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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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>
* Support CJK text with the device's own fonts
The Linux runtime's rootfs ships DejaVu alone, which has no CJK
glyphs, so Chinese, Japanese and Korean text in Steam Big Picture and
on the LXQt desktop draws as tofu boxes (issues #118, #206, #249).
Bind the device's own CJK fonts - Android's world-readable Noto CJK
.ttc, or DroidSansFallback / Source Han - into the guest under
/usr/share/fonts/droiddeck-cjk, so nothing is added to the ~790 MB
runtime image and the coverage follows the device. A new
droiddeck-fonts script, run by droiddeck-session before any program
that queries fontconfig, links the default rules, writes local.conf
with DejaVu first and the CJK families after it, and rebuilds the
fontconfig cache once per set of font files. The desktop's own
fontconfig block moves there, so every mode gets it.
* Fix CJK and Thai: bind the device font directory, not one file at a time
The first cut bound each device font with its own proot -b host:guest. A
per-file binding into a plain directory is not applied here: the guest sees a
zero-byte placeholder where the font should be (stat size=0, fc-scan empty),
so Chinese stayed tofu even though the app had "bound" the font. A directory
binding is what the rest of the runtime relies on, so bind /system/fonts as a
whole under /usr/share/fonts/droiddeck-device. That also brings Thai, Arabic,
Devanagari and the emoji fonts, which the runtime did not have either.
Verified on the AYN Thor: the session's fontconfig probe reports
sans=DejaVu Sans, zh=Noto Sans CJK SC, th=Noto Serif Thai, and Steam Big
Picture in Simplified Chinese renders without tofu (screenshot under
docs/development/evidence/).
---------
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* feat: run a guest agent in every session for commands, focus and the Steam client's DevTools
* feat: give the agent bridge game, input, UI and experiment commands behind a Setup toggle
* feat: droiddeckctl commands for the new bridge, a scenario runner and contract tests
* feat: run cleanup steps after every scenario run so a failure cannot leak into the next
* feat: restart a session that died between scenario runs with start --reuse
* fix: give droiddeckctl stop its own, longer wait for the session's logs
* fix: harden debugging tools access and output
* Make the Compatible Proton ARM64 the default and label compatible builds
The CompatToolMapping "0" default always points at DroidDeck's Proton
ARM64 tool, and per-game picks of adopted GE/CachyOS builds are kept,
including when the shortcuts writer remaps.
The tool is named after the Proton build it runs, Proton Experimental
ARM64 (Compatible), or Proton 11.0 ARM64 (Compatible) once that newer build
is installed. Adopted builds carry the same Compatible mark, read from a
string resource the app stages into the runtime, and the Proton page
explains which builds have the prefix fixes.
The registrar is renamed steam-compatibility and the tool
droiddeck-proton-arm64. Existing installs migrate on the next session: the
old tool directory is removed, every mapping that named it moves to the new
tool, and the retired bannerlator-steam-compat script is removed from the
runtime. CI and local packaging include the renamed script.
* Drop the duplicate R import left by merging main
* Add userspace ntsync for Proton on Android
Android kernels have no /dev/ntsync and its app policy refuses futex_waitv,
so every Proton 11 build here fell back to wineserver for every wait.
libblsession now serves /dev/ntsync itself: wineserver opens a memfd region,
each sync object is a timerfd that carries its slot, and the kernel ntsync
ioctls are answered in shared memory with futexes, following the kernel
driver's wake order. Valve's Proton Experimental ARM64, GE-Proton and
proton-cachyos use it unchanged.
Locks record their owner so a killed process cannot wedge the others,
signals are held off inside each critical section, dead processes and
exiting threads are swept, and object lifetimes follow close, dup2, dup3,
close_range and received descriptors.
Fast sync is on by default under Performance > Session fixes, and
PROTON_NO_NTSYNC=1 turns it off per game.
* Add droiddeck-esync as the default sync for Proton on Android
Without a kernel ntsync driver, Proton 11 builds here fell back to
wineserver for every wait. droiddeck-esync brings eventfd and shared-memory
sync to the exact Proton build a game runs on: a pack holds that build's
ntdll.so and wineserver with the patch series in tools/droiddeck-esync
applied, and the guest runs Proton from a shadow tree that links the stock
tool and swaps in those two files. A wineserver from a pack still prefers
/dev/ntsync when a kernel driver or droiddeck-ntsync is there.
