Handle() held the state lock through a chain of up to a dozen sscanf calls per command, and
RunFrame, which vrserver calls every frame, takes the same lock, so a burst of commands
(about 116 poses a second, plus moves and buttons) could hold up vrserver's frame. Commands
are now parsed into locals first, and the lock is held only to store the result.
RunFrame also called UpdateBooleanComponent six times and UpdateScalarComponent twice every
frame, and TrackedDevicePoseUpdated every frame even while disconnected. Components now go to
SteamVR only when they change (all of them on the first frame). The pose still goes out every
frame while the device is connected, as a tracked device's should; the disconnected pose goes
out once. The helper now sends a pose only when it changes, so the comment says the driver
keeps the last one.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The relay sent to @ft_pointer_helper on a blocking socket. When the helper stalled, a
layout placement or grabprobe holds it for seconds while ft-gazed keeps filling its socket at
90 Hz, the relay's one loop blocked with it: keyboards, the volume keys (which must never
reach gamescope), and pausing all stopped until the helper read again.
The socket is non-blocking now. A command the helper doesn't take (EAGAIN) waits in a queue,
and everything after it queues behind it so the order holds; tick() sends what it can on each
loop, and the select timeout drops to 20 ms while anything waits. Mouse moves add up into one
queued move. A scroll notch is dropped rather than queued, since scrolling seconds late is no
use; its release still goes. Presses, releases, show, hide, and the rest are kept, so no
button stays down. The queue holds at most 512 commands. While paused, the configured
pointer's queue still drains, so the releases and "hide" from standing down arrive. A
"vrbind" that hits a full socket is sent again on the next loop instead of being lost.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every frame (about 116 a second) the helper tested the cursor ray against every visible
overlay twice with ComputeOverlayIntersection, set the dot's alpha, width, transform and
visibility (five calls into SteamVR), and sent the driver a pose datagram, even with the
mouse and the head still.
Now a frame reuses the last collision result when the mouse, the anchor (1 mm) and the
eye (5 mm) haven't moved and no overlay showed, hid, or changed handle. The passes still run
at least every 100 ms, since overlays move on their own (a floating window's controls follow
it), and always while dragging. The dots' setters go to SteamVR only when their value changes:
the placement when the dot moved 0.2 mm or the eye 5 mm, which turns or resizes it by well
under 1%, and the width on a 0.5% change. The plain pose goes to the driver only when the
laser's origin moved 0.2 mm or its direction 0.04 deg (0.1 mm where it lands, 15 cm on), and
at least every 100 ms; the driver keeps the last pose and reports it every frame. A tilt's
pose, a placement, or waking sends the next one regardless.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The main loop slept a fixed 8 ms, about 116 wakeups a second, whether the pointer was awake
or not, and every second it looked up every overlay's handle and read a string property from
all 64 device slots to find its own device.
With the pointer off and hand gestures off, the loop now waits in poll() on its command
socket for up to 250 ms, or 20 ms while mapped Frame controller buttons are being read
(SteamVR input has no event to wait for). A mouse command ends the wait at once. The
headset's activity level, the game check, and the "vrgame" and "gazeawake" repeats keep
going at that pace. The 50 ms visibility poll and the 1 s handle lookups run only while the
pointer is awake, and waking forces both. The device index is looked for only while it's
unknown, and again after SteamVR activates or deactivates a device. The HMD pose history is
kept only with hand gestures on, its one user.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The helper ran `vrcmd --overlays` once a second while the pointer was awake, and in gaze
mode the pointer never sleeps. Each run is a shell plus vrcmd, a new SteamVR client, about
26 to 30 ms of CPU, so about 3% of a core all the time.
The list is now read every 20 seconds, and at once (at most once a second) when it may have
changed: the pointer waking, the dashboard opening or closing or creating an overlay, the
scene app changing, an "overlays" request, and a left click that hit nothing, which may be
on a panel that came up since. The thread waits on a condition variable instead of waking
every 100 ms, so it sleeps while paused. The main loop looks the keys up again as soon as a
new list is in, rather than at its next 1 s tick. Overlays already on the list still show
and hide within 50 ms, from the IsOverlayVisible poll.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
vrserver sends a controller's state only when something on it changes, and one lying still
or asleep may not even send its first one. The check subscribed to one controller and failed
after 3 s of silence. It now subscribes to all, and silence after a good handshake is a skip.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The gaze service ran ft-gaze and our own eye tracker all the time: with gaze mode off, ft-eyes
still took about 60% of a core, and ft-eyegrab, ft-gaze and ft-gazed 3 to 4% each. Now ft-gaze
and our tracker run only while gaze mode is on and someone wears the headset, while a check or
the calibration is open or asked for, or under a "wake" lease, which the Gaze page of Frametop
Input Settings renews while it's open. 30 s after the last use they stop, and the frame grabber
idles with our tracker.
