108 Commits
Author SHA1 Message Date
MaxsTechReview 875f8e3ce2 feat(wow): download addons from WoWInterface and open CurseForge in the browser (#2219) 2026-11-07 13:09:21 -05:00
MaxsTechReview d4fe440b49 docs: README install step links the current APK (#2122) 2026-11-05 08:43:24 -05:00
MaxsTechReview a309428a2a feat(battlenet): import, list and delete World of Warcraft addons (#2111)
World of Warcraft, Classic and Forever get an Addons tab in the Library. It imports addon zips into the right Interface/AddOns folder, lists the installed addons, and deletes one after a confirmation.
2026-11-05 02:04:03 -05:00
Kurt Himebauch f3d6efbcfa docs: update download badge to 0.6.9 2026-11-04 14:14:07 -05:00
MaxsTechReview c5577478ca chore: remove source comments and unused code, translate every missing string (#1965)
* chore(i18n): translate every missing string in all locales

Adds the 87 strings the bottom-screen Dashboard and in-game stats pages
introduced to all 32 locales, plus the 51 older settings strings Japanese
and the 50 Chinese locales were still missing. Every locale now has all
3456 translatable strings with the same placeholders as English.

Also translates 36 entries that were still English where the language
does not use the English word, and makes es-419 touch_app_id use the same
%1$s placeholder as English.

* chore(patches): drop comments from the lines downstream patches add

Removes comment lines and trailing comments from lines our patches add,
with hunk headers recounted. Lines that a later patch uses as context
and the upstream backport 0123 are left as they are.

The gamescope, FEX, proot and xodus series still apply to their pinned
sources, and the patched trees differ only in those comments.
test_hud_frames now finds the HUD writer by its first declaration.

* docs: credit Greenlight, Better xCloud, viture-v2, GameNative and DiRTTelemetryErrorFix

These were credited only in source headers and NOTICE files.

* chore: remove source comments and unused functions

Removes explanatory comments from first-party Kotlin, Java, C, C++,
Rust, TypeScript, Python, shell, Gradle, CMake and workflow files.
License and attribution headers stay, and vendored third-party trees,
generated files and license files are untouched. A shellcheck directive
is kept, and udevmon's fallthrough comments became fallthrough attributes.

Syntax trees and token streams match the previous sources apart from the
comments and Python docstrings. Module docstrings that argparse prints
are kept, and device-smoke.sh prints the same --help text from a heredoc.

Also removes 37 functions and 4 fields that nothing referenced.

* chore: remove comments from the Syncthing integration and the latest main sources

* docs: credit Syncthing and the syncthing-android fork

* chore(i18n): translate the Syncthing strings in all locales

The 107 strings the Syncthing integration added are now in all 32 locales.
sync_web_path_locked names the Syncthing tab by its label.

* docs: credit @xXJSONDeruloXx for the HUD metric readers

The CPU, GPU load, thermal and battery readers come from their
PerformanceHudView pull requests #777, #877, #991, #1406 and #1573.
The FusionHUD credit line is unchanged.

* docs: credit the HUD metric readers to @xXJSONDeruloXx's work
2026-11-01 16:27:27 -05:00
Kurt Himebauch 4798fadc12 docs: update README tagline (#1977) 2026-11-01 16:18:04 -05:00
Kurt Himebauch e3c3471d2f Update README (#1874) 2026-10-30 21:57:32 -04:00
MaxsTechReview 021e7153fa fix: Automatic dual screen needs a real second touch panel (Odin keeps its side rail) (#1801)
* fix: AYN Odin handhelds are single-screen in automatic dual-screen mode

* Use a second screen only when more than one physical screen is lit, instead of excluding AYN models

* fix: open the session panel when the second screen turns on, and keep the On mode's display choice

* fix: let the session panel open again after its screen goes away and returns

* fix: Automatic dual screen needs a touchscreen for the second panel instead of counting lit displays

* fix: check the second screen again when a touchscreen comes back after the display

* fix: check the second screen again when a touchscreen is added or removed, and on resume

* Keep the second screen panel closed once the session has ended
2026-10-30 13:19:21 -04:00
FX1922 6ffe675a57 fix: match the game page's check for updates, uninstall and edit art buttons to the frosted design (#1831) 2026-10-30 09:31:05 -04:00
4770d11e39 feat: Add physical controller button shortcuts (#1202)
* feat(controller): add physical button shortcuts

* fix(controller): improve shortcut capture and assignment feedback

* refactor(controller): simplify menu button assignment UI

* feat(controller): save menu assignments on button release

* refactor(controller): remove obsolete shortcut UI resources

* fix(controller): place drawer remaps below Back

* refactor(controller): simplify shortcut capture wording

* fix(controller): refresh active shortcut bindings on changes

* fix(controller): preserve drawer confirmation for mapped A

* fix: preserve controller shortcut navigation and cancel

* test: align shortcut dialog assertions

---------

Co-authored-by: xXJsonDeruloXx <[email protected]>
Co-authored-by: Kurt Himebauch <[email protected]>
2026-10-30 07:08:59 -04:00
MaxsTechReview 29c83976d0 Move the Linux runtime to Ubuntu 26.04 LTS with a separate Kubuntu desktop (#1733) 2026-10-29 09:05:20 -04:00
The412Banner 110cfc28f8 feat: FusionHUD replaces the session HUD, with MangoHud's readings (#1743)
The session HUD is FusionHUD (Bannerlator's HUD) with every reading taken from
the same source, and worked out the same way, as the MangoHud build that runs
Steam's performance overlay in a DroidDeck session.

- gamescope patch 0125 (gamescope-3.16.29-p19) shares the frame times that
  mangoapp reads (one per signalled commit of connector 0) in a ring named by
  DROIDDECK_HUD_FRAMES; the app reads it once per display frame and counts the
  compositor's frames when gamescope sends none.
- MangoHud's rules: FPS over periods of at least 500 ms, frame time = 1000/FPS,
  200-frame graph on a fixed 0-50 ms scale; CPU, GPU, temperatures, RAM, swap,
  VRAM and battery from MangoHud's sources. Zones 22/26/28 are typed as GPU and
  DDR sensors, so Steam's overlay CPU temperature no longer includes them.
- Five sizes in a panel shaped like the DroidDeck mark, with a centred header,
  one left edge, neon outline and FPS; Minimal is the default size. Settings on
  a new "Performance HUD" drawer page, with Bannerlator's options.
- The HUD reads sensors and polls frames only while it is drawn (not while
  hidden, in picture-in-picture or behind another app), keeps its place after
  picture-in-picture, and the diagnostics export has its own reader.

Device-tested on the AYANEO Pocket FIT: same readings as Steam's overlay side
by side in Dead Cells; the HUD updates in a game, hides in picture-in-picture
and comes back in place, no crashes.
2026-10-29 01:53:45 +00:00
maxjivi05 916a39585f Decode Remote Play streams on the arm64 Steam client
Steam's arm64 streaming_client only decodes through a V4L2 stateful
decoder and libdrm dumb buffers, neither of which exist on Android, so
streams from a PC never showed a picture. The preload now offers it a
/dev/video-dec0 and a libdrm stand-in backed by dma-heap buffers, and
each frame is decoded by the app's MediaCodec (Qualcomm low-latency
mode) over the encoder socket, falling back to the FFmpeg in Steam's
runtime.
2026-10-26 20:36:24 -04:00
maxjivi05 9555cb9f65 fix(skate.): run ReSkate at D3D12 feature level 12_1
skate. under ReSkate crashed with an access violation in Skate.exe 12 to
60 seconds after it started at the default feature level 12_2; at 12_1
it loads San Vansterdam and plays. The rule matches Skate.exe with
ReSkate.dll beside it, so it covers ReSkate started from skate.'s own
Steam entry and as a non-Steam game, and a game profile can still set
another level.
2026-10-26 20:35:59 -04:00
maxjivi05 bb1cbf95c0 docs: credit sharun and userland-execve 2026-10-26 13:40:36 -04:00
maxjivi05 b887e8653d feat: install Battle.net games from Stores with downloads, updates and uninstall
Battle.net games now install like Epic, Xbox and itch games: Install,
pick a location, and the download runs in the Downloads tab while the
Stores page stays open. droiddeck-battlenet starts Blizzard's own Agent
on its own under a headless gamescope and drives its local API, so no
window opens and nothing waits on the Battle.net client.

- Progress, speed and time left come from the Agent, with pause, resume
  (the Agent keeps what it downloaded) and cancel, which uninstalls the
  partial game and removes its folder.
- A job only finishes once the Agent has really run it and the game is
  playable; the first status after a request can still describe the
  previous operation.
- Installed games check Blizzard's version service and show Update when
  the build on disk is behind; the update repairs missing files too.
- Battle.net games can be uninstalled from their page through the Agent.
- Games land in the chosen location: internal storage, other storage or
  a Games folder.
- The hero keeps its action row clear of the playtime column.
2026-10-26 09:01:02 -04:00
Charles DuBose c4df7e9b3d feat: Battle.net on the desktop with its games and store, plus memory options (#979) 2026-10-25 12:49:27 -04:00
MaxsTechReview c9565bc0b9 Skip umu-protonfixes for Black Ops III and Dark Souls Remastered (#1508)
GE-based Protons, the default with the x86-64 Steam client, run umu-protonfixes. Its Black Ops III fix switches the prefix to Wine's ALSA driver, which has no device here and replaces DirectAudio, and its Dark Souls Remastered fix runs the VC++ 2017 installer, which fails under ARM64 Proton.
2026-10-25 11:28:28 -04:00
maxjivi05 6ef2bcc9c5 docs: Star History rank badge above the awards 2026-10-25 10:24:48 -04:00
maxjivi05 5a56d9f785 fix(steam): Browse buttons open a file chooser on the ARM64 client
Steam's ARM64 client has no desktop-portal file chooser, so
SteamClient.System.OpenFileDialog failed at once and every Browse button
(Add a Non-Steam Game, shortcut target, library folder) did nothing.
The Steam UI bridge now answers it with a GTK file chooser run under
Steam's reaper, so gamescope shows it over Steam.
2026-10-24 13:18:04 -04:00
maxjivi05 fee8ce91f3 fix(xbox): register the runtime's WinRT classes and load its wintypes so Minecraft starts 2026-10-24 11:14:20 -04:00
maxjivi05 70b8ec5de4 docs: add the Trendshift #1 daily and weekly badges to the README 2026-10-23 18:36:24 -04:00
maxjivi05 4bcd4e3cca perf: droiddeck-ntsync without signal-mask syscalls, waits that skip the queue, and per-thread device references 2026-10-23 10:48:06 -04:00
MaxsTechReview ac0909eaa3 perf: let Wine read process memory counters from /proc directly (#1374) 2026-10-23 07:18:56 -04:00
MaxsTechReview ffa40a15d5 perf: run Wine's arm64 SIGUSR2 context switch without a kernel signal (#1371) 2026-10-23 02:12:49 -04:00
MaxsTechReview f27d0b006f perf: Wine's write watches stop costing a signal per page on arm64 (#1333)
Wine asks for userfaultfd with the i386 syscall number on arm64, so it
never gets one and falls back to mprotect and a SIGSEGV per first write,
which under proot is a ptrace stop each time. libblsession hands it the
real userfaultfd and, where Android refuses the PAGEMAP_SCAN ioctl, answers
it from /proc/self/pagemap and UFFDIO_WRITEPROTECT.
2026-10-22 19:53:12 +00:00
MaxsTechReview 9a4a611d38 fix: Steam starts again on phones where PipeWire took every client for a sandboxed app (#1338)
PipeWire's access module checks each client's /proc/<pid>/root for a
Flatpak marker. Where that lookup fails under proot (seen on a nubia
NX809J), PipeWire treats the client as sandboxed and holds it until the
session manager grants permissions, and WirePlumber, itself held, never
does. gamescope then waits forever for its capture stream and never
starts Steam: a black screen until the session is closed.

