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llmx/codex-cli/bin/codex.js

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fix: Improper spawn of sh on Windows Powershell (#318) # Fix CLI launcher on Windows by replacing `sh`-based entrypoint with cross-platform Node script ## What's changed * This PR attempts to replace the sh-based entry point with a node script that works on all platforms including Windows Powershell and CMD ## Why * Previously, when installing Codex globally via `npm i -g @openai/codex`, Windows resulted in a broken CLI issue due to the `ps1` launcher trying to execute `sh.exe`. * If users don't have Unix-style shell, running the command will fail as seen below since `sh.exe` can't be found * Output: ``` & : The term 'sh.exe' is not recognized as the name of a cmdlet, function, script file, or operable program. Check the spelling of the name, or if a path was included, verify that the path is correct and try again. At C:\Users\{user}\AppData\Roaming\npm\codex.ps1:24 char:7 + & "sh$exe" "$basedir/node_modules/@openai/codex/bin/codex" $args + ~~~~~~~~ + CategoryInfo : ObjectNotFound: (sh.exe:String) [], CommandNotFoundException + FullyQualifiedErrorId : CommandNotFoundException ``` ## How * By using a Node based entry point that resolves the path to the compiled ESM bundle and dynamically loads it using native ESM * Removed dependency on platform-specific launchers allowing a single entrypoint to work everywhere Node.js runs. ## Result Codex CLI now supports cross-platform and launches correctly via: * macOS / Linux * Windows PowerShell * GitBash * CMD * WSL Directly addresses #316 ![image](https://github.com/user-attachments/assets/85faaca4-24bc-47c9-8160-4e30df6da4c3) ![image](https://github.com/user-attachments/assets/a13f7adc-52c1-4c0e-af02-e35a35dc45d4)
2025-04-18 14:35:51 -04:00
#!/usr/bin/env node
// Unified entry point for the Codex CLI.
import path from "path";
import { fileURLToPath } from "url";
// __dirname equivalent in ESM
const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);
const { platform, arch } = process;
let targetTriple = null;
switch (platform) {
case "linux":
case "android":
switch (arch) {
case "x64":
targetTriple = "x86_64-unknown-linux-musl";
break;
case "arm64":
targetTriple = "aarch64-unknown-linux-musl";
break;
default:
break;
}
break;
case "darwin":
switch (arch) {
case "x64":
targetTriple = "x86_64-apple-darwin";
break;
case "arm64":
targetTriple = "aarch64-apple-darwin";
break;
default:
break;
}
break;
case "win32":
switch (arch) {
case "x64":
targetTriple = "x86_64-pc-windows-msvc.exe";
break;
case "arm64":
// We do not build this today, fall through...
default:
break;
}
break;
default:
break;
}
if (!targetTriple) {
throw new Error(`Unsupported platform: ${platform} (${arch})`);
}
const binaryPath = path.join(__dirname, "..", "bin", `codex-${targetTriple}`);
// Use an asynchronous spawn instead of spawnSync so that Node is able to
// respond to signals (e.g. Ctrl-C / SIGINT) while the native binary is
// executing. This allows us to forward those signals to the child process
// and guarantees that when either the child terminates or the parent
// receives a fatal signal, both processes exit in a predictable manner.
const { spawn } = await import("child_process");
async function tryImport(moduleName) {
try {
// eslint-disable-next-line node/no-unsupported-features/es-syntax
return await import(moduleName);
} catch (err) {
return null;
}
}
async function resolveRgDir() {
const ripgrep = await tryImport("@vscode/ripgrep");
if (!ripgrep?.rgPath) {
return null;
}
return path.dirname(ripgrep.rgPath);
}
function getUpdatedPath(newDirs) {
const pathSep = process.platform === "win32" ? ";" : ":";
const existingPath = process.env.PATH || "";
const updatedPath = [
...newDirs,
...existingPath.split(pathSep).filter(Boolean),
].join(pathSep);
return updatedPath;
}
const additionalDirs = [];
const rgDir = await resolveRgDir();
if (rgDir) {
additionalDirs.push(rgDir);
}
const updatedPath = getUpdatedPath(additionalDirs);
const child = spawn(binaryPath, process.argv.slice(2), {
stdio: "inherit",
env: { ...process.env, PATH: updatedPath, CODEX_MANAGED_BY_NPM: "1" },
});
child.on("error", (err) => {
// Typically triggered when the binary is missing or not executable.
// Re-throwing here will terminate the parent with a non-zero exit code
// while still printing a helpful stack trace.
// eslint-disable-next-line no-console
console.error(err);
process.exit(1);
});
// Forward common termination signals to the child so that it shuts down
// gracefully. In the handler we temporarily disable the default behavior of
// exiting immediately; once the child has been signaled we simply wait for
// its exit event which will in turn terminate the parent (see below).
const forwardSignal = (signal) => {
if (child.killed) {
return;
}
try {
child.kill(signal);
} catch {
/* ignore */
}
};
["SIGINT", "SIGTERM", "SIGHUP"].forEach((sig) => {
process.on(sig, () => forwardSignal(sig));
});
// When the child exits, mirror its termination reason in the parent so that
// shell scripts and other tooling observe the correct exit status.
// Wrap the lifetime of the child process in a Promise so that we can await
// its termination in a structured way. The Promise resolves with an object
// describing how the child exited: either via exit code or due to a signal.
const childResult = await new Promise((resolve) => {
child.on("exit", (code, signal) => {
if (signal) {
resolve({ type: "signal", signal });
} else {
resolve({ type: "code", exitCode: code ?? 1 });
}
});
});
if (childResult.type === "signal") {
// Re-emit the same signal so that the parent terminates with the expected
// semantics (this also sets the correct exit code of 128 + n).
process.kill(process.pid, childResult.signal);
} else {
process.exit(childResult.exitCode);
}