Commit Graph
484 Commits
Author SHA1 Message Date
K11MCH1 6339d00a7a Stage pinned Qualcomm bridge and constant-index shader compatibility
(cherry picked from commit 03ca7778eff0a1216a57c7e7933297c49ea14532)
(cherry picked from commit ca9f416118)
2026-10-25 23:08:48 +00:00
K11MCH1 5f949856b0 Handle nested swapchain capabilities and preserve SDL refresh rates
(cherry picked from commit d38ce896a349a8c9b56c0b40b5fac6dbd14db2b5)
(cherry picked from commit 9924578685)
2026-10-25 23:08:48 +00:00
K11MCH1 0f9fb41961 Require full runtime assets and verify every packaged APK
(cherry picked from commit 75c62ddd92000e31a96d9acbd9599cb07c7041ed)
(cherry picked from commit a2fa72eb74)
2026-10-25 23:07:59 +00:00
Kurt Himebauch 8cf2ffe2ad fix: say why Flatpak setup failed instead of blaming the mirrors (#1580) 2026-10-25 18:05:41 -04:00
Kurt Himebauch 65bacc067b fix: extract GOG installer fallback natively on ARM (#1174) 2026-10-25 17:56:35 -04:00
b4b7883648 fix: Reuse the prefix the client made for a shortcut id (#1107)
* fix: Reuse the prefix the client made for a shortcut id

droiddeck-proton-run builds the prefix path as steamapps/compatdata/<appid>,
but the client names that folder with the signed 32-bit form of the shortcut
id. A shortcut whose id has the top bit set therefore got a second, empty
prefix, and the first launch after that ran wineboot from scratch: the
session sat on a black screen for the length of a full prefix init, and the
old prefix was never reused.

Match the folder by its unsigned value instead, the way the client does:
int(name) % 2 ** 32 == appid % 2 ** 32. prefix_of() also accepts a negative
folder name now, and reports its unsigned id so the Steam environment it sets
up stays valid.

* fix: Reject folder names int() cannot read, and skip files

lstrip("-").isdigit() accepts "--1" and superscript digits, which int() then
raises on, and one such entry in compatdata would stop shortcut resolution.
Match r"-?[0-9]+" instead. A matching name is also only used when it is a
directory, so a stray file cannot take STEAM_COMPAT_DATA_PATH.

* fix: reuse signed shortcut compatdata prefix

* fix: prefer initialized Proton shortcut prefixes

---------

Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
2026-10-25 17:49:58 -04:00
Kurt Himebauch 815b93db5f feat: profile PRoot costs and test fast-path libraries without an APK rebuild (#1528) 2026-10-25 16:49:35 -04:00
MaxsTechReview aca4b5dd3e Start World of Warcraft on DirectX 11 by default (#1576) 2026-10-25 16:41:41 -04:00
Kurt Himebauch 8d858b4334 feat: pick a game's CPU cores in its game profile (#1566)
* feat: pick a game's CPU cores in its game profile

* fix: match per-game cores against the online CPU list
2026-10-25 16:38:11 -04:00
The412Banner 38926b3157 feat: Performance mode puts frame pacing and per-frame window-check fixes behind one switch (#1563)
Adds a Performance mode switch under Mode settings > Frame rate, off by default and stored per mode like the frame limit. Off keeps today's behaviour. On:

- with no frame limit, the compositor hands buffers back to the game as soon as they are replaced instead of once per refresh, and gamescope's WSI layer is asked for at least 8 swapchain images; a chosen frame limit still paces
- DROIDDECK_WSI_BYPASS_CHECK_MS=100 lets gamescope's WSI layer reuse its present-time Xwayland bypass check (patch 0117, gamescope-3.16.29-p13); WINE_OFFSCREEN_CHECK_MS=100 does the same for winex11 once a DroidDeck-Proton release carries that fix. Off sets both to 0.

The gamescope pack now ships the patched WSI layer and SessionFiles stages it over the runtime's stock copy. Two per-game options, off by default: PROTON_DXVK_D3D8 and WINE_D3D_CONFIG renderer=vulkan|gl.

