106 Commits
Author SHA1 Message Date
spoopyghosty0 8169574d89 Agent: merge case-variant duplicate shortcut keys instead of refusing them (#300 follow-up)
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.
2026-10-15 00:50:33 -04:00
spoopyghosty0 5910a8d3c7 Agent 91: the logcat keeper also catches a silent or failing Lepton mirror
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.
2026-10-14 22:27:49 -04:00
spoopyghosty0 927dae5ff8 Merge main into aarch32testing; maintainer fixes for the 32-bit bridge
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)
2026-10-14 20:10:10 -04:00
coah 13a350b3bf fix: fall back to a devkit entry when Steam drops the library shortcut
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.
2026-10-14 12:36:53 -04:00
spoopyghosty0 f5368d73ea FramePort 1.1.1
Config files written by an older FramePort are no longer kept as the user's own (their backup brought them
back when a recipe dropped them).
2026-10-14 11:14:12 -04:00
spoopyghosty0 56e122d85f Fix release blockers in the update-skip and upload changes (agent v88)
- 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.
2026-10-14 10:58:24 -04:00
spoopyghosty0 faea99e837 Skip unnecessary game update work and add bounded parallel uploads 2026-10-14 10:09:24 -04:00
spoopyghosty0 c1653f21b1 Fix case-insensitive Steam shortcut keys (#263) 2026-10-13 19:20:39 -04:00
UnicronNLandClaude Opus 5.5 2acfd64f7f Sports Scramble runs: Quest builds on the a32 bridge, Unreal's self-restart
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>
2026-10-13 14:48:53 +02:00
spoopyghosty0 d787abb5df Gamepads that appear after the start reach a running 2D app; D-pad buttons in the pad layout (#162)
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).
2026-10-12 23:20:29 -04:00
spoopyghosty0 78ac1a2865 Agent: the cloud-saves line takes the package as given (the launcher template doesn't check names elsewhere); test template call updated (#240) 2026-10-12 21:21:06 -04:00
Nick Leach d6c8315463 Fix Aftermath backup data detection and first-launch cloud saves 2026-10-12 16:25:43 -06:00
spoopyghosty0 1c02ebe1d3 Lint: line lengths, unused import; scripts/upload_bench.py (upload speed by method, discussion #242) 2026-10-12 18:15:09 -04:00
spoopyghosty0 d4ea0a27bb Linux apps: the desktop icon has its own switch, and one deleted by hand stays deleted (#212)
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.
2026-10-12 17:58:02 -04:00
spoopyghosty0 401fbed1d5 Games on drives with a space in their name start again; EOS keychain loop patch; Climb's CryEngine detected
- 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.
2026-10-12 17:55:03 -04:00
spoopyghosty0 859f921361 Monitor: games Steam runs that FramePort didn't install count (e.g. Job Simulator from Steam's store, named from its appmanifest; End game = Steam's Exit game), overlay apps are never the game being played, and the newest game comes first (agent v81) 2026-10-11 17:27:10 -04:00
spoopyghosty0 cf18b30be9 Uninstall dialog: the delete-saves checkbox label wraps (it ran past the dialog; also the delete-files-on-this-PC, share-recipe and remove-FramePort checkboxes), games uninstalled from the Frame page show their name; Monitor: the agent's own workers aren't a running game (uninstalling showed the game as now playing while Steam restarted; agent v80) 2026-10-11 14:33:47 -04:00
spoopyghosty0 9de0707070 Diagnostics: a zip saved while a Quest game runs includes threads.txt (each thread's wait, syscall and CPU use, TCP sockets) to find what a hanging game waits for (agent v79, GitHub #157) 2026-10-11 09:58:09 -04:00
spoopyghosty0 a5820e68d7 BlazeRush works (GitHub #57, from Klownicle's guide; headset check pending): frame.blazerush (1.0.349 only, fingerprint + words checked: avatar wait NOP, avatar renderer RET, shader cache cache/br_shader_v1), device.config_sync (agent v78: saved resolution in user_config.xml from the runtime eye size x scale at finalize, settings changes and before each start), catalog recipe with the GL shim fixes and scale 1.7, triage vrapi-fov-before-tracking / gl-integer-attribs 2026-10-10 23:18:42 -04:00
spoopyghosty0 5b0bd2589b PC Steam shortcuts: Revive games (all started by ReviveInjector.exe) are told apart by the game in the launch options; a second Revive game overwrote the first one's shortcut 2026-10-10 21:44:47 -04:00
spoopyghosty0 423b2e1c3e Rename… for every library entry: the name is kept from then on and reaches Steam without a new shortcut (agent v77 rename)
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.
2026-10-10 21:38:56 -04:00
spoopyghosty0 b5a16a2680 Overlay apps start with SteamVR through FramePort's own service (agent v76)
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).
2026-10-10 20:53:32 -04:00
spoopyghosty0 dccdcaab96 SteamVR overlay apps on the Frame (agent v75)
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.
