One conflict, in ui/frame_android.py where main added COPY_MIN_RATE (size-scaled
copy timeouts) beside the install lock this branch made reentrant: both kept,
the lock stays an RLock. ui/index.html and ui/server.py merged on their own.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Windows decoded it with its code page, so the Windows CI saw 'ok ÿ' where
the test expects a replacement character, and real UTF-8 messages from the
headset came out garbled there.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Streaming writers (Python's unseekable ZipFile, force_zip64) write ZIP64
data descriptors even for small files, so the descriptor width can't be
taken from the final sizes. The reader now accepts the signed or unsigned,
32- or 64-bit layout that matches the central directory and fits before
the next entry, preferring one that ends exactly there, then the width the
local header's ZIP64 metadata implies. Format tests cover streamed ZIP64
stored and deflated entries.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Installs made before records kept a version code no longer get replaced by
an older Quest copy: the installed code is read from app.apk on the Frame
(stdlib parser, only the manifest crosses the link); if it can't be read,
replacing needs allowDowngrade. The data-copy guard uses the same lookup.
- Split members are checked against both ZIP headers: same local name and
method, local sizes and checksum (or a validated data descriptor, with
ZIP64 extra fields understood) equal to the central directory, no overlap
with the next entry, and no trailing bytes after a deflate stream.
- The game is closed in a finally block, so a local OSError or Ctrl-C part-way
through a copy still closes it; the original exception is kept and a failed
close is reported separately.
- running_instances(strict=True) fails closed (a failed `podman ps` raises),
used by the Quest import; other callers keep the lenient listing.
- The dumpsys version check reads only the package's own block.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- An older Quest copy no longer replaces a newer install on the Frame: installs
now record versionCode, and a downgrade is refused unless allowed
(--allow-downgrade, "allowDowngrade", or the panel's checkbox).
- The game-data copy only targets this package's own install record and
instance at the Quest's exact version code, and checks Android's own
dumpsys in that instance before copying.
- After the (possibly long) pulls the target is checked again, and the final
checks, the transfer and closing the game hold the shared install lock,
now reentrant so install_obb and install can be called under it.
- Closing the game is confirmed; a failed or incomplete close is reported
instead of claiming the game was closed.
- Split members are read from their raw bytes: stored members must be exactly
their declared size, deflated streams must end exactly there, then the
checksum; forged sizes with prefix checksums are refused.
- A split's resource table counts as empty only if no type chunk defines any
entry (bags included) and every chunk is understood.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Split merging only accepts splits holding lib/<abi>/*.so, assets/, their own
signature/manifest and an empty resource table. Code (classes*.dex), other
files, resource splits, feature splits and split manifests declaring
components or libraries are refused before anything reaches the Frame.
- Merged bytes are bounded (512 MB per file, 1 GB in all) from the headers and
again by bounded reads with a checksum, so a zip bomb or a forged header
can't fill memory.
- Import never starts the game. The first import installs it; game data (OBB,
Android/data) is copied by a second import while the person has the game
open, never replacing an open game's APK, then the game is closed.
- Android/data is streamed as a tar straight into the SSH transfer, not
staged; the space check counts split payloads uncompressed and data once.
- The panel shows small sizes in KB rather than "1 MB".
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Lepton runs one APK per instance, so frame_android.install(base, splits=[...])
(and `frame_android.py install base.apk split.apk ...`) merges splits that add
native libraries or assets into the base, drops the manifest's isSplitRequired
flag, and re-signs with Frame Control's key. Density and language splits,
splits of another package and clashing entries are refused before anything
reaches the Frame.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- _copy allowed a fixed 10 minutes, failing any APK over about 300 MB on a
4 Mbit/s link; it now allows at least 512 KiB/s.
- ssh() and _copy decode output with errors='replace', so a message in
another encoding is a FrameError, not a UnicodeDecodeError; ssh() with
bytes input no longer reports "b'...'".
- A failed update removes the partial app.apk.part it copied.
- frame_apk.apk_info turns a damaged APK's zlib.error, EOFError,
ValueError or RuntimeError into ApkError (the upload path didn't catch
them, so they gave a 500 and no install report).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Leaving through os._exit skips the weakref finalizers that clean up a
TemporaryDirectory still in use by a background thread, so quitting during
a patched VR APK transfer left the APK behind (and likewise a file staged
for the assistant, or a half-downloaded app index in the cache folder).
Those folders now carry the server's PID (frame-vr-, frame-agent-, and
.download- in the apk-sources cache folder), like the web-install and title
staging folders already did. sweep_tmp covers all five; it still runs at
start for dead servers' folders, and with own=True at the end of the
shutdown cleanup for this server's. The exit comment now says which exit
work is skipped and why that is safe.