- The pointer helper answers "gaze ? headset" with worn|away (SteamVR's activity level for the
headset); an older helper answers it as before, and the service then goes by gaze mode alone.
- A quick check, calibration, or fit check asked for while idle wakes the tracker and opens once
it sends; the automatic calibration waits quietly while it starts.
- Status has "awake" and "idle" (why), and the Gaze page shows it.
- gaze/test/idle-test.py runs the service with a fake helper and ft-gaze, offline.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Frametop kept using the headset during games: with gaze mode off, our eye tracker still took
about 60% of a core, remote desktop about 2 cores while on, and KWin kept drawing hidden
screens because ft-screens sent their frame callbacks at 90 Hz. Pausing gives that back, and
resuming brings back only what pausing stopped. It's also a way to keep the gaze service and
our eye tracker off during games, which PR #13 asked for.
Paused (input/game_pause.py, run by the input relay):
- frametop-gaze stops (ft-eyegrab then idles by itself), and hand tracking and remote desktop
stop if they run
- the desktop hides and slows down: ft-screens "pause on" hides every panel and sends KWin a
frame callback once a second; or, with pause_desktop "close", the desktop closes and starts
again on resume
- the relay lets go of the 3D mouse, typing goes to Steam, and mapped buttons and key
combinations do only pause_toggle, steam_menu and commands
Toggled by both thumbsticks clicked together twice (configurable), read passively from
vrserver's web socket (input/vrws.py) so it works in games and takes nothing from them; by the
new pause_toggle action; by input/ft-pause; and, with pause_auto (default on), by a VR game
starting and ending, which the pointer helper now reports ("vrgame 1|0"). Frametop Input
Settings has a Games page for it. update-check.py checks the web socket, and doesn't count a
paused gaze service as failed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Since the relay leaves a node it can't read yet for the next scan (12f2e84, PR #12), it
checks os.access first, and the test's fake /dev/input paths don't exist, so the relay never
opened them and every key check failed. The fake os now says they're readable.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An X11 window in a Flatpak can give KWin an app id with no desktop file:
RustDesk's says com.carriez.flutter_hbb (its GTK application id), and the
Flatpak's desktop file is com.rustdesk.RustDesk. A profile recorded that
id, so it couldn't relaunch the app (PR #16 keeps that from killing
ft-floatd's socket). And the window's pid is the sandbox's own, so a
launched window matched neither by process nor by app id, and didn't
float.
desktop_name() finds the desktop file whose StartupWMClass names the
window's class (or app id) when the app id has none. Capture records
that name, a profile claims open windows by it, and a launch's window
matches by it.
Profiles saved before this keep the old id; save them again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Gio.DesktopAppInfo.new() returns NULL for a desktop file that doesn't
exist, and PyGObject raises TypeError ("constructor returned NULL")
rather than returning None, so launch()'s `if info is None` never ran.
The exception escaped the control socket's GLib callback, GLib dropped
the watch, and ft-floatd stopped answering everything: the float key,
dock, Launch as Standalone, and profiles, until the desktop restarted.
Found on the Frame (2026-10-02): a profile saved with RustDesk's
Flatpak open records its window's app id, com.carriez.flutter_hbb,
which has no desktop file (the Flatpak's is com.rustdesk.RustDesk).
`ft-layout use` on that profile asked ft-floatd to launch it, and
ft-floatd went silent. With this, that launch replies "error no app
com.carriez.flutter_hbb" and the profile's other apps open.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
From curiousjtuber's PR #13: with the gaze service running, SteamVR
restarted its eye tracker every 10 to 13 s of Beat Saber, as if the
headset came off, and each restart took input focus from the game.