Packs are built in Valve's SDK image from each release's own wine source
(Proton Experimental ARM64 tags, GE-Proton and proton-cachyos releases); the
control build must reproduce the release binaries byte for byte, and a
signed index lists the packs. The APK bundles the packs pinned in
release.env, the app fetches newer ones, and Steam's compatibility tool
picks the pack for each Proton build, so new Proton releases get packs
without an app update.
The ntdll side reads, writes and polls its eventfds with raw system calls,
so the guest's LD_PRELOAD wrappers stay out of the sync path. The server
abandons a mutex once a thread killed by TerminateThread has really exited
and when its process dies, and a mutex's owner and recursion count change
in one atomic step, so a killed owner cannot touch the next owner's count.
droiddeck-esync is on by default and PROTON_NO_ESYNC=1 turns it off per
game; droiddeck-ntsync, the userspace ntsync, is now an opt-in toggle.
* Watch Valve's Proton releases and build droiddeck-esync packs for them
A scheduled workflow reads the Proton ARM64 builds Steam ships (anonymous
steamcmd app info) and the upstream source tags, compares them with the
previous watch state and starts the pack build for any build that has no
pack yet. The pack build applies the patch series with --fuzz=0 and runs a
smoke test of each new pack against the esstress suite before it is
published.
* Add droiddeck-fsync, keep Steam and the app on one Proton, fix DirectAudio
droiddeck-fsync: libblsession answers futex_waitv(2), which the app
sandbox refuses, in userspace, so Proton's own fsync runs on the stock
Proton files with no pack. Waiters register the words they wait on in a
table beside the fsync shared memory and sleep on a futex of their own;
FUTEX_WAKE on the fsync memory wakes the registered waiters. Slots carry
one owner word that the sweeper and the owner claim with a CAS, and the
mapping table is rebuilt under a lock held across the real munmap, so a
reused address or a recycled slot cannot lose a waiter. It stands in for
a Proton build without a pack (droiddeck-ntsync where fsync is off), takes
over for games with esync off, and the "droiddeck-fsync first" toggle
(BL_FSYNC_FIRST, also per game) puts it ahead of the packs. The games
Proton keeps off fsync and esync never get it. A launch into a prefix
whose wineserver is still running keeps that server's sync choice.
One Proton for Steam and the app: the Components page's Proton is the
default Steam uses, applied live through the client while Steam runs
(droiddeck-steam-compat) and at the next start otherwise; a choice made in
Steam's menu comes back to the app. Requests are ordered by a sequence that
never goes backwards, and the page no longer jumps back to the default
after a swap or restore.
DirectAudio: the wrapper wrote the driver key with its backslashes
stripped, so no game ever used DirectAudio. Wine 11 also loads a builtin
only from the prefix, so the driver is now linked into system32 and
syswow64 before "directaudio,pulse" is selected; mmdevapi falls back to
winepulse whenever DirectAudio cannot start.
* Pick esync, ntsync or fsync from the Steam settings' Games group
A three-way tab row above the FEX preset sets the sync Proton games use. It
writes the existing switches together (droiddeck-ntsync, droiddeck-fsync
first, droiddeck-esync), so the Performance toggles and the tabs always agree,
starts on esync and keeps the choice until it is changed again.
* Make droiddeck-fsync the default sync for Proton games
A fresh install, or one that never picked a sync, starts on fsync; a choice made
in the Steam settings' Games group still sticks. Games Proton keeps off fsync
still fall back to droiddeck-esync.
* Add wineserver to the Wine sync tabs and order them ntsync, fsync, esync, wineserver
wineserver turns every in-process sync off so games wait through wineserver;
picking any other tab turns sync back on. The tabs shrink to fit a narrow pane.
* Shorten the Wine sync description
* Answer openat2 and execveat for FEX in the session preload
FEX opens every file of its x86 rootfs with openat2(RESOLVE_IN_ROOT) and
only falls back to the host path on EXDEV. Under proot on Android openat2
answers ENOSYS, so each lookup of an x86 library silently went to the host
and missed. The exported syscall() now turns openat2 into openat once the
real call reports ENOSYS: RESOLVE_IN_ROOT paths are taken relative to the
root fd (FEX has already resolved the links inside the rootfs), and an
absolute path under RESOLVE_BENEATH fails with EXDEV as the kernel would.
execveat with an absolute path, or relative to AT_FDCWD, and without
AT_EMPTY_PATH or AT_SYMLINK_NOFOLLOW, is plain execve; it is sent as such
because proot refuses execveat with a directory fd, which FEX uses when it
re-executes itself for a child x86 program.
