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Author SHA1 Message Date
Alex Southwell ae8cc1b4a6 Merge pull request #58 from saphid/fix/flat2vr-mods-windows
UEVR helper tests: import and skip cleanly on Windows (fixes PR #50 CI)
2026-10-18 10:54:26 +11:00
SAPHID 63017e1969 chore: resolve conflicts with main 2026-10-17 22:10:04 +00:00
saphidandClaude Opus 5.5 d6fb5e917a UEVR helper tests: import and skip cleanly on Windows
frame_mods runs on the Frame, but the server tests import it on every
desktop OS; the module-level `import fcntl` failed test discovery on
Windows. Import it where the lock is taken, as frame_panels and frame_vr
do. Skip the Frame-side helper tests on Windows, as test_input does for the
input agent: they rely on /proc, flock and POSIX prefix paths. The server
routes and the usage-error check still run there.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 21:28:57 +10:00
saphid daf30515b1 Merge main into flat2vr-mods
# Conflicts:
#	README.md
#	ui/index.html
#	ui/server.py
2026-09-29 13:07:33 +10:00
saphidandClaude Opus 5.5 2f056dbcff UEVR: address the second review; recheck on the Frame
frame_inject.py declares every Win32 signature, checks each result, frees
its remote buffers and closes handles. Uninstall only accepts our folder and
UEVR's own per-game settings folders, and keeps the receipt if anything can't
be removed. The injector's reply is parsed defensively. Rechecked on a real
Frame: install, three cold starts injected (33-35 s), clean uninstall.

Part of #26.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 13:04:12 +10:00
saphidandClaude Opus 5.5 e3176a2de8 UEVR: inject with Frame Control's own script instead of UEVR's GUI injector
UEVR's .NET injector, driven with XSendEvent, injected in only 6 of 8 cold
starts on the Frame: in bad sessions every new injector ignored input or never
showed a window. start() now runs frame_inject.py under python.org's
embeddable Python (pinned SHA-256) in the game's Wine session, repeating the
frontend's own Inject steps: nullify VR plugins, load openvr_api.dll, set
Frontend_RequestedRuntime, load UEVRBackend.dll. Verified 9/9 cold starts in
33-35 s and a clean UI install/play/remove cycle. No .NET download any more
(47 MB installed instead of about 190 MB).

Also from the SWE-2 Max review: one mod action at a time (flock), a download
size cap, errors always reported as JSON, a receipt can't name another app's
prefix, 0 frames counts as an answer, and a longer server timeout for start.

Part of #26.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 12:53:28 +10:00
saphidandClaude Opus 5.5 416f3181cc Add a UEVR mod manager: install, play in VR and remove from Frame Control
Installed Unreal Engine games get a "VR mod" button. ui/frame_mods.py runs on
the Frame: it downloads the pinned official UEVR 1.05 release and Microsoft's
.NET 6 runtimes (hash-checked, safely unpacked) into the game's Proton prefix
with a receipt; starts the game, runs the injector in the game's own Wine
session and presses OpenVR + Inject with XSendEvent (gamescope keeps real
input on the game); confirms UEVRBackend.dll is loaded and SteamVR counts
frames; and removes exactly what it added.

Verified on a real Frame 2026-09-29 with Gravitas, through the UI: install,
four injections (three from a cold start), remove back to the pre-install
prefix listing. The headset was unworn, so the VR image, tracking and controls
are not verified. Part of #26.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 11:52:02 +10:00
20 changed files with 1193 additions and 806 deletions

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@@ -5,11 +5,6 @@ on:
branches: [main]
pull_request:
# A newer push to the same pull request supersedes a run still in progress.
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
jobs:
checks:
runs-on: ubuntu-latest
@@ -22,9 +17,7 @@ jobs:
with:
node-version: "24"
- name: Install zsh
# The runner image's third-party apt sources (packages.microsoft.com) sometimes
# fail to refresh; Ubuntu's own lists still update, and the install fails if not.
run: (sudo apt-get update -qq || true) && sudo apt-get install -y -qq zsh
run: sudo apt-get update -qq && sudo apt-get install -y -qq zsh
- name: Script syntax
run: |
sh -n ui/local-bin/ssh
@@ -91,8 +84,6 @@ jobs:
steps:
- uses: actions/checkout@v4
- name: Install zsh
# The runner image's third-party apt sources (packages.microsoft.com) sometimes
# fail to refresh; Ubuntu's own lists still update, and the install fails if not.
run: (sudo apt-get update -qq || true) && sudo apt-get install -y -qq zsh
run: sudo apt-get update -qq && sudo apt-get install -y -qq zsh
- name: End-to-end tests
run: scripts/e2e.sh
+2 -12
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@@ -2,22 +2,14 @@ name: release
# Pushing a v* tag builds Frame Control for macOS, Windows and Linux and attaches
# the installers to that tag's GitHub release (created as a draft if missing).
# Pull requests that change how the installers are built (the Electron app, the
# macOS helper it compiles, or this workflow) build the same installers as
# artifacts. ui/, scripts/, frame/ and apk-catalog/ are copied in as they are and
# are tested by the checks workflow; run this one by hand to package them early.
# Pull requests that touch the app build the same installers as artifacts.
on:
push:
tags: ["v*"]
pull_request:
paths: ["app/**", "mac/frame-mac-view/**", ".github/workflows/release.yml"]
paths: ["app/**", "ui/**", "scripts/**", "frame/**", "apk-catalog/**", ".github/workflows/release.yml"]
workflow_dispatch:
# A newer push to the same pull request supersedes a build still in progress.
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
permissions:
contents: write
@@ -102,9 +94,7 @@ jobs:
GH_TOKEN: ${{ github.token }}
run: |
gh release upload "${GITHUB_REF_NAME}" ${{ matrix.files }} --clobber
# Tagged builds are attached to the release above; only other builds need artifacts.
- uses: actions/upload-artifact@v4
if: ${{ !startsWith(github.ref, 'refs/tags/') }}
with:
name: frame-control-${{ matrix.os }}
path: |
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@@ -73,7 +73,7 @@ Drag files onto the window to send them. Drop a game's .zip, folder or .exe to a
Browse the shots you take in the headset and save them to your Pictures folder.
**⌨️ 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.
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. Nothing else to install, anywhere.
</td>
</tr>
@@ -219,12 +219,12 @@ Frame's software fits together, all checked against a real headset and labelled
| [Install links for websites](docs/web-install.md) | `frame-control://install` links and manifests, the rules, a button to paste |
| [VR comfort and HUD](docs/vr-utilities.md) · [Steam games](docs/steam-games.md) · [VR video](docs/vr-video.md) · [WebXR in Chromium](docs/webxr-chromium.md) | Installing and buying, watching VR180/360, the Chromium build |
| [Mac in the headset](docs/mac-in-headset.md) | Mac windows and screens as panels in the Frame, with laser and keyboard input |
| [VR mods and custom songs](docs/mods.md) | Per-game feasibility, real-Frame results and blockers; no installer yet |
| [VR mods and custom songs](docs/mods.md) | UEVR for Unreal games from Frame Control (install, play in VR, remove), the per-game table, Beat Saber blockers |
| [SSH](docs/ssh.md) · [Streaming](docs/streaming.md) · [Files](docs/file-transfer.md) · [Panels](docs/panels.md) · [Tailscale](docs/tailscale.md) | Topic notes |
| [Frame Control for iPhone](docs/iphone.md) | The iPhone and iPad app, how it runs the server on the Frame, pairing |
| [Recovery and OS images](docs/recovery-and-images.md) | Where to download the Frame's OS, what's inside, testing without the headset |
| [AI agents and assistant](docs/agents.md) | Key-free MCP tools, human approvals, and an opt-in assistant panel |
| [Testing](docs/testing.md) | Unit tests, end-to-end tests against a fake Frame in Docker, the headset smoke test and a Windows test VM |
| [Testing](docs/testing.md) | Unit tests, end-to-end tests against a fake Frame in Docker, and the headset smoke test |
| [Open questions](docs/open-questions.md) | What's still unchecked |
<details>
+122
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@@ -0,0 +1,122 @@
# UEVR from Frame Control, 2026-09-29
**Verified observations**, with limits below. Same device and software as
[2026-09-28](mods-2026-09-28.md): aarch64, SteamOS `0.4.1`, BUILD_ID
`20260925.6191901`, Proton `11.0-2c` ARM64, SteamVR `2.18.1`. Times are the
Frame's AEST clock. Headset tests ran under the shared
`/tmp/frame-test.lock`, taken 11:13–11:28, 11:33–11:49, 12:02–12:40,
12:44–12:52 and 13:01–13:03. Battery 45 % →
93 %, on charge throughout.
**Not observed:** the VR image, head tracking and controller input. SteamVR
reported `activity_level` 3 (user interaction timeout; the headset was not
being worn) with `average_target_fps` 1. Every `frame_vrshot.py` stereo
capture was a uniform dark frame. Frame submits prove the app is presenting
to SteamVR, not that the image is correct.
## Manual injection (11:13–11:28)
Game launched with `steam steam://rungameid/1067310`. `UEVRInjector.exe` was
started with the game process's Wine variables, and its WPF window drew
through DXVK's D3D9. It listed `Drop-Win64-Shipping (pid: 320) (SkyArk
(64-bit, PCD3D_SM5))`, a Wine-side process id.
- `--attach=Drop-Win64-Shipping` didn't inject. The button still read
**Inject**, and the saved `OpenVRRadio=True` in `AppData/Local/praydog/…/user.config`
was not restored on the next start.
- XTest clicks landed on the game: `XQueryPointer` reported child
`0x2000001` (the game) at the injector's coordinates, and
`XLowerWindow`/`XRaiseWindow`/`XSetInputFocus` didn't change that.
- `XSendEvent` button events to the injector window worked. After OpenVR and
Inject, `/proc/<game>/maps` contained
`drive_c/frame26/uevr/UEVRBackend.dll` and `openvr_api.dll`, next to
Proton's `vrclient_x64.dll`. UEVR's log:
```text
[11:17:32.948] Hooking D3D11
[11:17:33.020] Hooked DirectX 11
[11:17:34.263] Framework initialized
[11:17:34.475] [VR] Requested runtime: openvr_api.dll
[11:17:39.791] UGameViewportClient::Draw called for the first time.
[11:17:39.792] is stereo enabled called!
```
It also logged repeated `Failed to initialize Framework on DirectX 12` (probing
before it chose D3D11) and failed Unreal scans, for example `Failed to locate
r.EnableStereoEmulation cvar` and `Failed to find FSceneView constructor`.
SteamVR loaded UEVR's action manifest and `bindings_oculus_touch.json` for
`steam.app.1067310`. `vrcmd --stats` then showed `"key" :
"steam.app.1067310"` with `frame_submits` 4439, then 5506 a few seconds later.
A second session's injector exited within about 20 seconds. The third,
started fresh, injected again (`frame_submits` 1412). After the game was
stopped, a plain launch had no UEVR modules and no SteamVR scene app. All test
files were removed.
## Through Frame Control (11:33–11:49)
Local `ui/server.py` against the `frame` alias. First the API, then the
page's **VR mod** dialog, driven with a headless Chromium:
| Step | Result |
|---|---|
| `status` for 2177750 (HL2 VR) | `eligible: false`; `install` refused ("doesn't look like an Unreal Engine game") |
| `install` for 1067310 | 3 s. Three downloads, hashes matched, receipt written |
| `start`, game running | First run refused: `the UEVR window is 960 px wide, not 625`. It was measured before WPF laid it out; `start` now waits for the width to settle. Rerun: injected, `frame_submits` 27 (36 s) |
| `uninstall` while running | Refused: "the game is running; quit it first" |
| `start`, game not running | Launched the game, injected, `frame_submits` 45 (55 s) |
| UI: Remove, Install | Worked; the prefix listing matched its pre-install state except an empty `UnrealVRMod`, which uninstall now also removes |
| UI: Play in VR | Failed once: the injector died with `Process terminated. … Resource name: Arg_AccessViolationException`, after `Fontconfig error: No writable cache directories` (it had no `HOME`). Fixed by keeping the normal environment under the game's (the relaunch-on-failure added next is gone with the GUI injector; see below) |
| UI: Play in VR ×4 | 4 of 4 injected. The three cold starts took 54, 58 and 58 s; frame submits 56, 71, 80 |
| UI: Remove | `drive_c`, `AppData/Roaming` and `AppData/Local` listings matched the pre-install state; download cache and receipt gone |
## The GUI injector wasn't reliable (12:02–12:40)
After review fixes, cold starts through the API with UEVR's own injector:
- Batches of 4, 6 and 8 runs: 3/4, 4/6 and 6/8 injected. A retry that
relaunched the injector didn't rescue a bad session. In both failures of
the last batch, the first injector ignored the clicks and the next two
never showed a window within 60 s.
- Captures of the ignoring injector (`xwd`) showed its first-drawn frame,
with OpenVR still unselected. The injector's log had no error.
Lock released at 12:40 before redesigning.
## Frame Control's own injector (12:44–12:52)
`start` now runs `frame_inject.py` under python.org's embeddable Python
3.14.7 (SHA-256 `d297e5ff…1f15`, matching python.org's release-file API), in
the game's Wine session. The old install was removed and the new one
installed without the headset lock, since neither launches anything. The
prefix listing after removal matched the pre-install state; the new install
is 47 MB.
| Step | Result |
|---|---|
| API `start`, cold | Injected in 35 s, `frame_submits` 39. UEVR log: `Hooked DirectX 11`, `Framework initialized`, `Requested runtime: openvr_api.dll`; `config.txt` has `Frontend_RequestedRuntime=openvr_api.dll` |
| API `start` ×8, cold | **8/8** injected, 33–34 s each; `frame_submits` 33–42 at the check |
| UI: dialog while running | "UEVR is running in the game now." Remove disabled (screenshot in `docs/img/uevr-dialog.png`) |
| UI: Remove → Install → Play in VR → Remove | Each worked; Play in VR injected (`frame_submits` 106 a few seconds later) |
| After the last Remove | `drive_c`, `AppData/Roaming` and `AppData/Local` listings matched the pre-install state; download cache and receipts gone; no game or `python.exe` processes. The empty `/tmp/frame-control-mods.lock` was deleted by hand (tmpfs) |
Battery 98–100 % on charge. Lock released at 12:52.
## After the second review (13:01–13:03)
`frame_inject.py` now declares every Win32 signature, checks each result,
frees its remote buffers and closes its handles; uninstall accepts only our
folder and UEVR's own settings folders. Rechecked: install; three cold starts
injected in 35, 34 and 33 s (`frame_submits` 42, 38, 47), UEVR logging
`Framework initialized` and `Requested runtime: openvr_api.dll`; uninstall
left `drive_c`, `AppData/Roaming` and `AppData/Local` as before, with no cache,
receipts or processes. Frame Control's injector total: 12 of 12 cold starts
through the API, plus the UI run.
