Commit Graph
256 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 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
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
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
Kurt Himebauch a25081df7c Merge branch 'main' into fix/steam-client-download 2026-10-23 10:16:19 -04:00
The412Banner 449dc301bd fix(steam): keep the applied record for a game the client did not report, and apply nothing after a lost write
Review: a game the client briefly refused lost its games_applied record, so its
unchanged request later looked new and overwrote the Steam pick; it now keeps
what was applied before. When the app rewrote games.json during both tries,
the stale second read was applied; that pass now applies no per-game choice
and keeps the record.
2026-10-22 22:29:03 +00:00
The412Banner 663da2948c fix(steam): the last change to a game's compatibility tool wins
A game's tool can be chosen in DroidDeck (per-game Proton) and in Steam's
game properties. When they disagreed, DroidDeck always put its own choice
back: the live helper within a second of the change, and again at every
session start. Resetting the game's DroidDeck profile made it worse - it
saved "use the default" (null), which was then forced onto the game.

A DroidDeck choice is now applied once, and the client's later pick stands:
a pick of one of DroidDeck's Protons becomes the DroidDeck choice too, any
other pick (FEX, a Steam Linux Runtime, clearing the forced tool) ends it.
"Use the default" and a profile reset are applied once and then dropped, so
the game follows the default like one DroidDeck never touched. What was
applied is kept in state.json (games_applied); choices an earlier build
already applied count as applied. games.json is rewritten only if the app
did not replace it meanwhile. An x86-only Proton picked in Steam is still
replaced, since it cannot start on the phone.
2026-10-22 22:12:20 +00:00
MaxsTechReview 9a4a611d38 fix: Steam starts again on phones where PipeWire took every client for a sandboxed app (#1338)
PipeWire's access module checks each client's /proc/<pid>/root for a
Flatpak marker. Where that lookup fails under proot (seen on a nubia
NX809J), PipeWire treats the client as sandboxed and holds it until the
session manager grants permissions, and WirePlumber, itself held, never
does. gamescope then waits forever for its capture stream and never
starts Steam: a black screen until the session is closed.

The session's PipeWire now gives both of its sockets unrestricted access
and WirePlumber keeps those clients at full permissions, so nothing
depends on that lookup.
2026-10-22 19:30:35 +00:00
Kurt Himebauch e8a8de1b22 Merge current main into PR #1317 2026-10-22 12:13:54 -04:00