* fix: a Linux runtime update keeps imported apps and catalog AppImages
The update carried only /root into the new tree and then discarded the
old one, so every imported AppImage, script app, Flatpak override and
catalog emulator AppImage was deleted. User-owned paths are now moved
across as a list, moved back if the carry or swap fails partway, and
recovered after an interrupted update.
* fix(runtime): retain user data when carry and recovery fail
* fix(runtime): mark staging carry start so interrupted extraction is discardable
* test: mark interrupted runtime data for recovery
* fix: make runtime data carry recoverable
* fix: the runtime update with carried user data builds again
carryUserData passed the de-duplicated Set of user paths where a List is expected after the two carry changes met; copy it into a List.
* fix: a runtime update stops instead of dropping app markers it cannot inspect, and keeps app names with line breaks
userPaths now uses the throwing exists() helper for the AppImage, menu entry and marker checks. The carry marker stores each path URL-encoded on its own line, so a name containing a newline cannot split into two paths. The symlink test now links a parent directory, which is what safePath rejects.
* fix: retain conflicting runtime recovery data on every retry
Stop on unreadable carry markers and keep rollback tests independent of add-on downloads.
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
* itch.io: temporary Test itch.io button that logs what the API answers (not for merge)
* itch.io: show Test itch.io only while Debugging tools is on
* itch.io: version picker and installing free games
* itch.io: build the platform names outside joinToString so the composable call compiles
* itch.io: ask for the version before resuming an unfinished install
* itch.io: keep the chosen upload, save free games in the queue, don't auto-install a closed picker
* itch.io: install straight away when exactly one build is installable
* itch.io: show the picker again unless the game has exactly one build
* itch.io: ignore a second build tap while the picker is closing
* itch.io: empty a partial install before extracting so builds never mix
* stores: deleteTree removes a symlink without following it
* stores: skip symlinked folders in the uninstall walk, and only empty a partial install that is this game's own
* Add an optional HTTP proxy for downloads
Downloads only reached GitHub directly or through URL-rewrite
mirrors, which does not help where a local proxy is the workable
route. Setup now takes a host:port HTTP proxy that every Downloader
connection uses, independently of the download source mode.
* Reference the Kotlin object instance from Java
Java cannot call a Kotlin object member on the class name without
@JvmStatic; the surrounding code already uses INSTANCE.
* Assert the proxy host literal without a reverse lookup
InetSocketAddress.getHostName reverse-resolves on some JVMs
(127.0.0.1 became localhost on CI); hostString is the literal.
* Pass the app proxy into the guest environment
The Steam client installer and the guest package tools fetch with
plain curl against their own CDNs, outside Downloader. Export the
usual proxy variables for them when the app proxy is set; proot
shares the host network, so a localhost proxy is reachable as-is.
---------
Co-authored-by: VIIII4 <VIIII4@users.noreply.github.com>
* feat: adjustable RAM and VRAM caps for the container
Performance > Memory gets two sliders:
- RAM cap (soft, Steam sessions): when the session is resident above the
cap, the session watcher compresses the Steam client into zRAM, waits for
its page-out acknowledgment, then compresses the rest of the session
(processes that loaded libblsession) if still over. Nothing is closed.
Measured at most every 30 s; the client is read back once usage drops
below the cap. Invalid values leave the cap off. Needs zRAM swap.
- VRAM cap: sets dxgi.maxDeviceMemory ahead of the game's own DXVK_CONFIG,
so Direct3D games budget for less video memory. A game profile still
wins. Applies from the next session.
* fix: back off the RAM cap when paging out cannot get under it
A cap below the game's working set was never met, so the watcher paged out
the client and the whole session every 30 s for the rest of the session.
Usage is still measured every 30 s, but after a page-out that leaves the
session over the cap the next one waits twice as long (60 s up to 10 min),
resetting once usage is under the cap. The client step is skipped while the
client is already under 512 MB resident.
* fix: RAM cap covers desktop Steam, signals each group once, no idle churn
- Steam opened from the desktop runs the same session watcher, so the cap
is exported whenever the Steam client runs, not only in Steam mode.
- The second page-out goes to the rest of the session only; Steam was
signalled again even when its own step had been skipped as already small.
- A cap page-out while no game runs stays paged out. Reading the client back
right away pushed it over the cap again and repeated every minute; only a
game closing while over the cap still defers a read-back.
