Commit Graph
259 Commits
Author SHA1 Message Date
DeeJanuzandClaude Opus 5.5 307e2b7308 SteamVR's tools find SteamVR from a terminal in the Frametop desktop
The desktop has its own XDG_CONFIG_HOME (~/.config/frametop), and SteamVR's tools and OpenVR
read their path registry from there. So from a terminal in the desktop:

- pointer/driver/install.sh (install.sh step 4, every reinstall or update from Konsole) wrote
  a new registry, ~/.config/frametop/openvr/openvrpaths.vrpath, with only our driver and
  "runtime": null, and never registered the driver with SteamVR. That stray file then hid
  SteamVR from every OpenVR program started in the desktop.
- scripts/update-check.py (and so doctor.sh and report.sh) reported OpenVR "can't connect to
  SteamVR as a background app" (VRInitError_Init_PathRegistryNotFound, or
  InstallationNotFound with the stray file) and "vrcmd --overlays lists no overlays". A user's
  report of 2026-10-05 showed both, with SteamVR and Frametop's services fine.
- ft-layout's vrcmd calls (the gamescope backend) found no overlays.

They now run with XDG_CONFIG_HOME=~/.config: the driver installer (install, uninstall, probe,
aimhere), update-check.py (for all its checks: nothing there reads the desktop's own config),
report.sh's vrpathreg show, and ft-layout's vrcmd. report.sh doesn't set it for the whole
report, since session/fix-panels.py --check reads the desktop's Plasma config through it.

The driver installer also removes the stray registry (only vrpathreg's, with no runtime), and
update-check.py warns about one. And vrpathreg runs `xdg-open vrmonitor://driverinstalled` to
tell SteamVR's desktop monitor, which the Frame doesn't have: in the desktop that showed "could
not read file vrmonitor://driverinstalled" on every install. A stand-in xdg-open on its PATH
takes it, so install.sh no longer filters the step's output.

Tested in a fake HOME with a copy of SteamVR's registry, a stray one, and the desktop's
XDG_CONFIG_HOME: the new installer removes the stray file, registers the driver in the copy,
and never reaches xdg-open; the old one wrote the stray file, left the copy alone, and ran
xdg-open. update-check.py from that environment: OpenVR and vrcmd ok (the old one fails both);
its stray-registry warning fires on a seeded file. ft-layout's vrcmd: 119 overlays (was 0).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 10:53:59 -06:00
DeeJanuzandClaude Opus 5.5 d39fbb9146 Gaze: our eye tracker can take its first calibration
A fresh install that chose our tracker (the installer's default since 12ad93d) could never
calibrate it, so gaze mode never worked. ft-eyes maps pupils to a gaze only once it has a
calibration, so before its first one ft-gaze's "own" source is empty. ft-gazed then never
counted a sample, Checks.can_run() stayed false, and the calibration refused to open: "Not
calibrated, and the calibration can't open: the eye tracker isn't sending", or "the headset is
off or the tracker isn't sending" from Calibrate. This Frame never hit it, because its
calibration came from the gaze probe. Reported 2026-10-05 on SteamOS stable.

- With our tracker in use, running, and uncalibrated ("blind"), SteamVR's tracker seeing an
  eye is enough to open the full calibration (ft-eyes answering is what makes calibrated()
  False rather than None).
- Each dot stands in for the gaze, so a click takes the CHECK_WINDOW up to it. ft-eyes already
  checks, in calib-point, that each pupil was seen in enough frames and held still then, and
  its reason for a refused dot shows in the panel's note as before.
- A quick or five-dot check is refused until then ("use Calibrate"): ours can't take a click
  without a calibration.
- With no eyes seen, the reason given is that, not "the eye tracker isn't sending".

