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Author SHA1 Message Date
SAPHID 3cf4ce785e Bump Frame Control to 0.4.19 2026-10-24 11:55:34 +00:00
e3fcd3eef8 Use gamescope input for Frame trackpad and keyboard (#66)
* 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>

* Trackpad and key row go through gamescope's input; KDE Connect only for accents and emoji

The pad reaches whichever panel has focus (Steam's menus too), needs nothing installed, and no longer clamps to 1280x720. Characters that aren't on a US keyboard start KDE Connect the first time they're typed.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>

* Touch: a bare release no longer clears the stale-focus notice before the page has seen it

The page leaves the panel off releases, so a release says nothing about focus.
Found in review of the stale-latch fix.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>

* Pad: keep typing in order and acknowledge it once, with accents through one KDE Connect queue

Review found accent-only input repeated forever (sent was false), text split
across two transports out of order, accents stuck until the next keypress,
duplicated on retry, and racy. A batch with an accent now sends its whole
keyboard through KDE Connect; later keys follow while any are queued; the
server owns one ordered, bounded queue drained by a single thread; sent means
the whole batch is taken.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>

* Pad: drain the KDE Connect queue without losing, stranding or reordering input

Second review found the queue could be trimmed under an in-flight send (deleting
unsent events), the worker could retire as a request enqueued, and ASCII could
overtake an accent still being typed (or the reverse). The worker now takes its
batch out while sending and puts it back on failure, retires under the lock, and
each way waits out the other's estimated typing time.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>

* Pad: count gamescope's real typing time, with the settle margin added once

Review found the estimate used 12 ms a character where the agent takes 16 ms
(32 shifted), and added the margin on every request so it piled up.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>

* Document gamescope pad verification and shared-device limits

* Prevent Unicode input startup from deadlocking a headset switch

* Record real focused-panel click and ASCII key delivery

* Retain accepted Unicode input under queue saturation and failure

---------

Co-authored-by: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 11:54:36 +00:00
Alex SouthwellandSAPHID 0da1fe5077 Bump Frame Control to 0.4.18 (#161)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 10:53:48 +00:00
1f7615b312 Keep theatre playback running without optional surround (#51)
* Never end playback over the cosmetic surround; always shut down OpenVR

Review (SWE-2 Max): a non-standby error re-sending the theatre surround
could end a healthy still, and a non-RuntimeError during DestroyOverlay
skipped VR_ShutdownInternal. drain() now drops a surround that fails for
other reasons, and close() shuts down in finally. Fake overlay handles no
longer depend on call order.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>

* Play without the theatre surround if SteamVR refuses it

Review (SWE-2 Max): a non-standby error creating the cosmetic surround
at startup still ended playback before the screen appeared. Theatre now
logs it and plays without the surround. close() treats any per-overlay
teardown error as best effort (signals are already ignored there).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>

* Verify media surround fallback and guard server startup ownership

* Record exact-head real Frame theatre playback smoke

---------

Co-authored-by: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 10:45:48 +00:00
Alex SouthwellandSAPHID 2ded4c5a0d Document saved panel layout feasibility on SteamVR 2.18.2 (#160)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 10:19:35 +00:00
Alex SouthwellandSAPHID 5b47cd3330 Document packaged Desktop Capture result and visibility limit (#159)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 10:03:36 +00:00
Alex SouthwellandSAPHID aead570b5d Clarify Return to Game Mode switch help (#158)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 09:47:24 +00:00
Alex SouthwellandSAPHID de931bc56f Document packaged Return to Game Mode button verification (#157)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 09:39:21 +00:00
Alex SouthwellandSAPHID 71288d8980 Document packaged desktop Steam clip Export verification (#156)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 09:19:46 +00:00
Alex SouthwellandSAPHID 64b9babe87 Document Linux PC-host feasibility blocker on lxso2 (#155)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 09:17:14 +00:00
Alex SouthwellandSAPHID 4e456480ae Document real 100-second Steam clip export (#154)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 09:05:12 +00:00
Alex SouthwellandSAPHID 241f538f99 Bump version to 0.4.17 (#153)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 08:43:00 +00:00
Alex SouthwellandSAPHID 21dacfcbe7 Distinguish unreadable panel discovery from an empty list (#152)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 08:34:56 +00:00
Alex SouthwellandSAPHID eb181d8996 Add opt-in desktop low-battery comfort alerts (#150)
* Add opt-in desktop low-battery comfort alerts

