Commit Graph
5 Commits
Author SHA1 Message Date
Kurt Himebauchanduubooster-team 6a5722c6d1 fix(preload): answer NETLINK_ROUTE queries inside a session (#2141)
* fix(preload): answer NETLINK_ROUTE queries inside a session

ip(8) could not run in a session: the app's SELinux domain has no
netlink_route_socket bind permission, so iproute2 failed at bind and never saw
the link that getifaddrs() and /proc/net already expose.

Serve NETLINK_ROUTE from the same etc/droiddeck-net snapshot: an AF_UNIX
socketpair backs the netlink fd, link/addr/route dumps and route get are
synthesised, writes return EPERM, and multicast subscriptions keep failing
with EACCES so consumers that wait for link events keep their fallback.

Replies carry the port id reported by getsockname() and recvmsg() rewrites
the source address to AF_NETLINK/pid 0. iproute2's dump loop requires both
before it accepts a message or NLMSG_DONE; when either is missing every
message is skipped silently and the process blocks in recvmsg().

* fix(preload): keep socket() and send() semantics for emulated netlink

* fix(preload): deliver netlink replies with the caller's blocking mode

* fix(preload): preserve NETLINK_ROUTE protocol and fd semantics

- Send ACKs for successful queries and honor NETLINK_CAP_ACK
- Reject unsupported subscriptions and apply socket timeouts
- Track socket identity and shared references across dup and close
- Support kernel connect and rewrite recvfrom source addresses
- Resolve local and connected routes before default gateways
- Add netlink and iproute2 regression tests

* fix(preload): handle netlink request limits and socket lifecycle

- Collect large sendmsg requests without falling back to UNIX sockets
- Reject oversized replies explicitly instead of returning partial results
- Allocate unique port IDs and reject duplicate bindings
- Honor socket flags and restore inherited sockets across exec
- Validate socket types and report netlink socket identity
- Replace the fixed socket table with a dynamic registry
- Add regression tests for batching, port conflicts and exec inheritance

* fix(preload): optimize netlink tracking and support link name queries

- Add lock-free fd tracking to bypass netlink locks on ordinary sockets
- Move descriptor restoration to initialization and explicit discovery paths
- Support RTM_GETLINK lookups via IFLA_IFNAME with correct error codes
- Add regression coverage for hot-path overhead and name-based queries

* fix(preload): accept unterminated netlink interface names

- Copy IFLA_IFNAME into a bounded, NUL-terminated buffer before lookup
- Match kernel string length validation and ERANGE errors
- Add regression coverage for unterminated names and boundary cases

* fix(preload): pin peers for netlink replies

* fix(preload): make autobind idempotent

* fix(preload): isolate forked netlink cleanup

* fix(preload): avoid interposed fd scans

* perf(preload): skip PID checks for untracked fds

* fix(preload): verify peer before replay

---------

Co-authored-by: uubooster-team <uu.booster@service.netease.com>
2026-11-05 18:27:08 -05:00
MaxsTechReview c5577478ca chore: remove source comments and unused code, translate every missing string (#1965)
* chore(i18n): translate every missing string in all locales

Adds the 87 strings the bottom-screen Dashboard and in-game stats pages
introduced to all 32 locales, plus the 51 older settings strings Japanese
and the 50 Chinese locales were still missing. Every locale now has all
3456 translatable strings with the same placeholders as English.

Also translates 36 entries that were still English where the language
does not use the English word, and makes es-419 touch_app_id use the same
%1$s placeholder as English.

* chore(patches): drop comments from the lines downstream patches add

Removes comment lines and trailing comments from lines our patches add,
with hunk headers recounted. Lines that a later patch uses as context
and the upstream backport 0123 are left as they are.

The gamescope, FEX, proot and xodus series still apply to their pinned
sources, and the patched trees differ only in those comments.
test_hud_frames now finds the HUD writer by its first declaration.

* docs: credit Greenlight, Better xCloud, viture-v2, GameNative and DiRTTelemetryErrorFix

These were credited only in source headers and NOTICE files.

* chore: remove source comments and unused functions

Removes explanatory comments from first-party Kotlin, Java, C, C++,
Rust, TypeScript, Python, shell, Gradle, CMake and workflow files.
License and attribution headers stay, and vendored third-party trees,
generated files and license files are untouched. A shellcheck directive
is kept, and udevmon's fallthrough comments became fallthrough attributes.

Syntax trees and token streams match the previous sources apart from the
comments and Python docstrings. Module docstrings that argparse prints
are kept, and device-smoke.sh prints the same --help text from a heredoc.

Also removes 37 functions and 4 fields that nothing referenced.

* chore: remove comments from the Syncthing integration and the latest main sources

* docs: credit Syncthing and the syncthing-android fork

* chore(i18n): translate the Syncthing strings in all locales

The 107 strings the Syncthing integration added are now in all 32 locales.
sync_web_path_locked names the Syncthing tab by its label.

* docs: credit @xXJSONDeruloXx for the HUD metric readers

The CPU, GPU load, thermal and battery readers come from their
PerformanceHudView pull requests #777, #877, #991, #1406 and #1573.
The FusionHUD credit line is unchanged.

* docs: credit the HUD metric readers to @xXJSONDeruloXx's work
2026-11-01 16:27:27 -05:00
Kurt Himebauch aecd2ebe1d cleanup (#764) 2026-10-13 21:27:42 -04:00
Kurt Himebauchandmaxjivi05 0da45e53cb Steam's touch controller as on-screen controls (beta) (#431)
* feat: Steam's touch controller as on-screen controls (beta)

* fix: Steam touch controls appear once the session makes the device; tidier default layout

* fix: Steam touch layout decoding, saved layouts and new sessions

* docs: Steam's touch controls

* feat: Steam's touch icons, labels and colours on the touch controls; pick and save them like Steam

* feat: Steam touch icon picker as in-session panels; layout colour; docs

* Give each physical controller its own player slot

Every controller fed the one exported pad, so two pads played as one.
The first controller keeps slot 0 (the Deck in a Steam session); further
ones get slots 1-3 as separate Xbox 360 pads, created on first input and
removed on disconnect. In Deck mode only the Steam client sees those
pads and hands them to games through Steam Input. Rumble follows the
slot it names.

* feat: Steam Link's touch menu, per-game input modes, action set editing, add/copy/paste, oval controls, paste control

* feat: Steam touch controls drawn as Steam Link draws them; Steam Link's touch menu and layout tray

* feat: Steam touch controls in DroidDeck's style, D-mark guide button, shake to hide

* refactor: Steam touch controls become an On-screen controls choice instead of a second dropdown

---------

Co-authored-by: maxjivi05 <maxjividen@gmail.com>
2026-10-09 21:12:46 -04:00
The412Banner 4022351e22 SteamDeck: a standalone launcher for the native ARM64 Linux Steam client
Lifts Bannerlator's Linux/gamescope runtime out into an app of its own: the
Wayland compositor, the proot session, the runtime installer, the fake-evdev
controller path and the PulseAudio server, with none of the Wine, container or
store machinery around them.

One activity installs the runtime from the same winlator-contents catalog and a
second one runs the session: compositor on a SurfaceView, gamescope and Valve's
native arm64 client under proot, a physical pad republished into the fake-input
rings, and the session's milestones on screen until the first frame arrives.
2026-09-19 13:39:17 -04:00