mirror of
https://github.com/Droid-Deck/DroidDeck.git
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a2e596a2002a1f90f01d5aed5fe1cb4e68fb87cd
129
Commits
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a2e596a200 |
Windows components: picked automatically by each game's source (#554)
Each game's Windows components now come from the list its own source trusts, and the ones that list names turn on by themselves. The user's own on/off switches always win; each automatic row says why it is on. - Steam games: the Steamworks Shared redistributables Steam installs with the game (appmanifest SharedDepots, else the client's appinfo.vdf). Steam keeps its install scripts marked as already run. - GOG: the build manifest's dependencies. Epic: the manifest's prerequisite (Unreal's maps to VC++ and DirectX). Amazon: fuel.json PostInstall. Older GOG/Epic installs get their list fetched once with the saved sign-in; game files are never downloaded again. - Custom games (the + button, Add all, migrated folders): one shared Steam match per game, also used for artwork. An appid from the game's files turns components on; a name-only match stays Recommended; no match falls back to the folder scan. - Steam app info for apps the client never saw comes from an anonymous Steam PICS lookup (CM websocket, anonymous logon, product info), cached per appid; the user's Steam sign-in is never used. - Missing components download in the background on one low-priority worker that pauses during sessions and waits on battery saver, heat or a metered network unless the user asked. A game Steam installs during a session is readied right away so it can be played without ending the session; the launch waits up to 10 s only for a component still on its way. - Page: "On for this game" with reasons, a quiet "Checking what this game needs..." only for games never worked out, rows that ease in, pieces that need a download greyed out while offline. The intro names no other app. - The folder scan skips Unity's *_Data/Managed (Mono, not .NET Framework). |
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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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2a06204eb4 |
Desktop: run programs, scripts and AppImages; Switch to Desktop without Deck mode (#549)
* Run programs, scripts and AppImages from the desktop Windows programs open with the Proton Steam has chosen, and a Steam game's own launch program is handed to Steam. x86-64 Linux programs and game scripts run under FEX, and an exec the kernel refuses goes to droiddeck-open through libblsession's binfmt.c. Programs on noexec shared storage pass KIO's checks; a folder of Linux programs there, and sharun AppImages, are added by the app once and run from the copy. Executable scripts run without KIO's prompt, mpv plays on the software desktop, FEXServer's socket moves under XDG_RUNTIME_DIR, and Proton runtimes no longer show up as games. * Switch to Desktop from Big Picture without Deck mode Big Picture's Switch to Desktop asks the client's SteamOS manager, which the client only has when started as SteamOS (Deck mode). Without it the request failed and the screen stayed on "Switching to Desktop..." for good. The live compat helper now sees the request on its way to the client and hands it to steamos-session-select, which opens the KDE desktop as Deck mode already did. * Run x86 programs from shared storage where they lie FEX asks for the guest's PROT_EXEC when it maps a program or library, which the kernel refuses on noexec shared storage; FEX never runs those pages itself, so libblsession maps them without it in FEX's processes. An x86 game, its libraries and its start script now run in place instead of being copied in; only native code on noexec storage is still copied. A Steam library's games are never copied, and a Linux game's launch program opened from the desktop goes to Steam like a Windows one. |
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15b2d19f68 |
Performance: idle front end, proot stops, launch-time passes and log collection (#529)
* Front end: draw the capsule wall without clipping it every frame The tilted wall clipped each capsule to a rounded rect and recomposed its columns on every drift step, and a rotated rounded clip is rasterised in software on the render threads: the idle main page held about 1.7 cores. The art is now loaded at the capsule's size with its corners already rounded, each column draws its capsules itself in one layer moved by the drift, and the drift advances at most every 15 ms. The idle page takes about a third of a core. * libfakeinput: let calls on descriptors it does not serve skip its lock Every read, write, ioctl, close and poll of every process in a Proton session went through the controller lock and the three map lookups, Wine's wineserver pipes and the game's files alike. A bitmap of the descriptors the maps hold, set before one is handed out and cleared when it is closed, lets everything else go straight to the kernel. * Pad motion: ask the display for its rotation four times a second The rotation was looked up for every sensor reading, every 2 ms, and cost more than the rest of the reading; it is now refreshed every 250 ms, and the readings no longer allocate pairs. * Session: keep the library passes out of a game's launch The redist seeder stamped each prefix with the checksum of the whole set of names, which differs between the session's pass and the game launch's (the game's own names are added), so every launch re-appended the markers to every prefix in the library while the game loaded. Each prefix's marker now lists the names it was given and only the missing ones are added. The beat's seed and compatibility passes, and the Lossless Scaling ownership probe (which loads steamclient.so), also wait while a wineserver runs: a launch rewrites the manifest and made them due at exactly that moment. The game's own launch seeds its prefix regardless. * Agent: keep the focus watcher's X connection open while nothing changes The connect timeout stayed on the socket, so with no property change the read timed out, and the watcher dropped the connection, reconnected and took a fresh snapshot every few seconds. * Game environment: start Cyberpunk 2077 without REDlauncher The prelauncher opens REDlauncher, a Qt WebEngine window that hands over to the game half a minute later and then stays up beside it, well over a core busy for as long as the game runs; its own --launcher-skip started the game twice. The game's executable is started directly instead. * netif: answer Wine's network driver from a reading of the link Mortal Kombat X has Wine's network driver enumerate every interface, address and route table hundreds of times a second. Each enumeration read /etc/droiddeck-net several times, asked the kernel for its interface dump again (a netlink socket bound under proot, refused each time) and looked the real functions up with dlsym. The link file is now read at most once a second, a refused dump is not asked for again within that second, and the real functions are looked up once. * Fast path: create memfds without a stop in proot proot looks at a memfd's name only to refuse the few that are then executed or locked; every other memfd_create is now issued from the trampoline. The session's /proc/net and status copies made one per read, a stop each. Without memfd in the kernel the call still goes to proot's ashmem. * Logs: run each redaction rule only on a line that could match it A session's end copies some 70 MB of the Steam client's logs and puts every line through all twenty-odd rules, most of a minute of a core on the phone after every session. Each rule now runs only on a line holding what it cannot match without: its keyword, the five separators of a MAC, the four dashes of a GUID, a long enough hex or token run, the learned account or address text. Lines with non-ASCII text still meet every case-insensitive rule. Over 895,000 lines of real client logs, with the device's accounts and addresses learned, the output is identical and the pass takes a twentieth of the time. |
