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Author SHA1 Message Date
spoopyghosty0andClaude Opus 5.5 0c4a4789b5 Cpp2IL: run with invariant globalization (.NET aborts without libicu on fresh WSL/Linux); don't cache .NET start failures as unreadable games, retry old cached ones; CLAUDE.md/PLAYBOOK: STAGE bounds note
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VmL5PrKqxEyNSQdgkQPbUD
2026-10-17 01:03:07 -04:00
spoopyghosty0andClaude Opus 5.5 5c1a394ae0 MR: hide the STAGE bounds from scene-emulation apps (OVRPlugin can't outline the Frame's 1x1 m rect: Demeter's guardian check threw), box walls in loop order
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VmL5PrKqxEyNSQdgkQPbUD
2026-10-16 18:02:00 -04:00
spoopyghosty0 02c72f6707 MR: room entities offer SHARABLE like Meta's runtime; log refused scene components (Demeter rejected the room) 2026-10-16 14:58:19 -04:00
spoopyghosty0 e2ef06375e MR: rooms older Meta SDKs accept (labels as Meta's runtime maps them, GLOBAL_MESH only with the mesh extension), rectangular rooms from perpendicular walls, ceilings found after a short look up, 60 s minimum scan 2026-10-16 14:50:43 -04:00
spoopyghosty0 e9bda15a87 MR scan: record only while passthrough streams meshes (a leftover block started a scan), pause + prompt when it stops, refuse scans under 30 frames 2026-10-16 14:35:41 -04:00
spoopyghosty0 fcd8432184 MR scan prompts: starts by itself (no passthrough wait), ceiling then 'look back down', floor step, finish early once everything was seen 2026-10-16 14:33:52 -04:00
spoopyghosty0 73ad29c7c5 MR: agent and PC room parsers accept the optional wall label (scanner output was refused) 2026-10-16 11:54:15 -04:00
spoopyghosty0 dc06b1cb40 MR: scene emulation always brings the xrshim (OVRPort's dispatcher refuses scene calls; Pinball FX VR) 2026-10-16 11:34:01 -04:00
spoopyghosty0 9c41acee58 Ship robust room scanner and document capture performance 2026-10-16 11:24:47 -04:00
spoopyghosty0 ab53f3447f Fit stable room surfaces from smoothed depth fans 2026-10-16 11:24:46 -04:00
spoopyghosty0 229ceb9d8e Skip unusable tracking frames and reject inpainted depth 2026-10-16 11:24:45 -04:00
spoopyghosty0 4638a8bc61 Ship deterministic room scanner artifact and device validation notes 2026-10-16 11:24:44 -04:00
spoopyghosty0 487e0781a7 Validate room scanning geometry and harden bounded reconstruction 2026-10-16 11:24:42 -04:00
spoopyghosty0 ebb9255e59 Add offline room reconstruction and synthetic depth renderer 2026-10-16 11:24:40 -04:00
spoopyghosty0 578da5642e CLAUDE.md: mixed-reality room scanning notes 2026-10-16 11:02:05 -04:00
spoopyghosty0 ebc9017980 MR: scan the room in the headset - RoomView 3D capture with headset prompts, wall labels, agent 92
The agent records Valve's passthrough depth mesh (IVRBlockQueue + IVRPaths, Background/Overlay OpenVR app), converts
poses with the final raw->standing transform, shows pre-rendered prompts as a SteamVR overlay, then builds the room
with fp_roomscan (room_capture / room_capture_status). PC: rooms.scan, Frame page progress, frameport frame room scan.
FrameBridge reads the optional wall label (INVISIBLE_WALL_FACE). ROOM_FORMAT: outline orientation stated exactly.
2026-10-16 11:01:02 -04:00
spoopyghosty0 21534589ec Finish room launcher integration and document device validation 2026-10-16 10:48:31 -04:00
spoopyghosty0 ef37ea5b48 Diagnose missing MR rooms and unsupported scene discovery 2026-10-16 10:48:30 -04:00
spoopyghosty0 d9ae479977 Enable scene emulation for scene and spatial anchor games 2026-10-16 10:48:28 -04:00
spoopyghosty0 e90df7b278 Show room readiness and floor plans in the Frame UI 2026-10-16 10:48:26 -04:00
spoopyghosty0 25d138909d Add room CLI and reuse host helper synchronization 2026-10-16 10:48:25 -04:00
spoopyghosty0 34dfc6f508 Store rooms on the Frame and synchronize Quest launchers 2026-10-16 10:48:23 -04:00
spoopyghosty0 f3b8ece9a6 Add portable room format validation and floor plan previews 2026-10-16 10:48:22 -04:00
spoopyghosty0 631e4bca5a Document scene implementation validation and exact device handoff 2026-10-16 10:47:50 -04:00
spoopyghosty0 2c50578f2f Rebuild FrameBridge scene emulation artifacts deterministically 2026-10-16 10:47:49 -04:00
spoopyghosty0 ce8b7b1e02 Verify shim routing and protect erased or stale scene handles 2026-10-16 10:47:48 -04:00
spoopyghosty0 dac01dfccf Test room geometry discovery persistence and malformed data on the host 2026-10-16 10:47:46 -04:00
spoopyghosty0 aca93db6c9 Report scanned room or guardian box on scene capture requests 2026-10-16 10:47:45 -04:00
spoopyghosty0 f5a268853d Route all emulated scene APIs and fake space consumers through the shim 2026-10-16 10:47:44 -04:00
spoopyghosty0 f895a2f62a Persist random UUID application anchors across sessions 2026-10-16 10:47:43 -04:00
spoopyghosty0 53b79a4eda Add META discovery and persistence entry points and events 2026-10-16 10:47:42 -04:00
spoopyghosty0 0ec26ffd0b Expose room polygons volume bounds and triangle meshes 2026-10-16 10:47:40 -04:00
spoopyghosty0 cf98f95ed2 Load scanned STAGE room files and bounded mesh sidecars 2026-10-16 10:47:39 -04:00
spoopyghosty0 8cb27832be MR: optional wall label in room.txt; in-headset scan prompts (render_prompts.py) 2026-10-16 10:44:22 -04:00
spoopyghosty0 e4e1a42cde MR: Phase 0 findings - Valve's RoomView 3D mesh is readable through IVRBlockQueue/IVRPaths 2026-10-16 10:40:30 -04:00
spoopyghosty0 4bf48d3f51 MR: room file contract (room.txt, room-mesh.bin, scan dumps) 2026-10-16 10:20:51 -04:00
spoopyghosty0 98ddfa7157 authorized_keys: never glue FramePort's key onto a last line without a newline (#242)
bootstrap.sh and Frame.install_key appended with echo >> after an exact-line grep; a file whose last key had no
newline got FramePort's key glued onto it, which sshd never matches, so OpenSSH uploads were refused while Paramiko
logged in with the user's own key. Both now add the missing newline first (one shared install_key_command).
2026-10-16 10:12:17 -04:00
spoopyghosty0 91bc6af2b7 Catalog: SmartTube (issues; tested 32.56 on the Frame)
Closes #350
2026-10-16 10:02:44 -04:00
spoopyghosty0 04faa0be65 Catalog: The Climb (works)
Closes #341
2026-10-16 09:39:49 -04:00
spoopyghosty0 1399d7c5a3 Catalog: Attack on Titan VR: Unbreakable works with its asset files (was Freedom, issues)
Closes #337
2026-10-16 09:36:24 -04:00
spoopyghosty0 fa5c5b32ce Catalog: Sclerosis (works)
Closes #339
2026-10-16 09:33:54 -04:00
spoopyghosty0 0228516a2a Catalog: 7 community recipes (Breathedge VR, Cities: VR, Lawn Mowing Simulator VR, Exploding Kittens VR, Lost Recipes, Neko Atsume Purrfect, Real VR Fishing)
Closes #347
Closes #345
Closes #344
Closes #343
Closes #340
Closes #338
Closes #333
2026-10-16 09:31:12 -04:00
spoopyghosty0 960da4469b Announcements: a one-time pop-up in the app
Source of truth: announcements/current.md on main (front matter: id, title,
date, optional image/button/expires; Markdown body), read from raw GitHub every
6 h like the catalog, so a push reaches users without a release. Ships
switched off (active: false).

Shown only to people who used FramePort before the announcement's date, never
on a first start; any close (X, click outside, Escape) dismisses that id for
good, and a new announcement = a new id. Centred over the content area, right
of the sidebar. announcements/README.md explains the file;
ui_smoke.py --announcement renders it.
2026-10-16 09:23:46 -04:00
spoopyghosty0 e9720f83d2 Catalog: Crisis Zone VR (works)
Closes #331
2026-10-16 00:14:17 -04:00
spoopyghosty0 729f77a9e3 Docs: update screenshots and videos 2026-10-16 00:08:46 -04:00
spoopyghosty0 4824b30e94 Catalog: Vermillion works (confirmed in the headset, #200) 2026-10-15 23:54:32 -04:00
spoopyghosty0 39e1762e53 Game menu: Update with a newer version… for Linux apps and PC VR games (#161)
Follow-up to "Update with a newer APK…": Linux apps take their new AppImage/archive or folder (a file or a folder
picker, like the app was added), PC VR games their new game folder. pipeline.replace_linux_app / replace_rift_game
re-run the add path (add_linux_app(replace=) / add_rift_game(replace=)): the entry keeps its package (so the Steam
shortcut), name, artwork, tags, switches and the user's recipe; a folder keeps the program chosen before if it's still
there, else FramePort picks again (and asks, for ambiguous PC VR games). A name that looks like another app's is
allowed with a heads-up.

The entry gets a new source_id, recorded in the deployment's recipe at install (no agent change):
components.source_replaced shows the Frame copy (and a PC install, pc_outdated) as outdated until then. Such an
install also re-sends same-size files changed after the last install (installer.changed_since), since uploads
otherwise skip files the Frame has with the same size. The old PC VR folder is left out of later scans
(replaced_dirs). CLI: frameport new-version <game> <path> (APKs too). Docs: INSTALL.md.
2026-10-15 20:10:50 -04:00
spoopyghosty0 3d260dccb1 OpenSSH uploads log in like the Frame connection; SSH key files in Settings (#242)
A Frame that only authorizes the user's own key refused OpenSSH, which
offered FramePort's keys alone (IdentitiesOnly), so every upload fell back
to Paramiko. The connection now records which login worked (Frame.auth):
after a login with this PC's own keys/agent OpenSSH also offers private
copies of ~/.ssh/id_* (OpenSSH skips its defaults once -i is given) and the
agent; a refused strict login is retried that way once. FramePort doesn't
add its key to the Frame for this.

New: Settings > Installing > SSH keys (library ssh.extra_keys, CLI
frameport frame ssh-keys): extra private key files for the connection and
OpenSSH, checked with Paramiko (passphrase keys: use the agent). OpenSSH
runs with -v and a refused login's error lists the keys offered and its
warnings. whoami's SID is read from bytes (non-ASCII user names).
Checked with Windows ssh.exe/sftp.exe against the Frame.
2026-10-15 19:58:58 -04:00
spoopyghosty0 26a34ddadb OpenSSH uploads: don't escape glob characters inside sftp's quotes (#324)
sftp escapes * ? [ inside double quotes itself, so FramePort's extra
backslash became part of the path: a folder named "... [ENG] ..." failed
every OpenSSH upload (on Linux too) and fell back to Paramiko. On Windows
the local path now goes with forward slashes: Win32-OpenSSH turned every
backslash, escapes included, into '/' ("C://Users", "/[ENG]").
Checked with Windows sftp.exe and Linux sftp against the Frame (put and
reput, sha256 match).
2026-10-15 19:58:57 -04:00
spoopyghosty0 939845d379 Catalog: Clockwork is The Last Clockwinder (Meta's store name; reported in #110) 2026-10-15 19:51:45 -04:00
spoopyghosty0 35eb12df08 CLAUDE.md: every triage sweeps for unanswered comments (closed issues, PRs, discussion replies) 2026-10-15 19:41:32 -04:00
spoopyghosty0 570a98b91a Triage: meta-entitlement for Quest games; catalog: Deadly Delivery unsupported (#322)
Deadly Delivery 1.0.30 renders (72 fps), then its lobby's Meta entitlement check
fails four times and it quits. The oculus-entitlement signature is PC VR only,
so the Quest log had no finding. New Quest signature meta-entitlement (error:
offline games may log it and play on; an online game's exit fails the test).
FramePort doesn't get around entitlement checks. docs/GAMES.md regenerated
(it was also behind on other catalog entries).
2026-10-15 19:34:51 -04:00
spoopyghosty0 f2f92cce70 Catalog: NEX Player typing verified in the headset (keyboard opened by hand) 2026-10-15 19:07:48 -04:00
spoopyghosty0 dd74c17212 Heuristics eval: docs for the dated score, CLAUDE.md notes, ratchet floors from the final run 2026-10-15 19:07:47 -04:00
spoopyghosty0 5647e266bd Catalog: Unity text-input fix for 17 recipes verified before it existed (from detection, not headset-verified) 2026-10-15 19:07:46 -04:00
spoopyghosty0 a5a86e591d eval_heuristics: adapter/device picks a catalog recipe inherits aren't errors in the dated score 2026-10-15 19:07:45 -04:00
spoopyghosty0 7cd78cfa26 eval_heuristics: date-aware score (patches newer than the entry's verified date are catalog gaps, not errors); fit report dates by verified date 2026-10-15 19:07:44 -04:00
spoopyghosty0 e04edf3600 unity_oculus_check: keep suggesting it with the Oculus XR Plugin (holdout game com.coatsink.alone needs it) 2026-10-15 19:07:43 -04:00
spoopyghosty0 c98aad5056 Use built-in Oculus evidence for adapter pose timing suggestions 2026-10-15 19:07:41 -04:00
spoopyghosty0 ae228ea4ea Refine Unity heuristics for IL2CPP support, XR routing and thread keys 2026-10-15 19:07:40 -04:00
spoopyghosty0 0599e55831 eval_heuristics: catalog truth goes through the 32-bit bridge / 2D-app transforms like suggest(); floors from the full snapshot 2026-10-15 19:07:39 -04:00
spoopyghosty0 2e83970ad5 Add catalog-only heuristics scoring and new patch fit reports 2026-10-15 19:07:38 -04:00
spoopyghosty0 33a778c195 scripts: heuristics_snapshot.py saves dump analyses as JSON for heuristics evals 2026-10-15 19:07:37 -04:00
spoopyghosty0 b9a1fe67bc CLAUDE.md: document the GitHub triage workflow
Consolidates the reusable mechanics: issue templates/labels, the
working-recipe -> catalog path (scripts/catalog_from_issue.py), handling
diagnostics zips (and the attachment-vs-placeholder gotcha), how a change
reaches users (catalog ~6 h vs code needing a release/dev build, and not
bumping a shared revision for a narrow fix), and verifying a device fix
headless. Identity/credentials stay in CLAUDE.local.md.
2026-10-15 17:34:39 -04:00
spoopyghosty0 6cd1eaaf23 adapter: show a per-eye cylinder menu to both eyes (fix black curved menus)
Doom3Quest-based ports (PreyVR, #306) draw their menu on a curved
cylinder layer submitted once per eye. The Frame's runtime has no
cylinder layers, so FrameBridge shows each as ~7 flat quad strips; a
per-eye pair is ~14 quad layers in one frame, which the runtime rejects
whole (xrEndFrame -> XR_ERROR_LAYER_INVALID, -16). The menu then stays
black while the game runs at 72 fps.

Collapse the pair: drop the right-eye cylinder and show the left eye's
strips to both eyes (the runtime composites a quad to both eyes anyway).
That halves the layer count and drops the per-eye eyeVisibility, and the
runtime accepts the frame. Only frames with per-eye cylinders change --
exactly the ones that were being rejected; mono (BOTH) cylinder games
such as 4XVR are untouched.

Verified on the dev Frame (headless): PreyVR v1.2.4 rebuilt + installed,
the menu frame now submits (one transient -16 on the first frame before
the space is locatable, then clean), 72 fps. Visual confirmation of the
menu needs the headset. Triage signature cylinder-menu-layers-rejected.

No adapter revision bump (installed games are not marked outdated).
2026-10-15 15:54:29 -04:00
spoopyghosty0 741af0651e adapter: log the created swapchain handle in xrCreateSwapchain
Diagnostics only (no behaviour change): the "new layer ... usable=0"
line prints a layer's swapchain pointer, but creation logged only the
result, so a dropped layer couldn't be matched to the xrCreateSwapchain
that made (or failed to make) its swapchain. Needed to pin why a quad
"screen layer" is dropped (#306 PreyVR: menu rendered to a quad whose
swapchain FrameBridge reports as not usable).
2026-10-15 15:13:37 -04:00
spoopyghosty0 a2f46a17fa Catalog: 16 community-verified recipes
Headset-confirmed working configs shared through the issue form:
Tea For God (#295), Ghost Town (#299), Eye of the Temple (#302),
Ocean Rift (#304), Quantum Void (#307), AugmentedEmpire (#311),
Battlemarked (#312), Demeo (#313), Homeworld: Vast Reaches (#314),
Moss (#315), Maestro (#316), Mini Motor Racing X (#317),
Operation Wolf Returns (#318), Ragnarock (#319), Smash Drums (#320),
Vendetta Forever (#321).

Quantum Void, Homeworld: Vast Reaches and Ragnarock go in as status: issues.
2026-10-15 14:05:29 -04:00
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@@ -19,6 +19,8 @@ CLAUDE.local.md
# outputs of `frameport report` / `parity` / ruff
REPORT.md
.ruff_cache/
.eval-home/
.eval-results/
.claude/worktrees/
# project page (site/)
+103 -4
View File
@@ -223,6 +223,13 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
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
@@ -267,6 +274,15 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
`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
@@ -459,7 +475,9 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
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).
@@ -804,6 +822,24 @@ shows what the game draws. Vader: Lucasfilm logo (an OBB mp4: video works), then
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).
@@ -904,6 +940,13 @@ hide_space_warp / vk_hide_fdm / no Valve layers; FNAF HW (#135) "freeze" = first
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
@@ -1050,6 +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:
@@ -1057,9 +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`).
+885 -3
View File
@@ -26,6 +26,7 @@ import base64
import glob
import hashlib
import json
import math
import os
import re
import shlex
@@ -44,7 +45,7 @@ try:
except ImportError: # Windows: pc_revive loads this file for its VDF code only (GitHub #131)
fcntl = None
AGENT_VERSION = 91
AGENT_VERSION = 92
HOME = os.path.expanduser("~")
STEAM = os.path.join(HOME, ".local/share/Steam")
ANCHORS = os.path.join(HOME, "Applications/quest-frame")
@@ -3189,6 +3190,8 @@ def upgrade_launchers():
new = set_gamepad_line(new, wants_gamepad(os.path.dirname(path)))
new = set_config_sync_line(new, os.path.basename(os.path.dirname(path)),
wants_config_sync(os.path.dirname(path)))
new = set_room_sync_line(new, os.path.basename(os.path.dirname(path)),
wants_scene_room(os.path.dirname(path)))
pkg = os.path.basename(os.path.dirname(path))
base = launcher_base(new, pkg)
if base: # games on a drive whose path has a space reach Lepton through a link (agent v83)
@@ -3600,7 +3603,8 @@ def upgrade_linux_launcher(text):
return text
def write_launcher(anchor, base, pkg, title, appid, lepton, env, hw_video=False, gamepad=False, config_sync=False):
def write_launcher(anchor, base, pkg, title, appid, lepton, env, hw_video=False, gamepad=False,
config_sync=False, scene_room=False):
extra = "".join(f"export {k}={shlex.quote(str(v))}\n" for k, v in (env or {}).items()
if re.fullmatch(r"[A-Z_][A-Z0-9_]*", k))
text = LAUNCH_SH.format(title=title.replace("\n", " "), pkg=pkg, app_dir=app_dir_lines(base, pkg), appid=appid,
@@ -3611,6 +3615,7 @@ def write_launcher(anchor, base, pkg, title, appid, lepton, env, hw_video=False,
plays_start=plays_lines(anchor)[0],
plays_end=plays_lines(anchor)[1], restart=restart_block(pkg, lepton))
text = set_config_sync_line(text, pkg, config_sync)
text = set_room_sync_line(text, pkg, scene_room)
path = os.path.join(anchor, "launch.sh")
with open(path + ".tmp", "w") as f:
f.write(text)
@@ -3921,6 +3926,869 @@ def set_flatscreen(app_dir, on):
os.remove(marker)
# ---------------------------------------------------------------- mixed-reality room storage (format v1)
# Standalone stdlib code: the PC validates the complete geometry; the agent also checks records and mesh sizes
# before making an uploaded room current. Never import the desktop package on the Frame.
ROOMS_DIR = os.path.join(HOME, ".local/share/frameport/rooms")
ROOM_SCANNER = os.path.join(HOME, ".local/share/frameport/bin/fp_roomscan")
ROOM_SYNC_LINE = ('python3 {agent_q} _room_sync {pkg_q} >"$app_dir/room-sync.log" 2>&1 9>&- || true '
'# frameport-room-sync')
def room_universe(value):
text = str(value)
if not re.fullmatch(r"[0-9]{1,20}", text) or int(text) >= 2**64:
raise AgentError("invalid chaperone universe")
return str(int(text))
def room_universe_from_log(text):
"""Last universe switch in vrserver.txt; 424242 is Valve's dummy universe (not a room)."""
found = None
for line in text.splitlines():
match = re.search(r"chaperone universe\s+(\d+)|Switch to\s+(?:.*?\s+)?universe\s*[:=]?\s*(\d+)", line, re.I)
if match:
found = int(match.group(1) or match.group(2))
return None if found is None else (0 if found == 424242 else int(room_universe(found)))
def room_chaperone():
try:
with open(os.path.join(HOME, ".config/openvr/config/chaperone_info.vrchap")) as f:
return json.load(f).get("universes") or []
except (OSError, ValueError, AttributeError):
return []
def room_current_universe():
try:
with open(os.path.join(STEAM, "logs/vrserver.txt"), "rb") as f:
f.seek(0, 2)
f.seek(max(0, f.tell() - 2 * 1024 * 1024))
found = room_universe_from_log(f.read().decode("utf-8", "replace"))
if found is not None:
return found
except (OSError, ValueError, AgentError):
pass
universes = [u for u in room_chaperone() if str(u.get("universeID", "0")) not in ("0", "424242")]
if not universes:
return 0
newest = max(enumerate(universes), key=lambda item: (str(item[1].get("time", "")), item[0]))[1]
try:
return int(room_universe(newest["universeID"]))
except (KeyError, AgentError):
return 0
def room_boundary(universes, current):
"""Chaperone collision quads' bottom edges, in standing/STAGE space, chained into an outline."""
import math
candidates = [u for u in universes if str(u.get("universeID", "0")) not in ("0", "424242")]
if not candidates:
raise AgentError("No play area found. Set up a play area in SteamVR first.")
u = next((u for u in candidates if str(u.get("universeID")) == str(current)), None)
if u is None:
u = max(enumerate(candidates), key=lambda item: (str(item[1].get("time", "")), item[0]))[1]
edges = []
for quad in u.get("collision_bounds") or []:
if len(quad) != 4 or any(len(p) != 3 for p in quad):
raise AgentError("Invalid chaperone wall")
quad = [[float(v) for v in p] for p in quad]
if not all(math.isfinite(v) for p in quad for v in p):
raise AgentError("Invalid chaperone coordinate")
bottom = min(p[1] for p in quad)
pts = list(dict.fromkeys((p[0], p[2]) for p in quad if abs(p[1] - bottom) < .001))
if len(pts) != 2:
raise AgentError("Invalid chaperone wall edge")
edges.append(tuple(pts))
if len(edges) < 3:
raise AgentError("No play area outline found")
outline = list(edges.pop(0))
while edges:
for i, (a, b) in enumerate(edges):
if a == outline[-1] or b == outline[-1]:
outline.append(b if a == outline[-1] else a)
edges.pop(i)
break
else:
raise AgentError("Play area outline is not closed")
if outline[-1] != outline[0]:
raise AgentError("Play area outline is not closed")
return int(room_universe(u["universeID"])), outline[:-1]
def room_default_circle(points):
import math
if len(points) != 20:
return False
cx = sum(p[0] for p in points) / 20
cz = sum(p[1] for p in points) / 20
radii = [math.hypot(x-cx, z-cz) for x, z in points]
return all(.85 <= r <= 1.15 for r in radii) and max(radii) - min(radii) < .05
def room_records(text):
"""Validate the wire format without desktop dependencies; return its status counts and mesh metadata."""
import math
lines = [line.split("#", 1)[0].split() for line in text.splitlines()]
lines = [line for line in lines if line]
if not lines or lines[0] != ["frameport-room", "1"]:
raise AgentError("expected frameport-room 1")
result = {"universe": 0, "source": "manual", "time": 0,
"summary": {"walls": 0, "volumes": {}, "planes": 0}}
outline, walls, floor, ceiling = [], [], 0, None
ids = set()
for row in lines[1:]:
k, v = row[0], row[1:]
try:
if k in ("room", "floor", "ceiling", "wall", "volume", "plane", "mesh"):
if not v or not re.fullmatch(r"[a-f0-9]{32}", v[0]) or v[0] in ids:
raise ValueError("invalid or duplicate entity UUID")
ids.add(v[0])
if k == "universe":
if len(v) != 1:
raise ValueError("expected universe")
result[k] = int(room_universe(v[0]))
elif k == "time":
if len(v) != 1 or not v[0].isdigit():
raise ValueError("invalid time")
result[k] = int(v[0])
elif k == "source":
if len(v) != 1 or v[0] not in ("scan", "boundary", "box", "manual"):
raise ValueError("invalid source")
result[k] = v[0]
elif k == "room":
if len(v) != 1:
raise ValueError("invalid room")
elif k in ("floor", "ceiling", "wall", "volume", "plane", "outline"):
expected = {"floor": 2, "ceiling": 2, "wall": 7, "volume": 9, "plane": 11}
if k == "wall" and len(v) == 8: # optional label: an edge the scanner closed itself
if v[7] not in ("WALL_FACE", "INVISIBLE_WALL_FACE"):
raise ValueError("invalid wall label")
v = v[:7]
if k != "outline" and len(v) != expected[k]:
raise ValueError("invalid field count")
nums = [float(x) for x in v[2 if k in ("volume", "plane") else 1:]]
if not all(math.isfinite(x) for x in nums):
raise ValueError("nonfinite coordinate")
if k == "floor":
floor = nums[0]
elif k == "ceiling":
ceiling = nums[0]
elif k == "outline":
if int(v[0]) < 3 or len(nums) != int(v[0]) * 2:
raise ValueError("invalid outline")
outline = list(zip(nums[::2], nums[1::2], strict=True))
elif k == "wall":
if nums[5] <= nums[4] or nums[:2] == nums[2:4]:
raise ValueError("invalid wall dimensions")
walls.append(nums)
elif k in ("volume", "plane"):
if not re.fullmatch(r"[A-Z][A-Z0-9_]*", v[1]) or min(nums[-3 if k == "volume" else -2:]) <= 0:
raise ValueError("invalid label or dimensions")
if k == "plane":
if sum(x*x for x in nums[3:7]) < 1e-12:
raise ValueError("zero quaternion")
result["summary"]["planes"] += 1
else:
counts = result["summary"]["volumes"]
counts[v[1]] = counts.get(v[1], 0) + 1
elif k == "mesh":
ident, name, nv, ni = v
nv, ni = int(nv), int(ni)
if (not re.fullmatch(r"[A-Za-z0-9_-][A-Za-z0-9_.-]*", name) or name in ("room.txt", "scan.log")
or nv < 0 or ni < 0 or ni % 3 or ni > 600000):
raise ValueError("invalid mesh record")
result["mesh"] = {"filename": name, "vertices": nv, "indices": ni}
except (ValueError, IndexError) as exc:
raise AgentError(f"Invalid room {k}: {exc}") from exc
if not outline and walls:
xs = [x for w in walls for x in (w[0], w[2])]
zs = [z for w in walls for z in (w[1], w[3])]
outline = [(min(xs), min(zs)), (max(xs), min(zs)), (max(xs), max(zs)), (min(xs), max(zs))]
area = abs(sum(x*b-a*z for (x, z), (a, b) in zip(outline, outline[1:]+outline[:1], strict=True))) / 2
height = (ceiling if ceiling is not None else floor + 2.5) - floor
if len(outline) < 3 or area < 1e-8 or height <= 0:
raise AgentError("Invalid room outline or ceiling")
result["summary"].update(walls=len(walls) or len(outline), floor_area=area, ceiling_height=height)
return result
def room_validate_mesh(data, record):
import math
if len(data) < 16:
raise AgentError("truncated room mesh")
magic, version, nv, ni = struct.unpack_from("<4sIII", data)
if (magic != b"FPRM" or version != 1 or nv != record["vertices"] or ni != record["indices"]
or len(data) != 16 + 12*nv + 4*ni):
raise AgentError("invalid room mesh header or counts")
if any(not math.isfinite(v) for (v,) in struct.iter_unpack("<f", data[16:16+12*nv])):
raise AgentError("invalid room mesh coordinate")
if any(i >= nv for (i,) in struct.iter_unpack("<I", data[16+12*nv:])):
raise AgentError("invalid room mesh index")
def room_selected(universe=None):
"""The matching universe, otherwise current; never follow a link outside the room store."""
for name in (room_universe(room_current_universe() if universe is None else universe), "current"):
path = os.path.realpath(os.path.join(ROOMS_DIR, name))
if (os.path.dirname(path) == os.path.realpath(ROOMS_DIR) and os.path.basename(path).isdigit()
and os.path.isfile(os.path.join(path, "room.txt"))):
return path
return None
def cmd_room_status(args):
current = room_current_universe()
selected = room_selected(current)
rooms = []
for path in glob.glob(os.path.join(ROOMS_DIR, "*")):
if not os.path.basename(path).isdigit() or os.path.islink(path):
continue
try:
with open(os.path.join(path, "room.txt")) as f:
record = room_records(f.read())
rooms.append(record)
except (OSError, AgentError):
continue
active = None
text = None
if selected:
with open(os.path.join(selected, "room.txt")) as f:
text = f.read()
active = room_records(text)
try:
_, points = room_boundary(room_chaperone(), current)
circle = room_default_circle(points)
except (AgentError, ValueError, TypeError):
circle = None
return {"rooms": sorted(rooms, key=lambda r: r["time"], reverse=True), "universe": current,
"room": active, "room_text": text,
"aligned": bool(active and current and active["universe"] == current),
"default_circle": circle, "scanner_installed": os.access(ROOM_SCANNER, os.X_OK)}
def room_store(text, mesh=None, scan_log=None):
record = room_records(text)
if record.get("mesh"):
if mesh is None:
raise AgentError("room mesh sidecar is missing")
room_validate_mesh(mesh, record["mesh"])
elif mesh is not None:
raise AgentError("room has no mesh record")
universe = room_universe(record["universe"])
os.makedirs(ROOMS_DIR, exist_ok=True)
with open(os.path.join(ROOMS_DIR, ".lock"), "a") as lock:
if fcntl:
fcntl.flock(lock, fcntl.LOCK_EX)
dest = os.path.join(ROOMS_DIR, universe)
if os.path.islink(dest):
raise AgentError("refusing a linked room folder")
stage = tempfile.mkdtemp(prefix=".room-", dir=ROOMS_DIR)
previous = dest + ".previous"
try:
with open(os.path.join(stage, "room.txt"), "w") as f:
f.write(text)
if record.get("mesh"):
with open(os.path.join(stage, record["mesh"]["filename"]), "wb") as f:
f.write(mesh)
if scan_log:
with open(os.path.join(stage, "scan.log"), "w") as f:
f.write(scan_log)
shutil.rmtree(previous, ignore_errors=True)
if os.path.isdir(dest):
os.rename(dest, previous)
try:
os.rename(stage, dest)
except OSError:
if os.path.isdir(previous):
os.rename(previous, dest)
raise
link = os.path.join(ROOMS_DIR, ".current-new")
if os.path.lexists(link):
os.unlink(link)
os.symlink(universe, link)
os.replace(link, os.path.join(ROOMS_DIR, "current"))
shutil.rmtree(previous, ignore_errors=True)
finally:
shutil.rmtree(stage, ignore_errors=True)
return record
def cmd_room_put(args):
# PC uploads to a unique directory below the room store, not to a game's files or an arbitrary host path.
path = os.path.realpath(args["path"])
if not _inside(path, os.path.realpath(ROOMS_DIR)) or os.path.basename(path) != "room.txt":
raise AgentError("upload room.txt below the room store")
with open(path) as f:
text = f.read(8*1024*1024)
record = room_records(text)
mesh = None
if record.get("mesh"):
mesh_path = os.path.realpath(os.path.join(os.path.dirname(path), record["mesh"]["filename"]))
if os.path.dirname(mesh_path) != os.path.dirname(path):
raise AgentError("linked mesh outside upload folder")
with open(mesh_path, "rb") as f:
mesh = f.read(64*1024*1024)
return {"room": room_store(text, mesh)}
def cmd_room_delete(args):
selected = room_selected()
name = room_universe(args["universe"]) if "universe" in args else (os.path.basename(selected) if selected else None)
if name:
path = os.path.join(ROOMS_DIR, name)
if os.path.islink(path):
raise AgentError("refusing a linked room folder")
shutil.rmtree(path, ignore_errors=True)
current = os.path.join(ROOMS_DIR, "current")
if os.path.islink(current) and not os.path.exists(current):
os.unlink(current)
remaining = cmd_room_status({})["rooms"]
if remaining:
os.symlink(room_universe(remaining[0]["universe"]), current)
return cmd_room_status({})
def cmd_room_from_boundary(args):
import math
import uuid
universe, outline = room_boundary(room_chaperone(), room_current_universe())
if room_default_circle(outline):
raise AgentError("Valve's default circle is not a room. Set up your play area in SteamVR first.")
height = float(args.get("height", 2.5))
if not math.isfinite(height) or height <= 0:
raise AgentError("room height must be positive")
area = sum(x*b-a*z for (x, z), (a, b) in zip(outline, outline[1:]+outline[:1], strict=True))
if area < 0:
outline.reverse()
rows = ["frameport-room 1", f"universe {universe}", "source boundary", f"time {int(time.time())}",
f"room {uuid.uuid4().hex}", f"floor {uuid.uuid4().hex} 0", f"ceiling {uuid.uuid4().hex} {height}",
"outline " + str(len(outline)) + " " + " ".join(str(v) for p in outline for v in p)]
rows += [f"wall {uuid.uuid4().hex} {x} {z} {a} {b} 0 {height}"
for (x, z), (a, b) in zip(outline, outline[1:]+outline[:1], strict=True)]
room_store("\n".join(rows) + "\n")
return cmd_room_status({})
def cmd_room_build(args):
dump = os.path.realpath(args["dump"])
if not _inside(dump, os.path.realpath(ROOMS_DIR)):
raise AgentError("upload scan dump below the room store")
if not os.access(ROOM_SCANNER, os.X_OK):
raise AgentError("Room scanner is not installed")
universe = room_universe(args.get("universe", room_current_universe()))
with tempfile.TemporaryDirectory(prefix=".build-", dir=ROOMS_DIR) as out:
result = subprocess.run([ROOM_SCANNER, "--offline", dump, "--out", out, "--universe", universe, "--json"],
capture_output=True, text=True, timeout=300)
if result.returncode:
raise AgentError("Room scan failed: " + result.stderr[-4000:])
try:
report = json.loads(result.stdout)
except ValueError as exc:
raise AgentError("Room scanner returned invalid JSON") from exc
with open(os.path.join(out, "room.txt")) as f:
text = f.read()
record = room_records(text)
if str(record["universe"]) != universe:
raise AgentError("Room scanner returned the wrong universe")
mesh = None
if record.get("mesh"):
with open(os.path.join(out, record["mesh"]["filename"]), "rb") as f:
mesh = f.read()
room_store(text, mesh, result.stderr)
return {"report": report, **cmd_room_status({})}
# --- RoomView 3D capture (docs/mr/PHASE0.md) -------------------------------------------------------------------
# Valve's passthrough computes a head-centred depth mesh (~30/s) and publishes it in two OpenVR block queues;
# FramePort records it into a .fprs scan dump (docs/mr/ROOM_FORMAT.md) for fp_roomscan. Background app only: reading
# never starts SteamVR or changes it. Poses are kept in SteamVR's raw space while recording and converted to STAGE
# with the raw->standing transform at the END: Valve's floor estimate moves that transform during a session.
ROOMVIEW_DATA = b"/xrservice/roomview3d/meshData"
ROOMVIEW_LAYOUT = b"/xrservice/roomview3d/meshLayout"
FPRS_FRAME = "<d7fII" # time, pose (px py pz qx qy qz qw), vertex count, index count
FPRS_POSE_OFFSET = 8 # the pose's byte offset inside a frame header (rewritten at the end)
ROOMVIEW_MAX_DEPTH = 4.0 # metres; beyond this Valve's depth is inpainted (only reported here)
VR_APP_OVERLAY = 2 # EVRApplicationType VRApplication_Overlay
def _m34_mul(a, b):
"""Row-major 3x4 affine a * b."""
out = []
for r in range(3):
for c in range(4):
v = sum(a[r * 4 + k] * b[k * 4 + c] for k in range(3))
out.append(v + (a[r * 4 + 3] if c == 3 else 0.0))
return out
def _m34_quat(m):
"""Rotation of a row-major 3x4 as (x, y, z, w)."""
r00, r01, r02, r10, r11, r12, r20, r21, r22 = m[0], m[1], m[2], m[4], m[5], m[6], m[8], m[9], m[10]
tr = r00 + r11 + r22
if tr > 0:
s = math.sqrt(tr + 1.0) * 2
return ((r21 - r12) / s, (r02 - r20) / s, (r10 - r01) / s, 0.25 * s)
if r00 > r11 and r00 > r22:
s = math.sqrt(1.0 + r00 - r11 - r22) * 2
return (0.25 * s, (r01 + r10) / s, (r02 + r20) / s, (r21 - r12) / s)
if r11 > r22:
s = math.sqrt(1.0 + r11 - r00 - r22) * 2
return ((r01 + r10) / s, 0.25 * s, (r12 + r21) / s, (r02 - r20) / s)
s = math.sqrt(1.0 + r22 - r00 - r11) * 2
return ((r02 + r20) / s, (r12 + r21) / s, 0.25 * s, (r10 - r01) / s)
def _view_coverage(m, yaw_bins, pitch):
"""Note where the camera looked (+Z of the mesh = forward): yaw in 30 deg bins, how many frames looked up."""
fx, fy, fz = m[2], m[6], m[10]
yaw_bins.add(int((math.degrees(math.atan2(fx, fz)) % 360) // 30))
if fy > 0.6:
pitch["up"] += 1
elif fy < -0.6:
pitch["down"] += 1
class _RoomViewReader:
"""The two RoomView queues + their path properties through libopenvr_api.so (ctypes)."""
def __init__(self, app_type=None):
import ctypes
self.ct = ctypes
lib = next((p for p in OPENVR_LIBS if os.path.isfile(p)), None)
if lib is None:
raise RuntimeError("SteamVR isn't installed")
vr = self.vr = ctypes.CDLL(lib)
vr.VR_InitInternal2.restype = ctypes.c_uint32
vr.VR_InitInternal2.argtypes = [ctypes.POINTER(ctypes.c_int), ctypes.c_int, ctypes.c_char_p]
vr.VR_GetGenericInterface.restype = ctypes.c_void_p
vr.VR_GetGenericInterface.argtypes = [ctypes.c_char_p, ctypes.POINTER(ctypes.c_int)]
vr.VR_ShutdownInternal.restype = None
err = ctypes.c_int(0)
# an Overlay app may create the prompt overlay; Background (no prompts) can't start SteamVR by accident
vr.VR_InitInternal2(ctypes.byref(err), VR_APP_BACKGROUND if app_type is None else app_type, None)
if err.value:
raise RuntimeError("SteamVR isn't running")
H, E, VP = ctypes.c_uint64, ctypes.c_int, ctypes.c_void_p
self.H, self.VP = H, VP
class BQ(ctypes.Structure): # openvr_capi.h VR_IVRBlockQueue_FnTable (IVRBlockQueue_005)
_fields_ = [("Create", VP), ("Connect", ctypes.CFUNCTYPE(E, ctypes.POINTER(H), ctypes.c_char_p)),
("Destroy", VP), ("AcquireWriteOnlyBlock", VP), ("ReleaseWriteOnlyBlock", VP),
("WaitAndAcquireReadOnlyBlock", ctypes.CFUNCTYPE(E, H, ctypes.POINTER(H), ctypes.POINTER(VP),
ctypes.c_int, ctypes.c_uint32)),
("AcquireReadOnlyBlock", VP), ("ReleaseReadOnlyBlock", ctypes.CFUNCTYPE(E, H, H)),
("QueueHasReader", VP)]
class PathRead(ctypes.Structure): # openvr_driver.h PathRead_t
_fields_ = [("ulPath", ctypes.c_uint64), ("pvBuffer", VP), ("unBufferSize", ctypes.c_uint32),
("unTag", ctypes.c_uint32), ("unRequiredBufferSize", ctypes.c_uint32), ("eError", ctypes.c_int),
("pszPath", ctypes.c_char_p)]
class M34(ctypes.Structure):
_fields_ = [("m", ctypes.c_float * 12)]
self.PathRead, self.M34 = PathRead, M34
e = ctypes.c_int(0)
ptr = vr.VR_GetGenericInterface(b"FnTable:IVRBlockQueue_005", ctypes.byref(e))
paths = vr.VR_GetGenericInterface(b"IVRPaths_002", ctypes.byref(e))
system = next((s for s in (vr.VR_GetGenericInterface(n, ctypes.byref(e))
for n in (b"IVRSystem_023", b"IVRSystem_022")) if s), None)
if not ptr or not paths or not system:
self.close()
raise RuntimeError("this SteamVR has no RoomView mesh interfaces")
self.bq = ctypes.cast(ptr, ctypes.POINTER(BQ)).contents
self.paths = paths
pvt = ctypes.cast(ctypes.cast(paths, ctypes.POINTER(VP))[0], ctypes.POINTER(VP))
self._read = ctypes.CFUNCTYPE(E, VP, ctypes.c_uint64, ctypes.POINTER(PathRead), ctypes.c_uint32)(pvt[0])
self._handle = ctypes.CFUNCTYPE(E, VP, ctypes.POINTER(ctypes.c_uint64), ctypes.c_char_p)(pvt[2])
self.system = system
svt = ctypes.cast(ctypes.cast(system, ctypes.POINTER(VP))[0], ctypes.POINTER(VP))
self._raw_to_standing = ctypes.CFUNCTYPE(M34, VP)(svt[13]) # GetRawZeroPoseToStandingAbsoluteTrackingPose
self.handles = {}
self.data, self.layout = self._connect(ROOMVIEW_DATA), self._connect(ROOMVIEW_LAYOUT)
if self.data is None or self.layout is None:
self.close()
raise RuntimeError("SteamVR has no RoomView mesh (passthrough never started since SteamVR started?)")
def _connect(self, path):
h = self.H(0)
return h if self.bq.Connect(self.ct.byref(h), path) == 0 else None
def prop(self, root, path, fmt):
ct = self.ct
if path not in self.handles:
h = ct.c_uint64(0)
self._handle(self.paths, ct.byref(h), path.encode())
self.handles[path] = h.value
buf = (ct.c_ubyte * 64)()
pr = self.PathRead(self.handles[path], ct.cast(buf, self.VP), 64, 0, 0, 0, None)
self._read(self.paths, root, ct.byref(pr), 1)
if pr.eError or pr.unRequiredBufferSize < struct.calcsize(fmt):
return None
vals = struct.unpack_from(fmt, bytes(buf))
return vals if len(vals) > 1 else vals[0]
def up_to_date(self):
return bool(self.prop(self.data.value, "/meshData/meshIsUpToDate", "<?"))
def acquire(self, queue, read_type, timeout_ms):
blk, buf = self.H(0), self.VP(0)
if self.bq.WaitAndAcquireReadOnlyBlock(queue, self.ct.byref(blk), self.ct.byref(buf), read_type, timeout_ms):
return None, None
return blk, buf.value
def release(self, queue, blk):
self.bq.ReleaseReadOnlyBlock(queue, blk)
def raw_to_standing(self):
return list(self._raw_to_standing(self.system).m)
def close(self):
try:
self.vr.VR_ShutdownInternal()
except Exception: # noqa: BLE001 - shutting down a half-initialised client
pass
class _ScanPrompt:
"""A head-locked SteamVR overlay showing FramePort's pre-rendered scan prompts (artifacts/roomscan/*.png,
uploaded next to fp_roomscan): IVROverlay_028 through its C function table. Failing to show it never stops a
scan (the PC app shows the same state)."""