* Fix desktop battery alert test harness and Windows encoding

---------

Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 08:22:56 +00:00
Alex SouthwellandSAPHID 827ddcf14f Clarify desktop installation and first headset connection (#151)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 08:08:47 +00:00
Alex SouthwellandSAPHID 7c3894e630 docs: record real Frame clip Export button check (#149)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 08:04:06 +00:00
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+47
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@@ -2,6 +2,53 @@
## Unreleased
- Use gamescope's input for the keyboard and trackpad, following the focused
headset panel without installing an input service. Start KDE Connect only for
accents and emoji, keeping queued text ordered and cancelling it on headset
switches. Retain intended-headset checks before starting either control and
prevent Unicode helper startup from deadlocking with a headset switch.
- Keep accepted keyboard text when the Unicode queue is full: reject new batches
before sending their clicks or keys, and count in-flight text toward the limit.
Retain unsent text after helper failures/timeouts, report the error and resume
it with Try again. Clean up failed workers without touching a new headset's queue.
[Current verification and device limits](docs/evidence/pad-gamescope-2026-10-24.md).
- Keep media playback running when SteamVR refuses the optional theatre dark
surround, including a retry after standby. Log the refusal and play without
the surround. Overlay teardown attempts every owned handle and always calls
OpenVR shutdown even if a handle fails to close.
- Check the desktop server's single-instance lock before starting background
downloads, so a second server exits cleanly with the existing "already
running" message.
- Recheck saved spatial layouts on SteamOS 0.5.6 / SteamVR 2.18.2 (issue #31).
Read-only probes expose some panel geometry, but safe restoration of
Steam/gamescope docking and positions remains unverified. Record exact API
results and a reproducible probe; saved layouts remain unavailable.
- Record packaged v0.4.17 Desktop Capture succeeding on a mapped nested KDE
compositor on a real Frame with SteamOS 0.5.6. Headset overlay visibility was
not established; this is evidence, not a new fix or resolution of issue #73.
- Correct the Return to Game Mode help text: Frame Control selects the switch
supported by the headset's SteamOS build, including `steamosctl` on current
Frames. The button's behavior is unchanged.
- Distinguish an unreadable gamescope panel list from a confirmed empty list in
Desktop Capture and Control (issue #73). Failed discovery now asks users to
check SteamVR and report the exact message and SteamOS version, rather than
claiming no panel is open. This does not establish a new capture fix.
- Add an opt-in desktop low-battery alert without starting a family session.
Existing status reads confirm low charge and drain; recovery hysteresis and a
ten-minute cooldown limit repeat alerts. Off on page open/headset switch;
pauses with hidden-page status refreshes. No extra polling or headset changes.
- Clarify first-time desktop downloads, installation and opening on the website
and README, including CPU choices, unsigned-app warnings, pairing fallback
and the source-only iOS build. Keep section navigation available on mobile.
- Treat headset aliases and other CSV metadata as plain text in power and heat
exports, so spreadsheet formula prefixes cannot run when a report is opened.
+62 -31
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@@ -7,9 +7,9 @@
**Manage your Valve Steam Frame from your computer.**<br>
See what the headset sees, install games and Android apps, move files and text across, and check battery and status, all over SSH.
[![Latest release](https://img.shields.io/github/v/release/saphid/steam-frame?label=release&color=1a9fff)](https://github.com/saphid/steam-frame/releases/latest)
[![Latest release](https://img.shields.io/github/v/release/saphid/frame-control?label=release&color=1a9fff)](https://github.com/saphid/frame-control/releases/latest)
[![Platforms](https://img.shields.io/badge/macOS%20%7C%20Windows%20%7C%20Linux-2a475e?label=runs%20on)](#install)
[![Checks](https://img.shields.io/github/actions/workflow/status/saphid/steam-frame/checks.yml?branch=main&label=checks)](https://github.com/saphid/steam-frame/actions/workflows/checks.yml)
[![Checks](https://img.shields.io/github/actions/workflow/status/saphid/frame-control/checks.yml?branch=main&label=checks)](https://github.com/saphid/frame-control/actions/workflows/checks.yml)
[![License: MIT](https://img.shields.io/badge/license-MIT-66c0f4)](LICENSE)
[**Website**](https://frame-control.pages.dev) · [**Download**](#install) · [Trailer](#trailer) · [Features](#features) · [Set up the headset](#set-up-the-headset) · [Feedback](#feedback) · [Docs](#going-further)
@@ -19,7 +19,7 @@ See what the headset sees, install games and Android apps, move files and text a
<img src="docs/img/frame-control.png" alt="Frame Control's Games tab: installed games, sideloaded titles, and your Steam library with Frame ratings" width="900">
<a id="trailer"></a>
<a href="https://github.com/saphid/steam-frame/releases/download/trailer/frame-control-trailer.mp4"><img src="docs/img/trailer.jpg" alt="Watch the Frame Control trailer" width="900"></a>
<a href="https://github.com/saphid/frame-control/releases/download/trailer/frame-control-trailer.mp4"><img src="docs/img/trailer.jpg" alt="Watch the Frame Control trailer" width="900"></a>
<sub>The trailer: 66 seconds, with sound. Downloads the MP4 from the trailer release.</sub>
@@ -75,8 +75,8 @@ Drag files onto the window to send them. Drop a game's .zip, folder or .exe to a
**📸 Screenshots and recordings**<br>
Browse the shots you take in the headset and save them to your Pictures folder, or have new ones and your Steam clips copied over automatically. Record what the headset shows, with its sound, or export Steam's clips at any length, as .mp4 files in your Videos folder ([not tested on a headset yet](docs/recording.md)).
**⌨️ Type on the headset**<br>
Type and point in the Frame's apps from your computer or phone, through KDE Connect, which Frame Control brings along and sets up on the Frame. Copy text to the headset's clipboard and back again. Nothing else to install, anywhere. Press T to open it.
**⌨️ Keyboard and trackpad**<br>
Type and point in the headset from your computer or phone, through Valve's own input path, with nothing to install. Accents and emoji use KDE Connect, which Frame Control brings along and sets up the first time you type one. Copy text to the headset's clipboard and back again. Press T to open it.
</td>
</tr>
@@ -116,17 +116,30 @@ already ships (sideloading a game copies Valve's own devkit scripts to
## Install
**Install Frame Control on your computer, not on the headset.** The website is
for downloads and instructions; it does not connect to your Frame in a browser.
Choose the operating system and processor of the computer you will use.
| | Download | Needs |
|---|---|---|
| **macOS** (Apple Silicon) | [Frame-Control-mac-arm64.dmg](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-mac-arm64.dmg) | Nothing extra |
| **Windows** 10 / 11 (x64) | [Frame-Control-Setup-x64.exe](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-Setup-x64.exe) · [portable .zip](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-win-x64.zip) | Nothing extra |
| **Linux** (x64) | [AppImage](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-linux-x86_64.AppImage) · [.deb](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-linux-amd64.deb) | `ssh` (most desktops have it) |
| **Linux** (arm64) | [AppImage](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-linux-arm64.AppImage) · [.deb](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-linux-arm64.deb) | `ssh`, and `adb` for Android apps (`sudo apt install adb`) |
| **macOS** (Apple Silicon) | [Frame-Control-mac-arm64.dmg](https://github.com/saphid/frame-control/releases/latest/download/Frame-Control-mac-arm64.dmg) | Nothing extra |
| **Windows** 10 / 11 (x64) | [Frame-Control-Setup-x64.exe](https://github.com/saphid/frame-control/releases/latest/download/Frame-Control-Setup-x64.exe) · [portable .zip](https://github.com/saphid/frame-control/releases/latest/download/Frame-Control-win-x64.zip) | OpenSSH Client (normally installed) |
| **Linux** (x64) | [AppImage](https://github.com/saphid/frame-control/releases/latest/download/Frame-Control-linux-x86_64.AppImage) · [.deb](https://github.com/saphid/frame-control/releases/latest/download/Frame-Control-linux-amd64.deb) | `ssh` (most desktops have it) |
| **Linux** (arm64) | [AppImage](https://github.com/saphid/frame-control/releases/latest/download/Frame-Control-linux-arm64.AppImage) · [.deb](https://github.com/saphid/frame-control/releases/latest/download/Frame-Control-linux-arm64.deb) | `ssh`, and `adb` for Android apps (`sudo apt install adb`) |
**iPhone and iPad:** the same features from your phone, with nothing to install on
a computer. Build it from [`ios/`](ios) in Xcode; see [docs/iphone.md](docs/iphone.md).
**Which build?** On a Mac, check Apple menu → About This Mac: the download is
for Apple Silicon (M-series); no Intel Mac build is published. On Windows,
check Settings → System → About → System type: the release is x64, not a native
Windows ARM build. On Linux, `uname -m` reports `x86_64` (x64) or `aarch64`
(arm64). Use `.deb` on Debian/Ubuntu, or AppImage on other distributions.
The app brings its own Python and `adb`; SSH is built into macOS and Windows.
**iPhone and iPad:** no App Store, TestFlight or `.ipa` download is provided in
the current release. It runs from your phone without a computer after setup.
Build it from [`ios/`](ios) in Xcode on a Mac with your own signing team; see
[docs/iphone.md](docs/iphone.md).
The app brings its own Python and `adb`. macOS includes SSH; Windows needs the
OpenSSH Client optional feature (normally installed).
From 0.4 it updates itself: when a new version is published, a banner offers
**Update and restart**. It sends anonymous usage statistics, which you can turn
off. Sharing compatibility results and error details is opt-in. See
@@ -139,7 +152,7 @@ distribution's. If you already have `adb`, the app uses yours.
There's no paid Apple developer account behind it, so macOS says the app is
damaged or can't be checked. Drag it to Applications, then clear the download
quarantine once:
quarantine once, only for a download you trust from the releases linked above:
```sh
xattr -dr com.apple.quarantine "/Applications/Frame Control.app"
@@ -168,26 +181,44 @@ If it complains about FUSE, install `libfuse2` (Ubuntu 24.04+: `libfuse2t64`),
or run it with `--appimage-extract-and-run`.
</details>
## Open the app
- **macOS:** open the `.dmg`, drag **Frame Control** to **Applications**, then
open it from Applications. For the unsigned-app warning, use the macOS steps
above. Allow local network access and control of Terminal when prompted.
- **Windows:** run the installer, then open **Frame Control** from Start. For
the portable download, extract the entire `.zip` first and run
`Frame Control.exe` inside it. See the SmartScreen note above.
- **Linux:** install the `.deb` with your package installer and launch
**Frame Control** from your applications menu; or make the AppImage executable
and run it as described above. Install the OpenSSH client if `ssh` is missing.
## Set up the headset
You type one password on the headset, once. Everything else happens on your
computer.
Keep the Frame awake and connect it and your computer to the same trusted local
network. Guest Wi-Fi/client isolation can prevent discovery and connections.
1. **On the Frame:** Steam Settings → System → **Enable Developer Mode**, then
in the Developer section, **Set User Password**. Pick something short:
you'll type it once more on your computer and then never again.
2. **On your computer:** open Frame Control. It offers to **Set Up
Connection**, which finds the headset, creates an SSH key, and asks for that
password once in a terminal window. If it can't find the Frame, type the
IP address from the Frame's Quick Settings.
Before asking for the password it tries Valve's SteamOS devkit pairing: in
the headset, open Steam Settings → Developer → **Pair new host** and approve
the request, and no password is needed. (The service and the pairing-mode
step are verified on a Frame; the approval itself isn't yet. See
[SSH](docs/ssh.md#password-free-pairing-steamos-devkit-service).)
3. That's it. The app now reaches the headset whenever it's awake and on the
same network. For anywhere else, see [Tailscale](docs/tailscale.md).
Developer → **Set User Password**. Choose a password that isn't easy to guess:
it also protects `sudo` and remote desktop, even after SSH keys are set up.
2. **On your computer:** open Frame Control and choose **Set Up Connection…**.
If you dismissed the first-run prompt, use **Frame → Set Up Connection…**.
Setup opens a terminal and tries to find the headset. If it can't, use its IP
address from Quick Settings or Steam Settings → Internet. Windows/Linux setup
prompts for it; macOS exits instead. On macOS, return to the app →
**Devices & connection → + Add a headset…**, set SSH alias to `frame` for
the default headset, fill in **Address**, then choose **Set Up…**.
3. **Pair or enter the password:** setup first tries Valve's devkit pairing.
Open Steam Settings → Developer → **Pair new host** in the headset and approve
only the request you just started. The service and pairing-mode step are
verified on a Frame; approval and key installation through that flow remain
unverified. If pairing fails or times out, setup falls back to asking for the
Developer Mode password in the computer's terminal. Password typing may show
no characters; press Enter when done. See [SSH details](docs/ssh.md#password-free-pairing-steamos-devkit-service).
4. After setup succeeds, return to Frame Control. It uses SSH keys for later
connections whenever the Frame is awake and reachable. If it stays offline,
check Developer Mode, the address and network isolation, then run setup again.
For connections away from home, see [Tailscale](docs/tailscale.md).
**What it changes:** only what you click. Installs go to your user account on
the Frame (`--user` Flatpaks, Lepton instances, Steam downloads, sideloaded
@@ -252,8 +283,8 @@ Frame's software fits together, all checked against a real headset and labelled
loopback `127.0.0.1:8080`) only through SSH tunnels. The compatibility
database key (maintainer-only) is never written to the repo.
- `steamos` has `sudo`, protected by the same Developer Mode password. Once
you've switched to key auth, a short password still protects `sudo` and
RDP, so pick one that isn't trivially guessable.
you've switched to key auth, that password still protects `sudo` and RDP,
so pick one that isn't trivially guessable.
- Don't port-forward 22, 3389, or 5555–5599 from your router. For remote access,
use Tailscale: `scripts/tailscale-on-frame.sh` (no sudo). In its userspace mode
**every** Frame port is reachable from your tailnet, including Steam's DevTools
+2 -2
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@@ -1,12 +1,12 @@
{
"name": "frame-control",
"version": "0.4.16",
"version": "0.4.19",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "frame-control",
"version": "0.4.16",
"version": "0.4.19",
"license": "MIT",
"devDependencies": {
"electron": "^44.4.5",
+1 -1
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@@ -1,7 +1,7 @@
{
"name": "frame-control",
"productName": "Frame Control",
"version": "0.4.16",
"version": "0.4.19",
"description": "Desktop app for managing a Valve Steam Frame over SSH",
"private": true,
"main": "main.js",
+22 -2
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@@ -25,8 +25,28 @@ tested in another full Plasma session under a three-minute rollback timer.
`ui/frame_backup.py session` reported Desktop Mode despite gamescope, and
`ui/frame_backup.py game-mode` invoked the same guarded Return function used by
the button. Game Mode became active and a second call made no switch. Battery
remained at 99%; the timer and lock were removed. The literal desktop button
was not clicked in this test, and older SteamOS builds remain fixture-tested.
remained at 99%; the timer and lock were removed. That test used the production
CLI rather than clicking the desktop button.
Later on 2026-10-24, the published **v0.4.17 Linux x86_64 AppImage** passed the
literal packaged-button check on the same Frame/build. With the shared lock and
a verified three-minute rollback timer, the headset entered full Plasma Desktop
Mode. In the packaged Electron window, **Tools → Backup & recovery → Check**
reported Desktop Mode despite gamescope. A trusted automated pointer click on
the visible **Return to Game Mode** button, accepting its confirmation, returned
`switched: true` and `steamosctl switch-to-game-mode`. The systemd targets then
confirmed Game Mode. A second confirmed button click returned `switched: false`;
the Game Mode service invocation and SteamVR PID stayed unchanged. **Check**
then reported Game Mode and disabled Return. The test app/server and virtual
display were stopped; the timer and shared lock were removed. Steam and SteamVR remained running
at 99% battery. [Commands, responses, cleanup and limits](evidence/return-game-mode-packaged-2026-10-24.json),
[before](evidence/return-game-mode-packaged-2026-10-24-before.png) and
[after](evidence/return-game-mode-packaged-2026-10-24-after.png).
This used the unchanged extracted AppImage payload with its bundled Python on
Xvfb (`--no-sandbox --disable-gpu`), following the packaged Export test in #156.
FUSE mounting, desktop integration, hardware rendering and the view inside a
worn headset were not checked. Older SteamOS builds remain fixture-tested.
## Back up
+29
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@@ -0,0 +1,29 @@
{
"date_utc": "2026-10-24",
"version": "v0.4.17",
"steam_os_version": "0.5.6",
"steam_os_build": "20261015.6141207",
"result": "PASS: the real Steam-saved clip exported beyond 60 seconds",
"method": "Steam manual recording of a reserved test title, then Frame Control's production frame_clips.export_clip path; no packaged GUI button click",
"source": {
"kind": "saved Steam clip",
"duration_seconds": 100.801,
"chunks": 68,
"gaps": 0
},
"export": {
"format": "MP4",
"bytes": 1377849,
"sha256": "82ef31f65e6933d122bc326d664beb2eb2e3ba6969f26c0032552e80fbe8d823",
"duration_seconds_ffprobe": 100.833335,
"video": "H.264, 1920x1080, 6049 frames",
"audio": "AAC, 48000 Hz, stereo",
"full_ffmpeg_decode": "passed without errors"
},
"cleanup": "Restored Steam recording mode to its prior off setting; stopped and removed only the reserved title and its processes; no recording or running Steam apps remained; Game Mode active, battery 100%, shared test lock released",
"limits": [
"This exercised the production export code path, not a packaged GUI Export click.",
"Visible gameplay quality, perceptual audio/video sync, trims and longer recordings were not checked.",
"The newly saved Steam source clip was retained; no user recording was deleted."
]
}
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@@ -0,0 +1,94 @@
{
"date_utc": "2026-10-24T09:08:35.523Z",
"result": "PASS: packaged Electron visible Export click saved the retained real Steam clip beyond 60 seconds",
"frame_control_tag": "v0.4.17",
"documentation_base_commit": "4e456480aefbe541e334dbd247328537f535bd94",
"host": "lxso2",
"steamos_version": "0.5.6",
"steamos_build": "20261015.6141207",
"package": {
"asset": "Frame-Control-linux-x86_64.AppImage",
"url": "https://github.com/saphid/frame-control/releases/download/v0.4.17/Frame-Control-linux-x86_64.AppImage",
"sha256": "b1b8eb82bf73a227b2cd36e8f0ef3a2ebdf7967c5853efb08a9634f38227015d",
"launch": "Verified release asset; --appimage-extract, then unmodified squashfs-root/AppRun. Electron used the bundled server and Python, not checkout source.",
"display": "Xvfb :137, 1440x1000x24; Electron window 1400x950 including native chrome",
"flags": [
"--no-sandbox",
"--disable-gpu",
"--remote-debugging-port=49371",
"--remote-debugging-address=127.0.0.1",
"--user-data-dir=/tmp/frame-packaged-export-20261024/electron-profile"
],
"isolation": "Throwaway XDG_CONFIG_HOME, FRAME_CONTROL_DATA_DIR and Electron profile; telemetry and update checks disabled; existing SSH identity and normal home Videos destination used."
},
"ui": {
"navigation": "Dismissed optional email prompt with No thanks; clicked Tools, then Capture & Live; scrolled Steam clips into view.",
"row": "Steam recording \u00b7 Clip; Oct 24, 8:53 AM \u00b7 1:40 \u00b7 2 MB",
"action": "Playwright connected to this Electron instance over local CDP; locator.click() clicked its visible button named exactly Export. The test did not directly invoke an export function or API POST.",
"button": "button.small[data-clip-export=\"0\"]",
"click_is_trusted": true,
"button_bounds_css_pixels": {
"x": 1300.390625,
"y": 701.15625,
"width": 61.609375,
"height": 28
},
"post_clips_export_http": 200,
"job": "0ab20b1788adce63",
"job_poll_http": 200,
"saved_message": "Saved clip_15658413054201167872_20261024_085343.mp4 to ~/Videos/SteamFrame",
"final_row": "ON PC; Export again",
"screenshots": [
"clip-packaged-export-2026-10-24-before.png",
"clip-packaged-export-2026-10-24-after.png"
],
"screenshot_scope": "Cropped to Steam clip rows and saved notification; unrelated screenshot thumbnails and host connection identity excluded."
},
"source": {
"clip_id": "10230640/clips/clip_15658413054201167872_20261024_085343",
"duration_seconds": 100.801,
"duration_provenance": "Retained real Steam clip from clip-long-2026-10-24.json; current packaged UI displays 1:40."
},
"output": {
"path": "~/Videos/SteamFrame/clip_15658413054201167872_20261024_085343.mp4",
"bytes": 1377849,
"sha256": "82ef31f65e6933d122bc326d664beb2eb2e3ba6969f26c0032552e80fbe8d823",
"matches_prior_production_export_size_and_sha256": true,
"duration_seconds_ffprobe": 100.833335,
"duration_difference_from_steam_seconds": 0.032335,
"video": "H.264, 1920x1080, 6049 decoded frames",
"audio": "AAC, 48000 Hz, stereo, 4724 decoded audio frames",
"validation": [
"ffprobe -v error -count_frames -show_entries format=duration,size:stream=codec_name,codec_type,width,height,sample_rate,channels,nb_read_frames -of json <output>: exit 0",
"sha256sum <output>: exact match to prior production export",
"ffmpeg -v error -xerror -i <output> -f null -: exit 0, no errors"
]
},
"cleanup": {
"shared_lock": "Acquired with ssh frame mkdir /tmp/frame-test.lock after read-only battery/build/lock checks; released with rmdir after app shutdown; absence read back.",
"battery_percent_before": 99,
"battery_percent_after": 99,
"battery_status": "Not charging; charger Full",
"packaged_app_and_server_exited": true,
"test_xvfb_stopped": true,
"frame_export_cache_directories_remaining": 0,
"ffmpeg_processes_after": 0,
"game_mode_and_steamvr_running_after": true,
"steam_source_clip_retained": true,
"user_recordings_deleted": false,
"headset_install_or_settings_changes": false,
"local_export_retained": true
},
"limits": [
"The unchanged AppImage payload ran after extraction on a virtual X desktop, with Chromium sandbox and GPU disabled. FUSE mounting, desktop integration and hardware rendering were not tested.",
"The click was automated trusted pointer input in a visible Electron window on Xvfb, not a human click on a physical monitor. T3 collaborative preview opened successfully but drives separate browser tabs; Electron-native automation was used for this window.",
"No new game or Steam recording was started. Visible gameplay quality, audible content and perceptual audio/video sync were not assessed.",
"Clips longer than this retained 100-second clip, trims and automatic copying remain unverified.",
"No release, tag or application code was changed."
],
"validation_local": {
"clip_regression_suite": "python3 -m unittest discover -s tests -p test_clips.py -v: 34 tests passed in 20.173s, including real ffmpeg long-recording export",
"json": "python3 -m json.tool: passed",
"diff": "git diff --check: passed"
}
}
@@ -0,0 +1,95 @@
{
"date": "2026-10-24",
"command": "scripts/frame-power-sample.sh --count 2 --interval 1",
"exitCode": 0,
"stopped": null,
"lockPolicy": "Existing sampler checked local and remote /tmp/frame-test.lock before reading; no lock acquired, bypassed or removed. Read-only run only.",
"samples": [
{
"time": 1792828506.4317346,
"osBuild": "20261015.6141207",
"elapsedSeconds": 0.057539,
"battery": {
"battery.percent": {
"value": 99,
"unit": "%",
"source": "/sys/class/power_supply/max1720x_bat_7-36",
"state": "available"
},
"battery.status": {
"value": "Not charging",
"unit": "state",
"source": "/sys/class/power_supply/max1720x_bat_7-36",
"state": "available"
},
"battery.watts": {
"value": -0.06,
"unit": "W",
"source": "/sys/class/power_supply/max1720x_bat_7-36",
"state": "available"
},
"battery.tempC": {
"value": 24.0,
"unit": "C",
"source": "/sys/class/power_supply/max1720x_bat_7-36",
"state": "available"
}
}
},
{
"time": 1792828507.4357972,
"osBuild": "20261015.6141207",
"elapsedSeconds": 1.061612,
"battery": {
"battery.percent": {
"value": 99,
"unit": "%",
"source": "/sys/class/power_supply/max1720x_bat_7-36",
"state": "available"
},
"battery.status": {
"value": "Not charging",
"unit": "state",
"source": "/sys/class/power_supply/max1720x_bat_7-36",
"state": "available"
},
"battery.watts": {
"value": -0.05,
"unit": "W",
"source": "/sys/class/power_supply/max1720x_bat_7-36",
"state": "available"
},
"battery.tempC": {
"value": 24.0,
"unit": "C",
"source": "/sys/class/power_supply/max1720x_bat_7-36",
"state": "available"
}
}
}
],
"limitations": [
"No real low-charge or thermal condition induced.",
"No native notification delivery verified.",
"No worn-headset or native package tests.",
"Read-only parser/transport check; no background monitor or power-saving claim."
],
"browserCheck": {
"page": "Production ui/index.html served statically; API calls intentionally unavailable",
"viewport": {
"width": 1280,
"height": 800
},
"bridge": "Synthetic desktop notification bridge; no native OS notification sent",
"result": "Initially unchecked and visible only after desktop host/bridge setup. Checkbox enabled through browser. Synthetic 12%, Discharging, -4 W samples at 0/30/60 seconds produced one bridge request, an in-page status and a toast. No horizontal overflow.",
"apiLimit": "Static server returned expected 404/501 API errors; not an end-to-end live desktop connection test."
},
"offlineValidation": [
"test_desktop_battery_comfort.py: 2 tests, production JS with monotonic fake clock and notification bridge",
"test_comfort*.py: 25 tests",
"test_battery.py: 7 tests",
"test_power*.py: 36 tests (loopback HTTP test run outside socket-restricted sandbox)",
"test_ui_workspace.py: 1 Python wrapper / Node workspace suite",
"test_ui_review.py: 1 Python wrapper / 9 Node regression tests, including switch reset and retained cooldown"
]
}
@@ -0,0 +1,206 @@
{
"date_utc": "2026-10-24",
"base_commit": "de931bc",
"issue": 73,
"result": "Packaged Desktop Capture passed for a mapped nested KDE compositor on the real Frame; wearer-visible overlay condition was not established. Do not close #73 from this test.",
"package": {
"tag": "v0.4.17",
"asset": "Frame-Control-linux-x86_64.AppImage",
"sha256": "b1b8eb82bf73a227b2cd36e8f0ef3a2ebdf7967c5853efb08a9634f38227015d",
"release_digest_matched": true,
"panel_helper_matches_base": true,
"unmodified_payload": true,
"host": "lxso2",
"display": "Xvfb :139",
"flags": [
"--no-sandbox",
"--disable-gpu"
],
"private_profile_and_data": true,
"telemetry_and_update_checks_disabled": true
},
"preflight": {
"steamos_version": "0.5.6",
"build_id": "20261015.6141207",
"battery_percent": 99,
"battery_status": "Not charging",
"game_mode": true,
"full_plasma_session": false,
"nested_desktop_running": false,
"nested_runtime_present": false,
"lock_present": false,
"steam_pid": 297826,
"vrserver_pid": 297506,
"vrcompositor_pid": 297620,
"gamescope_service_invocation": "e8c1085b3bbd4e79a323b3e4a9bc6355",
"focusable_windows": [],
"focused_windows": []
},
"session": {
"started_utc": "2026-10-24T09:43:48Z",
"lock_acquired": true,
"launch": [
"systemd-run",
"--user",
"--unit=fc-issue73-desktop-20261024",
"--collect",
"--property=RuntimeMaxSec=180s",
"--property=TimeoutStopSec=15s",
"--property=KillMode=control-group",
"--setenv=DISPLAY=:0",
"--setenv=XDG_RUNTIME_DIR=/run/user/1000",
"--setenv=DBUS_SESSION_BUS_ADDRESS=unix:path=/run/user/1000/bus",
"--setenv=XDG_SESSION_TYPE=x11",
"--setenv=XDG_CURRENT_DESKTOP=gamescope",
"/usr/bin/steamos-nested-desktop"
],
"response": "Running as unit: fc-issue73-desktop-20261024.service; invocation ID: 92cff1e57c794212997d46c0a68877ec\n"
},
"discovery": {
"focus": 62914560,
"focus_display": ":0",
"panels": [
{
"window": 62914560,
"display": ":0",
"name": "KDE Wayland Compositor - Press right control key to grab input",
"x": 0,
"y": 0,
"width": 1920,
"height": 1080,
"app": 0,
"focused": true
}
]
},
"window_evidence": {
"xwininfo_map_state": "IsViewable",
"width": 1920,
"height": 1080,
"focused_after_show_request": true,
"steamvr_overlay_key": "valve.steam.desktopgame.0",
"steamvr_overlay_visibility_after_show_request": "not_visible"
},
"capture": {
"repeat_utc": "2026-10-24T09:44:47.323Z",
"route": "/api/screenshot?view=panel&window=62914560&display=%3A0",
"http": 200,
"content_type": "image/png",
"content_length": 1209980,
"source_header": "panel",
"decoded": {
"width": 1920,
"height": 1080,
"source": "panel",
"selected": {
"window": 62914560,
"display": ":0",
"name": "KDE Wayland Compositor - Press right control key to grab input",
"x": 0,
"y": 0,
"width": 1920,
"height": 1080,
"app": 0,
"focused": true
},
"stamp": "9:44:48 AM",
"badge": "Desktop \u00b7 KDE Wayland Compositor - Press right control key to grab input"
},
"canvas_png_bytes": 2011278,
"first_capture_pixel_statistics": {
"width": 1920,
"height": 1080,
"min": 2.3333333333333335,
"max": 255,
"hidden": false
},
"first_capture_click_event": {
"isTrusted": true,
"utc": "2026-10-24T09:44:12.738Z"
},
"actions": "Two Playwright locator.click() actions on the visible #shotBtn in the actual packaged Electron window; first click recorded isTrusted=true. No direct screenshot API invocation by harness."
},
"device_cleanup": {
"utc": "2026-10-24T09:45:33Z",
"before_stop": {
"exit": 0,
"out": "MainPID=300739\nControlGroup=/user.slice/user-1000.slice/user@1000.service/app.slice/fc-issue73-desktop-20261024.service\nActiveState=active\n",
"err": ""
},
"hide_dashboard": {
"exit": 0,
"out": "HideDashboard",
"err": ""
},
"stop_owned_unit": {
"exit": 0,
"out": "",
"err": ""
},
"after_stop": {
"exit": 0,
"out": "MainPID=0\nLoadState=not-found\nActiveState=inactive\n",
"err": ""
},
"desktop_processes": {
"exit": 1,
"out": "",
"err": ""
},
"nested_runtime_exists": false,
"session": {
"exit": 0,
"out": "Id=gamescope-session.target\nActiveState=active\nInvocationID=a2fee8ebf55c42c7b546390d14cd985c\n\nId=plasma-workspace-wayland.target\nActiveState=inactive\nInvocationID=\n\nId=gamescope-session.service\nActiveState=active\nInvocationID=e8c1085b3bbd4e79a323b3e4a9bc6355\n",
"err": ""
},
"steam": {
"exit": 0,
"out": "297826 /home/steamos/.local/share/Steam/steamrtarm64/steam -cef-enable-debugging -deckard -gamepadui -steamdeck -steamos3 -vrgamepadui\n",
"err": ""
},
"steamvr": {
"exit": 0,
"out": "297506 /opt/steamvr/bin/linuxarm64/vrserver -waitformonitor -ipccontrolfilepath /tmp/SteamVR-IPCControlFile-297420\n297620 /opt/steamvr/bin/linuxarm64/vrcompositor\n",
"err": ""
},
"xprops": {
"exit": 0,
"out": "GAMESCOPE_FOCUSABLE_WINDOWS(CARDINAL) = \nGAMESCOPE_FOCUSED_WINDOW(CARDINAL) = \n",
"err": ""
},
"battery": {
"capacity": "99",
"status": "Not charging"
},
"owned_lock_released": true
