Servers started by test_server's OneServer and LocalMode tests got no
FRAME_CONTROL_SSH_DIR, so each one imported the real ~/.ssh/config into a
fresh throwaway devices.json and seeded a pin into the real
~/.ssh/frame-control-hosts: about a dozen files per suite run.
tests/sandbox.py now gives the whole run a throwaway HOME/USERPROFILE and
FRAME_CONTROL_SSH_DIR (inherited by child processes), every test module
imports it first, and frame_connect.SSH_DIR honours FRAME_CONTROL_SSH_DIR
like frame_devices.ssh_dir(). test_sandbox checks the paths and reruns the
tests that leaked from the original environment, asserting nothing under
the real ~/.ssh changed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Round-2 review of #83: the display search ran before the usual 5 s property
and geometry reads, and its 30 s memory never helped because the server
starts a fresh `python3 - panels` per request. With X tools answering in
4.6 s the run passed the server's 20 s.
- One xprop call reads all of gamescope's root properties; :0 is read first
and, when it has them, used with no other probe. Other displays are only
asked (2 s each) if :0 has none.
- focus() and focusable() reuse that reading instead of re-reading.
- A `panels` run has one deadline (12 s); every xprop/xwininfo is cut to
what's left, and past it the run returns what it found with a "why"
saying the headset was too slow.
- The display memory is documented as being for the long-lived input helper
only.
- Tests: `frame_touch.py panels` run as a fresh process with fake xprop and
xwininfo on PATH (lists panels; 4.6 s tools return in about 12 s, where
the previous head ran past 60 s), plus unit tests for the single read,
probing, the deadline and partial results.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review of #83: the display search shares one 6 s deadline (2 s per display)
and is remembered (found for good, not found for 30 s), so a stalled display
can't use up the server's 20 s. Control now shows a failed panel listing
instead of "Finding the headset's panels..." when the first one fails.
Page test (tests/page/desk_panels.mjs) covers the Desktop listing: the
headset's reason, initial failure and recovery.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Issue #73 (SteamOS 0.4.5): Capture on the Desktop view failed with "no app
panel is open in the headset" while the Plasma desktop was plainly open.
frame_touch.py's panels() came back empty and the page only knew to say
"none open".
- frame_touch.py: read gamescope's properties from :0 first, probing the
other displays if :0 has none; list displays from /proc/net/unix's
abstract X sockets as well as /tmp/.X11-unix; when nothing is found,
return a "why" (X tools missing, listed windows that aren't X11 windows,
desktop running but not listed, or nothing open).
- index.html: the Desktop view's Capture and Control show that reason, or
the listing error, instead of a bare "no app panel".
- server.py: /api/clipboard answers 409 when the headset's desktop isn't
open (plasmashell not running), so it no longer reaches telemetry as an
$exception; other paste failures stay 502.
Fixes#73
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Live view: a Desktop view that stays still, and Control to tap on the Frame
The live view gets a second source and a way to use the Frame from it:
- Desktop: the app panel in use in the headset, streamed from its own window
(x11grab of gamescope's redirected window), so it doesn't move as the
wearer looks around. A picker shows any other panel, view only.
- Control: on the Desktop view a tap or click lands exactly where you put it;
drag is a mouse drag, press and hold right-clicks, two fingers scroll, and
on a computer the mouse, wheel and keyboard work directly. On the headset
view the view is a trackpad. A text field and key row type from a phone.
Input goes through gamescope's own EIS socket (the way Steam feeds Remote
Play input) with the libei already on the image: ui/frame_touch.py, over
the same long-lived ssh machinery as the keyboard agent, nothing to
install. It reaches the panel that has focus on either X display, which
the KDE Connect route can't. Verified on the Frame and from the iPhone app
in the Simulator.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Control: fixes from review
- Keys held on the Frame are released with buttons when Control stops or
the view loses focus; keys for the Frame no longer trigger Frame Control's
own shortcuts.
- Taps only act when the picture on screen is the panel in use; positions,
presses, keys, text and scrolls name their panel (display and window: ids
repeat across :0 and :1, told apart by pid), and the Frame drops them if
focus has moved on. Releases always go.
- While connecting, a tap keeps its position; on an error only releases wait
and retries back off; trimming a long queue never drops a release.
- Lifting one of two scrolling fingers ends the scroll; a cancelled touch
isn't a tap; clicks and holds on the bars around the picture do nothing.
- A capture loop from before a Live restart can't stop the new video.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Control: close the targeting gaps from the second review
- The focused panel's display comes from GAMESCOPE_FOCUS_DISPLAY (gamescope
packs ":1" into the first value), so a window id repeated across :0 and :1
can't be mistaken; the pid is only the fallback.
- Presses, keys, text and scrolls read focus afresh on the Frame; only moves
use a reading up to a second old.
- A gesture remembers the panel it started on and does nothing more if that
stops being the one in use; a press with no panel to aim at isn't sent.
- Opening a screenshot clears the panel Control would act on; switching to
another app releases held keys and buttons.
- Trimming keeps a click with its position; the error backoff holds for new
input too.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Control: fixes from the SWE-2 Max review
- The Frame side tracks keys as well as buttons and lets go of both when the
session ends.
- A stale tap tells the page, which re-reads the panels at once.
- A paused input device waits instead of ending the session; only a
disconnect does. An OS error on one event skips it.
- Presses check focus with two property reads and do the full lookup only
when it changed.
- Writes to an agent's stdin are serialized, so two devices sending at once
can't tear a line (the keyboard agent too).
- Connecting gives up with a message after 15 s instead of hanging on
"Connecting…"; text goes in 100-character pieces so releases don't wait
behind a long paste; a cancelled mouse gesture releases what's held.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Control: stale clears, pauses reconverge, pastes split per request
- The Frame says it has caught up as soon as an aimed event lands after a
stale one, so the page stops re-reading the panels.
- After a device pause it lets go of everything it holds (releases that
arrived while paused were dropped), and waits for the device once per
batch, not once per event.
- The quick focus check no longer freshens the panel geometry's age.
- Each request carries at most about 100 characters of text.
- Turning Control off while it connects doesn't report an error.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* frame_touch: build the socket path on the Frame, so Windows can import it for tests
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* frame_touch: any event that goes through clears the stale flag
A trackpad move names no panel, so waiting for an aimed event could leave
the page re-reading panels for the rest of the session; a release still
aimed at the old panel doesn't count.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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Co-authored-by: Claude Opus 5.5 (1M context) <noreply@anthropic.com>