Merge origin/main into apk-store-fixes, preserving store and headset features

Keep the union of server routes, desktop resources and responsive controls. Preserve OpenXR install defaults and telemetry hooks alongside library artwork. Adapt the resource test to single-file entries and avoid a completed-refresh race in the F-Droid test.

Co-Authored-By: GPT-6 Astra <noreply@openai.com>
This commit is contained in:
saphidandGPT-6 Astra committed 2026-09-29 12:07:09 +10:00
commit 8fca0fe0a2
169 files changed
+47085 -292

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+6
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@@ -48,3 +48,9 @@ running `--help`: `paste-to-frame.sh`, `serve-bootstrap.sh` and
- `sudo` on the Frame asks for the user's Developer Mode password. Hand those
steps to the user (open Terminal) and keep automation to non-sudo commands.
- The Mac uses BSD userland and zsh (no `timeout`, use `head -n`).
- **First-party first.** For any new capability, investigate the first-party
way before anything else: Valve (SteamOS, Steam, Steam Link), Apple (the Mac
and iPhone), and KDE (the Frame's desktop is Plasma). It's usually the best
answer. If it isn't, write down why not. If it is, find what Frame Control
can do to make it easier to set up (install over SSH, pre-seed settings,
pair automatically, tell the user the one setting to turn on).
+3 -1
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@@ -35,7 +35,9 @@ jobs:
- name: Server tests
run: python -m unittest discover -s tests -v
- name: App syntax
run: node --check app/main.js && node --check app/build/make-icon.js && node --check app/build/fetch-deps.js && node --check app/preload.js && node --check app/install-link.js
run: node --check app/main.js && node --check app/build/make-icon.js && node --check app/build/fetch-deps.js && node --check app/preload.js && node --check app/install-link.js && node --check app/updater.js
- name: Updater tests
run: node --test app/test/updater.test.js
- name: Website
run: node --test site/test/*.test.mjs && node --check site/public/js/site.js && node --check site/public/js/feedback.js
+4
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@@ -5,3 +5,7 @@ apk-catalog/data/index-v2*.json*
compat-db/.env.lakebed.server
compat-db/.lakebed/
tests/smoke/results/
mac/bin/
# Downloaded at build time (frame/kdeconnect/fetch.py, app/build/fetch-deps.js)
frame/kdeconnect/packages/
+27 -8
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@@ -35,8 +35,8 @@ See what the headset sees, install games and Android apps, move files and text a
<tr>
<td width="50%" valign="top">
**👓 Headset view**<br>
Live video of what the lenses show (about 30 fps), or a still of both eyes. Zoom, pan, full screen, save as PNG.
**👓 Headset view and Desktop**<br>
Live video of what the lenses show, or of the app panel in use, flat and still however the wearer looks around. Turn on Control and tap or click right on it to use the Frame from your phone or computer.
</td>
<td width="50%" valign="top">
@@ -72,6 +72,9 @@ Drag files onto the window to send them. Drop a game's .zip, folder or .exe to a
**📸 Screenshots**<br>
Browse the shots you take in the headset and save them to your Pictures folder.
**⌨️ Keyboard and trackpad**<br>
Type and point in the Frame's apps from your computer or phone, through KDE Connect, which Frame Control brings along and sets up on the Frame. Nothing else to install, anywhere.
</td>
</tr>
<tr>
@@ -90,7 +93,11 @@ SSH, SFTP, Steam Link, remote desktop, volume, sleep, restart and shut down.
</tr>
</table>
Nothing is installed on the Frame for any of this: the app uses what SteamOS
The optional [Family and comfort](docs/family-comfort.md) card adds session
limits, breaks, local alerts and one-click casting. A session copies a small
Frame Control worker into your headset user account.
For the other features, nothing is installed on the Frame: the app uses what SteamOS
already ships (sideloading a game copies Valve's own devkit scripts to
`~/devkit-utils`, as Valve's Devkit Client does). [How each feature works](docs/frame-control.md).
@@ -107,6 +114,10 @@ already ships (sideloading a game copies Valve's own devkit scripts to
a computer. Build it from [`ios/`](ios) in Xcode; see [docs/iphone.md](docs/iphone.md).
The app brings its own Python and `adb`; SSH is built into macOS and Windows.
From 0.4 it updates itself: when a new version is published, a banner offers
**Update and restart**. It sends anonymous usage statistics, which you can turn
off. Sharing compatibility results and error details is opt-in. See
[docs/privacy.md](docs/privacy.md).
Google doesn't publish `adb` for arm64 Linux, so that build uses your
distribution's. If you already have `adb`, the app uses yours.
@@ -175,9 +186,11 @@ entry to `~/.ssh/config` and keys at `~/.ssh/id_ed25519_frame` and
## Feedback
This is a first public test, so reports are really useful, especially from
Windows and Linux. The quickest way is the
[feedback form](https://frame-control.pages.dev/feedback/): no GitHub account
needed, and it opens an issue here. Please include:
Windows and Linux. The quickest way is **Report a problem** in the app (the
warning-sign button at the top, or **Help → Report a Problem…**). It adds
diagnostics with personal details removed, shows you exactly what's included,
and sends it privately to the maintainer; nothing is published. Without the app,
use the [feedback form](https://frame-control.pages.dev/feedback/). Please include:
- what you tried and what happened
- your computer's OS and your SteamOS build (Steam Settings → System)
@@ -201,9 +214,12 @@ Frame's software fits together, all checked against a real headset and labelled
| [Sideloading Linux and Windows games](docs/sideloading.md) | A .zip, folder or .exe as a Steam Devkit Game, runtime detection |
| [Install links for websites](docs/web-install.md) | `frame-control://install` links and manifests, the rules, a button to paste |
| [Steam games](docs/steam-games.md) · [VR video](docs/vr-video.md) · [WebXR in Chromium](docs/webxr-chromium.md) | Installing and buying, watching VR180/360, the Chromium build |
| [Mac in the headset](docs/mac-in-headset.md) | Mac windows and screens as panels in the Frame, with laser and keyboard input |
| [VR mods and custom songs](docs/mods.md) | Per-game feasibility, real-Frame results and blockers; no installer yet |
| [SSH](docs/ssh.md) · [Streaming](docs/streaming.md) · [Files](docs/file-transfer.md) · [Panels](docs/panels.md) · [Tailscale](docs/tailscale.md) | Topic notes |
| [Frame Control for iPhone](docs/iphone.md) | The iPhone and iPad app, how it runs the server on the Frame, pairing |
| [Recovery and OS images](docs/recovery-and-images.md) | Where to download the Frame's OS, what's inside, testing without the headset |
| [AI agents and assistant](docs/agents.md) | Key-free MCP tools, human approvals, and an opt-in assistant panel |
| [Testing](docs/testing.md) | Unit tests, end-to-end tests against a fake Frame in Docker, and the headset smoke test |
| [Open questions](docs/open-questions.md) | What's still unchecked |
@@ -237,9 +253,12 @@ cd app && npm install && npm start # run the app from the checkout
The server is Python stdlib only; the app is Electron. GitHub Actions runs the
tests on macOS, Windows and Linux, and a `v*` tag builds all three installers
into the release. See [building](docs/frame-control.md#building).
into a draft release, which reaches users once published. See
[building](docs/frame-control.md#building) and [releasing](docs/releasing.md).
## License
[MIT](LICENSE). Steam, Steam Frame and SteamVR are trademarks of Valve
[MIT](LICENSE). The apps also ship other people's software under its own
licence, notably KDE Connect (GPL) for the keyboard and trackpad; see
[THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md). Steam, Steam Frame and SteamVR are trademarks of Valve
Corporation. This project isn't affiliated with or endorsed by Valve.
+15
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@@ -0,0 +1,15 @@
# Third-party software in Frame Control
Frame Control's own code is under the [MIT licence](LICENSE). The apps also
ship other people's software, unchanged, each under its own licence:
| What | Where | Licence | Details |
|---|---|---|---|
| KDE Connect 24.02.2 and five libraries, as Valve builds them for the Frame | Desktop apps and the iPhone app; copied to the Frame for the keyboard and trackpad | GPL and LGPL (per package) | [frame/kdeconnect/NOTICE.md](frame/kdeconnect/NOTICE.md), licence texts in [frame/kdeconnect/LICENSES](frame/kdeconnect/LICENSES), complete source in the [kdeconnect-frame-24.02.2-1 release](https://github.com/saphid/frame-control/releases/tag/kdeconnect-frame-24.02.2-1) |
| Python 3.12 ([python-build-standalone](https://github.com/astral-sh/python-build-standalone)) | Desktop apps | PSF License and others | Included with it, in the app's `python` folder |
| adb (Android SDK Platform-Tools) | Desktop apps (not Linux arm64) | Apache-2.0 and others | `NOTICE.txt` in the app's `tools` folder |
| Mozilla's CA certificate list, as published by curl | Desktop apps | MPL-2.0 | https://curl.se/docs/caextract.html |
| Electron | Desktop apps | MIT (Chromium: BSD-3-Clause and others) | `LICENSE` and `LICENSES.chromium.html` in the app |
Frame Control starts KDE Connect and talks to it over its network protocol;
it doesn't link to it or include its code.
+21 -1
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@@ -1,7 +1,9 @@
// Downloads what the app bundles so users install nothing else: a standalone
// Python (python-build-standalone), adb (Android platform-tools) and a CA
// bundle. Each goes in build/deps/<os>-<arch>/{python,tools}, which package.json
// copies into the app's resources. Everything is pinned by version and SHA-256.
// copies into the app's resources. Also KDE Connect for the Frame (the same arm64
// packages for every build), into ../frame/kdeconnect/packages as listed in
// ../frame/kdeconnect/packages.json. Everything is pinned by version and SHA-256.
// node build/fetch-deps.js mac arm64 | win x64 | linux x64 arm64
const crypto = require("crypto");
const fs = require("fs");
@@ -127,8 +129,26 @@ async function fetch(os, arch) {
console.log(`${key}: ${version} -> ${out}`);
}
// As frame/kdeconnect/fetch.py does for the iPhone app's bundle.
async function fetchKdeConnect() {
const dir = path.join(__dirname, "..", "..", "frame", "kdeconnect");
const manifest = JSON.parse(fs.readFileSync(path.join(dir, "packages.json"), "utf8"));
const out = path.join(dir, "packages");
fs.mkdirSync(out, { recursive: true });
const sha = (file) => crypto.createHash("sha256").update(fs.readFileSync(file)).digest("hex");
for (const p of manifest.packages) {
const file = path.join(out, p.file);
if (fs.existsSync(file) && sha(file) === p.sha256) continue;
await download(manifest.release + p.file, p.sha256, file);
}
const wanted = new Set(manifest.packages.map((p) => p.file));
for (const f of fs.readdirSync(out)) if (!wanted.has(f)) fs.rmSync(path.join(out, f), { recursive: true, force: true });
console.log(`KDE Connect for the Frame: ${manifest.packages.length} packages -> ${out}`);
}
(async () => {
const [os, ...archs] = process.argv.slice(2);
if (!os || !archs.length) throw new Error("usage: node build/fetch-deps.js <mac|win|linux> <arch>...");
for (const arch of archs) await fetch(os, arch);
await fetchKdeConnect();
})().catch((e) => { console.error(e.message); process.exit(1); });
+116 -4
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@@ -1,7 +1,7 @@
// Frame Control as a desktop app (macOS, Windows, Linux): starts ui/server.py on
// a free loopback port and shows it in a native window. The server does all the
// work over the `frame` SSH alias; this file only hosts it.
const { app, BrowserWindow, Menu, clipboard, dialog, ipcMain, shell } = require("electron");
const { app, BrowserWindow, Menu, Notification, clipboard, dialog, ipcMain, shell } = require("electron");
const { execFile, spawn } = require("child_process");
const { promisify } = require("util");
const fs = require("fs");
@@ -10,6 +10,7 @@ const net = require("net");
const os = require("os");
const path = require("path");
const { SCHEME, parseInstallLink, linkFromArgv } = require("./install-link");
const updater = require("./updater");
const run = promisify(execFile);
@@ -114,7 +115,11 @@ function ping(target) {
}
async function startServer() {
// The version and whether this is a built app go to ui/frame_telemetry.py, which
// sends nothing from a source checkout.
const env = { ...process.env, PATH: await loginPath(), FRAME_CONTROL_APP: "1",
FRAME_CONTROL_VERSION: app.getVersion(), FRAME_CONTROL_LOG: LOG,
...(app.isPackaged ? { FRAME_CONTROL_PACKAGED: "1" } : {}),
...(fs.existsSync(TOOLS) ? { FRAME_CONTROL_TOOLS: TOOLS } : {}) };
python = await findPython(env);
if (!python) throw new Error(`Frame Control needs Python 3.8 or later. ${PYTHON_HELP}`);
@@ -244,6 +249,25 @@ function fromUi(e) {
ipcMain.handle("clipboard:read", (e) => fromUi(e) ? clipboard.readText() : "");
ipcMain.handle("connection:setup", (e) => { if (fromUi(e)) setUpConnection(); });
ipcMain.on("keys:capture", (e, on) => { if (fromUi(e)) win.webContents.setIgnoreMenuShortcuts(on === true); });
ipcMain.handle("update:get", (e) => fromUi(e) ? publicUpdate() : null);
ipcMain.handle("update:check", (e) => fromUi(e) ? checkForUpdate({ manual: true }).then(publicUpdate) : null);
ipcMain.handle("update:install", (e) => { if (fromUi(e)) installUpdate(); });
ipcMain.handle("comfort:notify", (e, message) => {
if (!fromUi(e) || typeof message !== "string" || message.length > 500) throw new Error("Invalid notification");
if (!Notification.isSupported()) throw new Error("System notifications are unavailable");
return new Promise((resolve, reject) => {
const notification = new Notification({title: "Frame Control", body: message});
const timer = setTimeout(() => reject(new Error("Notification delivery was not confirmed. Check system notification settings.")), 5000);
notification.once("show", () => { clearTimeout(timer); resolve(true); });
notification.once("failed", (_event, error) => {
clearTimeout(timer);
reject(new Error("Notification delivery failed. Check system notification settings: " + error));
});
notification.show();
});
});
// frame-control://install links from websites (docs/web-install.md). They can
// arrive before the window or server exists (macOS open-url on a cold launch),
@@ -276,6 +300,81 @@ ipcMain.on("install-link:ready", (e) => {
deliverLinks();
});
// ---- updates (app/updater.js, docs/releasing.md) ----
// Checked shortly after launch and every few hours; the page shows a banner and
// the Update button calls installUpdate.
const UPDATE_EVERY = 6 * 3600 * 1000;
const update = { status: "idle", current: app.getVersion(), latest: null, error: null, progress: 0, how: null };
function publicUpdate() {
const r = update.latest;
return { status: update.status, current: update.current, error: update.error, progress: update.progress,
latest: r && { version: r.version, notes: r.notes, page: r.page },
canInstall: !!update.how && update.how.method !== "manual", why: update.how && update.how.why };
}
function setUpdate(fields) {
Object.assign(update, fields);
if (win && linkPage === win.webContents) win.webContents.send("update:state", publicUpdate());
}
async function checkForUpdate({ manual = false } = {}) {
if (["checking", "downloading", "ready"].includes(update.status)) return;
setUpdate({ status: "checking", error: null });
try {
const latest = await updater.latestRelease();
const how = updater.updateMethod({ platform: process.platform, isPackaged: app.isPackaged,
execPath: process.execPath, env: process.env,
exists: fs.existsSync, writable: updater.writable });
if (updater.isNewer(latest.version, update.current)) {
setUpdate({ status: "available", latest, how });
if (manual) offerUpdateDialog();
} else {
setUpdate({ status: "none", latest, how });
if (manual) dialog.showMessageBox(win, { type: "info", message: "Frame Control is up to date",
detail: `You have ${update.current}, the newest version.` });
}
} catch (e) {
// A failed check: nothing to install, and never an older release kept from before.
setUpdate({ status: "check-failed", error: e.message, latest: null });
if (manual) dialog.showMessageBox(win, { type: "warning", message: "Couldn't check for updates", detail: e.message });
}
}
async function offerUpdateDialog() {
const r = update.latest;
const { response } = await dialog.showMessageBox(win, {
type: "info", message: `Frame Control ${r.version} is available`,
detail: `You have ${update.current}.` + (update.how.method === "manual" ? ` Download it from the release page (${update.how.why}).` : ""),
buttons: [update.how.method === "manual" ? "Open Release Page" : "Update and Restart", "Later"], defaultId: 0, cancelId: 1,
});
if (response === 0) installUpdate();
}
async function installUpdate() {
// "error" here only ever means an install failed, so trying again is safe.
if (update.status !== "available" && update.status !== "error") return;
if (!update.latest || !updater.isNewer(update.latest.version, update.current)) return;
if (!update.how || update.how.method === "manual") { shell.openExternal(update.latest.page); return; }
setUpdate({ status: "downloading", progress: 0, error: null });
try {
const start = await updater.prepare(update.latest, update.how,
(done, total) => { if (total) setUpdate({ progress: done / total }); }, update.current);
setUpdate({ status: "ready", progress: 1 });
start();
quitting = true;
app.quit();
} catch (e) {
setUpdate({ status: "error", error: e.message });
}
}
function scheduleUpdateChecks() {
if (process.env.FRAME_CONTROL_NO_UPDATE_CHECK === "1") return;
setTimeout(checkForUpdate, 8000);
setInterval(checkForUpdate, UPDATE_EVERY).unref();
}
function registerScheme() {
// A checkout runs as `electron .`, so the OS must be told the script too.
// (macOS takes the scheme from Info.plist, which only the built app has.)
@@ -292,7 +391,7 @@ function createWindow() {
title: "Frame Control", backgroundColor: BG, show: false,
...(IS_MAC ? { titleBarStyle: "hiddenInset", trafficLightPosition: { x: 18, y: 26 } }
: { icon: path.join(__dirname, "build", "icon.png") }),
webPreferences: { contextIsolation: true, nodeIntegration: false, sandbox: true,
webPreferences: { contextIsolation: true, nodeIntegration: false, sandbox: true, backgroundThrottling: false,
preload: path.join(__dirname, "preload.js") },
});
win.once("ready-to-show", () => win.show());
@@ -337,7 +436,11 @@ async function setUpConnection() {
function buildMenu() {
const template = [
...(IS_MAC ? [{ role: "appMenu" }] : []),
...(IS_MAC ? [{ label: app.name, submenu: [
{ role: "about" }, { label: "Check for Updates…", click: () => checkForUpdate({ manual: true }) },
{ type: "separator" }, { role: "services" }, { type: "separator" },
{ role: "hide" }, { role: "hideOthers" }, { role: "unhide" }, { type: "separator" }, { role: "quit" },
] }] : []),
{ role: "fileMenu" },
{ role: "editMenu" },
{
@@ -364,7 +467,15 @@ function buildMenu() {
...(IS_MAC ? [{ role: "windowMenu" }] : []),
{
role: "help",
submenu: [{ label: "Project on GitHub", click: () => shell.openExternal("https://github.com/saphid/steam-frame") }],
submenu: [
...(IS_MAC ? [] : [{ label: "Check for Updates…", click: () => checkForUpdate({ manual: true }) }]),
{ label: "Report a Problem…", click: () => {
if (win && url && linkPage === win.webContents) win.webContents.send("report:open");
else shell.openExternal("https://frame-control.pages.dev/feedback/"); // the page isn't up
} },
{ label: "Release Notes", click: () => shell.openExternal(updater.RELEASES) },
{ label: "Project on GitHub", click: () => shell.openExternal("https://github.com/saphid/steam-frame") },
],
},
];
Menu.setApplicationMenu(Menu.buildFromTemplate(template));
@@ -387,6 +498,7 @@ if (!app.requestSingleInstanceLock()) {
registerScheme();
buildMenu();
createWindow();
scheduleUpdateChecks();
});
app.on("activate", () => { if (!win) createWindow(); });
app.on("window-all-closed", () => app.quit());
+2 -2
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@@ -1,12 +1,12 @@
{
"name": "frame-control",
"version": "0.3.1",
"version": "0.4.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "frame-control",
"version": "0.3.1",
"version": "0.4.0",
"license": "MIT",
"devDependencies": {
"electron": "^44.4.5",
+35 -5
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@@ -1,7 +1,7 @@
{
"name": "frame-control",
"productName": "Frame Control",
"version": "0.3.1",
"version": "0.4.0",
"description": "Desktop app for managing a Valve Steam Frame over SSH",
"private": true,
"main": "main.js",
@@ -9,8 +9,8 @@
"scripts": {
"start": "env -u ELECTRON_RUN_AS_NODE electron .",
"icon": "env -u ELECTRON_RUN_AS_NODE electron build/make-icon.js",
"dist": "node build/fetch-deps.js mac arm64 && electron-builder --mac --arm64 --publish never",
"dist:dir": "node build/fetch-deps.js mac arm64 && electron-builder --mac --arm64 --dir",
"dist": "sh ../mac/frame-mac-view/build.sh && node build/fetch-deps.js mac arm64 && electron-builder --mac --arm64 --publish never",
"dist:dir": "sh ../mac/frame-mac-view/build.sh && node build/fetch-deps.js mac arm64 && electron-builder --mac --arm64 --dir",
"dist:linux": "node build/fetch-deps.js linux x64 arm64 && electron-builder --linux --x64 --arm64 --publish never",
"dist:win": "node build/fetch-deps.js win x64 && electron-builder --win --x64 --publish never"
},
@@ -37,6 +37,7 @@
"main.js",
"preload.js",
"install-link.js",
"updater.js",
"package.json",
"build/icon.png"
],
@@ -47,7 +48,8 @@
"filter": [
"*.py",
"*.html",
"*.js"
"*.js",
"telemetry.json"
]
},
{
@@ -90,6 +92,16 @@
"!**/__pycache__/**"
]
},
{
"from": "../frame/kdeconnect",
"to": "frame/kdeconnect",
"filter": [
"packages.json",
"NOTICE.md",
"LICENSES/**/*",
"packages/*.pkg.tar.zst"
]
},
{
"from": "../apk-catalog",
"to": "apk-catalog",
@@ -112,6 +124,14 @@
"filter": [
"**/*"
]
},
{
"from": "../THIRD_PARTY_NOTICES.md",
"to": "THIRD_PARTY_NOTICES.md"
},
{
"from": "../LICENSE",
"to": "LICENSE"
}
],
"mac": {
@@ -123,9 +143,19 @@
"dmg",
"zip"
],
"extraResources": [
{
"from": "../mac/bin",
"to": "mac/bin",
"filter": [
"frame-mac-view"
]
}
],
"extendInfo": {
"NSAppleEventsUsageDescription": "Frame Control opens Terminal for SSH sessions and for power actions that need the Developer Mode password.",
"NSLocalNetworkUsageDescription": "Frame Control connects to your Steam Frame over SSH on the local network."
"NSLocalNetworkUsageDescription": "Frame Control connects to your Steam Frame over SSH on the local network.",
"NSScreenCaptureUsageDescription": "Frame Control shows your Mac's windows and screens inside the Steam Frame when you ask it to."
},
"artifactName": "Frame-Control-mac-${arch}.${ext}"
},
+19
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@@ -5,12 +5,31 @@
// It can open Set Up Connection when the headset can't be reached.
// It also receives frame-control://install links (docs/web-install.md): only
// what the link asked for, never an install; the page asks the user first.
// And it passes update state both ways: see app/updater.js.
const { contextBridge, ipcRenderer, webUtils } = require("electron");
contextBridge.exposeInMainWorld("frameApp", {
notify: (message, request) => ipcRenderer.invoke("comfort:notify", message, request),
readClipboard: () => ipcRenderer.invoke("clipboard:read"),
setUpConnection: () => ipcRenderer.invoke("connection:setup"),
// While the keyboard-and-trackpad panel holds the keyboard, ⌘W, ⌘R and the rest go to the Frame.
captureKeys: (on) => ipcRenderer.send("keys:capture", !!on),
pathForFile: (file) => { try { return webUtils.getPathForFile(file) || ""; } catch { return ""; } },
// Updates (app/updater.js): the page shows a banner and an Update button.
update: {
get: () => ipcRenderer.invoke("update:get"),
check: () => ipcRenderer.invoke("update:check"),
install: () => ipcRenderer.invoke("update:install"),
onState: (cb) => {
ipcRenderer.removeAllListeners("update:state");
ipcRenderer.on("update:state", (_e, s) => cb(s));
},
},
// Help → Report a Problem… opens the page's report dialog (ui/frame_report.py).
onReportProblem: (cb) => {
ipcRenderer.removeAllListeners("report:open");
ipcRenderer.on("report:open", () => cb());
},
onInstallLink: (cb) => {
ipcRenderer.removeAllListeners("install-link");
ipcRenderer.on("install-link", (_e, req) => cb({ kind: req.kind, target: req.target }));
+59
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@@ -0,0 +1,59 @@
// Run: node --test app/test/
const test = require("node:test");
const assert = require("node:assert");
const { isNewer, assetName, updateMethod, macBundle } = require("../updater");
test("versions compare numerically, and a release beats its pre-releases", () => {
assert.ok(isNewer("0.3.10", "0.3.9"));
assert.ok(isNewer("v1.0.0", "0.9.9"));
assert.ok(!isNewer("0.3.1", "0.3.1"));
assert.ok(!isNewer("0.3.0", "0.3.1"));
assert.ok(isNewer("1.0.0", "1.0.0-beta.1"));
assert.ok(!isNewer("1.0.0-beta.1", "1.0.0"));
assert.ok(!isNewer("garbage", "0.1.0"));
});
test("asset names match what electron-builder publishes", () => {
assert.strictEqual(assetName("darwin", "arm64", "mac-zip"), "Frame-Control-mac-arm64.zip");
assert.strictEqual(assetName("win32", "x64", "nsis"), "Frame-Control-Setup-x64.exe");
assert.strictEqual(assetName("linux", "x64", "appimage"), "Frame-Control-linux-x86_64.AppImage");
assert.strictEqual(assetName("linux", "arm64", "appimage"), "Frame-Control-linux-arm64.AppImage");
});
const base = { isPackaged: true, env: {}, exists: () => false, writable: () => true };
test("macOS updates in place only from a writable, non-translocated location", () => {
const exe = "/Applications/Frame Control.app/Contents/MacOS/Frame Control";
assert.strictEqual(macBundle(exe), "/Applications/Frame Control.app");
assert.deepStrictEqual(updateMethod({ ...base, platform: "darwin", execPath: exe }),
{ method: "mac-zip", bundle: "/Applications/Frame Control.app" });
const dmg = "/Volumes/Frame Control 0.3.1/Frame Control.app/Contents/MacOS/Frame Control";
assert.strictEqual(updateMethod({ ...base, platform: "darwin", execPath: dmg }).method, "manual");
const trans = "/private/var/folders/x/AppTranslocation/ABC/d/Frame Control.app/Contents/MacOS/Frame Control";
assert.strictEqual(updateMethod({ ...base, platform: "darwin", execPath: trans }).method, "manual");
assert.strictEqual(updateMethod({ ...base, platform: "darwin", execPath: exe, writable: () => false }).method, "manual");
});
test("Windows needs the installer's copy; Linux needs an AppImage", () => {
const exe = "C:\\Users\\a\\AppData\\Local\\Programs\\Frame Control\\Frame Control.exe";
assert.strictEqual(updateMethod({ ...base, platform: "win32", execPath: exe, exists: () => true }).method, "nsis");
assert.strictEqual(updateMethod({ ...base, platform: "win32", execPath: exe }).method, "manual");
assert.strictEqual(updateMethod({ ...base, platform: "linux", execPath: "/opt/x", env: { APPIMAGE: "/home/a/F.AppImage" } }).method,
"appimage");
assert.strictEqual(updateMethod({ ...base, platform: "linux", execPath: "/opt/Frame Control/frame-control" }).method, "manual");
assert.strictEqual(updateMethod({ ...base, isPackaged: false, platform: "darwin", execPath: "x" }).method, "manual");
});
test("update.json assets always download from this repository's release", () => {
const r = require("../updater").fromManifest({ version: "0.4.0", notes: "n", assets: [
{ name: "Frame-Control-mac-arm64.zip", url: "https://evil.example/x.zip", digest: "sha256:" + "a".repeat(64) }] });
assert.strictEqual(r.assets[0].url, "https://github.com/saphid/frame-control/releases/download/v0.4.0/Frame-Control-mac-arm64.zip");
assert.throws(() => require("../updater").fromManifest({ version: "nope", assets: [] }));
});
test("prepare refuses a release that isn't newer (no downgrades)", async () => {
const { prepare } = require("../updater");
const release = { version: "0.3.1", assets: [] };
await assert.rejects(prepare(release, { method: "appimage", appImage: "/nonexistent/x" }, null, "0.4.0"), /isn't newer/);
await assert.rejects(prepare(release, { method: "appimage", appImage: "/nonexistent/x" }, null, "0.3.1"), /isn't newer/);
});
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// Update checks and self-update for the desktop app (docs/releasing.md).
//
// The newest version is GitHub's "latest" release of saphid/frame-control. Drafts
// and pre-releases never count, so a build reaches people only when the
// maintainer publishes it after testing (scripts/publish-release.sh). That
// script attaches update.json (version, notes, each asset's SHA-256), read
// through github.com's latest/download link: the REST API allows only 60
// unauthenticated requests an hour per IP address, shared by everyone behind
// the same router, so it's only the fallback.
//
// Every download is checked against the SHA-256 digest GitHub records for the
// asset before anything is replaced. How the update is applied:
// macOS the .zip: unpacked next to the running app, swapped in by a small
// script once the app has quit, then reopened.
// Windows the NSIS installer, run silently over the current install; it
// reopens the app. A copy unpacked from the .zip is updated by hand.
// Linux the AppImage replaces itself; .deb installs are updated by hand.
// When the app can't update itself it opens the release page instead.
const { execFile, spawn } = require("child_process");
const crypto = require("crypto");
const fs = require("fs");
const https = require("https");
const os = require("os");
const path = require("path");
const REPO = "saphid/frame-control"; // renamed from saphid/steam-frame; GitHub redirects the old name
const LATEST = `https://api.github.com/repos/${REPO}/releases/latest`;
const MANIFEST = `https://github.com/${REPO}/releases/latest/download/update.json`;
const RELEASES = `https://github.com/${REPO}/releases`;
// "0.3.1" or "v0.3.1" -> [0, 3, 1]; pre-release suffixes sort before the release.
function parseVersion(v) {
const m = String(v || "").trim().replace(/^v/i, "").match(/^(\d+)\.(\d+)\.(\d+)(?:-([0-9A-Za-z.-]+))?$/);
return m ? { nums: [+m[1], +m[2], +m[3]], pre: m[4] || null } : null;
}
function isNewer(candidate, current) {
const a = parseVersion(candidate), b = parseVersion(current);
if (!a || !b) return false;
for (let i = 0; i < 3; i++) if (a.nums[i] !== b.nums[i]) return a.nums[i] > b.nums[i];
if (a.pre === b.pre) return false;
if (!a.pre) return true; // 1.0.0 is newer than 1.0.0-beta
if (!b.pre) return false;
return a.pre > b.pre;
}
// The asset this copy of the app updates from, by the names electron-builder gives them.
function assetName(platform, arch, method) {
if (method === "mac-zip") return `Frame-Control-mac-${arch}.zip`;
if (method === "nsis") return `Frame-Control-Setup-${arch}.exe`;
if (method === "appimage") return `Frame-Control-linux-${arch === "x64" ? "x86_64" : arch}.AppImage`;
return null;
}
// How this copy can update itself: mac-zip, nsis, appimage, or manual (with why).
function updateMethod({ platform, isPackaged, execPath, env, exists, writable }) {
if (!isPackaged) return { method: "manual", why: "running from a source checkout" };
if (platform === "darwin") {
const bundle = macBundle(execPath);
if (!bundle) return { method: "manual", why: "can't find the app bundle" };
if (bundle.includes("/AppTranslocation/") || bundle.startsWith("/Volumes/")) {
return { method: "manual", why: "move Frame Control to Applications first" };
}
if (!writable(path.dirname(bundle))) return { method: "manual", why: `${path.dirname(bundle)} isn't writable` };
return { method: "mac-zip", bundle };
}
if (platform === "win32") {
// electron-builder's NSIS install puts its uninstaller next to the app.
const dir = path.dirname(execPath);
if (exists(path.join(dir, "Uninstall Frame Control.exe"))) return { method: "nsis" };
return { method: "manual", why: "not installed with the installer" };
}
if (platform === "linux" && env.APPIMAGE) {
if (!writable(path.dirname(env.APPIMAGE))) return { method: "manual", why: "the AppImage's folder isn't writable" };
return { method: "appimage", appImage: env.APPIMAGE };
}
return { method: "manual", why: "installed from a package" };
}
function macBundle(execPath) {
const i = execPath.indexOf(".app/Contents/MacOS/");
return i < 0 ? null : execPath.slice(0, i + 4);
}
function get(url, { headers = {}, timeout = 20000, redirects = 5 } = {}) {
return new Promise((resolve, reject) => {
const req = https.get(url, { headers: { "user-agent": "FrameControl-updater", ...headers }, timeout }, (res) => {
if ([301, 302, 303, 307, 308].includes(res.statusCode) && res.headers.location && redirects > 0) {
res.resume();
const next = new URL(res.headers.location, url);
if (next.protocol !== "https:") return reject(new Error("refusing a non-HTTPS redirect"));
return resolve(get(next.href, { headers, timeout, redirects: redirects - 1 }));
}
if (res.statusCode !== 200) { res.resume(); return reject(new Error(`HTTP ${res.statusCode} from ${new URL(url).host}`)); }
resolve(res);
});
req.on("timeout", () => req.destroy(new Error("timed out")));
req.on("error", reject);
});
}
async function getJson(url, headers) {
const res = await get(url, { headers });
let body = "";
for await (const chunk of res) body += chunk;
return JSON.parse(body);
}
// update.json and the API's release both become { version, notes, page, assets }.
function fromManifest(m) {
if (!parseVersion(m.version) || !Array.isArray(m.assets)) throw new Error("update.json is malformed");
const base = `https://github.com/${REPO}/releases/download/v${String(m.version).replace(/^v/i, "")}/`;
return { version: String(m.version).replace(/^v/i, ""), notes: String(m.notes || "").slice(0, 4000),
page: m.page || RELEASES,
// Assets always come from this repository's release, whatever the manifest says.
assets: m.assets.map((a) => ({ name: String(a.name), url: base + encodeURIComponent(String(a.name)),
size: a.size, digest: a.digest || null })) };
}
function fromApi(r) {
if (r.draft || r.prerelease) throw new Error("GitHub returned an unpublished release");
return { version: String(r.tag_name || "").replace(/^v/i, ""), notes: String(r.body || "").slice(0, 4000),
page: r.html_url || RELEASES,
assets: (r.assets || []).map((a) => ({ name: a.name, url: a.browser_download_url, size: a.size,
digest: a.digest || null })) };
}
async function latestRelease() {
try {
return fromManifest(await getJson(MANIFEST));
} catch (e) {
if (!/HTTP 404/.test(e.message)) throw e; // releases before update.json existed
}
return fromApi(await getJson(LATEST, { accept: "application/vnd.github+json" }));
}
async function download(asset, dest, onProgress) {
const m = /^sha256:([0-9a-f]{64})$/.exec(asset.digest || "");
if (!m) throw new Error(`GitHub has no SHA-256 for ${asset.name}, so it can't be checked`);
const res = await get(asset.url, { timeout: 60000 });
const total = +res.headers["content-length"] || asset.size || 0;
const hash = crypto.createHash("sha256");
// "wx": a new file only, never through an existing file or symlink at that path.
const out = fs.createWriteStream(dest, { mode: 0o755, flags: "wx" });
let done = 0;
await new Promise((resolve, reject) => {
res.on("data", (chunk) => { hash.update(chunk); done += chunk.length; onProgress && onProgress(done, total); });
res.on("error", reject);
out.on("error", reject);
out.on("finish", resolve);
res.pipe(out);
});
if (hash.digest("hex") !== m[1]) {
fs.rmSync(dest, { force: true });
throw new Error(`${asset.name} didn't match its SHA-256; nothing was changed`);
}
}
const run = (cmd, args) => new Promise((resolve, reject) =>
execFile(cmd, args, { timeout: 120000 }, (err, stdout, stderr) => err ? reject(new Error((stderr || err.message).trim())) : resolve(stdout)));
// Waits for this process to exit, swaps the new bundle in (putting the old one
// back if that fails), and reopens the app.
const MAC_SWAP = `set -u
pid="$1"; app="$2"; new="$3"; stage="$4"
while kill -0 "$pid" 2>/dev/null; do sleep 0.2; done
old="$stage/old.app"
if mv "$app" "$old"; then
if mv "$new" "$app"; then rm -rf "$old"; else mv "$old" "$app"; fi
fi
xattr -dr com.apple.quarantine "$app" 2>/dev/null
rm -rf "$stage"
open "$app"
`;
async function applyMac(release, bundle, onProgress) {
const asset = release.assets.find((a) => a.name === assetName("darwin", process.arch, "mac-zip"));
if (!asset) throw new Error(`the release has no ${assetName("darwin", process.arch, "mac-zip")}`);
// Staged beside the app, so the final move stays on one volume.
const stage = fs.mkdtempSync(path.join(path.dirname(bundle), ".frame-control-update-"));
try {
const zip = path.join(stage, asset.name);
await download(asset, zip, onProgress);
await run("/usr/bin/ditto", ["-x", "-k", zip, stage]);
fs.rmSync(zip, { force: true });
const name = fs.readdirSync(stage).find((n) => n.endsWith(".app"));
if (!name) throw new Error("the download has no app in it");
const fresh = path.join(stage, name);
const version = (await run("/usr/bin/plutil", ["-extract", "CFBundleShortVersionString", "raw",
path.join(fresh, "Contents", "Info.plist")])).trim();
if (version !== release.version) throw new Error(`the download is version ${version}, not ${release.version}`);
const script = path.join(stage, "swap.sh");
fs.writeFileSync(script, MAC_SWAP);
return () => spawn("/bin/sh", [script, String(process.pid), bundle, fresh, stage],
{ detached: true, stdio: "ignore" }).unref();
} catch (e) {
fs.rmSync(stage, { recursive: true, force: true });
throw e;
}
}
async function applyNsis(release, onProgress) {
const asset = release.assets.find((a) => a.name === assetName("win32", process.arch, "nsis"));
if (!asset) throw new Error(`the release has no ${assetName("win32", process.arch, "nsis")}`);
const dir = fs.mkdtempSync(path.join(os.tmpdir(), "frame-control-update-"));
const exe = path.join(dir, asset.name);
await download(asset, exe, onProgress);
// /S: silent, into the existing install. --force-run: open the app afterwards.
return () => spawn(exe, ["--updated", "/S", "--force-run"], { detached: true, stdio: "ignore" }).unref();
}
async function applyAppImage(release, appImage, onProgress) {
const asset = release.assets.find((a) => a.name === assetName("linux", process.arch, "appimage"));
if (!asset) throw new Error(`the release has no ${assetName("linux", process.arch, "appimage")}`);
// A private folder beside the AppImage, so the final rename stays on one filesystem.
const stage = fs.mkdtempSync(path.join(path.dirname(appImage), ".frame-control-update-"));
try {
const next = path.join(stage, asset.name);
await download(asset, next, onProgress);
fs.chmodSync(next, 0o755);
fs.renameSync(next, appImage); // the running copy keeps its open file
} finally {
fs.rmSync(stage, { recursive: true, force: true });
}
// Without FUSE the AppImage runs extracted (--appimage-extract-and-run, which isn't passed
// on to the app); a FUSE mount lives under /tmp/.mount_*. Keep the same mode on restart.
const extracted = process.env.APPIMAGE_EXTRACT_AND_RUN === "1" || !process.execPath.includes("/.mount_");
const env = { ...process.env, APPIMAGE: appImage, ...(extracted ? { APPIMAGE_EXTRACT_AND_RUN: "1" } : {}) };
// Started only once this process has exited, or the new copy would lose the single-instance lock.
return () => spawn("/bin/sh", ["-c", 'while kill -0 "$1" 2>/dev/null; do sleep 0.2; done; exec "$2"',
"sh", String(process.pid), appImage], { detached: true, stdio: "ignore", env }).unref();
}
// Downloads and prepares the update; returns a function that starts the swap,
// to be called just before the app quits.
async function prepare(release, how, onProgress, current) {
if (!isNewer(release.version, current)) throw new Error(`${release.version} isn't newer than ${current}`);
if (how.method === "mac-zip") return applyMac(release, how.bundle, onProgress);
if (how.method === "nsis") return applyNsis(release, onProgress);
if (how.method === "appimage") return applyAppImage(release, how.appImage, onProgress);
throw new Error(how.why || "this copy can't update itself");
}
function writable(dir) {
try { fs.accessSync(dir, fs.constants.W_OK); return true; } catch { return false; }
}
module.exports = { REPO, RELEASES, parseVersion, isNewer, assetName, updateMethod, macBundle, latestRelease,
fromManifest, fromApi,
download, prepare, writable };
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<!doctype html>
<!-- Control experiment, run on the Frame itself: how often does Chromium on
gamescope put a canvas animation on screen, with no network or decoding
involved? Draws every animation frame for ?s= seconds and writes the
frame-gap histogram per second into the title, where xprop can read it. -->
<html><head><meta charset="utf-8"><title>fmv-present</title></head>
<body style="margin:0;background:#000"><canvas id="c" width="1280" height="720" style="width:100%;height:100%"></canvas>
<script>
const q = new URLSearchParams(location.search), secs = +q.get("s") || 15, tag = q.get("tag") || "";
const ctx = document.getElementById("c").getContext("2d", { alpha: false, desynchronized: true });
const perSec = []; let t0 = 0, last = 0, n = 0, gaps = [];
function frame(t) {
if (!t0) t0 = last = t;
ctx.fillStyle = "#123"; ctx.fillRect(0, 0, 1280, 720);
ctx.fillStyle = "#fff"; ctx.fillRect((n * 21) % 1280, 0, 20, 720); n++;
const s = Math.floor((t - t0) / 1000);
(perSec[s] = perSec[s] || []).push(t - last); last = t;
if (t - t0 < secs * 1000) return requestAnimationFrame(frame);
const out = perSec.map(g => g.length).join(",");
document.title = `[${tag}] done fps/s=${out}`;
}
document.title = `[${tag}] running`;
requestAnimationFrame(frame);
</script></body></html>
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<!doctype html>
<!-- Benchmark content: a long page of text that scrolls itself at a steady
speed, so every frame changes the way reading a real page does. -->
<html lang="en"><head><meta charset="utf-8"><title>fmv-bench scroll</title>
<style>
body { font: 17px/1.55 -apple-system, "Helvetica Neue", sans-serif; margin: 0 auto; max-width: 900px; padding: 24px; color: #1d1d1f; background: #fff; }
h2 { font-size: 22px; margin: 28px 0 8px; } code { background: #f2f2f5; padding: 1px 4px; border-radius: 3px; }
</style></head><body><div id="doc"></div>
<script>
const words = "latency frame panel stream encoder decoder network display pixel window capture budget quality motion text sharp adaptive controller queue socket clock".split(" ");
let seed = 7; const rnd = () => (seed = (seed * 16807) % 2147483647) / 2147483647;
let html = "";
for (let s = 0; s < 120; s++) {
html += `<h2>Section ${s + 1}: ${words[s % words.length]} and ${words[(s * 7) % words.length]}</h2>`;
for (let p = 0; p < 4; p++) {
let para = [];
for (let w = 0; w < 70; w++) para.push(rnd() < 0.05 ? `<code>${words[Math.floor(rnd() * words.length)]}()</code>` : words[Math.floor(rnd() * words.length)]);
html += `<p>${para.join(" ")}.</p>`;
}
}
document.getElementById("doc").innerHTML = html;
// 240 points a second, whatever the display's refresh rate.
