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No files matched your search
@@ -1,31 +1,30 @@
|
||||
name: Problem report
|
||||
description: A game or FramePort doesn't work (FramePort → "Report a problem…" fills this in and saves a diagnostics zip).
|
||||
title: "[Problem] "
|
||||
labels: ["bug"]
|
||||
name: Game report
|
||||
description: 'A game doesn''t run right on the Frame, or FramePort itself misbehaves (FramePort fills this in: "Report a problem…").'
|
||||
title: "[Game report] "
|
||||
labels: ["game-compatibility"]
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
Please attach the **diagnostics zip** FramePort saved (drag it into the "Diagnostics" box below). It contains
|
||||
logs, the recipe and device details with personal data removed — no game files. Without the app, it can be
|
||||
read with `frameport diag inspect <zip>`.
|
||||
Please attach the **diagnostics zip** FramePort saved: drag it into the "Diagnostics" box below. It holds logs
|
||||
and device details with personal data removed, and no game files.
|
||||
- type: input
|
||||
id: game
|
||||
attributes:
|
||||
label: Game
|
||||
description: Title — package id (version, engine / XR API); empty for app problems
|
||||
description: Title and package name; leave empty for problems with FramePort itself
|
||||
- type: textarea
|
||||
id: description
|
||||
attributes:
|
||||
label: What happens?
|
||||
description: What you did, what you expected, what you saw (in the headset, if it started)
|
||||
description: What you did, what you expected and what happened
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: findings
|
||||
attributes:
|
||||
label: Launch test / triage
|
||||
description: Filled in by FramePort from the last launch test
|
||||
label: Launch test
|
||||
description: Filled in by FramePort
|
||||
- type: textarea
|
||||
id: recipe
|
||||
attributes:
|
||||
@@ -39,6 +38,6 @@ body:
|
||||
id: logs
|
||||
attributes:
|
||||
label: Diagnostics
|
||||
description: Drag the FramePort-diag-*.zip here (max 25 MB)
|
||||
description: "Drag the FramePort-diag-*.zip here (max 25 MB). If the box won't take it, submit the report and attach the zip in a comment."
|
||||
validations:
|
||||
required: true
|
||||
@@ -1 +1,8 @@
|
||||
blank_issues_enabled: true
|
||||
contact_links:
|
||||
- name: Questions and ideas
|
||||
url: https://github.com/spoopyghosty0/frameport/discussions
|
||||
about: Setup help, how-to questions and feature ideas go to Discussions.
|
||||
- name: Docs and FAQ
|
||||
url: https://frameport.app/docs/
|
||||
about: Install steps, game folder layouts and common questions.
|
||||
@@ -1,32 +1,32 @@
|
||||
name: Working configuration
|
||||
description: Submit a recipe that works on the Steam Frame (FramePort → game menu → "Share working config…" fills this in).
|
||||
title: "[Working config] "
|
||||
name: Working recipe
|
||||
description: 'Share a recipe that works on the Steam Frame (FramePort fills this in: game menu → "Share working recipe…").'
|
||||
title: "[Working recipe] "
|
||||
labels: ["working-config"]
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
Thanks! A maintainer reviews the recipe; once it's labelled `catalog-accepted`, a pull request adding it to
|
||||
`catalog/games/` is opened automatically. Please don't paste game files or links to them.
|
||||
Thanks! Once a maintainer accepts the recipe, it becomes built-in for everyone. Please don't share game files
|
||||
or links to them.
|
||||
- type: input
|
||||
id: game
|
||||
attributes:
|
||||
label: Game
|
||||
description: Title — package id (platform, version, engine / XR API)
|
||||
description: Title and package name (e.g. Lucky's Tale — com.playful.LuckysTale)
|
||||
validations:
|
||||
required: true
|
||||
- type: input
|
||||
id: result
|
||||
attributes:
|
||||
label: Result
|
||||
description: works or issues (+ the last headless launch test)
|
||||
description: works or issues
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: recipe
|
||||
attributes:
|
||||
label: Recipe
|
||||
description: The catalog entry (catalog/games/<package>.yaml). Don't edit the package line.
|
||||
description: Filled in by FramePort. Don't edit the package line.
|
||||
render: yaml
|
||||
validations:
|
||||
required: true
|
||||
@@ -34,16 +34,16 @@ body:
|
||||
id: environment
|
||||
attributes:
|
||||
label: Environment
|
||||
description: FramePort, tool and SteamOS versions
|
||||
description: FramePort and SteamOS versions
|
||||
- type: textarea
|
||||
id: notes
|
||||
attributes:
|
||||
label: Notes
|
||||
description: What you checked in the headset, known issues, anything unusual
|
||||
description: What you checked in the headset and any known issues
|
||||
- type: checkboxes
|
||||
id: confirm
|
||||
attributes:
|
||||
label: Confirmation
|
||||
options:
|
||||
- label: I played the game in the headset with this recipe (headless launch tests can't check the picture).
|
||||
- label: I played the game in the headset with this recipe.
|
||||
required: true
|
||||
@@ -5,6 +5,15 @@ on:
|
||||
tags: ["v*"]
|
||||
pull_request:
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
dev:
|
||||
description: "Publish the bundles as the dev build (testers: Settings → Updates → Install the latest dev build)"
|
||||
type: boolean
|
||||
default: true
|
||||
notes:
|
||||
description: "What testers should try (shown before they install it)"
|
||||
type: string
|
||||
default: ""
|
||||
|
||||
jobs:
|
||||
test:
|
||||
@@ -40,6 +49,8 @@ jobs:
|
||||
archive: FramePort-macos-arm64.zip
|
||||
- os: ubuntu-22.04 # oldest supported: the bundle needs the build host's GLib/glibc or newer
|
||||
archive: FramePort-linux-x64.tar.gz
|
||||
- os: ubuntu-22.04-arm # Linux ARM64 (same base as x64)
|
||||
archive: FramePort-linux-arm64.tar.gz
|
||||
runs-on: ${{ matrix.os }}
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
@@ -48,11 +59,14 @@ jobs:
|
||||
if: runner.os == 'Linux'
|
||||
run: sudo apt-get update && sudo apt-get install -y ninja-build libgtk-3-dev
|
||||
- run: uv sync --extra dev
|
||||
- name: Dev build version (next patch + .dev<run number>; not committed)
|
||||
if: github.event_name == 'workflow_dispatch' && inputs.dev
|
||||
run: uv run --no-project python scripts/dev_version.py ${{ github.run_number }}
|
||||
- id: flet
|
||||
run: uv run python scripts/package.py
|
||||
continue-on-error: ${{ runner.os == 'macOS' }}
|
||||
- name: macOS fallback (PyInstaller bundle)
|
||||
if: runner.os == 'macOS' && steps.flet.outcome == 'failure'
|
||||
continue-on-error: ${{ runner.os == 'macOS' || runner.arch == 'ARM64' }}
|
||||
- name: macOS / Linux ARM64 fallback (PyInstaller bundle)
|
||||
if: (runner.os == 'macOS' || runner.arch == 'ARM64') && steps.flet.outcome == 'failure'
|
||||
run: uv run --with pyinstaller python scripts/package.py --pyinstaller
|
||||
|
||||
# ---- signing: self-signed certificate on Windows, ad-hoc on macOS ----
|
||||
@@ -82,8 +96,27 @@ jobs:
|
||||
if: runner.os == 'macOS'
|
||||
run: |
|
||||
app=$(find dist -maxdepth 3 -name "*.app" -type d | head -1)
|
||||
codesign --force --deep --sign - "$app"
|
||||
# Re-signing replaces the signature, entitlements included: pass them again, or the file picker refuses to
|
||||
# open ("ENTITLEMENT_NOT_FOUND", GitHub #63). flet build writes them to Release.entitlements; the
|
||||
# PyInstaller fallback has none, so it gets the same set.
|
||||
ent=build/flutter/macos/Runner/Release.entitlements
|
||||
if [ ! -f "$ent" ]; then
|
||||
ent="$RUNNER_TEMP/FramePort.entitlements"
|
||||
cat > "$ent" <<'EOF'
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0"><dict>
|
||||
<key>com.apple.security.cs.allow-jit</key><true/>
|
||||
<key>com.apple.security.cs.allow-unsigned-executable-memory</key><true/>
|
||||
<key>com.apple.security.network.client</key><true/>
|
||||
<key>com.apple.security.network.server</key><true/>
|
||||
<key>com.apple.security.files.user-selected.read-write</key><true/>
|
||||
</dict></plist>
|
||||
EOF
|
||||
fi
|
||||
codesign --force --deep --sign - --entitlements "$ent" "$app"
|
||||
codesign --verify --deep --strict --verbose=2 "$app"
|
||||
codesign -d --entitlements - "$app" 2>/dev/null | tee /dev/stderr | grep -q "files.user-selected.read-write"
|
||||
|
||||
# ---- package (archives keep permissions/symlinks) + provenance ----
|
||||
- name: Package (Windows)
|
||||
@@ -95,7 +128,9 @@ jobs:
|
||||
run: ditto -c -k --keepParent "$(find dist -maxdepth 3 -name '*.app' -type d | head -1)" ${{ matrix.archive }}
|
||||
- name: Package (Linux)
|
||||
if: runner.os == 'Linux'
|
||||
run: tar czf ${{ matrix.archive }} -C dist --transform 's,^linux,FramePort,' linux
|
||||
run: | # flet build -> dist/linux; the PyInstaller fallback -> dist/FramePort (one folder)
|
||||
if [ -d dist/linux ]; then tar czf ${{ matrix.archive }} -C dist --transform 's,^linux,FramePort,' linux
|
||||
else tar czf ${{ matrix.archive }} -C dist FramePort; fi
|
||||
# self-update with this archive: unpack, verify the layout (+ the signer on Windows), run the real swap script
|
||||
- name: Update smoke test
|
||||
run: uv run python scripts/update_smoke.py ${{ matrix.archive }}
|
||||
@@ -115,6 +150,7 @@ jobs:
|
||||
runs-on: ubuntu-latest
|
||||
permissions:
|
||||
contents: write
|
||||
actions: write # starts the pages workflow
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- uses: astral-sh/setup-uv@v10.2.0
|
||||
@@ -124,6 +160,12 @@ jobs:
|
||||
merge-multiple: true
|
||||
- name: Wheel (CLI install via uv tool / pipx / pip, and its self-update)
|
||||
run: uv build --wheel -o out && ls out
|
||||
- name: Videos (docs/media, rendered by the showcase workflow; frameport-<name>.mp4 → FramePort-<name>.mp4)
|
||||
run: |
|
||||
for f in docs/media/frameport-*.mp4; do
|
||||
[ -f "$f" ] || continue
|
||||
n=$(basename "$f" .mp4); cp "$f" "out/FramePort-${n#frameport-}.mp4"
|
||||
done
|
||||
- name: Checksums
|
||||
run: cd out && sha256sum * > SHA256SUMS.txt && cat SHA256SUMS.txt
|
||||
- name: Publish release
|
||||
@@ -137,10 +179,61 @@ jobs:
|
||||
git fetch --force origin "refs/tags/${tag}:refs/tags/${tag}"
|
||||
whatsnew=$(git tag -l --format='%(contents:body)' "$tag")
|
||||
[ -n "$whatsnew" ] || whatsnew=$(git tag -l --format='%(contents:subject)' "$tag")
|
||||
{ echo "FramePort ${tag}: Windows (x64), macOS (Apple Silicon) and Linux (x64)."; echo;
|
||||
{ echo "FramePort ${tag}: Windows (x64), macOS (Apple Silicon) and Linux (x64, ARM64)."; echo;
|
||||
if [ -n "$whatsnew" ] && [ "$(git cat-file -t "$tag")" = tag ]; then
|
||||
echo "## What's new"; echo; echo "$whatsnew"; echo; fi
|
||||
echo "Already have FramePort? It offers this update itself (Library → **Update now**, or \`frameport update\`)."
|
||||
echo; sed -n '/^## First launch/,$p' docs/INSTALL.md; } > "$notes"
|
||||
echo "Already have FramePort? It offers this update itself (Library → **Update now**)."
|
||||
echo; cat packaging/release-footer.md; } > "$notes" # short: the update dialog shows these notes
|
||||
gh release delete "$tag" --yes 2>/dev/null || true
|
||||
gh release create "$tag" out/* packaging/FramePort-selfsigned.cer --title "FramePort ${tag}" --notes-file "$notes"
|
||||
- name: Refresh the website's changelog (a release made with github.token starts no other workflow)
|
||||
continue-on-error: true
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
run: gh workflow run pages.yml --ref main
|
||||
|
||||
dev-release:
|
||||
# "Run workflow" with dev ticked: replaces the rolling `dev` pre-release (never shown by the automatic update check;
|
||||
# testers install it from Settings → Updates). Same assets + SHA256SUMS as a release.
|
||||
if: github.event_name == 'workflow_dispatch' && inputs.dev
|
||||
needs: bundle
|
||||
runs-on: ubuntu-latest
|
||||
permissions:
|
||||
contents: write
|
||||
actions: write # starts the pages workflow
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: astral-sh/setup-uv@v10.2.0
|
||||
- id: version
|
||||
run: echo "version=$(uv run --no-project python scripts/dev_version.py ${{ github.run_number }})" >> "$GITHUB_OUTPUT"
|
||||
- uses: actions/download-artifact@v8
|
||||
with:
|
||||
path: out
|
||||
merge-multiple: true
|
||||
- name: Wheel
|
||||
run: uv build --wheel -o out && ls out
|
||||
- name: Checksums
|
||||
run: cd out && sha256sum * > SHA256SUMS.txt && cat SHA256SUMS.txt
|
||||
- name: Publish the dev build
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
VERSION: ${{ steps.version.outputs.version }}
|
||||
NOTES: ${{ inputs.notes }}
|
||||
run: |
|
||||
notes=$(mktemp)
|
||||
last=$(git describe --tags --abbrev=0 --match 'v*' 2>/dev/null || true)
|
||||
{ echo "Dev build **${VERSION}** from commit ${GITHUB_SHA::7} ($(date -u +%Y-%m-%d)). For testing fixes before"
|
||||
echo "the next release; you get that release as a normal update."; echo
|
||||
if [ -n "$NOTES" ]; then echo "## Please test"; echo; echo "$NOTES"; echo; fi
|
||||
if [ -n "$last" ]; then echo "## Changes since ${last}"; echo
|
||||
git log --no-merges --format='- %s' "${last}..HEAD" | cut -c1-160 | head -40; fi; } > "$notes"
|
||||
gh release delete dev --yes --cleanup-tag 2>/dev/null || true
|
||||
gh release create dev out/* packaging/FramePort-selfsigned.cer --prerelease --target "$GITHUB_SHA" \
|
||||
--title "FramePort dev build ${VERSION}" --notes-file "$notes"
|
||||
- name: Refresh the website's changelog (a release made with github.token starts no other workflow)
|
||||
continue-on-error: true
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
run: gh workflow run pages.yml --ref main
|
||||
@@ -1,5 +1,5 @@
|
||||
name: catalog-from-issue
|
||||
# A maintainer adds the label `catalog-accepted` to a "Working configuration" issue → this opens a PR adding the
|
||||
# A maintainer adds the label `catalog-accepted` to a "Working recipe" issue → this opens a PR adding the
|
||||
# recipe to catalog/games/. Never runs for unlabelled issues; the issue text is only read by the validating script
|
||||
# (never interpolated into shell commands). Needs Settings → Actions → "Allow GitHub Actions to create pull requests".
|
||||
on:
|
||||
@@ -40,7 +40,8 @@ jobs:
|
||||
git config user.name "github-actions[bot]"
|
||||
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
|
||||
git checkout -b "$branch"
|
||||
git add "catalog/games/$PKG.yaml"
|
||||
uv run python scripts/patch_docs.py # docs/PATCHES.md lists the catalog games per patch
|
||||
git add "catalog/games/$PKG.yaml" docs/PATCHES.md site/src/data/patches.json
|
||||
git commit -m "catalog: $PKG (from #$ISSUE)"
|
||||
git push --force origin "$branch"
|
||||
if ! gh pr view "$branch" >/dev/null 2>&1; then
|
||||
|
||||
@@ -0,0 +1,72 @@
|
||||
# The project page (site/, Astro) on GitHub Pages: https://frameport.app/
|
||||
# Rebuilt when the site, the docs it renders, the catalog or the showcase renders change on main, when a release is
|
||||
# published, and once a day (contributors, releases and the games board stay fresh). The games board also refreshes
|
||||
# itself from the catalog on main in the visitor's browser, so a catalog change shows before the next build.
|
||||
# One-time setup: Settings → Pages → Source: GitHub Actions; custom domain frameport.app (kept in the settings, not a
|
||||
# CNAME file: GitHub ignores that file for Actions deployments).
|
||||
name: pages
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [main]
|
||||
paths:
|
||||
- 'site/**'
|
||||
- 'docs/*.md'
|
||||
- 'catalog/games/**'
|
||||
- 'bootstrap/setup.sh'
|
||||
- 'docs/images/**'
|
||||
- 'docs/media/**'
|
||||
- 'docs/badges/**'
|
||||
- 'src/frameport/ui/icons/**'
|
||||
- '.github/workflows/pages.yml'
|
||||
release: # the changelog page shows every release (CI's own releases start this through workflow_dispatch)
|
||||
types: [published]
|
||||
schedule:
|
||||
- cron: '17 5 * * *'
|
||||
workflow_dispatch:
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
pages: write
|
||||
id-token: write
|
||||
|
||||
concurrency:
|
||||
group: pages
|
||||
cancel-in-progress: false
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
defaults:
|
||||
run:
|
||||
working-directory: site
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- uses: actions/setup-node@v7
|
||||
with:
|
||||
node-version: 22
|
||||
cache: npm
|
||||
cache-dependency-path: site/package-lock.json
|
||||
- uses: actions/configure-pages@v6
|
||||
- run: sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends ffmpeg # the video tiles' short previews
|
||||
- run: npm ci
|
||||
- run: npm test
|
||||
- run: npm run build
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} # the contributors list (higher API limit)
|
||||
# analytics (Settings → Secrets and variables → Actions → Variables); unset = none on the site
|
||||
PUBLIC_CF_ANALYTICS_TOKEN: ${{ vars.CF_ANALYTICS_TOKEN }}
|
||||
PUBLIC_GA_ID: ${{ vars.GA_MEASUREMENT_ID }}
|
||||
- uses: actions/upload-pages-artifact@v5
|
||||
with:
|
||||
path: site/dist
|
||||
|
||||
deploy:
|
||||
needs: build
|
||||
runs-on: ubuntu-latest
|
||||
environment:
|
||||
name: github-pages
|
||||
url: ${{ steps.deployment.outputs.page_url }}
|
||||
steps:
|
||||
- id: deployment
|
||||
uses: actions/deploy-pages@v5
|
||||
@@ -0,0 +1,107 @@
|
||||
name: showcase
|
||||
# Docs screenshots and the videos (the demo tour, the install tutorial, …), rendered from the demo library
|
||||
# (docs/showcase/, scripts/showcase/; see docs/SHOWCASE.md). Opens or updates one pull request (branch
|
||||
# showcase/update) when a picture really changed; the renders are also kept as a workflow artifact either way.
|
||||
on:
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
videos:
|
||||
description: "Videos to record too: names from docs/showcase/videos (e.g. tour install), all, or empty"
|
||||
type: string
|
||||
default: ""
|
||||
push:
|
||||
branches: [main]
|
||||
paths:
|
||||
- "src/frameport/ui/**"
|
||||
- "src/frameport/locales/**"
|
||||
- "docs/showcase/**"
|
||||
- "scripts/showcase/**"
|
||||
|
||||
concurrency:
|
||||
group: showcase-${{ github.ref }}
|
||||
cancel-in-progress: true
|
||||
|
||||
permissions:
|
||||
contents: write
|
||||
pull-requests: write
|
||||
|
||||
jobs:
|
||||
render:
|
||||
runs-on: ubuntu-22.04
|
||||
timeout-minutes: 60
|
||||
env:
|
||||
PYTHONUTF8: "1"
|
||||
PYTHONIOENCODING: utf-8
|
||||
TZ: UTC
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 0 # the push's changed files decide whether the video is recorded again
|
||||
- uses: astral-sh/setup-uv@v10.2.0
|
||||
- name: ffmpeg and fonts
|
||||
run: sudo apt-get update && sudo apt-get install -y ffmpeg fonts-roboto fonts-noto-color-emoji
|
||||
- run: uv sync --extra dev --python 3.12 # the Python the renders are made with locally
|
||||
- name: Chromium for Playwright
|
||||
run: uv run playwright install --with-deps chromium
|
||||
- name: Store art cache (fetched once from the stores the app uses)
|
||||
uses: actions/cache@v6.1.0
|
||||
with:
|
||||
path: ~/.cache/frameport-showcase
|
||||
key: showcase-art-${{ hashFiles('docs/showcase/demo-library.yaml') }}
|
||||
restore-keys: showcase-art-
|
||||
|
||||
- name: Docs screenshots
|
||||
run: uv run python scripts/showcase/render_docs.py --keep showcase-out/screenshots
|
||||
|
||||
- name: Videos
|
||||
# a push records the videos whose storyboard (docs/showcase/videos/<name>.yaml) changed, or all of them when
|
||||
# the recorder changed (UI tweaks alone don't re-record ~10 MB files); Run workflow records what it's asked
|
||||
env:
|
||||
INPUT_VIDEOS: ${{ inputs.videos }}
|
||||
BEFORE: ${{ github.event.before }}
|
||||
run: |
|
||||
if [ "$GITHUB_EVENT_NAME" = workflow_dispatch ]; then
|
||||
read -ra names <<< "$INPUT_VIDEOS"
|
||||
if [ ${#names[@]} -eq 0 ]; then echo "no videos asked for"; exit 0; fi
|
||||
[ "${names[0]}" = all ] && names=()
|
||||
uv run python scripts/showcase/record_video.py "${names[@]}" --work showcase-out/videos
|
||||
else
|
||||
uv run python scripts/showcase/record_video.py --changed-since "$BEFORE" --work showcase-out/videos
|
||||
fi
|
||||
|
||||
- name: Keep the renders
|
||||
if: always()
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: showcase
|
||||
path: |
|
||||
showcase-out/screenshots
|
||||
showcase-out/videos/*/video.json
|
||||
docs/media
|
||||
docs/images/tour-teaser.webp
|
||||
if-no-files-found: ignore
|
||||
retention-days: 14
|
||||
|
||||
- name: What changed
|
||||
id: diff
|
||||
run: |
|
||||
git status --short -- docs/images docs/media
|
||||
if [ -n "$(git status --porcelain -- docs/images docs/media)" ]; then
|
||||
echo "changed=true" >> "$GITHUB_OUTPUT"; fi
|
||||
- name: Pull request
|
||||
if: steps.diff.outputs.changed == 'true' && github.ref == 'refs/heads/main'
|
||||
uses: peter-evans/create-pull-request@v8.1.1
|
||||
with:
|
||||
branch: showcase/update
|
||||
delete-branch: true
|
||||
add-paths: |
|
||||
docs/images/*
|
||||
docs/media/*
|
||||
commit-message: "Docs: update screenshots and videos"
|
||||
title: "Update docs screenshots and videos"
|
||||
body: |
|
||||
Rendered by the `showcase` workflow from the demo library (docs/showcase/demo-library.yaml) with a
|
||||
pretend Frame: only pictures that visibly changed are included. Look them over before merging (the
|
||||
run's `showcase` artifact has every render).
|
||||
|
||||
Run: ${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }}
|
||||
@@ -9,7 +9,7 @@ parity-report.md
|
||||
*.keystore
|
||||
*.apk
|
||||
.pytest_cache/
|
||||
native/.cache/
|
||||
native/.cache
|
||||
native/**/build/
|
||||
# per-machine Claude Code settings (contain home paths)
|
||||
.claude/settings.local.json
|
||||
@@ -19,3 +19,21 @@ CLAUDE.local.md
|
||||
# outputs of `frameport report` / `parity` / ruff
|
||||
REPORT.md
|
||||
.ruff_cache/
|
||||
.eval-home/
|
||||
.eval-results/
|
||||
.claude/worktrees/
|
||||
|
||||
# project page (site/)
|
||||
site/node_modules/
|
||||
site/dist/
|
||||
site/.astro/
|
||||
site/public/media/
|
||||
site/src/assets/media/
|
||||
site/media-hq/
|
||||
site/public/s
|
||||
site/public/setup.sh
|
||||
|
||||
# Impeccable design-tool files (kept local, not in the repo)
|
||||
/PRODUCT.md
|
||||
/DESIGN.md
|
||||
/.impeccable/
|
||||
@@ -10,8 +10,20 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
## Layout
|
||||
- `src/frameport/` — Python package. `pipeline.py` is the API the CLI (`cli.py`) and GUI (`ui/`, Flet 1.0) share.
|
||||
- `ui/` — `app.py` shell (sidebar with Frame connection + activity cards, routing, actions, 30 s connection poll),
|
||||
`theme.py` (dark design tokens; change colours/spacing only there), `components.py` (pill, card, callout,
|
||||
status_row, art_fill, confirm, `update()` = safe update: in Flet 1.0 reading `.page` of an unmounted control
|
||||
`theme.py` (design tokens; change colours/spacing only there. Dark-only colour themes (owner: no light mode):
|
||||
built-ins `portal` (default), `portal_oled` (true black) and `original` (the old violet; alias `classic`). Portal =
|
||||
the logo's dichotomy: orange ACCENT = main action + selection, blue SECONDARY = secondary (outlined) buttons,
|
||||
progress, switch tracks, PC; `dual` themes add the blue→orange sidebar edge, two-colour wordmark (`C.wordmark`) and
|
||||
selected-tab fade (`C.portal_gradient`). Installable theme files `<data>/themes/*.json` (docs/THEMES.md: name,
|
||||
base, dual, any subset of `T.TOKENS`; refused if light/unreadable, `T.ThemeError`), Settings → Appearance: cards
|
||||
switch live via `app.restyle()` (rebuilds the shell, drops cached views; setting `ui.theme`), "Install theme
|
||||
file…", "Copy this theme as a file", bin icon removes. Read tokens as `T.NAME` when building — never as a default argument or module-level constant (they
|
||||
keep the import-time theme; module maps refill through `T.on_change`, `tests/test_theme.py` checks defaults)),
|
||||
`glyphs.py` + `icons/` (the logo `logo.svg`/`logo-solid.svg` = a monitor that comes out of a tilted portal as the
|
||||
Frame, and 24 px line glyphs `fp:frame|port|patch|container|test|pc|sync|live|shot|keys|recipe|link`, copied into
|
||||
the assets dir and shown as tinted `ft.Image`s: pass `G.FRAME` … wherever an icon goes, `C.as_icon` / the button
|
||||
helpers handle both kinds; `src/assets/icon.png` = the bundles' app icon), `components.py` (pill, card, callout,
|
||||
checklist, art_fill, confirm, `update()` = safe update: in Flet 1.0 reading `.page` of an unmounted control
|
||||
raises), `jobs.py` (background FIFO job queue, one at a time, cancel via Reporter; no Flet), `views/`
|
||||
(library: search/filters/tags/sort as pure tested helpers; game: hero + one-click install, patches under
|
||||
"Customize"; frame: device + readiness + installed, or connect wizard; files: the Frame's file manager (persistent
|
||||
@@ -21,8 +33,73 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
the "Send files" dialog, game menu → "Add videos & files…" = `go("files", pkg)`; multi-select bar (download/
|
||||
delete); drag-and-drop from the OS via the `flet-dropzone` extension (Apache-2.0, Flutter `desktop_drop`), which
|
||||
only a `flet build` bundle contains: `files.dropzone_available()` keeps it out of source runs and the PyInstaller
|
||||
fallback, which would show an unknown control); settings; welcome; activity panel).
|
||||
fallback, which would show an unknown control); screenshots (Steam screenshots on the Frame, `install/screenshots.py`
|
||||
+ agent v46 `list_screenshots`/`delete_screenshots`: the Frame files every headset shot under SteamVR 250820, so
|
||||
launch.sh logs `start/end <unix>` to `<anchor>/plays.log` (upgrade_launchers adds it; Proton launchers exec → start
|
||||
only) and shots are matched by time; thumbnails cached in `<data>/screenshots-cache/<frame>/`, shown by asset URL;
|
||||
delete leaves screenshots.vdf alone (Steam rewrites it at exit); game menu → "Screenshots" = `go("screenshots",
|
||||
pkg)`; Copy image (card hover button, right-click, viewer) = `core/clipboard.copy_image` (Windows/WSL: PowerShell
|
||||
bitmap + file via %TEMP%, macOS osascript PNG, Linux wl-copy/xclip; Flet's set_image only in web mode)); live view (`views/live.py` + `install/livestream.py`: the Frame's built-in SteamVR "headset view" webcam
|
||||
(`steamvr-v4l2cam.service` → v4l2loopback "SteamVR" /dev/video99, see docs/FRAME_RUNTIME.md) + the default
|
||||
output's pulse monitor (sound) → `fp_venc` (`native/venc`, own clean-room V4L2 driver of the Frame's iris
|
||||
hardware encoder: RGB24→NV12 box downscale with NEON, H.264 CBR, one frame per slot of an even fraction of the
|
||||
panel rate read from DRM, e.g. 96 Hz → 32 fps; stdin `k` = keyframe, EOF = stop; `--probe` / `--selftest`;
|
||||
artifact `linux-arm64-bin/`, synced to `~/.local/share/frameport/bin` by sha256 at stream start, no agent change)
|
||||
piped into ffmpeg (`-c:v copy` + AAC), else the old ffmpeg/x264 30 fps path (qualities scale down only; "full" =
|
||||
SteamVR's size; stderr `live: encoder=… fps=…` → status line) →
|
||||
fragmented MP4 on an SSH exec channel's stdout (stdin EOF stops it) → relay on 127.0.0.1 (a new viewer asks
|
||||
the hardware encoder for a keyframe and waits for it, else gets init + fragments since the last keyframe of the
|
||||
*video* track) → player page
|
||||
`install/live_player.py` (MSE; starts muted as browsers require, "Sound on" button; 0.3 s cushion, catches up at
|
||||
1.1x, seeks only when >2 s behind: seeking to the very edge starved it) opened
|
||||
in the user's default browser: Flet can't show video outside `flet build` bundles; the stream outlives the tab and
|
||||
stops on disconnect/window close); monitor (`views/monitor.py` + `frame/monitor.py` + agent v62 `_monitor`: one
|
||||
JSON sample per tick over an SSH exec channel while the tab is shown (stopped in go/disconnect/on_close, the
|
||||
agent ends at EOF); sources and costs in docs/FRAME_RUNTIME.md "Monitoring sources"; game card (fps from
|
||||
FrameBridge pacing; End game = Steam's Exit game, then cmd_stop), tiles with `C.Sparkline` (Flet canvas, no charts
|
||||
extension), details, a pooled process table (Game / Steam & SteamVR / All; right-click: end / force kill / end
|
||||
game; MON_CRITICAL needs force, MON_NEVER is refused)); settings; welcome; activity panel). Files, Screenshots and the Library share right-click menus
|
||||
(one `ft.ContextMenu` per view, filled on right-click; on one of several selected items they act on the whole
|
||||
selection, `C.menu_targets`) and click-and-drag multi-select (`C.DragSelect`: pan start/end on the area + item
|
||||
hover events, which Flutter also sends with the button held; Flet can't report item positions, so no rubber band).
|
||||
Selection bars sit below the list: above it, their appearing shifted the items mid-drag. Async handlers (they
|
||||
await a FilePicker) must be coroutine functions or go through `page.run_task`: Flet doesn't await a lambda's
|
||||
coroutine (the Files row Download button silently did nothing). `ui_smoke.py --fake-frame --gestures` drives real
|
||||
mouse drags/right-clicks.
|
||||
Live Frame data comes from one app-owned `app.monitor_hub` (`frame/monitor_hub.py`): subscribers name modules +
|
||||
interval, the hub runs one agent `_monitor` stream (union of modules, fastest interval; per-module collection
|
||||
needs agent v73), reconnects after a lost stream and stops it when nobody subscribes; `_poll` retries an "error".
|
||||
Games in a sample (agent v81): FramePort's own (launch.sh / container / Proton folder), any other game Steam's
|
||||
reaper runs (`steam:<appid>`, title from the appmanifest, e.g. Job Simulator from Steam's store; not SteamVR, not
|
||||
devkit entries; End game = Steam's Exit game), overlay apps flagged `overlay` and listed last; newest first. The
|
||||
UI takes `frame/monitor.main_game(sample)` (never an overlay app alone). The agent's own workers never count.
|
||||
Subscribers: "monitor" (the Monitor tab, everything, only while shown) and "card" = the sidebar's live Frame card
|
||||
(`ui/frame_card.py` helpers: battery ring, "now playing" row with fps + 2-min sparkline → click opens Monitor;
|
||||
games + battery every 5 s, paused while a job's stage is "Upload…", only while connected and setting
|
||||
`ui.live_frame_card` (Settings → Appearance, default on) is on; else the battery comes from the 30 s poll).
|
||||
ui_smoke injects `FakeMonitorSession` as the hub's `session_factory`.
|
||||
User tags live in library entries (`tags`), filters in library setting `ui.library`.