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d15ffa3df2 |
Windows components: install from a recording of the installer's result (#495)
* Windows components: install from a recording of the installer's result A catalog entry may name a 'snapshot': what its own setup program leaves in a prefix, recorded once in Wine by winlator-contents' tools/snapshot/record.py (the files it places and the registry values it writes, the self-registering DLLs' CLSID entries included). With one, the setup program never runs here: the files come from the archive beside the recording, or out of the vendor's installer by the paths the recording maps (small generated ones inline), and the registry values go to registry.json for droiddeck-wincomponents to write at launch. The steps a recording makes redundant are skipped; DLL overrides still apply. A component with a recording counts as installable; its prerequisites must still be. * droiddeck-msi-install --unpack: open archives nested inside an installer QuickTime's cabinets and an NSIS pack's payloads sit inside the unpacked installer; they are opened in place into '<name>.nested' folders, two levels deep, the same layout the component recordings map their file sources to, so a recording's paths resolve on the device (QuickTime: 593 of 593). |
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a6d15bcd0b |
Expanded Fastpaths for proot and increased performance up to 57% (#494)
* perf: fast path resolves links, /proc and glue as proot does, and answers uname, isatty and passwd
The fast path handed back to proot whatever crossed a symlink, /proc or a directory proot
only shows as glue, which is most of what Steam and Wine ask. It now walks a path the way
proot's canonicalize() does, so those calls stay in-process:
- links are followed in guest terms and their text detranslated as detranslate_path() does,
including readlink into a buffer the kernel cut short and /proc's exe, cwd and fd links;
- a binding proot dropped at start is dropped here too, glue above a binding is ENOENT, and a
last component proot cannot stat is left to the kernel;
- pipe and socket dirfds are ENOTDIR, rmdir("dir/") removes dir, and "." and ".." go to proot;
- a blocking accept() with a connection already waiting no longer goes to proot.
Also answered: uname() and gethostname() (proot's utsname never changes), isatty() (glibc
2.43 asks with TCGETS2, which proot rewrites) and getpwnam/getpwuid when nsswitch.conf
sends passwd to files first and the entry is there (Xwayland asks for every client).
equiv.py, equiv2.py and equiv3.py match line for line with and without the fast path
(222, 507 and 924 lines). Per call on the RedMagic: realpath 240 us -> 1.0 us,
realpath /proc/self/fd/N 408 -> 9.9, getpwuid 41.5 -> 4.6, uname 28 -> 0.006.
* perf: LD_AUDIT module skips library lookups proot would fail
ld.so looks each library up along the game's search path, and Proton puts the game's
directory, Steam's runtime and video directories and its own library directories ahead of
/usr/lib: 72% of ld.so's opens in an Among Us launch failed, each a round trip to proot.
libblaudit.so answers la_objsearch() for a candidate proot would certainly fail with ENOENT
(its directory walked as canonicalize() walks it, the name or a directory on the way missing).
It has no libc and maps the fast path's trampoline itself. Each lookup's first candidate is
still opened, since a skipped one fails with ld.so's errno as it stands, and the default
directories are never skipped, so dlerror() reads the same. droiddeck-proton and the extra
wrapper add it to LD_AUDIT when the fast path is on.
* perf: droiddeck-proton checks a tool's components with one sha256sum
Each program the launcher starts pays a dozen traced library lookups under the game's search
path before it does anything. One sha256sum over every listed file replaces one per file;
the check itself is unchanged.
* perf: build a locale archive for C.UTF-8
Every program loads the locale LANG names before main(). glibc ships C.UTF-8 as a directory
it looks for once per category under two spellings, before reading gconv's module lists:
about 30 opens, each a stop in proot, in every process of the session. droiddeck-session
builds /usr/lib/locale/locale-archive (and gconv's cache) once per glibc package, so that is
one open.
localedef names a finished archive by hard link, which Android refuses; with
DROIDDECK_LINK_RENAME=1 libblsession turns a refused link into a rename that will not replace
an existing name.
* perf: library beat starts its helpers only when what they read changed
Every 15 s the session ran droiddeck-seed-redists (some forty programs under proot) and, when
a library directory had changed, steam-compatibility: a burst of thousands of proot stops each
quarter minute, game loads included. The seeder now runs when a library changed or a prefix
(or Proton's template for them) is unmarked, the compat pass when a manifest, depot, tool or
config.vdf changed, both checked from bash without starting anything, and each every five
minutes regardless. The seeder reads its stamp and the time without a subshell each.
* perf: fakeinput opens pad.log on its first line
Every process the library is loaded in opened the session's pad.log at start, a stop in proot
on shared storage, and most never write to it. The file is now opened when there is a line to
write.
* docs: the fast path as it ships, the audit module and measured launch times
* fix: a game the app launches after an idle spell comes to the front
The Steam client brings a game it launched forward only while it counts someone as present,
which it reads from gamescope's input counter. A game the app launched after four or more
minutes without a touch started, mapped its window, and stayed behind the library page until
the next input (device: Palworld, Stardew Valley, Fallout: New Vegas, Mortal Kombat X; the same
on main). The session now watches a requested launch, and when the game's window is focusable
but the interface keeps focus for two polls, counts one input on gamescope's counter, as a key
would. Nothing changes for a launch the client already brings forward.