## Left on the Frame
- Gravitas (free, 7.4 GB, installed 2026-09-28 for this work) is still
installed; nothing else from this work is left.
- No `UEVRInjector.exe` or game processes were left running. Steam and
SteamVR were running at the end.
- The test lock was released at 13:03.
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@@ -52,6 +52,7 @@ Lepton (Android 11, podman container "lepton-dev") ← its own panel, app 305600
| The Steam client runs with `-cef-enable-debugging`, so its UI answers Chrome DevTools on loopback `127.0.0.1:8080`. The `SharedJSContext` page has `appStore` (owned apps), `downloadsStore` and `SteamClient.*`. `steam steam://install/<appid>` over SSH installs an owned game; when the options dialog shows (state 7), `SteamClient.Installs.ContinueInstall()` accepts it. **Verified 2026-09-25** with Balatro and Broforce. The Frame rating is `steam_hw_compat_category_packed >> 8 & 3`. | [steam-games.md](steam-games.md), `ui/frame_steam.py` |
| Chromium Flatpak 154 has **no immersive WebXR**: `navigator.xr` exists, but `isSessionSupported("immersive-vr")` returns `false`. Web VR180 players (DL8/DeoVR embeds) still play video inline as a flat, pannable view, and their VR button opens a tab on immersiveweb.dev. Forcing it doesn't help. `--enable-features=OpenXR,WebXR --force-webxr-runtime=openxr`, with `/opt/steamvr` and `XR_RUNTIME_JSON` exposed to the Flatpak, still returns `false`. The aarch64 Linux binary has no OpenXR code at all (no `XR_RUNTIME_JSON`, `xrGetInstanceProcAddr` or loader strings), even though `chrome://flags` lists `#webxr-runtime` → OpenXR. **Why (verified against source 2026-09-25):** M154 is the first release that compiles OpenXR on Linux (`enable_openxr` includes `is_linux`, `checkout_openxr` is true in Flathub's tarball, and Flathub's GN args don't turn it off). But `content/services/isolated_xr_device/xr_runtime_provider.cc` only creates an OpenXR device under `ENABLE_OPENXR && IS_WIN`, on 154, 155 and `main`. Nothing on Linux calls the OpenXR code, so the linker drops it. The missing pieces are two unmerged Gerrit CLs (bug 506004811): [8132979](https://chromium-review.googlesource.com/c/chromium/src/+/8132979) wires the provider on Linux (with `kOpenXR` still off by default, so it needs `--enable-features=OpenXR`), and [8441736](https://chromium-review.googlesource.com/c/chromium/src/+/8441736) runs the XR service in a sandbox that allows SteamVR's sockets. The Frame does have an aarch64 runtime: `~/.config/openxr/1/active_runtime.json` → SteamVR `bin/linuxarm64/vrclient.so`. To watch in 3D, use a native player, or a Chromium built with those two CLs ([webxr-chromium.md](webxr-chromium.md)). That build (156.0.8071.0, arm64) reports `immersive-vr` as supported and starts a session that SteamVR takes as its scene app. With the headset on, the WebXR samples scene and three.js's stereo 360 video demo showed in 3D (verified 2026-09-26, seccomp sandbox off). Started with `--remote-debugging-port=9222`, Chromium answers DevTools on loopback. **Verified 2026-09-25**, BUILD_ID 20260922.6101926. | Web video, [panels.md](panels.md) |
| **DeoVR (Steam app 837380, Windows/Unity) runs immersively** under Proton ARM64 + FEX: Unity's OpenVR XR plugin finds `OpenVR Headset(Steam Frame)` and the `frame_controller`, the GPU shows as Turnip Adreno 750, and AVPro Video decodes through `MF-MediaEngine-Hardware`. It played 7680×3840 and 8192×4096 H.265 VR180 SBS streams in dome/fisheye mode (`FirstFrameReady`). Unity's own `VideoPlayer` (used for grid thumbnails) fails with `0xc00d36bb`, so thumbnail previews stay blank. The first launch takes about 45 s (`ComputeShaders: InitAsync`). Log: `compatdata/837380/pfx/drive_c/users/steamuser/AppData/LocalLow/Deo VR/Deo VR/Player.log`. **Verified 2026-09-25**, BUILD_ID 20260922.6101926. | [vr-video.md](vr-video.md) |
| **A second Windows program can join a running Proton game.** Copy `WINEPREFIX`, `WINEDLLPATH`, `WINEDLLOVERRIDES`, `PATH` (Proton's `files/bin-arm64` comes first) and `DISPLAY` from `/proc/<game pid>/environ`, keeping your own `HOME` and the rest, and run `wine prog.exe` from an ordinary SSH shell. It shares the game's wineserver (outside the pressure-vessel container). Don't copy `WINESERVERSOCKET`, which is an inherited fd. A game's windows live on gamescope's X display for that app (`:1` for Gravitas), where the full-screen game keeps the pointer and focus: XTest clicks and restacking don't reach other windows, but `XSendEvent` button events sent to a window do. `xwd` captures WPF/DXVK windows but shows Vulkan game windows as black. **Verified 2026-09-29**, BUILD_ID 20260925.6191901, Proton 11.0-2c ARM64. | [mods.md](mods.md) |
| **Wolvic (VR browser APK) runs in Lepton against SteamVR's OpenXR**, with limits. The stock Lynx build aborts (`Runtime doesn't support selected swapChain color format`: it wants `GL_RGBA8`), and the stock Quest build fails with `XR_ERROR_API_VERSION_UNSUPPORTED`. Patching `DeviceDelegateOpenXR::GetSwapChainCreateInfo` in the Lynx build's `libnative-lib.so` to `GL_SRGB8_ALPHA8` (0x8C43) and re-signing fixes start-up. The Gecko engine then segfaults in `libxul`. The Chromium-engine build (Lynx v1.3-chromium) browses fine as an immersive app. Its page reports `isSessionSupported("immersive-vr") == true`, and `requestSession` succeeds, running about 36 rAF/s, but the headset shows **black** for WebXR content, or Wolvic's loading spinner that never clears, until the session is ended. Video decodes on the software `OMX.google.h264.decoder`. Tapping the URL bar's selection menu crashes it (no clipboard service). Open URLs with `am start -a VIEW -n com.igalia.wolvic/.VRBrowserActivity -d <url>` over the instance's ADB. DevTools is at `localabstract:content_shell_devtools_remote`. **Verified 2026-09-25**, BUILD_ID 20260922.6101926. | Web VR video, [apks.md](apks.md) |
| Tailscale runs without root as a userspace `tailscaled` user service (static arm64 build in `~/.local/share/tailscale`, lingering on). In userspace mode, inbound tailnet connections reach the Frame's **loopback**, so every port, including DevTools on 8080, is reachable from the tailnet. **Verified 2026-09-25.** | [tailscale.md](tailscale.md), `scripts/tailscale-on-frame.sh` |
| **T3 Code desktop runs natively.** The stock release `T3-Code-0.0.42-arm64.AppImage` in `~/Applications/T3CodeDesktop/` starts with no extra setup: glibc 2.39, `libfuse.so.2`, GTK 3, NSS and libsecret are on the image. `panel-on-frame.sh --name t3code-desktop -- '~/Applications/T3CodeDesktop/T3-Code.AppImage'` gives it its own panel (`valve.steam.desktopgame.2000281357`, `--ozone-platform=x11`). Its bundled server listens on `127.0.0.1:3773` and shows up in onboarding as the `frame` computer, with `passwordStore: gnome-libsecret`. The image has no agent CLI and no `node`. Agents run through the LAN CLIProxyAPI (`llm-proxy.lan:8317`, which resolves on the Frame). Claude Code 2.1.283 comes from `claude.ai/install.sh`, and Codex 0.157.1 from the `codex-aarch64-unknown-linux-musl` release tarball, both into `~/.local/bin`. `with-cliproxy` and a mode-600 `~/.config/cliproxyapi/secrets.env` are copied from the Mac. The wrappers `claude-cliproxy` and `codex-cliproxy` (a `-c model_provider=cliproxy`, `wire_api="responses"`, `env_key="CLIPROXY_API_KEY"`) are set as `providers.claudeAgent.binaryPath` and `providers.codex.binaryPath` in `~/.t3/userdata/settings.json`, and T3 picked that up without a restart. Through the wrappers, `claude auth status` reports `loggedIn: true` (`oauth_token`), and both CLIs answered a prompt with `kimi-k3`. `gamescopectl screenshot` captured another layer (the Lepton T3 app) rather than this panel. `DISPLAY=:0 xwd -id <win>` piped to `ffmpeg` captures the window itself (1920×1080). **Verified 2026-09-26**, BUILD_ID 20260922.6101926. | Running T3 Code as a host on the Frame |
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# Flat-to-VR mods and Beat Saber songs
**Status: feasibility work, not an installer.** Frame Control does not yet
manage mods or Beat Saber songs. [Issue #26](https://github.com/saphid/frame-control/issues/26)
stays open: neither UEVR injection nor Beat Saber custom-song playback has
been verified on this Frame. Alex has an owned copy on a Quest 2; that copy
has not been inspected. There is no Mods button until the underlying
install, playback and removal have been checked.
**Status: UEVR works from Frame Control for Unreal Engine games; Beat Saber
songs are blocked.** Installed games have a **VR mod** button. It installs
UEVR, starts the game with UEVR injected, and removes UEVR again. That whole
loop was run on a real Frame on 2026-09-29 with Gravitas, from the app's own
UI ([evidence](evidence/mods-2026-09-29.md)). The headset was unworn, so
the VR image, head tracking and controls haven't been seen yet. Beat Saber
custom songs need an owned Beat Saber on the Frame, which there isn't
([below](#beat-saber-songs-first)).
[Issue #26](https://github.com/saphid/frame-control/issues/26) stays open for those.
The mod manager must be Frame Control's own implementation. Mods and songs
are permitted third-party content; BSManager, ModsBeforeFriday, MO2 and other
@@ -15,27 +18,87 @@ unofficial mod mirrors are part of this work.
## Per-game support
Checked 2026-09-28 on SteamOS **0.4.1**, BUILD_ID **20260925.6191901**, aarch64,
with **Proton 11.0-2c ARM64** and SteamVR **2.18.1**. “Verified” describes only
Checked 2026-09-28 and 2026-09-29 on SteamOS **0.4.1**, BUILD_ID
**20260925.6191901**, aarch64, with **Proton 11.0-2c ARM64** and SteamVR **2.18.1**. “Verified” describes only
the observation stated, not a promise that the game is playable. “Documented”
means an upstream source describes it; “inferred” means it still needs a test.
| Game / build | Mod or content | Evidence and support status | Next check |
|---|---|---|---|
| Half-Life 2: VR Mod – Episode One, Steam 2177750, build 25413453 | Official Steam community mod, shared base depot 658920 build 25413418 | **Verified: startup only.** Already installed; launched through Proton ARM64. The stereo headset capture showed its first-time setup, and SteamVR loaded `bindings_frame.json`. Gameplay, controller interaction, fresh installation and removal are unverified. | Complete first-time setup and play a level before offering a tested install shortcut. |
| Gravitas, Steam 1067310, Windows | UEVR 1.05 | **Verified: prerequisites and windows only.** Free Steam install completed. The game produced a `SkyArk (64-bit, PCD3D_SM5)` window. UEVR needed .NET; with official .NET 6.0.36 libraries it produced a `UEVR` window. A combined run exited 1 with X11 errors before injection was verified. **Inferred: compatibility remains unknown**, not proven broken. | Retry during a stable headset session; verify injection, stereo scene output, controls and removal. |
| Gravitas, Steam 1067310, Windows, Unreal Engine 4 | UEVR 1.05, from Frame Control | **Verified 2026-09-29: installs, injects, SteamVR receives frames, removes cleanly.** Twelve cold **Play in VR** runs (33–35 s each), and the full cycle from the app's UI, all loaded `UEVRBackend.dll` into the game, with UEVR logging `Hooked DirectX 11` and `Requested runtime: openvr_api.dll`. SteamVR's compositor counted frame submits for `steam.app.1067310`. Remove restored the prefix to its pre-install file listing. **Not seen:** the stereo image, head tracking and controls (headset unworn). | Wear the headset: check the image, tracking, UEVR's in-headset menu and controller input. |
| Beat Saber, Steam 620980, Windows / Proton | Basic custom songs; later SongCore and version-matched mods | **Verified: absent from the 868-game library returned by this Frame.** Store metadata lists Windows, not Linux. **Documented:** the PC game reads basic maps from `Beat Saber_Data/CustomLevels` without a mod manager. Playback on Frame is unverified. | An already-owned, legitimately installed copy is required. Do not buy it as part of this task. |
| Beat Saber, claimed native ARM64 build | Custom songs / native mods | **Inferred: unverified.** The research mentions this build but supplies no verified official distributable or tested layout. CPU architecture alone does not identify Android versus Linux, the game version or the mod ABI. | Establish official provenance, ownership, binary type and version before touching files. Do not apply Quest patches to an unidentified build. |
| Beat Saber, Alex's Quest 2 copy | Custom songs / Android mods | **Documented: owner-reported copy on Quest 2**, currently charging. No APK, version or installed mods inspected; no Frame playback verified. This does not establish ownership of the Steam build. | When the Quest is available, inspect the owned copy's version and supported transfer path, then test Lepton/OpenXR compatibility without bypassing entitlement checks. |
| Beat Saber, Alex's Quest 2 copy | Custom songs / Android mods | **Documented: owner-reported copy on Quest 2.** Not reachable on 2026-09-29 (no device on `adb` from the Mac). No APK, version or installed mods inspected; no Frame playback verified. A Quest copy is a Meta store purchase; copying it to another headset would need its entitlement check to pass there, which this work won't work around. This does not establish ownership of the Steam build. | When the Quest is available, inspect the owned copy's version and supported transfer path, then test Lepton/OpenXR compatibility without bypassing entitlement checks. |
| Hogwarts Legacy, Steam 990080 | R.E.A.L. | **Verified: listed in this Frame's owned library, not installed.** Official release access and redistribution permission were not established; the referenced author Patreon page returned HTTP 403. No archive downloaded or game tested. | Obtain a current free release from the author and confirm its terms before any test. A news report saying “free” is not a redistribution grant. |
| Horizon Zero Dawn, Steam 1151640; Horizon Forbidden West, Steam 2420110 | R.E.A.L. | **Verified: both listed as owned, neither installed.** Same source/permission blocker as above; runtime support is unverified. | Check each game's supported version against an accessible official release. |
| Half-Life 2 VR / other OpenVR games | OpenComposite, per-game replacement | **Documented:** forwards OpenVR calls to OpenXR. **Inferred: Frame compatibility unknown.** Not installed or tested. HL2 VR reached setup with the shipped OpenVR path already. | Test a specific game and replacement DLL only if needed; preserve its original DLL. Never switch the shared headset's runtime globally. |
| Doom / Quake / Half-Life Team Beef ports | Author's VR ports plus separately owned or free game data | **Inferred: untested.** Android ARM64 support does not establish OpenXR extension or controller compatibility on Lepton. | Choose an official release and legally usable data set, then test that exact port. |
| Skyrim VR, Steam 611670 | SKSEVR / HIGGS / PLANCK stack | **Verified: Skyrim VR is absent from this library.** Owning flat Skyrim or Special Edition is not the VR game's entitlement. Runtime and mod support are unverified. | An already-owned VR copy and version-matched official mod releases are required. |
The [test record](evidence/mods-2026-09-28.md) distinguishes process startup,
visible output and failures. It also records a SteamVR restart during the
shared session, which prevents attributing the failed UEVR attempt to FEX.
