Steam Input's per-game remapping doesn't reach a 2D app; device.steam_gamepad's options now change the buttons
inside the app: the launcher exports FRAMEPORT_GAMEPAD_LAYOUT/_KEYS, the agent's Podman wrapper mounts a per-game
key layout (agent v103). Diagnostics of such games carry gamepad.log and Steam's controller activation lines. The
game page shows a patch's on/off options under it while it's on.
CI: locales template refreshed; frame.main_process counts as a patch that works on the 32-bit bridge.
msm reported SteamVR's compositor engine time near 2^64, rising ~1000x faster than real time, so the summed GPU busy
was pinned at 100 % on an idle Frame. Each render fd is now tracked on its own; a delta longer than the interval
falls back to drm-cycles-gpu / GPU clock. Checked on the dev Frame: installed agent 100 %, this one 0.0 % at 231 MHz.
Settings -> Data picks the PC backup folder (e.g. a cloud-sync folder; old folders stay listed) and turns on
automatic snapshots (off by default): Quest launchers snapshot the saves when the game closes, under the launch lock,
keeping the newest three changed ones on the Frame, and FramePort imports them as automatic backups when it connects.
Agent v101. Checked on the Frame with BlazeRush (snapshot per close, one import per snapshot).
The old radius setting exported FOVE_INNER/FOVE_OUTER, which Lepton doesn't pass into the container and Valve's
foveation layer doesn't read, so every size looked the same. Game settings now offers Default (large) / Large /
Medium / Small, exported as FOVE_LEVEL=lo/med/hi (the layer's own preset names); saved radius choices map to the
nearest preset. The agent's launcher update accepts FOVE_LEVEL.
cmd_shortcuts returns without "started" when it queues (later) or skips the change; cmd_uninstall indexed it
and failed after the shortcut removal was already queued, leaving the game installed. Found on the Frame.
Installing on the Frame restarted Steam to add the shortcuts, which also closed FramePort running there.
Settings -> Installing gets a Steam library mode: now (as before; restarts also wait while FramePort runs on
the Frame), later (no restart: Steam's next start re-applies and verifies the shortcuts through bounded
steam.service hooks) or off (no shortcuts; Play starts the game from FramePort). Restart Steam now bypasses
the holds and asks before ending a running game. Agent v99.
Based on the feature branch's two commits (a311498, cf05ce2), merged onto main.
Foveation (Default / Eye-tracked / Fixed / Off, radius, test) moves from Customize to Game settings →
Picture. It's a user preference, not part of the recipe: existing recipes are migrated once and Share
working config leaves it out. Agent v98 set_settings rewrites only the launcher's foveation exports, so a
change applies at the next game start without a rebuild (checked on the Frame: Fixed adds the FDM exports,
Default removes them). The APK-side parts (Batman allocation fix, Climb 2 bridge) stay in the build.
The scale setting's label is now "Render resolution (supersampling)". ui_smoke: game-settings-dialog step.
Each drive the agent reports (SD card, USB, other Steam library drives) is a Files location with its free
space; read-only drives allow downloads only. Installed PC VR and Linux games get their install folder.
Agent v97: drives report read_only explicitly (checked on the Frame).
Apply saved refresh rates through SteamVR before Lepton starts, preserve launcher upgrade ordering, and cover the behavior with regression tests. Update the setting documentation and fix repository lint errors blocking CI.
Agent v94: _backup_saves / _restore_saves stream a tar.gz of a game's internal
and external Android storage over the SSH exec channel (caches, IL2CPP and
shader caches, FrameBridge files, videos/OBBs and files over 64 MiB left out;
manifest with sha256 last). File work runs in podman unshare, holds the
launch lock and is refused while the game runs. Restore treats the archive as
untrusted (confined paths, no links/devices, size limits, hashes checked,
staged first), keeps the replaced saves as saves-before-restore.tar.gz (undo)
and puts them back if swapping fails.
PC: install/saves.py (save-backups/<pkg>/, keep 10 by default), game menu
section Saves (back up, restore..., open backups folder), Frame page
"Back up all saves", back up before deleting saves on uninstall, Settings ->
Data keep count, CLI frameport saves backup|list|restore|undo.
Pre-#263 agents left shortcuts.vdf entries with both appname and AppName; vdf_decode then refused the file
("duplicate VDF key") and Add to Steam library failed. Duplicates are now merged into one key: Steam's capitalized
spelling kept, the last value taken. Clean files still round-trip unchanged.