gaze/test/first-calibration-test.py runs the service against a fake ft-gaze, ft-eyes and
pointer helper, in a temp HOME: the calibration opens by itself when gaze mode comes on, each
click sends ft-eyes the 0.6 s before it, a refused dot's reason reaches the panel, and
calib-fit leaves the tracker calibrated with gaze mode still on. It passes here and fails on
the previous code. gaze/test/idle-test.py still passes. Not yet tested in the headset.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 10:51:07 -06:00
DeeJanuzandClaude Opus 5.5 7fe5d8c0dd Merge branch nested-atspi (PR #28: the desktop starts an accessibility (AT-SPI) registry, #27) into experimental
JakeGreen2145's PR plus our fix 6df6f97: the watcher checks its buses
every 5 seconds instead of every second (about 1% of a core), and
design.md says the watcher is the only cleanup when the VR launcher
runs the desktop in steam.service.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 09:27:26 -06:00
DeeJanuzandClaude Opus 5.5 6df6f97937 Session: AT-SPI watcher checks its buses every 5 seconds
Each check starts two gdbus processes (about 5.5 ms of CPU each on the
Frame), so checking once a second cost about 1% of a core for as long as
the desktop ran. On SteamOS 0.3.0 native activation fails, so the watcher
always runs. A registry left behind now goes within 5 seconds instead of 1.

design.md also says where the watcher matters: started from the VR
launcher, the desktop runs in steam.service, which doesn't stop with it,
so keep-apps.sh and the unit's stop don't clean up there.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 09:23:51 -06:00
JakeGreen2145 5e3323c188 [verified] merge experimental into nested AT-SPI fix 2026-10-04 17:38:33 -04:00
JakeGreen2145 25504e0ed4 [verified] fix(session): start nested AT-SPI registry 2026-10-04 16:13:03 -04:00
DeeJanuzandClaude Opus 5.5 ec870d2d7a Merge branch laser-release (release a held button that can't come up on a screen: the game kept losing its controllers) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 09:37:46 -06:00
DeeJanuzandClaude Opus 5.5 80797c98b9 Screens: release a held button that can't come up on a screen
Pausing, or hiding the screen a button went down on, took the laser off
it mid-click; the pause gesture's second thumbstick click does that.
SteamVR's laser mouse then forgot the button ("Mouse down count is 1 but
states are all false"), no release came, and the catcher kept showing
whenever the pressing laser was off the panels, even while paused. Being
interactive, it kept the VR game's controllers from it until the
desktop restarted (2026-10-04, Beat Saber).

ft-screens now releases a held button when it's paused, when the screen
it went down on is hidden, or, during VR games, when the pressing hand
controller has held nothing for a second. GetControllerState answers
overlay apps only while a game runs; outside games a hold is never cut.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 09:31:27 -06:00
DeeJanuzandClaude Opus 5.5 2fadbbe148 Merge branch orphan-panel (bring back a taskbar saved on a screen the desktop doesn't have, #18) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 08:42:12 -06:00
DeeJanuzandClaude Opus 5.5 5ee07f99a8 Merge branch menu-entry-programs (Hide/Show Screens no longer launches Reset Screen Layout) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 08:39:44 -06:00
John MurrayandClaude Opus 5.5 f0b93b79d3 Menu entries: own programs for Reset Screen Layout and Hide/Show Screens
Reset Screen Layout and Hide/Show Screens both ran ft-layout. Steam lists
entries by program, so Hide/Show launched Reset. Each gets a wrapper.

