28 Commits
Author SHA1 Message Date
Julian 816aff8902 better refreshing on client app to avoid showing stale data 2026-10-05 01:20:11 +02:00
Julian cd029b0050 Release v0.1.5 2026-10-04 21:20:59 +02:00
Julian 724acd4ac6 token rotation, connection blacklist, dont log token 2026-10-04 21:20:02 +02:00
Julian 69ac066bad Release v0.1.4 2026-10-04 20:56:19 +02:00
Julian 58836dfadc fix #6, systemd --user not available in Desktop Modes nested session
fixed with fallback in service.rs
adjusted documentation, ssh is now recommended
added to troublshooting doc
2026-10-04 20:54:58 +02:00
Julian fb78f43862 updated future section in readme 2026-10-04 01:58:15 +02:00
Julian 8e02b62ca9 proper steam frame controller icons (thanks to kenney's input prompt pack!) 2026-10-04 01:57:17 +02:00
Julian 1e01b830b4 bump java version to 17 2026-10-04 01:51:37 +02:00
Julian 675a50fdb1 Release v0.1.3 2026-10-04 01:43:12 +02:00
Julian a0fd89809b Merge remote-tracking branch 'origin/main' 2026-10-04 01:39:26 +02:00
Julian 607da0f88d Android 17 local network prompt, connection robustness, comment cleanup
- App: request ACCESS_LOCAL_NETWORK on Android 17+ and show a hint with
  an "Open app settings" button when it's denied (#3)
- App: accept IPv6 addresses as host, suggest the IP when .local fails
- Agent: fall back to IPv4 if IPv6 is unavailable, prefer the stable
  /dev/video-enc0 encoder path
- Trim redundant comments across agent and app
2026-10-04 01:38:04 +02:00
Julian 9c04f99a25 missing --user flag fixed (#2) 2026-10-04 01:30:50 +02:00
Sil3nt 7034b8f88b Merge pull request #4 from bigkpwns/android17-local-network-permission
Declare ACCESS_LOCAL_NETWORK for Android 17 (target SDK 37)
2026-10-04 01:18:34 +02:00
Caleb Garber 4b2d141c4c Declare ACCESS_LOCAL_NETWORK for Android 17 (target SDK 37)
Android 17 blocks local network access by default for apps targeting
SDK 37. The released APK targets 37 and declares only INTERNET, so on
Android 17 devices (e.g. Pixel 11 Pro XL) the app's WebSocket to the
Frame's agent on port 7380 is dropped silently before any packet
leaves the phone. tcpdump on the frame's wlan0 showed browser
connections arriving but zero packets from the app, confirming the
block happens on the client side.

Adding the permission declaration lets the user grant it under
Settings > Apps > FrameMate > Permissions. This is verified: after
granting it on a Pixel 11 Pro XL running Android 17, the app
connected immediately. On Android 16 (SDK 36) the permission is an
opt-in flag and has no effect, on older releases it is unknown and
ignored, so no behavioral change.

The recommended companion (a runtime requestPermission() prompt before
first connect, to avoid requiring the user to find the toggle
themselves) is tracked in the linked issue; it is not included here
because it could not be verified on an Android 17 device during
development.

Signed-off-by: Caleb Garber <8532661+bigkpwns@users.noreply.github.com>
2026-10-03 17:40:57 -05:00
Sil3nt 7a83161228 Update README to remove flatpak file post-installation
Remove the downloaded flatpak file after installation.
2026-10-03 22:52:21 +02:00
Julian 66f6acced2 Release v0.1.2 2026-10-03 22:46:46 +02:00
Julian 90ccfad498 automatic update checking 2026-10-03 22:46:20 +02:00
Julian 1cb434f03d addition to Troubleshooting 2026-10-03 22:38:15 +02:00
Julian f985f109c7 IPv6 binding + Troubleshooting page 2026-10-03 22:36:48 +02:00
Julian Limburg b572465513 fix for possible issues with mdns resolving frame.local to IPv6 2026-10-03 20:54:13 +02:00
Julian Limburg 5f05387985 licencing and contribution 2026-10-03 18:32:41 +02:00
Sil3nt 0fe4d9e502 Document AI usage in project 2026-10-03 17:35:52 +02:00
Julian Limburg cb99789500 small changes 2026-10-03 17:35:15 +02:00
Sil3nt 017e11e9a5 Update issue templates 2026-10-03 15:39:00 +02:00
Sil3nt 2abea1ea42 Update logo to white version 2026-10-03 13:52:01 +02:00
Sil3nt 40b71404dc Update demo video link format in README 2026-10-03 13:46:03 +02:00
Sil3nt 22ad3744bf Update README.md 2026-10-03 13:43:46 +02:00
Sil3nt a8052f075f Add demo video link to README description 2026-10-03 13:43:17 +02:00
53 changed files with 1968 additions and 222 deletions

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---
name: Bug report
about: Create a report to help me improve the app
title: ''
labels: ''
assignees: ''
---
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Expected behavior**
A clear and concise description of what you expected to happen.
**Screenshots**
If applicable, add screenshots to help explain your problem.
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# Contributing to FrameMate
Patches, bug reports and testing on other SteamOS versions are all welcome.
FrameMate leans on undocumented Steam internals, so reports of "this broke
after an update" are useful even without a fix attached.
## Sign your commits (DCO)
FrameMate uses the [Developer Certificate of Origin](DCO), same as the Linux kernel.
There is no CLA to sign and no copyright assignment: you keep the copyright on your work.
Every commit must carry a `Signed-off-by` line matching the author:
```sh
git commit -s -m "Fix controller battery after sleep"
```
That appends:
```
Signed-off-by: Your Name <your.email@example.com>
```
Forgot it? `git commit --amend -s` for the last commit, or
`git rebase --signoff main` for a branch. Please use a name you're comfortable having in the public git history, sign-offs are permanent.
By signing off you certify the four points in [`DCO`](DCO), and that your
contribution is offered under:
- the **GNU GPL v3.0 or later** ([`LICENSE`](LICENSE)); **and**
- the additional terms in [`LICENSE-EXCEPTION.md`](LICENSE-EXCEPTION.md) —
notably the GPL §7 app store distribution permission.
That second point is key, it allows future app store releases without needing to get approval from every past contributor.
## Project layout
| Path | |
|---|---|
| `crates/agent` | The agent that runs on the Frame. Static `aarch64-unknown-linux-musl` binary, shipped as a Flatpak |
| `app` | The phone app: SvelteKit frontend |
| `app/src-tauri` | The app's Rust shell |
| `scripts` | `flatpak.sh` (build/install the agent), `deploy.sh` (dev loop on the Frame), `release.sh` (tag a release) |
Following should be preserved:
- **The agent stays small and dependency-light.** It's ~5 MB and idles at
practically zero CPU on a battery-powered headset. New dependencies in
`crates/agent` need to earn their place.
- **The agent stays free of heavyweight media stacks.** Encoding talks to the
V4L2 encoder through raw ioctls (`crates/agent/src/{v4l2,encoder}.rs`)
because GStreamer's `v4l2h264enc` fails caps negotiation with this driver and isn't in the Flatpak runtime.
## Development
Setup and build commands are in [Building from
source](README.md#building-from-source). The quick loop:
```sh
scripts/deploy.sh # build + run the current agent on the Frame (| logs | stop)
cd app && bun run tauri dev # desktop window for UI work
```
`scripts/*.sh` reach the Frame as `steamos@frame.local`; override with
`FRAME_HOST`.
## Before you open a PR
CI only builds release artifacts on pushed `v*` tags, which needs push access to this repository, so it never sees a pull request. Nothing will catch mistakes for you, so please run these yourself:
```sh
cargo test # agent unit tests (host target, not musl)
cargo fmt --all # default rustfmt, no custom config
cargo clippy --all-targets
cd app && bun run check # svelte-check + TypeScript
```
Also:
- **Don't bump version numbers manually.** `scripts/release.sh` sets them everywhere at
once, and the release job verifies the tag matches `Cargo.toml` and
`tauri.conf.json`.
- Keep commits focused, and match the surrounding comment style
- Document *why* a hardware or Steam quirk is handled a certain way
- If a change depends on a particular SteamOS or Steam client version, say so in the PR.
## Reporting bugs
Use the [bug report template](.github/ISSUE_TEMPLATE/bug_report.md) and include
your SteamOS version (Settings -> System), the agent version, and relevant agent
logs from `scripts/deploy.sh logs`.
Generated
+2 -1
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@@ -327,7 +327,7 @@ dependencies = [
[[package]]
name = "framemate-agent"
version = "0.1.1"
version = "0.1.5"
dependencies = [
"anyhow",
"axum",
@@ -335,6 +335,7 @@ dependencies = [
"libc",
"serde",
"serde_json",
"socket2",
"tokio",
"tokio-tungstenite 0.30.0",
"tracing",
+2 -1
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@@ -5,8 +5,9 @@ resolver = "3"
members = ["crates/agent"]
[workspace.package]
version = "0.1.1"
version = "0.1.5"
edition = "2024"
license = "GPL-3.0-or-later"
[profile.release]
strip = true
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Developer Certificate of Origin
Version 1.1
Copyright (C) 2004, 2006 The Linux Foundation and its contributors.
Everyone is permitted to copy and distribute verbatim copies of this
license document, but changing it is not allowed.
Developer's Certificate of Origin 1.1
By making a contribution to this project, I certify that:
(a) The contribution was created in whole or in part by me and I
have the right to submit it under the open source license
indicated in the file; or
(b) The contribution is based upon previous work that, to the best
of my knowledge, is covered under an appropriate open source
license and I have the right under that license to submit that
work with modifications, whether created in whole or in part
by me, under the same open source license (unless I am
permitted to submit under a different license), as indicated
in the file; or
(c) The contribution was provided directly to me by some other
person who certified (a), (b) or (c) and I have not modified
it.
(d) I understand and agree that this project and the contribution
are public and that a record of the contribution (including all
personal information I submit with it, including my sign-off) is
maintained indefinitely and may be redistributed consistent with
this project or the open source license(s) involved.
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GNU GENERAL PUBLIC LICENSE
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If the Program specifies that a proxy can decide which future
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IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
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PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.
+56
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@@ -0,0 +1,56 @@
# Additional terms
FrameMate is licensed under the GNU General Public License, version 3 or (at
your option) any later version — see [`LICENSE`](LICENSE). The following terms
accompany that license. Nothing here takes away any permission the GPL grants
you.
## 1. Additional permission for app store distribution (GPL-3.0 section 7)
As an additional permission under section 7 of the GNU General Public License
version 3, the copyright holder grants permission to distribute FrameMate, and
works based on it, through application distribution platforms ("app stores")
whose terms of service require the distributor to accept or impose terms that
section 6 of the License would otherwise forbid — including digital rights
management, device or installation limits, and restrictions on further
redistribution imposed by the platform operator.
This permission covers the act of distribution through such a platform only.
It does **not**:
- relieve the distributor of the obligation to convey the Corresponding Source
of the distributed version, under the terms of the License, to every
recipient; or
- permit distribution of FrameMate, or works based on it, under terms other
than the License outside of such a platform.
If you distribute through such a platform, state in the listing or in the
application itself where the Corresponding Source can be obtained free of
charge.
## 2. Reserved names and artwork (GPL-3.0 section 7(e))
The following are **not** licensed under the GPL, and no trademark rights are
granted for them:
- the name **FrameMate**;
- the FrameMate logo — `assets/framemate-black.{png,svg}` and
`assets/framemate-white.{png,svg}`;
- the application identifiers `dev.framemate.Agent` and `dev.framemate.app`.
You may fork and redistribute the source and binaries under the GPL, and you
may truthfully state that your work is derived from FrameMate. You may not name
your fork FrameMate, ship it under the logo or those application identifiers,
or otherwise present it in a way that suggests it is the original or is
endorsed by its author. A fork intended for redistribution should replace the
logo files and choose its own application identifier.
## 3. Third-party material
- Icons are from Material Symbols by Google, licensed Apache-2.0. See
[`app/src/lib/icons/LICENSES.md`](app/src/lib/icons/LICENSES.md). Apache-2.0
is compatible with GPL-3.0; the icons remain under their own license.
- Game artwork shown in the app is loaded at runtime from Steam's public CDN
and is not part of this project.
- Steam, SteamOS and Steam Frame are trademarks of Valve Corporation.
FrameMate is not affiliated with or endorsed by Valve.
+48 -11
View File
@@ -1,6 +1,6 @@
<p align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="assets/framemate-black.png">
<source media="(prefers-color-scheme: dark)" srcset="assets/framemate-white.png">
<img src="assets/framemate-white.png" alt="FrameMate logo" width="128">
</picture>
</p>
@@ -8,7 +8,7 @@
<h1 align="center">FrameMate</h1>
<p align="center">
A companion app for the <b>Steam Frame</b>: mirror the headset to your phone, keep an eye on battery, controllers, downloads and what's playing.
A companion app for the <b>Steam Frame</b>: mirror the headset to your phone, keep an eye on battery, controllers, downloads and what's playing. <a href="https://youtu.be/Tva1_8JajW4">Demo Video</a>
</p>
## At a glance
@@ -54,27 +54,33 @@ You need a Steam Frame and an Android phone on the same network.