The test records ([2026-09-28](evidence/mods-2026-09-28.md),
[2026-09-29](evidence/mods-2026-09-29.md)) distinguish process startup,
visible output, injection and failures.
## UEVR from Frame Control
![The VR mod dialog while UEVR runs in Gravitas](img/uevr-dialog.png)
**Get games → an installed game → VR mod.** The dialog says whether the game
can take UEVR, then offers **Install UEVR**, **▶ Play in VR** and **Remove
UEVR**. The server route is `POST /api/mods {"action": "status" | "install" |
"start" | "uninstall", "appid": …}`, and the work happens on the Frame in
[`ui/frame_mods.py`](../ui/frame_mods.py). It uses only the standard library,
like `frame_steam.py`.
- **Which games.** Unreal Engine games, recognised by their
`…/Binaries/Win64/*-Win64-Shipping.exe` (inferred as the general rule; checked
with Gravitas, and HL2 VR is correctly refused). The game needs a Proton
prefix, so it must have been played once.
- **Install.** Downloads praydog's [UEVR 1.05 release](https://github.com/praydog/UEVR/releases/tag/1.05)
and python.org's [Windows x64 embeddable Python 3.14.7](https://www.python.org/downloads/release/python-3147/).
Each is checked against a pinned SHA-256; Python's comes from python.org's
release-file API. Archives are unpacked into a staging folder, rejecting
entries that escape it, symlinks and oversized contents, then moved into
`<prefix>/drive_c/frame-control/` (about 47 MB). Nothing goes into the
game's own folder. A receipt in `~/.local/share/frame-control/mods/` lists
what to remove, including UEVR's own settings folders only if they didn't
exist before. Install and remove refuse while the game is running, and only
one mod action runs at a time.
- **Play in VR.** Launches the game through Steam if it isn't running and
waits for its window. It then runs a short script under that Python, with
the game's Proton, prefix and Wine settings read from the game process, so
both share one Wine session. The script repeats what UEVR's own injector does
when you press Inject with OpenVR chosen: load `UEVRPluginNullifier.dll` and
call its `nullify`, load `openvr_api.dll`, set `Frontend_RequestedRuntime` in
UEVR's per-game `config.txt`, then load `UEVRBackend.dll`. Each load is a
`LoadLibraryW` remote thread, as in the frontend's `Injector.cs`. `start`
then checks that `UEVRBackend.dll` is mapped into the game and reads
SteamVR's frame count for the app (`vrcmd --stats`).
- **Remove.** Deletes what the receipt lists, then the download cache once
no game uses it. Verified: the prefix's file listing matched its
pre-install state afterwards.
Why not UEVR's own injector (verified 2026-09-29):
- It's a .NET 6 WPF app, so it needs Microsoft's .NET runtimes (about 70 MB
of downloads) in the prefix.
- Under gamescope, the full-screen game keeps the pointer and focus. XTest
clicks, raising or refocusing the injector window don't change that, so in
the headset you can't click it. Sending X `ButtonPress`/`ButtonRelease`
events straight to its window does work.
- `--attach=<process>` didn't inject under Wine, and it didn't restore its
saved OpenVR choice.
- Driven that way, it injected in 6 of 8 cold starts. In a bad session every
new injector ignored input or never showed its window, even after
relaunching. Its process list reads each process's main window title, a
cross-process window message; a window that isn't answering would block its
UI thread (inferred from the frontend's source, not proven). Without a
`HOME` it also died in .NET at startup.
- Frame Control's own script injected in 12 of 12 cold starts through the API, in 33–35 s, and again from the UI.
- UEVR's DirectX 12 probing logs errors before it settles on DirectX 11 for
Gravitas, and some of its Unreal engine scans fail on this older UE4 game.
Neither stopped the injection.
## Beat Saber: songs first
@@ -62,7 +125,10 @@ or dependency for Frame Control.
## Requirements for our manager
These are **planned**, not implemented or verified:
For UEVR, items 1–5 are implemented in `frame_mods.py` and covered by
fake-library tests (`tests/test_mods.py`), apart from checking ownership
through Steam; item 6 is met for Gravitas. Beat Saber songs would need the
same, and none of it is built for them:
1. Resolve the selected Steam game's real library, installed build, executable
architecture and Proton prefix. Confirm ownership through Steam; a directory
@@ -91,7 +157,11 @@ These are **planned**, not implemented or verified:
- [UEVR 1.05 official release](https://github.com/praydog/UEVR/releases/tag/1.05)
and [author's usage instructions](https://github.com/praydog/UEVR#getting-started).
- [Microsoft .NET 6 release metadata](https://builds.dotnet.microsoft.com/dotnet/release-metadata/6.0/releases.json),
including the SHA-512 hashes used for the test runtimes.
including the SHA-512 hashes used for the injector tests.
- [UEVR frontend source](https://github.com/praydog/UEVR-Frontend): `UEVR/MainWindow.xaml.cs`
(`Inject_Clicked`) and `UEVR/Injector.cs`, the steps `frame_inject.py` follows.
- [python.org release-file API](https://www.python.org/api/v2/downloads/release_file/) for the
embeddable Python's `sha256_sum`.
- [OpenComposite's OpenXR branch](https://gitlab.com/znixian/OpenOVR/-/tree/openxr),
including per-game installation and the need to preserve original DLLs.
- [R.E.A.L. author post referenced by the research](https://www.patreon.com/realvr/posts/but-wheres-link-165840151)
+3 -3
View File
@@ -4,9 +4,9 @@ Frame Control's **Get games** section lists the games you own with each one's
Steam Frame rating, installs them on the Frame, and searches the Steam store.
This page covers how it works underneath, so you can do the same from a shell.
For flat-to-VR mods and Beat Saber custom songs, see the
[per-game feasibility table](mods.md). Mod support is separate from Steam's
Frame rating; there is no mod installer yet.
Installed Unreal Engine games also have a **VR mod** button that installs,
starts and removes UEVR; see [VR mods](mods.md) for how it works and the
per-game table. Mod support is separate from Steam's Frame rating.
## How it works
+4 -21
View File
@@ -21,20 +21,6 @@ The confidence labels are the same as in [ssh.md](ssh.md).
| **ADB + scrcpy (Lepton only)** | A mirror of the Android container | **Guess** | `brew install scrcpy android-platform-tools`, then `adb connect frame.local:5555` while Lepton Development is running ([adb_lepton](https://partner.steamgames.com/doc/steamhardware/steamframe/adb_lepton)), then `scrcpy`. This only shows Android apps, not SteamOS. |
| VNC server on the Frame (krfb / wayvnc) | A mirror of the Plasma desktop | **Inferred (SteamOS)** | Deck users run krfb in Desktop Mode ([one.vg](https://one.vg/blog/remote-control-your-steam-deck)). On the Frame, the in-headset desktop is a virtual screen, and krfb isn't known to be preinstalled. RDP and Steam Link cover this case, so it's not recommended. |
**RDP from Windows, verified 2026-09-30:** Windows 11 25H2's Remote Desktop
(`mstsc`) against BUILD_ID 20260925.6191901. xrdp picks TLS, not NLA, so
Remote Desktop never asks for a user or password. It warns that the certificate
(`www.xrdp.org`) can't be verified. After **Yes**, xrdp shows its own "Login to
frame" box with the username blank. Any user but `steamos` gets "User does not
exist, or could not be authenticated". Signing in as `steamos` with the
Developer Mode password opens a Plasma (X11) desktop within about 6 seconds.
It's a new session on display `:10`, separate from what the headset shows,
and it uses about 1.3 GB of the Frame's memory. Closing Remote Desktop leaves
it running, and the next sign-in reconnects to it. To end it, find its
session with `loginctl list-sessions` over SSH (its leader is `xrdp-sesexec`)
and run `loginctl terminate-session <id>`; the headset's own session keeps
running.
**Recommendation for A:** start with Steam Link for macOS, because Valve
documents it. Use Windows App (RDP) when you want a proper Linux desktop on the
Mac with keyboard, mouse, and clipboard.
@@ -151,13 +137,10 @@ 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).
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.)
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.
**Verified 2026-09-28** (SteamOS 0.4.1, build 20260925.6191901):
-81
View File
@@ -8,7 +8,6 @@ A fourth, a SteamOS VM, may come later ([issue #6](https://github.com/saphid/ste
| Unit tests (`tests/*.py`) | `python3 -m unittest discover -s tests` | Nothing | Parsing, validation, request guards; SSH and HTTP are mocked |
| Fake Frame (`tests/e2e`) | `scripts/e2e.sh` | Linux with Docker | The real server and scripts against a container that behaves like a Frame |
| Headset smoke test | `scripts/frame-smoke.sh` | A Frame on the `frame` alias | Install, launch and remove on the real device, recorded with its BUILD_ID |
| [Windows test VM](#windows-test-vm) | `scripts/windows-vm.sh` | A Linux machine with KVM and Docker | The Windows build on a real Windows desktop, against a real Frame when needed |
## Unit tests
@@ -187,86 +186,6 @@ refuses ids with a hyphen (`missing/invalid arguments`), which the fake had
accepted. The fake now refuses them the same way, and Frame Control makes ids
Steam accepts.
## Windows test VM
The unit tests run on Windows in CI, but the app itself doesn't. Anything that
depends on the Windows desktop (Remote Desktop, the installer, the bundled
Python, file dialogs) needs a real Windows machine. This is a Windows 11 VM in a
[dockur/windows](https://github.com/dockur/windows) container on a Linux machine
with KVM, driven from the Mac with `scripts/windows-vm.sh`.
Setting it up, once, on the Linux machine:
- **Windows comes from Microsoft.** The container downloads the Windows 11
image from Microsoft on first start. Windows runs unactivated, which is fine
for testing. Don't use activation workarounds or third-party Windows images.
- **Publish its ports on loopback only.** Map `127.0.0.1:2222:22` (SSH),
`127.0.0.1:8006:8006` (the web console) and, if you need it,
`127.0.0.1:13389:3389`. The Mac reaches them through `ssh -J`. Use
`restart: "no"` and `stop_grace_period: 2m` so it only runs when someone is
testing, and a `docker stop` shuts Windows down cleanly.
- **Give it SSH on first sign-in.** The container runs `/oem/install.bat`
once. Have it add the OpenSSH Server capability, start `sshd`, set PowerShell
as its default shell, and put a dedicated public key (for example
`~/.ssh/id_ed25519_winvm` on the Mac) in
`C:\ProgramData\ssh\administrators_authorized_keys`.
- Give it 4 cores, 8 GB of memory and a 32 GB disk. That's enough for the app
and the tests.
Using it, with `WINVM_HOST` set to the Linux machine's ssh alias:
```sh
scripts/windows-vm.sh up # start it and wait for SSH (1-2 minutes)
scripts/windows-vm.sh put Frame-Control-Setup-x64.exe
scripts/windows-vm.sh ps 'Start-Process "$env:USERPROFILE\Downloads\Frame-Control-Setup-x64.exe" /S -Wait'
scripts/windows-vm.sh shot screen.png # what's on its screen
scripts/windows-vm.sh click 723 359 # screen pixels, as in the screenshot
scripts/windows-vm.sh keys s t e a m o s ret # QEMU key names
scripts/windows-vm.sh down # shut Windows down
```
- **Clicks go through a scheduled task.** Commands over SSH run in a
session with no desktop, so `click` and `scroll` write the position to a
file, and a scheduled task running as the signed-in user replays it. The
VM's screen must be signed in; it is after `up`. Clicks and scrolls sent at
the same time run one after another. QEMU's own `mouse_move` is relative
and drifts, so the script doesn't use it.
- **Screenshots may not show the pointer.** Check the result of a click (a
menu that opens, a button that changes) rather than the pointer's position.
- **Windows' `ssh` waits for stdin.** The script closes it for every command.
Do the same if you run `ssh` in the VM by hand.
- **Starting the app.** Run Frame Control in the signed-in session, not over
SSH. Use its Start-menu shortcut via `click`, or a scheduled task like the
one `click` uses.
**Testing against a real Frame.** The VM reaches the headset on the LAN like
any other computer. Run **Set Up Connection** in the VM's Frame Control once;
that makes the VM's keys. So the VM doesn't keep access between test runs,
afterwards take the lines it added out of the headset's
`~/.ssh/authorized_keys`: the ones matching the VM's
`~/.ssh/id_ed25519_frame.pub` and, if pairing made one,
`~/.ssh/id_rsa_frame_devkit.pub`. Check that `ssh -o BatchMode=yes frame true`
in the VM now fails. Then, around each run:
```sh
scripts/windows-vm.sh frame-key add # let the VM's key into the headset
# ... test ...
scripts/windows-vm.sh frame-key remove # and take it out again
```
`add` appends the VM's key tagged `windows-vm-test`, unless the headset
already trusts that key through another line. `remove` deletes only the exact
line `add` wrote, so it doesn't undo what Set Up Connection did, and it leaves
the file alone if it can't rewrite it. Follow the shared-device
procedure in [Headset smoke test](#headset-smoke-test) before installing or
launching anything on the headset.
**Verified 2026-09-30:** Windows 11 Pro 25H2 (build 26200) against a Frame on
BUILD_ID 20260925.6191901. The script was used to install Frame Control 0.4.0,
connect it to the Frame and follow Remote Desktop through to the Frame's
desktop ([what it does](streaming.md#a-see-and-control-the-frame-from-the-mac)).
`frame-key` left `authorized_keys` byte-for-byte as it was.
