Commit Graph
313 Commits
Author SHA1 Message Date
Charles DuBose c4df7e9b3d feat: Battle.net on the desktop with its games and store, plus memory options (#979) 2026-10-25 12:49:27 -04:00
Kurt Himebauch 10fe5c5f77 feat: stretch 16:9 games to screens wider than 16:9 too (#1558)
* feat: stretch 16:9 games to screens wider than 16:9 too

* fix: don't offer 16:9 game fit while the session follows the screen
2026-10-25 12:37:47 -04:00
Kurt Himebauch 7d99a24ad5 fix: find the arm64 reaper under XDG_DATA_HOME and serve queued file dialog requests at once (#1560) 2026-10-25 12:27:42 -04:00
Kurt Himebauch 8658ffff90 fix: Steam's Browse buttons open the file chooser with the x86-64 client too (#1557) 2026-10-25 12:08:12 -04:00
Jamison Prineandjazzyjames 2be08bc67d feat: adjustable RAM and VRAM caps for the container (#1537)
* 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>
2026-10-25 12:06:45 -04:00
Kurt Himebauch dfe8227f49 fix: run RoboCop: Rogue City at D3D12 feature level 12_1 (#1553) 2026-10-25 11:58:38 -04:00
Kurt Himebauch 9cecd528e8 fix: Start without Steam uses the launch options set in Steam's Properties (#1552)
* fix: Start without Steam uses the launch options set in Steam's Properties

* fix: treat a malformed shortcuts.vdf as having no launch options
2026-10-25 11:50:44 -04:00
MaxsTechReview c9565bc0b9 Skip umu-protonfixes for Black Ops III and Dark Souls Remastered (#1508)
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.
2026-10-25 11:28:28 -04:00
MaxsTechReview 3fdc74051c feat: DroidDeck-Proton is downloaded, kept up to date and used by default (#1540) 2026-10-25 10:09:22 -04:00
The412BannerandKeegantheVeganat0r 5ca1f610ab Xbox: fix sign-in on phones with a slow StrongBox Keystore (#1521)
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>
2026-10-25 01:39:09 +00:00
maxjivi05 82d8eb3b79 Keep a Proton choice unless the shared build needs the other platform 2026-10-24 21:13:58 -04:00
maxjivi05 5f0e6a8b7e Match Proton tools across clients by their arm64 and a64 names 2026-10-24 21:13:58 -04:00
maxjivi05 c866bb90db Share installed games between the arm64 and x86-64 Steam clients 2026-10-24 21:13:58 -04:00
MaxsTechReview 8d407aa1e8 Focus flatpak and other sandboxed shortcuts in gaming mode (#1524) 2026-10-24 20:04:54 -04:00
MaxsTechReview dc08385411 Stop the library helper when the KDE Steam client exits (#1519) 2026-10-24 17:57:59 -04:00
MaxsTechReview 49b6a0739d Present games from the KDE Steam client through software WSI (#1518) 2026-10-24 17:56:40 -04:00
MaxsTechReview 8471682b1c Collect only the Steam log lines a session wrote (#1505) 2026-10-24 14:47:21 -04:00
maxjivi05 8d66570d33 Steam file dialog: keep spaces in the chosen path, cancel when GTK 3 is missing or the bridge reconnects 2026-10-24 13:18:04 -04:00
maxjivi05 5a56d9f785 fix(steam): Browse buttons open a file chooser on the ARM64 client
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.
2026-10-24 13:18:04 -04:00
maxjivi05 aefd8a3b60 fix(xbox): report a failed class registration in the launch log 2026-10-24 11:14:20 -04:00
maxjivi05 fee8ce91f3 fix(xbox): register the runtime's WinRT classes and load its wintypes so Minecraft starts 2026-10-24 11:14:20 -04:00
maxjivi05 a66d7d74a4 fix: Steam Input mouse clicks, scrolling and pointer moves reach games again 2026-10-24 09:07:04 -04:00
maxjivi05 0b671b2144 fix: match an annotated overlay header and keep the settings file's mode 2026-10-24 06:27:46 -04:00
maxjivi05 31cead9b32 fix: keep blank lines inside the overlay section and stage settings under a unique name 2026-10-24 06:27:46 -04:00
maxjivi05 26c3dcc885 fix: turn off the Ubisoft Connect overlay so Ubisoft games stop crashing at start 2026-10-24 06:27:46 -04:00
maxjivi05 476642be71 chore: drop the added comments 2026-10-24 01:42:20 -04:00
Nikolay Nadorichev 8c86b718a0 fix: find the signed-in Steam account when loginusers.vdf has no MostRecent
droiddeck-steam-shortcuts and AddedGames.accountConfig took the account
marked "MostRecent" in loginusers.vdf, else the only userdata folder.
The arm64 client here writes no MostRecent, so with two accounts in one
install nothing was picked: no added or store game reached
shortcuts.vdf ("no signed-in account yet; nothing written") and Steam
answered their launch with "App configuration unavailable".