### 1. Agent on the Steam Frame
The agent ships as a Flatpak. Open a terminal on the Frame (Desktop Mode → Konsole, or via SSH)
and run:
The agent ships as a Flatpak. Open a terminal on the Frame via SSH (recommended), or Desktop
Mode → Konsole ([see here](TROUBLESHOOTING.md#installing-from-desktop-mode)), and run:
```sh
curl -LO https://github.com/nailuj05/framemate/releases/latest/download/framemate-agent.flatpak
flatpak install --user -y framemate-agent.flatpak
flatpak run dev.framemate.Agent install-service
flatpak run dev.framemate.Agent token
flatpak run --user dev.framemate.Agent install-service
rm framemate-agent.flatpak
```
- `flatpak install` pulls the Freedesktop runtime from Flathub if it isn't installed yet
(about 270 MB, once).
- `install-service` registers a user service, so the agent starts with every boot – in
Game Mode too – and restarts it right away.
- `token` prints the access token (e.g. `MCK55-EGGCG`) you'll enter in the app.
Game Mode too – and restarts it right away. It then runs a self check and prints the
address and access token (e.g. `MCK55-EGGCG`) you'll enter in the app.
In Desktop Mode it can't start the agent right away (the nested desktop has no access to the
user's systemd); the agent then starts with the next restart, and the command prints how to
start it immediately.
- `flatpak run --user dev.framemate.Agent check` repeats the self check (useful when the app can't
connect); `flatpak run --user dev.framemate.Agent token` prints just the token, and
`flatpak run --user dev.framemate.Agent rotate-token` replaces it with a new one.
To **update**, download the new `framemate-agent.flatpak` and run the first three commands
To **update**, download the new `framemate-agent.flatpak` and run the same commands
again. To **remove** it:
```sh
flatpak run dev.framemate.Agent uninstall-service
flatpak run --user dev.framemate.Agent uninstall-service
flatpak uninstall --user dev.framemate.Agent
```
@@ -84,6 +90,10 @@ flatpak uninstall --user dev.framemate.Agent
2. Open it and allow your browser/file manager to install apps when Android asks.
3. In the app's **Settings** tab, enter the Frame's address (`frame.local`, or its IP) and the
token, then tap **Save & connect**.
### Troubleshooting
If you encounter any issues please check out [TROUBLESHOOTING](TROUBLESHOOTING.md).
### Web dashboard (Debug)
@@ -97,7 +107,8 @@ page in any browser, and `http://frame.local:7380/stream?token=<your token>` mir
- **Local network only.** The agent listens on port 7380 and talks plain HTTP/WebSocket, protected
by the token. Don't expose that port to the internet. The connection isn't encrypted, so others
on the same network could read the token and what's sent, including Mirroring. Use FrameMate on
networks you trust, like your home Wi-Fi, not on public or shared ones.
networks you trust, like your home Wi-Fi, not on public or shared ones. The agent also rejects
connections from public addresses outside your network (relevant for IPv6, where the Frame is globally addressable)
- **Developer Mode.** FrameMate doesn't depend on it. Note that while it is on, SteamOS's devkit
service exposes Steam's debugging interface to your whole network (port 8081); FrameMate never
uses that port.
@@ -143,6 +154,24 @@ Authenticate with `?token=<token>` or `Authorization: Bearer <token>`.
In theory this app should be able to be build for iOS aswell, I do not have the devices or infrastructure to build and test an iOS version.
If you do and you want to contribute, please let me know!
## Contributing
Patches and bug reports are welcome — see [`CONTRIBUTING.md`](CONTRIBUTING.md).
Commits need a `Signed-off-by` line (`git commit -s`); there's no CLA.
## License
FrameMate is free software under the **GNU General Public License v3.0 or
later** ([`LICENSE`](LICENSE)). You may use, study, share and modify it. If you
distribute it — modified or not, free or for money — you must pass on the same
freedoms and make the complete source available under the same license. Closed
forks are not permitted.
Two additional terms apply, in [`LICENSE-EXCEPTION.md`](LICENSE-EXCEPTION.md):
an app store distribution permission under GPL-3.0 §7, and a reservation of the
FrameMate name, logo and application identifiers (forks must use their own).
## Future
- [ ] iOS Support
@@ -150,12 +179,20 @@ If you do and you want to contribute, please let me know!
- [ ] PWA for the mobile client
- [ ] Feed on the App notifying you of newly frame verified games (in your library)
- [ ] Control Downloads (pause, resume, reorder)
- [ ] View and Transfer Screenshots
- [ ] Mobile Notifications in VR
- [ ] Turn off controller, headset, etc.
## AI usage
This project used AI for reversing the Steam API (for use in the agent), the frontend of the mobile app, the shell scripts and the Actions used for building the releases.
AI was also used for exploring how the Video Stream for Mirroring could be accessed and encoded.
## Credits
- Icons: [Material Symbols](https://github.com/google/material-design-icons) (Apache-2.0); see
[`app/src/lib/icons/LICENSES.md`](app/src/lib/icons/LICENSES.md).
- Steam Frame Controller Icons: [Kenney Input Prompts](https://kenney.nl/assets/input-prompts) (CC0)
- Game artwork is loaded from Steam's public CDN.
- FrameMate Icon made by me
+60
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@@ -0,0 +1,60 @@
# Troubleshooting
If you ran into any issues installing or using FrameMate, check out this file for possible fixes. If the issue persists please open an issue here on GitHub.
The more information you can give me the better, this page will also describe how to access more info for troubleshooting.
## Common issues
Before going any further, please ensure that you are on an up to date version of SteamOS.
Also make sure you followed the installation guide fully.
Run `flatpak run --user dev.framemate.Agent check` on the frame (ssh / console in desktop mode) for a detailed report of what might be the issue.
## Connection issues
Make sure of the following:
- Both the frame and the phone running the app need to be in the same (local) network.
- There is no firewall or router settings blocking communication between app and frame.
- Port 7380 needs to be open on the frame, this is the case by default, if you installed or configured a firewall you'll need to open that port.
- Check whether you can reach the (debug) web interface, you can access it by visiting http://frame.local:7380/healthz or http://<frame-ip>:7380/healthz in your browser.
- mDNS used for resolving frame.local might be unreliable in some cases, use the plain ip from the frame instead
- Android 17 (SDK 37) blocks local network access by default for apps that target it. FrameMate declares `ACCESS_LOCAL_NETWORK`, if it still won't connect grant the permission under Settings > Apps > FrameMate > Permissions > Local network (it is part of the Nearby devices group, you may have to open that submenu). If you deny it, the connection will fail silently with a timeout.
Note: Some guest or mesh wifi networks may isolate devices by default, make sure that isn't the issue before proceeding.
### "FrameMate only accepts connections from the local network"
The agent rejects devices it doesn't consider part of your local network. That can hit unusual
setups: a phone on a VPN, a guest or mesh Wi-Fi with its own subnet, or a router handing out
IPv6 addresses from several prefixes. The agent's log names the rejected address
(`journalctl --user -n 50 _COMM=framemate-agent`). To turn the check off, add
`Environment=FRAMEMATE_ALLOW_REMOTE=1` under `[Service]` in
`~/.config/systemd/user/framemate-agent.service`, then run
`systemctl --user daemon-reload && systemctl --user restart framemate-agent`. Please also open
an issue with your setup, so the check can be improved.
## Installation issues
If you encounter an error during installation please send me the logs and the commands you ran in a github issue.
Should the app say "Wrong token", get it with `flatpak run --user dev.framemate.Agent token`. Note that reinstalling keeps the token.
You may generate a new token with `flatpak run --user dev.framemate.Agent rotate-token` and enter the it in the app.
### Installing from Desktop Mode
If `install-service` says "systemd isn't reachable from this terminal": Desktop Mode on the Frame is a nested desktop without access to your user's systemd, so
`install-service` can't start the agent from there. The agent is still installed and starts with
the next restart of the Frame. To start it right away, run the command it prints:
```sh
env XDG_RUNTIME_DIR=/run/user/$(id -u) DBUS_SESSION_BUS_ADDRESS=unix:path=/run/user/$(id -u)/bus \
flatpak run --user dev.framemate.Agent install-service
```
Installing over SSH doesn't have this problem.
## Other issues
You encountered a different issue or think you found a bug, please let me know!
Include steps to reproduce, the output of the agents `check` command and the logs (`journalctl --user -n 200 _COMM=framemate-agent`).
+2 -2
View File
@@ -1,6 +1,6 @@
{
"name": "framemate-app",
"version": "0.1.1",
"version": "0.1.5",
"description": "",
"type": "module",
"scripts": {
@@ -12,7 +12,7 @@
"check:watch": "svelte-kit sync && svelte-check --tsconfig ./tsconfig.json --watch",
"tauri": "tauri"
},
"license": "MIT",
"license": "GPL-3.0-or-later",
"devDependencies": {
"@sveltejs/adapter-static": "^3.0.10",
"@sveltejs/kit": "^2.65.1",
+1 -1
View File
@@ -823,7 +823,7 @@ dependencies = [
[[package]]
name = "framemate-app"
version = "0.1.1"
version = "0.1.5"
dependencies = [
"tauri",
"tauri-build",
+2 -1
View File
@@ -4,7 +4,8 @@
[package]
name = "framemate-app"
description = "FrameMate companion app"
version = "0.1.1"
version = "0.1.5"
license = "GPL-3.0-or-later"
edition = "2024"
[lib]
@@ -66,8 +66,8 @@ android {
}
}
compileOptions {
sourceCompatibility = JavaVersion.VERSION_1_8
targetCompatibility = JavaVersion.VERSION_1_8
sourceCompatibility = JavaVersion.VERSION_17
targetCompatibility = JavaVersion.VERSION_17
}
buildFeatures {
buildConfig = true
@@ -76,7 +76,7 @@ android {
kotlin {
compilerOptions {
jvmTarget = JvmTarget.JVM_1_8
jvmTarget = JvmTarget.JVM_17
}
}
@@ -1,6 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android">
<uses-permission android:name="android.permission.INTERNET" />
<!-- Android 17 (target SDK 37) blocks local network access by default, the
app only talks to the Frame on the LAN, so this is required to connect.
On Android 16 (SDK 36) this permission is an opt-in flag and has no
effect, on older releases it is unknown and ignored. -->
<uses-permission android:name="android.permission.ACCESS_LOCAL_NETWORK" />
<application
android:icon="@mipmap/ic_launcher"
@@ -2,8 +2,11 @@ package dev.framemate.app
import android.content.Intent
import android.content.pm.ActivityInfo
import android.content.pm.PackageManager
import android.net.Uri
import android.os.Build
import android.os.Bundle
import android.provider.Settings
import android.webkit.JavascriptInterface
import android.webkit.WebView
import androidx.activity.enableEdgeToEdge
@@ -11,12 +14,22 @@ import androidx.core.view.WindowCompat
import androidx.core.view.WindowInsetsCompat
import androidx.core.view.WindowInsetsControllerCompat
// Android 17 (target SDK 37) blocks LAN traffic, WebView included, until this runtime
// permission ("Nearby devices") is granted. Declared in AndroidManifest.xml.
private const val LOCAL_NETWORK = "android.permission.ACCESS_LOCAL_NETWORK"
private const val ANDROID_17 = 37
class MainActivity : TauriActivity() {
override fun onCreate(savedInstanceState: Bundle?) {
enableEdgeToEdge()
super.onCreate(savedInstanceState)
// The WebView's reconnect loop picks the connection up once it's granted.
if (!localNetworkAllowed()) requestPermissions(arrayOf(LOCAL_NETWORK), 1)
}
private fun localNetworkAllowed() =
Build.VERSION.SDK_INT < ANDROID_17 || checkSelfPermission(LOCAL_NETWORK) == PackageManager.PERMISSION_GRANTED
override fun onWebViewCreate(webView: WebView) {
super.onWebViewCreate(webView)
webView.addJavascriptInterface(NativeBridge(), "FrameMateAndroid")
@@ -24,11 +37,7 @@ class MainActivity : TauriActivity() {
/** `window.FrameMateAndroid`: things the WebView can't do itself. */
inner class NativeBridge {
/**
* The app is portrait-only (see AndroidManifest). The headset view calls
* `FrameMateAndroid.setFullscreen(true)` to go landscape without system bars.
* WebViews can't do this themselves: the Screen Orientation API is browser-only.
*/
/** Landscape without system bars for the headset view; WebViews can't lock orientation. */
@JavascriptInterface
fun setFullscreen(enabled: Boolean) = runOnUiThread {
requestedOrientation =
@@ -43,7 +52,7 @@ class MainActivity : TauriActivity() {
}
}
/** Opens a web link in the system browser instead of navigating the app's WebView away. */
/** System browser instead of navigating the WebView away. */
@JavascriptInterface
fun openUrl(url: String) = runOnUiThread {
val uri = Uri.parse(url)
@@ -51,5 +60,14 @@ class MainActivity : TauriActivity() {
startActivity(Intent(Intent.ACTION_VIEW, uri))
}
}
@JavascriptInterface
fun localNetworkAllowed() = this@MainActivity.localNetworkAllowed()
/** After two denials Android stops prompting; only the app's settings page is left. */
@JavascriptInterface
fun openAppSettings() = runOnUiThread {
startActivity(Intent(Settings.ACTION_APPLICATION_DETAILS_SETTINGS, Uri.fromParts("package", packageName, null)))
}
}
}
+1 -1
View File
@@ -1,7 +1,7 @@
{
"$schema": "https://schema.tauri.app/config/2",
"productName": "FrameMate",
"version": "0.1.1",
"version": "0.1.5",
"identifier": "dev.framemate.app",
"build": {
"beforeDevCommand": "bun run dev",
+7 -2
View File
@@ -1,4 +1,3 @@
// See https://svelte.dev/docs/kit/types#app.d.ts
declare global {
namespace App {
interface PageState {
@@ -9,7 +8,13 @@ declare global {
interface Window {
/** Native bridge from MainActivity.kt (Android only). */
FrameMateAndroid?: { setFullscreen(enabled: boolean): void; openUrl(url: string): void };
FrameMateAndroid?: {
setFullscreen(enabled: boolean): void;
openUrl(url: string): void;
/** False on Android 17+ until "Nearby devices" (local network) is granted. */
localNetworkAllowed?(): boolean;
openAppSettings?(): void;
};
}
}
+68 -18
View File
@@ -1,11 +1,14 @@
// Connection to the framemate-agent on the Frame. Holds the latest state pushed over
// `/api/ws` and reconnects on its own. Settings live in localStorage.
