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Author SHA1 Message Date
saphidandClaude Opus 5.5 4bb7a1ee86 Merge main into frame-input: keyboard and trackpad alongside analytics, the Mac view and MCP
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 10:25:26 +10:00
Alex Southwell 363497fdd5 Merge pull request #20 from saphid/vr-apks
Run Quest and other VR APKs on the Frame: VR detection, launcher fix, OpenXR 1.1 compatibility layer
2026-09-29 10:13:11 +10:00
Alex Southwell ff52f50c0c Merge pull request #22 from saphid/mac-in-headset
Mac in the headset: Mac windows as panels, measured and adapting to the network
2026-09-29 10:12:46 +10:00
saphidandClaude Opus 5.5 48158d1fe9 Merge main into mac-in-headset (README index)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 10:05:27 +10:00
saphidandClaude Opus 5.5 e288946b81 Merge main into vr-apks: VR installs report through install_hooks like every other install
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 09:58:55 +10:00
Alex Southwell 66b6d46e0e Merge pull request #37 from saphid/flat2vr-mods
docs: record VR mod feasibility and own-manager requirements
2026-09-29 09:57:59 +10:00
saphidandClaude Opus 5.5 d970107716 Merge main into mac-in-headset: the Mac view alongside analytics and Report a problem
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 09:57:35 +10:00
Alex Southwell 6fbc450eea Merge pull request #17 from saphid/analytics-and-updates
Analytics, self-update and Report a problem
2026-09-29 09:55:12 +10:00
saphidandClaude Opus 5.5 f7573e3565 Merge main into mac-in-headset (MCP agent routes alongside the Mac view); skip the bash syntax test on Windows
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 09:41:24 +10:00
Alex Southwell 4f6d40625a Merge pull request #36 from saphid/linux-vr-streaming
docs: Linux VR feasibility and first-party streaming options
2026-09-29 09:39:01 +10:00
saphid c6ed6c9ea1 Merge remote-tracking branch 'origin/main' into analytics-and-updates
# Conflicts:
#	docs/frame-control.md
#	ui/server.py
2026-09-29 09:38:44 +10:00
Alex Southwell 6d03317970 Merge pull request #15 from saphid/docs-announcements
Docs: house style for announcing features and fixes
2026-09-29 09:26:22 +10:00
Alex Southwell 976008065f Merge pull request #16 from saphid/keep-awake
Keep the Frame awake during agent work
2026-09-29 09:16:03 +10:00
Alex Southwell 8b5ada1272 Merge pull request #35 from saphid/frame-mcp
Add Frame Control MCP tools and an opt-in assistant panel
2026-09-29 09:04:49 +10:00
saphidandClaude Opus 5.5 48a9914124 Skip reverse-DNS lookup when binding the loopback server
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>
2026-09-29 08:54:17 +10:00
saphid 002c859572 Set up self-contained MCP startup and inspect Frame computer-use capabilities 2026-09-29 08:18:47 +10:00
saphid b5cf8253e6 Bind approval UI to current request and verify panel cleanup 2026-09-28 22:29:18 +10:00
saphid beccfec307 docs: record Frame mod feasibility and manager requirements 2026-09-28 22:25:05 +10:00
saphid a6137351d9 docs: record Linux VR client blockers and streaming options 2026-09-28 22:23:19 +10:00
saphid 6a8e3fadbf Open assistant on Frame and document verified agent workflows 2026-09-28 22:21:22 +10:00
saphid 643cb65c79 Add key-free MCP tools, human approvals and opt-in assistant 2026-09-28 22:21:22 +10:00
saphidandClaude Opus 5.5 1b90c64b73 Docs: benchmark with the headset worn (Wi-Fi much rougher; controller bounded latency)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 22:02:05 +10:00
saphidandClaude Opus 5.5 41f08ac9a2 Bundled KDE Connect: one safety net for every launch failure
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>
2026-09-28 22:01:09 +10:00
saphidandClaude Opus 5.5 98a5ec45bb Bundled KDE Connect: tidying up can't leave the pad stuck starting
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>
2026-09-28 21:56:00 +10:00
saphidandClaude Opus 5.5 e4421d966a Bundled KDE Connect: the server owns a copy until its agent speaks
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>
2026-09-28 21:51:02 +10:00
saphidandClaude Opus 5.5 39afb23d97 Docs: Steam's StartDesktopStream pairs the Frame with the Mac (verified); stream test next
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:45:52 +10:00
saphidandClaude Opus 5.5 efffd72c52 Bundled KDE Connect: no copy left behind by a stop or a local read error
- 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>
2026-09-28 21:44:02 +10:00
saphidandClaude Opus 5.5 bda9d77d2d Mac in the headset: USB route keeps a configured host-key alias and falls back to the network
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>
2026-09-28 21:39:40 +10:00
saphidandClaude Opus 5.5 d5e8193ce5 Bundled KDE Connect: tidy the copied packages however a start ends
- Each start keeps its copy (holding a lock on it) until it ends, however
  it ends, then removes it; a restart can still unpack it.
- The server removes a partial copy when copying fails.
- Other copies are removed only when unlocked and over an hour old.
- Tests: a start racing the need-packages retry (one agent, not two), a
  restart that must unpack its copy, a held copy surviving the sweep.
  Both regression tests fail without their fix.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:36:22 +10:00
saphidandClaude Opus 5.5 4fae62ba14 Mac in the headset: use the Frame's USB-C network when plugged in; Steam streaming findings
- Plugged into the Mac, the Frame is a USB network device ("Steam Frame",
  usb0 at ~0.9 ms). The tunnel uses it when the Frame's usb0 answers,
  with the usual host key; otherwise the normal path. Interleaved runs:
  content p50 7 vs 10 ms, click to drawn 17 vs 27 ms, scroll p95 23 vs
  31-37 ms. FRAME_MACVIEW_USB=0 turns it off; the card says "over USB-C".
- Bench: --usb, and the route is recorded per run.
- Docs: Steam's own streaming (no SteamVR host on macOS; Remote Play pairs
  but streams games, not windows; test blocked); the Frame's USB network;
  the 2026-09-28 health-check boot-loop recurrence.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:33:31 +10:00
saphidandClaude Opus 5.5 6765fbcb20 Bundled KDE Connect: close the races the second review found
- The need-packages retry only runs if no start() has taken over, so two
  agents can't end up running for one session.
- Each copy goes to its own incoming folder; the agent removes its own once
  connected (and any a cancelled start left over an hour ago), so a stopped
  start can't delete files another is copying or still needs.
- A missing package folder means need-packages, not an error.
- Tests keep fake agents running, so they check ready and which agent owns
  the session, plus a bounded retry and the tidy rule.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:28:10 +10:00
saphidandClaude Opus 5.5 75b2478a55 Bundled KDE Connect: fixes from review
- iPhone build fails if the bundle can't be made, instead of shipping a
  stale archive with an empty version.
- A different build that another device is using right now is left running
  and replaced once nobody is, rather than stopped under them.
- If what's installed changed after the server looked, the agent asks for
  the packages (need-packages) and the server copies them and starts again.
- The installed-build check sends bytes, so Windows' CRLF can't break it.
- Starting again while a stopped start is still copying launches anew;
  concurrent copies use their own temporary names.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:18:56 +10:00
saphidandClaude Opus 5.5 1d05f57fbf Mac in the headset: a Show waits for a viewer cleanup already in progress
Review round 11: the cleanup's check and pkill now hold a lock that Show
takes to count itself in, so a new viewer can't start between them.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:14:27 +10:00
saphidandClaude Opus 5.5 484a50a189 Mac in the headset: no viewer cleanup while a Show is launching; relay pump always ends
Review round 10: a Show replacing its own stream could have its new viewer
ended by the cleanup; a viewer reset left the delayed relay pending.
Verified: the relay delivers what's queued, then closes the agent side.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:11:26 +10:00
saphidandClaude Opus 5.5 7f769ca2f0 Mac in the headset: end the Frame's viewer browser after Stop; relay fixes
- Chromium on the Frame outlived its last viewer window (verified: 11
  processes left after a run). Once nothing is shown, Stop ends it, unless
  Show was pressed again meanwhile; its profile is Frame Control's own.
- Relay --delay: if the agent side fails, close the viewer side too
  (review round 9).
- Docs: the final scroll run captured 57 fps; don't blame ScreenCaptureKit.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:07:59 +10:00
saphidandClaude Opus 5.5 5bf1268c82 Ship KDE Connect inside Frame Control instead of downloading it on the Frame
The keyboard and trackpad no longer fetch KDE Connect from Valve's package
repository on the Frame. The desktop apps and the iPhone app's Frame bundle
carry Valve's arm64 build of kdeconnect 24.02.2-1 and the five libraries it
links (kcontacts, kpeople, modemmanager-qt, pulseaudio-qt, libfakekey),
pinned by SHA-256 in frame/kdeconnect/packages.json and downloaded at build
time from the kdeconnect-frame-24.02.2-1 release, which also holds Valve's
complete source package for each.

On first use the computer copies them over its SSH connection (the iPhone
bundle already has them on the Frame); the agent checks each SHA-256,
unpacks them and stamps which build it is, so later starts copy nothing.
No internet on the Frame, 3.6 MB instead of 8 MB, 18 MB unpacked instead of
82 MB (ModemManager and friends were packaging-only dependencies).

GPL/LGPL compliance: frame/kdeconnect/NOTICE.md names each exact version,
licence and source; per-project licence texts in frame/kdeconnect/LICENSES;
THIRD_PARTY_NOTICES.md; an About and licences dialog in the app.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:07:20 +10:00
saphidandClaude Opus 5.5 038dcd48cd Treat bare activity names as package-relative when matching the alias target
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>
2026-09-28 21:04:55 +10:00
saphidandClaude Opus 5.5 71200c5179 Merge origin/main into mac-in-headset
Brings in #4, #5, #8 (fbl100's verified Remmina/VNC mirror), APK
alternatives and the website. docs/streaming.md: Mac in the headset stays
the recommendation (now verified on the Frame); Remmina keeps #8's verified
evidence as the whole-screen fallback. docs/mac-in-headset.md cites #8's
lag finding.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:03:34 +10:00
saphidandClaude Opus 5.5 00b45bafc5 Mac in the headset: final benchmark numbers; relay delay is a delay line
Review round 8 (GPT-6 Astra xhigh): --delay paused upstream reads, so busy
streams saw 30-60 ms instead of 30. Verified locally: 60-62 ms round trip
with 30 ms each way under load. No saved result used --delay.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:02:26 +10:00
saphidandClaude Opus 5.5 9e4dcdd147 Mac in the headset: measure every frame, adapt to the network, separate windows
- Per-frame timing on the Mac's clock (capture, encode, network, decode,
  draw), viewer clock sync and reports, input echo, /stats and a HUD.
- scripts/macview-bench.py: repeatable runs on the real Frame, a shaping
  relay (no sudo), interleaved A/B between agent settings; results in
  bench/results/.
- Adaptive controller: ack-based send gate with jitter-aware slack, AIMD
  bitrate that knows when a stream is app-limited, fps then size tiers.
  On a 50->3->50 Mbit/s step, scroll p95 went from 4.7 s to 72 ms; no cost
  on a clean link.
- Separate mode: real AppKit event loop (HiDPI and NSScreen now work),
  cropped capture for fixed-size windows, windows kept on their display,
  graceful quit restores windows; stop/start races fixed.
- Encoder timeline clamp (no oversized frame after a pause).
- Frame Control shows each live stream's fps, delay, bitrate and tier.

Reviewed by GPT-6 Astra xhigh (read-only), 7 rounds; findings fixed.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 20:56:14 +10:00
saphidandClaude Opus 5.5 9e9e5950d0 Patch the activity the launcher alias targets, not the first MAIN filter
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>
2026-09-28 20:55:56 +10:00
saphidandClaude Opus 5.5 268afccf05 APK sources: shared interface for source modules
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 20:52:30 +10:00
saphidandClaude Opus 5.5 e1c0ac983c Repair alias-only launchers for flat apps too; never fail on a VR alias
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>
2026-09-28 20:40:16 +10:00
saphidandClaude Opus 5.5 33a92a2e1d Tests: run in a sandbox that can't touch real app data, telemetry or the shared database
On a maintainer's Mac the compatibility-database key is in the Keychain, so a
test that reached install reporting published fake reports. Every test module
now imports tests/sandbox.py first, which points app data at a throwaway
directory (new FRAME_CONTROL_DATA_DIR), turns telemetry off and sends the
database nowhere.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 20:20:27 +10:00
saphidandClaude Opus 5.5 077eab2b79 Add LAUNCHER to the real VR activity when only an activity-alias has it
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>
2026-09-28 20:19:38 +10:00
saphidandClaude Opus 5.5 f076527722 Send analytics to the existing PostHog project; make bug reports private
- Analytics go to the maintainer's PostHog US project 343535, tagged
  $lib = frame-control. Every event carries $ip 0.0.0.0, since PostHog
  stores the sender's address otherwise (checked live), including events
  queued by earlier versions.
- Report a problem sends a private problem_report event to PostHog instead
  of a public GitHub issue, with its own random id so a contact address
  can't be linked to analytics. The dialog asks how to reach the person and
  shows a reference. Maintainers read reports on the PostHog dashboard or
  with `python3 ui/frame_report.py inbox`.
- Community sync pages by timestamp in UTC: PostHog refuses OFFSET for
  personal API keys.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 20:14:36 +10:00
saphidandClaude Opus 5.5 e67802f15d Tests: keep the blocked-upload test from reaching real install reporting
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 20:11:48 +10:00
saphidandClaude Opus 5.5 73eef14ecd Report APKs refused before install; offer a compatibility test after installing an alternative
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 19:44:44 +10:00
saphidandClaude Opus 5.5 c3ceea9bcd Merge main into analytics-and-updates: keep APK alternatives alongside Report a problem
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 19:39:38 +10:00
saphid 35ef3af54b Merge remote-tracking branch 'origin/main' into vr-apks
# Conflicts:
#	ui/frame_android.py
#	ui/index.html
2026-09-28 17:49:47 +10:00
saphidandClaude Opus 5.5 f10282294d Fix the cross-provider review's findings on VR APK support
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>
2026-09-28 17:47:35 +10:00
saphid 6217b5f2fa Merge remote-tracking branch 'origin/main' into frame-input 2026-09-28 17:43:27 +10:00
saphidandClaude Opus 5.5 b9e31178f3 Keyboard and trackpad for the Frame, through its own KDE Connect
Home → Keyboard and trackpad, in every version of Frame Control (Mac,
Windows, Linux, iPhone, iPad) with nothing to install on the device in
your hand. On a phone: a trackpad (drag, tap, two-finger scroll and
right-click) and a field that types on the Frame. On a computer: click
the pad to pass the mouse and keyboard through; Esc to stop.

First-party route: ui/frame_input_agent.py runs on the Frame and talks
KDE Connect's LAN protocol (v7) to kdeconnectd as if it were a phone.
KDE Connect isn't on the image, but Valve's package repository has it;
the agent fetches it and four libraries into ~ (no root, survives
updates), starts it, pairs by itself (accepting over D-Bus), and stops
it again when the last device disconnects. Each device has its own
identity; a stuck KDE Connect is restarted once.

Verified against the real Frame (SteamOS 0.4.1): first-time install,
pairing, pointer moves from the Mac's server and the iPhone app
(Simulator), Mac and iPhone at once, two installs at once, a frozen
daemon replaced, and the daemon stopping when the app quits.

Reviewed by GPT-6 Astra (xhigh) over seven rounds; all findings fixed
except per-event delivery acknowledgement (documented known limit).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 17:42:19 +10:00
Alex Southwell dcf9689f64 Merge pull request #11 from saphid/apk-alternatives
Offer older APK versions that fit when Lepton refuses an app
2026-09-28 17:38:35 +10:00
saphidandClaude Opus 5.5 97d70d0c80 Merge origin/main: background install jobs and tabbed pages
Flatpak installs record their outcome inside main's background job; failed
jobs are diagnostics too. The Privacy panel lives on the Tools page (#privacy
opens it), tab analytics use the four page names, and "Test it now?" reads the
install job's result.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 17:37:28 +10:00
saphidandClaude Opus 5.5 9eeca79b5d Analytics, self-update and Report a problem
- Anonymous PostHog analytics (ui/frame_telemetry.py): usage on by default
  after a first-run notice; compatibility results and error details opt-in,
  offered together by the notice's "Share more to help fix problems" button.
  Random id, no person profiles or GeoIP, scrubbed text, an offline outbox,
  and "Show what's been sent" in the new Privacy panel. Inert without a
  project key, from a source checkout, or with DO_NOT_TRACK=1.
- APK installs now record install_failed when the APK itself won't install,
  and offer a 20-second test after installing. Opted-in reports reach the
  shared database through PostHog and `frame_compat_db.py sync`.
- The desktop app updates itself from published releases (app/updater.js):
  update.json from releases/latest/download, SHA-256 checked, no downgrades;
  macOS bundle swap, Windows NSIS, Linux AppImage, otherwise the release page.
  scripts/publish-release.sh publishes a tested draft with its manifest.
- Report a problem (header button, Privacy panel, Help menu) files a GitHub
  issue through the website's feedback API, with a previewed, scrubbed
  diagnostics snapshot; activity and logs only when asked for.

Reviewed by GPT-6 Astra (xhigh, read-only) three times; all findings fixed.
Docs: docs/privacy.md, docs/releasing.md.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 17:34:21 +10:00
saphidandClaude Opus 5.5 224340edc9 APK alternatives: refresh the catalogue after an install job; pin the test's premise
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 17:29:29 +10:00
saphidandClaude Opus 5.5 b393e90854 Keep the Frame awake during agent work
Steam's own idle timer (60 min on AC, 15 on battery) suspends the Frame,
and SSH work doesn't count as activity. scripts/keep-awake.sh on sets both
timers to Never through Steam's DevTools (reusing ui/frame_steam.py) and
holds a logind sleep inhibitor as a user unit; off releases the inhibitor
and restores the saved timers. Findings recorded in how-the-frame-works.md.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 17:23:06 +10:00
saphidandClaude Opus 5.5 45f720883a Docs: house style for announcing features and fixes
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 17:22:55 +10:00
saphidandClaude Opus 5.5 c814cb95d0 Merge main into apk-alternatives: install other versions as background jobs
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>
2026-09-28 17:21:55 +10:00
Alex Southwell ff2c4ebfe0 Merge pull request #8 from fbl100/mac-mirror-verified
Mac → Frame mirror: verified, with fixes for scaling, login and the cursor
2026-09-28 17:20:22 +10:00
Alex Southwell 03322d3166 Merge pull request #5 from saphid/iphone-app
iPhone and iPad app: the same features, served from the Frame
2026-09-28 17:20:18 +10:00
Alex Southwell 2d08486278 Merge pull request #4 from saphid/ui-tabs-reliability
Tabs, one offline banner, background installs, drop anywhere
2026-09-28 17:19:46 +10:00
Alex Southwell f780ab2c6a Merge pull request #14 from saphid/site-polish
Website: crop the Tools screenshot and tighten the phone footer
2026-09-28 16:43:21 +10:00
saphidandClaude Opus 5.5 396f2a830a Website: crop the empty half off the Tools screenshot; tighten wrapped footer links
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:39:01 +10:00
Alex Southwell 59761ae015 Merge pull request #12 from saphid/website-kofi
Website: Ko-fi donate buttons and visual fixes
2026-09-28 16:34:18 +10:00
saphidandClaude Opus 5.5 50d5e14539 Inject the OpenXR compatibility layer into VR APKs on install
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>
2026-09-28 16:33:14 +10:00
saphidandClaude Opus 5.5 48eedbc2eb Website: let the hero platform list wrap on phones so large text isn't clipped
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:31:39 +10:00
saphid fd15f1de4c Merge branch 'openxr-compat' into vr-apks 2026-09-28 16:29:11 +10:00
saphidandClaude Opus 5.5 064cf95f6d VR APK notes: Lepton's missing clipboard also stops the Godot XR Tools demo
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:29:11 +10:00
saphidandClaude Opus 5.5 8d75ede0ab OpenXR compat layer: keep the current refresh rate when SteamVR refuses a request
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>
2026-09-28 16:29:06 +10:00
saphidandClaude Opus 5.5 2b89eeba1d Website: fix visual bugs found in a page-by-page review
- 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>
2026-09-28 16:26:43 +10:00
saphid 0dbe18d824 Add APK-local OpenXR 1.1 compatibility layer for Frame 2026-09-28 16:24:27 +10:00
saphidandClaude Opus 5.5 75e92db2fa Website: point the donate buttons at ko-fi.com/alexsouthwell; add FUNDING.yml
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:18:12 +10:00
saphid a1bc6522c3 Detect VR APKs and repair launchers with pure Python v2 signing 2026-09-28 16:16:56 +10:00
Alex Southwell 10f96656e3 Merge pull request #10 from saphid/website
Website, feedback form that opens issues, and pi's contributor gate
2026-09-28 16:07:23 +10:00
saphidandClaude Opus 5.5 724b020e93 Document what it takes to run VR and Quest APKs in Lepton
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>
2026-09-28 15:56:53 +10:00
saphidandClaude Opus 5.5 a1fa4ce140 Fix the cross-provider review's findings on APK alternatives
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>
2026-09-28 15:15:11 +10:00
saphidandClaude Opus 5.5 a7663b3a5e Website feedback: double backslashes so escapes can't rebuild references; queue every approval
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 14:51:18 +10:00
saphidandClaude Opus 5.5 a6fff434a4 Website feedback: attribution first, escape <, wait out the fill timer; maintainers only in the approval queue
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 14:45:54 +10:00
saphidandClaude Opus 5.5 cd40a194ed Website feedback: escape & so entities can't rebuild mentions; queue only lgtm comments
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 14:39:54 +10:00
saphidandClaude Opus 5.5 0037b1ef4b Website feedback: fixes from review
- 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>
2026-09-28 14:33:42 +10:00
saphidandClaude Opus 5.5 50405ccf88 Add IzzyOnDroid to APK alternatives; keep the catalogue's index file
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>
2026-09-28 14:30:15 +10:00
saphid 32196b4260 Reduce F-Droid indexes and fetch APK alternatives asynchronously 2026-09-28 14:26:40 +10:00
saphidandClaude Opus 5.5 7d328e20a5 Website with a feedback form that opens GitHub issues, and pi's contributor gate
- 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>
2026-09-28 14:26:33 +10:00
saphid fbe7ba9575 Find installable APK alternatives in F-Droid main and archive 2026-09-28 14:16:43 +10:00
saphidandClaude Opus 5.5 a3c6e5c984 Mac in the headset: stream Mac windows and screens into the Frame as panels
Frame Control can now show any Mac window, or a whole screen, as its own
SteamVR panel on the Steam Frame (Tools -> Mac in the headset, macOS only).
Place it with the SteamVR dashboard; the laser clicks and scrolls, and the
Mac's own keyboard types.

- mac/frame-mac-view (Swift, no dependencies): ScreenCaptureKit capture per
  window or display, VideoToolbox H.264 with low-latency rate control (JPEG
  fallback), a loopback HTTP/WebSocket server, CGEvent/AX input playback,
  and a display-awake assertion while anyone watches.
- ui/frame_macview.py: starts the agent, runs an ssh -R tunnel with a
  supervisor that reopens it on the same port, and launches a Chromium app
  window per stream on gamescope's :0, tagged with STEAM_GAME for its own panel.
- Frame Control's key never leaves the Mac: viewers get single-use,
  per-source tickets and reconnect keys that Stop revokes.
- ui/mac-view.html: WebCodecs decode, keyframe recovery, pointer/wheel/keys back.
- Bundled in the Mac app build; tests/test_macview.py builds and drives the
  agent on macOS.

Verified on the Frame (build 20260925.6191901) with the test pattern: panel
in about 1.5 s, about 60 fps, Mac-to-window about 11-17 ms, tunnel recovery
in 4 s. Laser input and real window capture still need a person in the headset.

Also commits the other thread's first-party rule (steam-frame skill) and
the first-party options table in docs/streaming.md.

Reviewed by GPT-6 Astra (xhigh, read-only) over six rounds; all findings fixed.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 13:33:46 +10:00
Frank LevineandClaude Opus 5.5 5e12245932 Streaming doc: Mac → Frame mirror verified; move answered open questions
Tested on Frame BUILD_ID 20260925.6191901 with macOS 27.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 13:49:12 -04:00
Frank LevineandClaude Opus 5.5 df1810bae3 Add mac-cursor-ring.lua: show the Mac pointer in the VNC mirror
macOS leaves the pointer out of the Screen Sharing framebuffer, and neither Remmina showcursor setting brings it back. A Hammerspoon ring around the pointer is a real window, so it gets mirrored.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 13:49:12 -04:00
Frank LevineandClaude Opus 5.5 3f0e7b198a install-apps: scale the Mac screen profile to fit; warn about the Mac login
Without scale-to-fit a Retina Mac shows 1:1 as a zoomed-in corner. macOS offers Apple auth ahead of plain VNC auth, so Remmina asks for the Mac account login.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 13:49:12 -04:00
saphidandClaude Opus 5.5 9110557e23 README: link the Frame Control trailer
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>
2026-09-27 22:07:44 +10:00
saphid 0016d9200c Merge remote-tracking branch 'origin/iphone-app' into iphone-app 2026-09-27 21:27:10 +10:00
saphidandClaude Opus 5.5 fe87a9d826 Keep the page clear of iOS safe areas everywhere; research typing, pointing and mirroring into the Frame
- 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>
2026-09-27 21:26:32 +10:00
Alex Southwell 1b26c4f92c Merge pull request #7 from saphid/fake-frame-tests
Regression tests against a fake Frame, plus a headset smoke test
2026-09-27 21:25:36 +10:00
saphidandClaude Opus 5.5 3db311da13 iPhone app: declare photo saving so Save Image appears; record what was tested
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>
2026-09-27 18:49:25 +10:00
saphidandClaude Opus 5.5 e1d138470f Fake Frame on arm64: use Valve's Holo Core image, and show failed builds
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>
2026-09-27 18:16:20 +10:00
saphidandClaude Opus 5.5 c711e136d4 iPhone app: a first screen that says exactly what to do
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>
2026-09-27 18:16:14 +10:00
saphidandClaude Opus 5.5 19b9bc2dbe E2E: follow background jobs for Flatpak installs
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>
2026-09-27 17:43:49 +10:00
saphidandClaude Opus 5.5 b768162139 Smoke test: read Steam's binary compat log with grep -a
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>
2026-09-27 17:40:09 +10:00
saphidandClaude Opus 5.5 56bbac4ddb Smoke test: wait for the evidence a launch needs; check the shortcut sync
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>
2026-09-27 17:40:09 +10:00
saphidandClaude Opus 5.5 93aebb5019 Fix the review's findings in the test harness
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>
2026-09-27 17:40:09 +10:00
saphidandClaude Opus 5.5 0181071b83 Tests against a fake Frame, and a headset smoke test
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>
2026-09-27 17:40:09 +10:00
saphidandClaude Opus 5.5 ca2a991f03 Sideloaded titles: use ids Steam's create-shortcut accepts
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>
2026-09-27 17:40:09 +10:00
saphidandClaude Opus 5.5 10bf18fd50 Document the Frame's recovery images and what we learnt about the device
- 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>
2026-09-27 17:25:01 +10:00
saphidandClaude Opus 5.5 d65f7130d5 Test against Valve's own Steam Frame OS from its recovery image
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>
2026-09-27 16:59:01 +10:00
saphidandClaude Opus 5.5 13f629af35 WebXR doc: drop the stale not-verified list
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 16:55:09 +10:00
saphidandClaude Opus 5.5 7efce19f4c WebXR doc: measured frame rate and controller input
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 16:54:48 +10:00
saphidandClaude Opus 5.5 623ce683d4 Document testing VR without wearing the headset; Steam-launched WebXR verified
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 16:47:57 +10:00
saphidandClaude Opus 5.5 b1fa3afd40 Don't retry a pairing failure on returning to the app; README installs the docker client
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 15:48:43 +10:00
saphidandClaude Opus 5.5 aafd2dbda8 iPhone app: test pairing and power against a Holo Core stand-in
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>
2026-09-27 15:44:42 +10:00
saphidandClaude Opus 5.5 db75d1ca71 iPhone app: verified against a Frame from the Simulator
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>
2026-09-27 15:26:23 +10:00
saphidandClaude Opus 5.5 fd3a25434d iOS build: create the derived-files folder before packing the Frame bundle
A clean build (as in CI) hasn't made it yet.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 11:48:53 +10:00
saphidandClaude Opus 5.5 14790ac768 Fix the follow-up review's findings
- 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>
2026-09-27 11:40:17 +10:00
saphidandClaude Opus 5.5 a910f83ac1 Fix the iPhone review's findings
- Cancelling (Change headset, Forget) invalidates the attempt in flight; a
  connection only becomes the app's once every step finished for it.
- A server that stops while the tunnel opens is noticed (exit callbacks are
  synchronised and replayed), and the app isn't left showing a dead page.
- The port is read only once the digits are complete, and range-checked.
- Other versions in ~/.cache/frame-control stay unless untouched for 14 days,
  so a second phone or iPad isn't cut off.
- The key is appended on its own line even if authorized_keys lacks a final
  newline.
- The app checks every 20 s, and on returning to the foreground, that the SSH
  session still answers, and reconnects if not.
- The ssh stand-in runs the command as its own process group and passes a
  TERM on to all of it, so a live-video ffmpeg stops with its stream.
- Touch screens show the library's Play buttons (the rule now follows the
  base one); the failure screen only says it's retrying when it is; the page
  says the app reconnects rather than naming a desktop menu.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 11:30:40 +10:00
saphidandClaude Opus 5.5 13187e8f6a iPhone and iPad app: the same features, served from the Frame
An iPhone can't run Python or ssh, but the Frame can. The app (ios/, SwiftUI)
connects with its own SSH key (Citadel), copies the server and helpers to
~/.cache/frame-control/<version> on the Frame once per version, starts
ui/server.py there with FRAME_LOCAL=1 on the Frame's 127.0.0.1, and shows the
page through an SSH tunnel. The server exits when the phone disconnects.