The PR stopped every read in a game. Only the action path reaches
SteamVR (UpdateActionState on the gaze set at overlay-global priority,
then GetEyeTrackingDataRelativeToNow); the mmap and our tracker are
read-only files. So only the action is skipped while a scene app runs,
and gaze keeps moving the pointer over the dashboard in a game. The
action source is only used with --source action.
Co-Authored-By: CuriousJ <curious.j.tuber@gmail.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
From curiousjtuber's PRs: the relay leaves a new input node for the next
scan until udev gives it to the input group, rather than marking it seen
after a failed open; and ft-screens' catcher takes a screen's overlays
from one copy of All() instead of begin() and end() of two temporaries,
which crashed libc++ builds on the first click.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
While a button pressed on a screen is held, UpdateCatcher checks every tick
whether the laser is still on one of the screen's overlays. It built that list
from s.All().begin() and s.All().end(), but All() returns a std::array by
value: iterators into two different temporaries, which is undefined behaviour.
A clang build of ft-screens got a garbage length, threw std::length_error, and
aborted on the first click, taking KWin and the desktop with it.
A new /dev/input node is root:root 0600 until udev applies GROUP=input. The
scan probed each new node once and marked it seen even when the open failed, so
a node caught in that gap was never opened. Behind a KVM, a switch brings back a
hub of devices at once: on the Frame, four nodes failed with EACCES in one switch,
the keyboard was never grabbed, and its keys went to gamescope instead of the
desktop screens. A node that isn't readable yet now waits for the next scan.
From jlneal's PR: a trigger press on a desktop screen stays put until the
laser moves more than 8 logical pixels, so controller jitter doesn't turn
a click into a drag. On top of it, only a hand controller's press starts
the filter: the 3D mouse's laser reaches the screens the same way, and the
PR as sent turned the mouse's short drags into clicks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 3D mouse drives SteamVR's laser through the ft_pointer virtual
controller, so its events reach the screens the same way a controller's
do. The filter held every press, which turned the mouse's short drags
(selecting a character or two, nudging a slider) into clicks. Mark
button events from hand controllers and start the filter only on those.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
container-up.sh starts the dev container in a scope of its own, so
distrobox enter finds it running and skips its wait for distrobox-init.
On a fresh install, init was still setting up passwordless sudo when
dev-container.sh ran sudo dnf install, and sudo asked for a password
with no terminal to read it from. container-up.sh now waits for
container_setup_done itself, and the container's sudo calls use -n,
so a password prompt fails at once with a clear message.
Fixes#9
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A user on a fresh install got "Calibration failed: only 0 of 21 dots" with
no reason. The installer never installed our tracker, so gaze used
SteamVR's, and the only way SteamVR's tracker rejects a dot is losing an
eye for most of the look. The panel just showed a red ring.
- install.sh: step 9/10 installs our tracker (gaze/tracker/install.sh)
after gaze mode, yes by default; it needs sudo, so --yes runs it only
when sudo won't prompt. If it fails, gaze keeps SteamVR's tracker.
Configs that still say GAZE_TRACKER=steam (the old template) are asked
whether to switch.
- GAZE_TRACKER=auto, the new default: ours when it's installed (the
frame grabber, its unit, and ft-eyes' Python), else SteamVR's.
ft-gazed rechecks every second, so installing it switches over. Input
Settings lists Own tracker first as recommended, and says how to
install it when it's missing (checking the host's /etc through
/run/host from the dev container).
- The calibration panel has a note line, orange over the instructions:
why a dot wasn't taken (an eye lost, a blink, the eyes disagreeing for
SteamVR's tracker, from steady_samples' new drop counts; ft-eyes' reply
for ours), what a click is still waiting for after 1.5 s, and a failed
calibration's most common reason, which the Gaze page shows too.
steady_samples keeps the same samples as before (checked on 2037
windows of recordings); a lost eye is named before a blink, since its
openness reads 0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Turning gaze mode on without a calibration opened Calibrate only on the
off-to-on change, and only if it could open right then. With the headset
off, the eye tracker silent, or the panel not built, or with gaze mode
already on when the gaze service started, nothing opened and nothing said
why: the pointer just stayed a mouse.
- The gaze service now checks every second: gaze mode on, no calibration
for the tracker in use, eyes seen -> the full calibration opens. One
that closes unfinished opens again only after the headset comes off and
on, gaze mode off and on, or Calibrate, so it doesn't loop. A start that
fails retries every 10 s.