Without MostRecent, take the account marked AutoLogin, then the one with
the latest timestamp. Both sides use the same order so the app reads the
config the guest script writes.
2026-10-24 01:42:20 -04:00
maxjivi05 f89dc04072 fix: Proton's EasyAntiCheat and BattlEye runtimes are not listed as games
Steam installs Proton EasyAntiCheat Runtime (1826330) and Proton BattlEye Runtime (1161040) as tool depots. The launcher's Games tab and the desktop's game entries now skip them like the other runtimes.
2026-10-24 00:47:45 -04:00
maxjivi05 42026b382f fix: keep manifest launch arguments to the installed build and their own additions
The manifest's arguments apply only when its build matches the installed version, only arguments the merge inserted are tracked as its own, escaped quotes split like a Windows command line, and the REDprelauncher rule needs Cyberpunk2077.exe beside it.
2026-10-23 23:59:37 -04:00
maxjivi05 8209a707f4 fix: Caravan SandWitch and Cyberpunk 2077 run at D3D12 feature level 12_1
Feature level 12_2 makes vkd3d-proton report mesh shaders and ray tracing that Turnip doesn't provide. Caravan SandWitch (Unreal Engine 5) then builds mesh shader pipelines without a pipeline layout and the driver crashes; Cyberpunk 2077 stops at ray tracing initialization. Only these two games get 12_1, and a value set in a game's own settings still wins.
2026-10-23 23:59:37 -04:00
maxjivi05 6e1621fe53 fix: Steam's Ubisoft games install Ubisoft Connect again
The redistributable seeder marked every process in a game's install scripts as already run, so the Ubisoft Connect installer that Ubisoft games list was skipped and they stopped with "Unable to locate Uplay PC". It is now left to run like the Vulkan runtime installer, and a marker an earlier seeding wrote is taken back out.
2026-10-23 23:58:39 -04:00
maxjivi05 96e2bf992d fix: an HTTP 4xx part hands over to the next CDN at once 2026-10-23 21:20:50 -04:00
maxjivi05 4a57c6f6f1 chore: drop the comments this change added 2026-10-23 20:45:14 -04:00
maxjivi05 2d9d4dbeb0 Merge branch 'main' into fix/steam-client-download
# Conflicts:
#	tools/linuxfs/overlay/usr/local/bin/droiddeck-steam-install
#	tools/tests/test_steam_install.py
2026-10-23 20:23:44 -04:00
maxjivi05 7eb4717d4c chore: drop the comments added with the Unity TSO fix 2026-10-23 16:16:10 -04:00
MaxsTechReview 0c26a829ec fix: keep FEX's TSO on for Unity games (#1415)
The default FEX preset (Performance + TSO) is fine for Unity. But when
the Default profile is switched to a preset
that turns TSO off (Performance, Extreme, Extreme-gn, Denuvo), Unity
players break. DroidDeck already keeps full TSO
for .NET games (`coreclr.dll`) whatever the preset; this gives Unity
players the same safety net for TSO.