From PR #17 (only this part of 9618be8; its host_command change is for the
Nix packages).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 08:39:40 -06:00
DeeJanuzandClaude Opus 5.5 13a530d829 Merge branch mute-key (PR #24: the mute key toggles the default output's mute) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 08:36:44 -06:00
DeeJanuzandClaude Opus 5.5 f260a6a9e4 Merge branch lazy-susan (PR #22: Meta+Alt+Tab spins the panels around you) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 08:36:44 -06:00
DeeJanuzandClaude Opus 5.5 2e09cf9efe Merge PR #24 (SuperTuxii: the mute key toggles the default output's mute) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 08:36:33 -06:00
DeeJanuzandClaude Opus 5.5 9a4b66ff50 keys-test: the spin bindings (Meta+Alt+Tab, Meta+Alt+Shift+Tab), not while paused
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 08:36:33 -06:00
DeeJanuzandClaude Opus 5.5 17269134ce Merge PR #22 (ehippy: lazy susan, Meta+Alt+Tab spins the panels around you) into experimental
Conflicts with experimental's pause_toggle, steam_menu and command: actions and its
AnnounceOverlay: both kept. The spin bindings join the Meta tap in the defaults, spinning
doesn't need pointer mode, and like other actions it does nothing while Frametop is paused.
AnnounceOverlay now sends through the PR's SendPointer.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 08:36:33 -06:00
DeeJanuzandClaude Opus 5.5 d995b815f8 Session: bring back a taskbar saved on a screen the desktop doesn't have
Plasma 6.2.5 keeps a panel on a screen number and never moves one whose
number is past the screen count, so a taskbar saved on a spare output
(#18, lastScreen=8 with three screens) or on a screen a smaller layout
dropped stayed hidden. Before Plasma starts, session/fix-panels.py moves
such a panel and its tray's containment to screen 0 (the primary),
keeping its widgets, unless screen 0 already has a panel on that edge.
doctor.sh checks the panels' screens, and report.sh lists them with the
live outputs and panels.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 08:32:04 -06:00
SuperTuxii f18918f781 input-relay: Add mute key as volume key
Add KEY_MUTE as volume key. It will be mapped to KEY_MACRO28 and
use wpctl to toggle the mute of the default audio sink. The toggle of
the mute state will be done once when the key is pressed instead of
continuously toggling it when it is held down.
This allows the mute button on keyboards to work properly.

Signed-off-by: SuperTuxii <123881249+SuperTuxii@users.noreply.github.com>
2026-10-04 16:06:37 +02:00
DeeJanuzandClaude Opus 5.5 e0208687b6 Merge branch tip-in-games (controller laser tip found during VR games) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:33:49 -06:00
DeeJanuzandClaude Opus 5.5 c699e13104 Screens: find the controllers' laser tip during VR games too
GetComponentStateForDevicePath with no input source handle fails for
every render model component while a VR game runs (checked 2026-10-03
with a game up: all 21 components of frame_controller_right). TipOffset
then fell back to the controller's pose, which aims 40 degrees above the
Frame controller's laser. In games, pointing at a screen's middle missed
it and pointing below it hit, so the new aim-to-laser only worked from
the bottom; the controls' reveal and pin/roll aim were off the same way.
GetComponentState still answers then, with the same tip.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:33:49 -06:00
DeeJanuzandClaude Opus 5.5 9b12b7d74e Merge branch aim-lasers (in games, pointing a controller at a Frametop panel turns its laser on) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:27:49 -06:00
DeeJanuzandClaude Opus 5.5 c7c7c1f772 Screens: in games, pointing a controller at a panel turns its laser on
SteamVR's own floating windows take the laser while a controller points
at them in a game and give it back when it points away. Frametop's
panels didn't: with the controllers left to the game (outside_games, the
default, or dashboard), they couldn't be clicked without the dashboard.

ft-screens now sets MakeOverlaysInteractiveIfVisible on a screen or
floating window while a hand controller's laser pose meets it, its
controls, or its popups (UpdateAim; curved screens hit on their
cylinder), and clears it 0.3 s after the aim leaves a wider margin. A
drag or a held button keeps it on. The keyboard, one overlay, uses
ComputeOverlayIntersection and now follows the mode when a game starts
or ends while it's open. This replaces the reset button's own aim zone.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:27:49 -06:00
DeeJanuzandClaude Opus 5.5 2486a601e3 Merge branch click-threshold (controller click zone 32 px by default) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:17:49 -06:00
DeeJanuzandClaude Opus 5.5 de25633f87 Click stability: 32 logical pixels by default, not 8
8 is about 0.2 degrees on a 3.4 m wide 3440-pixel screen 2 m away, so a
trigger press turned into a drag unless the hand was very still. 32
(about 0.9 degrees) felt much better in the headset (2026-10-03).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:17:49 -06:00
DeeJanuzandClaude Opus 5.5 53a1836dbb Merge branch reset-button (a reset button next to each screen's grab bar, clickable in VR games) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:15:51 -06:00
DeeJanuzandClaude Opus 5.5 73bd0ea28f Screens: a reset button next to the grab bar, clickable in VR games
Each desktop screen gets a reset button left of its bar (a reticle). It
puts every screen back in its layout around where you are now, like
Meta+Shift+R (ft-layout apply).

