mirror of
https://github.com/Droid-Deck/DroidDeck.git
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0.5.0
207
Commits
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7d149acb00 |
fix: only start SteamVR for VR-only games from Steam's library (#1076)
Games that merely support VR (No Man's Sky) were held at Play while DroidDeck downloaded and started SteamVR, so they always opened in VR. They now launch normally; VR-only games still wait for SteamVR. |
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69c88aa344 |
feat: fetch Proton, FEX and the runtimes automatically, and make Linux games run under FEX (#1045)
* fix: x86 Linux games that also ship for Windows run under Proton again Since #749 the live compatibility helper treated every installed game with both Windows and x86 Linux builds as a user's native choice, because the client reports an empty tool for unmapped games. Those games were left on the Steam Linux Runtime, which cannot start them here (bwrap fails, or FEX looks for a RootFS that is not shipped), so Valheim, Moonlighter, Half-Life 2, TF2 and others exited within seconds. - An unmapped game the helper never managed now gets the default Proton. Clearing a mapping the helper set is still kept as a native choice. - Native choices are stored under "native_choices". The old "native" list also held games nobody picked, so it is dropped. * feat: Linux builds run under FEX by default, with the runtimes fetched automatically - Steam fetches Proton, FEX, Steam Linux Runtime 3.0 and 4.0 on the first start and keeps them updated instead of leaving them pending. - Games that ship a Linux build go to FEX once it can run them; Windows-only games and installed Windows builds keep the Proton default. - FEX runs games on a combined x86 runtime with the newer glibc and libstdc++ the GL and Vulkan thunks need. - Vulkan display extensions the driver cannot handle are hidden in front of the thunk, without an audit module. - Mono's incremental garbage collector is turned off under FEX, which stops Unity games crashing. - x86 Steamworks finds the x86 steamclient. - 32-bit games read the virtual controller. * fix: controllers work in Linux Unity games such as Valheim Joystick ioctls on an event node now fail with EINVAL like the kernel's evdev, so the SDL2 that Unity embeds reads the pad's real ID instead of ignoring it as 0000:0000. * test: skip the switch script test without node, and the ring tests without gcc * fix: games with a Linux build keep the Proton default The Windows build often runs better, so titles that ship both builds stay on the default Proton again. Users can still pick FEX for one, and that choice is kept. Linux-only titles still go to FEX. * fix: unmapped dual-platform games get Proton even when config.vdf cannot be read |
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+13 |
219548f4b6 |
Add app-wide 3DoF for VITURE, RayNeo and XREAL glasses and 6DoF for Luma Ultra (#1035)
* Add VITURE glasses support: hardware control, 3D, head tracking Glasses get their own controller over the MCU (permission, 120 Hz default, brightness, volume, sunblock, 2D/3D) and the game moves onto them when plugged in. The IMU drives Cardboard head tracking and the SteamVR driver. 3D falls back to one eye's view on phones that can't send the 3840x1080 signal. Options open from a glasses button in game and on the Steam page. * Drop the glasses settings like Steam's: Play-style button, Settings lip, tabs * Hang the glasses Settings lip over the top of the button * Space glasses MCU commands so the IMU rate sticks, fit fixed resolutions to the glasses * Keep Steam alive with SteamVR registered, run SteamVR at the glasses' rate, keep the glasses lip on top * Fit VR games on the glasses: full view, seated origin at the head, pad hands reach with the d-pad * Let the pad hands reach a metre out so buttons with deep colliders press * Show every VR frame in order at 120 fps: wait for SteamVR's GPU work, present only finished copies, skip the grace on idle shared counters * Glasses: SteamVR starts and stops with them, closer view with a field of view setting, Recenter on the pad * Glasses: SteamVR field of view defaults to 90° * VR pad hands: sticks move and aim the hands, left stick click switches the sticks to the game, d-pad pulls a held hand * Glasses: Play SteamVR beside the glasses button instead of starting SteamVR with them, pad hands drawn as Index controllers and off while other VR controllers are connected, glasses sheet tabs sized like Steam's * Track glasses mode, refresh-aware glasses window, align Play SteamVR with Play Steam * Fix 3D on the glasses: full-res SteamVR presenter, revert VR 3D at session end, coalesce vsync ticks, no session restart after end * Address review: glasses output after installs and session end, VR revert retry, display fallback, presenter swapchain retry, agent hex checks, drawer bumpers, glasses translations, docs * Harden VITURE stereo negotiation and output refresh tracking * Localize stereo recovery feedback and record Astra reconnect tests * Improve test failure diagnostics and refresh Astra firmware findings * Handle VITURE docks separately and reject truncated USB frames * Glasses: remember a 3D fallback per model, docks as display only, VR timing fixes - A 3D attempt that ends at the 640x480 fallback is remembered for that glasses model, so Play SteamVR no longer blacks out the glasses after every restart; Retry clears it and "3D for VR games" stays reachable - A VITURE Mobile Dock on its own no longer counts as glasses; through a dock Play SteamVR is hidden and the sheet shows the output and why there is no control - HDR is probed on the glasses when the session starts there - Glasses frames with a mismatched checksum are marked in the status frame log - SteamVR layer and driver vblank counters stay monotonic across refresh changes; one-eye render scale applies from activation and on mono/3D switches - Compositor binds announce the refresh clients were last told; the presenter retries a failed first swapchain - Dead strings and helpers removed; docs updated * Glasses: drop USB frames with a bad checksum * Glasses: count frames dropped for a bad checksum * Feat/viture xr (#907) * Add RayNeo Air and GT support to the XR glasses pipeline * Add RayNeo Air and GT support to the XR glasses pipeline * Checkpoint glasses tracking, calibration, and SteamVR launch integration * Checkpoint glasses tracking, calibration, and SteamVR launch integration * Add XREAL 1S support and correct GT and Pro 2 tracking * Add XREAL 1S support and correct GT and Pro 2 tracking * Fix mirrored glasses tracking and recover SteamVR after device loss * Fix mirrored glasses tracking and recover SteamVR after device loss * Document confirmed XREAL 1S brightness control * Document confirmed XREAL 1S brightness control * Fix SteamVR glasses defaults and rendering controls * Fix SteamVR glasses defaults and rendering controls * chore: keep only the 3 newest session log folders (#852) * chore: add agent comment rules (#748) Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> * Fix SteamVR polling, VITURE checksums, and fence tracking Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter. Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage. * Fix SteamVR polling, VITURE checksums, and fence tracking Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter. Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage. * fix: wireless ADB page names the child-process switch the way Android shows it (#848) * l10n: refresh stale and untranslated strings in es, fr, ko, ru (#850) * l10n: refresh stale and untranslated strings in es, fr, ko, ru - mode_added_art_hint: now mentions Steam then SteamGridDB (all four locales). - wincomp_needs_installer / wincomp_installers_note: es and ko still described the old "coming soon" behaviour; align with the current English text. - summary_remove_game: was still English in all four locales. Machine-assisted translation; native-speaker review is welcome. * l10n(es): say registro, not grabación, for the missing installer record --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> * fix: a failed cloud save recovery no longer ends the app (#846) The cloud-recovery thread started at every app start had nothing to catch an error, so one went to CrashHandler, which halts the process with status 2. In unit tests the thread can outlive the test that started it, fail on the torn-down preferences, and take the whole test run down. The error is now logged and the thread ends. Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> * fix: an interrupted Linux runtime download resumes instead of starting again (#847) * fix: an interrupted Linux runtime download resumes instead of starting again installOnce() asked the downloader to resume but always deleted the archive in its finally block, so the next attempt began at zero. The archive is now named after the release version and checksum, a failed download keeps what it fetched, and archives of other releases (and the old fixed name) are removed. A checksum or extraction failure still deletes the file. * test: Downloader resumes a cut-off download from the bytes it kept Starts a socket server that promises the whole file, hangs up part way and then answers a Range request, and checks that the second downloadFile call resumes with the right offset and ends with identical bytes. * fix: a resumed download discards a 206 that does not start where the kept bytes end Downloader appended every 206 response to the partial file without looking at Content-Range. A server or proxy that answers a Range request with a different offset would leave a corrupt file. Check that the range starts at the kept length; otherwise delete the partial file and start again without a Range header. Adds a test with a server that answers the Range request from offset 0. --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> * l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings (#849) * l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings Adds the strings values-de, values-it and values-pt were missing (14 each) and the six that values-fr, values-es and values-ru were missing. Machine-assisted drafts that follow each file's existing register and terms; native review is welcome. * l10n: correct missing active swap translations --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> * fix: droiddeckctl reaches variant-package builds (recover #842) (#854) fix: droiddeckctl reaches builds shipped under a variant package The provider authority and the start Activity's component were fixed to com.droiddeck.launcher, so droiddeckctl could not talk to the antutu, ludashi or pubg builds from tools/release/variants.txt. DROIDDECK_PACKAGE now picks the package; the Activity's class name stays the same in every variant. Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> * feat: droiddeckctl reports on-screen pacing (recover #843) (#855) feat: droiddeckctl pacing reports the frames that reached the screen Reads SurfaceFlinger's timestats for the game's layer (or the session's SurfaceView) over a capture: frames on screen, fps on screen, the present-to-present histogram and how many intervals were off the usual cadence. Records split by a refresh-rate change are summed. A game's own fps counter counts frames handed over, so it can't show dropped or doubled frames. Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> * fix: Steam can restart more than twice in a session (#754) * fix: Steam can restart more than twice in a session Every exit 42 counted toward the cap that stops an update which will not install, and the count was never cleared, so the third restart of a session ended it however far apart they were. A client that ran for a minute before asking is not that loop: the count starts again. * fix: measure the client's run time as it exits The time spent collecting logs and checking FEX after the client exits counted toward its run, so a slow cleanup could make a quick exit 42 look like a long one and clear the count. --------- Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> * fix: the front end keeps its page when the Fold is folded or unfolded (#832) * fix: the front end keeps its page when the Fold is folded or unfolded MainActivity, FileManagerActivity, FilePickerActivity and StoreLoginActivity did not declare the screen-size configuration changes, so folding or unfolding a foldable recreated them and dropped their in-memory state. They now handle orientation, screenSize, screenLayout, smallestScreenSize and density themselves, like SessionActivity already does. uiMode is left out on purpose. * fix: store login keeps rebuilding its toolbar when the display density changes StoreLoginActivity builds its toolbar in code with dp-to-pixel values taken at creation time and has no onConfigurationChanged. It no longer declares density in configChanges, so a density change recreates it as before this PR. Size and layout changes are still handled in place. --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> * Release pointer buttons without replaying stale motion (#803) * Fix cursor warping on native touch down * Preserve input cleanup without replaying stale pointer motion --------- Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com> * l10n: translate the strings added since #284 into zh-CN, zh-HK, zh-TW and ja (#539) * l10n: translate the 184 strings added since #284 (zh-CN/HK/TW, ja) The stores, cloud saves, Windows components, Steam touch, desktop removal and background-downloads strings landed after #284's translation snapshot, so every one of them fell back to English. Translate all 184 into Simplified Chinese, Traditional Chinese (Taiwan and Hong Kong) and Japanese, keeping each locale file's own vocabulary (工作階段/會話, 解除安裝/卸載, 元件/組件, 設定). Also fix four Hong Kong strings that kept the simplified 着色器. * l10n(zh): fix stale and ambiguous strings found in review Severe: summary_remove_game was untranslated English in all three files; mode_added_art_hint, wincomp_installers_note and wincomp_needs_installer still described the pre-#480/#492 English. Also: distinguish the Setup wizard from Android system settings in zh-HK/zh-TW (初始設定 / 系統設定 / Android 設定), unify library as 收藏庫, component as 組件 in zh-HK, session as 會話 in zh-HK, account as 帳戶 in zh-HK, Trending as 趋势/趨勢, Forget as 清除, reword the re-applied-at-launch, action-failed and already-in-Games strings, and play as 執行/開啟遊戲 in zh-TW/zh-HK. * l10n(ja): fix stale and ambiguous strings found in review --------- Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> * Rebuild and verify Windows VR runtime components * Rebuild and verify Windows VR runtime components * Add top, bottom, and centered picture positions for Steam sessions (#871) * fix: dependency scan ignores folders above the game folder (#859) * DroidDeck-Proton: get releases from the Droid-Deck org repo DroidDeck-Proton is now built and released on Droid-Deck/DroidDeck-Proton (11-9.1 is Latest there), so the Components page, the update check and the guest installer read releases from the org repo instead of The412Banner's. * feat: low-latency controller and touch toggles in the session drawer (#808) * fix: SteamGridDB lookups no longer stick as "no match" after a failure; add a search to the art chooser (#876) * feat: Steam home wall fills from the signed-in library instead of store picks (#878) * test: cover GPU family and support classification (#880) * Fix local builds on Linux failing after the first Comet build (#866) * feat: sort the store library and installed tabs, and switch between card and list views (#798) * feat: three-finger tap toggles Steam's on-screen keyboard in game mode (#782) * fix: keep Quest-patched Turnip as the auto default (#853) * Fix deploy_local.sh and droiddeckctl not finding a phone connected over wireless debugging (#864) * fix: keep proot sessions alive when the kernel loses fork events (#457) * fix(quest): correct desktop and Steam display corruption across sessions (#733) fix(quest): stabilize desktop and Steam layer presentation Keep Quest SDR scenes and the black backdrop off the Android Vulkan swapchain regardless of session order or HDR preferences. Only report the first frame after client content is submitted. Add backdrop lifecycle and first-frame regression coverage. Record the user's successful Quest 3 Test 2 result. Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> * fix: keep SteamVR syscall hooks and report Steam crashes (#905) * fix: preserve SteamVR syscall hooks * fix: report Steam crashes through gamescope * fix: honor glasses pacing and resolution in SteamVR launches --------- Co-authored-by: connor g <connorsspam1992@gmail.com> Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com> Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com> Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> Co-authored-by: Kirk <kirtoy.junsay@gmail.com> Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> Co-authored-by: asdf17128 <asdf17128@gmail.com> Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com> Co-authored-by: Dantalian <wsu091227@qq.com> Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com> Co-authored-by: The412Banner <the412banner@users.noreply.github.com> Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com> Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com> Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com> Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com> Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com> Co-authored-by: Jagger15 <jagger2333@live.com> * Glasses: keep a pending 2D restore and the SteamVR recovery offer, show Play SteamVR only with a picture * Translate the glasses calibration, XREAL and SteamVR recovery strings * SteamVR recovery: give a finished teardown time to collect logs before restarting * Credit the projects the XR glasses support builds on * Joy-Cons: SteamVR hands from their gyro while SteamVR runs, one combined pad otherwise * Add experimental Luma tracking and stabilize SteamVR launches Add native Luma Ultra spatial tracking, optical controllers, and stereo calibration with DroidDeck styling, imperial/metric measurements, and pending recenter recovery. Include the pinned hand model and calibration board. Keep live guest and SDK files outside Android's evictable cache. Filter the Adreno 840 sysmem override in the shared SteamVR helper, serialize timeline mirroring, retain invalid optical