A callout under the controller diagram (Get Test Quest Controllers: FramePort's own install question for its install link; Open … once it's in the library), a tooltip on the button, and the controller buttons help text points to it. ui_smoke gets a settings-controllers step.
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).
Their entries open the install folder rather than Android storage, so they get their own "PC VR games" and
"Linux apps" sections next to Game storage. ui_smoke: linux-files step.
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.
A manifest may name its build's version (top-level "version" or
"frameport": {"version"}). FramePort keeps it with the game's link record
and, at start (at most every 6 h), fetches remembered web manifests again;
a newer version marks the game link_update. The Library bar and the game
page offer to download and install it (one confirmation, same download path
as a first install, a name the user gave is kept). CLI: frameport
link-updates [--install]. Docs: INSTALL_BUTTON.md.
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.
Settings -> Library folders lists the folders Rescan scans (scan.roots: status,
games from each, remove, Add folder...), CLI frameport folders / rescan.
A scan that finds a library game elsewhere whose own files are gone and that
is the same build points the entry at the new place (title, tags, art, user
recipe, builds and installs stay); another version is taken only by Scan a
folder... (as Update with a newer APK/version), Rescan reports it; a second
copy leaves the existing one. A full scan no longer overwrites a user recipe.
Source of truth: announcements/current.md on main (front matter: id, title,
date, optional image/button/expires; Markdown body), read from raw GitHub every
6 h like the catalog, so a push reaches users without a release. Ships
switched off (active: false).
Shown only to people who used FramePort before the announcement's date, never
on a first start; any close (X, click outside, Escape) dismisses that id for
good, and a new announcement = a new id. Centred over the content area, right
of the sidebar. announcements/README.md explains the file;
ui_smoke.py --announcement renders it.
Follow-up to "Update with a newer APK…": Linux apps take their new AppImage/archive or folder (a file or a folder
picker, like the app was added), PC VR games their new game folder. pipeline.replace_linux_app / replace_rift_game
re-run the add path (add_linux_app(replace=) / add_rift_game(replace=)): the entry keeps its package (so the Steam
shortcut), name, artwork, tags, switches and the user's recipe; a folder keeps the program chosen before if it's still
there, else FramePort picks again (and asks, for ambiguous PC VR games). A name that looks like another app's is
allowed with a heads-up.
The entry gets a new source_id, recorded in the deployment's recipe at install (no agent change):
components.source_replaced shows the Frame copy (and a PC install, pc_outdated) as outdated until then. Such an
install also re-sends same-size files changed after the last install (installer.changed_since), since uploads
otherwise skip files the Frame has with the same size. The old PC VR folder is left out of later scans
(replaced_dirs). CLI: frameport new-version <game> <path> (APKs too). Docs: INSTALL.md.
A Frame that only authorizes the user's own key refused OpenSSH, which
offered FramePort's keys alone (IdentitiesOnly), so every upload fell back
to Paramiko. The connection now records which login worked (Frame.auth):
after a login with this PC's own keys/agent OpenSSH also offers private
copies of ~/.ssh/id_* (OpenSSH skips its defaults once -i is given) and the
agent; a refused strict login is retried that way once. FramePort doesn't
add its key to the Frame for this.
New: Settings > Installing > SSH keys (library ssh.extra_keys, CLI
frameport frame ssh-keys): extra private key files for the connection and
OpenSSH, checked with Paramiko (passphrase keys: use the agent). OpenSSH
runs with -v and a refused login's error lists the keys offered and its
warnings. whoami's SID is read from bytes (non-ASCII user names).
Checked with Windows ssh.exe/sftp.exe against the Frame.
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.
Flet packs a patch by iterating each control's _values dict; Prop.__set__ adds/removes keys there without a lock.
A property set on a background thread (the live Frame card's sample, job progress, the library loader) while the
event loop packed a patch raised "dictionary changed size during iteration" and the update was lost (seen in CI:
a sidebar click left the old page showing). serialize_flet_updates() now makes property writes take the same
re-entrant lock as patches (app.FLET_LOCK). Reproduced with Flet's own encoder: 16 failures in 4 s before, none
after; test_property_writes_wait_for_a_patch_being_packed. The showcase server and ui_smoke serialize like the app.
Tour re-recorded with the fix (clean, no fallback clicks).
scripts/showcase/: the fakes split out of ui_smoke (the pretend Frame now reads the demo library's state, fixed
dates, a Take screenshot fake, a frozen monitor stream for stills), web.py (the GUI in web mode driven by name
through Flutter's semantics tree, drawn cursor, eased pointer paths, settle detection, one browser per window),
steps.py (the step language shared by screenshots and the tour), demo_home.py (21 catalog games from
docs/showcase/demo-library.yaml + demo-analyses.json, art and store details fetched once and cached) and
render_docs.py (docs/showcase/shots.yaml -> docs/images, rewritten only on a visible change; --check for CI).