},
"host_cleanup": {
"electron": {
"pid": 1578431,
"exists_after": false
},
"xvfb": {
"pid": 1578428,
"exists_after": false
},
"x_socket_absent": true
},
"delayed_final_readback": "2026-10-24T09:46:39Z\nshared-lock-absent\nLoadState=not-found\nActiveState=inactive\nId=gamescope-session.target\nActiveState=active\n\nId=plasma-workspace-wayland.target\nActiveState=inactive\nInvocationID=e8c1085b3bbd4e79a323b3e4a9bc6355\n297826 /home/steamos/.local/share/Steam/steamrtarm64/steam -cef-enable-debugging -deckard -gamepadui -steamdeck -steamos3 -vrgamepadui\n297506 /opt/steamvr/bin/linuxarm64/vrserver -waitformonitor -ipccontrolfilepath /tmp/SteamVR-IPCControlFile-297420\n297620 /opt/steamvr/bin/linuxarm64/vrcompositor\nnested-runtime-absent\n100\nFull\nGAMESCOPE_FOCUSABLE_WINDOWS(CARDINAL) = \nGAMESCOPE_FOCUSED_WINDOW(CARDINAL) = \n",
"validation": {
"focused_panel_suite": "42 tests passed in 14.805s (test_touch.py), including production-page Node behavior tests",
"website": "2 tests passed (node --test site/test/*.test.mjs)",
"node_panels": "Passed independently (node tests/page/desk_panels.mjs)",
"metadata_and_links": "JSON parsed; result/cleanup assertions and relative evidence/streaming/testing links passed",
"diff": "git diff --check passed"
},
"limits": [
"SteamVR continued reporting not_visible after ShowDashboard, despite mapped X window and confirmed focus. No worn-headset visual assessment; does not establish the reporter's visible-overlay condition.",
"SteamOS 0.5.6 only; reporter used 0.4.5 with unknown Frame Control version and no reproduction steps.",
"Nested desktop launched with SteamOS steamos-nested-desktop from a bounded transient user unit using Steam display/session variables; not launched through a wearer's Steam UI.",
"Extracted unchanged AppImage on a virtual X display with Chromium sandbox and GPU disabled; no FUSE, physical monitor or hardware-rendering test.",
"No Live video, Control input or full Desktop Mode test.",
"Nested-desktop journal included gamescope WSI/Vulkan-hook warnings. No warning was dismissed; captured compositor pixels were nonblank.",
"Initial CDP response.body() yielded zero bytes despite successful image decode. Repeat verified Content-Length, fresh decoded image, panel selection and PNG export from canvas; the initial raw-body size is not treated as capture failure or proof.",
"No private desktop pixels, issue screenshot or raw desktop journal committed."
]
}
@@ -0,0 +1,100 @@
# Packaged Desktop Capture, 2026-10-24
Base: `de931bc`. Package: Linux x86_64 **v0.4.17**. Device: real Frame,
SteamOS **0.5.6**, BUILD_ID **20261015.6141207**. Host: lxso2.
[Sanitized state and response evidence](desktop-capture-packaged-2026-10-24.json).
## Result and issue boundary
The packaged app discovered the nested KDE compositor and both automated
Desktop **Capture** button clicks succeeded. The repeat returned HTTP 200,
`Content-Type: image/png`, `X-Capture-Source: panel`, and Content-Length
1,209,980. The app decoded a fresh, nonblank 1920×1080 image and displayed
the Desktop panel badge. No further product failure was reproduced or fixed.
This does **not** establish the full visible-desktop condition in
[#73](https://github.com/saphid/frame-control/issues/73). `xwininfo` reported
the desktop window `IsViewable`, and gamescope confirmed focus after
`vrcmd --showdashboard valve.steam.desktopgame.0`. However, SteamVR still
reported that overlay `not_visible`. There was no worn-headset visual check.
The observation proves capture of a mapped nested compositor, not its visible
presentation to a wearer. Do not close #73 from this evidence.
The issue screenshot shows a desktop panel in the headset view while Desktop
Capture logs “no app panel is open in the headset.” The reporter used SteamOS
0.4.5, gave no Frame Control version or reproduction steps, and has not replied
to the maintainer's 0.4.3 update request. The duplicate page function was already
fixed; [PR #152](https://github.com/saphid/frame-control/pull/152) subsequently
improved unknown-state diagnostics. Its [earlier investigation](panel-discovery-2026-10-24.md)
was blocked from starting a desktop by another task's lock. This run adds a
current-package capture observation, without reproducing the older failure.
## Procedure
1. Read-only preflight found Game Mode active, full Plasma inactive, Steam and
SteamVR running, battery 99%, no nested desktop/runtime and no test lock.
2. Compared the retained AppImage's SHA-256 with the live v0.4.17 release asset
digest: `b1b8eb82bf73a227b2cd36e8f0ef3a2ebdf7967c5853efb08a9634f38227015d`.
Extracted an independent copy; `cmp` confirmed its `frame_touch.py` matches
the base checkout. No payload was edited.
3. Started the package's own AppRun, bundled server and Python on Xvfb `:139`
with private config/cache/data/profile, telemetry and update checks disabled,
and `--no-sandbox --disable-gpu`. Used the existing authorized `ssh frame`
identity. T3 preview opened the package server page but does not attach to
the existing Electron window. The literal Electron button test used the
same Playwright-over-loopback-CDP workflow as the earlier packaged tests.
4. Acquired `/tmp/frame-test.lock` with atomic `mkdir` and wrote an owner marker.
Rechecked no nested runtime or Plasma was present. Started SteamOS's
`/usr/bin/steamos-nested-desktop` in the owned transient user unit
`fc-issue73-desktop-20261024.service`, using Steam's display/session variables.
`RuntimeMaxSec=180s`, `TimeoutStopSec=15s` and `KillMode=control-group` bounded
the session. This launches a desktop panel inside Game Mode; no full Desktop
Mode switch was sent.
5. In the actual packaged Electron window, navigated Tools → Capture & Live →
Desktop and clicked Capture with `locator.click()`. The first click event
recorded `isTrusted=true`. The page selected the KDE compositor on `:0`;
the production screenshot path used window `62914560`. Requested the desktop
dashboard, read back focus/visibility, and clicked Capture again. Recorded
response metadata, fresh decoded image dimensions and canvas pixel range.
No direct screenshot API call was substituted for these button clicks.
6. Ran the packaged `frame_touch.py panels` read-only over SSH to retain its
exact discovery result: one focused KDE compositor panel, app ID 0, 1920×1080,
display `:0`, with no diagnostic `why` field.
## Cleanup and limits
The owned desktop session ran **09:43:48–09:45:33 UTC** (105 seconds). Hid the
dashboard to restore its initial hidden state, stopped only the owned unit,
and verified it was unloaded/inactive with MainPID 0. No Plasma/KWin desktop
process or nested runtime remained; gamescope's focusable/focused lists were
empty again. Released only this task's lock, after checking its owner marker.
Delayed readback at **09:46:39 UTC** confirmed the lock absent, Game Mode active,
full Plasma inactive and the original Steam, vrserver and vrcompositor PIDs
still running. The Game Mode service invocation was unchanged. Battery was
99% at cleanup and 100%/Full on the delayed check. Closed both owned preview
tabs, Electron and Xvfb; their processes and X socket were gone. No test server
remained. No reboot, installation, security/global setting change or full
Desktop Mode transition was performed.
The nested desktop journal included gamescope WSI/Vulkan-hook warnings. No
warning was dismissed. Capture produced nonblank compositor pixels, but this
run does not assess their usability to a wearer. Private image files stayed
outside the repository; only state and response metadata are published.
The initial CDP `response.body()` read yielded zero bytes despite successful
decoding in the page. The repeat verified the PNG Content-Length, fresh image
dimensions/source/selection and a 2,011,278-byte PNG exported from the canvas.
The initial raw-body measurement is a harness limitation, not evidence of a
product capture failure. No Live video, Control input, physical monitor, FUSE
mounting or hardware rendering was tested. Older SteamOS and other packages
remain outside this observation.
## Offline verification
`python3 -m unittest discover -s tests -p test_touch.py -v`: **42 tests passed**,
including the production page's Node panel behavior tests, duplicate-function
guard, absent versus empty panel diagnostics, alternate displays, capture/input
target validation and discovery deadlines. JSON parsing and `git diff --check`
were also checked. No new regression test was added because this is an
evidence-only change with no reproduced product defect.
@@ -0,0 +1,114 @@
# Linux PC host feasibility on lxso2, 2026-10-24
**Blocked on this host's current desktop environment. No feature enabled and
no feature PR opened.** Investigation for [issue #23](https://github.com/saphid/frame-control/issues/23),
starting at `4e45648` (main after #154). This concerns flat desktop panels,
not Linux PC VR streaming.
## Decision
The smallest useful candidate is one explicitly selected **whole screen**,
captured through the ScreenCast portal's restricted PipeWire connection,
encoded locally with GStreamer/x264, and sent to the existing viewer through
the shared SSH controller. Input, individual windows and virtual displays
would remain unsupported until separately verified. This candidate was **not
implemented**: lxso2 currently cannot exercise the real capture permission path.
Development packages could unblock compilation, but would not create a desktop,
portal backend or consented screen. Synthetic encoding, an Xvfb screen grab or
using the Frame as its own host would not verify Linux PC desktop capture.
No host packages or services were changed.
## Evidence
Host: `lxso2`, Linux x86-64, kernel `6.8.0-139-generic`.
- `DISPLAY`, `WAYLAND_DISPLAY` and `XDG_SESSION_TYPE` were unset. The user bus
was reachable at `/run/user/1000/bus`.
- `/run/user/1000/pipewire-0` and `/run/user/1000/wayland-0` did not exist.
No processes matched Xorg, Xwayland, Xvfb, GNOME Shell, KWin Wayland, Weston,
PipeWire, WirePlumber or xdg-desktop-portal at the process check.
- D-Bus `ListNames` returned D-Bus, systemd and anonymous connections, with no
`org.freedesktop.portal.Desktop`. `ListActivatableNames` also had no desktop
portal. These calls queried D-Bus itself without activating capture services.
- `dpkg-query` found no `xdg-desktop-portal*` or `pipewire*` packages.
`libgstreamer1.0-0:amd64` was installed at `1.24.2-1ubuntu0.1`, but
`gstreamer1.0-tools` was uninstalled. `gst-launch-1.0` and `gst-inspect-1.0`
were absent from PATH. Xvfb was installed, but supplies no portal by itself.
- `pkg-config --modversion` failed for `gstreamer-1.0`,
`gstreamer-app-1.0`, `gstreamer-video-1.0` and `libpipewire-0.3`.
`gio-unix-2.0` reported `2.80.0`.
- `desktop/bundle/pc-host.so` did not exist.
`python3 desktop/build.py --with-x264 --out /tmp/frame-linux-pc-feasibility`
exited **1** before compilation: required GStreamer pkg-config modules were
missing. No native build or encoder runtime success is claimed.
Reproduce the non-activating portal checks in the intended desktop user's
session, using that session's actual runtime directory and bus:
```sh
gdbus call --session --dest org.freedesktop.DBus \
--object-path /org/freedesktop/DBus --method org.freedesktop.DBus.ListNames
gdbus call --session --dest org.freedesktop.DBus \
--object-path /org/freedesktop/DBus --method org.freedesktop.DBus.ListActivatableNames
pkg-config --modversion gstreamer-1.0 gstreamer-app-1.0 gstreamer-video-1.0 gio-unix-2.0
```
## Existing implementation reviewed
- `ui/frame_pcview.py` selects PCView only on Windows and rejects Linux even
when enabled. Linux installers do not carry its native bundle.
- `desktop/portal.c` creates a **RemoteDesktop** session, requests pointer and
keyboard devices, and selects monitors and windows (`types=3`). It is not
ScreenCast-only or screen-only. Its restricted fd/node and fresh-connection
handling are reusable.
- `ui/frame_pc_agent.py` calls the selection a shared window or screen and
picks VA-API when the element is present, falling back to x264. A bounded
x264 slice needs explicit encoder policy and unsupported-input behavior;
exposing the existing Linux path alone would not meet that scope.
- `app/main.js` starts Python with the inherited environment; it does not
supply a compositor, portal backend or capture permission.
- `.github/workflows/pc-host.yml` installs native dependencies and tests
synthetic x264/protocol behavior with fake capture consent/input. This does
not establish interactive Linux desktop capture.
- Issue #23 and its six existing comments distinguish prior synthetic
helper/viewer results from untested Linux desktop capture and consent.
## Verification and limits
`python3 -m unittest discover -s tests -p 'test_pc*.py' -v` exited **0**:
27 tests ran successfully, with one additional native-class setup skip
(`native PC libraries not built on this host`). Coverage includes the compiled
C controller trace, Python adapters, grants and default-off/Windows-only gates.
It does not prove native GStreamer capture or local-client streaming.
No fake/local native stream, consent prompt, real desktop capture, Frame viewer
run, benchmark, input or window mode was tested in this investigation. No SSH
connection to the Frame was needed; no lock was acquired and no headset install,
launch, stop or settings change was attempted. Issue #113 was left alone.
No issue comments or other public messages were sent.
## Concrete unblock and next slice
1. Supply an interactive Linux desktop, physical or VM, with a working
ScreenCast portal/backend, PipeWire and accessible consent dialog. Installing
the portal frontend alone is insufficient. A VM can establish software
capture/x264 behavior while physical-host behavior remains unverified.
2. Install the native dependencies listed in `pc-host.yml` in that environment
and build a local `--with-x264` bundle. Resolve x264 distribution
licensing/source obligations before shipping it: the current build labels
that option test-only and the Windows installer omits it.
3. Implement a ScreenCast-only session with monitor-only selection, no
RemoteDesktop/device request, disabled input in protocol and viewer, hidden
window/virtual-display modes, and explicit x264 selection. Preserve the
default-off gate and existing Mac/Windows paths.
4. Verify consent acceptance/refusal/cancellation, Stop/reopen, connection loss
and portal closure with a local client decoding actual captured content.
Run the shared benchmark and record results without inferring hardware or
physical laser behavior.
5. Only after local capture works, acquire the shared Frame lock once and
follow [the headset procedure](../testing.md#headset-smoke-test) for a brief
viewer test. If occupied, leave the lock alone and defer device testing.
These are prerequisites and proposed scope, not a ready feature. The Linux
host request in #23 remains open.
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@@ -0,0 +1,142 @@
# Media surround hardening: 2026-10-24
PR [#51](https://github.com/saphid/frame-control/pull/51), branch
`theatre-media-surround-hardening`, merged main `2ded4c5` without rebasing.
Both fixes remain necessary on that main: an optional-surround error escapes
`play()`, and a non-`RuntimeError` during overlay teardown skips the remaining
handles and OpenVR shutdown.
## Offline checks
- Focused media suite: **23 tests passed** on Linux / Python 3.12.3.
- Final full suite: **1,381 tests, OK (15 skipped)** in 145.384 s with
`PYTHONFAULTHANDLER=1 python3 -m unittest discover -s tests -v`.
The service-regression module passed **33 tests**. Player/server compilation
and `git diff --check` passed. Current macOS/Windows validation is left to CI.
- The startup/upload, creation/setup, deferred-surround refusal and teardown
regression tests were also run with main's player implementation: they
failed as expected (six errors across subtests). The screen-refusal test
passed, confirming that actual screen failures still propagate.
- The historical macOS failure was job
[109239733717](https://github.com/saphid/frame-control/actions/runs/36516462623/job/109239733717),
on `dac9dbc`, Python 3.12: 619 tests, three failures in artwork resolver
tests (`test_resolver_slot_released_when_thread_cannot_start`,
`test_timed_out_lookups_are_capped`,
`test_url_fetch_refuses_private_hosts_and_honours_deadline`). Media tests
passed. Late DNS workers retained semaphore slots; the first failed
assertion could also leak acquired slots into later tests.
- Main already contains `8051687`'s wait-for-idle and unconditional slot
cleanup, preserved by `d546568`. The current artwork module passed all
**40 tests** locally. No additional artwork changes were needed.
- The first full run completed **1,380 tests, 15 skipped**, with one failure:
`test_a_second_server_is_refused_until_the_first_exits` observed SIGSEGV
(`-11`) instead of exit 1. All 41 server tests passed on a focused rerun.
Main started daemon index/TLS workers before refusing a second server;
its existing shutdown notes document a race with OpenSSL interpreter exit.
This crash mechanism is inferred; the first run did not retain a native
fault trace. The subprocess assertion now retains stderr for diagnosis.
A deterministic regression now checks that rejection starts no listener,
cleanup sweep or background workers. It failed before moving the ownership
check ahead of startup work and passed afterwards.
The surround retry now logs a refusal before discarding that cosmetic work.
Creation, setup and first-upload failures also allow the screen to play;
standby remains retryable, and screen errors remain fatal. Teardown tests
exercise OpenVR errors, unexpected exceptions and a late `InterruptedError`,
checking that all handles are attempted and shutdown runs.
## Earlier blocked real Frame attempt
Read-only SSH preflight: SteamOS **0.5.6**, BUILD_ID **20261015.6141207**;
SteamVR server PID **297506**, compositor PID **297620**; existing media
service `inactive/dead`, MainPID 0; battery **99%**, fuel gauge `Not charging`,
charger `Full`. The shared lock was absent at preflight.
The subsequent atomic `mkdir /tmp/frame-test.lock` failed with
`FileExistsError(17, 'File exists')`: another session acquired it in between.
The probe stopped before uploading files, launching media, creating overlays,
or changing any state. The foreign lock was neither modified nor released.
All generated fixtures remained on the computer and were then removed; no
headset cleanup was necessary. Steam/SteamVR and the prior player state were
left alone.
## Follow-up real Frame smoke at the exact PR head
**Passed, 2026-10-24 10:35:02–10:35:23 UTC**, with byte-identical media modules
from **`5d551a81658d9ff14f49285c28609d506cbc20aa`**. This later run resolves
the earlier lack of fresh playback evidence. No production code changed.
The headset was unworn. SteamOS **0.5.6**, BUILD_ID **20261015.6141207**,
SteamVR **2.18.2**; battery **100%, Full** before and after.
Read-only preflight found Game Mode (`XDG_CURRENT_DESKTOP=gamescope`,
`start-gamescope` running, no `plasmashell`), Steam/SteamVR running, no media
overlays, and the installed media service inactive/not loaded. The test then
acquired `/tmp/frame-test.lock` with atomic `mkdir`; it did not take over a
foreign lock. Under the lock, those safety conditions were checked again.
Only generated media and the PR's four unchanged modules were uploaded, under
the test-owned, uid-1000 directory
`/tmp/pr51-5d551a8-4c0976a52564-utfbk_m0/`. The clip was a **12 s, 30 fps,
960×540 half-SBS H.264** MP4 with solid red/cyan eye images and **silent AAC**.
It was generated with FFmpeg's `color`, `hstack` and `anullsrc` sources; no
personal or external media was used.
The exact `frame_media_remote.run()` Play/status/Stop path was exercised by
importing its unmodified module and changing only its in-memory `ROOT`,
`RUNTIME`, `STATUS` and `UNIT` constants to the isolated test locations and
`frame-control-media-pr51-5d551a8-4c0976a52564.service`. The real
`frame_media_player.py` ran unchanged with `--layout auto --theatre`, using
`h264_v4l2m2m` and Pulse output. This checks the player and its systemd lifecycle;
it does **not** reverify the HTTP/UI upload or runtime installer, nor the
literal production unit name. The installed media runtime, log, status and
library were preserved.
- First Play: `starting` → `playing` → **`ended`**, **360 frames**, **160 dropped**,
**12.0397 s**, `running=false`. The drops were the normal unworn/standby
`SetOverlayRaw` retry path; no fault was forced. At 60 frames, dropped was 0.
`vrcmd --overlays` listed `framecontrol.media.surround` as **1×1 visible**
and `framecontrol.media.screen` as **visible**. These are SteamVR metadata,
not a wearer or eye-capture verification.
- After EOF: unit **inactive/dead, not-found, MainPID 0**, no test player or
decoder, and neither owned overlay remained. Stop after EOF succeeded and
retained `ended`.
- Second Play reached `playing`, 60 frames, 0 dropped. Explicit Stop returned
**`stopped`, 72 frames, 0 dropped, `running=false`**. Again the unit was
inactive/dead/not-found with MainPID 0, no player/decoder and no owned overlays.
- The test unit's `ExecStart` and cgroup identified the unique temporary
runtime. First-run player/decoder PIDs were **309650/309655**; second-run
PIDs were **309805/309810**. Stop controlled only this dedicated test unit.
Its player log was empty; no surround refusal or teardown error was logged.
### Uploaded SHA-256 values
```text
generated_SBS.mp4 1b39cac1d3b092b89657250c817019b68e87a474976ccd44aeb38e8eee44ffca
frame_media.py 001e3158f4c3931794846b21f1e4cb553349d9326b4db1454a01976d446ad97a
frame_media_player.py 86b0a140ebff857c2819c74d3ac45d1897735c585d44c7360ad6f18c2ecf2645
frame_media_remote.py b60386eb192d32594358246a4e665474c543600f2c564c2efd554ef38d7a631d
frame_splat.py f35750926f1149c41b95617a302012406d355c0dfdd4530438b0c42ee6d55daa
```
### Cleanup and limits
The temporary directory, including its fixture, code, bytecode, status and log,
was removed only after verifying that its player and decoder had exited. The
transient unit was collected. The test released only its own lock after cleanup.
All installed media runtime file hashes, including `player.log` and
`status.json`, were unchanged. The installed `frame-control-media.service`
remained inactive/not loaded. Steam **297826**, vrserver **297506**,
vrcompositor **297620**, vrdashboard **297721**, and start-gamescope **296997**
kept the same PIDs. The pre-existing overlay key/dimension/visibility/type
inventory matched the final inventory, and all dashboard main panels remained
`not_visible`. No dashboard command, wake request, global setting, reboot or
Steam/SteamVR stop was issued.
Cosmetic surround refusal and exceptional teardown remain **fake-tested**;
no real refusal or teardown fault was induced. This short unworn-headset
smoke does not verify appearance, eye isolation, comfort, audible sound/lip
sync (the AAC was silent), sustained display performance, or the issue #28
report of laggy 1080p video. It does not cover new H.265, photo or splat cases.
Historical checks remain in the earlier PR #51 description and
[media playback notes](../vr-video.md). The PR remains draft and unmerged
for parent review and CI.
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@@ -0,0 +1,178 @@
# Keyboard and trackpad through gamescope, 2026-10-24
PR: [#66](https://github.com/saphid/frame-control/pull/66), `pad-gamescope`.
Parent/main: v0.4.18 commit `0da1fe5`. Merge commit: `1737366`, with parents
`cba23fb` (the existing PR) and `0da1fe5` (main). No history was rewritten.
## Merge and implementation
Both `/api/input` (keyboard/trackpad) and `/api/touch` (live-view Control)
start and poll the gamescope helper. KDE Connect starts only when Unicode
typing needs it. The existing ordered, bounded queue and switch cancellation
remain in place; cross-service typing order is an estimate, not an application
acknowledgement.
The merge keeps main's intended-device validation and work reservation before
a GET starts an input helper, immutable SSH routes, launch generations and
serialized writes. Switching headsets also stops the power report and resets
both input agents and queued typing before publishing the new route. The page
keeps main's Tools sections, clipboard controls and single instances of the
keyboard/trackpad and VR tools, with the PR's gamescope help text.
The start/status regression tests now exercise the gamescope helper for both
endpoints. An explicit `/api/input` test checks that start and poll use that
helper without starting KDE Connect. Existing stale/missing-headset and
route-reservation tests remain active.
## Real Frame: focused click and ASCII keys received
Host: lxso2, `ssh frame`. SteamOS **0.5.6**, BUILD_ID **20261015.6141207**,
SteamVR **2.18.2**. At **11:05 UTC**, Game Mode was active, full Plasma was
inactive, Steam and SteamVR were running, battery was **99%**, and gamescope's
focusable/focused window lists were empty. The shared test lock was absent.
Existing X11 tools and libX11 were available; Tk could not load its library.
At **11:09:23 UTC**, an initial read-only preflight saw no focused window
but activity level **0** (idle), rather than the required **3** (standby), and
aborted before lock acquisition or input. At **11:09:57 UTC**, another task
held the shared lock with a focused panel; that lock and panel were left alone.
At **11:20:22 UTC**, read-only checks found the lock absent, no focused or
focusable windows, activity **3** and battery **98%**. The bounded probe ran at
**11:20:37 UTC** against implementation commit `5641d3c`:
1. Rechecked empty focus and standby, acquired `/tmp/frame-test.lock` with
atomic `mkdir`, wrote a unique owner marker and rechecked both conditions.
2. Created only a disposable 640×400 X11 event-recorder window on `:0`, tagged
with test app ID `2000999066`. It had a 45-second alarm and closed on stdin
EOF. No existing application, full desktop or dashboard was started.
3. Waited for gamescope to report that exact window (`62914561`) focused.
Started the production server's `TouchAgent` over SSH; it reported ready.
4. Called production `server.remote_touch` for positioning, then
`server.remote_input` with a left click, `Frame66` and the Enter key button.
Both responses reported `sent: true`. More importantly, the **window itself
recorded ButtonPress/Release (button 1), the ASCII key events in order and
Return**. `XLookupString` decoded exactly `Frame66\r`. The events were
delivered through gamescope's EIS socket, not fabricated with XSendEvent.
5. Closed the helper by EOF and waited for exit, closed the recorder, checked
empty focus and standby, then removed only the owner-matching test lock.
[State and received events](pad-gamescope-2026-10-24/readback.json) and the
[probe](pad-gamescope-2026-10-24/probe.py)/[X11 recorder](pad-gamescope-2026-10-24/recorder.py)
are retained. The archived scripts use checkout-relative source paths; the
recorded run used the same harness from `/tmp`. Motion records omit an unused
field that only has meaning for key/button events.
Delayed readback at **11:21:46 UTC** confirmed no test lock or recorder process,
empty focused/focusable lists, Game Mode active, full Plasma inactive, activity
3 and battery 98%. The original Steam and vrserver PIDs were unchanged. No
install, security/global setting change, dashboard/session switch, reset or
reboot was performed. No headset helper or owned lock remained.
This establishes **focused-panel click and ASCII key delivery on `:0`**.
It does not establish wearer-visible presentation, Unicode delivery or GUI
interaction. The absolute-position setup reached the recorder's edge
(639,399), rather than its centre; pixel-accurate absolute pointing is **not**
proved by this small-window probe. The trackpad click and typed keys still
arrived in the owned focused window. The original PR's earlier acceptance-only
observations remain historical; this observation adds actual window events.
## Offline checks and remaining limits
- `python3 -m unittest discover -s tests -p test_input.py -v`: **58 passed**.
- `python3 -m unittest discover -s tests -p test_touch.py -v`: **43 passed**.
- `python3 -m unittest discover -s tests -p test_service_regressions.py -v`:
**34 passed**.
- `python3 -m unittest discover -s tests -v`: **1,403 ran, OK, 15 skipped**
(Linux x86_64, Python 3.12; 150.825 seconds).
- Full fake-Frame e2e in task-specific Docker project `frame-control-pr66`:
**47 passed** after the lock fix (192.270 seconds). Both task containers,
their network and all three volumes were removed afterward. The run emitted
an unclosed test-socket ResourceWarning; the suite returned OK.
- Node page suites: `ctrl_gestures.mjs`, `pad_queue.mjs`, `desk_panels.mjs`
passed, using the production page functions.
- `node --test app/test/*.test.js`: **3 test files passed**.
- `node --test site/test/*.test.mjs`: **2 test files passed**.
- Python compilation, desktop/site JavaScript syntax and `git diff --check`
passed. Fake-Frame e2e and exact-head CI results are recorded in the PR after completion.
The first full regression run executed 1,401 tests and found two tests still
expecting `/api/input` to start the old KDE Connect helper. They were updated
to the intended gamescope route. The final full run includes the lazy-KDE
regression above and the lock-order regression below. The initial restricted-sandbox input run could not open
loopback sockets; the focused rerun with managed network access passed.
Review of the merged code then found a lock inversion: the Unicode worker
held the pad-send lock while `InputAgent.start()` acquired the route lock,
whereas a headset switch held the route lock before resetting the pad. A
bounded subprocess regression reproduced the deadlock with the real
`InputAgent.send/start` methods and an offline launch stub. Unicode delivery
and resets now take the route lock before the pad lock; the route lock is
reentrant so an agent can capture its route inside that reservation. The new
regression passed after the fix, as did all **58 focused input tests** and
the **1,403-test full suite** (15 skipped). The local fake-Frame suite also
passed **47 tests after this fix**. Exact-head CI results are recorded in the PR.
Remaining device work requires an idle, available Frame and the shared lock:
verify Unicode in a real text field, ordering under real typing load and
precise absolute pointing for small panels. Worn-headset presentation,
packaged Electron pointer lock and Windows GUI execution remain separate
checks. Automated Windows/macOS CI does not establish those interactions.
## Review round 2: queue saturation and failure recovery
The coordinator identified silent eviction in both `_queue_for_kde()` and the
worker's retry path. Both sliced the oldest accepted events off at 200 entries,
even though the page had already received `sent: true` and discarded its copy.
Admission now serializes concurrent requests, checks capacity before any pointer
or keyboard send, and returns `sent: false, state: waiting` if the whole batch
will not fit. Text stays in the bounded queue while in flight, and is removed
only after the helper accepts it. Rejected mixed batches send no clicks; retrying
them cannot duplicate clicks already sent by this server. The page polls until
it can retry. Pointer input stays usable while accepted text is pending.
The old worker also left its worker marker and one-hour timing sentinel behind
if `send()` raised. Failure/timeout handling now retains unsent text, clears the
worker/timing state and exposes an error through input status. The page polls
accepted text without requiring another keypress. **Try again** explicitly
restarts the retained queue. Thread-start failures follow the same retention
rule. A stale worker's exception cannot change the new route's state.
The proposed send-to-enqueue headset-switch race was not reachable through the