// The title carries the page's own frame rate, so the source's rate is known.
let last = performance.now(), frames = 0, since = last;
function step(now) {
const dy = (now - last) * 0.24; last = now;
if (++frames && now - since >= 1000) { document.title = `fmv-bench scroll ${frames} fps`; frames = 0; since = now; }
if (window.scrollY + innerHeight >= document.body.scrollHeight - 2) window.scrollTo(0, 0); else window.scrollBy(0, dy);
requestAnimationFrame(step);
}
requestAnimationFrame(step);
</script></body></html>
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<!doctype html>
<!-- Benchmark content: a plain text editor, focused, for typing tests. -->
<html lang="en"><head><meta charset="utf-8"><title>fmv-bench type</title>
<style>
html, body { margin: 0; height: 100%; background: #fff; }
textarea { box-sizing: border-box; width: 100%; height: 100%; border: 0; padding: 20px; outline: none; resize: none;
font: 20px/1.5 ui-monospace, Menlo, monospace; color: #111; caret-color: transparent; } /* a blinking caret would pass for a reply to a key */
</style></head><body><textarea id="t" autofocus spellcheck="false"></textarea>
<script>document.getElementById("t").focus();</script></body></html>
+677
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{
"label": "usb1",
"date": "2026-09-28T21:16:03",
"commit": "1d05f57",
"config": {
"quality": "balanced",
"mode": "separate",
"net": "none",
"delay_ms": 0,
"buffer_ms": 250,
"host": "10.86.200.233",
"ssh_opts": [],
"encoder": "",
"duration_s": 15.0,
"browser_flags": []
},
"frame_build": "20260925.6191901",
"mac": "26.5.2",
"headset": "",
"scenarios": [
{
"scenario": "test",
"frames_sent": 911,
"frames_drawn": 911,
"frames_shown": 610,
"duration_s": 15.2,
"stages_ms": {
"capture": {
"p50": 0.0,
"p95": 0.0,
"p99": 0.0,
"n": 911
},
"queue": {
"p50": 0.0,
"p95": 0.1,
"p99": 0.1,
"n": 911
},
"encode": {
"p50": 4.4,
"p95": 5.0,
"p99": 5.2,
"n": 911
},
"socket": {
"p50": 0.1,
"p95": 0.2,
"p99": 0.2,
"n": 911
},
"network": {
"p50": 1.1,
"p95": 1.6,
"p99": 2.1,
"n": 911
},
"decode": {
"p50": 1.2,
"p95": 2.6,
"p99": 3.9,
"n": 911
},
"draw": {
"p50": 0.4,
"p95": 0.9,
"p99": 1.5,
"n": 911
},
"present": {
"p50": 5.8,
"p95": 13.6,
"p99": 16.7,
"n": 610
},
"content": {
"p50": 7.3,
"p95": 8.8,
"p99": 10.0,
"n": 911
},
"content_shown": {
"p50": 13.6,
"p95": 20.4,
"p99": 24.9,
"n": 610
}
},
"fps": 59.9,
"fps_shown": 40.1,
"late_pct": 0.22,
"stall_max": 32.3,
"stalls_over_100ms": 0,
"mbps": 0.48,
"keyframes": 1,
"size": "1280x720",
"captured": 912,
"viewer_never_drawn": 0,
"input_ms": {
"p50": 16.6,
"p95": 24.3,
"p99": 24.5,
"n": 30
},
"input_shown_ms": {
"p50": 20.8,
"p95": 31.8,
"p99": 33.8,
"n": 22
},
"input_parts_ms": {
"uplink": {
"p50": 0.7,
"p95": 1.0,
"p99": 1.0,
"n": 30
},
"mac": {
"p50": 9.1,
"p95": 15.0,
"p99": 15.2,
"n": 30
},
"back": {
"p50": 7.2,
"p95": 8.5,
"p99": 12.7,
"n": 30
}
},
"inputs": {
"asked": 30,
"sent": 30,
"seen": 30
},
"timeline": [
{
"t": 0,
"fps": 60,
"mbps": 0.5,
"content_p50": 7.3,
"content_p95": 8.6,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 1,
"fps": 60,
"mbps": 0.5,
"content_p50": 7.1,
"content_p95": 8.9,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 2,
"fps": 59,
"mbps": 0.48,
"content_p50": 7.2,
"content_p95": 8.6,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 3,
"fps": 60,
"mbps": 0.49,
"content_p50": 7.1,
"content_p95": 9.0,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 4,
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View File
@@ -0,0 +1,690 @@
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+682
View File
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+682
View File
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"n": 937
},
"socket": {
"p50": 0.1,
"p95": 0.2,
"p99": 0.2,
"n": 937
},
"network": {
"p50": 7.3,
"p95": 13.0,
"p99": 22.8,
"n": 937
},
"decode": {
"p50": 6.2,
"p95": 12.7,
"p99": 18.6,
"n": 937
},
"draw": {
"p50": 0.6,
"p95": 1.1,
"p99": 1.9,
"n": 937
},
"present": {
"p50": 2.9,
"p95": 18.5,
"p99": 24.5,
"n": 720
},
"content": {
"p50": 19.9,
"p95": 37.2,
"p99": 50.2,
"n": 937
},
"content_shown": {
"p50": 27.0,
"p95": 45.7,
"p99": 55.0,
"n": 720
}
},
"fps": 45.3,
"fps_shown": 34.8,
"late_pct": 28.63,
"stall_max": 99.3,
"stalls_over_100ms": 0,
"mbps": 7.59,
"keyframes": 2,
"size": "1920x1290",
"captured": 1215,
"viewer_never_drawn": 0,
"input_ms": {
"n": 0
},
"input_shown_ms": {
"n": 0
},
"input_parts_ms": {
"uplink": {
"n": 0
},
"mac": {
"n": 0
},
"back": {
"n": 0
}
},
"inputs": {
"sent": 0,
"seen": 0
},
"timeline": [
{
"t": 0,
"fps": 30,
"mbps": 4.01,
"content_p50": 31.9,
"content_p95": 52.3,
"bitrate": 4867140,
"tier": 2,
"w": 1920,
"net": null
},
{
"t": 1,
"fps": 30,
"mbps": 4.12,
"content_p50": 29.9,
"content_p95": 45.3,
"bitrate": 3807054,
"tier": 2,
"w": 1920,
"net": null
},
{
"t": 2,
"fps": 30,
"mbps": 3.26,
"content_p50": 31.8,
"content_p95": 52.5,
"bitrate": 3235995,
"tier": 2,
"w": 1920,
"net": null
},
{
"t": 3,
"fps": 30,
"mbps": 3.72,
"content_p50": 24.5,
"content_p95": 37.7,
"bitrate": 4238740,
"tier": 2,
"w": 1920,
"net": null
},
{
"t": 4,
"fps": 30,
"mbps": 5.09,
"content_p50": 25.2,
"content_p95": 39.6,
"bitrate": 5992063,
"tier": 2,
"w": 1920,
"net": null
},
{
"t": 5,
"fps": 31,
"mbps": 7.29,
"content_p50": 29.1,
"content_p95": 53.5,
"bitrate": 5526067,
"tier": 2,
"w": 1920,
"net": null
},
{
"t": 6,
"fps": 35,
"mbps": 4.58,
"content_p50": 25.3,
"content_p95": 32.4,
"bitrate": 6018152,
"tier": 1,
"w": 1920,
"net": null
},
{
"t": 7,
"fps": 46,
"mbps": 7.12,
"content_p50": 25.1,
"content_p95": 34.3,
"bitrate": 8412933,
"tier": 1,
"w": 1920,
"net": null
},
{
"t": 8,
"fps": 46,
"mbps": 8.25,
"content_p50": 27.1,
"content_p95": 40.3,
"bitrate": 10760191,
"tier": 1,
"w": 1920,
"net": null
},
{
"t": 9,
"fps": 47,
"mbps": 9.3,
"content_p50": 27.8,
"content_p95": 41.2,
"bitrate": 13717060,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 10,
"fps": 55,
"mbps": 8.98,
"content_p50": 16.5,
"content_p95": 21.7,
"bitrate": 14860800,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 11,
"fps": 51,
"mbps": 9.32,
"content_p50": 18.6,
"content_p95": 35.4,
"bitrate": 14860800,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 12,
"fps": 56,
"mbps": 9.53,
"content_p50": 15.4,
"content_p95": 26.2,
"bitrate": 14860800,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 13,
"fps": 55,
"mbps": 8.46,
"content_p50": 18.6,
"content_p95": 23.2,
"bitrate": 14860800,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 14,
"fps": 54,
"mbps": 9.82,
"content_p50": 15.9,
"content_p95": 28.4,
"bitrate": 14860800,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 15,
"fps": 54,
"mbps": 11.11,
"content_p50": 15.5,
"content_p95": 26.1,
"bitrate": 14860800,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 16,
"fps": 54,
"mbps": 9.79,
"content_p50": 17.4,
"content_p95": 25.3,
"bitrate": 14860800,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 17,
"fps": 57,
"mbps": 9.3,
"content_p50": 16.3,
"content_p95": 23.5,
"bitrate": 14860800,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 18,
"fps": 55,
"mbps": 8.3,
"content_p50": 19.5,
"content_p95": 31.0,
"bitrate": 7984791,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 19,
"fps": 51,
"mbps": 8.56,
"content_p50": 16.4,
"content_p95": 29.1,
"bitrate": 10220855,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 20,
"fps": 40,
"mbps": 7.13,
"content_p50": 18.3,
"content_p95": 23.9,
"bitrate": 12025604,
"tier": 0,
"w": 1920,
"net": null
}
],
"adapt": [],
"content_p50": 19.9,
"content_p95": 37.2,
"input_p50": null,
"input_p95": null,
"grades": {
"content_p50": "local",
"content_p95": "local",
"fps": "acceptable",
"late_pct": "bad",
"stall_max": "local"
},
"source_fps": 58.7,
"cpu": {
"mac_agent_pct": 6.6,
"frame_viewer_pct": 72.4,
"frame_tailscaled_pct": 8.1,
"frame_sshd_pct": 0.9,
"frame_gamescope_pct": 10.0,
"frame_total_pct": 24.2
},
"viewer": "h264 software; ANGLE (Mesa, zink Vulkan 1.4(Turnip Adreno (TM) 750 (MESA_TURNIP)), OpenGL 4.6); raf 141 Hz",
"show_s": 6.43,
"panel": "valve.steam.desktopgame.2001414593",
"src": "separate:9384"
},
{
"scenario": "type",
"frames_sent": 25,
"frames_drawn": 25,
"frames_shown": 25,
"duration_s": 14.7,
"stages_ms": {
"capture": {
"p50": -0.3,
"p95": 0.9,
"p99": 1.1,
"n": 25
},
"queue": {
"p50": 0.0,
"p95": 0.0,
"p99": 0.0,
"n": 25
},
"encode": {
"p50": 5.0,
"p95": 33.4,
"p99": 33.6,
"n": 25
},
"socket": {
"p50": 0.1,
"p95": 0.1,
"p99": 0.2,
"n": 25
},
"network": {
"p50": 6.1,
"p95": 14.9,
"p99": 24.4,
"n": 25
},
"decode": {
"p50": 3.0,
"p95": 10.5,
"p99": 11.4,
"n": 25
},
"draw": {
"p50": 0.6,
"p95": 1.0,
"p99": 1.1,
"n": 25
},
"present": {
"p50": 0.8,
"p95": 1.4,
"p99": 1.7,
"n": 25
},
"content": {
"p50": 12.6,
"p95": 41.0,
"p99": 46.3,
"n": 25
},
"content_shown": {
"p50": 13.9,
"p95": 41.8,
"p99": 46.6,
"n": 25
}
},
"fps": 1.7,
"fps_shown": 1.7,
"late_pct": 100.0,
"stall_max": 3099.2,
"stalls_over_100ms": 21,
"mbps": 0.04,
"keyframes": 4,
"size": "960x646",
"captured": 79,
"viewer_never_drawn": 0,
"input_ms": {
"p50": 41.3,
"p95": 60.3,
"p99": 68.6,
"n": 18
},
"input_shown_ms": {
"p50": 43.0,
"p95": 61.1,
"p99": 69.6,
"n": 18
},
"input_parts_ms": {
"uplink": {
"p50": 5.3,
"p95": 11.6,
"p99": 14.2,
"n": 18
},
"mac": {
"p50": 23.1,
"p95": 35.0,
"p99": 42.6,
"n": 18
},
"back": {
"p50": 11.8,
"p95": 19.2,
"p99": 22.7,
"n": 18
}
},
"inputs": {
"sent": 66,
"seen": 18
},
"timeline": [
{
"t": 3,
"fps": 1,
"mbps": 0.01,
"content_p50": 11.8,
"content_p95": 11.8,
"bitrate": 1224075,
"tier": 4,
"w": 960,
"net": null
},
{
"t": 4,
"fps": 1,
"mbps": 0.02,
"content_p50": 14.7,
"content_p95": 14.7,
"bitrate": 2091896,
"tier": 4,
"w": 960,
"net": null
},
{
"t": 5,
"fps": 4,
"mbps": 0.1,
"content_p50": 18.6,
"content_p95": 37.4,
"bitrate": 3071304,
"tier": 3,
"w": 1440,
"net": null
},
{
"t": 6,
"fps": 5,
"mbps": 0.13,
"content_p50": 4.2,
"content_p95": 19.2,
"bitrate": 4031277,
"tier": 3,
"w": 1440,
"net": null
},
{
"t": 7,
"fps": 6,
"mbps": 0.04,
"content_p50": 12.0,
"content_p95": 46.3,
"bitrate": 300000,
"tier": 4,
"w": 960,
"net": null
},
{
"t": 10,
"fps": 1,
"mbps": 0.01,
"content_p50": 12.2,
"content_p95": 12.2,
"bitrate": 300000,
"tier": 4,
"w": 960,
"net": null
},
{
"t": 12,
"fps": 1,
"mbps": 0.02,
"content_p50": -1.2,
"content_p95": -1.2,
"bitrate": 842857,
"tier": 4,
"w": 960,
"net": null
},
{
"t": 14,
"fps": 1,
"mbps": 0.02,
"content_p50": 14.4,
"content_p95": 14.4,
"bitrate": 2091896,
"tier": 4,
"w": 960,
"net": null
}
],
"adapt": [],
"content_p50": 12.6,
"content_p95": 41.0,
"input_p50": 41.3,
"input_p95": 60.3,
"grades": {
"content_p50": "local",
"content_p95": "acceptable",
"input_p50": "local",
"input_p95": "local"
},
"source_fps": 5.4,
"cpu": {
"mac_agent_pct": 1.2,
"frame_viewer_pct": 5.0,
"frame_tailscaled_pct": 1.5,
"frame_sshd_pct": 0.2,
"frame_gamescope_pct": 4.7,
"frame_total_pct": 8.5
},
"viewer": "h264 software; ANGLE (Mesa, zink Vulkan 1.4(Turnip Adreno (TM) 750 (MESA_TURNIP)), OpenGL 4.6); raf 140 Hz",
"show_s": 5.12,
"panel": "valve.steam.desktopgame.2001910179",
"src": "separate:9510"
}
]
}
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# compat-db: Frame Control's compatibility database
A private [Lakebed](https://docs.lakebed.dev/) capsule holding compatibility
reports for Android apps on the Steam Frame. For now only the maintainer's
copy of Frame Control has the key to read or write it. Everyone else's reports
stay on their own Mac (see `shared()` in `ui/frame_compat_db.py`).
reports for Android apps on the Steam Frame. Only the maintainer's copy of
Frame Control has the key to read or write it (see `shared()` in
`ui/frame_compat_db.py`). Everyone else's reports stay on their computer
unless they turn on **Share compatibility results**. Then the reports also go
to PostHog as `compat_report` events, and the maintainer syncs them in (below).
## Community reports
```sh
python3 ui/frame_compat_db.py sync --dry-run # what would be added
python3 ui/frame_compat_db.py sync # add them
```
`sync` reads `compat_report` events through PostHog's query API and adds
them with `via` set to `community`, `community-probe` or `community-install`.
It skips invalid reports and anything over 30 per reporter per day. Each run
re-reads the last 30 days, because an offline copy sends its reports late,
with the time they were made. `posthog-sync.json`, next to the outbox,
remembers which reports it has handled and each reporter's daily count, so
nothing is added twice and the cap holds across runs.
It needs:
- the PostHog project id: `"project"` in `ui/telemetry.json`
- a personal API key with `query:read`: `POSTHOG_PERSONAL_API_KEY`, or in the
Keychain (service `frame-control-posthog`, account `personal-api-key`)
- Live: `https://frame-compat.lakebed.app` (deploy `dep_dDmcsosVSiFirpW6`,
claimed, so it doesn't expire). The browser page only says it's private.
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# Frame Control for AI agents
**Documented interface:** Frame Control's own stdlib Python MCP adapter wraps
its loopback HTTP API. No API key, hosted service, model SDK or third-party
helper app is needed. The assistant is our HTML/Python implementation hosted
in the platform Chromium browser. Its optional LLM endpoint is user configuration.
Installing other apps is an optional management action, never a prerequisite.
## Connect an MCP client
The default MCP command starts a private HTTP backend on a free loopback port,
with a fresh local access key. It stops that backend when the MCP client closes
stdin or sends SIGTERM. It uses its own SSH control socket, so closing it does
not close the desktop app's connection. No manually started server is needed.
Add this stdio server to your MCP client (use absolute paths):
```json
{
"mcpServers": {
"frame-control": {
"command": "python3",
"args": ["/absolute/path/frame-control/ui/frame_mcp.py"]
}
}
}
```
For Codex, the equivalent registration is:
```sh
codex mcp add frame-control -- python3 /absolute/path/frame-control/ui/frame_mcp.py
```
New agent sessions load the entry. An already running session may need its MCP
connections reloaded; registration does not retroactively add tools to its
initial tool inventory. Keep the checkout at that path while it is registered.
Use `codex mcp remove frame-control` to remove only this registration.
To reuse a running server instead, pass `--url http://127.0.0.1:47810`.
The desktop app uses a random port; use that port with `--url`, or run the
checkout server above. If the HTTP server uses `FRAME_UI_KEY`, pass the same
value in the MCP process environment. This is local access control, not an LLM
API key. The adapter only accepts loopback HTTP servers, refuses redirects and
ignores environment proxies. Stdout contains newline-delimited JSON-RPC only.
It supports MCP initialization, ping, tool listing and tool calls; no sampling,
resources, prompts or streaming transport.
| Tool | Arguments | Effect |
|---|---|---|
| `computer_state` | none | Read-only gamescope window IDs/focus and bounded AT-SPI tree; reports incomplete observations |
| `status` | none | Battery, services, installed games and Flatpaks |
| `screenshot` | `view`: `headset` (default) or `desktop` | Returns PNG image content to the MCP client |
| `job` | `id` | Background install status; poll until `done`, inspect `error` |
| `launch` | `appid` | Launch an installed Steam app |
| `install` / `uninstall` | `id` | Install from Flathub / remove a user Flatpak |
| `send_text` | `text` | Frame desktop clipboard; desktop must be open |
| `send_file` | `path` | File on the HTTP server computer, up to 16 MiB, copied to Frame `~/Downloads` |
| `panel` | `id` | Launch an installed Flatpak as a panel using the existing launcher |
| `power` | `action`: `suspend`, `reboot`, `poweroff` | Open a terminal for the user to enter the sudo password |
| `keep_awake` | `action`: `on`, `off`, `status` | Optional keep-awake script interface |
Only install free software with its developer's consent. There is no purchase,
entitlement bypass or arbitrary shell tool. `install` returns a background job
ID; it does not claim the installation has finished. APK and sideloaded title
installs remain in the main UI for now.
### Approval is a separate human action
Every mutation first returns an `approvalUrl`, exact action and `confirmation`
token. Ask the user to open that URL and choose **Approve this action** or
**Reject**. Then repeat the same tool and arguments with the token in
`confirmation`. The server refuses execution before approval, changed arguments,
expired tokens and reuse. A file approval binds the content hash as well as the
path. Approvals last five minutes and disappear when the HTTP server restarts.
A failed execution also consumes the approval; review a fresh request to retry.
The panel does not execute an action merely because it was approved.
MCP has no approval tool. This is protection against accidental model tool
calls, not a sandbox against a client with independent shell/HTTP access to your
computer. Grant the MCP client only the access you intend. Status, captures and computer-state observations
are returned directly to that client, which may forward them to its configured
model. The assistant's separate opt-in does not govern an external MCP client.
Power still requires the existing password prompt in a local terminal. MCP
never receives passwords. Power via `FRAME_LOCAL=1` is unsupported: use the main
UI. The panel launcher and keep-awake adapter require zsh on the computer.
[PR #16](https://github.com/saphid/frame-control/pull/16) owns
`scripts/keep-awake.sh on|off|status`. This branch does not copy or change it.
Until that script is present, the tool reports it unavailable. Keep-awake is
never automatic: `on` changes the shared idle timers; explicitly approve `off`
to restore them after work. It is not a per-agent lease; coordinate with other
users. No changes are made to the analytics/update interfaces in
[PR #17](https://github.com/saphid/frame-control/pull/17). Prompts, keys, model
replies, screenshots and approval payloads are not sent to analytics.
## Assistant panel
Open **Tools → Open assistant**, or `http://127.0.0.1:47810/assistant`.
To put the same page in the headset, with the HTTP server still running:
```sh
python3 scripts/assistant-on-frame.py --port 47810
```
This starts an SSH reverse forward bound to Frame loopback (port 47812 by
default), then a dedicated Chromium profile tagged as a SteamVR panel. Keep the
command running. Ctrl-C closes this browser profile and the tunnel; it leaves
other Chromium windows and the existing HTTP server alone. A failed cleanup
prints the temporary profile path so it can be removed when the Frame returns.
Use `--frame-port` if the default is busy. Chromium must already be available as
`org.chromium.Chromium`; the launcher never installs anything automatically.
Place the panel with SteamVR's normal docking controls.
Enter your full **chat-completions endpoint**, model name and optional key.
An OpenAI-compatible local server works without a key; no OpenAI account is
required. HTTP is allowed only on loopback; other endpoints require HTTPS.
Loopback refers to the computer running the HTTP server, even in the headset.
Endpoints with embedded credentials, query strings or redirects are refused.
Check the message consent box and press **Send message**. Screenshot context is
a separate unchecked box and sends one fresh capture with that request. Both
boxes reset after sending, and changing endpoint/model revokes consent. Nothing
is sent when opening the page or entering configuration. There is no model
list fetch, saved history, automatic screenshot capture or assistant telemetry.
Each send is independent: previous messages and replies are not included.
Configuration, credentials and chat remain in page memory; close/reload the page
or choose **Clear everything** to clear them. A request already sent cannot be
recalled. Only the chosen endpoint gets the request; proxy environment variables
and redirects are disabled. Its privacy and retention policy still applies.
Replies are plain text and cannot call tools or operate the Frame. A model must
support image inputs to accept screenshot context.
## Evidence and limits
**Verified 2026-09-28, SteamOS 0.4.1, BUILD_ID 20260925.6191901:** loopback HTTP
status through an SSH reverse tunnel; platform Chromium created a separate
SteamVR panel (confirmed in `GAMESCOPE_FOCUSABLE_APPS`); headset capture returned
a PNG. These checks preceded the UI implementation. No power or global settings
were changed.
**Inferred:** visual comfort and controller keyboard usability while wearing
the headset; panel creation in gamescope alone does not establish these.
Windows/Linux launcher support, live third-party model endpoints, installs,
uninstalls, power and keep-awake changes are not covered by that feasibility
check. See the PR for the final unit and end-to-end results.
**Verified end to end on the same Frame/build (2026-09-28):** a stdio MCP client
initialized, read status, retrieved a headset PNG, and transferred a test file
only after approval through the Chromium page. Remote file bytes matched;
reusing the confirmation was rejected. The actual headset Chromium page sent
text and then separately opted-in image context to a local test endpoint and
displayed its replies. Without consent there were zero endpoint requests.
The test endpoint returned canned replies: model inference and a live external
provider remain **unverified**. The launcher’s Ctrl-C cleanup was checked;
profiles, SSH tunnels and the test file were removed. No installs, removals,
launches of user games, power operations or keep-awake changes were performed.
**Verified locally:** unit coverage includes the stdio subprocess, approval
binding/expiry/replay/concurrency, file-change rejection, and a real local HTTP
endpoint for opt-in, text/image payloads and redirect refusal. Fake-Frame
regressions are in `tests/e2e/test_agents.py`; local Docker execution was blocked
because the Docker daemon was unavailable. The ARM64 fake-Frame CI job passed
on this branch (run 36421345682).
**Verified on the same Frame/build:** both Ctrl-C and SIGTERM close the dedicated
browser profile and SSH tunnel and remove the profile and panel log.
![Assistant in Frame Chromium, after an opted-in request to the local test endpoint](img/assistant-panel.png)
## Computer-use coverage
MCP is the tool transport, not a limit on what an agent can do. A screenshot,
accessibility snapshot, click or keystroke can all be MCP tools when we have a
reliable underlying implementation. See [the investigation](computer-use.md)
for the verified boundaries. `computer_state` adds observation, not an input
channel: it cannot click an approval button or send keyboard/mouse events.
**Verified 2026-09-29, SteamOS 0.4.1, BUILD_ID 20260925.6191901:** the command saved
by `codex mcp add` launched without a prestarted server, negotiated MCP, listed
12 tools, read live Frame status and returned X11 window state plus AT-SPI
observations. It exited 0 at EOF. Steam's accessibility tree had inaccessible
children, reported as `incomplete: true`; this is not a complete actionable UI.
+144
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# Announcing changes
How we tell people about Frame Control features and fixes as they merge. The
same few sentences feed the X post, the release notes and the website, so they
are written once, in the pull request, while the change is fresh.
## What gets announced
| Kind | Announce? | Example |
|---|---|---|
| **New** — something you can now do | Yes, its own post | Stream Mac windows into the Frame as panels |
| **Better** — something existing got noticeably easier, faster or wider | Yes, its own post or a roundup | APKs install without the Android SDK |
| **Fixed** — something broken that users hit | Yes if people reported it or it blocked a flow; otherwise the next roundup | Mac mirror showed a zoomed-in corner |
| **Release** — a tagged build | Always, one post linking the release | Frame Control 0.3.1 |
| Tests, refactors, CI, docs-only, website polish | No | Fake Frame tests, screenshot crop |
If a change isn't worth a sentence to someone who owns a Frame, it isn't
announced.
## The voice
Write it the way the README and release notes already read.
- **Lead with what the person can now do**, in their words: "Install older
versions of an app when the newest won't run on the Frame", not "Add APK
version fallback resolver".
- **Plain and specific.** Name the thing, give the number: "about 30 fps",
"4,500 apps", "up to 8 older versions". No "blazing", "game-changing",
"excited to announce", "huge", or exclamation marks.
- **Say where it works.** Platforms and what it was tested on, briefly:
"Tested on a real Frame from macOS 27." Don't claim what wasn't tested.
- **Say the catch.** If it needs a setup step, an unsigned build, or only works
on one OS, say so in the same post.
- **Sentence case**, full sentences, British spelling to match the docs.
Contractions are fine.
- **No emoji in the text.** One image, GIF or short clip carries the tone
instead. The only symbol is the kind label below.
- **Unofficial, always.** Never imply Valve made or endorses it. Say "Steam
Frame" for the headset and "Frame Control" for the app.
- **Credit people.** If a user reported the bug or suggested the feature and is
happy to be named, thank them by handle.
## The formats
Every announceable PR ends with an `## Announcement` section holding these.
The reviewer checks it like code.
### 1. The post (X, and any other social account)
```
<Kind>: <what you can do now, one sentence>
<one or two sentences: how it works, the catch, or what it was tested on>
<link>
```
- `<Kind>` is `New`, `Better` or `Fixed`.
- 280 characters maximum including the link (X counts any link as 23).
- One link: the release if it has shipped, otherwise the PR.
- One visual when the change is visible: a screenshot from the app, a GIF, or a
short clip from the headset. Alt text describes what it shows.
- No hashtags, except `#SteamFrame` on releases and on posts about something
new, because people search for it.
### 2. The release-note line
One bullet under **New in x.y.z**, same as the current release notes: the
first half of the post's first sentence, no kind label, no link.
### 3. Release post
```
Frame Control <version>: <the headline change>
<one sentence on the headline change>. Also: <two or three short items>.
Windows, macOS and Linux: <release link>
#SteamFrame
```
The release title on GitHub uses the same `Frame Control <version>: <headline>`
line, as 0.3.0 and 0.3.1 already do.
### Roundups
Small fixes that don't earn their own post wait for a roundup, posted with the
next release or when three or more have piled up:
```
Fixed in Frame Control this week:
- <fix>
- <fix>
- <fix>
<link>
```
## Examples from what has already merged
**#11, older APK versions**
```
New: when an Android app is too new for the Frame, Frame Control now offers
older versions that will install.
It checks F-Droid, its archive and IzzyOnDroid, and verifies each download
before it goes on the headset.
https://github.com/saphid/steam-frame/pull/11
```
**#8, Mac mirror fixes**
```
Fixed: mirroring your Mac into the Steam Frame now fits the whole desktop in
the panel, asks for the right password, and shows the cursor.
Tested end to end on a real Frame from macOS 27.
https://github.com/saphid/steam-frame/pull/8
```
**v0.3.1**
```
Frame Control 0.3.1: install APKs without the Android SDK
Frame Control now reads APK files itself, so there's nothing extra to install.
Also: Linux and Windows game sideloading, and one-click install links.
Windows, macOS and Linux: https://github.com/saphid/steam-frame/releases/tag/v0.3.1
#SteamFrame
```
## Posting
Nothing is posted without a person approving it. The flow is:
1. The PR carries its `## Announcement` section.
2. On merge, the post is drafted from that section (manually for now).
3. Alex approves or edits it, then it's posted from the project account.
4. Replies and questions that turn out to be bugs become GitHub issues labelled
`feedback`, same as the website form.
+6
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@@ -5,6 +5,12 @@ in **Lepton**, Valve's Waydroid-based container. Lepton is built for games,
not general Android use
([GamingOnLinux](https://www.gamingonlinux.com/2026/09/lepton-from-valve-to-run-android-games-on-linux-is-now-open-source/)).
**VR streaming clients:** WiVRn 26.9 and ALVR 20.14.1 install, but both fail
OpenXR instance creation on the checked Frame because its Android runtime lacks
`XR_KHR_convert_timespec_time` (**verified** 2026-09-28, SteamOS 0.4.1,
BUILD_ID 20260925.6191901). They are not Frame Control dependencies. See
[the feasibility results and options](linux-vr-streaming.md).
## Install from the Mac: one app, one Lepton instance (verified 2026-09-25)
Use Frame Control's **Android apps** section (search, Install, Test, Report), drop
+67
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# Computer use through Frame Control MCP
The MCP transport can carry semantic actions or visual computer-use actions.
The limits are the Frame's underlying interfaces, permissions and whether an
action can be targeted and verified. A stereoscopic headset screenshot alone
is not a reliable coordinate system for clicking a particular app window.
## What exists, and the right route
| Surface | Evidence and route | Remaining work or boundary |
|---|---|---|
| Frame management | **Verified:** existing SSH/HTTP operations for status, capture and file transfer work through MCP. Typed install/launch/power tools wrap the existing API. | Extend typed operations before adding generic mouse automation. Preserve explicit approval for consequential changes. |
| App/window observation | **Verified 2026-09-29:** `computer_state` reads gamescope X11 window/app/process triples, focused app and the installed AT-SPI library. | Bounded to 96 accessible nodes and six levels. Trees may be truncated, stale, hidden or incomplete. Snapshot paths and XIDs are observations, never durable action permissions. |
| Chromium page content | **Verified previously:** the assistant rendered and could be exercised through CDP in an isolated Frame Chromium profile. | A shipped click/type surface needs exact owned browser/target binding, fresh element references, lifecycle cleanup, consent and post-action readback. Do not expose unrestricted JavaScript or attach to arbitrary existing profiles automatically. |
| Steam UI | **Verified 2026-09-29:** the AT-SPI service listed the Steam client's Chromium process and frame nodes, but child traversal was incomplete. Existing `frame_steam.py` uses Steam's loopback CDP endpoint for specific operations. | Prefer those narrow Steam interfaces. Presence of AT-SPI does not prove controls are actionable, and generic pointer injection is not proved for VR menus. |
| Other Linux apps | **Verified 2026-09-29:** Frame ships libX11, libXtst and libatspi; `/dev/uinput` is writable by the current user. | Library presence and access permissions do not prove that a game accepts input. Global virtual input can affect whichever app has focus. Do not ship a blind keyboard/mouse tool on this evidence alone. |
| Panel focus and layouts | **Documented in [#41](https://github.com/saphid/frame-control/pull/41):** `POST /api/panels` accepts `list`, `focus` and `open`. Focus was verified there. | Reuse that owned interface after integration. Its tested gamescope-owned overlay transform setters return `PermissionDenied`; no reliable saved spatial-layout interface was established. Do not duplicate its implementation here. |
| Shared keyboard/trackpad | **Documented in [#19](https://github.com/saphid/frame-control/pull/19):** `/api/input` supplies state/start and event submission, implemented with a bundled KDE Connect daemon. | This branch does not import, launch or depend on that daemon. The user's own-implementation rule remains authoritative. A first-party input implementation or permitted bundled-library route needs its own delivery evidence before MCP integration. |
| Physical/device boundaries | **Documented:** an asleep Frame may be off the network; power authorization can require the user's password; physical pairing and headset fit/comfort require the user. | MCP cannot bypass offline hardware, consent, compositor permissions or physical verification. Keep explicit human handoffs. |
## Reusing the existing computer-use work
**Documented:** the installed `cua-driver` skill has the right control pattern:
observe an exact window, use a semantic target if available, fall back to pixels
from that same snapshot, then read back the result. Its browser route requires
an exact process/window/target binding and session-scoped element references.
Those are useful design rules for Frame tools.
**Verified locally 2026-09-29:** `cua-driver describe get_window_state` describes
host-local process/window IDs and macOS AX inspection. It does not establish an
SSH Frame target. The installed skill's advertised Linux companion file is
missing. A native ARM64 Frame backend, its dependencies and remote transport
have not been verified. We therefore do not claim that the existing Mac driver
can control the Frame by passing it a Frame PID or screenshot, and we do not
make the feature depend on installing that application.
Frame Control's `computer_state` is our own Python implementation over installed
platform libraries. It sends the probe over SSH stdin, writes no helper to disk,
and exits after one observation. Missing displays/libraries return explicit
errors; a 15-second process deadline prevents a stalled accessibility call from
leaving a probe behind. Window names and accessibility text are untrusted app
content, never instructions to an agent.
