Files
windows95/src/renderer/emulator.tsx
Felix Rieseberg 45f5a136b2 Add SMB1 server and host folder share
Windows 95 can now mount a host folder as a network drive at \\HOST\HOST.
Read-only, ~1500 lines, zero deps. Defaults to ~/Downloads, configurable in
Settings.

Protocol: NEGOTIATE (LANMAN2.1), SESSION_SETUP, TREE_CONNECT, TRANSACTION/RAP
(NetShareEnum, NetServerGetInfo, NetWkstaGetInfo), TRANSACTION2/FIND_FIRST2,
SEARCH (8.3 with ~N suffix mapping), OPEN_ANDX, NT_CREATE_ANDX, READ_ANDX,
CLOSE, QUERY_INFORMATION, CHECK_DIRECTORY. NetBIOS Name Service on UDP 137
answers Node Status and Name Query so \\HOST resolves.

v86 hook: monkeypatches adapter.on_tcp_connection (old API), shadows
adapter.receive during a port-80 probe to steal a TCPConnection without
side effects, re-aims it at port 139. Data via .on_data (Closure
dead-code-eliminated .on/.emit). Also registers tcp-connection bus event
for newer v86 builds.

Security: read-only, path traversal blocked lexically and through symlinks
(realpath the deepest existing ancestor, re-append tail, confirm under root).
Share path validated in main-process IPC.

BIOS updated to SeaBIOS 1.16.2 (compatible with old v86). v86 itself stays
on the Feb 2025 prod build — newer builds hang at the splash screen on fresh
boot (bisect tooling included in tools/).

Also: tools/update-v86.js builds wasm+libv86+BIOS from a local v86 checkout
and refuses to install JS/wasm pairs more than 14 days apart (copy.sh ships
mismatched pairs). tools/parcel-build.js dynamic-import patch made tolerant
of post-d4c5fa86 builds.
2026-04-11 01:03:34 -07:00