## Owned media player
`tests/test_media.py` covers layout evidence and overrides, OU eye ordering,
+1 -2
View File
@@ -23,8 +23,7 @@ started=$SECONDS
print "==> Building fakeframe-frame (from $base) and fakeframe-host"
# Quiet when it works; if a build fails, build again with the full log so CI shows why.
# That second build also rides out a flaky package mirror: only its failure is fatal.
build() { docker build -q "$@" >/dev/null || docker build --progress=plain "$@" || exit 2 }
build() { docker build -q "$@" >/dev/null || { docker build --progress=plain "$@"; exit 2 } }
build --build-arg BASE="$base" -t fakeframe-frame -f tests/fakeframe/Containerfile tests/fakeframe
build -t fakeframe-host -f tests/fakeframe/host.Containerfile tests/fakeframe
-161
View File
@@ -1,161 +0,0 @@
#!/usr/bin/env zsh
# Mac or Linux: drive a Windows 11 test VM for Frame Control's Windows build.
# The VM is a dockur/windows container on another machine; this reaches it over
# SSH through that machine. See docs/testing.md#windows-test-vm.
#
# Usage: scripts/windows-vm.sh <command> [args]
# up | down | status start it (waits for SSH), shut Windows down cleanly, show state
# ps '<PowerShell>' run PowerShell as the VM's user
# put <file> [<dir>] copy a file in (default: the user's Downloads)
# shot <out.png> save the VM's screen
# click <x> <y> click screen pixel x,y in the signed-in session
# scroll <x> <y> <n> turn the wheel n notches at x,y (negative scrolls down)
# keys <key>... type QEMU key names: a, shift-a, ret, tab, esc, spc ...
# frame-key add|remove let the VM's Frame Control key into the headset (`frame`
# alias) for a test run, then take it out again
#
# Set WINVM_HOST to the ssh alias of the machine running the container. Optional:
# WINVM_CONTAINER (frame-winvm), WINVM_USER (frame), WINVM_PORT (2222: the VM's
# sshd, published on that machine's loopback), WINVM_KEY (~/.ssh/id_ed25519_winvm).
set -euo pipefail
setopt extendedglob
host=${WINVM_HOST:?set WINVM_HOST to the ssh alias of the machine running the VM}
ctr=${WINVM_CONTAINER:-frame-winvm}
user=${WINVM_USER:-frame}
port=${WINVM_PORT:-2222}
key=${WINVM_KEY:-$HOME/.ssh/id_ed25519_winvm}
opts=(-o ConnectTimeout=20 -o StrictHostKeyChecking=accept-new
-o UserKnownHostsFile=${TMPDIR:-/tmp}/windows-vm-known_hosts -i $key -J $host)
TAG=windows-vm-test # comment on the VM's key in the headset's authorized_keys
die() { print -u2 "windows-vm: $*"; exit 1 }
int() { [[ $1 == (-|)<-99999> ]] || die "not a whole number (up to 99999): $1" }
# These go into commands run by a shell on the other machine, so keep them plain.
for v in $host $ctr $user; do [[ $v == [A-Za-z0-9_.]##[A-Za-z0-9_.-]# ]] || die "not a plain name: $v"; done
[[ $port == <1-65535> ]] || die "WINVM_PORT isn't a port: $port"
# Windows' OpenSSH waits for stdin to close, so it always gets /dev/null. The
# script travels UTF-16 base64-encoded, so no quoting survives two shells.
vm_ps() {
local b64=$(print -rn -- "\$ProgressPreference = 'SilentlyContinue'"$'\n'"$1" |
iconv -f UTF-8 -t UTF-16LE | base64 | tr -d '\n')
ssh $opts -p $port $user@127.0.0.1 "powershell -NoProfile -NonInteractive -OutputFormat Text -EncodedCommand $b64" </dev/null
}
# QEMU's monitor inside the container: one command per line on stdin.
monitor() { ssh $host "docker exec -i $ctr nc -q 1 -U /run/shm/monitor.sock" >/dev/null }
# Input has to come from the signed-in desktop session, not SSH's session 0, so
# a scheduled task running as the user replays one click or wheel turn written
# to input.txt, then deletes the file to say it's done. Any error stops it
# before that, so the caller times out instead of reporting a click.
INPUT_PS1='$ErrorActionPreference = "Stop"
$a = (Get-Content "$PSScriptRoot\input.txt").Trim() -split "\s+"
Add-Type -Namespace WinVm -Name Input -MemberDefinition @"
[DllImport("user32.dll")] public static extern bool SetProcessDPIAware();
[DllImport("user32.dll")] public static extern bool SetCursorPos(int x, int y);
[DllImport("user32.dll")] public static extern void mouse_event(uint flags, int dx, int dy, int data, System.IntPtr extra);
"@
[WinVm.Input]::SetProcessDPIAware() | Out-Null
if (-not [WinVm.Input]::SetCursorPos([int]$a[0], [int]$a[1])) { throw "SetCursorPos failed" }
Start-Sleep -Milliseconds 150
if ($a[2] -eq "click") {
[WinVm.Input]::mouse_event(0x2, 0, 0, 0, [IntPtr]::Zero); Start-Sleep -Milliseconds 60
[WinVm.Input]::mouse_event(0x4, 0, 0, 0, [IntPtr]::Zero)
} else { [WinVm.Input]::mouse_event(0x800, 0, 0, 120 * [int]$a[3], [IntPtr]::Zero) }
Remove-Item "$PSScriptRoot\input.txt"'
pointer() { # x y click|wheel [notches]
local b64=$(print -rn -- $INPUT_PS1 | base64 | tr -d '\n')
vm_ps '$ErrorActionPreference = "Stop"
$d = Join-Path $env:LOCALAPPDATA "windows-vm"; $req = "$d\input.txt"; $mine = $false
# Giving up: end the helper first, or it could wake up and act in a later request.
function Abandon {
Stop-ScheduledTask -TaskName WindowsVmInput -ErrorAction SilentlyContinue
foreach ($i in 1..25) {
if ((Get-ScheduledTask -TaskName WindowsVmInput -ErrorAction SilentlyContinue).State -ne "Running") { break }
Start-Sleep -Milliseconds 200
}
Remove-Item $req -ErrorAction SilentlyContinue
}
trap { [Console]::Error.WriteLine("windows-vm: $_"); if ($mine) { Abandon }; exit 1 }
# One request at a time: the helper, the task and input.txt are shared. Windows
# frees the mutex when this process ends, however it ends.
$lock = New-Object Threading.Mutex($false, "windows-vm-input")
try { $mine = $lock.WaitOne(15000) } catch [Threading.AbandonedMutexException] { $mine = $true }
if (-not $mine) { [Console]::Error.WriteLine("windows-vm: another click or scroll is still in progress"); exit 1 }
New-Item -ItemType Directory -Force $d | Out-Null
[IO.File]::WriteAllText($req, "'"$*"'")
[IO.File]::WriteAllText("$d\input.ps1", [Text.Encoding]::UTF8.GetString([Convert]::FromBase64String("'$b64'")))
$act = New-ScheduledTaskAction -Execute powershell.exe -Argument "-NoProfile -WindowStyle Hidden -ExecutionPolicy Bypass -File `"$d\input.ps1`""
$who = New-ScheduledTaskPrincipal -UserId $env:USERNAME -LogonType Interactive
Register-ScheduledTask -TaskName WindowsVmInput -Action $act -Principal $who -Force | Out-Null
Start-ScheduledTask -TaskName WindowsVmInput
foreach ($i in 1..50) { if (-not (Test-Path $req)) { exit 0 }; Start-Sleep -Milliseconds 200 }
Abandon
[Console]::Error.WriteLine("windows-vm: no input after 10 s: is $env:USERNAME signed in on the VM screen, and is x,y on it?"); exit 1'
}
(( $# )) || die "usage: see the top of $0"
cmd=$1; shift
case $cmd in
up)
ssh $host "docker start $ctr" >/dev/null
for i in {1..60}; do
vm_ps 'exit 0' 2>/dev/null && { print "up"; exit 0 }
sleep 5
done
die "Windows didn't answer on SSH within 5 minutes" ;;
down) # the container turns SIGTERM into an ACPI shutdown and waits for Windows
ssh $host "docker stop -t 150 $ctr" >/dev/null && print "down" ;;
status) ssh $host "docker ps -a --filter 'name=^$ctr\$' --format '{{.Names}}: {{.Status}}'" ;;
ps) (( $# == 1 )) || die "usage: ps '<PowerShell>'"; vm_ps "$1" ;;
put)
[[ -f ${1:-} ]] || die "usage: put <file> [<dir>]"
scp -q $opts -P $port $1 "$user@127.0.0.1:${2:-C:/Users/$user/Downloads}/${1:t}" </dev/null ;;
shot)
(( $# == 1 )) || die "usage: shot <out.png>"
print "screendump /tmp/windows-vm-shot.ppm" | monitor
sleep 1
ssh $host "docker exec $ctr sh -c 'cat /tmp/windows-vm-shot.ppm && rm /tmp/windows-vm-shot.ppm'" | python3 -c '
import re, struct, sys, zlib
d = sys.stdin.buffer.read()
m = re.match(rb"P6\s+(\d+)\s+(\d+)\s+255\s", d) or sys.exit("windows-vm: no screen dump")
w, h = int(m[1]), int(m[2]); px = d[m.end():]
raw = b"".join(b"\0" + px[y * w * 3:(y + 1) * w * 3] for y in range(h))
chunk = lambda t, b: struct.pack(">I", len(b)) + t + b + struct.pack(">I", zlib.crc32(t + b))
open(sys.argv[1], "wb").write(b"\x89PNG\r\n\x1a\n" + chunk(b"IHDR", struct.pack(">IIBBBBB", w, h, 8, 2, 0, 0, 0))
+ chunk(b"IDAT", zlib.compress(raw)) + chunk(b"IEND", b""))
' $1
print $1 ;;
click) (( $# == 2 )) || die "usage: click <x> <y>"; int $1; int $2; pointer $1 $2 click ;;
scroll) (( $# == 3 )) || die "usage: scroll <x> <y> <n>"; int $1; int $2; int $3; pointer $1 $2 wheel $3 ;;
keys)
(( $# )) || die "usage: keys <key>..."
for k; do [[ $k == [a-z0-9_.,/=-]## ]] || die "not a QEMU key name: $k"; done
for k; do print "sendkey $k"; done | monitor ;;
frame-key)
[[ ${1:-} == (add|remove) ]] || die "usage: frame-key add|remove"
pub=(${=$(vm_ps 'Get-Content (Join-Path $env:USERPROFILE ".ssh\id_ed25519_frame.pub")' | tr -d '\r')})
[[ ${pub[1]:-} == ssh-ed25519 && ${pub[2]:-} == [A-Za-z0-9+/=]## ]] ||
die "the VM has no Frame Control key yet: run Set Up Connection in the app first"
# $1: add|remove, $2: the key's base64, $3: the exact line this script owns.
ssh frame "sh -s -- $1 '$pub[2]' '$pub[1] $pub[2] $TAG'" <<'EOF'
f=~/.ssh/authorized_keys
if [ "$1" = add ]; then
if grep -qxF "$3" "$f"; then exit 0; fi
if grep -qF "$2" "$f"; then echo "the headset already trusts this key through another entry; left as it is"; exit 0; fi
[ -z "$(tail -c 1 "$f")" ] || echo >> "$f" # a last line without a newline would swallow ours
echo "$3" >> "$f"
else
t=$(mktemp "$f.XXXXXX") || exit 1
grep -vxF "$3" "$f" > "$t" # 0: lines left, 1: none left, more: couldn't read or write
if [ $? -gt 1 ] || ! chmod 600 "$t" || ! mv "$t" "$f"; then
rm -f "$t"; echo "couldn't rewrite $f; it's unchanged" >&2; exit 1
fi
fi
EOF
print "frame-key $1: done" ;;
*) die "unknown command: $cmd (see the top of $0)" ;;
esac
+8 -29
View File
@@ -121,27 +121,7 @@ class LauncherTests(unittest.TestCase):
FIXTURES = ROOT / 'tests/fixtures/library'
def wait_for_idle_resolvers(timeout=10):
# Name lookups that outlast their deadline give their slot back from their own thread,
# which a busy runner may not schedule before the next test; wait until all are back.
from apk_sources import _images
held = []
try:
end = time.monotonic() + timeout
while _images._resolvers.acquire(timeout=max(0, end - time.monotonic())):
held.append(1)
if len(held) == 4:
return
raise AssertionError('artwork name lookups from an earlier test are still running')
finally:
for _ in held:
_images._resolvers.release()
class ArtworkTests(unittest.TestCase):
def setUp(self):
wait_for_idle_resolvers()
def test_source_inputs_and_url(self):
from apk_sources import _images
data = (FIXTURES / 'icon.png').read_bytes()
@@ -252,7 +232,10 @@ class ArtworkTests(unittest.TestCase):
self.assertEqual(sum('Too many' in e for e in errors), 2)
finally:
gate.set()
wait_for_idle_resolvers() # the stuck lookups finished and gave their slots back
deadline = time.monotonic() + 5
while time.monotonic() < deadline and not _images._resolvers.acquire(blocking=False):
time.sleep(0.01)
_images._resolvers.release() # the stuck lookups finished and gave their slots back
def test_resolver_slot_released_when_thread_cannot_start(self):
from apk_sources import _images
@@ -260,14 +243,10 @@ class ArtworkTests(unittest.TestCase):
for _ in range(6):
with self.assertRaises(RuntimeError):
_images.get('https://example.org/a.png', deadline=time.monotonic() + 1)
held = 0
try:
while held < 4 and _images._resolvers.acquire(blocking=False):
held += 1
self.assertEqual(held, 4) # every slot came back
finally:
for _ in range(held): # even on failure, so later tests don't inherit the leak
_images._resolvers.release()
for _ in range(4): # every slot came back
self.assertTrue(_images._resolvers.acquire(blocking=False))
for _ in range(4):
_images._resolvers.release()
def test_deadline_covers_name_resolution(self):
import threading
-255
View File
@@ -18,7 +18,6 @@ import tempfile
import threading
import time
import unittest
from unittest import mock
from pathlib import Path
ROOT = Path(__file__).resolve().parent.parent
@@ -632,257 +631,3 @@ 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_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_queue_is_bounded_and_dropped_on_error(self):
self.s._input = self.Agent(sent=False, state="error")
self.s.remote_input({"events": [{"key": "é"}] * 150})
self.s.remote_input({"events": [{"key": "é"}] * 150})
self.settle()
self.assertEqual(self.s._kde_queue, [])
self.s._input = self.Agent(sent=False, state="starting")
self.s.KDE_WAIT = 0.3
self.s.remote_input({"events": [{"key": "é"}] * 150})
self.s.remote_input({"events": [{"key": "é"}] * 150})
self.assertLessEqual(len(self.s._kde_queue), self.s.KDE_QUEUE_LIMIT)
self.settle()
self.assertEqual(self.s._kde_queue, [])
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 test_trimming_while_sending_doesnt_drop_unsent_events(self):
slow = self.Agent()
gate = threading.Event()
send = slow.send
def held(events):
gate.wait(5)
return send(events)
slow.send = held
self.s._input = slow
self.s.remote_input({"events": [{"key": "é"}] * 150})
time.sleep(0.2) # the worker has taken its 150 and is mid-send
self.s.remote_input({"events": [{"key": "ü"}] * 150})
gate.set()
self.settle()
sent = self.typed()
self.assertEqual(sent[:150], [{"key": "é"}] * 150)
self.assertEqual(sent[150:], [{"key": "ü"}] * 150) # none of the new ones went missing
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 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_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, [])
+337
View File
@@ -0,0 +1,337 @@
"""VR mod (UEVR) checks that need no headset or network: a fake Steam library on disk.