|
||||
Easter eggs (`ui/easter.py`, owner's wish; never mentioned in the UI or docs): seven quick clicks on the sidebar
|
||||
logo (the *wordmark's* portal glows + rings, a cover is tossed out of it and falls across the window on a random
|
||||
arc: `toss_path`, `page.overlay` at the computed window position `_wordmark_portal`; the logo's portal in
|
||||
themes without one), the Monitor's fps number has a mood tooltip (above the number, clear of the pointer) and
|
||||
2.5 minutes within 0.5 fps of target (`PERFECT_SECONDS`) make the game card glow and pulse blue/orange for 5 s,
|
||||
the number grow in the portal gradient and the sparkline take it; the "Perfect pacing" pill + line stay until the
|
||||
rate slips (`PerfectPacing.done`, `_show_perfect`, `Sparkline.portal`), holiday badges on the logo that dance on
|
||||
hover and shower the window on click (`HOLIDAY_MOTION`; `SHOWERS`/`shower_plan`: New Year confetti, winter snow,
|
||||
Valentine hearts, Pi digits, clovers, hopping eggs, bouncing pumpkins; `holiday`: Valentine's
|
||||
heart, Pi Day, St Patrick's clover, Easter Sat-Mon egg (computus), April 1 = the logo upside down until hovered,
|
||||
Halloween pumpkin, Dec 31-Jan 1 party popper, else Dec 20-Jan 2 snowflake; on those days the logo's box grows to
|
||||
hold the badge: Flutter only hit-tests inside a control's bounds; `FRAMEPORT_TODAY` pretends a date),
|
||||
Library search "frameport" (logo spins, "That's me!"), Type on Frame "hello" (keys still go to the Frame; a
|
||||
headset peeks up from the window's corner and waves), the battery ring (only the ring, with a glow behind
|
||||
it; not the percentage) empties at once and spins while its bar refills, then pulses, on reaching 100 % plugged (`charged_now`, `ring_pulse`, `ring_glow`), a long upload (>2.5 min, `HOP_AFTER`) makes the transit cover hop, the Live view
|
||||
tab shows a blinking ON AIR sign while streaming
|
||||
(`app.sync_on_air`), install milestones (confetti +
|
||||
message at the 1st/10th/100th *different* game: settings `fun.installed` = game ids, `fun.milestones` = shown;
|
||||
each milestone shows once ever, recorded before it's shown; updates/reinstalls never count; the first use seeds
|
||||
from games already on a Frame and marks passed milestones shown). Setting `ui.easter_eggs` (no UI) turns them
|
||||
off; the showcase demo library has them off (steps hook `easter_eggs` for egg demos). Reduce motion: no animation.
|
||||
**Performance rules** (the app froze before): never put image bytes in controls — artwork is served by URL from the
|
||||
GUI assets dir (= user data dir; `ft.run(assets_dir=…)`), as thumbnails (`artwork/thumbs.py`, Pillow); the
|
||||
library view is persistent, streams cards in batches from a background thread and filters by toggling visibility;
|
||||
@@ -30,16 +107,45 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
**Never recreate clickable controls on progress ticks** (sidebar, activity tiles): update their properties —
|
||||
replacing them 5×/s swallowed clicks (couldn't leave the Library during an upload).
|
||||
Labelled switches: `C.switch(label, …)` (Material's default label colour is dark on our dark theme).
|
||||
Cover cards (Library grid + shelf): `library.card_hover`/`hover_motion` (lift, art zoom inside the clipped frame,
|
||||
radial `scrim`, accent-tinted shadow) and `C.CoverButton` (frosted round button, accent under the pointer; Play =
|
||||
blue then orange ring ripple + "Starting on Frame…" pill for STARTING_S; its `.status` layer must sit *below*
|
||||
the button in the Stack, else it takes the clicks); the game page's Play turns into "Starting on …" with a spinner
|
||||
(`GameView._starting`). Reduce motion: no lift/zoom/rings. Filled buttons use a glyph's `-solid` variant
|
||||
(`glyphs.solid`, e.g. `frame-solid.svg`: the outline glyph faded into the orange).
|
||||
Empty states (`C.empty_state(..., features=[(icon, heading, sentence)])`): with features the portal is bigger, a
|
||||
soft portal light (`C.portal_glow`) fills the screen and `C.feature_row` says what the screen will show (the
|
||||
not-connected Files/Screenshots/Live/Type/Monitor tabs and the empty Library); the idle Live view is a framed
|
||||
"screen" with its own Start button + `live_features()`, Type on Frame shows `keyboard_tips()` under the box.
|
||||
Setup checklists (Frame → Ready to play, Settings → Tools / This PC) = `C.checklist([C.Check(ok, title, detail,
|
||||
help, fix=(label, icon, handler), extra=control)])`: ok True/False/"warn"/None (= spinner); the fix button shows
|
||||
inline only while an item isn't ready — wire existing actions only. Motion: `app.body` holds an
|
||||
`ft.AnimatedSwitcher` (`app._show_view`): a new route gets a new wrapper (150 ms fade), a same-route redraw swaps
|
||||
the wrapper's content (no animation; persistent views just remount); the wordmark's portal (`wordmark().data`)
|
||||
pulses once when frame_state turns "connected"; both off with setting `ui.reduce_motion` (Settings → Appearance
|
||||
"Reduce motion", `app.reduce_motion`). Settings has a fixed index column (`settings.SECTIONS` order, Appearance
|
||||
first, Remove FramePort last): entries scroll the section column via `scroll_to(scroll_key=…)` (sections wrapped
|
||||
in Containers with `ft.ScrollKey`), the header stays; `app.settings_view.show_section(key)` (ui_smoke
|
||||
`settings-index`).
|
||||
Help hints: wording for non-obvious terms lives in `ui/help.py` (`HELP`); show it with `C.help_icon(key)` or the
|
||||
`help=` argument of `section`/`status_row`/`kv`, tooltips via `C.tip()` (wraps). Game actions for the Library
|
||||
right-click menu (one `ft.ContextMenu` around the grid, filled on right-click) and the game page's "…" menu come
|
||||
from `app.game_actions()`. Picking art (`sources.apply_choice`) downloads into a staging dir and keeps the old
|
||||
`help=` argument of `section`/`kv` (`C.Check` help key), tooltips via `C.tip()` (wraps). Game actions for the Library
|
||||
right-click menu (one `ft.ContextMenu` around the grid, filled on right-click; short: `menus.quick_menu`, key actions
|
||||
+ "More actions…" = the game page with its full "…" menu opened from code, `app.open_game_menu`) and the game
|
||||
page's "…" menu (`menus.menu_sections` quick=False, sectioned) come from `app.game_actions()`. Picking art (`sources.apply_choice`) downloads into a staging dir and keeps the old
|
||||
art if nothing came back; "Update Steam art on Frame" re-sends the art set to the game's anchor (agent ≥ 12).
|
||||
Patch descriptions/reasons describe the general case, naming games only as "e.g. …".
|
||||
- Installs: queued/cancelled/failed ones are remembered (library setting `ui.installs`) → Library "Resume" bar;
|
||||
uploads are interruptible (Cancel checked per MiB) and resumable (big files via SFTP `.part` append, small files
|
||||
streamed in tar batches; the agent counts files already in `incoming/`). Multi-select in the Library queues
|
||||
installs after asking every needed question up front. Failures end in one pop-up (Resume / Uninstall / log).
|
||||
- Other drives (GitHub #90, agent v63): anchors stay in ~/Applications/quest-frame, a game's files may live in
|
||||
`<mount>/FramePort/<pkg>` (`deployment.json` base). Agent `drives` (/proc/mounts, /run/media + Steam library
|
||||
drives; vfat/exfat/ntfs/read-only refused), prepare*/finalize_linux `dest` (unmounted = error, never a fallback;
|
||||
installed games keep their base), `move` (detached systemd-run + `move_status`; cp -a under podman unshare,
|
||||
count+bytes check, symlink retarget, launch.sh: Quest app_dir line / Linux+PC VR rewritten from the record's
|
||||
`launcher` field, else text swap), list_installed `drive`/`drive_missing` (install_state keeps such games
|
||||
"installed"). PC: `install/drives.py`, library setting `install.drive` (Frame page → Storage), game menu
|
||||
"Move to…" (job kind tool-frame), CLI `frame drives`/`frame move`/`install --dest`. Untested on the device.
|
||||
- **PC VR repacks are pre-patched to run directly** (proven: Rick and Morty, Vader Immortal run when the exe is
|
||||
launched directly; Revive breaks them). So Rift games default to `as_is` = install the copy unchanged and launch
|
||||
the exe directly (`pcvr.xr_timefix` for the Frame OpenXR-1.1→1.0 fix, `pcvr.no_crash_reporter` for Unreal).
|
||||
@@ -52,7 +158,11 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
doesn't do). `VD.bat` is Virtual Desktop's launcher: ignore it except as an exe-location hint. Library migration
|
||||
`rift_run_direct` resets existing recipes.
|
||||
Auto launch-test is skipped on PC installs (it would start the game on the user's desktop). Launch tests collect the Unreal
|
||||
game log + crash summaries from the Proton prefix; triage `unreal-crash`. Lies Beneath via Proton without Revive
|
||||
game log + crash summaries from the Proton prefix; triage `unreal-crash`. Agent v67 adds Unity's logs (LocalLow/<Company>/<Product>/Player(-prev).log via `<Name>_Data/app.info`,
|
||||
`output_log.txt`, Temp/…/Crashes/*/error.log; `unity_logs`) to launch tests and diagnostics; triage `unity-vr-init` /
|
||||
`unity-crash`. A catalog recipe verified with another build (catalog `xr` ≠ the build's) keeps the build's own
|
||||
`pcvr.launch_args` (`engine._other_build`; GitHub #105: SUPERHOT VR's Oculus+OpenVR build needs `-vrmode OpenVR`,
|
||||
the catalog's is the OpenXR build); Electron launchers next to a game rank −30 (`rift.is_electron`). Lies Beneath via Proton without Revive
|
||||
crashed (UE 4.23 "Unhandled exception").
|
||||
- Rift scanning: `sources/rift_dump.scan` = the scanned folder's subfolders are games (one per folder; a folder is a
|
||||
game if all candidate exes sit under one child), recursing into collections; `analysis/rift.py` walks once,
|
||||
@@ -76,6 +186,11 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
auto-start SteamVR on Play (`winhost.start_steamvr`); the Frame launcher always uses `/openxr`. UI (`game.py`
|
||||
where()) states per-game where it runs; installing an Oculus game on the Frame shows a warning. Migration
|
||||
`rift_frame_native` re-analyzes + re-derives existing entries.
|
||||
- Own artwork (0.8.0): game menu → "Use your own artwork…" (also from the Find artwork dialog) =
|
||||
`views/art_dialog.show_custom_art_dialog`: one slot per kind (portrait/landscape/hero/logo/icon), FilePicker →
|
||||
`sources.apply_custom` (Pillow check, ≥64 px, ≤40 MB, scaled to ≤3840 px, PNG if alpha/logo/icon else JPEG,
|
||||
replaces only that kind + its thumbnails, drops the generated cover/banner, writes `.picked` = "custom") /
|
||||
`remove_custom`; Steam shapes are still composed from what exists (`steam.py` PREFER).
|
||||
- Art for Rift games: `artwork/sources.py` — Quest version package (OculusDB packageName, exact name or +
|
||||
"Unplugged"-type suffix, never sequels) → Meta art; OculusDB square cover; Steam (exact names only); exe icon.
|
||||
- Store details (`artwork/details.py`, entry `details`): OculusDB (description, genres, publisher, website; by Quest
|
||||
@@ -86,7 +201,35 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
set: the name on a colour from the title hash + the APK icon, `steam_set_for`; 2D Android apps get no store lookups) and tags: how it runs, the original platform
|
||||
(Meta Quest / Oculus Rift), genres, user tags — merged with tags set in Steam (non-Steam shortcuts can't hold a
|
||||
description).
|
||||
- Linux apps (GitHub #31, library kind `linux`, `linux.<slug>`; x86_64 builds run through FEX (app 3127680, no SLR:
|
||||
RootFS /usr/share/guestos/fex-mesa from the OS image; needs `STEAM_COMPAT_DATA_PATH`, see docs/FRAME_RUNTIME.md):
|
||||
agent v61 `linux_x86_tools`/`pick_tool`, `install_proton`/`proton_status` `kind: linux_x86`, `finalize_linux
|
||||
x86_64`, `installer.ensure_proton(kind=)`; an arm64 program wins over an x86_64 one): GUI = Add
|
||||
games → "Add a Linux app…" /
|
||||
"…folder…" (`app.add_linux` job → `pipeline.add_linux_app`); game page `linux_summary` (program + Change…, AppImage,
|
||||
OpenXR, source) instead of recipe/patches, `C.missing_libraries` callout (Frame deployment, else last install);
|
||||
no Analyze/Rebuild/recipe/share/Game settings actions, Frame only; platform "Linux" badge + library filter; Steam
|
||||
tags "Linux app on Frame"/"Linux"; `_follow_catalog` skips them; local files of a lone AppImage = the file only.
|
||||
Desktop Mode entries (GitHub #84, agent v63): finalize_linux writes `frameport-<slug>.desktop` to
|
||||
~/.local/share/applications (+ ~/Desktop if it exists; `X-FramePort-Package` marks ours), launch.sh with
|
||||
`FRAMEPORT_DESKTOP=1` skips the Steam-parent watchdog and Steam's display; ensure_host_fixes refreshes entries
|
||||
(older installs, stale ones removed), uninstall/purge remove them. Per app: library entry field `desktop_entry`
|
||||
(default on; patches don't apply to Linux apps) → game page switch → agent `desktop_entry`. Untested on device.
|
||||
- Scanning: SideQuest backups (`<package>/<time>/apk|obb|data`) and AXRB downloads (`AXRB/<app id>/<binary id>/base.apk`
|
||||
+ OBBs/assets; its `patched/`/`*-axrb.apk` PC builds are skipped) are recognised (`sources/quest_dump.py`, FAQ).
|
||||
- Quest/Rift twins stay separate entries, shown and named in Steam "Title (Quest)"/"(Rift)" (`core/titles.py`).
|
||||
- Rename… (game menu "Name and artwork", Library right-click; CLI `frameport rename <pkg> "<name>"|--reset`):
|
||||
`pipeline.rename_game` sets `title` + `title_locked` (+ `auto_title` = the automatic name for reset; rescans, Rift
|
||||
store matches and links then only update `auto_title`; a locked name gets no twin suffix); `sync_title` → Frame
|
||||
agent v77 `rename` (deployment.json title, same shortcut appid: upsert matches by Exe) + art + one Steam restart, PC
|
||||
`PcReviveTarget.rename`; an unreachable Frame → `steam_name_stale` (game page "Update name on Frame", next install).
|
||||
- Newer versions (GitHub #161): game menu "Update with a newer APK…" (`pipeline.replace_apk`, outdated via
|
||||
`build.source_version`) and, for Linux apps / PC VR games, "Update with a newer version…" (`replace_linux_app` /
|
||||
`replace_rift_game` via `add_linux_app(replace=)` / `add_rift_game(replace=)`, CLI `frameport new-version`): the
|
||||
entry keeps package, name, art, tags, switches, user recipe (a confirmed exe if the new folder has it); a new
|
||||
`source_id` goes into the deployment's `recipe` dict at install (no agent change) → `C.source_replaced` = outdated
|
||||
(Frame + `pc_outdated`); such an install re-sends same-size files changed after the last install (mtime/ctime,
|
||||
`installer.changed_since`); the old Rift folder is in `replaced_dirs` (rescans skip it). Untested on the device.
|
||||
- `Recipe.as_is` = install unchanged (pre-patched libraries): `pipeline.prepare_as_is`; auto for APKs that already
|
||||
contain FrameBridge (`frame_patched`). For Rift it changes nothing (the dump is never modified; the Frame copy
|
||||
still gets launch fixes like the crash-reporter rename — `-nocrashreports` alone doesn't stop UE 4.23) — it does
|
||||
@@ -101,6 +244,10 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
- `patches/` — **the unit of modularity**. `base.py` (Patch interface, registry), `overport.py` (overport CLI patch ids,
|
||||
discovered dynamically via `overport patches`), `frame/*.py` (one module per Frame fix), `settings.py` (FrameBridge
|
||||
adapter keys + device files as patches). Add a patch = add a module that calls `register(...)`.
|
||||
`upstream.py`: upstream fixes that replace a workaround per build (a probe finds the fix in OVRPort's output →
|
||||
the build leaves the workaround out, `build.superseded`; recipes unchanged). Registered: `ovrport.haptic_envelope`
|
||||
(→ `adapter.haptic_fix`, `frame/haptic_envelope.py`) and `ovrport.microphone_stream` (→ `frame.ovr_microphone`),
|
||||
both fixed in OVRPort runtime 3.4.3-aa54c3f (ovrport/app#73; haptics owner-verified with Lucky's Tale 2026-10-07).
|
||||
- `analysis/` — APK/ELF inspection (`detect.py`), `elf.py` (pyelftools reads; own DT_NEEDED writer), `stubgen.py`
|
||||
(generates the ovr_* stub .so without a compiler).
|
||||
- `apk/` — `axml.py` (binary manifest editor), `workspace.py` (staged zip edits), `sign.py` (apksigner; it aligns too).
|
||||
@@ -120,9 +267,22 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
- `diag/` — user feedback without tokens (docs/DIAGNOSTICS.md): `redact.py` (every file/issue text: IPs, hosts,
|
||||
home dirs, Steam ids, dump folders → placeholders), `bundle.py` (redacted diagnostics zip; agent v21
|
||||
`collect_diag`; `frameport diag collect|inspect|report`), `issue.py` (prefilled GitHub issue-form links, ≤7.5k
|
||||
chars). "Share working config" → `working-config.yml` issue → maintainer label `catalog-accepted` →
|
||||
`catalog-from-issue.yml` workflow (`scripts/catalog_from_issue.py` validates) opens a catalog PR. App log:
|
||||
chars; `*_links` = `IssueLinks(form, plain, body)`: body = the Markdown the form writes (`### <label>`, recipe in
|
||||
a ```yaml block; labels checked against the templates), plain = `?title=&body=` link. GitHub #167: some (Flatpak)
|
||||
browsers opened the form with empty fields → `app.open_issue` copies the body to the clipboard and offers "Form
|
||||
empty? Open a plain issue"; keep the templates valid YAML, quote `: ` in descriptions). "Share working config" →
|
||||
`working-config.yml` issue → maintainer label `catalog-accepted` (a plain issue needs `working-config` added by
|
||||
hand) → `catalog-from-issue.yml` workflow (`scripts/catalog_from_issue.py` validates) opens a catalog PR. App log:
|
||||
`core/applog.py` (`<data>/logs/app.log`, finished GUI jobs in `<data>/logs/jobs/`).
|
||||
- Announcements (2026-10-15, announcements/README.md; app only, the owner dropped the site pop-up): source of
|
||||
truth `announcements/current.md` on `main` (front matter id/title/date + optional image/image_alt/button+url/
|
||||
expires/active, Markdown body; ships `active: false`). `announcements.py` (no Flet; raw GitHub via
|
||||
`cache.cached_text`, 6 h) + `ui/announcer.py` (pop-up 20 s after start / every 6 h when no dialog is open and not
|
||||
on welcome; `C.dialog` with the portal edge, image downloaded + Pillow-checked into `<data>/announcements/`, shown
|
||||
by asset URL). Shown only if the user was around before `date` (setting `announce.since`, set once at the GUI's
|
||||
first start: 0 when `USED_BEFORE` settings exist, else now), once: any close (X, outside click, Escape, button)
|
||||
stores the id (`announce.dismissed`, last 50). New announcement = new id; same id = typo fix.
|
||||
`FRAMEPORT_NO_ANNOUNCEMENTS`; `ui_smoke.py --announcement` renders it.
|
||||
- Self-update (docs/ARCHITECTURE.md "Self-update", docs/INSTALL.md "Updating"): `_version.py` = the only version
|
||||
(`frameport.__version__`; pyproject reads it via hatch `dynamic`; app log, diagnostics, User-Agent, Settings use
|
||||
it — never `importlib.metadata`, bundles have no dist-info). `updates.py` (no Flet): `check()` = GitHub
|
||||
@@ -135,9 +295,15 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
signed, `ready.json`); `apply()` writes + starts detached `apply.ps1`/`apply.sh` (wait for pid → Windows: copy over,
|
||||
replaced files kept in `updates/<ver>/previous` because the zip has no top folder; macOS/Linux: mv to `.old` + swap,
|
||||
rollback, `xattr -dr` quarantine → relaunch; `<data>/logs/update.log`). `ui/updater.py`: background check (10 s,
|
||||
then 6 h), sidebar card (hidden control, toggled), Library bar (`library_bar`), notes dialog (`ft.Markdown`), job
|
||||
then 6 h), sidebar card (hidden control, toggled), Library bar (`library_bar`), changelog dialog, job
|
||||
`app-update` that restarts only when no other job is active, `apply_pending_at_start()` in `main()` for
|
||||
"Install updates automatically"; Settings → Updates. CLI: `--version`, `frameport update [--check (exit 10)]
|
||||
"Install updates automatically"; Settings → Updates. Changelog: `updates.fetch_changelog` (releases list,
|
||||
`app-releases.json`, same 6 h cache, offline → cached / []) → `ChangelogEntry` (`whats_new()` keeps only the tag
|
||||
message's "What's new" part: CI's intro, update hint and release-footer.md stripped); `between`/`changelog_for`
|
||||
(installed < v ≤ offered, dev entry only when on/choosing dev, skipped versions included), `recent_history`;
|
||||
the update/dev dialogs show one collapsible section per version (`_changes_column`, newest open); after an update
|
||||
`pending_news` (setting `update.last_seen_version`; first start only records it; offline → retried next start)
|
||||
→ Library "was updated" bar → "See what's new…"; Settings → Updates "What's new…" = recent history. CLI: `--version`, `frameport update [--check (exit 10)]
|
||||
[--yes]`, once-a-day stderr hint read from the cache only (`refresh_cache()` in a daemon thread writes no
|
||||
settings, to avoid read-modify-write races). `scripts/update_smoke.py <archive>` runs the real extract + swap script
|
||||
(no relaunch) — CI runs it on all three OS with the archive it just built.
|
||||
@@ -146,12 +312,82 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
by hand: the "Update now" button path (same apply(), called from the running app). macOS: CI smoke only.
|
||||
- `agent/frameport_agent.py` — runs **on the Frame** (python3 stdlib only), JSON over SSH. Owns the install layout,
|
||||
launch.sh template, Steam shortcuts (binary VDF), launch tests. Bump `AGENT_VERSION` when changing it.
|
||||
- `bootstrap/bootstrap.sh` — one-time Frame setup served by the pairing server (sshd, app key, avahi service, Lepton).
|
||||
- `catalog/games/<package>.yaml` — 38 recipes (34 verified 2026-09-28; Deadpool VR, 4XVR, NEX Player and AC Nexus's
|
||||
- `bootstrap/bootstrap.sh` — one-time Frame setup served by the pairing server (app key, podman fix, Developer Mode, Lepton).
|
||||
`bootstrap/setup.sh` — the setup URL (`curl -fsSL https://frameport.app/s | bash`, copied to the site by
|
||||
`site/scripts/sync-media.mjs`): finds the PC (stdlib mDNS on 5353 for `_frameport-pair._tcp`, which the pairing
|
||||
server announces while open; else the USB address and a /24 scan of `/ping`), `/hello` → the user clicks Allow (4
|
||||
digits on both sides, `ask_digits`) → `/wait` hands over the code → runs bootstrap.sh exactly like the typed line.
|
||||
Checked on the dev Frame 2026-10-10 (mDNS and scan paths) with a stub bootstrap; tests/test_setup_url.py.
|
||||
Auto-pairing (`frame/autopair.py`, `app._start_auto_pair`, setting `frame.auto_pair`, default on; off with
|
||||
FRAMEPORT_HOME/FRAMEPORT_NO_AUTO_PAIR): while no Frame is connected, Frames in Developer Mode (devkit mDNS, else a
|
||||
30 s scan of the /24s for :32000/login-name, deduped by host key) are connected if FramePort's key works, else
|
||||
offered the key via devkit.register every 4 s (refused at once until Pair new host is open; 45 s back-off after an
|
||||
unanswered request). This WSL dev PC never hears the Frame's mDNS (Hyper-V firewall): the scan finds it.
|
||||
- `catalog/games/<package>.yaml` (installed apps also fetch these from GitHub `main`, see "Catalog updates") — 38 recipes (34 verified 2026-09-28; Deadpool VR, 4XVR, NEX Player and AC Nexus's
|
||||
90 Hz default confirmed later by the owner); `catalog/triage.yaml` — log signatures → fixes.
|
||||
- `native/` — sources of the prebuilt binaries in `artifacts/` (adapter, VrApi bridge patches, GL shim, stubs).
|
||||
`native/build.py` rebuilds them with NDK r27c (downloaded on demand into `native/.cache`, git-ignored; uses
|
||||
`-ffile-prefix-map` so no local paths get embedded; zip symlinks are restored as copies). Users never need the NDK.
|
||||
`native/a32translator/` (not an artifact, not shipped) = `a32run`, an AArch32 → AArch64 user-mode translator
|
||||
(interpreter + JIT, ARM/Thumb-2/VFP/NEON) for running 32-bit ARM Linux programs on the Frame; its README has the
|
||||
design, the qemu-arm differential fuzzer and program tests. `native/a32translator/bridge/` = the in-APK Android
|
||||
bridge (32-bit JNI/NativeActivity libraries in a 64-bit app: stub + liba32bridge.so + guest runtime liba32rt.so;
|
||||
harness with a fake JVM; test APK org.frameport.a32test passes in Lepton; GLES/EGL, OpenSL ES via AAudio, VrApi 1.x
|
||||
-> the 64-bit VrApi bridge, controller input as Gear VR touchpad/back events; `bridge/convert.py` converts an APK).
|
||||
First game: AFFECTED The Manor (Gear VR, Unity 5.6 + Mono) runs in the headset with picture and sound
|
||||
(2026-10-10); Spunky Dungeon (Unity 2019.2, OVRPlugin 1.46 on VrApi 1.31, Platform SDK) plays at 72 fps.
|
||||
In FramePort: patch `frame.a32_bridge` (`patches/frame/a32_bridge.py`: `convert()` is shared with the dev script
|
||||
`bridge/convert.py`; artifacts `liba32bridge.so`/`liba32rt.so`/`liba32stub.so` from `native/build.py --only a32`)
|
||||
is suggested for every 32-bit-only APK; the recipe then has `overport: False` (OVRPort is 64-bit only; the patch
|
||||
ships OVRPort's loader chain + its 32-bit platform dispatcher itself, `overport.ensure_runtime_lib`), only
|
||||
frame.a32_bridge/adapter/launcher of the frame patches, and `device.text_input_window` for Unity (`engine.a32_recipe`,
|
||||
also run by `pipeline.set_recipe` + builds, so a bridge turned on by hand drops OVRPort & the 64-bit fixes; which
|
||||
patches work there = `base.works_on_a32` (`Patch.a32`; overport/frame off unless `a32 = True`, adapter settings in
|
||||
`settings.XRSHIM_SETTINGS` off); `build.check_a32` refuses anything else, `engine.warnings(recipe, analysis)` says
|
||||
so; a catalog entry for a 32-bit game that neither names nor removes the bridge predates it: bridge kept, status
|
||||
unknown; parity gives bridge builds without a bridge known-good "new build (no baseline)"; library migration
|
||||
`a32_bridge_on` turned the bridge on once in every 32-bit recipe, user ones too, unless the catalog's frame_remove
|
||||
names it).
|
||||
Analysis `extra.headset` (ANALYSIS_VERSION 15): gearvr / go / quest → "Gear VR" / "Oculus Go" platform + Steam tag.
|
||||
Catalog: `headset:` field; com.fallen.affected, net.mobilemischief.spunkydungeon, com.ccpgames.gunjack (works, 2026-10-12). Learned: Unity 2019 contexts
|
||||
have no EGLConfig (EGL_KHR_no_config_context: the VrApi bridge takes the window's or an RGBA8 ES3 config); Unity's
|
||||
floor origin = vrapi_SetTrackingSpace(1) (the VrApi bridge now honours LOCAL_FLOOR/STAGE); mapped GL buffers are
|
||||
per buffer object (a per-target guest copy leaked ~10 MB/s and garbled vertices); the guest runtime's own scudo
|
||||
names its maps `[anon:scudo:*]` below 4 GiB (watch them for guest leaks). The Go controller = the right Frame
|
||||
controller (stick = touchpad touch, sideways > 0.6 or press = click). Gunjack (CCP, UE 4.10 NativeActivity, Gear VR,
|
||||
2026-10-10): needed the native_app_glue imports (ALooper/AInputQueue/AConfiguration/AAsset*, imports.txt), an arm64
|
||||
libvrapi.so for Java's System.loadLibrary("vrapi") and MOUNTED under OVP_HEADLESS_TEST; it then loads its map and
|
||||
quit on purpose: AndroidMain compares AndroidThunkCpp_GetSignature() with an obfuscated copy. **Works since
|
||||
2026-10-11 (owner-verified in the headset):** GameActivity.AndroidThunkJava_GetSignature() = Base64.DEFAULT(SHA-1(
|
||||
signing certificate DER)) (jadx); `a32_bridge.original_signature` computes it from the original APK's
|
||||
META-INF/*.RSA|DSA|EC, `convert()` stores it as `assets/fp_a32_signature.txt` for libUE4.so games, the bridge loads
|
||||
it at activity creation (native_activity.c) and jni.c answers Call*Method on the method ID of
|
||||
`AndroidThunkJava_GetSignature()Ljava/lang/String;` with it. After loading, Unreal leaves VR mode and enters it again on
|
||||
the same GL context; a second OpenXR session there aborted in vrclient (CSharedSemaphoreLinux::WaitFromGPU from the GL
|
||||
binding's PreBeginFrame, also with OVP_HEADLESS_TEST) → the VrApi bridge keeps a running GLES session across
|
||||
LeaveVrMode and reuses it for an EnterVrMode with the same context (upstream-patches/runtime.cpp.patch).
|
||||
Debugging aids added: A32_BREAK=<guest addr>[,..] (stack of the first hits; guest libs load at fixed addresses, e.g.
|
||||
libUE4 0xf25d5000), A32_STRACE in bridge mode = path/exit calls to logcat, activity lifecycle + LeaveVrMode caller
|
||||
logs. Lepton's logcat mirror often dies for these games: read `podman exec <container> logcat` instead. Gunjack input
|
||||
(2026-10-11): it imports no vrapi input functions and reads the Gear VR touchpad/back as AInputEvents from its
|
||||
AInputQueue (native_app_glue), so dispatchKeyEvent never reached it (no control at all) → input.c queues synthetic
|
||||
events there (ALooper_poll* return the queue's ident while one waits; AInputQueue_getEvent/finishEvent and the
|
||||
AInputEvent/AKeyEvent/AMotionEvent getters are hand-written "!" imports that know them; touch positions scaled to the
|
||||
window size). Same mapping as AFFECTED: trigger = hold touchpad, A = tap, right stick = swipe, B = back; for NativeActivity games the stick's up/down = swipe forward/back (touchpad X: Gunjack's OnFlick = reload at ~0°, special weapon at ~180°). Not yet
|
||||
headset-verified. Quest builds on the bridge (2026-10-13, Sports Scramble = a 32-bit Santa Cruz build,
|
||||
UE 4.21 + OVRPlugin on VrApi 1.21): manifest requires `android.hardware.vr.headtracking` version 1
|
||||
(`detect.requires_6dof`, headset "quest", ANALYSIS_VERSION 16) → convert writes `assets/fp_a32_headset.txt`
|
||||
= "quest" → vrapi.c `quest_touch` (read in vrapi_Initialize via the activity's AssetManager; A32_TOUCH=1/0
|
||||
overrides) passes the 64-bit bridge's Touch controllers through (enumerate/caps/state/tracking/haptics, struct
|
||||
tails per VrApi minor) and starts no synthetic input. It also needed AAsset_getBuffer (guest copy, freed in
|
||||
AAsset_close), AKeyEvent_getFlags and the other AConfiguration getters. Headset (owner, 2026-10-13): plays,
|
||||
both controllers work. Recenter (holding the Frame's menu button) turned VrApi games ~90-120 degrees aside: the bridge's app space is LOCAL + the start yaw and the runtime moves LOCAL to the head → the bridge now takes the origin from the head again on XR_TYPE_EVENT_DATA_REFERENCE_SPACE_CHANGE_PENDING (LOCAL) and on vrapi_RecenterPose (owner-verified with Gunjack, 2026-10-13). Next: the other 32-bit catalog games (Journey of the Gods, Shadow Point: still "unsupported" until
|
||||
tested), translator speed. Profiled on the Frame
|
||||
(2026-10-12, `A32_PERFMAP` + perf): FPCR switches are negligible (8 of 86k samples); the cost was the run loop
|
||||
(a mutex + hash-chain walk on every dispatch, a contended counter, inline-lookup slots never refilled: Gunjack
|
||||
~45 % of its CPU) and `jit_invalidate` scanning every block on each Mono `cacheflush` (72 % of Spunky Dungeon's
|
||||
main thread). Now lock-free lookups, ltab refill, per-thread flags, per-page block lists: Gunjack's dispatcher
|
||||
23.6 % -> 1.6 %, CPU in the same phase about -55 %, still 72 fps.
|
||||
- `scripts/` — `package.py` (flet build/pack), `eval_heuristics.py` (score heuristics), `ui_smoke.py` (GUI screenshots).
|
||||
- `docs/` — PLAYBOOK, FRAME_RUNTIME, ARCHITECTURE, INSTALL (end users), parity reports (offline + device).
|
||||
|
||||
@@ -167,16 +403,33 @@ Games tests: `pytest -m games` (FRAMEPORT_GAMES=<downloads dir>); on-device chec
|
||||
native layer test: `FRAMEPORT_NATIVE_TESTS=1 pytest -m native` (compiles with the NDK, ~2 min on NTFS).
|
||||
Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattributes`).
|
||||
- `FRAMEPORT_HOME=<dir>` isolates all app data (tests use it); `FRAMEPORT_JAVA/_OVERPORT_JAR/_APKSIGNER_JAR` override
|
||||
managed tools. Real app data (WSL): `~/.local/share/frameport` (tools, overport workspace + game keystores, library,
|
||||
artwork, frames.json, the app's SSH key which the dev Frame authorizes).