In a VR game the screens leave the controllers to the game (the
outside_games and dashboard modes), so a controller couldn't click any
of their controls. Aiming a hand controller at the reset button now sets
MakeOverlaysInteractiveIfVisible on that button's overlay alone, so the
trigger clicks it; the flag clears half a second after the aim leaves a
zone twice as wide, and the game gets the controllers back. The aim
comes from the laser poses ft-screens already reads to show the controls.

The ft-layout spawn is now RunLayout(cmd), shared with the arrange.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:15:48 -06:00
DeeJanuzandClaude Opus 5.5 519c623ea9 Merge branch perf (dynamic per-screen frame rates, idle pointer, remote on demand, lighter gaze) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:10:34 -06:00
DeeJanuzandClaude Opus 5.5 8b1327fe1a Merge branch hand-recorder (the hand dataset recorder) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:35:37 -06:00
DeeJanuzandClaude Opus 5.5 2351cec310 hand recorder: final consent text (2026-10-03), residency check, installer
Consent 2026-10-03, after a non-lawyer review: who runs this and how to reach
them, the dataset is public (Hugging Face, possibly abroad), the Hugging Face
username shows next to the contributor id, purposes (no identification), safety,
the maintainer grant passes to whoever maintains Frametop next, withdrawal
before and after merge, rights such as the GDPR's, and what a new version means.
Residents of Illinois, Texas and Washington can't take part for now (biometric
privacy laws): a third checkbox, profile consent.region_ok, checked by
validate.py from this consent version on. The DRAFT banners are gone, so uploads
no longer need FT_HANDREC_ALLOW_UPLOAD.

hands/rec/install.sh installs the recorder on a Frame with Frametop: container
packages, hand tracking and panel builds, ft-camd's capabilities, menu entry.

test_qml_backend also checks each call's argument count against the slots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:35:18 -06:00
DeeJanuzandClaude Opus 5.5 1eb120e6b1 hand recorder export: no controller poses without controllers, nothing in deleted ranges
When the checklist says no controllers, exported poses.jsonl has left and right
null and feedback lines carry no controller state: controllers left switched on
still get tracked (one wandered 2 m in a real session) and would read as the
hands' ground truth. Poses and live-tracker feedback inside deleted ranges are
left out too, as the images there are.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:24:39 -06:00
DeeJanuzandClaude Opus 5.5 8321a99121 hand recorder: take.json keeps camera clock samples
sets.bin's capture_ns is CLOCK_MONOTONIC_RAW; poses.jsonl and prompts.jsonl are
CLOCK_MONOTONIC. On 2026-10-03 the two were 0.80 s apart during a session and
1.11 s apart five hours later, so images can't be paired with poses by
capture_ns. take.json now samples RAW minus MONOTONIC as each recording part
starts and stops (as ft-hands' raw_minus_mono_ns), so readers can put each
exposure on the poses' clock.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 13:32:32 -06:00
DeeJanuzandClaude Opus 5.5 ea483f7ce3 hand recorder: log in from the Upload page, three-step page, no terminal
The Upload page is now three numbered steps: choose the export, log in to
Hugging Face, upload. Log in runs hub.py login, huggingface_hub's browser
login (OAuth device code, as hf auth login does): the link opens in the
browser and the page shows the code to enter, with Copy code and Cancel.
hub.py saves the token; the window never sees one, and nobody pastes one.

