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DroidDeck/docs/development/stores.md
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Juan MartíandThe412Banner 0d64ad8c23 Improve store install storage checks and recovery; adaptive parallel Epic installs (#710)
Space checks before Epic, GOG and Amazon installs (measured zero vs unknown), clear failure reasons with retry/clear, resume-aware checks, and safe per-file replacement so a failed or cancelled update never breaks an installed game.

Epic installs stream chunks straight into staged files in parallel (most bytes written once, a small budgeted cache for shared chunks, about 1x game size instead of 2x), pace updates by free space, and keep the lookahead, batch and bounded Java writers as hidden alternatives.

Co-authored-by: Juan Marti Mercado <juanma@microsoft.com>
Co-authored-by: The412Banner <the412banner@users.noreply.github.com>
2026-10-13 22:29:23 -04:00

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Stores: GOG, Epic Games and Amazon Games in the launcher

How the Stores section (app/src/main/java/com/droiddeck/launcher/stores/, ui/Stores*.kt) fits the rest of the app, and the on-disk contract that makes a store game an ordinary added game.

Where a store game lives

<Games storage>/Games/<Store>/<title>/
    <game files>
    .droiddeck-store.json      the sidecar (below)
    .droiddeck-launch.bat      only when the game needs arguments or environment (Epic, Amazon)
    .droiddeck-epic-code       one-shot, written right before an Epic launch, read and deleted by the .bat

The default root is the app's internal storage - the runtime's tree, /root/Games/Stores, no bind needed - whatever the session's Game storage setting says. When a card the app may write is in the device (GameStorage.options), Install asks "Install to" (internal / the card, free space shown; the last pick is only the dialog's default). A card's root is <card app folder>/Games; when the card is the Steam library the library's bind (/mnt/droiddeck-sd) already covers it, otherwise SessionService binds the root at /mnt/droiddeck-stores/<volume uuid>, so a shortcut's guest path - and its appid - is the same from one session to the next. Every root is scanned (StoreInstallRoot.roots): internal, every card, and the Steam library's Games folder for installs an earlier build put there. <Store> is GOG, Epic or Amazon; <title> is the title with unsafe characters dropped, at most 60 characters (StoreInstallRoot.folderName), chosen once; a rerun (repair, update) lands on the folder whose sidecar carries the game's id, wherever it is. An Epic install on a card keeps its in-flight chunks in cacheDir/stores/epic/<id>/; "" keeps the cache beside the game, as an internal install has it. The scratch folder is removed on cancel-with-delete and on uninstall.

Preflight resolves an existing game's folder before selecting its target root, so a resume or repair on a card checks and remembers that volume rather than internal storage. Fresh GOG and Amazon installs can reject insufficient catalog-size space immediately; existing installs defer to manifest checks of the files still needing work (GOG MD5, Amazon SHA-256 where supplied). Free-space display probes the nearest existing ancestor without creating the target folder; if the probe cannot determine space, it reports Free space unknown rather than blocking an install. StoreInstallRoot uses -1 for unknown and preserves a measured StatFs zero as 0 B free. Fresh GOG/Amazon preflight and all three Java backend space checks reject known zero when bytes remain. The read-only probe walks existing ancestors without creating directories; a failed StatFs probe can use a positive File.usableSpace fallback, but that API's ambiguous zero is unknown, not a measurement of a full disk. Preflight failures remain failed Downloads rows with Clear and Retry. Retry reruns preflight outside the worker lifecycle and then enqueues the real backend; it never occupies a queue slot with a placeholder job. Failures are kept in the Downloads UI, notification and logs rather than duplicated as transient failure toasts. Active queue persistence and ordinary backend pause/retry are unchanged.

Epic installs have four writers, all with the same per-file safety rules (below). The hidden storesEpicMode string in the session preferences picks one: adaptive (default), lookahead, batch or java. There is no UI for it; set it on a test device to compare the modes on the same game. Every mode logs an epic: summary mode=<mode> line (files, bytes written, elapsed, average MB/s). When libdroiddeckstores.so does not load, every mode runs the Java writer. Once it is loaded, an engine failure (refused plan, ABI mismatch, network, hash or I/O failure, unsupported atomic swap) fails the install; it never silently reruns as Java downloads.