* Run x86 Linux games and programs through FEX
Steam: Linux-only titles that have no ARM64 build (from the client's
appinfo cache: type game, demo, application or beta) are mapped to a new
compatibility tool, droiddeck-fex ("Linux x86 (FEX)", linux to linux,
no required runtime). Valve's own "fex" tool needs pressure-vessel, which
cannot run under proot, so a mapping to it or to a Steam Linux Runtime is
replaced; any other pick the user made stays. Titles that also ship for
Windows stay on Proton. When such a title is installed and FEX or the
sniper runtime is missing, the client is asked to install them.
droiddeck-fex runs the program under the FEX that Steam installs (app
3127680), with Steam Linux Runtime 3.0 (sniper, app 1628350) as the x86
rootfs:
- the sniper platform is linked in place from its usr-mtree (relative
links only, files/usr -> .), once per runtime version;
- the x86_64 and i386 builds of libblsession and libfakeinput go into the
runtime's lib/<triplet>/droiddeck and its etc/ld.so.preload, mirroring
the session's own list, so x86 programs get the pads and the session
fixes (FEX passes their system calls straight to the kernel, so the
ARM64 preloads cannot reach them);
- Config.json sets RootFS and the GL and Vulkan thunks, so x86 games draw
with the device's Turnip and Mesa;
- the FEX preset and the game's own environment from the Steam settings
apply, and ARM64 entries are dropped from LD_PRELOAD/LD_LIBRARY_PATH.
It also links ~/.steam/sdk64 and sdk32 to the client's x86 steamclient
when the client has one and nothing is there yet.
Desktop: x86_64 and i386 AppImages can be imported now; they unpack
through FEX (or unsquashfs) and record their architecture. Scripts,
AppImages and programs started in a run session use FEX automatically
when they are x86, and each added app has a "Use FEX" Auto/On/Off choice
in its edit dialog. The launchers' "still running" checks also look at
FEX processes, whose exe is FEX rather than the program. A GitHub release
without an ARM64 AppImage falls back to its x86_64 one. Decky's x86
loader starts through droiddeck-fex instead of the fex-mesa rootfs path,
which no runtime ships.
The x86 preloads are built against glibc 2.31 (Debian 11) so they load
in sniper: tools/linuxfs/build-x86-preloads.sh, run in CI and by
build_local.sh. fakeinput's stat hooks fall back to __xstat on a glibc
without a stat export, and mmap64 takes off64_t for the i386 build.
* Keep a FEX unixlib from outliving its DLL
A FEX package or original bundle without the aarch64-unix helpers left
the previous version's libarm64ecfex.so / libwow64fex.so in the Proton,
so the new DLLs loaded a unixlib built for another FEX. A swap now removes
the helpers the package does not carry; FEX then runs DLL-only, which it
already falls back to when Wine cannot load the unixlib.
* Fix the Wine sync choices an audit found
- wineserver tab: it passed Proton's environment through, so a build with
esync built in (GE, cachyos) still ran esync and a kernel ntsync would
still be used. It now sets PROTON_NO_ESYNC, PROTON_NO_FSYNC and
PROTON_NO_NTSYNC (unless the game's own environment sets them).
- ntsync tab: a Proton whose wineserver has no /dev/ntsync client got
wineserver-only sync although fsync would work. The hash cache records
whether the wineserver has one; without it the launch goes to
droiddeck-fsync, and no stand-in or pack turns droiddeck-ntsync on.
- A build with esync built in returned before the per-game fallbacks, so
a game that turns esync off ran with no in-process sync. It now gets
droiddeck-fsync, or droiddeck-ntsync where fsync is off too.
- When a pack's proton cannot start and the stock one is used, or the
selection fails, the prefix's record now says stock, so a second
launch into the same running prefix no longer picks the pack's ntdll.
- droiddeck-fsync: its mutex is held across fork and re-made in the
child, a closed or replaced shm fd is forgotten (close, dup2, dup3,
close_range, closefrom), and a waiter woken while it was leaving on a
timeout or signal reports the wake instead of losing it.
- BL_SYNC_MIN_NOFILE applies per game to every verb, debug logs carry
prefixes.json, the device report names the chosen sync instead of the
three raw switches, and PATCHES.md and the proot notes describe the
selector, the fsync default and droiddeck-fsync's futex_waitv.
