Commit Graph
25 Commits
Author SHA1 Message Date
spoopyghosty0 277dd99645 Cpp2IL crashes aren't "code not found"; triage orders replayed logcat lines by date (#293)
- il2cpp._run: a non-zero exit or no .cs file under DiffableCs is an unreadable game. The release Cpp2IL dies on
  BattleTalent (Unity 2021.3.45f2, exit 134, IndexOutOfRangeException in CsFileUtils.GetTypeName) after making the
  folder tree; every class was recorded "missing" and cached.
- find_methods: any release failure gets one try with the development build (it reads BattleTalent), not only an
  unsupported metadata version; never with a caller's Cpp2IL or FRAMEPORT_CPP2IL. Errors are cached as errors,
  never as missing classes; cache entries with no class found and every wanted class missing are run again.
- Il2cppReturnPatch: Cpp2IL failures become the same WARN check as "code not found" but with Cpp2IL's error line;
  the method list in the WARN has no duplicates.
- triage: logcat times include the date (logcat replays kernel lines dated days earlier ahead of the game's; by time
  of day the "past midnight" guess gave a healthy run frames-stopped 83261 s). Year wrap handled.
2026-10-17 01:52:47 -04:00
spoopyghosty0 9cacc0eacc Unity IL2CPP fixes warn when they find nothing; FrameBridge fills empty image rects (#293)
- Il2cppReturnPatch (unity_runtime_msaa_off, unity_multipass, unity_text_input, ...): a patch that is turned on
  but whose methods Cpp2IL doesn't find in the game now logs it and adds a WARN build check naming the patch
  ("not applied (<id>): code not found in this game ...") instead of skipping silently. ApkContext.checks =
  checks a patch reports while applying; apply_frame_fixes adds them to the build's checks (job/CLI output,
  build record). WARN only: the build still succeeds.
- FrameBridge rect_clamp: an empty projection/quad image rect (BattleTalent's first frames: 0,0 0x0 ->
  xrEndFrame -25 twice, then OVRPlugin stops submitting) becomes the whole swapchain image when its size is
  known; counted as swapped, logged ("rect_clamp: view N empty image rect -> full swapchain WxH"). Adapter
  revision unchanged; artifacts rebuilt.
- triage swapchain-rect-invalid, PLAYBOOK row, setting texts, PATCHES.md, i18n template.
2026-10-17 01:52:16 -04:00
spoopyghosty0 7202d6ae41 Vermillion 1.7.2: canvases are painted in the scene, so the hand and brush stay visible (frame.vermillion_scene_canvas, #200)
The game showed a canvas being painted as its own compositor layer, which the Frame draws in front of everything.
PaintableMesh.HasCompositorLayerAvailable and ShouldUseCompositorOverlay return false (Cpp2IL), so the game's own
fallback draws the canvas in the scene (Klownicle's finding). Catalog recipe, PLAYBOOK row, test.
2026-10-12 18:23:56 -04:00
spoopyghosty0 b3095b110a Merge Sniper Elite VR fixes by UnicronNL (GitHub #81)
ovrpshim frame-begin gate and held-back physics update (per-game settings ovrp_begin_gate / ovrp_hold_physics, on in Sniper Elite VR's recipe), xrshim PCM vibrations, unity_oculus_check revision 5; artifacts rebuilt by us. Owner's headset test: Sniper Elite VR plays, Accounting+ unchanged, BattleSisters unaffected (settings off).

Closes #81

# Conflicts:
#	artifacts/SHA256SUMS
#	docs/GAMES.md
2026-10-08 22:06:18 -04:00
spoopyghosty0 6595a31048 ovrpshim: frame-begin gate and held-back physics update only with the per-game settings ovrp_begin_gate / ovrp_hold_physics (default off; Sniper Elite VR's recipe turns both on). With them BattleSisters' hands lagged and its loading screen stuttered (owner's headset test); Accounting+ was fine. libfp_ovrp.so rebuilt 2026-10-08 21:13:28 -04:00
spoopyghosty0 020334b37b OBBs found by file name: (main|patch).<versionCode>.<package>.obb next to the APK, in an obb folder beside an apk folder, or in a SideQuest backup (GitHub #85, #91)
quest_dump.find_data: after the folder-layout checks, search the APK's folder, its parent and up to 3 levels below each (folders with their own APKs are other games) for the package's expansion files; the folder with the APK's own versionCode wins, per kind the newest file not newer than it, else any version. When that folder holds other things too (the APK, other games' OBBs), the entry gets data_files and only those files are uploaded, counted and deleted with the game; no language-pack/content-file lookup there. Both dump folders scan identically (62/47 games).