AIO Graphics Test on an AYANEO Pocket FIT (Adreno 750), off -> on: Vulkan 204 -> 1787, OpenGL 296 -> 2169, D3D12 308 -> 3563, D3D11 1133 -> 2874, D3D9 1253 -> 3098 fps; DiRT Showdown 92.2 -> 93.4 (GPU-bound).
2026-10-25 20:29:26 +00:00
Kurt Himebauch 9593529197 feat: a setting to keep Steam uncompressed while games run (#1565)
* feat: a setting to keep Steam uncompressed while games run

* fix: say that the RAM cap still compresses Steam when this is off
2026-10-25 13:20:33 -04:00
MaxsTechReview 27e390a846 fix: StarCraft starts its 32-bit client from Battle.net (#1564) 2026-10-25 13:10:28 -04:00
Charles DuBose c4df7e9b3d feat: Battle.net on the desktop with its games and store, plus memory options (#979) 2026-10-25 12:49:27 -04:00
597402107d [FIX] statx call on old kernels < 4.11 (#947)
* [FIX]
Fix git statx call on old kernels < 4.11 for correct using of "Fast proot path"

Issue
https://github.com/Droid-Deck/DroidDeck/issues/770

* [FIX]
fix: don't call major() from the proot fast path

* fix: preserve statx fallback request semantics

* fix statx fallback argument handling

* fix: silence statx null check warning

---------

Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
2026-10-25 12:42:51 -04:00
Kurt Himebauch 10fe5c5f77 feat: stretch 16:9 games to screens wider than 16:9 too (#1558)
* feat: stretch 16:9 games to screens wider than 16:9 too

* fix: don't offer 16:9 game fit while the session follows the screen
2026-10-25 12:37:47 -04:00
Kurt Himebauch 7d99a24ad5 fix: find the arm64 reaper under XDG_DATA_HOME and serve queued file dialog requests at once (#1560) 2026-10-25 12:27:42 -04:00
Kurt Himebauch 8658ffff90 fix: Steam's Browse buttons open the file chooser with the x86-64 client too (#1557) 2026-10-25 12:08:12 -04:00
angelrenefm 86ecb716eb fix(build): build the local image when Podman reports it missing (#1527) 2026-10-25 12:08:08 -04:00
Jamison Prineandjazzyjames 2be08bc67d feat: adjustable RAM and VRAM caps for the container (#1537)
* feat: adjustable RAM and VRAM caps for the container

Performance > Memory gets two sliders:

- RAM cap (soft, Steam sessions): when the session is resident above the
  cap, the session watcher compresses the Steam client into zRAM, waits for
  its page-out acknowledgment, then compresses the rest of the session
  (processes that loaded libblsession) if still over. Nothing is closed.
  Measured at most every 30 s; the client is read back once usage drops
  below the cap. Invalid values leave the cap off. Needs zRAM swap.
- VRAM cap: sets dxgi.maxDeviceMemory ahead of the game's own DXVK_CONFIG,
  so Direct3D games budget for less video memory. A game profile still
  wins. Applies from the next session.

* fix: back off the RAM cap when paging out cannot get under it

A cap below the game's working set was never met, so the watcher paged out
the client and the whole session every 30 s for the rest of the session.
Usage is still measured every 30 s, but after a page-out that leaves the
session over the cap the next one waits twice as long (60 s up to 10 min),
resetting once usage is under the cap. The client step is skipped while the
client is already under 512 MB resident.

* fix: RAM cap covers desktop Steam, signals each group once, no idle churn

- Steam opened from the desktop runs the same session watcher, so the cap
  is exported whenever the Steam client runs, not only in Steam mode.
- The second page-out goes to the rest of the session only; Steam was
  signalled again even when its own step had been skipped as already small.
- A cap page-out while no game runs stays paged out. Reading the client back
  right away pushed it over the cap again and repeated every minute; only a
  game closing while over the cap still defers a read-back.