Adaptive (default) - EpicNative.stream, epic/stream.rs. Measured on device: about 83 MB/s on a 71 GB install. The chunks go through the shared fetch core in the order their files need them, with its full adaptivity (window ramp, per-host caps, in-flight byte budget, retries, host rotation, stall handoff). A chunk only one file part uses is verified and written straight into that file's staging file at the part's offset, in whatever order it arrives; it is never cached, so each byte is written once. A chunk several parts use is written into every part whose file the download has reached and kept, decompressed, in the cache until its last part is written. The cache has a byte budget; the plan simulates the install in file order and, when the budget would be exceeded, drops the cached chunk needed furthest ahead and downloads it again later. Files are opened only once the download reaches them, so the set of half-written files stays within the fetch window. All writes happen in the fetch core's process pool, whose completion frees the in-flight byte budget: a slow card throttles the download instead of growing memory. Each file's SHA-1 is computed as its parts are written (parts that arrived out of order are read back once the bytes before them are in). Stage files go into the owned staging namespace below. The run logs stream-plan (direct vs shared chunks, planned refetches, budget) and stream-summary mode=adaptive (peak cache, peak staging, refetches, bytes written from the download vs from the cache).

On an update, a staged file that replaces an existing one sits beside its old copy until its swap, so the engine paces replacements with an overlap budget: files are admitted in order, a replaced file only while the planned sizes of admitted, not-yet-swapped replaced files fit the budget (one is always admitted, so the run progresses), and a chunk is fetched only once its file is admitted. Fresh files are never held back, and admission only delays files, never reorders them, so the cache plan stays exact. The run logs overlap_budget= in stream-plan and peak_replace_overlap_bytes= in stream-summary. With room to spare the budget is large and updates run as wide as fresh installs; on a nearly full volume, replaced files are staged one after another and the fetch pauses at each replaced-file boundary until the previous one is swapped in.

Its space plan (EpicDownloadManager.planAdaptiveSpace, unit-tested in EpicAdaptivePlanTest) checks each volume for what lands on it, with the lookahead planner's rule (the need must not exceed the free reading). The game volume: the net growth at its worst point (settledNetPeak, the running Σ(new − old) with each old copy released at its swap), plus the overlap budget, plus the cache when it is beside the game. The overlap budget is whatever the game volume has left after the net growth and the cache, never less than the largest replaced file; when even that does not fit, the plan hands over to the lookahead engine. The cache volume: the budget plus 64 MiB of chunks in transit. The cache budget is half the cache volume's free space after those needs, at most 1 GiB (256 MiB when free space is unknown; 0 is allowed and means every reuse is a refetch). On a card install the cache stays on internal scratch unless internal storage cannot hold at least 64 MiB of it; then the cache goes beside the game (still released chunk by chunk) instead of failing. A plan that does not fit logs the short storage and the shortfall and hands over to the lookahead engine, which narrows its window to the space there is (or fails its own preflight with an explicit error). Running out of space in the middle of an adaptive run is not destructive: a failed write fails the run, unfinished staging files are removed, the old files stay.

Lookahead - EpicNative.installAdaptive, epic/adaptive.rs; also the adaptive engine's fallback when its space plan does not fit. The Java delta pass sends a versioned snapshot of pending files, chunk metadata, verified cache lengths, old output lengths and both measured free-space probes to Rust. The native planner and execution share one ordered moving-window policy. Before any chunk request, Rust chooses the largest safe lookahead (128, 64, 32, 16, 8, 4, 2 or 1 part references) and reusable-cache budget (64 MiB, 16 MiB or zero) whose simulated staged-file and cache peaks fit. Native device IDs also detect an explicitly named cache on the game volume, so two separate paths cannot incorrectly turn one filesystem's requirement into two independent checks.