The session's PipeWire now gives both of its sockets unrestricted access
and WirePlumber keeps those clients at full permissions, so nothing
depends on that lookup.
2026-10-22 19:30:35 +00:00
MaxsTechReviewandKurt Himebauch 006db14561 perf: SD card library files resolve through the fast path instead of proot (#1331)
perf: files in an SD card library resolve through the fast path instead of proot

A library bound at several guest names (droiddeck-sd, bannerlator-sd and
case variants) made every symlink and /proc/self/fd readlink under it fall
back to proot. The fast path now orders its binds the way proot does and
gives each host path the name proot would, and lstat("link/.") follows
the link as the kernel does.

Co-authored-by: Kurt Himebauch <[email protected]>
2026-10-22 19:11:29 +00:00
MaxsTechReview ed29f77fc2 fix: Chromium browsers start on the desktop (#1280)
A process's status read for another process is served read-only, so
Chromium's ReadOnlyFile check no longer kills the browser. Chromium-based
AppImages without chrome-sandbox get --no-sandbox, and Flathub Chromium and
Electron apps skip zypak's spawn portal, which cannot work here.
2026-10-21 18:17:07 -04:00
Kurt Himebauch d44c20f2bb feat: Rokid Max and Air glasses with 3DoF, SBS modes, 120 Hz and brightness (#1266) 2026-10-21 14:11:01 -04:00
MaxsTechReview 4f799ea59c fix: open Flatpak apps in renamed app variants (#1192)
Flatpak starts bwrap with an empty environment, so the bwrap shim lost DROIDDECK_BWRAP_SOCKET and dialled the default package's socket. The session now writes the socket name to /etc/droiddeck/bwrap-socket and the shim reads it when the variable is missing.

Fixes #1092
2026-10-20 09:38:14 -04:00
MaxsTechReview b868863133 perf: tile rendering for games, faster session start (#1188)
Games launched from Steam get Turnip's own per-render-pass choice between
tile memory and system memory again; TU_DEBUG=sysmem now stays with the
Steam client, whose interface it was set for. A per-game TU_DEBUG, the
debug override file and the Adreno 710/720 driver still win. On the
REDMAGIC tablet (Adreno 840) PEAK runs 46.8 -> 52.3 fps over 7 alternating
pairs and Valheim's 3D menu needs 12.6 % less GPU time per frame; light
games are unchanged.

droiddeck-seed-redists remembers the identity (inode, size, mtime) of each
prefix registry it has verified and skips re-reading it while it is
unchanged. Steam started after it on every session, ~1.8 s later.

SessionFiles keeps a ledger of the files it staged for the installed APK
and copies only the ones that changed, ~180 ms less per session start.

Session start to Steam ready: 5.57 -> 3.57 s.
2026-10-20 09:19:46 -04:00
MaxsTechReview ca352bf225 fix: RPCS3 opens from the emulator rail again (#1191)
RPCS3's AppImage could not start: its own runtime unpacks the image with
a dwarfsextract it runs from a memfd, which Android refuses (EACCES), and
it has no other way to run it. Emulator AppImages for arm64 now start
through the shipped uruntime, which falls back to a file in /tmp.

RPCS3 then stopped with "Null object" in utils::shm (errno 13): it reads
/proc/sys/vm/overcommit_memory to pick memfd for guest memory, and apps
cannot read it. The guest now gets the kernel's default policy (0) there
when the real file is unreadable, like file-max.
2026-10-20 08:52:31 -04:00
MaxsTechReview bc3715aad6 fix: route ALSA to PulseAudio for x86 Linux games under FEX (no game audio) (#1166)
fix: route ALSA to PulseAudio for x86 Linux games under FEX
2026-10-20 00:44:56 -04:00
MaxsTechReview 79f43d8def fix: GOG games miss the registry entries their install script sets (#1159)
A GOG download only places the files, so games that look up their own registry keys (Fallout: New Vegas reads HKLM\Software\Bethesda Softworks\FalloutNV "Installed Path") said they were not installed. Every GOG launch now reads the setRegistry actions of the game's goggame-<id>.script and imports them into the prefix's 32-bit view through Proton's reg.exe, once per change of the script, so games already downloaded are fixed on their next launch.
2026-10-20 00:38:08 -04:00
MaxsTechReview 6ba159a2f2 fix: let Wine write hooks into code FEX has translated (Ubisoft "Error at hooking API") (#1163)
fix: let Wine write hooks into code FEX has translated

Wine 11's wineserver writes another process's memory with process_vm_writev,
which the kernel refuses on a page that is not writable. FEX's WoW64 layer
keeps the pages it has translated read-only to catch self-modifying code and
re-protects them right after a program unprotects them, so WriteProcessMemory
and NtWriteVirtualMemory into ntdll failed with a partial copy and Ubisoft
games stopped at "Error at hooking API NtProtectVirtualMemory". Wine only
falls back to /proc/<pid>/mem on ENOSYS or EPERM.

libblsession now completes a single-buffer write that wineserver was refused
with EFAULT through /proc/<pid>/mem, the way Wine wrote before Wine 11. Other
programs and every other error keep the kernel's answer. The iovecs are read
with process_vm_readv, so a bad pointer still returns EFAULT, and offsets are
64-bit in the i386 build.
2026-10-20 00:31:03 -04:00
MaxsTechReview da916e7ed7 fix: give x86 programs under FEX the runtime's OpenSSL 3 (libcrypto.so.3 not found) (#1167)
fix: give x86 programs under FEX the runtime's OpenSSL 3
2026-10-19 21:27:25 -04:00
MaxsTechReview 5c07c122fe Steam x86-64 client: menus come up, sign-in stays put, games listed once (#1096)
* Steam x86-64 client: menus come up, sign-in stays put, games listed once

Switching the Steam client from arm64 to x86-64 left the client on a blank
screen behind "Downloading the Steam client update 100%", and each switch
signed one of the clients out.

- The x86-64 client is Valve's steamrt64 platform, but it was installed and
  synced from the ubuntu12 manifest, which lags it (1792108788 against
  1792192922). The client was therefore never the arm64 client's build, the
  arm64 web helper was never used, and the client then updated itself in
  place after the helper had been chosen. Install, sync and the build check
  now read the steamrt64 manifest.
- The x86 web helper's GPU process loads libpci, which exits when
  /sys/bus/pci/devices lists a device whose files the app may not read (a
  RedMagic's PCIe root ports). Every GPU process exited with status 1, even
  in software, until Chromium gave up and the menus stayed blank. An empty
  folder is bound over /sys/bus/pci/devices on such devices.
- Steam refuses one client's login token from the other ("Invalid
  Password" for a token the arm64 client signed in with minutes before), so
  copying the newer token at every start signed the other client out. Each
  client now keeps its own token; a client with no accounts only gets the
  other's account list.
- Games could be listed twice: an added game whose folder a Steam import
  already covers is now shown as that Steam game only, a client switch
  drops the old client's imported entries, an import stays one when its
  ownership cannot be confirmed instead of gaining a shortcut beside it,
  and only the client's own library folders count as an install.

* Steam x86-64 client: share the arm64 sign-in again

The x86-64 client refused the arm64 client's login token because it did
not know the account's SteamID: it takes it from Accounts in
config/config.vdf, which this script creates without one. It logged on as
[U:1:0] with a valid token, Steam answered "Invalid Password", and the
client dropped the token and AutoLoginUser, so every switch asked for the
password.

The newer sign-in is copied between the clients again, each start adds
the accounts either client knows to the other's config.vdf, and an
AutoLoginUser or RememberPassword one client lacks is filled in. Device:
the x86 client signs in with the arm64 token on a fresh install and on an
install left signed out, and the arm64 client stays signed in.
2026-10-18 20:38:48 -04:00
MaxsTechReview 7800d3d810 fix: Steam client responds sooner and its sounds play on time (#1094)
- Pace the session at the rate the panel actually runs. When the system
  keeps a lower rate than the mode DroidDeck asked for (a vendor game
  assistant holding 120 Hz while 185 Hz was requested), gamescope,
  Xwayland and the compositor's presentation feedback were told 185 Hz,
  and Steam's interface drew every 10.8 ms out of step with the panel.
- Build the DirectAudio PulseAudio sink from source (LGPL-2.1-or-later,
  The412Banner/directaudio v1.1.0) with its max request kept to its ring
  target. Advertising 100 ms made PulseAudio grow every client's buffer
  to about 112 ms, so Steam's interface sounds played that late.
2026-10-18 19:26:26 -04:00
+13 e7bc4b03a5 Add app-wide 3DoF for VITURE, RayNeo and XREAL glasses and 6DoF for Luma Ultra (#1035)
* Add VITURE glasses support: hardware control, 3D, head tracking

Glasses get their own controller over the MCU (permission, 120 Hz default, brightness, volume, sunblock, 2D/3D) and the game moves onto them when plugged in. The IMU drives Cardboard head tracking and the SteamVR driver. 3D falls back to one eye's view on phones that can't send the 3840x1080 signal. Options open from a glasses button in game and on the Steam page.

