Every locale gets the 77 strings that main added without translations.
The percent HUD labels are marked unformatted, O_CLOEXEC is only used
from API 27, and the top-desktop key route matches the other
RestrictedApi call sites.
Brings the main fixes and features since 8a8bb2053 to the Play line.
Main's new code keeps the Play gates: bundled PRoot, AddonPack and
ComponentDownloads gates, the SDK guards, PackageInfoCompat and the
accessibility consent check, which now also covers system-key capture.
The accessibility disclosure is rewritten in every locale to describe
the hardware-keyboard keys it keeps in a session. The MaliBridge server
task uses the AGP NDK provider. Review notes are in tools/playstore/POLICY.md.
* fix: Auto picks the upstream RADV pair on Xclipse 950 and 960
* fix: Auto reads the Xclipse model after the Vulkan query
* fix: Auto treats an unnamed Xclipse like the 950 and 960
* fix: Auto reads any three digit Xclipse model number
* feat: the PowerVR runtime is a downloaded add-on pack, not bundled in the APK
* fix: a stopped session cancels the PowerVR pack download
* fix: a session stopped during runtime unpacking ends before staging
* fix: a failed PowerVR pack download ends the session with a message
* Retain compositor resources when GPU completion is unconfirmed
* Stop quarantined GPU callers before retries and mapped writes
* Support Android hardware-buffer presentation over Wayland
* Support PowerVR swapchains and linear image imports in Gamescope
* Bundle verified PowerVR graphics components through existing build preparation
* Detect and select the system Vulkan backend on PowerVR
* Apply PowerVR Steam and game compatibility during normal launches
* Show PowerVR support through existing driver and component controls
* Update existing hardware guidance for system Vulkan support
* Import the shared system Vulkan readiness check
* Discover and propagate the actual PowerVR render node
* Prune obsolete PowerVR runtimes after guest processes exit
* Retain external DMA-BUF ownership after GPU quarantine
* Name the PowerVR HAL selection explicitly
* Isolate component UI tests from application startup
* Cover the inherited FEX preset in PowerVR profile tests
* Log test worker failures for CI diagnosis
* Remove temporary test logging after diagnostic CI
* Prefer system dependencies for the Android Vulkan loader
* Capture raw stderr before test worker termination
* Remove the temporary test worker crash probe
* Import pinned DXVK recipe prerequisite from PowerVR PR570
Copy only the standalone build recipe, source pin, BC-format prerequisite
and presentation-sync patch/check from wallentx/DroidDeck at d0f7264ea8.
Source: https://github.com/Droid-Deck/DroidDeck/pull/570
Preserve that proposal attribution; no Android app, compositor, managed
pack, private data or fork development history is imported.
* Add opt-in low32 GPU mapping adapter and integrity probes
* Add opt-in D3D9 single-sample workaround and fix HUD texel format
* Document verified production game workaround and publication scope
* Restrict reset diagnostics and create private output atomically
* Target official runtime review and document PR570 prerequisite provenance
* Fix runtime tool output isolation, mmap64 chaining and DST ambiguity
* Normalize swapchain backbuffers for the opt-in D3D9 single-sample path
* Experimental Samsung Xclipse support on the system Vulkan path
Detect Samsung's Vulkan HAL (vulkan.samsung.so) and its sgpu render node
alongside PowerVR, and run Xclipse through the same libhybris bridge:
- VK_LAYER_DROIDDECK_xclipse (tools/linuxfs/xclipse-layer), built with the
glibc preloads and enabled only on Xclipse: sets bionic's environ for the
driver's shader compiler, avoids immutable YCbCr samplers in compute
layouts, forwards the KHR calibrated-timestamp entry points to the EXT
ones, and reports textureCompressionBC and BC4/BC5 filtering over the
compat layer's BC emulation.
- Upstream DXVK 2.6.2, pinned as a tar.gz component and selected on Xclipse:
the driver has 128 bytes of push constants, DXVK 3 needs 256.
- android_wlegl accepts a zero stride and passes it through unchanged:
Samsung's gralloc records none for GPU-only buffers.
Tested on a Galaxy A56 (Xclipse 540, driver 24.0.560): Steam Big Picture
and PICO PARK (D3D9).
* Xclipse layer: copy the device chain and track samplers per device
- Clear textureCompressionBC in a copy of the device-create chain (every
structure up to the VkPhysicalDeviceFeatures2 that enables it) instead of
writing the caller's structure; a chain led by a structure of unknown size
is passed on unchanged.
- Track YCbCr samplers per device in a growable list, drop them on
vkDestroySampler and device teardown, and fail sampler creation rather
than leave one untracked when the list cannot grow.
- Fail descriptor set layout creation with VK_ERROR_OUT_OF_HOST_MEMORY when
a replacement sampler array cannot be allocated, instead of passing the
original YCbCr samplers to the driver.
* Xclipse layer: copy any device-chain structure the headers define
The chain copy that clears the emulated textureCompressionBC only knew a
handful of structure sizes, so a valid chain such as
VkPhysicalDeviceTimelineSemaphoreFeatures -> VkPhysicalDeviceFeatures2 was
passed on unchanged and the compat layer refused the bit. Size every
structure that may extend VkDeviceCreateInfo from a table generated from the
Vulkan registry (gen_device_chain.py, Vulkan-Headers 1.3.275, the headers
the build compiles with), and copy onto the heap instead of a fixed buffer.
Only a structure newer than those headers still passes the chain unchanged.
Add a regression test that runs the layer between a simulated loader and a
mock driver: the timeline-semaphore chain, pEnabledFeatures, an unknown
structure, the caller's structures left untouched, per-device YCbCr sampler
tracking with handle reuse, and the KHR calibrated-timestamp forwarding. CI
installs libvulkan-dev for it.
* Mali bridge (#517, by ASEbrahim) on the non-Adreno test branch
Squash of Droid-Deck/DroidDeck#517 (ASEbrahim/DroidDeck mali-bridge @ 6b823341): the Vulkan
bridge (tools/vkbridge) that runs the guest's Vulkan on the phone's own driver, with BC1-BC7,
clip/cull distance, vertex-divisor and depth-clip emulation and dma-heap memory sharing for Mali.
All of the bridge is ASEbrahim's work; squashed only to carry it on this test branch.
Combined with #570 on this branch, a device draws through exactly one path:
- Adreno: Turnip, unchanged (checked first; the bridge setting is ignored there).
- PowerVR / Xclipse with the system HAL and a render node: the system-Vulkan path (#570).
- Anything else with the Setup toggle on (Mali): the bridge.
* Test branch: keep #570's DXVK build recipe so its pinned PowerVR components verify
#602 adds output checks to tools/dxvk/build.sh; tools/powervr/fetch.py pins the exact
recipe the published PowerVR DXVK was built from, so the branch carries #570's copy.
* Test branch: make #570, #602 and #560/#561 pass each other's tests
- tools/dxvk/build.sh: #602's copy (its output checks) and the PowerVR pin in
tools/powervr/release.json moved to that file's hash; the recipe's outputs are unchanged.
- droiddeck-session: the presentation block sets _bl_cef for #570's PowerVR path, and the UI
block keeps main's order, defaulting to -cef-use-angle=vulkan when the block has not run.
- Compositor test harnesses: AHardwareBuffer stubs for #570's AHB import, and a stub for
vkp_effects_forget_image (main #597) that #561's caller harness predates.
* Auto drivers for Mali and Xclipse on the non-Adreno test branch
Auto now picks an open driver pair for the GPU, the way it does for Adreno:
- Mali (no KGSL, /dev/mali0): the GPU's name ("Mali-G720-Immortalis MC12", from the vendor
Vulkan driver or kbase's gpuinfo) picks the PanVK build: G52-G78 (Job Manager), G610/G710,
G615 or G720. A Mali none of them covers (G925...), or one whose pair is not published yet,
draws through the Mali bridge, switched on by Auto.
- Xclipse keeps the system-driver path as Auto; the RADV pair is offered as a manual choice.
- The pairs come from The412Banner/droiddeck-nonadreno-drivers (one pre-release per driver,
each a DriverBundle zip). Only a device without an Adreno reads that repo.
- The importers accept PanVK and RADV libraries (libvulkan_panfrost / libvulkan_radeon).
- An open driver pair and the Mali bridge are alternatives: a selected pair turns the bridge off.
- TU_DEBUG is only set for Turnip, on an Adreno.
Every new branch is reached only when the device has no Adreno; an Adreno's detection, release
sources, Auto choice and session environment are unchanged.
* Auto: the one-binary PanVK kbase build for Mali v9-v13 on Android 15+
The412Banner/droiddeck-nonadreno-drivers adds panvk-mali-kbase: one PanVK build for
G57/G68/G77/G78, G610/G710, G615/G715, G720/G725 and G925, whose display half needs Android 15.
On Android 15+ Auto prefers it for every Mali it covers; below 15, and whenever its release is
not listed, Auto falls back to the GPU generation's own pair. G52/G76 keep the Job Manager
build; a G715/G725/G925 below Android 15, or any Mali no pair covers, draws through the bridge.
Every pair stays selectable by hand.
* Test: the G925 is in the kbase build's family now
* Offer faux123's device PanVK builds (RP4 Pro, Ace, RG556) as manual pairs for their Mali
* Detailed graphics logs for non-Adreno test reports
- graphics-report.txt in every session folder: the graphics path the session draws with and why
(Turnip, system Vulkan #570, Mali bridge #517, or an open driver pair with its release), the
driver mode and choices, what Auto would pick, the GPU (family, Vulkan device name, kbase
gpuinfo, Android, SoC, kernel), the GPU nodes the app can see (access, device numbers, SELinux
label; nothing is opened) and the guest's graphics environment. At the end it adds the
compositor's driver lines from app.log and the game launches that were logged.
- vulkan-summary.txt: the session's own vulkaninfo --summary with the driver as exported, in the
background with a 10 s timeout.
- Per-game logs under games/<time>-<appid>/: Proton's log, DXVK's and vkd3d-proton's, Mesa's and
PanVK's startup messages and the launch environment, from droiddeck-game-env. Each file is cut
to 20 MB and the folder to 120 MB at the session's end.
- The per-game logs and the Vulkan summary are on for a GPU that is not an Adreno, and on an
Adreno only with Setup's new "Detailed graphics logs" switch. Share logs already takes the
whole session folder, so all of it is in the zip, scrubbed as before.
* Mali pairs: a stand-in render node, the driver's real library name, and a Mali known by its chip
- Auto on Jim's Dimensity 9300+ chose the bridge: the GPU had no name (the app had not asked
Vulkan yet and kbase's gpuinfo is unreadable under SELinux), so a Mali-G720 counted as a Mali
no build covers. The name now falls back to the GPU the chip is known to carry (Dimensity,
Helio, Kompanio, Tensor); and when nothing names it, Auto asks the vendor Vulkan driver off the
main thread before it settles for the bridge. Auto logs what it decided and why.
- An open Mali driver pair gets /dev/mali0 as the guest's render node, as the bridge does
(bindGpuNode, BL_DRM_STANDIN): gamescope needs the node the driver reports. The session shim
only answers libdrm's PRIME and GEM-close calls on it, which PanVK on kbase never makes.
- A PanVK or RADV runtime half is installed as libvulkan_panfrost.so / libvulkan_radeon.so rather
than under Turnip's name; Turnip keeps libvulkan_freedreno.so.
- graphics-report.txt names the render node the guest got, adds the session script's driver lines
and flags a failed Mali-bridge self-test at the top.
* Auto takes the RADV pair on a Samsung Xclipse, with the system route as its fallback
A tester's Galaxy S24 FE (Xclipse 940) boots to Steam with the RADV-Xclipse pair, where the
system-driver route fails at Steam's OpenGL (glamor and GLX cannot load a driver). Auto now
downloads and selects RADV on an Xclipse like the Mali pairs, and falls back to the system route
only when RADV is not published. #570's reset of both drivers at each start no longer undoes an
open driver pair. PowerVR (vulkan.powervr.so) keeps the system driver as before.
* An Exynos with a Mali is a Mali, not an Xclipse
The system route took vulkan.samsung.so as Samsung's Xclipse, but an Exynos 1280/1380 (Galaxy Tab
S9 FE: Mali-G68) may name its HAL the same; with /dev/mali0 present that HAL is not the system
route's, and the device is detected as the Mali it is. The chip table adds the Exynos 1380 and
1280 (s5e8835, s5e8825: Mali-G68).
* Auto fetches the open drivers itself; Xclipse named as such; sound and frame-gen in the logs
- Auto looks online again when its saved release list predates this device's open drivers, so a
Samsung or Mali phone gets its pair without pressing refresh first.
- A Samsung Xclipse is labelled "Samsung Xclipse" (not PowerVR), with its own support line.
- Per-game logs add audio-streams.txt: PulseAudio's sink inputs 20 s and 60 s into the launch,
so a silent game shows whether its stream reached Pulse.
- graphics-report.txt states the frame-generation setting and keeps the LSFG gate, FrameGen and
audio lines from app.log.
* Client sound retries a briefly disconnected AAudio; kbase ioctl refusals explained in the report
A Galaxy S24 FE's session had no sound at all: the DirectAudio sink's AAudio stream opened with
AAUDIO_ERROR_DISCONNECTED while the output route was still changing at session start, and the
plain AAudio fallback failed the same moment. The sink guard now retries DirectAudio, then the
plain sink, five times over ten seconds and says which one it got. graphics-report.txt keeps the
client-sink and kbase lines, and explains a KBASE_IOCTL_MEM_EXEC_INIT EPERM as the kbase driver's
own answer rather than the session's sandbox.
* Mali pairs draw the display on the phone's own Mali driver; Xwayland falls back without glamor
- Testers' Mali pairs got the guest drawing (gamescope on the stand-in node, Zink on PanVK) but
the compositor's PanVK Android half failed on Mali gralloc: it probes AHB formats 0x38/0x3b that
mali_gralloc does not have, and "vkCreateImage w/ native buffer failed". Under Auto a Mali pair
now leaves the display on the phone's own Vulkan driver (dma-buf, modifiers and AHB all pass the
testers' checks) and runs the pair's PanVK in the guest; the Android half stays installed for a
manual pick. "Pair in use" now follows the runtime half.
- A session after one whose Xwayland crashed (segfault, then gamescope's X11 I/O error) starts
Xwayland with XWAYLAND_NO_GLAMOR=1 on a non-Adreno device, and says so in app.log.
- graphics-report.txt names the display driver the compositor used, and keeps gralloc, dma-buf,
modifier and import lines from app.log and Xwayland's own lines from the session log.
* Non-Adreno sound: the daemon falls back on its own; the build's commit in device.txt and the report
The S24 FE's session still had no sound: its AAudio refuses DirectAudio's low-latency stream with
AAUDIO_ERROR_DISCONNECTED, and the sink guard never got to retry because pactl did not reach the
daemon in time ("the daemon did not answer in 15 s"). On a GPU that is not an Adreno the daemon's
own start-up script now asks DirectAudio again without low latency and loads the plain AAudio sink
underneath it, so a default sink exists whatever pactl does. device.txt and graphics-report.txt
name the build label and source commit, so a log says which build it came from.
* Non-Adreno sound: no second DirectAudio load (it hung the daemon); the plain AAudio sink underneath
On the S24 FE the daemon stopped after DirectAudio's failed low-latency load: the second
DirectAudio load in the same daemon never returned, so nothing after it ran and pactl never
connected. The daemon now loads only the plain AAudio sink (no low latency) after DirectAudio,
inside .nofail, and sets whichever exists as the default.
* gamescope: explicit sync off where the kernel or the stand-in node cannot signal its timelines
Adds tools/gamescope/patches/0126 (GAMESCOPE_DISABLE_EXPLICIT_SYNC=1 for the nested backends) and
sets it on a GPU that is not an Adreno when the kernel is older than 6.6 (no
DRM_IOCTL_SYNCOBJ_EVENTFD) or the guest's render node is Mali's stand-in. The graphics report
lists it with the rest of the guest's graphics environment.
* Test branch: gamescope with the explicit-sync switch (0126), pinned by sha
Built by build-gamescope.yml run 38335744351 from 0136fb61 and published as a component release
of The412Banner/droiddeck-nonadreno-drivers; the apk build fetches it by tag and checks the sha.
* Sound: nothing that can block in the daemon's start-up; Steam's web compositing in software on open pairs
- The S24 FE (US) daemon hung loading the plain AAudio sink from default.pa (its AAudio open
blocks rather than fails), so it never finished starting. default.pa is back to DirectAudio
alone inside .nofail; the fallbacks are loaded from the app once the daemon answers, each pactl
bounded by its timeout (DirectAudio, then the plain sink with and without low latency). The
guard waits 30 s and logs, with timestamps, how long the daemon took, whether its socket and
pactl exist, and what it finally got.
- With an open driver pair on a GPU that is not an Adreno, Steam's CEF composites in software
(-cef-disable-gpu-compositing) with GPU raster kept: RADV on Xclipse showed stale, half-written
tiles, as #570 saw on PowerVR. The session log says so.
* Mali under Auto: the display always on Android's own Vulkan loader; a reboot hint for refused audio
Axel's Tab S9 FE still drew its display with the PanVK Android half, set by an earlier build, and
stalled at "Waiting for Steam's first frame" on Mali gralloc's format probes. Under Auto a Mali's
display now goes to Android's own loader whatever was set before (DriverMenus resets it, and the
compositor's driver choice ignores a pair's Android half), with no HAL path to find first. A pair
counts as in use when its runtime half is. A manual pick of the PanVK display is kept.
When audio.log shows AAUDIO_ERROR_DISCONNECTED, the report and the client-sink line say Android
refused the output and that rebooting the phone usually fixes it.
* Fix: call SessionPrefs.gpuDriverMode through its instance from Java
* Compositor: log each new dma-buf format/modifier/size it imports (for colour and swizzle reports)
Steam's software web compositing already covers every open driver pair, Mali included.
* Open driver pairs: vkd3d-proton reports the driver's caps; buffer attach/release tracing; Mesa log
- With a PanVK or RADV pair (BL_OPEN_DRIVER=1), droiddeck-game-env drops the app-wide
VKD3D_FEATURE_LEVEL=12_2 and VKD3D_SHADER_MODEL=6_9 so vkd3d-proton reports what the driver has
(an Unreal DX12 game crashed at start on PanVK with the overrides); a game's own setting still
wins, and launch.txt records DROIDDECK_VKD3D_CAPS=driver.
- The compositor traces, on a GPU that is not an Adreno, the first 400 dma-buf attaches and buffer
releases by wl_buffer id and sending line, and logs any release of a buffer already released
and not attached again (gamescope's "Compositor released us but we were not acquired" on G925).
- Per-game logs no longer set MESA_DEBUG=silent, which kept mesa.log empty.
* Tests: the dma-buf quarantine harness follows send_buffer_release's tracing macro
* Mali (Venus): David Cimo's Venus route sources and recipes
From DavidCimo/droiddeck-mali, branch mali-venus @ 4f838891 (prototype 13; his 12 commits on top
of DroidDeck 0.3.1, GPL-3.0), by David Cimo:
- tools/venus: Mesa Venus vtest patch (incl. the per-queue submit_mutex fix and the cached-memory
frame readback), virglrenderer Android patch, the Mali compatibility layer (the six features
DXVK needs: fill modes, multi-viewport, robustness2, clip/cull distance, BC1-BC7) and his tools.
- tools/linuxfs/preload/venus.c: keeps Zink's kopper under Venus.
- tools/gamescope/patches/0127 (his 0114): shm buffers uploaded on every commit.
- docs/development/mali-venus.md: his design notes.
- tools/venus/ci-build.sh and build-venus.yml: his build recipes as one CI job that packs the
component (vtest server, ICD, layer) as venus.tzst for the apk.
Co-authored-by: Dersim Abbas <[email protected]>
* Mali (Venus) as a selectable route, by David Cimo
Ports David Cimo's Venus route (DavidCimo/droiddeck-mali, mali-venus @ 4f838891) onto this branch
as "Mali (Venus)", one tap in Setup next to the Mali bridge:
- VenusComponent (his): stages the Venus ICD and runs virglrenderer's vtest server over the
phone's own Vulkan driver; the guest gets VK_ICD_FILENAMES, VN_DEBUG=vtest, VTEST_SOCKET_NAME and
MESA_VK_WSI_DEBUG=sw.
- Selection rule: Venus when Setup's "Mali (Venus)" is on, on a GPU that is neither an Adreno nor
a system-driver one (PowerVR, Xclipse), and the apk carries it. It then replaces the Mali bridge
and any open driver pair for the session, and the display stays on the phone's own driver.
Auto is unchanged (the PanVK pair). Adreno never takes any of it.
- The compositor enables only the dma-buf extensions the driver has, logs a vendor driver's
extension list, and gives a zero row pitch a packed row (his vk_present.c changes).
- The Mali compatibility layer is staged into the runtime on non-Adreno devices only.
- The component (vtest server, ICD, layer) comes from build-venus.yml as venus.tzst, published on
The412Banner/droiddeck-nonadreno-drivers and pinned by sha in tools/venus/release.env.
- gamescope 3.16.29-p15 adds his shm upload patch (0127) next to 0126; pinned by sha.
- device.txt and graphics-report.txt name the route.
Co-authored-by: Dersim Abbas <[email protected]>
* Mali: Venus gamescope without robustness2, the bridge switch honoured and kept, clean driver switches
- gamescope 0128: VK_EXT_robustness2 is optional. A Mali driver through Venus has none, and
gamescope stopped at "Missing required extension: VK_EXT_robustness2" (the wayland_surface error
after it was only the knock-on). Without it, unused descriptor slots point at a 1x1 texture
instead of VK_NULL_HANDLE. (David Cimo's Pixel 9 driver has robustness2, so his build never
needed this.) gamescope component rebuilt and pinned by sha.
- Open-files limit: on a GPU that is not an Adreno the session script raises the soft limit to the
hard limit for the whole session tree (a PanVK-kbase session froze on "Too many open files"
after ten minutes) and graphics-report.txt shows before and after. A stopgap; the driver leak is
fixed separately.
- The Mali bridge switch is honoured: when on and usable it wins over a PanVK pair for the
session (Venus still wins over it). Selecting a pair no longer switches the bridge off, which is
why the switch did not survive an app restart (Auto re-selected the pair at start). Setup says
when this phone cannot use the bridge at all.
- Driver switching: picking a Mali pair by hand keeps the display on the phone's own driver, as
Auto does (a PanVK Android display stalls on Mali gralloc at "Waiting for Steam's first frame",
and stayed set after switching back); installing a bundle again replaces it instead of adding a
"-2" copy beside the old one.
- graphics-report.txt names the runtime driver's folder and libraries, and the previous session's
drivers, flagged when they changed.
* gamescope p16 (0128 robustness2 optional), pinned by sha; graphics-report says who chose the display driver
* Bundle replace only for open non-Adreno pairs; Adreno bundles keep their numbered copies
* Rebuilt open drivers reach phones: re-downloaded when their digest changes, release list hourly on non-Adreno
The non-Adreno driver releases replace their assets in place (the PanVK kbase sync-file fd leak
fix). A download is now remembered with its GitHub sha256, and an asset whose digest changed
counts as not installed, so Auto fetches it again and the bundle replaces the old one; the release
list is re-read after an hour instead of a day on a GPU that is not an Adreno.
* Mali compatibility layer: multiDrawIndirect, depthClipEnable and robustness2 for DXVK on Venus
A Galaxy A15 (Mali-G57) on Venus got gamescope and Steam up, but DXVK refused the GPU:
"Device does not support required feature 'multiDrawIndirect'". DXVK 3.1 stops at the first
missing feature, so the rest of its required list (dxvk_device_info.cpp) was checked against what
the testers' Mali drivers cannot have, and covered in the same pass, on top of David Cimo's six:
- multiDrawIndirect: reported, taken off the device, and an indirect draw with drawCount > 1 is
recorded as single draws at offset + i * stride; maxDrawIndirectCount reported as 2^30.
(drawIndirectCount is optional for DXVK and stays as the driver says.)
- VK_EXT_depth_clip_enable (required): offered when the driver lacks it; depthClipEnable off in a
pipeline becomes depthClampEnable, and the extension's structures never reach the driver.
- VK_EXT_robustness2 missing entirely (gamescope saw the same on these phones): offered with
robustBufferAccess2 (as robustBufferAccess, as before) and nullDescriptor, emulated by small
stand-ins (a zeroed buffer, a 1x1 image) for VK_NULL_HANDLE buffers, image views and vertex
buffers in plain, template and push descriptor writes and vertex-buffer binds. A null
texel-buffer view stays null (its format is not known).
The layer logs every feature it emulates per device.
* Venus component 22694a38 (layer: multiDrawIndirect, depthClipEnable, robustness2), pinned by sha
* Non-Adreno round 3: bridge images, Venus GL, shared buffers, Steam GPU drawing
- vkbridge: the memory model skips lazily allocated types. Mali-G615 lists
DEVICE_LOCAL|LAZILY_ALLOCATED first; taken as the device-local type it left
images with no memory type (self-test "image clear/draw: setup" FAIL,
gamescope "No compatible image memory type").
- Session: a bridge self-test that fails images or draws falls back to the
runtime's driver pair for that session (BL_VKBRIDGE_FALLBACK_ICD); Setup
and the graphics report say so.
- Venus: the Mali compatibility layer runs in every process but gamescope
(DROIDDECK_MALI_COMPAT=1), so Zink in Steam and Xwayland gets
nullDescriptor; null texel-buffer views get stand-ins too. Without
nullDescriptor the session's GL goes to llvmpipe.
- gamescope 0129: a refused compute pipeline is named with its SPIR-V
capabilities.
- Compositor: a buffer on two surfaces at once (gamescope's planes while a
notification is up) is released only when the last one lets go.
- Open driver pairs: processes.txt timeline for the first three minutes;
Setup "Steam interface: GPU drawing" turns off software web compositing.
* Pin gamescope p17 (0129) and Venus 55b30fbf
* Non-Adreno round 4: Mali GPU-drawing block, gamescope YCbCr retry, GL probe, bridge draw sync
- Setup's "Steam interface: GPU drawing" is hidden on Mali and a saved "on" is
cleared: with PanVK it rebooted an Edge 60 (G615) as steamwebhelper started.
Kept for Xclipse.
- gamescope 0130: a composite pipeline refused at start-up is retried with a
layout without immutable YCbCr samplers (G615 through Venus refused every
composite shader; their SPIR-V has no Float16, so fp16 was not the cause).
- Venus: droiddeck-glprobe opens GL through GLX the way the Steam client does,
with the loader's reasons logged; when it fails the client's GL goes to
llvmpipe.
- vkbridge self-test: the draw check waits for the render pass's stores before
copying out (a tiler read zeros without the dependency).
* Pin gamescope p18 (0130)
* Non-Adreno round 5: gamescope memory fallback, Venus destroy guard, OpenAL depot
- gamescope 0131: DEVICE_LOCAL|HOST_VISIBLE requests fall back to host-visible
memory (the bridge's unified-memory model lists none with both), with the
request, type bits and memory types logged on failure; 0130's probe pipeline
is kept and skipped when forced.
- Venus: GAMESCOPE_NO_YCBCR_SAMPLERS=1 from the start; virglrenderer ignores
the destroy of a pipeline it never created instead of marking the context
fatal (vtest server exit 137 on a Mali-G615).
- Steam's OpenAL depot (229020) maps to oalinst_dll, so games that list it
(Hotline Miami) get OpenAL in their prefix.
* Pin gamescope p19 (0131) and Venus 6199a93f
* Non-Adreno round 6: PowerVR PRIME on old kernels, thermal, hang-up names, bridge flippable images, Venus Zink variants
- drm.c: PR #570's current PRIME ownership check (F_DUPFD_QUERY, then kcmp,
then the F_SETOWN_EX owner marker): on a kernel before 6.10 with kcmp
blocked, drmPrimeFDToHandle answered EOPNOTSUPP for every PowerVR import
(Pixel 10, Android 17: Zink "failed drmPrimeFDToHandle", Xwayland error 7,
gamescope X11 I/O error). The Mali stand-in node is kept.
- A /sys/class/thermal the kernel will not list gets an empty directory, so
mangoapp no longer aborts on it.
- gamescope 0132: a hung-up waitable is named before the abort; 0133: the
bridge's flippable images use supported-but-unexportable modifiers instead
of asserting.
- Venus: when Zink does not start, the loader's view is logged and Zink is
retried without ZINK_DEBUG=compact, with ZINK_DESCRIPTORS=auto and without
kopper before falling back to llvmpipe.
* Pin gamescope p20 (0132, 0133)
* Non-Adreno round 7: bridge command-buffer guard, Venus Zink trace, PowerVR mangoapp, Xclipse label
- vkbridge server: every command buffer a device hands out is tracked; Begin,
End (stream replay) and QueueSubmit refuse one it never allocated or has
freed (VK_ERROR_DEVICE_LOST, logged) instead of passing it to the driver,
where Mali's vkBeginCommandBuffer crashed the app (SIGSEGV 0x10, Steam's
Zink on an Edge 60 and a Tab S11).
- vkbridge server: a fault inside the driver while serving a request cuts
that client off (SIGSEGV/SIGBUS guard per request) and leaves its objects
alone; the app and the other clients carry on. Other faults go to the
previous handler.
- vkbridge server: the pipeline cache directory is copied; the JNI string it
pointed at was freed (garbage in the cache path).
- Venus: DROIDDECK_MALI_COMPAT_TRACE=1 makes the Mali compatibility layer log
what an application queries before vkCreateDevice; a failed glprobe adds a
traced run and vulkaninfo --summary under the same environment.
- PowerVR: mangoapp draws with llvmpipe (Zink could not make it a swapchain
and it crashed at every start).
- Setup: an Xclipse GPU reads "Experimental: RADV or the system Xclipse
driver", not the PowerVR line.
* Pin Venus e40cd361 (layer trace)
* Non-Adreno round 8: bridge sharing fallback and crash detail, Venus diagnostics and 1.2 gate, compositor disconnect reasons, RADV upstream
- Mali bridge: the self-test fails "memory sharing" when the server offers
no host-visible memory type (no sharing method passed, RP4 Pro G77); the
session then falls back to the PanVK pair like a failed draw, and Setup
says the bridge cannot share memory with that driver. Without a pair to
fall back on, the log says so.
- Mali bridge: a guarded driver crash now logs the sub-command it was in,
the fault address and pc (library + offset via dladdr), the command
buffer's level, begin flags, pool flags and state, and the last 32
replayed commands. Begin on an executable buffer from a pool without
RESET_COMMAND_BUFFER_BIT is logged once (implicit reset).
- Venus: vulkan-summary.txt gets the device extension list and key
features (full vulkaninfo in vulkan-full.txt); a failed GL probe runs
once with VN_DEBUG=init,result, ZINK_DEBUG=mem, MESA_LOG_LEVEL=debug and
the layer trace into glprobe-trace.txt. The Mali compatibility layer's
trace covers every pre-device query (devices, memory, queue families,
formats, image formats, external handles) and names the extensions.
- Venus: off when the phone's driver reports Vulkan below 1.2 (gamescope
skips such a device); Setup and the graphics report say why and the
session uses the PanVK pair.
- Compositor: libwayland's own disconnect reasons go to wayland.log, and a
client's buffer may grow to 1 MB before a slow reader is dropped. A
session that ended without teardown records Android's exit reasons.
- Drivers: RADV-Xclipse upstream (radv-xclipse-upstream) is a manual
choice for Xclipse; Auto keeps radv-xclipse.
* Tests: the terminal-callers harness stubs the Quest layer and Cardboard modules and Android's system properties
* Pin gamescope p21 (main's patches + 0120-0133) and Venus a4d47cf3 (layer trace)
* Display driver Auto: Quest's patched Turnip first; the system driver only for a Mali, other GPUs keep the generic fallback
* Open driver pairs: the installed build's version, its upload date, and an Update when the release is rebuilt in place
- The release check records each asset's GitHub id and updated_at; a
download records them (with the digest) for an open non-Adreno pair.
- Components > GPU drivers: an installed open pair shows its manifest
version ("android <tag> + linux <commit>"), one not yet installed shows
"built YYYY-MM-DD". A different digest, asset id or upload time on the
same tag marks the installed pair "Update available" with an Update
action: the pair is downloaded again and replaced in place, and stays
selected only if it was. Adreno and DD-Turnip pairs are unchanged.
- graphics-report.txt: the pair release line gives the installed and the
listed upload dates and flags a newer build; an exact bundle id match is
preferred (RADV-Xclipse-upstream is not RADV-Xclipse).
* Session preload: drop oom_score_adj raises so lmkd does not treat games as cached apps
steam-launch-wrapper starts every game with --oom-score-adjust 900; on
Android 900 is CACHED_APP_MIN_ADJ, so lmkd kills the running game first
when memory runs short (and on Linux 6.1 the raise becomes the process's
permanent minimum). A process in the app cannot go below the score it
inherits, so the writes that succeed from inside are raises: every
write-open of /proc/<pid|self|thread-self>[/task/<tid>]/oom_score_adj (or
oom_adj), through open/openat or fopen, goes to /dev/null, logged once.
Based on the oom_score_adj redirect in the preload's opens.c by jdmg28 (https://github.com/jdmg28/DroidDeck-Mali/commit/6be00e00)
* Display: why presenting failed on the session-ended screen, and the display driver that really loaded
- The compositor records why it cannot present (no Vulkan driver loaded,
vkCreateInstance/vkCreateDevice failed, no GPU or graphics queue, no
swapchain on the screen with the driver's reason, device lost, GPU work
unconfirmed). Each is a DD_PRESENT_FAULT line in wayland.log, read back
over JNI or from wayland.log; the session-ended screen shows it instead
of a black screen, and graphics-report.txt gets "!! DISPLAY FAILED". A
first frame or a working swapchain clears it.
- After the display device is created, the driver that answered is logged
from VkPhysicalDeviceDriverProperties (device, driverName, driverInfo,
driver id, Vulkan version) and reported in graphics-report.txt. When a
driver pair's display half was requested but a vendor driver answered
(adrenotools falls back to the system driver when the requested one does
not load), it says so.
Based on DD_PRESENT_FAULT in vk_present.c / waylandcomp_jni.c / SessionActivity by jdmg28 (https://github.com/jdmg28/DroidDeck-Mali/blob/arena/cd8ab18a-droiddeck-mali/app/src/main/cpp/waylandcomp/src/vk_present.c)
Based on the adrenotools silent-fallback finding by ryanistr (https://github.com/ryanistr/DroidDeck-Mali/blob/main/docs/development/panvk-mali-g77-bringup.md)
* tests: steam presentation test sets 0.5.0's steam_client
* Non-Adreno: find every driver pair, Venus before the bridge, fix the bridge's begin info
From the logs testers sent since c9ebb247:
- The app read the drivers repo's newest 15 releases only; the component releases (gamescope,
Venus) pushed every PanVK pair and RADV-Xclipse past them, so Auto found no pair on any Mali
and switched the Mali bridge on. The non-Adreno repo is now read in one page of 100.
- Auto's stand-in for a missing pair: Mali (Venus) where the apk carries it (Steam runs on it
from the G57 to the G1-Ultra), the bridge otherwise, nothing on a driver below Vulkan 1.2. It
no longer clears the Linux driver, does nothing when the list could not be read, records that
it chose the route, and turns it off again once a pair is installed. A bridge that earlier
builds left on under Auto is taken as Auto's.
- Mali bridge: vkBeginCommandBuffer sent its begin info without the count the server decodes, so
Mali got a zeroed begin info with stale flags and crashed at 0x10 (Pixel 8 Pro G715, Lenovo
G615, Xiaomi G925, Tab S11).
- Mali-G1 series (MT6993, arch v14) known by its chip; its label says Venus, not the bridge.
- A session Android killed for memory is said so on the next start (the S24 FE "crashes" were
low-memory kills, not driver faults).
- The in-app updater never installs an official (Adreno-only) build over this test build.
* Venus: destroy the device's object mutex after the objects that lock it
Bionic aborts on locking a destroyed mutex ("pthread_mutex_lock called on a destroyed mutex",
Tab S9 FE G68, Pixel 9a), so a client that exited holding objects took the render worker down.
From BattleTempest's DroidDeck-Pixel (kevinbryant551-ux/DroidDeck-Pixel, GPL-3.0).
* release check: a session helper may be extracted to another runtime path
droiddeck-steam-taskset (#570) goes to usr/local/libexec/droiddeck-steam/taskset, where PATH puts
it in front of Steam's own taskset for the client only; 0.5.0's check wanted every droiddeck-*
helper at its own path.
* Venus component 93038b7d (destroyed-mutex fix)
* Update MaliBridge to v0.5.1 (#1135)
* Mali Auto: never leave a session on the runtime's Turnip
Logs from a Retroid Pocket 4 Pro (G77), Galaxy S21 Ultra (G78), Tab S11 Ultra
(G925) and Xiaomi G610 showed Auto ending on the runtime's Turnip, where
gamescope finds no GPU ("failed to find physical device"): after a pair's
trial rolled back, when the pair is on the bad list, and when the driver
list could not be read. In each case Auto now switches on its stand-in
(Venus, or the bridge) when no open driver, Venus or bridge is set.
Under Auto the Mali display also leaves any imported driver, not only a
pair's PanVK half (a lone PanVK_G720 import gave a black screen).
* Mali bridge: MaliBridge 224b6e36 (v0.5.3 source, by ASEbrahim)
From c65062b6 (v0.5.1). v0.5.2/v0.5.3: Steam mode on older Mali drivers
(G77/G710/G610/G57) gets past "starting display and audio", OpenGL 4.6 on
most Malis through dynamic-rendering and vertex-format emulation, Dimensity
9500 texture fixes, async pipeline compile, RE2 flicker on G925, DirectX on
the Pixel 8 family. JNI entry and session env names are unchanged.
* gamescope 0134: linear when the backend offers no modifier; Venus on Mesa 26.2.5
0134: CVulkanTexture::BInit asserted !modifiers.empty() when the nested Wayland
backend offered no modifier for a flippable image's format (NieR Replicant on a
Pixel 9a under Venus, session exit 134). It now tries linear and logs it.
Venus ICD: mesa-26.2.5 (venus TLS teardown from an unloaded driver, virtio-gpu
devices without 3D skipped); virglrenderer stays on 1.3.0.
* gamescope p22-nonadreno (0134 + main's 0116 cursor fix; build run 40159674290)
* CI: build the non-Adreno additions before the preload check
* build.gradle: drop verifyHandModel (main moved the hand models into the tracking pack)
* Venus component venus-proto13-e24ed8ab (Mesa 26.2.5; build run 40161447324)
* CI: fetch the Mali (Venus) component again (lost when build.yml took main's jobs)
Build a7a1ebf1 (run 40161734101) had no assets/venus or libvirgl_test_server.so, so
VenusComponent.available() was false and Auto's stand-in would have been the bridge.
* Auto: the Mali bridge stands in on a Vulkan 1.1 Mali driver
Auto refused both Venus and the bridge when the phone's driver reports Vulkan
below 1.2, so on the G77, G78 and G610 (r32p1/r38, Vulkan 1.1) a rolled-back or
missing pair left the runtime's Turnip: "failed to find physical device"
(Retroid Pocket 4 Pro after the JM pair's trial, Xiaomi 13T). Only Venus needs
1.2; the bridge raises the driver for gamescope and runs on these phones. A
Venus switch that cannot start on such a driver no longer counts as a route.
* Tests: stub main's g_release_unpaced in the DMA-BUF quarantine probe
The probe copies release_buffer out of compositor.c; since the merge it reads
g_release_unpaced, which the harness did not declare (setUpClass failed to compile).
* Update MaliBridge to v0.5.4 (ASEbrahim)
48477fe6 (tag v0.5.4): Dimensity 9500 green squares and red-tinted textures,
Balatro and other OpenGL text, fewer crashes when memory runs low, one screen
update per game frame, picture kept after a long background pause (SIGHUP no
longer stops the server), wrong colours after changing graphics settings on
the G720, more in the session report. The app-side changes of his DroidDeck
Mali app (Steam menus setting, per-game setup, Send logs, updates) are not
part of the MaliBridge repository and are not in this build.
* gamescope 0135: linear when the driver rejects every offered modifier
An r32p1 Mali-G610 (Vulkan 1.1) behind the Mali bridge answered both of the
backend's modifiers for AR24 with VK_ERROR_FORMAT_NOT_SUPPORTED, so the first
flippable image failed and gamescope asserted in vulkan_create_flat_texture
(Xiaomi 13T). Linear, when offered, is tried anyway; the bridge makes such
images without the handle type and exports them through a dma-heap. If the
image cannot be made, BInit fails as before.
* gamescope: pin the non-Adreno p23 build (0135)
* Tests: the terminal-callers harness stubs take_shm's game-frame detection
Main's take_shm now reads surface damage, parent/role/mapped and the HUD state
to spot game frames; the harness declares them so the copied function compiles
(setUpClass failed in Build APK run 40505286127). No damage, so it stays off.
* gamescope: number the test branch's patches 0920-0935
Main now has its own 0121-0125 (window override walk, host-event wake, commit fences, done at
import, HUD frame times), which sorted in between this branch's 0120-0135. The branch's sixteen
patches move to 0920-0935 with the same last two digits, so they apply after main's set and stay
clear of its next numbers. Applying all 38 to gamescope 3.16.29 in the old order and the new one
gives the same tree (checked with patch -p1, as build-in-arch.sh does). PATCHES.md and the one
code comment that named 0130 follow the new numbers.
* check_session_assets: helpers count in usr/local/bin or the Steam taskset folder only
The merge kept this branch's pattern (any usr/ target), which main's new test rejects: a helper
extracted into a subfolder of usr/local/bin must not count. The pattern now takes usr/local/bin
under any name, as on main, plus usr/local/libexec/droiddeck-steam for droiddeck-steam-taskset.
Every helper in the overlay is still found extracted in SessionFiles.kt.
* gamescope: pin 3.16.29 p24 (non-Adreno)
Built from this branch @d13b9d88 (run 41119284267): main a5b035b2's patches plus this branch's,
now 0920-0935. All 38 applied, gamescope's tests 2/2. sha256 1d1088d4.
* Update MaliBridge to v0.5.4.2 (ASEbrahim)
95a1e600 (tag v0.5.4.2), was v0.5.4 (48477fe6). For the bridge: memory sharing without the handle
type where that is all the self-test passed (unflagged buffers, client/memory.c, server_memory.c),
the older-Mali (G52-G77) game-mode start fixes, the r38p1 beta geometry-shader erratum (gs_hide),
present timeouts and an API cap per process. Client, server and the in-app library all build from
the submodule with MaliBridge's own scripts, which did not change; the protocol only gained
fields an older server sends as 0.
* Session end: the compositor fault query no longer fails the hint when the native library is absent
presentationFault() (6778a224) called WaylandCompositor.compositorFault() directly. Main's new
SessionEndHintTest runs sessionEndHint() in Robolectric, where libdroiddeckwayland cannot load, so
all six cases ended in UnsatisfiedLinkError (Build APK run 41125749537). The call is now wrapped
like runtimeDamageHint()'s, and without an answer the hint reads wayland.log as before.
* test: stub the GPU busy reader in the caller harness
* fix: release build is not debuggable, Mali uses the system display driver, staging failure ends its own session
* fix: address non-Adreno review findings
* fix: preserve current gamescope and GPU warning behavior
* fix: retain graphics failure hints and launch diagnostics
* fix: identify non-Adreno GPUs in driver failure hints
* test: harnesses follow the external client barrier and effects upscaling changes
* fix: client sources return to foreign ownership after the overlay draws
---------
Co-authored-by: Leask Wong <[email protected]>
Co-authored-by: wallentx <[email protected]>
Co-authored-by: Stefan Zijlstra <[email protected]>
Co-authored-by: William Allen <[email protected]>
Co-authored-by: The412Banner <[email protected]>
Co-authored-by: Dersim Abbas <[email protected]>
Co-authored-by: root <[email protected]>
Co-authored-by: ASEbrahim <[email protected]>
Co-authored-by: The412Banner <[email protected]>
Co-authored-by: The412Banner <[email protected]>
* fix: an unplugged game drive falls back to internal storage
When the drive chosen for game storage is not connected, installs, sessions and the install picker use internal storage instead of failing with "Game storage is unavailable". The saved drive is kept and used again once it is plugged back in.
* fix: store installs set to external use internal storage while the drive is unplugged
With default storage set to external, a missing drive or folder no longer stops installs at the location dialog or leaves the Epic launcher pointing at it. Installs go to internal storage and switch back to the drive once it is connected again.
* fix: external installs do not move to another card while the saved drive is unplugged
* fix(storage): verify saved volume is mounted
* fix(storage): reject unknown external volumes
---------
Co-authored-by: Kurt Himebauch <[email protected]>
* Desktop: programs a Windows installer adds get a menu entry and desktop icon
Opening a Windows installer on the desktop runs it with Proton in a prefix
of its own (droiddeck-proton-run's "own" prefix). Proton's menu builder
turns the installer's Start Menu links into .desktop files, but keeps them
in the prefix's drive_c/proton_shortcuts with a Windows .lnk path as Exec,
and nothing outside the prefix pointed at the installed program: Nexon
Launcher installed fine on an AYANEO Pocket FIT Elite and could only be
found by browsing the hidden compatdata folder.
droiddeck-desktop-programs reads proton_shortcuts in every prefix that is
neither a Steam game's nor a current Steam shortcut's, resolves each link to
its program inside the prefix, and writes a menu entry that opens it with
droiddeck-open, so it runs in that same prefix, with the icon Proton
extracted. A program whose installer also put a link on the Windows desktop
gets a desktop icon once; one the user deletes is not put back. Entries go
away with their program; uninstallers get none. It runs when the desktop
starts and after droiddeck-open finishes a Windows program.
* Desktop programs: only programs that run in their prefix, Windows argument rules, one refresh at a time
A link resolved through Proton's Z: mapping could name a program outside
the scanned prefix, and droiddeck-open would then run it in another one.
A program is now listed only when droiddeck-proton-run's prefix_of puts it
in the prefix it was found in.
Shortcut arguments were split with shlex, so a Windows argument with an
apostrophe raised and stopped the whole refresh; they are now split by
the Windows command-line rules.
The desktop start and the end of a Windows program can refresh at the
same time and race on the same temporary files; refreshes now take turns
on a lock beside the placement record.
* Desktop programs: extract the script at session start
SessionFiles lists the overlay scripts the app copies into the runtime;
droiddeck-desktop-programs was missing, so a real build would never have
installed it and check_session_assets failed the build.
* Desktop programs: a compatdata folder it cannot read changes nothing
Any error listing steamapps/compatdata made the refresh see no prefixes,
so it removed every program entry and forgot which desktop icons it had
placed; the next good run then put back icons the user had deleted. Only a
missing compatdata now means there is nothing installed; any other read
error leaves the menu, the desktop and the placement record as they were.
* Desktop programs: an unreadable shortcut or desktop folder changes nothing
os.path.isdir and glob read an unreadable proton_shortcuts or Windows
desktop folder as empty, so the refresh dropped that prefix's entries and
placement records and a later run put back icons the user had deleted.
Those folders are now listed directly: a missing one is still empty, and
any other error leaves the menu, the desktop and the record as they were.
* Desktop programs: only a missing file reads as absent
read(), link_target() and host_path()'s letter-case lookup turned any
error into "absent", so an unreadable placement record read as empty and
brought back icons the user had deleted, and an unreadable shortcut or
link dropped its program's entry. A missing file, a wrong file type and a
malformed link still read as absent; any other error now reaches main(),
which leaves the menu, the desktop and the record as they were.
* Desktop programs: keep the placement record true when a run fails part way
The placement record was read after the menu was already rewritten, so an
unreadable record changed the menu although the run reported it had not.
It is now read first.
When writing desktop icons failed part way, the icons already written were
not recorded, and the next run recreated any of them the user had deleted.
The record is now written from the icons that exist after the attempt,
icons are written in a fixed order, and a failed write leaves no temporary
file on the desktop.
os.path.exists and isfile also read a program whose path cannot be reached
as missing; a stat that fails only because the file is absent now counts
as missing, and any other error leaves everything as it was.
* Desktop programs: leave the menu alone when Steam's shortcuts cannot be read
The list of Steam shortcuts comes from a reader that treats an unreadable
or damaged shortcuts.vdf as having no shortcuts, so a Steam shortcut's
prefix could get a menu entry and a desktop icon of its own. The file is
now checked first: a missing one still means no shortcuts, and any other
read or parse failure leaves the menu and the desktop as they were.
* Desktop programs: an unreadable Steam account or empty shortcuts file also stops the refresh
account_dir takes an unreadable loginusers.vdf or userdata folder as
missing, so the shortcuts check could be skipped and a Steam shortcut's
prefix still get its own entry. Both are now read first, and an access
error leaves the menu as it was.
An empty shortcuts.vdf is now parsed like any other, so it stops the
refresh too, the same way droiddeck-steam-shortcuts refuses to rewrite it.
---------
Co-authored-by: K11MCH1 <[email protected]>
* perf: reclaim launcher memory under system pressure
* docs: record Caravan save-load OOM with spare swap
* fix: wait for completed reclaim before increasing backoff
* fix(preload): answer NETLINK_ROUTE queries inside a session
ip(8) could not run in a session: the app's SELinux domain has no
netlink_route_socket bind permission, so iproute2 failed at bind and never saw
the link that getifaddrs() and /proc/net already expose.
Serve NETLINK_ROUTE from the same etc/droiddeck-net snapshot: an AF_UNIX
socketpair backs the netlink fd, link/addr/route dumps and route get are
synthesised, writes return EPERM, and multicast subscriptions keep failing
with EACCES so consumers that wait for link events keep their fallback.
Replies carry the port id reported by getsockname() and recvmsg() rewrites
the source address to AF_NETLINK/pid 0. iproute2's dump loop requires both
before it accepts a message or NLMSG_DONE; when either is missing every
message is skipped silently and the process blocks in recvmsg().
* fix(preload): keep socket() and send() semantics for emulated netlink
* fix(preload): deliver netlink replies with the caller's blocking mode
* fix(preload): preserve NETLINK_ROUTE protocol and fd semantics
- Send ACKs for successful queries and honor NETLINK_CAP_ACK
- Reject unsupported subscriptions and apply socket timeouts
- Track socket identity and shared references across dup and close
- Support kernel connect and rewrite recvfrom source addresses
- Resolve local and connected routes before default gateways
- Add netlink and iproute2 regression tests
* fix(preload): handle netlink request limits and socket lifecycle
- Collect large sendmsg requests without falling back to UNIX sockets
- Reject oversized replies explicitly instead of returning partial results
- Allocate unique port IDs and reject duplicate bindings
- Honor socket flags and restore inherited sockets across exec
- Validate socket types and report netlink socket identity
- Replace the fixed socket table with a dynamic registry
- Add regression tests for batching, port conflicts and exec inheritance
* fix(preload): optimize netlink tracking and support link name queries
- Add lock-free fd tracking to bypass netlink locks on ordinary sockets
- Move descriptor restoration to initialization and explicit discovery paths
- Support RTM_GETLINK lookups via IFLA_IFNAME with correct error codes
- Add regression coverage for hot-path overhead and name-based queries
* fix(preload): accept unterminated netlink interface names
- Copy IFLA_IFNAME into a bounded, NUL-terminated buffer before lookup
- Match kernel string length validation and ERANGE errors
- Add regression coverage for unterminated names and boundary cases
* fix(preload): pin peers for netlink replies
* fix(preload): make autobind idempotent
* fix(preload): isolate forked netlink cleanup
* fix(preload): avoid interposed fd scans
* perf(preload): skip PID checks for untracked fds
* fix(preload): verify peer before replay
---------
Co-authored-by: uubooster-team <[email protected]>
* fix(input): release held mouse buttons and keys when the session loses focus
A mouse button or key held in the guest stayed down when another window took focus or pointer capture ended before the release, because the release went to that window. A game that hides the cursor while a button is held, such as mouselook in World of Warcraft, then kept turning the camera with the cursor gone until the button was pressed again.
Buttons sent to the guest are now tracked like keys, and every held button and key is released when the session window loses focus or pointer capture, and when picture-in-picture opens.
* fix(input): release a held button where it was pressed
A button pressed through the compositor was released through the raw mouse channel if that channel turned on while it was held, and the reverse, so the guest kept it down. Each held button now remembers where it was pressed. A scroll-touch drag is also cancelled when the session loses focus.
* fix(input): release trackpad buttons on focus loss
---------
Co-authored-by: Kurt Himebauch <[email protected]>
* fix(components): a native-only override falls back to builtin when the prefix has no native DLL
A component that asks for a DLL native-only (for example .NET 4.8's mscoree=n) left the DLL unloadable when its native copy never reached the prefix. On ARM64 prefixes the .NET installer leaves Wine's builtin mscoree in system32, so every program that needs .NET exited at launch with 'mscoree.dll not found'.
At launch, an override of n for a DLL whose system32 or syswow64 copy is missing or is Wine's own (a link into the Proton build, or a builtin or placeholder stub) becomes n,b, and the session log says so. A real native copy is still loaded first, and the saved component state is unchanged, so the override returns to n once the native DLL is there.
* Treat any prefix symlink as builtin when checking native overrides
* Treat an unreadable prefix DLL as missing for native overrides
fix: the glasses pointer reaches the whole guest screen
Absolute input was clamped to the letterboxed picture rect computed for the phone view, while the compositor reads the input space against the glasses output. With different shapes that limited the guest pointer to a middle band of the scene, so the bottom and top edges were unreachable.
Send absolute pointer positions as the full-view fraction (the compositor already clamps to the scene) and use the whole view for the touchpad bounds and relative scale while the glasses own the output.
Fixes#2055
Co-authored-by: Moroni Granja <[email protected]>
Extend the VRAM setting to Vulkan memory-budget reports for DXVK and D3D12 while preserving real heap capacity and allocation results, removing the hard rejection that caused game crashes in FIT and Discord tests.
#2037 added gamescope patch 0126, but the app does not build gamescope.
It stages the prebuilt binary pinned in `tools/gamescope/release.env`,
which is still `gamescope-3.16.29-p19`, built on Oct 29 before the patch
existed. A fresh install of a main build therefore still draws the EA
Steam Launcher's "Authenticating…" splash over the EA "Verify your
identity" sign-in. The APK of main 951270b carries gamescope
`1a9c836e…`, the same executable as p19.
This points `release.env` at `gamescope-3.16.29-p20`.
**Needs a release first:** please publish the `gamescope-patched`
artifact of the main build of 951270bc, [run
41637838020](https://github.com/Droid-Deck/DroidDeck/actions/runs/41637838020),
as `gamescope-3.16.29-p20` in Droid-Deck/DroidDeck-Components. Until
that tag exists, the runtime component build here cannot download it.
- That run applied patches 0002–0126 and passed gamescope's tests (Ok 2,
Fail 0).
- Archive SHA256:
`4537fa58b042f84e605123c4778ee7089442591cd3bfe0648ad96e113ef6117d`
- Gamescope executable SHA256:
`b22078c80c7262a24339105b2b02c90a8cf1a7929f6e10c212f465eb772dbb6c`
- WSI layer SHA256:
`eabc9dcab72dc52dcbd7def2df9ab99e2a26e662eba2c387059ed655801825c5`
The executable is byte-identical to a local build of the same patch
series.
## Testing
AYANEO Pocket FIT Elite, DroidDeck 0.6.9 (main 951270b), Burnout
Paradise Remastered installed fresh:
- With p19 as shipped, the EA app installed and opened its sign-in, and
the Burnout splash covered most of it.
- With this run's executable staged over `/usr/local/bin/gamescope`,
`EASteamLauncher.exe` (the splash) was running. `gamescopectl
focus_info` showed focus, input and keyboard on the EA sign-in with no
override window, and the sign-in was fully visible.
- `tools.tests.test_prepare_windows_runtime`,
`test_gamescope_override_stacking` and `test_hud_frames` pass.
* fix(input): taps land where touched while a game holds the pointer
Games that hide the system cursor and draw their own, such as Stardew Valley, hold the pointer the same way first-person games do. Every touch on the default touch mode then went through the touchpad, so a tap clicked wherever the cursor already was: tapping New opened Load, and a tap after Back could press Exit.
A touch now stays a direct touch while the pointer is held. A tap clicks where the finger is, and once a swipe moves past the touch slop it turns the camera with relative motion as before. Touchpad mode is unchanged.
* fix(input): keep the swipe anchor when the first finger lifts
When the first finger of a locked-pointer swipe lifts and another stays down, the next move is reported for the remaining finger. The anchor now moves to that finger, so the camera does not jump.
## Summary
- Keep raw diagnostic staging in private cache and give each exported
archive a unique request directory.
- Remove that request directory after the CLI pull, including failed
transfers.
- Replace files from the previous extracted snapshot while preserving
unrelated destination files.
- Document that the old rooted-device fallback is not scrubbed.
Follow-up to #2061. The refreshed export tests now cover independent
archive outputs and stale snapshot replacement.
## Validation
- `wsl python3 -m unittest tools.tests.test_droiddeckctl` — 49 passed.
- `:app:testDebugUnitTest -x buildVkBridgeServer --tests
com.droiddeck.launcher.session.SessionLogShareZipTest.anArchiveCanBeWrittenOutsideTheShareFolder`
— passed.
- `git diff --check` — passed.
Refs #1774.
Maldhalla (4385780) ships its x64 and arm64 Linux builds side by side in
one depot. Its launcher starts the arm64 build when it runs on an Arm
host, natively or as an x86 shell under FEX. Steamworks offers no arm64
value for a launch option's CPU architecture, so the appinfo still reads
`oslist` linux+windows and `osarch` 64. `native_targets()` therefore
leaves the title on the Proton ARM64 default, which runs the Windows
build.
This PR adds `FEX_DEFAULT_APPS`, an explicit allowlist (the opt-in
suggested in #1774). A listed title defaults to `droiddeck-fex` instead
of `NATIVE_CHOICE`. Nothing else changes:
- A player's own pick is kept, as before.
- Unlisted titles keep today's behaviour, including the Factorio
native-choice case.
On the Snapdragon 8+ Gen 1 tablet from #1774, our benchmark scores 8–11
with the Windows build under Proton ARM64 and above 100 with the native
arm64 build.
Test:
`ProtonDefaultTest.test_a_listed_title_with_a_bundled_arm64_linux_build_defaults_to_fex`
in `tools/tests/test_game_environment.py`. It fails without the change.
`ProtonDefaultTest`, `test_droiddeck_proton_default`,
`test_steam_compat_mapping`, `test_appinfo_lookup` and
`test_steam_compat_live` pass.
A listed title whose automatic FEX mapping the player clears now records
the empty mapping as a native choice, as titles with NATIVE_CHOICE do,
instead of getting FEX again on the next run.
Steamworks has no arm64 launch-option architecture, so a title that ships
x64 and arm64 Linux builds side by side still reads as osarch 64 and gets
the Proton ARM64 default. List such titles in FEX_DEFAULT_APPS so they
default to Linux x86 (FEX), whose launch runs the bundled arm64 build. A
player's own pick is kept, and unlisted titles are unchanged.
Refs #1774
ClockLogComponent was only created inside startVkBridge(), so it never ran
on Adreno. Create it for every session (clocks.log, was vkbridge-clocks.log)
and append the battery temperature from ACTION_BATTERY_CHANGED to each
sample.
Part 1 of #1837.
A ranking a scan took from added-games-scan.json was also put in the
60-second in-memory cache with the current time, so for the next minute
single(), addFolder() and the exe picker, which ask for a fresh walk, got
a ranking that could be a week old. Kept rankings are now returned without
entering that cache, so it only ever holds rankings from real walks.
A record whose fields could not be decoded threw while the cache loaded,
and since every scan loads it first, one bad record blocked every scan;
each record is now decoded on its own and skipped if it is malformed.
name() returned names older than a week that were still in memory; it now
applies the same age limit as rank().
save() cleared its dirty flag before writing and called startWrite outside
its try, so a write that failed was never retried and could replace the
scan's result with an exception; a failed write now leaves the cache dirty
and is tried again on the next save.
Every Steam session scans the added games before the Linux side starts,
walking each game folder for its exe and reading the exe's version info.
On an AYANEO Pocket FIT Elite with 40 games on an exFAT SD card that walk
took 10 s with a warm cache and up to 155 s after Android had dropped it,
and the front end's art pass and library load ran the same scan at the
same time, so the session waited on all of them.
Scans now run one at a time, so a waiting scan reuses what the one before
it just found. Each game folder's exe ranking and identified name are kept
in added-games-scan.json; a scan reuses a ranking while the folder's
modification time is unchanged, its first exe still exists and it is under
a week old, and walks the folder again otherwise. The exe picker, single
game refreshes and adding a folder still walk the folder fresh.
seed_install read the app's manifest from every library before checking
that it was the linked DroidDeck install, so a manifest in another library
that is not UTF-8 raised past the caller and stopped routing for later
games. It now returns before reading anything but the linked manifest.
An untouched manifest from an older version was migrated even while
steamapps/downloading/<appid> existed; that migration now waits until
Steam is not staging the app, like the rewrite of a queued import.
An added game the account owns is linked into Steam as DroidDeck-<appid>.
When the folder carries no Steam build, Steam marks it Update Required and
checks every file before updating. That check reads the whole game, and an
interrupted one starts over, so on an SD card it ran again in every session
and kept the card busy: Lords of the Fallen (33 GB) restarted 51 times in a
day on an AYANEO Pocket FIT Elite.
The manifest for such an import now asks Steam to update the game when it
is launched. Imports that Steam already rewrote, but whose update has not
started, switch from "always keep updated" to "update when launched"; a
priority of 2, an update in progress, or an import with a recorded build is
left alone.
Stream each archive entry to disk instead of reading it into memory,
refuse an archive from a session that started after the state call, and
delete the exported zip from shared storage once it has been pulled.
`logs latest` pulled the session folder under getFilesDir(), which adb
cannot read on an unrooted device, so it always failed with "Permission
denied" and droiddeck-scenario kept no logs for failed runs.