controllers without event floods, and prevent an unprivileged scheduling fallback from lowering compositor RTTIME. Validation: latest APK build and runtime freshness checks pass; 247 affected glasses/calibration tests pass. Native VR, helper, and packaging regressions pass. Two earlier phone library launches sustained 60 fps for 308 and 188 seconds without recovery or restart. The newer calibration APK is installed and checksum-verified; calibrated-hand and sustained gameplay acceptance remain pending. One existing Android test requires Windows symlink privileges. * Headsets: settings badge on Play SteamVR instead of a top-right button, both shown only once connected * Hand tracking: camera-tracked Joy-Cons and bare hands in SteamVR, drawn as white gloves - Joy-Con movement from the accelerometer (report reordering, per-Joy-Con calibration, zero-velocity updates) - MediaPipe pose and hand landmarks from the device camera, placement check, per-hand Kalman filter with the Joy-Con - No controller connected: bare camera hands with Quest-style gestures, 1€ filtered, rendered as a white glove model built from a distance field - SteamVR safe mode cleared before each start so one crash no longer blocks the driver * Improve Luma Ultra tracking and isolate device-specific controls Refine stereo hand and Joy-Con tracking, gesture release, calibration, recovery UI, diagnostics, display modes, and compositor handling. Keep Ultra controls and input routing behind a live SDK-confirmed Carina connection; clear retained spatial mode when other glasses connect. Add optional UVC transport with pinned dependencies and packaged notices. Validation: 456 Android tests, ARM64 VR build and native regressions, 47 tooling tests, SDK/UVC-enabled and disabled builds, and 150 packaged runtime checksums. Two shader compilation tests skipped because the compiler is unavailable. Hardware interaction gates remain experimental. * Delay Luma Ultra 6DoF until SteamVR settles Suspend spatial SDK startup while SteamVR launches, then restore it two seconds after RUNNING is confirmed. Preserve saved tracking preferences and automatically recenter same-device restoration, including cancellation and early stop. Discard superseded launch requests and status replies after session teardown. Validation: 128 focused JVM tests passed on the isolated commit snapshot; 129 passed with the current local hand-tracking work. Debug build and runtime checks passed, and the reviewed APK was installed and hash-verified on the phone. * Clarify glasses and phone camera tracking options Separate Luma Ultra camera controls from phone-camera tracking so the two hand-tracking switches have clear sources. Label bare-hand controllers and Joy-Con position tracking explicitly, explain physical Joy-Con inputs and camera priority, and update the camera prompt and calibration guidance. Use fresh phone section and toggle labels so existing translations do not hide the distinction. Preserve tracking behavior and saved preferences. Validation: 39 existing UI tests, debug build, and packaged runtime verification passed. Reviewed changes and installed the APK on the connected phone. * Fix tracking handoff and shared runtime regressions Release spatial ownership and controller overrides when output returns to the phone. Preserve USB-loss recovery, keep Vulkan submissions asynchronous, clean persistent guest scratch on runtime removal, and clarify the 6DoF head-tracking control. * Apply smart-glasses virtual screens across DroidDeck menus * Finalize Luma hand baseline and document smart-glasses support Keep raw grayscale-to-RGB Full hand inference, wrist-only Joy-Con reconstruction, bounded visual holds, and the dead-zone rollback. Retain opt-in steady aim, recenter controls, reproducible Lite models, and the JPEG-padding fix. Remove unsuccessful benchmark-only and USB transport experiments. Document the cross-brand 3DoF matrix, Luma Ultra 6DoF, SDK requirements, and app-wide screen behavior. * Fix executable permission for SteamVR launcher * Address hand tracking and VR review findings * Bound stereo recovery test image comparison memory * Localize smart-glasses setup and tracking diagnostics Move calibration controls, status messages, validation errors, distance labels, and printed-board instructions into Android string resources. Add and update machine-assisted translations in all 32 supported non-English locale catalogs, with corrections for recentering, hand tracking, product names, and measurements. Keep print instructions within the page using text layout that supports wrapping and right-to-left text. Correct the Lite model toggle description to reflect its Lite palm detector and Lite landmark model. Add locale coverage, format-argument, line-break, and measurement checks, plus French and Arabic calibration UI tests. Preserve tracking calculations and the shared runtime storage behavior. Validation: Android resource and Kotlin compilation; 3 localization checks; 68 focused tests; 1,597 JVM tests at a 512 MB heap; French and Arabic UI renders. * Correct smart-glasses translations from PR review Fix the 42 localization findings covering hand and head terminology, disabled states, calibration dimensions, camera visibility, capture rejection, and menu references. Correct the repeated capture-error ambiguity in related locales and clarify its English source. Keep Romanian setup instructions consistent with the existing informal voice. Extend localization measurement validation to distance hints and retry guidance. Verify the recovery screen's palette-dependent text color with one row-sized pixel buffer and guaranteed bitmap cleanup. Validation: Android resource and Kotlin compilation; 3 localization checks across all supported locales; 68 focused JVM tests at a 512 MB heap. * Work around SteamVR device loss with Adreno 840 Turnip v0.2.0 * Withdraw ineffective SteamVR flushall workaround --------- Co-authored-by: maxjivi05 <maxjividen@gmail.com> Co-authored-by: MaxsTechReview <6025299+maxjivi05@users.noreply.github.com> Co-authored-by: connor g <connorsspam1992@gmail.com> Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com> Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com> Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> Co-authored-by: Kirk <kirtoy.junsay@gmail.com> Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> Co-authored-by: asdf17128 <asdf17128@gmail.com> Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com> Co-authored-by: Dantalian <wsu091227@qq.com> Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com> Co-authored-by: The412Banner <the412banner@users.noreply.github.com> Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com> Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com> Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com> Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com> Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com> Co-authored-by: Jagger15 <jagger2333@live.com> |
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cf6cf168b0 |
feat: x86-64 client follows DroidDeck-Components' fex.json; fuller x86-64 session logs (#1053)
FEX builds can reach devices without an app release: while the x86-64 client is selected the app reads DroidDeck-Components' fex.json (directly, on its own thread, not in Offline Mode) and a session passes that build to droiddeck-steam-x64, which installs it only once its sha256 matches and its programs load, keeping the replaced files aside until the installed copy loads too; it keeps a working installed build otherwise and falls back to the build it pins. FEX is built and published by Components' build-fex.yml on its single fex release; this repository's build-fex.yml only checks the build. x86-64 session logs name the FEX build and its source, the rootfs and the client's builds, report the rootfs download in tenths, and say in one line when the web helper's GPU process keeps exiting, with x86 glxinfo and vulkaninfo through FEX. Settings shows the FEX build installed. |
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7d21ba2233 |
fix: x86-64 Steam client fails without the KDE desktop (FEX r5 bundles libxxhash) (#1050)
FEX r4 links libxxhash, which the Linux runtime does not ship; devices without the KDE desktop package (where the library came from) exited 127 at the x86-64 client's first FEX call. FEX r5 bundles it beside libFEXCore with RUNPATH $ORIGIN/../lib, and the FEX build now fails when a program in the package needs a library that is neither bundled nor listed in tools/fex/runtime-libs.txt. droiddeck-steam-x64 moves to fex-2610-r5 (DroidDeck-Components #5). Progress log: the org review of #152 and this fix. |
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ae94d9db54 |
feat: optional x86-64 Steam client (Valve's Linux client under FEX) beside the arm64 one (#152)