normal HTTP switch path: `Handler.do_POST()` reserves `working(meant)` across
both operations; `devices_post()` shares `_work_lock` and refuses a moving
operation while work is active. Connector configuration/reconnect paths defer
changed headsets while work runs. A production-handler regression attempts a
switch at both send and enqueue and passes even on the previous implementation.
No separate connector change was needed. Atomic queue admission now uses the
existing route-before-pad lock order as well, because starting either input
agent can capture its route synchronously.
Three deterministic saturation regressions fail on `215db7b` and pass with the
fix: capacity during the typing delay, capacity during an unsuccessful-send
retry, and two concurrent producers competing for the last slots. They check
exact accepted event sequences, reject a mixed click/text batch before its
pointer effects, and verify delivery exactly once after retry. Additional tests
cover explicit recovery after timeout, helper errors, send exceptions and
thread-start failure, stale-worker isolation, HTTP status/start behavior, and
the production page's polling/error behavior.
No new active headset test was performed: this change affects host queue
admission/recovery and status handling, not Frame event translation or injection.
The earlier real click/ASCII evidence remains scoped to its recorded commit.
Real Unicode, packaged Electron pointer lock, Windows GUI, wearer-visible
presentation and precise small-window absolute positioning remain unverified.
`sent: true` means accepted by this server, not application delivery. The queue
is in memory; switching headsets cancels it and server exit loses it. A transport
failure after a partial write can still make delivery ambiguous; this is not an
end-to-end exactly-once protocol.
Round 2 local verification: **141 focused input/touch/service tests passed**
(62 input, 43 touch, 36 service; 20.061 seconds), and **1,409 server tests ran, OK, 15 skipped**
(Linux x86_64, Python 3.12, 153.198 seconds). All three production-page Node
suites passed; app tests passed (3 files), site tests passed (2 files), Python
compilation and `git diff --check` passed. The existing skipped tests require
zsh, macOS/Swift or built native PC libraries. Current-head CI is tracked in
PR #66; the previous 47-test local fake-Frame run above is historical.
@@ -0,0 +1,129 @@
"""Active real-Frame evidence probe: aborts unless idle, then owns the shared lock.
Run manually on an authorised host: python3 docs/evidence/pad-gamescope-2026-10-24/probe.py
The recorded run used /tmp paths; archived paths are relative to this checkout.
"""
import base64
import datetime
import json
import os
from pathlib import Path
import queue
import shlex
import subprocess
import sys
import tempfile
import threading
import time
import uuid
ROOT = Path(__file__).resolve().parents[3]
data = tempfile.TemporaryDirectory(prefix='pr66-live-')
os.environ.update(FRAME_CONTROL_DATA_DIR=data.name, FRAME_CONTROL_TELEMETRY='0', FRAME_PRIVATE_SSH='1')
sys.path.insert(0, str(ROOT / 'ui'))
import server
SSH = ['ssh', '-o', 'BatchMode=yes', '-o', 'ConnectTimeout=5', 'frame']
owner = 'pr66-' + uuid.uuid4().hex
result = {'time': datetime.datetime.now(datetime.timezone.utc).isoformat(), 'owner': owner,
'base': '0da1fe5', 'route': 'production server.remote_input -> TouchAgent SSH -> frame_touch.py -> gamescope EIS',
'events': []}
recorder = None
locked = False
rows = queue.Queue()
def ssh(cmd):
return subprocess.run([*SSH, cmd], capture_output=True, text=True, timeout=15, check=True).stdout
def focus():
return json.loads(server.ssh('python3 - focus', stdin=(ROOT/'ui/frame_touch.py').read_text(), timeout=15))
def activity():
return json.loads(ssh('/opt/steamvr/bin/linuxarm64/vrcmd --stats'))[0]['activity_level']
def read_rows():
for raw in recorder.stdout:
rows.put(json.loads(raw))
def collect(seconds):
end = time.monotonic() + seconds
while time.monotonic() < end:
try:
result['events'].append(rows.get(timeout=max(0.01, end-time.monotonic())))
except queue.Empty:
break
try:
result['initial_focus'] = focus()
result['initial_activity'] = activity()
assert not result['initial_focus'].get('window'), 'existing focused panel; do not interrupt'
assert result['initial_activity'] == 3, 'headset is not in standby'
ssh('mkdir /tmp/frame-test.lock && printf %s ' + shlex.quote(owner) + ' > /tmp/frame-test.lock/owner')
locked = True
result['lock_acquired'] = True
assert not focus().get('window') and activity() == 3, 'session changed during lock acquisition'
code = base64.b64encode(Path(__file__).with_name('recorder.py').read_bytes()).decode()
command = 'python3 -u -c ' + shlex.quote("import base64;exec(compile(base64.b64decode('" + code + "'),'pr66-recorder','exec'))")
recorder = subprocess.Popen([*SSH, command], stdin=subprocess.PIPE, stdout=subprocess.PIPE,
stderr=subprocess.PIPE, text=True)
threading.Thread(target=read_rows, daemon=True).start()
initial = rows.get(timeout=8)
result['recorder'] = initial
assert initial.get('ready'), initial
window = initial['window']
for _ in range(20):
current = focus()
if current.get('window') == window:
break
time.sleep(0.2)
result['focused_panel'] = current
assert current.get('window') == window and current.get('display') == ':0', 'owned panel did not obtain focus; no input sent'
server.remote_input({})
for _ in range(50):
if server._touch.status.get('state') in ('ready', 'error'):
break
time.sleep(0.1)
result['agent_status'] = dict(server._touch.status)
assert result['agent_status'].get('state') == 'ready', result['agent_status']
target = {'window': window, 'display': ':0'}
assert focus().get('window') == window and activity() == 3
result['position_response'] = server.remote_touch({'events': [dict(target, fx=0.5, fy=0.5)]})
time.sleep(0.2)
assert focus().get('window') == window and activity() == 3
result['pad_response'] = server.remote_input({'events': [{'singleclick': True}, {'key': 'Frame66'}, {'specialKey': 12}]})
collect(2)
received = result['events']
result['received_text'] = ''.join(e.get('text', '') for e in received if e.get('type') == 2)
result['click_received'] = any(e.get('type') == 4 and e.get('code') == 1 and e.get('window') == window for e in received)
result['release_received'] = any(e.get('type') == 5 and e.get('code') == 1 and e.get('window') == window for e in received)
result['passed'] = result['click_received'] and result['release_received'] and result['received_text'] == 'Frame66\r'
assert result['passed'], 'event recorder did not observe expected click and keys'
except Exception as e:
result['error'] = str(e)
finally:
proc = server._touch.proc
server.reset_pad_route()
if proc:
try:
proc.wait(timeout=8)
result['input_helper_exited'] = True
except subprocess.TimeoutExpired:
proc.terminate()
proc.wait(timeout=5)
result['input_helper_terminated'] = True
if recorder:
recorder.stdin.close()
recorder.wait(timeout=8)
collect(0.2)
result['recorder_exit'] = recorder.returncode
result['recorder_stderr'] = recorder.stderr.read()[-1000:]
if locked:
result['final_focus'] = focus()
result['final_activity'] = activity()
ssh('test "$(cat /tmp/frame-test.lock/owner)" = ' + shlex.quote(owner)
+ ' && rm /tmp/frame-test.lock/owner && rmdir /tmp/frame-test.lock')
result['owned_lock_released'] = True
Path('/tmp/pr66-live.json').write_text(json.dumps(result, indent=2) + '\n')
print(json.dumps(result, indent=2))
data.cleanup()
sys.exit(0 if result.get('passed') else 1)
@@ -0,0 +1,280 @@
{
"time": "2026-10-24T11:20:37.392607+00:00",
"owner": "pr66-7c2a8e8851f449bcb0bb6a040be94d99",
"base": "0da1fe5",
"route": "production server.remote_input -> TouchAgent SSH -> frame_touch.py -> gamescope EIS",
"events": [
{
"type": 6,
"window": 62914561,
"x": 320,
"y": 200,
"synthetic": false
},
{
"type": 6,
"window": 62914561,
"x": 639,
"y": 399,
"synthetic": false
},
{
"type": 4,
"window": 62914561,
"x": 639,
"y": 399,
"code": 1,
"synthetic": false
},
{
"type": 5,
"window": 62914561,
"x": 639,
"y": 399,
"code": 1,
"synthetic": false
},
{
"type": 2,
"window": 62914561,
"x": 639,
"y": 399,
"code": 50,
"synthetic": false,
"text": "",
"keysym": 65505
},
{
"type": 2,
"window": 62914561,
"x": 639,
"y": 399,
"code": 41,
"synthetic": false,
"text": "F",
"keysym": 70
},
{
"type": 3,
"window": 62914561,
"x": 639,
"y": 399,
"code": 41,
"synthetic": false
},
{
"type": 3,
"window": 62914561,
"x": 639,
"y": 399,
"code": 50,
"synthetic": false
},
{
"type": 2,
"window": 62914561,
"x": 639,
"y": 399,
"code": 27,
"synthetic": false,
"text": "r",
"keysym": 114
},
{
"type": 3,
"window": 62914561,
"x": 639,
"y": 399,
"code": 27,
"synthetic": false
},
{
"type": 2,
"window": 62914561,
"x": 639,
"y": 399,
"code": 38,
"synthetic": false,
"text": "a",
"keysym": 97
},
{
"type": 3,
"window": 62914561,
"x": 639,
"y": 399,
"code": 38,
"synthetic": false
},
{
"type": 2,
"window": 62914561,
"x": 639,
"y": 399,
"code": 58,
"synthetic": false,
"text": "m",
"keysym": 109
},
{
"type": 3,
"window": 62914561,
"x": 639,
"y": 399,
"code": 58,
"synthetic": false
},
{
"type": 2,
"window": 62914561,
"x": 639,
"y": 399,
"code": 26,
"synthetic": false,
"text": "e",
"keysym": 101
},
{
"type": 3,
"window": 62914561,
"x": 639,
"y": 399,
"code": 26,
"synthetic": false
},
{
"type": 2,
"window": 62914561,
"x": 639,
"y": 399,
"code": 15,
"synthetic": false,
"text": "6",
"keysym": 54
},
{
"type": 3,
"window": 62914561,
"x": 639,
"y": 399,
"code": 15,
"synthetic": false
},
{
"type": 2,
"window": 62914561,
"x": 639,
"y": 399,
"code": 15,
"synthetic": false,
"text": "6",
"keysym": 54
},
{
"type": 3,
"window": 62914561,
"x": 639,
"y": 399,
"code": 15,
"synthetic": false
},
{
"type": 2,
"window": 62914561,
"x": 639,
"y": 399,
"code": 36,
"synthetic": false,
"text": "\r",
"keysym": 65293
},
{
"type": 3,
"window": 62914561,
"x": 639,
"y": 399,
"code": 36,
"synthetic": false
},
{
"cleaned": true
}
],
"initial_focus": {
"window": null
},
"initial_activity": 3,
"lock_acquired": true,
"recorder": {
"ready": true,
"window": 62914561,
"pid": 317210,
"display": ":0",
"appid": 2000999066
},
"focused_panel": {
"window": 62914561,
"display": ":0",
"name": "Frame Control PR66 disposable input probe",
"x": 0,
"y": 0,
"width": 640,
"height": 400,
"root": [
1920,
1080
],
"app": 2000999066
},
"agent_status": {
"state": "ready",
"focus": 62914561
},
"position_response": {
"state": "ready",
"focus": 62914561,
"sent": true
},
"pad_response": {
"state": "ready",
"focus": 62914561,
"sent": true
},
"received_text": "Frame66\r",
"click_received": true,
"release_received": true,
"passed": true,
"input_helper_exited": true,
"recorder_exit": 0,
"recorder_stderr": "",
"final_focus": {
"window": null
},
"final_activity": 3,
"owned_lock_released": true,
"implementation_commit": "5641d3c316dfe225321f7233840cc83ff8c3f527",
"device": {
"steamos": "0.5.6",
"build_id": "20261015.6141207",
"steamvr": "2.18.2",
"battery_before": 98,
"battery_after": 98
},
"delayed_cleanup": {
"time": "2026-10-24T11:21:46Z",
"shared_lock_absent": true,
"owned_recorder_absent": true,
"game_mode": "active",
"full_plasma": "inactive",
"steam_pid": 297826,
"vrserver_pid": 297506,
"focusable_windows": [],
"focused_windows": [],
"activity_level": 3
},
"limits": [
"No wearer or packaged Electron/GUI interaction",
"ASCII only; Unicode and cross-service ordering not tested on device",
"The positioning setup reached the recorder edge (639,399); pixel-accurate absolute targeting is not established by this probe"
]
}
@@ -0,0 +1,82 @@
"""Disposable X11 event recorder used for the PR #66 focused-input observation."""
import ctypes as C
import json
import os
import select
import signal
import time
X = C.CDLL('libX11.so.6')
P, U = C.c_void_p, C.c_ulong
for name, restype, args in [
('XOpenDisplay', P, [C.c_char_p]), ('XDefaultRootWindow', U, [P]),
('XCreateSimpleWindow', U, [P, U, C.c_int, C.c_int, C.c_uint, C.c_uint, C.c_uint, U, U]),
('XInternAtom', U, [P, C.c_char_p, C.c_int]),
('XChangeProperty', C.c_int, [P, U, U, U, C.c_int, C.c_int, P, C.c_int]),
('XStoreName', C.c_int, [P, U, C.c_char_p]),
('XSelectInput', C.c_int, [P, U, C.c_long]), ('XMapWindow', C.c_int, [P, U]),
('XFlush', C.c_int, [P]), ('XPending', C.c_int, [P]),
('XConnectionNumber', C.c_int, [P]), ('XNextEvent', C.c_int, [P, P]),
('XLookupString', C.c_int, [P, P, C.c_int, P, P]),
('XDestroyWindow', C.c_int, [P, U]), ('XCloseDisplay', C.c_int, [P]),
]:
fn = getattr(X, name)
fn.restype, fn.argtypes = restype, args
class InputEvent(C.Structure):
_fields_ = [('type', C.c_int), ('serial', U), ('send_event', C.c_int),
('display', P), ('window', U), ('root', U), ('subwindow', U),
('time', U), ('x', C.c_int), ('y', C.c_int), ('x_root', C.c_int),
('y_root', C.c_int), ('state', C.c_uint), ('code', C.c_uint),
('same_screen', C.c_int)]
class Event(C.Union):
_fields_ = [('type', C.c_int), ('input', InputEvent), ('pad', C.c_long * 24)]
def say(**row):
print(json.dumps(row), flush=True)
def end(*_):
raise TimeoutError('probe ended')
signal.signal(signal.SIGTERM, end)
signal.signal(signal.SIGALRM, end)
signal.alarm(45)
d = X.XOpenDisplay(b':0')
assert d, 'X display unavailable'
w = 0
try:
w = X.XCreateSimpleWindow(d, X.XDefaultRootWindow(d), 0, 0, 640, 400, 0, 0, 0x224466)
for name, value in [(b'STEAM_GAME', 2000999066), (b'_NET_WM_PID', os.getpid())]:
val = U(value)
X.XChangeProperty(d, w, X.XInternAtom(d, name, 0), 6, 32, 0, C.byref(val), 1)
X.XStoreName(d, w, b'Frame Control PR66 disposable input probe')
X.XSelectInput(d, w, 1 | 2 | 4 | 8 | 64 | 32768 | 2097152)
X.XMapWindow(d, w)
X.XFlush(d)
say(ready=True, window=w, pid=os.getpid(), display=':0', appid=2000999066)
while True:
while X.XPending(d):
event = Event()
X.XNextEvent(d, C.byref(event))
if event.type in (2, 3, 4, 5, 6):
e = event.input
row = dict(type=event.type, window=e.window, x=e.x, y=e.y,
synthetic=bool(e.send_event))
if event.type != 6:
row['code'] = e.code
if event.type == 2:
buf, keysym = C.create_string_buffer(32), U()
n = X.XLookupString(C.byref(e), buf, 32, C.byref(keysym), None)
row.update(text=buf.raw[:n].decode('utf-8', 'replace'), keysym=keysym.value)
say(**row)
ready, _, _ = select.select([0, X.XConnectionNumber(d)], [], [], 0.2)
if 0 in ready and not os.read(0, 1024):
break
except TimeoutError:
pass
finally:
if w:
X.XDestroyWindow(d, w)
X.XCloseDisplay(d)
say(cleaned=True)
@@ -0,0 +1,65 @@
# Panel discovery investigation, 2026-10-24
Base: v0.4.16 (`040581a`). Scope: issue #73, Desktop Capture and Control.
## Evidence and change
Issue #73 reports SteamOS 0.4.5 with its desktop visibly running, without a
Frame Control version or steps. The maintainer's 2026-10-12 comment identifies
the duplicate `loadPanels` UI function fixed in 0.4.3 and requests the exact
remaining message and SteamOS build if it persists. There is no reporter
follow-up. At this base, the functions are distinct and the existing Node
regression checks their uniqueness and the Desktop GET request.
Read-only source inspection found a remaining diagnostic ambiguity:
`read_props()` returns `{}` for failed/timed-out X queries and missing root
properties. `panels()` treated that like a confirmed empty focusable-window
list. With no detected Plasma process it claimed no panel was open; with Plasma
it claimed SteamOS was not listing the desktop. Neither claim follows from an
unreadable list.
The change checks for the presence of `GAMESCOPE_FOCUSABLE_WINDOWS` before
those claims. An absent list now reports unknown panel state, suggests checking
SteamVR and retrying/Headset view, and asks for the exact message and SteamOS
version if persistent. Missing-tool and whole-run deadline explanations retain
precedence. No new probes, retries, timeouts, input or capture routes are added.
## Real-device boundary
A preliminary read-only SSH inspection returned SteamOS 0.5.6, BUILD_ID
`20261015.6141207`, battery 99%, discharging, and X0/X1 socket names. It made
no headset changes. The shared lock was absent at that moment.
The subsequent atomic `mkdir /tmp/frame-test.lock` failed with `File exists`.
The guarded command exited with status 3 before the session, X-property or
panel-helper probes ran. The other task's lock was left alone. No application
was installed, started, stopped or focused; no headset settings changed.
That implementation probe was blocked by the occupied shared device. The
coordinator later supplied a separate narrow read-only observation on SteamOS
0.5.6, BUILD_ID `20261015.6141207`, at battery 99%, with the shared lock absent
and both `xprop` and `xwininfo` installed:
- In **Game Mode**, `DISPLAY=:0 xprop -root GAMESCOPE_FOCUSABLE_WINDOWS
GAMESCOPE_FOCUSED_WINDOW` returned both properties **present but empty**.
- On `DISPLAY=:1`, both properties were reported **not found**.
This observation distinguishes a confirmed empty list on `:0` from absent
properties on `:1`. It does **not** reproduce #73's Desktop Mode report on
SteamOS 0.4.5, and it does **not** test this PR's code on the headset. It is a
coordinator-supplied observation, separate from the blocked implementation probe
above; no new headset probe was run for this follow-up.
Remaining limit: there is no reproduction establishing a further
capture/discovery fix for the reported Desktop Mode/build combination. This PR
improves a demonstrated diagnostic error; it must not close #73 as a verified
new capture fix.
## Offline verification
Focused Python regressions distinguish absent, focus-only, failed/timed-out X
queries, confirmed empty and desktop-running lists. Existing tests cover
missing tools, alternate displays, successful discovery and the 12-second
deadline. The production page's Node behavior test verifies that both Capture
and Control preserve the unreadable-list advice. These use fake X/HTTP/DOM
boundaries and do not prove real SteamOS 0.4.5 capture or physical input.
+168
View File
@@ -0,0 +1,168 @@
# Saved panel layouts: feasibility recheck, 2026-10-24
Issue: [#31](https://github.com/saphid/frame-control/issues/31). Base: main
`5b47cd3`. This investigation covers spatial save/restore for existing
Steam/gamescope panels without another overlay application.
## Decision and user behavior
Keep saved layouts unavailable. The current Frame exposes some geometry,
including a standing-space coordinate transform, but this investigation did
not establish a complete dock-state snapshot or a controlled restore path for
these panels. The existing companion/headset switcher still lists panels and
requests focus; users arrange them with SteamVR's dashboard controls. No layout
file, new control, overlay application or background service is added.
This is a limit of the investigated route, not proof that every native
implementation is impossible. In particular, failure of
`GetOverlayTransformAbsolute` does **not** mean all pose readback is denied.
## Device and read-only results
SteamOS **0.5.6**, BUILD_ID **20261015.6141207**; `vrcmd --version`:
**2.18.2**. `gamescope-session.service` was active and
`plasma-workspace.target` inactive: Game Mode. gamescope used the OpenVR backend
and `--virtual-connector-strategy PerAppId`. Battery was 99%, Not charging,
before the probe and 100%, Full, afterwards.
The [exact probe](panel-layout-2026-10-24/probe.py) loads only
`FnTable:IVROverlay_028` from the shipped
`/opt/steamvr/bin/linuxarm64/libopenvr_api.so`. It uses application type 3
(`VRApplication_Background`, avoiding runtime startup) and shuts down its own
OpenVR connection in `finally`. Initialization and interface acquisition both
returned 0. It calls getters only, with no image capture or input injection.
[Raw result](panel-layout-2026-10-24/readback.json):
| Getter | `valve.steam.desktopgame.0` | `valve.steam.gamepadui.main` |
|---|---|---|
| FindOverlay | 0, Success | 0, Success |
| Rendering process | `gamescope-wl` | `gamescope-wl` |
| Width | 0; 2.6700000763 m | 0; 2.6670000553 m |
| Curvature | 0; 0 | 0; 0 |
| Transform type | 0; 5, DashboardTab | 0; 5, DashboardTab |
| Absolute transform | 18, WrongTransformType | 18, WrongTransformType |
| Tracked-device-relative transform | 18, WrongTransformType | 18, WrongTransformType |
| Coordinate transform, center, standing origin | 0; identity matrix | 0; scaled/translated matrix |
| Coordinate transform, center, seated origin | 23, RequestFailed | 23, RequestFailed |
| Coordinate transform, center, raw origin | 23, RequestFailed | 23, RequestFailed |
The dashboard and both panels were reported hidden; neither panel was active.
The standing-space matrix is the transform for the overlay point `(0.5, 0.5)`;
it does not identify World/Dashboard/Theater/controller docking or recreate a
dashboard frame. The Steam panel's basis has scale about 0.369. Treat neither
that scaled matrix nor the hidden Gamescope panel's identity as a validated
physical placement to feed to an absolute-transform setter. Visible placement,
matrix freshness and correspondence to dashboard size were not checked by a
wearer.
## API and dashboard boundary
The ABI and result names were checked against Valve's
[OpenVR v2.12.14 C header](https://github.com/ValveSoftware/openvr/blob/v2.12.14/headers/openvr_capi.h)
and [C++ interface comments](https://github.com/ValveSoftware/openvr/blob/v2.12.14/headers/openvr.h).
That header declares `IVROverlay_028`; its SHA-256 is
`d58a2b149e434b2b8ee25cb4253ca6157feed8092f621e78ecfed6846d35d3e4`.
The absolute getter is explicitly limited to absolute transforms. The
coordinate getter returns the 3D transform for a 2D overlay point. Public
`IVROverlay_028` has no getter/setter pair for dashboard dock location or frame
scene-graph state. The probe fails closed if that exact interface is absent.
Read-only inspection of the shipped dashboard
`/opt/steamvr/resources/webinterface/dashboard/chunk~8012d0c89.js`
(SHA-256 `937ec62c67a481f030a416099ceb98b0fe2a702aea5a0705601c6c40d4969f6d`)
found:
- `dockLocation` reads an internal `_getDockLocation(frameID)` store;
`SetDockLocation` updates that store or sends a VRLink request.
- `m_mapLastRelativeTransformForDockLocation` keeps per-location transforms.
World initialization requests a dashboard scene-graph transform through
`requestSGTransform`, then updates the component's `xfTransform`.
- The `vrcmd_dock_overlay` handler accepts `dashboard`, `lefthand`, `righthand`,
`theater` and `world`. It selects the frame associated with the supplied key,
**falls back to the active frame if no match exists**, sets dock location and
may switch frame. This is not an exact pose restore or a readback response.
Those are observations of shipped internal code, not proof that Frame Control
can safely access its state through a supported external API. No dashboard
JavaScript was injected, private store edited or VRLink command sent. The
active-frame fallback is an additional reason not to experiment with docking
commands on a stale key.
The [2026-09-28 probe](../panels.md#saved-spatial-layouts-blocked-on-the-current-panel-route)
on SteamOS 0.4.1 / SteamVR 2.18.1 recorded an absolute setter returning
12 (`PermissionDenied`) on a temporary, test-owned gamescope panel. That setter
result is **historical**, not a new test on 2.18.2. The newer read-only results
above neither overturn nor reverify it.
## Commands, safety and cleanup
Read-only inspection used `ssh frame` with `BatchMode=yes` and
`ConnectTimeout=10`, `cat /etc/os-release`, battery sysfs reads,
`systemctl --user is-active gamescope-session.service plasma-workspace.target`,
process inspection, and `vrcmd --version`, `--help`, `--overlays`. An initial
`--listoverlays` attempt returned `Unknown command`; `--overlays` is the actual
enumeration command. Dashboard sources were read/copied to local `/tmp` for
inspection. No files were installed on the Frame.
Run the retained probe from the repository root, following
[the shared-device rules](../testing.md#headset-smoke-test). Stop if the lock is
occupied or battery is at/below 20%; never remove another task's lock:
```sh
ssh -o BatchMode=yes -o ConnectTimeout=10 frame \
'set -eu; mkdir /tmp/frame-test.lock || exit 3; trap "rmdir /tmp/frame-test.lock" EXIT; timeout 25 python3 -' \
< docs/evidence/panel-layout-2026-10-24/probe.py
```
This command acquired the lock, completed with exit 0 and released it. A
subsequent check confirmed the lock absent, Game Mode active, and Steam,
`vrserver` and `vrcompositor` running. The probe's only headset filesystem
change was creating/removing that shared lock. Its Python source ran from
stdin. There were no test panels, installs, profiles or services to remove.
No mutation test was essential: without verified dock/relative-frame readback,
there was no exact original layout and bounded rollback to justify changing a
panel. Existing user panels were never focused, shown, hidden, resized, moved
or docked. No global settings, security, passwords, runtime processes or modes
were changed; no reboot or reset occurred.
## Validation and remaining gaps
Existing `tests/test_panels.py` covers main-panel enumeration, hidden panels,
focus revalidation, unavailable-runtime errors and HTTP authentication/Host/
Origin guards. `tests/test_page_scripts.py` checks the production page's shared
JavaScript scope. These offline checks do not prove spatial placement. The
retained probe is evidence tooling, not a new product API; no fake layout
backend or layout tests claiming device support were added.
Validation passed:
```sh
python3 -m unittest discover -s tests -p test_panels.py -v # 8 passed
python3 -m unittest discover -s tests -p test_page_scripts.py -v # 5 passed
python3 -m py_compile docs/evidence/panel-layout-2026-10-24/probe.py
python3 -m json.tool docs/evidence/panel-layout-2026-10-24/readback.json
git diff --check
```
The initial panel-suite attempt hit sandbox socket restrictions in four HTTP
tests; rerunning with loopback sockets permitted passed all eight. No real
headset connection is used by those tests. The full suite and fake Frame were
not run for this evidence-only change.
Before shipping layouts, a native route still needs proof of dock state and
relative-frame readback, authorized restore on an owned test panel with exact
rollback, and correspondence between saved size/pose and visible placement.
It also needs stable source identity and a fresh capture-permission/ticket
flow when reopening viewers. Reconnect, panel recreation, reboot recovery,
Steam-launched gameplay, controller docking and worn-headset input were not
tested here. The existing Frame Control-owned media renderer is not proof that
Steam/gamescope panels can be restored. No third-party overlay app was used.
## Announcement
We rechecked saved panel layouts on SteamOS 0.5.6. SteamVR exposes some panel
geometry, but we have not verified safe restoration of Steam's panel positions
and docking. Saved layouts remain unavailable; use SteamVR's dashboard to
arrange panels. The panel switcher continues to list and show open panels.
@@ -0,0 +1,89 @@
"""Read-only issue #31 probe; pipe to `ssh frame 'timeout 25 python3 -'`.
Acquire /tmp/frame-test.lock first per docs/testing.md. No overlay is created,
focused, docked or changed. Background init (3) does not start SteamVR.
ABI: ValveSoftware/openvr v2.12.14 headers/openvr_capi.h, IVROverlay_028.
"""
import ctypes as C
import json
from pathlib import Path
H = C.c_uint64
Matrix = C.c_float * 12
class Vector2(C.Structure):
_fields_ = [('v', C.c_float * 2)]
def probe():
vr = C.CDLL('/opt/steamvr/bin/linuxarm64/libopenvr_api.so')
vr.VR_InitInternal2.argtypes = [C.POINTER(C.c_int), C.c_int, C.c_char_p]
vr.VR_InitInternal2.restype = C.c_uint32
vr.VR_GetGenericInterface.argtypes = [C.c_char_p, C.POINTER(C.c_int)]
vr.VR_GetGenericInterface.restype = C.c_void_p
vr.VR_ShutdownInternal.argtypes = []
vr.VR_ShutdownInternal.restype = None
err = C.c_int()
vr.VR_InitInternal2(C.byref(err), 3, None)
report = {'init_error': err.value, 'interface': 'IVROverlay_028', 'panels': []}
if err.value:
return report
try:
ptr = vr.VR_GetGenericInterface(b'FnTable:IVROverlay_028', C.byref(err))
report['interface_error'] = err.value
if err.value or not ptr:
return report
table = C.cast(ptr, C.POINTER(C.c_void_p))
def function(slot, result, *args):
return C.CFUNCTYPE(result, *args)(table[slot])
def read(slot, handle, output_type):
output = output_type()
rc = function(slot, C.c_int, H, C.POINTER(output_type))(handle, C.byref(output))
return {'rc': rc, 'value': output.value if rc == 0 else None}
report['dashboard_visible'] = function(68, C.c_bool)()
for key in ('valve.steam.desktopgame.0', 'valve.steam.gamepadui.main'):
row = {'key': key}
report['panels'].append(row)
handle = H()
row['find_rc'] = function(0, C.c_int, C.c_char_p, C.POINTER(H))(
key.encode(), C.byref(handle))
if row['find_rc']:
continue
pid = function(10, C.c_uint32, H)(handle)
row['rendering_pid'] = pid
try:
row['rendering_comm'] = Path('/proc/%d/comm' % pid).read_text().strip()
except OSError:
row['rendering_comm'] = None
row['visible'] = function(45, C.c_bool, H)(handle)
row['active_dashboard'] = function(69, C.c_bool, H)(handle)
row['width_m'] = read(23, handle, C.c_float)
row['curvature'] = read(25, handle, C.c_float)
row['transform_type'] = read(32, handle, C.c_int)
for name, slot, scalar in (('absolute', 34, C.c_int),
('tracked_device_relative', 36, C.c_uint32)):
origin = scalar()
matrix = Matrix()
rc = function(slot, C.c_int, H, C.POINTER(scalar), C.POINTER(Matrix))(
handle, C.byref(origin), C.byref(matrix))
row[name] = {'rc': rc, 'origin_or_device': origin.value if rc == 0 else None,
'matrix': list(matrix) if rc == 0 else None}
row['coordinate_transforms'] = []
for origin in (0, 1, 2): # seated, standing, raw/uncalibrated
matrix = Matrix()
rc = function(46, C.c_int, H, C.c_int, Vector2, C.POINTER(Matrix))(
handle, origin, Vector2((.5, .5)), C.byref(matrix))
row['coordinate_transforms'].append({
'tracking_origin': origin, 'coordinates': [.5, .5], 'rc': rc,
'matrix': list(matrix) if rc == 0 else None})
return report
finally:
vr.VR_ShutdownInternal()
if __name__ == '__main__':
print(json.dumps(probe(), indent=2, allow_nan=False))
@@ -0,0 +1,152 @@
{
"init_error": 0,
"interface": "IVROverlay_028",
"panels": [
{
"key": "valve.steam.desktopgame.0",
"find_rc": 0,
"rendering_pid": 297037,
"rendering_comm": "gamescope-wl",
"visible": false,
"active_dashboard": false,
"width_m": {
"rc": 0,
"value": 2.6700000762939453
},
"curvature": {
"rc": 0,
"value": 0.0
},
"transform_type": {
"rc": 0,
"value": 5
},
"absolute": {
"rc": 18,
"origin_or_device": null,
"matrix": null
},
"tracked_device_relative": {
"rc": 18,
"origin_or_device": null,
"matrix": null
},
"coordinate_transforms": [
{
"tracking_origin": 0,
"coordinates": [
0.5,
0.5
],
"rc": 23,
"matrix": null
},
{
"tracking_origin": 1,
"coordinates": [
0.5,
0.5
],
"rc": 0,
"matrix": [
1.0,
0.0,
0.0,
0.0,
0.0,
1.0,
0.0,
0.0,
0.0,
0.0,
1.0,
0.0
]
},
{
"tracking_origin": 2,
"coordinates": [
0.5,
0.5
],
"rc": 23,
"matrix": null
}
]
},
{
"key": "valve.steam.gamepadui.main",
"find_rc": 0,
"rendering_pid": 297037,
"rendering_comm": "gamescope-wl",
"visible": false,
"active_dashboard": false,
"width_m": {
"rc": 0,
"value": 2.6670000553131104
},
"curvature": {
"rc": 0,
"value": 0.0
},
"transform_type": {
"rc": 0,
"value": 5
},
"absolute": {
"rc": 18,
"origin_or_device": null,
"matrix": null
},
"tracked_device_relative": {
"rc": 18,
"origin_or_device": null,
"matrix": null
},
"coordinate_transforms": [
{
"tracking_origin": 0,
"coordinates": [
0.5,
0.5
],
"rc": 23,
"matrix": null
},
{
"tracking_origin": 1,
"coordinates": [
0.5,
0.5
],
"rc": 0,
"matrix": [
0.3689989447593689,
0.0,
0.0008894503116607666,
-0.5048462152481079,
0.0,
0.36899998784065247,
0.0,
1.2510287761688232,
-0.0008894503116607666,
0.0,
0.3689989447593689,
-1.1726053953170776
]
},
{
"tracking_origin": 2,
"coordinates": [
0.5,
0.5
],
"rc": 23,
"matrix": null
}
]
}
],
"interface_error": 0,
"dashboard_visible": false
}
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After

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After

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@@ -0,0 +1,226 @@