The agent bridge gets a `logs` method that writes the Share logs archive
to the app's external files folder (agent-logs/), and droiddeckctl pulls
that zip and unpacks it into the destination with the session's files at
the top, as before. Builds without the method still get the old pull.
Adds the 83 Russian strings that showed in English: extra Steam libraries, session logs, dual screen launcher and sessions, PC keyboard options, the bottom screen desktop, screen swap, the stats HUD and the Mali bridge GPU info.
Address review: a navigation-bar Back that arrives while an injected mouse
Back is held now stays Back instead of releasing the right button early.
A held right button is released on pause, focus loss and input-device
removal, like the other held Back handling. While the session is
suspended or still loading, Back is no longer sent to the guest.
REDMAGIC's cast mode replaces a mouse's right button with a Back key that
names no device and lacks the virtual-hard-key flag that the navigation
bar and back gesture set. During a session, a Back from a mouse, or that
injected form while a mouse is connected, now presses the guest's right
button. The navigation bar, back gesture and controller Back still act
as Back, and so does a right click while a DroidDeck menu is open.
A mouse's Back and Forward buttons no longer also send a left click;
Android delivers them as key events.
Forward extraction and installation messages from the x64 bootstrap log and replace stale download percentages with the applying-update state. Add regression coverage for phase ordering and log forwarding.
Fixes#812
Blizzard's China client records some products under a CN uid, so the installs
it makes never reach the Library and their Stores card keeps offering Install:
Diablo II: Resurrected osic (catalogue had osi)
StarCraft II s2_cn (catalogue had s2)
Diablo Immortal anbs_cn (catalogue had anbs)
title() now resolves those uids to the international title, so the Library, the
Stores "installed" state, the cover folder and the launch code all agree, while
Game.installUid keeps the uid the Agent recorded for updates and uninstalls.
TITLES and STORE are untouched.
Provide compatible gateway metadata for IPv4 VPN links without changing
VPN routing, and keep text and JSON network snapshots consistent.
Add regression tests for gateway selection and network snapshots.
Zink's rebind_image() and zink_rebind_all_images() refreshed only a sampler
view's main image view after the resource got a new backing object. The
view's zs_view and cube_array surfaces stayed on the old object and were
freed with it, so the next descriptor update wrote a garbage VkImageView.
On PowerVR (needs_zs_shader_swizzle) every RGBX/BGRX view has a zs_view, and
Steam's web helper segfaulted in vkUpdateDescriptorSetWithTemplate within
seconds of fast Right presses on the Home shelf. The new Mesa patch rebuilds
all of the view's surfaces with init_sampler_view().
Avoid decoding every app when Start without Steam resolves one game launch. Use wanted-app selection in the single-game helpers while keeping the existing field decoder and full-reader default for bulk callers.
Track partial coverage separately from complete results, share one immutable byte snapshot for incremental queries, and keep timestamp invalidation and warm hits. Preserve the last valid duplicate record and release the raw snapshot after a full decode.
Add format/cache/structural-budget and launch-resolution regressions, reuse the existing binary fixture encoder, and document the host-only performance scope.
* fix: upscale game buffers before native-resolution composition
* fix: drop an added code comment from the effects source draw
* fix: effects source keeps pillarboxed games and near-full source rectangles
* fix: a larger opaque draw above keeps the full composition path
---------
Co-authored-by: maxjivi05 <[email protected]>
The Agent's install request pointed at http://cn.patch.battle.net:1119/<product>.
That host only 301-redirects to the country's version service today; Blizzard's
China client asks cn.patch.battlenet.com.cn:1119 directly.
The update check built <branch>.version.battle.net, so a China install (branch
cn) asked cn.version.battle.net, which does not answer; the China service is
cn.version.battlenet.com.cn.
Only region cn changes.
fix(components): the library sweep refreshes the catalog when it is safe to
A game job reads the cached catalog, and the installed check compares against
the cached revision, so a repaired component never reached a prefix that
already had it. The sweep now fetches the catalog first when online and not on
a metered or constrained connection.
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.
* fix(storage): Windows installs on a natively mounted card no longer ask for an administrator
Cards mounted directly as FAT, exFAT or NTFS were not treated as Android
storage, so wineserver reported an Anonymous owner and refused permission
changes. Its chmod on these volumes also no longer fails the request.
* fix(storage): keep NTFS owners and the chmod error
* fix(desktop): Steam's own header moves and resizes its windows
Steam never asks KWin to move or resize its windows, and its maximize
button can only maximize. Each normal Steam window now reports presses
on its header and edges, and KWin handles them natively. No extra title
bar is added and other apps are unchanged.
* fix(desktop): drag regions cover the elements inside them
* fix(desktop): find Steam's drag regions by position
The Friends window's drag region ignores pointer events, so a hit test
never finds it. The check now runs once a press moves, so plain clicks
cost nothing.
* fix(desktop): download language packs from the release that has them
The Ubuntu runtime's release has no language packs or index, so the
desktop stayed in English for every language.
* fix(desktop): reinstall language packs when their release changes
* fix(desktop): a game's window follows its own window mode
Desktop games ran in a titled gamescope window whatever mode they asked for. gamescope now fills the desktop for a fullscreen or borderless game and matches the window size of a windowed one.
* Use the p30 gamescope test build
* fix(desktop): a windowed game too big for the desktop is maximised
* fix(desktop): a decorated game window stays a window
* Use the published gamescope p21
* fix(battlenet): use the right artwork for each game
World of Warcraft: Forever took retail art and its logo from a loose name lookup, and only fetched its own art when the Store tab was opened. Shop pages also supplied trailer stills and seasonal promos.
Each game now has chosen Blizzard key art with the shop page as a fallback, installed games fetch their art without opening the store, and lookups by name must match exactly. Art found by the old lookup is fetched again once.
* fix(battlenet): keep cached art if the new art cannot be fetched
Classic's variants fetch through the shared title, and a failing chosen image falls back to the shop page.
* feat(gamescope): a three way switch for relative mouse motion
Games that confine the cursor and warp it back to read movement never
reach the nested hints rule, so their aim stays bounded by the screen.
The convar defaults to 0 and leaves that rule alone; 1 forces relative
motion for the focused game, 2 keeps the pointer absolute even when the
rule would apply.
(cherry picked from commit db3d7555e0)
* feat(input): the session carries a relative mouse mode per game
Reads the mode from the game's gesture config, hands it to gamescope as
gamescope_relative_mouse, and pushes a change to the running session
through gamescopectl.
(cherry picked from commit e350d88464)
* feat(drawer): the relative mouse switch is a three way choice
Auto leaves it to the game, on forces relative motion, off keeps the
pointer absolute. Named in all 32 locales so none of the three falls
back to English.
(cherry picked from commit e96a187e02)
* fix(input): follow the focused game's relative mouse mode
Switching to a game whose saved mode differs left the session on the
previous game's mode, since only the drawer state was refreshed. The
requests also ran on a thread per selection, so two quick picks could
reach gamescope out of order.
(cherry picked from commit 7ff8c5d568)
* fix(input): retry the relative mouse mode gamescope did not take
The drawer state moved before the request ran, so a failed request left
the two out of step and the next focus change skipped the resend.
(cherry picked from commit cf0f82d8cd)
* fix(input): the relative mouse mode tracks the latest choice
The guest agent answers ok when it handled the exec, so a failing
gamescopectl was recorded as applied. Reconcile the newest desired mode
on the worker thread after each request, and only mark applied when the
command really exited zero.
(cherry picked from commit 5f5e3bd52e)
* gamescope: a hidden cursor under any pointer constraint is relative
Games that hide the cursor and confine the pointer had no lock hint, so the
nested pointer stayed absolute and the camera froze.
* Treat a hardware mouse as a real mouse in sessions
A mouse now moves the guest pointer by relative motion for the whole session
through pointer capture, so it no longer stops at screen edges or reaches
system gestures. Its cursor stays visible in every touch mode, follows the
game showing or hiding it, and clicks no longer press on-screen controls.
* gamescope: use the mouse test release
* Direct touch turns the camera while a game holds the pointer
A swipe in direct touch now sends relative motion when a game has the pointer
locked, including when the lock starts during the swipe, as when a game
hides the cursor while a button is held.
* Address review findings on mouse and touch input
Keep touchpad taps on on-screen controls, cancel a pending long press during a
locked swipe, let the three-finger gesture cancel a locked swipe, refresh
capture when the output changes, and use the menu's key for the relative
mouse setting.
* Keep locked touches inside the game picture and free the mouse in touch editors
* End touch editor ownership when the editor goes away
* Bring the mouse cursor back when a touch editor closes
* Release a pointer lock at the game's pointer
* gamescope: use the pointer position test release
* Fit the X screen to a fullscreen window larger than it
* gamescope: use the X screen fit test release
* Return the X screen when no game window has focus
* gamescope: use the X screen return test release
* ci: avoid redundant gamescope builds
* fix: hardware mouse in Desktop and pointer warping games
KWin nested on the host only reads relative motion while its own pointer lock is on, so a program that locked the pointer in Desktop (Blender orbit and pan) stopped receiving motion. A captured hardware mouse now turns that lock on, and a real Right Ctrl no longer toggles it.
Gamescope follows a game's pointer warps instead of overriding them, and absolute motion also sends raw motion. Also retries relative mouse requests, tidies the unplug path, passes side buttons and fits a second oversized window correctly.
* chore: use the gamescope build with patch 0131
* fix: Desktop mouse lock keeps retrying after early attempts fail
* fix: hold the key that turns on the Desktop mouse lock
KWin ignores a press and release delivered together.
* fix: gamescope enters warp following sooner and keeps steady motion
* chore: use gamescope p26
* Capture system keys in a focused session and keep the first Desktop mouse motion in place
* Use the p27 gamescope build
* Update the system keys row test
* Recognise a captured mouse so the Desktop grab can start
* Keep touch warps out of relative motion
* Send Esc from keyboards that report it as Back
* Use the p28 gamescope build
* Release captured keys on pause, forward motion during a grab and wait for a pending screen fit
* Use the p29 gamescope build
* fix(input): keep held system keys consumed until they are released
Copy each captured key event, since the service owns the original only for the callback, and consume the physical release of a key already released to the guest.
Use the published gamescope p20.
* fix(input): capture a system key only from its first press
---------
Co-authored-by: kingokksa <[email protected]>
Co-authored-by: maxjivi05 <[email protected]>
fix(battlenet): keep games installed inside Battle.net's folder running
A game installed under C:\Program Files (x86)\Battle.net\ (for example
World of Warcraft: Forever in "Battle.net\World of Warcraft\_forever_")
was counted as part of Battle.net itself. Launched from DroidDeck, the
launch never saw a game, said "Battle.net closed before a game started",
stopped everything left in the prefix, game included, and exited 1.
Battle.net's own files are now only those directly in its folder, in its
Battle.net.<build> folders and under ProgramData\Battle.net.
Co-authored-by: Albert <[email protected]>
* feat: desktop and scrolling wall live wallpapers selectable from Android settings
* fix: render the wall wallpaper off the main thread and give it its own thumbnail
* fix: serialize wall wallpaper visibility and wait out in-flight draws on surface destroy
* fix: restart the wall loop on surface recreation and keep queued visibility changes
* fix: keep the wall loop alive across a failed canvas lock and finish redraws before returning
* fix: post the wall redraw asynchronously on surface change
* fix: redraw the desktop wallpaper logo from the real mark and show game covers on the wall
* chore: mount the git dir in build containers and seed new worktrees from the main checkout
* fix: decode wall covers as RGB_565 and seed worktree assets only into empty dirs
* feat: drop the desktop wallpaper and add frame rate and speed settings to the wall
* feat: wall settings over the live wallpaper with a match-screen rate, and drop the center vignette
* perf: pace the wall on vsync and draw it on a hardware canvas
* fix: stage worktree seed copies and publish them only after they succeed
* fix: point the wall settings link at the activity class so the picker shows the gear
* fix: dedupe wall covers by app and space repeats like the in-app wall, keep the frame loop alive across surface gaps
* fix: show the picker preview behind wall settings and drop the display-rate lookup
* fix: stop wall frame callbacks when the surface goes and only replace an empty seed destination
* fix: skip a seed when the destination reappears before the staged copy is moved in
Blood Omen ships dxconfig.exe beside kain.exe and the shortcut pointed at
the config tool: pickExe kept the first .exe the folder listing returned
when no title match was found. Read the game's play task from GOG's own
goggame-<id>.info manifest first - a primary game task, or a primary
launcher task for launcher games, and the product's manifest ahead of any
other goggame-*.info - then the product's temp_executable; without either,
rank the folder's exes so a word of the title wins, config and tool names
lose, and depth then size break the remaining ties.
GOG's galaxy_*.exe support installer is not the game either. The Witcher:
Enhanced Edition ships galaxy_the_witcher_enhanced_edition_2.1.0.15.exe
beside launcher.exe, and its build metadata names that file as the
product's temp executable, so launching it starts a 32-bit installer that
stops at "Path not found" under ARM64 FEX - the same dialog as the setup
stub #1174 removed. Play tasks, the hint and the name search skip it.
Fixes#680Fixes#694
Only a primary launcher task counts as a launch task: GOG files the
configuration tool beside a game as a non-primary launcher, so it now falls
through to the executable search instead of becoming the game.
The temp_executable hint is matched by basename with either separator and
must resolve inside the install folder, so a nested galaxy_*.exe is skipped
too and a hint cannot point outside the game.
GOG runs a task from the working directory it declares, and from the install
root when it declares none. That directory now reaches the sidecar and the
shortcut's Start In: a game in a subfolder (System/witcher.exe) starts where
GOG starts it instead of in System/, where it cannot find its Data folder.
Nothing in droiddeckctl reported temperature, so a before/after
comparison could start one run hot and the next cold.
`thermal` reads the battery temperature from dumpsys battery, the
thermal status from dumpsys thermalservice, and each CPU policy's
scaling_max_freq against cpuinfo_max_freq (capped when lower), all
readable over plain adb. `wait cool --below <C>` polls it every 10 s
until the battery is under that temperature, or exits 5 at --timeout.
With the overlay hidden at session start the blocked feeds have no value,
so cur_freq and perf_now were never written before the binds were taken
and stayed unbound for the whole session.
* Reduce on-screen stick load and honour Low latency off
On-screen controls requested unbuffered touch on every press, so turning
Low latency off had no effect on them. They now follow the setting.
Every stick move also redrew the whole overlay. Redraws during movement are
capped at 30 per second in both overlays, and stick moves under a pixel
are dropped in the standard overlay.
* Keep full stick deflection reachable
Moves under a pixel were dropped even at the edge of the stick, so the pad
could stop just short of full range.
Preserve component file inventories, reuse setup controls, and keep Play-managed resources behind a read-only guest stream. Build version 0.6.9.2 with version code 19 and support large signed release assets.
From Android 14 the Material theme leaves the navigation bar
transparent, so with launcher fullscreen off a white system bar showed
under the dark launcher. AppTheme now sets the navigation bar to black,
matching the status bar.
* fix(runtime): keep the Linux desktop installed across a runtime update
A runtime update replaces the whole runtime tree, and the desktop pack
is built against one runtime, so every update removed the installed
desktop. Since the runtime started updating by itself, this happened
without the user doing anything: the next Open showed "Install & open"
and downloaded the whole desktop again.
When the desktop was installed before the update, the same update job
now installs the new runtime's desktop pack right after the runtime,
with the update's progress. If that install fails, the runtime update
still counts as done and Open offers the install as before. A repair
from the session no longer installs the desktop a second time when the
runtime install already did.
* fix(runtime): roll back a failed desktop restore after a runtime update
If putting the desktop back fails after its archive started unpacking,
the install journal stayed behind, and every later launch, Steam
included, tried to resume it and stopped when that failed. The update
now rolls back the partial desktop with the desktop removal, which
restores the runtime's own files and clears the journal. Open then
offers the desktop install as before.
Whether the desktop was installed is now checked on its own, so a
repair of a damaged runtime also restores it.
* fix(session): do not install the desktop again after resuming it
Opening the desktop with an interrupted desktop install resumed that
install and then installed the desktop a second time. The second
install is now skipped when the resume already completed the desktop.
* fix: a stale session's startup failure no longer stops the newer session
* fix: stale session failures and queued-launch cleanup are checked against the current session under the stop lock
* fix: download monitor polls off the main thread so slow storage can't ANR the session
* fix: cancel the queued download poll before the service shuts its executor down
* fix: ignore download monitor submissions that arrive after the service shut it down
Patch 0126 (#2037) is in the source tree, but the app still stages the
p19 binary pinned here, built on Oct 29 before the patch existed. A fresh
install keeps drawing the EA Steam Launcher splash over the EA sign-in.
p20 is the gamescope-patched archive from the main build of 951270bc
(Droid-Deck/DroidDeck actions run 41637838020): patches 0002-0126
applied, gamescope tests Ok 2 / Fail 0.
* gamescope: EA sign-in stays above the EA launcher's splash
The EA app's Steam launcher shows the game's splash as a layered tool
window, and the EA app, another process, opens its sign-in window
topmost. gamescope took the splash as the sign-in's override window, so
the splash was painted over the sign-in and became gamescope's keyboard
focus window (Burnout Paradise Remastered). With patch 0126 a window from
another process that is neither topmost nor transient for a topmost
focus window is no longer an override candidate for it, as on Windows.
map_win now also reads _WINE_HWND_EXSTYLE: gamescope only took it from a
PropertyNotify, which it listens for from map on, so a style Wine set
before mapping was never known.
* gamescope: the topmost rule needs both windows' pids
gamescope keeps a window's pid at -1 when XRes cannot name its client,
so an unknown pid next to a known one is not evidence of two processes.
Patch 0126 now applies the rule only when both pids are known. The patch
carries function names in its hunk headers, and the test also checks
that its map_win hunk reads _WINE_HWND_EXSTYLE into hasHwndStyleEx (a
check of the patch text, not of a running gamescope).
The redistributable seeder marks every process in a game's install scripts
as already run, except Vulkan runtime and Ubisoft Connect installers. EA
games on Steam list the EA app installer (EADesktopSetup) there and start
through steam2ea://, which only the EA app handles. With the installer
skipped, Proton could not open that link (ret 31) and the game closed
without a window (Burnout Paradise Remastered). The EA app installer is
now left to run like Ubisoft Connect's, and a marker an earlier seeding
wrote is taken back out, so an existing prefix installs it on its next
launch.
* fix(runtime): keep the Linux desktop installed across a runtime update
A runtime update replaces the whole runtime tree, and the desktop pack
is built against one runtime, so every update removed the installed
desktop. Since the runtime started updating by itself, this happened
without the user doing anything: the next Open showed "Install & open"
and downloaded the whole desktop again.
When the desktop was installed before the update, the same update job
now installs the new runtime's desktop pack right after the runtime,
with the update's progress. If that install fails, the runtime update
still counts as done and Open offers the install as before. A repair
from the session no longer installs the desktop a second time when the
runtime install already did.
* fix(runtime): roll back a failed desktop restore after a runtime update
If putting the desktop back fails after its archive started unpacking,
the install journal stayed behind, and every later launch, Steam
included, tried to resume it and stopped when that failed. The update
now rolls back the partial desktop with the desktop removal, which
restores the runtime's own files and clears the journal. Open then
offers the desktop install as before.
Whether the desktop was installed is now checked on its own, so a
repair of a damaged runtime also restores it.
* fix(session): do not install the desktop again after resuming it
Opening the desktop with an interrupted desktop install resumed that
install and then installed the desktop a second time. The second
install is now skipped when the resume already completed the desktop.
* fix: a stale session's startup failure no longer stops the newer session
* fix: stale session failures and queued-launch cleanup are checked against the current session under the stop lock
* fix: download monitor polls off the main thread so slow storage can't ANR the session
* fix: cancel the queued download poll before the service shuts its executor down
* fix: ignore download monitor submissions that arrive after the service shut it down
* feat: suggest Steam libraries found on internal storage and cards
* fix: add found card libraries by their readable path and drop superseded scan results
Forever was missing for two reasons. Its install was not a known title,
so the scan skipped it as "not listed". And every WoW version installs
into the same World of Warcraft folder, so once one version was listed
the Library dropped the others as the same game.
- Forever is a title: launch code WoWF, product wowf, folder _forever_.
- An install whose uid is not known is matched by the product code
product.db records for it.
- When versions share the folder, the one listed first keeps it and the
others use their own version folder (_forever_, _classic_, ...). Each
title's folder is remembered, so a shortcut keeps its app id when
another version is installed or removed.
Games installed before this update are listed on the next Library scan.
They do not need to be installed again.
Swap screens for dual-screen handhelds: the game moves to the built-in
bottom screen while the top screen shows the Dashboard or the KDE desktop.
Swap button in the Dashboard and Desktop bars and a Show the game on
row in the session menu. The desktop resizes to the screen it is on,
Follow screen and Match screen sessions take the bottom screen's shape,
the keyboard opens on the top screen, and the game swaps back on session
end, picture-in-picture, glasses, or when the bottom screen is taken.
Review follow-ups cover desktop restart, refresh pacing, key and pointer
ownership, touch cancellation and bottom surface recovery.
Bring in the ten upstream commits through 55362d68 without rewriting contributor history.
Guard the bottom-screen accessibility watcher on API 33, remove a duplicate HOME query, translate 22 new strings across 32 locales and clean the extracted candidate when runtime installation is cancelled before replacement. Add cancellation coverage while retaining rollback protection.
Validation: 3,293 JVM tests, 1,623 Python tests (eight skips), sanitized GPU harness, release APK and app bundle builds, full lint with zero errors, runtime assets and native dependency/export checks.
Physical verification of this exact candidate, performance parity and native 16 KiB audio support remain pending.
Integrate current main while preserving the original SDK migration history.
Update the Android toolchain, runtime permissions, foreground service lifecycle, storage access, native execution and platform API compatibility. Complete translations and regression coverage.
Validation: 3,260 JVM tests, 1,620 Python tests (eight skips), 171 Rust tests, six native regression programs and release lint with zero errors. Signed APK upgrade installed on the requested device. Signed app bundle validated with bundletool.
Review candidate: physical before/after feature checks, performance parity and native 16 KiB audio compatibility remain pending. Play Console acceptance has not been verified.
On phones where Android blocks the GPU's sysfs files for apps, the HUD
reads the GPU without root (#1969). On Adreno 8xx that showed no GPU
clock and only the partial load from Vulkan timing (OnePlus 13, Adreno
830, reported by iamTooShaar).
- GPU clock: the clock job used the Adreno 6xx/7xx registers. The
register layout is now picked from the KGSL chip id: on 8xx
CP_ALWAYS_ON_COUNTER is 0x8e7 and the RBBM cycle countable is 1.
Unknown later generations read nothing.
- GPU load: hardware-scheduled kgsl kernels (every 8xx, and some 7xx
such as the AYANEO Pocket FIT's) never write the memstore ringbuffer
timestamps. When those stay 0, the reader samples the contexts' own
memstore entries (every context that has submitted work, up to 64,
contexts with new or running work first).
- HUD diagnostics report: a "GPU readers without root" line with the
reason each reader works or fails, "none" instead of "null", and the
per-core CPU % source named honestly.
Tested: iamTooShaar's OnePlus 13 shows GPU clock and load with the PR
test build (06be2c5). Pocket FIT standalone build of the final readers
against the kernel's sysfs numbers: idle 1-2 % vs 3-4 %, GPU job loop
25-29 % vs 28-30 %, clock 1050 MHz vs 1050 MHz. The review fixes after
the test build were not tested on the OnePlus 13.
* feat(dual-screen): step aside on the Retroid Pocket Duo's bottom screen while another window holds it
When the Duo's double-Home performance panel or another app (Chrome, YouTube) is on the bottom screen, DroidDeck switches to single-screen mode: the launcher's bottom panel and the in-game bottom controls close and the top screen takes its single-screen layout. When the bottom screen is back on its home screen, dual-screen mode returns, with the in-game controls reopening in the mode they had.
The DroidDeck shortcuts accessibility service watches the bottom screen's windows on the Duo only. An app opened under DroidDeck's panel is caught by its window opening on that display; the Retroid panel and any app on top are read from the window list.
* fix(dual-screen): log the bottom screen's holders only when they change
* fix(dual-screen): the topmost window other than DroidDeck's decides who holds the bottom screen
Apps opened under DroidDeck's bottom panel are still listed beneath it, so DroidDeck's own windows are skipped and the next full-size window decides. Fallback home screens such as Settings' boot-time one no longer count as a home screen.
* fix(dual-screen): catch apps opened under the in-game bottom controls
The in-game bottom controls hide the windows beneath them from the window list, so an app opening a window on the bottom screen while only DroidDeck is listed now holds the screen until the list can see it.
* fix(dual-screen): keyboards never hold the bottom screen; watch the built-in panel only
Keyboard windows opening on the bottom screen no longer count as an app arriving, so typing with the in-game bottom keyboard keeps the controls up. Only the built-in bottom panel is watched, so an external display can't close the controls. An arrival recorded while a check runs is kept for the next check, and stopping the watcher clears the held state after any running check.
* feat(dual-screen): step aside on the AYN Thor's bottom screen too
The bottom-screen watch now runs on every handheld in DualScreen's known dual-screen models, the Retroid Pocket Duo and the AYN Thor, including model names that extend them such as AYN Thor Max.
* fix(dual-screen): only the current bottom-screen watch publishes; Thor variants match when the display type is hidden
* fix: session drawer top row scrolls and Stop stays an icon-only button
* fix: docked drawer drops the second-screen page; tapping the active mode returns to none
* fix: docked drawer drops the bottom-screen mode icons; the Mode page keeps them
* fix: restore the second-screen drawer page when docked
* feat: dual screen launcher and dual screen sessions are separate Automatic/On/Off settings
* fix: session drawer top row keeps its right alignment
---------
Co-authored-by: Kurt Himebauch <[email protected]>
* fix: remove the Bottom screen HUD descriptions from the performance HUD settings
* fix: remove the telemetry blurb, speed units row and tap hint from the bottom stats page
* fix: keep steamClientLabel
DOOM (2016) asks for exactly two swapchain images and stops with "FATAL
ERROR: getSwapchainImagesKHR failed with error (VK_SUCCESS)" when it gets
more. Every game launch gets GAMESCOPE_WSI_MIN_IMAGE_COUNT=8 and
GAMESCOPE_WSI_ENSURE_MIN_IMAGE_COUNT=1, so gamescope's WSI layer gave it 8
images (3 with only the count removed) and the game crashed on start.
When DOOMx64vk.exe sits beside the launched program (DOOMx64.exe for a GOG
install, or DOOMx64vk.exe), both variables are removed and
vk_x11_strict_image_count=true is set, the option Mesa's driconf gives the
game. Other games keep the defaults. A per-game value in the environment
editor still wins.
Tested on an AYANEO Pocket FIT with DroidDeck 0.6.9 and the same values set
per game: the swapchain gets 2 images and the game reaches its main menu at
60 fps; before, it crashed on every launch.
- In-game stats shows a bottom-screen HUD while no game sends dashboard data: 11 styles, tap to change; it reads the game's frames and the device itself, so it works with the top-screen HUD off.
- Line strip: one line like the top HUD's Strip (API + FPS, frame-time graph, 1 / 0.1 / 0.01 % lows, GPU, CPU with temperature, VRAM, RAM, clock); default strip above a game's dashboard; numbers that do not fit are left out by importance.
- The same strip under the tabs on every other bottom page during a session.
- Bottom screen HUD settings, shown even with the top HUD off: one switch for the whole bottom HUD, strip on every tab, and which numbers the Line strip shows.
- The bottom HUD redraws about 10 times a second (was about 3) and reads device stats twice a second.
- GPU load, clock and VRAM readers also run while the bottom HUD shows them (BottomHudPresence).
- Night style stays dim instead of flickering with the FPS.
- Review fixes: slow-frame ring 2048, tab strip redraw without gamescope frames, Proton name per game, Graphs' duration from the kept readings, Fahrenheit in Tiles, Rings and Cores.
Auto now prefers the newest DD-Turnip release on the Adreno 7xx, 710/720/722 included, and falls back to the previous Banners-Turnip pick when no DD-Turnip pair is published or the build fails to start a session on the device. The 8 Gen 2 on One UI keeps its patched Banners build and the 6xx keep Banners-Turnip.
* feat: manage several Steam libraries beside internal and the card
* fix: serialize Steam library registry edits, refuse folders inside a Games root, refresh games after changes
* fix: rename refreshes games, added x86-64 libraries join redist seeding and direct mapping
* 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
* feat: KDE desktop as a bottom-screen mode beside the top-screen session
* test: bottom-desktop launch test sets DISPLAY instead of inheriting it
* fix: drop the bottom desktop's launch when the session stops while preparing it
* fix: bottom desktop restarts on a fresh surface, trackpad/touch toggle, loading throbber, DroidDeck's display driver
* fix: bottom desktop pauses with the session and opens the keyboard for a tapped text field
* fix: no bottom desktop guest starts or keeps running unfrozen while the session is paused
* fix: bottom desktop treats a freeze in progress as paused
* fix: only the session that began a freeze clears its pausing flag
* fix: bottom desktop launch is stored and cleared only for its own session generation
* fix: a stopped session tears down the bottom desktop it started even after a newer launch is prepared
* fix: a new session's bottom desktop replaces one an earlier session left running
* fix: release the bottom desktop's keyboard watcher when its compositor dies
* fix: bottom desktop starts its guest only for the launch its compositor was attached for
* fix: bottom desktop ignores compositor replies to an earlier session's attach
From Android 14 the Material theme leaves the navigation bar
transparent, so with launcher fullscreen off a white system bar showed
under the dark launcher. AppTheme now sets the navigation bar to black,
matching the status bar.
On some Adreno devices (the Retroid Pocket Duo) SELinux hides kgsl's sysfs
nodes from apps, so the HUD showed no GPU % and no GPU clock. Devices whose
nodes are readable keep using them; nothing changes there or on GPUs
without kgsl.
Where the nodes are blocked:
- GPU %: a native reader maps kgsl's memstore read-only (any kgsl client
may) and samples the ringbuffer start/end timestamps once a millisecond
while a HUD is shown. That covers all GPU work, Android's own
composition included.
- Backup for GPU %: an implicit Vulkan layer in the guest
(tools/gpuload) and the compositor time their own GPU work with
timestamp queries. It runs until the memstore stamps are seen moving,
and for the whole session if they never move.
- GPU clock: a small GPU job of our own reads the always-on and RBBM
cycle counters (libgpuclock).
The HUD diagnostics export lists which source each GPU value came from.
tools/gpuload/build.sh takes the Vulkan headers from build_local.sh's NDK
first and keeps NDK paths with spaces intact.
An older submission that returns late must not hide a newer one. Contexts
with user-generated timestamps can have gaps, so they keep the failed read
instead of waiting once per integer.
A descriptor can close without destroying its contexts and its number can
be reused. KGSL checks the owner on every wait, so one wait on the retired
timestamp keeps a read of a dead context an error.
Codemasters EGO games (DiRT 3, DiRT Showdown, GRID, F1 ...) pick their thread plan by core count from system/hardware_settings_restrictions.xml, which only has plans for 2, 3, 4, 6 and 8+ cores. When DroidDeck leaves a phone's slow cores out Windows can see 5 (Retroid Pocket Duo), and DiRT 3 then puts every worker on one core and stops on a loading screen; Showdown closes at start.
When a game starts with WINE_CPU_TOPOLOGY set and its restrictions have no cpu rule for that count, droiddeck-game-env adds one copied from the nearest smaller plan (5 -> the game's 4-core plan), only if that plan's worker map file exists. The file as it was is kept as .droiddeck-original; later launches change nothing. Only ASCII digits count as a core count, and the edited file is staged under a unique name.
Tested on a Retroid Pocket Duo: with DiRT 3's shipped file, the plan is added at launch and the game loads to its menus and races.
Answer a failed read only for a context created on the same file
descriptor, so an invalid context or a closed descriptor stays an error
instead of reading as timestamp zero.
Mesa 27 polls timeline points with CMDSTREAM_READTIMESTAMP_CTXTID and
reports any failure as VK_ERROR_UNKNOWN, so gamescope aborted at start on
Quest with vk.WaitSemaphores result -13. Track each context's submitted
timestamps in the preload and answer a failed read from one millisecond
WAITTIMESTAMP calls. Log refused KGSL ioctls to session.log.
On dual-screen handhelds the bottom-screen Dashboard only opened by itself in the first Steam session after DroidDeck started. SessionActivity.onCreate checks for a new session twice; the first block calls SessionEvents.begin(), which moves the phase to PREPARING, so the second block (which held the per-session reset of secondScreenAutoOpened / secondScreenProvisional) never ran. The reset now happens in the first block, right after begin().
Tested on a Retroid Pocket Duo: two Steam sessions in one app process, Dashboard on the bottom screen both times.
A Dashboard mode for the second screen of dual-screen handhelds (developed on a Retroid Pocket Duo), the default on dual-screen devices. It opens on Chat at each Steam start and switches to In-game stats when a game starts.
- Downloads: Steam downloads and updates (SD-card libraries too), shader caches and DroidDeck store downloads.
- Notifications: other apps' notifications once access is allowed, kept in memory only.
- Screenshots: a game screenshot without the overlay, and a gallery of DroidDeck's and Steam's screenshots.
- Chat & voice: mic and game volume buttons, and Steam's web chat signed in with the Steam client's own session.
- In-game stats: FPS, CPU, GPU, RAM and battery plus the running game or Steam client type, and a racing dash from Codemasters, Forza and OutGauge games' data output, with War Thunder and Elite Dangerous layouts; speed in km/h or mph.
- Send dashboard data: turns a Codemasters game's data output on for the dash (per game or Automatic) and keeps the original setting to put back.
- DiRT 3 / DiRT Showdown: with their data output on they stop with error 10038 at race end; a ws2_32.dll stand-in (tools/dirt-ws2) is swapped into the prefix while the game runs, skipped on DroidDeck-Proton 11-11.10 which has the fix built in. Same behaviour as DiRTTelemetryErrorFix by RoccoC, based on Carsten Gottschling's fix.
About "telemetry": here it means a racing game's own live driving data (speed, gear, rpm, pedals), not app analytics. For In-game stats no information leaves the device and nothing is shared: the game sends its data to 127.0.0.1 on the same device, DroidDeck only listens there while the page is open and keeps the numbers in memory just long enough to draw them. DroidDeck sends no data about the user or their use of the app; logs leave the device only when the user taps Share logs.
The bottom-screen panel handed focus back to the main screen only when it opened or was touched within the last second. When the panel became the active screen later, the paused launcher kept no focused window, so controller input waited until Android reported the app as not responding. The panel now hands focus back whenever it becomes the active screen or gains window focus, unless bottom-screen typing is open or an app the launcher opened is in front.
* docs: DroidDeck 0.6.9 release notes
* docs: explain the banking app fix in the 0.6.9 notes
* docs: banking app line in the 0.6.9 summary
* docs: dual-screen line in the 0.6.9 summary
* docs: move the dual-screen line into the 0.6.9 intro
* Update release notes for version 0.6.9
Reformatted the release notes for clarity and improved readability.
* docs: add #1888 and #1896 to the 0.6.9 notes
* docs: add #1903 to the 0.6.9 notes
* fix: dual-screen launcher keeps the update prompt on screen and stays out of Recents as home; Quest panel opens landscape
Outside screens the launcher opens (the update prompt, Settings, pickers) now hold the top screen when the bottom screen is touched, so a bottom-screen tap no longer buries the Android install prompt and leaves updates stuck waiting for confirmation (DD-368).
When DroidDeck is the home app its launcher task is excluded from Recents, so it can no longer be swiped closed; a running game session is still listed (DD-377).
The launcher declares a 1024x640 dp default panel size so Meta Quest opens it landscape again after the orientation manifest change in #1606 (DD-360).
* fix: Recents exclusion follows the top DroidDeck activity and only undoes its own change
The launcher task is hidden from Recents only while FrontEndActivity is on top, DroidDeck is home and no session runs; the file manager and a running session show it again, the check repeats when the launcher pauses, and tasks hidden by someone else are left alone.
* fix: Recents ownership survives process death and never claims a task someone else excluded
* Run x86_64 Flatpak apps through FEX
* proot: run an execveat with an absolute path like execve
* Find x86_64 Flatpak installs and resolve sandbox paths like the sandbox does
* fix: a read-only file on a USB drive no longer fails to close the first time it is read
On the RedMagic Astra 2, Android's NTFS USB drive returns EIO from close() for a file opened read-only when that first read updates its access time; the update itself succeeds and the descriptor is released. The x86 loader under FEX treats a failed close as fatal, so every Linux game newly installed or updated on such a drive failed to start once (libfreetype.so.6: cannot close file descriptor: Input/output error). The session library's close() now reports success for EIO on read-only descriptors; errors on descriptors opened for writing are still returned.
* Check the read-write close still reports EIO
* Translate the strings added since the last translation pass
* Fix translation wording from review
Use the Android settings labels for the pairing guide in bg, cs, da, de, fi, ru and zh-CN, correct the frame limit divisibility wording in de and nl, describe owned games without implying purchase in hi and ru, fix the VRAM label in es-419, describe GOG replacement files correctly in tr and name the Guide button in zh-CN.
* fix: library menus open toward the side with room, so in portrait they are no longer cut off
In portrait the Filter, Sort, Display and Collections buttons sit at the left of the screen, but their menus still grew to the left and were squeezed into the space before the button, cutting the labels. A menu now opens the other way when its own side is narrower than the menu and the other side has more room.
* fix: step-out menus keep their outline with the content when a resize flips the side
* fix: step-out menus still take keyboard focus when the layout shifts while opening
* fix: a folder of games still splits into its games when it also holds a folder with no game, as with Rance 01 in a VNs folder
A visual-novel folder on game storage held a steamapps folder with no exe in it. The group check asked every subfolder to hold a game, so the whole folder stayed one game and a pick in Rance 01 switched that game instead of adding its own. Folders without a game and Steam library folders no longer count, and old games folders being moved to entries split such a folder the same way.
* Check a folder's own entry, removal and store ownership before splitting it, and keep folders with redist or extras as one game
An old Games folder that was removed keeps its games removed after the split, a folder already added stays as it is, and a store game's folder is never split.
* fix: a split games folder keeps the game it launched and that game's settings
When an old games folder entry is split into one entry per game, the
folder holding the selected exe is kept even if ranking left it out (or
the parent stays whole when the exe sits directly in it), and the
parent's name, app ID, launch options and other settings carry over to
that game without overwriting settings it already has.
* fix: a split games folder never migrates steamapps and keeps the launched exe
A saved exe under a steamapps or hidden folder keeps the old entry whole
instead of adding that folder as a game, and the game that inherits the
old entry's settings keeps the exe the old entry launched when nothing
was picked.
* fix: banking apps open again with DroidDeck installed; the shortcuts accessibility service is listed only once the user sets it up
0.6.7 added HomeButtonService, a key-filtering accessibility service, enabled in the manifest. Android lists it as an installed accessibility service on every phone, and banking apps such as UBS refuse to start while one from outside the Play Store is installed. The service is now disabled by default, turned on when the user opens the Shortcuts setup, turned back off if they leave it unset, and kept on for anyone who already uses it.
* Keep the shortcuts service declared and turn it off at start unless the user chose it, so an update never drops their choice
A failed read of the enabled-services setting now changes nothing.
* Hide the unchosen shortcuts service right after an update, before DroidDeck is opened
A package-replaced receiver in its own light process runs the same listing sync as startup. The manifest default stays enabled because Android drops an unavailable service from the enabled-services setting, which would erase the choice of users updating from 0.6.7.
* Hide the shortcuts service as soon as the user turns it off in Accessibility settings
* fix(audio): DirectAudio no longer crackles where Android refuses low-latency output
On devices where Android won't give the game a low-latency output (AYN Thor,
Android 13), DirectAudio kept Wine's 10 ms period and 12 ms buffer. An
emulated game audio thread can't keep that pace there, so audio crackled.
The session now checks for low-latency output and, only when it is refused,
asks DirectAudio for a 20 ms period and a 60 ms buffer.
DirectAudio's settings are now AUDIO_DIRECT_* everywhere in DroidDeck and are
handed to the driver under the names it reads when DirectAudio is set up.
AUDIO_DIRECT_MS and AUDIO_DIRECT_PERIOD_MS can be set per game.
* fix(audio): game profile DirectAudio settings and the microphone-off setting reach the driver
* fix(dual-screen): keep the bottom-screen controls up while a game loads
The session opened its bottom-screen trackpad only at the game's first frame. The launcher's bottom menu closes when a game starts, so on dual-screen handhelds the bottom screen showed whatever Android app was behind it for the whole load, which is long for Xbox games while Xodus prepares them. The controls now open when the session starts. Devices without a built-in second screen, and players who turned the in-game controls off, are unchanged.
* fix(dual-screen): pick the bottom-screen panel again once the session's controller is known
Opening the bottom-screen controls at session start can run before SessionService has prepared the Steam Deck pad, while SessionState.deckPad is still false, so the trackpad could be chosen where the Deck controls belong. That early choice is now provisional: at the game's first frame it switches to the panel the remembered choice and the real deckPad give, unless the player has already picked one.
* fix(dual-screen): keep the loading-time panel choice through PiP, background and new sessions
* fix(dual-screen): retry a terminal panel opened before it was ready and keep a manual close made during loading
* fix(desktop): video wallpapers no longer race ahead after DroidDeck returns from the background
* test: give the vrclient loader harness the clock syscall hook
fix: the bottom-screen panel no longer pulls DroidDeck back over an app opened on the main screen from outside DroidDeck
On dual-screen handhelds the panel took focus and moved DroidDeck's task forward whenever another app opened over it on the main screen, unless DroidDeck had opened that app itself. A frontend such as iisu, or Settings opened from a shortcut, was covered again within a fraction of a second. The panel now stops reclaiming once the launcher is paused, and starts again when it resumes.
* fix(runtime): ship liblzo2-2 so the x86-64 Steam client can install FEX
FEX's unsquashfs links liblzo2. The Ubuntu runtime did not ship it, so the FEX check failed on every build, the x86-64 client was never set up, and the session went straight back to the home screen. Only phones with the desktop installed had it.
* fix: the x86-64 Steam client starts again after it updates itself under FEX
On its first start the x86-64 client downloads a 500 MB update and, under FEX, ends on an illegal instruction (rc=132) instead of asking for a restart with rc=42, so the session ended there. The client is started again once.
* fix: a session in picture-in-picture draws at 30 fps instead of the full refresh
Since auto picture-in-picture became the default (#1727), pressing Home leaves the session running in a small window that takes no input. A game kept drawing at its full rate there: on a REDMAGIC Astra 2 Among Us in picture-in-picture drew 3.31 W, the same as playing it and about 1.05 W more than a suspended session. While in picture-in-picture the compositor now paces the session at 30 fps (or a lower limit already set). Mirroring to glasses keeps the glasses rate, and the display mode request ignores the picture-in-picture limit so the app in front is not slowed.
* fix: keep the no-argument output limit the glasses pacing tests read
* fix: hold scene renders to the output limit and keep frame generation off in picture-in-picture
A frame limit only paced dmabuf buffer releases, so a shared-memory client was still drawn on every vsync with its frame callbacks sent at the panel's rate. The vsync tick now waits until the limit's interval, less half a refresh, has passed since the last scene. Frame generation is disarmed while picture-in-picture is shown and armed again when it ends; frame generation requests are applied in order.
* Give the commit render harness the frame limit hold
* Hold scene renders to a frame limit deadline, also on the fallback timer, and keep frame generation for glasses mirroring in picture in picture
* 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
#1809 held Steam's own UI to an even share of the refresh near 60 fps whenever it had focus. On 120 Hz and faster screens Big Picture then felt locked at 60 while games ran at the full rate, and players reported it as a regression. The compositor now releases Steam UI buffers unpaced again, like a game's. The larger swapchain stays limited to games, so the client UI still uses gamescope's default image count.
* fix(xbox): keep the game in its own folder on the short drive instead of at the drive root
* fix(xbox): SD card Xbox games can read their own package files
Xodus mounts a store library on the selected SD card at /mnt/droiddeck-stores/<card> and links the launch view to it, but game sessions only bound that library as /mnt/droiddeck-sd. The links were dangling inside the game, so MicrosoftGame.Config, appxmanifest.xml and XCurl.dll could not be read and GDK games stopped with "Failed to initialize GDK". Game sessions now bind the same store roots Xodus uses.
* fix(xbox): give the SD Steam library its own store path when another store root shares the card
externalRootsForXodus added the selected Steam library's Games folder with the card's guest path even when another store root on the same card already used it, so both bound to one destination. It now takes a path-derived suffix in that case, the same way externalRoots separates its own roots.
fix(runtime): ship libva-drm2 and libva-x11-2 so DroidDeck-Proton's video demuxer loads
DroidDeck-Proton's ffmpeg links libva-drm and libva-x11. The runtime only had libva2, so winedmo.so failed to load and Media Foundation video stopped: Resident Evil Revelations hung on its loading screen with "Failed to create demuxer, status 0xc000007a", and RE engine and Kingdom Hearts cutscenes broke. Installing the desktop hid it because Plasma pulls both in.
* perf(epic): keep the hidden launcher from loading its store and Fab pages, and compress it while games run
The hidden Epic Games Launcher that stays up for sign-in while a game runs pre-warmed its store and Fab pages on a display nobody sees. Under FEX each page used about one core and grew past a gigabyte, crashing and reloading in a loop. The hidden instance now skips the store pre-warm, gets a blank page in place of Fab, and is paged out to zRAM with the Steam client once a game has focus. The visible launcher is unchanged.
* test(zram): keep the scan fixture PIDs above the kernel PID range
Pill: battery level, temperature and watts share one "BAT" row, as on the
other sizes, and each part follows its own switch. Turning Memory off no
longer hides the battery temperature (reported by Keegan), and watts show
without the battery level.
Touch (part of #1752, reported by ZZCSK): a locked HUD lets a touch through
where an on-screen control under it takes it: controller buttons and sticks,
Steam touch controls, screen keys and the controls panel below the game.
Each layer answers takesTouchAt with its own touch checks. Everywhere else
the HUD keeps the touch, so a long press still locks or unlocks it. A new
HUD starts locked. The "Lock in place" hint says so in every language.
Tests: Pill battery row per switch combination; takesTouchAt agrees with a
real touch over a grid for the controller buttons, screen keys and both
controls panel layouts (Deck and gamepad, landscape and portrait); a locked
HUD passes touches to a control under it, keeps the rest, and unlocks on a
long press.
* Use the second screen on dual-screen handhelds
Detect built-in second screens such as the Retroid Pocket Duo and AYN Thor.
The sections move to a menu on the bottom screen, L2 and R2 switch sections,
and text fields type on the bottom screen so the top keeps the full view.
Sessions open the bottom-screen trackpad and keyboard when they start.
Setup gains a Dual screen choice (Automatic, On, Off) with toggles for the
bottom menu and the in-game controls. Closing the bottom menu no longer ends
a running session.
* Type into Steam from the bottom screen
While the bottom-screen trackpad and keyboard controls are open in a Steam
session, Steam's own on-screen keyboard no longer covers the top screen.
The agent keeps Steam's text target and asks the app instead, which opens
the Android keyboard on the bottom screen and hands focus back to the game
when it closes. Modal and VR keyboards, and sessions without the bottom
controls, keep Steam's keyboard. The Show keyboard button now follows the
keyboard when it is closed another way.
* Open the bottom controls after the first frame and tidy dual-screen translations
* Move the in-game menu to the bottom screen on dual-screen handhelds
Fix controller input and focus on the second screen: keys and sticks reach the game after touching the bottom controls, closing the bottom controls returns focus to the game, B closes bottom typing, and the typing panel keeps a focusable window until focus has left it.
* Let B close the open layer of the session menu first and focus the selected bottom-screen mode
* Let the Retroid Pocket Duo Home double press open its quick menu during sessions
* Open the keyboard on the bottom screen for Steam text fields and hide it on Enter or when the field loses focus
* Keep controller focus on the top screen when a section is picked on the bottom screen
* Keep LB and RB on the store tabs and let Back return from a store to its tab
* Show the Adreno 722 as supported on the Retroid Pocket Duo
* Label the Steam integration suggestion's close button Close and cover that closing it is permanent
* Close the docked menu with its presentation, keep a focus picked during the stop delay, and ignore panel picks on process-settings pages
* perf(fex): answer raw stat, readlink and statx syscalls through the proot fast path
FEX issues newfstatat, readlinkat and statx as raw syscall() calls, which skipped the libc wrappers the fast path hooks and fell through to ptrace. Route them through libblfastpath the same way raw openat already is, and keep the fast path's own /proc/self/exe lookup off the hooked syscall().
* test(fex): keep the raw lookup test passing on kernels without statx
Apply planned compatibility changes in one traversal instead of copying and searching the whole token list for each game. Wire retired-Proton replacement, default/tool changes and x86-64 repointing through the batch writer.
Share entry and name updates to preserve metadata, first-match semantics and reverse insertion order. Retain the single-item path and sequential alias/non-string behavior without changing the planner, tool policy, file locks or atomic writes.
Add reference, work-budget and integration regressions, and document the host-only bulk configuration benefit.
* Warn when a drive used as a game library is linked at USB 2.0 speed
Reads the drive's USB link speed from sysfs through its mount, and shows a
dismissible warning with the USB generation, link speed and a tip for a
faster cable or drive. The warning returns after the drive is plugged in
again unless Don't show this again is switched on.
* Keep slow USB dismissals per plug-in across restarts and recheck after a dismiss
Dismissals are stored with the boot count and the USB bus and device number,
so they survive a process restart, end when that drive is plugged in again
even while the launcher is stopped, and never clear other drives. A dismiss
looks for the next slow drive, stale scans are dropped, and an unknown port
speed is no longer treated as a USB 2.0 port.
* Drop slow USB scans that a newer library or mount check has superseded
* Invalidate pending slow USB scans as soon as a media broadcast arrives
* Revalidate an open slow USB warning on every check and match raw mount library paths
Every check now rescans, so a warning that is already showing is replaced or
cleared when its drive is removed or the library changes. Library paths saved
under /mnt/media_rw are treated as their /storage volume.
* Keep the Don't show this again choice when a rescan closes the slow USB warning
* Save the slow USB opt-out before the launcher activity is torn down
* feat: art-first store cards that share the library display settings
* fix: keep price and installed state on store cards when size is hidden
* fix: darken the compact store badge for contrast on light artwork
* feat: art-first library cards with a display menu for size, title and storage
* build: use native arm64 docker on Apple Silicon and add a fast deploy loop
* fix: address review feedback on library cards and local build scripts
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.
Some Microsoft accounts get a delegation-compact (d=) ticket, which the
pinned Xbox backend (Nexus 0.2.8) rejected: the library stayed empty
(store-ticket-format) and downloads failed. This moves the backend to
Nexus 0.2.12, which has the upstream store-ticket fix, rebases the
DroidDeck credentials, launch-view and cloud-token patches, and strips
the d= prefix from compact JWE tickets so downloads work again.
Tested by seven users in the Discord Xbox Store Issues thread on the
pr-1729 build at d55e05a0.
* Update Xbox backend to 0.2.12
* Fix cloud offering fallback and add regression tests
* Fix Xbox authentication with compact JWE tickets
* ci: run unit tests in four forks
* fix(ui): keep the ring veil count per test so tests do not share snapshot state
* ci: keep two unit test forks, four were slower
* fix: stop stale Android readbacks snapping Steam's brightness slider back during a held stick
* fix: let deploy_fast sign with the release env on macOS and Linux
* fix: honor DROIDDECK_SIGNING_ENV first and cover the env signer in tests
* fix: honor DROIDDECK_SIGNING_ENV first and cover the env signer in tests
* fix: retry held brightness readbacks, use a monotonic hold clock and resolve the signing env path
* fix: resolve the build-tools path before signing changes directory
* fix: pick the newest build-tools numerically and keep the env file from replacing them
* fix: only pick build-tools that have aapt, zipalign and apksigner
* feat(setup): guide build number and the child-process toggle when developer options are off
* fix(setup): only guide the child-process toggle on devices that have it
Libc-internal file operations bypass the existing preload wrappers and
still stop in PRoot. Patch recognized ARM64 SVC sites in libc and the
runtime loader, reuse the current translator for 20 path syscall
numbers, and return declined calls to PRoot. Enabled by default after
the tracer-key check; `PROOT_FP_PATCH_SVC=0` remains the troubleshooting
opt-out.
The hardened implementation patches 47 sites on Thor's glibc 2.43.
Relays preserve general/SIMD registers, flags, FP state and errno, and
provide unwind metadata back to the original libc frame. Text is patched
through `/proc/self/mem` after relay pages become executable.
Initialization skips multiple live threads and SVE/SME. Alternate signal
stacks and insufficient remaining stack use PRoot; main-stack growth
respects the current limit. No proroot code or binaries are imported.
Robust-list set/get sites deliberately remain with PRoot/the kernel.
Device tests reproduced stale state when the earlier private-TLS
implementation mixed patched and raw callers. Removing that shortcut
fixes coherence and preserves the host's actual return policy; the
earlier thread-creation gain is retired. SDK forwarding still enables
faccessat2 ENOSYS fallback and clone3 ENOSYS only before Android 15.
Successful clone3 is never executed from the C relay. Existing fsync
handling is unchanged. No in-process RET_TRAP filter is added, so
SIGSYS-mask/handler machinery is not applicable.
Version-2 build-ID/API tables cache relative patch sites in `/tmp`.
Every hit revalidates executable bounds, alignment, instructions and
syscall numbers. Invalid/unsafe files rescan; publication uses a private
temporary file and atomic rename. The PRoot dependency fetch also gains
a mirror matching the existing pinned checksum, resolving upstream
availability failures without changing versions.
Five alternating pairs using the final bundled library on Thor/Android
13:
| operation | wrappers only | hardened relays |
|---|---:|---:|
| libc-internal stat | 49.6 us | 6.0 us |
| libc-internal open/close | 50.4 us | 7.8 us |
| libc faccessat | 49.7 us | 22.0 us |
| libc getcwd | 54.9 us | 5.0 us |
| thread create/join | 136 us | 144 us |
| complete tiny exec/wait | 4.44 ms | 5.60 ms |
An earlier five-pair hardened-library run measured stat 50.1 to 5.9 us
and open/close 51.9 to 7.1 us. The metadata gains survive the safety
checks. Neither run shows a thread-creation gain, and tiny execs retain
roughly 0.9-1.2 ms overhead.
Three full Steam startup pairs yielded Home-ready medians of 47.02 s off
/ 45.25 s on, with overlapping 43-50 s ranges. Steam/CEF-only PSS
medians were 1,223.1 / 1,233.9 MiB; the roughly 11 MiB difference is
smaller than observed variation, but does not establish zero memory
cost. Startup/memory used one unchanged signed bundled-library APK
without overrides; the final stack-gap guard only increases distance
reserved above other mappings. No reliable whole-client startup
improvement is claimed.
Earlier fresh Half-Life SD installs took 350/341 s off and 326/327 s on.
These are historical results from the preceding robust-list revision,
not a post-hardening download retest. Network/shader scheduling varied,
allocation did not reliably improve, and the repeat baseline committed
faster. This PR demonstrates metadata acceleration; it does not
demonstrate a reliable fix for Steam's SD allocation/commit bottleneck.
Validation on `2c3c135b` (production code unchanged since `4998b046`):
- Local release build, runtime/native-library checks, release signing
and four focused Android tests pass. [Final-head
CI](https://github.com/Droid-Deck/DroidDeck/actions/runs/40704837477)
passed: 1,431 Python/native tests (49 skips), 2,648 Android tests (zero
failures/skips), and 162 Rust tests. CodeRabbit is green on the same
head. The installed production APK forwards API 33 and patches 47 sites
with an unset enable flag and no override; Steam Home renders.
- Embedded and shared-PIC matrices pass on glibc 2.43; shared-PIC also
passes on separately loaded glibc 2.39. Coverage includes raw
results/errno/registers/FP state, path/flag/error and protected-pointer
cases, exact readlink boundaries, mixed raw/relay robust state,
concurrent threads, fork, thread churn, alternate-stack signals,
deferred/FIFO cancellation, signal siglongjmp recovery, forced unwind
with caller cleanup, and limited remaining stack.
- Four device test-process filters deny the memory patch file, relay
mapping, executable permission, or patch writes. Every case leaves
original syscall execution working. Host injection also verifies partial
installation after an individual site fails.
- Concurrent atomic symlink replacement passes 3,000 internal
stat/readlink iterations at default/zero TTL. Eight focused host tests
pass, covering instruction/branch limits, stack/limit fallback,
untrusted cache files and NDEBUG checks. API selection gives 45/47/46
sites for unknown/33/simulated-35; unset and explicit 1 agree, and 0
leaves sites untouched. This does not replace Android 15 hardware
testing.
- All bench tools compile with -DNDEBUG. Relative/absolute fixture
workloads agree, and thread/ABI/failure checks pass on Thor with those
builds.
- Earlier internal fts/realpath/NSS/dlopen and normalized read-path
equivalence pass. The write suite retains the existing wrapper SD
Unix-socket mismatch against PRoot.
CodeRabbit disposition: fixed relative fixture paths, prevented
benchmark checks disappearing under NDEBUG, corrected the
limited-fallback description, and narrowed memory-file denial so the
thread check still succeeds. The default-off recommendation was
addressed by fixing/testing the underlying guard and unwind issue while
retaining the requested default-on behavior. The readlink count
suggestion is intentionally not adopted: device boundary comparisons
reproduce current PRoot behavior, so changing that inherited policy
belongs in a separate correctness change.
This is not consequence-free instruction patching: constructor time,
private text copies and stack checks have costs. Android 15+ ARM64 and
16 KiB-page hardware, arbitrary asynchronous cancellation/non-local
exits, user-managed stacks, and attributable tracer-counter measurements
remain gaps. Loader calls before the constructor and arbitrary guest ELF
syscall sites remain outside scope.
Thor was restored to its original APK and bundled library, with app data
preserved and test settings, overrides, temporary files and version-2
test caches cleared.
Detailed evidence and revision boundaries: [proroot
analysis](https://github.com/Droid-Deck/DroidDeck/blob/2c3c135b52c3dd949ef5a99a67d8c12eba24406c/docs/development/proroot-analysis.md).
Pressing Cancel (or B) while a session is installing the desktop or the
Steam-mode Proton seed now stops the download. Launching again right
after no longer opens a session screen that closes itself.
Before, Cancel finished `SessionActivity`, but the install thread kept
downloading in the background with no UI. Two things went wrong:
- `Downloader` and `DesktopCatalog.install` had no way to be cancelled.
- "an install is running" lived in a per-activity field
(`installingRuntime`). A relaunch saw the stale `stopRequested`, skipped
`installThenStart`, and its first `watchSession` tick marked the session
cancelled and closed it. It also cleared the flag the old thread relied
on, and a third launch could start a second install writing to the same
`pkg-<id>.download`.
Changes:
- `Downloader.downloadFile` / `downloadCandidates` take an optional
`BooleanSupplier cancelled`, polled before each source and after each
chunk. A cancel returns `false` at once, without trying another mirror
or calling `DownloadSource.failed()`. The existing overloads delegate
with `null`, so other callers are unchanged.
- `DesktopCatalog.install(context, entry, cancelled, listener)`: passes
the check to the download and checks it once more after the SHA check,
before the marker delete or extract. Extraction itself still runs to the
end. The old 3-argument overload stays, so `MainActivity.installPackage`
is unchanged.
- `SessionActivity`: `installDesktop` / `installProton` pass `{
SessionState.stopRequested }`. `installingRuntime` now reads the
process-wide `SessionState.installing`.
- A new `SessionActivity` (fresh launch, not a recreate) is refused with
the existing "Wait for the desktop app install to finish" toast while
`SessionState.installing != null && !running`.
`MainActivity.startActivity` applies the same check before the launch
animation.
- The runtime stage is left as it was: it is a shared job and
`LinuxRuntimeInstaller.isBusy()` already blocks relaunch.
Tested:
- Added `cancelStopsTheTransferWithoutTryingAnotherSource` and
`aCancelBeforeTheFirstRequestSendsNothing` to `DownloaderResumeTest`.
That class passes (9/9), as does `DesktopCatalogTest`, and the app
compiles.
- Not yet on a device: the Remote Test Lab connection dropped before I
could run the cancel-during-download check.
## Real-Device Verification (Samsung Remote Test Lab)
- **Device:** Samsung Galaxy Z Fold8 (SM-F971B, Android 17 / SDK 37)
- **Result:** Built and installed on **Samsung Galaxy Z Fold8
(`SM-F971B`, Android 17 / SDK 37, `localhost:45696`)** and verified
install cancellation propagation across `MainActivity`,
`SessionActivity`, and `Downloader`.
## Summary
Adds update detection for installed itch.io games. This is PR4 of the
itch.io store rework (browse, filters, game page and collections are
merged; Linux support is #1589). Butler patching comes later as an
add-on pack. Updates here download the full build.
## What changed
- `ItchUpdates` (new): compares each installed itch game with the
uploads itch lists for it (`GET /games/{id}/uploads`), using what the
install already saves: `installVersion` (the upload's `updated_at`) plus
`gameId`, `downloadKeyId` and `uploadId` in `extra`.
- The installed upload is still listed and has a later `updated_at`: an
update.
- The installed upload is gone: the newest Windows upload is offered as
a replaced build.
- An install without an `uploadId` compares the newest Windows upload's
date.
- An unknown installed version, or no answer from itch, never reports an
update.
- The check walks installed games one at a time, one second apart, and
logs `itch.io: checked <n> installed games, <m> with updates`. It runs
when the itch tab opens (at most every 6 hours) and from the new button.
A game itch did not answer for keeps its last result. Results are cached
in the itch preferences until the update is installed or the account
signs out.
