Commit Graph
20 Commits
Author SHA1 Message Date
Jordan Y 7c429f3a26 fix: droiddeckctl pacing reads timestats dumps with Windows line ends (#2186) 2026-11-07 08:23:06 -05:00
Kurt Himebauch 604a01d353 fix: map log destination errors 2026-11-05 15:41:47 -05:00
Kurt Himebauch 671c4a623f test: assert cleanup after failed log pull 2026-11-05 14:51:17 -05:00
Kurt Himebauch dfc0fd4340 fix: harden diagnostic staging lifecycle 2026-11-05 14:49:11 -05:00
Kurt Himebauch 11c0763fba fix: preserve log cleanup failures 2026-11-05 14:42:22 -05:00
Kurt Himebauch 4765644451 fix: harden log export transactions 2026-11-05 14:42:22 -05:00
Kurt Himebauch 718712eb01 fix: secure and refresh unrooted log exports 2026-11-05 14:42:22 -05:00
angelrenefm 8cc652e812 fix(droiddeckctl): address review on logs latest
Stream each archive entry to disk instead of reading it into memory,
refuse an archive from a session that started after the state call, and
delete the exported zip from shared storage once it has been pulled.
2026-11-05 13:52:43 -05:00
angelrenefm 2fb066507a fix(droiddeckctl): logs latest works without root
`logs latest` pulled the session folder under getFilesDir(), which adb
cannot read on an unrooted device, so it always failed with "Permission
denied" and droiddeck-scenario kept no logs for failed runs.

The agent bridge gets a `logs` method that writes the Share logs archive
to the app's external files folder (agent-logs/), and droiddeckctl pulls
that zip and unpacks it into the destination with the session's files at
the top, as before. Builds without the method still get the old pull.
2026-11-05 13:52:43 -05:00
Kurt Himebauch 516e3862fa fix: refresh repaired components and render Ubisoft Connect (#2090)
* fix: refresh repaired components and render Ubisoft Connect

* fix: address component repair and Wine registry review

* fix: repair manually enabled components and check registry writes

* fix: serialize component repairs and use Proton runinprefix

* fix: report queued component repair failures

* fix: preserve newer component repair waits

* Make component queue transitions atomic

* Isolate component apply failures by game

* Preserve pending repair when catalog is stale

* Restore persisted component repair revisions

* Update pending requirements atomically

* Respect disabled pending components per game

* Keep queue key state atomic while worker waits

* Pass selected game to component repairs

* Preserve pending repair when component is absent

* Preserve pending revision on catalog failure

* Test legacy pending repair revision recovery

* Isolate fake worker Steam app info lookup

* Merge queued Steam app info lookups

* Persist launch component revisions before repair

* Gate launch on component repair discovery

* Expand and refresh launch repair discovery

* Include new automatic picks in launch requirements

* Log repair persistence failures and align repair keys

* Use runtime key for Battle.net component repairs

* Retain failed component reapplications for retry

* Harden pending repairs and launch preparation

* Isolate wait-cool sleep mocking

* Allow launches without catalog when no repair is pending

* Queue launch repairs even if persistence fails

* Block launch when repair state cannot persist

* Allow launch when no component repair is needed

* Persist selected repairs when catalog is offline

* Drain offline component repair in test
2026-11-04 21:54:00 -05:00
angelrenefm 8e480d0e84 feat(droiddeckctl): thermal and wait cool
Nothing in droiddeckctl reported temperature, so a before/after
comparison could start one run hot and the next cold.

`thermal` reads the battery temperature from dumpsys battery, the
thermal status from dumpsys thermalservice, and each CPU policy's
scaling_max_freq against cpuinfo_max_freq (capped when lower), all
readable over plain adb. `wait cool --below <C>` polls it every 10 s
until the battery is under that temperature, or exits 5 at --timeout.
2026-11-04 00:13:31 +01:00
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 815b93db5f feat: profile PRoot costs and test fast-path libraries without an APK rebuild (#1528) 2026-10-25 16:49:35 -04:00
angelrenefm 4cf4cf57b7 fix: droiddeckctl refuses a DROIDDECK_PACKAGE that is not a package name (#896)
The value goes to the device shell inside `am start -n` and `content call --uri`.
Anything but a dotted Android package name is refused before adb runs.
2026-10-16 10:05:02 -04:00
angelrenefm cd04e056db fix: droiddeckctl pacing judges cadence per refresh-rate record and always turns timestats off (#894)
* fix: droiddeckctl pacing judges cadence per refresh-rate record and always turns timestats off

Follow-up to the CodeRabbit reviews of #843/#855:
- off-cadence is counted per layer record against that record's own cadence,
  allowing the neighbouring millisecond bucket (16.7 ms lands in 16 or 17);
- refreshRates comes from the chosen layer records only;
- records with no counted frames are skipped, so an empty game layer no longer
  hides the session's SurfaceView, and a capture with no frames exits NO_FRAMES;
- adb failures while enabling or dumping map to PACING_FAILED, and timestats
  is disabled in every case.

* fix: droiddeckctl pacing reports when timestats could not be turned off
2026-10-16 09:50:43 -04:00
Kurt Himebauchandangelrenefm 704e95edb3 feat: droiddeckctl reports on-screen pacing (recover #843) (#855)
feat: droiddeckctl pacing reports the frames that reached the screen

Reads SurfaceFlinger's timestats for the game's layer (or the session's
SurfaceView) over a capture: frames on screen, fps on screen, the
present-to-present histogram and how many intervals were off the usual
cadence. Records split by a refresh-rate change are summed. A game's own fps
counter counts frames handed over, so it can't show dropped or doubled frames.

Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
2026-10-15 02:17:06 +00:00
Kurt Himebauchandangelrenefm af13f04156 fix: droiddeckctl reaches variant-package builds (recover #842) (#854)
fix: droiddeckctl reaches builds shipped under a variant package

The provider authority and the start Activity's component were fixed to
com.droiddeck.launcher, so droiddeckctl could not talk to the antutu,
ludashi or pubg builds from tools/release/variants.txt. DROIDDECK_PACKAGE
now picks the package; the Activity's class name stays the same in every
variant.

Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
2026-10-14 22:15:29 -04:00
Kurt Himebauch aecd2ebe1d cleanup (#764) 2026-10-13 21:27:42 -04:00
Kirk 6e5be862cd fix: the Debugging tools hint points to Setup > Diagnostics (#725) 2026-10-13 15:01:40 -04:00
Kurt Himebauch 415b93f943 feat: agent bridge wayland and gamescope coverage (#406)
* feat: run a guest agent in every session for commands, focus and the Steam client's DevTools

* feat: give the agent bridge game, input, UI and experiment commands behind a Setup toggle

* feat: droiddeckctl commands for the new bridge, a scenario runner and contract tests

* feat: run cleanup steps after every scenario run so a failure cannot leak into the next

* feat: restart a session that died between scenario runs with start --reuse

* fix: give droiddeckctl stop its own, longer wait for the session's logs

* fix: harden debugging tools access and output
2026-10-08 03:50:58 +00:00