**Recommended next implementation:** an isolated Chromium session with typed
snapshot/click/type/scroll tools and exact fresh target binding, then individually
verified native app actions. Use the headset capture to judge appearance, not to
invent a screen-to-window coordinate transform. Direct tool calls must retain
approval rules; a generic computer-use tool must not become a route around the
MCP approval panel, install confirmation or power confirmation.
## Isolated browser input proof
**Verified 2026-09-29, SteamOS 0.4.1, BUILD_ID 20260925.6191901:** a temporary
Frame Chromium profile loaded a local test page through an SSH reverse tunnel.
CDP `Input.insertText` entered the test string in its own input. A CDP
`Input.dispatchMouseEvent` press/release on its own button copied that string
to the page's result; DOM readback matched exactly. The browser profile,
loopback forwards and panel log were removed afterward. No user app was typed
into, no global settings were changed and no third-party helper app was used.
AT-SPI did **not** expose the test page's controls in that same probe, even with
Chromium's renderer-accessibility flag. It returned the partial Steam-client
tree instead. The reason remains **unverified**; this is an evidence gap, not
proof that Frame accessibility cannot work. For a first implementation,
Chromium's proven page-specific CDP route is stronger than assuming complete
AT-SPI coverage. This proof does not ship unrestricted click/type tools or
establish input delivery to SteamVR's menus.
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Frame client feasibility, 2026-09-28
SteamOS VERSION_ID=0.4.1 BUILD_ID=20260925.6191901; uname -m=aarch64
SteamVR: vrserver log reports 2.18.1; process 2256 remained alive across checks.
Base: dcf9689f6459e576d35fc507eb702ca6b2bf4dad (main).
Unmodified upstream release APKs; installed with ui/frame_android.py install APK --vr.
No Linux host attached. No pairing, streamed video, input, audio or worn-headset checks.
Selected logcat lines only; timestamps in Android logs are UTC.
WiVRn-release.apk
https://github.com/WiVRn/WiVRn/releases/tag/v26.9
sha256=1df6649ec77224fcc821af0ab4897222bdf3d7eb6ce6ad636461336724111331
E/OpenXR-Loader( 1140): Error [GENERAL | xrCreateInstance | OpenXR-Loader] : LoaderInstance::CreateInstance, no support found for requested extension: XR_KHR_convert_timespec_time
I/WiVRn ( 1140): [2026-09-28 12:07:58.987] [WiVRn] [info] Failed to create OpenXR instance version 1.1.58: XR_ERROR_EXTENSION_NOT_PRESENT
E/OpenXR-Loader( 1140): Error [GENERAL | xrCreateInstance | OpenXR-Loader] : LoaderInstance::CreateInstance, no support found for requested extension: XR_KHR_convert_timespec_time
I/WiVRn ( 1140): [2026-09-28 12:07:59.034] [WiVRn] [info] Failed to create OpenXR instance version 1.0.58: XR_ERROR_EXTENSION_NOT_PRESENT
E/WiVRn ( 1140): [2026-09-28 12:07:59.035] [WiVRn] [error] Error during initialization: Failed to create OpenXR instance: XR_ERROR_EXTENSION_NOT_PRESENT
alvr_client_android.apk
https://github.com/alvr-org/ALVR/releases/tag/v20.14.1
sha256=be68feeb02665e3d69f1cdbcabf38ea4d15c42868a7ec6b5e698dbefee4e4e36
E/OpenXR-Loader( 1139): Error [GENERAL | xrCreateInstance | OpenXR-Loader] : LoaderInstance::CreateInstance, no support found for requested extension: XR_KHR_convert_timespec_time
I/RustStdoutStderr( 1139): Error [GENERAL | xrCreateInstance | OpenXR-Loader] : LoaderInstance::CreateInstance, no support found for requested extension: XR_KHR_convert_timespec_time
E/[ALVR NATIVE-RUST]( 1139): ALVR panicked: What happened:
E/[ALVR NATIVE-RUST]( 1139): panicked at alvr/client_openxr/src/lib.rs:220:10:
E/[ALVR NATIVE-RUST]( 1139): called `Result::unwrap()` on an `Err` value: ERROR_EXTENSION_NOT_PRESENT
Cleanup verified: both app directories, compatdata directories and Steam shortcuts absent.
Both test containers stopped and removed. No Steam/SteamVR restart or global setting changes.
Valve release notes fetched from ISteamNews/GetNewsForApp/v2 (appid=250820).
SteamVR Beta Updated - 2.18.1
https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1844751498219787
Added tethered Quest support over USB (must be used with Steam Link Beta)
Introducing SteamVR 2.17
https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1843481262693486
Adds initial support for USB streaming. Note: Requires new Steam Client Beta.
Fix crash using Steam Link on Linux when games submit invalid textures.
Improve streaming recovery when using Steam Link on Linux.
SteamVR Beta Updated - 2.17.8
https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1842212951314598
Fix crash using Steam Link on Linux when games submit invalid textures.
Improve streaming recovery when using Steam Link on Linux.
Adds initial support for USB streaming.
USB streaming can be used without WiFi by opting into the Steam Client Beta.
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# Mod feasibility test, 2026-09-28
**Verified observations**, with limits below. Device: `aarch64`, SteamOS
`VERSION_ID=0.4.1`, `BUILD_ID=20260925.6191901`; Proton version file:
`1788505046 proton-11.0-2c-arm64`; `vrcmd --stats`: SteamVR `2.18.1`.
Times below are the Frame's AEST clock.
## Inventory and allowed content
`ssh frame 'python3 - owned' < ui/frame_steam.py` returned 868 games before
the test. Beat Saber (620980) and Skyrim VR (611670) were absent. Half-Life 2:
VR Mod – Episode One (2177750) was installed. Hogwarts Legacy (990080),
Horizon Zero Dawn (1151640) and Horizon Forbidden West (2420110) were listed
but not installed. The full personal library is not committed.
**Documented, owner report after these tests:** Alex has Beat Saber on a
Quest 2, which is charging. That copy was not accessed or inspected during
this test. Its version, transfer path and Frame compatibility remain unknown;
Steam ownership is still not established.
Gravitas's public Steam metadata reported `is_free: true`, developer Galaxy
Shark Studios, Windows only. Frame Control's existing Steam helper requested
its install. Steam first returned free-license state 3, then config state 7,
then queued the download. The helper did not accept state 3; a later read
found state 7. The source of that transition was not observed. A later
`install 1067310` returned `state: installed`. No purchase occurred.
UEVR was downloaded from the author's [1.05 release](https://github.com/praydog/UEVR/releases/tag/1.05),
not a mirror. `UEVR.zip` was 7,399,455 bytes. Its SHA-256 matched the author's
`UEVR.zip.sha256` (a UTF-16 text file):
```text
af4f2f91306802d7ee4e8497d483a547ac8e9a3067dbafb81324100524215d3c
```
Microsoft's Windows x64 .NET runtime and Windows Desktop runtime 6.0.36 ZIPs
were downloaded using URLs in the official release metadata. Both SHA-512
hashes matched that metadata. They were extracted into a test-only user
directory, not installed globally. No other mod manager was used.
## Half-Life 2 VR: visible setup, not gameplay
Launched the already-installed Episode One using
`steam steam://rungameid/2177750`. The existing manifest recorded build
25413453 and a shared base depot from app 658920, build 25413418.
Selected fresh Steam / SteamVR log lines:
```text
22:07:50 proton waitforexitandrun .../Half-Life 2 VR/ep1vr.exe
22:08:03 SetApplicationPid: Setting app steam.app.2177750 PID to 27990
22:08:03 Successfully loaded binding file '.../hlvr/cfg/steamvr/bindings_frame.json' for app 'steam.app.2177750'.
```
The game's `episodicvr/console.log` reached `Creating VR hand HUD...`,
`Creating VR weapon HUD...` and `Calibrating VR base position`. It also
contained missing material/weapon warnings. SteamVR logged a missing
`frame_hmd` binding as well as the successful controller binding load;
controller input was not exercised.
`ui/frame_vrshot.py` produced a stereo capture showing the mod's
“First time setup” and “Dominant hand” dialog. This establishes visible
startup, not a played level or comfortable performance. The capture includes
room passthrough and is deliberately not published. The test's `hl2.exe`
process was terminated; the pre-existing game installation was preserved.
## Gravitas and UEVR: injection unverified
The game was launched through Steam. The injector was then started in the
same `steamapps/compatdata/1067310` prefix using the shipped
`SteamLinuxRuntime_4-arm64/_v2-entry-point` and Proton 11 ARM64. The first
attempt reported:
```text
Application: UEVRInjector.exe
Message: You must install .NET to run this application.
Architecture: x64
App host version: 6.0.35
.NET location: Not found
```
With `DOTNET_ROOT` and `DOTNET_ROOT_X64` pointing at the test-only Windows
runtime directory, Proton loaded `Microsoft.NETCore.App/6.0.36` and
`Microsoft.WindowsDesktop.App/6.0.36`. A 25-second launcher timeout was too
short to establish whether the UI worked. A longer attempt produced a
625×372 `UEVR` X11 window on display `:1`. This is window creation evidence,
not a successful injection. That launcher returned exit 0; this was not
treated as proof that a mod worked.
A combined launch set `PROTON_REMOTE_DEBUG_CMD` to `UEVRInjector.exe` and
ran Gravitas's `Drop.exe` in the same runtime/prefix. The process
`SkyArk/Binaries/Win64/Drop-Win64-Shipping.exe` and a 1600×900 window titled
`SkyArk (64-bit, PCD3D_SM5)` appeared. The launcher exited **1** before an
injection or stereo game scene could be verified. Output included:
```text
Proton: Error while copying to ".../windows/system32/amdxcffx64.dll": No such file or directory
Error [GENERAL | xrCreateInstance | OpenXR-Loader] : xrCreateInstance failed
X Error of failed request: BadWindow (invalid Window parameter)
Major opcode of failed request: 10 (X_UnmapWindow)
X Error of failed request: XI_BadDevice (invalid Device parameter)
Minor opcode of failed request: 28 (X_GetDeviceButtonMapping)
```
These errors do **not** establish an ARM64/FEX incompatibility. Other work
was launching apps on the shared Frame. SteamVR's PIDs changed during the
experiment; `ps` recorded the replacement `vrserver` and `vrcompositor`
starting at **22:13:03**, corroborated by `steamvr.service` journal startup
lines. This test did not request a Steam/SteamVR restart. The combined
attempt ran at 22:14:17–22:14:27, after that restart. A stable, coordinated
session is needed to distinguish launcher/environment problems from game or
mod incompatibility.
## Cleanup and remaining checks
- No game executable or OpenVR DLL was replaced. No global runtime or power
setting was changed by this test. No R.E.A.L., OpenComposite or Beat Saber
payload was installed.
- Removed the test-only UEVR/.NET directory and downloaded ZIPs from the
Frame. Final process checks found no `UEVRInjector.exe`,
`Drop-Win64-Shipping.exe`, `ep1vr.exe` or `hl2.exe`. SteamVR was running.
- Gravitas and its Steam-created prefix remain installed for a repeat test;
the pre-existing HL2 VR install remains. Steam may retain normal shader
caches, logs and prefix temporary files.
- Still unverified: UEVR injection and removal, R.E.A.L. releases and
permissions, OpenComposite, Beat Saber playback on either build, and our
own manager's end-to-end install/uninstall. No installer UI is justified
by these results. See the [support table and next checks](../mods.md).
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# Family and comfort
Frame Control's Home tab has a **Family and comfort** card, on desktop and
on iPhone. No third-party notification or parental-control app is needed.
This is Frame Control code using Python, Steam and SteamVR already on the Frame.
![Family and comfort controls in the desktop app](img/comfort-desktop.png)
## Sessions
Set a limit of 1–240 minutes, optional break and check-in intervals, then
**Start session**. Break and check-in intervals of 0 turn those reminders off.
**Cancel session** cancels the timer and monitoring without changing the game.
Cancel before starting a session with different settings.
The Frame shows a one-minute warning, then opens Steam Home in its dashboard.
**Games stay running**: save and pause before the limit. Some games pause when
the dashboard opens; others do not. There is no kill, power-off, Steam restart,
account restriction or parental lock. The wearer can return to the game.
**Documented implementation:** the timer is a single, opt-in Python worker in
the Frame user's account. Desktop and iPhone share its state. It keeps going
when the companion disconnects, closes or is suspended. It exits after
completion or cancellation (normally within five seconds). Cancellation waits
for any in-flight SteamVR action to finish within its timeout; it is not a boot
service. A Frame reboot invalidates the session. Suspend counts toward the
limit, using Linux's boot-time clock. If a warning was delayed by suspend or a
SteamVR failure, Home waits until at least a full minute after a successful
warning. A failed Home transition remains active and retries, with an error
shown in the companion. A stale worker is reported as unverified enforcement.
## Alerts and breaks
During a session, battery, overheating and check-in alerts go to connected
companions. Break reminders and session warnings also appear on the headset.
- **Low battery:** 15% or below while discharging. One alert until charging or
recovery to 20%, so values around 15% do not produce repeated notifications.
- **Overheating:** a thermal zone reaches its own kernel-reported hot/critical
trip, or the battery reports `Overheat`. Missing sensors mean unknown, not
safe. These are status alerts, not medical advice or an extra thermal governor.
- **Check in:** an alert after the chosen number of active minutes.
- **Breaks:** a SteamVR reminder and companion notification at the chosen interval.
**Inferred:** SteamVR activity levels 1 and 2 are a useful proxy for use, not
proof someone is wearing the headset. Inactive readings reset continuous use;
missing readings add no time. Long gaps count at most 30 seconds. Breaks and
check-ins are distinct from the elapsed-time session limit.
Click **Enable / test notifications** on each companion. iOS asks for permission;
macOS, Windows and Linux follow their notification settings. The page also shows
recent events and errors. Keep Frame Control open and connected for companion
alerts. **Phone alerts are local, not push notifications:** iOS suspension,
force-quit or a lost SSH connection prevents live delivery. Old alerts are not
replayed as a notification burst on reconnect. Headset warnings and the session
limit continue without the phone. A physical iPhone's background delivery has
not been verified and is not guaranteed.
## Casting
**Cast headset view** starts the existing headset Live view and requests full
screen where supported. Show that screen to people in the room, or use the
computer/phone's own screen mirroring. It creates no new stream transport,
public URL or LAN server. iPhone uses the inline viewer if full screen is not
available. The image includes private content visible to the wearer.
## What is installed
The shared authenticated `/api/comfort` endpoint copies three bundled Python
files to `~/.cache/frame-control/comfort/<content-hash>/`. Session state and
locks live in `~/.local/state/frame-control/comfort/`, with a private directory
and 0600 state file. There is no network listener or system service. Cancel a
session before removing these directories. The iPhone's normal server still
exits on disconnect; the explicitly started comfort worker is the exception.
## Verification
**Verified 2026-09-28**, SteamOS 0.4.1, build `20260925.6191901`: shipped
`/opt/steamvr/bin/linuxarm64/vrcmd --notify TEXT` reported success for a custom
reminder. Steam's CDP `SteamUIStore.Navigate('/library/home')` and
`SteamClient.OpenVR.VROverlay.ShowDashboard('valve.steam.gamepadui.main')`
opened Home while the running app ID stayed unchanged. Prior page and dashboard
visibility were restored. Kernel hot/critical trips and SteamVR activity were
read from the real device. No temperature or battery fault was induced.
**Verified locally:** deterministic fake-Frame tests cover late warnings,
failed warnings/Home actions, cancellation, activity gaps, thresholds, duplicate
suppression, reboot invalidation, shared session state and the exact Home
JavaScript. `python3 -m unittest discover -s tests` runs them. The iOS Simulator
build tests notification content and bounds. Physical iPhone delivery and
wearer-perceived headset notification visibility remain unverified.
**Verified end to end on the same Frame:** a two-minute session with no companion
connection for 135 seconds emitted its warning, break and check-in, then opened
Home. The running app ID was unchanged; the test restored the previous page and
dashboard visibility and confirmed the worker exited. Casting through the Home
shortcut decoded the existing headset stream at 30 fps.
**Verified on the iOS 26.5 Simulator:** connected to the real Frame, approved the
notification prompt, and saw the native Frame Control test banner. Seven iOS
tests passed.
![Native test notification in the iOS Simulator](img/comfort-notification-ios.png)
Desktop and 390-pixel phone layouts had no horizontal overflow.
On macOS the development Electron app's real notification attempt was denied
(`UNErrorDomain` 1); the bridge now returns that failure instead of reporting
success. Successful macOS/Windows/Linux notification display remains unverified.
**Verified on the real Frame:** its naturally discharging 15% battery produced
one low-battery event during a short session; the test then cancelled the
session. Overheating alerts use fake sensor samples in tests: the shared
headset was not deliberately overheated.
**Verified 2026-09-29 on the same Frame:** a fresh one-minute session opened
Home more than 60 seconds after the successful warning. The test restored the
previous page and dashboard visibility. Local regression coverage now includes
slow notification delivery, a total Home-action timeout, failed worker startup,
unreadable saved state, malformed activity samples and notification UX: 173
Python tests passed. Desktop and 390-pixel layouts were checked again; system
notification-denial guidance stayed visible across polls. Initial event history
did not replay notifications, and only the latest new event was announced.
+27 -7
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@@ -56,9 +56,11 @@ counts them while they run.
Steam library), then launch, stop, test or remove it. **Report an APK** records
whether any APK worked (F-Droid or not: pick a file, type a package, or use an
installed app). Your reports are saved on your computer and change the verdicts
you see. They aren't uploaded anywhere: the shared database is maintainer-only
for now (see [compat-db/README.md](../compat-db/README.md)). Uses the app's bundled
`adb`, or yours if you have one.
you see. With **Share compatibility results** on (Privacy & updates), they also
go to the shared database ([privacy.md](privacy.md),
[compat-db/README.md](../compat-db/README.md)). A failed install records
itself when the APK was the problem, and after an install the app offers a
20-second test. Uses the app's bundled `adb`, or yours if you have one.
- **Android display**: pick a running Lepton instance (by the app in it) and set
its resolution (Native 1920×1080, or Sharp 2560×1440 with density scaled to
match), UI scale (Smaller / Default / Larger, or an exact dpi) and text size
@@ -70,6 +72,10 @@ counts them while they run.
Runtime picked from the program's header), listed under **Sideloaded titles**
with Launch and Remove; see [sideloading.md](sideloading.md). Send typed text, or your computer's clipboard, to the
Frame clipboard.
- **Mac in the headset** (macOS): show any Mac window, or a whole screen, as
its own panel in the headset. Place it with the SteamVR dashboard, click and
scroll with the laser, and type on the Mac. Streams hardware H.264 through
an SSH tunnel; see [mac-in-headset.md](mac-in-headset.md).
- **Flatpaks**: install and remove them (quick picks: Moonlight, Firefox, VLC,
Remmina).
- **One-click tools**: SSH or SFTP in a terminal window, Steam Link, and remote
@@ -86,8 +92,11 @@ app bundles `ui/`, `scripts/`, `frame/android/`, Valve's `frame/devkit-utils/` a
([python-build-standalone](https://github.com/astral-sh/python-build-standalone))
and `adb` from Google's platform-tools, so there's nothing else to install. It
also bundles curl's copy of Mozilla's CA list, because Python on Windows only
trusts root certificates already in the Windows store.
`app/build/fetch-deps.js` downloads both, pinned by SHA-256.
trusts root certificates already in the Windows store. And it bundles KDE
Connect for the Frame (Valve's arm64 build and five libraries, 3.6 MB,
[`frame/kdeconnect`](../frame/kdeconnect/NOTICE.md)), which it copies to the
Frame for the keyboard and trackpad.
`app/build/fetch-deps.js` downloads all of it, pinned by SHA-256.
The server is Python stdlib only and listens on 127.0.0.1. It rejects requests
with a non-local `Host` header, and any `/api/` request without a custom
@@ -148,5 +157,16 @@ npm run dist:win # Windows: installer and .zip
npm run dist:linux # Linux: AppImage and .deb, x64 and arm64
```
Pushing a `v*` tag builds all three in GitHub Actions and attaches them to the
release (`.github/workflows/release.yml`).
Pushing a `v*` tag builds all three in GitHub Actions and attaches them to a
draft release (`.github/workflows/release.yml`). Running copies are offered it
once you publish it: see [releasing.md](releasing.md).
## AI agents and assistant
**Documented:** [the MCP adapter and assistant panel](agents.md) are Frame
Control implementations. MCP wraps this HTTP API without API keys. Changes
require a separate user approval; power also retains its password prompt. The
assistant uses a user-chosen endpoint and sends nothing until the user opts in
for a message. Screenshot context is separately opt-in. Model replies cannot
operate the headset. Tools → Open assistant opens the page; the linked guide
covers putting it in a Chromium panel on the Frame.
+10 -1
View File
@@ -38,6 +38,11 @@ Lepton (Android 11, podman container "lepton-dev") ← its own panel, app 305600
| SteamVR settings live in `~/.config/openvr/config/steamvr.vrsettings`, not under `~/.local/share/Steam/config/`. `dashboard.lastAccessedExternalOverlayKey` names the last panel you used. | Settings tweaks |
| The Steam client's journal (`journalctl --user`) carries SteamVR system UI lines such as `[Overlays] Created: …` and `vroverlay_uid<appid>`. It's the quickest way to see panels come and go. | Debugging |
| Present: `rsync`, `flatpak`, `python3`, `git`, `qdbus6`, `xrdp`, `xprop`, `xwininfo`, `xterm`, `konsole`, `dolphin`, `gamescopectl`. Missing: `wl-copy`, `xclip`, `xsel`, `kdeconnect-cli`, `tailscale` (installable in `~`, see below), `krfb`, `wayvnc`. | Script design |
| **SteamOS updates arrive on their own.** The Frame went from 0.3.0 (build 20260922.6101926) to **0.4.1, build 20260925.6191901**, between 2026-09-27 and 2026-09-28 with no action from us; `~` (keys, user Flatpaks, `~/.local/share`) survived. **Verified 2026-09-28.** | Keep changes in `~` |
| **Valve's package repository has more than the image.** `pacman -Si` / `pacman -Sp` work as `steamos` without root and list Valve's own builds, such as `kdeconnect` 24.02.2 and `python-evdev` 1.7.0 in `extra`. Unpacking those packages into `~` runs them without touching the read-only root. The repository URLs say not to share them, so never write them down; Valve also publishes each build's source package there (`sources/packages/`), which is how Frame Control got the complete source for the KDE Connect it ships. **Verified 2026-09-28**, SteamOS 0.4.1. | [streaming.md](streaming.md#input-type-and-point-in-the-frame-from-the-mac-or-iphone) |
| **gamescope has its own input injection.** An EIS socket at `/run/user/1000/gamescope-0-ei` (libei 1.4.1 is on the image) offers "Gamescope Virtual Input": relative and absolute pointer, buttons, scroll, keyboard. It drives the panel that has focus in the headset, on either X display. Focus moves only with the controller's laser (or to a new panel when none has it); `gamescopectl focus_info` prints the focus state to the journal. **Verified 2026-09-29.** | [streaming.md](streaming.md#live-view-and-control-watch-a-panel-and-tap-on-it) |
| **A panel's own pixels:** `ffmpeg -f x11grab -window_id <window> -i :<display>` captures one window (x11grab of the root is black under gamescope). Panels live on `:0` (Steam's UI, windows tagged by `panel-on-frame.sh`) or `:1` (apps Steam starts). **Verified 2026-09-29.** | Frame Control's Desktop view |
| **gamescope runs two Xwayland displays.** `:0` holds Steam's VR bar and menus (`valve.steam.gamepadui.*`) and ignores XTest pointer motion; `:1` holds apps such as Chromium and takes it. There's also a libei socket, `/run/user/1000/gamescope-0-ei`. **Verified 2026-09-28**, SteamOS 0.4.1. | Keyboard and trackpad |
| Flathub is a **system** remote. `--user` installs over SSH work and show up in the desktop menu. | `install-apps.sh` |
| `/` is 10 GB and read-only. `/home` is 929 GB. | Where to put things |
| Clipboard: Klipper over the nested D-Bus bus (`qdbus6 org.kde.klipper …`). | `paste-to-frame.sh` |
@@ -52,13 +57,17 @@ Lepton (Android 11, podman container "lepton-dev") ← its own panel, app 305600
| **T3 Code desktop runs natively.** The stock release `T3-Code-0.0.42-arm64.AppImage` in `~/Applications/T3CodeDesktop/` starts with no extra setup: glibc 2.39, `libfuse.so.2`, GTK 3, NSS and libsecret are on the image. `panel-on-frame.sh --name t3code-desktop -- '~/Applications/T3CodeDesktop/T3-Code.AppImage'` gives it its own panel (`valve.steam.desktopgame.2000281357`, `--ozone-platform=x11`). Its bundled server listens on `127.0.0.1:3773` and shows up in onboarding as the `frame` computer, with `passwordStore: gnome-libsecret`. The image has no agent CLI and no `node`. Agents run through the LAN CLIProxyAPI (`llm-proxy.lan:8317`, which resolves on the Frame). Claude Code 2.1.283 comes from `claude.ai/install.sh`, and Codex 0.157.1 from the `codex-aarch64-unknown-linux-musl` release tarball, both into `~/.local/bin`. `with-cliproxy` and a mode-600 `~/.config/cliproxyapi/secrets.env` are copied from the Mac. The wrappers `claude-cliproxy` and `codex-cliproxy` (a `-c model_provider=cliproxy`, `wire_api="responses"`, `env_key="CLIPROXY_API_KEY"`) are set as `providers.claudeAgent.binaryPath` and `providers.codex.binaryPath` in `~/.t3/userdata/settings.json`, and T3 picked that up without a restart. Through the wrappers, `claude auth status` reports `loggedIn: true` (`oauth_token`), and both CLIs answered a prompt with `kimi-k3`. `gamescopectl screenshot` captured another layer (the Lepton T3 app) rather than this panel. `DISPLAY=:0 xwd -id <win>` piped to `ffmpeg` captures the window itself (1920×1080). **Verified 2026-09-26**, BUILD_ID 20260922.6101926. | Running T3 Code as a host on the Frame |
| Power actions need `sudo`, which asks for the Developer Mode password over SSH. | Frame Control's power buttons |
| **SSH server:** OpenSSH 9.7p1. It offers `publickey,password` (keyboard-interactive is off, PAM on) and also asks `userdbctl ssh-authorized-keys` for keys. OpenSSH ≥ 8.8 rejects SHA-1 `ssh-rsa` signatures by default, so a client whose RSA support is SHA-1 only (the Swift library Citadel, for one) can't log in with the RSA key that devkit pairing installs; use ed25519 (**inferred** from OpenSSH defaults). **Verified 2026-09-27**, BUILD_ID 20260922.6101926. | [iphone.md](iphone.md), `ui/frame_connect.py` |
| **A Chromium app window on gamescope's `:0` with its own `STEAM_GAME` becomes a panel, even when started over SSH.** `chromium-xr/chrome --ozone-platform=x11 --app=URL --window-size=1280,720` got a 1920×1080 window, and tagging it produced `[Overlays] Created: valve.steam.desktopgame.<id>` in `~/.local/share/Steam/logs/vrwebhelper_systemui.txt`. Chromium XR decoded a 1080p H.264 WebCodecs stream from the Mac at about 60 fps. XTest events sent to `:0` (libXtst through Python ctypes) did not reach the page. The Frame has `libXtst`, `xprop`, `xwininfo`, `curl` and the `C.utf8` locale. **Verified 2026-09-28**, BUILD_ID 20260925.6191901. | [mac-in-headset.md](mac-in-headset.md) |
| **Streaming video into a panel: what the Frame adds.** Chromium XR decodes H.264 in **software** (1920×1290 at about 9 Mbit/s took 4–6 ms per frame); its GL is ANGLE → zink → Turnip on the Adreno 750, and it logs `GetVSyncParametersIfAvailable() failed`. An idle page's `requestAnimationFrame` runs at about 140 Hz; when the headset is worn or woken, SteamVR picks the 4320×2160 @ 144 Hz mode. **An unworn headset throttles panel apps** whatever they draw: a local canvas page ran at 58 fps for about 6 s, then 28, then about 15 once in standby (vrserver logs `entering standby`, with `power.pauseCompositorOnStandby 1`). `vrcmd --handlewakeup` gave 137–144 fps for about 2 s, then 36. So a panel's frame rate and compositor delay can only be measured while it's worn. `tailscaled` runs with `--tun=userspace-networking` and cost about 8% of a core at 9 Mbit/s (0.5% over the LAN address). Wi-Fi power saving is on (`iw … get power_save`). **Verified 2026-09-28**, BUILD_ID 20260925.6191901. | [mac-in-headset.md](mac-in-headset.md#measuring) |
| **USB-C networking.** Plugged into a Mac, the Frame is a USB network device: macOS names the port "Steam Frame" (here `en9`, 10.86.200.234/29), and the Frame's `usb0` is 10.86.200.233. Ping is about 0.9 ms, and SSH works with the usual host key (`-o HostName=10.86.200.233 -o HostKeyAlias=<tailscale name>`). Steam's Remote Play discovery also broadcasts over it. **Verified 2026-09-28**, BUILD_ID 20260925.6191901. | Frame Control's Mac stream uses it when present ([mac-in-headset.md](mac-in-headset.md)) |
| **Tools on the image:** Python 3.12.3, `ffmpeg`, `openssl`, `curl`, `rsync`, `zip`/`unzip`, `flatpak`, `wpctl`, `podman`. **No `adb`.** `steamos` is uid 1000, in `wheel`, and sudoers has `%wheel ALL=(ALL) ALL`, so `sudo -S` takes the Developer Mode password on stdin. **Verified 2026-09-27.** | Running Frame Control's server on the Frame (`FRAME_LOCAL=1`, [iphone.md](iphone.md)) |
| **Each Lepton instance is a podman container** named `lepton-steamlaunch-<instance id>`, labelled with its ADB port (`podman ps --format '{{.Names}} {{.Labels.adb_port}}'`). `podman exec <container> /system/bin/sh -c '…'` runs Android's shell inside it with no adb at all (used for `pidof` and `logcat` by the app tester). Running `wm size`/`wm density` that way is untested. **Verified 2026-09-27.** | `ui/frame_android.py`, the iPhone app's display settings |
| **Asleep means off the network.** In standby the Frame stops answering on its LAN address, `frame.local` and Tailscale alike (`Host is down`, `No route to host`, timeouts), and ping fails. It was unreachable for about 2.5 hours until woken. Nothing over SSH can wake it. **Verified 2026-09-27.** | Frame Control's offline banner and retries |
| **What puts it to sleep is Steam's idle timer**, not logind. The journal shows `steamui_system: Switching to power state: [ k_ESystemPowerState_Sleep ] reason: 'ComputeNextPowerState: active: 3600 < 3600 (k_EACState_Connected)'`, then Steam suspends. SSH work doesn't count as activity. The timers are the client settings `system_idle_suspend_ac_sec` (3600) and `system_idle_suspend_battery_sec` (900); 0 means Never (Settings → Power → Sleep after inactivity). They can be written over DevTools the way the settings page does. logind refuses a `systemd-inhibit --mode=block` sleep lock from an SSH session (`Interactive authentication required`) but accepts one started with `systemd-run --user`. `scripts/keep-awake.sh on|off|status` does both and restores the old timers on `off`. **Verified 2026-09-28**, BUILD_ID 20260925.6191901. Whether Steam's suspend honours the inhibitor on its own is **inferred** (polkit gives `steamos` no `suspend-ignore-inhibit`), not tested. | Keeping the Frame awake for agent work |
| **Battery at full on a charger** can read `Discharging` at about 0 W (for example 99 %, 0.0 W, USB-C PD 18 W). Treat under 0.5 W on a charger as "not charging", not "draining". **Verified 2026-09-27.** | Frame Control's battery card |
| **The OS image is downloadable.** Valve's recovery images for the Frame are at `https://steamdeck-images.steamos.cloud/recovery/`. The root filesystem inside is btrfs, and it runs as an SSH test target on ARM64 Linux without the headset (`tests/frame-container/frame-image.sh`). **Verified 2026-09-27.** | [recovery-and-images.md](recovery-and-images.md) |
| **Boot / recovery menu.** Hold Power ~10 s until the LED goes off, then power on while holding the **AUX button on top of the Power button** (not the volume keys) until a text menu appears. Entries: `Current` (SteamOS-A/B + build), `Previous` (the other A/B slot), `Boot from USB`, `Repair Steam Installation`, `Erase User Data` (factory reset), `ADB mode`, `Battery Ship Mode`. It auto-boots `Current` after a ~15 s countdown. **Volume Up/Down (left side) move, AUX (right side) selects.** For a boot loop, Valve says pick `Previous` (keeps user data); then `Repair Steam Installation`; `Erase User Data` wipes `~` (SSH keys, Tailscale, Flatpaks, T3 setup). Last resort is a full re-image, two ways: (1) USB: write `steamframe-oobe-repair-<build>.img.bz2` to an 8 GB+ USB-C stick (Balena Etcher on the Mac), pick `Boot from USB`, then use "Wipe Device & Install SteamOS" / "Repair SteamOS" (keeps games and personal content) from the recovery desktop; (2) cable/EDL: `steamframe-oobe-repair-qdl-<build>.tar.gz`, run `flash.sh` (Linux) or `flash.cmd` (Windows), then with the Frame off for 10 s hold Power + Vol Up + Vol Down for 10 s and plug it in; it reflashes and reboots. Both images: `https://steamdeck-images.steamos.cloud/recovery/` (build 20260922.5153644, 0.3.0, 3.8 GiB each, no published checksums); local copies in `~/Downloads/steam-frame-recovery/`. File names, checksums and what's inside: [recovery-and-images.md](recovery-and-images.md). Source: Valve's [SteamOS Recovery FAQ](https://help.steampowered.com/en/faqs/view/1B71-EDF2-EB6D-2BB3) and [Installation and Repair FAQ](https://help.steampowered.com/en/faqs/view/65B4-2AA3-5F37-4227), plus a menu photo in [EloiStree/HelloSteamFrame#9](https://github.com/EloiStree/HelloSteamFrame/issues/9). **Inferred** (Valve docs, 2026-09-26); not yet tried on our Frame. | Recovering from a boot loop |
| **Boot loop cause: the SteamVR health check.** `steamvr.service` runs `/usr/share/deckard/steamvr-health-check`, which appends `frog:glasses:` to `$XDG_RUNTIME_DIR/steamvr-short-session-tracker` on every failed or <10 s SteamVR run. At 3 it runs `steam-health-check --repair-now`, which **deletes all of `~/.local/share/Steam` (games, login, Developer Mode) and `~/.steam`**, keeping only `registry.vdf`. At 4 it also tries `steamos-bootconf set-mode reboot-other` (fails as the user: `bootenv: Permission denied`). SteamVR normally fails 1–2 times per boot while it waits for the Steam client (`SteamAPI_InitEx failed … Steam is probably not running`, then `fatal stalled cross-thread pipe`). Once Steam has been wiped, it has to re-download a ~210 MB client on every boot, so SteamVR keeps failing, Steam keeps getting wiped and the Frame reboots, in a loop. Also, the Steam updater can deadlock at `Installing update...` (main process blocked writing to the `-child-update-ui` process, which is stuck in `drm_syncobj_array_wait_timeout`). Killing only the `-child-update-ui` process lets the install finish (`package/*.installed` appears). **Fix without sudo:** over USB-C ADB (`adb -s frame shell` works as `steamos` while the Frame is looping; SSH is refused once Developer Mode is lost), truncate both `/run/user/1000/steam{,vr}-short-session-tracker` files and `chmod 444` them (the health check then logs `Permission denied` and does nothing; this is tmpfs, so it resets on reboot). Unstick the updater if needed, let Steam finish installing, then hold Power 10 s and start the Frame normally. `systemctl reboot` over ADB needs interactive auth. After the fix, sign in to Steam and turn Developer Mode back on. **Verified 2026-09-26**, BUILD_ID 20260922.6101926, slot B (clean boot: 0 SteamVR failures, SSH and Tailscale back). | Diagnosing a boot loop |
| **Boot loop cause: the SteamVR health check.** `steamvr.service` runs `/usr/share/deckard/steamvr-health-check`, which appends `frog:glasses:` to `$XDG_RUNTIME_DIR/steamvr-short-session-tracker` on every failed or <10 s SteamVR run. At 3 it runs `steam-health-check --repair-now`, which **deletes all of `~/.local/share/Steam` (games, login, Developer Mode) and `~/.steam`**, keeping only `registry.vdf`. At 4 it also tries `steamos-bootconf set-mode reboot-other` (fails as the user: `bootenv: Permission denied`). SteamVR normally fails 1–2 times per boot while it waits for the Steam client (`SteamAPI_InitEx failed … Steam is probably not running`, then `fatal stalled cross-thread pipe`). Once Steam has been wiped, it has to re-download a ~210 MB client on every boot, so SteamVR keeps failing, Steam keeps getting wiped and the Frame reboots, in a loop. Also, the Steam updater can deadlock at `Installing update...` (main process blocked writing to the `-child-update-ui` process, which is stuck in `drm_syncobj_array_wait_timeout`). Killing only the `-child-update-ui` process lets the install finish (`package/*.installed` appears). **Fix without sudo:** over USB-C ADB (`adb -s frame shell` works as `steamos` while the Frame is looping; SSH is refused once Developer Mode is lost), truncate both `/run/user/1000/steam{,vr}-short-session-tracker` files and `chmod 444` them (the health check then logs `Permission denied` and does nothing; this is tmpfs, so it resets on reboot). Unstick the updater if needed, let Steam finish installing, then hold Power 10 s and start the Frame normally. `systemctl reboot` over ADB needs interactive auth. After the fix, sign in to Steam and turn Developer Mode back on. **Verified 2026-09-26**, BUILD_ID 20260922.6101926, slot B (clean boot: 0 SteamVR failures, SSH and Tailscale back). **Seen again 2026-09-28** on BUILD_ID 20260925.6191901, beta client 1790377368. The Frame rebooted by itself while off the network. At 21:13 the check tried `reboot-other` (`bootenv: Permission denied`) and reset the unpacked Steam install, and the tracker had 15 entries. The tracker fix above, applied over SSH, stopped the resets (the checks then log `Permission denied`), but Steam itself kept exiting about 17 s after each start (34 restarts). Cause not found yet. | Diagnosing a boot loop |
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@@ -12,7 +12,8 @@ An iPhone can't run Python or `ssh`, but the Frame can. So the app:
1. connects to the Frame over SSH itself (the [Citadel](https://github.com/orlandos-nl/Citadel)
Swift SSH library), with its own ed25519 key from the Keychain;
2. copies Frame Control's server and helpers (`ios/scripts/make_frame_bundle.py`,
under 1 MB) to `~/.cache/frame-control/<version>` on the Frame, once per version;
4.6 MB, 3.6 MB of it the KDE Connect the keyboard and trackpad use) to
`~/.cache/frame-control/<version>` on the Frame, once per version;
3. starts `ui/server.py` there with `FRAME_LOCAL=1`. It listens only on the
Frame's own 127.0.0.1, and it stops when the phone disconnects (`--exit-on-eof`);
4. tunnels to it through the SSH session and shows the same page as the desktop
@@ -25,7 +26,10 @@ as its transport too), so the desktop and phone share one code path. Android
display settings use `podman exec` into each Lepton container instead of adb,
which the Frame doesn't have.
Nothing is left running on the Frame after the phone disconnects; the copied
The app server stops after the phone disconnects. An explicitly started
[comfort session](family-comfort.md) keeps its timer and headset reminders running
until the session ends or is cancelled; phone notifications require the app to
remain connected and running. The copied
files stay in `~/.cache/frame-control` (delete it any time).