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d250b43eb9 |
Games: revamped add games feature (#492)
Adding and managing your own (non-Steam) games moves out of the Steam settings into the Games tab, and works like Steam's own non-Steam Properties. - A + beside "Games N" opens a compact in-app picker: the storage first, then that storage's root, every folder, .exe files only. Picking an exe adds the game with its name, art, Custom badge and Steam shortcut. - "Add all games in this folder" adds every game folder inside at once. A summary opens immediately and fills in as each game is found, with a "?" where the exe was a close call and a red X to remove a game. - An edit button on each Custom game opens its editor: Name, Target (ranked exes, Other exe…), Start in, Launch options, the four pieces of art with thumbnails, and Remove. Edits go through the same Steam shortcut, so the appid never changes and nothing duplicates. - Art chooser per piece: images in the game folder, Steam's official art, SteamGridDB alternatives, your own image, or back to automatic. - Finding the exe: up to five folders deep, every exe scored (name match, Unreal -Shipping builds, bin folders and size up; launchers, crash reporters, installers, redistributables and depth down). - Real titles from the game's files (Steam manifest, GOG info, the exe's version info), keeping the folder's spacing when both spell the same title, underscores read as spaces. - Art: the exact Steam appid when the game names one, strict name matches otherwise, Steam's hashed asset paths for newer games, SteamGridDB as a fallback (built-in key from the SGDB_API_KEY secret, optional own key in Setup, sealed with the Keystore), and a cover made from the exe's icon when nothing else has one. - Removing a game is instant and keeps its files; adding it again brings it back. Steam's shortcut list is rewritten once, in the background. - The Games section is gone from Steam settings; folders added before keep listing their games. Artwork switch and SteamGridDB key are in Setup. |
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d99ed8e00b | fix(desktop): address KDE feedback and keep local builds in sync with CI (#488) | ||
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06e108a726 |
Windows components: lay out installer .exe wrappers without running them (#480)
* Windows components: lay out installer .exe wrappers without running them
The components page could only take .msi packages apart; most catalog entries ship an
installer .exe, so VC++ runtimes, .NET Framework 4.0-4.8 and the .NET Core/5+ runtimes sat
under 'Need a Windows installer'. droiddeck-msi-install now opens those wrappers and lays
out the packages inside the same way:
- WiX bundles (Visual C++ 2012-2022, .NET Core/5+ desktop runtimes): the .wixburn section
names the containers, each a cabinet found by its header (signing moves them); payloads
get the names the bundle manifest lists, so each package finds its cab1.cab beside it.
ARM64 packages are skipped, x86 and x64 both laid out.
- Self-extracting cabinets (Visual C++ 2005-2010): cabextract, external cabinet beside the
package (vc_red.cab).
- Self-extracting 7-Zip archives (.NET Framework 4.0-4.8): 7-Zip, now bundled with the
msitools (Arch Linux ARM 7zip 26.04: 7z + its 7z.so plugin, licences beside the others).
The complete product (netfx_Full_*) wins over the 4.0 parts and the per-Windows copies.
- An .exe that is its own setup program (NSIS, InnoSetup) reports that it holds no package.
- --unpack opens an archive for the app: DirectX's redistributable for XACT's cabinet picks.
The app executes the remaining catalog steps offline: set_windows (HKCU\Software\Wine
Version), set_register_key, get_from_cab (through --unpack) and 'uninstall Wine Mono' (the
mscoree override beside it is what matters), and reads url/file_name the catalog nests under
'environment' on a few .NET entries. Setup-program installers stay in the waiting section
with a note that says what they are.
Verified on this branch's engine with msitools, cabextract and 7z: VC++ 2010 x64 (19 files,
61 values), VC++ 2022 x64 bundle (26 files, 66 values), .NET 4.0 (1053 files, 6056 values,
Framework64\v4.0.30319 with clr.dll and mscorlib.dll, NDP\v4 keys) and .NET 4.8 (1633
files, 522 GAC assemblies, 6495 values). Not yet run on a device.
* Windows components: the pressed row greys out and shows its own two-step progress bar
Pressing a switch now greys that row at once and runs a thin bar across it: the download
0..100, then the install 0..100, with a caption naming the file or the stage (a dependency's
name in front while that installs first). Turning a component off greys the row the same way
until the pick is saved. The page-wide bar at the bottom is gone; Done waits on the busy row.
droiddeck-msi-install reports how far along it is ('progress 37% placing files'): reading,
each cabinet, every 5% of files placed, the registry, done - and a wrapper maps each package
into its share, so a bundle's two packages run 10..55 and 55..100. The app parses the percent
and passes a typed Progress (component, stage, phase, percent) up to the editor.
* Windows components: the ones turned on sort to the top of the list
In 'All components' the picks for this game come first, in their usual alphabetical order
among themselves; turning one off returns it to its place. The row moves once the install has
finished and the pick is saved, not while its progress bar is running.
* Windows components: an 'Installed for this game' section under the recommendations
What is turned on for this game gets its own section between Recommended and All components,
alphabetical; the recommendations stay where they are (a recommended pick stays there). A
component in the section leaves All components, and goes back to its place when turned off.
LB/RB jump through the new section too.