* fix: RAM cap marks the client packed only when it compressed it
When the cap skipped the client as already small during a game, it still
recorded the client as packed, so the regular in-game client page-out
waited up to 300 s for a page-out that never happened.
---------
Co-authored-by: jazzyjames <182448902+jazzyjamesgames@users.noreply.github.com>
GE-based Protons, the default with the x86-64 Steam client, run umu-protonfixes. Its Black Ops III fix switches the prefix to Wine's ALSA driver, which has no device here and replaces DirectAudio, and its Dark Souls Remastered fix runs the VC++ 2017 installer, which fails under ARM64 Proton.
The GOG sign-in WebView sent GOG Galaxy's Windows user agent while the page's scripts and client hints report an Android WebView, so Cloudflare's check on gog.com never passed (#1486). The sign-in flow now uses the WebView's own Chrome user agent, like the Epic, Google, Facebook and Apple sign-ins. API calls outside the WebView keep the Galaxy user agent.
Fixes#1486
Xbox Cloud Gaming: stream from the store and Games tab, native player with DroidDeck frame generation
Stream Xbox games with Xbox Cloud Gaming (Game Pass) from DroidDeck, outside
the Linux session.
- Backend: `xodus-cli cloud-token` (tools/xbox/droiddeck-cloud-token.patch)
gets the streaming tokens; they stay in memory.
- Web player (default): the Greenlight player page (tools/xcloud-player, MIT)
in a WebView, plus Microsoft's own xbox.com/play player. In-stream menu with
screen effects (sharpen, colour, deband, FXAA, CRT, NTSC, Toon, fps cap),
stream quality, performance overlay (level, layout, top right / top left)
and rumble.
- Native player (opt-in, Android 10+, Player engine: Native): Google's WebRTC
(io.github.webrtc-sdk 125.6422.07, BSD) with the Greenlight protocol ported
to Kotlin, in its own process (:xcloudnative) with its own instance of
DroidDeck's compositor. Decoded frames reach the compositor as
AHardwareBuffers (new stream mode, VK_ANDROID_external_memory_android_
hardware_buffer import), so DDFG 2x and LSFG 2x/3x/4x run on them. Live
frame generation, frame-rate target (presets and a 10-165 fps slider, even
pacing), zero-copy picture, small network buffer, fast decoder, instant
controller input, overlay with engine and on-screen fps, background end,
restart and web fallback. It takes the main process's tokens through
XboxCloudTokenService; they are fetched ahead while a cloud game is shown.
- The compositor requests the dma-buf import extensions only where the driver
has them (the system driver has none).
- Catalog: cloud availability, Game Pass plan CFQ7TTC0K6L8 counted, library
filter All / Owned / Game Pass / Cloud, Stream and Add to Games on the store
page, stream-only Games-tab entries (Stream + Download / Play + Stream).
- Xbox games get VC++ 2015-2022 and the ARM64 runtime registry entries
(vcredist2022_arm64, built in until the catalog has it) before each launch.
- Controller focus reaches pickers opened from a game page (install location,
uninstall); Add / Remove from Games keep the focus.
Credits: Greenlight by UnknownSKL (Jim Kroon), MIT, player and protocol;
Better xCloud for the resolution / OS mapping; MGamer404's Bannerlator #627
for the ARM64 runtime approach. Ported from the412banner's Bannerlator.
On some phones (tester: Honor BKQ-N49, Android 17) Xbox sign-in stopped with
"the Xbox helper stopped with exit code 1" before Microsoft's page opened.
The backend asks the app to read and save credentials over a socket and waits
10 s for each reply. The app sealed credentials with a StrongBox-backed
Keystore key, and each StrongBox operation took 7-15 s on that phone, so the
backend gave up. The app still finished those saves afterwards, leaving a
record without a username that every later attempt had to read back slowly.
- Seal new store credentials with a TEE Keystore key (v2 envelopes); v1
envelopes still open with the old key and move to v2 on their next write.
- A sign-in discards an Xbox record without a username (an unfinished
sign-in) before starting the backend.
- The backend waits 30 s for the app's credential reply.
- The backend names the failing step instead of only credential-io (socket
connect/exchange, session lock, missing socket name/port/key), and falls
back to a keyed 127.0.0.1 port when the abstract socket is refused.
- The app's credential listener logs and retries accept errors, serves each
connection on its own thread, and logs slow requests with per-stage times.
