Commit Graph
944 Commits
Author SHA1 Message Date
The412Banner 1379396b99 Stores: the Installed tab draws what its count counts
The tab's count came from the installs on disk and its grid from the
library filtered by id, so two installs could read Installed (2) over an
empty grid. Both now come from installedCards: each install joined to its
library item by store id, or by title when the ids differ, else a card
made from the sidecar's own title and art.
2026-10-08 22:22:28 -04:00
The412Banner e835f5c523 Stores: GOG rows show 0 B, their disk size and a counted Install stage
A size of zero read as nothing ("Downloading 0% ·  / 1.1 GB"); it reads
0 B now, and small sizes in bytes. GOG and Amazon report the size on disk
from their manifests, shown beside the location as Epic's is. GOG writes
files in place while it downloads, so its Install stage has no file move
to count; it and Amazon's now count the finishing steps (the record and
launcher, the art, Steam) instead of sitting empty. GOG's plan line says
the window the tier gives the engine (Max = 96).
2026-10-08 22:16:17 -04:00
The412Banner 4748a217b3 Stores: a stage a store skips reads complete once a later one starts
Epic checks chunks while it fetches and never enters Verify; its Verify
segment stayed empty while Install filled. A stage before the active one
is now drawn full whether or not it was entered.
2026-10-08 22:05:10 -04:00
The412Banner 96d8678dd3 Stores: the stores log lives under filesDir/logs/stores
Beside the session folders, where every log is headed, so the log share
and the stores agree on one place.
2026-10-08 21:21:03 -04:00
The412Banner e0b0af4290 Stores: the log goes to daily files, not a panel
The Downloads page's engine log is gone. StoresState.logLine still
redacts every line and writes it to logcat, and now appends it to an
app-private file per day, filesDir/stores/logs/stores-<date>.log: seven
days kept (pruned as the app starts), each file rolling to .1 near 2 MB,
written in order on one background thread. The session's Share logs zip
carries these files under stores/, so they can be attached to a report.
2026-10-08 21:13:39 -04:00
The412Banner 8940b0ca32 Stores: redact every store log line, engine lines included
StoresState.logLine is where every store line goes, the native engines'
included; it now passes the text through StoreLog.redactLine before the
Downloads log and logcat see it. Each URL keeps its scheme, host and a
plain first path segment only - a GOG secure link carries its token in
the path - with no query, fragment or userinfo; token-like values and
Authorization / Cookie headers are blanked outside URLs as well.
2026-10-08 21:07:57 -04:00
The412Banner cb2f7c0109 Stores: stages named for what they do, both sizes, Cancel deletes
Epic's check of the files already there belongs to Manifest (Checking
n/N), not a Verify at 100% before anything is fetched. Install measures
its own write rate and ETA from the assembler's bytes and shows files
n/N. A row shows the download as fetched (compressed) against its total,
and the size on disk beside the location; Epic keeps the disk size for
the card and page.

Cancel asks twice and removes everything the install wrote - folder,
sidecar, chunk caches, scratch - unless the folder is a finished install
being repaired, which keeps itself; the row reads Cancelled for three
seconds, then goes. Pause keeps everything. A failed row reads Failed
with what is kept and offers Resume and Clear, Clear deleting as Cancel
does; the game page offers Resume install and Clear for an unfinished
install. Library sync is a thin bar and its count.
2026-10-08 21:01:17 -04:00
The412Banner a5f608b9d7 Stores: progress per stage, and the install stage reports its own
A 13 GB Epic install spent three minutes assembling behind a still bar.
The entry now carries the active stage's own count - an amount and, when
it counts files, the files - and which stages are already behind it. Epic
reports its verify pass and its assembly (native and the fallback loop),
GOG its chunk-cache removal. The Downloads row draws one segment per
stage, passed ones full and the active one filling, and reads e.g.
Installing 42% · 120/515 files; speed and ETA show only while
downloading, and leaving Download clears the measured speed. Cards and
the game page follow the active stage's percent.
2026-10-08 20:51:51 -04:00
The412Banner 236eeddeec docs: the progress-log entry matches the current Stores UI 2026-10-08 20:36:01 -04:00
The412Banner 3a90ac0665 Stores: the art is the card and the Downloads row; Install dialog back to rows
A store card is its art edge to edge: sharp above, and under its one line
a blurred, darkened copy of the same picture placed to meet it without a
seam (blur on API 31+, a stronger scrim below). A Downloads row is the
game's wide art cropped to the row with a dark wash from the left, its
copy in white there and the actions on the right; the thumbnail is gone.