2026-10-08 16:39:11 -04:00
UnicronNL e8ec39db86 Sniper Elite VR: works (GitHub #81)
- native/ovrpshim: libunity.so's ovrp_BeginFrame/ovrp_EndFrame go through the shim; the frame wait waits <= 50 ms
  for the last waited frame to begin and skips otherwise (the game deadlocked at its Init scene when Unity skipped a
  begin); a begin/end of another index while a wait is outstanding gets the waited index. The physics-step
  ovrp_Update2 is held back (prediction 0 located the controllers in the past on the Frame: the hands lagged).
  frame.unity_oculus_check revision 5.
- native/xrshim: PCM vibrations (XrHapticPcmVibrationFB) become one plain vibration too; haptic_fix revision 3.
- Catalog: works with frame.unity_oculus_check + haptic_fix, min_app 0.12.1. Triage unity-frame-not-begun (info),
  PLAYBOOK rows and how to get all-thread backtraces with gdbserver64 inside the container, test.
2026-10-07 22:21:08 -04:00
spoopyghosty0 a775e63e6d Install: build a game that was never built instead of failing with KeyError 'apk' (frameport install right after a scan) 2026-10-06 14:01:08 -04:00
spoopyghosty0 8a9a428f1e Delete files on this PC: also remove the download manifest next to the game when it lists only the game's files (the folder stayed, so the download manager still listed the game) 2026-10-06 13:06:34 -04:00
spoopyghosty0 8d95592f53 Unity 2019 built-in Oculus input on Lepton (BattleSisters, GitHub #48): libunity only reports controllers when the device model starts with "Oculus"; Lepton's Android is "Valve Lepton", so Unity polled only Go-style controllers and the game's buttons never arrived. unity_oculus_check revision 4 gives those strncmp calls length 0 (in place); on the device libunity now polls the Touch controllers 2026-10-06 01:19:47 -04:00
spoopyghosty0 cb689c576a ovrpshim: Touch trigger or A/B/X/Y presses count as Unity mouse clicks (GetMouseButtonDown icall replaced): Accounting+'s motion warning waits for a click Lepton never delivers; input probe logs trigger/grip values 2026-10-06 00:06:18 -04:00
spoopyghosty0 bd2e1a8410 unity_oculus_check revision 3: Unity's built-in Oculus input creates Touch controllers only on device model 'Oculus Quest'; Lepton's Android is 'Valve Lepton', so the compared string is repointed in place (BattleSisters: hands tracked, buttons dead although OVRPlugin reported every press) 2026-10-05 23:39:53 -04:00
spoopyghosty0 919c0e291e focus_hold on by default with 5 s (the Frame's wear sensor flickers "HMD off" for 0.5-2 s while worn and Quest games pause each time; Lucky's Tale); Unity 2019 games on the built-in VR loop (no Oculus XR Plugin) get the ovrpshim frame wait (BattleSisters flooded 'outside of frame bounds' and hung the GPU); frame.ovr_trace: opt-in Meta Platform SDK request tracer (native/ovrtrace) for games stuck waiting (Vader Immortal, GitHub #49); catalog: I Am Cat pose_consistency, Lucky's Tale haptic_fix, The Room VR (all owner-verified) 2026-10-05 22:02:06 -04:00
spoopyghosty0 23f4192cfd Game page offers a newer catalog config for recipes the user edited (GitHub #10: a saved Game settings dialog stopped catalog fixes; saving without a change no longer marks the recipe as the user's); launch tests fail when frames stop while the process lives on (frames-stopped) and on Unity render-thread crashes in the GL driver (unity-render-crash) 2026-10-05 21:03:02 -04:00
spoopyghosty0 3391a981b8 Unity fixes from the 2026-10-05 headset round: unity_runtime_msaa_off also no-ops QualitySettings.set_antiAliasing; frame.unity_no_overlay_copy (The Room VR: OVROverlay's fade copy crashed Zink; works now); unity_oculus_check also for Unity 2019 without the frame-wait shim (BattleSisters starts VR; then a GPU lockup); frame.unity_gl_shim + gl_hide_msrtt (GL shim reads every settings source); xrshim converts haptic amplitude envelopes before OVRPort's dispatcher (haptic_fix; GitHub #9, found by Klownicle); FrameBridge pose_consistency (GitHub #8, proposed by Klownicle) 2026-10-05 20:55:36 -04:00
spoopyghosty0 7367a35176 Library rescans find new downloads: a folder with a stray APK next to game folders counted as one game (the scan stopped there), and games more than two folders down (a download manager's <library>/data/downloads/<game>/) weren't searched; now 5 levels, collections vs game folders told apart, PC program folders and code checkouts skipped 2026-10-04 16:50:33 -04:00