2026-10-10 20:01:07 -04:00
spoopyghosty0 da4f26197d Merge branch 'worktree-agent-ad1c44db9b43374d4' 2026-10-10 19:17:23 -04:00
spoopyghosty0 65d3c2ab67 Monitor: per-module collection needs agent 73 (main's 72 lacks it); correct agent versions in comments
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.
2026-10-10 19:13:42 -04:00
spoopyghosty0 dcc57f29c8 Diagnostics: send every shader module of the newest session (#140)
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.
2026-10-10 19:03:59 -04:00
spoopyghosty0 a4f73a88b7 Merge origin/main into site
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).
2026-10-10 17:18:37 -04:00
spoopyghosty0 ca14fad3ce Merge Steam Input gamepad for flat Android apps (device.steam_gamepad, GitHub #162) 2026-10-10 16:12:47 -04:00
spoopyghosty0 c4fa6557e1 Steam Input gamepad for 2D Android apps (device.steam_gamepad, agent v72, GitHub #162)
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.
2026-10-10 16:09:16 -04:00
spoopyghosty0 6fb4a52051 Vulkan shim: vk_shader_dump writes the game's SPIR-V modules with a creation index (GitHub #140)
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).
2026-10-10 15:56:01 -04:00
spoopyghosty0 8167cb86c6 Merge the shared hardware video decoder (PR #128, adapted: per game, off switch, VP9 fixes)
# Conflicts:
#	agent/frameport_agent.py
2026-10-10 02:25:41 -04:00
spoopyghosty0 007db344d7 Shared video decoder: remove a game's old per-game codec folder once its launcher is converted, also when the recipe (not deployment.json) asks for hardware decoding (seen with Batman on the dev Frame) 2026-10-10 01:01:33 -04:00
spoopyghosty0 3fb2621030 Shared video decoder: per game (frame.hw_video_decode) with a global off switch; 8K retry at start and VP9 fixes from the hw-video-decode branch
- 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.
2026-10-10 00:58:24 -04:00
spoopyghosty0 69e888c7fe Install on this PC works on Windows again: the agent (loaded for its VDF code) imported the POSIX-only fcntl at the top (ModuleNotFoundError for every PC VR install; GitHub #131) 2026-10-10 00:28:36 -04:00
Lucas-Mathieu 26cee1551e Deploy shared hardware video decoding for compatible Lepton apps 2026-10-10 03:36:56 +02:00
spoopyghosty0 28517a1999 Agent v70: session_log (the newest play session's launch.log sliced to 4 MB + its crash logcat + kernel GPU hang lines), last_play in list_installed, launch tests mark their session in plays.log 2026-10-09 14:22:17 -04:00
spoopyghosty0 5147710fad Merge Batman cutscene playback (hardware HEVC decoding, stereo composition) by Lucas-Mathieu (GitHub #96)
Adapter rebuilt here; the codec plugin rebuilt here with native/hevc/build.py (NDK r27c, Lepton SoftOMX fingerprint 456e912c) is byte-identical to the contributed one (c1c2a73e). Agent version 70 -> 69 (main was at 68).
2026-10-09 13:43:22 -04:00
Lucas-Mathieu b4848c0424 Harden codec deployment and isolate native video hooks 2026-10-09 19:24:51 +02:00
Lucas-Mathieu da638aea99 Merge remote-tracking branch 'origin/main' into fix/batman-cutscene-playback
# Conflicts:
#	agent/frameport_agent.py
#	artifacts/SHA256SUMS
#	artifacts/arm64-v8a/libopenxr_loader_generic.so
#	artifacts/armeabi-v7a/libopenxr_loader_generic.so
#	native/adapter/frame_adapter.c
2026-10-09 18:29:12 +02:00
spoopyghosty0 7c37b479db Agent v68: launch tests count their window from Lepton's 'Waiting for app' (up to 240 s more for boot + install). The first start after an APK change installs the app first; a 45 s window from the launcher stopped the container mid-install and left a broken installed APK ('base.apk is not zip') that never started again (VR HOT) 2026-10-09 11:58:54 -04:00
spoopyghosty0 5d44831757 Agent v67: keep launch.log filling when Lepton's logcat mirror dies ('logcat: Unexpected EOF!' right after the game starts, about 1 launch in 50: Vader Immortal on Lepton 3.0.5, Under Cover on 2.8.14). launch.sh starts _logcat_keeper, which then reads the container's logcat itself (podman exec ... logcat -T 2000, up to 5 restarts) so the dashboard auto-hide and launch tests see the game; upgrade_launchers adds it to existing launchers 2026-10-09 10:14:57 -04:00
spoopyghosty0 456880501b PC VR: a catalog recipe verified with another build (different VR APIs) keeps the build's own launch arguments; Electron launchers rank below the game; agent v67 collects Unity's Player.log / output_log.txt / crash error.log for launch tests and diagnostics; triage unity-vr-init and unity-crash (GitHub #105) 2026-10-09 10:10:33 -04:00
spoopyghosty0 00d2b3bf6b Deleting a screenshot also removes Steam's stereo copy (<name>_vr.jpg) that VR screenshots get 2026-10-08 22:33:39 -04:00
spoopyghosty0 02c697c2f0 Take screenshot via OpenVR: RequestScreenshot (SteamVR captures) + SubmitScreenshot (Steam saves it under SteamVR), ctypes on SteamVR's libopenvr_api.so; verified on the device. The dashboard's debug screenshot_request did nothing and is gone. Messages for SteamVR not running / headset asleep 2026-10-08 22:22:53 -04:00
spoopyghosty0 511051952c Screenshots: Take screenshot button (agent v66 take_screenshot = SteamVR's own screenshot_request over its web mailbox; waits for Steam's file, says when the headset is in standby) 2026-10-08 22:09:23 -04:00
spoopyghosty0 4a511ca6e3 Merge origin/main into ui-refresh
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.