Tested on a Pixel 10 Pro Fold (PowerVR DXT-48-1536), shared preset
Performance (TSO off):

| Game | Build | TSO off | TSO on |
| --- | --- | --- | --- |
| Megabonk | Unity 2023.2 IL2CPP, native Linux, "Linux x86 (FEX)" |
froze on about half of launches (every thread parked on a futex) | 5 of
5 starts, played run stayed responsive |
| Crab Game | Unity IL2CPP, Windows, Proton arm64 | 9 of 10 starts; 1
access violation in `UnityPlayer.dll` (read of a garbage pointer) | 10
of 10 starts |

Measured cost of TSO on Megabonk: none (+2% fps with TSO on, within
noise).

What changes:
- `droiddeck-game-env`: `unity_memory_ordering` sets `FEX_TSOENABLED=1`
when `UnityPlayer.dll`, `UnityPlayer.so` or
`GameAssembly.so` sits next to the executable (or one folder below). A
FEX preset chosen for the game still wins
(fixes sit between the shared preset and the per-game entry, as for
.NET).
- `droiddeck-fex`: the FEX tool now applies the environment half of
these game-file fixes, so native Linux Unity builds
  get it too. Launch arguments some fixes add stay Proton-only.
- Docs paragraph in `docs/development/game-environment.md`; tests in
`test_game_environment.py` and
  `test_droiddeck_fex.py`.

Device check of the change itself: with the session's
`droiddeck-game-env` patched, shared TSO off and no per-game
entry, Crab Game started with `FEX_TSOENABLED=1`.

Related to #1386, but not a fix for its Risk of Rain 2 crash: that game
is Unity Mono, which with the default preset
already has TSO on; the report points at multiblock instead (as the .NET
fix turns off). Both games tested here are
IL2CPP, so this PR doesn't change multiblock. #1386's other points
(`steam_appid.txt`, `device.txt`) aren't covered.

Tests (WSL, on main `16bedf36` with the patch): `test_game_environment`
+ `test_droiddeck_fex` 119 OK. Full `tools/tests`: 1114 tests, one
failure,
`test_appimage_run…test_a_failed_program_shows_the_log_it_wrote`, which
fails the same way without the patch.
2026-10-23 16:15:59 -04:00
MaxsTechReview 9010d275ab fix(steam): the last change to a game's compatibility tool wins (#1347)
Refs #1248

## Problem
Users report that changing a game's compatibility tool in Steam's game
properties doesn't stick: it goes back to DroidDeck's default. #1248 was
closed by #1250, but its reporter still saw it after clearing the game's
DroidDeck profile.

A game's tool can be chosen in two places, DroidDeck's per-game Proton
(`games.json`, written by `ProtonDefault.requestGame`) and Steam.
`plan_mapping` treats every `games.json` entry as an override that
always wins, so the live helper (`droiddeck-steam-compat`, on
`CompatManager.NotifyStateChanged`) sets it back within a second, and
`steam-compatibility` does again at every session start. A `null` entry
("use the default", also written by a profile reset) is forced as the
default, so resetting the profile made it worse.

Reproduced with the real `plan_mapping` (game 220, Steam set to
`droiddeck-fex`):

| `games.json` entry | before |
|---|---|
| none | kept |
| `null` (profile reset / "Default") | reverted to default |
| a DroidDeck Proton | reverted to it |

## Change
Whichever side changed a game's tool last wins:
- A DroidDeck choice is applied once (as now). Once applied, a different
pick in Steam stands:
- a pick of one of DroidDeck's Protons becomes the DroidDeck choice too
(`games.json` updated, so the app shows it);
- any other pick (FEX, a Steam Linux Runtime, clearing the forced tool)
removes the game from `games.json`.
- `null` is applied once and then dropped, so the game follows the
default like one DroidDeck never managed.
- What was applied is kept in `state.json` as `games_applied`. Choices
an earlier build already applied count as applied (when `state.json` is
from an earlier build), so upgrading respects the Steam picks users
already made.
- `games.json` is rewritten only if the app didn't replace it after it
was read, so a newer app choice is never overwritten.
- An x86-only Valve Proton picked in Steam is still replaced
(`unrunnable`), unchanged.

Both paths share the logic: `register_default` (session start, reads
config.vdf; with the client stopped, an app missing from the mapping
counts as cleared) and the live helper's `reconcile`.

