* docs: DroidDeck 0.6.9 release notes
* docs: explain the banking app fix in the 0.6.9 notes
* docs: banking app line in the 0.6.9 summary
* docs: dual-screen line in the 0.6.9 summary
* docs: move the dual-screen line into the 0.6.9 intro
* Update release notes for version 0.6.9
Reformatted the release notes for clarity and improved readability.
* docs: add #1888 and #1896 to the 0.6.9 notes
* docs: add #1903 to the 0.6.9 notes
Libc-internal file operations bypass the existing preload wrappers and
still stop in PRoot. Patch recognized ARM64 SVC sites in libc and the
runtime loader, reuse the current translator for 20 path syscall
numbers, and return declined calls to PRoot. Enabled by default after
the tracer-key check; `PROOT_FP_PATCH_SVC=0` remains the troubleshooting
opt-out.
The hardened implementation patches 47 sites on Thor's glibc 2.43.
Relays preserve general/SIMD registers, flags, FP state and errno, and
provide unwind metadata back to the original libc frame. Text is patched
through `/proc/self/mem` after relay pages become executable.
Initialization skips multiple live threads and SVE/SME. Alternate signal
stacks and insufficient remaining stack use PRoot; main-stack growth
respects the current limit. No proroot code or binaries are imported.
Robust-list set/get sites deliberately remain with PRoot/the kernel.
Device tests reproduced stale state when the earlier private-TLS
implementation mixed patched and raw callers. Removing that shortcut
fixes coherence and preserves the host's actual return policy; the
earlier thread-creation gain is retired. SDK forwarding still enables
faccessat2 ENOSYS fallback and clone3 ENOSYS only before Android 15.
Successful clone3 is never executed from the C relay. Existing fsync
handling is unchanged. No in-process RET_TRAP filter is added, so
SIGSYS-mask/handler machinery is not applicable.
Version-2 build-ID/API tables cache relative patch sites in `/tmp`.
Every hit revalidates executable bounds, alignment, instructions and
syscall numbers. Invalid/unsafe files rescan; publication uses a private
temporary file and atomic rename. The PRoot dependency fetch also gains
a mirror matching the existing pinned checksum, resolving upstream
availability failures without changing versions.
Five alternating pairs using the final bundled library on Thor/Android
13:
| operation | wrappers only | hardened relays |
|---|---:|---:|
| libc-internal stat | 49.6 us | 6.0 us |
| libc-internal open/close | 50.4 us | 7.8 us |
| libc faccessat | 49.7 us | 22.0 us |
| libc getcwd | 54.9 us | 5.0 us |
| thread create/join | 136 us | 144 us |
| complete tiny exec/wait | 4.44 ms | 5.60 ms |
An earlier five-pair hardened-library run measured stat 50.1 to 5.9 us
and open/close 51.9 to 7.1 us. The metadata gains survive the safety
checks. Neither run shows a thread-creation gain, and tiny execs retain
roughly 0.9-1.2 ms overhead.
Three full Steam startup pairs yielded Home-ready medians of 47.02 s off
/ 45.25 s on, with overlapping 43-50 s ranges. Steam/CEF-only PSS
medians were 1,223.1 / 1,233.9 MiB; the roughly 11 MiB difference is
smaller than observed variation, but does not establish zero memory
cost. Startup/memory used one unchanged signed bundled-library APK
without overrides; the final stack-gap guard only increases distance
reserved above other mappings. No reliable whole-client startup
improvement is claimed.
Earlier fresh Half-Life SD installs took 350/341 s off and 326/327 s on.
These are historical results from the preceding robust-list revision,
not a post-hardening download retest. Network/shader scheduling varied,
allocation did not reliably improve, and the repeat baseline committed
faster. This PR demonstrates metadata acceleration; it does not
demonstrate a reliable fix for Steam's SD allocation/commit bottleneck.
Validation on `2c3c135b` (production code unchanged since `4998b046`):
- Local release build, runtime/native-library checks, release signing
and four focused Android tests pass. [Final-head
CI](https://github.com/Droid-Deck/DroidDeck/actions/runs/40704837477)
passed: 1,431 Python/native tests (49 skips), 2,648 Android tests (zero
failures/skips), and 162 Rust tests. CodeRabbit is green on the same
head. The installed production APK forwards API 33 and patches 47 sites
with an unset enable flag and no override; Steam Home renders.
- Embedded and shared-PIC matrices pass on glibc 2.43; shared-PIC also
passes on separately loaded glibc 2.39. Coverage includes raw
results/errno/registers/FP state, path/flag/error and protected-pointer
cases, exact readlink boundaries, mixed raw/relay robust state,
concurrent threads, fork, thread churn, alternate-stack signals,
deferred/FIFO cancellation, signal siglongjmp recovery, forced unwind
with caller cleanup, and limited remaining stack.
