Once Blizzard's Agent has removed a game it answers GET /game/<uid> with
an empty object, not installed false, so a finished uninstall read as a
failure and opened Battle.net.
A cancelled install now waits for its Agent job to end before the
uninstall runs, and removes the folder only once the Agent no longer
lists the game or the folder is empty. Uninstall gives up when Battle.net
or a game keeps the prefix busy for a minute, so the page falls back to
opening Battle.net. An uninstall only counts when the Agent reports the
game as not installed.
Battle.net games now install like Epic, Xbox and itch games: Install,
pick a location, and the download runs in the Downloads tab while the
Stores page stays open. droiddeck-battlenet starts Blizzard's own Agent
on its own under a headless gamescope and drives its local API, so no
window opens and nothing waits on the Battle.net client.
- Progress, speed and time left come from the Agent, with pause, resume
(the Agent keeps what it downloaded) and cancel, which uninstalls the
partial game and removes its folder.
- A job only finishes once the Agent has really run it and the game is
playable; the first status after a request can still describe the
previous operation.
- Installed games check Blizzard's version service and show Update when
the build on disk is behind; the update repairs missing files too.
- Battle.net games can be uninstalled from their page through the Agent.
- Games land in the chosen location: internal storage, other storage or
a Games folder.
- The hero keeps its action row clear of the playtime column.
Steam games and Battle.net started from the KDE desktop run on the GPU in gamescope, opened as a KDE window, and Plasma no longer leaves programs with a zero realtime CPU limit that got games killed.
The flow solver starts at flowFinest_, but its images, uniform buffers and descriptor sets were allocated for every pyramid level. Keep the seven-level indices and allocate flow resources only where the solver reads and writes them.
The default preset avoids three unused RGBA16F images, saving 38,707,200 bytes of pixel payload at 2560x1440 without changing the shaders or recorded GPU work. Add native allocation/dispatch regressions and document the resource budgets.
* fix: Reuse the prefix the client made for a shortcut id
droiddeck-proton-run builds the prefix path as steamapps/compatdata/<appid>,
but the client names that folder with the signed 32-bit form of the shortcut
id. A shortcut whose id has the top bit set therefore got a second, empty
prefix, and the first launch after that ran wineboot from scratch: the
session sat on a black screen for the length of a full prefix init, and the
old prefix was never reused.
Match the folder by its unsigned value instead, the way the client does:
int(name) % 2 ** 32 == appid % 2 ** 32. prefix_of() also accepts a negative
folder name now, and reports its unsigned id so the Steam environment it sets
up stays valid.
* fix: Reject folder names int() cannot read, and skip files
lstrip("-").isdigit() accepts "--1" and superscript digits, which int() then
raises on, and one such entry in compatdata would stop shortcut resolution.
Match r"-?[0-9]+" instead. A matching name is also only used when it is a
directory, so a stray file cannot take STEAM_COMPAT_DATA_PATH.
* fix: reuse signed shortcut compatdata prefix
* fix: prefer initialized Proton shortcut prefixes
---------
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
* feat: adjustable RAM and VRAM caps for the container
Performance > Memory gets two sliders:
- RAM cap (soft, Steam sessions): when the session is resident above the
cap, the session watcher compresses the Steam client into zRAM, waits for
its page-out acknowledgment, then compresses the rest of the session
(processes that loaded libblsession) if still over. Nothing is closed.
Measured at most every 30 s; the client is read back once usage drops
below the cap. Invalid values leave the cap off. Needs zRAM swap.
- VRAM cap: sets dxgi.maxDeviceMemory ahead of the game's own DXVK_CONFIG,
so Direct3D games budget for less video memory. A game profile still
wins. Applies from the next session.
* fix: back off the RAM cap when paging out cannot get under it
A cap below the game's working set was never met, so the watcher paged out
the client and the whole session every 30 s for the rest of the session.
Usage is still measured every 30 s, but after a page-out that leaves the
session over the cap the next one waits twice as long (60 s up to 10 min),
resetting once usage is under the cap. The client step is skipped while the
client is already under 512 MB resident.
* fix: RAM cap covers desktop Steam, signals each group once, no idle churn
- Steam opened from the desktop runs the same session watcher, so the cap
is exported whenever the Steam client runs, not only in Steam mode.