The Install dialog is one plain line, Install <game>:, over one row per
place (icon, name, free space), Cancel small beside the title.
2026-10-08 20:28:40 -04:00
The412Banner dd4c4a294c Stores: cards are art and one line; no flavor text
A store card is its art and one line: the title, and right-aligned the
one value the tab does not already say - a check when installed, Resume,
the download percentage, the install size, or Free / price / discount -
with a thin bar over the art while downloading. The source chip, the In
library chip and the card's button are gone; every action lives on the
game page, which A on a card opens.

Setup > Stores and the cog popup keep only their control labels; the
download-controls caption, the Downloads footnote, the sign-in blurbs and
footnote, the engine note and the Install-to caption are gone, and empty
states are a few words. The Install-to dialog is the game's name over
"Install to" and the two tiles. A Custom game's hero has no eyebrow; its
chip says it.
2026-10-08 20:20:02 -04:00
The412Banner a0bd480576 Stores: back to text source chips, no third-party marks
Reverts 01c7248. The store and Steam glyphs are gone with their drawables;
the source chips are the text chips again (GOG, Epic, Amazon, Steam,
Custom) in the store colours, and the Stores chip row has its coloured
dots back, dimmed while signed out.
2026-10-08 20:11:10 -04:00
The412Banner 01c7248965 Stores: source chips show the store's mark instead of its name
GOG, Epic Games, Amazon Games and Steam glyphs from Simple Icons (CC0) as
vector drawables, a folder-plus for a Custom game, each in a small rounded
square in the source's colours with the name as its description. Rows,
store cards and Downloads show the mark alone; the Games hero and a store
game's page show the mark and the name. The store chips atop the Stores
page carry the marks in place of the dots, dimmed while signed out.
2026-10-08 19:59:57 -04:00
The412Banner b6903db58c Stores: an install that stops is an unfinished install, not a Custom game
A half-installed Epic game on the card (files up to a 0-byte one, 9.1 GB
of .chunks, no sidecar) showed in Games as a Custom folder: the sidecar
was only written at the very end, the queue's row lives in memory, and
the scan took any sidecar-less folder under a store root for a hand-added
game.

The sidecar is now written when an install starts, in state installing,
and rewritten finished at its end; a finished install being repaired
keeps its record. Folders still installing, or with no sidecar, are never
scanned as games; the Stores card and page offer Resume install, which
reuses the folder (and an Epic .chunks beside it) instead of a fresh one.
Writing the launcher or the finished record fails the download with its
message; the art and the Steam side stay best-effort.

The Epic cache holds whole chunk windows shared with files this device
does not install, so it outgrows the game; the free-space check now runs
after the delta pass and counts the missing chunks and files on their own
volumes.