576 lines
14 KiB
TypeScript

import * as React from "react";
import * as fs from "fs";
import * as path from "path";
import { ipcRenderer, shell, webUtils } from "electron";
import { CONSTANTS, IPC_COMMANDS } from "../constants";
import { getDiskImageSize } from "../utils/disk-image-size";
import { CardStart } from "./card-start";
import { StartMenu } from "./start-menu";
import { CardSettings } from "./card-settings";
import { EmulatorInfo } from "./emulator-info";
import { getStatePath } from "./utils/get-state-path";
import { Win95Window } from "./app";
import { resetState } from "./utils/reset-state";
import { setupSmbShare } from "./smb";
import { startProbe } from "./debug-harness";
const PROBE = process.env.WIN95_PROBE === "1";
const PROBE_OPTS: Record<string, unknown> = (() => {
try { return JSON.parse(process.env.WIN95_PROBE_OPTS || "{}"); }
catch { return {}; }
})();
declare let window: Win95Window;
export interface EmulatorState {
currentUiCard: "start" | "settings";
emulator?: any;
scale: number;
floppyFile?: File;
cdromFile?: File;
smbSharePath: string;
isBootingFresh: boolean;
isCursorCaptured: boolean;
isInfoDisplayed: boolean;
isRunning: boolean;
}
export class Emulator extends React.Component<{}, EmulatorState> {
private isQuitting = false;
private isResetting = false;
constructor(props: {}) {
super(props);
this.startEmulator = this.startEmulator.bind(this);
this.stopEmulator = this.stopEmulator.bind(this);
this.restartEmulator = this.restartEmulator.bind(this);
this.resetEmulator = this.resetEmulator.bind(this);
this.bootFromScratch = this.bootFromScratch.bind(this);
this.state = {
isBootingFresh: PROBE,
isCursorCaptured: false,
isRunning: false,
currentUiCard: "start",
isInfoDisplayed: true,
smbSharePath: "",
// We can start pretty large
// If it's too large, it'll just grow until it hits borders
scale: 2,
};
this.setupInputListeners();
this.setupIpcListeners();
this.setupUnloadListeners();
ipcRenderer.invoke(IPC_COMMANDS.GET_SMB_SHARE_PATH).then((p: string) => {
this.setState({ smbSharePath: p });
});
if (PROBE) {
// Skip the start card; boot fresh immediately. The 100ms delay
// lets React mount the #emulator div first.
setTimeout(() => this.bootFromScratch(), 100);
}
}
/**
* We want to capture and release the mouse at appropriate times.
*/
public setupInputListeners() {
// ESC
document.onkeydown = (evt) => {
const { isCursorCaptured } = this.state;
evt = evt || window.event;
if (evt.keyCode === 27) {
if (isCursorCaptured) {
this.unlockMouse();
} else {
this.lockMouse();
}
evt.stopPropagation();
}
};
// Click
document.addEventListener("click", () => {
const { isRunning } = this.state;
if (isRunning) {
this.lockMouse();
}
});
}
/**
* Save the emulator's state to disk during exit.
*/
public setupUnloadListeners() {
const handleClose = async () => {
await this.saveState();
console.log(`Unload: Now done, quitting again.`);
this.isQuitting = true;
setImmediate(() => {
ipcRenderer.invoke(IPC_COMMANDS.APP_QUIT);
});
};
window.onbeforeunload = (event: Event) => {
if (this.isQuitting || this.isResetting) {
console.log(`Unload: Not preventing`);
return;
}
console.log(`Unload: Preventing to first save state`);
handleClose();
event.preventDefault();
event.returnValue = false;
};
}
/**
* Setup the various IPC messages sent to the renderer
* from the main process
*/
public setupIpcListeners() {
ipcRenderer.on(IPC_COMMANDS.MACHINE_CTRL_ALT_DEL, () => {
this.sendKeys([
0x1d, // ctrl
0x38, // alt
0x53, // delete
]);
});
ipcRenderer.on(IPC_COMMANDS.MACHINE_ALT_F4, () => {
this.sendKeys([
0x38, // alt
0x3e, // f4
]);
});
ipcRenderer.on(IPC_COMMANDS.MACHINE_ALT_ENTER, () => {
this.sendKeys([
0x38, // alt
0, // enter
]);
});
ipcRenderer.on(IPC_COMMANDS.MACHINE_ESC, () => {
this.sendKeys([
0x18, // alt
]);
});
ipcRenderer.on(IPC_COMMANDS.MACHINE_STOP, this.stopEmulator);
ipcRenderer.on(IPC_COMMANDS.MACHINE_RESET, this.resetEmulator);
ipcRenderer.on(IPC_COMMANDS.MACHINE_START, this.startEmulator);
ipcRenderer.on(IPC_COMMANDS.MACHINE_RESTART, this.restartEmulator);
