# UI patches `uiPatches.patches`, `uiPatches.lib` (modules `steam-ui-patches`, `steamvr-debugger`). For patch authors, and for fixing patches after a Steam update. Options: [README, Options](../README.md#options). Which file runs where: [Development](development.md). ## Problem Steam's UI and SteamVR's dashboard can't be extended: their files belong to Steam, and Steam overwrites them on every update. ## What you get Steam's UI and SteamVR's dashboard (`vrwebhelper`) are CEF web pages with a local DevTools port: `127.0.0.1:8080` for Steam (SteamOS passes `-cef-enable-debugging`), `127.0.0.1:8087` for SteamVR once [its debugger](steamvr-debugger.md) is on. The `steam-ui-patches` user service (`injector.mjs`) patches the running pages through them; Steam's files are never modified. The [launcher menu](launcher-menu.md), [dashboard](#steamvr-dashboard-patches) and [VR keyboard](keyboard.md) features are such patches (the extra keys have their own injector, `steam-keyboard-patch`), and you can add your own. Turning a feature off (or stopping the `steam-ui-patches` / `steam-keyboard-patch` user services) restores the stock UI without a Steam restart. Log: `journalctl --user -u steam-ui-patches -u steam-keyboard-patch`. ## Caveats and security - Patches depend on Steam UI internals and can break with an update; find modules by signature, not id ([below](#finders-and-signatures)). - Don't expose the DevTools ports ([DevTools on the LAN](#devtools-on-the-lan)). ### DevTools on the LAN Steam's Developer Mode enables `steam-web-debug-portforward` (`0.0.0.0:8081` → `8080`) and `steamvr-web-debug-portforward` (`0.0.0.0:8088` → `8087`), and firewalld allows ports 1024-65535, so anyone on the network could run code in Steam's UI. No patch needs Developer Mode, so keep it off. If it was on while those units were masked, they may stay enabled: check with `systemctl is-enabled steam-web-debug-portforward steamvr-web-debug-portforward` and `sudo systemctl disable` them. ## SteamVR dashboard patches [Dashboard windows](dashboard-windows.md), [Steam close button](steam-close-button.md), [window curvature](window-curvature.md), [window control bar](window-control-bar.md) and the [VR pet](pet.md) patch SteamVR's dashboard while it runs. What they have in common: - Each turns on the [SteamVR debugger](steamvr-debugger.md) (**the first time, restart SteamVR once**). - They depend on SteamVR UI internals: each is found by signature (its entry in `modules/steam-ui-patches/lib/signatures.json` has the patch's name; the VR pet's are inline in `modules/pet/systemui.js`); after an update that changes them the dashboard stays stock (see [after a Steam update](#after-a-steam-update)). Tested with SteamVR build 11008059. - All are laser-only: gamepad navigation sees the stock dashboard. - All are `mkPatch` patches of `vrwebhelper` (page title `systemui`, DevTools `127.0.0.1:8087`, webpack chunk `webpackChunkvrwebui`), registered only when enabled. Sources: `modules//patch.js`, whose header comments go into more detail. ## Defining a patch A `steamFrame.uiPatches.patches` entry (fields: [README, Options](../README.md#options)): ```nix steamFrame.uiPatches.patches = [ { name = "my-patch"; target.title = "SharedJSContext"; # Steam's main JS context patch = ./my-patch/patch.js; unpatch = ./my-patch/unpatch.js; } ]; ``` Patches are evaluated on attach, after new JS contexts (reloads) and every 15 s, so they must be idempotent: return e.g. `"patched"` once, then `"unchanged"` (not logged); other results are logged when they change (`journalctl --user -u steam-ui-patches`). On stop, `unpatch` restores the stock UI. The service exists only while the list is non-empty and is restarted on every switch. ## Persistent state With `state = true`: a patch's choices made in the UI can't be kept in the page's own storage, since SteamOS's `steamvr.service` runs `rm -rf ~/.cache/SteamVR` (vrwebhelper's browser profile, incl. localStorage) on every SteamVR start. So the service keeps one JSON value per such patch in `~/.local/state/steam-frame-nix/ui-patches/.json` (`$XDG_STATE_HOME`): - before each evaluation it defines `window.__sfuiStore.get(name)` / `.set(name, value)` in the page and fills `get` from the file only while the page has no value yet (a fresh page after a SteamVR restart, reboot or reload); - `set` goes through the DevTools binding `window.