mirror of
https://github.com/Droid-Deck/DroidDeck.git
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4ff4be23710f720cea7cd00a2fc836ebc4a7736d
46
Commits
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556bd96d5a | ci: reuse build metadata and verified pack downloads | ||
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d7bf0b274f | ci: consolidate verified component preparation | ||
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d111b2b3dd | ci: reuse preload snapshots verified against main builds | ||
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b7bf189166 | fix: stop the authorship check from flagging people whose names contain an assistant's name | ||
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792a69ebfe |
Combine authorship validation with the required APK result (#1329)
Combine trusted source and squash-metadata validation with the exact-head APK compilation result. Preserve automatic trailer cleanup in the installed hooks. Validated with 10 authorship/hook tests and 9 combined-gate tests. |
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4421e851dd |
Enforce human authorship with automatic trailer scrubbing (#1325)
Install commit and push hooks that remove bot co-author trailers, preserve human credits, and reject bot primary authors. Add a trusted default-branch CI checker and publish its required status on the exact proposed commit. Validate main pushes as well. Ten regression tests pass, including real Git hook tests and the --no-verify case. |
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e9891d5a29 |
feat: Remote Play host: PipeWire capture, hardware encoding, touch and game audio (#1139)
* feat: run SteamOS PipeWire and WirePlumber for gamescope screen capture * feat: hardware Remote Play encoding through MediaCodec behind Steam's V4L2 stage * feat: deliver Remote Play touches to gamescope as touches * feat: route game audio through PulseAudio while a Remote Play client is connected * fix: keep the Remote Play marker when a forked child closes the encoder * fix: allow standalone preload tests without V4L2 encoder hook |
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e3246b7dd5 |
feat: ship proot, DirectAudio, Xbox, Comet and hand tracking as CI-built add-on packs (#1198)
* perf: download hand tracking models and native libs on first use * feat: build and publish add-on packs in CI, add Xbox and Comet packs * feat: ship proot and DirectAudio drivers as CI-built packs * test: hand tracking readiness requires the tracking pack * ci: attach PR test-build packs to the PR release instead of Components |
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a63f3b1fbc | Add experimental Xbox and PC Game Pass store support (#1156) | ||
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41abcd203a |
feat: fetch Proton, FEX and the runtimes automatically, and make Linux games run under FEX (#1045)
* fix: x86 Linux games that also ship for Windows run under Proton again Since #749 the live compatibility helper treated every installed game with both Windows and x86 Linux builds as a user's native choice, because the client reports an empty tool for unmapped games. Those games were left on the Steam Linux Runtime, which cannot start them here (bwrap fails, or FEX looks for a RootFS that is not shipped), so Valheim, Moonlighter, Half-Life 2, TF2 and others exited within seconds. - An unmapped game the helper never managed now gets the default Proton. Clearing a mapping the helper set is still kept as a native choice. - Native choices are stored under "native_choices". The old "native" list also held games nobody picked, so it is dropped. * feat: Linux builds run under FEX by default, with the runtimes fetched automatically - Steam fetches Proton, FEX, Steam Linux Runtime 3.0 and 4.0 on the first start and keeps them updated instead of leaving them pending. - Games that ship a Linux build go to FEX once it can run them; Windows-only games and installed Windows builds keep the Proton default. - FEX runs games on a combined x86 runtime with the newer glibc and libstdc++ the GL and Vulkan thunks need. - Vulkan display extensions the driver cannot handle are hidden in front of the thunk, without an audit module. - Mono's incremental garbage collector is turned off under FEX, which stops Unity games crashing. - x86 Steamworks finds the x86 steamclient. - 32-bit games read the virtual controller. * fix: controllers work in Linux Unity games such as Valheim Joystick ioctls on an event node now fail with EINVAL like the kernel's evdev, so the SDL2 that Unity embeds reads the pad's real ID instead of ignoring it as 0000:0000. * test: skip the switch script test without node, and the ring tests without gcc * fix: games with a Linux build keep the Proton default The Windows build often runs better, so titles that ship both builds stay on the default Proton again. Users can still pick FEX for one, and that choice is kept. Linux-only titles still go to FEX. * fix: unmapped dual-platform games get Proton even when config.vdf cannot be read |
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+13 |
e7bc4b03a5 |
Add app-wide 3DoF for VITURE, RayNeo and XREAL glasses and 6DoF for Luma Ultra (#1035)
* Add VITURE glasses support: hardware control, 3D, head tracking Glasses get their own controller over the MCU (permission, 120 Hz default, brightness, volume, sunblock, 2D/3D) and the game moves onto them when plugged in. The IMU drives Cardboard head tracking and the SteamVR driver. 3D falls back to one eye's view on phones that can't send the 3840x1080 signal. Options open from a glasses button in game and on the Steam page. * Drop the glasses settings like Steam's: Play-style button, Settings lip, tabs * Hang the glasses Settings lip over the top of the button * Space glasses MCU commands so the IMU rate sticks, fit fixed resolutions to the glasses * Keep Steam alive with SteamVR registered, run SteamVR at the glasses' rate, keep the glasses lip on top * Fit VR games on the glasses: full view, seated origin at the head, pad hands reach with the d-pad * Let the pad hands reach a metre out so buttons with deep colliders press * Show every VR frame in order at 120 fps: wait for SteamVR's GPU work, present only finished copies, skip the grace on idle shared counters * Glasses: SteamVR starts and stops with them, closer view with a field of view setting, Recenter on the pad * Glasses: SteamVR field of view defaults to 90° * VR pad hands: sticks move and aim the hands, left stick click switches the sticks to the game, d-pad pulls a held hand * Glasses: Play SteamVR beside the glasses button instead of starting SteamVR with them, pad hands drawn as Index controllers and off while other VR controllers are connected, glasses sheet tabs sized like Steam's * Track glasses mode, refresh-aware glasses window, align Play SteamVR with Play Steam * Fix 3D on the glasses: full-res SteamVR presenter, revert VR 3D at session end, coalesce vsync ticks, no session restart after end * Address review: glasses output after installs and session end, VR revert retry, display fallback, presenter swapchain retry, agent hex checks, drawer bumpers, glasses translations, docs * Harden VITURE stereo negotiation and output refresh tracking * Localize stereo recovery feedback and record Astra reconnect tests * Improve test failure diagnostics and refresh Astra firmware findings * Handle VITURE docks separately and reject truncated USB frames * Glasses: remember a 3D fallback per model, docks as display only, VR timing fixes - A 3D attempt that ends at the 640x480 fallback is remembered for that glasses model, so Play SteamVR no longer blacks out the