ipcRenderer.on(IPC_COMMANDS.TOGGLE_INFO, () => {
this.setState({ isInfoDisplayed: !this.state.isInfoDisplayed });
});
ipcRenderer.on(IPC_COMMANDS.SHOW_DISK_IMAGE, () => {
this.showDiskImage();
});
ipcRenderer.on(IPC_COMMANDS.ZOOM_IN, () => {
this.setScale(this.state.scale * 1.2);
});
ipcRenderer.on(IPC_COMMANDS.ZOOM_OUT, () => {
this.setScale(this.state.scale * 0.8);
});
ipcRenderer.on(IPC_COMMANDS.ZOOM_RESET, () => {
this.setScale(1);
});
}
/**
* If the emulator isn't running, this is rendering the, erm, UI.
*
* 🤡
*/
public renderUI() {
const { isRunning, currentUiCard, floppyFile, cdromFile } = this.state;
if (isRunning) {
return null;
}
let card;
if (currentUiCard === "settings") {
card = (
<CardSettings
setFloppy={(floppyFile) => this.setState({ floppyFile })}
setCdrom={(cdromFile) => this.setState({ cdromFile })}
setSmbSharePath={(smbSharePath) => {
this.setState({ smbSharePath });
ipcRenderer.invoke(IPC_COMMANDS.SET_SMB_SHARE_PATH, smbSharePath);
}}
pickFolder={() => ipcRenderer.invoke(IPC_COMMANDS.PICK_FOLDER)}
bootFromScratch={this.bootFromScratch}
floppy={floppyFile}
cdrom={cdromFile}
smbSharePath={this.state.smbSharePath}
/>
);
} else {
card = <CardStart startEmulator={this.startEmulator} />;
}
return (
<>
{card}
<StartMenu
navigate={(target) =>
this.setState({ currentUiCard: target as "start" | "settings" })
}
/>
</>
);
}
/**
* Yaknow, render things and stuff.
*/
public render() {
return (
<>
{this.renderInfo()}
{this.renderUI()}
<div id="emulator">
<div id="emulator-text-screen"></div>
<canvas id="emulator-canvas"></canvas>
</div>
</>
);
}
/**
* Render the little info thingy
*/
public renderInfo() {
if (!this.state.isInfoDisplayed) {
return null;
}
return (
<EmulatorInfo
emulator={this.state.emulator}
toggleInfo={() => {
this.setState({ isInfoDisplayed: !this.state.isInfoDisplayed });
}}
/>
);
}
/**
* Boot the emulator without restoring state
*/
public bootFromScratch() {
this.setState({ isBootingFresh: true });
this.startEmulator();
}
/**
* Show the disk image on disk
*/
public showDiskImage() {
// Contents/Resources/app/dist/static
console.log(`Showing disk image in ${CONSTANTS.IMAGE_PATH}`);
shell.showItemInFolder(CONSTANTS.IMAGE_PATH);
}
/**
* Start the actual emulator
*/
private async startEmulator() {
document.body.classList.remove("paused");
const cdromPath = this.state.cdromFile
? webUtils.getPathForFile(this.state.cdromFile)
: null;
const options = {
wasm_path: path.join(__dirname, "build/v86.wasm"),
memory_size: 128 * 1024 * 1024,
vga_memory_size: 64 * 1024 * 1024,
screen: {
container: document.getElementById("emulator"),
scale: 0,
},
preserve_mac_from_state_image: true,
net_device: {
relay_url: "fetch",
type: "ne2k",
},
bios: {
url: path.join(__dirname, "../../bios/seabios.bin"),
},
vga_bios: {
url: path.join(__dirname, "../../bios/vgabios.bin"),
},
hda: {
url: CONSTANTS.IMAGE_PATH,
async: true,
size: await getDiskImageSize(CONSTANTS.IMAGE_PATH),
},
fda: this.state.floppyFile
? {
buffer: this.state.floppyFile,
}
: undefined,
cdrom: cdromPath
? {
url: cdromPath,
async: true,
size: await getDiskImageSize(cdromPath),
}
: undefined,
boot_order: 0x132,
};
// PROBE_OPTS lets the outer harness override options without rebuilding
// (e.g. WIN95_PROBE_OPTS='{"acpi":false,"disable_jit":true}')
Object.assign(options, PROBE_OPTS);
console.log(`🚜 Starting emulator with options`, options);
window["emulator"] = new V86(options);
// Serve a host folder over SMB on port 139. Read-only, traversal/symlink
// guarded. In Win95: Start → Run → \\HOST\HOST. The env var wins so the
// probe harness can point at a fixture dir without touching settings.
const smbRoot = process.env.WIN95_SMB_SHARE || this.state.smbSharePath;
if (smbRoot) {
setupSmbShare(window["emulator"], smbRoot);
}
if (PROBE) {
startProbe(window["emulator"]);
}
// New v86 instance
this.setState({
emulator: window["emulator"],
isRunning: true,
});
ipcRenderer.send(IPC_COMMANDS.MACHINE_STARTED);
// Restore state. We can't do this right away