* Name the runtime's scripts and files droiddeck, migrating old installs
The guest scripts are droiddeck-* now (droiddeck-session and the other 19),
as are the files the app and scripts generate (etc/droiddeck, the network
state files, the components dir, the Steam install stamp, the redist marker,
the extra-Proton wrapper and backups) and the compositor's own names
(libdroiddeckwayland, droiddeck_* sources, DROIDDECK_* switches, the
wl_output and seat names).
Installed runtimes carry on: LegacyNames moves etc/bannerlator and
share/bannerlator over and leaves relative links at the old paths before
every proot command, turns any old script into a link to its new name,
moves the generated files and points menu entries at the new scripts.
The session scripts and steam-compatibility move their markers on first
use, the components dir's desired.tsv is rewritten with it, and the
runtime counts as installed under either session script.
Kept: the banner_ahb_v1/banner_desktop_v1 wire names and BANNER_AUDIO_DIRECT
(read by prebuilt Turnip and Wine builds), Banners-Turnip and other
third-party names, BL_* switches, libblsession, and credits to Bannerlator.
* Unpack x86 AppImages without FEX, then ask Steam for FEX
Importing an x86 AppImage failed when FEX was not installed yet ("needs FEX
to unpack and no unsquashfs is installed"). AppImages now unpack with
uruntime (VHSgunzo, MIT, v0.8.1 aarch64, pinned by sha256 and shipped
unmodified with its licence), which reads SquashFS and DwarFS images of any
architecture natively. FEX's own --appimage-extract and unsquashfs stay as
fallbacks, and an ARM64 image whose own runtime cannot unpack it goes the
same way.
An x86 import with FEX missing records that FEX is wanted, so the next
Steam session requests FEX and the Steam Linux Runtime, and the program's
page says FEX is not set up yet and how to get it.
* Run Vulkan Qt Quick AppImages on Wayland
OpenNOW (Qt 6.8, Qt Quick on Vulkan) closed within two seconds in a run
mode. The session sends toolkits to gamescope's Xwayland, and Qt's xcb
backend only presents with Vulkan when Mesa's X11 WSI does, which needs
DRI3; Xwayland on KGSL has none, so Qt found no queue that can present and
aborted ("Failed to create RHI").
An AppImage that bundles Qt Quick, the Vulkan loader and Qt's Wayland
plugin now runs on gamescope's Wayland socket (the desktop's, outside
gamescope), where Turnip presents as it does for games, with Qt's xcb
backend as the fallback. SDL_VIDEODRIVER and XDG_SESSION_TYPE follow, so
helpers that pick their window system from them (OpenNOW's streamer) agree
with Qt. Everything else stays on X11; a qt file in the app's directory
(wayland or xcb) overrides the choice.
* Keep gamescope's WSI layer away from Qt apps on its Wayland socket
OpenNOW still closed at once: its FFmpeg (the Raspberry Pi fork, libavutil
61) creates its Vulkan queues internally synchronized whenever the driver
offers VK_KHR_internally_synchronized_queues, which DD-Turnip does. The
gamescope WSI layer registers every queue of a new device through
vkGetDeviceQueue, which only returns queues created without flags, so it
got VK_NULL_HANDLE and vkroots aborted on assert(obj) before Qt opened a
window.
Programs that draw on gamescope's Wayland socket do not need the layer,
which only carries X11 windows past Xwayland, so it is turned off for
them. OpenNOW bundles no Vulkan loader (it reaches Vulkan through Qt and
dlopen), so a binary that uses QVulkanInstance counts as a Vulkan app too,
and a Qt Quick app left on X11 says why in the session log.
* Keep the end of the session log, and say when FEX is missing
The session sends its output through head -c into session.log. head
writes through stdio, so it held up to 4 KB that proot's --kill-on-exit
threw away when the guest ended: every log stopped mid-line at a 4096-byte
boundary, losing exactly the lines that say why a program quit (an x86
AppImage's "x86 Linux programs need FEX" among them). dd writes each read
as it comes and keeps the same cap.
A run mode always ends with status 0 (gamescope does not pass its child's
on), so a program that could not start just closed. When the log says FEX
is missing, the ended screen now says so and how to get it.
The app reads FEX's readiness from status.json, which only a launch or an
import wrote, so it still said "not set up" after Steam installed FEX.
droiddeck-fex status rewrites it, and a Steam session ends with it while
FEX is wanted. FEX is also looked for at the tool's root and under files/,
and a tool folder without it lists what it holds.