Storage situation Lookahead policy
Plenty of room Up to 128 references ahead, up to 32 network requests, 64 MiB reusable data
Tight Smaller lookahead and/or reusable budget; parallel fetching remains where space permits
Barely fits One-reference lookahead, one request, no reusable retention if needed
Does not fit even the minimal schedule Explicit preflight error before requests or replacement
Free space unknown Conservative bounded lookahead (at most eight), not an invented zero

The lookahead fetch coordinator reuses fetch_core's host scheduling, retries, adaptive network window and decode pool. Each chunk is cached, then its parts are copied into staged files by a writer that runs concurrently, waiting only for its next required chunk, through the native assembler's streaming copy primitive. GUIDs in the lookahead are reserved once before submission, at their full decoded size. Chunks are released at last use on both cache layouts; distant reusable data is oldest-first bounded and may be refetched. At most the selected reusable budget plus distinct lookahead decoded sizes is resident/reserved. New request admission re-probes both volumes and can shrink unsent lookahead or retention if headroom disappears; already in-flight reservations remain protected. If even existing reservations cannot fit, the run fails and joins its workers rather than waiting indefinitely or deleting old game files. An install to SD retains its internal scratch cache, so assembled output is the only game data written to the card.

Java - without the native library, or with storesEpicMode=java. Eight Java workers prefetch the next eight chunk-part references, across file boundaries, while one writer assembles and verifies files in manifest order. Shared GUIDs within that window are fetched only once. Chunks are deleted after their last use; other reusable chunks are retained up to 64 MiB. At most eight additional decoded chunks (complete or in flight) coexist with that retained cache. The size bound is 64 MiB plus the decoded sizes of the window's distinct GUIDs, not a fixed eight-MiB allowance: manifests can supply larger chunk windows. Evicted distant shared chunks may be downloaded again. No worker downloads outside the moving window; cancellation and failure disconnect and join all workers before returning or removing the cache. Its summary line is mode=java-bounded.

Batch - the earlier native design, kept for A/B benchmarks: every chunk fetched into the cache in parallel, then the files assembled from it (EpicNative.run + EpicNative.assemble). It needs the cache and the files at once (about twice the game) and checks exactly that before starting; it writes files in place, so an existing install is marked updating before assembly. epic/assemble.rs::build_assemble_plan enables scratch_cache only for a nonempty cache path: run_assemble then removes chunks at their last use; the default beside-game cache is removed at the end (default_cache_assembles_like_the_kotlin_loop_and_removes_the_cache_at_the_end and the scratch-cache assembly tests cover that distinction).

The Epic download bar, measured rate and ETA (adaptive, lookahead and Java) count pending file bytes written, not unique compressed chunks fetched. Shared chunks therefore cannot complete the bar before later files are written, and an evicted chunk's refetch is reflected in the time spent doing that work. Streaming stays in the Download stage until all files are written and verified, then enters Install for registration; it does not bounce between stages for each file.

For the lookahead and Java writers, the space check follows the manifest delta pass and uses the same pure moving-window policy as execution, reserving all incoming decoded chunk sizes before writing parts and simulating last-use releases and unpinned oldest-first evictions. Existing verified cache bytes count against current free space and are credited only at their scheduled release. This avoids adding the entire cache to the entire game without undercounting concurrent downloads. Each file is written to a unique file in an owned staging namespace on its output volume (never the literal <filename>.part, which can be a legitimate manifest file), size/hash verified, synced and atomically renamed over its output. The old file remains until that swap succeeds. The planner credits its bytes only after that file's complete staging write, not by subtracting all old outputs up front. Both volume checks must accept this safe staging peak; insufficient space is rejected explicitly, with no destructive delete-first fallback. An unsupported/failed atomic rename fails the install and retains the old destination. Completed files and verified cached chunks are accounted for on resume. On a card, game and cache requirements are checked separately. File SHA-1 hashes are checked where supplied by the manifest; failed or cancelled staging files are removed without deleting old outputs. A successful run removes the cache. A resume within a large incomplete file restarts that file, not its individual parts. All three staged writers (adaptive, lookahead, Java) use <installDir>/.droiddeck-epic-staging/, whose owner marker identifies this namespace. A successful install removes it when it holds nothing but the marker (same no-follow and canonical-path checks); the next run recreates it. Before the delta pass and free-space probes, the manager removes orphan .stage entries only from this owned namespace. A manifest naming that directory or any descendant fails without deletion; an unowned directory or unexpected entry also fails conservatively. The namespace must be a real directory at the expected canonical child of the install root. Ownership markers and staging entries must be no-follow regular files; symlink directories, markers and entries are rejected before recovery deletes anything. Ordinary game files with .stage or .part suffixes elsewhere are never recovery targets. Abrupt process termination is therefore recoverable on the next run without inferring ownership from a loose filename prefix. Cancellation/failure waits for all native/Java fetch writers before returning; completed verified cache chunks remain usable on resume.

