A sticky-feeling banner appears whenever any job is queued or active.
It shows the eyebrow (Downloading / Queued), the current title's name,
a "3 of 9" chip when more than one job is in this batch, plus
percent, speed, and ETA. A thin gradient bar runs edge-to-edge along
the bottom so the at-a-glance state matches the per-card progress.
Batch counting: jobs with state in {queued, active, done} make up the
batch; done count + 1 is the current position. When all queued jobs
finish and roll out of the pool list the banner hides on the next poll.
While the active job's manifest is still being fetched (no total_bytes
yet) the bar runs an indeterminate sweep so the user isn't staring at
a frozen 0%. Speed comes from the existing per-job smoothed estimate
in reconcileFromJobs so the banner shares one source of truth with
the per-game tiles.
Render hooks: renderGames() and applyDownloadProgress() both call
renderGlobalStatus(), so every refresh path keeps it in sync without
adding a separate timer.
Resume: write the sidecar after every completed piece instead of batching
every 8. Each piece's bytes are already fdatasync'd and the sidecar write is
a tiny atomic tmp+rename, so an unclean kill now re-downloads only the pieces
still in flight, not a batch of up-to-8 already-finished ones. Drops the now
-unused 'unpersisted' counter.
UI: the "parallel download connections" control is now a stepper — two large
54px -/+ buttons around a tabular value, in a row beside its label, instead of
a full-width number field for a 1-16 value. Big targets and a clear green focus
ring suit controller navigation (the UI is driven by the PS5 pad via the home
tile). Tapping -/+ updates and auto-saves that field alone (debounced), applying
live on the server.
Split the single morphing button into a green/amber play-pause (Update →
Pause → Resume) and a red stop (Cancel). Pause aborts the download but
keeps the partial (resumable); Cancel aborts and deletes. Backend gets a
separate pause flag distinct from cancel.
Resume now continues WITHIN a part: the partially-written piece is fetched
from its last byte via an HTTP byte range (with a safe fall back to
re-fetching the whole piece if the CDN ignores the range), instead of
re-downloading the whole part. A title is resumable as soon as any bytes
are on disk.
Version bumped to 0.0.3 (no release tagged).
Replace the single-page layout with a view-based one (Games / Settings /
Logs via the left nav) and fold all download UI into the game tile — the
separate download queue is gone.
Per tile while downloading: an in-tile progress bar with auto-scaled size
(B/KB/MB/GB/TB), live transfer speed and ETA from the poll deltas, and a
green "Downloading" marker. One fixed-width action button that no longer
reflows with its label: a blue Update/Download/Install that morphs into an
amber Cancel while the download runs, plus a ghost Delete for a finished
package.
Settings and Logs moved to their own pages. Mobile-first responsive layout
(rail collapses to a top bar, icon-only nav, single-column tiles, >=44px
touch targets, 16px inputs). Real free space (statvfs) is shown auto-scaled
in the rail and status strip.
New "Home-screen shortcut" toggle (default on, persisted as home_shortcut
in config.json). The actual PS5 tile install is not wired yet: it needs a
prebuilt deeplinkUri stub PKG installed via sceAppInstUtil.
Fixes from an adversarial review pass:
- Reconcile in-flight downloads from /api/downloads onto the cards, so
progress + Cancel appear after a reload or a download started elsewhere,
and stop the per-poll full-grid rebuild.
- Clear the downloaded flag on install and once the server reports the
title up to date, so a patched title no longer shows Install/Delete
forever.
- Zero a stale speed/ETA if the byte counter goes backwards.
- a11y: nav buttons keep an accessible name when the label is hidden on
small screens; visible focus ring on the search box; filter group is
role=group with aria-pressed; drop the noisy grid-level aria-live; fold
the transient "checking" state into a visible filter bucket.
Cancel a running download (the worker aborts mid-piece and the partial
file is removed) or delete a finished package, from the queue or the
title card. The progress callback now returns an abort signal that
reaches libcurl and the manifest merge loop.
Manifest merge: bound the piece scan to the "pieces" array so a later
"url" key (e.g. playgoChunkCrcUrl) can't be appended as a bogus piece,
and require each piece's fileOffset to match the bytes written so far so
an out-of-order manifest fails instead of silently producing a corrupt
package.
Report real free space on the download partition via statvfs; it was a
hardcoded 0.
Fixes found in review:
- scan: bound the SFO entry table to the bytes actually read and require
the key to be NUL-terminated before strcmp (OOB read on a crafted
param.sfo from a shadow-mounted dir).
- proc: bound the kinfo_proc walk and the name compare to the record and
the buffer.
- install: publish the API probe under the lock (data race with the MHD
worker thread) and initialize rc2.
- verxml: reject a truncated attribute value instead of returning it as
valid.
- web: keep download/install/downloaded flags across a refresh, stop the
queue poll only after repeated empty results, coerce the progress
number, and treat a cancelled download (HTTP 200, ok:false) as
not-downloaded.