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e99d5f9505 |
Stores: GOG, Epic Games and Amazon Games libraries, installs and cloud saves (#476)
A Stores section (rail, under Games; Setup › Stores gate) with each store's sign-in, library, storefront shelves and a download queue. Each store has two tabs, Store and Library, and Library filters to All or Installed; libraries open from a saved copy and refresh in the background, with install sizes on every card. Games install to internal storage, or a card chosen at Install time, and are registered in the Steam client as non-Steam games, so they launch through Steam and droiddeck-proton from either the front end or the client. - Downloads: GOG, Epic and Amazon engines in Rust (app/src/main/rust/stores, built by cargo-ndk, nothing compiled in the tree). One adaptive fetch core with a latency brake, stalled-host handoff and every CDN a store offers. Per-stage progress, pause/resume, two-step cancel that deletes, failed downloads kept for retry, a foreground service with Wi-Fi and wake locks and notification controls. - Games tab: store source chips (Steam, GOG, Epic, Amazon, Custom) and store art. - Epic: per-launch exchange code from the app and from Steam's Play button, "Epic sign-in (EOS)", "Launch offline", and a game's web links opened in Android's browser for EOS consent. The EOS overlay crashed games and is left out. - Cloud saves (GOG, Epic): pulled before launch, pushed after the game or the session ends, no upload before a first download, conflicts never overwritten, backups both ways. - Logs: every store line redacted; the engine log goes to daily files. |
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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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79880d1502 | Desktop: keep the session when the big cores cannot be pinned (#394) | ||
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e93397011d | Add a Follow screen resolution for foldables (#403) | ||
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527750a366 | feat: install Flatpak apps from a .flatpak file (#446) | ||
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789b603022 |
DirectAudio from its own release: driver set per Proton interface (CachyOS fix), the Steam client's own DirectAudio sink, binaries out of tree (#439)
DirectAudio from its own release: driver set per Proton audio interface (CachyOS fix), the Steam client's own DirectAudio sink, binaries out of tree Games - Two driver sets ship from the pinned DirectAudio release (tools/directaudio/release.env = directaudio-linux-v1.1.0, sha256-checked by tools/directaudio/fetch.sh in CI and build_local.sh): linux-wine11 for Valve Proton 11 / Experimental / GE-Proton, and linux-wine11-systhread for Proton-CachyOS, whose Wine carries the system-thread mmdevapi interface. steam-compatibility picks by whether the Proton's own winepulse.so imports PsCreateSystemThread, never by the version string (both say wine-11.0; the wrong set is silence). No matching set: DirectAudio off, Proton's audio runs, logged. - Proton-CachyOS's launcher pre-sets WINE_AUDIO_DRIVER=pulse,alsa and its mmdevapi reads that before the registry (Valve's and GE's do not read it): the wrapper exports WINE_AUDIO_DRIVER=directaudio,pulse as well as writing the registry. On CachyOS this also makes DirectAudio engage on a game's first launch. - A wineserver from an earlier Steam verb can save its in-memory registry over the appended Audio value; the wrapper says so when one is live. Writing through it (wine reg add) and creating a missing prefix first (proton run wineboot) were tried on the device and withdrawn: a second Proton/Wine run inside Steam's launch sequence got launches aborted. - Tests: both sets, no set, no prefix (34 pass). Steam client audio - DirectAudio = module-directaudio-native-sink, the game driver's AAudio engine inside the PulseAudio daemon, one step from Android (adaptive buffer, two-burst floor, primed ring with fades, reopen on route change, watchdog, limiter). Default. Shared output = the previous relay route, kept. New pref clientAudioRoute; the old boolean is not read. If the native sink cannot open its stream the daemon keeps running (.nofail) and ensureClientSink loads the plain AAudio sink instead, logged to audio.log. Audio bundle stamp bumped. Out of tree - app/src/main/assets/directaudio/ is generated and ignored; tools/directaudio-relay/ and the vendored module-directaudio-sink.c + da_relay_proto.h are gone; tools/aaudio-sink keeps only module-aaudio-sink (the fallback). The release carries the relay and sink field fixes by MaxsTechReview (#338), credited there and in its AUTHORS. Device-proven on an AYANEO Pocket FIT: client sink 12 ms / 4 ms bursts, 0 underruns; FEZ on cachyos-11.0-20261005-slr on DirectAudio (took pulse before); FEZ on Proton Experimental unchanged; Curse of the Dead Gods on CachyOS from a cold prefix, DirectAudio on first launch. Co-authored-by: The412Banner <the412banner@users.noreply.github.com> |
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b56c44bd0b |
Share font defaults across runtime sessions (#252)
* Support CJK text with the device's own fonts The Linux runtime's rootfs ships DejaVu alone, which has no CJK glyphs, so Chinese, Japanese and Korean text in Steam Big Picture and on the LXQt desktop draws as tofu boxes (issues #118, #206, #249). Bind the device's own CJK fonts - Android's world-readable Noto CJK .ttc, or DroidSansFallback / Source Han - into the guest under /usr/share/fonts/droiddeck-cjk, so nothing is added to the ~790 MB runtime image and the coverage follows the device. A new droiddeck-fonts script, run by droiddeck-session before any program that queries fontconfig, links the default rules, writes local.conf with DejaVu first and the CJK families after it, and rebuilds the fontconfig cache once per set of font files. The desktop's own fontconfig block moves there, so every mode gets it. * Fix CJK and Thai: bind the device font directory, not one file at a time The first cut bound each device font with its own proot -b host:guest. A per-file binding into a plain directory is not applied here: the guest sees a zero-byte placeholder where the font should be (stat size=0, fc-scan empty), so Chinese stayed tofu even though the app had "bound" the font. A directory binding is what the rest of the runtime relies on, so bind /system/fonts as a whole under /usr/share/fonts/droiddeck-device. That also brings Thai, Arabic, Devanagari and the emoji fonts, which the runtime did not have either. Verified on the AYN Thor: the session's fontconfig probe reports sans=DejaVu Sans, zh=Noto Sans CJK SC, th=Noto Serif Thai, and Steam Big Picture in Simplified Chinese renders without tofu (screenshot under docs/development/evidence/). --------- Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> |
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415b93f943 |
feat: agent bridge wayland and gamescope coverage (#406)
* feat: run a guest agent in every session for commands, focus and the Steam client's DevTools * feat: give the agent bridge game, input, UI and experiment commands behind a Setup toggle * feat: droiddeckctl commands for the new bridge, a scenario runner and contract tests * feat: run cleanup steps after every scenario run so a failure cannot leak into the next * feat: restart a session that died between scenario runs with start --reuse * fix: give droiddeckctl stop its own, longer wait for the session's logs * fix: harden debugging tools access and output |