The sidecar

{
  "version": 1,
  "store": "epic",
  "id": "Samorost3",
  "title": "Samorost 3",
  "exe": "Samorost3.exe",
  "launcher": ".droiddeck-launch.bat",
  "args": ["-EpicPortal", "-epicusername=\"Name\"", "..."],
  "env": {"FUEL_DIR": "C:\\ProgramData\\Amazon Games Services\\Legacy"},
  "installVersion": "1.4.0",
  "installedAt": 1759900000000,
  "cover": "https://...", "hero": "https://...",
  "extra": {"namespace": "...", "catalogItemId": "..."}
}

An install writes the sidecar at its start with "state": "installing" (store, id, title, no exe) and rewrites it finished at its end (exe, launcher, no state field = installed). A folder under a store root whose sidecar says installing, or that has no sidecar at all, is an unfinished install: AddedGames.scan leaves it out (it is neither a game nor a Custom folder), and the Stores card and page offer Resume install, which reuses that folder - and an Epic .chunks beside it - instead of starting a fresh one (StoreInstallRoot.existingFolder). A finished install being repaired keeps its finished sidecar until Epic reaches the first verified file swap. Immediately before that swap Epic atomically changes the record to "state": "updating", preserves launch choices and identifiers, and clears installVersion. Network/hash failures or cancellation before that point leave the old installed record and files intact. A later failure can leave a mixture of verified new files and untouched old files: replacement is atomic per file, not a transactional whole-game update or rollback. The updating folder is excluded from installed scans and offered for resume. Cancellation with deletion clears caches but retains that folder and its verified swaps; retry preserves the updating record's metadata. If marking or swapping fails, no destructive fallback is attempted (the conservative updating state can remain even when a swap fails). Completion writes the installed record with the new version only after all selected files succeed. An already registered live Steam shortcut is not revoked at each file swap; do not launch an in-progress update. The launcher and the finished sidecar are written before the art and the Steam registration; a failure writing them fails the download with its message.

StoreGameSidecar.parse refuses anything whose exe or launcher would point outside the folder. Every store install is a Steam shortcut; an addToSteam field in a sidecar from an earlier build is read past and ignored.

Registration with Steam

AddedGames.scan walks the store folders as it walks the user's added folders, and AddedGames.scanGame reads the sidecar: the exe (the folder's guess only when that file is gone), the title as the shortcut's name, the store as the game's source. From there the path is the one an added folder takes: session/added-games.json → droiddeck-steam-shortcuts at the client's next start. StoreInstalls.register rewrites the listing at install time, so a client that restarts inside the running session already has it, and asks a running client to add the shortcut live over its DevTools port (SteamLiveShortcuts: SteamClient.Apps.AddShortcut, our tag, the compat tool). The appid Steam derives (CRC32 of the quoted exe plus the name, high bit set) is the one the listing carries, so the live add and the writer never disagree. Uninstall removes the folder and the listing drops the entry; the live client is asked to remove it too.

Library.SteamGame.source is steam, gog, epic, amazon or added; the Games tab shows it as a chip on every row and in the hero.

Launch

A Steam shortcut names an exe and nothing more, and the listing carries no launch options, so a game that needs arguments or environment gets .droiddeck-launch.bat (StoreLaunch.launcherText): cd into the exe's folder, set each variable, start the exe with the arguments and wait. Proton's steam.exe shim hands a .bat to Wine's cmd. For Epic the script also reads .droiddeck-epic-code when present, deletes it, and passes -AUTH_LOGIN=unused -AUTH_PASSWORD=<code> -AUTH_TYPE=exchangecode on the game's command line only; the variable it read the code into is cleared on that same line, so nothing of it is left in the game's environment. A launcher from an earlier build is rewritten before the next Epic launch.