Tests: the sweep test covers every prefix and own=True; a new server test
stops a server with in-flight folders and checks they are gone, and that a
dead server's are removed at the next start.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Review round 3 of #78: matching ssh's words in the message could still be
spoofed by a download's file name ("Connection closed by frame port 22.zip"
in a checksum failure lost its $exception after a poll timeout). Now
server.ssh and frame_android.ssh mark the exception (frame_host.link_failure)
when ssh itself failed to reach the headset: a time out, or exit 255 with a
line ssh starts (frame_host.ssh_link_failed). diagnostic() holds back only
marked errors in frame_unreachable / frame_not_set_up, once per session;
everything else keeps the 10-minute window. Web-link download and checksum
failures are classified download_failed before any other category.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Review findings on PR #75 (pr75-review-r1):
- Catalogue, alternate-version and web-link installs now append the
"installed without the OpenXR layer" warning to their completion message
(frame_android.layer_note); dropped files already showed vr_issues.
- A non-FrameError that install() re-raises is reported by whoever catches
it (job or request handler, with its traceback), so apk_installed sends
install_finished without its own diagnostic for it (install_finished
diagnose=False). Still exactly one install_finished.
- Tests run the real job path for both.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
electron-builder's 7-Zip compresses a bare arm64 ELF with its ARM64 branch
filter (method 0A), which the NSIS installer's extractor can't decode and
silently skips. Every installed Windows copy (0.4.0, 0.4.1) lacked
libXrApiLayer_FRAME_compat.so, so VR APK installs failed instantly.
- Commit and package the library as libXrApiLayer_FRAME_compat.so.gz
(byte-identical when decompressed; SHA-256 checked against the README);
frame_android decompresses it, and a corrupt file counts as missing.
- build.sh writes the .gz.
- check-resources.js also runs from the command line against an installed
copy, comparing every file with the unpacked build.
- release.yml: the Windows job installs the NSIS installer silently and runs
that check.
- Tests: no bare ELF under prebuilt/, packaging filter ships only the .gz.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- frame_android: a missing, unreadable or empty OpenXR compat layer no longer
aborts a VR install; it installs without the layer and says so (vr_issues),
unless the layer was asked for explicitly. Patch failures are named, and any
exception (not only FrameError) reaches the install hooks/telemetry.
- app/build/check-resources.js (electron-builder afterPack): the build fails if
the layer's arm64-v8a library or other required resources are missing.
- frame_telemetry: new fixed error categories layer_missing, apk_repack_failed,
tool_missing; ok=false without an error reports "other".
- server: install_finished carries xr_layer_missing when a VR APK installed
without the layer. docs/privacy.md lists every category and the new field.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
PostHog (0.4.0): Grayjay installs failed twice with apk_wrong_abi, once with
an armeabi-v7a file and once with an x86_64 file. Grayjay's own site offers
one APK per ABI; the FUTO F-Droid repo's Grayjay 391 is universal and does
contain arm64-v8a, and the catalogue and repo search already drop builds
without arm64-v8a, so the wrong files did not come from those paths.
- The wrong-ABI error now tells the user to download the arm64-v8a (or
arm64, or universal) APK instead, so they don't guess again.
- An install_failed report caused by a wrong-ABI (or too-new-Android) file
no longer rates the whole app as broken in the catalogue.
- Search results and details carry the compatibility reports the catalogue
uses: "Reported not working on the Frame" (a warning, not a block) or
"Works on the Frame". A report never overrides a hard blocker.
- Tests: per-ABI split builds (offer and download the arm64 one), the new
error text and its telemetry category, wrong-file reports, and search
verdicts from reports, with the database hook off by default in tests.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Windows OpenSSH 9.5 blocks while writing captured stderr to a pipe, even with stdin disconnected and a connection timeout. Capture stderr in a temporary file for one-shot OpenSSH calls on Windows, preserving subprocess output, text, check, and timeout behavior. Leave POSIX capture unchanged.
Use the shared runner for SSH, scp, key lookup, and streamed app-data transfers. Bound the real ssh-keygen hashing tests and keep their assertions; move the transfer-error mock to the runner seam. Add ten regression tests.
Verified the full suite on Windows 11 with bundled Python 3.12.14: 628 tests, OK (110 existing skips), 42.685s. Verified macOS Python 3.9.6: 628 tests, OK, 67.934s. Independent Codex gpt-6-sol high-reasoning review found no actionable issues. Protected RDP code is unchanged.
