mirror of
https://github.com/Droid-Deck/DroidDeck.git
synced 2026-11-11 02:51:10 +00:00
152 lines
7.9 KiB
XML
152 lines
7.9 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android">
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<uses-permission android:name="android.permission.INTERNET" />
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<uses-permission android:name="android.permission.CHANGE_WIFI_MULTICAST_STATE" />
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<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
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<!-- Session logs go to Downloads so a failed run can be handed over as one folder. -->
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<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
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<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
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<uses-permission android:name="android.permission.WAKE_LOCK" />
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<!-- The session keeps running while the app is not on screen: a foreground service holds the
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process at perceptible priority, and a high-performance WiFi lock keeps a backgrounded
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download from being throttled to nothing by the radio's power-save. -->
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<uses-permission android:name="android.permission.FOREGROUND_SERVICE" />
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<uses-permission android:name="android.permission.ACCESS_WIFI_STATE" />
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<uses-permission android:name="android.permission.VIBRATE" />
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<!-- Ends background processes of another app that holds the Steam login. GameHub starts
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itself with the phone via boot receivers and signs this client out seconds after every
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login; a normal permission, and it cannot touch anything in the foreground. -->
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<uses-permission android:name="android.permission.KILL_BACKGROUND_PROCESSES" />
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<!-- The microphone for the Linux session, only when the user turns it on: the DirectAudio
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relay helper opens the input stream under this uid, and PulseAudio exposes it to the
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Steam client as DirectAudioMic. -->
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<uses-permission android:name="android.permission.RECORD_AUDIO" />
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<uses-feature android:name="android.hardware.vulkan.version" android:version="0x401000" android:required="true" />
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<uses-feature android:name="android.hardware.gamepad" android:required="false" />
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<application
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android:name=".App"
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android:allowBackup="false"
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android:icon="@mipmap/ic_launcher"
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android:label="@string/app_name"
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android:theme="@style/AppTheme"
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android:hardwareAccelerated="true"
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android:largeHeap="true"
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android:extractNativeLibs="true"
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android:appCategory="game"
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android:isGame="true">
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<!-- A game, to the OS: Android 12+ routes the category through GameManager and the OEM
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performance frameworks (Game Booster, Game Turbo, Game Space) key off it. Without it
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a regular flagship runs the session under its "app" power profile - a conservative
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governor and GPU DVFS - which is why the same chipset feels slower here than in a
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gaming phone whose mode is on for everything. The config says what the OS may do. -->
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<meta-data android:name="android.game_mode_config" android:resource="@xml/game_mode_config" />
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<activity
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android:name=".MainActivity"
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android:exported="true"
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android:screenOrientation="sensorLandscape">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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<!-- Android owns the Home key. This small translucent Home handler routes the resulting
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Home launch either back into a running Steam session or to the regular front end.
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Off until the user turns on "Use as a Home screen" (Setup): while it is disabled the
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app is not a Home app at all - not offered, not in the "choose Home" list. -->
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<activity
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android:name=".HomeActivity"
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android:enabled="false"
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android:exported="true"
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android:excludeFromRecents="true"
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android:noHistory="true"
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android:taskAffinity="${applicationId}.home"
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android:screenOrientation="sensorLandscape"
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android:theme="@android:style/Theme.Translucent.NoTitleBar">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.DEFAULT" />
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<category android:name="android.intent.category.HOME" />
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</intent-filter>
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</activity>
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<!--
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A session keeps a Surface, a compositor thread and a proot tree alive; a configuration
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change must not tear that down and rebuild it, so the activity handles them itself.
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Landscape only: gamescope is told one output size when it starts.
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Resizable, deliberately: a foldable opening or closing changes the window, and the
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compositor re-fits the picture with bars. Declared non-resizable, the system keeps a
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fixed-shape window instead and STRETCHES it onto the other panel - the app never sees a
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size change, so nothing it does can help.
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-->
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<activity
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android:name=".input.ControllerEditorActivity"
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android:exported="false"
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android:theme="@style/SessionTheme"
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android:screenOrientation="sensorLandscape"
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android:resizeableActivity="true"
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android:configChanges="orientation|screenSize|screenLayout|smallestScreenSize|keyboard|keyboardHidden|navigation|uiMode|density" />
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<activity
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android:name=".files.FileManagerActivity"
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android:exported="false"
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android:screenOrientation="sensorLandscape"
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android:theme="@style/AppTheme" />
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<activity
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android:name=".files.FilePickerActivity"
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android:exported="false"
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android:screenOrientation="sensorLandscape"
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android:theme="@style/AppTheme" />
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<activity
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android:name=".SessionActivity"
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android:exported="false"
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android:launchMode="singleTop"
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android:theme="@style/SessionTheme"
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android:preferMinimalPostProcessing="true"
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android:screenOrientation="sensorLandscape"
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android:resizeableActivity="true"
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android:configChanges="orientation|screenSize|screenLayout|smallestScreenSize|keyboard|keyboardHidden|navigation|uiMode|density" />
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<!--
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Owns the session - gamescope, the Steam client, audio - so it survives the activity
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going away. Without it Android demotes the process as soon as the last visible
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activity goes, and the low-memory killer reaps the guest: leaving Big Picture to
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answer a message would come back to a dead Steam and a half-finished download.
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-->
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<service
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android:name=".session.SessionService"
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android:exported="false"
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android:stopWithTask="false" />
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<!-- Hands a zipped session folder to the share sheet; nothing else is exposed. -->
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<provider
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android:name="androidx.core.content.FileProvider"
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android:authorities="${applicationId}.logs"
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android:exported="false"
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android:grantUriPermissions="true">
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<meta-data
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android:name="android.support.FILE_PROVIDER_PATHS"
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android:resource="@xml/log_share_paths" />
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</provider>
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<!-- The app's data folder in Android's file picker ("Open from" > DroidDeck). Only the
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system's documents UI may bind it; apps get a file only when the user picks it. -->
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<provider
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android:name=".files.AppFilesProvider"
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android:authorities="${applicationId}.documents"
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android:exported="true"
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android:grantUriPermissions="true"
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android:permission="android.permission.MANAGE_DOCUMENTS">
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<intent-filter>
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<action android:name="android.content.action.DOCUMENTS_PROVIDER" />
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</intent-filter>
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</provider>
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</application>
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</manifest>
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