glasses after every restart; Retry clears it and "3D for VR games" stays reachable - A VITURE Mobile Dock on its own no longer counts as glasses; through a dock Play SteamVR is hidden and the sheet shows the output and why there is no control - HDR is probed on the glasses when the session starts there - Glasses frames with a mismatched checksum are marked in the status frame log - SteamVR layer and driver vblank counters stay monotonic across refresh changes; one-eye render scale applies from activation and on mono/3D switches - Compositor binds announce the refresh clients were last told; the presenter retries a failed first swapchain - Dead strings and helpers removed; docs updated * Glasses: drop USB frames with a bad checksum * Glasses: count frames dropped for a bad checksum * Feat/viture xr (#907) * Add RayNeo Air and GT support to the XR glasses pipeline * Add RayNeo Air and GT support to the XR glasses pipeline * Checkpoint glasses tracking, calibration, and SteamVR launch integration * Checkpoint glasses tracking, calibration, and SteamVR launch integration * Add XREAL 1S support and correct GT and Pro 2 tracking * Add XREAL 1S support and correct GT and Pro 2 tracking * Fix mirrored glasses tracking and recover SteamVR after device loss * Fix mirrored glasses tracking and recover SteamVR after device loss * Document confirmed XREAL 1S brightness control * Document confirmed XREAL 1S brightness control * Fix SteamVR glasses defaults and rendering controls * Fix SteamVR glasses defaults and rendering controls * chore: keep only the 3 newest session log folders (#852) * chore: add agent comment rules (#748) Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> * Fix SteamVR polling, VITURE checksums, and fence tracking Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter. Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage. * Fix SteamVR polling, VITURE checksums, and fence tracking Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter. Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage. * fix: wireless ADB page names the child-process switch the way Android shows it (#848) * l10n: refresh stale and untranslated strings in es, fr, ko, ru (#850) * l10n: refresh stale and untranslated strings in es, fr, ko, ru - mode_added_art_hint: now mentions Steam then SteamGridDB (all four locales). - wincomp_needs_installer / wincomp_installers_note: es and ko still described the old "coming soon" behaviour; align with the current English text. - summary_remove_game: was still English in all four locales. Machine-assisted translation; native-speaker review is welcome. * l10n(es): say registro, not grabación, for the missing installer record --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> * fix: a failed cloud save recovery no longer ends the app (#846) The cloud-recovery thread started at every app start had nothing to catch an error, so one went to CrashHandler, which halts the process with status 2. In unit tests the thread can outlive the test that started it, fail on the torn-down preferences, and take the whole test run down. The error is now logged and the thread ends. Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> * fix: an interrupted Linux runtime download resumes instead of starting again (#847) * fix: an interrupted Linux runtime download resumes instead of starting again installOnce() asked the downloader to resume but always deleted the archive in its finally block, so the next attempt began at zero. The archive is now named after the release version and checksum, a failed download keeps what it fetched, and archives of other releases (and the old fixed name) are removed. A checksum or extraction failure still deletes the file. * test: Downloader resumes a cut-off download from the bytes it kept Starts a socket server that promises the whole file, hangs up part way and then answers a Range request, and checks that the second downloadFile call resumes with the right offset and ends with identical bytes. * fix: a resumed download discards a 206 that does not start where the kept bytes end Downloader appended every 206 response to the partial file without looking at Content-Range. A server or proxy that answers a Range request with a different offset would leave a corrupt file. Check that the range starts at the kept length; otherwise delete the partial file and start again without a Range header. Adds a test with a server that answers the Range request from offset 0. --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> * l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings (#849) * l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings Adds the strings values-de, values-it and values-pt were missing (14 each) and the six that values-fr, values-es and values-ru were missing. Machine-assisted drafts that follow each file's existing register and terms; native review is welcome. * l10n: correct missing active swap translations --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> * fix: droiddeckctl reaches variant-package builds (recover #842) (#854) fix: droiddeckctl reaches builds shipped under a variant package The provider authority and the start Activity's component were fixed to com.droiddeck.launcher, so droiddeckctl could not talk to the antutu, ludashi or pubg builds from tools/release/variants.txt. DROIDDECK_PACKAGE now picks the package; the Activity's class name stays the same in every variant. Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> * feat: droiddeckctl reports on-screen pacing (recover #843) (#855) feat: droiddeckctl pacing reports the frames that reached the screen Reads SurfaceFlinger's timestats for the game's layer (or the session's SurfaceView) over a capture: frames on screen, fps on screen, the present-to-present histogram and how many intervals were off the usual cadence. Records split by a refresh-rate change are summed. A game's own fps counter counts frames handed over, so it can't show dropped or doubled frames. Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> * fix: Steam can restart more than twice in a session (#754) * fix: Steam can restart more than twice in a session Every exit 42 counted toward the cap that stops an update which will not install, and the count was never cleared, so the third restart of a session ended it however far apart they were. A client that ran for a minute before asking is not that loop: the count starts again. * fix: measure the client's run time as it exits The time spent collecting logs and checking FEX after the client exits counted toward its run, so a slow cleanup could make a quick exit 42 look like a long one and clear the count. --------- Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> * fix: the front end keeps its page when the Fold is folded or unfolded (#832) * fix: the front end keeps its page when the Fold is folded or unfolded MainActivity, FileManagerActivity, FilePickerActivity and StoreLoginActivity did not declare the screen-size configuration changes, so folding or unfolding a foldable recreated them and dropped their in-memory state. They now handle orientation, screenSize, screenLayout, smallestScreenSize and density themselves, like SessionActivity already does. uiMode is left out on purpose. * fix: store login keeps rebuilding its toolbar when the display density changes StoreLoginActivity builds its toolbar in code with dp-to-pixel values taken at creation time and has no onConfigurationChanged. It no longer declares density in configChanges, so a density change recreates it as before this PR. Size and layout changes are still handled in place. --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> * Release