Commit Graph
340 Commits
Author SHA1 Message Date
Kurt Himebauch 6a5dfe1486 feat(steam): sync QAM brightness and volume with Android 2026-10-26 12:32:36 -04:00
Kurt Himebauch d08afbd878 fix: restart compression delay for new games 2026-10-26 11:55:01 -04:00
Kurt Himebauch 36135327f5 fix: resolve zram focus conflicts 2026-10-26 11:45:17 -04:00
Kurt Himebauch 5d945d7784 refactor: remove duplicate session frame limiter (#1616) 2026-10-26 11:25:31 -04:00
The412Banner 1b3814a587 Hold games to the frame limit in Performance mode (#1609)
A frame limit only paced what reached the screen: a game without vsync
kept drawing hundreds of frames a second that were thrown away (AIO at
a 60 fps limit drew 155 to 2,446 fps), so the limit saved no power.

With Performance mode on and a frame limit set, the session now sets
gamescope's per-game limit over gamescope_control (gamescopectl
debug_set_fps_limit). gamescope's limiter then has its WSI layer hold
Vulkan games, DXVK and VKD3D included, to the limit. gamescope's own
--framerate-limit option is reset on its first frame in 3.16.29, and
Steam resets the per-game limit while it starts, so the session watches
gamescope's limiter state file and sets the limit again whenever it is
off (a once-a-second check with shell builtins, no process started).
With Performance mode off, a limit paces the screen only, as before.

The session also gives gamescope a fixed limiter state file path, so
gamescope stops leaving a new one behind on every start, and removes
the old ones.

Device-proven on the AYANEO Pocket FIT (Turnip, AIO D3D11, 45 s runs on
battery, three runs each): at a 60 fps limit the game held exactly
60.0 fps and the device drew 7.08 W instead of 9.45 W, with 1.3 instead
of 2.6 busy cores and 5 instead of 11 % GPU load. No limit: unchanged.
2026-10-26 09:16:05 -04:00
maxjivi05 24f0b97c08 fix: report a gamescope that cannot start and ignore Agent answers that are not objects 2026-10-26 09:01:02 -04:00
maxjivi05 3b6b304f55 fix: take the Agent's empty answer for an uninstalled game as gone
Once Blizzard's Agent has removed a game it answers GET /game/<uid> with
an empty object, not installed false, so a finished uninstall read as a
failure and opened Battle.net.
2026-10-26 09:01:02 -04:00
maxjivi05 c48297e0d1 fix: wait for a cancelled Battle.net job before removing it, and bound uninstall waits
A cancelled install now waits for its Agent job to end before the
uninstall runs, and removes the folder only once the Agent no longer
lists the game or the folder is empty. Uninstall gives up when Battle.net
or a game keeps the prefix busy for a minute, so the page falls back to
opening Battle.net. An uninstall only counts when the Agent reports the
game as not installed.
2026-10-26 09:01:02 -04:00
maxjivi05 b887e8653d feat: install Battle.net games from Stores with downloads, updates and uninstall
Battle.net games now install like Epic, Xbox and itch games: Install,
pick a location, and the download runs in the Downloads tab while the
Stores page stays open. droiddeck-battlenet starts Blizzard's own Agent
on its own under a headless gamescope and drives its local API, so no
window opens and nothing waits on the Battle.net client.

- Progress, speed and time left come from the Agent, with pause, resume
  (the Agent keeps what it downloaded) and cancel, which uninstalls the
  partial game and removes its folder.
- A job only finishes once the Agent has really run it and the game is
  playable; the first status after a request can still describe the
  previous operation.
- Installed games check Blizzard's version service and show Update when
  the build on disk is behind; the update repairs missing files too.
- Battle.net games can be uninstalled from their page through the Agent.
- Games land in the chosen location: internal storage, other storage or
  a Games folder.
- The hero keeps its action row clear of the playtime column.
2026-10-26 09:01:02 -04:00
MaxsTechReview c71ba6da96 Run desktop games on the GPU in a window (#1584)
Steam games and Battle.net started from the KDE desktop run on the GPU in gamescope, opened as a KDE window, and Plasma no longer leaves programs with a zero realtime CPU limit that got games killed.
2026-10-25 21:09:24 -04:00
Kurt Himebauch 8cf2ffe2ad fix: say why Flatpak setup failed instead of blaming the mirrors (#1580) 2026-10-25 18:05:41 -04:00
Kurt Himebauch 65bacc067b fix: extract GOG installer fallback natively on ARM (#1174) 2026-10-25 17:56:35 -04:00
b4b7883648 fix: Reuse the prefix the client made for a shortcut id (#1107)
* fix: Reuse the prefix the client made for a shortcut id