- Four device test-process filters deny the memory patch file, relay
mapping, executable permission, or patch writes. Every case leaves
original syscall execution working. Host injection also verifies partial
installation after an individual site fails.
- Concurrent atomic symlink replacement passes 3,000 internal
stat/readlink iterations at default/zero TTL. Eight focused host tests
pass, covering instruction/branch limits, stack/limit fallback,
untrusted cache files and NDEBUG checks. API selection gives 45/47/46
sites for unknown/33/simulated-35; unset and explicit 1 agree, and 0
leaves sites untouched. This does not replace Android 15 hardware
testing.
- All bench tools compile with -DNDEBUG. Relative/absolute fixture
workloads agree, and thread/ABI/failure checks pass on Thor with those
builds.
- Earlier internal fts/realpath/NSS/dlopen and normalized read-path
equivalence pass. The write suite retains the existing wrapper SD
Unix-socket mismatch against PRoot.
CodeRabbit disposition: fixed relative fixture paths, prevented
benchmark checks disappearing under NDEBUG, corrected the
limited-fallback description, and narrowed memory-file denial so the
thread check still succeeds. The default-off recommendation was
addressed by fixing/testing the underlying guard and unwind issue while
retaining the requested default-on behavior. The readlink count
suggestion is intentionally not adopted: device boundary comparisons
reproduce current PRoot behavior, so changing that inherited policy
belongs in a separate correctness change.
This is not consequence-free instruction patching: constructor time,
private text copies and stack checks have costs. Android 15+ ARM64 and
16 KiB-page hardware, arbitrary asynchronous cancellation/non-local
exits, user-managed stacks, and attributable tracer-counter measurements
remain gaps. Loader calls before the constructor and arbitrary guest ELF
syscall sites remain outside scope.
Thor was restored to its original APK and bundled library, with app data
preserved and test settings, overrides, temporary files and version-2
test caches cleared.
Detailed evidence and revision boundaries: [proroot
analysis](https://github.com/Droid-Deck/DroidDeck/blob/2c3c135b52c3dd949ef5a99a67d8c12eba24406c/docs/development/proroot-analysis.md).
## Summary
Adds update detection for installed itch.io games. This is PR4 of the
itch.io store rework (browse, filters, game page and collections are
merged; Linux support is #1589). Butler patching comes later as an
add-on pack. Updates here download the full build.
## What changed
- `ItchUpdates` (new): compares each installed itch game with the
uploads itch lists for it (`GET /games/{id}/uploads`), using what the
install already saves: `installVersion` (the upload's `updated_at`) plus
`gameId`, `downloadKeyId` and `uploadId` in `extra`.
- The installed upload is still listed and has a later `updated_at`: an
update.
- The installed upload is gone: the newest Windows upload is offered as
a replaced build.
- An install without an `uploadId` compares the newest Windows upload's
date.
- An unknown installed version, or no answer from itch, never reports an
update.
- The check walks installed games one at a time, one second apart, and
logs `itch.io: checked <n> installed games, <m> with updates`. It runs
when the itch tab opens (at most every 6 hours) and from the new button.
A game itch did not answer for keeps its last result. Results are cached
in the itch preferences until the update is installed or the account
signs out.
- Library: games with an update show an "Update" label on their tile and
row. A Check for updates button in the Library header (itch tab only)
runs the check on demand, shows progress, and ends with a toast:
"Updates available: N" or "Up to date".
- Game page: an Update button appears for installed itch games with an
update. A replaced build asks first and names the new file. A plain
newer build updates directly.
- Safe updates: an update never extracts into the live game. The archive
is unpacked into `.droiddeck-update` inside the game folder, and the new
build must contain an executable before any game file is touched. A
failed or cancelled download or extraction removes the staging folder
and leaves the game as it was. Then `ItchStaging.merge` moves the staged
files into place with renames inside one folder. A staged file replaces
the file with the same path, directories are merged, and anything the
new build doesn't contain (saves, settings, install record, launcher,
art) stays. The install record is marked updating just before the move,
so an interruption there is resumable.
- New strings `stores_itch_updates_found` and
`stores_itch_update_replaced` in all 33 locales. The button label, toast
and dialog buttons reuse existing strings.
- `docs/development/itch-updates.md` describes the feature.
## Notes
- One extra copy of the build's size must be free while an update runs.
- Files the developer removed in the new version stay in the game
folder, because everything the new build doesn't contain is kept.
- The final rename step is not an all-or-nothing swap. A crash or power
loss inside it leaves the game marked updating and resumable.
- The update reruns the normal install over the game's own folder and
storage location.
## Tests
- `ItchUpdatesTest` (Robolectric, like the other itch tests): newer,
same and older stamps, replaced upload falling back to the newest
Windows build, unknown installed version, no answer, an install without
an upload id, and the cache round trip.