## Tests
- `test_steam_compat_live.py` + `test_game_environment.py`: 109 pass
locally (103 existing + 6 new). The 6 new tests fail on the old scripts.
- Steam pick after an app choice is kept live, and a new app choice
applies again
  - Steam pick of a DroidDeck Proton becomes the app's choice
  - "use the default" applies once, then Steam picks stand
  - upgrade: choices an earlier build applied give way to Steam picks
  - an app choice written during a sync is not overwritten
  - session start keeps a Steam pick from config.vdf

Not device-tested.

## Side note: `test_authorship` writes into the global git hooks
`InstalledHooksTest.setUp` runs
`tools/release/install_authorship_hooks.py` in a temp repo, but the
installer reads `core.hooksPath` from the **global** config. On a
machine with a global hooks path, running the suite replaced the user's
global `commit-msg`/`prepare-commit-msg`/`pre-push` with hooks pointing
into the deleted temp repo (every later commit failed), and the saved
originals were deleted with the temp repo. The test should isolate
`HOME`/`GIT_CONFIG_GLOBAL`. Not changed in this PR.
2026-10-23 16:13:28 -04:00
maxjivi05 3e85e4a614 chore: drop comments 2026-10-23 15:51:06 -04:00
maxjivi05 a4abb797a7 Merge remote-tracking branch 'origin/main' into fix/steam-compat-pick-wins 2026-10-23 15:51:00 -04:00
maxjivi05 f909c7a69c fix: x86 Linux games under FEX keep LD_PRELOAD libraries given by name
droiddeck-fex dropped every LD_PRELOAD entry that was not an existing path, so a bare soname the loader finds through LD_LIBRARY_PATH (MelonLoader's bootstrap in Drova, for one) never reached the game. Names without a slash are now kept; missing paths and arm64 libraries are still dropped.
2026-10-23 15:44:35 -04:00
MaxsTechReview 8f0bd51fd8 Merge pull request #1401 from Droid-Deck/perf/ntsync-fast-paths
## Summary

droiddeck-ntsync (the userspace stand-in for the Linux ntsync driver,
Wine sync = ntsync) was slower than droiddeck-esync on every cheap
operation. On the tablet a `SetEvent` cost 0.94 µs against esync's 0.21
µs, and a wait on a signaled event 0.45 µs against 0.08 µs. Four things
made it slow:

- **Signal masking:** every operation blocked and restored the signal
mask, so each call made 2 `rt_sigprocmask` syscalls, and a blocking wait
made 4. The masking itself is needed: if Wine's suspend signal stopped a
thread while it held an object lock, a GC thread that suspended it and
then touched the same object would deadlock.
- **Queueing for objects that were already free:** a wait linked itself
onto every object and unlinked again even when the first object could
simply be taken.
- **Wakes nobody needed:** a futex wake syscall went out for every
handoff, even when the waiter was still spinning and would have seen the
change anyway.
- **One shared counter:** every call took and dropped a reference on a
single process-wide device counter, so threads working on unrelated
objects bounced one cache line between cores.

### Changes

- **Signals are deferred instead of masked:** handlers installed by
Wine's `ntdll.so` run behind a small trampoline. If such a signal
arrives inside a critical section (a per-thread depth count), it is
saved with its `siginfo` and sent again with `rt_tgsigqueueinfo`
(falling back to `tgkill`) as soon as the section ends.
  - `sigaction` queries still return Wine's own handler.
- Synchronous signals (SEGV, BUS, ILL, FPE, TRAP, SYS) are never
wrapped, as before.
  - Handlers installed by anything other than `ntdll.so` are left alone.
- **Wait-any fast path:** an object that is signaled and has nobody
queued on it is taken directly, in index order. A wait whose timeout has
already passed returns `ETIMEDOUT` without building a queue.
- **Short spin before sleeping:** a waiter spins for up to 4 µs, bounded
by time rather than by iteration count, before it sleeps on the futex.
- **Wake only sleeping waiters:** the waiter publishes a `sleeping`
flag, and the waker only calls `FUTEX_WAKE` when it is set. Both sides
use seq_cst ordering, so a wake can't be lost. The queue layout changed,
so `NS_VERSION` is now 2.
- **Per-thread device reference:** a thread takes one reference on the
device the first time it uses it and keeps it until it exits or moves to
another device, instead of two atomics on the shared counter per call.
- **More than four signals in one section:** a fifth distinct signal is
held pending with the thread's signal mask, then released once the
section ends. Its handler never runs while an object lock is held.
- **Replay:** deferred signals are replayed with every signal blocked,
so each one is sent exactly once. A held signal is released at the same
signal-nesting level that held it. Handlers installed with
`SA_RESETHAND` are not wrapped, so a one-shot handler keeps its kernel
behaviour.
- **Waits from a handler during another wait's sleep:** they get their
own queue and, for a second device, a reference for that call only. The
outer wait keeps its queue and can't pick up the inner wait's result.