* Drop the glasses settings like Steam's: Play-style button, Settings lip, tabs

* Hang the glasses Settings lip over the top of the button

* Space glasses MCU commands so the IMU rate sticks, fit fixed resolutions to the glasses

* Keep Steam alive with SteamVR registered, run SteamVR at the glasses' rate, keep the glasses lip on top

* Fit VR games on the glasses: full view, seated origin at the head, pad hands reach with the d-pad

* Let the pad hands reach a metre out so buttons with deep colliders press

* Show every VR frame in order at 120 fps: wait for SteamVR's GPU work, present only finished copies, skip the grace on idle shared counters

* Glasses: SteamVR starts and stops with them, closer view with a field of view setting, Recenter on the pad

* Glasses: SteamVR field of view defaults to 90°

* VR pad hands: sticks move and aim the hands, left stick click switches the sticks to the game, d-pad pulls a held hand

* Glasses: Play SteamVR beside the glasses button instead of starting SteamVR with them, pad hands drawn as Index controllers and off while other VR controllers are connected, glasses sheet tabs sized like Steam's

* Track glasses mode, refresh-aware glasses window, align Play SteamVR with Play Steam

* Fix 3D on the glasses: full-res SteamVR presenter, revert VR 3D at session end, coalesce vsync ticks, no session restart after end

* Address review: glasses output after installs and session end, VR revert retry, display fallback, presenter swapchain retry, agent hex checks, drawer bumpers, glasses translations, docs

* Harden VITURE stereo negotiation and output refresh tracking

* Localize stereo recovery feedback and record Astra reconnect tests

* Improve test failure diagnostics and refresh Astra firmware findings

* Handle VITURE docks separately and reject truncated USB frames

* Glasses: remember a 3D fallback per model, docks as display only, VR timing fixes

- A 3D attempt that ends at the 640x480 fallback is remembered for that glasses
  model, so Play SteamVR no longer blacks out the glasses after every restart;
  Retry clears it and "3D for VR games" stays reachable
- A VITURE Mobile Dock on its own no longer counts as glasses; through a dock
  Play SteamVR is hidden and the sheet shows the output and why there is no control
- HDR is probed on the glasses when the session starts there
- Glasses frames with a mismatched checksum are marked in the status frame log
- SteamVR layer and driver vblank counters stay monotonic across refresh changes;
  one-eye render scale applies from activation and on mono/3D switches
- Compositor binds announce the refresh clients were last told; the presenter
  retries a failed first swapchain
- Dead strings and helpers removed; docs updated

* Glasses: drop USB frames with a bad checksum

* Glasses: count frames dropped for a bad checksum

* Feat/viture xr (#907)

* Add RayNeo Air and GT support to the XR glasses pipeline

* Add RayNeo Air and GT support to the XR glasses pipeline

* Checkpoint glasses tracking, calibration, and SteamVR launch integration

* Checkpoint glasses tracking, calibration, and SteamVR launch integration

* Add XREAL 1S support and correct GT and Pro 2 tracking

* Add XREAL 1S support and correct GT and Pro 2 tracking

* Fix mirrored glasses tracking and recover SteamVR after device loss

* Fix mirrored glasses tracking and recover SteamVR after device loss

* Document confirmed XREAL 1S brightness control

* Document confirmed XREAL 1S brightness control

* Fix SteamVR glasses defaults and rendering controls

* Fix SteamVR glasses defaults and rendering controls

* chore: keep only the 3 newest session log folders (#852)

* chore: add agent comment rules (#748)

Co-authored-by: Kurt Himebauch <[email protected]>

* Fix SteamVR polling, VITURE checksums, and fence tracking

Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter.

Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage.

* Fix SteamVR polling, VITURE checksums, and fence tracking

Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter.

Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage.

* fix: wireless ADB page names the child-process switch the way Android shows it (#848)

* l10n: refresh stale and untranslated strings in es, fr, ko, ru (#850)

* l10n: refresh stale and untranslated strings in es, fr, ko, ru

- mode_added_art_hint: now mentions Steam then SteamGridDB (all four locales).
- wincomp_needs_installer / wincomp_installers_note: es and ko still described
  the old "coming soon" behaviour; align with the current English text.
- summary_remove_game: was still English in all four locales.

Machine-assisted translation; native-speaker review is welcome.

* l10n(es): say registro, not grabación, for the missing installer record

---------

Co-authored-by: ovurrsl <[email protected]>

* fix: a failed cloud save recovery no longer ends the app (#846)

The cloud-recovery thread started at every app start had nothing to
catch an error, so one went to CrashHandler, which halts the process
with status 2. In unit tests the thread can outlive the test that
started it, fail on the torn-down preferences, and take the whole test
run down. The error is now logged and the thread ends.

Co-authored-by: Kirk <[email protected]>

* fix: an interrupted Linux runtime download resumes instead of starting again (#847)

* fix: an interrupted Linux runtime download resumes instead of starting again

installOnce() asked the downloader to resume but always deleted the archive in its finally block, so the next attempt began at zero. The archive is now named after the release version and checksum, a failed download keeps what it fetched, and archives of other releases (and the old fixed name) are removed. A checksum or extraction failure still deletes the file.

* test: Downloader resumes a cut-off download from the bytes it kept

Starts a socket server that promises the whole file, hangs up part way and then answers a Range request, and checks that the second downloadFile call resumes with the right offset and ends with identical bytes.

* fix: a resumed download discards a 206 that does not start where the kept bytes end

Downloader appended every 206 response to the partial file without
looking at Content-Range. A server or proxy that answers a Range request
with a different offset would leave a corrupt file. Check that the range
starts at the kept length; otherwise delete the partial file and start
again without a Range header.

Adds a test with a server that answers the Range request from offset 0.

---------

Co-authored-by: ovurrsl <[email protected]>

* l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings (#849)

* l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings

Adds the strings values-de, values-it and values-pt were missing (14 each) and the six that values-fr, values-es and values-ru were missing. Machine-assisted drafts that follow each file's existing register and terms; native review is welcome.

* l10n: correct missing active swap translations

---------

Co-authored-by: ovurrsl <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>

* fix: droiddeckctl reaches variant-package builds (recover #842) (#854)

fix: droiddeckctl reaches builds shipped under a variant package

The provider authority and the start Activity's component were fixed to
com.droiddeck.launcher, so droiddeckctl could not talk to the antutu,
ludashi or pubg builds from tools/release/variants.txt. DROIDDECK_PACKAGE
now picks the package; the Activity's class name stays the same in every
variant.

Co-authored-by: angelrenefm <[email protected]>

* feat: droiddeckctl reports on-screen pacing (recover #843) (#855)

feat: droiddeckctl pacing reports the frames that reached the screen

Reads SurfaceFlinger's timestats for the game's layer (or the session's
SurfaceView) over a capture: frames on screen, fps on screen, the
present-to-present histogram and how many intervals were off the usual
cadence. Records split by a refresh-rate change are summed. A game's own fps
counter counts frames handed over, so it can't show dropped or doubled frames.

Co-authored-by: angelrenefm <[email protected]>

* fix: Steam can restart more than twice in a session (#754)

* fix: Steam can restart more than twice in a session

Every exit 42 counted toward the cap that stops an update which will
not install, and the count was never cleared, so the third restart of
a session ended it however far apart they were. A client that ran for
a minute before asking is not that loop: the count starts again.

* fix: measure the client's run time as it exits

The time spent collecting logs and checking FEX after the client exits
counted toward its run, so a slow cleanup could make a quick exit 42
look like a long one and clear the count.

---------

Co-authored-by: Kirk <[email protected]>
Co-authored-by: Kurt Himebauch <[email protected]>

* fix: the front end keeps its page when the Fold is folded or unfolded (#832)

* fix: the front end keeps its page when the Fold is folded or unfolded

MainActivity, FileManagerActivity, FilePickerActivity and StoreLoginActivity did not declare the screen-size configuration changes, so folding or unfolding a foldable recreated them and dropped their in-memory state. They now handle orientation, screenSize, screenLayout, smallestScreenSize and density themselves, like SessionActivity already does. uiMode is left out on purpose.

* fix: store login keeps rebuilding its toolbar when the display density changes

StoreLoginActivity builds its toolbar in code with dp-to-pixel values taken at creation time and has no onConfigurationChanged. It no longer declares density in configChanges, so a density change recreates it as before this PR. Size and layout changes are still handled in place.

---------

Co-authored-by: ovurrsl <[email protected]>

* Release pointer buttons without replaying stale motion (#803)

* Fix cursor warping on native touch down

* Preserve input cleanup without replaying stale pointer motion

---------

Co-authored-by: siyuan.qsy <[email protected]>

* l10n: translate the strings added since #284 into zh-CN, zh-HK, zh-TW and ja (#539)

* l10n: translate the 184 strings added since #284 (zh-CN/HK/TW, ja)

The stores, cloud saves, Windows components, Steam touch, desktop
removal and background-downloads strings landed after #284's
translation snapshot, so every one of them fell back to English.
Translate all 184 into Simplified Chinese, Traditional Chinese
(Taiwan and Hong Kong) and Japanese, keeping each locale file's own
vocabulary (工作階段/會話, 解除安裝/卸載, 元件/組件, 設定).

Also fix four Hong Kong strings that kept the simplified 着色器.

* l10n(zh): fix stale and ambiguous strings found in review

Severe: summary_remove_game was untranslated English in all three
files; mode_added_art_hint, wincomp_installers_note and
wincomp_needs_installer still described the pre-#480/#492 English.

Also: distinguish the Setup wizard from Android system settings in
zh-HK/zh-TW (初始設定 / 系統設定 / Android 設定), unify library as
收藏庫, component as 組件 in zh-HK, session as 會話 in zh-HK, account
as 帳戶 in zh-HK, Trending as 趋势/趨勢, Forget as 清除, reword the
re-applied-at-launch, action-failed and already-in-Games strings, and
play as 執行/開啟遊戲 in zh-TW/zh-HK.

* l10n(ja): fix stale and ambiguous strings found in review

---------

Co-authored-by: Dantalian <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>

* Rebuild and verify Windows VR runtime components

* Rebuild and verify Windows VR runtime components

* Add top, bottom, and centered picture positions for Steam sessions (#871)

* fix: dependency scan ignores folders above the game folder (#859)

* DroidDeck-Proton: get releases from the Droid-Deck org repo

DroidDeck-Proton is now built and released on Droid-Deck/DroidDeck-Proton
(11-9.1 is Latest there), so the Components page, the update check and the
guest installer read releases from the org repo instead of The412Banner's.

* feat: low-latency controller and touch toggles in the session drawer (#808)

* fix: SteamGridDB lookups no longer stick as "no match" after a failure; add a search to the art chooser (#876)

* feat: Steam home wall fills from the signed-in library instead of store picks (#878)

* test: cover GPU family and support classification (#880)

* Fix local builds on Linux failing after the first Comet build (#866)

* feat: sort the store library and installed tabs, and switch between card and list views (#798)

* feat: three-finger tap toggles Steam's on-screen keyboard in game mode (#782)

* fix: keep Quest-patched Turnip as the auto default (#853)

* Fix deploy_local.sh and droiddeckctl not finding a phone connected over wireless debugging (#864)

* fix: keep proot sessions alive when the kernel loses fork events (#457)

* fix(quest): correct desktop and Steam display corruption across sessions (#733)

fix(quest): stabilize desktop and Steam layer presentation

Keep Quest SDR scenes and the black backdrop off the Android Vulkan swapchain regardless of session order or HDR preferences. Only report the first frame after client content is submitted.

