Roblox 2.742 moves the process-load constructor behind the JNI singleton
initializer and renames registers in the registry initializer. The deriver
finds each leading constructor by its code, and the loader checks that host
bridges run the checkpoint and JNI singleton constructors and skip the two
wiring entries.
strerror_r: Bionic's message table covers errno 0..133 except the
unassigned 41 and 58. Numbers outside that set now get "Unknown error N"
without consulting the host, so the text is the same on glibc and musl and
no longer relies on comparing against strerror_r(-1).
atoi: glibc's atoi is (int)strtol() like Bionic's, so the host symbol is
used there as before. The Bionic shim is registered only on libcs where
that is not true (musl). linker_registry_test expects the matching result.
Brings in 3e6f63e (drop libexecinfo), aa31cdf (Chimera/musl portability),
bc10810 (Bionic atoi, canary signal exit codes) and cb2e9dd (CI fixes).
Conflicts:
- tests/native_update_test.cc: keep both <cerrno> and <csignal>.
- tests/webview_helper_launcher_test.cc: keep the existing python3 socket
read; it already solves the dash multi-digit fd redirection problem that
upstream fixed by switching the helper to bash.
A driver can reject a present mode the device did not enable. Retry once with the mode the game asked for, except after errors another mode cannot fix.
Keep both the CallProtocol and AccountProtocol bridges. Keep our pointer
hold and catalog validation. Re-apply our JNI local-frame counting,
singleton handles, class handle cache, handle-table report and thread
detach release on upstream's split jnivm files.
Roblox's WebViewProtocol is a counted subsystem that Android's app start
holds for the process lifetime. Nightcap held no handle, so the protocol
and its handleJavascriptCallback subscriber were deleted after each use.
Page messages such as challengeCompleted then waited for the next Lua
WebView call, which came only at the 60 s challenge timeout, and login
failed.
Find the unexported getter through its call site in
initializeAndroidWebViewProtocol, check both functions against x86-64
and AArch64 code contracts, and hold one handle before native init.
The helper no longer closes a solved challenge before the host reads its
events. Roblox closes WebViewProtocol challenges itself, with a 3 s host
fallback; OPEN_CAPTCHA_VIEW windows close once success is forwarded.
Solved-challenge feature names now live in one shared header.
Roblox login challenges asked for a Play Integrity token that nothing
answered, so the challenge sat out LuaApp's native timeout and looped.
A new optional bridge reports integrity as unsupported and answers token
requests at once with an empty token (TOKEN_PROVIDER_UNINITIALIZED).
Roblox defers a launchGame sent from the WebView until the Lua app next
navigates, so joining a private server stalled until a sidebar tab was
clicked. Parse launchGame in the runtime, queue it through the
experience launch pipeline, and close the WebView. Other commands still
reach Roblox.
Fixes#169
Brings in aarch64 host support (#152, #162, #167), natural scrolling (#163)
and the arm64 CI build job. Packaging, Pages and README keep the Nightcap
x86_64 side; upstream's aarch64 bundles are not published.
Each ETC2 upload created and destroyed its own staging buffer on the render
thread. Uploads now take ranges of 16 MiB blocks, reused once every range
is released; four empty blocks are kept. Profile traces gain per-frame CPU
time counters and slices for staging and driver memory calls.
The router inferred relative mode from SDL reporting zero absolute
coordinates. X11 does; Wayland reports a position that accumulates the
deltas and leaves the window, so every camera-drag event took the
absolute branch and walked Roblox's cursor to the viewport edge.
Motion, button and wheel events now carry the window's relative mouse
mode, and the RMB camera-drag fallback only captures inside an
experience so the app surface keeps a free cursor.
Uploads decode on a background dispatcher and the submit carries a
timeline semaphore wait, so the GPU waits for the texture rather than
the render thread. The gather of the application's compressed bytes
moves there too when they are already mapped; unmapping or freeing that
memory drains the decodes still reading it.
Staged copies gain an explicit host-write barrier. A queue submission
only makes host writes from before it visible to the device, and these
writes land after the submit.
Devices without timelineSemaphore, and submits whose pNext already sizes
arrays by their semaphore counts, decode inline as before.