Co-Authored-By: GPT-6.1 Sol (Codex) <noreply@openai.com>
Keep the union of server routes, desktop resources and responsive controls. Preserve OpenXR install defaults and telemetry hooks alongside library artwork. Adapt the resource test to single-file entries and avoid a completed-refresh race in the F-Droid test.
Co-Authored-By: GPT-6 Astra <noreply@openai.com>
- Automatic backfill touches only entries marked art_pending at install (a
devkit title Steam registered later) and fills only slots Steam has no art
for: no name, exe, VR flag or icon changes, no clearing. Older installs
without the flag are left alone and refreshed only when the user asks.
- Android remove takes the install lock that install and refresh hold, so a
refresh in progress can't recreate a removed app; a refresh after removal
finds it not installed.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- 'Refresh artwork' (settings) and the API's refresh-art --all cover devkit
titles as well as Android apps; frame_titles.py gains refresh-art ID|--all.
- Apps and titles without complete Steam artwork are flagged (art_missing):
the app shows 'Add artwork', and the CLIs' list prints the refresh command.
- When the app lists them and Steam answers, Frame Control re-applies their
art in the background (at most every five minutes), e.g. for a title Steam
registered after an install made while it wasn't running.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Remove: collections and artwork clearing are best effort in Steam's JS, and
the host carries on to delete the files when Steam isn't running (Android
apps and devkit titles).
- Devkit titles: the shortcut is found by devkit id, the saved id, or an
executable/start folder inside the title's folder; never by display name.
Steam's overviews don't carry devkit_gameid (checked on the Frame
2026-09-28), so 'list' now reads exe/start dir from app details.
- Photo-based grid/wide/hero slots render as JPEG (a noise-heavy 3840x1240
hero was over 12 MiB as PNG on the Frame); the logo stays transparent PNG.
Rendering gets 75 s and retries once with generated art. Each slot is
cleared before it is set, since Steam keeps .png and .jpg side by side.
- Devkit titles keep their own VR flag (vr=None skips SetShortcutIsVR) and
their Sideloaded collection.
- A failed title install's cleanup can't replace the original error.
- refresh_art for devkit titles (frame_titles.refresh_art).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Any failure of a source image or SteamGridDB (HTTPException, odd JSON) now
becomes a warning and generated art, never an aborted install; refresh-art
--all reports each app and carries on.
- URL artwork goes through apk_sources._images: public addresses only, at most
three redirects, and one overall deadline for all of an install's fetches.
- PNGs are checked from their header only (any depth or interlace; Steam's
Chromium decodes them), JPEGs may have trailing padding, and 4K screenshots
are within limits. The slow pure-Python decoder is gone.
- SteamGridDB title matching keeps letters of every script and never matches
on an empty name. One warning per source slot, not per candidate.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Resolve CLI usage and POST table conflicts. Store installs now hand the
source's own image URLs (icon, banner, screenshots) to frame_android.install
as Steam artwork; before, they passed UI proxy paths (or nothing), so every
store install fell back to generated art.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Generate five artwork slots, refresh VR shortcuts and managed collections, and retain a signal-aware launcher around setsid so stopping the wrapper cleans its container. Cover installation, artwork and launch cleanup offline; record the Steam client startup blocker for device verification.
Co-Authored-By: GPT-6 Astra <noreply@openai.com>
Borrow expansion-file and save-management features with offline verification. Keep SideQuest page-only under its current access terms; document research, integration limits and device acceptance gaps.
Co-Authored-By: GPT-6 Astra <noreply@openai.com>
Second review follow-up: with several activities (e.g. a splash activity ahead
of the game), the alias fallback now prefers the real activity named by the
alias's android:targetActivity. Reads targetActivity by resource id, updates
the error text and docs/vr-apks.md.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Review follow-up. inspect() now returns 'repairable' and the filters it can
patch: the real activity's VR MAIN filter, or, when LAUNCHER/VR sits only on an
<activity-alias>, any real MAIN filter with a category to copy. install() and
patch() repair on 'repairable' instead of 'vr_activity', so a flat Godot 4
export is fixed and a VR category only on the alias no longer aborts install.
Tests cover both shapes, an already-launchable activity with an alias, and an
end-to-end patch.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
patch() turns corrupt-manifest struct/index errors into FrameError; a missing
layer build says so; the signing key falls back to a rename where hard links
aren't supported and explains how to recover from a bad cached key; the layer
nulls an instance it can't destroy and logs xrLocateSpaces once.
