The page leaves the panel off releases, so a release says nothing about focus.
Found in review of the stale-latch fix.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The pad reaches whichever panel has focus (Steam's menus too), needs nothing installed, and no longer clamps to 1280x720. Characters that aren't on a US keyboard start KDE Connect the first time they're typed.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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>
- 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>
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>
- 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>
- 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>
- 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>
- 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>
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>
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>
discard() swallows OSError as well as Failure, so a launch that fails and
can't remove its copy still reports the error and can be started again.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The agent holds its copy from its first status line on and tidies it up
however it ends. Before that (a launch error, or stopped before the agent
ran) the server removes the copy itself. discard() only ever removes
incoming copies, never the iPhone bundle's own. The retry race test waits
for both contenders' decisions instead of sleeping.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- A start turned off while copying removes the copy instead of starting an
agent that would be killed before it could tidy up.
- A local read error while copying removes the partial copy too.
- The retry race test holds the new start until the retry has decided, so
it fails every time without the fix (checked 3/3), not by luck.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Review round 12: a failed USB-C tunnel now retries the normal path; an
existing HostKeyAlias wins; --host with --usb is rejected; the Steam
desktop-streaming claim is now 'untested' (Valve documents the desktop
showing when a game loses focus); the Show/cleanup overlap test blocks
for real (it fails without the lock). Verified live: with the cable out,
the route is the normal path.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>