SLOTS = {"Create": 1, "Destroy": 3, "SortOrder": 20, "Width": 22, "DeviceRelative": 35, "Show": 43, "Hide": 44,
"FromFile": 63}
def __init__(self, rv, image_dir):
ct = self.ct = rv.ct
self.dir, self.shown, self.handle = image_dir, None, None
e = ct.c_int(0)
table = rv.vr.VR_GetGenericInterface(b"FnTable:IVROverlay_028", ct.byref(e))
if not table or not os.path.isdir(image_dir):
return
fn = ct.cast(table, ct.POINTER(ct.c_void_p))
U64, E = ct.c_uint64, ct.c_int
self.create = ct.CFUNCTYPE(E, ct.c_char_p, ct.c_char_p, ct.POINTER(U64))(fn[self.SLOTS["Create"]])
self.destroy = ct.CFUNCTYPE(E, U64)(fn[self.SLOTS["Destroy"]])
self.sort = ct.CFUNCTYPE(E, U64, ct.c_uint32)(fn[self.SLOTS["SortOrder"]])
self.width = ct.CFUNCTYPE(E, U64, ct.c_float)(fn[self.SLOTS["Width"]])
self.relative = ct.CFUNCTYPE(E, U64, ct.c_uint32, ct.POINTER(rv.M34))(fn[self.SLOTS["DeviceRelative"]])
self.show_fn = ct.CFUNCTYPE(E, U64)(fn[self.SLOTS["Show"]])
self.from_file = ct.CFUNCTYPE(E, U64, ct.c_char_p)(fn[self.SLOTS["FromFile"]])
h = U64(0)
if self.create(b"frameport.roomscan", b"FramePort room scan", ct.byref(h)):
return
self.handle = h
m = rv.M34()
for i, v in enumerate((1, 0, 0, 0, 0, 1, 0, -0.25, 0, 0, 1, -1.2)): # 1.2 m ahead, a bit below eye level
m.m[i] = v
self.width(h, 0.8)
self.sort(h, 10)
self.relative(h, 0, ct.byref(m)) # k_unTrackedDeviceIndex_Hmd
def show(self, name):
if self.handle is None or name == self.shown:
return
path = os.path.join(self.dir, name + ".png")
if os.path.isfile(path) and self.from_file(self.handle, path.encode()) == 0:
self.show_fn(self.handle)
self.shown = name
def close(self, final=None, linger=4.0):
if self.handle is None:
return
if final:
self.show(final)
time.sleep(linger)
self.destroy(self.handle)
self.handle = None
ROOM_SCAN_LOOK_FRAMES = 5 # recorded frames looking up / down (~1.7 s at 3/s) that count as "ceiling/floor seen"
ROOM_SCAN_MIN_SECONDS = 60 # a complete scan still records this long: a 32 s one found 2 of 7 furniture boxes
ROOMVIEW_STREAM_MESHES = 3 # new meshes within ROOMVIEW_STREAM_WINDOW s = passthrough is on (Valve: ~30/s)
ROOMVIEW_STREAM_WINDOW = 2.0
ROOM_SCAN_MIN_FRAMES = 30 # fewer recorded frames is no room: refused instead of replacing the saved one
def _prompt_for(started, yaw_bins, pitch, streaming=True):
"""Which prompt image the headset shows: "start" (turn on passthrough) whenever no meshes stream, also mid-scan."""
if started is None or not streaming:
return "start"
if len(yaw_bins) >= 10 and pitch["up"] < ROOM_SCAN_LOOK_FRAMES:
return "ceiling"
if len(yaw_bins) >= 10 and pitch["down"] < ROOM_SCAN_LOOK_FRAMES:
return "floor"
return f"look_{min(12, len(yaw_bins)):02d}"
def _scan_complete(started, now, yaw_bins, pitch):
return (started is not None and now - started >= ROOM_SCAN_MIN_SECONDS and len(yaw_bins) >= 12
and pitch["up"] >= ROOM_SCAN_LOOK_FRAMES and pitch["down"] >= ROOM_SCAN_LOOK_FRAMES)
def capture_roomview(seconds, out_path, wait=0.0, max_hz=3.0, progress=None, prompts=None):
"""Record RoomView 3D meshes into a .fprs dump: `seconds` of fresh meshes (after waiting up to `wait` s for the
first one), at most `max_hz` frames per second. progress(dict) is called about once a second. Returns a summary:
frames, duration, yaw coverage (30 deg bins seen), frames looking up/down, warnings."""
rv = _RoomViewReader(VR_APP_OVERLAY if prompts else None)
ct = rv.ct
prompt = _ScanPrompt(rv, prompts) if prompts else None
tmp = out_path + ".part"
offsets, raw_poses = [], []
yaw_bins, pitch = set(), {"up": 0, "down": 0}
indices, layout_id, last_mesh, last_write = None, None, None, 0.0
# Valve only computes new meshes while passthrough is shown; a queue's last block (and meshIsUpToDate) stays
# after it stops. So "streaming" = ROOMVIEW_STREAM_MESHES new mesh ids within ROOMVIEW_STREAM_WINDOW seconds, and
# frames are recorded only then (2026-10-16: a scan started on one leftover block and recorded nothing else).
arrivals = []
seen_mesh = None
started, paused_since, paused_total = None, None, 0.0
t_end = time.time() + (wait or seconds)
next_progress = time.time()
try:
with open(tmp, "wb") as f:
f.write(b"FPRS" + struct.pack("<I", 1))
while time.time() < t_end:
now = time.time()
arrivals = [t for t in arrivals if now - t < ROOMVIEW_STREAM_WINDOW]
streaming = len(arrivals) >= ROOMVIEW_STREAM_MESHES
if started is not None: # passthrough off mid-scan: the countdown waits (at most `wait` in all)
if not streaming and paused_since is None:
paused_since = now
elif streaming and paused_since is not None:
pause = min(now - paused_since, max(0.0, (wait or seconds) - paused_total))
t_end += pause
paused_total += pause
paused_since = None
if _scan_complete(started, now, yaw_bins, pitch):
break # every direction, the ceiling and the floor seen: "Room scanned" at once
if now >= next_progress:
if prompt:
prompt.show(_prompt_for(started, yaw_bins, pitch, streaming))
if progress:
progress({"recording": started is not None, "frames": len(offsets),
"seconds": round(now - started - paused_total, 1) if started else 0,
"directions": len(yaw_bins), "looked_up": pitch["up"],
"looked_down": pitch["down"], "live": streaming})
next_progress = now + 1
blk, buf = rv.acquire(rv.data, 1, 200) # EBlockQueueReadType_New
if blk is None:
continue
try:
mesh_id = rv.prop(blk.value, "/meshData/meshId", "<Q")
if mesh_id != seen_mesh:
seen_mesh = mesh_id
arrivals.append(now)
if not streaming or not rv.up_to_date() or now - last_write < 1.0 / max_hz:
continue
lid = rv.prop(blk.value, "/meshData/layoutId", "<Q")
count = rv.prop(blk.value, "/meshData/elementCount", "<i") or 0
pose = rv.prop(blk.value, "/meshData/rawFromMeshPose", "<12f")
if mesh_id == last_mesh or pose is None or count < 9 or not all(map(math.isfinite, pose)):
continue
if lid != layout_id: # the index layout only changes with the mesh resolution
lb, lbuf = rv.acquire(rv.layout, 0, 500)
if lb is not None:
n = rv.prop(lb.value, "/meshLayout/indexCount", "<i") or 0
indices = ct.string_at(lbuf, n * 4)
layout_id = rv.prop(lb.value, "/meshLayout/layoutId", "<Q")
rv.release(rv.layout, lb)
if indices is None or layout_id != lid:
continue
verts = ct.string_at(buf, count * 4)
finally:
rv.release(rv.data, blk)
if started is None:
started = now
t_end = now + seconds
offsets.append(f.tell())
raw_poses.append(list(pose))
_view_coverage(pose, yaw_bins, pitch)
f.write(struct.pack(FPRS_FRAME, now, 0, 0, 0, 0, 0, 0, 1, count // 3, len(indices) // 4))
f.write(verts)
f.write(indices)
last_mesh, last_write = mesh_id, now
r2s = rv.raw_to_standing()
finally:
if prompt:
prompt.close("done" if offsets else "failed")
rv.close()
with open(tmp, "r+b") as f: # raw -> STAGE with the final floor/universe transform
for off, raw in zip(offsets, raw_poses, strict=True):
m = _m34_mul(r2s, raw)
f.seek(off + FPRS_POSE_OFFSET)
f.write(struct.pack("<7f", m[3], m[7], m[11], *_m34_quat(m)))
warnings = []
if not offsets:
warnings.append("no passthrough mesh: turn on passthrough in the headset")
if len(yaw_bins) < 9:
warnings.append("not all directions seen: look around the whole room")
if pitch["up"] < 5:
warnings.append("ceiling not seen: look up")
os.replace(tmp, out_path)
return {"frames": len(offsets), "seconds": round(last_write - started, 1) if started else 0,
"directions": len(yaw_bins), "looked_up": pitch["up"], "looked_down": pitch["down"],
"bytes": os.path.getsize(out_path), "warnings": warnings}
ROOM_SCAN_STATUS = os.path.join(ROOMS_DIR, "scan-status.json")
ROOM_SCAN_DUMPS = os.path.join(ROOMS_DIR, "scans")
ROOM_SCAN_PROMPTS = os.path.join(HOME, ".local/share/frameport/bin/roomscan-prompts")
ROOM_SCAN_UNIT = "frameport-room-scan"
ROOM_SCAN_KEEP = 2 # newest dumps kept for diagnostics (each ~100-600 MB)
def cmd_room_capture(args):
"""Start a room scan in the headset: a detached job records the passthrough mesh (with prompts in the headset),
then builds and stores the room. Progress: room_capture_status."""
seconds = float(args.get("seconds", 90))
wait = float(args.get("wait", 180))
if not (10 <= seconds <= 900 and 0 <= wait <= 1800):
raise AgentError("scan length out of range")
if not os.access(ROOM_SCANNER, os.X_OK):
raise AgentError("Room scanner is not installed")
state = cmd_room_capture_status({})
if state.get("state") in ("waiting", "recording", "building") and _unit_active(ROOM_SCAN_UNIT):
raise AgentError("A room scan is already running")
os.makedirs(ROOMS_DIR, exist_ok=True)
_write_json(ROOM_SCAN_STATUS, {"state": "waiting", "started": time.time(), "seconds": seconds})
p = run(["systemd-run", "--user", "--collect", "--quiet", f"--unit={ROOM_SCAN_UNIT}-{int(time.time())}",
"--setenv=HOME=" + HOME, sys.executable, os.path.abspath(__file__), "_room_capture",
json.dumps({"seconds": seconds, "wait": wait})])
if p.returncode != 0:
_write_json(ROOM_SCAN_STATUS, {"state": "failed", "error": p.stderr.strip()[-300:]})
raise AgentError(f"couldn't start the room scan: {p.stderr.strip()[-300:]}")
return {"started": True, "status": ROOM_SCAN_STATUS}
def _unit_active(prefix):
p = run(["systemctl", "--user", "list-units", "--no-legend", "--plain", f"{prefix}-*"])
return any(line.split()[2:3] == ["active"] for line in (p.stdout or "").splitlines() if line.strip())
def cmd_room_capture_status(args):
try:
with open(ROOM_SCAN_STATUS) as f:
return json.load(f)
except (OSError, ValueError):
return {"state": "none"}
def room_capture_worker(payload):
job = json.loads(payload)
status = {"state": "waiting", "started": time.time(), "seconds": job["seconds"]}
os.makedirs(ROOM_SCAN_DUMPS, exist_ok=True)
dump = os.path.join(ROOM_SCAN_DUMPS, time.strftime("scan-%Y%m%d-%H%M%S.fprs"))
def progress(p):
status.update(p, state="recording" if p.get("recording") else "waiting")
_write_json(ROOM_SCAN_STATUS, status)
try:
summary = capture_roomview(job["seconds"], dump, wait=job["wait"], progress=progress,
prompts=ROOM_SCAN_PROMPTS if os.path.isdir(ROOM_SCAN_PROMPTS) else None)
status.update(capture=summary, state="building")
_write_json(ROOM_SCAN_STATUS, status)
if summary["frames"] < ROOM_SCAN_MIN_FRAMES: # never replace a saved room with a scrap of one
raise AgentError("The scan saw too little of the room: keep passthrough on, look around until the "
"headset says \"Room scanned\", and scan again")
built = cmd_room_build({"dump": dump})
status.update(state="done", report=built.get("report"), room=built.get("room"), finished=time.time())
except Exception as exc: # noqa: BLE001 - every failure ends in the status file the PC polls
status.update(state="failed", error=str(exc)[-500:], finished=time.time())
finally:
_write_json(ROOM_SCAN_STATUS, status)
for old in sorted(glob.glob(os.path.join(ROOM_SCAN_DUMPS, "scan-*.fprs")))[:-ROOM_SCAN_KEEP]:
try:
os.remove(old)
except OSError:
pass
def wants_scene_room(anchor):
try:
with open(os.path.join(anchor, "deployment.json")) as f:
dep = json.load(f)
# Live Game settings changes are in settings.conf; older recipes list patch ids only.
conf = os.path.join(dep.get("base", anchor), "settings.conf")
if os.path.isfile(conf):
for line in open(conf):
key, _, value = line.strip().partition("=")
if key == "scene_emul":
return float(value) != 0
recipe = dep.get("recipe") or {}
return dep.get("scene_room", "adapter.scene_emul" in (recipe.get("patches") or []))
except (OSError, ValueError, AttributeError):
return False
def set_room_sync_line(text, pkg, want):
text = "".join(line for line in text.splitlines(True) if "# frameport-room-sync" not in line)
if not want or "\nsetsid " not in text:
return text
line = ROOM_SYNC_LINE.format(agent_q=shlex.quote(os.path.abspath(__file__)), pkg_q=shlex.quote(pkg))
return text.replace("\nsetsid ", "\n" + line + "\nsetsid ", 1)
def room_sync_worker(pkg):
dep = deployment(check_pkg(pkg))
if not dep or dep.get("kind", "quest") != "quest":
return
base = dep["base"]
# Explicit scene_room follows the recipe at finalize; older deployments derive it on launcher upgrade.
selected = room_selected() if wants_scene_room(os.path.join(ANCHORS, pkg)) else None
record = None
if selected:
with open(os.path.join(selected, "room.txt")) as f:
text = f.read()
record = room_records(text)
if record.get("mesh"):
with open(os.path.join(selected, record["mesh"]["filename"]), "rb") as f:
mesh = f.read()
room_validate_mesh(mesh, record["mesh"])
# The public format allows any sidecar basename; per-game copies use the contract's fixed name.
text = re.sub(r"(?m)^(mesh\s+[a-f0-9]{32}\s+)\S+", r"\g<1>room-mesh.bin", text)
with open(os.path.join(base, "room-mesh.bin.tmp"), "wb") as f:
f.write(mesh)
os.replace(os.path.join(base, "room-mesh.bin.tmp"), os.path.join(base, "room-mesh.bin"))
with open(os.path.join(base, "room.txt.tmp"), "w") as f:
f.write(text)
os.replace(os.path.join(base, "room.txt.tmp"), os.path.join(base, "room.txt"))
for name in ("room.txt", "room-mesh.bin"):
if not selected or (name == "room-mesh.bin" and not record.get("mesh")):
try:
os.unlink(os.path.join(base, name))
except FileNotFoundError:
pass
return {"room": record, "aligned": bool(record and record["universe"] == room_current_universe())}
def room_setting_changed(pkg, dep, settings):
"""Live settings must update the launcher too, including switching emulation on after install."""
if "scene_emul" not in settings:
return
dep["scene_room"] = float(settings["scene_emul"]) != 0
write_deployment(pkg, dep)
path = os.path.join(ANCHORS, pkg, "launch.sh")
if os.path.isfile(path):
with open(path) as f:
old = f.read()
text = set_room_sync_line(old, pkg, dep["scene_room"])
if text != old:
with open(path + ".tmp", "w") as f:
f.write(text)
os.chmod(path + ".tmp", 0o755)
os.replace(path + ".tmp", path)
if not dep["scene_room"]:
room_sync_worker(pkg)
# ---------------------------------------------------------- end mixed-reality room storage
def cmd_finalize(args):
"""Move uploaded files into place, write launcher/settings/config files/deployment.json. Keeps saves."""
pkg = check_pkg(args["package"])
@@ -4076,7 +4944,11 @@ def configure_install(args, prep, moved):
if gamepad:
ensure_podman_wrapper()
config_sync = args.get("config_sync") if isinstance(args.get("config_sync"), dict) else {}
write_launcher(anchor, base, pkg, title, appid, lepton, args.get("env"), hw_video, gamepad, bool(config_sync))
scene_value = settings.get("scene_emul", (recipe.get("adapter") or {}).get(
"scene_emul", int("adapter.scene_emul" in (recipe.get("patches") or []))))
scene_room = float(scene_value) != 0
write_launcher(anchor, base, pkg, title, appid, lepton, args.get("env"), hw_video, gamepad,
bool(config_sync), scene_room)
art_in = os.path.join(base, "incoming-artwork")
art_moved = False
if args.get("consume_artwork") and os.path.isdir(art_in):
@@ -4089,6 +4961,7 @@ def configure_install(args, prep, moved):
"sha256": args.get("apk_sha256") or previous.get("sha256"),
"recipe": args.get("recipe"), "installed_by": "frameport",
"hw_video_decode": hw_video, "steam_gamepad": gamepad, "config_sync": config_sync,
"scene_room": scene_room,
"agent_version": AGENT_VERSION, "time": time.time()}
if previous.get("eye_base"): # the runtime's eye size learned from an earlier start (device.config_sync)
dep["eye_base"] = previous["eye_base"]
@@ -4110,6 +4983,8 @@ def configure_install(args, prep, moved):
dep["apk_stat"] = {"size": st.st_size, "mtime_ns": st.st_mtime_ns}
synced = sync_game_config(pkg, dep)
write_deployment(pkg, dep)
if not scene_room:
room_sync_worker(pkg)
return {"ok": True, "base": base, "appid": appid, "moved_data_files": moved, "controller_models": models,
"config_sync": synced, "deployment": deployment_summary(dep)}
@@ -5380,6 +6255,7 @@ def cmd_set_settings(args):
os.makedirs(files_dir, exist_ok=True)
with open(os.path.join(files_dir, "framebridge.conf"), "w") as f:
f.write(text)
room_setting_changed(pkg, dep, args.get("settings") or {})
models = install_controller_models(files_dir, current.get("controller_models", "0") not in ("0", "0.0"))
synced = sync_game_config(pkg, dep)
if isinstance(dep.get("configuration"), dict):
@@ -7926,6 +8802,9 @@ def main():
if len(sys.argv) >= 3 and sys.argv[1] == "_purge_worker":
purge_worker(sys.argv[2])
return 0
if len(sys.argv) >= 3 and sys.argv[1] == "_room_capture":
room_capture_worker(sys.argv[2])
return 0
if len(sys.argv) >= 3 and sys.argv[1] == "_move_worker":
move_worker(sys.argv[2])
return 0
@@ -7943,6 +8822,9 @@ def main():
if len(sys.argv) >= 4 and sys.argv[1] == "_dashboard_worker":
dashboard_worker(sys.argv[2], sys.argv[3])
return 0
if len(sys.argv) >= 3 and sys.argv[1] == "_room_sync":
print(json.dumps(room_sync_worker(sys.argv[2])))
return 0
if len(sys.argv) >= 3 and sys.argv[1] == "_config_sync":
config_sync_worker(sys.argv[2])
return 0
+40
View File
@@ -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`.
+16
View File
@@ -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.
+21 -2
View File
@@ -13,11 +13,11 @@ e8c0965c188665a4e565e4a3af983ef1866d1cf9225665cc90d8df286bc96ef3 ./arm64-v8a/li
5432674a59d02f411cd853a5dc57e3fa547d1ac518f25bf433fc54c43677177a ./arm64-v8a/libfpglmv.so
8a8f6b1da8952cb3933a5b53558424a5fc56043b2527a16bb6dd62a00d2de01a ./arm64-v8a/libframe_xrshim.so
19ba5ed3c4b780f5ae46251f6958f552acfc5f13c8bb39f995579593fa8990c6 ./arm64-v8a/libglshim.so
4af5369e3ae21a13988c0ea4d040650860a8559c659cc06d2adc21a78d384995 ./arm64-v8a/libopenxr_loader_generic.so
c9e286ff25984992954c1d80eb1fc3530643421d859d20c8c1fd07ce1d584372 ./arm64-v8a/libopenxr_loader_generic.so
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi.so
a4ed80ae45ca90758239f152ea5a2e8c127d491e1e697ea5680db6fd7f72db07 ./arm64-v8a/libvrapi_foveation.so
2c78dbd395ae7ce04dc9bdb7f912205fe7125cdd06a7f6e43f5370da73b1db82 ./armeabi-v7a/libopenxr_loader_generic.so
ba2dc70263bc3cca82a313805c5b4890452b1f740570bc7b65320a825a4012d2 ./armeabi-v7a/libopenxr_loader_generic.so
1871eae093432d277da4bc751bf5f3269dfcf11f9168260b0c3caadb0dedb19d ./dex/oculusos-stubs.dex
b634ab5640e258563c536e658cad87080553df6f34f62269a21d554844e58bfe ./hevc/COPYING.FFmpeg
141de01f0d40b97d4f9a720db5ab8ea442f6aa35db5272048899292884994a1c ./hevc/libstagefrighthw.so
@@ -27,6 +27,25 @@ b634ab5640e258563c536e658cad87080553df6f34f62269a21d554844e58bfe ./hevc/COPYING
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
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+5 -1
View File
@@ -34,7 +34,11 @@ 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 "Setting up Lepton's containers"
# rootless podman leaks one kernel keyring per container start; ~200 game launches would exhaust the quota
+6
View File
@@ -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'
+20
View File
@@ -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 +1,22 @@
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 +1,10 @@
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
@@ -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 +1,22 @@
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
@@ -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'
+24
View File
@@ -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 +1,28 @@
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
+5
View File
@@ -6,11 +6,14 @@ engine: Unity
xr: OpenXR
status: works
notes: Passthrough + Meta scene/room emulated from the Steam guardian (scene_emul=1).
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
details: Mixed-reality-only; builds its level from the room model, which the adapter emulates from the Steam guardian.
overport_extra:
- patch_force_passthrough
adapter:
scene_emul: 1
device:
- device.text_input_window
verified:
date: '2026-09-28'
overport_cli: 1.2.3
@@ -18,3 +21,5 @@ verified:
known_good_sha256: 9f900fc86fbb2663abe83c82ab79cc72bbf1f93fea54f7583fd274dd07e3d09c
frame:
- frame.meta_permissions
- frame.unity_text_input
updated: '2026-10-15'
@@ -0,0 +1,23 @@
package: com.PotamWorks.SmashDrums
title: Smash Drums
status: works
tested_version: 5.2.1.4
engine: Unity
xr: OpenXR
frame:
- frame.bhaptics_permission
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-15'
known_good_sha256: 67d36cdcadaf14c2f744849ae25af4f92bf8ea14ff935318562f40d7f2ddc88f
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 320
source_hint: com.PotamWorks.SmashDrums
@@ -0,0 +1,24 @@
package: com.RuneSkovboJohansen.EyeOfTheTemple
title: Eye of the Temple
status: works
tested_version: '1.528'
engine: Unity
xr: VrApi
frame:
- frame.unity_no_msaa
- frame.unity_oculus_check
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.hw_video_decode
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-15'
known_good_sha256: 78ad96eaf4383b02666e0a1af99c5985f718f97982466e5dca9ebb636974af00
app: 1.1.1
overport_cli: 1.2.5
issue: 302
source_hint: Eye of the Temple
@@ -0,0 +1,22 @@
package: com.SchellGames.LostRecipes
title: Lost Recipes
status: works
tested_version: 1.0.1+273175
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
verified:
date: '2026-10-16'
known_good_sha256: f071a1deea3e3b6dce0c3a923127f540a48b88532106536c1838f496e9d3e6c9
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 91
issue: 340
source_hint: Lost Recipes
@@ -0,0 +1,25 @@
package: com.TacticalNounours.QuantumVoid
title: Quantum Void
status: issues
notes: no hands
tested_version: '1.11'
engine: Unity
xr: OpenXR
frame:
- frame.bhaptics_permission
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
pose_time_fix: 1
foveation: tracked
verified:
date: '2026-10-14'
known_good_sha256: 1c7afccbd627b9bd2342884679aeca0efc2429df700f3c73ec162498db320098
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 307
source_hint: Quantum Void
@@ -6,12 +6,18 @@ engine: Unity
xr: OpenXR
status: issues
notes: Hand-tracking game; the Frame synthesizes hands from controllers, so it is janky.
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
details: Hand-tracking-only game; Steam Frame has no optical hand tracking. Built with controller_fix=0 so hand
data passes through if the runtime ever provides it.
adapter:
controller_fix: 0
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: a19b80db0c300d422cbba35a4924ab59211b39bcb6485e200d310e3e1372ddb7
updated: '2026-10-15'
+12 -10
View File
@@ -1,22 +1,24 @@
package: com.UNIVRS.Freedom
title: Freedom
status: issues
notes: Volume can't be changed in the game.
title: 'Attack on Titan VR: Unbreakable'
status: works
notes: Keep the extra files that come with the APK and OBB next to the OBB (they hold the audio). Cutscenes are
detached from the head but still viewable.
tested_version: 1.0.2950
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.asset_files
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: 24662272c4cbe5dc7c4f3c803bdb9dead9661ac3d59bf80cca2e260256acc4bc
app: 0.12.0
date: '2026-10-16'
known_good_sha256: 1b3ced1a24b3b708f66aba6aa879863b667c0e502ef153d8a8cfa03e529d21fd
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 132
source_hint: AOT VR
frame_build: '20261015.6141207'
agent: 91
issue: 337
source_hint: Aot
+6 -1
View File
@@ -7,10 +7,15 @@ xr: OpenXR
status: works
notes: FrameBridge turns its upside-down UI panels upright (flip emulation, in place since FramePort 1.2.0). Ubisoft
login may not work.
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
details: Ubisoft online login may not work. Data folder holds raw assets (start0..2, .climb, bundles), not .obb
files; install to obb as-is.
overport_extra:
- patch_ac_nexus_no_appsw_90
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-09-28'
overport_cli: 1.2.3
@@ -18,5 +23,5 @@ verified:
known_good_sha256: 89644a12bf8df956fa3d3a9a40540ba9e1fb62f63494714a05c9f05984383ac8
no_appsw_90: '2026-10-02, OVRPort 1.2.5 (owner: 90 Hz felt better than 72 Hz; same known issues)'
flip_in_place: '2026-10-14, owner in the headset: launch warnings and tutorial pop-ups upright (GitHub #138)'
updated: '2026-10-14'
updated: '2026-10-15'
min_app: 1.2.0
@@ -0,0 +1,22 @@
package: com.Virtuallyz.OperationWolf
title: 'Operation Wolf Returns: First Mission VR'
status: works
tested_version: '0.28'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.hw_video_decode
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-15'
known_good_sha256: aff311f10d3e938e1eeef22263da7fe84ca38f25786ca4483543596de335c702
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 318
source_hint: com.Virtuallyz.OperationWolf
+1 -1
View File
@@ -1,5 +1,5 @@
package: com.asg.clockworkdev
title: Clockwork
title: The Last Clockwinder
status: works
tested_version: '1.29'
engine: Unity
+5 -1
View File
@@ -2,6 +2,7 @@ package: com.camouflaj.manta
title: 'Batman: Arkham Shadow'
status: works
notes: Large data set (~27 GiB) incl. all language packs.
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
details: 'Uses Meta XR Audio (Wwise), handled by patch_meta_xr_audio. Cutscenes are 8K HEVC panoramas: frame.hw_video_decode
decodes them on the Frame''s hardware, adapter.surface_native shows them in stereo (PRs #96, #128). Includes all
language packs (~28 GB). sync_guard (to test, GitHub #102) - a reporter''s game quit to Steam''s waiting screen
@@ -13,15 +14,18 @@ overport_extra:
- patch_disable_space_warp
frame:
- frame.hw_video_decode
- frame.unity_text_input
adapter:
sync_guard: 1
surface_native: 1
fade_quad: 1
device:
- device.text_input_window
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 796d1cab08f614d72c50d9702974c719c0908f5de91183cfe02d1fd5eb09551a
updated: '2026-10-13'
updated: '2026-10-15'
min_app: 1.1.0
source_hint: Batman- Arkham Shadow
@@ -0,0 +1,23 @@
package: com.coatsink.augmentedempireremastered
title: AugmentedEmpire
status: works
tested_version: '1.1'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.hw_video_decode
device:
- device.text_input_window
adapter:
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-15'
known_good_sha256: e07afd561c305493cf09efe9c869be892e475a48538dfdf617e33a0be2e6c678
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 311
source_hint: com.coatsink.augmentedempireremastered
@@ -6,9 +6,15 @@ engine: Unity
xr: OpenXR
status: works
notes: Co-op unavailable.
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
details: 'Release notes: for DLC use an older version. Co-op likely unavailable.'
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: 06428a6328a49b3ca769e070dd0d2bb55c2122c8fba5d07a69b1b206a532c212
updated: '2026-10-15'
+21
View File
@@ -0,0 +1,21 @@
package: com.crytek.climb
title: The Climb
status: works
tested_version: '666.0'
engine: CryEngine
xr: VrApi
frame:
- frame.vrapi_bridge
device_files:
user.cfg: 'r_vr_foveated = 0
'
verified:
date: '2026-10-16'
known_good_sha256: 3899967dd6d3ee0ce3409e94d543405c779e9c282ead29536abe93b3531ca285
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 91
issue: 341
source_hint: TheClimb
@@ -0,0 +1,22 @@
package: com.farbridge.vastreaches
title: 'Homeworld: Vast Reaches'
status: issues
notes: The game starts but after selecting to start a new game it seems to crash.
tested_version: 1.2.0-25215
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-15'
known_good_sha256: 6c5cb4b56fd01d20cb854e834b1611c2b2e8f10d889585606e631104d2a9323e
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 314
source_hint: com.farbridge.vastreaches
@@ -0,0 +1,22 @@
package: com.fasttravelgames.mascot
title: 'Cities: VR'
status: works
notes: Loading screen Cities VR Logo doesn't load right.
tested_version: 1.00.502
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-16'
known_good_sha256: 5537e4e9333a04eda8c1b2f96cdc9572c1bbed52a9d3af42269ba442ce9ba801
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 91
issue: 345
source_hint: CitiesSkylines
+4 -2
View File
@@ -5,8 +5,10 @@ source_hint: NOPE CHALLENGE
engine: Unreal
xr: OpenXR
status: works
notes: Meta XR Audio telemetry patch + nodebug. MR "Reality Breach" mode unavailable.
details: The MR 'Reality Breach' mode needs passthrough; standard VR mode used.
notes: "Meta XR Audio telemetry patch + nodebug. MR mode: needs a scanned room."
details: The MR 'Reality Breach' mode needs passthrough and a room; standard VR mode was verified.
adapter:
scene_emul: 1
alt_overport:
- patch_remove_unreal_force_quit
frame:
@@ -6,11 +6,17 @@ engine: Unity
xr: OpenXR
status: works
notes: Passthrough emulated with the Frame cameras (greyscale).
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
details: Mixed-reality-only title; relies on passthrough (emulated).
overport_extra:
- patch_force_passthrough
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: 65ca3a8f46cc9acfd268949418f9adeecb0cf9f59d11591ba95fe2ba9ea966d8
updated: '2026-10-15'
@@ -0,0 +1,26 @@
package: com.nextgenreality.mmrx
title: Mini Motor Racing X
status: works
tested_version: 1.3.6
engine: Unity
xr: VrApi
frame:
- frame.unity_no_msaa
- frame.unity_oculus_check
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-15'
known_good_sha256: f1df011117c918794b9d9da0c5a170fc7ac7cb7ec10eddc2dd4db649d855a531
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 317
source_hint: com.nextgenreality.mmrx
+8 -1
View File
@@ -2,10 +2,17 @@ package: com.nexxr.nexplayer
title: NEX Player
status: works
notes: 'Confirmed in the headset by the owner (2026-10-01): 72 fps, local 2D/360/3D videos play (it browses /sdcard/Movies
itself). USB-drive browsing can''t work in Lepton.'
itself). USB-drive browsing can''t work in Lepton. Typing (frame.unity_text_input + device.text_input_window,
owner in the headset 2026-10-15): SteamVR''s keyboard button works and typed text reaches the fields; the keyboard
doesn''t open by itself when a field is selected.'
tested_version: 1.3.1.0
frame:
- frame.unity_text_input
device:
- device.text_input_window
engine: Unity
xr: OpenXR
verified:
date: '2026-10-01'
source_hint: NEX - NEXt-Gen Video Player
updated: '2026-10-15'
@@ -0,0 +1,27 @@
package: com.picselica.OceanRiftFullQuest
title: Ocean Rift
status: works
notes: eye tracked foveated rendering works great!
tested_version: '2.09'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
controller_models: 1
haptic_fix: 1
scene_emul: 1
foveation: tracked
verified:
date: '2026-10-14'
known_good_sha256: 63020505f27af3d463798679999000e2d9bc671e72913138a16171461e3c95d2
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 304
source_hint: Ocean Rift
+22
View File
@@ -0,0 +1,22 @@
package: com.polyarc.MossGame
title: Moss
status: works
notes: The initial loading image looks glitchy, but otherwise it works well.
tested_version: 1.0.3.151047
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-15'
known_good_sha256: 4aaae261dcc67de1d04309e31c0ea17dbc980b431adc8ce1917ae72ac4f9d417
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 91
issue: 315
source_hint: com.polyarc.MossGame
@@ -0,0 +1,22 @@
package: com.resolutiongames.demeo
title: Demeo
status: works
tested_version: 1.42.40696-release
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-15'
known_good_sha256: adae217584c956e5574c5248868afdbb50a1f3ffd0609783215412d39b54e9ee
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 313
source_hint: com.resolutiongames.demeo
@@ -0,0 +1,24 @@
package: com.resolutiongames.jade
title: Battlemarked
status: works
tested_version: 7.2.39817-release
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.hw_video_decode
device:
- device.text_input_window
adapter:
haptic_fix: 1
pose_time_fix: 1
scene_emul: 1
verified:
date: '2026-10-15'
known_good_sha256: 670c7c16ec8d85b3865b120d143143dc73387ec325feaa028320608b1f377e7d
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 312
source_hint: com.resolutiongames.jade
@@ -0,0 +1,22 @@
package: com.s3d.ExplodingKittensVR.TestRelease
title: Exploding Kittens VR
status: issues
notes: Requires online for most modes. Practice lobby does work though.
tested_version: 1.4.25779
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-16'
known_good_sha256: 4b0a2348a5553851dcec820835e02c93a1a64927a30533d554943a9b81b3baa0
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 91
issue: 343
source_hint: com.s3d.ExplodingKittensVR.TestRelease
@@ -6,8 +6,14 @@ engine: Unity
xr: OpenXR
status: works
notes: Layers with failed swapchains are dropped by the adapter.
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: c3f8cba1c22762231b6a6fbd881668db859d83224884ebeae0c1a3ba716f298c
updated: '2026-10-15'
@@ -6,9 +6,15 @@ engine: Unity
xr: OpenXR
status: works
notes: Use VR mode.
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
details: Has VR and MR modes; use VR mode (passthrough not forced).