// Connection to the agent: latest state from `/api/ws`, reconnects on its own.
import type { AgentState } from "./types";
const STORAGE_KEY = "framemate.connection";
const DEFAULT_PORT = 7380;
const RETRY_MS = 3000;
/** A connect that hasn't opened by then is given up (a sleeping Frame never answers the SYN). */
const CONNECT_TIMEOUT_MS = 8000;
/** The agent pushes at least every ~10 s (power poll); silence beyond this means a dead socket. */
const SILENCE_MS = 25000;
export interface ConnectionSettings {
/** Hostname or IP, optionally with `:port`. */
@@ -29,20 +32,30 @@ class Agent {
state = $state<AgentState | null>(null);
status = $state<ConnectionStatus>("unconfigured");
/** When the last message arrived; tells live data from a snapshot left over from before. */
receivedAt = $state(0);
#socket: WebSocket | null = null;
#retry: ReturnType<typeof setTimeout> | undefined;
#watchdog: ReturnType<typeof setTimeout> | undefined;
/** True while `state` is being kept current by an open connection. */
get live() {
return this.status === "connected";
}
get configured() {
return this.settings.host.trim() !== "" && this.settings.token.trim() !== "";
}
/** `host:port` of the agent. */
get authority() {
const host = this.settings.host.trim();
if (host.startsWith("[")) return /\]:\d+$/.test(host) ? host : `${host}:${DEFAULT_PORT}`;
// A bare IPv6 address needs brackets before a port can follow.
if ((host.match(/:/g) ?? []).length > 1) return `[${host}]:${DEFAULT_PORT}`;
return /:\d+$/.test(host) ? host : `${host}:${DEFAULT_PORT}`;
}
/** WebSocket URL for an agent endpoint, with the token attached. */
socketUrl(path: string) {
return `ws://${this.authority}${path}?token=${encodeURIComponent(this.settings.token.trim())}`;
}
@@ -67,27 +80,58 @@ class Agent {
if (this.status !== "offline" && this.status !== "unauthorized") this.status = "connecting";
const socket = new WebSocket(this.socketUrl("/api/ws"));
this.#socket = socket;
let opened = false;
const lost = () => this.#lost(socket, opened);
socket.onmessage = event => {
if (this.#socket !== socket) return;
this.state = JSON.parse(event.data);
this.status = "connected";
this.receivedAt = Date.now();
this.#arm(socket, SILENCE_MS, lost);
};
let opened = false;
socket.onopen = () => (opened = true);
socket.onclose = async () => {
if (this.#socket !== socket) return; // replaced by a newer connection
this.#socket = null;
// A rejected upgrade looks like any other failure to the WebSocket API; ask over HTTP.
const status = opened ? "offline" : await this.#probe();
if (this.#socket || this.#retry !== undefined) return; // reconnected meanwhile
this.status = status;
this.#retry = setTimeout(() => {
this.#retry = undefined;
this.connect();
}, RETRY_MS);
};
socket.onclose = lost;
this.#arm(socket, CONNECT_TIMEOUT_MS, lost);
}
/** Tells a wrong token apart from an unreachable agent (needs CORS on /api/state). */
/**
* Fresh snapshot after the app was in the background: Android freezes the WebView, so the old
* socket may be dead without ever having fired `onclose` and would keep showing old data.
* The current state stays visible (marked stale via `live`) until the new one arrives.
*/
refresh() {
if (!this.configured) return;
if (this.status === "connected") this.status = "connecting";
this.connect();
}
/** Give up on `socket` if nothing arrives within `ms`. */
#arm(socket: WebSocket, ms: number, lost: () => void) {
clearTimeout(this.#watchdog);
this.#watchdog = setTimeout(() => {
if (this.#socket !== socket) return;
// On a dead TCP connection onclose can take minutes; don't wait for it.
socket.onclose = null;
socket.close();
lost();
}, ms);
}
async #lost(socket: WebSocket, opened: boolean) {
if (this.#socket !== socket) return; // replaced by a newer connection
this.#socket = null;
clearTimeout(this.#watchdog);
// A rejected upgrade looks like any other failure to the WebSocket API; ask over HTTP.
const status = opened ? "offline" : await this.#probe();
if (this.#socket || this.#retry !== undefined) return; // reconnected meanwhile
this.status = status;
this.#retry = setTimeout(() => {
this.#retry = undefined;
this.connect();
}, RETRY_MS);
}
/** Wrong token (401) vs. unreachable; needs CORS on /api/state. */
async #probe(): Promise<ConnectionStatus> {
try {
const url = `http://${this.authority}/api/state?token=${encodeURIComponent(this.settings.token.trim())}`;
@@ -99,6 +143,7 @@ class Agent {
}
#close() {
clearTimeout(this.#watchdog);
clearTimeout(this.#retry);
this.#retry = undefined;
const socket = this.#socket;
@@ -108,3 +153,8 @@ class Agent {
}
export const agent = new Agent();
/** Android 17+ blocks the LAN until "Nearby devices" is granted; fails like a timeout. */
export function localNetworkBlocked() {
return window.FrameMateAndroid?.localNetworkAllowed?.() === false;
}
@@ -0,0 +1,51 @@
<script lang="ts">
// Small notice above the tab bar when the startup check found a newer release.
import { goto } from "$app/navigation";
import { updates } from "$lib/updates.svelte";
const what = $derived(
updates.appOutdated && updates.agentOutdated ? "App and agent" : updates.appOutdated ? "App" : "Agent",
);
</script>
<div class="notice" role="status">
<button class="body" onclick={() => goto("/settings")}>
<strong>Update available: v{updates.latest?.version}</strong>
<span>{what} can be updated. Tap for details.</span>
</button>
<button class="close" onclick={() => (updates.dismissed = true)} aria-label="Dismiss">✕</button>
</div>
<style>
.notice {
display: flex;
align-items: stretch;
margin: 0 var(--gutter) 10px;
background: var(--surface-2);
border-left: 3px solid var(--accent);
border-radius: 2px;
box-shadow: 0 6px 20px rgba(0, 0, 0, 0.4);
}
.body {
flex: 1;
display: flex;
flex-direction: column;
gap: 2px;
padding: 10px 12px;
background: none;
border: 0;
text-align: left;
cursor: pointer;
}
.body span {
font-size: 13px;
color: var(--muted);
}
.close {
padding: 0 14px;
background: none;
border: 0;
color: var(--muted);
cursor: pointer;
}
</style>
+1 -3
View File
@@ -1,12 +1,10 @@
// Web links must not open inside the app's WebView (it would navigate the app away).
/** Opens `url` in the system browser: via the Android bridge, else a new browser tab/window. */
export function openExternal(url: string) {
if (window.FrameMateAndroid?.openUrl) window.FrameMateAndroid.openUrl(url);
else window.open(url, "_blank", "noopener");
}
/** Click handler for `<a href="https://…">`: keeps the href for semantics, opens externally. */
/** onclick for `<a href>`: keeps the href, opens externally. */
export function external(event: MouseEvent) {
event.preventDefault();
openExternal((event.currentTarget as HTMLAnchorElement).href);
-1
View File
@@ -14,7 +14,6 @@ glyph), width/height removed, `fill="currentColor"` added.
| back.svg | `arrow_back` | 700 | https://cdn.jsdelivr.net/npm/@material-symbols/svg-700@0.47.6/sharp/arrow_back.svg |
| bell-badge.svg | `notifications_unread` (fill) | 400 | https://cdn.jsdelivr.net/npm/@material-symbols/svg-400@0.47.6/sharp/notifications_unread-fill.svg |
| cast.svg | `cast` | 700 | https://cdn.jsdelivr.net/npm/@material-symbols/svg-700@0.47.6/sharp/cast.svg |
| controller.svg | `stadia_controller` (fill) | 400 | https://cdn.jsdelivr.net/npm/@material-symbols/svg-400@0.47.6/sharp/stadia_controller-fill.svg |
| download.svg | `download` | 700 | https://cdn.jsdelivr.net/npm/@material-symbols/svg-700@0.47.6/sharp/download.svg |
| friends.svg | `group` (fill) | 400 | https://cdn.jsdelivr.net/npm/@material-symbols/svg-400@0.47.6/sharp/group-fill.svg |
| headset.svg | `head_mounted_device` (fill) | 400 | https://cdn.jsdelivr.net/npm/@material-symbols/svg-400@0.47.6/sharp/head_mounted_device-fill.svg |
+12
View File
@@ -0,0 +1,12 @@
<svg viewBox="8 8 48 48" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
<defs>
<linearGradient gradientUnits="userSpaceOnUse" x1="-819.2" x2="819.2" spreadMethod="pad" gradientTransform="matrix(-0.00244140625 -0.0042266845703125 0.005279541015625 -0.0030517578125 36 36)" id="controller-left-shade">
<stop offset="0" stop-color="#FFFFFF"/>
<stop offset="1" stop-color="#DAE2E9"/>
</linearGradient>
</defs>
<g>
<path stroke="none" fill="#FFFFFF" d="M35.35 41.05 Q35.7 48.15 34.7 51.85 33.55 56.1 30.5 56 26.55 55.9 24.45 50.75 22.45 45.75 22 35.75 21.75 30.65 19.9 27.6 18 24.7 18 21 18 15.65 22.1 11.8 26.2 8 32 8 37.8 8 41.9 11.8 46 15.65 46 21 46 26.4 41.9 30.2 L38.45 32.65 37.75 32.95 37.7 32.95 Q34.95 34.15 35.2 38.75 L35.35 41.05 M33 27.5 Q33 26.45 32.25 25.7 31.5 25 30.5 25 29.45 25 28.7 25.7 28 26.45 28 27.5 28 28.55 28.7 29.25 29.45 30 30.5 30 31.5 30 32.25 29.25 33 28.55 33 27.5 M40 21.5 Q40 20.05 38.95 19 37.9 18 36.5 18 35.05 18 34 19 33 20.05 33 21.5 33 22.95 34 23.95 35.05 25 36.5 25 37.9 25 38.95 23.95 40 22.95 40 21.5 M25.6 14 Q24.95 14 24.5 14.55 24 15.1 24 15.85 L24 17 22.85 17 Q22.15 17 21.55 17.5 21 17.95 21 18.6 L21 19.4 Q21 20.05 21.55 20.5 22.15 21 22.85 21 L24 21 24 22.15 Q24 22.85 24.5 23.45 24.95 24 25.6 24 L26.4 24 Q27.05 24 27.5 23.45 28 22.85 28 22.15 L28 21 29.15 21 Q29.9 21 30.45 20.5 31 20.05 31 19.4 L31 18.6 Q31 17.95 30.45 17.5 29.9 17 29.15 17 L28 17 28 15.85 Q28 15.1 27.5 14.55 27.05 14 26.4 14 L25.6 14"/>
<path stroke="none" fill="url(#controller-left-shade)" d="M35.35 41.05 L35.2 38.75 Q34.95 34.15 37.7 32.95 L37.75 32.95 38.45 32.65 39.85 37.75 Q40.45 39.8 38.3 40.35 L36.2 40.9 35.35 41.05"/>
</g>
</svg>

After

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+12
View File
@@ -0,0 +1,12 @@
<svg viewBox="8 8 48 48" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
<defs>
<linearGradient gradientUnits="userSpaceOnUse" x1="-819.2" x2="819.2" spreadMethod="pad" gradientTransform="matrix(0.00244140625 -0.0042266845703125 -0.005279541015625 -0.0030517578125 28 36)" id="controller-right-shade">
<stop offset="0" stop-color="#FFFFFF"/>
<stop offset="1" stop-color="#DAE2E9"/>
</linearGradient>
</defs>
<g>
<path stroke="none" fill="#FFFFFF" d="M25.55 32.65 Q23.7 31.7 22.1 30.2 18 26.4 18 21 18 15.65 22.1 11.8 26.2 8 32 8 37.8 8 41.9 11.8 46 15.65 46 21 46 24.7 44.1 27.6 42.25 30.65 42 35.75 41.55 45.75 39.55 50.75 37.45 55.9 33.5 56 30.45 56.1 29.3 51.85 28.3 48.15 28.65 41.05 L28.8 38.75 Q29.05 34.15 26.3 32.95 L26.25 32.95 25.55 32.65 M39 20.5 Q39 21.55 39.75 22.25 40.5 23 41.5 23 42.55 23 43.3 22.25 44 21.55 44 20.5 44 19.45 43.3 18.7 42.55 18 41.5 18 40.5 18 39.75 18.7 39 19.45 39 20.5 M23 25.5 Q23 26.95 24.05 27.95 25.1 29 26.5 29 27.95 29 29 27.95 30 26.95 30 25.5 30 24.05 29 23 27.95 22 26.5 22 25.1 22 24.05 23 23 24.05 23 25.5 M35 16.5 Q35 17.55 35.75 18.25 36.5 19 37.5 19 38.55 19 39.3 18.25 40 17.55 40 16.5 40 15.45 39.3 14.7 38.55 14 37.5 14 36.5 14 35.75 14.7 35 15.45 35 16.5 M31 20.5 Q31 21.55 31.75 22.25 32.5 23 33.5 23 34.55 23 35.3 22.25 36 21.55 36 20.5 36 19.45 35.3 18.7 34.55 18 33.5 18 32.5 18 31.75 18.7 31 19.45 31 20.5 M35 24.5 Q35 25.55 35.75 26.25 36.5 27 37.5 27 38.55 27 39.3 26.25 40 25.55 40 24.5 40 23.45 39.3 22.7 38.55 22 37.5 22 36.5 22 35.75 22.7 35 23.45 35 24.5"/>
<path stroke="none" fill="url(#controller-right-shade)" d="M28.65 41.05 L27.8 40.9 25.7 40.35 Q23.55 39.8 24.15 37.75 L25.55 32.65 26.25 32.95 26.3 32.95 Q29.05 34.15 28.8 38.75 L28.65 41.05"/>
</g>
</svg>

After

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-1
View File
@@ -1 +0,0 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="36 -924 888 888" fill="currentColor"><path d="M189-160q-60 0-102.5-43T42-307q0-9 1-18t3-18l84-336q14-54 57-87.5t98-33.5h390q55 0 98 33.5t57 87.5l84 336q2 9 3.5 18.5T919-306q0 61-43.5 103.5T771-160q-42 0-78-22t-54-60l-28-58q-5-10-15-15t-21-5H385q-11 0-21 5t-15 15l-28 58q-18 38-54 60t-78 22Zm372.5-378.68q8.5-8.67 8.5-21.5 0-12.82-8.68-21.32-8.67-8.5-21.5-8.5-12.82 0-21.32 8.68-8.5 8.67-8.5 21.5 0 12.82 8.68 21.32 8.67 8.5 21.5 8.5 12.82 0 21.32-8.68Zm80-80q8.5-8.67 8.5-21.5 0-12.82-8.68-21.32-8.67-8.5-21.5-8.5-12.82 0-21.32 8.68-8.5 8.67-8.5 21.5 0 12.82 8.68 21.32 8.67 8.5 21.5 8.5 12.82 0 21.32-8.68Zm0 160q8.5-8.67 8.5-21.5 0-12.82-8.68-21.32-8.67-8.5-21.5-8.5-12.82 0-21.32 8.68-8.5 8.67-8.5 21.5 0 12.82 8.68 21.32 8.67 8.5 21.5 8.5 12.82 0 21.32-8.68Zm80-80q8.5-8.67 8.5-21.5 0-12.82-8.68-21.32-8.67-8.5-21.5-8.5-12.82 0-21.32 8.68-8.5 8.67-8.5 21.5 0 12.82 8.68 21.32 8.67 8.5 21.5 8.5 12.82 0 21.32-8.68ZM358-472.08q7-7.09 7-17.92v-45h45q10.83 0 17.92-7.12 7.08-7.11 7.08-18 0-10.88-7.08-17.88-7.09-7-17.92-7h-45v-45q0-10.83-7.12-17.92-7.11-7.08-18-7.08-10.88 0-17.88 7.08-7 7.09-7 17.92v45h-45q-10.83 0-17.92 7.12-7.08 7.11-7.08 18 0 10.88 7.08 17.88 7.09 7 17.92 7h45v45q0 10.83 7.12 17.92 7.11 7.08 18 7.08 10.88 0 17.88-7.08Z"/></svg>

Before

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+1 -3
View File
@@ -1,6 +1,4 @@
// Shape of the agent's `/api/ws` / `/api/state` JSON (see crates/agent/src/hub.rs and
// shim.js). Steam topics are loosely typed on the agent side; every field may be
// missing when Steam isn't connected or an API changed, hence the many optionals.