{
"date_utc": "2026-10-24T09:27:25.354Z",
"result": "PASS: literal packaged desktop Return to Game Mode button switched the real Frame from full Plasma; a repeat visible click made no second switch",
"documentation_base_commit": "71288d8980040c14f777f0e417f41f7105eaaac4",
"host": "lxso2",
"steamos_version": "0.5.6",
"steamos_build": "20261015.6141207",
"prior_evidence": [
"https://github.com/saphid/frame-control/issues/142",
"https://github.com/saphid/frame-control/pull/143",
"https://github.com/saphid/frame-control/pull/156"
],
"package": {
"tag": "v0.4.17",
"asset": "Frame-Control-linux-x86_64.AppImage",
"url": "https://github.com/saphid/frame-control/releases/download/v0.4.17/Frame-Control-linux-x86_64.AppImage",
"sha256": "b1b8eb82bf73a227b2cd36e8f0ef3a2ebdf7967c5853efb08a9634f38227015d",
"verification": "sha256sum matched the live release asset digest. Independently extracted the retained asset into a new private test directory. cmp confirmed bundled frame_backup.py and frame_backup_remote.py equal the checkout versions. No source or payload was changed.",
"launch": "--appimage-extract, then squashfs-root/AppRun --no-sandbox --disable-gpu --remote-debugging-port=49372 --remote-debugging-address=127.0.0.1 --user-data-dir=/tmp/frame-return-button-20261024/electron-profile --window-size=1400,950",
"display": "Xvfb :138 -screen 0 1440x1000x24 -nolisten tcp; Electron content screenshot 1400x923",
"isolation": "Private XDG_CONFIG_HOME, XDG_CACHE_HOME, FRAME_CONTROL_DATA_DIR and Electron profile; FRAME_CONTROL_TELEMETRY=0 and FRAME_CONTROL_NO_UPDATE_CHECK=1. Existing authorized ssh frame identity retained; bundled server and Python used."
},
"preflight": {
"read_only_first": true,
"initial_mode": "gamescope-session.target=active; plasma-workspace-wayland.target=inactive",
"initial_battery_percent": 99,
"initial_battery_status": "Not charging; charger Full",
"steam_and_steamvr_running": true,
"running_steam_apps": [],
"default_login_mode": "game",
"lock": "mkdir /tmp/frame-test.lock succeeded atomically; no foreign lock was removed. Initial harmless probe attempt released its own lock, then a fresh atomic acquisition covered both full-session attempts."
},
"rollback": {
"unit": "fc-return-button-rollback-20261024",
"probe": "systemd-run --user --unit=fc-return-button-probe-20261024 --on-active=2s --timer-property=AccuracySec=1s --property=Type=oneshot --property=RemainAfterExit=yes /usr/bin/true",
"probe_execution": "Result=success\nExecMainStartTimestamp=Sat 2026-10-24 20:27:07 AEDT\nExecMainExitTimestamp=Sat 2026-10-24 20:27:07 AEDT\nExecMainCode=1\nExecMainStatus=0\n",
"arm": "systemd-run --user --unit=fc-return-button-rollback-20261024 --on-active=180s --timer-property=AccuracySec=1s /bin/sh -c <guarded command>",
"guarded_command": "if [ \"$(systemctl --user is-active gamescope-session.target)\" != active ]; then exec /usr/bin/steamosctl switch-to-game-mode; fi",
"verified_before_desktop": "TimersMonotonic={ OnActiveUSec=3min ; next_elapse=1d 21h 53min 49.130174s }\nNextElapseUSecMonotonic=1d 21h 53min 49.130174s\nBindsTo=\nPartOf=\nActiveState=active\nExecStart={ path=/bin/sh ; argv[]=/bin/sh -c if [ \"$(systemctl --user is-active gamescope-session.target)\" != active ]; then exec /usr/bin/steamosctl switch-to-game-mode; fi ; ignore_errors=no ; start_time=[n/a] ; stop_time=[n/a] ; pid=0 ; code=(null) ; status=0/0 }\nBindsTo=\nPartOf=\n",
"user_manager_linger": "yes",
"desktop_entry": "ssh frame steamosctl switch-to-desktop-mode",
"first_click_utc": "2026-10-24T09:27:27.037Z",
"cancelled_before_deadline": true,
"fired": false,
"limit": "The benign transient timer was observed executing. The actual rollback timer configuration was read back, then cancelled after the UI restored Game Mode; its recovery action was not deliberately allowed to fire."
},
"ui": {
"navigation": "Clicked nav Tools, Backup & recovery, and Check in the actual packaged Electron window. Initial Game Mode disabled Return. After full Plasma entry, Check enabled it.",
"automation": "Playwright connected to the packaged Electron instance over local CDP and used locator.click() on the visible button; accepted the native JavaScript confirm dialog. No Return API/CLI or production handler was directly invoked by the test. T3 preview was inspected separately and closed; it cannot control this Electron window.",
"clicks": [
{
"isTrusted": true,
"utc": "2026-10-24T09:27:27.037Z"
},
{
"isTrusted": true,
"utc": "2026-10-24T09:27:32.942Z"
}
],
"button_bounds_css_pixels": {
"x": 47,
"y": 709.59375,
"width": 156.203125,
"height": 44
},
"confirmation_dialogs": [
{
"type": "confirm",
"message": "Return the headset to Game Mode?\n\nThis closes the desktop and any apps open in it, then starts Steam's Game Mode.",
"utc": "2026-10-24T09:27:27.042Z"
},
{
"type": "confirm",
"message": "Return the headset to Game Mode?\n\nThis closes the desktop and any apps open in it, then starts Steam's Game Mode.",
"utc": "2026-10-24T09:27:32.943Z"
}
],
"desktop_check": {
"http": 200,
"body": {
"mode": "desktop",
"gamescope": true,
"plasma": true,
"nested_desktop": false,
"configured": "gamescope-wayland.desktop",
"config_file": "/etc/sddm.conf.d/steamos.conf",
"selector": "steamosctl",
"session_targets": {
"gamescope-session.target": "inactive",
"plasma-workspace-wayland.target": "active"
},
"mode_source": "session-targets"
}
},
"return_responses": [
{
"http": 200,
"body": {
"message": "Asked the headset to return to Game Mode; it restarts its session in a few seconds",
"state": {
"mode": "desktop",
"gamescope": true,
"plasma": true,
"nested_desktop": false,
"configured": "gamescope-wayland.desktop",
"config_file": "/etc/sddm.conf.d/steamos.conf",
"selector": "steamosctl",
"session_targets": {
"gamescope-session.target": "inactive",
"plasma-workspace-wayland.target": "active"
},
"mode_source": "session-targets"
},
"switched": true,
"command": "steamosctl switch-to-game-mode"
},
"utc": "2026-10-24T09:27:27.316Z"
},
{
"http": 200,
"body": {
"message": "The headset is already in Game Mode. The desktop you see is a panel: close it from the Steam dashboard.",
"state": {
"mode": "game",
"gamescope": true,
"plasma": false,
"nested_desktop": false,
"configured": "gamescope-wayland.desktop",
"config_file": "/etc/sddm.conf.d/steamos.conf",
"selector": "steamosctl",
"session_targets": {
"gamescope-session.target": "active",
"plasma-workspace-wayland.target": "inactive"
},
"mode_source": "session-targets"
},
"switched": false
},
"utc": "2026-10-24T09:27:33.126Z"
}
],
"final_check": {
"http": 200,
"body": {
"mode": "game",
"gamescope": true,
"plasma": false,
"nested_desktop": false,
"configured": "gamescope-wayland.desktop",
"config_file": "/etc/sddm.conf.d/steamos.conf",
"selector": "steamosctl",
"session_targets": {
"gamescope-session.target": "active",
"plasma-workspace-wayland.target": "inactive"
},
"mode_source": "session-targets"
}
},
"final_return_disabled": true,
"final_text": "Game Mode: the headset is running normally. A desktop you see is a panel; close it from the Steam dashboard.",
"screenshots": [
"return-game-mode-packaged-2026-10-24-before.png",
"return-game-mode-packaged-2026-10-24-after.png"
],
"screenshot_scope": "Cropped to the session controls and repeat-action notification; host identity, connection address and backup folder excluded."
},
"systemd_verification": {
"command": "ssh frame systemctl --user show gamescope-session.target plasma-workspace-wayland.target -p Id -p ActiveState -p SubState; ssh frame systemctl --user show gamescope-session.service -p InvocationID",
"before": "Id=gamescope-session.target\nActiveState=inactive\nSubState=dead\n\nId=plasma-workspace-wayland.target\nActiveState=active\nSubState=active\nInvocationID=892b843dbe1a4d2ba91b93057bd38463\n295589 /home/steamos/.local/share/Steam/steamrtarm64/steam -silent -vrdisable -deckard\n295066 /opt/steamvr/bin/linuxarm64/vrserver -waitformonitor -ipccontrolfilepath /tmp/SteamVR-IPCControlFile-294978\n",
"after_first_click": "Id=gamescope-session.target\nActiveState=active\nSubState=active\n\nId=plasma-workspace-wayland.target\nActiveState=inactive\nSubState=dead\nInvocationID=e8c1085b3bbd4e79a323b3e4a9bc6355\n297506 /opt/steamvr/bin/linuxarm64/vrserver -waitformonitor -ipccontrolfilepath /tmp/SteamVR-IPCControlFile-297420\n",
"after_repeat_click": "Id=gamescope-session.target\nActiveState=active\nSubState=active\n\nId=plasma-workspace-wayland.target\nActiveState=inactive\nSubState=dead\nInvocationID=e8c1085b3bbd4e79a323b3e4a9bc6355\n297826 /home/steamos/.local/share/Steam/steamrtarm64/steam -cef-enable-debugging -deckard -gamepadui -steamdeck -steamos3 -vrgamepadui\n297942 /home/steamos/.local/share/Steam/steamrtarm64/steam -child-update-ui -child-update-ui-socket 8 -cef-enable-debugging -deckard -gamepadui -steamdeck -steamos3 -vrgamepadui\n297506 /opt/steamvr/bin/linuxarm64/vrserver -waitformonitor -ipccontrolfilepath /tmp/SteamVR-IPCControlFile-297420\n",
"repeat_did_not_restart_game_mode": true,
"unchanged_game_service_invocation": "e8c1085b3bbd4e79a323b3e4a9bc6355",
"unchanged_steamvr_pid": 297506,
"delayed_final_readback_utc": "2026-10-24T09:28:05Z"
},
"cleanup": {
"complete": true,
"final_readback": "2026-10-24T09:28:05Z\nId=gamescope-session.target\nActiveState=active\n\nId=plasma-workspace-wayland.target\nActiveState=inactive\nInvocationID=e8c1085b3bbd4e79a323b3e4a9bc6355\nNEXT LEFT LAST PASSED UNIT ACTIVATES\n\n0 timers listed.\nId=fc-return-button-rollback-20261024.timer\nLoadState=not-found\nActiveState=inactive\n\nId=fc-return-button-rollback-20261024.service\nLoadState=not-found\nActiveState=inactive\n\nId=fc-return-button-probe-20261024.timer\nLoadState=not-found\nActiveState=inactive\n\nId=fc-return-button-probe-20261024.service\nLoadState=not-found\nActiveState=inactive\n297826 /home/steamos/.local/share/Steam/steamrtarm64/steam -cef-enable-debugging -deckard -gamepadui -steamdeck -steamos3 -vrgamepadui\n297506 /opt/steamvr/bin/linuxarm64/vrserver -waitformonitor -ipccontrolfilepath /tmp/SteamVR-IPCControlFile-297420\n99\nCharging\ngame\n",
"owned_lock_release_exit": 0,
"owned_lock_absent": true,
"host_processes": {
"xvfb": {
"pid": 1562020,
"exists": false,
"cmd": null,
"state": null
},
"electron": {
"pid": 1562023,
"exists": false,
"cmd": null,
"state": null
},
"x_socket_absent": true
},
"remaining_test_servers": [],
"battery_final_percent": 99,
"battery_final_status": "Charging",
"battery_range_observed_percent": [
99,
100
],
"game_mode_steam_steamvr_running": true,
"default_login_mode_after": "game",
"headset_installs_or_global_settings_changed": false,
"rebooted": false,
"notes": "Stopping the timer succeeded. systemctl stop also named its never-started, unloaded service and returned 5; explicit readback confirms both rollback and probe timer/service units are not-found/inactive. No further switch was sent."
},
"attempts_and_harness_limits": [
"Initial harmless timer probe was garbage-collected before its exit metadata could be read. No Desktop Mode switch was attempted. Repeated with RemainAfterExit=yes and verified successful execution.",
"First full Plasma attempt clicked the visible packaged Return button and got HTTP 200 / switched=true. The harness then treated absent pgrep matches during the expected session restart as a fatal error. Independent readback confirmed Game Mode and SteamVR had returned. Rollback remained armed until that readback, then was cancelled. This incomplete attempt was not counted as the final pass.",
"Final full Plasma attempt tolerated transiently absent Steam/SteamVR while polling systemd targets, passed both trusted visible clicks, and completed the final Check. Stopping the unused rollback service returned unit-not-loaded; explicit subsequent readback verified all four owned probe/rollback units not-found/inactive and zero timers. Cleanup was completed before releasing our lock."
],
"limits": [
"Unchanged AppImage payload ran after extraction on a virtual X desktop with Chromium sandbox and GPU disabled. FUSE mounting, desktop integration and hardware rendering were not tested.",
"Automated trusted pointer clicks in a visible Electron window; no physical-monitor human click or worn-headset visual/interaction assessment.",
"Verified only SteamOS 0.5.6 build 20261015.6141207 and the Linux x86_64 v0.4.17 package; older selectors/builds and other desktop platforms remain covered only by their existing tests.",
"No release, tag, application code, passwords or security/global settings changed."
],
"validation": {
"focused_suite": "python3 -m unittest discover -s tests -p test_backup.py -v: 28 tests passed in 2.479s",
"json": "python3 -m json.tool: passed",
"diff": "git diff --check: passed"
}
}
+39
View File
@@ -6,6 +6,45 @@ This is Frame Control code using Python, Steam and SteamVR already on the Frame.
![Family and comfort controls in the desktop app](img/comfort-desktop.png)
## Desktop low-battery alert without a session
In the desktop app, open **Tools → Family & comfort** and check **Alert on this
computer at 15% or less**. This separate option does not start a session, install
a worker or change the headset. It starts off whenever the page opens and turns
off when you switch headsets. The choice is only for the current open page.
It consumes the battery parser already used by normal status refreshes (also
shared by the read-only power sampler). It adds no SSH calls, timers, sensor
reads, third-party push or heat thresholds. Normal automatic status refreshes
pause while the page is hidden, so this is **not a background or safety monitor**.
Keep the app visible and connected. Use **Enable / test notifications** to check
system delivery; operating-system settings may block notifications.
Two fresh readings, at least 20 seconds and at most 90 seconds apart, must show
15% or less, driver state `Discharging`, and signed battery power below −0.5 W.
This avoids alerting on plugged-in idle readings, which can report discharging.
Missing, invalid, stale or interrupted readings break confirmation. Disconnect,
a failed status request, hiding the page or toggling the option also breaks
confirmation. Unknown readings never mean zero charge.
An alert appears in the page and requests a native desktop notification once
per low-charge episode. Two readings at 20% or more rearm it, and at least ten
minutes must pass between alerts (including across headset switches). A single
recovery spike cannot rearm it. Toggling off/on does not clear the episode latch.
Notification failure stays visible in the page and does not retry on every
refresh. While an active family session has battery alerts enabled, that session
handles battery alerts instead. Multiple app windows have independent state;
this does not coordinate notifications between computers or windows.
A read-only check on 2026-10-24, build **20261015.6141207**, received two samples
at 99%, `Not charging`, approximately −0.06 W and 24 °C. No low-battery condition
was induced, no notification was sent to the real headset, and no headset state
was changed. The sampler's local and remote smoke-lock checks allowed the run;
no lock was acquired or removed. Deterministic tests exercise low charge,
recovery, missing readings, idle drain, timing and notification denial. See
[recorded evidence](evidence/desktop-battery-comfort-2026-10-24.json). Native OS
notification display, worn use and macOS/Windows packaging were not verified.
## Sessions
Set a limit of 1–240 minutes, optional break and check-in intervals, then
+18 -1
View File
@@ -190,7 +190,24 @@ HTTP focus is not evidence of worn-headset laser input. Follow the
## Saved spatial layouts: blocked on the current panel route
**Verified 2026-09-28**, same build, using a temporary xterm panel with
**Rechecked 2026-10-24**, SteamOS 0.5.6, BUILD_ID `20261015.6141207`,
SteamVR 2.18.2: a read-only probe of the existing Gamescope and Steam main
panels still reports type 5 (`DashboardTab`), and both the absolute and
tracked-device-relative getters return 18 (`WrongTransformType`). Width and
curvature read successfully. **Some pose readback is available:**
`GetTransformForOverlayCoordinates` at the panel center succeeds in standing
space; seated and raw origins return 23 (`RequestFailed`). Both panels and the
dashboard were hidden. That matrix snapshot does not identify docking, prove
visible placement, or establish a restore operation. The shipped dashboard
stores dock location and relative transforms internally; no supported external
snapshot/restore pair was established. No setters or docking commands were run
in this recheck. See the [exact probe, results, cleanup and remaining
gaps](evidence/panel-layout-2026-10-24.md). Saved layouts remain unavailable.
### Earlier mutation evidence (2026-09-28)
**Verified 2026-09-28**, SteamOS 0.4.1, BUILD_ID `20260925.6191901`,
SteamVR 2.18.1, using a temporary xterm panel with
`STEAM_GAME=2000999031` and `FnTable:IVROverlay_028` from
`/opt/steamvr/bin/linuxarm64/libopenvr_api.so`:
+6
View File
@@ -107,6 +107,12 @@ The Linux adapter from #38 (desktop portal, PipeWire, VA-API) is in the tree,
because it shares `capture.c` and the controller, and CI still builds and tests
it. The app never offers it and the Linux installers don't include it.
The [2026-10-24 lxso2 feasibility check](evidence/linux-pc-host-lxso2-2026-10-24.md)
found no running or activatable desktop portal, no PipeWire socket and missing
native build dependencies. Linux support remains disabled. The evidence records
the build failure and prerequisites for a screen-only, view-only x264 slice;
Linux capture, input and window modes have not been verified there.
## Measuring
The Mac benchmark accepts the PC host:
+31 -3
View File
@@ -170,14 +170,42 @@ The temporary server stopped, the shared device lock was released, and the
headset remained in Game Mode at 99% battery. See
[`docs/evidence/clip-gui-export-2026-10-24.json`](evidence/clip-gui-export-2026-10-24.json)
for the narrow proof. This did not exercise the packaged desktop installer.
On 2026-10-24, the exact v0.4.17 tag exported a second real Steam-saved clip
through `frame_clips.export_clip`, the same production path used by **Export**.
Steam listed the clip at **100.801 seconds**, with 68 chunks and no gaps. The
copied MP4 was **100.833 seconds** by `ffprobe` and decoded completely with
`ffmpeg`; it was not cut at 60 seconds. The test restored Steam's recording
mode, removed its reserved title and processes, and left Game Mode active at
100% battery. See [the long-clip evidence](evidence/clip-long-2026-10-24.json).
That code-path test did not click **Export** in the packaged desktop app or
verify visible gameplay quality or perceptual audio/video sync.
Later that day, the published v0.4.17 x86_64 Linux AppImage also passed the
packaged desktop **Export** check against the retained 100.801-second clip.
The asset SHA-256 was verified before launching its unchanged extracted payload
in an isolated Electron profile on a virtual X desktop. An automated pointer
click on the visible **Tools → Capture & Live → Steam clips → Export** button
saved the MP4 and changed the row to **ON PC / Export again**. The saved file
was 100.833335 seconds, decoded completely, and matched the prior production
export by size and SHA-256. The app and test display were closed,
the Frame export cache was empty, the source clip was retained, and the shared
lock was released at 99% battery with Game Mode and SteamVR still running.
See [the packaged export evidence](evidence/clip-packaged-export-2026-10-24.json)
and its cropped before/after screenshots. This verifies the packaged Electron
button and bundled export path; AppImage FUSE mounting, desktop integration,
physical display/GPU rendering, gameplay quality and perceptual sync remain
unverified. The virtual-display launch used `--no-sandbox --disable-gpu`.
Remaining checks include:
- Perceptual audio/video sync and audible content. Frame Control's separate
**Record** path stamps camera and audio inputs with the wall clock because
they otherwise count from different clocks.
- Long saved clips, trims starting partway through a Steam recording, and the
packaged desktop app's **Export** button. One real saved clip's directory
layout was checked; the parser remains deliberately loose for other layouts.
- Clips longer than the 100-second test and trims starting partway through a
Steam recording. Two real saved clips' directory layouts were checked; the
parser remains deliberately loose
for other layouts.
- How much x264 at 1080p30 costs the Frame while a game is running.
- Automatic copying: that 30 seconds without a write is a safe sign Steam has
finished saving a clip, and how a once-a-minute listing feels on the Frame.
+39 -4
View File
@@ -7,6 +7,9 @@ This covers three directions, plus input:
- **C. iPhone → Frame**: mirror the phone inside the headset.
- **PC VR from Linux**: [feasibility and options](linux-vr-streaming.md),
including Valve's streaming and USB support. No Linux host tested yet.
- **Linux desktop → Frame panels**: [PC-host feasibility on lxso2](evidence/linux-pc-host-lxso2-2026-10-24.md).
Blocked on missing desktop portal/PipeWire and native build dependencies;
Linux desktop capture remains disabled and unverified.
- **Input**: type and point in the Frame from the Mac or iPhone.
- **Live view and Control**: watch a panel flat and tap on it to use it.
@@ -151,10 +154,31 @@ two fingers to scroll, two-finger tap to right-click) plus a text field that
types on the Frame. On a computer, clicking the pad passes your mouse and
keyboard through to the Frame until you press Esc (⌘ is sent as Ctrl on a Mac).
It goes through **KDE Connect**, the first-party route (KDE makes the Frame's
desktop): Frame Control's server runs [`ui/frame_input_agent.py`](../ui/frame_input_agent.py)
on the Frame, which talks KDE Connect's own LAN protocol to the Frame's
`kdeconnectd` as if it were a phone. KDE Connect does the typing and clicking.
Since Control (below), the pad goes through **gamescope's own input socket**
([`ui/frame_touch.py`](../ui/frame_touch.py)), so it reaches whichever panel has
focus, Steam's own menus included, and needs nothing installed on the Frame.
Only characters that aren't on a US keyboard (accents, emoji) go through
**KDE Connect** as below; it starts the first time you type one. (Before
Control, everything went through KDE Connect, which is why the notes below
describe it in detail.)
The server keyboard queue holds at most 200 events, including text being sent.
A batch with an accent sends its whole keyboard part through KDE Connect, and
later keys follow it there while typing is pending. If the batch will not fit,
the server rejects it before sending any clicks or keys; the page keeps it and
retries after polling. Accepted events are never evicted to make room. A timeout
or helper failure retains unsent text and shows **Try again**; that button resumes
the retained queue. The queue lives in memory and is lost if the server exits.
Switching headsets cancels queued text and stops both input helpers before the
new route is published. Both controls validate the intended headset before they
start. Ordering between the two input services uses a typing-time estimate;
neither service acknowledges when characters reach the application.
[PR #66 verification on 2026-10-24](evidence/pad-gamescope-2026-10-24.md)
records an owned focused X11 panel receiving a click and `Frame66` plus Enter
on a real Frame with SteamOS 0.5.6, after the shared headset became available.
The helper, window and owner-marked lock were cleaned up. This is ASCII input
proof, not wearer-visible, Unicode or packaged Electron GUI verification.
**Verified 2026-09-28** (SteamOS 0.4.1, build 20260925.6191901):
@@ -285,6 +309,17 @@ How (**verified 2026-09-29**, SteamOS 0.4.1, build 20260925.6191901):
[#73](https://github.com/saphid/frame-control/issues/73) (SteamOS 0.4.5, desktop
open but not found). The likely cause there was the page itself: a second
`loadPanels` (the panel switcher's) replaced the Desktop view's, fixed in #84.
If the `GAMESCOPE_FOCUSABLE_WINDOWS` property cannot be read, discovery now
reports that the panel list is unreadable and whether a panel is open is
unknown. A failed X connection or missing property is not evidence that the
desktop is closed. Check that SteamVR is running, retry or use Headset view;
if it persists, report the exact message and SteamOS version. The confirmed
empty-list advice is retained when the property is present but empty.
[2026-10-24 investigation and verification limits](evidence/panel-discovery-2026-10-24.md).
A later [packaged v0.4.17 test on the real Frame](evidence/desktop-capture-packaged-2026-10-24.md)
captured a mapped, focused nested KDE compositor on SteamOS 0.5.6. SteamVR
still reported its overlay hidden, so that test does not establish the
wearer's visible-desktop condition in #73 or justify closing it.
- Tested from the iPhone app (Simulator): a tap on the Desktop view focused a
text box in the panel and the text field typed into it; a trackpad move went
exactly (+40, +25).
+23 -1
View File
@@ -12,6 +12,16 @@ A fourth, a SteamOS VM, may come later ([issue #6](https://github.com/saphid/ste
## Unit tests
The gamescope keyboard/trackpad route has focused suites in `test_input.py`,
`test_touch.py` and `test_service_regressions.py`. They cover pad translation,
ASCII/modifier keys, Unicode queuing/retries, stale panel targets, release
handling, route cancellation, and intended-headset start/status guards.
`tests/page/pad_queue.mjs` and `tests/page/ctrl_gestures.mjs` execute the page's
real queue and gesture functions in Node. These are offline tests; their
acknowledgements do not prove that a real application received input.
See [the 2026-10-24 PR #66 evidence](evidence/pad-gamescope-2026-10-24.md)
for the real focused-panel click/key observation, cleanup and remaining limits.
The read-only power/heat sampler has fixture and transport tests in
`tests/test_power_sample.py`. Run
`python3 -m unittest discover -s tests -p test_power_sample.py -v`.
@@ -165,6 +175,14 @@ Record the build, actual interaction results, cleanup and any unworn-headset
limits alongside screenshots or logs. These are caller responsibilities; the
smoke script below does not acquire this shared lock itself.
[Packaged Desktop Capture evidence, 2026-10-24](evidence/desktop-capture-packaged-2026-10-24.md)
records v0.4.17 GUI button captures of a real mapped nested desktop on SteamOS
0.5.6, a bounded owned user unit, and cleanup back to the original Game Mode
state. Check X window mapping/focus and SteamVR overlay visibility separately:
successful capture of a mapped window does not prove the desktop is visible
to a wearer. That run's overlay stayed `not_visible`; #73 remains unverified
for its reported visible-desktop/0.4.5 condition. Only state/log metadata is public.
```sh
scripts/frame-smoke.sh # needs `ssh frame` to work without a password
scripts/frame-smoke.sh --pair # also pairs a throwaway key: approve it in the headset
@@ -374,7 +392,11 @@ trees on the fake Frame. None of it has run on a headset.
`tests/test_media.py` covers layout evidence and overrides, OU eye ordering,
hardware-decoder command construction, malformed splats, stereo parallax and
fake-Frame library/process ownership. `tests/e2e/test_media_transfer.py` checks the real
fake-Frame library/process ownership. It also covers optional-surround refusal
at creation, setup, first upload and retry after standby, fatal screen refusal,
and best-effort overlay teardown with shutdown.
Run `python3 -m unittest discover -s tests -p test_media.py -v`.
`tests/e2e/test_media_transfer.py` checks the real
HTTP/SSH upload and library listing without pretending the fake renders VR.
Real decode timings and captured stereo output are recorded in
[vr-video.md](vr-video.md). Generated media only; no external player required.
+8
View File
@@ -101,6 +101,14 @@ Stills and the theatre surround are re-sent after waking. Five minutes
without an accepted frame is reported as an error. Headset-view captures
taken during standby show a flat dark frame, not our screen.
**Optional surround:** if SteamVR refuses the theatre dark surround at startup
or on a retry after standby, playback continues without it and the player log
records `Theatre surround unavailable`. Screen errors still fail playback.
On exit, the player attempts to destroy every owned overlay and calls OpenVR
shutdown even if an overlay's teardown raises an exception. Refusal and
teardown errors are covered by fake-OpenVR tests; a real surround refusal has
not been induced safely. See the [current hardening checks](evidence/media-surround-2026-10-24.md).
![Media panel in Frame Control while a photo plays on the Frame](img/media-ui-panel.png)
**Verified failed route:** GStreamer 1.24.2's `playbin` selected
+29 -1
View File
@@ -5,7 +5,8 @@ The Frame Control website, <https://frame-control.pages.dev>, on Cloudflare Page
- `public/`: static pages. `/` is the landing page, `/feedback/` the feedback form, `/privacy/` the privacy note.
- `functions/api/feedback.js`: `POST /api/feedback`, which turns the form into a GitHub issue labelled `feedback`.
- `lib/feedback.js`: validation and issue formatting, tested by `test/feedback.test.mjs`.
- `public/js/site.js`: settings, including the Ko-fi page name for the donate buttons.
- `public/js/site.js`: settings, including the Ko-fi page name for the donate buttons, OS hints and opening-help deep links. OS hints lead to instructions, never directly to an architecture-specific installer.
- `test/onboarding.test.mjs`: desktop/mobile browser hints and opening-help deep links.
## Feedback → GitHub issues
@@ -33,3 +34,30 @@ npx wrangler pages deploy --branch main # production
```
Point `GITHUB_REPO` in `.dev.vars` at a scratch repo when testing locally so test issues don't land on the real tracker.
## First-run verification
Before changing download or setup instructions:
- Compare every linked filename with `gh release view --repo saphid/frame-control --json tagName,assets`.
Browser OS hints cannot establish CPU architecture; keep every platform choice visible.
- Run `node --test site/test/*.test.mjs` from the repo root, plus
`node --check site/public/js/site.js` and `node --check site/public/js/feedback.js`.
- Serve `public/` locally (for example `python3 -m http.server 8793 --directory site/public`
from the repo root). Check 320px, 390px, 768px and desktop widths: section navigation,
the hero link, download cards, opening-help links, feedback and privacy pages. Check
horizontal overflow and that anchor targets clear the sticky header. Repeat with
JavaScript disabled: downloads and navigation must remain available.
- Check setup labels against `app/main.js`, `scripts/connect.sh`, `ui/frame_connect.py`
and the Devices page. macOS discovery failure exits; Windows/Linux prompt for an IP.
The app's Devices → Add a headset dialog can pass an explicit address on all platforms.
- Separate website checks from native installation and real-headset pairing evidence.
A successful page/link check does not verify an installer or headset approval flow.
On 2026-10-24, the first-run update was checked against published v0.4.16 assets:
all seven linked desktop installers returned HTTP 200 after redirects, as did the
linked GitHub documentation and trailer. Local page/resource links and section
fragments were checked; navigation stayed visible without horizontal overflow at
320, 390, 768 and 1280 CSS pixels. Native macOS/Windows installs and real-headset
pairing were not exercised for this documentation change. No site deployment was
performed.
+15 -2
View File
@@ -38,8 +38,13 @@ code { font: 14px ui-monospace, SFMono-Regular, Menlo, monospace; background: rg
.top nav a { color: var(--muted); font-size: 14.5px; font-weight: 500; }
.top nav a:hover, .top nav a[aria-current] { color: var(--bright); }
.top .end { margin-left: auto; display: flex; gap: 10px; align-items: center; }