pointer buttons without replaying stale motion (#803) * Fix cursor warping on native touch down * Preserve input cleanup without replaying stale pointer motion --------- Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com> * l10n: translate the strings added since #284 into zh-CN, zh-HK, zh-TW and ja (#539) * l10n: translate the 184 strings added since #284 (zh-CN/HK/TW, ja) The stores, cloud saves, Windows components, Steam touch, desktop removal and background-downloads strings landed after #284's translation snapshot, so every one of them fell back to English. Translate all 184 into Simplified Chinese, Traditional Chinese (Taiwan and Hong Kong) and Japanese, keeping each locale file's own vocabulary (工作階段/會話, 解除安裝/卸載, 元件/組件, 設定). Also fix four Hong Kong strings that kept the simplified 着色器. * l10n(zh): fix stale and ambiguous strings found in review Severe: summary_remove_game was untranslated English in all three files; mode_added_art_hint, wincomp_installers_note and wincomp_needs_installer still described the pre-#480/#492 English. Also: distinguish the Setup wizard from Android system settings in zh-HK/zh-TW (初始設定 / 系統設定 / Android 設定), unify library as 收藏庫, component as 組件 in zh-HK, session as 會話 in zh-HK, account as 帳戶 in zh-HK, Trending as 趋势/趨勢, Forget as 清除, reword the re-applied-at-launch, action-failed and already-in-Games strings, and play as 執行/開啟遊戲 in zh-TW/zh-HK. * l10n(ja): fix stale and ambiguous strings found in review --------- Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> * Rebuild and verify Windows VR runtime components * Rebuild and verify Windows VR runtime components * Add top, bottom, and centered picture positions for Steam sessions (#871) * fix: dependency scan ignores folders above the game folder (#859) * DroidDeck-Proton: get releases from the Droid-Deck org repo DroidDeck-Proton is now built and released on Droid-Deck/DroidDeck-Proton (11-9.1 is Latest there), so the Components page, the update check and the guest installer read releases from the org repo instead of The412Banner's. * feat: low-latency controller and touch toggles in the session drawer (#808) * fix: SteamGridDB lookups no longer stick as "no match" after a failure; add a search to the art chooser (#876) * feat: Steam home wall fills from the signed-in library instead of store picks (#878) * test: cover GPU family and support classification (#880) * Fix local builds on Linux failing after the first Comet build (#866) * feat: sort the store library and installed tabs, and switch between card and list views (#798) * feat: three-finger tap toggles Steam's on-screen keyboard in game mode (#782) * fix: keep Quest-patched Turnip as the auto default (#853) * Fix deploy_local.sh and droiddeckctl not finding a phone connected over wireless debugging (#864) * fix: keep proot sessions alive when the kernel loses fork events (#457) * fix(quest): correct desktop and Steam display corruption across sessions (#733) fix(quest): stabilize desktop and Steam layer presentation Keep Quest SDR scenes and the black backdrop off the Android Vulkan swapchain regardless of session order or HDR preferences. Only report the first frame after client content is submitted. Add backdrop lifecycle and first-frame regression coverage. Record the user's successful Quest 3 Test 2 result. Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> * fix: keep SteamVR syscall hooks and report Steam crashes (#905) * fix: preserve SteamVR syscall hooks * fix: report Steam crashes through gamescope * fix: honor glasses pacing and resolution in SteamVR launches --------- Co-authored-by: connor g <connorsspam1992@gmail.com> Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com> Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com> Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> Co-authored-by: Kirk <kirtoy.junsay@gmail.com> Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> Co-authored-by: asdf17128 <asdf17128@gmail.com> Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com> Co-authored-by: Dantalian <wsu091227@qq.com> Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com> Co-authored-by: The412Banner <the412banner@users.noreply.github.com> Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com> Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com> Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com> Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com> Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com> Co-authored-by: Jagger15 <jagger2333@live.com> * Glasses: keep a pending 2D restore and the SteamVR recovery offer, show Play SteamVR only with a picture * Translate the glasses calibration, XREAL and SteamVR recovery strings * SteamVR recovery: give a finished teardown time to collect logs before restarting * Credit the projects the XR glasses support builds on * Joy-Cons: SteamVR hands from their gyro while SteamVR runs, one combined pad otherwise * Add experimental Luma tracking and stabilize SteamVR launches Add native Luma Ultra spatial tracking, optical controllers, and stereo calibration with DroidDeck styling, imperial/metric measurements, and pending recenter recovery. Include the pinned hand model and calibration board. Keep live guest and SDK files outside Android's evictable cache. Filter the Adreno 840 sysmem override in the shared SteamVR helper, serialize timeline mirroring, retain invalid optical controllers without event floods, and prevent an unprivileged scheduling fallback from lowering compositor RTTIME. Validation: latest APK build and runtime freshness checks pass; 247 affected glasses/calibration tests pass. Native VR, helper, and packaging regressions pass. Two earlier phone library launches sustained 60 fps for 308 and 188 seconds without recovery or restart. The newer calibration APK is installed and checksum-verified; calibrated-hand and sustained gameplay acceptance remain pending. One existing Android test requires Windows symlink privileges. * Headsets: settings badge on Play SteamVR instead of a top-right button, both shown only once connected * Hand tracking: camera-tracked Joy-Cons and bare hands in SteamVR, drawn as white gloves - Joy-Con movement from the accelerometer (report reordering, per-Joy-Con calibration, zero-velocity updates) - MediaPipe pose and hand landmarks from the device camera, placement check, per-hand Kalman filter with the Joy-Con - No controller connected: bare camera hands with Quest-style gestures, 1€ filtered, rendered as a white glove model built from a distance field - SteamVR safe mode cleared before each start so one crash no longer blocks the driver * Improve Luma Ultra tracking and isolate device-specific controls Refine stereo hand and Joy-Con tracking, gesture release, calibration, recovery UI, diagnostics, display modes, and compositor handling. Keep Ultra controls and input routing behind a live SDK-confirmed Carina connection; clear retained spatial mode when other glasses connect. Add optional UVC transport with pinned dependencies and packaged notices. Validation: 456 Android tests, ARM64 VR build and native regressions, 47 tooling tests, SDK/UVC-enabled and disabled builds, and 150 packaged runtime checksums. Two shader compilation tests skipped because the compiler is unavailable. Hardware interaction gates remain experimental. * Delay Luma Ultra 6DoF until SteamVR settles Suspend spatial SDK startup while SteamVR launches, then restore it two seconds after RUNNING is confirmed. Preserve saved tracking preferences and automatically recenter same-device restoration, including cancellation and early stop. Discard superseded launch requests and status replies after session