Not changed: the 1.1 Meta profile names match xr.xml's promoted names
(meta/touch_pro_controller, meta/touch_plus_controller), and grip_surface is
palm_ext renamed, so the rewrite stays (now commented).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Anonymous PostHog analytics (ui/frame_telemetry.py): usage on by default
after a first-run notice; compatibility results and error details opt-in,
offered together by the notice's "Share more to help fix problems" button.
Random id, no person profiles or GeoIP, scrubbed text, an offline outbox,
and "Show what's been sent" in the new Privacy panel. Inert without a
project key, from a source checkout, or with DO_NOT_TRACK=1.
- APK installs now record install_failed when the APK itself won't install,
and offer a 20-second test after installing. Opted-in reports reach the
shared database through PostHog and `frame_compat_db.py sync`.
- The desktop app updates itself from published releases (app/updater.js):
update.json from releases/latest/download, SHA-256 checked, no downgrades;
macOS bundle swap, Windows NSIS, Linux AppImage, otherwise the release page.
scripts/publish-release.sh publishes a tested draft with its manifest.
- Report a problem (header button, Privacy panel, Help menu) files a GitHub
issue through the website's feedback API, with a previewed, scrubbed
diagnostics snapshot; activity and logs only when asked for.
Reviewed by GPT-6 Astra (xhigh, read-only) three times; all findings fixed.
Docs: docs/privacy.md, docs/releasing.md.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
VR apps with an arm64 OpenXR loader get frame/openxr-compat's layer unless
--no-xr-compat; the app bundle ships the layer. Verified on the Frame: Wolvic's
Quest build gets through OpenXR start-up, Open Brush still reaches FOCUSED.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- app/build/fetch-deps.js downloads a standalone Python 3.12
(python-build-standalone) for every build and adb from Google's
platform-tools, pinned by SHA-256, and prunes what the server never
uses. It replaces the Windows-only embeddable Python.
- The app runs the bundled Python with -I -u -B -X utf8, so a PYTHONHOME
or PYTHONPATH meant for another Python can't break it and nothing is
written inside the signed macOS bundle.
- An adb you already have still goes first, so two adb versions don't
keep restarting each other's server. arm64 Linux has no official
platform-tools and keeps using the system adb.
- ui/frame_apk.py reads APK badging (package, label, version, min SDK,
ABIs, icon) from the binary manifest and resources.arsc, replacing
aapt2. It matches aapt2 on nine F-Droid APKs and finds launcher icons
the old path missed with adaptive icons.
- The app reads the computer's clipboard through Electron, so Linux no
longer needs wl-clipboard or xclip.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Child processes never inherit the server's stdin. Under the app it's the pipe
held open for --exit-on-eof, and Windows' ssh.exe waited on it forever, so
captures, the screenshot list and Android apps timed out.
- frame_connect's key check accepts a first-seen host key (as the copy step
does), so an already-authorized key doesn't trigger a password prompt.
Verified on Windows 11, Ubuntu and macOS against a Steam Frame: status,
headset and desktop captures, live video, library, Android apps, screenshots
and upload.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Run the server with -X utf8: the bundled Windows Python ignores PYTHON* variables.
- Quote every argument in Windows terminal commands, so cmd metacharacters are literal.
- frame_connect: accept HOST:PORT, validate input, retry the config swap while
Windows' ssh.exe holds ~/.ssh/config locked, and don't apply 0o700 on Windows.
- Never use rsync on Windows; unbounded stream queue; validate FRAME_ALIAS;
more Linux terminals; bundle the window icon; docs and wording fixes.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Package the Frame Control web UI as an installable Electron Mac app and
bring in the tooling built alongside it.
- app/: Electron wrapper that starts ui/server.py on a free loopback port,
hardened window (sandbox, no navigation, runAsNode fuse off), login-shell
PATH so Homebrew tools work from Finder, first-run offer to run
connect.sh, ad-hoc signed DMG/zip via electron-builder.
- ui/: headset view (OpenVR screenshots), device status, library, Steam
"Get games" (owned games, install, store search), Android apps as
persistent Lepton instances with a rated F-Droid catalogue and a private
compatibility database, Android display controls over ADB, file and
clipboard transfer, Flatpaks, remote and power actions.
- apk-catalog/, compat-db/, frame/: catalogue build pipeline, Lakebed
capsule for compatibility reports, Frame-side launchers.
- tests/ and CI: server guard and validation tests plus Steam helper tests,
run on Python 3.9 with script and app syntax checks.
- Docs: README leads with the Mac app; new Android, panels, Steam games and
field-notes docs; security notes on LAN-exposed ADB ports.
Screenshot values for the headset's IP and Wi-Fi name are placeholders.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>