In touchpad mode the cursor moved but Big Picture highlighted nothing and a tap-to-click
selected nothing: the nested pointer's motion reaches wlserver as touch 0, and in Passthrough
(the touch mode Big Picture sets) a motion for a touch that is not down moves nothing, so the X
pointer stayed where it was. 0111 passes bAlwaysWarpCursor, as the other touch modes already warp.
3.16.29's Wayland backend bound only wl_pointer and wl_keyboard; touch from DroidDeck's
compositor was never read, so Steam could not be touched. 0110 binds wl_touch in the input
thread and feeds each finger to wlserver_touchdown/touchmotion/touchup, the Steam Deck
touchscreen's path, so Big Picture's Passthrough touch mode gets real touches.
On the pointer path (a client that takes no wl_touch - gamescope), touch_down counted the
fingers still down before clearing a sequence whose up had been lost, so the stale point left
any_active set and every later tap or swipe was dropped: in Direct touch mode Big Picture
ignored the screen while the pad worked. The count is taken after the clean-up, and the app
ends whatever the compositor still holds when a new gesture's first finger lands (Android has
ended every earlier gesture by then). The compositor logs once per gesture whether the window
got touch or the pointer.
The client's UI log names the signed-in account on every login change ("Login:
OnLoginStateChange <account> ...", "OnLoginUsersChanged <account>"), ~200 lines on one device.
An email account was caught by the email rule; a plain account name was not, so a user signing in
with one had it in every shared log. Those two lines now lose the account, and every
AccountName and PersonaName in the client's loginusers.vdf is learned (with the device's own
addresses, learnFromRuntime) and replaced wherever it appears. The one-time pass over older
folders runs again for this (marker .scrubbed-2).
A privacy pass over the session folders found three leaks:
- the Steam client's IPv6 check logs "external address <the device's public IPv6>" about
twenty times a session, and the redactor kept IP addresses on purpose, so steam/
connection_log.txt carried it;
- network.txt listed the device's addresses (public IPv6 included) and the session's made-up
MAC, which is seeded from ANDROID_ID and so stable per device;
- session.log, app.log, desktop.log, steam-desktop.log, crash.log were never scrubbed (clean on
device, by luck).
The redactor now learns the device's own addresses from the session's link file (a global IPv6
as its /64, a public IPv4 exactly) and removes them wherever they appear, along with anything
logged as an "external address"; Valve's server addresses stay. network.txt gives every address
as its kind ("<public IPv6>") and masks the MAC. Every text file in a session folder goes
through the redactor when the session ends (killed sessions at the next app start), and again on
its way into the share-logs zip. Folders written before this are scrubbed once at app start.
The drawer's DESKTOP ended Big Picture and landed on the front end. The session activity is
singleTop: startActivity(next) from it went to its own onNewIntent and was dropped when it
finished (on device the next session came up as "steam", not the desktop). It now restarts on
the request's intent (setIntent + recreate), as an agent start does; the desktop's Steam
launchers' handoff to a Steam session goes the same way.
Big Picture's own Switch to Desktop waits on SteamOS Manager and never finishes here. The
drawer's Steam row gets a DESKTOP button beside STEAM and QAM: the session ends and the desktop
starts in its place with Steam's desktop client open (the relaunch the Steam Desktop UI button
uses).
Tried on device: with a session bus the client still sat on "Switching to Desktop..." and
never reached its legacy path (no "No SteamOSManager support" line, steamos-session-select not
called), so the bus was not what it waited on. Sign-in was unaffected.
This reverts commit 40fc5463f3.
Big Picture's Switch to Desktop asks SteamOS Manager over the session bus before falling back to
steamos-session-select (steamui.so). The Steam session had no session bus, the ask never
finished, and the client sat on "Switching to Desktop..."; the new stub was never called. A
bus with nothing on it answers at once, and the client takes its legacy path.
