* feat: Epic Games Launcher for Linux
Install Epic's official Linux launcher (EGLv2) from Epic's CDN with Valve's
Steam Runtime 4 and run it under FEX, signed in with the linked Epic account.
Epic games launch through a hidden launcher instance so they get the
launcher's own arguments, with the exchange-code launch as the fallback, and
DroidDeck installs show up in the launcher as installed.
In the launcher, touch scrolls like a phone app and the gamepad drives the UI:
D-pad and left stick move the selection, A opens, B goes back, the right stick
and triggers scroll proportionally, X opens the options menu, Y the keyboard
and LB/RB switch tabs.
* feat: Epic Games Launcher for Linux
Install Epic's official Linux launcher (EGLv2) from Epic's CDN with Valve's
Steam Runtime 4 and run it under FEX, signed in with the linked Epic account.
Epic games launch through a hidden launcher instance so they get the
launcher's own arguments, with the exchange-code launch as the fallback, and
DroidDeck installs show up in the launcher as installed.
In the launcher, touch scrolls like a phone app and the gamepad drives the UI:
D-pad and left stick move the selection, A opens, B goes back, the right stick
and triggers scroll proportionally, X opens the options menu, Y the keyboard
and LB/RB switch tabs.
* Route Epic games through Steam, import launcher installs, offer the second library
- Every Epic launch goes Steam -> Epic Games Launcher -> game; Play inside the open launcher hands the game to Steam
- Games installed from inside the launcher get a Games-tab entry and launch through Steam; the launcher installs to the last Stores target
- Stores install picker offers the Steam second library, with side-by-side choices
- uruntime xattr-only failures no longer fail the launcher unpack (app-extract)
* Hand launcher Play and Steam links to Steam, wait for FEX on first run
Play on a game the launcher just installed is matched to its install
record and handed to Steam. Steam games listed in the launcher open
steam://rungameid links, which now start the game in a Steam session.
Opening the launcher before Steam has downloaded FEX asks Steam for it
and starts Steam instead of failing with no-fex.
* Address review: FEX check, play-in-Steam action, touch route thread, scroll scale
fexReady needs a FEX binary in Steam's FEX tool, not just its folder.
The play-in-Steam action stays until the link is handled, so Run Steam
at startup can't start a session first. The pad touch route reads the
mouse mode without side effects off the main thread and posts the pad
update there. Vertical scroll uses the output height. A status-2 unpack
counts only when AppRun is there. The xdg-open command is tested
end to end for Steam links.
* Open the launcher through Steam, recover dropped shortcuts, sign out of both
The Epic Games Launcher now runs as its own Steam shortcut, so opening
it starts Steam, which opens the launcher, and Play inside it goes to
the running Steam.
Steam dropped a running shortcut from its library when the game exited
after a sleep/wake replay or a server re-logon, and launching it then
waited forever at ShowInterstitials. login1 only replays sleep/wake
when Steam is asleep. The session restarts Steam when a requested
shortcut is missing, and when a game exits with its shortcut gone and
nothing else runs.
Resuming after a long pause no longer reports failure while traced
processes are still waking, so "Steam is paused" goes away on the first
tap.
Signing out of the launcher signs DroidDeck's Epic store out, and
signing out in DroidDeck restarts the launcher signed out and clears
the Epic web cookies.
* Address review: one session-switch poll, Epic setup can't block a session
A new switch confirmation replaces the pending poll instead of adding a
second one that could start the session again. Epic library sync and
install-folder setup at session start are each guarded, so a bad
preference no longer stops the guest from launching.
* Uninstall the Epic Games Launcher from the Games tab
An Uninstall button next to Launch asks first, closes a running
session, and removes the launcher and its runtime. The launcher's
sign-in and install records stay, so its games keep their Games-tab
entries and a reinstall comes back signed in. Its Steam shortcut goes
away on the next Steam start.
* Address review: uninstall only after the session has ended
The launcher's files are removed only once the session is not running
and its phase has ended; a shutdown still in progress after the wait
reports failure instead. The confirmation reads the session state from
the front-end state.
* Find FEX that Steam installed on the second library
Steam's tools on a second library live in DroidDeck's private copy,
which the session binds over the library. The launcher's FEX check
only looked on the shared storage, so with FEX there it always asked
Steam for FEX and only Steam opened. It now checks the private copy
too.