// Agent JSON (hub.rs, shim.js). Steam fields can be missing at any time, hence the optionals.
export interface AgentState {
agent: { version: string; hostname: string; started_at_ms: number; updated_at_ms: number };
+86
View File
@@ -0,0 +1,86 @@
// Update check against the latest GitHub release tag
import tauriConf from "../../src-tauri/tauri.conf.json";
import { agent } from "./agent.svelte";
const LATEST_URL = "https://api.github.com/repos/nailuj05/framemate/releases/latest";
const STORAGE_KEY = "framemate.updates";
const TIMEOUT_MS = 10_000;
/** Same source as the APK's versionName. */
export const APP_VERSION: string = tauriConf.version;
export interface Release {
version: string;
/** Release page on GitHub (APK + Flatpak downloads). */
url: string;
}
function parse(version: string): number[] | null {
const m = /^v?(\d+)\.(\d+)\.(\d+)/.exec(version.trim());
return m ? m.slice(1).map(Number) : null;
}
/** True if `a` is a higher x.y.z than `b`; false if either doesn't parse. */
export function isNewer(a: string, b: string): boolean {
const [x, y] = [parse(a), parse(b)];
if (!x || !y) return false;
for (let i = 0; i < 3; i++) if (x[i] !== y[i]) return x[i] > y[i];
return false;
}
function loadAutoCheck(): boolean {
try {
return JSON.parse(localStorage.getItem(STORAGE_KEY) ?? "{}").autoCheck !== false;
} catch {
return true;
}
}
class Updates {
autoCheck = $state(loadAutoCheck());
latest = $state<Release | null>(null);
checking = $state(false);
error = $state<string | null>(null);
/** The startup notice was closed for this session. */
dismissed = $state(false);
appOutdated = $derived(!!this.latest && isNewer(this.latest.version, APP_VERSION));
/** Only known while connected. */
agentOutdated = $derived(
!!this.latest && !!agent.state && isNewer(this.latest.version, agent.state.agent.version),
);
available = $derived(this.appOutdated || this.agentOutdated);
setAutoCheck(enabled: boolean) {
this.autoCheck = enabled;
try {
localStorage.setItem(STORAGE_KEY, JSON.stringify({ autoCheck: enabled }));
} catch {}
}
async check() {
if (this.checking) return;
this.checking = true;
this.error = null;
try {
const response = await fetch(LATEST_URL, {
headers: { Accept: "application/vnd.github+json" },
signal: AbortSignal.timeout(TIMEOUT_MS),
});
if (!response.ok) throw new Error(`GitHub answered ${response.status}`);
const release = await response.json();
const version = String(release.tag_name ?? "").replace(/^v/, "");
if (!parse(version)) throw new Error(`unexpected release tag "${release.tag_name}"`);
this.latest = { version, url: release.html_url };
} catch (e) {
// TypeError = network failure; TimeoutError = no answer within TIMEOUT_MS.
const unreachable = e instanceof TypeError || (e instanceof Error && e.name === "TimeoutError");
this.error = unreachable ? "Couldn't reach GitHub" : e instanceof Error ? e.message : String(e);
} finally {
this.checking = false;
}
}
}
export const updates = new Updates();
+42 -6
View File
@@ -6,6 +6,8 @@
import { agent } from "$lib/agent.svelte";
import Battery from "$lib/components/Battery.svelte";
import Icon from "$lib/components/Icon.svelte";
import UpdateNotice from "$lib/components/UpdateNotice.svelte";
import { updates } from "$lib/updates.svelte";
let { children }: { children: Snippet } = $props();
@@ -18,16 +20,27 @@
];
const battery = $derived(agent.state?.steam.topics.battery);
// Old data stays visible while reconnecting, dimmed and with its age in the top bar.
const stale = $derived(!!agent.state && !agent.live);
const lastUpdate = $derived(
new Date(agent.receivedAt).toLocaleTimeString([], { hour: "2-digit", minute: "2-digit" }),
);
onMount(() => {
agent.connect();
if (updates.autoCheck) updates.check();
if (!agent.configured) goto("/settings");
// Mobile WebViews drop sockets in the background; reconnect when we come back.
// Coming back from the background: the socket may be dead without knowing it, so always
// fetch a fresh snapshot instead of trusting the old one.
const onVisible = () => {
if (document.visibilityState === "visible" && agent.status !== "connected") agent.connect();
if (document.visibilityState === "visible") agent.refresh();
};
document.addEventListener("visibilitychange", onVisible);
return () => document.removeEventListener("visibilitychange", onVisible);
window.addEventListener("online", onVisible);
return () => {
document.removeEventListener("visibilitychange", onVisible);
window.removeEventListener("online", onVisible);
};
});
</script>
@@ -37,21 +50,28 @@
<a href="/" class="title">FrameMate</a>
<span class="spacer"></span>
{#if battery}
<span class="battery">
<span class="battery" class:stale>
{Math.round(battery.level * 100)}%
<Battery level={battery.level} charging={battery.ac_state === 2} size={18} />
</span>
{/if}
{#if stale}
<span class="stale-note">{agent.status === "connecting" ? "Updating…" : lastUpdate}</span>
{/if}
<span class="status {agent.status}" title={agent.status}></span>
<a href="/help" class="help" class:active={true} aria-label="Help" >
<Icon name="help" size={20} />
</a>
</header>
<main>
<main class:stale>
{@render children()}
</main>
{#if updates.available && !updates.dismissed && page.url.pathname !== "/settings"}
<UpdateNotice />
{/if}
<nav class="tabs">
{#each tabs as tab}
<a href={tab.href} class:active={page.url.pathname === tab.href} aria-label={tab.label}>
@@ -105,7 +125,7 @@
.status.unauthorized {
background: var(--red);
}
/* Flex, so the icon isn't placed on a text line (line-height would shift it off-center). */
/* Flex: on a text line, line-height pushes the icon off-center. */
.help {
display: flex;
}
@@ -114,6 +134,22 @@
overflow-y: auto;
padding-bottom: 24px;
}
/* Delayed, so the usual quick refresh on resume doesn't flash. */
main.stale,
.battery.stale {
opacity: 0.45;
transition: opacity 0.2s 0.8s;
}
.stale-note {
color: var(--muted);
font-size: 13px;
animation: appear 0.2s 0.8s both;
}
@keyframes appear {
from {
opacity: 0;
}
}
.tabs {
display: flex;
background: var(--topbar);
+1 -4
View File
@@ -1,5 +1,2 @@
// Tauri doesn't have a Node.js server to do proper SSR
// so we use adapter-static with a fallback to index.html to put the site in SPA mode
// See: https://svelte.dev/docs/kit/single-page-apps
// See: https://v2.tauri.app/start/frontend/sveltekit/ for more info
// SPA (adapter-static): no server inside Tauri.
export const ssr = false;
+5 -3
View File
@@ -1,5 +1,5 @@
<script lang="ts">
import { agent } from "$lib/agent.svelte";
import { agent, localNetworkBlocked } from "$lib/agent.svelte";
import Battery from "$lib/components/Battery.svelte";
import GameArt from "$lib/components/GameArt.svelte";
import Icon from "$lib/components/Icon.svelte";
@@ -33,7 +33,9 @@
? "Set up the connection in Settings."
: agent.status === "unauthorized"
? "The Frame rejected the token. Check it in Settings."
: "Connecting to your Frame…"}
: agent.status === "offline" && localNetworkBlocked()
? "Android blocks the local network. Allow Nearby devices for FrameMate (see Settings)."
: "Connecting to your Frame…"}
</p>
{:else}
<Section title="Steam Frame">
@@ -70,7 +72,7 @@
<div class="controllers">
{#each controllers as c (c.path)}
<div class="controller">
<Icon name="controller" size={28} />
<Icon name={c.model?.endsWith("_Right") ? "controller-right" : "controller-left"} size={28} />
<div>
<div>{controllerName(c.model)}</div>
<div class="muted small">
+1 -1
View File
@@ -15,7 +15,7 @@
<Section title="Token">
<p>
FrameMate uses a token for communicating with your Steam Frame. This token is shown on installation or by running
<code>flatpak run dev.framemate.Agent token</code> on the headset with framemate-agent installed.
<code>flatpak run --user dev.framemate.Agent token</code> on the headset with framemate-agent installed.
Write it down, you will need it to connect the app with the headset.
</p>
</Section>
+128 -6
View File
@@ -1,7 +1,9 @@
<script lang="ts">
import { agent } from "$lib/agent.svelte";
import { agent, localNetworkBlocked } from "$lib/agent.svelte";
import Row from "$lib/components/Row.svelte";
import Section from "$lib/components/Section.svelte";
import { openExternal } from "$lib/external";
import { APP_VERSION, updates } from "$lib/updates.svelte";
let host = $state(agent.settings.host);
let token = $state(agent.settings.token);
@@ -11,7 +13,9 @@
unconfigured: "Enter host and token",
connecting: "Connecting…",
connected: `Connected to ${agent.state?.agent.hostname ?? agent.authority}`,
offline: `Can't reach ${agent.authority}`,
offline: agent.settings.host.includes(".local")
? `Can't reach ${agent.authority}. Try the Frame's IP address instead.`
: `Can't reach ${agent.authority}`,
unauthorized: "Wrong token. Check it on the Frame (see below).",
}[agent.status],
);
@@ -33,13 +37,57 @@
<input bind:value={token} placeholder="XXXXX-XXXXX" autocapitalize="characters" autocorrect="off" spellcheck="false" />
</label>
<button class="button" type="submit">Save &amp; connect</button>
<p class="hint">Show the token on the Frame with <code>flatpak run dev.framemate.Agent token</code>.</p>
<p class="status {agent.status}">{statusText}</p>
<p class="hint">Show the token on the Frame with <code>flatpak run --user dev.framemate.Agent token</code>.</p>
{#if agent.status === "offline" && localNetworkBlocked()}
<p class="status offline">
Android blocks FrameMate from your local network. Allow <b>Nearby devices</b> in the app's permissions.
