The screen and first frame must be at most 4096x4096 and the frame inside the
screen; anything malformed or truncated is rejected. Only a minimal
single-frame GIF (header, screen, colour table, graphic control, first
image) reaches the Frame's Chromium, however many frames the source has.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Matching the APK path in command lines could hit an unrelated process, and
the pgid file had a registration race. The launcher keeps the flock (not
inherited by Lepton) and, holding it, stops only lepton-steamlaunch-<instance>,
whose name is this app's alone. A Lepton host process may linger briefly.
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>
Name resolution runs in a thread within the budget, a watchdog shuts the
socket at the deadline, and the body is read one receive at a time with the
remaining time as timeout. SteamGridDB goes through the same bounded fetch,
without redirects.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The lock isn't inherited by Lepton, so a launcher killed before Lepton made its
container left an untracked Lepton that a new Play could overlap. The launcher
records its child's process group and, once it holds the lock, ends a recorded
group that is still running this app.apk (never an unrelated reused id).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
GitHub's opengraph preview is repo text, stats and an identicon; as a Steam hero
it looked broken. GitHub entries no longer default to it (the store draws its
fallback, Steam gets generated art). Source GIFs (common gameplay captures) are
accepted; the Frame's Chromium draws the first frame. Open Saber Plus uses its
gameplay GIF as banner. Verified on the Frame: hero/wide now show gameplay.
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>
- Remove: collections and artwork clearing are best effort in Steam's JS, and
the host carries on to delete the files when Steam isn't running (Android
apps and devkit titles).
- Devkit titles: the shortcut is found by devkit id, the saved id, or an
executable/start folder inside the title's folder; never by display name.
Steam's overviews don't carry devkit_gameid (checked on the Frame
2026-09-28), so 'list' now reads exe/start dir from app details.
- Photo-based grid/wide/hero slots render as JPEG (a noise-heavy 3840x1240
hero was over 12 MiB as PNG on the Frame); the logo stays transparent PNG.
Rendering gets 75 s and retries once with generated art. Each slot is
cleared before it is set, since Steam keeps .png and .jpg side by side.
- Devkit titles keep their own VR flag (vr=None skips SetShortcutIsVR) and
their Sideloaded collection.
- A failed title install's cleanup can't replace the original error.
- refresh_art for devkit titles (frame_titles.refresh_art).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Any failure of a source image or SteamGridDB (HTTPException, odd JSON) now
becomes a warning and generated art, never an aborted install; refresh-art
--all reports each app and carries on.
- URL artwork goes through apk_sources._images: public addresses only, at most
three redirects, and one overall deadline for all of an install's fetches.
- PNGs are checked from their header only (any depth or interlace; Steam's
Chromium decodes them), JPEGs may have trailing padding, and 4K screenshots
are within limits. The slow pure-Python decoder is gone.
- SteamGridDB title matching keeps letters of every script and never matches
on an empty name. One warning per source slot, not per candidate.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Once flock is held no launcher owns a running container (a SIGKILLed launcher
left it), so it is stopped and the launch continues. fd 9 is closed for the
Lepton child so it can't keep the lock held.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- The locked publication step also refuses a v1 index once v2 was accepted, so
an overlapping v1 fallback can't replace a v2 cache at an equal timestamp.
- A cached APK is touched before hashing; if it vanishes, it's downloaded again.
- Only the app prunes (at start and after store downloads), since claims are
in-process; the CLIs never prune.
- The CLI joins background refreshes on error exits too.
- The Windows lock loop retries only contention errors.
The concurrent-publication test now uses real flock contention.
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>
Two clients restoring the same package could each swap directories and then
delete the other's pre-restore copy. The swap and retention cleanup now run
under flock on .<package>.restore.lock.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Deletion re-stats under a lock shared with touch() (F-Droid cache reuse) and
claim()/release() (held by the store around install), so a reused or
installing APK is never removed from an out-of-date scan.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A query arriving between the queue handover and the completion event could be
queued with nobody to start it, leaving the source 'loading' forever.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The final timestamp recheck, cache write and state update now run under a file
lock (flock, or msvcrt on Windows), so the CLI and the app can't publish
indexes out of order. The CLI joins background refreshes before exiting so an
expired index doesn't stay expired.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Backups no longer abort on a symlink: it is left out and listed (path and
target) in manifest.json, now written last. A hard link is stored as a copy of
its file. Restore removes older pre-restore copies of the same package.