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: 5ba09a2bc0046c8cb587272ab81e8d32739334fef523b10ab26531a733d54f12
updated: '2026-10-15'
@@ -0,0 +1,21 @@
package: com.voidroom.TeaForGodEmperor
title: Tea For God
status: works
tested_version: 1.1.1
engine: Other
xr: OpenXR+VrApi
frame:
- frame.bhaptics_permission
- frame.hw_video_decode
adapter:
equirect_emul: 1
foveation: tracked
verified:
date: '2026-10-14'
known_good_sha256: 89b0b20d5a5b414604163def76b50aaed26961ac283dab08ff7eb469f5bacde6
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 295
source_hint: Tea For God
@@ -0,0 +1,23 @@
package: com.wanadev.ragnarockquest
title: Ragnarock
status: issues
tested_version: 2.8.0
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_skip_obb_check
- frame.bhaptics_permission
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-15'
known_good_sha256: 365f26d9a4991e2340311dfb40d14f097a066653f97fff55c632aa1876519d70
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 319
source_hint: com.wanadev.ragnarockquest
+2 -1
View File
@@ -1,13 +1,14 @@
package: com.zenstudios.PFXVRQuest
title: Pinball FX VR
status: issues
notes: Plays; mixed reality mode not working yet. Space warp off (fewer stutters).
notes: "Plays; space warp off (fewer stutters). MR mode: needs a scanned room."
tested_version: '1.9'
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
adapter:
scene_emul: 1
equirect_emul: 1
hide_space_warp: 1
verified:
+22
View File
@@ -0,0 +1,22 @@
package: io.doublejack.maestro
title: Maestro
status: works
tested_version: 0.0.397
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_skip_obb_check
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-15'
known_good_sha256: 4ca71bf4464691ab2c675fbeca1ecc5f4d34599c0a810fd3a67374c91d47f6ee
app: 1.1.1
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 88
issue: 316
source_hint: io.doublejack.maestro
+24
View File
@@ -0,0 +1,24 @@
package: jp.co.hit_point.vneko
title: Neko Atsume Purrfect
status: works
tested_version: 2.3.0
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
controller_models: 1
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-16'
known_good_sha256: da0196efa495d6ea7b34be2cea5b279acf23489134bb1dd1acef7cf54aa57da6
app: 1.2.0
overport_cli: 1.2.5
frame_build: '20261015.6141207'
agent: 91
issue: 338
source_hint: jp.co.hit_point.vneko
+18
View File
@@ -0,0 +1,18 @@
package: org.crisiszone.vr
title: Crisis Zone VR
status: works
notes: Played the beginning of the first mission without issues.
tested_version: 0.1.4
engine: Other
xr: OpenXR
frame:
- frame.sdl_clipboard
verified:
date: '2026-10-15'
known_good_sha256: 747d1e6613ae443ef03e509b509e4ec89039eec1aecf3689643db4057e53266a
app: 1.2.1.dev433
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 91
issue: 331
source_hint: CrisisZoneVR-v0.1.4-quest3
+18
View File
@@ -0,0 +1,18 @@
package: org.smarttube.stable
title: SmartTube
status: issues
notes: Android's home screen shows for a few seconds while the app starts (normal for flat Android apps; longest on the
first start after an install). Froze once in the reporter's session.
tested_version: '32.56'
engine: Other
xr: '?'
as_is: true
frame:
- frame.hw_video_decode
verified:
date: '2026-10-16'
known_good_sha256: cc53f1aedac52ea0d4e77803acd580e32e7e5179adc96b55db7267b63a16c864
app: 1.2.0
overport_cli: 1.2.5
issue: 350
source_hint: SmartTube_stable_arm64-v8a
@@ -5,9 +5,14 @@ source_hint: Toy Master
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: e951595c67b6e448f3fb4afd07e6b83e98e589094bb3b73374cfb28aa01e96ee
updated: '2026-10-15'
@@ -7,6 +7,9 @@ xr: OpenXR
status: works
notes: Needs Oculus OS telemetry class stubs and the no-ForceQuit build (the normal build quits right after
starting).
frame.unity_text_input and device.text_input_window added from detection (not headset-verified).
device:
- device.text_input_window
verified:
date: '2026-10-02' # owner-confirmed with the no-ForceQuit build
overport_cli: 1.2.3
@@ -14,6 +17,8 @@ verified:
known_good_sha256: 31469d50b8ee292597291db7cc3bc3eca8e851f533cd92bba0d64214893580cc
frame:
- frame.oculusos
- frame.unity_text_input
alt_overport:
- patch_remove_unreal_force_quit
use_alt: true
updated: '2026-10-15'
+6 -6
View File
@@ -1,9 +1,9 @@
package: xyz.TheAviary.Vermillion
title: Vermillion
status: issues
notes: Runs. The canvas used to hide the hand and brush while painting (the Frame draws the game's canvas layer in
front of everything); the recipe makes the game draw canvases in the scene instead (fix found by Klownicle, GitHub
#200). Not yet confirmed in the headset with this patch.
status: works
notes: "The canvas used to hide the hand and brush while painting (the Frame draws the game's canvas layer in front
of everything); the recipe makes the game draw canvases in the scene instead (fix found by Klownicle, GitHub #200).
Confirmed in the headset by Klownicle."
tested_version: 1.7.2
engine: Unity
xr: OpenXR
@@ -16,10 +16,10 @@ adapter:
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-11'
date: '2026-10-15'
app: 1.0.1
frame_build: '20261007.6125817'
agent: 79
issue: 200
updated: '2026-10-12'
updated: '2026-10-15'
source_hint: Vermillion - VR Painting
+6 -1
View File
@@ -5,9 +5,14 @@ source_hint: H.U.N.T
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: c35373d0f7c870ade148e3259abcc74098b6bc89fe2c2f3a2e55168df642e391
updated: '2026-10-15'
+25
View File
@@ -6,11 +6,31 @@
# with diagnostics. Launch tests and real play sessions (agent session_log, `frameport session`) are both matched.
# Sources: every failure we hit porting 34 games to the Steam Frame (see docs/PLAYBOOK.md).
signatures:
- id: mr-no-room
pattern: 'FrameBridge[^\r\n]*scene: (?:capture requested -> (?:guardian box|using guardian room)|room from guardian|room [^\r\n]*(?:from guardian|configured/default size|box))'
severity: info
diagnosis: 'The game is using a simple fallback room. Scan your room for mixed reality, or use Frame > Room > Use my play area for walls without furniture. A recorded scan can be imported until headset capture is available.'
suggest: []
- id: mr-discovery-unsupported
pattern: '(?:Unknown proc addr:\s*xrDiscoverSpacesMETA|(?:MRUK[^\r\n]*)?NoRoomsFound)'
severity: warning
diagnosis: 'The game cannot discover a Meta room. Enable room layout (adapter.scene_emul), rebuild and reinstall for the updated extension shim, then save a room under Frame > Room.'
suggest: [adapter.scene_emul]
- id: meta-asset-status-error
pattern: 'Asset status error\s+\(code 100\)'
severity: error
diagnosis: A DLC manager reports a Meta asset-file status error after VR starts (e.g. PixelRipped 1995). The asset-file check failed; the log does not identify the native call or asset ID. Try the experimental asset-file bypass (empty list, installed status with no file path); this does not supply DLC and has not been verified in the game.
suggest: [frame.asset_files_stub]
- id: meta-entitlement
# Quest games (the pcvr oculus-entitlement signature covers Rift games). Only explicit failure results: a bare
# ovr_PlatformInitialize error isn't matched. `error`, not fatal: offline games may log it and play on; an online
# game that then quits (e.g. Deadly Delivery, GitHub #322) fails the test through its exit.
pattern: '(?i)entitlement check failed|\bnot entitled to (use|play)|ovrPlatformInitialize_(NotEntitled|UnableToVerify|FileInvalid|SignatureInvalid)'
severity: error
diagnosis: The game's Meta licence check (entitlement) failed. It needs Meta's online login and licence check,
which the Frame doesn't have; games that depend on it (often online games) quit or stay offline. FramePort
doesn't get around such checks.
suggest: []
- id: lua-lightuserdata-pointer
pattern: 'bad light userdata pointer'
severity: fatal
@@ -99,6 +119,11 @@ signatures:
severity: fatal
diagnosis: The runtime rejects the game's frames, so it stops drawing (for example stuck at a "Waiting" box). An image rect reaches a few pixels past its swapchain on some Frames; FrameBridge from FramePort 0.11.0 clamps the rects, so rebuild and reinstall the game.
suggest: [frame.adapter]
- id: cylinder-menu-layers-rejected
pattern: 'xrEndFrame failed -16\b'
severity: error
diagnosis: The game draws a curved (cylinder) screen to each eye separately (for example the Doom3Quest / PreyVR menu). The Frame's runtime has no cylinder layers, so FrameBridge shows each as flat quad strips; a per-eye pair makes too many quad layers for one frame and the runtime rejects the whole frame (XR_ERROR_LAYER_INVALID), leaving the menu black while the game runs. FrameBridge from this build shows the left eye's strips to both eyes to halve the count; rebuild and reinstall the game to try it.
suggest: [frame.adapter]
- id: missing-ovr-symbol
pattern: '(UnsatisfiedLinkError|cannot locate symbol) .*"?(ovr_[A-Za-z0-9_]+|ovr[A-Z][A-Za-z0-9]*_ToString)'
severity: fatal
+24
View File
@@ -60,6 +60,30 @@
`launch.sh` at the new folder and only then deletes the old copy; on the same filesystem it renames instead.
Moving a game whose Lepton data holds absolute paths, or a PC VR prefix, is not yet verified on the device.
## Room data
- SteamVR on the Frame has no Meta scene/anchor extensions. Its chaperone supplies only a 2D outline raised to
2.43 m, without furniture, ceiling or a room mesh. Valve's default boundary is a 20-point circle of roughly 1 m
radius; FramePort refuses to treat it as a room.
- FrameBridge's `scene_emul=1` serves saved room data, with a guardian box when no room is available. OVRPort's
loader only dispatches functions in its own table: newer Meta entry points go through FramePort's extension shim.
MRUK uses discovery (`xrDiscoverSpacesMETA`, older versions `xrQuerySpacesFB`) and requests Space Setup when
discovery returns no rooms. Volumes hang below their top-face anchor in Meta's coordinate convention.
- Room files use STAGE coordinates (metres, +Y up, floor y=0, -Z forward). The format contract is
[mr/ROOM_FORMAT.md](mr/ROOM_FORMAT.md). On the Frame: `~/.local/share/frameport/rooms/<universe>/room.txt`,
optional `room-mesh.bin` and `scan.log`; `rooms/current` points to the most recently saved room.
- A room belongs to its chaperone universe. The agent reads the last universe switch from `vrserver.txt`, falling
back to the newest universe in `~/.config/openvr/config/chaperone_info.vrchap`; dummy 424242 means none.
A matching room is selected first, else `current`; the app reports `aligned: false` after a universe change.
- Quest launchers copy that room beside `settings.conf` before Lepton starts; FrameBridge reads
`dirname($FRAMEBRIDGE_CONFIG)/room.txt`. Stale copies are removed if no room exists or emulation is disabled.
Each game's persistent anchors stay in `/sdcard/Android/data/<pkg>/files/framebridge-anchors.txt`.
- Frame → Room and `frameport frame room` manage rooms. `from-boundary` creates walls without furniture;
`import` / `export` transfer room files; `show` writes an SVG preview; `build <dump.fprs>` syncs the bundled
`fp_roomscan` by SHA-256 and runs it on the Frame with `--offline`. Headset capture (`room_capture`) deliberately
returns "not implemented yet" pending the RoomView device spike. The scanner consumes recorded RoomView meshes
from `/xrservice/roomview3d/meshData` + `/meshLayout` (`IVRBlockQueue_005`); it does not capture them itself.
## OpenXR runtime (as seen by games through overport's loader)
- Instance extensions present include KHR_android_create_instance (must be enabled; the adapter adds it),
KHR_vulkan_enable(2), KHR_opengl_es_enable, KHR_composition_layer_depth, FB_display_refresh_rate, EXT_hand_tracking
+33 -5
View File
@@ -13,11 +13,14 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Arkio | Quest | ✅ Works | |
| Asgard's Wrath 2 | Quest | ✅ Works | |
| Assassin's Creed Nexus | Quest | ✅ Works | |
| Attack on Titan VR: Unbreakable | Quest | ✅ Works | |
| Audica | Quest | ✅ Works | |
| AugmentedEmpire | Quest | ✅ Works | |
| BAM | Quest | ✅ Works | |
| BARTENDER VR SIMULATOR | Quest | ✅ Works | |
| Batman: Arkham Shadow | Quest | ✅ Works | |
| BattleGlide | Quest | ✅ Works | |
| Battlemarked | Quest | ✅ Works | |
| BattleSisters | Quest | ✅ Works | |
| Beat Saber | Quest | ✅ Works | |
| Beat Saber | Quest | ✅ Works | |
@@ -27,16 +30,19 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| BlazeRush | Quest | ✅ Works | |
| BodyCombat | Quest | ✅ Works | |
| BONELAB | Quest | ✅ Works | |
| Breathedge VR | Quest | ✅ Works | |
| Carve Snowboarding | Quest | ✅ Works | |
| Caves | Quest | ✅ Works | |
| Clockwork | Quest | ✅ Works | |
| Cities: VR | Quest | ✅ Works | |
| COMPOUND | Quest | ✅ Works | |
| Cook-Out | Quest | ✅ Works | |
| Cosmodread | Quest | ✅ Works | |
| Creed | Quest | ✅ Works | |
| Crisis Zone VR | Quest | ✅ Works | |
| cubism | Quest | ✅ Works | |
| Dance Central | Quest | ✅ Works | |
| Deep Cuts | Quest | ✅ Works | |
| Demeo | Quest | ✅ Works | |
| Demeter | Quest | ✅ Works | |
| Dinosaur Island | Quest | ✅ Works | |
| Doom3Quest | Quest | ✅ Works | |
@@ -46,10 +52,12 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Eleven Table Tennis | Quest | ✅ Works | |
| Eleven: Table Tennis VR | PC VR | ✅ Works | |
| Espire 2 | Quest | ✅ Works | |
| Eye of the Temple | Quest | ✅ Works | |
| FrenzyVR | Quest | ✅ Works | |
| Fruit Ninja | Quest | ✅ Works | |
| Fruit Salon | Quest | ✅ Works | |
| Genotype | Quest | ✅ Works | |
| Ghost Town | Quest | ✅ Works | |
| Ghostbusters: Rise of the Ghost Lord | Quest | ✅ Works | |
| GORN2 | Quest | ✅ Works | |
| Gravity Lab | Quest | ✅ Works | |
@@ -61,25 +69,33 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| In Death: Unchained | Quest | ✅ Works | |
| Into The Radius 2 | Quest | ✅ Works | |
| Job Simulator | Quest | ✅ Works | |
| Journey of the Gods | Quest | ✅ Works | |
| Jurassic World Aftermath Collection | Quest | ✅ Works | |
| Keep Talking and Nobody Explodes | Quest | ✅ Works | |
| Kill It With Fire VR | Quest | ✅ Works | |
| Ladder | Quest | ✅ Works | |
| Lambda1VR | Quest | ✅ Works | |
| LEGO® Bricktales | Quest | ✅ Works | |
| Lost Recipes | Quest | ✅ Works | |
| Lucky's Tale | Quest | ✅ Works | |
| Maestro | Quest | ✅ Works | |
| Marvel's Deadpool VR | Quest | ✅ Works | |
| Marvel's Iron Man VR | Quest | ✅ Works | |
| Max Mustard | Quest | ✅ Works | |
| Medieval Dynasty New Settlement | Quest | ✅ Works | |
| Metro Awakening | Quest | ✅ Works | |
| Mini Motor Racing X | Quest | ✅ Works | |
| Mobile Suit Gundam: Silver Phantom | Quest | ✅ Works | |
| Moss | Quest | ✅ Works | |
| Moss: Book II | Quest | ✅ Works | |
| Munkr Funkr (The Legacy Days) | Quest | ✅ Works | |
| Nano | Quest | ✅ Works | |
| Neko Atsume Purrfect | Quest | ✅ Works | |
| NEX Player | Quest | ✅ Works | |
| NFL PRO ERA II | Quest | ✅ Works | |
| NOPE CHALLENGE | Quest | ✅ Works | |
| Ocean Rift | Quest | ✅ Works | |
| Operation Wolf Returns: First Mission VR | Quest | ✅ Works | |
| palazzo_santacruz | Quest | ✅ Works | |
| Path of the Warrior | Quest | ✅ Works | |
| Pistol Whip | Quest | ✅ Works | |
@@ -97,9 +113,12 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Riven | Quest | ✅ Works | |
| Robo Recall | Quest | ✅ Works | |
| RUINSMAGUS | Quest | ✅ Works | |
| Sclerosis | Quest | ✅ Works | |
| Shadow Point | Quest | ✅ Works | |
| Shoot The Zombirds VR | Quest | ✅ Works | |
| Shores of Loci | Quest | ✅ Works | |
| SilentSlayer | Quest | ✅ Works | |
| Smash Drums | Quest | ✅ Works | |
| Sniper Elite VR | Quest | ✅ Works | |
| Sniper Elite VR: Winter Warrior | Quest | ✅ Works | |
| Space Pirate Trainer Quest | Quest | ✅ Works | |
@@ -112,9 +131,12 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| SUPERHOT VR | Quest | ✅ Works | |
| SynthRiders | Quest | ✅ Works | |
| Taskmaster | Quest | ✅ Works | |
| Tea For God | Quest | ✅ Works | |
| TetrisEffect | Quest | ✅ Works | |
| The Boys VR | Quest | ✅ Works | |
| The Climb | Quest | ✅ Works | |
| The Climb 2 | Quest | ✅ Works | |
| The Last Clockwinder | Quest | ✅ Works | |
| The Room VR | Quest | ✅ Works | |
| The Tale of Onogoro | Quest | ✅ Works | |
| Time Crisis II VR (Test) | Quest | ✅ Works | |
@@ -128,6 +150,8 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Vader Immortal: Episode II | Quest | ✅ Works | |
| Vader Immortal: Episode III | Quest | ✅ Works | |
| Vampire Survivors | Quest | ✅ Works | |
| Vendetta Forever | Quest | ✅ Works | |
| Vermillion | Quest | ✅ Works | |
| VR HOT Quest | Quest | ✅ Works | |
| VR4 | Quest | ✅ Works | |
| Walkabout Mini Golf | Quest | ✅ Works | |
@@ -141,26 +165,30 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Does it Stack? | Quest | ⚠️ Works with issues | Mixed reality mode does not work (works on Demeo), everything else seems to be OK |
| Dungeons of Eternity | Quest | ⚠️ Works with issues | It can not connect to servers |
| End Space | Quest | ⚠️ Works with issues | Controls stop responding after the first mission loads. |
| Exploding Kittens VR | Quest | ⚠️ Works with issues | Requires online for most modes. |
| ExploreVR | Quest | ⚠️ Works with issues | The 3D world warps and shifts with head movement (wrong perspective). |
| Fisherman | Quest | ⚠️ Works with issues | Loading screens have corruption, but everything works otherwise. |
| Freedom | Quest | ⚠️ Works with issues | Volume can't be changed in the game. |
| Homeworld: Vast Reaches | Quest | ⚠️ Works with issues | The game starts but after selecting to start a new game it seems to crash. |
| Lawn Mowing Simulator VR | Quest | ⚠️ Works with issues | Left eye textures flicker only when mowing in specific areas. |
| MacacoVR | Quest | ⚠️ Works with issues | 2d loading screens are glitchy, otherwise main gameplay is fine |
| Majora's Mask VR | Quest | ⚠️ Works with issues | Audio on the file select screen sounds crunchy. |
| Myst | Quest | ⚠️ Works with issues | Minor graphical glitches on some objects. |
| Phantom: Covert Ops | Quest | ⚠️ Works with issues | DLC/store button crashes (no Meta store). |
| Pinball FX VR | Quest | ⚠️ Works with issues | Plays; mixed reality mode not working yet. |
| Plezy | Quest | ⚠️ Works with issues | Some videos play with strong artifacts and wrong colours; the cause is unknown, possibly hardware video decoding. |
| Quantum Void | Quest | ⚠️ Works with issues | no hands |
| Ragnarock | Quest | ⚠️ Works with issues | |
| Real VR Fishing | Quest | ⚠️ Works with issues | Seems to be almost 100% functional with meta permissions enabled. |
| Silhouette | Quest | ⚠️ Works with issues | Hand-tracking game; the Frame synthesizes hands from controllers, so it is janky. |
| SmartTube | Quest | ⚠️ Works with issues | Android's home screen shows for a few seconds while the app starts (normal for flat Android apps; longest on the first start after an install). |
| Spunky Dungeon | Quest | ⚠️ Works with issues | Gear VR / Oculus Go game (32-bit only), runs through FramePort's 32-bit bridge (experimental). |
| Swarm 2 | Quest | ⚠️ Works with issues | MSAA creates visible seams around edge geometry and also the skybox edge |
| The Light Brigade | Quest | ⚠️ Works with issues | Judder in weapons |
| The Thrill Of The Fight | Quest | ⚠️ Works with issues | Right eye doesn't draw the opponent or the referee. |
| Time Stall | Quest | ⚠️ Works with issues | Both eyes distort during movement (unresolved). |
| Vermillion | Quest | ⚠️ Works with issues | Runs. |
| WiiCompiled VR | Quest | ⚠️ Works with issues | To add a game: in FramePort's Files tab, upload your .wcgame file to this game's storage, folder Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR… |
| Deadly Delivery | Quest | ❌ Doesn't run | Quits after Meta's entitlement check fails: it needs Meta's online services. |
| Espire 1: VR Operative (Quest Edition) | Quest | ❌ Doesn't run | Mesa GL driver crash during texture upload. |
| GOLF+ | Quest | ❌ Doesn't run | Black screen. |
| HITMAN 3 VR: Reloaded | Quest | ❌ Doesn't run | Vulkan driver crash (freedreno), even without Valve layers. |
| Journey of the Gods | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
| Roblox | Quest | ❌ Doesn't run | Crashes on its first VR frame on the Frame. |
| Shadow Point | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
+83
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@@ -0,0 +1,83 @@
# Evaluating patch heuristics
`scripts/eval_heuristics.py` compares `engine.suggest(analysis, use_catalog=False)` with the bundled
`catalog/games/*.yaml` entries. It does not merge personal or remote catalog recipes into the benchmark.
It supports the original dumps command, or a precomputed `scripts/heuristics_snapshot.py` snapshot:
```sh
.venv/bin/python scripts/eval_heuristics.py '<dumps folder>' --verbose
.venv/bin/python scripts/eval_heuristics.py --snapshot analyses.json --split all --json baseline.json
.venv/bin/python scripts/eval_heuristics.py --snapshot analyses.json --fit-report --out fit-report.md
```
Use a scratch `FRAMEPORT_HOME`, `FRAMEPORT_NO_CATALOG_UPDATE=1`, and an empty `FRAMEPORT_WINDOWS_DATA` for offline
measurement. Snapshot mode reads no APKs or game data. Each snapshot read copies the source to a temporary file,
then parses the copy, retrying incomplete JSON. To compare multiple splits against an actively growing snapshot,
freeze one valid copy first and use that file for every run.
The default split is `dev`. `split_packages({package: analysis_engine})` sorts packages by SHA-256 within Unity,
Unreal, and Other strata, then holds out the nearest 20% (half rounded up). Pass only packages with both an analysis
and a catalog entry. The same input set always yields the same split regardless of iteration order; adding packages
can move the cutoff. Very small strata can have no holdout. Unsupported entries participate in splitting.
## What is scored
Ground truth contains catalog choices and patch registry defaults, with no inherited heuristic adapter settings.
Default expectations are determined per analysis, using each default patch's own detection in the same way as the
engine's initial heuristic pass. Thus a conditional default that is not detected (e.g. LTW on a game without LTW)
is not expected. Explicit catalog `overport_remove` and `frame_remove` entries remove expected defaults. An absent
expected default is represented as `remove:<patch id>`; enabled defaults do not inflate patch scores.
Opt-in overport/frame/device/PC VR IDs, default removals, adapter values, device-file names, foveation parameters,
and alternate-build patch IDs are compared. Alternate-build identities use `alt:<patch id>` so choosing one in a
fallback is distinct from choosing it in the primary build. Device-file content is not compared. Adapter values
must match: a wrong value contributes both an FP and an FN for `adapter.<key>`. Patch precision, recall and F1 are
micro-averaged across games; an empty denominator is reported as zero. Exact-game accuracy also compares the
unsupported status flag. Fields report matching games, including empty-field matches.
`RUNTIME_ONLY` lists choices excluded from the headline: `use_alt`, selected runtime adapter settings, Lepton
environment variables, and config-sync settings. They have their own exact, field and patch metrics. Catalog
entries with status `unsupported` are excluded from both headline and runtime supported-game metrics, and have
separate metrics and per-game diffs. Converted analyses are included and marked. JSON contains all metrics per
engine, all game signatures, split assignments, and missing/extra decisions.
## Dated score: catalog gaps vs. detection errors
The strict score treats the catalog as complete, but older entries were verified before many patches existed, and
a catalog recipe inherits every heuristic adapter setting and device patch (except `device.text_input_window`)
without listing them (`engine.suggest`), so the verified build had those. The dated score (`headline_dated`, printed
under "Dated") sets aside, on both sides:
- patches first committed after the entry's `verified.date` (the verifier couldn't have chosen them), and
- inherited adapter/device picks (`inherited_decisions`).
What remains are real disagreements: an extra on an entry verified after the patch existed, or a catalog choice
the heuristics don't make. Gaps are counted per patch ("Catalog gaps by patch"). The dated score needs the intro
date cache that `--fit-report` writes; without it only inherited picks are set aside.
Before tuning a rule to remove an "extra", check which kind it is: a gap on an old entry is a candidate for the
catalog (fit report), not a detection error. Before adding a patch to a working entry, weigh its benefit (does it
fix something the game hits?) against a rebuild prompt for everyone who installed it; adapter settings never need
adding (inherited). Results 2026-10-15: strict 5/65 exact, F1 73.8%; dated 39/65, F1 88.6% (dev 90.5%, holdout
79.5%). Remaining misses are one-game fixes found at runtime (e.g. Vader's gl_error_clear, BlazeRush's GL settings).
An evaluation writes JSON even when its headline has differences, then exits 1 for compatibility with the original
script. It exits 0 when exact, or after producing a fit report.
## New patch fit
The fit report covers all catalog entries, independently of `--split`. Candidates come from the final heuristic
recipe, preserving platform, flat-app, dependency, and 32-bit normalization rules. A candidate must also be opt-in,
applicable and recommended by its own `detect()`. Entries already listing or explicitly removing the patch are
excluded; a listed adapter key is excluded regardless of its value. This report proposes additions, not value edits.
Each candidate includes its reason, experimental/strict flags, first local git introduction date, catalog entry
date (`verified.date`; `updated` only without one, since it also moves for unrelated edits), and whether the
patch is newer. Unknown dates are marked unknown. Warnings
come from the full catalog recipe plus that one candidate; they may include pre-existing conflicts. Missing-analysis
entries appear as metadata-only rows. Intro dates, including unknown results, are cached in
`patch-intro-dates.json` beside the snapshot (or dumps folder); subsequent runs only query uncached patch IDs.
`tests/test_eval_heuristics.py` uses synthetic data. The opt-in real-dump test in `tests/test_games.py` ratchets the
supported all-split exact ratio and patch F1 against measured, rounded-down baseline constants. Machine-local
`.eval-home/` and `.eval-results/` scratch outputs are ignored by git.
+5
View File
@@ -167,6 +167,10 @@ FramePort downloads it, checks it, restarts and keeps your games and settings. *
- Settings → **Updates** turns the check off or turns on **Install updates automatically**.
- **Recipes** (the tested patches and settings for each game) update by themselves. A game whose recipe changed shows
**Update on Frame**.
- **A newer version of a game:** right-click it (or use **…** on its page) → **Update with a newer APK…** (Quest and
Android games) or **Update with a newer version…** (Linux apps: the new AppImage, archive or folder; PC VR games:
the new game folder). Its name, artwork, tags and your settings stay. Then click **Update on Frame** (or **on this
PC**).
- **Dev builds:** if you're asked to test a change before its release, use Settings → Updates → **Install the latest
dev build…**. The next release then arrives as a normal update.
@@ -255,6 +259,7 @@ option. The main ones:
|---|---|
| `scan <folder>` / `list` / `show <game>` | add games, list the library, show a game's patches |
| `add-linux <path> [--exe <program>]` | add a Linux app (AppImage, folder or archive) |
| `new-version <game> <path>` | point a game at its newer version (APK, Linux app file/folder, PC VR game folder) |
| `recipe <game> --enable/--disable <patch>` | change a game's patches (`patches` lists them all) |
| `build <game>` / `install <game>` / `test <game>` | build, install on the Frame (`--to pc` for this PC), launch test |
| `frame discover` / `frame connect` / `frame info` | find, connect to and describe the Frame |
+58 -54
View File
@@ -39,7 +39,7 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
| [Patch Oculus detection for Unity](#patch_oculus_unity) | `patch_oculus_unity` | Patches from OVRPort | default |
| [Patch Oculus detection for Unreal](#patch_oculus_unreal) | `patch_oculus_unreal` | Patches from OVRPort | default |
| [Remove localized app names](#patch_remove_localized_names) | `patch_remove_localized_names` | Patches from OVRPort | default |
| [Remove Unreal's ForceQuit](#patch_remove_unreal_force_quit) | `patch_remove_unreal_force_quit` | Patches from OVRPort | 35 |
| [Remove Unreal's ForceQuit](#patch_remove_unreal_force_quit) | `patch_remove_unreal_force_quit` | Patches from OVRPort | 41 |
| [Remove uses-library](#patch_remove_uses_library) | `patch_remove_uses_library` | Patches from OVRPort | default |
| [Remove VrApi library](#patch_remove_vrapi) | `patch_remove_vrapi` | Patches from OVRPort | |
| [Replace application label and icon](#patch_replace_icon_label) | `patch_replace_icon_label` | Patches from OVRPort | default |
@@ -47,42 +47,42 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
| [VrApi → OpenXR adapter (OVRPort)](#patch_vrapi_openxr) | `patch_vrapi_openxr` | Patches from OVRPort | |
| [32-bit ARM bridge (Gear VR / Go games)](#frame-a32_bridge) | `frame.a32_bridge` | Steam Frame patches | 6 |
| [FrameBridge OpenXR adapter](#frame-adapter) | `frame.adapter` | Steam Frame patches | default |
| [Content files from the game's data](#frame-asset_files) | `frame.asset_files` | Steam Frame patches | 1 |
| [Content files from the game's data](#frame-asset_files) | `frame.asset_files` | Steam Frame patches | 2 |
| [Asset-file service bypass](#frame-asset_files_stub) | `frame.asset_files_stub` | Steam Frame patches | |
| [Skip Meta avatars](#frame-avatar_stub) | `frame.avatar_stub` | Steam Frame patches | 1 |
| [bHaptics: skip the Bluetooth permission request](#frame-bhaptics_permission) | `frame.bhaptics_permission` | Steam Frame patches | |
| [bHaptics: skip the Bluetooth permission request](#frame-bhaptics_permission) | `frame.bhaptics_permission` | Steam Frame patches | 5 |
| [BlazeRush: controllers without Meta avatars, own shader cache](#frame-blazerush) | `frame.blazerush` | Steam Frame patches | 1 |
| [Epic Online Services: stop the keychain retry loop](#frame-eos_keychain_loop) | `frame.eos_keychain_loop` | Steam Frame patches | |
| [OpenGL ES: multiview shaders on flat panels (HUD, menus)](#frame-gl_multiview_fbo) | `frame.gl_multiview_fbo` | Steam Frame patches | 1 |
| [GL shim (Mesa GLSL compatibility)](#frame-gl_shim) | `frame.gl_shim` | Steam Frame patches | 2 |
| [Godot apps: start without a clipboard service](#frame-godot_clipboard) | `frame.godot_clipboard` | Steam Frame patches | |
| [Hardware video decoding (H.264, HEVC, VP9)](#frame-hw_video_decode) | `frame.hw_video_decode` | Steam Frame patches | 10 |
| [Hardware video decoding (H.264, HEVC, VP9)](#frame-hw_video_decode) | `frame.hw_video_decode` | Steam Frame patches | 23 |
| [Language packs from the game's files](#frame-langpacks) | `frame.langpacks` | Steam Frame patches | |
| [Launcher category (INFO → LAUNCHER)](#frame-launcher) | `frame.launcher` | Steam Frame patches | default |
| [GL wrapper: OpenGL ES depth formats (Minecraft)](#frame-ltw_depth) | `frame.ltw_depth` | Steam Frame patches | default |
| [Fix Lua startup crashes on Frame](#frame-luajit_pointers) | `frame.luajit_pointers` | Steam Frame patches | |
| [Declare Meta-only permissions](#frame-meta_permissions) | `frame.meta_permissions` | Steam Frame patches | 2 |
| [Declare Meta-only permissions](#frame-meta_permissions) | `frame.meta_permissions` | Steam Frame patches | 3 |
| [Meta XR Audio: skip Quest telemetry class](#frame-metaxr_telemetry) | `frame.metaxr_telemetry` | Steam Frame patches | default |
| [Clear android:debuggable](#frame-nodebug) | `frame.nodebug` | Steam Frame patches | 3 |
| [Oculus OS telemetry class stubs](#frame-oculusos) | `frame.oculusos` | Steam Frame patches | 15 |
| [Oculus OS telemetry class stubs](#frame-oculusos) | `frame.oculusos` | Steam Frame patches | 17 |
| [Fix crash when the game prepares the microphone](#frame-ovr_microphone) | `frame.ovr_microphone` | Steam Frame patches | |
| [Keep the same Meta user between starts](#frame-ovr_stable_user) | `frame.ovr_stable_user` | Steam Frame patches | default |
| [Trace Meta platform requests (diagnostics)](#frame-ovr_trace) | `frame.ovr_trace` | Steam Frame patches | |
| [Platform compat (ovrMessageType_ToString)](#frame-ovrplatformcompat) | `frame.ovrplatformcompat` | Steam Frame patches | default |
| [Stub missing Meta platform functions](#frame-ovrstubs) | `frame.ovrstubs` | Steam Frame patches | default |
| [Unpaired pointer-authentication checks](#frame-pac_hints) | `frame.pac_hints` | Steam Frame patches | 1 |
| [SDL apps: start without a clipboard service](#frame-sdl_clipboard) | `frame.sdl_clipboard` | Steam Frame patches | 4 |
| [SDL apps: start without a clipboard service](#frame-sdl_clipboard) | `frame.sdl_clipboard` | Steam Frame patches | 5 |
| [Stress Level Zero: let Unity start Vulkan itself](#frame-slz_vulkan_hooks) | `frame.slz_vulkan_hooks` | Steam Frame patches | 1 |
| [Start straight in VR (skip the 2D launcher)](#frame-start_activity) | `frame.start_activity` | Steam Frame patches | |
| [Allow swapchains larger than 4096 px](#frame-swapchain_limit) | `frame.swapchain_limit` | Steam Frame patches | default |
| [Team Beef ports: treat the Frame as a Meta headset](#frame-tbxr_vendor) | `frame.tbxr_vendor` | Steam Frame patches | 1 |
| [GL shim for Unity (no multisampled render-to-texture)](#frame-unity_gl_shim) | `frame.unity_gl_shim` | Steam Frame patches | 19 |
| [GL shim for Unity (no multisampled render-to-texture)](#frame-unity_gl_shim) | `frame.unity_gl_shim` | Steam Frame patches | 23 |
| [Unity: render each eye separately (no multiview)](#frame-unity_multipass) | `frame.unity_multipass` | Steam Frame patches | 1 |
| [Unity: disable MSAA](#frame-unity_no_msaa) | `frame.unity_no_msaa` | Steam Frame patches | 7 |
| [Unity: disable MSAA](#frame-unity_no_msaa) | `frame.unity_no_msaa` | Steam Frame patches | 9 |
| [Unity: skip OVROverlay layers (fades, splash screens)](#frame-unity_no_overlay_copy) | `frame.unity_no_overlay_copy` | Steam Frame patches | 2 |
| [Unity: start VR without Meta's system apps](#frame-unity_oculus_check) | `frame.unity_oculus_check` | Steam Frame patches | 10 |
| [Unity: keep MSAA off at runtime (OVRManager)](#frame-unity_runtime_msaa_off) | `frame.unity_runtime_msaa_off` | Steam Frame patches | 24 |
| [Make Unity text fields work](#frame-unity_text_input) | `frame.unity_text_input` | Steam Frame patches | 73 |
| [Unity: start VR without Meta's system apps](#frame-unity_oculus_check) | `frame.unity_oculus_check` | Steam Frame patches | 12 |
| [Unity: keep MSAA off at runtime (OVRManager)](#frame-unity_runtime_msaa_off) | `frame.unity_runtime_msaa_off` | Steam Frame patches | 28 |
| [Make Unity text fields work](#frame-unity_text_input) | `frame.unity_text_input` | Steam Frame patches | 107 |
| [Unity: share thread keys (games that run out of them)](#frame-unity_tls_key_pool) | `frame.unity_tls_key_pool` | Steam Frame patches | 1 |
| [Unity: headset always counts as worn](#frame-unity_user_presence) | `frame.unity_user_presence` | Steam Frame patches | 1 |
| [GL shim for Unreal (no multisampled render-to-texture)](#frame-unreal_gl_shim) | `frame.unreal_gl_shim` | Steam Frame patches | 1 |
@@ -90,24 +90,24 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
| [Unreal: stand-ins for OVRPlugin functions OVRPort lacks](#frame-unreal_ovrp_entrypoints) | `frame.unreal_ovrp_entrypoints` | Steam Frame patches | 2 |
| [Unreal: Quest controller bindings (RPOC key map)](#frame-unreal_quest_keymap) | `frame.unreal_quest_keymap` | Steam Frame patches | 3 |
| [Unreal: don't wait for the Quest shader precompile](#frame-unreal_quest_precompile) | `frame.unreal_quest_precompile` | Steam Frame patches | 3 |
| [Unreal: start without the OBB check](#frame-unreal_skip_obb_check) | `frame.unreal_skip_obb_check` | Steam Frame patches | 3 |
| [Unreal: start without the OBB check](#frame-unreal_skip_obb_check) | `frame.unreal_skip_obb_check` | Steam Frame patches | 6 |
| [Unreal: skip the OBB delivery check](#frame-unreal_skip_obb_delivery) | `frame.unreal_skip_obb_delivery` | Steam Frame patches | 1 |
| [Unreal: bypass the stalled loading splash](#frame-unreal_splash_bypass) | `frame.unreal_splash_bypass` | Steam Frame patches | 1 |
| [Unreal: thumb follows the capacitive touches](#frame-unreal_thumb_touch) | `frame.unreal_thumb_touch` | Steam Frame patches | 7 |
| [Vermillion: paint canvases in the scene](#frame-vermillion_scene_canvas) | `frame.vermillion_scene_canvas` | Steam Frame patches | 1 |
| [Vivox voice chat: skip Android 12 audio routing](#frame-vivox_audio_route) | `frame.vivox_audio_route` | Steam Frame patches | 1 |
| [Vivox voice chat: skip Android 12 audio routing](#frame-vivox_audio_route) | `frame.vivox_audio_route` | Steam Frame patches | 2 |
| [Vulkan: drop invalid render-pass pointers](#frame-vk_sanitize) | `frame.vk_sanitize` | Steam Frame patches | default · 1 |
| [VrApi → OpenXR bridge](#frame-vrapi_bridge) | `frame.vrapi_bridge` | Steam Frame patches | 3 |
| [VrApi → OpenXR bridge](#frame-vrapi_bridge) | `frame.vrapi_bridge` | Steam Frame patches | 4 |
| [Quiet Meta's VrApi loader (OpenXR games)](#frame-vrapi_stub) | `frame.vrapi_stub` | Steam Frame patches | 2 |
| [OpenGL ES: shader fixes (Vulkan layer under Zink)](#frame-zink_shader_fix) | `frame.zink_shader_fix` | Steam Frame patches | 1 |
| [Pointer start](#adapter-aim_forward) | `adapter.aim_forward` | Game settings | |
| [Pointer angle](#adapter-aim_pitch) | `adapter.aim_pitch` | Game settings | |
| [Pointer turn](#adapter-aim_yaw) | `adapter.aim_yaw` | Game settings | |
| [Use controllers](#adapter-controller_fix) | `adapter.controller_fix` | Game settings | 1 |
| [Show Steam Frame controllers](#adapter-controller_models) | `adapter.controller_models` | Game settings | 3 |
| [Show Steam Frame controllers](#adapter-controller_models) | `adapter.controller_models` | Game settings | 6 |
| [Stand in for cube layers](#adapter-cube_standin) | `adapter.cube_standin` | Game settings | |
| [Show curved menus and screens](#adapter-cylinder_strips) | `adapter.cylinder_strips` | Game settings | |
| [Show 360° backgrounds and videos](#adapter-equirect_emul) | `adapter.equirect_emul` | Game settings | 4 |
| [Show 360° backgrounds and videos](#adapter-equirect_emul) | `adapter.equirect_emul` | Game settings | 5 |
| [360° detail](#adapter-equirect_face) | `adapter.equirect_face` | Game settings | |
| [360° picture orientation](#adapter-equirect_flip) | `adapter.equirect_flip` | Game settings | |
| [360° video frame rate limit](#adapter-equirect_fps) | `adapter.equirect_fps` | Game settings | |
@@ -127,9 +127,9 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
| [GL shim: high-precision vertex shaders](#adapter-gl_highp_markers) | `adapter.gl_highp_markers` | Game settings | 1 |
| [GL shim: integer vertex inputs](#adapter-gl_int_attribs) | `adapter.gl_int_attribs` | Game settings | 1 |
| [Flat panel diagnostics (log)](#adapter-gl_mv_debug) | `adapter.gl_mv_debug` | Game settings | |
| [Fix freezes when controllers vibrate](#adapter-haptic_fix) | `adapter.haptic_fix` | Game settings | 66 |
| [Fix freezes when controllers vibrate](#adapter-haptic_fix) | `adapter.haptic_fix` | Game settings | 88 |
| [Vibration strength](#adapter-haptic_scale) | `adapter.haptic_scale` | Game settings | |
| [Turn off space warp](#adapter-hide_space_warp) | `adapter.hide_space_warp` | Game settings | 4 |
| [Turn off space warp](#adapter-hide_space_warp) | `adapter.hide_space_warp` | Game settings | 5 |
| [Controller input diagnostics (log)](#adapter-input_diag) | `adapter.input_diag` | Game settings | |
| [Extra diagnostics (log)](#adapter-layer_debug) | `adapter.layer_debug` | Game settings | |
| [Drop broken layers](#adapter-layer_fix) | `adapter.layer_fix` | Game settings | |
@@ -137,9 +137,9 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
| [Unity frame loop: wait for skipped frames](#adapter-ovrp_begin_gate) | `adapter.ovrp_begin_gate` | Game settings | 1 |
| [Steadier hands (older Unity)](#adapter-ovrp_hold_physics) | `adapter.ovrp_hold_physics` | Game settings | 1 |
| [See your room](#adapter-passthrough_emul) | `adapter.passthrough_emul` | Game settings | |
| [Steadier head tracking](#adapter-pose_consistency) | `adapter.pose_consistency` | Game settings | 1 |
| [Steadier head tracking](#adapter-pose_consistency) | `adapter.pose_consistency` | Game settings | 2 |
| [Pose timing diagnostics (log)](#adapter-pose_debug) | `adapter.pose_debug` | Game settings | |
| [Fix hands lagging behind controllers](#adapter-pose_time_fix) | `adapter.pose_time_fix` | Game settings | 11 |
| [Fix hands lagging behind controllers](#adapter-pose_time_fix) | `adapter.pose_time_fix` | Game settings | 14 |
| [Treat newer Quest controllers as Touch](#adapter-profile_remap) | `adapter.profile_remap` | Game settings | |
| [Animate fingers from touch](#adapter-proximity_emul) | `adapter.proximity_emul` | Game settings | |
| [Keep pictures in bounds](#adapter-rect_clamp) | `adapter.rect_clamp` | Game settings | |
@@ -148,7 +148,7 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
| [Re-create play space](#adapter-respace_kick) | `adapter.respace_kick` | Game settings | |
| [Sharpness](#adapter-scale) | `adapter.scale` | Game settings | 4 |
| [Room depth](#adapter-scene_depth) | `adapter.scene_depth` | Game settings | |
| [Pretend room layout](#adapter-scene_emul) | `adapter.scene_emul` | Game settings | 4 |
| [Use room layout](#adapter-scene_emul) | `adapter.scene_emul` | Game settings | 13 |
| [Room height](#adapter-scene_height) | `adapter.scene_height` | Game settings | |
| [Room width](#adapter-scene_width) | `adapter.scene_width` | Game settings | |
| [Eye-image snapshots (diagnostics)](#adapter-snapshot) | `adapter.snapshot` | Game settings | |
@@ -170,12 +170,12 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
| [OpenGL ES shader fixes](#adapter-zink_shader_fix) | `adapter.zink_shader_fix` | Game settings | 1 |
| [Keep the game's saved resolution in step](#device-config_sync) | `device.config_sync` | Files and settings on the Frame | 1 |
| [Show as VR or as a flat window](#device-display_mode) | `device.display_mode` | Files and settings on the Frame | |
| [Settings files for the game](#device-files) | `device.files` | Files and settings on the Frame | 2 |
| [Foveated rendering (Valve)](#device-foveation) | `device.foveation` | Files and settings on the Frame | |
| [Settings files for the game](#device-files) | `device.files` | Files and settings on the Frame | 3 |
| [Foveated rendering (Valve)](#device-foveation) | `device.foveation` | Files and settings on the Frame | 3 |
| [Hide Android's navigation bar](#device-hide_navbar) | `device.hide_navbar` | Files and settings on the Frame | |
| [Extra Lepton settings](#device-lepton_env) | `device.lepton_env` | Files and settings on the Frame | 3 |
| [Controllers as a gamepad (Steam Input)](#device-steam_gamepad) | `device.steam_gamepad` | Files and settings on the Frame | |
| [Show the app's Android window (for typing)](#device-text_input_window) | `device.text_input_window` | Files and settings on the Frame | 76 |
| [Show the app's Android window (for typing)](#device-text_input_window) | `device.text_input_window` | Files and settings on the Frame | 110 |
| [Launch options (SteamVR or OpenXR)](#pcvr-launch_args) | `pcvr.launch_args` | PC VR (Proton and Revive) | 2 |
| [Provide the Oculus runtime from Revive (Frame)](#pcvr-libovr_redirect) | `pcvr.libovr_redirect` | PC VR (Proton and Revive) | |
| [No Unreal crash reporter](#pcvr-no_crash_reporter) | `pcvr.no_crash_reporter` | PC VR (Proton and Revive) | |
@@ -420,7 +420,7 @@ Stops some Unreal games from closing themselves right after starting.