- The front end's "Steam Desktop UI" started a Steam session without -gamepadui, and the client
put itself into Big Picture under gamescope anyway. It now opens the desktop with Steam's
desktop client started in it (BL_DESKTOP_STEAM, the desktop's autostart, the same
bannerlator-steam-launch the menu's Steam entry uses).
- Big Picture's power menu "Switch to Desktop" runs steamos-session-select, which did not exist,
so it sat on "Switching to Desktop..." for ever. The new stub leaves the app a request
(session=desktop in the steam-launch file); the app ends the Steam session and starts the
desktop with Steam's desktop client open.
AutoPlace on its own left the resized window in the top-left corner; with policy="center" it
opens in the middle of the desktop. Tried in a running desktop (labwc --reconfigure).
melonDS remembers a 1x window for the front end's full-screen toggle, too small on a desktop.
A labwc window rule (only the desktop reads rc.xml) resizes it to 800x600 on open and places
it again by the desktop's centre policy.
The compositor threw every wl_pointer.set_cursor image away and the app drew one fixed arrow,
so the desktop never showed labwc's resize arrows at a window's edges and corners. Ported from
Bannerlator (7f19c669): the cursor surface gets a role, its image is snapshotted on commit with
its hotspot, and a NULL surface or buffer is an authoritative hide; the app's overlay draws the
image at the session's scale. New here: labwc on Vulkan/GLES hands its cursor over as a dma-buf
(wlroots' nested backend, usually UBWC), so it is read back through a small linear host-visible
copy (vkp_image_readback). The built-in arrow stays until a program sets a cursor.
The desktop set QT_QPA_PLATFORM=wayland for every program. The melonDS AppImage bundles only
Qt's xcb plugin, so from the desktop it exited at once: "Could not find the Qt platform plugin
wayland ... Available platform plugins are: xcb" (exit 127). "wayland;xcb" keeps LXQt on
Wayland and lets such an AppImage use Xwayland. Proven in a running desktop: labwc mapped
"melonDS 1.1".
The arrow is drawn by the app and, outside a Steam session, never went away once shown - on
the desktop and over emulators started from the front end alike. A button press, a stick,
trigger or d-pad past halfway, or any on-screen control now hides it (PadBridge tells the
activity); the next touchpad or mouse move brings it back, once the pad has been quiet for
1.2 s so a touch during play does not flash it up (Bannerlator's rule for its Wayland pointer).
The guide button's toggle returns to melonDS's saved window size. A 512x288 window (1x wide,
16:9) is stretched by gamescope to fill the panel, menu bar and cursor with it; at 2x and up
the menus stay at their real size, tiny on a handheld. Written once, with the layout.
Hybrid repeats the big screen, small, above the bottom one. Horizontal with the top screen
emphasised fills the panel's height with the top screen and centres the bottom screen in the
rest. Installs set up with Hybrid (or still on melonDS's defaults) move once.
A program's small surfaces (gamescope's 1x1 cursor, Qt's menus and tooltips) announced
themselves after the game's window and took the HUD, which then read 0 fps while melonDS ran
at 60. A new window now takes the HUD only when it is at least as big, and a window quiet for a
second gives way to the next one that draws.
- bannerlator-pad-defaults: new installs start on the Hybrid layout with sharp pixels; an
existing install is moved once, only where still on melonDS's defaults (marker keeps later
choices). Guide = HK_FullscreenToggle. The user's DS/DSi BIOS, firmware and NAND are found in
ROMs/nds/{bios,firmware} and filled in only where melonDS has no path.
- Front end starts melonDS with -f, at the panel's own resolution unless the user chose one.
Scale controls down on short screens with a 9.5 mm face-button floor and
keep a bottom margin. On phones the shoulders, View and Menu sit along the
top edge; bumpers and triggers are drawn as side-by-side rectangles.
Adaptive sticks centre under the thumb and return home on release, with a
toggle in the Controller settings. The editor toolbar is a compact pill.