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disable() stops the scanner it started - #98
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lib/app.js only cancelled the Gio.Cancellable passed to communicate_utf8_async, which drops the wait for the scanner's output but leaves the gjs process running past a disable or a screen lock. disable() now force_exit()s the Gio.Subprocess, and a scan that is no longer the app's own is ignored when its output lands. Fixes #95 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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disable()only cancelled the cancellable given tocommunicate_utf8_async, which abandons the wait for the scanner's output but leaves thegjs -m backend/scanLibrary.jsprocess running. It now keeps theGio.Subprocessand callsforce_exit()on it; the completion callback ignores a process that is no longer the app's own, so a stopped scan neither logs a failure nor schedules a rebuild after disable.Fixes #95
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make checkstart --stand-in, Games emptied,games-steam-pathpointed at a stand-in Steam folder whoselibraryfolders.vdfis a FIFO, so the scan blocks): before, Find Games thennested.sh reloadleft thegjs … scanLibrary.js --only gamesprocess running, reparented; after, the same reload ends it, and nothing is logged for it. A scan that is allowed to finish still rebuilds the section ([Library Menu] Rebuilt) and restores Find Games.stop+start: enabled cleanly, no errors in the log.claude/rules/, skills anddocs/still true (the scanner's lock is a bus name, released however the process ends)🤖 Generated with Claude Code