Server: FRAME_LOCAL=1 puts ui/local-bin on PATH, whose ssh stand-in runs each
`ssh frame COMMAND` locally (and serves as rsync's transport), so desktop and
phone share one code path. Android display goes through podman exec there, as
the Frame has no adb. FRAME_UI_KEY replaces the fixed X-Frame-UI value with a
per-session key. Power actions take the Developer Mode password via sudo -S.
--port 0 now prints the port it took.

Page: a bottom tab bar and safe areas on phones, Play buttons visible on touch
screens, saving through the share sheet, SSH/SFTP/Steam Link/remote desktop
opening in their iOS apps, and a password dialog for power.

App: pairing with the Developer Mode password once (never stored) or with a
key the user adds; host key pinned on first use; plain-language connection
errors with quiet retries; frame-control://install links; alerts and confirms.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 11:18:15 +10:00
saphidandClaude Opus 5.5 0f770dc88a Tabs, one offline banner, background installs, drop anywhere
The page was one 6,800px scroll with nine nav links (hidden below 1150px).
It is now four tabs, Home, Games, Android and Tools, switched with 1-4; old
section links still land on the right tab.

When the Frame can't be reached, the server turns ssh's connection errors into
one plain message (503, offline: true), the page shows a single banner with
Retry and Set Up Connection, retries every 8 s, and reloads every panel when
the Frame answers. Panels say "Waiting for the Frame" instead of raw ssh text.

Flatpak and Android catalogue installs run as background jobs the page polls,
so a slow install no longer holds a request for up to 15 minutes or reports a
false failure; the bottom bar counts running installs.

Files can be dropped anywhere in the window, as the README already said.
Recent reports show the newest five, with Show all. Android display explains
an empty or failed read. A topped-up headset on a charger reads as not
charging rather than "still draining, using 0.0 W".

Fixes a race where the catalogue and reports loads wrote the compat-db
mirror's .tmp file at once and one failed with a 500.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 10:23:24 +10:00
saphidandClaude Opus 5.5 e5f3c96275 WebXR doc: keep only the verified DevTools launch recipe
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 09:47:33 +10:00
saphidandClaude Opus 5.5 0cb289d571 WebXR: point to the public chromium-webxr-steam-frame repo
The build script, launcher and Steam shortcut helper now live in
saphid/chromium-webxr-steam-frame, so drop the duplicate copies here.
The doc keeps the findings, verification and upstream status.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 07:06:42 +10:00
Alex Southwell d7fc0189b5 Merge pull request #3 from saphid/frame-sideload-features
Sideload Linux/Windows builds, install links, and devkit pairing
2026-09-26 23:21:01 +10:00
saphidandClaude Opus 5.5 8f379db15e Skip the stalled-download quit tests on Windows, and say why
Waking a recv blocked in another thread needs the handle closed on
Windows, which isn't safe under a TLS read (the previous commit, reverted
after review). A stalled download there holds the quit for the 4 s grace
period; its partial file is swept on the next start.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 23:16:57 +10:00
saphid 2f5ba5c086 Revert "Interrupt stalled downloads on Windows too"
This reverts commit b86dd3b07d.
2026-09-26 23:16:31 +10:00
saphidandClaude Opus 5.5 5592ee1570 Chromium XR build: skip gclient sync on re-runs; link the public repo
Once the SO_PEERCRED patch is applied, gclient sync refuses the modified
checkout, so a re-run failed. Sync once per revision instead.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 23:14:03 +10:00
saphidandClaude Opus 5.5 b86dd3b07d Interrupt stalled downloads on Windows too
shutdown() from another thread doesn't wake a blocked recv on Windows, so
quitting mid-download waited out the 4 s deadline there (CI's Windows
server tests). Close the handle as well, detached first so the worker's own
close can't hit a reused handle.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 23:06:13 +10:00
saphid 1cd839e0f1 Merge remote-tracking branch 'origin/main' into frame-sideload-features 2026-09-26 23:00:33 +10:00
Alex Southwell 91aafc1371 Merge pull request #2 from saphid/bundle-deps
Bundle Python and adb so the app needs nothing installed
2026-09-26 22:55:54 +10:00
saphidandClaude Opus 5.5 eb78eba0dc Give the install dialog its own snapshot of installed titles
A Refresh in flight could leave the shared list stale when the dialog
opened. The drop now fetches the list itself and hands it to the dialog.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 22:55:42 +10:00
saphidandClaude Opus 5.5 fd0a284942 Refuse APK entries Android can't read; ignore stale title lists
- Only stored and deflated entries are read: Python 3.9's bzip2 and lzma
  readers inflate without bound before trimming.
- loadTitles drops a response that a newer request has overtaken, so the
  install dialog's replace warning uses the fresh list.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 22:49:18 +10:00
saphidandClaude Opus 5.5 dfacf43e55 Fix the follow-up review's findings
- APK reader: read members with a bounded read, since ZipFile.read inflates
  a member fully before trimming it to a forged declared size; the reference
  walk counts every entry it examines, dead ends and cycles included.
- Titles: a path that exists under the root wins over stripping the archive
  prefix; the prefix is taken before a linked folder is staged elsewhere
  (another drive on Windows); the install dialog loads a fresh title list
  first and says so if it couldn't check.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 22:44:07 +10:00
saphidandClaude Opus 5.5 0530a6d045 Field notes: boot-loop recovery, the SteamVR health check, T3 Code desktop
- Recovery menu (AUX + Power), USB and EDL re-imaging, from Valve's docs.
- Verified cause and fix of a boot loop: steamvr-health-check wipes
  ~/.local/share/Steam after repeated SteamVR start failures, which then
  repeat while Steam re-downloads, until the Frame reboots.
- T3 Code desktop running natively as a panel (from an earlier session).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 22:36:34 +10:00
saphidandClaude Opus 5.5 39d28790a1 Fix the cross-provider review's findings
- APK reader: cap AndroidManifest.xml, resources.arsc and icon sizes before
  inflating them (APKs can come from install links), and follow resource
  references without cycles and with a result budget.
- Sideloading: reserve devkit-steam (SteamOS's sideloaded-client trampoline);
  the install dialog warns when a name replaces an installed title; a
  manifest's exe may name the program as it is in the archive, above the
  folder the installer steps into.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 22:35:16 +10:00
saphidandClaude Opus 5.5 1580dae42e Record headset results for sideloading and devkit pairing
Tested on a Frame (BUILD_ID 20260922.6101926):

- Devkit pairing: the service runs and answers properties.json, but /register
  refuses with "please put the Steam client in pairing mode" unless Steam is on
  Settings > Developer > Pair new host. Both setup paths now say so and keep
  asking for 2 minutes before falling back to the password.
- Sideloading: registering, launching, quoted start paths and Remove work; a
  Windows exe runs under Proton 11 through FEX. An aarch64 build starts but
  outside the runtime container, and an x86-64 Linux build doesn't start
  because the x86-64 Steam Linux Runtime 4.0 isn't installed. The inspect note
  for x86-64 Linux builds now says so.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 22:31:05 +10:00
saphid 84ac687399 Merge remote-tracking branch 'origin/main' into frame-sideload-features 2026-09-26 22:01:46 +10:00
saphid ccf5f3e123 Merge remote-tracking branch 'origin/bundle-deps' into frame-sideload-features
# Conflicts:
#	app/main.js
2026-09-26 22:01:46 +10:00
saphidandClaude Opus 5.5 0478626061 Reject bad redirects cleanly and ignore any icon read error
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 20:55:41 +10:00
saphidandClaude Opus 5.5 2ab2ffa65a Fix the final review's findings on the combined features
- Links to localhost need FRAME_CONTROL_LOCAL_LINKS=1: otherwise any website's
  link could make the app fetch from services on this computer.
- Title staging folders (unzipped titles) carry the server's PID and are swept
  on the next start like download folders, so quitting mid-install doesn't leave
  gigabytes behind.
- An install from a link refreshes Sideloaded titles.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 20:49:21 +10:00
saphidandClaude Opus 5.5 d145537d9a Harden the APK reader and build downloads after review
- frame_apk: android: attributes win over same-named attributes in
  other namespaces; string attributes that keep only a typed value (no
  raw string) still resolve; a failed icon read leaves the icon out
  instead of failing the install.
- The clipboard IPC origin check can't throw on odd frame URLs.
- fetch-deps.js: 60 s download timeout, at most 5 redirects, a SystemRoot
  fallback for tar.exe, and prunes pydoc_data, venv and the static
  libpython.
- Docs keep the clipboard-tool note for running the UI in a browser.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 20:44:40 +10:00
saphidandClaude Opus 5.5 636a4a47b7 Merge sideloading, install links and devkit pairing
Combines the three feature branches on bundle-deps. Conflicts in server.py,
index.html, preload.js, README and test_server.py keep both sides. The
web-install downloader now uses urllib's default HTTPS context, so the
bundled CA list from 770f26c applies to it on Windows too.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 20:39:52 +10:00
saphid 26fff2a06c Merge branch 'worktree-agent-abd0401d6e82a9dd4' into frame-sideload-features 2026-09-26 20:38:41 +10:00
saphid 031ab6aa12 Merge branch 'worktree-agent-a64afd16c052d0281' into frame-sideload-features 2026-09-26 20:38:41 +10:00
saphidandClaude Opus 5.5 6c4d387ef3 Sideload Linux and Windows builds as Steam Devkit Games
Dropping a game's .zip, folder or .exe on Send to Frame now adds it to the
headset's Steam library through Valve's SteamOS Devkit title path, with the
runtime picked from the program's header: Windows PE -> Proton Experimental
(steam_play=1), aarch64 ELF -> SteamLinuxRuntime_4-arm64, x86-64 ELF ->
SteamLinuxRuntime_4 (through FEX). Other architectures are refused.

- frame/devkit-utils: Valve's devkit-utils vendored unmodified (MIT,
  steamos-devkit v0.20260925.1), synced to ~/devkit-utils by stamp, bundled in
  the app and compiled in CI.
- ui/frame_titles.py: inspect (safe unzip, ELF/PE classification, launch
  target ranking), install(path, name=None, exe=None, runtime=None,
  progress=None), list, launch, remove, plus a CLI.
- ui/server.py: /api/titles (inspect/install/discard/launch/remove),
  /api/titles/job progress, and an upload mode 'title'.
- ui/index.html: confirm dialog (name, launch target, runtime), install
  progress, and a Sideloaded titles list with Launch and Remove. The app's
  preload passes a dropped folder's path.
- tests and docs/sideloading.md. Device-side behaviour is inferred from
  Valve's source; the headset was offline, so none of it has been checked on
  a Frame yet.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 20:38:14 +10:00
saphidandClaude Opus 5.5 dd9c009206 Install links for websites: frame-control://install
A site can link to frame-control://install?manifest=URL (or ?url=URL) to
install a title with Frame Control. Manifests use FrameDrop's format, so
framedrop.install/v1 is accepted as well as frame-control.install/v1.

- app/install-link.js parses links; main.js registers the scheme (plus
  electron-builder protocols for Info.plist and the .desktop file), takes
  links from open-url, second-instance argv and the first argv, and holds
  them until the page asks for them through preload's onInstallLink.
- ui/frame_webinstall.py checks the URLs (HTTPS only; localhost over http
  only when the link itself is local; no userinfo; every address public,
  rechecked on redirects and pinned for the connection), reads the
  manifest, downloads with a size cap and sha256 check, and dispatch()
  sends .apk to frame_android and .zip/.exe to frame_titles when present.
- server.py adds /api/webinstall/check, start, job and cancel behind the
  existing Host and X-Frame-UI guards; a start needs a one-time id from
  check. Downloads stop on cancel and on shutdown, and leftovers from a
  killed server are swept by PID.
- index.html asks before anything downloads (name, source host, file,
  type, size, whether a sha256 was given) and shows progress.
- docs/web-install.md, docs/install.html (landing page, unpublished).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 20:18:39 +10:00
saphidandClaude Opus 5.5 770f26c703 Bundle a CA list so HTTPS works from Python on fresh Windows
The bundled Python only trusts roots already in the Windows certificate
store, which Windows fills lazily, so on a new install Steam store
search, F-Droid downloads and the compat DB failed with
CERTIFICATE_VERIFY_FAILED. fetch-deps.js now also bundles curl's pinned
copy of Mozilla's CA list, and the server adds it to the default HTTPS
context on top of the system certificates (before any urlopen, since
urllib keeps the context it first builds).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 20:12:32 +10:00
saphidandClaude Opus 5.5 a90ffeda5f Pair through the SteamOS devkit service before asking for a password
connect.sh and frame_connect.py now try Valve's steamos-devkit-service
first: GET /properties.json for the login user, then POST /register with
a new RSA key (~/.ssh/id_rsa_frame_devkit, the only type it accepts), so
the user approves a prompt in the headset instead of typing a password.
Port 32000 closed, a timeout or a 403 falls back to the existing
password copy. The Host frame block lists both keys; a host counts as
found if port 22 or 32000 answers; with no host given, dns-sd or
avahi-browse look for _steamos-devkit._tcp. Inferred from Valve's
source, not yet verified on a Frame.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 20:03:48 +10:00
saphidandClaude Opus 5.5 2544255825 Chromium XR as a Steam library app
chromium-xr.sh steam adds a non-Steam shortcut through Steam's DevTools
port. Chrome's flags move into frame/chromium-xr/launch.sh, which both the
shortcut and launch run.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 16:54:15 +10:00
saphidandClaude Opus 5.5 1a0e54d8bd Bundle Python and adb so the app needs nothing installed
- app/build/fetch-deps.js downloads a standalone Python 3.12
  (python-build-standalone) for every build and adb from Google's
  platform-tools, pinned by SHA-256, and prunes what the server never
  uses. It replaces the Windows-only embeddable Python.
- The app runs the bundled Python with -I -u -B -X utf8, so a PYTHONHOME
  or PYTHONPATH meant for another Python can't break it and nothing is
  written inside the signed macOS bundle.
- An adb you already have still goes first, so two adb versions don't
  keep restarting each other's server. arm64 Linux has no official
  platform-tools and keeps using the system adb.
- ui/frame_apk.py reads APK badging (package, label, version, min SDK,
  ABIs, icon) from the binary manifest and resources.arsc, replacing
  aapt2. It matches aapt2 on nine F-Droid APKs and finds launcher icons
  the old path missed with adaptive icons.
- The app reads the computer's clipboard through Electron, so Linux no
  longer needs wl-clipboard or xclip.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 16:42:49 +10:00
saphidandClaude Opus 5.5 6fd35a0a78 WebXR Chromium: verified in the headset, including 360 video
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 16:23:11 +10:00
saphidandClaude Opus 5.5 46043f7e95 WebXR doc: DevTools exposure, seccomp patch scope, link fixes
From the SWE-2 Max review of the Chromium XR results: note that the
unauthenticated DevTools port is tailnet-reachable with userspace
Tailscale, say the SO_PEERCRED patch is inert while launch disables
seccomp, link panel-on-frame.sh to the script, and describe the disk
guard accurately.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 14:58:51 +10:00
308 changed files with 79130 additions and 784 deletions

