24 KiB
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 use native adaptive fetch/assembly when libdroiddeckstores.so loads.
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 | Native 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 native fetch coordinator reuses fetch_core's host scheduling, retries, adaptive network
window and decode pool. The staged writer runs concurrently, waiting only for its next required
chunk, and reads parts 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.
Only failure to load the native library selects the Java fallback. An ABI mismatch, native planning/network/hash/I/O failure or unsupported atomic swap does not silently rerun Java. Eight fallback 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. The legacy native batch APIs remain available but are not used by the production install path.
The earlier batch design intentionally prioritizes parallel-download throughput. Native
epic/assemble.rs::build_assemble_plan enables scratch_cache only for a nonempty cache path.
run_assemble decrements per-file chunk references and removes chunks at their last use only
when that flag is set; the default beside-game cache is removed at the end. The native tests
default_cache_assembles_like_the_kotlin_loop_and_removes_the_cache_at_the_end and
the scratch-cache assembly tests cover that distinction. Extending last-use reclamation to
internal native assembly could keep parallel batch throughput and reduce the overlapping
cache/output peak, but batch fetching still fills
the cache before assembly. Production native adaptive and Java fallback paths instead overlap
network fetches with assembly without retaining a whole-game cache. No native or Java throughput
benchmark is claimed.
The bounded Epic download bar, measured rate and ETA 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.
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.
Both writers use <installDir>/.droiddeck-epic-staging/, whose owner marker identifies this
namespace. 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", // gog | epic | amazon
"id": "Samorost3", // the store's own id: GOG product id, Epic app name, Amazon product id
"title": "Samorost 3",
"exe": "Samorost3.exe", // relative to the folder, forward slashes; what the icon is read from
"launcher": ".droiddeck-launch.bat",// optional; what the shortcut runs instead of exe
"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 givesCloudSaveFolder, e.g.{AppData}/Game/Saved/SaveGames.CloudSavePathsexpands 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-launchrecognises 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 runsdroiddeck-store-launch --exitedafter, which asks forcloud-upwithout waiting. Each sync logscloud <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.jsononly, read and written throughStoreAccountsalone (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 (aliasdroiddeck-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 saysstores: credentials encrypted <store>. A plain.tmpleft 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 otherInvalidKeyException, 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 saysstores: 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-launchasks the app over<session>/stores/req|respfor 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.