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Author SHA1 Message Date
SAPHID fecb226e43 Docs: record round-2 Frame verification and remaining gaps 2026-10-24 02:39:25 +00:00
Alex Southwell e9cbb8fd55 Merge pull request #122 from saphid/release/0.4.10
Frame Control 0.4.10
2026-10-24 01:22:05 +00:00
SAPHIDandClaude Opus 5.5 d72be95f25 Frame Control 0.4.10
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 01:15:19 +00:00
Alex Southwell 65fedbf01e Merge pull request #121 from saphid/feat/windows-pc-in-headset
PC in the headset on Windows (Experimental)
2026-10-24 01:15:04 +00:00
5 changed files with 24 additions and 10 deletions

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@@ -1,12 +1,12 @@
{
"name": "frame-control",
"version": "0.4.9",
"version": "0.4.10",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "frame-control",
"version": "0.4.9",
"version": "0.4.10",
"license": "MIT",
"devDependencies": {
"electron": "^44.4.5",
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@@ -1,7 +1,7 @@
{
"name": "frame-control",
"productName": "Frame Control",
"version": "0.4.9",
"version": "0.4.10",
"description": "Desktop app for managing a Valve Steam Frame over SSH",
"private": true,
"main": "main.js",
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@@ -14,6 +14,13 @@ reported Game Mode, so **Return to Game Mode** changed nothing. Not tested on a
headset: a restore after a real factory reset, a restore that replaces files,
Android data restore, and the switch out of a real Desktop Mode session. Unit
tests and the fake Frame cover those (see [Verification](#verification)).
On 2026-10-24 a read-only session check on the same build again reported Game
Mode (`gamescope=true`, `plasma=false`, `nested_desktop=false`) and the
`steamos-session-select` command was present. Opening the nested desktop for a
clipboard test did not enter full Desktop Mode. A full session switch was not
attempted because it restarts the headset session and a reliable return path
was not established; the **Return to Game Mode** branch for a real full
Desktop Mode session remains unverified.
## Back up
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@@ -62,6 +62,12 @@ refused with a message, so send big things as a file. An empty clipboard, or
one holding an image, says so. Neither the server nor its log ever records what
was on the clipboard.
**Not tested on a headset yet.** Reading uses the same Klipper interface as
sending, which was verified on 2026-09-25, but `getClipboardContents` itself
hasn't been tried on a Frame. The fake Frame (`tests/fakeframe`) answers it.
**Verified on a Frame, 2026-10-24:** SteamOS 0.5.6, build
`20261015.6141207`. With a temporary nested desktop open, Frame Control sent
a 47-character test marker to Klipper, then **Copy the headset's clipboard**
read it through `getClipboardContents` and set a Linux PC's X11 clipboard.
Reading that PC clipboard returned the exact marker. The prior headset
clipboard was restored and the test desktop was closed. The PC side used a
temporary X display on lxso2; macOS and Windows clipboard backends, a user's
copy action in a headset app, and image/size error cases remain untested on a
real headset. The fake Frame (`tests/fakeframe`) covers the protocol cases.
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@@ -149,11 +149,12 @@ recording with Steam's file names and export it with the real `ffmpeg`.
## What hasn't been checked
None of this has run on a Steam Frame yet. In particular:
The 2026-10-24 read-only clip list on build `20261015.6141207` again returned
zero clips: its `gamerecordings` directory held only `gamerecording.pb`. No
Steam recording was created during that check, so a real Steam clip export is
still unverified. The recording and Stop path were verified earlier on that
build, as described above. Remaining checks:
- That SteamOS's `ffmpeg` can read `@DEFAULT_MONITOR@`. It has the PulseAudio
output device (the media player plays through it), so the input is expected,
but if it fails the recording is video only, as above.
- Audio and video sync. Both inputs are stamped with the wall clock, because
the camera device and the audio server otherwise count from different clocks.
- The exact layout of `gamerecordings` on the Frame's SteamOS build, and