No files matched your search

+9
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@@ -27,6 +27,9 @@ desktop or panels.
| Flatpaks | `docs/streaming.md` | `scripts/install-apps.sh` |
| Launch an app inside the desktop panel | the script's header comment | `scripts/run-on-frame.sh` |
| Mac GUI over all of this | `README.md` → Frame Control | `scripts/frame-ui.sh` |
| iPhone/iPad app (server runs on the Frame, `FRAME_LOCAL=1`) | `docs/iphone.md` | `ios/`, `ui/local-bin/ssh` |
| Recovery images, factory reset, boot loops | `docs/recovery-and-images.md`, `docs/how-the-frame-works.md` | `~/Downloads/steam-frame-recovery/` |
| Test without the headset (the Frame OS image's own sshd) | `tests/frame-container/README.md` | `tests/frame-container/frame-image.sh` |
| What's still unverified | `docs/open-questions.md` | — |
Each script's usage is in its header comment. Read the header rather than
@@ -45,3 +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).
+9
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@@ -0,0 +1,9 @@
# GitHub handles approved to bypass contribution auto-close
# Format: <username> <capability>
# capability:
# issue future issues stay open
# pr future issues and PRs stay open
# Maintainers add people by replying `lgtmi` or `lgtm` on an issue
# (.github/workflows/approve-contributor.yml); editing this file by hand works too.
fbl100 pr
+1
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@@ -0,0 +1 @@
ko_fi: alexsouthwell
+51
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@@ -0,0 +1,51 @@
name: Bug report
description: Report something that's broken
labels: ["bug"]
body:
- type: markdown
attributes:
value: |
**Before you start:** read [CONTRIBUTING.md](https://github.com/saphid/frame-control/blob/main/CONTRIBUTING.md).
Issues from new contributors are auto-closed by default. A maintainer reviews them and reopens worthwhile ones. The [website feedback form](https://frame-control.pages.dev/feedback/) skips that queue.
Keep this short. If it doesn't fit on one screen, it's too long. Write in your own voice.
- type: textarea
id: description
attributes:
label: What happened?
description: Be specific. Include error messages and the last lines of the server log (Frame → Show Server Log).
validations:
required: true
- type: textarea
id: repro
attributes:
label: Steps to reproduce
description: Minimal steps to trigger the bug.
validations:
required: false
- type: textarea
id: expected
attributes:
label: Expected behavior
validations:
required: false
- type: input
id: version
attributes:
label: Frame Control version
description: e.g. v0.3.1
validations:
required: false
- type: input
id: os
attributes:
label: Computer and SteamOS build
description: e.g. Windows 11, SteamOS 20260922.6101926 (Steam Settings → System)
validations:
required: false
+5
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@@ -0,0 +1,5 @@
blank_issues_enabled: false
contact_links:
- name: Feedback form (no GitHub account needed, skips the queue)
url: https://frame-control.pages.dev/feedback/
about: Bugs, ideas and questions from the website become issues here without being auto-closed.
+36
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@@ -0,0 +1,36 @@
name: Idea or contribution proposal
description: Propose a change or feature (required for new contributors before opening a PR)
labels: ["enhancement"]
body:
- type: markdown
attributes:
value: |
**Before you start:** read [CONTRIBUTING.md](https://github.com/saphid/frame-control/blob/main/CONTRIBUTING.md).
Issues from new contributors are auto-closed by default. A maintainer reviews them and reopens worthwhile ones.
Keep this short. If it doesn't fit on one screen, it's too long. Write in your own voice.
- type: textarea
id: what
attributes:
label: What do you want to change?
description: Be specific and concise.
validations:
required: true
- type: textarea
id: why
attributes:
label: Why?
description: What problem does this solve?
validations:
required: true
- type: textarea
id: how
attributes:
label: How? (optional)
description: Brief technical approach, and whether you'd like to implement it yourself.
validations:
required: false
+238
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@@ -0,0 +1,238 @@
# Contributor gate adapted from badlogic/pi-mono (MIT) at 6f7551516b84.
# See CONTRIBUTING.md for how it works.
name: Approve Contributor
on:
issue_comment:
types: [created]
jobs:
approve:
# Only maintainers' comments that might approve someone join the queue, and
# they run one at a time so two lgtm replies can't race on APPROVED_CONTRIBUTORS.
# (The script below still checks for write access.)
if: >-
contains(github.event.comment.body, 'lgtm') &&
contains(fromJSON('["OWNER", "MEMBER", "COLLABORATOR"]'), github.event.comment.author_association)
concurrency:
group: approve-contributor
cancel-in-progress: false
queue: max
runs-on: ubuntu-latest
permissions:
contents: write
issues: write
pull-requests: write
steps:
- name: Checkout
uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1
with:
ref: ${{ github.event.repository.default_branch }}
- name: Update contributor approval
id: update
uses: actions/github-script@3a2844b7e9c422d3c10d287c895573f7108da1b3 # v9.0.0
with:
script: |
const fs = require('fs');
const APPROVED_FILE = '.github/APPROVED_CONTRIBUTORS';
const VALID_CAPABILITIES = new Set(['issue', 'pr']);
const issueAuthor = context.payload.issue.user.login;
const commenter = context.payload.comment.user.login;
const commentBody = (context.payload.comment.body || '').trim();
const approvalAtStartPattern = /^[\s.]*(?:@[A-Za-z0-9](?:[A-Za-z0-9-]{0,37}[A-Za-z0-9])?(?:\s*,\s*|[.:]\s*|\s+))*(lgtmi|lgtm)(?=$|[\s]|[^\p{L}\p{N}_\s])/iu;
const approvalAtEndPattern = /(?:^|[\s.])(lgtmi|lgtm)\s*(?:[^\p{L}\p{N}_\s])?\s*$/iu;
const approvalMatch = commentBody.match(approvalAtStartPattern) ?? commentBody.match(approvalAtEndPattern);
if (!approvalMatch) {
console.log('Comment does not start or end with lgtm or lgtmi');
core.setOutput('status', 'skipped');
return;
}
const targetCapability = approvalMatch[1].toLowerCase() === 'lgtmi' ? 'issue' : 'pr';
try {
const { data: permissionLevel } = await github.rest.repos.getCollaboratorPermissionLevel({
owner: context.repo.owner,
repo: context.repo.repo,
username: commenter,
});
if (!['admin', 'maintain', 'write'].includes(permissionLevel.permission)) {
console.log(`${commenter} does not have write access`);
core.setOutput('status', 'skipped');
return;
}
} catch {
console.log(`${commenter} does not have collaborator access`);
core.setOutput('status', 'skipped');
return;
}
function parseMentionedUsers(body) {
const users = [];
const seenUsers = new Set();
const mentionPattern = /(^|[^A-Za-z0-9_])@([A-Za-z0-9](?:[A-Za-z0-9-]{0,37}[A-Za-z0-9])?)(?![A-Za-z0-9-]|\/)/g;
for (const match of body.matchAll(mentionPattern)) {
const username = match[2];
const normalizedUser = username.toLowerCase();
if (seenUsers.has(normalizedUser)) {
continue;
}
seenUsers.add(normalizedUser);
users.push(username);
}
return users;
}
function parseApprovedUsers(content) {
const lines = content.split('\n');
const entries = [];
const users = new Map();
for (const line of lines) {
const trimmed = line.trim();
if (!trimmed || trimmed.startsWith('#')) {
entries.push({ type: 'other', line });
continue;
}
const parts = trimmed.split(/\s+/);
if (parts.length !== 2) {
console.log(`Skipping malformed line: ${line}`);
entries.push({ type: 'other', line });
continue;
}
const [username, capability] = parts;
const normalizedCapability = capability.toLowerCase();
if (!VALID_CAPABILITIES.has(normalizedCapability)) {
console.log(`Skipping line with invalid capability: ${line}`);
entries.push({ type: 'other', line });
continue;
}
const normalizedUser = username.toLowerCase();
const entry = { type: 'user', username, normalizedUser, capability: normalizedCapability };
entries.push(entry);
users.set(normalizedUser, entry);
}
return { entries, users };
}
function stringifyApprovedUsers(entries) {
const normalizedEntries = [...entries];
while (normalizedEntries.length > 0) {
const lastEntry = normalizedEntries[normalizedEntries.length - 1];
if (lastEntry.type !== 'other' || lastEntry.line.trim() !== '') {
break;
}
normalizedEntries.pop();
}
return `${normalizedEntries
.map((entry) => (entry.type === 'user' ? `${entry.username} ${entry.capability}` : entry.line))
.join('\n')}\n`;
}
const content = fs.readFileSync(APPROVED_FILE, 'utf8');
const { entries, users } = parseApprovedUsers(content);
const mentionedUsers = parseMentionedUsers(commentBody);
const approvalTargets = mentionedUsers.length > 0 ? mentionedUsers : [issueAuthor];
const changedTargets = [];
const alreadyTargets = [];
for (const username of approvalTargets) {
const normalizedUser = username.toLowerCase();
const existingEntry = users.get(normalizedUser);
const existingCapability = existingEntry?.capability ?? null;
if (existingCapability === 'pr' || existingCapability === targetCapability) {
alreadyTargets.push(existingEntry?.username ?? username);
console.log(`${username} is already approved for ${existingCapability}`);
continue;
}
if (existingEntry) {
existingEntry.capability = targetCapability;
changedTargets.push(existingEntry.username);
} else {
const entry = { type: 'user', username, normalizedUser, capability: targetCapability };
entries.push(entry);
users.set(normalizedUser, entry);
changedTargets.push(username);
}
console.log(`Set ${username} capability to ${targetCapability}`);
}
core.setOutput('capability', targetCapability);
core.setOutput('changed_targets', JSON.stringify(changedTargets));
core.setOutput('already_targets', JSON.stringify(alreadyTargets));
if (changedTargets.length === 0) {
core.setOutput('status', 'already');
return;
}
fs.writeFileSync(APPROVED_FILE, stringifyApprovedUsers(entries));
core.setOutput('status', 'changed');
- name: Commit and push
if: steps.update.outputs.status == 'changed'
run: |
git config user.name "github-actions[bot]"
git config user.email "github-actions[bot]@users.noreply.github.com"
git add .github/APPROVED_CONTRIBUTORS
git diff --staged --quiet || git commit -m "chore: approve contributors from issue #${{ github.event.issue.number }}"
# main may have moved since checkout; replay the approval on top of it.
git pull --rebase origin "${{ github.event.repository.default_branch }}"
git push
- name: Comment on issue
if: steps.update.outputs.status == 'changed' || steps.update.outputs.status == 'already'
uses: actions/github-script@3a2844b7e9c422d3c10d287c895573f7108da1b3 # v9.0.0
env:
CAPABILITY: ${{ steps.update.outputs.capability }}
CHANGED_TARGETS: ${{ steps.update.outputs.changed_targets }}
ALREADY_TARGETS: ${{ steps.update.outputs.already_targets }}
with:
script: |
const capability = process.env.CAPABILITY;
const changedTargets = JSON.parse(process.env.CHANGED_TARGETS || '[]');
const alreadyTargets = JSON.parse(process.env.ALREADY_TARGETS || '[]');
const defaultBranch = context.payload.repository.default_branch;
const formatTargets = (targets) => targets.map((target) => `@${target}`).join(', ');
const bodyLines = [];
if (changedTargets.length > 0) {
if (capability === 'issue') {
bodyLines.push(`${formatTargets(changedTargets)} approved for issues. Future issues will not be auto-closed. PRs still require \`lgtm\` at the start of a maintainer reply (optionally after one or more \`@username\` mentions) or at the end.`);
} else {
bodyLines.push(`${formatTargets(changedTargets)} approved for issues and PRs. Future issues and PRs will not be auto-closed.`);
}
}
if (alreadyTargets.length > 0) {
const verb = alreadyTargets.length === 1 ? 'is' : 'are';
bodyLines.push(`${formatTargets(alreadyTargets)} ${verb} already approved.`);
}
bodyLines.push('', `See [CONTRIBUTING.md](https://github.com/${context.repo.owner}/${context.repo.repo}/blob/${defaultBranch}/CONTRIBUTING.md).`);
const body = bodyLines.join('\n');
await github.rest.issues.createComment({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.issue.number,
body,
});
+37 -4
View File
@@ -20,6 +20,7 @@ jobs:
run: sudo apt-get update -qq && sudo apt-get install -y -qq zsh
- name: Script syntax
run: |
sh -n ui/local-bin/ssh
for f in scripts/*.sh frame/*/*.sh; do
case "$(head -n 1 "$f")" in
*zsh*) zsh -n "$f" ;;
@@ -27,14 +28,21 @@ jobs:
esac
done
- name: Python compiles
run: python -m py_compile ui/*.py apk-catalog/*.py frame/android/*.py
run: |
python -m py_compile ui/*.py apk-catalog/*.py frame/android/*.py ios/scripts/*.py
# Valve's devkit-utils (vendored; run by the Frame's python3). Most have no .py suffix.
python -m py_compile $(find frame/devkit-utils -type f ! -name '*.*' ! -name LICENSE) frame/devkit-utils/devkit_utils/*.py
- 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-python.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
# The server runs on each desktop OS the app ships for. Windows uses the same
# Python version the app bundles (app/build/fetch-python.js).
# The server runs on each desktop OS the app ships for, on the Python version
# the app bundles (app/build/fetch-deps.js) and, on Ubuntu, a newer one.
server-tests:
strategy:
fail-fast: false
@@ -54,3 +62,28 @@ jobs:
python-version: ${{ matrix.python }}
- name: Server tests
run: python -m unittest discover -s tests -v
# The iPhone app: builds for the Simulator and runs its unit tests.
ios:
runs-on: macos-latest
steps:
- uses: actions/checkout@v4
- name: Generate the project
run: brew install xcodegen && cd ios && xcodegen generate
- name: Build and test
run: |
cd ios
udid=$(xcrun simctl list devices available -j | python3 -c 'import json,sys; d=json.load(sys.stdin)["devices"]; print(next(x["udid"] for r in d for x in d[r] if x["name"].startswith("iPhone")))')
xcodebuild -project FrameControl.xcodeproj -scheme FrameControl -destination "platform=iOS Simulator,id=$udid" CODE_SIGNING_ALLOWED=NO test
# End-to-end tests against the fake Frame (tests/fakeframe): Arch Linux ARM
# in Docker, on a native arm64 runner like the headset. See docs/testing.md.
e2e:
runs-on: ubuntu-24.04-arm
timeout-minutes: 30
steps:
- uses: actions/checkout@v4
- name: Install zsh
run: sudo apt-get update -qq && sudo apt-get install -y -qq zsh
- name: End-to-end tests
run: scripts/e2e.sh
+134
View File
@@ -0,0 +1,134 @@
# Contributor gate adapted from badlogic/pi-mono (MIT) at 6f7551516b84.
# See CONTRIBUTING.md for how it works.
name: Issue Gate
on:
issues:
types: [opened]
jobs:
check-contributor:
runs-on: ubuntu-latest
permissions:
contents: read
issues: write
steps:
- name: Check issue author
uses: actions/github-script@3a2844b7e9c422d3c10d287c895573f7108da1b3 # v9.0.0
with:
script: |
const APPROVED_FILE = '.github/APPROVED_CONTRIBUTORS';
const VALID_CAPABILITIES = new Set(['issue', 'pr']);
const TRUSTED_BOT_AUTHORS = new Set(['dependabot[bot]', 'sentry[bot]', 'claude[bot]']);
const issueAuthor = context.payload.issue.user.login;
const defaultBranch = context.payload.repository.default_branch;
const isBotAuthor = issueAuthor.endsWith('[bot]');
if (TRUSTED_BOT_AUTHORS.has(issueAuthor)) {
console.log(`Skipping trusted bot: ${issueAuthor}`);
return;
}
async function getPermission(username) {
try {
const { data: permissionLevel } = await github.rest.repos.getCollaboratorPermissionLevel({
owner: context.repo.owner,
repo: context.repo.repo,
username,
});
return permissionLevel.permission;
} catch {
return null;
}
}
async function getTextFile(path) {
const { data: fileContent } = await github.rest.repos.getContent({
owner: context.repo.owner,
repo: context.repo.repo,
path,
ref: defaultBranch,
});
if (!('content' in fileContent) || typeof fileContent.content !== 'string') {
throw new Error(`Expected file content for ${path}`);
}
return Buffer.from(fileContent.content, 'base64').toString('utf8');
}
function parseApprovedUsers(content) {
const users = new Map();
for (const rawLine of content.split('\n')) {
const line = rawLine.trim();
if (!line || line.startsWith('#')) continue;
const parts = line.split(/\s+/);
if (parts.length !== 2) {
console.log(`Skipping malformed line: ${rawLine}`);
continue;
}
const [username, capability] = parts;
const normalizedCapability = capability.toLowerCase();
if (!VALID_CAPABILITIES.has(normalizedCapability)) {
console.log(`Skipping line with invalid capability: ${rawLine}`);
continue;
}
users.set(username.toLowerCase(), normalizedCapability);
}
return users;
}
const permission = await getPermission(issueAuthor);
if (!isBotAuthor && ['admin', 'maintain', 'write'].includes(permission)) {
console.log(`${issueAuthor} is a collaborator with ${permission} access`);
return;
}
const approvedContent = await getTextFile(APPROVED_FILE);
const approvedUsers = parseApprovedUsers(approvedContent);
const capability = approvedUsers.get(issueAuthor.toLowerCase());
if (!isBotAuthor && (capability === 'issue' || capability === 'pr')) {
console.log(`${issueAuthor} is approved for ${capability}`);
return;
}
const message = [
'This issue was auto-closed. All issues from new contributors are auto-closed by default.',
'',
`Maintainers review auto-closed issues regularly and reopen worthwhile ones. Issues that do not meet the quality bar in [CONTRIBUTING.md](https://github.com/${context.repo.owner}/${context.repo.repo}/blob/${defaultBranch}/CONTRIBUTING.md) will not be reopened or receive a reply.`,
'',
'Just want to report a bug or share an idea? The [website feedback form](https://frame-control.pages.dev/feedback/) skips this queue.',
'',
'If a maintainer replies `lgtmi` on one of your issues, your future issues will stay open. If a maintainer replies `lgtm`, your future issues and PRs will stay open. The command must be at the start of the reply (optionally after one or more `@username` mentions) or at the end.',
'',
`See [CONTRIBUTING.md](https://github.com/${context.repo.owner}/${context.repo.repo}/blob/${defaultBranch}/CONTRIBUTING.md).`,
].join('\n');
await github.rest.issues.createComment({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.issue.number,
body: message,
});
await github.rest.issues.addLabels({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.issue.number,
labels: ['untriaged'],
});
await github.rest.issues.update({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.issue.number,
state: 'closed',
state_reason: 'not_planned',
});
+145
View File
@@ -0,0 +1,145 @@
# Contributor gate adapted from badlogic/pi-mono (MIT) at 6f7551516b84.
# See CONTRIBUTING.md for how it works.
name: Issue Triage Labels
on:
issues:
types: [reopened, labeled]
jobs:
update-labels:
runs-on: ubuntu-latest
permissions:
issues: write
steps:
- name: Update triage labels
uses: actions/github-script@3a2844b7e9c422d3c10d287c895573f7108da1b3 # v9.0.0
with:
script: |
const UNTRIAGED_LABEL = 'untriaged';
const NO_ACTION_LABEL = 'no-action';
const LAST_READ_LABEL = 'last-read';
const TO_DISCUSS_LABEL = 'to-discuss';
const INPROGRESS_LABEL = 'inprogress';
function issueHasLabel(issue, labelName) {
return (issue.labels ?? []).some((label) => label.name === labelName);
}
async function removeLabelIfPresent(issueNumber, issue, labelName) {
if (!issueHasLabel(issue, labelName)) {
console.log(`Issue #${issueNumber} does not have ${labelName}`);
return;
}
try {
await github.rest.issues.removeLabel({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: issueNumber,
name: labelName,
});
console.log(`Removed ${labelName} from #${issueNumber}`);
} catch (error) {
if (error.status === 404) {
console.log(`Label ${labelName} was already absent from #${issueNumber}`);
return;
}
throw error;
}
}
if (context.payload.action === 'reopened') {
await removeLabelIfPresent(context.issue.number, context.payload.issue, UNTRIAGED_LABEL);
await removeLabelIfPresent(context.issue.number, context.payload.issue, NO_ACTION_LABEL);
return;
}
if (context.payload.action === 'labeled' && context.payload.label?.name === NO_ACTION_LABEL) {
await removeLabelIfPresent(context.issue.number, context.payload.issue, UNTRIAGED_LABEL);
return;
}
if (context.payload.action !== 'labeled' || context.payload.label?.name !== LAST_READ_LABEL) {
console.log('Not a last-read label event');
return;
}
const currentIssueNumber = context.issue.number;
const lastReadIssues = await github.paginate(github.rest.issues.listForRepo, {
owner: context.repo.owner,
repo: context.repo.repo,
state: 'all',
labels: LAST_READ_LABEL,
per_page: 100,
});
const previousIssueNumbers = lastReadIssues
.filter((issue) => !issue.pull_request)
.map((issue) => issue.number)
.filter((issueNumber) => issueNumber !== currentIssueNumber);
if (previousIssueNumbers.length === 0) {
console.log('No previous last-read issue found');
return;
}
const previousIssueNumber = Math.max(...previousIssueNumbers);
if (currentIssueNumber <= previousIssueNumber) {
console.log(
`Last-read was added to old issue #${currentIssueNumber}; latest last-read is #${previousIssueNumber}`,
);
return;
}
const untriagedIssues = await github.paginate(github.rest.issues.listForRepo, {
owner: context.repo.owner,
repo: context.repo.repo,
state: 'all',
labels: UNTRIAGED_LABEL,
per_page: 100,
});
const issuesToMark = untriagedIssues
.filter((issue) => !issue.pull_request)
.filter((issue) => issue.number >= previousIssueNumber && issue.number <= currentIssueNumber)
.sort((a, b) => a.number - b.number);
if (issuesToMark.length === 0) {
console.log(`No untriaged issues found from #${previousIssueNumber} to #${currentIssueNumber}`);
return;
}
for (const issue of issuesToMark) {
if (issueHasLabel(issue, TO_DISCUSS_LABEL)) {
console.log(`Skipped ${NO_ACTION_LABEL} for #${issue.number} because it has ${TO_DISCUSS_LABEL}`);
} else {
await github.rest.issues.addLabels({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: issue.number,
labels: [NO_ACTION_LABEL],
});
console.log(`Added ${NO_ACTION_LABEL} to #${issue.number}`);
}
await github.rest.issues.update({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: issue.number,
state: 'closed',
state_reason: 'not_planned',
});
console.log(`Closed #${issue.number} as not planned`);
await removeLabelIfPresent(issue.number, issue, INPROGRESS_LABEL);
await github.rest.issues.removeLabel({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: issue.number,
name: UNTRIAGED_LABEL,
});
console.log(`Removed ${UNTRIAGED_LABEL} from #${issue.number}`);
}
+131
View File
@@ -0,0 +1,131 @@
# Contributor gate adapted from badlogic/pi-mono (MIT) at 6f7551516b84.
# See CONTRIBUTING.md for how it works.
name: PR Gate
on:
pull_request_target:
types: [opened]
jobs:
check-contributor:
runs-on: ubuntu-latest
permissions:
contents: read
issues: write
pull-requests: write
steps:
- name: Check if contributor is approved
uses: actions/github-script@3a2844b7e9c422d3c10d287c895573f7108da1b3 # v9.0.0
with:
script: |
const APPROVED_FILE = '.github/APPROVED_CONTRIBUTORS';
const VALID_CAPABILITIES = new Set(['issue', 'pr']);
const TRUSTED_BOT_AUTHORS = new Set(['dependabot[bot]', 'sentry[bot]', 'claude[bot]']);
const prAuthor = context.payload.pull_request.user.login;
const defaultBranch = context.payload.repository.default_branch;
const isBotAuthor = prAuthor.endsWith('[bot]');
if (TRUSTED_BOT_AUTHORS.has(prAuthor)) {
console.log(`Skipping trusted bot: ${prAuthor}`);
return;
}
async function getPermission(username) {
try {
const { data: permissionLevel } = await github.rest.repos.getCollaboratorPermissionLevel({
owner: context.repo.owner,
repo: context.repo.repo,
username,
});
return permissionLevel.permission;
} catch {
return null;
}
}
async function getTextFile(path) {
const { data: fileContent } = await github.rest.repos.getContent({
owner: context.repo.owner,
repo: context.repo.repo,
path,
ref: defaultBranch,
});
if (!('content' in fileContent) || typeof fileContent.content !== 'string') {
throw new Error(`Expected file content for ${path}`);
}
return Buffer.from(fileContent.content, 'base64').toString('utf8');
}
function parseApprovedUsers(content) {
const users = new Map();
for (const rawLine of content.split('\n')) {
const line = rawLine.trim();
if (!line || line.startsWith('#')) continue;
const parts = line.split(/\s+/);
if (parts.length !== 2) {
console.log(`Skipping malformed line: ${rawLine}`);
continue;
}
const [username, capability] = parts;
const normalizedCapability = capability.toLowerCase();
if (!VALID_CAPABILITIES.has(normalizedCapability)) {
console.log(`Skipping line with invalid capability: ${rawLine}`);
continue;
}
users.set(username.toLowerCase(), normalizedCapability);
}
return users;
}
async function closePullRequest(message) {
await github.rest.issues.createComment({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.payload.pull_request.number,
body: message,
});
await github.rest.pulls.update({
owner: context.repo.owner,
repo: context.repo.repo,
pull_number: context.payload.pull_request.number,
state: 'closed',
});
}
const permission = await getPermission(prAuthor);
if (!isBotAuthor && ['admin', 'maintain', 'write'].includes(permission)) {
console.log(`${prAuthor} is a collaborator with ${permission} access`);
return;
}
const approvedContent = await getTextFile(APPROVED_FILE);
const approvedUsers = parseApprovedUsers(approvedContent);
const capability = approvedUsers.get(prAuthor.toLowerCase());
if (!isBotAuthor && capability === 'pr') {
console.log(`${prAuthor} is approved for PRs`);
return;
}
console.log(`${prAuthor} is not approved, closing PR`);
const message = [
'This PR was auto-closed. Only contributors approved with `lgtm` can open PRs. Open an issue first and ask a maintainer for approval.',
'',
`Maintainers review auto-closed issues regularly. Issues that do not meet the quality bar in [CONTRIBUTING.md](https://github.com/${context.repo.owner}/${context.repo.repo}/blob/${defaultBranch}/CONTRIBUTING.md) will not be reopened or receive a reply.`,
'',
'If a maintainer replies `lgtmi`, your future issues will stay open. If a maintainer replies `lgtm`, your future issues and PRs will stay open. The command must be at the start of the reply (optionally after one or more `@username` mentions) or at the end.',
'',
`See [CONTRIBUTING.md](https://github.com/${context.repo.owner}/${context.repo.repo}/blob/${defaultBranch}/CONTRIBUTING.md).`,
].join('\n');
await closePullRequest(message);
@@ -0,0 +1,34 @@
# Contributor gate adapted from badlogic/pi-mono (MIT) at 6f7551516b84.
# See CONTRIBUTING.md for how it works.
name: Remove In Progress Label On Close
on:
issues:
types: [closed]
jobs:
remove-label:
runs-on: ubuntu-latest
permissions:
issues: write
steps:
- name: Remove inprogress label
uses: actions/github-script@3a2844b7e9c422d3c10d287c895573f7108da1b3 # v9.0.0
with:
script: |
const labelName = 'inprogress';
const labels = context.payload.issue.labels ?? [];
const hasLabel = labels.some((label) => label.name === labelName);
if (!hasLabel) {
console.log(`Issue does not have ${labelName} label`);
return;
}
await github.rest.issues.removeLabel({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.issue.number,
name: labelName,
});
+6 -1
View File
@@ -1,6 +1,11 @@
.DS_Store
__pycache__/
apk-catalog/data/cache/
apk-catalog/data/index-v2.json*
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/
+71
View File
@@ -0,0 +1,71 @@
# Contributing to Frame Control
This guide exists to save both sides time. The process is borrowed from
[pi](https://github.com/badlogic/pi-mono/blob/main/CONTRIBUTING.md).
## Just want to report something?
Use the [feedback form](https://frame-control.pages.dev/feedback/). It needs no
GitHub account, and what you send becomes an issue here that stays open.
## The One Rule
**You must understand your code.** If you can't explain what your change does
and how it interacts with the rest of the app, your PR will be closed.
Using AI to write code is fine. Submitting AI-generated slop you don't
understand is not.
## Contribution gate
Issues and PRs opened on GitHub by new contributors are auto-closed by default.
A maintainer reviews auto-closed issues regularly and reopens worthwhile ones.
Issues that don't meet the quality bar below won't be reopened or get a reply.
Approval happens through maintainer replies on issues:
- `lgtmi`: your future issues won't be auto-closed
- `lgtm`: your future issues and PRs won't be auto-closed
The word must be at the start of the reply (optionally after one or more
`@username` mentions) or at the end. Only `lgtm` lets you open PRs. Approved
people are listed in [`.github/APPROVED_CONTRIBUTORS`](.github/APPROVED_CONTRIBUTORS).
## Quality bar for issues
Use one of the issue templates, and keep it short, concrete and worth reading.
- If it doesn't fit on one screen, it's too long.
- Write in your own voice. If you must use an LLM, say so in a clearly labelled
follow-up comment.
- State the bug or request clearly, and why it matters.
- For bugs, include your OS, your SteamOS build (Steam Settings → System), and
the server log (**Frame → Show Server Log** in the app).
- If you want to implement the change yourself, say so.
## Before opening a PR
Don't open a PR until a maintainer has approved you with `lgtm`. Open an
[idea or contribution proposal](https://github.com/saphid/frame-control/issues/new?template=idea.yml)
first.
Then check your change:
```sh
python3 -m unittest discover -s tests # server tests; no headset needed
node --test site/test/*.test.mjs # website feedback function
```
Say what you tested, and whether you tried it on a real Steam Frame.
## Blocking
If you ignore this document twice, or spam the tracker with agent-generated
issues, your GitHub account will be blocked from the repo.
## Why auto-close?
This is a hobby project with one maintainer. Auto-closing is a buffer against
burnout and tracker spam: issues get reviewed on the maintainer's schedule, and
the good ones are reopened. Short, concrete, reproducible reports and thoughtful
contributions are welcome.
+61 -20
View File
@@ -12,11 +12,16 @@ See what the headset sees, install games and Android apps, move files and text a
[![Checks](https://img.shields.io/github/actions/workflow/status/saphid/steam-frame/checks.yml?branch=main&label=checks)](https://github.com/saphid/steam-frame/actions/workflows/checks.yml)
[![License: MIT](https://img.shields.io/badge/license-MIT-66c0f4)](LICENSE)
[**Download**](#install) · [Features](#features) · [Set up the headset](#set-up-the-headset) · [Feedback](#feedback) · [Docs](#going-further)
[**Website**](https://frame-control.pages.dev) · [**Download**](#install) · [Trailer](#trailer) · [Features](#features) · [Set up the headset](#set-up-the-headset) · [Feedback](#feedback) · [Docs](#going-further)
<br>
<img src="docs/img/frame-control.png" alt="Frame Control showing the headset view, battery and status, and the Steam library" width="900">
<img src="docs/img/frame-control.png" alt="Frame Control's Games tab: installed games, sideloaded titles, and your Steam library with Frame ratings" width="900">
<a id="trailer"></a>
<a href="https://github.com/saphid/steam-frame/releases/download/trailer/frame-control-trailer.mp4"><img src="docs/img/trailer.jpg" alt="Watch the Frame Control trailer" width="900"></a>
<sub>The trailer: 66 seconds, with sound. Downloads the MP4 from the trailer release.</sub>
<sub>Unofficial hobby project, not affiliated with Valve. Free and open source.</sub>
@@ -58,8 +63,8 @@ About 4,500 F-Droid apps rated for the Frame. One click installs each as its own
<tr>
<td valign="top">
**📁 Files and clipboard**<br>
Drag files onto the window to send them. Send text or your clipboard straight to the headset's desktop.
**📁 Files, games and clipboard**<br>
Drag files onto the window to send them. Drop a game's .zip, folder or .exe to add it to the Steam library, with Proton or the Linux runtime picked for you. Send text or your clipboard straight to the headset's desktop.
</td>
<td valign="top">
@@ -67,6 +72,9 @@ Drag files onto the window to send them. Send text or your clipboard straight to
**📸 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>
@@ -86,20 +94,28 @@ SSH, SFTP, Steam Link, remote desktop, volume, sleep, restart and shut down.
</table>
Nothing is installed on the Frame for any of this: the app uses what SteamOS
already ships. [How each feature works](docs/frame-control.md).
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).
## Install
| | Download | Needs |
|---|---|---|
| **macOS** (Apple Silicon) | [Frame-Control-mac-arm64.dmg](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-mac-arm64.dmg) | Python 3 (`xcode-select --install`) |