Run: python3 -m unittest discover -s tests
"""
import hashlib
import io
import itertools
import json
import stat
import subprocess
import sys
import tempfile
import unittest
import zipfile
from pathlib import Path
from unittest import mock
ROOT = Path(__file__).resolve().parent.parent
sys.path.insert(0, str(ROOT / "ui"))
import frame_mods # noqa: E402
import test_server # noqa: E402 (not `from … import`, or unittest runs ServerGuards twice)
APPID = 1067310
def zip_bytes(files, links=()):
buf = io.BytesIO()
with zipfile.ZipFile(buf, "w") as z:
for name, data in files.items():
z.writestr(name, data)
for name in links:
info = zipfile.ZipInfo(name)
info.external_attr = (stat.S_IFLNK | 0o777) << 16
z.writestr(info, "/etc/passwd")
return buf.getvalue()
@unittest.skipIf(sys.platform == "win32", "the helper runs on the Frame (Linux): /proc, flock and POSIX prefix paths")
class FakeLibrary(unittest.TestCase):
"""A Steam library with Gravitas's real layout, and pinned downloads served from memory."""
def setUp(self):
tmp = tempfile.TemporaryDirectory()
self.addCleanup(tmp.cleanup)
home = Path(tmp.name)
self.steam = home / ".local/share/Steam"
apps = self.steam / "steamapps"
(apps / "common/Gravitas/SkyArk/Binaries/Win64").mkdir(parents=True)
(apps / "common/Gravitas/SkyArk/Binaries/Win64/Drop-Win64-Shipping.exe").write_bytes(b"MZ" * 100)
(apps / "common/Gravitas/Drop.exe").write_bytes(b"MZ")
self.prefix = apps / f"compatdata/{APPID}/pfx"
for sub in ("Roaming", "Local"):
(self.prefix / "drive_c/users/steamuser/AppData" / sub).mkdir(parents=True)
(apps / f"appmanifest_{APPID}.acf").write_text(
f'"AppState"\n{{\n\t"appid"\t\t"{APPID}"\n\t"name"\t\t"Gravitas"\n\t"installdir"\t\t"Gravitas"\n}}\n')
for name, value in (("STEAM", self.steam), ("CACHE", home / ".cache/frame-control/mods"),
("RECEIPTS", home / ".local/share/frame-control/mods")):
p = mock.patch.object(frame_mods, name, value)
p.start()
self.addCleanup(p.stop)
self.running = None
p = mock.patch.object(frame_mods, "game_pid", side_effect=lambda exe: self.running)
p.start()
self.addCleanup(p.stop)
self.downloads = {frame_mods.UEVR["url"]: zip_bytes({"UEVRInjector.exe": b"MZ", "UEVRBackend.dll": b"MZ",
"openvr_api.dll": b"MZ"})}
self.downloads[frame_mods.PYTHON["url"]] = zip_bytes({"python.exe": b"MZ", "python314.zip": b"PK"})
self.pin(self.downloads)
def pin(self, downloads):
"""Serve these bytes and pin their real hashes in place of the published ones."""
for name in ("UEVR", "PYTHON"):
pinned = getattr(frame_mods, name)
p = mock.patch.object(frame_mods, name,
dict(pinned, sha256=hashlib.sha256(downloads[pinned["url"]]).hexdigest()))
p.start()
self.addCleanup(p.stop)
p = mock.patch.object(frame_mods.urllib.request, "urlopen",
side_effect=lambda url, timeout: io.BytesIO(downloads[url]))
self.urlopen = p.start()
self.addCleanup(p.stop)
def managed(self):
return self.prefix / "drive_c/frame-control"
class Status(FakeLibrary):
def test_unreal_game_is_eligible_and_not_installed(self):
st = frame_mods.status(APPID)
self.assertEqual((st["eligible"], st["exe"], st["installed"], st["running"], st["prefix"]),
(True, "Drop-Win64-Shipping.exe", False, False, True))
def test_game_without_unreal_binary_is_refused(self):
(self.steam / "steamapps/common/Gravitas/SkyArk/Binaries/Win64/Drop-Win64-Shipping.exe").unlink()
self.assertFalse(frame_mods.status(APPID)["eligible"])
with self.assertRaisesRegex(frame_mods.Fail, "Unreal Engine"):
frame_mods.install(APPID)
self.urlopen.assert_not_called()
def test_uninstalled_game(self):
with self.assertRaisesRegex(frame_mods.Fail, "isn't installed"):
frame_mods.status(620)
class InstallUninstall(FakeLibrary):
def test_install_then_uninstall_leaves_prefix_as_found(self):
before = sorted(p.relative_to(self.prefix) for p in self.prefix.rglob("*"))
res = frame_mods.install(APPID)
self.assertTrue(res["installed"])
self.assertTrue((self.managed() / "uevr-1.05/UEVRBackend.dll").is_file())
self.assertTrue((self.managed() / "python-3.14.7/python.exe").is_file())
self.assertIn("UEVRBackend.dll", (self.managed() / "python-3.14.7/frame_inject.py").read_text())
self.assertFalse(list(self.managed().glob(".staging-*")))
# What UEVR writes on its first injection.
roaming = self.prefix / "drive_c/users/steamuser/AppData/Roaming/UnrealVRMod/Drop-Win64-Shipping"
roaming.mkdir(parents=True)
(roaming / "log.txt").write_text("x")
(self.prefix / "drive_c/users/steamuser/AppData/Local/praydog/x").mkdir(parents=True)
frame_mods.uninstall(APPID)
after = sorted(p.relative_to(self.prefix) for p in self.prefix.rglob("*"))
self.assertEqual(after, before)
self.assertFalse(frame_mods.CACHE.exists(), "the downloads go once no game uses them")
self.assertIsNone(frame_mods.read_receipt(APPID))
def test_existing_uevr_settings_survive_uninstall(self):
profile = self.prefix / "drive_c/users/steamuser/AppData/Roaming/UnrealVRMod/Drop-Win64-Shipping"
profile.mkdir(parents=True)
(profile / "config.txt").write_text("mine")
frame_mods.install(APPID)
frame_mods.uninstall(APPID)
self.assertEqual((profile / "config.txt").read_text(), "mine")
def test_second_install_is_a_no_op(self):
frame_mods.install(APPID)
calls = self.urlopen.call_count
self.assertIn("already installed", frame_mods.install(APPID)["message"])
self.assertEqual(self.urlopen.call_count, calls)
def test_refuses_while_game_runs(self):
self.running = 4242
with self.assertRaisesRegex(frame_mods.Fail, "running"):
frame_mods.install(APPID)
self.running = None
frame_mods.install(APPID)
self.running = 4242
with self.assertRaisesRegex(frame_mods.Fail, "running"):
frame_mods.uninstall(APPID)
self.assertTrue((self.managed() / "uevr-1.05").is_dir())
def test_needs_a_prefix(self):
import shutil
shutil.rmtree(self.prefix.parent)
with self.assertRaisesRegex(frame_mods.Fail, "play it once"):
frame_mods.install(APPID)
def test_receipt_cannot_point_outside_the_prefix(self):
frame_mods.install(APPID)
r = frame_mods.read_receipt(APPID)
victim = self.steam / "steamapps/common/Gravitas"
r["remove"].append(str(self.prefix / "../../../common/Gravitas"))
frame_mods.receipt_path(APPID).write_text(json.dumps(r))
with self.assertRaisesRegex(frame_mods.Fail, "didn't create"):
frame_mods.uninstall(APPID)
self.assertTrue(victim.is_dir())
self.assertTrue((self.managed() / "uevr-1.05").is_dir(), "nothing removed when the receipt is bad")
def test_receipt_cannot_delete_other_things_in_the_prefix(self):
frame_mods.install(APPID)
r = frame_mods.read_receipt(APPID)
users = self.prefix / "drive_c/users"
r["remove"].append(str(users))
frame_mods.receipt_path(APPID).write_text(json.dumps(r))
with self.assertRaisesRegex(frame_mods.Fail, "didn't create"):
frame_mods.uninstall(APPID)
self.assertTrue(users.is_dir())
def test_failed_removal_keeps_the_receipt(self):
frame_mods.install(APPID)
with mock.patch.object(frame_mods.shutil, "rmtree"): # e.g. a permission error, swallowed
with self.assertRaisesRegex(frame_mods.Fail, "couldn't remove"):
frame_mods.uninstall(APPID)
self.assertIsNotNone(frame_mods.read_receipt(APPID), "Remove can be tried again")
frame_mods.uninstall(APPID)
self.assertFalse(self.managed().exists())
def test_receipt_cannot_name_another_prefix(self):
frame_mods.install(APPID)
r = frame_mods.read_receipt(APPID)
r["prefix"] = "/"
frame_mods.receipt_path(APPID).write_text(json.dumps(r))
with self.assertRaisesRegex(frame_mods.Fail, "isn't app"):
frame_mods.uninstall(APPID)
self.assertTrue((self.managed() / "uevr-1.05").is_dir())
class Downloads(FakeLibrary):
def test_hash_mismatch_deletes_and_installs_nothing(self):
self.downloads[frame_mods.UEVR["url"]] = zip_bytes({"UEVRBackend.dll": b"tampered"})
with self.assertRaisesRegex(frame_mods.Fail, "doesn't match"):
frame_mods.install(APPID)
self.assertFalse((frame_mods.CACHE / "UEVR.zip").exists())
self.assertFalse(self.managed().exists())
self.assertIsNone(frame_mods.read_receipt(APPID))
def test_archive_escaping_its_folder_is_refused(self):
for bad in (zip_bytes({"UEVRBackend.dll": b"MZ", "../../evil.dll": b"MZ"}),
zip_bytes({"UEVRBackend.dll": b"MZ"}, links=["openvr_api.dll"])):
downloads = dict(self.downloads, **{frame_mods.UEVR["url"]: bad})
self.pin(downloads)
with self.subTest(), self.assertRaises(frame_mods.Fail):
frame_mods.install(APPID)
self.assertFalse((self.prefix / "drive_c/evil.dll").exists())
self.assertFalse(list(self.managed().glob("*")) if self.managed().exists() else [])
import shutil
shutil.rmtree(frame_mods.CACHE, ignore_errors=True)
def test_oversized_archive_is_refused(self):
with mock.patch.object(frame_mods, "MAX_UNPACKED", 3):
with self.assertRaisesRegex(frame_mods.Fail, "more than expected"):
frame_mods.install(APPID)
def test_oversized_download_is_stopped(self):
with mock.patch.object(frame_mods, "MAX_DOWNLOAD", 10):
with self.assertRaisesRegex(frame_mods.Fail, "bigger than expected"):
frame_mods.install(APPID)
self.assertFalse(list(frame_mods.CACHE.glob("*")))
class Actions(FakeLibrary):
def test_one_change_at_a_time(self):
import fcntl
lock = Path(tempfile.mkdtemp()) / "mods.lock"
with mock.patch.object(frame_mods, "LOCK", lock), open(lock, "w") as held:
fcntl.flock(held, fcntl.LOCK_EX)
with self.assertRaisesRegex(frame_mods.Fail, "another mod action"):
frame_mods.main(["install", str(APPID)])
self.assertFalse(frame_mods.status(APPID)["installed"])
self.assertEqual(frame_mods.main(["status", str(APPID)])["appid"], APPID, "status never waits")
def test_zero_frames_is_an_answer(self):
stats = json.dumps([{"key": f"steam.app.{APPID}", "frame_submits": 0}, {"operation": "status"}])
with mock.patch.object(frame_mods.subprocess, "run", return_value=mock.Mock(stdout=stats)):
self.assertEqual(frame_mods.wait("frames", 5, lambda: frame_mods.frame_submits(APPID)), 0)
with mock.patch.object(frame_mods.subprocess, "run", return_value=mock.Mock(stdout='{"odd": 1}')):
self.assertIsNone(frame_mods.frame_submits(APPID))
class Start(FakeLibrary):
def environ(self, text):
"""The game's /proc/<pid>/environ; every other file reads normally."""