The Install-to dialog is a 440 dp card with two tiles that are the
action, one line of caption and Cancel in the title row; the cog popup
is capped at the same width.
2026-10-08 19:52:28 -04:00
The412Banner 33caa8a57c Epic assembler: free a file's chunks before reporting the file done
The host tests caught the order: onProgress fired while the chunk only that
file used was still on disk. A progress event now means the file is written,
verified and its chunks released.
2026-10-08 19:37:44 -04:00
The412Banner fbd068c6b8 Epic: the engine takes the chunk cache path, and assembles the files itself
EpicNative.run passes chunkCacheDir after installDir, as the contract now
has it: "" keeps the cache beside the game, a path is the scratch cache in
the app's own storage that an install to a card uses. EpicNative.assemble
wraps the new nativeAssemble the same blocking way: the pending files are
written from the cache and each chunk goes right after its last use, then
the folder. The manager hands both runs the same path, uses the assembler
when it starts and keeps its own write loop as the fallback; the engine's
cache no longer has to sit beside a game on a card.
2026-10-08 19:32:14 -04:00
The412Banner 35dfd99013 Epic engine: AssemblePlan is Debug (the host tests unwrap it); CI checks the nativeAssemble export 2026-10-08 19:29:33 -04:00
The412Banner 6ca3052eb7 Stores: installs go to internal storage by default, a card is offered at Install time
The default root for all three stores is the app's own storage, whatever
the session's Game storage says. With a card in the device, Install asks
where first - internal or the card, free space per target, pad-focusable,
last pick only as the dialog's default. A card that is not the Steam
library is bound at its own fixed place, so a game's guest path and appid
hold from one session to the next; a library card keeps the library's
bind and the installs already registered there keep their appid. Every
root is scanned and uninstall works for either.

The Downloads row carries the game's art as a small thumbnail and names
where the game is going; the game page names where it went. Epic installs
on a card keep their in-flight chunks in the app's cache (the Java pool
and the assembly; the engine's own cache stays beside the game until its
contract takes a cache path), cleaned on cancel and uninstall.
2026-10-08 19:24:12 -04:00
The412Banner 2d70341214 Epic engine: resolve_cache_dir's parameter no longer shadows chunk_cache_dir() 2026-10-08 19:23:26 -04:00
The412Banner 5a1e5deba9 Epic engine: the chunk cache can live apart from the install, as scratch
An install to an SD card wrote every byte twice to the card (chunk cache under
<installDir>/.chunks, then the assembled file); at 26 MB/s the second write
starved the fetchers and the download averaged 11 MB/s.

nativeStart gains chunkCacheDir, right after installDir: "" keeps today's
<installDir>/.chunks, any other directory is where the chunks go. The plan line
logs cache_dir and whether it is scratch. The fetch core is untouched.

The lifecycle the coordinator asked for - a chunk deleted as soon as the last
file that uses it is assembled and verified, the directory removed after a
successful run, everything left for resume on cancel or failure - can only be
decided by whoever assembles, and today that is the Kotlin loop. So the engine
gains nativeAssemble: the same loop (part order, same wording on a missing
chunk) with the file's SHA-1 computed as it is written, and with a scratch
cache the GUID reference count across the pending files that frees each chunk
early. With "" nothing is deleted early and the cache goes at the end, as the
Kotlin loop's deleteDir. One Listener and one nativeCancel/nativeRelease pair
serve both runs. JNI.md carries the new signatures and semantics.

CI also runs the crate's host unit tests, informational for now.
2026-10-08 19:21:08 -04:00
The412Banner a2433f1965 Stores: the speed shown is the install rate, and the queue's two knobs share one row
The engine's speed is a burst rate at the network side: on a card that
writes at 26 MB/s the fetchers wait on the writer, its windows jump between
0.4 and 20 MB/s while the bar advances at the write rate. The queue now
measures the shown speed from the byte deltas itself - an exponential
average over three seconds, sampled at most every quarter second - and
derives the ETA from it, for all three stores; the engine's figure stays
in its log lines and is stripped from the detail line under the bar.