## Pairing
@@ -107,3 +111,11 @@ running), a real sleep/restart/shut down on the Frame, and a physical iPhone.
Debug builds have Simulator test hooks (`FRAME_TEST_HOST`, `FRAME_TEST_PAGE`,
`FRAME_TEST_JS`, and the tunnel URL in the app's Caches folder); release builds
don't.
## Family and comfort
The shared Home card sets session limits, breaks and check-ins, and offers
**Cast headset view**. **Enable / test notifications** requests iOS notification
permission and sends a local test. These are local notifications, not APNs push;
iOS background suspension can interrupt phone alerts. The headset timer still
runs. See [the behavior and verification limits](family-comfort.md).
+195
View File
@@ -0,0 +1,195 @@
# PC VR streaming from Linux
**Recommendation, 2026-09-28:** test Valve's current SteamVR/Steam Link path
on a Linux gaming PC before building another streamer. Valve now documents
Linux streaming fixes and USB support. We have no Linux host attached, so
Linux-to-Frame VR streaming remains **unverified here**.
This is the feasibility and options report for
[#24](https://github.com/saphid/frame-control/issues/24), not a shipped streaming
feature. Frame Control's features must use our own implementation or standard
platform components. WiVRn and ALVR are research comparisons, not dependencies.
An optional install shortcut is the most we would offer for a third-party app.
Our own streamer requires Alex's choice before implementation.
## What was checked on the Frame
**Verified** on 2026-09-28: aarch64, SteamOS **0.4.1**, BUILD_ID
`20260925.6191901`, SteamVR **2.18.1**. Version and build are recorded separately;
earlier docs associate this build with other SteamOS version labels.
| Client | Installation | Runtime result |
|---|---|---|
| WiVRn **26.9**, upstream `WiVRn-release.apk` | API 29, arm64-v8a; installed in its own immersive Lepton instance | OpenXR instance creation fails: missing `XR_KHR_convert_timespec_time`. Both 1.1.58 and 1.0.58 attempts return `XR_ERROR_EXTENSION_NOT_PRESENT` |
| ALVR **20.14.1**, upstream `alvr_client_android.apk` | API 26, arm64-v8a; installed in its own immersive Lepton instance | Same missing extension. Client panics at `client_openxr/src/lib.rs:220` with `ERROR_EXTENSION_NOT_PRESENT` |
The [evidence excerpt](evidence/linux-vr/2026-09-28.txt) includes APK SHA-256s,
upstream release links, loader errors and cleanup results. These are failures
before an OpenXR session, not successful VR clients. WiVRn was launched twice;
ALVR's container remained up despite its client panic. Container liveness alone
does not establish VR compatibility.
Both APKs already declare `MAIN` and `LAUNCHER`. They were installed unmodified
using this branch's existing `python3 ui/frame_android.py install APK --vr`,
then launched through their Steam shortcuts. Logs came from the instance's
`podman exec … /system/bin/logcat`; the user journal also retained WiVRn's errors
after its container exited. No headset was worn and no host was connected.
All test app files, compatdata, shortcuts and containers were removed afterwards.
SteamVR's original process remained running. No global settings changed.
### Relation to the VR APK branch
**Documented from source:** [PR #20](https://github.com/saphid/frame-control/pull/20)
was read, not edited (branch inspected at
[`038dcd4`](https://github.com/saphid/frame-control/commit/038dcd48cd75336f6a86c63c7878bfc9c52deec9)).
Its compatibility layer handles OpenXR version negotiation, some controller
profiles and refresh-rate requests. It does **not** implement
`XR_KHR_convert_timespec_time`. Its launcher fix is unnecessary for these APKs.
This report has **no unmerged code dependency** on that PR, and neither APK was
tested with its layer injected.
**Documented from upstream source:** WiVRn requests the extension in
[`application.cpp`](https://github.com/WiVRn/WiVRn/blob/bbc6e4cc36c355fa6180980abd231673dc15115d/client/application.cpp#L1286)
and uses it to convert `CLOCK_MONOTONIC` into `XrTime` in
[`instance::now()`](https://github.com/WiVRn/WiVRn/blob/bbc6e4cc36c355fa6180980abd231673dc15115d/client/xr/instance.cpp#L335).
ALVR also [requests it unconditionally](https://github.com/alvr-org/ALVR/blob/a9f6542fa507a841f40ab4f3fcb531427cd02550/alvr/client_openxr/src/lib.rs#L188).
Simply deleting the extension request or returning made-up timestamps would
not prove correct tracking or timing. A real fix needs a valid clock mapping
and further runtime tests. No such patch was made.
### Native SteamOS aarch64 clients
**Verified:** the Frame has a native OpenXR runtime manifest at
`~/.config/openxr/1/active_runtime.json`, pointing to SteamVR's
`bin/linuxarm64/vrclient.so`.
**Documented:** WiVRn's [26.9 README](https://github.com/WiVRn/WiVRn/blob/bbc6e4cc36c355fa6180980abd231673dc15115d/README.md)
describes its Linux client as debugging-only, without audio or hardware decode.
ALVR 20.14.1's [non-Android decoder](https://github.com/alvr-org/ALVR/blob/a9f6542fa507a841f40ab4f3fcb531427cd02550/alvr/client_core/src/video_decoder/mod.rs)
returns no decoded frames. The inspected releases ship Android clients, not a
ready-to-run native Frame client.
**Inferred:** a native port is possible research, but neither release offers a
demonstrated native alternative to the blocked APKs. Native builds, native
extension enumeration, hardware decoding and audio were **not tested**. The
Android extension failure does not establish that the native runtime lacks it.
## (a) Valve's own path — recommended first
**Documented**, from Valve's release notes rather than launch-window reports:
- [SteamVR 2.17.8 beta](https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1842212951314598)
says “Fix crash using Steam Link on Linux when games submit invalid textures”
and “Improve streaming recovery when using Steam Link on Linux.” It also
adds initial USB streaming, with Steam Client Beta required to use USB
without Wi-Fi.
- [SteamVR 2.17 release](https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1843481262693486)
repeats Linux streaming fixes and initial USB support. USB is no longer
solely a claim about an old beta, but version/channel requirements still
need checking on the actual host.
- [SteamVR 2.18.1 beta](https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1844751498219787)
adds USB-tethered **Quest** support with Steam Link Beta. That entry is not
proof of a Frame/Linux combination.
- The [Steam Link page](https://store.steampowered.com/app/353380/Steam_Link/)
lists Linux desktop clients, while its Quest VR requirements still say
Windows 10 or newer. Desktop Steam Link support is not equivalent to VR host
support, and the Quest requirements are not a Frame support matrix.
**Inferred:** Valve has a Linux VR streaming path worth testing. The old blanket
claim “Linux cannot stream VR” is no longer justified by the evidence. These
release notes do not establish which Linux GPU/driver/Frame combinations work.
USB changes the transport; it does not by itself prove host encoder support.
**Not verified:** Linux host discovery, pairing, wireless or USB streaming,
stereo rendering, controllers, haptics, audio, latency, or a game. Frame-only
inspection cannot establish any of these. Flat Remote Play and a desktop shown
on a panel are not substitutes for this test.
Next test, once a Linux gaming PC is available: record distro, GPU/driver,
Steam client channel/version and SteamVR version; use the Frame's built-in
Steam connection flow, first wirelessly and then over a data-capable USB cable.
Launch a free OpenXR sample or developer-consented VR game. Verify stereo,
head/controller tracking, haptics and audio while worn; retain both ends' logs
and measure latency and recovery after a link interruption. Restore any test
channel changes. Do not change the shared headset's channel just for this report.
If that works, Frame Control can provide our own host checks, setup guidance
and session controls around Valve's existing platform. First establish which
controls have a usable interface; no stable automated pairing API has been
verified. **Estimate (inferred):** 2–5 engineer-days for the hardware feasibility
pass; another 1–2 weeks for a small integration if those interfaces exist.
## (b) Our own streaming — proposal only
This is a new VR transport and device integration, not a desktop capture feature.
A plausible first target is **one Linux GPU family, one host, one Frame**, using
SteamVR on both ends. Our host driver would expose a remote HMD/controllers,
receive poses and inputs, and obtain stereo textures for hardware encoding.
Our Frame OpenXR app would decode, submit the correct eye views and render poses
at predicted display times, and return tracking/input. SteamVR/OpenXR, bundled
codec/transport libraries and platform GPU APIs fit the ownership rule; a
WiVRn/ALVR/Monado server dependency would not.
**Inferred design risks:** Linux SteamVR texture-sharing/driver interfaces and
Frame decode-to-GPU interoperability need a spike before committing to this
architecture. Sending an already-composited desktop mirror loses the stereo,
pose and timing information we need. Late reprojection, clock conversion,
backpressure, controller bindings, audio sync and reconnects are substantial
work. A runtime shim must not assume `XrTime` equals monotonic nanoseconds.
### Reuse from `mac-in-headset`
**Documented from our code**, read-only at
[`1b90c64`](https://github.com/saphid/frame-control/commit/1b90c64b73bace54c63a3aae154c5d29a9448d72):
- Reuse the ideas for low-latency encoding without B-frames, dropping work
before encoding, bounded queues, keyframe recovery, adaptive bitrate,
per-frame timing and authenticated session setup.
- Its VideoToolbox encoder and ScreenCaptureKit capture are macOS-specific.
Linux needs a new GPU encoder path (for example VA-API or NVENC via bundled
libraries) and VR texture capture, not a port of window capture.
- Its WebSocket over SSH is useful for a first controlled transport experiment
and control messages. Reliable TCP can stall behind lost packets; a VR media
path needs measured deadline behaviour, likely datagrams with loss recovery
using an ordinary bundled transport library. Do not invent cryptography.
- Its Chromium/WebCodecs panel viewer is not a VR client. That branch reports
software H.264 decoding and occasional long Wi-Fi stalls on the Frame.
Its desktop latency measurements are not motion-to-photon measurements or
evidence that a 90/120 Hz stereo stream will work.
**Size/effort estimate (inferred, one experienced full-time engineer, hardware
available):**
| Phase | Deliverable / stop condition | Effort |
|---|---|---|
| Feasibility | Linux driver texture access, Frame hardware decode into OpenXR, pose/clock loop; stop if any cannot meet frame deadlines | 2–4 weeks |
| First end-to-end prototype | One GPU/codec, stereo sample over a controlled LAN, head/controllers, logs and teardown | 4–8 additional weeks |
| Usable limited beta | Audio/haptics, pairing, recovery, bitrate/loss handling, installer, worn testing and latency work | 6–12 additional weeks |
| Wider support | Multiple GPU vendors/distros, USB and Wi-Fi variation, long-session stability | 2–4 additional months |
Planning range: **12–24 engineer-weeks for a limited beta**, roughly
**10–25k lines of our code plus tests/tooling**, excluding bundled libraries.
This is a low-confidence scope estimate, not a delivery promise; an unsupported
driver or decode interface could block it entirely. Foveated streaming,
eye tracking and parity with Valve are excluded. A Linux gaming PC and repeatable
worn-headset testing are prerequisites. **Do not build this until Alex chooses.**
## (c) Optional “install WiVRn” shortcut only
Allowed as a clearly optional convenience, never a prerequisite for a Frame
Control feature. **Documented:** WiVRn's server Flatpak ID is
`io.github.wivrn.wivrn`; its client/server versions must match, and its Flatpak
includes xrizer/OpenComposite. Those are properties of an independently
installed third-party stack, not components of our implementation.
**Recommendation:** defer the shortcut while the current client fails before
session creation. If offered later, label that compatibility result and let
the user choose the install; do not present “install” as “streaming works.”
**Estimate (inferred):** 1–2 engineer-days for an optional host-side shortcut
with package/version detection and honest status, excluding third-party fixes.
No shortcut, host install, pairing automation or streaming UI was built here.
Choose **(a)** for the next hardware test. Keep **(b)** as a separately approved
project if Valve's path fails or lacks a required capability. **(c)** does not
solve the verified client blocker and should not be the product's foundation.
+485
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# Mac in the headset
Frame Control can show any Mac window, or a whole Mac screen, as its own panel
in the Steam Frame. You place each panel anywhere in the room with the SteamVR
dashboard. The laser clicks and drags, the thumbstick scrolls, and you type on
the Mac's own keyboard. Find it under **Tools → Mac in the headset** (macOS
only).
The confidence labels are the same as in [ssh.md](ssh.md).
## Why this design
First-party options come first, as the repo's rule asks, with the reason
each one was or wasn't chosen. The full list for every device is in
[streaming.md](streaming.md#first-party-options-and-why-they-do-or-dont-fit).
Checked 2026-09-28.
| Goal | First-party option | Chosen? | Why |
|---|---|---|---|
| One Mac screen in the headset | **Apple Screen Sharing** (VNC) → Remmina (Remmina 1.4.43 is already installed on this Frame) | Kept as the fallback (`panel-on-frame.sh mac-screen`) | It's the closest to first-party and needs nothing new. But VNC sends compressed tiles rather than video, so moving content is slow: noticeable lag even on a good 5 GHz link (**verified** 2026-09-27, see [streaming.md](streaming.md)), and the Mac's pointer isn't in the picture without a helper. It shows only whole screens |
| One Mac screen | **Steam Remote Play**, Mac as host (Valve) | For Mac games only; see [Steam's own streaming](#steams-own-streaming) | The Mac's and the Frame's Steam clients already find each other (**verified**). But Remote Play streams a game (the whole desktop only while the game is out of focus, untested from a Mac), never single windows, and a Mac can't host the Frame's VR streaming |
| One Mac screen | **AirPlay** (Apple) | No | Apple licenses AirPlay receivers only to TV and speaker makers, and nothing official runs on Linux. UxPlay is an unofficial receiver, and it mirrors a whole screen, not single windows |
| One Mac screen | **Sidecar / Mac Virtual Display** (Apple) | No | These work only with an iPad or Apple Vision Pro |
| **Each Mac window as its own panel** | None | – | No first-party way does this: Apple's per-app streaming is only for Vision Pro, and Valve's desktop streaming needs a Windows SteamVR host. So Frame Control does it itself |
| Mac keyboard and trackpad driving the headset | **Bluetooth HID** | No | macOS can't act as a Bluetooth keyboard or mouse. A real Bluetooth keyboard paired with the Frame still works |
| Mac keyboard and trackpad | **KDE Connect** (KDE) | No | The Frame has no `kdeconnectd` and it isn't on Flathub. Its Mac app has no keyboard or mouse sharing (**inferred**), and on Wayland it can only reach the desktop panel |
| Mac keyboard and trackpad | **xrdp** (Valve, Developer Mode) | No | It runs a separate Linux session that you view on the Mac. It isn't the headset's view, and it doesn't carry input the other way |
What that leaves is our own stream: nothing to install on the Mac or the
Frame, and whole screens or single windows. Here the Mac's own keyboard and
trackpad need no forwarding, because the windows are still on the Mac. The
laser is the only input that has to be sent back.
Other routes that were compared:
| Option | One screen | Each window | Speed | Verdict |
|---|---|---|---|---|
| Sunshine → Moonlight | ✓ | – | Good | Sunshine's macOS support is still experimental ([discussion #777](https://github.com/orgs/LizardByte/discussions/777)), and it captures whole screens only |
| Virtual Desktop, Immersed | – | – | – | No Frame client as of September 2026 |
| **Frame Control's own stream** | ✓ | ✓ | Hardware H.264, sending only changed frames | **Built** |
To type into VR surfaces other than these panels (SteamVR's dashboard,
games), the Frame supports a uinput keyboard and mouse without sudo
(verified 2026-09-27: `steamos` is in `input`, and `/dev/uinput` is
`root:input 660`). That's a separate feature, not part of this one.
## Steam's own streaming
The Frame is built around Steam streaming, so this was checked first
(2026-09-28). It fits Mac games, not Mac windows.
- **VR streaming from the Mac: no.** The Frame streams VR from a PC running
SteamVR ("Steam Link" with foveated streaming). SteamVR dropped macOS in
2020, and Valve lists PCs, laptops, Steam Deck and Steam Machine as
hosts, never a Mac (**documented**:
[UploadVR](https://www.uploadvr.com/steamvr-drops-mac-support/),
[Road to VR](https://roadtovr.com/steam-frame-game-certification-specs/)).
- **Flat Remote Play from the Mac: probably, for Steam games.**
- Steam on this Mac has streaming on, and the two Steam clients already
see each other. The Frame's `remote_connections.txt` shows it
connecting directly to "Alexs-MacBook-Pro-7" at 192.168.1.211:27036,
and the Mac's shows the Frame connecting over Wi-Fi and over the USB-C
link (**verified** in both clients' logs).
- Whether a stream then starts, and how a flat game looks in the headset
(reviews describe a theater screen), is **not tested yet**. The Frame's
Steam was crash-looping during this session (below).
- Mac-hosted Remote Play has a long-standing report of the stream
closing as the game loads
([Steam forum](https://steamcommunity.com/groups/homestream/discussions/1/574921459914429988/),
**reported**).
- **The Mac desktop through Steam: untested; single windows: no.** Valve
says Remote Play shows the host's desktop when the game loses focus
([Steam Remote Play FAQ](https://help.steampowered.com/en/faqs/view/0689-74B8-92AC-10F2),
**documented**), so a whole Mac screen may be reachable by starting a
game, then switching away from it. Nobody has tried that from a Mac
host. It would still be one screen in one panel: Remote Play has
nothing like one panel per Mac window, so Frame Control's own stream
stays the way to see separate windows.
- **Steam has a "stream desktop" call, and it pairs with a Mac
(verified 2026-09-28).** In the Remote Play device list, the Frame's
Steam UI calls `SteamClient.RemotePlay.StartDesktopStream(<client id>)`
for a connected device. Called over CDP with the Mac's client ID, it made
the Mac's Steam show "Authorize Device" and ask for a 4-digit code shown
on the Frame. Once the code was entered, the Mac logged
`k_ERemoteDeviceAuthorizationSuccess`. No stream started in that attempt,
and a second attempt, now that the device is authorized, is the next
test. If it streams the Mac's desktop, that's a whole-screen option built
into Steam: one panel, Valve's encoder and transport. It still wouldn't
give each window its own panel.
- **What Steam's work did give us: the USB-C link.** Plugged into the Mac,
the Frame appears as a network port called "Steam Frame". Steam's Remote
Play discovery uses it, and so does Frame Control's stream now (see
"USB-C, when it's plugged in" below).
Next steps, once Steam on the Frame is healthy:
1. Call `StartDesktopStream` again now that the Frame is authorized, and
compare its latency and sharpness with Frame Control's stream of the same
screen.
2. Stream the one Mac game installed here (Fortune Mill) from the Frame's
library, over Wi-Fi and over USB-C.
3. Record whether it starts, how it's shown, and its latency. Steam's
streaming overlay shows this; our benchmark can't measure it.
4. While streaming, switch away from the game on the Mac, and see whether
the Mac's desktop appears in the headset, and whether its keyboard and
pointer work.
5. If it works, Frame Control's Games page could offer "Stream from the
Mac" for Mac-installed games.
## How it works
```
Mac Frame
ScreenCaptureKit (one window or display)
→ VideoToolbox H.264 (hardware, low-latency,
no B-frames)
→ frame-mac-view, 127.0.0.1 ──ssh -R──→ 127.0.0.1:479xx
→ Chromium app window per stream
(WebCodecs decode), on gamescope's
X display, tagged STEAM_GAME
→ its own SteamVR panel
← CGEvent (clicks, drags, wheel, keys) ←──── pointer, wheel and key events
```
- **The agent** is `mac/bin/frame-mac-view`, built from `mac/frame-mac-view`
(Swift, no dependencies; `build.sh`). Frame Control's server starts it on
first use and stops it on quit.
- It captures with ScreenCaptureKit, which sends frames only when something
changes, so idle windows cost nothing.
- It encodes in hardware with VideoToolbox's low-latency rate control (plain
real-time mode where that's unavailable).
- While anyone is watching, it keeps the Mac's display awake. A sleeping
display isn't drawn, so there would be nothing to capture.
- **The link** is an `ssh -R` tunnel on its own connection. It's encrypted and
works anywhere `ssh frame` works, Tailscale included, with no firewall
changes on the Mac. If the headset sleeps or the network drops, Frame
Control reopens the tunnel on the same port, and open viewers reconnect by
themselves.
- **USB-C, when it's plugged in.** Connected to the Mac by cable, the Frame
is also a USB network device: macOS lists a network port called "Steam
Frame", and the Frame's `usb0` answers in under 1 ms. Frame Control
checks for it each time it opens the tunnel and uses it when it's there,
with the Frame's usual SSH host key. Otherwise it uses the normal path.
`FRAME_MACVIEW_USB=0` turns this off. **Verified** 2026-09-28, in two
interleaved pairs of runs:
| | USB-C | Wi-Fi (Tailscale) |
|---|---|---|
| test: content p50 / p95 | 6.9–7.3 / 8.4–8.8 ms | 9.8–10.1 / 12.1–12.3 ms |
| test: click to drawn p50 | 16.6–16.9 ms | 26.4–27.8 ms |
| scroll: content p95 | 23.0–23.5 ms | 31.4–36.9 ms |
| scroll: late frames | 3.2–3.3% | 4.7–7.0% |
(`bench/results/2026-09-28-*-usb1.json`, `-usb2`, `-wifi1`, `-wifi2`.)
- **Access.**
- Frame Control's own key never leaves the Mac.
- Each viewer is opened with a **single-use ticket**. It's tied to one
window or display and expires after a minute. It's spent as soon as the
viewer confirms it has received its reconnect key. Until then, a retry
gets the same key, so a connection lost at that moment doesn't strand
the viewer. Stop revokes tickets that haven't been used yet.
- After that, the viewer holds a reconnect key for that one source, in
memory only. **Stop** revokes it.
- Remaining risk: a program running as `steamos` on the Frame could read a
ticket from Chromium's command line in the first second or so and use it
first. That gets it the one source being opened, not the Mac, and the
real viewer would then fail to connect. Android apps in Lepton run in
their own podman container, so they shouldn't see the Frame's process
list (inferred, not checked).
- **The viewer** is `ui/mac-view.html`, served by the agent. It opens on the
Frame as a Chromium app window, preferring Chromium XR (`~/chromium-xr`,
built with H.264) over Flathub Chromium.
- The page puts `[fcNNNNN]` in its title. The launcher finds the window by
that tag and sets `STEAM_GAME` to a stable id per source, which gives it
its own panel (see [panels.md](panels.md)). The same Mac window gets the
same panel id each time.
- It decodes with WebCodecs. If it falls behind, it skips to the next
keyframe instead of showing old frames late.
- It falls back to JPEG stills (**Compatible** quality) where H.264 isn't
available.
- **Flow control.** The agent never lets frames queue up anywhere on the
way. It skips capture frames *before* encoding, so no reference frame goes
missing, and it lowers the bitrate, then the frame rate, then the size, to
fit the link (see [Adapting to the network](#adapting-to-the-network)).
- **Input.**
- A click on a window's panel brings that Mac window to the front
(Accessibility API), then clicks at the same point. Double clicks, right
clicks, drags and the wheel work too.
- Keys typed into the panel are sent as Mac key codes. Any keys or buttons
still held down are released if the viewer loses focus or disconnects, or
when the stream stops. Characters the key
table doesn't know, such as those from other keyboard layouts, are typed
as text.
- The Mac's own keyboard and trackpad keep working as normal. Click a panel
with the laser, then type on the Mac.
## Permissions (Mac)
- **Screen Recording**, to see windows. Without it, the card asks for it.
- **Accessibility**, so input from the headset reaches the Mac. Without it the
stream still works, and the viewer says clicks won't go through.
Both are granted to Frame Control. After granting, press **Refresh**, which
restarts the helper so it picks them up. The app is ad-hoc signed, so macOS
may ask again after an update.
## Quality settings
| Setting | Long side | fps | Codec | Use |
|---|---|---|---|---|
| Sharp | 2560 | 60 | H.264, ~0.14 bits/pixel | Text-heavy windows on a strong link |
| Balanced (default) | 1920 | 60 | H.264, ~0.1 bits/pixel | Most things |
| Light | 1280 | 30 | H.264 | Weak Wi-Fi or Tailscale off the LAN |
| Compatible | 1280 | 20 | JPEG | A Frame browser without H.264 |
## Measuring
Every frame carries a sequence number, and the agent records its journey on
the Mac's clock (`Sources/Stats.swift`):
| Stage | From → to |
|---|---|
| capture | the Mac composited it (ScreenCaptureKit's display time) → the agent got it |
| queue, encode | → encoding started → the encoder finished |
| network | → the viewer received it |
| decode, draw | → WebCodecs decoded it → it was drawn on the page's canvas |
| present | → the page's next animation frame |
- **Clock sync.** The viewer syncs its clock to the Mac's the way NTP does:
it pings over the stream's own WebSocket and keeps the sample with the
shortest round trip. It then reports, in Mac time, when each frame arrived
(right away, so the agent can pace itself) and when it was decoded and
drawn (in batches every 250 ms).
- **Input.** The first frame captured after a click or key carries that
event's id. So input latency is the viewer's event → injected on the Mac →
the first frame after it → drawn in the headset.
- **Where to see it.**
- `GET /stats` (key required) returns every frame and input record.
- `/status` includes a two-second summary, which Frame Control's card
shows next to each live stream.
- In the headset, add `?stats=1` to the viewer or press
Ctrl+Alt+Shift+S for an overlay.
- **The benchmark.** `scripts/macview-bench.py` runs fixed scenarios on the
real Frame, from the Mac, with nobody wearing the headset:
- **test** is the moving test pattern.
- **scroll** is a Chrome page on its own display scrolling at 240 pt/s,
which gives about 9 Mbit/s of real 1920×1290 video.
- **type** types into a Chrome text box, first fast and then with pauses.
It writes `bench/results/<date>-<commit>-<label>.json`, compares two
results, and runs interleaved A/B tests between agent settings (`ab`).
Wi-Fi changes from minute to minute, so single runs at different times
aren't comparable. Throttled links come from a shaping relay on the Mac,
which needs no sudo (`--net 50@0,3@8,50@16` means 50 Mbit/s, then 3 from
8 s, then 50 from 16 s).
- **What's graded.** "Content" runs from when the Mac composited a frame
(or when ScreenCaptureKit delivered it, if that was earlier) to when it was
drawn in the viewer. The Frame's compositor adds its own delay after that.
That part is reported, but not graded: an unworn Frame throttles panels to
about 36 fps after a few seconds, and to 15 fps in standby, whatever they
draw. This was **verified** with a local canvas page that ran on the Frame
with no network involved (`bench/pages/present.html`). The compositor's
share needs a run with the headset worn.
Targets: content p50 ≤ 25 ms (p95 ≤ 40), click to photon p50 ≤ 50 ms
(p95 ≤ 70), 60 fps with ≤ 1% late frames, no stall over 100 ms, and adapting
to a new link rate within 1 s.
Baseline on 2026-09-28 (**verified**, home Wi-Fi, Tailscale, Balanced,
`bench/results/2026-09-28-a3c6e5c-dirty-baseline-fixed.json`; ms p50/p95):
| Scenario | Content | Input to drawn | fps drawn | Notes |
|---|---|---|---|---|
| test (1280×720) | 9.9 | 28.8 / 39.0 | 59 | encode 4.0, network 4.0, decode 1.3 |
| scroll (1920×1290) | 14.7 | – | 50.4 | encode 6.7, decode 6.4 (software), 9.4 Mbit/s, 16% late |
| type (1920×1290) | 16.7 | 51.2 / 73.2 | – | most of the input time is the Mac app reacting |
After this work, with the controller on (**verified**, same setup,
`bench/results/2026-09-28-9e4dcdd-final.json`; ms p50/p95). Content is
now measured from the earlier of display time and delivery, which adds
about 5 ms to scroll compared with the baseline's way of measuring:
| Scenario | Content | Input to drawn | fps drawn | Grades |
|---|---|---|---|---|
| test | 10.5 / 16.7 | 29.6 / 36.3 | 60 | all within target |
| scroll | 19.8 / 27.4 | – | 55.9 | fps, late frames (4.8%) and worst gap (222 ms) only "acceptable": Wi-Fi stalls (the Mac captured 57 fps in this run; earlier runs got 46–53 from virtual displays) |
| type | 15.0 / 21.4 | 43.0 / 60.5 | – | all within target |
Of the targets, click to photon is met without the Frame's compositor (the
headset has to be worn to measure its share), and so is content latency.
The frame-rate and no-stall targets aren't yet met while scrolling.
**Worn** (**verified** 2026-09-28 22:00, `vrcmd --stats` activity level 1,
home Wi-Fi over Tailscale, `bench/results/2026-09-28-39afb23-worn.json`;
ms p50/p95):
| Scenario | Content | Input to drawn | fps drawn | What happened |
|---|---|---|---|---|
| test | 10.8 / 15.3 | 25.7 / 34.4 | 58 | as unworn |
| scroll | 22.2 / 141 | – | 37.7 | Wi-Fi queued 56–364 ms and held frames for 220–270 ms; the controller went to 2.6 Mbit/s and 45 fps |
| type | 13.5 / 24.3 | 56.8 / 106 | – | slower replies than unworn (43 / 60) |
The Frame's CPU wasn't the limit: about 27% in total, and the viewer took
45% of one core. The link to a headset on someone's head is much rougher
than to one lying still. The adaptation keeps latency bounded there, but
the frame rate drops. The USB-C cable avoids Wi-Fi entirely. Frames
actually shown were still about 39 fps for the test pattern while worn, so
the unworn throttling isn't the whole story. The cause is **unknown**.
What was learned (all **verified**, unless marked):
- The biggest costs are encoding (4–7 ms), network (4–6 ms), and decoding
on the Frame. Chromium XR on the Frame decodes H.264 in **software**.
- Wi-Fi alone stalls for 240–580 ms now and then, over Tailscale and over
the LAN alike. Over the LAN (`--host 192.168.1.237`) latency was no
better, but the Frame used about 8% less CPU, because tailscaled runs in
userspace there.
- With no controller, a link that slows down queues without limit. In one
run, frames arrived 1.9 s late, and at worst 9.4 s late.
- Tried, and no help, so not kept: VideoToolbox options (require hardware,
no frame delay, prioritise speed, a hard data-rate cap), Chromium flags
(`--disable-gpu-vsync`, `--disable-frame-rate-limit`,
`--use-angle=vulkan`), and a 120 Hz virtual display.
- Inconclusive, so off by default: keeping the Frame's Wi-Fi awake during
typing (`FRAME_MAC_VIEW_WARM=40`, a tiny message every 40 ms for 5 s
after input). Over three interleaved runs each, input p50 went 44 → 47 ms
and p95 92 → 71 ms, and the ranges overlapped widely
(`…-ab-keepwarm.json`). In that run, and in the baseline's typing, the
harness typed spaces as "+" (a URL-encoding bug, since fixed), so they
went through the text path rather than as space keys.
- Pointer moves now go out on an 8 ms timer, not on the page's next
animation frame, which an unworn Frame slows to 15–36 Hz. This is
**inferred** to help dragging; the benchmark has no drag scenario yet.
- Kept: the encoder's timestamps never jump more than two frame intervals.
Before this, the first frame after a pause got a quarter of a second's
bit budget, and one P-frame reached 204 KB.
## Adapting to the network
`Sources/Controller.swift`, per stream, latency first:
- **The gate.** The viewer acknowledges every frame as it arrives. A new
frame is sent only while the oldest unacknowledged one is younger than
the path's usual round trip, plus one frame interval, plus room for this
link's normal jitter (1.5 times its recent spread, 25–80 ms). So frames
never queue in SSH, TCP or the Wi-Fi driver. While the link is stuck, the
newest picture waits and goes out as soon as it moves.
- **The bitrate.** The link counts as congested when, for two checks in a
row (100 ms apart), round trips grow by more than 40 ms while the stream
uses much of its budget, or the gate holds frames back, or a frame is
stuck for 100 ms. Then the bitrate drops to a bit under what actually got
through: at least a fifth off, and at most half. Once the link has been
clear for a second, it rises by 10% steps, never above the quality
setting's bitrate.
- **The tier.** When the bitrate stays low, and the stream is really
limited by the link rather than having little to send, it steps down:
60 → 45 → 30 fps, then 75%, then 50% of the pixels. It goes straight to
the tier the bitrate supports after half a second, and steps back up one
tier at a time after two seconds with room to spare.
- `FRAME_MAC_VIEW_ADAPT=0` turns it off, for comparison.
Measured on the real Frame, 2026-09-28 (**verified**; interleaved A/B, off
versus on, medians of the runs, ms):
| Link | Scenario | Content p95, off → on | fps drawn, off → on | Result file |
|---|---|---|---|---|
| Clean Wi-Fi (3 runs each) | scroll | 32.3 → 33.6 | 57 → 56.2 | `…-ab-adapt-clean2.json` |
| Clean Wi-Fi | test | 15 → 14.2 | 60 → 59.7 | same |
| 50 → 3 → 50 Mbit/s at 8 s and 16 s (2 runs each) | scroll | **4670 → 72** | 45 → 42 | `…-ab-adapt-step3.json` |
| 50 → 3 → 50 Mbit/s | test | 66 → 16 | 60 → 60 | same |
- **Clean link.** On a clean link it costs nothing measurable. An earlier
version with a fixed gate slack lost 9 fps to Wi-Fi jitter while
scrolling (47 → 38 fps), and that's why the slack now follows the link's
jitter.
- **Throttled link.** Without the controller, frames queued for up to 5.6 s
and never caught up while the link was slow (p95 1.8–5.6 s, second by
second). With it, in the two runs:
| | Run 1 | Run 2 |
|---|---|---|
| Worst second's p95 just after the drop | 219 ms | 428 ms |
| p95 back under 100 ms for 3 s in a row | after 1 s | after 4 s |
| Stepped down to 1440 px at 30 fps | 1.8 s after the drop | 3.5 s after |
| p95 per second after that, on the 3 Mbit/s link | 55–94 ms | 60–148 ms |
Sending one frame takes about 27 ms on that link by itself. After the
link recovered, the stream was back at full size and 60 fps in about
7.5 s. It steps up one tier every two seconds, on purpose, so it doesn't
bounce. The 1 s adaptation target was met in one run of two.
- **A hiccup on a small stream.** In one clean run, a Wi-Fi hiccup made an
earlier version halve the test pattern's bitrate five times and drop it
to half size. That cut couldn't help: the stream only sends
0.47 Mbit/s. Now the controller estimates what a stream wants (captures
per second × average frame size). While a stream wants about half its
budget or less, no cut takes it below twice what it wants, so it doesn't change
tier.
## Checked so far (2026-09-28)
- **Mac (checked by hand, macOS 26.5.2).**
- The agent builds, and lists windows and displays.
- In a browser, the test pattern decoded at about 60 fps (H.264) and 30 fps
(JPEG, about 22 Mbps).
- A click in the viewer arrived at the same point in the source.
- `pmset -g assertions` showed the display-awake assertion only while a
stream was being watched.
- **Automated** (`tests/test_macview.py`, on CI's macOS runner): the agent
builds (a build failure fails the job).
- `/ping` and the page are open; everything else needs the key.
- Tickets work once and only for their own source, and Stop revokes
reconnect keys.
- A WebSocket frame claiming 2^63 bytes closes that socket, and the agent
keeps running.
- A stream sends an SPS-led H.264 keyframe, and sends another when asked.
- Stop ends the stream on the Mac even if the viewer ignores it.
- The test doesn't decode video, time it, or check where clicks land.
- **Linux aarch64 (verified in a stand-in, not on the Frame).** In an Arch
Linux ARM container with sshd, Xvfb as `:0` and Chromium 153:
- The real `show` path worked in 1–2.3 s: tunnel, ticket, launcher,
window found and tagged `STEAM_GAME`.
- Frame Control's key didn't appear anywhere in the stand-in's process
list.
- After the tunnel was killed, it came back on the same port within 4 s,
and the viewer reconnected by itself.
- Chromium decoded the stream in software with the GPU off.
- Stop closed the window, and Chromium exited.
- This test found and fixed a bug: in a C locale, `xwininfo` can't print a
title with non-ASCII characters, so the launcher reads `_NET_WM_NAME`
with `xprop`.
- **On the Frame (verified 2026-09-28, SteamOS build 20260925.6191901,
from the Mac, nobody wearing the headset).** Frame Control's **Show** with
the test pattern:
- The panel was ready in 1.45 s. SteamVR logged `[Overlays] Created:
valve.steam.desktopgame.2001639889` (in `vrwebhelper_systemui.txt`).
- The window was tagged `STEAM_GAME`, and gamescope sized it to 1920×1080
although 1280×720 was asked for.
- Chromium XR decoded it live at about 60 fps: the frame counter advanced
62 in 1.04 s.
- Over home Wi-Fi, the frames in the viewer window had been drawn on the
Mac about 11–17 ms earlier, plus `xwd`'s own time. That's measured
against the two clocks, which were 37–39 ms apart (±4 ms, measured over
one SSH session). SteamVR's compositor and the display come on top.
- Clicks and keys injected with XTest into gamescope's Xwayland didn't
reach the page. That's inconclusive, not a failure: XTest on gamescope
isn't how real input arrives. The laser should arrive as a left mouse
button and the thumbstick as a wheel, because the window has an app id
(from gamescope's source; see [panels.md](panels.md)).
- **Not yet checked:**
- Clicking, dragging and scrolling with the laser while wearing the
headset.
- Real window capture and input on a Mac with both permissions granted.
- Keys from SteamVR's on-screen keyboard.
- Whether Flathub Chromium has H.264. Chromium XR is used when it's
installed, as it is on this Frame.
- Latency with real, busy windows at Sharp.
- A benchmark run while wearing the headset. Only then does the Frame show
panels at full rate, so only then can the compositor's share of the
latency, and the frame rate you actually see, be measured.
## Limits
- Only windows on the Mac's current desktop (Space) are listed, and
minimised windows can't be captured.
- A window's panel shows only that window. Its menus and sheets are separate
windows on the Mac, so open them from the Mac or use **Whole screen**.
- Keys go to whichever Mac window is in front. Clicking a panel brings its
window to the front first.
- Ctrl stays Ctrl. On the Mac, copy is ⌘C, so use Meta+C on a keyboard paired
with the Frame.
## Switching panels and workspace limits
**Tools → Panel switcher** lists open SteamVR panels, including Mac viewers.
Use **Show** to request focus or **Open in headset** for Frame Control's own
switcher panel. It uses SteamVR/gamescope and Chromium, with no third-party
overlay app. [Device checks and limits](panels.md#frame-controls-panel-switcher)
include the difference between a panel surviving a scene launch and staying
visible over it.
Saved spatial layouts are blocked on this build: the public OpenVR transform
setter denies access to gamescope-owned panels. Reconnecting an existing viewer
is supported; restoring its room position after a reboot is not. We do not
save short-lived Mac window IDs or viewer access keys as if they were a durable
workspace. See [the feasibility evidence](panels.md#saved-spatial-layouts-blocked-on-the-current-panel-route).
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# Real separation of Mac windows in the headset
Research and experiments on 2026-09-28 (macOS 26.5.2, Apple M5 Pro), for
making each streamed Mac window truly independent. Builds on
[mac-in-headset.md](mac-in-headset.md). Labels: **verified** (tried here),
**documented**, **source** (read in someone's code) or **reported**.
## What "separate" lacks today
Today each window is captured on its own
(`SCContentFilter(desktopIndependentWindow:)`), but it still lives on the
Mac's one desktop:
- **Clicks.** A click has to raise the window first, so it reorders the
Mac's windows, steals focus and moves the real cursor.