- `patch_remove_unreal_force_quit`
- **Changes:** Changes the APK (during the OVRPort conversion).
- **Offered (off):** Built as the alternate APK for Unreal games (use it if the game quits itself).
- **Catalog games (35):** Asgard's Wrath 2, BARTENDER VR SIMULATOR, Carve Snowboarding, Creed, Dance Central, Espire 1: VR Operative (Quest Edition), Espire 2, ExploreVR and 27 more.
- **Catalog games (41):** Asgard's Wrath 2, BARTENDER VR SIMULATOR, Breathedge VR, Carve Snowboarding, Creed, Dance Central, Espire 1: VR Operative (Quest Edition), Espire 2 and 33 more.
- **Suggested by launch-test signatures:**
- `force-quit` (error): The game quit itself right after starting.
- **Source:** [patches/overport.py](../src/frameport/patches/overport.py)
@@ -511,6 +511,7 @@ FramePort's layer between the game and the Steam Frame: fills in what the Frame
- **Suggested (on):** Required for every OpenXR/overport build on the Frame.
- **Suggested by launch-test signatures:**
- `cube-swapchain-refused` (fatal): The game asked for a cube-map swapchain (for example an OVROverlay skybox or loading cube), which the Frame's runtime doesn't have.
- `cylinder-menu-layers-rejected` (error): The game draws a curved (cylinder) screen to each eye separately (for example the Doom3Quest / PreyVR menu).
- `graphics-requirements-missing` (fatal): The game can't start VR on the Frame; rebuild it with the current FramePort.
- `swapchain-rect-invalid` (fatal): The runtime rejects the game's frames, so it stops drawing (for example stuck at a "Waiting" box).
- `time-conversion` (warning): The Frame's runtime lacks timespec time conversion; the current adapter build emulates it.
@@ -525,7 +526,7 @@ Lets the game find extra content it keeps next to its data (for example Star War
- `frame.asset_files`
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** The game asks Meta's platform for asset files and its data has … content file(s) (*.pak) that OVRPort's loader doesn't report.
- **Catalog games (1):** Star Wars: Tales from the Galaxy's Edge.
- **Catalog games (2):** Attack on Titan VR: Unbreakable, Star Wars: Tales from the Galaxy's Edge.
- **Source:** [patches/frame/langpack.py](../src/frameport/patches/frame/langpack.py)
> Some games keep content in separate files next to their OBB (for example Star Wars: Tales from the Galaxy's Edge: its seasons and sound banks) and ask Meta's platform for them as asset files. OVRPort's platform loader doesn't know them, so the game waits for content that never arrives (black screen after loading). Lists the content files shipped with the game's data (*.pak) as installed and answers their download request at once with the file's path; nothing is copied or downloaded. Shares the language-pack library.
@@ -564,6 +565,7 @@ Stops bHaptics from asking for a Bluetooth permission the Frame doesn't have (th
- `frame.bhaptics_permission` · also for 2D apps
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** bHaptics asks for an Android 12 Bluetooth permission at start; the permission screen interrupts the game on the Frame.
- **Catalog games (5):** Quantum Void, Ragnarock, Smash Drums, Tea For God, Vendetta Forever.
- **Suggested by launch-test signatures:**
- `bhaptics-permission-prompt` (error): The game asked for Android 12's Bluetooth permission (bHaptics' vest SDK, for example Yupitergrad).
- **Source:** [patches/frame/bhaptics_permission.py](../src/frameport/patches/frame/bhaptics_permission.py)
@@ -643,7 +645,7 @@ Plays the game's videos on the Frame's video hardware, so 4K and 8K video runs s
- `frame.hw_video_decode` · also for 2D apps
- **Changes:** Install only: written on the Frame when the game is installed; the APK isn't changed.
- **Suggested (on):** The game plays video through Android's decoders (MediaCodec, ExoPlayer or VLC): decode it on the Frame's hardware.
- **Catalog games (10):** 4XVR Video Player, Batman: Arkham Shadow, Dance Central, Fruit Ninja, Ghostbusters: Rise of the Ghost Lord, Kill It With Fire VR, MacacoVR, Medal of Honor: Above and Beyond and 2 more.
- **Catalog games (23):** 4XVR Video Player, AugmentedEmpire, Batman: Arkham Shadow, Battlemarked, Breathedge VR, Dance Central, Exploding Kittens VR, Eye of the Temple and 15 more.
- **Source:** [patches/frame/hw_video_decode.py](../src/frameport/patches/frame/hw_video_decode.py)
> Decodes the game's videos on the Frame's hardware video decoder instead of Android's software decoders, which stutter or fall behind with 4K/8K video (for example video players, Batman: Arkham Shadow's cutscenes). Adds FramePort's codec plugin (OMX.frameport.avc/hevc/vp9.decoder) to this game's container only; the APK isn't changed. When the hardware is busy (for example Steam's own hardware video decoding is on) the video is decoded in software as before.
@@ -704,7 +706,7 @@ Declares Meta's permissions some mixed-reality games ask for, so they don't stop
- `frame.meta_permissions`
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** Mixed-reality game that needs the room model: its 'use spatial data' permission must be granted (for example Demeter).
- **Catalog games (2):** Arkio, Demeter.
- **Catalog games (3):** Arkio, Demeter, Real VR Fishing.
- **Source:** [patches/frame/manifest_fixes.py](../src/frameport/patches/frame/manifest_fixes.py)
> Declares com.oculus.permission.* / horizonos.permission.* that the app uses, so Android grants them at install (for example the 'use spatial data' permission of mixed-reality games like Demeter).
@@ -747,7 +749,7 @@ Provides stand-ins for Quest system calls some games make at start.
- **Suggested (on):** The Unreal build of Meta XR Audio looks up com.oculus.os.AnalyticsEvent and aborts without it (for example NOPE Challenge).
- **Suggested (on):** Several Meta SDK libraries look up com.oculus.os.AnalyticsEvent (…); games like this abort without the stub (for example Nano).
- **Offered (off):** … references com.oculus.os.AnalyticsEvent; usually harmless (for example Batman: Arkham Shadow and LEGO Bricktales run without it). Enable if the game aborts with ClassNotFoundException.
- **Catalog games (15):** AgeOfJoy, AllInOneSports, Caves, Deep Cuts, Does it Stack?, Nano, NOPE CHALLENGE, RC Pilot Trainer and 7 more.
- **Catalog games (17):** AgeOfJoy, AllInOneSports, Caves, Deep Cuts, Does it Stack?, Nano, Neko Atsume Purrfect, NOPE CHALLENGE and 9 more.
- **Suggested by launch-test signatures:**
- `oculus-os-class` (fatal): The game looks up a Quest-only system class and aborts.
- **Source:** [patches/frame/telemetry.py](../src/frameport/patches/frame/telemetry.py)
@@ -836,7 +838,7 @@ Lets SDL and LÖVE games start on the Frame (they'd crash looking for a clipboar
- `frame.sdl_clipboard` · also for 2D apps
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** SDL app: it crashes at start in Lepton, which has no clipboard service.
- **Catalog games (4):** Majora's Mask VR, Time Crisis II VR (Test), Time Crisis VR (Experimental), WiiCompiled VR.
- **Catalog games (5):** Crisis Zone VR, Majora's Mask VR, Time Crisis II VR (Test), Time Crisis VR (Experimental), WiiCompiled VR.
- **Suggested by launch-test signatures:**
- `sdl-no-clipboard` (fatal): The app crashed at start because the Frame's Android has no clipboard.
- **Source:** [patches/frame/sdl_clipboard.py](../src/frameport/patches/frame/sdl_clipboard.py)
@@ -902,7 +904,7 @@ Stops a gray or frozen screen in Unity games that turn on anti-aliasing while ru
- `frame.unity_gl_shim`
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** Unity GLES game that may switch to MSAA at runtime: hide multisampled render-to-texture, which crashes the Frame's GL driver (for example The Room VR).
- **Catalog games (19):** Audica, BattleSisters, Beat Saber, Clockwork, COMPOUND, Cosmodread, Down the Rabbit Hole, Drunkn Bar Fight and 11 more.
- **Catalog games (23):** Audica, BattleSisters, Beat Saber, COMPOUND, Cosmodread, Down the Rabbit Hole, Drunkn Bar Fight, End Space and 15 more.
- **Suggested by launch-test signatures:**
- `unreal-msrtt-crash` (fatal): The game's graphics crashed a few seconds after start.
- **Source:** [patches/frame/vrapi_bridge.py](../src/frameport/patches/frame/vrapi_bridge.py)
@@ -929,7 +931,7 @@ Turns off a smoothing setting that crashes some older Unity games on the Frame.
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** Legacy VrApi Unity game on GLES with MSAA (… quality levels): multisampled render-to-texture hangs the Frame's GL driver (for example Sniper Elite VR).
- **Offered (off):** GLES Unity game with MSAA on (… quality levels); enable if it hangs the GPU ('zink: DEVICE LOST').
- **Catalog games (7):** Audica, BattleSisters, IEYTD3, Jurassic World Aftermath Collection, Sniper Elite VR, SUPERHOT VR, The Room VR.
- **Catalog games (9):** Audica, BattleSisters, Eye of the Temple, IEYTD3, Jurassic World Aftermath Collection, Mini Motor Racing X, Sniper Elite VR, SUPERHOT VR and 1 more.
- **Suggested by launch-test signatures:**
- `zink-device-lost` (fatal): The GPU hung, so the game froze or closed.
- **Source:** [patches/frame/unity_no_msaa.py](../src/frameport/patches/frame/unity_no_msaa.py)
@@ -957,7 +959,7 @@ Lets older Unity games start VR without Meta's system apps (they'd stay on a 2D
- `frame.unity_oculus_check` · revision 5
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** Unity with built-in Oculus support: it checks for Meta's system apps before starting VR, else it runs as a 2D app (for example Accounting+, BattleSisters).
- **Catalog games (10):** Accounting+, Audica, BattleSisters, Cosmodread, End Space, Jurassic World Aftermath Collection, Shoot The Zombirds VR, Sniper Elite VR and 2 more.
- **Catalog games (12):** Accounting+, Audica, BattleSisters, Cosmodread, End Space, Eye of the Temple, Jurassic World Aftermath Collection, Mini Motor Racing X and 4 more.
- **Suggested by launch-test signatures:**
- `unity-vr-device-none` (fatal): Unity didn't start VR, so the game runs as a hidden 2D app.
- **Source:** [patches/frame/unity_oculus_check.py](../src/frameport/patches/frame/unity_oculus_check.py)
@@ -971,7 +973,7 @@ Keeps a smoothing setting off that the game turns on itself and that can freeze
- `frame.unity_runtime_msaa_off` · revision 2
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** GLES Unity game whose OVRManager turns 4x MSAA on at runtime: multisampled render-to-texture can hang the Frame's GPU.
- **Catalog games (24):** Audica, BattleSisters, Beat Saber, Clockwork, COMPOUND, Cosmodread, Down the Rabbit Hole, Drunkn Bar Fight and 16 more.
- **Catalog games (28):** Audica, BattleSisters, Beat Saber, COMPOUND, Cosmodread, Down the Rabbit Hole, Drunkn Bar Fight, End Space and 20 more.
- **Suggested by launch-test signatures:**
- `unity-render-crash` (fatal): The game's graphics crashed, so the picture freezes or stays gray.
- `unity-runtime-msaa` (info): The game turns MSAA on at runtime, which can hang the Frame's GPU.
@@ -987,7 +989,7 @@ Lets you type into this app's text fields on the Frame (they'd close at once).
- `frame.unity_text_input` · also for 2D apps
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** Unity app with text fields (…): they close at once on the Frame because it has no system keyboard.
- **Catalog games (73):** AgeOfJoy, AllInOneSports, Ancient_Dungeon, Arkio, Audica, BattleSisters, Beat Saber, Beat Saber (co-existence build) and 65 more.
- **Catalog games (107):** AgeOfJoy, AllInOneSports, Ancient_Dungeon, Arcsmith, Arkio, Assassin's Creed Nexus, Attack on Titan VR: Unbreakable, Audica and 99 more.
- **Source:** [patches/frame/unity_text_input.py](../src/frameport/patches/frame/unity_text_input.py)
> Unity's TMP_InputField / InputField wait for Android's on-screen keyboard and close themselves a frame later when there is none (Lepton has no on-screen keyboard; Meta's system keyboard does this on a Quest), so a selected text field only flashes a caret. Rewrites TouchScreenKeyboardShouldBeUsed -&gt; false and isKeyboardUsingEvents (TMP) / InPlaceEditing (uGUI) -&gt; true in libil2cpp.so, found per game with Cpp2IL (downloaded on first use), so fields stay selected and take key presses: Steam's keyboard (with "Show the app window") or Type on Frame from the PC.
@@ -998,6 +1000,7 @@ Lets Unity 6 games with many native libraries start when they run out of thread
- `frame.unity_tls_key_pool` · also for 2D apps
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** Unity 6 with Firebase Firestore and Gecko: these native runtimes can exhaust Android's 128 thread keys alongside the Frame's graphics and XR libraries. Pool Unity's keys to leave room for them.
- **Offered (off):** Unity 6 with …: turn on if the game aborts at start with "cannot create thread specific key" (for example Wander).
- **Catalog games (1):** Wander.
- **Suggested by launch-test signatures:**
@@ -1089,7 +1092,7 @@ Starts Unreal games without re-checking their data file (they'd seem to hang on
- `frame.unreal_skip_obb_check` · also for 2D apps
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** Unreal checks the OBB's contents before starting (bVerifyOBBOnStartUp); on the Frame a failed or slow check can't be seen and the game seems to hang.
- **Catalog games (3):** Dance Central, Kill It With Fire VR, MacacoVR.
- **Catalog games (6):** Dance Central, Kill It With Fire VR, Lost Recipes, MacacoVR, Maestro, Ragnarock.
- **Suggested by launch-test signatures:**
- `unreal-obb-check-stuck` (fatal): The game stays on Unreal's OBB check screen (DownloaderActivity), which the Frame doesn't show, and never starts VR (for example Contractors, GitHub #159).
- **Source:** [patches/frame/unreal_obb_check.py](../src/frameport/patches/frame/unreal_obb_check.py)
@@ -1155,7 +1158,7 @@ Lets games with Vivox voice chat start on the Frame (they'd crash on an Android
- `frame.vivox_audio_route` · also for 2D apps
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** Vivox voice chat: it calls Android 12 audio methods, which Lepton (Android 11) lacks, and crashes.
- **Catalog games (1):** Dungeons of Eternity.
- **Catalog games (2):** Dungeons of Eternity, Real VR Fishing.
- **Suggested by launch-test signatures:**
- `vivox-api31` (fatal): The game's Vivox voice-chat SDK calls Android 12 audio-routing methods (AudioManager communication devices) without checking the Android version; Lepton runs Android 11, so the app crashes (for example Green Hell VR).
- **Source:** [patches/frame/vivox_audio_route.py](../src/frameport/patches/frame/vivox_audio_route.py)
@@ -1186,7 +1189,7 @@ Lets games built on Meta's oldest VR interface run on the Frame.
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** The engine calls libvrapi.so directly; OVRPort can't translate it.
- **Conflicts with:** [`frame.vrapi_stub`](#frame-vrapi_stub)
- **Catalog games (3):** BlazeRush, Path of the Warrior, The Climb 2.
- **Catalog games (4):** BlazeRush, Path of the Warrior, The Climb, The Climb 2.
- **Suggested by launch-test signatures:**
- `direct-vrapi` (warning): The game uses Meta's VrApi directly and needs the VrApi bridge.
- `vrapi-frame-rejected` (fatal): The VrApi bridge rejected the game's frame options, so no picture reaches the headset even though frame pacing can appear in the log.
@@ -1292,7 +1295,7 @@ For games that show the headset's own controllers. Takes effect after a reinstal
- **Options:**
- Value: int, default `0`.
- Game settings → Controllers → "Show Steam Frame controllers".
- **Catalog games (3):** SynthRiders, VR HOT Quest, Walkabout Mini Golf.
- **Catalog games (6):** Neko Atsume Purrfect, Ocean Rift, Real VR Fishing, SynthRiders, VR HOT Quest, Walkabout Mini Golf.
- **Suggested by launch-test signatures:**
- `render-model-requested` (info): The game shows Quest controllers (or none) because the Frame doesn't provide controller models.
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
@@ -1337,7 +1340,7 @@ Video players' virtual theaters and 360° videos would otherwise stay black.
- **Options:**
- Value: int, default `0`.
- Game settings → 360° pictures and video → "Show 360° backgrounds and videos".
- **Catalog games (4):** 4XVR Video Player, Into The Radius 2, Pinball FX VR, Riven.
- **Catalog games (5):** 4XVR Video Player, Into The Radius 2, Pinball FX VR, Riven, Tea For God.
- **Suggested by launch-test signatures:**
- `equirect-layers-dropped` (warning): The game's 360° pictures (for example a video player's theater or 360° videos) are missing because the Frame's runtime can't show equirect layers.
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
@@ -1630,7 +1633,7 @@ For games that freeze the Frame when a controller vibrates (for example Lucky's
- **Options:**
- Value: int, default `0`.
- Game settings → Controllers → "Fix freezes when controllers vibrate" (advanced).
- **Catalog games (66):** AgeOfJoy, Ancient_Dungeon, Audica, BattleSisters, Beat Saber, Caves, Clockwork, COMPOUND and 58 more.
- **Catalog games (88):** AgeOfJoy, Ancient_Dungeon, Attack on Titan VR: Unbreakable, Audica, AugmentedEmpire, Battlemarked, BattleSisters, Beat Saber and 80 more.
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
> Routes OVRPlugin through FramePort's extension shim, which turns Meta's amplitude-envelope vibrations into plain ones: OVRPort's loader reads their nanosecond duration as seconds and allocates gigabytes, freezing the Frame when the game vibrates a controller (for example Lucky's Tale's save slots, GitHub #9). Needs a rebuild.
@@ -1659,7 +1662,7 @@ For games whose picture flickers or smears (for example Into The Radius 2).
- **Options:**
- Value: int, default `0`.
- Game settings → Troubleshooting → "Turn off space warp" (advanced).
- **Catalog games (4):** Into The Radius 2, Metro Awakening, Pinball FX VR, The Boys VR.
- **Catalog games (5):** Into The Radius 2, Lawn Mowing Simulator VR, Metro Awakening, Pinball FX VR, The Boys VR.
- **Suggested by launch-test signatures:**
- `space-warp-used` (info): The game uses Meta's space warp (it renders half of its frames plus motion vectors, and the runtime makes up the rest).
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
@@ -1778,7 +1781,7 @@ For games that judder or shimmer while you hold your head still (for example I A
- **Options:**
- Value: int, default `0`.
- Game settings → Picture → "Steadier head tracking" (advanced).
- **Catalog games (1):** I Am Cat.
- **Catalog games (2):** I Am Cat, Lawn Mowing Simulator VR.
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
> Repeat xrLocateViews queries for the same display time get the first, fully tracked answer again. Games that ask several times per frame got slightly different poses and rendered parts of the frame with different heads: judder (for example I Am Cat; proposed by Klownicle, GitHub #8).
@@ -1808,7 +1811,7 @@ For games whose hands trail the controllers when you move them (for example Batt
- **Options:**
- Value: int, default `0`.
- Game settings → Controllers → "Fix hands lagging behind controllers" (advanced).
- **Catalog games (11):** BattleSisters, Beat Saber, Dance Central, Dungeons of Eternity, Phantom: Covert Ops, Robo Recall, Star Wars: Tales from the Galaxy's Edge, Time Stall and 3 more.
- **Catalog games (14):** Battlemarked, BattleSisters, Beat Saber, Dance Central, Dungeons of Eternity, Mini Motor Racing X, Phantom: Covert Ops, Quantum Void and 6 more.
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
> Poses a game asks for at a CLOCK_MONOTONIC time, or more than 0.5 s before the frame's display time, are located at the same moment in the runtime's time (or now). Meta's OVRPlugin passes the monotonic clock on as the OpenXR time, which on the Frame runs seconds behind the runtime's clock, so its "now" poses (Unity's physics step, controller poses) came from the past: hands trailing the controllers (for example BattleSisters, Sniper Elite VR).
@@ -1927,23 +1930,23 @@ Higher looks sharper but needs more power; lower runs smoother. 1.0× is the gam
> Override the guardian depth (0 = use guardian, min 1.5 m).
### <a id="adapter-scene_emul"></a>Pretend room layout
### <a id="adapter-scene_emul"></a>Use room layout
Mixed-reality games that build their level from your room get a simple room with walls.
Scene games get your saved room. Without one, they get a simple room from the play area.
- `adapter.scene_emul`
- **Changes:** Game setting: stored in the build and on the Frame (settings.conf); can be changed without a rebuild.
- **Suggested (on), value `1`:** Mixed-reality game that builds its level from the room model: emulate a guardian-sized room (for example Demeter).
- **Suggested (on), value `1`:** The game asks Meta's system for your room layout (scene), which the Frame doesn't have: emulate a room from the play area (for example VR HOT's room setup).
- **Suggested (on), value `1`:** The game uses Meta's scene or spatial anchor APIs: serve the saved room on the Frame, or a simple play-area room until one is scanned.
- **Options:**
- Value: int, default `0`.
- Game settings → Mixed reality → "Pretend room layout".
- **Catalog games (4):** Arkio, Demeter, Ghostbusters: Rise of the Ghost Lord, Vermillion.
- Game settings → Mixed reality → "Use room layout".
- **Catalog games (13):** Arkio, AugmentedEmpire, Battlemarked, Demeo, Demeter, Ghostbusters: Rise of the Ghost Lord, Neko Atsume Purrfect, NOPE CHALLENGE and 5 more.
- **Suggested by launch-test signatures:**
- `mr-discovery-unsupported` (warning): The game cannot discover a Meta room.
- `scene-missing` (warning): The game wants Meta's room data (scene API), which the Frame lacks.
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
> Fake XR_FB_scene/spatial entities: a guardian-sized room with floor, ceiling and four walls, for mixed-reality games that build their level from the room (for example Demeter).
> Serve Meta scene and spatial entity APIs from the saved room (walls, furniture and mesh). Without a saved room, use a simple play-area box (for example Demeter).
### <a id="adapter-scene_height"></a>Room height
@@ -2269,7 +2272,7 @@ Puts settings files next to the game on the Frame, for example to turn off an un
- **Changes:** Install only: written on the Frame when the game is installed; the APK isn't changed.
- **Suggested (on):** CryEngine: variable-rate shading isn't supported on the Frame, so user.cfg turns it off (… = 0; The Climb / The Climb 2).
- **Options:** `files`: text, default none — path relative to files/ -&gt; content
- **Catalog games (2):** SUPERHOT VR, The Climb 2.
- **Catalog games (3):** SUPERHOT VR, The Climb, The Climb 2.
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
> Writes config files into the game's Android/data/&lt;package&gt;/files/ on the Frame, to turn off engine features the Frame doesn't support (for example a CryEngine user.cfg with r_variable_rate_shading = 0, as The Climb 2 needs).
@@ -2285,6 +2288,7 @@ Render less detail outside your gaze; adjust the full-resolution area or darken
- `mode`: str, default empty — tracked, fixed or off (empty = Valve's default)
- `radius`: float, default `0.0`, 0–0.45 — Full-resolution radius; 0 keeps the current runtime default
- `test`: bool, default `False` — Darken lower-resolution regions (diagnostic)
- **Catalog games (3):** Ocean Rift, Quantum Void, Tea For God.
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
> Reduces shading away from the full-resolution area, following each eye's gaze. Default area size keeps the runtime's current profile unchanged. Custom radius is a fraction of the shorter eye-image dimension; the transition ends at twice that radius. Larger areas retain more detail but save less GPU work. Fixed stops the area following your eyes. The optional test darkens actual coarse-shaded fragments; rebuild/reinstall to toggle it. Tested on RE4, Deadpool and Asgard's Wrath 2. The Climb 2 gets a version-guarded private bridge at 1.0 scale; Batman gets its hash-verified allocation fix (unsupported OVRPlugin versions are refused). Other games may need additional fixes; turn this off if artifacts appear.
@@ -2331,7 +2335,7 @@ Lets typing reach this app from Steam's on-screen keyboard or your PC's keyboard
- `device.text_input_window`
- **Changes:** Install only: written on the Frame when the game is installed; the APK isn't changed.
- **Suggested (on):** App with text fields: key presses only reach a shown Android window.
- **Catalog games (76):** AFFECTED: The Manor, AgeOfJoy, AllInOneSports, Ancient_Dungeon, Arkio, Audica, Beat Saber, Beat Saber (co-existence build) and 68 more.
- **Catalog games (110):** AFFECTED: The Manor, AgeOfJoy, AllInOneSports, Ancient_Dungeon, Arcsmith, Arkio, Assassin's Creed Nexus, Attack on Titan VR: Unbreakable and 102 more.
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
> Lepton runs VR apps headless: their Android window is never shown, so it never gets keyboard focus and no key press (Steam's on-screen keyboard, a USB/Bluetooth keyboard, Type on Frame) reaches the app's text fields. With Lepton's lepton-show-flatscreen marker the window is shown (behind the VR view, which keeps working) and Steam's keyboard opens for a selected text field. Steam lists the shown window as "Gamescope" (the Frame's compositor). Pairs with "Make Unity text fields work without a system keyboard".
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@@ -24,6 +24,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| A Unity OpenXR game closes right after the OpenXR instance is created: `F VrApiLoader: vrapi_SetPropertyInt was called before vrapi_Initialize()!`, SIGABRT on UnityMain (GitHub #62, Jurassic World Aftermath) | the APK still ships Meta's VrApi loader; OVRPlugin (1.89, on OpenXR) calls it without starting VrApi and Meta's loader aborts. The VrApi bridge can't replace it (39 of the loader's 114 functions: OVRPlugin wouldn't link) | `frame.vrapi_stub` (same exports, each returns 0); triage `vrapi-before-init` |
| A VrApi game exits at once: `UnsatisfiedLinkError … dlopen failed: cannot locate symbol "vrapi_PollEvent"` (GitHub #57, BlazeRush) | the engine imports a VrApi function the VrApi bridge didn't implement | the bridge has `vrapi_PollEvent`, `RecenterPose`, `SetDisplayRefreshRate`, `GetSystemPropertyFloatArray` (rebuild the game); the static check "VrApi functions resolvable" names any other missing one; triage `vrapi-symbol-missing` |
| A Team Beef port (Lambda1VR, RTCWQuest, …) exits at once: `UnsatisfiedLinkError: dlopen failed: library "libopenxr_loader_valve.so" not found` (GitHub #59) | TBXR loads `openxr_loader_<Build.MANUFACTURER>` (Lepton: valve) and takes the Meta path only when `strstr(OPENXR_HMD, "meta")` matches, else Pico's | `frame.tbxr_vendor` (empty `libopenxr_loader_valve.so` + the "meta" literal → "alve"). Game data (`xash/`, …) goes to /sdcard: upload it with the Files tab to the game's storage. Black eyes with `TBXR: Incomplete frame buffer object: GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE`: TBXR always uses multisampled render-to-texture (even `--msaa 1`); `frame.tbxr_vendor` links the GL shim, which hands it single-sampled versions (log `GL shim: multisampled render-to-texture … drawn single-sampled`) |
| A Quest game renders, then logs `Entitlement check failed` / `ovrPlatformInitialize_NotEntitled` (often with retries) and quits, e.g. `SIG: 9` after `[Photon] Disconnected` (GitHub #322, Deadly Delivery) | The game's Meta licence check (entitlement) needs Meta's online login, which the Frame doesn't have; online-only games quit (triage `meta-entitlement`) | None: FramePort doesn't get around entitlement checks. Offline games that log it and play on are fine |
| Black screen after VR starts; `Asset status error (code 100)` in `DLC_Manager:AssetStatusCallback` (GitHub #203, e.g. PixelRipped 1995) | Meta asset-file status fails after entitlement succeeds; the log does not identify the native call or asset ID | Try `frame.asset_files_stub` (opt-in, triage-only): native/langpack answers GetList with an empty successful list and StatusById with installed status, an empty path and the requested ID. No DLC files are supplied; download requests retain their existing behavior. Disable with `FRAMEPORT_ASSET_FILES_STUB=0`. Host-tested only; whether this fixes startup needs a game/device test |
| Missing sound or extra content in a game whose OBB folder has separate `*.pak` files (GitHub #61, Star Wars: Tales from the Galaxy's Edge: seasons + Wwise banks) | the game asks Meta's platform for these asset files (`ovr_AssetFile_GetList` / `DownloadById`); OVRPort's loader doesn't list them | copy every content/sound-bank PAK and use `frame.asset_files` (native/langpack lists the data's `*.pak` as installed `default` assets, IAP `free`, and answers DownloadById at once with the path; off: env FRAMEPORT_ASSET_FILES=0). Tales also needs the splash and depth-size fixes below |
| A SideQuest backup has `apk/` and a sibling `obb/` with content/sound-bank PAKs, but the Frame only has the main OBB (GitHub #61, Tales from the Galaxy's Edge) | older scans treated that layout as loose expansion files and selected only the named OBBs; the asset-file patch then found no PAKs | the scanner chooses the OBB folder by version first, then keeps the whole sibling data folder when all its expansion files are selected for this APK; app updates repair affected library entries and refresh asset/language-pack detection. Reinstall to copy the missing files, or scan the backup again first. Folders with other packages or unselected OBB versions still send only the selected OBBs |
@@ -62,6 +63,8 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| Un-cracked Oculus PC VR game: "Initializing OVR session" then exits / signature check on the runtime | Revive's hooks don't install on Proton-arm64; the Oculus shim rejects the unsigned Revive runtime | Not runnable on the Frame without the repack's crack extracted (not done by FramePort); use the PC version |
| PC VR game: `Failed to initialize Oculus API (-3001)` / `Unable to load LibOVRRT DLL` | Revive's LoadLibrary hook doesn't work under Proton arm64 (ARM64EC kernelbase); the game's LibOVR shim finds no runtime DLL | Symlink `LibOVRRT64_1.dll` → Revive's DLL in the prefix's system32 (manual so far) → then -3021 (runtime signature check; open) |
| Uploads to the Frame are slow | The link, storage or transfer backend can limit throughput | Check the job's "Transfer link"; try the Frame's hotspot or USB cable. Large install files prefer system OpenSSH SFTP, retaining paired-host checks and `.part` resume; unavailable or failed native uploads fall back to Paramiko. The log names the backend. Settings → Installing → Parallel uploads accepts 1–8 (default 3; saved preferences are preserved). More is not always faster. Measure the production path with `scripts/upload_bench.py --methods app-files-3 --check-resume` (three repetitions, checksum verification) |
| Log: `OpenSSH SFTP failed (255): … Permission denied (publickey,password)`, then Paramiko | OpenSSH offered keys the Frame doesn't authorize (GitHub #242) | The log lists the keys OpenSSH offered (`Offering public key`) and its warnings. A connection that logged in with the PC's own keys/agent makes OpenSSH use them too (copies of `~/.ssh/id_*` + the agent); a refused FramePort key is retried that way once. A Frame that accepts only another key file: Settings → Installing → SSH keys (CLI `frameport frame ssh-keys --add <file>`); passphrase keys go through the SSH agent |
| Log: `OpenSSH SFTP failed (1): stat C://…/[…: No such file or directory` | sftp got glob escapes inside its quotes (GitHub #324, fixed): `[` in a local folder name | Update FramePort; the native_upload `quote()` passes only `\\` and `\"` escapes, Windows paths with `/` |
| PC VR game exits right away: `Unhandled Exception: 0xc06d007e` (after `FOnlineSubsystemOculus::InitWithWindowsPlatform`) | Delay-loaded `LibOVRPlatform64_1.dll` (Oculus Platform SDK, installed with the Oculus app) is missing | None on the Frame (entitlement check; FramePort doesn't replace it). PC mode with the Oculus app |
| Unity PC VR game (Oculus + SteamVR build: `OVRPlugin.dll` and `openvr_api.dll` in `<Name>_Data/Plugins`) opens a window and quits after ~20 s; no VR Vulkan instance after the game's DXVK device in launch.log; Unity log (`unity log … Player.log`, agent v67): `OpenVR failed initialization` / `Initialization of device … failed` | Unity's built-in VR tries its SDKs in list order (Oculus first) unless `-vrmode` picks one; a catalog recipe verified with another build of the game (for example SUPERHOT VR's OpenXR build, GitHub #105) used to drop the build's own arguments | `pcvr.launch_args` = `-vrmode OpenVR` (detected for such builds; kept when the catalog's `xr` differs from the build's). A game's Electron launcher next to it (SHVR.exe) is ranked below the game |
| Unreal PC VR game opens the crash reporter instead of closing | UE starts CrashReportClient.exe on a crash | `pcvr.no_crash_reporter` (default for Unreal Rift games): `-nocrashreports` + CrashReportClient.exe renamed `.disabled` in the Frame copy |
@@ -173,7 +176,11 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| Passthrough black (BAM) | XR_FB_passthrough missing | adapter `passthrough_emul=1` (default) + `patch_force_passthrough` for MR-only games |
| Quest Touch controllers (or none) shown in a game that uses Meta's runtime controller models | XR_FB_render_model missing on the Frame | adapter `controller_models=1`: the agent converts the Frame's SteamVR controller models to glb at install, the adapter serves them. Games with their own controller meshes aren't affected (none of the 34 catalog games use runtime models) |
| `overportOXR: Unknown proc addr: xr…` for a function the adapter emulates | overport's dispatcher only forwards functions in its own table | route the plugin's lookups through `native/xrshim` (done for XR_FB_render_model when `controller_models=1`) |
| MR game stuck waiting for room data (Demeter) | no Meta scene API | adapter `scene_emul=1` (+ `frame.meta_permissions`) |
| MR game stuck waiting for room data (e.g. Demeter) | No Meta scene API | `adapter.scene_emul=1` (+ `frame.meta_permissions`); Frame → Room → Use my play area, or import a scanned room |
| Unity MR game rejects every room / its "use guardian" fallback does nothing; `ovrpBoundary_Outer is not supported`, `IndexOutOfRangeException` in a guardian check (e.g. Demeter's `RemoveObjectNotInGuardian`) | OVRPlugin calls the Frame's 1x1 m STAGE rect a configured boundary but can't give its outline | `adapter.scene_emul=1`: FrameBridge then answers the app's STAGE `xrGetReferenceSpaceBoundsRect` with `XR_SPACE_BOUNDS_UNAVAILABLE` (log `scene: STAGE bounds hidden`). Demeter also needs a floor of at least 2.5 x 2.5 m, as on a Quest |
| Build says `Unity text fields: not fixed: Cpp2IL couldn't start on this PC` (older versions: `Cpp2IL couldn't read this game's code: at Cpp2IL.Program.Main`) | .NET aborts without libicu (fresh WSL/Linux) | FramePort runs Cpp2IL with `DOTNET_SYSTEM_GLOBALIZATION_INVARIANT=1`; such failures aren't cached, so the next build retries |
| MR uses an empty/simple room; FrameBridge `scene: capture requested -> guardian box` / `using guardian room`, `room from guardian`, or fallback box dimensions (`mr-no-room`) | No saved room, so FrameBridge uses its guardian box | Save a room in Frame → Room. A real SteamVR boundary supplies walls; Valve's default circle is refused. Import a scanner-built room for furniture/mesh; headset capture is not implemented yet |
| `Unknown proc addr: xrDiscoverSpacesMETA` or MRUK `NoRoomsFound` (`mr-discovery-unsupported`) | Scene discovery is unavailable or no room was discovered | Enable `adapter.scene_emul`, rebuild/reinstall to get the updated extension shim, then save a room. All games declaring USE_SCENE or USE_ANCHOR_API now get this suggestion |
| Hand-tracking game janky (Silhouette) | Frame synthesizes hands from controllers | `controller_fix=0` passes hands through; not really fixable |
| Eye distortion while moving (Arcsmith, Time Stall) | unknown (not eye swap, tracking, Valve layers, depth or pacing) | unresolved |
| The Climb 666.0: hand outlines ripple in both eyes while menus and gameplay work (GitHub #238) | Unknown. Sessions paced around 72 fps, controller tracking reported valid, and SteamVR motion smoothing was already off; these checks do not establish the cause | Unresolved after wearer comparisons on 2026-10-12: disabling Valve's Vulkan layers, setting `r_AntialiasingMode = 1`, and setting `r_AntialiasingMode = 0` with `r_MotionBlur = 0` each gave the same or worse result. These were config comparisons; runtime cvar values were not verified. Restored the playable configuration (`r_vr_foveated = 0` with the default Vulkan layers), retaining the startup/rendering crash fixes above. Do not keep the unsuccessful experimental settings as a fix |
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# Phase 0: reading Valve's RoomView 3D mesh (dev Frame, SteamOS 0.4.5 build 20261007, 2026-10-16)
Result: **a third-party OpenVR client can read the passthrough depth mesh, and it carries enough of the room for
a scan** (floor, table-height surfaces, orthogonal walls; the ceiling only weakly).