The terminal upload and the login command are gone from the page, and
UPLOAD.md is now a short 'About uploading' under the steps.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 13:01:08 -06:00
DeeJanuzandClaude Opus 5.5 e62ebb8669 hand recorder: login command works from Frametop's Konsole
Frametop's Konsole sets XDG_RUNTIME_DIR=/run/user/UID/frametop, where podman finds
no container state, so 'distrobox enter dev -- hf auth login' failed with a crun
error. The command the Upload page shows now sets the real runtime folder.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 12:48:17 -06:00
Patrick McDavidandClaude Opus 5.5 6fb168a8b8 Lazy susan: Meta+Alt+Tab spins the panels around you
- ft-screens "spin next|prev|<degrees>": every unpinned screen and
  floating window turns together about a vertical axis through your
  head (0.3 s, eased), so the next panel on the right or left comes to
  straight ahead; the arrangement stays as it is. Taps during a spin
  add to it, from where the panels are headed; grabbing a panel or
  placing it (ft-layout, ft-floatd) takes it out of the spin
- when a spin settles, the panel in front gets the pointer (recenter),
  typing (as after a click), and KWin's active window: its floating
  window, or the top window on a screen (ft-floatd "front N", the KWin
  script's activate-output). KWin's outputs follow the screens'
  new places (ft-layout scale), as after a move
- the input relay: spin_next and spin_prev actions, Meta+Alt+Tab and
  Meta+Alt+Shift+Tab by default; Frametop Input Settings lists them.
  Not Meta+Tab: that's Cmd+Tab on a Mac reached through a remote
  desktop like RustDesk, and the relay would take the Mac's app
  switcher. Meta+Alt+Tab (Cmd+Option+Tab) is unused on macOS,
  Windows, and KDE

Used on the Frame (SteamOS 0.3.0 build 20260922) with one screen and
three or four floating windows, through RustDesk to a Mac.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 10:17:22 -06:00
DeeJanuzandClaude Opus 5.5 8dbcdecf90 Hands: fix Export doing nothing, and show it's busy at once
af2ea7c put _stay_awake between exportSession and its @Slot, so the
window's Export button called a method QML couldn't see. A new test checks
every backend call in main.qml against Backend's slots and properties.
Export and Upload now say Exporting…/Uploading… with a spinner the moment
they're pressed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:29:04 -06:00
DeeJanuz b67c973f64 Merge branch perf-gaze into perf 2026-10-03 09:28:44 -06:00
DeeJanuzandClaude Opus 5.5 99aec84f62 Pointer: ft-screens announces new panels to the helper
The helper now reads SteamVR's list of panels every 20 s instead of every second, so a panel
made in between (a floating window's menu, frametop.float.N.sub.K, or the Frametop keyboard
the first time it opens) couldn't be clicked with the mouse until the next read. ft-screens
now sends "overlay <key>" to @ft_pointer_helper right after it makes one, and the helper adds
it to its list at once (only frametop.* keys). An older helper ignores it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:28:10 -06:00
DeeJanuzandClaude Opus 5.5 e44837cee6 Gaze: the hidden panel waits for a command instead of waking every 50 ms
The calibration panel runs for as long as the gaze service does, hidden nearly all the time,
and it woke 20 to 30 times a second to look at its socket and SteamVR's events: about 0.9% of
a core, the main cost left with gaze idle.

It now waits in poll() on its command socket: up to a second while hidden, and up to 10 ms
while shown, as before (it still drains SteamVR's events each pass, so a quit is acknowledged
within a second while hidden). A command wakes it at once, so "show" draws sooner than
before. With --watch-stdin, its stdin closing wakes it as well, so stopping it doesn't wait.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:28:02 -06:00
DeeJanuzandClaude Opus 5.5 95c5d056cf Gaze: ft-gaze's loop runs every 4 ms instead of 2
ft-gaze's loop slept 2 ms, so 500 times a second it read the head pose
(GetDeviceToAbsoluteTrackingPose), checked the eye tracker's counter, and drained SteamVR's
events, for samples that come 90 times a second.