Add backdrop lifecycle and first-frame regression coverage. Record the user's successful Quest 3 Test 2 result.

Co-authored-by: xXJsonDeruloXx <[email protected]>

* fix: keep SteamVR syscall hooks and report Steam crashes (#905)

* fix: preserve SteamVR syscall hooks

* fix: report Steam crashes through gamescope

* fix: honor glasses pacing and resolution in SteamVR launches

---------

Co-authored-by: connor g <[email protected]>
Co-authored-by: Kurt Himebauch <[email protected]>
Co-authored-by: Yassine Gherbi <[email protected]>
Co-authored-by: Resul Övür <[email protected]>
Co-authored-by: ovurrsl <[email protected]>
Co-authored-by: Kirk <[email protected]>
Co-authored-by: Kirk <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>
Co-authored-by: angelrenefm <[email protected]>
Co-authored-by: asdf17128 <[email protected]>
Co-authored-by: siyuan.qsy <[email protected]>
Co-authored-by: Dantalian <[email protected]>
Co-authored-by: Dantalian <[email protected]>
Co-authored-by: The412Banner <[email protected]>
Co-authored-by: The412Banner <[email protected]>
Co-authored-by: FX1922 <[email protected]>
Co-authored-by: Muaz Kadan <[email protected]>
Co-authored-by: kingokksa <[email protected]>
Co-authored-by: Jamie Schenker <[email protected]>
Co-authored-by: Jagger15 <[email protected]>

* Glasses: keep a pending 2D restore and the SteamVR recovery offer, show Play SteamVR only with a picture

* Translate the glasses calibration, XREAL and SteamVR recovery strings

* SteamVR recovery: give a finished teardown time to collect logs before restarting

* Credit the projects the XR glasses support builds on

* Joy-Cons: SteamVR hands from their gyro while SteamVR runs, one combined pad otherwise

* Add experimental Luma tracking and stabilize SteamVR launches

Add native Luma Ultra spatial tracking, optical controllers, and stereo
calibration with DroidDeck styling, imperial/metric measurements, and
pending recenter recovery. Include the pinned hand model and calibration board.

Keep live guest and SDK files outside Android's evictable cache. Filter the
Adreno 840 sysmem override in the shared SteamVR helper, serialize timeline
mirroring, retain invalid optical controllers without event floods, and
prevent an unprivileged scheduling fallback from lowering compositor RTTIME.

Validation: latest APK build and runtime freshness checks pass; 247 affected
glasses/calibration tests pass. Native VR, helper, and packaging regressions
pass. Two earlier phone library launches sustained 60 fps for 308 and 188
seconds without recovery or restart. The newer calibration APK is installed
and checksum-verified; calibrated-hand and sustained gameplay acceptance
remain pending. One existing Android test requires Windows symlink privileges.

* Headsets: settings badge on Play SteamVR instead of a top-right button, both shown only once connected

* Hand tracking: camera-tracked Joy-Cons and bare hands in SteamVR, drawn as white gloves

- Joy-Con movement from the accelerometer (report reordering, per-Joy-Con calibration, zero-velocity updates)
- MediaPipe pose and hand landmarks from the device camera, placement check, per-hand Kalman filter with the Joy-Con
- No controller connected: bare camera hands with Quest-style gestures, 1€ filtered, rendered as a white glove model built from a distance field
- SteamVR safe mode cleared before each start so one crash no longer blocks the driver

* Improve Luma Ultra tracking and isolate device-specific controls

Refine stereo hand and Joy-Con tracking, gesture release, calibration,
recovery UI, diagnostics, display modes, and compositor handling.
Keep Ultra controls and input routing behind a live SDK-confirmed Carina
connection; clear retained spatial mode when other glasses connect.
Add optional UVC transport with pinned dependencies and packaged notices.

Validation: 456 Android tests, ARM64 VR build and native regressions,
47 tooling tests, SDK/UVC-enabled and disabled builds, and 150 packaged
runtime checksums. Two shader compilation tests skipped because the
compiler is unavailable. Hardware interaction gates remain experimental.

* Delay Luma Ultra 6DoF until SteamVR settles

Suspend spatial SDK startup while SteamVR launches, then restore it two seconds
after RUNNING is confirmed. Preserve saved tracking preferences and automatically
recenter same-device restoration, including cancellation and early stop.

Discard superseded launch requests and status replies after session teardown.

Validation: 128 focused JVM tests passed on the isolated commit snapshot; 129
passed with the current local hand-tracking work. Debug build and runtime checks
passed, and the reviewed APK was installed and hash-verified on the phone.

* Clarify glasses and phone camera tracking options

Separate Luma Ultra camera controls from phone-camera tracking so the two
hand-tracking switches have clear sources. Label bare-hand controllers and
Joy-Con position tracking explicitly, explain physical Joy-Con inputs and
camera priority, and update the camera prompt and calibration guidance.

Use fresh phone section and toggle labels so existing translations do not
hide the distinction. Preserve tracking behavior and saved preferences.

Validation: 39 existing UI tests, debug build, and packaged runtime verification
passed. Reviewed changes and installed the APK on the connected phone.

* Fix tracking handoff and shared runtime regressions

Release spatial ownership and controller overrides when output returns to the phone. Preserve USB-loss recovery, keep Vulkan submissions asynchronous, clean persistent guest scratch on runtime removal, and clarify the 6DoF head-tracking control.

* Apply smart-glasses virtual screens across DroidDeck menus

* Finalize Luma hand baseline and document smart-glasses support

Keep raw grayscale-to-RGB Full hand inference, wrist-only Joy-Con reconstruction, bounded visual holds, and the dead-zone rollback. Retain opt-in steady aim, recenter controls, reproducible Lite models, and the JPEG-padding fix.

Remove unsuccessful benchmark-only and USB transport experiments. Document the cross-brand 3DoF matrix, Luma Ultra 6DoF, SDK requirements, and app-wide screen behavior.

* Fix executable permission for SteamVR launcher

* Address hand tracking and VR review findings

* Bound stereo recovery test image comparison memory

* Localize smart-glasses setup and tracking diagnostics

Move calibration controls, status messages, validation errors, distance labels,
and printed-board instructions into Android string resources. Add and update
machine-assisted translations in all 32 supported non-English locale catalogs,
with corrections for recentering, hand tracking, product names, and measurements.

Keep print instructions within the page using text layout that supports wrapping
and right-to-left text. Correct the Lite model toggle description to reflect its
Lite palm detector and Lite landmark model.

Add locale coverage, format-argument, line-break, and measurement checks, plus
French and Arabic calibration UI tests. Preserve tracking calculations and the
shared runtime storage behavior.

Validation: Android resource and Kotlin compilation; 3 localization checks;
68 focused tests; 1,597 JVM tests at a 512 MB heap; French and Arabic UI renders.

* Correct smart-glasses translations from PR review

Fix the 42 localization findings covering hand and head terminology, disabled states, calibration dimensions, camera visibility, capture rejection, and menu references. Correct the repeated capture-error ambiguity in related locales and clarify its English source. Keep Romanian setup instructions consistent with the existing informal voice.

Extend localization measurement validation to distance hints and retry guidance. Verify the recovery screen's palette-dependent text color with one row-sized pixel buffer and guaranteed bitmap cleanup.

Validation: Android resource and Kotlin compilation; 3 localization checks across all supported locales; 68 focused JVM tests at a 512 MB heap.

* Work around SteamVR device loss with Adreno 840 Turnip v0.2.0

* Withdraw ineffective SteamVR flushall workaround

---------

Co-authored-by: maxjivi05 <[email protected]>
Co-authored-by: MaxsTechReview <[email protected]>
Co-authored-by: connor g <[email protected]>
Co-authored-by: Kurt Himebauch <[email protected]>
Co-authored-by: Yassine Gherbi <[email protected]>
Co-authored-by: Resul Övür <[email protected]>
Co-authored-by: ovurrsl <[email protected]>
Co-authored-by: Kirk <[email protected]>
Co-authored-by: Kirk <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>
Co-authored-by: angelrenefm <[email protected]>
Co-authored-by: asdf17128 <[email protected]>
Co-authored-by: siyuan.qsy <[email protected]>
Co-authored-by: Dantalian <[email protected]>
Co-authored-by: Dantalian <[email protected]>
Co-authored-by: The412Banner <[email protected]>
Co-authored-by: The412Banner <[email protected]>
Co-authored-by: FX1922 <[email protected]>
Co-authored-by: Muaz Kadan <[email protected]>
Co-authored-by: kingokksa <[email protected]>
Co-authored-by: Jamie Schenker <[email protected]>
Co-authored-by: Jagger15 <[email protected]>
2026-10-18 08:37:09 -04:00
MaxsTechReview 2fe4d5303c feat: Epic Games Launcher for Linux (#928)
* feat: Epic Games Launcher for Linux

Install Epic's official Linux launcher (EGLv2) from Epic's CDN with Valve's
Steam Runtime 4 and run it under FEX, signed in with the linked Epic account.
Epic games launch through a hidden launcher instance so they get the
launcher's own arguments, with the exchange-code launch as the fallback, and
DroidDeck installs show up in the launcher as installed.

In the launcher, touch scrolls like a phone app and the gamepad drives the UI:
D-pad and left stick move the selection, A opens, B goes back, the right stick
and triggers scroll proportionally, X opens the options menu, Y the keyboard
and LB/RB switch tabs.

* feat: Epic Games Launcher for Linux

Install Epic's official Linux launcher (EGLv2) from Epic's CDN with Valve's
Steam Runtime 4 and run it under FEX, signed in with the linked Epic account.
Epic games launch through a hidden launcher instance so they get the
launcher's own arguments, with the exchange-code launch as the fallback, and
DroidDeck installs show up in the launcher as installed.

In the launcher, touch scrolls like a phone app and the gamepad drives the UI:
D-pad and left stick move the selection, A opens, B goes back, the right stick
and triggers scroll proportionally, X opens the options menu, Y the keyboard
and LB/RB switch tabs.

* Route Epic games through Steam, import launcher installs, offer the second library

- Every Epic launch goes Steam -> Epic Games Launcher -> game; Play inside the open launcher hands the game to Steam
- Games installed from inside the launcher get a Games-tab entry and launch through Steam; the launcher installs to the last Stores target
- Stores install picker offers the Steam second library, with side-by-side choices
- uruntime xattr-only failures no longer fail the launcher unpack (app-extract)

* Hand launcher Play and Steam links to Steam, wait for FEX on first run

Play on a game the launcher just installed is matched to its install
record and handed to Steam. Steam games listed in the launcher open
steam://rungameid links, which now start the game in a Steam session.
Opening the launcher before Steam has downloaded FEX asks Steam for it
and starts Steam instead of failing with no-fex.