C.CoverButton (grid + shelf), library.card_hover/hover_motion/scrim, game page Play shows Starting on … with a spinner; glyphs.solid + frame-solid.svg for primary buttons; reduce motion skips lift/zoom/rings. ui_smoke: card hover, button hover and launch frames.
Main's microSD drives (agent v63), Linux app icons (agent v64), OBB detection, re-analysis and catalog entries,
on top of the UI refresh. Our monitor modules ({"modules": [...]}) move to agent v65 (MIN_AGENT_MODULES = 65).
Main's new UI uses the refreshed components: "Move to…" is in the game page's sectioned menu (MenuState.movable),
the .obb question and the Move dialog use C.dialog, the Frame page's drive picker C.dropdown, line-style icons.
- One Playwright context per clip (record_video), web mode with ui_smoke's fake Frame; MP4 (x264) + poster JPG via ffmpeg, blank start trimmed
- ui_smoke: install_fakes()/attach_fake_frame() factored out so the recorder reuses them (behaviour unchanged)
- driver/shooter hand-off: the driver runs a step, signals ready, then waits (240 s max) for the shooter's screenshot + mouse actions before the next step; fixed STEP_SECONDS and the compensating sleeps (library-typed/-cleared, --hover, --gestures, --links) removed
- new step library-shelf-hover (the shelf's first card hovered: its Play button); hover positions per step
- mouse actions that save their own picture (menus) skip the duplicate -mouse shot; the -mouse shot waits the paint delay (typed search showed half-faded results)
- --links keeps the 1440x900 Add games click; --gestures positions updated for the shelf, fake screenshots keep the same day layout at any hour
- C.checklist/C.Check replace status_row: Frame 'Ready to play' (Install Lepton, Install Proton, Test, Restart the Frame when kernel keys run high), Settings Tools (Install per missing tool) and This PC
- Views fade in (150 ms AnimatedSwitcher, same-route redraws swap in place); the wordmark portal pulses once on connect; Settings > Appearance 'Reduce motion' (ui.reduce_motion) turns both off
- Settings: fixed index column (Appearance first, Remove FramePort last) that scrolls to sections; ui_smoke step settings-index
- Tests: checklist items, section order, reduce-motion default
- glyphs.transit_parts: the logo's monitor, portal and headset drawn whole (same paths/strokes), per theme colours, cached by TRANSIT_REV
- ui/transit.py: pure stage-name mapper (Analyze/Patch/Sign/Upload/Install/Test, overall fraction, waiting/failed, frame/pc) + tests
- components.Transit: created once, set() updates properties; cover rides into the portal at the progress head
- sidebar activity card (compact), game hero (updated from _on_job, no re-render), Activity running tile
- ui_smoke: a pretend running install (transit-game, transit-activity)
- app owns one MonitorHub; the Monitor tab subscribes (all modules) instead of owning a MonitorSession; the hub reconnects, _poll retries an error
- sidebar Frame card: battery ring (C.gauge), name + connection line; now-playing row (art, title, playing time, fps by level, 2-min sparkline) opens the Monitor
- card subscribes to games + battery every 5 s while connected, paused during uploads; setting ui.live_frame_card in Settings > Appearance
- ui/frame_card.py pure helpers + tests; ui_smoke injects FakeMonitorSession into the hub
The Steam Frame page lists the Frame's drives (filesystem, free space, games on each; exFAT/NTFS cards say why they
can't hold games) and sets where new games go (library setting install.drive, default internal storage). Game menu
→ "Move to…" (Frame-installed games, agent v63) picks a drive in a dialog and queues a Frame job that follows the
agent's copy with progress (cancellable until the copy starts). The game page and the Frame page's installed list
show "on SD Card" / "SD Card not inserted"; a game whose card is out counts as installed, not "Not installed".
Help texts install_drive / move_game, ui_smoke --fake-frame drives + the Move dialog, docs (FRAME_RUNTIME "Where
FramePort keeps games", INSTALL, PLAYBOOK row, CLAUDE.md).
