# Agent control `tools/droiddeckctl` drives DroidDeck on a real device over ADB, for agents and scripts that test the app end to end: start and stop sessions, launch and quit Steam games, wait for a game to have focus, send input, inspect the app's UI and gamescope's windows, run commands inside the session, and collect logs, screenshots and recordings. `tools/droiddeck-scenario` repeats a scripted test and reports every run. ## How it works - **The provider** `content://com.droiddeck.launcher.agent` (`agent/AgentBridgeProvider.kt`) answers each command with JSON. It and the session-start Activity (`AgentStartActivity`) are in every build and require `android.permission.DUMP`, held by the ADB shell and privileged or explicitly granted callers. The provider checks the calling permission before decoding requests. - **The guest agent** `droiddeck-agent` runs inside every session (started by `droiddeck-session`). It runs commands with the session's own environment, publishes gamescope's focus, and talks to the Steam client's DevTools, which only accepts guest processes. The app and the agent exchange request and answer files under the session root (`files/session/agent`). - **The UI dump** reads the app's Compose semantics from inside the app (`agent/AgentUi.kt`), so it works on every display and window. UI Automator, by contrast, dumps whichever window has focus, which on a dual-screen device is often another app's. ## Access Player controls and observations work over authorized ADB on any build: `state`, `start`, `stop`, `resume`, `wait`, `launch`, `quit`, `focus`, `input`, `ui`, `logs`, `screenshot`, `record`, `displays`, `wake`, and `access`. **Setup > Session > Debugging tools** is off by default in every build, including debug builds. It enables `run`, `guest`, `cdp`, all `env` operations, `override`, and `prefs`. The toggle switches directly without a confirmation dialog. The bridge refuses to change it through `ui` or preference writes. The existing preference key, `setting-agent-commands` test tag, JSON command names, and `AGENT_COMMANDS_DISABLED` error code are unchanged. Refusals exit 7; `droiddeckctl access` reports whether commands are enabled. Disabling the toggle clears queued and persistent agent environment settings and installed binary overrides. Disabled settings cannot apply at the next session start. Already running commands and effects already applied to a session are not undone; stop and restart that session to discard them. Authorized command execution runs inside the runtime containing Steam's saved login. CDP evaluates JavaScript in the authenticated Steam client, and preferences can contain private values. These capabilities remain unrestricted when enabled: the toggle is an explicit opt-in, not credential isolation or a sandbox against the authorized caller. Main already supported arbitrary guest programs through `run`; restricting credential access would require addressing that route too. ADB access remains a trust boundary, and ADB input can operate the device's own toggle. The helper exchanges private files with the app and adds no network listener. The guarded Steam DevTools port is bound to loopback and accepts only peers with a fresh private registration for a live socket descriptor, matching socket inode, destination port, and address family. The existing x86_64 Decky loader exception remains: that mode does not enable the guest-only acceptance guard. Requests are limited to 256 KiB of encoded JSON. Guest responses and DevTools messages are limited to 1 MiB; provider replies above 384 Ki characters return `RESPONSE_TOO_LARGE` to avoid overflowing Binder. Command output retains at most 256 KiB per stream while continuing to drain both streams. Timeouts must be finite, positive, and no greater than 600 seconds, and terminate the command's process group. Override installation refuses path traversal and symbolic links. Automatic process logs record environment keys and argument counts rather than values or full argument lists. UI nodes marked as passwords redact text, editable text, descriptions, and state text. This does not redact arbitrary authorized command results, CDP data, preferences, or screen captures. Scenario directories are owner-only and JSON reports are written with mode 0600. Review artifacts before sharing; a live `logs` pull copies the current folder without a fresh export scrub. ## Device selection and output The CLI resolves one authorized device using `ADB_SERIAL` or `ANDROID_SERIAL` when set. Otherwise it de-duplicates transports that report the same device serial and asks for an explicit serial if multiple devices remain. Pass `--serial` before the command to choose directly; set `ADB` (or pass `--adb`) to choose an adb executable. `tools/deploy_local.sh` uses the same resolver. Every command writes one JSON object to stdout and its resolved serial to stderr. Exit codes: 0 success, 2 invalid or rejected command, 3 ADB or device error, 4 session error, 5 timeout, 6 artifact or file error, 7 debugging tools disabled. ## Commands ```sh tools/droiddeckctl state # schema 2, below tools/droiddeckctl start steam --wait # --ui desktop, --url steam://..., --timeout tools/droiddeckctl start steam --wait --reuse # keep a Steam session that is already up tools/droiddeckctl start desktop tools/droiddeckctl run /usr/bin/foo -- arg1 arg2 tools/droiddeckctl wait ready|idle|failed # --timeout (default 90 s) tools/droiddeckctl stop tools/droiddeckctl resume tools/droiddeckctl launch 489830 --wait # Steam game by app id; --wait = until it has focus tools/droiddeckctl wait focused 489830 # gamescope focuses it AND Steam lists it focusable tools/droiddeckctl wait game # any app but the Steam client (769) has focus tools/droiddeckctl quit 489830 # Steam's TerminateApp, then SIGTERM/SIGKILL tools/droiddeckctl focus # focus properties