The speed tier and downloads-at-a-time controls sit on one compact row
with a single caption, on the Downloads page and in the cog's popup.
2026-10-08 19:09:16 -04:00
The412Banner f9db495e3f Stores: an installed game's page keeps only Uninstall; Launch, prefix and files live in Games 2026-10-08 18:51:07 -04:00
The412Banner fdb9cbb7a5 Stores: the game page is the art, its actions and the description, nothing else below 2026-10-08 18:50:11 -04:00
The412Banner 79e1d30d6c Stores: progress log records the GOG proof on the Pocket FIT 2026-10-08 18:45:31 -04:00
The412Banner a4841dff9d Stores: every install goes to Steam, no switch; the Games hero names where a game lives
The user's call: adding a store game to Steam is not optional. The setting
is gone from the cog, Setup and the prefs; the sidecar has no addToSteam
field (an older sidecar's is read past and ignored), the scan lists every
store install, and the game page shows a passive In Steam chip instead of
a button.

The Games hero's eyebrow for a never-played store game now reads Games
storage (the chip names the store) and Custom game for a hand-added
folder, in step with the Custom chip; Steam titles keep their label.
2026-10-08 18:38:38 -04:00
The412Banner 21aeab0126 Stores: the source chip of a hand-added game reads Custom 2026-10-08 18:29:41 -04:00
The412Banner fd0c6f124f Stores: the pad keeps its place on the game page, and no template keys in a description
A card opening its page took the pad's focus with it, so the next press
landed on the rail. Each move on the page now says where focus goes:
the game page's main action (or its back link), the card the page was
opened from on the way back, the first card after a tab or chip change;
the page is a focus group, so Left is the way to the rail.

GOG's account endpoints return template keys (product_description_<id>)
for some products, and the v2 record repeats them. Store text now has
those keys dropped, tags stripped and entities decoded; the library
tries the product's lead, then the v2 overview and description, and shows
nothing when all are templates. Epic's and Amazon's text is cleaned too.
2026-10-08 18:19:40 -04:00
The412Banner 9f5a2f39cd Stores: card art that does not fade to white, and real art for store games in Games
GOG's library drew the product's images.background, the store page's
fade-out backdrop, which ends in white on a card. The library now takes
the Galaxy library art from api.gog.com/v2/games (galaxyBackgroundImage,
boxArtImage), cached with the sync; the catalog's product-id filter was
tried and is ignored by the service. Epic cards prefer the DieselGameBox
images, Amazon the second background and never the logo. Cards draw over
a dark surface with a fade into the card at the foot.