### ntsync becomes the default

- **New installs:** start on ntsync.
- **Existing installs:** move to ntsync once, on the first start of this
version, whatever sync they were on before (a one-time `ntsyncDefaultV1`
marker). Anything picked after that is kept, including esync, fsync and
wineserver.
- **Wording:** the ntsync switch in Performance no longer says
"experimental" or "for testing", in all 33 languages.
- **Unchanged:** per-game sync choices on a game's settings page still
win over the app-wide choice. Proton builds without ntsync still fall
back to droiddeck-esync, then droiddeck-fsync.
- **Tests:** `SyncBackendTest` covers a fresh install, each earlier
choice moving to ntsync once, and a later choice surviving the next
start. All 2,160 unit tests pass.

## Performance (REDMAGIC tablet)

Windows microbenchmark (`syncbench.exe`, x86-64 under FEX), µs per
operation:

| | esync | ntsync before | ntsync after |
|---|---|---|---|
| SetEvent | 0.57 / 0.70 | 0.51 / 0.65 | 0.38 / 0.35 |
| wait on signaled event | 0.13 / 0.13 | 0.44 / 0.43 | 0.27 / 0.20 |
| wait, timeout 0 | 0.27 / 0.25 | 0.52 / 0.51 | 0.19 / 0.18 |
| semaphore release + wait | 0.72 / 0.68 | 0.66 / 0.63 | 0.12 / 0.16 |
| mutex wait + release | 0.77 / 0.73 | 0.66 / 0.64 | 0.12 / 0.12 |
| wait on 8 objects | 0.10 / 0.09 | 0.59 / 0.57 | 0.15 / 0.15 |
| alertable wait | 0.06 / 0.05 | 0.43 / 0.42 | 0.07 / 0.07 |
| event ping-pong, 2 threads | 25.6 / 24.5 | 24.4 / 29.3 | 1.97 / 1.66 |
| 4 threads on one semaphore | 9.4 / 4.6 | 20.3 / 19.1 | 7.3 / 7.6 |

The backend each run actually used was checked from its file
descriptors:
- **esync:** wineserver held eventfds.
- **ntsync:** wineserver held the `droiddeck-ntsync` device and its
timerfd objects.

Native arm64 benchmark against the device directly, µs (before / after):
- set: 0.31–0.36 → 0.06–0.08
- signaled wait: 0.37–0.45 → 0.04–0.08
- semaphore pair: 0.56–0.58 → 0.06–0.07
- mutex pair: 0.56–0.61 → 0.04
- ping-pong: 15–30 → 1.7–2.5

Removing the shared device counter on its own takes 4 threads working on
their own objects from 0.21 to 0.04 µs per operation (x86-64 host).