* Address review: FEX check, play-in-Steam action, touch route thread, scroll scale

fexReady needs a FEX binary in Steam's FEX tool, not just its folder.
The play-in-Steam action stays until the link is handled, so Run Steam
at startup can't start a session first. The pad touch route reads the
mouse mode without side effects off the main thread and posts the pad
update there. Vertical scroll uses the output height. A status-2 unpack
counts only when AppRun is there. The xdg-open command is tested
end to end for Steam links.

* Open the launcher through Steam, recover dropped shortcuts, sign out of both

The Epic Games Launcher now runs as its own Steam shortcut, so opening
it starts Steam, which opens the launcher, and Play inside it goes to
the running Steam.

Steam dropped a running shortcut from its library when the game exited
after a sleep/wake replay or a server re-logon, and launching it then
waited forever at ShowInterstitials. login1 only replays sleep/wake
when Steam is asleep. The session restarts Steam when a requested
shortcut is missing, and when a game exits with its shortcut gone and
nothing else runs.

Resuming after a long pause no longer reports failure while traced
processes are still waking, so "Steam is paused" goes away on the first
tap.

Signing out of the launcher signs DroidDeck's Epic store out, and
signing out in DroidDeck restarts the launcher signed out and clears
the Epic web cookies.

* Address review: one session-switch poll, Epic setup can't block a session

A new switch confirmation replaces the pending poll instead of adding a
second one that could start the session again. Epic library sync and
install-folder setup at session start are each guarded, so a bad
preference no longer stops the guest from launching.

* Uninstall the Epic Games Launcher from the Games tab

An Uninstall button next to Launch asks first, closes a running
session, and removes the launcher and its runtime. The launcher's
sign-in and install records stay, so its games keep their Games-tab
entries and a reinstall comes back signed in. Its Steam shortcut goes
away on the next Steam start.

* Address review: uninstall only after the session has ended

The launcher's files are removed only once the session is not running
and its phase has ended; a shutdown still in progress after the wait
reports failure instead. The confirmation reads the session state from
the front-end state.

* Find FEX that Steam installed on the second library

Steam's tools on a second library live in DroidDeck's private copy,
which the session binds over the library. The launcher's FEX check
only looked on the shared storage, so with FEX there it always asked
Steam for FEX and only Steam opened. It now checks the private copy
too.

* Start games without Steam, per-game Settings menu with Wine sync

"Start without Steam" now really leaves the Steam client out: the game
runs in its own Proton/FEX through droiddeck-proton-run in a run
session, and the Epic Games Launcher opens on its own with its games
playing in it. Run sessions for these games are not pinned to the big
cores and get DirectAudio and the added-games list like Steam.

The Games tab card is now "Settings", titled "<game> Settings": Start
without Steam, FEX preset, Wine sync (ntsync, fsync, esync, wineserver
or the app default) and Default, which puts everything changed for the
game back to the app's settings. The app-wide Wine sync choice is shown
in the Steam settings Session tab.

* Address review: uninstall guard, routed games, shortcut matching

Opening or reinstalling the Epic Games Launcher waits while it is being
uninstalled. Added games that are Steam installs keep their Start
without Steam setting under their Steam app id and start as that Steam
game. Live shortcut lookups wait for Steam's library to load and match
a same-name shortcut by its executable, so no duplicate is added. The
session treats the open launcher as itself even when it could not tell
its Steam app id.

* Address review: drop a queued launcher switch when it is uninstalled

A confirmed switch to the Epic Games Launcher that is still waiting for
the old session to end is cancelled when the launcher is uninstalled,
and never starts while the uninstall runs. The launcher id test sets
its environment for its own runs only.
2026-10-17 14:40:39 -04:00
+13 16f9916825 Add VITURE XR controls, head tracking, and SteamVR (#732)
* Add VITURE glasses support: hardware control, 3D, head tracking

Glasses get their own controller over the MCU (permission, 120 Hz default, brightness, volume, sunblock, 2D/3D) and the game moves onto them when plugged in. The IMU drives Cardboard head tracking and the SteamVR driver. 3D falls back to one eye's view on phones that can't send the 3840x1080 signal. Options open from a glasses button in game and on the Steam page.

* Drop the glasses settings like Steam's: Play-style button, Settings lip, tabs

* Hang the glasses Settings lip over the top of the button

* Space glasses MCU commands so the IMU rate sticks, fit fixed resolutions to the glasses

* Keep Steam alive with SteamVR registered, run SteamVR at the glasses' rate, keep the glasses lip on top

* Fit VR games on the glasses: full view, seated origin at the head, pad hands reach with the d-pad

* Let the pad hands reach a metre out so buttons with deep colliders press

* Show every VR frame in order at 120 fps: wait for SteamVR's GPU work, present only finished copies, skip the grace on idle shared counters

* Glasses: SteamVR starts and stops with them, closer view with a field of view setting, Recenter on the pad

* Glasses: SteamVR field of view defaults to 90°

* VR pad hands: sticks move and aim the hands, left stick click switches the sticks to the game, d-pad pulls a held hand

* Glasses: Play SteamVR beside the glasses button instead of starting SteamVR with them, pad hands drawn as Index controllers and off while other VR controllers are connected, glasses sheet tabs sized like Steam's

* Track glasses mode, refresh-aware glasses window, align Play SteamVR with Play Steam

* Fix 3D on the glasses: full-res SteamVR presenter, revert VR 3D at session end, coalesce vsync ticks, no session restart after end

* Address review: glasses output after installs and session end, VR revert retry, display fallback, presenter swapchain retry, agent hex checks, drawer bumpers, glasses translations, docs

* Harden VITURE stereo negotiation and output refresh tracking

* Localize stereo recovery feedback and record Astra reconnect tests

* Improve test failure diagnostics and refresh Astra firmware findings

* Handle VITURE docks separately and reject truncated USB frames

* Glasses: remember a 3D fallback per model, docks as display only, VR timing fixes

- A 3D attempt that ends at the 640x480 fallback is remembered for that glasses
  model, so Play SteamVR no longer blacks out the glasses after every restart;
  Retry clears it and "3D for VR games" stays reachable
- A VITURE Mobile Dock on its own no longer counts as glasses; through a dock
  Play SteamVR is hidden and the sheet shows the output and why there is no control
- HDR is probed on the glasses when the session starts there
- Glasses frames with a mismatched checksum are marked in the status frame log
- SteamVR layer and driver vblank counters stay monotonic across refresh changes;
  one-eye render scale applies from activation and on mono/3D switches
- Compositor binds announce the refresh clients were last told; the presenter
  retries a failed first swapchain
- Dead strings and helpers removed; docs updated

* Glasses: drop USB frames with a bad checksum

* Glasses: count frames dropped for a bad checksum

* Feat/viture xr (#907)

* Add RayNeo Air and GT support to the XR glasses pipeline

* Add RayNeo Air and GT support to the XR glasses pipeline

* Checkpoint glasses tracking, calibration, and SteamVR launch integration

* Checkpoint glasses tracking, calibration, and SteamVR launch integration

* Add XREAL 1S support and correct GT and Pro 2 tracking

* Add XREAL 1S support and correct GT and Pro 2 tracking

* Fix mirrored glasses tracking and recover SteamVR after device loss

* Fix mirrored glasses tracking and recover SteamVR after device loss

* Document confirmed XREAL 1S brightness control

* Document confirmed XREAL 1S brightness control

* Fix SteamVR glasses defaults and rendering controls

* Fix SteamVR glasses defaults and rendering controls

* chore: keep only the 3 newest session log folders (#852)

* chore: add agent comment rules (#748)

Co-authored-by: Kurt Himebauch <[email protected]>

* Fix SteamVR polling, VITURE checksums, and fence tracking

Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter.

Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage.

* Fix SteamVR polling, VITURE checksums, and fence tracking

Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter.

Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage.

* fix: wireless ADB page names the child-process switch the way Android shows it (#848)

* l10n: refresh stale and untranslated strings in es, fr, ko, ru (#850)

* l10n: refresh stale and untranslated strings in es, fr, ko, ru

- mode_added_art_hint: now mentions Steam then SteamGridDB (all four locales).
- wincomp_needs_installer / wincomp_installers_note: es and ko still described
  the old "coming soon" behaviour; align with the current English text.
- summary_remove_game: was still English in all four locales.

Machine-assisted translation; native-speaker review is welcome.

* l10n(es): say registro, not grabación, for the missing installer record

---------

Co-authored-by: ovurrsl <[email protected]>

* fix: a failed cloud save recovery no longer ends the app (#846)

The cloud-recovery thread started at every app start had nothing to
catch an error, so one went to CrashHandler, which halts the process
with status 2. In unit tests the thread can outlive the test that
started it, fail on the torn-down preferences, and take the whole test
run down. The error is now logged and the thread ends.

Co-authored-by: Kirk <[email protected]>

* fix: an interrupted Linux runtime download resumes instead of starting again (#847)

* fix: an interrupted Linux runtime download resumes instead of starting again

installOnce() asked the downloader to resume but always deleted the archive in its finally block, so the next attempt began at zero. The archive is now named after the release version and checksum, a failed download keeps what it fetched, and archives of other releases (and the old fixed name) are removed. A checksum or extraction failure still deletes the file.

* test: Downloader resumes a cut-off download from the bytes it kept

Starts a socket server that promises the whole file, hangs up part way and then answers a Range request, and checks that the second downloadFile call resumes with the right offset and ends with identical bytes.

* fix: a resumed download discards a 206 that does not start where the kept bytes end

Downloader appended every 206 response to the partial file without
looking at Content-Range. A server or proxy that answers a Range request
with a different offset would leave a corrupt file. Check that the range
starts at the kept length; otherwise delete the partial file and start
again without a Range header.

Adds a test with a server that answers the Range request from offset 0.

---------

Co-authored-by: ovurrsl <[email protected]>

* l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings (#849)

* l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings

Adds the strings values-de, values-it and values-pt were missing (14 each) and the six that values-fr, values-es and values-ru were missing. Machine-assisted drafts that follow each file's existing register and terms; native review is welcome.

* l10n: correct missing active swap translations

---------

Co-authored-by: ovurrsl <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>

* fix: droiddeckctl reaches variant-package builds (recover #842) (#854)

fix: droiddeckctl reaches builds shipped under a variant package

The provider authority and the start Activity's component were fixed to
com.droiddeck.launcher, so droiddeckctl could not talk to the antutu,
ludashi or pubg builds from tools/release/variants.txt. DROIDDECK_PACKAGE
now picks the package; the Activity's class name stays the same in every
variant.

Co-authored-by: angelrenefm <[email protected]>

* feat: droiddeckctl reports on-screen pacing (recover #843) (#855)

feat: droiddeckctl pacing reports the frames that reached the screen

Reads SurfaceFlinger's timestats for the game's layer (or the session's
SurfaceView) over a capture: frames on screen, fps on screen, the
present-to-present histogram and how many intervals were off the usual
cadence. Records split by a refresh-rate change are summed. A game's own fps
counter counts frames handed over, so it can't show dropped or doubled frames.