- **Child windows.** A window's menus, popovers, sheets and tooltips are
separate windows, so they aren't in its panel. Apple documents that the
single-window filter leaves them out.
- **Size.** A panel's size is tied to the window's size on the Mac screen.
- **Hidden windows.** Minimised windows, and windows on other Spaces, can't
be shown live.
## How the Mac draws, and where pixels can be read
Apps draw with Core Animation into IOSurfaces. WindowServer's compositor
stacks every window onto each display, including virtual ones, and sends
the result to the screen. Pixels can be read at three points:
| Where | How | Gets | Doesn't get |
|---|---|---|---|
| One window's content | ScreenCaptureKit `desktopIndependentWindow` (public, what we use) | Live, zero-copy, even when covered by other windows (**documented**) | Menus, popovers, sheets. It pauses while the window is minimised (**reported**) |
| One window plus its children | `SCStreamConfiguration.includeChildWindows` (macOS 14.2+, **reported**) | Menus, popovers and sheets attached to the window | Anything the app puts outside the window's bounds |
| A whole display | ScreenCaptureKit display filter, with apps or windows included or excluded | Everything on that display, cursor included | Only what's on that display |
| A snapshot of any window | Private `CGSHWCaptureWindowList`, which AltTab uses for minimised windows and other Spaces (**source**: `alt-tab-macos` `PrivateApis.swift`) | Minimised windows and other Spaces | It's one still image, not a live stream |
| Another app's layer tree | Private `CALayerHost` with a context id | A live, zero-copy picture | It only works when the other app cooperates, so it's no good for arbitrary windows (**reported**) |
`CGWindowListCreateImage` and `CGDisplayStream` are obsolete in the macOS 15
SDK (**reported** by MacPorts and JUCE). Nothing reads another app's pixels
without the Screen Recording permission.
## The idea: each window gets its own virtual display
A virtual display (the private `CGVirtualDisplay`, as used by BetterDisplay,
DeskPad and quest-display) is a compositor target with no physical screen.
Put one streamed window alone on its own virtual display, sized to its
panel, and capture the whole display:
- **Nothing can overlap it.** A plain click at that point always lands on
that window, so input doesn't need raising or background-event tricks.
- **Menus, sheets, popovers, tooltips and context menus appear on the same
display, so they're in the panel.** With "Displays have separate Spaces"
on (it is on this Mac), each display also has its own menu bar, so the
app's menu bar can be part of the panel.
- **The panel's size is the display's size,** in HiDPI. Resizing the panel
means changing the display mode and resizing the window to fill it
(Accessibility API).
- **Minimised windows and other Spaces stop being a problem,** because
streamed windows live on their own displays.
- **The cursor goes where the laser points.** That display's panel is the
one being used, much as Vision Pro's Mac Virtual Display works. Keys from
the Mac's keyboard go to the window last clicked.
### Verified here (no permission needed)
- **Creating one.** It needs no permission or entitlement. 1920×1080 HiDPI
gives a 3840×2160-pixel, 60 Hz display, placed next to the built-in
screen, and `NSScreen.screensHaveSeparateSpaces` was true.
- **Many at once.** 16 were created at once with no error.
- **Placement.** `CGConfigureDisplayOrigin` far away failed with error
1014: macOS keeps displays edge to edge. Disabling one with the private
`CGSConfigureDisplayEnabled` from a command-line tool also failed with 1014.
- **Removal is deferred while the physical screen sleeps.** With the
built-in display asleep, virtual displays were not removed when released,
or when their process exited, even from their own `.app`. A second display
with the same vendor, product and serial couldn't be created. All of them
disappeared as soon as the screen woke (`caffeinate -u`). The helper must
therefore:
- keep a fixed pool of displays and reuse them rather than create new ones;
- keep the screen awake while they exist, which it already does while
streaming.
### Built: "Give each window its own display"
Frame Control's helper now does this (`mac/frame-mac-view/Sources/Separate.swift`),
and it's the default in the Tools card. Streams of this kind are named
`separate:<window id>`.
- For each window shown, it creates a HiDPI virtual display. The display is
sized to the window plus a menu bar, with a fresh serial each time, so a
display left over while the screen slept can't block a new one.
- The window is moved onto the display and resized to fill it (Accessibility
API), and the whole display is captured.
- On **Stop** the window goes back where it was, and the display is released.
- Plain per-window capture is still there: untick "Give each window its own
display". Separate mode needs Accessibility (to move the window), and
without it, Show says so rather than quietly falling back.
Verified 2026-09-28 (macOS 26.5.2, M5 Pro), using a TextEdit test document
and the benchmark's Chrome windows:
- **Separation works.** The window moved onto its own display and streamed,
with its first frames in 3.8 s. The display showed TextEdit's own menu bar.
- **Child windows come along.** A context menu and the Page Setup sheet
opened on the same display and were in the capture.
- **Input.** Typing through the stream reached the window. The benchmark's
typing scenario does this on every run.
- **Stop.** Stop put the window back at exactly its old size (656×422), and
the display was removed.
- **The helper must run a real Cocoa event loop.** Earlier, it ran only a
`RunLoop`. With that, AppKit never learned about new displays:
- `NSScreen.screens` never listed them, so placing the window always waited
3 s and then gave up;
- the display's HiDPI mode never applied, so windows were captured at 1×
(1280×860 instead of 1920×1290 pixels) and text was soft.
Running `NSApplication` (with no Dock icon) fixed both. The screen now
appears within 100 ms, and captures are at 2× (**verified** in
`bench/results/*-baseline.json` against `*-baseline-fixed.json`).
- **Frame rate.** Chrome drew at 60–61 fps on the virtual display, but
ScreenCaptureKit delivered only about 46–53 fps from it, whereas the
built-in ProMotion screen gave 121 fps (**verified**). Neither a 120 Hz
virtual display (`FRAME_MAC_VIEW_VD_HZ=120`) nor a looser
`minimumFrameInterval` changed that. Cause unknown.
- **Windows that keep their own size** (Calculator, 230×408). The window
moved and streamed, but stayed small in the display's corner, so the panel
was mostly wallpaper. Now only that corner is captured
(`SCStreamConfiguration.sourceRect`): the menu bar and the window, at least
480×360 points so menus fit. Clicks map to the cropped area. The first
frame arrived in 0.6–1.1 s, and on Stop the window went back and the
display was removed. A display's menu bar names the active app, so it
shows the window's own menus only once the panel has been clicked.
- **Several windows at once** (on the Mac, with a local stand-in viewer that
acknowledges frames). Three and four Chrome windows, each scrolling on its
own display at 1920×1290 pixels, streamed at 53–56 fps and about
9 Mbit/s each. The helper used 20% (three) or 24% (four) of one CPU core.
The hardware encoder is shared: its time per frame went from 6.7 ms for
one stream to 7–15 ms for three and 11–25 ms for four, so each extra
moving window adds latency to the others. Once in four runs, before a fix,
one window left its display when several displays appeared at the same
moment, and its stream stopped: nothing on that display was changing any
more. The helper now checks every second and puts the window back. Three
further runs with four windows were clean, and every display was gone
afterwards (checked with `CGGetOnlineDisplayList`).
- **Quitting.** On SIGTERM, or when Frame Control goes away, the helper ends
every stream first, so windows go back before their displays disappear.
Verified: a 900×600 window was back at 900×600 after SIGTERM. Closing a
viewer 0.05–1.5 s into startup left the window at its old size and no
extra display.
- **A consent prompt.** macOS 26 asks whether to let ScreenCaptureKit apps
"bypass the system private window picker". The prompt appeared *on the
virtual display*, so it would show up inside the headset panel. Allow it
once on the Mac.
### Still to check
1. That a context menu opens over the text being clicked, not just somewhere
on the display. This needs a retest after the consent prompt above is
allowed.
2. Stage Manager, which is reported to undo Accessibility resizes.
3. Where the Dock and the cursor go on a virtual display.
4. Closing the lid with virtual displays attached (clamshell).
5. Many moving windows at once in the headset: whether to lower the bitrate
or frame rate of panels you aren't using, so the one you are using keeps
the encoder to itself.
6. All of it in the headset, with the laser.
## Input without disturbing the Mac (a finer option)
For windows that stay on the Mac's own screen, input can go to a window
behind others without raising it:
- **Background click.** `CGEventPostToPid` with the CGEvent fields 91 and
92, which say which window a click is for (`kCGMouseEventWindowUnderMousePointer`
and `...ThatCanHandleThisEvent`), plus a window-relative location
(**reported**, reverse-engineered, needs testing).
- **Focus without raise.** yabai makes a window key without raising it by
posting event records with the private `SLPSPostEventRecordTo` (**source**:
`yabai/src/window_manager.c`).
- **Known failures.**
- Chromium and Electron ignore background clicks unless they're built
with the 2026 `acceptsFirstMouse` fix (electron/electron#54493).
- Games and canvas apps often need real activation.
- Password fields (Secure Event Input) drop synthetic keys.
- IME composition, as for Chinese or Japanese input, isn't reliable.
With a virtual display per window, most of this isn't needed. It's worth
having for hovering over one panel while typing in another.
## Encoding and transport
- **Codec.** Keep H.264 4:2:0. Apple's High Performance Screen Sharing uses
4:4:4 over two virtual displays (**documented**), but the Frame's Chromium
decodes H.264 in software, and no 4:4:4 decode path is confirmed there.
- **Sharper static text.** When a panel has been still for a moment, send a
high-quality refresh, either a keyframe at low quantisation or a lossless
WebP overlay, so static text is sharp. Moving content stays as video.
- **Transport.** Keep WebSocket over SSH for now, as it works everywhere.
WebRTC (UDP, congestion control) is the proven step up for Wi-Fi.
WebTransport over QUIC is promising, but its server side on macOS is
unverified.
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# Flat-to-VR mods and Beat Saber songs
**Status: feasibility work, not an installer.** Frame Control does not yet
manage mods or Beat Saber songs. [Issue #26](https://github.com/saphid/frame-control/issues/26)
stays open: neither UEVR injection nor Beat Saber custom-song playback has
been verified on this Frame. Alex has an owned copy on a Quest 2; that copy
has not been inspected. There is no Mods button until the underlying
install, playback and removal have been checked.
The mod manager must be Frame Control's own implementation. Mods and songs
are permitted third-party content; BSManager, ModsBeforeFriday, MO2 and other
managers must not be dependencies. Steam, Proton and SteamVR remain platform
dependencies. No game purchases, entitlement bypasses, withdrawn builds or
unofficial mod mirrors are part of this work.
## Per-game support
Checked 2026-09-28 on SteamOS **0.4.1**, BUILD_ID **20260925.6191901**, aarch64,
with **Proton 11.0-2c ARM64** and SteamVR **2.18.1**. “Verified” describes only
the observation stated, not a promise that the game is playable. “Documented”
means an upstream source describes it; “inferred” means it still needs a test.
| Game / build | Mod or content | Evidence and support status | Next check |
|---|---|---|---|
| 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. |
| Gravitas, Steam 1067310, Windows | UEVR 1.05 | **Verified: prerequisites and windows only.** Free Steam install completed. The game produced a `SkyArk (64-bit, PCD3D_SM5)` window. UEVR needed .NET; with official .NET 6.0.36 libraries it produced a `UEVR` window. A combined run exited 1 with X11 errors before injection was verified. **Inferred: compatibility remains unknown**, not proven broken. | Retry during a stable headset session; verify injection, stereo scene output, controls and removal. |
| 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. |
| 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. |
| Beat Saber, Alex's Quest 2 copy | Custom songs / Android mods | **Documented: owner-reported copy on Quest 2**, currently charging. No APK, version or installed mods inspected; no Frame playback verified. 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. |
| Hogwarts Legacy, Steam 990080 | R.E.A.L. | **Verified: listed in this Frame's owned library, not installed.** Official release access and redistribution permission were not established; the referenced author Patreon page returned HTTP 403. No archive downloaded or game tested. | Obtain a current free release from the author and confirm its terms before any test. A news report saying “free” is not a redistribution grant. |
| Horizon Zero Dawn, Steam 1151640; Horizon Forbidden West, Steam 2420110 | R.E.A.L. | **Verified: both listed as owned, neither installed.** Same source/permission blocker as above; runtime support is unverified. | Check each game's supported version against an accessible official release. |
| Half-Life 2 VR / other OpenVR games | OpenComposite, per-game replacement | **Documented:** forwards OpenVR calls to OpenXR. **Inferred: Frame compatibility unknown.** Not installed or tested. HL2 VR reached setup with the shipped OpenVR path already. | Test a specific game and replacement DLL only if needed; preserve its original DLL. Never switch the shared headset's runtime globally. |
| Doom / Quake / Half-Life Team Beef ports | Author's VR ports plus separately owned or free game data | **Inferred: untested.** Android ARM64 support does not establish OpenXR extension or controller compatibility on Lepton. | Choose an official release and legally usable data set, then test that exact port. |
| Skyrim VR, Steam 611670 | SKSEVR / HIGGS / PLANCK stack | **Verified: Skyrim VR is absent from this library.** Owning flat Skyrim or Special Edition is not the VR game's entitlement. Runtime and mod support are unverified. | An already-owned VR copy and version-matched official mod releases are required. |
The [test record](evidence/mods-2026-09-28.md) distinguishes process startup,
visible output and failures. It also records a SteamVR restart during the
shared session, which prevents attributing the failed UEVR attempt to FEX.
## Beat Saber: songs first
**Documented:** the [BSMG PC guide](https://bsmg.wiki/pc-modding.html)
describes extracting each map into its own directory below
`Beat Saber/Beat Saber_Data/CustomLevels`. Basic custom songs do not require
SongCore; maps that require mod features need their matching dependencies.
This is a candidate for our own file manager, not a verified Frame feature.
Alex's Quest 2 copy is a separate Android candidate. Its ownership does not
make the PC `CustomLevels` layout applicable. Until the actual build is
inspected, neither a direct song-copy recipe nor APK patching is justified.
Only maps whose music and chart are permitted for distribution may be used
as test fixtures or bundled content. A public download alone does not establish
those rights. Start with an original or explicitly licensed basic map.
**Documented:** [ModsBeforeFriday](https://github.com/Lauriethefish/ModsBeforeFriday)
targets Quest Beat Saber over WebUSB/ADB. It is not a generic native ARM64
modding protocol. [BSManager](https://github.com/Zagrios/bs-manager/releases/tag/v1.6.0)
publishes an aarch64 Flatpak, but its architecture says nothing about Beat
Saber or its plugins running on Frame. Neither app is an installation step
or dependency for Frame Control.
## Requirements for our manager
These are **planned**, not implemented or verified:
1. Resolve the selected Steam game's real library, installed build, executable
architecture and Proton prefix. Confirm ownership through Steam; a directory
or app manifest alone is not proof. Keep downloading, installed and playable
as separate states.
2. Download a pinned mod version from the author's official release. Record
the URL, version, license and digest. Verify the published digest when
available; an upstream SHA-256 detects corruption but is not a signature.
Do not treat “free to download” as permission to redistribute.
3. Stage and validate archives before writing into the game or prefix. Reject
path traversal, links escaping the destination, archive bombs and unexpected
executable content in song packs. Check song metadata and its referenced
files, not just the `.zip` suffix.
4. Refuse changes while the game is running. Back up originals and journal
every managed file and digest. Apply changes atomically where possible and
roll back partial failures. Keep runtime prerequisites scoped to this game.
5. Uninstall only files still matching our receipt; restore originals without
overwriting later user edits. Preserve saves, unrelated mods and songs.
Song removal must target one managed map, never the whole CustomLevels tree.
6. Expose one-click actions beside the game only after real-Frame install,
playback and uninstall pass. Test filesystem and download failure handling
with fake-Frame fixtures; those cannot prove FEX injection or VR rendering.
## Sources
- [UEVR 1.05 official release](https://github.com/praydog/UEVR/releases/tag/1.05)
and [author's usage instructions](https://github.com/praydog/UEVR#getting-started).
- [Microsoft .NET 6 release metadata](https://builds.dotnet.microsoft.com/dotnet/release-metadata/6.0/releases.json),
including the SHA-512 hashes used for the test runtimes.
- [OpenComposite's OpenXR branch](https://gitlab.com/znixian/OpenOVR/-/tree/openxr),
including per-game installation and the need to preserve original DLLs.
- [R.E.A.L. author post referenced by the research](https://www.patreon.com/realvr/posts/but-wheres-link-165840151)
(HTTP 403 from this environment; contents not verified).
- [Half-Life 2 VR official site](https://halflife2vr.com/) and
[Episode One on Steam](https://store.steampowered.com/app/2177750/).
- [Beat Saber store metadata](https://store.steampowered.com/api/appdetails?appids=620980).
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20. **F-Droid 2.0** (Compose 1.12): does it run? If so, the catalogue can
install it instead of 1.17.2.
21. **DeoVR local files:** does DeoVR's file browser show `Videos → VR`
(the symlink from `push-vr-video.sh`) or `Z:\home\steamos\Videos\VR`, and do
the colour-coded test clips play in 3D (red left eye, cyan right) for both
H.264 and H.265? Does the DLNA browser find a server on the Mac?
21. **Owned media player:** worn-headset comfort, audio quality/lip sync, long
movies and 4K/8K decoding remain to check. Native spatial-photo container
extraction, large/immersive splats and existing-panel theatre docking need
further implementation. Remote eye isolation, short hardware decode and
owned-overlay cleanup are verified; see [vr-video.md](vr-video.md).
## Verified 2026-09-27
@@ -129,6 +130,19 @@ Still open: 4, 6, 7, 12–15, 16 (off-LAN and after a reboot), 17–21.
- The Mac EDL flashing script in `~/Downloads/steam-frame-recovery/` hasn't
been run against a Frame.
## Mac in the headset (2026-09-28)
The test pattern streams to the Frame as its own panel at about 60 fps
(verified, build 20260925.6191901; see
[mac-in-headset.md](mac-in-headset.md#checked-so-far-2026-09-28)). Still to
check in the headset:
- Laser clicks, drags and thumbstick scrolling in a viewer panel.
- Real window capture and input once Screen Recording and Accessibility are
granted to Frame Control.
- Keys from SteamVR's on-screen keyboard.
- Whether Flathub Chromium decodes H.264 (otherwise use Compatible).
## Unconfirmed claims made in these docs
- `/home` and `/etc` persist across Frame OS updates. This is inferred from
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@@ -123,3 +123,164 @@ a limit on the number of floating panels.
keyboard) or virtual desktops arrange windows within the 1280×800 rectangle.
- **Windows-only overlay tools** (Desktop+, OVR Toolkit, OVRdrop) do this for a
PC's desktop in SteamVR. They don't run on the Frame's standalone Linux.
## Frame Control's panel switcher
**Verified 2026-09-28**, SteamOS 0.4.1, BUILD_ID `20260925.6191901`,
SteamVR 2.18.1: **Tools → Panel switcher** lists SteamVR's open main panels,
including panels that are currently hidden. **Show** asks SteamVR to bring one
forward. **Open in headset** opens the same switcher as its own panel; choose
it again from Steam's dashboard after switching away. Refresh updates the list.
This is a list, not thumbnail Exposé.
![Frame Control's switcher rendered on the Frame](img/panel-switcher.png)
This is our own Python/HTML implementation (`ui/frame_panels.py`), using the
Frame's shipped `vrcmd` OpenVR client and gamescope. The headset page uses
Chromium (Chromium XR when present, then system Chromium, then the existing
Chromium Flatpak). No XSOverlay, OVR Toolkit, WayVR or other overlay application
is needed. This dependency boundary also applies to future layout and panel
persistence work: platform APIs and bundled libraries are fine; another app
must not implement the feature for us.
The companion runs the helper over SSH. Opening it in the headset installs a
copy under `~/.local/share/frame-control/panels/` and starts a loopback HTTP
server and an isolated Chromium profile. There is no startup service or global
setting change. Close the switcher to stop its server and browser. Other
Chromium profiles, Steam and SteamVR are left alone. If the window or runtime
closes, use **Open in headset** again.
The page carries a random, per-process access key in its URL fragment, removes
it from the address bar, keeps it in tab session storage for page reloads, and
sends it in a header. Panel lists and actions need
that key; Host and Origin checks reject other sites. The key permits only
listing panels, requesting focus and closing this switcher. Like Mac viewer
launch tickets, it is initially readable by another process running as the
same Frame user. Panel titles are rendered as text, never HTML. The companion
retains its existing request guards. No Mac capture credentials cross this API.
**Verified:** the real headset page rendered its panel list (image above), its
HTTP focus request changed `GAMESCOPE_FOCUSED_APP` to `2000999030`, a request
without the key returned HTTP 403, and Close stopped the helper and its browser.
Opening an already running switcher requests its focus rather than creating a
second one. The companion uses the same list/focus helper. **Unverified:** laser
selection while wearing the headset, physical placement, and non-XR Chromium.
The API reports that focus was *requested*: another action can take focus before
we observe the result. Closed panels are rejected after re-enumeration.
### Shared-device recheck, 2026-09-29
**Verified:** the follow-up's atomic `mkdir /tmp/frame-test.lock` attempts
failed because another thread held the lock. The existing lock was left alone;
no applications were installed, launched or stopped in this follow-up. The last
read-only battery check showed 62%, charging. The 180 Python and 8 website tests
passed again locally.
**Unverified in this follow-up:** the prepared browser-button test (Refresh,
selection, reload and Close) and repeated OpenXR transition could not run under
the shared lock. The device results elsewhere in this page are the earlier
2026-09-28 observations, not results from this blocked recheck. In particular,
HTTP focus is not evidence of worn-headset laser input. Follow the
[shared-device test procedure](testing.md#headset-smoke-test) for the next run.
## Saved spatial layouts: blocked on the current panel route
**Verified 2026-09-28**, same build, using a temporary xterm panel with
`STEAM_GAME=2000999031` and `FnTable:IVROverlay_028` from
`/opt/steamvr/bin/linuxarm64/libopenvr_api.so`:
| OpenVR call | Result |
|---|---|
| `FindOverlay("valve.steam.desktopgame.2000999031")` | Success |
| `GetOverlayWidthInMeters` | Success, 2.67 m |
| `SetOverlayWidthInMeters` (same width) | Success |
| `GetOverlayTransformType` | Success, type 5 (`VROverlayTransform_DashboardTab`) |
| `GetOverlayTransformAbsolute` | 18 (`WrongTransformType`) |
| `SetOverlayTransformAbsolute` (identity rotation, 1.2 m up, 1.5 m forward) | 12 (`PermissionDenied`); type remained 5 |
The public interface names type 5 **DashboardTab**; SteamVR's dashboard code
places these panels through its scene graph. It owns the frame/docking
transforms. A successful width setter does not grant permission to restore the
position. `vrcmd --dock-overlay world <key>` dispatched a docking request but
the dashboard logged `Failed to get SGTransform in setInitialTransformForLocation.
Invalid transform ID`. This does not establish working world placement.
**Inferred:** saving X11 pixel rectangles or Mac window IDs would not restore
this spatial arrangement. Mac window IDs also change when an application
reopens; viewer tickets and reconnect keys must not go into a layout file.
The base Mac stream reconnects after a network break, but that is different
from recreating windows and their room positions after a reboot.
There is consequently no Save/Restore control yet. A durable layout needs a
working transform restore path, stable source identity, and a fresh capture
permission/ticket flow. The tested gamescope-owned overlay route denies that
transform operation. A future Frame Control-owned overlay renderer, or a
supported platform API for dashboard frame transforms, needs its own device
proof before building layout UI. This is a blocker for the current approach,
not a claim that all possible implementations are impossible. Reboot recovery
was not tested: the shared headset was not rebooted.
## Panels during an immersive session
**Verified 2026-09-28**, same build: our Chromium switcher panel remained in
OpenVR's overlay list before, during and after the Frame's shipped `helloxr -g
Vulkan` sample. During the test `vrcmd --stats` identified
`system.generated.openxr.helloxr.helloxr`, with 242 frame submissions. The test
ended only its own sample process; no SteamVR, Steam, power or global settings
were changed. The switcher was still selectable afterwards.
This proves survival of that panel across an OpenXR scene session, **not** that
it stayed visibly composited over the scene: OpenVR reported it `not_visible`
before, during and after. **Verified:** calling `ShowOverlay` on our
*gamescope-owned* switcher overlay returns 12 (`PermissionDenied`). A helper
cannot force that panel visible using the public overlay call. Use the
switcher/dashboard to request access to it; we do not fight the runtime with a
repeated force-focus loop.
**Verified in a second controlled run:** a live H.264 test-pattern stream from
this checkout's Mac helper, through its own SSH tunnel and a temporary Chromium
profile, survived the same OpenXR sample (257 scene-frame submissions). Its
panel `2000999032` changed from `visible` before launch to `not_visible` during
and after the scene. The Mac helper still reported the same `test` stream;
captured frames increased from 35 to 232, with 29.5 decoded/drawn fps afterwards.
The test did not capture personal Mac windows or inject Mac input. The sample,
viewer, temporary profile, tunnel and Mac helper were cleaned up. This proves
stream survival, and also shows why it must not be advertised as always visible.
**Unverified:** persistent visible placement while playing a Steam-launched VR
game, Plasma desktop and real Mac-window behavior during that launch, and worn
headset input. Other threads were launching games and changing the runtime on
the shared device, so those transitions were not treated as controlled evidence.
A runtime/X-server restart can destroy the viewer windows; a network reconnect
cannot recreate them. No “always visible during games” guarantee is shipped.
## Keyboard passthrough feasibility
**Verified 2026-09-28**, same build, using `FnTable:IVRTrackedCamera_006`:
`HasCamera(0)` returned success and true. `GetCameraFrameSize` returned 100
(`OperationFailed`), with zero dimensions, for all three public frame types
(distorted, undistorted and maximum-undistorted), including after acquiring the
video service. Acquisition returned success and a handle; release returned 101
(`InvalidHandle`). The probe shut down its OpenVR client afterwards. No camera
frames were captured and no camera settings were changed.
**Documented:** the public OpenVR camera interface provides camera frame sizes,
intrinsics, projections and streaming handles; these are prerequisites for a
spatially aligned camera cutout. See Valve's
[OpenVR C API](https://github.com/ValveSoftware/openvr/blob/master/headers/openvr_capi.h).
**Inferred:** camera presence alone does not establish access to camera pixels.
The failed frame-size path blocks a keyboard cutout in our current panel
implementation. We have not established a keyboard detector or a calibrated
camera-to-panel mapping. Built-in full-room passthrough is not proof of a
public, selectively masked camera stream. No keyboard cutout is offered, and
no third-party camera/overlay app is substituted for it.
## Frame Control's media theatre
[The owned media player](vr-video.md) can show its video or stereo image on a
larger, head-relative screen with its own dark surround. **Verified remotely
2026-09-28**, SteamOS 0.4.1 / BUILD_ID 20260925.6191901: screen, eye isolation,
surround and cleanup. It does not alter panel docking or global settings.
Its `Overlay` RGBA rendering hook is available to stream producers; applying
SteamVR theatre docking to existing Mac/PC panels is still unverified here.
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# Privacy and analytics
Frame Control sends anonymous analytics to [PostHog](https://posthog.com)
(US cloud) so the maintainer can see how many people use it, which features
matter and where installs fail. You choose how much in **Privacy & updates**,
the last panel on the page. `ui/frame_telemetry.py` is the whole
implementation.
## The three levels
| Level | Default | What it sends |
|---|---|---|
| Anonymous usage statistics | On, after a notice on first run | The events in the table below |
| Share compatibility results | Off | Your Android compatibility reports and tests |
| Send error details | Off | Scrubbed error messages and tracebacks |
Nothing is sent until the first-run notice has been shown. The notice's
**Share more to help fix problems** button turns on the second and third
levels together. Either can be turned off later. Turning a level off
deletes that level's events that haven't been sent yet.
**Show what's been sent** in the panel lists the last 50 events that left your
computer, exactly as they were sent.
## Anonymous
- Events carry a random id, made when Frame Control first runs and kept in
its data folder (`telemetry/settings.json`). It isn't derived from your
computer, account or network. To get a new one, delete that file.
- Events are sent without person profiles (`$process_person_profile: false`)
and without location lookup (`$geoip_disable: true`). Each carries a
placeholder address (`$ip: 0.0.0.0`), so PostHog stores that instead of
yours.
- Every event includes the app version, OS name (macOS, Windows or Linux),
CPU architecture and Python version.
## Usage events
| Event | When | Properties besides the common ones |
|---|---|---|
| `app_installed` | First run | |
| `app_updated` | First run of a new version | `from_version` |
| `app_opened` | At most once a day | |
| `frame_connected` | The first time a SteamOS build is seen | `steamos_build`, `steamos_version` |
| `tab_viewed` | The first click on each tab in a session | `tab` |
| `install_finished` | Any install finishes, working or not | `kind` (apk, flatpak, steam, title, web), `ok`, `seconds`, `error_category`, `installer_code`, and see below |
| `update_offered`, `update_started`, `update_failed` | The update banner | `to_version`, `error_category` |
`install_finished` never includes a file name, path or error message. An
error becomes one category from a fixed list (for example `apk_wrong_abi` or
`frame_unreachable`), plus Android's own `INSTALL_FAILED_…` code when there
is one. It names what was installed only when that's already public:
- F-Droid catalogue apps: `package`. Never the version, since a local build can reuse a
catalogue app's package name
- Flathub apps: `flatpak_id`
- Steam games: `steam_appid`
- A sideloaded title: only its runtime (Proton or Linux)
Any other APK is sent as `catalog: false`, with no name.
## Compatibility results (opt-in)
Each report becomes a `compat_report` event with the fields the Report dialog
shows: package, version, result or rating, your notes, how it was run, and the
SteamOS and Lepton builds. Before sending:
- the notes, app name and version are scrubbed like error messages (see
below)
- the APK's source is kept only if it's `F-Droid` or the public host name of
a download link (`https://example.com/…`). File names, user names,
passwords, ports, paths, IP addresses and local host names are dropped
When you turn this on, reports you made earlier on this computer are shared
too.
The maintainer's `python3 ui/frame_compat_db.py sync` copies these events
into the compatibility database, marked `via=community…`. It takes at most
30 per reporter per day.
## Error details (opt-in)
`$exception` events carry an error message, the Frame Control file, line and
function it came from, and the request that failed (for example
`POST /api/android install`). Before anything is sent, the message is
scrubbed:
- your home folder becomes `~`, and any user name becomes `<user>`
- IP and MAC addresses, email addresses, `.local`, `.lan` and Tailscale host
names, Steam ids, SSH and PEM keys, API tokens and long hex strings are
replaced
- URLs are cut down to their scheme and a public host name, or `<url>`. User
names, passwords, ports, paths and queries are dropped
- `token=`, `key=`, `password=` and similar values are replaced
The same error is sent at most once every 10 minutes.
## Report a problem
**Report a problem** is the warning-sign button in the header, also in the
Privacy panel and under **Help → Report a Problem…**. It sends the report
privately to Frame Control's PostHog project as a `problem_report` event, the
same way as the analytics above, so only the maintainer can read it and
nothing is published. It works whatever the analytics settings are, because
the person sends it deliberately. The report has the kind, title and text you
wrote, how to reach you if you gave it, a short reference shown after sending,
and the diagnostics below. It has its own random id, so it isn't linked to
your analytics events.
With **Include diagnostics** ticked (the default), the report adds:
- the app version and whether it's a built app
- the OS, its release and CPU, and the Python version
- the Frame's SteamOS build, if it has connected since the app started
- which analytics levels are on
**Also include recent activity and the server log** is off by default,
because those lines can name files and apps. When ticked, it adds the newest
Activity lines and server log lines, without the request lines.
Everything is scrubbed like error details and limited to what fits in the
report. Environment details are kept first, then the newest lines. **Show
exactly what's included** shows the snapshot that will be sent, and later
activity isn't added to it. If PostHog can't be reached, **Copy report** puts
the whole report on the clipboard.
The maintainer reads reports on the Frame Control dashboard in PostHog, or
with `python3 ui/frame_report.py inbox [days]`, which uses the same personal
API key as `frame_compat_db.py sync`.
## Turning it all off
Untick the boxes, or set `DO_NOT_TRACK=1` or `FRAME_CONTROL_TELEMETRY=0` in
the environment that starts Frame Control. A copy run from a source checkout
never sends anything unless `FRAME_CONTROL_TELEMETRY=1` is set.
## Update checks
The desktop app asks GitHub for the latest release shortly after starting,
then every 6 hours: the latest release's `update.json` on GitHub, or
`api.github.com/repos/saphid/frame-control/releases/latest` if that fails.
Those requests carry no id. To stop it, set
`FRAME_CONTROL_NO_UPDATE_CHECK=1`. See [releasing.md](releasing.md).
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# Releasing and updates
Frame Control checks for updates itself. The desktop app offers a new version
only once it's GitHub's **latest release**, and drafts and pre-releases never
count. So a build reaches people only when you publish it, after testing it.
## Steps
1. Bump `version` in `app/package.json`, commit, and push a tag:
```sh
git tag v0.4.0 && git push origin v0.4.0
```
`.github/workflows/release.yml` builds macOS, Windows and Linux, and
attaches everything to a **draft** release for that tag. Nobody is
offered a draft.
2. Download the draft's installers and test them. An installed copy of the
previous version won't offer the draft, so install it directly.
3. Write the release notes on the draft. The update banner links to them.
4. Publish:
```sh
scripts/publish-release.sh v0.4.0
```
The script checks that all eight installers are attached, each with the
SHA-256 digest GitHub records. It attaches `update.json` (the version, the
notes and each installer's digest), then publishes the release and marks it
latest. From then on, running copies see the update. They check about 8
seconds after starting, then every 6 hours, and anyone can use **Check for
Updates…** (the app menu on macOS, the Help menu elsewhere).
To pull a bad release, mark the previous one as latest
(`gh release edit v0.3.9 --latest`) or turn the bad one back into a draft.
Copies that already updated stay on it. Nothing downgrades them.
## How a copy updates itself
`app/updater.js` reads `update.json` from
`github.com/saphid/frame-control/releases/latest/download/`. It falls back to the
REST API only when a release has no manifest, because the API allows just 60
unauthenticated requests an hour per IP address, shared by a whole household.
Then it downloads the installer for its platform and checks it
against the SHA-256 digest GitHub publishes for the asset. It refuses if the
digest is missing or doesn't match. Then:
| Installed from | Update |
|---|---|
| macOS `.dmg`, app in a writable folder such as Applications | The `.zip` is unpacked next to the app and its version checked. After the app quits, a small script swaps the new app in, putting the old one back if that fails, and reopens it. Updates don't get the download quarantine, so there's no `xattr` step. |
| Windows installer | The new `Setup` runs silently over the install (`/S --force-run`) and reopens the app. |
| Linux AppImage | The new AppImage replaces the old file and is started. |
| macOS app still on the disk image or translocated, Windows `.zip`, Linux `.deb` | The banner opens the release page instead. |
Version 0.3.1 and earlier have no updater, so people on them have to download
the new version once by hand.
+1 -1
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@@ -99,7 +99,7 @@ controls to place each panel. See [docs/panels.md](panels.md).
| `scripts/frame-ui.sh` | Mac | Start the Frame Control web UI (`ui/server.py`) and open it (**verified**) |
| `scripts/apk-catalog.sh` | Mac | Refresh the rated F-Droid catalogue that Frame Control's Android section shows (**verified**) |
| `scripts/compat-db-backup.sh` | Mac | Maintainer-only: back up the shared compatibility database locally and to Google Drive (**verified**) |
| `scripts/push-vr-video.sh` | Mac → Frame | Upload VR180/360 videos to `~/Videos/VR`, linked into DeoVR's Proton prefix; `--launch` starts DeoVR (**verified**: upload and link; in-headset playback of local files not yet checked). See [docs/vr-video.md](vr-video.md) |
| `scripts/push-vr-video.sh` | Computer → Frame | Upload movies, stereo PNG/JPEG or small `.splat` files to `~/Videos/FrameControl`; `--launch` starts our OpenVR player, `--theatre` adds a larger screen and dark surround. No separate viewer. **Verified remotely**: decode, stereo output and cleanup; worn-headset checks remain. See [docs/vr-video.md](vr-video.md) |
| `scripts/push.sh` | Mac → Frame | `rsync` files to `~/Downloads` (or a given path) on the Frame (**verified**) |
| `scripts/serve-bootstrap.sh` | Mac | Fallback: serve `bootstrap-on-frame.sh` with your public key embedded |
| `scripts/bootstrap-on-frame.sh` | Frame | Fallback: install the key and enable `sshd` |
+4
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@@ -4,6 +4,10 @@ Frame Control's **Get games** section lists the games you own with each one's
Steam Frame rating, installs them on the Frame, and searches the Steam store.
This page covers how it works underneath, so you can do the same from a shell.
For flat-to-VR mods and Beat Saber custom songs, see the
[per-game feasibility table](mods.md). Mod support is separate from Steam's
Frame rating; there is no mod installer yet.
## How it works
The Frame's Steam client runs with `-cef-enable-debugging`. So its UI, a
+169 -15
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@@ -5,7 +5,10 @@ This covers three directions, plus input:
- **A. Frame → Mac**: see and control the headset from the Mac.
- **B. Mac → Frame**: use the Mac's desktop inside the headset.
- **C. iPhone → Frame**: mirror the phone inside the headset.
- **PC VR from Linux**: [feasibility and options](linux-vr-streaming.md),
including Valve's streaming and USB support. No Linux host tested yet.
- **Input**: type and point in the Frame from the Mac or iPhone.
- **Live view and Control**: watch a panel flat and tap on it to use it.
The confidence labels are the same as in [ssh.md](ssh.md).
@@ -24,24 +27,29 @@ Mac with keyboard, mouse, and clipboard.
## B. Show the Mac's desktop inside the Frame
The Frame's streaming features are built around a **Windows PC running
SteamVR** plus the USB Wi-Fi 6E dongle. Even Linux hosts had VR-streaming
problems at launch
The Frame's VR streaming uses **SteamVR** on the host. Linux hosts had
VR-streaming problems at launch
([Steam discussion](https://steamcommunity.com/app/4165890/discussions/0/528765047224280796/),
[gbl08ma](https://gbl08ma.com/posts/steam-frame-a-linux-machine-doesnt-support-linux/)).
Valve's later 2.17.8 notes explicitly describe Steam Link fixes on Linux and
initial USB streaming support (**documented**, not tested from a Linux host
here). See [the current comparison](linux-vr-streaming.md#a-valves-own-path--recommended-first).