Games, default Steam launch, The Forest and PEAK at the same scene each
run, 20 s pacing. Columns are esync, ntsync before and ntsync after;
each cell gives two runs.

| | esync | ntsync before | ntsync after |
|---|---|---|---|
| The Forest Low, fps | 64.5 / 61.9 | 70.1 / 74.8 | 72.1 / 72.1 |
| The Forest Low, CPU | 489 / 511% | 434 / 419% | 436 / 426% |
| The Forest High, fps | 58.3 / 57.8 | 72.0 / 69.8 | 72.5 / 69.9 |
| The Forest High, CPU | 506 / 504% | 417 / 429% | 425 / 435% |
| PEAK, fps | 50.4 / 48.6 | — | 47.0 |
| RDR2, launch to signed in / game process | — | — | 29.2 / 42.0 s and
28.3 / 41.1 s |

Two more games, esync against ntsync after, three runs each, default
settings:

| | esync | ntsync after |
|---|---|---|
| Among Us, menu fps (59 cap) | 59.0 / 58.9 / 59.3 | 59.0 / 59.0 / 58.7
|
| Among Us, launch to main menu | 6.65 / 6.84 / 6.85 s | 6.39 / 6.52 /
6.64 s |
| Among Us, CPU | 123 / 132 / 133% | 133 / 133 / 124% |
| Mortal Kombat X attract fight, fps | 56.7 / 54.1 / 56.3 | 61.1 / 56.9
/ 56.2 |
| Mortal Kombat X, 1% low | 20.0 / 30.3 / 30.3 | 30.3 / 30.3 / 30.3 |
| Mortal Kombat X, launch to window | 7.75 / 7.79 / 7.75 s | 7.81 / 7.71
/ 7.63 s |

Mortal Kombat X's CPU moves between 140% and 275% in both modes because
the attract mode changes fighters and stage, so it isn't compared.

The Forest's 1% low was 41.7 fps in every run. PEAK is GPU-bound and
stays in run-to-run noise. Its second ntsync run stopped at the title
menu because the rig's menu input didn't register; the game was still
running at 87 fps, and the same rig miss happened on esync before. RDR2
signs in and reaches the game on the new code.

## Tests

- **`tools/tests/test_ntsync_preload.py` (new):** builds the preload and
checks the emulation against the semantics documented for the kernel
driver:
  - semaphore counts and `EOVERFLOW`;
- mutex owners, recursion, `EPERM`, kill/abandon with `EOWNERDEAD` on
read and on the next wait;
  - auto and manual events, set/reset/pulse previous state;
- wait-any index order, duplicates, the alert object, `EINVAL` limits,
timeouts;
  - wait-all atomicity, duplicates and alert;
- wakes across threads and across processes (inherited fds and fds sent
with `SCM_RIGHTS`);
- 20,000-round ping-pong and 4-thread semaphore stress with infinite
timeouts;
- two signal cases. In one, a handler that re-enters the same object is
fired 2,000 times at a busy thread. In the other, a handler parks the
thread while another thread uses the same object, as Wine's suspend does
under a GC.
- eight real-time signals fired in bursts at a thread busy on one
object, each handler touching that object, so more signals arrive inside
a section than can be deferred;
- a handler that waits on the same device and on a second device while
its thread sleeps in another wait;
- a one-shot (`SA_RESETHAND`) handler installed and fired 300 times at a
busy thread, every one of which must run.
- **The signal tests catch a broken implementation:** with signal
protection removed, the program hangs and the test fails. Before the
last fix, the burst test hung and the outer wait returned the nested
wait's result.
- **The suite passes:** 8 of 8 runs natively on arm64 under proot on the
tablet, and 40 of 40 on the host.
- **On the final build:** The Forest Low ran at 77.7 fps, PEAK at 47.5
fps, and Among Us and two Mortal Kombat X runs played through.
- **The new paths stay out of the way in games:** a build that logged
them saw about 1,400 Wine signals land during ntsync sleeps over two
Mortal Kombat X runs and one The Forest run. None of those handlers
waited on ntsync and no signal was held back, so games run the same code
as before the last fix. The Forest Low ran at 71.6 fps and PEAK at 47.2
fps on the final build.
- **Existing preload tests still pass:** fsync, openat2, usr2 (also with
`BL_SYNC=1`), tracer, dircache, noexec, binfmt, faultreport and esync
packs.

