`. Keep bridge and frontend constants aligned; C# must not duplicate the presentation URL or port.
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- The embedded panel must stay small because the desktop patcher embeds it and then injects it into Wand's `app.asar`.
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- 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.
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- Production builds must not include mock data, debug routes, sourcemaps, local fonts, heavy icon libraries, or runtime class helper packages.
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- The Electron bridge is authored as modular CommonJS source under `web-panel/bridge/source.cjs` and `web-panel/bridge/bridge-modules/`, but production runtime must be bundled/minified into `web-panel/dist/bridge.cjs` by `pnpm run build:bridge`. Do not copy `bridge-modules` into Wand or embed them as ASAR resources.
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- 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.
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- Mock/demo data is dev-only and must be reached through `import.meta.env.DEV` dynamic imports.
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- Source can use React-compatible imports, but production runtime resolves them to Preact aliases in `web-panel/vite.config.ts`.
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- UI uses Tailwind CSS and lightweight shadcn-style local primitives under `web-panel/src/components/ui/`.
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- UI uses Tailwind CSS and lightweight local primitives under `web-panel/src/shared/ui/`.
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- 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.
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- `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`.
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- 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.
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@@ -33,14 +34,14 @@ This repository patches the Wand Electron app from a .NET Framework WPF desktop
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- 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.
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- 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.
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- 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.
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- All `localStorage` access in `web-panel/src/features/remote-panel/` MUST go through the shared helpers in `storage.ts` (`loadJson` / `saveJson` / `loadStringSet` / `saveStringSet`). Do not reintroduce per-module `try/catch` + `JSON.parse` duplication in `pinned-storage`, `preset-storage`, or `game-pin-storage`. Trainer/game storage IDs are derived through the shared `getTrainerStorageId(trainer)` helper in `storage.ts`; do not re-implement the `gameId → titleId → trainerId → 'global'` precedence inline.
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- All shared bridge port/path/IPC channel/WS-opcode/protocol-version constants live in `web-panel/bridge/bridge-modules/constants.cjs` (exports `IPC_CHANNEL`, `WS_OPCODE`, `BRIDGE_PROTOCOL_VERSION`, `BRIDGE_SERVER_VERSION`, `RENDERER_INJECTION_DELAYS_MS`). Do not redeclare `3223`, `/remote/*`, IPC channel strings, raw WS opcode numbers (1/8/9/10), or the 500/2000 ms injection delays inline. The renderer-script-side equivalents (e.g. `vO`/`TRAINER_LAUNCH_REQUEST_EXPORT_KEY`, snapshot key prefixes, bootstrap log throttle) live in `web-panel/bridge/scripts/default/installed-apps-sync/constants.js`.
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- UI string-union types follow the `E*` enum convention from `.claude/rules/frontend-conventions.md` (currently `ECheatType` in `protocol.ts`, `EConnectionStatus` in `state.ts`); the wire string values must remain on the right-hand side of the enum members. Reducer `PanelAction` `type` tags stay as discriminated-union string literals (the union itself provides the discrimination — converting it to an enum loses pattern matching).
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- Cheat input controls live one-per-file under `web-panel/src/features/remote-panel/controls/` (`ToggleControl`, `SliderControl`, `ScalarControl`, `NumberControl`, `ActionButton`, `SelectionControl`, `IncrementalControl`); shared `SliderTrack` / `StepButton` / `ControlInternalProps` are in `controls/shared.tsx` and number formatting helpers in `controls/format-number.ts`. `controls/CheatControl.tsx` is a thin dispatcher map keyed by `ECheatType` — do not inline new control bodies into it.
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- 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.
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- 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.
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- 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.
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- 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`.
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- 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.
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## Validation
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- Web panel build: `cd web-panel && pnpm run build` (runs type-check, Vite build, then `build:bridge` into `dist`).
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- 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`.
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- 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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- 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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