@media (max-width: 880px) { .top nav { display: none; } }
@media (max-width: 480px) { .top .end .ghost { display: none; } }
@media (max-width: 1050px) {
html { scroll-padding-top: 150px; }
.top .wrap { height: auto; min-height: 64px; flex-wrap: wrap; gap: 8px 16px; padding-top: 12px; padding-bottom: 8px; }
.top nav { order: 3; width: 100%; margin-left: 0; flex-wrap: wrap; gap: 0 18px; }
.top nav a { padding: 8px 0; }
}
@media (max-width: 480px) { .top .end { display: none; } }
/* ---- buttons ---- */
.btn { display: inline-flex; align-items: center; justify-content: center; gap: 9px; height: 46px; padding: 0 22px; border-radius: 10px;
@@ -199,3 +204,11 @@ textarea { min-height: 180px; resize: vertical; }
.done p { color: var(--muted); margin: 10px auto 24px; max-width: 460px; }
.done .cta { margin-top: 0; }
.page h1 { font-size: clamp(34px, 5vw, 48px); }
/* Opening instructions remain readable on narrow screens. */
.dl p, .setup-note { color: var(--muted); font-size: 15px; margin-top: 16px; }
.dl { min-width: 0; }
code { overflow-wrap: anywhere; }
pre { white-space: pre-wrap; overflow-wrap: anywhere; }
pre code { background: none; padding: 0; }
@media (prefers-reduced-motion: reduce) { html { scroll-behavior: auto; } }
+39 -24
View File
@@ -4,7 +4,7 @@
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Frame Control: manage your Steam Frame from your computer</title>
<meta name="description" content="Free, open-source app for the Valve Steam Frame. See what the headset sees, install Steam games and Android apps, move files and text across, and check battery and status. macOS, Windows, Linux and iPhone.">
<meta name="description" content="Free, open-source app for the Valve Steam Frame. See what the headset sees, install Steam games and Android apps, move files and text across, and check battery and status. Desktop downloads for macOS, Windows and Linux; iPhone build instructions.">
<meta name="theme-color" content="#0e141b">
<link rel="icon" href="/favicon.png">
<link rel="apple-touch-icon" href="/apple-touch-icon.png">
@@ -41,13 +41,13 @@
<main>
<section class="hero">
<div class="wrap">
<span class="eyebrow"><b>Free and open source</b><span class="sep"> · </span><span class="plats">macOS · Windows · Linux · iPhone</span></span>
<span class="eyebrow"><b>Free and open source</b><span class="sep"> · </span><span class="plats">macOS · Windows · Linux</span></span>
<h1>Your Steam Frame, <span>managed from your desk.</span></h1>
<p class="lede">See what the headset sees, install games and Android apps, move files and text across, and keep an eye on battery and status. All over SSH, with nothing to install on the Frame.</p>
<p class="lede">See what the headset sees, install games and Android apps, move files and text across, and keep an eye on battery and status. Install Frame Control on your computer, then connect to your headset over SSH. This website provides downloads and instructions; it does not control the headset in your browser.</p>
<div class="cta">
<a class="btn primary" id="hero-download" href="#download">
<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2.2" stroke-linecap="round" stroke-linejoin="round" aria-hidden="true"><path d="M12 3v12m0 0-5-5m5 5 5-5M4 20h16"/></svg>
<span data-label>Download Frame Control</span>
<span data-label>Choose your computer’s download</span>
</a>
<a class="btn ghost" href="#trailer">
<svg viewBox="0 0 24 24" fill="currentColor" aria-hidden="true"><path d="M8 5.5v13a1 1 0 0 0 1.5.86l10.5-6.5a1 1 0 0 0 0-1.72L9.5 4.64A1 1 0 0 0 8 5.5z"/></svg>
@@ -173,7 +173,7 @@
<div class="head">
<span class="kicker">iPhone and iPad</span>
<h2>Also in your pocket</h2>
<p>The same features on iPhone and iPad, served from the Frame itself, so there's nothing to run on a computer. Build it from the repo in Xcode.</p>
<p>The same features on iPhone and iPad, served from the Frame itself, so there's nothing to run on a computer. There is no App Store, TestFlight or iOS download in the current release. Building it requires a Mac, Xcode and your own signing team. <a href="https://github.com/saphid/frame-control/blob/main/docs/iphone.md">iPhone build and pairing instructions</a>.</p>
</div>
<div class="phones">
<img src="/img/phone-home.jpg" width="600" height="1304" loading="lazy" alt="Frame Control on iPhone: headset view and device status.">
@@ -186,23 +186,24 @@
<div class="wrap">
<div class="head">
<span class="kicker">Setup</span>
<h2>One password, typed once</h2>
<p>Everything else happens on your computer.</p>
<h2>Connect your computer to the Frame</h2>
<p>First <a href="#download">install and open the desktop app</a>. Keep the headset awake, on the same trusted network as your computer. Guest Wi-Fi or client isolation can block the connection.</p>
</div>
<div class="steps">
<div class="card">
<h3>Turn on Developer Mode</h3>
<p>On the Frame: Steam Settings → System → <b>Enable Developer Mode</b>, then <b>Set User Password</b> in the Developer section.</p>
<h3>Prepare the headset</h3>
<p>On the Frame: Steam Settings → System → <b>Enable Developer Mode</b>, then Developer → <b>Set User Password</b>. Choose a password that isn't easy to guess; it also protects remote desktop and <code>sudo</code>.</p>
</div>
<div class="card">
<h3>Set up the connection</h3>
<p>Open Frame Control and choose <b>Set Up Connection</b>. It finds the headset, makes an SSH key, and asks for that password once.</p>
<h3>Run connection setup</h3>
<p>In the desktop app, choose <b>Set Up Connection…</b>. If you skipped the first prompt, use <b>Frame → Set Up Connection…</b>. A terminal opens. If discovery fails, find the Frame's IP in Quick Settings or Steam Settings → Internet. Windows/Linux setup prompts for it. On macOS, return to the app → <b>Devices &amp; connection → + Add a headset…</b>, use SSH alias <code>frame</code> for the default headset, enter the IP in <b>Address</b> and choose <b>Set Up…</b>.</p>
</div>
<div class="card">
<h3>That's it</h3>
<p>The app reaches the headset whenever it's awake and on the same network. For anywhere else, use <a href="https://github.com/saphid/frame-control/blob/main/docs/tailscale.md">Tailscale</a>.</p>
<h3>Pair, with a password fallback</h3>
<p>Setup tries Valve's pairing first: open Developer → <b>Pair new host</b> in the headset and approve only your request. If it fails or times out, enter the Developer Mode password in the computer's terminal (typing may be invisible), then press Enter.</p>
</div>
</div>
<p class="setup-note">The devkit service and pairing-mode step were checked on a Frame; approval and key installation through that flow remain unverified. <a href="https://github.com/saphid/frame-control/blob/main/docs/ssh.md#password-free-pairing-steamos-devkit-service">Pairing details</a>. After setup succeeds, return to the app; future connections use SSH keys. Still offline? Check Developer Mode, the IP and network isolation, then rerun setup. For use away from home, see <a href="https://github.com/saphid/frame-control/blob/main/docs/tailscale.md">Tailscale</a>.</p>
</div>
</section>
@@ -211,32 +212,39 @@
<div class="head">
<span class="kicker">Download</span>
<h2>Get Frame Control</h2>
<p>Free, with Python and adb built in. <span hidden>Version <span data-version></span>.</span> <a href="https://github.com/saphid/frame-control/releases">Release notes</a></p>
<p>Choose your computer’s OS and processor, not the headset’s. Python is bundled; Linux needs <code>ssh</code>, and arm64 Linux also needs your distribution’s <code>adb</code> for Android apps. <span hidden>Version <span data-version></span>.</span> <a href="https://github.com/saphid/frame-control/releases">Release notes</a></p>
</div>
<div class="downloads">
<div class="dl" data-os="mac">
<div class="os"><svg viewBox="0 0 24 24" fill="currentColor"><path d="M16.37 12.6c-.02-2.2 1.8-3.26 1.88-3.31-1.02-1.5-2.62-1.7-3.19-1.72-1.36-.14-2.65.8-3.34.8-.69 0-1.75-.78-2.88-.76a4.27 4.27 0 0 0-3.6 2.19c-1.53 2.66-.39 6.6 1.1 8.76.73 1.06 1.6 2.24 2.74 2.2 1.1-.04 1.51-.71 2.84-.71 1.32 0 1.7.71 2.86.69 1.18-.02 1.93-1.08 2.65-2.14.83-1.23 1.18-2.41 1.2-2.47-.03-.01-2.3-.88-2.32-3.5zM14.2 6.13c.6-.73 1.01-1.75.9-2.76-.87.04-1.92.58-2.54 1.3-.56.64-1.05 1.67-.92 2.66.97.08 1.96-.49 2.56-1.2z"/></svg><h3>macOS</h3><span class="tag" hidden>Your system</span></div>
<span class="need">Apple Silicon</span>
<div class="dl" id="download-mac" data-os="mac">
<div class="os"><svg viewBox="0 0 24 24" fill="currentColor"><path d="M16.37 12.6c-.02-2.2 1.8-3.26 1.88-3.31-1.02-1.5-2.62-1.7-3.19-1.72-1.36-.14-2.65.8-3.34.8-.69 0-1.75-.78-2.88-.76a4.27 4.27 0 0 0-3.6 2.19c-1.53 2.66-.39 6.6 1.1 8.76.73 1.06 1.6 2.24 2.74 2.2 1.1-.04 1.51-.71 2.84-.71 1.32 0 1.7.71 2.86.69 1.18-.02 1.93-1.08 2.65-2.14.83-1.23 1.18-2.41 1.2-2.47-.03-.01-2.3-.88-2.32-3.5zM14.2 6.13c.6-.73 1.01-1.75.9-2.76-.87.04-1.92.58-2.54 1.3-.56.64-1.05 1.67-.92 2.66.97.08 1.96-.49 2.56-1.2z"/></svg><h3>macOS</h3><span class="tag" hidden>OS detected</span></div>
<span class="need">Apple Silicon (M-series) only · no Intel Mac build</span>
<div class="links">
<a class="btn primary" href="https://github.com/saphid/frame-control/releases/latest/download/Frame-Control-mac-arm64.dmg">Download .dmg</a>
</div>
<p>Check Apple menu → About This Mac for your chip. Open the DMG, drag Frame Control to Applications, then open it there. Allow local network access and Terminal control when asked.</p>
<p>The app isn't notarized. <a href="#mac-opening">macOS opening instructions</a>.</p>
</div>
<div class="dl" data-os="windows">
<div class="os"><svg viewBox="0 0 24 24" fill="currentColor"><path d="M3 5.5 10 4.5v7H3zM11 4.35 21 3v8.5H11zM3 12.5h7v7L3 18.5zM11 12.5h10V21l-10-1.4z"/></svg><h3>Windows</h3><span class="tag" hidden>Your system</span></div>
<div class="dl" id="download-windows" data-os="windows">
<div class="os"><svg viewBox="0 0 24 24" fill="currentColor"><path d="M3 5.5 10 4.5v7H3zM11 4.35 21 3v8.5H11zM3 12.5h7v7L3 18.5zM11 12.5h10V21l-10-1.4z"/></svg><h3>Windows</h3><span class="tag" hidden>OS detected</span></div>
<span class="need">Windows 10 or 11, x64</span>
<div class="links">
<a class="btn primary" href="https://github.com/saphid/frame-control/releases/latest/download/Frame-Control-Setup-x64.exe">Download installer</a>
<a class="btn ghost" href="https://github.com/saphid/frame-control/releases/latest/download/Frame-Control-win-x64.zip">Portable .zip</a>
</div>
<p>Check Settings → System → About → System type. No native Windows ARM build is published. Run the installer, then open Frame Control from Start. The OpenSSH Client optional feature must be installed (it normally is). For portable use, extract the entire ZIP and run <code>Frame Control.exe</code>.</p>
<p>The installer isn't code-signed. <a href="#windows-opening">SmartScreen instructions</a>.</p>
</div>
<div class="dl" data-os="linux">
<div class="os"><svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round"><rect x="3" y="4" width="18" height="16" rx="2"/><path d="m7 9 3 3-3 3M13 15h4"/></svg><h3>Linux</h3><span class="tag" hidden>Your system</span></div>
<div class="dl" id="download-linux" data-os="linux">
<div class="os"><svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round"><rect x="3" y="4" width="18" height="16" rx="2"/><path d="m7 9 3 3-3 3M13 15h4"/></svg><h3>Linux</h3><span class="tag" hidden>OS detected</span></div>
<span class="need">x64 or arm64 · needs <code>ssh</code></span>
<div class="links">
<a class="btn primary" href="https://github.com/saphid/frame-control/releases/latest/download/Frame-Control-linux-x86_64.AppImage">AppImage (x64)</a>
<a class="btn ghost" href="https://github.com/saphid/frame-control/releases/latest/download/Frame-Control-linux-amd64.deb">.deb (x64)</a>
<a class="btn ghost" href="https://github.com/saphid/frame-control/releases/latest/download/Frame-Control-linux-arm64.AppImage">AppImage (arm64)</a>
<a class="btn ghost" href="https://github.com/saphid/frame-control/releases/latest/download/Frame-Control-linux-arm64.deb">.deb (arm64)</a>
</div>
<p>Run <code>uname -m</code>: <code>x86_64</code> means x64; <code>aarch64</code> means arm64. Install the matching .deb on Debian/Ubuntu and open Frame Control from your applications menu, or use AppImage on other distributions.</p>
<p><a href="#linux-opening">AppImage permissions and FUSE help</a>. On arm64 Debian/Ubuntu, install <code>adb</code> with <code>sudo apt install adb</code> for Android apps.</p>
</div>
</div>
</div>
@@ -249,15 +257,22 @@
<h2>Good questions</h2>
</div>
<div class="faq">
<details>
<details id="mac-opening">
<summary>macOS says the app is damaged or can't be checked</summary>
<div><p>The app isn't notarized, because there's no paid Apple developer account behind it. Drag it to Applications, then clear the download quarantine once in Terminal:</p>
<div><p>The app isn't notarized, because there's no paid Apple developer account behind it. Only for a download you trust from the releases linked above: drag it to Applications, then clear the download quarantine once in Terminal:</p>
<p><code>xattr -dr com.apple.quarantine "/Applications/Frame Control.app"</code></p></div>
</details>
<details>
<details id="windows-opening">
<summary>Windows SmartScreen says it protected my PC</summary>
<div><p>The installer isn't code-signed. Choose <b>More info → Run anyway</b>, or use the portable .zip: unzip it anywhere and run <code>Frame Control.exe</code>.</p></div>
</details>
<details id="linux-opening">
<summary>How do I open the Linux AppImage?</summary>
<div><p>In a terminal in your download folder, use the exact filename for your architecture. For x64:</p>
<pre><code>chmod +x Frame-Control-linux-x86_64.AppImage
./Frame-Control-linux-x86_64.AppImage</code></pre>
<p>If FUSE is missing, install <code>libfuse2</code> (Ubuntu 24.04+: <code>libfuse2t64</code>), or run the same AppImage with <code>--appimage-extract-and-run</code>. Install your distribution’s OpenSSH client if <code>ssh</code> is missing.</p></div>
</details>
<details>
<summary>What does it change on my headset?</summary>
<div><p>Only what you click. Installs go to your user account on the Frame, and nothing needs <code>sudo</code> except the power buttons. On your computer it adds a <code>Host frame</code> entry to <code>~/.ssh/config</code> and two SSH keys.</p></div>
+17 -17
View File
@@ -5,8 +5,6 @@ const SITE = {
kofi: "alexsouthwell",
};
const RELEASE = `https://github.com/${SITE.repo}/releases/latest/download/`;
// Donate buttons.
for (const el of document.querySelectorAll("[data-kofi]")) {
if (SITE.kofi) el.href = `https://ko-fi.com/${SITE.kofi}`;
@@ -15,37 +13,39 @@ for (const el of document.querySelectorAll("[data-kofi]")) {
for (const el of document.querySelectorAll("[data-needs-kofi]")) el.hidden = !SITE.kofi;
for (const el of document.querySelectorAll("[data-no-kofi]")) el.hidden = !!SITE.kofi;
// Best guess at the visitor's platform, for the hero button and the download cards.
// Browser hints identify an OS, not a reliable CPU architecture. Always show
// the install instructions and all choices before starting a download.
function detectPlatform() {
const ua = navigator.userAgent;
const hint = navigator.userAgentData?.platform || navigator.platform || "";
if (/iPhone|iPad|iPod/.test(ua) || (/Mac/.test(hint) && navigator.maxTouchPoints > 1)) return "ios";
if (/Android/.test(ua)) return null;
if (/iPhone|iPad|iPod|Android/.test(ua) || (/Mac/.test(hint) && navigator.maxTouchPoints > 1)) return null;
if (/Mac/.test(hint) || /Macintosh/.test(ua)) return "mac";
if (/Win/.test(hint) || /Windows/.test(ua)) return "windows";
if (/Linux/.test(hint) || /Linux/.test(ua)) return /aarch64|arm64/i.test(ua + hint) ? "linux-arm" : "linux";
if (/Linux/.test(hint) || /Linux/.test(ua)) return "linux";
return null;
}
const PLATFORMS = {
mac: { name: "macOS", file: "Frame-Control-mac-arm64.dmg" },
windows: { name: "Windows", file: "Frame-Control-Setup-x64.exe" },
linux: { name: "Linux", file: "Frame-Control-linux-x86_64.AppImage" },
"linux-arm": { name: "Linux (arm64)", file: "Frame-Control-linux-arm64.AppImage" },
};
const platform = detectPlatform();
const hero = document.getElementById("hero-download");
if (hero && PLATFORMS[platform]) {
hero.href = RELEASE + PLATFORMS[platform].file;
hero.querySelector("[data-label]").textContent = `Download for ${PLATFORMS[platform].name}`;
if (hero && platform) {
hero.href = `#download-${platform}`;
const name = { mac: "macOS", windows: "Windows", linux: "Linux" }[platform];
hero.querySelector("[data-label]").textContent = `Choose a ${name} download`;
}
const card = platform && document.querySelector(`.dl[data-os="${platform.replace("-arm", "")}"]`);
const card = platform && document.querySelector(`.dl[data-os="${platform}"]`);
if (card) {
card.classList.add("mine");
card.querySelector(".tag").hidden = false;
}
// Keep linked opening instructions visible, including direct FAQ deep links.
function revealInstructions() {
const target = document.getElementById(location.hash.slice(1));
if (target?.tagName === "DETAILS") target.open = true;
}
window.addEventListener("hashchange", revealInstructions);
revealInstructions();
// Latest version number, so the page never goes stale. Fails quietly.
const versionEls = document.querySelectorAll("[data-version]");
if (versionEls.length) {
+59
View File
@@ -0,0 +1,59 @@
import test from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import { runInNewContext } from 'node:vm';
const script = readFileSync(new URL('../public/js/site.js', import.meta.url), 'utf8');
const html = readFileSync(new URL('../public/index.html', import.meta.url), 'utf8');
function visit(navigator, hash = '') {
const label = { textContent: 'Choose your computer’s download' };
const hero = { href: '#download', querySelector: () => label };
const cards = Object.fromEntries(['mac', 'windows', 'linux'].map(os => [os, {
classes: [], classList: { add(name) { cards[os].classes.push(name); } },
tag: { hidden: true }, querySelector() { return this.tag; },
}]));
const details = { tagName: 'DETAILS', open: false };
const listeners = {};
const context = {
navigator, location: { hash }, window: { addEventListener: (name, fn) => { listeners[name] = fn; } },
document: {
querySelectorAll: () => [],
getElementById: id => id === 'hero-download' ? hero : id === 'mac-opening' ? details : null,
querySelector: selector => cards[selector.match(/data-os="([^"]+)"/)[1]],
},
};
runInNewContext(script, context);
return { hero, cards, details, listeners, context };
}
for (const [name, navigator, expected] of [
['Intel Mac', { platform: 'MacIntel', userAgent: 'Macintosh' }, 'mac'],
['Apple Silicon browser with Intel hint', { platform: 'MacIntel', userAgent: 'Macintosh', userAgentData: { platform: 'macOS' } }, 'mac'],
['Windows', { platform: 'Win32', userAgent: 'Windows NT 10.0' }, 'windows'],
['Linux x64', { platform: 'Linux x86_64', userAgent: 'Linux x86_64' }, 'linux'],
['Linux ARM', { platform: 'Linux aarch64', userAgent: 'Linux aarch64' }, 'linux'],
['iPhone', { platform: 'iPhone', userAgent: 'iPhone' }, null],
['iPad desktop mode', { platform: 'MacIntel', userAgent: 'Macintosh', maxTouchPoints: 5 }, null],
['Android', { platform: 'Linux armv8l', userAgent: 'Linux Android' }, null],
['unknown', { userAgent: '' }, null],
]) {
test(`${name} opens choices instead of guessing an installer architecture`, () => {
const { hero, cards } = visit(navigator);
assert.equal(hero.href, expected ? `#download-${expected}` : '#download');
assert.ok(html.includes(`id="${hero.href.slice(1)}"`));
assert.deepEqual(Object.keys(cards).filter(os => !cards[os].tag.hidden), expected ? [expected] : []);
});
}
test('opening help expands for direct and in-page links; unknown fragments are safe', () => {
const result = visit({ userAgent: '' }, '#mac-opening');
assert.equal(result.details.open, true);
result.details.open = false;
result.context.location.hash = '#unknown';
result.listeners.hashchange();
assert.equal(result.details.open, false);
result.context.location.hash = '#mac-opening';
result.listeners.hashchange();
assert.equal(result.details.open, true);
});
+48 -5
View File
@@ -23,7 +23,8 @@ function fixture() {
const page = element('controlCenter');
page.querySelectorAll = selector => selector === '[data-cc-category]' ? buttons : selector === '[data-cc-metric]' ? metrics : selector === '[data-cc-mac-link]' ? [element('macLink')] : [];
page.querySelector = selector => selector === '[href="#connection"]' ? element('connectionLink') : cards.find(e=>selector === `[data-cc-card="${e.dataset.ccCard}"]`);
return {document:{getElementById:element},element,cards,buttons};
const listeners = {};
return {document:{hidden:false,getElementById:element,addEventListener(name,callback){listeners[name]=callback;}},listeners,element,cards,buttons};
}
function mounted(options = {}) {
const f = fixture(), calls = [];
@@ -39,8 +40,10 @@ const flush = async () => { for(let i=0;i<12;i++)await Promise.resolve(); };
// bootstrap, including the real Home-to-Control status handoff. Only unrelated
// rendering helpers, timers and transport are stubbed.
function sharedPage({productionApi=false} = {}) {
const f=fixture(), requests=[], writes=[], host=deferred(), job=deferred();
const context={document:f.document,FrameControlCenter:cc,window:{frameApp:{setUpConnection(){}}},
const f=fixture(), requests=[], writes=[], notifications=[], host=deferred(), job=deferred();
let now=0;
const context={document:f.document,FrameControlCenter:cc,performance:{now:()=>now},
window:{frameApp:{setUpConnection(){},notify:async(message,request)=>{notifications.push({message,request});}}},
Date,setInterval,clearInterval,setTimeout:()=>1,clearTimeout(){},$:f.element,QUICK:[],installing:new Set(),
battery(){},setVolume(){},renderHome(){},gb:String,dur:String,esc:String,meter(){},toast(){},
runJob(title,id){context.installing.add(id);return job.promise;},
@@ -52,7 +55,11 @@ function sharedPage({productionApi=false} = {}) {
watchConnection(){context.watched=true;}};
vm.createContext(context);
const stateDeclaration=pageSource.match(/let state = null[^\n]*/)[0];
vm.runInContext(stateDeclaration+'\nlet online = true, devGen = 1; const HOST = {computer:"computer"}; window.connDevice="frame-a";',context);
vm.runInContext(stateDeclaration+'\nlet online = true, devGen = 1, comfortActive = false; const HOST = {computer:"computer"}; window.connDevice="frame-a";',context);
// Load the real alert state machine and DOM wiring used by render, refresh,
// setOnline and onConnection; do not stub away their lifecycle behavior.
const batteryStart=pageSource.indexOf('class DesktopBatteryAlert'),batteryEnd=pageSource.indexOf('// ---- battery ----',batteryStart);
vm.runInContext(pageSource.slice(batteryStart,batteryEnd),context);
const refreshStart=pageSource.indexOf('let refreshing = null'),refreshEnd=pageSource.indexOf('// ---- our VR HUD',refreshStart);
const renderStart=pageSource.indexOf('function render(s) {'),renderEnd=pageSource.indexOf('// ---- view ----',renderStart);
vm.runInContext(pageSource.slice(renderStart,renderEnd)+pageSource.slice(refreshStart,refreshEnd),context);
@@ -80,12 +87,48 @@ function sharedPage({productionApi=false} = {}) {
const hostStart=pageSource.lastIndexOf('api("/api/host").then(h =>'),hostEnd=pageSource.indexOf('</script>',hostStart);
vm.runInContext(pageSource.slice(hostStart,hostEnd),context);
const bootstrapStart=pageSource.indexOf('window.frameControlCenter = FrameControlCenter.mount('),bootstrapEnd=pageSource.indexOf('</script>',bootstrapStart);
return {...f,context,requests,writes,host,refresh:()=>vm.runInContext('refresh()',context),
return {...f,context,requests,writes,notifications,host,setNow(value){now=value;},refresh:()=>vm.runInContext('refresh()',context),
switchHeadset:()=>vm.runInContext('onConnection({now:Date.now()/1000,phase:"connected",devices_rev:0,device:{id:"frame-b",name:"Second Frame"}})',context),
installFlatpak:()=>vm.runInContext('installFlatpak("test.app")',context),
mount(){vm.runInContext(pageSource.slice(bootstrapStart,bootstrapEnd),context);return context.window.frameControlCenter;}};
}
const response = data => ({ok:true,status:200,json:async()=>data});
test('production refresh confirms desktop alerts and failures interrupt confirmation', async () => {
const f=sharedPage({productionApi:true});
const low=sample();low.battery={percent:15,status:'Discharging',watts:-4};
const read=async(now,data=low)=>{
f.setNow(now);const pending=f.refresh();
f.requests.at(-1).resolve(response(data));await pending;
};
await read(0);await read(30000);
assert.equal(f.notifications.length,0,'desktop alert starts off');
f.element('desktopBatteryAlert').checked=true;
f.element('desktopBatteryAlert').onchange();
await read(60000);
const failed=f.refresh();f.requests.at(-1).reject(Error('Status transport failed'));await failed;
await read(90000);
assert.equal(f.notifications.length,0,'failed status interrupts low-battery confirmation');
await read(120000);
assert.equal(f.notifications.length,1);
assert.match(f.notifications[0].message,/15%.*draining/);
assert.equal(f.notifications[0].request,false,'refresh never requests notification permission');
await read(150000);
assert.equal(f.notifications.length,1,'same episode stays latched');
assert.equal(f.requests.length,7,'only explicit existing status reads are used');
});
test('production headset switch clears desktop opt-in and pending confirmation', async () => {
const f=sharedPage({productionApi:true});
f.element('desktopBatteryAlert').checked=true;
const low=sample();low.battery={percent:10,status:'Discharging',watts:-3};
const pending=f.refresh();f.requests[0].resolve(response(low));await pending;
assert.equal(vm.runInContext('desktopBattery.pending.condition',f.context),'low');
f.setNow(30000);f.switchHeadset();
assert.equal(f.element('desktopBatteryAlert').checked,false);
assert.equal(vm.runInContext('desktopBattery.pending',f.context),null);
assert.match(f.element('desktopBatteryStatus').textContent,/Headset changed/);
f.requests[1].resolve(response(low));await flush();
assert.equal(f.notifications.length,0,'new headset cannot inherit the prior opt-in');
});
for(const rejection of ['transport','body'])for(const delayedMount of [false,true]) {
test(`production ${rejection} rejection from A preserves B ${delayedMount ? 'before delayed mount' : 'after mount'}`, async t => {
const f=sharedPage({productionApi:true});
+9
View File
@@ -40,6 +40,15 @@ function page(answer) {
if (!p.noPanelWhy().startsWith("The headset's desktop is running")) fail("why for capture: " + p.noPanelWhy());
if (!p.ctrlTarget().why.startsWith("The headset's desktop is running")) fail("why for control: " + p.ctrlTarget().why);
}
// An unreadable list is unknown: both Capture and Control retain that distinction.
{
const why = "Frame Control couldn't read gamescope's panel list, so it can't tell whether an app panel is open. " +
"Check that SteamVR is running in the headset, then try again or use the Headset view. " +
"If this persists, report your SteamOS version and this exact message.";
const p = page(() => ({ panels: [], focus: null, why }));
await p.loadPanels();
if (p.noPanelWhy() !== why || p.ctrlTarget().why !== why) fail("unreadable list reason lost");
}
// An older headset script without "why": the generic advice.
{
const p = page(() => ({ panels: [], focus: null }));
+27 -1
View File
@@ -31,7 +31,8 @@ function page(api) {
// A request that fails, or reaches a link that had dropped, keeps its keys and releases.
for (const [label, api] of [["request failed", async () => { throw new Error("offline"); }],
["not sent", async () => ({ state: "starting", sent: false })]]) {
["not sent", async () => ({ state: "starting", sent: false })],
["queue full", async () => ({ state: "waiting", sent: false })]]) {
const { pad, padSend, shown } = page(api);
padSend({ dx: 5 }); // sent and lost: a move, fine to drop
await new Promise(r => setTimeout(r, 0));
@@ -45,4 +46,29 @@ for (const [label, api] of [["request failed", async () => { throw new Error("of
fail(label + ": " + JSON.stringify(q));
if (!shown.length || shown.at(-1).state === "ready") fail(label + ": state not shown");
}
// Acknowledged text is removed locally, but its pending status must reach padShow
// so failures reported after acceptance are polled without another keypress.
{
const { pad, padSend, shown } = page(async () => ({ state: "ready", sent: true, queued: 1 }));
padSend({ key: "é" });
await new Promise(r => setTimeout(r, 0));
if (pad.queue.length || shown.at(-1)?.queued !== 1) fail("accepted text is not polled");
}
// Exercise the real status/poll function: queued text leaves pointer controls
// usable, still polls, shows an eventual error, and does not silently retry it.
{
const pad = { state: "ready", queue: [] }, elements = {};
let poll = null;
const show = new Function("pad", "$", "PAD_STATES", "TOUCH", "padFlush", "devGen", "api",
"setTimeout", "clearTimeout", grab("padShow") + "; return padShow;")(
pad, id => elements[id] ||= { classList: { toggle() {} } }, {}, false, () => {}, 0,
async () => ({ state: "error", message: "Text is retained; try again." }),
fn => { poll = fn; return 1; }, () => { poll = null; });
show({ state: "ready", queued: 1 });
if (pad.state !== "ready" || !poll) fail("pending text disabled pointer or skipped poll");
await poll();
if (pad.state !== "error" || poll || !elements.padHint.textContent.includes("retained"))
fail("asynchronous error not surfaced");
}
console.log("queue rules ok");
+105
View File
@@ -0,0 +1,105 @@
"""Exercise the shipped desktop alert and its UI with a monotonic fake clock."""
import pathlib
import shutil
import subprocess
import unittest
ROOT = pathlib.Path(__file__).resolve().parents[1]
@unittest.skipUnless(shutil.which('node'), 'Node exercises production page JavaScript')
class DesktopBatteryComfort(unittest.TestCase):
def test_alert_confirmation_and_lifecycle(self):
page = (ROOT / 'ui/index.html').read_text(encoding='utf-8')
code = page.split('// ---- Desktop-only low-battery comfort:')[1].split('// ---- battery ----')[0]
code = code[code.index('class DesktopBatteryAlert'):]
js = r'''
const assert = require('node:assert/strict');
const elements = new Map();
const $ = id => {
if (!elements.has(id)) elements.set(id, {checked:false, textContent:''});
return elements.get(id);
};
let now = 0, calls = [], toasts = [], devGen = 1, comfortActive = false;
const performance = {now:()=>now};
const listeners = {};
const document = {hidden:false, addEventListener:(name,fn)=>listeners[name]=fn};
const HOST = {mobile:false};
const window = {frameApp:{notify:(message,request)=>{calls.push({message,request});return Promise.resolve();}}};
const toast = message => toasts.push(message);
''' + code + r'''
(async () => {
const low = {percent:15,status:'Discharging',watts:-4};
const high = {...low,percent:20};
const a = new DesktopBatteryAlert();
assert.equal(a.sample(low,0),false);
assert.equal(a.sample(low,1000),false); // rapid manual refreshes cannot confirm
assert.equal(a.sample(low,30000),true);
for (let t=60000;t<=900000;t+=30000) assert.equal(a.sample(low,t),false);
assert.equal(a.sample(high,930000),false);
assert.equal(a.sample(low,960000),false); // a recovery spike did not rearm
assert.equal(a.sample(low,990000),false);
a.sample(high,1020000); a.sample(high,1050000);
assert.equal(a.sample(low,1080000),false);
assert.equal(a.sample(low,1110000),true);
const c = new DesktopBatteryAlert();
c.sample(low,0); assert.equal(c.sample(low,30000),true);
c.sample(high,60000); c.sample(high,90000);
c.sample(low,120000); assert.equal(c.sample(low,150000),false); // ten minute cap
assert.equal(c.sample(low,631000),false); // long gap requires fresh confirmation
assert.equal(c.sample(low,661000),true);
for (const bad of [null,{}, {...low,percent:null}, {...low,percent:NaN}, {...low,percent:-1},
{...low,percent:101},{...low,percent:'10'}, {...low,status:'Unknown'},
{...low,status:'Charging'}, {...low,status:'Full'}, {...low,status:'Not charging'},