## Credits

- [Linux](https://github.com/torvalds/linux)
`Documentation/userspace-api/ntsync.rst` (GPL-2.0): the object, wait and
error semantics the new test checks. Also added to the README credits.
2026-10-23 15:10:28 -04:00
maxjivi05 9438aac0db fix: droiddeck-ntsync leaves one-shot handlers alone and replays deferred signals exactly once
- Handlers installed with SA_RESETHAND are no longer wrapped, so a deferred one-shot signal can't fall through to the default action.
- Deferred signals are replayed with every signal blocked, so a signal landing mid-replay can't send an entry twice.
- Taking a deferral slot and holding a signal are safe when one signal interrupts another, and a held signal is released only at the nesting level that held it, so a handler's return can't block it again.
2026-10-23 14:55:33 -04:00
coffeemeist3r 5d1e70cd20 Keep FEX's TSO on for Unity games
A FEX preset that turns TSO off (Performance, Extreme, Extreme-gn, Denuvo)
breaks Unity players under FEX:
- Megabonk (Unity 2023.2, IL2CPP, native Linux build, "Linux x86 (FEX)")
  froze on about half of its launches, every thread parked on a futex.
  With TSO on: 5 of 5 starts, and a played run stayed responsive.
- Crab Game (Windows IL2CPP build under Proton arm64) crashed on 1 of 5
  starts with an access violation in UnityPlayer.dll on a garbage pointer.
  With TSO on: 5 of 5 starts.

A Unity player (UnityPlayer.dll, UnityPlayer.so or GameAssembly.so beside
the executable) now keeps FEX_TSOENABLED=1 over the shared preset, the way
.NET games already keep full TSO. The FEX tool applies the environment half
of the game-file fixes too, so native Linux builds get it as well. A FEX
preset chosen for the game itself still wins.

Related: #1386 (its Mono crash happens with TSO already on)
2026-10-23 13:38:59 -05:00
0x1Nawaf 7c51e6e904 fix: draw the gamescope cursor only when that option is on
The extra plane costs frames on a phone, so compositing stays off unless Performance asks for it.
2026-10-23 13:30:42 -04:00
Kurt Himebauch b76f13f7ac fix: keep the shader pre-caching choice until a session confirms it, and read it from its own VDF section 2026-10-23 13:05:04 -04:00
Kurt Himebauch f88227ed74 feat: toggle Steam shader pre-caching from DroidDeck's Steam settings 2026-10-23 13:05:04 -04:00
maxjivi05 77dd04ec8c fix: droiddeck-ntsync keeps protection when more than four signals arrive and keeps waits intact when a handler waits again
- A fifth distinct signal inside a critical section is now held pending with the thread's signal mask and released once the section ends, instead of running its handler while an object lock is held.
- A wait from a signal handler during another wait's sleep uses its own queue and, for a second device, a reference for that call only, so the outer wait keeps its queue and can't return the inner wait's result.
2026-10-23 12:15:43 -04:00
ovurrsl 70eec3cc32 fix: a half-built steamrt shim is removed, and its launcher accepts --directory DIR 2026-10-23 12:03:41 -04:00
ovurrsl 7aeb7779bb fix: fall back to Valve's stable Steam client when the beta one keeps failing
The native arm64 client follows steamdeck_publicbeta, so a Valve beta
regression reaches every user at once. If the repaired beta client is still
started twice without being shown, or the beta manifest carries no arm64
client, droiddeck-steam-install now installs steamdeck_stable, keeps it, and
logs why (listing the manifest's blocks in the second case). The session asks
the installer for the channel, so -clientbeta and package/beta stay in sync.
BL_STEAM_CHANNEL or ~/.config/droiddeck/steam-channel (beta|stable) pins it.

Valve's 2026-10-15 beta moved the x86 client into a Steam Runtime container.
In case the arm64 client follows, its session now exports
STEAM_STEAMRT_RECURSION_GUARD=1 and, only if steamrtarm64 carries pv-runtime
or a steam-runtime-check-requirements probe, starts it through the same
steamrt shim the x86-64 client uses (now droiddeck-steamrt-shim) and logs it.
2026-10-23 12:03:41 -04:00
maxjivi05 4bcd4e3cca perf: droiddeck-ntsync without signal-mask syscalls, waits that skip the queue, and per-thread device references 2026-10-23 10:48:06 -04:00