spoopyghosty0 3870500972 Uninstall asks whether to also delete the game's files on this PC (off by default): the APK and data folder (or a PC VR game's folder) and FramePort's converted copies, listed with their size; never signing keys or files another library entry uses; the game then leaves the library 2026-10-04 16:36:17 -04:00
spoopyghosty0 09c7bb6ea7 SDL / LÖVE apps start on the Frame (GitHub #24): Lepton's Android has no clipboard service and SDLClipboardHandler's constructor crashed on it; frame.sdl_clipboard skips that one call with an in-place classes.dex edit (apk/dex.py), verified with LÖVE for Android 11.5 (crash without, runs with). Android apps without VR keep every suggested non-VR patch 2026-10-04 16:29:45 -04:00
spoopyghosty0 246e5fc5ee Accounting+ runs: with the frame-loop shim Unity 2017's built-in Oculus support submits frames (~71 fps in the launch test, was a frozen dashboard); frame.unity_oculus_check is suggested again 2026-10-04 15:03:49 -04:00
spoopyghosty0 0e03e061a4 Recipes FramePort derived (not the user's own) are derived again once after every app update, so new automatic fixes reach games already in a library (e.g. the Vulkan shim for own-engine games); a changed recipe shows Update on Frame 2026-10-04 14:52:26 -04:00
spoopyghosty0 7cd9a38eaf Headset round 3: Blade & Sorcery's freezes are the headset's wear sensor flickering off while worn (SteamVR 'HMD off' 0.5-2 s), which only this game pauses on: new adapter setting focus_hold_ms (default 1000; 2500 in its recipe). Installs no longer restart Steam when the game's shortcut is unchanged (a reinstall ended a game being played), and wait while a game runs when Steam has to restart (agent v37). frame.vk_sanitize also covers own-engine libraries that load libvulkan.so by name (Roblox's crash is on Fossilize's recording thread). Myst: app space warp off (object glitches). frame.unity_oculus_check is opt-in (Unity 2017's frame loop never waits: dashboard freeze). focus_hold: 1 s focused / 1 s dips by default 2026-10-04 14:15:50 -04:00
spoopyghosty0 974426d1d0 Headset round (2026-10-04): frame.unity_oculus_check (Unity 2017-2018 built-in Oculus starts VR only with Meta's com.oculus.systemactivities; Accounting+ now creates its OpenXR instance instead of running as a hidden 2D app); adapter sync_guard (the Frame runtime's xrSyncActions race right after focus, Myst); recipes: Myst, BattleGlide and Blade & Sorcery: Nomad (focus_hold for the Frame's brief focus dips) as works with issues, Roblox and BONELAB unsupported with what was found; triage + PLAYBOOK rows 2026-10-04 11:45:52 -04:00
spoopyghosty0 67c991ca4f Fixes from user reports, round 2: VR4 campaign hang (one shader reads an uninitialized loop counter; the Vulkan shim's new vk_shader_fix setting inserts the zeroing stores, matched by size + SHA-256, from #10's capture); I Am Cat multipass (the getter is inlined: the field read in OculusLoader.Initialize is rewritten, verified on a Frame); builds remember their recipe (recipe_fp, Patch.revision) so changed recipes show Update on Frame; a Frame that got a new address is found again by its SSH host key; packaged apps show library artwork (#16); diagnostics include this boot's kernel log; the Game settings dialog keeps text settings; recipes from #13, #14, #15, #17 2026-10-04 10:21:30 -04:00
spoopyghosty0 d2017194f3 Catalog recipes reach games already in the library: recipes remember the catalog entry they came from (catalog_rev) and are derived again when it changes (never the user's own edits); a maintained entry updated after the user's shared copy wins. Recipes: I Am Cat (issues: frame.unity_multipass), Lucky's Tale (issues: frame.unity_runtime_msaa_off), VR4 works with the no-ForceQuit build 2026-10-04 01:31:16 -04:00
spoopyghosty0 7a11706b3a FramePort 0.6.3: Unity patches frame.unity_runtime_msaa_off (OVRManager turns 4x MSAA on at runtime: Lucky's Tale restarted the headset, #9) and frame.unity_multipass (Oculus XR Plugin multiview: I Am Cat's grey right eye, #8), sharing one Cpp2IL run per build; triage signature for runtime MSAA; VR4 installs the no-ForceQuit build (#10) 2026-10-04 01:22:47 -04:00