seed_install read the app's manifest from every library before checking
that it was the linked DroidDeck install, so a manifest in another library
that is not UTF-8 raised past the caller and stopped routing for later
games. It now returns before reading anything but the linked manifest.
An untouched manifest from an older version was migrated even while
steamapps/downloading/<appid> existed; that migration now waits until
Steam is not staging the app, like the rewrite of a queued import.
An added game the account owns is linked into Steam as DroidDeck-<appid>.
When the folder carries no Steam build, Steam marks it Update Required and
checks every file before updating. That check reads the whole game, and an
interrupted one starts over, so on an SD card it ran again in every session
and kept the card busy: Lords of the Fallen (33 GB) restarted 51 times in a
day on an AYANEO Pocket FIT Elite.
The manifest for such an import now asks Steam to update the game when it
is launched. Imports that Steam already rewrote, but whose update has not
started, switch from "always keep updated" to "update when launched"; a
priority of 2, an update in progress, or an import with a recorded build is
left alone.
Stream each archive entry to disk instead of reading it into memory,
refuse an archive from a session that started after the state call, and
delete the exported zip from shared storage once it has been pulled.
`logs latest` pulled the session folder under getFilesDir(), which adb
cannot read on an unrooted device, so it always failed with "Permission
denied" and droiddeck-scenario kept no logs for failed runs.
The agent bridge gets a `logs` method that writes the Share logs archive
to the app's external files folder (agent-logs/), and droiddeckctl pulls
that zip and unpacks it into the destination with the session's files at
the top, as before. Builds without the method still get the old pull.
Forward extraction and installation messages from the x64 bootstrap log and replace stale download percentages with the applying-update state. Add regression coverage for phase ordering and log forwarding.
Fixes#812
Provide compatible gateway metadata for IPv4 VPN links without changing
VPN routing, and keep text and JSON network snapshots consistent.
Add regression tests for gateway selection and network snapshots.
Avoid decoding every app when Start without Steam resolves one game launch. Use wanted-app selection in the single-game helpers while keeping the existing field decoder and full-reader default for bulk callers.
Track partial coverage separately from complete results, share one immutable byte snapshot for incremental queries, and keep timestamp invalidation and warm hits. Preserve the last valid duplicate record and release the raw snapshot after a full decode.
Add format/cache/structural-budget and launch-resolution regressions, reuse the existing binary fixture encoder, and document the host-only performance scope.
* fix: upscale game buffers before native-resolution composition
* fix: drop an added code comment from the effects source draw
* fix: effects source keeps pillarboxed games and near-full source rectangles
* fix: a larger opaque draw above keeps the full composition path
---------
Co-authored-by: maxjivi05 <maxjividen@gmail.com>
The Agent's install request pointed at http://cn.patch.battle.net:1119/<product>.
That host only 301-redirects to the country's version service today; Blizzard's
China client asks cn.patch.battlenet.com.cn:1119 directly.
The update check built <branch>.version.battle.net, so a China install (branch
cn) asked cn.version.battle.net, which does not answer; the China service is
cn.version.battlenet.com.cn.
Only region cn changes.
* 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
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>
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.
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.
Mesa 27 polls timeline points with CMDSTREAM_READTIMESTAMP_CTXTID and
reports any failure as VK_ERROR_UNKNOWN, so gamescope aborted at start on
Quest with vk.WaitSemaphores result -13. Track each context's submitted
timestamps in the preload and answer a failed read from one millisecond
WAITTIMESTAMP calls. Log refused KGSL ioctls to session.log.