* Let FEX and its runtime install runnable on an SD card library
A Steam library on shared storage loses the executable bits, so native
tools are staged in private directories bound over it; only Proton and
SteamLinuxRuntime folders were. FEX (3127680) installed there could never
run, droiddeck-fex saw no FEX and kept asking Steam for it. FEX and the
sniper runtime (1628350) now get private directories from their first
download, whatever their install folder is called.
* Keep fsync off in the pack smoke test
A runner whose kernel allows futex_waitv started stock Proton with fsync,
so the server-side baseline never said what the test waits for and every
pack was waved through as untestable; the esync run would have measured
fsync too.
* Judge a pack against stock's own esstress failures
Stock Proton fails esstress's dup wait all under server-side sync as well
(a Wine bug, seen on the phone too), and any stock failure made the test
call the runner unusable. A pack now fails only when it crashes, hangs or
fails a check stock passes.
* Ask Steam for FEX and its runtime one at a time
Both steam://install requests were started together, and the running client
took only the first: FEX installed, the sniper runtime FEX needs never did.
Each request now waits for the client to take it before the next.
* Bundle the first published droiddeck-esync packs in the apk
* Log how an x86 program under FEX ends
FEX keeps its own errors quiet unless asked, so a program it could not run
left nothing in the session log. Its log now goes to stderr, and the AppImage
launcher records the program's exit status or the signal that ended it.
* Show the log a failed AppImage program wrote
Programs like Eden stop themselves on a failed check and say why only in
their own log under the home folder. When the program ends badly, the end of
any log it wrote during the run is copied into the session log.
* Report where an x86 program under FEX hit an illegal instruction
A tiny x86_64 preload, built without libc, catches SIGILL and writes the
address, the instruction bytes and the mapping they belong to before the
program dies as it would have. droiddeck-fex preloads it into x86_64 programs.
* Load the fault reporter from the x86 runtime
Programs under FEX look libraries up in the x86 runtime, so the reporter is
copied there with the other preloads and named by its path inside it.
* Hand FEX its x86 runtime and thunks through the environment
Valve's FEX runs portable and reads its config beside itself, so the
Config.json droiddeck-fex writes was not seen: programs ran without the
runtime. The runtime, thunk libraries and thunk list now also go in FEX's
own environment variables, and each launch says what it was given.
* Use the sync pack built for the installed Proton release
Some Proton releases ship byte-identical ntdll.so and wineserver (Valve
11.0-2b/2c, CachyOS 0702/0703), so a pack built for a newer release
matched an older install exactly and the older install never fetched its
own pack. A pack from a newer release no longer counts as an exact match;
among matches the one built for the installed version wins, then rev.
The app ranks the pack a tool already uses the same way and only fetches
a pack that ranks higher, reads the release epoch from tools.tsv and
refetches when tools.tsv changes. A prefix whose server is still running
re-checks its recorded pack on waitforexitandrun and starts fresh when a
better one now applies.
* Keep published sync packs and revocations consistent
The publish step never replaces a pack that has an entry beside it; a
pack left without its entry by an interrupted run is replaced so the
build stops repeating. Discovery counts revocations the signed index does
not show yet, including superseded packs only the flavor releases list,
so the index is signed again. The release watch always builds every
flavor.
* Fetch the droiddeck-esync packs from DroidDeck-Components
The packs, the signed index and the apk bundle now live in the releases
of Droid-Deck/DroidDeck-Components, together with the pipeline that
builds them, so this repository keeps only the app and the guest code
that consumes them. The app's index and asset URLs point there,
release.env names the repository its bundle comes from, and the apk
builds drop bundled packs that the published index revokes.
* Stop the apk build when the published sync index cannot be read
* Ask Steam for one FEX dependency at a time
The client shows a confirmation dialog for each steam://install, and a
second request replaces the first dialog, so FEX was never installed
when the runtime was requested right after it. The next dependency is
now requested once the previous one has an app manifest.
* Use generic names in the AppImage test fixtures
* Give x86-64 apps under FEX the Vulkan thunk
Apps that bring their own glibc and Vulkan loader skipped FEX's thunk
overlay and loaded their bundled desktop Mesa drivers, which crash on the
phone's GPU during Vulkan setup. droiddeck-fex now adds an x86-64 audit
module when a program's bundled glibc and libstdc++ meet the thunk's
version needs. The module sends libvulkan.so.1 lookups to a nodelete stub
that needs FEX's thunk path. That keeps the thunk mapped when an app
unloads Vulkan and loads it again, since FEX keeps its first trampoline
links and the old addresses get reused.
The fault reporter now restores the default action before re-raising,
because FEX ignores SA_RESETHAND and the handler looped.