Closes#90
- Keys typed on the Library (no dialog open, search not focused) go into the search and focus it, cursor at the end; Backspace removes the last character; Esc in a non-empty search clears it
- Pure helpers library.typed_char / should_capture (tested); C.dialog_open reads Flet's page._dialogs (snack bars don't count)
- Search hint "Type to search games and tags"
- "Add a PC VR game folder…" is now "Add a PC game folder…" (it adds Windows games too)
- ui_smoke: library-typed step types "arc" after clicking the header
- ui/menus.py (no controls): menu_sections() builds a game's menu for the Library right-click and the game page's "…" (Header entries for Artwork/Recipe/Troubleshoot, destructive items last after a divider; the page leaves out what its hero and Where-it's-installed cards offer; Type on Frame left the game menu; "Run launch test on …"; Analyze again also on the page); process_menu() for Monitor (Copy first, End…/Force quit… with distinct icons, End game… last, disabled "Protected by SteamOS")
- C.menu_items: 32 px rows, small-caps headers (dropped when empty), ICON_S icons, disabled items without a handler; C.menu_button/C.check_item; menus get a BORDER_STRONG border + shadow (PopupMenuButton and theme popup_menu_theme for ContextMenus)
- Add games menu: new labels/icons, Rescan folders at the end (toolbar button kept); docs/help updated
- Icons whose ROUNDED variant is filled are OUTLINED again (Monitor nav, Sleep, file types, …); the consistency test checks an explicit line-style allow-list
- Library Tags chip: the tag icon no longer overlaps its label
- tests/test_menus.py; ui_smoke shoots the Add games and game page menus
- Dual themes: "Frame" (accent), a small tilted portal (rim from the accent into SECONDARY around a dark hole,
generated in the active theme's colours, also for installed themes: glyphs.portal_mark), "Port" (SECONDARY)
- Glyphs: stroke 2 (was 1.75, lighter than Material's icons); menu items tint them TEXT like Material's own icons
- ui_smoke: waits until the web server listens (a fixed 6 s failed with a second smoke run on the machine)
- Built-ins: Portal (default), Portal (OLED) (true black) and Original (the former violet; "classic" still maps to it)
- Portal now uses both of the logo's portals: orange stays the main action and selection; the new SECONDARY token
(blue) colours outlined buttons, progress bars and switch tracks; "dual" themes add the blue-to-orange sidebar
edge, the two-colour wordmark and the selected tab's fade. Original looks exactly as before
- Theme files: <data>/themes/*.json (name, base, dual, any subset of the colour tokens), checked on install (dark
background, readable text, known colours; T.ThemeError says why). Settings -> Appearance: "Install theme file...",
"Copy this theme as a file" (a template), a bin icon removes an installed theme
- docs/THEMES.md + docs/themes/example-theme.json (kept valid by a test); ui_smoke --themes includes installed themes
- Logo (a monitor that goes through a tilted portal and comes out as the Steam Frame) in the sidebar and welcome
screen; src/assets/icon.png is the bundles' app icon (flet build; PyInstaller fallback via --icon)
- 24 px line glyphs (ui/icons/glyphs, ui/glyphs.py) replace Material icons for FramePort's own concepts: Frame,
launch test, PC, live view, screenshots, Type on Frame, verified recipe, rebuild; shown as tinted images through
C.as_icon and the button/menu helpers (same size as the Material icons next to them)
- Colour themes, dark only: "portal" (default; orange accent, blue PC side, status colours chosen so warnings never
read as the accent) and "classic" (the previous violet). Settings -> Appearance theme cards switch live:
app.restyle() rebuilds the shell and drops cached views (setting ui.theme)
- Theme colours are read when building: default arguments no longer capture tokens, module-level colour maps refill
through T.on_change; tests/test_theme.py checks both
- ui_smoke.py --themes renders the picker and every theme after a live switch
- deeplink.py: framedrop:// and frameport:// links and the pasted https://framedropvr.com/install?manifest=|url= link; manifest framedrop.install/v1; https only (http on loopback), no credentials, no LAN addresses (also after DNS and redirects), sha256 checked, cancel/mismatch leave no .part
- urlhandler.py: per-scheme registration (Settings → Install links, links.framedrop / links.frameport, default on; another program's scheme only taken on request) through a handler script that queues the link and starts FramePort (a flet build bundle can't take a URL argument); the GUI's heartbeat + link inbox
- GUI: Add games → Install from a link… and Add a Windows program (.exe)…; confirmation before any download; files dropped on the Library (packaged app); CLI frameport open-link
- patch device.display_mode (Automatic / VR / Flat window), verified on the Frame with 4XVR
- x86_64 Linux apps run through FEX (agent v61: FEX installed unattended, STEAM_COMPAT_DATA_PATH set, RootFS from SteamOS's /usr/share/guestos/fex-mesa); verified on the Frame with an x86_64 test program; triage linux-x86-no-fex
Source: SteamVR's built-in v4l2cam headset view (steamvr-v4l2cam.service -> v4l2loopback 'SteamVR'),
encoded with x264 on the Frame (fps=30 before scaling, nice 10, 3 threads) as fragmented MP4 over an
SSH exec channel; ffmpeg stops when the channel closes. A relay on 127.0.0.1 keeps the init segment and
the fragments since the last keyframe for late viewers and serves an MSE player page, opened in the
default browser (Flet can't show video outside flet build bundles). Verified on the dev Frame: 30 fps
in Edge, ~0.1 s behind the newest frame, 0.34 core at 720p with a quiet picture.
Agent v45: list_screenshots (screenshots.vdf + folders, every account; the Frame files headset shots under SteamVR
250820, so launch.sh now logs start/end to <anchor>/plays.log and upgrade_launchers adds it to existing launchers) and
delete_screenshots (only images in userdata/<id>/760/remote/<appid>/screenshots, links refused, vdf left to Steam).
PC: install/screenshots.py (thumbnail/full-image cache under screenshots-cache/<frame>, cancellable download).
GUI: Screenshots nav item (grid by day, game filter, viewer with prev/next, multi-select download/delete), game menu
entry; ui_smoke --fake-frame sample shots.