Co-authored-by: angelrenefm <[email protected]>

* fix: Steam can restart more than twice in a session (#754)

* fix: Steam can restart more than twice in a session

Every exit 42 counted toward the cap that stops an update which will
not install, and the count was never cleared, so the third restart of
a session ended it however far apart they were. A client that ran for
a minute before asking is not that loop: the count starts again.

* fix: measure the client's run time as it exits

The time spent collecting logs and checking FEX after the client exits
counted toward its run, so a slow cleanup could make a quick exit 42
look like a long one and clear the count.

---------

Co-authored-by: Kirk <[email protected]>
Co-authored-by: Kurt Himebauch <[email protected]>

* fix: the front end keeps its page when the Fold is folded or unfolded (#832)

* fix: the front end keeps its page when the Fold is folded or unfolded

MainActivity, FileManagerActivity, FilePickerActivity and StoreLoginActivity did not declare the screen-size configuration changes, so folding or unfolding a foldable recreated them and dropped their in-memory state. They now handle orientation, screenSize, screenLayout, smallestScreenSize and density themselves, like SessionActivity already does. uiMode is left out on purpose.

* fix: store login keeps rebuilding its toolbar when the display density changes

StoreLoginActivity builds its toolbar in code with dp-to-pixel values taken at creation time and has no onConfigurationChanged. It no longer declares density in configChanges, so a density change recreates it as before this PR. Size and layout changes are still handled in place.

---------

Co-authored-by: ovurrsl <[email protected]>

* Release pointer buttons without replaying stale motion (#803)

* Fix cursor warping on native touch down

* Preserve input cleanup without replaying stale pointer motion

---------

Co-authored-by: siyuan.qsy <[email protected]>

* l10n: translate the strings added since #284 into zh-CN, zh-HK, zh-TW and ja (#539)

* l10n: translate the 184 strings added since #284 (zh-CN/HK/TW, ja)

The stores, cloud saves, Windows components, Steam touch, desktop
removal and background-downloads strings landed after #284's
translation snapshot, so every one of them fell back to English.
Translate all 184 into Simplified Chinese, Traditional Chinese
(Taiwan and Hong Kong) and Japanese, keeping each locale file's own
vocabulary (工作階段/會話, 解除安裝/卸載, 元件/組件, 設定).

Also fix four Hong Kong strings that kept the simplified 着色器.

* l10n(zh): fix stale and ambiguous strings found in review

Severe: summary_remove_game was untranslated English in all three
files; mode_added_art_hint, wincomp_installers_note and
wincomp_needs_installer still described the pre-#480/#492 English.

Also: distinguish the Setup wizard from Android system settings in
zh-HK/zh-TW (初始設定 / 系統設定 / Android 設定), unify library as
收藏庫, component as 組件 in zh-HK, session as 會話 in zh-HK, account
as 帳戶 in zh-HK, Trending as 趋势/趨勢, Forget as 清除, reword the
re-applied-at-launch, action-failed and already-in-Games strings, and
play as 執行/開啟遊戲 in zh-TW/zh-HK.

* l10n(ja): fix stale and ambiguous strings found in review

---------

Co-authored-by: Dantalian <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>

* Rebuild and verify Windows VR runtime components

* Rebuild and verify Windows VR runtime components

* Add top, bottom, and centered picture positions for Steam sessions (#871)

* fix: dependency scan ignores folders above the game folder (#859)

* DroidDeck-Proton: get releases from the Droid-Deck org repo

DroidDeck-Proton is now built and released on Droid-Deck/DroidDeck-Proton
(11-9.1 is Latest there), so the Components page, the update check and the
guest installer read releases from the org repo instead of The412Banner's.

* feat: low-latency controller and touch toggles in the session drawer (#808)

* fix: SteamGridDB lookups no longer stick as "no match" after a failure; add a search to the art chooser (#876)

* feat: Steam home wall fills from the signed-in library instead of store picks (#878)

* test: cover GPU family and support classification (#880)

* Fix local builds on Linux failing after the first Comet build (#866)

* feat: sort the store library and installed tabs, and switch between card and list views (#798)

* feat: three-finger tap toggles Steam's on-screen keyboard in game mode (#782)

* fix: keep Quest-patched Turnip as the auto default (#853)

* Fix deploy_local.sh and droiddeckctl not finding a phone connected over wireless debugging (#864)

* fix: keep proot sessions alive when the kernel loses fork events (#457)

* fix(quest): correct desktop and Steam display corruption across sessions (#733)

fix(quest): stabilize desktop and Steam layer presentation

Keep Quest SDR scenes and the black backdrop off the Android Vulkan swapchain regardless of session order or HDR preferences. Only report the first frame after client content is submitted.

Add backdrop lifecycle and first-frame regression coverage. Record the user's successful Quest 3 Test 2 result.

Co-authored-by: xXJsonDeruloXx <[email protected]>

* fix: keep SteamVR syscall hooks and report Steam crashes (#905)

* fix: preserve SteamVR syscall hooks

* fix: report Steam crashes through gamescope

* fix: honor glasses pacing and resolution in SteamVR launches

---------

Co-authored-by: connor g <[email protected]>
Co-authored-by: Kurt Himebauch <[email protected]>
Co-authored-by: Yassine Gherbi <[email protected]>
Co-authored-by: Resul Övür <[email protected]>
Co-authored-by: ovurrsl <[email protected]>
Co-authored-by: Kirk <[email protected]>
Co-authored-by: Kirk <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>
Co-authored-by: angelrenefm <[email protected]>
Co-authored-by: asdf17128 <[email protected]>
Co-authored-by: siyuan.qsy <[email protected]>
Co-authored-by: Dantalian <[email protected]>
Co-authored-by: Dantalian <[email protected]>
Co-authored-by: The412Banner <[email protected]>
Co-authored-by: The412Banner <[email protected]>
Co-authored-by: FX1922 <[email protected]>
Co-authored-by: Muaz Kadan <[email protected]>
Co-authored-by: kingokksa <[email protected]>
Co-authored-by: Jamie Schenker <[email protected]>
Co-authored-by: Jagger15 <[email protected]>

* Glasses: keep a pending 2D restore and the SteamVR recovery offer, show Play SteamVR only with a picture

* Translate the glasses calibration, XREAL and SteamVR recovery strings

* SteamVR recovery: give a finished teardown time to collect logs before restarting

* Credit the projects the XR glasses support builds on

* Joy-Cons: SteamVR hands from their gyro while SteamVR runs, one combined pad otherwise

* Headsets: settings badge on Play SteamVR instead of a top-right button, both shown only once connected

* Hand tracking: camera-tracked Joy-Cons and bare hands in SteamVR, drawn as white gloves

- Joy-Con movement from the accelerometer (report reordering, per-Joy-Con calibration, zero-velocity updates)
- MediaPipe pose and hand landmarks from the device camera, placement check, per-hand Kalman filter with the Joy-Con
- No controller connected: bare camera hands with Quest-style gestures, 1€ filtered, rendered as a white glove model built from a distance field
- SteamVR safe mode cleared before each start so one crash no longer blocks the driver

---------

Co-authored-by: MaxsTechReview <[email protected]>
Co-authored-by: informalTechCode <[email protected]>
Co-authored-by: connor g <[email protected]>
Co-authored-by: Kurt Himebauch <[email protected]>
Co-authored-by: Yassine Gherbi <[email protected]>
Co-authored-by: Resul Övür <[email protected]>
Co-authored-by: ovurrsl <[email protected]>
Co-authored-by: Kirk <[email protected]>
Co-authored-by: Kirk <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>
Co-authored-by: angelrenefm <[email protected]>
Co-authored-by: asdf17128 <[email protected]>
Co-authored-by: siyuan.qsy <[email protected]>
Co-authored-by: Dantalian <[email protected]>
Co-authored-by: Dantalian <[email protected]>
Co-authored-by: The412Banner <[email protected]>
Co-authored-by: The412Banner <[email protected]>
Co-authored-by: FX1922 <[email protected]>
Co-authored-by: Muaz Kadan <[email protected]>
Co-authored-by: kingokksa <[email protected]>
Co-authored-by: Jamie Schenker <[email protected]>
Co-authored-by: Jagger15 <[email protected]>
2026-10-17 13:17:05 -04:00
Kurt Himebauch 559120313a update readme (#937)
docs: credit mmap input work
2026-10-15 23:00:15 -04:00
Resul Övürandovurrsl 8810a56df3 docs: README names the child-process setting the way Android shows it (#831)
* docs: README names the child-process setting the way Android shows it

Developer options label this switch "Disable child process restrictions", and it has to be turned on. The README said to turn off "Restrict child processes".

* docs: README limits the child-process toggle to Android 14 and newer

The Developer options switch only exists from Android 14 (PhantomProcessLimit.hasDeveloperToggle); Android 12 and 13 keep the Fix it for me flow.

---------

Co-authored-by: ovurrsl <[email protected]>
2026-10-14 13:51:34 -04:00
Kurt Himebauch a849556f3f docs: credit Phobos for Epic and GOG integration work (#801) 2026-10-14 06:41:42 -04:00
Kurt Himebauch d99ed8e00b fix(desktop): address KDE feedback and keep local builds in sync with CI (#488) 2026-10-09 21:35:37 +00:00
The412Banner 71e2ae8683 Logs: every log in app-private storage, shared as one scrubbed zip (#484)
Session folders, tool and installer logs and the stores' log now all live under the
app's private files/logs instead of Download/DroidDeck, and every existing "Share
logs" action bundles them into one zip that goes through a final scrub.

- Where: LinuxRuntime.logDir() = files/logs; sessions keep their dated folders and
  30-session pruning, tools/ and stores/ beside them. The "Logs" setting keeps its
  meaning. Game save backups stay in Download/DroidDeck/Saves.
- Migration: at first start the old session folders, tools/ and loose logs move from
  Download/DroidDeck into files/logs (Saves untouched), and every moved folder is
  scrubbed under the current rules.
- Scrubbing: one rule set (SecretScrub) for the stores' log and the zip. The scrub
  marker carries the rules version, so a rules change re-scrubs every folder at the
  next start (in the background, a few at a time). Steam login account names and
  emails, account-name fields, OAuth codes, tokens in URLs and private LAN
  addresses are removed; Windows exception codes and server addresses are kept.
- Share: one zip of the current session folder plus the last 7 days of stores/ and
  tools/, written to cache/share and handed to the share sheet.
2026-10-09 13:28:03 -04:00
The412Banner e99d5f9505 Stores: GOG, Epic Games and Amazon Games libraries, installs and cloud saves (#476)
A Stores section (rail, under Games; Setup › Stores gate) with each store's sign-in,
library, storefront shelves and a download queue. Each store has two tabs, Store and
Library, and Library filters to All or Installed; libraries open from a saved copy
and refresh in the background, with install sizes on every card. Games install to internal storage,
or a card chosen at Install time, and are registered in the Steam client as non-Steam
games, so they launch through Steam and droiddeck-proton from either the front end or
the client.