teardown. Validation: 128 focused JVM tests passed on the isolated commit snapshot; 129 passed with the current local hand-tracking work. Debug build and runtime checks passed, and the reviewed APK was installed and hash-verified on the phone. * Clarify glasses and phone camera tracking options Separate Luma Ultra camera controls from phone-camera tracking so the two hand-tracking switches have clear sources. Label bare-hand controllers and Joy-Con position tracking explicitly, explain physical Joy-Con inputs and camera priority, and update the camera prompt and calibration guidance. Use fresh phone section and toggle labels so existing translations do not hide the distinction. Preserve tracking behavior and saved preferences. Validation: 39 existing UI tests, debug build, and packaged runtime verification passed. Reviewed changes and installed the APK on the connected phone. * Fix tracking handoff and shared runtime regressions Release spatial ownership and controller overrides when output returns to the phone. Preserve USB-loss recovery, keep Vulkan submissions asynchronous, clean persistent guest scratch on runtime removal, and clarify the 6DoF head-tracking control. * Apply smart-glasses virtual screens across DroidDeck menus * Finalize Luma hand baseline and document smart-glasses support Keep raw grayscale-to-RGB Full hand inference, wrist-only Joy-Con reconstruction, bounded visual holds, and the dead-zone rollback. Retain opt-in steady aim, recenter controls, reproducible Lite models, and the JPEG-padding fix. Remove unsuccessful benchmark-only and USB transport experiments. Document the cross-brand 3DoF matrix, Luma Ultra 6DoF, SDK requirements, and app-wide screen behavior. * Fix executable permission for SteamVR launcher * Address hand tracking and VR review findings * Bound stereo recovery test image comparison memory * Localize smart-glasses setup and tracking diagnostics Move calibration controls, status messages, validation errors, distance labels, and printed-board instructions into Android string resources. Add and update machine-assisted translations in all 32 supported non-English locale catalogs, with corrections for recentering, hand tracking, product names, and measurements. Keep print instructions within the page using text layout that supports wrapping and right-to-left text. Correct the Lite model toggle description to reflect its Lite palm detector and Lite landmark model. Add locale coverage, format-argument, line-break, and measurement checks, plus French and Arabic calibration UI tests. Preserve tracking calculations and the shared runtime storage behavior. Validation: Android resource and Kotlin compilation; 3 localization checks; 68 focused tests; 1,597 JVM tests at a 512 MB heap; French and Arabic UI renders. * Correct smart-glasses translations from PR review Fix the 42 localization findings covering hand and head terminology, disabled states, calibration dimensions, camera visibility, capture rejection, and menu references. Correct the repeated capture-error ambiguity in related locales and clarify its English source. Keep Romanian setup instructions consistent with the existing informal voice. Extend localization measurement validation to distance hints and retry guidance. Verify the recovery screen's palette-dependent text color with one row-sized pixel buffer and guaranteed bitmap cleanup. Validation: Android resource and Kotlin compilation; 3 localization checks across all supported locales; 68 focused JVM tests at a 512 MB heap. * Work around SteamVR device loss with Adreno 840 Turnip v0.2.0 * Withdraw ineffective SteamVR flushall workaround --------- Co-authored-by: maxjivi05 <maxjividen@gmail.com> Co-authored-by: MaxsTechReview <6025299+maxjivi05@users.noreply.github.com> Co-authored-by: connor g <connorsspam1992@gmail.com> Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com> Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com> Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> Co-authored-by: Kirk <kirtoy.junsay@gmail.com> Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> Co-authored-by: asdf17128 <asdf17128@gmail.com> Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com> Co-authored-by: Dantalian <wsu091227@qq.com> Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com> Co-authored-by: The412Banner <the412banner@users.noreply.github.com> Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com> Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com> Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com> Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com> Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com> Co-authored-by: Jagger15 <jagger2333@live.com> |
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b77135cee8 |
fix: rename the VR recovery task affinity in variant builds
The PUBG, AnTuTu and Ludashi signing jobs stopped on com.droiddeck.launcher.vr_recovery, the task affinity of the VR recovery activity added with the VITURE XR controls, because the package rename did not cover it. |
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2fe4d5303c |
feat: Epic Games Launcher for Linux (#928)
* feat: Epic Games Launcher for Linux Install Epic's official Linux launcher (EGLv2) from Epic's CDN with Valve's Steam Runtime 4 and run it under FEX, signed in with the linked Epic account. Epic games launch through a hidden launcher instance so they get the launcher's own arguments, with the exchange-code launch as the fallback, and DroidDeck installs show up in the launcher as installed. In the launcher, touch scrolls like a phone app and the gamepad drives the UI: D-pad and left stick move the selection, A opens, B goes back, the right stick and triggers scroll proportionally, X opens the options menu, Y the keyboard and LB/RB switch tabs. * feat: Epic Games Launcher for Linux Install Epic's official Linux launcher (EGLv2) from Epic's CDN with Valve's Steam Runtime 4 and run it under FEX, signed in with the linked Epic account. Epic games launch through a hidden launcher instance so they get the launcher's own arguments, with the exchange-code launch as the fallback, and DroidDeck installs show up in the launcher as installed. In the launcher, touch scrolls like a phone app and the gamepad drives the UI: D-pad and left stick move the selection, A opens, B goes back, the right stick and triggers scroll proportionally, X opens the options menu, Y the keyboard and LB/RB switch tabs. * Route Epic games through Steam, import launcher installs, offer the second library - Every Epic launch goes Steam -> Epic Games Launcher -> game; Play inside the open launcher hands the game to Steam - Games installed from inside the launcher get a Games-tab entry and launch through Steam; the launcher installs to the last Stores target - Stores install picker offers the Steam second library, with side-by-side choices - uruntime xattr-only failures no longer fail the launcher unpack (app-extract) * Hand launcher Play and Steam links to Steam, wait for FEX on first run Play on a game the launcher just installed is matched to its install record and handed to Steam. Steam games listed in the launcher open steam://rungameid links, which now start the game in a Steam session. Opening the launcher before Steam has downloaded FEX asks Steam for it and starts Steam instead of failing with no-fex. * Address review: FEX check, play-in-Steam action, touch route thread, scroll scale fexReady needs a FEX binary in Steam's FEX tool, not just its folder. The play-in-Steam action stays until the link is handled, so Run Steam at startup can't start a session first. The pad touch route reads the mouse mode without side effects off