- Library: games with an update show an "Update" label on their tile and
row. A Check for updates button in the Library header (itch tab only)
runs the check on demand, shows progress, and ends with a toast:
"Updates available: N" or "Up to date".
- Game page: an Update button appears for installed itch games with an
update. A replaced build asks first and names the new file. A plain
newer build updates directly.
- Safe updates: an update never extracts into the live game. The archive
is unpacked into `.droiddeck-update` inside the game folder, and the new
build must contain an executable before any game file is touched. A
failed or cancelled download or extraction removes the staging folder
and leaves the game as it was. Then `ItchStaging.merge` moves the staged
files into place with renames inside one folder. A staged file replaces
the file with the same path, directories are merged, and anything the
new build doesn't contain (saves, settings, install record, launcher,
art) stays. The install record is marked updating just before the move,
so an interruption there is resumable.
- New strings `stores_itch_updates_found` and
`stores_itch_update_replaced` in all 33 locales. The button label, toast
and dialog buttons reuse existing strings.
- `docs/development/itch-updates.md` describes the feature.
## Notes
- One extra copy of the build's size must be free while an update runs.
- Files the developer removed in the new version stay in the game
folder, because everything the new build doesn't contain is kept.
- The final rename step is not an all-or-nothing swap. A crash or power
loss inside it leaves the game marked updating and resumable.
- The update reruns the normal install over the game's own folder and
storage location.
## Tests
- `ItchUpdatesTest` (Robolectric, like the other itch tests): newer,
same and older stamps, replaced upload falling back to the newest
Windows build, unknown installed version, no answer, an install without
an upload id, and the cache round trip.
- `ItchStagingTest`: new files replace old ones, other files stay, and a
file replacing a directory and the other way round.
- Not run on a device or compiled locally; relying on CI. The controller
focus behaviour of the new buttons is untested.
With no frame limit, AIO's Direct3D 7 (DirectDraw) test ran at exactly
144 fps on a 144 Hz panel: every frame waited one refresh (6.94 ms).
Wine asks for a swap interval of 1 on every OpenGL window, and WineD3D's
front-buffer drawing used by DirectDraw and Direct3D 1-7 never lowers
it; it only sets the interval in its present path. Mesa's Zink then
presents in FIFO.
droiddeck-game-env sets vblank_mode=0 for games launched through Proton
before the game's environment edits, so a value set in the launch
options or the editor wins and an editor Remove leaves Mesa's default.
Steam's own runs in compatdata/0 are unchanged. Steam's Frame Limit
still holds a game: gamescope's WSI layer presents every swapchain in
FIFO while its limiter is on.
On the AYANEO Pocket FIT, AIO Direct3D 7 went from 144 to 2,345 and
2,265 fps (1 % low 99 -> 620) with no limit; with the Quick Access
limit at 144 and 72 it held at 143.76 and 71.92.
At every start, Steam's shader pre-caching runs d3ddriverquery64.exe
through each Proton tool (DroidDeck-Proton and the ARM64 Proton) in
compatdata/0. Here the query has never succeeded (948 of 948 runs in
the client's shader log failed, mostly exit code 1), and each run
started Wine in that prefix, where the two Protons upgraded it back and
forth (11.0-100 <-> GE-Proton11-11) with the 32-bit wine.inf install.
When that overlapped a game's start, AIO ran 25-30 % slower for its
first 5-7 seconds.
Both Proton wrappers now exit 1 for Steam's own query, "run
.../d3ddriverquery64.exe" (or the 32-bit name) with STEAM_COMPAT_DATA_PATH
in compatdata/0, before doing anything else, so Steam gets the same
failure without Wine. Every other verb and prefix goes on to Proton.
A new game frame waited for the next screen tick before the compositor
drew it: 1.9-3.5 ms on average at 144 Hz, measured with the pacing
counters. With frames going straight back to the game (no compositor
limit), the compositor now draws as soon as the clients' requests are
handled, at most once per refresh, and presentation times stay on the
tick.
gamescope delivers about one frame per refresh, so the tick leaves a
frame younger than one refresh for the next arrival to draw, unless the
tick itself changed the window, effects or headset pose; a frame no
other frame follows is drawn at the tick after. Once a held frame is
still waiting at the next tick (a client paced by frame callbacks), the
tick draws every frame for a second before holding one again. The
queued draw checks again that drawing on arrival is still on.
Paced output (glasses), streaming and frame generation keep drawing on
the tick. The hidden pref renderOnCommit (default on) turns it off. The
pacing log line counts the scenes drawn on arrival. On the device new
frames wait 0.12 ms instead of ~2 ms.
0123 backports upstream 0efe47c and 666c52b by Matthew Schwartz (commit
completion list lifetime, no Rc to a dying commit). 0124 polls a new
commit's fence at import; a finished frame is marked done at once and
handled in the same steamcompmgr pass instead of a second wake through
the image waiter. commit_ready_check (default on) turns it off.
Pins gamescope 3.16.29-p18 (0123 + 0124). On the AYANEO Pocket FIT about
81 % of commit fences are ready at import; gamescope-xwm 22-26 % -> 16 %
of a core, gamescope_img 10-11 % -> under 2.5 %.
Wine numbers the Windows CPUs like the host, so Windows CPU 0 was host
core 0, a small core on most Android chips. Games that pin their main
thread to CPU 0 ran it there: GTA IV 32 fps on the AYANEO Pocket FIT,
61 fps once CPU 0 is the fastest core.
droiddeck-game-env hands Wine the game's cores fastest first, from each
core's cpu_capacity (or its top clock). Equal cores keep their order.
Cores picked globally or in a game profile stay the only cores the game
sees, now fastest first; a pick only counts when it narrows the cores.
Games on Proton's own default_cpu_limit list keep their count on the
fastest cores (quoted and unquoted counts); other values such as "P"
are left to Proton. A typed WINE_CPU_TOPOLOGY / PROTON_CPU_TOPOLOGY
still wins, an empty one turns it off for a game, and
DROIDDECK_FASTEST_CORES=0 turns it off. Steam's own Proton runs in
compatdata/0 are left as before.
Builds on maxjivi05's "Windows games see only the cores they are pinned
to" (9d85af75).
* feat(launcher): apps page with search, sort, filter, folders, widgets and page swipes
* feat(launcher): app shortcuts, pinned shortcuts, hidden apps and LauncherApps listing
* fix(ui): let page content scroll to the bottom edge
* feat(launcher): accept widgets other apps ask to pin
* i18n(launcher): translate apps page strings
* fix(launcher): keep disabled pins, serialize widget adds, add many plurals
* fix(launcher): drop in-flight pin refreshes after unpinning
* fix(launcher): skip unpin when pinned shortcuts can't be read
* fix(launcher): drop in-flight app lists when home role is lost
* fix(launcher): only migrate folder entries with one launcher activity
* feat(setup): guide wireless pairing from a picture-in-picture window
* feat(setup): share one child-process fix flow between Setup and Play Steam
* fix(setup): read the child-process limit from the settings provider
* fix(setup): re-check the child-process limit while Setup is open
* fix(setup): skip a dead saved pairing and quiet the pairing guide
* fix(setup): handle repeat guide launches and start pairing after the display choice
The Choreographer frame callback that drives the compositor ran on the
app's main thread, so main-thread work delayed the tick before it
reached the compositor thread. It now runs on a display-priority
HandlerThread with its own Choreographer; the session pref vsyncThread
(default true) switches back to the main thread. Each resume posts a new
callback with its own generation, so one left queued from an earlier
resume, on either thread, stops itself instead of ticking twice.
A new 10 s "pacing" log line reports how late the tick reaches the
compositor, how long a new frame waits to be drawn, game frames against
buffers re-attached after an empty attach, empty attaches and distinct
buffers, and presentation feedback shown, replaced before drawing and
not drawn.
* fix: hold Home as Steam on Retroid Nova pads
* fix(input): track Home Guide apart from controller Guide
* fix(input): keep held controls on Home cancel and resume on Home
The WSI layer sends override_window_content on every present, and
gamescope walked the X tree to the top-level window (a blocking
XQueryTree round trip per level, under the wlserver lock) before
noticing the same swapchain already overrides it. A swapchain repeating
the same window now skips the walk for 100 ms (0121).
Backport of upstream gamescope 2962992 by Matthew Schwartz: the nested
Wayland backend's input thread reads the host display, but steamcompmgr
does not watch that fd, so buffer releases and presentation feedback
could wait up to one refresh for its next poll; the input thread now
wakes it after each read (0122).
Pins gamescope-3.16.29-p17, the archive that was A/B-tested on the
device. PATCHES.md also describes the p16 change to 0120.
Installed itch games are compared with the uploads itch lists for them. A game with a newer upload shows an Update label in the Library and an Update button on its page, a replaced build asks first, and a Check for updates button in the itch Library header runs the check on demand.
The Steam helper checked the Frame Limit only when the offered frame
rates changed. With the limit off during a refresh change, turning it
back on left a value the new rate does not offer, and a failed write was
not tried again. It now checks on every state change and every 5 s, and
waits for Steam's settings write so a rejected write is caught and tried
again on the next check.
gamescope 3.16.29-p16 (0120 changed): gamescope took a new host refresh
only from the presentation feedback of a frame it drew, so with nothing
moving on screen it kept the old rate. It now presents once when the
host's wl_output mode changes and keeps presenting while a new rate is
pending, so the 300 ms check runs on a still screen too.
Found by CodeRabbit in the reviews of #1650 and #1663.
Game and global component choices were written to desired.tsv only when a
selection changed, so a Proton build installed later (DroidDeck-Proton
11-11.8) had no rows and kept its bundled FEX. Battle.net's d2rfix FEX never
reached it and StarCraft died in ClientSdk.dll's DllMain. The choices are now
republished at session start and on Battle.net's FEX request whenever the
installed tools no longer match what was published.
Remove the Performance mode switch. The session always runs the way
Performance mode did: replaced buffers go back to the game at once
(except while mirroring to glasses), gamescope's WSI layer and winex11
reuse their per-present window checks, and games get eight swapchain
images while uncapped. Steam's Frame Limit in the Quick Access menu is
the only limit.
gamescope 3.16.29-p15 (p14 plus two patches):
- 0119: with the Frame Limit on, gamescope forces FIFO while the WSI
layer hands the driver MAILBOX, so a game with eight images could
queue up to seven frames ahead of the screen. While the limiter forces
FIFO the layer uses its default of 3 images; DXVK and VKD3D-Proton
recreate their swapchain when the limiter changes, other apps are asked
to with VK_SUBOPTIMAL_KHR.
- 0120: -r fixed gamescope's pacing and limiter rate for the whole
session. With GAMESCOPE_NESTED_REFRESH_FOLLOWS_HOST=1 a rate the host
has reported for 300 ms replaces it (a switch from 144 to 120 Hz passes
through 72 Hz for a few frames), and Steam gets the display information
again. The session sets it whenever it passes -r.
Steam keeps its Frame Limit as the client setting
gamescope_app_target_framerate and offers the values gamescope's display
state lists. After a refresh change, a limit the new rate does not offer
(72 at 120 Hz) left the slider on its first value while the game kept the
old limit. The Steam helper watches the offered values and, once they
settle, keeps the limit when it is still offered and moves it to the
highest value otherwise, through Steam's own setting so the slider shows
it. Steam's webpack does not expose its module cache, so the gamescope
service is found by the calls its module makes, and the helper retries
the install every 10 s until Steam is ready.
The session window asks for the fastest mode the peak refresh setting
allows and chose again only when the display changed, so after it had
asked for 60 Hz, raising Android's refresh setting left the display,
gamescope and the limit at 60. It now also chooses again when
peak_refresh_rate or min_refresh_rate changes.
On a 2.9 GB Mali-G76 MC4 phone the GPU-drawn Steam UI took about 400 MB,
and Android's low-memory killer ended DroidDeck itself while The Binding
of Isaac loaded; with the UI in software Isaac reached its title screen.
Below 4 GB of RAM, bridge sessions now default BL_VKBRIDGE_CEF_GPU to 0;
a value already set is kept. The software UI takes about a core while it
animates and idles while a game has focus.
Through the Mali bridge the Steam UI flickered: frames alternated with
and without its footer while gamescope handed its layers to the phone's
compositor as separate planes. Turning gamescope's overlay planes off
nearly stopped it (2 flips), and a composited image has none (Mali-G76
MC4 r26p0 at rest: 145 footer flips in 6 s, 0 composited). Where in the
plane path it goes wrong is not known. Steam sessions on the bridge set
gamescope_composite_force=1 unless it is already set.
A capture format or buffer change now closes the app's decoder so the
next packet reopens it with the new stride and height, and a capture
slot whose remap fails no longer keeps its old mapping.
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.
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.
Proton sets WINE_CPU_TOPOLOGY from its own default_cpu_limit for games
like Prototype (8 cores) unless PROTON_CPU_TOPOLOGY is set, so the
pinned topology never reached the game the issue was about.
Game cores pinned the game with taskset, but Wine counts the online
CPUs, so a game held to two cores still saw eight processors and sized
its thread pools for them. Prototype freezes at its splash screen that
way. When the session or a game profile limits the game cores, Wine now
gets WINE_CPU_TOPOLOGY for exactly those cores unless the profile sets
its own.
* Add itch.io collections to the Library
A Collections button on the Library's itch tab filters the library to one collection of the signed-in account. Its games that are not installed show in the Not installed section.
* Keep itch collections complete across failures, sign-out and empty libraries
A failed later page no longer publishes a partial collection, selecting a collection refreshes it, pagination runs until an empty page, signing out clears collection state, and the itch chip shows for a signed-in account with no owned games.
* Tie itch collection requests to the account that started them
Requests capture the account generation before reading the key and dedupe per generation, sign-out clears collections after the token is removed, and the collections load follows the itch sign-in state.
* Keep paging itch collections past a page of already seen games
* Run the itch collections tests under Robolectric like the other itch tests
* Let the Installed filter apply inside a collection and keep the grid for an empty itch account
* fix(itch): stop paging a collection when a page adds no new games
* Keep the collections icon on the itch collections tab when it opens
---------
Co-authored-by: maxjivi05 <[email protected]>
The game surface only took touches in gestures mode, so in touchpad and
direct mode a finger on the game left the window with no touch target and
Android sent every later finger to the touchpad, even over a stick or
button. The surface now owns those fingers in every mode, and the
on-screen and Steam touch controls hand fingers that miss a control back
to the touchpad instead of dropping them.
* feat(input): support instant Back chords and tap timing
* fix(input): send QAM before shortcut inputs
* fix(input): stop delayed stick input on Back release
v0.5.4 backs the exported memory with AHardwareBuffers on phones without a
dma-buf heap (older Mali such as the G68, G77 and G78) and fixes green and
red textures on the Dimensity 9000 series.
The Crew 2 loads D3DGear64.dll from its folder. Its DXGI Present hook
faults over a thousand times within seconds under Wine and the game
never presents again: black screen while the sound keeps playing.
droiddeck-game-env now disables the DLL when it finds it beside the
game, and DLL overrides from several engine fixes are kept together
instead of the last one replacing the others.
A device with /dev/mali0 and no KGSL starts with the bridge on, so it draws
without a trip to Setup. An Adreno keeps Turnip and its automatic driver
route whatever the setting says, other GPUs keep the switch off until it is
turned on, and a choice made in Setup always wins. The GPU checks are read
once per process.
Setup has a "DXVK" row under the bridge's safe mode: automatic (the default, as before) or
Proton's own (SessionPrefs.bridgeProtonDxvk). With Proton's own, nothing is chosen and an earlier
automatic choice goes back to the Proton's copy.
Automatic choices also go back when the session is not a bridge session (the bridge turned off),
even when nothing is known of the Vulkan; a queued automatic swap is dropped with them, the
player's own queued swaps stay. Turning the bridge off, or choosing Proton's own, does it right
away in the background instead of at the next session. A failed detection in a bridge session
still keeps the last choice.
When nothing could be read (no apps-vulkan file and VulkanInfo failing), every automatic choice was
undone: a 1.1 phone went back to a DXVK that cannot start, and the next session flipped it again.
Now an automatic choice is undone only when the Vulkan is known and wants none.
Each Proton's swap or undo is on its own: a failure (a missing saved copy, an I/O error) is said in
the result and the remaining Protons still get theirs. When the Proton is the same but its saved copy
is gone, the choice stays and is said, instead of being forgotten with DXVK 1.10.3 still installed.
apps-vulkan: the version counts only with promotion=on; otherwise, and in files from servers before
the field (which wrote a promoted version even where it was not trusted), driver_api does. A file
whose driver_api is not the driver's own version (a driver update, a server rolled back) is left out.
Proton's DXVK 3 refuses a device below Vulkan 1.3, without shaderInt64 or
with less than 256 bytes of push constants, so on a Mali with a 1.1 driver
(OnePlus Ace 2V, Mali-G710, r32p1) every D3D9-11 game exits. On a bridge
session the forced-package step now picks the newest DXVK that starts on
what games see: 1.10.3 below Vulkan 1.3, 2.6.2 on 1.3 without shaderInt64
or 256 bytes of push constants, Proton's own otherwise.
What games see comes from <bridge cache dir>/apps-vulkan (a bridge with
Vulkan promotion writes it after its self-test) or else from the phone's
driver (vkinfo now reports shader_int64 and max_push_constants). These
choices are marked automatic: a later session with another answer swaps or
restores them, and the player's own choice in Components is never touched.
With BL_VKBRIDGE_CEF_ANGLE=vulkan the CEF GPU process stopped crashing but
Chromium still composited in software (gpu_compositing: disabled_software,
Steam "Disabling GPU acceleration: Disabled/RuntimeDetect", VizCompositorThread
at a full core). The GPU report shows why: "eglCreateWindowSurface failed with
error EGL_BAD_CONFIG". ANGLE's Vulkan backend on X11 gives every EGL config the
root window's visual; Chromium's X11 surface asks for a config whose
EGL_NATIVE_VISUAL_ID is the ARGB visual whenever a compositing manager owns
_NET_WM_CM_S0 (gamescope does), finds none and passes a null config.
bl_webhelper_layout() now adds +Vulkan +VulkanFromANGLE +DefaultANGLEVulkan
for ANGLE on Vulkan, so Skia composites through an xcb swapchain on ANGLE's
Vulkan device and no EGL window surface is needed. BL_VKBRIDGE_CEF_VULKAN=0
leaves it off; unset BL_VKBRIDGE_CEF_ANGLE still means Steam's stock layout.
Steam drops -cef-use-angle: on the bridge the CEF GPU process reports
ANGLE_OPENGL (ANGLE on Zink) with -cef-use-angle=vulkan on the command line.
An explicit BL_VKBRIDGE_CEF_ANGLE now also becomes --use-gl=angle
--use-angle=<backend> on steamwebhelper's own argv (stock process layout kept);
unset, nothing changes.
FrontEndActivity read vkBridge and vkBridgeSafe only when the Performance page
opened, so after an app restart (every APK update) Setup showed
"Mali bridge: off" while sessions used the bridge. refresh() now reads them.
VkBridgeComponent logs how long the server took to listen.
The bridge check tested the server's socket once. It now polls every 50 ms
(BL_VKBRIDGE_WAIT_MS, default 10000) on the first pass, logs how long the
socket took, stops waiting when the session is told to stop, and names what
is missing (icd, library, socket) when it falls back.
A second row under the GPU check, shown only when the bridge is on: "Safe mode" keeps the
bridge's proven workarounds wherever its startup probe has not verified this GPU and driver;
off is performance mode, native paths wherever the probe passed. It reaches the server as
<cache dir>/mode ("safe" or "performance", written atomically before the server starts or is
reused, so the in-app server's JNI start stays as it is) and the guest as VKBRIDGE_MODE, which
/root/.vkbridge-env can still override. A server without modes ignores the file.
Android empties an app's cacheDir when storage runs low; it took the bridge's pipeline
caches, the probe profile, stuck-pipelines and the env file from under a running server.
The directory is now files/vkbridge-pipelines (--cache-dir and the in-app start alike), and
an existing cache/vkbridge-pipelines is moved there once. Nothing trims filesDir, so the
server's own limits bound it (64 MB per pipeline cache file, a total limit in newer servers).
Steam's web helper now runs its GPU work inside the browser process
(--in-process-gpu --no-zygote, #566). On the Mali bridge that browser stops
answering after its first window, Steam restarts it every 10 s and then quits
before the login page. Bridge sessions keep the stock process layout
(BL_WEBHELPER_ARGS=stock); BL_VKBRIDGE_WEBHELPER_ARGS overrides it for tests.
Adreno sessions are unchanged.
On a GPU without KGSL, Setup offers an experimental Mali bridge switch
(off by default; ignored on Adreno). With it on, the session starts the
bridge server, points the Vulkan loader at the bridge ICD, names Mali's
device as the stand-in render node, runs the bridge self-test into the
session log, and caps vkd3d-proton's feature level at 12_0. Flatpak
sandboxes get the bridge ICD and socket. The DRM preload falls back to
flock in a bridge session when kcmp is refused, and a clock/thermal log
is kept beside the bridge logs.
A non-QTI gralloc handle (Arm/MediaTek gralloc on Mali) has no layout
the compositor can read, so the pool import guessed a linear dma-buf and
failed. On drivers other than Qualcomm's the compositor device enables
VK_ANDROID_external_memory_android_hardware_buffer and
VK_EXT_queue_family_foreign and imports such buffers as AHardwareBuffers;
the linear dma-buf stays as the last resort. Adreno/Turnip keeps the
same device and the dma-buf path.
The components job checks out external/MaliBridge and builds the guest
ICD, its manifest and the self-test as the vkbridge recipe; a submodule
counts in a recipe's identity by its pinned commit.
The server is built with the NDK into libvkbridge_server.so (a program
the app execs from its native library directory); the Linux ICD, its
manifest and the self-test go into the runtime assets with the other
glibc preloads, locally and in CI.
MaliBridge (https://github.com/ASEbrahim/MaliBridge) is a Vulkan
command bridge that lets the Linux side draw on a non-Adreno GPU (Mali)
through the phone's own Vulkan driver. Pinned at v0.5.3.1.
Steam's native QAM sliders now control Android brightness and media
volume, with device changes reflected back in Steam. Holding Android
Back for 700 ms sends a real held QAM button for Steam shortcuts. Single
and double taps keep the existing menu/QAM order and swap setting; the
double-tap window remains 500 ms.
- Discover native brightness through a guest backlight descriptor and
use Android's Modify system settings permission. Retain the latest
pending request until permission is granted or the session stops, with a
notification action for hidden sessions.
- Give DirectAudio and fallback AAudio sinks Android media volume/mute
callbacks, keeping software gain at unity. Recover when initial volume
state is absent or invalid, brightness acknowledgements differ or never
arrive, or the Display bridge is not ready yet.
- Forward other buttons while QAM is held in Steam Deck and Steam
Controller modes. Consume release after a hold and clear pending input
on overlays, focus loss, pause, disconnect, and teardown. The session
menu retains its compact Back choice without an explanatory paragraph.
Validation:
- Local ARM64 release build passed. The latest timing change passed 20
targeted input tests, including release at 600 ms remaining a tap. The
preceding full feature check passed 61 Android input/device-control
tests, with permission cases on API 28 and 33.
- 66 Linux Python/Node/C tests passed for device controls, audio
recovery, Steam compatibility, and file dialogs. Both audio sink modules
rebuilt with Android NDK 27.2.
- Release-signed integration build 14d12cf0 is installed on the unrooted
AYN Thor, carrying the Android/input changes through 749ade4a plus the
existing portrait changes. Device checks confirmed the configured
QAM/menu tap order, Back dismissal, removal of the inline menu
description, and held QAM overlapping X with clean release. Hands-on
testing confirmed this installed build works.
- Earlier Thor testing covered brightness permission and pending
requests, brightness synchronization in both directions, native volume
changes, hardware volume key readback, and both sink backends. Failure
recovery is covered by the automated tests above.
The subsequent queued-notification fix in 4d7ceb23 is covered by the
Linux regression suite and has not replaced the Thor install.
Bluetooth/wired output switching and other device models remain
untested. CI and CodeRabbit monitoring continue against the pushed head.
A tag that matches no longer vouches for the build: FEX and FEXServer must
also load (ld.so --list), otherwise the session reinstalls it and x86
programs use the Steam or system FEX meanwhile.
The pin moved there from droiddeck-steam-x64, so the client settings sheet
and its test read it from the new script. The x86-64 client notes now name
the updater and Components' FEX watcher.
A failed catalog install is retried after an hour or when the session names
another build, a missing updater falls back to the FEX already here, and the
archive download gives up on a stalled connection.
The Sentry GDExtension was turned off for every Godot game that ships it,
because its crash handler takes the .NET runtime down under FEX. GDScript
games such as Pathogenic call SentrySDK from their scripts, so without the
extension their autoloads fail to parse and the game quits. Only Godot .NET
builds have it turned off now.
The launch view lives under the app's files folder, so games saw an
install path like Z:\data\user\0\com.droiddeck.launcher\files\xbox-runtime
\views\launch-<n>\droiddeck-xbox-<id>. Forza Horizon checks that length and
quits with "Installation path is too long". The view is now mapped to a
free drive letter in the prefix (X: first) for the length of the launch.
A frame limit only paced what reached the screen: a game without vsync
kept drawing hundreds of frames a second that were thrown away (AIO at
a 60 fps limit drew 155 to 2,446 fps), so the limit saved no power.
With Performance mode on and a frame limit set, the session now sets
gamescope's per-game limit over gamescope_control (gamescopectl
debug_set_fps_limit). gamescope's limiter then has its WSI layer hold
Vulkan games, DXVK and VKD3D included, to the limit. gamescope's own
--framerate-limit option is reset on its first frame in 3.16.29, and
Steam resets the per-game limit while it starts, so the session watches
gamescope's limiter state file and sets the limit again whenever it is
off (a once-a-second check with shell builtins, no process started).
With Performance mode off, a limit paces the screen only, as before.
The session also gives gamescope a fixed limiter state file path, so
gamescope stops leaving a new one behind on every start, and removes
the old ones.
Device-proven on the AYANEO Pocket FIT (Turnip, AIO D3D11, 45 s runs on
battery, three runs each): at a 60 fps limit the game held exactly
60.0 fps and the device drew 7.08 W instead of 9.45 W, with 1.3 instead
of 2.6 busy cores and 5 instead of 11 % GPU load. No limit: unchanged.
Once Blizzard's Agent has removed a game it answers GET /game/<uid> with
an empty object, not installed false, so a finished uninstall read as a
failure and opened Battle.net.
A cancelled install now waits for its Agent job to end before the
uninstall runs, and removes the folder only once the Agent no longer
lists the game or the folder is empty. Uninstall gives up when Battle.net
or a game keeps the prefix busy for a minute, so the page falls back to
opening Battle.net. An uninstall only counts when the Agent reports the
game as not installed.
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.
Steam games and Battle.net started from the KDE desktop run on the GPU in gamescope, opened as a KDE window, and Plasma no longer leaves programs with a zero realtime CPU limit that got games killed.
The flow solver starts at flowFinest_, but its images, uniform buffers and descriptor sets were allocated for every pyramid level. Keep the seven-level indices and allocate flow resources only where the solver reads and writes them.
The default preset avoids three unused RGBA16F images, saving 38,707,200 bytes of pixel payload at 2560x1440 without changing the shaders or recorded GPU work. Add native allocation/dispatch regressions and document the resource budgets.
* fix: Reuse the prefix the client made for a shortcut id
droiddeck-proton-run builds the prefix path as steamapps/compatdata/<appid>,
but the client names that folder with the signed 32-bit form of the shortcut
id. A shortcut whose id has the top bit set therefore got a second, empty
prefix, and the first launch after that ran wineboot from scratch: the
session sat on a black screen for the length of a full prefix init, and the
old prefix was never reused.
Match the folder by its unsigned value instead, the way the client does:
int(name) % 2 ** 32 == appid % 2 ** 32. prefix_of() also accepts a negative
folder name now, and reports its unsigned id so the Steam environment it sets
up stays valid.
* fix: Reject folder names int() cannot read, and skip files
lstrip("-").isdigit() accepts "--1" and superscript digits, which int() then
raises on, and one such entry in compatdata would stop shortcut resolution.
Match r"-?[0-9]+" instead. A matching name is also only used when it is a
directory, so a stray file cannot take STEAM_COMPAT_DATA_PATH.
* fix: reuse signed shortcut compatdata prefix
* fix: prefer initialized Proton shortcut prefixes
---------
Co-authored-by: xXJsonDeruloXx <[email protected]>
Co-authored-by: Kurt Himebauch <[email protected]>
* feat: Show the drawer's game settings when a game starts without Steam
A session started without the client has no Steam overview to read the
current title from, so the drawer's game profile group stayed empty and the
per-game settings, FEX preset, environment and unfolded controls were hidden.
The launch already knows which game it starts, so carry its id into the
session and fall back to it when Steam has nothing to report.
* fix: Pass the game id into the service start, and keep the unfolded toggle to Steam
SessionActivity.surfaceCreated() hands the mode, program and args to
SessionService.start(), which builds the service intent. EXTRA_GAME_ID was
only put on the activity intent, so a new no-Steam session never received it
and the drawer fallback stayed empty. Pass it through.
The unfolded-controls toggle also went out for direct sessions, but
applyUnfoldedControls() still requires Steam mode and a Deck pad, neither of
which a direct session sets up. Keep the toggle to Steam.
* fix: hide Steam controls in direct session drawer
---------
Co-authored-by: xXJsonDeruloXx <[email protected]>
Co-authored-by: Kurt Himebauch <[email protected]>
Every grid-<slot> record held only a file signature, not which grid
folder it came from. After switching accounts or reinstalling the
runtime, the new, empty grid folder looked like the user removed every
image in Steam, and all chosen art was deleted. The grid folder now
carries a random id and records store it; a record from another folder
counts as a first look, so the choice is placed again.
fix: never accept a record made with the fallback grid id
CodeRabbit: when the grid id could not be read or written, "?" was
stored in records and a later "?" matched it, so an empty grid could
still delete local art. Records now never match the fallback id, and a
blank .droiddeck-grid file is replaced instead of blocking the rename.
Co-authored-by: ovurrsl <[email protected]>
Co-authored-by: Kurt Himebauch <[email protected]>
* fix: the update status receiver only acts on this app's own install session
Before Android 13 the receiver was exported, so any app could send a
fake PENDING_USER_ACTION broadcast and have DroidDeck launch an arbitrary
intent. The receiver now ignores broadcasts whose session id does not
match the running install, launches only a system installer activity,
and strips URI grant flags.
* fix: record the install session id before committing it
CodeRabbit: the status broadcast could arrive between commit() and
install() returning, while session was still -1, and be dropped. The id
is now reported through a callback before commit, and reset to -1 at
the start of each attempt so a late broadcast from an earlier session
is ignored.
* fix: declare package installer confirmation query
* Query current PackageInstaller confirmation action
---------
Co-authored-by: ovurrsl <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>
Co-authored-by: Kurt Himebauch <[email protected]>
* feat: choose default storage for new store installs
Store installs and the Epic Games Launcher can use internal storage, external storage, a folder picked through Choose folder..., or ask every time. The choice is stored in SessionPrefs and used by StoreInstallRoot; Storage > Default storage exposes it.
* fix: allow choosing any folder for default storage
The default storage choice can now hold an arbitrary folder path, not just internal or app-specific external storage. StoreInstallRoot resolves and validates picked folders, keeps a disconnected choice instead of silently falling back, and the folder picker stays available from Storage.
* fix: keep the Epic install folder when external storage is away
* test: use a unique missing folder for the Epic storage check
* fix: detect USB SSDs that the storage manager hides
List storage volumes that have no UUID instead of dropping them, keep volumes that are present but not yet mounted, and fall back to parsing /proc/mounts so USB OTG drives appear even when Android does not expose them as storage volumes or app directories. Prefer the system's volume description for removable drives. (Raw removable drives as move targets, the folder-picker fallback, and the unreadable-drive guidance follow with the move stack.)
* fix: compare mount paths as strings in StorageRootsTest
* fix: never drop a present storage volume from the drive list
Key volumes by description or index when they report no UUID and no directory, keep nofs/unmountable states so a plugged-in drive stays visible with guidance, only attach app directories on strict UUID matches, and accept any fstype under vold-managed locations plus usb-ish mounts directly under /mnt.
* fix: probe folder writes with a fresh temp file and keep Epic's folder unset while external storage is away
---------
Co-authored-by: Kurt Himebauch <[email protected]>
Adds a Performance mode switch under Mode settings > Frame rate, off by default and stored per mode like the frame limit. Off keeps today's behaviour. On:
- with no frame limit, the compositor hands buffers back to the game as soon as they are replaced instead of once per refresh, and gamescope's WSI layer is asked for at least 8 swapchain images; a chosen frame limit still paces
- DROIDDECK_WSI_BYPASS_CHECK_MS=100 lets gamescope's WSI layer reuse its present-time Xwayland bypass check (patch 0117, gamescope-3.16.29-p13); WINE_OFFSCREEN_CHECK_MS=100 does the same for winex11 once a DroidDeck-Proton release carries that fix. Off sets both to 0.
The gamescope pack now ships the patched WSI layer and SessionFiles stages it over the runtime's stock copy. Two per-game options, off by default: PROTON_DXVK_D3D8 and WINE_D3D_CONFIG renderer=vulkan|gl.
AIO Graphics Test on an AYANEO Pocket FIT (Adreno 750), off -> on: Vulkan 204 -> 1787, OpenGL 296 -> 2169, D3D12 308 -> 3563, D3D11 1133 -> 2874, D3D9 1253 -> 3098 fps; DiRT Showdown 92.2 -> 93.4 (GPU-bound).
Improve Nova’s compact layouts with scrolling store tabs and build details, remove the redundant Updates heading, preserve full portrait artwork, and add drawer PiP and Select/Start shortcuts for Guide/QAM.
* fix: find GOG Galaxy SDK cloud saves when remote-config lists no locations
cloudStorage.enabled with an empty locations list is Galaxy SDK IStorage
under __default. DroidDeck treated that as no cloud.
Use the SDK folder, strip/prefix the __default namespace, and inflate gzip
bodies GOG stores on download. An empty cached template is fetched again
so devices that already recorded "no cloud" recover.
* fix: keep an empty GOG namespace, expire cached none, close gzip
An explicit empty cloud_namespace is Auto Cloud and must not become
__default just because the path template looks like Galaxy storage.
A cached none is retried after a day so a later enablement is picked up.
GZIPInputStream is closed after a compressed download.
* fix: peel GOG cloud gzip only when the service or PUT compressor says so
GET asks for identity encoding so the body is what GOG stored. A
Content-Encoding of gzip is inflated once. Otherwise a gzip body is
inflated only when it round-trips as GOG's PUT gzip (deflate 6, mtime 0),
so a gzip-format save is not rewritten.
* Reject corrupt GOG cloud downloads
---------
Co-authored-by: xXJsonDeruloXx <[email protected]>
Co-authored-by: Kurt Himebauch <[email protected]>
GOG lists every cloud object as <location name>/<path>. The location name
is not part of the local folder, so Silksong's saves/user1.dat belongs at
default/user1.dat, not default/saves/user1.dat. Strip the segment for local
paths and add it back for HEAD/GET/PUT, cache the location name, and migrate
files written by the old layout without touching files the game wrote.
Co-authored-by: xXJsonDeruloXx <[email protected]>
Co-authored-by: Kurt Himebauch <[email protected]>
* fix: a Linux runtime update keeps imported apps and catalog AppImages
The update carried only /root into the new tree and then discarded the
old one, so every imported AppImage, script app, Flatpak override and
catalog emulator AppImage was deleted. User-owned paths are now moved
across as a list, moved back if the carry or swap fails partway, and
recovered after an interrupted update.
* fix(runtime): retain user data when carry and recovery fail
* fix(runtime): mark staging carry start so interrupted extraction is discardable
* test: mark interrupted runtime data for recovery
* fix: make runtime data carry recoverable
* fix: the runtime update with carried user data builds again
carryUserData passed the de-duplicated Set of user paths where a List is expected after the two carry changes met; copy it into a List.
* fix: a runtime update stops instead of dropping app markers it cannot inspect, and keeps app names with line breaks
userPaths now uses the throwing exists() helper for the AppImage, menu entry and marker checks. The carry marker stores each path URL-encoded on its own line, so a name containing a newline cannot split into two paths. The symlink test now links a parent directory, which is what safePath rejects.
* fix: retain conflicting runtime recovery data on every retry
Stop on unreadable carry markers and keep rollback tests independent of add-on downloads.
---------
Co-authored-by: ovurrsl <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>
Co-authored-by: Kurt Himebauch <[email protected]>
* itch.io: temporary Test itch.io button that logs what the API answers (not for merge)
* itch.io: show Test itch.io only while Debugging tools is on
* itch.io: version picker and installing free games
* itch.io: build the platform names outside joinToString so the composable call compiles
* itch.io: ask for the version before resuming an unfinished install
* itch.io: keep the chosen upload, save free games in the queue, don't auto-install a closed picker
* itch.io: install straight away when exactly one build is installable
* itch.io: show the picker again unless the game has exactly one build
* itch.io: ignore a second build tap while the picker is closing
* itch.io: empty a partial install before extracting so builds never mix
* stores: deleteTree removes a symlink without following it
* stores: skip symlinked folders in the uninstall walk, and only empty a partial install that is this game's own
* Add an optional HTTP proxy for downloads
Downloads only reached GitHub directly or through URL-rewrite
mirrors, which does not help where a local proxy is the workable
route. Setup now takes a host:port HTTP proxy that every Downloader
connection uses, independently of the download source mode.
* Reference the Kotlin object instance from Java
Java cannot call a Kotlin object member on the class name without
@JvmStatic; the surrounding code already uses INSTANCE.
* Assert the proxy host literal without a reverse lookup
InetSocketAddress.getHostName reverse-resolves on some JVMs
(127.0.0.1 became localhost on CI); hostString is the literal.
* Pass the app proxy into the guest environment
The Steam client installer and the guest package tools fetch with
plain curl against their own CDNs, outside Downloader. Export the
usual proxy variables for them when the app proxy is set; proot
shares the host network, so a localhost proxy is reachable as-is.
---------
Co-authored-by: VIIII4 <[email protected]>
* feat: adjustable RAM and VRAM caps for the container
Performance > Memory gets two sliders:
- RAM cap (soft, Steam sessions): when the session is resident above the
cap, the session watcher compresses the Steam client into zRAM, waits for
its page-out acknowledgment, then compresses the rest of the session
(processes that loaded libblsession) if still over. Nothing is closed.
Measured at most every 30 s; the client is read back once usage drops
below the cap. Invalid values leave the cap off. Needs zRAM swap.
- VRAM cap: sets dxgi.maxDeviceMemory ahead of the game's own DXVK_CONFIG,
so Direct3D games budget for less video memory. A game profile still
wins. Applies from the next session.
* fix: back off the RAM cap when paging out cannot get under it
A cap below the game's working set was never met, so the watcher paged out
the client and the whole session every 30 s for the rest of the session.
Usage is still measured every 30 s, but after a page-out that leaves the
session over the cap the next one waits twice as long (60 s up to 10 min),
resetting once usage is under the cap. The client step is skipped while the
client is already under 512 MB resident.
* fix: RAM cap covers desktop Steam, signals each group once, no idle churn
- Steam opened from the desktop runs the same session watcher, so the cap
is exported whenever the Steam client runs, not only in Steam mode.
- The second page-out goes to the rest of the session only; Steam was
signalled again even when its own step had been skipped as already small.
- A cap page-out while no game runs stays paged out. Reading the client back
right away pushed it over the cap again and repeated every minute; only a
game closing while over the cap still defers a read-back.
* fix: RAM cap marks the client packed only when it compressed it
When the cap skipped the client as already small during a game, it still
recorded the client as packed, so the regular in-game client page-out
waited up to 300 s for a page-out that never happened.
---------
Co-authored-by: jazzyjames <[email protected]>
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.
The cancel and the download's return each had 2 s, which a busy release-test runner missed while the test passes locally every time. The held server body still guarantees the download only returns because of the cancel.
The GOG sign-in WebView sent GOG Galaxy's Windows user agent while the page's scripts and client hints report an Android WebView, so Cloudflare's check on gog.com never passed (#1486). The sign-in flow now uses the WebView's own Chrome user agent, like the Epic, Google, Facebook and Apple sign-ins. API calls outside the WebView keep the Galaxy user agent.
Fixes#1486
Xbox Cloud Gaming: stream from the store and Games tab, native player with DroidDeck frame generation
Stream Xbox games with Xbox Cloud Gaming (Game Pass) from DroidDeck, outside
the Linux session.
- Backend: `xodus-cli cloud-token` (tools/xbox/droiddeck-cloud-token.patch)
gets the streaming tokens; they stay in memory.
- Web player (default): the Greenlight player page (tools/xcloud-player, MIT)
in a WebView, plus Microsoft's own xbox.com/play player. In-stream menu with
screen effects (sharpen, colour, deband, FXAA, CRT, NTSC, Toon, fps cap),
stream quality, performance overlay (level, layout, top right / top left)
and rumble.
- Native player (opt-in, Android 10+, Player engine: Native): Google's WebRTC
(io.github.webrtc-sdk 125.6422.07, BSD) with the Greenlight protocol ported
to Kotlin, in its own process (:xcloudnative) with its own instance of
DroidDeck's compositor. Decoded frames reach the compositor as
AHardwareBuffers (new stream mode, VK_ANDROID_external_memory_android_
hardware_buffer import), so DDFG 2x and LSFG 2x/3x/4x run on them. Live
frame generation, frame-rate target (presets and a 10-165 fps slider, even
pacing), zero-copy picture, small network buffer, fast decoder, instant
controller input, overlay with engine and on-screen fps, background end,
restart and web fallback. It takes the main process's tokens through
XboxCloudTokenService; they are fetched ahead while a cloud game is shown.
- The compositor requests the dma-buf import extensions only where the driver
has them (the system driver has none).
- Catalog: cloud availability, Game Pass plan CFQ7TTC0K6L8 counted, library
filter All / Owned / Game Pass / Cloud, Stream and Add to Games on the store
page, stream-only Games-tab entries (Stream + Download / Play + Stream).
- Xbox games get VC++ 2015-2022 and the ARM64 runtime registry entries
(vcredist2022_arm64, built in until the catalog has it) before each launch.
- Controller focus reaches pickers opened from a game page (install location,
uninstall); Add / Remove from Games keep the focus.
Credits: Greenlight by UnknownSKL (Jim Kroon), MIT, player and protocol;
Better xCloud for the resolution / OS mapping; MGamer404's Bannerlator #627
for the ARM64 runtime approach. Ported from the412banner's Bannerlator.
On some phones (tester: Honor BKQ-N49, Android 17) Xbox sign-in stopped with
"the Xbox helper stopped with exit code 1" before Microsoft's page opened.
The backend asks the app to read and save credentials over a socket and waits
10 s for each reply. The app sealed credentials with a StrongBox-backed
Keystore key, and each StrongBox operation took 7-15 s on that phone, so the
backend gave up. The app still finished those saves afterwards, leaving a
record without a username that every later attempt had to read back slowly.
- Seal new store credentials with a TEE Keystore key (v2 envelopes); v1
envelopes still open with the old key and move to v2 on their next write.
- A sign-in discards an Xbox record without a username (an unfinished
sign-in) before starting the backend.
- The backend waits 30 s for the app's credential reply.
- The backend names the failing step instead of only credential-io (socket
connect/exchange, session lock, missing socket name/port/key), and falls
back to a keyed 127.0.0.1 port when the abstract socket is refused.
- The app's credential listener logs and retries accept errors, serves each
connection on its own thread, and logs slow requests with per-stage times.
Refs #1337, #1300
Co-authored-by: KeegantheVeganat0r <[email protected]>
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.
## What this does
The itch.io Store tab used to show only four fixed shelves. This is the
first of a series of PRs that rework it. It adds real browsing: pick an
order and a price filter, and the tab loads itch's own listing for that
choice and keeps loading as you scroll. Login, the library, downloads
and installs are unchanged.
Platform and tag filters, the game page with the install picker, updates
and collections are not in this PR. They come in the following ones.
## How it works
itch serves every listing page as an RSS feed if you add `.xml` to the
address. The app already reads those feeds for the shelves, so browsing
reuses the same parser (`ItchShelves.parse`). Nothing here needs the API
key.
The address is built the way itch builds its own links: sort, then
price, then `platform-<name>`, then `tag-<slug>`.
| Choice | Address |
|---|---|
| Popular (default) | `https://itch.io/games` |
| New & popular | `/games/new-and-popular` |
| Top sellers | `/games/top-sellers` |
| Top rated | `/games/top-rated` |
| Most recent | `/games/newest` |
| Free | `/games/free` |
| On sale | `/games/on-sale` |
| Paid | `/games/store` |
| $5 or less | `/games/5-dollars-or-less` |
| $15 or less | `/games/15-dollars-or-less` |
Choices combine, for example `/games/top-rated/free`, then `.xml` for
the feed. Page 2 and later add `?page=N`.
## Changes
**`stores/itch/ItchBrowse.kt` (new)**
- `BrowseQuery` holds sort, price, platforms and tags. The default query
is the front page, which keeps the existing shelves.
- `ItchBrowse.path` and `url` build the addresses above. Only the
spellings listed above are used. Platforms and tags are already accepted
by the builder, ready for the next PR.
- `ItchBrowse.page` loads one page of results:
- Disk cache under `cacheDir/itch-browse`, keyed by the SHA-1 of the
address, fresh for 3 hours.
- Requests are made one at a time, at least 1.2 s apart.
- A 429 answer waits 8 s and tries once more.
- Each request is written to the store log (address, status, number of
games).
- `ItchBrowseState` is the Compose state for the tab: the query, the
games loaded so far, and the loading, ended and failed flags. A
generation counter discards answers that arrive after the user has
changed the query. Paging skips games it has already shown.
**`ui/ItchBrowseBar.kt` (new)**
- A sort chip row and a price chip row, plus a load-more trigger at the
end of the grid.
- Chips are selectable, work with the controller (`controllerConfirm`)
and use the same glide border as the rest of the app.
**`ui/StoresPage.kt`**
- The storefront shows the chip bar for itch.io and, when a non-default
choice is active, the browse results in the existing grid instead of the
shelves.
- Games you already own are marked as owned in the results.
- Empty and failed states have their own messages.
**`stores/itch/ItchShelves.kt`**
- `open(url)` is now `internal` so browsing can reuse it.
**`stores/StoresState.kt`**
- `detailItem` also looks in the browse results for itch.io, so tapping
a result opens its detail page.
**Strings**
- 13 new strings (sort names, price names, "Load more", "Couldn't load
games"), translated in all 33 locales.
**Docs and tests**
- `docs/development/itch-browse.md` explains the address scheme, the
cache and the paging.
- `ItchBrowseTest` checks the addresses the code builds against the ones
listed above.
## Testing
I checked every address with `.xml` added, and all of them load without
errors:
- Every sort, every price filter and every platform on its own.
- Combinations: `top-rated/free`, `top-rated/on-sale`,
`top-rated/store`, `top-rated/5-dollars-or-less`,
`top-rated/free/platform-windows` and
`top-rated/free/platform-windows/tag-pixel-art`.
- Paging: `?page=2` and `top-rated.xml?page=2`.
The unit test locks those addresses in.
## Not in this PR
- Platform and tag filters in the UI, and search.
- The game page, the version picker and install for free games.
- Updates for installed games and itch collections.
- Android builds will link out to the itch.io page. Butler patching
comes last, as an add-on pack.
The sort and price chips now cover everything itch's browse page offers, with the
paths copied from its links: new-and-popular, top-sellers, top-rated and newest
for sorts; free, on-sale, store, 5-dollars-or-less and 15-dollars-or-less for
prices; platform-windows, -osx, -linux, -android, -ios, -web and -mobile-web.
The guessed alternative spelling of the free filter is gone, so a query is one
address. The tests assert the addresses itch itself uses.
New and reworded strings in all 33 locales.
droiddeck-steam-shortcuts and AddedGames.accountConfig took the account
marked "MostRecent" in loginusers.vdf, else the only userdata folder.
The arm64 client here writes no MostRecent, so with two accounts in one
install nothing was picked: no added or store game reached
shortcuts.vdf ("no signed-in account yet; nothing written") and Steam
answered their launch with "App configuration unavailable".
Without MostRecent, take the account marked AutoLogin, then the one with
the latest timestamp. Both sides use the same order so the app reads the
config the guest script writes.
The Store tab only had four fixed shelves and a title search. A row of sort
(Popular, New, Top rated, Top sellers) and price (Any, Free, On sale) chips now
sets a BrowseQuery; anything but the defaults swaps the shelves for that query's
games, loaded page by page as the grid scrolls.
ItchBrowse builds itch's listing-feed URL (platform and tag segments are in the
builder for the next change), tries each spelling of a price filter until one
answers, spaces requests 1.2 s apart, backs off once on a 429, and keeps pages
in the app cache for three hours. Every request is logged with its status and
game count so a wrong URL guess can be fixed from a device. Owned games replace
their browse copy so Install and the owned markers are right, and the detail
page finds browse results.
Strings for all 33 locales; URL-builder tests; docs/development/itch-browse.md.
Steam installs Proton EasyAntiCheat Runtime (1826330) and Proton BattlEye Runtime (1161040) as tool depots. The launcher's Games tab and the desktop's game entries now skip them like the other runtimes.
The content log was read with RandomAccessFile.readLine, one byte per read, on the main thread. A 4 MB log took about 2 s on the first poll, enough for an ANR on slower devices while a download runs. It is now read through a buffered reader with the same Latin-1 lines and offset, and the per-line regexes only run on lines that can match.
Games the Epic client installed now carry their LaunchCommand arguments too, split by a new launch.split op. A doubled quote inside a quoted argument is one literal quote, and an install with a version ignores a manifest without the same build.
The manifest's arguments apply only when its build matches the installed version, only arguments the merge inserted are tracked as its own, escaped quotes split like a Windows command line, and the REDprelauncher rule needs Cyberpunk2077.exe beside it.
Feature level 12_2 makes vkd3d-proton report mesh shaders and ray tracing that Turnip doesn't provide. Caravan SandWitch (Unreal Engine 5) then builds mesh shader pipelines without a pipeline layout and the driver crashes; Cyberpunk 2077 stops at ray tracing initialization. Only these two games get 12_1, and a value set in a game's own settings still wins.
Epic manifests carry a launch command next to the launch executable, which the Epic launcher passes to the game. It was read and dropped, so Caravan SandWitch never got -PCStore=EGS and quit with "started outside of any known PC store". The manifest's launch command now joins the game's arguments, including for games already installed.
The redistributable seeder marked every process in a game's install scripts as already run, so the Ubisoft Connect installer that Ubisoft games list was skipped and they stopped with "Unable to locate Uplay PC". It is now left to run like the Vulkan runtime installer, and a marker an earlier seeding wrote is taken back out.
A user's first Steam setup never finished on an Honor Pad (Snapdragon 6
Gen 1, metered Wi-Fi with a 14 Mbit/s link). Their log stops at
`downloading Steam: bins_linuxarm64_linuxarm64 (2/17)`. The log was
shared 31 s into the session, so nothing had failed yet. The way the
download works explains why it never got further.
## Why
- **The session pauses the download.** With the default background
behavior (Manual), a session pauses as soon as DroidDeck is hidden or
the screen turns off. In the user's log that happened one second after
start, before the download had begun.
- "Keep downloads running" doesn't help. It's off by default, and it
only recognizes Steam's own game downloads, not the runtime fetching the
client.
- A first run shows nothing for minutes, so leaving the app or letting
the screen time out is exactly what people do.
- **The download is bigger than the screen says.** The client is about
360 MB in 17 parts, and part 2 alone is 110 MB. The loading screen said
"~1-2 min" and counted parts, not bytes, so on a slow link it looks
frozen at about 5%.
- **Nothing handles a bad connection.** Each part was a plain `curl
-fsSL` with no timeout, no retry and no progress output.
- A stalled connection could wait forever.
- A failed one ended the session and threw away everything fetched, so
the next try started from part 1.
## What changes
- **`droiddeck-steam-install`**:
- Parts go to `package/droiddeck-download` and stay there until the
client is installed.
- Each part resumes from the bytes on disk (`curl -C -`).
- A transfer under 4 KB/s for a minute is dropped and resumed.
- Attempts that make no progress back off 5–30 s, then give up with a
clear error. Whatever arrived is kept.
- A finished part is marked unpacked, so a later session skips it.
- Bytes that fail their checksum are fetched whole again. A server that
won't resume starts the part over. Parts left over from another client
version are dropped.
- A repair redoes every part once, and keeps what an interrupted repair
already redid.
- Every 5 s the step line also carries megabytes overall: `… (2/17), 45
of 360 MB`.
- **Loading screen** (`LoadingState`): shows `Downloading the Steam
client · 45 / 360 MB`, with the bar following the bytes. Older runtimes
still show the part name.
- **`SessionService`**: until the session's first frame, the download
watch also checks whether the client is still to be fetched (no install
stamp or client binary, or a repair requested). While it is:
- the session stays awake with its wake and Wi-Fi locks, whatever the
downloads setting says;
- the notification shows "Steam download active" with **Suspend now**;
- a `steam.client_download` event marks start and end.
- The watch is set up before the first suspend decision, so a session
started with the screen off isn't paused first. Once the client is
there, the chosen behavior applies again.
- **`droiddeck-session`**: the step no longer promises 1–2 minutes.
## Testing
- `python3 -m unittest discover -s tools/tests -p 'test_*.py'`: 497 OK,
1 skipped.
- `test_steam_install.py` gets a fake curl that drops connections,
refuses to resume or fails on cue.
- New cases cover: megabyte progress; resuming after a dropped
connection; keeping finished and partial parts across a failed session;
restarting a part the server won't resume; re-fetching bad bytes;
dropping another version's parts; a repair resumed once.
- Kotlin: `:app:testDebugUnitTest --tests
'com.droiddeck.launcher.session.*'` passes. That includes the new
`LoadingStateTest` and the `clientInstallPending` cases in
`SteamDownloadMonitorTest`.
- RedMagic NP06J, with Background behavior set to Manual and "Keep
downloads running" off (the user's settings), and a client repair
requested:
- Started Steam and sent DroidDeck to the background straight away. The
client download stayed active for 30 s with no pause, and all 360 MB
arrived. Then the session paused as Manual should.
- Stopped a second repair during part 2. Part 1 was marked unpacked, the
110 MB part 2 was kept, and the repair marker stayed.
- Started again: it resumed at 110 of 360 MB, unpacked part 2 without
fetching it again, finished, and Steam started normally.
- The loading screen showed `Downloading the Steam client · 248 / 360
MB`.
Retested 2026-10-23 on the REDMAGIC tablet after merging main, which
brought in the stable-channel fallback. Background behavior was set to
Manual with "Keep downloads running" off. A client repair was forced,
then Home was pressed right after Start:
| Build | Session while hidden | Client download |
|---|---|---|
| main | suspended 1 s after Home | stuck at part 3/17 after 90 s |
| this PR | kept awake until the client was in | all 17 parts, 362 MB in
46 s with MB progress; suspended once done |
`tools.tests.test_steam_install` (22), `SteamDownloadMonitorTest` and
`LoadingStateTest` pass.
## Not changed
- **The download is the plain zips.** Valve's manifest also lists `.vz`
(LZMA) versions, 228 MB instead of 360 MB. Using them needs a VZ decoder
in the guest; that could be a follow-up.
- **The stall and retry path** is covered by the tests but wasn't forced
on the device.
A game started from another launcher (ES-DE, a `droiddeck://game/` link,
a pinned shortcut) should send the player back to that launcher when it
closes. Instead DroidDeck always opened the Android home screen, which
is a different place whenever that launcher isn't the default Home app.
## Cause
The link is handled by `FrontEndActivity`, which starts the session in
its own task and stays behind it in a second DroidDeck task. When the
session ended, DroidDeck started `CATEGORY_HOME` to cover that leftover
task, so the player always landed on the system Home.
## Fix
When a link-launched session ends, `SessionActivity` removes the task
that handled the link (a `FrontEndActivity` task whose base intent is a
game link), then removes its own task. Android then shows whatever was
underneath: ES-DE, any other app that launched the game, or Home when
Home launched it.
Sessions started from DroidDeck's own Games tab are unchanged.
## Testing
On a REDMAGIC NP06J, with the `droiddeck://game/945360` link started
using ES-DE's flags (`NEW_TASK | CLEAR_TASK`). Among Us was closed and
"Return to launcher after a game" was on.
| Launched from | main | this branch |
|---|---|---|
| Calculator (stands in for a non-Home frontend) | Android home |
Calculator |
| Home | Android home | Android home |
| DroidDeck's Games tab | DroidDeck | DroidDeck |
## Credits
Reported on Discord by whatsupbros.
## Summary
Since 0.5.0, Snapdragon 8 Gen 2 devices (Retroid Pocket 6, Galaxy S23,
AYN Thor) pin the Steam client, its UI helper and gamescope to the
single prime core whenever the core settings were never touched. The
Steam menu and overlay lag on those devices, and games launched from
Steam get CPU-starved.
This drops that default, so 8 Gen 2 behaves like 0.4.0 and every other
chip: Android schedules Steam on all cores. Core choices users saved in
Performance are kept, and the all-core restore for games launched from a
pinned Steam client stays.
## Evidence
The device reports attached to both bug reports show the default in
effect:
| Device | SoC | Client core override | Client cores |
|---|---|---|---|
| Retroid Pocket 6 | QCS8550 | true (never set) | 7 |
| Galaxy S23 | SM8550 | true (never set) | 7 |
Both reporters say 0.4.0, which left Steam on all 8 cores, was smooth.
The PR that added the default did not benchmark it.
Tablet bench (REDMAGIC, SM8850): the 8 Gen 2 default was reproduced by
pinning Steam to one prime core (7) and games to cores 0-3. The test
scrolls the Big Picture library with the d-pad for 20 s and records
frame pacing. Two runs each:
| Steam client | UI fps | 1% low | p99 frame | off-cadence |
|---|---|---|---|---|
| all cores (this PR) | 114.4 / 115.2 | **62.5 / 62.5** | 16 ms | 4.7 /
4.0 % |
| one core (old default) | 109.7 / 110.9 | 41.7 / 41.7 | 24 ms | 8.0 /
7.0 % |
Among Us ran the same either way (58.9 vs 59.0 fps).
## Tests
`CoreAllocationPrefsTest`: absent preferences leave every core to the
scheduler, and saved choices are kept.
## Credits
- shanume (RP6) and Kacper (S23): reports, and the 8-cores-vs-1 finding.
- Kurt Himebauch (#654): the core allocation work this keeps, apart from
the default.
After a Proton update, stored DXVK / VKD3D / FEX packages can't be
deleted. Components says they're "in use" by a Proton that's gone
(`DroidDeck-Proton_11-9.1` after updating to 11-11.1) or by a bare
number (`4005446849`).
## Cause
`deletePackage` and the Storage page's in-use check count every recorded
selection:
- **Removed Protons:** swaps on Protons that are no longer installed.
- **Out-of-date swaps:** swaps from before the Proton's version changed.
The launcher already ignores these.
- **Game profiles:** a per-game pick blocked the delete with the "swap
that Proton" message, naming the game's id.
## Fix
- **Out-of-date selections:** a selection only counts while its Proton
is installed and at the version the swap was made on. That's the rule
launches already use. Deleting a package removes its stale entries.
- **Profile picks:** deleting a package also clears it from any game's
component profile, so those games go back to the Proton's own copy.
Storage cleanup still keeps profile picks.
- **Live swaps:** a package swapped into an installed Proton is still
blocked. The message now shows the Proton's name rather than its id.
No new strings.
## Testing
On a REDMAGIC NP06J, with the state from the reports recreated:
| Case | main | this branch |
|---|---|---|
| DXVK swapped into a removed `DroidDeck-Proton_11-9.1` | Deleting
failed: in use in DroidDeck-Proton_11-9.1 | Deleted, stale entry removed
|
| FEX picked in game profile `4005446849` | Deleting failed: in use in
4005446849 | Deleted, profile cleared |
| DXVK swapped into installed Proton Experimental | blocked | blocked:
in use in Proton Experimental (ARM64) |
<img
src="https://raw.githubusercontent.com/maxjivi05/DroidDeck/pr-media/1434/main-stale-proton.jpg"
width="420"> <img
src="https://raw.githubusercontent.com/maxjivi05/DroidDeck/pr-media/1434/main-game-profile.jpg"
width="420">
<img
src="https://raw.githubusercontent.com/maxjivi05/DroidDeck/pr-media/1434/fix-game-profile.jpg"
width="420"> <img
src="https://raw.githubusercontent.com/maxjivi05/DroidDeck/pr-media/1434/fix-live-blocked.jpg"
width="420">
`ComponentsSelectionTest` covers removed, out-of-date and live
selections.
## Credits
Reported on Discord by Siigonis, Bado and woodrow1712.
Fixes#1314.
Screen recorders and apps that use `AudioPlaybackCapture`
(MediaProjection) get silence from DroidDeck. The app targets SDK 28,
and Android blocks playback capture for apps below SDK 29 unless they
opt in. That was a side effect of the target SDK, not a choice.
`android:allowAudioPlaybackCapture="true"` opts in. Game audio already
plays with `AAUDIO_USAGE_GAME`, a usage that capture allows.
REDMAGIC NP06J with Among Us running, `dumpsys media.audio_policy`
("Allow playback capture log"); the game's streams are AAudio
`USAGE_GAME` with no capture-blocking flags:
| Build | |
| --- | --- |
| main | `uid=10494, allowPlaybackCapture=false,
packageName=com.droiddeck.launcher` |
| this PR | `uid=10494, allowPlaybackCapture=true,
packageName=com.droiddeck.launcher` |
## Credits
Requested and diagnosed by @WilsonNet in #1314.
Gamescope paces from the presentation timestamp. The Choreographer tick
is often still slightly ahead of the render thread, and that tick was
thrown away, so the draw time was reported instead.