|
||||
managed tools. **The owner's real app data is the Windows copy's: `%LOCALAPPDATA%\FramePort`** (= `/mnt/c/Users/
|
||||
<user>/AppData/Local/FramePort`; tools, overport workspace + game keystores, library, artwork, frames.json, the app's
|
||||
SSH key which the dev Frame authorizes; moved from WSL's `~/.local/share/frameport` on 2026-10-11, which is now only
|
||||
a stale backup). The desktop shortcut "FramePort (dev)" runs the source checkout natively on Windows
|
||||
(`%LOCALAPPDATA%\FramePort-dev\launch-frameport-dev.vbs`: venv `FramePort-dev\venv` via `UV_PROJECT_ENVIRONMENT`,
|
||||
`uv sync --frozen`, log `FramePort\logs\dev-gui.log`). **WSL runs on that data need `FRAMEPORT_WINDOWS_DATA=1`**
|
||||
(set in `.claude/settings.local.json`; `paths.shares_windows_data`): the data folder becomes the Windows one, saved
|
||||
paths from the other side are translated on load (`paths.localize`: /mnt/d/X <-> D:\X in library.json, tools.json,
|
||||
PC deployment records), Java/Cpp2IL keep one copy per OS (tools.json `java-<os>-<arch>`), and the link handler isn't
|
||||
registered (it would point the Windows copy's links at WSL). Don't run a WSL GUI and the Windows GUI at once
|
||||
(the gui.lock flock/msvcrt locks don't see each other; only the gui.alive heartbeat does).
|
||||
- Device checks: `frameport test <pkg>` / `frameport parity-device --results <parity.json> --baseline <launch.txt>
|
||||
[--test-only]`; the pre-FramePort baseline is `PATCHED/_known-good-2026-09-28/_frame-state/baseline-launch.txt`.
|
||||
- Docs screenshots (`docs/images/`): `python scripts/scrub_library.py ~/.local/share/frameport <dir> --status works,issues` (copies
|
||||
library + artwork only; titles replace folder names, local paths → `D:/Games/...`, sort by size) then
|
||||
`FRAMEPORT_HOME=<dir> python scripts/ui_smoke.py --out <shots> --docs --fake-frame --game <pkg>` (set
|
||||
FRAMEPORT_JAVA/_OVERPORT_JAR/_APKSIGNER_JAR so no tool download toast appears; `--viewport 1280x2600` + crop for the
|
||||
patch list). Check every PNG for paths, IPs, user names and repack/scene names before committing.
|
||||
README rules (owner): states the project is a proof of concept, provides no piracy tools, credits the wrapped
|
||||
- Docs screenshots + videos (docs/SHOWCASE.md): never by hand. `uv run python scripts/showcase/render_docs.py`
|
||||
renders `docs/showcase/shots.yaml` into `docs/images/` (every shot twice, kept when both agree; only visibly changed
|
||||
files are rewritten; `--check` for CI) and `scripts/showcase/record_video.py [names] [--draft]` records the
|
||||
storyboards `docs/showcase/videos/<name>.yaml` (tour = FramePort in use + README teaser; install = the install
|
||||
tutorial: instruction cards for the download / the command on the Frame, the rest filmed from a first start) into
|
||||
`docs/media/frameport-<name>.mp4`. Both build the demo library first (`demo_home.py`, profile `demo` or `fresh`:
|
||||
catalog games from `demo-library.yaml` + `demo-analyses.json`, art/details cached in ~/.cache/frameport-showcase, a
|
||||
pretend Frame from `showcase-frame.json`) in a temp FRAMEPORT_HOME: no personal data, refuses the real data dir
|
||||
and placeholder art; discovery is off and the setup command shows placeholders for the address and code. Steps find elements
|
||||
by name through Flutter's semantics tree (`scripts/showcase/web.py`: text, tooltip; the innermost match wins) —
|
||||
give new icon-only controls a tooltip. The `showcase` workflow renders on UI pushes to main (+ the videos whose
|
||||
storyboard changed, or the ones named on dispatch) and opens PR `showcase/update`; releases attach every video as
|
||||
`FramePort-<name>.mp4`. `scripts/scrub_library.py` (the owner's own library) is only for private screenshots now.
|
||||
README rules (owner): says not every game runs (no longer "proof of concept" since 1.0), provides no piracy tools, credits the wrapped
|
||||
projects (most functionality is theirs); neutral technical wording; no Quest2Frame mentions anywhere.
|
||||
- GUI smoke test: `uv pip install flet-web playwright && playwright install chromium`, then
|
||||
`FRAMEPORT_HOME=<test dir> python scripts/ui_smoke.py --out <dir> [--game <pkg>] [--frame steamos@<host>] [--update]` (`--update` = fake release: banner, dialog, Settings → Updates) and look
|
||||
@@ -188,6 +441,11 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
|
||||
`T.px(n)`, Material defaults through the theme's text_theme; never hardcode a bare pixel number in ui/.
|
||||
`scripts/ui_smoke.py --scale 1.5 --viewport 2560x1440` renders it. Flet draws a grey box for invalid layouts (e.g.
|
||||
an `expand` child in a `wrap=True` Row).
|
||||
- One GUI per data folder (`core/instance.py`, 2026-10-11): `<data>/gui.lock` (flock/msvcrt, pid inside); a second
|
||||
start asks the open window to come to the front (`gui.focus`, read by `_watch_links`) and exits; a lock held with no
|
||||
window (no `gui.alive`) and older than 30 s is a leftover FramePort process and is ended. `main()` ends the process
|
||||
(`os._exit`) once `ft.run` returns: background threads (re-analysis, session triage) used to keep a windowless
|
||||
process running. Session triage shows one pop-up for all games of a burst (`_announce_sessions`).
|
||||
- Stopping the GUI: `pkill -f` patterns match your own shell — use `pgrep -f "[b]in/frameport-gui|[f]let-desktop-light"`.
|
||||
|
||||
## Round-2 polish (2026-10-02)
|
||||
@@ -211,13 +469,15 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
|
||||
|
||||
## Hard-won facts (don't re-learn these)
|
||||
**Frame runtime (SteamOS 0.3.0, build 20260922):**
|
||||
- No AArch32: 32-bit-only APKs fail with `INSTALL_FAILED_NO_MATCHING_ABIS`. Unfixable; point to Rift + Revive.
|
||||
- No AArch32: 32-bit-only APKs fail with `INSTALL_FAILED_NO_MATCHING_ABIS` → `frame.a32_bridge` (the a32 translator inside the app, see native/a32translator below).
|
||||
- GLES swapchains: only `GL_SRGB8_ALPHA8`/`GL_SRGB8` (35907/35905), no MSAA. Vulkan: format 43 (sRGB) but not 37 (UNORM).
|
||||
- Missing: XR_FB_passthrough (emulate via ALPHA_BLEND), XR_FB_scene/spatial entities (emulated room from STAGE bounds),
|
||||
XR_KHR_composition_layer_equirect2/cylinder, XR_FB_composition_layer_image_layout (flip emulated by Vulkan blit).
|
||||
- `xrConvertTimespecTimeToTimeKHR`/`xrConvertTimeToTimespecTimeKHR` return FUNCTION_UNSUPPORTED → adapter emulates
|
||||
(offset = predictedDisplayTime − period − CLOCK_MONOTONIC, sampled in xrWaitFrame).
|
||||
- Guardian STAGE bounds report 1×1 m (scene emulation uses ≥1.5 m).
|
||||
- Guardian STAGE bounds report 1×1 m (scene emulation uses ≥1.5 m). OVRPlugin treats that rect as a configured
|
||||
boundary but can't outline it ("ovrpBoundary_Outer is not supported"): Demeter's guardian check indexed an empty
|
||||
array → with `scene_emul` the app's STAGE `xrGetReferenceSpaceBoundsRect` returns XR_SPACE_BOUNDS_UNAVAILABLE.
|
||||
- GL goes through **Zink** (Mesa GL on Vulkan). Mesa GLSL is strict: `#pragma` before `#extension` fails, implicit
|
||||
int/float conversions fail (enable `GL_EXT_shader_implicit_conversions`), num_views=2 shaders on single-view FBOs
|
||||
give GL_INVALID_OPERATION. Some GLES games hit `zink: DEVICE LOST` (Unity MSAA RTT; Sniper Elite VR even without).
|
||||
@@ -225,6 +485,26 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
|
||||
- **Tracking only works with the headset worn.** SSH/headless launches never reach VISIBLE/FOCUSED and poses have
|
||||
flags 0x3. So automated tests prove startup (process alive, instance/session created, frames paced), never visuals.
|
||||
|
||||
**Setup / pairing (2026-10-02, verified on the device):** Developer Mode = `"DevModeEnabled"` in
|
||||
`~/.local/share/Steam/config/config.vdf` (InstallConfigStore/developer), applied by Valve's
|
||||
`/usr/bin/steamos-polkit-helpers/steamos-devkit-mode --enable|--disable` (polkit allow_any: no password; enables/
|
||||
disables sshd, xrdp, steamos-devkit-service, debug port forwards; sentinel `/etc/steamos-devkit-enabled`). Steam
|
||||
re-asserts the config value at every start and rewrites config.vdf on exit → stop Steam, edit, helper, start.
|
||||
**Desktop Mode is a nested Plasma inside steam.service** (own XDG_RUNTIME_DIR `/run/user/1000/nested_plasma` + private
|
||||
D-Bus): `systemd-run --user` from Konsole fails ("Failed to connect to user scope bus") unless XDG_RUNTIME_DIR/
|
||||
DBUS_SESSION_BUS_ADDRESS point at `/run/user/$UID`, and stopping Steam ends the desktop and everything started in
|
||||
it → bootstrap.sh runs the Dev Mode job + Lepton request + `/paired` as a user unit (log `~/.cache/frameport-setup.log`);
|
||||
no sudo/password anywhere (verified: naive Frame → connected, password never set). Valve's devkit pairing (fallback,
|
||||
PC → Frame only): `POST :32000/register` with an **ssh-rsa** key (`connection.devkit_key`, `frame/devkit.py`) works only
|
||||
while Steam is in pairing mode (Settings → Developer → Pair new host), else 403 at once; approve hook waits 30 s.
|
||||
The Frame runs firewalld (22 and 32000 open). PC side: the setup server needs inbound TCP 8765–8767 — WSL's Hyper-V
|
||||
firewall blocks it silently (`DefaultInboundAction Block`): `pairing.ensure_reachable` adds a temporary rule via one
|
||||
UAC prompt, removed when the server stops (flag file in %TEMP%, max 35 min); hints per OS after 45 s without a request
|
||||
(`pairing.firewall_hint`). Flet 1.0 patches aren't thread-safe → `app.serialize_flet_updates()` (a dialog shown while a
|
||||
scan redraw ran never closed: "dropped a patch for unknown control"); it also makes property writes (Flet's
|
||||
`Prop.__set__`) take the same `app.FLET_LOCK`: a property set on a background thread while the loop packed a patch
|
||||
changed the control's `_values` mid-iteration ("dictionary changed size during iteration", a sidebar click's page
|
||||
change died while the live Frame card took a sample). Anything that serves the app (ui_smoke, showcase) calls it too.
|
||||
**Lepton:** needs an activity with category **LAUNCHER** (Quest apps often only have INFO → "APP_ACTIVITY is empty").
|
||||
**2D apps:** Lepton runs every app headless (`lepton.headless=true`, only OpenXR output reaches the headset) unless the app folder (`<base>/lepton-app/`) has a `lepton-show-flatscreen` file (liblepton/app_metadata.sh) → Waydroid window on gamescope; agent v28 `set_flatscreen` at finalize for `vr_kind == "none"`. Android 11's navbar covered the
|
||||
app's controls → patch `device.hide_navbar` (default on for vr_kind none, migration `flat_hide_navbar`) exports
|
||||
@@ -366,7 +646,7 @@ GPU. Learned in the headset: quads can't be a background (the Frame draws quad l
|
||||
whatever the order: hid 4XVR's balcony/controllers), and the Frame doesn't reproject a projection layer from its own
|
||||
pose (images drawn only after head turns, or ahead from xrWaitFrame and sometimes late, wobbled);
|
||||
`equirect_flip/face/res/fps/stereo`), `stable_local`, `focus_hold` (only after 3 s FOCUSED, dips <600 ms),
|
||||
`aim_pitch/aim_yaw/aim_forward`, `refresh_rate`, `layer_debug` (diagnostics). 4XVR re-creates LOCAL spaces every 2–4 s
|
||||
`aim_pitch/aim_yaw/aim_forward`, `refresh_rate`, `layer_debug` (diagnostics); focus_hold is default-on since 2026-10-05. 4XVR re-creates LOCAL spaces every 2–4 s
|
||||
(menu recentring suspect); its theatres are baked 7680×3840 equirect2 images (`assets/100.png` …). Test 360° videos
|
||||
(NASA, public domain) are in the Frame's ~/Videos; copies in `~/Downloads/frameport-360`. 4XVR's "Internal Storage"
|
||||
lists its own `/sdcard/4XPlayer`, not Movies: agent v25 `link_media` hard-links sent files into an app's own top-level
|
||||
@@ -376,20 +656,407 @@ swapchain was halved (1536/eye) in case memory is the limit (unverified). Frame
|
||||
(SteamVR runtimes, Lepton scripts, logs; never commit Valve binaries): `~/frameport-research/frame-data-2026-09-30/`.
|
||||
Not yet verified in the headset.
|
||||
|
||||
**Companion apps / intents (2026-10-03, tested with Stremio + 4XVR):** a second APK can be installed into a running
|
||||
Lepton container (`podman exec -i lepton-steamlaunch-<appid> pm install -g -S <size> < apk`) and runs there, VR
|
||||
included (4XVR in Stremio's flatscreen container: FrameBridge 72 fps, settings via LEPTON_ENV_FRAMEBRIDGE_CONFIG). But
|
||||
Lepton's services.jar (`ActivityStarter.execute`) intercepts **every** `android.intent.action.VIEW` with data (any
|
||||
scheme, explicit component or not, no property to disable): it writes `steam://openurl/<uri>` to `/lepton/steam.pipe`
|
||||
(= the host Steam client's `~/.steam/steam.pipe`) and starts nothing. So "open in external player" hand-offs (Stremio
|
||||
→ 4XVR) can't work inside Lepton; don't retry without Valve changing it. Lepton installs exactly one `*.apk` per app
|
||||
folder (two break `get_apk_path`).
|
||||
**Text input (2026-10-03, verified in the headset with Stremio VR):** Lepton's Android has no IME (`ime list` empty)
|
||||
and runs VR apps headless (`lepton.headless=true`): no Android window has input focus (`dumpsys input` FocusedWindows
|
||||
empty), so neither `input text`, a USB keyboard nor Steam's keyboard reach the app. `lepton-show-flatscreen` on a VR
|
||||
app keeps VR working (FrameBridge 72 fps) and gives the window focus; Steam's on-screen keyboard then opens for text
|
||||
fields. Unity's TMP_InputField on non-Quest Android waits for the system keyboard (`TouchScreenKeyboardShouldBeUsed`)
|
||||
and deselects a frame later unless `isKeyboardUsingEvents` (Android: `InPlaceEditing() && m_HideSoftKeyboard`);
|
||||
uGUI InputField's LateUpdate keeps the field when `InPlaceEditing()`. Patch `frame.unity_text_input` rewrites them
|
||||
(`mov w0,#0|#1; ret`) at Cpp2IL's **Offset** (= file offset; RVA differs by 0x4000 in Stremio's lib), Cpp2IL
|
||||
2022.1 pre-release (Unity 6 / metadata v31; Il2CppDumper can't), cached per libil2cpp sha. `/dev/uinput` has an ACL
|
||||
for steamos (Steam Input) → agent v33 `_keyboard` uinput keyboard ("Type on Frame") reaches everything with focus.
|
||||
Installing a second APK into a container with `pm install` re-runs Lepton's post-install hook on the **main** app
|
||||
(`lepton.active_app_id`; moves its files to /data/steam_app) and corrupts it on the next start (fix: touch the APK →
|
||||
re-bake); `cmd_real package install` skips the hook.
|
||||
**User reports (2026-10-04, issues #4-#10):** Steam shortcuts go to the signed-in account (`loginusers.vdf`
|
||||
MostRecent) else every account (agent v35 `library_users`; it used to refuse with >1 account → Play gave Steam's "Game
|
||||
configuration unavailable"); `launch` uses the shortcut's own appid and errors `NOT_IN_LIBRARY`, the app then adds it
|
||||
and plays. Unity IL2CPP fixes share one Cpp2IL run (`unity_text_input.Il2cppReturnPatch`, `ALL_TARGETS`, cache keyed by
|
||||
global-metadata.dat): `frame.unity_runtime_msaa_off` (OVRManager raises MSAA to 4x at runtime: "Switching to the
|
||||
recommended level" → Lucky's Tale restarted the headset; `OVRDisplay.get_recommendedMSAALevel` → 0) and
|
||||
`frame.unity_multipass` (Oculus XR Plugin multiview → MultiPass via `OculusSettings.GetStereoRenderingMode`; I Am Cat's
|
||||
right eye grey). Both checked against Toy Master's Cpp2IL output, not yet in a headset. VR4 quits itself (System.exit
|
||||
after the intro movie) → catalog `use_alt`. **Catalog changes reach existing games** without hardcoded migrations:
|
||||
recipes store `catalog_rev` (= `CatalogEntry.rev()`), `library._follow_catalog` re-derives non-user recipes whose entry
|
||||
changed; a maintained entry beats the user's shared copy when its `updated`/verified date is later (`catalog._newer`).
|
||||
**Round 2 of reports (2026-10-04):** VR4's campaign hang = one fragment shader reading an uninitialized loop counter
|
||||
(reporter's capture): vkshim `vk_shader_fix` setting (`<size>:<sha256>:<offset>:<words>`, from the recipe's `adapter:`;
|
||||
matched by size + SHA-256, words inserted into a copy) — on the device the module is fixed at load ("fixed shader
|
||||
module (6488 -> 6512 bytes)"); campaign itself not yet seen in a headset by us. Text settings (kind "str") stay out of
|
||||
the Game settings dialog (saving it dropped them). I Am Cat: `GetStereoRenderingMode` is inlined (no call sites) →
|
||||
`Il2cppReturnPatch.field_loads` rewrites the field read in `OculusLoader.Initialize` (Cpp2IL gives the field offset,
|
||||
`field:<name>`); verified with Toy Master: eye swapchains array=1 ×2 instead of array=2. Builds record `recipe_fp`
|
||||
(`patches/base.recipe_fingerprint`, `Patch.revision`): a changed recipe or revised patch shows "Update on Frame".
|
||||
Remembered Frames are found again after an address change (`Frame.relocate`: scan, same SSH host key, before
|
||||
login). Packaged apps show artwork by file path (`thumbs.use_file_paths`, #16). Diagnostics: this boot's kernel log.
|
||||
Device tests of requested games (2026-10-04, headless): I Am Cat, Myst 3.3.0, BattleGlide, Blade & Sorcery: Nomad
|
||||
start (RUNNING, frames). Roblox: SIGSEGV in je_free from libroblox.so ~3 s in (likely its anti-tamper vs the re-signed
|
||||
APK). BONELAB (Unity 2021.3 Vulkan, OVRPlugin 1.94): SIGSEGV with pc == fault addr in vkCreateInstance, called from
|
||||
libSLZQuestNative.so's Vulkan hooks into an unmapped (unloaded) library right after OVRPlugin's pre-init
|
||||
xrDestroyInstance; pinning openxr/vrclient libraries (RTLD_NODELETE) did NOT help — find the unloaded library with the
|
||||
linker's dlopen/dlclose logging next. Accounting+ (Unity 2017.4 built-in Oculus, libOVRPlugin + libvrapi): Unity
|
||||
never starts VR on the Frame (no OVRPlugin/OpenXR lines; runs as a 2D app), which is why its "controller setup"
|
||||
screen can't be passed — Unity 2017's Oculus device check, not the controller profiles. Cpp2IL can't read Unity 2017.
|
||||
The Frame's Android runtime (vrclient.so) knows oculus/touch_controller but not Meta's Touch Plus/Pro profiles
|
||||
(OVRPlugin suggests those too, routinely) → adapter `profile_remap`.
|
||||
Headset round 2 (2026-10-04): the Frame drops focus often (ms to 7 s; only some are presence/standby) → games pause
|
||||
or recentre (B&S Player.OnVRPresence → Teleport, BattleGlide/Unreal pauses); focus_hold now 1 s focused / 1 s max dip
|
||||
(longer must still pause). Myst crash = vrclient xrSyncActions race after FOCUSED → `sync_guard` (confirmed); its
|
||||
object glitches: app space warp suspected (FB_space_warp is advertised and used) → recipe `patch_disable_space_warp`.
|
||||
I Am Cat multipass: poses/times consistent, but every frame is submitted after the next xrWaitFrame (one period late;
|
||||
Zink + doubled draws) and the game clamps its physics step to 10 ms → judder while still; testing scale 0.8. Roblox's
|
||||
newest crash is on Fossilize's recording thread → vk_sanitize extended to own-engine libs (engine "Other").
|
||||
Accounting+: unity_oculus_check + native/ovrpshim (libfp_ovrp.so waits via ovrp_WaitToBeginFrame before Unity
|
||||
2017's ovrp_Update2) → VR in the headset at ~72 fps (2026-10-04), but stuck at "press any button" although input
|
||||
reaches its OVRInput cleanly (probe: both Touch connected 0x63, individual buttons, input focus 1) → works with issues.
|
||||
"outside of frame bounds" warnings stay (~2/frame) and are harmless.
|
||||
Steam library (GitHub #4/#21/#27, agent v38): shortcuts go to every Steam account (signed-in first; MostRecent isn't
|
||||
always the account on the Frame); stop_steam also waits for Steam's helpers; after the restart the agent re-reads
|
||||
shortcuts.vdf and writes once more if Steam put its old copy back (`shortcuts_lost`); lost again (agent v89): Steam
|
||||
ignores FramePort's entries on that Frame, so `add_devkit_entry` adds the devkit entry instead (`added` gets `via:
|
||||
devkit`) and only reports an error if that fails too. 0.6.3's Play
|
||||
auto-repair (`_add_then_play`) crashed (its job got a Job, not a reporter). Uploads resume on a transient OSError.
|
||||
Lepton's Android 11 has no clipboard service (134 services; checked with `podman exec … service check clipboard`):
|
||||
SDL/LÖVE apps crashed at start → `frame.sdl_clipboard` (`apk/dex.py`: in-place dex edit, nops one invoke, fixes
|
||||
the header checksum/signature; verified with LÖVE for Android 11.5, GitHub #24 Dramatic Shape). Godot 4.2-4.4 (Kotlin `as ClipboardManager`,
|
||||
GitHub #134 EndoparasiticVR) → `frame.godot_clipboard` (nops the `Intrinsics.checkNotNull` before that check-cast; Godot's
|
||||
clipboard methods return at once; analysis `godot_clipboard`, ANALYSIS_VERSION 10; checked on real godot-lib/templates
|
||||
4.2.2-4.4.1, not on the device; 4.1 and 4.5+ don't throw). 2D apps (vr_kind none)
|
||||
keep every suggested patch that isn't about VR (`needs_vr = False`), not a fixed list. FramePort on the Frame:
|
||||
`frame/local.py` (127.0.0.1, own key authorized; "This Frame (experimental)"; app data in
|
||||
~/.local/share/frameport-app because ~/.local/share/frameport is the agent's) and Steam library changes wait while
|
||||
Desktop Mode is open. Verified on the device 2026-10-04 (install + launch test from the Frame). Library updates on the
|
||||
Frame run one at a time (agent v40 flock): two quick uninstalls used to bring a removed shortcut back (Roblox).
|
||||
Headset round 3 (owner's verdicts, 2026-10-04): Blade & Sorcery works — its freezes were the headset's wear sensor
|
||||
flickering off while worn (vrserver.txt "HMD off/on" 0.5-2 s) → per-game `focus_hold_ms=2500` (only this game reacts;
|
||||
not a default). BattleGlide works (focus_hold). Myst works with issues (object glitches; space warp ruled out, its
|
||||
recipe keeps it on). I Am Cat works with issues (judder; scale 0.8 no help). Roblox unsupported (je_free in
|
||||
libroblox, also with the Vulkan shim). Installs skip the Steam restart when the shortcut is unchanged and wait while a
|
||||
game runs (agent v37). New default fixes in FramePort's code reach games already in a library: after every app update
|
||||
`library._follow_catalog` re-derives each non-user recipe once (setting `recipes.app_version`; tests switch it off via
|
||||
`library.REFRESH_ON_UPDATE`). Analysis fields added later: **bump `analysis/detect.ANALYSIS_VERSION`** (stored as `analysis.extra.analysis_version`); older entries whose APK is still there are analysed again at the GUI's start (background thread, not a job: ~8 s per 900 MB APK) and before a build (`pipeline.refresh_analyses`, GitHub #104); only `analysis`/`suggested` change, user recipes stay; an unreadable APK gets `analysis_failed` = the version (not retried until the next bump). Troubleshooting techniques: docs/PLAYBOOK.md "Debugging techniques". Unity `boot.config` "vulkan" substring mislabels GLES games as Vulkan
|
||||
(I Am Cat ran GLES); OVRPlugin's "Unavailable OpenXR extension: XR_FB_scene" is routine (no longer triaged).
|
||||
**Round 4 (2026-10-04):** XR_KHR_android_surface_swapchain is listed by the Frame's runtime but returns
|
||||
FUNCTION_UNSUPPORTED → adapter `surface_emul` (default on, `native/adapter/surface_swapchain.c`): an ordinary runtime
|
||||
swapchain is returned, the game gets a Surface from a SurfaceTexture on a worker thread (own EGL context, JavaVM from
|
||||
XrInstanceCreateInfoAndroidKHR), frames are read back (glReadPixels) and uploaded in xrEndFrame (Vulkan: own command
|
||||
buffer + fence per panel, never waits; GLES: glTexSubImage2D). I Am Monkey's intro works (owner-confirmed). SUPERHOT
|
||||
(Quest) quit at start: its cloud save folder was mode 1700 and Lepton's app writes through the folder's group →
|
||||
launch.sh `fix_perms` adds u+rwx,g+rwx (agent v41). Lucky's Tale: Unity's Loading.PreloadManager thread grows the
|
||||
native heap ~1 GB/s until the OOM killer (Frame freezes); no fix. `perf` works as steamos (paranoid 2; ptrace_scope 1
|
||||
blocks gdb/eu-stack/debuggerd) — see PLAYBOOK "Debugging techniques". QuestCraft downloads its JRE at first run into
|
||||
`files/runtimes/JRE` (Pojlib Installer); on the Frame it was missing (unpacked by hand, unverified). WiiCompiled: its launcher shows
|
||||
(lepton-show-flatscreen) but imports .wcgame files through Android's document picker (OPEN_DOCUMENT), which Lepton
|
||||
lacks (ActivityNotFoundException) → imported by hand: libmain.so + game.json → internal files/game/<profile>,
|
||||
DATA/ → external files/WiiCompiledOpenXRVR/DATA, MOD/ → .../RetroRewind6 (decompiled with jadx). Lepton has no
|
||||
picker at all: a FramePort fix would be an injected picker activity. Generated cover/banner art used to suppress the
|
||||
Steam placeholder set (no Steam art at all) → fixed in artwork/steam.py.
|
||||
**Steam library failures (GitHub #21/#30):** on some Frames Steam never loads FramePort's shortcuts.vdf entries (same SteamOS build and arm64 beta client as the dev Frame; IDs correct; file written before Steam starts): Play → console_log `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` (= "Game configuration unavailable", Steam treats the id as a store app). Cause unknown; agent v42/43 diagnostics: `launch` returns `steam` (started / error + code / silent from console_log), `collect_diag` adds `steam_library` (real Steam dir, beta, Steam start vs vdf write time, entries per account, devkit games) + `steam-console.txt` (incl. Steam's `logs/shortcuts.previous.txt` if present; steamclient.so has "LoadShortcuts: rejecting attempt to load shortcuts: invalid account ID"). **Fallback (agent v43):** when Play gets AppError_9 the agent registers the game through Steam's devkit interface (what Valve's Devkit Management Tool does, MIT: `devkit-1 steam://devkit-1/<~/.steam/steam.token>/create-shortcut?response=<file>&gameid=<id>&directory=~/devkit-game` written to ~/.steam/steam.pipe; answer file / `.error`; `~/devkit-game/<id>/launch.sh` = link to the game's launch.sh, `<id>-argv.json` ["launch.sh"] (relative to the folder), `<id>-settings.json` {steam_play 0, compat_tool ""}). Steam adds it live (no restart), picks its own appid (read back from shortcuts.vdf by DevkitGameID), shows it as a normal non-Steam game named "Devkit Game: <id>" (OpenVR 0, but VR works: owner-verified 2026-10-04), art copied to grid/<appid>*. Ids: letter first, then letters/digits/_ only (spaces, '-', leading digit → "missing/invalid arguments"). Later Plays use the devkit entry; uninstall (`devkit_unregister`, `delete-shortcut` live) and purge remove it. Verified on the dev Frame: register/launch/unregister; the AppError_9 trigger itself only in unit tests. GitHub #42 (two Steam accounts, neither MostRecent): Steam rewrote the active account's shortcuts.vdf without FramePort's entries right after starting, and added the devkit entry live without saving it, so `devkit_appid` (vdf only) failed ("Steam added the devkit entry but didn't save it"); agent v55 `devkit_appid_from_log` reads Steam's `sanitize shortcut app id "~/devkit-game/<id>/launch.sh": replacing 0 with N` console line. GitHub #41 (one account): same Steam behaviour, and every install restarts Steam, which forgets the never-saved devkit entry. Agent v56: the log fallback reads only the current session's console_log.txt; Play re-registers a devkit entry that gets AppError_9; art updates also write the devkit entry's grid art (`copy_grid_art`). Open: why some Frames' Steam never loads or saves shortcuts.vdf (single account too).
|
||||
**Exit game (GitHub #36, 2026-10-04):** `Apps.TerminateApp` (what Exit game calls; reachable for tests through Steam's CEF devtools on 127.0.0.1:8080, SharedJSContext, `Runtime.evaluate` — a stdlib websocket client is enough) closed both a normal shortcut and a devkit entry on the dev Frame within 1-3 s. SIGTERM to Steam's `reaper` alone left launch.sh + Lepton (setsid) + the container running (an earlier headset launch ran on for 87 min); SIGTERM to launch.sh cleans up in ~4 s. Agent v44: launch.sh's 2 s loop ends the game when its parent (the reaper) is gone; `upgrade_launchers` (from ensure_host_fixes) adds that to existing launchers in place. Which in-headset exit path fails is still unknown. Screenshots on the Frame: all under SteamVR's appid 250820 (`760/remote/250820/screenshots`, screenshots.vdf has creation time, no game).
|
||||
**SteamVR dashboard at game start (2026-10-04):** the dashboard (Resume game / controller / VR options) was open whenever a FramePort game started (also over Lepton's 2D launcher). Steam's UI exposes `SteamClient.OpenVR.VROverlay.{IsDashboardVisible,HideDashboard,ShowDashboard}` (CEF devtools, `steam_js` in the agent). Agent v44: launch.sh starts `_dashboard_worker` (waits for FrameBridge's first `pacing:` line in launch.log, then hides a visible dashboard for 25 s, at most 3 times; log `<base>/dashboard.log`; opt out with env FRAMEPORT_KEEP_DASHBOARD=1). Verified on the dev Frame (dashboard shown → 4XVR launched via Steam → hidden ~5 s after the first frames); not yet seen in the headset. **Headset (ITR2, 2026-10-05): too late** — Steam shows its frame menu (`valve.steam.gamepadui.frame.menu`, vrwebhelper_systemui.txt `[PooledPopups] Showing`) ~0.3 s after the game's first submitted frame (FrameBridge `new layer:`), but the first `pacing:` summary comes ~8 s later; the owner had pressed Resume (`[HideDashboard] return_to_game`) before the worker looked. Agent v52: watches from the first `new layer:` line (incremental log reads, 0.5 s polls, 30 s window). Agent v59: watches 120 s and hides up to 10 times (the menu came back after 30 s in the owner's sessions). Agent v53: stops for good once the player opens the dashboard with the controller (`toggle_dashboard_action` in vrwebhelper_systemui.txt since the worker started): v52 closed it 60 ms after each press, and the game, paused for it, stayed paused.
|
||||
**Space warp / ITR2 (2026-10-04):** Into The Radius 2 (UE5, `libUnreal.so` + OVRPlugin, Vulkan) uses Application SpaceWarp (extra swapchains `376x376 format=97` motion vectors + `format=129` depth); #35 reports flickering textures. OVRPort's `patch_disable_space_warp` has no effect on UE5, and hiding XR_FB_space_warp in FrameBridge's enumerate doesn't reach the game either: **OVRPort's dispatcher offers/enables XR_FB_space_warp itself**. FrameBridge `hide_space_warp` (per game, off) hides it and strips `XrCompositionLayerSpaceWarpInfoFB` (1000171000) from the projection views (log `hide_space_warp: removed space warp info`); the game still renders its MV swapchains. Test build installed on the dev Frame; flicker not yet checked in a headset. Heuristic: UE5 + OVRPlugin shows it as an option (off). `equirect_emul` is suggested for Unreal games whose graphics API isn't detected ("GLES or unknown"); on Vulkan it switches itself off (Myst/Riven/ITR2): harmless, but Unreal Vulkan detection is a known gap.
|
||||
**PR #34 (merged 2026-10-04, Lucas-Mathieu):** `native/adapter/audio_metadata.h` patches Meta XR Audio Wwise (only build ID e1619e7f…, Batman: Arkham Shadow 1.4.1) so queued audio metadata isn't freed while the current audio frame references it (smoke-bomb crash). Verified headless: installs ("metadata reclamation follows …"), 72 fps; we added a once-per-second scan limit. Outside PRs: review source, rebuild `artifacts/` ourselves, merge locally (contributor's commit kept), push main.
|
||||
**Heuristics eval (2026-10-04):** `scripts/eval_heuristics.py "<VR CyberDeck Portable>"` → 19/44 recipes exact, 322/352 fields (most diffs: `frame.unity_text_input` suggested where older catalog recipes lack it; the rest are runtime-only findings: use_alt, vk_shader_fix, focus_hold, sync_guard, multipass). `PATCHED/` copies aren't scored (already converted).