- Its status says why gaze mode can't work yet (checks.problem): not
calibrated and opening, open, closed unfinished, or can't open and why.
- Input Settings shows that under the Gaze pointer switch, along with the
gaze service not installed or not running and our tracker missing its
frame grabber.
- ft-gazectl on notes a missing calibration.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
hands/ft-cutouts on|off|status starts ft-camd and ft-hands as transient
user units with ft-hands' new --no-gestures: hands are published for
ft-screens' cutouts, but no pinch or grip is detected, so nothing clicks
or drags and a closing hand doesn't raise the tracking rate. It needs a
build and ft-camd's capabilities, not hands/run.sh install. Its units
conflict with ft-handsctl's, so each stops the other, and they stop with
SteamVR.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A Meta+key combination (Meta+J for gaze_left, say) hides Meta's release
from the desktop, and the relay skipped share_key for it too. frame-voice
saw Meta go down on @frametop_keys and never come up, so it held all
dictated text back, waiting for that release. Keys of grabbed keyboards
are now shared as pressed, before key_binding() decides what the desktop
gets.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Key combinations (and mouse and controller buttons) get two new actions:
- steam_menu: Open Steam menu / close dashboard (steam/ft-steam menu).
- command:CMD: run CMD with sh -c, as the relay's service, with layout/,
float/ and steam/ on its PATH. Input Settings offers it for key
combinations as Run a command...
Both work without pointer mode.
A modifier on its own is now a key combination too: a tap, pressed and
released with no other key, mouse button, or scroll in between. A bound
tap sends the desktop F24 before the release, so Plasma's launcher stays
shut. The defaults gain a Meta tap for the Steam menu; this replaces
META_DASHBOARD, which only worked in pointer mode.
input/test/keys-test.py runs the relay against fake devices with every
outgoing socket renamed, so it's safe next to the live relay.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
steam/ft-steam menu opens the SteamVR dashboard on Steam's menu, or closes
the dashboard if it's up, without pointer mode: it asks Steam's UI over its
debugging port to show its dashboard overlay (ShowVROverlay, what Steam
calls itself) and focus the Steam frame's left menu (MenuStore.OpenMainMenu).
ft-steam check says whether those calls still exist, and update-check.py
runs it, since a Steam client update can rename them.
The CDP client moves from display-settings/steam_settings.py to
steam/steamui.py, so both use it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Typing on a pass-through keyboard tells the helper "typing". With the
helper not running (SteamVR off), that send raised ConnectionRefusedError
and the relay exited, dropping every grab until systemd restarted it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- desktops.sh uninstall also removes Launch as Standalone's app copies
and the title bar decoration, and Display Settings' uninstall the
profiles' launcher entries; its install writes them back from the
saved profiles (new: ft-layout launchers)
- the README says which settings an uninstall leaves
- the install command is now curl -fsSL https://deejanuz.github.io/
frametop/get.sh | bash (GitHub Pages, from main)
- ft-gaze logs "action manifest ...: ok" instead of "error 0"
Found in a clean install test on the Frame (2026-10-01): uninstall,
then get.sh from the headset into a fresh clone; everything installed
and doctor.sh passed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- install.sh no longer offers hand tracking (it's heavy on the CPU and
needs more work); hands/ still builds and installs by hand
- the build container drops python3-opencv and python3-numpy, which
only hand tracking's tools used: Fedora's OpenCV pulls in over a GB
- README: a new opening and feature list, the Use section by topic
(screens, mouse, floating windows, profiles, gaze), and new known
limitations
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- get.sh: curl ... | bash asks for stable (main) or experimental,
clones or updates ~/frametop, and runs install.sh; run it again to
update or switch
- install.sh offers gaze mode (step 8, yes by default) and notes what
to do if an SSH connection drops
- Input Settings' Gaze page says when the gaze service isn't installed
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- frame_sudo (scripts/_env.sh) replaces three copies of sudo_run. On
the Frame it asks in the terminal even when stdin isn't one, which
install.sh's steps never had: saying yes to the Bluetooth fixes or
hand tracking stopped the install with "no terminal for sudo".
From a PC it asks through ssh -t when .env has no password.