It now sleeps 4 ms. A new sample is printed within 4 ms of appearing, 2 on average (was 1),
and the pose history still has a pose within 2 ms of any sample's time, which keeps the
head-pose error under 0.2 degrees for a head turning 100 degrees a second. Sleeping until
the next sample is due would have thinned the pose history to 11 ms.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:26:54 -06:00
DeeJanuz e6a931f7ee Merge branch perf-pointer into perf 2026-10-03 09:26:18 -06:00
DeeJanuzandClaude Opus 5.5 60667dba1f Pointer: don't put a vanished panel back in the visibility map
The panel-edge test read visible[edgeKey], and when the last panel the cursor touched was
gone from the overlay list, that added it back as hidden. The map then had more entries than
there are handles, which made the 50 ms visibility poll run every frame, and since the last
commit it also counted as a visibility change each time, so unchanged frames were never
reused. The edge test now looks the key up without adding it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:25:16 -06:00
DeeJanuzandClaude Opus 5.5 0c95d1d731 Gaze: ft-gaze prints and reads only the sources in use
ft-gaze computed and printed all six sources for every sample: about 1.3 KB of JSON a line
with our tracker (practice2), 120 KB a second through podman's stdio relay for ft-gazed to
json.loads 90 times a second. It also read SteamVR's gaze action for every sample outside
games (UpdateActionState and GetEyeTrackingDataRelativeToNow, two calls into vrserver, 180 a
second), though with our tracker ft-gazed only uses own and mmap1.

- ft-gaze takes --sources LIST (action, mmap1, mmap2, left, right, own, and eye for the EYE
  object; all by default, so the probe and ft-eyes-session are unchanged), and with
  --watch-stdin a line "sources LIST" on stdin switches them. A source left out isn't read
  and prints as {"ok":0} ("eye" as null), so every line keeps the same keys. An older
  ft-gaze ignores both, and prints everything as before.
- ft-gazed asks for what it reads: own,mmap1 with our tracker; left,right,mmap1 with
  SteamVR's eyes; the source plus mmap1 and mmap2 on the older one-source path. While a
  check or the calibration runs or waits to open, all of them, since checks record every
  source (the calibration fits the action's correction too) and the fit check reads "eye".
  It switches as soon as that changes, well inside the check's 0.45 s settle.
- So the action is read only during checks, or with --source action.

On recorded samples, a line with own and mmap1 is about 700 bytes instead of 1,300
(practice2), and one with left, right and mmap1 about 550 instead of 940 (test1).
gaze/test/idle-test.py now checks that ft-gaze starts with every source for a check and is
then switched to those in use, without the action or own; all its checks pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:23:53 -06:00
DeeJanuzandClaude Opus 5.5 fcb465a45a Input relay: send mouse motion at most every 4 ms
The relay sent the helper one "move" per SYN_REPORT, so a 1000 Hz mouse sent 1000 datagrams
a second to a helper whose loop runs every 8 ms, and each one went through a dozen sscanf
and strncmp tests in the helper before reaching the move handler. In a 200 ms test at
1000 Hz, 149 reports now make 45 moves with the same total.

flush() on a report now sends only once 4 ms have passed since the last move; tick() sends
the rest when due, and the select timeout shrinks to match. Buttons and the gaze
keys still flush first, unconditionally, so a click lands where the pointer was. In the
helper, "move" is now tested first in the command dispatch, and its handling is one lambda.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:23:47 -06:00
DeeJanuz d6930a61f5 Merge branch perf-session into perf 2026-10-03 09:22:07 -06:00
DeeJanuz 155deada52 Merge branch perf-screens into perf 2026-10-03 09:22:07 -06:00
DeeJanuzandClaude Opus 5.5 597551cf23 Pause gesture: look the controllers up every 30 s, not every 3 s
The gesture reader fetched vrserver's /input/getstate.json over HTTP every 3 seconds, the
whole time the relay runs, to notice a controller's root path changing when the 3D mouse
takes or gives back its hand role.