## Access
- Background OpenVR app (`VR_InitInternal2(..., VRApplication_Background)`, never starts SteamVR) through
`/opt/steamvr/bin/linuxarm64/libopenvr_api.so`.
- `FnTable:IVRBlockQueue_005`: `Connect("/xrservice/roomview3d/meshData")` and `.../meshLayout` work (created by
Valve's cv driver; no exclusivity seen next to the compositor's own reader). Read with
`WaitAndAcquireReadOnlyBlock(queue, &block, &buffer, EBlockQueueReadType_New, timeout_ms)` + `ReleaseReadOnlyBlock`.
- Metadata through the C++ interface `IVRPaths_002` (vtable slot 0 `ReadPathBatch(root, PathRead_t*, n)`, slot 2
`StringToHandle(&handle, path)`; `FnTable:IVRPaths_001` doesn't exist), root = the **block** handle, except
`/meshData/meshIsUpToDate` which is a property of the **queue** handle:
| path | tag | meaning |
|---|---|---|
| `/meshLayout/layoutId` | 3 (u64) | id of the index layout (static while the mesh resolution stays) |
| `/meshLayout/vertexCount` | 2 (i32) | 16896 = 132 x 128 |
| `/meshLayout/indexCount` | 2 | 99822 (u32 triangle indices into the grid, row width 132) |
| `/meshData/meshId` | 3 | frame counter (~30 per second while passthrough runs) |
| `/meshData/layoutId` | 3 | matches the layout block |
| `/meshData/elementCount` | 2 | floats in the data block (vertexCount x 3) |
| `/meshData/rawFromMeshPose` | 20 (HmdMatrix34) | mesh -> SteamVR raw tracking space |
| `/meshData/posePredictionBaseTime` | 7 (f64) | seconds (system uptime clock) |
| `/meshData/meshIsUpToDate` (queue) | 4 (bool) | false in standby / headset off |
- STAGE (= standing universe) = `IVRSystem_023` vtable slot 13 `GetRawZeroPoseToStandingAbsoluteTrackingPose()` x
rawFromMeshPose. Check: the mesh origin is 6.7 cm from `GetDeviceToAbsoluteTrackingPose(Standing)`'s head
position in every frame (camera vs head centre). **The raw->standing transform changes during a session** (its
height went 1.60 -> 1.07 m while recording: Valve's floor estimate) -> capture raw poses and convert all frames
with the transform at the end of the capture.
## The mesh
- A fixed fan of view directions, +Z forward, rows top->bottom (row 0 = up in the image, -Y), ~126 deg across the
corners (corner directions ~(+-0.67, +-0.66, 0.34)); one depth per grid point. Not head-locked in world terms:
its pose is the passthrough camera pose at capture.
- Range: reliable ~0.3-4 m; far values are inpainted (up to ~10 m) -> drop > 4 m. Strongly smoothed (soft edges,
small objects lost); locally planar: plane-fit residual of 12x12 patches median 5-17 mm.
- First frames after tracking starts can have NaN poses -> skip non-finite frames.
- Fused normals (60 s of looking around, ~3 frames/s used): floor clearly at y ~= 0, a table-height surface at
0.7 m, a lower one at 0.5 m; vertical surfaces in two orientation clusters ~85 deg apart (orthogonal walls), wall
offsets readable; ceiling: few down-facing points (people rarely look straight up; prompt for it).
- Data rate: 16896 x 12 B vertices + 99822 x 4 B indices per frame (the dump repeats the indices per frame).
## Consequences for the design
- Capture = stdlib Python on the Frame (ctypes), as above; the C scanner works offline on the dump.
- Scanner input quality: smooth, noisy at depth discontinuities; walls/floor via normals + RANSAC are robust;
furniture only as coarse boxes; ceiling needs a guided "look up" step, else the default height.
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# FramePort room files (mixed reality)
Quest MR games read a room model (floor, ceiling, walls, furniture, a global mesh) through Meta's scene APIs. The
Steam Frame has no such data for apps (see docs/FRAME_RUNTIME.md "Room data"), so FramePort scans the room itself
(`fp_roomscan`) and FrameBridge (`native/adapter/scene_emu.c`) serves it to games. This file is the contract between
the scanner, the Frame agent, the PC app and FrameBridge.
## Coordinates
- Everything is in **STAGE space** = SteamVR's standing universe = OpenXR `XR_REFERENCE_SPACE_TYPE_STAGE`:
metres, right-handed, +Y up, floor at y = 0, -Z = the universe's forward.
- A room belongs to one chaperone universe (`universe` line). The Frame sometimes starts a new universe without
relocalizing; then the stored room may be misaligned (the agent reports `aligned: false`, nothing breaks).
## room.txt (UTF-8 text, one record per line, `#` starts a comment, fields separated by spaces)
```
frameport-room 1 # magic + format version (required, first line)
universe <decimal u64> # chaperone universe id the room was scanned in (0 = unknown)
source scan|boundary|box|manual # how it was made
time <unix seconds>
room <uuid> # the room anchor
floor <uuid> <y> # floor height (normally 0)
ceiling <uuid> <y> # ceiling height
outline <n> x0 z0 x1 z1 ... x(n-1) z(n-1)
# floor polygon, n >= 3, not closed, POSITIVE signed area:
# sum(x[i]*z[i+1] - x[i+1]*z[i]) > 0 (turning from +X towards +Z; seen from
# above with -Z forward that is clockwise). Readers reverse a negative outline.
wall <uuid> x0 z0 x1 z1 <y0> <y1> [LABEL]
# one wall face from (x0,z0) to (x1,z1), bottom y0, top y1.
# Its normal points INTO the room: walls follow the outline's order, and the
# inward normal is (-dz, dx)/|d| for d = (x1-x0, z1-z0).
# LABEL (optional, default WALL_FACE): INVISIBLE_WALL_FACE for an edge the
# scanner closed without seeing a wall (open side of a room, doorway gap).
volume <uuid> <LABEL> cx cz top_y yaw_deg w d h
# furniture box: top-face centre (cx, top_y, cz), yaw about +Y in degrees
# (0 = local X along world X), width w along local X, depth d along the
# horizontal local axis perpendicular to it, height h downwards from the top
plane <uuid> <LABEL> px py pz qx qy qz qw w h
# extra 2D plane (DOOR_FRAME, WINDOW_FRAME, WALL_ART, ...): pose of its centre,
# Meta convention (bounds in local XY, local +Z = the plane's normal)
mesh <uuid> <file name> <vertex count> <index count>
# global mesh sidecar in the same folder (GLOBAL_MESH entity)
```
- `<uuid>` = 32 lowercase hex digits (no dashes). New ones per scan; FrameBridge uses them as the XrUuidEXT bytes.
- Labels are Meta's semantic label strings: FLOOR, CEILING, WALL_FACE, INVISIBLE_WALL_FACE, TABLE, COUCH, BED,
STORAGE, SCREEN, LAMP, PLANT, DOOR_FRAME, WINDOW_FRAME, WALL_ART, OTHER, GLOBAL_MESH.
- Readers ignore unknown record types (forward compatibility) and reject a file whose first line isn't
`frameport-room <version>` with a version they know. Missing ceiling -> 2.5 m above the floor. Missing walls ->
walls from the outline edges. Missing outline -> the bounding rectangle of the walls.
### How FrameBridge maps records to Meta entities (scene_emu.c)
- ROOM: ROOM_LAYOUT (floor, ceiling, walls in file order) + SPACE_CONTAINER (every other entity) + LOCATABLE/STORABLE.
- floor/ceiling: pose at the outline centroid at height y; local +Z = +Y (floor) / -Y (ceiling);
BOUNDED_2D = the outline's bounding rect in local XY; BOUNDARY_2D = the outline polygon in local XY.
- wall: pose at the segment midpoint, height (y0+y1)/2; local +X along the wall (x0,z0)->(x1,z1), local +Y up,
local +Z = inward normal; BOUNDED_2D = length x (y1-y0) centred.
- volume: pose at the top-face centre, rotation = yaw about +Y then local +Z pointing up (+Y); BOUNDED_3D offset
(-w/2, -d/2, -h), extent (w, d, h) (Meta: volumes hang below their anchor); BOUNDED_2D = the top face (w x d).
- plane: pose as given; BOUNDED_2D = w x h centred.
- mesh: entity at the identity pose labelled GLOBAL_MESH with TRIANGLE_MESH (XR_META_spatial_entity_mesh).
## room-mesh.bin (little-endian)
```
char[4] "FPRM", u32 version = 1, u32 vertex_count, u32 index_count,
float32 xyz[vertex_count], u32 indices[index_count] (triangles; counter-clockwise seen from the room's inside)
```
Coordinates in STAGE space. Kept below 200k triangles (decimated).
## Where the files live
- Frame: `~/.local/share/frameport/rooms/<universe>/room.txt` + `room-mesh.bin` (+ `scan.log`).
`~/.local/share/frameport/rooms/current` = symlink to the newest room's folder.
- Per game: launch.sh copies the current universe's room (else `current`) to `<app_dir>/room.txt` (+ mesh) before
Lepton starts, next to `settings.conf`; FrameBridge reads `dirname($FRAMEBRIDGE_CONFIG)/room.txt`. No room ->
the old guardian box.
- A game's own saved anchors: `/sdcard/Android/data/<pkg>/files/framebridge-anchors.txt`
(`anchor <uuid> px py pz qx qy qz qw` per line, STAGE space), written by FrameBridge on save/erase.
## Scan dumps (*.fprs) — recorded RoomView 3D meshes, input of `fp_roomscan --offline`
```
char[4] "FPRS", u32 version = 1, then frames until EOF:
f64 time_s, float32 pose[7] (px py pz qx qy qz qw: mesh -> STAGE), u32 vertex_count, u32 index_count,
float32 xyz[vertex_count] (mesh space), u32 indices[index_count]
```
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# Scene emulation stream
Implemented against `ROOM_FORMAT.md` without changing the contract, patch revisions, agent version or analysis version.
No Frame access or external downloads were used. Headset behavior still needs maintainer verification.
## Implementation
- `scene_emu.c` owns entities, component APIs, pose transforms, bounded query snapshots and the event queue.
`scene_room.c` parses room files and meshes; `scene_meta.c` implements META discovery and batch persistence;
`scene_anchors.c` implements per-game saved anchors. All are included by the adapter, with no new dependencies.
- At session creation, read `dirname(FRAMEBRIDGE_CONFIG)/room.txt`. Invalid magic/version, unusable geometry or
absent files retain the original guardian box, settings and seven deterministic UUIDs. Unknown records are
ignored; malformed records are logged and skipped. Missing ceiling, outline and walls follow the contract.
- Floor/ceiling use the polygon area centroid and real local-XY polygons. Walls retain file order, with local +X
along their segment, +Y up and +Z inward. Furniture poses use yaw then +Z up; volume bounds extend downwards.
The room container includes every other room-file entity, excluding independently created application anchors.
- Geometry exposes BOUNDED_2D, BOUNDED_3D, semantic labels and TRIANGLE_MESH as appropriate. OpenXR has no separate
`BOUNDARY_2D` component enum: `xrGetSpaceBoundary2DFB` belongs to BOUNDED_2D. Labels preserve comma-separated strings.
All variable-sized outputs support count-only and insufficient-capacity calls, including independent mesh arrays.
- Limits: 2,048 entities including application anchors, 1,024 outline points, 255 label bytes, 64 KiB record lines,
one global mesh, 600,000 vertices/indices (200,000 triangles) and 16 MiB mesh payload. Sidecar filenames cannot
escape the config directory. Magic, version, counts, exact byte size, finite coordinates and indices are checked.
- FB queries and META discovery snapshot results under the mutation lock, before queuing available/complete events.
META component/UUID filters intersect; unrecognized filters impose no restriction. FB max-result limits are honored.
There are 64 retained query snapshots and 63 queued events; calls that cannot fit their events return
`XR_ERROR_LIMIT_REACHED`. Geometry readers share the mutation lock with persistence.
- Application anchors use kernel randomness (`getrandom`, then `/dev/urandom`), never index-derived UUIDs.
Saved poses are in STAGE space. FB/META saves write a private temporary file, flush/fsync, then rename to
`/sdcard/Android/data/<package>/files/framebridge-anchors.txt`. A process suffix such as `:game` is stripped.
Erase removes application anchors from disk and the discoverable in-memory set. Failed writes report failure
through completion events and restore memory. Room-file entities remain owned by the scan: save/erase are no-ops
for those entities. Storage is local; there is no cloud synchronization.
- A new session reloads the room and saved anchors. Fake handles fit both adapter ABIs and include a session
generation; erased/stale fake spaces are never passed to SteamVR. Session generations wrap after 256 sessions.
- Capture completes immediately and logs exactly `scene: capture requested -> scanned room` for a usable room file,
or `scene: capture requested -> guardian box` for the fallback. The former covers all file sources, including manual
and boundary files. The load summary preserves the actual `source` and `universe`.
The cached `openxr-f2448a8797` headers already contain discovery, persistence and mesh declarations and enum values.
No local structure/enum substitutes were necessary. Both META extensions are added to the existing conditional
extension advertisement/instance filtering. Their system capability structures report support when emulation is active.
Passthrough and unrelated adapter settings are unchanged.
## Routing and integration
All of the following use `scene_emulation` through **both** the adapter's normal `xrGetInstanceProcAddr` and
`framebridge_extension_proc`, reached through xrshim's existing name-agnostic lookup:
```
xrQuerySpacesFB xrRetrieveSpaceQueryResultsFB
xrGetSpaceUuidFB xrEnumerateSpaceSupportedComponentsFB
xrSetSpaceComponentStatusFB xrGetSpaceComponentStatusFB
xrGetSpaceContainerFB xrGetSpaceRoomLayoutFB
xrGetSpaceBoundingBox2DFB xrGetSpaceBoundingBox3DFB
xrGetSpaceBoundary2DFB xrGetSpaceSemanticLabelsFB
xrRequestSceneCaptureFB xrCreateSpatialAnchorFB
xrSaveSpaceFB xrEraseSpaceFB
xrGetSpaceTriangleMeshMETA xrDiscoverSpacesMETA
xrRetrieveSpaceDiscoveryResultsMETA xrSaveSpacesMETA
xrEraseSpacesMETA
```
The shim additionally routes `xrPollEvent`, `xrGetSystemProperties`, `xrLocateSpace`, `xrLocateSpaces`,
`xrLocateSpacesKHR` and `xrDestroySpace` to the adapter while scene emulation is active. Other shim names continue to
OVRPort, preserving existing haptics/render-model handling. The real shim is host-tested against a dispatcher that
refuses every scene function; every emulated scene lookup succeeds and an actual discovery/retrieve round trip runs.
**Plumb-stream requirement:** ensure `scene_emul=1` also installs xrshim and rewrites OVRPlugin's loader string to it.
The pre-existing adapter patch only did this for other shim settings. These files are outside this stream's ownership.
Delivery of room files before Lepton starts and detection of universe misalignment also belong to plumb. FrameBridge
serves the supplied coordinates; it does not silently transform a room belonging to another universe.
No contract changes are needed. Whether each MRUK version accepts a room without further permissions, how it chooses
volume versus mesh geometry, and whether its visible placement matches the scan need headset tests. The existing
single-active-session architecture is retained; simultaneous independent sessions are not implemented.
## Offline verification
- 25 host tests passed, compiling the actual emulation and shim. Coverage includes malformed records, unknown
records, mesh corruption/path/cap checks, derived geometry, 300 walls, poses/normals, all buffer sizing idioms,
discovery event order/filters/backpressure, UUID query/discovery of saved anchors, new sessions/processes,
FB/META save/erase and atomic-write failure rollback.
- ASan/UBSan: scanned room, generated walls and box cases passed. LeakSanitizer was disabled because this sandbox
prohibits ptrace; its default exit failed with that environmental limitation.
- `python native/build.py --only adapter,xrshim` succeeded from cached tools. Two final builds were byte-identical,
including `SHA256SUMS`. The shim was rebuilt and is byte-identical to its previous artifact (the routing lives in
the adapter). Artifact content changes are the two adapter binaries and two checksum lines.
- Full pytest was attempted: **1,771 passed, 40 skipped, 11 failed, 16 errors**. All 27 failing/erroring tests create
local HTTP sockets, which the sandbox prohibits (`PermissionError: [Errno 1] Operation not permitted`). They are
in `test_deeplink`, `test_devkit`, `test_install_links_extra`, `test_livestream`, `test_setup_url` and `test_ui_state`.
With exactly those 27 tests deselected, and the additional real-shim test included: **1,772 passed, 40 skipped,
27 deselected**. An unrestricted maintainer run of the whole suite is still required.
- The worktree had no usable venv. Verification reused the existing local dependencies through an ignored venv
`.pth`, with `PYTHONPATH="$PWD/src"`, `UV_CACHE_DIR=/tmp/frameport-uv-cache`, `UV_OFFLINE=true` and
`uv run --no-sync pytest`. No dependencies were downloaded. The build cache was made a local directory with
symlinks to cached tools/headers so generated shader files stayed inside this writable worktree.
Adapter SHA-256:
```
arm64-v8a: a90c8d58904857bc198a48fd7a411b7807f68f14fa58fd268c57e2c2ca87e389
armeabi-v7a: 92daecaf5b86e1857ee8a61b76598e5645f8b427e5f373067c1f87bf8ff99d07
```
## Maintainer device tests
These commands are a handoff, not commands run by this agent. Use an isolated populated `FRAMEPORT_HOME`, cached
build tools, a paired Frame and legally obtained game sources. Stop games before changing their files. Back up the
existing recipe, APK, room files and saved anchors first. Integrate plumb before testing normal room delivery.
On the PC, from the integrated checkout (replace `frame.local` if necessary):
```sh
export FRAMEPORT_HOME="$PWD/.home"
export FRAMEPORT_NO_UPDATE_CHECK=1 FRAMEPORT_NO_CATALOG_UPDATE=1
FRAME=steamos@frame.local
PKG=com.Novelab.Demeter
uv run frameport recipe "$PKG" --set scene_emul=1
uv run frameport install "$PKG" --frame "$FRAME" --force
uv run frameport test "$PKG" --frame "$FRAME" --seconds 45
ssh "$FRAME"
```
In that Frame shell, find the deployment's actual base (also supports a game moved to another drive):
```sh
PKG=com.Novelab.Demeter
BASE=$(python3 -c 'import json,os,sys; p=os.path.expanduser("~/Applications/quest-frame/"+sys.argv[1]+"/deployment.json"); print(json.load(open(p)).get("base",os.path.dirname(p)))' "$PKG")
grep -E 'scene:|extension shim:.*(Spaces|TriangleMesh|BoundingBox3D|PollEvent)' "$BASE/launch.log"
```
With a current scan delivered beside `settings.conf`, expect:
```
scene: room from scan file (N walls, M volumes, P planes, K mesh triangles, universe U)
scene: capture requested -> scanned room
```
The capture line appears only if the game requests capture. A source made from a boundary/manual file names that
source in the summary. The shim logs each requested function, for example
`extension shim: xrDiscoverSpacesMETA -> FrameBridge`. There must be no `Unknown proc addr` for a scene function
that the game obtains through the shim. Repeat the rebuild/install/headset check for `com.gritGames.Nope` and
`com.zenstudios.PFXVRQuest` with `scene_emul=1`; these exercise newer MRUK discovery/persistence paths.
Wear the headset and launch from Steam. Enter each game's MR mode and request room setup if offered. Verify the
floor polygon, every wall, ceiling and furniture match the scan; tables sit below their top-face anchors; doors and
windows have the correct orientation. Headless startup alone cannot prove tracking or visual placement.
Fallback/undo test, while stopped: preserve `$BASE/room.txt` and `$BASE/room-mesh.bin` under a separate backup
folder, then disable plumb's room delivery for this run or move the source room out of `rooms/current` as well.
Without that precaution launch.sh will restore the file. Launch again; expect the original box summary and
`scene: capture requested -> guardian box`. Test `scene_width=3 scene_depth=4 scene_height=2.7` with the existing
`frameport settings` command and expect `scene: room 3.00 x 4.00 x 2.70 m`. Restore the saved files, recipe/settings
and normal room delivery afterward. Do not delete a real game's saved anchors to test the fallback.
### Android persistence probe (independent of a game's UI)
This probe uses the **real scene code with the fake runtime from the host harness**. It checks Android storage,
process-name handling and both persistence APIs; the headset tests above check the real SteamVR integration.
The following cross-compilation command was verified offline:
```sh
native/.cache/ndk-27.2.12479018/toolchains/llvm/prebuilt/linux-x86_64/bin/aarch64-linux-android29-clang \
-std=gnu11 -O2 -Wall -Wextra -Werror -Wno-unused-function \
-I native/.cache/openxr-f2448a8797 -I native/adapter tests/native/scene_emu_test.c \
-lm -o /tmp/frameport-scene-test-android
scp /tmp/frameport-scene-test-android "$FRAME":/tmp/
```
Keep a freshly installed game running so its Lepton container exists, then run in the Frame shell:
```sh
APPID=$(python3 -c 'import json,os,sys; print(json.load(open(os.path.expanduser("~/Applications/quest-frame/"+sys.argv[1]+"/deployment.json")))["appid"])' "$PKG")
CONTAINER=lepton-steamlaunch-$APPID
podman cp /tmp/frameport-scene-test-android "$CONTAINER":/data/local/tmp/frameport-scene-test
podman exec "$CONTAINER" test ! -e /sdcard/Android/data/org.frameport.scenetest
# Continue only if that test succeeds: use a fresh test-only package directory.
podman exec "$CONTAINER" mkdir -p /sdcard/Android/data/org.frameport.scenetest/files /data/local/tmp/frameport-scene-probe
for mode in save reload erase-failure reload erase empty; do
podman exec "$CONTAINER" sh -c "FRAMEBRIDGE_CONFIG=/data/local/tmp/frameport-scene-probe/settings.conf exec -a org.frameport.scenetest /data/local/tmp/frameport-scene-test $mode" || break
done
podman exec "$CONTAINER" wc -l /sdcard/Android/data/org.frameport.scenetest/files/framebridge-anchors.txt
```
Every invocation must exit 0 without `FAIL`; logs show `anchors saved`, `loaded 2 saved anchors`, a deliberate
`anchor write failed` during `erase-failure` (then the following reload still finds two), and `anchors erased`.
The final file has zero lines. `save` also recreates a session internally, while separate invocations validate
new-process reload. Undo, before stopping this container:
```sh
podman exec "$CONTAINER" rm -rf /sdcard/Android/data/org.frameport.scenetest /data/local/tmp/frameport-scene-probe
podman exec "$CONTAINER" rm -f /data/local/tmp/frameport-scene-test
rm -f /tmp/frameport-scene-test-android
```
Remove the PC's temporary probe binary too. Restore backed-up game files/settings and install the previous APK if
rolling the feature back. No probe command changes real application anchors.
## Commit handoff under the sandbox
This worktree's real Git metadata is on a read-only mount. Commits therefore live on `mr/emul` in
`/tmp/frameport-mr-emul.git`, with a portable bundle at `/tmp/frameport-mr-emul.bundle`. The actual worktree contains
all final source/artifact edits but its original branch metadata cannot be advanced here. No local instruction,
app-data or credential files were staged. The base is `4bf48d3`.
After reviewing the worktree and verifying it contains exactly these changes, the maintainer can import the commits
and align the existing worktree index without discarding its files:
```sh
git bundle verify /tmp/frameport-mr-emul.bundle
git fetch /tmp/frameport-mr-emul.bundle mr/emul
git log --oneline 4bf48d3..FETCH_HEAD
git reset --mixed FETCH_HEAD
```
Run the unrestricted whole suite before merging. The bundle preserves the ordered implementation/test/build commits.
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# Room plumbing stream
Implemented on `mr/plumb`; no Frame access or device verification. The shared `ROOM_FORMAT.md`, agent version,
analysis version and patch revisions were left unchanged. No native binaries belong to this stream.
## What changed
- `frameport.mr.room`: room/entity dataclasses, v1 text and binary-mesh validation, canonical serialization,
missing ceiling/wall/outline defaults, clockwise outline/wall repair, summaries and top-down SVG previews.
Mesh counts, indices, finite coordinates, UUIDs and sidecar basenames are checked before import.
- Standalone stdlib agent room commands live in one marked block. Rooms are staged under
`~/.local/share/frameport/rooms/<universe>/`; a `current` symlink selects the latest saved room. Uploads validate
before replacing a room. Deleting the current room selects the newest remaining room.
- `room_status` returns `rooms`, current `universe`, selected `room`, `room_text`, `aligned`, `default_circle`
(null when no usable boundary exists) and `scanner_installed`. Summaries include wall/plane counts, furniture
counts by label, floor area and ceiling height. Status text lets the UI preview a room without another transfer.
- Universe detection takes the last matching vrserver log line, then the newest chaperone record if no log match
exists. Dummy universe 424242 means unknown. Boundary conversion chains collision quads' bottom edges and refuses
the default 20-point, roughly 1 m circle. Boundary ceilings default to 2.5 m; SteamVR's 2.43 m wall extrusion
does not measure the real ceiling.
- Finalize records `scene_room` from adapter settings. A marked `_room_sync` launcher line follows the existing
config-sync pattern, before Lepton starts. Launcher upgrades also handle old recipes listing
`adapter.scene_emul`. Matching universe wins over `current`; absent rooms remove stale sidecars. Live setting
changes update the launcher and clear copies when disabled. Non-scene launchers keep their existing layout.
- PC room helpers implement status/import/export/delete/boundary/build/show/capture. Scanner upload reuses the
SHA-256 helper extracted from live view; `fp_venc` retains its soft-failure behavior. Import uploads canonical
text. Export checks mesh counts; build uploads FPRS dumps, runs the scanner and cleans its staging directory.
- CLI: `frameport frame room status|from-boundary|import|export|delete|build|show`, with `--frame` on each command.
`show --output <path.svg>` writes a preview (default below `FRAMEPORT_HOME/rooms`). Build accepts `--universe`.
- Frame page Room card: checklist, asset-URL preview, boundary/delete/capture actions, refresh and recoverable errors.
SSH and preview writes run in a background worker; state is cached per connection. Scene-game pages link to Room
setup when the connected Frame has no room. `ui_smoke.py --fake-frame` supplies local room-command answers.
- Every USE_SCENE/USE_ANCHOR_API game gets the scene-emulation suggestion. Migration `scene_emul_all` enables it once
in automatic recipes, preserving user recipes. NOPE and Pinball FX keep their other recipe fields and now request
scene emulation. Triage explains guardian fallback and missing discovery; patch docs and translation template
were regenerated.
## Integration questions and limits
1. Headset capture is intentionally unfinished: `room_capture` returns `{"error":"not implemented yet"}`. The
`capture_roomview(seconds, out_path)` hook documents the pending RoomView queue work. The GUI explains this and
offers the boundary path. Do not present the capture button as a completed scan workflow yet.
2. This branch has no `fp_roomscan` artifact; merge the scan stream before using `frame room build`. The exact scanner
invocation is `fp_roomscan --offline <dump> --out <temporary directory> --universe U --json`. Stdout must contain
one JSON value, stderr is saved as `scan.log`, and output must include a valid `room.txt` with the requested U.
3. Merge the emulation/shim stream before expecting games to use saved rooms, meshes or new Meta entry points.
Runtime log spelling is owned there; triage accepts both existing `using guardian room`/dimension logs and the
brief's `guardian box`/`room from guardian` messages. Reconcile new success logs at integration.
4. Confirm the chaperone JSON path, exact universe-switch logs and whether collision quads are already in STAGE on
the device. This implementation follows the brief's path and coordinate contract; it does not apply a second
standing-origin transform. A universe match alone cannot detect Valve changing an origin without changing its ID.
5. Agent and desktop perform independent validation because the deployed agent cannot import the desktop package.
The desktop canonicalizes outlines and fills defaults; the agent preserves scanner output and validates it.
The format contract needed no changes.
6. Rooms are shared across games; per-game saved anchors are not deleted or rewritten by these commands. Replacing
a room creates new entity UUIDs, so a game may need its own room-setup reset. No automatic game reset was added.
## Offline validation
All commands used `FRAMEPORT_HOME` in this worktree (tests use temporary isolated homes), an existing dependency
venv and offline/no-sync uv settings. No dependencies or native toolchains were downloaded.
- Room, PC/CLI, UI, heuristics, migration, MR triage and translation checks passed: 63 tests. The related
agent/launcher/screenshots/codec/gamepad regression group passed 170 tests. The final deployment/configuration
regression check passed 48 tests, including all four recipe/settings precedence cases.
- Ruff over changed Python files and `scripts/patch_docs.py --check` passed. The UI detector reported no findings.
`scripts/i18n_extract.py` regenerated `src/frameport/locales/template.json`.
- `pytest -m games`: 3 skipped (no game dumps). Dev/holdout evaluation used only the checked-in demo analysis
snapshot, 21 catalog matches: dev dated 9/17 exact, F1 81.1%; holdout dated 1/4 exact, F1 73.3%. These are limited
fixture results, not a new score for the owner's complete collection; the evaluator exits 1 for recipe differences.
- Final full suite: **1790 passed, 40 skipped, 11 failed, 16 errors** in 87.35 s. All 27 failures/errors are
`PermissionError: [Errno 1] Operation not permitted` when existing tests create sockets. The whole-suite green
requirement cannot be met in this sandbox; rerun `uv run pytest -q` on a host permitting loopback sockets.
Browser UI smoke also requires a loopback server, so it
was not run. New UI tests construct the real Flet controls and exercise deferred preview/error/cache states.
## Exact device checks (maintainer only)
Run these after integrating emul + scan. Substitute the paired Frame address below; keep the current worktree's
`FRAMEPORT_HOME=.home` and use explicit `--frame` so the test does not open another app data directory. The source
connection syncs the agent by digest even without a version bump, unless the Frame has a newer agent version.
The maintainer must perform integration version bumps before testing against a newer installed agent.
```sh
export FRAME='steamos@<frame>'
export PKG='com.gritGames.Nope' # repeat with com.zenstudios.PFXVRQuest and a known scene game
uv run frameport frame info --frame "$FRAME"
uv run frameport frame room status --frame "$FRAME" > .home/mr-status.json
# Back up ALL rooms on the Frame before destructive checks; use an unused backup name.
ssh "$FRAME" 'test ! -e ~/.local/share/frameport/rooms.before-mr-test && { test ! -d ~/.local/share/frameport/rooms || cp -a ~/.local/share/frameport/rooms ~/.local/share/frameport/rooms.before-mr-test; }'
```
1. Inspect status: no room gives `room: null`, `aligned: false`. With Valve's default circle, `default_circle: true`;
`uv run frameport frame room from-boundary --frame "$FRAME"` must fail with the default-circle explanation.
Set a real play area in SteamVR, repeat `from-boundary`: expect source `boundary`, one wall per boundary edge,
correct floor area and `aligned: true`. Open Frame → Room: visible preview, warning for the unscanned room,
aligned row ready; the capture button should show the friendly unavailable message without crashing.
2. Exercise import/export and preview with a manual fixture in the current universe:
```sh
uv run frameport frame room status --frame "$FRAME" > .home/mr-status.json
uv run python - <<'PY'
import json
from pathlib import Path
from frameport.mr.room import Mesh, Volume, box_room, dumps, write_mesh
p = Path('.home/mr-check'); p.mkdir(parents=True, exist_ok=True)
r = box_room(4, 3, 2.5)
r.source = 'manual'
r.universe = json.loads(Path('.home/mr-status.json').read_text())['universe']
r.volumes.append(Volume('a'*32, 'TABLE', .5, 0, .8, 20, 1.2, .7, .8))
r.mesh = Mesh(vertices=[(-2, 0, -1.5), (2, 0, -1.5), (2, 0, 1.5)], indices=[0, 1, 2])
(p/'room.txt').write_text(dumps(r))
(p/'room-mesh.bin').write_bytes(write_mesh(r.mesh))
PY
uv run frameport frame room import .home/mr-check/room.txt --frame "$FRAME"
uv run frameport frame room export .home/mr-export --frame "$FRAME"
uv run frameport frame room show --output .home/mr-check/preview.svg --frame "$FRAME"
cmp .home/mr-check/room-mesh.bin .home/mr-export/room-mesh.bin
```
Expect four walls, one TABLE, area 12 m² and height 2.5 m. The preview must label TABLE and the game must show it
hanging below its top-face anchor. Check the corresponding universe folder and `rooms/current` on the Frame.
3. Use a recorded dump from the same standing universe (do not invent one). Copy it to `.home/mr-check/scan.fprs`,
then run the command below. Expect the scanner JSON under `report`, source `scan`, aligned room data, `scan.log`
on the Frame and an installed executable. Run twice: an unchanged scanner must not upload again.
```sh
uv run frameport frame room build .home/mr-check/scan.fprs --frame "$FRAME"
uv run frameport frame room status --frame "$FRAME"
```
If the recording is from another universe, pass its original `--universe <id>`; do not relabel its coordinates.
4. Prepare the game's source and its existing backed-up signing key in the isolated test library, then force a
rebuild/reinstall after integration: `uv run frameport install "$PKG" --frame "$FRAME" --force --apk-only`.
Repeat for both catalog games. In each deployment, expect `scene_room: true`. Run `frame info` twice to upgrade
old launchers and check one marker only:
```sh
uv run frameport frame info --frame "$FRAME"
uv run frameport frame info --frame "$FRAME"
ssh "$FRAME" "grep -c '# frameport-room-sync' ~/Applications/quest-frame/$PKG/launch.sh"
uv run frameport settings "$PKG" scene_emul=1 --frame "$FRAME"
```
Expected marker count: 1. Start the game with Steam's Play button in the headset, enter its MR mode, then inspect
`<deployment.base>/room-sync.log`: JSON has the selected universe and alignment. The two room files must be
beside `<deployment.base>/settings.conf`. FrameBridge must load that room; `xrDiscoverSpacesMETA` must resolve
through the extension shim, with no `Unknown proc addr`/MRUK `NoRoomsFound`. Exact new native success log strings
should be taken from the emul stream. Verify walls/table placement physically; never infer alignment from FPS.
5. Exit the game. Switch `scene_emul=0` using Game settings (or the settings command above with 0): marker and game
sidecars disappear. Switch it back to 1: one marker returns. Delete the room and launch again: stale copies are
removed and existing FrameBridge guardian fallback logs trigger informational `mr-no-room` triage.
6. To check a universe mismatch, back up/export the room, change its `universe` record to another valid ID and import
it, then delete the original universe's room with `frame room delete --universe <original-id>`. Status must select
`current` but report `aligned: false`; the Room card warns. Restore the original file before playing physically.
The dummy universe 424242 should report current universe 0 rather than claim alignment.
## Undo device checks
Close all games. Restore the backed-up store (or remove only the fixture universes if there was no previous store):
```sh
ssh "$FRAME" 'if test -d ~/.local/share/frameport/rooms.before-mr-test; then rm -rf ~/.local/share/frameport/rooms; mv ~/.local/share/frameport/rooms.before-mr-test ~/.local/share/frameport/rooms; fi'
```
Set each tested game's `scene_emul` back to its recorded original value. To remove a test room without a backup:
`uv run frameport frame room delete --universe <fixture-universe> --frame "$FRAME"`. Start a scene game once to
refresh/remove its copies. The scanner can be removed with
`ssh "$FRAME" 'rm -f ~/.local/share/frameport/bin/fp_roomscan'`; the next build reinstalls it. Game saves and
`framebridge-anchors.txt` are untouched. Restore the previous app/agent/native artifacts through the maintainer's
normal integration rollback if testing the combined native implementation fails.
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# Offline room scanner (scan stream)
`fp_roomscan` converts recorded FPRS v1 meshes to the [room contract](ROOM_FORMAT.md), including the optional
wall label adopted from upstream commit `8cb2783`:
`room.txt` and `room-mesh.bin`. It does not capture RoomView queues, contact a headset, install rooms, or modify
the current-room symlink. Scanner work changes `native/roomscan/`, its build target and artifact/checksum,
`scripts/mr/synth_scan.py`, `tests/test_roomscan.py`, and this note. The upstream contract commit also brings its
existing prompt assets and renderer unchanged. No runtime, agent, patch, or analysis versions were bumped.
## Build and run
Use the cached NDK; no downloads are needed for this target:
```sh
python native/build.py --only roomscan
```
The result is `artifacts/linux-arm64-bin/fp_roomscan`, a static aarch64 Linux ELF with its own `_start`, raw Linux
syscalls, and no interpreter, dynamic section, libc, libm, UAPI headers, generated tables, or new dependencies.
`platform.h` is the reconstruction code's entire I/O/allocation boundary. The same five C sources compile on the
host:
```sh
cc -std=c11 -O2 -Wall -Wextra -Werror -ffp-contract=off -fno-math-errno -DFP_HOSTED native/roomscan/*.c -o /tmp/fp_roomscan
python scripts/mr/synth_scan.py /tmp/room.fprs
/tmp/fp_roomscan --offline /tmp/room.fprs --out /tmp/scanned-room --universe 0 --json
```
The output directory's parent must exist; the scanner creates the final directory if needed. It always prints
exactly one JSON summary, whether `--json` is supplied or omitted. Success exits 0, errors exit 2 with
`{"ok":false,"error":"..."}`. `--help` prints usage and exits 0. Successful summaries contain:
```json
{"ok":true,"frames":30,"skipped_frames":0,"far_vertices":0,"discontinuity_triangles":0,
"walls":4,"detected_walls":4,"volumes":2,"floor_y":-0.0023,
"ceiling_y":2.5992,"coverage_percent":100.0,"hint_used":false,"triangles":70997,
"accepted_triangles":118804,"rejected_triangles":704,"warnings":[],
"timings_ms":{"read":0,"fusion":0,"model":0,"mesh":0,"total":0}}
```
The example above illustrates the schema; actual counts and timings depend on the input. Heights are absolute
STAGE coordinates. `frames` includes skipped frames; `skipped_frames`, `far_vertices`, and
`discontinuity_triangles` count input exclusions once, not once per pass. `walls` counts output polygon
edges including synthesized edges; `detected_walls` counts fitted physical planes. Coverage means the percentage
of the output perimeter supported by observed wall planes, **not camera coverage of all room surfaces**. Timings
include parsing, fusion, structural/furniture modelling, mesh generation, and total time including output.
All frame headers, timestamps/vertices/poses, approximately unit quaternions, counts, indices and EOF boundaries
are checked before publication. A non-finite timestamp/pose/vertex or invalid tracking quaternion skips the entire
frame after consuming and structurally validating its record, with a count and warning. A bad frame never erases
usable frames elsewhere in the dump. Vertices outside the camera-relative range (default 4 m) and every triangle
touching them are discarded. Triangles with a camera-depth jump over `--depth-jump + --depth-ratio * nearest_depth`
are rejected before fusion; this complements long-edge and grazing rejection. Frame counts are capped at
1 million vertices / 3 million indices;
oversized records fail rather than allocating from untrusted counts. A header-only dump or one without usable
triangles fails. Empty frames may accompany useful frames. Structural corruption (truncation, unsupported header,
bad counts or indices) remains fatal, preserves any existing output byte for byte and creates no output directory.
UUIDs come from `getrandom`, fresh per scan; mesh geometry is repeatable.
Both complete files are written to exclusive, randomly named temporary files, then individually renamed, with
the mesh first and `room.txt` last. A write failure removes the temporary files. These are atomic **file**
replacements, not a two-file filesystem transaction: the installer should scan into a fresh staging directory
and publish that directory/symlink after success. Do not run concurrent writers into the same output directory.
There is no fsync-based power-loss durability promise. Neither scan nor build writes application data outside
the worktree's `FRAMEPORT_HOME`; fixtures and test output use temporary directories.