</p>
<button class="button secondary" type="button" onclick={() => window.FrameMateAndroid?.openAppSettings?.()}>
Open app settings
</button>
{:else}
<p class="status {agent.status}">{statusText}</p>
{/if}
</form>
</Section>
<Section title="About">
<Row label="Agent version" value={agent.state?.agent.version} />
<Section title="Updates">
<Row label="App version" value={APP_VERSION} />
<Row label="Agent version" value={agent.state?.agent.version ?? "not connected"} />
<Row label="Latest release">
{#if updates.checking}
Checking…
{:else if updates.error}
<span class="error">{updates.error}</span>
{:else if updates.latest}
v{updates.latest.version}
{#if updates.available}<span class="badge">new</span>{:else}· up to date{/if}
{:else}
not checked
{/if}
</Row>
<label class="row toggle">
<span>Check for updates on start</span>
<input
type="checkbox"
role="switch"
checked={updates.autoCheck}
onchange={event => updates.setAutoCheck(event.currentTarget.checked)}
/>
</label>
<div class="actions">
{#if updates.available && updates.latest}
<p class="hint">
{#if updates.appOutdated}Download the new <code>framemate.apk</code> from the release page.{/if}
{#if updates.agentOutdated}Update the agent on the Frame: download the new
<code>framemate-agent.flatpak</code> and run the install commands again (see Help).{/if}
</p>
<button class="button" onclick={() => openExternal(updates.latest!.url)}>Open release page</button>
{/if}
<button class="button secondary" onclick={() => updates.check()} disabled={updates.checking}>
{updates.checking ? "Checking…" : "Check for updates"}
</button>
</div>
</Section>
<style>
@@ -86,4 +134,78 @@
.status.unauthorized {
color: var(--red);
}
.error {
color: var(--red);
}
.badge {
margin-left: 6px;
padding: 1px 6px;
border-radius: 2px;
background: var(--accent);
color: #fff;
font-size: 12px;
font-weight: 600;
text-transform: uppercase;
}
/* Same look as Row, with a SteamOS-style switch on the right. */
.toggle {
display: flex;
flex-direction: row;
justify-content: space-between;
align-items: center;
gap: 16px;
min-height: 48px;
padding: 0 var(--gutter);
background: var(--surface);
border-bottom: 1px solid var(--divider);
}
.toggle span {
font-size: inherit;
color: var(--text);
}
.toggle input {
appearance: none;
position: relative;
flex: none;
width: 44px;
min-height: 0;
height: 24px;
padding: 0;
border: 0;
border-radius: 12px;
background: var(--track);
cursor: pointer;
transition: background 0.15s;
}
.toggle input::after {
content: "";
position: absolute;
top: 3px;
left: 3px;
width: 18px;
height: 18px;
border-radius: 50%;
background: #fff;
transition: transform 0.15s;
}
.toggle input:checked {
background: var(--accent);
}
.toggle input:checked::after {
transform: translateX(20px);
}
.actions {
display: flex;
flex-direction: column;
gap: 10px;
padding: 16px var(--gutter);
background: var(--surface);
}
.button.secondary {
background: var(--surface-2);
}
.button:disabled {
opacity: 0.6;
cursor: default;
}
</style>
+18 -7
View File
@@ -1,8 +1,6 @@
<script lang="ts">
// Live headset view. Same protocol as the agent's /stream page: a JSON header with the
// codec string, an fMP4 init segment, then one moof+mdat per frame, fed into MSE.
// The agent only captures while a viewer is connected, so leaving this tab stops it.
// The app is portrait-only; fullscreen switches to landscape (natively on Android).
// Same protocol as the agent's /stream page (JSON {codec}, fMP4 init, moof+mdat → MSE).
// The agent only captures while someone watches, so leaving this page stops it.
import { onDestroy, onMount } from "svelte";
import { pushState } from "$app/navigation";
import { page } from "$app/state";
@@ -93,8 +91,7 @@
};
}
// Catch up by playing slightly faster; seeking on every frame restarts decoding at the
// last keyframe and drops the picture to a few fps.
// Catch up by playing faster; seeking restarts decoding at the last keyframe.
function keepLive(buffer: SourceBuffer) {
if (buffer.updating || !buffer.buffered.length) return;
const start = buffer.buffered.start(0);
@@ -106,6 +103,20 @@
if (video.currentTime - start > 10) buffer.remove(start, video.currentTime - 5);
}
// In the background the socket dies or, worse, keeps the Frame capturing for nobody:
// stop it, and start fresh (new keyframe, no stale buffer) when the app comes back.
function onVisibilityChange() {
if (closed) return;
clearTimeout(retry);
if (socket) socket.onclose = null;
socket?.close();
socket = null;
if (document.visibilityState === "visible") {
status = "Connecting…";
connect();
}
}
onMount(connect);
onDestroy(() => {
if (fullscreen) applyFullscreen(false);
@@ -116,7 +127,7 @@
});
</script>
<svelte:document onfullscreenchange={onFullscreenChange} />
<svelte:document onfullscreenchange={onFullscreenChange} onvisibilitychange={onVisibilityChange} />
<div class="player" class:fullscreen>
<video bind:this={video} autoplay muted playsinline></video>
+2 -6
View File
@@ -4,15 +4,12 @@ import { sveltekit } from "@sveltejs/kit/vite";
import process from "node:process";
const host = process.env.TAURI_DEV_HOST;
// https://vite.dev/config/
export default defineConfig(() => ({
plugins: [sveltekit()],
// Vite options tailored for Tauri development and only applied in `tauri dev` or `tauri build`
//
// 1. prevent Vite from obscuring rust errors
// Don't hide Rust errors.
clearScreen: false,
// 2. tauri expects a fixed port, fail if that port is not available
// Tauri expects this fixed port.
server: {
port: 1420,
strictPort: true,
@@ -25,7 +22,6 @@ export default defineConfig(() => ({
}
: undefined,
watch: {
// 3. tell Vite to ignore watching `src-tauri`
ignored: ["**/src-tauri/**"],
},
},
+2
View File
@@ -2,6 +2,7 @@
name = "framemate-agent"
version.workspace = true
edition.workspace = true
license.workspace = true
[dependencies]
anyhow = "1.0.104"
@@ -10,6 +11,7 @@ futures-util = "0.3.34"
libc = "0.2.190"
serde = { version = "1.0.229", features = ["derive"] }
serde_json = "1.0.151"
socket2 = "0.6.5"
tokio = { version = "1.53.1", features = ["macros", "rt-multi-thread", "net", "time", "sync", "io-util", "signal"] }
tokio-tungstenite = "0.30.0"
tracing = "0.1.44"
+137
View File
@@ -0,0 +1,137 @@
//! Only clients from the local network may connect. Mostly matters for IPv6, where the Frame has
//! a globally routable address and only the router's firewall stands between it and the internet.
//! Allowed: loopback, private/link-local/ULA ranges, CGNAT (Tailscale) and any address in the same
//! subnet as one of the Frame's interfaces (LAN devices with global IPv6 addresses).
//! `FRAMEMATE_ALLOW_REMOTE=1` turns the check off. The token stays the actual protection.
use std::net::{IpAddr, Ipv4Addr, Ipv6Addr, SocketAddr};
use std::sync::atomic::{AtomicU64, Ordering};
use axum::extract::{ConnectInfo, Request, State};
use axum::http::StatusCode;
use axum::middleware::Next;
use axum::response::{IntoResponse, Response};
/// At most one log line per this many seconds, so a scanner can't flood the journal.
const LOG_INTERVAL_S: u64 = 10;
pub async fn local_only(
State(allow_remote): State<bool>,
ConnectInfo(peer): ConnectInfo<SocketAddr>,
request: Request,
next: Next,
) -> Response {
let ip = peer.ip().to_canonical(); // IPv4 clients arrive as ::ffff:a.b.c.d on the dual-stack socket
if allow_remote || is_local(ip, &interface_networks) {
return next.run(request).await;
}
static LAST_LOG: AtomicU64 = AtomicU64::new(0);
let now = crate::hub::now_ms() / 1000;
if now.saturating_sub(LAST_LOG.swap(now, Ordering::Relaxed)) >= LOG_INTERVAL_S {
tracing::warn!("rejected {ip}: not in the local network (FRAMEMATE_ALLOW_REMOTE=1 allows it)");
}
(StatusCode::FORBIDDEN, "FrameMate only accepts connections from the local network\n").into_response()
}
/// `networks` is only consulted for public addresses (reads the interfaces).
fn is_local(ip: IpAddr, networks: &dyn Fn() -> Vec<(IpAddr, u8)>) -> bool {
let always = match ip {
IpAddr::V4(v4) => {
v4.is_loopback() || v4.is_private() || v4.is_link_local() || in_network(ip, Ipv4Addr::new(100, 64, 0, 0).into(), 10)
}
IpAddr::V6(v6) => {
v6.is_loopback()
|| in_network(ip, Ipv6Addr::new(0xfc00, 0, 0, 0, 0, 0, 0, 0).into(), 7) // ULA
|| in_network(ip, Ipv6Addr::new(0xfe80, 0, 0, 0, 0, 0, 0, 0).into(), 10) // link-local
}
};
always || networks().into_iter().any(|(net, prefix)| in_network(ip, net, prefix))
}
fn in_network(ip: IpAddr, net: IpAddr, prefix: u8) -> bool {
match (ip, net) {
(IpAddr::V4(ip), IpAddr::V4(net)) => {
let mask = u32::MAX.checked_shl(32 - u32::from(prefix.min(32))).unwrap_or(0);
u32::from(ip) & mask == u32::from(net) & mask
}
(IpAddr::V6(ip), IpAddr::V6(net)) => {
let mask = u128::MAX.checked_shl(128 - u32::from(prefix.min(128))).unwrap_or(0);
u128::from(ip) & mask == u128::from(net) & mask
}
_ => false,
}
}
/// (address, prefix length) of every interface address, via getifaddrs(3).
fn interface_networks() -> Vec<(IpAddr, u8)> {
let mut out = Vec::new();
let mut list: *mut libc::ifaddrs = std::ptr::null_mut();
// SAFETY: getifaddrs allocates the list, freed below.
if unsafe { libc::getifaddrs(&mut list) } != 0 {
return out;
}
let mut node = list;
while !node.is_null() {
// SAFETY: nodes stay valid until freeifaddrs.
let ifa = unsafe { &*node };
if let (Some(addr), Some(mask)) = (sockaddr_ip(ifa.ifa_addr), sockaddr_ip(ifa.ifa_netmask)) {
let prefix = match mask {
IpAddr::V4(m) => u32::from(m).count_ones(),
IpAddr::V6(m) => u128::from(m).count_ones(),
};
out.push((addr, prefix as u8));
}
node = ifa.ifa_next;
}
// SAFETY: the list from getifaddrs above.
unsafe { libc::freeifaddrs(list) };
out
}
fn sockaddr_ip(sa: *const libc::sockaddr) -> Option<IpAddr> {
if sa.is_null() {
return None;
}
// SAFETY: sa_family says which sockaddr variant this is.
unsafe {
match i32::from((*sa).sa_family) {
libc::AF_INET => {
let sin = &*(sa as *const libc::sockaddr_in);
Some(Ipv4Addr::from(u32::from_be(sin.sin_addr.s_addr)).into())
}
libc::AF_INET6 => Some(Ipv6Addr::from((*(sa as *const libc::sockaddr_in6)).sin6_addr.s6_addr).into()),
_ => None,
}
}
}
#[cfg(test)]
mod tests {
use super::*;
fn local(ip: &str) -> bool {
// The Frame: 192.168.178.130/24 and a global IPv6 address in 2001:db8:1:2::/64.
let lan = || vec![("192.168.178.130".parse().unwrap(), 24), ("2001:db8:1:2::abcd".parse().unwrap(), 64)];
is_local(ip.parse::<IpAddr>().unwrap().to_canonical(), &lan)
}
#[test]
fn allows_the_local_network() {
for ip in ["127.0.0.1", "::1", "192.168.178.22", "10.1.2.3", "172.20.0.5", "169.254.1.1", "100.101.102.103",
"fd7a:115c:a1e3::1", "fe80::1", "::ffff:192.168.178.22", "2001:db8:1:2::77"] {
assert!(local(ip), "{ip} should be allowed");
}
}
#[test]
fn rejects_public_addresses() {
for ip in ["8.8.8.8", "::ffff:1.1.1.1", "2001:db8:9:9::1", "2a00:1450:4001::200e"] {
assert!(!local(ip), "{ip} should be rejected");
}
}
#[test]
fn reads_interfaces() {
assert!(interface_networks().iter().any(|(ip, _)| ip.is_loopback()));
}
}
+9 -15
View File
@@ -1,11 +1,6 @@
//! Connects to Steam's CEF remote debugging endpoint (Steam runs with
//! `-cef-enable-debugging`, listening on 127.0.0.1:8080), attaches to the
//! `SharedJSContext` target and injects `shim.js`. The shim pushes
//! `{topic, data}` JSON through the `__framemateEmit` CDP binding.
//!
//! Steam UI reloads create a new execution context; the shim is re-injected on
//! every `Runtime.executionContextCreated`. Steam restarts drop the socket and
//! we reconnect with backoff.