Refs #1337, #1300
Co-authored-by: KeegantheVeganat0r <58369898+KeegantheVeganat0r@users.noreply.github.com>
Steam's ARM64 client has no desktop-portal file chooser, so
SteamClient.System.OpenFileDialog failed at once and every Browse button
(Add a Non-Steam Game, shortcut target, library folder) did nothing.
The Steam UI bridge now answers it with a GTK file chooser run under
Steam's reaper, so gamescope shows it over Steam.
## What this does
The itch.io Store tab used to show only four fixed shelves. This is the
first of a series of PRs that rework it. It adds real browsing: pick an
order and a price filter, and the tab loads itch's own listing for that
choice and keeps loading as you scroll. Login, the library, downloads
and installs are unchanged.
Platform and tag filters, the game page with the install picker, updates
and collections are not in this PR. They come in the following ones.
## How it works
itch serves every listing page as an RSS feed if you add `.xml` to the
address. The app already reads those feeds for the shelves, so browsing
reuses the same parser (`ItchShelves.parse`). Nothing here needs the API
key.
The address is built the way itch builds its own links: sort, then
price, then `platform-<name>`, then `tag-<slug>`.
| Choice | Address |
|---|---|
| Popular (default) | `https://itch.io/games` |
| New & popular | `/games/new-and-popular` |
| Top sellers | `/games/top-sellers` |
| Top rated | `/games/top-rated` |
| Most recent | `/games/newest` |
| Free | `/games/free` |
| On sale | `/games/on-sale` |
| Paid | `/games/store` |
| $5 or less | `/games/5-dollars-or-less` |
| $15 or less | `/games/15-dollars-or-less` |
Choices combine, for example `/games/top-rated/free`, then `.xml` for
the feed. Page 2 and later add `?page=N`.
## Changes
**`stores/itch/ItchBrowse.kt` (new)**
- `BrowseQuery` holds sort, price, platforms and tags. The default query
is the front page, which keeps the existing shelves.
- `ItchBrowse.path` and `url` build the addresses above. Only the
spellings listed above are used. Platforms and tags are already accepted
by the builder, ready for the next PR.
- `ItchBrowse.page` loads one page of results:
- Disk cache under `cacheDir/itch-browse`, keyed by the SHA-1 of the
address, fresh for 3 hours.
- Requests are made one at a time, at least 1.2 s apart.
- A 429 answer waits 8 s and tries once more.
- Each request is written to the store log (address, status, number of
games).
- `ItchBrowseState` is the Compose state for the tab: the query, the
games loaded so far, and the loading, ended and failed flags. A
generation counter discards answers that arrive after the user has
changed the query. Paging skips games it has already shown.
**`ui/ItchBrowseBar.kt` (new)**
- A sort chip row and a price chip row, plus a load-more trigger at the
end of the grid.
- Chips are selectable, work with the controller (`controllerConfirm`)
and use the same glide border as the rest of the app.
**`ui/StoresPage.kt`**
- The storefront shows the chip bar for itch.io and, when a non-default
choice is active, the browse results in the existing grid instead of the
shelves.
- Games you already own are marked as owned in the results.
- Empty and failed states have their own messages.
**`stores/itch/ItchShelves.kt`**
- `open(url)` is now `internal` so browsing can reuse it.
**`stores/StoresState.kt`**
- `detailItem` also looks in the browse results for itch.io, so tapping
a result opens its detail page.
**Strings**
- 13 new strings (sort names, price names, "Load more", "Couldn't load
games"), translated in all 33 locales.
**Docs and tests**
- `docs/development/itch-browse.md` explains the address scheme, the
cache and the paging.
- `ItchBrowseTest` checks the addresses the code builds against the ones
listed above.
## Testing
I checked every address with `.xml` added, and all of them load without
errors:
- Every sort, every price filter and every platform on its own.
- Combinations: `top-rated/free`, `top-rated/on-sale`,
`top-rated/store`, `top-rated/5-dollars-or-less`,
`top-rated/free/platform-windows` and
`top-rated/free/platform-windows/tag-pixel-art`.
- Paging: `?page=2` and `top-rated.xml?page=2`.
The unit test locks those addresses in.
## Not in this PR
- Platform and tag filters in the UI, and search.
- The game page, the version picker and install for free games.
- Updates for installed games and itch collections.
- Android builds will link out to the itch.io page. Butler patching
comes last, as an add-on pack.