A second sink module: connects to the relay's socket (lazily, the relay comes up after the
daemon; a clocked null sink until then), sends the hello, maps the render ring it gets back and
keeps it topped up to the relay's target with a futex wait per burst. Every AAudio call, the
adaptive buffer and the route handling stay in the relay, outside proot. With DirectAudio on the
daemon loads this sink instead of module-aaudio-sink; the bundle carries both.
The inherited module is gone from app/src/main/assets/pulseaudio.tzst (74 → 73 modules); CI adds
the app's own at build time and refuses a bundle that already has one. BUNDLE_STAMP bumped so an
installed app re-unpacks.
Blocking-write design: the IO thread pulls one burst at a time from the sink and hands it to a
blocking AAudio output stream, whose buffer paces the thread; latency comes from the stream's
playback timestamp; with adaptive=1 the buffer grows a burst per underrun up to a cap. Same
module arguments as before, so the daemon's config line is unchanged. build.sh compiles it with
the NDK against the app's own libpulse* and a small config.h; a workflow checks it on every push.
Four of Armada's patches apply to 3.16.29 as they are (appid-focus fallback, ARM64 night mode,
ARM64 colour-temperature slider, P3 red); two more are ported by hand: realtime-priority Vulkan
queues on GAMESCOPE_FORCE_VULKAN_REALTIME=1 without CAP_SYS_NICE, and the gamepad cursor sprite
following the X pointer. build-gamescope.yml builds Arch Linux ARM's package with them in an
Arch container, checks every NEEDED library against the runtime's own list, and publishes the
binary as a release asset for the apk to stage over /usr/local/bin/gamescope.
Deck mode passes -steamdeck alone: -steamos3 opted the install into the steamdeck_stable
branch and started the restart loop Bannerlator hit on device (38996ea1). The SteamOS helpers
the client calls in that mode - the two Armada found it needs under steamos-polkit-helpers and
the three under /usr/bin - are staged from the apk as no-op stubs. The client branch on disk is
kept in step with the one forced on the command line, and an update that cannot install stops
the session after three restarts instead of looping for ever.
The Steam cog gets a Client branch row: public beta (every session so far) or Steam Deck
public beta, the channel Armada bootstraps from.
The client reads /sys/class/power_supply/BAT<n>/; Android's supply is called battery and laid
out differently, so the Quick Access Menu had no battery. BatteryComponent writes BAT0 and BAT1
from Android's battery API every five seconds - status, percentage, charge, energy, power and
time to empty - into a directory bound over /sys/class/power_supply.
A pull request is checked out at its own head and merged onto main by the job itself: clean,
and the merged result is what gets built; conflicting, and the files and every conflicting hunk
go into the run summary and the comment, and nothing is built. The Gradle log is kept, and a
failed build's compiler errors (paths shortened) and Gradle's own 'What went wrong' are quoted
back. One comment per pull request, rewritten on every push; fork pull requests, whose token is
read-only, get the same text in the run summary.
Every push to the pull request rebuilds it and cancels the build it replaces (the concurrency
group is already per ref, and a pull request's ref is its own); a draft waits until it is
marked ready. The apk comes back as the run's artifact.
The list spans three lines inside one string, and the case pattern looked for
the name between two spaces - so the last name on each line, followed by a
newline, could never match. libaaudio.so is one of those, and the DirectAudio
relay helper is the first library we ship that needs it.
Firefox decides whether it is online by dumping the routing table over
netlink, which Android denies to apps; it sees no default route, switches to
Work Offline and every page fails while the network is fine. A defaults file
staged into Firefox's pref directory turns that off, and drops the process
sandboxes that have nothing to set up under proot. Debug runs now log a name
lookup and a fetch over IPv4 and IPv6 from inside the session.
The panel was there all along, a bare strip at the top: the first package's
panel.conf described a panel it never named in [General] panels=, so
lxqt-panel built itself a default one with no plugins. panel.conf now travels
with the app like the rest of the desktop's defaults, and the old nameless
file on a device is replaced once. The nested labwc output was 1280x720 -
wlroots' default window - with the desktop upscaled from that; rc.xml now
carries the app's surface size and the autostart sets it again via wlr-randr.
Debug runs keep each program's full output under ~/.cache/steamdeck/.
The desktop came up with a wallpaper and nothing on it the second time. The
runtime directory outlives a session, and lxqt-panel and pcmanfm-qt are
single-instance programs that leave a lock and a socket there; finding last
session's, they decided they were already running and exited without a word.
