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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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>
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.
* 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.
Update strings.xml
Improvements to the Japanese Translation
I have rewritten the translation to make it sound more natural in Japanese.
Also, since “Loader” in “Decky Loader” is a proper noun, I believe it does not need to be translated.
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Translate the 103 missing strings (screen effects, scaling, Wine sync
backends, FEX for AppImages, Steam repair, device info) and fix existing
ones: inverted meaning in mode_suspend_note, content_add_roms and
wadb_connect_address, double space in the update/install buttons,
outdated AppImage/Proton hints, "1 приложений"-style counts, gender
agreement with substituted names, lowercase fragments that are joined
into sentences, and inconsistent terms (Setup, Developer options, Stop
session, Button mapping).
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.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>
* i18n: complete Spanish
Spanish gets the strings added since it landed and the ones that are only a format or a brand name, so it has the same keys as English, in the same order. Each English term keeps one Spanish word across the file, and a few existing strings are reworded to read right with the values they are filled with.
* i18n: use compilación for build in Spanish
* i18n: translate new strings to Spanish
---------
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
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
Steam saves a shortcut's Properties to shortcuts.vdf as soon as they
change and keeps its appid. The session rewrote every added game's entry
from the app's list before and after each client run, keeping only the
launch options, so a Target or Start In set in Steam, a new name or icon,
the hidden and overlay switches, the last played time and Steam's sort
name were all put back at the next exit.
droiddeck-steam-shortcuts now merges instead: an entry keeps every field
Steam has, and the app's exe is written only where the app changed it.
What the app last asked for and what Steam then had are recorded beside
shortcuts.vdf (.droiddeck-shortcuts.json). A Target changed in Steam to a
file inside the game's folder becomes the exe chosen in Steam > Settings >
Games, and a later pick there replaces it in Steam, so both show the same
exe. The appid now stays with the folder, so changing the exe no longer
turns the game into a new one with a new prefix, playtime and launch
options. A game whose folder is missing is set aside with its settings
and comes back with them. The exit-time merge runs before Steam's logs
are copied.
With Second library on Automatic, every writable Games folder is now a
Steam library: it gets the same private prefix and tool binds as the card,
the app hands the session the list (BL_STEAM_LIBRARIES), and
droiddeck-steam-library registers, relabels and forgets entries from it.
Steam offers them in the install dialog as "<folder> (<volume>)", and
Proton mapping, esync, the redist seeder, desktop entries and the compat
beat read every registered library instead of only the card. Games folder
libraries stop at the fast path's bind budget.
Steam's preallocation on Android's FUSE storage either failed outright
(NTFS answers EPERM, so installs were cancelled as "not enough disk
space") or zero-filled the whole download first (exFAT, minutes for a
small game). After fallocate is refused, the Steam client's ftruncate
extension of its own staging files is reported as done; the writes that
follow fill the file. A 76 MB install to a USB SSD now preallocates
instantly instead of taking about 3.5 minutes.
A library that is not there is left out of the list and forgotten until
it returns, imports whose folder is missing are set aside rather than
offered as broken installs, and the front end refreshes when storage is
mounted or removed.
A "Linux system" entry in the file manager's Storage list (the rail and the
drive menu) opens the root of the Linux system the sessions run in - the
app's files/linuxfs, the desktop's / - so its files can be browsed, copied
in and out without the desktop. Shown once the runtime is installed; Back
stops at that root like a drive's, and the drive label reads Linux system
anywhere under it. The label is translated in all nine languages.