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UEVR: address the second review; recheck on the Frame
frame_inject.py declares every Win32 signature, checks each result, frees its remote buffers and closes handles. Uninstall only accepts our folder and UEVR's own per-game settings folders, and keeps the receipt if anything can't be removed. The injector's reply is parsed defensively. Rechecked on a real Frame: install, three cold starts injected (33-35 s), clean uninstall. Part of #26. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -4,8 +4,8 @@
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[2026-09-28](mods-2026-09-28.md): aarch64, SteamOS `0.4.1`, BUILD_ID
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`20260925.6191901`, Proton `11.0-2c` ARM64, SteamVR `2.18.1`. Times are the
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Frame's AEST clock. Headset tests ran under the shared
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`/tmp/frame-test.lock`, taken 11:13–11:28, 11:33–11:49, 12:02–12:40 and
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12:44–12:52. Battery 45 % →
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`/tmp/frame-test.lock`, taken 11:13–11:28, 11:33–11:49, 12:02–12:40,
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12:44–12:52 and 13:01–13:03. Battery 45 % →
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93 %, on charge throughout.
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**Not observed:** the VR image, head tracking and controller input. SteamVR
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@@ -66,7 +66,7 @@ page's **VR mod** dialog, driven with a headless Chromium:
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| `uninstall` while running | Refused: "the game is running; quit it first" |
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| `start`, game not running | Launched the game, injected, `frame_submits` 45 (55 s) |
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| UI: Remove, Install | Worked; the prefix listing matched its pre-install state except an empty `UnrealVRMod`, which uninstall now also removes |
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| UI: Play in VR | Failed once: the injector died with `Process terminated. … Resource name: Arg_AccessViolationException`, after `Fontconfig error: No writable cache directories` (it had no `HOME`). Fixed by keeping the normal environment under the game's; `start` also retries up to three times |
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| UI: Play in VR | Failed once: the injector died with `Process terminated. … Resource name: Arg_AccessViolationException`, after `Fontconfig error: No writable cache directories` (it had no `HOME`). Fixed by keeping the normal environment under the game's (the relaunch-on-failure added next is gone with the GUI injector; see below) |
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| UI: Play in VR ×4 | 4 of 4 injected. The three cold starts took 54, 58 and 58 s; frame submits 56, 71, 80 |
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| UI: Remove | `drive_c`, `AppData/Roaming` and `AppData/Local` listings matched the pre-install state; download cache and receipt gone |
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@@ -102,10 +102,21 @@ is 47 MB.
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Battery 98–100 % on charge. Lock released at 12:52.
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## After the second review (13:01–13:03)
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`frame_inject.py` now declares every Win32 signature, checks each result,
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frees its remote buffers and closes its handles; uninstall accepts only our
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folder and UEVR's own settings folders. Rechecked: install; three cold starts
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injected in 35, 34 and 33 s (`frame_submits` 42, 38, 47), UEVR logging
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`Framework initialized` and `Requested runtime: openvr_api.dll`; uninstall
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left `drive_c`, `AppData/Roaming` and `AppData/Local` as before, with no cache,
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receipts or processes. Frame Control's injector total: 12 of 12 cold starts
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through the API, plus the UI run.
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## Left on the Frame
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- Gravitas (free, 7.4 GB, installed 2026-09-28 for this work) is still
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installed; nothing else from this work is left.
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- No `UEVRInjector.exe` or game processes were left running. Steam and
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SteamVR were running at the end.
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- The test lock was released at 12:52.
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- The test lock was released at 13:03.
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+2
-2
@@ -26,7 +26,7 @@ means an upstream source describes it; “inferred” means it still needs a tes
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| Game / build | Mod or content | Evidence and support status | Next check |
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|---|---|---|---|
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| Half-Life 2: VR Mod – Episode One, Steam 2177750, build 25413453 | Official Steam community mod, shared base depot 658920 build 25413418 | **Verified: startup only.** Already installed; launched through Proton ARM64. The stereo headset capture showed its first-time setup, and SteamVR loaded `bindings_frame.json`. Gameplay, controller interaction, fresh installation and removal are unverified. | Complete first-time setup and play a level before offering a tested install shortcut. |
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| Gravitas, Steam 1067310, Windows, Unreal Engine 4 | UEVR 1.05, from Frame Control | **Verified 2026-09-29: installs, injects, SteamVR receives frames, removes cleanly.** Nine cold **Play in VR** runs (33–35 s each), then the full cycle again from the app's UI, all loaded `UEVRBackend.dll` into the game, with UEVR logging `Hooked DirectX 11` and `Requested runtime: openvr_api.dll`. SteamVR's compositor counted frame submits for `steam.app.1067310`. Remove restored the prefix to its pre-install file listing. **Not seen:** the stereo image, head tracking and controls (headset unworn). | Wear the headset: check the image, tracking, UEVR's in-headset menu and controller input. |
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| Gravitas, Steam 1067310, Windows, Unreal Engine 4 | UEVR 1.05, from Frame Control | **Verified 2026-09-29: installs, injects, SteamVR receives frames, removes cleanly.** Twelve cold **Play in VR** runs (33–35 s each), and the full cycle from the app's UI, all loaded `UEVRBackend.dll` into the game, with UEVR logging `Hooked DirectX 11` and `Requested runtime: openvr_api.dll`. SteamVR's compositor counted frame submits for `steam.app.1067310`. Remove restored the prefix to its pre-install file listing. **Not seen:** the stereo image, head tracking and controls (headset unworn). | Wear the headset: check the image, tracking, UEVR's in-headset menu and controller input. |
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| Beat Saber, Steam 620980, Windows / Proton | Basic custom songs; later SongCore and version-matched mods | **Verified: absent from the 868-game library returned by this Frame.** Store metadata lists Windows, not Linux. **Documented:** the PC game reads basic maps from `Beat Saber_Data/CustomLevels` without a mod manager. Playback on Frame is unverified. | An already-owned, legitimately installed copy is required. Do not buy it as part of this task. |
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| Beat Saber, claimed native ARM64 build | Custom songs / native mods | **Inferred: unverified.** The research mentions this build but supplies no verified official distributable or tested layout. CPU architecture alone does not identify Android versus Linux, the game version or the mod ABI. | Establish official provenance, ownership, binary type and version before touching files. Do not apply Quest patches to an unidentified build. |
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| Beat Saber, Alex's Quest 2 copy | Custom songs / Android mods | **Documented: owner-reported copy on Quest 2.** Not reachable on 2026-09-29 (no device on `adb` from the Mac). No APK, version or installed mods inspected; no Frame playback verified. A Quest copy is a Meta store purchase; copying it to another headset would need its entitlement check to pass there, which this work won't work around. This does not establish ownership of the Steam build. | When the Quest is available, inspect the owned copy's version and supported transfer path, then test Lepton/OpenXR compatibility without bypassing entitlement checks. |
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@@ -95,7 +95,7 @@ Why not UEVR's own injector (verified 2026-09-29):
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cross-process window message; a window that isn't answering would block its
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UI thread (inferred from the frontend's source, not proven). Without a
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`HOME` it also died in .NET at startup.
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- Frame Control's own script injected in 9 of 9 cold starts, in 33–35 s.
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- Frame Control's own script injected in 12 of 12 cold starts through the API, in 33–35 s, and again from the UI.
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- UEVR's DirectX 12 probing logs errors before it settles on DirectX 11 for
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Gravitas, and some of its Unreal engine scans fail on this older UE4 game.
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Neither stopped the injection.
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