* fix: RAM cap marks the client packed only when it compressed it

When the cap skipped the client as already small during a game, it still
recorded the client as packed, so the regular in-game client page-out
waited up to 300 s for a page-out that never happened.

---------

Co-authored-by: jazzyjames <182448902+jazzyjamesgames@users.noreply.github.com>
2026-10-25 12:06:45 -04:00
Kurt Himebauch dfe8227f49 fix: run RoboCop: Rogue City at D3D12 feature level 12_1 (#1553) 2026-10-25 11:58:38 -04:00
Kurt Himebauch 9cecd528e8 fix: Start without Steam uses the launch options set in Steam's Properties (#1552)
* fix: Start without Steam uses the launch options set in Steam's Properties

* fix: treat a malformed shortcuts.vdf as having no launch options
2026-10-25 11:50:44 -04:00
MaxsTechReview c9565bc0b9 Skip umu-protonfixes for Black Ops III and Dark Souls Remastered (#1508)
GE-based Protons, the default with the x86-64 Steam client, run umu-protonfixes. Its Black Ops III fix switches the prefix to Wine's ALSA driver, which has no device here and replaces DirectAudio, and its Dark Souls Remastered fix runs the VC++ 2017 installer, which fails under ARM64 Proton.
2026-10-25 11:28:28 -04:00
MaxsTechReview 3fdc74051c feat: DroidDeck-Proton is downloaded, kept up to date and used by default (#1540) 2026-10-25 10:09:22 -04:00
Kurt Himebauch 0cf5b42788 Add an in-session microphone toggle (#1506) 2026-10-25 08:37:49 -04:00
The412Banner c5d7cdc058 Xbox Cloud Gaming: stream from the store and Games tab, native player with DroidDeck frame generation (#1531)
Xbox Cloud Gaming: stream from the store and Games tab, native player with DroidDeck frame generation

Stream Xbox games with Xbox Cloud Gaming (Game Pass) from DroidDeck, outside
the Linux session.

- Backend: `xodus-cli cloud-token` (tools/xbox/droiddeck-cloud-token.patch)
  gets the streaming tokens; they stay in memory.
- Web player (default): the Greenlight player page (tools/xcloud-player, MIT)
  in a WebView, plus Microsoft's own xbox.com/play player. In-stream menu with
  screen effects (sharpen, colour, deband, FXAA, CRT, NTSC, Toon, fps cap),
  stream quality, performance overlay (level, layout, top right / top left)
  and rumble.
- Native player (opt-in, Android 10+, Player engine: Native): Google's WebRTC
  (io.github.webrtc-sdk 125.6422.07, BSD) with the Greenlight protocol ported
  to Kotlin, in its own process (:xcloudnative) with its own instance of
  DroidDeck's compositor. Decoded frames reach the compositor as
  AHardwareBuffers (new stream mode, VK_ANDROID_external_memory_android_
  hardware_buffer import), so DDFG 2x and LSFG 2x/3x/4x run on them. Live
  frame generation, frame-rate target (presets and a 10-165 fps slider, even
  pacing), zero-copy picture, small network buffer, fast decoder, instant
  controller input, overlay with engine and on-screen fps, background end,
  restart and web fallback. It takes the main process's tokens through
  XboxCloudTokenService; they are fetched ahead while a cloud game is shown.
- The compositor requests the dma-buf import extensions only where the driver
  has them (the system driver has none).
- Catalog: cloud availability, Game Pass plan CFQ7TTC0K6L8 counted, library
  filter All / Owned / Game Pass / Cloud, Stream and Add to Games on the store
  page, stream-only Games-tab entries (Stream + Download / Play + Stream).
- Xbox games get VC++ 2015-2022 and the ARM64 runtime registry entries
  (vcredist2022_arm64, built in until the catalog has it) before each launch.
- Controller focus reaches pickers opened from a game page (install location,
  uninstall); Add / Remove from Games keep the focus.