It now looks them up when it connects, when a message comes from a device path it doesn't
know (at most every 3 s; the device is read from the message with two string searches, not
a JSON parse of all 160 a second), 1.5 s after the relay's 3D mouse connects or lets go (the
relay tells it through GamePause.controllers_changed), and otherwise every 30 s. The keys
test's pause stub gets the new method.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:21:09 -06:00
DeeJanuzandClaude Opus 5.5 33fb3bb611 update-check: KWin's blur and contrast effect ids, retest hints
The session now turns KWin's blur and contrast effects off by id (blurEnabled and
contrastEnabled in the desktop's kwinrc), and a KWin that renamed them would quietly
leave them on. The check looks for their built-in factories (KWin::blur_factory,
KWin::contrast_factory) in kwin_wayland, which it already reads for --output-count,
and warns if one is gone. The kwin and plasma-workspace retest hints gain the blur and
the hidden autostart entries.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:21:09 -06:00
DeeJanuzandClaude Opus 5.5 6cae2e0afe Remote Access: check the status every 5 s instead of every 2 s
While its window was open, Frametop Remote Access ran remote-ctl.sh status every 2 s,
and each run spawns bash, curl (the tailnet name from tailscaled) and python3 to parse
it. It now checks every 5 s, plus when the window comes to the front and once more 2 s
after turning remote access on or off or changing the password, so a change still
shows within a couple of seconds. A check doesn't start while one is still running.
Doing the check in-process would duplicate remote-ctl.sh's idea of "running", which
the session and the pause code share.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:20:32 -06:00
DeeJanuzandClaude Opus 5.5 af2ea7c0ee Hands: upload from the headset, then plug in and leave it
Export and upload are done in the headset now: the export page only notes
that VR may stutter a little. Upload opens the pull request first (a
draft) and shows its link, telling the person to plug in the headset and
leave it until it says Uploaded; the files then go to refs/pr/N, and the
pull request is marked open at the end. A retry of the same export goes on
in the same pull request. While an export or upload runs, a host unit holds
a logind sleep inhibitor so the Frame stays awake with the headset off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:20:00 -06:00
DeeJanuzandClaude Opus 5.5 060b4957f8 Eye tracker: ft-eyegrab checks only the slot each camera writes next
While copying, ft-eyegrab woke every 300 us (about 1,500 to 3,000 times a second) and
fingerprinted all eight slots each time: 8 x 256 strided reads from DMA-BUF memory.

- Each look now checks only the slot each camera writes next. The order is known (camera 0
  3,0,1,2; camera 1 7,5,4,6,5,7,6,4), and the next slot follows from the last two; the table
  starts from those orders and learns from every frame, so a SteamVR update that changes
  them costs a few seconds of full scans, not frames.
- A camera with nothing in its expected slot 1.5 frames after its last one, or with no
  order yet, gets all four slots checked, as before. A frame that turns up in an unexpected
  slot means full scans for that camera for 2 s.
- A slot's fingerprint is taken again when it stops being one of the two in use, so a later
  check sees only a new frame. A frame is still passed on when its camera starts the frame
  after next.
- Between frames it sleeps until 2.5 ms before the next is due, then looks every 1 ms, with
  0.5 ms of timer slack (PR_SET_TIMERSLACK, --share only). With no frames from either
  camera for 0.5 s (headset off) it looks every 4 ms.
- --rec keeps its 0.3 ms polls (and the expected-slot checks), for its timestamps.

Tested offline by building poll_frames against simulated cameras that write each frame in
four bursts, the last after the next frame starts (6 s, both cameras): 1,076 frames passed
on, none torn or skipped, with the known orders and with camera 1 in a different order.
Wakeups 1,486/s -> 207/s, the poller's CPU 3.6% -> 0.8% of a core (in plain memory; the real
DMA-BUF reads cost more), and a frame's start is seen 1.35 ms after it begins on average
instead of 0.76. With a camera stalling 15 ms every 2 s, the old poller passed on 22 torn
frames and the new one 8 or fewer.

Built (glibc 2.38 symbols at most, the host has 2.39), not installed: it runs as root from
/etc/frametop, so it takes effect only after gaze/tracker/install.sh (sudo).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:20:00 -06:00