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>
Runs after each APK download and at server start. APKs used in the last hour
are kept; an F-Droid cache hit refreshes the APK's mtime.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Searches no longer wait for (or fail on) a refresh of an expired index; the
store notes which sources show saved listings. A failed refresh keeps the old
index and is retried after 10 minutes.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A host that answers 403/429 is left alone until its Retry-After (or GitHub's
rate-limit reset; default 10 minutes). Meanwhile cached data is served, or the
source reports 'limited' with its own name, e.g. 'GitHub is limiting requests;
try again in 10 minutes'. Covers _web reads/downloads and F-Droid fetches.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Each repository's newest accepted index timestamp is stored and older indexes
are refused. index-v1.jar is only a fallback while no v2 index has been
accepted. entry.jar must use SHA-2; the recorded IzzyOnDroid entry.jar is
SHA-256 and still verifies. Tests sign JARs with a throwaway key.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A search for a different query while a source is busy now queues (newest wins)
instead of being dropped, and warm() uses the browse limit so the first browse
reuses it. set_enabled calls the source before taking search._lock. A
SourceLimited error reports the source as 'limited'.
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>
Include curated app images and summaries, owner avatars and social banners for topic discovery, and fixture coverage for artwork preservation.
Co-Authored-By: GPT-6 Astra <noreply@openai.com>
Generate five artwork slots, refresh VR shortcuts and managed collections, and retain a signal-aware launcher around setsid so stopping the wrapper cleans its container. Cover installation, artwork and launch cleanup offline; record the Steam client startup blocker for device verification.
Co-Authored-By: GPT-6 Astra <noreply@openai.com>
Verify pinned JAR/CMS signatures, v2 index hashes and APK downloads; support signed v1 fallback and persist TOFU identities. Reuse the catalogue reducer and document repository publishing with offline and live verification evidence.
Co-Authored-By: GPT-6 Astra <noreply@openai.com>
Borrow expansion-file and save-management features with offline verification. Keep SideQuest page-only under its current access terms; document research, integration limits and device acceptance gaps.
Co-Authored-By: GPT-6 Astra <noreply@openai.com>
Third review follow-up (PackageParser.buildClassName). Confirmed the
targetActivity resource id 0x01010202 in Open Saber Plus's manifest.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Survey publisher consent and access limits; add cached sources, recorded fixtures and local APK proof.
Co-Authored-By: GPT-6 Astra <noreply@openai.com>
Second review follow-up: with several activities (e.g. a splash activity ahead
of the game), the alias fallback now prefers the real activity named by the
alias's android:targetActivity. Reads targetActivity by resource id, updates
the error text and docs/vr-apks.md.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Review follow-up. inspect() now returns 'repairable' and the filters it can
patch: the real activity's VR MAIN filter, or, when LAUNCHER/VR sits only on an
<activity-alias>, any real MAIN filter with a category to copy. install() and
patch() repair on 'repairable' instead of 'vr_activity', so a flat Godot 4
export is fixed and a VR category only on the alias no longer aborts install.
Tests cover both shapes, an already-launchable activity with an alias, and an
end-to-end patch.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Lepton's apk-info-extractor ignores <activity-alias>, and Godot 4 exports put
LAUNCHER only on an alias (com.godot.game.GodotAppLauncher). Open Saber Plus
0.7.67 installed but Lepton exited with 'APP_ACTIVITY is empty'. Count only
real activities as launchable and patch the activity's VR intent filter.
Verified on the Frame: Open Saber Plus launches and renders.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
patch() turns corrupt-manifest struct/index errors into FrameError; a missing
layer build says so; the signing key falls back to a rename where hard links
aren't supported and explains how to recover from a bad cached key; the layer
nulls an instance it can't destroy and logs xrLocateSpaces once.
Not changed: the 1.1 Meta profile names match xr.xml's promoted names
(meta/touch_pro_controller, meta/touch_plus_controller), and grip_surface is
palm_ext renamed, so the rewrite stays (now commented).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Main now runs Android installs as background jobs and maps SSH failures to
one offline message. Alternative-version installs go through the same job,
the alternatives dialog waits on it with runJob, and send_error_json keeps
the apk blocker that opens the dialog.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
VR apps with an arm64 OpenXR loader get frame/openxr-compat's layer unless
--no-xr-compat; the app bundle ships the layer. Verified on the Frame: Wolvic's
Quest build gets through OpenXR start-up, Open Brush still reaches FOCUSED.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Quest apps ask for 72/90/120/144 Hz; SteamVR offers only the current rate and
Wolvic aborted on XR_ERROR_DISPLAY_REFRESH_RATE_UNSUPPORTED_FB. Verified on
the Frame: Wolvic's Quest build now reaches XR_SESSION_STATE_SYNCHRONIZED.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Gradient buttons showed a dark sliver on the right: the background shorthand reset
background-origin, so the gradient repeated under the transparent border.