| **Windows** 10 / 11 (x64) | [Frame-Control-Setup-x64.exe](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-Setup-x64.exe) · [portable .zip](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-win-x64.zip) | Nothing extra: Python is bundled, and SSH is built into Windows |
| **Linux** (x64) | [AppImage](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-linux-x86_64.AppImage) · [.deb](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-linux-amd64.deb) | `python3` and `ssh` (most desktops have both) |
| **Linux** (arm64) | [AppImage](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-linux-arm64.AppImage) · [.deb](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-linux-arm64.deb) | same |
| **macOS** (Apple Silicon) | [Frame-Control-mac-arm64.dmg](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-mac-arm64.dmg) | Nothing extra |
| **Windows** 10 / 11 (x64) | [Frame-Control-Setup-x64.exe](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-Setup-x64.exe) · [portable .zip](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-win-x64.zip) | Nothing extra |
| **Linux** (x64) | [AppImage](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-linux-x86_64.AppImage) · [.deb](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-linux-amd64.deb) | `ssh` (most desktops have it) |
| **Linux** (arm64) | [AppImage](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-linux-arm64.AppImage) · [.deb](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-linux-arm64.deb) | `ssh`, and `adb` for Android apps (`sudo apt install adb`) |
Optional: `adb` for Android apps
([macOS](https://formulae.brew.sh/formula/android-platform-tools) `brew install android-platform-tools` ·
Windows `winget install Google.PlatformTools` · Linux `sudo apt install adb`).
**iPhone and iPad:** the same features from your phone, with nothing to install on
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.
<details>
<summary><b>macOS: the app isn't notarized</b></summary>
@@ -132,8 +148,7 @@ chmod +x Frame-Control-linux-*.AppImage && ./Frame-Control-linux-*.AppImage
```
If it complains about FUSE, install `libfuse2` (Ubuntu 24.04+: `libfuse2t64`),
or run it with `--appimage-extract-and-run`. Sending the clipboard needs
`wl-clipboard` (Wayland) or `xclip` (X11).
or run it with `--appimage-extract-and-run`.
</details>
## Set up the headset
@@ -148,24 +163,38 @@ computer.
Connection**, which finds the headset, creates an SSH key, and asks for that
password once in a terminal window. If it can't find the Frame, type the
IP address from the Frame's Quick Settings.
Before asking for the password it tries Valve's SteamOS devkit pairing: in
the headset, open Steam Settings → Developer → **Pair new host** and approve
the request, and no password is needed. (The service and the pairing-mode
step are verified on a Frame; the approval itself isn't yet. See
[SSH](docs/ssh.md#password-free-pairing-steamos-devkit-service).)
3. That's it. The app now reaches the headset whenever it's awake and on the
same network. For anywhere else, see [Tailscale](docs/tailscale.md).
**What it changes:** only what you click. Installs go to your user account on
the Frame (`--user` Flatpaks, Lepton instances, Steam downloads), and nothing
the Frame (`--user` Flatpaks, Lepton instances, Steam downloads, sideloaded
games in `~/devkit-game`), and nothing
needs `sudo` except the power buttons. On your computer it adds a `Host frame`
entry to `~/.ssh/config` and a key at `~/.ssh/id_ed25519_frame`.
entry to `~/.ssh/config` and keys at `~/.ssh/id_ed25519_frame` and
`~/.ssh/id_rsa_frame_devkit` (the pairing service only takes RSA keys).
## Feedback
This is a first public test, so reports are really useful, especially from
Windows and Linux. Please [open an issue](https://github.com/saphid/steam-frame/issues/new)
with:
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)
- the server log: **Frame → Show Server Log** in the app
Issues and PRs opened directly on GitHub by new contributors are auto-closed
until a maintainer approves them; see [CONTRIBUTING.md](CONTRIBUTING.md).
## Going further
This repo also holds the scripts behind the app and field notes on how the
@@ -178,8 +207,16 @@ Frame's software fits together, all checked against a real headset and labelled
| [Scripts and headset setup](docs/scripts.md) | The command-line helpers, minimum typing, streaming options, floating panels |
| [How the Frame works](docs/how-the-frame-works.md) | SteamVR → gamescope → Plasma, verified facts, debugging |
| [Android apps (Lepton)](docs/apks.md) | Sideloading, the rated F-Droid catalogue, per-app instances |
| [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 |
<details>
@@ -206,14 +243,18 @@ Frame's software fits together, all checked against a real headset and labelled
```sh
python3 -m unittest discover -s tests # server tests; no headset needed
scripts/e2e.sh # end-to-end against a fake Frame (Linux with Docker)
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
View File
@@ -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.
+1 -1
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@@ -1,3 +1,3 @@
node_modules/
dist/
build/python-win/
build/deps/
+154
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@@ -0,0 +1,154 @@
// 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. 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");
const https = require("https");
const path = require("path");
const { execFileSync } = require("child_process");
const PY = "3.12.14+20260924";
const PY_URL = (triple) => "https://github.com/astral-sh/python-build-standalone/releases/download/"
+ `${PY.split("+")[1]}/cpython-${PY}-${triple}-install_only_stripped.tar.gz`;
const PYTHON = {
"mac-arm64": ["aarch64-apple-darwin", "c2edb321cd32ec2b170df208db0446dccc4398db602ca27cf2079098fb1f7d9d"],
"win-x64": ["x86_64-pc-windows-msvc", "c5bf8edfe858c1df9891be498b5bbc8761d383df5b9790658b088fea4870433a"],
"linux-x64": ["x86_64-unknown-linux-gnu", "269b2c99e4db15b242bf01832f4fea1e8f1a664f273cff519393f296e9820b41"],
"linux-arm64": ["aarch64-unknown-linux-gnu", "c8499b61252c433280f134df954464d19811527b31cb920c35fc6967c1222e35"],
};
// Google publishes no arm64 Linux platform-tools; there the app uses the system adb.
const PT = "37.0.1";
const PT_URL = (os) => `https://dl.google.com/android/repository/platform-tools_r${PT}-${os}.zip`;
const TOOLS = {
mac: ["darwin", "ee39ad5967e95c2a07f04dbcbde96b1a0c916ba376096db5d2f498b7727a5d1d", ["adb"]],
win: ["win", "45f4d63113e895ebde0c90f194099a4676b6ac653bd28d54314a9e022bbc1a99",
["adb.exe", "AdbWinApi.dll", "AdbWinUsbApi.dll", "libwinpthread-1.dll"]],
linux: ["linux", "d230f13842f60f782a8645f9c813f8f845bf36089ea7289f28c48f17979313f1", ["adb"]],
};
// Mozilla's CA list, as curl publishes it: Python on Windows only trusts roots
// already in the Windows store (see frame_host.trust_bundled_cas).
const CA = "2026-09-25";
const CA_SHA256 = "a41b5d356aea97a529fe27e0f7316d2f9d946d75927476cf9cf1b90637d00505";
// Parts of Python the server never imports (GUI, tests, packaging, headers).
const PRUNE = [
"include", "share", "Scripts", "libs", "tcl", "lib/pkgconfig", "lib/itcl4", "lib/tcl8", "lib/tcl8.6",
"lib/tk8.6", "lib/thread2.8", "bin/idle3", "bin/idle3.12", "bin/pip", "bin/pip3", "bin/pip3.12",
"bin/pydoc3", "bin/pydoc3.12", "bin/2to3", "bin/2to3-3.12", "bin/python3-config", "bin/python3.12-config",
...["test", "idlelib", "tkinter", "turtledemo", "ensurepip", "lib2to3", "site-packages/pip", "pydoc_data", "venv"]
.flatMap((d) => [`lib/python3.12/${d}`, `Lib/${d}`]),
];
function get(url, redirects = 5) {
return new Promise((resolve, reject) => {
https.get(url, { timeout: 60000 }, (res) => {
if (res.statusCode >= 300 && res.statusCode < 400 && res.headers.location) {
res.resume();
if (!redirects) return reject(new Error(`${url}: too many redirects`));
let next;
try { next = new URL(res.headers.location, url).href; }
catch { return reject(new Error(`${url}: bad redirect ${res.headers.location}`)); }
return resolve(get(next, redirects - 1));
}
if (res.statusCode !== 200) return reject(new Error(`${url}: HTTP ${res.statusCode}`));
const chunks = [];
res.on("data", (c) => chunks.push(c));
res.on("end", () => resolve(Buffer.concat(chunks)));
}).on("timeout", function () { this.destroy(new Error(`${url}: timed out`)); }).on("error", reject);
});
}
async function download(url, sha256, file) {
const data = await get(url);
const sum = crypto.createHash("sha256").update(data).digest("hex");
if (sum !== sha256) throw new Error(`checksum mismatch for ${url}: ${sum}`);
fs.writeFileSync(file, data);
}
// Windows' own bsdtar: Git's GNU tar, often first on PATH, reads C:\ as a remote host.
const TAR = process.platform === "win32" ? path.join(process.env.SystemRoot || "C:\\Windows", "System32", "tar.exe") : "tar";
function extract(file, dir) {
fs.mkdirSync(dir, { recursive: true });
// bsdtar (macOS, Windows 10+) reads zip files; GNU tar doesn't, so fall back to unzip.
try { execFileSync(TAR, ["-xf", file, "-C", dir]); }
catch (e) {
if (!file.endsWith(".zip")) throw e;
execFileSync("unzip", ["-q", "-o", file, "-d", dir]);
}
fs.rmSync(file);
}
async function fetch(os, arch) {
const key = `${os}-${arch}`;
if (!PYTHON[key]) throw new Error(`no bundle for ${key}`);
const out = path.join(__dirname, "deps", key);
const stamp = path.join(out, ".version");
const version = `python ${PY}, platform-tools ${PT}, CA ${CA}`;
if (fs.existsSync(stamp) && fs.readFileSync(stamp, "utf8") === version) {
console.log(`${key}: already fetched (${version})`);
return;
}
fs.rmSync(out, { recursive: true, force: true });
fs.mkdirSync(out, { recursive: true });
const [triple, pySha] = PYTHON[key];
const tgz = path.join(out, "python.tar.gz");
await download(PY_URL(triple), pySha, tgz);
extract(tgz, out); // unpacks to python/
for (const p of PRUNE) fs.rmSync(path.join(out, "python", p), { recursive: true, force: true });
const stdlib = path.join(out, "python", "lib", "python3.12"); // macOS and Linux: drop the static libpython
if (fs.existsSync(stdlib)) {
for (const d of fs.readdirSync(stdlib)) {
if (d.startsWith("config-3.12")) fs.rmSync(path.join(stdlib, d), { recursive: true, force: true });
}
}
const tools = path.join(out, "tools");
fs.mkdirSync(tools);
if (!(os === "linux" && arch === "arm64")) {
const [name, ptSha, keep] = TOOLS[os];
const zip = path.join(out, "pt.zip");
const tmp = path.join(out, "pt");
await download(PT_URL(name), ptSha, zip);
extract(zip, tmp);
for (const f of [...keep, "NOTICE.txt", "source.properties"]) {
fs.copyFileSync(path.join(tmp, "platform-tools", f), path.join(tools, f));
}
if (os !== "win") fs.chmodSync(path.join(tools, "adb"), 0o755);
fs.rmSync(tmp, { recursive: true, force: true });
}
await download(`https://curl.se/ca/cacert-${CA}.pem`, CA_SHA256, path.join(tools, "cacert.pem"));
fs.writeFileSync(stamp, version);
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 -> ${out}`);
}
(async () => {
const [os, ...archs] = process.argv.slice(2);
if (!os || !archs.length) throw new Error("usage: node build/fetch-deps.js <mac|win|linux> <arch>...");
for (const arch of archs) await fetch(os, arch);
await fetchKdeConnect();
})().catch((e) => { console.error(e.message); process.exit(1); });
-49
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@@ -1,49 +0,0 @@
// Downloads the official Windows embeddable Python into build/python-win, which
// the Windows build bundles as resources/python (so Windows users need no Python).
// Pinned by version and SHA-256. Run: node build/fetch-python.js
const crypto = require("crypto");
const fs = require("fs");
const https = require("https");
const path = require("path");
const { execFileSync } = require("child_process");
const VERSION = "3.12.10";
const SHA256 = "4acbed6dd1c744b0376e3b1cf57ce906f9dc9e95e68824584c8099a63025a3c3";
const URL = `https://www.python.org/ftp/python/${VERSION}/python-${VERSION}-embed-amd64.zip`;
const OUT = path.join(__dirname, "python-win");
function get(url) {
return new Promise((resolve, reject) => {
https.get(url, (res) => {
if (res.statusCode >= 300 && res.statusCode < 400 && res.headers.location) {
res.resume();
return resolve(get(res.headers.location));
}
if (res.statusCode !== 200) return reject(new Error(`${url}: HTTP ${res.statusCode}`));
const chunks = [];
res.on("data", (c) => chunks.push(c));
res.on("end", () => resolve(Buffer.concat(chunks)));
}).on("error", reject);
});
}
(async () => {
const stamp = path.join(OUT, ".version");
if (fs.existsSync(path.join(OUT, "python.exe")) && fs.existsSync(stamp) && fs.readFileSync(stamp, "utf8") === VERSION) {
console.log(`Python ${VERSION} already in ${OUT}`);
return;
}
const zip = await get(URL);
const sum = crypto.createHash("sha256").update(zip).digest("hex");
if (sum !== SHA256) throw new Error(`checksum mismatch for ${URL}: ${sum}`);
fs.rmSync(OUT, { recursive: true, force: true });
fs.mkdirSync(OUT, { recursive: true });
const file = path.join(OUT, "python.zip");
fs.writeFileSync(file, zip);
// bsdtar (macOS, Windows 10+) reads zip files; GNU tar doesn't, so fall back to unzip.
try { execFileSync("tar", ["-xf", file, "-C", OUT]); }
catch { execFileSync("unzip", ["-q", "-o", file, "-d", OUT]); }
fs.rmSync(file);
fs.writeFileSync(path.join(OUT, ".version"), VERSION);
console.log(`Python ${VERSION} -> ${OUT}`);
})().catch((e) => { console.error(e.message); process.exit(1); });
+33
View File
@@ -0,0 +1,33 @@
// Parses frame-control://install?manifest=URL and frame-control://install?url=URL
// (see docs/web-install.md). Pure, so it runs under plain node for the tests.
// This is only a first filter: ui/frame_webinstall.py applies the full URL rules
// (HTTPS, no private addresses, redirects) before anything is fetched.
const SCHEME = "frame-control";
const MAX_LINK = 4096;
const MAX_URL = 2048;
// {kind: "manifest" | "url", target} or null if raw isn't a usable install link.
function parseInstallLink(raw) {
if (typeof raw !== "string" || raw.length > MAX_LINK || !raw.toLowerCase().startsWith(`${SCHEME}:`)) return null;
let link;
try { link = new URL(raw); } catch { return null; }
// frame-control://install?… puts "install" in the host; accept a trailing slash too.
if (link.protocol !== `${SCHEME}:` || link.hostname !== "install" || !["", "/"].includes(link.pathname)) return null;
const keys = [...new Set(link.searchParams.keys())];
if (keys.length !== 1 || !["manifest", "url"].includes(keys[0])) return null;
const values = link.searchParams.getAll(keys[0]);
if (values.length !== 1) return null;
const target = values[0];
if (!target || target.length > MAX_URL) return null;
let parsed;
try { parsed = new URL(target); } catch { return null; }
if (!["https:", "http:"].includes(parsed.protocol) || parsed.username || parsed.password) return null;
return { kind: keys[0], target };
}
// The link among command-line arguments (Windows and Linux pass it there).
function linkFromArgv(argv) {
return (argv || []).find((a) => typeof a === "string" && a.toLowerCase().startsWith(`${SCHEME}:`)) || null;
}
module.exports = { SCHEME, parseInstallLink, linkFromArgv };
+184 -19
View File
@@ -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, dialog, shell } = require("electron");
const { app, BrowserWindow, Menu, clipboard, dialog, ipcMain, shell } = require("electron");
const { execFile, spawn } = require("child_process");
const { promisify } = require("util");
const fs = require("fs");
@@ -9,6 +9,8 @@ const http = require("http");
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);
@@ -17,6 +19,7 @@ const IS_WIN = process.platform === "win32";
// Packaged: <resources>/{ui,scripts,python}. Dev: the repo checkout.
const ROOT = app.isPackaged ? process.resourcesPath : path.join(__dirname, "..");
const TOOLS = path.join(ROOT, "tools"); // bundled adb and CA certificates
const SERVER = path.join(ROOT, "ui", "server.py");
const SCRIPTS = path.join(ROOT, "scripts");
const LOG_DIR = IS_MAC ? path.join(os.homedir(), "Library", "Logs", "Frame Control")
@@ -54,10 +57,16 @@ async function loginPath() {
}
// The Windows build bundles Python; elsewhere use the system's python3 (3.8+).
// -I ignores PYTHON* variables and user site-packages, so a PYTHONHOME or
// PYTHONPATH set for another Python can't break the bundled one. That makes these
// flags stand in for PYTHONUNBUFFERED, PYTHONDONTWRITEBYTECODE (no __pycache__
// inside the signed app) and PYTHONUTF8.
const PY_FLAGS = ["-I", "-u", "-B", "-X", "utf8"];
async function findPython(env) {
const names = IS_WIN ? ["python.exe", "python3.exe"] : ["python3"];
const candidates = [];
if (IS_WIN) candidates.push(path.join(ROOT, "python", "python.exe"));
// The packaged app bundles Python (app/build/fetch-deps.js); a checkout uses PATH.
const candidates = [path.join(ROOT, "python", ...(IS_WIN ? ["python.exe"] : ["bin", "python3"]))];
for (const dir of env.PATH.split(path.delimiter)) {
// The WindowsApps "python.exe" is a stub that opens the Microsoft Store.
if (!dir || (IS_WIN && /\\WindowsApps\\?$/i.test(dir))) continue;
@@ -67,7 +76,7 @@ async function findPython(env) {
try {
fs.accessSync(p, fs.constants.X_OK);
// /usr/bin/python3 on macOS is a stub until the Command Line Tools are installed.
await run(p, ["-c", "import http.server, sys; assert sys.version_info >= (3, 8)"],
await run(p, [...PY_FLAGS, "-c", "import http.server, sys; assert sys.version_info >= (3, 8)"],
{ timeout: 10000, env, windowsHide: true });
return p;
} catch {}
@@ -79,10 +88,8 @@ async function hasSsh(env) {
try { await run("ssh", ["-V"], { timeout: 5000, env, windowsHide: true }); return true; } catch { return false; }
}
const PYTHON_HELP = IS_MAC
? "Install the Xcode Command Line Tools (xcode-select --install) or Homebrew's python, then reopen the app."
: IS_WIN ? "The bundled Python is missing; reinstall Frame Control."
: "Install Python 3.8 or later from your distribution (e.g. sudo apt install python3), then reopen the app.";
const PYTHON_HELP = app.isPackaged ? "The bundled Python is missing; reinstall Frame Control."
: "Install Python 3.8 or later, then reopen the app.";
const SSH_HELP = IS_WIN
? "Turn on Windows' OpenSSH client: Settings → System → Optional features → Add a feature → OpenSSH Client."
: "Install the OpenSSH client (e.g. sudo apt install openssh-client).";
@@ -108,8 +115,12 @@ function ping(target) {
}
async function startServer() {
const env = { ...process.env, PATH: await loginPath(), PYTHONUNBUFFERED: "1", PYTHONDONTWRITEBYTECODE: "1",
PYTHONIOENCODING: "utf-8", PYTHONUTF8: "1", FRAME_CONTROL_APP: "1" };
// 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}`);
if (!await hasSsh(env)) throw new Error(`Frame Control needs the ssh command. ${SSH_HELP}`);
@@ -118,8 +129,7 @@ async function startServer() {
const log = fs.openSync(LOG, "a");
fs.writeSync(log, `\n--- ${new Date().toISOString()} ${python} ${SERVER} --port ${port}\n`);
// stdin stays open while the app runs; the server exits cleanly when it closes.
// -X utf8: the bundled Windows Python ignores PYTHON* variables (isolated mode).
const child = spawn(python, ["-X", "utf8", SERVER, "--port", String(port), "--exit-on-eof"],
const child = spawn(python, [...PY_FLAGS, SERVER, "--port", String(port), "--exit-on-eof"],
{ env, stdio: ["pipe", log, log], windowsHide: true });
child.stdin.on("error", () => {});
fs.closeSync(log);
@@ -229,13 +239,145 @@ async function firstRunCheck() {
if (response === 0) setUpConnection();
}
// IPC only from our own page in our own window.
function fromUi(e) {
if (!win || e.sender !== win.webContents || !url || !e.senderFrame) return false;
try {
return new URL(e.senderFrame.url).origin === new URL(url).origin;
} catch { return false; }
}
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(); });
// 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),
// so they wait here until the page asks for them. The page checks the link with
// the server and installs nothing until the user confirms in its dialog.
const pendingLinks = [];
let linkPage = null; // the webContents whose current page is listening
function openInstallLink(raw) {
const req = parseInstallLink(raw);
if (!req) {
app.whenReady().then(() => dialog.showErrorBox("Frame Control can't use this link",
"Install links look like frame-control://install?manifest=https://… or frame-control://install?url=https://…"));
return;
}
pendingLinks.push(req);
if (pendingLinks.length > 5) pendingLinks.shift(); // a page opening links in a loop
deliverLinks();
if (win) { if (win.isMinimized()) win.restore(); win.focus(); }
}
function deliverLinks() {
if (!win || !linkPage || linkPage !== win.webContents) return;
while (pendingLinks.length) win.webContents.send("install-link", pendingLinks.shift());
}
ipcMain.on("install-link:ready", (e) => {
if (!fromUi(e)) return;
linkPage = e.sender;
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.)
if (process.defaultApp) {
if (process.argv.length >= 2) app.setAsDefaultProtocolClient(SCHEME, process.execPath, [path.resolve(process.argv[1])]);
} else {
app.setAsDefaultProtocolClient(SCHEME);
}
}
function createWindow() {
win = new BrowserWindow({
width: 1400, height: 950, minWidth: 760, minHeight: 560,
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,
preload: path.join(__dirname, "preload.js") },
});
win.once("ready-to-show", () => win.show());
if (CHROME_CSS) win.webContents.on("did-finish-load", () => win.webContents.insertCSS(CHROME_CSS));
@@ -247,7 +389,9 @@ function createWindow() {
win.webContents.on("will-navigate", (e, target) => {
if (!url || new URL(target).origin !== new URL(url).origin) e.preventDefault();
});
win.on("closed", () => { win = null; });
// A reload or a new page must ask for links again before it gets any.
win.webContents.on("did-start-loading", () => { linkPage = null; });
win.on("closed", () => { win = null; linkPage = null; });
load();
}
@@ -259,7 +403,7 @@ async function runInTerminal(argv) {
const env = { ...process.env, PATH: await loginPath() };
const py = python || await findPython(env);
if (!py) throw new Error(`Python 3.8 or later is needed. ${PYTHON_HELP}`);
await run(py, [path.join(ROOT, "ui", "frame_host.py"), "terminal", "--", ...argv],
await run(py, [...PY_FLAGS, path.join(ROOT, "ui", "frame_host.py"), "terminal", "--", ...argv],
{ env, timeout: 15000, windowsHide: true });
} catch (err) {
dialog.showErrorBox("Couldn't open a terminal", String((err.stderr || err.message || err)).trim());
@@ -270,14 +414,18 @@ async function setUpConnection() {
const alias = `FRAME_ALIAS=${FRAME}`;
if (IS_MAC) return runInTerminal(["env", alias, "zsh", path.join(SCRIPTS, "connect.sh")]);
const py = python || await findPython({ ...process.env, PATH: await loginPath() });
const setup = [py || "python3", path.join(ROOT, "ui", "frame_connect.py")];
const setup = [py || "python3", ...PY_FLAGS, path.join(ROOT, "ui", "frame_connect.py")];
// A new console inherits our environment on Windows; Linux terminals may not.
runInTerminal(IS_WIN ? setup : ["env", alias, ...setup]);
}
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" },
{
@@ -304,7 +452,15 @@ 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));
@@ -313,12 +469,21 @@ function buildMenu() {
if (!app.requestSingleInstanceLock()) {
app.quit();
} else {
app.on("second-instance", () => {
// macOS delivers install links here, even before the app is ready.
app.on("open-url", (e, link) => { e.preventDefault(); openInstallLink(link); });
// Windows and Linux start a second instance with the link as an argument.
app.on("second-instance", (_e, argv) => {
if (win) { if (win.isMinimized()) win.restore(); win.focus(); }
const link = linkFromArgv(argv);
if (link) openInstallLink(link);
});
const firstLink = IS_MAC ? null : linkFromArgv(process.argv);
if (firstLink) openInstallLink(firstLink);
app.whenReady().then(() => {
registerScheme();
buildMenu();
createWindow();
scheduleUpdateChecks();
});
app.on("activate", () => { if (!win) createWindow(); });
app.on("window-all-closed", () => app.quit());
+2 -2
View File
@@ -1,12 +1,12 @@
{
"name": "frame-control",
"version": "0.3.0",
"version": "0.4.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "frame-control",
"version": "0.3.0",
"version": "0.4.0",
"license": "MIT",
"devDependencies": {
"electron": "^44.4.5",
+78 -18
View File
@@ -1,7 +1,7 @@
{
"name": "frame-control",
"productName": "Frame Control",
"version": "0.3.0",
"version": "0.4.0",
"description": "Desktop app for managing a Valve Steam Frame over SSH",
"private": true,
"main": "main.js",
@@ -9,10 +9,10 @@
"scripts": {
"start": "env -u ELECTRON_RUN_AS_NODE electron .",
"icon": "env -u ELECTRON_RUN_AS_NODE electron build/make-icon.js",
"dist": "electron-builder --mac --arm64 --publish never",
"dist:dir": "electron-builder --mac --arm64 --dir",
"dist:linux": "electron-builder --linux --x64 --arm64 --publish never",
"dist:win": "node build/fetch-python.js && electron-builder --win --x64 --publish never"
"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"
},
"devDependencies": {
"electron": "^44.4.5",
@@ -21,12 +21,23 @@
"build": {
"appId": "com.saphid.frame-control",
"productName": "Frame Control",
"protocols": [
{
"name": "Frame Control install link",
"schemes": [
"frame-control"
]
}
],
"directories": {
"output": "dist",
"buildResources": "build"
},
"files": [
"main.js",
"preload.js",
"install-link.js",
"updater.js",
"package.json",
"build/icon.png"
],
@@ -36,7 +47,8 @@
"to": "ui",
"filter": [
"*.py",
"*.html"
"*.html",
"telemetry.json"
]
},
{
@@ -54,6 +66,32 @@
"*.py"
]
},
{
"from": "../frame/openxr-compat",
"to": "frame/openxr-compat",
"filter": [
"XrApiLayer_FRAME_compat.json",
"prebuilt/**/*.so"
]
},
{
"from": "../frame/devkit-utils",
"to": "frame/devkit-utils",
"filter": [
"**/*",
"!**/__pycache__/**"
]
},
{
"from": "../frame/kdeconnect",
"to": "frame/kdeconnect",
"filter": [
"packages.json",
"NOTICE.md",
"LICENSES/**/*",
"packages/*.pkg.tar.zst"
]
},
{
"from": "../apk-catalog",
"to": "apk-catalog",
@@ -62,6 +100,28 @@
"pins.json",
"site/apps.js"
]
},
{
"from": "build/deps/${os}-${arch}/python",
"to": "python",
"filter": [
"**/*"
]
},
{
"from": "build/deps/${os}-${arch}/tools",
"to": "tools",
"filter": [
"**/*"
]
},
{
"from": "../THIRD_PARTY_NOTICES.md",
"to": "THIRD_PARTY_NOTICES.md"
},
{
"from": "../LICENSE",
"to": "LICENSE"
}
],
"mac": {
@@ -73,9 +133,19 @@
"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}"
},
@@ -105,7 +175,6 @@
},
"deb": {
"depends": [
"python3",
"openssh-client"
]
},
@@ -115,16 +184,7 @@
"zip"
],
"icon": "build/icon.png",
"artifactName": "Frame-Control-win-${arch}.${ext}",
"extraResources": [
{
"from": "build/python-win",
"to": "python",
"filter": [
"**/*"
]
}
]
"artifactName": "Frame-Control-win-${arch}.${ext}"
},
"nsis": {
"oneClick": false,
+37
View File
@@ -0,0 +1,37 @@
// Lets the page read this computer's clipboard through Electron, so sending it
// to the Frame needs no pbpaste, PowerShell, xclip or wl-clipboard. Also tells
// the page where a dropped file or folder lives, so a folder can be sideloaded
// as a title without zipping it (the local server reads it from there).
// 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", {
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 }));
ipcRenderer.send("install-link:ready");
},
});
+59
View File
@@ -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>
+32
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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>
+9
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@@ -0,0 +1,9 @@
<!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,
"fps": 60,
"mbps": 0.49,
"content_p50": 6.9,
"content_p95": 8.2,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 5,
"fps": 60,
"mbps": 0.58,
"content_p50": 7.3,
"content_p95": 8.1,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 6,
"fps": 60,
"mbps": 0.47,
"content_p50": 7.4,
"content_p95": 8.6,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 7,
"fps": 60,
"mbps": 0.46,
"content_p50": 7.4,
"content_p95": 8.8,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 8,
"fps": 60,
"mbps": 0.47,
"content_p50": 7.3,
"content_p95": 8.9,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 9,
"fps": 60,
"mbps": 0.46,
"content_p50": 7.3,
"content_p95": 8.8,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 10,
"fps": 60,
"mbps": 0.45,
"content_p50": 7.3,
"content_p95": 8.7,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 11,
"fps": 60,
"mbps": 0.45,
"content_p50": 7.4,
"content_p95": 9.2,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 12,
"fps": 60,
"mbps": 0.46,
"content_p50": 7.4,
"content_p95": 8.4,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 13,
"fps": 60,
"mbps": 0.46,
"content_p50": 7.6,
"content_p95": 9.7,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 14,
"fps": 60,
"mbps": 0.46,
"content_p50": 7.6,
"content_p95": 8.5,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
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View File
@@ -0,0 +1,690 @@
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+682
View File
@@ -0,0 +1,682 @@
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+682
View File
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"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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@@ -0,0 +1,144 @@
# 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.
+35 -1
View File
@@ -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
@@ -18,7 +24,8 @@ python3 ui/frame_android.py list|launch|stop|remove|probe <package>
Each APK becomes its own app, the way T3 Code is set up (see the instance
section below), instead of going into Lepton Development:
1. `aapt2` reads the package, label, version, ABIs and icon. APKs that need
1. `ui/frame_apk.py` reads the package, label, version, ABIs and icon
(a stdlib parser of the binary manifest and resource table, so no Android SDK). APKs that need
API > 30 or have no `arm64-v8a` build are refused.
2. The APK, `frame/android/lepton-app.sh` (as `launch.sh`), `instance.id`,
`meta.json`, the icon and the `lepton-show-flatscreen` marker go to
@@ -45,6 +52,33 @@ Lepton Development must be installed once. Over SSH,
`ssh frame 'steam steam://install/3056000'` queues it, but the install still
needs to be confirmed or started in the headset.
## When an app needs a newer Android
Lepton is Android 11 (API 30), with arm64-v8a only. If Frame Control refuses
an APK, it shows compatible versions from F-Droid's main and archive repos and
IzzyOnDroid. It shows at most eight version names, newest first, preferring an
arm64-only build, and says how many compatible builds it found in total.
Each index is reduced to its compatible builds once a day and cached (about
16 MB). The first lookup takes about 30 s and 100 MB of memory; later ones are
instant.
Choose **Install** to download a listed version, verify its SHA-256 against
the index, and install it as its own app.
You can also inspect a file or look up a package from the command line:
```sh
python3 ui/frame_android.py info some-app.apk
python3 ui/frame_android.py versions some-app.apk
python3 ui/frame_android.py versions org.example.app
```
The search links open APKMirror, APKPure, Uptodown, F-Droid and GitHub. Pick a
version whose minimum is Android 11 or lower and that has an arm64-v8a build
(or no native code). Frame Control does not fetch APKs from those search sites.
Older versions may lack fixes, and being installable does not guarantee an
app will run: see the missing services below. Android may refuse a downgrade
or an update signed by a different publisher; removing the app deletes its data.
## Installed apps disappear when Lepton Development closes (verified 2026-09-25)
Lepton Development runs in a throwaway "dev" context. When it exits for any
+67
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@@ -0,0 +1,67 @@
# 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.
+47
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@@ -0,0 +1,47 @@
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.
+128
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@@ -0,0 +1,128 @@
# 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).
+58 -19
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@@ -17,6 +17,15 @@ python3 ui/server.py # anywhere: then open http://127.0.0.1:47810
## Features
The window has four tabs: **Home** (headset view, status, screenshots),
**Games** (installed games, sideloaded titles, getting games), **Android** (apps,
the catalogue, display settings, reports) and **Tools** (sending files and text,