real = frame_mods.Path.read_text
return mock.patch.object(frame_mods.Path, "read_text", autospec=True, side_effect=lambda path, *a, **k:
text if str(path).startswith("/proc/") else real(path, *a, **k))
def test_needs_install_first(self):
with self.assertRaisesRegex(frame_mods.Fail, "isn't installed"):
frame_mods.start(APPID)
def run_start(self, reply, loaded=(False, True, True, True)):
frame_mods.install(APPID)
self.running = 4242
env = "WINEPREFIX=/x\0DISPLAY=:1\0WINESERVERSOCKET=17\0PATH=/p\0"
with self.environ(env), \
mock.patch.object(frame_mods, "loaded", side_effect=list(loaded) + [True] * 5), \
mock.patch.object(frame_mods, "x11_windows", return_value=[(1, "SkyArk", 1280)]), \
mock.patch.object(frame_mods.subprocess, "run", return_value=mock.Mock(stdout=reply, stderr="")) as run, \
mock.patch.object(frame_mods, "frame_submits", return_value=7), \
mock.patch.object(frame_mods.time, "sleep"):
return frame_mods.start(APPID), run
def test_injects_with_the_games_wine_settings(self):
res, run = self.run_start('noise\n{"pid": 320}\n')
self.assertEqual((res["frame_submits"], res["message"]), (7, "UEVR injected into Gravitas; SteamVR is receiving its frames"))
cmd, env = run.call_args.args[0], run.call_args.kwargs["env"]
self.assertEqual(cmd[:2], ["wine", "C:\\frame-control\\python-3.14.7\\python.exe"])
self.assertEqual(cmd[3:], ["Drop-Win64-Shipping.exe", "C:\\frame-control\\uevr-1.05",
"C:\\users\\steamuser\\AppData\\Roaming\\UnrealVRMod\\Drop-Win64-Shipping"])
self.assertEqual(env["WINEPREFIX"], "/x")
self.assertNotIn("WINESERVERSOCKET", env, "an inherited fd number means nothing to a new process")
self.assertIn("HOME", env, "fontconfig needs a HOME for its cache")
def test_reports_the_injection_error(self):
with self.assertRaisesRegex(frame_mods.Fail, "couldn't open"):
self.run_start('{"error": "couldn\'t open Drop-Win64-Shipping.exe (5)"}\n')
def test_success_is_checked_in_the_game(self):
with self.assertRaisesRegex(frame_mods.Fail, "has no UEVRBackend.dll"):
with mock.patch.object(frame_mods.time, "time", side_effect=itertools.count(0, 5)):
self.run_start('{"pid": 320}\n', loaded=[False] * 40)
def test_inject_script_is_valid_python(self):
compile(frame_mods.INJECT_PY, "frame_inject.py", "exec")
class Helper(unittest.TestCase):
@unittest.skipIf(sys.platform == "win32", "uninstall takes the flock lock, which only exists on the Frame (Linux)")
def test_unexpected_errors_are_still_json(self):
# A receipt from another version, without "exe": a KeyError, not a traceback.
script = (ROOT / "ui" / "frame_mods.py").read_text().replace(
"def read_receipt(appid):", "def read_receipt(appid):\n return {'prefix': '/x'}\n\n\ndef _unused(appid):")
out = subprocess.run([sys.executable, "-", "uninstall", "1"], input=script,
capture_output=True, text=True, timeout=30, env={"HOME": tempfile.mkdtemp()})
self.assertEqual(out.returncode, 1, out.stderr)
self.assertIn("KeyError", json.loads(out.stdout)["error"])
def test_bad_usage_prints_json_error(self):
for args in ([], ["install"], ["install", "12x"], ["remove", "620"]):
out = subprocess.run([sys.executable, str(ROOT / "ui" / "frame_mods.py"), *args],
capture_output=True, text=True, timeout=30)
self.assertEqual(out.returncode, 1, args)
self.assertIn("error", json.loads(out.stdout), args)
class ModRoutes(test_server.ServerGuards):
"""Reuses ServerGuards' server (unresolvable SSH alias); validation runs before any SSH."""
def test_mod_input_validation(self):
for body in ({"action": "install", "appid": "1; reboot"}, {"action": "install", "appid": ""},
{"action": "delete", "appid": "1067310"}, {"appid": "1067310"}):
status, payload = self.post("/api/mods", body)
self.assertEqual(status, 400, f"{body} -> {payload}")
def test_needs_custom_header(self):
self.assertEqual(self.request("POST", "/api/mods", {"action": "status", "appid": "1"})[0], 403)
def test_runs_the_mods_helper_with_its_timeout(self):
import server
with mock.patch.object(server, "steam_frame", return_value={"ok": 1}) as run:
self.assertEqual(server.mods({"action": "install", "appid": "1067310"}), {"ok": 1})
run.assert_called_once_with("install", "1067310", timeout=600, script="frame_mods.py")
for name in [n for n in dir(test_server.ServerGuards) if n.startswith("test_")]:
setattr(ModRoutes, name, None)
-8
View File
@@ -150,14 +150,6 @@ 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)
+532
View File
@@ -0,0 +1,532 @@
#!/usr/bin/env python3
"""Runs ON the Frame (piped over SSH): UEVR, a flat-to-VR mod for Unreal games.
Usage: python3 - status APPID # can UEVR run here, is it installed, is the game running
python3 - install APPID # download the pinned official release into the game's prefix
python3 - start APPID # launch the game if needed, inject UEVR, confirm SteamVR frames
python3 - uninstall APPID # remove exactly what install (and UEVR's first run) created
Prints one JSON object. Errors are {"error": "..."} with exit status 1.
Verified 2026-09-29 on SteamOS 0.4.1 (build 20260925.6191901), Proton 11.0
ARM64 and SteamVR 2.18.1 with Gravitas (1067310): after injection the game has
UEVRBackend.dll loaded and SteamVR counts frame submits for it. Stereo image,
head tracking and controls were not seen: the headset was unworn (docs/mods.md).
UEVR's own injector (a .NET WPF app) is not used. Under Wine and FEX it hung
or ignored input in about one session in four, and gamescope keeps real input
away from it. Instead the official Windows embeddable Python runs INJECT_PY in
the game's Wine session, doing what the injector does on Inject.
Nothing here is bundled. UEVR comes from praydog's GitHub release and Python
from python.org, each checked against a pinned hash. Files live in
<prefix>/drive_c/frame-control, never in the game's own folder, and a receipt
records what to remove.
"""
import hashlib
import json
import os
import re
import shutil
import subprocess
import sys
import time
import urllib.request
import zipfile
from pathlib import Path
HOME = Path.home()
STEAM = HOME / ".local/share/Steam"
CACHE = HOME / ".cache/frame-control/mods"
RECEIPTS = HOME / ".local/share/frame-control/mods"
LOCK = Path("/tmp/frame-control-mods.lock") # tmpfs: gone at reboot, never left in ~
VRCMD = "/opt/steamvr/bin/linuxarm64/vrcmd"
MANAGED = "frame-control" # drive_c/<this> inside the game's prefix
UEVR = {"version": "1.05", "dir": "uevr-1.05",
"url": "https://github.com/praydog/UEVR/releases/download/1.05/UEVR.zip",
"sha256": "af4f2f91306802d7ee4e8497d483a547ac8e9a3067dbafb81324100524215d3c"}
# Windows x64 embeddable Python, to run INJECT_PY. Hash from python.org's
# release-file API (sha256_sum).
PYTHON = {"version": "3.14.7", "dir": "python-3.14.7",
"url": "https://www.python.org/ftp/python/3.14.7/python-3.14.7-embed-amd64.zip",
"sha256": "d297e5ff019966817ad8502465176139f2d3d840fa4ed84b13bed399a6ab1f15"}
MAX_UNPACKED = 200 << 20 # the two archives unpack to about 50 MB
MAX_DOWNLOAD = 50 << 20 # each archive is 7–13 MB
# The game's environment a second program needs to join its Wine session. Not
# WINESERVERSOCKET and friends: those are inherited file descriptors.
GAME_ENV = re.compile(r"(WINEPREFIX|WINEDLLPATH|WINEDLLOVERRIDES|WINEFSYNC|WINEDEBUG|PATH|DISPLAY|"
r"XDG_RUNTIME_DIR|PROTON_VR_RUNTIME|FEX_APP_CONFIG|FEX_APP_CONFIG_LOCATION|"
r"SteamAppId|SteamGameId|STEAM_COMPAT_DATA_PATH|WINE_LARGE_ADDRESS_AWARE)=")
# Runs under Windows Python in the game's Wine session: the steps of UEVR
# 1.05's frontend (UEVR/MainWindow.xaml.cs Inject_Clicked, UEVR/Injector.cs)
# with "Nullify VR plugins" on and the OpenVR runtime. Prints one JSON line.
INJECT_PY = r"""
import ctypes, json, os, sys
from ctypes import wintypes as W
exe, uevr, profile = sys.argv[1:4]
k32 = ctypes.WinDLL("kernel32", use_last_error=True)
H, P, SZ = W.HANDLE, ctypes.c_void_p, ctypes.c_size_t
for name, res, args in (
("OpenProcess", H, [W.DWORD, W.BOOL, W.DWORD]),
("CloseHandle", W.BOOL, [H]),
("VirtualAllocEx", P, [H, P, SZ, W.DWORD, W.DWORD]),
("VirtualFreeEx", W.BOOL, [H, P, SZ, W.DWORD]),
("WriteProcessMemory", W.BOOL, [H, P, P, SZ, P]),
("CreateRemoteThread", H, [H, P, SZ, P, P, W.DWORD, P]),
("WaitForSingleObject", W.DWORD, [H, W.DWORD]),
("GetModuleHandleW", W.HMODULE, [W.LPCWSTR]),
("LoadLibraryW", W.HMODULE, [W.LPCWSTR]),
("FreeLibrary", W.BOOL, [W.HMODULE]),
("GetProcAddress", P, [W.HMODULE, ctypes.c_char_p]),
("CreateToolhelp32Snapshot", H, [W.DWORD, W.DWORD]),
("Process32FirstW", W.BOOL, [H, P]), ("Process32NextW", W.BOOL, [H, P]),
("Module32FirstW", W.BOOL, [H, P]), ("Module32NextW", W.BOOL, [H, P])):
fn = getattr(k32, name)
fn.restype, fn.argtypes = res, args
INVALID = ctypes.c_void_p(-1).value
class Entry(ctypes.Structure): # PROCESSENTRY32W
_fields_ = [("size", W.DWORD), ("usage", W.DWORD), ("pid", W.DWORD), ("heap", ctypes.c_void_p),
("module", W.DWORD), ("threads", W.DWORD), ("parent", W.DWORD), ("prio", ctypes.c_long),
("flags", W.DWORD), ("name", W.WCHAR * 260)]
class Module(ctypes.Structure): # MODULEENTRY32W
_fields_ = [("size", W.DWORD), ("mid", W.DWORD), ("pid", W.DWORD), ("glbl", W.DWORD), ("proc", W.DWORD),
("base", ctypes.c_void_p), ("bytes", W.DWORD), ("handle", W.HMODULE),
("name", W.WCHAR * 256), ("path", W.WCHAR * 260)]
def fail(msg):
print(json.dumps({"error": f"{msg} (Windows error {ctypes.get_last_error()})"})); sys.exit(1)
def snapshot(flags, pid, entry, first, next_, match):
snap = k32.CreateToolhelp32Snapshot(flags, pid)
if not snap or snap == INVALID:
fail("couldn't list processes")
try:
entry.size = ctypes.sizeof(entry)
ok = first(snap, ctypes.byref(entry))
while ok:
if match(entry):
return entry
ok = next_(snap, ctypes.byref(entry))
finally:
k32.CloseHandle(snap)
def remote_call(proc, fn, arg, wait_ms):
t = k32.CreateRemoteThread(proc, None, 0, fn, arg, 0, None)
if not t:
fail("CreateRemoteThread failed")
try:
return k32.WaitForSingleObject(t, wait_ms) == 0 # WAIT_OBJECT_0
finally:
k32.CloseHandle(t)
def inject(proc, pid, name):
path = os.path.join(uevr, name)
data = ctypes.create_unicode_buffer(path)
mem = k32.VirtualAllocEx(proc, None, ctypes.sizeof(data), 0x3000, 0x04) # commit|reserve, read/write
if not mem:
fail(f"couldn't allocate in {exe}")
try:
if not k32.WriteProcessMemory(proc, mem, data, ctypes.sizeof(data), None):
fail(f"couldn't write into {exe}")
load = k32.GetProcAddress(k32.GetModuleHandleW("kernel32.dll"), b"LoadLibraryW")
if not remote_call(proc, load, mem, 30000):
fail(f"loading {name} into {exe} didn't finish in 30 s")
finally:
k32.VirtualFreeEx(proc, mem, 0, 0x8000) # MEM_RELEASE
m = snapshot(0x18, pid, Module(), k32.Module32FirstW, k32.Module32NextW, # TH32CS_SNAPMODULE | SNAPMODULE32
lambda m: m.path.lower() == path.lower())
if not m:
fail(f"{name} didn't load into {exe}")
return path, m.base
e = snapshot(2, 0, Entry(), k32.Process32FirstW, k32.Process32NextW, # TH32CS_SNAPPROCESS
lambda e: e.name.lower() == exe.lower())
if not e:
fail(f"{exe} isn't running")
pid = e.pid
proc = k32.OpenProcess(0x1F0FFF, False, pid) # PROCESS_ALL_ACCESS
if not proc:
fail(f"couldn't open {exe}")
path, base = inject(proc, pid, "UEVRPluginNullifier.dll")
local = k32.LoadLibraryW(path)
fn = local and k32.GetProcAddress(local, b"nullify")
if not fn:
fail("couldn't find UEVRPluginNullifier.dll's nullify")
offset = fn - local # same DLL, same layout in both processes
k32.FreeLibrary(local)
# The frontend waits 2 s for nullify and carries on either way; so do we, but say so.
nullified = remote_call(proc, base + offset, None, 2000)
inject(proc, pid, "openvr_api.dll")
# The frontend saves the runtime choice in the per-game config before UEVRBackend reads it.
os.makedirs(profile, exist_ok=True)
cfg = os.path.join(profile, "config.txt")
lines = open(cfg).read().splitlines() if os.path.exists(cfg) else []
lines = [l for l in lines if not l.startswith("Frontend_RequestedRuntime=")] + ["Frontend_RequestedRuntime=openvr_api.dll"]
open(cfg, "w").write("\n".join(lines) + "\n")
inject(proc, pid, "UEVRBackend.dll")
k32.CloseHandle(proc)
print(json.dumps({"pid": pid, "nullified": nullified}))
"""
class Fail(Exception):
pass
def libraries():
"""Steam library folders: the default one plus any in libraryfolders.vdf."""
libs = [STEAM]
try:
text = (STEAM / "steamapps/libraryfolders.vdf").read_text(errors="replace")
libs += [Path(p.replace("\\\\", "\\")) for p in re.findall(r'"path"\s+"([^"]+)"', text)]
except OSError:
pass
seen, out = set(), []
for lib in libs:
key = os.path.realpath(lib)
if key not in seen:
seen.add(key)
out.append(lib)
return out
def game(appid):
"""Where the game is installed and its Proton prefix, from its app manifest."""
for lib in libraries():
manifest = lib / f"steamapps/appmanifest_{appid}.acf"
try:
text = manifest.read_text(errors="replace")
except OSError:
continue
m = re.search(r'"installdir"\s+"([^"]+)"', text)
if not m:
continue
name = re.search(r'"name"\s+"([^"]*)"', text)
return {"name": name.group(1) if name else str(appid),
"dir": lib / "steamapps/common" / m.group(1),
"prefix": lib / f"steamapps/compatdata/{appid}/pfx"}
raise Fail(f"app {appid} isn't installed on this Frame")
def shipping_exe(game_dir):
"""The Unreal Engine game binary (…/Binaries/Win64/*-Win64-Shipping.exe), or None."""
found = [p for p in game_dir.glob("*/Binaries/Win64/*.exe") if p.name.lower().endswith("-win64-shipping.exe")]
found += [p for p in game_dir.glob("Binaries/Win64/*.exe") if p.name.lower().endswith("-win64-shipping.exe")]
return max(found, key=lambda p: p.stat().st_size) if found else None
def game_pid(exe_name):
"""The running Wine process for this .exe (its cmdline is the Windows path)."""
want = "\\" + exe_name.lower()
for d in Path("/proc").iterdir():
if not d.name.isdigit():
continue
try:
cmd = (d / "cmdline").read_bytes().split(b"\0")[0].decode(errors="replace").lower()
except OSError:
continue
if cmd.endswith(want):
return int(d.name)
return None
def loaded(pid, name):
try:
return any(line.rstrip().endswith("/" + name) for line in open(f"/proc/{pid}/maps"))
except OSError:
return False
def receipt_path(appid):
return RECEIPTS / f"{appid}-uevr.json"
def read_receipt(appid):
try:
return json.loads(receipt_path(appid).read_text())
except (OSError, ValueError):
return None
def managed_dir(g):
return g["prefix"] / "drive_c" / MANAGED
def user_dirs(g, exe):
"""What UEVR itself writes into the prefix when it first runs."""
user = g["prefix"] / "drive_c/users/steamuser/AppData"
return {"profile": user / "Roaming/UnrealVRMod" / exe.stem, # per-game settings and log.txt
"injector": user / "Local/praydog"} # the injector's own settings
def status(appid):
g = game(appid)
exe = shipping_exe(g["dir"])
r = read_receipt(appid)
pid = game_pid(exe.name) if exe else None
return {"appid": appid, "name": g["name"], "mod": "UEVR", "version": UEVR["version"],
"eligible": bool(exe), "exe": exe.name if exe else None,
"prefix": g["prefix"].is_dir(), "installed": bool(r),
"running": bool(pid), "injected": bool(pid and loaded(pid, "UEVRBackend.dll"))}
def fetch(url, digest, algo):
"""Download into the cache once, and check its hash every time it's used."""