and every Xwayland server's windows tools/droiddeckctl input key ENTER # names (ESC, F1, UP, A...) or evdev codes; --mod CTRL tools/droiddeckctl input text 'hello world' # as US-layout keys; --commit for text-input tools/droiddeckctl input tap 640 360 # session output pixels; --space fraction for 0..1 tools/droiddeckctl input swipe 100 600 100 100 --duration 400 tools/droiddeckctl input pad a # a b x y lb rb start select guide qam up down left right tools/droiddeckctl input stick left 0 -1 --hold 500 tools/droiddeckctl input trigger right 1.0 tools/droiddeckctl ui dump # tagged, labelled and clickable nodes; --all for every node tools/droiddeckctl ui click rail-steam # by test tag tools/droiddeckctl ui click --match "Play" # by text or description; --index for the nth match tools/droiddeckctl ui set-text some-field --text abc tools/droiddeckctl guest -- xprop -root GAMESCOPE_FOCUSED_APP # --timeout --env K=V --cwd --stdin --check tools/droiddeckctl cdp targets tools/droiddeckctl cdp eval 'SteamClient.Apps.GetMyRunningApps?.()' # --target, --no-await tools/droiddeckctl env set DXVK_HUD=fps # next session only; --persistent until cleared tools/droiddeckctl env list tools/droiddeckctl env clear [next|persistent|all] tools/droiddeckctl override gamescope ./gamescope # first on the next session's PATH, removed after it tools/droiddeckctl prefs get session tools/droiddeckctl prefs set session some_key true --type bool # returns the previous value tools/droiddeckctl logs latest ./session-artifacts tools/droiddeckctl screenshot ./screen.png --display 4 tools/droiddeckctl record ./clip.mp4 --seconds 8 --display 0 tools/droiddeckctl displays # logical ids, names, sizes, capture ids tools/droiddeckctl wake # wake the screen, dismiss the keyguard ``` A sleeping device suspends the session and hides the app's windows from `ui dump`; `wake` first. `input` needs a session that has drawn its first frame. Pad input goes through the session screen's virtual pad, the same one the on-screen controls drive, so games that ignore touch still respond. `launch`, `quit` and `cdp` need a Steam session; `focus` and `wait focused` need gamescope (every mode except the desktop). ## State (schema 2) `state` returns `schema`, `build`, `appVersion`, `runtime {installed, version}`, `agent {guest, guestFocus, commands}` and `session`: - `id`, `phase`, `running`, `mode`, `program`, `steamUi`, `steamUrl`, `suspended`, `pip`, `firstFrame`, `output` [w, h], `refreshHz`, `lastTransitionAt`, `guestPid`, `installing` - `logDir`, `eventsFile`, `artifactsAvailable`, `artifactsComplete`, `failure {code, message, status}` - `focus`: gamescope's focus as the guest agent last published it, or null: `focusedApp`, `focusedWindow`, `focusableApps`, `baselayerAppIds`, `seq`, `t`. Phases: `IDLE`, `PREPARING`, `INSTALLING_RUNTIME`, `STARTING_COMPOSITOR`, `STARTING_GUEST`, `STARTING_STEAM`, `READY`, `SUSPENDED`, `STOPPING`, `FAILED`. Schema 2 only added `agent` and `session.focus`; every schema 1 field is unchanged. A game the player can see is `focusedApp == appId` **and** `appId in focusableApps`. `GAMESCOPE_FOCUSABLE_WINDOWS` is what the Steam client orders the base layer from: a game missing there stays behind the client's loading screen however healthy its window looks (docs/development/steam-focus-debugging.md). `focus` returns the full snapshot, including each server's windows with map state, override-redirect, app id, `WM_STATE`, pid, class, opacity and `_NET_WM_STATE`. ## Events Each session writes `events.jsonl` beside its other artifacts: the lifecycle (`session.created`, `compositor.started`, `guest.exited`, ...) plus `agent.ready` (the guest agent is up), `focus.changed` (the focused app, focusable apps or base-layer order changed) and `agent.launch_requested`. ## UI test tags Compose test tags are exposed as resource ids (`ui/TestTags.kt`), so both `ui dump` and UI Automator show them: | Tag | Where | |---|---| | `rail-steam`, `rail-games`, `rail-desktop`, `rail-store`, `rail-components`, `rail-android-apps`, `rail-setup`, `rail-updates` | the front end's rail | | `play-steam` | Play on the Steam and Games pages | | `setting-` | every toggle and choice row, by its key (`setting-logs`, `setting-agent-commands`, ...) | | `tab-` | a page's tab strip (Setup's Overview, Controller, Session, Launcher...), by position | | `drawer-tab-controller`, `-second_screen`, `-display`, `-effects`, `-games`, `-session` | the session drawer's pages | | `drawer-stop`, `drawer-stop-confirm`, `drawer-stop-cancel` | stopping a session from the drawer | ## Scenarios `tools/droiddeck-scenario` runs a JSON scenario: `setup` once, `steps` `repeat` times, `teardown` once. Each run starts with `before` (typically `start steam --wait --reuse`, so a session that died in one run, to a crash or the low-memory killer, is started again for the next) and ends with `after`, whether it passed or not, so a failed run cannot leave a game running into the next. A list step is a droiddeckctl command line; `{"assert": "dotted.path", "equals"|"in"| "contains"|"not"|"exists": ...}` checks the last answer; `{"sleep"}`, `{"screenshot"}` and `{"record"}` do what they say. A failing run keeps a screenshot, the focus snapshot and the session's logs in its folder, and `report.json` sums up the runs. ```sh tools/droiddeck-scenario tools/scenarios/steam-game-focus.json --var appId=489830 --repeat 10 --keep-going ``` `tools/scenarios/steam-game-focus.json` launches a game, checks it has focus the way a player sees it, and quits it: the test that catches a game left behind Steam's loading screen, which only shows up in some fraction of launches. A game with a launcher of its own needs the launcher pressed through first, since the launcher window carries the game's app id too: `tools/scenarios/skyrim-launcher-focus.json` taps Skyrim's Play before checking.