the main thread and posts the pad update there. Vertical scroll uses the output height. A status-2 unpack counts only when AppRun is there. The xdg-open command is tested end to end for Steam links. * Open the launcher through Steam, recover dropped shortcuts, sign out of both The Epic Games Launcher now runs as its own Steam shortcut, so opening it starts Steam, which opens the launcher, and Play inside it goes to the running Steam. Steam dropped a running shortcut from its library when the game exited after a sleep/wake replay or a server re-logon, and launching it then waited forever at ShowInterstitials. login1 only replays sleep/wake when Steam is asleep. The session restarts Steam when a requested shortcut is missing, and when a game exits with its shortcut gone and nothing else runs. Resuming after a long pause no longer reports failure while traced processes are still waking, so "Steam is paused" goes away on the first tap. Signing out of the launcher signs DroidDeck's Epic store out, and signing out in DroidDeck restarts the launcher signed out and clears the Epic web cookies. * Address review: one session-switch poll, Epic setup can't block a session A new switch confirmation replaces the pending poll instead of adding a second one that could start the session again. Epic library sync and install-folder setup at session start are each guarded, so a bad preference no longer stops the guest from launching. * Uninstall the Epic Games Launcher from the Games tab An Uninstall button next to Launch asks first, closes a running session, and removes the launcher and its runtime. The launcher's sign-in and install records stay, so its games keep their Games-tab entries and a reinstall comes back signed in. Its Steam shortcut goes away on the next Steam start. * Address review: uninstall only after the session has ended The launcher's files are removed only once the session is not running and its phase has ended; a shutdown still in progress after the wait reports failure instead. The confirmation reads the session state from the front-end state. * Find FEX that Steam installed on the second library Steam's tools on a second library live in DroidDeck's private copy, which the session binds over the library. The launcher's FEX check only looked on the shared storage, so with FEX there it always asked Steam for FEX and only Steam opened. It now checks the private copy too. * Start games without Steam, per-game Settings menu with Wine sync "Start without Steam" now really leaves the Steam client out: the game runs in its own Proton/FEX through droiddeck-proton-run in a run session, and the Epic Games Launcher opens on its own with its games playing in it. Run sessions for these games are not pinned to the big cores and get DirectAudio and the added-games list like Steam. The Games tab card is now "Settings", titled "<game> Settings": Start without Steam, FEX preset, Wine sync (ntsync, fsync, esync, wineserver or the app default) and Default, which puts everything changed for the game back to the app's settings. The app-wide Wine sync choice is shown in the Steam settings Session tab. * Address review: uninstall guard, routed games, shortcut matching Opening or reinstalling the Epic Games Launcher waits while it is being uninstalled. Added games that are Steam installs keep their Start without Steam setting under their Steam app id and start as that Steam game. Live shortcut lookups wait for Steam's library to load and match a same-name shortcut by its executable, so no duplicate is added. The session treats the open launcher as itself even when it could not tell its Steam app id. * Address review: drop a queued launcher switch when it is uninstalled A confirmed switch to the Epic Games Launcher that is still waiting for the old session to end is cancelled when the launcher is uninstalled, and never starts while the uninstall runs. The launcher id test sets its environment for its own runs only. |
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+13 |
16f9916825 |
Add VITURE XR controls, head tracking, and SteamVR (#732)
* Add VITURE glasses support: hardware control, 3D, head tracking Glasses get their own controller over the MCU (permission, 120 Hz default, brightness, volume, sunblock, 2D/3D) and the game moves onto them when plugged in. The IMU drives Cardboard head tracking and the SteamVR driver. 3D falls back to one eye's view on phones that can't send the 3840x1080 signal. Options open from a glasses button in game and on the Steam page. * Drop the glasses settings like Steam's: Play-style button, Settings lip, tabs * Hang the glasses Settings lip over the top of the button * Space glasses MCU commands so the IMU rate sticks, fit fixed resolutions to the glasses * Keep Steam alive with SteamVR registered, run SteamVR at the glasses' rate, keep the glasses lip on top * Fit VR games on the glasses: full view, seated origin at the head, pad hands reach with the d-pad * Let the pad hands reach a metre out so buttons with deep colliders press * Show every VR frame in order at 120 fps: wait for SteamVR's GPU work, present only finished copies, skip the grace on idle shared counters * Glasses: SteamVR starts and stops with them, closer view with a field of view setting, Recenter on the pad * Glasses: SteamVR field of view defaults to 90° * VR pad hands: sticks move and aim the hands, left stick click switches the sticks to the game, d-pad pulls a held hand * Glasses: Play SteamVR beside the glasses button instead of starting SteamVR with them, pad hands drawn as Index controllers and off while other VR controllers are connected, glasses sheet tabs sized like Steam's * Track glasses mode, refresh-aware glasses window, align Play SteamVR with Play Steam * Fix 3D on the glasses: full-res SteamVR presenter, revert VR 3D at session end, coalesce vsync ticks, no session restart after end * Address review: glasses output after installs and session end, VR revert retry, display fallback, presenter swapchain retry, agent hex checks, drawer bumpers, glasses translations, docs * Harden VITURE stereo negotiation and output refresh tracking * Localize stereo recovery feedback and record Astra reconnect tests * Improve test failure diagnostics and refresh Astra firmware findings * Handle VITURE docks separately and reject truncated USB frames * Glasses: remember a 3D fallback per model, docks as display only, VR timing fixes - A 3D attempt that ends at the 640x480 fallback is remembered for that glasses model, so Play SteamVR no longer blacks out the glasses after every restart; Retry clears it and "3D for VR games" stays reachable - A VITURE Mobile Dock on its own no longer counts as glasses; through a dock Play SteamVR is hidden and the sheet shows the output and why there is no control - HDR is probed on the glasses when the session starts there - Glasses frames with a mismatched checksum are marked in the status frame log - SteamVR layer and driver vblank counters stay monotonic across refresh changes; one-eye render scale applies from activation and on mono/3D switches - Compositor binds announce the refresh clients were last told; the presenter retries a failed first swapchain - Dead strings and helpers removed; docs updated * Glasses: drop USB frames with a bad checksum * Glasses: count frames dropped for a bad checksum * Feat/viture xr (#907) * Add RayNeo Air and GT support to the XR glasses pipeline * Add RayNeo Air and GT support to the XR glasses pipeline * Checkpoint glasses tracking, calibration, and SteamVR launch integration * Checkpoint glasses tracking, calibration, and SteamVR launch integration * Add XREAL 1S support and correct GT and Pro 2 tracking * Add XREAL 1S support and correct GT and Pro 2 tracking * Fix mirrored glasses tracking and recover SteamVR after device loss * Fix mirrored glasses tracking and recover SteamVR after device loss * Document confirmed XREAL 1S brightness control * Document confirmed XREAL 1S brightness control * Fix SteamVR glasses defaults and rendering controls * Fix SteamVR glasses defaults and rendering controls * chore: keep only the 3 newest session log folders (#852) * chore: add agent comment rules (#748) Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> * Fix SteamVR polling, VITURE checksums, and fence tracking Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter. Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage. * Fix SteamVR polling, VITURE checksums, and fence tracking Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter. Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage. * fix: wireless ADB page names the child-process switch the way Android shows it (#848) * l10n: refresh stale and untranslated strings in es, fr, ko, ru (#850) * l10n: refresh stale and untranslated strings in es, fr, ko, ru - mode_added_art_hint: now mentions Steam then SteamGridDB (all four locales). - wincomp_needs_installer / wincomp_installers_note: es and ko still described the old "coming soon" behaviour; align with the current English text. - summary_remove_game: was still English in all four locales. Machine-assisted translation; native-speaker review is welcome. * l10n(es): say registro, not grabación, for the missing installer record --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> * fix: a failed cloud save recovery no longer ends the app (#846) The cloud-recovery thread started at every app start had nothing to catch an error, so one went to CrashHandler, which halts the process with status 2. In unit tests the thread can outlive the test that started it, fail on the torn-down preferences, and take the whole test run down. The error is now logged and the thread ends. Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> * fix: an interrupted Linux runtime download resumes instead of starting again (#847) * fix: an interrupted Linux runtime download resumes instead of starting again installOnce() asked the downloader to resume but always deleted the archive in its finally block, so the next attempt began at zero. The archive is now named after the release version and checksum, a failed download keeps what it fetched, and archives of other releases (and the old fixed name) are removed. A checksum or extraction failure still deletes the file. * test: Downloader resumes a cut-off download from the bytes it kept Starts a socket server that promises the whole file, hangs up part way and then answers a Range request, and checks that the second downloadFile call resumes with the right offset and ends with identical bytes. * fix: a resumed download discards a 206 that does not start where the kept bytes end Downloader appended every 206 response to the partial file without looking at Content-Range. A server or proxy that answers a Range request with a different offset would leave a corrupt file. Check that the range starts at the kept length; otherwise delete the partial file and start again without a Range header. Adds a test with a server that answers the Range request from offset 0. --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> * l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings (#849) * l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings Adds the strings values-de, values-it and values-pt were missing (14 each) and the six that values-fr, values-es and values-ru were missing. Machine-assisted drafts that follow each file's existing register and terms; native review is welcome. * l10n: correct missing active swap translations --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> * fix: droiddeckctl reaches variant-package builds (recover #842) (#854) fix: droiddeckctl reaches builds shipped under a variant package The provider authority and the start Activity's component were fixed to com.droiddeck.launcher, so droiddeckctl could not talk to the antutu, ludashi or pubg builds from tools/release/variants.txt. DROIDDECK_PACKAGE now picks the package; the Activity's class name stays the same in every variant. Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> * feat: droiddeckctl reports on-screen pacing (recover #843) (#855) feat: droiddeckctl pacing reports the frames that reached the screen Reads SurfaceFlinger's timestats for the game's layer (or the session's SurfaceView) over a capture: frames on screen, fps on screen, the present-to-present histogram and how many intervals were off the usual cadence. Records split by a refresh-rate change are summed. A game's own fps counter counts frames handed over, so it can't show dropped or doubled frames. Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> * fix: Steam can restart more than twice in a session (#754) * fix: Steam can restart more than twice in a session Every exit 42 counted toward the cap that stops an update which will not install, and the count was never cleared, so the third restart of a session ended it however far apart they were. A client that ran for a minute before asking is not that loop: the count starts again. * fix: measure the client's run time as it exits The time spent collecting logs and checking FEX after the client exits counted toward its run, so a slow cleanup could make a quick exit 42 look like a long one and clear the count. --------- Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> * fix: the front end keeps its page when the Fold is folded or unfolded (#832) * fix: the front end keeps its page when the Fold is folded or unfolded MainActivity, FileManagerActivity, FilePickerActivity and StoreLoginActivity did not declare the screen-size configuration changes, so folding or unfolding a foldable recreated them and dropped their in-memory state. They now handle orientation, screenSize, screenLayout, smallestScreenSize and density themselves, like SessionActivity already does. uiMode is left out on purpose. * fix: store login keeps rebuilding its toolbar when the display density changes StoreLoginActivity builds its toolbar in code with dp-to-pixel values taken at creation time and has no onConfigurationChanged. It no longer declares density in configChanges, so a density change recreates it as before this PR. Size and layout changes are still handled in place. --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> * Release pointer buttons without replaying stale motion (#803) * Fix cursor warping on native touch down * Preserve input cleanup without replaying stale pointer motion --------- Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com> * l10n: translate the strings added since #284 into zh-CN, zh-HK, zh-TW and ja (#539) * l10n: translate the 184 strings added since #284 (zh-CN/HK/TW, ja) The stores, cloud saves, Windows components, Steam touch, desktop removal and background-downloads strings landed after #284's translation snapshot, so every one of them fell back to English. Translate all 184 into Simplified Chinese, Traditional Chinese (Taiwan and Hong Kong) and Japanese, keeping each locale file's own vocabulary (工作階段/會話, 解除安裝/卸載, 元件/組件, 設定). Also fix four Hong Kong strings that kept the simplified 着色器. * l10n(zh): fix stale and ambiguous strings found in review Severe: summary_remove_game was untranslated English in all three files; mode_added_art_hint, wincomp_installers_note and wincomp_needs_installer still described the pre-#480/#492 English. Also: distinguish the Setup wizard from Android system settings in zh-HK/zh-TW (初始設定 / 系統設定 / Android 設定), unify library as 收藏庫, component as 組件 in zh-HK, session as 會話 in zh-HK, account as 帳戶 in zh-HK, Trending as 趋势/趨勢, Forget as 清除, reword the re-applied-at-launch, action-failed and already-in-Games strings, and play as 執行/開啟遊戲 in zh-TW/zh-HK. * l10n(ja): fix stale and ambiguous strings found in review --------- Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> * Rebuild and verify Windows VR runtime components * Rebuild and verify Windows VR runtime components * Add top, bottom, and centered picture positions for Steam sessions (#871) * fix: dependency scan ignores folders above the game folder (#859) * DroidDeck-Proton: get releases from the Droid-Deck org repo DroidDeck-Proton is now built and released on Droid-Deck/DroidDeck-Proton (11-9.1 is Latest there), so the Components page, the update check and the guest installer read releases from the org repo instead of The412Banner's. * feat: low-latency controller and touch toggles in the session drawer (#808) * fix: SteamGridDB lookups no longer stick as "no match" after a failure; add a search to the art chooser (#876) * feat: Steam home wall fills from the signed-in library instead of store picks (#878) * test: cover GPU family and support classification (#880) * Fix local builds on Linux failing after the first Comet build (#866) * feat: sort the store library and installed tabs, and switch between card and list views (#798) * feat: three-finger tap toggles Steam's on-screen keyboard in game mode (#782) * fix: keep Quest-patched Turnip as the auto default (#853) * Fix deploy_local.sh and droiddeckctl not finding a phone connected over wireless debugging (#864) * fix: keep proot sessions alive when the kernel loses fork events (#457) * fix(quest): correct desktop and Steam display corruption across sessions (#733) fix(quest): stabilize desktop and Steam layer presentation Keep Quest SDR scenes and the black backdrop off the Android Vulkan swapchain regardless of session order or HDR preferences. Only report the first frame after client content is submitted. Add backdrop lifecycle and first-frame regression coverage. Record the user's successful Quest 3 Test 2 result. Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> * fix: keep SteamVR syscall hooks and report Steam crashes (#905) * fix: preserve SteamVR syscall hooks * fix: report Steam crashes through gamescope * fix: honor glasses pacing and resolution in SteamVR launches --------- Co-authored-by: connor g <connorsspam1992@gmail.com> Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com> Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com> Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> Co-authored-by: Kirk <kirtoy.junsay@gmail.com> Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> Co-authored-by: asdf17128 <asdf17128@gmail.com> Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com> Co-authored-by: Dantalian <wsu091227@qq.com> Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com> Co-authored-by: The412Banner <the412banner@users.noreply.github.com> Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com> Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com> Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com> Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com> Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com> Co-authored-by: Jagger15 <jagger2333@live.com> * Glasses: keep a pending 2D restore and the SteamVR recovery offer, show Play SteamVR only with a picture * Translate the glasses calibration, XREAL and SteamVR recovery strings * SteamVR recovery: give a finished teardown time to collect logs before restarting * Credit the projects the XR glasses support builds on * Joy-Cons: SteamVR hands from their gyro while SteamVR runs, one combined pad otherwise * Headsets: settings badge on Play SteamVR instead of a top-right button, both shown only once connected * Hand tracking: camera-tracked Joy-Cons and bare hands in SteamVR, drawn as white gloves - Joy-Con movement from the accelerometer (report reordering, per-Joy-Con calibration, zero-velocity updates) - MediaPipe pose and hand landmarks from the device camera, placement check, per-hand Kalman filter with the Joy-Con - No controller connected: bare camera hands with Quest-style gestures, 1€ filtered, rendered as a white glove model built from a distance field - SteamVR safe mode cleared before each start so one crash no longer blocks the driver --------- Co-authored-by: MaxsTechReview <6025299+maxjivi05@users.noreply.github.com> Co-authored-by: informalTechCode <informaltechyt@gmail.com> Co-authored-by: connor g <connorsspam1992@gmail.com> Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com> Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com> Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> Co-authored-by: Kirk <kirtoy.junsay@gmail.com> Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> Co-authored-by: asdf17128 <asdf17128@gmail.com> Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com> Co-authored-by: Dantalian <wsu091227@qq.com> Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com> Co-authored-by: The412Banner <the412banner@users.noreply.github.com> Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com> Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com> Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com> Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com> Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com> Co-authored-by: Jagger15 <jagger2333@live.com> |
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679e3d8934 | feat: add immersive Quest SteamVR to the standard app (#910) | ||
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60caa85353 |
Build and test on Windows: LF session scripts, '/' in relative paths (#552)
fix: build and test on Windows - .gitattributes keeps the session's scripts LF under core.autocrlf=true; CRLF scripts made every session exit with status 2. - runtime_inputs.py and the scrub record / log zip use '/' in relative paths, which Windows reported with '\' (runtime inputs never matched). - The read-only-folder scrub test is skipped on Windows, which still creates files in a read-only directory. Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> |
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7ad3c60efe |
feat: rewrite the Epic and Amazon store modules (#802)
Both store modules are rewritten from a protocol-level spec: new Rust engines behind a small JNI surface (nativeCall/nativeInstall) and thin Kotlin facades, with the launcher's own user agent. Epic: sign-in carries over, library, manifest download with byte-exact verification, assembly, uninstall, launch arguments, achievements. Amazon: sign-in carries over, library, manifest download with per-file hash checks, path checks, executable detection from fuel.json, uninstall. On-disk install layout is unchanged, so existing installs keep working. Store game pages now take controller focus on their lead hero action (Install, Uninstall, Pause, Resume, Get, Buy), fall back to Back, and keep D-pad focus inside the page while it covers the library. |
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0d64ad8c23 |
Improve store install storage checks and recovery; adaptive parallel Epic installs (#710)
Space checks before Epic, GOG and Amazon installs (measured zero vs unknown), clear failure reasons with retry/clear, resume-aware checks, and safe per-file replacement so a failed or cancelled update never breaks an installed game. Epic installs stream chunks straight into staged files in parallel (most bytes written once, a small budgeted cache for shared chunks, about 1x game size instead of 2x), pace updates by free space, and keep the lookahead, batch and bounded Java writers as hidden alternatives. Co-authored-by: Juan Marti Mercado <juanma@microsoft.com> Co-authored-by: The412Banner <the412banner@users.noreply.github.com> |