The code is minted for every launch, wherever it starts. The Games tab and Stores call StoreLaunch.prepare before they launch; the compat tool (droiddeck-proton, droiddeck-proton-wrap) runs droiddeck-store-launch before Proton on every real launch, the Steam client's Play button included. It finds the store launcher among Steam's arguments, reads the sidecar beside it, and for an Epic game asks the app through <session>/stores/req and resp (StoreLaunchRequests → StoreLaunch.epicCode), waiting up to 5 s; the app writes the code into the game's folder itself. Each attempt logs epic launch id=… code=yes|no reason=…, never the code.

An Epic game's launch choices are the Epic card in the Games tab's launch settings - "Epic sign-in (EOS)" (on) and "Launch offline" (off), stored in the sidecar's epic block so both launch paths read the same thing - and "Resolve Epic sign-in", which opens Epic's account page behind its sign-in in Android's browser.

A game's web links reach Android: droiddeck-store-launch sets the prefix's HKCU\Software\Wine\WineBrowser Browsers to /usr/local/bin/droiddeck-open-url, which is also xdg-open first on the game's PATH, and hands http(s) addresses to the app, which opens them in Android's browser. EOS uses this when a sign-in needs a one-time step ("corrective action"): it falls back to a browser, the user approves on the phone, and the game signs in. BL_DEBUG_BROWSER=1 in droiddeck-env adds WINEDEBUG=+shell,+winebrowser. Epic's EOS overlay is not provisioned (with it games exited while loading); an OverlayPath an earlier build wrote is removed at launch. The parked overlay work is on the branch park/epic-eos-overlay.

Cloud saves

GOG and Epic games sync their saves with the store's cloud (CloudSaves, after Bannerlator's managers): before a launch the cloud copy comes down, after the game exits what changed goes up. CloudPlan decides per file against a baseline - each file's local MD5 and cloud MD5/time as of this device's last sync:

  • No upload before a download has completed once on this device (no baseline): a first launch creates new profile files that must never replace the real saves in the cloud.
  • The first download lets the cloud win where the two differ.
  • A file changed on both sides since the baseline is a conflict: neither side is overwritten; Manage saves shows "Cloud conflict" with Keep cloud / Keep local.
  • Otherwise the side that changed wins; bytes that match move nothing.

Both sides are backed up before they are replaced: the local folder before a download writes into it, the cloud copies before an upload replaces them, under files/stores/cloud-backups/<store>-<id>/local-* and cloud-* (the last three of each).

A game launched before Proton has made its prefix (a first launch) gets its download deferred: the request is answered at once (result=deferred reason=no-prefix) and the download runs as soon as the prefix's user folder appears, within a minute. Every path logs cloud <store> <id> down|up result=ok|skipped|deferred|failed files= bytes= reason=.

  • The folder: GOG's public remote-config gives a location template per game (by its Galaxy client id), e.g. <?APPLICATION_DATA_LOCAL_LOW?>/Hyperstrange/ELDERBORN; Epic's catalog gives CloudSaveFolder, e.g. {AppData}/Game/Saved/SaveGames. CloudSavePaths expands it inside the game's prefix (compatdata/<shortcut appid>/pfx/drive_c/users/steamuser) or its install folder, case-insensitively, and refuses a path that leaves its boundary. A game whose store gives none has no cloud saves.
  • The services: GOG cloudstorage.gog.com/v1/<user>/<client> with a token issued to the game's own client (the client secret is kept at install; the Galaxy token is the fallback); Epic's savesync data storage with signed read and write links.
  • Which launches: droiddeck-store-launch recognises a store game by the launcher .bat Steam runs or, for a game without one (most GOG games), by its exe - the folders above it are searched for the sidecar.
  • When: every launch runs droiddeck-store-launch, which asks the app (cloud-down) and waits up to 15 s; for a store game with cloud saves it returns 10, and the compat tool then waits for Proton instead of exec'ing it and runs droiddeck-store-launch --exited after, which asks for cloud-up without waiting. Each sync logs cloud <store> <id> down|up files= bytes= result=.
  • Uploads that do not depend on one hook: the pre-launch step marks the game dirty in the app's storage; the upload runs on the first of the compat tool's exit request (trigger=exit), the session's end (trigger=session-end, after teardown, reading the prefix directly) or the app's next start for a mark a killed app left (trigger=recovery, not while a session runs). The mark goes only after an upload that went through or a final skip (off, no cloud saves, no baseline, not installed, nothing local).
  • Per game: a GOG or Epic game's hero button reads "Cloud saves" and opens its saves view: the Cloud saves switch (on; the sidecar's "cloud", read by both launch paths), the last sync, Upload / Download and the conflict actions, or "No cloud saves".