//! Steam CEF DevTools client (127.0.0.1:8080): attaches to `SharedJSContext`, injects `shim.js`
//! on every `executionContextCreated` (UI reloads) and receives `{topic, data}` through the
//! `__framemateEmit` binding. Reconnects with backoff when Steam restarts.
use std::sync::Arc;
use std::time::{Duration, Instant};
@@ -24,8 +19,7 @@ const TARGET_TITLE: &str = "SharedJSContext";
const BINDING: &str = "__framemateEmit";
const SHIM: &str = include_str!("shim.js");
const MAX_BACKOFF: Duration = Duration::from_secs(30);
/// The shim polls every few seconds, so silence this long means Steam may be hung: send a
/// trivial evaluate, and give up on the session if that gets no answer either.
/// The shim polls every few seconds; after this much silence, ping once, then reconnect.
const IDLE_TIMEOUT: Duration = Duration::from_secs(30);
pub async fn run(hub: Arc<Hub>, cdp_url: String) {
@@ -152,7 +146,6 @@ fn handle_emit(hub: &Hub, payload: &str, devices: &mut DeviceMemory) {
});
}
/// Returns the WebSocket debugger URL of the SharedJSContext target.
async fn find_target(authority: &str) -> anyhow::Result<String> {
let body = http_get(authority, "/json").await?;
let targets: Vec<Value> = serde_json::from_slice(&body).context("parsing /json")?;
@@ -169,10 +162,9 @@ async fn find_target(authority: &str) -> anyhow::Result<String> {
Ok(format!("ws://{authority}{path}"))
}
/// Minimal HTTP/1.1 GET; avoids pulling an HTTP client into the dependency tree.
/// CEF's DevTools server drops HTTP/1.0 requests without answering and ignores
/// `Connection: close`, so the body is read by Content-Length, not until EOF.
async fn http_get(authority: &str, path: &str) -> anyhow::Result<Vec<u8>> {
/// Minimal HTTP/1.1 GET (no HTTP client dependency). CEF ignores HTTP/1.0 requests and
/// `Connection: close`, so the body is read by Content-Length.
pub(crate) async fn http_get(authority: &str, path: &str) -> anyhow::Result<Vec<u8>> {
tokio::time::timeout(Duration::from_secs(5), async {
let mut stream = TcpStream::connect(authority)
.await
@@ -194,6 +186,8 @@ async fn http_get(authority: &str, path: &str) -> anyhow::Result<Vec<u8>> {
};
let head = String::from_utf8_lossy(&response[..header_end]).into_owned();
if !head.starts_with("HTTP/1.1 200") {
// Drop the query: it may carry the token.
let path = path.split('?').next().unwrap_or_default();
bail!("GET {path}: {}", head.lines().next().unwrap_or_default());
}
let length: usize = head
+128
View File
@@ -0,0 +1,128 @@
//! `check`: self check of the running agent, then prints what the app needs. Also run by
//! `install-service`. Same sandbox as the service, so permissions are checked too.
use std::ffi::CString;
use std::net::{IpAddr, Ipv4Addr, SocketAddr, UdpSocket};
use std::path::Path;
use std::time::{Duration, Instant};
use serde_json::Value;
use crate::config::{self, Config};
/// The service needs a moment after `RestartUnit` (`flatpak run` startup).
const STARTUP_TIMEOUT: Duration = Duration::from_secs(15);
/// Steam data follows shortly after the agent is up (the shim injects, then reports).
const STEAM_TIMEOUT: Duration = Duration::from_secs(10);
pub async fn run() -> anyhow::Result<()> {
let config = Config::from_env()?;
let addr = match config.listen.ip() {
ip if ip.is_unspecified() => SocketAddr::new(Ipv4Addr::LOCALHOST.into(), config.listen.port()),
_ => config.listen,
};
let authority = addr.to_string();
println!("Checking the agent on {authority}…");
let started = Instant::now();
loop {
match crate::cdp::http_get(&authority, "/healthz").await {
Ok(_) => break,
Err(e) if started.elapsed() > STARTUP_TIMEOUT => {
fail(&format!("agent not answering ({e:#})"));
println!(" Logs: journalctl --user -n 50 _COMM=framemate-agent");
anyhow::bail!("agent not running");
}
Err(_) => tokio::time::sleep(Duration::from_millis(500)).await,
}
}
ok(&format!("agent answers on port {}", config.listen.port()));
let state_path = format!("/api/state?token={}", config.token);
let mut state = match fetch_state(&authority, &state_path).await {
Ok(state) => state,
Err(e) => {
// Usually a token file that changed after the service started.
fail(&format!("token rejected or state unreadable ({e:#}); restart the service"));
anyhow::bail!("agent unusable");
}
};
ok("token accepted");
let started = Instant::now();
while state["steam"]["connected"] != true && started.elapsed() < STEAM_TIMEOUT {
tokio::time::sleep(Duration::from_secs(1)).await;
state = fetch_state(&authority, &state_path).await.unwrap_or(state);
}
if state["steam"]["connected"] == true {
ok("connected to Steam");
} else {
let error = state["steam"]["error"].as_str().unwrap_or("not connected yet");
warn(&format!(
"no Steam data: {error}. Normal for a few seconds after boot or while Steam isn't \
running; battery and Mirroring work without it"
));
}
if state["power"]["battery"].is_object() {
ok("battery readings");
} else {
warn("no battery found in /sys/class/power_supply");
}
if state["steamos"]["available"] == true {
ok("SteamOS performance settings");
} else {
let error = state["steamos"]["error"].as_str().unwrap_or("unavailable");
warn(&format!("SteamOS performance settings: {error}"));
}
// Only check access: opening the source would wake SteamVR's v4l2cam.
let devices = [
(config.stream.source_device.as_path(), "headset view"),
(Path::new(&config.stream.encoder_device), "H.264 encoder"),
];
let missing: Vec<String> = devices
.iter()
.filter(|(path, _)| !accessible(path))
.map(|(path, what)| format!("{what} {}", path.display()))
.collect();
if missing.is_empty() {
ok("Mirroring devices");
} else {
warn(&format!("Mirroring unavailable, can't access {}", missing.join(", ")));
}
let ip = lan_ip().map(|ip| format!(" (or {ip})")).unwrap_or_default();
println!();
println!("Connect the app to: {}.local{ip}", config::hostname());
println!("Token: {}", config::format_token(&config.token));
Ok(())
}
async fn fetch_state(authority: &str, path: &str) -> anyhow::Result<Value> {
Ok(serde_json::from_slice(&crate::cdp::http_get(authority, path).await?)?)
}
fn accessible(path: &Path) -> bool {
CString::new(path.as_os_str().as_encoded_bytes())
.is_ok_and(|p| unsafe { libc::access(p.as_ptr(), libc::R_OK | libc::W_OK) } == 0)
}
/// The address of the interface the default route uses. `connect` on UDP sends nothing.
fn lan_ip() -> Option<IpAddr> {
let socket = UdpSocket::bind("0.0.0.0:0").ok()?;
socket.connect("192.0.2.1:9").ok()?; // TEST-NET-1, never actually contacted
Some(socket.local_addr().ok()?.ip())
}
fn ok(msg: &str) {
println!(" [ok] {msg}");
}
fn warn(msg: &str) {
println!(" [warn] {msg}");
}
fn fail(msg: &str) {
println!(" [err] {msg}");
}
+24 -10
View File
@@ -1,6 +1,5 @@
//! Runtime configuration from environment variables. Paths follow XDG so the same
//! binary works on the host and inside a Flatpak sandbox (where XDG_CONFIG_HOME
//! points into ~/.var/app/<id>/config).
//! Configuration from environment variables. XDG paths, so it works on the host and inside
//! the Flatpak (where XDG_CONFIG_HOME points into ~/.var/app/<id>/config).
use std::io::Read;
use std::net::SocketAddr;
@@ -13,16 +12,18 @@ use crate::stream::StreamConfig;
pub struct Config {
pub listen: SocketAddr,
/// Base URL of Steam's CEF remote debugging HTTP endpoint.
pub cdp_url: String,
pub token: String,
pub power_supply_dir: PathBuf,
pub stream: StreamConfig,
/// Accept clients from outside the local network (see access.rs).
pub allow_remote: bool,
}
impl Config {
pub fn from_env() -> anyhow::Result<Self> {
let listen = env_or("FRAMEMATE_LISTEN", "0.0.0.0:7380")
// Dual-stack (see server.rs), so IPv4 clients work too.
let listen = env_or("FRAMEMATE_LISTEN", "[::]:7380")
.parse()
.context("FRAMEMATE_LISTEN must be host:port")?;
let token = match std::env::var("FRAMEMATE_TOKEN") {
@@ -41,14 +42,20 @@ impl Config {
power_supply_dir: env_or("FRAMEMATE_POWER_SUPPLY_DIR", "/sys/class/power_supply").into(),
stream: StreamConfig {
source_device: env_or("FRAMEMATE_STREAM_SOURCE", "/dev/video99").into(),
encoder_device: env_or("FRAMEMATE_STREAM_ENCODER", "/dev/video23"),
encoder_device: std::env::var("FRAMEMATE_STREAM_ENCODER").unwrap_or_else(|_| default_encoder().into()),
fps,
bitrate,
},
allow_remote: matches!(env_or("FRAMEMATE_ALLOW_REMOTE", "").as_str(), "1" | "true" | "yes"),
})
}
}
/// videoN numbers depend on driver probe order; the udev symlink is stable.
fn default_encoder() -> &'static str {
if std::path::Path::new("/dev/video-enc0").exists() { "/dev/video-enc0" } else { "/dev/video23" }
}
fn env_or(key: &str, default: &str) -> String {
std::env::var(key).unwrap_or_else(|_| default.to_owned())
}
@@ -57,7 +64,6 @@ fn config_dir() -> anyhow::Result<PathBuf> {
xdg_dir("XDG_CONFIG_HOME", ".config")
}
/// Persistent runtime state (e.g. remembered VR devices).
pub fn state_dir() -> anyhow::Result<PathBuf> {
xdg_dir("XDG_STATE_HOME", ".local/state")
}
@@ -98,8 +104,7 @@ fn is_current_format(token: &str) -> bool {
token.len() == TOKEN_LEN && token.bytes().all(|b| TOKEN_ALPHABET.contains(&b))
}
/// The API token lives in `$XDG_CONFIG_HOME/framemate/token` and is created on first run.
/// Tokens in an older format (32 hex chars) are replaced by a short one.
/// `$XDG_CONFIG_HOME/framemate/token`, created on first run; other formats are replaced.
pub fn load_or_create_token() -> anyhow::Result<String> {
let path = config_dir()?.join("token");
if let Ok(token) = std::fs::read_to_string(&path) {
@@ -108,6 +113,15 @@ pub fn load_or_create_token() -> anyhow::Result<String> {
return Ok(token);
}
}
write_new_token(&path)
}
/// Replaces the token; the running agent only reads it at startup.
pub fn rotate_token() -> anyhow::Result<String> {
write_new_token(&config_dir()?.join("token"))
}
fn write_new_token(path: &std::path::Path) -> anyhow::Result<String> {
let mut bytes = [0u8; TOKEN_LEN];
std::fs::File::open("/dev/urandom")?.read_exact(&mut bytes)?;
// 256 is a multiple of 32, so `% 32` is unbiased.
@@ -121,7 +135,7 @@ pub fn load_or_create_token() -> anyhow::Result<String> {
.create(true)
.truncate(true)
.mode(0o600)
.open(&path)
.open(path)
.with_context(|| format!("writing {}", path.display()))?;
std::io::Write::write_all(&mut file, format_token(&token).as_bytes())?;
tracing::info!("generated a new API token");
+3 -3
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@@ -15,7 +15,7 @@
<p><a id="stream">headset view</a></p>
<pre id="out">connecting…</pre>
<script>
// Plain-text readout of /api/ws. Intentionally no styling or framework.
// Plain-text readout of /api/ws, intentionally unstyled.
const token = new URLSearchParams(location.search).get("token") ?? "";
const out = document.getElementById("out");
document.getElementById("stream").href = `/stream?token=${encodeURIComponent(token)}`;
@@ -44,8 +44,8 @@ function render(s) {
L.push(`FrameMate agent ${s.agent.version} on ${s.agent.hostname} · updated ${time(s.agent.updated_at_ms)} · ${link}`);
L.push(`Steam: ${s.steam.connected ? "connected" : `not connected (${s.steam.error ?? "?"})`} · last event ${time(s.steam.last_event_ms)}`);
// One battery. The percentage is Steam's (matches the headset UI; it reads ~kernel/0.9).
// The kernel fuel gauge adds power/temperature detail and is the fallback without Steam.
// Steam's percentage (≈ kernel / 0.9, matches the headset UI); kernel adds W/°C and is the
// fallback without Steam.
L.push("", "== Battery");
const b = t.battery, k = s.power?.battery;
if (b) {
+6 -10
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@@ -1,8 +1,7 @@
//! Remembers VR devices across SteamVR / Frame restarts. SteamVR only lists a controller
//! once it has connected since SteamVR started, so after a reboot sleeping controllers
//! would vanish. Their last known state is kept in `$XDG_STATE_HOME/framemate/devices.json`
//! and merged into the `vr_devices` topic as `connected: false, remembered: true`.
//! Devices are never forgotten (controller pairs rarely change); delete the file to reset.
//! Remembers VR devices across restarts: SteamVR only lists a controller once it has connected
//! since SteamVR started, so sleeping controllers would vanish after a reboot. Missing ones are
//! merged into `vr_devices` as `connected: false, remembered: true`. Never forgotten; delete
//! `$XDG_STATE_HOME/framemate/devices.json` to reset.
use std::collections::{BTreeMap, BTreeSet};
use std::path::PathBuf;
@@ -16,8 +15,7 @@ const LAST_SEEN_SAVE_INTERVAL_MS: u64 = 5 * 60 * 1000;
pub struct DeviceMemory {
file: Option<PathBuf>,
/// Keyed by serial. Devices whose serial couldn't be read are passed through but not
/// remembered: keying them by path would leave a phantom duplicate once the serial shows up.