After "Waiting for app", a failure line or 20 s without a logcat line start FramePort's own reader, from the
launcher's start (logcat -T <epoch>) when the mirror never wrote, else from just before its last line. The reader
restarts from where it ended, stops when Lepton's lines come back, the container's log buffer is 16 MiB, and every
decision goes to logcat-keeper.log.
Merged main (agent 90, ANALYSIS_VERSION 17/18 after main's 15/16) and rebuilt the bridge, foveation and a32
libraries from source (deterministic, no local paths).
Fixes on top:
- a32 loader: apply DT_ANDROID_RELR relocations (Journey of the Gods crashed at start)
- VrApi bridge: vrapi_Get/SetTrackingTransform (floor-level tracking; Shadow Point's player was below the floor)
- a32: never submit an untracked default head pose (hold up to 100 ms, repair or drop); pose consistency per display
time; submit/tracking counters
- VrApi bridge: wait again when xrWaitFrame gives a display time in the refresh just submitted (the runtime rejected
the second frame with AlreadySubmitted; Journey of the Gods ran at ~120 fps on a 90 Hz display and the scene slid
and snapped back); pacing counters
- VrApi bridge: GLES re-entry polls events before reusing the kept session (a lost or exiting session is replaced, a
stopped one waits for READY)
- VrApi bridge: STAGE is the runtime's STAGE space (play-area centre and orientation, unchanged by recentering);
LOCAL_FLOOR keeps the head-based origin
- signer certificate: pick the certificate the SignerInfo names, not the first in the PKCS#7 block
- flat 32-bit apps keep the bridge (it isn't a VR-only fix)
- Frida gadget loads are stripped before translation
- launcher restart test fixed; native/.cache is no longer committed
- catalog: Shadow Point and Journey of the Gods work (headset, 2026-10-14; min_app 1.1.2)
On Frames whose Steam drops FramePort's shortcuts.vdf entries on every restart
(GitHub #41/#42), "Add to Steam library" restarted Steam twice and then failed
with "Steam removed the new library entry again after restarting". Play's
fallback (the devkit entry, the one Steam keeps) was never reached because
_add_then_play gave up first.
After the second loss the shortcuts worker now adds the devkit entry while
Steam runs, so the game ends up in the library as "Devkit Game: <title>" and
the job succeeds. Agent v89.
- Check the Steam shortcut on every update, also when nothing else changed: a connection lost during
"Add to Steam" or Steam putting its old shortcuts.vdf back left games without a library entry. The
agent restarts Steam only when the entry really changes.
- Artwork updates for installs without a recorded artwork manifest start from a clean folder again
(an old portrait.jpg next to a new portrait.png was picked at random for the Steam grid).
- OpenSSH uploads only rename .part files that are already complete (sftp's reput refuses them, which
sent every resume to the Paramiko fallback).
- frame.tbxr_vendor revision 2: GL4ES ports get "Update on Frame" for the #191 draw fix.
- Configuration-only updates send the library's current Steam tags.
- finalize drops fingerprints and the artwork record an older app didn't send.
- set_settings: malformed numbers are refused before anything is written; int settings keep a
fractional value.
- Display diagnostics use Windows PowerShell 5.1 without pwsh's PSModulePath; window diagnostics and
the instance owner file can't stop the GUI from starting.
Sports Scramble (a 32-bit Santa Cruz build: UE 4.21, OVRPlugin on VrApi 1.21)
now plays in the headset with both controllers.
a32 bridge:
- AAsset_getBuffer: the host buffer lies above 4 GiB, so the guest gets a
copy in its own memory, freed in AAsset_close (Unreal read its
UE4CommandLine.txt this way and aborted on the NULL it got before)
- AKeyEvent_getFlags and the remaining AConfiguration getters
- Touch controllers for Quest builds: apps that require 6DoF head tracking
(uses-feature android.hardware.vr.headtracking version 1) get
assets/fp_a32_headset.txt = "quest" at conversion; the bridge then passes
both Frame controllers through (input devices, caps, state, tracking,
vibration; struct tails per VrApi minor) and sends no synthetic touchpad
events. Gear VR / Go games keep the remote emulation. A32_TOUCH=1/0
overrides.
Analysis: detect.requires_6dof, headset "quest" for such 32-bit apps
(ANALYSIS_VERSION 13).