|
||||
**Power (0.9, agent v47):** sidebar bar below the Frame card: Sleep / Restart / Shut down, each confirmed (`app.frame_power`, a running game asks again). logind answers CanSuspend/CanReboot/CanPowerOff = "challenge" for an SSH session but "yes" inside a user unit, so agent `power` runs `systemctl suspend|reboot|poweroff` from a transient `systemd-run --user --on-active=3` timer (the command answers first). Restart verified on the device (back in ~84 s, new boot id).
|
||||
**Proton default (agent v51, owner's choice 2026-10-05):** the newest **stable** ARM64 Proton is the default for PC VR games (`pick_proton`: asked-for name/alias, else newest installed stable, else any stable). Agent v49-50 defaulted to Experimental; the owner's headset A/B with Rick and Morty (Experimental 69 % reprojected frames, stable felt much smoother) reverted it. The game page's Customize shows `pcvr.proton_tool` as a dropdown (Stable (default) / Experimental = alias `proton-experimental`); `ensure_proton` installs a chosen one (it asks once more for the runtime Steam only names after Proton is installed; Experimental installed unattended on the device in 53 s). A PC VR launch test that fails on stable suggests Experimental (`pipeline.PROTON_TOOL`, `proton_alternative_worth_trying`, button "Try Proton Experimental and reinstall"). Remaining Rick and Morty stutter on head turns = the game rendering below the refresh rate (reprojection), not Proton.
|
||||
**USB cable link (verified 2026-10-05, cabled to the dev PC):** `usb0` is a USB **NCM** gadget (configfs g1: `ncm.usb0` + `ffs.adb`, Valve 28de:2460) set up by `usb-ncm-gadget@usb0.service`, which only runs with `ConditionPathExists=|/etc/systemd/system/adbd.service.d/steamos-devkit-enabled` = **Developer Mode only**. `usb-ncm-dnsmasq@usb0` serves DHCP with fixed `dhcp-host` entries: Frame 10.86.200.233, PC **10.86.200.234** (`frame/usb.py` FRAME_USB_IP/PC_USB_IP). Windows 11 binds its built-in "UsbNcm Host Device" (no driver); WSL mirrored sees eth 10.86.200.234. USB is high-speed (USB 2.0): upload 36.9 MB/s vs 11.3 MB/s home Wi-Fi. Frame→PC over the cable worked without a firewall change. `scripts/usb_autotest.py` (Windows via powershell.exe from WSL), `frameport frame usb-check`. Wizard "Set up with a USB cable" (`PairingServer(host=PC_USB_IP)`; the real bootstrap ran end to end over USB). Discovery dedupes by SSH host key and prefers USB > Frame hotspot > network (`discovery.dedupe`); a lost address is re-found by key (`Frame.relocate`, tested with a dead saved address).
|
||||
**Catalog updates without a release (2026-10-05):** apps fetch `catalog/games/*.yaml` from GitHub `main` (`recommend/catalog.refresh_remote`: one API call `git/trees/main?recursive=1` + raw.githubusercontent downloads of changed blobs, cached as `catalog-gh-<sha>.yaml`, every 6 h; GUI at start + Settings → Data "Check now"; CLI background thread + `frameport catalog-update`). `catalog.load()` only reads the cache. A remote entry is skipped (`unusable_reason`) when it names a patch/adapter key this app doesn't register, has a field `CatalogEntry` doesn't know, or `min_app` > this version: add `min_app` (or rely on new patch ids) when a config needs an unreleased FramePort. Remote beats bundled unless the bundled entry has a later updated/verified date; the user's own entries still win as before. Off: setting `catalog.auto_update`, env FRAMEPORT_NO_CATALOG_UPDATE; FRAMEPORT_CATALOG_URL still overrides the source. So: **pushing a catalog change to main reaches users within 6 h** (their recipes follow via catalog_rev → Update on Frame).
|
||||
**Start activity / QuestCraft / ITR2 pop-in (2026-10-05):** WiiCompiled's VR part (`QuestActivity`, SDL, process `:game`) stays behind Lepton's flat window when the launcher is shown (`device.text_input_window`). `frame.start_activity` (opt-in; analysis `extra.vr_activity` = the original APK's activity with Meta's VR category when it isn't the launcher) gives that activity's filter LAUNCHER and every other LAUNCHER becomes INFO, per element (`axml.set_start_activity`); Lepton's own `apk-info-extractor --print-activity-name` (on the Frame under Lepton/liblepton/apk_extractor) then answers QuestActivity. **OVRPort gives every MAIN activity LAUNCHER + VR categories**, so the VR activity must come from the original APK's analysis, not the converted manifest. Lepton has no activity override (`APP_ACTIVITY` is reset when app_metadata.sh is sourced). QuestCraft reaches Minecraft 1.21.5 (Fabric, Vivecraft, Sodium; LTW "Large Thin Wrapper" GL 3.0 on the Frame's Zink) and stops at `OpenGL error 1282` in `WindowFramebuffer` createTexture (Minecraft's crash report in `files/instances/1.21.5/crash-reports/`, Pojlib's `files/latestlog.txt`); the vrclient SIGSEGV / "pthread_mutex_lock called on a destroyed mutex" afterwards is only the shutdown (Unity's render thread still in vrclient while the instance is destroyed). ITR2 "models popping in and out" in game: Unreal reads user config from **internal** storage (`lepton-data/internal/<pkg>/files/UnrealGame/<Project>/<Project>/Saved/Config/Android/Engine.ini`, not external); `r.AllowOcclusionQueries=0` there broke its menus (removed again). Vulkan shim `vk_query_slots` (two slots per occlusion query) never saw ITR2 create an occlusion query pool, and the run with it crashed (Unreal RenderThread SIGSEGV, caught by sentry-native: no tombstone; the backtrace is in `cache/sentry/*/.sentry-native/*.run/*.envelope` with module offsets) - left off. Next suspect: Unreal 5 mobile HZB occlusion reading depth stored with Valve's FDM injection layer; test = launcher `VK_INSTANCE_LAYERS=''` (Lepton then loads neither VALVE_rpo nor VALVE_fdm_injection, Fossilize still). QuestCraft: LTW overrides glGetError and returns 0 with `LIBGL_NOERROR` set; Lepton passes `LEPTON_ENV_<NAME>` to the app as `<NAME>`, so catalog `lepton_env: {LEPTON_ENV_LIBGL_NOERROR: '1'}` gets Minecraft past the GL error 1282; then black picture (see the catalog entry). FrameBridge logs `new layer` once per layer type per process and projection views only for the first frames, so a second session in the same process (Vivecraft after Unity) needs `layer_debug=1`.
|
||||
**Vulkan validation / ITR2 solved (2026-10-05):** Khronos' validation layer can't come from Lepton (its layer dir is in the read-only guest image; the Linux copies on the Frame are glibc) and a global `debug.vulkan.layers` property (via the LEPTON_GFXRECON_FP_PROPS trick) kills the container at boot. Working recipe: bundle `libVkLayer_khronos_validation.so` (Khronos android-binaries release, arm64-v8a, stored uncompressed) into a test APK re-signed with the game's key (`apk.sign.sign`), install with `frameport install <pkg> --apk`, and set the Vulkan shim's `vk_validation=1` (it adds the layer at vkCreateInstance; findings under the logcat tag VALIDATION in launch.log, each message ID capped at 10). ITR2's flicker + windows behind models = Unreal's Qualcomm shader-resolve subpasses with a depth resolve of a single-sampled depth attachment (VUID-04908/-03179); `vk_spec_fixes=1` drops that resolve (its TRANSFER_DST half never applies to ITR2: the main depth is transient). Valve's VALVE_rpo layer removed ITR2's fog (catalog `lepton_env: VK_INSTANCE_LAYERS: VK_LAYER_VALVE_fdm_injection`). `r.ViewDistanceScale=2` in the internal Saved/Config/Android/Engine.ini only exists on the owner's Frame (the catalog can't write internal storage yet). Launch tests: Lepton prints a transient "is not a running context" on the first start after an APK change (agent v54 `not_started` waits 30 s for "Boot complete!").
|
||||
**GitHub #38/#39 (2026-10-05):** PowerWash Simulator stuck at "Waiting.." on a reporter's Frame = Unity sized the right-eye image rect past its swapchain (rect 268+1656 on a 1920-wide swapchain; the runtime's recommended size differs per Frame) and SteamVR rejected every frame (`xrEndFrame failed -25`, XR_ERROR_SWAPCHAIN_RECT_INVALID), after which the game stopped calling xrEndFrame. FrameBridge `rect_clamp` (default on; sizes noted in xrCreateSwapchain; clamped layers count as swapped) keeps projection/quad rects inside their swapchain; triage `swapchain-rect-invalid`. Not reproducible on the dev Frame with `scale` (Unity's eye sizing isn't just the recommended width); no regression there (72 fps). The adapter's revision was NOT bumped (that would mark every installed game outdated): affected users rebuild. The Room VR (#38) = Unity's render thread SIGSEGV in libgallium_dri.so ~30 ms after the game recreates its eye swapchain with samples=4 (FrameBridge retries samples=1); the game's own code turns MSAA on (not OVRManager); candidate fix: hide GL_EXT_multisampled_render_to_texture (GL shim) - needs the APK to test. The launch test passed both (render thread dead / no frames): triage gap.
|
||||
**Headset round 2026-10-05 (evening):** I Am Cat's judder = repeated xrLocateViews of one display time returning
|
||||
slightly different poses → FrameBridge `pose_consistency` (owner-verified, works). Lucky's Tale freeze on touching a
|
||||
save slot = OVRPort's OpenXR dispatcher converting XR_FB_haptic_amplitude_envelope with ns read as s (GitHub #9) →
|
||||
xrshim `haptic_fix` (owner-verified); its remaining short pauses were the wear sensor ("HMD off/on" 0.5-1 s in
|
||||
`logs/eyetracking.txt`, not vrserver.txt) → **`focus_hold` is on by default with 5 s** (owner's choice; C defaults
|
||||
too). The Room VR works (`unity_no_overlay_copy`). BattleSisters (Unity 2019.4 built-in VR, no libOculusXRPlugin.so)
|
||||
flooded "outside of frame bounds" ~2400/s and hung the GPU (kernel hangcheck, zink DEVICE LOST) → the ovrpshim frame
|
||||
wait now also applies to Unity 2019 without the Oculus XR Plugin (`UnityOculusCheck.legacy_loop`). Vader Immortal
|
||||
(UE4, stuck on the loading image after the intro, GitHub #49): VRP repacks carry a Frida gadget (`libfrda.so`,
|
||||
config `hijack_responses`), but OVRPort's `patch_clean_up_frida` removes its loadLibrary call, so it never runs on
|
||||
the Frame; `frame.ovr_trace` (opt-in, `native/ovrtrace`: 1138 exported ovr_* stubs → real loader functions, logcat
|
||||
tag `fp_ovrtrace`: calls, PopMessage answers, unanswered requests every 10 s) is the next diagnostic.
|
||||
**Unity built-in VR input (2026-10-05):** probe builds (`FRAMEPORT_INPUT_PROBE=1 frameport build …`; it logs
|
||||
trigger/grip crossings too) showed OVRPlugin returns the full Touch state for every controller mask (also Go masks);
|
||||
presses reach the games' OVRInput. Accounting+ (Il2CppDumper v6.7.46 reads its Unity 2017 metadata v24, run on Windows)
|
||||
passes stance selection (NewtonVR grip/trigger) but its motion warning waits for `Input.GetMouseButtonDown(0/1)`,
|
||||
which Lepton never delivers (no focused Android window) → ovrpshim registers its own
|
||||
`UnityEngine.Input::GetMouseButtonDown(System.Int32)` icall (il2cpp_add_internal_call, after Unity's: resolve first)
|
||||
that adds a click in the frame a Touch trigger or A/B/X/Y is newly pressed (`unity_oculus_check` revision 3).
|
||||
BattleSisters (Unity 2019 InputSystem/XR InputDevices via `VrHandInput`): libunity's Oculus module (OVRPlugin
|
||||
function table: a global pointer at 0x16b57c0 in this build, slots filled by name, e.g. +0x160 GetControllerState,
|
||||
+0x168 State2, +0xe8 GetNodePresent) only reports controllers when `strncmp(deviceModel, "Oculus", 6) == 0` (next to
|
||||
the Go check `deviceModel == "Oculus Pacific"`); Lepton's model is "Valve Lepton" → Go/unknown → only Go masks polled,
|
||||
buttons dead. `unity_oculus_check` revision 4 (`oculus_model_checks`, Unity 2019 only) turns the 17 compares' length
|
||||
into 0 (`orr w2, wzr, #6` → `mov w2, #0` after the adrp/add of the "Oculus" literal; the string stays: it is also
|
||||
Unity's VR device name). Device result: libunity now polls `ovrp_GetControllerState(0x3)` (Touch); owner-confirmed
|
||||
2026-10-06: buttons work. Its first controller vibration then hit OVRPort's haptic-envelope bug (11 GB, OOM kill) →
|
||||
`haptic_fix` is now suggested for every game with libOVRPlugin.so (settings detect), BattleSisters works. Ruled out before: ProductName, GetNodePresent, the device-model string itself, exports.
|
||||
Accounting+ works (owner, 2026-10-06).
|
||||
**Vader Immortal (UE4, GitHub #49, 2026-10-06, headless):** stuck after the intro on an in-game image (the splash
|
||||
quad ends ~6 s in; then the game's own projection frames, 72 fps, balanced xrBeginFrame/xrEndFrame). Not the Platform
|
||||
SDK (`frame.ovr_trace`: only user + entitlement, both answered) and not the repack's Frida gadget (OVRPort's
|
||||
`patch_clean_up_frida` removes its loadLibrary). It **leaks ~430 GPU mappings (/dev/dri/renderD128) and ~20 MB a
|
||||
second** (6.5 GB + swap after 5 min, then 26 fps): page-fault stacks (perf -e page-faults, offsets resolved with the
|
||||
process maps + vrclient.so's own symbols; its text segment is at file offset + 0x4000) end in SteamVR's runtime:
|
||||
`xrBeginFrame → CSxrCompositorOpenVR::BeginFrame → SubmitExplicitTimingData → CVRCompositorSharedTextures::
|
||||
BeginGPUTimingCommandBuffer` and `xrEndFrame → CVRCompositorClient::SubmitWithArrayIndexAndTime`. Ruled out: the
|
||||
layer color scale/bias + image layout structs (FrameBridge `strip_color_bias` 1/2, diagnostic), Valve's Vulkan
|
||||
layers (VK_INSTANCE_LAYERS=""), array swapchains in general (Lucky's Tale/I Am Cat flat). Kernel tracepoints aren't
|
||||
allowed for steamos. FrameBridge: `layer_debug` logs xrDestroySwapchain and per-5 s xrBeginFrame/xrEndFrame counts;
|
||||
`frame_balance` (ends an open frame before the next begin) exists but Vader never leaves one open. Next (built,
|
||||
not yet run: the Frame slept): `layer_debug` also counts xrAcquire/Wait/ReleaseSwapchainImage per 5 s (hooked only
|
||||
with layer_debug, after the other conditional hooks) to see whether Vader skips a wait or release: it doesn't (361/361/361 per 5 s).
|
||||
FrameBridge `snapshot=N` (`snapshot_gl.c`, GLES): every N s the left-eye image the game submits is read back on its
|
||||
own context and saved as `files/fb_snap_0-7.ppm` (quarter size) — headless launches show a black headset view, this
|
||||
shows what the game draws. Vader: Lucasfilm logo (an OBB mp4: video works), then its loading card (portrait + segmented
|
||||
bar) that never advances; the async loader thread sleeps and OBB reads stop (~168 MB of a 2.7 GB pak).
|
||||
**SteamVR overlay apps (agent v75, 2026-10-10):** host OpenVR overlays (VRApplication_Overlay) are composited over Lepton (Quest) games on the Frame (probe checker seen over 4XVR in the headset view, `native/vroverlay_probe`); Windows ones register through Proton's vrclient too (Temporal Reality's Windows build created its overlays; fpsVR never reaches OpenVR under Proton). Detection `analysis/vroverlay.py` (bundled `.vrmanifest` with `is_dashboard_overlay`, else OpenVR + IVROverlay + self-registration markers, engine Other; Rift fingerprint `RIFT_ANALYSIS`), patch `pcvr.vr_overlay` (param autostart), Linux entry fields `vr_overlay`/`vr_overlay_autostart` (game page switch); agent `register_vr_overlay`/`unregister_vr_overlay`/`launch_vr_overlay` (IVRApplications via ctypes, live; manifest `<anchor>/frameport-overlay.vrmanifest`, the app's own key, binary = launch.sh). **SteamVR on the Frame reads only `binary_path_linux_arm`** (binary_path_linux alone is skipped). Overlay apps: no launch test, no Linux Steam-parent watchdog (`FRAMEPORT_OVERLAY`), not a "running game". A Steam overlay-app shortcut and a game shortcut run together. SteamVR's SetApplicationAutoLaunch didn't persist on the dev Frame (the watch never started by itself) → **agent v76: FramePort's own autostart**: the deployment's `overlay.autostart` is the source of truth; `ensure_host_fixes` (`ensure_overlay_service`) keeps the user service `frameport-vr-overlays.service` (`_vr_overlay_watch`, 5 s polls of the known vrserver's /proc stat) only while an overlay app has autostart on (register/unregister, uninstall, purge and the kill switch `~/.local/share/frameport/vr-overlays.disabled` / `FRAMEPORT_NO_OVERLAY_AUTOSTART` update it); a new vrserver (pid + start time, kept in `~/.cache/frameport-vr-overlays.json` across agent updates) → child `_vr_overlay_round`: wait for IVRApplications, 15 s grace, `launch_vr_overlay` for apps not running (folder process or GetApplicationProcessId); log `~/.local/share/frameport/vr-overlays.log`. Dev Frame: adopted the running vrserver, skipped the already running watch; a start after a real SteamVR start/boot is not yet seen. Details: docs/FRAME_RUNTIME.md "Overlay apps".
|
||||
**Vader's leak solved / AC Nexus flips (2026-10-14):** Vader Immortal leaves GL errors pending on its context; SteamVR's GL interop (`openxr_graphics_gl_openvr.cpp`, `xrclient_<pkg>.txt` in Steam's logs: `SXR_GL_CHECK: error:0x502 ... glGenTextures`) takes the stale error as its own failure once, and from then on `CVRCompositorSharedTextures::BeginCommandBuffer` allocates a command buffer every frame (perf page-fault stacks; ~430 renderD128 mappings + 22 MB/s). Adapter `gl_error_clear` (GLES, catalog on for Vader ep1-3) clears them before xrCreateSwapchain/xrBeginFrame/xrEndFrame: flat memory, no SXR_GL_CHECK (headless). The per-game `xrclient_<pkg>.txt` logs are worth reading for runtime errors. The Frame's runtime caps swapchains per session (XR_ERROR_LIMIT_REACHED from ~15; AC Nexus asks for more): flip emulation now turns quads upright in place (scratch VkImage, once per acquire; transfer usage added to single-layer colour swapchains) instead of a shadow swapchain per quad, which ran into the cap (#138). Headless sessions don't draw AC Nexus's panels (adapter `flip_dump` saves before/after images of flipped quads, for headset runs).
|
||||
**Mixed reality: scanned rooms (agent v92, 2026-10-16, branch mr-scene; docs/mr/):** Quest MR games read the room
|
||||
through Meta's scene APIs; the Frame offers none, and Valve's chaperone is no room (2D outline raised to 2.43 m, often
|
||||
the default 1 m circle -> the Android runtime's STAGE rect falls back to 1x1 m; XRService's plane detection is
|
||||
horizontal-only, its persistent map sparse ORB, its XRIPC single-client; cameras are XRService's alone,
|
||||
IVRTrackedCamera gives no frames). **The passthrough's RoomView 3D depth mesh is readable** (docs/mr/PHASE0.md:
|
||||
IVRBlockQueue_005 `/xrservice/roomview3d/meshData|meshLayout`, metadata through the C++ `IVRPaths_002` on the block
|
||||
handle, `meshIsUpToDate` on the queue handle; 132x128 fan, ~30/s; raw->standing moves during a session -> convert
|
||||
with the final one), so FramePort scans rooms itself: agent `room_capture` (Background/Overlay OpenVR app, prompts =
|
||||
artifacts/roomscan/*.png via IVROverlay_028 slots 1/3/20/22/35/43/44/63, `scripts/mr/render_prompts.py`) -> `.fprs`
|
||||
dump -> `fp_roomscan` (native/roomscan, freestanding, offline) -> `room.txt` + `room-mesh.bin`
|
||||
(docs/mr/ROOM_FORMAT.md; outline = positive shoelace in x-z, wall inward normal (-dz, dx)) in
|
||||
`~/.local/share/frameport/rooms/<universe>/`; launch.sh copies it next to settings.conf (`_room_sync`, games with
|
||||
`scene_emul`); FrameBridge (`scene_room.c/scene_meta.c/scene_anchors.c`) serves N walls, volumes (BOUNDED_3D),
|
||||
planes, GLOBAL_MESH (XR_META_spatial_entity_mesh), XR_META discovery/persistence (newer Meta SDKs and MRUK), anchors
|
||||
saved in `files/framebridge-anchors.txt`; all through xrshim (OVRPort's dispatcher drops unknown META calls).
|
||||
`scene_emul` is now suggested for every USE_SCENE/USE_ANCHOR_API game (migration `scene_emul_all`; NOPE and Pinball
|
||||
FX had none). PC: Frame page "Room" card, `frameport frame room scan|status|from-boundary|import|export|build|show`.
|
||||
Real data (owner's room, 2026-10-16): floor at 0, table surfaces, orthogonal walls found; the ceiling needs "look up".
|
||||
**Unreal's self-restart (agent v90, 2026-10-13):** UE 4.21+ restarts the app once after its first-run shader
|
||||
precompile ("optimizing" screen; `r.ProgramBinaryCache.RestartAndroidAfterPrecompile`): it starts its own LAUNCHER
|
||||
activity and calls System.exit(0); Lepton ends the container with the first process (the restarted one with it).
|
||||
Skipping `AndroidThunkJava_RestartApplication` or the cvar = 0 (accepted via UE4CommandLine.txt `-ini:`) left Sports
|
||||
Scramble on that level for good. launch.sh (RESTART_BLOCK, `upgrade_launchers` adds it) starts Lepton once more when
|
||||
`_restart_requested` sees the app's own LAUNCHER start (system log, uid >= 10000) <= 5 s before its exit; first run
|
||||
kept as `launch-before-restart.log`; `FRAMEPORT_NO_RESTART=1` off. Owner-verified with Sports Scramble's first start (2026-10-13).
|
||||
**xrWaitFrame runs ahead (Journey of the Gods, 2026-10-14, owner-verified):** with real frames (headset on) the
|
||||
Frame's runtime sometimes returns from xrWaitFrame at once with a display time less than one refresh after the frame
|
||||
just submitted, and then rejects the second submission for that refresh (`VRCompositorError_AlreadySubmitted` in
|
||||
Steam's `logs/xrclient_<pkg>.txt`; FrameBridge pacing above the display rate). VrApi games that render faster than
|
||||
the display ran ahead (~120 submits/s at 90 Hz) and the scene slid and snapped back. The VrApi bridge re-waits when
|
||||
the new display time is under half a period after the last submitted one (`pacing 2s:` counters). Headless runs only
|
||||
submit empty frames and never show it. Lepton's logcat mirror also missed the whole verifying session (launch.log =
|
||||
Lepton's own lines only): the keeper now catches a silent mirror too (agent v91).
|
||||
**Lepton's logcat mirror dies (agent v67, 2026-10-09; v91 2026-10-14):** Lepton's mirror (`podman exec -it <container> logcat -v threadtime,color`) fails three ways: `logcat: Unexpected EOF!` right after the game starts, `Logcat read failure`, or running and writing nothing at all (Lepton 3.0.5: seen twice on 2026-10-14, once in the owner's session, once headless). launch.sh's `_logcat_keeper` reads `podman exec <container> logcat -v threadtime -T <epoch>` itself into launch.log after a failure line or 20 s without a logcat line (from the launcher's start when the mirror never wrote, else from just before its last line), restarts it from where it ended (≤5), stops it when Lepton's coloured lines come back, sets the container's log buffer to 16 MiB (`logcat -G`), and logs every decision to `<base>/logcat-keeper.log`. Checked on the dev Frame: a mirror killed mid-game (hand-over without a gap) and a silent mirror (the whole session recovered).
|
||||
**Double launch (agent v57, 2026-10-06):** a second Play while Lepton still boots (~10 s with nothing to see) made
|
||||
the second Lepton stop the first one's container ("Waiting for steamlaunch-<appid> (PID …) to exit", exit 137
|
||||
"(starting)", "Clearing baked app data due to early exit") and both died (Vader, BattleSisters). launch.sh now takes
|
||||
`flock` on `<base>/.launch.lock` (fd 9, inherited by Lepton; the watchdog and dashboard helpers close it with
|
||||
`9>&-`); a second launch exits 0 and logs to `<base>/launch-dup.log`. `upgrade_launchers` adds it to existing
|
||||
launchers. Verified on the device (second launch during boot: ignored, the first kept running). Vader on its loading
|
||||
card ignores input too (owner pressed/held every button: presses reach the runtime, the card never changes).
|
||||
**Issue triage round (2026-10-06, owner's headset):** vibration in OVRPlugin games = 2 s vibrations updated per frame and
|
||||
stopped with amplitude 0; FrameBridge turns amplitude 0 into xrStopHapticFeedback (else each buzz ran 2 s), haptic_fix
|
||||
uses the envelope RMS (was its peak), per-game `haptic_scale` → Creed/The Boys/Jurassic World fine. Lambda1VR (TBXR):
|
||||
loader named by Build.MANUFACTURER (`frame.tbxr_vendor`), no graphics extension enabled (FrameBridge adds
|
||||
XR_KHR_opengl_es_enable + asks for the requirements on -50), always multisampled render-to-texture (GL shim gives
|
||||
single-sampled stand-ins when GL_EXT_multisampled_render_to_texture is hidden) + its xash/ data → works. Jurassic World:
|
||||
`frame.vrapi_stub`. Metro Awakening: contributor's vkshim fixes + hide_space_warp + no VALVE_rpo (jumping polygons like
|
||||
ITR2). Pinball FX VR: hide_space_warp (stutters). Eleven: a Meta online request fails after platform init → needs Meta
|
||||
services. Star Wars Tales: top half black + freeze after loading; ruled out: asset-file paks (never requested), Valve
|
||||
foveation (off: no change), GL errors (MESA_DEBUG=1: none), EGL_BAD_ACCESS once in OVRPlugin init (harmless); the game's
|
||||
eye image reads back black. BlazeRush: VrApi bridge exports + ovr*_ToString stubs + avatar stub get it to the menu room
|
||||
at 72 fps, full input reaches it (diagnostics `input 5s`: Touch type only, sticks 1.0, buttons, poses 0x8f), but the room
|
||||
draws no controllers and ignores input; avatar loader forced to its "Failed" path (no logged-in user) changed nothing.
|
||||
`frame.ovr_trace` can't trace Unity games (P/Invoke dlsym; nothing imports ovr_*). Headless: the VrApi bridge's 30 s
|
||||
head-pose deadline ends VR mode without a worn headset (not a game bug).
|
||||
**Lepton storage (2026-09-30):** each app's /sdcard (= /storage/emulated/0 → `<base>/lepton-data/external`) has `Movies`/`Download`/`Documents` symlinked to the Frame's `~/Videos`/`~/Downloads`/`~/Documents` (liblepton/mounting.sh, only if they exist at start); agent v24 `storage_targets` reads that mapping. Android's MediaProvider canonicalises paths to /home/steamos/... and rejects every file ("doesn't appear under [/system/media...]"), `sm list-volumes` is empty: the media index never works, apps must browse folders. Lepton installs with `adb install -g` (runtime permissions granted, MANAGE_EXTERNAL_STORAGE too). Files: `install/files.py`, `frameport frame send|storage`, GUI Files tab (formerly Frame → Send files).
|
||||
**SteamVR per-app settings (2026-09-30):** editing steamvr.vrsettings while SteamVR runs is lost; the web API (127.0.0.1:27062 /app/setsettings) needs `x-steamvr-secret`. `native/vrsettings` = `fp_vrsettings.exe` (freestanding, OpenVR `FnTable:IVRSettings_003` as a Utility app, loads SteamVR's bin/win64/openvr_api.dll) sets them live and SteamVR persists them: section `steam.app.<shortcut appid>`, keys `preferredRefreshRate` (float) and `motionSmoothingOverride` (0 global, 1 on, 2 off, 3 always). Steam Link (vrlink) lists the Frame's rates 72/80/90/96/108/120/144 in vrserver.txt and follows the per-app preference ("host preferred N Hz"; whether the key is honoured is unverified in-headset yet). Judder metric: vrcompositor.txt session summary dropped + "Timed out. N total" (Stormland: 0 dropped but 313 timeouts in 2 min); fpsVR (`%LOCALAPPDATA%\fpsVR\*.json`, 0.1 ms histograms) gives p99 CPU/GPU ms. `pcvr.steamvr_tuning` (default on, PC only) applies on Play: highest rate whose budget ≥ p99×1.05, at least one step down, smoothing on.
|
||||
|
||||
**Language packs (merged from PR #20, 2026-10-04):** overport's `libovrplatformloader.so` is a dispatcher that `dlopen`s Meta's own loader (`libovrplatformloader_meta.so` / `_meta_q1.so`, also `libpxrplatformloader.so`) and keeps its own message queue; `ovr_LanguagePack_GetCurrent/SetCurrent` are 8-byte `return 0` stubs in it, `ovr_AssetFile_GetList` forwards to Meta's loader. `frame.langpacks` (opt-in, `native/langpack`) serves `<tag>.lang` files from the game's data; `elf.hide_exports` marks the loader's exports STB_LOCAL (bionic and glibc only match GLOBAL/WEAK; verified for glibc, bionic's `is_symbol_global_and_defined` is from memory). `libfp_langpack.so` is built here (`python native/build.py --only langpack`) and committed. Owner-verified 2026-10-04: Deadpool VR with only `en.lang` and the patch on plays English dialogue and runs normally (headless launch tests show 2-6 fps while it loads: not a regression sign). A dispatcher answer that arrives after we answered the timed-out GetList is dropped (one answer per request); games already in a library get `lang_packs` filled after an app update (`library._refresh_data_fields`). The library logs to logcat under the tag `fp_langpack` (dirs looked in, packs found, every language-pack call), so it shows up in the game's `launch.log`; an `ovr_AssetFile_GetList` the dispatcher leaves unanswered for 1.5 s is answered with our packs alone. Deadpool VR (Unreal) accepts a pack only when its `Metadata` equals the game's own version string (`ULanguagePacksSubsystem` compares it with `%s.%s.%s.%s.%s` built from the build info, e.g. `1.0.40.356975.Quest` = versionName; found by disassembling `libUE4.so`): the patch writes the APK's versionName into the library (`@FPMETA@` slot, `with_metadata`), `FRAMEPORT_LANGPACK_META` overrides it. Deadpool VR (2026-10-04, headset): German became selectable with that Metadata, but dialogue stayed silent (even English once reported as a pack) while the path was spelled `/sdcard/Android/obb/<pkg>/x.lang`; with the `/storage/emulated/0/Android/obb/<pkg>/x.lang` spelling (Unreal's own, now listed first in `scan_dirs`) German dialogue plays. `FRAMEPORT_LANGPACK_SKIP=<tags>` or a file `fp_langpack_skip` in the obb folder leaves packs out of the list (experiments).
|
||||
|
||||
**Cube swapchains (GitHub #107, 2026-10-09):** the Frame's runtime refuses `faceCount=6` swapchains (-2,
|
||||
XR_ERROR_RUNTIME_FAILURE); OVRPlugin ignores that ("CreateSwapchain for eye 0: 0x0, 0 stages") and crashes in
|
||||
ovrp_EndFrame4 (memset). FrameBridge `cube_standin` (default on, `native/adapter/cube_standin.c`) serves a refused cube
|
||||
swapchain as one GL cube-map texture in the app's context (GLES only) and drops its layers. Verified headless with
|
||||
Budget Cuts Ultimate (2048² sRGB, 12 mips; runs on at ~70 fps); what the cube layer showed is simply missing.
|
||||
**Hardware video decoding (PR #96, PR #128 by Lucas-Mathieu, adapted 2026-10-10, agent v71):** `native/hevc` = one
|
||||
OMX plugin `OMX.frameport.{avc,hevc,vp9}.decoder` (FFmpeg v4l2m2m on Iris /dev/video-dec0, FFmpeg software decoders as
|
||||
fallback inside the component, Vulkan copy for big native surfaces). The connection installs it once per Frame
|
||||
(`ensure_video_codec` → agent `video_codec_status`/`install_video_codec`: `~/.local/share/frameport/video-codec/versions/
|
||||
<manifest sha>` + `current` symlink). A Frame keeps the same or a newer `revision` (no flip-flop between PCs) → **bump
|
||||
`revision` in native/hevc/build.py with every artifact change**; a failed install isn't retried during the connection.
|
||||
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; deployment.json `hw_video_decode`) get the codec line → the Podman
|
||||
wrapper (native/hevc/podman.py) mounts the plugin into that container (merged media_codecs.xml in
|
||||
$XDG_RUNTIME_DIR/frameport-video). Off for every game: Settings → Installing (library `video.hw_decode` → agent
|
||||
`video_codec_switch` = video-codec/disabled); one game: `FRAMEPORT_NO_HW_VIDEO=1 %command%`. `upgrade_launchers`
|
||||
converts agent ≤70 launchers (Batman's `<base>/frameport-codec` → keeps the line, folder then removed). Batman: catalog
|
||||
+ migration `batman_video_patches` (`frame.hw_video_decode` + hidden adapter setting `surface_native`). Iris: 8K
|
||||
refused (ENOMEM) while any other decoder session is open; SteamVR's vrlinkrunthread holds one ~12 s at game start →
|
||||
refused opens retry until 20 s after the plugin loaded (else 2 s), then software; VP9 7680x3840 never returned a
|
||||
picture → VP9 ≤4096x2304; hidden VP9 frames come back as empty capture buffers (bytesused 0, no LAST):
|
||||
FFmpeg's wrapper ended the EOS drain at the first one (two-pass VP9 lost its last ~25 frames) → build.py requeues
|
||||
them (codec revision 8; drain ends at LAST, or 1 s after a skipped empty buffer; dev Frame 2026-10-10: 600/600 =
|
||||
OMX.google.vp9 Y hashes). Rebuilds are deterministic (ext4 + NTFS path
|
||||
with spaces, two NDK copies → same; rev 8 141de01f…; PR #128's own sources → its 27a2d749…). Not yet run on the device.