Flatpaks, remote and power). Keys 1–4 switch between them. Files can be dropped
anywhere in the window. When the Frame can't be reached, one banner says why in
plain words and the app retries every few seconds, filling everything in once it
answers. Flatpak and Android installs run in the background; the bottom bar
counts them while they run.
- **Headset view**: what the lenses show, as SteamVR composites it (the room,
floating panels, dashboard and controllers). Shows the left eye, like pointing
a camera into one lens, or both eyes, as a single shot; saves as PNG. **Live**
@@ -47,17 +56,26 @@ python3 ui/server.py # anywhere: then open http://127.0.0.1:47810
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)). Needs `adb`, and
`aapt2` for reading APK files.
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
(0.85–1.3×) over ADB (`wm size`, `wm density`, `font_scale`). Reset puts all
three back. Whether the settings survive the app relaunching is untested.
- **Transfer**: drag and drop files to `~/Downloads`; `.apk` files install as
their own Android app. Send typed text, or your computer's clipboard, to the
their own Android app. A game's `.zip`, folder or `.exe` becomes a title in
the Steam library (Valve's Devkit Game path, with Proton or the Steam Linux
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
@@ -69,8 +87,16 @@ python3 ui/server.py # anywhere: then open http://127.0.0.1:47810
`app/` is an Electron shell. It starts `ui/server.py` on a free loopback port
and shows it in its own window; the server stops when you quit the app. The
app bundles `ui/`, `scripts/`, `frame/android/` and the rated catalogue from
`apk-catalog/`, and on Windows an embedded Python too.
app bundles `ui/`, `scripts/`, `frame/android/`, Valve's `frame/devkit-utils/` and the rated catalogue from
`apk-catalog/`, plus a standalone Python
([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. 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
@@ -90,13 +116,13 @@ library capsules and green Play buttons.
both capture modes (headset view while in use, and a blank frame in standby,
which the UI labels), clipboard, volume, file push, and input validation.
**Not yet exercised from the UI:** Launch, Flatpak install/remove, APK drop,
and the power buttons. Each of these calls a command that was verified
title sideloading (not yet run on a headset at all), and the power buttons. Each of these calls a command that was verified
separately.
## Per-platform notes
**macOS.** The app reads `PATH` from your login shell, so Homebrew's `rsync`,
`adb` and Python work when you launch it from Finder. Set Up Connection runs
**macOS.** The app reads `PATH` from your login shell, so Homebrew's `rsync`
and `adb` are used when you launch it from Finder. Set Up Connection runs
`scripts/connect.sh` in Terminal. The log is at
`~/Library/Logs/Frame Control/server.log`. The build is ad-hoc signed and not
notarized: a downloaded copy is quarantined until you run
@@ -104,19 +130,21 @@ notarized: a downloaded copy is quarantined until you run
time you use them, macOS asks to allow local network access (for SSH) and
control of Terminal (for SSH and power actions).
**Windows.** Python is bundled; `ssh` is Windows' built-in OpenSSH client
**Windows.** `ssh` is Windows' built-in OpenSSH client
(Settings → System → Optional features, if it's been removed). Set Up
Connection runs `ui/frame_connect.py` in a console window. Copies use `scp`
because Windows has no `rsync`. The installer isn't code-signed, so SmartScreen
warns on first run: choose **More info → Run anyway**. The log is at
`%APPDATA%\Frame Control\logs\server.log`.
**Linux.** Needs `python3` (3.8 or later) and `ssh`, which most desktops
have. The AppImage runs anywhere; the `.deb` pulls both in on Debian and
Ubuntu. Set Up Connection runs `ui/frame_connect.py` in your terminal emulator
(GNOME Terminal, Konsole, xterm and others). Sending the clipboard needs
`wl-clipboard` (Wayland) or `xclip` (X11). The log is at
`~/.config/Frame Control/logs/server.log`.
**Linux.** Needs `ssh`, which most desktops have; the `.deb` pulls it in.
The arm64 build also needs your distribution's `adb` for Android apps, because
Google publishes no arm64 Linux platform-tools. Set Up Connection runs
`ui/frame_connect.py` in your terminal emulator (GNOME Terminal, Konsole, xterm
and others). The log is at
`~/.config/Frame Control/logs/server.log`. Running `ui/server.py` in a browser
instead of the app, sending the clipboard needs `wl-clipboard` (Wayland) or
`xclip` (X11).
## Building
@@ -125,9 +153,20 @@ cd app
npm install
npm start # run from the checkout without packaging
npm run dist # macOS: dist/*.dmg and .zip (Apple Silicon)
npm run dist:win # Windows: installer and .zip (fetches the embedded Python first)
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.
+20 -1
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@@ -33,10 +33,14 @@ Lepton (Android 11, podman container "lepton-dev") ← its own panel, app 305600
| SteamVR's `steamvr-v4l2cam.service` (`/opt/steamvr/bin/linuxarm64/v4l2cam --output=99`) copies the headset view (the `system.HeadsetView` mirror, one undistorted image) into the v4l2loopback device `/dev/video99` ("SteamVR"), 1920×1080 RGB24. `ffmpeg -f v4l2 -i /dev/video99` reads it at about 70 new frames/s; the first frame read can be black. The Frame's hardware encoder (`iris_encoder`, `/dev/video-enc0`) crashes ffmpeg's `h264_v4l2m2m`, so encode with `libx264 -preset ultrafast -tune zerolatency`: 720p30 takes about 0.7 of a core and 1080p60 about 1.7 (of 8). gamescope also publishes a PipeWire `gamescope` video source, but the Frame's GStreamer has no `pipewiresrc`. **Verified 2026-09-26.** | Frame Control's live video (`/api/stream`) |
| Battery: `/sys/class/power_supply/max1720x_bat_7-36` gives µV/µA (current is positive while charging), `time_to_full_now`/`time_to_empty_now` in seconds, and `temp` in tenths of °C. The charger shows up as `tcpm-source-psy-…` (`type=USB`, `usb_type=C PD [PD_PPS]`), for example 12 V × 1.67 A. | Frame Control's battery card |
| `vrcmd --stats` reports `activity_level` (3 = standby). | Telling whether the headset is being worn |
| **Testing VR apps without wearing the headset.** In standby SteamVR keeps OpenXR sessions hidden, so they render one frame and stop. `vrcmd` (in `/opt/steamvr/bin/linuxarm64`) settings use `section.key`: `vrcmd --set-settings-bool power.pauseCompositorOnStandby 0` and `vrcmd --set-settings-float power.turnOffScreensTimeout 3600`, then `vrcmd --handlewakeup`, keep the compositor running, and the scene app becomes visible. If it stays `visible-blurred`, the Steam dashboard is open: `SteamClient.OpenVR.VROverlay.HideDashboard()` in Steam's `SharedJSContext` (CDP on 8080) closes it. The headset view then captures with `ui/frame_vrshot.py`. Restore afterwards with `--set-settings-bool power.pauseCompositorOnStandby 1` and `--set-settings-float power.turnOffScreensTimeout 5`. The bool setter reads `true` as false, so use 1/0. A Steam launch that stalls in standby at `ShowInterstitials` or `CreatingProcess` (see `console_log.txt`) continues with `SteamClient.Apps.ContinueGameAction(<action id>, "<appid>", "<task>")`. **Verified 2026-09-27.** | Proving VR output remotely, [webxr-chromium.md](webxr-chromium.md) |
| The SteamVR dashboard has docking: Float in World, Move, Size, Curvature, controller docking, Theater, Multitasking View. **Inferred** from `/opt/steamvr/resources/webinterface/dashboard/` and not yet driven by hand. | [panels.md](panels.md) |
| 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 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` |
@@ -44,11 +48,24 @@ Lepton (Android 11, podman container "lepton-dev") ← its own panel, app 305600
| Lepton Development deletes every ADB-installed app when it exits (`clear_baked_app_data "non steamlaunch container"` in `…/common/Lepton/lepton`) unless `LEPTON_NO_CLEANUP` is set. | [apks.md](apks.md) |
| Any APK can run as its own Lepton instance: run `…/common/Lepton/lepton waitforexitandrun -- app.apk` with `SteamAppId` set and `STEAM_COMPAT_DATA_PATH` under `~/.local/share/Steam`. Data persists and each gets its own container and panel. `frame/android/lepton-app.sh`, `ui/frame_android.py`. | [apks.md](apks.md) |
| The Steam client runs with `-cef-enable-debugging`, so its UI answers Chrome DevTools on loopback `127.0.0.1:8080`. The `SharedJSContext` page has `appStore` (owned apps), `downloadsStore` and `SteamClient.*`. `steam steam://install/<appid>` over SSH installs an owned game; when the options dialog shows (state 7), `SteamClient.Installs.ContinueInstall()` accepts it. **Verified 2026-09-25** with Balatro and Broforce. The Frame rating is `steam_hw_compat_category_packed >> 8 & 3`. | [steam-games.md](steam-games.md), `ui/frame_steam.py` |
| Chromium Flatpak 154 has **no immersive WebXR**: `navigator.xr` exists, but `isSessionSupported("immersive-vr")` returns `false`. Web VR180 players (DL8/DeoVR embeds) still play video inline as a flat, pannable view, and their VR button opens a tab on immersiveweb.dev. Forcing it doesn't help. `--enable-features=OpenXR,WebXR --force-webxr-runtime=openxr`, with `/opt/steamvr` and `XR_RUNTIME_JSON` exposed to the Flatpak, still returns `false`. The aarch64 Linux binary has no OpenXR code at all (no `XR_RUNTIME_JSON`, `xrGetInstanceProcAddr` or loader strings), even though `chrome://flags` lists `#webxr-runtime` → OpenXR. **Why (verified against source 2026-09-25):** M154 is the first release that compiles OpenXR on Linux (`enable_openxr` includes `is_linux`, `checkout_openxr` is true in Flathub's tarball, and Flathub's GN args don't turn it off). But `content/services/isolated_xr_device/xr_runtime_provider.cc` only creates an OpenXR device under `ENABLE_OPENXR && IS_WIN`, on 154, 155 and `main`. Nothing on Linux calls the OpenXR code, so the linker drops it. The missing pieces are two unmerged Gerrit CLs (bug 506004811): [8132979](https://chromium-review.googlesource.com/c/chromium/src/+/8132979) wires the provider on Linux (with `kOpenXR` still off by default, so it needs `--enable-features=OpenXR`), and [8441736](https://chromium-review.googlesource.com/c/chromium/src/+/8441736) runs the XR service in a sandbox that allows SteamVR's sockets. The Frame does have an aarch64 runtime: `~/.config/openxr/1/active_runtime.json` → SteamVR `bin/linuxarm64/vrclient.so`. To watch in 3D, use a native player, or a Chromium built with those two CLs ([webxr-chromium.md](webxr-chromium.md)). That build (156.0.8071.0, arm64) reports `immersive-vr` as supported and starts a session that SteamVR takes as its scene app (verified 2026-09-26, seccomp sandbox off). What it looks like in the headset is still untested. Started with `--remote-debugging-port=9222`, Chromium answers DevTools on loopback. **Verified 2026-09-25**, BUILD_ID 20260922.6101926. | Web video, [panels.md](panels.md) |
| Chromium Flatpak 154 has **no immersive WebXR**: `navigator.xr` exists, but `isSessionSupported("immersive-vr")` returns `false`. Web VR180 players (DL8/DeoVR embeds) still play video inline as a flat, pannable view, and their VR button opens a tab on immersiveweb.dev. Forcing it doesn't help. `--enable-features=OpenXR,WebXR --force-webxr-runtime=openxr`, with `/opt/steamvr` and `XR_RUNTIME_JSON` exposed to the Flatpak, still returns `false`. The aarch64 Linux binary has no OpenXR code at all (no `XR_RUNTIME_JSON`, `xrGetInstanceProcAddr` or loader strings), even though `chrome://flags` lists `#webxr-runtime` → OpenXR. **Why (verified against source 2026-09-25):** M154 is the first release that compiles OpenXR on Linux (`enable_openxr` includes `is_linux`, `checkout_openxr` is true in Flathub's tarball, and Flathub's GN args don't turn it off). But `content/services/isolated_xr_device/xr_runtime_provider.cc` only creates an OpenXR device under `ENABLE_OPENXR && IS_WIN`, on 154, 155 and `main`. Nothing on Linux calls the OpenXR code, so the linker drops it. The missing pieces are two unmerged Gerrit CLs (bug 506004811): [8132979](https://chromium-review.googlesource.com/c/chromium/src/+/8132979) wires the provider on Linux (with `kOpenXR` still off by default, so it needs `--enable-features=OpenXR`), and [8441736](https://chromium-review.googlesource.com/c/chromium/src/+/8441736) runs the XR service in a sandbox that allows SteamVR's sockets. The Frame does have an aarch64 runtime: `~/.config/openxr/1/active_runtime.json` → SteamVR `bin/linuxarm64/vrclient.so`. To watch in 3D, use a native player, or a Chromium built with those two CLs ([webxr-chromium.md](webxr-chromium.md)). That build (156.0.8071.0, arm64) reports `immersive-vr` as supported and starts a session that SteamVR takes as its scene app. With the headset on, the WebXR samples scene and three.js's stereo 360 video demo showed in 3D (verified 2026-09-26, seccomp sandbox off). Started with `--remote-debugging-port=9222`, Chromium answers DevTools on loopback. **Verified 2026-09-25**, BUILD_ID 20260922.6101926. | Web video, [panels.md](panels.md) |
| **DeoVR (Steam app 837380, Windows/Unity) runs immersively** under Proton ARM64 + FEX: Unity's OpenVR XR plugin finds `OpenVR Headset(Steam Frame)` and the `frame_controller`, the GPU shows as Turnip Adreno 750, and AVPro Video decodes through `MF-MediaEngine-Hardware`. It played 7680×3840 and 8192×4096 H.265 VR180 SBS streams in dome/fisheye mode (`FirstFrameReady`). Unity's own `VideoPlayer` (used for grid thumbnails) fails with `0xc00d36bb`, so thumbnail previews stay blank. The first launch takes about 45 s (`ComputeShaders: InitAsync`). Log: `compatdata/837380/pfx/drive_c/users/steamuser/AppData/LocalLow/Deo VR/Deo VR/Player.log`. **Verified 2026-09-25**, BUILD_ID 20260922.6101926. | [vr-video.md](vr-video.md) |
| **Wolvic (VR browser APK) runs in Lepton against SteamVR's OpenXR**, with limits. The stock Lynx build aborts (`Runtime doesn't support selected swapChain color format`: it wants `GL_RGBA8`), and the stock Quest build fails with `XR_ERROR_API_VERSION_UNSUPPORTED`. Patching `DeviceDelegateOpenXR::GetSwapChainCreateInfo` in the Lynx build's `libnative-lib.so` to `GL_SRGB8_ALPHA8` (0x8C43) and re-signing fixes start-up. The Gecko engine then segfaults in `libxul`. The Chromium-engine build (Lynx v1.3-chromium) browses fine as an immersive app. Its page reports `isSessionSupported("immersive-vr") == true`, and `requestSession` succeeds, running about 36 rAF/s, but the headset shows **black** for WebXR content, or Wolvic's loading spinner that never clears, until the session is ended. Video decodes on the software `OMX.google.h264.decoder`. Tapping the URL bar's selection menu crashes it (no clipboard service). Open URLs with `am start -a VIEW -n com.igalia.wolvic/.VRBrowserActivity -d <url>` over the instance's ADB. DevTools is at `localabstract:content_shell_devtools_remote`. **Verified 2026-09-25**, BUILD_ID 20260922.6101926. | Web VR video, [apks.md](apks.md) |
| Tailscale runs without root as a userspace `tailscaled` user service (static arm64 build in `~/.local/share/tailscale`, lingering on). In userspace mode, inbound tailnet connections reach the Frame's **loopback**, so every port, including DevTools on 8080, is reachable from the tailnet. **Verified 2026-09-25.** | [tailscale.md](tailscale.md), `scripts/tailscale-on-frame.sh` |
| **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). **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 |
## Debug recipes
@@ -75,4 +92,6 @@ ssh frame 'cat /opt/steamvr/resources/webinterface/dashboard/localization/dashbo
- Installing and buying Steam games: [steam-games.md](steam-games.md)
- Remote access from anywhere: [tailscale.md](tailscale.md)
- Floating windows in space: [panels.md](panels.md)
- Recovery images, what's in them, testing without the headset: [recovery-and-images.md](recovery-and-images.md)
- Frame Control on iPhone (the server running on the Frame itself): [iphone.md](iphone.md)
- What's still unverified: [open-questions.md](open-questions.md)
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<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<meta name="referrer" content="no-referrer">
<title>Install with Frame Control</title>
<!-- Landing page for install links (docs/web-install.md): install.html?manifest=URL
or ?url=URL opens frame-control://install?… and offers the download if the
app doesn't open. Static, no requests of its own. Not published yet. -->
<style>
body { margin: 0; min-height: 100vh; display: grid; place-items: center; background: #0d1117; color: #e6edf3;
font: 15px/1.5 -apple-system, "Segoe UI", sans-serif; }
main { max-width: 520px; padding: 32px; }
h1 { font-size: 20px; margin: 0 0 8px; }
p { color: #8b98a8; }
code { color: #e6edf3; overflow-wrap: anywhere; }
a.btn { display: inline-block; margin: 8px 12px 0 0; padding: 9px 16px; border-radius: 3px; text-decoration: none;
background: #2d333b; color: #e6edf3; }
a.btn.go { background: #1a9fff; color: #fff; font-weight: 600; }
.err { color: #ff7b72; }
[hidden] { display: none !important; }
</style>
</head>
<body>
<main>
<h1>Install with Frame Control</h1>
<p id="what"></p>
<p id="bad" class="err" hidden>This link doesn't name an https:// manifest or file, so there's nothing to install.</p>
<div id="actions" hidden>
<a class="btn go" id="open">Open in Frame Control</a>
<a class="btn" href="https://github.com/saphid/steam-frame/releases/latest">Get Frame Control</a>
</div>
<p id="missing" hidden>Nothing happened? Frame Control isn't installed on this computer, or is older than the
version that handles install links. Get it, open it once, then use the link again.</p>
</main>
<script>
(() => {
const q = new URLSearchParams(location.search);
const kind = q.has("manifest") ? "manifest" : q.has("url") ? "url" : null;
const target = kind && q.get(kind);
let ok = false;
try {
const u = new URL(target);
const local = ["localhost", "127.0.0.1"].includes(u.hostname);
ok = !u.username && !u.password && (u.protocol === "https:" || (u.protocol === "http:" && local));
} catch {}
if (!ok) { document.getElementById("bad").hidden = false; return; }
const link = `frame-control://install?${kind}=${encodeURIComponent(target)}`;
document.getElementById("what").textContent = `From ${new URL(target).hostname}. Frame Control shows what it will `
+ "install and asks you before downloading anything.";
document.getElementById("open").href = link;
document.getElementById("actions").hidden = false;
// If the app opens, this page loses focus or is hidden; if not, say how to get it.
let left = false;
window.addEventListener("blur", () => { left = true; });
document.addEventListener("visibilitychange", () => { if (document.hidden) left = true; });
setTimeout(() => { if (!left) document.getElementById("missing").hidden = false; }, 2000);
location.href = link;
})();
</script>
</body>
</html>
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# Frame Control for iPhone
The iPhone (and iPad) app does what the desktop app does, from the phone:
headset view and live video, battery and status, screenshots, Steam games,
Android apps and their display settings, sideloading, files, clipboard,
Flatpaks, and power. Source: [`ios/`](../ios).
## How it works
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`,
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
app, in a web view. The page carries a fresh key each session, which the
server requires on every request.
With `FRAME_LOCAL=1`, every `ssh frame COMMAND` the server runs goes to
`ui/local-bin/ssh`, which runs the command on the Frame directly (rsync uses it
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
files stay in `~/.cache/frame-control` (delete it any time).
## Pairing
On the Frame, turn on Developer Mode and set a user password (Steam Settings →
System, then Developer → Set User Password). In the app, enter the headset's
address (`frame.local`, its IP, or its Tailscale name) and that password once.
The app adds its own key to `~/.ssh/authorized_keys` and remembers the Frame's
host key; the password isn't saved. If you already reach the Frame over SSH,
**Or add the key yourself** shows the phone's key to paste into
`authorized_keys`, and connects without a password.
Valve's tap-to-approve devkit pairing isn't used: it only takes RSA keys, and
the Frame's OpenSSH 9.7 rejects the SHA-1 RSA signatures the Swift SSH library
makes.
## What's different on the phone
| Desktop | iPhone |
|---|---|
| Drop files anywhere | Tap **Send to Frame** (or Add a game) and pick files; folders need zipping |
| Screenshots save to `~/Pictures/SteamFrame` | Save opens the share sheet: Save Image puts it in Photos |
| SSH and SFTP open a terminal | They open an app that handles `ssh://` / `sftp://` (Blink Shell, Termius) |
| Steam Link, remote desktop | Open the Steam Link and Windows App apps |
| Sleep, restart, shut down ask in a terminal | The page asks for the Developer Mode password |
| Compatibility reports kept on the computer | Kept on the Frame (`~/.local/share/Frame Control`) |
## Building
```sh
cd ios
xcodegen generate # after changing project.yml
open FrameControl.xcodeproj
```
The build packs the Frame bundle from the checkout, so the phone always runs
the page and server from the same commit. Running on a phone needs your own
signing team in Xcode (Signing & Capabilities).
## Verified
<img src="img/iphone-tabs.jpg" alt="The four tabs in the iPhone app, connected to a Frame" width="900">
In the iOS Simulator (iOS 26.5) against a real Frame, 2026-09-27: the app connected
with its key, copied the bundle over SFTP, started the server on the Frame and
showed all four tabs with live data. In the app's web view, Capture returned a
headset still and Live played H.264 video at 31 fps (WebCodecs works in
WKWebView). Through the app's tunnel: status, games, Steam library, Android apps,
screenshots, a file upload (checked on the Frame), a background install job, and
the power password check (a wrong password is refused). The server on the Frame
exits within seconds of the app closing.
Against Valve's own Steam Frame OS (SteamOS 0.3.0 build 20260922.5152327, the
`rootfs-A` partition of the Frame recovery image, run with its own sshd; see
[tests/frame-container](../tests/frame-container)), and a Holo Core stand-in:
pairing with the password (key added with the right
permissions, host key pinned, password stored nowhere), the power password
check (a wrong or missing password refused; the right one reaches `systemctl`),
a changed host key refused with "Pair with the Frame again", and a wrong
pairing password reported the same way.
Also verified in the Simulator against the Frame (2026-09-27): the setup screen
found the Frame by itself over Bonjour (`frame · 192.168.1.237`); a paired app
waiting for a sleeping Frame connected 4 s after it answered; an upload from the
app's web view landed in `~/Downloads`; the share sheet offers Save Image
(needs `NSPhotoLibraryAddUsageDescription`, now declared); an install link opens
the confirm dialog and downloads nothing until Install; Steam Link without the
app installed opens its App Store page.
Things iOS asks the first time: **Local Network** (tap Allow, or the app can't
see the Frame), and **Paste** when you send the iPhone's clipboard (tap Allow
Paste, or set Settings → Apps → Frame Control → Paste from Other Apps → Allow).
Sending text to the Frame's clipboard needs the desktop panel open in the
headset, as on the desktop app.
Not yet exercised: Android display changes through podman (no Android app was
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.
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# 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.
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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.
+200
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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).
+50 -13
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@@ -33,14 +33,19 @@ build 20260922.6101926, kernel 6.18, aarch64):
- **10.** `install-apps.sh remmina --vnc-host <mac>.local` installed Remmina as
a `--user` Flatpak over SSH and wrote the profile. The desktop's
`XDG_DATA_DIRS` includes the user Flatpak exports, so it shows up in the menu.
The Frame can reach the Mac's Screen Sharing port (5900). The Remmina
connection itself hasn't been tried in the headset yet (part of 11).
The Frame can reach the Mac's Screen Sharing port (5900).
- **11.** Answered 2026-09-27 (BUILD_ID 20260925.6191901, macOS 27.0): the
pre-seeded profile connects and shows the Mac in its own panel. It asks for
the Mac account login rather than the VNC password, needs scale-to-fit at
Retina resolutions, and doesn't show the Mac cursor without
`scripts/mac-cursor-ring.lua`. It's usable but noticeably laggy. See
[streaming.md](streaming.md).
- **Panels.** An X11 window on gamescope's `:0` with its own `STEAM_GAME` id
gets its own SteamVR overlay (`valve.steam.desktopgame.<id>`). Three were
created side by side with `panel-on-frame.sh`. See [panels.md](panels.md).
Still open: 4, 6, 7, 11 (in-headset connect), 12–15, 16 (off-LAN and after a reboot), 17–21.
Still open: 4, 6, 7, 12–15, 16 (off-LAN and after a reboot), 17–21.
## Check on the headset (in order)
@@ -70,12 +75,10 @@ Still open: 4, 6, 7, 11 (in-headset connect), 12–15, 16 (off-LAN and after a r
`ssh frame 'command -v wl-copy xclip rsync flatpak'`.
10. **Can Flatpaks be installed `--user` over SSH, and do they appear in the
headset's desktop?** Test with `./scripts/install-apps.sh remmina`.
11. **Remmina → macOS Screen Sharing:** does it connect, and is it usable at
Retina resolutions? Is the pre-seeded profile path
(`~/.var/app/org.remmina.Remmina/data/remmina/`) the one Remmina
actually reads?
12. **Moonlight Flatpak (aarch64) + Sunshine on macOS:** worth trying only if
VNC is too slow.
11. ~~**Remmina → macOS Screen Sharing**~~: answered 2026-09-27; see above
and [streaming.md](streaming.md).
12. **Moonlight Flatpak (aarch64) + Sunshine on macOS:** VNC works but is
noticeably laggy, so this is worth trying.
13. **KDE Connect**: is it preinstalled or installable on the Frame, and does
it pair with KDE Connect for macOS?
14. **Bluetooth keyboard pairing** on the Frame, for the rare times you do need
@@ -86,8 +89,9 @@ Still open: 4, 6, 7, 11 (in-headset connect), 12–15, 16 (off-LAN and after a r
runs as a lingering user service with no sudo; see [tailscale.md](tailscale.md).
Still open: reaching the Frame from outside the home network, and the service
starting after a reboot.
17. **Floating panels in the headset** (see [panels.md](panels.md)): do the
panels from `panel-on-frame.sh` show up, take input, and offer **Float in
17. **Floating panels in the headset** (see [panels.md](panels.md)): panels
from `panel-on-frame.sh` show up and take controller input (verified
2026-09-27 with `mac-screen`). Still open: do they offer **Float in
World** / **Move** / **Size**? Do floating positions survive closing and
reopening the app, or a reboot?
18. **`LEPTON_NO_CLEANUP=1 %command%`** as Lepton Development's launch
@@ -103,12 +107,45 @@ Still open: 4, 6, 7, 11 (in-headset connect), 12–15, 16 (off-LAN and after a r
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?
## Verified 2026-09-27
- **Recovery images exist** for the Frame at
`https://steamdeck-images.steamos.cloud/recovery/`; the root filesystem inside
is btrfs and runs, as a userland, on ARM64 Linux. See
[recovery-and-images.md](recovery-and-images.md).
- **Frame Control's server runs on the Frame itself** (the iPhone app does
this), including headset capture, 31 fps live video and file uploads. See
[iphone.md](iphone.md).
- **Password pairing and `sudo -S`** work against the recovery image's own
sshd and sudo (not yet against the headset, whose password we don't hold).
## Still open (2026-09-27)
- Does `podman exec <lepton container> /system/bin/sh -c 'wm size'` change an
instance's display the way `adb shell wm size` does?
- Can the recovery image, or its kernel, boot in a VM at all?
- Does a real sleep, restart or shut down from the iPhone app work (via
`sudo -S systemctl`)?
- 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
Steam Deck behaviour.
- The whole Mac → Frame desktop path (VNC → Remmina). Each part is documented
separately, but the combination is untested.
- Steam Remote Play with a Mac as host is broken. That's based on community
reports, not tested with the Frame.
- `connect.sh --harden`, `serve-bootstrap.sh` and
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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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# Recovery images and OS images for the Frame
Where to get the Steam Frame's operating system, what's inside it, and how to
run it for testing without the headset. For recovering a Frame that won't boot,
see the boot menu and boot-loop entries in
[how-the-frame-works.md](how-the-frame-works.md#facts-worth-knowing).
## Downloads
Valve's SteamOS download page (`store.steampowered.com/steamos/download`)
redirects to the [Installation and Repair FAQ](https://help.steampowered.com/en/faqs/view/65B4-2AA3-5F37-4227),
which offers the Steam Deck image. The **Steam Frame images are on the same
server** but aren't linked from that page:
**https://steamdeck-images.steamos.cloud/recovery/** (a plain directory
listing, checked 2026-09-27).
| File | Size | Use |
|---|---|---|
| `steamframe-oobe-repair-20260922.5153644-0.3.0.img.bz2` (or `.img.zip`) | 3.8 GiB | Write to an 8 GB+ USB-C stick, then **Boot from USB** in the Frame's boot menu |
| `steamframe-oobe-repair-qdl-20260922.5153644-0.3.0.tar.gz` (or `.zip`) | 3.8 GiB | Flash over a USB-C cable in Qualcomm EDL mode with `flash.sh` (Linux) or `flash.cmd` (Windows), which use [qdl](https://github.com/linux-msm/qdl). **Wipes everything** |
All four are dated 2026-09-22. Everything else there is for the Steam Deck
(`steamdeck-…`, x86-64), which won't run on the Frame. Valve publishes **no
checksums**. These are the SHA-256s of our downloads (2026-09-26), which passed
`bzip2 -t` and `tar -t`:
```
3a4a077f1b1f40688ab3279affcb56776bd97c54db1573e7c65fc52a97106676 steamframe-oobe-repair-20260922.5153644-0.3.0.img.bz2
d3323bfa8efe9ece1954948421cdf5f705e8942eb50c960e2916d935d1b850ab steamframe-oobe-repair-qdl-20260922.5153644-0.3.0.tar.gz
```
Our copies, with a Mac EDL flashing script built on qdl (untested), are in
`~/Downloads/steam-frame-recovery/` on the Mac.
## What's inside the USB image
A GPT disk with 512-byte sectors and one A slot (a Frame has A and B slots;
the installer makes the rest). **Verified 2026-09-27** from
`steamframe-oobe-repair-20260922.5153644-0.3.0.img.bz2`:
| # | Name | Start sector | Size | Type GUID |
|---|---|---|---|---|
| 1 | `esp` | 34 | 256 MiB | `c12a7328-f81f-11d2-ba4b-00a0c93ec93b` (EFI system) |
| 2 | `efi-A` | 524322 | 64 MiB | `ebd0a0a2-b9e5-4433-87c0-68b6b72699c7` |
| 3 | `rootfs-A` | 655394 | 5120 MiB | `4f68bce3-e8cd-4db1-96e7-fbcaf984b709` |
| 4 | `var-A` | 11141154 | 256 MiB | `4d21b016-b534-45c2-a9fb-5c16e091fd2d` |
| 5 | `home` | 11665442 | 100 MiB | `933ac7e1-2eb4-4f13-b844-0e14e2aef915` |
The partitions start at sector 34, not on MiB boundaries, so compute offsets
from the table (sector × 512), not from rounded sizes. `rootfs-A` is **btrfs**
(label `rootfs-A`, 9.2 GB of files), mounted read-only on the Frame.
Its `/etc/os-release` says `NAME="SteamOS"`, `ID=steamos`, `ID_LIKE=arch`,
`VERSION_CODENAME=holo`; the running system reports version 0.3.0, variant
`vr`, build **20260922.5152327**, which is a different number from the
`5153644` in the file name. Our headset reports build 20260922.6101926.
Inside, it matches a real Frame:
- User `steamos` (uid 1000) is in `wheel` (gid 998), and sudoers has
`%wheel ALL=(ALL) ALL`, so sudo asks for the Developer Mode password.
- `sshd_config` includes `sshd_config.d/*.conf`, uses `.ssh/authorized_keys`
plus `AuthorizedKeysCommand /usr/bin/userdbctl ssh-authorized-keys %u`,
and sets `KbdInteractiveAuthentication no` and `UsePAM yes`. So sshd offers
`publickey,password`, the same as the headset.
- `/usr/bin` has `sshd`, `sudo`, `python3` and `podman`.
Get just the root filesystem without unpacking the whole 5.8 GB image (the
partition's start and size, in sectors, come from the table above):
```sh
bzcat steamframe-oobe-repair-*.img.bz2 | tail -c +$((655394 * 512 + 1)) | head -c $((10485760 * 512)) > rootfs-A.img