An opt-in second Steam client (Steam settings, Steam client: x86-64): Valve's x86-64 Linux client, unchanged, runs under FEX in its own home with its own game library and the same sign-in. Linux builds run directly, so titles such as Team Fortress 2 and Half-Life use their Linux versions; Windows games use DroidDeck-Proton as on arm64. The arm64 client stays the default. - droiddeck-steam-x64: FEX and the x86-64 rootfs from DroidDeck-Components (sha256-pinned), client install and sync from Valve's CDN, sign-in shared with the arm64 client, its web helper on the GPU (ANGLE GL over FEX's GL thunk, zink, Turnip), Proton wrappers for the arm64 client's tools, DroidDeck direct for Linux builds, SD-card library (x86-64/ beside the arm64 one), repair. - FEX 2610 built by build-fex.yml with thunks and three patches: an openat2 fallback without openat2 (proot), newer-clang thunkgen, MAP_32BIT exhaustion returning ENOMEM. libblsession resolves RESOLVE_IN_ROOT paths inside the root. - Session: x86-64 gating, shortcuts and compatibility tools per client, logs from the client that ran. - App: client setting with the FEX version, an x86-64 chip on the Games header, the active client's library, art, storage, downloads, repair, Offline Mode, Decky, desktop mode, optional VAC diagnostics; per-client state for art, the content log, repair and leftovers. - Strings in every locale. - Review fixes: the library cache is saved only by the newest scan; an abandoned session's Steam logs come from the client it recorded; distinct VAC console names; FEXInterpreter in CPU pinning; clearer VAC hint in pl, ru, uk, cs and bg. |
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97f976ef6c |
feat: Epic Games Launcher for Linux (#928)
* feat: Epic Games Launcher for Linux Install Epic's official Linux launcher (EGLv2) from Epic's CDN with Valve's Steam Runtime 4 and run it under FEX, signed in with the linked Epic account. Epic games launch through a hidden launcher instance so they get the launcher's own arguments, with the exchange-code launch as the fallback, and DroidDeck installs show up in the launcher as installed. In the launcher, touch scrolls like a phone app and the gamepad drives the UI: D-pad and left stick move the selection, A opens, B goes back, the right stick and triggers scroll proportionally, X opens the options menu, Y the keyboard and LB/RB switch tabs. * feat: Epic Games Launcher for Linux Install Epic's official Linux launcher (EGLv2) from Epic's CDN with Valve's Steam Runtime 4 and run it under FEX, signed in with the linked Epic account. Epic games launch through a hidden launcher instance so they get the launcher's own arguments, with the exchange-code launch as the fallback, and DroidDeck installs show up in the launcher as installed. In the launcher, touch scrolls like a phone app and the gamepad drives the UI: D-pad and left stick move the selection, A opens, B goes back, the right stick and triggers scroll proportionally, X opens the options menu, Y the keyboard and LB/RB switch tabs. * Route Epic games through Steam, import launcher installs, offer the second library - Every Epic launch goes Steam -> Epic Games Launcher -> game; Play inside the open launcher hands the game to Steam - Games installed from inside the launcher get a Games-tab entry and launch through Steam; the launcher installs to the last Stores target - Stores install picker offers the Steam second library, with side-by-side choices - uruntime xattr-only failures no longer fail the launcher unpack (app-extract) * Hand launcher Play and Steam links to Steam, wait for FEX on first run Play on a game the launcher just installed is matched to its install record and handed to Steam. Steam games listed in the launcher open steam://rungameid links, which now start the game in a Steam session. Opening the launcher before Steam has downloaded FEX asks Steam for it and starts Steam instead of failing with no-fex. * Address review: FEX check, play-in-Steam action, touch route thread, scroll scale fexReady needs a FEX binary in Steam's FEX tool, not just its folder. The play-in-Steam action stays until the link is handled, so Run Steam at startup can't start a session first. The pad touch route reads the mouse mode without side effects off the main thread and posts the pad update there. Vertical scroll uses the output height. A status-2 unpack counts only when AppRun is there. The xdg-open command is tested end to end for Steam links. * Open the launcher through Steam, recover dropped shortcuts, sign out of both The Epic Games Launcher now runs as its own Steam shortcut, so opening it starts Steam, which opens the launcher, and Play inside it goes to the running Steam. Steam dropped a running shortcut from its library when the game exited after a sleep/wake replay or a server re-logon, and launching it then waited forever at ShowInterstitials. login1 only replays sleep/wake when Steam is asleep. The session restarts Steam when a requested shortcut is missing, and when a game exits with its shortcut gone and nothing else runs. Resuming after a long pause no longer reports failure while traced processes are still waking, so "Steam is paused" goes away on the first tap. Signing out of the launcher signs DroidDeck's Epic store out, and signing out in DroidDeck restarts the launcher signed out and clears the Epic web cookies. * Address review: one session-switch poll, Epic setup can't block a session A new switch confirmation replaces the pending poll instead of adding a second one that could start the session again. Epic library sync and install-folder setup at session start are each guarded, so a bad preference no longer stops the guest from launching. * Uninstall the Epic Games Launcher from the Games tab An Uninstall button next to Launch asks first, closes a running session, and removes the launcher and its runtime. The launcher's sign-in and install records stay, so its games keep their Games-tab entries and a reinstall comes back signed in. Its Steam shortcut goes away on the next Steam start. * Address review: uninstall only after the session has ended The launcher's files are removed only once the session is not running and its phase has ended; a shutdown still in progress after the wait reports failure instead. The confirmation reads the session state from the front-end state. * Find FEX that Steam installed on the second library Steam's tools on a second library live in DroidDeck's private copy, which the session binds over the library. The launcher's FEX check only looked on the shared storage, so with FEX there it always asked Steam for FEX and only Steam opened. It now checks the private copy too. * Start games without Steam, per-game Settings menu with Wine sync "Start without Steam" now really leaves the Steam client out: the game runs in its own Proton/FEX through droiddeck-proton-run in a run session, and the Epic Games Launcher opens on its own with its games playing in it. Run sessions for these games are not pinned to the big cores and get DirectAudio and the added-games list like Steam. The Games tab card is now "Settings", titled "<game> Settings": Start without Steam, FEX preset, Wine sync (ntsync, fsync, esync, wineserver or the app default) and Default, which puts everything changed for the game back to the app's settings. The app-wide Wine sync choice is shown in the Steam settings Session tab. * Address review: uninstall guard, routed games, shortcut matching Opening or reinstalling the Epic Games Launcher waits while it is being uninstalled. Added games that are Steam installs keep their Start without Steam setting under their Steam app id and start as that Steam game. Live shortcut lookups wait for Steam's library to load and match a same-name shortcut by its executable, so no duplicate is added. The session treats the open launcher as itself even when it could not tell its Steam app id. * Address review: drop a queued launcher switch when it is uninstalled A confirmed switch to the Epic Games Launcher that is still waiting for the old session to end is cancelled when the launcher is uninstalled, and never starts while the uninstall runs. The launcher id test sets its environment for its own runs only. |
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+13 |
83eda433c8 |
Add VITURE XR controls, head tracking, and SteamVR (#732)