|
||||
**Vulkan shader dump (GitHub #140, 2026-10-10):** adapter `vk_shader_dump=1` (Vulkan shim, `native/vkshim/shader_dump.h`;
|
||||
applies where vk_sanitize can: Unreal/Other arm64) writes each distinct SPIR-V module once to
|
||||
`files/fp_vk_shaders/<size>_<sha256>.spv` (tmp + rename) and one `index.txt` line per vkCreateShaderModule (`<seq> <ms>
|
||||
<unix ms> <name> new|known|again|failed`, O_APPEND) to find the module behind a GPU hang. Agent v72 `collect_diag`
|
||||
returns `shaders` (newest modules of fp_vk_shaders + fp_spirv, ≤4 MB each, base64) → bundle
|
||||
`games/<pkg>/target/shaders/`. Triage `gpu-hang` suggests both dumps; `triage.graphics_api` (FrameBridge's
|
||||
xrCreateSwapchain formats: <0x1000 Vulkan, else GL) keeps only the session's API's (`API_ONLY`). Host-tested only.
|
||||
Agent v74: a reporter's hang came ~10 s after the last new module, so the culprit wasn't among the newest written →
|
||||
with an index naming modules, `shader_dumps` sends every module of the index's **newest session** (after the last
|
||||
`# start`), deduplicated, last used first, each ≤4 MB, ≤30 MB in all (`session` = how many it names) + that session's
|
||||
index lines; no index (fp_spirv) = the old newest-by-mtime 4 MB. One JSON line (~40 MB base64) over the SSH channel
|
||||
is read whole by `Frame.agent` (fine at that size); `_Writer.fit` drops the least recently used modules last, after
|
||||
cutting logs, to stay under the 24 MB zip limit.
|
||||
**Unreal OBB check (GitHub #159, 2026-10-10):** Epic's DownloaderActivity checks OBB name+size (OBBData), then with `bVerifyOBBOnStartUp=true` CRCs the whole OBB; its screens are invisible in Lepton (stuck at `Displayed …/.DownloaderActivity`, triage `unreal-obb-check-stuck`) → `frame.unreal_skip_obb_check` (analysis `unreal_verify_obb`, ANALYSIS_VERSION 11) flips the manifest boolean (`axml.set_meta_data_bool`); skips only the CRC pass. Host-tested only.
|
||||
**Issue round 2026-10-12 (agent v83):** Lepton pastes STEAM_COMPAT_DATA_PATH unquoted into `sh -c "ln -s …/internal/<pkg>
|
||||
/data/data/<pkg>"` (mounting.sh): a game on a card named "Steam Frame 512g" got no internal storage (no saves/prefs;
|
||||
Beyond Sandbox's EOS then looped `createKeychain→resetKeychain` forever, 1.85 GB log). Quest launchers with an unsafe
|
||||
path now `ln -sfn <base> ~/.local/share/frameport/lepton-paths/<pkg>` at every start and give Lepton that path
|
||||
(`app_dir_lines`/`set_app_dir`/`launcher_base`; upgrade_launchers converts; deployment.json keeps the real base).
|
||||
Verified on the device with a spaced copy of Stremio (old: the `ln` error; new: /data/data link, shared_prefs
|
||||
writable). `frame.eos_keychain_loop` (opt-in, triage `eos-keychain-loop`) returns from EOSSDK.resetKeychain. Wander
|
||||
0.3570 (Unity 6.5, Firebase, Gecko) ran out of bionic's 128 pthread keys → `frame.unity_tls_key_pool` (Klownicle's
|
||||
approach, #198: libunity's 4 key imports renamed `fp_tkey_*` via `elf.rename_imports`, `libfp_tkeys.so` pools
|
||||
destructor-less keys behind one real key); device: past Firestore, 72 fps. Cpp2IL releases can't read metadata v107
|
||||
(Unity 6.5) → `tools/cpp2il.py` falls back to the development CI build (nightly.link) on that error. Vermillion's canvas
|
||||
is an OVROverlay quad (drawn above the hand) → `frame.vermillion_scene_canvas` (PaintableMesh getters → false;
|
||||
installed build checked, 72 fps headless; headset not yet). Linux apps: `desktop_icon` switch, a deleted desktop copy
|
||||
stays deleted (#212). Findings: OLAR (#201) RHIThread null deref in libUnreal (`ldr x8,[x19,#792]`, x19=0) not fixed by
|
||||
hide_space_warp / vk_hide_fdm / no Valve layers; FNAF HW (#135) "freeze" = first-start GL program-binary-cache compile
|
||||
on Zink (threads busy in zink/disk cache), not a hang; VR4 (#199) reporter's patch.203 OBB truncated. Upload benchmark
|
||||
(`scripts/upload_bench.py`, #242): home Wi-Fi caps every method at ~11 MB/s; paramiko uses ~3x OpenSSH's CPU; Windows
|
||||
OpenSSH refuses FramePort's key file (ACL "bad permissions") until its permissions are tightened.
|
||||
**OpenSSH uploads (2026-10-15, #324/#242):** sftp escapes `* ? [` inside double quotes itself (and undoes it for
|
||||
put's destination), so `native_upload.quote` escapes only `\\`/`"`; Win32 sftp turns every local backslash into `/`
|
||||
(escapes too) → local paths go as `C:/…`. Logins: `Frame.auth` = the attempt that worked (app_key / user_key = a key
|
||||
file from Settings → Installing → SSH keys, library `ssh.extra_keys`, CLI `frame ssh-keys` / agent / password).
|
||||
OpenSSH strict (FramePort + Settings keys, IdentitiesOnly) unless auth was "agent"; a refused strict login retries
|
||||
relaxed (+ private copies of ~/.ssh/id_{rsa,dsa,ecdsa,ed25519}: OpenSSH skips its defaults once any -i is given, + the
|
||||
agent); `-v` key lines go into the error. FramePort doesn't add its key to the Frame for this. Windows-tested.
|
||||
**Meta user id (GitHub #182, 2026-10-11):** OVRPort's platform loader (runtimes 3.4.3-23204ea and -aa54c3f) answers
|
||||
`ovr_GetLoggedInUserID` (and two other callers) without a Meta account with a made-up id from a helper (`stp; mov x29,
|
||||
sp; bl random; …; mov/movk x9 = 0x53444835ec580000 (6e18); add x0, x8, x9; ldp; ret`), kept only in memory → a new id
|
||||
every start; Walkabout Mini Golf files saves under `Profiles/Oculus/<id>/` and lost all progress. `frame.ovr_stable_user`
|
||||
(default_on, detect = the game has libovrplatformloader.so) rewrites the helper to `mov x0, <6e18 + 32 bits of
|
||||
sha256(package, keystore)>; ret`: stable per game and per user (keystores are personal), so online games never see two
|
||||
FramePort users as one. Found in every PATCHED build checked. Host-tested only; upstream candidate.
|
||||
**Vivox API 31 (GitHub #101, 2026-10-09):** newer Vivox builds (Green Hell VR) call Android 12 AudioManager
|
||||
communication-device methods from `com.vivox.sdk.AudioChangeListener` with no SDK check → NoSuchMethodError on Lepton's
|
||||
Android 11. `frame.vivox_audio_route` (analysis `vivox_api31`, ANALYSIS_VERSION 4) makes every such method return at
|
||||
once (`Dex.return_early`: return-void / `const/4 v0,0; return v0`; nopping the invoke would leave a move-result the
|
||||
verifier rejects). Older Vivox (Eleven Table Tennis, BattleSisters) lacks that code and isn't matched. Verified
|
||||
headless: Vivox initialises, 150 s at ~65-70 fps.
|
||||
**Steam Input gamepad for 2D apps (GitHub #162, agent v72, 2026-10-10):** Lepton's Android only has the Wayland seat's `wayland_touch/keyboard/pointer`. Steam makes its virtual pad (uinput, `/devices/virtual/input`, 28de:11ff, "Microsoft X-Box 360 pad N", ACL for steamos) only while the Frame's controllers are on (controller.txt "Steam Controller reserving XInput slot 0"; gone when they sleep), also with no game running; steamos-manager's 28de:0000 keys device isn't a pad (no BTN_SOUTH). Lepton's container root (system_server too) = steamos (`keep-id:uid=0`), so a bind-mounted `/dev/input/eventN` opens. Opt-in `device.steam_gamepad` (vr_kind none; suggested for `android.hardware.gamepad`/`LEANBACK_LAUNCHER`, analysis `gamepad`, ANALYSIS_VERSION 9): deployment.json `steam_gamepad` → launcher `GAMEPAD_LINE` (after the codec line: exports FRAMEPORT_GAMEPAD + LEPTON_ENV_SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD, puts `agent/bin` first on PATH) → `PODMAN_WRAPPER` (written by ensure_host_fixes; non-`run` calls go straight on; `run` imports the agent's `podman_run_args`; hands on to the next Podman after its own PATH entry with itself removed from PATH, so it chains to the codec wrapper either way round) adds the pads + `Vendor_28de_Product_<pid>.kl` (Xbox 360 layout). Verified headless with a uinput stand-in pad (Stremio's container: EventHub `classes=0x80000141`, our key layout, KeyEvent BUTTON_A dispatched); with Steam's real pad and a game: not yet. Pads made after the start aren't seen until the next one.
|
||||
**Multiview programs on flat framebuffers (GitHub #77, Doom3Quest, 2026-10-09, prototype):** Mesa enforces OVR_multiview's
|
||||
"program num_views == draw framebuffer views" rule (`draw_validate.c`, the draw is dropped silently); Qualcomm doesn't.
|
||||
Doom3Quest compiles every VS with `layout(num_views=2) in;` and draws its HUD/PDA into 2D-texture FBOs → black. Opt-in
|
||||
`frame.gl_multiview_fbo` (analysis `gl_multiview_libs`, ANALYSIS_VERSION 6; own-engine GLES only): `native/glmv` =
|
||||
`libfpglmv.so` (12 chars = "libGLESv3.so": libdoom3.so's one `.rodata` dlopen string is rewritten in place, its qgl*
|
||||
table comes from dlsym on that handle; also first DT_NEEDED for its direct gl*/egl* imports). Such draws use a lazily
|
||||
built single-view twin (view 0, uniforms copied per draw); eglMakeCurrent resets the per-thread cache. Host-tested only
|
||||
(rewriter on all 19 Doom3Quest shaders + glmv.c against a stand-in GL, `tests/test_gl_multiview_fbo.py`); the host's
|
||||
Mesa 23.2 llvmpipe has no OVR_multiview. Headset-verified by Xandrix1987 (2026-10-09: HUD/PDA shown, no fps drop) -> in the Doom3Quest catalog recipe.
|
||||
**BlazeRush (GitHub #57, Klownicle's verified guide, 2026-10-10; FramePort's version headless-tested only):**
|
||||
`frame.blazerush` (1.0.349 only: exec-segment SHA + every word checked, offsets from PT_LOAD) NOPs the avatar-readiness
|
||||
wait (0x4b2dbc), RETs the avatar renderer (0x4b2adc), renames `cache/shader_cache` → `cache/br_shader_v1`. GL shim
|
||||
(now also exports glShaderSource/glLinkProgram/glProgramBinary/glDeleteProgram/glDraw*: pass-through unless a setting
|
||||
is on) `gl_int_attribs` (integer inputs fed via glVertexAttribPointer re-set with glVertexAttribIPointer per draw,
|
||||
reflection cached per EGL context + program, dropped on link/binary/delete) and `gl_highp_markers` (vertex shaders with
|
||||
every '|' marker: mediump→highp except on in/out/uniform lines); host test `tests/test_blazerush.py` with a stand-in
|
||||
GL. FOV: the game reads VrApi props 7/8 right after vrapi_Initialize (no session; the Frame has no
|
||||
XR_EPIC_view_configuration_fov) → the bridge saves the live FOV (also located before tracking, headless: 118.87×120.04
|
||||
on the dev Frame) in `files/framebridge-vrapi-fov.txt` and answers with it at the next start (log `FOV properties: …
|
||||
(saved by an earlier session)`). `device.config_sync` (catalog field `config_sync`, agent v78): user_config.xml
|
||||
r_3dwidth/height, r_width/height from the runtime eye size (FrameBridge logs `runtime recommended eye size`) × scale,
|
||||
written at finalize, set_settings and by launch.sh before Lepton starts (`_config_sync`). Headless runs at scale 1.7
|
||||
end in `zink: DEVICE LOST` right after the bridge's 30 s no-tracking deadline tears the session down (gpu fault at the
|
||||
teardown; not at scale 1.0): a headless-only artifact, the headset never hits that deadline. Launch tests count an exit/crash after
|
||||
such a line as a pass (triage.yaml `headless_end`, finding `headless-end`; GitHub #57 "Failed to launch" on install).
|
||||
**Session triage (agent v70, 2026-10-09):** launch tests never reach FOCUSED, so real play sessions are triaged
|
||||
too. list_installed gives each game `last_play` {start, end, test} from `<anchor>/plays.log` (launch tests write a
|
||||
`test <unix>` line first → test sessions are only marked); `session_log` returns the newest session's launch.log
|
||||
(`<base>/session.log`, ≤4 MB: head + tail + FrameBridge/crash lines between) + that session's logcat-crash.log +
|
||||
`journalctl -k` GPU lines ("kernel: …"). The GUI's connection refresh (`app._check_sessions` → `pipeline.sessions_due`,
|
||||
background thread; sessions >7 days old are skipped) runs `pipeline.triage_session` = `validate/session.analyze`
|
||||
(triage.yaml signatures incl. `space-warp-used` (info, `question:`, never auto-applied), `gpu-hang` (`report: true`)
|
||||
+ computed `slow-frames` (pacing windows vs the nearest refresh rate) and `focus-dips` (FrameBridge always logs
|
||||
`focus: lost` / `focus: back after N ms`, session_fixes.c)) → library `last_session` / `last_session_checked` → game
|
||||
page "Last session" callout (Try this fix / Rebuild with this fix / Yes-No question / Report / Dismiss). Suggestions may
|
||||
be values (`adapter.scale=0.85`, `triage.split_suggestion`); adapter-only fixes are pushed live (`apply_suggestions_live`
|
||||
→ agent set_settings, like the Game settings dialog). CLI `frameport session <pkg> [--apply]`. PC VR (Proton) launchers
|
||||
log no session end, so they aren't triaged yet. pac_hints stays triage-only: a survey of all 68 dump APKs found unpaired
|
||||
PAC hints in 21 libraries of 18 games (OpenSSL's 38/40 in most UE4 libUE4.so and libEOSSDK.so, UE5 libUnreal.so ~400
|
||||
vs +2-3, libass, libopencv, …), most of them games that work, so default-on would rewrite many working builds.
|
||||
**Unresolved (as of 2026-09-28):** Arcsmith (right-eye distortion) and Time Stall (both eyes) — swap, tracking, Valve
|
||||
layers, depth, pacing ruled out. Sniper Elite VR (DEVICE LOST), Espire 1 (Mesa GL upload crash), HITMAN 3 (freedreno
|
||||
crash): use PC versions.
|
||||
|
||||
**Install links / FrameDrop button protocol (2026-10-07, not yet clicked end to end from a browser):** FrameDrop
|
||||
(framedropvr.com, a closed-source Windows sideloader) defines "Install with FrameDrop" buttons:
|
||||
`https://framedropvr.com/install?manifest=<url>|url=<file>` → that page opens `framedrop://install?…` (1.6 s, else its
|
||||
home page); manifest `{"schema":"framedrop.install/v1","name","files":[{"url","sha256"}]}` (name = Steam title; .apk
|
||||
or Linux .zip). `deeplink.py` (no Flet) parses framedrop://, frameport:// and the pasted https link, enforces its
|
||||
rules (https; http only on loopback; no credentials; no LAN/loopback/link-local IPs, also after DNS and redirects; URL
|
||||
ends in a file name), caps manifests at 256 KiB, ignores non-hex sha256 (FrameDrop's own example has a placeholder),
|
||||
downloads into `<data>/downloads/<slug>-<hash>/` (OBBs → `obb/` next to the APK, `.part` removed on cancel/mismatch);
|
||||
`pipeline.add_from_link` routes APK / Linux / exe and sets `title` + `title_locked` + `link` (a bare file link keeps
|
||||
FramePort's title). GUI: `views/link_dialog.py` (always asks first), Add games → "Install from a link…", CLI
|
||||
`frameport open-link [--yes --no-install --gui]`. **A `flet build` bundle can't take a URL argument** (the Flutter
|
||||
host treats any argv as a developer page URL), so `urlhandler.py` registers a script, not FramePort.exe: Windows
|
||||
HKCU `Software\Classes\{framedrop,frameport}` → hidden PowerShell `frameport-link-handler.ps1`; WSL (source runs)
|
||||
the same keys → `wsl.exe -d <distro> -e sh frameport-link-handler.sh`; Linux `frameport-links.desktop` +
|
||||
`xdg-mime`; macOS unsupported (Apple Events, paste instead). The script drops the link into `<data>/links/*.link`
|
||||
and starts FramePort unless `<data>/gui.alive` is < 10 s old (`gui.starting` stops double starts); the GUI's
|
||||
`_watch_links` thread touches the heartbeat and opens links (newest window session). Settings → Install links: one
|
||||
switch per scheme (`links.framedrop`, `links.frameport`, default on); a scheme another program owns (FrameDrop) is
|
||||
only taken with "Use FramePort for these links" (`register([s], force=True)`); off removes only FramePort's own
|
||||
registration (`MARK` in the command). Never registered with FRAMEPORT_HOME/FRAMEPORT_NO_LINK_HANDLER (tests,
|
||||
screenshots). Same round: files dropped on the Library (`ui/dropped.py`, bundles only like the Files tab), "Add a
|
||||
Windows program (.exe)…" (`pipeline.add_windows_exe`: exe in Downloads/home/drive root copied alone into
|
||||
`<data>/windows-apps/<slug>/`), patch `device.display_mode` (Automatic / VR / Flat window → `InstallContext.display`,
|
||||
`installer.show_window`). FramePort-only manifest extension `"frameport": {"description", "icon"}` (bad values ignored; icon: same URL rules,
|
||||
≤2 MiB, Pillow-checked, ≥32 px, saved as PNG in `<data>/downloads/icons/`, shown in the question by asset URL, then
|
||||
`sources.apply_custom(pkg, "icon")` unless `.picked` exists; description fills `details.description` only when
|
||||
empty). Bare file links get a title guessed from the file name (`title_from_filename`: version/arch dropped, package
|
||||
names → last part). Windows test of 0.12.1.dev191 (2026-10-07): a button click opened the dialog; but a click right
|
||||
after closing FramePort did nothing (the closed window's heartbeat was < 10 s old) → the handler scripts now wait
|
||||
up to 4 s for the link file to be taken before trusting the heartbeat, the window's CLOSE event / atexit delete
|
||||
`gui.alive`, and the Windows command runs under `conhost.exe --headless` (plain `-WindowStyle Hidden` flashed a
|
||||
console). Screens: `scripts/ui_smoke.py --links --fake-frame --game <pkg>` (tall pages: `--viewport
|
||||
1280x7000`; Flutter's popup menu ignores Escape).
|
||||
Demo link: the homepage's example button = `deeplink.DEMO_MANIFEST` (https://frameport.app/demo/cool-game.json, published
|
||||
from site/public/demo/); every form (https button page, frameport://, framedrop://, pasted) → `InstallRequest.demo`,
|
||||
no network (fetch_manifest returns `demo_manifest()`, download refuses), `link_dialog.show_demo` (Install =
|
||||
`easter.demo_install`: Cool Game's cover out of the portal; eggs off → "Nice, it works!"), CLI just says so.
|
||||
|
||||
## Releases, CI, GitHub
|
||||
Maintainer-only notes (accounts, credentials, key locations) live in the git-ignored `CLAUDE.local.md`.
|
||||
Public repo `github.com/spoopyghosty0/frameport` (branch `main`). Push a `v*` tag → CI (`.github/workflows/build.yml`)
|
||||
tests, builds Windows x64 / macOS arm64 / Linux x64 bundles, signs, attests and publishes a GitHub Release
|
||||
(`FramePort-*.zip/.tar.gz`, the CLI wheel `frameport-<ver>-py3-none-any.whl`, `SHA256SUMS.txt`,
|
||||
`FramePort-selfsigned.cer`; notes = "What's new" from the annotated tag message + `docs/INSTALL.md` from "First launch").
|
||||
`FramePort-selfsigned.cer`; notes = "What's new" from the annotated tag message + the short `packaging/release-footer.md`; owner: keep release
|
||||
notes short — a few "What's new" bullets, nothing long after them).
|
||||
Installed apps find the release themselves (self-update), so the notes are what users see in the update dialog.
|
||||
- **Dev builds (for testers, no release):** Actions → build → Run workflow (main), "dev" ticked, optional "notes"
|
||||
(what to test). The bundles get version `<next patch>.dev<run number>` (`scripts/dev_version.py`, not committed) and
|
||||
replace the rolling `dev` pre-release (`dev-release` job; same assets + SHA256SUMS). Automatic update checks ignore
|
||||
pre-releases; testers use Settings → Updates → "Install the latest dev build…" (`updates.check_dev`,
|
||||
`Updater.install_dev`). `parse_version` sorts 0.9.0 < 0.9.1.devN < 0.9.1, so testers get the next release normally.
|
||||
- **Upstream trackers:** issues labelled `upstream` (#73 microphone, #74 haptics, #75 VrApi bridge) list our workarounds for OVRPort bugs and how to drop them; check them against OVRPort's latest release before each release.
|
||||
- **Release checklist:** bump `src/frameport/_version.py` (the only version; `scripts/package.py` fails a tag build
|
||||
whose tag ≠ `v<_version>`), commit, `git tag -a vX.Y.Z -m "FramePort X.Y.Z" -m "<What's new, Markdown bullets>"`,
|
||||
push the commit and the tag. Never publish a release without its `SHA256SUMS.txt` (the updater refuses it) and keep
|
||||
@@ -405,6 +1072,11 @@ Installed apps find the release themselves (self-update), so the notes are what
|
||||
Windows console) plus PYTHONUTF8; macOS builds need `--python-version 3.12 --arch arm64` (cryptography has no wheels
|
||||
for flet's default Python / x86_64 cross-build), with a PyInstaller fallback step; `astral-sh/setup-uv` has no
|
||||
floating major tags after v7 → pin the exact version; force-moving a tag starts duplicate runs (cancel one).
|
||||
- `jni` (2026-10-06): jni_flutter 1.0.4/1.0.4+1 generate bindings that require jni ^1.1.0 while Flet's build template
|
||||
pins jni 1.0.0 → every `flet build` bundle failed (`JniVersionCheck`, "generated bindings expect package:jni
|
||||
^1.1.0"). pyproject `[tool.flet.flutter.pubspec.dependency_overrides] jni = "1.1.0"` fixes it (pinning
|
||||
jni_flutter 1.0.4 does not); drop it once Flet's template moves to jni 1.1. A failed tag build publishes nothing:
|
||||
delete and re-push the tag on the fixed commit.
|
||||
- macOS runner (2026-10-02): `macos-latest` jobs went unassigned (cancelled after 15 min, no steps); `macos-15`'s Xcode
|
||||
16.4 fails a Flutter plugin (`NWPath has no member`); `macos-26` (Xcode 26) builds with `flet build`. The PyInstaller
|
||||
fallback (`package.py --pyinstaller`) passes `--yes` so a failed `flet build`'s folder doesn't stop it at a prompt.
|
||||
@@ -421,6 +1093,56 @@ Installed apps find the release themselves (self-update), so the notes are what
|
||||
- **The repo is public: never commit personal data** — the Frame's IP address, the Steam user id, the owner's email,
|
||||
local home paths (native builds use `-ffile-prefix-map`). History was rewritten once to remove them.
|
||||
|
||||
## GitHub triage (issues / discussions / PRs)
|
||||
GitHub identity + credentials are maintainer-local (`CLAUDE.local.md`): check `gh api user --jq .login` before any
|
||||
GitHub write. **The owner approves before posting, labelling or closing anything.** Reply style: "I"/neutral, never
|
||||
we/our/us; never mention agent version numbers or internal tool versions; show the owner every draft in full with a
|
||||
short recap of the thread so far; read **all** comments on a thread first (a later one often has the zip or the answer).
|
||||
- **Every triage also sweeps for unanswered comments**, not just new threads: open AND recently closed issues, PRs
|
||||
(incl. merged/closed ones) and discussions (top-level comments and their replies) whose latest comment isn't the
|
||||
maintainer's, plus earlier user comments a later maintainer reply skipped. Users often ask follow-ups after a fix or
|
||||
after closing (#294: two questions after the reporter closed it; #249: a Q&A discussion with no reply for days;
|
||||
#161/#110: requests posted after the close). Quick check: `gh issue list --state all --search "updated:>=<date>"
|
||||
--json number,comments --jq '.[] | select(.comments[-1].author.login != "spoopyghosty0")'`; discussions via GraphQL
|
||||
(`discussions(orderBy:UPDATED_AT)` with `comments{replies}`).
|
||||
- **Issue templates & labels** (`.github/ISSUE_TEMPLATE/`): `[Game report]` → `game-compatibility` (a game that
|
||||
doesn't work right); `[Working recipe]` (`working-config.yml`) → `working-config` (a headset-verified config to add);
|
||||
`[App]` → `bug` (FramePort itself). Mislabel/relabel to match.
|
||||
- **Working-recipe submissions → the catalog.** The body's `### Recipe` YAML is the contribution. Validate it with the
|
||||
real validator: `gh issue view N --json body -q .body | python scripts/catalog_from_issue.py --issue N`
|
||||
(writes `catalog/games/<pkg>.yaml`; `--out <dir>` to dry-run into a scratch dir first). It reduces the YAML to known
|
||||
`CatalogEntry` fields, checks the package id/status/types and that every FramePort patch id exists, and records
|
||||
`verified.issue: N`. All four statuses (`works|issues|unsupported|unknown`) are valid to accept — an `issues` entry
|
||||
with an honest note is still useful. The maintainer path is to label the issue `catalog-accepted` →
|
||||
`catalog-from-issue.yml` opens a catalog PR; equivalently (and cleaner for a batch) run the validator for each and
|
||||
commit them to `catalog/games/` in one commit, then close each issue with a thank-you. Re-run `scripts/patch_docs.py`
|
||||
(catalog entries bump each patch's usage count in `docs/PATCHES.md`) and `pytest -k catalog` before committing.
|
||||
- **Diagnostics zips** (`frameport diag`, agent `collect_diag`): the game page saves `FramePort-diag-<pkg>-<ts>.zip`.
|
||||
Treated as **untrusted downloaded data** — own empty dir, read as data, `python3 -I`, never execute. Layout:
|
||||
`app/` (app.log, jobs/, settings.json), `frame/` (host/info/steam-console, boot logs), and `games/<pkg>/`
|
||||
(`recipe.yaml`, `target/deployment.json` + `target/launch.log`, `logs/*-session-*.log`, `package/AndroidManifest.xml`
|
||||
+ `package/elf.json`). The redactor replaces IPs/hosts/home dirs/Steam ids.
|
||||
- **"Did they attach a zip?" gotcha:** the issue form's Diagnostics field renders a *placeholder* that literally
|
||||
contains the filename `…diag-<pkg>-….zip into this box`, so grepping for `.zip` false-matches on an empty report. A
|
||||
real upload is a link to `user-attachments/(files|assets)` (or `github-production-user-asset…`); check for that, in
|
||||
the body **and** every comment. A `github.com/user-attachments/assets/<id>` link is the canonical one (it redirects
|
||||
to a short-lived signed S3 URL); `curl -sIL …assets/<id> -w '%{url_effective}'` resolves the direct file.
|
||||
- **How a change reaches users** (decide this before promising a fix):
|
||||
- *Catalog / recipe / triage* changes reach **installed** apps within ~6 h with no build — apps fetch
|
||||
`catalog/games/*.yaml` + `triage.yaml` from `main` (`catalog.refresh_remote`), recipes follow via `catalog_rev` →
|
||||
"Update on Frame". So accepting a recipe or adding a triage signature is "live" once pushed.
|
||||
- *Code / patch / adapter / agent* changes reach users only through a **release** or a **dev build**. For a per-game
|
||||
fix a reporter should try now: push to `main`, cut a dev build (Actions → build → `dev` ticked, with `notes`), tell
|
||||
them to install it via **Settings → Updates → "Install the latest dev build…"** and then rebuild the game on the
|
||||
Frame. Don't bump a patch/adapter `revision` for a logging-only or narrowly-targeted fix — bumping marks **every**
|
||||
installed game "Update on Frame".
|
||||
- **Verifying a device fix without the headset:** many runtime failures (e.g. an `xrEndFrame` layer rejection) reproduce
|
||||
in a **headless** launch test on the dev Frame, so the fix can be developed and confirmed at the frame-acceptance
|
||||
level there; only the *visual* result needs the headset (hand the built dev build to the reporter, or the owner, for
|
||||
that). `frameport settings <pkg> <key>=<value>` toggles adapter settings (e.g. `layer_debug=1`) live, no rebuild.
|
||||
To reproduce a reporter's exact build, grab their APK from its upstream source (e.g. the linked GitHub release), scan
|
||||
→ build → install → test in an isolated `FRAMEPORT_HOME` (see "Dev commands" / the Frame-busy rules).
|
||||
|
||||
## Heuristics (games not in the catalog)
|
||||
Each patch's `detect()` suggests itself from the Analysis; `applies()` says whether it can matter at all (the UI/CLI
|
||||
hide non-applicable patches; enabled ones are always shown). Rules learned from the 34 games:
|
||||
@@ -428,9 +1150,15 @@ MR-only (PASSTHROUGH required + BOUNDARYLESS_APP) → force_passthrough, + USE_S
|
||||
hand tracking required → controller_fix=0; OVRPlugin + ≥20 GiB → disable_space_warp; Unreal ≤4.21 or Unreal Meta XR
|
||||
Audio → nodebug; Oculus-OS class referenced by the Unreal audio build or ≥2 Meta libs → oculusos; legacy-VrApi Unity
|
||||
GLES with MSAA → unity_no_msaa; CryEngine → user.cfg r_variable_rate_shading=0; direct VrApi → bridge (+GL shim for
|
||||
GLAD/GLES); Unreal → alternate no-ForceQuit build. Score changes with
|
||||
`python scripts/eval_heuristics.py "<dumps>"` (catalog off vs verified recipes; currently 33/34 exact — Phantom's
|
||||
"use the no-ForceQuit build" is only detectable at runtime via triage). Add a rule → re-run the eval + `pytest -m games`.
|
||||
GLAD/GLES); Unreal → alternate no-ForceQuit build. Scoring (docs/HEURISTICS_EVAL.md, 2026-10-15): analyse the dumps
|
||||
once (`scripts/heuristics_snapshot.py <out.json> "<VR CyberDeck Portable>" "<PATCHED>"`, ~30 min, keep out of git),
|
||||
then `scripts/eval_heuristics.py --snapshot <out.json> --split dev|holdout|all [--fit-report]` (catalog-only truth,
|
||||
per-patch precision/recall, a fixed 20% holdout to catch rules fitted to one game). Read the **dated** score: an
|
||||
"extra" on an entry verified before the patch existed is a catalog gap, and adapter/device picks are inherited by
|
||||
catalog recipes anyway. 2026-10-15: strict 5/65 exact, F1 73.8%; dated 39/65, F1 88.6%; remaining misses are
|
||||
one-game runtime fixes. Don't key a rule on one game's code fingerprint (an Unreal splash/depth "detect" matching
|
||||
only Star Wars Tales + FNAF HW was rejected: it would also have bumped ANALYSIS_VERSION for every user). Add a rule →
|
||||
re-run dev + holdout + `pytest -m games`.
|
||||
|
||||
## Frame operations
|
||||
- Find/connect: `frameport frame discover` / `frame info` (the remembered Frame is in `<user data>/frames.json`).
|
||||
@@ -460,5 +1188,7 @@ the unresolved eye distortion, and testing the release bundles on real Windows/m
|
||||
fallback (`core/cache.py`). Don't hardcode what can be discovered (e.g. Lepton path via appmanifests).
|
||||
- Keep APK edits minimal and byte-stable (parity depends on it). Every new fix: a patch module + a triage signature +
|
||||
a PLAYBOOK row + a unit test.
|
||||
- New or changed patch, game setting, catalog recipe or triage signature → run `python scripts/patch_docs.py`
|
||||
(regenerates docs/PATCHES.md + site/src/data/patches.json, the site's id → anchor map; a test runs `--check`).
|
||||
- Known-good backups of every working APK and the signing keys: `PATCHED/_known-good-2026-09-28/` (don't delete).
|
||||
- Your development Frame: `frameport frame info` (remembered in `<user data>/frames.json`); SSH as `steamos@<frame>`.
|
||||
@@ -23,6 +23,14 @@ uv run ruff check . # lint
|
||||
row and a unit test.
|
||||
- Native binaries in `artifacts/` are rebuilt with `python native/build.py` (downloads the NDK).
|
||||
|
||||
## Adding a tested game
|
||||
|
||||
Tested a game on the Steam Frame? The easiest way is in FramePort: open the game → **…** → **Share working config…**.
|
||||
It opens a prefilled GitHub issue with the exact recipe; after review a workflow turns it into
|
||||
`catalog/games/<package>.yaml`. Without the app: [working config form](https://github.com/spoopyghosty0/frameport/issues/new?template=working-config.yml). Something doesn't run: the game's
|
||||
**Report a problem…** (diagnostics zip, personal data removed) or the [problem report form](https://github.com/spoopyghosty0/frameport/issues/new?template=bug-report.yml).