A tick within one refresh of the draw is now kept, whether it is
slightly ahead or slightly behind. A missing tick, or one more than a
refresh away, still falls back to the draw time.
## Summary
Follow-up to #1412, focused on repeat work observed in completed CI
logs.
- Give APK compilation and Android tests the same build-label and
API-key inputs. Previously `generateReleaseBuildConfig` changed between
invocations and caused Kotlin/Java recompilation before tests.
- Continue executing the Android test suite on every CI run: disable
reuse of the test task's results in CI while retaining compilation
caching. Keep the existing heap and process isolation settings.
- Cache the four remote checksum-pinned model/AAR downloads used by
add-on packs. Hash-check every cache hit, atomically replace corrupt
entries only after a verified download, and verify the destination
bytes. Packs are still regenerated from current prepared components and
their checksums remain part of the APK.
- Bound download time and retry connection resets as well as HTTP
errors; keep checksum mismatches fatal.
- Include the pack recipes in runtime source freshness checks.
- Restrict PR report updates to the workflow bot's own marker comment,
addressing the minor extraction review finding from #1412.
## Evidence and validation
The previous successful run explicitly recorded changed
`BuildConfig.java` as the reason for repeated Kotlin/Java compilation
between assembly and tests. The final #1412 normal run spent 38 seconds
building/downloading packs, 5m59s building the APK, and 3m03s in the
Android test step. A forced run also hit a connection reset while
fetching pack inputs and passed on retry.
Focused tests cover cold/warm input reuse, corrupt-cache repair,
changed-pin invalidation, rejected download bytes, actual local HTTP
connection failure/retry, identical build metadata and bot-only comment
selection. Actionlint passed. The clean Linux full suite passed 1,149
tests (18 skipped) before the final Gradle test-execution policy block.
Host, APK/ABI and Android checks are green on the final head, including
the ordinary PR run against the updated main branch and both controlled
branch attempts below.
Validation will compare cold and warm runs on the same commit, confirm
cache-hit hash verification, confirm app compilation remains up-to-date
in the test invocation, and confirm the Android suite actually executes
on both runs. Source-tree, preload, APK/ABI, all-test, signing and
publishing gates remain.
Existing Gradle, CMake and Cargo caching remains. Native compilation was
tens of seconds in the inspected baseline; no speculative native cache
changes or unmeasured speed claim are included. Android test execution
itself was about 2m30s; this PR removes avoidable setup/recompilation
rather than weakening coverage or changing concurrency.
## Follow-up correction
The first CI run failed two artwork-key tests that assumed the
compiled-in API key was empty. Keeping build inputs consistent exposed
that assumption. Tests now check the configured build key and its
trimmed fallback after clearing a user key; existing pure-function
empty-key and precedence coverage remains. No key values are included in
assertion messages. The failed run confirmed BuildConfig generation and
Kotlin/Java compilation were UP-TO-DATE in the test invocation;
subsequent full runs passed. The merged #1412 main run40007656633 passed
signing, pack publishing, preview announcement and catalog updates.
## Gradle cache audit fixes
Completed-run logs showed setup-gradle was read-only on PRs.
Same-repository PRs and branch runs can now persist their own cache
entries; fork PRs remain read-only. GitHub cache ref isolation is
retained. See [Gradle cache
guidance](https://github.com/gradle/actions/blob/main/docs/setup-gradle.md)
and [GitHub cache
scopes](https://docs.github.com/en/actions/reference/workflows-and-actions/dependency-caching).
PR caches consume additional shared quota; no claim of reuse between
different PR refs is made.
COMMIT_TIME now comes from SOURCE_COMMIT, matching the provenance field
and avoiding timestamp changes from temporary PR merge commits. The
source tree and pack validation remain unchanged. This enables a
meaningful same-commit warm check. Per-commit generated Java metadata
may still cause cross-commit recompilation; moving metadata into
packaged data is a separate candidate, not part of this patch. Head
9835c4e3 passed full CI and the same-commit warm rerun below.
## Confirmed final results
Both controlled runs use exactly
9835c4e3e1 and workflow_dispatch, avoiding
PR merge-tree changes between attempts.
| Measurement | First attempt | Warm attempt | Reduction |
| --- | ---: | ---: | ---: |
| Request to required gate green | 13m09s | 7m11s | 5m58s (45%) |
| Gradle APK build step | 6m11s | 2m08s | 4m03s (66%) |
| Android test step | 2m57s | 2m08s | 49s |
| Add-on pack build step | 40s | 31s | 9s |
[First
attempt](https://github.com/Droid-Deck/DroidDeck/actions/runs/40015059221/attempts/1)
and [warm
attempt](https://github.com/Droid-Deck/DroidDeck/actions/runs/40015059221/attempts/2)
both passed. Initial queue delay was 3 seconds in each. This is one
observed pair, not a guaranteed latency or isolated attribution of every
timing difference to cache changes. The first attempt already had some
dependency/build cache reuse.
Warm logs confirm the exact head's Gradle-home cache restored; release
Kotlin and Java compilation were FROM-CACHE during assembly, then
UP-TO-DATE during tests. Assembly reported 22 tasks FROM-CACHE. The
Android test executor actually ran; test results were neither cached nor
skipped. All four remote pack input hits were hash-verified; packs were
regenerated. Runtime inputs and APK native exports/dependencies
verified. The ordinary [PR
workflow](https://github.com/Droid-Deck/DroidDeck/actions/runs/40013127993/attempts/2)
also passed against the updated main merge tree.
A fresh Gradle daemon and "no cached configuration" remain expected on a
new runner: configuration/task-graph persistence is distinct from
build-output caching and currently has no configured encryption key. The
measured Kotlin/Java FROM-CACHE results demonstrate output reuse despite
that message.
This proves same-commit warm reuse. New pushes can still invalidate
compilation through changed source, toolchain, generated provenance or
pack metadata, and cache eviction/ref scope can cause misses.
Cross-commit compilation reuse is not established by this pair. Branch
validation intentionally skips main-only publishing; merged #1412's main
run40007656633 separately passed signing and publication. The user
authorized merging after the final cache-recovery correction passed.
## Final cache-recovery correction
Commit c95e1147 addresses the remaining minor review finding: after a
download passes its SHA check, an unexpected directory at the exact
hash-named cache entry is removed before the verified file is promoted.
Invalid downloads leave that directory untouched. A regression test
covers failed verification, successful repair and subsequent warm reuse.
All five focused download tests passed in a clean Linux export. All
final-head PR checks passed in
[run40018498031](https://github.com/Droid-Deck/DroidDeck/actions/runs/40018498031):
host suite ran 1,164 tests (49 platform skips), APK build and native
validation passed, Android tests executed successfully, and the
source/build validation status is green. Benchmark results above remain
measurements of 9835c4e3.
The default FEX preset (Performance + TSO) is fine for Unity. But when
the Default profile is switched to a preset
that turns TSO off (Performance, Extreme, Extreme-gn, Denuvo), Unity
players break. DroidDeck already keeps full TSO
for .NET games (`coreclr.dll`) whatever the preset; this gives Unity
players the same safety net for TSO.
Tested on a Pixel 10 Pro Fold (PowerVR DXT-48-1536), shared preset
Performance (TSO off):
| Game | Build | TSO off | TSO on |
| --- | --- | --- | --- |
| Megabonk | Unity 2023.2 IL2CPP, native Linux, "Linux x86 (FEX)" |
froze on about half of launches (every thread parked on a futex) | 5 of
5 starts, played run stayed responsive |
| Crab Game | Unity IL2CPP, Windows, Proton arm64 | 9 of 10 starts; 1
access violation in `UnityPlayer.dll` (read of a garbage pointer) | 10
of 10 starts |
Measured cost of TSO on Megabonk: none (+2% fps with TSO on, within
noise).
What changes:
- `droiddeck-game-env`: `unity_memory_ordering` sets `FEX_TSOENABLED=1`
when `UnityPlayer.dll`, `UnityPlayer.so` or
`GameAssembly.so` sits next to the executable (or one folder below). A
FEX preset chosen for the game still wins
(fixes sit between the shared preset and the per-game entry, as for
.NET).
- `droiddeck-fex`: the FEX tool now applies the environment half of
these game-file fixes, so native Linux Unity builds
get it too. Launch arguments some fixes add stay Proton-only.
- Docs paragraph in `docs/development/game-environment.md`; tests in
`test_game_environment.py` and
`test_droiddeck_fex.py`.
Device check of the change itself: with the session's
`droiddeck-game-env` patched, shared TSO off and no per-game
entry, Crab Game started with `FEX_TSOENABLED=1`.
Related to #1386, but not a fix for its Risk of Rain 2 crash: that game
is Unity Mono, which with the default preset
already has TSO on; the report points at multiblock instead (as the .NET
fix turns off). Both games tested here are
IL2CPP, so this PR doesn't change multiblock. #1386's other points
(`steam_appid.txt`, `device.txt`) aren't covered.
Tests (WSL, on main `16bedf36` with the patch): `test_game_environment`
+ `test_droiddeck_fex` 119 OK. Full `tools/tests`: 1114 tests, one
failure,
`test_appimage_run…test_a_failed_program_shows_the_log_it_wrote`, which
fails the same way without the patch.
Refs #1248
## Problem
Users report that changing a game's compatibility tool in Steam's game
properties doesn't stick: it goes back to DroidDeck's default. #1248 was
closed by #1250, but its reporter still saw it after clearing the game's
DroidDeck profile.
A game's tool can be chosen in two places, DroidDeck's per-game Proton
(`games.json`, written by `ProtonDefault.requestGame`) and Steam.
`plan_mapping` treats every `games.json` entry as an override that
always wins, so the live helper (`droiddeck-steam-compat`, on
`CompatManager.NotifyStateChanged`) sets it back within a second, and
`steam-compatibility` does again at every session start. A `null` entry
("use the default", also written by a profile reset) is forced as the
default, so resetting the profile made it worse.
Reproduced with the real `plan_mapping` (game 220, Steam set to
`droiddeck-fex`):
| `games.json` entry | before |
|---|---|
| none | kept |
| `null` (profile reset / "Default") | reverted to default |
| a DroidDeck Proton | reverted to it |
## Change
Whichever side changed a game's tool last wins:
- A DroidDeck choice is applied once (as now). Once applied, a different
pick in Steam stands:
- a pick of one of DroidDeck's Protons becomes the DroidDeck choice too
(`games.json` updated, so the app shows it);
- any other pick (FEX, a Steam Linux Runtime, clearing the forced tool)
removes the game from `games.json`.
- `null` is applied once and then dropped, so the game follows the
default like one DroidDeck never managed.
- What was applied is kept in `state.json` as `games_applied`. Choices
an earlier build already applied count as applied (when `state.json` is
from an earlier build), so upgrading respects the Steam picks users
already made.
- `games.json` is rewritten only if the app didn't replace it after it
was read, so a newer app choice is never overwritten.
- An x86-only Valve Proton picked in Steam is still replaced
(`unrunnable`), unchanged.
Both paths share the logic: `register_default` (session start, reads
config.vdf; with the client stopped, an app missing from the mapping
counts as cleared) and the live helper's `reconcile`.
## Tests
- `test_steam_compat_live.py` + `test_game_environment.py`: 109 pass
locally (103 existing + 6 new). The 6 new tests fail on the old scripts.
- Steam pick after an app choice is kept live, and a new app choice
applies again
- Steam pick of a DroidDeck Proton becomes the app's choice
- "use the default" applies once, then Steam picks stand
- upgrade: choices an earlier build applied give way to Steam picks
- an app choice written during a sync is not overwritten
- session start keeps a Steam pick from config.vdf
Not device-tested.
## Side note: `test_authorship` writes into the global git hooks
`InstalledHooksTest.setUp` runs
`tools/release/install_authorship_hooks.py` in a temp repo, but the
installer reads `core.hooksPath` from the **global** config. On a
machine with a global hooks path, running the suite replaced the user's
global `commit-msg`/`prepare-commit-msg`/`pre-push` with hooks pointing
into the deleted temp repo (every later commit failed), and the saved
originals were deleted with the temp repo. The test should isolate
`HOME`/`GIT_CONFIG_GLOBAL`. Not changed in this PR.
On a Redmi K70 (Android 14), tapping Steam drops straight back to the
main screen. The session thread dies while writing the guest network
link:
```
java.lang.IllegalArgumentException: Illegal char: - at offset 8
at android.provider.Settings$Secure.getStringForUser(Settings.java:6486)
at com.droiddeck.launcher.runtime.LinuxNetworkLinkComponent.describe(LinuxNetworkLinkComponent.kt:281)
```
The guest MAC is seeded from `ANDROID_ID`. That ROM throws from the
read, which had no guard. A failed read now uses the same fallback seed
as a missing ID. Devices that can read it keep the MAC they have now.
- `SeededMacTest`: stable MAC from an ID, and a read that throws the
ROM's exception falls back instead of crashing.
- REDMAGIC NP06J: the guest MAC is the same before and after the change
(`16:4e:5b:53:e9:ef`).
## Credits
Reported by lc666 on Discord.
Fixes#1348, fixes#1372, fixes#1388.
Since 0.6.0 the app ignores the sensor and stays in one landscape side,
even with auto-rotate on. #1287 changed the default orientation from
sensor landscape to fixed landscape, so everyone who never picked an
orientation in settings got locked.
The default is sensor landscape again. A picked orientation is still
saved and used as before.
| | Before | After |
| --- | --- | --- |
| No orientation picked | `SCREEN_ORIENTATION_LANDSCAPE`, no flip |
`SCREEN_ORIENTATION_SENSOR_LANDSCAPE`, follows the sensor |
| Orientation picked in settings | that orientation | that orientation |
Tested on REDMAGIC NP06J (Android 16) with no saved orientation:
`dumpsys activity` reports the requested orientation, and the app flips
with the device.
## Summary
`droiddeck-fex` kept an `LD_PRELOAD` entry only if `os.path.exists()`
found it. A bare soname that the loader resolves through
`LD_LIBRARY_PATH` doesn't exist relative to the working directory, so it
was dropped before the x86 game started. MelonLoader's bootstrap in
Drova is one example.
Names without a `/` are now passed through. Paths that don't exist and
arm64 libraries are still dropped, as before.
## Proof (REDMAGIC tablet, Stardew Valley on x86 Linux (FEX), launch
options `LD_PRELOAD=libz.so.1 %command%`)
| | before | after |
|---|---|---|
| `LD_PRELOAD` in the FEX game process | missing | `libz.so.1` |
| `libz.so` mappings in the game process | 4 (the arm64 host's) | 10
(the x86 one loaded too) |
| Game reaches its title screen | yes | yes |
## Tests
`tools/tests/test_droiddeck_fex.py` now has a bare soname in the
guest-environment case. It fails on main and passes here; all 51 tests
pass.
## Credits
Reported with the fix idea on the DroidDeck Discord by whatsupbros.
droiddeck-fex dropped every LD_PRELOAD entry that was not an existing path, so a bare soname the loader finds through LD_LIBRARY_PATH (MelonLoader's bootstrap in Drova, for one) never reached the game. Names without a slash are now kept; missing paths and arm64 libraries are still dropped.
Enabling GPU clock pinning froze Thor's kernel utilization counters,
leaving the HUD stuck at an arbitrary value (10–11% in the reproduced
sessions). KGSL_PROP_PWRCTRL disables both the governor and its
utilization sampling.
Use a dedicated KGSL context with a maximum-power constraint, renewed by
a small NOP submission every 25 ms. Keep devfreq running, bound the
queue to one submission, and release the context, mapped command buffer
and GPU allocation on stop or failure. Preserve recovery of legacy
global pins and report native setup failures instead of claiming
success.
Validation:
- AYN Thor: reproduced frozen counters with the old pin. The replacement
native implementation, run as a standalone ARM64 harness alongside the
installed Steam/Bulletstorm session, kept 680 MHz while utilization
changed from 17% in Steam to about 4% loading and 44% at the animated
title. A final-source smoke run also returned changing 60–66% samples at
680 MHz.
- Native lifecycle regression passed on Linux and as an ARM64 executable
on Thor: setup failure cleanup, renewal, bounded queue, runtime failure,
restart, and type-3/type-7 NOP selection for older/newer Adreno cores.
- Android native build and Kotlin compilation passed locally (NDK
27.0.12077973).
- CI build, Android tests, native regressions, and signing passed.
Installed the release-signed PR APK on Thor with app data preserved.
With GPU pin enabled, the normal Steam/Bulletstorm session held 680 MHz
while the HUD changed from 3% loading to 53% in the animated game scene
at 60 FPS; raw gpubusy samples also continued changing. This checks
utilization reporting, not long-term gameplay stability.
The earlier session exit was recorded by Android as LOW_MEMORY; this PR
addresses the utilization freeze.
## Summary
droiddeck-ntsync (the userspace stand-in for the Linux ntsync driver,
Wine sync = ntsync) was slower than droiddeck-esync on every cheap
operation. On the tablet a `SetEvent` cost 0.94 µs against esync's 0.21
µs, and a wait on a signaled event 0.45 µs against 0.08 µs. Four things
made it slow:
- **Signal masking:** every operation blocked and restored the signal
mask, so each call made 2 `rt_sigprocmask` syscalls, and a blocking wait
made 4. The masking itself is needed: if Wine's suspend signal stopped a
thread while it held an object lock, a GC thread that suspended it and
then touched the same object would deadlock.
- **Queueing for objects that were already free:** a wait linked itself
onto every object and unlinked again even when the first object could
simply be taken.
- **Wakes nobody needed:** a futex wake syscall went out for every
handoff, even when the waiter was still spinning and would have seen the
change anyway.
- **One shared counter:** every call took and dropped a reference on a
single process-wide device counter, so threads working on unrelated
objects bounced one cache line between cores.
### Changes
- **Signals are deferred instead of masked:** handlers installed by
Wine's `ntdll.so` run behind a small trampoline. If such a signal
arrives inside a critical section (a per-thread depth count), it is
saved with its `siginfo` and sent again with `rt_tgsigqueueinfo`
(falling back to `tgkill`) as soon as the section ends.
- `sigaction` queries still return Wine's own handler.
- Synchronous signals (SEGV, BUS, ILL, FPE, TRAP, SYS) are never
wrapped, as before.
- Handlers installed by anything other than `ntdll.so` are left alone.
- **Wait-any fast path:** an object that is signaled and has nobody
queued on it is taken directly, in index order. A wait whose timeout has
already passed returns `ETIMEDOUT` without building a queue.
- **Short spin before sleeping:** a waiter spins for up to 4 µs, bounded
by time rather than by iteration count, before it sleeps on the futex.
- **Wake only sleeping waiters:** the waiter publishes a `sleeping`
flag, and the waker only calls `FUTEX_WAKE` when it is set. Both sides
use seq_cst ordering, so a wake can't be lost. The queue layout changed,
so `NS_VERSION` is now 2.
- **Per-thread device reference:** a thread takes one reference on the
device the first time it uses it and keeps it until it exits or moves to
another device, instead of two atomics on the shared counter per call.
- **More than four signals in one section:** a fifth distinct signal is
held pending with the thread's signal mask, then released once the
section ends. Its handler never runs while an object lock is held.
- **Replay:** deferred signals are replayed with every signal blocked,
so each one is sent exactly once. A held signal is released at the same
signal-nesting level that held it. Handlers installed with
`SA_RESETHAND` are not wrapped, so a one-shot handler keeps its kernel
behaviour.
- **Waits from a handler during another wait's sleep:** they get their
own queue and, for a second device, a reference for that call only. The
outer wait keeps its queue and can't pick up the inner wait's result.
### ntsync becomes the default
- **New installs:** start on ntsync.
- **Existing installs:** move to ntsync once, on the first start of this
version, whatever sync they were on before (a one-time `ntsyncDefaultV1`
marker). Anything picked after that is kept, including esync, fsync and
wineserver.
- **Wording:** the ntsync switch in Performance no longer says
"experimental" or "for testing", in all 33 languages.
- **Unchanged:** per-game sync choices on a game's settings page still
win over the app-wide choice. Proton builds without ntsync still fall
back to droiddeck-esync, then droiddeck-fsync.
- **Tests:** `SyncBackendTest` covers a fresh install, each earlier
choice moving to ntsync once, and a later choice surviving the next
start. All 2,160 unit tests pass.
## Performance (REDMAGIC tablet)
Windows microbenchmark (`syncbench.exe`, x86-64 under FEX), µs per
operation:
| | esync | ntsync before | ntsync after |
|---|---|---|---|
| SetEvent | 0.57 / 0.70 | 0.51 / 0.65 | 0.38 / 0.35 |
| wait on signaled event | 0.13 / 0.13 | 0.44 / 0.43 | 0.27 / 0.20 |
| wait, timeout 0 | 0.27 / 0.25 | 0.52 / 0.51 | 0.19 / 0.18 |
| semaphore release + wait | 0.72 / 0.68 | 0.66 / 0.63 | 0.12 / 0.16 |
| mutex wait + release | 0.77 / 0.73 | 0.66 / 0.64 | 0.12 / 0.12 |
| wait on 8 objects | 0.10 / 0.09 | 0.59 / 0.57 | 0.15 / 0.15 |
| alertable wait | 0.06 / 0.05 | 0.43 / 0.42 | 0.07 / 0.07 |
| event ping-pong, 2 threads | 25.6 / 24.5 | 24.4 / 29.3 | 1.97 / 1.66 |
| 4 threads on one semaphore | 9.4 / 4.6 | 20.3 / 19.1 | 7.3 / 7.6 |
The backend each run actually used was checked from its file
descriptors:
- **esync:** wineserver held eventfds.
- **ntsync:** wineserver held the `droiddeck-ntsync` device and its
timerfd objects.
Native arm64 benchmark against the device directly, µs (before / after):
- set: 0.31–0.36 → 0.06–0.08
- signaled wait: 0.37–0.45 → 0.04–0.08
- semaphore pair: 0.56–0.58 → 0.06–0.07
- mutex pair: 0.56–0.61 → 0.04
- ping-pong: 15–30 → 1.7–2.5
Removing the shared device counter on its own takes 4 threads working on
their own objects from 0.21 to 0.04 µs per operation (x86-64 host).
Games, default Steam launch, The Forest and PEAK at the same scene each
run, 20 s pacing. Columns are esync, ntsync before and ntsync after;
each cell gives two runs.
| | esync | ntsync before | ntsync after |
|---|---|---|---|
| The Forest Low, fps | 64.5 / 61.9 | 70.1 / 74.8 | 72.1 / 72.1 |
| The Forest Low, CPU | 489 / 511% | 434 / 419% | 436 / 426% |
| The Forest High, fps | 58.3 / 57.8 | 72.0 / 69.8 | 72.5 / 69.9 |
| The Forest High, CPU | 506 / 504% | 417 / 429% | 425 / 435% |
| PEAK, fps | 50.4 / 48.6 | — | 47.0 |
| RDR2, launch to signed in / game process | — | — | 29.2 / 42.0 s and
28.3 / 41.1 s |
Two more games, esync against ntsync after, three runs each, default
settings:
| | esync | ntsync after |
|---|---|---|
| Among Us, menu fps (59 cap) | 59.0 / 58.9 / 59.3 | 59.0 / 59.0 / 58.7
|
| Among Us, launch to main menu | 6.65 / 6.84 / 6.85 s | 6.39 / 6.52 /
6.64 s |
| Among Us, CPU | 123 / 132 / 133% | 133 / 133 / 124% |
| Mortal Kombat X attract fight, fps | 56.7 / 54.1 / 56.3 | 61.1 / 56.9
/ 56.2 |
| Mortal Kombat X, 1% low | 20.0 / 30.3 / 30.3 | 30.3 / 30.3 / 30.3 |
| Mortal Kombat X, launch to window | 7.75 / 7.79 / 7.75 s | 7.81 / 7.71
/ 7.63 s |
Mortal Kombat X's CPU moves between 140% and 275% in both modes because
the attract mode changes fighters and stage, so it isn't compared.
The Forest's 1% low was 41.7 fps in every run. PEAK is GPU-bound and
stays in run-to-run noise. Its second ntsync run stopped at the title
menu because the rig's menu input didn't register; the game was still
running at 87 fps, and the same rig miss happened on esync before. RDR2
signs in and reaches the game on the new code.
## Tests
- **`tools/tests/test_ntsync_preload.py` (new):** builds the preload and
checks the emulation against the semantics documented for the kernel
driver:
- semaphore counts and `EOVERFLOW`;
- mutex owners, recursion, `EPERM`, kill/abandon with `EOWNERDEAD` on
read and on the next wait;
- auto and manual events, set/reset/pulse previous state;
- wait-any index order, duplicates, the alert object, `EINVAL` limits,
timeouts;
- wait-all atomicity, duplicates and alert;
- wakes across threads and across processes (inherited fds and fds sent
with `SCM_RIGHTS`);
- 20,000-round ping-pong and 4-thread semaphore stress with infinite
timeouts;
- two signal cases. In one, a handler that re-enters the same object is
fired 2,000 times at a busy thread. In the other, a handler parks the
thread while another thread uses the same object, as Wine's suspend does
under a GC.
- eight real-time signals fired in bursts at a thread busy on one
object, each handler touching that object, so more signals arrive inside
a section than can be deferred;
- a handler that waits on the same device and on a second device while
its thread sleeps in another wait;
- a one-shot (`SA_RESETHAND`) handler installed and fired 300 times at a
busy thread, every one of which must run.
- **The signal tests catch a broken implementation:** with signal
protection removed, the program hangs and the test fails. Before the
last fix, the burst test hung and the outer wait returned the nested
wait's result.
- **The suite passes:** 8 of 8 runs natively on arm64 under proot on the
tablet, and 40 of 40 on the host.
- **On the final build:** The Forest Low ran at 77.7 fps, PEAK at 47.5
fps, and Among Us and two Mortal Kombat X runs played through.
- **The new paths stay out of the way in games:** a build that logged
them saw about 1,400 Wine signals land during ntsync sleeps over two
Mortal Kombat X runs and one The Forest run. None of those handlers
waited on ntsync and no signal was held back, so games run the same code
as before the last fix. The Forest Low ran at 71.6 fps and PEAK at 47.2
fps on the final build.
- **Existing preload tests still pass:** fsync, openat2, usr2 (also with
`BL_SYNC=1`), tracer, dircache, noexec, binfmt, faultreport and esync
packs.
## Credits
- [Linux](https://github.com/torvalds/linux)
`Documentation/userspace-api/ntsync.rst` (GPL-2.0): the object, wait and
error semantics the new test checks. Also added to the README credits.
## Summary
Consolidate runtime preparation into a component registry and reusable
recipes, and reuse approved preload binaries with independent main-build
provenance checks.
- Pin the source tree once. Components, Xbox and Python/native tests
then run independently against that exact tree; APK compilation consumes
verified component artifacts.
- Centralize component inputs, outputs, tool requirements and build
commands under `tools/components`. Cache identities derive from that
registry. Install required Linux tools in one preflight and pin the same
Android NDK across workers.
- Keep small preload input/output manifests in Git. Store the 1.48 MB
binary snapshot in an immutable content-addressed release, rather than
committing executable blobs.
- New or PR-modified manifests must match binaries in an authenticated
successful main APK artifact and its producing source/recipe. Changed
inputs rebuild; missing or temporarily unavailable artifacts rebuild;
corrupt artifacts fail.
- Record the source tree, recipe identities and output hashes in the
components-to-APK handoff. Reject mismatched inventories, traversal and
symlinks.
- Extract component and release shell bodies out of workflow YAML.
Clarify the trusted validation job label. Preserve legacy
workflow/status and gate names consumed by branch rules and trusted main
workflows.
```mermaid
flowchart LR
Source[Pin source tree] --> Components[Prepare verified components]
Source --> Xbox[Xbox ARM64 backend]
Source --> Tests[Python and native tests]
Components --> APK[APK and Android tests]
Xbox --> APK
APK --> Gate[Required aggregate gate]
Tests --> Gate
Gate --> Publish[Main only signing and publishing]
```
## Validation
The initial preload implementation passed both [PR
CI](https://github.com/Droid-Deck/DroidDeck/actions/runs/39999620253)
and a [forced source
rebuild](https://github.com/Droid-Deck/DroidDeck/actions/runs/39999657706).
Snapshot restore took 3 seconds and skipped the ARM64 compile; the
forced run compiled both groups. These runs precede the final pipeline
consolidation.
Local clean Linux validation passed 1,142 tests (17 skipped) on the
consolidation commit; the follow-up x86 recipe check passed all 15
focused snapshot tests. Actionlint and focused preparation, NDK,
source-pinning and gate tests passed. Final head d32b1a13 passed [PR
reuse
validation](https://github.com/Droid-Deck/DroidDeck/actions/runs/40004459466)
and a [forced source
rebuild](https://github.com/Droid-Deck/DroidDeck/actions/runs/40004459597);
both full runs are green. PR push-to-green was 19m00s, including 57s
initial queue, a cold Xbox job of 5m48s (compile 5m30s), 50s component
preparation (snapshot restore 8s), APK build 5m59s and Android tests
3m03s. The forced run passed on attempt 2 after a connection reset in
the unchanged pack fetch on attempt 1; rerun APK build 5m24s and tests
2m57s. Both runs verified the prepared artifact handoff and APK/ABI
contents. This is correctness evidence, not a controlled warm-cache
speed benchmark. All existing source checks, regression tests, APK/ABI
checks and signing/publication gates are retained. `workflow_dispatch`
with `rebuild_preloads=true` exercises actual source compilation.
## Trust and scope
The initial snapshot covers 14 core ARM64/x86 preload binaries. It
originates from successful main run
[39992155294](https://github.com/Droid-Deck/DroidDeck/actions/runs/39992155294),
commit `b76f13f7acc0af0cc00369dde61fb88e40529e6d`, APK artifact
`12520502054`; its ZIP SHA-256 is
`b7e800a1884a516ec52b050b7f904f9881427bca4579f660b909fd18f15e49ff`.
This is approved-build reuse, not a signed SLSA attestation or a claim
of reproducible compilation. The pinned-main manifest is the approval
anchor. New manifests require the original main artifact to remain
available for independent verification; otherwise builds fall back to
source. Compiler/system package updates within the same Ubuntu runner
label require a deliberate refresh or forced rebuild. Other components
retain their existing release pins or caches behind registered recipes.
The within-run artifact handoff verifies source/output consistency; it
is not independent provenance for arbitrary artifacts. Main-only
publishing cannot be exercised by a branch dispatch. No controlled
end-to-end speed claim is made before final runs complete. Leave this PR
open for review.
- Handlers installed with SA_RESETHAND are no longer wrapped, so a deferred one-shot signal can't fall through to the default action.
- Deferred signals are replayed with every signal blocked, so a signal landing mid-replay can't send an entry twice.
- Taking a deferral slot and holding a signal are safe when one signal interrupts another, and a held signal is released only at the nesting level that held it, so a handler's return can't block it again.
A FEX preset that turns TSO off (Performance, Extreme, Extreme-gn, Denuvo)
breaks Unity players under FEX:
- Megabonk (Unity 2023.2, IL2CPP, native Linux build, "Linux x86 (FEX)")
froze on about half of its launches, every thread parked on a futex.
With TSO on: 5 of 5 starts, and a played run stayed responsive.
- Crab Game (Windows IL2CPP build under Proton arm64) crashed on 1 of 5
starts with an access violation in UnityPlayer.dll on a garbage pointer.
With TSO on: 5 of 5 starts.
A Unity player (UnityPlayer.dll, UnityPlayer.so or GameAssembly.so beside
the executable) now keeps FEX_TSOENABLED=1 over the shared preset, the way
.NET games already keep full TSO. The FEX tool applies the environment half
of the game-file fixes too, so native Linux builds get it as well. A FEX
preset chosen for the game itself still wins.
Related: #1386 (its Mono crash happens with TSO already on)
- New installs start on ntsync.
- Existing installs move to ntsync once on the first start of this version, whatever sync they used before. A choice made after that is kept.
- The ntsync switch is no longer labelled experimental or for testing, in every language.
- A fifth distinct signal inside a critical section is now held pending with the thread's signal mask and released once the section ends, instead of running its handler while an object lock is held.
- A wait from a signal handler during another wait's sleep uses its own queue and, for a second device, a reference for that call only, so the outer wait keeps its queue and can't return the inner wait's result.
The native arm64 client follows steamdeck_publicbeta, so a Valve beta
regression reaches every user at once. If the repaired beta client is still
started twice without being shown, or the beta manifest carries no arm64
client, droiddeck-steam-install now installs steamdeck_stable, keeps it, and
logs why (listing the manifest's blocks in the second case). The session asks
the installer for the channel, so -clientbeta and package/beta stay in sync.
BL_STEAM_CHANNEL or ~/.config/droiddeck/steam-channel (beta|stable) pins it.
Valve's 2026-10-15 beta moved the x86 client into a Steam Runtime container.
In case the arm64 client follows, its session now exports
STEAM_STEAMRT_RECURSION_GUARD=1 and, only if steamrtarm64 carries pv-runtime
or a steam-runtime-check-requirements probe, starts it through the same
steamrt shim the x86-64 client uses (now droiddeck-steamrt-shim) and logs it.
The hex box sat at the bottom of the picker, so with the keyboard up the dialog
was cut off and the field could not be seen. While the box has focus the dialog
now scrolls to its end, and again whenever the visible height changes, so the
hex box and OK / Cancel stay above the keyboard.
Inner Gamer is a new theme just above Gradient. Its accent walks round the
colour wheel on a Compose infinite transition, so Android's animation clock
drives it and it holds still when animations are off. The hue moves in 3 degree
steps so the app restyles only when the colour visibly changes. Setup shows a
Speed slider (1 to 10) while it is selected. The palette comes from
ThemeColors.palette, so button text stays readable at every hue.
Review: a game the client briefly refused lost its games_applied record, so its
unchanged request later looked new and overwrote the Steam pick; it now keeps
what was applied before. When the app rewrote games.json during both tries,
the stale second read was applied; that pass now applies no per-game choice
and keeps the record.
A game's tool can be chosen in DroidDeck (per-game Proton) and in Steam's
game properties. When they disagreed, DroidDeck always put its own choice
back: the live helper within a second of the change, and again at every
session start. Resetting the game's DroidDeck profile made it worse - it
saved "use the default" (null), which was then forced onto the game.
A DroidDeck choice is now applied once, and the client's later pick stands:
a pick of one of DroidDeck's Protons becomes the DroidDeck choice too, any
other pick (FEX, a Steam Linux Runtime, clearing the forced tool) ends it.
"Use the default" and a profile reset are applied once and then dropped, so
the game follows the default like one DroidDeck never touched. What was
applied is kept in state.json (games_applied); choices an earlier build
already applied count as applied. games.json is rewritten only if the app
did not replace it meanwhile. An x86-only Proton picked in Steam is still
replaced, since it cannot start on the phone.
A user's log (#1300) showed "the Xbox helper stopped with exit code 1", but
not why. Before it asks for the Microsoft page the helper can only fail while
opening the credential store or registering the device, and it prints a code
for that (NEXUS_CREDENTIAL_ERROR_V1 keyring-unavailable, device-
authentication, ...). Sign-in runs in its own process, where
StoresState.logLine writes no file, so that line only reached logcat. The
sign-in window now writes the helper's known diagnostics to the stores log
itself, and the credential bridge writes why it refused the helper there too.
Lines are stamped by a shared StoreLogFiles.stamped.
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.
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.
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]>
Sign-in sat on a black "Preparing Microsoft sign-in…" screen while the Xbox
components downloaded and the helper started, then only said "did not
complete" (#1300). The window now names each step (with download progress),
and a failure says which step failed and why. Our own messages are shown as
written; anything else is named by its exception type only. The line also goes
to the stores log, which the shared log zip carries.
The Stores page showed the account's sign-in email. It now shows the Xbox
gamertag, read with `xodus-cli profile` after the library sync on its own
thread (75 s limit: the command allows itself 45 s, plus PRoot start-up), once
per signed-in account. Until it is known the email is shown masked, and only
the store label while credentials are temporarily unreadable. The account key
used for caches and launches is unchanged.
Co-authored-by: xXJsonDeruloXx <[email protected]>
Select the explicitly configured Android render node for nested KWin 6.8, apply OpenGL settings before Plasma starts, and pin the original signed Mesa 26.2.4 package that passed Thor rendering. Remove build-directory runtime search paths and fail closed on ELF inspection errors.
Native ARM64 build passed. Thor validated a visible nested Wayland terminal, active OpenGL ES/Zink on Turnip, 1280x720 output, and keyboard input. Mesa pin regression tests, launcher and ELF failure controls, shell syntax, and human authorship checks passed. Published desktop pin remains r2; full latest-head CI is pending and maintainer authorized this merge after device validation.
installProton fetched the catalog before its cancellation existed, so a stop had to wait for the catalog request. The cancellation is now registered first and passed through DesktopCatalog.fetch to a cancellable downloadString, which disconnects the request and does not count a cancelled fetch as a source failure.
Match the native builder and desktop package override to Arch Linux ARM KWin 6.8.0, pin the official source hash, and port the nested-scaling patch. Check package/source version consistency in both build jobs.
Official source checksum, patch application, live package closure, and shell syntax verified. The published desktop remains pinned to r2; candidate 6.8 device/rendering validation remains pending before any package publication.
Combine trusted source and squash-metadata validation with the exact-head APK compilation result. Preserve automatic trailer cleanup in the installed hooks.
Validated with 10 authorship/hook tests and 9 combined-gate tests.
Thermal status, thermal headroom and power saver are now read one by
one, so a vendor that throws on one of them still gets the other two
lines, and the refused one shows as unknown.
Any release-signed build not running the catalog's current stable commit
was saved as NIGHTLY, so an older stable APK, a release-day install or a
stale cached catalog put stable users on pre-release updates. The guess
is now saved only when the catalog proves it (PR build, the catalog
stable, or a version older than it); otherwise it applies to this run
and is guessed again with a newer catalog.
GpuStatsComponent read kgsl's gpubusy once per feed, so the msm reader path
(perf_now), read second, got the empty read and showed 0 %. Feeds that share a
reader now share one read, and one empty read between gpubusy windows keeps the
last load.
Install commit and push hooks that remove bot co-author trailers, preserve human credits, and reject bot primary authors. Add a trusted default-branch CI checker and publish its required status on the exact proposed commit. Validate main pushes as well. Ten regression tests pass, including real Git hook tests and the --no-verify case.
* feat: tools/device-smoke.sh checks a build on a real device over plain adb
Installs and launches the app, changes the density and the window size, cycles a foldable's device state, then reads the newest debug session (first frame, last frame rate, memory page size, process exits). It restores the display and the device state it changed. No python needed; complements tools/droiddeck-scenario, which drives games.
* fix: device-smoke.sh restores only what it changed and checks more carefully
Restore the device state by cancelling the override the script made, or
by putting back the override that was already pinned (a test lab pins
one), instead of pinning the committed state. Restore density and size
only after the script changed them. Keep adb's exit status, count only
crashes of the tested app and fail when the crash buffer cannot be read,
compare the top activity after the density change, and exit 2 when an
option value is missing.
* fix: check wm density/size exit statuses and keep restore flags on failure
* fix: verify smoke-test display changes and restoration
* fix: reject false smoke-test launches and quote remote paths
* Run final display cleanup before reporting smoke results
---------
Co-authored-by: ovurrsl <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>
On foldables the unfolded-screen controls panel hides whenever a
controller is connected (#829). Phones held in a telescopic controller
still want its trackpads and back grips, so a new setting under
"Controls on the unfolded screen" keeps the panel with a controller.
It is off by default and appears in the launcher settings and the
in-session menu while unfolded controls are on.
The visibility decision moves into SessionDisplay.unfoldedControlsWanted
with unit tests.
Closes#861
Co-authored-by: ovurrsl <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>
Track visibility on the activity display
Separate activity visibility from the compositor display so a powered external screen keeps the session visible when the handset is locked. Notify the service as the activity moves between displays and avoid reporting a removed host display before Android moves the activity.
The == STEP lines in session.log now read HH:MM:SS.mmm, so the setup
steps before Steam starts can be timed; with whole seconds most of them
showed the same time.
Co-authored-by: ovurrsl <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>
* a11y: give the button-like clickables a Button role for screen readers
33 clickable / combinedClickable modifiers on buttons, tiles, list rows and
rail items had no semantic role, so TalkBack could not announce them as
buttons. Pass role = Role.Button on those. Scrims and pointer-consuming
backdrops are left alone. No visual or focus change.
* a11y: expose selection state for the drawer tabs, driver rows and suggested icons
The three selectable items (drawer page tabs, driver radio rows, suggested app icons) were given a plain Button role. Use selectable with Role.Tab or Role.RadioButton and the selected value so a screen reader announces which one is chosen.
* a11y: the rail's top tabs expose selection to screen readers
The tab cells were plain buttons, so a screen reader could not tell which
section was open. Tabs use selectable with Role.Tab; the link cells keep
the Button role.
* fix: expose selected store header tabs
* Group selectable accessibility controls
---------
Co-authored-by: ovurrsl <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>
* feat: itch.io store, library and installs for DRM-free Windows builds (#1064)
* feat: add experimental SDK-free VITURE Pro 2 tracking
* docs: record full-app Pro 2 hardware validation
* docs: record successful Pro 2 user game test
* fix: translate Pro 2 tracking notice for all supported locales
* fix: respect model capabilities for glasses controls
* fix: handle fold configuration during glasses probe
---------
Co-authored-by: kingokksa <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>
* feat: a custom Gradient theme with a primary and a secondary colour, picked with a wheel, sliders and a hex box
* Gradient theme: OK waits for a valid hex, deep blues are made paler, button text suits the worse gradient colour
* Gradient theme: nudge only the gradient colour that button text cannot read on
* fix: meet readable contrast across gradient themes
* fix: preserve contrast through gradient interpolation
---------
Co-authored-by: xXJsonDeruloXx <[email protected]>
fix: a third-party GitHub mirror can only serve downloads that carry a trusted digest
Downloads without an expected SHA-256 were still sent through gh-proxy,
ghfast and other mirrors, and the first answer was accepted, so a mirror
could swap an AppImage or a Windows component. Downloader.downloadFile
now tries only the original URL when there is no digest. UserApps passes
GitHub's own asset digest, and WinComponents passes the snapshot's
archive digest, so those large files keep their mirror fallback.
Co-authored-by: ovurrsl <[email protected]>
Co-authored-by: Kurt Himebauch <[email protected]>
* Run FEX-tool games on the chosen game cores
Performance > Game cores reached only the Proton launchers: games started
through "Linux x86 (FEX)" ran on every core, including the slowest cluster.
* Test that SteamVR FEX launches keep the game cores
l10n(tr): translate the Storage page, GPU driver mode and other missing strings
Adds 213 strings and 9 plurals that were missing from values-tr, so the
new Storage page, GPU driver mode UI, SteamGridDB art, downloads source,
VR and latency toggles no longer fall back to English on Turkish devices.
Co-authored-by: ovurrsl <[email protected]>
Description:
- Reject bulk delete while another operation is active. Check current operation state at action time, and clear operationJob on completion only when the finishing coroutine still owns it.
- Retain the requested Return directory even when it is unavailable, so Return can display the existing unavailable-directory message while browsing starts from the valid fallback.
- Observe cancellation during the recursive size scan before copying. Remove destination directories created by a cancelled copy, while preserving existing destination directories and ordinary copy-failure behavior.
- After a move's copy commits, finish deleting the source instead of reporting cancellation with both copies left behind. Preserve cancellation before copying and the existing copy-failure path.
- Log permission-restoration failures in staged copies and continue publishing the copied file.
- Exercise cancellation signals during transfers and size scans, directory cleanup, preservation of existing directories, and committed move completion without leftover staging entries.
Why it was needed:
- Overlapping operations could replace the tracked job, and an older completion could clear that reference, allowing navigation before the remaining work stopped.
- Cancellation could leave new partial directory trees or wait through the size scan. Late move cancellation could leave the source behind after publishing its replacement.
- A missing launch directory suppressed Return entirely, and a permission-restoration error could prevent an otherwise successful overwrite.
Validation:
- Debug Kotlin compilation passed with skipRust=true.
- Focused FileOps cancellation, copy, and link suites: 17 passed, 10 platform-dependent cases skipped on Windows, no failures.
- git diff --check passed.
Resolve File Manager conflicts with the upstream copy cancellation and symlink changes. Preserve the original navigation, confirmation, and localization commits. Pass cancellation into move cleanup and retain the upstream empty-file copy behavior.
Description:
- Pass the active coroutine job into copy, move, and delete operations so synchronous file I/O observes cancellation while it is running.
- Check for cancellation between copy chunks and recursive delete entries. Remove a newly created partial copy, and stage overwrites so cancelling a copy or move preserves the previous destination and move source.
- Add focused tests for cancelling a copy, move fallback, and recursive delete.
Why it was needed:
- Accept cancelled the Compose coroutine, but FileOps continued its synchronous I/O work. The confirmation could therefore wait for a large copy or delete to finish instead of stopping it.
- Copy and move must avoid replacing an existing destination with partial data when cancellation occurs.
Copy and move safeguards adapted from upstream commit a74ff3d6 (#1029).
Added and adjusted:
- Added cancellation checks between file transfer chunks and recursive delete entries, including single-file and batch operations.
- Adjusted FileManagerScreen to pass the active job to FileOps and check it during copy progress. Accept now waits for the file operation to stop before Exit, Return, or Back proceeds.
- Adjusted overwrite handling to use a temporary file so cancellation preserves the previous destination; an incomplete new destination is removed and a move source remains intact.
- Added tests for cancelling a new copy, a move fallback with an existing destination, and a recursive delete. The focused debug unit tests passed.
Localization already included on this branch:
- The earlier File Manager update added translations for Exit, Return to start, and the unavailable starting-folder message.
- It also translated the cancel-operation title and warning, plus the Accept and Decline buttons, across all 32 supported locale resource sets alongside the English defaults.
- These strings let localized users understand the navigation controls and the consequences of cancelling an in-progress operation. They were added in the preceding commit 7928effd; this commit makes Accept actually stop the file I/O.
Description:
- Ask for confirmation when Exit, Return to start, Android Back, or the parent-folder controls are used while a file operation is active.
- Accept cancels the active job and waits for it to finish before navigating; Decline keeps the File Manager open and lets the operation continue.
- Track single-file operations as jobs and handle Back from the file picker root through the same navigation guard.
- Translate the existing Exit, Return, and unavailable-folder labels plus the new confirmation dialog in all 32 supported locale resource sets.
Why it was needed:
- Leaving the File Manager while a batch copy, move, or delete is running cancels its composition-bound coroutine, which can stop the batch after only some files are processed without a clear result.
- The new File Manager controls previously appeared in English when the app was set to another supported language.
The component catalog also reads the linux-nightly release of
Droid-Deck/DroidDeck-Components (hourly builds of DXVK, VKD3D-Proton and
FEX for glibc Protons). That release holds all three components, so each
file goes to its list by name: DD-dxvk-, DD-vkd3d-proton-, DD-FEXCore-.
A nightly that matches a stable build (same flavor and version, e.g.
DD-dxvk-3.1.1+153-nightly and dxvk-3.1.1-linux) has no row of its own;
if two nightlies match, the newer one is used. On the components page
the stable row gets a Stable | Nightly switch before Get, styled like
the Get button, one focus stop that flips with A or a tap and reports
its state as a switch. In the in-session drawer's download menus the
row gets Stable and Nightly tabs beside it (the existing TabStrip, now
with optional bumpers/compact), each its own focus stop. Get or A on the
row downloads whichever channel is selected. A nightly without a stable
counterpart keeps its own row, listed below the stable ones.
Downloads are allowed from that repository's releases too. A failed
nightly download says the file may have been replaced and asks for a
refresh. Strings in all locales.
Description:
- Add an Exit button at the right end of the File Manager toolbar. It finishes the File Manager activity from any directory.
- Remember the directory supplied when Game files or Proton prefix opens the File Manager. Show a Return to start button in the toolbar for those launches, and use it to reopen that directory after the user switches storage locations or browses elsewhere.
- When returning, restore the starting storage root and close search or favorites views. Show a message if the starting directory is no longer available.
- Add accessible labels for both buttons while retaining the existing toolbar actions and File Manager styling.
Why it was needed:
- Exiting previously required repeatedly navigating back through directories to the original location.
- Switching from the game's initial directory to Internal storage offered no direct route back, leaving users to find the path manually through Linux system storage.
* perf: FEX's in-root path lookups go through the fast path instead of proot
Android has no openat2, so libblsession walks RESOLVE_IN_ROOT lookups for
FEX one component at a time. Every fstatat, readlinkat and openat in that
walk was a raw syscall that stopped in proot. When libblfastpath is loaded,
the walk now calls its fstatat, readlinkat and openat, which answer without
proot and fall back to the raw syscall themselves. Without it the walk uses
the raw syscalls as before.
One lookup drops from 250-940 us to 26-86 us. A Graveyard Keeper launch
makes 37.5k proot stops instead of 54.0k and reaches its first scene
0.31 s sooner.
* test: count fstatat64 where the preload asks for it
* perf: FEX's own file opens go through the fast path instead of proot
FEX opens host files for the game with syscall(SYS_openat), so every one
stopped in proot even when the fast path could answer it. libblsession's
syscall() now sends SYS_openat to the fast path's openat as well, the same
way the in-root walk does, and makes the raw syscall when the fast path is
not loaded.
A Graveyard Keeper launch makes 28.0k proot stops instead of 37.5k; FEX's
openat stops go from 6,739 to none.
* fix: the fast path's start-up reads don't come back through syscall()
libblsession's syscall() now sends SYS_openat to the fast path. A process
named FEX starts the fast path by reading /proc/self/cmdline with
syscall(SYS_openat), which came straight back into the fast path and
waited on its own pthread_once. Its start-up reads now call libc's
syscall directly.
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.
* perf: performance overlay updates ride the next game frame instead of an extra composite
* gamescope: a held overlay repaint is only cleared once an output was painted
* gamescope: release.env points at p12
* feat: run SteamOS PipeWire and WirePlumber for gamescope screen capture
* feat: hardware Remote Play encoding through MediaCodec behind Steam's V4L2 stage
* feat: deliver Remote Play touches to gamescope as touches
* feat: route game audio through PulseAudio while a Remote Play client is connected
* fix: keep the Remote Play marker when a forked child closes the encoder
* fix: allow standalone preload tests without V4L2 encoder hook
* fix: stop the DirectAudio output while the sink is suspended
* fix: verify every session thread before reporting suspension
* fix: freeze PRoot first and stop each guest thread on suspend
---------
Co-authored-by: Detinator10 <[email protected]>
FEX launched through a script (Valve's _v2-entry-point) was judged 32-bit, so the
fast path stayed off in the FEX client while FEXServer bound its socket through it.
The fast path now follows #! lines before judging the program.
The live compat sync drops apps the client refuses GetCompatTools for instead of
reattaching forever.
* perf: download hand tracking models and native libs on first use
* feat: build and publish add-on packs in CI, add Xbox and Comet packs
* feat: ship proot and DirectAudio drivers as CI-built packs
* test: hand tracking readiness requires the tracking pack
* ci: attach PR test-build packs to the PR release instead of Components
Exercise keyframe and ring reads with unmapped, PROT_NONE, read-only and page-boundary destinations. Verify complete-event progress within one vector and across vectors, including a NULL destination. The Linux fakeinput suite passes 11 tests with 3 i386 skips; both native ARM64 probes pass on the Thor.
Stage ring and keyframe events before copying them with process_vm_writev. Return EFAULT for inaccessible destinations and advance the reader only for complete events delivered, preserving partial readv progress. Retested Factorio on the Thor with the exact ARM64 library.
Cover unmapped, PROT_NONE, and partially accessible iovec arrays. The probe crashes with SIGSEGV before the descriptor-copy fix and returns EFAULT afterward. The Linux fakeinput suite and native ARM64 probe pass; Factorio was manually retested on the Thor with the updated library.
Copy the caller's iovec array through process_vm_readv before inspecting it, so unmapped, protected, or partially accessible arrays return EFAULT instead of crashing the process. Verified valid and invalid copies in the Android guest.
Cover readv on original and virtual controller rings, an overlay-style read-to-readv fallback, event-aligned vectors, empty vectors, nonblocking errors, and ordinary descriptor passthrough.
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
Steam's ARM64 overlay can fall back from read() to readv(). Route registered controller reads through the existing private ring reader so the game receives input events instead of backing-file bytes. Preserve ordinary descriptor passthrough and evdev per-vector reads.
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.
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.
The GOG installer fallback downloaded only the setup stub and then launched it through Proton/FEX, where the 32-bit Inno Setup stub corrupts its own path strings before CreateFileW. Download every installer part and extract them with the bundled ARM64 innoextract in the Linux guest instead, registering the real game executable. Also classify truncated response bodies as server faults so the native engine retries on the other CDN mirror.
Adding a game from a single exe outside internal storage and the game
library, such as a microSD card, only showed "This location is not
available in the session" and added nothing. #1153 made "Add all games in
this folder" bind such a folder under /root/Games, but a picked exe still
had no guest path.
addExe now binds the folder the same way when the session cannot see the
exe (the game it belongs to, or else the exe's own folder), then adds the
game. The bind is mounted from the next session start.
A folder the session already sees is not bound again, and a folder the app
cannot read is still refused.
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.
The touch layout editor opened "App -<n> Layout" for a non-Steam shortcut
(an added game, the Epic Games Launcher) with LB, LT, RT, RB, both sticks
and LS/RS greyed out, so they could not be placed. Steam keys a shortcut's
controller config by the shortcut's lowercase name and logs its app id
unsigned, but the editor looked both up by the signed app id, found
neither, and fell back to a blank layout with nothing bound.
SteamTouchConfig now reads the shortcut's name from shortcuts.vdf, loads
and saves its layout under that name the way Steam does (autosave folder
and configset entry), and matches Steam's log line by the unsigned id. The
editor is titled with the game's name, and the app id in the panel is
shown unsigned. A name that is not a plain folder name (a
path separator, "." or "..", a quote, a backslash or a control character)
keeps the numeric app id. Existing configset entries are matched
without regard to case, as Steam reads them.
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.
Picking an exe anywhere under an added folder treated it as that game, so a
folder added with "Add all games in this folder" (or a removed one) swallowed
every game below it: picking another game's exe switched the folder game's
target, or brought the removed folder game back under its old name and art.
Only treat a pick as the same game when it sits in the folder root, in the
same top-level subfolder as the game's current exe, or is another build of
that exe, and prefer the deepest matching folder.
gamescope makes its cursor surfaces by attaching an shm buffer, committing,
destroying the buffer and only then calling wl_pointer.set_cursor. The
compositor kept that buffer only as a reference, so set_cursor found nothing
to publish: apps run from the front end (store apps, Flatpaks, emulators)
showed DroidDeck's fallback arrow, or no cursor at all after a desktop
session had hidden its own.
Copy a role-less surface's pixels when its held buffer is destroyed and
publish that copy when the surface becomes the cursor, for as long as the
surface lives.
A user app (script, AppImage or Flatpak) started from its shortcut runs in
a Run session, which took the Steam resolution (720p by default). It
ignored the resolution chosen under Open Desktop and was letterboxed at
1280x720 on screens that are not 16:9.
User apps now use the Desktop's resolution once one has been chosen. Until
then, and for every other Run program, nothing changes.
* Restrict Xbox credentials to host backends and lease game launches
* Verify mapped PRoot backend images and retry lease heartbeat timeouts
* Bound Xbox backend shutdown and isolate service socket lifetimes
* Keep unique Xbox service sockets within Unix address limits
* Own licensed launch directories and recover abandoned views safely
* Serialize Xbox account revocation with sign-in commits and launch authorization
Adding a folder on an SD card outside the Steam library added nothing and said
"Nothing new in this folder": every game's exe had no guest path, so each one
was skipped. Since #542 nothing created the game-folder binds that let older
builds use such folders; only migrated ones remained.
addFolder now binds the picked folder under /root/Games (named as
GamesFolderMigration names them, with a suffix when the name is taken) when the
session cannot see it, then adds its games. The bind is mounted from the next
session start.
The hero on the Games page draws the game's logo instead of the plain title
when there is one: Steam's cached logo.png or a chosen logo for Steam games,
the resolved logo for added and store games. The title text stays as the
fallback and as the logo's description for screen readers.
The automatic art fill no longer skips a game just because its folder has a
cover. Store games and added games with their own cover now get a missing logo
(the store's own logo first, then Steam, then SteamGridDB) and a missing icon
from SteamGridDB. Existing, folder and chosen art is never replaced; a slot
that stays empty is asked about again after a week, as before.
GOG (api.gog.com v2 `_links.logo`), Epic (catalog keyImage `DieselGameBoxLogo`)
and Amazon (`productDetail.details.logoUrl`) logos are kept in the install
record as an optional `logo` field and written next to the game as logo.png
when the install finishes. The PNG is kept as it came, transparency included,
and anything that does not decode as an image is dropped. Older install records
without the field still read as before.
Cancel closed the session screen, but the desktop or Proton download kept
running with no UI, and a relaunch saw the stale stop flag and closed
itself. Downloads now take a cancel check, DesktopCatalog.install stops
before changing anything on disk, the install state is process-wide, and
a new session is refused while a cancelled install is still winding down.
Nine storage plurals lacked the forms Arabic, French, Spanish, Italian
and Portuguese use (zero/two/few/many), and 71 strings across 16
languages were still the English text.
* 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.
Valve's FEX opens rootfs paths with openat2(RESOLVE_IN_ROOT), which the
preload emulates under proot. droiddeck-fex's rootfs links to the Steam
runtimes with absolute paths outside the rootfs, so every lookup missed
and FEX fell back to the arm64 host files: x86 bash, and with it Stardew
Valley's launcher, failed on libdl.so.2. An absolute link whose target
is missing in the root but present on the host now finishes there.
- 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.
Robolectric keeps one sandbox per SDK level the tests ask for, and the
suite now asks for seven (26, 28, 29, 31, 33, 34 and the default). They
no longer fit in Gradle's default 512 MB test heap, so testReleaseUnitTest
runs out of memory part way through (SteamHomeHeadsetTest,
GlassesMenuCaptureTest) on main and on every open PR.
* docs: draft DroidDeck 0.5.0 release notes
* docs: expand DroidDeck 0.5.0 release notes
* docs: complete 0.5.0 contributor credits
* docs: update the 0.5.0 release notes for everything merged so far, with screenshots and GIFs
Adds the x86-64 Steam client, Linux games under FEX, app-wide glasses tracking, store-game artwork and Adjust logo, and the merged Epic launcher and XR glasses entries. Media is in docs/releases/media/0.5.0.
---------
Co-authored-by: maxjivi05 <[email protected]>
Games that merely support VR (No Man's Sky) were held at Play while
DroidDeck downloaded and started SteamVR, so they always opened in VR.
They now launch normally; VR-only games still wait for SteamVR.
* fix: x86 Linux games that also ship for Windows run under Proton again
Since #749 the live compatibility helper treated every installed game with
both Windows and x86 Linux builds as a user's native choice, because the
client reports an empty tool for unmapped games. Those games were left on
the Steam Linux Runtime, which cannot start them here (bwrap fails, or FEX
looks for a RootFS that is not shipped), so Valheim, Moonlighter, Half-Life 2,
TF2 and others exited within seconds.
- An unmapped game the helper never managed now gets the default Proton.
Clearing a mapping the helper set is still kept as a native choice.
- Native choices are stored under "native_choices". The old "native" list
also held games nobody picked, so it is dropped.
* feat: Linux builds run under FEX by default, with the runtimes fetched automatically
- Steam fetches Proton, FEX, Steam Linux Runtime 3.0 and 4.0 on the first start and keeps them updated instead of leaving them pending.
- Games that ship a Linux build go to FEX once it can run them; Windows-only games and installed Windows builds keep the Proton default.
- FEX runs games on a combined x86 runtime with the newer glibc and libstdc++ the GL and Vulkan thunks need.
- Vulkan display extensions the driver cannot handle are hidden in front of the thunk, without an audit module.
- Mono's incremental garbage collector is turned off under FEX, which stops Unity games crashing.
- x86 Steamworks finds the x86 steamclient.
- 32-bit games read the virtual controller.
* fix: controllers work in Linux Unity games such as Valheim
Joystick ioctls on an event node now fail with EINVAL like the kernel's evdev, so the SDL2 that Unity embeds reads the pad's real ID instead of ignoring it as 0000:0000.
* test: skip the switch script test without node, and the ring tests without gcc
* fix: games with a Linux build keep the Proton default
The Windows build often runs better, so titles that ship both builds stay on the default Proton again. Users can still pick FEX for one, and that choice is kept. Linux-only titles still go to FEX.
* fix: unmapped dual-platform games get Proton even when config.vdf cannot be read
* 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]>
FEX builds can reach devices without an app release: while the x86-64
client is selected the app reads DroidDeck-Components' fex.json (directly,
on its own thread, not in Offline Mode) and a session passes that build to
droiddeck-steam-x64, which installs it only once its sha256 matches and its
programs load, keeping the replaced files aside until the installed copy
loads too; it keeps a working installed build otherwise and falls back to
the build it pins. FEX is built and published by Components' build-fex.yml
on its single fex release; this repository's build-fex.yml only checks the
build. x86-64 session logs name the FEX build and its source, the rootfs and
the client's builds, report the rootfs download in tenths, and say in one
line when the web helper's GPU process keeps exiting, with x86 glxinfo and
vulkaninfo through FEX. Settings shows the FEX build installed.
FEX r4 links libxxhash, which the Linux runtime does not ship; devices
without the KDE desktop package (where the library came from) exited 127
at the x86-64 client's first FEX call. FEX r5 bundles it beside libFEXCore
with RUNPATH $ORIGIN/../lib, and the FEX build now fails when a program in
the package needs a library that is neither bundled nor listed in
tools/fex/runtime-libs.txt. droiddeck-steam-x64 moves to fex-2610-r5
(DroidDeck-Components #5). Progress log: the org review of #152 and this fix.