- Downloads: GOG, Epic and Amazon engines in Rust (app/src/main/rust/stores, built by
  cargo-ndk, nothing compiled in the tree). One adaptive fetch core with a latency
  brake, stalled-host handoff and every CDN a store offers. Per-stage progress,
  pause/resume, two-step cancel that deletes, failed downloads kept for retry, a
  foreground service with Wi-Fi and wake locks and notification controls.
- Games tab: store source chips (Steam, GOG, Epic, Amazon, Custom) and store art.
- Epic: per-launch exchange code from the app and from Steam's Play button,
  "Epic sign-in (EOS)", "Launch offline", and a game's web links opened in Android's
  browser for EOS consent. The EOS overlay crashed games and is left out.
- Cloud saves (GOG, Epic): pulled before launch, pushed after the game or the session
  ends, no upload before a first download, conflicts never overwritten, backups both
  ways.
- Logs: every store line redacted; the engine log goes to daily files.
2026-10-09 11:08:17 -04:00
UnbelievableFlavour bb43965529 Added support for Adreno 6xx devices (#320) 2026-10-06 09:08:04 -04:00
MaxsTechReview 27782068a3 ESync, FSync, NTSync + OpenNow + FEX for Desktop Apps (#197)
* Make the Compatible Proton ARM64 the default and label compatible builds

The CompatToolMapping "0" default always points at DroidDeck's Proton
ARM64 tool, and per-game picks of adopted GE/CachyOS builds are kept,
including when the shortcuts writer remaps.

The tool is named after the Proton build it runs, Proton Experimental
ARM64 (Compatible), or Proton 11.0 ARM64 (Compatible) once that newer build
is installed. Adopted builds carry the same Compatible mark, read from a
string resource the app stages into the runtime, and the Proton page
explains which builds have the prefix fixes.

The registrar is renamed steam-compatibility and the tool
droiddeck-proton-arm64. Existing installs migrate on the next session: the
old tool directory is removed, every mapping that named it moves to the new
tool, and the retired bannerlator-steam-compat script is removed from the
runtime. CI and local packaging include the renamed script.

* Drop the duplicate R import left by merging main

* Add userspace ntsync for Proton on Android

Android kernels have no /dev/ntsync and its app policy refuses futex_waitv,
so every Proton 11 build here fell back to wineserver for every wait.
libblsession now serves /dev/ntsync itself: wineserver opens a memfd region,
each sync object is a timerfd that carries its slot, and the kernel ntsync
ioctls are answered in shared memory with futexes, following the kernel
driver's wake order. Valve's Proton Experimental ARM64, GE-Proton and
proton-cachyos use it unchanged.

Locks record their owner so a killed process cannot wedge the others,
signals are held off inside each critical section, dead processes and
exiting threads are swept, and object lifetimes follow close, dup2, dup3,
close_range and received descriptors.

Fast sync is on by default under Performance > Session fixes, and
PROTON_NO_NTSYNC=1 turns it off per game.

* Add droiddeck-esync as the default sync for Proton on Android

Without a kernel ntsync driver, Proton 11 builds here fell back to
wineserver for every wait. droiddeck-esync brings eventfd and shared-memory
sync to the exact Proton build a game runs on: a pack holds that build's
ntdll.so and wineserver with the patch series in tools/droiddeck-esync
applied, and the guest runs Proton from a shadow tree that links the stock
tool and swaps in those two files. A wineserver from a pack still prefers
/dev/ntsync when a kernel driver or droiddeck-ntsync is there.

Packs are built in Valve's SDK image from each release's own wine source
(Proton Experimental ARM64 tags, GE-Proton and proton-cachyos releases); the
control build must reproduce the release binaries byte for byte, and a
signed index lists the packs. The APK bundles the packs pinned in
release.env, the app fetches newer ones, and Steam's compatibility tool
picks the pack for each Proton build, so new Proton releases get packs
without an app update.

The ntdll side reads, writes and polls its eventfds with raw system calls,
so the guest's LD_PRELOAD wrappers stay out of the sync path. The server
abandons a mutex once a thread killed by TerminateThread has really exited
and when its process dies, and a mutex's owner and recursion count change
in one atomic step, so a killed owner cannot touch the next owner's count.

droiddeck-esync is on by default and PROTON_NO_ESYNC=1 turns it off per
game; droiddeck-ntsync, the userspace ntsync, is now an opt-in toggle.

* Watch Valve's Proton releases and build droiddeck-esync packs for them

A scheduled workflow reads the Proton ARM64 builds Steam ships (anonymous
steamcmd app info) and the upstream source tags, compares them with the
previous watch state and starts the pack build for any build that has no
pack yet. The pack build applies the patch series with --fuzz=0 and runs a
smoke test of each new pack against the esstress suite before it is
published.

* Add droiddeck-fsync, keep Steam and the app on one Proton, fix DirectAudio

droiddeck-fsync: libblsession answers futex_waitv(2), which the app
sandbox refuses, in userspace, so Proton's own fsync runs on the stock
Proton files with no pack. Waiters register the words they wait on in a
table beside the fsync shared memory and sleep on a futex of their own;
FUTEX_WAKE on the fsync memory wakes the registered waiters. Slots carry
one owner word that the sweeper and the owner claim with a CAS, and the
mapping table is rebuilt under a lock held across the real munmap, so a
reused address or a recycled slot cannot lose a waiter. It stands in for
a Proton build without a pack (droiddeck-ntsync where fsync is off), takes
over for games with esync off, and the "droiddeck-fsync first" toggle
(BL_FSYNC_FIRST, also per game) puts it ahead of the packs. The games
Proton keeps off fsync and esync never get it. A launch into a prefix
whose wineserver is still running keeps that server's sync choice.

One Proton for Steam and the app: the Components page's Proton is the
default Steam uses, applied live through the client while Steam runs
(droiddeck-steam-compat) and at the next start otherwise; a choice made in
Steam's menu comes back to the app. Requests are ordered by a sequence that
never goes backwards, and the page no longer jumps back to the default
after a swap or restore.

DirectAudio: the wrapper wrote the driver key with its backslashes
stripped, so no game ever used DirectAudio. Wine 11 also loads a builtin
only from the prefix, so the driver is now linked into system32 and
syswow64 before "directaudio,pulse" is selected; mmdevapi falls back to
winepulse whenever DirectAudio cannot start.

* Pick esync, ntsync or fsync from the Steam settings' Games group

A three-way tab row above the FEX preset sets the sync Proton games use. It
writes the existing switches together (droiddeck-ntsync, droiddeck-fsync
first, droiddeck-esync), so the Performance toggles and the tabs always agree,
starts on esync and keeps the choice until it is changed again.

* Make droiddeck-fsync the default sync for Proton games

A fresh install, or one that never picked a sync, starts on fsync; a choice made
in the Steam settings' Games group still sticks. Games Proton keeps off fsync
still fall back to droiddeck-esync.

* Add wineserver to the Wine sync tabs and order them ntsync, fsync, esync, wineserver

wineserver turns every in-process sync off so games wait through wineserver;
picking any other tab turns sync back on. The tabs shrink to fit a narrow pane.

* Shorten the Wine sync description

* Answer openat2 and execveat for FEX in the session preload

FEX opens every file of its x86 rootfs with openat2(RESOLVE_IN_ROOT) and
only falls back to the host path on EXDEV. Under proot on Android openat2
answers ENOSYS, so each lookup of an x86 library silently went to the host
and missed. The exported syscall() now turns openat2 into openat once the
real call reports ENOSYS: RESOLVE_IN_ROOT paths are taken relative to the
root fd (FEX has already resolved the links inside the rootfs), and an
absolute path under RESOLVE_BENEATH fails with EXDEV as the kernel would.

execveat with an absolute path, or relative to AT_FDCWD, and without
AT_EMPTY_PATH or AT_SYMLINK_NOFOLLOW, is plain execve; it is sent as such
because proot refuses execveat with a directory fd, which FEX uses when it
re-executes itself for a child x86 program.

* Run x86 Linux games and programs through FEX

Steam: Linux-only titles that have no ARM64 build (from the client's
appinfo cache: type game, demo, application or beta) are mapped to a new
compatibility tool, droiddeck-fex ("Linux x86 (FEX)", linux to linux,
no required runtime). Valve's own "fex" tool needs pressure-vessel, which
cannot run under proot, so a mapping to it or to a Steam Linux Runtime is
replaced; any other pick the user made stays. Titles that also ship for
Windows stay on Proton. When such a title is installed and FEX or the
sniper runtime is missing, the client is asked to install them.

droiddeck-fex runs the program under the FEX that Steam installs (app
3127680), with Steam Linux Runtime 3.0 (sniper, app 1628350) as the x86
rootfs:
- the sniper platform is linked in place from its usr-mtree (relative
  links only, files/usr -> .), once per runtime version;
- the x86_64 and i386 builds of libblsession and libfakeinput go into the
  runtime's lib/<triplet>/droiddeck and its etc/ld.so.preload, mirroring
  the session's own list, so x86 programs get the pads and the session
  fixes (FEX passes their system calls straight to the kernel, so the
  ARM64 preloads cannot reach them);
- Config.json sets RootFS and the GL and Vulkan thunks, so x86 games draw
  with the device's Turnip and Mesa;
- the FEX preset and the game's own environment from the Steam settings
  apply, and ARM64 entries are dropped from LD_PRELOAD/LD_LIBRARY_PATH.
It also links ~/.steam/sdk64 and sdk32 to the client's x86 steamclient
when the client has one and nothing is there yet.

Desktop: x86_64 and i386 AppImages can be imported now; they unpack
through FEX (or unsquashfs) and record their architecture. Scripts,
AppImages and programs started in a run session use FEX automatically
when they are x86, and each added app has a "Use FEX" Auto/On/Off choice
in its edit dialog. The launchers' "still running" checks also look at
FEX processes, whose exe is FEX rather than the program. A GitHub release
without an ARM64 AppImage falls back to its x86_64 one. Decky's x86
loader starts through droiddeck-fex instead of the fex-mesa rootfs path,
which no runtime ships.

The x86 preloads are built against glibc 2.31 (Debian 11) so they load
in sniper: tools/linuxfs/build-x86-preloads.sh, run in CI and by
build_local.sh. fakeinput's stat hooks fall back to __xstat on a glibc
without a stat export, and mmap64 takes off64_t for the i386 build.