* Add VITURE glasses support: hardware control, 3D, head tracking Glasses get their own controller over the MCU (permission, 120 Hz default, brightness, volume, sunblock, 2D/3D) and the game moves onto them when plugged in. The IMU drives Cardboard head tracking and the SteamVR driver. 3D falls back to one eye's view on phones that can't send the 3840x1080 signal. Options open from a glasses button in game and on the Steam page. * Drop the glasses settings like Steam's: Play-style button, Settings lip, tabs * Hang the glasses Settings lip over the top of the button * Space glasses MCU commands so the IMU rate sticks, fit fixed resolutions to the glasses * Keep Steam alive with SteamVR registered, run SteamVR at the glasses' rate, keep the glasses lip on top * Fit VR games on the glasses: full view, seated origin at the head, pad hands reach with the d-pad * Let the pad hands reach a metre out so buttons with deep colliders press * Show every VR frame in order at 120 fps: wait for SteamVR's GPU work, present only finished copies, skip the grace on idle shared counters * Glasses: SteamVR starts and stops with them, closer view with a field of view setting, Recenter on the pad * Glasses: SteamVR field of view defaults to 90° * VR pad hands: sticks move and aim the hands, left stick click switches the sticks to the game, d-pad pulls a held hand * Glasses: Play SteamVR beside the glasses button instead of starting SteamVR with them, pad hands drawn as Index controllers and off while other VR controllers are connected, glasses sheet tabs sized like Steam's * Track glasses mode, refresh-aware glasses window, align Play SteamVR with Play Steam * Fix 3D on the glasses: full-res SteamVR presenter, revert VR 3D at session end, coalesce vsync ticks, no session restart after end * Address review: glasses output after installs and session end, VR revert retry, display fallback, presenter swapchain retry, agent hex checks, drawer bumpers, glasses translations, docs * Harden VITURE stereo negotiation and output refresh tracking * Localize stereo recovery feedback and record Astra reconnect tests * Improve test failure diagnostics and refresh Astra firmware findings * Handle VITURE docks separately and reject truncated USB frames * Glasses: remember a 3D fallback per model, docks as display only, VR timing fixes - A 3D attempt that ends at the 640x480 fallback is remembered for that glasses model, so Play SteamVR no longer blacks out the glasses after every restart; Retry clears it and "3D for VR games" stays reachable - A VITURE Mobile Dock on its own no longer counts as glasses; through a dock Play SteamVR is hidden and the sheet shows the output and why there is no control - HDR is probed on the glasses when the session starts there - Glasses frames with a mismatched checksum are marked in the status frame log - SteamVR layer and driver vblank counters stay monotonic across refresh changes; one-eye render scale applies from activation and on mono/3D switches - Compositor binds announce the refresh clients were last told; the presenter retries a failed first swapchain - Dead strings and helpers removed; docs updated * Glasses: drop USB frames with a bad checksum * Glasses: count frames dropped for a bad checksum * Feat/viture xr (#907) * Add RayNeo Air and GT support to the XR glasses pipeline * Add RayNeo Air and GT support to the XR glasses pipeline * Checkpoint glasses tracking, calibration, and SteamVR launch integration * Checkpoint glasses tracking, calibration, and SteamVR launch integration * Add XREAL 1S support and correct GT and Pro 2 tracking * Add XREAL 1S support and correct GT and Pro 2 tracking * Fix mirrored glasses tracking and recover SteamVR after device loss * Fix mirrored glasses tracking and recover SteamVR after device loss * Document confirmed XREAL 1S brightness control * Document confirmed XREAL 1S brightness control * Fix SteamVR glasses defaults and rendering controls * Fix SteamVR glasses defaults and rendering controls * chore: keep only the 3 newest session log folders (#852) * chore: add agent comment rules (#748) Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> * Fix SteamVR polling, VITURE checksums, and fence tracking Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter. Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage. * Fix SteamVR polling, VITURE checksums, and fence tracking Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter. Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage. * fix: wireless ADB page names the child-process switch the way Android shows it (#848) * l10n: refresh stale and untranslated strings in es, fr, ko, ru (#850) * l10n: refresh stale and untranslated strings in es, fr, ko, ru - mode_added_art_hint: now mentions Steam then SteamGridDB (all four locales). - wincomp_needs_installer / wincomp_installers_note: es and ko still described the old "coming soon" behaviour; align with the current English text. - summary_remove_game: was still English in all four locales. Machine-assisted translation; native-speaker review is welcome. * l10n(es): say registro, not grabación, for the missing installer record --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> * fix: a failed cloud save recovery no longer ends the app (#846) The cloud-recovery thread started at every app start had nothing to catch an error, so one went to CrashHandler, which halts the process with status 2. In unit tests the thread can outlive the test that started it, fail on the torn-down preferences, and take the whole test run down. The error is now logged and the thread ends. Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> * fix: an interrupted Linux runtime download resumes instead of starting again (#847) * fix: an interrupted Linux runtime download resumes instead of starting again installOnce() asked the downloader to resume but always deleted the archive in its finally block, so the next attempt began at zero. The archive is now named after the release version and checksum, a failed download keeps what it fetched, and archives of other releases (and the old fixed name) are removed. A checksum or extraction failure still deletes the file. * test: Downloader resumes a cut-off download from the bytes it kept Starts a socket server that promises the whole file, hangs up part way and then answers a Range request, and checks that the second downloadFile call resumes with the right offset and ends with identical bytes. * fix: a resumed download discards a 206 that does not start where the kept bytes end Downloader appended every 206 response to the partial file without looking at Content-Range. A server or proxy that answers a Range request with a different offset would leave a corrupt file. Check that the range starts at the kept length; otherwise delete the partial file and start again without a Range header. Adds a test with a server that answers the Range request from offset 0. --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> * l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings (#849) * l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings Adds the strings values-de, values-it and values-pt were missing (14 each) and the six that values-fr, values-es and values-ru were missing. Machine-assisted drafts that follow each file's existing register and terms; native review is welcome. * l10n: correct missing active swap translations --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> * fix: droiddeckctl reaches variant-package builds (recover #842) (#854) fix: droiddeckctl reaches builds shipped under a variant package The provider authority and the start Activity's component were fixed to com.droiddeck.launcher, so droiddeckctl could not talk to the antutu, ludashi or pubg builds from tools/release/variants.txt. DROIDDECK_PACKAGE now picks the package; the Activity's class name stays the same in every variant. Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> * feat: droiddeckctl reports on-screen pacing (recover #843) (#855) feat: droiddeckctl pacing reports the frames that reached the screen Reads SurfaceFlinger's timestats for the game's layer (or the session's SurfaceView) over a capture: frames on screen, fps on screen, the present-to-present histogram and how many intervals were off the usual cadence. Records split by a refresh-rate change are summed. A game's own fps counter counts frames handed over, so it can't show dropped or doubled frames. Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> * fix: Steam can restart more than twice in a session (#754) * fix: Steam can restart more than twice in a session Every exit 42 counted toward the cap that stops an update which will not install, and the count was never cleared, so the third restart of a session ended it however far apart they were. A client that ran for a minute before asking is not that loop: the count starts again. * fix: measure the client's run time as it exits The time spent collecting logs and checking FEX after the client exits counted toward its run, so a slow cleanup could make a quick exit 42 look like a long one and clear the count. --------- Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> * fix: the front end keeps its page when the Fold is folded or unfolded (#832) * fix: the front end keeps its page when the Fold is folded or unfolded MainActivity, FileManagerActivity, FilePickerActivity and StoreLoginActivity did not declare the screen-size configuration changes, so folding or unfolding a foldable recreated them and dropped their in-memory state. They now handle orientation, screenSize, screenLayout, smallestScreenSize and density themselves, like SessionActivity already does. uiMode is left out on purpose. * fix: store login keeps rebuilding its toolbar when the display density changes StoreLoginActivity builds its toolbar in code with dp-to-pixel values taken at creation time and has no onConfigurationChanged. It no longer declares density in configChanges, so a density change recreates it as before this PR. Size and layout changes are still handled in place. --------- Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> * Release pointer buttons without replaying stale motion (#803) * Fix cursor warping on native touch down * Preserve input cleanup without replaying stale pointer motion --------- Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com> * l10n: translate the strings added since #284 into zh-CN, zh-HK, zh-TW and ja (#539) * l10n: translate the 184 strings added since #284 (zh-CN/HK/TW, ja) The stores, cloud