CACHE.mkdir(parents=True, exist_ok=True)
path = CACHE / url.rsplit("/", 1)[1]
if not path.exists():
part = path.with_suffix(path.suffix + ".part")
try:
with urllib.request.urlopen(url, timeout=60) as r, open(part, "wb") as f:
for block in iter(lambda: r.read(1 << 20), b""):
if f.tell() + len(block) > MAX_DOWNLOAD:
raise Fail(f"{url} is bigger than expected; stopped the download")
f.write(block)
except (OSError, Fail) as e:
part.unlink(missing_ok=True)
raise Fail(f"download failed: {url}: {e}")
part.rename(path)
h = hashlib.new(algo)
with open(path, "rb") as f:
for block in iter(lambda: f.read(1 << 20), b""):
h.update(block)
if h.hexdigest() != digest:
path.unlink()
raise Fail(f"{path.name} doesn't match its published {algo}; deleted it, try again")
return path
def unpack(archive, dest, budget):
"""Extract a ZIP into dest, refusing anything that would land outside it."""
root = os.path.realpath(dest)
with zipfile.ZipFile(archive) as z:
for info in z.infolist():
target = os.path.realpath(os.path.join(dest, info.filename))
if target != root and not target.startswith(root + os.sep):
raise Fail(f"{archive.name} has an entry outside its folder: {info.filename}")
if (info.external_attr >> 16) & 0o170000 == 0o120000:
raise Fail(f"{archive.name} contains a symlink: {info.filename}")
budget -= info.file_size
if budget < 0:
raise Fail(f"{archive.name} unpacks to more than expected")
z.extractall(dest)
return budget
def install(appid):
g = game(appid)
exe = shipping_exe(g["dir"])
if not exe:
raise Fail(f"{g['name']} doesn't look like an Unreal Engine game (no *-Win64-Shipping.exe), so UEVR can't hook it")
if not g["prefix"].is_dir():
raise Fail(f"{g['name']} has no Proton prefix yet; play it once, then add the mod")
if game_pid(exe.name):
raise Fail(f"{g['name']} is running; quit it first")
if read_receipt(appid):
return {"message": f"UEVR {UEVR['version']} is already installed for {g['name']}", **status(appid)}
archives = [(fetch(UEVR["url"], UEVR["sha256"], "sha256"), UEVR["dir"])]
archives.append((fetch(PYTHON["url"], PYTHON["sha256"], "sha256"), PYTHON["dir"]))
base = managed_dir(g)
dirs = user_dirs(g, exe)
fresh = [str(d) for d in (dirs["profile"].parent, base) if not d.exists()] # remove on uninstall if empty
stage = base / f".staging-{os.getpid()}"
shutil.rmtree(stage, ignore_errors=True)
try:
budget = MAX_UNPACKED
for archive, sub in archives:
budget = unpack(archive, stage / sub, budget)
for need in (stage / UEVR["dir"] / "UEVRBackend.dll", stage / PYTHON["dir"] / "python.exe"):
if not need.is_file():
raise Fail(f"the download has no {need.name}")
if game_pid(exe.name): # it may have started during the download
raise Fail(f"{g['name']} started; quit it first")
(stage / PYTHON["dir"] / "frame_inject.py").write_text(INJECT_PY)
for sub in (UEVR["dir"], PYTHON["dir"]):
shutil.rmtree(base / sub, ignore_errors=True)
(stage / sub).rename(base / sub)
finally:
shutil.rmtree(stage, ignore_errors=True)
if str(base) in fresh:
try:
base.rmdir() # only succeeds if the install failed and left it empty
except OSError:
pass
receipt = {"appid": appid, "mod": "UEVR", "version": UEVR["version"], "exe": exe.name,
"installed": int(time.time()), "prefix": str(g["prefix"]),
"remove": [str(base / UEVR["dir"]), str(base / PYTHON["dir"])],
# Parents that didn't exist yet (UEVR makes UnrealVRMod), deepest first.
"remove_if_empty": fresh,
# UEVR creates these on first injection. Remove them on uninstall
# only if they weren't there before, so earlier settings survive.
"remove_if_created": {k: str(v) for k, v in dirs.items() if not v.exists()},
"sources": [UEVR["url"], PYTHON["url"]]}
RECEIPTS.mkdir(parents=True, exist_ok=True)
tmp = receipt_path(appid).with_suffix(".tmp")
tmp.write_text(json.dumps(receipt, indent=1))
tmp.rename(receipt_path(appid))
return {"message": f"Installed UEVR {UEVR['version']} for {g['name']}", **status(appid)}
def x11_windows(display):
"""(id, name, width) for each named top-level window, via xwininfo."""
try:
out = subprocess.run(["xwininfo", "-root", "-tree"], env={**os.environ, "DISPLAY": display},
capture_output=True, text=True, timeout=10).stdout
except (OSError, subprocess.TimeoutExpired):
return []
return [(int(m[1], 16), m[2], int(m[3])) for m in re.finditer(r'(0x[0-9a-f]+) "([^"]*)":.*?\)\s+(\d+)x\d+', out)]
def frame_submits(appid):
"""SteamVR's count of frames the app has submitted, or None if it isn't a scene app."""
try:
stats = json.loads(subprocess.run([VRCMD, "--stats"], capture_output=True, text=True, timeout=15).stdout)
except (OSError, ValueError, subprocess.TimeoutExpired):
return None
if not isinstance(stats, list):
return None
return next((s.get("frame_submits") for s in stats if isinstance(s, dict) and s.get("key") == f"steam.app.{appid}"), None)
def wait(what, seconds, check, step=2):
end = time.time() + seconds
while time.time() < end:
v = check()
if v is not None and v is not False: # 0 frames is still an answer
return v
time.sleep(step)
raise Fail(f"timed out waiting for {what}")
def start(appid):
g = game(appid)
r = read_receipt(appid)
if not r:
raise Fail(f"UEVR isn't installed for {g['name']}")
exe = r["exe"]
pid = game_pid(exe)
if pid and loaded(pid, "UEVRBackend.dll"):
return {"message": f"UEVR is already running in {g['name']}", "frame_submits": frame_submits(appid), **status(appid)}
if not pid:
subprocess.Popen(["steam", f"steam://rungameid/{appid}"], stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL,
env={**os.environ, "DISPLAY": os.environ.get("DISPLAY", ":0")}, start_new_session=True)
pid = wait(f"{g['name']} to start", 120, lambda: game_pid(exe))
try:
environ = Path(f"/proc/{pid}/environ").read_text(errors="replace")
except OSError:
raise Fail(f"{exe} exited") from None
game_env = dict(line.split("=", 1) for line in environ.split("\0") if GAME_ENV.match(line))
display = game_env.get("DISPLAY")
if not display or "WINEPREFIX" not in game_env:
raise Fail(f"{exe} doesn't look like a Proton game process")
# UEVR hooks the game's D3D11/12 device, so wait for its window. Proton's
# own helper windows ("Steam", "Default IME", …) are small.
wait("the game window", 90, lambda: any(w[2] >= 640 for w in x11_windows(display)))
time.sleep(10)
# Our own environment (HOME and the rest) under the game's Wine settings.
env = {**os.environ, **game_env}
base = f"C:\\{MANAGED}"
profile = f"C:\\users\\steamuser\\AppData\\Roaming\\UnrealVRMod\\{Path(exe).stem}"
try:
out = subprocess.run(["wine", f"{base}\\{PYTHON['dir']}\\python.exe", f"{base}\\{PYTHON['dir']}\\frame_inject.py",
exe, f"{base}\\{UEVR['dir']}", profile], env=env, capture_output=True, text=True,
timeout=120, stdin=subprocess.DEVNULL,
cwd=str(Path(r["prefix"]) / "drive_c" / MANAGED))
except subprocess.TimeoutExpired:
raise Fail("the injection step didn't finish in 2 minutes") from None
reply = None
for line in reversed(out.stdout.splitlines()):
try:
reply = json.loads(line)
break
except ValueError:
continue
if not isinstance(reply, dict):
reply = None
if not reply or "error" in reply:
raise Fail("UEVR injection failed: " + (reply or {}).get("error", (out.stderr.strip().splitlines() or ["no output"])[-1]))
try:
wait("UEVRBackend.dll to load in the game", 20, lambda: loaded(pid, "UEVRBackend.dll"))
except Fail:
raise Fail(f"the injection reported success but {exe} has no UEVRBackend.dll") from None
submits = None
try:
submits = wait("SteamVR frames", 30, lambda: frame_submits(appid))
except Fail:
pass
return {"message": f"UEVR injected into {g['name']}" + ("; SteamVR is receiving its frames" if submits is not None
else "; SteamVR hasn't reported frames from it yet"),
"frame_submits": submits, **status(appid)}
def uninstall(appid):
r = read_receipt(appid)
if not r:
raise Fail(f"UEVR isn't installed for app {appid}")
if game_pid(r["exe"]):
raise Fail("the game is running; quit it first")
prefix = os.path.realpath(r["prefix"])
if not prefix.endswith(f"/steamapps/compatdata/{appid}/pfx"):
raise Fail(f"receipt names a prefix that isn't app {appid}'s: {r['prefix']}")
# Only ever our folder and UEVR's own settings folders for this game, even
# if the receipt says otherwise.
managed = os.path.join(prefix, "drive_c", MANAGED)
uevr_dirs = {os.path.realpath(str(d)) for d in user_dirs({"prefix": Path(prefix)}, Path(r["exe"])).values()}
targets = list(r.get("remove", [])) + list(r.get("remove_if_created", {}).values())
for t in targets:
real = os.path.realpath(t)
if not (real.startswith(managed + os.sep) or real in uevr_dirs):
raise Fail(f"receipt lists a path Frame Control didn't create: {t}")
for t in targets:
shutil.rmtree(t, ignore_errors=True)
left = [t for t in targets if os.path.lexists(t)]
if left: # keep the receipt, so Remove can be tried again
raise Fail("couldn't remove " + ", ".join(left))
parents = {os.path.realpath(os.path.join(prefix, "drive_c/users/steamuser/AppData/Roaming/UnrealVRMod")), managed}
for t in r.get("remove_if_empty", []):
if os.path.realpath(t) in parents:
try:
os.rmdir(t)
except OSError:
pass # something else lives there now
receipt_path(appid).unlink()
if not any(RECEIPTS.glob("*-uevr.json")): # no other game uses the downloads
shutil.rmtree(CACHE, ignore_errors=True)
try:
RECEIPTS.rmdir()
except OSError:
pass
return {"message": "Removed UEVR", "appid": appid, "removed": targets}
def main(argv):
if len(argv) != 2 or argv[0] not in ("status", "install", "start", "uninstall") or not argv[1].isdigit():
raise Fail("usage: status|install|start|uninstall APPID")
action = {"status": status, "install": install, "start": start, "uninstall": uninstall}[argv[0]]
if action is status:
return status(int(argv[1]))
import fcntl # only on the Frame; the server and its tests also import this module on Windows