The launcher now clears everything but the compositor's own socket, runs labwc
under dbus-run-session so the panel's menus and the file manager have the bus
they expect, and logs what the panel and the file manager say. The launcher
and labwc's defaults are staged by the app over the desktop package's copies,
so a fix here no longer costs a 426 MB re-download.
From Bannerlator's feat/linux-gamescope-runtime since this repo was cut:
- Session teardown (4509d788): proot was SIGKILLed, which never lets its
--kill-on-exit cleanup run; its tracees lived on with no tracer, every
seccomp-trapped syscall failing with ENOSYS, spinning at a full core for over
an hour. Now SIGTERM, a grace for proot's own cleanup, SIGKILL only if it
will not go, then a sweep of the tree it had — snapshotted first, each pid
checked against its start time.
- The Steam client's controller interposer is its own source
(fakeinput_steam.cpp, 28922e7c), separate from the one preloaded into Wine.
- The seeder runs on a beat so a prefix the client creates mid-session is
covered before its install scripts run (6ee86bff).
- GE-Proton and proton-cachyos as compatibility tools: the registrar
bannerlator-proton-extra and the compat script's adopt_extras (03867656).
- space.c in the session shim: a library's own free space, not the phone's.
The env-vs-args ordering bug (98d38931) does not apply here: nothing is added
after the script name.
It only checks the schemes an apk's own minSdk requires, so at 26 it reported
v1 as false while the JAR signature was sitting in META-INF the whole time.
The file check beside it says the same thing a second way.
AGP drops JAR signing at minSdk 24 and above and the DSL flag does not move it,
release build or not. zipalign then apksigner with the three schemes named
explicitly is the only version of this that can be checked.
AGP drops JAR signing from a debug build when minSdk is 24 or higher, whatever
the signing config says, so the check added with the testkey failed on its
first run. Nothing is minified in either variant; this only changes which one
CI hands over.
The session now belongs to a foreground service rather than the activity.
Android demotes a process as soon as its last visible activity goes and the
low-memory killer reaps the guest, so leaving Big Picture to answer a message
came back to a dead Steam; the service holds the process at perceptible
priority, a partial wake lock keeps the CPU from dropping the guest's threads,
and a high-performance WiFi lock keeps a backgrounded download from being
throttled to nothing. The notification is silent (IMPORTANCE_LOW), carries a
Stop action, and returns to the session when tapped. Back now puts the app away
and leaves Steam running; a swipe out of recents ends the session.
The compositor moved with it: it is process-wide, started once, and merely
swaps the Surface it presents into as the activity comes and goes.
Package is com.steamdeck.launcher, signed with the AOSP testkey (v1+v2+v3) so
every build installs over the last one, and CI asserts all three schemes.
The launcher icon is our own controller on a purple glow — the spirit of the
Steam tile the client entry uses, none of its geometry.
The repo is private, so each run is billed. Three caches now carry a rebuild:
Gradle's own through setup-gradle (dependencies, build cache, configuration
cache), the CMake/ninja tree keyed on the C sources and the NDK, and the two
cross-compiled preloads — the last of which also skips installing the cross
toolchain, since a run that changes only Kotlin has no reason to touch a C
compiler. Superseded pushes are cancelled, documentation pushes do not build,
and the apk is stored rather than recompressed.
The preload assertions moved from the cross binutils to readelf, which reads
any ELF whatever the host, so they keep running on a cache hit.
Credits name The412Banner and maxjivi05: the runtime under all of this is
Max's gamescope work from WinNative.
libwayland-server.so links libffi, so loading the compositor threw
UnsatisfiedLinkError the moment Play started a session. The library was there,
its dependency was not — which is exactly the kind of gap a build cannot see
and a device finds immediately, so CI now walks every NEEDED of every .so we
package and fails on anything that resolves to neither the apk nor the
platform.
Lifts Bannerlator's Linux/gamescope runtime out into an app of its own: the
Wayland compositor, the proot session, the runtime installer, the fake-evdev
controller path and the PulseAudio server, with none of the Wine, container or
store machinery around them.
One activity installs the runtime from the same winlator-contents catalog and a
second one runs the session: compositor on a SurfaceView, gamescope and Valve's
native arm64 client under proot, a physical pad republished into the fake-input
rings, and the session's milestones on screen until the first frame arrives.