fix: Game detection improvements
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@@ -15,7 +15,7 @@ infrastructure adapters and UI.
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| **direct-message** | One-to-one WebRTC messages, offline queueing, delivery state, and friends | `DirectMessageService`, `FriendService` |
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| **direct-call** | Direct and small-group private calls initiated from people cards and direct messages | `DirectCallService` |
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| **experimental-media** | Optional media playback experiments kept isolated from the default attachment path | `ExperimentalMediaSettingsService` |
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| **game-activity** | Local game detection, server metadata matching, P2P now-playing sync, and elapsed playtime formatting | `GameActivityService`, `formatGameActivityElapsed()` |
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| **game-activity** | Foreground-window-first game detection with confidence scoring (`MIN_GAME_CONFIDENCE`), server metadata matching, P2P now-playing sync, and elapsed playtime formatting | `GameActivityService`, `formatGameActivityElapsed()` |
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| **notifications** | Notification preferences, unread tracking, desktop alert orchestration | `NotificationsFacade` |
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| **plugins** | Client-only plugin manifests, load ordering, registry state, and signal-server support metadata | `PluginHostService`, `PluginRegistryService` |
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| **profile-avatar** | Profile picture upload, crop/zoom editing, processing, local persistence, and P2P avatar sync | `ProfileAvatarFacade` |
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@@ -120,7 +120,7 @@ export class GameActivityService implements OnDestroy {
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const api = this.electron.getApi();
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if (!api?.getRunningProcessNames) {
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if (!api?.getRunningProcessNames && !api?.getActiveGameCandidate) {
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return;
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}
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@@ -154,14 +154,33 @@ export class GameActivityService implements OnDestroy {
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const api = this.electron.getApi();
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if (!api?.getRunningProcessNames) {
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if (!api?.getRunningProcessNames && !api?.getActiveGameCandidate) {
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return;
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}
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this.scanInFlight = true;
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try {
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const processNames = (await api.getRunningProcessNames()).slice(0, MAX_PROCESS_NAMES_PER_REQUEST);
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const candidateResult = api.getActiveGameCandidate
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? await api.getActiveGameCandidate().catch(() => null)
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: null;
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let processNames: string[];
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let preferredProcessName: string | undefined;
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if (candidateResult?.candidate) {
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// Main process already scored & filtered this; trust it.
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preferredProcessName = candidateResult.candidate.rawProcessName ?? candidateResult.candidate.processName;
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processNames = [preferredProcessName];
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} else if (candidateResult && candidateResult.fallbackProcessNames.length > 0) {
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processNames = candidateResult.fallbackProcessNames.slice(0, MAX_PROCESS_NAMES_PER_REQUEST);
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} else if (!candidateResult && api.getRunningProcessNames) {
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// Old preload without the new API: fall back to legacy whole-system scan.
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processNames = (await api.getRunningProcessNames()).slice(0, MAX_PROCESS_NAMES_PER_REQUEST);
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} else {
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processNames = [];
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}
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const processHash = this.buildProcessHash(processNames);
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if (processHash === this.lastProcessHash) {
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@@ -170,6 +189,12 @@ export class GameActivityService implements OnDestroy {
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this.lastProcessHash = processHash;
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if (processNames.length === 0) {
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this.ngZone.run(() => this.applyMatchedGame(null));
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return;
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}
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const matchedGame = await this.matchRunningGame(processNames);
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this.ngZone.run(() => this.applyMatchedGame(matchedGame));
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