|
||||
After catalog changes, regenerate the games list: `python scripts/compat_list.py`.
|
||||
|
||||
## Translating FramePort
|
||||
The app's texts (screens, help, patch and setting descriptions) can be translated; the command line, logs and
|
||||
diagnostics stay English. No programming needed:
|
||||
|
||||
@@ -1,130 +1,147 @@
|
||||
# FramePort
|
||||
|
||||
FramePort installs Meta Quest standalone games, other Android apps and PC VR games on the **Valve Steam Frame**. It
|
||||
patches a game so it runs on the Frame's runtimes, copies it to the headset over Wi-Fi and adds it to the Frame's Steam
|
||||
library with artwork.
|
||||
[](https://github.com/spoopyghosty0/frameport/releases/latest)
|
||||
[](https://github.com/spoopyghosty0/frameport/actions/workflows/build.yml)
|
||||
[](https://github.com/spoopyghosty0/frameport/releases)
|
||||
[](LICENSE)
|
||||

|
||||

|
||||
|
||||
Install Quest games, Android apps, Linux apps and PC VR games on the **Valve Steam Frame**. FramePort sets up the
|
||||
Frame, patches each game so it runs there, uploads it and adds it to your Steam library with artwork.
|
||||
|
||||
[](docs/media/frameport-tour.mp4)
|
||||
|
||||
▶ [Watch the full tour](docs/media/frameport-tour.mp4) · New to FramePort? [Watch the install tutorial](docs/media/frameport-install.mp4)
|
||||
(about 90 seconds each)
|
||||
|
||||
> **Notice:** FramePort doesn't download, share or unlock games. Use games you got legally, for example from
|
||||
> [SideQuest](https://sidequestvr.com/). FramePort downloads published open-source tools (see [Built on](#built-on))
|
||||
> and adds its own patches so games run on the Frame.
|
||||
>
|
||||
> Not every game runs on the Frame: recipes are tested by the community, and some games need Meta's services or
|
||||
> hardware the Frame lacks.
|
||||
|
||||
## Features
|
||||
|
||||

|
||||
|
||||
## Purpose
|
||||
- **Easy setup:** one line in the Frame's terminal. No root, no password. [What it changes](docs/FRAME_SETUP.md).
|
||||
- **One click per game:** patch, upload, add to Steam with artwork and test that it starts.
|
||||
- **Recipes:** tested patches and settings for 120+ games; other games get suggested patches, each explained in
|
||||
plain words.
|
||||
- **Game settings:** sharpness, refresh rate, controllers, 360° video and mixed reality as simple switches.
|
||||
- **More than Quest games:** Android apps in a window, Linux apps, PC VR games and Windows programs.
|
||||
- **Install links:** "Install with FramePort" buttons on websites ([frameport.app](https://frameport.app) links) open
|
||||
in FramePort.
|
||||
- **Your Frame from your PC:** Type on Frame (your keyboard on the Frame), Files, Screenshots, Live view (what the
|
||||
headset shows, in your browser) and Monitor (frame rate, temperatures, battery, processes).
|
||||
- **Updates itself**, and reports problems without personal data.
|
||||
|
||||
FramePort is a **proof of concept**: it shows that VR software built for other platforms (Meta Quest, Oculus Rift) can
|
||||
run on the Steam Frame with a translation layer and a few targeted fixes. Most of the work is done by the projects
|
||||
FramePort wraps (see [Built on](#built-on)); FramePort selects and applies their fixes per game, adds Steam
|
||||
Frame-specific patches, and handles installing, testing and launching.
|
||||
Details for each: [Install and first steps](docs/INSTALL.md).
|
||||
|
||||
FramePort is **not a piracy tool**. It does not download, share or unlock games, and it does not remove DRM, licence or
|
||||
entitlement checks. Use it only with games you own. Games that check their licence through the Oculus Platform SDK are
|
||||
marked as not runnable on the Frame.
|
||||

|
||||
|
||||
## Getting started
|
||||

|
||||
|
||||
1. **Download** the archive for your computer from the
|
||||
[latest release](https://github.com/spoopyghosty0/frameport/releases/latest) and extract it anywhere:
|
||||
## Quick start
|
||||
|
||||
| Computer | File | Start |
|
||||
|---|---|---|
|
||||
| Windows 10/11 (x64) | `FramePort-windows-x64.zip` | `FramePort.exe` |
|
||||
| macOS (Apple Silicon) | `FramePort-macos-arm64.zip` | `FramePort.app` |
|
||||
| Linux (x64) | `FramePort-linux-x64.tar.gz` | `FramePort/FramePort` |
|
||||
1. [Download](https://github.com/spoopyghosty0/frameport/releases/latest) the build for Windows, macOS (Apple
|
||||
Silicon) or Linux, unpack it and start FramePort.
|
||||
2. In FramePort click **Steam Frame → Start setup**. The Frame and your PC must be on the same Wi-Fi (or use a USB
|
||||
cable).
|
||||
3. On the Frame open the **SteamVR dashboard → Launch a program → Desktop**, then the app menu → **System →
|
||||
Konsole**, and run:
|
||||
|
||||
The builds are self-signed, so the first start shows a warning: Windows → **More info → Run anyway**;
|
||||
macOS → right-click the app → **Open**. Details: [docs/INSTALL.md](docs/INSTALL.md).
|
||||
2. **Get the tools**: on first start FramePort downloads what it needs (Java runtime, OVRPort, apksigner) into its own
|
||||
folder. Nothing is installed system-wide.
|
||||
3. **Connect the Frame**: turn on Developer Mode on the Frame (Settings → System → Developer). In FramePort open
|
||||
**Steam Frame**; if the Frame isn't listed, switch it to Desktop mode, open Konsole and paste the one command
|
||||
FramePort shows. This is needed once.
|
||||
4. **Add games**: **Add games → Scan a folder** with your game backups: Android/Quest games (APK + OBB) or PC VR
|
||||
game folders.
|
||||
FramePort identifies each game and fetches its artwork and store details.
|
||||
5. **Install**: open a game and click **Install on Frame**. FramePort patches, checks, uploads and adds the game to the
|
||||
Frame's Steam library, then runs a short launch test. Several installs queue up; if the Frame goes to sleep or
|
||||
drops off the Wi-Fi, the queue waits and continues where it stopped (FramePort keeps the Frame awake meanwhile).
|
||||
Your game files are never changed: the converted copy is temporary.
|
||||
6. **Play**: put the headset on and start the game from the Steam library (or click **Play on Frame**).
|
||||
```
|
||||
curl -fsSL https://frameport.app/s | bash
|
||||
```
|
||||
|
||||

|
||||
4. Click **Allow** in FramePort when it shows the same 4-digit code as the Frame. Steam restarts once; if it asks to
|
||||
install **Lepton** (Valve's Android runtime), confirm it.
|
||||
5. **Add games → Scan a folder…** with your games, open one and click **Install on Frame**. Play it from the Frame's
|
||||
Steam library.
|
||||
|
||||
Each game has **Game settings** in plain words (sharpness, refresh rate, controllers, menus, 360° video, mixed
|
||||
reality), showing only what matters for that game. Changes are kept with the game and reach the Frame right away.
|
||||
Full guide, firewalls and troubleshooting: [Install and first steps](docs/INSTALL.md). How to lay out game folders:
|
||||
[FAQ](docs/FAQ.md).
|
||||
|
||||

|
||||
## Compatibility
|
||||
|
||||
FramePort updates itself: when a new version is released, the Library shows **Update now**.
|
||||
Tested games use their recipe (the patches and settings that work for them) automatically; for other games FramePort
|
||||
suggests patches. See the [list of tested games](docs/GAMES.md). Got a game working? Share its recipe from the game's
|
||||
**…** menu: [how](docs/INSTALL.md#share-a-recipe-or-report-a-problem).
|
||||
|
||||
## What works
|
||||
## Compared with other tools
|
||||
|
||||
The built-in catalog has tested settings for 38 games (27 work, 5 work with known issues, 6 can't run on the Frame).
|
||||
Other games get suggested patches from detection rules; each suggestion states its reason, and every patch can be
|
||||
switched on or off under **Customize**: described in plain words, with **Show technical details** for the exact
|
||||
effect of each patch.
|
||||
FrameDrop and Valve's own tools install an app as it is. FramePort differs in four ways:
|
||||
|
||||
Tried an untested game? Its page asks how it runs; **Share working config…** opens a prefilled GitHub issue so your
|
||||
recipe can join the built-in catalog for everyone.
|
||||
- **Free and open source** (GPL-3.0). FrameDrop is free (donationware) without published source.
|
||||
- **Quest games that don't run on the Frame as they are** get converted and patched, with a tested recipe for 120+
|
||||
games. The others install the game unchanged.
|
||||
- **Windows, macOS and Linux.** FrameDrop is for Windows.
|
||||
- **Wi-Fi or a USB cable**, and no **Pair new host** step.
|
||||
|
||||

|
||||
<details>
|
||||
<summary>All differences</summary>
|
||||
|
||||
| Kind of app | On the Steam Frame |
|
||||
|---|---|
|
||||
| Meta Quest games (APK) | Translated to OpenXR (OVRPort) and patched for the Frame; run in Valve's Android runtime (Lepton) |
|
||||
| Other Android VR apps using OpenXR (e.g. Pico builds) | Translated the same way; the other headset's own extensions and store services aren't available |
|
||||
| Ordinary Android apps and games (no VR) | Installed unchanged and shown as a flat window in the headset |
|
||||
| PC VR games (Windows; OpenXR, SteamVR or Oculus) | Run through Proton on the Frame (experimental), or on a Windows PC with SteamVR and streamed to the Frame; Oculus-only games use Revive |
|
||||
| Can't run | 32-bit-only or x86-only APKs, Pico/HTC Wave SDK apps, Android XR apps, and games that check an Oculus licence (they need the Oculus app on a PC) |
|
||||
| | **FramePort** | **FrameDrop** | **By hand with Valve's tools** |
|
||||
|---|---|---|---|
|
||||
| Cost and source code | Free, open source (GPL-3.0) | Free (donationware), source not published | Free, from Valve |
|
||||
| Runs on | Windows, macOS, Linux | Windows | Depends on the tool |
|
||||
| First connection | One line in the Frame's terminal; it turns on Developer Mode itself. No password | Turn on Developer Mode, then **Pair new host** | Turn on Developer Mode and pair, or use Android's debug tool (adb) |
|
||||
| Wireless or cable | Wi-Fi, the Frame's hotspot or a USB cable | Same Wi-Fi network | Wi-Fi, or adb |
|
||||
| Quest games that don't run as they are | Converted and patched for the Frame | Installed as they are | Installed as they are |
|
||||
| Knows which patches a game needs | Tested recipes for 120+ games, updated without an app update | Not stated | No |
|
||||
| In the Steam library | Yes, with artwork and tags | As a "Devkit Game" shortcut | As "Devkit Game: <title>"; not with adb |
|
||||
| Android apps, Linux apps, Windows programs | All three; Proton (runs Windows programs) is installed for you | All three; install Proton first | Yes; 2D Android apps need an extra file |
|
||||
| PC VR games | On your PC; some also on the Frame | Not supported | Not supported |
|
||||
| "Install with …" buttons on websites | Yes ([frameport.app](https://frameport.app) links) | Its own | No |
|
||||
| A game doesn't start | A launch test reads the logs and suggests a patch | A log viewer | No help |
|
||||
| Use the Frame from your PC | Live view, Monitor, Files, Screenshots, Type on Frame | Not stated | No |
|
||||
|
||||
Automated launch tests confirm that a game starts; visuals can only be checked in the headset.
|
||||
</details>
|
||||
|
||||

|
||||
|
||||
The **Files** tab manages files on the Frame: upload videos, documents, mods or saves from the computer (buttons or
|
||||
drag-and-drop), download, rename and delete (one entry or a selection), in the shared folders every game sees or in
|
||||
one game's own storage.
|
||||
|
||||

|
||||
Other tools as described on their own pages, checked 2026-10-09:
|
||||
[FrameDrop about](https://framedropvr.com/about) · [how-to](https://framedropvr.com/how-to) ·
|
||||
[Valve: loading games on Steam Frame](https://partner.steamgames.com/doc/steamhardware/steamframe/loadgames).
|
||||
Out of date? [Report a problem](https://github.com/spoopyghosty0/frameport/issues/new).
|
||||
|
||||
## Built on
|
||||
|
||||
FramePort is a front end for other projects; most of the functionality comes from them:
|
||||
|
||||
| Project | Used for |
|
||||
|---|---|
|
||||
| [OVRPort](https://github.com/Android-XR-Bridge/OVRPort) (overport, originally [ovrport/app](https://github.com/ovrport/app)) | Converts Quest games to OpenXR: its CLI applies the game patches and supplies the OpenXR loader; FramePort also includes its VrApi→OpenXR adapter |
|
||||
| Valve Lepton, Proton and SteamVR | Run Android games, Windows games and OpenXR on the Frame |
|
||||
| [Revive](https://github.com/LibreVR/Revive) (LibreVR) | Runs Oculus Rift games on OpenXR / SteamVR |
|
||||
| Mesa (Zink) | OpenGL ES on Vulkan on the Frame |
|
||||
| [Khronos OpenXR SDK](https://github.com/KhronosGroup/OpenXR-SDK) | OpenXR headers for the native layers |
|
||||
| Eclipse Temurin, Android apksigner, Android NDK | Java runtime, APK signing, building the native layers |
|
||||
| [Flet](https://flet.dev) | The desktop app |
|
||||
| OculusDB, Steam store | Game descriptions, genres and artwork |
|
||||
|
||||
FramePort's own parts: game detection and recipes, the Steam Frame OpenXR adapter (FrameBridge) and the other native
|
||||
fixes in `native/`, the installer agent that runs on the Frame, and the desktop/command-line app.
|
||||
|
||||
## Command line
|
||||
|
||||
The same functions are available as `frameport` (included in the source tree; also released as a Python wheel):
|
||||
`frameport scan`, `frameport build`, `frameport install`, `frameport test`, `frameport update`. Run
|
||||
`frameport --help` for the full list.
|
||||
Most of the work is done by these projects:
|
||||
[OVRPort](https://github.com/Android-XR-Bridge/OVRPort) (Quest → OpenXR, originally
|
||||
[ovrport/app](https://github.com/ovrport/app)) · Valve Lepton, Proton and SteamVR ·
|
||||
[Revive](https://github.com/LibreVR/Revive) · Mesa (Zink) · [Khronos OpenXR SDK](https://github.com/KhronosGroup/OpenXR-SDK)
|
||||
· Eclipse Temurin, Android apksigner and NDK · [Flet](https://flet.dev) · OculusDB and Steam store data.
|
||||
What FramePort adds: [Architecture](docs/ARCHITECTURE.md).
|
||||
|
||||
## Documentation
|
||||
|
||||
- [docs/INSTALL.md](docs/INSTALL.md): installing, first launch, updating, Rift games, sending files, reporting problems.
|
||||
- [docs/PLAYBOOK.md](docs/PLAYBOOK.md): symptoms and fixes per game.
|
||||
- [docs/FRAME_RUNTIME.md](docs/FRAME_RUNTIME.md): Steam Frame runtime facts.
|
||||
- [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md): how the code is organised.
|
||||
- [CONTRIBUTING.md](CONTRIBUTING.md): contributing code, recipes and translations.
|
||||
| | |
|
||||
|---|---|
|
||||
| [Install and first steps](docs/INSTALL.md) | Install, connect, update, PC VR games, files, problem reports |
|
||||
| [What the setup changes](docs/FRAME_SETUP.md) | What setup changes on the Frame, networks and firewalls, undoing it |
|
||||
| [Compatibility](docs/COMPATIBILITY.md) | What runs and how well |
|
||||
| [Tested games](docs/GAMES.md) | Tested games and how well they run |
|
||||
| [FAQ](docs/FAQ.md) | Game folders and common questions |
|
||||
| [Porting playbook](docs/PLAYBOOK.md) | Symptoms and fixes per game |
|
||||
| [Steam Frame runtime reference](docs/FRAME_RUNTIME.md) | Facts about the Frame's runtime |
|
||||
| [Architecture](docs/ARCHITECTURE.md) | How the code is organized |
|
||||
| [Contributing](CONTRIBUTING.md) | Code, recipes, translations |
|
||||
|
||||
## Development
|
||||
|
||||
```
|
||||
uv sync --extra dev
|
||||
uv run frameport-gui # the app
|
||||
uv run frameport --help # command line
|
||||
uv run pytest # tests
|
||||
```
|
||||
|
||||
See `CLAUDE.md` for project notes and `native/README.md` for the native components.
|
||||
## AI usage
|
||||
|
||||
I don't have much free time for this project, so I use AI tools to debug compatibility problems faster.
|
||||
|
||||
## License
|
||||
|
||||
GPL-3.0-only (it includes GPL-3.0 code from OVRPort). Not affiliated with Valve or Meta.
|
||||
GPL-3.0-only (includes GPL-3.0 code from OVRPort). Not affiliated with Valve or Meta.
|
||||
@@ -5,12 +5,15 @@ FramePort is GPL-3.0-only (see `LICENSE`). It includes or downloads the followin
|
||||
## Included in this repository / the release bundles
|
||||
| Component | Where | License |
|
||||
|---|---|---|
|
||||
| LuaJIT (Lua engine for verified xLua pointer compatibility, github.com/LuaJIT/LuaJIT) | `artifacts/arm64-v8a/libfp_luajit.so`; pinned build in `native/luajit/build.py` | MIT (`native/luajit/COPYRIGHT`, included in bundles as `artifacts/licenses/LuaJIT.txt`) |
|
||||
| OVRPort VrApi → OpenXR adapter (`native/vrapi`, github.com/Android-XR-Bridge/OVRPort), with FramePort's changes | `native/vrapi-bridge/`, `artifacts/arm64-v8a/libvrapi.so` | GPL-3.0 (`native/vrapi-bridge/LICENSE.upstream`) |
|
||||
| OVRPort platform compatibility library (`native/platform`) | `native/platformcompat/`, `artifacts/arm64-v8a/libovrplatformcompat.so` | GPL-3.0; Meta Platform SDK headers under the Meta Platform Technologies SDK License (`native/platformcompat/licenses/OCULUS-PLATFORM-SDK.txt`) |
|
||||
| Khronos OpenXR SDK headers | used to build the native layers | Apache-2.0 / MIT (`native/vrapi-bridge/licenses/OPENXR-SDK.txt`) |
|
||||
| Android NDK runtime (statically linked libc++) | native Android libraries | Apache-2.0 with LLVM exception, plus legacy notices (`native/vrapi-bridge/licenses/ANDROID-NDK.txt`) |
|
||||
| Flet and Flutter (desktop app runtime) | release bundles | Apache-2.0 / BSD-3-Clause |
|
||||
| flet-dropzone / desktop_drop (drag-and-drop) | release bundles | Apache-2.0 / MIT |
|
||||
| FFmpeg 7.1.1 hardware HEVC wrapper (LGPL configuration, without GPL/nonfree components) | `artifacts/hevc/libstagefrighthw.so`; source/rebuild instructions in `native/hevc/build.py` and `native/hevc/README.md` | LGPL-2.1-or-later (`artifacts/hevc/COPYING.FFmpeg`); unmodified source: https://ffmpeg.org/releases/ffmpeg-7.1.1.tar.xz |
|
||||
| AOSP Android 11 native media/utility headers | `native/hevc/platform/` | Apache-2.0; copyright/license notices retained in the headers |
|
||||
| Python packages (paramiko, zeroconf, psutil, pyelftools, capstone, UnityPy, PyYAML, requests, typer, pyaxmlparser, Pillow, cryptography, …) | release bundles | their own licenses (see each package's metadata) |
|
||||
|
||||
FramePort's own native code (the FrameBridge adapter, GL/Vulkan/OpenXR shims, the Windows helpers) is GPL-3.0-only.
|
||||
|
||||
@@ -0,0 +1,40 @@
|
||||
# Announcements
|
||||
|
||||
`current.md` is the one announcement FramePort shows as a pop-up in the app. Edit it on `main`: the app reads it
|
||||
from GitHub `main` (raw.githubusercontent.com) at most every 6 hours, so a push reaches everyone without a release.
|
||||
|
||||
## Who sees it
|
||||
|
||||
- **Only people who already used FramePort before the announcement's `date`.** A new install never shows one, and
|
||||
nor does an announcement published before FramePort was installed.
|
||||
- **Once.** Closing it in any way (the X, a click outside it, Escape, or its button) dismisses it for good. The app
|
||||
remembers dismissals in its settings (`announce.dismissed`).
|
||||
- **A new announcement = a new `id`.** Fixing a typo with the same `id` doesn't show it again to anyone who closed it.
|
||||
A new `id` shows to everyone who used FramePort before its `date`, whether they closed the earlier one or not.
|
||||
|
||||
## The file
|
||||
|
||||
```markdown
|
||||
---
|
||||
active: true # false = nothing is shown (the fields are still checked)
|
||||
id: meetup-2026-11 # letters, digits, . _ - — change it for every new announcement
|
||||
title: Steam Frame meetup on Discord # required
|
||||
date: 2026-11-02T18:00:00Z # required: when it was published (UTC; a bare date = midnight UTC)
|
||||
image: announcements/meetup.png # optional: a file in this folder, or an https URL (PNG, JPEG, WebP, GIF; ≤ 5 MiB)
|
||||
image_alt: The meetup poster # optional: what the picture shows (screen readers)
|
||||
button: Join the meetup # optional: an action button, with url
|
||||
url: https://example.com/meetup
|
||||
expires: 2026-11-30 # optional: not shown after this day (UTC, inclusive)
|
||||
---
|
||||
The body, in Markdown: **bold**, *italic*, `code`, [links](https://frameport.app/), lists, headings.
|
||||
```
|
||||
|
||||
The body is Markdown (no HTML). A `date` in the future works as a schedule: nobody sees it before then.
|
||||
|
||||
Images look best at about 2:1 (e.g. 1200×600). The pop-up is 600 px wide and shows between 140 and 320 px of the
|
||||
picture's height.
|
||||
|
||||
`pytest tests/test_announcements.py` checks this file, so a broken announcement fails CI instead of silently showing
|
||||
nothing.
|
||||
|
||||
To turn announcements off for testing: `FRAMEPORT_NO_ANNOUNCEMENTS=1`.
|
||||
@@ -0,0 +1,16 @@
|
||||
---
|
||||
# The announcement FramePort shows once (announcements/README.md). Switched off: set active: true.
|
||||
active: false
|
||||
id: example-2026-10
|
||||
title: Example announcement
|
||||
date: 2026-10-15T12:00:00Z
|
||||
# image: announcements/example.png
|
||||
# image_alt: What the picture shows
|
||||
# button: Read more
|
||||
# url: https://frameport.app/changelog/
|
||||
# expires: 2026-11-30
|
||||
---
|
||||
This is where the text goes, in **Markdown**: *emphasis*, `code`, [links](https://frameport.app/) and lists.
|
||||
|
||||
- Keep it short: one or two paragraphs.
|
||||
- Change `id` for every new announcement.
|
||||
@@ -1,12 +1,51 @@
|
||||
0f681f54b59cfad2efc8883aee5a0971c2fba09d9ba2dca15a136b0ac74a59b8 ./arm64-v8a/libfp_vk.so
|
||||
8e00552d1ab90f82749db3caad4f773351fa8a28edcc5ea5cbd1b31c434ff32a ./arm64-v8a/libframe_xrshim.so
|
||||
3dfcb0f2bec47857bcecc7261c58e076d872d4649718c40850f29e10c75477dd ./arm64-v8a/libglshim.so
|
||||
dc62857b4f7a23b194060599339dfe72b38c16cdf4a9eb1b1f3b4d1fb9071a6d ./arm64-v8a/libopenxr_loader_generic.so
|
||||
1a4dce5c4a6d0dfc5f20e55ac29e70c73cc2cc124c21ca6a7e1b316e6afb1c79 ./arm64-v8a/libVkLayer_fdm_darken.so
|
||||
5becb96ee86fbda0ce98c0e0fd064f8ba092314aceaa400e3dcc785705dc3c23 ./arm64-v8a/libVkLayer_fp_shaderfix.so
|
||||
fbc3b0238462d976d234fee6740db92b873c85d6bb22a6b01428e64e9058ed83 ./arm64-v8a/liba32bridge.so
|
||||
c9c3da5cac224c38e2210b781bd12b7f97e02bd6b0ebb0ef85543e4ea4b76671 ./arm64-v8a/liba32rt.so
|
||||
18d8d917e83a6d87008f41908eb478dff635e798844e125abd1e8a5cf31805e2 ./arm64-v8a/liba32stub.so
|
||||
d6337034fb0bdcca7ef9b7063d85b7586b8508b63b435959e8fffaba0691091c ./arm64-v8a/libfp_langpack.so
|
||||
69102b128e00fa1809489a7308e09c1505f563bf7091bbdd3fe5a58e4cc96c2c ./arm64-v8a/libfp_luajit.so
|
||||
321da502e0f8f46f0880aad39fe6b84bdef88f925164568814cf704a1b31a577 ./arm64-v8a/libfp_ovrp.so
|
||||
40defdaddcda53bd2649eb48076fae1622bfc2bfc88e9e03c94fc8b45af2a4f2 ./arm64-v8a/libfp_ovrtrace.so
|
||||
0167c2fde5dfde62897f9d85afc4fc8e97784e988b5b8df6cea8c407240b3424 ./arm64-v8a/libfp_tkeys.so
|
||||
e8c0965c188665a4e565e4a3af983ef1866d1cf9225665cc90d8df286bc96ef3 ./arm64-v8a/libfp_vk.so
|
||||
383054f8b3b41dde76d062c71856cd3163655e50009c08454bc1793f393ead65 ./arm64-v8a/libfpg.so
|
||||
5432674a59d02f411cd853a5dc57e3fa547d1ac518f25bf433fc54c43677177a ./arm64-v8a/libfpglmv.so
|
||||
8a8f6b1da8952cb3933a5b53558424a5fc56043b2527a16bb6dd62a00d2de01a ./arm64-v8a/libframe_xrshim.so
|
||||
19ba5ed3c4b780f5ae46251f6958f552acfc5f13c8bb39f995579593fa8990c6 ./arm64-v8a/libglshim.so
|
||||
c9e286ff25984992954c1d80eb1fc3530643421d859d20c8c1fd07ce1d584372 ./arm64-v8a/libopenxr_loader_generic.so
|
||||
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
|
||||
32525cd0a9ee3d9993d8871cd6905bdcf22cde4f4ba28f5db6434ce7d6554758 ./arm64-v8a/libvrapi.so
|
||||
a79c598744b98b9bf581664a80bcee1a0d11a62fdcdb99f05a0f6f381b6498cd ./armeabi-v7a/libopenxr_loader_generic.so
|
||||
a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi.so
|
||||
a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi_foveation.so
|
||||
ba2dc70263bc3cca82a313805c5b4890452b1f740570bc7b65320a825a4012d2 ./armeabi-v7a/libopenxr_loader_generic.so
|
||||
1871eae093432d277da4bc751bf5f3269dfcf11f9168260b0c3caadb0dedb19d ./dex/oculusos-stubs.dex
|
||||
b634ab5640e258563c536e658cad87080553df6f34f62269a21d554844e58bfe ./hevc/COPYING.FFmpeg
|
||||
141de01f0d40b97d4f9a720db5ab8ea442f6aa35db5272048899292884994a1c ./hevc/libstagefrighthw.so
|
||||
4516971bbb2b635e19b14d2d37b9353962876f7de02043e7457327052c1fcbc0 ./hevc/manifest.json
|
||||
46c3dcad2c43cc30bea3b3680b362ed84a99c15d60714bbbbb422c80ecf90405 ./hevc/media_codecs_frameport.xml
|
||||
529ea35d5d82474afe9e09ad1216d269317f56dd24a05fb100fced52b7b4dbca ./hevc/podman.py.txt
|
||||
6cda3076a8c09b31bb1f90da614ea89e7ee194589626eeac613e522849604e47 ./licenses/LuaJIT.txt
|
||||
1aa733117cf57ccff7cf23f0425dbfd73b0332a3ef1c905ceeca0ccd0449c4e0 ./linux-arm64/XR_APILAYER_FRAMEPORT_timefix.json
|
||||
28c2430a02bbd8902c5bfb9562c6fd0e318654f9e05c095bfeb94b0450ab1b07 ./linux-arm64/libxr_frameport_timefix.so
|
||||
63af0050054ad3705b17a0b00ce0c076ba1af0b73abd673ba6c588f64b4591cd ./linux-arm64-bin/fp_roomscan
|
||||
b10b3a5c10c3339fc63fd9f6cb4d01ea29be11a863d0ebad1389ea69fd471940 ./linux-arm64-bin/fp_venc
|
||||
00c2dead0fd7497929833467f0e55699d57d26be1b85dce35402993852f7b111 ./roomscan/ceiling.png
|
||||
c1962de31ed2810d31c760cf9ee63316ac2b8c9528ccbcd9299ebf5ba39b2995 ./roomscan/done.png
|
||||
0dfaea4c68979b0a45a9fef06fdf1a92468ffc8f46f80a3a014fce1d805972d5 ./roomscan/failed.png
|
||||
1147391822be3f1aa5351374b8fd9ec85f8b5ce40e3cb9f3146d778e6fbc652a ./roomscan/floor.png
|
||||
eb3c8b55a9dbafa030797ca9f06a22c3ee3bbef96cb7adea26d433ebad43d43f ./roomscan/look_00.png
|
||||
6ba965ff6d22a469c558f2a68229bd2ff48fc28badb95889ca245310d1dd3e96 ./roomscan/look_01.png
|
||||
0a11cec25ebc76fe11d505d1f2ec162c9b4a6754393065800e73b1f81e2d94c8 ./roomscan/look_02.png
|
||||
fa5a4c94d20af56797b9fcc111148767847a6633ade9217cab373de232efad90 ./roomscan/look_03.png
|
||||
e80fa493e380fba39084be2ee62859adcff4e39aa66566abee10a4d6339c52e9 ./roomscan/look_04.png
|
||||
133617f0d8d1e69c37408aac80033f71856b592b62e3b780cc12b446bd974680 ./roomscan/look_05.png
|
||||
d5dd296ff23641c6973c57ac139147e99c7b783316ab60537adb2155dd196880 ./roomscan/look_06.png
|
||||
c08570aa78f966ae937b2e21d0bad887c5352fbca56aa579a2a7ef8541fb96ad ./roomscan/look_07.png
|
||||
3767e7db5fb6babc872fa62c42604f749c65936717d332101745b201cd450cd5 ./roomscan/look_08.png
|
||||
2924dc65e5c497545340209edc16060e12e1834d11af6871d1c1baa50b7b2562 ./roomscan/look_09.png
|
||||
cd0150dfc10b2aea39403c74eff72fd05fb0111178ef39b4c98657a6d16d105e ./roomscan/look_10.png
|
||||
011355e412f73ade3896e9037490e607c4365d0cf8ceb807d236bf68b414d3ed ./roomscan/look_11.png
|
||||
1b8b47ffb47568d540921f065b5958eeb44a6489498d58e0f33f5d1f535154e2 ./roomscan/look_12.png
|
||||
926c7bc6a103adee5b9bf938f5d4e39095ab77fd6270b5301be3b0428edd9ae6 ./roomscan/start.png
|
||||
c2c70f4af1a5c3e6089dff1130161dd417f8044f99ec639eeecf1083930aab16 ./win-x64/fp_oculushmd.exe
|
||||
60ebc5fea05b8945082e2ca8b9f2eb74616012a26eb50133af273dff0fcddc42 ./win-x64/fp_vrsettings.exe
|
||||
@@ -0,0 +1,502 @@
|
||||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
Version 2.1, February 1999
|
||||
|
||||
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
[This is the first released version of the Lesser GPL. It also counts
|
||||
as the successor of the GNU Library Public License, version 2, hence
|
||||
the version number 2.1.]
