* fix(storage): Windows installs on a natively mounted card no longer ask for an administrator
Cards mounted directly as FAT, exFAT or NTFS were not treated as Android
storage, so wineserver reported an Anonymous owner and refused permission
changes. Its chmod on these volumes also no longer fails the request.
* fix(storage): keep NTFS owners and the chmod error
* fix(desktop): Steam's own header moves and resizes its windows
Steam never asks KWin to move or resize its windows, and its maximize
button can only maximize. Each normal Steam window now reports presses
on its header and edges, and KWin handles them natively. No extra title
bar is added and other apps are unchanged.
* fix(desktop): drag regions cover the elements inside them
* fix(desktop): find Steam's drag regions by position
The Friends window's drag region ignores pointer events, so a hit test
never finds it. The check now runs once a press moves, so plain clicks
cost nothing.
* fix(desktop): a game's window follows its own window mode
Desktop games ran in a titled gamescope window whatever mode they asked for. gamescope now fills the desktop for a fullscreen or borderless game and matches the window size of a windowed one.
* Use the p30 gamescope test build
* fix(desktop): a windowed game too big for the desktop is maximised
* fix(desktop): a decorated game window stays a window
* Use the published gamescope p21
* feat(gamescope): a three way switch for relative mouse motion
Games that confine the cursor and warp it back to read movement never
reach the nested hints rule, so their aim stays bounded by the screen.
The convar defaults to 0 and leaves that rule alone; 1 forces relative
motion for the focused game, 2 keeps the pointer absolute even when the
rule would apply.
(cherry picked from commit db3d7555e0)
* feat(input): the session carries a relative mouse mode per game
Reads the mode from the game's gesture config, hands it to gamescope as
gamescope_relative_mouse, and pushes a change to the running session
through gamescopectl.
(cherry picked from commit e350d88464)
* feat(drawer): the relative mouse switch is a three way choice
Auto leaves it to the game, on forces relative motion, off keeps the
pointer absolute. Named in all 32 locales so none of the three falls
back to English.
(cherry picked from commit e96a187e02)
* fix(input): follow the focused game's relative mouse mode
Switching to a game whose saved mode differs left the session on the
previous game's mode, since only the drawer state was refreshed. The
requests also ran on a thread per selection, so two quick picks could
reach gamescope out of order.
(cherry picked from commit 7ff8c5d568)
* fix(input): retry the relative mouse mode gamescope did not take
The drawer state moved before the request ran, so a failed request left
the two out of step and the next focus change skipped the resend.
(cherry picked from commit cf0f82d8cd)
* fix(input): the relative mouse mode tracks the latest choice
The guest agent answers ok when it handled the exec, so a failing
gamescopectl was recorded as applied. Reconcile the newest desired mode
on the worker thread after each request, and only mark applied when the
command really exited zero.
(cherry picked from commit 5f5e3bd52e)
* gamescope: a hidden cursor under any pointer constraint is relative
Games that hide the cursor and confine the pointer had no lock hint, so the
nested pointer stayed absolute and the camera froze.
* Treat a hardware mouse as a real mouse in sessions
A mouse now moves the guest pointer by relative motion for the whole session
through pointer capture, so it no longer stops at screen edges or reaches
system gestures. Its cursor stays visible in every touch mode, follows the
game showing or hiding it, and clicks no longer press on-screen controls.
* gamescope: use the mouse test release
* Direct touch turns the camera while a game holds the pointer
A swipe in direct touch now sends relative motion when a game has the pointer
locked, including when the lock starts during the swipe, as when a game
hides the cursor while a button is held.
* Address review findings on mouse and touch input
Keep touchpad taps on on-screen controls, cancel a pending long press during a
locked swipe, let the three-finger gesture cancel a locked swipe, refresh
capture when the output changes, and use the menu's key for the relative
mouse setting.
* Keep locked touches inside the game picture and free the mouse in touch editors
* End touch editor ownership when the editor goes away
* Bring the mouse cursor back when a touch editor closes
* Release a pointer lock at the game's pointer
* gamescope: use the pointer position test release
* Fit the X screen to a fullscreen window larger than it
* gamescope: use the X screen fit test release
* Return the X screen when no game window has focus
* gamescope: use the X screen return test release
* ci: avoid redundant gamescope builds
* fix: hardware mouse in Desktop and pointer warping games
KWin nested on the host only reads relative motion while its own pointer lock is on, so a program that locked the pointer in Desktop (Blender orbit and pan) stopped receiving motion. A captured hardware mouse now turns that lock on, and a real Right Ctrl no longer toggles it.
Gamescope follows a game's pointer warps instead of overriding them, and absolute motion also sends raw motion. Also retries relative mouse requests, tidies the unplug path, passes side buttons and fits a second oversized window correctly.