2026-10-08 17:01:24 -04:00
spoopyghosty0 24a98ab263 Linux apps use their own icon (agent v64): Desktop Mode entry, Steam shortcut, library
The agent copies an AppImage's .DirIcon / the bundled .desktop file's Icon= (hicolor, pixmaps; symlinks resolved
and kept inside the app folder) to <anchor>/artwork/app-icon.{png,svg} at finalize_linux and when menu entries are
refreshed, and uses it for the menu entry's Icon= and the Steam shortcut (PNG only) unless the user chose an icon
(artwork/.icon-source = custom, sent by the PC with every art upload). StartupWMClass comes from the app's .desktop
file. A PNG goes back to the PC and becomes the library icon when there is no pick or store icon (no .picked;
.app-icon marker); folder apps get it at add time.

Closes #99
2026-10-08 16:33:16 -04:00
Lucas-Mathieu 8814b1ce56 Merge remote-tracking branch 'origin/main' into fix/batman-cutscene-playback
# Conflicts:
#	src/frameport/pipeline.py
2026-10-08 17:49:12 +02:00
spoopyghosty0 9d0d72c40a Agent v63: games on another drive (microSD) and Desktop Mode entries for Linux apps
#90: `drives` lists internal storage, the drives under /run/media (from /proc/mounts) and the drives of Steam
library folders, with free space and whether they can hold games (vfat/exfat/ntfs can't: Lepton data and Proton
prefixes need Unix permissions and symlinks; read-only mounts neither). Games on a drive live in
<mount>/FramePort/<pkg>; the anchor stays internal, so the Steam shortcut never changes. prepare/prepare_pcvr/
prepare_linux take dest (free space from it); a drive that isn't mounted is an error, never a silent fallback to
internal storage, and an installed game keeps its folder. `move` (refused while the game runs, free-space check)
renames on the same drive, else copies with cp -a (in podman's user namespace when podman is there: container-owned
files), checks file count + bytes, retargets symlinks into the old folder (LibOVRRT redirect), points launch.sh at
the new folder (Quest: the app_dir line; Linux/PC VR: written again from the install record, which now keeps env and
game args) and rewrites deployment.json before removing the old copy; detached via systemd-run with a status file
(move_status). list_installed adds drive + drive_missing; launch refuses a game whose card is out; cleanup may remove
leftovers in a drive's FramePort folder (never an installed game); purge/uninstall remove an empty FramePort folder.
PC: install/drives.py (list, setting install.drive, move with progress, picks a running move up again), targets
pass dest for Quest/PC VR/Linux installs, CLI `frameport frame drives`, `frameport frame move <pkg> --to`,
`frameport install --dest`.

#84: finalize_linux writes ~/.local/share/applications/frameport-<slug>.desktop (+ an executable copy on ~/Desktop
when it exists; Exec quoted per the Desktop Entry spec, X-FramePort-Package marks ours) unless desktop_entry is off;
`desktop_entry` command switches it per app; ensure_host_fixes adds entries for existing Linux installs and drops
stale ones; uninstall/purge remove them. The Linux launcher with FRAMEPORT_DESKTOP=1 skips the Steam-parent
watchdog and Steam's display (upgrade_launchers updates existing launchers).
2026-10-07 22:46:36 -04:00
spoopyghosty0 b82b714165 Monitor hub: one modular monitor stream for every view (agent v63: _monitor collects only requested modules)
- agent: {"modules": [...]} control message, monitor_plan(); default = all (older clients unchanged); GPU busy needs the process scan
- frame/monitor_hub.py (no Flet): subscribers with modules + interval, one session for the union and the fastest interval, fan-out, pause, reconnect, filter/pause/kill/end_game pass-throughs
- MonitorSession.set_modules (agent >= 63); tests/test_monitor_hub.py
2026-10-07 21:42:37 -04:00