Commit Graph
17 Commits
Author SHA1 Message Date
spoopyghosty0 7830444c87 pyproject: Development Status 5 - Production/Stable 2026-10-10 19:07:56 -04:00
spoopyghosty0 45bcc76436 Live view plays in the window (flet-video, Windows/macOS), else an mpv window, else the browser; Play in picks, Open in browser always there, automatic fallback
ui/live_players.py: embedded_available (win/mac with flet_video; Linux only with Flet's full client + libmpv), find_mpv, order (pick first, browser last), low-latency mpv properties, MpvWindow (fails over when mpv quits at once). flet-video==1.0.2 only off Linux (its Linux plugin links libmpv.so.1: the bundle wouldn't start without it). Relay unchanged: native players read /stream.mp4 (checked with ffprobe/ffmpeg, from the start and mid-stream).
2026-10-08 21:22:08 -04:00
spoopyghosty0 674c26f2d9 Build: override jni to 1.1.0 instead (jni_flutter 1.0.4 also generates bindings that require jni ^1.1.0; Flet's template pins 1.0.0) 2026-10-06 12:04:20 -04:00
spoopyghosty0 a6daa5cccb Build: pin jni_flutter 1.0.4 (1.0.4+1, published today, requires jni ^1.1.0 but Flet pins jni 1.0.0; all flet build bundles failed) 2026-10-06 11:54:47 -04:00
Jordan 0f975d2233 Add missing macOS file entitlement
Without this entitlement the app is unable to show the file picker dialogue.
2026-10-05 16:27:38 +01:00
spoopyghosty0 6200662bc7 Linux apps on the PC side (GitHub #31): analysis/linux.py (AppImage/folder/archive, aarch64 check with a clear x86_64 refusal, program ranking, OpenXR detection from the program and its own libraries), library kind "linux", install plan + upload, frameport add-linux. Verified end to end on the device (FramePort's arm64 build: upload, art, library check, Steam shortcut, launch test RUNNING, uninstall) 2026-10-04 23:49:42 -04:00
spoopyghosty0 d1cf305c0a CLI: errors (e.g. an unreachable Frame) are one line on stderr with exit code 1, FRAMEPORT_DEBUG=1 for the traceback; clearer no-match message 2026-10-02 14:34:19 -04:00
spoopyghosty0 23a47880e0 Lines within 120 columns everywhere (CI lints without exceptions); community and licence files; docs updated
- reflowed long lines (texts unchanged; generated launcher/PowerShell/README texts byte-identical)
- CONTRIBUTING, SECURITY, CODE_OF_CONDUCT, THIRD_PARTY_NOTICES; pyproject metadata (SPDX licence, authors, urls,
  classifiers, keywords)
- maintainer-only notes moved to a git-ignored CLAUDE.local.md; CLAUDE.md facts updated
- README: what kinds of apps run and how; INSTALL: PC VR and Files wording, new labels
2026-10-02 14:18:41 -04:00
spoopyghosty0 60efbbe7a9 Tooling: ruff (lint + import order) and pytest-timeout; CI lints and tests every push to main
Fixes ruff found: loop variables bound in callbacks, zip(strict=True), clearer names than 'l', unused loop
variables, f-strings instead of % formatting.
2026-10-02 13:19:11 -04:00
spoopyghosty0 7af21e17ce Files tab: multi-select (download/delete several) and drag-and-drop uploads (flet-dropzone, packaged app only) 2026-10-02 10:47:35 -04:00
spoopyghosty0 ba68dc76c8 Self-update for the app and the CLI
FramePort finds new GitHub releases by itself and updates in one click: sidebar card + Library bar, a dialog with
the release notes, "Update and restart" (download, SHA256SUMS check, Windows signer check, swap script, relaunch),
optional automatic installs at the next start. CLI: --version, `frameport update [--check] [--yes]` and a
once-a-day hint. One version source (_version.py); releases also ship the CLI wheel and "What's new" from the
annotated tag; CI runs an update smoke test with each OS's archive.
2026-10-01 22:59:56 -04:00
spoopyghosty0 94bc4c479e PC VR playability (auto SteamVR, OpenVR backend) + honest Frame routing
Make PC VR games actually reach VR, and stop mis-claiming Frame support:

- PC: auto-start SteamVR on Play/launch (winhost.start_steamvr) — Oculus games
  ran as a flat window because SteamVR wasn't up; Revive has no runtime to bind
  to without it. Default PC installs to Revive's OpenVR (SteamVR) backend
  (pcvr.revive_openvr on) instead of the OpenXR backend that was crashing; the
  Frame launcher still uses /openxr. Play toast warns if SteamVR can't come up.
- Routing: detect OpenVR (openvr_api imports/DLLs, not the universal-in-Unreal
  IVRSystem/VR_InitInternal strings). frame_native = (openxr or openvr) and not
  libovr; any LibOVR game is Oculus -> needs Revive -> PC only. The game page
  says per-game where it runs; installing an Oculus game on the Frame warns
  first. Rick and Morty runs on the Frame via its catalog recipe. Migration
  rift_frame_native re-analyzes + re-derives existing entries.