- Phone header: keep the brand on one line and drop the GitHub button under 480px.
- Hero pill: put the platform list on its own line on phones instead of orphaning one item.
- Privacy page: plain sections instead of open accordions whose x looked like a close button.
- Same header (GitHub button) and footer links on every page; legend spacing on the form.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Verified on the headset: hello_xr and Open Brush's Quest build run
immersively unmodified; Wolvic's Quest build needs a LAUNCHER category
and fails on SteamVR's Android runtime being OpenXR 1.0 only.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
One malformed or unreachable repo no longer hides the others; skip bad
index entries; a refreshed raw index outdates its reduced copy; style the
dialog like the others; validate package ids with PKG_RE.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Rate limiting fails open on KV errors instead of dropping feedback
- Break owner/repo#1, GH-1 and github.com references in user text
- Time the form with the browser's monotonic clock, not wall-clock
- Serialize lgtm approvals and rebase before pushing
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Reducing an index no longer deletes apk-catalog/data/index-v2.json, which
the catalogue build reads. Drop the measurement log from docs.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- site/: landing page, /feedback/ and /privacy/ on Cloudflare Pages
(frame-control.pages.dev). POST /api/feedback validates the form and opens
a labelled issue with a fine-grained token; honeypot, minimum fill time and
KV rate limits keep spam out. Ko-fi donate buttons appear once the page
name is set in site/public/js/site.js.
- .github: the issue and PR gate from badlogic/pi-mono. New contributors'
issues and PRs are auto-closed; a maintainer replying lgtmi/lgtm approves
them via APPROVED_CONTRIBUTORS. Issue templates and CONTRIBUTING.md.
- CI runs the website tests; README points feedback at the form.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A thumbnail under the screenshot opens the 66-second trailer, which is attached to the 'trailer' release.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Header, content, tab bar, status strip, drawer and toasts add the notch,
Dynamic Island, rounded-corner and home-indicator insets on every side
(zero on desktops). Phones on their side use the bottom tab bar layout.
- The phone tab bar hides while a text field has focus, instead of riding
on the keyboard.
- DEBUG hook FRAME_TEST_LANDSCAPE for checking this in the Simulator.
- docs/streaming.md: iPhone mirroring (UxPlay, broadcast extension) and
keyboard/mouse input (uinput needs no sudo on the Frame, verified).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The share sheet only offers Save Image when the app declares
NSPhotoLibraryAddUsageDescription; without it screenshots couldn't be saved to
Photos. docs/iphone.md now lists what was verified against the Frame (Bonjour
discovery, waiting and reconnecting, upload, share sheet, install links,
opening Steam Link) and the two permission prompts iOS shows.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The menci/archlinuxarm base failed `pacman -Syu` on GitHub's arm64 runner.
Valve's Holo Core aarch64 preview is the base the Frame's SteamOS is built on,
the iPhone app's frame-container already uses it, and its repos carry every
package the fake needs. A failed image build now reruns with the full log.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The app finds the Frame by itself (Valve's _steamos-devkit._tcp Bonjour
service, else the saved address or frame.local on port 22), so setup is two
numbered steps: wake your Frame (Looking… / Found ✓, and after a few seconds
exactly what to check), then the Developer Mode password and Connect. Manual
address and key options sit under Other ways to connect.
A paired Frame that doesn't answer is almost always asleep: instead of an
error, Waiting for your Frame says how to wake it and connects as soon as its
SSH port answers (checked every 3 s; 4 s after the stand-in came back).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The tabs UI (#4) runs Flatpak installs as server.start_job jobs, so a failed
install answers 200 with a job id and reports the error on /api/job. The test
now waits for the job instead of expecting an immediate 502.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
On the Frame, compat_log.txt has binary bytes in it, so plain grep only said
"binary file matches" and the x86-64 launch check missed Steam's "is not
installed" line. The fake now writes that line to a compat_log.txt that starts
with a NUL, and the end-to-end test finds it the way the smoke test does.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A launch that needs the program running kept looking after Steam's
"started" line, rather than failing on it before the process showed up.
Cleanup reads steamos-delete's log, which reports a failed sync but exits
0, and runs it twice to check Steam no longer lists our titles; until then
they stay tracked and the cleanup step fails.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Headset smoke test: drop the paired key from authorized_keys with a
same-mode copy swapped in, so a failed write can't truncate it; check the
throwaway key with no ssh_config or agent; clean up idempotently (tracked
and leftover titles, their json files, Steam's shortcuts via steamos-delete,
and ~/devkit-utils if it wasn't there before), with a failed cleanup a
failed step; count a launch only with fresh evidence (the process, Steam's
log, or the known missing-runtime line), matching with [d]evkit-game so
pgrep doesn't find its own shell. The test programs sleep 10 s.