saves, Windows components, Steam touch, desktop removal and background-downloads strings landed after #284's translation snapshot, so every one of them fell back to English. Translate all 184 into Simplified Chinese, Traditional Chinese (Taiwan and Hong Kong) and Japanese, keeping each locale file's own vocabulary (工作階段/會話, 解除安裝/卸載, 元件/組件, 設定). Also fix four Hong Kong strings that kept the simplified 着色器. * l10n(zh): fix stale and ambiguous strings found in review Severe: summary_remove_game was untranslated English in all three files; mode_added_art_hint, wincomp_installers_note and wincomp_needs_installer still described the pre-#480/#492 English. Also: distinguish the Setup wizard from Android system settings in zh-HK/zh-TW (初始設定 / 系統設定 / Android 設定), unify library as 收藏庫, component as 組件 in zh-HK, session as 會話 in zh-HK, account as 帳戶 in zh-HK, Trending as 趋势/趨勢, Forget as 清除, reword the re-applied-at-launch, action-failed and already-in-Games strings, and play as 執行/開啟遊戲 in zh-TW/zh-HK. * l10n(ja): fix stale and ambiguous strings found in review --------- Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> * Rebuild and verify Windows VR runtime components * Rebuild and verify Windows VR runtime components * Add top, bottom, and centered picture positions for Steam sessions (#871) * fix: dependency scan ignores folders above the game folder (#859) * DroidDeck-Proton: get releases from the Droid-Deck org repo DroidDeck-Proton is now built and released on Droid-Deck/DroidDeck-Proton (11-9.1 is Latest there), so the Components page, the update check and the guest installer read releases from the org repo instead of The412Banner's. * feat: low-latency controller and touch toggles in the session drawer (#808) * fix: SteamGridDB lookups no longer stick as "no match" after a failure; add a search to the art chooser (#876) * feat: Steam home wall fills from the signed-in library instead of store picks (#878) * test: cover GPU family and support classification (#880) * Fix local builds on Linux failing after the first Comet build (#866) * feat: sort the store library and installed tabs, and switch between card and list views (#798) * feat: three-finger tap toggles Steam's on-screen keyboard in game mode (#782) * fix: keep Quest-patched Turnip as the auto default (#853) * Fix deploy_local.sh and droiddeckctl not finding a phone connected over wireless debugging (#864) * fix: keep proot sessions alive when the kernel loses fork events (#457) * fix(quest): correct desktop and Steam display corruption across sessions (#733) fix(quest): stabilize desktop and Steam layer presentation Keep Quest SDR scenes and the black backdrop off the Android Vulkan swapchain regardless of session order or HDR preferences. Only report the first frame after client content is submitted. Add backdrop lifecycle and first-frame regression coverage. Record the user's successful Quest 3 Test 2 result. Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> * fix: keep SteamVR syscall hooks and report Steam crashes (#905) * fix: preserve SteamVR syscall hooks * fix: report Steam crashes through gamescope * fix: honor glasses pacing and resolution in SteamVR launches --------- Co-authored-by: connor g <connorsspam1992@gmail.com> Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com> Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com> Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> Co-authored-by: Kirk <kirtoy.junsay@gmail.com> Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> Co-authored-by: asdf17128 <asdf17128@gmail.com> Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com> Co-authored-by: Dantalian <wsu091227@qq.com> Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com> Co-authored-by: The412Banner <the412banner@users.noreply.github.com> Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com> Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com> Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com> Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com> Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com> Co-authored-by: Jagger15 <jagger2333@live.com> * Glasses: keep a pending 2D restore and the SteamVR recovery offer, show Play SteamVR only with a picture * Translate the glasses calibration, XREAL and SteamVR recovery strings * SteamVR recovery: give a finished teardown time to collect logs before restarting * Credit the projects the XR glasses support builds on * Joy-Cons: SteamVR hands from their gyro while SteamVR runs, one combined pad otherwise * Headsets: settings badge on Play SteamVR instead of a top-right button, both shown only once connected * Hand tracking: camera-tracked Joy-Cons and bare hands in SteamVR, drawn as white gloves - Joy-Con movement from the accelerometer (report reordering, per-Joy-Con calibration, zero-velocity updates) - MediaPipe pose and hand landmarks from the device camera, placement check, per-hand Kalman filter with the Joy-Con - No controller connected: bare camera hands with Quest-style gestures, 1€ filtered, rendered as a white glove model built from a distance field - SteamVR safe mode cleared before each start so one crash no longer blocks the driver --------- Co-authored-by: MaxsTechReview <6025299+maxjivi05@users.noreply.github.com> Co-authored-by: informalTechCode <informaltechyt@gmail.com> Co-authored-by: connor g <connorsspam1992@gmail.com> Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com> Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com> Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> Co-authored-by: Kirk <kirtoy.junsay@gmail.com> Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com> Co-authored-by: asdf17128 <asdf17128@gmail.com> Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com> Co-authored-by: Dantalian <wsu091227@qq.com> Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com> Co-authored-by: The412Banner <the412banner@users.noreply.github.com> Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com> Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com> Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com> Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com> Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com> Co-authored-by: Jagger15 <jagger2333@live.com> |
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9c9486400b | Launch an added game after a bounded wait for its Steam overview (#973) | ||
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89a0e4d25f | feat: downloads resume where they stopped, and fall back to another source (#623) | ||
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66529d9026 | fix: hold XInput rumble until the game changes it, instead of stopping after a second (#938) | ||
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a422698f92 |
Keep waiting for a shortcut's Steam overview instead of dropping its cold launch (#914)
fix: keep waiting for a shortcut's Steam overview instead of dropping its launch The cold-launch gate waited once for 45 s and, on a timeout, held the launch URL for good. A library that loads slower than that (or a client still at the sign-in screen) left the requested game never started, with nothing on screen. Retry the wait up to 40 times, 45 s each, and launch as soon as the overview exists. The no-overview case still does not forward the CGameID. Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com> |
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2847910f22 | feat: add immersive Quest SteamVR to the standard app (#910) | ||
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ef16de6280 | feat: storage page to see and free DroidDeck's storage (#913) | ||
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d301148881 |
fix: keep SteamVR syscall hooks and report Steam crashes (#905)
* fix: preserve SteamVR syscall hooks * fix: report Steam crashes through gamescope |
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36a9cbfc13 |
DroidDeck-Proton: get releases from the Droid-Deck org repo
DroidDeck-Proton is now built and released on Droid-Deck/DroidDeck-Proton (11-9.1 is Latest there), so the Components page, the update check and the guest installer read releases from the org repo instead of The412Banner's. |
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39c8a0fe8c |
fix: Steam can restart more than twice in a session (#754)
* fix: Steam can restart more than twice in a session Every exit 42 counted toward the cap that stops an update which will not install, and the count was never cleared, so the third restart of a session ended it however far apart they were. A client that ran for a minute before asking is not that loop: the count starts again. * fix: measure the client's run time as it exits The time spent collecting logs and checking FEX after the client exits counted toward its run, so a slow cleanup could make a quick exit 42 look like a long one and clear the count. --------- Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com> Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> |
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913806f169 |
fix: seed redist markers again when the registry lost them (#793)
