The --exit-on-eof watcher read stdin with a buffered read, which holds stdin's
lock. When SIGTERM stopped the server first, Python aborted at exit trying to
take that lock back, and the app showed "The server stopped unexpectedly
(SIGABRT)". It now uses os.read. The startup line is printed inside the try,
so a signal that arrives while it's printed still runs the cleanup.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Preserve the complete store, artwork, telemetry, input, media and agent route table alongside the newly landed VR utilities and performance HUD.
Co-Authored-By: GPT-6 Astra <noreply@openai.com>
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>
Also from review: a SteamVR build without the timing exports can't break status
(AttributeError), and the device test class runs when the file is run directly.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Live view: a Desktop view that stays still, and Control to tap on the Frame
The live view gets a second source and a way to use the Frame from it:
- Desktop: the app panel in use in the headset, streamed from its own window
(x11grab of gamescope's redirected window), so it doesn't move as the
wearer looks around. A picker shows any other panel, view only.
- Control: on the Desktop view a tap or click lands exactly where you put it;
drag is a mouse drag, press and hold right-clicks, two fingers scroll, and
on a computer the mouse, wheel and keyboard work directly. On the headset
view the view is a trackpad. A text field and key row type from a phone.
Input goes through gamescope's own EIS socket (the way Steam feeds Remote
Play input) with the libei already on the image: ui/frame_touch.py, over
the same long-lived ssh machinery as the keyboard agent, nothing to
install. It reaches the panel that has focus on either X display, which
the KDE Connect route can't. Verified on the Frame and from the iPhone app
in the Simulator.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Control: fixes from review
- Keys held on the Frame are released with buttons when Control stops or
the view loses focus; keys for the Frame no longer trigger Frame Control's
own shortcuts.
- Taps only act when the picture on screen is the panel in use; positions,
presses, keys, text and scrolls name their panel (display and window: ids
repeat across :0 and :1, told apart by pid), and the Frame drops them if
focus has moved on. Releases always go.
- While connecting, a tap keeps its position; on an error only releases wait
and retries back off; trimming a long queue never drops a release.
- Lifting one of two scrolling fingers ends the scroll; a cancelled touch
isn't a tap; clicks and holds on the bars around the picture do nothing.
- A capture loop from before a Live restart can't stop the new video.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Control: close the targeting gaps from the second review
- The focused panel's display comes from GAMESCOPE_FOCUS_DISPLAY (gamescope
packs ":1" into the first value), so a window id repeated across :0 and :1
can't be mistaken; the pid is only the fallback.
- Presses, keys, text and scrolls read focus afresh on the Frame; only moves
use a reading up to a second old.
- A gesture remembers the panel it started on and does nothing more if that
stops being the one in use; a press with no panel to aim at isn't sent.
- Opening a screenshot clears the panel Control would act on; switching to
another app releases held keys and buttons.
- Trimming keeps a click with its position; the error backoff holds for new
input too.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Control: fixes from the SWE-2 Max review
- The Frame side tracks keys as well as buttons and lets go of both when the
session ends.
- A stale tap tells the page, which re-reads the panels at once.
- A paused input device waits instead of ending the session; only a
disconnect does. An OS error on one event skips it.
- Presses check focus with two property reads and do the full lookup only
when it changed.
- Writes to an agent's stdin are serialized, so two devices sending at once
can't tear a line (the keyboard agent too).
- Connecting gives up with a message after 15 s instead of hanging on
"Connecting…"; text goes in 100-character pieces so releases don't wait
behind a long paste; a cancelled mouse gesture releases what's held.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Control: stale clears, pauses reconverge, pastes split per request
- The Frame says it has caught up as soon as an aimed event lands after a
stale one, so the page stops re-reading the panels.
- After a device pause it lets go of everything it holds (releases that
arrived while paused were dropped), and waits for the device once per
batch, not once per event.
- The quick focus check no longer freshens the panel geometry's age.
- Each request carries at most about 100 characters of text.
- Turning Control off while it connects doesn't report an error.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* frame_touch: build the socket path on the Frame, so Windows can import it for tests
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* frame_touch: any event that goes through clears the stale flag
A trackpad move names no panel, so waiting for an aimed event could leave
the page re-reading panels for the rest of the session; a release still
aimed at the old panel doesn't count.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The Mac view's tunnel is its own ssh, so it now takes the headset's route (and its
pinned identity, which also checks the USB-C address), and closes when the app
switches headset. The MCP adapter's private server (FRAME_PRIVATE_SSH=1) skips the
one-server lock and can't add, remove or switch headsets.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Stop always calls systemctl and treats exit 5 (unit already collected)
as done, so there is no is-active/stop race. Cleanup never masks the
copy error, the play ssh timeout covers the remote worst case, and
tests cover stop exit codes and systemd-run stderr reporting.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Stop is a no-op when the collected player unit is already gone
(raw systemctl stop exits 5 on the Frame; verified 2026-09-29).