## Reconstruction
1. The first streaming pass validates every frame, rotates its mesh by the supplied quaternion, and translates
it into STAGE. It rejects degenerate triangles, excessively long edges, out-of-range points, and grazing
surfaces. Winding is corrected toward the observing camera. A deterministic bounded reservoir of 32,768
accepted triangle centroids determines median position and padded bounds. No frames are retained across reads.
2. The second pass rasterizes accepted triangles at 0.75 voxel spacing. Per-cell surfels average positions and
inward normals, weighted by area and squared incidence. A capped accumulated weight lets later views correct
earlier ones. The grid is sized from the sample bounds and capped at 8 x 8 x 4 metres about the data median.
Unobserved cells have zero weight. This implementation uses a bounded dense backing array for the sparse
observations, rather than a hash table; the 4.2-million-cell hard cap bounds all later work. Complete regular
fans are recognized from their index topology, without hardcoding a camera resolution. Their normals come from
12 x 12 neighbourhood covariance plane fits, rejecting patches above `--patch-residual` RMS; irregular meshes
retain triangle normals. Each cell counts contributing frames once and needs `--min-views` evidence, capped at
ten percent of usable frames (rounded down, at least one) for brief captures. This suppresses transient stereo
geometry without requiring a short scan to see each surface five times.
3. Horizontal normal/height histograms select the dominant floor within the STAGE floor band and a ceiling above
the minimum ceiling height. Missing floor uses STAGE y=0 with a warning; missing ceiling uses floor plus
`--ceiling-default`, warning exactly `ceiling not seen`. A ceiling must also have at least 15% as many supported
cells as all upward-facing horizontal surfaces, so a few isolated down-facing patches do not invent a ceiling.
4. RANSAC fits near-vertical planes using distance and normal agreement, then refines them by position covariance.
Minimum height, span, and area reject furniture faces. Wall directions within the snap tolerance of the
dominant wall's orthogonal directions are snapped, with offsets refitted. Directed wall segments are connected
by nearest endpoints and adjacent line intersections. This preserves the L-shaped fixture's re-entrant corner.
Parallel same-facing planes within 25 cm / approximately 14° merge, suppressing duplicate softened faces.
Planes below 20% of the strongest original plane's area are discarded. When at least 65% of candidate wall area
supports an orthogonal family, directions outside 12° of that family are discarded (`--snap-degrees 0` disables
this orthogonal consensus filter). Large gaps close along observed endpoints. Ambiguous endpoints with three
or four planes can use inward half-plane intersections; concave rooms retain segment ordering. Otherwise a
warned observed-bounds rectangle is used. Polygon checks reject crossing edges. The output follows the contract's positive
shoelace ordering in (x,z), with left-facing inward normals.
5. Furniture tops are clustered separately from vertical faces, within supported horizontal height bands. A
softened edge connecting a tabletop to a wall can no longer absorb the whole room into one box. Top boxes use
a minimum-area horizontal orientation search and the median surface height; vertical screen candidates use
face-direction harmonics / PCA. Bounds trim the outer 2% to suppress stereo halos. Top boxes extend down to the
floor (the footprint and lower extent remain geometric estimates). Weak/sparse top patches are discarded.
Labels follow height, area, long-side (with two voxels of measurement tolerance),
thinness and near-wall rules, in order BED, COUCH, TABLE, SCREEN, STORAGE, OTHER. Only volumes are emitted;
optional table plane records are not required. Floor/ceiling/wall surfaces are excluded before clustering.
6. Surfel splats form an incidence/area-weighted signed distance field within three voxels of each surface. The
sign is positive in observed free room space. Marching cubes traces zero crossings on cube faces, resolving
ambiguous faces from their centre sign. It fans closed contours and orients triangles toward the positive
gradient. Unknown corners suppress extraction rather than bridging unobserved space. If necessary, extraction
is repeated on a coarser lattice (strides 2–4) until at most 200,000 triangles remain, with a decimation warning;
excess beyond that fails. Vertices are unshared triangle vertices, so at most 600,000 vertices. Structural
planes are semantic anchors, not substituted for the observed global mesh.
Peak allocation stays below 260 MiB, including maximum frame buffers, the grid, model worklists and mesh buffers
(the latter phases do not retain frame buffers). Default synthetic scenes use a much smaller grid. Thresholds
are CLI options below or named constants next to their algorithms. No room-specific coordinates or dimensions are
used; on-device quality and speed still need validation.
## Tuning
Distances are metres, areas m², volumes m³. `--universe` accepts the full unsigned 64-bit range; 0 means unknown.
| Option | Default | Accepted range / meaning |
| --- | ---: | --- |
| `--voxel` | 0.05 | 0.04–0.20, spatial resolution; lower values cost more memory/work |
| `--ceiling-default` | 2.5 | 1.8–3.8, height above floor when ceiling is unseen |
| `--truncation` | 3 | 1–5, TSDF band in voxel units |
| `--max-edge` | 0.6 | 0.05–1.5, reject longer triangle edges |
| `--grazing` | 0.12 | 0.01–0.9, minimum absolute camera/normal cosine |
| `--range` | 4 | 1–10, maximum camera-relative vertex distance; >4 m opts back into inpainted depth |
| `--depth-jump` | 0.25 | 0.02–1, absolute part of a triangle's maximum depth discontinuity |
| `--depth-ratio` | 0.12 | 0–0.5, additional fraction of nearest vertex depth |
| `--min-views` | 5 | 1–16, temporal support target; brief scans cap it as described above |
| `--patch-residual` | 0.03 | 0.005–0.1, maximum RMS residual of a regular-fan normal patch |
| `--plane-distance` | 0.045 | 0.01–0.15, point-to-plane inlier tolerance |
| `--min-plane-area` | 0.45 | 0.1–4, minimum occupied plane area estimate |
| `--wall-height` | 1.5 | 0.5–3, minimum observed vertical wall span |
| `--snap-degrees` | 5 | 0–15, orthogonal snap tolerance |
| `--floor-band` | 0.35 | 0.05–1, floor search distance from STAGE y=0 |
| `--ceiling-min` | 1.8 | 1.5–3, minimum absolute ceiling y |
| `--min-volume` | 0.05 | 0.005–1, reject smaller furniture boxes |
| `--cluster-gap` | 0.10 | 0.04–0.20, voxel neighbourhood gap (rounded up to cells) |
| `--gap` | 0.65 | 0.1–1.5, maximum adjacent-wall endpoint extrapolation |
| `--horizontal` | 0.85 | 0.6–0.99, minimum floor/ceiling/top normal cosine |
Additional constants in `model.c` include RANSAC trials, normal agreement, wall span, furniture margins,
label height/area thresholds, box trimming and circle recognition. Fusion sampling/weight limits are in
`fusion.c`; mesh splat radii/decimation limits in `mesh.c`; hard resource limits in `scan.h`.
`--hint outline.txt` accepts one `x z` point per line, decimal/scientific notation, optional `#` comments, either
winding, at most 96 points / 8 KiB. At least eight points with radial coefficient of variation below 5% count as
the default circle and are ignored. A non-circular hint is used only when walls are incomplete **and every
observed wall has a compatible hint edge** within `--gap`. Complete scans are never constrained to chaperone.
Incompatible inset play boundaries are ignored with a warning. Hint-completed edges retain synthesized status.
## Limits for integration
- Synthesized wall records now append `INVISIBLE_WALL_FACE` as their optional eighth field. Observed walls omit
the label and default to `WALL_FACE`; comments are no longer used to carry semantics. This matches upstream's
authorized contract change exactly; adapters need that same contract revision.
- A private RoomView recording was used for offline robustness work. It, its derived geometry, and its results
stay outside committed files. Synthetic fixtures independently exercise the input characteristics. They are
regressions, not proof
of headset accuracy. Furniture labels are geometric heuristics; adjacent/touching objects can merge, occluded
objects may split, top-only clusters have inferred depth, and thin fragments can be screen candidates. Nearby
parallel walls and small wall jogs can merge under coarse depth uncertainty. Large disconnected coplanar wall segments are
currently fitted together; complicated rooms can fall back to a warned rectangle.
- Cropped or sparse captures can produce an incomplete mesh and synthesized outline. Surfaces are not filled
through unseen regions. Furniture is not an accessibility/safety boundary. Rooms beyond the grid cap are
cropped with a warning. Default-circle recognition may also ignore an intentionally circular boundary.
- Output paths are fixed by the contract. The plumbing stream should stage a new directory and switch `current`
after scanner success, preserving the previous room for rollback. Assign the recording's actual universe id;
this standalone scanner cannot query SteamVR or validate universe alignment.
## Offline validation
`tests/test_roomscan.py` builds with the host compiler (skips only if none exists). Its 41 tests cover the noisy
4 x 3 x 2.6 m room with table/couch, six-wall L, moving and rotated/translated mesh poses, ceiling fallback, a single
frame, missing walls, circular/matching hints, correct UUIDs/wire layout, interior mesh winding, triangle budget,
repeatable mesh bytes with fresh UUIDs, truncated/corrupt dumps, invalid counts/indices/poses and invalid CLI values.
The test module takes about fourteen seconds including synthetic rendering and compilation (under the 60 s budget).
New cases cover non-finite frames before/after usable frames, per-vertex far rejection, depth jumps below the edge
limit, weak ceiling evidence, wall labels and a complete camera-fan scan. The deterministic stdlib renderer now
defaults to a 132 x 128 full index fan (99,822 indices), +Z forward / -Y image up, with poses mapping to STAGE.
It adds separable depth smoothing, spatially correlated noise, far inpainting, two initial NaN poses, 3 Hz timestamps
and head-height drift from 0.9 to 1.7 m. `--profile legacy` retains the smaller 110° x 76° test cone. New CLI controls
are `--profile`, `--invalid-start`, `--smoothing` and optional resolution overrides. Use `--invalid-start 0` for a
usable one-frame fixture; default RoomView warm-up frames otherwise have no valid tracking.
```sh
UV_OFFLINE=1 UV_CACHE_DIR=/tmp/frameport-uv-cache uv run pytest -q tests/test_roomscan.py
UV_OFFLINE=1 UV_CACHE_DIR=/tmp/frameport-uv-cache uv run ruff check scripts/mr/synth_scan.py tests/test_roomscan.py
```
The synthetic camera fan passes AddressSanitizer + UndefinedBehaviorSanitizer. Two consecutive final native builds
produce identical SHA-256 `0d88e5adfa1a21da7e0cfec2698a835d7767961e15c0b41c84235fa24ae1e751` (54,248 bytes),
matching `artifacts/SHA256SUMS`. ELF inspection confirms aarch64, little-endian, no PT_INTERP / PT_DYNAMIC, and no
embedded local build paths.
The required full `uv run pytest -q` run completed with **1,788 passed, 40 skipped, 11 failed, 16 errors** in 79 s.
All 27 failures/errors are the sandbox's `PermissionError: [Errno 1] Operation not permitted` on socket creation
in existing HTTP/pairing/live-stream tests (`test_deeplink`, `test_devkit`, `test_install_links_extra`,
`test_livestream`, `test_setup_url`, `test_ui_state`). This environment forbids sockets, including loopback.
The unchanged baseline had the identical 27 failures/errors before the scanner tests were added (1,747 passed).
Consequently the whole-suite-pass requirement cannot be satisfied here; rerun it outside that restriction at
integration. No tests were changed/skipped to hide the restriction and no network/device access was attempted.
No patch/settings/catalog/triage files were touched, so the conditional patch documentation regeneration is
unnecessary.
## Ten-minute capture budget (synthetic benchmark)
The scanner is streaming and single-threaded. On an Intel Core i7-14700K host, a **synthetic-only** 1,800-frame
132 x 128 dump (1,083,751,208 bytes, equivalent to ten minutes at 3 Hz) took **7.41 s elapsed / 7.08 s CPU**, with
**27,208 KiB maximum RSS** at the default voxel size. The file repeats a 30-view synthetic sweep, including its
warm-up frames; it tests parsing/fusion throughput rather than 1,800 independent viewpoints. Geometry-dependent
model/mesh work and storage caches affect timing. No private recording or derived room data is in that benchmark.
Reproduce with bounded copies rather than loading a gigabyte into Python:
```sh
python scripts/mr/synth_scan.py /tmp/roomview.fprs
python - <<'PY'
import shutil
with open('/tmp/roomview.fprs', 'rb') as source, open('/tmp/roomscan-1800.fprs', 'wb') as out:
out.write(source.read(8))
for repeat in range(60):
source.seek(8)
shutil.copyfileobj(source, out, 1024 * 1024)
PY
/usr/bin/time -v /tmp/fp_roomscan --offline /tmp/roomscan-1800.fprs --out /tmp/roomscan-benchmark --json
```
For the Frame's Cortex-A720/X4-class cores, budgeting **3–5 times the host CPU time plus storage** gives roughly
**23–38 s** for this workload, leaving headroom under the requested ~60 s. This is an estimate, not an ARM
measurement or an 8-core speedup claim. Worst-case allocations are bounded below 260 MiB independently of frame
count (48-byte cells, 4.2-million-cell cap, bounded frame buffers/worklists), below both the original 300 MB and
follow-up 600 MB limits. A maximum-sized complex room can add model/mesh work beyond this small synthetic sweep.
The maintainer must time a ten-minute real capture on the Frame and check CPU time, wall time and RSS before
claiming the target is achieved on-device. Hardware square root instructions replace iterative division; neither
build links libm. The build and host command both require `-fno-math-errno` for that intrinsic.
## Exact device checks (maintainer only; none executed by this stream)
1. On the development PC, build, then render the canonical fixtures:
```sh
python native/build.py --only roomscan
python scripts/mr/synth_scan.py /tmp/box.fprs
python scripts/mr/synth_scan.py /tmp/l.fprs --shape l
python scripts/mr/synth_scan.py /tmp/down.fprs --no-ceiling
python scripts/mr/synth_scan.py /tmp/one.fprs --frames 1 --invalid-start 0
scp artifacts/linux-arm64-bin/fp_roomscan /tmp/box.fprs /tmp/l.fprs /tmp/down.fprs /tmp/one.fprs steamos@<FRAME>:~/Downloads/
```
2. In a terminal **on the Frame**, use an isolated directory; no game or current room is changed:
```sh
mkdir -p "$HOME/.local/share/frameport/roomscan-test"
cd "$HOME/.local/share/frameport/roomscan-test"
cp "$HOME/Downloads/fp_roomscan" ./fp_roomscan
chmod 700 ./fp_roomscan
./fp_roomscan --help
./fp_roomscan --offline "$HOME/Downloads/box.fprs" --out box --universe 0 --json > box.json
cat box.json
./fp_roomscan --offline "$HOME/Downloads/l.fprs" --out l --json > l.json
./fp_roomscan --offline "$HOME/Downloads/down.fprs" --out down --ceiling-default 2.7 --json > down.json
./fp_roomscan --offline "$HOME/Downloads/one.fprs" --out one --json > one.json
```
Expected JSON: box has `ok:true`, `walls:4`, `detected_walls:4`, `volumes:2`, floor within 5 cm of 0,
ceiling within 5 cm of 2.6, coverage 100; the only expected box warnings concern skipped warm-up frames and
out-of-range vertices. `box/room.txt` includes TABLE and COUCH volume records.
L has six walls and the concave corner near (0,0), rather than a rectangle. Down includes exactly the warning
string `ceiling not seen` (other warnings are expected), with ceiling minus floor 2.7. One includes
`few frames; scan more viewpoints`. Every mesh should have at most 200,000 triangles. JSON is the scanner log;
there are no expected stderr status lines.
3. Verify sidecars, wall labels and the corrupt-input exit status on the Frame:
```sh
python3 - <<'PY'
import json, pathlib, struct
for name in ('box', 'l', 'down', 'one'):
report = json.loads(pathlib.Path(name + '.json').read_text())
data = pathlib.Path(name, 'room-mesh.bin').read_bytes()
magic, version, nv, ni = struct.unpack_from('<4sIII', data)
assert report['ok'] and magic == b'FPRM' and version == 1
assert ni % 3 == 0 and 0 < ni // 3 <= 200000
assert len(data) == 16 + nv * 12 + ni * 4
for line in pathlib.Path(name, 'room.txt').read_text().splitlines():
if line.startswith('wall '):
fields = line.split()
assert len(fields) in (8, 9)
if len(fields) == 9:
assert fields[-1] == 'INVISIBLE_WALL_FACE'
print(name, nv, ni // 3, report['warnings'])
pathlib.Path('broken.fprs').write_bytes(b'FPRS\x01\0\0\0\0')
PY
./fp_roomscan --offline broken.fprs --out broken --json
echo "$?"
test ! -e broken/room.txt
test ! -e broken/room-mesh.bin
```
Expected: `{"ok":false,"error":"truncated frame header"}`, exit status 2, no `broken` outputs.
4. Record actual RoomView dumps with the maintainer's recorder (FPRS v1, mesh-to-STAGE poses, stable universe).
Copy the recording to `~/Downloads/capture.fprs`. Look around slowly for about a minute, including floor,
ceiling, every wall, and furniture from several directions. With the **recorded universe id** assigned below:
```sh
scan_universe=0 # replace 0 with the recorder's actual decimal universe id
/usr/bin/time -v ./fp_roomscan --offline "$HOME/Downloads/capture.fprs" --out real --universe "$scan_universe" --json > real.json 2> real-timing.log
cat real.json real-timing.log
cat real/room.txt
```
Measure wall offsets/yaws, ceiling and table top physically and compare to the records (target 5 cm / 2°).
Check resident memory below 300 MB, sensible coverage/warnings, tabletop labels and no false wall/furniture
blobs from smeared edges. Repeat with `--max-edge 0.35 --grazing 0.2` into `real-stricter` if edges smear;
try `--voxel 0.08 --plane-distance 0.07` into `real-coarser` if depth is noisy. Keep both JSON logs and raw
dumps **outside git** for threshold calibration. These are proposed tuning probes, not established device fixes.
5. Repeat the synthetic 1,800-frame benchmark from the preceding section on the Frame, using the same command
and `/usr/bin/time -v`. Then test a ten-minute independent real capture. Target: about 60 s elapsed or less,
less than 600 MB RSS, successful JSON and bounded mesh size. Record CPU time as well as wall time so storage
overhead is visible. With difficult stereo edges compare `--min-views 8 --patch-residual 0.02` in a fresh output
directory; short captures cap view support automatically. Include the JSON's exclusion counters in triage;
skipped frames may occur anywhere in the capture. Keep all personal results outside git.
6. After merging plumbing/emulation, publish this staged room through that stream's room-install path and try
Demeter, then an MRUK discovery/mesh game. Check room loading, furniture alignment, and warning/fallback
behaviour in-headset; the scanner alone cannot verify the Meta API path. Do not replace `rooms/current` by hand
during these standalone checks.
Undo standalone checks: remove only the isolated `~/.local/share/frameport/roomscan-test` directory and the five
test files copied to `~/Downloads` (plus `capture.fprs` if no longer needed). No Steam settings, games, agent,
room universe folder, or current-room symlink were changed by these steps.
+44 -8
View File
@@ -348,8 +348,9 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateInstance(const XrInstanceCreateInfo *info
}
if (supported) names[kept++] = ext;
else if (scene_emul && is_scene_extension(ext)) {
if (!emulate_scene) LOG("emulating Meta scene/spatial-entity extensions from the guardian bounds");
if (!emulate_scene) LOG("emulating Meta scene/spatial-entity extensions from room file or guardian bounds");
emulate_scene = 1;
if (!strcmp(ext, "XR_META_spatial_entity_mesh")) scene_app_mesh = 1;
} else if (controller_models && render_models_available && !strcmp(ext, XR_FB_RENDER_MODEL_EXTENSION_NAME)) {
emulate_render_model = 1;
LOG("emulating XR_FB_render_model with Steam Frame controller models");
@@ -654,9 +655,10 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateSwapchain(XrSession session, const XrSwap
}
clear_gl_errors("xrCreateSwapchain");
XrResult result = fn(session, &fixed, swapchain);
LOG("xrCreateSwapchain %ux%u format=%lld samples=%u array=%u faces=%u usage=0x%llx flags=0x%llx result=%d",
LOG("xrCreateSwapchain %ux%u format=%lld samples=%u array=%u faces=%u usage=0x%llx flags=0x%llx result=%d handle=%p",
fixed.width, fixed.height, (long long)fixed.format, fixed.sampleCount, fixed.arraySize, fixed.faceCount,
(unsigned long long)fixed.usageFlags, (unsigned long long)fixed.createFlags, result);
(unsigned long long)fixed.usageFlags, (unsigned long long)fixed.createFlags, result,
(void *)(uintptr_t)(XR_SUCCEEDED(result) && swapchain ? *swapchain : 0));
if (XR_SUCCEEDED(result)) {
remember_swapchain(*swapchain);
note_swapchain_size(*swapchain, fixed.width, fixed.height);
@@ -745,7 +747,7 @@ static int cylinder_strips(const XrCompositionLayerCylinderKHR *c, XrComposition
XrSwapchainSubImage sub = c->subImage;
sub.imageRect = (XrRect2Di){{x0, rect.offset.y}, {x1 - x0, rect.extent.height}};
out[i] = (XrCompositionLayerQuad){XR_TYPE_COMPOSITION_LAYER_QUAD, c->next, c->layerFlags, c->space,
c->eyeVisibility, sub, pose, {2 * r * sinf(a / 2), height}};
XR_EYE_VISIBILITY_BOTH, sub, pose, {2 * r * sinf(a / 2), height}};
}
static int logged;
if (logged++ < 3) LOG("cylinder layer -> %d quad strips (r=%.2f angle=%.2f)", n, r, c->centralAngle);
@@ -874,6 +876,11 @@ XRAPI_ATTR XrResult XRAPI_CALL xrGetSystemProperties(XrInstance instance, XrSyst
((XrSystemPassthroughPropertiesFB *)p)->supportsPassthrough = XR_TRUE;
if (p->type == XR_TYPE_SYSTEM_SPATIAL_ENTITY_PROPERTIES_FB && emulate_scene)
((XrSystemSpatialEntityPropertiesFB *)p)->supportsSpatialEntity = XR_TRUE;
// META scene capability chains used by current MRUK.
if (p->type == XR_TYPE_SYSTEM_SPACE_DISCOVERY_PROPERTIES_META && emulate_scene)
((XrSystemSpaceDiscoveryPropertiesMETA *)p)->supportsSpaceDiscovery = XR_TRUE;
if (p->type == XR_TYPE_SYSTEM_SPACE_PERSISTENCE_PROPERTIES_META && emulate_scene)
((XrSystemSpacePersistencePropertiesMETA *)p)->supportsSpacePersistence = XR_TRUE;
if (p->type == XR_TYPE_SYSTEM_PASSTHROUGH_PROPERTIES2_FB)
((XrSystemPassthroughProperties2FB *)p)->capabilities = XR_PASSTHROUGH_CAPABILITY_BIT_FB;
if (p->type == XR_TYPE_SYSTEM_RENDER_MODEL_PROPERTIES_FB && emulate_render_model)
@@ -920,7 +927,10 @@ XRAPI_ATTR XrResult XRAPI_CALL xrLocateSpace(XrSpace space, XrSpace baseSpace, X
pose_time_note("xrLocateSpace", (uint64_t)(uintptr_t)space, (uint64_t)(uintptr_t)baseSpace, time);
if (emulate_scene && location) {
XrPosef pose; XrSpaceLocationFlags flags;
if (locate_fake(space, baseSpace, time, &pose, &flags)) {
pthread_mutex_lock(&scene_lock);
int fake = locate_fake(space, baseSpace, time, &pose, &flags);
pthread_mutex_unlock(&scene_lock);
if (fake) {
location->pose = pose;
location->locationFlags = flags;
return XR_SUCCESS;
@@ -942,8 +952,8 @@ static XrResult locate_spaces_common(const char *name, XrSession session, const
if (info) pose_time_note(name, info->spaceCount ? (uint64_t)(uintptr_t)info->spaces[0] : 0,
(uint64_t)(uintptr_t)info->baseSpace, info->time);
if (emulate_scene && info && locations) {
any_fake = fake_space_index(info->baseSpace) >= 0;
for (uint32_t i = 0; i < info->spaceCount && !any_fake; ++i) any_fake = fake_space_index(info->spaces[i]) >= 0;
any_fake = is_fake_space(info->baseSpace);
for (uint32_t i = 0; i < info->spaceCount && !any_fake; ++i) any_fake = is_fake_space(info->spaces[i]);
}
if (!any_fake) {
PFN_xrLocateSpaces fn = (PFN_xrLocateSpaces)lookup(active_instance, name);
@@ -966,7 +976,12 @@ static XRAPI_ATTR XrResult XRAPI_CALL emu_locate_spaces_khr(XrSession session, c
}
XRAPI_ATTR XrResult XRAPI_CALL xrDestroySpace(XrSpace space) {
if (fake_space_index(space) >= 0) return XR_SUCCESS; // entity spaces live for the whole session
if (is_fake_space(space)) {
pthread_mutex_lock(&scene_lock);
int valid = fake_space_index(space) >= 0;
pthread_mutex_unlock(&scene_lock);
return valid ? XR_SUCCESS : XR_ERROR_HANDLE_INVALID; // entity spaces live for the whole session
}
PFN_xrDestroySpace fn = (PFN_xrDestroySpace)lookup(active_instance, "xrDestroySpace");
return fn ? fn(space) : XR_ERROR_FUNCTION_UNSUPPORTED;
}
@@ -1706,6 +1721,14 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEndFrame(XrSession session, const XrFrameEndInf
++swapped;
continue;
}
// A per-eye cylinder pair (eyeVisibility LEFT + RIGHT, e.g. Doom3Quest/PreyVR's curved menu) would expand to
// twice the strips; the Frame's runtime composites a quad to both eyes and rejects a frame with that many
// per-eye quad layers (XR_ERROR_LAYER_INVALID). Drop the right eye and show the left one's strips to both.
if (layer_fix && cylinder_strips_on && no_cylinder && layer->type == XR_TYPE_COMPOSITION_LAYER_CYLINDER_KHR &&
((const XrCompositionLayerCylinderKHR *)layer)->eyeVisibility == XR_EYE_VISIBILITY_RIGHT) {
++dropped;
continue;
}
if (layer_fix && cylinder_strips_on && no_cylinder && layer->type == XR_TYPE_COMPOSITION_LAYER_CYLINDER_KHR &&
runtime_swapchain(((const XrCompositionLayerCylinderKHR *)layer)->subImage.swapchain)) {
// keep the whole frame within the runtime's layer limit: every later layer still needs a slot
@@ -2100,6 +2123,19 @@ __attribute__((visibility("default"))) PFN_xrVoidFunction framebridge_extension_
NATIVE_PROC(xrCreateVulkanInstanceKHR)
#undef NATIVE_PROC
}
// The shim bypasses OVRPort's fixed dispatch table for all scene calls, including consumers of fake spaces.
if (name && emulate_scene) {
PFN_xrVoidFunction scene = scene_emulation(name);
if (scene) return scene;
#define SCENE_PROC(fn) if (!strcmp(name, #fn)) return (PFN_xrVoidFunction)fn;
SCENE_PROC(xrPollEvent)
SCENE_PROC(xrGetSystemProperties)
SCENE_PROC(xrLocateSpace)
SCENE_PROC(xrLocateSpaces)
SCENE_PROC(xrDestroySpace)
#undef SCENE_PROC
if (!strcmp(name, "xrLocateSpacesKHR")) return (PFN_xrVoidFunction)emu_locate_spaces_khr;
}
return name ? render_model_emulation(name) : NULL;
}
+115
View File
@@ -0,0 +1,115 @@
// SPDX-License-Identifier: GPL-3.0-only
// Included by scene_emu.c. Persist only application anchors; scanned entities remain owned by the room file.
#include <sys/random.h>
#include <sys/stat.h>
#include <unistd.h>
#ifndef SCENE_EXTERNAL_ROOT
#define SCENE_EXTERNAL_ROOT "/sdcard/Android/data"
#endif
static int anchor_path(char *path, size_t size) {
char process[256] = {0};
FILE *f = fopen("/proc/self/cmdline", "r");
if (!f) return 0;
size_t n = fread(process, 1, sizeof(process)-1, f);
fclose(f);
if (!n) return 0;
char *colon = strchr(process, ':');
if (colon) *colon = 0;
// Only package-like process names: never let a command line become a path traversal.
if (!strchr(process, '.') || !strcmp(process, ".") || !strcmp(process, "..")) return 0;
for (const char *p = process; *p; ++p)
if (!((*p >= 'a' && *p <= 'z') || (*p >= 'A' && *p <= 'Z') || (*p >= '0' && *p <= '9') || *p == '.' || *p == '_')) return 0;
int len = snprintf(path, size, "%s/%s/files/framebridge-anchors.txt", SCENE_EXTERNAL_ROOT, process);
return len > 0 && (size_t)len < size;
}
static int anchor_uuid(XrUuidEXT *u) {
size_t have = 0;
while (have < sizeof(u->data)) {
ssize_t n = getrandom(u->data + have, sizeof(u->data) - have, 0);
if (n < 0 && errno == EINTR) continue;
if (n <= 0) break;
have += (size_t)n;
}
if (have < sizeof(u->data)) {
FILE *f = fopen("/dev/urandom", "rb");
if (!f) return 0;
have = fread(u->data, 1, sizeof(u->data), f);
fclose(f);
if (have != sizeof(u->data)) return 0;
}
u->data[6] = (uint8_t)((u->data[6] & 15) | 0x40);
u->data[8] = (uint8_t)((u->data[8] & 63) | 0x80);
for (int i = 0; i < entity_count; ++i) if (uuid_equal(u, &entities[i].uuid)) return 0;
return 1;
}
static int write_anchors(void) {
char path[4096], tmp[4128];
if (!anchor_path(path, sizeof(path))) return 0;
snprintf(tmp, sizeof(tmp), "%s.tmp-XXXXXX", path);
int fd = mkstemp(tmp);
if (fd < 0) return 0;
FILE *f = fdopen(fd, "w");
if (!f) { close(fd); unlink(tmp); return 0; }
int ok = 1;
for (int i = 0; i < entity_count; ++i) {
const scene_entity *e = &entities[i];
if (!e->is_anchor || !e->saved || e->erased) continue;
char uuid[33];
for (int k = 0; k < 16; ++k) snprintf(uuid + k*2, 3, "%02x", e->uuid.data[k]);
const XrPosef p = e->pose_in_stage;
if (fprintf(f, "anchor %s %.9g %.9g %.9g %.9g %.9g %.9g %.9g\n", uuid,
p.position.x, p.position.y, p.position.z, p.orientation.x, p.orientation.y, p.orientation.z, p.orientation.w) < 0) ok = 0;
}
if (fflush(f) || fsync(fd)) ok = 0;
if (fclose(f)) ok = 0;
if (ok && rename(tmp, path)) ok = 0;
if (!ok) { LOG("scene: anchor write failed (%d)", errno); unlink(tmp); }
return ok;
}
static void load_anchors(void) {
char path[4096];
if (!anchor_path(path, sizeof(path))) return;
FILE *f = fopen(path, "r");
if (!f) return;
char line[1024], *t[10];
unsigned loaded = 0;
while (fgets(line, sizeof(line), f)) {
if (!strchr(line, '\n') && !feof(f)) { int c; while ((c=fgetc(f)) != EOF && c != '\n') {} continue; }
XrUuidEXT uuid; float v[7];
int n = room_tokens(line, t, 10);
if (n != 9 || strcmp(t[0], "anchor") || !room_uuid(t[1], &uuid) || !room_values(t, 2, 7, v)) continue;
float norm = sqrtf(v[3]*v[3]+v[4]*v[4]+v[5]*v[5]+v[6]*v[6]);
if (norm < 0.0001f) continue;
int duplicate = 0;
for (int i = 0; i < entity_count; ++i) duplicate |= uuid_equal(&uuid, &entities[i].uuid);
if (duplicate) continue;
int i = add_entity((XrPosef){{v[3]/norm,v[4]/norm,v[5]/norm,v[6]/norm},{v[0],v[1],v[2]}}, NULL, 0, 0, 0, 1);
if (i < 0) break;
entities[i].uuid = uuid; entities[i].saved = 1; ++loaded;
}
fclose(f);
LOG("scene: loaded %u saved anchors", loaded);
}
// Batch writes are atomic both on disk and in memory. Failure never silently destroys the old anchor set.
static XrResult persist_spaces(uint32_t count, const XrSpace *spaces, uint32_t uuid_count, const XrUuidEXT *uuids, int erase) {
unsigned char selected[MAX_ENTITIES] = {0}, old_saved[MAX_ENTITIES], old_erased[MAX_ENTITIES];
for (uint32_t k = 0; k < count; ++k) {
int i = fake_space_index(spaces[k]);
if (i < 0) return XR_ERROR_HANDLE_INVALID;
if (entities[i].is_anchor) selected[i] = 1;
}
if (erase) for (int i = 0; i < entity_count; ++i)
if (entities[i].is_anchor && !entities[i].erased && uuid_matches(uuid_count, uuids, &entities[i])) selected[i] = 1;
int changed = 0;
for (int i = 0; i < entity_count; ++i) {
old_saved[i] = (unsigned char)entities[i].saved; old_erased[i] = (unsigned char)entities[i].erased;
if (selected[i]) { entities[i].saved = !erase; entities[i].erased = erase; changed = 1; }
}
if (changed && !write_anchors()) {
for (int i = 0; i < entity_count; ++i) { entities[i].saved = old_saved[i]; entities[i].erased = old_erased[i]; }
return XR_ERROR_RUNTIME_FAILURE;
}
if (changed) LOG("scene: anchors %s", erase ? "erased" : "saved");
return XR_SUCCESS;
}
+366 -121
View File
@@ -1,16 +1,18 @@
// SPDX-License-Identifier: GPL-3.0-only
// Included by frame_adapter.c. Emulates Meta's scene / spatial-entity extensions (XR_FB_spatial_entity,
// _query, _storage, _container, XR_FB_scene, XR_FB_scene_capture) for mixed-reality apps on runtimes that
// lack them (Steam Frame). The "room" is a box built from the runtime's STAGE bounds (the guardian /
// chaperone rectangle): floor, ceiling and four walls, reported as one room anchor with a layout.
// lack them (Steam Frame). Room files use STAGE coordinates; absent/invalid files retain the guardian box.
// Entity spaces are fake handles; every function that consumes a space is intercepted for them.
static float scene_min_size = 1.5f; // smallest room edge if the guardian is tiny or unavailable
static int emulate_scene; // app requested the scene extensions and the runtime lacks them
static int scene_app_mesh; // app enabled XR_META_spatial_entity_mesh: only then is the global mesh an entity
// (an older SDK's scene loader fails on an anchor it can't place)
static const char *const scene_extensions[] = {
"XR_FB_spatial_entity", "XR_FB_spatial_entity_query", "XR_FB_spatial_entity_storage",
"XR_FB_spatial_entity_container", "XR_FB_scene", "XR_FB_scene_capture",
"XR_META_spatial_entity_mesh", "XR_META_spatial_entity_discovery", "XR_META_spatial_entity_persistence",
};
#define SCENE_EXTENSION_COUNT (sizeof(scene_extensions) / sizeof(scene_extensions[0]))
@@ -42,38 +44,58 @@ static XrPosef pose_inv(XrPosef a) {
// ---------------------------------------------------------------- entities
enum { ENT_ROOM, ENT_FLOOR, ENT_CEILING, ENT_WALL0, ENT_WALL1, ENT_WALL2, ENT_WALL3, ENT_FIXED_COUNT };
#define MAX_ENTITIES 64
#define MAX_ENTITIES 2048
#define MAX_OUTLINE 1024
typedef struct {
XrSpace handle; // fake handle given to the app
XrUuidEXT uuid;
XrPosef pose_in_stage;
const char *label; // semantic label, NULL if none
char label[256]; // comma-separated Meta semantic labels
XrRect2Df bounds; // 2D bounds in the entity's local XY plane
int has_bounds, is_room, is_anchor;
XrRect3DfFB bounds3;
XrVector2f *boundary;
uint32_t boundary_count;
XrVector3f *vertices;
uint32_t *indices, vertex_count, index_count;
int has_bounds, has_bounds3, is_room, is_anchor, is_wall, erased, saved;
} scene_entity;
static pthread_mutex_t scene_lock = PTHREAD_MUTEX_INITIALIZER;
static scene_entity entities[MAX_ENTITIES];
static int entity_count;
static int entity_count, room_entity_count, wall_count, room_from_file;
static char room_source[32];
static uint64_t room_universe;
static XrSpace scene_stage = XR_NULL_HANDLE; // real STAGE space used to anchor everything
static XrSession scene_session = XR_NULL_HANDLE;
static uint64_t next_request = 0x5ce0000001ull;
#define FAKE_SPACE_TAG 0x5ce0000000000000ull
// Fit the tag in uintptr_t as the adapter is also built for AArch32. Session generations prevent stale
// handles from aliasing new room entities when an engine recreates its session in the same process.
#if UINTPTR_MAX > 0xffffffffu
#define FAKE_SPACE_TAG ((uintptr_t)0x5ce0000000000000ull)
#define FAKE_SPACE_MASK ((uintptr_t)0xfff0000000000000ull)
#else
#define FAKE_SPACE_TAG ((uintptr_t)0x5ce00000u)
#define FAKE_SPACE_MASK ((uintptr_t)0xfff00000u)
#endif
static unsigned scene_generation;
static int is_fake_space(XrSpace space) { return ((uintptr_t)space & FAKE_SPACE_MASK) == FAKE_SPACE_TAG; }
static int fake_space_index(XrSpace space) {
uint64_t v = (uint64_t)(uintptr_t)space;
if ((v & 0xfff0000000000000ull) != FAKE_SPACE_TAG) return -1;
int i = (int)(v & 0xffff);
return i < entity_count ? i : -1;
uintptr_t v = (uintptr_t)space;
if ((v & FAKE_SPACE_MASK) != FAKE_SPACE_TAG || ((v >> 12) & 255) != scene_generation) return -1;
int i = (int)(v & 4095);
return i < entity_count && !entities[i].erased ? i : -1;
}
static XrSpace fake_space(int index) { return (XrSpace)(uintptr_t)(FAKE_SPACE_TAG | (uint64_t)index); }
static XrSpace fake_space(int index) { return (XrSpace)(FAKE_SPACE_TAG | ((uintptr_t)scene_generation << 12) | (uintptr_t)index); }
static XrUuidEXT make_uuid(int index) {
XrUuidEXT u;
for (int i = 0; i < XR_UUID_SIZE_EXT; ++i) u.data[i] = (uint8_t)(0x5c ^ (i * 37) ^ (index * 101));
u.data[6] = (uint8_t)((u.data[6] & 0x0f) | 0x40); // version 4 style
u.data[15] = (uint8_t)index;
u.data[14] ^= (uint8_t)((unsigned)index >> 8);
return u;
}
static int uuid_equal(const XrUuidEXT *a, const XrUuidEXT *b) { return !memcmp(a->data, b->data, XR_UUID_SIZE_EXT); }
@@ -86,7 +108,7 @@ static int add_entity(XrPosef pose, const char *label, float w, float h, int is_
e->handle = fake_space(i);
e->uuid = make_uuid(i);
e->pose_in_stage = pose;
e->label = label;
if (label) snprintf(e->label, sizeof(e->label), "%s", label);
e->has_bounds = w > 0 && h > 0;
e->bounds = (XrRect2Df){{-w / 2, -h / 2}, {w, h}};
e->is_room = is_room;
@@ -94,9 +116,23 @@ static int add_entity(XrPosef pose, const char *label, float w, float h, int is_
return i;
}
static void reset_room(void) {
for (int i = 0; i < entity_count; ++i) {
free(entities[i].boundary);
free(entities[i].vertices);
free(entities[i].indices);
}
memset(entities, 0, sizeof(entities));
entity_count = room_entity_count = wall_count = room_from_file = 0;
room_universe = 0;
}
#include "scene_room.c"
// Build the room once the session exists: guardian rectangle -> floor/ceiling/walls.
static void build_room(void) {
if (entity_count) return;
if (load_room_file()) return;
float width = 0, depth = 0;
PFN_xrGetReferenceSpaceBoundsRect bounds_fn =
(PFN_xrGetReferenceSpaceBoundsRect)lookup(active_instance, "xrGetReferenceSpaceBoundsRect");
@@ -117,10 +153,14 @@ static void build_room(void) {
add_entity((XrPosef){{0, 0, 0, 1}, {0, 0, 0}}, NULL, 0, 0, 1, 0); // ENT_ROOM
add_entity((XrPosef){{-s, 0, 0, s}, {0, 0, 0}}, "FLOOR", width, depth, 0, 0); // +Z (normal) -> +Y
add_entity((XrPosef){{s, 0, 0, s}, {0, h, 0}}, "CEILING", width, depth, 0, 0); // +Z -> -Y
// Walls in loop order around the floor, as Meta's ROOM_LAYOUT lists them (Demeter walks them as an outline).
add_entity((XrPosef){{0, 0, 0, 1}, {0, h / 2, -depth / 2}}, "WALL_FACE", width, h, 0, 0); // faces +Z
add_entity((XrPosef){{0, -s, 0, s}, {width / 2, h / 2, 0}}, "WALL_FACE", depth, h, 0, 0); // faces -X
add_entity((XrPosef){{0, 1, 0, 0}, {0, h / 2, depth / 2}}, "WALL_FACE", width, h, 0, 0); // faces -Z
add_entity((XrPosef){{0, s, 0, s}, {-width / 2, h / 2, 0}}, "WALL_FACE", depth, h, 0, 0); // faces +X
add_entity((XrPosef){{0, -s, 0, s}, {width / 2, h / 2, 0}}, "WALL_FACE", depth, h, 0, 0); // faces -X
wall_count = 4;
room_entity_count = entity_count;
for (int i = ENT_WALL0; i < entity_count; ++i) entities[i].is_wall = 1;
}
// Supported components per entity.
