* fix: stop the DirectAudio output while the sink is suspended
* fix: verify every session thread before reporting suspension
* fix: freeze PRoot first and stop each guest thread on suspend
---------
Co-authored-by: Detinator10 <8469261+Detinator10@users.noreply.github.com>
* perf: download hand tracking models and native libs on first use
* feat: build and publish add-on packs in CI, add Xbox and Comet packs
* feat: ship proot and DirectAudio drivers as CI-built packs
* test: hand tracking readiness requires the tracking pack
* ci: attach PR test-build packs to the PR release instead of Components
Flatpak starts bwrap with an empty environment, so the bwrap shim lost DROIDDECK_BWRAP_SOCKET and dialled the default package's socket. The session now writes the socket name to /etc/droiddeck/bwrap-socket and the shim reads it when the variable is missing.
Fixes#1092
Games launched from Steam get Turnip's own per-render-pass choice between
tile memory and system memory again; TU_DEBUG=sysmem now stays with the
Steam client, whose interface it was set for. A per-game TU_DEBUG, the
debug override file and the Adreno 710/720 driver still win. On the
REDMAGIC tablet (Adreno 840) PEAK runs 46.8 -> 52.3 fps over 7 alternating
pairs and Valheim's 3D menu needs 12.6 % less GPU time per frame; light
games are unchanged.
droiddeck-seed-redists remembers the identity (inode, size, mtime) of each
prefix registry it has verified and skips re-reading it while it is
unchanged. Steam started after it on every session, ~1.8 s later.
SessionFiles keeps a ledger of the files it staged for the installed APK
and copies only the ones that changed, ~180 ms less per session start.
Session start to Steam ready: 5.57 -> 3.57 s.
RPCS3's AppImage could not start: its own runtime unpacks the image with
a dwarfsextract it runs from a memfd, which Android refuses (EACCES), and
it has no other way to run it. Emulator AppImages for arm64 now start
through the shipped uruntime, which falls back to a file in /tmp.
RPCS3 then stopped with "Null object" in utils::shm (errno 13): it reads
/proc/sys/vm/overcommit_memory to pick memfd for guest memory, and apps
cannot read it. The guest now gets the kernel's default policy (0) there
when the real file is unreadable, like file-max.
Adding a game from a single exe outside internal storage and the game
library, such as a microSD card, only showed "This location is not
available in the session" and added nothing. #1153 made "Add all games in
this folder" bind such a folder under /root/Games, but a picked exe still
had no guest path.
addExe now binds the folder the same way when the session cannot see the
exe (the game it belongs to, or else the exe's own folder), then adds the
game. The bind is mounted from the next session start.
A folder the session already sees is not bound again, and a folder the app
cannot read is still refused.
The touch layout editor opened "App -<n> Layout" for a non-Steam shortcut
(an added game, the Epic Games Launcher) with LB, LT, RT, RB, both sticks
and LS/RS greyed out, so they could not be placed. Steam keys a shortcut's
controller config by the shortcut's lowercase name and logs its app id
unsigned, but the editor looked both up by the signed app id, found
neither, and fell back to a blank layout with nothing bound.
SteamTouchConfig now reads the shortcut's name from shortcuts.vdf, loads
and saves its layout under that name the way Steam does (autosave folder
and configset entry), and matches Steam's log line by the unsigned id. The
editor is titled with the game's name, and the app id in the panel is
shown unsigned. A name that is not a plain folder name (a
path separator, "." or "..", a quote, a backslash or a control character)
keeps the numeric app id. Existing configset entries are matched
without regard to case, as Steam reads them.
Picking an exe anywhere under an added folder treated it as that game, so a
folder added with "Add all games in this folder" (or a removed one) swallowed
every game below it: picking another game's exe switched the folder game's
target, or brought the removed folder game back under its old name and art.
Only treat a pick as the same game when it sits in the folder root, in the
same top-level subfolder as the game's current exe, or is another build of
that exe, and prefer the deepest matching folder.
gamescope makes its cursor surfaces by attaching an shm buffer, committing,
destroying the buffer and only then calling wl_pointer.set_cursor. The
compositor kept that buffer only as a reference, so set_cursor found nothing
to publish: apps run from the front end (store apps, Flatpaks, emulators)
showed DroidDeck's fallback arrow, or no cursor at all after a desktop
session had hidden its own.
Copy a role-less surface's pixels when its held buffer is destroyed and
publish that copy when the surface becomes the cursor, for as long as the
surface lives.