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
Licenses are intended to guarantee your freedom to share and change
|
||||
free software--to make sure the software is free for all its users.
|
||||
|
||||
This license, the Lesser General Public License, applies to some
|
||||
specially designated software packages--typically libraries--of the
|
||||
Free Software Foundation and other authors who decide to use it. You
|
||||
can use it too, but we suggest you first think carefully about whether
|
||||
this license or the ordinary General Public License is the better
|
||||
strategy to use in any particular case, based on the explanations below.
|
||||
|
||||
When we speak of free software, we are referring to freedom of use,
|
||||
not price. Our General Public Licenses are designed to make sure that
|
||||
you have the freedom to distribute copies of free software (and charge
|
||||
for this service if you wish); that you receive source code or can get
|
||||
it if you want it; that you can change the software and use pieces of
|
||||
it in new free programs; and that you are informed that you can do
|
||||
these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
distributors to deny you these rights or to ask you to surrender these
|
||||
rights. These restrictions translate to certain responsibilities for
|
||||
you if you distribute copies of the library or if you modify it.
|
||||
|
||||
For example, if you distribute copies of the library, whether gratis
|
||||
or for a fee, you must give the recipients all the rights that we gave
|
||||
you. You must make sure that they, too, receive or can get the source
|
||||
code. If you link other code with the library, you must provide
|
||||
complete object files to the recipients, so that they can relink them
|
||||
with the library after making changes to the library and recompiling
|
||||
it. And you must show them these terms so they know their rights.
|
||||
|
||||
We protect your rights with a two-step method: (1) we copyright the
|
||||
library, and (2) we offer you this license, which gives you legal
|
||||
permission to copy, distribute and/or modify the library.
|
||||
|
||||
To protect each distributor, we want to make it very clear that
|
||||
there is no warranty for the free library. Also, if the library is
|
||||
modified by someone else and passed on, the recipients should know
|
||||
that what they have is not the original version, so that the original
|
||||
author's reputation will not be affected by problems that might be
|
||||
introduced by others.
|
||||
|
||||
Finally, software patents pose a constant threat to the existence of
|
||||
any free program. We wish to make sure that a company cannot
|
||||
effectively restrict the users of a free program by obtaining a
|
||||
restrictive license from a patent holder. Therefore, we insist that
|
||||
any patent license obtained for a version of the library must be
|
||||
consistent with the full freedom of use specified in this license.
|
||||
|
||||
Most GNU software, including some libraries, is covered by the
|
||||
ordinary GNU General Public License. This license, the GNU Lesser
|
||||
General Public License, applies to certain designated libraries, and
|
||||
is quite different from the ordinary General Public License. We use
|
||||
this license for certain libraries in order to permit linking those
|
||||
libraries into non-free programs.
|
||||
|
||||
When a program is linked with a library, whether statically or using
|
||||
a shared library, the combination of the two is legally speaking a
|
||||
combined work, a derivative of the original library. The ordinary
|
||||
General Public License therefore permits such linking only if the
|
||||
entire combination fits its criteria of freedom. The Lesser General
|
||||
Public License permits more lax criteria for linking other code with
|
||||
the library.
|
||||
|
||||
We call this license the "Lesser" General Public License because it
|
||||
does Less to protect the user's freedom than the ordinary General
|
||||
Public License. It also provides other free software developers Less
|
||||
of an advantage over competing non-free programs. These disadvantages
|
||||
are the reason we use the ordinary General Public License for many
|
||||
libraries. However, the Lesser license provides advantages in certain
|
||||
special circumstances.
|
||||
|
||||
For example, on rare occasions, there may be a special need to
|
||||
encourage the widest possible use of a certain library, so that it becomes
|
||||
a de-facto standard. To achieve this, non-free programs must be
|
||||
allowed to use the library. A more frequent case is that a free
|
||||
library does the same job as widely used non-free libraries. In this
|
||||
case, there is little to gain by limiting the free library to free
|
||||
software only, so we use the Lesser General Public License.
|
||||
|
||||
In other cases, permission to use a particular library in non-free
|
||||
programs enables a greater number of people to use a large body of
|
||||
free software. For example, permission to use the GNU C Library in
|
||||
non-free programs enables many more people to use the whole GNU
|
||||
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END OF TERMS AND CONDITIONS
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|
||||
How to Apply These Terms to Your New Libraries
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|
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If you develop a new library, and you want it to be of the greatest
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||||
|
||||
This library is free software; you can redistribute it and/or
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||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the
|
||||
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1990
|
||||
Ty Coon, President of Vice
|
||||
|
||||
That's all there is to it!
|
||||
@@ -0,0 +1,19 @@
|
||||
{
|
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|
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"video/hevc",
|
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"video/avc",
|
||||
"video/x-vnd.on2.vp9"
|
||||
],
|
||||
"build": {
|
||||
"ndk_revision": "27.2.12479018",
|
||||
"ffmpeg_source_sha256": "733984395e0dbbe5c046abda2dc49a5544e7e0e1e2366bba849222ae9e3a03b1"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<MediaCodecs>
|
||||
<Decoders>
|
||||
<MediaCodec name="OMX.frameport.hevc.decoder" type="video/hevc" rank="64">
|
||||
<Limit name="size" min="128x128" max="8192x8192" />
|
||||
<Limit name="alignment" value="2x2" />
|
||||
<Limit name="block-size" value="16x16" />
|
||||
<Limit name="block-count" range="1-138240" />
|
||||
<Limit name="blocks-per-second" range="1-7864320" />
|
||||
<Limit name="bitrate" range="1-245000000" />
|
||||
<Limit name="concurrent-instances" max="1" />
|
||||
</MediaCodec>
|
||||
<MediaCodec name="OMX.frameport.avc.decoder" type="video/avc" rank="64">
|
||||
<Limit name="size" min="128x128" max="8192x8192" />
|
||||
<Limit name="alignment" value="2x2" />
|
||||
<Limit name="block-size" value="16x16" />
|
||||
<Limit name="block-count" range="1-138240" />
|
||||
<Limit name="blocks-per-second" range="1-7864320" />
|
||||
<Limit name="bitrate" range="1-245000000" />
|
||||
<Limit name="concurrent-instances" max="1" />
|
||||
</MediaCodec>
|
||||
<MediaCodec name="OMX.frameport.vp9.decoder" type="video/x-vnd.on2.vp9" rank="64">
|
||||
<Limit name="size" min="128x128" max="4096x2304" />
|
||||
<Limit name="alignment" value="2x2" />
|
||||
<Limit name="block-size" value="16x16" />
|
||||
<Limit name="block-count" range="1-36864" />
|
||||
<Limit name="blocks-per-second" range="1-2211840" />
|
||||
<Limit name="bitrate" range="1-245000000" />
|
||||
<Limit name="concurrent-instances" max="1" />
|
||||
</MediaCodec>
|
||||
</Decoders>
|
||||
</MediaCodecs>
|
||||
@@ -0,0 +1,146 @@
|
||||
#!/usr/bin/python3
|
||||
"""Add shared codecs to Lepton containers without editing their shared rootfs."""
|
||||
import hashlib
|
||||
import json
|
||||
import os
|
||||
import re
|
||||
import shutil
|
||||
import sys
|
||||
from pathlib import Path
|
||||
from xml.etree import ElementTree as ET
|
||||
|
||||
|
||||
def mounts(directory, config, args):
|
||||
if not args or args[0] != "run":
|
||||
return []
|
||||
name = None
|
||||
for i, arg in enumerate(args):
|
||||
if arg == "--name" and i + 1 < len(args):
|
||||
name = args[i + 1]
|
||||
elif arg.startswith("--name="):
|
||||
name = arg.partition("=")[2]
|
||||
if config.get("scope") == "shared":
|
||||
# The common launcher supplies these values. Do not intercept arbitrary
|
||||
# Podman containers or depend on a game's package/modified APK.
|
||||
appid = os.environ.get("SteamAppId", "")
|
||||
if not re.fullmatch(r"[0-9]+", appid) or name != f"lepton-steamlaunch-{appid}":
|
||||
return []
|
||||
app = Path(os.environ.get("STEAM_COMPAT_INSTALL_PATH", ""))
|
||||
if app.name != "lepton-app" or not app.is_dir():
|
||||
return []
|
||||
root_arg = None
|
||||
for i, arg in enumerate(args):
|
||||
if arg == "--rootfs" and i + 1 < len(args):
|
||||
root_arg = args[i + 1]
|
||||
elif arg.startswith("--rootfs="):
|
||||
root_arg = arg.partition("=")[2]
|
||||
if not root_arg or not root_arg.endswith(":O"):
|
||||
return []
|
||||
root = Path(root_arg[:-2]).resolve()
|
||||
else: # old per-game deployments remain compatible during migration
|
||||
if name != f"lepton-steamlaunch-{config['appid']}":
|
||||
return []
|
||||
root = Path(config["lepton"]).resolve().parent / "images" / "rootfs"
|
||||
expected_root = str(root) + ":O"
|
||||
if not any(arg in (expected_root, "--rootfs=" + expected_root) for arg in args):
|
||||
return []
|
||||
device = Path("/dev/video-dec0")
|
||||
runtime = root / "vendor/lib64/libstagefright_softomx.so"
|
||||
upstream_plugin = (root / "vendor/lib64/libstagefrighthw.so").exists()
|
||||
for i, arg in enumerate(args):
|
||||
if arg == "--mount" and i + 1 < len(args):
|
||||
fields = dict(item.split("=", 1) for item in args[i + 1].split(",") if "=" in item)
|
||||
target = fields.get("destination", fields.get("target"))
|
||||
if target == "/vendor/lib64/libstagefrighthw.so":
|
||||
upstream_plugin = True
|
||||
if target == "/vendor/lib64/libstagefright_softomx.so" and fields.get("source"):
|
||||
runtime = Path(fields["source"])
|
||||
if upstream_plugin:
|
||||
print("FramePort video: using the runtime's hardware codec plugin", file=sys.stderr)
|
||||
return []
|
||||
if not device.exists() or hashlib.sha256(runtime.read_bytes()).hexdigest() != config["runtime_sha256"]:
|
||||
print("FramePort video: device or runtime ABI differs; retaining the stock codecs", file=sys.stderr)
|
||||
return []
|
||||
xml = ET.parse(root / "vendor/etc/media_codecs.xml")
|
||||
if not any(node.get("href") == "media_codecs_frameport.xml" for node in xml.getroot().findall("Include")):
|
||||
ET.SubElement(xml.getroot(), "Include", href="media_codecs_frameport.xml")
|
||||
# Immutable plugin versions can serve simultaneous app launches and
|
||||
# different Lepton installations. Never share a temporary XML filename.
|
||||
# The version directory stays as the agent verified it: the merged list goes to the user's runtime dir.
|
||||
root_key = hashlib.sha256(str(root).encode()).hexdigest()[:16]
|
||||
merged = merged_dir() / f"media_codecs.{root_key}.xml"
|
||||
temporary = merged.with_suffix(f".{os.getpid()}.tmp")
|
||||
xml.write(temporary, encoding="utf-8", xml_declaration=True)
|
||||
temporary.replace(merged)
|
||||
# Lepton supplies its own /dev tmpfs. A Podman --device node disappears
|
||||
# beneath it; a bind mount matches Lepton's existing GPU/sound device setup.
|
||||
result = ["--mount", f"type=bind,source={device},destination=/dev/video-dec0,rw"]
|
||||
for path, target in (
|
||||
(directory / "libstagefrighthw.so", "/vendor/lib64/libstagefrighthw.so"),
|
||||
(merged, "/vendor/etc/media_codecs.xml"),
|
||||
(directory / "media_codecs_frameport.xml", "/vendor/etc/media_codecs_frameport.xml"),
|
||||
):
|
||||
if not path.is_file():
|
||||
raise FileNotFoundError(f"missing video codec mount: {path}")
|
||||
result += ["--mount", f"type=bind,source={path},destination={target},ro"]
|
||||
print("FramePort video: loading the Iris hardware codec plugin for this container", file=sys.stderr)
|
||||
return result
|
||||
|
||||
|
||||
def merged_dir():
|
||||
runtime = os.environ.get("XDG_RUNTIME_DIR", "")
|
||||
base = Path(runtime) if runtime and Path(runtime).is_dir() else Path.home() / ".cache"
|
||||
path = base / "frameport-video"
|
||||
path.mkdir(mode=0o700, parents=True, exist_ok=True)
|
||||
return path
|
||||
|
||||
|
||||
def switched_off(directory):
|
||||
"""FRAMEPORT_NO_HW_VIDEO=1 (e.g. in a game's Steam launch options) or the Frame-wide switch (FramePort's
|
||||
setting; the agent writes video-codec/disabled) leave every container with Android's stock codecs."""
|
||||
if os.environ.get("FRAMEPORT_NO_HW_VIDEO", "") not in ("", "0"):
|
||||
return True
|
||||
return directory.parent.name == "versions" and (directory.parent.parent / "disabled").exists()
|
||||
|
||||
|
||||
def real_podman(directory):
|
||||
"""Find Podman independently of deployment.json, without recursing into this wrapper."""
|
||||
own_bin = (directory / "bin").resolve()
|
||||
own_script = Path(__file__).resolve()
|
||||
# Lepton runs its `podman exec` calls (boot wait, app pid, logcat mirror) with the Android guest's PATH
|
||||
# (/product/bin:/system/bin:...), which has no host Podman: the system folders come after PATH. Failing there
|
||||
# broke Lepton's logcat mirror and app-pid checks, and the container was stopped early.
|
||||
entries = os.environ.get("PATH", os.defpath).split(os.pathsep) + ["/usr/local/bin", "/usr/bin", "/bin"]
|
||||
for entry in entries:
|
||||
folder = Path(entry or os.curdir).resolve()
|
||||
if folder == own_bin:
|
||||
continue
|
||||
found = shutil.which("podman", path=str(folder))
|
||||
if found:
|
||||
executable = Path(found).resolve()
|
||||
if executable.parent != own_bin and executable != own_script:
|
||||
return str(executable)
|
||||
raise RuntimeError("no real Podman executable found outside the codec wrapper directory")
|
||||
|
||||
|
||||
def main():
|
||||
directory = Path(__file__).resolve().parent.parent
|
||||
args = sys.argv[1:]
|
||||
fallback = real_podman(directory)
|
||||
if switched_off(directory):
|
||||
os.execv(fallback, [fallback, *args])
|
||||
try:
|
||||
config = json.loads((directory / "deployment.json").read_text())
|
||||
podman = Path(config.get("podman", fallback)).resolve()
|
||||
if podman.parent == (directory / "bin").resolve() or podman == Path(__file__).resolve():
|
||||
raise ValueError("configured Podman points to the codec wrapper")
|
||||
extra = mounts(directory, config, args)
|
||||
launch_args = [args[0], *extra, *args[1:]] if extra else args
|
||||
os.execv(str(podman), [str(podman), *launch_args])
|
||||
except Exception as exc: # a codec/configuration failure must never prevent the stock container from starting
|
||||
print(f"FramePort video: retaining stock codecs: {exc}", file=sys.stderr)
|
||||
os.execv(fallback, [fallback, *args])
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -0,0 +1,56 @@
|
||||
===============================================================================
|
||||
LuaJIT -- a Just-In-Time Compiler for Lua. https://luajit.org/
|
||||
|
||||
Copyright (C) 2005-2026 Mike Pall. All rights reserved.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
[ MIT license: https://www.opensource.org/licenses/mit-license.php ]
|
||||
|
||||
===============================================================================
|
||||
[ LuaJIT includes code from Lua 5.1/5.2, which has this license statement: ]
|
||||
|
||||
Copyright (C) 1994-2012 Lua.org, PUC-Rio.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
===============================================================================
|
||||
[ LuaJIT includes code from dlmalloc, which has this license statement: ]
|
||||
|
||||
This is a version (aka dlmalloc) of malloc/free/realloc written by
|
||||
Doug Lea and released to the public domain, as explained at
|
||||
https://creativecommons.org/licenses/publicdomain
|
||||
|
||||
===============================================================================
|
||||
|
After Width: | Height: | Size: 24 KiB |
|
After Width: | Height: | Size: 21 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 20 KiB |
|
After Width: | Height: | Size: 27 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 27 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 27 KiB |
|
After Width: | Height: | Size: 27 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 27 KiB |
|
After Width: | Height: | Size: 27 KiB |
|
After Width: | Height: | Size: 27 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 26 KiB |
@@ -1,59 +1,137 @@
|
||||
#!/usr/bin/env bash
|
||||
# FramePort one-time Steam Frame setup. Run in the Frame's Desktop Mode terminal (Konsole):
|
||||
# curl -fsSL http://<pc>:<port>/bootstrap.sh | bash
|
||||
# FramePort one-time Steam Frame setup. Run in the Frame's desktop terminal (SteamVR dashboard -> Launch a program
|
||||
# -> Desktop, then System -> Konsole):
|
||||
# curl -fsS <pc-ip>:<port>/<code> | bash
|
||||
# (the FramePort app shows the exact line and serves this script while its Setup page is open).
|
||||
#
|
||||
# What it does (asks before anything that needs sudo):
|
||||
# 1. sets a password for the 'steamos' user if it has none (sudo needs one)
|
||||
# 2. enables the SSH server (sshd)
|
||||
# 3. authorizes the FramePort app's SSH key (no password needed afterwards)
|
||||
# 4. announces this Frame on the local network (avahi service "_frameport._tcp") so the app finds it
|
||||
# 5. checks for Valve's Lepton Android runtime and asks Steam to install it if missing
|
||||
# What it does (no password, no sudo):
|
||||
# 1. authorizes the FramePort app's SSH key (no password needed afterwards)
|
||||
# 2. configures podman for Lepton (avoids a kernel keyring leak after ~200 game starts)
|
||||
# 3. turns on Developer Mode if it's off (Valve's own helper; it also enables the SSH server and announces the
|
||||
# Frame on the network as a SteamOS devkit). Steam restarts for that, which closes Desktop Mode: the rest
|
||||
# runs on its own as a user service and the Frame returns to its normal view.
|
||||
# 4. asks Steam to install Valve's Lepton Android runtime if it's missing, then tells the app it's done
|
||||
# Log of the part that runs on its own: ~/.cache/frameport-setup.log
|
||||
set -euo pipefail
|
||||
PC_URL="__PC_URL__" # filled in by the app when serving the script
|
||||
PAIR_CODE="__PAIR_CODE__"
|
||||
say() { printf '\n\033[1;36m==> %s\033[0m\n' "$*"; }
|
||||
|
||||
DEVKIT_HELPER=/usr/bin/steamos-polkit-helpers/steamos-devkit-mode
|
||||
STEAM_CONFIG=~/.local/share/Steam/config/config.vdf
|
||||
JOB=~/.cache/frameport-setup.sh
|
||||
LOG=~/.cache/frameport-setup.log
|
||||
|
||||
# Desktop Mode on SteamOS is a nested Plasma session inside steam.service, with its own XDG_RUNTIME_DIR and D-Bus:
|
||||
# systemctl/systemd-run --user only reach the user's systemd through the real runtime dir.
|
||||
user_systemd() {
|
||||
XDG_RUNTIME_DIR="/run/user/$(id -u)" DBUS_SESSION_BUS_ADDRESS="unix:path=/run/user/$(id -u)/bus" "$@"
|
||||
}
|
||||
|
||||
say "FramePort setup for $(hostname) ($(. /etc/os-release; echo "$NAME $VERSION_ID"))"
|
||||
|
||||
if ! passwd -S "$USER" 2>/dev/null | grep -q ' P '; then
|
||||
say "Your user has no password yet. SteamOS needs one for sudo (and as an SSH fallback)."
|
||||
passwd
|
||||
fi
|
||||
|
||||
say "Enabling the SSH server (sudo)"
|
||||
sudo systemctl enable --now sshd
|
||||
|
||||
say "Authorizing the FramePort app's key"
|
||||
key=$(curl -fsSL "$PC_URL/key?code=$PAIR_CODE")
|
||||
[[ "$key" == ssh-ed25519\ * ]] || { echo "Could not fetch the app's key from $PC_URL (is the app still open?)"; exit 1; }
|
||||
say "Letting FramePort log in"
|
||||
key=$(curl -fsS "$PC_URL/key?code=$PAIR_CODE")
|
||||
[[ "$key" == ssh-ed25519\ * ]] || { echo "Couldn't reach FramePort at $PC_URL. Is it still open?"; exit 1; }
|
||||
mkdir -p ~/.ssh && chmod 700 ~/.ssh && touch ~/.ssh/authorized_keys && chmod 600 ~/.ssh/authorized_keys
|
||||
grep -qxF "$key" ~/.ssh/authorized_keys || echo "$key" >> ~/.ssh/authorized_keys
|
||||
# a file without a final newline would glue our key onto its last line, where sshd never matches it (GitHub #242)
|
||||
grep -qxF "$key" ~/.ssh/authorized_keys || {
|
||||
[ -n "$(tail -c1 ~/.ssh/authorized_keys)" ] && echo >> ~/.ssh/authorized_keys
|
||||
echo "$key" >> ~/.ssh/authorized_keys
|
||||
}
|
||||
|
||||
say "Announcing this Frame on the network (avahi)"
|
||||
svc="<?xml version=\"1.0\" standalone='no'?>
|
||||
<!DOCTYPE service-group SYSTEM \"avahi-service.dtd\">
|
||||
<service-group>
|
||||
<name replace-wildcards=\"yes\">FramePort on %h</name>
|
||||
<service><type>_frameport._tcp</type><port>22</port><txt-record>user=$USER</txt-record><txt-record>pair=$PAIR_CODE</txt-record></service>
|
||||
</service-group>"
|
||||
echo "$svc" | sudo tee /etc/avahi/services/frameport.service >/dev/null || true
|
||||
sudo systemctl enable --now avahi-daemon >/dev/null 2>&1 || true
|
||||
sudo systemctl reload avahi-daemon >/dev/null 2>&1 || true
|
||||
|
||||
say "Configuring podman for Lepton"
|
||||
say "Setting up Lepton's containers"
|
||||
# rootless podman leaks one kernel keyring per container start; ~200 game launches would exhaust the quota
|
||||
mkdir -p ~/.config/containers
|
||||
grep -qs '^ *keyring *=' ~/.config/containers/containers.conf || printf '[containers]\nkeyring = false\n' >> ~/.config/containers/containers.conf
|
||||
|
||||
say "Checking for Lepton (Valve's Android runtime)"
|
||||
if ls ~/.local/share/Steam/steamapps/common/Lepton/lepton >/dev/null 2>&1; then
|
||||
echo "Lepton found."
|
||||
# The rest: Developer Mode (if needed), Lepton, telling the app. As a file, so it can run as its own user service:
|
||||
# stopping Steam ends Desktop Mode and every program started in it, this terminal included.
|
||||
mkdir -p ~/.cache
|
||||
cat >"$JOB" <<'JOB'
|
||||
set -u
|
||||
MODE=$1 PC_URL=$2 PAIR_CODE=$3 CONFIG=$4 HELPER=$5
|
||||
log() { echo "$(date +%T) $*"; }
|
||||
if [[ $MODE == devmode ]]; then
|
||||
sleep 5 # let the user read the terminal before Desktop Mode closes
|
||||
# Steam re-applies "DevModeEnabled" from config.vdf at every start (calling Valve's helper) and rewrites
|
||||
# config.vdf when it exits: stop Steam, set the value, run the helper (pkexec, allowed without a password), start.
|
||||
log "stopping Steam"
|
||||
systemctl --user stop steam.service
|
||||
for _ in $(seq 40); do pgrep -x steam >/dev/null || break; sleep 1; done
|
||||
if pgrep -x steam >/dev/null; then
|
||||
log "Steam didn't stop"
|
||||
systemctl --user start steam.service
|
||||
exit 1
|
||||
fi
|
||||
cp "$CONFIG" "$CONFIG.before-frameport"
|
||||
python3 - "$CONFIG" <<'PY'
|
||||
import re, sys
|
||||
path = sys.argv[1]
|
||||
text = open(path, encoding="utf-8").read()
|
||||
if re.search(r'"DevModeEnabled"\s+"\d+"', text):
|
||||
text = re.sub(r'("DevModeEnabled"\s+)"\d+"', r'\1"1"', text)
|
||||
else: # Steam keeps it in InstallConfigStore/developer
|
||||
lines, keys, key, at = text.splitlines(keepends=True), [], None, None
|
||||
for i, line in enumerate(lines):
|
||||
s = line.strip()
|
||||
if s == "{":
|
||||
keys.append((key or "").lower())
|
||||
if keys == ["installconfigstore", "developer"]:
|
||||
at = ("in", i, line[:len(line) - len(line.lstrip())] + "\t")
|
||||
break
|
||||
elif s == "}":
|
||||
if keys == ["installconfigstore"]: # end of the top section without a developer block
|
||||
at = ("new", i, line[:len(line) - len(line.lstrip())] + "\t")
|
||||
break
|
||||
keys.pop()
|
||||
elif re.fullmatch(r'"[^"]*"', s):
|
||||
key = s.strip('"')
|
||||
if at is None:
|
||||
sys.exit("unexpected config.vdf layout")
|
||||
kind, i, ind = at
|
||||
if kind == "in":
|
||||
lines.insert(i + 1, f'{ind}"DevModeEnabled"\t\t"1"\n')
|
||||
else:
|
||||
lines[i:i] = [f'{ind}"developer"\n', f"{ind}{{\n", f'{ind}\t"DevModeEnabled"\t\t"1"\n', f"{ind}}}\n"]
|
||||
text = "".join(lines)
|
||||
open(path, "w", encoding="utf-8").write(text)
|
||||
PY
|
||||
rc=$?
|
||||
[[ $rc == 0 ]] && { "$HELPER" --enable; rc=$?; }
|
||||
log "Developer Mode: $([[ $rc == 0 && -f /etc/steamos-devkit-enabled ]] && echo on || echo "failed ($rc)")"
|
||||
systemctl --user start steam.service
|
||||
[[ $rc == 0 ]] || exit 1
|
||||
for _ in $(seq 90); do pgrep -x steam >/dev/null && break; sleep 1; done
|
||||
sleep 20 # let Steam finish starting before asking it for anything
|
||||
fi
|
||||
if [[ -e ~/.local/share/Steam/steamapps/common/Lepton/lepton ]]; then
|
||||
log "Lepton found"
|
||||
else
|
||||
echo "Lepton is missing. Make sure Developer Mode is on (Settings > System > Developer)."
|
||||
echo "Asking Steam to install it now; confirm in Steam, or launch 'Lepton Development' from your library once."
|
||||
(steam steam://install/3029110 >/dev/null 2>&1 &) || true
|
||||
log "asking Steam to install Lepton (confirm it in Steam)"
|
||||
steam steam://install/3029110 >/dev/null 2>&1 &
|
||||
fi
|
||||
if curl -fsS "$PC_URL/paired?code=$PAIR_CODE&user=$(id -un)&host=$(hostname)" >/dev/null; then
|
||||
log "told FramePort: done"
|
||||
else
|
||||
log "couldn't reach FramePort at $PC_URL"
|
||||
fi
|
||||
JOB
|
||||
|
||||
if [[ -f /etc/steamos-devkit-enabled ]]; then
|
||||
say "Developer Mode is on"
|
||||
bash "$JOB" finish "$PC_URL" "$PAIR_CODE" "$STEAM_CONFIG" "$DEVKIT_HELPER" 2>&1 | tee "$LOG"
|
||||
say "Done. FramePort on your PC shows this Frame as connected."
|
||||
exit 0
|
||||
fi
|
||||
|
||||
curl -fsS "$PC_URL/paired?code=$PAIR_CODE&user=$USER&host=$(hostname)" >/dev/null 2>&1 || true
|
||||
say "Done. Return to FramePort on your PC: this Frame should now appear as connected."
|
||||
say "Turning on Developer Mode"
|
||||
if [[ ! -x "$DEVKIT_HELPER" || ! -f "$STEAM_CONFIG" ]] || \
|
||||
! user_systemd systemd-run --user --collect --quiet --unit="frameport-setup-$$" \
|
||||
bash -c 'bash "$0" "$@" >"$HOME/.cache/frameport-setup.log" 2>&1' \
|
||||
"$JOB" devmode "$PC_URL" "$PAIR_CODE" "$STEAM_CONFIG" "$DEVKIT_HELPER"; then
|
||||
echo "Couldn't turn it on. Turn it on in Settings → System → Enable Developer Mode, then run this again."
|
||||
exit 1
|
||||
fi
|
||||
echo "Steam restarts and the desktop closes. Confirm Lepton if asked."
|
||||
echo "Then check FramePort on your PC."
|
||||
@@ -0,0 +1,234 @@
|
||||
#!/usr/bin/env bash
|
||||
# FramePort setup from the project page: the same for every Frame and every PC, nothing to copy from the PC. Run in
|
||||
# the Frame's desktop terminal (SteamVR dashboard -> Launch a program -> Desktop, then System -> Konsole):
|
||||
# curl -fsSL https://frameport.app/s | bash
|
||||
# with FramePort open on your PC at Steam Frame -> Connect. Options: --pc <address[:port]> (skip the search).
|
||||
#
|
||||
# What it does:
|
||||
# 1. finds FramePort on your network (it announces itself over mDNS while that page is open; else the USB cable's
|
||||
# address and a quick scan of this network)
|
||||
# 2. asks it to set up this Frame: FramePort shows the same 4 digits as this terminal, you click Allow there
|
||||
# 3. runs FramePort's setup script from your PC, the one the typed line `curl -fsS <pc>/<code> | bash` runs (it
|
||||
# authorizes the app's key, configures podman, turns on Developer Mode, asks for Lepton)
|
||||
# Nothing changes on the Frame before you allow it on the PC.
|
||||
set -euo pipefail
|
||||
say() { printf '\n\033[1;36m==> %s\033[0m\n' "$*"; }
|
||||
PORTS="8765 8766 8767"
|
||||
USB_PC=10.86.200.234 # the PC's fixed address on the Frame's USB cable network (Developer Mode only)
|
||||
|
||||
PC=""
|
||||
while [[ $# -gt 0 ]]; do
|
||||
case $1 in
|
||||
--pc) PC=${2:-}; shift 2 ;;
|
||||
--pc=*) PC=${1#--pc=}; shift ;;
|
||||
-h|--help) sed -n '2,13p' "$0" 2>/dev/null || true; exit 0 ;;
|
||||
*) shift ;;
|
||||
esac
|
||||
done
|
||||
for tool in curl python3; do
|
||||
command -v "$tool" >/dev/null || { echo "This needs $tool, which SteamOS normally has. Run the setup command FramePort shows instead."; exit 1; }
|
||||
done
|
||||
|
||||
# FramePort PCs, one per line: name<TAB>address:port<TAB>words. Stdlib Python: avahi isn't always answering on the
|
||||
# Frame, and its firewall only lets mDNS in on port 5353, so this listens there in the group, like avahi does.
|
||||
find_pcs() {
|
||||
python3 - "$PORTS" "$USB_PC" <<'PY'
|
||||
import json, socket, struct, sys, time, urllib.request
|
||||
from concurrent.futures import ThreadPoolExecutor
|
||||
PORTS = [int(p) for p in sys.argv[1].split()]
|
||||
USB_PC = sys.argv[2]
|
||||
SERVICE = "_frameport-pair._tcp.local"
|
||||
|
||||
def qname(name):
|
||||
return b"".join(bytes([len(p)]) + p.encode() for p in name.split(".")) + b"\0"
|
||||
|
||||
def read_name(d, off):
|
||||
labels, jumped, end = [], False, off
|
||||
while True:
|
||||
n = d[off]
|
||||
if n == 0:
|
||||
off += 1
|
||||
break
|
||||
if n & 0xC0 == 0xC0:
|
||||
ptr = struct.unpack("!H", d[off:off + 2])[0] & 0x3FFF
|
||||
if not jumped:
|
||||
end = off + 2
|
||||
jumped, off = True, ptr
|
||||
continue
|
||||
labels.append(d[off + 1:off + 1 + n].decode(errors="replace"))
|
||||
off += 1 + n
|
||||
return ".".join(labels), (end if jumped else off)
|
||||
|
||||
def mdns(seconds=3.0):
|
||||
found, srv, txt, addr = {}, {}, {}, {}
|
||||
try:
|
||||
s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM, socket.IPPROTO_UDP)
|
||||
s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
|
||||
if hasattr(socket, "SO_REUSEPORT"):
|
||||
try:
|
||||
s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEPORT, 1)
|
||||
except OSError:
|
||||
pass
|
||||
s.bind(("", 5353))
|
||||
s.setsockopt(socket.IPPROTO_IP, socket.IP_ADD_MEMBERSHIP, socket.inet_aton("224.0.0.251") + socket.inet_aton("0.0.0.0"))
|
||||
query = struct.pack("!6H", 0, 0, 1, 0, 0, 0) + qname(SERVICE) + struct.pack("!HH", 12, 1)
|
||||
s.sendto(query, ("224.0.0.251", 5353))
|
||||
except OSError:
|
||||
return []
|
||||
end, again = time.time() + seconds, True
|
||||
while time.time() < end:
|
||||
if again and time.time() > end - seconds / 2:
|
||||
s.sendto(query, ("224.0.0.251", 5353))
|
||||
again = False
|
||||
s.settimeout(max(0.05, min(0.5, end - time.time())))
|
||||
try:
|
||||
d, src = s.recvfrom(9000)
|
||||
except socket.timeout:
|
||||
continue
|
||||
try:
|
||||
_, _, qd, an, ns, ar = struct.unpack("!6H", d[:12])
|
||||
off = 12
|
||||
for _ in range(qd):
|
||||
_, off = read_name(d, off)
|
||||
off += 4
|
||||
for _ in range(an + ns + ar):
|
||||
name, off = read_name(d, off)
|
||||
rtype, _, _, rdlen = struct.unpack("!HHIH", d[off:off + 10])
|
||||
off += 10
|
||||
if rtype == 12 and name.lower() == SERVICE:
|
||||
found.setdefault(read_name(d, off)[0], src[0])
|
||||
elif rtype == 33:
|
||||
srv[name] = (read_name(d, off + 6)[0], struct.unpack("!H", d[off + 4:off + 6])[0])
|
||||
elif rtype == 16:
|
||||
items, p = {}, off
|
||||
while p < off + rdlen:
|
||||
n = d[p]
|
||||
k, _, v = d[p + 1:p + 1 + n].decode(errors="replace").partition("=")
|
||||
items[k] = v
|
||||
p += 1 + n
|
||||
txt[name] = items
|
||||
elif rtype == 1 and rdlen == 4:
|
||||
addr[name] = socket.inet_ntoa(d[off:off + 4])
|
||||
off += rdlen
|
||||
except (IndexError, struct.error, UnicodeError):
|
||||
continue
|
||||
out = []
|
||||
for inst, src in found.items():
|
||||
target, port = srv.get(inst, ("", PORTS[0]))
|
||||
props = txt.get(inst, {})
|
||||
out.append((props.get("pc") or inst.split(".")[0], f"{addr.get(target) or src}:{port}", props.get("words", "")))
|
||||
return out
|
||||
|
||||
def ping(host_port):
|
||||
try:
|
||||
with urllib.request.urlopen(f"http://{host_port}/ping", timeout=1.5) as r:
|
||||
info = json.load(r)
|
||||
return (info.get("pc", host_port), host_port, info.get("words", ""))
|
||||
except Exception:
|
||||
return None
|
||||
|
||||
def scan():
|
||||
"""This network's /24 (and the USB cable's PC address) for a FramePort setup port."""