```
A Mac can't mount btrfs; a Linux machine or VM can (`mount -o ro -t btrfs`).
## Running it without the headset
The image can't boot in a generic virtual machine: its kernel and bootloader
are built for the Frame's Qualcomm Snapdragon 8 Gen 3 (**inferred**; not
attempted). Its **userland** runs fine on any ARM64 Linux, which covers
anything that talks to the Frame over SSH.
[`tests/frame-container/frame-image.sh`](../tests/frame-container/frame-image.sh)
extracts `rootfs-A`, mounts it read-only with a throwaway writable layer, and
starts the image's own `sshd` on port 2223 (user `steamos`, a test password;
`systemctl` only records requests). On a Mac, run it in Colima's ARM64 VM (see
[tests/frame-container/README.md](../tests/frame-container/README.md)).
**Verified 2026-09-27:** the iPhone app paired with it by password (the image's
sshd logged `Accepted password`, then `Accepted publickey … ED25519`), ran
Frame Control's server on the image's Python, and the image's sudo rejected a
wrong power password and passed the right one to `systemctl`. Without the
Frame's hardware there's no SteamVR, Steam client, battery or Lepton, so those
parts stay untested this way.
## Holo Core aarch64 (Valve and Collabora)
The ARM64 port of Arch Linux that the Frame's SteamOS is built on, published as
a preview in July 2026 ([Collabora's announcement](https://www.collabora.com/news-and-blog/news-and-events/building-an-arch-linux-aarch64-port-for-holo-core.html)).
It's a base system and build environment, not the Frame's OS:
- Source: `https://gitlab.steamos.cloud/holo/holo-core-aarch64-preview`
- Packages: `https://holo-packages.steamos.cloud/holo-core-aarch64-preview/mash-20251118`
- Container: `registry.gitlab.steamos.cloud/holo/holo-core-aarch64-preview/base-devel:latest`
(1.7 GB; `/etc/os-release` says "Holo core Aarch64 port (preview)"; `pacman`
installs OpenSSH 10.2, Python 3.13 and sudo from its repositories. Checked 2026-09-27.)
[`tests/frame-container/Dockerfile`](../tests/frame-container/Dockerfile) builds a
lighter Frame stand-in on it (a `steamos` user with a password and sudo, sshd
with keys and passwords), handy when you don't have the 4 GB image.
+59
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@@ -0,0 +1,59 @@
# 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.
+6 -3
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@@ -36,9 +36,11 @@ ssh frame # passwordless from now on
`connect.sh` does four things:
- finds the headset (`frame.local`, then `frame`, or the IP/host you pass in)
- creates a dedicated key (`~/.ssh/id_ed25519_frame`)
- creates dedicated keys (`~/.ssh/id_ed25519_frame`, plus `~/.ssh/id_rsa_frame_devkit` for pairing)
- adds a `Host frame` block to `~/.ssh/config`
- runs `ssh-copy-id`, which asks for the Developer Mode password once
- tries SteamOS devkit pairing (approve on the headset, no password; **inferred**,
see [SSH](ssh.md#password-free-pairing-steamos-devkit-service)), else runs
`ssh-copy-id`, which asks for the Developer Mode password once
Run `./scripts/connect.sh --harden` later if you want to turn off SSH password
logins.
@@ -91,7 +93,8 @@ controls to place each panel. See [docs/panels.md](panels.md).
| `scripts/install-apps.sh` | Mac → Frame | Install Flatpaks (Remmina, Moonlight, …) on the Frame over SSH as `--user` (**verified** with Remmina) |
| `scripts/paste-to-frame.sh` | Mac → Frame | Send the Mac clipboard (or stdin) to the Frame clipboard (**verified**) |
| `scripts/install-apk.sh` | Mac → Frame | Install APKs, each as its own persistent Lepton instance with a Steam library shortcut (`--dev`: old ADB path into Lepton Development) (**verified**; see [docs/apks.md](apks.md)) |
| `scripts/panel-on-frame.sh` | Mac → Frame | Start an app as its own floating VR panel, outside the desktop (**verified**: overlays created; in-headset placement not yet checked) |
| `scripts/panel-on-frame.sh` | Mac → Frame | Start an app as its own floating VR panel, outside the desktop (**verified**, including `mac-screen` in the headset) |
| `scripts/mac-cursor-ring.lua` | Mac | Hammerspoon script: a ring around the Mac pointer so it shows in the VNC mirror (**verified**) |
| `scripts/run-on-frame.sh` | Mac → Frame | Start an app on the headset desktop, e.g. `mac-screen` opens Remmina straight into the Mac (**verified**) |
| `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**) |
+177
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@@ -0,0 +1,177 @@
# Sideloading Linux and Windows games
A game you have as files (an itch.io download, your own build, a DRM-free
release) can go into the Frame's Steam library without a Steam store page.
Frame Control uses the same path as Valve's
[SteamOS Devkit Client](https://gitlab.steamos.cloud/devkit/steamos-devkit):
the title becomes a Steam **Devkit Game**, with a runtime (Proton or a Steam
Linux Runtime) chosen from the program itself.
For Android APKs, see [apks.md](apks.md) instead.
**Status: nothing here has run on a headset yet.** Every device-side step is
**inferred from Valve's steamos-devkit source** (release v0.20260925.1). The
local steps (reading the zip, picking the program and runtime, building the
request) are covered by `tests/test_frame_titles.py`.
## Using it
Drop a game's `.zip`, folder or `.exe` on **Send to Frame**. (Folders need the
desktop app, which knows where a dropped folder lives; in a plain browser, zip
it.) A dialog shows:
- **Name**: what Steam shows. Steam uses the title id as the name, so it's
limited to letters, digits and `_`, and can't start with a digit; the
dialog shows the result.
- **Launches**: the program picked to start the game, with the other
candidates in the list.
- **Runtime**: picked from the program, see below. Windows programs can switch
between Proton Experimental and Proton (stable).
Install copies it to the Frame and registers it with Steam; progress shows in
the bar and the activity log. **Sideloaded titles** lists what's installed,
with Launch and Remove. **Copy to ~/Downloads instead** keeps the old
behaviour for a zip that isn't a game.
From a terminal:
```sh
python3 ui/frame_titles.py inspect Game.zip # what would be installed, no headset needed
python3 ui/frame_titles.py install Game.zip [--name N] [--exe REL] [--runtime R]
python3 ui/frame_titles.py list | launch ID | remove ID
```
## Choosing the runtime
The program's header decides, not its file name:
| Program | Runtime (Steam compat tool) | `steam_play` | Confidence |
|---|---|---|---|
| Windows `.exe`, x86-64 (PE machine `0x8664`) | `proton-experimental` | 1 | Inferred: ARM64 Proton runs x86-64 code through FEX |
| Windows `.exe`, 32-bit x86 (`0x14c`) or ARM64 (`0xaa64`) | `proton-experimental` | 1 | Inferred |
| Linux ELF, aarch64 (`e_machine` `0xB7`) | `SteamLinuxRuntime_4-arm64` | 0 | Verified: starts, but natively (see below) |
| Linux ELF, x86-64 (`0x3E`) | `SteamLinuxRuntime_4` | 0 | Verified not to start: the runtime isn't installed (see below) |
| Shell script | the runtime of the Linux binary beside it, else `SteamLinuxRuntime_4-arm64` | 0 | Guess |
| Anything else (32-bit Linux, other CPUs, DLLs, data) | refused with a message | | |
Proton Experimental is the default rather than stable because the Frame's
ARM64 Proton and FEX stack is new and Proton fixes reach Experimental first.
If a game misbehaves, reinstall it with Proton (stable).
The aliases and settings are the ones Valve's client sends: `RUNTIME_ALIASES`
in `devkit_client/__init__.py`, and `gui2._update_game`, which sets
`steam_play=1, steam_play_debug=0, steam_play_debug_version=2019` for Proton
and `steam_play=0` otherwise, plus `compat_tool=<alias>`. Valve's client only
offers `SteamLinuxRuntime_4-arm64` and Lepton when the device reports itself
as Deckard (the Frame).
## Picking the program
`ui/frame_titles.py` reads every file's header: ELF executables (PIE ones are
told from shared libraries by their `PT_INTERP` segment), PE executables (not
DLLs) and scripts with `#!`. A zip with a single top-level folder is treated
as that folder. Candidates are ranked by:
1. Not a helper: names like `UnityCrashHandler64`, `CrashReportClient`,
`*setup*`, `unins*`, `vc_redist*`, `dxsetup`, `*prereq*`, and anything under
`_CommonRedist`, `Redist`, `DirectX` or `Engine` go last.
2. Platform: native ARM64 Linux, then Windows x86-64, then x86-64 Linux, then
other Windows builds.
3. Name: a program named like the zip or folder (build words such as
`-linux-arm64` or `_v1.2` are dropped from the name).
4. Depth, then size: Unreal's top-level `Game.exe` beats
`Game/Binaries/Win64/Game-Win64-Shipping.exe`.
A top-level shell script beats a Linux binary one folder down (`run.sh` +
`bin/game`); a binary next to a script wins. The list in the dialog lets you
pick another.
## What happens on the Frame (inferred)
1. **Tools.** `frame/devkit-utils/` (Valve's scripts, vendored unmodified, MIT)
is copied to `~/devkit-utils`, where Valve's client puts it, unless the
stamp file there already matches. Files are merged, not replaced, so a
newer copy from Valve's client keeps its extra files.
2. **Folder.** `python3 ~/devkit-utils/steamos-prepare-upload --gameid ID`
makes `~/devkit-game/ID` and prints `{user, directory}`.
3. **Copy.** The files go there with `rsync -a --delete` on macOS and Linux,
or `scp -r` into a fresh folder that then replaces it on Windows. Then
`chmod -R 755`, the modes Valve's client gives an upload.
4. **Register.** `python3 ~/devkit-utils/steam-client-create-shortcut --parms JSON`
with `{gameid, directory, argv: [target], env: {}, settings, clear_settings,
force_appid: "", lepton_args: ""}`. It writes `ID-argv.json`,
`ID-env.json` and `ID-settings.json` next to the folder, then sends
`create-shortcut` to the running Steam client over `~/.steam/steam.pipe`
(authenticated by `~/.steam/steam.token`) and waits up to 5 s for Steam's
answer file. Its `error`, for example "The Steam client is not running",
is shown as the install error. The files stay, so installing again with
Steam running finishes the job.
5. **Launch** is `steam-devkit-rpc run-game gameid=ID`. **Remove** is
`steamos-delete --delete-title ID`, which deletes the folder and has Steam
drop shortcuts with no folder. Frame Control then removes the `ID-*.json`
files that Valve's script leaves behind.
Frame Control also writes `~/devkit-game/ID-framecontrol.json` (name, source
file, target, runtime, size). **Sideloaded titles** lists every folder in
`~/devkit-game`, including titles uploaded with Valve's client.
`argv` is one string, as in Valve's client (the start command may carry
arguments), so a program path with spaces is sent in double quotes. How Steam
splits that string is **not checked**.
## Safety
- Zips are unpacked on your computer first. Entries with absolute paths, `..`,
drive letters or `:` anywhere in the path, or links that point outside the
zip (or at a folder they're in) are refused. So are zips over 64 GB
unpacked, over 200,000 entries, more than 200× compressed past 1 GB, or
bigger than the free space.
- No symlink is created while unpacking, so no write can be redirected
through one. A link to a file inside the zip (`libfoo.so.1 → libfoo.so.1.2`)
becomes a copy of that file, which also works on Windows. Links to folders,
loops and dangling links are left out.
- A dropped folder that contains symlinks (or Windows junctions) is copied on your computer first,
with the same rule, because `scp -r` would follow a link out of the folder
and upload whatever it points at.
- Installs run one at a time, and Remove is refused while one runs.
- The title id is limited to letters, digits and `_`, doesn't start with a
digit (one that would gets `_` in front), and is 2 to 64 characters. That's
what Steam's `create-shortcut` accepts: on the Frame it refused
`fc-smoke-exe` with `missing/invalid arguments` and registered the same
program as `FCSmokeProbe` (2026-09-27, BUILD_ID 20260922.6101926), and
Valve's client only allows `^[A-Za-z_][A-Za-z0-9_.]+$`. Valve's scripts
also pass the id to a shell (`steamos-delete` runs `rm -r` on it). Valve's
reserved sideload names (`steam`, `steamvr`, and their `deckard` forms,
which would replace the Steam client itself) get `_game` added.
- Nothing needs `sudo`; everything goes to your home folder on the Frame.
- In the app, a dropped folder is read from its local path by the app's own
server, which only accepts requests from its own page (see
[frame-control.md](frame-control.md#how-it-works)).
## Checked on a headset
Tested 2026-09-26 on a Frame (BUILD_ID 20260922.6101926) with small static test
programs and PuTTY's official 64-bit `putty.exe`, through both the command line
and the app (inspect, install job, ▶, Remove, and install links):
- [x] `create-shortcut` registers a title; it shows in the Steam library and in
**Sideloaded titles**, and Steam maps it to the chosen compat tool.
- [x] `steam-devkit-rpc run-game` starts it (Steam logs `devkit run-game: started
devkit game "<id>"`), and Remove (`steamos-delete`) deletes the files, the
shortcut and the Proton prefix.
- [x] A quoted path in the start command is fine: Steam runs
`proton waitforexitandrun "/home/steamos/devkit-game/<id>/<exe>"`.
- [x] An x86-64 Windows `.exe` runs under **Proton 11 (stable)** through FEX
(ARM64EC) inside the Steam Linux Runtime 4.0 ARM64 container; PuTTY stayed up.
Proton Experimental wasn't installed at the time (it was downloading), so it's
untested. A Go-built x86-64 test program crashed in `libarm64ecfex.dll`
(a FEX limitation with that program, not the sideloading).
- [ ] **An aarch64 build runs natively, not in `SteamLinuxRuntime_4-arm64`**:
Steam records the mapping (`CompatToolMapping`, `compat_log.txt`) but launches
the devkit title without the runtime's `_v2-entry-point` prefix. Fine for a
self-contained build; a build that needs the runtime's libraries may not start.
- [ ] **An x86-64 Linux build doesn't start**: Steam logs `Tool 4183110 "Steam
Linux Runtime 4.0" is found for appID …, but is not installed`, and the Frame
doesn't install that x86-64 runtime for a devkit title (a `steam://install/4183110`
request did nothing).
- [ ] Whether these titles open as flat panels or need anything VR-specific.
+53 -1
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@@ -33,7 +33,8 @@ unless your router's DNS registers DHCP client names.
- **Verified on device (2026-09-25):** `avahi-daemon` is running on the Frame
and `frame.local` resolves from the Mac over mDNS.
- `scripts/connect.sh` tries `frame.local`, then `frame`. If neither works, it tells you to re-run it with the IP.
- `scripts/connect.sh` tries `frame.local`, then `frame`, then an mDNS browse for
the devkit service (below). If none works, it tells you to re-run it with the IP.
Once you have a working address, the `Host frame` alias means you just type
`ssh frame`.
- To check discovery yourself: `dns-sd -G v4 frame.local` (Ctrl-C to stop), or
@@ -55,13 +56,64 @@ Host frame
HostName frame.local
User steamos
IdentityFile ~/.ssh/id_ed25519_frame
IdentityFile ~/.ssh/id_rsa_frame_devkit
IdentitiesOnly yes
ServerAliveInterval 30
```
The script only asks for the password if the pairing below doesn't work.
## Password-free pairing (SteamOS devkit service)
From Valve's source ([steamos-devkit-service](https://gitlab.steamos.cloud/devkit/steamos-devkit-service),
[steamos-devkit](https://gitlab.steamos.cloud/devkit/steamos-devkit) client). **Verified on a
Frame 2026-09-26** (BUILD_ID 20260922.6101926): the service runs with Developer Mode
on, `properties.json` answers with `"login": "steamos"`, the headset advertises
`_steamos-devkit._tcp` as `frame`, and `/register` needs pairing mode (below). The
approve prompt and key install are not verified yet. SteamOS's devkit service is
what Valve's Devkit Client uses to pair. `scripts/connect.sh` and
`ui/frame_connect.py` try it first:
- The headset serves HTTP on port **32000** and advertises mDNS
`_steamos-devkit._tcp`. `GET /properties.json` gives the `login` user; the
script uses it as `User` (unless you set `FRAME_USER`, or it says `root`),
for the password fallback too, and keeps it on re-runs.
- **Open Steam Settings → Developer → Pair new host in the headset first.**
Otherwise `/register` answers at once with `403` `"please put the Steam client
in pairing mode: Settings -> Developer -> Pair new host"` (verified). The
scripts say so and keep asking for 2 minutes while you open it.
- `POST /register` with `ssh-rsa <key> <comment> 900b919520e4cf601998a71eec318fec`
(a fixed token from Valve's client) shows an approve prompt inside the
headset naming the comment (`frame-control@<your computer>`). It waits 30 s,
then installs the key for the device user and turns `sshd` on. The reply is
`200 Registered`, or `403` with `{"error": ...}` (declined, timed out, Steam
not running).
- It only accepts **RSA** keys, hence the second key,
`~/.ssh/id_rsa_frame_devkit` (3072-bit).
- A host counts as found if port 22 **or** 32000 answers. With no host given,
and `frame.local`/`frame` unreachable, it browses `_steamos-devkit._tcp` with
`dns-sd` (macOS) or `avahi-browse` (Linux) for a few seconds if installed.
- Port 32000 closed, a timeout, or an error: the script says why and falls back
to copying the ed25519 key with the Developer Mode password, as before.
Anyone on your network can send the request, so only approve a prompt you
started. `curl http://<frame-ip>:32000/properties.json` shows whether the service is up.
`~/.ssh/authorized_keys` lives under `/home`, which SteamOS keeps across OS
updates (inferred from Deck; the Frame uses the same A/B image scheme).
## From an iPhone or iPad
The iPhone app ([iphone.md](iphone.md)) makes its own ed25519 key and adds it
with the Developer Mode password, once, over a password login; the Frame's sshd
offers `publickey,password` (OpenSSH 9.7p1, keyboard-interactive off). It can't
use the devkit pairing above: that installs an RSA key, and the Swift SSH
library signs RSA only with SHA-1, which OpenSSH 8.8 and later refuse by default.
The app pins the Frame's host key on first use and asks you to pair again if it
changes. **Verified 2026-09-27** against the Frame's recovery image
([recovery-and-images.md](recovery-and-images.md)); on the headset, the add-the-key-yourself
route was used.
## Keeping `sshd` enabled across updates
- **Frame**: SSH is tied to the Developer Mode toggle, so it should survive
+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
+162 -18
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@@ -1,9 +1,13 @@
# Screen and desktop streaming
This covers two directions:
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.
The confidence labels are the same as in [ssh.md](ssh.md).
@@ -22,17 +26,20 @@ 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` | **Inferred.** 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. Latency is fine for productivity 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. |
@@ -45,20 +52,157 @@ them on the Frame in DeoVR instead: see [vr-video.md](vr-video.md).
`scripts/install-apps.sh remmina --vnc-host <your-mac>.local` writes
`~/.var/app/org.remmina.Remmina/data/remmina/mac-screen-sharing.remmina` on the Frame over
SSH. The profile then appears in Remmina's list, and you just click it. You'll
still be asked for the VNC password in the headset the first time, unless you
choose to save it. Remmina stores passwords encrypted with a per-install key,
so the script doesn't try to write the password. (The Remmina file format is
standard; the Flatpak data path is inferred.)
SSH. The profile then appears in Remmina's list, and you just click it. It
scales the Mac's desktop to fit the window (`scale=1`, `viewmode=1`). Without
that, Remmina shows a Retina Mac's native pixels 1:1, so you see a zoomed-in
corner. (Verified 2026-09-27.)
## Input and text entry without the virtual keyboard
**Expect a Mac login prompt, not the VNC password.** macOS offers Apple's own
authentication (RFB security type 30) ahead of plain VNC auth (type 2), and
Remmina picks it. So Remmina asks for your **Mac account name and login
password**; the "VNC viewers may control screen" password isn't used. To store
the password without typing it in the headset, run on the Frame:
- **A Bluetooth keyboard and mouse** paired to the Frame is the obvious way to
avoid the virtual keyboard. Road to VR says there are "only a few things
you'd actually want to do" on the Linux desktop unless you connect a
keyboard and mouse.
(Pairing a BT keyboard on the Frame is inferred from SteamOS; not verified.)
- **Clipboard from the Mac**: `scripts/paste-to-frame.sh` (see
[file-transfer.md](file-transfer.md#clipboard)).
```sh
printf '%s' "$PASSWORD" | flatpak run org.remmina.Remmina \
--update-profile ~/.var/app/org.remmina.Remmina/data/remmina/mac-screen-sharing.remmina \
--set-option password
```
Remmina encrypts it into the profile with its own key, because there's no
secret service in the SSH session. (Verified 2026-09-27.)
### The Mac's cursor
The mirror doesn't show the Mac's pointer, with either `showcursor` value.
macOS keeps the pointer out of the picture it sends, and Remmina's cursor mode
draws the cursor shape only at the Frame's own pointer, which doesn't follow
the Mac trackpad. `scripts/mac-cursor-ring.lua` works around this: a
[Hammerspoon](https://www.hammerspoon.org/) script that draws a ring around the
Mac pointer as a real window, so it's part of the mirrored picture. Setup is in
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
Centre) or a **ReplayKit broadcast extension** in an app. Nothing else can
capture it.
| Option | What it takes | Confidence | Verdict |
|---|---|---|---|
| **UxPlay** (an open-source AirPlay receiver) on the Frame | Build it for aarch64 (no Flathub package; there's a Snap and distro packages), run it in `~` or a podman container, and advertise it over mDNS. The iPhone *and* the Mac then see "Frame" in Screen Mirroring, with nothing to install on either | **Inferred.** It runs on ARM64 Linux such as the Raspberry Pi ([UxPlay](https://github.com/FDH2/UxPlay)). Not tried on the Frame: needs mDNS registration and its ports (7000, 7001, 7100 and a UDP range) reachable | **Recommended to try first.** It's the only receiver-side option, and it covers the Mac too. The window shows in the Frame's Linux desktop panel |
| A broadcast extension in Frame Control | ReplayKit sends the screen to a small extension (50 MB memory limit), which encodes H.264 and sends it through the app's SSH tunnel to the page, shown the same way as the Frame's live view in reverse | **Inferred** from Apple's ReplayKit docs | Full control and no network setup, but several days' work, and the picture only shows where Frame Control's page is open in the headset |
## Input: type and point in the Frame from the Mac or iPhone
**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).
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.
- **Not yet tested:** typing and clicking as seen in the headset, and 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.
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 |
|---|---|---|---|
| **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 |
| **Remmina / Steam Link / RDP** | ✓ | – | Input only reaches the streamed session, not the headset's own apps |
Other ways to get text in:
- **Clipboard from the Mac**: `scripts/paste-to-frame.sh`, or Frame Control's
clipboard box (see [file-transfer.md](file-transfer.md#clipboard)). Needs
the desktop panel open.
- **RDP session**: Windows App syncs the clipboard with xrdp, but only inside
that RDP session.
+190
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<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Frame Control 0.3.1: features by OS</title>
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<h1>Frame Control 0.3.1: features by OS</h1>
<p class="sub">Which features are built for each OS, and which were tested against a real Steam Frame
(SteamOS 0.3.0, build 20260922.6101926). Status as of 26 September 2026, for
<a href="https://github.com/saphid/steam-frame/pull/2">PR #2</a> (0.3.1). Every build now bundles its own
Python 3.12, <code>adb</code> and CA certificates, so nothing else needs installing (only <code>ssh</code> on Linux,
plus the system <code>adb</code> on arm64 Linux).</p>
<h2>Builds and test machines</h2>
<div class="cards">
<div class="card"><h3>macOS</h3><dl>
<dt>Built</dt><dd>Apple Silicon (arm64): <code>.dmg</code>, <code>.zip</code>. No Intel build.</dd>
<dt>Signing</dt><dd>Ad-hoc signed, not notarised</dd>
<dt>Tested on</dt><dd>Apple Silicon Mac, macOS 26, using a local 0.3.1 build with the bundled Python and <code>adb</code>. All 15 calls it made to the Frame at startup returned OK.</dd>
</dl></div>
<div class="card"><h3>Windows</h3><dl>
<dt>Built</dt><dd>x64: NSIS installer <code>.exe</code> and <code>.zip</code></dd>
<dt>Signing</dt><dd>Unsigned. SmartScreen shows a warning.</dd>
<dt>Tested on</dt><dd>Windows 11 x64 VM. Real-Frame results below are from 0.3.0. The 0.3.1 installer from CI installs cleanly (31 s) and reinstalls over itself (38 s). The server starts on the bundled Python, and HTTPS to Steam and F-Droid works. The Frame went offline before its 0.3.1 run on the headset.</dd>
</dl></div>
<div class="card"><h3>Linux</h3><dl>
<dt>Built</dt><dd>x86_64 and arm64: <code>AppImage</code> and <code>.deb</code></dd>
<dt>Signing</dt><dd>n/a</dd>
<dt>Tested on</dt><dd>x86_64 Ubuntu 26.04 with no <code>adb</code> and no clipboard tools, using the 0.3.1 AppImage under Xvfb with the bundled Python and <code>adb</code>. The arm64 builds and the <code>.deb</code> packages weren't run; the arm64 package was only checked to contain an ARM Python.</dd>
</dl></div>
</div>
<h2>Features</h2>
<div class="legend">
<span><i class="dot" style="background:var(--tested)"></i><b>Tested</b>: worked against the real Frame on that OS</span>
<span><i class="dot" style="background:var(--partial)"></i><b>Partial</b>: only part of the feature was tested (see note)</span>
<span><i class="dot" style="background:var(--auto)"></i><b>Automated</b>: covered by CI tests on that OS, not tried on a real Frame</span>
<span><i class="dot" style="background:var(--built)"></i><b>Built</b>: in the build, not tested</span>
<span><i class="dot" style="background:var(--no)"></i><b>Not built</b></span>
</div>
<table>
<thead><tr><th>Feature</th><th class="os">macOS</th><th class="os">Windows</th><th class="os">Linux</th></tr></thead>
<tbody>
<tr class="group"><td colspan="4">Connection</td></tr>
<tr><td><div class="feat">Set Up Connection</div><div class="note">Finds the Frame, writes the <code>frame</code> SSH alias, copies your key using the Frame's password. macOS runs <code>connect.sh</code> in Terminal; Windows and Linux run <code>frame_connect.py</code>.</div></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Existing alias used, script not re-run</div></td>
<td class="os"><span class="pill t">Tested</span></td>
<td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">Shared SSH connection</div><div class="note">A single SSH connection is reused, so each request takes about 0.3 s. Windows OpenSSH can't do this, so there each request opens its own connection (about 0.5 to 1 s).</div></td>
<td class="os"><span class="pill t">Tested</span></td>
<td class="os"><span class="pill n">Not built</span><div class="note">OpenSSH limitation</div></td>
<td class="os"><span class="pill t">Tested</span></td></tr>
<tr class="group"><td colspan="4">Headset view</td></tr>
<tr><td><div class="feat">Capture headset view</div><div class="note">The left eye or both eyes as the lenses show them, saved as PNG</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">Capture desktop panel</div><div class="note">gamescope's flat layer</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">Live view</div><div class="note">720p H.264 at about 30 fps, decoded with WebCodecs</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">Headset screenshots</div><div class="note">Browse the screenshots you took with Steam's shortcut, and save them to <code>~/Pictures/SteamFrame</code></div></td>
<td class="os"><span class="pill t">Tested</span></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Listed (5 found); saving not tried</div></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Listed with thumbnails; saving not tried</div></td></tr>
<tr class="group"><td colspan="4">Status</td></tr>
<tr><td><div class="feat">Battery and charging</div><div class="note">Percentage, watts, time to full or empty, charger type, temperature</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">System status</div><div class="note">Storage, memory, temperature, Wi-Fi, uptime, running services</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">Volume and mute</div></td>
<td class="os"><span class="pill t">Tested</span></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Read only</div></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Read only</div></td></tr>
<tr class="group"><td colspan="4">Games</td></tr>
<tr><td><div class="feat">Owned games with Frame ratings</div><div class="note">Verified, Playable, Unsupported or Unknown</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">Install a game on the Frame</div><div class="note">Uses the headset's Steam client, with live progress</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr><td><div class="feat">Store search, Buy, Store on Frame</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr><td><div class="feat">Library shelf and Play button</div></td>
<td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr class="group"><td colspan="4">Android apps</td></tr>
<tr><td><div class="feat">Installed Android apps list</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">F-Droid catalogue search</div><div class="note">About 4,500 apps with Frame ratings, bundled with the app</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">Install, launch, stop, test, remove an app</div><div class="note">Each app runs as its own Lepton instance, using the bundled <code>adb</code>. APK files are read by a built-in parser (no <code>aapt2</code>) that matched <code>aapt2</code> on 9 F-Droid APKs.</div></td>
<td class="os"><span class="pill t">Tested</span><div class="note">Diary: read, install, launch, test, remove</div></td>
<td class="os"><span class="pill b">Built</span></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Launch and stop</div></td></tr>
<tr><td><div class="feat">Report an APK</div><div class="note">Reports are saved on your computer; the shared database is maintainer-only</div></td>
<td class="os"><span class="pill a">Automated</span></td><td class="os"><span class="pill a">Automated</span></td><td class="os"><span class="pill a">Automated</span></td></tr>
<tr><td><div class="feat">Android display settings</div><div class="note">Resolution, UI scale, text size</div></td>
<td class="os"><span class="pill t">Tested</span><div class="note">Density and text size set, then reset</div></td>
<td class="os"><span class="pill b">Built</span></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Read over the bundled adb</div></td></tr>
<tr class="group"><td colspan="4">Transfer</td></tr>
<tr><td><div class="feat">Send files to ~/Downloads</div><div class="note">Test files had non-English characters in their names (é, ✓). macOS and Linux copy with rsync; Windows uses scp.</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">Drop an APK to install it</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr><td><div class="feat">Send text or clipboard to the Frame</div><div class="note">Needs the headset desktop open. The app reads your clipboard through Electron, so no extra tools are needed.</div></td>
<td class="os"><span class="pill t">Tested</span><div class="note">Reading the clipboard retested in 0.3.1</div></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Reached the Frame; desktop was closed</div></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Clipboard read with no xclip; Frame desktop was closed</div></td></tr>
<tr><td><div class="feat">Flatpak install and remove</div></td>
<td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr class="group"><td colspan="4">One-click tools</td></tr>
<tr><td><div class="feat">SSH or SFTP in a terminal</div><div class="note">macOS: Terminal. Windows: cmd. Linux: GNOME Terminal, Konsole, xterm and others.</div></td>