* Start games without Steam, per-game Settings menu with Wine sync
"Start without Steam" now really leaves the Steam client out: the game
runs in its own Proton/FEX through droiddeck-proton-run in a run
session, and the Epic Games Launcher opens on its own with its games
playing in it. Run sessions for these games are not pinned to the big
cores and get DirectAudio and the added-games list like Steam.
The Games tab card is now "Settings", titled "<game> Settings": Start
without Steam, FEX preset, Wine sync (ntsync, fsync, esync, wineserver
or the app default) and Default, which puts everything changed for the
game back to the app's settings. The app-wide Wine sync choice is shown
in the Steam settings Session tab.
* Address review: uninstall guard, routed games, shortcut matching
Opening or reinstalling the Epic Games Launcher waits while it is being
uninstalled. Added games that are Steam installs keep their Start
without Steam setting under their Steam app id and start as that Steam
game. Live shortcut lookups wait for Steam's library to load and match
a same-name shortcut by its executable, so no duplicate is added. The
session treats the open launcher as itself even when it could not tell
its Steam app id.
* Address review: drop a queued launcher switch when it is uninstalled
A confirmed switch to the Epic Games Launcher that is still waiting for
the old session to end is cancelled when the launcher is uninstalled,
and never starts while the uninstall runs. The launcher id test sets
its environment for its own runs only.
* Add VITURE glasses support: hardware control, 3D, head tracking
Glasses get their own controller over the MCU (permission, 120 Hz default, brightness, volume, sunblock, 2D/3D) and the game moves onto them when plugged in. The IMU drives Cardboard head tracking and the SteamVR driver. 3D falls back to one eye's view on phones that can't send the 3840x1080 signal. Options open from a glasses button in game and on the Steam page.
* Drop the glasses settings like Steam's: Play-style button, Settings lip, tabs
* Hang the glasses Settings lip over the top of the button
* Space glasses MCU commands so the IMU rate sticks, fit fixed resolutions to the glasses
* Keep Steam alive with SteamVR registered, run SteamVR at the glasses' rate, keep the glasses lip on top
* Fit VR games on the glasses: full view, seated origin at the head, pad hands reach with the d-pad
* Let the pad hands reach a metre out so buttons with deep colliders press
* Show every VR frame in order at 120 fps: wait for SteamVR's GPU work, present only finished copies, skip the grace on idle shared counters
* Glasses: SteamVR starts and stops with them, closer view with a field of view setting, Recenter on the pad
* Glasses: SteamVR field of view defaults to 90°
* VR pad hands: sticks move and aim the hands, left stick click switches the sticks to the game, d-pad pulls a held hand
* Glasses: Play SteamVR beside the glasses button instead of starting SteamVR with them, pad hands drawn as Index controllers and off while other VR controllers are connected, glasses sheet tabs sized like Steam's
* Track glasses mode, refresh-aware glasses window, align Play SteamVR with Play Steam
* Fix 3D on the glasses: full-res SteamVR presenter, revert VR 3D at session end, coalesce vsync ticks, no session restart after end
* Address review: glasses output after installs and session end, VR revert retry, display fallback, presenter swapchain retry, agent hex checks, drawer bumpers, glasses translations, docs
* Harden VITURE stereo negotiation and output refresh tracking
* Localize stereo recovery feedback and record Astra reconnect tests
* Improve test failure diagnostics and refresh Astra firmware findings
* Handle VITURE docks separately and reject truncated USB frames
* Glasses: remember a 3D fallback per model, docks as display only, VR timing fixes
- A 3D attempt that ends at the 640x480 fallback is remembered for that glasses
model, so Play SteamVR no longer blacks out the glasses after every restart;
Retry clears it and "3D for VR games" stays reachable
- A VITURE Mobile Dock on its own no longer counts as glasses; through a dock
Play SteamVR is hidden and the sheet shows the output and why there is no control
- HDR is probed on the glasses when the session starts there
- Glasses frames with a mismatched checksum are marked in the status frame log
- SteamVR layer and driver vblank counters stay monotonic across refresh changes;
one-eye render scale applies from activation and on mono/3D switches
- Compositor binds announce the refresh clients were last told; the presenter
retries a failed first swapchain
- Dead strings and helpers removed; docs updated
* Glasses: drop USB frames with a bad checksum
* Glasses: count frames dropped for a bad checksum
* Feat/viture xr (#907)
* Add RayNeo Air and GT support to the XR glasses pipeline
* Add RayNeo Air and GT support to the XR glasses pipeline
* Checkpoint glasses tracking, calibration, and SteamVR launch integration
* Checkpoint glasses tracking, calibration, and SteamVR launch integration
* Add XREAL 1S support and correct GT and Pro 2 tracking
* Add XREAL 1S support and correct GT and Pro 2 tracking
* Fix mirrored glasses tracking and recover SteamVR after device loss
* Fix mirrored glasses tracking and recover SteamVR after device loss
* Document confirmed XREAL 1S brightness control
* Document confirmed XREAL 1S brightness control
* Fix SteamVR glasses defaults and rendering controls
* Fix SteamVR glasses defaults and rendering controls
* chore: keep only the 3 newest session log folders (#852)
* chore: add agent comment rules (#748)
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
* Fix SteamVR polling, VITURE checksums, and fence tracking
Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter.
Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage.
* Fix SteamVR polling, VITURE checksums, and fence tracking
Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter.
Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage.
* fix: wireless ADB page names the child-process switch the way Android shows it (#848)
* l10n: refresh stale and untranslated strings in es, fr, ko, ru (#850)
* l10n: refresh stale and untranslated strings in es, fr, ko, ru
- mode_added_art_hint: now mentions Steam then SteamGridDB (all four locales).
- wincomp_needs_installer / wincomp_installers_note: es and ko still described
the old "coming soon" behaviour; align with the current English text.
- summary_remove_game: was still English in all four locales.
Machine-assisted translation; native-speaker review is welcome.
* l10n(es): say registro, not grabación, for the missing installer record
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
* fix: a failed cloud save recovery no longer ends the app (#846)
The cloud-recovery thread started at every app start had nothing to
catch an error, so one went to CrashHandler, which halts the process
with status 2. In unit tests the thread can outlive the test that
started it, fail on the torn-down preferences, and take the whole test
run down. The error is now logged and the thread ends.
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
* fix: an interrupted Linux runtime download resumes instead of starting again (#847)
* fix: an interrupted Linux runtime download resumes instead of starting again
installOnce() asked the downloader to resume but always deleted the archive in its finally block, so the next attempt began at zero. The archive is now named after the release version and checksum, a failed download keeps what it fetched, and archives of other releases (and the old fixed name) are removed. A checksum or extraction failure still deletes the file.
* test: Downloader resumes a cut-off download from the bytes it kept
Starts a socket server that promises the whole file, hangs up part way and then answers a Range request, and checks that the second downloadFile call resumes with the right offset and ends with identical bytes.
* fix: a resumed download discards a 206 that does not start where the kept bytes end
Downloader appended every 206 response to the partial file without
looking at Content-Range. A server or proxy that answers a Range request
with a different offset would leave a corrupt file. Check that the range
starts at the kept length; otherwise delete the partial file and start
again without a Range header.
Adds a test with a server that answers the Range request from offset 0.
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
* l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings (#849)
* l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings
Adds the strings values-de, values-it and values-pt were missing (14 each) and the six that values-fr, values-es and values-ru were missing. Machine-assisted drafts that follow each file's existing register and terms; native review is welcome.
* l10n: correct missing active swap translations
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* 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>
* 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>
* fix: Steam can restart more than twice in a session (#754)
* fix: Steam can restart more than twice in a session
Every exit 42 counted toward the cap that stops an update which will
not install, and the count was never cleared, so the third restart of
a session ended it however far apart they were. A client that ran for
a minute before asking is not that loop: the count starts again.
* fix: measure the client's run time as it exits
The time spent collecting logs and checking FEX after the client exits
counted toward its run, so a slow cleanup could make a quick exit 42
look like a long one and clear the count.
---------
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
* fix: the front end keeps its page when the Fold is folded or unfolded (#832)
* fix: the front end keeps its page when the Fold is folded or unfolded
MainActivity, FileManagerActivity, FilePickerActivity and StoreLoginActivity did not declare the screen-size configuration changes, so folding or unfolding a foldable recreated them and dropped their in-memory state. They now handle orientation, screenSize, screenLayout, smallestScreenSize and density themselves, like SessionActivity already does. uiMode is left out on purpose.
* fix: store login keeps rebuilding its toolbar when the display density changes
StoreLoginActivity builds its toolbar in code with dp-to-pixel values taken at creation time and has no onConfigurationChanged. It no longer declares density in configChanges, so a density change recreates it as before this PR. Size and layout changes are still handled in place.