* Keep a FEX unixlib from outliving its DLL

A FEX package or original bundle without the aarch64-unix helpers left
the previous version's libarm64ecfex.so / libwow64fex.so in the Proton,
so the new DLLs loaded a unixlib built for another FEX. A swap now removes
the helpers the package does not carry; FEX then runs DLL-only, which it
already falls back to when Wine cannot load the unixlib.

* Fix the Wine sync choices an audit found

- wineserver tab: it passed Proton's environment through, so a build with
  esync built in (GE, cachyos) still ran esync and a kernel ntsync would
  still be used. It now sets PROTON_NO_ESYNC, PROTON_NO_FSYNC and
  PROTON_NO_NTSYNC (unless the game's own environment sets them).
- ntsync tab: a Proton whose wineserver has no /dev/ntsync client got
  wineserver-only sync although fsync would work. The hash cache records
  whether the wineserver has one; without it the launch goes to
  droiddeck-fsync, and no stand-in or pack turns droiddeck-ntsync on.
- A build with esync built in returned before the per-game fallbacks, so
  a game that turns esync off ran with no in-process sync. It now gets
  droiddeck-fsync, or droiddeck-ntsync where fsync is off too.
- When a pack's proton cannot start and the stock one is used, or the
  selection fails, the prefix's record now says stock, so a second
  launch into the same running prefix no longer picks the pack's ntdll.
- droiddeck-fsync: its mutex is held across fork and re-made in the
  child, a closed or replaced shm fd is forgotten (close, dup2, dup3,
  close_range, closefrom), and a waiter woken while it was leaving on a
  timeout or signal reports the wake instead of losing it.
- BL_SYNC_MIN_NOFILE applies per game to every verb, debug logs carry
  prefixes.json, the device report names the chosen sync instead of the
  three raw switches, and PATCHES.md and the proot notes describe the
  selector, the fsync default and droiddeck-fsync's futex_waitv.

* Name the runtime's scripts and files droiddeck, migrating old installs

The guest scripts are droiddeck-* now (droiddeck-session and the other 19),
as are the files the app and scripts generate (etc/droiddeck, the network
state files, the components dir, the Steam install stamp, the redist marker,
the extra-Proton wrapper and backups) and the compositor's own names
(libdroiddeckwayland, droiddeck_* sources, DROIDDECK_* switches, the
wl_output and seat names).

Installed runtimes carry on: LegacyNames moves etc/bannerlator and
share/bannerlator over and leaves relative links at the old paths before
every proot command, turns any old script into a link to its new name,
moves the generated files and points menu entries at the new scripts.
The session scripts and steam-compatibility move their markers on first
use, the components dir's desired.tsv is rewritten with it, and the
runtime counts as installed under either session script.

Kept: the banner_ahb_v1/banner_desktop_v1 wire names and BANNER_AUDIO_DIRECT
(read by prebuilt Turnip and Wine builds), Banners-Turnip and other
third-party names, BL_* switches, libblsession, and credits to Bannerlator.

* Unpack x86 AppImages without FEX, then ask Steam for FEX

Importing an x86 AppImage failed when FEX was not installed yet ("needs FEX
to unpack and no unsquashfs is installed"). AppImages now unpack with
uruntime (VHSgunzo, MIT, v0.8.1 aarch64, pinned by sha256 and shipped
unmodified with its licence), which reads SquashFS and DwarFS images of any
architecture natively. FEX's own --appimage-extract and unsquashfs stay as
fallbacks, and an ARM64 image whose own runtime cannot unpack it goes the
same way.

An x86 import with FEX missing records that FEX is wanted, so the next
Steam session requests FEX and the Steam Linux Runtime, and the program's
page says FEX is not set up yet and how to get it.

* Run Vulkan Qt Quick AppImages on Wayland

OpenNOW (Qt 6.8, Qt Quick on Vulkan) closed within two seconds in a run
mode. The session sends toolkits to gamescope's Xwayland, and Qt's xcb
backend only presents with Vulkan when Mesa's X11 WSI does, which needs
DRI3; Xwayland on KGSL has none, so Qt found no queue that can present and
aborted ("Failed to create RHI").

An AppImage that bundles Qt Quick, the Vulkan loader and Qt's Wayland
plugin now runs on gamescope's Wayland socket (the desktop's, outside
gamescope), where Turnip presents as it does for games, with Qt's xcb
backend as the fallback. SDL_VIDEODRIVER and XDG_SESSION_TYPE follow, so
helpers that pick their window system from them (OpenNOW's streamer) agree
with Qt. Everything else stays on X11; a qt file in the app's directory
(wayland or xcb) overrides the choice.

* Keep gamescope's WSI layer away from Qt apps on its Wayland socket

OpenNOW still closed at once: its FFmpeg (the Raspberry Pi fork, libavutil
61) creates its Vulkan queues internally synchronized whenever the driver
offers VK_KHR_internally_synchronized_queues, which DD-Turnip does. The
gamescope WSI layer registers every queue of a new device through
vkGetDeviceQueue, which only returns queues created without flags, so it
got VK_NULL_HANDLE and vkroots aborted on assert(obj) before Qt opened a
window.

Programs that draw on gamescope's Wayland socket do not need the layer,
which only carries X11 windows past Xwayland, so it is turned off for
them. OpenNOW bundles no Vulkan loader (it reaches Vulkan through Qt and
dlopen), so a binary that uses QVulkanInstance counts as a Vulkan app too,
and a Qt Quick app left on X11 says why in the session log.

* Keep the end of the session log, and say when FEX is missing

The session sends its output through head -c into session.log. head
writes through stdio, so it held up to 4 KB that proot's --kill-on-exit
threw away when the guest ended: every log stopped mid-line at a 4096-byte
boundary, losing exactly the lines that say why a program quit (an x86
AppImage's "x86 Linux programs need FEX" among them). dd writes each read
as it comes and keeps the same cap.

A run mode always ends with status 0 (gamescope does not pass its child's
on), so a program that could not start just closed. When the log says FEX
is missing, the ended screen now says so and how to get it.

The app reads FEX's readiness from status.json, which only a launch or an
import wrote, so it still said "not set up" after Steam installed FEX.
droiddeck-fex status rewrites it, and a Steam session ends with it while
FEX is wanted. FEX is also looked for at the tool's root and under files/,
and a tool folder without it lists what it holds.

* Let FEX and its runtime install runnable on an SD card library

A Steam library on shared storage loses the executable bits, so native
tools are staged in private directories bound over it; only Proton and
SteamLinuxRuntime folders were. FEX (3127680) installed there could never
run, droiddeck-fex saw no FEX and kept asking Steam for it. FEX and the
sniper runtime (1628350) now get private directories from their first
download, whatever their install folder is called.

* Keep fsync off in the pack smoke test

A runner whose kernel allows futex_waitv started stock Proton with fsync,
so the server-side baseline never said what the test waits for and every
pack was waved through as untestable; the esync run would have measured
fsync too.

* Judge a pack against stock's own esstress failures

Stock Proton fails esstress's dup wait all under server-side sync as well
(a Wine bug, seen on the phone too), and any stock failure made the test
call the runner unusable. A pack now fails only when it crashes, hangs or
fails a check stock passes.

* Ask Steam for FEX and its runtime one at a time

Both steam://install requests were started together, and the running client
took only the first: FEX installed, the sniper runtime FEX needs never did.
Each request now waits for the client to take it before the next.

* Bundle the first published droiddeck-esync packs in the apk

* Log how an x86 program under FEX ends

FEX keeps its own errors quiet unless asked, so a program it could not run
left nothing in the session log. Its log now goes to stderr, and the AppImage
launcher records the program's exit status or the signal that ended it.

* Show the log a failed AppImage program wrote

Programs like Eden stop themselves on a failed check and say why only in
their own log under the home folder. When the program ends badly, the end of
any log it wrote during the run is copied into the session log.

* Report where an x86 program under FEX hit an illegal instruction

A tiny x86_64 preload, built without libc, catches SIGILL and writes the
address, the instruction bytes and the mapping they belong to before the
program dies as it would have. droiddeck-fex preloads it into x86_64 programs.

* Load the fault reporter from the x86 runtime

Programs under FEX look libraries up in the x86 runtime, so the reporter is
copied there with the other preloads and named by its path inside it.

* Hand FEX its x86 runtime and thunks through the environment

Valve's FEX runs portable and reads its config beside itself, so the
Config.json droiddeck-fex writes was not seen: programs ran without the
runtime. The runtime, thunk libraries and thunk list now also go in FEX's
own environment variables, and each launch says what it was given.

* Use the sync pack built for the installed Proton release

Some Proton releases ship byte-identical ntdll.so and wineserver (Valve
11.0-2b/2c, CachyOS 0702/0703), so a pack built for a newer release
matched an older install exactly and the older install never fetched its
own pack. A pack from a newer release no longer counts as an exact match;
among matches the one built for the installed version wins, then rev.

The app ranks the pack a tool already uses the same way and only fetches
a pack that ranks higher, reads the release epoch from tools.tsv and
refetches when tools.tsv changes. A prefix whose server is still running
re-checks its recorded pack on waitforexitandrun and starts fresh when a
better one now applies.

* Keep published sync packs and revocations consistent

The publish step never replaces a pack that has an entry beside it; a
pack left without its entry by an interrupted run is replaced so the
build stops repeating. Discovery counts revocations the signed index does
not show yet, including superseded packs only the flavor releases list,
so the index is signed again. The release watch always builds every
flavor.

* Fetch the droiddeck-esync packs from DroidDeck-Components

The packs, the signed index and the apk bundle now live in the releases
of Droid-Deck/DroidDeck-Components, together with the pipeline that
builds them, so this repository keeps only the app and the guest code
that consumes them. The app's index and asset URLs point there,
release.env names the repository its bundle comes from, and the apk
builds drop bundled packs that the published index revokes.

* Stop the apk build when the published sync index cannot be read

* Ask Steam for one FEX dependency at a time

The client shows a confirmation dialog for each steam://install, and a
second request replaces the first dialog, so FEX was never installed
when the runtime was requested right after it. The next dependency is
now requested once the previous one has an app manifest.

* Use generic names in the AppImage test fixtures

* Give x86-64 apps under FEX the Vulkan thunk

Apps that bring their own glibc and Vulkan loader skipped FEX's thunk
overlay and loaded their bundled desktop Mesa drivers, which crash on the
phone's GPU during Vulkan setup. droiddeck-fex now adds an x86-64 audit
module when a program's bundled glibc and libstdc++ meet the thunk's
version needs. The module sends libvulkan.so.1 lookups to a nodelete stub
that needs FEX's thunk path. That keeps the thunk mapped when an app
unloads Vulkan and loads it again, since FEX keeps its first trampoline
links and the old addresses get reused.

The fault reporter now restores the default action before re-raising,
because FEX ignores SA_RESETHAND and the handler looped.
2026-10-04 12:43:57 -04:00