<td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr><td><div class="feat">Steam Link</div></td>
<td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr><td><div class="feat">Remote desktop</div><div class="note">macOS: Windows App. Windows: Remote Desktop. Linux: Remmina or FreeRDP.</div></td>
<td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr><td><div class="feat">Sleep, restart, shut down</div><div class="note">Opens a terminal because SteamOS asks for the sudo password</div></td>
<td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr class="group"><td colspan="4">App</td></tr>
<tr><td><div class="feat">Local server test suite</div><div class="note">Runs in GitHub Actions on every push (Python 3.12 on macOS and Windows, Python 3.13 on Ubuntu), including the APK reader tests</div></td>
<td class="os"><span class="pill a">Automated</span></td><td class="os"><span class="pill a">Automated</span></td><td class="os"><span class="pill a">Automated</span></td></tr>
<tr><td><div class="feat">Mac or PC wording</div><div class="note">The UI says Finder or File Explorer, and Mac or PC, to match your system</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
</tbody>
</table>
<h2>Notes</h2>
<ul>
<li><b>Tested</b> means the app, running on that OS, got a successful response from the real Frame: for example, a PNG from a capture, 868 owned games, or the Android apps listed.</li>
<li>The Windows VM tests ran in its desktop session. <code>ssh.exe</code> hangs when it's started from a remote SSH session, but a normal desktop user won't hit that.</li>
<li>The macOS test from 25 September also covered the capture shown when the headset is in standby, input validation, and using the clipboard with the headset desktop open.</li>
<li>Everything marked <b>Built</b> runs a command that works on its own. It just hasn't been tried end to end from the app on that OS yet.</li>
</ul>
<footer>Frame Control is an unofficial tool, not made by Valve. MIT licence.</footer>
</main>
</body>
</html>
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# Testing
Frame Control is tested in three layers, from fast and fake to slow and real.
A fourth, a SteamOS VM, may come later ([issue #6](https://github.com/saphid/steam-frame/issues/6)).
| Layer | Runs | Needs | Covers |
|---|---|---|---|
| Unit tests (`tests/*.py`) | `python3 -m unittest discover -s tests` | Nothing | Parsing, validation, request guards; SSH and HTTP are mocked |
| Fake Frame (`tests/e2e`) | `scripts/e2e.sh` | Linux with Docker | The real server and scripts against a container that behaves like a Frame |
| Headset smoke test | `scripts/frame-smoke.sh` | A Frame on the `frame` alias | Install, launch and remove on the real device, recorded with its BUILD_ID |
## Unit tests
```sh
python3 -m unittest discover -s tests
```
About 120 tests, a few seconds, on Python 3.9 and newer. GitHub Actions runs
them on macOS, Windows and Linux. They don't pick up `tests/e2e`.
## The fake Frame
`tests/fakeframe/` builds a container that stands in for the headset, and a
second one for the computer Frame Control runs on. `scripts/e2e.sh` builds
both, starts them with `docker compose`, runs `tests/e2e` in the host
container and takes everything down, exiting with the tests' status:
```sh
scripts/e2e.sh # everything, about 2 minutes plus the first build
scripts/e2e.sh test_titles # one module
scripts/e2e.sh test_faults.Faults.test_disk_full # one test
FAKEFRAME_KEEP=1 scripts/e2e.sh # leave it running afterwards
```
It needs a Linux host with Docker and `docker compose`, and zsh. The images
are `fakeframe-frame` and `fakeframe-host`; the compose project, network and
volumes are `fakeframe-e2e*`. CI runs it on a native arm64 runner
(`ubuntu-24.04-arm`, the `e2e` job in `.github/workflows/checks.yml`).
The host container exists because OpenSSH reads `~/.ssh/config` from the
passwd home directory, not `$HOME`. There, `ssh frame` reaches the fake Frame
through the same `Host frame` block `ui/frame_connect.py` writes, the
repository is mounted read-only at `/repo`, and each test module starts the
real `ui/server.py` (Python 3.9) and talks to it over HTTP with the headers
its guards want.
### What's real and what's fake
| On the fake Frame | |
|---|---|
| Arch Linux (`archlinux:base`, or Valve's Holo Core aarch64 preview on arm64), user `steamos`, `/etc/os-release` with BUILD_ID 20260922.6101926 | Real OS, Frame's identity |
| `sshd` with key and password logins, `rsync`, `python3` | Real |
| Valve's steamos-devkit-service on port 32000 and its hooks, vendored unmodified in `tests/fakeframe/steamos-devkit-service` | Real; only its `dbus` import (for mDNS through systemd-resolved) is a stand-in that logs the registration |
| Valve's devkit-utils, copied over by Frame Control itself | Real |
| **fakesteam**: `~/.steam/steam.pid`, `steam.token` and the `steam.pipe` FIFO; answers `approve-ssh-key`, `create-shortcut`, `run-game`, `list-shortcuts` and `delete-shortcut` with the response files devkit-utils waits for; takes `steam://rungameid`, `install` and `store` URLs | Fake |
| DevTools on `127.0.0.1:8080` with a `SharedJSContext` target. The JavaScript Frame Control sends runs for real in Node against stand-in `SteamClient`, `appStore` and `downloadsStore` objects (`cef_shim.js`), so async functions, optional chaining and `Map`s behave as in Steam's CEF | The JS engine is real; the objects are fake |
| `steam`, `wpctl`, `flatpak`, `podman`, `nmcli`, `qdbus6`, `gamescopectl`, SteamOS's `steamos-enable-sshd` helper, and Lepton's launcher | Stubs that record their calls |
| Battery, charger and thermal zones under `/sys/class` | Files the supervisor writes. `/sys` is read-only in a container and Docker's AppArmor profile refuses writes under it, so each folder is a volume mounted twice: over `/sys/class/...` for `frame_status.py` to read, and under `/var/lib/fakeframe/sys` for the supervisor to write |
| `vrserver` and `plasmashell` | Renamed `sleep` processes, so the status page and the clipboard find them |
Every fake behaviour copied from the device has a comment citing the doc or
observation and the BUILD_ID it came from; anything not seen on a headset is
marked as a guess. The fake keeps its state in `/var/lib/fakeframe/state.json`
(shortcuts, devkit titles, compat tool mapping, launches, pairing requests,
Lepton instances, volume, Flatpaks, clipboard) and logs stub calls to
`calls.jsonl` beside it.
Native programs really run: a launched aarch64 title executes on an arm64
host, and an x86-64 one on x86-64 (the container shares the host's kernel).
Proton titles are recorded with the command Steam would run, not run.
### Fault switches
`fakeframe-ctl` works over SSH (`ssh frame fakeframe-ctl help`) and from the
host container (`FAKEFRAME_CTL=http://fakeframe:9999`), so a test can flip a
switch while SSH is down:
| Command | Effect |
|---|---|
| `pairing on\|off` | Steam's **Pair new host** screen open or not; off gives the device's 403 text |
| `answer approve\|deny\|timeout` | How the pairing prompt is answered |
| `steam on\|off` | Steam client running (pid file, pipe, DevTools) |
| `sleep on\|off` | Headset asleep: ports 22 and 32000 accept and never answer, so SSH times out |
| `sshd on\|off` | sshd stopped: new connections are refused, open ones stay |
| `devkit-service on\|off` | Port 32000 closed |
| `disk-full on\|off` | Fills the small (64 MB) filesystem on `~/devkit-game` |
| `runtime NAME installed\|missing` | Proton, the Steam Linux Runtimes, Lepton |
| `battery KEY=VALUE...` | e.g. `capacity=15 status=Discharging current_now=-900000` |
| `keys harness\|none`, `authorized-keys` | Set or read `~/.ssh/authorized_keys` |
| `reset`, `state`, `calls [TOOL]` | Start over; read the state and call log |
### What the fake can't show
- Rendering: the headset view, desktop capture content, live video, SteamVR,
gamescope and panels. The capture stub returns a placeholder PNG.
- Proton and FEX: whether a Windows or x86-64 program actually runs.
- Android: there's no Android in the Lepton stand-in, so no ADB, display
settings, probes or app crashes.
- The real Steam client's UI and anything it does that isn't modelled, and
mDNS discovery.
- `sudo` and the power buttons, Tailscale, and the Windows and macOS sides of
the app (the host container is Linux, so the `rsync` paths are tested and the
`scp` fallback isn't).
## Headset smoke test
```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
```
It checks `properties.json` and the status, then installs, launches and
removes three tiny titles built from bytes by `tests/smoke/tiny_programs.py`
(an ARM64 and an x86-64 static Linux program that sleep for ten seconds, and
an x86-64 `.exe` that exits at once). A launch passes only with fresh evidence:
the ARM64 program running, the `.exe` started (its process or Steam's log),
and the x86-64 program running or Steam logging that its runtime isn't
installed, which is what the Frame does today. Steam's log lines about each
title are kept.
Everything it installs is removed again, also after a failure: the titles and
their Steam shortcuts, a paired key, and `~/devkit-utils` if it wasn't there
before (if it was, it stays, synced to this checkout as Frame Control always
does). A cleanup that fails counts as a failed step. Results go to
`tests/smoke/results/<time>-<BUILD_ID>.json` (not committed) with a summary on
screen; it exits 0 when every step passed, 1 if one failed, 2 if the headset
isn't reachable.
`--pair` asks the devkit service to pair a new RSA key, which needs someone
in the headset to open **Settings → Developer → Pair new host** and approve
it; the key is checked and then taken out of `authorized_keys` again.
## When the device disagrees with the fake
The fake is only as good as what's been seen on a headset. When the smoke
test (or anyone) finds the Frame doing something else:
1. Record what the device did, with the date and BUILD_ID, in the doc that
covers it (`docs/sideloading.md`, `docs/ssh.md` and so on).
2. Change the fake to match, with a comment citing that observation. The
behaviours are in `tests/fakeframe/rootfs/usr/local/lib/fakeframe/`
(`fakesteam.py` for Steam, `cef_shim.js` for DevTools, `init.py` for the
switches, the stubs in `rootfs/usr/local/bin`).
3. Run `scripts/e2e.sh`. If the app is wrong, the tests now fail the way the
device did; fix the app and add a unit test.
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.
## 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).
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# VR APKs and Quest games in Lepton
What it takes to run an immersive (OpenXR) Android app, including Meta Quest
builds, on the Frame. Checked on SteamOS BUILD_ID 20260925.6191901, Lepton
v2.8.14 (rootfs v2.8.11), SteamVR 2.18.1, on 2026-09-28, unless marked
**inferred**.
## How a VR APK reaches SteamVR (verified)
- Lepton ships a standard Khronos system runtime manifest,
`/vendor/etc/openxr/1/active_runtime.json`, pointing at SteamVR's Android
client, `/data/steamvr/runtime/bin/androidarm64/vrclient.so`. That is the
host's `/opt/steamvr/bin/androidarm64/`, bind-mounted in.
- An APK's own Khronos-style `libopenxr_loader.so` tries the runtime brokers
(`org.khronos.openxr.runtime_broker`, `…system_runtime_broker`), finds
neither, then falls back to that manifest. Nothing in the APK has to change
for discovery.
- Install the APK without the flatscreen marker
(`python3 ui/frame_android.py install app.apk --vr`). The marker only
controls Lepton's 2D Android surface; the app itself has to start an
OpenXR session.
- Lepton also loads Valve's `XR_APILAYER_VALVE_fdm_injection` layer from
`/vendor/etc/openxr/1/api_layers/implicit.d/`. Only layers in Valve's own
directories are picked up (`liblepton/vulkan_layers.sh`), so a third-party
layer has to ship inside the APK.
**Open Brush 2.32.29, the Quest APK from its GitHub release (Unity OpenXR,
Vulkan), works unmodified.** Its manifest already has `LAUNCHER` next to
`com.oculus.intent.category.VR`. Unity asked for OpenXR 1.1, got
`XR_ERROR_API_VERSION_UNSUPPORTED`, retried with 1.0 and succeeded. SteamVR
took it as the scene app, created Touch, simple-controller and Frame-controller
bindings, and the session reached `XR_SESSION_STATE_FOCUSED`. A headset capture
(`ui/frame_vrshot.py`, after waking the compositor and closing the dashboard)
showed a dark sky over a mountain horizon; nobody wore the headset to confirm
it was Open Brush's scene or to try drawing.
**Khronos `hello_xr` (Vulkan, 1.1.63 release APK) works unmodified:**
`Instance RuntimeName=SteamVR/OpenXR RuntimeVersion=2.18.1`, 1728×1728
swapchains per eye, session `IDLE → READY → SYNCHRONIZED` (the headset was
not being worn, so it did not reach `FOCUSED`).
## What SteamVR's Android runtime supports (verified, from `vrclient.so`)
- **OpenXR 1.0 only.** An app requesting `XR_API_VERSION_1_0` works; one
requesting 1.1 (`XR_CURRENT_API_VERSION` in a 1.1 SDK) gets
`XR_ERROR_API_VERSION_UNSUPPORTED` from the runtime.
- Extensions include `XR_KHR_opengl_es_enable`, `XR_KHR_vulkan_enable{,2}`,
`XR_KHR_composition_layer_depth`, `XR_KHR_locate_spaces`,
`XR_EXT_local_floor`, `XR_EXT_uuid`, `XR_EXT_palm_pose`,
`XR_EXT_hand_tracking`, `XR_EXT_eye_gaze_interaction`, and these Meta ones:
`XR_FB_display_refresh_rate`, `XR_FB_foveation{,_configuration,_vulkan}`,
`XR_FB_space_warp`, `XR_FB_swapchain_update_state`,
`XR_META_foveation_eye_tracked`, `XR_META_recommended_layer_resolution`,
`XR_META_vulkan_swapchain_create_info`, `XR_META_performance_metrics`.
- Not present: `XR_FB_passthrough`, `XR_FB_hand_tracking_*`,
`XR_FB_spatial_entity*`, `XR_FB_color_space`,
`XR_KHR_android_thread_settings`, `XR_OCULUS_*`.
- Interaction profiles include `oculus/touch_controller`, `khr/simple_controller`,
`valve/frame_controller` and the usual PC controllers. Valve documents Touch
bindings as a working fallback on the Frame controllers.
## What stops a Quest APK (verified with Wolvic 1.9, `oculusvr` build)
1. **Lepton won't start it.** Lepton's `apk-info-extractor` only accepts an
activity whose intent filter has `android.intent.action.MAIN` and
`android.intent.category.LAUNCHER`. Quest apps use
`com.oculus.intent.category.VR` instead, so Lepton logs `APP_ACTIVITY is
empty` and exits. There is no override. **Fix:** add the `LAUNCHER`
category to that intent filter and re-sign. After that, Wolvic started.
2. **OpenXR 1.1.** Wolvic's Quest build then requested OpenXR 1.1 and aborted
on `XR_ERROR_API_VERSION_UNSUPPORTED`. Unity's OpenXR plugin retries with
1.0 (Open Brush, above), so this mostly bites native and non-Unity apps. **Fix (inferred):** an API layer
inside the APK that asks the runtime for 1.0 and maps the 1.1 core
functions to the extensions the runtime does have (`XR_KHR_locate_spaces`,
`XR_EXT_local_floor`, `XR_EXT_uuid`, `XR_EXT_palm_pose`).
3. **Lepton's missing clipboard service** still applies to VR apps. The Godot
XR Tools demo's Quest build (itch.io) dies in `Godot.<init>` casting the
null clipboard service to `ClipboardManager`, before any OpenXR call. See
the clipboard table in [apks.md](apks.md).
4. **Not yet reached:** required Meta-only extensions (each app differs),
swapchain formats (the Lynx Wolvic build needed `GL_SRGB8_ALPHA8`), and
Meta platform services.
The loader was never the problem: Wolvic's Quest `libopenxr_loader.so` is a
Khronos-style loader and found SteamVR through `/vendor`.
## Out of scope
- **Meta entitlement.** Apps that call the Oculus Platform SDK
(`libovrplatformloader.so`) to check the Quest store licence need Meta's
services. Frame Control won't work around that.
- **VrApi-era apps** (`libvrapi.so`, before OpenXR) need an API translator,
not a patch.
## Frame Control does this for you
APK uploads and `python3 ui/frame_android.py install app.apk` detect VR
manifest categories, Samsung's `vr_only` flag and the arm64 OpenXR loader.
VR apps default to immersive mode without the flatscreen marker. The upload
selector or CLI `--flat` / `--vr` overrides that choice. Compatibility notes
identify legacy VrApi, Meta platform SDK and OpenXR libraries.
Lepton only starts an `<activity>` whose MAIN intent filter has LAUNCHER; it
ignores `<activity-alias>`, which is where Godot 4 exports put LAUNCHER. When no
real activity qualifies, Frame Control adds LAUNCHER to the VR activity's MAIN
filter, or to the activity the launcher alias targets, then repacks and v2-signs
the APK locally before copying it; `meta.json` records
`"patched": ["launcher"]`. Unchanged ZIP members retain their compressed
bytes; stored libraries are aligned to 16 KiB. The RSA signing identity lives
in Frame Control's per-user app-data directory as `apk-signing-key.json`
(mode 0600). Keep this key to preserve the signer on subsequent patched
updates. A re-signed APK cannot update an installation signed by its original
publisher; Android also treats it as a different signer for signature checks.
VR apps with an arm64 OpenXR loader also get the OpenXR compatibility layer
([frame/openxr-compat](../frame/openxr-compat/README.md)): an implicit API
layer in the APK's `assets/openxr/1/api_layers/implicit.d/`, which the app's
own loader picks up next to Valve's layer. It asks SteamVR for OpenXR 1.0 when
the app wants 1.1 and enables the extensions that became 1.1 core; maps
`xrLocateSpaces` to `xrLocateSpacesKHR` and `grip_surface` to `palm_ext`; drops
1.1 controller profiles SteamVR doesn't know; stubs
`XR_KHR_android_thread_settings` and `XR_OCULUS_android_session_state_enable`;
and keeps the current refresh rate when SteamVR refuses a requested one.
`meta.json` records `"patched": ["openxr-compat"]`. Skip it with
`install … --no-xr-compat`. Its decisions go to logcat under `FrameXrCompat`.
Verified on the headset (2026-09-28):
- **Wolvic 1.9, Quest build**, installed as downloaded: Frame Control added
`LAUNCHER` and the layer. The layer turned OpenXR 1.1.48 into 1.0.63, the
instance and session were created, and a 144 Hz refresh request that SteamVR
refused was kept at the current rate. The session reached `SYNCHRONIZED`;
then Wolvic's Gecko engine crashed (null SIGSEGV on its Gecko thread, the
same crash its Lynx build has), which is Wolvic's, not OpenXR's.
- **Open Brush, Quest build**, with the layer: 1.1.54 → 1.0.63, the thread
settings stub in use, `bytedance/pico4_controller` bindings dropped, and the
session reached `FOCUSED`, the same as without the layer.
Inspect or prepare an APK without contacting the headset:
```sh
python3 ui/frame_android.py info app.apk
python3 ui/frame_android.py patch app.apk patched.apk
python3 ui/frame_android.py patch app.apk patched.apk --add assets/openxr/1/api_layers/implicit.d/X.json=X.json --add lib/arm64-v8a/libX.so=libX.so
```
The patch fixes Lepton's launch-category requirement. It does not supply an
OpenXR 1.1 translation layer, Meta services or a VrApi implementation.
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# Install links for websites
A website can put an "Install with Frame Control" button next to its download.
Clicking it opens Frame Control, which shows what the link wants to install and
asks the user. Only after they click **Install** does it download the file and
install it on the Frame.
What's verified: the link parsing, URL rules, manifest parsing, download,
size cap and sha256 check, by `tests/test_webinstall.py` and
`tests/test_server.py` (no network: a stub server on 127.0.0.1). Installing on
the headset is the same code as dropping a file on Frame Control: `.apk` files go
to the APK installer ([apks.md](apks.md)), `.zip` and `.exe` files to the
Linux/Windows title installer. A link hasn't been clicked through to a headset
install yet.
## The link
```
frame-control://install?manifest=<URL-encoded manifest URL>
frame-control://install?url=<URL-encoded file URL>
```
Use `manifest` when you can: it carries the title's name and a sha256, which
Frame Control checks before installing. `url` is for a file on its own; the
dialog then names the title after the file.
The manifest is FrameDrop's format, so one manifest serves both apps. The
schema may be `framedrop.install/v1` or `frame-control.install/v1`:
```json
{
"schema": "framedrop.install/v1",
"name": "My Game",
"files": [
{ "url": "https://cdn.example.com/mygame-arm64.apk", "sha256": "optional-but-better" }
]
}
```
| Field | |
|---|---|
| `schema` | Required, one of the two above |
| `name` | Shown in the confirm dialog (at most 120 characters). Defaults to the file name. APKs are still named in the Steam library by their own label |
| `files` | Exactly one entry for now; more is refused with a message |
| `files[0].url` | Required. The file to install |
| `files[0].sha256` | Optional, 64 hex digits. The download must match or nothing is installed |
| `files[0].size` | Optional (Frame Control extension), bytes. Shown up front; the download must match |
| `files[0].exe` | Optional (Frame Control extension), for a `.zip` title: the program inside it to run |
What gets installed depends on the file name's extension:
| File | Installed as |
|---|---|
| `.apk` | An Android app in its own Lepton instance with a Steam shortcut ([apks.md](apks.md)) |
| `.zip`, `.exe` | A Linux or Windows title. Versions of Frame Control without the title installer say "Linux/Windows titles need a newer Frame Control" |
| anything else | Refused |
## Rules
Frame Control refuses a link, and downloads nothing, unless:
- Every URL (the manifest's, the file's and each redirect) is `https://`.
`http://` works only for `localhost` or `127.0.0.1`, for testing: only when
Frame Control runs with `FRAME_CONTROL_LOCAL_LINKS=1`, and only when the
link itself points there. It's off by default so a website's link can't make
the app fetch from services on your computer, and a public manifest can
never send it there.
- No URL has a user name or password in it (`https://user:pw@…`).
- No host is, or resolves to, a private, loopback, link-local, CGNAT
(100.64.0.0/10), multicast or otherwise non-public address. Every address
the name has must be public, it's checked again on every redirect (at most
5), and the download connects to the address that was checked.
- The file URL ends in a file name with one of the extensions above
(`https://example.com/games/` is refused).
- The manifest is JSON of at most 256 KB, and the file at most 4 GiB
(`MAX_MANIFEST` and `MAX_FILE` in `ui/frame_webinstall.py`).
- The user confirms. The dialog shows the title's name, the site the link came
from (and the file's host if different), the file name and type, the size if
known, and whether a sha256 was given.
A web page can't install anything itself: it can only open the link. Frame
Control's local server refuses requests from web pages, so the only way in is
the operating system handing the link to the app, then the user's click.
## Button for your site
Paste this where the download is, with your manifest's URL in `MANIFEST`:
```html
<a id="frame-control-install" href="#"
style="display:inline-block;padding:10px 18px;border-radius:4px;background:#1a9fff;color:#fff;
font:600 15px -apple-system,'Segoe UI',sans-serif;text-decoration:none">Install with Frame Control</a>
<script>
(() => {
const MANIFEST = "https://example.com/mygame/frame-control.json";
const GET_APP = "https://github.com/saphid/steam-frame/releases/latest";
const button = document.getElementById("frame-control-install");
button.href = "frame-control://install?manifest=" + encodeURIComponent(MANIFEST);
button.addEventListener("click", () => {
// If Frame Control opens, this page loses focus; if it doesn't, offer the download.
let left = false;
const away = () => { left = true; };
window.addEventListener("blur", away, { once: true });
setTimeout(() => {
window.removeEventListener("blur", away);
if (!left && confirm("Frame Control didn't open. Download it?")) location.href = GET_APP;
}, 2000);
});
})();
</script>
```
For a single file, use `"frame-control://install?url=" + encodeURIComponent(FILE_URL)`.
`docs/install.html` is a landing page that does the same from a plain link:
`install.html?manifest=<URL-encoded URL>` tries the app and shows a "Get Frame
Control" link. It isn't published anywhere yet; host a copy to use it.
## Testing locally
Start Frame Control with `FRAME_CONTROL_LOCAL_LINKS=1` in its environment (for
example `FRAME_CONTROL_LOCAL_LINKS=1 npm start` in `app/`), then serve the
manifest and file from your own computer:
```sh
cd mygame && python3 -m http.server 8000
open 'frame-control://install?manifest=http%3A%2F%2Flocalhost%3A8000%2Fmanifest.json' # xdg-open on Linux, start "" on Windows
```
The manifest's file URL must then be `http://localhost:8000/…` or
`http://127.0.0.1:8000/…` too.
## How it works
- `app/install-link.js` parses the link (only `frame-control://install` with
exactly one `manifest` or `url`); `app/main.js` registers the scheme
(`app.setAsDefaultProtocolClient`, and electron-builder's `protocols` for the
macOS Info.plist and the Linux `.desktop` file). macOS delivers links through
`open-url`, Windows and Linux as an argument to a second instance. Links
wait in the main process until the page has loaded and asked for them
(`frameApp.onInstallLink` in `app/preload.js`). `framedrop://` is left alone.
- The page posts the link to `/api/webinstall/check`, which reads the manifest,
applies the rules, asks the file's size with a HEAD request and returns a
one-time id. Nothing is downloaded.
- **Install** posts the id to `/api/webinstall/start`. The server downloads to
a temporary folder (progress at `/api/webinstall/job`, cancellable with
`/api/webinstall/cancel`), checks size and sha256, hands the file to
`frame_webinstall.dispatch()` and deletes the folder.
- The app registers the scheme each time it starts, so the last Frame Control
started (e.g. a development checkout) handles the links.
**Quitting during a stalled download.** On macOS and Linux, quitting stops a
download at once (`shutdown()` on its socket wakes the blocked read). On
Windows that doesn't wake a read in another thread, and closing the handle
under a TLS read isn't safe, so a download that has stalled holds the quit for
the 4-second grace period until the app stops the server; the partial file is
removed on the next start. Downloads that are still moving stop at their next
read either way.
+71 -46
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@@ -3,6 +3,12 @@
Goal: open a web VR180 or 360 player (DeoVR and DL8 embeds, WebXR samples),
press its VR button, and watch in 3D in the headset.
The build and installer now live in their own public repo,
[saphid/chromium-webxr-steam-frame](https://github.com/saphid/chromium-webxr-steam-frame):
a build script for an x86-64 Linux host, the SO_PEERCRED patch, and a
Frame-side installer that adds "Chromium XR" to the Steam library. This page
keeps the findings and what was verified on this Frame.
## Why Flathub Chromium can't
**Verified 2026-09-25** (Frame BUILD_ID 20260922.6101926, Flathub
@@ -41,53 +47,52 @@ gets both.
SteamVR (`bin/linuxarm64/vrclient.so`, `VALVE_runtime_is_steamvr`). The
Linux backend uses Vulkan (`XR_USE_GRAPHICS_API_VULKAN`).
## Building it
## Building and installing it
[`scripts/build-chromium-xr.sh`](../scripts/build-chromium-xr.sh)
cross-compiles arm64 Linux Chromium on an x64 Linux host. It doesn't need
sudo: the arm64 sysroot comes from Chromium's own script. It needs about
90 GB of disk. It shallow-fetches the CL ref (patchset 44), runs
`gclient sync --no-history`, installs the sysroot, applies one extra seccomp
fix (below), builds `chrome` with `symbol_level=0` and proprietary codecs, and
packs `chromium-xr-arm64.tar.xz` (about 145 MB, GPU libraries included).
Progress is logged to `~/chromium-xr/stage`. The build aborts if `/` drops
below 12 GB free.
Follow the [public repo's README](https://github.com/saphid/chromium-webxr-steam-frame#build).
In short: `build/build.sh` on an x64 Linux host (no sudo, about 90 GB of
disk) produces `chromium-xr-arm64.tar.xz` (about 145 MB), and
`frame/install.sh` on the Frame unpacks it to `~/chromium-xr`, installs the
`chromium-xr` launcher in `~/.local/bin`, and adds the Steam library shortcut
through the Steam client's DevTools port, the same way as T3 Code
([apks.md](apks.md)). Launching the shortcut gives Chromium its own panel,
`valve.steam.desktopgame.<appid>`, like any other app.
First run, 2026-09-25, on a 12-core, 31 GB x64 Linux box: 9 h 33 min for
First build, 2026-09-25, on a 12-thread, 31 GB x64 Linux box: 9 h 33 min for
94,835 steps, giving Chromium 156.0.8071.0. A rebuild after a one-file change
takes under a minute, plus about 4 minutes to repack.
**The extra fix.** The CL's XR seccomp policy refuses `getsockopt`. SteamVR's
To debug from the Mac, launch it as a panel with DevTools on the Frame
(verified 2026-09-27):
`scripts/panel-on-frame.sh -- '~/.local/bin/chromium-xr' --remote-debugging-port=9223 URL`
([panels.md](panels.md)). DevTools has no authentication. It listens on
loopback, but with the userspace Tailscale from [tailscale.md](tailscale.md)
running, loopback ports are reachable from your tailnet. Close the browser
when you're done. Chromium runs one browser per profile, so close the
Steam-launched one first or the flag is ignored.
**The SO_PEERCRED fix.** The XR seccomp policy refuses `getsockopt`. SteamVR's
client calls `getsockopt(SOL_SOCKET, SO_PEERCRED)` inside `xrCreateInstance`,
so the XR process died with a seccomp crash (arm64 syscall 209). The script
allows that one option.
so the XR process died with a seccomp crash (arm64 syscall 209). The patch
allows that one option. It's needed but not enough: the launcher still turns
seccomp off (below), so the patch only matters once that's fixed too.
## Running it on the Frame
**Seccomp is off.** The launcher passes `--disable-seccomp-filter-sandbox`.
With the XR seccomp policy on, SteamVR's client reads `/proc/self/status`
through Chrome's file broker and gets the broker's pid. SteamVR then binds
the app to the wrong process ("Unable to init path manager:
VRInitError_Init_Internal") and `xrCreateInstance` fails. The broker can't
answer `/proc/self` for another process, so fixing this needs a change in
Chromium's broker client or in the CL. The namespace sandbox stays on, but
seccomp is off for every process, so use this profile for VR sites rather
than everyday browsing.
[`scripts/chromium-xr.sh`](../scripts/chromium-xr.sh):
```sh
BUILD_HOST=my-linux-box scripts/chromium-xr.sh install # your build host; scp, unpack to ~/chromium-xr
scripts/chromium-xr.sh launch [URL] # its own VR panel, --enable-features=OpenXR
scripts/chromium-xr.sh check # prints isSessionSupported('immersive-vr')
```
It runs natively, not as a Flatpak. `launch` opens it as its own panel on
gamescope's X display, the same way as [`panel-on-frame.sh`](panels.md), so
the Plasma desktop doesn't need to be open. It uses its own profile
(`~/.config/chromium-xr`) and DevTools on loopback port 9223, so it doesn't
collide with the Flatpak's 9222. When a page enters VR, Chrome asks
**Allow VR?** in the browser panel; choose *Allow this time* or *Allow while
visiting the site*.
**Seccomp is off.** `launch` passes `--disable-seccomp-filter-sandbox`. With
the XR seccomp policy on, SteamVR's client reads `/proc/self/status` through
Chrome's file broker and gets the broker's pid. SteamVR then binds the app to
the wrong process ("Unable to init path manager: VRInitError_Init_Internal")
and `xrCreateInstance` fails. The broker can't answer `/proc/self` for another
process, so fixing this needs a change in Chromium's broker client or in the
CL. The namespace sandbox stays on, but seccomp is off for every process, so
use this profile for VR sites rather than everyday browsing.
**Upstream (2026-09-27).** CL 8441736 (the XR sandbox) has merged into
Chromium, still refusing `getsockopt`; CL 8132979 is still in review. Valve
and the CLs' author are working on Steam Frame support
([utzcoz/chromium-webxr-linux#5](https://github.com/utzcoz/chromium-webxr-linux/issues/5)).
Both sandbox problems above, with the patch, are reported in
[utzcoz/chromium-webxr-linux#7](https://github.com/utzcoz/chromium-webxr-linux/issues/7).
**Verified 2026-09-26** (Frame BUILD_ID 20260922.6101926, SteamVR 2.17.10,
this build):
@@ -105,12 +110,32 @@ this build):
Chromium's Vulkan backend is off. That doesn't stop the session.
- Unprivileged user namespaces work (`unshare -Ur true`), so the namespace