- The second page-out goes to the rest of the session only; Steam was
signalled again even when its own step had been skipped as already small.
- A cap page-out while no game runs stays paged out. Reading the client back
right away pushed it over the cap again and repeated every minute; only a
game closing while over the cap still defers a read-back.
* fix: RAM cap marks the client packed only when it compressed it
When the cap skipped the client as already small during a game, it still
recorded the client as packed, so the regular in-game client page-out
waited up to 300 s for a page-out that never happened.
---------
Co-authored-by: jazzyjames <182448902+jazzyjamesgames@users.noreply.github.com>
GE-based Protons, the default with the x86-64 Steam client, run umu-protonfixes. Its Black Ops III fix switches the prefix to Wine's ALSA driver, which has no device here and replaces DirectAudio, and its Dark Souls Remastered fix runs the VC++ 2017 installer, which fails under ARM64 Proton.
Xbox Cloud Gaming: stream from the store and Games tab, native player with DroidDeck frame generation
Stream Xbox games with Xbox Cloud Gaming (Game Pass) from DroidDeck, outside
the Linux session.
- Backend: `xodus-cli cloud-token` (tools/xbox/droiddeck-cloud-token.patch)
gets the streaming tokens; they stay in memory.
- Web player (default): the Greenlight player page (tools/xcloud-player, MIT)
in a WebView, plus Microsoft's own xbox.com/play player. In-stream menu with
screen effects (sharpen, colour, deband, FXAA, CRT, NTSC, Toon, fps cap),
stream quality, performance overlay (level, layout, top right / top left)
and rumble.
- Native player (opt-in, Android 10+, Player engine: Native): Google's WebRTC
(io.github.webrtc-sdk 125.6422.07, BSD) with the Greenlight protocol ported
to Kotlin, in its own process (:xcloudnative) with its own instance of
DroidDeck's compositor. Decoded frames reach the compositor as
AHardwareBuffers (new stream mode, VK_ANDROID_external_memory_android_
hardware_buffer import), so DDFG 2x and LSFG 2x/3x/4x run on them. Live
frame generation, frame-rate target (presets and a 10-165 fps slider, even
pacing), zero-copy picture, small network buffer, fast decoder, instant
controller input, overlay with engine and on-screen fps, background end,
restart and web fallback. It takes the main process's tokens through
XboxCloudTokenService; they are fetched ahead while a cloud game is shown.
- The compositor requests the dma-buf import extensions only where the driver
has them (the system driver has none).
- Catalog: cloud availability, Game Pass plan CFQ7TTC0K6L8 counted, library
filter All / Owned / Game Pass / Cloud, Stream and Add to Games on the store
page, stream-only Games-tab entries (Stream + Download / Play + Stream).
- Xbox games get VC++ 2015-2022 and the ARM64 runtime registry entries
(vcredist2022_arm64, built in until the catalog has it) before each launch.
- Controller focus reaches pickers opened from a game page (install location,
uninstall); Add / Remove from Games keep the focus.
Credits: Greenlight by UnknownSKL (Jim Kroon), MIT, player and protocol;
Better xCloud for the resolution / OS mapping; MGamer404's Bannerlator #627
for the ARM64 runtime approach. Ported from the412banner's Bannerlator.
On some phones (tester: Honor BKQ-N49, Android 17) Xbox sign-in stopped with
"the Xbox helper stopped with exit code 1" before Microsoft's page opened.
The backend asks the app to read and save credentials over a socket and waits
10 s for each reply. The app sealed credentials with a StrongBox-backed
Keystore key, and each StrongBox operation took 7-15 s on that phone, so the
backend gave up. The app still finished those saves afterwards, leaving a
record without a username that every later attempt had to read back slowly.
- Seal new store credentials with a TEE Keystore key (v2 envelopes); v1
envelopes still open with the old key and move to v2 on their next write.
- A sign-in discards an Xbox record without a username (an unfinished
sign-in) before starting the backend.
- The backend waits 30 s for the app's credential reply.
- The backend names the failing step instead of only credential-io (socket
connect/exchange, session lock, missing socket name/port/key), and falls
back to a keyed 127.0.0.1 port when the abstract socket is refused.