__sfuiStoreSave`; the service writes the file atomically, only on change, only for that page's `state` patches, at most 64 KiB. Used by the [window control bar](window-control-bar.md), the [Steam close button](steam-close-button.md) and the [VR pet](pet.md). The file is user data, not generated by Nix: it is kept when the patch is disabled or removed and removed only by `steam-frame-nix-cleanup --all` or `install.sh uninstall`; see [changes outside Nix](../README.md#changes-outside-nix-exceptions). ## Finders and signatures Webpack module ids and export names change with every Steam UI build, so patches never use them. `modules/steam-ui-patches/lib/finders.js` (like Decky Loader's `findModule`/`findInReactTree` or Vencord's `find`) locates by *signature*: - a **module** by strings/regexes in its factory source; - an **export** by shape: type, function source, arity, data properties, prototype methods or getters; - **React** fibers by props (`findFiberUp`, `findFiberDown`, `findInReactTree`). Every signature must match exactly once, otherwise the patch changes nothing and reports it: `resolvePatch` returns e.g. `signature not found, Steam left unpatched: layouts.currentLayout (module 40222): ambiguous export, candidates r_, xy` as the patch's result. Results are cached per page. The library also has `ensureStyle(doc, id, css)`, `logger(buffer)` (a capped debug log) and `keyboardPopup()` (Steam's VR keyboard popup or `null`). Signatures live in `modules/steam-ui-patches/lib/signatures.json`, shared by patches and the offline checker. An entry can also list `expects` (strings the patch relies on, checked offline only) or be `checkOnly` (anchors not used through the finder, checked offline only; with `stylesheet` instead of `module` it is matched against the bundle's CSS). ### mkPatch `steamFrame.uiPatches.lib.mkPatch` wraps a patch file — a function expression `(find, sigs, opts, hooks) => …` returning a status string — with the finder library, its signatures, options and the shared hooks (details in `modules/steam-ui-patches/lib/default.nix`): ```nix steamFrame.uiPatches.patches = [ { name = "my-patch"; target.title = "SharedJSContext"; patch = config.steamFrame.uiPatches.lib.mkPatch { name = "my-patch"; src = ./my-patch/patch.js; # ((find, sigs, opts, hooks) => { … }) signatures.thing = { module.includes = [ "SomeUniqueString" ]; exports.Thing = { type = "class"; protoMethods = [ "DoIt" ]; }; }; opts.factor = 2; }; unpatch = ./my-patch/unpatch.js; } ]; ``` ```js ((find, sigs, opts, hooks) => { const mods = find.resolvePatch('webpackChunksteamui', sigs); // SteamVR dashboard: 'webpackChunkvrwebui' if (typeof mods === 'string') return mods; // signature not found const Thing = mods.thing.exports.Thing; … }) ``` ### Shared method hooks `modules/steam-ui-patches/lib/hooks.js`, argument `hooks`, also `window.__sfuiHooks`: patches intercepting the same method (e.g. the dashboard mailbox's `SendMessage`, used by [dashboard windows](dashboard-windows.md#how-it-works) and [window curvature](window-curvature.md#how-it-works)) register named hooks; one wrapper per method runs them in registration order, so patches can be injected, upgraded and reverted in any order. ```js hooks.before(Mailbox.prototype, 'SendMessage', 'my-patch', (args) => { if (args[1]?.type === 'update_scene_graph') rewrite(args[1].scene_graph); }); hooks.remove(Mailbox.prototype, 'SendMessage', 'my-patch'); // in unpatch ``` Patches reacting to presses on the curvature controls follow the [window curvature contract](window-curvature.md#contract-for-other-patches) (`sfui-curv-*`). ## After a Steam update If a Steam or SteamVR update changes Steam's code so a signature no longer matches exactly once, that patch changes nothing: the feature stays stock and the journal (see [above](#what-you-get)) says why, e.g. `signature not found, Steam left unpatched: …`. Update steam-frame-nix (`nix flake update steam-frame-nix`, then switch) once it supports the new build. Check the signatures offline (Steam need not run) from a checkout: ```sh nix shell nixpkgs#nodejs -c node scripts/check-signatures.mjs ``` It loads Steam's UI bundle (`~/.local/share/Steam/steamui`) and SteamVR's dashboard (`/opt/steamvr/resources/webinterface/dashboard/systemui.html`), evaluates every signature with the patches' finder code (exports in an inert sandbox) and prints per patch `found` (module id, export name), `ambiguous` or `missing`, plus warnings for missing `expects`; exit status 1 if anything is missing or ambiguous: ``` bundle steamui: 2827 modules in /home/deck/.local/share/Steam/steamui (build 11041156) steam-keyboard-patch (steamui) layouts found module 40222 (chunk~2dcc5aaf7.js) .currentLayout found export r_ … OK: all signatures match exactly once ``` To fix a signature, inspect the new module sources (`scripts/webpack-modules.mjs`), adjust `signatures.json` and bump the patch's `VERSION` if its code changes. Flags: `--signatures FILE` (your own, bundles `steamui` / `vrwebui-systemui`), `--dir steamui=DIR`, `--patch NAME`, `--strict` (fail on warnings), `--json`.