{...low,watts:0},{...low,watts:-0.5},{...low,watts:null},{...low,watts:NaN}]) {
const b = new DesktopBatteryAlert();
b.sample(low,0); assert.equal(b.sample(bad,30000),false);
assert.equal(b.sample(low,60000),false); // unknown interrupts confirmation
}
const b = new DesktopBatteryAlert();
b.sample(low,0); b.invalidate(); assert.equal(b.sample(low,30000),false);
assert.equal(b.sample(low,121000),false); // stale gap
assert.equal(b.sample(low,120000),false); // clock rollback
desktopBatterySample(low); now=30000; desktopBatterySample(low);
assert.equal(calls.length,0); // opt-in starts unchecked
$('desktopBatteryAlert').checked=true; $('desktopBatteryAlert').onchange();
now=60000;desktopBatterySample(low);now=90000;desktopBatterySample(low);
assert.equal(calls.length,1); assert.equal(calls[0].request,false);
assert.match(calls[0].message,/15%.*draining/);
$('desktopBatteryAlert').checked=false;$('desktopBatteryAlert').onchange();
$('desktopBatteryAlert').checked=true;$('desktopBatteryAlert').onchange();
now=120000;desktopBatterySample(low);now=150000;desktopBatterySample(low);
assert.equal(calls.length,1); // toggling does not clear episode latch
desktopBattery.latched=false;desktopBattery.lastAlert=-Infinity;desktopBattery.invalidate();
now=180000;desktopBatterySample(low);document.hidden=true;listeners.visibilitychange();
document.hidden=false;now=210000;desktopBatterySample(low);assert.equal(calls.length,1);
now=240000;desktopBatterySample(low);assert.equal(calls.length,2);
desktopBattery.latched=false;desktopBattery.lastAlert=-Infinity;desktopBattery.invalidate();
comfortActive=true;$('batteryAlert').checked=true;
now=270000;desktopBatterySample(low);now=300000;desktopBatterySample(low);
assert.equal(calls.length,2); // existing session owns battery alerts
comfortActive=false;HOST.mobile=true;
now=330000;desktopBatterySample(low);now=360000;desktopBatterySample(low);
assert.equal(calls.length,2);
HOST.mobile=false;
window.frameApp.notify=()=>Promise.reject(Error('denied'));
now=390000;desktopBatterySample(low);now=420000;desktopBatterySample(low);
await new Promise(setImmediate);
assert.match($('desktopBatteryStatus').textContent,/not confirmed/);
now=450000;desktopBatterySample(low);
assert.equal(toasts.length,3); // delivery failure does not retry on refresh
})().catch(e=>{console.error(e);process.exitCode=1;});
'''
result = subprocess.run(['node', '-e', js], capture_output=True, text=True)
self.assertEqual(result.returncode, 0, result.stderr)
def test_existing_status_path_and_switch_reset(self):
page = (ROOT / 'ui/index.html').read_text(encoding='utf-8')
self.assertIn('desktopBatterySample(s.battery);', page)
switch = page.split('if (link.device !== null && devId !== link.device)')[1].split('devGen++;')[0]
self.assertIn('$("desktopBatteryAlert").checked = false;', switch)
refresh = page.split('function refresh()')[1].split('async function refreshAfterAudio')[0]
self.assertIn('desktopBattery.invalidate();', refresh)
block = page.split('// ---- Desktop-only low-battery comfort:')[1].split('// ---- battery ----')[0]
self.assertNotIn('setTimeout', block)
self.assertNotIn('api(', block)
+426
View File
@@ -18,6 +18,7 @@ import tempfile
import threading
import time
import unittest
from unittest import mock
from pathlib import Path
ROOT = Path(__file__).resolve().parent.parent
@@ -631,3 +632,428 @@ class PageQueue(unittest.TestCase):
if __name__ == "__main__":
unittest.main()
class PadEvents(unittest.TestCase):
"""The trackpad and key row go through gamescope; accents and emoji go the KDE Connect way."""
@classmethod
def setUpClass(cls):
import server
cls.pad = staticmethod(server.pad_events)
def test_moves_clicks_and_scroll(self):
out, extra = self.pad([{"dx": 3, "dy": -2}, {"singleclick": True}, {"singlehold": True},
{"singlerelease": True}, {"scroll": True, "dy": 1}, {"rightclick": True}])
self.assertEqual(out[0], {"dx": 3, "dy": -2})
self.assertEqual(out[1:3], [{"button": "left", "down": True}, {"button": "left", "down": False}])
self.assertEqual(out[3:5], [{"button": "left", "down": True}, {"button": "left", "down": False}])
self.assertEqual(out[5], {"scroll": [0, -15]}) # up = content follows the finger
self.assertEqual(out[6:], [{"button": "right", "down": True}, {"button": "right", "down": False}])
self.assertEqual(extra, [])
def test_keys_and_modifiers(self):
out, _ = self.pad([{"specialKey": 12}, {"specialKey": 1, "ctrl": True}, {"key": "c", "ctrl": True}])
self.assertEqual(out[:2], [{"key": 28, "down": True}, {"key": 28, "down": False}])
self.assertEqual([e["key"] for e in out[2:6]], [29, 14, 14, 29]) # Ctrl+Backspace
self.assertEqual([(e["key"], e["down"]) for e in out[6:]],
[(29, True), (46, True), (46, False), (29, False)]) # Ctrl+C
def test_text_stays_ascii_through_gamescope(self):
out, slow = self.pad([{"key": "Hi "}, {"key": "there"}])
self.assertEqual(out, [{"text": "Hi there"}])
self.assertEqual(slow, [])
def test_keyboard_goes_to_kde_whole_and_in_order(self):
events = [{"key": "a"}, {"key": "é"}, {"specialKey": 12}, {"key": "c", "ctrl": True}, {"dx": 2, "dy": 1}]
out, slow = self.pad(events, kde=True)
self.assertEqual(out, [{"dx": 2, "dy": 1}]) # the pointer still goes through gamescope
self.assertEqual(slow, events[:4]) # the keyboard as sent, in order
def test_shifted_key_with_modifier(self):
out, _ = self.pad([{"key": "A", "ctrl": True}])
self.assertEqual([e["key"] for e in out], [29, 42, 30, 30, 42, 29])
class PadDelivery(unittest.TestCase):
"""remote_input's promises: "sent" means the whole batch is taken; accents go once, in order."""
class Agent:
def __init__(self, sent=True, state="ready"):
self.sent, self.state, self.got = sent, state, []
def send(self, events):
if events and self.sent:
self.got.append(events)
return {"state": self.state, "sent": self.sent and bool(events)}
def setUp(self):
import server
self.s = server
self.saved = (server._touch, server._input, server.KDE_WAIT)
server._touch, server._input = self.Agent(), self.Agent()
self.reset()
def tearDown(self):
self.s._touch, self.s._input, self.s.KDE_WAIT = self.saved
self.settle()
self.reset()
def reset(self):
self.s._kde_queue.clear()
self.s._kde_error = None
self.s._kde_until = self.s._typed_until = 0.0
self.s._kde_worker[0] = None
def settle(self):
worker = self.s._kde_worker[0]
if worker:
worker.join(5)
def typed(self):
return [e for batch in self.s._input.got for e in batch]
def test_accent_only_batch_is_acknowledged_and_typed_once(self):
status = self.s.remote_input({"events": [{"key": "é"}]})
self.assertTrue(status["sent"]) # so the page doesn't send it again
self.settle()
self.assertEqual(self.typed(), [{"key": "é"}])
def test_mixed_text_stays_in_one_ordered_stream(self):
self.s.remote_input({"events": [{"key": "aéb"}, {"specialKey": 12}]})
self.settle()
self.assertEqual(self.typed(), [{"key": "aéb"}, {"specialKey": 12}])
self.assertEqual(self.s._touch.got, []) # none of it split off through gamescope
def test_batch_gamescope_didnt_take_is_not_queued(self):
self.s._touch = self.Agent(sent=False, state="starting")
status = self.s.remote_input({"events": [{"dx": 1, "dy": 1}, {"key": "é"}]})
self.assertFalse(status["sent"]) # the page tries the whole batch again...
self.assertEqual(self.s._kde_queue, []) # ...so the accent isn't queued twice
def test_waits_for_kde_connect_then_sends_without_more_input(self):
self.s._input = self.Agent(sent=False, state="starting")
self.s.remote_input({"events": [{"key": "é"}]})
time.sleep(0.2)
self.assertEqual(self.s._kde_queue, [{"key": "é"}])
self.s._input.sent = True
self.settle()
self.assertEqual(self.typed(), [{"key": "é"}])
self.assertEqual(self.s._kde_queue, [])
def test_later_ascii_waits_behind_a_pending_accent(self):
self.s._input = self.Agent(sent=False, state="starting")
self.s.remote_input({"events": [{"key": "é"}]})
self.s.remote_input({"events": [{"key": "x"}]})
self.assertEqual(self.s._touch.got, []) # "x" can't overtake the "é"
self.assertEqual(self.s._kde_queue, [{"key": "é"}, {"key": "x"}])
self.s._input.sent = True
self.settle()
self.assertEqual(self.typed(), [{"key": "é"}, {"key": "x"}])
def test_errors_and_timeout_retain_accepted_text_for_explicit_retry(self):
events = [{"key": "é"}] * 150
for state in ("error", "starting"):
with self.subTest(state=state):
self.reset()
self.s._input = self.Agent(sent=False, state=state)
self.s.KDE_WAIT = 0
self.assertTrue(self.s.remote_input({"events": events})["sent"])
self.settle()
self.assertEqual(self.s._kde_queue, events)
self.assertIsNone(self.s._kde_worker[0])
self.assertEqual(self.s._kde_until, 0)
status = self.s.pad_status({"state": "ready"})
self.assertEqual(status["state"], "error")
self.assertIn("retained", status["message"])
self.assertFalse(self.s.remote_input({"events": [{"key": "x"}]})["sent"])
self.s._input = self.Agent()
self.s.start_pad()
self.settle()
self.assertEqual(self.typed(), events)
self.assertEqual(self.s._kde_queue, [])
self.assertIsNone(self.s._kde_error)
def test_worker_exception_and_start_failure_are_visible_and_retryable(self):
for start_failure in (False, True):
with self.subTest(start_failure=start_failure):
self.reset()
events = [{"key": "é"}]
if start_failure:
with mock.patch.object(threading.Thread, "start", side_effect=RuntimeError("no thread")):
self.assertTrue(self.s.remote_input({"events": events})["sent"])
else:
with mock.patch.object(self.s._input, "send", side_effect=OSError("send failed")):
self.assertTrue(self.s.remote_input({"events": events})["sent"])
self.settle()
self.assertEqual(self.s._kde_queue, events)
self.assertIsNone(self.s._kde_worker[0])
self.assertEqual(self.s._kde_until, 0)
self.assertEqual(self.s.pad_status({"state": "ready"})["state"], "error")
self.s._input = self.Agent()
self.s.start_pad()
self.settle()
self.assertEqual(self.typed(), events)
def test_ascii_just_after_an_accent_stays_behind_it(self):
self.s.remote_input({"events": [{"key": "é"}]})
self.settle()
self.s.remote_input({"events": [{"key": "x"}]}) # KDE Connect may still be typing the é
self.settle()
self.assertEqual(self.s._touch.got, [])
self.assertEqual(self.typed(), [{"key": "é"}, {"key": "x"}])
def test_accent_just_after_gamescope_text_waits_for_it(self):
self.s.remote_input({"events": [{"key": "x" * 50}]})
self.assertEqual(self.s._touch.got, [[{"text": "x" * 50}]])
start = time.time()
self.s.remote_input({"events": [{"key": "é"}]})
self.settle()
self.assertGreater(time.time() - start, 0.6) # 50 keys at 16 ms, plus the margin
self.assertEqual(self.typed(), [{"key": "é"}])
def test_typing_time_counts_every_key_transition(self):
t = self.s.typing_seconds
self.assertAlmostEqual(t([{"text": "ab"}]), 4 * 0.008)
self.assertAlmostEqual(t([{"text": "A"}]), 4 * 0.008) # shift down, key down, key up, shift up
self.assertAlmostEqual(t([{"text": "x" * 500}]), 8.0) # a long paste
self.assertAlmostEqual(t([{"key": 29, "down": True}, {"dx": 3, "dy": 0}]), 0.008)
def test_the_margin_is_added_once_not_per_request(self):
for _ in range(10):
self.s.remote_input({"events": [{"key": "ab"}]})
# ten requests of 4 transitions each: the work queues up, with no margin added per request
self.assertLess(self.s._typed_until - time.time(), 10 * 4 * 0.008 + 0.05)
def hold_worker(self):
entered, release = threading.Event(), threading.Event()
class Gate:
def wait(self, timeout):
entered.set()
if not release.wait(3):
raise RuntimeError("test did not release worker")
return False
patch = mock.patch.object(self.s, "_kde_cancel", Gate())
patch.start()
self.addCleanup(patch.stop)
self.addCleanup(release.set)
return entered, release
def test_saturation_rejects_whole_batch_and_retry_delivers_every_accepted_event_once(self):
entered, release = self.hold_worker()
self.s._typed_until = time.time() + 60
first = [{"key": "é"}] * 150
remainder = [{"key": "ü"}] * 50
overflow = [{"singleclick": True}, {"key": "ß"}] * 75
self.assertTrue(self.s.remote_input({"events": first})["sent"])
self.assertTrue(entered.wait(1)) # batch is in flight, waiting for prior ASCII
try:
self.assertTrue(self.s.remote_input({"events": remainder})["sent"])
status = self.s.remote_input({"events": overflow})
self.assertFalse(status["sent"])
self.assertEqual(status["state"], "waiting")
self.assertEqual(self.s._kde_queue, first + remainder)
self.assertEqual(len(self.s._kde_queue), self.s.KDE_QUEUE_LIMIT)
self.assertEqual(self.s._touch.got, []) # rejected clicks cannot be duplicated
finally:
self.s._typed_until = 0
release.set()
self.settle()
self.assertEqual(self.typed(), first + remainder)
self.assertTrue(self.s.remote_input({"events": overflow})["sent"])
self.settle()
self.assertEqual(self.typed(), first + remainder + [{"key": "ß"}] * 75)
self.assertEqual(self.s._touch.got, [[e for _ in range(75) for e in (
{"button": "left", "down": True}, {"button": "left", "down": False})]])
def test_retrying_batch_keeps_its_capacity_and_order(self):
entered, release = self.hold_worker()
self.s._input = self.Agent(sent=False, state="starting")
first, second = [{"key": "é"}] * 150, [{"key": "ü"}] * 150
self.assertTrue(self.s.remote_input({"events": first})["sent"])
self.assertTrue(entered.wait(1)) # first send failed; worker is in retry delay
try:
self.assertFalse(self.s.remote_input({"events": second})["sent"])
self.assertEqual(self.s._kde_queue, first)
finally:
self.s._input.sent = True
release.set()
self.settle()
self.assertTrue(self.s.remote_input({"events": second})["sent"])
self.settle()
self.assertEqual(self.typed(), first + second)
def test_concurrent_requests_cannot_both_claim_the_last_capacity(self):
entered, release = self.hold_worker()
self.s._typed_until = time.time() + 60
first = [{"key": "é"}]
self.s.remote_input({"events": first})
self.assertTrue(entered.wait(1))
barrier, results = threading.Barrier(3), []
def request(key):
barrier.wait(2)
batch = [{"key": key}] * 150
results.append((batch, self.s.remote_input({"events": batch})["sent"]))
threads = [threading.Thread(target=request, args=(key,)) for key in ("ü", "ß")]
try:
for thread in threads:
thread.start()
barrier.wait(2)
for thread in threads:
thread.join(2)
self.assertFalse(thread.is_alive())
self.assertEqual(sorted(sent for _, sent in results), [False, True])
finally:
self.s._typed_until = 0
release.set()
self.settle()
accepted = next(batch for batch, sent in results if sent)
rejected = next(batch for batch, sent in results if not sent)
self.assertEqual(self.typed(), first + accepted)
self.assertTrue(self.s.remote_input({"events": rejected})["sent"])
self.settle()
self.assertEqual(self.typed(), first + accepted + rejected)
def test_input_queued_as_the_worker_finishes_is_still_sent(self):
for _ in range(40):
self.reset()
self.s._input.got.clear()
self.s.remote_input({"events": [{"key": "é"}]})
time.sleep(0.002)
self.s.remote_input({"events": [{"key": "ü"}]})
self.settle()
self.assertEqual(self.s._kde_queue, [])
self.assertEqual(self.typed(), [{"key": "é"}, {"key": "ü"}])
class PadRoute(unittest.TestCase):
def test_unicode_start_and_headset_switch_do_not_deadlock(self):
# Real InputAgent.send/start takes the route lock. Race it with route(),
# which cancels the pad worker; mocks of send() hide this lock inversion.
# A child keeps a regression's blocked daemon threads out of this suite.
code = r'''
import sandbox
import server as s
import threading
from unittest import mock
entered, release, switching = threading.Event(), threading.Event(), threading.Event()
s._input = s.InputAgent(packages=[])
s._input._launch = lambda *args: None # exercise real start, without any SSH
s._touch = mock.Mock()
send = s._input.send
def held(events):
entered.set()
assert release.wait(2)
return send(events)
s._input.send = held
s._power.stop = lambda *args: switching.set()
s._queue_for_kde([{'key': 'é'}])
worker = s._kde_worker[0]
assert entered.wait(2), 'Unicode worker never reached send'
switch = threading.Thread(target=s.route, args=('frame-pr66-new', []), daemon=True)
switch.start()
switching.wait(0.2)
release.set()
worker.join(2)
switch.join(2)
assert not worker.is_alive(), 'Unicode worker deadlocked starting input during headset switch'
assert not switch.is_alive(), 'headset switch deadlocked cancelling Unicode input'
assert not s._kde_queue
'''
env = {**os.environ, "PYTHONPATH": os.pathsep.join([str(ROOT / 'tests'), str(ROOT / 'ui')])}
result = subprocess.run([sys.executable, '-c', code], env=env, capture_output=True,
text=True, timeout=8)
self.assertEqual(result.returncode, 0, result.stdout + result.stderr)
def setUp(self):
import server
self.s = server
self.agents = mock.patch.multiple(server, _touch=mock.Mock(), _input=mock.Mock())
self.agents.start()
self.addCleanup(self.agents.stop)
self.s._touch.send.return_value = {"state": "ready", "sent": True}
self.s._input.send.return_value = {"state": "ready", "sent": True}
self.s.reset_pad_route()
self.s._touch.reset_mock(); self.s._input.reset_mock()
self.addCleanup(self.s.reset_pad_route)
def switch(self):
with mock.patch.multiple(self.s, FRAME="frame-a", HOST_OPTS=[], MUX=[], SSH=[], macview=None), \
mock.patch.multiple(self.s.frame_android, FRAME="frame-a", SSH_OPTS=[]):
self.s.route("frame-b", [])
def test_stale_worker_exception_cannot_damage_new_route(self):
entered, release = threading.Event(), threading.Event()
class BrokenWait:
def wait(self, timeout):
entered.set()
if not release.wait(2):
raise RuntimeError("test did not release old worker")
raise OSError("old route wait failed")
def set(self):
pass # hold its exception until the new route has been published
self.s._kde_cancel = BrokenWait()
self.s._typed_until = time.time() + 60
self.s.remote_input({"events": [{"key": "é"}]})
worker = self.s._kde_worker[0]
try:
self.assertTrue(entered.wait(1))
self.switch()
marker = object()
with self.s._kde_lock:
self.s._kde_queue.append({"key": "new"})
self.s._kde_worker[0] = marker
self.s._kde_until = 42
finally:
release.set()
worker.join(2)
self.assertFalse(worker.is_alive())
self.assertEqual(self.s._kde_queue, [{"key": "new"}])
self.assertIs(self.s._kde_worker[0], marker)
self.assertEqual(self.s._kde_until, 42)
self.assertIsNone(self.s._kde_error)
def test_switch_stops_both_input_agents_and_discards_old_queue(self):
self.s._kde_queue.append({"key": "old"})
self.s._kde_until = self.s._typed_until = time.time() + 60
cancel = self.s._kde_cancel
self.switch()
self.s._input.stop.assert_called_once()
self.s._touch.stop.assert_called_once()
self.assertEqual(self.s._kde_queue, [])
self.assertEqual((self.s._kde_until, self.s._typed_until), (0, 0))
self.assertTrue(cancel.is_set())
def test_switch_cancels_delayed_and_retrying_text_before_new_input(self):
for delaying in (True, False):
with self.subTest(delaying=delaying):
waiting, cancel = threading.Event(), threading.Event()
class ObservedCancel:
def wait(self, timeout):
waiting.set()
return cancel.wait(timeout)
def set(self):
cancel.set()
self.s.reset_pad_route()
self.s._kde_cancel = ObservedCancel()
self.s._typed_until = time.time() + 60 if delaying else 0
self.s._input.reset_mock()
self.s._input.send.return_value = {"state": "starting", "sent": False}
self.s.remote_input({"events": [{"key": "é"}]})
worker = self.s._kde_worker[0]
self.assertTrue(waiting.wait(1), "worker never reached its cancellable delay")
self.switch()
worker.join(1)
self.assertFalse(worker.is_alive())
attempts = self.s._input.send.call_count
self.assertEqual(attempts, 0 if delaying else 1)
self.s._input.send.return_value = {"state": "ready", "sent": True}
self.s.remote_input({"events": [{"key": "ü"}]})
next_worker = self.s._kde_worker[0]
if next_worker:
next_worker.join(1)
self.assertFalse(next_worker.is_alive())
self.assertEqual(self.s._input.send.call_count, attempts + 1)
self.assertEqual(self.s._input.send.call_args.args[0], [{"key": "ü"}])
self.assertEqual(self.s._kde_queue, [])
+62 -3
View File
@@ -68,7 +68,7 @@ class Media(unittest.TestCase):
self.assertIn('-frames:v', cmd)
def play_with(self, name, busy=0, on_pixels=None, sleeps=None, info=None,
fail=None, layout='auto'):
fail=None, layout='auto', on_create=None, on_call=None):
"""Run the player against a fake OpenVR; returns (status, pixels calls).
Handle 0 is the theatre surround and 1 the screen. `fail(handle, n)` makes
@@ -82,11 +82,18 @@ class Media(unittest.TestCase):
write_status(path, **values)
class FakeOverlay:
created = 0
def create(self, *a, **k):
return len(calls)
# Handles in creation order: surround 0, then screen 1 (theatre).
FakeOverlay.created += 1
if on_create:
on_create(*a, **k)
return FakeOverlay.created - 1
def call(self, *a):
pass
if on_call:
on_call(*a)
def pixels(self, handle, data, w, h):
calls.append((handle, w, h))
@@ -132,6 +139,58 @@ class Media(unittest.TestCase):
self.assertEqual(result['dropped'], 2)
self.assertIn((0, 1, 1), calls[3:])
def test_theatre_surround_failure_does_not_stop_playback(self):
def fail_surround(n):
if n == 1: # the surround's upload is the first pixels call
raise RuntimeError('OpenVR SetOverlayRaw failed: 11')
result, _ = self.play_with('clip_SBS.mp4', on_pixels=fail_surround)
self.assertEqual((result['state'], result['frames']), ('ended', 4))
def test_theatre_surround_creation_and_setup_failures_are_cosmetic(self):
def fail_create(key, *a, **k):
if key.endswith('.surround'):
raise RuntimeError('OpenVR CreateOverlay failed: 11')
def fail_alpha(name, *a):
if name == 'SetOverlayAlpha':
raise RuntimeError('OpenVR SetOverlayAlpha failed: 11')
for hooks in ({'on_create': fail_create}, {'on_call': fail_alpha}):
with self.subTest(hooks=hooks), patch('builtins.print') as log:
result, calls = self.play_with('clip_SBS.mp4', **hooks)
self.assertEqual((result['state'], result['frames']), ('ended', 4))
self.assertEqual(sum(h == 1 for h, w, hgt in calls), 4)
self.assertIn('Theatre surround unavailable:', log.call_args.args[0])
def test_theatre_surround_refusal_after_standby_is_not_retried(self):
def refuse_retry(n):
if n == 3: # surround busy, screen accepted, surround retry refused
raise RuntimeError('OpenVR SetOverlayRaw failed: 11')
with patch('builtins.print') as log:
result, calls = self.play_with('clip_SBS.mp4', busy=1, on_pixels=refuse_retry)
self.assertEqual((result['state'], result['frames'], result['dropped']), ('ended', 4, 0))
self.assertEqual(sum(h == 0 for h, w, hgt in calls), 2)
self.assertIn('Theatre surround unavailable:', log.call_args.args[0])
def test_screen_refusal_still_fails_playback(self):
def refuse_screen(n):
if n == 2:
raise RuntimeError('OpenVR SetOverlayRaw failed: 11')
with self.assertRaisesRegex(RuntimeError, 'SetOverlayRaw failed: 11'):
self.play_with('clip_SBS.mp4', on_pixels=refuse_screen)
def test_close_attempts_every_overlay_and_shuts_down_after_teardown_errors(self):
for error in (RuntimeError('OpenVR error'), ValueError('bad handle'),
InterruptedError('late Stop')):
with self.subTest(error=type(error).__name__):
overlay = player.Overlay.__new__(player.Overlay)
overlay.handles = [10, 20]
overlay.vr = unittest.mock.Mock()
overlay.call = unittest.mock.Mock(side_effect=[error, None])
overlay.close()
self.assertEqual(overlay.call.call_args_list, [
unittest.mock.call('DestroyOverlay', 20),
unittest.mock.call('DestroyOverlay', 10)])
overlay.vr.VR_ShutdownInternal.assert_called_once_with()
def test_stop_mid_video_reports_stopped(self):
result, _ = self.play_with('clip_SBS.mp4', on_pixels=lambda n: n == 3 and stop_now())
self.assertEqual(result['state'], 'stopped')
+1 -1
View File
@@ -296,7 +296,7 @@ class OneServer(unittest.TestCase):
self.assertIn("Frame Control on", first.stdout.readline())
second = subprocess.run([sys.executable, str(ROOT / "ui" / "server.py"), "--port", "0"], env=env,
capture_output=True, text=True, timeout=60)
self.assertEqual(second.returncode, 1)
self.assertEqual(second.returncode, 1, second.stderr)
self.assertIn("already running", second.stderr)
first.terminate()
first.wait(10)
+95 -6
View File
@@ -2,6 +2,7 @@
import sandbox # noqa: F401
import contextlib
import hashlib
import io
import json
import os
from pathlib import Path
@@ -19,6 +20,28 @@ import frame_agent as agent
import frame_android as android
class StartupTests(unittest.TestCase):
def test_rejected_server_starts_no_background_work(self):
# A losing process exits through Python teardown. Background TLS/index
# workers there can crash it, and it must not sweep the owner's files.
with mock.patch.object(server, 'LOCAL', False), \
mock.patch.object(server, 'PRIVATE', False), \
mock.patch.object(sys, 'argv', ['server.py', '--port', '0']), \
mock.patch.object(server, 'one_server', side_effect=SystemExit('already running')), \
mock.patch.object(server, 'LoopbackServer') as listener, \
mock.patch.object(server, 'sweep_tmp') as sweep, \
mock.patch.object(server.threading, 'Thread') as worker, \
mock.patch.object(server.frame_telemetry, 'start') as telemetry, \
mock.patch.object(server.frame_contact, 'start') as contact:
with self.assertRaisesRegex(SystemExit, 'already running'):
server.main()
listener.assert_not_called()
sweep.assert_not_called()
worker.assert_not_called()
telemetry.assert_not_called()
contact.assert_not_called()
class TargetTests(unittest.TestCase):
def setUp(self):
self.active = {'id': 'a', 'name': 'Headset A'}
@@ -32,6 +55,7 @@ class TargetTests(unittest.TestCase):
self.stack.enter_context(mock.patch.object(server, '_backfill', {'running': False, 'last': 0.0}))
self.stack.enter_context(mock.patch.object(server.macview, 'retarget'))
self.stack.enter_context(mock.patch.object(server._input, 'stop'))
self.real_devices_action = server.frame_link.devices_action
self.stack.enter_context(mock.patch.object(server.frame_link, 'devices_action', self.switch))
def switch(self, link, body, setup, busy):
@@ -90,6 +114,39 @@ class TargetTests(unittest.TestCase):
server._live_tunnels.discard(proc)
server.route(*before)
def test_input_post_reserves_headset_through_send_and_enqueue(self):
body = json.dumps({'events': [{'singleclick': True}, {'key': 'é'}]}).encode()
handler = server.Handler.__new__(server.Handler)
handler.path = '/api/input'
handler.local_request = lambda: True
handler.headers = {'Content-Length': str(len(body)), 'X-Frame-Device': 'a'}
handler.rfile = io.BytesIO(body)
handler.send_json, handler.send_error_json = mock.Mock(), mock.Mock()
stages = []
def check_switch(stage):
self.assertEqual(server._work[0], 1)
with self.assertRaises(server.Failure):
server.devices_post({'action': 'use', 'id': 'b'})
stages.append(stage)
def send(events):
check_switch('send')
return {'state': 'ready', 'sent': True}
def enqueue(events):
check_switch('enqueue')
self.assertEqual(events, [{'key': 'é'}])
return True
with mock.patch.object(server.frame_link, 'devices_action', self.real_devices_action), \
mock.patch.object(server._touch, 'send', side_effect=send), \
mock.patch.object(server, '_queue_for_kde', side_effect=enqueue):
handler.do_POST()
handler.send_error_json.assert_not_called()
self.assertTrue(handler.send_json.call_args.args[0]['sent'])
self.assertEqual(stages, ['send', 'enqueue'])
self.assertEqual(self.active['id'], 'a')
self.assertEqual(server._work[0], 0)
server.devices_post({'action': 'use', 'id': 'b'})
self.assertEqual(self.active['id'], 'b')
def test_backfill_counts_work_until_error_cleanup(self):
entered, release = threading.Event(), threading.Event()
writes = []
@@ -380,9 +437,9 @@ class FinalGetStartTests(unittest.TestCase):
self.active.update(id='b', name='Headset B')
for name in ('input', 'touch'):
with self.subTest(name=name):
fresh = server.InputAgent(packages=[]) if name == 'input' else server.TouchAgent()
fresh = server.TouchAgent()
handler = self.handler('/api/%s?start=1' % name, 'a')
with mock.patch.object(server, '_' + name, fresh), mock.patch.object(fresh, 'start') as start:
with mock.patch.object(server, '_touch', fresh), mock.patch.object(fresh, 'start') as start:
handler.do_GET()
start.assert_not_called()
self.assertEqual(handler.send_error_json.call_args.args[1], 409)
@@ -391,14 +448,46 @@ class FinalGetStartTests(unittest.TestCase):
def test_desktop_get_start_requires_an_intended_device(self):
for name in ('input', 'touch'):
with self.subTest(name=name):
fresh = server.InputAgent(packages=[]) if name == 'input' else server.TouchAgent()
fresh = server.TouchAgent()
handler = self.handler('/api/%s?start=1' % name, None)
with mock.patch.object(server, '_' + name, fresh), mock.patch.object(fresh, 'start') as start:
with mock.patch.object(server, '_touch', fresh), mock.patch.object(fresh, 'start') as start:
handler.do_GET()
start.assert_not_called()
self.assertEqual(handler.send_error_json.call_args.args[1], 400)
self.assertEqual(server._work[0], 0)
def test_input_get_starts_and_polls_gamescope_without_starting_kde_connect(self):
touch, kde = mock.Mock(), mock.Mock()
touch.status = {'state': 'ready', 'focus': 7}
touch.send.return_value = {'state': 'starting', 'sent': False}
with mock.patch.object(server, '_touch', touch), mock.patch.object(server, '_input', kde):
start = self.handler('/api/input?start=1', 'a')
start.do_GET()
touch.send.assert_called_once_with([])
start.send_json.assert_called_once_with(touch.send.return_value)
status = self.handler('/api/input', 'a')
status.do_GET()
status.send_json.assert_called_once_with(touch.status)
kde.send.assert_not_called()
kde.start.assert_not_called()
def test_input_poll_exposes_retained_text_error_and_start_retries(self):
touch = mock.Mock(status={'state': 'ready'})
touch.send.return_value = {'state': 'ready', 'sent': False}
with mock.patch.object(server, '_touch', touch), \
mock.patch.object(server, '_kde_queue', [{'key': 'é'}]), \
mock.patch.object(server, '_kde_error', 'Text is retained; try again.'), \
mock.patch.object(server, '_kde_worker', [None]), \
mock.patch.object(server, '_start_kde_locked') as retry:
status = self.handler('/api/input', 'a')
status.do_GET()
self.assertEqual(status.send_json.call_args.args[0]['state'], 'error')
retry.assert_not_called() # polling never retries typing on its own
start = self.handler('/api/input?start=1', 'a')
start.do_GET()
retry.assert_called_once_with()
touch.send.assert_called_once_with([])
def test_get_start_validation_and_thread_registration_are_one_reservation(self):
attempts = []
fresh = server.TouchAgent()
@@ -458,10 +547,10 @@ class FinalGetStartTests(unittest.TestCase):
(None, None, '?start=1')):
for name in ('input', 'touch'):
with self.subTest(name=name, query=query, local=link is None):
fresh = server.InputAgent(packages=[]) if name == 'input' else server.TouchAgent()
fresh = server.TouchAgent()
handler = self.handler('/api/' + name + query, meant)
with mock.patch.object(server, 'LINK', link), mock.patch.object(server, 'LOCAL', link is None), \
mock.patch.object(server, '_' + name, fresh), mock.patch.object(fresh, 'start') as start:
mock.patch.object(server, '_touch', fresh), mock.patch.object(fresh, 'start') as start:
handler.do_GET()
self.assertEqual(start.call_count, 1 if query else 0)
handler.send_error_json.assert_not_called()
+45
View File
@@ -150,6 +150,14 @@ class Apply(unittest.TestCase):
self.assertFalse(self.t.STALE[0])
self.assertEqual(self.said[-1][1].get("stale"), None)
def test_stale_survives_a_bare_release(self):
gs = FakeGamescope()
panel = self.t.apply(gs, {"button": "left", "down": True, "window": 99, "display": ":1"}, None)
self.assertTrue(self.t.STALE[0])
self.t.apply(gs, {"button": "left", "down": False}, panel) # the page's release names no panel
self.assertTrue(self.t.STALE[0])
self.assertEqual(self.said[-1][1].get("stale"), True)
def test_same_window_id_on_the_other_display_is_another_panel(self):
gs = FakeGamescope()
self.t.apply(gs, {"fx": 0.5, "fy": 0.5, "window": 7, "display": ":0"}, None)
@@ -355,6 +363,8 @@ class FindingPanels(unittest.TestCase):
t.subprocess.run = lambda *a, **k: subprocess.CompletedProcess(a, 0, out, "")
self.assertEqual(self.real_read_props(":0"), {"GAMESCOPE_FOCUSABLE_WINDOWS": [1, 0, 2, 3, 769, 4],
"GAMESCOPE_FOCUSED_WINDOW": [0]})
t.subprocess.run = lambda *a, **k: subprocess.CompletedProcess(a, 0, "GAMESCOPE_FOCUSABLE_WINDOWS(CARDINAL) = \n", "")
self.assertEqual(self.real_read_props(":0"), {"GAMESCOPE_FOCUSABLE_WINDOWS": []})
t.subprocess.run = lambda *a, **k: subprocess.CompletedProcess(a, 0, "GAMESCOPE_FOCUSED_WINDOW: not found.\n", "")
