bootstrap.sh and Frame.install_key appended with echo >> after an exact-line grep; a file whose last key had no
newline got FramePort's key glued onto it, which sshd never matches, so OpenSSH uploads were refused while Paramiko
logged in with the user's own key. Both now add the missing newline first (one shared install_key_command).
Open requests whose /wait polling stopped for more than 2 x WAIT and decided ones older than
DECIDED_KEEP are dropped (on /hello and every few seconds); the Frame page shows only open,
unexpired requests and redraws when one expires. setup.sh tells a full queue apart from an
unreachable PC. The fallback Frame name in a request is translated.
README is a short overview that links to the install guide; repeated
sections are said once; Share working recipe everywhere; the setup
script names the real buttons; a shorter notice, the same as the site's.
One line for every Frame and PC, served by the project page: curl -sL spoopyghosty0.github.io/frameport/s | bash.
- bootstrap/setup.sh finds FramePort (stdlib mDNS on 5353 for _frameport-pair._tcp; else the USB cable's address and
a /24 scan of /ping), asks with /hello, shows 4 digits, waits for Allow, then runs exactly the typed line's
`curl -fsS <pc>/<code> | bash`: bootstrap.sh is unchanged.
- PairingServer (no second server): /ping, /hello (max 3 open asks), /wait (long poll; code only once allowed),
decide(); announces itself over zeroconf while running (name, port, two words for this PC's key; never the code).
- Connect page: "Start setup" shows the static line, incoming asks as Allow / Deny cards (a toast elsewhere);
"Use the setup command" keeps the address + code line; USB setup unchanged.
- The app key is created under a lock (the announcement and the page asked for it at once on a first start).
- Tests: approval/deny/limits/timeouts, the code never in the announcement, setup.sh end to end against a real server
with a stub bootstrap (allowed and denied), digits match. ui_smoke --setup-url drives the page.
Checked on the dev Frame with a stub bootstrap: found by mDNS and by the scan fallback, allowed, code handed over.
Setup without root or password: bootstrap.sh turns Developer Mode on itself (Valve's steamos-devkit-mode helper,
config.vdf set with Steam stopped) and finishes as a user unit, since Desktop Mode is a nested Plasma inside
steam.service (stopping Steam ends it; systemd-run needs the real user bus). Shorter setup command
(curl -fsS <ip>:8765/<code> | bash). Valve's devkit pairing (POST :32000/register, ssh-rsa key, Settings → Developer
→ Pair new host) as a fallback that needs no connection into the PC. Firewall handling: temporary Hyper-V rule on WSL
(one UAC prompt, removed after setup), per-OS hints when nothing reaches the setup server. Flet updates serialized
(a dialog shown during a scan redraw never closed). Setup command survives page redraws. Uninstall: removes Lepton's
overlayfs work dirs (mode 000) and stale shortcuts (agent v31). Tests no longer touch the real data folder. README:
highlights, what the setup changes on the Frame, network and firewalls.
- 34/34 games rebuilt from the original dumps match the known-good builds;
all reinstalled through the agent and launch-tested with 0 regressions
(docs/parity-report.md, docs/parity-device-report.md).
- Agent: stop rootless podman leaking a kernel keyring per Lepton launch
(keyring=false; ~200 launches exhausted the quota), report key usage,
detect failed container starts, new `cleanup` command.
- Oculus OS stubs and Meta permission declarations are now recipe/heuristic
driven instead of automatic, so known-good games stay unchanged.
- Triage tuned (optional dlopen probes are info, not fatal); report command,
test-only device parity, docs updated.
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).