**macOS isn't a supported SteamVR host**, so for the Mac we're only looking at
flat 2D desktop streaming into a window on the Frame's Linux desktop.
| Option | Setup | Confidence | Verdict |
|---|---|---|---|
| **macOS Screen Sharing (VNC) → Remmina on the Frame** | **Mac:** System Settings → General → Sharing → Screen Sharing on → (i) → enable "VNC viewers may control screen with password". **Frame:** `./scripts/install-apps.sh remmina` from the Mac, then open Remmina in the headset and connect to `vnc://<mac>.local` | **Verified 2026-09-27** (Frame BUILD_ID 20260925.6191901, macOS 27.0), in its own panel via `panel-on-frame.sh mac-screen`. Remmina is on Flathub for **aarch64** with VNC and RDP ([Flathub](https://flathub.org/apps/org.remmina.Remmina)). The Frame desktop runs Flatpaks ([UploadVR](https://www.uploadvr.com/flatpaks-open-source-steam-frame/)). macOS VNC is built in. | **Recommended.** Nothing to install on the Mac, and it's easy to set up. Noticeable lag, even at lower Remmina quality settings on a good 5 GHz link, where neither Wi-Fi nor the Frame's CPU was the bottleneck. Usable for reading and coding, but not for games. You'll type the Mac's hostname once in Remmina on the headset, then save the profile. To avoid even that, the script can pre-seed a Remmina profile over SSH (see below). |
| **Frame Control → Tools → Mac in the headset** | Nothing to install. Allow Screen Recording and Accessibility for Frame Control, then press **Show** next to any window or screen | **Verified 2026-09-28** on the Frame (panel in 1.5 s, measured with `scripts/macview-bench.py`: about 10–20 ms from the Mac drawing a frame to the viewer drawing it); laser input not yet tried while wearing it | **Recommended.** Hardware H.264 over an SSH tunnel, adapting to the link. Each window becomes its own panel you can place anywhere. Laser clicks and scrolls, and the Mac's keyboard types. See [mac-in-headset.md](mac-in-headset.md) |
| **macOS Screen Sharing (VNC) → Remmina on the Frame** | **Mac:** System Settings → General → Sharing → Screen Sharing on → (i) → enable "VNC viewers may control screen with password". **Frame:** `./scripts/install-apps.sh remmina` from the Mac, then open Remmina in the headset and connect to `vnc://<mac>.local` | **Verified 2026-09-27** (Frame BUILD_ID 20260925.6191901, macOS 27.0), in its own panel via `panel-on-frame.sh mac-screen`. Remmina is on Flathub for **aarch64** with VNC and RDP ([Flathub](https://flathub.org/apps/org.remmina.Remmina)). The Frame desktop runs Flatpaks ([UploadVR](https://www.uploadvr.com/flatpaks-open-source-steam-frame/)). macOS VNC is built in. | **Fallback** (whole screens only). Nothing to install on the Mac, and it's easy to set up. Noticeable lag, even at lower Remmina quality settings on a good 5 GHz link, where neither Wi-Fi nor the Frame's CPU was the bottleneck. Usable for reading and coding, but not for games. You'll type the Mac's hostname once in Remmina on the headset, then save the profile. To avoid even that, the script can pre-seed a Remmina profile over SSH (see below). |
| Sunshine (Mac) → Moonlight (Frame Flatpak) | `brew install` Sunshine on the Mac, then `./scripts/install-apps.sh moonlight` | Moonlight Flatpak supports **aarch64** ([Flathub](https://flathub.org/apps/com.moonlight_stream.Moonlight)). **Sunshine on macOS is poorly supported**: install problems on Apple Silicon/Sequoia, and no virtual gamepads ([LizardByte discussion #777](https://github.com/orgs/LizardByte/discussions/777)). | Try it if VNC is too laggy. Expect some friction. |
| Steam Remote Play with the Mac as host | Steam on the Mac, Steam Link/Remote Play on the Frame | macOS-hosted Remote Play is reported broken or flaky in 2024–2026 ([Steam discussion](https://steamcommunity.com/groups/homestream/discussions/1/574921459914429988/)) | Not recommended. It's only for games, if it works at all. |
| Immersed / Virtual Desktop | Vendor apps | Immersed has a Mac agent but no known Frame client. Virtual Desktop's developer said he'd "try" to port it ([NewsBreak](https://www.newsbreak.com/news/4892834783961-virtual-desktop-dev-says-he-ll-try-to-bring-the-app-to-steam-frame)). | Not available as of 2026-09-25. Check again later. |
| WiVRn / ALVR | VR streaming from a Linux or Windows PC | Irrelevant for a Mac host (no SteamVR/OpenXR runtime on macOS) | N/A |
For **VR video files** (180°/360° stereo), don't stream the Mac's screen. Play
them on the Frame in DeoVR instead: see [vr-video.md](vr-video.md).
For **local movies and stereo photos**, Frame Control's own OpenVR player
runs on the Frame; see [vr-video.md](vr-video.md). It currently renders a flat
stereo screen. VR180/360 projection is not implemented; the same page records
DeoVR only as an optional, independently installed alternative.
### Pre-seeding the Remmina profile (no typing in the headset)
@@ -80,6 +88,21 @@ its header. (Verified 2026-09-27.)
Going the other way, pointing a controller at the panel moves the Mac's mouse,
because Remmina forwards input (`viewonly=0`).
## First-party options, and why they do or don't fit
Checked 2026-09-28. The first-party way is usually the best one, so these are
listed first; the sections above and below explain the alternatives.
| Goal | First-party option | Fits? | Why, and what would make it easier |
|---|---|---|---|
| Type and point from the **iPhone** | **KDE Connect** (KDE; official [iOS app](https://apps.apple.com/app/kde-connect/id1580245991)) remote touchpad and keyboard, plus clipboard and files | **Best candidate, untested on the Frame** | The Frame doesn't have it (verified: no `kdeconnectd`), it isn't on Flathub, and the root is read-only, so it would have to run from `~` or a container. On Wayland it types through KWin, so it can only reach the desktop panel, not SteamVR or games (**inferred**). Steam Deck users report its remote input breaking after SteamOS updates ([SteamOS #1939](https://github.com/ValveSoftware/SteamOS/issues/1939)). If it works, Frame Control could install it and pair it for you. |
| Type and point from the **Mac** | KDE Connect for macOS (KDE builds) | Same as above | Its Mac app sends clipboard and files but has no keyboard/mouse sharing (**inferred**). |
| Either | **Bluetooth keyboard and mouse** paired in SteamOS (Valve) | Yes, with real hardware | Neither device can pretend to be one: iOS refuses the HID service ([Apple forums](https://developer.apple.com/forums/thread/733916)), and macOS has no built-in way. |
| Either | **xrdp** in Developer Mode (Valve) | No | Input goes into a *separate* desktop shown on the Mac, not into what you see in the headset. |
| **Mac screen** in the Frame | **Screen Sharing** (Apple's VNC server) + Remmina (already installed on this Frame, profile pre-seeded by `install-apps.sh`) | **Yes, closest to first-party** | Only the Mac side is first-party; Remmina is the client. Turn on System Settings → General → Sharing → Screen Sharing → (i) → "VNC viewers may control screen with password". Still to test in the headset (open question 11). |
| Mac screen | **Steam Remote Play** with the Mac as host (Valve) | Probably not | macOS isn't a SteamVR host, and Mac-hosted Remote Play is reported broken ([Steam forum](https://steamcommunity.com/groups/homestream/discussions/1/574921459914429988/)). One quick test is worth doing: Steam on the Mac, then Remote Play from the Frame's Steam. |
| Mac or **iPhone screen** | **AirPlay** (Apple) | Not officially | It's Apple's own mirroring for both, but Apple only licenses receivers to TV and speaker makers; nothing official runs on Linux. UxPlay (below) is the unofficial receiver. |
## C. Show the iPhone's screen inside the Frame
iOS only shares its screen two ways: **AirPlay** (Screen Mirroring in Control
@@ -93,18 +116,149 @@ capture it.
## Input: type and point in the Frame from the Mac or iPhone
**Verified 2026-09-27** on the headset: `steamos` is in the `input` group and
`/dev/uinput` is `crw-rw-r-- root input`, so **our own code can create a
virtual keyboard and mouse without sudo**. The Frame has no `python-evdev`,
`ydotool`, `wtype` or KDE Connect; `kwin_wayland` and `plasmashell` run only
while the desktop panel is open in the headset.
**Built: Home → Keyboard and trackpad**, in every version of Frame Control
(Mac, Windows, Linux, iPhone and iPad), with nothing to install on the device
you're holding. On a phone the panel is a trackpad (drag to move, tap to click,
two fingers to scroll, two-finger tap to right-click) plus a text field that
types on the Frame. On a computer, clicking the pad passes your mouse and
keyboard through to the Frame until you press Esc (⌘ is sent as Ctrl on a Mac).
| Option | Mac | iPhone | Notes |
It goes through **KDE Connect**, the first-party route (KDE makes the Frame's
desktop): Frame Control's server runs [`ui/frame_input_agent.py`](../ui/frame_input_agent.py)
on the Frame, which talks KDE Connect's own LAN protocol to the Frame's
`kdeconnectd` as if it were a phone. KDE Connect does the typing and clicking.
**Verified 2026-09-28** (SteamOS 0.4.1, build 20260925.6191901):
- KDE Connect isn't installed on the Frame, so **Frame Control ships it**:
Valve's own build for the Frame (`kdeconnect` 24.02.2-1 from its `extra`
repository) plus the five libraries it links that the Frame lacks
(`kcontacts`, `kpeople`, `modemmanager-qt`, `pulseaudio-qt`, `libfakekey`),
pinned by SHA-256 in [`frame/kdeconnect/packages.json`](../frame/kdeconnect/packages.json).
The builds download them from the
[kdeconnect-frame-24.02.2-1 release](https://github.com/saphid/frame-control/releases/tag/kdeconnect-frame-24.02.2-1)
(`app/build/fetch-deps.js`, `frame/kdeconnect/fetch.py`). The address of
Valve's repository for the Frame isn't to be shared, and Valve's public
aarch64 preview repository has KDE Connect 25.08, built against newer KDE
libraries than the Frame has.
- On first use, the computer copies them to the Frame over the SSH connection
it already has. The iPhone app's bundle, already copied to the Frame, has
them too. The agent checks each SHA-256 and unpacks them into
`~/.local/share/frame-control/kdeconnect` (3.6 MB copied, 18 MB unpacked,
about 2 s). There's no internet download on the Frame, no root, and nothing
on the read-only system, so SteamOS updates leave it alone. A stamp there
(`root/.frame-control-packages`) records which build it is; a newer Frame
Control replaces it.
- `pacman -Sp kdeconnect …` also pulls in ModemManager, libqmi, libmbim,
libqrtr-glib and ppp (packaging dependencies). `kdeconnectd` and its plugins
don't link any of them (checked with `ldd` against the six packages alone),
so Frame Control leaves them out.
- Licences: the packages are GPL and LGPL; Frame Control stays MIT because it
only starts `kdeconnectd` and speaks its protocol. The notice, licence texts
and complete source are in [`frame/kdeconnect`](../frame/kdeconnect/NOTICE.md),
[`THIRD_PARTY_NOTICES.md`](../THIRD_PARTY_NOTICES.md) and the app's
**About and licences** (Tools).
- It pairs by itself: the agent asks to pair and accepts on KDE Connect's side
over D-Bus (`qdbus6 … acceptPairing`). It keeps its identity in
`…/kdeconnect/bridge`, so later connections are already paired. (A pair
request to a device that's already paired makes KDE Connect unpair it, so
the agent only asks when it isn't paired.)
- Protocol version 7: whoever opens the TCP connection sends its identity line
in plain text, then acts as the **TLS server** (KDE Connect's
`lanlinkprovider.cpp`). Remote input is `kdeconnect.mousepad.request` with
`dx`/`dy`, `singleclick`, `rightclick`, `singlehold`/`singlerelease`,
`scroll`, `key` (any text) or `specialKey` (1 Backspace … 14 Escape,
21–32 F1–F12) and modifier flags.
- **KDE Connect runs only while something uses the keyboard and trackpad.**
Each device gets its own KDE Connect identity (KDE Connect keeps one
connection per device, so a shared one would make a phone and a computer
knock each other off). The last one to disconnect stops KDE Connect, so it
isn't left running, or discoverable on your network, afterwards.
- KDE Connect 24.02 **hangs or crashes when asked to unpair a device that's
offline** (seen twice: once spinning at 100% CPU with D-Bus unresponsive,
once exiting). Frame Control never unpairs. If its copy stops answering, the
agent restarts it once (tested by freezing it with `kill -STOP`).
- Moves from the iPhone app (Simulator) and the Mac's server moved the Frame's
X pointer by exactly the amount sent, including with the bundled packages
copied over SSH (2026-09-28).
- gamescope runs **two Xwayland displays**. `:0` holds Steam's VR bar and menus
and ignores injected pointer motion; `:1` holds apps such as Chromium and
takes it. KDE Connect runs on `:1`, so it reaches apps, not Steam's own menus.
There's also a `gamescope-0-ei` (libei) socket.
- Typing through KDE Connect lands in a Chromium panel on `:1` (seen in the
panel's own capture, 2026-09-29). It **can't reach panels on `:0`** (Frame
Control's own panels, Steam's UI) and, since XTest positions are clamped to
`:1`'s 1280×720 root, can't reach beyond that in a bigger window. Control on
the live view (below) has neither limit.
- **Not yet tested:** whether it reaches the KDE desktop panel (Plasma is its
own session).
- **Known limit:** keys and clicks typed while the link is reconnecting wait
and are sent once it's back, but anything sent in the moment the Wi-Fi
drops, before SSH notices, can be lost. Confirming every event would add a
round trip to each pointer move.
## Live view and Control: watch a panel and tap on it
**Built: Home → Desktop / Headset view → Control.** The live view has two
sources:
- **Headset view**: what the lenses show (SteamVR's mirror, `/dev/video99`). It
moves with the wearer's head, so Control makes the view a trackpad: drag to
move the pointer, tap to click, press and hold to right-click, two fingers to
scroll. With a mouse, moving over the view moves the pointer.
- **Desktop**: the app panel in use in the headset, from its own window, so it
stays still however the wearer looks around. Control makes taps and clicks
land exactly where you put them. Dragging is a mouse drag, press and hold is a
right-click, two fingers scroll, and on a computer the mouse, wheel and
keyboard work directly on it (⌘ is sent as Ctrl on a Mac). A picker shows any
other panel, view only.
Below the view, a text field and key buttons type on the Frame from a phone.
How (**verified 2026-09-29**, SteamOS 0.4.1, build 20260925.6191901):
- **Input goes through gamescope's own injection.** gamescope serves an EIS
socket (`/run/user/1000/gamescope-0-ei`; Steam feeds Remote Play input through
it), and `libei` 1.4.1 is on the image. [`ui/frame_touch.py`](../ui/frame_touch.py)
talks to it with `ctypes`: nothing to install. gamescope offers one device,
"Gamescope Virtual Input", with relative and absolute pointer, buttons,
scroll and keyboard (Linux key codes; no text capability, so the text field
types printable ASCII on a US layout). Its absolute region is unbounded; the
pointer uses the focused panel's display coordinates, and gamescope fits each
window to its display, so a 1920×1080 window on the 1280×720 `:1` takes
positions at two thirds scale. Taps on a 1280×720 page landed on the exact
pixel.
- **It reaches the panel that has focus** (`GAMESCOPE_FOCUSED_WINDOW` on `:0`'s
root), on either X display. In the OpenVR backend focus moves only on SteamVR
overlay events (the controller's laser entering or clicking a panel), or to a
new panel when none holds it (read from gamescope's `OpenVRBackend.cpp`, seen
with `gamescopectl focus_info`, which writes to the journal). Neither
`GAMESCOPECTRL_BASELAYER_WINDOW`/`_APPID` nor X focus moves it, and no
gamescope command does. So Control follows the wearer: whatever they last
used is what your taps reach. A window without a Steam app id (`STEAM_GAME`)
gets a connector of its own and doesn't hold focus.
- **Keys in a burst can arrive out of order**, so the helper paces them (8 ms
apart).
- **Known limit:** if focus moves to another panel in the middle of a drag, the
release goes to the panel that has focus then. Whether gamescope hands it to
the window that got the press isn't known yet. When the session ends, the
helper lets go of every button and key it still holds.
- **The Desktop picture is the window's own pixels**: `ffmpeg -f x11grab
-window_id <window> -i :<display>` works on gamescope's redirected windows,
while grabbing the root gives black. It streams as H.264 like the headset view
(about 30 fps at 720p).
- Tested from the iPhone app (Simulator): a tap on the Desktop view focused a
text box in the panel and the text field typed into it; a trackpad move went
exactly (+40, +25).
Our own `uinput` keyboard and mouse would also work (`steamos` is in the
`input` group and `/dev/uinput` is group-writable, verified 2026-09-27), and
remains the fallback if the bundled KDE Connect ever stops working on a new SteamOS.
| Other option | Mac | iPhone | Why not |
|---|---|---|---|
| **A uinput keyboard and mouse in Frame Control's server** | ✓ | ✓ | **Recommended.** The server opens `/dev/uinput` with `ctypes` (standard library only) and the page sends key and pointer events through the tunnel it already has. On the phone: a trackpad area (drag to move, tap to click, two fingers to scroll) and the iOS keyboard for typing. On the Mac: a "control the Frame" mode that captures the keyboard and pointer (Esc to release). Uinput devices look like real hardware to the kernel, so libinput, KWin and gamescope should take them; [frame-voice](https://github.com/DeeJanuz/frame-voice) already types into a Frame through a uinput keyboard. **Untested**: which surfaces in VR (desktop panel, SteamVR dashboard, games, Android apps in Lepton) accept the pointer. About a day or two of work |
| **Bluetooth keyboard and mouse** | – | – | Real hardware paired in SteamOS settings. The iPhone can't pretend to be a Bluetooth keyboard: iOS won't advertise the HID service ([Apple forums](https://developer.apple.com/forums/thread/733916)) |
| **Bluetooth keyboard and mouse** | – | – | Needs real hardware, paired in SteamOS settings. The iPhone can't pretend to be a Bluetooth keyboard: iOS won't advertise the HID service ([Apple forums](https://developer.apple.com/forums/thread/733916)) |
| **Deskflow** (formerly Input Leap / Barrier) | ✓ | – | Moves the Mac's own mouse and keyboard onto the Frame's screen edge. Flathub has an aarch64 build ([Flathub](https://flathub.org/apps/org.deskflow.deskflow)); on Wayland it needs the InputCapture/libei portal, and only works while Plasma is running. No iPhone client |
| **KDE Connect** | ~ | ✓ | Its iOS app has a remote touchpad and keyboard, but the Frame would need KDE Connect installed (not on Flathub; `pacman` on a read-only root). More moving parts than the uinput route |
| **Remmina / Steam Link / RDP** | ✓ | – | Input only reaches the streamed session, not the headset's own apps |
Other ways to get text in:
+62
View File
@@ -104,6 +104,20 @@ switch while SSH is down:
## Headset smoke test
**Documented shared-device procedure:** before a test installs, launches or
stops an application, acquire `ssh frame 'mkdir /tmp/frame-test.lock'`. If it
fails, leave that lock alone and continue offline work. Only the thread that
acquired it releases it with `ssh frame 'rmdir /tmp/frame-test.lock'`, after
cleanup. Keep each device session to a few minutes.
Check battery capacity and charging state under `/sys/class/power_supply`
before and after; keep capacity above 20%. Stop only processes started by the
test, remove temporary installs and profiles, and restore the prior dashboard
state. Leave Steam and SteamVR running. Do not reboot or change global settings.
Record the build, actual interaction results, cleanup and any unworn-headset
limits alongside screenshots or logs. These are caller responsibilities; the
smoke script below does not acquire this shared lock itself.
```sh
scripts/frame-smoke.sh # needs `ssh frame` to work without a password
scripts/frame-smoke.sh --pair # also pairs a throwaway key: approve it in the headset
@@ -148,3 +162,51 @@ For example, on 2026-09-27 the smoke test found that Steam's `create-shortcut`
refuses ids with a hyphen (`missing/invalid arguments`), which the fake had
accepted. The fake now refuses them the same way, and Frame Control makes ids
Steam accepts.
## Owned media player
`tests/test_media.py` covers layout evidence and overrides, OU eye ordering,
hardware-decoder command construction, malformed splats, stereo parallax and
fake-Frame library/process ownership. `tests/e2e/test_media_transfer.py` checks the real
HTTP/SSH upload and library listing without pretending the fake renders VR.
Real decode timings and captured stereo output are recorded in
[vr-video.md](vr-video.md). Generated media only; no external player required.
**Verified 2026-09-28**, real Frame BUILD_ID 20260925.6191901: `~/.local`
and `~/.local/share` are `steamos:steamos`, mode 0755. The fake supervisor
sets those parent owners too; previously its root-created Steam manifests
left the parents root-owned and incorrectly prevented user runtime installs.
## Agent interfaces
`tests/test_agent.py` exercises MCP stdio, exact-action human approvals and the
assistant against an in-process HTTP endpoint with canned responses (no keys or
external calls). `tests/e2e/test_agents.py` runs the MCP/HTTP/SSH path against the
fake Frame for approved installs, clipboard and file transfer. Headset Chromium
rendering and real screenshots still need a device; see [agent evidence](agents.md#evidence-and-limits).
## Family and comfort
`tests/test_comfort.py` uses an injected clock, fake headset sensor readings and
actions, plus a Node fake of Steam's Home API. It covers warnings before Home,
late/suspended sessions, cancellation, failed actions, duplicate alerts, reboot
invalidation, per-zone thermal trips and shared on-headset state. The server
guards reject invalid session settings before SSH. See
[real-device evidence and limits](family-comfort.md#verification).
## Panel switcher
`tests/test_panels.py` supplies fake-Frame `vrcmd --overlays` output, checks
main-panel filtering (including hidden panels), revalidates closed panels before
focus, and drives the headset helper's real loopback HTTP server to test access
keys, Host/Origin guards, malformed requests, offline errors and Close. It runs
in the normal unit suite without OpenVR or a headset. The fixture format comes
from SteamVR 2.18.1, BUILD_ID `20260925.6191901`; it does not simulate rendering.
On the Frame, run `python3 -` over SSH with `ui/frame_panels.py` on stdin to
list panels. `--focus <key>` rechecks the list and requests focus. In Frame
Control, **Tools → Panel switcher → Open in headset** exercises installation,
Chromium rendering and the same helper through HTTP. Close the switcher after
testing. [The recorded device checks](panels.md#frame-controls-panel-switcher)
cover actual focus, HTTP guards and an OpenXR sample transition, and separately
identify the unverified Steam-game, spatial layout, reboot and laser behaviors.
+139 -72
View File
@@ -1,81 +1,148 @@
# Watching VR video (180°/360°) on the Frame
# Movies, stereo photos and splats
The confidence labels are the same as in [ssh.md](ssh.md). Everything here
was checked on SteamOS 0.3.0, build 20260922.6101926.
Frame Control has its own Frame-side OpenVR player. It uses SteamOS's ffmpeg
and V4L2 hardware decoder, Python and SteamVR. **No separate player or viewer
is required.** Chromium and immersive WebXR are not in this playback path.
## The short version
## Use it
1. Install **DeoVR Video Player** from Steam (free, app 837380) and start it once
in the headset. That creates its Proton prefix.
2. On the Mac: `scripts/push-vr-video.sh --launch ~/Movies/beach_180_LR.mp4`
3. In the headset, open DeoVR's local file browser → **Videos → VR** and
pick the file.
In **Tools → Media in the headset**, send a file, choose its layout and press
**Play**. **Theatre** gives it a larger screen and an 85% black surround.
**Stop** removes both. Refresh reads the library and the player's state.
The screen follows your head; it isn't a saved world-space panel.
## Why DeoVR
The Frame's Chromium can't play VR video in 3D. It has no immersive WebXR
([how-the-frame-works.md](how-the-frame-works.md)). DeoVR's Windows build
runs under Proton ARM64 + FEX as a real SteamVR app. **Verified 2026-09-25:**
it found the Steam Frame headset and controller over OpenVR, and decoded
7680×3840 and 8192×4096 H.265 VR180 side-by-side streams through AVPro's
hardware Media Foundation path, mapped onto a 180° dome or fisheye mesh.
Known quirks (verified):
- The first launch takes about 45 s while it compiles shaders.
- Grid thumbnails stay blank. Unity's own video player, which DeoVR uses for
previews, fails with `0xc00d36bb` under Proton. Full playback uses AVPro
and isn't affected.
- The in-app store and web content are separate from local files. You don't
need an account to play your own files.
## Getting files onto the headset
`scripts/push-vr-video.sh` copies files with `rsync --partial`, so an
interrupted upload resumes. They go to `~/Videos/VR` on the Frame (`/home`
has about 860 GB free). The script also links that folder into DeoVR's prefix
as `C:\users\steamuser\Videos\VR`. It's reachable at
`Z:\home\steamos\Videos\VR` as well. **Verified** that the upload and link
work. **Not yet checked** whether DeoVR's file browser lands there
(open question 21).
Speed: a test upload over Wi-Fi ran at about 3–5 MB/s (verified 2026-09-25,
one sample). At that rate an 8K file of several GB takes tens of minutes, so
start big uploads before you put the headset on.
## Naming files so they play correctly
DeoVR guesses the projection from the file name. Its binary contains the tags
`_180`, `_360`, `_fisheye`, `_fisheye190`, `_mkx200`, `_vrca220` and `_rf52`
(verified). For stereo layout, the common DeoVR convention is `_LR`/`_SBS`
(side by side) and `_TB` (top/bottom) (inferred). If a video looks wrong
(doubled, warped, or flat), change the projection and stereo mode in DeoVR's
player menu.
Examples: `trip_180_LR.mp4`, `concert_360_TB.mp4`, `hike_fisheye190_LR.mp4`.
Codecs: H.265 at 8K played (verified, streamed). Local H.264 and H.265
files haven't been played yet. The test clips below cover that.
## Test clips
The script doesn't include these. To check a setup, make two 20 s clips:
3840×1920, 180° side by side, with the left eye tinted red and the right eye
cyan. In the headset each eye should see only its own colour. A single mixed
colour means the stereo split is wrong.
The command-line route uses the same player:
```sh
ffmpeg -f lavfi -i testsrc2=size=1920x1920:rate=30:duration=20 \
-filter_complex "[0:v]split[a][b];[a]colorchannelmixer=rr=1:gg=0.3:bb=0.3[l];[b]colorchannelmixer=rr=0.3:gg=1:bb=1[r];[l][r]hstack" \
-c:v libx264 -pix_fmt yuv420p -b:v 20M frame-test_180_LR_h264.mp4
scripts/push-vr-video.sh frame-test_180_LR_h264.mp4
scripts/push-vr-video.sh --launch --theatre ~/Movies/film_SBS.mp4
scripts/push-vr-video.sh --launch --layout ou ~/Pictures/stereo.png
scripts/push-vr-video.sh --launch capture.splat
scripts/push-vr-video.sh --list
scripts/push-vr-video.sh --stop
```
## Streaming from the Mac instead of copying (untested)
Uploads live in `~/Videos/FrameControl/<id>/` on the Frame. Each upload gets
its own directory, so sending another file with the same name doesn't replace
it. The UI's existing upload limit is 8 GiB. Transfers use the app's rsync/scp
path; resumable large uploads are not implemented here yet. Existing
`~/Videos/VR` files and Proton prefixes are left alone. The script no longer
launches DeoVR, links a Proton prefix, or accepts directories.
DeoVR has a DLNA browser (the binary contains `Searching for DLNA
devices...` and a UPnP ContentDirectory client). A DLNA server on the Mac
should therefore appear in DeoVR without copying anything, for example
`brew install rclone` then `rclone serve dlna ~/Movies/VR`. This is **inferred**, not
tried. 8K VR video needs roughly 50–100 Mbit/s sustained, and the Wi-Fi
sample above (about 30–40 Mbit/s) suggests copying first is the safer default.
| Media | Supported preview |
|---|---|
| Movies | H.264 / H.265, mono or left-first SBS / top-first OU; audio through the Frame's PulseAudio-compatible server |
| Stereo photos | PNG / JPEG containing both eyes, SBS or OU |
| Gaussian splats | Common 32-byte `.splat` records, 1–20,000 Gaussians; a stationary stereo preview |
Auto layout reads delimited filename tags: `_SBS`, `_HSBS`, `_LR`, `_OU`,
`_TB`, `_HOU`, `_HTB`, `_FSBS`, `_FOU`, `_FTB`. SBS/OU without `F` means
half-resolution packing. Full packing preserves each eye's original aspect.
It also accepts FFmpeg's `stereo_mode` metadata (`left_right`, `top_bottom`,
`mono`); left/right and top/bottom metadata are treated as full packing.
Choose an explicit layout if that assumption doesn't match the file.
Unknown or conflicting tags ask for a choice, rather than silently flattening
stereo. The explicit selector always wins. Layout is not guessed from resolution.
## What was verified
**Verified remotely, 2026-09-28:** SteamOS 0.4.1, BUILD_ID
`20260925.6191901`, SteamVR 2.18.1. Nobody wore the headset for these checks.
All test media were generated by us. No paid content or DRM was involved.
- Stock `ffmpeg` `h264_v4l2m2m` decoded 150 frames of our 1920×1080 H.264
test in 0.128 s (decode only); converting all frames to RGBA took 0.242 s.
- Our ffmpeg → Python → OpenVR path submitted all 150 frames and exited 0.
The 1280×720 prototype took 4.775 s; the full 1920×1080 player took
4.618 s. These are wall times, not in-headset frame-rate measurements.
Finishing a 5 s clip early showed those probes weren't paced, so the final
player paces output at 30 fps: all 150 frames then completed in **5.025 s**.
- The H.265 hardware decoder also completed the generated 1080p clip
(60 frames, exit 0); this is a short compatibility check, not a 4K/8K benchmark.
- Our actual player, launched through Frame Control's media API, displayed
SBS and OU photos with red only in the left-eye capture and cyan only in
the right. OpenVR's `SideBySide_Parallel` flag separates the eyes; we
rearrange OU rows ourselves.
- A generated 48-Gaussian `.splat` rendered in our own CPU renderer and appeared
in both eyes with separate perspective projections.
- Theatre's owned dark surround and screen appeared in captures. Steam's
dashboard remained available over them. Stop removed the owned overlays
and ended the dedicated user service. No global SteamVR setting was changed.
- A generated H.264/AAC clip reached the Pulse audio output and completed
all 100 video frames with exit 0. This proves the output path, not audible
quality or lip sync.
![Frame Control SBS eye-isolation proof: red left, cyan right](img/media-sbs-proof.png)
![Our Gaussian-splat stereo preview on the Frame](img/media-splat-proof.png)
**Verified failed route:** GStreamer 1.24.2's `playbin` selected
`v4l2h264dec`, delivered the first RGBA sample and then segfaulted (exit 139)
in the basic appsink probe and the OpenVR probe. We do not ship that route.
The ffmpeg path above completed instead.
## Limits and blockers
- **Not verified:** worn-headset comfort, sound quality/lip sync, long movies,
4K/8K decode, HDR, controller interaction or behaviour on other OS builds.
Output is bounded to 1920×1080 packed pixels before OU rearrangement.
- **Not implemented:** pause, seeking, subtitles, playlists, right-eye-first
layouts, non-square pixel correction, VR180/360 projection and fisheye.
This preview is a flat stereo screen, not a dome player.
- **Native spatial-photo blocker:** HEIC/HEIF/AVIF/MPO stereo-container
extraction isn't implemented in our viewer. We reject these rather than
displaying one image and calling it spatial. Export both eyes to PNG/JPEG
first. This is a current implementation gap, not a claim that the Frame
cannot support these containers.
- **Large/immersive splat blocker:** the owned CPU rasterizer projects 3D
covariance into each eye and alpha-composites Gaussians, but renders a
fixed view at 320×240 per eye. It caps each Gaussian footprint at 32 pixels
and normalizes the scene to a two-metre box. Large scenes, PLY/SPZ, live
head-position parallax and navigation need a GPU scene renderer; this
version rejects files above 20,000 records. It is a stereo preview, not
an immersive walk-through.
- A single player can run at a time. It stops at EOF, on **Stop**, or after
four hours in any case, so longer movies are cut off. Still images remain
until Stop or that timeout. There is no delete action yet: remove old
uploads from `~/Videos/FrameControl/` over SSH. The log is
`~/.local/share/frame-control/media/player.log` on the Frame.
- **Panel/stream theatre remains outside this media slice:** SteamVR's
`vrcmd --dock-overlay` accepts `theater`, but docking an existing panel
and its dimming behaviour were not verified here. The shared headset had
workspace and stream tests active. We did not reposition their panels.
Integration with [#22](https://github.com/saphid/frame-control/issues/22)
and [#31](https://github.com/saphid/frame-control/issues/31) can use the
owned rendering hook below; no second stream/window manager is introduced.
## Integration hook
`POST /api/upload` with `X-Mode: media` and `X-Filename` sends a file and
returns its `id`. `POST /api/media` accepts:
```json
{"action":"play","id":"<32 hex characters>/film_SBS.mp4","layout":"auto","theatre":true}
```
Other actions are `list`, `status`, `stop`. These use the normal `X-Frame-UI`
guard. Play reports **starting**, not a claim that frames reached the headset;
read status for `playing`, `ended`, `stopped` or `error`.
The own-code files are copied to `~/.local/share/frame-control/media/` and
run in the `frame-control-media.service` systemd user unit. Stop affects only
that unit, including its decoder child.
For a Frame-side stream producer, `frame_media_player.Overlay` exposes
`create(key, width, distance, stereo=False, aspect=1, order=1)`,
`pixels(handle, rgba, width, height)` and `close()`. Use an owned unique key,
pass interleaved RGBA bytes (left/right halves for stereo) and always close in
`finally`. `create` uses a head-relative transform; it does not move another
app's panel. The player demonstrates a separate black surround overlay.
`frame_media.stereo_pixels` converts OU to SBS. This is the narrow rendering
hook for stream/workspace work; it doesn't capture or manage a Mac/PC stream.
## Optional separate app
You can independently install **DeoVR Video Player** (free Steam app 837380)
if you prefer its VR180/360 features. Earlier tests on SteamOS 0.3.0,
build `20260922.6101926` (2026-09-25), verified its OpenVR initialization and
8K H.265 streamed VR180 decoding under Proton. Frame Control's media features
neither install nor launch it, and do not depend on it. Its behaviour and
file-naming conventions are not evidence about our player.
@@ -0,0 +1,26 @@
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along with this library; if not, write to the Free Software Foundation, Inc.,
51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
Also add information on how to contact you by electronic and paper mail.
You should also get your employer (if you work as a programmer) or your school,
if any, to sign a "copyright disclaimer" for the library, if necessary. Here
is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in
the library `Frob' (a library for tweaking knobs) written
by James Random Hacker.
signature of Ty Coon, 1 April 1990
Ty Coon, President of Vice
That's all there is to it!
@@ -0,0 +1,19 @@
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@@ -0,0 +1,49 @@
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@@ -0,0 +1,208 @@
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@@ -0,0 +1,26 @@
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@@ -0,0 +1,121 @@
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@@ -0,0 +1,319 @@
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particular circumstance, the balance of the section is intended to apply and
the section as a whole is intended to apply in other circumstances.
It is not the purpose of this section to induce you to infringe any patents
or other property right claims or to contest validity of any such claims;
this section has the sole purpose of protecting the integrity of the free
software distribution system, which is implemented by public license practices.
Many people have made generous contributions to the wide range of software
distributed through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing to
distribute software through any other system and a licensee cannot impose
that choice.
This section is intended to make thoroughly clear what is believed to be a
consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in certain
countries either by patents or by copyrighted interfaces, the original copyright
holder who places the Program under this License may add an explicit geographical
distribution limitation excluding those countries, so that distribution is
permitted only in or among countries not thus excluded. In such case, this
License incorporates the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions of
the General Public License from time to time. Such new versions will be similar
in spirit to the present version, but may differ in detail to address new
problems or concerns.
Each version is given a distinguishing version number. If the Program specifies
a version number of this License which applies to it and "any later version",
you have the option of following the terms and conditions either of that version
or of any later version published by the Free Software Foundation. If the
Program does not specify a version number of this License, you may choose
any version ever published by the Free Software Foundation.
10. If you wish to incorporate parts of the Program into other free programs
whose distribution conditions are different, write to the author to ask for
permission. For software which is copyrighted by the Free Software Foundation,
write to the Free Software Foundation; we sometimes make exceptions for this.
Our decision will be guided by the two goals of preserving the free status
of all derivatives of our free software and of promoting the sharing and reuse
of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR
THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE
STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM
"AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING,
BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE
OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE
OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA
OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 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.
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 convey 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 an idea of what it does.>
Copyright (C)< yyyy> <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 2 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, write to the Free Software Foundation, Inc., 51 Franklin
Street, Fifth Floor, Boston, MA 02110-1301, USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this when
it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author Gnomovision 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, the commands you use may be
called something other than `show w' and `show c'; they could even be mouse-clicks
or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your school,
if any, to sign a "copyright disclaimer" for the program, if necessary. Here
is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision'
(which makes passes at compilers) written by James Hacker.
<signature of Ty Coon >, 1 April 1989 Ty Coon, President of Vice This 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.
@@ -0,0 +1,319 @@
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
Everyone is permitted to copy and distribute verbatim copies of this license
document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your freedom to share
and change it. By contrast, the GNU General Public License is intended to
guarantee your freedom to share and change free software--to make sure the
software is free for all its users. This General Public License applies to
most of the Free Software Foundation's software and to any other program whose
authors commit to using it. (Some other Free Software Foundation software
is covered by the GNU Lesser General Public License instead.) You can apply
it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our
General Public Licenses are designed to make sure that you have the freedom
to distribute copies of free software (and charge for this service if you
wish), that you receive source code or can get it if you want it, that you
can change the software or use pieces of it in new free programs; and that
you know you can do these things.
To protect your rights, we need to make restrictions that forbid anyone to
deny you these rights or to ask you to surrender the rights. These restrictions
translate to certain responsibilities for you if you distribute copies of
the software, or if you modify it.
For example, if you distribute copies of such a program, whether gratis or
for a fee, you must give the recipients all the rights that you have. You
must make sure that they, too, receive or can get the source code. And you
must show them these terms so they know their rights.
We protect your rights with two steps: (1) copyright the software, and (2)
offer you this license which gives you legal permission to copy, distribute
and/or modify the software.
Also, for each author's protection and ours, we want to make certain that
everyone understands that there is no warranty for this free software. If
the software is modified by someone else and passed on, we want its recipients
to know that what they have is not the original, so that any problems introduced
by others will not reflect on the original authors' reputations.
Finally, any free program is threatened constantly by software patents. We
wish to avoid the danger that redistributors of a free program will individually
obtain patent licenses, in effect making the program proprietary. To prevent
this, we have made it clear that any patent must be licensed for everyone's
free use or not licensed at all.
The precise terms and conditions for copying, distribution and modification
follow.
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains a notice
placed by the copyright holder saying it may be distributed under the terms
of this General Public License. The "Program", below, refers to any such program
or work, and a "work based on the Program" means either the Program or any
derivative work under copyright law: that is to say, a work containing the
Program or a portion of it, either verbatim or with modifications and/or translated
into another language. (Hereinafter, translation is included without limitation
in the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not covered
by this License; they are outside its scope. The act of running the Program
is not restricted, and the output from the Program is covered only if its
contents constitute a work based on the Program (independent of having been
made by running the Program). Whether that is true depends on what the Program
does.
1. You may copy and distribute verbatim copies of the Program's source code
as you receive it, in any medium, provided that you conspicuously and appropriately
publish on each copy an appropriate copyright notice and disclaimer of warranty;
keep intact all the notices that refer to this License and to the absence
of any warranty; and give any other recipients of the Program a copy of this
License along with the Program.