Agent 82: Unreal restarts the app once after its first-run shader precompile
(the "optimizing" screen): it starts its own launcher activity and exits, and
Lepton ends the container with the first process. Skipping the restart or
turning it off (r.ProgramBinaryCache.RestartAndroidAfterPrecompile=0) left
the game on that screen for good. launch.sh now starts Lepton once more when
the system log shows the app's own LAUNCHER start right before its
System.exit(0) (_restart_requested; first run kept as
launch-before-restart.log; FRAMEPORT_NO_RESTART=1 turns it off).
upgrade_launchers adds it to existing launchers. Crashes, quitting from the
game and Steam's Exit game don't match.
Catalog: Sports Scramble works (owner, headset, 2026-10-13).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Agent 85: the game's container gets the host's /dev/input at /dev/fp-input (Lepton's /dev/input holds its own Wayland
input pipes) and the launcher's _gamepad_links worker keeps /dev/input/eventN links to Steam Input's virtual pads in
step while the game runs: controllers switched off and on again (Steam makes a new pad) work without a restart.
Android's EventHub adds and removes the links through inotify (dev Frame, uinput stand-in pad created after boot:
New device, Device removed, added again). Older launchers get the new gamepad line through upgrade_launchers.
The key layout also maps BTN_DPAD_* (a Steam Input layout that sends the D-pad as buttons, e.g. a stick set to
D-pad; the Frame's controllers have no D-pad of their own).
Agent 83: deployment.json desktop_icon (default on); refresh_desktop_entries only updates a desktop copy that is
there; desktop_entry takes icon=. Game page: "In the app menu" and "On the desktop" switches.
- Agent 83: Valve's Lepton pastes the game's paths unquoted into shell commands (liblepton mounting.sh), so a game on
a card named "Steam Frame 512g" never got its internal storage (no saves, no SharedPreferences). The Quest launcher
now links the game folder to ~/.local/share/frameport/lepton-paths/<pkg> at every start and gives Lepton that path;
upgrade_launchers converts existing launchers, move and uninstall handle the link (#213, #214, #215, #221).
- frame.eos_keychain_loop (opt-in, offered by triage): Epic Online Services' resetKeychain returns at once, so a
keychain it can't write no longer loops forever (Beyond Sandbox, #214).
- Triage lepton-data-link-failed and eos-keychain-loop.
- CryEngine also from libAndroidLauncher.so + a .cryproject (Climb 1, #238); ANALYSIS_VERSION 12.
Game menu (Library right-click, game page "Name and artwork") and CLI 'frameport rename <pkg> "<name>"|--reset'.
The title is locked (title_locked + auto_title for the reset); rescans, Rift store matches and install links only
update auto_title; a chosen name gets no Quest/Rift twin suffix. Installed copies: the Frame's deployment.json title
changes and the shortcut is rewritten with the same appid (matched by Exe), one Steam restart; PC VR installs on this
PC keep their appid too (reinstalls and library updates now record the shortcut's real appid). A Frame that isn't
connected shows "Update name on Frame" on the game page until then or the next install.
SteamVR's auto-launch flag (SetApplicationAutoLaunch) didn't persist on the dev
Frame and a registered watch didn't start by itself. The deployment's overlay
autostart flag is now the source of truth: ensure_host_fixes installs the user
service frameport-vr-overlays.service while an installed overlay app has
autostart on (removed when none has, on uninstall/purge, or with the kill switch
~/.local/share/frameport/vr-overlays.disabled / FRAMEPORT_NO_OVERLAY_AUTOSTART).
It polls every 5 s for a new vrserver (pid + start time, remembered across agent
updates), waits until SteamVR answers, gives SteamVR's own auto-launch 15 s and
starts each autostart overlay app that isn't running (process of its folder or
GetApplicationProcessId) through LaunchApplication, in a child process with a
timeout. Log: ~/.local/share/frameport/vr-overlays.log (capped).
Host OpenVR overlays are composited over Lepton (Quest) games on the Frame;
Windows overlay apps register through Proton's vrclient. Detect overlay apps
(bundled .vrmanifest with is_dashboard_overlay, or OpenVR + IVROverlay +
self-registration), patch pcvr.vr_overlay and the Linux entry fields
vr_overlay/vr_overlay_autostart, agent register/unregister/launch_vr_overlay
(IVRApplications through SteamVR's libopenvr_api.so; manifest with
binary_path_linux_arm, the only key the Frame's vrserver reads). Overlay apps
skip launch tests and the Linux Steam-parent watchdog and don't count as a
running game. Probe sources in native/vroverlay_probe.