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2a0512d19d |
Keep the shortcut settings changed in Steam (#393)
Steam saves a shortcut's Properties to shortcuts.vdf as soon as they change and keeps its appid. The session rewrote every added game's entry from the app's list before and after each client run, keeping only the launch options, so a Target or Start In set in Steam, a new name or icon, the hidden and overlay switches, the last played time and Steam's sort name were all put back at the next exit. droiddeck-steam-shortcuts now merges instead: an entry keeps every field Steam has, and the app's exe is written only where the app changed it. What the app last asked for and what Steam then had are recorded beside shortcuts.vdf (.droiddeck-shortcuts.json). A Target changed in Steam to a file inside the game's folder becomes the exe chosen in Steam > Settings > Games, and a later pick there replaces it in Steam, so both show the same exe. The appid now stays with the folder, so changing the exe no longer turns the game into a new one with a new prefix, playtime and launch options. A game whose folder is missing is set aside with its settings and comes back with them. The exit-time merge runs before Steam's logs are copied. |
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6ee8866599 |
Make Games folders Steam libraries and skip the zero-filled reservation (#388)
With Second library on Automatic, every writable Games folder is now a Steam library: it gets the same private prefix and tool binds as the card, the app hands the session the list (BL_STEAM_LIBRARIES), and droiddeck-steam-library registers, relabels and forgets entries from it. Steam offers them in the install dialog as "<folder> (<volume>)", and Proton mapping, esync, the redist seeder, desktop entries and the compat beat read every registered library instead of only the card. Games folder libraries stop at the fast path's bind budget. Steam's preallocation on Android's FUSE storage either failed outright (NTFS answers EPERM, so installs were cancelled as "not enough disk space") or zero-filled the whole download first (exFAT, minutes for a small game). After fallocate is refused, the Steam client's ftruncate extension of its own staging files is reported as done; the writes that follow fill the file. A 76 MB install to a USB SSD now preallocates instantly instead of taking about 3.5 minutes. A library that is not there is left out of the list and forgotten until it returns, imports whose folder is missing are set aside rather than offered as broken installs, and the front end refreshes when storage is mounted or removed. |
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2a9cb977cf | Let Steam draw at the session's full size above 1080p (#391) | ||
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d1760cd49f |
Draw Steam's CJK and Thai text with the device's fonts (#374)
Steam ships no CJK font and the rootfs only has DejaVu, so a phone set to Chinese, Japanese or Korean got Steam in that language with every character drawn as a box. Bind Android's /system/fonts into the guest, index it again whenever it changes, and prefer the matching Noto CJK face for each language. |
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fa99e2aab6 |
Language setting and translations: Spanish, Japanese, Korean, Chinese; Steam follows it (#187) (#284)
* l10n: move hard-coded UI text into string resources (#212) About 650 user-facing strings were written in Kotlin and Java, so no translation could reach them and the UI stayed half English in every language. They now live in values/strings.xml. - Dialogs, menus, status lines, toasts and errors shown to the user go through getString/stringResource. - Code that matched on English text now uses IDs: installer and loading stages, Decky stages, storage labels and the Back button's order labels. - Choice lists (upscalers, FPS limits, textures, themes, presets) carry @StringRes labels instead of English. - Robolectric tests read the app's resources (includeAndroidResources). - Six strings nothing used any more are dropped. Existing translations are untouched; the new strings show in English until they are translated. * Layouts: fit longer text in other languages, and small phones Found by screenshotting every page, tab and menu in each language on a phone, a tablet, a 640dp phone and a foldable. - Rail labels shrink to fit instead of being cut off (FitText). - Tab rows tighten when they overflow and scroll the chosen tab into view. - Menus fade over a down arrow when more entries are below, and open scrolled to the current choice. - On a small phone the desktop card's button moves under its title, emulator tiles go two across, the GPU support verdict wraps and the Updates page stacks the channels under the status. * l10n: translate every string into Spanish, Japanese, Korean and Chinese (#187) Simplified Chinese, Traditional Chinese (Taiwan) and Traditional Chinese (Hong Kong, reviewed for Hong Kong wording) are complete, as are Spanish, Japanese and Korean: no missing keys and no placeholder mismatches. * Language setting: follow the system, or a language picked in Setup; Steam uses it too (#187) - Setup -> Launcher starts with a Language row: "System default (...)" and each language by its own name. With nothing picked the app follows the system language; a pick applies at once and stays until System default is picked again. - Steam keeps its language in ~/.steam/registry.vdf under both Valve/Steam/language and Valve/Steamsteamglobal/language. Before each start of the client the guest helper droiddeck-steam-language writes both (and exportedsettings.json), and the client gets -language. SteamLanguage maps the app's language to Steam's names: english, spanish/latam, japanese, koreana, schinese, tchinese. * l10n: translate the strings main added since, and Chinese review fixes - Translate the 32 strings added on main since (Windows components, device details, Force SSBS, native Steam sleep) into all six languages. - zh-CN: busy labels say what is in progress again (正在取消, 正在导出 ...), as the other languages do. - zh-CN: "set up" is 配置, as Setup is; 设置 stays for Settings. - zh-TW: proton_compatible_note says 前綴 rather than "prefix". |
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670c9d1afd | fix: share session logs in about a second instead of re-scrubbing them (#352) | ||
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7484f43dba |
Windows components: install .msi packages (XNA, PhysX, GFWL, MSXML...) without running them (#347)
* Windows components: install .msi packages (XNA, PhysX, GFWL, MSXML...) without running them
droiddeck-msi-install reads a Windows Installer package's tables with msiinfo and unpacks its
cabinets with cabextract, then lays out what Wine's msiexec would have installed: files at their
64-bit Windows paths (Program Files (x86), syswow64...), .NET assemblies in the GAC, side-by-side
assemblies in winsxs, and the registry values in the view the component writes through. Conditions,
features and the folder-setting custom actions are evaluated as on Windows 10 64-bit; what needs
the package's own code (DXSETUP, self-registration) is listed in the component's notes.
droiddeck-wincomponents puts a component's drive_c tree into the prefix (keeping the prefix's own
spelling of each folder) and writes its registry values into system.reg/user.reg before launch,
following Wine's link keys (Wow6432Node\Classes, CurrentControlSet...). Turning it off puts every
value back and takes an added PATH entry out again.