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
* Release pointer buttons without replaying stale motion (#803)
* Fix cursor warping on native touch down
* Preserve input cleanup without replaying stale pointer motion
---------
Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com>
* l10n: translate the strings added since #284 into zh-CN, zh-HK, zh-TW and ja (#539)
* l10n: translate the 184 strings added since #284 (zh-CN/HK/TW, ja)
The stores, cloud saves, Windows components, Steam touch, desktop
removal and background-downloads strings landed after #284's
translation snapshot, so every one of them fell back to English.
Translate all 184 into Simplified Chinese, Traditional Chinese
(Taiwan and Hong Kong) and Japanese, keeping each locale file's own
vocabulary (工作階段/會話, 解除安裝/卸載, 元件/組件, 設定).
Also fix four Hong Kong strings that kept the simplified 着色器.
* l10n(zh): fix stale and ambiguous strings found in review
Severe: summary_remove_game was untranslated English in all three
files; mode_added_art_hint, wincomp_installers_note and
wincomp_needs_installer still described the pre-#480/#492 English.
Also: distinguish the Setup wizard from Android system settings in
zh-HK/zh-TW (初始設定 / 系統設定 / Android 設定), unify library as
收藏庫, component as 組件 in zh-HK, session as 會話 in zh-HK, account
as 帳戶 in zh-HK, Trending as 趋势/趨勢, Forget as 清除, reword the
re-applied-at-launch, action-failed and already-in-Games strings, and
play as 執行/開啟遊戲 in zh-TW/zh-HK.
* l10n(ja): fix stale and ambiguous strings found in review
---------
Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* Rebuild and verify Windows VR runtime components
* Rebuild and verify Windows VR runtime components
* Add top, bottom, and centered picture positions for Steam sessions (#871)
* fix: dependency scan ignores folders above the game folder (#859)
* DroidDeck-Proton: get releases from the Droid-Deck org repo
DroidDeck-Proton is now built and released on Droid-Deck/DroidDeck-Proton
(11-9.1 is Latest there), so the Components page, the update check and the
guest installer read releases from the org repo instead of The412Banner's.
* feat: low-latency controller and touch toggles in the session drawer (#808)
* fix: SteamGridDB lookups no longer stick as "no match" after a failure; add a search to the art chooser (#876)
* feat: Steam home wall fills from the signed-in library instead of store picks (#878)
* test: cover GPU family and support classification (#880)
* Fix local builds on Linux failing after the first Comet build (#866)
* feat: sort the store library and installed tabs, and switch between card and list views (#798)
* feat: three-finger tap toggles Steam's on-screen keyboard in game mode (#782)
* fix: keep Quest-patched Turnip as the auto default (#853)
* Fix deploy_local.sh and droiddeckctl not finding a phone connected over wireless debugging (#864)
* fix: keep proot sessions alive when the kernel loses fork events (#457)
* fix(quest): correct desktop and Steam display corruption across sessions (#733)
fix(quest): stabilize desktop and Steam layer presentation
Keep Quest SDR scenes and the black backdrop off the Android Vulkan swapchain regardless of session order or HDR preferences. Only report the first frame after client content is submitted.
Add backdrop lifecycle and first-frame regression coverage. Record the user's successful Quest 3 Test 2 result.