* chore: use the gamescope build with patch 0131
* fix: Desktop mouse lock keeps retrying after early attempts fail
* fix: hold the key that turns on the Desktop mouse lock
KWin ignores a press and release delivered together.
* fix: gamescope enters warp following sooner and keeps steady motion
* chore: use gamescope p26
* Capture system keys in a focused session and keep the first Desktop mouse motion in place
* Use the p27 gamescope build
* Update the system keys row test
* Recognise a captured mouse so the Desktop grab can start
* Keep touch warps out of relative motion
* Send Esc from keyboards that report it as Back
* Use the p28 gamescope build
* Release captured keys on pause, forward motion during a grab and wait for a pending screen fit
* Use the p29 gamescope build
* fix(input): keep held system keys consumed until they are released
Copy each captured key event, since the service owns the original only for the callback, and consume the physical release of a key already released to the guest.
Use the published gamescope p20.
* fix(input): capture a system key only from its first press
---------
Co-authored-by: kingokksa <kingokksa@qq.com>
Co-authored-by: maxjivi05 <6025299+maxjivi05@users.noreply.github.com>
fix(battlenet): keep games installed inside Battle.net's folder running
A game installed under C:\Program Files (x86)\Battle.net\ (for example
World of Warcraft: Forever in "Battle.net\World of Warcraft\_forever_")
was counted as part of Battle.net itself. Launched from DroidDeck, the
launch never saw a game, said "Battle.net closed before a game started",
stopped everything left in the prefix, game included, and exited 1.
Battle.net's own files are now only those directly in its folder, in its
Battle.net.<build> folders and under ProgramData\Battle.net.
Co-authored-by: Albert <alb.carreras@gmail.com>
* feat: desktop and scrolling wall live wallpapers selectable from Android settings
* fix: render the wall wallpaper off the main thread and give it its own thumbnail
* fix: serialize wall wallpaper visibility and wait out in-flight draws on surface destroy
* fix: restart the wall loop on surface recreation and keep queued visibility changes
* fix: keep the wall loop alive across a failed canvas lock and finish redraws before returning
* fix: post the wall redraw asynchronously on surface change
* fix: redraw the desktop wallpaper logo from the real mark and show game covers on the wall
* chore: mount the git dir in build containers and seed new worktrees from the main checkout
* fix: decode wall covers as RGB_565 and seed worktree assets only into empty dirs
* feat: drop the desktop wallpaper and add frame rate and speed settings to the wall
* feat: wall settings over the live wallpaper with a match-screen rate, and drop the center vignette
* perf: pace the wall on vsync and draw it on a hardware canvas
* fix: stage worktree seed copies and publish them only after they succeed
* fix: point the wall settings link at the activity class so the picker shows the gear
* fix: dedupe wall covers by app and space repeats like the in-app wall, keep the frame loop alive across surface gaps
* fix: show the picker preview behind wall settings and drop the display-rate lookup
* fix: stop wall frame callbacks when the surface goes and only replace an empty seed destination
* fix: skip a seed when the destination reappears before the staged copy is moved in
Nothing in droiddeckctl reported temperature, so a before/after
comparison could start one run hot and the next cold.
`thermal` reads the battery temperature from dumpsys battery, the
thermal status from dumpsys thermalservice, and each CPU policy's
scaling_max_freq against cpuinfo_max_freq (capped when lower), all
readable over plain adb. `wait cool --below <C>` polls it every 10 s
until the battery is under that temperature, or exits 5 at --timeout.
* gamescope: EA sign-in stays above the EA launcher's splash
The EA app's Steam launcher shows the game's splash as a layered tool
window, and the EA app, another process, opens its sign-in window
topmost. gamescope took the splash as the sign-in's override window, so
the splash was painted over the sign-in and became gamescope's keyboard
focus window (Burnout Paradise Remastered). With patch 0126 a window from
another process that is neither topmost nor transient for a topmost
focus window is no longer an override candidate for it, as on Windows.
map_win now also reads _WINE_HWND_EXSTYLE: gamescope only took it from a
PropertyNotify, which it listens for from map on, so a style Wine set
before mapping was never known.
* gamescope: the topmost rule needs both windows' pids
gamescope keeps a window's pid at -1 when XRes cannot name its client,
so an unknown pid next to a known one is not evidence of two processes.
Patch 0126 now applies the rule only when both pids are known. The patch
carries function names in its hunk headers, and the test also checks
that its map_win hunk reads _WINE_HWND_EXSTYLE into hasHwndStyleEx (a
check of the patch text, not of a running gamescope).
The redistributable seeder marks every process in a game's install scripts
as already run, except Vulkan runtime and Ubisoft Connect installers. EA
games on Steam list the EA app installer (EADesktopSetup) there and start
through steam2ea://, which only the EA app handles. With the installer
skipped, Proton could not open that link (ret 31) and the game closed
without a window (Burnout Paradise Remastered). The EA app installer is
now left to run like Ubisoft Connect's, and a marker an earlier seeding
wrote is taken back out, so an existing prefix installs it on its next
launch.