On install the store's cover and hero are placed in the game folder as
opaque JPEGs under the names AddedGameArt looks for, so the Games tab and
the client's grid get real art for a store game.
2026-10-08 17:32:09 -04:00
The412Banner 61a9a48e70 Stores: progress log brought up to the three stores 2026-10-08 17:17:36 -04:00
The412Banner 9c0f87a4c8 Stores: a finished install rebuilds the Installed tab and the Games list 2026-10-08 17:12:40 -04:00
The412Banner b5ae6cc63f Stores: refuse an absolute exe in a sidecar instead of trimming it; developer notes and the README line 2026-10-08 17:11:03 -04:00
The412Banner 4bcfca58e2 Stores: Amazon Games - device sign-in, library, installs with the FuelPump environment
Amazon's PKCE device sign-in in StoreLoginActivity and a device
registration for tokens; the entitlements as the library, with posters
backfilled from SteamGridDB since Amazon ships none. Amazon has no public
catalog, so the Store tab's shelves are cut from the account's own games.
An install asks GetGameDownload for the root, parses manifest.proto
(LZMA/XZ, the app's xz library), and fetches every file through the native
engine or eight Java threads, SHA-256 checked. fuel.json or the exe scorer
names the exe; the sidecar carries the Amazon Games Services variables.
2026-10-08 17:05:05 -04:00
The412Banner 0c59f551af Stores: Epic Games - web sign-in, library, store shelves, installs, per-launch sign-in code
Epic's web login in StoreLoginActivity (the code read off the redirect's
JSON page and exchanged for tokens with the launcher's public client);
the library from the library service enriched by the catalog; the Store
tab from the store's GraphQL and the free-games feed. An install runs the
ported pipeline: manifest API, manifest binary (or the older JSON), base
files plus the device's language, a delta pass over what is on disk, the
chunk fetch through the native engine or the built-in pool, assembly.
The manifest's launch exe names the game's exe; the sidecar carries the
EpicPortal identity arguments, and a launch gets a fresh exchange code
through the launcher .bat. The EOS overlay is never provisioned.
2026-10-08 17:05:05 -04:00
The412Banner 0687e3477e Stores: two compile fixes in the shared net and login code 2026-10-08 17:05:05 -04:00
The412Banner f467bb22e8 Stores: GOG end to end - sign-in, library, public shelves, installs through the queue
GOG's OAuth page in the new StoreLoginActivity (the Galaxy client identity,
a browser identity for a social sign-in hop), the token kept in the app's
private credentials file and refreshed through auth.gog.com. The library
syncs the owned ids against a cache and fetches each product's details;
the Store tab reads catalog.gog.com's public feeds (new, deals, free,
trending). An install runs Bannerlator's GOG pipeline made blocking under
the download queue: gen2 chunks through the native engine when the library
is there (secure-link refresh on expiry), the built-in pool otherwise,
gen1 ranges, and the plain installer as the last resort; the sidecar is
written and the game registered with Steam when it is done.
2026-10-08 16:51:47 -04:00
The412Banner dad1aa2dc7 Stores: the sidecar test under Robolectric, for a real org.json 2026-10-08 16:51:47 -04:00
The412Banner 9f71b427bf Stores: the section's skeleton, store sidecar on added games, source badges, Setup gate
A new Stores rail item (GOG, Epic Games, Amazon Games), off by default behind
Setup > Stores. The page is full width: four chips and a cog whose popup
holds the section's settings (which tab a store opens on, add installs to
Steam, speed tier); a signed-out store shows its sign-in card.

A store install is an added game: its folder sits under the Games storage
with a .droiddeck-store.json sidecar that AddedGames.scanGame reads for the
exe, the title and the source, so the existing listing -> shortcuts writer
path registers it in Steam; a running client gets it live over its DevTools
port. Games that need arguments or environment get a launcher .bat the
shortcut runs. Every Games row and hero now carries a source chip.

The download queue, its foreground service and the Downloads page are in
place for the store clients that follow.
2026-10-08 16:40:30 -04:00
The412Banner 0091b751f4 Store engines: Cargo.lock trimmed to this crate's closure
The lockfile cargo wrote on the first CI build (run 37838353755): Bannerlator's
pins for every crate still used, the Steam-only crates (tungstenite, rsa, aes,
lzma-rs, ruzstd, the blocking client's extras) dropped. 185 packages, down from
223; no version moved, only the duplicate rand/webpki-roots lines collapsed.
2026-10-08 16:24:43 -04:00
The412Banner 05097b0eea Build the store engines with cargo-ndk, binaries out of tree
Gradle task buildRustStores runs cargo ndk for arm64-v8a (API 26) into
app/build/rustJniLibs, one more jniLibs source, before preBuild; -PskipRust=true
leaves the library out for a checkout without a Rust toolchain. cargo-ndk exports
the NDK clang/llvm-ar for ring (rustls), the step Bannerlator's CI does by hand.

CI adds the Android target and cargo-ndk, caches the cargo registry, cargo-ndk
and the crate's target tree keyed on rustc + Cargo.lock, and after the build
checks the exports in the apk's libdroiddeckstores.so and that the lockfile did
not move (uploading it when it did). tools/build_local.sh gets the same step,
DROIDDECK_SKIP_RUST=1 to opt out.
2026-10-08 16:17:21 -04:00
The412Banner 401a650b5b Store download engines: the GOG, Epic and Amazon Rust crate
Bannerlator's bl-steam-client store modules (store_dl/{gog,epic,amazon}) and the
adaptive fetch core they run on, as their own cdylib: libdroiddeckstores.so.
None of the Steam CM/depot code comes along; the handful of tunables and the two
error types fetch_core borrowed from the depot writer live in fetch_tuning.rs,
value for value, so a fetch-window log line still reads against the same notes.