- The app's credential listener logs and retries accept errors, serves each
connection on its own thread, and logs slow requests with per-stage times.
Refs #1337, #1300
Co-authored-by: KeegantheVeganat0r <58369898+KeegantheVeganat0r@users.noreply.github.com>
Steam's ARM64 client has no desktop-portal file chooser, so
SteamClient.System.OpenFileDialog failed at once and every Browse button
(Add a Non-Steam Game, shortcut target, library folder) did nothing.
The Steam UI bridge now answers it with a GTK file chooser run under
Steam's reaper, so gamescope shows it over Steam.
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.
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.
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.
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.
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.
## Summary
Follow-up to #1412, focused on repeat work observed in completed CI
logs.
- Give APK compilation and Android tests the same build-label and
API-key inputs. Previously `generateReleaseBuildConfig` changed between
invocations and caused Kotlin/Java recompilation before tests.
- Continue executing the Android test suite on every CI run: disable
reuse of the test task's results in CI while retaining compilation
caching. Keep the existing heap and process isolation settings.
- Cache the four remote checksum-pinned model/AAR downloads used by
add-on packs. Hash-check every cache hit, atomically replace corrupt
entries only after a verified download, and verify the destination
bytes. Packs are still regenerated from current prepared components and
their checksums remain part of the APK.
- Bound download time and retry connection resets as well as HTTP
errors; keep checksum mismatches fatal.
- Include the pack recipes in runtime source freshness checks.
- Restrict PR report updates to the workflow bot's own marker comment,
addressing the minor extraction review finding from #1412.
## Evidence and validation
The previous successful run explicitly recorded changed
`BuildConfig.java` as the reason for repeated Kotlin/Java compilation
between assembly and tests. The final #1412 normal run spent 38 seconds
building/downloading packs, 5m59s building the APK, and 3m03s in the
Android test step. A forced run also hit a connection reset while
fetching pack inputs and passed on retry.
Focused tests cover cold/warm input reuse, corrupt-cache repair,
changed-pin invalidation, rejected download bytes, actual local HTTP
connection failure/retry, identical build metadata and bot-only comment
selection. Actionlint passed. The clean Linux full suite passed 1,149
tests (18 skipped) before the final Gradle test-execution policy block.
Host, APK/ABI and Android checks are green on the final head, including
the ordinary PR run against the updated main branch and both controlled
branch attempts below.
Validation will compare cold and warm runs on the same commit, confirm
cache-hit hash verification, confirm app compilation remains up-to-date
in the test invocation, and confirm the Android suite actually executes
on both runs. Source-tree, preload, APK/ABI, all-test, signing and
publishing gates remain.
Existing Gradle, CMake and Cargo caching remains. Native compilation was
tens of seconds in the inspected baseline; no speculative native cache
changes or unmeasured speed claim are included. Android test execution
itself was about 2m30s; this PR removes avoidable setup/recompilation
rather than weakening coverage or changing concurrency.
## Follow-up correction
The first CI run failed two artwork-key tests that assumed the
compiled-in API key was empty. Keeping build inputs consistent exposed
that assumption. Tests now check the configured build key and its
trimmed fallback after clearing a user key; existing pure-function
empty-key and precedence coverage remains. No key values are included in
assertion messages. The failed run confirmed BuildConfig generation and
Kotlin/Java compilation were UP-TO-DATE in the test invocation;
subsequent full runs passed. The merged #1412 main run40007656633 passed
signing, pack publishing, preview announcement and catalog updates.
## Gradle cache audit fixes
Completed-run logs showed setup-gradle was read-only on PRs.
Same-repository PRs and branch runs can now persist their own cache
entries; fork PRs remain read-only. GitHub cache ref isolation is
retained. See [Gradle cache
guidance](https://github.com/gradle/actions/blob/main/docs/setup-gradle.md)
and [GitHub cache
scopes](https://docs.github.com/en/actions/reference/workflows-and-actions/dependency-caching).
PR caches consume additional shared quota; no claim of reuse between
different PR refs is made.