An opt-in second Steam client (Steam settings, Steam client: x86-64): Valve's
x86-64 Linux client, unchanged, runs under FEX in its own home with its own
game library and the same sign-in. Linux builds run directly, so titles such
as Team Fortress 2 and Half-Life use their Linux versions; Windows games use
DroidDeck-Proton as on arm64. The arm64 client stays the default.
- droiddeck-steam-x64: FEX and the x86-64 rootfs from DroidDeck-Components
(sha256-pinned), client install and sync from Valve's CDN, sign-in shared
with the arm64 client, its web helper on the GPU (ANGLE GL over FEX's GL
thunk, zink, Turnip), Proton wrappers for the arm64 client's tools,
DroidDeck direct for Linux builds, SD-card library (x86-64/ beside the
arm64 one), repair.
- FEX 2610 built by build-fex.yml with thunks and three patches: an openat2
fallback without openat2 (proot), newer-clang thunkgen, MAP_32BIT
exhaustion returning ENOMEM. libblsession resolves RESOLVE_IN_ROOT paths
inside the root.
- Session: x86-64 gating, shortcuts and compatibility tools per client,
logs from the client that ran.
- App: client setting with the FEX version, an x86-64 chip on the Games
header, the active client's library, art, storage, downloads, repair,
Offline Mode, Decky, desktop mode, optional VAC diagnostics; per-client
state for art, the content log, repair and leftovers.
- Strings in every locale.
- Review fixes: the library cache is saved only by the newest scan; an
abandoned session's Steam logs come from the client it recorded; distinct
VAC console names; FEXInterpreter in CPU pinning; clearer VAC hint in
pl, ru, uk, cs and bg.
The PUBG, AnTuTu and Ludashi signing jobs stopped on
com.droiddeck.launcher.vr_recovery, the task affinity of the VR
recovery activity added with the VITURE XR controls, because the
package rename did not cover it.
* 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.
* 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]>
* l10n: translate the missing strings into zh-CN, zh-HK and zh-TW
* l10n: translate the missing strings into ja and ko
* l10n: translate the missing strings into it, pt, pt-PT, ru and tr
* l10n: translate the missing strings into nl, pl, sv, da, nb and fi
* l10n: translate the missing strings into ar, bg, cs and el
* l10n: translate the missing strings into hi, hu, in, ms and ro
* l10n: translate the missing strings into th, uk and vi
* l10n: complete the es-419 translation
* l10n: translate the missing strings into de, es and fr
* Add an Adjust logo screen to move and resize a game's logo in Steam
* Report a failed write of the local logo position instead of throwing
* Record a Steam-side logo position change only once it has been taken over here
* fix: the proot fast path finds unix sockets whose host path is longer than sun_path
When a socket's host path did not fit sun_path, bind() went to proot, which
bound it to a short temporary name the fast path cannot see. The fast path's
own connect, stat and unlink then answered ENOENT, so FEXServer's socket under
compatdata/<app>/fex-emu/Server could never be reached (#839, #579).
Name such a socket through its directory (/proc/self/fd/N/<name>) instead, so
it lives at its real host path for every process, and report the guest path
back from getsockname, getpeername and accept. equiv3.py's long-path section
binds, connects, stats, names and unlinks a socket there.
* fix: key long socket names per socket and reset their lock after fork
Review follow-up. A long name is now looked up by the socket's inode and the
name, separately for its own and its peer's address, so two sockets with the
same file name in different directories no longer mix up; a missing entry is
left as the kernel reports it. The lock is re-initialised in the child after
fork, and the copies use snprintf. equiv3.py binds a second socket with the
same name in a sibling directory and checks both names.
The value goes to the device shell inside `am start -n` and `content call --uri`.
Anything but a dotted Android package name is refused before adb runs.
* fix: droiddeckctl pacing judges cadence per refresh-rate record and always turns timestats off
Follow-up to the CodeRabbit reviews of #843/#855:
- off-cadence is counted per layer record against that record's own cadence,
allowing the neighbouring millisecond bucket (16.7 ms lands in 16 or 17);
- refreshRates comes from the chosen layer records only;
- records with no counted frames are skipped, so an empty game layer no longer
hides the session's SurfaceView, and a capture with no frames exits NO_FRAMES;
- adb failures while enabling or dumping map to PACING_FAILED, and timestats
is disabled in every case.
* fix: droiddeckctl pacing reports when timestats could not be turned off
fix: keep waiting for a shortcut's Steam overview instead of dropping its launch
The cold-launch gate waited once for 45 s and, on a timeout, held the
launch URL for good. A library that loads slower than that (or a client
still at the sign-in screen) left the requested game never started, with
nothing on screen. Retry the wait up to 40 times, 45 s each, and launch
as soon as the overview exists. The no-overview case still does not
forward the CGameID.
Co-authored-by: ovurrsl <[email protected]>
* fix: the store sign-in page keeps its place when the display density changes
StoreLoginActivity sized its toolbar and error panel in code with dp(), so it
was left out of the density change and a fold between two displays of
different density still recreated it and reloaded the sign-in page. Handle
density in the manifest and apply the dp sizes again in onConfigurationChanged.
Checked on the foldable emulator with the GOG sign-in open: wm density
420 -> 560 -> 320 does not relaunch the activity, the page stays, and the top
bar follows the new density.
* fix: re-apply the sign-in text sizes together with the other dp sizes
The title (16sp) and error text (15sp) were set in sp at creation, so after a density change they kept the old scale. Set them again in onConfigurationChanged.
---------
Co-authored-by: ovurrsl <[email protected]>
The sign-in pages are ordinary web pages. file access and content access
default to on below targetSdk 30, so switch both off explicitly.
Co-authored-by: ovurrsl <[email protected]>
* fix: the launcher does not offer its own display as a second screen
MainActivity asked for the second-screen candidates with the default
display as the primary one. When the launcher is itself shown on another
display (DeX, an external monitor), that display was listed as a second
screen. Pass the Activity's own display id, as SessionActivity already does.
* fix: read the Activity display only on API 30 and newer
minSdk is 26 and Activity.getDisplay needs API 30. Use windowManager.defaultDisplay below that.
---------
Co-authored-by: ovurrsl <[email protected]>
* fix: store background jobs log a failure instead of ending the app
refresh, sign-out, uninstall and the EOS overlay cleanup ran on plain threads. An exception there reaches the crash handler, which ends the process. Run them through one helper that logs the failure; a failed uninstall also clears its row and calls onDone so the UI does not stay on uninstalling.
* ci: run the build again
The first run failed while installing packages (archive.debian.org returned 404 for libnsl-dev). Nothing in the change differs.
---------
Co-authored-by: ovurrsl <[email protected]>
l10n: refresh outdated strings and name the child-process switch the same way everywhere
- hu: ctrl_size_hint showed a literal "%%".
- es, fr, ru: game_env_reset, mode_controller_note and comp_no_proton still
described older English text.
- fr: the x86_64 AppImage (through FEX) strings were missing the x86_64 case.
- fr: put the spaces back inside the guillemets of the switch name.
- All locales: gate_toggle_steps and phantom_fix_toggle now use the same
switch name as wadb_restrict_on/off, which is the title Android 17 shows.
- pt-rPT: add the 14 strings it was missing (reset settings, zRAM, store
free space), as a European Portuguese draft.
Machine-assisted; native review is welcome.
Co-authored-by: ovurrsl <[email protected]>
On Android 12 (SDK 31), read() only checked the android12-off preference written by in-app Wireless ADB, so disabling phantom process monitoring over USB ADB left the status as UNREADABLE. Also write settings_enable_monitor_phantom_procs in the SDK 31 shell commands and accept a disabled Settings.Global / fflag value in read().
Co-authored-by: ovurrsl <[email protected]>
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]>
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.
* 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]>
* 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]>
* 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]>
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: 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]>
* 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: 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]>
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]>
* 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: build and test on Windows
- .gitattributes keeps the session's scripts LF under core.autocrlf=true;
CRLF scripts made every session exit with status 2.
- runtime_inputs.py and the scrub record / log zip use '/' in relative
paths, which Windows reported with '\' (runtime inputs never matched).
- The read-only-folder scrub test is skipped on Windows, which still
creates files in a read-only directory.
Co-authored-by: xXJsonDeruloXx <[email protected]>
* feat: hide unfolded controls when a controller is connected
* fix: also hide controls when a BLE controller is connected
* fix: use refreshControls on session resume as well
* fix: redist markers a replaced registry lost are seeded again
droiddeck-seed-redists recorded what it seeded in .droiddeck-redists and
trusted that record from then on. A Proton update replaces its
default_pfx system.reg but leaves our record beside it, and every new
prefix copies both, so new games got a record of markers their registry
never had: Steam then ran their install scripts for real. Batman: Arkham
City's AMD Dual-Core Optimizer installer hangs there, leaving the game
on "Running install script" on every launch.
Each recorded marker is now looked up in the registry, in both views
where both were written, and seeded again when it is gone; a record of
markers nobody wants any more is rewritten without them.
* Check every VC runtime architecture before keeping the vcrt marker
vcrt writes Installed for x86, x64 and arm64 in both registry views, but
present() only looked at x86. If only an x64 or arm64 value was gone the
runtime would not be seeded again. Require all six values and test the
loss of the arm64 Wow6432Node one.
Arkham City (BatmanAC.exe) stopped with Unreal's "Fatal error!" about
1.5 s after start: an access violation in BatmanAC.exe right after
steam.dll loads. The game leans on x87 and needs full precision under
FEX (FEX wiki), while the default FEX preset sets
FEX_X87REDUCEDPRECISION=1. Engine fixes sit above the shared preset and
below the player's own game profile, so a fix keyed on BatmanAC.exe
beside the started exe (BatmanAC.exe or BmLauncher.exe) restores
x87 precision for this game only. Arkham Asylum, which shares
BmLauncher.exe but not BatmanAC.exe, keeps the preset.
Steam keeps a 32x32 icon for each game, and the home screen stretched
it to launcher size. A square from the middle of the cover art is used
instead unless the icon is at least 128 px; the small icon is still
the fallback when there is no art.
Co-authored-by: Kirk <[email protected]>
install() replaces an existing cache entry by calling detach(old), which
destroys the listing when no reader holds it, and then reads old->wd to
decide whether to release the watch. When the old listing has no readers,
that read happens after the free.
Two threads that enumerate the same uncached directory at the same time
reach this path: both build a listing, the first installs an entry with
no readers, and the second replaces it.
Save the watch descriptor before detaching, as drop() already does.
Adds the 14 translatable strings that values-tr was missing: the zRAM toggle and its hints, the Reset all settings row, dialog and toasts, and the store install free-space messages. Keys marked translatable=false stay untranslated on purpose.
Co-authored-by: ovurrsl <[email protected]>
* 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]>
A failed token refresh returned the stored access token even after it had expired, so the next request failed with a generic error instead of asking to sign in again. The stored token is now returned only while it is still valid.
The Epic docs now say that achievements are sent with Epic's launcher user agent, which the achievements service requires.
Both store modules are rewritten from a protocol-level spec: new Rust engines behind a small JNI surface (nativeCall/nativeInstall) and thin Kotlin facades, with the launcher's own user agent.
Epic: sign-in carries over, library, manifest download with byte-exact verification, assembly, uninstall, launch arguments, achievements.
Amazon: sign-in carries over, library, manifest download with per-file hash checks, path checks, executable detection from fuel.json, uninstall.
On-disk install layout is unchanged, so existing installs keep working.
Store game pages now take controller focus on their lead hero action (Install, Uninstall, Pause, Resume, Get, Buy), fall back to Back, and keep D-pad focus inside the page while it covers the library.
Space checks before Epic, GOG and Amazon installs (measured zero vs unknown), clear failure reasons with retry/clear, resume-aware checks, and safe per-file replacement so a failed or cancelled update never breaks an installed game.
Epic installs stream chunks straight into staged files in parallel (most bytes written once, a small budgeted cache for shared chunks, about 1x game size instead of 2x), pace updates by free space, and keep the lookahead, batch and bounded Java writers as hidden alternatives.
Co-authored-by: Juan Marti Mercado <[email protected]>
Co-authored-by: The412Banner <[email protected]>
* fix: desktop session: Shift no longer stays held after typing capitals on a physical keyboard
Android repeats a held key as more key presses. Those were forwarded to the
session as more wl_keyboard presses, and KWin's xkb counts every press of a
modifier, so Shift held for a few capitals took several presses and one
release and stayed held: digits typed !@#, letters stayed capital. The same
applied to Ctrl and Alt.
- the compositor no longer sends a press for a key that is already down;
releases always go through (clients repeat keys themselves from the
repeat_info it already sends)
- the app stops forwarding Android's repeat events for keyboard keys
Reported by whatsupbros with a Keychron Q7 over USB - thank you.
* Remove stale comments from statx patch
---------
Co-authored-by: The412Banner <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>
droiddeck-msi-install: a DuplicateFile entry onto the file itself (dotnet.exe in the .NET host MSI) is skipped like Windows Installer does, instead of stopping the whole install with SameFileError. Fixes .NET Desktop 3/6/7/8, .NET Core 3 and .NET 5. Thanks to whatsupbros for finding and tracing it.
* Add translations for 23 more languages and fill missing strings
* Translate the strings added in main into every language
Cardboard VR and the session drawer's component downloads in all 31
languages, the game details facts and HowLongToBeat labels in the 23 new
ones, and the reworded Components page note there.
* Add opt-in zRAM compression for the Steam client while a game runs
A "zRAM compression" toggle under Steam > Settings > Session, below
"Keep downloads running". Off by default, kept once set, and disabled
on devices without swap or with a kernel older than 5.4.
When on, the session watches for Steam's reaper. 20 s into a game the
client and its web helpers page their private anonymous memory out to
the device's zram with MADV_PAGEOUT from inside their own process
(libblsession zram.c, SIGURG), again every 5 minutes, and read every
swapped page back once the game exits. No root is needed: only a
process itself may do this without CAP_SYS_NICE. With the toggle off
nothing is installed or started.
RedMagic NP06J, Palworld: Steam's resident memory fell from ~1.7 GB to
~1.1 GB with ~560 MB in zram, available memory during play rose by
~0.5-0.8 GB, and ~2 MB was left in zram after the read-back.
* Turn zRAM compression on by default below 12 GB of RAM
Until the toggle is changed, it follows the device: on when the kernel
supports it and the device has less than 12 GB of RAM, read from the
advertised memory size on Android 14+ and from total memory before that.
Turning it off is kept.
---------
Co-authored-by: xXJsonDeruloXx <[email protected]>
* feat: add Cardboard mode with side-by-side lens-distorted eyes and 3DoF head tracking
* fix: derive the Cardboard field of view from the panel and recentre fully when far from upright
* feat: share the Cardboard head pose with the guest and add a SteamVR driver for it
* feat: run SteamVR's compositor on Turnip/KGSL with a display-extension layer and a driver-direct HMD
* feat: show SteamVR frames in Cardboard mode through a driver-side presenter and a fake direct-mode display
* feat: install and start SteamVR for Cardboard mode from the session drawer
* docs: describe Cardboard mode and the SteamVR path
* feat: drive SteamVR hands from the game pad and keep the Cardboard headset out of standby
* docs: record where the SteamVR dashboard stops
* fix: map Cardboard head tracking to the screen's axes and keep turns about the real vertical as yaw
* fix: give Cardboard its previous picture back when SteamVR stops
* fix: report sem_otime from emulated SysV semaphores so SteamVR's web helper can start
* fix: bridge SteamVR's shared semaphores across processes and keep Steam alive while SteamVR runs
* feat: present SteamVR straight to DroidDeck's compositor at panel resolution
* docs: update Cardboard VR notes for the dashboard, semaphore bridge and direct presenter
* fix: keep Wine and FEX signal handlers in the VR layer; add semaphore tracing
* fix: clear a stale SteamVR active marker on status
* fix: clear only an old SteamVR active marker
* fix: unblock SteamVR clients on Turnip and keep Steam's web helper alive across SteamVR runs
* fix: judge shared waits before a submit's own signals and on Vulkan 1.0 devices
* docs: record VR games, SteamVR Home and OpenXR results on the Thor
* docs: add Cardboard VR learnings from the Thor bring-up
* docs: add Cardboard VR screenshots from the Thor
* fix: keep the VR layer's display stand-in to SteamVR runs and clear a leftover marker at session start
* fix: report SteamVR start and stop failures from the helper's exit code
* feat(): gog & epic achievements UI
* feat(): AI-generated translations - Please get review for these
* build_local: run on macOS hosts with Docker Desktop
Two steps of tools/build_local.sh failed on a Mac:
- The uruntime staging runs on the host, where macOS's BSD install has
no -D, so `install -Dm644` stopped with "No such file or directory".
The folders are now made first and the files copied with install -m644.
- Inside the cross-compile container, Docker Desktop's VirtioFS share
now and then refuses the chmod that install -m makes (EPERM, on a
different file each run, e.g. "setting permissions for
.../droiddeck-esync: Operation not permitted"). The overlay and
desktop scripts are copied with a plain write instead. Nothing is
lost: the APK keeps no file modes, and the app sets them when it
stages the runtime.
* feat(): adjust the store
* feat(): store-achievements adjustment for UI
* feat(): translation fixes and separate hidden achievements
* Show all achievements directly on store game details
---------
Co-authored-by: xXJsonDeruloXx <[email protected]>
A game that closes as soon as it starts can be tripped by Proton's Steam
setup (steam.exe, the Steam registry entries, the Steam client bridge).
The Games page of the session drawer gets a per-game Start without Steam
switch, stored as DROIDDECK_NO_STEAM=1 in the game's environment and listed
in its profile summary.
droiddeck-game-env acts on it for a game launch only: a Proton with umu's
launch (GE-Proton, Proton-CachyOS, DroidDeck-Proton) gets UMU_ID, so it
runs umu.exe in place of steam.exe and still sets up the prefix; a Steam
game keeps its protonfixes under its own id, an added game gets 0. Any
other Proton runs the game straight in the prefix (runinprefix).
* docs: draft 0.4.0 release notes
* docs: add Thor store and launcher media for 0.4.0
* docs: show Steam switching to KDE on Thor
* docs: show Castle Crashers touch layouts and controller choices
* docs: add Amazon game install view
* docs: add trimmed user recording of store downloads
* docs: smoother touch controller recording, GOG sign-in and per-game profile screenshots
* docs: clean desktop round-trip recording replaces the KDE gif and file explorer still
* docs: add multi-controller and Steam Controller media, rebuild desktop gif without glitch frames
* docs: add foldable touch gamepad screenshots from its PR
* docs: add the Discord badge to the 0.4.0 notes and tidy contributor lines
* docs: fold fixes to new 0.4.0 features into their entries, add Follow screen shots, point the changelog at the 0.4.0 tag
* docs: add the Add a game dialog to the non-Steam games entry
* docs: add a TL;DR for Mr. Sujano to the 0.4.0 notes
* feat: a store game's page floods out of its card onto its own hero art, and draws back from it
* fix: installs interrupted by the app closing show in Downloads with Resume and Clear
* feat: finished and interrupted downloads share the running card's art look, and the queue sits under what is running
* fix: the download queue outlives the app: queued, running and paused downloads come back after a restart
* feat: components list newest first, Steam's sheet opens on its Steam tab with offline mode, and Setup's overview drops the account group
* fix: chip selections stretch across on every move, drawn over the chips instead of behind them
* feat: with a pad the focus ring fills what it holds and is the only fill; chip rows mark their pick with a bar
* fix: the focus ring chases focus on a continuous spring per edge instead of restarting on every move
* fix: a chip selection hopping past a chip fades across instead of crawling over as a drop
* fix: the store chips' fill only shows where a pad's focus is, not on the shown store
* feat: the shown store's chip carries a bar on its foot, every chip pulses when picked, and the queue's settings live only in the cog
* fix: step-outs grow and fold in one move with no tail, keep the ring out while moving, and hand focus back to their control
* feat(profiles): add persistent per-game compatibility profiles
* fix(profiles): show Windows component overrides
Include per-game Windows component selections in the resolved profile summary so the session overlay marks those games as custom and shows the selected components.
* fix(session): detect Proton games across runtime paths
* fix(profiles): select the active Gamescope game
* fix(profiles): improve per-game reset feedback
* fix(profiles): align session components with game overrides
* fix(session): prefer selected Steam game during refresh
* fix(session): resume profile following when reopening games
* chore: keep local dev testing outside the repository
* test(session): remove local dev package path
* fix(session): preserve profiles when refresh fails
* fix(session): reject empty game profile reset scope
* perf(session): cache drawer inventory by refresh revision
* fix(profiles): align game presets and profile reset behavior
* fix(profiles): preserve originals and normalize shortcut ids
* fix(profiles): keep editor scope stable after rebase
* fix(tests): host Compose tests in both build variants
* fix(profiles): recover interrupted component selection saves
---------
Co-authored-by: Kurt Himebauch <[email protected]>
* fix: Red Dead Redemption 2 launches again, its Vulkan runtime installer is left to run
droiddeck-seed-redists marked every process in every game's install script
as already run, Red Dead Redemption 2's VulkanRT-1.1.108.0 installer
included. Steam's compat config for the game says nativevulkanloader, so
Proton loads vulkan-1.dll native only, and Khronos' loader is in the prefix
only once that installer has run. Without it the Rockstar launcher starts
RDR2.exe and it exits with STATUS_DLL_NOT_FOUND (0xc0000135) before it
opens a window.
A Vulkan runtime installer is now left out of the seeding, and a marker an
earlier seeding wrote for one comes out of each prefix and Proton template
once (dates kept), so the client runs the installer on the next launch.
The installer finishes in a few seconds under FEX.
* fix: Steam's screensaver no longer covers a running game
The client's defaults show screensavers while a game runs, after 300 s on
AC power without a button press - and a held stick or trigger is no press.
Red Dead Redemption 2's intro runs longer than that: the slideshow covered
the game, and the button that woke it reached the game too (B asked to
quit to the desktop). Customization/Screensaver/WhileInGame is seeded "0"
in config.vdf once, like the UI scale and native resolution, so turning it
back on in Settings stays the user's choice.
On the RedMagic: 18 minutes from the last button press through the intro
and riding, focus never left the game and no screensaver was created.
* fix: Rockstar's hidden launcher no longer takes cores from its game
The Rockstar Games Launcher keeps drawing its Chromium interface
(SocialClubHelper.exe: renderers, and a GPU process compositing through
DXVK) for as long as the game runs, hidden behind it - and Wine passes
Chromium's priorities on, so those threads ran above the game's (the GPU
process at nice -10), across every core. With Red Dead Redemption 2 in
front that was 1.3 to 2.5 cores under FEX for a page nobody sees.
droiddeck-launcher-cores follows gamescope's focus from the agent's
focus.json: while a game window has it, every SocialClubHelper thread runs
on the last core of the slowest cluster at nice 19; when the launcher's own
window has focus again each thread gets its own mask and priority back
(also on exit). Stopping the helpers would not hold - proot resumes a
stopped tracee. Started for Steam sessions; BL_LAUNCHER_CORES=0 turns it off.
RedMagic, RDR2 all Low, riding at the thermal limit, same spot and session:
released 46.5 fps, 1% low 27.5, p99 31.8 ms, CPU 89%, 2200 MHz;
held 48.7 fps, 1% low 32.6, p99 27.6 ms, CPU 79%, 2638 MHz.
* fix: sessions clean up what earlier ones left in /tmp
The guest's /tmp is a directory in the rootfs that no boot ever empties,
and Android ends sessions by killing them. Every session left a
/tmp/mangohud.XXXXXXXX (mktemp, never removed), and the Steam client, its
web helper, Chromium apps, dbus-run-session, AppImage runs and KDE their
own temporary files and sockets: 1,422 entries on the RedMagic.
mangoapp's config is now one fixed file rewritten each session, and the
session's first pass sweeps each kind of leftover while nothing that could
own one is running, with a single find. On the device that cleared 1,391
entries over two sessions, leaving 38.
Setup > Proton versions lists DroidDeck-Proton (The412Banner/DroidDeck-Proton) beside
GE-Proton and proton-cachyos: same aarch64 tarball pattern as GE, verified against its
sha512 file, installed by droiddeck-proton-extra (also as "droiddeck" in the session queue)
and adopted by steam-compatibility like any other extra, so it shows as
"DroidDeck-Proton <ver> (Compatible)". Its folder has a space; nothing in the install,
adopt, esync or components paths splits on it.
Update checks: each source's newest full release is looked up at app start and when the
page opens, at most every 6 h (offline keeps the last answer). A newer release shows
"Update available -> <tag>" with Update; it installs beside the old build, which stays
until removed ("Remove old ... versions"), since games are mapped to it by name.
Installed builds are ordered by their version numbers (11-9 before 11-10), not by name,
and the tag each was installed from is recorded. Prereleases and drafts are skipped.
With the default background behavior (Manual), a session pauses as soon
as DroidDeck is hidden or the screen turns off - one second after start in
the report this came from, before the download had begun. "Keep downloads
running" did not help: it is off by default, and it only recognizes the
client's own game downloads, not the runtime fetching the client itself.
Until the session shows its first frame, the download watch now also
asks whether the client is still to be fetched (no install stamp or no
client binary, or a repair asked for). While it is, the session is kept
awake with its wake and Wi-Fi locks whatever the downloads setting says,
the notification reads "Steam download active" with Suspend now, and a
steam.client_download event marks start and end. The watch is set up
before the first suspend decision, so a session started with the screen
off is not paused first. Once the client is there, the chosen behavior
applies again.
A first run downloads the native client, about 360 MB in 17 parts, before
anything is on screen. The script ran plain `curl -fsSL` per part: no
timeout, no retry, no progress. A stalled connection could wait for ever
on "downloading Steam: bins_linuxarm64_linuxarm64 (2/17)" (a 110 MB part),
a failed one ended the session and threw away everything fetched, and
the loading screen said "~1-2 min" while counting parts, not bytes.
Parts now go to package/droiddeck-download and stay there until the client
is installed. Each one resumes from the bytes on disk (curl -C -), a
transfer under 4 KB/s for a minute is dropped and resumed, attempts
without progress back off 5-30 s before giving up, and a finished part is
marked unpacked so a later session skips it. Bytes that fail their
checksum are fetched whole again; a server that will not resume starts the
part over; parts left for another client version are dropped. A repair
redoes every part once and keeps what an interrupted repair redid.
Every 5 s the step line carries megabytes overall ("(2/17), 45 of 360
MB"), which the loading screen shows as "45 / 360 MB" with the bar
following the bytes. The session's step no longer promises 1-2 minutes.
Each game's Windows components now come from the list its own source
trusts, and the ones that list names turn on by themselves. The user's own
on/off switches always win; each automatic row says why it is on.
- Steam games: the Steamworks Shared redistributables Steam installs with
the game (appmanifest SharedDepots, else the client's appinfo.vdf).
Steam keeps its install scripts marked as already run.
- GOG: the build manifest's dependencies. Epic: the manifest's
prerequisite (Unreal's maps to VC++ and DirectX). Amazon: fuel.json
PostInstall. Older GOG/Epic installs get their list fetched once with the
saved sign-in; game files are never downloaded again.
- Custom games (the + button, Add all, migrated folders): one shared Steam
match per game, also used for artwork. An appid from the game's files
turns components on; a name-only match stays Recommended; no match falls
back to the folder scan.
- Steam app info for apps the client never saw comes from an anonymous
Steam PICS lookup (CM websocket, anonymous logon, product info), cached
per appid; the user's Steam sign-in is never used.
- Missing components download in the background on one low-priority
worker that pauses during sessions and waits on battery saver, heat or a
metered network unless the user asked. A game Steam installs during a
session is readied right away so it can be played without ending the
session; the launch waits up to 10 s only for a component still on its
way.
- Page: "On for this game" with reasons, a quiet "Checking what this game
needs..." only for games never worked out, rows that ease in, pieces that
need a download greyed out while offline. The intro names no other app.
- The folder scan skips Unity's *_Data/Managed (Mono, not .NET Framework).
Preload the FEX fault report only where x86 loaders look
droiddeck-fex put the x86 libfaultreport.so in LD_PRELOAD, which FEX's own
arm64 loader reads too - and FEXServer's, and every child FEX's - so each
x86 start printed "ERROR: ld.so: object '.../libfaultreport.so' from
LD_PRELOAD cannot be preloaded", and an i386 child added "wrong ELF class".
It is now listed in the x86 runtime's own /etc/ld.so.preload, which only
the loaders inside FEX read, as /usr/$LIB/droiddeck/libfaultreport.so.
faultreport.c builds for i386 too, so 32-bit programs get the report as
well instead of an error.
* Run programs, scripts and AppImages from the desktop
Windows programs open with the Proton Steam has chosen, and a Steam game's own
launch program is handed to Steam. x86-64 Linux programs and game scripts run
under FEX, and an exec the kernel refuses goes to droiddeck-open through
libblsession's binfmt.c. Programs on noexec shared storage pass KIO's checks; a
folder of Linux programs there, and sharun AppImages, are added by the app once
and run from the copy. Executable scripts run without KIO's prompt, mpv plays
on the software desktop, FEXServer's socket moves under XDG_RUNTIME_DIR, and
Proton runtimes no longer show up as games.
* Switch to Desktop from Big Picture without Deck mode
Big Picture's Switch to Desktop asks the client's SteamOS manager, which the
client only has when started as SteamOS (Deck mode). Without it the request
failed and the screen stayed on "Switching to Desktop..." for good. The live
compat helper now sees the request on its way to the client and hands it to
steamos-session-select, which opens the KDE desktop as Deck mode already did.
* Run x86 programs from shared storage where they lie
FEX asks for the guest's PROT_EXEC when it maps a program or library, which
the kernel refuses on noexec shared storage; FEX never runs those pages
itself, so libblsession maps them without it in FEX's processes. An x86
game, its libraries and its start script now run in place instead of being
copied in; only native code on noexec storage is still copied.
A Steam library's games are never copied, and a Linux game's launch program
opened from the desktop goes to Steam like a Windows one.
* Front end: draw the capsule wall without clipping it every frame
The tilted wall clipped each capsule to a rounded rect and recomposed its columns on every drift
step, and a rotated rounded clip is rasterised in software on the render threads: the idle main
page held about 1.7 cores. The art is now loaded at the capsule's size with its corners already
rounded, each column draws its capsules itself in one layer moved by the drift, and the drift
advances at most every 15 ms. The idle page takes about a third of a core.
* libfakeinput: let calls on descriptors it does not serve skip its lock
Every read, write, ioctl, close and poll of every process in a Proton session went through the
controller lock and the three map lookups, Wine's wineserver pipes and the game's files alike.
A bitmap of the descriptors the maps hold, set before one is handed out and cleared when it is
closed, lets everything else go straight to the kernel.
* Pad motion: ask the display for its rotation four times a second
The rotation was looked up for every sensor reading, every 2 ms, and cost more than the rest of
the reading; it is now refreshed every 250 ms, and the readings no longer allocate pairs.
* Session: keep the library passes out of a game's launch
The redist seeder stamped each prefix with the checksum of the whole set of names, which differs
between the session's pass and the game launch's (the game's own names are added), so every
launch re-appended the markers to every prefix in the library while the game loaded. Each
prefix's marker now lists the names it was given and only the missing ones are added.
The beat's seed and compatibility passes, and the Lossless Scaling ownership probe (which loads
steamclient.so), also wait while a wineserver runs: a launch rewrites the manifest and made them
due at exactly that moment. The game's own launch seeds its prefix regardless.
* Agent: keep the focus watcher's X connection open while nothing changes
The connect timeout stayed on the socket, so with no property change the read timed out, and the
watcher dropped the connection, reconnected and took a fresh snapshot every few seconds.
* Game environment: start Cyberpunk 2077 without REDlauncher
The prelauncher opens REDlauncher, a Qt WebEngine window that hands over to the game half a
minute later and then stays up beside it, well over a core busy for as long as the game runs; its
own --launcher-skip started the game twice. The game's executable is started directly instead.
* netif: answer Wine's network driver from a reading of the link
Mortal Kombat X has Wine's network driver enumerate every interface, address and route table
hundreds of times a second. Each enumeration read /etc/droiddeck-net several times, asked the
kernel for its interface dump again (a netlink socket bound under proot, refused each time) and
looked the real functions up with dlsym. The link file is now read at most once a second, a
refused dump is not asked for again within that second, and the real functions are looked up
once.
* Fast path: create memfds without a stop in proot
proot looks at a memfd's name only to refuse the few that are then executed or locked; every other
memfd_create is now issued from the trampoline. The session's /proc/net and status copies made
one per read, a stop each. Without memfd in the kernel the call still goes to proot's ashmem.
* Logs: run each redaction rule only on a line that could match it
A session's end copies some 70 MB of the Steam client's logs and puts every line through all
twenty-odd rules, most of a minute of a core on the phone after every session. Each rule now runs
only on a line holding what it cannot match without: its keyword, the five separators of a MAC,
the four dashes of a GUID, a long enough hex or token run, the learned account or address text.
Lines with non-ASCII text still meet every case-insensitive rule. Over 895,000 lines of real
client logs, with the device's accounts and addresses learned, the output is identical and the
pass takes a twentieth of the time.
The Windows components catalog, the desktop and emulator packages, the Linux runtime and the
Steam seed now live on the organisation's components repository, mirrored and built there by
CI; the app reads the catalogs from its main and the files from its releases. The personal
winlator-contents mirror keeps serving older app versions and Bannerlator.
Games folders saved before the settings section went away were still
registered as Steam libraries on Automatic, with no way left to remove
them. Once, at app start and before any scan, each game such a folder
listed becomes an entry of its own, keeping everything keyed by its folder
(chosen exe, shortcut appid, name, Start in, launch options, art,
removal); store installs and steamapps are skipped. The folders stay bound
at their old guest paths, so no shortcut changes, and the saved roots are
cleared. A Games folder stays a library only when Steam installed a game
into it; the others leave the library list, and the runtime forgets them.
The full list left out only the 'installed for this game' rows, never the recommendations, so
every recommended component appeared twice (DirectX 9 on Final Fantasy Resonance, both rows
switched on).
perf: only read the phone's motion sensors when Steam wants them
The gyro and accelerometer ran at 4 ms for the whole session, even in games without gyro, costing about 6% of a core. Steam already tells the Deck pad when it wants motion (setting 48), so libfakeinput now passes that on and PadMotion follows it, with a short delay to ride out Steam's brief toggles.
Use the bare hex value accepted by older NativeAOT runtimes and CoreCLR. Cover the default and shared and per-game overrides.
Co-authored-by: James Yeung <[email protected]>
* Controller: optional Select button that opens the Steam menu
* Controller: translate the Select-opens-Steam-menu option
* Controller: clearer wording for the Select-opens-Steam-menu option
* docs: evidence for the Select-opens-Steam-menu option
---------
Co-authored-by: xXJsonDeruloXx <[email protected]>
Fix JNI local reference leak in createSubprocess
The argv and envp loops took one local reference per element from
GetObjectArrayElement and never released it, so the references piled up
until the native call returned. ART aborts the process at 512 local
references ("local reference table overflow"), and both loops share the
table, so a long argument list plus a large environment could hit it.
Delete each element's local reference once its chars are copied and
released, after ReleaseStringUTFChars since the chars depend on the string.
Also release the cwd chars against cwd rather than cmd; the call passed
the wrong jstring.
Adds a host-side test that runs termux.c against a mock JNIEnv that counts
local references and checks release pairing. It needs a jni.h (JNI_INCLUDE,
JAVA_HOME or the NDK) and skips without one.
Fixes#507
Its files sit in a container no extractor opens and may not be hosted, so a recording cannot
source them; installing it means running the installer in the prefix, which no runtime here
does. With it gone the waiting section is empty.
Store and GDK folders name their game in MicrosoftGame.config or
appxmanifest.xml. Picking the top-level Unreal bootstrap instead failed
with "CreateProcess() returned 2" when the Store had renamed the
shipping exe.
Co-authored-by: xXJsonDeruloXx <[email protected]>
art2kmin.exe is Setup.exe + Data1.msi in a wrapper 7-Zip opens, so the MSI engine lays it out
like any other package; it was on the setup-program list by assumption.
With parallel task execution, verifyRuntimeInputs and stageSessionScripts could run at the
same time; main's build at 3d50e6b1 hashed droiddeck-netmanager mid-copy and failed with
'Missing or changed runtime input'. The check now runs after the staging tasks.
* Windows components: hide Vulkan RT, whose loader every Proton here ships
vulkan-1.dll is in lib/wine/x86_64-windows and i386-windows of Proton Experimental (ARM64),
GE-Proton and proton-cachyos alike, so the catalog's VulkanRT entry would only shadow it. It
joins the list the page leaves out.
* Windows components: the waiting section says what is really missing (a recording), not 'coming next'
* Windows components: leave out the IE8 security update, which patches a browser no prefix has
* Windows components: the waiting caption without an apostrophe the resource compiler rejects
The publish workflow's push trigger fired again on the branch's rebase and overwrote the
release asset with a freshly compressed copy, so main's first build failed the checksum and
fell back to the registry pull. The env file now pins the asset as published; the workflow is
dispatch-only, defaults to a new tag, and refuses to replace an existing asset unless asked.
* CI: host the Debian image the preloads build in on a release of this repo
The preloads step pulled debian:bullseye from a public mirror on every build whose preload
cache missed; the mirrors rate-limit the shared runner addresses and failed two builds in an
hour tonight. Debian 11 is frozen upstream, so the image is published once (workflow
ci-debian-image.yml, release ci-debian-bullseye-r1, pinned in tools/linuxfs/debian-image.env)
and the build downloads that file; only if that fails does it pull, with retries.
* CI: pin the published Debian image (ci-debian-bullseye-r1, 34 MB)
* CI: a new Debian image rebuilds the preloads (env file joins the cache key)
Proton Experimental (ARM64), GE-Proton and proton-cachyos all carry Malgun, MS Gothic, YaHei
and SimSun in share/fonts and Wine's PowerShell wrapper, so the catalog's cjkfonts and
powershell entries would only shadow what is already there. They join gecko and mono in the
list the page leaves out.
* Windows components: install from a recording of the installer's result
A catalog entry may name a 'snapshot': what its own setup program leaves in a prefix,
recorded once in Wine by winlator-contents' tools/snapshot/record.py (the files it places and
the registry values it writes, the self-registering DLLs' CLSID entries included). With one,
the setup program never runs here: the files come from the archive beside the recording, or
out of the vendor's installer by the paths the recording maps (small generated ones inline),
and the registry values go to registry.json for droiddeck-wincomponents to write at launch.
The steps a recording makes redundant are skipped; DLL overrides still apply. A component
with a recording counts as installable; its prerequisites must still be.
* droiddeck-msi-install --unpack: open archives nested inside an installer
QuickTime's cabinets and an NSIS pack's payloads sit inside the unpacked installer; they are
opened in place into '<name>.nested' folders, two levels deep, the same layout the component
recordings map their file sources to, so a recording's paths resolve on the device (QuickTime:
593 of 593).
* feat: Steam's touch controller as on-screen controls (beta)
* fix: Steam touch controls appear once the session makes the device; tidier default layout
* fix: Steam touch layout decoding, saved layouts and new sessions
* docs: Steam's touch controls
* feat: Steam's touch icons, labels and colours on the touch controls; pick and save them like Steam
* feat: Steam touch icon picker as in-session panels; layout colour; docs
* Give each physical controller its own player slot
Every controller fed the one exported pad, so two pads played as one.
The first controller keeps slot 0 (the Deck in a Steam session); further
ones get slots 1-3 as separate Xbox 360 pads, created on first input and
removed on disconnect. In Deck mode only the Steam client sees those
pads and hands them to games through Steam Input. Rumble follows the
slot it names.
* feat: Steam Link's touch menu, per-game input modes, action set editing, add/copy/paste, oval controls, paste control
* feat: Steam touch controls drawn as Steam Link draws them; Steam Link's touch menu and layout tray
* feat: Steam touch controls in DroidDeck's style, D-mark guide button, shake to hide
* refactor: Steam touch controls become an On-screen controls choice instead of a second dropdown
---------
Co-authored-by: maxjivi05 <[email protected]>
* perf: fast path resolves links, /proc and glue as proot does, and answers uname, isatty and passwd
The fast path handed back to proot whatever crossed a symlink, /proc or a directory proot
only shows as glue, which is most of what Steam and Wine ask. It now walks a path the way
proot's canonicalize() does, so those calls stay in-process:
- links are followed in guest terms and their text detranslated as detranslate_path() does,
including readlink into a buffer the kernel cut short and /proc's exe, cwd and fd links;
- a binding proot dropped at start is dropped here too, glue above a binding is ENOENT, and a
last component proot cannot stat is left to the kernel;
- pipe and socket dirfds are ENOTDIR, rmdir("dir/") removes dir, and "." and ".." go to proot;
- a blocking accept() with a connection already waiting no longer goes to proot.
Also answered: uname() and gethostname() (proot's utsname never changes), isatty() (glibc
2.43 asks with TCGETS2, which proot rewrites) and getpwnam/getpwuid when nsswitch.conf
sends passwd to files first and the entry is there (Xwayland asks for every client).
equiv.py, equiv2.py and equiv3.py match line for line with and without the fast path
(222, 507 and 924 lines). Per call on the RedMagic: realpath 240 us -> 1.0 us,
realpath /proc/self/fd/N 408 -> 9.9, getpwuid 41.5 -> 4.6, uname 28 -> 0.006.
* perf: LD_AUDIT module skips library lookups proot would fail
ld.so looks each library up along the game's search path, and Proton puts the game's
directory, Steam's runtime and video directories and its own library directories ahead of
/usr/lib: 72% of ld.so's opens in an Among Us launch failed, each a round trip to proot.
libblaudit.so answers la_objsearch() for a candidate proot would certainly fail with ENOENT
(its directory walked as canonicalize() walks it, the name or a directory on the way missing).
It has no libc and maps the fast path's trampoline itself. Each lookup's first candidate is
still opened, since a skipped one fails with ld.so's errno as it stands, and the default
directories are never skipped, so dlerror() reads the same. droiddeck-proton and the extra
wrapper add it to LD_AUDIT when the fast path is on.
* perf: droiddeck-proton checks a tool's components with one sha256sum
Each program the launcher starts pays a dozen traced library lookups under the game's search
path before it does anything. One sha256sum over every listed file replaces one per file;
the check itself is unchanged.
* perf: build a locale archive for C.UTF-8
Every program loads the locale LANG names before main(). glibc ships C.UTF-8 as a directory
it looks for once per category under two spellings, before reading gconv's module lists:
about 30 opens, each a stop in proot, in every process of the session. droiddeck-session
builds /usr/lib/locale/locale-archive (and gconv's cache) once per glibc package, so that is
one open.
localedef names a finished archive by hard link, which Android refuses; with
DROIDDECK_LINK_RENAME=1 libblsession turns a refused link into a rename that will not replace
an existing name.
* perf: library beat starts its helpers only when what they read changed
Every 15 s the session ran droiddeck-seed-redists (some forty programs under proot) and, when
a library directory had changed, steam-compatibility: a burst of thousands of proot stops each
quarter minute, game loads included. The seeder now runs when a library changed or a prefix
(or Proton's template for them) is unmarked, the compat pass when a manifest, depot, tool or
config.vdf changed, both checked from bash without starting anything, and each every five
minutes regardless. The seeder reads its stamp and the time without a subshell each.
* perf: fakeinput opens pad.log on its first line
Every process the library is loaded in opened the session's pad.log at start, a stop in proot
on shared storage, and most never write to it. The file is now opened when there is a line to
write.
* docs: the fast path as it ships, the audit module and measured launch times
* fix: a game the app launches after an idle spell comes to the front
The Steam client brings a game it launched forward only while it counts someone as present,
which it reads from gamescope's input counter. A game the app launched after four or more
minutes without a touch started, mapped its window, and stayed behind the library page until
the next input (device: Palworld, Stardew Valley, Fallout: New Vegas, Mortal Kombat X; the same
on main). The session now watches a requested launch, and when the game's window is focusable
but the interface keeps focus for two polls, counts one input on gamescope's counter, as a key
would. Nothing changes for a launch the client already brings forward.
Adding and managing your own (non-Steam) games moves out of the Steam
settings into the Games tab, and works like Steam's own non-Steam
Properties.
- A + beside "Games N" opens a compact in-app picker: the storage first,
then that storage's root, every folder, .exe files only. Picking an exe
adds the game with its name, art, Custom badge and Steam shortcut.
- "Add all games in this folder" adds every game folder inside at once.
A summary opens immediately and fills in as each game is found, with a
"?" where the exe was a close call and a red X to remove a game.
- An edit button on each Custom game opens its editor: Name, Target
(ranked exes, Other exe…), Start in, Launch options, the four pieces of
art with thumbnails, and Remove. Edits go through the same Steam
shortcut, so the appid never changes and nothing duplicates.
- Art chooser per piece: images in the game folder, Steam's official art,
SteamGridDB alternatives, your own image, or back to automatic.
- Finding the exe: up to five folders deep, every exe scored (name match,
Unreal -Shipping builds, bin folders and size up; launchers, crash
reporters, installers, redistributables and depth down).
- Real titles from the game's files (Steam manifest, GOG info, the exe's
version info), keeping the folder's spacing when both spell the same
title, underscores read as spaces.
- Art: the exact Steam appid when the game names one, strict name
matches otherwise, Steam's hashed asset paths for newer games,
SteamGridDB as a fallback (built-in key from the SGDB_API_KEY secret,
optional own key in Setup, sealed with the Keystore), and a cover made
from the exe's icon when nothing else has one.
- Removing a game is instant and keeps its files; adding it again brings
it back. Steam's shortcut list is rewritten once, in the background.
- The Games section is gone from Steam settings; folders added before
keep listing their games. Artwork switch and SteamGridDB key are in
Setup.
* refactor(ui): share End session's step-out as StepOut
* feat(ui): let PageFlood carry a tile's art
* feat(stores): bring the launcher's motion to the stores pages
* fix(stores): lay out the pane's rows in a column
* fix(stores): a game page no longer leaves the pad's focus on a dead card and crashes the next press
* perf(stores): GOG remembers its non-games and the library cache loads off the main thread
* fix(ui): a step-out's backdrop never takes the pad's focus
* feat(stores): modes step out of the store chip, each store in its own colour, search in the header
* feat(stores): sign-in pages in the Steam tab's style and an are-you-sure for sign out
* style(stores): drop the sign-in page's store eyebrow, which the title already names
* style(stores): the sign-in page is the store's name and Sign in
* fix(ui): the focus ring follows a control until it stops and meets one still rising into place
* feat(stores): the store a pad's focus is on shows without A, and a press never lands on where it sent focus
* perf(stores): keep chip motion responsive while libraries change
The stores' sign-ins (files/stores/<store>/credentials.json: access and refresh
tokens, account id and name) were plain JSON. Other apps could not read them, but
every program in the Linux session runs as the app and could. They are now sealed
with AES-256-GCM under a non-exportable AndroidKeyStore key (StrongBox when the
device has one), so the session only ever sees ciphertext.
- Format: a versioned envelope {v, alg, iv, ct}, written atomically and readable
only by the app. No new dependencies (javax.crypto and KeyStore).
- Migration: an existing plaintext file is sealed at the next start, checked by
decrypting it, then the plaintext is removed; users stay signed in.
- No Keystore on the device: the file stays plain and the log says so once per
start.
- A sealed file that can never be opened (tampered, key gone or invalidated,
broken envelope) is removed and that store asks for sign-in again. A transient
Keystore error keeps the file and retries.
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.
* Windows components: lay out installer .exe wrappers without running them
The components page could only take .msi packages apart; most catalog entries ship an
installer .exe, so VC++ runtimes, .NET Framework 4.0-4.8 and the .NET Core/5+ runtimes sat
under 'Need a Windows installer'. droiddeck-msi-install now opens those wrappers and lays
out the packages inside the same way:
- WiX bundles (Visual C++ 2012-2022, .NET Core/5+ desktop runtimes): the .wixburn section
names the containers, each a cabinet found by its header (signing moves them); payloads
get the names the bundle manifest lists, so each package finds its cab1.cab beside it.
ARM64 packages are skipped, x86 and x64 both laid out.
- Self-extracting cabinets (Visual C++ 2005-2010): cabextract, external cabinet beside the
package (vc_red.cab).
- Self-extracting 7-Zip archives (.NET Framework 4.0-4.8): 7-Zip, now bundled with the
msitools (Arch Linux ARM 7zip 26.04: 7z + its 7z.so plugin, licences beside the others).
The complete product (netfx_Full_*) wins over the 4.0 parts and the per-Windows copies.
- An .exe that is its own setup program (NSIS, InnoSetup) reports that it holds no package.
- --unpack opens an archive for the app: DirectX's redistributable for XACT's cabinet picks.
The app executes the remaining catalog steps offline: set_windows (HKCU\Software\Wine
Version), set_register_key, get_from_cab (through --unpack) and 'uninstall Wine Mono' (the
mscoree override beside it is what matters), and reads url/file_name the catalog nests under
'environment' on a few .NET entries. Setup-program installers stay in the waiting section
with a note that says what they are.
Verified on this branch's engine with msitools, cabextract and 7z: VC++ 2010 x64 (19 files,
61 values), VC++ 2022 x64 bundle (26 files, 66 values), .NET 4.0 (1053 files, 6056 values,
Framework64\v4.0.30319 with clr.dll and mscorlib.dll, NDP\v4 keys) and .NET 4.8 (1633
files, 522 GAC assemblies, 6495 values). Not yet run on a device.
* Windows components: the pressed row greys out and shows its own two-step progress bar
Pressing a switch now greys that row at once and runs a thin bar across it: the download
0..100, then the install 0..100, with a caption naming the file or the stage (a dependency's
name in front while that installs first). Turning a component off greys the row the same way
until the pick is saved. The page-wide bar at the bottom is gone; Done waits on the busy row.
droiddeck-msi-install reports how far along it is ('progress 37% placing files'): reading,
each cabinet, every 5% of files placed, the registry, done - and a wrapper maps each package
into its share, so a bundle's two packages run 10..55 and 55..100. The app parses the percent
and passes a typed Progress (component, stage, phase, percent) up to the editor.
* Windows components: the ones turned on sort to the top of the list
In 'All components' the picks for this game come first, in their usual alphabetical order
among themselves; turning one off returns it to its place. The row moves once the install has
finished and the pick is saved, not while its progress bar is running.
* Windows components: an 'Installed for this game' section under the recommendations
What is turned on for this game gets its own section between Recommended and All components,
alphabetical; the recommendations stay where they are (a recommended pick stays there). A
component in the section leaves All components, and goes back to its place when turned off.
LB/RB jump through the new section too.
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.
* feat: replace the LXQt desktop with SteamOS-style KDE Plasma
* feat: leaving the KDE desktop logs out through Plasma and returns to gaming mode
* feat: DroidDeck logo wallpaper as the KDE desktop default
* feat: build the KDE wallpaper from the DroidDeck mark artwork
* ci: keep the built desktop package as a short-lived artifact for device testing
* fix: the desktop loading screen no longer promises Steam on the desktop
* docs: the output resize comments name the desktop's KWin
* fix: the desktop package verifies every package's Arch Linux ARM signature and never replaces a published tag
* fix: programs sent to the GPU from the desktop drop its software rendering overrides
* fix: an interrupted desktop install no longer counts as installed
* feat: pin the desktop package to its DroidDeck-Components release instead of the catalog
DirectAudio from its own release: driver set per Proton audio interface (CachyOS fix), the Steam client's own DirectAudio sink, binaries out of tree
Games
- Two driver sets ship from the pinned DirectAudio release (tools/directaudio/release.env =
directaudio-linux-v1.1.0, sha256-checked by tools/directaudio/fetch.sh in CI and
build_local.sh): linux-wine11 for Valve Proton 11 / Experimental / GE-Proton, and
linux-wine11-systhread for Proton-CachyOS, whose Wine carries the system-thread mmdevapi
interface. steam-compatibility picks by whether the Proton's own winepulse.so imports
PsCreateSystemThread, never by the version string (both say wine-11.0; the wrong set is
silence). No matching set: DirectAudio off, Proton's audio runs, logged.
- Proton-CachyOS's launcher pre-sets WINE_AUDIO_DRIVER=pulse,alsa and its mmdevapi reads that
before the registry (Valve's and GE's do not read it): the wrapper exports
WINE_AUDIO_DRIVER=directaudio,pulse as well as writing the registry. On CachyOS this also
makes DirectAudio engage on a game's first launch.
- A wineserver from an earlier Steam verb can save its in-memory registry over the appended
Audio value; the wrapper says so when one is live. Writing through it (wine reg add) and
creating a missing prefix first (proton run wineboot) were tried on the device and withdrawn:
a second Proton/Wine run inside Steam's launch sequence got launches aborted.
- Tests: both sets, no set, no prefix (34 pass).
Steam client audio
- DirectAudio = module-directaudio-native-sink, the game driver's AAudio engine inside the
PulseAudio daemon, one step from Android (adaptive buffer, two-burst floor, primed ring with
fades, reopen on route change, watchdog, limiter). Default. Shared output = the previous relay
route, kept. New pref clientAudioRoute; the old boolean is not read. If the native sink cannot
open its stream the daemon keeps running (.nofail) and ensureClientSink loads the plain AAudio
sink instead, logged to audio.log. Audio bundle stamp bumped.
Out of tree
- app/src/main/assets/directaudio/ is generated and ignored; tools/directaudio-relay/ and the
vendored module-directaudio-sink.c + da_relay_proto.h are gone; tools/aaudio-sink keeps only
module-aaudio-sink (the fallback). The release carries the relay and sink field fixes by
MaxsTechReview (#338), credited there and in its AUTHORS.
Device-proven on an AYANEO Pocket FIT: client sink 12 ms / 4 ms bursts, 0 underruns; FEZ on
cachyos-11.0-20261005-slr on DirectAudio (took pulse before); FEZ on Proton Experimental
unchanged; Curse of the Dead Gods on CachyOS from a cold prefix, DirectAudio on first launch.
Co-authored-by: The412Banner <[email protected]>
The compositor takes touch and pointer positions over its whole output and
removes the letterbox bars itself, but the session sent them already
measured from the picture's edge, so the bars were taken off twice. Any
session whose output is a different shape from the panel (16:9 on a 16:10
tablet or a foldable, a fixed resolution on a wide phone) had taps and the
touchpad pointer pulled away from the centre, by up to a bar's height at
the edges: on a 2400x1504 panel showing 1280x720, a tap near the top
reached the first row and one near the bottom landed 32 rows low. Stretch
to panel hid it because that output has no bars.
Direct touch, the touchpad and mouse pointer, and the second-screen pointer
now send positions over the whole view, so the compositor's own mapping
puts them on the pixel under the finger.
* fix: keep Steam's directory listings on FUSE libraries
Before it creates, moves or deletes a content file the Steam client lists
the whole destination directory about ten times to match names
case-insensitively. On Android's FUSE storage every listing goes through
the media provider, so reserving space grew quadratically with the number
of files: 33 minutes for Haunted Paws Demo (3,938 files) in a Games folder.
The client's listings under steamapps/ on FUSE are now kept while the
directory's stat is unchanged, for at most five seconds, and patched by
the client's own creates, renames and removals. Other changes fail the
stat check and the directory is read again. BL_NO_DIR_CACHE=1 turns it off.
Haunted Paws Demo into the internal shared Games folder: reserving space
33m08s -> 25-52s, committing 6m15s -> 19-30s, install 39m50s -> 1m12s-1m51s.
Internal storage is unchanged (5s reserve).
* fix: drop stale directory listings on coarse-timestamp volumes
NTFS reports whole-second directory times and a fixed size, so a change
made outside the client's own calls could leave a cached listing stale.
Listings now carry an inotify watch and are dropped on any event the
client's own patched changes don't account for. A forked child stops
caching, since it shares the parent's queue.
Covers rewinddir, telldir and seekdir on cached listings, and directories
opened by the fast-path preload's opendir, which goes through fdopendir.
Update strings.xml
Improvements to the Japanese Translation
I have rewritten the translation to make it sound more natural in Japanese.
Also, since “Loader” in “Decky Loader” is a proper noun, I believe it does not need to be translated.
Co-authored-by: xXJsonDeruloXx <[email protected]>
Translate the 103 missing strings (screen effects, scaling, Wine sync
backends, FEX for AppImages, Steam repair, device info) and fix existing
ones: inverted meaning in mode_suspend_note, content_add_roms and
wadb_connect_address, double space in the update/install buttons,
outdated AppImage/Proton hints, "1 приложений"-style counts, gender
agreement with substituted names, lowercase fragments that are joined
into sentences, and inconsistent terms (Setup, Developer options, Stop
session, Button mapping).
Co-authored-by: xXJsonDeruloXx <[email protected]>
* Support CJK text with the device's own fonts
The Linux runtime's rootfs ships DejaVu alone, which has no CJK
glyphs, so Chinese, Japanese and Korean text in Steam Big Picture and
on the LXQt desktop draws as tofu boxes (issues #118, #206, #249).
Bind the device's own CJK fonts - Android's world-readable Noto CJK
.ttc, or DroidSansFallback / Source Han - into the guest under
/usr/share/fonts/droiddeck-cjk, so nothing is added to the ~790 MB
runtime image and the coverage follows the device. A new
droiddeck-fonts script, run by droiddeck-session before any program
that queries fontconfig, links the default rules, writes local.conf
with DejaVu first and the CJK families after it, and rebuilds the
fontconfig cache once per set of font files. The desktop's own
fontconfig block moves there, so every mode gets it.
* Fix CJK and Thai: bind the device font directory, not one file at a time
The first cut bound each device font with its own proot -b host:guest. A
per-file binding into a plain directory is not applied here: the guest sees a
zero-byte placeholder where the font should be (stat size=0, fc-scan empty),
so Chinese stayed tofu even though the app had "bound" the font. A directory
binding is what the rest of the runtime relies on, so bind /system/fonts as a
whole under /usr/share/fonts/droiddeck-device. That also brings Thai, Arabic,
Devanagari and the emoji fonts, which the runtime did not have either.
Verified on the AYN Thor: the session's fontconfig probe reports
sans=DejaVu Sans, zh=Noto Sans CJK SC, th=Noto Serif Thai, and Steam Big
Picture in Simplified Chinese renders without tofu (screenshot under
docs/development/evidence/).
---------
Co-authored-by: xXJsonDeruloXx <[email protected]>
* i18n: complete Spanish
Spanish gets the strings added since it landed and the ones that are only a format or a brand name, so it has the same keys as English, in the same order. Each English term keeps one Spanish word across the file, and a few existing strings are reworded to read right with the values they are filled with.
* i18n: use compilación for build in Spanish
* i18n: translate new strings to Spanish
---------
Co-authored-by: Kurt Himebauch <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>
* feat: run a guest agent in every session for commands, focus and the Steam client's DevTools
* feat: give the agent bridge game, input, UI and experiment commands behind a Setup toggle
* feat: droiddeckctl commands for the new bridge, a scenario runner and contract tests
* feat: run cleanup steps after every scenario run so a failure cannot leak into the next
* feat: restart a session that died between scenario runs with start --reuse
* fix: give droiddeckctl stop its own, longer wait for the session's logs
* fix: harden debugging tools access and output
Steam saves a shortcut's Properties to shortcuts.vdf as soon as they
change and keeps its appid. The session rewrote every added game's entry
from the app's list before and after each client run, keeping only the
launch options, so a Target or Start In set in Steam, a new name or icon,
the hidden and overlay switches, the last played time and Steam's sort
name were all put back at the next exit.
droiddeck-steam-shortcuts now merges instead: an entry keeps every field
Steam has, and the app's exe is written only where the app changed it.
What the app last asked for and what Steam then had are recorded beside
shortcuts.vdf (.droiddeck-shortcuts.json). A Target changed in Steam to a
file inside the game's folder becomes the exe chosen in Steam > Settings >
Games, and a later pick there replaces it in Steam, so both show the same
exe. The appid now stays with the folder, so changing the exe no longer
turns the game into a new one with a new prefix, playtime and launch
options. A game whose folder is missing is set aside with its settings
and comes back with them. The exit-time merge runs before Steam's logs
are copied.
With Second library on Automatic, every writable Games folder is now a
Steam library: it gets the same private prefix and tool binds as the card,
the app hands the session the list (BL_STEAM_LIBRARIES), and
droiddeck-steam-library registers, relabels and forgets entries from it.
Steam offers them in the install dialog as "<folder> (<volume>)", and
Proton mapping, esync, the redist seeder, desktop entries and the compat
beat read every registered library instead of only the card. Games folder
libraries stop at the fast path's bind budget.
Steam's preallocation on Android's FUSE storage either failed outright
(NTFS answers EPERM, so installs were cancelled as "not enough disk
space") or zero-filled the whole download first (exFAT, minutes for a
small game). After fallocate is refused, the Steam client's ftruncate
extension of its own staging files is reported as done; the writes that
follow fill the file. A 76 MB install to a USB SSD now preallocates
instantly instead of taking about 3.5 minutes.
A library that is not there is left out of the list and forgotten until
it returns, imports whose folder is missing are set aside rather than
offered as broken installs, and the front end refreshes when storage is
mounted or removed.
A "Linux system" entry in the file manager's Storage list (the rail and the
drive menu) opens the root of the Linux system the sessions run in - the
app's files/linuxfs, the desktop's / - so its files can be browsed, copied
in and out without the desktop. Shown once the runtime is installed; Back
stops at that root like a drive's, and the drive label reads Linux system
anywhere under it. The label is translated in all nine languages.
Steam ships no CJK font and the rootfs only has DejaVu, so a phone set to
Chinese, Japanese or Korean got Steam in that language with every character
drawn as a box. Bind Android's /system/fonts into the guest, index it again
whenever it changes, and prefer the matching Noto CJK face for each language.