- start_with_steamvr: the pointer, power, and gaze services restart
when SteamVR runs (a re-install runs the new code) and are left to
start with it when it doesn't, instead of failing the install.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- floating-windows.md and profiles.md describe what's built, with what
isn't listed as such; the plans, phases, and branch notes are gone
- hands-migration.md is gone: the move is done; its open items are in
hands/README.md's Known issues
- reference.md: Layout & profiles, every action, key combinations,
floating windows, the gaze pointer, and hand tracking as they are
- design.md gets the KWin findings from floating-windows.md
- README, gaze/README, AGENTS, hazards, gaze-controllers, and the
example config catch up with gaze, hands, and the stuck-key fix
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- gaze/tracker/lab/eyes_track.py: nothing used it
- Input Settings: the pointer role backend, whose page was removed
- ft-screens: no log line for every floating-window resize
- hands: ft-hands --help gives the palm-down default (1: off), the
uninstall removes ft-handsctl's link, .frame-job is ignored
- Display Settings: "Save as profile…", not "Save current arrangement"
- two stale comments (ft-pointer's grabprobe, ft-gaze)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With no head pose (the headset off), ft-layout use stopped before
ft-floatd opened the apps. The screens now stay where they are, the
profile's hidden screens still hide, and the apps open.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The gaze checks and calibration in a headset panel (quick, five, full, headset
fit; shared-buffer drawing, click-to-capture), keyboard and mouse gaze clicks
(Meta+J/K, the mouse's buttons alike, mouse moves only while a button is held,
double right/Meta+K tilts a drag), one 55 degree learning limit with a quick
check past it, eye presence for "the headset went on", the gaze probe as a
development tool, and the relay releasing keys the desktop has down that no
keyboard holds.
Conflicts with the profiles: the relay keeps known_action/needs_pointer and
the gaze defaults (Meta+J/K and the float key); Input Settings keeps the
profile actions everywhere and the gaze actions in key combinations only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After a gaze calibration, Meta stayed down in KWin: typing opened the overview,
and clicks on the desktop did other things. A key can be left down there when
its device vanishes with it held (release_held only let go of it on the relay's
own devices; the Z3's keyboard dropped out twice right then) or a release goes
astray. The relay now remembers which keys it told ft-screens went down, and
once a second releases any no device holds (EVIOCGKEY), and the key
combinations forget a Meta or modifier no device holds. A relay that starts
releases the modifiers on the desktop, for keys an earlier one left down.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The panel drew each picture with SetOverlayRaw, a new texture upload every
time: the full calibration's 1024x768 picture flickered on every change, and
in a live test the headset kept showing the last calibration picture after the
panel had drawn the fit check (2026-10-01). Now, as screens/keyboard.cpp does,
it writes into three linear DMA-BUFs SteamVR imported once (the size of the
biggest panel; texture bounds show the part in use) and switches between them.
A show makes the overlay visible once its first picture is in.
The full calibration's and the five-dot check's dots wait for a left click or
Meta+J while you look at the dot, in place of capturing any steady gaze (which
can be a look somewhere else); no capture ring, no 8 s skip, and the check
closes after 2 minutes without a click. The quick check still captures itself.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Check headset fit now runs in the headset panel too ("fitcheck"): a card per
eye (tracked or lost, the tracker's signal, how much of the last 10 s it was
seen) and the hints, from the probe's fitcheck.py, updated at most twice a
second; left click or Meta+J runs its guided check, right click or Meta+K closes
it. So Quick check, Calibrate, and Check headset fit all happen in one place.
The gaze probe moves to the Gaze page's overflow menu as "Gaze probe
(development)", and its app menu entry says it's a development tool. Texts that
sent users to it ("use Calibrate… with Own tracker") point at Calibrate.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A drag begun by right during the left's held-back press (or Meta+K during
Meta+J's) now lasts while either button or key is held, so pressing the right
one again is free: it tilts, as a right press does during any mouse drag. Meta+K
during a keyboard drag (held still into one, or the second Meta+K) tilts while
held: the head turns the panel, and the mouse can too; let go and the head drags
again from there.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The right button's press is held back like the left's: hold it, the pointer
stops where you look, move onto the target, and the right click comes on the
release (held still, it's a real right press). Right during the left's held-back
press now starts a drag where the pointer is, as Meta+J then Meta+K does, in
place of a right click there; letting go of either drops it. So once you've
moved, the left alone only clicks, and the right starts a drag.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>