* fix: redist markers a replaced registry lost are seeded again droiddeck-seed-redists recorded what it seeded in .droiddeck-redists and trusted that record from then on. A Proton update replaces its default_pfx system.reg but leaves our record beside it, and every new prefix copies both, so new games got a record of markers their registry never had: Steam then ran their install scripts for real. Batman: Arkham City's AMD Dual-Core Optimizer installer hangs there, leaving the game on "Running install script" on every launch. Each recorded marker is now looked up in the registry, in both views where both were written, and seeded again when it is gone; a record of markers nobody wants any more is rewritten without them. * Check every VC runtime architecture before keeping the vcrt marker vcrt writes Installed for x86, x64 and arm64 in both registry views, but present() only looked at x86. If only an x64 or arm64 value was gone the runtime would not be seeded again. Require all six values and test the loss of the arm64 Wow6432Node one. |
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7b018e6c42 |
fix: Batman: Arkham City starts with full x87 precision under FEX (#792)
Arkham City (BatmanAC.exe) stopped with Unreal's "Fatal error!" about 1.5 s after start: an access violation in BatmanAC.exe right after steam.dll loads. The game leans on x87 and needs full precision under FEX (FEX wiki), while the default FEX preset sets FEX_X87REDUCEDPRECISION=1. Engine fixes sit above the shared preset and below the player's own game profile, so a fix keyed on BatmanAC.exe beside the started exe (BatmanAC.exe or BmLauncher.exe) restores x87 precision for this game only. Arkham Asylum, which shares BmLauncher.exe but not BatmanAC.exe, keeps the preset. |
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c035351b4f |
fix: read the replaced listing's watch descriptor before detach can free it (#685)
install() replaces an existing cache entry by calling detach(old), which destroys the listing when no reader holds it, and then reads old->wd to decide whether to release the watch. When the old listing has no readers, that read happens after the free. Two threads that enumerate the same uncached directory at the same time reach this path: both build a listing, the first installs an entry with no readers, and the second replaces it. Save the watch descriptor before detaching, as drop() already does. Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com> |
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9838c83fc2 | fix: store installs stay shortcuts instead of becoming Steam installs (#816) | ||
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799be037e5 | Show controller-driven cursors in nested Wayland sessions (#759) | ||
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079261759e | perf: the session's background watchers share two loops and one D-Bus service process (#575) | ||
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3fe03c0a88 | perf: Steam's web helper runs its GPU, audio and zygote work inside one process (#566) | ||
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81e645a917 | Fix microphone capture in DirectAudio games (#747) | ||
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06b09b37bd | Preserve native Linux and FEX compatibility choices (#749) | ||
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0c3444afbc | Wait for Steam shortcut overviews before cold launches (#758) | ||
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83ec5708ed | cleanup (#764) | ||
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4163b31b02 |
fix: Windows components: .NET Core / Desktop runtimes install again (#740)
droiddeck-msi-install: a DuplicateFile entry onto the file itself (dotnet.exe in the .NET host MSI) is skipped like Windows Installer does, instead of stopping the whole install with SameFileError. Fixes .NET Desktop 3/6/7/8, .NET Core 3 and .NET 5. Thanks to whatsupbros for finding and tracing it. |
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f0c52c273b |
Add opt-in zRAM compression for the Steam client while a game runs (#442)
* Add opt-in zRAM compression for the Steam client while a game runs A "zRAM compression" toggle under Steam > Settings > Session, below "Keep downloads running". Off by default, kept once set, and disabled on devices without swap or with a kernel older than 5.4. When on, the session watches for Steam's reaper. 20 s into a game the client and its web helpers page their private anonymous memory out to the device's zram with MADV_PAGEOUT from inside their own process (libblsession zram.c, SIGURG), again every 5 minutes, and read every swapped page back once the game exits. No root is needed: only a process itself may do this without CAP_SYS_NICE. With the toggle off nothing is installed or started. RedMagic NP06J, Palworld: Steam's resident memory fell from ~1.7 GB to ~1.1 GB with ~560 MB in zram, available memory during play rose by ~0.5-0.8 GB, and ~2 MB was left in zram after the read-back. * Turn zRAM compression on by default below 12 GB of RAM Until the toggle is changed, it follows the device: on when the kernel supports it and the device has less than 12 GB of RAM, read from the advertised memory size on Android 14+ and from total memory before that. Turning it off is kept. --------- Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com> |
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3820445561 |
feat: Cardboard VR mode with ARM64 SteamVR (#704)
* feat: add Cardboard mode with side-by-side lens-distorted eyes and 3DoF head tracking * fix: derive the Cardboard field of view from the panel and recentre fully when far from upright * feat: share the Cardboard head pose with the guest and add a SteamVR driver for it * feat: run SteamVR's compositor on Turnip/KGSL with a display-extension layer and a driver-direct HMD * feat: show SteamVR frames in Cardboard mode through a driver-side presenter and a fake direct-mode display * feat: install and start SteamVR for Cardboard mode from the session drawer * docs: describe Cardboard mode and the SteamVR path * feat: drive SteamVR hands from the game pad and keep the Cardboard headset out of standby * docs: record where the SteamVR dashboard stops * fix: map Cardboard head tracking to the screen's axes and keep turns about the real vertical as yaw * fix: give Cardboard its previous picture back when SteamVR stops * fix: report sem_otime from emulated SysV semaphores so SteamVR's web helper can start * fix: bridge SteamVR's shared semaphores across processes and keep Steam alive while SteamVR runs * feat: present SteamVR straight to DroidDeck's compositor at panel resolution * docs: update Cardboard VR notes for the dashboard, semaphore bridge and direct presenter * fix: keep Wine and FEX signal handlers in the VR layer; add semaphore tracing * fix: clear a stale SteamVR active marker on status * fix: clear only an old SteamVR active marker * fix: unblock SteamVR clients on Turnip and keep Steam's web helper alive across SteamVR runs * fix: judge shared waits before a submit's own signals and on Vulkan 1.0 devices * docs: record VR games, SteamVR Home and OpenXR results on the Thor * docs: add Cardboard VR learnings from the Thor bring-up * docs: add Cardboard VR screenshots from the Thor * fix: keep the VR layer's display stand-in to SteamVR runs and clear a leftover marker at session start * fix: report SteamVR start and stop failures from the helper's exit code |
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2503d69293 | Add Quest 3/3S compatibility to the standard APK (#642) | ||
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5e38e79c96 | Add opt-in GOG achievements through Comet (#651) | ||
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5e5ffee93e | Default Snapdragon 8 Gen 2 core allocation (#654) | ||
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40bca96db5 |
feat: Start without Steam, a per-game switch for games that close right away
A game that closes as soon as it starts can be tripped by Proton's Steam setup (steam.exe, the Steam registry entries, the Steam client bridge). The Games page of the session drawer gets a per-game Start without Steam switch, stored as DROIDDECK_NO_STEAM=1 in the game's environment and listed in its profile summary. droiddeck-game-env acts on it for a game launch only: a Proton with umu's launch (GE-Proton, Proton-CachyOS, DroidDeck-Proton) gets UMU_ID, so it runs umu.exe in place of steam.exe and still sets up the prefix; a Steam game keeps its protonfixes under its own id, an added game gets 0. Any other Proton runs the game straight in the prefix (runinprefix). |
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a2a9586b54 | fix: Shut Down in Steam's power menu ends the session, and Restart restarts the client (#629) | ||
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6b2c8ace09 | fix: keep the Steam desktop client in KDE (#610) | ||
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435beb7f19 |
feat: add persistent per-game compatibility profiles (#449)