@@ -128,12 +168,17 @@ static int entity_components(const scene_entity *e, XrSpaceComponentTypeFB *out)
int n = 0;
out[n++] = XR_SPACE_COMPONENT_TYPE_LOCATABLE_FB;
out[n++] = XR_SPACE_COMPONENT_TYPE_STORABLE_FB;
out[n++] = XR_SPACE_COMPONENT_TYPE_SHARABLE_FB; // Meta's runtime lists it; nothing is shared from here
if (e->is_room) {
out[n++] = XR_SPACE_COMPONENT_TYPE_ROOM_LAYOUT_FB;
out[n++] = XR_SPACE_COMPONENT_TYPE_SPACE_CONTAINER_FB;
} else if (!e->is_anchor) {
out[n++] = XR_SPACE_COMPONENT_TYPE_BOUNDED_2D_FB;
out[n++] = XR_SPACE_COMPONENT_TYPE_SEMANTIC_LABELS_FB;
if (e->has_bounds) {
out[n++] = XR_SPACE_COMPONENT_TYPE_BOUNDED_2D_FB;
}
if (e->has_bounds3) out[n++] = XR_SPACE_COMPONENT_TYPE_BOUNDED_3D_FB;
if (e->vertex_count) out[n++] = XR_SPACE_COMPONENT_TYPE_TRIANGLE_MESH_META;
if (e->label[0]) out[n++] = XR_SPACE_COMPONENT_TYPE_SEMANTIC_LABELS_FB;
}
return n;
}
@@ -148,6 +193,7 @@ static int entity_has_component(const scene_entity *e, XrSpaceComponentTypeFB ty
#define MAX_EVENTS 64
static XrEventDataBuffer scene_events[MAX_EVENTS];
static int event_head, event_tail;
static int event_free(void) { return (event_head - event_tail - 1 + MAX_EVENTS) % MAX_EVENTS; }
static void push_event(const void *event, size_t size) {
if ((event_tail + 1) % MAX_EVENTS == event_head) return;
memset(&scene_events[event_tail], 0, sizeof(XrEventDataBuffer));
@@ -171,6 +217,7 @@ static int stage_pose(XrSpace space, XrTime time, XrPosef *pose, XrSpaceLocation
XR_SPACE_LOCATION_ORIENTATION_TRACKED_BIT | XR_SPACE_LOCATION_POSITION_TRACKED_BIT;
return 1;
}
if (is_fake_space(space)) return 0; // erased or from a prior session: never pass a fake handle to SteamVR
PFN_xrLocateSpace locate = (PFN_xrLocateSpace)lookup(active_instance, "xrLocateSpace");
if (!locate || !scene_stage) return 0;
XrSpaceLocation loc = {XR_TYPE_SPACE_LOCATION, NULL, 0, {{0, 0, 0, 1}, {0, 0, 0}}};
@@ -181,7 +228,7 @@ static int stage_pose(XrSpace space, XrTime time, XrPosef *pose, XrSpaceLocation
}
// Locate `space` in `base` when either is fake. Returns 0 if neither is fake (caller forwards).
static int locate_fake(XrSpace space, XrSpace base, XrTime time, XrPosef *pose, XrSpaceLocationFlags *flags) {
if (fake_space_index(space) < 0 && fake_space_index(base) < 0) return 0;
if (!is_fake_space(space) && !is_fake_space(base)) return 0;
XrPosef s, b;
XrSpaceLocationFlags fs = 0, fb = 0;
if (!stage_pose(space, time, &s, &fs) || !stage_pose(base, time, &b, &fb)) {
@@ -195,99 +242,96 @@ static int locate_fake(XrSpace space, XrSpace base, XrTime time, XrPosef *pose,
}
// ---------------------------------------------------------------- emulated entry points
static XRAPI_ATTR XrResult XRAPI_CALL emu_query_spaces(XrSession session, const XrSpaceQueryInfoBaseHeaderFB *info,
XrAsyncRequestIdFB *request) {
if (!info || !request) return XR_ERROR_VALIDATION_FAILURE;
pthread_mutex_lock(&scene_lock);
scene_session = session;
build_room();
*request = next_request++;
XrEventDataSpaceQueryResultsAvailableFB avail = {XR_TYPE_EVENT_DATA_SPACE_QUERY_RESULTS_AVAILABLE_FB, NULL, *request};
XrEventDataSpaceQueryCompleteFB done = {XR_TYPE_EVENT_DATA_SPACE_QUERY_COMPLETE_FB, NULL, *request, XR_SUCCESS};
push_event(&avail, sizeof(avail));
push_event(&done, sizeof(done));
pthread_mutex_unlock(&scene_lock);
return XR_SUCCESS;
}
// Query filters are kept per request so retrieve can apply them.
// Results are snapshotted before their available event is queued, so callers on another thread cannot
// observe a half-stored filter. A bounded request history supports the count/data calls independently.
#define MAX_QUERIES 64
typedef struct {
XrAsyncRequestIdFB id;
int has_component;
XrSpaceComponentTypeFB component;
uint32_t uuid_count;
XrUuidEXT uuids[64];
} query_filter;
static query_filter filters[16];
static int filter_next;
static void store_filter(XrAsyncRequestIdFB id, const XrSpaceQueryInfoFB *q) {
query_filter *f = &filters[filter_next++ % 16];
memset(f, 0, sizeof(*f));
f->id = id;
const XrSpaceFilterInfoBaseHeaderFB *flt = q->filter;
if (flt && flt->type == XR_TYPE_SPACE_COMPONENT_FILTER_INFO_FB) {
f->has_component = 1;
f->component = ((const XrSpaceComponentFilterInfoFB *)flt)->componentType;
} else if (flt && flt->type == XR_TYPE_SPACE_UUID_FILTER_INFO_FB) {
const XrSpaceUuidFilterInfoFB *u = (const XrSpaceUuidFilterInfoFB *)flt;
f->uuid_count = u->uuidCount < 64 ? u->uuidCount : 64;
for (uint32_t i = 0; i < f->uuid_count; ++i) f->uuids[i] = u->uuids[i];
}
uint32_t count;
XrSpaceQueryResultFB *results;
} scene_query;
static scene_query queries[MAX_QUERIES];
static unsigned query_next;
static scene_query *new_query(void) {
scene_query *q = &queries[query_next % MAX_QUERIES];
XrSpaceQueryResultFB *results = malloc((size_t)entity_count * sizeof(*results));
if (!results) return NULL;
++query_next;
free(q->results);
*q = (scene_query){next_request++, 0, results};
return q;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_query_spaces_filtered(XrSession session, const XrSpaceQueryInfoBaseHeaderFB *info,
XrAsyncRequestIdFB *request) {
XrResult r = emu_query_spaces(session, info, request);
if (XR_SUCCEEDED(r) && info->type == XR_TYPE_SPACE_QUERY_INFO_FB) {
pthread_mutex_lock(&scene_lock);
store_filter(*request, (const XrSpaceQueryInfoFB *)info);
const XrSpaceQueryInfoFB *q = (const XrSpaceQueryInfoFB *)info;
LOG("scene: query request=%llu filter=%d", (unsigned long long)*request, q->filter ? q->filter->type : 0);
pthread_mutex_unlock(&scene_lock);
}
return r;
static scene_query *find_query(XrAsyncRequestIdFB id) {
for (int i = 0; i < MAX_QUERIES; ++i) if (queries[i].id == id) return &queries[i];
return NULL;
}
static int uuid_matches(uint32_t n, const XrUuidEXT *uuids, const scene_entity *e) {
for (uint32_t i = 0; i < n; ++i) if (uuid_equal(&uuids[i], &e->uuid)) return 1;
return 0;
}
#include "scene_anchors.c"
static int filter_matches(const query_filter *f, const scene_entity *e) {
static int fb_filter_matches(const XrSpaceFilterInfoBaseHeaderFB *f, const scene_entity *e) {
if (!f) return 1;
if (f->has_component) return entity_has_component(e, f->component);
if (f->uuid_count) {
for (uint32_t i = 0; i < f->uuid_count; ++i) if (uuid_equal(&f->uuids[i], &e->uuid)) return 1;
return 0;
if (f->type == XR_TYPE_SPACE_COMPONENT_FILTER_INFO_FB)
return entity_has_component(e, ((const XrSpaceComponentFilterInfoFB *)f)->componentType);
if (f->type == XR_TYPE_SPACE_UUID_FILTER_INFO_FB) {
const XrSpaceUuidFilterInfoFB *u = (const XrSpaceUuidFilterInfoFB *)f;
return u->uuids && uuid_matches(u->uuidCount, u->uuids, e);
}
return 1;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_query_spaces_filtered(XrSession session, const XrSpaceQueryInfoBaseHeaderFB *info,
XrAsyncRequestIdFB *request) {
if (!info || !request || info->type != XR_TYPE_SPACE_QUERY_INFO_FB) return XR_ERROR_VALIDATION_FAILURE;
const XrSpaceQueryInfoFB *info_fb = (const XrSpaceQueryInfoFB *)info;
pthread_mutex_lock(&scene_lock);
scene_session = session;
build_room();
if (event_free() < 2) { pthread_mutex_unlock(&scene_lock); return XR_ERROR_LIMIT_REACHED; }
scene_query *q = new_query();
if (!q) { pthread_mutex_unlock(&scene_lock); return XR_ERROR_OUT_OF_MEMORY; }
for (int i = 0; i < entity_count && q->count < info_fb->maxResultCount; ++i) {
scene_entity *e = &entities[i];
if (!e->erased && fb_filter_matches(info_fb->filter, e))
q->results[q->count++] = (XrSpaceQueryResultFB){e->handle, e->uuid};
}
*request = q->id;
XrEventDataSpaceQueryResultsAvailableFB avail = {XR_TYPE_EVENT_DATA_SPACE_QUERY_RESULTS_AVAILABLE_FB, NULL, *request};
XrEventDataSpaceQueryCompleteFB done = {XR_TYPE_EVENT_DATA_SPACE_QUERY_COMPLETE_FB, NULL, *request, XR_SUCCESS};
push_event(&avail, sizeof(avail)); push_event(&done, sizeof(done));
LOG("scene: query request=%llu results=%u", (unsigned long long)*request, q->count);
pthread_mutex_unlock(&scene_lock);
return XR_SUCCESS;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_retrieve_results(XrSession session, XrAsyncRequestIdFB request,
XrSpaceQueryResultsFB *results) {
(void)session;
if (!results) return XR_ERROR_VALIDATION_FAILURE;
pthread_mutex_lock(&scene_lock);
const query_filter *f = NULL;
for (int i = 0; i < 16; ++i) if (filters[i].id == request) f = &filters[i];
uint32_t n = 0;
for (int i = 0; i < entity_count; ++i) {
if (!filter_matches(f, &entities[i])) continue;
if (results->resultCapacityInput && n < results->resultCapacityInput && results->results) {
results->results[n].space = entities[i].handle;
results->results[n].uuid = entities[i].uuid;
scene_query *q = find_query(request);
XrResult r = XR_SUCCESS;
if (!q) r = XR_ERROR_VALIDATION_FAILURE;
else {
results->resultCountOutput = q->count;
if (results->resultCapacityInput && results->resultCapacityInput < q->count) r = XR_ERROR_SIZE_INSUFFICIENT;
else if (results->resultCapacityInput) {
if (!results->results) r = XR_ERROR_VALIDATION_FAILURE;
else memcpy(results->results, q->results, q->count * sizeof(*q->results));
}
++n;
}
results->resultCountOutput = n;
pthread_mutex_unlock(&scene_lock);
return (results->resultCapacityInput && results->resultCapacityInput < n) ? XR_ERROR_SIZE_INSUFFICIENT : XR_SUCCESS;
return r;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_uuid(XrSpace space, XrUuidEXT *uuid) {
static XRAPI_ATTR XrResult XRAPI_CALL scene_get_uuid(XrSpace space, XrUuidEXT *uuid) {
int i = fake_space_index(space);
if (i < 0 || !uuid) return XR_ERROR_HANDLE_INVALID;
*uuid = entities[i].uuid;
return XR_SUCCESS;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_enumerate_components(XrSpace space, uint32_t capacity, uint32_t *count,
static XRAPI_ATTR XrResult XRAPI_CALL scene_enumerate_components(XrSpace space, uint32_t capacity, uint32_t *count,
XrSpaceComponentTypeFB *types) {
int i = fake_space_index(space);
if (i < 0 || !count) return XR_ERROR_HANDLE_INVALID;
@@ -296,16 +340,33 @@ static XRAPI_ATTR XrResult XRAPI_CALL emu_enumerate_components(XrSpace space, ui
*count = (uint32_t)n;
if (!capacity) return XR_SUCCESS;
if (capacity < (uint32_t)n) return XR_ERROR_SIZE_INSUFFICIENT;
if (!types) return XR_ERROR_VALIDATION_FAILURE;
for (int k = 0; k < n; ++k) types[k] = list[k];
return XR_SUCCESS;
}
// Which entity refused which component (the first ones only): an app's scene loader gives up on the whole room over
// one of these, and OVRPlugin's own error line doesn't name the component (Demeter, 2026-10-16).
static void log_refused_component(const char *op, int i, XrSpaceComponentTypeFB type) {
static int logged;
if (logged >= 20) return;
++logged;
const scene_entity *e = &entities[i];
LOG("scene: %s component %d refused on %s (entity %d)", op, (int)type,
e->is_room ? "room" : e->is_anchor ? "app anchor" : e->label[0] ? e->label : "unlabelled", i);
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_set_component_status(XrSpace space, const XrSpaceComponentStatusSetInfoFB *info,
XrAsyncRequestIdFB *request) {
int i = fake_space_index(space);
if (i < 0 || !info || !request) return XR_ERROR_HANDLE_INVALID;
if (!entity_has_component(&entities[i], info->componentType)) return XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB;
pthread_mutex_lock(&scene_lock);
int i = fake_space_index(space);
if (i < 0 || !info || !request) { pthread_mutex_unlock(&scene_lock); return XR_ERROR_HANDLE_INVALID; }
if (!entity_has_component(&entities[i], info->componentType)) {
log_refused_component("set", i, info->componentType);
pthread_mutex_unlock(&scene_lock);
return XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB;
}
if (!event_free()) { pthread_mutex_unlock(&scene_lock); return XR_ERROR_LIMIT_REACHED; }
*request = next_request++;
XrEventDataSpaceSetStatusCompleteFB e = {XR_TYPE_EVENT_DATA_SPACE_SET_STATUS_COMPLETE_FB, NULL, *request, XR_SUCCESS,
space, entities[i].uuid, info->componentType, info->enabled};
@@ -314,44 +375,49 @@ static XRAPI_ATTR XrResult XRAPI_CALL emu_set_component_status(XrSpace space, co
return XR_SUCCESS;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_component_status(XrSpace space, XrSpaceComponentTypeFB type,
static XRAPI_ATTR XrResult XRAPI_CALL scene_get_component_status(XrSpace space, XrSpaceComponentTypeFB type,
XrSpaceComponentStatusFB *status) {
int i = fake_space_index(space);
if (i < 0 || !status) return XR_ERROR_HANDLE_INVALID;
if (!entity_has_component(&entities[i], type)) return XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB;
if (!entity_has_component(&entities[i], type)) {
log_refused_component("get", i, type);
return XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB;
}
status->enabled = XR_TRUE;
status->changePending = XR_FALSE;
return XR_SUCCESS;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_container(XrSession session, XrSpace space, XrSpaceContainerFB *container) {
static XRAPI_ATTR XrResult XRAPI_CALL scene_get_container(XrSession session, XrSpace space, XrSpaceContainerFB *container) {
(void)session;
int i = fake_space_index(space);
if (i < 0 || !container) return XR_ERROR_HANDLE_INVALID;
if (!entities[i].is_room) return XR_ERROR_SPACE_COMPONENT_NOT_ENABLED_FB;
uint32_t n = ENT_FIXED_COUNT - 1; // everything except the room itself
uint32_t n = room_entity_count - 1; // everything except the room itself
container->uuidCountOutput = n;
if (!container->uuidCapacityInput) return XR_SUCCESS;
if (container->uuidCapacityInput < n) return XR_ERROR_SIZE_INSUFFICIENT;
if (!container->uuids) return XR_ERROR_VALIDATION_FAILURE;
for (uint32_t k = 0; k < n; ++k) container->uuids[k] = entities[ENT_FLOOR + k].uuid;
return XR_SUCCESS;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_room_layout(XrSession session, XrSpace space, XrRoomLayoutFB *layout) {
static XRAPI_ATTR XrResult XRAPI_CALL scene_get_room_layout(XrSession session, XrSpace space, XrRoomLayoutFB *layout) {
(void)session;
int i = fake_space_index(space);
if (i < 0 || !layout) return XR_ERROR_HANDLE_INVALID;
if (!entities[i].is_room) return XR_ERROR_SPACE_COMPONENT_NOT_ENABLED_FB;
layout->floorUuid = entities[ENT_FLOOR].uuid;
layout->ceilingUuid = entities[ENT_CEILING].uuid;
layout->wallUuidCountOutput = 4;
layout->wallUuidCountOutput = (uint32_t)wall_count;
if (!layout->wallUuidCapacityInput) return XR_SUCCESS;
if (layout->wallUuidCapacityInput < 4) return XR_ERROR_SIZE_INSUFFICIENT;
for (int k = 0; k < 4; ++k) layout->wallUuids[k] = entities[ENT_WALL0 + k].uuid;
if (layout->wallUuidCapacityInput < (uint32_t)wall_count) return XR_ERROR_SIZE_INSUFFICIENT;
if (!layout->wallUuids) return XR_ERROR_VALIDATION_FAILURE;
for (int k = 0; k < wall_count; ++k) layout->wallUuids[k] = entities[ENT_WALL0 + k].uuid;
return XR_SUCCESS;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_bounding_box_2d(XrSession session, XrSpace space, XrRect2Df *rect) {
static XRAPI_ATTR XrResult XRAPI_CALL scene_get_bounding_box_2d(XrSession session, XrSpace space, XrRect2Df *rect) {
(void)session;
int i = fake_space_index(space);
if (i < 0 || !rect) return XR_ERROR_HANDLE_INVALID;
@@ -360,19 +426,29 @@ static XRAPI_ATTR XrResult XRAPI_CALL emu_get_bounding_box_2d(XrSession session,
return XR_SUCCESS;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_bounding_box_3d(XrSession session, XrSpace space, XrRect3DfFB *box) {
(void)session; (void)space; (void)box;
return XR_ERROR_SPACE_COMPONENT_NOT_ENABLED_FB;
static XRAPI_ATTR XrResult XRAPI_CALL scene_get_bounding_box_3d(XrSession session, XrSpace space, XrRect3DfFB *box) {
(void)session;
int i = fake_space_index(space);
if (i < 0 || !box) return XR_ERROR_HANDLE_INVALID;
if (!entities[i].has_bounds3) return XR_ERROR_SPACE_COMPONENT_NOT_ENABLED_FB;
*box = entities[i].bounds3;
return XR_SUCCESS;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_boundary_2d(XrSession session, XrSpace space, XrBoundary2DFB *boundary) {
static XRAPI_ATTR XrResult XRAPI_CALL scene_get_boundary_2d(XrSession session, XrSpace space, XrBoundary2DFB *boundary) {
(void)session;
int i = fake_space_index(space);
if (i < 0 || !boundary) return XR_ERROR_HANDLE_INVALID;
if (!entities[i].has_bounds) return XR_ERROR_SPACE_COMPONENT_NOT_ENABLED_FB;
boundary->vertexCountOutput = 4;
uint32_t n = entities[i].boundary_count ? entities[i].boundary_count : 4;
boundary->vertexCountOutput = n;
if (!boundary->vertexCapacityInput) return XR_SUCCESS;
if (boundary->vertexCapacityInput < 4) return XR_ERROR_SIZE_INSUFFICIENT;
if (boundary->vertexCapacityInput < n) return XR_ERROR_SIZE_INSUFFICIENT;
if (!boundary->vertices) return XR_ERROR_VALIDATION_FAILURE;
if (entities[i].boundary_count) {
memcpy(boundary->vertices, entities[i].boundary, n * sizeof(*boundary->vertices));
return XR_SUCCESS;
}
const XrRect2Df b = entities[i].bounds;
boundary->vertices[0] = (XrVector2f){b.offset.x, b.offset.y};
boundary->vertices[1] = (XrVector2f){b.offset.x + b.extent.width, b.offset.y};
@@ -381,16 +457,76 @@ static XRAPI_ATTR XrResult XRAPI_CALL emu_get_boundary_2d(XrSession session, XrS
return XR_SUCCESS;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_semantic_labels(XrSession session, XrSpace space, XrSemanticLabelsFB *labels) {
static XRAPI_ATTR XrResult XRAPI_CALL scene_get_triangle_mesh(XrSpace space, const XrSpaceTriangleMeshGetInfoMETA *info,
XrSpaceTriangleMeshMETA *mesh) {
(void)info;
int i = fake_space_index(space);
if (i < 0 || !mesh) return XR_ERROR_HANDLE_INVALID;
const scene_entity *e = &entities[i];
if (!e->vertex_count) return XR_ERROR_SPACE_COMPONENT_NOT_ENABLED_FB;
mesh->vertexCountOutput = e->vertex_count;
mesh->indexCountOutput = e->index_count;
if ((mesh->vertexCapacityInput && mesh->vertexCapacityInput < e->vertex_count) ||
(mesh->indexCapacityInput && mesh->indexCapacityInput < e->index_count)) return XR_ERROR_SIZE_INSUFFICIENT;
if ((mesh->vertexCapacityInput && !mesh->vertices) || (mesh->indexCapacityInput && !mesh->indices))
return XR_ERROR_VALIDATION_FAILURE;
if (mesh->vertexCapacityInput) memcpy(mesh->vertices, e->vertices, e->vertex_count * sizeof(*e->vertices));
if (mesh->indexCapacityInput) memcpy(mesh->indices, e->indices, e->index_count * sizeof(*e->indices));
return XR_SUCCESS;
}
// Labels as Meta's runtime hands them to an app (XR_FB_scene): an app that sends no XrSemanticLabelsSupportInfoFB
// knows only the first label set; one that does gets "OTHER" for labels missing from its recognizedLabels, WALL_FACE
// for invisible walls unless it accepts them, and DESK for TABLE unless it accepts that migration. Older Meta SDKs
// (Demeter, 2026-10-16) rejected a whole scanned room over one INVISIBLE_WALL_FACE and kept asking for Space Setup.
static const char *const scene_legacy_labels = "DESK,COUCH,FLOOR,CEILING,WALL_FACE,DOOR_FRAME,WINDOW_FRAME,OTHER";
static int label_listed(const char *list, const char *label, size_t len) {
for (const char *p = list; p && *p;) {
const char *end = strchr(p, ',');
size_t n = end ? (size_t)(end - p) : strlen(p);
if (n == len && !strncmp(p, label, len)) return 1;
p = end ? end + 1 : NULL;
}
return 0;
}
static void scene_app_labels(const char *label, const XrSemanticLabelsFB *labels, char *out, size_t size) {
const XrSemanticLabelsSupportInfoFB *support = NULL;
for (const XrBaseInStructure *n = labels->next; n; n = n->next)
if (n->type == XR_TYPE_SEMANTIC_LABELS_SUPPORT_INFO_FB) support = (const XrSemanticLabelsSupportInfoFB *)n;
const char *known = support ? support->recognizedLabels : scene_legacy_labels;
XrSemanticLabelsSupportFlagsFB flags = support ? support->flags : 0;
out[0] = 0;
for (const char *p = label; *p;) {
const char *end = strchr(p, ',');
size_t len = end ? (size_t)(end - p) : strlen(p);
char one[64];
snprintf(one, sizeof(one), "%.*s", (int)len, p);
if (!strcmp(one, "INVISIBLE_WALL_FACE") && !(flags & XR_SEMANTIC_LABELS_SUPPORT_ACCEPT_INVISIBLE_WALL_FACE_BIT_FB))
snprintf(one, sizeof(one), "WALL_FACE");
if (!strcmp(one, "TABLE") && !(flags & XR_SEMANTIC_LABELS_SUPPORT_ACCEPT_DESK_TO_TABLE_MIGRATION_BIT_FB))
snprintf(one, sizeof(one), "DESK");
if (known && *known && !label_listed(known, one, strlen(one))) snprintf(one, sizeof(one), "OTHER");
if (!label_listed(out, one, strlen(one)))
snprintf(out + strlen(out), size - strlen(out), "%s%s", out[0] ? "," : "", one);
p = end ? end + 1 : p + len;
}
}
static XRAPI_ATTR XrResult XRAPI_CALL scene_get_semantic_labels(XrSession session, XrSpace space, XrSemanticLabelsFB *labels) {
(void)session;
int i = fake_space_index(space);
if (i < 0 || !labels) return XR_ERROR_HANDLE_INVALID;
if (!entities[i].label) return XR_ERROR_SPACE_COMPONENT_NOT_ENABLED_FB;
uint32_t n = (uint32_t)strlen(entities[i].label) + 1;
if (!entities[i].label[0]) return XR_ERROR_SPACE_COMPONENT_NOT_ENABLED_FB;
char text[sizeof(entities[0].label)];
scene_app_labels(entities[i].label, labels, text, sizeof(text));
uint32_t n = (uint32_t)strlen(text) + 1;
labels->bufferCountOutput = n;
if (!labels->bufferCapacityInput) return XR_SUCCESS;
if (labels->bufferCapacityInput < n) return XR_ERROR_SIZE_INSUFFICIENT;
memcpy(labels->buffer, entities[i].label, n);
if (!labels->buffer) return XR_ERROR_VALIDATION_FAILURE;
memcpy(labels->buffer, text, n);
return XR_SUCCESS;
}
@@ -401,11 +537,12 @@ static XRAPI_ATTR XrResult XRAPI_CALL emu_request_scene_capture(XrSession sessio
pthread_mutex_lock(&scene_lock);
scene_session = session;
build_room();
if (!event_free()) { pthread_mutex_unlock(&scene_lock); return XR_ERROR_LIMIT_REACHED; }
*request = next_request++;
XrEventDataSceneCaptureCompleteFB e = {XR_TYPE_EVENT_DATA_SCENE_CAPTURE_COMPLETE_FB, NULL, *request, XR_SUCCESS};
push_event(&e, sizeof(e));
LOG("scene: capture requested -> %s", room_from_file ? "scanned room" : "guardian box");
pthread_mutex_unlock(&scene_lock);
LOG("scene: capture requested -> using guardian room");
return XR_SUCCESS;
}
@@ -417,9 +554,16 @@ static XRAPI_ATTR XrResult XRAPI_CALL emu_create_anchor(XrSession session, const
build_room();
XrPosef base = {{0, 0, 0, 1}, {0, 0, 0}};
XrSpaceLocationFlags flags = 0;
stage_pose(info->space, info->time, &base, &flags);
if (event_free() < 1) { pthread_mutex_unlock(&scene_lock); return XR_ERROR_LIMIT_REACHED; }
if (!stage_pose(info->space, info->time, &base, &flags) ||
!(flags & XR_SPACE_LOCATION_POSITION_VALID_BIT) || !(flags & XR_SPACE_LOCATION_ORIENTATION_VALID_BIT)) {
pthread_mutex_unlock(&scene_lock); return XR_ERROR_POSE_INVALID;
}
XrUuidEXT uuid;
if (!anchor_uuid(&uuid)) { pthread_mutex_unlock(&scene_lock); return XR_ERROR_RUNTIME_FAILURE; }
int i = add_entity(pose_mul(base, info->poseInSpace), NULL, 0, 0, 0, 1);
*request = next_request++;
if (i >= 0) entities[i].uuid = uuid;
XrEventDataSpatialAnchorCreateCompleteFB e = {XR_TYPE_EVENT_DATA_SPATIAL_ANCHOR_CREATE_COMPLETE_FB, NULL, *request,
i >= 0 ? XR_SUCCESS : XR_ERROR_LIMIT_REACHED, i >= 0 ? entities[i].handle : XR_NULL_HANDLE,
i >= 0 ? entities[i].uuid : (XrUuidEXT){{0}}};
@@ -431,28 +575,113 @@ static XRAPI_ATTR XrResult XRAPI_CALL emu_create_anchor(XrSession session, const
static XRAPI_ATTR XrResult XRAPI_CALL emu_save_space(XrSession session, const XrSpaceSaveInfoFB *info, XrAsyncRequestIdFB *request) {
(void)session;
if (!info || !request) return XR_ERROR_VALIDATION_FAILURE;
int i = fake_space_index(info->space);
pthread_mutex_lock(&scene_lock);
int i = fake_space_index(info->space);
if (i < 0) { pthread_mutex_unlock(&scene_lock); return XR_ERROR_HANDLE_INVALID; }
if (!event_free()) { pthread_mutex_unlock(&scene_lock); return XR_ERROR_LIMIT_REACHED; }
XrResult r = persist_spaces(1, &info->space, 0, NULL, 0);
*request = next_request++;
XrEventDataSpaceSaveCompleteFB e = {XR_TYPE_EVENT_DATA_SPACE_SAVE_COMPLETE_FB, NULL, *request, XR_SUCCESS, info->space,
i >= 0 ? entities[i].uuid : (XrUuidEXT){{0}}, info->location};
XrEventDataSpaceSaveCompleteFB e = {XR_TYPE_EVENT_DATA_SPACE_SAVE_COMPLETE_FB, NULL, *request, r, info->space,
entities[i].uuid, info->location};
push_event(&e, sizeof(e));
pthread_mutex_unlock(&scene_lock);
return XR_SUCCESS;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_erase_space(XrSession session, const XrSpaceEraseInfoFB *info, XrAsyncRequestIdFB *request) {
(void)session;
if (!info || !request) return XR_ERROR_VALIDATION_FAILURE;
pthread_mutex_lock(&scene_lock);
int i = fake_space_index(info->space);
if (i < 0) { pthread_mutex_unlock(&scene_lock); return XR_ERROR_HANDLE_INVALID; }
if (!event_free()) { pthread_mutex_unlock(&scene_lock); return XR_ERROR_LIMIT_REACHED; }
XrResult r = persist_spaces(1, &info->space, 0, NULL, 1);
*request = next_request++;
XrEventDataSpaceEraseCompleteFB e = {XR_TYPE_EVENT_DATA_SPACE_ERASE_COMPLETE_FB, NULL, *request, r, info->space,
entities[i].uuid, info->location};
push_event(&e, sizeof(e));
pthread_mutex_unlock(&scene_lock);
return XR_SUCCESS;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_erase_space(XrSession session, const XrSpaceEraseInfoFB *info, XrAsyncRequestIdFB *request) {
(void)session;
if (!info || !request) return XR_ERROR_VALIDATION_FAILURE;
int i = fake_space_index(info->space);
// Reads share the mutation lock: engine worker threads may retrieve geometry while anchors are saved.
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_uuid(XrSpace space, XrUuidEXT *uuid) {
pthread_mutex_lock(&scene_lock);
*request = next_request++;
XrEventDataSpaceEraseCompleteFB e = {XR_TYPE_EVENT_DATA_SPACE_ERASE_COMPLETE_FB, NULL, *request, XR_SUCCESS, info->space,
i >= 0 ? entities[i].uuid : (XrUuidEXT){{0}}, info->location};
push_event(&e, sizeof(e));
XrResult r = scene_get_uuid(space, uuid);
pthread_mutex_unlock(&scene_lock);
return XR_SUCCESS;
return r;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_enumerate_components(XrSpace space, uint32_t capacity, uint32_t *count, XrSpaceComponentTypeFB *types) {
pthread_mutex_lock(&scene_lock);
XrResult r = scene_enumerate_components(space, capacity, count, types);
pthread_mutex_unlock(&scene_lock);
return r;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_component_status(XrSpace space, XrSpaceComponentTypeFB type, XrSpaceComponentStatusFB *status) {
pthread_mutex_lock(&scene_lock);
XrResult r = scene_get_component_status(space, type, status);
pthread_mutex_unlock(&scene_lock);
return r;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_container(XrSession session, XrSpace space, XrSpaceContainerFB *container) {
pthread_mutex_lock(&scene_lock);
XrResult r = scene_get_container(session, space, container);
pthread_mutex_unlock(&scene_lock);
return r;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_room_layout(XrSession session, XrSpace space, XrRoomLayoutFB *layout) {
pthread_mutex_lock(&scene_lock);
XrResult r = scene_get_room_layout(session, space, layout);
pthread_mutex_unlock(&scene_lock);
return r;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_bounding_box_2d(XrSession session, XrSpace space, XrRect2Df *rect) {
pthread_mutex_lock(&scene_lock);
XrResult r = scene_get_bounding_box_2d(session, space, rect);
pthread_mutex_unlock(&scene_lock);
return r;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_bounding_box_3d(XrSession session, XrSpace space, XrRect3DfFB *box) {
pthread_mutex_lock(&scene_lock);
XrResult r = scene_get_bounding_box_3d(session, space, box);
pthread_mutex_unlock(&scene_lock);
return r;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_boundary_2d(XrSession session, XrSpace space, XrBoundary2DFB *boundary) {
pthread_mutex_lock(&scene_lock);
XrResult r = scene_get_boundary_2d(session, space, boundary);
pthread_mutex_unlock(&scene_lock);
return r;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_triangle_mesh(XrSpace space, const XrSpaceTriangleMeshGetInfoMETA *info, XrSpaceTriangleMeshMETA *mesh) {
pthread_mutex_lock(&scene_lock);
XrResult r = scene_get_triangle_mesh(space, info, mesh);
pthread_mutex_unlock(&scene_lock);
return r;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_get_semantic_labels(XrSession session, XrSpace space, XrSemanticLabelsFB *labels) {
pthread_mutex_lock(&scene_lock);
XrResult r = scene_get_semantic_labels(session, space, labels);
pthread_mutex_unlock(&scene_lock);
return r;
}
// The app's STAGE bounds: the Frame reports a 1x1 m rect but OVRPlugin can't give its outline ("ovrpBoundary_Outer
// is not supported"), so Unity games that trust a configured boundary index an empty array (Demeter's
// RemoveObjectNotInGuardian). With an emulated room there is no play area for the app; build_room asks the runtime.
static XRAPI_ATTR XrResult XRAPI_CALL emu_stage_bounds(XrSession session, XrReferenceSpaceType type, XrExtent2Df *bounds) {
if (type == XR_REFERENCE_SPACE_TYPE_STAGE) {
if (!bounds) return XR_ERROR_VALIDATION_FAILURE;
static int logged;
if (!logged++) LOG("scene: STAGE bounds hidden from the app (no play-area outline on this runtime)");
*bounds = (XrExtent2Df){0, 0};
return XR_SPACE_BOUNDS_UNAVAILABLE;
}
PFN_xrGetReferenceSpaceBoundsRect fn =
(PFN_xrGetReferenceSpaceBoundsRect)lookup(active_instance, "xrGetReferenceSpaceBoundsRect");
return fn ? fn(session, type, bounds) : XR_ERROR_FUNCTION_UNSUPPORTED;
}
#include "scene_meta.c"
static PFN_xrVoidFunction scene_emulation(const char *name) {
if (!emulate_scene) return NULL;
@@ -468,11 +697,17 @@ static PFN_xrVoidFunction scene_emulation(const char *name) {
{"xrGetSpaceBoundingBox2DFB", (PFN_xrVoidFunction)emu_get_bounding_box_2d},
{"xrGetSpaceBoundingBox3DFB", (PFN_xrVoidFunction)emu_get_bounding_box_3d},
{"xrGetSpaceBoundary2DFB", (PFN_xrVoidFunction)emu_get_boundary_2d},
{"xrGetSpaceTriangleMeshMETA", (PFN_xrVoidFunction)emu_get_triangle_mesh},
{"xrGetSpaceSemanticLabelsFB", (PFN_xrVoidFunction)emu_get_semantic_labels},
{"xrRequestSceneCaptureFB", (PFN_xrVoidFunction)emu_request_scene_capture},
{"xrCreateSpatialAnchorFB", (PFN_xrVoidFunction)emu_create_anchor},
{"xrSaveSpaceFB", (PFN_xrVoidFunction)emu_save_space},
{"xrEraseSpaceFB", (PFN_xrVoidFunction)emu_erase_space},
{"xrDiscoverSpacesMETA", (PFN_xrVoidFunction)emu_discover_spaces},
{"xrRetrieveSpaceDiscoveryResultsMETA", (PFN_xrVoidFunction)emu_retrieve_discovery},
{"xrSaveSpacesMETA", (PFN_xrVoidFunction)emu_save_spaces},
{"xrEraseSpacesMETA", (PFN_xrVoidFunction)emu_erase_spaces},
{"xrGetReferenceSpaceBoundsRect", (PFN_xrVoidFunction)emu_stage_bounds},
};
for (size_t i = 0; i < sizeof(table) / sizeof(table[0]); ++i)
if (!strcmp(name, table[i].name)) return table[i].fn;
@@ -485,6 +720,16 @@ static void scene_on_create_session(XrSession session) {
PFN_xrCreateReferenceSpace create = (PFN_xrCreateReferenceSpace)lookup(active_instance, "xrCreateReferenceSpace");
XrReferenceSpaceCreateInfo ci = {XR_TYPE_REFERENCE_SPACE_CREATE_INFO, NULL, XR_REFERENCE_SPACE_TYPE_STAGE,
{{0, 0, 0, 1}, {0, 0, 0}}};
pthread_mutex_lock(&scene_lock);
reset_room();
scene_generation = (scene_generation + 1) & 255;
event_head = event_tail = 0;
for (int i = 0; i < MAX_QUERIES; ++i) { free(queries[i].results); memset(&queries[i], 0, sizeof(queries[i])); }
query_next = 0;
scene_session = session;
scene_stage = XR_NULL_HANDLE;
if (create && XR_SUCCEEDED(create(session, &ci, &scene_stage))) LOG("scene: emulation active (anchored to STAGE)");
build_room();
load_anchors();
pthread_mutex_unlock(&scene_lock);
}
+84
View File
@@ -0,0 +1,84 @@
// SPDX-License-Identifier: GPL-3.0-only
// Included by scene_emu.c, using the cached OpenXR registry declarations (no private ABI copies).
static int meta_filter_matches(const XrSpaceDiscoveryInfoMETA *info, const scene_entity *e) {
for (uint32_t k = 0; k < info->filterCount; ++k) {
const XrSpaceFilterBaseHeaderMETA *f = info->filters[k];
if (!f) continue;
if (f->type == XR_TYPE_SPACE_FILTER_COMPONENT_META &&
!entity_has_component(e, ((const XrSpaceFilterComponentMETA *)f)->componentType)) return 0;
if (f->type == XR_TYPE_SPACE_FILTER_UUID_META) {
const XrSpaceFilterUuidMETA *u = (const XrSpaceFilterUuidMETA *)f;
if (!u->uuids || !uuid_matches(u->uuidCount, u->uuids, e)) return 0;
}
}
return 1;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_discover_spaces(XrSession session, const XrSpaceDiscoveryInfoMETA *info,
XrAsyncRequestIdFB *request) {
if (!info || !request || (info->filterCount && !info->filters)) return XR_ERROR_VALIDATION_FAILURE;
pthread_mutex_lock(&scene_lock);
scene_session = session;
build_room();
if (event_free() < 2) { pthread_mutex_unlock(&scene_lock); return XR_ERROR_LIMIT_REACHED; }
scene_query *q = new_query();
if (!q) { pthread_mutex_unlock(&scene_lock); return XR_ERROR_OUT_OF_MEMORY; }
for (int i = 0; i < entity_count; ++i) {
scene_entity *e = &entities[i];
if (!e->erased && meta_filter_matches(info, e))
q->results[q->count++] = (XrSpaceQueryResultFB){e->handle, e->uuid};
}
*request = q->id;
XrEventDataSpaceDiscoveryResultsAvailableMETA avail = {XR_TYPE_EVENT_DATA_SPACE_DISCOVERY_RESULTS_AVAILABLE_META, NULL, *request};
XrEventDataSpaceDiscoveryCompleteMETA done = {XR_TYPE_EVENT_DATA_SPACE_DISCOVERY_COMPLETE_META, NULL, *request, XR_SUCCESS};
push_event(&avail, sizeof(avail)); push_event(&done, sizeof(done));
LOG("scene: discovery request=%llu results=%u", (unsigned long long)*request, q->count);
pthread_mutex_unlock(&scene_lock);
return XR_SUCCESS;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_retrieve_discovery(XrSession session, XrAsyncRequestIdFB request,
XrSpaceDiscoveryResultsMETA *results) {
(void)session;
if (!results) return XR_ERROR_VALIDATION_FAILURE;
pthread_mutex_lock(&scene_lock);
scene_query *q = find_query(request);
XrResult r = XR_SUCCESS;
if (!q) r = XR_ERROR_VALIDATION_FAILURE;
else {
results->resultCountOutput = q->count;
if (results->resultCapacityInput && results->resultCapacityInput < q->count) r = XR_ERROR_SIZE_INSUFFICIENT;
else if (results->resultCapacityInput) {
if (!results->results) r = XR_ERROR_VALIDATION_FAILURE;
else for (uint32_t i = 0; i < q->count; ++i)
results->results[i] = (XrSpaceDiscoveryResultMETA){q->results[i].space, q->results[i].uuid};
}
}
pthread_mutex_unlock(&scene_lock);
return r;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_save_spaces(XrSession session, const XrSpacesSaveInfoMETA *info,
XrAsyncRequestIdFB *request) {
(void)session;
if (!info || !request || !info->spaceCount || !info->spaces) return XR_ERROR_VALIDATION_FAILURE;
pthread_mutex_lock(&scene_lock);
if (!event_free()) { pthread_mutex_unlock(&scene_lock); return XR_ERROR_LIMIT_REACHED; }
XrResult r = persist_spaces(info->spaceCount, info->spaces, 0, NULL, 0);
*request = next_request++;
XrEventDataSpacesSaveResultMETA done = {XR_TYPE_EVENT_DATA_SPACES_SAVE_RESULT_META, NULL, *request, r};
push_event(&done, sizeof(done));
pthread_mutex_unlock(&scene_lock);
return XR_SUCCESS;
}
static XRAPI_ATTR XrResult XRAPI_CALL emu_erase_spaces(XrSession session, const XrSpacesEraseInfoMETA *info,
XrAsyncRequestIdFB *request) {
(void)session;
if (!info || !request || (info->spaceCount && !info->spaces) || (info->uuidCount && !info->uuids))
return XR_ERROR_VALIDATION_FAILURE;
pthread_mutex_lock(&scene_lock);
if (!event_free()) { pthread_mutex_unlock(&scene_lock); return XR_ERROR_LIMIT_REACHED; }
XrResult r = persist_spaces(info->spaceCount, info->spaces, info->uuidCount, info->uuids, 1);
*request = next_request++;
XrEventDataSpacesEraseResultMETA done = {XR_TYPE_EVENT_DATA_SPACES_ERASE_RESULT_META, NULL, *request, r};
push_event(&done, sizeof(done));
pthread_mutex_unlock(&scene_lock);
return XR_SUCCESS;
}
+268
View File
@@ -0,0 +1,268 @@
// SPDX-License-Identifier: GPL-3.0-only
// Included by scene_emu.c. Bounded parsing keeps corrupt scan files from exhausting an Android game.