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* fix: keep SteamVR syscall hooks and report Steam crashes (#905)
* fix: preserve SteamVR syscall hooks
* fix: report Steam crashes through gamescope
* fix: honor glasses pacing and resolution in SteamVR launches
---------
Co-authored-by: connor g <connorsspam1992@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com>
Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com>
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: Kirk <kirtoy.junsay@gmail.com>
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
Co-authored-by: asdf17128 <asdf17128@gmail.com>
Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com>
Co-authored-by: Dantalian <wsu091227@qq.com>
Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com>
Co-authored-by: The412Banner <the412banner@users.noreply.github.com>
Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com>
Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com>
Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com>
Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com>
Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com>
Co-authored-by: Jagger15 <jagger2333@live.com>
* Glasses: keep a pending 2D restore and the SteamVR recovery offer, show Play SteamVR only with a picture
* Translate the glasses calibration, XREAL and SteamVR recovery strings
* SteamVR recovery: give a finished teardown time to collect logs before restarting
* Credit the projects the XR glasses support builds on
* Joy-Cons: SteamVR hands from their gyro while SteamVR runs, one combined pad otherwise
* Headsets: settings badge on Play SteamVR instead of a top-right button, both shown only once connected
* Hand tracking: camera-tracked Joy-Cons and bare hands in SteamVR, drawn as white gloves
- Joy-Con movement from the accelerometer (report reordering, per-Joy-Con calibration, zero-velocity updates)
- MediaPipe pose and hand landmarks from the device camera, placement check, per-hand Kalman filter with the Joy-Con
- No controller connected: bare camera hands with Quest-style gestures, 1€ filtered, rendered as a white glove model built from a distance field
- SteamVR safe mode cleared before each start so one crash no longer blocks the driver
---------
Co-authored-by: MaxsTechReview <6025299+maxjivi05@users.noreply.github.com>
Co-authored-by: informalTechCode <informaltechyt@gmail.com>
Co-authored-by: connor g <connorsspam1992@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com>
Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com>
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: Kirk <kirtoy.junsay@gmail.com>
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
Co-authored-by: asdf17128 <asdf17128@gmail.com>
Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com>
Co-authored-by: Dantalian <wsu091227@qq.com>
Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com>
Co-authored-by: The412Banner <the412banner@users.noreply.github.com>
Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com>
Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com>
Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com>
Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com>
Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com>
Co-authored-by: Jagger15 <jagger2333@live.com>
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.
* 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
fix: keep waiting for a shortcut's Steam overview instead of dropping its launch
The cold-launch gate waited once for 45 s and, on a timeout, held the
launch URL for good. A library that loads slower than that (or a client
still at the sign-in screen) left the requested game never started, with
nothing on screen. Retry the wait up to 40 times, 45 s each, and launch
as soon as the overview exists. The no-overview case still does not
forward the CGameID.
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
fix(quest): stabilize desktop and Steam layer presentation
Keep Quest SDR scenes and the black backdrop off the Android Vulkan swapchain regardless of session order or HDR preferences. Only report the first frame after client content is submitted.
Add backdrop lifecycle and first-frame regression coverage. Record the user's successful Quest 3 Test 2 result.
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
DroidDeck-Proton is now built and released on Droid-Deck/DroidDeck-Proton
(11-9.1 is Latest there), so the Components page, the update check and the
guest installer read releases from the org repo instead of The412Banner's.
* fix: Steam can restart more than twice in a session
Every exit 42 counted toward the cap that stops an update which will
not install, and the count was never cleared, so the third restart of
a session ended it however far apart they were. A client that ran for
a minute before asking is not that loop: the count starts again.
* fix: measure the client's run time as it exits
The time spent collecting logs and checking FEX after the client exits
counted toward its run, so a slow cleanup could make a quick exit 42
look like a long one and clear the count.
---------
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
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>
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>
* fix: redist markers a replaced registry lost are seeded again
droiddeck-seed-redists recorded what it seeded in .droiddeck-redists and
trusted that record from then on. A Proton update replaces its
default_pfx system.reg but leaves our record beside it, and every new
prefix copies both, so new games got a record of markers their registry
never had: Steam then ran their install scripts for real. Batman: Arkham
City's AMD Dual-Core Optimizer installer hangs there, leaving the game
on "Running install script" on every launch.
Each recorded marker is now looked up in the registry, in both views
where both were written, and seeded again when it is gone; a record of
markers nobody wants any more is rewritten without them.
* Check every VC runtime architecture before keeping the vcrt marker
vcrt writes Installed for x86, x64 and arm64 in both registry views, but
present() only looked at x86. If only an x64 or arm64 value was gone the
runtime would not be seeded again. Require all six values and test the
loss of the arm64 Wow6432Node one.
Arkham City (BatmanAC.exe) stopped with Unreal's "Fatal error!" about
1.5 s after start: an access violation in BatmanAC.exe right after
steam.dll loads. The game leans on x87 and needs full precision under
FEX (FEX wiki), while the default FEX preset sets
FEX_X87REDUCEDPRECISION=1. Engine fixes sit above the shared preset and
below the player's own game profile, so a fix keyed on BatmanAC.exe
beside the started exe (BatmanAC.exe or BmLauncher.exe) restores
x87 precision for this game only. Arkham Asylum, which shares
BmLauncher.exe but not BatmanAC.exe, keeps the preset.
droiddeck-msi-install: a DuplicateFile entry onto the file itself (dotnet.exe in the .NET host MSI) is skipped like Windows Installer does, instead of stopping the whole install with SameFileError. Fixes .NET Desktop 3/6/7/8, .NET Core 3 and .NET 5. Thanks to whatsupbros for finding and tracing it.