The app installs these from the Windows components menu like the DLL ones: it downloads the .msi
into the runtime and runs the installer there (GuestCommand). msitools 0.106 and cabextract 1.11
come from Arch Linux ARM, pinned in tools/msitools/packages.txt and hosted on the msitools-0.106-r1
release. wine-gecko stays hidden (Proton ships it) and wine-mono keeps waiting (uninstall step).
* Windows components: open with the top switch focused, by touch or by pad
The dialog's window starts in touch mode, where a switch cannot take focus, and the first switch
was asked once, two frames after the list loaded, only when a pad opened it - racing the dialog's
own Done focus. Now it always puts the window in pad mode, holds Done while the list loads and
then asks the top switch every frame until it has focus.
* Windows components: give msitools its own libraries; show a failed install on its row
msiinfo and cabextract sit with their libraries in /usr/local/lib/droiddeck-msitools, which the
loader does not search: every .msi install stopped at "libmsi-1.0.so.0: cannot open shared
object file". droiddeck-msi-install now runs them with that folder on LD_LIBRARY_PATH.
A failed install also says so under the component itself ("Could not install: ..."), not
only at the foot of the dialog, past the list.
---------
Co-authored-by: The412Banner <the412banner@users.noreply.github.com>
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2278274588 | feat: remove Force game windows fullscreen now that games run on their own Xwayland (#349) | ||
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5f3c0e83c7 | feat: run Steam sessions on two Xwayland servers as SteamOS does (#344) | ||
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239ba48291 |
Windows components for Steam and added games; no more redist installer prompts (#287)
* Put a game's Windows components into its Proton prefix at launch
droiddeck-wincomponents copies the DLLs of the components picked for a game
into compatdata/<appid>/pfx before Proton starts and hands their overrides to
WINEDLLOVERRIDES, so the registry is never touched. It re-checks every launch
(an older Proton deletes the files it once placed), takes a component's files
out again when it is turned off, and forgets Proton's config_info then so
Proton puts its own builtins back.
* Windows components for added games: picker, packages and their catalog
Settings > Games lists a Windows components row under each added game. Its
dialog switches components on per game; the first switch-on for any game
downloads the package (a catalog of its own beside desktop.json, installed
with the desktop package installer to /opt/droiddeck/wincomponents/<id>).
The picks are kept in the app and published to the runtime at every session
start for droiddeck-wincomponents to apply.
tools/wincomponents/package.py builds the packages: Bannerlator's eight
wincomponents archives re-rooted, and OpenAL from OpenAL Soft's release
(soft_oal.dll placed as OpenAL32.dll, 32- and 64-bit).
* Windows components: list the installed ones when the catalog cannot be reached
Offline the dialog only looked up ids it already knew - the catalog's and
the game's picks - so a component downloaded earlier never showed.
* Windows components: Bannerlator's list with Recommended, on the game's launch settings
The picker moves from Settings to a Windows components card in an added
game's launch settings. It offers Bannerlator's whole catalog
(components.json on winlator-contents): what the game's folder points at
first (Bannerlator's DependencyDetector, mapped to the DLL-copy twin where
there is one, oalinst -> oalinst_dll), then every component that installs
here, then the ones that need a Windows installer, greyed until DroidDeck can
run one.
A component installs by running its catalog steps into the runtime once:
archives downloaded (one download per archive for a batch), DLLs found by
name as Bannerlator does and copied to /opt/droiddeck/wincomponents/<name>,
overrides and bundled components written to component.json. The launch
script now takes catalog names (xaudio2.7), expands bundles (directmusic),
places files one level down (drivers/gm.dls) and keeps an override's own
mode (dsound=n). Drops the hand-made packages and their script.
* Windows components: Steam games too, and a pad that can drive the list
The card shows on a Steam title's launch settings as well, keyed by its
appid - the compatdata folder droiddeck-game-env reads - and Recommended
scans the game's install folder.
With a pad: Done takes focus while the catalog loads and the first
component once it is there (the list was not drawn yet when the dialog
asked for focus, so nothing had it); switches stay enabled during a
download and a press then is ignored (a disabled switch dropped the
pad's focus); LB/RB jump between Recommended, All, the installers and
Done.
* Redist markers from games' own install scripts; VC++ runtime as installed
The client still started a game's own _CommonRedist installer - its
script sits in the game's folder, often with another version in the
value name, and only Steamworks Shared's were read. On ARM64 Proton the
x64 VC++ 2015-2022 bundle then stops with "Microsoft Visual C++
2015-2022 Redistributable (arm64) is required" (reported on an AYN Odin 2
Portal Max).
- Read installscript*.vdf from every installed game in each library as
well; the list is cached until an appmanifest changes, since this runs
every quarter minute.
- Record the VC++ 2015-2022 runtime as installed where its installers
look (VisualStudio\14.0\VC\Runtimes\{x86,x64,arm64}, both registry
views), so any bundle - the client's or a game's own - finds it and
exits; Proton's msvcp140/vcruntime140 serve the game.
- Join the Wow6432Node path instead of sub(): mawk and gawk read the
replacement's backslashes differently (gawk, the runtime's, was right).