JNI exports keep every method name and signature and bind to
com.droiddeck.launcher.stores.{gog.GogNative,epic.EpicNative,amazon.AmazonNative};
StoresNative.nativeVersion() is the load probe for Setup. JNI.md is the contract
the Kotlin side mirrors. Log tags follow the class names (GogNative, EpicNative).

The Cargo.lock is Bannerlator's as is; cargo prunes it to this crate's closure on
the first build and CI reports the trimmed file.
2026-10-08 16:17:20 -04:00
Kurt Himebauch 134fa167fe feat: install Flatpak apps from a .flatpak file (#446) 2026-10-08 14:13:32 -04:00
The412BannerandThe412Banner da42a5d7a7 DirectAudio from its own release: driver set per Proton interface (CachyOS fix), the Steam client's own DirectAudio sink, binaries out of tree (#439)
DirectAudio from its own release: driver set per Proton audio interface (CachyOS fix), the Steam client's own DirectAudio sink, binaries out of tree

Games
- Two driver sets ship from the pinned DirectAudio release (tools/directaudio/release.env =
  directaudio-linux-v1.1.0, sha256-checked by tools/directaudio/fetch.sh in CI and
  build_local.sh): linux-wine11 for Valve Proton 11 / Experimental / GE-Proton, and
  linux-wine11-systhread for Proton-CachyOS, whose Wine carries the system-thread mmdevapi
  interface. steam-compatibility picks by whether the Proton's own winepulse.so imports
  PsCreateSystemThread, never by the version string (both say wine-11.0; the wrong set is
  silence). No matching set: DirectAudio off, Proton's audio runs, logged.
- Proton-CachyOS's launcher pre-sets WINE_AUDIO_DRIVER=pulse,alsa and its mmdevapi reads that
  before the registry (Valve's and GE's do not read it): the wrapper exports
  WINE_AUDIO_DRIVER=directaudio,pulse as well as writing the registry. On CachyOS this also
  makes DirectAudio engage on a game's first launch.
- A wineserver from an earlier Steam verb can save its in-memory registry over the appended
  Audio value; the wrapper says so when one is live. Writing through it (wine reg add) and
  creating a missing prefix first (proton run wineboot) were tried on the device and withdrawn:
  a second Proton/Wine run inside Steam's launch sequence got launches aborted.
- Tests: both sets, no set, no prefix (34 pass).

Steam client audio
- DirectAudio = module-directaudio-native-sink, the game driver's AAudio engine inside the
  PulseAudio daemon, one step from Android (adaptive buffer, two-burst floor, primed ring with
  fades, reopen on route change, watchdog, limiter). Default. Shared output = the previous relay
  route, kept. New pref clientAudioRoute; the old boolean is not read. If the native sink cannot
  open its stream the daemon keeps running (.nofail) and ensureClientSink loads the plain AAudio
  sink instead, logged to audio.log. Audio bundle stamp bumped.

Out of tree
- app/src/main/assets/directaudio/ is generated and ignored; tools/directaudio-relay/ and the
  vendored module-directaudio-sink.c + da_relay_proto.h are gone; tools/aaudio-sink keeps only
  module-aaudio-sink (the fallback). The release carries the relay and sink field fixes by
  MaxsTechReview (#338), credited there and in its AUTHORS.

Device-proven on an AYANEO Pocket FIT: client sink 12 ms / 4 ms bursts, 0 underruns; FEZ on
cachyos-11.0-20261005-slr on DirectAudio (took pulse before); FEZ on Proton Experimental
unchanged; Curse of the Dead Gods on CachyOS from a cold prefix, DirectAudio on first launch.