* Add opt-in zRAM compression for the Steam client while a game runs
A "zRAM compression" toggle under Steam > Settings > Session, below
"Keep downloads running". Off by default, kept once set, and disabled
on devices without swap or with a kernel older than 5.4.
When on, the session watches for Steam's reaper. 20 s into a game the
client and its web helpers page their private anonymous memory out to
the device's zram with MADV_PAGEOUT from inside their own process
(libblsession zram.c, SIGURG), again every 5 minutes, and read every
swapped page back once the game exits. No root is needed: only a
process itself may do this without CAP_SYS_NICE. With the toggle off
nothing is installed or started.
RedMagic NP06J, Palworld: Steam's resident memory fell from ~1.7 GB to
~1.1 GB with ~560 MB in zram, available memory during play rose by
~0.5-0.8 GB, and ~2 MB was left in zram after the read-back.
* Turn zRAM compression on by default below 12 GB of RAM
Until the toggle is changed, it follows the device: on when the kernel
supports it and the device has less than 12 GB of RAM, read from the
advertised memory size on Android 14+ and from total memory before that.
Turning it off is kept.
---------
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* feat: add Cardboard mode with side-by-side lens-distorted eyes and 3DoF head tracking
* fix: derive the Cardboard field of view from the panel and recentre fully when far from upright
* feat: share the Cardboard head pose with the guest and add a SteamVR driver for it
* feat: run SteamVR's compositor on Turnip/KGSL with a display-extension layer and a driver-direct HMD
* feat: show SteamVR frames in Cardboard mode through a driver-side presenter and a fake direct-mode display
* feat: install and start SteamVR for Cardboard mode from the session drawer
* docs: describe Cardboard mode and the SteamVR path
* feat: drive SteamVR hands from the game pad and keep the Cardboard headset out of standby
* docs: record where the SteamVR dashboard stops
* fix: map Cardboard head tracking to the screen's axes and keep turns about the real vertical as yaw
* fix: give Cardboard its previous picture back when SteamVR stops
* fix: report sem_otime from emulated SysV semaphores so SteamVR's web helper can start
* fix: bridge SteamVR's shared semaphores across processes and keep Steam alive while SteamVR runs
* feat: present SteamVR straight to DroidDeck's compositor at panel resolution
* docs: update Cardboard VR notes for the dashboard, semaphore bridge and direct presenter
* fix: keep Wine and FEX signal handlers in the VR layer; add semaphore tracing
* fix: clear a stale SteamVR active marker on status
* fix: clear only an old SteamVR active marker
* fix: unblock SteamVR clients on Turnip and keep Steam's web helper alive across SteamVR runs
* fix: judge shared waits before a submit's own signals and on Vulkan 1.0 devices
* docs: record VR games, SteamVR Home and OpenXR results on the Thor
* docs: add Cardboard VR learnings from the Thor bring-up
* docs: add Cardboard VR screenshots from the Thor
* fix: keep the VR layer's display stand-in to SteamVR runs and clear a leftover marker at session start
* fix: report SteamVR start and stop failures from the helper's exit code
A game that closes as soon as it starts can be tripped by Proton's Steam
setup (steam.exe, the Steam registry entries, the Steam client bridge).
The Games page of the session drawer gets a per-game Start without Steam
switch, stored as DROIDDECK_NO_STEAM=1 in the game's environment and listed
in its profile summary.
droiddeck-game-env acts on it for a game launch only: a Proton with umu's
launch (GE-Proton, Proton-CachyOS, DroidDeck-Proton) gets UMU_ID, so it
runs umu.exe in place of steam.exe and still sets up the prefix; a Steam
game keeps its protonfixes under its own id, an added game gets 0. Any
other Proton runs the game straight in the prefix (runinprefix).
* feat(profiles): add persistent per-game compatibility profiles
* fix(profiles): show Windows component overrides
Include per-game Windows component selections in the resolved profile summary so the session overlay marks those games as custom and shows the selected components.