#include <errno.h>
#include <stdint.h>
static int room_uuid(const char *s, XrUuidEXT *u) {
if (strlen(s) != 32) return 0;
for (int i = 0; i < 16; ++i) {
unsigned n = 0;
for (int k = 0; k < 2; ++k) {
char c = s[i * 2 + k];
if (c >= '0' && c <= '9') n = n * 16 + (unsigned)(c - '0');
else if (c >= 'a' && c <= 'f') n = n * 16 + (unsigned)(c - 'a' + 10);
else return 0;
}
u->data[i] = (uint8_t)n;
}
return 1;
}
static int room_float(const char *s, float *v) {
char *end;
errno = 0;
*v = strtof(s, &end);
return *s && !*end && !errno && isfinite(*v) && fabsf(*v) <= 100000;
}
static int room_uint(const char *s, uint64_t *v) {
char *end;
if (*s < '0' || *s > '9') return 0;
errno = 0;
*v = strtoull(s, &end, 10);
return !*end && !errno;
}
static int room_tokens(char *s, char **t, int cap) {
char *comment = strchr(s, '#');
if (comment) *comment = 0;
int n = 0;
char *save;
for (char *p = strtok_r(s, " \t\r\n", &save); p; p = strtok_r(NULL, " \t\r\n", &save)) {
if (n == cap) return -1;
t[n++] = p;
}
return n;
}
static int room_values(char **t, int start, int count, float *v) {
for (int i = 0; i < count; ++i) if (!room_float(t[start + i], &v[i])) return 0;
return 1;
}
static int room_path(char *out, size_t size, const char *name) {
const char *config = getenv("FRAMEBRIDGE_CONFIG");
if (!config || !*config || strchr(name, '/') || strchr(name, '\\') || !strcmp(name, "..")) return 0;
const char *slash = strrchr(config, '/');
int n = slash ? snprintf(out, size, "%.*s/%s", (int)(slash - config), config, name)
: snprintf(out, size, "%s", name);
return n >= 0 && (size_t)n < size;
}
static uint32_t room_u32(const unsigned char *p) {
return (uint32_t)p[0] | (uint32_t)p[1] << 8 | (uint32_t)p[2] << 16 | (uint32_t)p[3] << 24;
}
static int room_mesh(scene_entity *e, const char *name, uint64_t nv, uint64_t ni) {
// At most 200k triangles and 16 MiB of payload; validate every index before publishing the mesh.
if (!nv || nv > 600000 || !ni || ni > 600000 || ni % 3 || nv * 12 + ni * 4 > 16 * 1024 * 1024) return 0;
char path[4096];
if (!room_path(path, sizeof(path), name)) return 0;
FILE *f = fopen(path, "rb");
if (!f) return 0;
unsigned char header[16], word[4];
int ok = fread(header, 1, 16, f) == 16 && !memcmp(header, "FPRM", 4) && room_u32(header + 4) == 1 &&
room_u32(header + 8) == nv && room_u32(header + 12) == ni;
XrVector3f *verts = ok ? malloc((size_t)nv * sizeof(*verts)) : NULL;
uint32_t *indices = ok ? malloc((size_t)ni * sizeof(*indices)) : NULL;
ok = ok && verts && indices;
for (uint64_t i = 0; ok && i < nv; ++i) {
float xyz[3];
for (int k = 0; ok && k < 3; ++k) {
ok = fread(word, 1, 4, f) == 4;
uint32_t bits = ok ? room_u32(word) : 0;
memcpy(&xyz[k], &bits, 4);
ok = ok && isfinite(xyz[k]) && fabsf(xyz[k]) <= 100000;
}
if (ok) verts[i] = (XrVector3f){xyz[0], xyz[1], xyz[2]};
}
for (uint64_t i = 0; ok && i < ni; ++i) {
ok = fread(word, 1, 4, f) == 4;
indices[i] = ok ? room_u32(word) : 0;
ok = ok && indices[i] < nv;
}
ok = ok && fgetc(f) == EOF && !ferror(f);
fclose(f);
if (!ok) { free(verts); free(indices); return 0; }
e->vertices = verts; e->indices = indices;
e->vertex_count = (uint32_t)nv; e->index_count = (uint32_t)ni;
return 1;
}
static int room_set_uuid(int i, XrUuidEXT uuid) {
for (int k = 0; k < entity_count; ++k)
if (k != i && uuid_equal(&entities[k].uuid, &uuid)) return 0;
entities[i].uuid = uuid;
return 1;
}
static int room_wall(XrUuidEXT uuid, const float *v, const char *label) {
float dx = v[2] - v[0], dz = v[3] - v[1], length = hypotf(dx, dz);
if (length < 0.001f || v[5] <= v[4]) return 0;
float angle = atan2f(-dz, dx) / 2;
int i = add_entity((XrPosef){{0, sinf(angle), 0, cosf(angle)},
{(v[0] + v[2]) / 2, (v[4] + v[5]) / 2, (v[1] + v[3]) / 2}},
label, length, v[5] - v[4], 0, 0);
if (i < 0) return 0;
if (!room_set_uuid(i, uuid)) { --entity_count; return 0; }
entities[i].is_wall = 1;
return 1;
}
static int room_outline(scene_entity *e, const XrVector2f *points, int n, float cx, float cz, int ceiling) {
e->boundary = malloc((size_t)n * sizeof(*e->boundary));
if (!e->boundary) return 0;
e->boundary_count = (uint32_t)n;
float xmin = INFINITY, ymin = INFINITY, xmax = -INFINITY, ymax = -INFINITY;
for (int i = 0; i < n; ++i) {
XrVector2f p = {points[i].x - cx, (points[i].y - cz) * (ceiling ? 1 : -1)};
e->boundary[i] = p;
xmin = fminf(xmin, p.x); xmax = fmaxf(xmax, p.x);
ymin = fminf(ymin, p.y); ymax = fmaxf(ymax, p.y);
}
e->has_bounds = 1;
e->bounds = (XrRect2Df){{xmin, ymin}, {xmax - xmin, ymax - ymin}};
return 1;
}
static int load_room_file(void) {
char path[4096];
if (!room_path(path, sizeof(path), "room.txt")) return 0;
FILE *f = fopen(path, "r");
if (!f) return 0;
// Long enough for a 1024-point outline. Reject whole overlong lines, never interpret their tails.
char *line = malloc(65536);
char **t = malloc((2 * MAX_OUTLINE + 4) * sizeof(*t));
if (!line || !t) { free(line); free(t); fclose(f); return 0; }
int ok = fgets(line, 65536, f) != NULL;
int n = ok ? room_tokens(line, t, 2 * MAX_OUTLINE + 4) : 0;
if (n != 2 || strcmp(t[0], "frameport-room") || strcmp(t[1], "1")) {
LOG("scene: bad room magic/version -> guardian box");
free(line); free(t); fclose(f); return 0;
}
const float s = 0.70710678f;
add_entity((XrPosef){{0, 0, 0, 1}, {0, 0, 0}}, NULL, 0, 0, 1, 0);
add_entity((XrPosef){{-s, 0, 0, s}, {0, 0, 0}}, "FLOOR", 0, 0, 0, 0);
add_entity((XrPosef){{s, 0, 0, s}, {0, 2.5f, 0}}, "CEILING", 0, 0, 0, 0);
XrVector2f outline[MAX_OUTLINE];
int outline_n = 0, ceiling_set = 0, volumes = 0, planes = 0, triangles = 0;
unsigned lineno = 1;
snprintf(room_source, sizeof(room_source), "manual");
while (fgets(line, 65536, f)) {
++lineno;
if (!strchr(line, '\n') && !feof(f)) {
int c; while ((c = fgetc(f)) != EOF && c != '\n') {}
LOG("scene: bad room line %u (too long)", lineno); continue;
}
n = room_tokens(line, t, 2 * MAX_OUTLINE + 4);
if (!n) continue;
ok = n > 0;
float v[10]; XrUuidEXT uuid; uint64_t a, b;
if (n < 0) ok = 0;
else if (!strcmp(t[0], "source")) {
ok = n == 2 && (!strcmp(t[1], "scan") || !strcmp(t[1], "boundary") || !strcmp(t[1], "box") || !strcmp(t[1], "manual"));
if (ok) snprintf(room_source, sizeof(room_source), "%s", t[1]);
} else if (!strcmp(t[0], "universe")) {
ok = n == 2 && room_uint(t[1], &a);
if (ok) room_universe = a;
} else if (!strcmp(t[0], "room") || !strcmp(t[0], "floor") || !strcmp(t[0], "ceiling")) {
int i = !strcmp(t[0], "room") ? ENT_ROOM : !strcmp(t[0], "floor") ? ENT_FLOOR : ENT_CEILING;
ok = n == (i == ENT_ROOM ? 2 : 3) && room_uuid(t[1], &uuid) &&
(i == ENT_ROOM || room_float(t[2], v)) && room_set_uuid(i, uuid);
if (ok && i != ENT_ROOM) entities[i].pose_in_stage.position.y = v[0];
if (ok && i == ENT_CEILING) ceiling_set = 1;
} else if (!strcmp(t[0], "outline")) {
ok = n >= 2 && room_uint(t[1], &a) && a >= 3 && a <= MAX_OUTLINE && n == 2 + 2 * (int)a;
XrVector2f parsed[MAX_OUTLINE];
for (uint64_t k = 0; ok && k < a; ++k) ok = room_float(t[2 + k * 2], &parsed[k].x) && room_float(t[3 + k * 2], &parsed[k].y);
if (ok) { memcpy(outline, parsed, (size_t)a * sizeof(*outline)); outline_n = (int)a; }
} else if (!strcmp(t[0], "wall")) {
// optional 8th field: WALL_FACE (default) or INVISIBLE_WALL_FACE for an edge the scanner closed itself
const char *label = n == 9 ? t[8] : "WALL_FACE";
ok = (n == 8 || (n == 9 && (!strcmp(label, "WALL_FACE") || !strcmp(label, "INVISIBLE_WALL_FACE")))) &&
room_uuid(t[1], &uuid) && room_values(t, 2, 6, v) && room_wall(uuid, v, label);
} else if (!strcmp(t[0], "volume") || !strcmp(t[0], "plane")) {
int volume = !strcmp(t[0], "volume");
ok = n == (volume ? 10 : 12) && room_uuid(t[1], &uuid) && strlen(t[2]) < sizeof(entities[0].label) && room_values(t, 3, volume ? 7 : 9, v);
XrPosef pose = {{0, 0, 0, 1}, {0, 0, 0}};
float w = 0, h = 0;
if (ok && volume) {
float yaw = v[3] * 0.00872664626f;
pose = (XrPosef){quat_mul((XrQuaternionf){0, sinf(yaw), 0, cosf(yaw)}, (XrQuaternionf){-s, 0, 0, s}), {v[0], v[2], v[1]}};
w = v[4]; h = v[5]; ok = v[6] > 0;
} else if (ok) {
float norm = sqrtf(v[3]*v[3]+v[4]*v[4]+v[5]*v[5]+v[6]*v[6]);
ok = norm > 0.0001f;
if (ok) pose = (XrPosef){{v[3]/norm,v[4]/norm,v[5]/norm,v[6]/norm}, {v[0],v[1],v[2]}};
w = v[7]; h = v[8];
}
int i = ok && w > 0 && h > 0 ? add_entity(pose, t[2], w, h, 0, 0) : -1;
ok = i >= 0;
if (ok && !room_set_uuid(i, uuid)) { --entity_count; ok = 0; }
if (ok && volume) {
entities[i].has_bounds3 = 1;
entities[i].bounds3 = (XrRect3DfFB){{-w/2, -h/2, -v[6]}, {w, h, v[6]}};
++volumes;
} else if (ok) ++planes;
} else if (!strcmp(t[0], "mesh")) {
if (!scene_app_mesh) continue; // the app didn't enable XR_META_spatial_entity_mesh
ok = n == 5 && room_uuid(t[1], &uuid) && room_uint(t[3], &a) && room_uint(t[4], &b) && !triangles;
int i = ok ? add_entity((XrPosef){{0,0,0,1},{0,0,0}}, "GLOBAL_MESH", 0, 0, 0, 0) : -1;
ok = i >= 0 && room_set_uuid(i, uuid) && room_mesh(&entities[i], t[2], a, b);
if (ok) triangles = (int)b / 3;
else if (i >= 0) --entity_count;
}
if (!ok) LOG("scene: bad room line %u (skipped)", lineno);
}
ok = !ferror(f);
free(line); free(t); fclose(f);
// Layout walls must be contiguous and in file order, regardless of where other records occurred.
for (int i = ENT_WALL0; i < entity_count; ++i) if (entities[i].is_wall) {
scene_entity wall = entities[i];
memmove(&entities[ENT_WALL0 + wall_count + 1], &entities[ENT_WALL0 + wall_count],
(size_t)(i - ENT_WALL0 - wall_count) * sizeof(wall));
entities[ENT_WALL0 + wall_count++] = wall;
}
if (!outline_n && wall_count) {
float xmin = INFINITY, zmin = INFINITY, xmax = -INFINITY, zmax = -INFINITY;
for (int i = ENT_WALL0; i < ENT_WALL0 + wall_count; ++i) {
scene_entity *e = &entities[i];
XrVector3f d = quat_rotate(e->pose_in_stage.orientation, (XrVector3f){e->bounds.extent.width/2,0,0});
xmin = fminf(xmin, e->pose_in_stage.position.x - fabsf(d.x)); xmax = fmaxf(xmax, e->pose_in_stage.position.x + fabsf(d.x));
zmin = fminf(zmin, e->pose_in_stage.position.z - fabsf(d.z)); zmax = fmaxf(zmax, e->pose_in_stage.position.z + fabsf(d.z));
}
outline[0]=(XrVector2f){xmin,zmin}; outline[1]=(XrVector2f){xmax,zmin};
outline[2]=(XrVector2f){xmax,zmax}; outline[3]=(XrVector2f){xmin,zmax}; outline_n=4;
}
double area = 0, cx = 0, cz = 0;
for (int i = 0; i < outline_n; ++i) {
XrVector2f a = outline[i], b = outline[(i+1)%outline_n];
double cross = (double)a.x*b.y-(double)b.x*a.y;
area += cross; cx += (a.x+b.x)*cross; cz += (a.y+b.y)*cross;
}
if (!ok || outline_n < 3 || fabs(area) < 0.00001) { reset_room(); return 0; }
cx /= 3*area; cz /= 3*area;
if (!ceiling_set) entities[ENT_CEILING].pose_in_stage.position.y = entities[ENT_FLOOR].pose_in_stage.position.y + 2.5f;
for (int i = ENT_FLOOR; i <= ENT_CEILING; ++i) {
entities[i].pose_in_stage.position.x = (float)cx; entities[i].pose_in_stage.position.z = (float)cz;
if (!room_outline(&entities[i], outline, outline_n, (float)cx, (float)cz, i == ENT_CEILING)) { reset_room(); return 0; }
}
if (!wall_count) for (int i = 0; i < outline_n; ++i) {
XrVector2f a = outline[i], b = outline[(i+1)%outline_n];
float v[] = {a.x,a.y,b.x,b.y,entities[ENT_FLOOR].pose_in_stage.position.y,entities[ENT_CEILING].pose_in_stage.position.y};
if (!room_wall(make_uuid(entity_count), v, "WALL_FACE")) { reset_room(); return 0; }
++wall_count;
}
// Move generated walls ahead of furniture as well.
if (wall_count && !entities[ENT_WALL0].is_wall) {
scene_entity *walls = malloc((size_t)wall_count * sizeof(*walls));
if (!walls) { reset_room(); return 0; }
memcpy(walls, &entities[entity_count-wall_count], (size_t)wall_count*sizeof(*walls));
memmove(&entities[ENT_WALL0+wall_count], &entities[ENT_WALL0], (size_t)(entity_count-wall_count-ENT_WALL0)*sizeof(*walls));
memcpy(&entities[ENT_WALL0], walls, (size_t)wall_count*sizeof(*walls)); free(walls);
}
for (int i = 0; i < entity_count; ++i) entities[i].handle = fake_space(i);
room_entity_count = entity_count; room_from_file = 1;
LOG("scene: room from %s file (%d walls, %d volumes, %d planes, %d mesh triangles, universe %llu)",
room_source, wall_count, volumes, planes, triangles, (unsigned long long)room_universe);
return 1;
}
+15 -2
View File
@@ -199,6 +199,18 @@ def build_venc(tc: Path):
f"-ffile-prefix-map={HERE}=native", "fp_venc.c", "convert.c", "sys.c", "-o", out / "fp_venc"], cwd=src)
def build_roomscan(tc: Path):
"""Offline room reconstruction (Linux aarch64). No libc, headers, generated tables or fetched dependencies."""
src = HERE / "roomscan"
out = ART / "linux-arm64-bin"
out.mkdir(parents=True, exist_ok=True)
run([tc / "bin/clang", "--target=aarch64-linux-gnu", "-ffreestanding", "-nostdlib", "-nostdlibinc", "-static",
"-fno-stack-protector", "-fno-builtin", "-ffp-contract=off", "-fno-math-errno", "-O2", "-Wall", "-Wextra", "-Werror",
"-fuse-ld=lld", "-Wl,--build-id=none", "-Wl,-z,max-page-size=65536", "-e", "_start",
f"-ffile-prefix-map={HERE}=native", "main.c", "fusion.c", "model.c", "mesh.c", "platform.c",
"-o", out / "fp_roomscan"], cwd=src)
OCULUSHMD_IMPORTS = ("CreateEventW", "CreateJobObjectW", "AssignProcessToJobObject", "QueryInformationJobObject",
"CreateProcessW", "ResumeThread", "WaitForSingleObject", "GetExitCodeProcess", "CloseHandle",
"Sleep", "GetCommandLineW", "GetLastError", "GetStdHandle", "WriteFile", "ExitProcess")
@@ -438,7 +450,7 @@ def write_sums():
def main():
ap = argparse.ArgumentParser()
ap.add_argument("--only", default="adapter,bridge,compat,langpack,glshim,eglfmt,glmv,ovrtrace,dex,xrlayer,oculushmd,xrshim,vkshim,zinkfix,foveation,ovrpshim,tlskeys,luajit,vrsettings,venc,a32")
ap.add_argument("--only", default="adapter,bridge,compat,langpack,glshim,eglfmt,glmv,ovrtrace,dex,xrlayer,oculushmd,xrshim,vkshim,zinkfix,foveation,ovrpshim,tlskeys,luajit,vrsettings,venc,roomscan,a32")
ap.add_argument("--ndk")
args = ap.parse_args()
parts = set(args.only.split(","))
@@ -454,9 +466,10 @@ def main():
"ovrpshim": lambda: build_ovrpshim(tc), "tlskeys": lambda: build_tlskeys(tc),
"luajit": lambda: build_luajit(tc),
"vrsettings": lambda: build_vrsettings(tc), "venc": lambda: build_venc(tc),
"roomscan": lambda: build_roomscan(tc),
"vroverlay_probe": lambda: build_vroverlay_probe(tc), "a32": lambda: build_a32(tc)}
for name in ("adapter", "bridge", "compat", "langpack", "glshim", "eglfmt", "glmv", "ovrtrace", "xrshim", "vkshim", "zinkfix", "foveation", "ovrpshim", "tlskeys", "luajit", "dex", "xrlayer", "oculushmd", "vrsettings", "venc",
"vroverlay_probe", "a32"):
"roomscan", "vroverlay_probe", "a32"):
if name in parts:
log(f"build {name}")
steps[name]()
+325
View File
@@ -0,0 +1,325 @@
/* SPDX-License-Identifier: GPL-3.0-only */
#include "scan.h"
#define MIN_TRIANGLE_TWICE_AREA 1e-8f
#define MIN_RANGE .1f
#define MAX_COORDINATE 10000.f
#define QUATERNION_NORM_TOLERANCE .1f
#define SAMPLE_SPACING_VOXELS .75f
#define MAX_SURFEL_WEIGHT 10.f
#define FEW_FRAMES 8
#define MAX_GRID_XZ 8.f
#define MAX_GRID_Y 4.f
#define GRID_PADDING_VOXELS 5.f
#define NORMAL_PATCH_SIZE 12
#define MIN_PATCH_POINTS 24
float root(float x)
{
if (x <= 0) return 0;
/* -fno-math-errno makes this one hardware sqrt, with no libc/libm symbol on either build. */
return __builtin_sqrtf(x);
}
Vec unit(Vec p) { float n = root(dot(p,p)); return n > 1e-12f ? mul(p,1/n) : vec(0,0,0); }
int flo(float x) { int i = (int)x; return x < (float)i ? i-1 : i; }
float sine(float x)
{
while (x > PI) x -= 2*PI;
while (x < -PI) x += 2*PI;
if (x > PI/2) x = PI-x;
if (x < -PI/2) x = -PI-x;
float q = x*x;
return x*(1-q/6+q*q/120-q*q*q/5040+q*q*q*q/362880);
}
float cosine(float x) { return sine(x+PI/2); }
float angle(float y, float x)
{
/* atan approximation, maximum error < .012 degrees. */
float a = mn(ab(x),ab(y)) / mx(mx(ab(x),ab(y)),1e-20f), q = a*a;
float r = a*(.999866f+q*(-.3302995f+q*(.180141f+q*(-.085133f+q*.0208351f))));
if (ab(y) > ab(x)) r = PI/2-r;
if (x < 0) r = PI-r;
return y < 0 ? -r : r;
}
int same(const char *a, const char *b)
{
while (*a && *a == *b) a++,b++;
return *a == *b;
}
u32 random_next(Scan *s) { s->rng ^= s->rng<<13; s->rng ^= s->rng>>17; s->rng ^= s->rng<<5; return s->rng; }
void warn(Scan *s, const char *m)
{
for (int i = 0; i < s->nwarnings; i++) if (same(s->warnings[i],m)) return;
if (s->nwarnings < 24) s->warnings[s->nwarnings++] = m;
}
static u32 u32le(const u8 *p) { return (u32)p[0]|(u32)p[1]<<8|(u32)p[2]<<16|(u32)p[3]<<24; }
static float f32le(const u8 *p) { union { u32 u; float f; } v = {u32le(p)}; return v.f; }
/* 1 = complete, 0 = clean EOF, -1 = I/O error or partial record. */
static int exact(int fd, void *p, usize n)
{
usize done = 0;
while (done < n) {
long r = io_read(fd,(u8 *)p+done,n-done);
if (r < 0 || (!r && done)) return -1;
if (!r) return 0;
done += (usize)r;
}
return 1;
}
Vec grid_point(Scan *s, int x, int y, int z)
{
return add(s->origin,vec(x*s->opt.voxel,y*s->opt.voxel,z*s->opt.voxel));
}
int cell_index(Scan *s, Vec p)
{
Vec q = mul(sub(p,s->origin),1/s->opt.voxel);
int x = flo(q.x+.5f), y = flo(q.y+.5f), z = flo(q.z+.5f);
if (x < 0 || y < 0 || z < 0 || x >= s->nx || y >= s->ny || z >= s->nz) return -1;
return (y*s->nz+z)*s->nx+x;
}
static void sample(Scan *s, Vec p, Vec n, float w)
{
int i = cell_index(s,p);
if (i < 0) { s->clipped++; return; }
Cell *c = &s->cells[i];
/* Cap repeated views' influence without throwing away later measurements. */
float scale = c->weight > MAX_SURFEL_WEIGHT ? MAX_SURFEL_WEIGHT/c->weight : 1;
c->p = add(mul(c->p,scale),mul(p,w));
c->n = add(mul(c->n,scale),mul(n,w));
c->weight = c->weight*scale+w;
if(c->last_frame!=s->fuse_frame) { c->last_frame=s->fuse_frame;c->views++; }
}
static void triangle(Scan *s, Vec a, Vec b, Vec c, Vec eye, Vec patch_normal, int fuse)
{
Vec abv = sub(b,a), ac = sub(c,a), bc = sub(c,b);
float longest = root(mx(dot(abv,abv),mx(dot(ac,ac),dot(bc,bc))));
Vec p = mul(add(a,add(b,c)),1.f/3), n = cross(abv,ac);
float twice_area = root(dot(n,n));
Vec view = sub(eye,p);
float distance = root(dot(view,view));
if (twice_area < MIN_TRIANGLE_TWICE_AREA || longest > s->opt.max_edge || distance > s->opt.range || distance < MIN_RANGE) {
if (!fuse) s->rejected++;
return;
}
n = mul(n,1/twice_area);
if(dot(patch_normal,patch_normal)>.5f) n=patch_normal;
float facing = dot(n,view)/distance;
if (ab(facing) < s->opt.grazing) { if (!fuse) s->rejected++; return; }
if (facing < 0) n = mul(n,-1);
if (!fuse) {
s->accepted++;
s->seen++;
int slot = s->seen <= MAX_SAMPLES ? (int)s->seen-1 : (int)(random_next(s)%s->seen);
if (slot < MAX_SAMPLES) s->samples[slot] = p;
s->nsamples = (int)mn((float)s->seen,MAX_SAMPLES);
} else {
int steps = (int)(longest/(s->opt.voxel*SAMPLE_SPACING_VOXELS))+1;
float weight = twice_area*facing*facing / ((steps+1)*(steps+2)*.5f);
for (int j = 0; j <= steps; j++) for (int k = 0; k <= steps-j; k++) {
Vec q = add(a,add(mul(abv,(float)j/steps),mul(ac,(float)k/steps)));
sample(s,q,n,weight);
}
}
}
static Vec patch_normal(Vec *points, float *depths, int width, int x0, int y0, int x1, int y1,
float tolerance)
{
Vec mean=vec(0,0,0);int count=0;
/* Shift before accumulating the covariance: room positions can be large relative to patch residuals. */
Vec origin=points[y0*width+x0];
for(int y=y0;y<y1;y++) for(int x=x0;x<x1;x++) if(depths[y*width+x]>0) {
mean=add(mean,sub(points[y*width+x],origin));count++;
}
if(count<MIN_PATCH_POINTS) return vec(0,0,0);
mean=mul(mean,1.f/count);
float cov[3][3]={{0}},basis[3][3]={{1,0,0},{0,1,0},{0,0,1}};
for(int y=y0;y<y1;y++) for(int x=x0;x<x1;x++) if(depths[y*width+x]>0) {
Vec p=sub(sub(points[y*width+x],origin),mean);float a[3]={p.x,p.y,p.z};
for(int i=0;i<3;i++) for(int j=0;j<3;j++) cov[i][j]+=a[i]*a[j];
}
for(int sweep=0;sweep<8;sweep++) {
int p=0,q=1;
if(ab(cov[0][2])>ab(cov[p][q])) { p=0;q=2; }
if(ab(cov[1][2])>ab(cov[p][q])) { p=1;q=2; }
if(ab(cov[p][q])<1e-10f) break;
float phi=.5f*angle(2*cov[p][q],cov[q][q]-cov[p][p]),co=cosine(phi),si=sine(phi);
float aa=cov[p][p],bb=cov[q][q],abv=cov[p][q];
for(int k=0;k<3;k++) if(k!=p && k!=q) {
float a=cov[k][p],b=cov[k][q];
cov[k][p]=cov[p][k]=co*a-si*b;cov[k][q]=cov[q][k]=si*a+co*b;
}
cov[p][p]=co*co*aa-2*si*co*abv+si*si*bb;
cov[q][q]=si*si*aa+2*si*co*abv+co*co*bb;cov[p][q]=cov[q][p]=0;
for(int k=0;k<3;k++) {
float a=basis[k][p],b=basis[k][q];basis[k][p]=co*a-si*b;basis[k][q]=si*a+co*b;
}
}
int least=0;
for(int i=1;i<3;i++) if(cov[i][i]<cov[least][least]) least=i;
if(cov[least][least]/count>tolerance*tolerance) return vec(0,0,0);
return unit(vec(basis[0][least],basis[1][least],basis[2][least]));
}
static int grid_normals(Scan *s, Vec *points, float *depths, Vec *normals, u32 nv, u32 ni, const u8 *indices)
{
if(ni<6 || u32le(indices)!=0 || u32le(indices+8)!=1) return 0;
u32 width=u32le(indices+4);
if(width<3 || width>nv || nv%width || ni!=6*(width-1)*(nv/width-1)) return 0;
/* Only a complete regular fan uses patch normals. Other meshes retain ordinary triangle normals. */
u32 at=0;
for(u32 row=0;row+1<nv/width;row++) for(u32 col=0;col+1<width;col++) {
u32 a=row*width+col,expected[6]={a,a+width,a+1,a+1,a+width,a+width+1};
for(int k=0;k<6;k++) if(u32le(indices+4*at++)!=expected[k]) return 0;
}
int height=(int)(nv/width);
for(int y=0;y<height;y+=NORMAL_PATCH_SIZE) for(int x=0;x<(int)width;x+=NORMAL_PATCH_SIZE) {
int x1=(int)mn(x+NORMAL_PATCH_SIZE,(float)width),y1=(int)mn(y+NORMAL_PATCH_SIZE,height);
Vec n=patch_normal(points,depths,(int)width,x,y,x1,y1,s->opt.patch_residual);
for(int yy=y;yy<y1;yy++) for(int xx=x;xx<x1;xx++) normals[yy*width+xx]=n;
}
return 1;
}
const char *read_dump(Scan *s, int fuse)
{
int fd = io_open(s->opt.input,0);
if (fd < 0) return "cannot open scan dump";
u8 header[44];
const char *error = 0;
Vec *vertices = 0,*normals=0;
float *depths = 0;
u8 *indices = 0;
usize vs = 0, is = 0, ds = 0;
if (exact(fd,header,8) != 1 || header[0]!='F' || header[1]!='P' || header[2]!='R' || header[3]!='S' ||
u32le(header+4) != 1) { error = "invalid FPRS header"; goto done; }
unsigned frames = 0;
for (;;) {
int r = exact(fd,header,44);
if (r == 0) break;
if (r < 0) { error = "truncated frame header"; break; }
/* Tracking can start before poses are available. Consume the entire bounded record before skipping,
* so one NaN cannot hide a truncated payload or desynchronize the next frame. */
int invalid=(u32le(header+4)&0x7ff00000u) == 0x7ff00000u;
float pose[7];
for (int i = 0; i < 7; i++) {
pose[i] = f32le(header+8+i*4);
if (!finite(pose[i]) || ab(pose[i]) > MAX_COORDINATE) invalid=1;
}
float norm = 0;
for (int i = 3; i < 7; i++) norm += pose[i]*pose[i];
if (!finite(norm) || ab(norm-1) > QUATERNION_NORM_TOLERANCE) invalid=1;
if(!invalid) for (int i = 3; i < 7; i++) pose[i] /= root(norm);
u32 nv = u32le(header+36), ni = u32le(header+40);
if (nv > MAX_FRAME_VERTICES || ni > MAX_FRAME_INDICES || ni%3 || (!nv && ni)) {
error = "invalid frame counts"; break;
}
usize needv = (usize)nv*12, needi = (usize)ni*4;
if (needv > vs) {
io_free(vertices,vs);io_free(normals,vs);vs=needv;vertices=io_alloc(vs);normals=io_alloc(vs);
}
if (needi > is) { io_free(indices,is); is=needi; indices=io_alloc(is); }
if((usize)nv*4>ds) { io_free(depths,ds);ds=(usize)nv*4;depths=io_alloc(ds); }
if ((nv && (!vertices || !depths || !normals)) || (ni && !indices)) { error = "frame allocation failed"; break; }
if ((needv && exact(fd,vertices,needv)!=1) || (needi && exact(fd,indices,needi)!=1)) {
error = "truncated frame data"; break;
}
Vec eye = vec(pose[0],pose[1],pose[2]), q = vec(pose[3],pose[4],pose[5]);
u64 far=0;
for (u32 i = 0; i < nv; i++) {
u8 *p = (u8 *)&vertices[i];
Vec v = vec(f32le(p),f32le(p+4),f32le(p+8));
if (!finite(v.x) || !finite(v.y) || !finite(v.z) ||
ab(v.x)>MAX_COORDINATE || ab(v.y)>MAX_COORDINATE || ab(v.z)>MAX_COORDINATE) {
invalid=1;break;
}
depths[i]=root(dot(v,v));
if(depths[i]>s->opt.range || depths[i]<MIN_RANGE) { depths[i]=-1;far++;continue; }
Vec t = mul(cross(q,v),2);
vertices[i] = add(eye,add(v,add(mul(t,pose[6]),cross(q,t))));
}
int regular=!invalid && grid_normals(s,vertices,depths,normals,nv,ni,indices);
/* Structural errors are fatal even in a frame whose tracking/depth is unusable. */
s->fuse_frame=frames+1;
for (u32 i = 0; i < ni; i+=3) {
u32 a=u32le(indices+4*i), b=u32le(indices+4*(i+1)), c=u32le(indices+4*(i+2));
if (a>=nv || b>=nv || c>=nv) { error = "index outside vertex array"; break; }
if(invalid) continue;
if(depths[a]<0 || depths[b]<0 || depths[c]<0) { if(!fuse) s->rejected++;continue; }
float near=mn(depths[a],mn(depths[b],depths[c])),far_depth=mx(depths[a],mx(depths[b],depths[c]));
if(far_depth-near>s->opt.depth_jump+s->opt.depth_ratio*near) {
if(!fuse) { s->rejected++;s->discontinuities++; }continue;
}
Vec normal=regular ? normals[a] : vec(0,0,0);
if(regular && dot(normal,normal)<.5f) { if(!fuse) s->rejected++;continue; }
triangle(s,vertices[a],vertices[b],vertices[c],eye,normal,fuse);
}
if (error) break;
if(!fuse) { if(invalid) s->skipped_frames++;else s->far_vertices+=far; }
frames++;
}
if (!error && !frames) error = "scan contains no frames";
if (!error && !fuse) s->frames = frames;
done:
io_free(vertices,vs);
io_free(normals,vs);
io_free(indices,is);
io_free(depths,ds);
io_close(fd);
return error;
}
static float median(Scan *s, int axis)
{
/* In-place quickselect on the bounded reservoir; no dump-sized allocations. */
int lo=0, hi=s->nsamples-1, mid=s->nsamples/2;
while (lo < hi) {
float pivot = ((float *)&s->samples[(lo+hi)/2])[axis];
int i=lo,j=hi;
while (i<=j) {
while (((float *)&s->samples[i])[axis] < pivot) i++;
while (((float *)&s->samples[j])[axis] > pivot) j--;
if (i<=j) { Vec t=s->samples[i]; s->samples[i++]=s->samples[j]; s->samples[j--]=t; }
}
if (mid<=j) hi=j;
else if (mid>=i) lo=i;
else break;
}
return ((float *)&s->samples[mid])[axis];
}
const char *init_grid(Scan *s)
{
if (!s->nsamples) return "scan contains no usable triangles";
float x=median(s,0), y=median(s,1), z=median(s,2), v=s->opt.voxel;
Vec low=s->samples[0],high=low;
for(int i=1;i<s->nsamples;i++) {
Vec p=s->samples[i];
low=vec(mn(low.x,p.x),mn(low.y,p.y),mn(low.z,p.z));
high=vec(mx(high.x,p.x),mx(high.y,p.y),mx(high.z,p.z));
}
float pad=v*mx(GRID_PADDING_VOXELS,s->opt.truncation+2);
low=sub(low,vec(pad,pad,pad));high=add(high,vec(pad,pad,pad));
s->origin=vec(mx(flo(low.x/v)*v,flo((x-MAX_GRID_XZ/2)/v)*v),
mx(flo(low.y/v)*v,flo((y-MAX_GRID_Y/2)/v)*v),
mx(flo(low.z/v)*v,flo((z-MAX_GRID_XZ/2)/v)*v));
s->nx=(int)mn(-flo(-(high.x-s->origin.x)/v)+1,(int)(MAX_GRID_XZ/v)+1);
s->ny=(int)mn(-flo(-(high.y-s->origin.y)/v)+1,(int)(MAX_GRID_Y/v)+1);
s->nz=(int)mn(-flo(-(high.z-s->origin.z)/v)+1,(int)(MAX_GRID_XZ/v)+1);
usize count = (usize)s->nx*s->ny*s->nz;
if (count > MAX_CELLS) return "voxel grid exceeds memory budget; increase --voxel";
s->count = (int)count;
s->cells = io_alloc(count*sizeof(Cell));
return s->cells ? 0 : "grid allocation failed";
}
void finish_fusion(Scan *s)
{
/* A short look-around cannot expose each surface in many frames. Cap the target at ten percent of usable
* views (at least one); long recordings still require repeated evidence rather than transient depth. */
unsigned required=(unsigned)mn(s->opt.min_views,mx(1,(s->frames-s->skipped_frames)/10.f));
for (int i=0; i<s->count; i++) {
Cell *c=&s->cells[i];
if(c->views<required) { c->weight=0;continue; }
if (c->weight) { c->p=mul(c->p,1/c->weight); c->n=unit(c->n); }
}
if (s->clipped) warn(s,"scan clipped to 8 x 8 x 4 metre grid");
if (s->frames < FEW_FRAMES) warn(s,"few frames; scan more viewpoints");
if(s->skipped_frames) warn(s,"non-finite or invalid frames skipped");
if(s->far_vertices) warn(s,"out-of-range depth vertices skipped");
if (s->accepted < s->rejected) warn(s,"many triangles rejected; check depth quality");
}
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