- `ItchStagingTest`: new files replace old ones, other files stay, and a
file replacing a directory and the other way round.
- Not run on a device or compiled locally; relying on CI. The controller
focus behaviour of the new buttons is untested.
With no frame limit, AIO's Direct3D 7 (DirectDraw) test ran at exactly
144 fps on a 144 Hz panel: every frame waited one refresh (6.94 ms).
Wine asks for a swap interval of 1 on every OpenGL window, and WineD3D's
front-buffer drawing used by DirectDraw and Direct3D 1-7 never lowers
it; it only sets the interval in its present path. Mesa's Zink then
presents in FIFO.
droiddeck-game-env sets vblank_mode=0 for games launched through Proton
before the game's environment edits, so a value set in the launch
options or the editor wins and an editor Remove leaves Mesa's default.
Steam's own runs in compatdata/0 are unchanged. Steam's Frame Limit
still holds a game: gamescope's WSI layer presents every swapchain in
FIFO while its limiter is on.
On the AYANEO Pocket FIT, AIO Direct3D 7 went from 144 to 2,345 and
2,265 fps (1 % low 99 -> 620) with no limit; with the Quick Access
limit at 144 and 72 it held at 143.76 and 71.92.
Installed itch games are compared with the uploads itch lists for them. A game with a newer upload shows an Update label in the Library and an Update button on its page, a replaced build asks first, and a Check for updates button in the itch Library header runs the check on demand.
* Add itch.io collections to the Library
A Collections button on the Library's itch tab filters the library to one collection of the signed-in account. Its games that are not installed show in the Not installed section.
* Keep itch collections complete across failures, sign-out and empty libraries
A failed later page no longer publishes a partial collection, selecting a collection refreshes it, pagination runs until an empty page, signing out clears collection state, and the itch chip shows for a signed-in account with no owned games.
* Tie itch collection requests to the account that started them
Requests capture the account generation before reading the key and dedupe per generation, sign-out clears collections after the token is removed, and the collections load follows the itch sign-in state.
* Keep paging itch collections past a page of already seen games
* Run the itch collections tests under Robolectric like the other itch tests
* Let the Installed filter apply inside a collection and keep the grid for an empty itch account
* fix(itch): stop paging a collection when a page adds no new games
* Keep the collections icon on the itch collections tab when it opens
---------
Co-authored-by: maxjivi05 <maxjividen@gmail.com>
The pin moved there from droiddeck-steam-x64, so the client settings sheet
and its test read it from the new script. The x86-64 client notes now name
the updater and Components' FEX watcher.
The flow solver starts at flowFinest_, but its images, uniform buffers and descriptor sets were allocated for every pyramid level. Keep the seven-level indices and allocate flow resources only where the solver reads and writes them.
The default preset avoids three unused RGBA16F images, saving 38,707,200 bytes of pixel payload at 2560x1440 without changing the shaders or recorded GPU work. Add native allocation/dispatch regressions and document the resource budgets.
* feat: choose default storage for new store installs
Store installs and the Epic Games Launcher can use internal storage, external storage, a folder picked through Choose folder..., or ask every time. The choice is stored in SessionPrefs and used by StoreInstallRoot; Storage > Default storage exposes it.
* fix: allow choosing any folder for default storage
The default storage choice can now hold an arbitrary folder path, not just internal or app-specific external storage. StoreInstallRoot resolves and validates picked folders, keeps a disconnected choice instead of silently falling back, and the folder picker stays available from Storage.
* fix: keep the Epic install folder when external storage is away
* test: use a unique missing folder for the Epic storage check
* fix: detect USB SSDs that the storage manager hides
List storage volumes that have no UUID instead of dropping them, keep volumes that are present but not yet mounted, and fall back to parsing /proc/mounts so USB OTG drives appear even when Android does not expose them as storage volumes or app directories. Prefer the system's volume description for removable drives. (Raw removable drives as move targets, the folder-picker fallback, and the unreadable-drive guidance follow with the move stack.)
* fix: compare mount paths as strings in StorageRootsTest
* fix: never drop a present storage volume from the drive list
Key volumes by description or index when they report no UUID and no directory, keep nofs/unmountable states so a plugged-in drive stays visible with guidance, only attach app directories on strict UUID matches, and accept any fstype under vold-managed locations plus usb-ish mounts directly under /mnt.
* fix: probe folder writes with a fresh temp file and keep Epic's folder unset while external storage is away
---------
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
* fix: find GOG Galaxy SDK cloud saves when remote-config lists no locations
cloudStorage.enabled with an empty locations list is Galaxy SDK IStorage
under __default. DroidDeck treated that as no cloud.
Use the SDK folder, strip/prefix the __default namespace, and inflate gzip
bodies GOG stores on download. An empty cached template is fetched again
so devices that already recorded "no cloud" recover.