* fix(runtime): keep the Linux desktop installed across a runtime update
A runtime update replaces the whole runtime tree, and the desktop pack
is built against one runtime, so every update removed the installed
desktop. Since the runtime started updating by itself, this happened
without the user doing anything: the next Open showed "Install & open"
and downloaded the whole desktop again.
When the desktop was installed before the update, the same update job
now installs the new runtime's desktop pack right after the runtime,
with the update's progress. If that install fails, the runtime update
still counts as done and Open offers the install as before. A repair
from the session no longer installs the desktop a second time when the
runtime install already did.
* fix(runtime): roll back a failed desktop restore after a runtime update
If putting the desktop back fails after its archive started unpacking,
the install journal stayed behind, and every later launch, Steam
included, tried to resume it and stopped when that failed. The update
now rolls back the partial desktop with the desktop removal, which
restores the runtime's own files and clears the journal. Open then
offers the desktop install as before.
Whether the desktop was installed is now checked on its own, so a
repair of a damaged runtime also restores it.
* fix(session): do not install the desktop again after resuming it
Opening the desktop with an interrupted desktop install resumed that
install and then installed the desktop a second time. The second
install is now skipped when the resume already completed the desktop.
On phones where Android blocks the GPU's sysfs files for apps, the HUD
reads the GPU without root (#1969). On Adreno 8xx that showed no GPU
clock and only the partial load from Vulkan timing (OnePlus 13, Adreno
830, reported by iamTooShaar).
- GPU clock: the clock job used the Adreno 6xx/7xx registers. The
register layout is now picked from the KGSL chip id: on 8xx
CP_ALWAYS_ON_COUNTER is 0x8e7 and the RBBM cycle countable is 1.
Unknown later generations read nothing.
- GPU load: hardware-scheduled kgsl kernels (every 8xx, and some 7xx
such as the AYANEO Pocket FIT's) never write the memstore ringbuffer
timestamps. When those stay 0, the reader samples the contexts' own
memstore entries (every context that has submitted work, up to 64,
contexts with new or running work first).
- HUD diagnostics report: a "GPU readers without root" line with the
reason each reader works or fails, "none" instead of "null", and the
per-core CPU % source named honestly.
Tested: iamTooShaar's OnePlus 13 shows GPU clock and load with the PR
test build (06be2c5). Pocket FIT standalone build of the final readers
against the kernel's sysfs numbers: idle 1-2 % vs 3-4 %, GPU job loop
25-29 % vs 28-30 %, clock 1050 MHz vs 1050 MHz. The review fixes after
the test build were not tested on the OnePlus 13.
DOOM (2016) asks for exactly two swapchain images and stops with "FATAL
ERROR: getSwapchainImagesKHR failed with error (VK_SUCCESS)" when it gets
more. Every game launch gets GAMESCOPE_WSI_MIN_IMAGE_COUNT=8 and
GAMESCOPE_WSI_ENSURE_MIN_IMAGE_COUNT=1, so gamescope's WSI layer gave it 8
images (3 with only the count removed) and the game crashed on start.
When DOOMx64vk.exe sits beside the launched program (DOOMx64.exe for a GOG
install, or DOOMx64vk.exe), both variables are removed and
vk_x11_strict_image_count=true is set, the option Mesa's driconf gives the
game. Other games keep the defaults. A per-game value in the environment
editor still wins.
Tested on an AYANEO Pocket FIT with DroidDeck 0.6.9 and the same values set
per game: the swapchain gets 2 images and the game reaches its main menu at
60 fps; before, it crashed on every launch.
* feat: manage several Steam libraries beside internal and the card
* fix: serialize Steam library registry edits, refuse folders inside a Games root, refresh games after changes
* fix: rename refreshes games, added x86-64 libraries join redist seeding and direct mapping
* chore(i18n): translate every missing string in all locales
Adds the 87 strings the bottom-screen Dashboard and in-game stats pages
introduced to all 32 locales, plus the 51 older settings strings Japanese
and the 50 Chinese locales were still missing. Every locale now has all
3456 translatable strings with the same placeholders as English.
Also translates 36 entries that were still English where the language
does not use the English word, and makes es-419 touch_app_id use the same
%1$s placeholder as English.
* chore(patches): drop comments from the lines downstream patches add
Removes comment lines and trailing comments from lines our patches add,
with hunk headers recounted. Lines that a later patch uses as context
and the upstream backport 0123 are left as they are.
The gamescope, FEX, proot and xodus series still apply to their pinned
sources, and the patched trees differ only in those comments.
test_hud_frames now finds the HUD writer by its first declaration.