- Surface systemd-run stderr when the player can't start.
- Keep the copy error if the cleanup ssh also fails; reject upload
names that the play path can never accept.
- Allow 60 s for play (ffprobe 30 s + systemd-run 15 s remote).
- Docs: four-hour cap is unconditional; no delete action yet; fix a
garbled timing sentence.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
HTTPServer.server_bind calls socket.getfqdn, which stalled past the MCP
backend's 10-second startup window on GitHub's macOS runners.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Two servers each connected, reconnected and edited the headsets on their own,
and several review findings were ways one could move the other's install to a
different headset. A lock file in the data folder now refuses a second server
with a plain message; FRAME_CONTROL_DATA_DIR still gives a separate one.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
ssh's %C hashes only address, user and port, so two headsets reached at one
address shared a ControlMaster and one's commands could run on the other: the
ControlPath now names the headset. Another Frame Control server choosing a
different headset no longer moves this one's commands mid-install.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- A command that fails after a switch doesn't make the connector drop the new
headset's connection.
- On first import, the app keeps using the `frame` headset even when Set Up
Connection put another block above it.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Retry now (while connected) and Forget identity wait for running installs.
- Terminal windows get the headset's address by name, so a link-local IPv6
zone never has to pass through Windows' console.
- Renaming the headset in use shows at once in the header.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Automatic backfill touches only entries marked art_pending at install (a
devkit title Steam registered later) and fills only slots Steam has no art
for: no name, exe, VR flag or icon changes, no clearing. Older installs
without the flag are left alone and refreshed only when the user asks.
- Android remove takes the install lock that install and refresh hold, so a
refresh in progress can't recreate a removed app; a refresh after removal
finds it not installed.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- A headset set up while a bare alias is in use doesn't take over by itself;
a login change from ~/.ssh/config waits for running installs.
- Saving a headset writes only the login fields that changed, and only if the
block still holds the old ones.
- SSH, SFTP, power and remote desktop open with the same headset and address
as every other command, and refuse when there's no address.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- 'Refresh artwork' (settings) and the API's refresh-art --all cover devkit
titles as well as Android apps; frame_titles.py gains refresh-art ID|--all.
- Apps and titles without complete Steam artwork are flagged (art_missing):
the app shows 'Add artwork', and the CLIs' list prints the refresh command.
- When the app lists them and Steam answers, Frame Control re-applies their
art in the background (at most every five minutes), e.g. for a title Steam
registered after an install made while it wasn't running.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Resolve CLI usage and POST table conflicts. Store installs now hand the
source's own image URLs (icon, banner, screenshots) to frame_android.install
as Steam artwork; before, they passed UI proxy paths (or nothing), so every
store install fell back to generated art.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- The headset a change is meant for is checked and the work counted in one
step, so a switch can't slip in between (uploads too).
- A sideloaded title read on one headset can't be installed on another; open
confirmations close on a switch.
- The only headset can't be removed while its ssh alias stays behind.
- Answers about the previous headset are dropped without touching panels; the
catalogue's Installed tags are rebuilt for the new headset.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- A switch publishes the new headset at once, so the page clears the old one's
panels and the lists behind them (games, store, Android apps, screenshots).
- The page names the headset its changes are for (X-Frame-Device); the server
refuses one meant for a headset it has switched away from (409).
- A rejected address edit changes nothing.
- Test now goes to the IPv4 address that answered, like the connection.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
install_obb needs the app's running instance, which doesn't exist straight after
install, so the store no longer calls it there. The install result says the app
needs its game data; after opening the app once, 'Add game data' copies the
downloaded OBB files (a background job).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Adding a repository downloads and verifies its whole index, so it now runs as a
job (runJob in the UI) and reports 'Trusted on first use: <fingerprint>' when
no pin was given. fdroidrepos:// links pass the server check, as documented.
Jobs report SourceError messages without a 'SourceError:' prefix.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- F-Droid: percent-encode repo file names (a '#' in one screenshot name broke
the whole main repo); a bad image name drops that image, not the app.
- Search: sources still fetching report 'loading' (UI says so and refreshes
quietly); indexes warm up at server start; page-only SideQuest is not
searched and appears as a 'Browse SideQuest' link instead of an error.
- Browse (empty query) ranks VR, artwork and recent updates first; the F-Droid
archive is off by default (old versions only).
- Throttled sources fall back to their last cached copy; per-host message.
- Curated GitHub list gains Open Saber Plus (MIT) with icon and screenshots.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Any unexpected error while launching clears the launch and reports it, so
the pad can always be started again; the temporary stderr file is made
inside the handled path and a failure reading it is tolerated.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- A switch clears every headset-specific list and its buttons at once.
- SSH goes to the IPv4 address that answered the probe, not the name again.
- A rejected headset edit changes nothing.
- The SteamOS/Lepton builds recorded in reports are read again per headset.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>