* Mark a game's install-script processes as run just before the client evaluates them
An Odin 3 bundle (0.3.1, Proton Experimental ARM64) shows the client
running its install-script evaluator on the first launch of three new
titles (409710, 2161700, 3404260) while their Steamworks Shared
redistributables (VC++ 2010/2012/2019/2022, DirectX) were still
downloading - 2161700 at 22:03:22, the shared app finished at 22:03:29 -
so the periodic seeder had nothing to mark yet and the installers ran.
The client writes the exact steps to legacycompat/evaluatorscript_<id>.vdf
and starts iscriptevaluator.exe through our launcher. droiddeck-game-env
now hands that script to droiddeck-seed-redists first, which marks every
process in it in the template and the prefixes before the evaluator
reads them.
The seeder's reader no longer assumes a depth: a block with a HasRunKey
is a process named by the key it opened under, wherever it sits.
* Windows components: keep a file that was not Proton's, put it back when turned off
A component's DLL replaced whatever had that name in the prefix, and
turning it off deleted ours, so a file a real installer (or the user) had
put there was gone for good. Before replacing a file that is neither
Proton's own (a symlink into Proton, or a Wine builtin/placeholder DLL)
nor an earlier copy of ours, keep it under
compatdata/<id>/.droiddeck-wincomponents-backup and move it back when the
component is turned off. The launch note says how many went back.
* Windows components: recommend what Steam installs, say what the game already has
- Steam titles: the appmanifest's SharedDepots (Steamworks Shared, app
228980) list the VC++ 2005-2022 and DirectX redists Steam installs with
the game; they live outside the game folder, so the folder scan never
saw them. They join Recommended as "Steam installs VC++ 2010 with this
game" (SteamRedists).
- Bannerlator's PrefixInstalledDetector, on compatdata/<id>/pfx:
OpenAL32, Mono, PhysX and Games for Windows Live that are already there
from elsewhere show "Already in this game". Files droiddeck-wincomponents
placed itself do not count.
- The game page passes the prefix and, for Steam titles, the appid.
* Windows components: friendly names
The list showed catalog keys (oalinst_dll, vcredist2010_dll, dotnet452,
d3dcompiler_47). Bannerlator's catalog has no display name and some of
its descriptions do not fit the entry, so WinComponentNames gives one:
families by pattern (Visual C++ <year>, .NET Framework x.y[.z], XAudio,
D3DCompiler, MSXML, Wine Mono, DirectMusic parts), the rest from a
table, the key itself for anything new. The key stays in the row's
detail for logs and bug reports; both lists sort by the name, and the
game page's card names the picks the same way.
---------
Co-authored-by: The412Banner <the412banner@users.noreply.github.com>
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931e5e3362 |
Force SSBS for Proton games (libssbs.so), switch under FEX preset (#328)
* Force SSBS for a game's Wine: libssbs.so, opt in per game Wine's arm64 signal code resumes threads from a Windows CONTEXT whose Cpsr never carries PSTATE.SSBS, so every signal return leaves the thread running with speculative store bypass disabled - slower on cores such as Oryon. Bannerlator fixes it in its own Wine builds (force_ssbs.diff, Sonicadvance1) and with an LD_PRELOAD adapter for layers it cannot rebuild. DroidDeck's Protons (Valve, GE, CachyOS ARM64) come prebuilt from Steam but run the same aarch64 Wine signal path, so the adapter applies here: tools/linuxfs/ssbs/ssbs_adapter.c, the same source built for glibc (+ sysv_signal), staged to /usr/local/lib/libssbs.so. droiddeck-game-env preloads it when the game's (or the shared) environment sets DROIDDECK_FORCE_SSBS=1, and only into an ARM64 Proton. Off unless asked for: the gain is unproven on Snapdragon 8 Gen 3. For testing: SSBS_ADAPTER_OBSERVE=1 counts without changing anything (the baseline) and SSBS_ADAPTER_DEBUG=1 logs the fixes; both also count signals that ARRIVE while a thread runs without SSBS, which shows whether anything besides signal returns clears it. Checked on an ARM64 Linux kernel: a handler that clears SSBS left 4 of 5 later signals arriving with it clear; with the adapter, 0 of 5. * Force SSBS: a switch under the FEX preset in Steam settings Steam settings > Games gets "Force SSBS" right under the FEX preset, off unless turned on. Like the preset it goes into the game environment's defaults (DROIDDECK_FORCE_SSBS=1), published at once and read by droiddeck-game-env on the next game launch, so a game's own environment can still set it to 0. Measured on the device with the adapter's counters (AYANEO Pocket FIT, DiRT 3 on GE-Proton11-7-aarch64): observing only, 8192 of 8277 signals found the thread running without SSBS; with the adapter, none did - it keeps the bit set everywhere Wine clears it, as a rebuilt ntdll would. The speed-up itself is reported on Oryon cores and was not measurable on the FIT's 8 Gen 3, hence off by default. --------- Co-authored-by: The412Banner <the412banner@users.noreply.github.com> |
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e152dd0212 | Add Native Steam background sleep and automatic wake (#291) | ||
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440ec98f45 | Keep the 16:9 stretch (#63) working in Steam Deck mode (#133) | ||
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3d16dc7ea4 |
Fix legacy Steam sleep and missed wake handshakes (#289)
Fix legacy Steam sleep and recover missed wake handshakes |
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6f6bd35b96 |
Firefox: skip shared-memory seals (tabs crash on Android 16) (#280)
On Android 16 phones (Galaxy S25 SM-S931B, SM-S948B, RedMagic NP05J)
every Firefox and LibreWolf tab dies at once: Firefox seals the size of
the shared memory it hands a tab, adding the seal fails there, Firefox
only warns, and the tab refuses the unsealed memory ("IPDL protocol
error: Shared memory PlatformHandle is not safe to map") and exits on
signal 11. The window opens; no page ever loads.