* docs: credit Greenlight, Better xCloud, viture-v2, GameNative and DiRTTelemetryErrorFix
These were credited only in source headers and NOTICE files.
* chore: remove source comments and unused functions
Removes explanatory comments from first-party Kotlin, Java, C, C++,
Rust, TypeScript, Python, shell, Gradle, CMake and workflow files.
License and attribution headers stay, and vendored third-party trees,
generated files and license files are untouched. A shellcheck directive
is kept, and udevmon's fallthrough comments became fallthrough attributes.
Syntax trees and token streams match the previous sources apart from the
comments and Python docstrings. Module docstrings that argparse prints
are kept, and device-smoke.sh prints the same --help text from a heredoc.
Also removes 37 functions and 4 fields that nothing referenced.
* chore: remove comments from the Syncthing integration and the latest main sources
* docs: credit Syncthing and the syncthing-android fork
* chore(i18n): translate the Syncthing strings in all locales
The 107 strings the Syncthing integration added are now in all 32 locales.
sync_web_path_locked names the Syncthing tab by its label.
* docs: credit @xXJSONDeruloXx for the HUD metric readers
The CPU, GPU load, thermal and battery readers come from their
PerformanceHudView pull requests #777, #877, #991, #1406 and #1573.
The FusionHUD credit line is unchanged.
* docs: credit the HUD metric readers to @xXJSONDeruloXx's work
* feat: KDE desktop as a bottom-screen mode beside the top-screen session
* test: bottom-desktop launch test sets DISPLAY instead of inheriting it
* fix: drop the bottom desktop's launch when the session stops while preparing it
* fix: bottom desktop restarts on a fresh surface, trackpad/touch toggle, loading throbber, DroidDeck's display driver
* fix: bottom desktop pauses with the session and opens the keyboard for a tapped text field
* fix: no bottom desktop guest starts or keeps running unfrozen while the session is paused
* fix: bottom desktop treats a freeze in progress as paused
* fix: only the session that began a freeze clears its pausing flag
* fix: bottom desktop launch is stored and cleared only for its own session generation
* fix: a stopped session tears down the bottom desktop it started even after a newer launch is prepared
* fix: a new session's bottom desktop replaces one an earlier session left running
* fix: release the bottom desktop's keyboard watcher when its compositor dies
* fix: bottom desktop starts its guest only for the launch its compositor was attached for
* fix: bottom desktop ignores compositor replies to an earlier session's attach
On some Adreno devices (the Retroid Pocket Duo) SELinux hides kgsl's sysfs
nodes from apps, so the HUD showed no GPU % and no GPU clock. Devices whose
nodes are readable keep using them; nothing changes there or on GPUs
without kgsl.
Where the nodes are blocked:
- GPU %: a native reader maps kgsl's memstore read-only (any kgsl client
may) and samples the ringbuffer start/end timestamps once a millisecond
while a HUD is shown. That covers all GPU work, Android's own
composition included.
- Backup for GPU %: an implicit Vulkan layer in the guest
(tools/gpuload) and the compositor time their own GPU work with
timestamp queries. It runs until the memstore stamps are seen moving,
and for the whole session if they never move.
- GPU clock: a small GPU job of our own reads the always-on and RBBM
cycle counters (libgpuclock).
The HUD diagnostics export lists which source each GPU value came from.
tools/gpuload/build.sh takes the Vulkan headers from build_local.sh's NDK
first and keeps NDK paths with spaces intact.
An older submission that returns late must not hide a newer one. Contexts
with user-generated timestamps can have gaps, so they keep the failed read
instead of waiting once per integer.
A descriptor can close without destroying its contexts and its number can
be reused. KGSL checks the owner on every wait, so one wait on the retired
timestamp keeps a read of a dead context an error.
Codemasters EGO games (DiRT 3, DiRT Showdown, GRID, F1 ...) pick their thread plan by core count from system/hardware_settings_restrictions.xml, which only has plans for 2, 3, 4, 6 and 8+ cores. When DroidDeck leaves a phone's slow cores out Windows can see 5 (Retroid Pocket Duo), and DiRT 3 then puts every worker on one core and stops on a loading screen; Showdown closes at start.
When a game starts with WINE_CPU_TOPOLOGY set and its restrictions have no cpu rule for that count, droiddeck-game-env adds one copied from the nearest smaller plan (5 -> the game's 4-core plan), only if that plan's worker map file exists. The file as it was is kept as .droiddeck-original; later launches change nothing. Only ASCII digits count as a core count, and the edited file is staged under a unique name.
Tested on a Retroid Pocket Duo: with DiRT 3's shipped file, the plan is added at launch and the game loads to its menus and races.
Answer a failed read only for a context created on the same file
descriptor, so an invalid context or a closed descriptor stays an error
instead of reading as timestamp zero.