* feat(profiles): add persistent per-game compatibility profiles * fix(profiles): show Windows component overrides Include per-game Windows component selections in the resolved profile summary so the session overlay marks those games as custom and shows the selected components. * fix(session): detect Proton games across runtime paths * fix(profiles): select the active Gamescope game * fix(profiles): improve per-game reset feedback * fix(profiles): align session components with game overrides * fix(session): prefer selected Steam game during refresh * fix(session): resume profile following when reopening games * chore: keep local dev testing outside the repository * test(session): remove local dev package path * fix(session): preserve profiles when refresh fails * fix(session): reject empty game profile reset scope * perf(session): cache drawer inventory by refresh revision * fix(profiles): align game presets and profile reset behavior * fix(profiles): preserve originals and normalize shortcut ids * fix(profiles): keep editor scope stable after rebase * fix(tests): host Compose tests in both build variants * fix(profiles): recover interrupted component selection saves --------- Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com> |
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4995b3553b | Merge remote-tracking branch 'org/main' into feat/droiddeck-proton-source | ||
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3c2878cc52 |
Red Dead Redemption 2: launches again, no screensaver over games, hidden launcher held to one core, /tmp cleaned (#585)
* fix: Red Dead Redemption 2 launches again, its Vulkan runtime installer is left to run droiddeck-seed-redists marked every process in every game's install script as already run, Red Dead Redemption 2's VulkanRT-1.1.108.0 installer included. Steam's compat config for the game says nativevulkanloader, so Proton loads vulkan-1.dll native only, and Khronos' loader is in the prefix only once that installer has run. Without it the Rockstar launcher starts RDR2.exe and it exits with STATUS_DLL_NOT_FOUND (0xc0000135) before it opens a window. A Vulkan runtime installer is now left out of the seeding, and a marker an earlier seeding wrote for one comes out of each prefix and Proton template once (dates kept), so the client runs the installer on the next launch. The installer finishes in a few seconds under FEX. * fix: Steam's screensaver no longer covers a running game The client's defaults show screensavers while a game runs, after 300 s on AC power without a button press - and a held stick or trigger is no press. Red Dead Redemption 2's intro runs longer than that: the slideshow covered the game, and the button that woke it reached the game too (B asked to quit to the desktop). Customization/Screensaver/WhileInGame is seeded "0" in config.vdf once, like the UI scale and native resolution, so turning it back on in Settings stays the user's choice. On the RedMagic: 18 minutes from the last button press through the intro and riding, focus never left the game and no screensaver was created. * fix: Rockstar's hidden launcher no longer takes cores from its game The Rockstar Games Launcher keeps drawing its Chromium interface (SocialClubHelper.exe: renderers, and a GPU process compositing through DXVK) for as long as the game runs, hidden behind it - and Wine passes Chromium's priorities on, so those threads ran above the game's (the GPU process at nice -10), across every core. With Red Dead Redemption 2 in front that was 1.3 to 2.5 cores under FEX for a page nobody sees. droiddeck-launcher-cores follows gamescope's focus from the agent's focus.json: while a game window has it, every SocialClubHelper thread runs on the last core of the slowest cluster at nice 19; when the launcher's own window has focus again each thread gets its own mask and priority back (also on exit). Stopping the helpers would not hold - proot resumes a stopped tracee. Started for Steam sessions; BL_LAUNCHER_CORES=0 turns it off. RedMagic, RDR2 all Low, riding at the thermal limit, same spot and session: released 46.5 fps, 1% low 27.5, p99 31.8 ms, CPU 89%, 2200 MHz; held 48.7 fps, 1% low 32.6, p99 27.6 ms, CPU 79%, 2638 MHz. * fix: sessions clean up what earlier ones left in /tmp The guest's /tmp is a directory in the rootfs that no boot ever empties, and Android ends sessions by killing them. Every session left a /tmp/mangohud.XXXXXXXX (mktemp, never removed), and the Steam client, its web helper, Chromium apps, dbus-run-session, AppImage runs and KDE their own temporary files and sockets: 1,422 entries on the RedMagic. mangoapp's config is now one fixed file rewritten each session, and the session's first pass sweeps each kind of leftover while nothing that could own one is running, with a single find. On the device that cleared 1,391 entries over two sessions, leaving 38. |
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715032062d |
feat: DroidDeck-Proton as a Proton source, and update checks for every source
Setup > Proton versions lists DroidDeck-Proton (The412Banner/DroidDeck-Proton) beside
GE-Proton and proton-cachyos: same aarch64 tarball pattern as GE, verified against its
sha512 file, installed by droiddeck-proton-extra (also as "droiddeck" in the session queue)
and adopted by steam-compatibility like any other extra, so it shows as
"DroidDeck-Proton <ver> (Compatible)". Its folder has a space; nothing in the install,
adopt, esync or components paths splits on it.
Update checks: each source's newest full release is looked up at app start and when the
page opens, at most every 6 h (offline keeps the last answer). A newer release shows
"Update available -> <tag>" with Update; it installs beside the old build, which stays
until removed ("Remove old ... versions"), since games are mapped to it by name.
Installed builds are ordered by their version numbers (11-9 before 11-10), not by name,
and the tag each was installed from is recorded. Prereleases and drafts are skipped.
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3dd14dd625 | refactor: Steam always runs in Deck mode on the Deck beta branch (#546) | ||
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d1b0ac4df1 |
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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0e225d0c6e |
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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d9cd0d2cc8 |
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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eadebc46d5 |
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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846b20f78a |
CI: re-pin the Debian image and stop the publish workflow replacing it (#501)
The publish workflow's push trigger fired again on the branch's rebase and overwrote the release asset with a freshly compressed copy, so main's first build failed the checksum and fell back to the registry pull. The env file now pins the asset as published; the workflow is dispatch-only, defaults to a new tag, and refuses to replace an existing asset unless asked. |
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a229d196bb |
CI: host the Debian image the preloads build in on a release of this repo (#497)
* CI: host the Debian image the preloads build in on a release of this repo The preloads step pulled debian:bullseye from a public mirror on every build whose preload cache missed; the mirrors rate-limit the shared runner addresses and failed two builds in an hour tonight. Debian 11 is frozen upstream, so the image is published once (workflow ci-debian-image.yml, release ci-debian-bullseye-r1, pinned in tools/linuxfs/debian-image.env) and the build downloads that file; only if that fails does it pull, with retries. * CI: pin the published Debian image (ci-debian-bullseye-r1, 34 MB) * CI: a new Debian image rebuilds the preloads (env file joins the cache key) |
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9b90386e73 |
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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ddc4c18faf |
Steam's touch controller as on-screen controls (beta) (#431)
* feat: Steam's touch controller as on-screen controls (beta) * fix: Steam touch controls appear once the session makes the device; tidier default layout * fix: Steam touch layout decoding, saved layouts and new sessions * docs: Steam's touch controls * feat: Steam's touch icons, labels and colours on the touch controls; pick and save them like Steam * feat: Steam touch icon picker as in-session panels; layout colour; docs * Give each physical controller its own player slot Every controller fed the one exported pad, so two pads played as one. The first controller keeps slot 0 (the Deck in a Steam session); further ones get slots 1-3 as separate Xbox 360 pads, created on first input and removed on disconnect. In Deck mode only the Steam client sees those pads and hands them to games through Steam Input. Rumble follows the slot it names. * feat: Steam Link's touch menu, per-game input modes, action set editing, add/copy/paste, oval controls, paste control * feat: Steam touch controls drawn as Steam Link draws them; Steam Link's touch menu and layout tray * feat: Steam touch controls in DroidDeck's style, D-mark guide button, shake to hide * refactor: Steam touch controls become an On-screen controls choice instead of a second dropdown --------- Co-authored-by: maxjivi05 <maxjividen@gmail.com> |