Credits: Greenlight by UnknownSKL (Jim Kroon), MIT, player and protocol;
Better xCloud for the resolution / OS mapping; MGamer404's Bannerlator #627
for the ARM64 runtime approach. Ported from the412banner's Bannerlator.
2026-10-24 23:17:57 -04:00
The412BannerandKeegantheVeganat0r 5ca1f610ab Xbox: fix sign-in on phones with a slow StrongBox Keystore (#1521)
On some phones (tester: Honor BKQ-N49, Android 17) Xbox sign-in stopped with
"the Xbox helper stopped with exit code 1" before Microsoft's page opened.
The backend asks the app to read and save credentials over a socket and waits
10 s for each reply. The app sealed credentials with a StrongBox-backed
Keystore key, and each StrongBox operation took 7-15 s on that phone, so the
backend gave up. The app still finished those saves afterwards, leaving a
record without a username that every later attempt had to read back slowly.

- Seal new store credentials with a TEE Keystore key (v2 envelopes); v1
  envelopes still open with the old key and move to v2 on their next write.
- A sign-in discards an Xbox record without a username (an unfinished
  sign-in) before starting the backend.
- The backend waits 30 s for the app's credential reply.
- The backend names the failing step instead of only credential-io (socket
  connect/exchange, session lock, missing socket name/port/key), and falls
  back to a keyed 127.0.0.1 port when the abstract socket is refused.
- The app's credential listener logs and retries accept errors, serves each
  connection on its own thread, and logs slow requests with per-stage times.

Refs #1337, #1300


Co-authored-by: KeegantheVeganat0r <58369898+KeegantheVeganat0r@users.noreply.github.com>
2026-10-25 01:39:09 +00:00
maxjivi05 82d8eb3b79 Keep a Proton choice unless the shared build needs the other platform 2026-10-24 21:13:58 -04:00
maxjivi05 5f0e6a8b7e Match Proton tools across clients by their arm64 and a64 names 2026-10-24 21:13:58 -04:00
maxjivi05 c866bb90db Share installed games between the arm64 and x86-64 Steam clients 2026-10-24 21:13:58 -04:00
MaxsTechReview 8d407aa1e8 Focus flatpak and other sandboxed shortcuts in gaming mode (#1524) 2026-10-24 20:04:54 -04:00
MaxsTechReview dc08385411 Stop the library helper when the KDE Steam client exits (#1519) 2026-10-24 17:57:59 -04:00
MaxsTechReview 49b6a0739d Present games from the KDE Steam client through software WSI (#1518) 2026-10-24 17:56:40 -04:00
MaxsTechReview 8471682b1c Collect only the Steam log lines a session wrote (#1505) 2026-10-24 14:47:21 -04:00
maxjivi05 8d66570d33 Steam file dialog: keep spaces in the chosen path, cancel when GTK 3 is missing or the bridge reconnects 2026-10-24 13:18:04 -04:00
maxjivi05 5a56d9f785 fix(steam): Browse buttons open a file chooser on the ARM64 client
Steam's ARM64 client has no desktop-portal file chooser, so
SteamClient.System.OpenFileDialog failed at once and every Browse button
(Add a Non-Steam Game, shortcut target, library folder) did nothing.
The Steam UI bridge now answers it with a GTK file chooser run under
Steam's reaper, so gamescope shows it over Steam.
2026-10-24 13:18:04 -04:00
maxjivi05 aefd8a3b60 fix(xbox): report a failed class registration in the launch log 2026-10-24 11:14:20 -04:00
maxjivi05 fee8ce91f3 fix(xbox): register the runtime's WinRT classes and load its wintypes so Minecraft starts 2026-10-24 11:14:20 -04:00
maxjivi05 a66d7d74a4 fix: Steam Input mouse clicks, scrolling and pointer moves reach games again 2026-10-24 09:07:04 -04:00
maxjivi05 0b671b2144 fix: match an annotated overlay header and keep the settings file's mode 2026-10-24 06:27:46 -04:00
maxjivi05 31cead9b32 fix: keep blank lines inside the overlay section and stage settings under a unique name 2026-10-24 06:27:46 -04:00
maxjivi05 26c3dcc885 fix: turn off the Ubisoft Connect overlay so Ubisoft games stop crashing at start 2026-10-24 06:27:46 -04:00
maxjivi05 476642be71 chore: drop the added comments 2026-10-24 01:42:20 -04:00
Nikolay Nadorichev 8c86b718a0 fix: find the signed-in Steam account when loginusers.vdf has no MostRecent
droiddeck-steam-shortcuts and AddedGames.accountConfig took the account
marked "MostRecent" in loginusers.vdf, else the only userdata folder.
The arm64 client here writes no MostRecent, so with two accounts in one
install nothing was picked: no added or store game reached
shortcuts.vdf ("no signed-in account yet; nothing written") and Steam
answered their launch with "App configuration unavailable".