# One change at a time, or an uninstall could delete what an install is moving in.
LOCK.parent.mkdir(parents=True, exist_ok=True)
with open(LOCK, "w") as lock:
try:
fcntl.flock(lock, fcntl.LOCK_EX | fcntl.LOCK_NB)
except OSError:
raise Fail("another mod action is still running on the Frame; try again when it finishes") from None
return action(int(argv[1]))
if __name__ == "__main__":
try:
print(json.dumps(main(sys.argv[1:])))
except Fail as e:
print(json.dumps({"error": str(e)}))
sys.exit(1)
except Exception as e: # still one JSON object, for the server to show
print(json.dumps({"error": f"{type(e).__name__}: {e}"}))
sys.exit(1)
+1 -3
View File
@@ -506,10 +506,8 @@ 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
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):
if STALE[0] and not stale:
# 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"):
+66 -10
View File
@@ -346,9 +346,9 @@
.and-grid { display: grid; grid-template-columns: minmax(0, 1fr) minmax(0, 2fr); gap: 22px; align-items: start; }
.and-col { display: grid; gap: 22px; align-content: start; }
.rep-item .s { white-space: normal; }
#bugDlg, #repDlg, #titleDlg, #wiDlg, #pwDlg, #apkAltDlg, #aboutDlg { background: #1e2329; color: var(--text); border: 1px solid rgba(255,255,255,.1); border-radius: 4px;
#bugDlg, #repDlg, #titleDlg, #wiDlg, #pwDlg, #apkAltDlg, #aboutDlg, #modDlg { background: #1e2329; color: var(--text); border: 1px solid rgba(255,255,255,.1); border-radius: 4px;
padding: 22px; width: min(560px, 92vw); box-shadow: 0 20px 60px rgba(0,0,0,.6); }
#bugDlg::backdrop, #repDlg::backdrop, #titleDlg::backdrop, #wiDlg::backdrop, #pwDlg::backdrop, #apkAltDlg::backdrop, #aboutDlg::backdrop { background: rgba(0,0,0,.55); }
#bugDlg::backdrop, #repDlg::backdrop, #titleDlg::backdrop, #wiDlg::backdrop, #pwDlg::backdrop, #apkAltDlg::backdrop, #aboutDlg::backdrop, #modDlg::backdrop { background: rgba(0,0,0,.55); }
#bugDlg { width: min(640px, calc(100vw - 40px)); }
#bugForm label.field { display: block; font-size: 12.5px; color: var(--muted); margin-top: 10px; }
#bugForm label.field input, #bugForm label.field textarea, #bugForm select { margin-top: 5px; }
@@ -357,7 +357,7 @@
#bugForm .popt { margin: 14px 0 0; }
#bugForm .sentlog { max-height: 200px; }
#bugWarn { color: var(--muted); font-size: 12.5px; line-height: 1.45; margin: 12px 0 0; }
#bugDlg h2, #repDlg h2, #titleDlg h2, #wiDlg h2, #pwDlg h2, #apkAltDlg h2, #aboutDlg h2 { margin: 0 0 14px; font-size: 15px; letter-spacing: 1.5px; text-transform: uppercase; color: var(--bright); }
#bugDlg h2, #repDlg h2, #titleDlg h2, #wiDlg h2, #pwDlg h2, #apkAltDlg h2, #aboutDlg h2, #modDlg h2 { margin: 0 0 14px; font-size: 15px; letter-spacing: 1.5px; text-transform: uppercase; color: var(--bright); }
.about-text { max-height: 55vh; overflow: auto; }
.about-text pre { white-space: pre-wrap; font-size: 12px; color: var(--muted); }
.about-text summary { cursor: pointer; margin: 8px 0; }
@@ -932,9 +932,10 @@
<button data-pad-key="12" title="Enter">Enter</button>
</span>
</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 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>
</section>
<section id="shots">
@@ -1331,6 +1332,21 @@
<div class="actions"><button id="apkAltClose">Close</button></div>
</dialog>
<dialog id="modDlg" aria-labelledby="modTitle">
<h2 id="modTitle">Play in VR with UEVR</h2>
<p id="modState" class="sub"></p>
<p class="sub">UEVR by praydog turns many Unreal Engine games into VR games. Frame Control downloads
the official UEVR 1.05 release and python.org's Windows Python, which it uses to load UEVR into the game
(about 20 MB), checks their hashes, and keeps them in this game's Proton prefix, not the game's folder.
Remove takes them out again.</p>
<p class="sub">Tested on the Frame with one game so far. Whether a game looks and plays right in VR varies;
UEVR's own menu in the headset has the per-game settings.</p>
<div class="row rep-actions"><span class="sub" id="modMsg"></span><span class="spacer"></span>
<button type="button" class="small" id="modClose">Close</button>
<button type="button" class="small" id="modRemove" hidden>Remove UEVR</button>
<button type="button" class="action small" id="modInstall" hidden>Install UEVR</button>
<button type="button" class="play small" id="modStart" hidden>▶ PLAY IN VR</button></div>
</dialog>
<dialog id="aboutDlg" aria-labelledby="aboutTitle">
<h2 id="aboutTitle">About and licences</h2>
<p>Frame Control is MIT-licensed. It ships other people's software, each under its own licence: the notices and
@@ -3216,7 +3232,8 @@ function gameButtons(id, name, free) {
const open = `<button class="small" data-gm="store" data-id="${id}" data-name="${esc(name)}" title="Open the store page in the headset">Store on Frame</button>`;
if (d && d.appid === id) return `<span class="tag">${d.paused ? "Paused" : "Downloading"} ${d.percent ?? 0}%</span>`;
if (g && g.installed) return `<span class="tag">Installed</span>` +
`<button class="play small" data-launch="${id}" data-name="${esc(name)}">▶ PLAY</button>`;
`<button class="play small" data-launch="${id}" data-name="${esc(name)}">▶ PLAY</button>` +
`<button class="small" data-mod="${id}" data-name="${esc(name)}" title="Flat-to-VR mod for Unreal Engine games">VR mod</button>`;
if (g) return `<button class="action small" data-gm="install" data-id="${id}" data-name="${esc(name)}">Install on Frame</button>`;
return `<a href="${storeUrl}" target="_blank" rel="noopener" title="Opens in your browser">${free ? "Get" : "Buy"} on Steam ↗</a>${open}`;
}
@@ -3288,6 +3305,45 @@ document.body.addEventListener("click", async e => {
});
loadOwned();
// ---- VR mod (UEVR) for one installed game; frame_mods.py does the work ----
const mod = { appid: null, name: "" };
function showMod(st, note) {
const busy = note === null;
$("modTitle").textContent = `${mod.name} in VR`;
$("modState").textContent = !st ? "Checking the game on the Frame…"
: !st.eligible ? "This doesn't look like an Unreal Engine game, so UEVR can't run it."
: !st.prefix ? "Play the game once first, so Steam sets up its Proton prefix."
: st.injected ? "UEVR is running in the game now. Put on the headset."
: st.installed ? `UEVR ${st.version} is installed for this game.${st.running ? " The game is running; Play in VR adds UEVR to it." : ""}`
: `UEVR ${st.version} isn't installed for this game yet.`;
$("modMsg").textContent = busy ? "Working… this can take a few minutes" : note || "";
const ok = st && st.eligible && st.prefix;
$("modInstall").hidden = !ok || st.installed; $("modStart").hidden = !ok || !st.installed || st.injected;
$("modRemove").hidden = !st || !st.installed;
for (const b of ["modInstall", "modStart", "modRemove"]) $(b).disabled = busy || (b === "modRemove" && st && st.running);
}
async function modAction(action, label) {
const appid = mod.appid;
showMod(mod.st, null);
const res = await act(`${label} for ${mod.name}`, () => api("/api/mods", { action, appid }));
if (appid !== mod.appid) return;
try { mod.st = await api("/api/mods", { action: "status", appid }); } catch {}
showMod(mod.st, res ? res.message : "Didn't work; the log has the reason");
}
document.body.addEventListener("click", async e => {
const b = e.target.closest("[data-mod]"); if (!b) return;
mod.appid = b.dataset.mod; mod.name = b.dataset.name; mod.st = null;
showMod(null, "");
$("modDlg").showModal();
const appid = mod.appid;
try { const st = await api("/api/mods", { action: "status", appid }); if (appid === mod.appid) { mod.st = st; showMod(st, ""); } }
catch (err) { if (appid === mod.appid) $("modState").textContent = err.message; }
});
$("modInstall").onclick = () => modAction("install", "Install UEVR");
$("modStart").onclick = () => modAction("start", "Start UEVR");
$("modRemove").onclick = () => modAction("uninstall", "Remove UEVR");
$("modClose").onclick = () => $("modDlg").close();
// ---- Discover apps ----
const sourceState = { vr: null, installable: false, source: "", apps: [], sources: [], request: 0, detail: null, detailRequest: 0, jobs: new Map() };
const storeName = s => String(s || "").replace(/ \(demo\)$/i, "");
@@ -4322,10 +4378,10 @@ 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 the Frame through gamescope (ui/frame_touch.py); accents and emoji through KDE Connect ----
// ---- keyboard and trackpad: events go to KDE Connect on the Frame (see ui/frame_input_agent.py) ----
const pad = { state: "off", queue: [], sending: false, poll: null, captured: false };
const PAD_STATES = {
off: "", starting: "Connecting…", installing: "Setting up (first time only)…",
off: "", starting: "Connecting…", installing: "Setting up KDE Connect on the Frame (first time only)…",
pairing: "Pairing with KDE Connect…", ready: "On",
};
// KDE Connect's specialKey numbers (plugins/mousepad in its source).
@@ -4343,7 +4399,7 @@ function padShow(status) {
$("padOn").hidden = ready || busy;
$("padOn").textContent = pad.state === "error" ? "Try again" : "Turn on";
$("padArea").classList.toggle("off", !ready);
$("padHint").textContent = pad.state === "error" ? status.message || "Couldn't reach the Frame."
$("padHint").textContent = pad.state === "error" ? status.message || "Couldn't reach KDE Connect on 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."
+26 -192
View File
@@ -63,7 +63,6 @@ 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
@@ -116,9 +115,6 @@ def route(alias, host_opts):
with _route_lock:
moved = alias != FRAME
if moved:
reset_pad = globals().get("reset_pad_route")
if reset_pad:
reset_pad() # cancel old input before any agent can start on the new route
frame_catalog._env.clear() # the SteamOS and Lepton builds reports record are per headset
FRAME = frame_android.FRAME = alias
HOST_OPTS = list(host_opts)
@@ -129,6 +125,9 @@ def route(alias, host_opts):
mv = globals().get("macview")
if mv:
mv.retarget(alias, host_opts) # its tunnel is its own ssh: it must follow the headset too
agent = globals().get("_input")
if moved and agent:
agent.stop() # typing and pointing mustn't go on reaching the headset switched away from
LINK = None # the connector (frame_link.Link); None on the Frame itself
@@ -710,13 +709,14 @@ def launch(body):
return {"message": f"Launching {appid}"}
def steam_frame(*args, timeout=40):
"""Run frame_steam.py on the Frame (it drives the Steam client) and return its JSON."""
def steam_frame(*args, timeout=40, script="frame_steam.py"):
"""Run frame_steam.py (it drives the Steam client), or another on-Frame
helper with the same JSON contract, on the Frame and return its JSON."""
try:
out = ssh("python3 - " + " ".join(map(shlex.quote, args)),
stdin=(HERE / "frame_steam.py").read_text(), timeout=timeout)
stdin=(HERE / script).read_text(), timeout=timeout)
except Failure as e:
# frame_steam.py prints {"error": ...} on stdout when it fails, but ssh()
# The helper prints {"error": ...} on stdout when it fails, but ssh()
# reports stderr instead if there was any, so look in both.
for line in [*reversed(getattr(e, "stdout", "").splitlines()), *reversed(str(e).splitlines())]:
try:
@@ -767,6 +767,20 @@ def vr(body):
return result
# Downloads are about 20 MB; starting waits for the game, the injection and SteamVR.
MOD_TIMEOUT = {"status": 40, "install": 600, "start": 900, "uninstall": 60}
def mods(body):
"""UEVR for one installed Unreal game: status, install, start (inject) or uninstall."""
appid, action = str(body.get("appid", "")), body.get("action")
if not APPID.match(appid):
raise Failure("bad appid", 400)
if action not in MOD_TIMEOUT:
raise Failure("action must be " + ", ".join(MOD_TIMEOUT), 400)
return steam_frame(action, appid, timeout=MOD_TIMEOUT[action], script="frame_mods.py")
def steam_search(query):
q = parse_qs(query)
cc = (q.get("cc") or [""])[0].upper()
@@ -1154,192 +1168,12 @@ 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.
"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": [...]} sends keyboard and pointer events; {} (or none yet) just starts the agent."""
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)
events = [input_event(e) for e in events]
touch, slow = pad_events(events, typed_in_kde(events))
status = _touch.send(touch)
if touch and not status.get("sent"):
return status
if touch:
_note_typed(touch)
if slow:
_queue_for_kde(slow)
return {**status, "sent": True}
# 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_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 for KDE Connect before giving up on what's queued
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
with _pad_send_lock, _kde_lock:
_kde_cancel.set()
_kde_cancel = threading.Event()
_kde_route = object()
_kde_queue.clear()
_kde_worker[0] = 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 _queue_for_kde(events):
with _kde_lock:
_kde_queue.extend(events)
del _kde_queue[:-KDE_QUEUE_LIMIT]
if _kde_worker[0] is None:
_kde_worker[0] = threading.Thread(target=_drain_kde, args=(_kde_route, _kde_cancel), daemon=True)
_kde_worker[0].start()
def _drain_kde(route, cancel):
"""The only sender, in order. A batch leaves the queue while it's being sent (the queue
can be trimmed meanwhile) and goes back to the front if it didn't go."""
global _kde_until
deadline = time.time() + KDE_WAIT
while True:
with _kde_lock:
if route is not _kde_route:
return
batch = _kde_queue[:INPUT_BATCH_LIMIT]
del _kde_queue[:len(batch)]
if not batch:
_kde_worker[0] = None # retired under the lock, so a new request starts another
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 # a switch cancels the delay and its old-headset batch
# Serialize sending with route resets without blocking callers from queuing input.
with _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"):
_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_queue.clear() # not coming; don't hold it forever
_kde_worker[0] = None
return
_kde_queue[:0] = batch
del _kde_queue[:-KDE_QUEUE_LIMIT] # as when queuing: the oldest go first
if cancel.wait(0.4):
return
return _input.send([input_event(e) for e in events])
# ---- touch: the headset's panels, through gamescope's own input (frame_touch.py) ----
@@ -2648,7 +2482,7 @@ POST = {
"/api/agent/approval": agent_approval, "/api/assistant/chat": assistant_chat,
"/api/input": remote_input, "/api/touch": remote_touch,
"/api/settings/artwork": frame_steamgriddb.save_settings,
"/api/sources": source_manage, "/api/sources/install": source_install, "/api/android/display": android_display, "/api/android": android, "/api/quest": quest, "/api/meta": meta, "/api/queue": queue_action, "/api/titles": titles, "/api/launch": launch, "/api/steam": steam, "/api/volume": set_volume, "/api/clipboard": clipboard,
"/api/sources": source_manage, "/api/sources/install": source_install, "/api/android/display": android_display, "/api/android": android, "/api/quest": quest, "/api/meta": meta, "/api/queue": queue_action, "/api/titles": titles, "/api/launch": launch, "/api/steam": steam, "/api/mods": mods, "/api/volume": set_volume, "/api/clipboard": clipboard,
"/api/flatpak": flatpak, "/api/open": open_thing, "/api/shots/save": save_shots,
"/api/webinstall/check": webinstall_check, "/api/webinstall/start": webinstall_start,
"/api/webinstall/cancel": webinstall_cancel,
@@ -2889,7 +2723,7 @@ class Handler(BaseHTTPRequestHandler):
elif path == "/api/touch":
self.send_json(_touch.send([]) if parse_qs(url.query).get("start") == ["1"] else dict(_touch.status))
elif path == "/api/input":
self.send_json(_touch.send([]) if parse_qs(url.query).get("start") == ["1"] else dict(_touch.status))
self.send_json(_input.send([]) if parse_qs(url.query).get("start") == ["1"] else dict(_input.status))
elif path == "/api/job":
self.send_json(job_status(url.query))
elif path == "/api/queue":