You may charge a fee for the physical act of transferring a copy, and you
may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion of it,
thus forming a work based on the Program, and copy and distribute such modifications
or work under the terms of Section 1 above, provided that you also meet all
of these conditions:
a) You must cause the modified files to carry prominent notices stating that
you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in whole or
in part contains or is derived from the Program or any part thereof, to be
licensed as a whole at no charge to all third parties under the terms of this
License.
c) If the modified program normally reads commands interactively when run,
you must cause it, when started running for such interactive use in the most
ordinary way, to print or display an announcement including an appropriate
copyright notice and a notice that there is no warranty (or else, saying that
you provide a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this License.
(Exception: if the Program itself is interactive but does not normally print
such an announcement, your work based on the Program is not required to print
an announcement.)
These requirements apply to the modified work as a whole. If identifiable
sections of that work are not derived from the Program, and can be reasonably
considered independent and separate works in themselves, then this License,
and its terms, do not apply to those sections when you distribute them as
separate works. But when you distribute the same sections as part of a whole
which is a work based on the Program, the distribution of the whole must be
on the terms of this License, whose permissions for other licensees extend
to the entire whole, and thus to each and every part regardless of who wrote
it.
Thus, it is not the intent of this section to claim rights or contest your
rights to work written entirely by you; rather, the intent is to exercise
the right to control the distribution of derivative or collective works based
on the Program.
In addition, mere aggregation of another work not based on the Program with
the Program (or with a work based on the Program) on a volume of a storage
or distribution medium does not bring the other work under the scope of this
License.
3. You may copy and distribute the Program (or a work based on it, under Section
2) in object code or executable form under the terms of Sections 1 and 2 above
provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable source code,
which must be distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three years, to give
any third party, for a charge no more than your cost of physically performing
source distribution, a complete machine-readable copy of the corresponding
source code, to be distributed under the terms of Sections 1 and 2 above on
a medium customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer to distribute
corresponding source code. (This alternative is allowed only for noncommercial
distribution and only if you received the program in object code or executable
form with such an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for making
modifications to it. For an executable work, complete source code means all
the source code for all modules it contains, plus any associated interface
definition files, plus the scripts used to control compilation and installation
of the executable. However, as a special exception, the source code distributed
need not include anything that is normally distributed (in either source or
binary form) with the major components (compiler, kernel, and so on) of the
operating system on which the executable runs, unless that component itself
accompanies the executable.
If distribution of executable or object code is made by offering access to
copy from a designated place, then offering equivalent access to copy the
source code from the same place counts as distribution of the source code,
even though third parties are not compelled to copy the source along with
the object code.
4. You may not copy, modify, sublicense, or distribute the Program except
as expressly provided under this License. Any attempt otherwise to copy, modify,
sublicense or distribute the Program is void, and will automatically terminate
your rights under this License. However, parties who have received copies,
or rights, from you under this License will not have their licenses terminated
so long as such parties remain in full compliance.
5. You are not required to accept this License, since you have not signed
it. However, nothing else grants you permission to modify or distribute the
Program or its derivative works. These actions are prohibited by law if you
do not accept this License. Therefore, by modifying or distributing the Program
(or any work based on the Program), you indicate your acceptance of this License
to do so, and all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the Program),
the recipient automatically receives a license from the original licensor
to copy, distribute or modify the Program subject to these terms and conditions.
You may not impose any further restrictions on the recipients' exercise of
the rights granted herein. You are not responsible for enforcing compliance
by third parties to this License.
7. If, as a consequence of a court judgment or allegation of patent infringement
or for any other reason (not limited to patent issues), conditions are imposed
on you (whether by court order, agreement or otherwise) that contradict the
conditions of this License, they do not excuse you from the conditions of
this License. If you cannot distribute so as to satisfy simultaneously your
obligations under this License and any other pertinent obligations, then as
a consequence you may not distribute the Program at all. For example, if a
patent license would not permit royalty-free redistribution of the Program
by all those who receive copies directly or indirectly through you, then the
only way you could satisfy both it and this License would be to refrain entirely
from distribution of the Program.
If any portion of this section is held invalid or unenforceable under any
particular circumstance, the balance of the section is intended to apply and
the section as a whole is intended to apply in other circumstances.
It is not the purpose of this section to induce you to infringe any patents
or other property right claims or to contest validity of any such claims;
this section has the sole purpose of protecting the integrity of the free
software distribution system, which is implemented by public license practices.
Many people have made generous contributions to the wide range of software
distributed through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing to
distribute software through any other system and a licensee cannot impose
that choice.
This section is intended to make thoroughly clear what is believed to be a
consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in certain
countries either by patents or by copyrighted interfaces, the original copyright
holder who places the Program under this License may add an explicit geographical
distribution limitation excluding those countries, so that distribution is
permitted only in or among countries not thus excluded. In such case, this
License incorporates the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions of
the General Public License from time to time. Such new versions will be similar
in spirit to the present version, but may differ in detail to address new
problems or concerns.
Each version is given a distinguishing version number. If the Program specifies
a version number of this License which applies to it and "any later version",
you have the option of following the terms and conditions either of that version
or of any later version published by the Free Software Foundation. If the
Program does not specify a version number of this License, you may choose
any version ever published by the Free Software Foundation.
10. If you wish to incorporate parts of the Program into other free programs
whose distribution conditions are different, write to the author to ask for
permission. For software which is copyrighted by the Free Software Foundation,
write to the Free Software Foundation; we sometimes make exceptions for this.
Our decision will be guided by the two goals of preserving the free status
of all derivatives of our free software and of promoting the sharing and reuse
of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR
THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE
STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM
"AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING,
BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE
OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE
OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA
OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 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.
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 convey 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 an idea of what it does.>
Copyright (C) <yyyy> <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 2 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, write to the Free Software Foundation, Inc., 51 Franklin
Street, Fifth Floor, Boston, MA 02110-1301, USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this when
it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author Gnomovision 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, the commands you use may be
called something other than `show w' and `show c'; they could even be mouse-clicks
or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your school,
if any, to sign a "copyright disclaimer" for the program, if necessary. Here
is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision'
(which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989 Ty Coon, President of Vice This 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.
@@ -0,0 +1,625 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright © 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this license
document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for software and
other kinds of works.
The licenses for most software and other practical works are designed to take
away your freedom to share and change the works. By contrast, the GNU General
Public License is intended to guarantee your freedom to share and change all
versions of a program--to make sure it remains free software for all its users.
We, the Free Software Foundation, use the GNU General Public License for most
of our software; it applies also to any other work released this way by its
authors. You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our
General Public Licenses are designed to make sure that you have the freedom
to distribute copies of free software (and charge for them if you wish), that
you receive source code or can get it if you want it, that you can change
the software or use pieces of it in new free programs, and that you know you
can do these things.
To protect your rights, we need to prevent others from denying you these rights
or asking you to surrender the rights. Therefore, you have certain responsibilities
if you distribute copies of the software, or if you modify it: responsibilities
to respect the freedom of others.
For example, if you distribute copies of such a program, whether gratis or
for a fee, you must pass on to the recipients the same freedoms that you received.
You must make sure that they, too, receive or can get the source code. And
you must show them these terms so they know their rights.
Developers that use the GNU GPL protect your rights with two steps: (1) assert
copyright on the software, and (2) offer you this License giving you legal
permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains that
there is no warranty for this free software. For both users' and authors'
sake, the GPL requires that modified versions be marked as changed, so that
their problems will not be attributed erroneously to authors of previous versions.
Some devices are designed to deny users access to install or run modified
versions of the software inside them, although the manufacturer can do so.
This is fundamentally incompatible with the aim of protecting users' freedom
to change the software. The systematic pattern of such abuse occurs in the
area of products for individuals to use, which is precisely where it is most
unacceptable. Therefore, we have designed this version of the GPL to prohibit
the practice for those products. If such problems arise substantially in other
domains, we stand ready to extend this provision to those domains in future
versions of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents. States
should not allow patents to restrict development and use of software on general-purpose
computers, but in those that do, we wish to avoid the special danger that
patents applied to a free program could make it effectively proprietary. To
prevent this, the GPL assures that patents cannot be used to render the program
non-free.
The precise terms and conditions for copying, distribution and modification
follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of works,
such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this License.
Each licensee is addressed as "you". "Licensees" and "recipients" may be individuals
or organizations.
To "modify" a work means to copy from or adapt all or part of the work in
a fashion requiring copyright permission, other than the making of an exact
copy. The resulting work is called a "modified version" of the earlier work
or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based on the
Program.
To "propagate" a work means to do anything with it that, without permission,
would make you directly or secondarily liable for infringement under applicable
copyright law, except executing it on a computer or modifying a private copy.
Propagation includes copying, distribution (with or without modification),
making available to the public, and in some countries other activities as
well.
To "convey" a work means any kind of propagation that enables other parties
to make or receive copies. Mere interaction with a user through a computer
network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices" to the
extent that it includes a convenient and prominently visible feature that
(1) displays an appropriate copyright notice, and (2) tells the user that
there is no warranty for the work (except to the extent that warranties are
provided), that licensees may convey the work under this License, and how
to view a copy of this License. If the interface presents a list of user commands
or options, such as a menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work for making
modifications to it. "Object code" means any non-source form of a work.
A "Standard Interface" means an interface that either is an official standard
defined by a recognized standards body, or, in the case of interfaces specified
for a particular programming language, one that is widely used among developers
working in that language.
The "System Libraries" of an executable work include anything, other than
the work as a whole, that (a) is included in the normal form of packaging
a Major Component, but which is not part of that Major Component, and (b)
serves only to enable use of the work with that Major Component, or to implement
a Standard Interface for which an implementation is available to the public
in source code form. A "Major Component", in this context, means a major essential
component (kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to produce
the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all the source
code needed to generate, install, and (for an executable work) run the object
code and to modify the work, including scripts to control those activities.
However, it does not include the work's System Libraries, or general-purpose
tools or generally available free programs which are used unmodified in performing
those activities but which are not part of the work. For example, Corresponding
Source includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically linked
subprograms that the work is specifically designed to require, such as by
intimate data communication or control flow between those subprograms and
other parts of the work.
The Corresponding Source need not include anything that users can regenerate
automatically from other parts of the Corresponding Source.
The Corresponding Source for a work in source code form is that same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of copyright
on the Program, and are irrevocable provided the stated conditions are met.
This License explicitly affirms your unlimited permission to run the unmodified
Program. The output from running a covered work is covered by this License
only if the output, given its content, constitutes a covered work. This License
acknowledges your rights of fair use or other equivalent, as provided by copyright
law.
You may make, run and propagate covered works that you do not convey, without
conditions so long as your license otherwise remains in force. You may convey
covered works to others for the sole purpose of having them make modifications
exclusively for you, or provide you with facilities for running those works,
provided that you comply with the terms of this License in conveying all material
for which you do not control copyright. Those thus making or running the covered
works for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of your copyrighted
material outside their relationship with you.
Conveying under any other circumstances is permitted solely under the conditions
stated below. Sublicensing is not allowed; section 10 makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological measure
under any applicable law fulfilling obligations under article 11 of the WIPO
copyright treaty adopted on 20 December 1996, or similar laws prohibiting
or restricting circumvention of such measures.
When you convey a covered work, you waive any legal power to forbid circumvention
of technological measures to the extent such circumvention is effected by
exercising rights under this License with respect to the covered work, and
you disclaim any intention to limit operation or modification of the work
as a means of enforcing, against the work's users, your or third parties'
legal rights to forbid circumvention of technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you receive
it, in any medium, provided that you conspicuously and appropriately publish
on each copy an appropriate copyright notice; keep intact all notices stating
that this License and any non-permissive terms added in accord with section
7 apply to the code; keep intact all notices of the absence of any warranty;
and give all recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey, and you
may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to produce
it from the Program, in the form of source code under the terms of section
4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified it, and
giving a relevant date.
b) The work must carry prominent notices stating that it is released under
this License and any conditions added under section 7. This requirement modifies
the requirement in section 4 to "keep intact all notices".
c) You must license the entire work, as a whole, under this License to anyone
who comes into possession of a copy. This License will therefore apply, along
with any applicable section 7 additional terms, to the whole of the work,
and all its parts, regardless of how they are packaged. This License gives
no permission to license the work in any other way, but it does not invalidate
such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display Appropriate
Legal Notices; however, if the Program has interactive interfaces that do
not display Appropriate Legal Notices, your work need not make them do so.
A compilation of a covered work with other separate and independent works,
which are not by their nature extensions of the covered work, and which are
not combined with it such as to form a larger program, in or on a volume of
a storage or distribution medium, is called an "aggregate" if the compilation
and its resulting copyright are not used to limit the access or legal rights
of the compilation's users beyond what the individual works permit. Inclusion
of a covered work in an aggregate does not cause this License to apply to
the other parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms of sections
4 and 5, provided that you also convey the machine-readable Corresponding
Source under the terms of this License, in one of these ways:
a) Convey the object code in, or embodied in, a physical product (including
a physical distribution medium), accompanied by the Corresponding Source fixed
on a durable physical medium customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product (including
a physical distribution medium), accompanied by a written offer, valid for
at least three years and valid for as long as you offer spare parts or customer
support for that product model, to give anyone who possesses the object code
either (1) a copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical medium customarily
used for software interchange, for a price no more than your reasonable cost
of physically performing this conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the written
offer to provide the Corresponding Source. This alternative is allowed only
occasionally and noncommercially, and only if you received the object code
with such an offer, in accord with subsection 6b.
d) Convey the object code by offering access from a designated place (gratis
or for a charge), and offer equivalent access to the Corresponding Source
in the same way through the same place at no further charge. You need not
require recipients to copy the Corresponding Source along with the object
code. If the place to copy the object code is a network server, the Corresponding
Source may be on a different server (operated by you or a third party) that
supports equivalent copying facilities, provided you maintain clear directions
next to the object code saying where to find the Corresponding Source. Regardless
of what server hosts the Corresponding Source, you remain obligated to ensure
that it is available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided you inform
other peers where the object code and Corresponding Source of the work are
being offered to the general public at no charge under subsection 6d.
A separable portion of the object code, whose source code is excluded from
the Corresponding Source as a System Library, need not be included in conveying
the object code work.
A "User Product" is either (1) a "consumer product", which means any tangible
personal property which is normally used for personal, family, or household
purposes, or (2) anything designed or sold for incorporation into a dwelling.
In determining whether a product is a consumer product, doubtful cases shall
be resolved in favor of coverage. For a particular product received by a particular
user, "normally used" refers to a typical or common use of that class of product,
regardless of the status of the particular user or of the way in which the
particular user actually uses, or expects or is expected to use, the product.
A product is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent the
only significant mode of use of the product.
"Installation Information" for a User Product means any methods, procedures,
authorization keys, or other information required to install and execute modified
versions of a covered work in that User Product from a modified version of
its Corresponding Source. The information must suffice to ensure that the
continued functioning of the modified object code is in no case prevented
or interfered with solely because modification has been made.
If you convey an object code work under this section in, or with, or specifically
for use in, a User Product, and the conveying occurs as part of a transaction
in which the right of possession and use of the User Product is transferred
to the recipient in perpetuity or for a fixed term (regardless of how the
transaction is characterized), the Corresponding Source conveyed under this
section must be accompanied by the Installation Information. But this requirement
does not apply if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has been installed
in ROM).
The requirement to provide Installation Information does not include a requirement
to continue to provide support service, warranty, or updates for a work that
has been modified or installed by the recipient, or for the User Product in
which it has been modified or installed. Access to a network may be denied
when the modification itself materially and adversely affects the operation
of the network or violates the rules and protocols for communication across
the network.
Corresponding Source conveyed, and Installation Information provided, in accord
with this section must be in a format that is publicly documented (and with
an implementation available to the public in source code form), and must require
no special password or key for unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this License
by making exceptions from one or more of its conditions. Additional permissions
that are applicable to the entire Program shall be treated as though they
were included in this License, to the extent that they are valid under applicable
law. If additional permissions apply only to part of the Program, that part
may be used separately under those permissions, but the entire Program remains
governed by this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option remove any
additional permissions from that copy, or from any part of it. (Additional
permissions may be written to require their own removal in certain cases when
you modify the work.) You may place additional permissions on material, added
by you to a covered work, for which you have or can give appropriate copyright
permission.
Notwithstanding any other provision of this License, for material you add
to a covered work, you may (if authorized by the copyright holders of that
material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the terms of
sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or author
attributions in that material or in the Appropriate Legal Notices displayed
by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or requiring
that modified versions of such material be marked in reasonable ways as different
from the original version; or
d) Limiting the use for publicity purposes of names of licensors or authors
of the material; or
e) Declining to grant rights under trademark law for use of some trade names,
trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that material by
anyone who conveys the material (or modified versions of it) with contractual
assumptions of liability to the recipient, for any liability that these contractual
assumptions directly impose on those licensors and authors.
All other non-permissive additional terms are considered "further restrictions"
within the meaning of section 10. If the Program as you received it, or any
part of it, contains a notice stating that it is governed by this License
along with a term that is a further restriction, you may remove that term.
If a license document contains a further restriction but permits relicensing
or conveying under this License, you may add to a covered work material governed
by the terms of that license document, provided that the further restriction
does not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you must place,
in the relevant source files, a statement of the additional terms that apply
to those files, or a notice indicating where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the form
of a separately written license, or stated as exceptions; the above requirements
apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly provided
under this License. Any attempt otherwise to propagate or modify it is void,
and will automatically terminate your rights under this License (including
any patent licenses granted under the third paragraph of section 11).
However, if you cease all violation of this License, then your license from
a particular copyright holder is reinstated (a) provisionally, unless and
until the copyright holder explicitly and finally terminates your license,
and (b) permanently, if the copyright holder fails to notify you of the violation
by some reasonable means prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is reinstated permanently
if the copyright holder notifies you of the violation by some reasonable means,
this is the first time you have received notice of violation of this License
(for any work) from that copyright holder, and you cure the violation prior
to 30 days after your receipt of the notice.
Termination of your rights under this section does not terminate the licenses
of parties who have received copies or rights from you under this License.
If your rights have been terminated and not permanently reinstated, you do
not qualify to receive new licenses for the same material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or run a copy
of the Program. Ancillary propagation of a covered work occurring solely as
a consequence of using peer-to-peer transmission to receive a copy likewise
does not require acceptance. However, nothing other than this License grants
you permission to propagate or modify any covered work. These actions infringe
copyright if you do not accept this License. Therefore, by modifying or propagating
a covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically receives
a license from the original licensors, to run, modify and propagate that work,
subject to this License. You are not responsible for enforcing compliance
by third parties with this License.
An "entity transaction" is a transaction transferring control of an organization,
or substantially all assets of one, or subdividing an organization, or merging
organizations. If propagation of a covered work results from an entity transaction,
each party to that transaction who receives a copy of the work also receives
whatever licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the Corresponding
Source of the work from the predecessor in interest, if the predecessor has
it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the rights
granted or affirmed under this License. For example, you may not impose a
license fee, royalty, or other charge for exercise of rights granted under
this License, and you may not initiate litigation (including a cross-claim
or counterclaim in a lawsuit) alleging that any patent claim is infringed
by making, using, selling, offering for sale, or importing the Program or
any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this License
of the Program or a work on which the Program is based. The work thus licensed
is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims owned or controlled
by the contributor, whether already acquired or hereafter acquired, that would
be infringed by some manner, permitted by this License, of making, using,
or selling its contributor version, but do not include claims that would be
infringed only as a consequence of further modification of the contributor
version. For purposes of this definition, "control" includes the right to
grant patent sublicenses in a manner consistent with the requirements of this
License.
Each contributor grants you a non-exclusive, worldwide, royalty-free patent
license under the contributor's essential patent claims, to make, use, sell,
offer for sale, import and otherwise run, modify and propagate the contents
of its contributor version.
In the following three paragraphs, a "patent license" is any express agreement
or commitment, however denominated, not to enforce a patent (such as an express
permission to practice a patent or covenant not to sue for patent infringement).
To "grant" such a patent license to a party means to make such an agreement
or commitment not to enforce a patent against the party.
If you convey a covered work, knowingly relying on a patent license, and the
Corresponding Source of the work is not available for anyone to copy, free
of charge and under the terms of this License, through a publicly available
network server or other readily accessible means, then you must either (1)
cause the Corresponding Source to be so available, or (2) arrange to deprive
yourself of the benefit of the patent license for this particular work, or
(3) arrange, in a manner consistent with the requirements of this License,
to extend the patent license to downstream recipients. "Knowingly relying"
means you have actual knowledge that, but for the patent license, your conveying
the covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that country
that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or arrangement,
you convey, or propagate by procuring conveyance of, a covered work, and grant
a patent license to some of the parties receiving the covered work authorizing
them to use, propagate, modify or convey a specific copy of the covered work,
then the patent license you grant is automatically extended to all recipients
of the covered work and works based on it.
A patent license is "discriminatory" if it does not include within the scope
of its coverage, prohibits the exercise of, or is conditioned on the non-exercise
of one or more of the rights that are specifically granted under this License.
You may not convey a covered work if you are a party to an arrangement with
a third party that is in the business of distributing software, under which
you make payment to the third party based on the extent of your activity of
conveying the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory patent
license (a) in connection with copies of the covered work conveyed by you
(or copies made from those copies), or (b) primarily for and in connection
with specific products or compilations that contain the covered work, unless
you entered into that arrangement, or that patent license was granted, prior
to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting any implied
license or other defenses to infringement that may otherwise be available
to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or otherwise)
that contradict the conditions of this License, they do not excuse you from
the conditions of this License. If you cannot convey a covered work so as
to satisfy simultaneously your obligations under this License and any other
pertinent obligations, then as a consequence you may not convey it at all.
For example, if you agree to terms that obligate you to collect a royalty
for further conveying from those to whom you convey the Program, the only
way you could satisfy both those terms and this License would be to refrain
entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have permission to
link or combine any covered work with a work licensed under version 3 of the
GNU Affero General Public License into a single combined work, and to convey
the resulting work. The terms of this License will continue to apply to the
part which is the covered work, but the special requirements of the GNU Affero
General Public License, section 13, concerning interaction through a network
will apply to the combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of the
GNU General Public License from time to time. Such new versions will be similar
in spirit to the present version, but may differ in detail to address new
problems or concerns.
Each version is given a distinguishing version number. If the Program specifies
that a certain numbered version of the GNU General Public License "or any
later version" applies to it, you have the option of following the terms and
conditions either of that numbered version or of any later version published
by the Free Software Foundation. If the Program does not specify a version
number of the GNU General Public License, you may choose any version ever
published by the Free Software Foundation.
If the Program specifies that a proxy can decide which future versions of
the GNU General Public License can be used, that proxy's public statement
of acceptance of a version permanently authorizes you to choose that version
for the Program.
Later license versions may give you additional or different permissions. However,
no additional obligations are imposed on any author or copyright holder as
a result of your choosing to follow a later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE
LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER
EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM
PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR
CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL
ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM
AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL,
INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO
USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED
INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 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>.
@@ -0,0 +1,232 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright © 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for software and other kinds of works.
The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. We, the Free Software Foundation, use the GNU General Public License for most of our software; it applies also to any other work released this way by its authors. You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for them if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you these rights or asking you to surrender the rights. Therefore, you have certain responsibilities if you distribute copies of the software, or if you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether gratis or for a fee, you must pass on to the recipients the same freedoms that you received. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
Developers that use the GNU GPL protect your rights with two steps: (1) assert copyright on the software, and (2) offer you this License giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains that there is no warranty for this free software. For both users' and authors' sake, the GPL requires that modified versions be marked as changed, so that their problems will not be attributed erroneously to authors of previous versions.
Some devices are designed to deny users access to install or run modified versions of the software inside them, although the manufacturer can do so. This is fundamentally incompatible with the aim of protecting users' freedom to change the software. The systematic pattern of such abuse occurs in the area of products for individuals to use, which is precisely where it is most unacceptable. Therefore, we have designed this version of the GPL to prohibit the practice for those products. If such problems arise substantially in other domains, we stand ready to extend this provision to those domains in future versions of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents. States should not allow patents to restrict development and use of software on general-purpose computers, but in those that do, we wish to avoid the special danger that patents applied to a free program could make it effectively proprietary. To prevent this, the GPL assures that patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and modification follow.
TERMS AND CONDITIONS
0. Definitions.
“This License” refers to version 3 of the GNU General Public License.
“Copyright” also means copyright-like laws that apply to other kinds of works, such as semiconductor masks.
“The Program” refers to any copyrightable work licensed under this License. Each licensee is addressed as “you”. “Licensees” and “recipients” may be individuals or organizations.
To “modify” a work means to copy from or adapt all or part of the work in a fashion requiring copyright permission, other than the making of an exact copy. The resulting work is called a “modified version” of the earlier work or a work “based on” the earlier work.
A “covered work” means either the unmodified Program or a work based on the Program.
To “propagate” a work means to do anything with it that, without permission, would make you directly or secondarily liable for infringement under applicable copyright law, except executing it on a computer or modifying a private copy. Propagation includes copying, distribution (with or without modification), making available to the public, and in some countries other activities as well.
To “convey” a work means any kind of propagation that enables other parties to make or receive copies. Mere interaction with a user through a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays “Appropriate Legal Notices” to the extent that it includes a convenient and prominently visible feature that (1) displays an appropriate copyright notice, and (2) tells the user that there is no warranty for the work (except to the extent that warranties are provided), that licensees may convey the work under this License, and how to view a copy of this License. If the interface presents a list of user commands or options, such as a menu, a prominent item in the list meets this criterion.
1. Source Code.
The “source code” for a work means the preferred form of the work for making modifications to it. “Object code” means any non-source form of a work.
A “Standard Interface” means an interface that either is an official standard defined by a recognized standards body, or, in the case of interfaces specified for a particular programming language, one that is widely used among developers working in that language.
The “System Libraries” of an executable work include anything, other than the work as a whole, that (a) is included in the normal form of packaging a Major Component, but which is not part of that Major Component, and (b) serves only to enable use of the work with that Major Component, or to implement a Standard Interface for which an implementation is available to the public in source code form. A “Major Component”, in this context, means a major essential component (kernel, window system, and so on) of the specific operating system (if any) on which the executable work runs, or a compiler used to produce the work, or an object code interpreter used to run it.
The “Corresponding Source” for a work in object code form means all the source code needed to generate, install, and (for an executable work) run the object code and to modify the work, including scripts to control those activities. However, it does not include the work's System Libraries, or general-purpose tools or generally available free programs which are used unmodified in performing those activities but which are not part of the work. For example, Corresponding Source includes interface definition files associated with source files for the work, and the source code for shared libraries and dynamically linked subprograms that the work is specifically designed to require, such as by intimate data communication or control flow between those subprograms and other parts of the work.
The Corresponding Source need not include anything that users can regenerate automatically from other parts of the Corresponding Source.
The Corresponding Source for a work in source code form is that same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of copyright on the Program, and are irrevocable provided the stated conditions are met. This License explicitly affirms your unlimited permission to run the unmodified Program. The output from running a covered work is covered by this License only if the output, given its content, constitutes a covered work. This License acknowledges your rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not convey, without conditions so long as your license otherwise remains in force. You may convey covered works to others for the sole purpose of having them make modifications exclusively for you, or provide you with facilities for running those works, provided that you comply with the terms of this License in conveying all material for which you do not control copyright. Those thus making or running the covered works for you must do so exclusively on your behalf, under your direction and control, on terms that prohibit them from making any copies of your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under the conditions stated below. Sublicensing is not allowed; section 10 makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological measure under any applicable law fulfilling obligations under article 11 of the WIPO copyright treaty adopted on 20 December 1996, or similar laws prohibiting or restricting circumvention of such measures.
When you convey a covered work, you waive any legal power to forbid circumvention of technological measures to the extent such circumvention is effected by exercising rights under this License with respect to the covered work, and you disclaim any intention to limit operation or modification of the work as a means of enforcing, against the work's users, your or third parties' legal rights to forbid circumvention of technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice; keep intact all notices stating that this License and any non-permissive terms added in accord with section 7 apply to the code; keep intact all notices of the absence of any warranty; and give all recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey, and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to produce it from the Program, in the form of source code under the terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified it, and giving a relevant date.
b) The work must carry prominent notices stating that it is released under this License and any conditions added under section 7. This requirement modifies the requirement in section 4 to “keep intact all notices”.
c) You must license the entire work, as a whole, under this License to anyone who comes into possession of a copy. This License will therefore apply, along with any applicable section 7 additional terms, to the whole of the work, and all its parts, regardless of how they are packaged. This License gives no permission to license the work in any other way, but it does not invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display Appropriate Legal Notices; however, if the Program has interactive interfaces that do not display Appropriate Legal Notices, your work need not make them do so.
A compilation of a covered work with other separate and independent works, which are not by their nature extensions of the covered work, and which are not combined with it such as to form a larger program, in or on a volume of a storage or distribution medium, is called an “aggregate” if the compilation and its resulting copyright are not used to limit the access or legal rights of the compilation's users beyond what the individual works permit. Inclusion of a covered work in an aggregate does not cause this License to apply to the other parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms of sections 4 and 5, provided that you also convey the machine-readable Corresponding Source under the terms of this License, in one of these ways:
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How to Apply These Terms to Your New Programs
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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.
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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/philosophy/why-not-lgpl.html>.
@@ -0,0 +1,467 @@
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That's all there is to it!
@@ -0,0 +1,24 @@
libFakeKey
A simple library for converting utf8 chars into 'fake' keypresses.
Uses ideas from Fontconfig, libvirtkeys.c, keysym2ucs.c and dasher.
Authored By Matthew Allum <amllum@openedhand.com>
Copyright (C) 2004 OpenedHand
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@@ -0,0 +1,446 @@
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NO WARRANTY
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THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Libraries
If you develop a new library, and you want it to be of the greatest possible
use to the public, we recommend making it free software that everyone can
redistribute and change. You can do so by permitting redistribution under
these terms (or, alternatively, under the terms of the ordinary General Public
License).
To apply these terms, attach the following notices to the library. It is safest
to attach them to the start of each source file to most effectively convey
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 library's name and an idea of what it does.
Copyright (C) year name of author
This library is free software; you can redistribute it and/or modify it under
the terms of the GNU Library General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
This library 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 Library General Public License for more
details.
You should have received a copy of the GNU Library General Public License
along with this library; if not, write to the Free Software Foundation, Inc.,
51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
Also add information on how to contact you by electronic and paper mail.
You should also get your employer (if you work as a programmer) or your school,
if any, to sign a "copyright disclaimer" for the library, if necessary. Here
is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in
the library `Frob' (a library for tweaking knobs) written
by James Random Hacker.
signature of Ty Coon, 1 April 1990
Ty Coon, President of Vice
That's all there is to it!
@@ -0,0 +1,26 @@
Copyright (c) <year> <owner>. All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
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@@ -0,0 +1,121 @@
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@@ -0,0 +1,319 @@
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
Everyone is permitted to copy and distribute verbatim copies of this license
document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your freedom to share
and change it. By contrast, the GNU General Public License is intended to
guarantee your freedom to share and change free software--to make sure the
software is free for all its users. This General Public License applies to
most of the Free Software Foundation's software and to any other program whose
authors commit to using it. (Some other Free Software Foundation software
is covered by the GNU Lesser General Public License instead.) You can apply
it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our
General Public Licenses are designed to make sure that you have the freedom
to distribute copies of free software (and charge for this service if you
wish), that you receive source code or can get it if you want it, that you
can change the software or use pieces of it in new free programs; and that
you know you can do these things.
To protect your rights, we need to make restrictions that forbid anyone to
deny you these rights or to ask you to surrender the rights. These restrictions
translate to certain responsibilities for you if you distribute copies of
the software, or if you modify it.
For example, if you distribute copies of such a program, whether gratis or
for a fee, you must give the recipients all the rights that you have. You
must make sure that they, too, receive or can get the source code. And you
must show them these terms so they know their rights.
We protect your rights with two steps: (1) copyright the software, and (2)
offer you this license which gives you legal permission to copy, distribute
and/or modify the software.
Also, for each author's protection and ours, we want to make certain that
everyone understands that there is no warranty for this free software. If
the software is modified by someone else and passed on, we want its recipients
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Finally, any free program is threatened constantly by software patents. We
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free use or not licensed at all.
The precise terms and conditions for copying, distribution and modification
follow.
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains a notice
placed by the copyright holder saying it may be distributed under the terms
of this General Public License. The "Program", below, refers to any such program
or work, and a "work based on the Program" means either the Program or any
derivative work under copyright law: that is to say, a work containing the
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into another language. (Hereinafter, translation is included without limitation
in the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not covered
by this License; they are outside its scope. The act of running the Program
is not restricted, and the output from the Program is covered only if its
contents constitute a work based on the Program (independent of having been
made by running the Program). Whether that is true depends on what the Program
does.
1. You may copy and distribute verbatim copies of the Program's source code
as you receive it, in any medium, provided that you conspicuously and appropriately
publish on each copy an appropriate copyright notice and disclaimer of warranty;
keep intact all the notices that refer to this License and to the absence
of any warranty; and give any other recipients of the Program a copy of this
License along with the Program.
You may charge a fee for the physical act of transferring a copy, and you
may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion of it,
thus forming a work based on the Program, and copy and distribute such modifications
or work under the terms of Section 1 above, provided that you also meet all
of these conditions:
a) You must cause the modified files to carry prominent notices stating that
you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in whole or
in part contains or is derived from the Program or any part thereof, to be
licensed as a whole at no charge to all third parties under the terms of this
License.
c) If the modified program normally reads commands interactively when run,
you must cause it, when started running for such interactive use in the most
ordinary way, to print or display an announcement including an appropriate
copyright notice and a notice that there is no warranty (or else, saying that
you provide a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this License.
(Exception: if the Program itself is interactive but does not normally print
such an announcement, your work based on the Program is not required to print
an announcement.)
These requirements apply to the modified work as a whole. If identifiable
sections of that work are not derived from the Program, and can be reasonably
considered independent and separate works in themselves, then this License,
and its terms, do not apply to those sections when you distribute them as
separate works. But when you distribute the same sections as part of a whole
which is a work based on the Program, the distribution of the whole must be
on the terms of this License, whose permissions for other licensees extend
to the entire whole, and thus to each and every part regardless of who wrote
it.
Thus, it is not the intent of this section to claim rights or contest your
rights to work written entirely by you; rather, the intent is to exercise
the right to control the distribution of derivative or collective works based
on the Program.
In addition, mere aggregation of another work not based on the Program with
the Program (or with a work based on the Program) on a volume of a storage
or distribution medium does not bring the other work under the scope of this
License.
3. You may copy and distribute the Program (or a work based on it, under Section
2) in object code or executable form under the terms of Sections 1 and 2 above
provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable source code,
which must be distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three years, to give
any third party, for a charge no more than your cost of physically performing
source distribution, a complete machine-readable copy of the corresponding
source code, to be distributed under the terms of Sections 1 and 2 above on
a medium customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer to distribute
corresponding source code. (This alternative is allowed only for noncommercial
distribution and only if you received the program in object code or executable
form with such an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for making
modifications to it. For an executable work, complete source code means all
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definition files, plus the scripts used to control compilation and installation
of the executable. However, as a special exception, the source code distributed
need not include anything that is normally distributed (in either source or
binary form) with the major components (compiler, kernel, and so on) of the
operating system on which the executable runs, unless that component itself
accompanies the executable.
If distribution of executable or object code is made by offering access to
copy from a designated place, then offering equivalent access to copy the
source code from the same place counts as distribution of the source code,
even though third parties are not compelled to copy the source along with
the object code.
4. You may not copy, modify, sublicense, or distribute the Program except
as expressly provided under this License. Any attempt otherwise to copy, modify,
sublicense or distribute the Program is void, and will automatically terminate
your rights under this License. However, parties who have received copies,
or rights, from you under this License will not have their licenses terminated
so long as such parties remain in full compliance.
5. You are not required to accept this License, since you have not signed
it. However, nothing else grants you permission to modify or distribute the
Program or its derivative works. These actions are prohibited by law if you
do not accept this License. Therefore, by modifying or distributing the Program
(or any work based on the Program), you indicate your acceptance of this License
to do so, and all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the Program),
the recipient automatically receives a license from the original licensor
to copy, distribute or modify the Program subject to these terms and conditions.
You may not impose any further restrictions on the recipients' exercise of
the rights granted herein. You are not responsible for enforcing compliance
by third parties to this License.
7. If, as a consequence of a court judgment or allegation of patent infringement
or for any other reason (not limited to patent issues), conditions are imposed
on you (whether by court order, agreement or otherwise) that contradict the
conditions of this License, they do not excuse you from the conditions of
this License. If you cannot distribute so as to satisfy simultaneously your
obligations under this License and any other pertinent obligations, then as
a consequence you may not distribute the Program at all. For example, if a
patent license would not permit royalty-free redistribution of the Program
by all those who receive copies directly or indirectly through you, then the
only way you could satisfy both it and this License would be to refrain entirely
from distribution of the Program.
If any portion of this section is held invalid or unenforceable under any
particular circumstance, the balance of the section is intended to apply and
the section as a whole is intended to apply in other circumstances.
It is not the purpose of this section to induce you to infringe any patents
or other property right claims or to contest validity of any such claims;
this section has the sole purpose of protecting the integrity of the free
software distribution system, which is implemented by public license practices.
Many people have made generous contributions to the wide range of software
distributed through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing to
distribute software through any other system and a licensee cannot impose
that choice.
This section is intended to make thoroughly clear what is believed to be a
consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in certain
countries either by patents or by copyrighted interfaces, the original copyright
holder who places the Program under this License may add an explicit geographical
distribution limitation excluding those countries, so that distribution is
permitted only in or among countries not thus excluded. In such case, this
License incorporates the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions of
the General Public License from time to time. Such new versions will be similar
in spirit to the present version, but may differ in detail to address new
problems or concerns.
Each version is given a distinguishing version number. If the Program specifies
a version number of this License which applies to it and "any later version",
you have the option of following the terms and conditions either of that version
or of any later version published by the Free Software Foundation. If the
Program does not specify a version number of this License, you may choose
any version ever published by the Free Software Foundation.
10. If you wish to incorporate parts of the Program into other free programs
whose distribution conditions are different, write to the author to ask for
permission. For software which is copyrighted by the Free Software Foundation,
write to the Free Software Foundation; we sometimes make exceptions for this.
Our decision will be guided by the two goals of preserving the free status
of all derivatives of our free software and of promoting the sharing and reuse
of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR
THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE
STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM
"AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING,
BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE
OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE
OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA
OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 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.
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 convey 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 an idea of what it does.>
Copyright (C)< yyyy> <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 2 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, write to the Free Software Foundation, Inc., 51 Franklin
Street, Fifth Floor, Boston, MA 02110-1301, USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this when
it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author Gnomovision 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, the commands you use may be
called something other than `show w' and `show c'; they could even be mouse-clicks
or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your school,
if any, to sign a "copyright disclaimer" for the program, if necessary. Here
is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision'
(which makes passes at compilers) written by James Hacker.
<signature of Ty Coon >, 1 April 1989 Ty Coon, President of Vice This 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.
@@ -0,0 +1,625 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright © 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this license
document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for software and
other kinds of works.
The licenses for most software and other practical works are designed to take
away your freedom to share and change the works. By contrast, the GNU General
Public License is intended to guarantee your freedom to share and change all
versions of a program--to make sure it remains free software for all its users.