/// Keyed by serial; devices without one aren't remembered (no phantom duplicates).
known: BTreeMap<String, Value>,
last_save_ms: u64,
}
@@ -33,7 +31,6 @@ impl DeviceMemory {
Self { file, known, last_save_ms: now_ms() }
}
/// Merges a live `vr_devices` list with remembered devices and persists changes.
pub fn merge(&mut self, live: Value) -> Value {
let Value::Array(live) = live else { return live };
let now = now_ms();
@@ -80,8 +77,7 @@ impl DeviceMemory {
fn save(&mut self, now: u64) {
let Some(file) = &self.file else { return };
// Write + rename, so a crash mid-write can't leave a truncated file behind
// (which would load as empty and lose every remembered device).
// Write + rename: a truncated file would load as empty.
let tmp = file.with_extension("json.tmp");
let result = std::fs::create_dir_all(file.parent().unwrap())
.and_then(|()| std::fs::write(&tmp, serde_json::to_vec_pretty(&self.known).unwrap()))
+7 -16
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@@ -1,14 +1,9 @@
//! Hardware H.264 encoding on the Snapdragon `iris` V4L2 stateful encoder
//! (`/dev/video23`), using raw multiplanar M2M ioctls. No GStreamer: its
//! `v4l2h264enc` fails caps negotiation with this driver and the Flatpak
//! runtime doesn't ship it.
//! H.264 on the `iris` V4L2 stateful encoder (`/dev/video23`) via raw multiplanar M2M ioctls
//! (GStreamer's `v4l2h264enc` can't negotiate with this driver). Input is RGBA; the encoder
//! does the YUV conversion.
//!
//! Input is RGBA ('AB24'); the encoder converts to YUV in hardware. Our only
//! CPU work is expanding the RGB3 source to RGBA.
//!
//! Driver quirks seen on kernel 6.18:
//! - STREAMOFF on a queue that was never started returns EBUSY (so we never do that).
//! - Resolution is aligned to 16 (1080 → 1088); the SPS crops it back.
//! Driver quirks: STREAMOFF on a never-started queue returns EBUSY; height is aligned to 16
//! (1080 → 1088) and the SPS crops it back.
use std::fs::{File, OpenOptions};
use std::os::fd::{AsRawFd, RawFd};
@@ -115,16 +110,14 @@ impl Encoder {
})
}
/// Makes the next encoded frame a keyframe (for a newly joined viewer).
pub fn force_keyframe(&self) {
if let Err(e) = v4l2::set_control(self.fd(), CID_FORCE_KEY_FRAME, 1) {
tracing::warn!("encoder: force keyframe: {e}");
}
}
/// Queues one frame; `sink` receives each encoded access unit (Annex B) and
/// whether it is a keyframe, as they complete. Timestamps must increase: the
/// encoder's rate control uses them (constant timestamps undershoot the bitrate ~5×).
/// `sink` gets each finished access unit (Annex B) and whether it's a keyframe.
/// Timestamps must increase: rate control uses them (constant ones undershoot ~5×).
pub fn encode(&mut self, frame: &RgbFrame, timestamp_us: u64, sink: &mut impl FnMut(&[u8], bool)) -> Result<()> {
let index = loop {
if let Some(index) = self.free_outputs.pop() {
@@ -173,7 +166,6 @@ impl Drop for Encoder {
}
/// RGB3 → RGBA into the encoder's input buffer; rows past the source are black.
/// About 1.5 ms per 1080p frame on the Frame.
fn rgb_to_rgba(frame: &RgbFrame, dst: &mut [u8], stride: usize, height: usize) {
for y in 0..height {
let row = &mut dst[y * stride..y * stride + frame.width * 4];
@@ -182,7 +174,6 @@ fn rgb_to_rgba(frame: &RgbFrame, dst: &mut [u8], stride: usize, height: usize) {
continue;
}
let src = &frame.data[y * frame.stride..y * frame.stride + frame.width * 3];
// Four pixels per step (12 → 16 bytes) so the compiler can keep it in registers.
let mut dst_chunks = row.chunks_exact_mut(16);
let mut src_chunks = src.chunks_exact(12);
for (d, s) in (&mut dst_chunks).zip(&mut src_chunks) {
+2 -4
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@@ -1,7 +1,5 @@
//! Minimal fragmented-MP4 writer for one H.264 video track, as consumed by browser
//! Media Source Extensions: one init segment (ftyp+moov), then one moof+mdat per frame.
//! Fragmented MP4 for MSE, one H.264 track: init segment (ftyp+moov), then moof+mdat per frame.
/// Timescale of the video track (90 kHz, the usual for video).
pub const TIMESCALE: u32 = 90_000;
/// Splits an Annex B access unit into NAL units (without start codes).
@@ -43,7 +41,7 @@ pub fn codec_string(sps: &[u8]) -> String {
format!("avc1.{:02x}{:02x}{:02x}", sps[1], sps[2], sps[3])
}
/// Annex B → length-prefixed sample; parameter sets and AUDs live in the init segment.
/// Annex B -> length-prefixed sample; parameter sets and AUDs live in the init segment.
pub fn to_sample(au: &[u8]) -> Vec<u8> {
let mut out = Vec::with_capacity(au.len() + 16);
for nal in nal_units(au).filter(|n| !matches!(nal_type(n), 7..=9)) {
+1 -3
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@@ -30,9 +30,7 @@ pub struct AgentInfo {
pub updated_at_ms: u64,
}
/// Data from the Steam client, as reported by the injected shim (see `shim.js`).
/// Topics are kept as loose JSON on purpose: the shim already normalizes them and
/// the underlying Steam APIs are undocumented and change between client updates.
/// Reported by `shim.js`. Topics stay loose JSON: the Steam APIs behind them change often.
#[derive(Debug, Default, Serialize)]
pub struct SteamState {
pub connected: bool,
+7 -1
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@@ -1,4 +1,6 @@
mod access;
mod cdp;
mod check;
mod config;
mod devices;
mod encoder;
@@ -21,7 +23,9 @@ Without a command, runs the agent.
commands:
install-service start the agent with the user session (systemd user unit)
uninstall-service remove that unit again
token print the API token for the companion app";
token print the API token for the companion app
check check the running agent and print what the app needs
rotate-token replace the API token (and restart the agent to use it)";
#[tokio::main]
async fn main() -> anyhow::Result<()> {
@@ -29,6 +33,8 @@ async fn main() -> anyhow::Result<()> {
None => {}
Some("install-service") => return service::install().await,
Some("uninstall-service") => return service::uninstall().await,
Some("check") => return check::run().await,
Some("rotate-token") => return service::rotate_token().await,
Some("token") => {
println!("{}", config::format_token(&config::load_or_create_token()?));
return Ok(());
+1 -2
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@@ -1,5 +1,4 @@
//! Battery and charger data from the kernel's power_supply class. Works without
//! Steam running and is readable from inside a Flatpak sandbox.
//! Battery and charger data from the kernel's power_supply class (works without Steam).
use std::collections::HashMap;
use std::path::{Path, PathBuf};
+37 -6
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@@ -12,15 +12,18 @@
//! `/api/*` requires the token via `?token=` or `Authorization: Bearer`.
use std::collections::HashMap;
use std::net::SocketAddr;
use std::sync::Arc;
use std::time::Duration;
use anyhow::Context;
use axum::Router;
use axum::extract::ws::{Message, WebSocket, WebSocketUpgrade};
use axum::extract::{Query, State};
use axum::http::{HeaderMap, StatusCode, header};
use axum::response::{Html, IntoResponse, Response};
use axum::routing::get;
use socket2::{Domain, Protocol, Socket, Type};
use crate::config::Config;
use crate::fmp4;
@@ -46,21 +49,50 @@ pub async fn serve(hub: Arc<Hub>, stream: Arc<LiveStream>, config: &Config) -> a
.route("/api/stream/ws", get(stream_ws))
.route("/favicon.svg", get(|| async { asset("image/svg+xml", include_bytes!("../../../assets/framemate-black.svg")) }))
.route("/healthz", get(|| async { "ok" }))
.layer(axum::middleware::from_fn_with_state(config.allow_remote, crate::access::local_only))
.with_state(AppState {
hub,
token: config.token.as_str().into(),
stream,
});
let listener = tokio::net::TcpListener::bind(config.listen).await?;
let token = crate::config::format_token(&config.token);
tracing::info!("listening on http://{}/?token={token} (token: {token})", config.listen);
axum::serve(listener, app)
let listener = match listen(config.listen) {
// IPv6 can be disabled (ipv6.disable=1); keep serving IPv4 then.
Err(e) if config.listen.is_ipv6() && config.listen.ip().is_unspecified() => {
tracing::warn!("{e:#}; falling back to IPv4 only");
listen(SocketAddr::from(([0, 0, 0, 0], config.listen.port())))?
}
result => result?,
};
tracing::info!("listening on {}", config.listen);
// The token never goes to the log (people paste logs into issues); only to a terminal.
// SAFETY: isatty only inspects the descriptor.
if unsafe { libc::isatty(libc::STDOUT_FILENO) } == 1 {
let token = crate::config::format_token(&config.token);
println!("Dashboard: http://localhost:{}/?token={token}", config.listen.port());
}
axum::serve(listener, app.into_make_service_with_connect_info::<SocketAddr>())
.with_graceful_shutdown(shutdown_signal())
.await?;
Ok(())
}
/// Dual-stack for an IPv6 wildcard (`frame.local` often resolves to IPv6). `IPV6_V6ONLY` has to
/// be cleared before `bind`, which `TcpListener::bind` can't do.
fn listen(addr: SocketAddr) -> anyhow::Result<tokio::net::TcpListener> {
let socket = Socket::new(Domain::for_address(addr), Type::STREAM, Some(Protocol::TCP))
.context("creating the listening socket")?;
if addr.is_ipv6() {
socket.set_only_v6(false).context("clearing IPV6_V6ONLY")?;
}
// A restart must not fail while the previous socket lingers.
socket.set_reuse_address(true)?;
socket.set_nonblocking(true)?;
socket.bind(&addr.into()).with_context(|| format!("binding {addr}"))?;
socket.listen(1024)?;
Ok(tokio::net::TcpListener::from_std(socket.into())?)
}
fn asset(content_type: &'static str, body: &'static [u8]) -> impl IntoResponse {
(
[(header::CONTENT_TYPE, content_type), (header::CACHE_CONTROL, "public, max-age=86400")],
@@ -83,8 +115,7 @@ async fn state(
headers: HeaderMap,
Query(query): Query<HashMap<String, String>>,
) -> Response {
// CORS: the app's WebView (another origin) reads the status to tell a wrong token from
// an unreachable agent. Harmless, the token is still required.
// CORS so the app can read the 401 (wrong token vs. unreachable).
let cors = [(header::ACCESS_CONTROL_ALLOW_ORIGIN, "*")];
if !authorized(&app, &headers, &query) {
return (StatusCode::UNAUTHORIZED, cors).into_response();
+121 -25
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@@ -1,12 +1,7 @@
//! `install-service` / `uninstall-service`: a systemd **user** unit that starts the agent
//! with the session. Flatpaks can't autostart in Game Mode (XDG autostart only runs in
//! Plasma), so the unit runs `flatpak run …` itself. Talks to the user systemd over
//! D-Bus, which works from inside the sandbox.
//!
//! Flatpak permissions: `--filesystem=xdg-config/systemd/user:create`,
//! `--talk-name=org.freedesktop.systemd1`.
//! `install-service` / `uninstall-service`: a systemd user unit that runs `flatpak run …`, since
//! Flatpaks can't autostart in Game Mode (XDG autostart only runs in Plasma).
use std::path::PathBuf;
use std::path::{Path, PathBuf};
use anyhow::Context;
use zbus::Connection;
@@ -14,11 +9,14 @@ use zbus::Connection;
const UNIT: &str = "framemate-agent.service";
pub async fn install() -> anyhow::Result<()> {
let exec = match std::env::var("FLATPAK_ID") {
let flatpak = flatpak_run();
let exec = match &flatpak {
// `flatpak run` moves the app into its own scope outside this unit's cgroup, so
// stopping the unit would only kill the launcher; --die-with-parent ties them together.
Ok(app_id) => format!("/usr/bin/flatpak run --die-with-parent --command=framemate-agent {app_id}"),
Err(_) => std::env::current_exe()?.display().to_string(),
Some((flag, app_id)) => {
format!("/usr/bin/flatpak run {flag}--die-with-parent --command=framemate-agent {app_id}")
}
None => std::env::current_exe()?.display().to_string(),
};
let unit = format!(
"# Installed by `framemate-agent install-service`; remove with `uninstall-service`.\n\
@@ -40,33 +38,128 @@ pub async fn install() -> anyhow::Result<()> {
// Create the token now, so the starting service and a following `token` call can't race.
crate::config::load_or_create_token()?;
let systemd = Systemd::connect().await?;
systemd.call("Reload", &()).await?;
let systemd = match Systemd::reachable().await {
Ok(systemd) => systemd,
Err(e) => {
enable_without_systemd(&path)?;
println!("Installed {UNIT}, but systemd isn't reachable from this terminal ({e:#}).");
println!("That happens in the Frame's Desktop Mode. The agent starts with the next restart");
println!("of the Frame. To start it now, run this instead:\n");
println!("{}", rerun_on_user_bus(&flatpak, "install-service"));
return Ok(());
}
};
systemd.call("EnableUnitFiles", &(&[UNIT][..], false, true)).await?;
systemd.call("RestartUnit", &(UNIT, "replace")).await?;
println!("Installed and started {UNIT} ({}).", path.display());
// `flatpak run` moves the app into its own app-flatpak-*.scope, so `-u {UNIT}` shows
// nothing; match the process name instead.