// and randomly chose 500ms as the appropriate
// wait time (lol)
setTimeout(async () => {
if (!this.state.isBootingFresh) {
this.restoreState();
}
this.lockMouse();
this.state.emulator.run();
this.state.emulator.screen_set_scale(this.state.scale);
}, 500);
}
/**
* Restart emulator
*/
private restartEmulator() {
if (this.state.emulator && this.state.isRunning) {
console.log(`🚜 Restarting emulator`);
this.state.emulator.restart();
} else {
console.log(`🚜 Restarting emulator failed: Emulator not running`);
}
}
/**
* Stop the emulator
*/
private async stopEmulator() {
const { emulator, isRunning } = this.state;
if (!emulator || !isRunning) {
return;
}
console.log(`🚜 Stopping emulator`);
await this.saveState();
this.unlockMouse();
await emulator.stop();
this.setState({ isRunning: false });
this.resetCanvas();
document.body.classList.add("paused");
ipcRenderer.send(IPC_COMMANDS.MACHINE_STOPPED);
}
/**
* Reset the emulator by reloading the whole page
*/
private async resetEmulator() {
this.isResetting = true;
await this.stopEmulator();
await resetState();
document.location.reload();
}
/**
* Take the emulators state and write it to disk. This is possibly
* a fairly big file.
*/
private async saveState(): Promise<void> {
const { emulator } = this.state;
const statePath = await getStatePath();
if (!emulator || !emulator.save_state) {
console.log(`restoreState: No emulator present`);
return;
}
try {
const newState = await emulator.save_state();
await fs.promises.writeFile(statePath, Buffer.from(newState), {
flush: true,
});
} catch (error) {
console.warn(`saveState: Could not save state`, error);
}
}
/**
* Restores state to the emulator.
*/
private async restoreState() {
const { emulator, isBootingFresh } = this.state;
const state = await this.getState();
if (isBootingFresh) {
console.log(`restoreState: Booting fresh, not restoring.`);
return;
} else if (!state) {
console.log(`restoreState: No state present, not restoring.`);
return;
} else if (!emulator) {
console.log(`restoreState: No emulator present`);
return;
}
try {
await this.state.emulator.restore_state(state);
} catch (error) {
console.log(
`restoreState: Could not read state file. Maybe none exists?`,
error,
);
}
}
/**
* Returns the current machine's state - either what
* we have saved or alternatively the default state.
*
* @returns {ArrayBuffer}
*/
private async getState(): Promise<ArrayBuffer | null> {
const expectedStatePath = await getStatePath();
const statePath = fs.existsSync(expectedStatePath)
? expectedStatePath
: CONSTANTS.DEFAULT_STATE_PATH;
if (fs.existsSync(statePath)) {
return fs.readFileSync(statePath).buffer;
} else {
console.log(`getState: No state file found at ${statePath}`);
}
return null;
}
private unlockMouse() {
const { emulator } = this.state;
this.setState({ isCursorCaptured: false });
if (emulator) {
emulator.mouse_set_status(false);
}
document.exitPointerLock();
}
private lockMouse() {
const { emulator } = this.state;
if (emulator) {
this.setState({ isCursorCaptured: true });
emulator.mouse_set_status(true);
emulator.lock_mouse();
} else {
console.warn(
`Emulator: Tried to lock mouse, but no emulator or not running`,
);
}
}
/**
* Set the emulator's scale
*
* @param target
*/
private setScale(target: number) {
const { emulator, isRunning } = this.state;
if (emulator && isRunning) {
emulator.screen_set_scale(target);
this.setState({ scale: target });
}
}
/**
* Send keys to the emulator (including the key-up),
* if it's running
*
* @param {Array<number>} codes
*/
private sendKeys(codes: Array<number>) {
if (this.state.emulator && this.state.isRunning) {
const scancodes = codes;
// Push break codes (key-up)
for (const scancode of scancodes) {
scancodes.push(scancode | 0x80);
}
this.state.emulator.keyboard_send_scancodes(scancodes);
}
}
/**
* Reset the canvas
*/
private resetCanvas() {
const canvas = document.getElementById("emulator-canvas");
if (canvas instanceof HTMLCanvasElement) {
const ctx = canvas.getContext("2d");
ctx?.clearRect(0, 0, canvas.width, canvas.height);
}
}
}