Opening the manager at a folder (a game's files, its Proton prefix, the
saves folder, or the picker's remembered folder) ran openDrive() on the
start dir, which pinned the up/back floor to that folder: the toolbar
arrow was greyed out and Back closed the screen. The start dir now opens
with loadDirectory(), keeping the volume-root floor computed for it, and
folders in the app's private storage (internal Steam library, prefixes)
floor at the app's files dir instead of themselves.
Adds a ".." (Up one level) row at the top of the list and grid whenever
the current folder is above its floor, sharing one goUp() with the
toolbar arrow. Covers both screens built on FileManagerScreen: the File
Manager and the in-app file/folder picker. Strings for all 9 locales.
* l10n: move hard-coded UI text into string resources (#212)
About 650 user-facing strings were written in Kotlin and Java, so no
translation could reach them and the UI stayed half English in every
language. They now live in values/strings.xml.
- Dialogs, menus, status lines, toasts and errors shown to the user go
through getString/stringResource.
- Code that matched on English text now uses IDs: installer and loading
stages, Decky stages, storage labels and the Back button's order labels.
- Choice lists (upscalers, FPS limits, textures, themes, presets) carry
@StringRes labels instead of English.
- Robolectric tests read the app's resources (includeAndroidResources).
- Six strings nothing used any more are dropped.
Existing translations are untouched; the new strings show in English
until they are translated.
* Layouts: fit longer text in other languages, and small phones
Found by screenshotting every page, tab and menu in each language on a
phone, a tablet, a 640dp phone and a foldable.
- Rail labels shrink to fit instead of being cut off (FitText).
- Tab rows tighten when they overflow and scroll the chosen tab into view.
- Menus fade over a down arrow when more entries are below, and open
scrolled to the current choice.
- On a small phone the desktop card's button moves under its title,
emulator tiles go two across, the GPU support verdict wraps and the
Updates page stacks the channels under the status.
* l10n: translate every string into Spanish, Japanese, Korean and Chinese (#187)
Simplified Chinese, Traditional Chinese (Taiwan) and Traditional Chinese
(Hong Kong, reviewed for Hong Kong wording) are complete, as are Spanish,
Japanese and Korean: no missing keys and no placeholder mismatches.
* Language setting: follow the system, or a language picked in Setup; Steam uses it too (#187)
- Setup -> Launcher starts with a Language row: "System default (...)"
and each language by its own name. With nothing picked the app follows
the system language; a pick applies at once and stays until System
default is picked again.
- Steam keeps its language in ~/.steam/registry.vdf under both
Valve/Steam/language and Valve/Steamsteamglobal/language. Before each
start of the client the guest helper droiddeck-steam-language writes
both (and exportedsettings.json), and the client gets -language.
SteamLanguage maps the app's language to Steam's names: english,
spanish/latam, japanese, koreana, schinese, tchinese.
* l10n: translate the strings main added since, and Chinese review fixes
- Translate the 32 strings added on main since (Windows components,
device details, Force SSBS, native Steam sleep) into all six languages.
- zh-CN: busy labels say what is in progress again (正在取消, 正在导出
...), as the other languages do.
- zh-CN: "set up" is 配置, as Setup is; 设置 stays for Settings.
- zh-TW: proton_compatible_note says 前綴 rather than "prefix".
About 650 user-facing strings were written in Kotlin and Java, so no
translation could reach them and the UI stayed half English in every
language. They now live in values/strings.xml.
- Dialogs, menus, status lines, toasts and errors shown to the user go
through getString/stringResource.
- Code that matched on English text now uses IDs: installer and loading
stages, Decky stages, storage labels and the Back button's order labels.
- Choice lists (upscalers, FPS limits, textures, themes, presets) carry
@StringRes labels instead of English.
- Robolectric tests read the app's resources (includeAndroidResources).
- Six strings nothing used any more are dropped.
Existing translations are untouched; the new strings show in English
until they are translated.
* Build the DirectAudio relay from source
The relay helper shipped as a prebuilt libdirectaudiorelay.so with no source in the
repo. Its source (The412Banner/directaudio @ 3548a4a, the commit the bundled driver
names in version.txt) now lives in tools/directaudio-relay, unmodified, and CI and
build_local.sh compile it into jniLibs the way proot is built. It shares
da_relay_proto.h with the PulseAudio sink, which is byte-identical to its own copy.
* DirectAudio relay: prime before playing, one consumer, safe buffer floors
- The output stream started before the client had its ring, so every connection
opened with a run of short callbacks: six clicks per stream on a RedMagic, even idle.
The callback now plays silence until the ring holds its target, and only a real
underrun afterwards counts.
- An underrun ends the block with a short fade and waits for the ring to refill to
target before resuming with a fade in, instead of zero-padding every short callback.
Each callback spent starved grows the target, so one stall sizes it for the next.
With a producer freezing 60 ms every 2 s: 14 underruns before, 1 after.
- During a reopen the outgoing and incoming streams could both drain the ring. Only
the promoted stream reads it now; any other plays silence.
- The ring target starts at 40 ms instead of two bursts (8 ms) and keeps what it
learned across reopens.
- The device buffer is at least two bursts; 12 ms was a single burst on devices that
grant a 20 ms legacy stream.
* PulseAudio: the classic path plays through the native-rate AAudio sink
The classic path loaded the prebuilt 0.1.5 module, which opened AAudio at the daemon's
default 44.1 kHz: Android gave it a legacy stream (20 ms bursts) and resampled, after
PulseAudio had already resampled the 48 kHz clients down. Its data callback also waited
on the daemon's IO thread, and it started at two bursts and grew only after an audible
underrun. The app's own module-aaudio-sink, built by CI into the same bundle, now
carries that path:
- The stream opens at the device's rate (48 kHz) with the buffer at two bursts or
30 ms, whichever is more, still growing a burst per underrun.
- A write that times out part way keeps the rest for the next write instead of
dropping it.
- A stream reopened after a route change asks for the rate the first one got, so the
sink keeps its format instead of unloading.
* Audio: DirectAudio sink at audio priority, deeper client buffers, no decay probing
- module-directaudio-sink's IO thread asks for nice -16 like module-aaudio-sink's, so
the client's producer keeps up under game load.
- PULSE_LATENCY_MSEC=60 for the session: libpulse clients under FEX (the Steam
client, winepulse when DirectAudio is off) keep enough queued to ride out a late
wakeup.
- BANNER_AUDIO_DIRECT_DECAY=0: the driver's decay shrinks the device buffer every
10 s of quiet until it underruns again, a click by design.
Both sit ahead of Downloads/droiddeck-env and per-game environment, which still win.
* Audio: drop the session-wide PULSE_LATENCY_MSEC
On an AYN Thor it took the Steam client's stream to 110 ms (60 ms tlength on top of the
sink's 40 ms) with no underruns to show for it, and the delay was audible. Clients pick
their own buffers again; the per-game option still sets it.
* PulseAudio sinks: wait in the poll loop, never in a blocking call
Clients' audio reaches a sink as messages its IO thread handles in pa_rtpoll_run. The AAudio
sink spent each iteration inside a blocking AAudioStream_write for up to a burst, and the
DirectAudio sink inside a futex wait for up to a burst, so a client's data sat unread and its
stream ran dry: a Chromium-shaped client (44.1 kHz float, 30 ms tlength, 10 ms minreq) had
304 underflows in 30 s on the AAudio sink, heard as crackling in the Steam client. Bursts of
20 ms (a legacy stream, an AYN Thor) made it worst.
- module-aaudio-sink writes without blocking, renders only what the device has room for, and
comes back after half a burst. 0 underflows in 30 s, with and without 8 busy cores.
- module-directaudio-sink tops the ring up on the same half-burst timer instead of sleeping
on the relay's futex.
* DirectAudio relay: vendor the source the shipped binary was built from
The import took 3548a4a, the commit the bundled driver names in version.txt, but the relay
binary that shipped came from e4727e9 on the same branch (feat/linux-relay-mic): its strings
match a build of that source exactly. 3548a4a has no --mic-fifo, so with the microphone on the
relay printed its usage and exited, and DirectAudio played nothing. This is e4727e9 as
published; the fixes made on top of 3548a4a follow in the next commit.
* DirectAudio relay: prime before playing, one consumer, safe buffer floors (on e4727e9)
The same changes as ca5d39b, carried onto the e4727e9 source: playback waits until the ring
holds its target, an underrun fades out and re-primes, starved callbacks grow the target, only
the promoted stream drains the ring, the ring target starts at 40 ms and survives reopens, and
the device buffer is at least two bursts.
* Steam client audio: DirectAudio by default
A fresh install plays the Steam client through the DirectAudio relay. Choosing Classic in the
Steam cog is stored and kept; only an install that never chose falls back to DirectAudio.
* Windows components: install .msi packages (XNA, PhysX, GFWL, MSXML...) without running them
droiddeck-msi-install reads a Windows Installer package's tables with msiinfo and unpacks its
cabinets with cabextract, then lays out what Wine's msiexec would have installed: files at their
64-bit Windows paths (Program Files (x86), syswow64...), .NET assemblies in the GAC, side-by-side
assemblies in winsxs, and the registry values in the view the component writes through. Conditions,
features and the folder-setting custom actions are evaluated as on Windows 10 64-bit; what needs
the package's own code (DXSETUP, self-registration) is listed in the component's notes.
droiddeck-wincomponents puts a component's drive_c tree into the prefix (keeping the prefix's own
spelling of each folder) and writes its registry values into system.reg/user.reg before launch,
following Wine's link keys (Wow6432Node\Classes, CurrentControlSet...). Turning it off puts every
value back and takes an added PATH entry out again.
The app installs these from the Windows components menu like the DLL ones: it downloads the .msi
into the runtime and runs the installer there (GuestCommand). msitools 0.106 and cabextract 1.11
come from Arch Linux ARM, pinned in tools/msitools/packages.txt and hosted on the msitools-0.106-r1
release. wine-gecko stays hidden (Proton ships it) and wine-mono keeps waiting (uninstall step).
* Windows components: open with the top switch focused, by touch or by pad
The dialog's window starts in touch mode, where a switch cannot take focus, and the first switch
was asked once, two frames after the list loaded, only when a pad opened it - racing the dialog's
own Done focus. Now it always puts the window in pad mode, holds Done while the list loads and
then asks the top switch every frame until it has focus.
* Windows components: give msitools its own libraries; show a failed install on its row
msiinfo and cabextract sit with their libraries in /usr/local/lib/droiddeck-msitools, which the
loader does not search: every .msi install stopped at "libmsi-1.0.so.0: cannot open shared
object file". droiddeck-msi-install now runs them with that folder on LD_LIBRARY_PATH.
A failed install also says so under the component itself ("Could not install: ..."), not
only at the foot of the dialog, past the list.
---------
Co-authored-by: The412Banner <[email protected]>
* Fast path: hold every bind, so added games start in their own folder
libblfastpath kept the first 64 binds and dropped the rest without a word. A session has 87 (two
Games folders are the last two), so /root/Games/<folder>/... was mapped into the rootfs - the
empty mount point - instead of the bound storage. Wine resolves a new process's working directory
by those paths, found no drive for it and started every added game in C:\windows ("could not
find DOS drive for current working directory"): DiRT 3 did not mind, FEZ looks for
Content\Essentials.pak there and quits.
The library now holds 256, and turns itself off for the process when a bind does not fit or the
list runs past that, leaving the call to proot, which never maps it wrong. The app keeps the fast
path off for a session with more binds than that.
Verified on an AYANEO Pocket FIT: FEZ (added game) reaches its title screen; the warning is gone.
* Fast path: say in the session log when it stays off
---------
Co-authored-by: The412Banner <[email protected]>
* Put a game's Windows components into its Proton prefix at launch
droiddeck-wincomponents copies the DLLs of the components picked for a game
into compatdata/<appid>/pfx before Proton starts and hands their overrides to
WINEDLLOVERRIDES, so the registry is never touched. It re-checks every launch
(an older Proton deletes the files it once placed), takes a component's files
out again when it is turned off, and forgets Proton's config_info then so
Proton puts its own builtins back.
* Windows components for added games: picker, packages and their catalog
Settings > Games lists a Windows components row under each added game. Its
dialog switches components on per game; the first switch-on for any game
downloads the package (a catalog of its own beside desktop.json, installed
with the desktop package installer to /opt/droiddeck/wincomponents/<id>).
The picks are kept in the app and published to the runtime at every session
start for droiddeck-wincomponents to apply.
tools/wincomponents/package.py builds the packages: Bannerlator's eight
wincomponents archives re-rooted, and OpenAL from OpenAL Soft's release
(soft_oal.dll placed as OpenAL32.dll, 32- and 64-bit).
* Windows components: list the installed ones when the catalog cannot be reached
Offline the dialog only looked up ids it already knew - the catalog's and
the game's picks - so a component downloaded earlier never showed.
* Windows components: Bannerlator's list with Recommended, on the game's launch settings
The picker moves from Settings to a Windows components card in an added
game's launch settings. It offers Bannerlator's whole catalog
(components.json on winlator-contents): what the game's folder points at
first (Bannerlator's DependencyDetector, mapped to the DLL-copy twin where
there is one, oalinst -> oalinst_dll), then every component that installs
here, then the ones that need a Windows installer, greyed until DroidDeck can
run one.
A component installs by running its catalog steps into the runtime once:
archives downloaded (one download per archive for a batch), DLLs found by
name as Bannerlator does and copied to /opt/droiddeck/wincomponents/<name>,
overrides and bundled components written to component.json. The launch
script now takes catalog names (xaudio2.7), expands bundles (directmusic),
places files one level down (drivers/gm.dls) and keeps an override's own
mode (dsound=n). Drops the hand-made packages and their script.
* Windows components: Steam games too, and a pad that can drive the list
The card shows on a Steam title's launch settings as well, keyed by its
appid - the compatdata folder droiddeck-game-env reads - and Recommended
scans the game's install folder.
With a pad: Done takes focus while the catalog loads and the first
component once it is there (the list was not drawn yet when the dialog
asked for focus, so nothing had it); switches stay enabled during a
download and a press then is ignored (a disabled switch dropped the
pad's focus); LB/RB jump between Recommended, All, the installers and
Done.
* Redist markers from games' own install scripts; VC++ runtime as installed
The client still started a game's own _CommonRedist installer - its
script sits in the game's folder, often with another version in the
value name, and only Steamworks Shared's were read. On ARM64 Proton the
x64 VC++ 2015-2022 bundle then stops with "Microsoft Visual C++
2015-2022 Redistributable (arm64) is required" (reported on an AYN Odin 2
Portal Max).
- Read installscript*.vdf from every installed game in each library as
well; the list is cached until an appmanifest changes, since this runs
every quarter minute.
- Record the VC++ 2015-2022 runtime as installed where its installers
look (VisualStudio\14.0\VC\Runtimes\{x86,x64,arm64}, both registry
views), so any bundle - the client's or a game's own - finds it and
exits; Proton's msvcp140/vcruntime140 serve the game.
- Join the Wow6432Node path instead of sub(): mawk and gawk read the
replacement's backslashes differently (gawk, the runtime's, was right).
* Mark a game's install-script processes as run just before the client evaluates them
An Odin 3 bundle (0.3.1, Proton Experimental ARM64) shows the client
running its install-script evaluator on the first launch of three new
titles (409710, 2161700, 3404260) while their Steamworks Shared
redistributables (VC++ 2010/2012/2019/2022, DirectX) were still
downloading - 2161700 at 22:03:22, the shared app finished at 22:03:29 -
so the periodic seeder had nothing to mark yet and the installers ran.
The client writes the exact steps to legacycompat/evaluatorscript_<id>.vdf
and starts iscriptevaluator.exe through our launcher. droiddeck-game-env
now hands that script to droiddeck-seed-redists first, which marks every
process in it in the template and the prefixes before the evaluator
reads them.
The seeder's reader no longer assumes a depth: a block with a HasRunKey
is a process named by the key it opened under, wherever it sits.
* Windows components: keep a file that was not Proton's, put it back when turned off
A component's DLL replaced whatever had that name in the prefix, and
turning it off deleted ours, so a file a real installer (or the user) had
put there was gone for good. Before replacing a file that is neither
Proton's own (a symlink into Proton, or a Wine builtin/placeholder DLL)
nor an earlier copy of ours, keep it under
compatdata/<id>/.droiddeck-wincomponents-backup and move it back when the
component is turned off. The launch note says how many went back.
* Windows components: recommend what Steam installs, say what the game already has
- Steam titles: the appmanifest's SharedDepots (Steamworks Shared, app
228980) list the VC++ 2005-2022 and DirectX redists Steam installs with
the game; they live outside the game folder, so the folder scan never
saw them. They join Recommended as "Steam installs VC++ 2010 with this
game" (SteamRedists).
- Bannerlator's PrefixInstalledDetector, on compatdata/<id>/pfx:
OpenAL32, Mono, PhysX and Games for Windows Live that are already there
from elsewhere show "Already in this game". Files droiddeck-wincomponents
placed itself do not count.
- The game page passes the prefix and, for Steam titles, the appid.
* Windows components: friendly names
The list showed catalog keys (oalinst_dll, vcredist2010_dll, dotnet452,
d3dcompiler_47). Bannerlator's catalog has no display name and some of
its descriptions do not fit the entry, so WinComponentNames gives one:
families by pattern (Visual C++ <year>, .NET Framework x.y[.z], XAudio,
D3DCompiler, MSXML, Wine Mono, DirectMusic parts), the rest from a
table, the key itself for anything new. The key stays in the row's
detail for logs and bug reports; both lists sort by the name, and the
game page's card names the picks the same way.
---------
Co-authored-by: The412Banner <[email protected]>
* Force SSBS for a game's Wine: libssbs.so, opt in per game
Wine's arm64 signal code resumes threads from a Windows CONTEXT whose
Cpsr never carries PSTATE.SSBS, so every signal return leaves the
thread running with speculative store bypass disabled - slower on cores
such as Oryon. Bannerlator fixes it in its own Wine builds
(force_ssbs.diff, Sonicadvance1) and with an LD_PRELOAD adapter for
layers it cannot rebuild. DroidDeck's Protons (Valve, GE, CachyOS ARM64)
come prebuilt from Steam but run the same aarch64 Wine signal path, so
the adapter applies here: tools/linuxfs/ssbs/ssbs_adapter.c, the same
source built for glibc (+ sysv_signal), staged to
/usr/local/lib/libssbs.so.
droiddeck-game-env preloads it when the game's (or the shared)
environment sets DROIDDECK_FORCE_SSBS=1, and only into an ARM64 Proton.
Off unless asked for: the gain is unproven on Snapdragon 8 Gen 3.
For testing: SSBS_ADAPTER_OBSERVE=1 counts without changing anything
(the baseline) and SSBS_ADAPTER_DEBUG=1 logs the fixes; both also count
signals that ARRIVE while a thread runs without SSBS, which shows
whether anything besides signal returns clears it. Checked on an ARM64
Linux kernel: a handler that clears SSBS left 4 of 5 later signals
arriving with it clear; with the adapter, 0 of 5.
* Force SSBS: a switch under the FEX preset in Steam settings
Steam settings > Games gets "Force SSBS" right under the FEX preset, off
unless turned on. Like the preset it goes into the game environment's
defaults (DROIDDECK_FORCE_SSBS=1), published at once and read by
droiddeck-game-env on the next game launch, so a game's own environment
can still set it to 0.
Measured on the device with the adapter's counters (AYANEO Pocket FIT,
DiRT 3 on GE-Proton11-7-aarch64): observing only, 8192 of 8277 signals
found the thread running without SSBS; with the adapter, none did - it
keeps the bit set everywhere Wine clears it, as a rebuilt ntdll would.
The speed-up itself is reported on Oryon cores and was not measurable on
the FIT's 8 Gen 3, hence off by default.
---------
Co-authored-by: The412Banner <[email protected]>
* Device details on the GPU card, and the Adreno model when the kernel leaves it out
The Components page called an AYANEO Pocket FIT (Adreno 750) "Adreno"
and warned it was "Below tested hardware (Adreno 725 and newer)": its
kernel names the GPU "Adreno33v2", GpuInfo wanted three digits, and the
SoC model is blank. When KGSL's name has no model, take it from the
phone's Vulkan driver (once this process has asked it) or from the
platform code name (pineapple -> 750, kalama -> 740, sun -> 830, ...).
The GPU card now opens with a tap or A onto the device's details,
gathered once off the main thread (DeviceInfo): SoC (maker, model,
platform, soc0 id), GPU (model and where it came from, the kernel's
name, clock, load, temperature, support), CPU clusters, memory, system,
the phone's own Vulkan driver - device, API, driver version and build,
conformance, limits, the extensions DXVK and VKD3D lean on, Android's
certified version and level - and the drivers DroidDeck uses. A button
copies it all for a bug report; each section takes pad focus so the
d-pad walks the list.
Vulkan is asked through a new small native library (deviceinfo,
vkinfo.c) that opens the system loader with dlopen and keeps nothing
open.
* Device details: the chip's model and name, CPU clusters, GPU clock range
Ideas from ClusterTune (GPL-2.0, its approach, not its code), which
tunes clocks on AYN, Retroid and other handhelds:
- The SoC model is read where vendors put it - ro.soc.model,
ro.vendor.qti.soc_model, Android's SOC_MODEL, ro.fota.platform (unless
it is a branch name like "MSM_13.0") - since handhelds often leave
Android's blank (Pocket FIT: SG8350P).
- SocNames names it: model codes we are sure of (QCS8550 -> Snapdragon
8 Gen 2, SM8750 -> Snapdragon 8 Elite, ...), else the platform as a
family (pineapple -> "Snapdragon 8 Gen 3 family"). The GPU card's
subtitle shows it: "Snapdragon 8 Gen 3 family (SG8350P)".
- CPU clusters come from the cpufreq policies (the cores each covers,
min-max speed) rather than grouping cores by top speed.
- GPU clock range from KGSL's step list, or a devfreq GPU node on
non-Adreno chips (Mali), not only the top clock.
* Device details: drop Qualcomm's own "Driver Build:" label from the driver build line
---------
Co-authored-by: The412Banner <[email protected]>
* Create values-zh-rCN
values language of Simplified Chinese
* Delete app/src/main/res/values-zh-rCN
* Add Korean,Japanese and Tranitional Chinese (zh-TW,zh-HK,zh-MO) translations
* Delete app/src/main/res/values/values-ko/strings.xml
* Create strings.xml
Add korean translate
* Add French translate
* Add Russian translate
* Fix French translate error
* Add the fr,ko,ja,ru in locales_config.xml
Fix French bulid error
* Overlap #234 and #259
---------
Co-authored-by: Kurt Himebauch <[email protected]>
On Android 16 phones (Galaxy S25 SM-S931B, SM-S948B, RedMagic NP05J)
every Firefox and LibreWolf tab dies at once: Firefox seals the size of
the shared memory it hands a tab, adding the seal fails there, Firefox
only warns, and the tab refuses the unsealed memory ("IPDL protocol
error: Shared memory PlatformHandle is not safe to map") and exits on
signal 11. The window opens; no page ever loads.
MOZ_SHM_NO_SEALS=1 is Firefox's own switch to skip the seals
(ipc/glue/SharedMemoryPlatform_posix.cpp). Set it beside the sandbox
switches in all three places a browser starts from: the desktop session,
AppImages, and Flatpak sandboxes.
Co-authored-by: The412Banner <[email protected]>
A game whose resolution differs from the screen's (DiRT 3 at 1280x720)
fights --force-windows-fullscreen: every forced resize makes it rebuild
its swapchain, and the picture flickers between its own size and the
screen's - often from the first menu, before the player can reach the
game's resolution setting. It also drove the Xwayland dma-buf leak fixed
separately.
The switch stays in Settings > Games and the session drawer, now off
unless turned on; its hint says when to turn it on (a game coming back
small or in a corner after switching apps, e.g. FlatOut) and when to
leave it off (flicker). Users who already set it keep their choice. The
session script's fallback when the app passes nothing is off as well.
Co-authored-by: The412Banner <[email protected]>
Close Zink's emulated GEM handles on KGSL (Xwayland dma-buf leak)
The session preload hands out GEM handles on the KGSL render node by
duplicating the dma-buf descriptor, and released them only through
drmCloseBufferHandle. Zink gives handles back with
drmIoctl(DRM_IOCTL_GEM_CLOSE) instead, which KGSL refuses, so every
duplicated descriptor stayed open and kept its buffer alive.
Xwayland asks for a handle for each buffer it imports through gbm. With
"Force game windows fullscreen" fighting a game's own resolution
(DiRT 3 at 1280x720), the game recreates its swapchain many times a
second and Xwayland piled up ~2,000 old swapchain images (6+ GB) in
seconds until Android killed the session. A preload trace on the device
put 2,090 of 2,118 open dma-buf descriptors in Xwayland on
drmPrimeFDToHandle called from Zink.
Handle GEM_CLOSE on the KGSL node in drmIoctl, and check the three DRM
symbols are exported in CI.
Co-authored-by: The412Banner <[email protected]>
- #166: export the fake-input ring paths with the spelling the session tree is bound under
(Context.getFilesDir(), /data/user/0/...) instead of the canonical path. Where /data/user/0
resolves to /data/data (ColorOS 16) the guest has nothing bound at the canonical prefix, so
libfakeinput could not open the rings and every pad, physical and on-screen, was dead. The ring
path logic moves to FakeInputRingPaths so it can be unit-tested without the native library.
- #219: play a game's rumble on the physical controller that last drove the pad, when Android
exposes its motors (strong and weak separately on Android 12+), and fall back to the device's
vibrator for the on-screen pad or a controller without rumble. PadBridge records the active
controller; the on-screen pad taking over moves rumble back to the phone.
- #153: when a program takes a pointer lock (a mouse-look game through gamescope), capture a
physical mouse and send its raw deltas as relative motion, so the camera no longer stops where
Android's pointer meets the screen edge. Capture is released for the drawer, the PC keyboard,
picture in picture, focus loss and pause, and when the lock ends.
* Clarify display sizing, game fit and scaling controls
* Replace aspect and resolution controls with one dimension menu
* Organize Steam session settings into tabs
* Keep session resolution out of the live controls panel
* Group live session controls and add a conditional second-screen tab
* Refine session sliders, tab icons and contextual controls
* Simplify screen effects with presets and collapsed advanced controls
* Give in-session tab icons more spacing
* Center the loading cancel button glyph
A client stopped part way through updating itself can be left unable to
draw anything. Its files and our install stamp are still on disk, so the
installer never looked at it again and every session sat on "Waiting for
Steam" with nothing retried.
The session now adds a line to package/droiddeck-unconfirmed each time it
starts the client, and the app removes the file on the client's first
frame. After two starts in a row with nothing shown, the installer:
- drops Steam's update manifests, the stamp, .crash and steam.pid
- deletes package zips whose sha1 no longer matches their name
- downloads the client again over the old one
steamapps, config and userdata are left alone. An automatic repair runs
once per failure, until a start is seen again.
The Steam page's Client settings get a "Repair Steam client" item that
queues the same repair for the next start. The request is only cleared
once the download completes, so an interrupted repair is retried.
The client runs in Steam Deck mode, where a title's "Default" is not the
"0" mapping but Valve's own pick for it: the Steam Deck compatibility
recommended_runtime (proton-stable, a pinned Proton, or native for the
Steam Linux Runtime) or an app_mappings entry in the SteamPlay manifests.
A title the session had not mapped yet - not installed, or installed
while the client was running on a build without the live helper - showed
"Default (Proton Stable)" and launched with a Proton that cannot run
here.
Every playable Windows title in the appinfo cache with such a pick is now
mapped to the default tool up front, before the client starts and in the
live helper, the same way installed titles are. A runnable tool the user
picks for one of them is kept, and they follow a change of the default.
In the Valheim and PEAK runs esync used the least CPU per frame. fsync
stays available, and esync still hands a Proton build without a pack to
droiddeck-fsync until its pack is published. A sync someone already picked
is kept.
* 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.
Builds esync packs for new Valve, GE and CachyOS Proton 11 releases on arm64
runners, smoke-tests them against stock with esstress, and on main publishes
each pack and a signed index as non-latest releases. A watcher checks Steam
and the GE/CachyOS releases every 20 minutes and starts a build for new ones.
The app side lands separately with feat/userspace-esync-ntsync.
* Fix runtime removal races and show removal progress
* Bootstrap Steam from the selected client channel
* Show runtime progress below its Setup row
* Always stage current session helpers and verify APK assets
* Initialize Steam UI scale once using the handheld default
The wall waited about a second and a half for the game list on every start: Steam's own
manifests are quick, but the added games' folder walk and art lookups are not. The last list
is now kept in the app's files (LibraryCache) and shown before the first frame, and the fresh
one replaces it in a single update. The wall's order is fixed (last played, then game ID), so
the same games always land in the same capsules and the refresh moves nothing. The added-games
scan on every resume also leaves the main thread, which it stalled for most of a second.
Backing out of the loading screen, closing the ended screen and the session ending on its own
used the slide-down card exit. Now, while the session is on screen, the blue spreads out of
the throbber's ball (the middle of the screen once a game is up) until it covers the screen,
and the front end opens on it and draws it back into the button the session came from, as it
already did after the drawer's Stop. A retry, a session closing off screen and animations off
still close at once; a timeout closes it should the flood never run.
All string resources get a Spanish translation except brand names and strings that are only a
format. The app declares English and Spanish in a locale config, so it is offered in Android's
per-app language setting and follows the system language otherwise. Short rail labels keep
to the rail's width (Configuración, Actualizar).
It was drawn with the current selection, so leaving it for another rail item turned the
outgoing page into a copy of the new one for a few frames, which then faded out before the
real page rose in: a flash and a dip moving from Games to Steam.
Opened with a pad, the editor and its variable dialog put focus on their first control; as
windows of their own they otherwise gave the pad nothing to move from. On/off variables pick
from their two values in the same dropdown as other choices instead of a switch. App dialogs
keep the page's focus ring out of sight behind them. The footer's Add variable button only
appears once the settings are loaded: drawn disabled first, it came up without its box.
The settings row gets a one-line hint and the same secondary button as every other row. The
editor moves from a stock Material alert, with a paragraph of explanation and a column of text
buttons, into the app's dialog: a profile chip with its menu, the variables in a panel with
each one's value as a chip whose menu changes, removes or restores it, and a footer to add a
variable, reset the profile or finish. Editing a variable uses the same dialog, its name and
value as chips or the app's text fields, and the variable's note in the footer.
LB, RB or a tab now start focus at the top of the new page instead of wherever it was last
left on that page; closing a menu or reopening the drawer still returns to where it was. On
Settings the top option is Android apps when DroidDeck is the Home app.
The ring fills in as it pinches to a dot, crosses as one round dot on a timed ease with no
stretch, and opens into the control as it gets there instead of settling as a circle first.
- A held direction runs the ring along as one piece and keeps its speed between steps;
restarting each edge from rest (and the trailing edge's delay) made it stutter.
- A jump of more than 360dp pinches the ring to a drop, carries it over and opens it onto
the new control instead of stretching a box across the screen.
- The ring keeps out of launch, stop and return floods (RingVeil) and appears on the
focused control once they are done.
- Leaving a page by moving along the rail no longer pulls focus into the new pane; only
backing out of a page hands focus to the control it was opened from.
- Selection is a radio dot or a tick, never a ring: the Updates channels and test builds,
the GPU modes and driver pairs, the Games list and suggested app icons lose their
persistent rings, and the GPU cards use the sliding ring for focus like everything else.
The cog's tile stretches over the pane on the same loose springs as Play, far edges first and
blobby in flight, while the page behind sinks; the settings rise in once it is covered. Back
draws the tile down into the cog on critically damped springs. The focus ring stays out of
it and appears on the focused control once the motion is done, replacing the ring riding the
edge of a stretching box.
The bloom is now the opening control's own rounded box stretching out to the pane, not a
circle. With a controller the focus ring rides its edge out to the pane's frame and springs
in onto the page's first control; on Back it rides the box back into the control, which
takes focus again. By touch, with no ring up, the bloom traces the same edge itself.
Closing a page used to leave focus on the page while it animated out, so nothing took it
back afterwards.
The page grows from the cog as a filled disc with an accent rim and folds back into it on
Back, while the pane under it sinks and returns. Pages also keep drawing while they leave
instead of falling back to the missing-page note for a frame.
Opening the settings no longer scans the added-games folders, reads the driver files and the
storage volumes on the main thread first: the page opens at once and those land while it
animates in.
Compose already scales its animation clock by the system animator duration
scale, so Motion.tw no longer multiplies durations a second time; Motion.ms
stays for coroutine delays. The drawer tabs, launch flood and the default-spec
expand/fade transitions now go through Motion, keeping their current speeds.
* Add your own apps to the Desktop page
An Add tile on Desktop takes a .sh script, an AppImage, a GitHub repo
(newest ARM64 AppImage release) or a Flatpak ID, with an optional name
and icon. Script folders are linked into the session, or copied when
they hold Linux programs (shared storage is noexec); folders outside
internal storage are bound at their own path.
Each app's page opens it under gamescope, edits its name and icon (with
icons suggested from its GitHub repo), checks a GitHub app for a newer
release and updates it in place, or removes it. Replaces the beta
AppImages section.
* Put Add at the end of the installable emulators
Installed emulators and added apps keep the top section, shown once there is one. Add closes the installable grid, or the installed one when nothing is left to install.
* Import DwarFS AppImages and their SVG icons
uruntime images built with sharun keep one program under several names
as hard links, which Android denies apps, so dwarfsextract aborted. The
extraction runs with proot's link2symlink, and each linked name becomes
a file of its own afterwards; their AppDir is followed through the
squashfs-root link.
An image's icon is a PNG of at least 128 px from the name its entry
gives, else its SVG (drawn with AndroidSVG), else the largest PNG, else
.DirIcon.
* Give AppImages the session's pads
sharun images start the app through their own ld.so, patched not to read
/etc/ld.so.preload, and drop LD_PRELOAD unless allowed, so the app never
loaded libfakeinput and saw no controller. The launcher now hands the
preload list over in LD_PRELOAD with SHARUN_ALLOW_LD_PRELOAD set.
Pad defaults also put Player 1 on the controller for yuzu-family
emulators, once, while it is still on the keyboard.
* Redesign the Add and Edit app dialogs
Source and appearance sit in two panels side by side, with a live
preview of the Desktop tile. A disabled primary button keeps an outline
so it still reads as a button.
The drawer's Display page gets the same Upscaler and Upscaler sharpness
choices as the session settings. A pick is saved and handed straight to
the compositor, so it takes effect on the next frame without restarting
the session.
The Wayland compositor already carries the X11 renderer's spatial
upscalers (effects_chain.c: FSR 1 EASU+RCAS, Snapdragon GSR and its
quality variant, NIS, RCAS sharpen) behind
WaylandCompositor.nativeSetUpscaler / nativeSetUpscaleSharpness, but
nothing calls them since the Winlator-era drawer was removed, so the
scene is always enlarged to the panel with a plain linear blit.
Add "Upscaler" and "Upscaler sharpness" to the session page's Display
group (off by default, 75%), stored in SessionPrefs and applied next to
nativeSetScaleMode when the session's surface is set up. The choice is
also listed in device.txt.
With frame generation on, a scene drawn for another window (Steam's
overlay) went into the engine as a game frame. Adaptive counted it as
source rate and planned against that (36 base for a game capped at 30),
and a fixed multiplier gave it present slots while game frames were
dropped (26 -> 51 at 2x). Such a change now waits for the game's next
frame.
The HUD's base rate is the game window's own frames, as Steam's overlay
counts them, instead of the compositor's scene rate.
Preload library answers stat/open/access/readlink in-process via a
trampoline page proot 0014 lets through seccomp. On by default with a
Performance toggle; also sets GLIBC_TUNABLES rseq=0 and malloc top_pad.
* fix: carry the installed Steam build into imported games so Steam stops re-verifying them
A second-library game downloaded by WinNative was registered with a bare
manifest (no buildid or InstalledDepots), so Steam treated it as build 0 and
verified all ~92 GB of Final Fantasy XV through proot. Reuse WinNative's
.winnative-steam manifest, or a completed .DepotDownloader/depot.config, so
Steam only fetches what changed since the recorded build.
* fix: give queued Steam fresh installs of imported games the recorded build
Steam rewrites a bare import manifest into a fresh install at build 0
before downloading anything. While nothing is downloaded or staged, the
WinNative build is still safe to carry over, so Steam skips the full
re-download (FF7 Remake was queued for 98 GB this way).
* fix: mount the game storage at /mnt/droiddeck-sd
The second library was bound at /mnt/bannerlator-sd, a name left from the
Bannerlator port, which is what Steam shows in its paths and errors. Bind
it at /mnt/droiddeck-sd, keep the old path as an alias for links and
prefixes that still name it, move Steam's library entry in place, re-point
import links, read ownership snapshots taken under the old path, and key
added-game shortcut ids by the old path so their prefixes stay put.
* fix: restart Steam once when owned added games are confirmed
On a fresh install the importer runs before any ownership snapshot exists,
so every added game became a non-Steam shortcut and stayed one until the
client happened to restart. Once the watcher confirms owned titles that are
not imported, it asks the session for one restart, while no game runs and
no download is in progress, and the importer turns them into Steam entries.
* feat: pick GPU drivers as matched pairs, set automatically for the device's GPU
* DD-Turnip Driver Support (#106)
---------
Co-authored-by: MaxsTechReview <[email protected]>
* perf: answer Turnip's zero-timeout KGSL timestamp polls without blocking
Turnip polls a timeline point with IOCTL_KGSL_DEVICE_WAITTIMESTAMP_CTXTID
and a timeout of 0, which KGSL reads as wait forever; Mesa does it under
a lock on every signalling submit, so vkd3d-proton, DXVK, gamescope and
Zink ran in lock-step with the GPU. The session preload now answers
those polls from the context's retired timestamp and passes everything
else to the kernel. Bannerlator measured a D3D12 demo at 614 -> 4335 fps
with the same answer in its Vulkan adapter. BL_NO_KGSL_POLL_FIX=1 turns
it off.
* perf: frame limiter, live panel refresh, opt-in GPU clock pin, cheaper cursor sync
- A per-mode frame limit (Steam and desktop settings, off by default):
gamescope's -r, the compositor's buffer-release pacer, the display
layer's frame-rate vote and a panel mode the cap divides evenly, as
WinNative's per-shortcut limit does. BL_FPS was always 0 and the
pacer's limit was never set.
- The compositor follows the panel's refresh rate when it changes
mid-session instead of reporting the rate read at start. (WinNative.)
- Performance > GPU: hold the Adreno clock at its top through KGSL's
power-control property, no root (Bannerlator's PerfGpuTurbo). Off by
default; cleared when the session stops and at the next app start if
a killed process left it set.
- The cursor image is copied across JNI only when its serial changes,
not on every pointer move.
* perf: stop re-seeding every prefix every 5 s, and run the library helpers only on change
- bannerlator-seed-redists stamped its change check from a block that
carried the current time, so it never matched: every prefix had ~32
keys appended to system.reg on every beat. The stamp now comes from
the names; Proton's prefix template is seeded too (date kept), with
WinNative's built-in list until the client has the install scripts.
- The library beat runs the seeder every 15 s and steam-compat only
when a directory it reads has changed, or once a minute.
- The client-core pin reads /proc itself and runs taskset -a only for
new processes or ones that grew threads.
- The games watcher backs off after a failed ownership probe and does
not probe while a game runs.
- The Proton launcher runs the newest ARM64 depot by build number, and
PROTON_USE_PIPEWIRE defaults to 0. (WinNative.)
* perf: Mesa's database shader cache, and proot's tracer above the guest
- MESA_DISK_CACHE_DATABASE=1 for the session: the file cache opens a
file per lookup and opens and renames one per store, each a proot
stop; the database is opened once and used with pread/pwrite.
- proot's single tracer thread is raised to nice -6 (under the
compositor's -8) two seconds after it starts, so the first guest
process it forks keeps nice 0. setpriority() directly, not
Process.setThreadPriority, which would also move its cgroup.
* feat(lsfg): take Lossless Scaling from Steam by itself, import it once owned, rebuild on update
- Lossless.kt owns the DLL and its shader cache. The copy the Steam
client installs (runtime library or the card's) is taken by itself
and taken again when the client updates it (size/mtime stamp). The
DLL is copied in and built into a cache named after its SHA-256, so
a new DLL hands the compositor a new path; a build that fails keeps
the working cache. Builds are serialized.
- The Steam session asks the signed-in client once per session whether
the account owns app 993090 until the answer is yes, then records it
and the app stops asking (BL_LOSSLESS_OWNED). Once owned, the frame
generation menu offers "Import Lossless.dll…", on the main screen and
in the session drawer; an import stays until Steam's copy changes.
- The compositor restarts the LSFG engine when its cache path changes,
and a new engine selection clears an earlier start failure, so an
updated DLL or a retry no longer needs the app restarted.
- The HUD says when LSFG is waiting on Lossless Scaling instead of
"starting"; frame generation strings are resources.
- Removed LsfgNative's unused DLL variant and cache-match calls.
* Find Lossless.dll in added Games libraries too
* LSFG: 120, 90 and 60 fps targets alongside 2x-4x
The pacer's target-rate mode picks 0-3 generations per game frame. While it
is warm the input ring and shared chain follow every frame, so frames that
generate nothing don't leave the next one without history.
* Credit LSFG: Camille LaVey / Eden, ported to WinNative and DroidDeck by @maxjivi05
* LSFG: aim 0.1 fps under the target so output never passes the refresh rate
* feat: turn Deck mode on for new installs and add a performance overlay toggle
* feat: hide the session fps HUD where Deck mode's performance overlay runs
* feat: add an Updates page that installs Stable, Nightly or test builds in-app
* style: put update channels on the left and the build on one line
* style: make the update card read like a system updater
* feat: expand update notes, show the build beside the title, fit with button hints
* style: check for updates with the refresh icon Components uses
* feat: run Flatpak apps through a proot bwrap stand-in and add a Flathub store
* feat: give Flatpak apps the KGSL GPU, the controllers and a CPU LLVM can target
* feat: Flatpak games on the desktop, Store apps on the Desktop page, safer remove
* test: cover the sandbox planner and store helpers; docs: explain Flatpak on DroidDeck
* fix: keep controller focus through Store tabs and app pages; show progress per Flatpak step
* fix: let Chromium, Electron and Firefox Flatpaks start without their own sandboxes
* fix: fetch Flatpak's supporting libraries when the runtime lacks them
* fix: add Flathub without a download, log store commands, keep Electron apps on X11 under gamescope
* feat: import ARM64 AppImages from storage and run them from the Desktop page
* fix: report failed Flatpak installs as failures and deploy runtimes that ship a resolv.conf link
* fix: let Flatpak create its repo where Android denies hard links
* fix: point store commands at the current network's DNS
* fix: keep failed Flatpak extensions non-fatal, give Electron AppImages a bus, X11 and time to relaunch
* docs: AppImage import and what x86 apps would take
* feat: put the Flathub Store and AppImage import behind beta toggles in Setup
---------
Co-authored-by: MaxsTechReview <[email protected]>
The floppy disk beside the Steam cog and its Game saves page are gone. A game's
page now has Manage saves beside Proton prefix, a menu with Import saves (a
GameHub or Winlator zip, picked in the app's file picker; the saves there now are
backed up first), Export as GameHub zip, Export as Winlator zip (a folder picked
the same way) and Open save folder. The game's saves are looked for when the menu
opens. The Proton list and config.vdf reader only that page needed are removed.
A floppy disk beside the Steam page's cog opens a Game saves page, laid out like
Components: the Proton at the top (from the client's compatibility tools, with
bannerlator-proton-arm64 shown as Proton Experimental), the zip type beside it
(GameHub or Winlator, LB / RB turn it), and the games the client runs with that
Proton (CompatToolMapping, its default for the rest), each with Import and Export.
Import picks a zip in the app's file picker, backs up the game's steamuser profile
to Download/DroidDeck/Saves/backups, then unzips drive_c with any user folder but
Public renamed to steamuser, so GameHub and Winlator zips both land. Export finds
the save folders by name under the usual roots (Bannerlator's SaveLocator), or
takes the whole profile, and writes <Game>_<date>.zip to a folder picked the same
way, under steamuser (GameHub) or xuser (Winlator). Imports wait while a session
runs. Ported from Bannerlator's GameSaveBackup and SaveLocator.
* feat: stand in for /dev/uinput so Steam Input's virtual pads reach games
* feat: present the pad to the Steam client as a Steam Deck controller over hidraw
* docs: log the uinput stand-in and the Steam Deck controller
* feat: feed the handheld's gyro and accelerometer to the Steam Deck controller
* feat: let the Steam page choose between the Steam Deck controller and the Xbox 360 pad
* feat: Deck back grips and trackpads on the second screen
* fix: serialize ring teardown with its writers, fall back to the Xbox pad when the Deck cannot be set up, and read motion only for a Deck
* fix: keep the second screen's choice through sleep and bring it back on wake
The Steam menu is an overlay that takes input without changing gamescope's focus
window. A fullscreen wine game minimizes itself when it loses input, and gamescope
only takes a window out of iconic when the focus window changes, so after Resume
the game stayed minimized: a black screen with its caption in the top-left corner
(Titanfall 2 on GE-Proton 11, proven on device).
gamescope patch 0112 remembers the iconify request and puts the window back to
NormalState before input returns to it, then hands focus over again so wine
restores and activates it. The session script also asks gamescope to restore the
game once input comes back from the client (GAMESCOPE_RESTORE_FOCUS_WINDOW);
BL_RESTORE_ON_RESUME=0 turns that off.
* perf: cache pinned downloads, skip unchanged proot rebuilds, and wait out a Docker Desktop restart in the local build
* perf: skip xalia and gamescope realtime queues by default, add a realtime toggle, default the mic off
* fix: show the saved Steam Deck mode on the Steam page before Performance has been opened
The gamepad-cursor port queried the X pointer on every vblank, a
blocking round trip to Xwayland on the paint thread. With no cursor
image the position comes from wlserver as upstream; while the cursor is
hidden for inactivity X is asked every 50 ms. The realtime-queue comment
now says it is a no-op on KGSL Turnip.
The session's watchers slept with sleep(1) and read files with cat, an
exec each under proot; they now wait in bash itself. steam-compat
writes its tool, the adopted wrappers and config.vdf only when they
change, the games watcher probes ownership when its matches change or
every five minutes instead of every 30 s, and Proton no longer inherits
the client's steamrtarm64 library path.
A replaced buffer went straight back to a game with no frame limit, so a
MAILBOX/IMMEDIATE swapchain drew frames that were never shown; it now
comes back once per refresh as in WinNative. gamescope's -r and the
compositor read the rate of the mode the activity asked for rather than
the one the panel was still in, and the zero-copy layer votes it.
Sustained performance mode, which caps clocks on most power HALs, and
the ADPF session, which reported frame intervals as work, are gone.
fake_id0 (loaded by -i for Xwayland's set*id) now traces only the set*id
family and the xattr fixups when the ids given are proot's own, and the
seccomp filter traces ioctl only for the termios and FICLONE requests
proot rewrites. The faccessat2 and statx exit stops are dropped on
kernels that have the calls.
* fix: give the QAM chord a Guide lead that stretches with slow frames so A is not taken as a press
* fix: start the QAM Guide lead at 80 ms and stretch it only when frames are slow
* fix: set the QAM Guide lead minimum to 80 ms
* fix: use Android's 300 ms double-tap window for Back so the single-press action comes sooner
* fix: keep the 500 ms Back double-press window
* feat: pair wireless debugging from a notification for the child-process gate
* fix: pair over loopback, handle Android 12 and 14 child-process routes, use D logo for notifications
* fix: read the adb tls port directly before falling back to mdns
* fix: end pairing on the same notification so progress never lingers
On a foldable's inner panel (Galaxy Z Fold8: 2448x1848, ~4:3) gamescope
is started with the nested size equal to the output, so games are asked
for the panel's own shape. Many cannot do it and letterbox themselves,
and gamescope's scaler has nothing to stretch. "Stretch games to fill
the screen" only forces window size, so it does not help.
New Steam setting "Stretch 16:9 games to a narrower screen" (off by
default): bannerlator-session then gives games a 16:9 surface at the full
output height (-w) and adds -S stretch, so they render at a shape they
support and fill the panel with no bars and no crop. An output that is
already 16:9 or wider is left untouched. Passed as
BL_GAMESCOPE_STRETCH_16X9 and listed in device.txt.
0.2.0 hardcodes the proot utsname nodename to "DroidDeck". Steam sends
it as the machine name, so an install updated from an earlier build
(which reported Android's "localhost") shows up in Steam under a new
name, with the same machine-id and login. /etc/hostname cannot fix it
from inside: proot's -k override wins.
Add a "Host name" field (Performance > Session identity), stored in
SessionPrefs and passed to guestUtsname(). Only a valid RFC 1123 label
is saved; blank or invalid falls back to the old default, "DroidDeck",
so nothing changes for anyone who leaves it alone. The value is also
listed in device.txt.
DROIDDECK_CI_TOKEN never existed, so PR Release Publish skipped its
upload, and a personal token would expire and belong to one person. Both
workflows now mint a token of the org's DroidDeck CI Publisher app,
installed on DroidDeck-CI only with Contents: write (its ID in the
DROIDDECK_CI_APP_ID variable, its key in DROIDDECK_CI_APP_KEY). No
fallback: a main build without them fails its announce job.
Run artifacts need a GitHub sign-in to download. Each signed main build
is now also a prerelease main-<sha> of the public DroidDeck-CI (all
variants and their SHA-256s; the last 10 kept, PR releases untouched),
and the Discord post links its standard apk and the release. Without
DROIDDECK_CI_TOKEN the post links the run's artifacts as before.
A job after the signing of a main build posts to the Discord's builds
channel: the merged PR (or the commit), and a link to the run's signed
apks. The channel's webhook URL is the DISCORD_BUILDS_WEBHOOK secret;
without it the job posts nothing and passes.
A local build was signed with the testkey alone, which a release refuses
as an update ("signatures do not match"): testing on a device with a CI
build meant uninstalling it and losing its data first.
With an untracked .signing.env (RELEASE_KEYSTORE, RELEASE_STORE_PASSWORD,
RELEASE_KEY_ALIAS) in the checkout, or in the main checkout for a
worktree, build_local.sh finishes with tools/release/sign-apk.sh as CI's
main builds do, and the apk installs over a release. Without the file
nothing changes. DROIDDECK_SIGNING_ENV points at the file explicitly.
The desktop forced a software cursor (WLR_NO_HARDWARE_CURSORS=1) because
labwc's cursor never showed when handed to the app's compositor. With a
software cursor wlroots never scans out: every frame of a full-screen game
was composited by labwc first ("Direct scan-out disabled by software
cursor", 2284 times in one Adreno 825 report).
Why the cursor never showed: wlroots' Wayland backend attaches and commits
its cursor surface before wl_pointer.set_cursor gives it the cursor role,
and sets it again with nothing new committed each time the pointer enters.
The compositor released a role-less surface's buffer on commit, so the
cursor surface had no image by the time it became the cursor.
- A role-less surface's last buffer (cursor-sized only) is held until the
next commit; set_cursor publishes it, and a repeat set_cursor of the
surface already shown unhides its last image.
- A dma-buf cursor is read back after the client's implicit render fence,
as the zero-copy path waits for it.
- The desktop no longer forces a software cursor.
Device-tested on the AYN Thor (Adreno 740, 1920x1080): labwc's own cursor
is drawn, with its shapes (I-beam over a terminal); wlroots logs "Direct
scan-out enabled" for a full-screen glxgears. At the same 60 fps on screen
the GPU is 3.0 % busy against 4.6 % with the software cursor, both at
550 MHz.
main's build signed only the standard package, so the pubg, antutu and
ludashi variants existed only after a manual Release APKs run. The build job
now reads the variant list from tools/release/variants.txt, as release.yml
does, and main's signing job signs all of them.
KGSL's files and thermal zone names differ between Snapdragon generations.
Each value now takes the first source that exists, in the order GameNative
and the Winlator forks read them: GPU load from gpu_busy_percentage or
devfreq/gpu_load, GPU clock from devfreq/cur_freq or gpuclk, GPU temperature
from KGSL's temp, devfreq/temp or a zone whose sensor name has "gpu". CPU
zones are any whose name has "cpu" and not "gpu" (cpuss-0, cpu0-silver-usr,
apc1-cpu0-usr, ...), matched without regard to case.
mangoapp's VRAM figure on a Qualcomm driver comes only from the gpu_mem_total
trace event. The tracefs stand-in's event list now declares that event as
Android kernels do, and reading the stand-in's events answers with one
record carrying the total KGSL reports in /sys/class/kgsl/kgsl/page_alloc,
which every Adreno under Android has and the app can read.
Valve's mangoapp reads an Adreno GPU's load, clock and temperatures from the
paths of its own hardware, and the CPU temperature from thermal zones named as
mainline kernels name them. Every Adreno under Android keeps the GPU values in
KGSL's sysfs, readable by the app, and Android kernels name the CPU sensors
cpuss-N / cpu-N-M; the session binds each where mangoapp looks. Thermal zones
are found by sensor name, since their numbering differs per device, and
anything that cannot be found is left alone.
Three things kept Valve's mangoapp from drawing the overlay in a session:
- GLFW 3.4 takes XDG_SESSION_TYPE=wayland with WAYLAND_DISPLAY set as
Wayland-only, and mangoapp needs gamescope's X server; the wrapper sets
XDG_SESSION_TYPE=x11.
- On a Qualcomm display driver it opens a tracefs instance for the GPU memory
total and aborts when that fails, which it always does for an Android app.
The session preload now places the instance in an empty directory of its own
when the real one cannot be made.
- gamescope sends it each frame's timings through a System V message queue,
and Android kernels have no System V IPC. sysv.c now emulates the queue
operations gamescope and mangoapp use, beside its semaphores and shared
memory.
The Quick Access menu's performance overlay toggle and level slider stayed
greyed out: the client exposes SteamClient.System.Perf only with -steamos3,
which SteamOS and Armada pass alongside -steamdeck. Deck mode now launches the
client with both. The session already puts package/beta back to the forced
branch before every start, which keeps -steamos3's own branch switch from
turning into an update loop.
The Deck mode switch moves from the Performance page to the Steam page's
Client settings, next to the client branch it selects by default.
The compositor composed every surface with a blit, which replaces what is under it. gamescope's
Wayland backend hands its overlay and notification planes to the host as full-size translucent
subsurfaces, so a Steam toast, the Quick Access menu or Deck mode's performance overlay blacked
out what was beneath it.
Surfaces whose buffer has alpha and that are not declared opaque now go through an alpha pass
(premultiplied source-over); everything else, and any image the driver cannot sample, keeps the
blit. wl_surface.set_opaque_region is honoured, and only for programs that declare opaque regions
at all, so Wine windows with a meaningless alpha channel are drawn as before. On the SurfaceControl
path a translucent plane is never promoted to the game layer, and the overlay layer is marked
translucent when its plane is.
From WinNative (maxjivi05, feature/wayland-gamescope 69218fc; GPL-3.0), with the SurfaceControl
layer handling added.
Developer options' "Disable child process restrictions" writes only the
feature-flag property persist.sys.fflag.override.settings_enable_monitor_phantom_procs,
never the global setting. Android (FeatureFlagUtils.isEnabled) uses the global
setting when it is set and that property otherwise, but the check read only the
global setting, so a device switched off in Developer options stayed flagged as
unset however often Check again was pressed.
The check now follows Android's order, and the Setup card no longer says "On"
for a setting that is unset or unreadable.
* docs(release): draft 0.2.0 beta notes
* docs(release): credit prs and authors in 0.2.0 notes
* docs(release): add #39 and #45 to 0.2.0 notes
* chore: update readme
* fix(ui): cover the whole screen with the capsule wall
The wall was shifted right and then tilted around its own centre, which
left the bottom-left of the home and loading screens bare. Centre it and
size it to the tilted page's bounding box so every corner stays covered.
* feat(ui): flood from the play button into the throbber
Starting a session from a blue button no longer slides the session up
over the front end. The button stretches out on staggered springs until
the page is the ball's blue, the session opens on that same blue with no
window animation, and the blue gathers into the throbber's ball before
the throbber starts. Re-joining a running session, tiles and reduced
motion keep the old rise.
* docs(release): cover everything since 0.1 in the 0.2.0 notes
0.2.0 is the first release from the org, so list what DroidDeck does
as a whole, grouped by area: org pull requests as #N, pull requests
from before the move as The412Banner/DroidDeck#N, and the early work
that predates pull requests by author. CI and build work gets one
short section instead of a line each.
* docs(release): add screenshots and animations to the 0.2.0 notes
Lead with a game running and a few visual highlights, fold the full
list into collapsible sections by area, and shorten every line to the
feature and its credit. Pre-move pull requests read as legacy#N.
* fix(session): give the desktop its own loading hints
The loading screen's hints were written for Steam, so starting the
desktop or an emulator said the first run downloads Steam and that
leaving the app pauses Steam. Desktop and program sessions now rotate
through hints about the desktop instead.
* fix(build): skip incomplete NDKs when picking one locally
An interrupted sdkmanager install leaves a directory like
28.2.13676358.failed under ndk/, which sorted last and was picked
without a toolchain in it. Only consider directories that carry
source.properties.
* docs(release): show launching straight into Big Picture
* docs(release): credit the launch transition to #46
Twice today a session's Xwayland aborted from one thread ("The futex
facility returned an unexpected error code"), proot lost the tracee, and
the process lived on reparented to init: proot's seccomp filter, with no
tracer left, answers ENOSYS, so Xwayland's main loop logged
"WaitForSomething(): poll: Function not implemented" until something killed
it - 9 GB after Dolphin, 13 GB after PPSSPP. --kill-on-exit and the tree
sweep only reach what proot still traces, and the straggler sweep ran only
at the next session's start.
Now a session stop also kills every process of ours whose executable lives
in the Linux runtime, and bannerlator-session keeps only the first
BL_LOG_CAP bytes (256 MB) of session.log, draining the rest so a writer
that filled it is not killed by SIGPIPE.
Cemu never showed a frame on DroidDeck: its Getting Started dialog blocked
every first launch (the folder picker cannot reach ROMs), the session's
controller helper aborted it, and the desktop's Vulkan renderer drew no
cursor. With the Turnip KGSL fix in the driver and the haptic-optional
Cemu in the catalog, this makes the app side complete:
- bannerlator-pad-defaults seeds Cemu's settings.xml once: the Wii U games
folder, Vulkan, and Cubeb audio on the default device for both the TV
and the GamePad speaker at full volume (Wipeout 3 plays through the
GamePad; Cemu's own default is 20 %).
- The Cemu tile launches full screen (-f).
- libfakeinput.so is preloaded into every session process and exported its
static C++ runtime (~7000 symbols); programs unwound through it and
aborted (shadPS4 in pthread_exit, Cemu's controller thread). Link with
--exclude-libs,ALL, and fail the build if the runtime leaks out again.
- On the Vulkan and GLES desktops the pointer worked but no cursor was
drawn: wlroots hands the cursor to the app's compositor, which draws
none. WLR_NO_HARDWARE_CURSORS=1 makes labwc composite it itself.
Device-tested on the FIT: Super Mario 3D World in-game at 35-37 fps with
sound, Deus Ex HR DC and Wipeout 3 launch with sound; RPCS3, Dolphin and a
Steam session (FlatOut) unchanged on the same driver.
Brings the proot patch set up to WinNative 53836ca9 on top of the #772 port:
- trace prctl, setrlimit and prlimit64 in the seccomp filter only for the
arguments proot acts on, and uname only where the core rewrites it
- answer a seccomp stop's filter flags from the registers fetched for its
translation, reuse those registers, and skip the sysexit stop of wait4 left
to the kernel and accept without a sockaddr; the flags come from proot's list
merged with the enabled extensions, and a syscall an extension replaced
keeps its exit stop
- take a clone3 child's flags and exit signal from struct clone_args
- name a thread's /proc/self by its thread group and resolve /proc/thread-self
- translate fchmodat2, send openat2 callers to openat, and bound sysnum lookups
by the table length
- sweep relatives only for tracees that have children or ptracees, and empty
the per-stop memory collector instead of reallocating it
The session's proot runs with -i <app uid>, and the rootfs names that uid
root, so the client calls itself root while geteuid() returns the app's
uid. The read-only retry required geteuid() == 0 and never ran: the
Proton Experimental (ARM64) update still failed with Missing file
permissions on wineopenxr.dll (2026-09-26 16:07, 2,471 read-only files).
Also recognise the client by the path it was started by: the kernel's
/proc/self/exe names proot's loader for every process in the session.
The runtime setup now also fetches Proton Experimental (ARM64) and its
appmanifest from a catalog of their own (steam-seed.json) and unpacks them
where the client keeps them. At the first sign-in the compatibility tool is
already installed and the default, with no install dialog, no download and
no client restart; the client adopts the manifest and updates it like any
other app.
Done once: an install the client fetched itself, or one the user removed,
is left alone. A failed fetch stops nothing - the session asks the client
for it after sign-in, as before.
The client runs as proot's root, which the kernel does not see, and
leaves many content files read-only; an update that rewrites one was
refused (EACCES) and cancelled with "Missing file permissions"
(Proton Experimental (ARM64), wineopenxr.dll). For the client's own
processes, a refused write-open of a file the app owns now gets the
owner's write bit - on the file, or on the directory a new file goes
into - and one more try. Games and Wine keep ordinary permissions.
With Steam publicbeta 1790380355 the client spent 27 s in its post-logon
compat phase and dropped the install request the session sent 15 s after
sign-in, so a clean install never offered Proton Experimental (ARM64).
Wait for the console log's "Waiting for compat in post-logon took" (90 s
at most), then ask, up to three times a minute apart until the install
starts.
With the check reached from the client's own runs right after login, the Steam client segfaulted
within seconds, four sessions out of four; the same build without the check (test/bisect-no-launch-check)
and the last build before it both reach Big Picture. Now every run that is not a game launch -
the client's probes, app id 0 - is left exactly as before. Each check logs one line.