// `-u {UNIT}` shows nothing: `flatpak run` moves the app into its own scope.
println!("Logs: journalctl --user -f _COMM=framemate-agent");
Ok(())
println!();
crate::check::run().await
}
pub async fn uninstall() -> anyhow::Result<()> {
let systemd = Systemd::connect().await?;
let path = unit_path()?;
let systemd = match Systemd::reachable().await {
Ok(systemd) => systemd,
Err(e) => {
remove_file(&wants_link(&path))?;
remove_file(&path)?;
println!("Removed {UNIT}, but systemd isn't reachable from this terminal ({e:#}).");
println!("A running agent stops with the next restart of the Frame. To stop it now, run:\n");
println!("{}", rerun_on_user_bus(&flatpak_run(), "uninstall-service"));
return Ok(());
}
};
// Ignore errors: the unit may not be loaded or enabled.
let _ = systemd.call("StopUnit", &(UNIT, "replace")).await;
let _ = systemd.call("DisableUnitFiles", &(&[UNIT][..], false)).await;
let path = unit_path()?;
match std::fs::remove_file(&path) {
Ok(()) => {}
Err(e) if e.kind() == std::io::ErrorKind::NotFound => {}
Err(e) => return Err(e).with_context(|| format!("removing {}", path.display())),
}
remove_file(&path)?;
systemd.call("Reload", &()).await?;
println!("Removed {UNIT}.");
Ok(())
}
pub async fn rotate_token() -> anyhow::Result<()> {
anyhow::ensure!(
std::env::var_os("FRAMEMATE_TOKEN").is_none(),
"FRAMEMATE_TOKEN is set and overrides the token file"
);
let token = crate::config::format_token(&crate::config::rotate_token()?);
println!("New token: {token}");
match Systemd::reachable().await {
// TryRestartUnit only restarts it if it's running; NoSuchUnit without install-service.
Ok(systemd) => match systemd.call("TryRestartUnit", &(UNIT, "replace")).await {
Ok(()) => println!("Restarted {UNIT}; enter the new token in the app."),
Err(_) => println!("{UNIT} isn't installed; restart the agent to use the new token."),
},
Err(_) => {
println!("The running agent keeps the old token until it restarts. Restart the Frame, or run:\n");
println!(
" env XDG_RUNTIME_DIR=/run/user/$(id -u) DBUS_SESSION_BUS_ADDRESS=unix:path=/run/user/$(id -u)/bus \\\n systemctl --user restart {UNIT}"
);
}
}
Ok(())
}
/// `(installation flag incl. trailing space, app id)` when running as a Flatpak.
fn flatpak_run() -> Option<(String, String)> {
let app_id = std::env::var("FLATPAK_ID").ok()?;
let installation = std::fs::read_to_string("/.flatpak-info").ok().and_then(|info| installation_flag(&info));
if installation.is_none() {
eprintln!("warning: couldn't tell whether the agent is a --user or --system install");
}
Some((installation.map(|f| format!("{f} ")).unwrap_or_default(), app_id))
}
/// What `systemctl enable` does on disk; systemd picks it up at the next start of the session.
fn enable_without_systemd(unit: &Path) -> anyhow::Result<()> {
let link = wants_link(unit);
std::fs::create_dir_all(link.parent().unwrap())?;
remove_file(&link)?;
std::os::unix::fs::symlink(unit, &link).with_context(|| format!("linking {}", link.display()))
}
fn wants_link(unit: &Path) -> PathBuf {
unit.with_file_name("default.target.wants").join(UNIT)
}
fn remove_file(path: &Path) -> anyhow::Result<()> {
match std::fs::remove_file(path) {
Err(e) if e.kind() != std::io::ErrorKind::NotFound => {
Err(e).with_context(|| format!("removing {}", path.display()))
}
_ => Ok(()),
}
}
/// The Frame's Desktop Mode is a nested Plasma session whose own session bus has no systemd
/// behind it (issue #6). Inside the sandbox only that bus is visible, so the command has to be
/// started with the real user bus.
fn rerun_on_user_bus(flatpak: &Option<(String, String)>, command: &str) -> String {
let run = match flatpak {
Some((flag, app_id)) => format!("flatpak run {flag}{app_id}"),
None => "framemate-agent".into(),
};
format!(
" env XDG_RUNTIME_DIR=/run/user/$(id -u) DBUS_SESSION_BUS_ADDRESS=unix:path=/run/user/$(id -u)/bus \\\n {run} {command}"
)
}
/// `--user` or `--system`, from `app-path` in the sandbox's `/.flatpak-info`. Plain `flatpak run`
/// fails when no system installation exists (fresh Frames, Flatpak 1.15.8).
fn installation_flag(flatpak_info: &str) -> Option<&'static str> {
let path = flatpak_info.lines().find_map(|l| l.trim().strip_prefix("app-path="))?;
if path.starts_with("/var/lib/flatpak/") {
Some("--system")
} else if path.contains("/.local/share/flatpak/") {
Some("--user")
} else {
None // a custom installation (installations.d); plain `flatpak run` finds it
}
}
/// `~/.config/systemd/user/…` on the host. Deliberately not `$XDG_CONFIG_HOME`, which a
/// Flatpak remaps into its own data directory.
fn unit_path() -> anyhow::Result<PathBuf> {
@@ -77,8 +170,11 @@ fn unit_path() -> anyhow::Result<PathBuf> {
struct Systemd(Connection);
impl Systemd {
async fn connect() -> anyhow::Result<Self> {
Ok(Self(Connection::session().await.context("connecting to the session bus")?))
/// Connects and checks that systemd answers on this session bus.
async fn reachable() -> anyhow::Result<Self> {
let systemd = Self(Connection::session().await.context("connecting to the session bus")?);
systemd.call("Reload", &()).await?;
Ok(systemd)
}
async fn call<B>(&self, method: &str, body: &B) -> anyhow::Result<()>
+9 -16
View File
@@ -1,9 +1,6 @@
// Injected by framemate-agent into Steam's SharedJSContext (see cdp.rs).
// Subscribes to SteamClient events and polls UI stores, then reports one
// normalized snapshot per topic via the CDP binding `__framemateEmit`.
// Everything here is undocumented Steam internals: guard every access, and
// report failures as {topic: "error"} instead of throwing.
// Must be idempotent: it is re-evaluated on every reconnect.
// Injected into Steam's SharedJSContext (cdp.rs); reports one snapshot per topic via
// `__framemateEmit`. Undocumented Steam internals: guard every access, report failures as
// {topic: "error"}. Must be idempotent: it is re-evaluated on every reconnect.
(() => {
const W = window;
try { W.__framemate?.dispose?.(); } catch {}
@@ -46,7 +43,7 @@
try { return W.appStore.GetAppOverviewByAppID(Number(appid))?.display_name ?? null; } catch { return null; }
};
// --- battery (Steam's view; the agent also reads sysfs directly) ---
// --- battery ---
const battery = () => subscribe("battery", cb => SteamClient.System.RegisterForBatteryStateChanges(cb), s =>
emit("battery", {
has_battery: s.bHasBattery,
@@ -56,9 +53,7 @@
battery_state: s.eBatteryState,
}));
// --- downloads: this device only ---
// Steam groups downloads per client; with Remote Downloads the other PCs on the
// account show up too (remote_client_id != "0"). Only the Frame's own are reported.
// --- downloads: this device only (other PCs show up via Remote Downloads) ---
const isLocal = clientId => String(clientId) === "0";
const downloads = () => {
subscribe("downloads", cb => SteamClient.Downloads.RegisterForDownloadItems(cb), (_flag, clients) => {
@@ -77,8 +72,7 @@
target_buildid: i.target_buildid,
})));
});
// Fires about once per second while something downloads. It describes a single
// client's transfer, which may be a remote one; report those as idle.
// ~1 Hz while downloading; may describe a remote client's transfer, reported as idle.
subscribe("download_overview", cb => SteamClient.Downloads.RegisterForDownloadOverview(cb), o => {
if (!isLocal(o.remote_client_id)) {
emit("download_overview", { appid: null });
@@ -114,9 +108,8 @@
});
};
// --- VR: headset + controllers via OpenVR device properties ---
// Property ids from openvr.h: 1001 ModelNumber, 1002 SerialNumber,
// 1011 DeviceIsCharging, 1012 DeviceBatteryPercentage, 1029 DeviceClass.
// --- VR devices. openvr.h property ids: 1001 ModelNumber, 1002 SerialNumber,
// 1011 DeviceIsCharging, 1012 DeviceBatteryPercentage, 1029 DeviceClass ---
let vrPaths = [];
const vrDevice = async path => {
const P = SteamClient.OpenVR.DeviceProperties;
@@ -153,7 +146,7 @@
});
};
// --- network, perf, system, user (polled store reads) ---
// --- network, perf, system, user (polled) ---
const stores = () => {
poll("network", 10000, () => {
const n = W.SystemNetworkStore, d = W.SystemPerfStore?.msgDiagnosticInfo;
+1 -2
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@@ -1,5 +1,4 @@
//! Read-only view of steamos-manager's session-bus properties
//! (performance profile, CPU/GPU tuning). Flatpak: --talk-name=com.steampowered.SteamOSManager1
//! Read-only view of steamos-manager's session-bus properties (performance profile, CPU/GPU).
use std::collections::BTreeMap;
use std::sync::Arc;
+4 -6
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@@ -15,9 +15,8 @@
<video autoplay muted playsinline></video>
<div id="status">connecting…</div>
<script>
// Headset view over /api/stream/ws: a JSON header with the codec string, then an fMP4
// init segment, then one moof+mdat per frame, fed into Media Source Extensions.
// (WebCodecs would be simpler but needs a secure context, which http://frame.local isn't.)
// /api/stream/ws: JSON {codec}, fMP4 init segment, then moof+mdat per frame → MSE.
// (WebCodecs needs a secure context, which http://frame.local isn't.)
const token = new URLSearchParams(location.search).get("token") ?? "";
const video = document.querySelector("video");
const status = document.getElementById("status");
@@ -62,9 +61,8 @@ function connect() {
};
}
// MSE buffers by default, which adds latency over time. Catch up by playing slightly
// faster; only seek when far behind, because every seek makes the decoder restart
// from the previous keyframe (seeking on every frame showed ~3 fps).
// Catch up by playing faster; seeking restarts decoding at the last keyframe (~3 fps if
// done every frame), so only seek when far behind.
function keepLive(buffer) {
if (buffer.updating || !buffer.buffered.length) return;
const start = buffer.buffered.start(0);
+3 -11
View File
@@ -1,13 +1,8 @@
//! Live H.264 stream of the headset view, shared by all viewers.
//!
//! SteamVR's `steamvr-v4l2cam` renders `IVRHeadsetView` into the v4l2loopback device
//! `/dev/video99` (1920×1080 RGB3, ~90 fps while the headset is active) — but only
//! while someone has the device open. The first viewer starts one capture+encode
//! thread; it stops when the last viewer leaves, which also lets v4l2cam go idle.
//!
//! Frames are captured via mmap (no read() copy), paced down to the configured fps,
//! encoded in hardware (see encoder.rs) and broadcast as Annex B access units.
//! Flatpak: needs `--device=all` for /dev/video*.
//! SteamVR's v4l2cam only renders into `/dev/video99` (1920×1080 RGB3, ~90 fps) while the
//! device is open, so capture runs only while someone watches: the first viewer starts the
//! thread, it stops when the last one leaves.
use std::fs::{File, OpenOptions};
use std::os::fd::AsRawFd;
@@ -37,7 +32,6 @@ pub struct StreamConfig {
pub bitrate: u32,
}
/// One encoded frame.
pub struct Packet {
/// Annex B access unit; keyframes carry SPS/PPS.
pub data: Vec<u8>,
@@ -86,7 +80,6 @@ impl LiveStream {
running.tx.subscribe()
}
/// Asks for a keyframe, e.g. after a viewer fell behind.
pub fn request_keyframe(&self) {
if let Some(running) = &*self.running.lock().unwrap() {
running.want_keyframe.store(true, Ordering::Relaxed);
@@ -221,7 +214,6 @@ impl Drop for StopGuard<'_> {
}
}
/// mmap streaming capture from the v4l2loopback device.
struct LoopbackCapture {
buffers: Vec<Mapping>,
file: File,
+1 -2
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@@ -1,5 +1,4 @@
//! Minimal V4L2 ioctl plumbing (aarch64/64-bit layouts), shared by the hardware
//! encoder and the loopback capture. Pure Rust on purpose: keeps the static build.
//! Minimal V4L2 ioctl plumbing (aarch64/64-bit layouts), shared by the hardware encoder and the loopback capture
use std::fs::File;
use std::os::fd::{AsRawFd, RawFd};
+1 -2
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@@ -58,5 +58,4 @@ ssh() { /usr/bin/ssh "${SSH_OPTS[@]}" "$HOST" "$@"; }
ssh "systemctl --user stop framemate-agent-dev 2>/dev/null; \
flatpak install --user --reinstall --noninteractive -y /tmp/framemate-agent.flatpak && \
rm /tmp/framemate-agent.flatpak && \
flatpak run $APP_ID install-service && \
echo -n 'Token: ' && flatpak run $APP_ID token"
flatpak run --user $APP_ID install-service" # also runs `check`, which prints the token