We, the Free Software Foundation, use the GNU General Public License for most
of our software; it applies also to any other work released this way by its
authors. You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our
General Public Licenses are designed to make sure that you have the freedom
to distribute copies of free software (and charge for them if you wish), that
you receive source code or can get it if you want it, that you can change
the software or use pieces of it in new free programs, and that you know you
can do these things.
To protect your rights, we need to prevent others from denying you these rights
or asking you to surrender the rights. Therefore, you have certain responsibilities
if you distribute copies of the software, or if you modify it: responsibilities
to respect the freedom of others.
For example, if you distribute copies of such a program, whether gratis or
for a fee, you must pass on to the recipients the same freedoms that you received.
You must make sure that they, too, receive or can get the source code. And
you must show them these terms so they know their rights.
Developers that use the GNU GPL protect your rights with two steps: (1) assert
copyright on the software, and (2) offer you this License giving you legal
permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains that
there is no warranty for this free software. For both users' and authors'
sake, the GPL requires that modified versions be marked as changed, so that
their problems will not be attributed erroneously to authors of previous versions.
Some devices are designed to deny users access to install or run modified
versions of the software inside them, although the manufacturer can do so.
This is fundamentally incompatible with the aim of protecting users' freedom
to change the software. The systematic pattern of such abuse occurs in the
area of products for individuals to use, which is precisely where it is most
unacceptable. Therefore, we have designed this version of the GPL to prohibit
the practice for those products. If such problems arise substantially in other
domains, we stand ready to extend this provision to those domains in future
versions of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents. States
should not allow patents to restrict development and use of software on general-purpose
computers, but in those that do, we wish to avoid the special danger that
patents applied to a free program could make it effectively proprietary. To
prevent this, the GPL assures that patents cannot be used to render the program
non-free.
The precise terms and conditions for copying, distribution and modification
follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of works,
such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this License.
Each licensee is addressed as "you". "Licensees" and "recipients" may be individuals
or organizations.
To "modify" a work means to copy from or adapt all or part of the work in
a fashion requiring copyright permission, other than the making of an exact
copy. The resulting work is called a "modified version" of the earlier work
or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based on the
Program.
To "propagate" a work means to do anything with it that, without permission,
would make you directly or secondarily liable for infringement under applicable
copyright law, except executing it on a computer or modifying a private copy.
Propagation includes copying, distribution (with or without modification),
making available to the public, and in some countries other activities as
well.
To "convey" a work means any kind of propagation that enables other parties
to make or receive copies. Mere interaction with a user through a computer
network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices" to the
extent that it includes a convenient and prominently visible feature that
(1) displays an appropriate copyright notice, and (2) tells the user that
there is no warranty for the work (except to the extent that warranties are
provided), that licensees may convey the work under this License, and how
to view a copy of this License. If the interface presents a list of user commands
or options, such as a menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work for making
modifications to it. "Object code" means any non-source form of a work.
A "Standard Interface" means an interface that either is an official standard
defined by a recognized standards body, or, in the case of interfaces specified
for a particular programming language, one that is widely used among developers
working in that language.
The "System Libraries" of an executable work include anything, other than
the work as a whole, that (a) is included in the normal form of packaging
a Major Component, but which is not part of that Major Component, and (b)
serves only to enable use of the work with that Major Component, or to implement
a Standard Interface for which an implementation is available to the public
in source code form. A "Major Component", in this context, means a major essential
component (kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to produce
the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all the source
code needed to generate, install, and (for an executable work) run the object
code and to modify the work, including scripts to control those activities.
However, it does not include the work's System Libraries, or general-purpose
tools or generally available free programs which are used unmodified in performing
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Source includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically linked
subprograms that the work is specifically designed to require, such as by
intimate data communication or control flow between those subprograms and
other parts of the work.
The Corresponding Source need not include anything that users can regenerate
automatically from other parts of the Corresponding Source.
The Corresponding Source for a work in source code form is that same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of copyright
on the Program, and are irrevocable provided the stated conditions are met.
This License explicitly affirms your unlimited permission to run the unmodified
Program. The output from running a covered work is covered by this License
only if the output, given its content, constitutes a covered work. This License
acknowledges your rights of fair use or other equivalent, as provided by copyright
law.
You may make, run and propagate covered works that you do not convey, without
conditions so long as your license otherwise remains in force. You may convey
covered works to others for the sole purpose of having them make modifications
exclusively for you, or provide you with facilities for running those works,
provided that you comply with the terms of this License in conveying all material
for which you do not control copyright. Those thus making or running the covered
works for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of your copyrighted
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Conveying under any other circumstances is permitted solely under the conditions
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3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological measure
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copyright treaty adopted on 20 December 1996, or similar laws prohibiting
or restricting circumvention of such measures.
When you convey a covered work, you waive any legal power to forbid circumvention
of technological measures to the extent such circumvention is effected by
exercising rights under this License with respect to the covered work, and
you disclaim any intention to limit operation or modification of the work
as a means of enforcing, against the work's users, your or third parties'
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4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you receive
it, in any medium, provided that you conspicuously and appropriately publish
on each copy an appropriate copyright notice; keep intact all notices stating
that this License and any non-permissive terms added in accord with section
7 apply to the code; keep intact all notices of the absence of any warranty;
and give all recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey, and you
may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to produce
it from the Program, in the form of source code under the terms of section
4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified it, and
giving a relevant date.
b) The work must carry prominent notices stating that it is released under
this License and any conditions added under section 7. This requirement modifies
the requirement in section 4 to "keep intact all notices".
c) You must license the entire work, as a whole, under this License to anyone
who comes into possession of a copy. This License will therefore apply, along
with any applicable section 7 additional terms, to the whole of the work,
and all its parts, regardless of how they are packaged. This License gives
no permission to license the work in any other way, but it does not invalidate
such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display Appropriate
Legal Notices; however, if the Program has interactive interfaces that do
not display Appropriate Legal Notices, your work need not make them do so.
A compilation of a covered work with other separate and independent works,
which are not by their nature extensions of the covered work, and which are
not combined with it such as to form a larger program, in or on a volume of
a storage or distribution medium, is called an "aggregate" if the compilation
and its resulting copyright are not used to limit the access or legal rights
of the compilation's users beyond what the individual works permit. Inclusion
of a covered work in an aggregate does not cause this License to apply to
the other parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms of sections
4 and 5, provided that you also convey the machine-readable Corresponding
Source under the terms of this License, in one of these ways:
a) Convey the object code in, or embodied in, a physical product (including
a physical distribution medium), accompanied by the Corresponding Source fixed
on a durable physical medium customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product (including
a physical distribution medium), accompanied by a written offer, valid for
at least three years and valid for as long as you offer spare parts or customer
support for that product model, to give anyone who possesses the object code
either (1) a copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical medium customarily
used for software interchange, for a price no more than your reasonable cost
of physically performing this conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the written
offer to provide the Corresponding Source. This alternative is allowed only
occasionally and noncommercially, and only if you received the object code
with such an offer, in accord with subsection 6b.
d) Convey the object code by offering access from a designated place (gratis
or for a charge), and offer equivalent access to the Corresponding Source
in the same way through the same place at no further charge. You need not
require recipients to copy the Corresponding Source along with the object
code. If the place to copy the object code is a network server, the Corresponding
Source may be on a different server (operated by you or a third party) that
supports equivalent copying facilities, provided you maintain clear directions
next to the object code saying where to find the Corresponding Source. Regardless
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that it is available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided you inform
other peers where the object code and Corresponding Source of the work are
being offered to the general public at no charge under subsection 6d.
A separable portion of the object code, whose source code is excluded from
the Corresponding Source as a System Library, need not be included in conveying
the object code work.
A "User Product" is either (1) a "consumer product", which means any tangible
personal property which is normally used for personal, family, or household
purposes, or (2) anything designed or sold for incorporation into a dwelling.
In determining whether a product is a consumer product, doubtful cases shall
be resolved in favor of coverage. For a particular product received by a particular
user, "normally used" refers to a typical or common use of that class of product,
regardless of the status of the particular user or of the way in which the
particular user actually uses, or expects or is expected to use, the product.
A product is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent the
only significant mode of use of the product.
"Installation Information" for a User Product means any methods, procedures,
authorization keys, or other information required to install and execute modified
versions of a covered work in that User Product from a modified version of
its Corresponding Source. The information must suffice to ensure that the
continued functioning of the modified object code is in no case prevented
or interfered with solely because modification has been made.
If you convey an object code work under this section in, or with, or specifically
for use in, a User Product, and the conveying occurs as part of a transaction
in which the right of possession and use of the User Product is transferred
to the recipient in perpetuity or for a fixed term (regardless of how the
transaction is characterized), the Corresponding Source conveyed under this
section must be accompanied by the Installation Information. But this requirement
does not apply if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has been installed
in ROM).
The requirement to provide Installation Information does not include a requirement
to continue to provide support service, warranty, or updates for a work that
has been modified or installed by the recipient, or for the User Product in
which it has been modified or installed. Access to a network may be denied
when the modification itself materially and adversely affects the operation
of the network or violates the rules and protocols for communication across
the network.
Corresponding Source conveyed, and Installation Information provided, in accord
with this section must be in a format that is publicly documented (and with
an implementation available to the public in source code form), and must require
no special password or key for unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this License
by making exceptions from one or more of its conditions. Additional permissions
that are applicable to the entire Program shall be treated as though they
were included in this License, to the extent that they are valid under applicable
law. If additional permissions apply only to part of the Program, that part
may be used separately under those permissions, but the entire Program remains
governed by this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option remove any
additional permissions from that copy, or from any part of it. (Additional
permissions may be written to require their own removal in certain cases when
you modify the work.) You may place additional permissions on material, added
by you to a covered work, for which you have or can give appropriate copyright
permission.
Notwithstanding any other provision of this License, for material you add
to a covered work, you may (if authorized by the copyright holders of that
material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the terms of
sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or author
attributions in that material or in the Appropriate Legal Notices displayed
by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or requiring
that modified versions of such material be marked in reasonable ways as different
from the original version; or
d) Limiting the use for publicity purposes of names of licensors or authors
of the material; or
e) Declining to grant rights under trademark law for use of some trade names,
trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that material by
anyone who conveys the material (or modified versions of it) with contractual
assumptions of liability to the recipient, for any liability that these contractual
assumptions directly impose on those licensors and authors.
All other non-permissive additional terms are considered "further restrictions"
within the meaning of section 10. If the Program as you received it, or any
part of it, contains a notice stating that it is governed by this License
along with a term that is a further restriction, you may remove that term.
If a license document contains a further restriction but permits relicensing
or conveying under this License, you may add to a covered work material governed
by the terms of that license document, provided that the further restriction
does not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you must place,
in the relevant source files, a statement of the additional terms that apply
to those files, or a notice indicating where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the form
of a separately written license, or stated as exceptions; the above requirements
apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly provided
under this License. Any attempt otherwise to propagate or modify it is void,
and will automatically terminate your rights under this License (including
any patent licenses granted under the third paragraph of section 11).
However, if you cease all violation of this License, then your license from
a particular copyright holder is reinstated (a) provisionally, unless and
until the copyright holder explicitly and finally terminates your license,
and (b) permanently, if the copyright holder fails to notify you of the violation
by some reasonable means prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is reinstated permanently
if the copyright holder notifies you of the violation by some reasonable means,
this is the first time you have received notice of violation of this License
(for any work) from that copyright holder, and you cure the violation prior
to 30 days after your receipt of the notice.
Termination of your rights under this section does not terminate the licenses
of parties who have received copies or rights from you under this License.
If your rights have been terminated and not permanently reinstated, you do
not qualify to receive new licenses for the same material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or run a copy
of the Program. Ancillary propagation of a covered work occurring solely as
a consequence of using peer-to-peer transmission to receive a copy likewise
does not require acceptance. However, nothing other than this License grants
you permission to propagate or modify any covered work. These actions infringe
copyright if you do not accept this License. Therefore, by modifying or propagating
a covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically receives
a license from the original licensors, to run, modify and propagate that work,
subject to this License. You are not responsible for enforcing compliance
by third parties with this License.
An "entity transaction" is a transaction transferring control of an organization,
or substantially all assets of one, or subdividing an organization, or merging
organizations. If propagation of a covered work results from an entity transaction,
each party to that transaction who receives a copy of the work also receives
whatever licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the Corresponding
Source of the work from the predecessor in interest, if the predecessor has
it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the rights
granted or affirmed under this License. For example, you may not impose a
license fee, royalty, or other charge for exercise of rights granted under
this License, and you may not initiate litigation (including a cross-claim
or counterclaim in a lawsuit) alleging that any patent claim is infringed
by making, using, selling, offering for sale, or importing the Program or
any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this License
of the Program or a work on which the Program is based. The work thus licensed
is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims owned or controlled
by the contributor, whether already acquired or hereafter acquired, that would
be infringed by some manner, permitted by this License, of making, using,
or selling its contributor version, but do not include claims that would be
infringed only as a consequence of further modification of the contributor
version. For purposes of this definition, "control" includes the right to
grant patent sublicenses in a manner consistent with the requirements of this
License.
Each contributor grants you a non-exclusive, worldwide, royalty-free patent
license under the contributor's essential patent claims, to make, use, sell,
offer for sale, import and otherwise run, modify and propagate the contents
of its contributor version.
In the following three paragraphs, a "patent license" is any express agreement
or commitment, however denominated, not to enforce a patent (such as an express
permission to practice a patent or covenant not to sue for patent infringement).
To "grant" such a patent license to a party means to make such an agreement
or commitment not to enforce a patent against the party.
If you convey a covered work, knowingly relying on a patent license, and the
Corresponding Source of the work is not available for anyone to copy, free
of charge and under the terms of this License, through a publicly available
network server or other readily accessible means, then you must either (1)
cause the Corresponding Source to be so available, or (2) arrange to deprive
yourself of the benefit of the patent license for this particular work, or
(3) arrange, in a manner consistent with the requirements of this License,
to extend the patent license to downstream recipients. "Knowingly relying"
means you have actual knowledge that, but for the patent license, your conveying
the covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that country
that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or arrangement,
you convey, or propagate by procuring conveyance of, a covered work, and grant
a patent license to some of the parties receiving the covered work authorizing
them to use, propagate, modify or convey a specific copy of the covered work,
then the patent license you grant is automatically extended to all recipients
of the covered work and works based on it.
A patent license is "discriminatory" if it does not include within the scope
of its coverage, prohibits the exercise of, or is conditioned on the non-exercise
of one or more of the rights that are specifically granted under this License.
You may not convey a covered work if you are a party to an arrangement with
a third party that is in the business of distributing software, under which
you make payment to the third party based on the extent of your activity of
conveying the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory patent
license (a) in connection with copies of the covered work conveyed by you
(or copies made from those copies), or (b) primarily for and in connection
with specific products or compilations that contain the covered work, unless
you entered into that arrangement, or that patent license was granted, prior
to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting any implied
license or other defenses to infringement that may otherwise be available
to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or otherwise)
that contradict the conditions of this License, they do not excuse you from
the conditions of this License. If you cannot convey a covered work so as
to satisfy simultaneously your obligations under this License and any other
pertinent obligations, then as a consequence you may not convey it at all.
For example, if you agree to terms that obligate you to collect a royalty
for further conveying from those to whom you convey the Program, the only
way you could satisfy both those terms and this License would be to refrain
entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have permission to
link or combine any covered work with a work licensed under version 3 of the
GNU Affero General Public License into a single combined work, and to convey
the resulting work. The terms of this License will continue to apply to the
part which is the covered work, but the special requirements of the GNU Affero
General Public License, section 13, concerning interaction through a network
will apply to the combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of the
GNU General Public License from time to time. Such new versions will be similar
in spirit to the present version, but may differ in detail to address new
problems or concerns.
Each version is given a distinguishing version number. If the Program specifies
that a certain numbered version of the GNU General Public License "or any
later version" applies to it, you have the option of following the terms and
conditions either of that numbered version or of any later version published
by the Free Software Foundation. If the Program does not specify a version
number of the GNU General Public License, you may choose any version ever
published by the Free Software Foundation.
If the Program specifies that a proxy can decide which future versions of
the GNU General Public License can be used, that proxy's public statement
of acceptance of a version permanently authorizes you to choose that version
for the Program.
Later license versions may give you additional or different permissions. However,
no additional obligations are imposed on any author or copyright holder as
a result of your choosing to follow a later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE
LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER
EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM
PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR
CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL
ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM
AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL,
INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO
USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED
INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 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>.
@@ -0,0 +1,467 @@
GNU LESSER GENERAL PUBLIC LICENSE
Version 2.1, February 1999
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies of this license
document, but changing it is not allowed.
[This is the first released version of the Lesser GPL. It also counts as the
successor of the GNU Library Public License, version 2, hence the version
number 2.1.]
Preamble
The licenses for most software are designed to take away your freedom to share
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That's all there is to it!
@@ -0,0 +1,163 @@
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@@ -0,0 +1,12 @@
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GNU General Public License for more details.
@@ -0,0 +1,12 @@
This library is free software; you can redistribute it and/or
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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.
@@ -0,0 +1,467 @@
GNU LESSER GENERAL PUBLIC LICENSE
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Everyone is permitted to copy and distribute verbatim copies of this license
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That's all there is to it!
@@ -0,0 +1,163 @@
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@@ -0,0 +1,12 @@
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+47
View File
@@ -0,0 +1,47 @@
# KDE Connect for the Steam Frame
Frame Control's keyboard and trackpad work through KDE Connect running on the
Frame. The Frame doesn't come with it, so Frame Control ships it: the six
packages below, unchanged, exactly as Valve builds them for the Frame's
SteamOS (aarch64, packaged by "GitLab CI Package Builder
<ci-package-builder-1@steamos.cloud>"). On first use, Frame Control copies them
to the Frame over SSH and unpacks them into
`~/.local/share/frame-control/kdeconnect`.
They are separate programs and libraries under their own licences, listed
below; their licence texts are in `LICENSES/<package>/`. Frame Control itself
is MIT-licensed. It doesn't link to or include any of this code: it starts
`kdeconnectd` and talks to it over KDE Connect's network protocol, as a phone
would.
| Package | Version (Valve's build) | Licence | Complete source (Valve's source package) | Upstream |
|---|---|---|---|---|
| kdeconnect 24.02.2-1 | 24.02.2-1 | GPL-2.0-only or GPL-3.0-only or any later version accepted by KDE e.V. (LicenseRef-KDE-Accepted-GPL); some files LGPL-2.1/3.0, MIT, BSD-3-Clause, Apache-2.0, CC0-1.0 | [kdeconnect-24.02.2-1.src.tar.gz](https://github.com/saphid/frame-control/releases/download/kdeconnect-frame-24.02.2-1/kdeconnect-24.02.2-1.src.tar.gz) | [KDE](https://download.kde.org/stable/release-service/24.02.2/src/kdeconnect-kde-24.02.2.tar.xz) |
| kcontacts 6.1.0-1 | 1:6.1.0-1 | LGPL-2.0-or-later; some files MIT, BSD-3-Clause, CC0-1.0, Unicode-DFS-2016 | [kcontacts-6.1.0-1.src.tar.gz](https://github.com/saphid/frame-control/releases/download/kdeconnect-frame-24.02.2-1/kcontacts-6.1.0-1.src.tar.gz) | [KDE](https://download.kde.org/stable/frameworks/6.1/kcontacts-6.1.0.tar.xz) |
| kpeople 6.1.0-1 | 6.1.0-1 | LGPL-2.1-or-later; some files BSD-3-Clause, CC0-1.0 | [kpeople-6.1.0-1.src.tar.gz](https://github.com/saphid/frame-control/releases/download/kdeconnect-frame-24.02.2-1/kpeople-6.1.0-1.src.tar.gz) | [KDE](https://download.kde.org/stable/frameworks/6.1/kpeople-6.1.0.tar.xz) |
| modemmanager-qt 6.1.0-1 | 6.1.0-1 | LGPL-2.1-only or LGPL-3.0-only (or later accepted by KDE e.V.); some files BSD-3-Clause, CC0-1.0 | [modemmanager-qt-6.1.0-1.src.tar.gz](https://github.com/saphid/frame-control/releases/download/kdeconnect-frame-24.02.2-1/modemmanager-qt-6.1.0-1.src.tar.gz) | [KDE](https://download.kde.org/stable/frameworks/6.1/modemmanager-qt-6.1.0.tar.xz) |
| pulseaudio-qt 1.4.0-3 | 1.4.0-3 | LGPL-2.1-only or LGPL-3.0-only (or later accepted by KDE e.V.) | [pulseaudio-qt-1.4.0-3.src.tar.gz](https://github.com/saphid/frame-control/releases/download/kdeconnect-frame-24.02.2-1/pulseaudio-qt-1.4.0-3.src.tar.gz) | [KDE](https://download.kde.org/stable/pulseaudio-qt/pulseaudio-qt-1.4.0.tar.xz) |
| libfakekey 0.3-2 | 0.3-2 | LGPL-2.0-or-later (Copyright © 2004 OpenedHand) | [libfakekey-0.3-2.src.tar.gz](https://github.com/saphid/frame-control/releases/download/kdeconnect-frame-24.02.2-1/libfakekey-0.3-2.src.tar.gz) | [Yocto Project git, tag 0.3](https://git.yoctoproject.org/libfakekey/tag/?h=0.3) |
## Source code
Each source package is Valve's, copied unchanged: the upstream release
tarball (with its signature where upstream signs it), the PKGBUILD Valve built
from, and the signing keys. None of them carry patches. Frame Control
publishes them next to the binaries, in the
[kdeconnect-frame-24.02.2-1 release](https://github.com/saphid/frame-control/releases/tag/kdeconnect-frame-24.02.2-1),
so the source is available from the same place as the binaries for as long as
Frame Control distributes them. `packages.json` pins each binary and source
package by SHA-256.
If a link ever stops working, open an issue at
https://github.com/saphid/frame-control/issues and we'll send you the source.
## Replacing them
These are ordinary files in your home folder on the Frame: you may replace
them with your own builds, and Frame Control will use whatever `kdeconnectd`
is at `~/.local/share/frame-control/kdeconnect/root/usr/lib/kdeconnectd`
(or the Frame's own `/usr/lib/kdeconnectd`, if SteamOS ever ships one).
Deleting `root/.frame-control-packages` there makes Frame Control copy its
bundled build back on next use.
+51
View File
@@ -0,0 +1,51 @@
#!/usr/bin/env python3
"""Download the KDE Connect packages Frame Control ships for the Frame into
frame/kdeconnect/packages, checking each against its pinned SHA-256
(packages.json). Already-downloaded files that match are kept.
ios/scripts/make_frame_bundle.py runs this; app/build/fetch-deps.js does the same
in Node. Usage: python3 frame/kdeconnect/fetch.py
"""
import hashlib
import json
import sys
import urllib.request
from pathlib import Path
HERE = Path(__file__).resolve().parent
PACKAGES = HERE / "packages"
def manifest():
return json.loads((HERE / "packages.json").read_text())
def sha256(data):
return hashlib.sha256(data).hexdigest()
def fetch():
m = manifest()
PACKAGES.mkdir(exist_ok=True)
for p in m["packages"]:
path = PACKAGES / p["file"]
if path.is_file() and sha256(path.read_bytes()) == p["sha256"]:
continue
url = m["release"] + p["file"]
with urllib.request.urlopen(url, timeout=120) as r:
data = r.read()
if sha256(data) != p["sha256"]:
raise SystemExit(f"checksum mismatch for {url}: {sha256(data)}")
tmp = path.with_suffix(".part")
tmp.write_bytes(data)
tmp.replace(path)
wanted = {p["file"] for p in m["packages"]}
for old in PACKAGES.iterdir():
if old.name not in wanted:
old.unlink()
return [PACKAGES / p["file"] for p in m["packages"]]
if __name__ == "__main__":
for path in fetch():
print(path.relative_to(HERE.parent.parent), file=sys.stderr)
+86
View File
@@ -0,0 +1,86 @@
{
"about": "KDE Connect for the Steam Frame, as Valve builds it for the Frame's SteamOS (aarch64), and the libraries it needs that the Frame lacks. See NOTICE.md.",
"release": "https://github.com/saphid/frame-control/releases/download/kdeconnect-frame-24.02.2-1/",
"packages": [
{
"name": "kdeconnect",
"version": "24.02.2-1",
"file": "kdeconnect-24.02.2-1-aarch64.pkg.tar.zst",
"sha256": "4cd88498f3dcd9563009f84022aeb9b60344b8afbcd1d3c5aeddc4d09727ef9d",
"size": 1390996,
"licenses": [
"GPL-2.0-or-later"
],
"source": "https://github.com/saphid/frame-control/releases/download/kdeconnect-frame-24.02.2-1/kdeconnect-24.02.2-1.src.tar.gz",
"source_sha256": "6e4b8e51f71a5492178231fa94d6cb858d7e752c51ea2b02208179f370e0733d",
"upstream": "https://download.kde.org/stable/release-service/24.02.2/src/kdeconnect-kde-24.02.2.tar.xz"
},
{
"name": "kcontacts",
"version": "6.1.0-1",
"file": "kcontacts-6.1.0-1-aarch64.pkg.tar.zst",
"sha256": "247c9dd8f8b781e69f818c96170756556a0b0bb75187ad88627217a5f924f90a",
"size": 838848,
"licenses": [
"LGPL-2.0-or-later"
],
"source": "https://github.com/saphid/frame-control/releases/download/kdeconnect-frame-24.02.2-1/kcontacts-6.1.0-1.src.tar.gz",
"source_sha256": "b3a1058e0eb13f6221de23835a128b166885d3b5f2a2126deafd62e556853316",
"upstream": "https://download.kde.org/stable/frameworks/6.1/kcontacts-6.1.0.tar.xz"
},
{
"name": "kpeople",
"version": "6.1.0-1",
"file": "kpeople-6.1.0-1-aarch64.pkg.tar.zst",
"sha256": "68d1e680f1fa6b25bc1e8c9d9b2ab3bfe53a74c2b507da0f437a82c58a542942",
"size": 464354,
"licenses": [
"LGPL-2.1-or-later"
],
"source": "https://github.com/saphid/frame-control/releases/download/kdeconnect-frame-24.02.2-1/kpeople-6.1.0-1.src.tar.gz",
"source_sha256": "3ad93d2709dbea0b3ca4fbcfbd6052f739aff3d6053de03347593d1261bd5268",
"upstream": "https://download.kde.org/stable/frameworks/6.1/kpeople-6.1.0.tar.xz"
},
{
"name": "modemmanager-qt",
"version": "6.1.0-1",
"file": "modemmanager-qt-6.1.0-1-aarch64.pkg.tar.zst",
"sha256": "8e918c0c2c84ed4bb2383f3de9288a2cf25cc52a26d749b63df962a3d2cc6d73",
"size": 627059,
"licenses": [
"LGPL-2.1-only",
"LGPL-3.0-only"
],
"source": "https://github.com/saphid/frame-control/releases/download/kdeconnect-frame-24.02.2-1/modemmanager-qt-6.1.0-1.src.tar.gz",
"source_sha256": "4004dfe8d537399e6a7a0cea0b0ec8a4c995ab34cc75a15fb97a12c315555b09",
"upstream": "https://download.kde.org/stable/frameworks/6.1/modemmanager-qt-6.1.0.tar.xz"
},
{
"name": "pulseaudio-qt",
"version": "1.4.0-3",
"file": "pulseaudio-qt-1.4.0-3-aarch64.pkg.tar.zst",
"sha256": "b57b91b3cc2b6e80e69a80a7cd93ea0dc4f22b5d54a5ac25540c854e31de92ce",
"size": 303766,
"licenses": [
"LGPL-2.1-only",
"LGPL-3.0-only"
],
"source": "https://github.com/saphid/frame-control/releases/download/kdeconnect-frame-24.02.2-1/pulseaudio-qt-1.4.0-3.src.tar.gz",
"source_sha256": "032490884260eeb5a66d98215926fa7ae7d678f6bf93cafe4be19c0cfa5459da",
"upstream": "https://download.kde.org/stable/pulseaudio-qt/pulseaudio-qt-1.4.0.tar.xz"
},
{
"name": "libfakekey",
"version": "0.3-2",
"file": "libfakekey-0.3-2-aarch64.pkg.tar.zst",
"sha256": "a7563b1dcc3702f9ab9c7c07587fdc312119461c545ae5aee693e6a829e8206a",
"size": 6804,
"licenses": [
"LGPL-2.0-or-later"
],
"source": "https://github.com/saphid/frame-control/releases/download/kdeconnect-frame-24.02.2-1/libfakekey-0.3-2.src.tar.gz",
"source_sha256": "0e8e989660b80ec2fe2569bde5710102841bd76f981acdb1e4b72d4d8d2b4da3",
"upstream": "https://git.yoctoproject.org/libfakekey/tag/?h=0.3"
}
]
}
+5 -1
View File
@@ -17,6 +17,7 @@
78427FC66780623F31E7501E /* FrameControlApp.swift in Sources */ = {isa = PBXBuildFile; fileRef = 93C8E0D7C3F4F628941B3D5A /* FrameControlApp.swift */; };
84423CB45629465420180A64 /* Assets.xcassets in Resources */ = {isa = PBXBuildFile; fileRef = 8F2CB550FC81C01E6BDD5A71 /* Assets.xcassets */; };
9657F7BC23E3352E5AB30777 /* SetupView.swift in Sources */ = {isa = PBXBuildFile; fileRef = DB544223FC60A59CC3E8EF5F /* SetupView.swift */; };
A0C5B00E257230A38DBD9E54 /* ComfortNotificationTests.swift in Sources */ = {isa = PBXBuildFile; fileRef = E81218B75FEEE47B8D8BAE20 /* ComfortNotificationTests.swift */; };
A8C7AED25A6280682FCE45DC /* Citadel in Frameworks */ = {isa = PBXBuildFile; productRef = 6BA549B6CC0A0CB847126456 /* Citadel */; };
DC043FB74BE2D23F3A5826BF /* FrameControlTests.swift in Sources */ = {isa = PBXBuildFile; fileRef = 1740B691F9C25E5FB6F9EFC3 /* FrameControlTests.swift */; };
E6898C714A92D3979F73B6E1 /* FrameFinder.swift in Sources */ = {isa = PBXBuildFile; fileRef = 2F288DF6636A417F0CA3A6CD /* FrameFinder.swift */; };
@@ -48,6 +49,7 @@
BF0FCA7117DA3ABA449B4EE0 /* InstallLink.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = InstallLink.swift; sourceTree = "<group>"; };
D6C4E6C28315CA8729FCAAEA /* WebShell.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = WebShell.swift; sourceTree = "<group>"; };
DB544223FC60A59CC3E8EF5F /* SetupView.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = SetupView.swift; sourceTree = "<group>"; };
E81218B75FEEE47B8D8BAE20 /* ComfortNotificationTests.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = ComfortNotificationTests.swift; sourceTree = "<group>"; };
EDC7BA8014DBC302D08FD397 /* HeadsetServer.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = HeadsetServer.swift; sourceTree = "<group>"; };
F3E2F5607DD877272483D64E /* FrameControl.app */ = {isa = PBXFileReference; includeInIndex = 0; lastKnownFileType = wrapper.application; path = FrameControl.app; sourceTree = BUILT_PRODUCTS_DIR; };
/* End PBXFileReference section */
@@ -107,6 +109,7 @@
75A17B1C79C8C3C60FEABBA6 /* FrameControlTests */ = {
isa = PBXGroup;
children = (
E81218B75FEEE47B8D8BAE20 /* ComfortNotificationTests.swift */,
1740B691F9C25E5FB6F9EFC3 /* FrameControlTests.swift */,
);
path = FrameControlTests;
@@ -247,7 +250,7 @@
);
runOnlyForDeploymentPostprocessing = 0;
shellPath = /bin/sh;
shellScript = "mkdir -p \"${DERIVED_FILE_DIR}\"\npython3 \"${SRCROOT}/scripts/make_frame_bundle.py\" \"${DERIVED_FILE_DIR}/frame-bundle.tar.gz\" > \"${DERIVED_FILE_DIR}/frame-bundle.version\"\nmkdir -p \"${TARGET_BUILD_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}\"\ncp \"${DERIVED_FILE_DIR}/frame-bundle.tar.gz\" \"${DERIVED_FILE_DIR}/frame-bundle.version\" \"${TARGET_BUILD_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/\"\n";
shellScript = "set -e\nmkdir -p \"${DERIVED_FILE_DIR}\"\n# Written aside and moved into place together, so a failed download can't leave a stale pair.\npython3 \"${SRCROOT}/scripts/make_frame_bundle.py\" \"${DERIVED_FILE_DIR}/frame-bundle.new.tar.gz\" > \"${DERIVED_FILE_DIR}/frame-bundle.new.version\"\nmv \"${DERIVED_FILE_DIR}/frame-bundle.new.tar.gz\" \"${DERIVED_FILE_DIR}/frame-bundle.tar.gz\"\nmv \"${DERIVED_FILE_DIR}/frame-bundle.new.version\" \"${DERIVED_FILE_DIR}/frame-bundle.version\"\nmkdir -p \"${TARGET_BUILD_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}\"\ncp \"${DERIVED_FILE_DIR}/frame-bundle.tar.gz\" \"${DERIVED_FILE_DIR}/frame-bundle.version\" \"${TARGET_BUILD_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/\"\n";
};
/* End PBXShellScriptBuildPhase section */
@@ -274,6 +277,7 @@
isa = PBXSourcesBuildPhase;
buildActionMask = 2147483647;
files = (
A0C5B00E257230A38DBD9E54 /* ComfortNotificationTests.swift in Sources */,
DC043FB74BE2D23F3A5826BF /* FrameControlTests.swift in Sources */,
);
runOnlyForDeploymentPostprocessing = 0;
+7 -1
View File
@@ -1,4 +1,5 @@
import Citadel
import CryptoKit
import Foundation
import SwiftUI
import UIKit
@@ -33,6 +34,11 @@ final class AppModel: ObservableObject {
}
var deviceName: String { UIDevice.current.userInterfaceIdiom == .pad ? "iPad" : "iPhone" }
/// Stable per install: a hash of this device's SSH key, which is made once and kept in the Keychain.
var clientID: String {
let digest = SHA256.hash(data: Data(authorizedKeysLine.utf8))
return deviceName.lowercased() + "-" + digest.prefix(6).map { String(format: "%02x", $0) }.joined()
}
private var hostKey: String? { UserDefaults.standard.string(forKey: Self.hostKeyKey) }
// MARK: pairing
@@ -167,7 +173,7 @@ final class AppModel: ObservableObject {
guard current() else { throw CancellationError() }
step("Starting Frame Control on the headset")
let key = Self.randomKey()
let server = try await HeadsetServer.start(in: dir, over: l, key: key, device: deviceName)
let server = try await HeadsetServer.start(in: dir, over: l, key: key, device: deviceName, client: clientID)
guard current() else { throw CancellationError() }
let f = try await PortForwarder.start(over: l, to: server.port)
forwarder = f
+3 -1
View File
@@ -80,8 +80,10 @@ final class HeadsetServer: @unchecked Sendable {
}
/// Starts the server in dir and waits for it to say which port it took.
static func start(in dir: String, over link: FrameLink, key: String, device: String) async throws -> HeadsetServer {
/// client is a stable id for this install (keyboard-and-trackpad pairing is kept per client).
static func start(in dir: String, over link: FrameLink, key: String, device: String, client: String) async throws -> HeadsetServer {
let command = "cd \(dir) && FRAME_LOCAL=1 FRAME_UI_KEY=\(key) FRAME_DEVICE=\(shellQuote(device)) "
+ "FRAME_CLIENT=\(shellQuote(client)) "
+ "exec python3 -I -u -B \"$PWD/ui/server.py\" --port 0 --exit-on-eof 2>&1"
let stream = try await link.client.executeCommandStream(command)
let box = PortWaiter()
+44 -2
View File
@@ -1,6 +1,7 @@
import SwiftUI
import UIKit
import WebKit
import UserNotifications
/// The Frame Control page, served by the server on the headset, in a web view.
/// window.frameApp (the same bridge the desktop app's preload.js provides) lets
@@ -48,6 +49,7 @@ struct WebShell: UIViewRepresentable {
let installCb = null;
window.frameApp = {
platform: "ios",
notify: (message, request) => call("notify", { message, request }),
readClipboard: () => call("readClipboard"),
setUpConnection: () => call("setUpConnection"),
open: (what) => call("open", what),
@@ -58,13 +60,31 @@ struct WebShell: UIViewRepresentable {
})();
"""
final class Coordinator: NSObject, WKScriptMessageHandlerWithReply, WKNavigationDelegate, WKUIDelegate {
final class Coordinator: NSObject, WKScriptMessageHandlerWithReply, WKNavigationDelegate, WKUIDelegate, UNUserNotificationCenterDelegate {
let model: AppModel
weak var web: WKWebView?
var loaded: URL?
private var installReady = false
init(model: AppModel) { self.model = model }
init(model: AppModel) {
self.model = model
super.init()
UNUserNotificationCenter.current().delegate = self
}
func userNotificationCenter(_ center: UNUserNotificationCenter, willPresent notification: UNNotification,
withCompletionHandler completionHandler: @escaping (UNNotificationPresentationOptions) -> Void) {
completionHandler([.banner, .sound, .list])
}
static func notificationContent(_ message: String) -> UNMutableNotificationContent? {
guard !message.isEmpty, message.count <= 500 else { return nil }
let content = UNMutableNotificationContent()
content.title = "Frame Control"
content.body = message
content.sound = .default
return content
}
// MARK: bridge
@@ -76,6 +96,28 @@ struct WebShell: UIViewRepresentable {
}
let arg = body["arg"]
switch name {
case "notify":
guard message.frameInfo.isMainFrame,
message.frameInfo.securityOrigin.host == "127.0.0.1",
let args = arg as? [String: Any], let text = args["message"] as? String,
let content = Self.notificationContent(text) else {
return replyHandler(nil, "Invalid notification")
}
let center = UNUserNotificationCenter.current()
let send: (Bool, Error?) -> Void = { allowed, error in
guard allowed else {
return replyHandler(nil, error?.localizedDescription ?? "Notifications are off. Enable them in iOS Settings.")
}
let request = UNNotificationRequest(identifier: UUID().uuidString, content: content, trigger: nil)
center.add(request) { error in replyHandler(error == nil, error?.localizedDescription) }
}
if args["request"] as? Bool == true {
center.requestAuthorization(options: [.alert, .sound], completionHandler: send)
} else {
center.getNotificationSettings { settings in
send(settings.authorizationStatus == .authorized || settings.authorizationStatus == .provisional, nil)
}
}
case "readClipboard":
replyHandler(UIPasteboard.general.string ?? "", nil)
case "setUpConnection":
@@ -0,0 +1,14 @@
import XCTest
import UserNotifications
@testable import Frame_Control
final class ComfortNotificationTests: XCTestCase {
func testNotificationContentAndBounds() {
let content = WebShell.Coordinator.notificationContent("Time for a break")
XCTAssertEqual(content?.title, "Frame Control")
XCTAssertEqual(content?.body, "Time for a break")
XCTAssertNotNil(content?.sound)
XCTAssertNil(WebShell.Coordinator.notificationContent(""))
XCTAssertNil(WebShell.Coordinator.notificationContent(String(repeating: "x", count: 501)))
}
}
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