Steam runs its graphics probe through every registered Proton at once after login, all in
compatdata/0. Prefix system32 links point into the Proton that set it up last, and the other
Protons' Wines, running outside Proton's pfx.lock, wrote their builtin DLLs through them into that
Proton's tree (device: GE's FEX DLLs became Proton Experimental's at session start).
- bannerlator-steam-compat: both wrappers (Valve's depot launcher and the third-party
bannerlator-proton-wrap) give a tool-0 run STEAM_COMPAT_DATA_PATH=.../compatdata/0-<tool>, and
before every other launch check the Proton's files against the app's desired.tsv and put back
anything that differs (same Proton build only), logging to reapplied.log.
- ComponentsManager writes desired.tsv plus unpacked copies of the packages in use into the
runtime after every change; the page and the drawer show 're-applied at launch'.
A Components entry under Desktop opens a page built like the driver pages: a
Proton drop-down, FEX / DXVK / VKD3D-Proton tabs, what is in use, the installed
rows (each Proton build's original bundle and the stored packages; tap to
swap in, trash to delete), downloads from the Nightlies -Linux releases behind
the refresh button, and Import .wcp.
The session drawer gets a fourth tab, Components, for quick swaps between
what is installed. A swap into the Proton a running game uses waits until the
game closes and is applied then (drawer refresh, or the main screen on resume).
ComponentsManager keeps the same package format, originals layout and state as
the Decky Components Manager plugin and takes its data over once. A swap clears
only the component's own DLLs, so files a Proton keeps beside them stay.
The three page dots between LB and RB become icons standing in a line in page order, as in
Steam's Quick Access Menu. The selected one steps forward (full size, bright, a soft glow in the
accent), the others step back to half size and fade, and the line leans a little toward the
selection; tapping or picking a tab with the pad, and LB / RB, turn the page as before. The
first page's heading becomes Display to match its icon.
In touchpad mode the cursor moved but Big Picture highlighted nothing and a tap-to-click
selected nothing: the nested pointer's motion reaches wlserver as touch 0, and in Passthrough
(the touch mode Big Picture sets) a motion for a touch that is not down moves nothing, so the X
pointer stayed where it was. 0111 passes bAlwaysWarpCursor, as the other touch modes already warp.
3.16.29's Wayland backend bound only wl_pointer and wl_keyboard; touch from DroidDeck's
compositor was never read, so Steam could not be touched. 0110 binds wl_touch in the input
thread and feeds each finger to wlserver_touchdown/touchmotion/touchup, the Steam Deck
touchscreen's path, so Big Picture's Passthrough touch mode gets real touches.
On the pointer path (a client that takes no wl_touch - gamescope), touch_down counted the
fingers still down before clearing a sequence whose up had been lost, so the stale point left
any_active set and every later tap or swipe was dropped: in Direct touch mode Big Picture
ignored the screen while the pad worked. The count is taken after the clean-up, and the app
ends whatever the compositor still holds when a new gesture's first finger lands (Android has
ended every earlier gesture by then). The compositor logs once per gesture whether the window
got touch or the pointer.
The client's UI log names the signed-in account on every login change ("Login:
OnLoginStateChange <account> ...", "OnLoginUsersChanged <account>"), ~200 lines on one device.
An email account was caught by the email rule; a plain account name was not, so a user signing in
with one had it in every shared log. Those two lines now lose the account, and every
AccountName and PersonaName in the client's loginusers.vdf is learned (with the device's own
addresses, learnFromRuntime) and replaced wherever it appears. The one-time pass over older
folders runs again for this (marker .scrubbed-2).
A privacy pass over the session folders found three leaks:
- the Steam client's IPv6 check logs "external address <the device's public IPv6>" about
twenty times a session, and the redactor kept IP addresses on purpose, so steam/
connection_log.txt carried it;
- network.txt listed the device's addresses (public IPv6 included) and the session's made-up
MAC, which is seeded from ANDROID_ID and so stable per device;
- session.log, app.log, desktop.log, steam-desktop.log, crash.log were never scrubbed (clean on
device, by luck).
The redactor now learns the device's own addresses from the session's link file (a global IPv6
as its /64, a public IPv4 exactly) and removes them wherever they appear, along with anything
logged as an "external address"; Valve's server addresses stay. network.txt gives every address
as its kind ("<public IPv6>") and masks the MAC. Every text file in a session folder goes
through the redactor when the session ends (killed sessions at the next app start), and again on
its way into the share-logs zip. Folders written before this are scrubbed once at app start.
The drawer's DESKTOP ended Big Picture and landed on the front end. The session activity is
singleTop: startActivity(next) from it went to its own onNewIntent and was dropped when it
finished (on device the next session came up as "steam", not the desktop). It now restarts on
the request's intent (setIntent + recreate), as an agent start does; the desktop's Steam
launchers' handoff to a Steam session goes the same way.
Big Picture's own Switch to Desktop waits on SteamOS Manager and never finishes here. The
drawer's Steam row gets a DESKTOP button beside STEAM and QAM: the session ends and the desktop
starts in its place with Steam's desktop client open (the relaunch the Steam Desktop UI button
uses).
Tried on device: with a session bus the client still sat on "Switching to Desktop..." and
never reached its legacy path (no "No SteamOSManager support" line, steamos-session-select not
called), so the bus was not what it waited on. Sign-in was unaffected.
This reverts commit 40fc5463f3.
Big Picture's Switch to Desktop asks SteamOS Manager over the session bus before falling back to
steamos-session-select (steamui.so). The Steam session had no session bus, the ask never
finished, and the client sat on "Switching to Desktop..."; the new stub was never called. A
bus with nothing on it answers at once, and the client takes its legacy path.
- The front end's "Steam Desktop UI" started a Steam session without -gamepadui, and the client
put itself into Big Picture under gamescope anyway. It now opens the desktop with Steam's
desktop client started in it (BL_DESKTOP_STEAM, the desktop's autostart, the same
bannerlator-steam-launch the menu's Steam entry uses).
- Big Picture's power menu "Switch to Desktop" runs steamos-session-select, which did not exist,
so it sat on "Switching to Desktop..." for ever. The new stub leaves the app a request
(session=desktop in the steam-launch file); the app ends the Steam session and starts the
desktop with Steam's desktop client open.
AutoPlace on its own left the resized window in the top-left corner; with policy="center" it
opens in the middle of the desktop. Tried in a running desktop (labwc --reconfigure).
melonDS remembers a 1x window for the front end's full-screen toggle, too small on a desktop.
A labwc window rule (only the desktop reads rc.xml) resizes it to 800x600 on open and places
it again by the desktop's centre policy.
The compositor threw every wl_pointer.set_cursor image away and the app drew one fixed arrow,
so the desktop never showed labwc's resize arrows at a window's edges and corners. Ported from
Bannerlator (7f19c669): the cursor surface gets a role, its image is snapshotted on commit with
its hotspot, and a NULL surface or buffer is an authoritative hide; the app's overlay draws the
image at the session's scale. New here: labwc on Vulkan/GLES hands its cursor over as a dma-buf
(wlroots' nested backend, usually UBWC), so it is read back through a small linear host-visible
copy (vkp_image_readback). The built-in arrow stays until a program sets a cursor.
The desktop set QT_QPA_PLATFORM=wayland for every program. The melonDS AppImage bundles only
Qt's xcb plugin, so from the desktop it exited at once: "Could not find the Qt platform plugin
wayland ... Available platform plugins are: xcb" (exit 127). "wayland;xcb" keeps LXQt on
Wayland and lets such an AppImage use Xwayland. Proven in a running desktop: labwc mapped
"melonDS 1.1".
The arrow is drawn by the app and, outside a Steam session, never went away once shown - on
the desktop and over emulators started from the front end alike. A button press, a stick,
trigger or d-pad past halfway, or any on-screen control now hides it (PadBridge tells the
activity); the next touchpad or mouse move brings it back, once the pad has been quiet for
1.2 s so a touch during play does not flash it up (Bannerlator's rule for its Wayland pointer).
The guide button's toggle returns to melonDS's saved window size. A 512x288 window (1x wide,
16:9) is stretched by gamescope to fill the panel, menu bar and cursor with it; at 2x and up
the menus stay at their real size, tiny on a handheld. Written once, with the layout.
Hybrid repeats the big screen, small, above the bottom one. Horizontal with the top screen
emphasised fills the panel's height with the top screen and centres the bottom screen in the
rest. Installs set up with Hybrid (or still on melonDS's defaults) move once.
A program's small surfaces (gamescope's 1x1 cursor, Qt's menus and tooltips) announced
themselves after the game's window and took the HUD, which then read 0 fps while melonDS ran
at 60. A new window now takes the HUD only when it is at least as big, and a window quiet for a
second gives way to the next one that draws.
- bannerlator-pad-defaults: new installs start on the Hybrid layout with sharp pixels; an
existing install is moved once, only where still on melonDS's defaults (marker keeps later
choices). Guide = HK_FullscreenToggle. The user's DS/DSi BIOS, firmware and NAND are found in
ROMs/nds/{bios,firmware} and filled in only where melonDS has no path.
- Front end starts melonDS with -f, at the panel's own resolution unless the user chose one.
Scale controls down on short screens with a 9.5 mm face-button floor and
keep a bottom margin. On phones the shoulders, View and Menu sit along the
top edge; bumpers and triggers are drawn as side-by-side rectangles.
Adaptive sticks centre under the thumb and return home on release, with a
toggle in the Controller settings. The editor toolbar is a compact pill.
The on-screen pad is now placed from the panel's physical size: the
sticks and face buttons sit at the two-thumb rest point (about 17% of
the width inboard, 28% of the height up, clamped in millimetres), with
the d-pad and right stick below-inboard, shoulders above, and nothing
ever placed off screen or under a display cutout. Button sizes are
unchanged.
Setup > Controller holds the on-screen controls mode, a tint (Steam
blue #1A9FFF by default), opacity, button size, stick click (double-tap
for L3/R3), a full-screen layout editor, per-button mapping including
LT/RT, and resets for each.
Also from WinNative #772: the fakeinput ring poll backoff is capped at
2 ms instead of 16 ms, the session asks for unbuffered joystick input,
and the on-screen controls request unbuffered dispatch per gesture and
release everything when detached. The QAM button no longer draws at the
top-left corner in full-pad mode.
After a pull request's Build APK run succeeds, its APK is published as the
pr-<number> prerelease in Droid-Deck/DroidDeck-CI, named
DroidDeck-PR.<number>-<commit>.apk, with release notes taken from the pull
request. New commits to the same pull request replace its APK. Pull requests
from forks are resolved by head owner, branch and commit.
A pull request's build is signed only with the committed testkey, so every CI
build installs over the last; the publish checks the certificate against it
and refuses anything else.
Needs a DROIDDECK_CI_TOKEN secret: a fine-grained token with Contents
read/write on Droid-Deck/DroidDeck-CI. Without it the run skips with a warning.
- From the rail: -batch -bigpicture -fullscreen (the same flags as PCSX2's,
src/duckstation-qt/qthost.cpp) - straight into the game, gone when it is quit.
- bannerlator-pad-defaults: a new player starts on DuckStation's first-time setup
with the BIOS folder in the ROMs folder (psx/bios, created, or an existing one),
psx as the game list, Vulkan, the controller on Player 1 and the guide button
on the pause menu (not the analog toggle). An existing install gets the guide
and game-list changes, and once, its own empty BIOS folder moved to the ROMs
folder and Automatic made Vulkan; later choices are kept. Users bring their own
BIOS and games.
- The app opens with the selected rail item focused (its outline shows).
- Right from the rail enters the page on its main button (Play, Open desktop,
Open <emulator>, Launch, Launch in <emulator>); Down from there reaches the
tiles as before.
- Left from anything at the page's left edge - the main button, the first tile of
any row - returns to the selected rail item, not whichever one is nearest.
(Up, where the rail sits above the page.)
Quake III Arena, Team Arena, Return to Castle Wolfenstein and Jedi Academy set their own
resolution and switch the display to it. Under gamescope with the ARM64 Proton that switch is
refused ("calling CDS: failed, bad mode") and the game never gets OpenGL - device-seen on a
Retroid Pocket 5 on Proton Experimental build 25406135 - and a window left at the game's own size
draws small in a corner. Both wrappers (Valve's depot and an adopted GE or CachyOS) now add
+set r_fullscreen 0 +set r_mode -1 +set r_customwidth/height at BL_WIDTH x BL_HEIGHT for those
app ids, unless the user's launch options already set the video mode; the choice is logged.
The same choice as the Steam cog's, in the drawer's Now group, changed while the client runs:
the app writes it to ~/.droiddeck-fill (and again at every session start, so a file an earlier
session left never disagrees), and a watcher in the Steam session hands each change to gamescope
as GAMESCOPE_FORCE_WINDOWS_FULLSCREEN on the root window, which gamescope reads whenever it
changes. The session log says so when it does.
0.1.6 forced every game window to the screen's size (--force-windows-fullscreen), which keeps
FlatOut filling the screen but leaves Quake 3 drawing small in the bottom-left: it sets its own
resolution and never looks at its window again, and OpenGL draws from that corner. The switch
sits in the Steam page's Games group, on by default as before, and reaches the session as
BL_GAMESCOPE_FORCE_FULLSCREEN, which the session script already reads. Listed in the device
report.
- A portrait tile or poster with wide art (a PS3 disc's ICON0, 320x176) shows it
whole over a blurred, darkened copy of itself instead of cropping its sides
('Tomb Raider' read 'B RAI'); box art still fills the tile.
- A game's title drops the dump's tags - (USA), (En,Fr,Es,Pt), (v1.01), [!] -
which stay in the file name and in the cover lookup.
The libretro PS3 collection holds 67 covers (Tomb Raider found none). A PS3 disc
image carries PS3_GAME/ICON0.PNG, unencrypted even on protected discs; it is read
out of the ISO 9660 image, the way an installed game's icon already is. The PS2
serial lookup uses the same reader.
CoverArt looks a game up by its file name in RetroArch's libretro-thumbnails
collection for the system (exactly, then loosely: tags dropped, same region
preferred, against the collection's cached list of names), then by the disc's
own ID - PS2 serials from SYSTEM.CNF against xlenore/ps2-covers, GameCube/Wii IDs
against GameTDB. Covers are downloaded once into files/covers after the list is
shown, and the list is refreshed when some arrive; a game with none is retried
after three days; nothing is fetched offline. PS3 disc dumps use their own
PS3_GAME/ICON0.PNG.
- Back / B on an emulator page went back to Android (the app closed); it now
returns to Desktop, a game page to its emulator, a Steam game to Steam - the
same as each page's '‹' link.
- Games are looked for up to three folders inside the system folder
(ROMs/ps2/games/<game>/<game>.iso showed ARMSX2 with 0 games), and the loose-file
pass over the ROMs root no longer walks into other systems' folders.
- From the rail ARMSX2 starts the game in its full-screen, controller-driven UI
and exits with it (-batch -bigpicture -fullscreen).
- bannerlator-pad-defaults: a PCSX2 player's settings and memory cards are
copied into ARMSX2 once; a new player starts on ARMSX2's first-time setup with
the BIOS folder in the ROMs folder (ps2/bios, created, or ps2/firmware), the
ps2 folder as the game list and the controller on Player 1; the guide button
opens the pause menu (how a rail game is left) instead of toggling analog.
Users bring their own BIOS and games.
- The catalog can name a file per memory page size ("pages"); the device's own
size picks it (ARMSX2 has 4K and 16K builds).
- On-screen controls: Auto keeps them off the desktop (the screen is a touchpad
there) and shows them for rail games and Steam when no controller is
connected; the drawer offers the setting in every session.
On device NFS Underground 2 ran at 17 fps in PCSX2 (one core at 100%, the PS2's
CPUs interpreted) and 59.9 fps at 100% speed in ARMSX2 (EE thread ~15%, all
recompilers and fastmem on under proot). Existing PCSX2 configs are left alone;
bannerlator-pad-defaults still covers them.
Upstream PCSX2 interprets the PS2's CPUs on ARM64 (pcsx2/arm64/RecStubs.cpp):
NFS Underground 2 ran at 17 fps with one core at 100%. ARMSX2 is the PCSX2 fork
with ARM64 recompilers. It is listed beside PCSX2 for the ps2 folder, installs
from the desktop catalog (package armsx2), and bannerlator-pad-defaults gives it
the PCSX2 profile under its own folder (ARMSX2/inis/PCSX2.ini).
Positioners and outputs were created without an implementation, and get_popup
created nothing. libwayland aborts on the first request to a resource with no
implementation - the compositor and the app with it. On device: a gamescope
started from the pixman desktop (droiddeck-gpu) beside labwc took the app down
(tombstone: abort in libwayland-server under wl_event_loop_dispatch). Positioner
requests are accepted and ignored, popups are dismissed at once (popup_done),
wl_output.release destroys the resource.
vulkan is the default desktop renderer (settings list it first). When labwc
cannot start on a GPU renderer the desktop falls back to pixman as before, and
now records the renderer with the patched wlroots and Linux driver it failed
on, so later desktops go straight to pixman instead of waiting 20 s each time;
an app update, a different driver, or choosing a renderer again in the settings
(which deletes the record) retries.
- A program from the rail draws with the desktop's Linux driver instead of the
Steam session's. The driver's shader cache is keyed on its build, so with two
drivers an emulator compiled everything once per way of starting it; seen on
device: desktop on the imported Turnip 26.3.0, rail on the runtime's own.
- RPCS3's default shader mode builds 6650 interpreter pipelines every boot.
bannerlator-pad-defaults starts a new install on Async Recompiler
(multi-threaded) and moves an existing one still on the default once; a
marker leaves any later choice in RPCS3's settings alone. Enum strings from
rpcs3/Emu/system_config_types.cpp.
bannerlator-pad-defaults now covers DuckStation, PCSX2, Dolphin (GameCube and
Wii), Cemu, melonDS, PPSSPP and RetroArch as well as RPCS3, from each project's
source: files an emulator would otherwise fill with keyboard-only defaults are
seeded when missing (Dolphin, Cemu, PPSSPP, RPCS3), or given SDL bindings in the
config the emulator wrote itself when nothing binds a controller yet
(DuckStation, PCSX2 with its SettingsVersion, melonDS). RetroArch gets an Xbox
360 profile for its sdl2 driver and is moved off udev, which finds no pads in the
runtime. The desktop re-runs it every 30 s, so an emulator's first config is
covered for its next start.
The PC keyboard takes 47% of the screen height, header included.
- The pad keeps Steam Input's virtual-gamepad identity only in Steam sessions.
SDL ignores a Steam virtual gamepad unless run under Steam, so on the desktop
and from the rail every SDL emulator saw no controller at all; there it is a
plain Xbox 360 pad now, which SDL and evdev map by themselves.
- bannerlator-pad-defaults writes Player 1 on the controller for emulators that
have no profile yet (RPCS3 first: without one it takes the keyboard). Run at
desktop start and before a program from the rail; never overwrites.
- The desktop and everything started from it, and a program from the rail, run
on the game cores when chosen, else every core but the slowest cluster
(program_cores); BL_PIN_CORES=0 turns it off. Game cores reach every mode.
The runtime carries Termux's proot 5.1.107-70 as a prebuilt binary, built from
termux/proot 4dba3afb (every file:line site in it matches that commit). The apk
now builds that same commit with the NDK, with three patches ported from
WinNative's feature/proot-enhancements, and prefers it over the runtime's copy:
- Tracees are hashed by pid, so each ptrace stop finds its tracee without
walking a list of every thread, and terminated tracees are swept only after
a termination.
- A clean absolute path three or more directories deep under the rootfs alone
has its parent opened once and taken as canonical when the kernel's path for
it is the one proot would build, instead of an lstat per component; the final
component of a call that does not follow it is no longer lstat'ed. Extensions
still see the parent's host path, and the f2fs workaround keeps the old walk.
- A clone3 thread keeps its inherited flags when clone_args cannot be read.
talloc is linked in statically from Samba's release tarball, so libproot.so
needs only libc and libdl. On an x86_64 Android 15 emulator the same build ran
a path and thread test suite with output identical to the unpatched commit
(fake id, fake root, link2symlink, with and without seccomp), and a stat-heavy
benchmark ran 25-27% faster, 31-36% with 1500 live threads.
The drawer's Keyboard row has two buttons: Hardware opens ui/PcKeyboard, a full
PC layout - Esc, F1-F12, Ins/Del/Home/End/PgUp/PgDn, the number and letter rows,
Tab, Caps, both Shifts, Ctrl, Super, Alt, AltGr, Space and the arrows - whose
keys are evdev codes pressed and released on the compositor's wl_keyboard, as a
USB keyboard would; Android opens the Android keyboard as before. Keys go down
on touch and up on lift (the program's key repeat works); modifiers are sticky
(tap: next key, tap again: lock, again: off). A controller moves over the keys
with the d-pad and presses with A; B closes it.
xdg-shell has the compositor reply to the initial commit; we only sent one at
get_toplevel. wlroots' Wayland backend (the desktop's labwc) moves its toplevel
to a private queue after the initial commit and waits there; on the vulkan
renderer a buffer import in between read the early configure onto the default
queue, and labwc waited for ever (WAYLAND_DEBUG: commit, then nothing). The
early configure stays for Wine's driver.
The vulkan desktop sat on the loading screen: labwc connected and never opened
its window, and it did not exit, so the exit-based fallback never fired. The
launcher now asks labwc's socket for an answer (wayland-info, 3 s) for up to
20 s, then stops it and starts the desktop on pixman. labwc runs with -d on
vulkan/gles2 so desktop.log shows where it stopped.
droiddeck-gpu runs a program in a gamescope of its own on the app's compositor
(wayland-0), full screen over the desktop - the path the rail's play chips use,
where Vulkan works. droiddeck-desktop-gpu gives every Game/Emulator menu entry a
per-user copy through it (auto: while the desktop is on pixman), keeping 'Run in
a desktop window' as an action.
droiddeck-desktop loads /usr/local/lib/droiddeck-wlroots for the vulkan/gles2
renderers and falls back to pixman when labwc stops at start. The build stages
the wlroots release named by tools/wlroots/release.env, once published.
wlroots 0.20.2 (Arch's wlroots0.20, what the desktop's labwc links) gains an
allocator that exports Vulkan images as DMA-BUFs for a GPU node that is not a
DRM device - the Adreno KGSL stand-in - where gbm and the DRM lease path fail
('unable to create allocator'). linux-dmabuf skips its GEM import check on such
a node so client buffers are not all refused. Built by build-wlroots.yml.
Compositor: without a Wine desktop, a window that opens on top takes keyboard
focus (a gamescope started from the Linux desktop).
With a controller, credits only showed the ripple's faint box on the
dark rail, and the primary button (Play) only grew slightly with a shine
that barely shows on its light fill. Both now get the 2 dp signal-blue
outline the other controls use; credits' text turns blue as well.
With the drawer open the controller still fed the game - PadBridge
consumed every pad key and axis - and nothing in the drawer had focus.
Now, while it is open, pad events go to Android's own handling instead:
the d-pad and stick move focus, and the framework's fallbacks make A
select and B Back (which closes the drawer), as on the app's main
screen. Opening it releases the game's pad (PadBridge.releaseAll), so a
button or stick held at that moment is not left down in the game.
It opens with focus on the STEAM button (in a desktop session, the first
setting), and the STEAM and ... buttons show a focus outline like the
rest of the app's controls. ToggleRow gains a modifier for its box.
On a fresh install the client starts signed out and drops the
steam://install/4427310 the session hands it, so the Proton Experimental
(ARM64) dialog only appeared after the user restarted the client by
hand. Ported from Bannerlator's session (device-proven there 2026-09-22):
- With no remembered sign-in, a watcher on logs/connection_log.txt waits
for the sign-in to complete and asks the running client again.
- A watcher on appmanifest_4427310.acf waits for StateFlags 4, registers
the compatibility tool again, leaves ~/.bl-restart-once and asks the
client to -shutdown; the start loop sees the marker and starts it once
more (not counted against the update cap), so the tool lists and
defaults are current before the user installs a game.
- The client-branch check runs before every start, not once, since the
client rewrites package/beta during its run.
The loading screen no longer says Steam keeps running in the background:
sessions pause when the app leaves the screen (Background behavior).
App name, app ID and code package: DroidDeck, com.droiddeck.launcher
(sources moved to com/droiddeck/launcher, the 68 JNI functions renamed
with them). The new app ID installs beside SteamDeck rather than over it.
Everywhere the name was the app's own: the sidebar title, the session
report, share zips, the shell title, wake-lock and log tags, User-Agents,
the Compose theme, the Download folder and switch files (droiddeck-env,
-osc, -driver, -tu-debug, -no-pad, -pad-log, -no-hud, -wlr-renderer; the
old names are not read), and inside the runtime (droiddeck-desktop,
Firefox's droiddeck.js, the shortcuts tag, the rumble socket, debug and
cache paths). Build scripts, CI artifact (droiddeck-apk), CMake project,
README and the progress log follow.
Kept on purpose: Valve's Steam Deck (the -steamdeck flag,
steamdeck_publicbeta/stable, 'Steam Deck mode', the steamos.cloud
package URLs) and names inside the hosted desktop package (steamdeck.png,
steamdeck-steam, steamdeck-bigpicture). 'Desktop installed' now tests for
labwc instead of the launcher the app stages itself. A committed
__pycache__ .pyc is removed.
The trash can sat inside the row's single clickable area, so with a
driver focused there was nothing to the right for a controller to move
to. Each row is now two focus targets side by side - the driver and its
trash can - linked both ways (right/left); the row's outline still
follows the driver part, so it looks the same.
Opened from the cog, the Steam/Desktop session page had nothing focused:
the cog that was focused is gone and a controller had to find its way
back in. The page now puts focus on its first control (Resolution) as it
opens, so the d-pad works at once; coming back from a driver page still
returns focus to the driver box that opened it. ChoiceRow gains a
modifier for its box.
Backing out of the Runtime or Display driver page rebuilt the session's
settings page from the top with nothing focused. Its scroll position is
now held above the page (SettingsPage takes an optional ScrollState) and
survives the driver page, and controller focus returns to the driver box
that was pressed to open it (ValueChip takes a modifier for its
FocusRequester).
- Every control shows a focus outline: the driver rows (the list at the
top had none), their trash cans (in red), the refresh button, Restore
built-in drivers, the confirmation's buttons, and the page's Back
(shared by every settings page).
- D-pad up from the first driver moves to the refresh button beside the
title; the page opens with the driver in use focused.
- Back (the controller's B too) closes the driver page only, back to the
session's settings, instead of leaving settings altogether.
- The delete confirmation opens on Cancel, so a stray A press never
deletes a driver.
Runtime driver and Display driver open a full page instead of a
drop-down, built from the settings widgets (as previewed): INSTALLED
lists every driver as a tappable row with a radio mark and a tag
(BUNDLED / DOWNLOADED / IMPORTED); AVAILABLE TO DOWNLOAD lists what the
last check of Banners-Turnip and WinNative found, with a Download button
and progress; Import stays at the bottom. The refresh button sits beside
the title (SettingsPage gains an action slot) and is the only thing that
goes online; it spins while checking.
Every driver gets a trash can with a confirmation, the bundled ones too:
deleting a bundled display driver removes its unpacked copy and hides it
(TurnipDriver.hideBundled), with 'Restore built-in drivers' to bring
them back. It stays in the apk and Auto still unpacks it on a GPU that
needs it, so a deletion can never leave a device without a driver. Auto
and Runtime default are settings, not drivers, and have no trash can.
- WinNative-Emu/Drivers joins Banners-Turnip as a source: WN-Turnip
(Android, v1.x line) and WN-Linux-Turnip (Linux, linux-v0.x line), each
in its Balanced and Performance builds for every Adreno.
- Each source's recent releases are read newest first and every variant
is offered from the newest release carrying it. Banners-Turnip stopped
publishing its A8xx Linux build after v26.3.0-20260923, so the runtime
menu listed no 8xx driver at all; it now offers that last one. The
refresh line names each source's newest release and any that could not
be reached.
- Drop-down menus are capped at the window's height and their entries
scroll under the title: a driver menu with its downloads ran off the
bottom of the screen, hiding the refresh line and Import.
Both driver menus (Runtime and Display) now offer the latest release of
The412Banner/Banners-Turnip: each asset that fits the menu and is not
installed yet is a 'Download Turnip <tag>' entry labelled by GPU
(plain / -A8xx / -710-720-Test zips for the display driver, -Linux ones
for the runtime driver; -Wayland ones are never offered). Nothing goes
online on its own: a refresh line checks GitHub when tapped and says
which release it found and when; the result is remembered. A download
goes through the same importer as a picked zip and lands as an ordinary
driver.
Imported and downloaded drivers get a trash-can button with a
confirmation instead of the small cross. Deleting the driver a mode is
set to puts that mode back on its default (Runtime default / Auto), and
a deleted release download is offered again.
The QAM offers Performance Overlay levels but nothing drew them: the
runtime has no mangoapp. CI now fetches Valve's mangohud-20260902.1 and
the five libraries mangoapp needs that the runtime lacks, at the versions
it was built against (fmt 10.2.0, spdlog 1.13.0, glfw 3.4, libtraceevent
1.8.2, libtracefs 1.8.0 from Valve's mash-20240705.2 snapshot), each
pinned by sha256 in tools/mangoapp/packages.txt. They are staged under
usr/local/lib/mangoapp with a wrapper on PATH; the runtime image is not
touched.
Before the client starts, remove .crash, steam.pid and the web helper's
htmlcache Singleton* locks when no client is running - Android ends
sessions without warning and those files leave the next start on the
update spinner or a blank Gamepad UI (SteamOS-ARM-SM8550's RUNSTEAM.sh
does the same). Deck mode exports STEAM_GAMESCOPE_NIS_SUPPORTED=1 so the
QAM's scaling filter lists NIS, and passes gamescope --mangoapp when
mangoapp is present (BL_MANGOAPP=0 turns it off).
SessionActivity finished at once when no runtime was installed - a guard from before the loading
screen could install it - so Play (and Desktop) opened a screen that closed before anything
happened. It now logs and carries on to installThenStart.
Resolution gains Custom…: a width × height box (320×240 to 3840×2160, evened) with one-tap
presets for 4:3 (960×720, 1024×768, 1280×960), 16:10 (1280×800) and 16:9. A custom size replaces
the cap and the shape for that mode - the Shape row greys out and says so - and the compositor fits
it to the panel with bars where the shapes differ. Choosing any cap clears it. The device report
lists it for both modes.
The panel's shape was never allowed narrower than 16:9 (the foldable guard), so on a 4:3 panel
such as the Retroid Pocket's both choices gave 16:9 with bars. A third choice, Exactly this panel,
presents the panel's own aspect with no floor; the other two are unchanged and foldables still
default to 16:9. Offered in the mode settings and the in-session menu.
The package list opens in the front end's pane like the Settings pages. Each tier (Native ARM64,
ARM64 experimental, source builds) is a dropdown row with the rail's caret and an installed/total
pill; Native ARM64 starts open. Each package has its own Install/Remove button, and the one that is
installing shows its own step line and bar in its row (its tier opens when the install starts).
Leaving the page does not stop an install. The rail's Install emulators and Setup's Desktop & apps
highlight while the page is open.
Desktop is enabled without a runtime or the desktop package. The session's loading screen installs
whatever is missing first - the runtime, then the desktop ("downloading the desktop · 212 of 426
MB", checking, unpacking) - and starts the session when both are in. A failure ends on the loading
screen with the reason. Desktop UI and Desktop now give the same non-Adreno warning as Play before
any download.
Play and Desktop UI are enabled without a runtime. The session's loading screen downloads and
unpacks it first, reporting on its usual step line and bar ("downloading the Linux runtime · 332
of 791 MB", then checking, then unpacking), and starts the session when it is in. A failure ends
on the loading screen with the reason. Non-Adreno devices still get the warning before any
download. Setup > Linux runtime is unchanged.
- The client's sound goes back to the adaptive AAudio sink 0.1.5 shipped (bundled unchanged as
module-aaudio-classic-sink, sink name AAudioSink). Through the DirectAudio relay it stayed
choppy on an AYN Thor (Android 13, 20 ms bursts) even with a two-burst buffer.
- Steam cog > Audio: DirectAudio for games (on by default, unchanged) and Steam client audio
(Classic by default, or DirectAudio). The relay also starts when only the client wants it.
- The relay runs with --log and the daemon at info level, so audio.log carries the stream each
path was granted and, on the relay, Android's xrun count every 1000 callbacks.
- Device report shows both settings.
The unpack check compared a hand-bumped stamp only. Two sink changes shipped without a bump, so a
device that had run the earlier build kept the old module: the 40 ms ring floor and the 24 ms
device buffer never reached the AYN Thor they were for. The stamp now carries a CRC-32 of
pulseaudio.tzst. The sink's connect line names the buffer it asked for, and one line ten seconds
in reports the relay's device buffer, ring target and underruns.
The relay's default is 12 ms rounded up to whole bursts. On a device where Android grants a fast
stream (4 ms bursts) that is three bursts; on one where it grants a legacy stream (20 ms bursts,
an AYN Thor on Android 13) it is a single burst, and the Thor's client audio stuttered. 24 ms is
two bursts there and 24 ms on the fast devices. buffer_ms= overrides it.
- module-directaudio-sink keeps the relay's ring at least 40 ms deep. The relay starts at 8 ms,
which the producer inside proot missed while the client loads (two underruns on the FIT's fresh
install, steady stutter reported on another phone).
- Setup > Session logs > Share latest logs zips the newest session folder, wherever it was written
(Downloads, or app-private files when Downloads is not writable), and opens the share sheet via
a FileProvider scoped to that zip.
- Microphone defaults to on, and the app asks for RECORD_AUDIO once at first launch, together with
the storage prompt. A refusal is not asked again at start-up.
- modules/armhf held the inherited Winlator AAudio sink and two protocol modules; the app is
arm64-only and nothing loads that folder. Removed, bundle stamp bumped so installs re-unpack.
Everyone who never touched the toggle gets it; anyone who turned it off keeps it off (the setting is
only stored when changed). Off, the client's sound came from AAudio driven inside proot, which
stutters on some devices.
A second sink module: connects to the relay's socket (lazily, the relay comes up after the
daemon; a clocked null sink until then), sends the hello, maps the render ring it gets back and
keeps it topped up to the relay's target with a futex wait per burst. Every AAudio call, the
adaptive buffer and the route handling stay in the relay, outside proot. With DirectAudio on the
daemon loads this sink instead of module-aaudio-sink; the bundle carries both.
Two bursts (8 ms) of buffer with a write per burst left the client's menu sounds choppy on
device: the daemon runs under proot, where every system call is traced. The buffer now starts at
four bursts or 30 ms, whichever is more, each write hands over half of it, the IO thread asks for
nice -16 like Android's own audio threads, and the log says how big the buffer is and how many
underruns the device counted.
frontend/AddedGameArt: cover/poster/boxart/folder-name images, header, hero, logo and icon from
the game's folder (or its art subfolder); otherwise a one-time store search by folder name and
the capsule, header, hero and logo from Steam's CDN into the app's cache (a miss retried after a
week); an icon pulled from the .exe. The rail shows the portrait. The session's listing carries
the paths; bannerlator-steam-shortcuts copies them into userdata/<acct>/config/grid under the
client's names, never over a file it did not write itself, and sets the shortcut's icon. A toggle
in the cog turns the store lookup off.
Folders are a list (the single folder from before carries over); each gets /root/Games/<name>,
with a short hash of its path only when two chosen folders share a name, so adding or removing
one never moves another's games (their appids follow the guest exe path). Per-game exe choices
are keyed by the folder's path now. The cog lists each folder with its game count and a Forget,
plus an Add row.
The inherited module is gone from app/src/main/assets/pulseaudio.tzst (74 → 73 modules); CI adds
the app's own at build time and refuses a bundle that already has one. BUNDLE_STAMP bumped so an
installed app re-unpacks.
Blocking-write design: the IO thread pulls one burst at a time from the sink and hands it to a
blocking AAudio output stream, whose buffer paces the thread; latency comes from the stream's
playback timestamp; with adaptive=1 the buffer grows a burst per underrun up to a cap. Same
module arguments as before, so the daemon's config line is unchanged. build.sh compiles it with
the NDK against the app's own libpulse* and a small config.h; a workflow checks it on every push.
Four of Armada's patches apply to 3.16.29 as they are (appid-focus fallback, ARM64 night mode,
ARM64 colour-temperature slider, P3 red); two more are ported by hand: realtime-priority Vulkan
queues on GAMESCOPE_FORCE_VULKAN_REALTIME=1 without CAP_SYS_NICE, and the gamepad cursor sprite
following the X pointer. build-gamescope.yml builds Arch Linux ARM's package with them in an
Arch container, checks every NEEDED library against the runtime's own list, and publishes the
binary as a release asset for the apk to stage over /usr/local/bin/gamescope.
A Games folder chosen in the Steam cog is scanned one level deep, one subfolder per game; the
program to launch is the .exe named after the folder, else the largest, never an installer,
redistributable or crash reporter, and the settings page lets the user pick another for any
game. Each session the app writes the list, and bannerlator-steam-shortcuts puts the games into
the client's shortcuts.vdf as non-Steam games (the client's own entries kept) with the appid the
client itself derives, mapped to the ARM64 Proton through the compat registrar. They appear in
the rail under Steam and launch by steam://rungameid/ like any title.
On device the client's console log showed the calls: /usr/bin/steamos-polkit-helpers/steamos-update,
steamos-select-branch, jupiter-biosupdate and jupiter-dock-updater - the polkit-helpers path, not
/usr/bin. The missing steamos-update there was the 'Update Error' dialog. Stubs at both paths now.
Also seen on device: -steamdeck alone opts the install into the steamdeck_stable branch too, so the
branch guard is what keeps a session from reinstalling; and on the publicbeta channel Deck mode
reports installed version 0 at every start and reinstalls the same client (rc=42, the launch URL
lost with it), while on steamdeck_publicbeta the second launch comes up with no restart at all.
The five files the audit measured as Winlator's are replaced: a one-method callback interface by
java.util.function.Consumer, the component base by SessionPart (attach an application context,
start, stop), the environment list by HostEnvironment, the process starter by HostProcess, and
the pad's state holder by PadState with named sticks, triggers, directions and buttons. The
frame-generation tree is framegen/ (its contents were never Winlator's: lsfg-vk's port and
Bannerlator's Win-FG), the log tags are the app's, and the fake pad's rumble socket is now one
the app actually serves: RumbleComponent turns a game's force-feedback effects into the phone's
vibrator, which used to go nowhere. The two design notes describing Bannerlator's X11 path are
gone, and the README and credits say what is whose.
Deck mode passes -steamdeck alone: -steamos3 opted the install into the steamdeck_stable
branch and started the restart loop Bannerlator hit on device (38996ea1). The SteamOS helpers
the client calls in that mode - the two Armada found it needs under steamos-polkit-helpers and
the three under /usr/bin - are staged from the apk as no-op stubs. The client branch on disk is
kept in step with the one forced on the command line, and an update that cannot install stops
the session after three restarts instead of looping for ever.
The Steam cog gets a Client branch row: public beta (every session so far) or Steam Deck
public beta, the channel Armada bootstraps from.
The client reads /sys/class/power_supply/BAT<n>/; Android's supply is called battery and laid
out differently, so the Quick Access Menu had no battery. BatteryComponent writes BAT0 and BAT1
from Android's battery API every five seconds - status, percentage, charge, energy, power and
time to empty - into a directory bound over /sys/class/power_supply.
Palette (ui/Theme.kt): background, surfaces, lines, type, a primary with its gradient partner,
and a separate signal colour for rules, rings, dots and the eyebrow - the blue in every theme,
while the primary is white in Paper and blue in the other two. Every colour the screens used to
hard-code (the purple gradient end, the green, the two line greys) now comes from the palette,
so a change under Setup applies at once, and the session drawer and the file manager pick the
saved theme up when they open.
--notes "KDE Plasma desktop package for DroidDeck's Linux runtime ($GITHUB_REPOSITORY tools/desktop-kde, $GITHUB_SHA). size $(stat -c %s out/desktop-kde.tar.zst), sha256 $(cat out/desktop-kde.sha256). desktop-kde.packages.txt lists the signature-checked Arch Linux ARM packages it was built from." \
--notes "Ubuntu 26.04 LTS arm64 runtime for DroidDeck ($GITHUB_REPOSITORY tools/ubuntu, $GITHUB_SHA): size $(stat -c %s "out/$TAG.tar.zst"), sha256 $(cat "out/$TAG.sha256"). $TAG-desktop.tar.zst is the Kubuntu Plasma desktop built on top of it, holding only what the runtime does not already have: size $(stat -c %s "out/$TAG-desktop.tar.zst"), sha256 $(cat "out/$TAG-desktop.sha256"). The .packages.txt files list every installed package and version." \
--notes "The debian:bullseye image build.yml compiles the x86 preloads in (glibc 2.31), saved with docker save and compressed with zstd. Pulled from public.ecr.aws/docker/library/debian:bullseye on $(date -u +%Y-%m-%d); image id $(docker image inspect "$image" --format '{{.Id}}'). Pinned in tools/linuxfs/debian-image.env."
printf 'Signed Android App Bundle for Google Play upload.\n\nSource: `%s` on `playstore`.\nVersion code: `%s`.\n' "$SOURCE_SHA" "$VERSION_CODE" > "$RUNNER_TEMP/play-release.md"
printf '\nGitHub release assets are split to stay below its per-file limit. Download every part and PART-SHA256SUMS, verify the parts, combine them in numeric order, and verify SHA256SUMS before uploading the resulting AAB to Google Play.\n\nThe complete signed AAB is also available in the droiddeck-play-bundle-signed artifact for this workflow run.\n\n```sh\nsha256sum -c PART-SHA256SUMS\nset -o noclobber\ncat "%s".part??? > "%s"\nsha256sum -c SHA256SUMS\n```\n' "$name" "$name" >> "$RUNNER_TEMP/play-release.md"
Each apk installs over a DroidDeck release and keeps its data. \`standard\` is the normal app; the others are the same app under another package name, installed beside it.
SHA-256:
\`\`\`
$(cat signed/SHA256SUMS.txt)
\`\`\`"
first=false
if ! gh release view "$tag" -R "$repo" >/dev/null 2>&1; then
commit=$(gh api "repos/$GITHUB_REPOSITORY/actions/runs/$BUILD_RUN" --jq .head_sha 2>/dev/null || echo "$GITHUB_SHA")
for name in proot directaudio tracking xbox comet butler powervr; do
file="packs/$name.tar.zst"
[ -f "$file" ] || { echo "::error::$name.tar.zst is missing from Build APK run $BUILD_RUN"; exit 1; }
sha=$(sha256sum "$file" | cut -d' ' -f1)
tag="pack-$name-${sha:0:16}"
digest=$(published_digest "$tag" "$name.tar.zst")
if [ -z "$digest" ]; then
notes="DroidDeck add-on pack \`$name\`, built by [Build APK run $BUILD_RUN]($GITHUB_SERVER_URL/$GITHUB_REPOSITORY/actions/runs/$BUILD_RUN) from \`$commit\` with tools/packs/build.sh and published by [run $GITHUB_RUN_ID]($GITHUB_SERVER_URL/$GITHUB_REPOSITORY/actions/runs/$GITHUB_RUN_ID).
Size: $(stat -c %s "$file") bytes. SHA-256: $sha. APKs built in the same run pin this digest."
sed '1{/^# /d;}' "$notes" | sed -E "s#(\]\(|src=\")media/#\1$raw#g"
echo
echo "---"
echo
echo "Built by [Build APK run $BUILD_RUN]($GITHUB_SERVER_URL/$GITHUB_REPOSITORY/actions/runs/$BUILD_RUN) from \`$GITHUB_SHA\`, signed and published by [Release APKs run $GITHUB_RUN_ID]($GITHUB_SERVER_URL/$GITHUB_REPOSITORY/actions/runs/$GITHUB_RUN_ID)."
} > "$RUNNER_TEMP/body.md"
( cd out && cat SHA256SUMS-*.txt | sort -k2 > SHA256SUMS.txt && rm SHA256SUMS-*.txt && cat SHA256SUMS.txt )
- Comments should be rare, factual, and explain only non-obvious external constraints or business invariants.
## Google Play distribution
For `playstore` and all changes destined for Google Play, read and enforce [the mandatory distribution policy gate](tools/playstore/POLICY.md) before editing or integrating changes. Refuse known policy violations and hold uncertain changes for authoritative evidence. Review incoming main commits individually; never overwrite Play delivery, permission, updater, signing, versioning, catalog, or release protections. A successful build is not policy clearance.
DroidDeck is an open-source game launcher maintained by the Droid-Deck project. A separate DroidDeck online account is not required. DroidDeck does not include advertising analytics or automatically submit usage reports or crash reports to the project maintainers. The maintainers do not operate a central database of users' game libraries or sign-in credentials, and do not sell users' personal data.
## Information kept on your device
DroidDeck stores information needed to run its features locally. Depending on what you use, this includes settings, controller and display configurations, game-library metadata, artwork caches, installed components, game saves, download state, and diagnostic logs. Store integrations and the clients running inside DroidDeck may also retain account names, authentication tokens, cookies, and sign-in sessions. These are used to access the services you choose.
Game performance and racing telemetry can be processed on your device for HUD and secondary-screen displays. This is separate from sending analytics to the project maintainers.
## Permissions and optional features
DroidDeck accesses device information and resources to provide the features you enable:
- File access supports browsing and managing games, saves, libraries, and other files. Broad file access, when granted, allows access outside the app's private storage, including shared and removable storage.
- The launcher reads launchable Android app names, icons, and package identifiers to display and launch those apps.
- The accessibility service handles Home/Guide shortcuts and identifies apps occupying a secondary display. It reads app package names and window bounds locally. This service does not read text, capture screens, or transmit the information it reads.
- Notification access lets the optional notification display read notification titles and content on the device.
- Camera, microphone, motion, accessory, and input data support features such as tracking, glasses, capture, game audio, and controls. Screenshots or recordings you create are saved locally unless you choose to share or synchronize them.
- Bluetooth, USB, Wi-Fi, and local-network access support accessories, network controls, synchronization, streaming, and connections you configure. Android can require location permission for Wi-Fi discovery.
You can manage permissions through Android settings. Turning off a permission or optional feature can limit the functionality that uses it.
## Connections to other services
DroidDeck connects to the stores, game services, cloud-streaming providers, artwork sources, and download services used by your selected features. Those services can receive information such as your IP address, requests, game identifiers, authentication information, or information you enter directly into their sign-in and purchase pages. Steam, games, and other software running through DroidDeck have their own network activity and privacy policies. Their providers determine how they handle that information.
The Google Play version downloads runtime modules and non-executable resource packs through Google Play. Google's Play Feature Delivery and Play Asset Delivery services process device metadata and the application version to deliver the correct files and preserve them across updates. Google documents encrypted processing and a fixed retention period. See [Play Feature Delivery data handling](https://developer.android.com/guide/playcore/feature-delivery#data-safety) and [Play Asset Delivery data handling](https://developer.android.com/guide/playcore/asset-delivery#terms-of-service).
The Google Play version contacts Google Play to check whether an app update is available. Selecting Update opens the app's Google Play listing. Google handles Play delivery and updates under its own [privacy policy](https://policies.google.com/privacy).
Optional Windows prerequisites can be downloaded from the sources identified in the app's pinned component inventory, including GitHub-hosted runtime packages. These providers receive the download request and IP address. DroidDeck verifies the package against the inventory before installing it into the guest runtime.
Optional Syncthing synchronization transfers selected files to the devices you configure and can use discovery and relay services. DroidDeck disables Syncthing usage reporting and crash reporting. Selected games or other guest software may use files and resources available within DroidDeck's runtime.
DroidDeck's privacy policy does not replace the policies of these separate providers. Review the relevant provider's policy when signing in, purchasing content, streaming, installing software, or enabling synchronization.
## Retention, removal, and reports
Local information remains until you clear it, sign out, remove the relevant files or feature data, or use Android's app-data controls. Removing DroidDeck or clearing its app storage removes Android-managed app data; libraries, saves, screenshots, and other files in shared storage or on other devices may remain. Signing out of a store integration does not delete the account held by that store. Manage or delete those accounts through the provider.
Diagnostic logs are kept locally. If you choose to send a report or export logs, the recipient receives what you submit. Public GitHub issues and discussions are public. Review reports and attachments before sharing them, and exclude passwords, authentication tokens, and other sensitive information.
## Contact and updates
For privacy questions, contact the Droid-Deck maintainers through the project's [GitHub issue form](https://github.com/Droid-Deck/DroidDeck/issues/new?title=Privacy%20question). Keep the initial public inquiry free of sensitive information; request a private contact method if necessary. GitHub handles information submitted through its service under its own [privacy statement](https://docs.github.com/en/site-policy/privacy-policies/github-general-privacy-statement).
Updates to this policy will appear on this page with a revised effective date.
Running engineering log for the SteamDeck app (`com.steamdeck.launcher`). Newest state first, then
the timeline, then lessons and backlog. Companion to the README (what the app *does*) and to
`docs/releases/` (what each version said) — this is *how it got here and where it stands*.
---
## 2026-09-22 (late) — motion front end + run-as-a-game, branch `feat/frontend-motion` (unmerged)
- Front end rebuilt around a motion system (`ui/FrontEndScreen.kt`, same state/actions API): the rail's selection is one pill that springs between rows; sub-lists unfold and stagger their children; a page change sinks out and cascades in over a blurred wash of the selection's art; tiles lift/ring/shine on focus and pop a play badge; the launch button sweeps a sheen and squashes on press; the session activity rises over the front end (`res/anim/session_*`). Durations follow the system animator scale.
- The session now runs as a game: manifest `appCategory=game` + `game_mode_config` (Performance mode welcome; the OS FPS cap and downscaling refused), sustained performance mode, the panel's fastest mode at its size, GameManager game state, and an ADPF hint session over the compositor thread fed with each presented frame's interval (`session/PerfMode.kt`, `session/PerfHints.kt`, `nativeCompositorTid`). One `perf:` line in the session log says what took on the device.
- App libraries link 16 KB-aligned. Still 4 KB-only (prebuilt, need a rebuild): libpulse, libpulseaudio, libpulsecommon-13.0, libpulsecore-13.0, libsndfile, libltdl.
- The session's display caps at 720p by default now, client and desktop alike (`SessionPrefs.defaultResolutionCap`); a cap the user chose still wins. The cog's list marks the default per mode.
- r5 `1ba803b` + TZ in the guest; r6 `39272cf` Setup folds, "Linux desktop environment", help link above the grid (r4 seen running on the FIT); r7 `af3f377` settings without a pop-up: the cog and Performance are pages in the pane with anchored menus under each value, frame generation / logs / offline open in place on the rail. **r7 merged fast-forward to `main` (`af3f377`) and main's auto-build staged as `SteamDeck-r52.apk`; no tag, no release.**
- r8 `90ff23a` (branch only, unmerged): the session drawer in the front end's dress with the same rows and menus (Now / Next session / leave), FEXCore presets carried over from Bannerlator (`core/FexPreset`, Steam settings page + drawer, FEX_* into the Steam session's environment; default = FEX defaults as before), file manager and picker locked to landscape.
- Collaborators: `maxjivi05` (push) and `xXJSONDeruloXx` (push, invited 2026-09-22) on the private repo.
## 🔖 Checkpoint 2026-09-22 22:xx — known-good point for the front end
Valve's **native aarch64 Linux Steam client**, running on an Android phone or handheld: a glibc
rootfs under proot, gamescope as a Wayland client of an in-app Vulkan compositor, Xwayland and
Zink for the client's CEF, and the device's Turnip driver underneath. There is no Wine here, and
no x86 translation for the client itself — it is ARM code running as ARM code. Windows games it
launches go through Valve's own ARM64 Proton build, which is where FEX comes in.
DroidDeck brings the SteamOS experience to Android: Steam Gaming Mode, full Linux desktop, integration with GOG, Epic Games, Xbox, and other storefronts, Steam VR, and more!
One screen, one button: install the runtime, press Play, Big Picture comes up. Or start the
**desktop** instead — LXQt, a browser and a shelf of emulators, in the same session.
<p align="center"><b>100% open source. No ads. No telemetry. No source withheld.</b></p>
Around that: the Vulkan driver each half of the session draws with is yours to import and change,
audio can bypass PulseAudio and carry a microphone, the cores the client and a game get are
separate, and every session writes a folder of logs meant to be attached to a report as it is.
<p align="center"><img src="docs/media/steam-to-desktop.gif" width="100%" alt="On a Retroid Pocket Duo: Play Steam from the DroidDeck launcher, open Pac-Man in Steam Big Picture and play it, exit the game, then Switch to Desktop from the Power menu"></p>
<!-- contributions:start -->
_From the repository's pull requests; rewritten when one is opened, merged or closed._
> DroidDeck has no website. Only download it from this repository's [Releases](https://github.com/Droid-Deck/DroidDeck/releases).
<img src="docs/releases/media/0.6.7/library.gif" width="49%" alt="The Library switching source chips, changing the card size and opening the Filter menu">
<img src="docs/releases/media/0.3.0/in-game.gif" width="49%" alt="A Windows game running through Proton with the on-screen controls">
<img src="docs/releases/media/0.4.0/multi-controller.gif" width="49%" alt="Two controllers playing split screen on one handheld">
<img src="docs/releases/media/0.6.7/ubuntu-desktop-discover.jpg" width="49%" alt="The Kubuntu desktop with Discover open">
</p>
- **@xXJSONDeruloXx**: 1 submitted, 0 merged
<!-- contributions:end -->
## Install
## Requirements
1. Android 9 or newer on Adreno 730 or newer, or any 8xx. Adreno 6xx is experimental. Mali, Xclipse, PowerVR and Adreno 710 are unsupported. No root needed.
2. About 3 GB free for the runtime, plus 1.1 GB for the desktop and emulators.
3. Install the [APK](https://github.com/Droid-Deck/DroidDeck/releases/download/0.6.9/DroidDeck-0.6.9.apk), install the Linux runtime, press **Play** and sign in to Steam.
4. On Android 14 and newer, turn on **Disable child process restrictions** in Developer options. On Android 12 and 13, Steam's first launch shows a **Fix it for me** button that walks you through it.
- An **arm64 Android device with an Adreno GPU that Turnip supports** — in practice Adreno **730 or
newer** (Snapdragon 8 Gen 1 onward) and the **8xx** series. Mali, Xclipse and PowerVR are not
supported here, and neither is the low-end Adreno 710 (Snapdragon 6 Gen 1): Mesa has no entry
for it at all, so the session log ends at `device (chip_id = 7010000, gpu_id = 710) is
unsupported` before anything is drawn.
- **Android 9 or newer**, and roughly **3 GB free** for the runtime before any games. The desktop
and its emulator packages are another ~1.1 GB if you install them.
- **No root required.** Root only helps if you want to copy an existing Bannerlator runtime across
instead of downloading one.
Smart glasses setup is in the [support matrix](docs/smart-glasses-support.md). Release notes are in [docs/releases](docs/releases).
## Installing
Help, Preview builds and device reports are on [Discord](https://discord.gg/JRGAvawjsm). For bugs, post in **#bug-reports** with the zip from **Share logs**.
1. Install the APK from the release page.
2. Launch it and press **Install Linux runtime** — about 790 MB, once.
3. Press **Play**. On the very first run the app fetches Valve's client (a minute or two with
nothing on screen), then Big Picture comes up and you sign in.
## Build
For a desktop, open **Desktop & apps**, install the *Desktop* package, then press **Desktop** on
the main screen.
Needs Docker, Java 21, the Android SDK and NDK, Rust via rustup, GitHub CLI, Python 3 and `zstd`.
**Do this once per device if the client dies with nothing in its log**: Android 12 and later kill
the extra processes an app starts for itself, and a session is made of dozens of them. Some phones
have a **"restrict child processes"** switch in Developer options — turn it off. See
[If Steam dies with nothing in the log](#if-steam-dies-with-nothing-in-the-log).
## What works today
This is version 0.1.2, and most of it has been exercised on one or two devices only. An honest
ledger rather than a feature list — where something has not been run on hardware, it says so:
| | State |
|---|---|
| Steam sign-in, store, install, launch | ✅ proven — *FlatOut* at 144 Hz through ARM64 Proton |
| Importing and choosing a driver | ✅ proven — an imported Mesa 26.3.0 glibc Turnip drew a whole session, and an imported AdrenoTools build ran the compositor |
| Desktop, panel, file manager | ✅ proven at the panel's native resolution |
| Firefox and the network (IPv4 + IPv6) | ✅ proven — live pages at 93 fps |
| Controller as an Xbox 360 pad | ✅ proven |
| Foldable, opened and closed mid-session | ✅ proven |
| Background / foreground, wake locks | ✅ proven |
| The session log folder | ✅ proven — all of it written, including this app's own log |
| Session folder finished after a crash or a kill | ⚠️ built: crash handler + next-start sweep; not yet forced on a device |
| ROMs folder and Storage in the session's home | ⚠️ built; not yet opened from an emulator on a device |
| The File Manager (Bannerlator's) and its pick mode | ⚠️ built; not yet used on a device |
| The cog beside Play / Desktop: resolution, shape, HDR, drivers, touch, audio, renderer | ⚠️ built; the resolution cap and HDR not yet seen on a device |
| Leftover session processes swept at the next start | ⚠️ built; not yet forced on a device |
| The drawer's "Steam menu" (Guide) | ⚠️ built; not yet tried |
| Emulators launched under gamescope (▶ on the rail) | ✅ proven — God of War II HD in RPCS3, ~40 fps on the FIT |
| The front end (rail, games, focus outline, Running tile) | ⚠️ built and used on the FIT; the Running tile and Steam-game ▶ not yet exercised |
| The device's volume keys during a session | ⚠️ fixed (they were swallowed); not yet re-tried |
| Game storage: a second Steam library on a card or a folder | ⚠️ built; not yet seen installing to it |
| The client's games in the desktop menu, launching Steam's desktop UI under gamescope | ⚠️ built; not yet tried |
| Stopping a competing Steam client | ⚠️ it is asked to stop and says so, but one that restarts itself from boot wins the race — uninstall it |
| DirectAudio for games, and the microphone | ⚠️ wired and the modules load; voice not yet confirmed in Steam's tester |
| Client and game core masks | ⚠️ applied and logged; no measured difference yet |
| The four session fixes (xalia, proot seccomp, sysmem, Zink) | ⚠️ they set what they say; each is a hypothesis for a device that misbehaves |
| GE-Proton / proton-cachyos | ⚠️ adopted and registered on device; no game launched through one yet |
| The emulators | ⚠️ they build, publish and install — none has been run with a game |
| Adreno 710 / 720 / 722 | ⚠️ a path exists through imported drivers; **nobody has run this on one yet** |
## Known limits
- **The desktop composites in software.** wlroots allocates through gbm on a real DRM render node,
and the Adreno stand-in is not one, so labwc falls back to pixman. Programs on the desktop still
reach the GPU themselves through Vulkan and Turnip — it is the desktop's own compositing that
runs on the CPU.
- **Firefox's child-process sandboxes are off.** Seccomp and namespace sandboxes cannot be set up
under proot, and its tabs crash otherwise. This is a genuine reduction in isolation: treat
browsing here as less protected than on an ordinary desktop.
- **The display shape changes at the next session**, not immediately — gamescope fixes its display
size when it starts.
- **No Switch emulator.** Eden's repository was taken down in February; there is nothing to mirror
or to build from.
- PS3 (RPCS3) and Wii U (Cemu) are demanding even on desktop hardware — expect light titles only.
## How it fits together
```
Android app (this repo)
├── libbannerwayland.so Wayland compositor, presents into the activity's Surface
│ on a bionic Turnip: bundled, or one you imported
├── PulseAudio 13 + AAudio the guest's audio server, on a socket bound into the session
├── directaudio relay owns AAudio out and the mic for the games that ask for it
├── fake-evdev rings a physical pad, republished as /dev/input/eventN for the client
├── frame generation Win-FG or LSFG, on gamescope's finished output
└── proot ── linuxfs (~790 MB, downloaded once)
├── gamescope ── Xwayland ── Zink
│ drawing on a glibc Turnip: the runtime's, or one you imported
└── Steam (steamrtarm64, fetched from Valve on first run) ── Proton ARM64 ── FEX
└── a game's audio: Proton's own, or DirectAudio straight to Android
```bash
tools/build_local.sh
```
The two Turnips are separate copies of the same driver and cannot be swapped: the compositor's is
built against Android's C library, the runtime's against glibc. That is why there are two import
lists rather than one.
The APK lands in `app/build/outputs/apk/release/`. Install it with `tools/deploy_local.sh`. After the first run, `./gradlew :app:assembleRelease` reuses the prepared inputs. Unit tests run with `./gradlew -PskipRust=true :app:testDebugUnitTest`, and the helper and preload suite with `bash tools/test_local.sh`.
The runtime image is the one published for Bannerlator (`linuxfs.json` in
`The412Banner/winlator-contents`); this app installs and updates it from that catalog. **No Valve
software is redistributed** — the client is fetched from Valve's own manifest on the device at
first use.
## Building
Nothing is built locally. Push, and the `Build APK` workflow produces `steamdeck-apk`, a
debug-signed arm64 apk. It cross-compiles the two glibc preloads the session needs
(`libfakeinput.so`, `libblsession.so`) from the sources in this repo before the app build, so
those can never drift from what ships.
## If Bannerlator is already installed
The runtime image is the same one Bannerlator installs, so on a device that already has it the
790 MB download can be skipped entirely — copy it across withroot, once, before the first launch:
```sh
su -c 'cp -a /data/data/com.tencent.ig/files/linuxfs /data/data/com.steamdeck.launcher/files/ \
The two runtimes are independent after that: each app has its own Steam install, its own login and
its own games.