|
||||
hosts = [f"{USB_PC}:{p}" for p in PORTS]
|
||||
try:
|
||||
out = __import__("subprocess").run(["ip", "-4", "-o", "addr"], capture_output=True, text=True).stdout
|
||||
except OSError:
|
||||
out = ""
|
||||
for line in out.splitlines():
|
||||
parts = line.split()
|
||||
if len(parts) > 3 and parts[1] not in ("lo",) and "/" in parts[3]:
|
||||
mine = parts[3].split("/")[0]
|
||||
base = mine.rsplit(".", 1)[0]
|
||||
hosts += [f"{base}.{i}:{p}" for i in range(1, 255) if f"{base}.{i}" != mine for p in PORTS[:1]]
|
||||
def open_port(hp):
|
||||
h, p = hp.rsplit(":", 1)
|
||||
try:
|
||||
with socket.create_connection((h, int(p)), timeout=0.4):
|
||||
return hp
|
||||
except OSError:
|
||||
return None
|
||||
with ThreadPoolExecutor(64) as ex:
|
||||
live = [hp for hp in ex.map(open_port, hosts) if hp]
|
||||
return [r for r in map(ping, live) if r]
|
||||
|
||||
pcs = mdns()
|
||||
if not pcs:
|
||||
pcs = scan()
|
||||
seen = set()
|
||||
for name, hp, words in pcs:
|
||||
key = (name, words) if words else hp # one PC on several links (home Wi-Fi and the Frame's hotspot): once
|
||||
if key not in seen:
|
||||
seen.add(key)
|
||||
print(f"{name}\t{hp}\t{words}")
|
||||
PY
|
||||
}
|
||||
|
||||
say "FramePort setup for $(hostname)"
|
||||
if [[ -n "$PC" ]]; then
|
||||
[[ "$PC" == *:* ]] || PC="$PC:${PORTS%% *}"
|
||||
WORDS=""
|
||||
else
|
||||
echo "Looking for FramePort on your network (in FramePort on your PC: Steam Frame → Start setup)..."
|
||||
mapfile -t pcs < <(find_pcs)
|
||||
if [[ ${#pcs[@]} -eq 0 ]]; then
|
||||
echo
|
||||
echo "FramePort wasn't found. Check that:"
|
||||
echo " - FramePort is open on your PC, at Steam Frame → Start setup"
|
||||
echo " - the Frame and the PC are on the same Wi-Fi (or connected with a USB cable)"
|
||||
echo "Or run the setup command FramePort shows there (Use the setup command)."
|
||||
exit 1
|
||||
fi
|
||||
pick=0
|
||||
if [[ ${#pcs[@]} -gt 1 ]]; then
|
||||
echo "More than one FramePort is open on this network:"
|
||||
for i in "${!pcs[@]}"; do
|
||||
IFS=$'\t' read -r name hp words <<<"${pcs[$i]}"
|
||||
echo " $((i + 1))) $name ($hp) $words"
|
||||
done
|
||||
# stdin is this script itself (curl | bash): ask on the terminal; without one, take the first
|
||||
if { exec 3</dev/tty; } 2>/dev/null; then
|
||||
read -r -u 3 -p "Which one? [1-${#pcs[@]}] " n
|
||||
exec 3<&-
|
||||
[[ "$n" =~ ^[0-9]+$ && $n -ge 1 && $n -le ${#pcs[@]} ]] || { echo "No such number."; exit 1; }
|
||||
pick=$((n - 1))
|
||||
else
|
||||
echo "No terminal to ask in: using the first. (Choose with --pc <address:port>.)"
|
||||
fi
|
||||
fi
|
||||
IFS=$'\t' read -r name PC WORDS <<<"${pcs[$pick]}"
|
||||
echo "Found FramePort on $name ($PC)${WORDS:+, PC words: $WORDS}"
|
||||
fi
|
||||
|
||||
nonce=$(python3 -c 'import secrets; print(secrets.token_hex(12))')
|
||||
digits=$(python3 -c 'import hashlib, sys; print(f"{int(hashlib.sha256(sys.argv[1].encode()).hexdigest()[:8], 16) % 10000:04d}")' "$nonce")
|
||||
tmp=$(mktemp)
|
||||
trap 'rm -f "$tmp"' EXIT
|
||||
status=$(curl -sS -o "$tmp" -w '%{http_code}' -G --data-urlencode "host=$(hostname)" --data-urlencode "nonce=$nonce" \
|
||||
"http://$PC/hello") || true
|
||||
case $status in
|
||||
200) reply=$(cat "$tmp") ;;
|
||||
429) echo "FramePort at $PC already has several setup requests waiting. Allow or deny them there (requests from"
|
||||
echo "setups that ended go away by themselves within a few minutes), then run this again."; exit 1 ;;
|
||||
000|"") echo "FramePort at $PC didn't answer. Is it still open at Steam Frame → Start setup?"; exit 1 ;;
|
||||
*) echo "FramePort at $PC refused the request (HTTP $status). Run this again, or run the setup command FramePort shows."
|
||||
exit 1 ;;
|
||||
esac
|
||||
id=$(python3 -c 'import json, sys; print(json.loads(sys.argv[1])["id"])' "$reply")
|
||||
WORDS=$(python3 -c 'import json, sys; print(json.loads(sys.argv[1]).get("words", ""))' "$reply")
|
||||
|
||||
say "FramePort on your PC asks to set up this Frame"
|
||||
printf ' Click Allow there if it shows \033[1;33m%s\033[0m (PC: %s)\n' "$digits" "${WORDS:-?}"
|
||||
code=""
|
||||
for _ in $(seq 12); do # up to about 20 minutes
|
||||
status=$(curl -sS -o "$tmp" -w '%{http_code}' -m 115 "http://$PC/wait?id=$id" || echo 000)
|
||||
case $status in
|
||||
200) code=$(python3 -c 'import json, sys; print(json.load(open(sys.argv[1]))["code"])' "$tmp"); break ;;
|
||||
202) continue ;;
|
||||
403) echo "Not allowed on the PC. Nothing was changed on this Frame."; exit 1 ;;
|
||||
*) echo "Lost FramePort at $PC (HTTP $status). Run this again, or run the setup command FramePort shows."; exit 1 ;;
|
||||
esac
|
||||
done
|
||||
[[ -n "$code" ]] || { echo "Not allowed in time. Run this again when you're at your PC."; exit 1; }
|
||||
|
||||
say "Allowed. Running the setup from $PC"
|
||||
curl -fsS "http://$PC/$code" | bash
|
||||
@@ -6,10 +6,14 @@ notes: 'Native OpenXR GLES video player. 360 theatres/videos (equirect2 layers,
|
||||
at 72 fps (the runtime asks for 4536 px per eye). Confirmed in the headset by the owner (2026-10-01). Its "Internal
|
||||
Storage" list is /sdcard/4XPlayer: send videos with the game page''s "Add videos".'
|
||||
details: 'Settings: equirect_emul (GLES worker draws 360 layers into a projection layer), stable_local, focus_hold,
|
||||
scale 0.75; frame.swapchain_limit for its 7680x3840 theatre swapchains.'
|
||||
scale 0.75; frame.swapchain_limit for its 7680x3840 theatre swapchains. Its hardware decoding mode (Java MediaCodec,
|
||||
Vr4pMediaPlayer; its own FFmpeg is the software path) gets the Frame''s video hardware with frame.hw_video_decode
|
||||
(added 2026-10-09, not yet checked in the headset).'
|
||||
tested_version: 2.0.22
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
equirect_emul: 1
|
||||
stable_local: 1
|
||||
@@ -17,4 +21,6 @@ adapter:
|
||||
scale: 0.75
|
||||
verified:
|
||||
date: '2026-10-01'
|
||||
updated: '2026-10-10'
|
||||
min_app: 0.12.1
|
||||
source_hint: 4XVR Video Player
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.Aldin.WotW
|
||||
title: 'Waltz of the Wizard: Extended Edition'
|
||||
status: works
|
||||
notes: From what I tested, it just works. My only complaint is that the haptics go pretty crazy. But I don't remember
|
||||
what it was like when I played it in my Quest. So it could be fine. 100% playable.
|
||||
tested_version: 5.0.8.1578
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: 0e55a80ed420395b7eaf8075230fad1fae288f6c25d2ce8cc6aa49899e9b7596
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 211
|
||||
source_hint: Waltz
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.Appnori.AllInOneSports
|
||||
title: AllInOneSports
|
||||
status: works
|
||||
tested_version: 1.9.0
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
known_good_sha256: a1f9535ac569068bba25f137f131db9d4c3e997c072f3e790beac8ffef701fe3
|
||||
app: 0.6.3
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 35
|
||||
issue: 13
|
||||
source_hint: All In One Sports
|
||||
@@ -4,14 +4,19 @@ tested_version: '1.0'
|
||||
source_hint: Sports Scramble
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: unsupported
|
||||
notes: 32-bit only; the Frame has no AArch32.
|
||||
details: 32-bit (armeabi-v7a) only; the Frame has no AArch32.
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
status: works
|
||||
notes: 32-bit only (armeabi-v7a), runs through FramePort's 32-bit bridge (experimental). Both controllers work as
|
||||
Touch controllers. The first start shows a one-time "optimizing" screen (a bit jittery) and then starts the game
|
||||
again by itself.
|
||||
details: 'Unreal Engine 4 NativeActivity with OVRPlugin + VrApi, GLES, OBB. The bridge needed AAsset_getBuffer
|
||||
(copied into guest memory), AKeyEvent_getFlags and the remaining AConfiguration getters. A Santa Cruz (early
|
||||
Quest) build: it requires 6DoF head tracking, so the bridge passes both Frame controllers through as Touch
|
||||
controllers (assets/fp_a32_headset.txt) instead of the Gear VR remote. Unreal restarts the app after its
|
||||
first-run shader precompile; the launcher starts Lepton again for it (agent 86). Plays in the headset (owner,
|
||||
2026-10-13).'
|
||||
frame:
|
||||
- frame.a32_bridge
|
||||
pcvr_alternative: Rift only; not on the Revive compatibility list.
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: e2e6788da99e2a38ea8f1e83e997ab44fed5492ce117d99ee3d376e6faeb0de4
|
||||
date: '2026-10-13'
|
||||
min_app: 0.12.1
|
||||
@@ -0,0 +1,28 @@
|
||||
package: com.Armature.VR4
|
||||
title: VR4
|
||||
status: works
|
||||
notes: Installs the no-ForceQuit build and fixes two campaign shaders that hung the GPU at cutscenes.
|
||||
details: Entering the campaign gave a black screen, slowing audio and a crash (Mercenaries loaded). Two permutations of one fragment shader
|
||||
read a loop counter before setting it, which hangs the GPU; the Vulkan shim zeroes it (vk_shader_fix). The
|
||||
no-ForceQuit build is kept. Diagnosed and confirmed on a Frame by the reporter of GitHub issue 10.
|
||||
tested_version: '2.3'
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
use_alt: true
|
||||
adapter:
|
||||
# one campaign shader reads an uninitialized loop counter and hangs the GPU (black screen, slowing audio, crash);
|
||||
# the Vulkan shim inserts two OpStores that zero it and its accumulator (from the reporter's capture, GitHub
|
||||
# issue 10); a second permutation of the same shader (6604 bytes) hung the GPU at a later cutscene (GitHub #140)
|
||||
vk_shader_fix: 6488:5dcd842db8d21e3fdd13ec916d2e34dd0cfdf12a92fffaf8a27115072ef55c59:2624:0x0003003e,138,18,0x0003003e,150,42;6604:a0e6edd8a8e969acbefe1a193f0bc535d8c0c18d004def4c361840a9f2601f13:2956:0x0003003e,122,18,0x0003003e,135,42
|
||||
verified:
|
||||
date: '2026-10-02'
|
||||
known_good_sha256: 40ff74e37264b28ae8826923b69d0731d9620094c76462be34159643d6ae91b3
|
||||
app: 0.3.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 26
|
||||
issue: 1
|
||||
updated: '2026-10-11'
|
||||
source_hint: Resident Evil 4
|
||||
@@ -7,8 +7,14 @@ xr: OpenXR
|
||||
status: works
|
||||
notes: Uses Meta XR Audio via FMOD (not covered by patch_meta_xr_audio); if audio is missing, that is the likely
|
||||
cause.
|
||||
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 63fff470777f2753d55ad50f8355573ced8fa48bcaee0f5e6a0c10369f951a38
|
||||
updated: '2026-10-15'
|
||||
@@ -6,9 +6,15 @@ engine: Unity
|
||||
xr: VrApi
|
||||
status: issues
|
||||
notes: Right eye distorts during movement (unresolved; swap, tracking, Valve layers, depth and pacing ruled out).
|
||||
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
details: Legacy VrApi via OVRPlugin; overport swaps in an OpenXR OVRPlugin. Do not remove VrApi.
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 192ff250f5fbec38b9c4e898f0b8408edc25901f46bb4b227f7ca60bbd9f0bba
|
||||
updated: '2026-10-15'
|
||||
@@ -6,9 +6,15 @@ engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
notes: Needed the GLES/sRGB swapchain fallback.
|
||||
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
details: Also available as a native PC SteamVR title.
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 158f7c4f5e8558029dc8cc5e8dcb4e67e846b261bf34e3e448fee7f657c74597
|
||||
updated: '2026-10-15'
|
||||
@@ -0,0 +1,36 @@
|
||||
package: com.CMGames.IntoTheRadius2
|
||||
title: Into The Radius 2
|
||||
status: works
|
||||
notes: Plays well (owner-verified 2026-10-05). Space warp is off, the headset's brief focus losses are hidden
|
||||
(focus_hold, up to 2.5 s), only Valve's foveation layer is loaded (its render-pass optimizer removed the fog) and
|
||||
an invalid depth resolve in Unreal's render passes is dropped (vk_spec_fixes; it made models flicker and windows
|
||||
show behind them). Needs FramePort 0.10.0 or newer. Loading a save can take over a minute.
|
||||
details: Unreal Engine 5 game that uses Meta's Application SpaceWarp (extra motion-vector and depth swapchains). OVRPort's
|
||||
patch_disable_space_warp doesn't reach Unreal Engine 5, so FrameBridge's hide_space_warp hides XR_FB_space_warp and
|
||||
removes the space warp info from the eye images. Working config shared in GitHub issue 35. In the headset
|
||||
(2026-10-05) the Frame dropped focus for 0.4 s and 1.0 s within ten seconds and Unreal paused each time; loading a save
|
||||
shows no frames for 40-80 s while the game's Sentry SDK (debug mode) logs its breadcrumbs. Valve's VALVE_rpo
|
||||
(render-pass optimizer) Vulkan layer removes the game's fog (owner-verified 2026-10-05; with only VALVE_fdm_injection
|
||||
loaded the fog renders), which also hid the distance culling; ruled out for the remaining pop-in - Vulkan occlusion
|
||||
query slots, Valve's FDM layer. The cause, found with Khronos' validation layer (vk_validation) - Unreal's render
|
||||
passes use Qualcomm's shader resolve (VK_SUBPASS_DESCRIPTION_SHADER_RESOLVE_BIT_QCOM) together with a depth resolve
|
||||
of a single-sampled depth attachment (VUID-VkSubpassDescription2-flags-04908, -03179), harmless on Quest's driver,
|
||||
wrong depth on the Frame's Mesa; the Vulkan shim's vk_spec_fixes drops that resolve.
|
||||
tested_version: 1.2.4
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
adapter:
|
||||
equirect_emul: 1
|
||||
hide_space_warp: 1
|
||||
focus_hold: 1
|
||||
focus_hold_ms: 2500
|
||||
vk_spec_fixes: 1
|
||||
lepton_env:
|
||||
VK_INSTANCE_LAYERS: VK_LAYER_VALVE_fdm_injection
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
issue: 35
|
||||
min_app: 0.10.0
|
||||
source_hint: Into The Radius 2
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.CortopiaStudios.DTRH
|
||||
title: Down the Rabbit Hole
|
||||
status: works
|
||||
tested_version: 01.04.434
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: ce9e02e9b8fc64dc37bec2bd869d2ed1c4a99f28adffd6b5ec38c87b3cb639f7
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 145
|
||||
source_hint: '8430807483680247'
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.CortopiaStudios.Graves
|
||||
title: GORN2
|
||||
status: works
|
||||
tested_version: 1.10.1
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-07'
|
||||
known_good_sha256: d8a7949edc90c19902eb89f888ad6a350475387d630991767b3097667ad16d4c
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
issue: 88
|
||||
source_hint: GORN 2
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.CreaTeam.Sclerosis
|
||||
title: Sclerosis
|
||||
status: works
|
||||
notes: Copy the "Amnesia The Dark Descent" folder from a Windows/Proton install to "FramePort/com.CreaTeam.Sclerosis/lepton-data/external".
|
||||
Default hand positions are rather askew and should be amended via VR Controller Mappings in Steam itself. FOV
|
||||
warping effects are EXTREMELY disorienting in VR, beware. Otherwise seems to work without issue.
|
||||
tested_version: 1.10.7
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: e17421ad9894f5e57fb9b1b8110544715166756ef924b5a86831f6f20e70a6d5
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
issue: 339
|
||||
source_hint: Sclerosis_v1.10.7
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.Curve.LawnMowingSimulatorVR
|
||||
title: Lawn Mowing Simulator VR
|
||||
status: issues
|
||||
notes: Left eye textures flicker only when mowing in specific areas.
|
||||
tested_version: 1.0.50
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
pose_consistency: 1
|
||||
hide_space_warp: 1
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: 2653e9b1dfbd11d607b5dd17b9c07ab19d9e98e1004ef9b14cb52867b5f959dc
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261015.6141207'
|
||||
agent: 91
|
||||
issue: 344
|
||||
source_hint: com.Curve.LawnMowingSimulatorVR
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.CyanWorlds.Myst
|
||||
title: Myst
|
||||
status: issues
|
||||
notes: Minor graphical glitches on some objects.
|
||||
details: The crash is in the Frame's SteamVR runtime (vrclient.so CVRInputLatest::UpdateActionStateInternal via
|
||||
xrSyncActions) on the first input sync after focus, in 2 of 4 headset sessions. sync_guard serialises input syncs
|
||||
with event polling and pauses them for 250 ms after focus returns (confirmed in the headset, no crash). The object
|
||||
glitches are not application space warp (turning it off didn't change them and ran slightly worse).
|
||||
tested_version: 3.3.0
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
adapter:
|
||||
sync_guard: 1
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
updated: '2026-10-04'
|
||||
source_hint: Myst
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.CyanWorlds.Riven
|
||||
title: Riven
|
||||
status: works
|
||||
notes: Plays as expected.
|
||||
tested_version: 1.9.0
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
adapter:
|
||||
equirect_emul: 1
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
known_good_sha256: 7c211588f39c21d67998ac6a6aeb44a8ad66c6551a1b0feb1bcf44e2cef98bdf
|
||||
app: 0.6.3
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 35
|
||||
issue: 26
|
||||
source_hint: Riven
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.CyberneticWalrus.DoesitStackMeta
|
||||
title: Does it Stack?
|
||||
status: issues
|
||||
notes: Mixed reality mode does not work (works on Demeo), everything else seems to be OK
|
||||
tested_version: 1.02 (3683)
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
refresh_rate: 90.0
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
known_good_sha256: e9fce6ac812f1bb317a7a6959be89c5ff54e87f56af9ad4c42dff5fecad4efe8
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261006.6173745'
|
||||
agent: 59
|
||||
issue: 112
|
||||
source_hint: Does It Stack
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.FireproofStudios.GhostTown
|
||||
title: Ghost Town
|
||||
status: works
|
||||
tested_version: '1.01'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.hw_video_decode
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-14'
|
||||
known_good_sha256: 248b59ade696bdd4808fc05c2117aa9e8debe133d3d0874a276cc8cb67439f58
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 299
|
||||
source_hint: Ghost Town
|
||||
@@ -0,0 +1,25 @@
|
||||
package: com.FireproofStudios.TheRoomVR
|
||||
title: The Room VR
|
||||
status: works
|
||||
notes: Plays normally (it used to stay on a grey screen).
|
||||
details: Unity 2018.4 with built-in Oculus support. It started VR only with frame.unity_oculus_check, then Unity's
|
||||
render thread crashed in the GL driver (Zink) when OVROverlay copied a 4x4 fade texture into its overlay layer;
|
||||
frame.unity_no_overlay_copy skips that copy (the fade still works). frame.unity_runtime_msaa_off keeps the eye buffer
|
||||
at one sample (also GitHub issue 38).
|
||||
tested_version: '1.02'
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_no_overlay_copy
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
issue: 38
|
||||
updated: '2026-10-05'
|
||||
min_app: 0.11.0
|
||||
source_hint: The Room VR
|
||||
@@ -0,0 +1,10 @@
|
||||
package: com.FlatHeadStudio.DeadlyDelivery
|
||||
title: Deadly Delivery
|
||||
status: unsupported
|
||||
notes: "Quits after Meta's entitlement check fails: it needs Meta's online services."
|
||||
tested_version: 1.0.30
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
issue: 322
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.ForwardXP.nuke
|
||||
title: Please Don't Touch Anything
|
||||
status: works
|
||||
notes: Seems functional
|
||||
tested_version: '2.2'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-08'
|
||||
known_good_sha256: 17460c8691b9ff82f6c7ca5597afd0aacf1a94aa30ebb6a6108802991b60f51b
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261006.6173745'
|
||||
agent: 59
|
||||
issue: 106
|
||||
source_hint: apks
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.FourPlayersStudio.Retronika
|
||||
title: Retronika
|
||||
status: works
|
||||
tested_version: 3.2.601
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-07'
|
||||
known_good_sha256: 290bfda3969547d5f1ff621ab5a8be9dd322fc9eee6b243c863576d4ff5b4b81
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261006.6173745'
|
||||
agent: 59
|
||||
issue: 97
|
||||
source_hint: Retronika
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.FunktronicLabs.TheLightBrigade
|
||||
title: The Light Brigade
|
||||
status: issues
|
||||
notes: Judder in weapons
|
||||
tested_version: '746'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 114
|
||||
source_hint: The Light Brigade
|
||||
@@ -6,8 +6,14 @@ engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
notes: Recommended pilot title.
|
||||
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 2300f628ce04c1da60b52fed18335d6a31b88cc88313fd6d2c0e1a8e7785126f
|
||||
updated: '2026-10-15'
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.GenderGames.Ladder
|
||||
title: Ladder
|
||||
status: works
|
||||
tested_version: Release
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-12'
|
||||
known_good_sha256: 7d23692149d40fe469dbf2e13446ceeb94a8a32807e09ddad7731158de9be0a2
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
issue: 243
|
||||
source_hint: Ladder
|
||||
@@ -0,0 +1,16 @@
|
||||
package: com.GhostlyBirdGames.BattleGlide
|
||||
title: BattleGlide
|
||||
status: works
|
||||
notes: Freezes from the headset's brief focus losses are hidden (focus_hold).
|
||||
details: The Frame drops the session out of focus for ~0.5 s every few seconds (11 times in 80 s of play) and Unreal
|
||||
pauses each time; focus_hold hides dips up to 1 s once the game has been focused for 1 s. Longer dips (real
|
||||
interruptions) still pause it.
|
||||
tested_version: 0.4.1 (BETA)
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
adapter:
|
||||
focus_hold: 1
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
updated: '2026-10-04'
|
||||
source_hint: BattleGlide
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.HarmonixMusic.DCVRQuest
|
||||
title: Dance Central
|
||||
status: works
|
||||
tested_version: 1.2.2
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_skip_obb_check
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
pose_time_fix: 1
|
||||
verified:
|
||||
date: '2026-10-12'
|
||||
known_good_sha256: cbaf2eb594cb25d6a345b50612f9e7ca3e2b2f05abaa072632e8fc0d91277c61
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 228
|
||||
source_hint: com.HarmonixMusic.DCVRQuest
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.HypetrainDigitalLtd.Breathedge
|
||||
title: Breathedge VR
|
||||
status: works
|
||||
notes: Loading fade is broken and only shows a small square but the game works!
|
||||
tested_version: 1.0.7
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: 4975a32fbf36b4d417142a944bf7d771c18a184dc0320b5937ac2c67bd013575
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261015.6141207'
|
||||
agent: 91
|
||||
issue: 347
|
||||
source_hint: Breathadge
|
||||
@@ -0,0 +1,38 @@
|
||||
package: com.ILMxLAB.VaderImmortal.ep1
|
||||
title: 'Vader Immortal: Episode I'
|
||||
status: works
|
||||
notes: 'Plays (owner''s headset test): loading card, grip/trigger, hands and the lightspeed sequence fixed. Thumbs
|
||||
follow the touches with frame.unreal_thumb_touch (Klownicle''s engine fix).'
|
||||
details: Unreal Engine 4 (GLES). Found and verified in gameplay on a Frame by Klownicle (GitHub issue 49); FramePort
|
||||
reimplements them as patches that match the game's code exactly and change nothing when it differs. The engine's
|
||||
Quest checks (IsRunningOnSantaCruz) answer "not a Quest" on the Frame - the menu waited for a Quest-only shader
|
||||
precompile that never starts (frame.unreal_quest_precompile makes the non-Quest branch report 100 %), and the
|
||||
game's key map picked the empty Gear VR controls (frame.unreal_quest_keymap keeps the Quest set). Two lightspeed
|
||||
shaders, as the Frame's GL driver (Zink) compiles them, read loop counters and accumulators before setting them
|
||||
and hang the GPU; a Vulkan layer under Zink inserts the stores that zero them (frame.zink_shader_fix, zink_shader_fix;
|
||||
the captured modules are from Lepton 2.8.14 and stop matching if a Frame update changes the driver's output -
|
||||
the layer logs that). OVRPlugin asks for poses at its own clock (pose_time_fix). Unreal's Oculus input animates the
|
||||
thumbs from near-touch, which the Frame never reports (frame.unreal_thumb_touch reads the touches instead; binding
|
||||
the proximity to the touch inputs in FrameBridge didn't reach the game). The game leaves GL errors
|
||||
pending; the runtime's GL check took one as its own failure and then allocated a command buffer every frame
|
||||
(~20 MB a second until the frame rate collapsed). gl_error_clear clears them first (GitHub #285).
|
||||
tested_version: 1.1.1+667256.cl.387770
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_quest_precompile
|
||||
- frame.unreal_quest_keymap
|
||||
- frame.unreal_thumb_touch
|
||||
- frame.zink_shader_fix
|
||||
adapter:
|
||||
pose_time_fix: 1
|
||||
gl_error_clear: 1
|
||||
zink_shader_fix: 12016:b2919629761ad268e0b21c72ac8520f81b76e72c3adc26897f97eae9a3e70a66:3092:0x0003003e,166,82,0x0003003e,177,82,0x0003003e,183,82,0x0003003e,189,82,0x0003003e,256,82,0x0003003e,266,82,0x0003003e,272,82,0x0003003e,278,82,0x0003003e,318,82,0x0003003e,328,82,0x0003003e,334,82,0x0003003e,340,82;11436:6f18be49f2aaa2452f962eb16f7af744c5c22a7b25f37ce681e0d6399e35a869:2932:0x0003003e,164,80,0x0003003e,175,80,0x0003003e,181,80,0x0003003e,187,80,0x0003003e,254,80,0x0003003e,264,80,0x0003003e,270,80,0x0003003e,276,80,0x0003003e,316,80,0x0003003e,326,80,0x0003003e,332,80,0x0003003e,338,80
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
issue: 49
|
||||
updated: '2026-10-14'
|
||||
min_app: 0.12.1
|
||||
source_hint: Vader Immortal- Episode I
|
||||
@@ -0,0 +1,26 @@
|
||||
package: com.ILMxLAB.VaderImmortal.ep2
|
||||
title: 'Vader Immortal: Episode II'
|
||||
status: works
|
||||
notes: Plays (owner's headset test, 2026-10-09) with Episode I's fixes, which FramePort finds in this episode's
|
||||
code too.
|
||||
details: 'Unreal Engine 4 (GLES), the same engine build as Episode I: the Quest-only shader precompile and key map
|
||||
(frame.unreal_quest_precompile, frame.unreal_quest_keymap), thumbs from the capacitive touches (frame.unreal_thumb_touch)
|
||||
and poses at OVRPlugin''s clock (pose_time_fix). Episode I''s lightspeed shader fix doesn''t apply. The campaign
|
||||
intro once stayed black with its dialogue playing; it rendered on the next run.'
|
||||
tested_version: 2.0.3+667261.cl.387778
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_quest_precompile
|
||||
- frame.unreal_quest_keymap
|
||||
- frame.unreal_thumb_touch
|
||||
adapter:
|
||||
pose_time_fix: 1
|
||||
gl_error_clear: 1
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
updated: '2026-10-14'
|
||||
min_app: 0.12.1
|
||||
source_hint: Vader Immortal- Episode II
|
||||
@@ -0,0 +1,26 @@
|
||||
package: com.ILMxLAB.VaderImmortal.ep3
|
||||
title: 'Vader Immortal: Episode III'
|
||||
status: works
|
||||
notes: Plays (owner's headset test, 2026-10-09) with Episode I's fixes, which FramePort finds in this episode's
|
||||
code too.
|
||||
details: 'Unreal Engine 4 (GLES), the same engine build as Episode I: the Quest-only shader precompile and key map
|
||||
(frame.unreal_quest_precompile, frame.unreal_quest_keymap), thumbs from the capacitive touches (frame.unreal_thumb_touch)
|
||||
and poses at OVRPlugin''s clock (pose_time_fix). Episode I''s lightspeed shader fix doesn''t apply. The campaign
|
||||
intro starts on a black screen with only dialogue: that is the game, not a bug.'
|
||||
tested_version: 3.0.3+667263.cl.387932
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_quest_precompile
|
||||
- frame.unreal_quest_keymap
|
||||
- frame.unreal_thumb_touch
|
||||
adapter:
|
||||
pose_time_fix: 1
|
||||
gl_error_clear: 1
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
updated: '2026-10-14'
|
||||
min_app: 0.12.1
|
||||
source_hint: Vader Immortal- Episode III
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.InnoverseLtd.FrenzyVR
|
||||
title: FrenzyVR
|
||||
status: works
|
||||
notes: Works, runs good
|
||||
tested_version: '107'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: 0d87e78dcbe1c705af0d01cda8eabbea514849f7403e5904f0ef49b5cf0653fb
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 216
|
||||
source_hint: Frenzy VR
|
||||
@@ -4,14 +4,25 @@ tested_version: '1.03'
|
||||
source_hint: Sniper Elite VR
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
status: unsupported
|
||||
notes: 'GPU hang (zink: DEVICE LOST) even with MSAA off.'
|
||||
details: Legacy VrApi via OVRPlugin.
|
||||
status: works
|
||||
notes: Plays with controllers that follow the hands (owner's headset test, Quest 1 build 35713).
|
||||
details: 'Unity 2019.4 on its built-in Oculus VR (no Oculus XR Plugin). Its legacy frame loop never waited for frames
|
||||
(GPU hang, zink: DEVICE LOST) and Unity reported only Go controllers: frame.unity_oculus_check. Its frame wait then
|
||||
deadlocked at the Init scene (Unity skipped beginning a frame) and the physics-step pose update located the
|
||||
controllers in the past (hands lagged): both fixed in that patch (revision 5), switched on for this game by ovrp_begin_gate and ovrp_hold_physics. Grabbing an object in the tutorial
|
||||
vibrates the controller; OVRPort''s envelope conversion then allocated ~1 GB/s until the memory cap ended the game:
|
||||
haptic_fix. The Quest 1 build has no arraysources_assets.hd, which the game loads on the Frame (it detects a Quest
|
||||
2) and then skips the .sd bundle: textures are missing unless the .sd file is also present under the .hd name in the
|
||||
game''s obb folder.'
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
ovrp_begin_gate: 1
|
||||
ovrp_hold_physics: 1
|
||||
pcvr_alternative: Sniper Elite VR (Steam PC VR). Winter Warrior (Quest) works on the Frame.
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: e80883eb6945e267a375edf0ffd789268686440819add9d4dee9fdbdf466cbe4
|
||||
date: '2026-10-07'
|
||||
updated: '2026-10-07'
|
||||
min_app: 0.12.1
|
||||
@@ -5,9 +5,14 @@ source_hint: 'Sniper Elite VR- Winter Warrior'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
notes: ''
|
||||
notes: frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 6b8170da5826b9a35326a20967a0e5a242d46fb569a0a3c669e1cbd368102dd3
|
||||
updated: '2026-10-15'
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.LocoMotionDevs.Superfly
|
||||
title: Superfly
|
||||
status: works
|
||||
notes: Works, take a bit to launch but works
|
||||
tested_version: 1.3.3
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-11'
|
||||
known_good_sha256: e180b6c58b80c1c2d0cc49e75d645a41d3d4bc63ed7ffe1e6f91eac51e486a17
|
||||
app: 1.0.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 79
|
||||
issue: 217
|
||||
source_hint: Superfly
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.MeatSpace.Nakatomi
|
||||
title: Vendetta Forever
|
||||
status: works
|
||||
tested_version: 1.0.4.0
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.bhaptics_permission
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-15'
|
||||
known_good_sha256: 72885ad42f1b730a1bd7fad271b87665914e3cf14fde60409395868458ac7b06
|
||||
app: 1.1.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 88
|
||||
issue: 321
|
||||
source_hint: com.MeatSpace.Nakatomi
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.MightyCoconut.WalkaboutMiniGolf
|
||||
title: Walkabout Mini Golf
|
||||
status: works
|
||||
tested_version: '6.7'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
controller_models: 1
|
||||
haptic_fix: 1
|
||||
scale: 1.5
|
||||
verified:
|
||||
date: '2026-10-08'
|
||||
known_good_sha256: cf3b5cbe131af8a2baaa3f5c665b1c7001c8b299473abfcf98d90e3c02b08a2f
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 111
|
||||
source_hint: Walkabout Mini Golf
|
||||
@@ -0,0 +1,28 @@
|
||||
package: com.Miragesoft.RealVrFishingQ
|
||||
title: Real VR Fishing
|
||||
status: issues
|
||||
notes: Seems to be almost 100% functional with meta permissions enabled. In the new Mixed Reality mode, the room
|
||||
scan doesn't seem to do anything and I can't seem to manually place anything either.
|
||||
tested_version: '3.06096'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.vivox_audio_route
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
- frame.meta_permissions
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
scene_emul: 1
|
||||
controller_models: 1
|
||||
verified:
|
||||
date: '2026-10-16'
|
||||
known_good_sha256: 8b17dd26ef0486618ec006f9d948a60dabea4d7763bbe6061db07ee8aad27c76
|
||||
app: 1.2.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 91
|
||||
issue: 333
|
||||
source_hint: Real VR Fishing
|
||||