COMMIT_TIME now comes from SOURCE_COMMIT, matching the provenance field
and avoiding timestamp changes from temporary PR merge commits. The
source tree and pack validation remain unchanged. This enables a
meaningful same-commit warm check. Per-commit generated Java metadata
may still cause cross-commit recompilation; moving metadata into
packaged data is a separate candidate, not part of this patch. Head
9835c4e3 passed full CI and the same-commit warm rerun below.
## Confirmed final results
Both controlled runs use exactly
9835c4e3e1 and workflow_dispatch, avoiding
PR merge-tree changes between attempts.
| Measurement | First attempt | Warm attempt | Reduction |
| --- | ---: | ---: | ---: |
| Request to required gate green | 13m09s | 7m11s | 5m58s (45%) |
| Gradle APK build step | 6m11s | 2m08s | 4m03s (66%) |
| Android test step | 2m57s | 2m08s | 49s |
| Add-on pack build step | 40s | 31s | 9s |
[First
attempt](https://github.com/Droid-Deck/DroidDeck/actions/runs/40015059221/attempts/1)
and [warm
attempt](https://github.com/Droid-Deck/DroidDeck/actions/runs/40015059221/attempts/2)
both passed. Initial queue delay was 3 seconds in each. This is one
observed pair, not a guaranteed latency or isolated attribution of every
timing difference to cache changes. The first attempt already had some
dependency/build cache reuse.
Warm logs confirm the exact head's Gradle-home cache restored; release
Kotlin and Java compilation were FROM-CACHE during assembly, then
UP-TO-DATE during tests. Assembly reported 22 tasks FROM-CACHE. The
Android test executor actually ran; test results were neither cached nor
skipped. All four remote pack input hits were hash-verified; packs were
regenerated. Runtime inputs and APK native exports/dependencies
verified. The ordinary [PR
workflow](https://github.com/Droid-Deck/DroidDeck/actions/runs/40013127993/attempts/2)
also passed against the updated main merge tree.
A fresh Gradle daemon and "no cached configuration" remain expected on a
new runner: configuration/task-graph persistence is distinct from
build-output caching and currently has no configured encryption key. The
measured Kotlin/Java FROM-CACHE results demonstrate output reuse despite
that message.
This proves same-commit warm reuse. New pushes can still invalidate
compilation through changed source, toolchain, generated provenance or
pack metadata, and cache eviction/ref scope can cause misses.
Cross-commit compilation reuse is not established by this pair. Branch
validation intentionally skips main-only publishing; merged #1412's main
run40007656633 separately passed signing and publication. The user
authorized merging after the final cache-recovery correction passed.
## Final cache-recovery correction
Commit c95e1147 addresses the remaining minor review finding: after a
download passes its SHA check, an unexpected directory at the exact
hash-named cache entry is removed before the verified file is promoted.
Invalid downloads leave that directory untouched. A regression test
covers failed verification, successful repair and subsequent warm reuse.
All five focused download tests passed in a clean Linux export. All
final-head PR checks passed in
[run40018498031](https://github.com/Droid-Deck/DroidDeck/actions/runs/40018498031):
host suite ran 1,164 tests (49 platform skips), APK build and native
validation passed, Android tests executed successfully, and the
source/build validation status is green. Benchmark results above remain
measurements of 9835c4e3.
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.
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.
## Summary
`droiddeck-fex` kept an `LD_PRELOAD` entry only if `os.path.exists()`
found it. A bare soname that the loader resolves through
`LD_LIBRARY_PATH` doesn't exist relative to the working directory, so it
was dropped before the x86 game started. MelonLoader's bootstrap in
Drova is one example.
Names without a `/` are now passed through. Paths that don't exist and
arm64 libraries are still dropped, as before.
## Proof (REDMAGIC tablet, Stardew Valley on x86 Linux (FEX), launch
options `LD_PRELOAD=libz.so.1 %command%`)
| | before | after |
|---|---|---|
| `LD_PRELOAD` in the FEX game process | missing | `libz.so.1` |
| `libz.so` mappings in the game process | 4 (the arm64 host's) | 10
(the x86 one loaded too) |
| Game reaches its title screen | yes | yes |
## Tests
`tools/tests/test_droiddeck_fex.py` now has a bare soname in the
guest-environment case. It fails on main and passes here; all 51 tests
pass.
## Credits
Reported with the fix idea on the DroidDeck Discord by whatsupbros.
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.