Note: Oculus/LibOVR games can't run on the Frame — Revive's hooks don't work
under Proton-arm64 (ARM64EC), and FramePort does not defeat the Oculus runtime
Authenticode signature check. Those games are PC-only (SteamVR + Revive).

Bump to 0.2.0. 133 tests pass.
2026-09-30 09:34:12 -04:00
spoopyghosty0 0cb195ec2c Oculus Rift / PC VR support, GUI overhaul, artwork and Frame tooling
Adds Oculus Rift (PC VR) games alongside Quest:
- analysis/rift.py (own PE reader: imports incl. delay-imports, GUI-subsystem
  filter, exe ranking, icons), sources/rift_dump.py (recursive scan, one game
  per folder, collections), catalog rift fields + Rick and Morty recipe.
- patches/pcvr.py (category "pcvr", shown as patches): Revive (LibOVR->OpenXR,
  default on for Oculus games), revive_openvr, no_crash_reporter (Unreal),
  oculus_unreal (OculusHMDConnected helper), xr_timefix (Frame OpenXR layer),
  proton_*. tools/revive.py (find/install Revive, never replaces the user's).
- targets/pc_revive.py (run on this Windows/WSL PC via Revive + local Steam;
  core/winhost.py helpers) and frame_lepton Proton path; agent handles Proton
  install, prepare/finalize_pcvr, launch, list_files (AGENT_VERSION 17).
- native/oculushmd (fp_oculushmd.exe) and native/xrlayer (Frame OpenXR 1.1->1.0
  + timespec-time layer); prebuilt artifacts + SHA256SUMS.

Runtime findings (Frame, SteamOS 0.4.2 / Proton 11 arm64): the SteamVR runtime
only accepts OpenXR 1.0, so Proton's vrhelper (1.1) needs the compat layer;
Oculus/LibOVR games need a VR runtime (Revive on PC with SteamVR, or SteamVR-
native builds run directly). Platform-SDK / signature-checked repacks can't run
on the Frame; those are flagged, never bypassed.

GUI overhaul (ui/): streaming persistent Library with tags/filters/sort, a
background job queue + activity panel, per-game page, Frame tab with installed
list + file browser, Settings (incl. agent version), Play + launch-test actions,
resumable/interruptible installs with up-front interventions, dark theme, help
hints, uninstaller (uninstall.py). Faster uploads via a direct link (USB /
Frame hotspot) when reachable. Artwork/details from OculusDB + Steam + ovrp,
composed Steam art sets and tags, thumbnails served by URL.

Docs (PLAYBOOK/FRAME_RUNTIME/ARCHITECTURE/INSTALL/CLAUDE.md), triage signatures,
and unit tests throughout (130 pass).
2026-09-30 00:35:19 -04:00
spoopyghosty0 8fe2f57870 CI: non-interactive flet build (--yes, plain output, UTF-8), newer actions, flet-cli dev dependency 2026-09-28 23:44:19 -04:00
spoopyghosty0 69181bf46a Discovery via SteamOS devkit mDNS + multi-address probing; manual connect validation; auto-connect
The Frame announces _steamos-devkit._tcp (not _ssh._tcp) and can be reached over home Wi-Fi, its own
hotspot (10.35.78.1) or USB (10.86.200.233). Discovery probes every address, falls back to an SSH subnet
scan (excluding the PC's own addresses), and the GUI auto-connects to a found Frame. Connecting with an
empty address now shows a message instead of an error.
2026-09-28 23:32:59 -04:00
spoopyghosty0 65b6394d1d Declare flet-desktop (needed to run the GUI from source) 2026-09-28 23:26:24 -04:00
spoopyghosty0 0470a2910a FramePort: modular Quest → Steam Frame porting app
Python core + Flet GUI + CLI that turns the manual Steam Frame porting work
into a pipeline: scan dumps, analyze, suggest patches (overport + Frame fixes,
catalog of 34 verified recipes), build, static-validate, install over SSH via
a Frame-side agent, add Steam shortcuts with artwork, headless launch test and
log triage. Includes the native sources (FrameBridge adapter, VrApi bridge
patches, GL shim), prebuilt artifacts, docs (playbook, runtime notes) and a
parity harness (34/34 games reproduce the known-good builds).
2026-09-28 21:00:29 -04:00