* fix: keep an empty GOG namespace, expire cached none, close gzip
An explicit empty cloud_namespace is Auto Cloud and must not become
__default just because the path template looks like Galaxy storage.
A cached none is retried after a day so a later enablement is picked up.
GZIPInputStream is closed after a compressed download.
* fix: peel GOG cloud gzip only when the service or PUT compressor says so
GET asks for identity encoding so the body is what GOG stored. A
Content-Encoding of gzip is inflated once. Otherwise a gzip body is
inflated only when it round-trips as GOG's PUT gzip (deflate 6, mtime 0),
so a gzip-format save is not rewritten.
* Reject corrupt GOG cloud downloads
---------
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
GOG lists every cloud object as <location name>/<path>. The location name
is not part of the local folder, so Silksong's saves/user1.dat belongs at
default/user1.dat, not default/saves/user1.dat. Strip the segment for local
paths and add it back for HEAD/GET/PUT, cache the location name, and migrate
files written by the old layout without touching files the game wrote.
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
* itch.io: temporary Test itch.io button that logs what the API answers (not for merge)
* itch.io: show Test itch.io only while Debugging tools is on
* itch.io: version picker and installing free games
* itch.io: build the platform names outside joinToString so the composable call compiles
* itch.io: ask for the version before resuming an unfinished install
* itch.io: keep the chosen upload, save free games in the queue, don't auto-install a closed picker
* itch.io: install straight away when exactly one build is installable
* itch.io: show the picker again unless the game has exactly one build
* itch.io: ignore a second build tap while the picker is closing
* itch.io: empty a partial install before extracting so builds never mix
* stores: deleteTree removes a symlink without following it
* stores: skip symlinked folders in the uninstall walk, and only empty a partial install that is this game's own
The sort and price chips now cover everything itch's browse page offers, with the
paths copied from its links: new-and-popular, top-sellers, top-rated and newest
for sorts; free, on-sale, store, 5-dollars-or-less and 15-dollars-or-less for
prices; platform-windows, -osx, -linux, -android, -ios, -web and -mobile-web.
The guessed alternative spelling of the free filter is gone, so a query is one
address. The tests assert the addresses itch itself uses.
New and reworded strings in all 33 locales.
The Store tab only had four fixed shelves and a title search. A row of sort
(Popular, New, Top rated, Top sellers) and price (Any, Free, On sale) chips now
sets a BrowseQuery; anything but the defaults swaps the shelves for that query's
games, loaded page by page as the grid scrolls.
ItchBrowse builds itch's listing-feed URL (platform and tag segments are in the
builder for the next change), tries each spelling of a price filter until one
answers, spaces requests 1.2 s apart, backs off once on a 429, and keeps pages
in the app cache for three hours. Every request is logged with its status and
game count so a wrong URL guess can be fixed from a device. Owned games replace
their browse copy so Install and the owned markers are right, and the detail
page finds browse results.
Strings for all 33 locales; URL-builder tests; docs/development/itch-browse.md.
A FEX preset that turns TSO off (Performance, Extreme, Extreme-gn, Denuvo)
breaks Unity players under FEX:
- Megabonk (Unity 2023.2, IL2CPP, native Linux build, "Linux x86 (FEX)")
froze on about half of its launches, every thread parked on a futex.
With TSO on: 5 of 5 starts, and a played run stayed responsive.
- Crab Game (Windows IL2CPP build under Proton arm64) crashed on 1 of 5
starts with an access violation in UnityPlayer.dll on a garbage pointer.
With TSO on: 5 of 5 starts.
A Unity player (UnityPlayer.dll, UnityPlayer.so or GameAssembly.so beside
the executable) now keeps FEX_TSOENABLED=1 over the shared preset, the way
.NET games already keep full TSO. The FEX tool applies the environment half
of the game-file fixes too, so native Linux builds get it as well. A FEX
preset chosen for the game itself still wins.
Related: #1386 (its Mono crash happens with TSO already on)
The native arm64 client follows steamdeck_publicbeta, so a Valve beta
regression reaches every user at once. If the repaired beta client is still
started twice without being shown, or the beta manifest carries no arm64
client, droiddeck-steam-install now installs steamdeck_stable, keeps it, and
logs why (listing the manifest's blocks in the second case). The session asks
the installer for the channel, so -clientbeta and package/beta stay in sync.
BL_STEAM_CHANNEL or ~/.config/droiddeck/steam-channel (beta|stable) pins it.
Valve's 2026-10-15 beta moved the x86 client into a Steam Runtime container.
In case the arm64 client follows, its session now exports
STEAM_STEAMRT_RECURSION_GUARD=1 and, only if steamrtarm64 carries pv-runtime
or a steam-runtime-check-requirements probe, starts it through the same
steamrt shim the x86-64 client uses (now droiddeck-steamrt-shim) and logs it.