self.assertEqual(self.real_read_props(":0"), {})
@@ -392,17 +402,52 @@ class FindingPanels(unittest.TestCase):
self.assertIn("Headset view", out["why"])
def test_desktop_running_but_not_listed(self):
self.props[(":0", "GAMESCOPE_FOCUSABLE_WINDOWS")] = []
self.t.desktop_running = lambda: True
out = self.t.panels()
self.assertEqual(out["panels"], [])
self.assertIn("desktop is running", out["why"])
def test_nothing_open(self):
self.props[(":0", "GAMESCOPE_FOCUSABLE_WINDOWS")] = []
out = self.t.panels()
self.assertEqual(out, {"focus": None, "focus_display": None, "panels": [],
"why": "No app panel is open in the headset. Open the desktop or an app in "
"the headset, then try again."})
def test_absent_list_is_unknown_even_when_desktop_is_running(self):
for desktop in (False, True):
with self.subTest(desktop=desktop):
self.t.desktop_running = lambda: desktop
self.t._ROOT.clear()
out = self.t.panels()
self.assertEqual(out["panels"], [])
self.assertIn("couldn't read gamescope's panel list", out["why"])
self.assertIn("can't tell whether", out["why"])
self.assertIn("Headset view", out["why"])
self.assertNotIn("No app panel is open", out["why"])
def test_focus_property_without_panel_list_is_unknown(self):
self.props[(":0", "GAMESCOPE_FOCUSED_WINDOW")] = [0]
self.assertIn("couldn't read gamescope's panel list", self.t.panels()["why"])
def test_failed_xprop_does_not_claim_no_panels_are_open(self):
t = self.t
t.read_props = self.real_read_props
saved = t.subprocess.run
self.addCleanup(setattr, t.subprocess, "run", saved)
for failure in ("refused", "timeout"):
with self.subTest(failure=failure):
def run(*args, **kwargs):
if failure == "timeout":
raise subprocess.TimeoutExpired(args[0], kwargs["timeout"])
return subprocess.CompletedProcess(args[0], 1, "", "Can't open display")
t.subprocess.run = run
t._ROOT.clear()
out = t.panels()
self.assertIn("couldn't read gamescope's panel list", out["why"])
self.assertNotIn("No app panel is open", out["why"])
def test_missing_x_tools_are_named(self):
self.plasma_on(":0")
self.t.shutil.which = lambda tool: None if tool == "xwininfo" else "/usr/bin/" + tool
+9
View File
@@ -10,6 +10,8 @@ function connectionFixture() {
sourceState:{jobs:new Map(),detail:null,detailRequest:0},touches:new Map(),gesture:null,padType:{blur(){},value:''},
log(){},renderPill(){},renderConnDlg(){},renderHome(){},resetShots(){},resetClips(){},renderBanner(){},loadDevices(){},renderDevices(){},renderTests(){},viaText(){return 'test';},netLabel(){return 'test';},refresh:()=>Promise.resolve(),reloadAll(){},checkContactPrompt(){},ctrlReset(){},padShow:s=>{c.pad.state=s.state;}});
c.window.connDevice='a';
c.document.addEventListener=()=>{};
f.run(pick(html,'class DesktopBatteryAlert {','// ---- battery ----'));
f.run('const UI_KEY="test";'+pick(html,'const HEADSET_FREE =','// What a panel shows'));
f.run(pick(html,'function onConnection(s) {','// Read the event stream'));
return f;
@@ -41,8 +43,15 @@ test('a device switch discards completed install results and the open detail',()
Object.assign(c,{pad:{state:'off',queue:[]},padReset(){},sourceState:{jobs:new Map([['test:one',{done:true,result:{package:'app.on.a',game_data:true}}]]),detail:{app:{}},detailRequest:0}});
f.el('appDetail').open=true;
f.el('storageResult').textContent='Old headset storage';
f.el('desktopBatteryAlert').checked=true;
f.run('desktopBattery.pending={condition:"low",at:0};desktopBattery.latched=true;desktopBattery.lastAlert=42;');
f.run('onConnection({phase:"connected",device:{id:"b",name:"B"},devices_rev:1,now:0})');
assert.match(f.el('storageResult').textContent,/Headset changed/);
assert.equal(f.el('desktopBatteryAlert').checked,false);
assert.equal(f.run('desktopBattery.pending'),null);
assert.equal(f.run('desktopBattery.latched'),false);
assert.equal(f.run('desktopBattery.lastAlert'),42);
assert.match(f.el('desktopBatteryStatus').textContent,/Off.*Headset changed/);
assert.equal(c.sourceState.jobs.size,0);assert.equal(c.sourceState.detail,null);assert.equal(f.el('appDetail').open,false);
});
test('only a preview matching current diagnostics consent can be sent or copied',async()=>{
+19 -10
View File
@@ -88,12 +88,14 @@ class Overlay:
def close(self):
# Best effort: SteamVR removes a disconnected client's overlays anyway,
# and a teardown error must not overwrite a finished playback's status.
for h in reversed(self.handles):
try:
self.call('DestroyOverlay', h)
except RuntimeError:
pass
self.vr.VR_ShutdownInternal()
try:
for h in reversed(self.handles):
try:
self.call('DestroyOverlay', h)
except Exception: # signals are already ignored here, so Stop isn't lost
pass
finally:
self.vr.VR_ShutdownInternal()
def probe(path):
@@ -183,6 +185,9 @@ def play(args):
except OverlayBusy:
pending.insert(0, item)
return
except RuntimeError as e:
# Only the cosmetic surround is queued here.
print('Theatre surround unavailable: %s' % e, flush=True)
def hold(handle, data, w, h):
"""Keep a still (photo or splat) up until Stop, retrying through standby."""
@@ -203,10 +208,14 @@ def play(args):
try:
vr = Overlay()
if args.theatre:
surround = vr.create('framecontrol.media.surround', 40, 4, order=0)
vr.call('SetOverlayAlpha', surround, .85)
if not show(surround, b'\x00\x00\x00\xff', 1, 1):
pending.append((surround, b'\x00\x00\x00\xff', 1, 1))
try:
surround = vr.create('framecontrol.media.surround', 40, 4, order=0)
vr.call('SetOverlayAlpha', surround, .85)
if not show(surround, b'\x00\x00\x00\xff', 1, 1):
pending.append((surround, b'\x00\x00\x00\xff', 1, 1))
except RuntimeError as e:
# Cosmetic: play without the dark surround rather than not at all.
print('Theatre surround unavailable: %s' % e, flush=True)
screen = vr.create('framecontrol.media.screen', 3 if args.theatre else 1.6, 2,
plan['layout'] != 'mono', aspect)
if splat:
+11 -4
View File
@@ -271,7 +271,7 @@ def panels(limit=None):
out["why"] = ("The headset took too long to list its panels (its X tools didn't answer in time). "
+ ("Some may be missing. " if found else "") + "Try again, or use the Headset view.")
elif not found:
out["why"] = why_none(unfound)
out["why"] = why_none(unfound, props)
return out
@@ -295,13 +295,18 @@ def desktop_running():
return False
def why_none(listed):
def why_none(listed, props):
"""Why panels() found nothing, in words the person at the computer can act on.
listed: how many of the windows gamescope lists aren't X11 windows on any display."""
listed: how many of the windows gamescope lists aren't X11 windows on any display.
props: the root properties actually read; an absent list is not an empty list."""
missing = [tool for tool in ("xprop", "xwininfo") if not shutil.which(tool)]
if missing:
return (f"This SteamOS build has no {' or '.join(missing)}, which Frame Control uses to find the "
"headset's panels. Use the Headset view instead, and please report your SteamOS version.")
if "GAMESCOPE_FOCUSABLE_WINDOWS" not in props:
return ("Frame Control couldn't read gamescope's panel list, so it can't tell whether an app panel is open. "
"Check that SteamVR is running in the headset, then try again or use the Headset view. "
"If this persists, report your SteamOS version and this exact message.")
if listed:
# gamescope lists windows, but none is an X11 window on any display: a Wayland
# window (a desktop drawn straight to gamescope, say) can't be found or captured this way.
@@ -506,8 +511,10 @@ def apply(gs, event, panel):
say("ready", focus=panel.get("window"), display=panel.get("display"), stale=True) # the page re-syncs
STALE[0] = True
return panel
if STALE[0] and not stale:
release = event.get("down") is False and ("button" in event or "key" in event)
if STALE[0] and not stale and not (release and "window" not in event):
# Anything that goes through (a trackpad move names no panel) means caught up: stop re-syncing.
# A bare release doesn't: the page leaves the panel off releases, so it says nothing about focus.
STALE[0] = False
say("ready", focus=(panel or {}).get("window"), display=(panel or {}).get("display"))
if "fx" in event and panel and panel.get("window"):
+82 -14
View File
@@ -1270,6 +1270,7 @@
<div class="sub sync-note" id="clipsSyncNote" hidden></div>
<div class="hint">Clips and background recordings from Steam's game recording in the headset. Export joins one into a single <code>.mp4</code> in <code>~/Videos/SteamFrame</code>, however long it is, without re-encoding it. Recordings you make with <b>Record</b> go there too.</div>
</section>
</div>
<div class="page" data-page="games">
@@ -1465,6 +1466,12 @@
</details>
</section><section class="panel" id="comfort" style="margin:20px 0;padding:16px">
<div class="shelf-head"><h2>Family and comfort</h2><span class="count">Session timer and reminders</span></div>
<div id="desktopBatteryComfort" hidden>
<h3>Desktop low-battery alert</h3>
<label><input id="desktopBatteryAlert" type="checkbox"> Alert on this computer at 15% or less</label>
<p class="hint">No session timer needed. Off when this page opens or you switch headsets. Uses normal status refreshes while the page is visible; no extra polling or headset changes. Two readings must confirm low charge and battery drain. One alert until charge recovers to 20%, with at least ten minutes between alerts.</p>
<p id="desktopBatteryStatus" class="hint" role="status">Off.</p>
</div>
<form id="comfortForm">
<div class="row" style="flex-wrap:wrap;gap:12px">
<label>Session limit (minutes) <input id="sessionMinutes" type="number" min="1" max="240" value="30" required style="width:75px"></label>
@@ -1492,8 +1499,7 @@
<div class="shelf-head"><h2>Keyboard and trackpad</h2><span class="sub" id="padState"></span><span class="spacer"></span>
<button class="small" id="padOn">Turn on</button>
</div>
<p class="sub" id="padIntro">Use this computer's keyboard and mouse in apps on the Frame, such as Chromium or the
desktop's Linux apps.</p>
<p class="sub" id="padIntro">Use this computer's keyboard and mouse in the panel you're using in the headset.</p>
<div id="padBody" hidden>
<div class="pad-area" id="padArea" tabindex="0" role="application" aria-label="Trackpad for the Frame">
<div class="pad-hint" id="padHint"></div>
@@ -1516,10 +1522,9 @@
<button data-pad-key="12" title="Enter">Enter</button>
</span>
</div>
<div class="hint">Types and points in apps on the Frame, such as Chromium or the desktop's Linux apps; Steam's own VR menus
don't take it. It works through KDE Connect, which comes with Frame Control: the first time, it copies Valve's build
for the Frame (3.6 MB, 18 MB unpacked) into your home folder there and pairs with it. No internet needed, and nothing
else to install. <a href="#" data-about>Licences</a></div>
<div class="hint">Types and points in whichever panel has focus in the headset, through Valve's own input path: nothing to
install and no internet needed. Accents and emoji go through KDE Connect, which comes with Frame Control and starts
the first time you type one (it copies Valve's build for the Frame, 3.6 MB, into your home folder there). <a href="#" data-about>Licences</a></div>
</div>
<div class="shelf-head" style="margin-top:18px"><h2>Clipboard</h2></div>
<textarea id="clipText" placeholder="Text to put on the Frame's clipboard…"></textarea>
@@ -1732,7 +1737,7 @@
<button class="small" id="sessionCheck">Check</button></div>
<div class="sub" id="sessionState">Check which mode the headset is in.</div>
<div class="row" style="margin-top:12px"><button class="small" id="sessionGame" disabled>Return to Game Mode</button></div>
<div class="hint">Uses the same switch as Valve's developer tools (<code>steamos-session-select gamescope</code>).
<div class="hint">Uses Valve's supported Game Mode switch for this SteamOS build.
It closes the desktop and anything open in it. If the headset can't be reached, hold Power for 10 seconds to
restart it; <a href="https://github.com/saphid/frame-control/blob/main/docs/backup-and-recovery.md#stuck-in-desktop-mode" target="_blank">more ways back</a>.</div>
</section>
@@ -2130,6 +2135,7 @@ const HOST = { computer: "computer" };
function applyHostWording(h) {
Object.assign(HOST, h);
window.frameControlCenter?.host(h);
$("desktopBatteryComfort").hidden = !!h.mobile || !window.frameApp?.notify;
// The iPhone app: the server runs on the Frame, and saving goes to the phone's Photos.
document.body.classList.toggle("mobile", !!h.mobile);
$("shotsFolder").hidden = !!h.mobile;
@@ -2240,6 +2246,7 @@ function setOnline(ok, why) {
if (HOST.mobile) $('mobileConnectionStatus').textContent = ok ? 'Connected to the Frame serving this session.' : 'The Frame is disconnected. Retry or check its address in connection setup.';
$('offline').hidden = ok;
if (!ok) {
desktopBattery.invalidate();
$("offMsg").textContent = why || "Can't reach the Frame";
setConn(false, "Offline");
$("battChip").hidden = true; closeDevPop();
@@ -2276,6 +2283,7 @@ function refresh() {
setConn(true, state.hostname);
setOnline(true);
} catch (e) {
desktopBattery.invalidate();
renderPerformance(null);
if (!e.stale) stateRead = {valid: false, error: e};
renderHome();
@@ -2456,6 +2464,60 @@ $("castBtn").onclick = () => {
$("viewer").requestFullscreen?.().catch(() => {});
};
// ---- Desktop-only low-battery comfort: consumes existing status, never polls ----
class DesktopBatteryAlert {
constructor() {
this.pending = null;
this.latched = false;
this.lastAlert = -Infinity;
}
invalidate() { this.pending = null; }
sample(b, now) {
// Require actual drain as well as driver state: plugged-in idle can report Discharging.
const valid = Number.isFinite(b?.percent) && b.percent >= 0 && b.percent <= 100 &&
["Charging", "Discharging", "Full", "Not charging"].includes(b.status);
const low = valid && b.percent <= 15 && b.status === "Discharging" &&
Number.isFinite(b.watts) && b.watts < -0.5;
const recovered = valid && b.percent >= 20;
const condition = low ? "low" : recovered ? "recovered" : null;
if (!condition) { this.invalidate(); return false; }
if (!this.pending || this.pending.condition !== condition || now - this.pending.at > 90000 || now < this.pending.at) {
this.pending = {condition, at: now};
return false;
}
if (now - this.pending.at < 20000) return false;
if (recovered) this.latched = false;
if (!low || this.latched || now - this.lastAlert < 600000) return false;
this.latched = true;
this.lastAlert = now; // latch even when system delivery fails; never retry on each refresh
return true;
}
}
const desktopBattery = new DesktopBatteryAlert();
$("desktopBatteryAlert").onchange = () => {
desktopBattery.invalidate();
$("desktopBatteryStatus").textContent = $("desktopBatteryAlert").checked
? "On. Waiting for two fresh status readings confirming low charge and battery drain."
: "Off.";
};
function desktopBatterySample(b) {
if (!$("desktopBatteryAlert").checked || HOST.mobile || !window.frameApp?.notify || document.hidden ||
(comfortActive && $("batteryAlert").checked)) {
desktopBattery.invalidate();
return;
}
if (!desktopBattery.sample(b, performance.now())) return;
const message = `Frame battery is low (${b.percent}%) and draining. Consider charging or taking a break.`;
$("desktopBatteryStatus").textContent = message;
toast(message);
// Desktop bridge only: never prompt or send a phone/browser push from a status refresh.
const generation = devGen;
window.frameApp.notify(message, false).catch(() => {
if (generation !== devGen || !$("desktopBatteryAlert").checked) return;
$("desktopBatteryStatus").textContent = message + " System notification delivery was not confirmed. Check system settings or use Enable / test notifications below.";
});
}
document.addEventListener("visibilitychange", () => desktopBattery.invalidate());
// ---- battery ----
function battery(b, power) {
const pct = b?.percent;
@@ -2511,6 +2573,7 @@ function render(s) {
renderHome(s);
window.frameControlCenter?.status(s, stateReceivedAt, stateRead);
battery(s.battery, s.power);
desktopBatterySample(s.battery);
$("devPopTitle").textContent = $("devPopTitle").title = window.connName || "Headset";
$("devName").textContent = `${s.hostname} · ${s.ip ?? "no IP"}`;
$("updated").textContent = new Date(s.time * 1000).toLocaleTimeString();
@@ -6024,11 +6087,11 @@ const typesText = el => el?.matches?.('textarea, input:not([type=range], [type=c
document.addEventListener("focusin", e => document.body.classList.toggle("typing", !!typesText(e.target)));
document.addEventListener("focusout", () => document.body.classList.remove("typing"));
// ---- keyboard and trackpad: events go to KDE Connect on the Frame (see ui/frame_input_agent.py) ----
// ---- keyboard and trackpad: events go to the Frame through gamescope (ui/frame_touch.py); accents and emoji through KDE Connect ----
const pad = { state: "off", queue: [], sending: false, poll: null, captured: false };
const PAD_STATES = {
off: "", starting: "Connecting…", installing: "Setting up KDE Connect on the Frame (first time only)…",
pairing: "Pairing with KDE Connect…", ready: "On",
off: "", starting: "Connecting…", installing: "Setting up (first time only)…",
pairing: "Pairing with KDE Connect…", waiting: "Waiting for queued text…", ready: "On",
};
// KDE Connect's specialKey numbers (plugins/mousepad in its source).
const PAD_SPECIAL = { Backspace: 1, Tab: 2, ArrowLeft: 4, ArrowUp: 5, ArrowRight: 6, ArrowDown: 7, PageUp: 8,
@@ -6047,14 +6110,14 @@ function padShow(status) {
$("padArea").classList.toggle("off", !ready);
$("padBody").hidden = pad.state === "off";
$("padIntro").hidden = pad.state !== "off";
$("padHint").textContent = pad.state === "error" ? status.message || "Couldn't reach KDE Connect on the Frame."
$("padHint").textContent = pad.state === "error" ? status.message || "Couldn't reach the Frame."
: !ready ? (busy ? PAD_STATES[pad.state] : "Turn on to use this as a trackpad for the Frame.")
: TOUCH ? "Drag to move the pointer · tap to click · two fingers to scroll · two-finger tap to right-click"
: pad.captured ? "Your mouse and keyboard now control the Frame. Press Esc to stop."
: "Click here to use your mouse and keyboard on the Frame (Esc to stop), or drag like a trackpad.";
clearTimeout(pad.poll);
if (ready && pad.queue.length) padFlush();
if (busy) {
if (busy || status.queued) {
const gen = devGen;
pad.poll = setTimeout(async () => {
const status = await api('/api/input').catch(e => ({state:'error', message:e.message}));
@@ -6077,7 +6140,7 @@ function padSend(event) {
// While it reconnects, keys and clicks wait in the queue; pointer moves would be stale.
// A button release is always kept, so a drag never leaves the button held on the Frame.
const room = pad.queue.length < 200 || event.singlerelease;
const reconnecting = ["starting", "pairing", "installing"].includes(pad.state) && room;
const reconnecting = ["starting", "pairing", "installing", "waiting"].includes(pad.state) && room;
// Even after an error: a button pressed on the Frame must be let go once it's back.
const release = event.singlerelease && pad.state !== "off";
if (pad.state !== "ready" && !(reconnecting && !isMove(event)) && !release) return;
@@ -6110,7 +6173,7 @@ async function padFlush() {
const status = await api("/api/input", { events });
if (gen !== devGen) return;
if (!status.sent) padKeep(events);
if (status.state !== "ready") padShow(status);
if (status.state !== "ready" || status.queued) padShow(status);
} catch (e) {
if (gen !== devGen) return;
padKeep(events);
@@ -6898,6 +6961,11 @@ function onConnection(s) {
stateReceivedAt = null;
stateRead = {valid: false, error: null};
online = null;
$("desktopBatteryAlert").checked = false;
desktopBattery.invalidate();
// Keep the cooldown across switches, but a new headset can start its own charge episode.
desktopBattery.latched = false;
$("desktopBatteryStatus").textContent = "Off. Headset changed; enable for this headset if wanted.";
devGen++; // answers still on their way are about the other headset
padReset(); ctrlReset();
sourceState.jobs.clear(); sourceState.detail = null; sourceState.detailRequest++;
+250 -14
View File
@@ -69,6 +69,7 @@ import frame_report # noqa: E402
import frame_store # noqa: E402
import frame_telemetry # noqa: E402
import frame_titles # noqa: E402
import frame_touch # noqa: E402
import frame_webinstall # noqa: E402
import frame_vr # noqa: E402
import frame_utilities # noqa: E402
@@ -111,7 +112,9 @@ frame_android.SSH_OPTS = SSH[1:]
_power = frame_power.Observation()
_route_lock = threading.Lock()
# Pad delivery reserves the route before its own locks; InputAgent.start()
# captures that same route synchronously, so this lock must be reentrant.
_route_lock = threading.RLock()
def route(alias, host_opts):
@@ -123,13 +126,10 @@ def route(alias, host_opts):
moved = alias != FRAME
if moved:
_power.stop('Headset switched; received samples retained for the previous headset')
reset_pad = globals().get("reset_pad_route")
if reset_pad:
reset_pad() # cancel queued input and both agents before publishing the new route
frame_catalog._env.clear() # the SteamOS and Lepton builds reports record are per headset
# Invalidate launches before publishing the new route. send/stop share
# a writer lock, so an old process cannot receive events after this.
for name in ("_input", "_touch"):
agent = globals().get(name)
if agent:
agent.stop()
FRAME = frame_android.FRAME = alias
HOST_OPTS = list(host_opts)
MUX[:] = [*MUX_BASE, *HOST_OPTS]
@@ -1499,12 +1499,244 @@ def licenses():
return notices
# KDE Connect's specialKey numbers -> Linux key codes (KEY_BACKSPACE, KEY_TAB, ...).
PAD_KEYS = {1: 14, 2: 15, 4: 105, 5: 103, 6: 106, 7: 108, 8: 104, 9: 109, 10: 102, 11: 107, 12: 28, 13: 111, 14: 1,
**{21 + i: code for i, code in enumerate([59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 87, 88])}}
PAD_MODS = (("ctrl", 29), ("alt", 56), ("shift", 42), ("super", 125))
PAD_CLICKS = {"singleclick": "left", "rightclick": "right", "middleclick": "middle"}
PAD_NOTCH = 15 # scroll units for one wheel notch
def typed_in_kde(events):
"""Whether these events must go the KDE Connect way: they hold an accent or emoji, or
earlier ones are queued, being sent or still being typed there (typing must stay in
order, so it can't be split between the two ways)."""
with _kde_lock:
waiting = bool(_kde_queue) or time.time() < _kde_until
return waiting or any(ch not in frame_touch.ASCII for e in events for ch in e.get("key", ""))
def pad_events(events, kde=False):
"""The trackpad's and key row's events as (gamescope events, KDE Connect events).
Gamescope's own input reaches every panel and needs nothing installed, but types only
US-keyboard characters. With kde, the keyboard goes to KDE Connect as it was sent, so
text stays in order; the pointer always goes through gamescope.
"""
ascii_keys = frame_touch.ASCII
out, slow = [], []
def tap(code, mods):
down = [{"key": c, "down": True} for c in mods]
out.extend(down + [{"key": code, "down": True}, {"key": code, "down": False}]
+ [{"key": c, "down": False} for c in reversed(mods)])
for e in events:
mods = [code for name, code in PAD_MODS if e.get(name)]
if "dx" in e or "dy" in e:
if not e.get("scroll"):
out.append({k: e[k] for k in ("dx", "dy") if k in e})
if e.get("scroll"):
out.append({"scroll": [0, -(e.get("dy") or 0) * PAD_NOTCH]})
for flag, button in PAD_CLICKS.items():
if e.get(flag):
out += [{"button": button, "down": True}, {"button": button, "down": False}]
if e.get("doubleclick"):
out += [{"button": "left", "down": d} for d in (True, False, True, False)]
if e.get("singlehold"):
out.append({"button": "left", "down": True})
if e.get("singlerelease"):
out.append({"button": "left", "down": False})
if kde and ("key" in e or "specialKey" in e):
slow.append({k: e[k] for k in ("key", "specialKey", "ctrl", "alt", "shift", "super") if k in e})
continue
if "specialKey" in e and e["specialKey"] in PAD_KEYS:
tap(PAD_KEYS[e["specialKey"]], mods)
if "key" in e:
for ch in e["key"]:
if ch not in ascii_keys:
continue # only reached when kde is wrong; the caller checks typed_in_kde first
elif mods:
code, shifted = ascii_keys[ch]
tap(code, mods + ([42] if shifted and 42 not in mods else []))
else:
if out and "text" in out[-1] and len(out[-1]["text"]) < 100:
out[-1]["text"] += ch
else:
out.append({"text": ch})
return out, slow
def remote_input(body):
"""{"events": [...]} sends keyboard and pointer events; {} (or none yet) just starts the agent."""
"""{"events": [...]} sends keyboard and pointer events; {} (or none yet) just starts the agent.
"sent" in the answer means the whole batch is taken (the page keeps it and tries again
if not), so the keyboard's share is queued only once that's so.
"""
events = body.get("events", [])
if not isinstance(events, list) or len(events) > INPUT_BATCH_LIMIT:
raise Failure(f"events must be a list of at most {INPUT_BATCH_LIMIT}", 400)
return _input.send([input_event(e) for e in events])
events = [input_event(e) for e in events]
# Serialize admission with other requests and the sender. Keep route -> pad
# order: either agent may synchronously capture its route during send().
with _route_lock, _pad_send_lock:
touch, slow = pad_events(events, typed_in_kde(events))
with _kde_lock:
blocked = slow and (_kde_error or len(_kde_queue) + len(slow) > KDE_QUEUE_LIMIT)
if blocked:
# Refuse the WHOLE batch before sending its clicks/moves. The page
# retains it and polls, so a retry cannot duplicate pointer events.
return pad_status({"state": "waiting", "sent": False})
status = _touch.send(touch)
if touch and not status.get("sent"):
return status
if touch:
_note_typed(touch)
if slow:
_queue_for_kde(slow)
# Poll at least once after accepting text, even if its worker finished
# already, so an asynchronous error is visible without another keypress.
return pad_status({**status, "sent": True}, pending=bool(slow))
# Typing KDE Connect is to do: it starts the first time it's needed, so this waits for it.
# Nothing on the Frame says when typed text has landed, so each way holds the other back
# for as long as what it was given should take (a short margin on a time estimate).
_kde_queue = []
_kde_lock = threading.Lock()
_pad_send_lock = threading.Lock()
_kde_worker = [None]
_kde_error = None
_kde_until = 0.0 # keys typed through KDE Connect should have landed by then
_typed_until = 0.0 # when gamescope's agent will have typed everything it's been given
_kde_route = object()
_kde_cancel = threading.Event()
KDE_QUEUE_LIMIT = 200
KDE_WAIT = 90 # seconds to wait before pausing queued text for an explicit retry
TYPING_SETTLE = 0.6 # seconds past the estimate, once
def reset_pad_route():
"""Discard input for the headset being left, including batches waiting for an agent."""
global _kde_route, _kde_cancel, _kde_until, _typed_until, _kde_error
with _route_lock, _pad_send_lock, _kde_lock:
_kde_cancel.set()
_kde_cancel = threading.Event()
_kde_route = object()
_kde_queue.clear()
_kde_worker[0] = None
_kde_error = None
_kde_until = _typed_until = 0.0
_input.stop()
_touch.stop()
def typing_seconds(touch):
"""How long gamescope's agent takes over these: it sleeps 8 ms after every key transition."""
transitions = 0
for e in touch:
if "text" in e:
transitions += sum(2 + 2 * frame_touch.ASCII[ch][1] for ch in e["text"] if ch in frame_touch.ASCII)
elif "key" in e:
transitions += 1
return transitions * 0.008
def _note_typed(touch):
global _typed_until
seconds = typing_seconds(touch)
if seconds:
with _kde_lock: # the end of the work, which queues up; the margin is added once, where it's checked
_typed_until = max(_typed_until, time.time()) + seconds
def pad_status(status, pending=False):
with _kde_lock:
if _kde_error:
return {**status, "state": "error", "message": _kde_error}
if (_kde_queue or pending) and status.get("state") != "error":
return {**status, "queued": len(_kde_queue) or 1}
return status
def start_pad():
with _route_lock, _pad_send_lock:
status = _touch.send([])
with _kde_lock:
if _kde_queue and _kde_worker[0] is None:
_start_kde_locked() # explicit Try again retries retained text
return pad_status(status)
def _start_kde_locked():
global _kde_error
_kde_error = None
try:
worker = threading.Thread(target=_drain_kde, args=(_kde_route, _kde_cancel), daemon=True)
_kde_worker[0] = worker
worker.start()
except Exception:
_kde_worker[0] = None
_kde_error = "Couldn't start queued typing. Text is retained; try again."
def _queue_for_kde(events):
with _kde_lock:
if len(_kde_queue) + len(events) > KDE_QUEUE_LIMIT:
return False
_kde_queue.extend(events)
if _kde_worker[0] is None and not _kde_error:
_start_kde_locked()
return True
def _drain_kde(route, cancel):
"""One sender, in order. In-flight text stays in the bounded queue until sent.
Errors retain it for an explicit retry; only a headset switch cancels it."""
global _kde_until, _kde_error
deadline = time.time() + KDE_WAIT
try:
while True:
with _kde_lock:
if route is not _kde_route:
return
batch = _kde_queue[:INPUT_BATCH_LIMIT]
if not batch:
_kde_worker[0] = None
return
wait = _typed_until + TYPING_SETTLE - time.time()
_kde_until = time.time() + 3600 # held while in flight
if wait > 0 and cancel.wait(wait):
return
# Match route()/reset_pad_route()'s lock order. send() may start an
# agent and take _route_lock again to capture its immutable route.
with _route_lock, _pad_send_lock:
with _kde_lock:
if route is not _kde_route:
return
status = _input.send(batch)
with _kde_lock:
if route is not _kde_route:
return
if status.get("sent"):
del _kde_queue[:len(batch)]
_kde_until = time.time() + len(batch) * 0.03 + TYPING_SETTLE
deadline = time.time() + KDE_WAIT
continue
_kde_until = 0.0
if status.get("state") == "error" or time.time() > deadline:
_kde_error = "Queued typing didn't reach the input service. Text is retained; try again."
_kde_worker[0] = None
return
if cancel.wait(0.4):
return
except Exception:
# A stale worker must never retire the new route's worker or alter its
# queue/timing. Retain unsent text and let the page report/retry failure.
with _kde_lock:
if route is _kde_route:
_kde_until = 0.0
_kde_worker[0] = None
_kde_error = "Queued typing failed. Text is retained; try again."
# ---- touch: the headset's panels, through gamescope's own input (frame_touch.py) ----
@@ -3302,7 +3534,7 @@ class Handler(BaseHTTPRequestHandler):
elif path == "/api/panels":
self.send_json(panels())
elif path in ("/api/touch", "/api/input"):
agent = _touch if path == "/api/touch" else _input
agent = _touch # both controls use gamescope; KDE Connect starts only for Unicode
if parse_qs(url.query).get("start") == ["1"]:
# Validate and reserve before start() captures its immutable
# route and schedules a worker. Status-only polls stay free.
@@ -3310,9 +3542,11 @@ class Handler(BaseHTTPRequestHandler):
if LINK and not meant:
raise Failure("Control start needs the intended X-Frame-Device headset", 400)
with working(meant):
result = agent.send([])
result = start_pad() if path == "/api/input" else agent.send([])
else:
result = dict(agent.status)
if path == "/api/input":
result = pad_status(result)
self.send_json(result)
elif path == "/api/job":
self.send_json(job_status(url.query))
@@ -3637,6 +3871,11 @@ def main():
help="stop cleanly when stdin closes (the app closes it on quit; "
"Windows has no SIGTERM to catch)")
args = ap.parse_args()
global LINK, _ONE_SERVER
if not LOCAL and not PRIVATE:
# Refuse before starting daemon workers: the losing process exits through
# Python teardown, which can race TLS work and crash instead of exit 1.
_ONE_SERVER = one_server()
httpd = LoopbackServer(("127.0.0.1", args.port), Handler)
sweep_tmp()
if os.environ.get('FRAME_COMPAT_SEARCH_REPORTS') != '0':
@@ -3645,10 +3884,7 @@ def main():
threading.Thread(target=apk_search.warm, daemon=True).start() # big indexes download before the first search
frame_telemetry.start()
frame_contact.start()
global LINK, _ONE_SERVER
if not LOCAL:
if not PRIVATE: # a private server only uses the headsets (see one_server)
_ONE_SERVER = one_server()
LINK = frame_link.Link(frame_devices.Registry(), env_alias=FRAME if FRAME_FROM_ENV else None,
mux_base=MUX_BASE, control=CONTROL, apply=route, explain=unreachable)
LINK.work_lock, LINK.work = _work_lock, lambda: _work[0]