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

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

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

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

* fix: reuse signed shortcut compatdata prefix

* fix: prefer initialized Proton shortcut prefixes

---------

Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
2026-10-25 17:49:58 -04:00
MaxsTechReview aca4b5dd3e Start World of Warcraft on DirectX 11 by default (#1576) 2026-10-25 16:41:41 -04:00
Kurt Himebauch 8d858b4334 feat: pick a game's CPU cores in its game profile (#1566)
* feat: pick a game's CPU cores in its game profile

* fix: match per-game cores against the online CPU list
2026-10-25 16:38:11 -04:00
Kurt Himebauch 9593529197 feat: a setting to keep Steam uncompressed while games run (#1565)
* feat: a setting to keep Steam uncompressed while games run

* fix: say that the RAM cap still compresses Steam when this is off
2026-10-25 13:20:33 -04:00
MaxsTechReview 27e390a846 fix: StarCraft starts its 32-bit client from Battle.net (#1564) 2026-10-25 13:10:28 -04:00
Charles DuBose c4df7e9b3d feat: Battle.net on the desktop with its games and store, plus memory options (#979) 2026-10-25 12:49:27 -04:00
Kurt Himebauch 10fe5c5f77 feat: stretch 16:9 games to screens wider than 16:9 too (#1558)
* feat: stretch 16:9 games to screens wider than 16:9 too

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

Performance > Memory gets two sliders:

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

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

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

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

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

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

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

---------

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

* fix: treat a malformed shortcuts.vdf as having no launch options
2026-10-25 11:50:44 -04:00
MaxsTechReview c9565bc0b9 Skip umu-protonfixes for Black Ops III and Dark Souls Remastered (#1508)
GE-based Protons, the default with the x86-64 Steam client, run umu-protonfixes. Its Black Ops III fix switches the prefix to Wine's ALSA driver, which has no device here and replaces DirectAudio, and its Dark Souls Remastered fix runs the VC++ 2017 installer, which fails under ARM64 Proton.
2026-10-25 11:28:28 -04:00
MaxsTechReview 3fdc74051c feat: DroidDeck-Proton is downloaded, kept up to date and used by default (#1540) 2026-10-25 10:09:22 -04:00
0x1Nawaf aa1a8da39a merge: with main branch 2026-10-25 10:38:42 +00:00
0x1Nawaf 73e158ab3b fix: compress only while the running game is focused 2026-10-25 10:38:37 +00:00
The412BannerandKeegantheVeganat0r 5ca1f610ab Xbox: fix sign-in on phones with a slow StrongBox Keystore (#1521)
On some phones (tester: Honor BKQ-N49, Android 17) Xbox sign-in stopped with
"the Xbox helper stopped with exit code 1" before Microsoft's page opened.
The backend asks the app to read and save credentials over a socket and waits
10 s for each reply. The app sealed credentials with a StrongBox-backed
Keystore key, and each StrongBox operation took 7-15 s on that phone, so the
backend gave up. The app still finished those saves afterwards, leaving a
record without a username that every later attempt had to read back slowly.

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

Refs #1337, #1300


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

Without MostRecent, take the account marked AutoLogin, then the one with
the latest timestamp. Both sides use the same order so the app reads the
config the guest script writes.
2026-10-24 01:42:20 -04:00
maxjivi05 f89dc04072 fix: Proton's EasyAntiCheat and BattlEye runtimes are not listed as games
Steam installs Proton EasyAntiCheat Runtime (1826330) and Proton BattlEye Runtime (1161040) as tool depots. The launcher's Games tab and the desktop's game entries now skip them like the other runtimes.
2026-10-24 00:47:45 -04:00
maxjivi05 42026b382f fix: keep manifest launch arguments to the installed build and their own additions
The manifest's arguments apply only when its build matches the installed version, only arguments the merge inserted are tracked as its own, escaped quotes split like a Windows command line, and the REDprelauncher rule needs Cyberpunk2077.exe beside it.
2026-10-23 23:59:37 -04:00
maxjivi05 8209a707f4 fix: Caravan SandWitch and Cyberpunk 2077 run at D3D12 feature level 12_1
Feature level 12_2 makes vkd3d-proton report mesh shaders and ray tracing that Turnip doesn't provide. Caravan SandWitch (Unreal Engine 5) then builds mesh shader pipelines without a pipeline layout and the driver crashes; Cyberpunk 2077 stops at ray tracing initialization. Only these two games get 12_1, and a value set in a game's own settings still wins.
2026-10-23 23:59:37 -04:00
maxjivi05 6e1621fe53 fix: Steam's Ubisoft games install Ubisoft Connect again
The redistributable seeder marked every process in a game's install scripts as already run, so the Ubisoft Connect installer that Ubisoft games list was skipped and they stopped with "Unable to locate Uplay PC". It is now left to run like the Vulkan runtime installer, and a marker an earlier seeding wrote is taken back out.
2026-10-23 23:58:39 -04:00