Without MostRecent, take the account marked AutoLogin, then the one with
the latest timestamp. Both sides use the same order so the app reads the
config the guest script writes.
2026-10-24 01:42:20 -04:00
maxjivi05 f89dc04072 fix: Proton's EasyAntiCheat and BattlEye runtimes are not listed as games
Steam installs Proton EasyAntiCheat Runtime (1826330) and Proton BattlEye Runtime (1161040) as tool depots. The launcher's Games tab and the desktop's game entries now skip them like the other runtimes.
2026-10-24 00:47:45 -04:00
maxjivi05 42026b382f fix: keep manifest launch arguments to the installed build and their own additions
The manifest's arguments apply only when its build matches the installed version, only arguments the merge inserted are tracked as its own, escaped quotes split like a Windows command line, and the REDprelauncher rule needs Cyberpunk2077.exe beside it.
2026-10-23 23:59:37 -04:00
maxjivi05 8209a707f4 fix: Caravan SandWitch and Cyberpunk 2077 run at D3D12 feature level 12_1
Feature level 12_2 makes vkd3d-proton report mesh shaders and ray tracing that Turnip doesn't provide. Caravan SandWitch (Unreal Engine 5) then builds mesh shader pipelines without a pipeline layout and the driver crashes; Cyberpunk 2077 stops at ray tracing initialization. Only these two games get 12_1, and a value set in a game's own settings still wins.
2026-10-23 23:59:37 -04:00
maxjivi05 6e1621fe53 fix: Steam's Ubisoft games install Ubisoft Connect again
The redistributable seeder marked every process in a game's install scripts as already run, so the Ubisoft Connect installer that Ubisoft games list was skipped and they stopped with "Unable to locate Uplay PC". It is now left to run like the Vulkan runtime installer, and a marker an earlier seeding wrote is taken back out.
2026-10-23 23:58:39 -04:00
MaxsTechReview 0340be5a7d Steam client download: resumes, retries, shows megabytes, and isn't paused out of sight (#587)
A user's first Steam setup never finished on an Honor Pad (Snapdragon 6
Gen 1, metered Wi-Fi with a 14 Mbit/s link). Their log stops at
`downloading Steam: bins_linuxarm64_linuxarm64 (2/17)`. The log was
shared 31 s into the session, so nothing had failed yet. The way the
download works explains why it never got further.

## Why

- **The session pauses the download.** With the default background
behavior (Manual), a session pauses as soon as DroidDeck is hidden or
the screen turns off. In the user's log that happened one second after
start, before the download had begun.
- "Keep downloads running" doesn't help. It's off by default, and it
only recognizes Steam's own game downloads, not the runtime fetching the
client.
- A first run shows nothing for minutes, so leaving the app or letting
the screen time out is exactly what people do.
- **The download is bigger than the screen says.** The client is about
360 MB in 17 parts, and part 2 alone is 110 MB. The loading screen said
"~1-2 min" and counted parts, not bytes, so on a slow link it looks
frozen at about 5%.
- **Nothing handles a bad connection.** Each part was a plain `curl
-fsSL` with no timeout, no retry and no progress output.
  - A stalled connection could wait forever.
- A failed one ended the session and threw away everything fetched, so
the next try started from part 1.