* fix(session): detect Proton games across runtime paths
* fix(profiles): select the active Gamescope game
* fix(profiles): improve per-game reset feedback
* fix(profiles): align session components with game overrides
* fix(session): prefer selected Steam game during refresh
* fix(session): resume profile following when reopening games
* chore: keep local dev testing outside the repository
* test(session): remove local dev package path
* fix(session): preserve profiles when refresh fails
* fix(session): reject empty game profile reset scope
* perf(session): cache drawer inventory by refresh revision
* fix(profiles): align game presets and profile reset behavior
* fix(profiles): preserve originals and normalize shortcut ids
* fix(profiles): keep editor scope stable after rebase
* fix(tests): host Compose tests in both build variants
* fix(profiles): recover interrupted component selection saves
---------
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
* fix: Red Dead Redemption 2 launches again, its Vulkan runtime installer is left to run
droiddeck-seed-redists marked every process in every game's install script
as already run, Red Dead Redemption 2's VulkanRT-1.1.108.0 installer
included. Steam's compat config for the game says nativevulkanloader, so
Proton loads vulkan-1.dll native only, and Khronos' loader is in the prefix
only once that installer has run. Without it the Rockstar launcher starts
RDR2.exe and it exits with STATUS_DLL_NOT_FOUND (0xc0000135) before it
opens a window.
A Vulkan runtime installer is now left out of the seeding, and a marker an
earlier seeding wrote for one comes out of each prefix and Proton template
once (dates kept), so the client runs the installer on the next launch.
The installer finishes in a few seconds under FEX.
* fix: Steam's screensaver no longer covers a running game
The client's defaults show screensavers while a game runs, after 300 s on
AC power without a button press - and a held stick or trigger is no press.
Red Dead Redemption 2's intro runs longer than that: the slideshow covered
the game, and the button that woke it reached the game too (B asked to
quit to the desktop). Customization/Screensaver/WhileInGame is seeded "0"
in config.vdf once, like the UI scale and native resolution, so turning it
back on in Settings stays the user's choice.
On the RedMagic: 18 minutes from the last button press through the intro
and riding, focus never left the game and no screensaver was created.
* fix: Rockstar's hidden launcher no longer takes cores from its game
The Rockstar Games Launcher keeps drawing its Chromium interface
(SocialClubHelper.exe: renderers, and a GPU process compositing through
DXVK) for as long as the game runs, hidden behind it - and Wine passes
Chromium's priorities on, so those threads ran above the game's (the GPU
process at nice -10), across every core. With Red Dead Redemption 2 in
front that was 1.3 to 2.5 cores under FEX for a page nobody sees.
droiddeck-launcher-cores follows gamescope's focus from the agent's
focus.json: while a game window has it, every SocialClubHelper thread runs
on the last core of the slowest cluster at nice 19; when the launcher's own
window has focus again each thread gets its own mask and priority back
(also on exit). Stopping the helpers would not hold - proot resumes a
stopped tracee. Started for Steam sessions; BL_LAUNCHER_CORES=0 turns it off.
RedMagic, RDR2 all Low, riding at the thermal limit, same spot and session:
released 46.5 fps, 1% low 27.5, p99 31.8 ms, CPU 89%, 2200 MHz;
held 48.7 fps, 1% low 32.6, p99 27.6 ms, CPU 79%, 2638 MHz.
* fix: sessions clean up what earlier ones left in /tmp
The guest's /tmp is a directory in the rootfs that no boot ever empties,
and Android ends sessions by killing them. Every session left a
/tmp/mangohud.XXXXXXXX (mktemp, never removed), and the Steam client, its
web helper, Chromium apps, dbus-run-session, AppImage runs and KDE their
own temporary files and sockets: 1,422 entries on the RedMagic.
mangoapp's config is now one fixed file rewritten each session, and the
session's first pass sweeps each kind of leftover while nothing that could
own one is running, with a single find. On the device that cleared 1,391
entries over two sessions, leaving 38.
Setup > Proton versions lists DroidDeck-Proton (The412Banner/DroidDeck-Proton) beside
GE-Proton and proton-cachyos: same aarch64 tarball pattern as GE, verified against its
sha512 file, installed by droiddeck-proton-extra (also as "droiddeck" in the session queue)
and adopted by steam-compatibility like any other extra, so it shows as
"DroidDeck-Proton <ver> (Compatible)". Its folder has a space; nothing in the install,
adopt, esync or components paths splits on it.
Update checks: each source's newest full release is looked up at app start and when the
page opens, at most every 6 h (offline keeps the last answer). A newer release shows
"Update available -> <tag>" with Update; it installs beside the old build, which stays
until removed ("Remove old ... versions"), since games are mapped to it by name.