Blade Ball, median of three: worst vkQueueSubmit 140ms -> 1ms, p99
4.9ms -> 0.05ms, total 2534ms -> 309ms. Frame interval unchanged; its
tail is the engine's own main-thread step.
Every keystroke re-ran TTF_Init, a fontconfig sort, six TTF_OpenFont calls
and TTF_Quit on the render thread. Hold the opened fonts on the overlay and
reopen them only when the Roblox font or the point size changes, keeping the
current set when a reopen fails. Measured over 100 rasters, 1.59 ms to
0.12 ms per keystroke.
Default title is Roblox, details "Playing {place_name}", and state
"by {creator_name}". The creator comes from the games API response
already fetched for the place name. A text field that expands an
empty placeholder is left out, so the state never shows a bare "by".
The main thread polls nativeCallMessagesFromMainThread 146k times a second
with nothing to do. Between polls it now rests 100 us: nanosleep when the
governor is performance, TPAUSE (C0.2) when the CPU has WAITPKG, a spin
otherwise. Sleeping under a power-saving governor lets the render thread's
core clock down and drops frames, which is why TPAUSE is the default there.
MOCKTAIL_ENGINE_PUMP_REST=sleep|tpause|spin overrides. The profile trace
gains a slice for pumps that ran a message.
EmitPass reuses the decoder's persistent workers through RunOnDecodeWorkers
instead of creating and joining threads per batch. A failed trace write stops
the writer thread rather than leaving it ticking every 250 ms.
Relative-mode motion carries zero absolute coordinates. The router used
to accumulate the deltas into its pointer position, so a long camera turn
parked the reported position at the viewport edge and Roblox drew its
cursor there when the capture ended. The position now stays where it was
captured while deltas pass through. Zero-coordinate wheel and button
events keep it too, and an unknown position defaults to the viewport
center.
sched_setaffinity binds one thread, so the fallback that undid a GameMode pin
only freed the thread that called Start(); the worker threads the fix exists to
protect stayed on the daemon's cores. Walk /proc/self/task instead, and treat a
readdir failure partway through as a failed restore rather than a finished one.
Also stop chrome_trace_writer emitting a valueless "ts" on to_chars failure, or
a bare inf/nan, either of which costs the whole trace instead of one field.
Release the GameMode request when the daemon narrows the CPU mask; the pin
concentrates Roblox's worker pool and is re-applied every few seconds, so
ending the request is the only thing that lifts it. `gamemode: on` keeps it.
Emit texture uploads on worker threads instead of serially inside
vkQueueSubmit, in two passes so mip 0 lands before the levels scaled from it.
Decode ETC2 through a persistent pool and lower the parallel floor to one
128x128 image, so small batches stop running single-threaded.
Document all three in docs/PERFORMANCE.md.
Records presents, GPU waits, submits, ETC2 decode, and pipeline and shader creation for ui.perfetto.dev. Adds a benchmark guide and a trace summary script.
text.title sets the activity name, images.* set the large and small icons and hover text, and text.state may be empty to hide it. Text and image fields expand {place_name} and {place_icon}; fields that render empty are omitted. show_place_name: false now also hides the place thumbnail.
Relative-mode motion reports zero absolute coordinates, so the router
accumulates deltas. The accumulator was never clamped, only the copy sent
to the engine, so a long turn pushed it far outside the viewport and every
reversal was swallowed until the pointer travelled all the way back.
input.raw_mouse sends look deltas in host units instead of guest surface
units. Those differ only when the desktop display scale and the window's
pixel density disagree, as under fractional scaling. Default off.
Rename the desktop entry, metainfo, icons, Flatpak manifest, and SDL app
identity so Nightcap installs side by side with upstream. Build a signed
Flatpak on v* tags, publish the OSTree repo and landing page to GitHub
Pages, and attach the bundle to the release. Release creation tolerates
the AppImage and Flatpak workflows racing on the same tag.
Unset or non-numeric MOCKTAIL_SMALL_TEXTURE_UPSCALE now means 4, so the
upscale applies on every launch path. Drop the variable from the desktop
entry Exec line.
Show Nightcap as the app name in the desktop entry, window title,
dialogs, and metainfo. Binary, config paths, and desktop ID keep the
mocktail name. Publish Nightcap-x86_64.AppImage to GitHub Releases on
v* tags. README points at the fork's releases instead of upstream
packages.