MOZ_SHM_NO_SEALS=1 is Firefox's own switch to skip the seals
(ipc/glue/SharedMemoryPlatform_posix.cpp). Set it beside the sandbox
switches in all three places a browser starts from: the desktop session,
AppImages, and Flatpak sandboxes.
Co-authored-by: The412Banner <the412banner@users.noreply.github.com>
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5ddcde7023 |
Force game windows fullscreen: off by default (#276)
A game whose resolution differs from the screen's (DiRT 3 at 1280x720) fights --force-windows-fullscreen: every forced resize makes it rebuild its swapchain, and the picture flickers between its own size and the screen's - often from the first menu, before the player can reach the game's resolution setting. It also drove the Xwayland dma-buf leak fixed separately. The switch stays in Settings > Games and the session drawer, now off unless turned on; its hint says when to turn it on (a game coming back small or in a corner after switching apps, e.g. FlatOut) and when to leave it off (flicker). Users who already set it keep their choice. The session script's fallback when the app passes nothing is off as well. Co-authored-by: The412Banner <the412banner@users.noreply.github.com> |
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4c29c6a61e |
Fetch the Steam client again when it never shows up (#225)
A client stopped part way through updating itself can be left unable to draw anything. Its files and our install stamp are still on disk, so the installer never looked at it again and every session sat on "Waiting for Steam" with nothing retried. The session now adds a line to package/droiddeck-unconfirmed each time it starts the client, and the app removes the file on the client's first frame. After two starts in a row with nothing shown, the installer: - drops Steam's update manifests, the stamp, .crash and steam.pid - deletes package zips whose sha1 no longer matches their name - downloads the client again over the old one steamapps, config and userdata are left alone. An automatic repair runs once per failure, until a start is seen again. The Steam page's Client settings get a "Repair Steam client" item that queues the same repair for the next start. The request is only cleared once the download completes, so an interrupted repair is retried. |
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eb6268f239 |
Start every title with a Valve pick on the Compatible Proton (#224)
The client runs in Steam Deck mode, where a title's "Default" is not the "0" mapping but Valve's own pick for it: the Steam Deck compatibility recommended_runtime (proton-stable, a pinned Proton, or native for the Steam Linux Runtime) or an app_mappings entry in the SteamPlay manifests. A title the session had not mapped yet - not installed, or installed while the client was running on a build without the live helper - showed "Default (Proton Stable)" and launched with a Proton that cannot run here. Every playable Windows title in the appinfo cache with such a pick is now mapped to the default tool up front, before the client starts and in the live helper, the same way installed titles are. A runnable tool the user picks for one of them is kept, and they follow a change of the default. |
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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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32ea22e033 | Start .NET and Godot games under FEX without per-game setup (#168) | ||
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8502fc517b | Effects page in the session menu: scaling modes, screen effects and texture filtering (#198) | ||
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e9204c5e49 | Add controller and desktop quality-of-life options (#194) | ||
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8edf05b19a |
Add the droiddeck-esync pack pipeline (#189)
Builds esync packs for new Valve, GE and CachyOS Proton 11 releases on arm64 runners, smoke-tests them against stock with esstress, and on main publishes each pack and a signed index as non-latest releases. A watcher checks Steam and the GE/CachyOS releases every 20 minutes and starts a build for new ones. The app side lands separately with feat/userspace-esync-ntsync. |
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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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9647a38d83 | Fix Steam sleep resume handshake | ||
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37316f4677 | Add game launcher shortcuts | ||
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a25800149d | Restore Steam after idle sleep through session pause and login1 wake | ||
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e23cada4ea | Add Android clipboard text paste into Steam sessions | ||
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da6b7993ef | Expose Android Wi-Fi names and nearby networks to Steam | ||
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2d72507dfc | Report Android Wi-Fi and cellular connections to Steam | ||
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e31801df35 |
Feature adding custom Linux applications (#130)
* Add your own apps to the Desktop page An Add tile on Desktop takes a .sh script, an AppImage, a GitHub repo (newest ARM64 AppImage release) or a Flatpak ID, with an optional name and icon. Script folders are linked into the session, or copied when they hold Linux programs (shared storage is noexec); folders outside internal storage are bound at their own path. Each app's page opens it under gamescope, edits its name and icon (with icons suggested from its GitHub repo), checks a GitHub app for a newer release and updates it in place, or removes it. Replaces the beta AppImages section. * Put Add at the end of the installable emulators Installed emulators and added apps keep the top section, shown once there is one. Add closes the installable grid, or the installed one when nothing is left to install. * Import DwarFS AppImages and their SVG icons uruntime images built with sharun keep one program under several names as hard links, which Android denies apps, so dwarfsextract aborted. The extraction runs with proot's link2symlink, and each linked name becomes a file of its own afterwards; their AppDir is followed through the squashfs-root link. An image's icon is a PNG of at least 128 px from the name its entry gives, else its SVG (drawn with AndroidSVG), else the largest PNG, else .DirIcon. * Give AppImages the session's pads sharun images start the app through their own ld.so, patched not to read /etc/ld.so.preload, and drop LD_PRELOAD unless allowed, so the app never loaded libfakeinput and saw no controller. The launcher now hands the preload list over in LD_PRELOAD with SHARUN_ALLOW_LD_PRELOAD set. Pad defaults also put Player 1 on the controller for yuzu-family emulators, once, while it is still on the keyboard. * Redesign the Add and Edit app dialogs Source and appearance sit in two panels side by side, with a live preview of the Desktop tile. A disabled primary button keeps an outline so it still reads as a button. |
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68ce64dea6 | Keep secondary-library prefixes and Steam tools on private storage | ||
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e8c69a89a2 | fix: keep the game running behind the Steam menu and QAM, as on a Steam Deck |