The {"modules": …} message and take_screenshot reached main with agent 73 (the ui-refresh
branch's v63-v66 numbers collided with main's). MIN_AGENT_MODULES was 65, so agents 65-72
were sent a message they ignore.
Agent v74: with an index.txt, collect_diag sends every module named in the
newest session (after the last '# start'), deduplicated, last used first,
each up to 4 MB and up to 30 MB in all, plus that session's index lines.
A reporter's GPU hang came ~10 s after the last new module, so the newest
written modules missed the culprit. Without an index (fp_spirv) nothing
changes. The bundle drops the least recently used modules last when the
zip would pass its size limit.
Conflicts kept main's features with the site branch's wording: the uninstall
dialog's new delete-saves option, hardware video decoding and last-session help,
new Game settings (plain labels), agent 73 (main's 72 plus the Take screenshot
command from v66). Main's new texts follow docs/STYLE.md (for example, patch/setting
instead of fix). Pages rebuilds on docs changes and daily; the CNAME file is
gone (the domain is a Pages setting).
Lepton's Android only gets keyboard, pointer and touch from the Wayland seat. The opt-in patch (2D apps; suggested
when the manifest declares android.hardware.gamepad or LEANBACK_LAUNCHER, ANALYSIS_VERSION 9) makes the agent record
steam_gamepad in deployment.json and give the launcher a line that exports SDL's hint
(LEPTON_ENV_SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD) and puts FramePort's own Podman wrapper (agent/bin/podman,
written by ensure_host_fixes, independent of the video codec) first on PATH. For the game's podman run it bind-mounts
Steam's virtual pads (uinput, 28de, gamepad buttons) at /dev/input/eventN plus an Xbox 360 key layout, then hands on
to the next Podman after itself (the codec wrapper or Podman), so both wrappers chain in either order.
FRAMEPORT_NO_GAMEPAD=1 turns it off for one start; failures keep the arguments unchanged. Verified headless on the
dev Frame with a uinput stand-in pad: Android's EventHub opens it with our layout and dispatches BUTTON_A.
Adapter setting vk_shader_dump=1: every distinct module once to files/fp_vk_shaders/<size>_<sha256>.spv, each
vkCreateShaderModule as one index.txt line (order, time), to find the shader behind a GPU hang for a vk_shader_fix.
Agent v72 collect_diag returns the newest dumped modules (Vulkan and OpenGL ES dumps); diagnostics bundle them.
Triage gpu-hang suggests the dump for the session's graphics API (FrameBridge's swapchain formats).
- Opt-in per game: only launchers of games whose recipe has frame.hw_video_decode (install stage, no APK change;
suggested from analysis media_codec, ANALYSIS_VERSION 8) get the codec line (deployment.json hw_video_decode,
finalize + upgrade_launchers). Games that had agent 70's per-game codec (Batman) keep it; their old
<base>/frameport-codec folders are removed afterwards. Batman: catalog + migration batman_video_patches
(frame.hw_video_decode + the hidden adapter setting surface_native, no more package check); 4XVR catalog.
- Off switch: Settings -> Installing "Hardware video decoding" (library video.hw_decode, default on) -> agent
video_codec_switch (video-codec/disabled, checked by the launcher line and the wrapper); FRAMEPORT_NO_HW_VIDEO=1
for one game.
- Connection: the codec is checked once per connection, also after a failed install; a Frame keeps the same or a
newer revision built elsewhere (logged) instead of flip-flopping between PCs.
- Wrapper: the merged media_codecs.xml goes to $XDG_RUNTIME_DIR/frameport-video, never into the version directory.
- Decoder: refused (busy) Iris sessions retry until 20 s after the plugin loaded (SteamVR's link holds a session
~12 s at game start), else 2 s, before the software fallback; VP9 capped at 4096x2304 (XML + component, larger
decodes in software); hidden VP9 frames' pictures dropped. Manifest revision 7.
- build.py builds from paths with spaces and from freshly extracted FFmpeg sources. Artifacts rebuilt here, identical
from two trees (ext4 and the NTFS repo path, two NDK copies); PR #128's own sources rebuild to its binary.
- AGENT_VERSION 71 (matches the connection's gate); triage hw-video-decoder-busy, PLAYBOOK row, docs.