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aecd2ebe1d | cleanup (#764) | ||
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6de6ec821c | Add experimental Quest 2 and Adreno 6xx display-driver support (#676) | ||
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ec838c2576 | Align Discord build names with the app (#726) | ||
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f4b0ab6867 |
feat: Cardboard VR mode with ARM64 SteamVR (#704)
* feat: add Cardboard mode with side-by-side lens-distorted eyes and 3DoF head tracking * fix: derive the Cardboard field of view from the panel and recentre fully when far from upright * feat: share the Cardboard head pose with the guest and add a SteamVR driver for it * feat: run SteamVR's compositor on Turnip/KGSL with a display-extension layer and a driver-direct HMD * feat: show SteamVR frames in Cardboard mode through a driver-side presenter and a fake direct-mode display * feat: install and start SteamVR for Cardboard mode from the session drawer * docs: describe Cardboard mode and the SteamVR path * feat: drive SteamVR hands from the game pad and keep the Cardboard headset out of standby * docs: record where the SteamVR dashboard stops * fix: map Cardboard head tracking to the screen's axes and keep turns about the real vertical as yaw * fix: give Cardboard its previous picture back when SteamVR stops * fix: report sem_otime from emulated SysV semaphores so SteamVR's web helper can start * fix: bridge SteamVR's shared semaphores across processes and keep Steam alive while SteamVR runs * feat: present SteamVR straight to DroidDeck's compositor at panel resolution * docs: update Cardboard VR notes for the dashboard, semaphore bridge and direct presenter * fix: keep Wine and FEX signal handlers in the VR layer; add semaphore tracing * fix: clear a stale SteamVR active marker on status * fix: clear only an old SteamVR active marker * fix: unblock SteamVR clients on Turnip and keep Steam's web helper alive across SteamVR runs * fix: judge shared waits before a submit's own signals and on Vulkan 1.0 devices * docs: record VR games, SteamVR Home and OpenXR results on the Thor * docs: add Cardboard VR learnings from the Thor bring-up * docs: add Cardboard VR screenshots from the Thor * fix: keep the VR layer's display stand-in to SteamVR runs and clear a leftover marker at session start * fix: report SteamVR start and stop failures from the helper's exit code |
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6c35297dba | Add Quest 3/3S compatibility to the standard APK (#642) | ||
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8f36eb7f54 | Add opt-in GOG achievements through Comet (#651) | ||
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d45933e559 |
FEX: preload the fault report only where x86 loaders look (#551)
Preload the FEX fault report only where x86 loaders look droiddeck-fex put the x86 libfaultreport.so in LD_PRELOAD, which FEX's own arm64 loader reads too - and FEXServer's, and every child FEX's - so each x86 start printed "ERROR: ld.so: object '.../libfaultreport.so' from LD_PRELOAD cannot be preloaded", and an i386 child added "wrong ELF class". It is now listed in the x86 runtime's own /etc/ld.so.preload, which only the loaders inside FEX read, as /usr/$LIB/droiddeck/libfaultreport.so. faultreport.c builds for i386 too, so 32-bit programs get the report as well instead of an error. |
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67a9ea2f42 | feat(desktop): add desktop uninstall and legacy LXQt cleanup (#493) | ||
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d99ed8e00b | fix(desktop): address KDE feedback and keep local builds in sync with CI (#488) | ||
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fe71084f23 |
feat: replace the LXQt desktop with SteamOS-style KDE Plasma (#473)
* feat: replace the LXQt desktop with SteamOS-style KDE Plasma * feat: leaving the KDE desktop logs out through Plasma and returns to gaming mode * feat: DroidDeck logo wallpaper as the KDE desktop default * feat: build the KDE wallpaper from the DroidDeck mark artwork * ci: keep the built desktop package as a short-lived artifact for device testing * fix: the desktop loading screen no longer promises Steam on the desktop * docs: the output resize comments name the desktop's KWin * fix: the desktop package verifies every package's Arch Linux ARM signature and never replaces a published tag * fix: programs sent to the GPU from the desktop drop its software rendering overrides * fix: an interrupted desktop install no longer counts as installed * feat: pin the desktop package to its DroidDeck-Components release instead of the catalog |
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3c5c9b7dab |
Include PR descriptions and queue catalog updates (#421)
* Include a short PR description in build announcements * Queue catalog refreshes without cancelling publishing runs |
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eb9b3967f1 |
Separate PR build announcements (#418)
* Separate PR build announcements and retire closed builds * Isolate watcher test clocks and clean up the agent server |
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a73d2108e0 | sign-apk: rename the agent provider's authority for the other packages (#285) | ||
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27782068a3 |
ESync, FSync, NTSync + OpenNow + FEX for Desktop Apps (#197)
* 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.
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bc00bd9919 |
Fix runtime removal and first-run Steam setup (#185)
* Fix runtime removal races and show removal progress * Bootstrap Steam from the selected client channel * Show runtime progress below its Setup row * Always stage current session helpers and verify APK assets * Initialize Steam UI scale once using the handheld default |
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3c2064f30c | Add Preview update history | ||
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a8edc1a2a8 | fix: find the stable app release and accept fork builds when signing PR test builds | ||
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9fe3ce7a86 | fix: reflect republished PR test freshness | ||
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a5f2895a6a | feat: publish and consume update catalog | ||
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f21e84be91 | chore: remove dead code and stale comments | ||
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4bc7c8dc99 | Trim signing key script comments | ||
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98066f85ef | Simplify approved PR signing workflow | ||
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2a0f859701 | Use the pinned release signer for PR APKs | ||
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cbb66ea188 | chore: harden release signing boundaries | ||
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f1ba5503c9 | CI: the key alias is plain text, not a secret | ||
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709668a479 | sign-apk: match apksigner's 'V3.0 Signer:' lines too | ||
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c0a264564b | sign-apk: read the signer digest in either apksigner format | ||
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cd28b189a2 | Signing with DroidDeck's own key: hand-over from the testkey, test builds and a four-package release |