## What changes

- **`droiddeck-steam-install`**:
- Parts go to `package/droiddeck-download` and stay there until the
client is installed.
  - Each part resumes from the bytes on disk (`curl -C -`).
  - A transfer under 4 KB/s for a minute is dropped and resumed.
- Attempts that make no progress back off 5–30 s, then give up with a
clear error. Whatever arrived is kept.
  - A finished part is marked unpacked, so a later session skips it.
- Bytes that fail their checksum are fetched whole again. A server that
won't resume starts the part over. Parts left over from another client
version are dropped.
- A repair redoes every part once, and keeps what an interrupted repair
already redid.
- Every 5 s the step line also carries megabytes overall: `… (2/17), 45
of 360 MB`.
- **Loading screen** (`LoadingState`): shows `Downloading the Steam
client · 45 / 360 MB`, with the bar following the bytes. Older runtimes
still show the part name.
- **`SessionService`**: until the session's first frame, the download
watch also checks whether the client is still to be fetched (no install
stamp or client binary, or a repair requested). While it is:
- the session stays awake with its wake and Wi-Fi locks, whatever the
downloads setting says;
  - the notification shows "Steam download active" with **Suspend now**;
  - a `steam.client_download` event marks start and end.
- The watch is set up before the first suspend decision, so a session
started with the screen off isn't paused first. Once the client is
there, the chosen behavior applies again.
- **`droiddeck-session`**: the step no longer promises 1–2 minutes.

## Testing

- `python3 -m unittest discover -s tools/tests -p 'test_*.py'`: 497 OK,
1 skipped.
- `test_steam_install.py` gets a fake curl that drops connections,
refuses to resume or fails on cue.
- New cases cover: megabyte progress; resuming after a dropped
connection; keeping finished and partial parts across a failed session;
restarting a part the server won't resume; re-fetching bad bytes;
dropping another version's parts; a repair resumed once.
- Kotlin: `:app:testDebugUnitTest --tests
'com.droiddeck.launcher.session.*'` passes. That includes the new
`LoadingStateTest` and the `clientInstallPending` cases in
`SteamDownloadMonitorTest`.
- RedMagic NP06J, with Background behavior set to Manual and "Keep
downloads running" off (the user's settings), and a client repair
requested:
- Started Steam and sent DroidDeck to the background straight away. The
client download stayed active for 30 s with no pause, and all 360 MB
arrived. Then the session paused as Manual should.
- Stopped a second repair during part 2. Part 1 was marked unpacked, the
110 MB part 2 was kept, and the repair marker stayed.
- Started again: it resumed at 110 of 360 MB, unpacked part 2 without
fetching it again, finished, and Steam started normally.
- The loading screen showed `Downloading the Steam client · 248 / 360
MB`.

Retested 2026-10-23 on the REDMAGIC tablet after merging main, which
brought in the stable-channel fallback. Background behavior was set to
Manual with "Keep downloads running" off. A client repair was forced,
then Home was pressed right after Start:

| Build | Session while hidden | Client download |
|---|---|---|
| main | suspended 1 s after Home | stuck at part 3/17 after 90 s |
| this PR | kept awake until the client was in | all 17 parts, 362 MB in
46 s with MB progress; suspended once done |

`tools.tests.test_steam_install` (22), `SteamDownloadMonitorTest` and
`LoadingStateTest` pass.

## Not changed

- **The download is the plain zips.** Valve's manifest also lists `.vz`
(LZMA) versions, 228 MB instead of 360 MB. Using them needs a VZ decoder
in the guest; that could be a follow-up.
- **The stall and retry path** is covered by the tests but wasn't forced
on the device.
2026-10-23 23:28:05 -04:00
maxjivi05 96e2bf992d fix: an HTTP 4xx part hands over to the next CDN at once 2026-10-23 21:20:50 -04:00
maxjivi05 4a57c6f6f1 chore: drop the comments this change added 2026-10-23 20:45:14 -04:00