Transformers Beyond Reality (UE5, FMallocBinned3) reserves 76 GiB with one
mmap(NULL, size, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS) while libUnreal.so's
static constructors run. Quest grants it; the Frame's kernel (overcommit mode 0) refuses a
writable private mapping larger than RAM + swap, and Unreal's out-of-memory handler then
dereferences its not yet created log: SIGSEGV fault addr 0x10 inside System.loadLibrary.
The patch adds MAP_NORESERVE to every anonymous read/write mmap call site of the engine
library (mov w3, #0x22 -> #0x4022 before a bl to mmap's PLT stub, with x0 = 0 and w2 = 3
in the window), suggested from analysis unreal_binned3 (ANALYSIS_VERSION 22 on main). Triage
unreal-reserve-refused, PLAYBOOK row, tests. Headless on the dev Frame the game now gets
past loading to its OpenXR session and first frames.
ELF helpers find .dynsym/.dynstr/.dynamic by section type and link instead of by name: this
game's libOVRPlugin.so has a scrambled section name table, so add_needed raised
"produced NEEDED=[...]" and the build failed in frame.unreal_ovrp_entrypoints, and
dyn_symbols returned nothing (every ovrp_* lookup then counted as missing).
# Conflicts:
# docs/PATCHES.md
# src/frameport/analysis/detect.py
- 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
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).