Downloads

DownloadQueue runs 1–3 jobs at a time (Setup / the Downloads page), each a store's whole install (DownloadJob.run), with stages Manifest → Download → Verify → Install. Pause stops the job and keeps the files; every store's install skips complete, verified files on the rerun, so resume is a rerun. Cancel deletes the folder. StoreDownloadService holds a foreground notification while anything runs. The native engine (libdroiddeckstores.so, StoresNative, GogNative, EpicNative, AmazonNative; contract in app/src/main/rust/stores/JNI.md) is loaded on first use; without it each manager runs its Java fetch loop.

Settings

Setting Pref Where
Show Stores in the rail SessionPrefs.gameStoresEnabled (off) Setup › Stores
Open a store on: Library · Store SessionPrefs.storesOpenTab (library) the chip row's cog, Setup › Stores
Download speed tier SessionPrefs.gameStoresSpeedTier (fast) the cog, Setup › Stores, Downloads
Downloads at a time SessionPrefs.gameStoresParallel (1) Downloads
Install to (last pick, dialog default only) SessionPrefs.storesInstallTarget the Install dialog

Store log lines (the engines' included) go through StoresState.logLine, which redacts them (StoreLog.redactLine) and writes them to logcat and to filesDir/logs/stores/stores-<date>.log (StoreLogFiles: one file a day, seven days kept, ~2 MB each before it rolls to .1). Nothing shows them in the app; the session's Share logs zip carries them under stores/.

Store URLs are logged through StoreLog.redactUrl, which drops the query string where the signed tokens live.

Security

  • Sign-ins: filesDir/stores/<store>/credentials.json only, read and written through StoreAccounts alone (GogAuth, EpicCredentialStore, AmazonCredentialStore, cloud saves all call it). The file is an envelope {"v":1,"alg":"AES/GCM","iv":...,"ct":...} (base64): AES-256-GCM (CredentialCipher) under a key generated in the AndroidKeyStore (alias droiddeck-store-credentials; encrypt/decrypt, GCM, no padding, not exportable, no user authentication so background downloads and launch-time exchange codes work with the screen off; StrongBox where present, else the TEE). Written through a temp file and a rename, mode 600.
  • Earlier plain files: sealed at app start (StoreAccounts.encryptAll, and on any read), verified by opening the result, the plain file replaced; the log says stores: credentials encrypted <store>. A plain .tmp left by an older build is deleted.
  • No Keystore (some ROMs): the file stays plain, the log says stores: keystore unavailable, credentials stay plain (<exception class>) once, and the next start tries again.
  • A file that can never open - it does not authenticate (AEADBadTagException: tampered, or another key after data was cleared or a backup restored on another device), the key is permanently invalidated or gone from the Keystore, or it is not an envelope: deleted, and the store reads as signed out, so its sign-in card shows.
  • A failure that may pass (KeyStoreException, ProviderException, any other InvalidKeyException, an I/O error, StrongBox busy): the file is kept, the store stays signed in (no sign-in card) and is marked unavailable (StoreAccounts.isUnavailable), a store action shows <Store> sign-in could not be read: try again., the log says stores: credentials unreadable this start (<exception class>) once, and the next access tries again.
  • The Linux session: the app's files directory is bound into every session, so the guest can see credentials.json - as the envelope only; the key never leaves the Keystore. Nothing in the guest reads the files: droiddeck-store-launch asks the app over <session>/stores/req|resp for an Epic exchange code, which the app writes beside the game's launcher; the launcher reads it into a variable and deletes it before the game starts (single use, expires in minutes). Steam's own client files are outside this.