Fake Frame: log a launch before its reaper can look for it. e2e: kill a
pairing client's process group when a test ends; accept an aarch64 program
running under QEMU on x86 hosts.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
tests/fakeframe: a container that stands in for the Frame (Arch Linux, or
Arch Linux ARM on arm64) with sshd, rsync, Valve's steamos-devkit-service
and hooks (vendored unmodified), a fake Steam client for the devkit pipe and
the DevTools port (the app's JavaScript runs in Node against stand-in
SteamClient/appStore objects), stubs for steam, wpctl, flatpak, podman,
Lepton and friends, battery and thermal files under /sys, and fault
switches (fakeframe-ctl): pairing mode, approve/deny/timeout, Steam not
running, headset asleep, sshd off, disk full, runtimes missing. A second
container is the computer running Frame Control.
tests/e2e: 29 tests driving the real ui/server.py, frame_connect.py and
frame_titles.py against it; skipped unless FRAME_E2E=1. scripts/e2e.sh
builds, runs and tears down; CI runs it on ubuntu-24.04-arm.
tests/smoke + scripts/frame-smoke.sh: the core cases against a real Frame,
recorded with its BUILD_ID, cleaning up after itself; --pair to pair a
throwaway key. docs/testing.md describes the layers.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
On the Frame, Steam refused to register titles whose id had a hyphen
(fc-smoke-exe) with "missing/invalid arguments", and registered the same
program as FCSmokeProbe (headset smoke test, 2026-09-27, BUILD_ID
20260922.6101926). Valve's client only allows ^[A-Za-z_][A-Za-z0-9_.]+$.
title_id now makes ids of letters, digits and _, not starting with a
digit, 2 to 64 long; new installs are checked against that, while titles
already on the Frame are still listed, launched and removed. Steam's error
text is trimmed before it's quoted, and the "install it again with Steam
running" hint only follows a Steam-not-running error.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- docs/recovery-and-images.md: where Valve's Frame images are (not linked from
the SteamOS download page), file names, sizes and our checksums, the GPT
layout with exact start sectors, what's in rootfs-A (btrfs, SteamOS 0.3.0
build 20260922.5152327, users, sudo and sshd config), extracting it, running
it without the headset, and Valve/Collabora's Holo Core aarch64 preview.
- how-the-frame-works.md: correct the recovery image file names; add verified
facts on the SSH server, tools on the image (no adb), Lepton instances as
podman containers, going off the network when asleep, and the battery
reading at full charge.
- ssh.md: pairing from an iPhone and why devkit RSA pairing doesn't fit it.
- open-questions.md, README.md and the steam-frame skill point to the new pages.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
tests/frame-container/frame-image.sh extracts rootfs-A from Valve's Frame
recovery image (steamdeck-images.steamos.cloud/recovery), mounts it read-only
with a throwaway writable layer and starts the image's own sshd, so the iPhone
app can pair with and run its server on the real SteamOS for Frame userland.
Verified: password pairing then key login in the image's sshd log, the power
password check through the image's sudo, status reading SteamOS 0.3.0.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Valve publishes no Steam Frame OS image, so tests/frame-container builds the
Frame's SSH surface on Valve and Collabora's Holo Core aarch64 base: a
steamos user with a password and sudo, OpenSSH with keys and passwords,
Python, and a systemctl that only records requests.
Against it from the Simulator: password pairing, the host-key pin, the power
password check. Found and fixed: a changed host key or a refused login said
"Can't reach the Frame" and retried forever; they now say "Pair with the
Frame again" and offer that. The server's key rejection now says the header
may be wrong, not only missing.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Adds debug-only test hooks (open on a tab, run page JS, leave the tunnel URL in
Caches) used to drive the app in the Simulator, and records what was verified:
all four tabs with live data, capture and 31 fps live video in WKWebView, upload,
install jobs and the power password check through the app's tunnel.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Pairing saves nothing if it was cancelled while adding the key.
- The ssh stand-in runs under bash: dash refuses job control without a
terminal, which cost stdin and the process group.
- A server that stops while the tunnel opens fails the attempt (and retries)
instead of leaving it half-connected.
- The health probe answers within its deadline even when a dead link keeps
the probe itself waiting.
- A cached version is deleted only if no server runs from it (servers now run
by absolute path) and it's two weeks unused.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>