## Controls
A physical controller is republished into the session as a synthetic Xbox 360 pad, which is the
identity SDL and Steam have a mapping for. With nothing attached, an on-screen pad appears —
d-pad, A/B/X/Y, shoulders, select/start and the Steam button — writing into the same rings, so the
client sees one pad either way. Connect a controller and the on-screen one disappears; unplug it
and it comes back. Anywhere the controls are not is a touchpad: touch moves the pointer and a tap
clicks, which is how the client's own on-screen keyboard is used to sign in.
## Desktop
Besides the Steam client the app can start a **desktop**: LXQt on labwc, in the same session and
the same compositor, with Xwayland for the X11 programs. It is a second choice on the main
screen, not a replacement — the Steam button still hands the session to gamescope.
What it is made of is downloaded on request from a catalog hosted beside the runtime, so the app
stays small and nothing ships that a given device will not use:
| Package | What it brings |
|---|---|
| **Desktop** (406 MB) | labwc, LXQt's panel, file manager, terminal, text and image viewers, Firefox, mpv |
| **Emulators** (694 MB) | PPSSPP and RetroArch with 28 cores — PS1, PS2, N64, SNES, NES, Game Boy, GBA, DS, Genesis, Dreamcast, Saturn, PC Engine, arcade — plus ScummVM, DOSBox, Mednafen, Snes9x |
| **RPCS3 · DuckStation · melonDS** | PS3, PS1 and DS, mirrored from the projects' own ARM64 builds |
| **PCSX2 · Dolphin · Cemu** | PS2, GameCube/Wii and Wii U. No ARM64 Linux build exists upstream for any of the three, so they are compiled from source against the same glibc the runtime uses |
The desktop composites in software: wlroots allocates through gbm on a real DRM render node, and
the Adreno stand-in is not one, so labwc runs on pixman. The programs on it still reach the GPU
themselves through Vulkan and Turnip — it is the desktop's own compositing that is on the CPU.
`Download/steamdeck-wlr-renderer` (`pixman`, `gles2` or `vulkan`) overrides the choice.
Programs whose child processes sandbox themselves with seccomp and namespaces cannot set those up
under proot; Firefox's are turned off in the session's environment, without which its tabs crash.
### The front end
The main screen is a launcher: a rail with **Steam** and its installed games (from the client's
own manifests, with the library-cache art), **Desktop** and the installed emulators (their own
icons) and each emulator's games from the ROMs folder (a system folder such as `ps3/` as a hint,
by extension, one folder deep - a dump comes as a folder named for the game) plus what RPCS3 has
installed on its own HDD; then Files, Desktop & apps, Compatibility tools, Frame generation,
Performance, ROMs, Session logs, Start offline, the runtime and credits. The chosen thing sits on
the right with its ▶. A Steam game launches its session with `steam://rungameid/…` directly; a
ROM launches its emulator under gamescope with the game on the command line (RPCS3 `--no-gui`,
Dolphin `-e`, Cemu `-g`, the rest plain). A session alive in the background is the first thing on
the rail; tapping it goes back to it. The controller's focus draws a thin outline. ✅ God of War
II HD booted in RPCS3 from the rail at ~40 fps on the Pocket FIT.
### Game storage: internal, an SD card, or a folder
The client's own library is internal storage and always there. An **SD card in the phone is
registered as a second library by itself** (through the app's own folder on it, the one place a
card lets this app write), so the choice is made where it is anywhere else - inside Steam, on
every Install. **Game storage** in the Steam cog is only for turning that off or pointing it at a
folder chosen in the File Manager instead. The session binds it at
`/mnt/bannerlator-sd` and `bannerlator-steam-library` registers it with the client under the name
the app gives it; the client then asks where to install every game, lists both on its Storage
page and moves games between them itself. Set to internal only, the entry is removed again. A
card and shared storage are FUSE-backed and stream slowly - keep games that stream video or big
assets internal. ⚠️ Built; not yet seen installing to a card.
### The client's games on the desktop
The Steam client writes a menu entry for every game it installs (Games category, the game's
icon), and the home folder has **Steam Games** and **SD Games** links to their files. Those
entries run `steam steam://rungameid/…`; on this desktop `steam` is a shim, because the client
cannot run where nothing can draw with Vulkan. It - and the menu's **Steam** / **Steam Big
Picture** entries - hand off to the app (`bannerlator-steam-launch`), which ends the desktop
session and starts a Steam session in its place: the client's **desktop UI** under gamescope, and the game straight away when one was
chosen. Back opens the drawer as in any session; Stop session returns to the app. The list is
rebuilt at every desktop start. ⚠️ Built; not yet tried on a device.
### Running an emulator with the GPU
The desktop composites in software (labwc on pixman) and so offers its programs no dma-buf: a
Vulkan program on it has no swapchain to draw into and dies at its first frame — RPCS3 with
`VK_ERROR_SURFACE_LOST`. The GPU path that works on this hardware is gamescope's, the one Steam's
games render through. So an emulator is started **as a session of its own**: ▶ beside an installed
emulator under **Desktop & apps** runs it fullscreen under gamescope (the session script's `run`
mode, an AppImage or a binary inside the runtime), with Steam's display, driver and HDR settings.
The desktop remains for files, Firefox and everything that draws in software. ⚠️ Built; not yet
seen with a game.
### The device's files, and the ROMs folder
Inside a session the phone's storage is at `/storage/emulated/0`, as it is outside - but no
program's file dialog will show it: they list "Computer" from `/proc/mounts`, where a proot bind
never appears, and open in the home folder, where nothing pointed at the phone. So the home
folder now carries two entries every session:
- **`Storage`** - all of internal storage.
- **`ROMs`** - the folder chosen with **ROMs folder** on the main screen, wherever it is on the
device, an SD card included (it is a bind, not a link). Point any emulator's game directory at
`/root/ROMs` once and it is the same folder in every session after.
Both are the live folders, not copies: a save an emulator writes next to its ROM lands on the
phone.
### Files
**Files** on the main screen is Bannerlator's File Manager, carried over whole: grid and list,
sort, search, multi-select, copy / cut / paste with conflict handling and a cancellable progress
bar, rename, delete, new folder, properties (read-only and hidden), favourites, and a locations
rail with every mounted card, Downloads, the ROMs folder and the session logs. Its pick mode is
what chooses the ROMs folder and imports a driver. What is not here is what has no meaning without
a Wine container: running a file, adding it to shortcuts, the C: / Z: drives and the archive
unpacker.
## Pointer
The app draws the arrow. On the desktop, touch is a **touchpad** (Bannerlator's desktop-container
feel): drag anywhere and the pointer moves from where it is; tap to click; a second finger tapping
while one holds, or a two-finger tap, right-clicks; two fingers scroll; hold still then drag, or
double-tap-and-hold, drags. In Steam, touch is **direct**: the pointer jumps under the finger. The
drawer's *Touch* switch pins either. A USB or Bluetooth mouse works as itself.
## Networking
The desktop's programs use the phone's network directly — proot makes no network namespace, so
IPv4 and IPv6 both pass through — and the app writes the runtime's `/etc/resolv.conf` from the
active network's own DNS servers whenever the link changes (IPv4 first, never a link-local IPv6 one,
public servers as fallback), which is what Firefox and everything else in the desktop resolve with.
## Keyboard
**Keyboard** in the drawer opens the soft keyboard over the session. Steam's UI and the games
under it are X11 clients of gamescope and know nothing of Wayland text input, so what the
keyboard produces is turned into the key presses that would have typed it — Shift included, so
capitals and the symbol row (`@`, `!`, `_` …) arrive as themselves — and fed to the compositor as
key events. A hardware keyboard works as it is.
## Starting Steam offline
The client runs without a connection — installed games launch, Proton and the frame generation
are local — provided it has credentials from a sign-in that succeeded earlier. **Start offline**
on the main screen is where that is decided, and not in the drawer, because the client reads the
two keys that control it once, while it starts: changed during a session it would write the file
and change nothing until the next launch. Without an earlier sign-in the button says so and does
nothing. The client rewrites those keys when it exits, so the app writes them again at every
session start. Games with always-online DRM will not start offline, and nothing can be installed
or updated.
## Audio
The Steam client always plays through **PulseAudio** — it is a native Linux program with no other
way to make a sound, and its menus, music and voice chat all go through it. **Audio** on the main
screen adds two things on top, each applying at the next session start:
- **DirectAudio for games** — replaces Wine's audio driver *inside the games the client launches*
with Bannerlator's DirectAudio, which talks straight to Android over a socket instead of through
PulseAudio: lower latency, and no resampling in between. The client is untouched. It only pairs
with a Wine 11 Proton (Valve's ARM64 builds, GE-Proton, proton-cachyos); on anything else the
wrapper leaves it off and says so in the log, because a mismatch would be silence rather than an
error. A game's first launch after turning it on still uses Proton's own audio — the driver is
named in the game's prefix, which does not exist until that first launch — and the second uses
DirectAudio.
- **Microphone** — the relay helper opens Android's input stream under the app's own uid (which is
what the recording permission is checked against) and PulseAudio exposes it to the client as a
source named **DirectAudioMic**, so Steam voice chat works. Asks for the recording permission when
turned on; off, nothing in the session can record and Android's indicator stays off.
The helper is a small Android program the app runs beside the session; the driver is a glibc build
staged into the runtime at every launch like the session scripts, so a fix reaches an installed
runtime without re-hosting it. Proven in Bannerlator's Linux session with voice in Steam's own
tester; ⚠️ not yet exercised in this app.
## Cores
**Performance** on the main screen carries the two core masks Bannerlator's Linux session has, kept
separate because they are wanted at the same time and suit different things:
- **Steam client cores** — Steam pins its own interface renderer to a subset of cores it chooses (on
one device 5 of 8, leaving out both little cores and the fastest), which is reasonable while a
game runs and makes Big Picture sluggish when the client is all there is. Turning the override
on pins the client, its UI helper and gamescope to the cores you tick, re-applied every few
seconds because the UI keeps spawning helpers that inherit Steam's choice. Every core ticked is
the usual fix — and, unlike the game mask, it *is* sent when it names every core, since undoing
Steam's pin is the whole point.
- **Game cores** — applied by the Proton wrapper, which execs the game through `taskset` so every
thread inherits the mask from its first instruction. Leaving every core ticked sends nothing;
untick the small cores to keep a heavy game off them.
Both apply at the next session start.
Under the same dialog, **session fixes** for a device the runtime does not sit well on, tried one at
a time. **Skip Steam's xalia helper** (`PROTON_USE_XALIA=0`) is the one to reach for when a session
dies seconds after Big Picture appears: xalia is an x86 Windows program Proton starts for gamepad
navigation, it cannot load the session's preload shim under FEX, and where the vendor's seccomp
answers its `socket()` and `memfd` calls with ENOSYS it storms until the session collapses (89
refusals then a broken pipe, in the log). It costs gamepad navigation in Windows programs that are
not games. Then two for a runtime that renders slowly: **Turnip: sysmem rendering** (`TU_DEBUG=sysmem`, Banners-Turnip's advice for an Adreno 8xx that
looks glitchy or slow; a 710/720/722 gets it on its own) and **Zink: lazy descriptors**
(`ZINK_DESCRIPTORS=lazy`, for Steam's menus, which Chromium draws through Zink — the first thing to
try when they are slow while games are fast). The `steamdeck-tu-debug` and `steamdeck-env` files in
Downloads still win over both.
## Networking and the client's own network page
The session uses the phone's connection directly - proot makes no network namespace, so IPv4 and
IPv6 both pass through - and the app writes the runtime's `/etc/resolv.conf` from the active
network's own DNS servers whenever the link changes.
The client's **Settings → Internet** page and its connection indicator are a different matter:
they are built on NetworkManager, which the client looks for on the system bus as it starts. Without
one, that page stopped with *"StartScanningForNetworks is not a function"* under a header showing no
connection even while downloads ran. The session now starts a small system bus and a **stand-in that
answers for NetworkManager**, reporting what is true and nothing more - one connection that is up
while Android has a route out - and refusing what it cannot do, since nothing in this runtime can
scan for or join a network. The session log says `network: system bus up, NetworkManager stand-in
running` when it is working.
That stand-in is **maxjivi05's**, from WinNative, by way of Bannerlator.
## Compatibility tools
**Compatibility tools** (main screen and drawer) installs GE-Proton or proton-cachyos — native
ARM64 builds — beside the ARM64 Proton Valve ships. The runtime's own registrar downloads and
installs a requested build when the next session starts (several hundred MB), patches it past
pressure-vessel like Valve's, and it then appears in Steam under Properties → Compatibility for
any game. The dialog queues or cancels a request and removes an installed build.
## The cog beside Play and Desktop
Each launch button has a cog, and everything that only matters for that one mode lives behind it,
so the main screen keeps only what applies to both: **resolution** (up to 720p by default; 900p, 1080p, or the
panel's own), the display **shape**, **HDR10 output**, the
**Linux runtime driver** for that mode and the shared **display driver**, **touch**, and for Steam
the on-screen controls and audio, for the desktop its renderer.
**HDR10** is a switch that is greyed out, with the reason, on a panel that does not list HDR10 —
the compositor's HDR gate is decided from the display's own word (`android.view.Display`), once,
when the compositor starts. On, the compositor offers `wp_color_manager_v1` with BT.2020 + PQ and
10-bit buffers, gamescope is started with `--hdr-enabled` and speaks the same protocol to it, and
games get `DXVK_HDR=1`; a game that renders HDR then reaches the panel as HDR on its own display
layer, tagged BT2020_PQ. The compositor lives for the whole app process, so a change applies after
the app is fully closed and opened again. ⚠️ Wired end to end; not yet seen on a device from this
app (Bannerlator proved the same compositor path on a Fold).
## Graphics drivers
Two drivers, two lists, because a zip for one cannot serve the other — the same split Bannerlator's
Contents screen makes. Both are chosen in the cog beside Play / Desktop:
- **Linux runtime driver** — the glibc Turnip everything *inside* the runtime renders on: the Steam
client's UI, every game it launches, and in desktop mode every program on the desktop. Import a
"-Linux" Turnip zip from Banners-Turnip; a plain Android or "-Wayland" Turnip is refused with the
reason, since a Linux process cannot load a bionic library. The choice is per mode, so Steam and
the desktop can run different builds, and it takes effect at the next session start. Nothing in
the runtime is modified: the session is handed the imported driver's ICD manifest and points the
Vulkan loader at it, and the runtime's own Turnip is what a removed or unreadable import falls
back to. This is how a driver fix reaches an installed runtime without a ~790 MB re-download.
- **Display driver (Android)** — the bionic Turnip the app's compositor puts the frame on the panel
with, the last step of every session. *Auto* picks one of the two bundled builds by GPU; an
imported AdrenoTools zip can be chosen instead. The compositor loads its driver once per app
process, so this one applies after the app is fully closed and started again.
Both imports open the app's own file picker rather than Android's document picker: an SD card is a
card in its drive menu, the folder last picked from is where it opens next time, and it hands back
a plain path.
## Frame generation
Extra frames are generated between the real ones on the way to the screen — inside the app's
compositor, on gamescope's final output — so it works for any game with nothing changed in the
runtime. **Win-FG** is built in. **LSFG** uses the shader chain from your own copy of Lossless
Scaling: install it from the Steam client in this app and the app reads its `Lossless.dll` from
the runtime's Steam library (parsed as data, never executed; nothing of it is redistributed).
Pick an engine and 2×/3×/4× on the main screen; it applies immediately, mid-game included.
## Background and foreground
A session belongs to a foreground service, not to the activity, so leaving Big Picture does not
end it: the process stays at perceptible priority, a partial wake lock keeps the CPU from dropping
the guest's threads, and a high-performance WiFi lock keeps a backgrounded download from being
throttled to nothing. **Back opens the drawer**: the performance HUD switch, frame generation, on-screen controls
(auto / always / never), the display shape (the panel's own, or a fixed 16:9 — the default on a
foldable, so opening or closing it mid-session only changes the bars, never the picture; takes
effect on the next session), *Send to background* and *Stop session*. Backgrounded, Steam keeps
running and the (silent) notification brings it back. A session ends only when you say so — the
drawer or the notification's **Stop session** — or when the app is swiped out of recents.
## Device switches
Files in `/sdcard/Download`, for a device that cannot be reached with a debugger:
| File | Effect |
|---|---|
| `steamdeck-no-pad` | Turns the controller feature off entirely (a true baseline) |
| `steamdeck-pad-log` | Traces every interposer call into the session log |
| `steamdeck-driver` | `a7xx`, `a8xx` or `system` — overrides the Turnip build the compositor loads |
| `steamdeck-no-hud` | Hides the top-right performance line (fps, and `base → generated` while frame generation runs) |
| `steamdeck-osc` | `always` or `never` — pins the on-screen controls instead of following what is attached |
| `steamdeck-env` | `KEY=VALUE` lines added to the session's environment as written, after the app's own — Zink and Turnip tunables (`ZINK_DESCRIPTORS=lazy`, `MESA_*`), gamescope's, the client's; `#` comments allowed |
| `steamdeck-tu-debug` | Turnip's `TU_DEBUG` for the runtime's driver, verbatim (`sysmem`, `sysmem,deck_emu`). Without it, an imported A710/A720/A722 driver gets `sysmem` on its own |
## Session logs
Every session writes a folder under `/sdcard/Download/SteamDeck/`, and it is the first thing to
look at when something does not start:
```
Download/SteamDeck/session-20260921-161256/
device.txt what this device is, and every setting the session ran with
session.log the guest session: proot, gamescope, the client's own output
wayland.log the app's compositor - what it presented, at what size, and how fast
app.log what the app itself decided and reported
crash.log Android's crash buffer, as it stood when the session ended
crash-app.txt the stack trace, if the app itself crashed
audio.log the PulseAudio daemon and the DirectAudio relay helper
network.txt the link, the DNS the runtime was given, and what it means
steam.log the Steam client's log, scrubbed (Steam mode)
steam/ the rest of the client's logs, scrubbed (Steam mode)
desktop.log labwc, the panel and the programs on it (desktop mode)
```
`app.log` is this app's own logcat, filtered to its process: which driver it chose and why, the
audio line, a rival Steam client being stopped, a helper that was missing, the session's exit
status. `crash.log` is Android's crash buffer at teardown, which is where a session the *system*
killed leaves its only trace - proot once died before `main` over a missing library and said so
there and nowhere else. `audio.log` is the PulseAudio daemon's own output plus the relay helper's,
so a module that refuses to load is visible instead of being a silent absence of sound.
`network.txt` records the transport, whether the link validated, the address families and the DNS
servers the runtime was actually given - **never the network's name**.
A folder is finished **however the session ends**, not only at a clean stop. Everything written
*during* a session is on disk as it happens; only the ending - the compositor's log, Steam's
scrubbed logs, the crash buffer - is gathered afterwards, and three things gather it: the ordinary
stop; the app's own crash handler, which writes `crash-app.txt` with the stack trace and finishes
the folder before the process dies; and a sweep at the next app start, for a folder whose process
was killed outright (Android's phantom-process killer, a native crash in the compositor, a dead
battery) - that folder gets `ended-without-teardown.txt` saying so, and `crash.log` as the buffer
stands then, which still holds the entry unless the device rebooted. A finished folder carries a
`.complete` marker; one without it is what the sweep looks for.
**Session logs** on the main screen turns the folder off. The session still writes its logs - the
scripts and the compositor need somewhere to - but into the app's cache, and they are deleted
when the session ends, so nothing accumulates in Downloads.
A session's process tree is also swept at the next start: proot, gamescope and Steam outlive an
app that was killed or crashed, holding the rootfs, the GPU and Steam's lock, and the next session
then never came up until the app was force-stopped (a Thor Pro report). Anything under the app's
uid other than the app itself is a leftover at that point, and `app.log` lists what was killed.
`device.txt` is written before the session starts, so a session that dies in its first second
still says what it ran on: model, SoC, Android and kernel, cores and their ceilings, RAM, the GPU
as KGSL names it, the panel, **which driver each half of the session chose**, the runtime version,
and every switch that was in effect. **Nothing identifying is collected** - no serial number, no
device or advertising id, no account name, no network names - and the Steam logs are scrubbed line
by line on the way in: session tokens, machine-auth GUIDs, WebAPI keys, Guard codes and e-mail
addresses are replaced, and a SteamID is masked to its last four digits so lines can still be
correlated. `loginusers.vdf`, `config.vdf` and the `ssfn` files are never copied at all. A session
folder is meant to be attachable to a bug report exactly as it is.
For more from the desktop than it normally says, create `~/.steamdeck-desktop-debug` inside the
runtime: labwc then logs at debug level, each program's window-protocol traffic is recorded, and the
session does a name lookup plus an IPv4 and an IPv6 fetch of its own — which is how to tell a broken
network apart from a program that only believes it has one.
### If Steam dies with nothing in the log
That is usually not Steam. **Android 12 and later kill the extra processes an app starts for
itself** once there are more than a few, and a session is made of dozens - proot, gamescope,
Xwayland, the client and its helpers, Wine, FEX. Where that is left on, the OS ends the session and
no log of ours says why, because nothing in the session did it. Some phones expose it in Developer
options as a **"restrict child processes"** switch; turn it off. Otherwise, once per device:
```sh
adb shell settings put global settings_enable_monitor_phantom_procs false
```
`device.txt` records what this phone reports, and the Performance dialog says so when it is not
disabled.
## Authors
- **The412Banner** — the app, the Wayland compositor, the runtime plumbing and the Steam session.
- **maxjivi05 (Max)** — the gamescope runtime this is built on: the proot session, the session
shim, the fake-evdev interposer and the controller work, from WinNative.
## Lineage and licence
GPL-3.0. The gamescope runtime, the session shim and the fake-evdev interposer come from
maxjivi05's WinNative work and from Bannerlator, both GPL-3.0; the Wayland compositor, the frame
generation engines and the runtime plumbing are Bannerlator's. Underneath all of it is Winlator
(brunodev85, GPL-3.0): the PulseAudio-on-AAudio audio stack, the gamepad state model and the shape
of a session's host-side components are his, and WinNative and Bannerlator are both Winlator
lineage. Valve, Steam and Proton are Valve Corporation's; this project
is not affiliated with Valve.
On Windows, see `tools/run_windows.ps1` and `tools/prepare_windows_runtime.py`.
## Limits
Compatibility and performance vary by device. Desktop compositing is software rendered, and Firefox sandboxing is reduced under proot.
## Credits and licence
DroidDeck is [GPL-3.0](LICENSE). Steam and Proton belong to Valve Corporation. VITURE, RayNeo, XREAL, Rokid, REDMAGIC, Nintendo Switch and Joy-Con are trademarks of their owners. This project is not affiliated with any of them.
<details>
<summary><b>Runtime, Wine and Proton</b></summary>
- Runtime, shim, input and controller work build on WinNative and Bannerlator by maxjivi05.
- mmap ring buffer controller input by ribbit384 ([WinNative #345](https://github.com/WinNative-Emu/WinNative/pull/345)).
- [FEX](https://github.com/FEX-Emu/FEX) (MIT) runs x86 code. DroidDeck's build puts the platform name under `AT_PLATFORM` so [sharun](https://github.com/VHSgunzo/sharun) AppImages by VHSgunzo (MIT) start through its [userland-execve](https://crates.io/crates/userland-execve) loader (MIT). FEX's code disk cache was checked in its source.
- x86 AppImages, and arm64 ones whose runtime can't unpack on Android, are unpacked with [uruntime](https://github.com/VHSgunzo/uruntime) by VHSgunzo (MIT), shipped unmodified with its licence.
- x86 programs linking OpenSSL 3 use the copy in the [Steam Linux Runtime 4.0](https://gitlab.steamos.cloud/steamrt/steamrt). x86 Linux games get the `/etc/asound.conf` that [pressure-vessel](https://gitlab.steamos.cloud/steamrt/steam-runtime-tools) writes.
-`WriteProcessMemory` hooks fall back to `/proc/<pid>/mem` the way [Wine](https://gitlab.winehq.org/wine/wine)'s `server/ptrace.c` did before Wine 11.
- Wine write watches use userfaultfd support in [Proton](https://github.com/ValveSoftware/wine)'s `dlls/ntdll/unix/virtual.c` (LGPL-2.1-or-later). libblsession supplies the arm64 syscall number and answers `PAGEMAP_SCAN` from `/proc/self/pagemap`.
- libblsession runs Wine's arm64 `SIGUSR2` context handler (`dlls/ntdll/unix/signal_arm64.c`, LGPL-2.1-or-later) in place on a frame laid out like [Linux](https://github.com/torvalds/linux)'s `arch/arm64/kernel/signal.c`, and serves `fill_vm_counters` in `dlls/ntdll/unix/process.c` the kernel's own `/proc/<pid>/status`.
- droiddeck-ntsync follows the [Linux](https://github.com/torvalds/linux) ntsync semantics in `Documentation/userspace-api/ntsync.rst` (GPL-2.0).
- The proot fast path orders bindings like [PRoot](https://github.com/proot-me/proot)'s `path/binding.c` (GPL-2.0-or-later).
- DiRT 3 and DiRT Showdown keep their telemetry socket the way RoccoC's DiRTTelemetryErrorFix (MIT) does, based on the fix by Carsten Gottschling.
- Games use [Mesa](https://gitlab.freedesktop.org/mesa/mesa) Turnip's per render pass memory choice. The Steam client keeps `TU_DEBUG=sysmem`.
- Black Ops III and Dark Souls Remastered start without [umu-protonfixes](https://github.com/Open-Wine-Components/umu-protonfixes) (BSD-2-Clause), whose `311210.py` and `570940.py` fail under ARM64 Proton.
- [ReSkate](https://github.com/Dingo-Shenanigans/ReSkate) (GPL-3.0) by Dingo Shenanigans uses the launch option from its README and D3D12 feature level 12_1.
- The arm64 client's sign in was checked by reading Steam's saved token with the `ConnectCache` format from [deadlock-api-ingest](https://github.com/deadlock-api/deadlock-api-ingest).
</details>
<details>
<summary><b>Stores</b></summary>
- Epic Games and GOG build on [Phobos](https://github.com/phobos665)'s adaptation of [Legendary](https://github.com/legendary-gl/legendary) and [gogdl](https://github.com/Heroic-Games-Launcher/heroic-gogdl). GOG install script registry entries are read the way [Heroic Games Launcher](https://github.com/Heroic-Games-Launcher/HeroicGamesLauncher) (GPL-3.0) reads them.
- Epic's official Linux launcher preview runs through FEX. That setup is outside Epic's listed Linux support.
- Battle.net is by [@kayakyakr](https://github.com/kayakyakr). It runs Blizzard's own client in Proton (downloaded from Blizzard, not included) and shows key art from the [Battle.net Shop](https://shop.battle.net). Without Steam, its games see the pad as an Xbox 360 controller via `PROTON_SPOOF_STEAMINPUT_VIDPID` in [Proton](https://github.com/ValveSoftware/wine)'s `dlls/winebus.sys`.
- Battle.net installs drive Blizzard's Agent the way [@barncastle](https://github.com/barncastle)'s [Battle.Net-Installer](https://github.com/barncastle/Battle.Net-Installer) does, with requests from [wowdev.wiki](https://wowdev.wiki/Agent). Read without taking code: [@mubaraknumann](https://github.com/mubaraknumann)'s [unifideck](https://github.com/mubaraknumann/unifideck), [@djmittens](https://github.com/djmittens)'s [neo-mittens](https://github.com/djmittens/neo-mittens) `bnetswitch`, [@BCD1210](https://github.com/BCD1210)'s [soju](https://github.com/BCD1210/soju) and [Lutris](https://github.com/lutris/lutris)'s `product.db` reader.
- World of Warcraft addon imports replace an addon's folder from a temporary copy, as [WowUp](https://github.com/WowUp/WowUp) does, and read flavour folders the way [WoWDeck](https://github.com/sigboe/wowdeck) does. No code from either is used.
- Xbox games load [@domsvoboda](https://github.com/domsvoboda)'s [xodus-nexus](https://github.com/domsvoboda/xodus-nexus) modules (LGPL-2.1-or-later), including `wintypes.dll`. Minecraft's GameInput setup was checked against [@Wyze3306](https://github.com/Wyze3306)'s [BedrockOnLinux](https://github.com/Wyze3306/BedrockOnLinux) (MIT).
- The Xbox Cloud Gaming player uses the WebRTC client of [@unknownskl](https://github.com/unknownskl)'s [Greenlight](https://github.com/unknownskl/greenlight) (MIT), and its offer tweaks and sharpening follow [@redphx](https://github.com/redphx)'s [Better xCloud](https://github.com/redphx/better-xcloud) (MIT). See `tools/xcloud-player/NOTICE.md`.
- The itch.io butler pack ships butler's `7z.so`, itch.io's build of [7-Zip](https://www.7-zip.org) by Igor Pavlov (LGPL-2.1, unRAR restriction on RAR code), unmodified. Other archives use Apache Commons Compress and the runtime's bsdtar (libarchive).
- The Store uses [Flatpak](https://github.com/flatpak/flatpak) (LGPL-2.1) through DroidDeck's own bubblewrap shim. Chromium and Electron apps start directly, since [zypak](https://github.com/refi64/zypak) by [@refi64](https://github.com/refi64) (BSD-3-Clause) always uses Flatpak's spawn portal.
- Folder sync runs [Syncthing](https://github.com/syncthing/syncthing) (MPL-2.0), built from [@researchxxl](https://github.com/researchxxl)'s [syncthing-android](https://github.com/researchxxl/syncthing-android) fork (MPL-2.0).
</details>
<details>
<summary><b>Audio, video and HUD</b></summary>
- Steam audio goes through [@The412Banner](https://github.com/The412Banner)'s [DirectAudio](https://github.com/The412Banner/directaudio) PulseAudio sink (LGPL-2.1-or-later), built from `tools/directaudio/sink`.
- The DroidDeck HUD is [@The412Banner](https://github.com/The412Banner)'s [FusionHUD](https://github.com/The412Banner/FusionHUD) (GPL-3.0 with an attribution term). Its readings match Valve's [MangoHud](https://github.com/flightlessmango/MangoHud) build (MIT), with frame times from gamescope patch 0125.
-The HUD's CPU, GPU load, thermal and battery readers come from [@xXJSONDeruloXx](https://github.com/xXJSONDeruloXx)'s work.
- LSFG frame generation comes from Camille LaVey and the [Eden](https://eden-emu.dev) project, following [lsfg-vk](https://github.com/PancakeTAS/lsfg-vk), ported by [@maxjivi05](https://github.com/maxjivi05). It needs your own copy of [Lossless Scaling](https://store.steampowered.com/app/993090/) and ships none of its shaders.
- Remote Play decodes through Android's MediaCodec or the [FFmpeg](https://ffmpeg.org) (LGPL-2.1-or-later) in Steam's runtime. Qualcomm low latency settings follow [Moonlight](https://github.com/moonlight-stream/moonlight-android) (GPL-3.0).
- [PipeWire](https://gitlab.freedesktop.org/pipewire/pipewire) (MIT) sockets use the settings in its `module-access.c`, and [WirePlumber](https://gitlab.freedesktop.org/pipewire/wireplumber) (MIT) keeps those clients at full permissions.
</details>
<details>
<summary><b>Desktop</b></summary>
-The KDE pacman repository snapshots [Arch Linux ARM](https://archlinuxarm.org) and installs with [pacman](https://gitlab.archlinux.org/pacman/pacman) (GPL-2.0-or-later).
- [KWin](https://invent.kde.org/plasma/kwin) (GPL-2.0-or-later) is patched to pass on the scroll data its `wayland_backend.cpp` leaves as a TODO.
- Read without taking code: [Qt](https://code.qt.io/cgit/qt/qtbase.git)'s `qwaylandinputdevice.cpp` and `qguiapplication.cpp`, [Konsole](https://invent.kde.org/utilities/konsole)'s `TerminalDisplay.cpp`, and [Mesa](https://gitlab.freedesktop.org/mesa/mesa)'s `u_threaded_context.c` and `zink_resource.c`.
- The Steam Keyboard window rule follows Valve's `steamdeck-kde-presets` with [Bazzite](https://github.com/ublue-os/bazzite)'s `0001-steam-virtual-keyboard.patch`.
- Steam's Browse buttons open a GTK 3 file chooser via PyGObject (LGPL-2.1-or-later), shown over Steam by [gamescope](https://github.com/ValveSoftware/gamescope) (BSD-2-Clause) through `GetAppIdFromReaper`.
- The AYN Odin 2 phantom second display was confirmed by [@SapphireRhodonite](https://github.com/SapphireRhodonite)'s [WatermelonDS 0.0.5](https://github.com/SapphireRhodonite/WatermelonDS/releases/tag/0.0.5) notes and [iiSU #363](https://github.com/iisu-network/iiSU/issues/363), without taking their code.
</details>
<details>
<summary><b>Smart glasses</b></summary>
- Builds on WinNative's VITURE work. Protocol checked against [@wheaney](https://github.com/wheaney)'s [XRLinuxDriver](https://github.com/wheaney/XRLinuxDriver), [@badicsalex](https://github.com/badicsalex)'s [ar-drivers-rs](https://github.com/badicsalex/ar-drivers-rs) and [go-macos/iokit](https://pkg.go.dev/github.com/go-macos/iokit/viture). The optional VITURE SDK is not included.
- The VITURE protocol V2 frames adapt [@elasticjava](https://github.com/elasticjava)'s [viture-v2](https://github.com/elasticjava/viture-v2) (MIT) by Holger Bartnick. See `docs/third-party/viture-v2`.
- RayNeo adapts [@informalTechCode](https://github.com/informalTechCode)'s [RayNeo-Air-Series-3DoF-Scaffold](https://github.com/informalTechCode/RayNeo-Air-Series-3DoF-Scaffold) (Apache-2.0) and references [@verncat](https://github.com/verncat)'s [RayNeo-Air-3S-Pro-OpenVR](https://github.com/verncat/RayNeo-Air-3S-Pro-OpenVR) (MIT) and [Monado](https://gitlab.freedesktop.org/monado/monado) (BSL-1.0). See [docs/third-party/rayneo](docs/third-party/rayneo/README.md).
- XREAL 1S references XRLinuxDriver and [xrealOneDeviceKit](https://github.com/wheaney/xrealOneDeviceKit) by @wheaney, [@rohitsangwan01](https://github.com/rohitsangwan01)'s [xreal_one_driver](https://github.com/rohitsangwan01/xreal_one_driver) (MIT) and [@0xcaff](https://github.com/0xcaff)'s [xr-tools](https://github.com/0xcaff/xr-tools).
- REDMAGIC display findings draw on [@mekhontsev](https://github.com/mekhontsev)'s [MagicDesk investigation](https://github.com/mekhontsev/magicdesk/blob/main/docs/xr-resolution-fix.md) and [@Coding-BR](https://github.com/Coding-BR)'s [decompiled Nubia kernel](https://github.com/Coding-BR/android_kernel_nubia_sm8850_qwjujube).
</details>
<details>
<summary><b>VR, Joy-Con and hand tracking</b></summary>
- Joy-Con VR ports the arm model from Google's [GVR SDK for Unity](https://github.com/googlevr/gvr-unity-sdk) (Apache-2.0) and adapts the hand skeleton from Valve's [OpenVR](https://github.com/ValveSoftware/openvr) `handskeletonsimulation` sample (BSD-3-Clause), which follows Moshi Turner's work in Monado. Index offsets come from Monado's `vive_poses.c` (BSL-1.0).
- Joy-Con research: Linux's [hid-nintendo](https://github.com/torvalds/linux/blob/master/drivers/hid/hid-nintendo.c) by Daniel J. Ogorchock, [@dekuNukem](https://github.com/dekuNukem)'s [Nintendo_Switch_Reverse_Engineering](https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering), [SDL](https://github.com/libsdl-org/SDL) and AOSP. Checked against [ALVR](https://github.com/alvr-org/ALVR), [OpenComposite](https://gitlab.com/znixian/OpenOVR), [PSMoveSteamVRBridge](https://github.com/HipsterSloth/PSMoveSteamVRBridge), [@F8LEFT](https://github.com/F8LEFT)'s [JoyConVr](https://github.com/F8LEFT/JoyConVr), [@krnelpan1c](https://github.com/krnelpan1c)'s [Daydream-Controller-SteamVR](https://github.com/krnelpan1c/Daydream-Controller-SteamVR), [@yoyobuae](https://github.com/yoyobuae)'s [joyconvr](https://github.com/yoyobuae/joyconvr), [Moonlight](https://github.com/moonlight-stream/moonlight-android) and [Dolphin](https://github.com/dolphin-emu/dolphin). See [docs/third-party/joycon](docs/third-party/joycon/README.md).
- Camera hand tracking runs Google's [MediaPipe](https://github.com/google-ai-edge/mediapipe) Pose Landmarker (Lite), BlazePose GHUM 3D and Hand Landmarker (Apache-2.0) on [CameraX](https://developer.android.com/jetpack/androidx/releases/camera) frames (Apache-2.0), with usage reports off. Checked against JoyConVr's camera app (MIT).
- Tracking math: the GVR arm model's accelerometer mode, Eric Foxlin's zero velocity updates, Frosio, Pedersini and Borghese's accelerometer autocalibration, a Kalman filter (Kalman, 1960), Horn's quaternion method (1987) and the 1€ filter (Casiez, Roussel and Vogel, 2012).
- Gestures follow [ALVR](https://github.com/alvr-org/ALVR)'s `hand_gestures.rs` (MIT) and Meta Quest's menu pinch, tuned on [HaGRID](https://github.com/hukenovs/hagrid) photos (CC BY-SA 4.0, not included).
- The glove model follows OpenVR's render model reference, is meshed with surface nets (Gibson, 1998; Mikola Lysenko), and uses Inigo Quilez's smooth minimum, distance field ambient occlusion and polygon distance (MIT). See [docs/third-party/handtracking](docs/third-party/handtracking/README.md).
# DirectAudio for the Linux Steam client (relay build)
This is the driver for games that run under **Valve's ARM64 Proton inside a Linux
runtime on Android** - Bannerlator's linuxfs session with the native Steam client -
where the game process is a glibc process and cannot touch Android's audio
libraries itself.
Two pieces, both required:
| piece | what it is | where it runs |
|---|---|---|
| `aarch64-unix/winedirectaudio.so` + the two PE shells | the Wine `mmdevapi` driver, glibc build, **no AAudio inside** | in the game, inside the Linux rootfs |
| `directaudio-relay` | a small bionic program that owns the AAudio output and microphone streams | on the Android side, under the app's uid |
They meet over a unix socket. The driver connects, sends its launch config, and
gets back two shared-memory rings: one it fills with mixed game audio, one the
helper fills with microphone audio. The helper plays and records; the driver
keeps doing everything else it always did.
## Which Proton
Built inside `ValveSoftware/wine` at `proton_11.0`. The private `mmdevapi`
interface it implements is byte-identical across **Proton 11.0 (ARM64)**,
**Proton Experimental (ARM64)** and our own Wine-11 layers (checked 2026-09-19),
so this one build serves any of them. A future Proton on a Wine 12 base will
need a rebuild - the interface is not versioned, and a mismatch is silence, not
an error.
## Installing the driver next to Proton (not into it)
Steam verifies and updates its Proton depots, so files added under
`steamapps/common/Proton .../files/lib/wine/` will not survive. Put the driver
/* DroidDeck Xbox Cloud Gaming player. Includes Greenlight's player (c) UnknownSKL (Jim Kroon), MIT. */
(()=>{var_=class{_player;_dataChannel;constructor(e){this._player=e,this._dataChannel=this._player._peerConnection.createDataChannel(this.getChannelName(),this.getChannelConfig()),this._dataChannel.onopen=this.onOpen.bind(this),this._dataChannel.onmessage=this.onMessage.bind(this),this._dataChannel.onclosing=this.onClosing.bind(this),this._dataChannel.onclose=this.onClose.bind(this),this._dataChannel.onerror=this.onError.bind(this)}getChannelName(){return"channel"}getChannelConfig(){return{}}onOpen(e){console.log(this.getChannelName(),"Opening channel:",e)}onMessage(e){console.log(this.getChannelName(),"Message channel:",e)}onClosing(e){console.log(this.getChannelName(),"Closing channel:",e)}onClose(e){console.log(this.getChannelName(),"Closed channel:",e)}onError(e){console.log(this.getChannelName(),"Error channel:",e)}send(e){if(this._dataChannel.readyState!=="open"){console.log("["+this.getChannelName()+"] Tried to send data while channel is not open. readyState is:",this._dataChannel.readyState);return}returntypeofe=="string"&&(e=newTextEncoder().encode(e)),this._dataChannel.send(e)}getPlayer(){returnthis._player}destroy(){}};varS=classextends_{_micPermissions="prompt";_micStream;constructor(e){super(e),navigator.permissions.query({name:"microphone"}).then(t=>{this._micPermissions=t.state,t.onchange=()=>{this._micPermissions=t.state}})}getChannelName(){return"chat"}getChannelConfig(){return{ordered:!0,protocol:"chatV1"}}destroy(){}};varv=classr{_player;_index;_physicalGamepadId=-1;_rumbleInterval;_isFocused=!0;_gamepadOverride={buttons:{}};_options={enable_keyboard:!1,enable_gamepad:!0,enable_vibration:!0,keyboard_mapping:{A:"Enter",B:"Backspace",X:"x",Y:"y",DPadUp:"ArrowUp",DPadDown:"ArrowDown",DPadLeft:"ArrowLeft",DPadRight:"ArrowRight",LeftShoulder:"[",RightShoulder:"]",LeftThumb:"l",RightThumb:"r",LeftTrigger:"-",RightTrigger:"=",Menu:"m",View:"v",Nexus:"n"},gamepad_mapping:{A:"0",B:"1",X:"2",Y:"3",DPadUp:"12",DPadDown:"13",DPadLeft:"14",DPadRight:"15",LeftShoulder:"4",RightShoulder:"5",LeftThumb:"10",RightThumb:"11",LeftTrigger:"6",RightTrigger:"7",Menu:"9",View:"8",Nexus:"16"},gamepad_axes_mapping:{LeftThumbXAxis:"0",LeftThumbYAxis:"1",RightThumbXAxis:"2",RightThumbYAxis:"3"},gamepad_deadzone:.08,gamepad_force_capture:!1};_listener={keyDown:this.onKeyDown.bind(this),keyUp:this.onKeyUp.bind(this),gamepadConnected:this.onGamepadConnected.bind(this),gamepadDisconnected:this.onGamepadDisconnected.bind(this),windowFocus:this.onWindowFocus.bind(this),windowBlur:this.onWindowBlur.bind(this)};constructor(e,t={}){this._index=e,this._options={...this._options,...t}}attach(e){this._player=e,this._player._channels.control.sendGamepadState(this._index,!0,this),this._options.enable_keyboard===!0&&(window.addEventListener("keydown",this._listener.keyDown),window.addEventListener("keyup",this._listener.keyUp)),this._options.enable_gamepad===!0&&(window.addEventListener("gamepadconnected",this._listener.gamepadConnected),window.addEventListener("gamepaddisconnected",this._listener.gamepadDisconnected)),this._options.enable_gamepad===!0&&this._options.gamepad_force_capture===!1&&(window.addEventListener("blur",this._listener.windowBlur),window.addEventListener("focus",this._listener.windowFocus)),this.detectActiveGamepad()}detach(){if(this._player===void0){console.log("[Gamepad] Player is not attached. this._player is:",this._player);return}this._player._channels.control.sendGamepadState(this._index,!1),this._physicalGamepadId=-1,this._rumbleInterval!==void0&&clearInterval(this._rumbleInterval),this._options.enable_keyboard===!0&&(window.removeEventListener("keydown",this._listener.keyDown),window.removeEventListener("keyup",this._listener.keyUp)),this._options.enable_gamepad===!0&&(window.removeEventListener("gamepadconnected",this._listener.gamepadConnected),window.removeEventListener("gamepaddisconnected",this._listener.gamepadDisconnected)),this._options.enable_gamepad===!0&&this._options.gamepad_force_capture===!1&&(window.removeEventListener("blur",this._listener.windowBlur),window.removeEventListener("focus",this._listener.windowFocus))}sendButtonState(e,t){if(this._player===void0){console.log("[Gamepad] Player is not attached. this._player is:",this._player);return}if(!(einthis.getDefaultFamepadFrame())){console.log("[Gamepad] Invalid button:",e);return}letn=this.getDefaultFamepadFrame();n.GamepadIndex=this._index,this._gamepadOverride.buttons[e]=t}onKeyDown(e){if(this._isFocused!==!1)for(lettinthis._options.keyboard_mapping)this._options.keyboard_mapping[t]===e.key&&(this._gamepadOverride.buttons[t]=1,e.preventDefault())}onKeyUp(e){if(this._isFocused!==!1)for(lettinthis._options.keyboard_mapping)this._options.keyboard_mapping[t]===e.key&&(this._gamepadOverride.buttons[t]=0,e.preventDefault())}onWindowFocus(){this._isFocused=!0}onWindowBlur(){}getDefaultFamepadFrame(){return{GamepadIndex:0,Nexus:0,Menu:0,View:0,A:0,B:0,X:0,Y:0,DPadUp:0,DPadDown:0,DPadLeft:0,DPadRight:0,LeftShoulder:0,Line truncated
`+t.ContentText)?this.completeTransaction(e.id,{Result:0}):this.completeTransaction(e.id,{Result:1})}};varM=classextends_{_handshakeCompleted=!1;getChannelName(){return"message"}getChannelConfig(){return{protocol:"messageV1",ordered:!0}}onOpen(){console.log("[MessageChannel] Sending handshake...");lete=JSON.stringify({type:"Handshake",version:"messageV1",id:"be0bfc6d-1e83-4c8a-90ed-fa8601c5a179",cv:"0"});this.send(e)}onMessage(e){lett=JSON.parse(e.data);switch(t.type){case"HandshakeAck":console.log("[MessageChannel] Handshake completed"),this._handshakeCompleted=!0,this.getPlayer()._channels.control.sendAuthorization(),this.getPlayer()._channels.input.start(),this.sendConfig();break;case"TransactionStart":case"Message":newD(this,t);break;default:console.log("[MessageChannel] Unhandled message type:",t.type,t)}}sendConfig(){lete=[],t=[0,2,0],n=JSON.stringify(this.generateMessage("/streaming/systemUi/configuration",{version:t,systemUis:e}));this.send(n);leti=JSON.stringify(this.generateMessage("/streaming/properties/clientappinstallidchanged",{clientAppInstallId:"c97d7ee0-73b2-4239-bf1d-9d805a338429"}));this.send(i);leta=JSON.stringify(this.generateMessage("/streaming/characteristics/orientationchanged",{orientation:0}));this.send(a);lets=JSON.stringify(this.generateMessage("/streaming/characteristics/touchinputenabledchanged",{touchInputEnabled:!1}));this.send(s);leto=JSON.stringify(this.generateMessage("/streaming/characteristics/clientdevicecapabilities",{}));this.send(o);letd=JSON.stringify(this.generateMessage("/streaming/characteristics/dimensionschanged",{horizontal:1920,vertical:1080,preferredWidth:1920,preferredHeight:1080,safeAreaLeft:0,safeAreaTop:0,safeAreaRight:1920,safeAreaBottom:1080,supportsCustomResolution:!0}));this.send(d)}generateMessage(e,t){return{type:"Message",content:JSON.stringify(t),id:Q(),target:e,cv:""}}destroy(){}};varE=class{_address;_ipv4Address;_ipv4Port;constructor(e){this._address=e;lett=this._address.split(":"),n=t[6]+t[7],i=t[5],a=~parseInt(n.substring(0,2),16)&255,s=~parseInt(n.substring(2,4),16)&255,o=~parseInt(n.substring(4,6),16)&255,d=~parseInt(n.substring(6,8),16)&255,u=~parseInt(i.substring(0,4),16)&65535;this._ipv4Address=a+"."+s+"."+o+"."+d,this._ipv4Port=u}getIpv4Address(){returnthis._ipv4Address}getIpv4Port(){returnthis._ipv4Port}};varR=class{_peerConnection;_iceCandidates=[];constructor(e){this._peerConnection=e._peerConnection,this._peerConnection.addEventListener("icecandidate",t=>{t.candidate&&this._iceCandidates.push(t.candidate)})}getCandidates(){returnthis._iceCandidates}setRemoteCandidates(e){e.length===0&&console.warn("Error: No candidates received!");for(lettine){if(e[t].candidate==="a=end-of-candidates")continue;letn=e[t].candidate.split(" ");if(n.length>4&&n[4].substr(0,4)==="2001"){leti=newE(n[4]);this._peerConnection.addIceCandidate({candidate:"a=candidate:10 1 UDP 1 "+i.getIpv4Address()+" 9002 typ host ",sdpMLineIndex:e[t].sdpMLineIndex,sdpMid:e[t].sdpMid}),this._peerConnection.addIceCandidate({candidate:"a=candidate:11 1 UDP 1 "+i.getIpv4Address()+" "+i.getIpv4Port()+" typ host ",sdpMLineIndex:e[t].sdpMLineIndex,sdpMid:e[t].sdpMid})}this._peerConnection.addIceCandidate({candidate:e[t].candidate,sdpMid:e[t].sdpMid,sdpMLineIndex:e[t].sdpMLineIndex})}}};varI=class{_player;_peerConnection;constructor(e){this._player=e,this._peerConnection=e._peerConnection}getAvailableCodecs(){lete=RTCRtpReceiver.getCapabilities("video")?.codecs;if(e===void0)return[];lett=[];for(letnine)t.includes(e[n].mimeType)||t.push(e[n].mimeType);returnt}setLocalSDP(e){returnconsole.log("[SDP] setLocalSDP() Setting local SDP:",e),e.sdp=e.sdp?.replace("useinbandfec=1","useinbandfec=1; stereo=1"),e}setRemoteSDP(e){returnconsole.log("[SDP] setRemoteSDP() Setting remote SDP:",e),e}getDefaultCodecPreferences(){lete=RTCRtpReceiver.getCapabilities("video")?.codecs;if(e===void0)return[];lett=[],n=[],i=[],a=[];for(letoine)e[o].mimeType.includes("H264")?e[o].sdpFmtpLine?.includes("profile-level-id=4d")?t.push(e[o]):e[o].sdpFmtpLine?.includes("profile-level-id=42e")?n.push(e[o]):e[o].sdpFmtpLine?.includes("profile-level-id=420")&&i.push(e[o]):(e[o].mimeType.includes("ulpfec")||e[o].mimeType.includes("flexfec")||e[o].mimeType.includes("VP9")||e[o].mimeType.includes("VP8"))&&a.push(e[o]);return[...t,...n,...i,...a]}_setBitrate(e,t,n){leti=e.split(`
`),a=-1;for(leto=0;o<i.length;o++)if(i[o].indexOf("m="+t)===0){a=o;break}if(a===-1)returnconsole.debug("Could not find the m line for",t),e;for(a++;i[a].indexOf("i=")===0||i[a].indexOf("c=")===0;)a++;if(i[a].indexOf("b")===0)returni[a]="b=AS:"+n,i.join(`
`)}varm=JSON.parse(DDCloud.settings()),ae=RTCPeerConnection.prototype.setLocalDescription;RTCPeerConnection.prototype.setLocalDescription=function(r){returnr?.sdp&&((m.codec==="high"||m.codec==="normal"||m.codec==="low")&&(r.sdp=z(r.sdp,m.codec)),m.bitrateMbps>0&&(r.sdp=K(r.sdp,m.bitrateMbps*1e3))),ae.call(this,r)};window.__ddRumble=m.rumble/100;window.addEventListener("error",r=>DDCloud.log(`error: ${r.message} @${r.lineno}`));window.addEventListener("unhandledrejection",r=>DDCloud.log(`rejection: ${String(r.reason).slice(0,200)}`));window.addEventListener("gamepadconnected",r=>DDCloud.log(`controller: ${r.gamepad.id.slice(0,60)} mapping=${r.gamepad.mapping||"none"} buttons=${r.gamepad.buttons.length} axes=${r.gamepad.axes.length}`));varW=newMap,re=1;window.__ddResolve=(r,e,t)=>{letn=W.get(r);W.delete(r),n&&n({status:e,body:t})};functionC(r,e=""){returnnewPromise(t=>{letn=re++;W.set(n,t),DDCloud.call(n,r,typeofe=="string"?e:JSON.stringify(e))})}varB=r=>newPromise(e=>setTimeout(e,r)),se=r=>r.status>=200&&r.status<300;functionx(r){lete=document.getElementById("status");e&&(e.textContent=r),DDCloud.status(r)}varT=classextendsError{constructor(t,n){super(t);this.stage=t;this.detail=n}};functionk(r,e){if(!se(e))thrownewT(r,`${e.status}${e.body.slice(0,300)}`);returne}functionoe(r,e){returnnewPromise(t=>{if(r.iceGatheringState==="complete")returnt();letn=setTimeout(t,e);r.addEventListener("icegatheringstatechange",()=>{r.iceGatheringState==="complete"&&(clearTimeout(n),t())})})}asyncfunctionde(){x("Starting the game on Xbox Cloud Gaming\u2026"),k("start",awaitC("start"));letr=!1,e=0;for(;;){letl=k("state",awaitC("state")),f=JSON.parse(l.body||"{}");if(f.state==="Provisioned")break;if(f.state==="Failed")thrownewT("provision",JSON.stringify(f.errorDetails??{}).slice(0,300));f.state==="ReadyToConnect"&&!r?(r=!0,x("Signing in to the cloud console\u2026"),k("connect",awaitC("connect"))):f.state==="WaitingForResources"?x(`In the queue for a cloud console\u2026 ${Math.round(e/1e3)} s`):x(`Getting a cloud console ready\u2026 ${Math.round(e/1e3)} s`),awaitB(1e3),e+=1e3}x("Connecting\u2026");lett=newU("player");t.init();letn=t._peerConnection,i=t._channels.input,a=i.queueMetadataFrame.bind(i);i.queueMetadataFrame=l=>{if(m.preventDrops){letf=l.frameRenderedTimeMs-l.frameDecodedTimeMs;l.frameDecodedTimeMs=l.frameSubmittedTimeMs+10,l.frameRenderedTimeMs=l.frameDecodedTimeMs+f}a(l)};lets,o,d=()=>{if(!(o===void0||s===void0&&m.volume===100)){if(s===void0){letl=newAudioContext;s=l.createGain(),l.createMediaStreamSource(o).connect(s).connect(l.destination);letf=document.querySelector("#player audio");f&&(f.muted=!0)}s.gain.value=m.volume/100}};n.addEventListener("track",l=>{l.track.kind==="audio"&&(o=l.streams[0],d())});letu=newV(n),h,g=()=>{letl=t.getVideoElement();if(l!==void0){if(!X(m)){h?.pause();return}if(h===void0)try{h=newH(l,m)}catch(f){DDCloud.log(`effects unavailable: ${String(f).slice(0,200)}`)}elseh.resume(m)}};window.__ddApply=l=>{m=JSON.parse(l),window.__ddRumble=m.rumble/100,u.show(m.statsLevel,m.statsLayout==="vertical",m.server,m.statsCorner==="left"),d(),g()},n.addEventListener("connectionstatechange",()=>{n.connectionState==="connected"?(x(""),DDCloud.playing(),u.show(m.statsLevel,m.statsLayout==="vertical",m.server,m.statsCorner==="left"),setTimeout(g,500)):n.connectionState==="failed"?DDCloud.failed("webrtc","connection failed"):n.connectionState==="disconnected"&&x("Connection lost\u2026")});letp=awaitt.createOffer(),c=k("sdp",awaitC("sdp",p.sdp??"")),O=JSON.parse(JSON.parse(c.body).exchangeResponse);if(O.status&&O.status!=="success")thrownewT("sdp-answer",JSON.stringify(O).slice(0,300));awaitt.setRemoteSDP(O.sdp),awaitoe(n,3e3);letY=(awaitt.getICECandidates()).map(l=>JSON.stringify({candidate:l.candidate,sdpMid:l.sdpMid,sdpMLineIndex:l.sdpMLineIndex,usernameFragment:l.usernameFragment})),$=k("ice",awaitC("ice",Y));t.setRemoteIceCandidates(JSON.parse(JSON.parse($.body).exchangeResponse));letq=Date.now();for(;!t._channels.message._handshakeCompleted&&Date.now()-q<2e4;)awaitB(100);DDCloud.log(`handshake ${t._channels.message._handshakeCompleted?"done":"missing"} after ${Date.now()-q} ms`),awaitB(300);letb=newv(0,{enable_keyboard:!1});b.attach(t),DDCloud.log(`controllers at attach: ${Array.from(navigator.getGamepads()).filter(Boolean).length}`),window.__ddNexus=()=>{b.sendButtonState("Nexus",1),setTimeout(()=>b.sendButtonState("Nexus",0),200)},window.__ddButton=(l,f)=>b.sendButtonState(l,f),window.__ddInput=l=>{l?b.onWindowFocus():b.onWindowBlur()},setInterval(()=>{C("keepalive")},3e4),window.__ddStop=()=>{try{h?.destroy(),u.destroy(),b.detach(),t.destroy()}catch{}}}de().catch(r=>{rinstanceofT?DDCloud.failed(r.stage,r.detail):DDCloud.failed("page",String(r).slice(0,300))});})();
* @brief Patches the Adreno graphics driver to enable support for BCn compressed formats
* @note adrenotools_get_bcn_type MUST be checked to equal ADRENOTOOLS_BCN_PATCH before calling this
* @param vkGetPhysicalDeviceFormatPropertiesFn A pointer to vkGetPhysicalDeviceFormatProperties obtained through vkGetInstanceProcAddr. This is used to find the correct function to patch
* @return If the patching succeeded, if false the driver will be in an undefined state
* @brief Opens a new libvulkan.so instance according to `flags`
* @remark IMPORTANT: The app MUST be packaged w/ useLegacyPackaging = true. The reason for this is
* that we install the hook in hookLibDir; but this folder won't be set correctly when useLegacyPackaging == false
* because Android expects to read the *.so directly from the apk (instead of decompressing them into nativeLibraryDir).
* @param dlopenMode The dlopen mode to use when opening libvulkan
* @param featureFlags Which adrenotools driver features to enable
* @param tmpLibDir A writable directory to hold patched libraries, only used on api < 29 due to the lack of memfd support. If nullptr is passed and the API version is < 29 memfd usage will be attempted and if unsupported nullptr will be returned
* @param hookLibDir The directory holding the built hooks.
* IMPORTANT: This path MUST point to whatever `getApplicationInfo().nativeLibraryDir` (Kotlin code) returns.
* Failing to do so will result in this function returning a valid ptr but then the hook will fail and either the original driver is loaded as fallback, or vkEnumeratePhysicalDevices returns 0 devices.
* @param customDriverDir The directory to load a custom GPU driver named according to `customDriverName` from. Only used if ADRENOTOOLS_DRIVER_CUSTOM is set in `featureFlags`.
* IMPORTANT: This path MUST NOT be on sdcard/storage. i.e. use ANativeActivity::internalDataPath and often looks like "/data/user/0/com.example.app/files/".
* Otherwise you will get permission denied because dlopen() can't be done on *.so libraries that any random user or application can manipulate (which would be a security risk).
* @param customDriverName The soname of the custom driver to load. Only used if ADRENOTOOLS_DRIVER_CUSTOM is set in `featureFlags`
* @param fileRedirectDir The directory which to redirect all file accesses performed by the driver to. Only used if ADRENOTOOLS_DRIVER_FILE_REDIRECT is set in `featureFlags`
* @param userMappingHandle A pointer to a void* which will be set to the mapping handle if ADRENOTOOLS_DRIVER_GPU_MAPPING_IMPORT is set in `featureFlags`
* @brief Imports the given CPU mapped memory range into the GSL allocator. This should then be followed by a call to vkAllocateMemory with a matching size which will return a VkDeviceMemory view over the input region
* @param handle Mapping handle that was returned by adrenotools_open_libvulkan
* @brief Maps GPU memory and imports it into the GSL allocator. This should then be followed by a call to adrenotools_mem_cpu_map to map the memory on the CPU, then finally vkAllocateMemory with a matching size
* @param handle Mapping handle that was returned by adrenotools_open_libvulkan
* @param size Pointer to a variable containing the size of the region to import, will be updated to contain the required size of the region to allocate CPU side
* @brief Maps the last mapping allocated using adrenotools_mem_gpu_allocate into the given host memory region, such that vkAllocateMemory can then be called
* @param handle Mapping handle that was returned by adrenotools_open_libvulkan
* @param hostPtr A pointer to where the mapping should be mapped
* @param size The size of the mapping. MUST be equal to the size returned by adrenotools_mem_gpu_allocate
* @brief A replacement GPU memory mapping for use with ADRENOTOOLS_DRIVER_GPU_MAPPING_IMPORT
*/
structadrenotools_gpu_mapping{
void*host_ptr;
uint64_tgpu_addr;//!< The GPU address of the mapping to import, if mapping import/init succeeds this will be set to ADRENOTOOLS_GPU_MAPPING_SUCCEEDED_MAGIC
// Passing dlopen as a caller address tricks the linker into using the internal unrestricted namespace letting us access libraries that are normally forbidden in the classloader namespace imposed on apps
* @note IMPORTANT: If `filename` is compiled with the '-z global' linker flag and RTLD_GLOBAL is supplied in `flags` the library will be added to the namespace's LD_PRELOAD list
__android_log_print(ANDROID_LOG_ERROR,"adrenotools","Failed to hook our namespace to the default one\n");
returnnullptr;
}
// Preload the hook implementation, otherwise we get a weird issue where despite being in NEEDED of the hook lib the hook's symbols will overwrite ours and cause an infinite loop
// Preload ourself, a new instance will be created since we have different linker ancestory
// If we don't preload we get a weird issue where despite being in NEEDED of the hook lib the hook's symbols will overwrite ours and cause an infinite loop
LOGI("hook_android_dlopen_ext: hook failed: failed to apply libgsl_alloc_hook!");
}
// TODO: If there is already an instance of a Vulkan driver loaded hooks won't be applied, this will only be the case for skiavk generally
// To fix this we would need to search /proc/self/maps for the file to a loaded instance of the library in order to read it to patch the soname and load it uniquely
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