Co-authored-by: The412Banner <the412banner@users.noreply.github.com>
2026-10-08 12:35:00 -04:00
MaxsTechReview b6c1d3c09c Land taps and the pointer on what is drawn under them (#389)
The compositor takes touch and pointer positions over its whole output and
removes the letterbox bars itself, but the session sent them already
measured from the picture's edge, so the bars were taken off twice. Any
session whose output is a different shape from the panel (16:9 on a 16:10
tablet or a foldable, a fixed resolution on a wide phone) had taps and the
touchpad pointer pulled away from the centre, by up to a bar's height at
the edges: on a 2400x1504 panel showing 1280x720, a tap near the top
reached the first row and one near the bottom landed 32 rows low. Stretch
to panel hid it because that output has no bars.

Direct touch, the touchpad and mouse pointer, and the second-screen pointer
now send positions over the whole view, so the compositor's own mapping
puts them on the pixel under the finger.
2026-10-08 11:52:45 -04:00
Kurt Himebauch a58b0ac3e0 chore: bump version to 0.3.2 (12) (#437) 0.3.2 2026-10-08 10:49:33 -04:00
Kurt Himebauch e1700ba982 docs: point 0.3.2 full changelog at the 0.3.2 tag (#438) 2026-10-08 10:49:29 -04:00
Kurt Himebauch 736ac7db74 Draft 0.3.2 release notes (#417)
* docs: draft 0.3.2 release notes

* docs: update 0.3.2 release notes

* docs: update external storage install note

* docs: add keep downloads running demo gif to 0.3.2 notes

* fix: restore colours in keep downloads running gif

* docs: add native steam sleep demo gif to 0.3.2 notes

* fix: drop glitched frames from native steam sleep gif

* docs: add windows components screenshot to 0.3.2 notes

* docs: use newer windows components screenshot in 0.3.2 notes
2026-10-08 10:42:16 -04:00
MaxsTechReview 6e2966be43 fix: keep Steam's directory listings on FUSE libraries (#410)
* fix: keep Steam's directory listings on FUSE libraries

Before it creates, moves or deletes a content file the Steam client lists
the whole destination directory about ten times to match names
case-insensitively. On Android's FUSE storage every listing goes through
the media provider, so reserving space grew quadratically with the number
of files: 33 minutes for Haunted Paws Demo (3,938 files) in a Games folder.

The client's listings under steamapps/ on FUSE are now kept while the
directory's stat is unchanged, for at most five seconds, and patched by
the client's own creates, renames and removals. Other changes fail the
stat check and the directory is read again. BL_NO_DIR_CACHE=1 turns it off.

Haunted Paws Demo into the internal shared Games folder: reserving space
33m08s -> 25-52s, committing 6m15s -> 19-30s, install 39m50s -> 1m12s-1m51s.
Internal storage is unchanged (5s reserve).

* fix: drop stale directory listings on coarse-timestamp volumes

NTFS reports whole-second directory times and a fixed size, so a change
made outside the client's own calls could leave a cached listing stale.
Listings now carry an inotify watch and are dropped on any event the
client's own patched changes don't account for. A forked child stops
caching, since it shares the parent's queue.

Covers rewinddir, telldir and seekdir on cached listings, and directories
opened by the fast-path preload's opendir, which goes through fdopendir.
2026-10-08 08:50:00 -04:00
Kurt Himebauch 679948e792 Include PR descriptions and queue catalog updates (#421)
* Include a short PR description in build announcements

* Queue catalog refreshes without cancelling publishing runs
2026-10-08 00:46:34 -04:00
Kurt Himebauch e0fc8362b8 Fix PR build report lookup (#420)
Use standalone jq to filter paginated PR comments
2026-10-08 00:32:11 -04:00
Kurt Himebauch 9d8ff9615f Separate PR build announcements (#418)
* Separate PR build announcements and retire closed builds

* Isolate watcher test clocks and clean up the agent server
2026-10-08 00:23:55 -04:00