Installed builds are ordered by their version numbers (11-9 before 11-10), not by name,
and the tag each was installed from is recorded. Prereleases and drafts are skipped.
Each game's Windows components now come from the list its own source
trusts, and the ones that list names turn on by themselves. The user's own
on/off switches always win; each automatic row says why it is on.
- Steam games: the Steamworks Shared redistributables Steam installs with
the game (appmanifest SharedDepots, else the client's appinfo.vdf).
Steam keeps its install scripts marked as already run.
- GOG: the build manifest's dependencies. Epic: the manifest's
prerequisite (Unreal's maps to VC++ and DirectX). Amazon: fuel.json
PostInstall. Older GOG/Epic installs get their list fetched once with the
saved sign-in; game files are never downloaded again.
- Custom games (the + button, Add all, migrated folders): one shared Steam
match per game, also used for artwork. An appid from the game's files
turns components on; a name-only match stays Recommended; no match falls
back to the folder scan.
- Steam app info for apps the client never saw comes from an anonymous
Steam PICS lookup (CM websocket, anonymous logon, product info), cached
per appid; the user's Steam sign-in is never used.
- Missing components download in the background on one low-priority
worker that pauses during sessions and waits on battery saver, heat or a
metered network unless the user asked. A game Steam installs during a
session is readied right away so it can be played without ending the
session; the launch waits up to 10 s only for a component still on its
way.
- Page: "On for this game" with reasons, a quiet "Checking what this game
needs..." only for games never worked out, rows that ease in, pieces that
need a download greyed out while offline. The intro names no other app.
- The folder scan skips Unity's *_Data/Managed (Mono, not .NET Framework).
Preload the FEX fault report only where x86 loaders look
droiddeck-fex put the x86 libfaultreport.so in LD_PRELOAD, which FEX's own
arm64 loader reads too - and FEXServer's, and every child FEX's - so each
x86 start printed "ERROR: ld.so: object '.../libfaultreport.so' from
LD_PRELOAD cannot be preloaded", and an i386 child added "wrong ELF class".
It is now listed in the x86 runtime's own /etc/ld.so.preload, which only
the loaders inside FEX read, as /usr/$LIB/droiddeck/libfaultreport.so.
faultreport.c builds for i386 too, so 32-bit programs get the report as
well instead of an error.
* Run programs, scripts and AppImages from the desktop
Windows programs open with the Proton Steam has chosen, and a Steam game's own
launch program is handed to Steam. x86-64 Linux programs and game scripts run
under FEX, and an exec the kernel refuses goes to droiddeck-open through
libblsession's binfmt.c. Programs on noexec shared storage pass KIO's checks; a
folder of Linux programs there, and sharun AppImages, are added by the app once
and run from the copy. Executable scripts run without KIO's prompt, mpv plays
on the software desktop, FEXServer's socket moves under XDG_RUNTIME_DIR, and
Proton runtimes no longer show up as games.
* Switch to Desktop from Big Picture without Deck mode
Big Picture's Switch to Desktop asks the client's SteamOS manager, which the
client only has when started as SteamOS (Deck mode). Without it the request
failed and the screen stayed on "Switching to Desktop..." for good. The live
compat helper now sees the request on its way to the client and hands it to
steamos-session-select, which opens the KDE desktop as Deck mode already did.
* Run x86 programs from shared storage where they lie
FEX asks for the guest's PROT_EXEC when it maps a program or library, which
the kernel refuses on noexec shared storage; FEX never runs those pages
itself, so libblsession maps them without it in FEX's processes. An x86
game, its libraries and its start script now run in place instead of being
copied in; only native code on noexec storage is still copied.
A Steam library's games are never copied, and a Linux game's launch program
opened from the desktop goes to Steam like a Windows one.
Fix JNI local reference leak in createSubprocess
The argv and envp loops took one local reference per element from
GetObjectArrayElement and never released it, so the references piled up
until the native call returned. ART aborts the process at 512 local
references ("local reference table overflow"), and both loops share the
table, so a long argument list plus a large environment could hit it.
Delete each element's local reference once its chars are copied and
released, after ReleaseStringUTFChars since the chars depend on the string.
Also release the cwd chars against cwd rather than cmd; the call passed
the wrong jstring.
Adds a host-side test that runs termux.c against a mock JNIEnv that counts
local references and checks release pairing. It needs a jni.h (JNI_INCLUDE,
JAVA_HOME or the NDK) and skips without one.
Fixes#507