sandbox runs without the setuid `chrome_sandbox`.
- **With the headset on** (same day, seccomp sandbox off): the WebXR
samples' Immersive VR Session showed its scene in the headset, and SteamVR
loaded the Frame controller bindings for the app. The three.js
[`webxr_vr_video`](https://threejs.org/examples/webxr_vr_video.html) demo,
a stereo 360 video, played in 3D after pressing Enter VR.
**Not verified yet:** nobody was wearing the headset during the test, so
SteamVR kept it in standby. The session stayed at
`XR_SESSION_STATE_SYNCHRONIZED` (the page saw `visibilityState: "hidden"`)
and only the first frame ran. Still open:
- **Launched from the Steam library, verified remotely 2026-09-27** with
nobody wearing the headset (standby workaround in
[how-the-frame-works.md](how-the-frame-works.md)). The installer's Steam
shortcut starts Chromium, and SteamVR takes it as scene app
`steam.app.<shortcut id>`. A minimal WebXR session that clears every frame
to red ran at about 75 frames per second, and the stereo headset capture
showed both eyes solid red. Steam preloads its overlay
(`gameoverlayrenderer.so`), which crashed Chromium's zygote about 30 s after
a Steam launch. The public repo's launcher now removes it from
`LD_PRELOAD`. With the headset outside its playspace, SteamVR shows
passthrough wherever the page leaves transparent pixels.
- Whether the image shows up correctly in the headset, and at what frame rate.
- Whether VR180 or 360 video players (DeoVR, DL8 embeds) play in 3D.
- Controller and hand input in the session.
- **Frame rate and input, measured 2026-09-27** (standby workaround, red
test session): 72 fps with every frame at 13.9–14 ms over 16 s, and SteamVR
dropped frames only at startup. The right controller showed up as an
`oculus-touch` `tracked-pointer` with an `xr-standard` gamepad and a
25-joint hand, with poses on every frame. A real squeeze reached the page
as `squeezestart`/`squeeze`. Haptics aren't exposed (no actuators).
Details are in the public repo's technical notes.
**Not verified yet:** trigger, thumbstick and face buttons, the left
controller, bare-hand tracking, and third-party VR180 players (DeoVR and
DL8 web embeds).
+21
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@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2017-2022 Valve Software inc., Collabora Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
+18
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@@ -0,0 +1,18 @@
# Valve's devkit-utils (vendored)
Unmodified copy of `client/devkit-utils/` from Valve's
[SteamOS Devkit Client](https://gitlab.steamos.cloud/devkit/steamos-devkit),
MIT licensed (see `LICENSE`; Valve's own notes are in `VALVE-README.md`).
- Source: steamos-devkit, commit `6f0711a` ("Code drop."),
release **v0.20260925.1** (ChangeLog entry dated 2026-09-25).
`ui/frame_titles.py` copies this folder to `~/devkit-utils` on the Frame (where
Valve's own client puts it) and uses `steamos-prepare-upload`,
`steam-client-create-shortcut`, `steam-devkit-rpc` and `steamos-delete` to
register uploaded builds as Steam "Devkit Games". See `docs/sideloading.md`.
To update: copy the folder from a newer checkout over this one, keep this
README, and update the version line above. The stamp Frame Control compares
on the headset is a hash of these files, so a changed copy is re-synced on the
next use.
+4
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@@ -0,0 +1,4 @@
These scripts and supporting utility module are uploaded to the devkit by the devkit client:
- steamos-* : scripts that operate (mostly) at SteamOS level for devkit functionality purposes
- steam-client-* : scripts that relay commands to the local running Steam client
+107
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@@ -0,0 +1,107 @@
#!/usr/bin/env python3
# -*- coding: utf-8 -*-
import sys
import os
import time
import subprocess
import logging
import argparse
import json
import datetime
import io
logging.basicConfig(format='%(message)s', level=logging.DEBUG)
logger = logging.getLogger(__name__)
def main():
parser = argparse.ArgumentParser(description='Capture screenshot and videos on Steam Frame device')
parser.add_argument('--filename', '-f',
default='/tmp/screenshot.png',
help='Output')
parser.add_argument('--timestamp', action='store_true',
help='Add timestamp')
parser.add_argument('--json', action='store_true',
help='Output result as JSON')
args = parser.parse_args()
output_buffer = io.StringIO()
try:
steamvr_path = subprocess.check_output(['steamvr', 'path'], stderr=subprocess.STDOUT, universal_newlines=True).strip()
cdd = os.path.join(steamvr_path, 'bin/linuxarm64')
run_vrcmd = os.path.join(cdd, 'vrcmd')
assert os.path.exists(run_vrcmd), "vrcmd not found"
# Enable recording
cmd = [run_vrcmd, '--mailboxcmd', 'vrcompositor_systemlayer', 'set_local_video_record?enabled=true']
output_buffer.write(f"Command: {' '.join(cmd)}\n")
result = subprocess.run(cmd, stdout=subprocess.PIPE, stderr=subprocess.STDOUT, text=True)
output_buffer.write(result.stdout)
if result.returncode != 0:
raise subprocess.CalledProcessError(result.returncode, cmd)
# Wait for the video device to produce frames.
# Note that even when disabled it outputs roughly 2 blank frames per second.
cmd = ['timeout', '1', 'ffmpeg', '-f', 'v4l2', '-i', '/dev/video99', '-frames:v', '4', '-f', 'null', '-', '-v', 'error']
output_buffer.write(f"Command: {' '.join(cmd)}\n")
retries = 2
while True:
result = subprocess.run(cmd, stdout=subprocess.PIPE, stderr=subprocess.STDOUT, text=True)
output_buffer.write(result.stdout)
if result.returncode == 0:
break
retries -= 1
if retries <= 0:
raise Exception("Failed to get video frames from /dev/video99. Is VR active? Is the v4l2 configuration correct?")
output_filename = args.filename
if args.timestamp:
timestamp = datetime.datetime.now().strftime("%Y-%m-%d-%H-%M-%S")
base, ext = os.path.splitext(output_filename)
output_filename = f"{base}-{timestamp}{ext}"
# Capture screenshot
cmd = ['ffmpeg', '-f', 'v4l2', '-i', '/dev/video99', '-frames:v', '1', '-q:v', '1', '-y', output_filename]
output_buffer.write(f"Command: {' '.join(cmd)}\n")
result = subprocess.run(cmd, stdout=subprocess.PIPE, stderr=subprocess.STDOUT, text=True)
output_buffer.write(result.stdout)
if result.returncode != 0:
raise subprocess.CalledProcessError(result.returncode, cmd)
# Disable recording
cmd = [run_vrcmd, '--mailboxcmd', 'vrcompositor_systemlayer', 'set_local_video_record?enabled=false']
output_buffer.write(f"Command: {' '.join(cmd)}\n")
result = subprocess.run(cmd, stdout=subprocess.PIPE, stderr=subprocess.STDOUT, text=True)
output_buffer.write(result.stdout)
if result.returncode != 0:
raise subprocess.CalledProcessError(result.returncode, cmd)
except Exception as e:
error_msg = str(e)
# Print collected output to stderr on error
print(output_buffer.getvalue(), file=sys.stderr)
logger.error(error_msg)
if args.json:
result = {
'success': False,
'error': error_msg
}
print(json.dumps(result))
else:
print(f"Error: {error_msg}", file=sys.stderr)
return 1
if args.json:
result = {
'success': True,
'output': output_filename
}
print(json.dumps(result))
else:
print(f"Screenshot saved to {output_filename}")
if __name__ == '__main__':
sys.exit(main())
+300
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@@ -0,0 +1,300 @@
#!/usr/bin/env python
# encoding: utf-8
"""Utility functions for the Steam client hook scripts"""
import sys
import os
import traceback
import tempfile
import json
import logging
import fcntl
import errno
import contextlib
import time
import fcntl
import logging as logging_module
logger = logging_module.getLogger(__name__)
@contextlib.contextmanager
def wrap_outputs(stderr_prefix):
# capture stderr to file to support debugging
stderr_fd = sys.stderr.fileno()
tf = tempfile.NamedTemporaryFile(
mode='w+',
prefix=stderr_prefix,
delete=True)
if sys.version_info >= (3, 4):
# this API in the os module is only available for python3
# but it does not seem to work with subprocess anyway
os.set_inheritable(tf.file.fileno(), True)
assert os.get_inheritable(tf.file.fileno())
sys.stderr = tf.file
# we can only write out a json response to stdout,
# so redirect stdout to stderr,
# and keep a handle on the original stdout for the response
stdout_fd = os.dup(sys.stdout.fileno())
os.dup2(sys.stderr.fileno(), sys.stdout.fileno())
ctx = {}
try:
yield ctx
except:
logger.error(traceback.format_exc())
finally:
tf.flush()
tf.seek(0)
os.write(stderr_fd, tf.read().encode('utf-8'))
if 'ret' in ctx:
os.write(stdout_fd, json.dumps(ctx['ret']).encode('utf-8'))
class SteamClientNotRunningException(Exception):
def __init__(self, error_message):
self.error_message = error_message
def __str__(self):
return self.error_message
def validate_steam_client():
"""Verify that the steam client is running, and permissions are adequate"""
pid_path = os.path.normpath(
os.path.realpath(
os.path.expanduser('~/.steam/steam.pid')))
if not os.path.exists(pid_path):
raise SteamClientNotRunningException('{0} does not exist'.format(pid_path))
try:
pid = int(open(pid_path, 'rt').read())
except Exception:
raise SteamClientNotRunningException('{0} is invalid'.format(pid_path))
try:
os.kill(pid, 0)
except OSError:
raise SteamClientNotRunningException('{0} does not refer to a valid process'.format(pid_path))
logger.info('Found steam client pid %s', pid)
def execute_steam_client_command(cmd):
"""Send a command to the steam client over the IPC pipe"""
pipe_path = os.path.normpath(
os.path.realpath(
os.path.expanduser('~/.steam/steam.pipe')))
try:
pipe = open(pipe_path, 'wb+', 0)
except IOError:
raise Exception('cannot open steam client pipe')
session_token = open(os.path.expanduser('~/.steam/steam.token')).read()
#pipe_cmd = 'steam://{0}'.format(cmd)
# ^ hack to execute a normal command over the IPC directly - sometimes useful
pipe_cmd = 'devkit-1 steam://devkit-1/{0}/{1}'.format(
session_token,
cmd
)
logger.debug('Sending command line:')
logger.debug(pipe_cmd)
pipe.write('{0}\n'.format(pipe_cmd).encode('utf-8'))
pipe.close()
def save_argv(gameid, argv):
"""Save command line and arguments if provided"""
if argv is None:
return
argvfile = os.path.join(os.getenv("HOME"), "devkit-game",
gameid + "-argv.json")
try:
with open(argvfile, "w") as argvf:
fcntl.flock(argvf, fcntl.LOCK_EX)
json.dump(argv, argvf)
fcntl.flock(argvf, fcntl.LOCK_UN)
except IOError:
raise Exception(
"Unable to open argv file for writing: {0}".format(argvfile))
def obtain_argv(gameid, argv):
"""Obtain command line with arguments"""
# If present and not None or [], just return the local arguments
if argv:
return argv
# From here, expect arguments to have been saved previously
argvfile = os.path.join(os.getenv("HOME"), "devkit-game",
gameid + "-argv.json")
try:
with open(argvfile, "r") as argvf:
fcntl.flock(argvf, fcntl.LOCK_EX)
argv = json.load(argvf)
fcntl.flock(argvf, fcntl.LOCK_UN)
except IOError:
raise Exception(
"Unable to open argv file for reading: {0}".format(argvfile))
return argv
def save_env(gameid, env):
"""Save environment variables if provided"""
if not env:
return
envfile = os.path.join(os.getenv("HOME"), "devkit-game",
gameid + "-env.json")
try:
with open(envfile, "w") as envf:
fcntl.flock(envf, fcntl.LOCK_EX)
json.dump(env, envf)
fcntl.flock(envf, fcntl.LOCK_UN)
except IOError:
raise Exception(
"Unable to open env file for writing: {0}".format(envfile))
def obtain_env(gameid):
"""Obtain environment variables for a game, if any were saved"""
envfile = os.path.join(os.getenv("HOME"), "devkit-game",
gameid + "-env.json")
try:
with open(envfile, "r") as envf:
fcntl.flock(envf, fcntl.LOCK_EX)
env = json.load(envf)
fcntl.flock(envf, fcntl.LOCK_UN)
except IOError:
return {}
return env
def save_settings(gameid, data):
"""Save settings"""
settingsfile = os.path.join(os.getenv("HOME"), "devkit-game",
gameid + "-settings.json")
settings = dict()
if data.get('clear_settings', False):
settings = {}
else:
try:
with open(settingsfile, "r") as f:
fcntl.flock(f, fcntl.LOCK_EX)
settings = json.load(f)
fcntl.flock(f, fcntl.LOCK_UN)
except IOError as e:
if (e.errno != errno.ENOENT):
raise
# Merge settings from new json
if 'settings' in data:
settings.update(data['settings'])
try:
with open(settingsfile, "w") as f:
fcntl.flock(f, fcntl.LOCK_EX)
json.dump(settings, f)
fcntl.flock(f, fcntl.LOCK_UN)
except (IOError):
raise Exception(
"Unable to open settings file for writing: {0}".format(
settingsfile
))
return settings
def load_settings(gameid):
settingsfile = os.path.join(os.getenv("HOME"), "devkit-game", gameid + '-settings.json')
if not os.path.isfile(settingsfile):
return None
with open(settingsfile, "r") as f:
fcntl.flock(f, fcntl.LOCK_EX)
settings = json.load(f)
fcntl.flock(f, fcntl.LOCK_UN)
return settings
class SteamResponse_Timeout(Exception):
pass
class SteamResponse_Error(Exception):
def __init__(self, error_response):
self.error_response = error_response
def __str__(self):
return self.error_response
@contextlib.contextmanager
def wait_on_file_response(path, timeout=5):
"""
The pipe to the Steam Client is one way.
Responses from the Steam Client are written to filesystem.
Protocol is as follows:
- Steam Client creates a 'path.lock' file
- Steam Client writes either 'path' or 'path.error' to indicate a problem
- Steam Client deletes 'path.lock'
- Caller (us) can then read the response
NOTE 1: this function is used as a context manager and will block until a response comes in or timeout.
NOTE 2: the files are created by Steam when responding to a command. If the files already exist the response protocol will break.
"""
lock_path = '{0}.lock'.format(path)
error_path = '{0}.error'.format(path)
max_count = timeout
while True:
time.sleep(1)
if os.path.exists(error_path) or os.path.exists(path) and not os.path.exists(lock_path):
if os.path.exists(error_path):
with open(error_path, 'r') as f:
fcntl.flock(f, fcntl.LOCK_EX)
error_response = f.read()
fcntl.flock(f, fcntl.LOCK_UN)
raise SteamResponse_Error(error_response)
with open(path, 'r') as f:
fcntl.flock(f, fcntl.LOCK_EX)
success_response = f.read()
yield success_response
fcntl.flock(f, fcntl.LOCK_UN)
return
max_count -= 1
if max_count > 0:
continue
raise SteamResponse_Timeout()
# Setting up as a context manager so we never miss the deletion
# Creating a temporary .lock file to guard the create operation
@contextlib.contextmanager
def create_pid(pid_path):
os.makedirs(os.path.dirname(pid_path), exist_ok=True)
lock_path = '{0}.lock'.format(pid_path)
try:
lock_file = os.open(lock_path, os.O_CREAT | os.O_EXCL)
except IOError as e:
logger.error('cannot create lock file %s for pid file %s', lock_path, pid_path)
logger.error('remove the lock file manually and run again if you are confident no other instance is active')
raise
pid_file = open(pid_path,'w')
pid_file.write(str(os.getpid()))
pid_file.flush()
os.close(lock_file)
os.unlink(lock_path)
try:
yield pid_file
finally:
pid_file.close()
# Assume that's atomic and all is well, no need for another .lock
os.unlink(pid_path)
@@ -0,0 +1,87 @@
#!/usr/bin/env python3
import sys
import os
import logging
from urllib.parse import quote_plus as urllib_quote_plus
import json
import tempfile
from . import validate_steam_client
from . import execute_steam_client_command
from . import wait_on_file_response
import logging as logging_module
logger = logging_module.getLogger(__name__)
def resolve_shortcuts():
# make sure there is a steam client online that we can talk to before doing anything
validate_steam_client()
# scan the devkit games
installed_gameids = set([])
devkit_game_path = os.path.expanduser('~/devkit-game')
if not os.path.exists(devkit_game_path):
logger.info('%r does not exist, creating', devkit_game_path)
os.mkdir(devkit_game_path)
entries = sorted(os.scandir(devkit_game_path), key=lambda entry: entry.name)
directories = [e for e in entries if e.is_dir()]
for d in directories:
gameid = d.name
file_names = [f.name for f in entries if f.is_file() and f.name.startswith(gameid)]
has_argv = '{0}-argv.json'.format(gameid) in file_names
has_settings = '{0}-settings.json'.format(gameid) in file_names
if (not has_argv and not has_settings):
logger.info('Subfolder %r in %r is not accompanied by devkit configuration files, ignoring', d.name, devkit_game_path)
continue
logger.info('Found installed Devkit Game: %r', gameid)
installed_gameids.add(gameid)
# ask the Steam Client which Devkit Games are registered
with tempfile.TemporaryDirectory(prefix='list-shortcuts') as tempdir:
response = os.path.join(tempdir, 'shortcuts.json')
cmd = 'list-shortcuts?response={}'.format(
urllib_quote_plus(os.path.join(response))
)
# send the request
execute_steam_client_command(cmd)
with wait_on_file_response(response) as response:
client_shortcuts = json.loads(response)
logger.debug(client_shortcuts)
assert client_shortcuts['version'] == 2
registered_gameids = set([])
logger.info('Steam Client has %d registered devkit game(s)', len(client_shortcuts['gameids']))
for gameid in client_shortcuts['gameids']:
logger.info('Found Devkit Game registered with Steam Client: %r', gameid)
registered_gameids.add(gameid)
# any registered game that is not found installed on disk needs to be removed
for remove_gameid in registered_gameids - installed_gameids:
with tempfile.TemporaryDirectory(prefix='delete-shortcut') as tempdir:
logger.info('Removing stale registered Devkit Game: %r', remove_gameid)
response = os.path.join(tempdir, 'shortcut-deleted')
cmd = 'delete-shortcut?response={}&gameid={}'.format(
urllib_quote_plus(response),
remove_gameid
)
execute_steam_client_command(cmd)
with wait_on_file_response(response) as response:
logger.info('from Steam Client: %s', response.strip())
# any installed game that is not found registered needs to be added
for add_gameid in installed_gameids - registered_gameids:
with tempfile.TemporaryDirectory(prefix='create-shortcut') as tempdir:
logger.info('Registering installed Dekit Game: %r', add_gameid)
response = os.path.join(tempdir, 'registered')
cmd = 'create-shortcut?response={}&gameid={}&directory={}'.format(
urllib_quote_plus(response),
add_gameid,
urllib_quote_plus(devkit_game_path)
)
execute_steam_client_command(cmd)
with wait_on_file_response(response) as response:
logger.info('from Steam Client: %s', response.strip())
if __name__ == '__main__':
resolve_shortcuts()
@@ -0,0 +1,92 @@
#!/usr/bin/env python3
import os
import logging
import argparse
import json
import platform
import tempfile
from urllib.parse import quote_plus as urllib_quote_plus
import devkit_utils
logging.basicConfig(format='%(message)s', level=logging.DEBUG)
logger = logging.getLogger()
DEVKIT_TOOL_FOLDER = os.path.expanduser('~/devkit-game')
if __name__ == '__main__':
parser = argparse.ArgumentParser()
parser.add_argument('--verbose', required=False, action='store_true')
parser.add_argument('--parms', required=True, action='store')
conf = parser.parse_args()
if conf.verbose:
logger.setLevel(logging.DEBUG)
else:
logger.setLevel(logging.INFO)
parms = json.loads(conf.parms)
gameid = parms['gameid']
directory = parms['directory']
assert os.path.isdir(directory)
force_appid = parms['force_appid']
steam_appid_path = os.path.join(directory, 'steam_appid.txt')
if force_appid:
with open(steam_appid_path, 'w') as f:
f.write(force_appid + '\n')
logger.info(f'Wrote {steam_appid_path} with AppID {force_appid}')
elif os.path.exists(steam_appid_path):
# don't overwrite an existing steam_appid.txt file from the content tree
# NOTE: if the user sets an AppID through the tool, then delete it, we may leave it in place ..
# (that's ok for now, do a clean upload if you want to get rid of it)
logger.info(f'{steam_appid_path} already exists, leaving it in place')
# Lepton (Android runtime) titles: write UECommandLine.txt next to the .apk
is_lepton = parms['settings']['compat_tool'] == 'lepton'
uecommandline = parms['lepton_args'] if is_lepton else ''
uecommandline_path = os.path.join(directory, 'UECommandLine.txt')
if uecommandline:
with open(uecommandline_path, 'w') as f:
f.write(uecommandline + '\n')
logger.info(f'Wrote {uecommandline_path}')
elif os.path.exists(uecommandline_path):
# don't overwrite an existing UECommandLine.txt file from the content tree
# NOTE: if the user sets cmdline args through the tool, then clears them, we may leave it in place ..
# (that's ok for now, do a clean upload if you want to get rid of it)
logger.info(f'{uecommandline_path} already exists, leaving it in place')
logger.info(f'Updating command line and runtime settings for {gameid} on {platform.node()}')
devkit_utils.save_argv(gameid, parms['argv'])
devkit_utils.save_env(gameid, parms['env'])
devkit_utils.save_settings(gameid, parms)
ret = {}
try:
devkit_utils.validate_steam_client()
except devkit_utils.SteamClientNotRunningException as e:
skipping = 'The Steam client is not running. Registration did not complete.'
logger.warning(skipping)
ret['error'] = skipping
else:
with tempfile.TemporaryDirectory(prefix='create-shortcut') as tempdir:
logger.info(f'Registering Devkit Game {gameid} with Steam Client')
response = os.path.join(tempdir, 'registered')
cmd = 'create-shortcut?response={}&gameid={}'.format(
urllib_quote_plus(response),
gameid,
)
devkit_utils.execute_steam_client_command(cmd)
try:
with devkit_utils.wait_on_file_response(response) as success_response:
logger.debug(success_response)
ret['success'] = success_response
except devkit_utils.SteamResponse_Timeout:
ret['error'] = 'timeout - Steam client did not respond to registration request'
except devkit_utils.SteamResponse_Error as e:
ret['error'] = e.error_response
# response gets written out to stdout
print(json.dumps(ret))
+48
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@@ -0,0 +1,48 @@
#!/usr/bin/env python3
import sys
import os
import logging
import argparse
import tempfile
import urllib.parse
import re
import devkit_utils
logging.basicConfig(format='%(message)s', level=logging.DEBUG)
logger = logging.getLogger()
if __name__ == '__main__':
parser = argparse.ArgumentParser()
parser.add_argument('command')
parser.add_argument('args', nargs='*')
conf = parser.parse_args()
try:
devkit_utils.validate_steam_client()
except devkit_utils.SteamClientNotRunningException as e:
logger.error(repr(e))
sys.exit(-1)
else:
with tempfile.TemporaryDirectory(prefix='steam-devkit-rpc') as tempdir:
response = os.path.join(tempdir, 'steam-devkit-rpc')
parms = {
'response' : response,
}
for arg in conf.args:
(k, v) = re.split('=', arg)
parms[k] = v
cmd = f'{conf.command}/?{urllib.parse.urlencode(parms)}'
devkit_utils.execute_steam_client_command(cmd)
try:
with devkit_utils.wait_on_file_response(response) as success_response:
logger.info('success')
sys.stdout.write(success_response)
sys.exit(0)
except devkit_utils.SteamResponse_Timeout:
logger.error('timeout')
except devkit_utils.SteamResponse_Error as e:
logger.error('failed')
sys.stdout.write(e.error_response)
sys.exit(-1)
+60
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@@ -0,0 +1,60 @@
#!/usr/bin/env python3
import sys
import os
import shutil
import logging
import argparse
import subprocess
import devkit_utils.resolve
logging.basicConfig(format='%(message)s', level=logging.DEBUG)
logger = logging.getLogger(__name__)
DEVKIT_TOOL_FOLDER = os.path.expanduser('~/devkit-game')
def session_select_command():
if shutil.which('holo-session-select'):
return 'holo-session-select'
return 'steamos-session-select'
if __name__ == '__main__':
parser = argparse.ArgumentParser()
parser.add_argument('--verbose', required=False, action='store_true')
parser.add_argument('--delete-title', required=False, action='store', help='Delete a devkit title by name')
parser.add_argument('--delete-all-titles', required=False, action='store_true', default=False, help='Delete all devkit titles uploaded')
parser.add_argument('--reset-steam-client', required=False, action='store_true', default=False, help='Reset Steam client and delete all local Steam content')
conf = parser.parse_args()
if conf.verbose:
logger.setLevel(logging.DEBUG)
else:
logger.setLevel(logging.INFO)
if conf.delete_all_titles:
subprocess.check_call('rm -rf ~/devkit-game/*', shell=True)
elif conf.delete_title:
gamepath = os.path.expanduser( os.path.join( '~/devkit-game', conf.delete_title ) )
if not os.path.isdir(gamepath):
print(f'Not found: {gamepath}')
else:
subprocess.check_call(f'rm -r {gamepath}', shell=True)
# synchronize the Steam client's view of the devkit games with the on disk state
try:
devkit_utils.resolve.resolve_shortcuts()
except Exception as e:
logger.warning(f'Steam client sync of devkit games failed: {e}')
if conf.reset_steam_client:
# first make sure any sideloaded trampoline has been deleted
devkit_steam_trampoline_path = os.path.join(DEVKIT_TOOL_FOLDER, 'devkit-steam')
if os.path.exists(devkit_steam_trampoline_path):
os.unlink(devkit_steam_trampoline_path)
# wipe the local Steam install
subprocess.check_call(f'rm -rf ~/.local/share/Steam', shell=True)
# restart the session, which will initiate a reinstall of Steam from the OS client
subprocess.check_call([session_select_command(), 'gamescope'])
@@ -0,0 +1,57 @@
#!/usr/bin/env python3
import os
import logging
import argparse
import tempfile
import json
from urllib.parse import quote_plus as urllib_quote_plus
import devkit_utils
logging.basicConfig(format='%(message)s', level=logging.DEBUG)
logger = logging.getLogger(__name__)
DEVKIT_TOOL_FOLDER = os.path.expanduser('~/devkit-game')
if __name__ == '__main__':
parser = argparse.ArgumentParser()
parser.add_argument('--verbose', required=False, action='store_true')
parser.add_argument('--appid', required=False, action='store')
parser.add_argument('--gameid', required=False, action='store')
conf = parser.parse_args()
if conf.verbose:
logger.setLevel(logging.DEBUG)
else:
logger.setLevel(logging.INFO)
ret = {}
try:
devkit_utils.validate_steam_client()
except devkit_utils.SteamClientNotRunningException as e:
skipping = 'The Steam client is not running.'
logger.warning(skipping)
ret['error'] = skipping
else:
with tempfile.TemporaryDirectory(prefix='controller-config') as tempdir:
response = os.path.join(tempdir, 'dumpcontrollerconfig')
cmd = f'dumpcontrollerconfig?response={urllib_quote_plus(response)}'
if conf.appid:
cmd += f'&appid={conf.appid}'
if conf.gameid:
cmd += f'&gameid={conf.gameid}'
logger.debug(f'command: {cmd}')
devkit_utils.execute_steam_client_command(cmd)
try:
with devkit_utils.wait_on_file_response(response) as success_response:
logger.debug(success_response)
ret['success'] = success_response
except devkit_utils.SteamResponse_Timeout:
ret['error'] = 'timeout - Steam did not respond to the command request'
except devkit_utils.SteamResponse_Error as e:
ret['error'] = e.error_response
# response gets written out to stdout
print(json.dumps(ret))
+443
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@@ -0,0 +1,443 @@
#!/usr/bin/env python3
import sys
import os
import re
import shutil
import subprocess
import logging
import enum
import argparse
import json
import shlex
import datetime
import pathlib
import socket
logging.basicConfig(format='%(message)s', level=logging.DEBUG)
logger = logging.getLogger(__name__)
DEVKIT_TOOL_FOLDER = os.path.expanduser('~/devkit-game')
STEAM_EXTRA_ARGS_FILE = os.path.expanduser('~/.config/systemd/user/steam.service.d/extra_args.conf')
WIRELESS_DISABLE_POWER_MANAGEMENT = '/usr/bin/steamos-polkit-helpers/steamos-disable-wireless-power-management'
# Must match in gui2.py
class SteamStatus(enum.Enum):
NOT_RUNNING = 0
ERROR = 1
OS = 2
OS_DEV = 3
SIDELOADED = 4
@classmethod
def from_string(cls, status_str):
if not status_str:
return cls.ERROR
try:
if '.' in status_str:
name = status_str.split('.')[-1]
else:
name = status_str
return cls[name]
except KeyError:
return cls.ERROR
@property
def description(self):
DESCRIPTIONS = {
SteamStatus.NOT_RUNNING: 'not running',
SteamStatus.OS: 'OS client',
SteamStatus.OS_DEV: 'OS client dev mode',
SteamStatus.SIDELOADED: 'sideloaded client',
SteamStatus.ERROR: 'error',
}
return DESCRIPTIONS[self]
class SteamConfig(enum.Enum):
ERROR = 1
# Matching the SteamStatus numeric values
OS = 2
OS_DEV = 3
SIDELOADED = 4
@property
def description(self):
DESCRIPTIONS = {
SteamConfig.OS: 'OS client',
SteamConfig.OS_DEV: 'OS client dev mode',
SteamConfig.SIDELOADED: 'sideloaded client',
SteamConfig.ERROR: 'error',
}
return DESCRIPTIONS[self]
SESSION_NAMES = ['gamescope', 'plasma-x11', 'plasma-x11-persistent', 'plasma-wayland', 'plasma-wayland-persistent']
class SessionConfig(enum.IntEnum):
# note: matches SESSION_NAMES indexes
GAMESCOPE = 0
PLASMA_X11 = 1
PLASMA_X11_PERSISTENT = 2
PLASMA_WAYLAND = 3
PLASMA_WAYLAND_PERSISTENT = 4
ERROR = 5
def cef_debugging():
'''Only sane way to check is to look for the listening port.'''
ret = subprocess.run('/usr/bin/ss -l -t -n -p | grep steamwebhelper | grep 8080 > /dev/null', shell=True)
return ( ret.returncode == 0 )
def steam_process_get_path_and_args():
ret = subprocess.run(['pgrep', '-a', '-x', 'steam'], capture_output=True, text=True)
if ret.returncode != 0:
return None
# Proton may run a dummy 'steam' process that confused previous implementations of this logic
# look for a process who's real filename is 'steam'
for l in ret.stdout.splitlines():
try:
pid = int(l.split(' ')[0])
except:
continue
rp = os.path.realpath(f'/proc/{pid}/exe')
if os.path.basename(rp) == 'steam':
try:
with open(f'/proc/{pid}/cmdline', 'rb') as f:
cmdline = f.read()
argv = [a.decode('utf-8', errors='replace') for a in cmdline.split(b'\x00') if a]
if len(argv) >= 2:
path = argv[0]
args = argv[1:]
# strip -srt-logger-opened: injected by steam.sh at runtime
args = [a for a in args if a != '-srt-logger-opened']
return (path, args)
return (argv[0], [])
except Exception as e:
logger.warning(f'Failed to read /proc/{pid}/cmdline: {e}')
return None
def steam_process_get_path():
try:
(path, _) = steam_process_get_path_and_args()
except:
return None
return path
def steam_process_get_args():
try:
(_, args) = steam_process_get_path_and_args()
except:
return ''
return args
def steam_status():
'''What is the status of the Steam client on the system?'''
s = steam_process_get_path()
if s is None:
return SteamStatus.NOT_RUNNING
if s.find('.local/share/Steam/') != -1:
if os.path.exists(os.path.expanduser('~/devkit-game/devkit-steam')):
return SteamStatus.OS_DEV
return SteamStatus.OS
if s.find('devkit-game/steam/') != -1 or s.find('devkit-game/steamdeckard/') != -1:
return SteamStatus.SIDELOADED
logger.warning(f'could not interpret pgrep result to determine steam client status: {s!r}')
return SteamStatus.ERROR
def steam_configuration():
'''How is the Steam client configured to run?'''
devkit_steam_trampoline_path = os.path.join(DEVKIT_TOOL_FOLDER, 'devkit-steam')
if not os.path.exists(devkit_steam_trampoline_path):
return SteamConfig.OS
t = open(devkit_steam_trampoline_path, 'rt').read()
if t.find('SteamStatus.OS_DEV') != -1:
return SteamConfig.OS_DEV
if t.find('SteamStatus.SIDELOADED') != -1:
return SteamConfig.SIDELOADED
logger.warning(f'could not determine what {devkit_steam_trampoline_path} means to do')
return SteamConfig.ERROR
def osclient_branch(is_deckard):
'''Which branch is the default Steam 'OS client' configured to use?'''
# makes more sense to return strings here
beta_path = os.path.expanduser('~/.steam/steam/package/beta')
if not os.path.exists(beta_path):
return 'default' # not sure that's valid actually - would be the desktop client, which will only run in desktop mode ..
t = open(beta_path, 'rt').readline().strip('\n')
try:
p = 'steamdeck_(.*)'
if re.match(p, t):
branch = re.split(p, t)[1]
return branch
# internal builds
p = 'steampal_(.*)_.*'
if re.match(p, t):
branch = re.split(p, t)[1]
return branch
if is_deckard:
p = 'linux_arm64_(.*)_.*'
if re.match(p, t):
branch = re.split(p, t)[1]
return branch
raise Exception('no match')
except: # noqa: E722
logger.warning(f'could not determine the OS client branch config: {t!r}')
return 'error'
def osclient_version(conf):
'''Which version is the Steam 'OS client'?'''
if conf.is_deckard:
# old Steam client was using linuxarm64/, which is now reserved for the SDK binaries
for folder in ('linuxarm64', 'steamrtarm64'):
fn = os.path.expanduser(f'~/.steam/steam/{folder}/builddate.txt')
if os.path.exists(fn):
return open(fn, 'rt').read()
return 'Unknown - no builddate.txt'
beta_path = os.path.expanduser('~/.steam/steam/package/beta')
if not os.path.exists(beta_path):
logger.warning(f'not found: {beta_path}')
return None
t = open(beta_path, 'rt').readline().strip('\n')
manifest = os.path.expanduser(f'~/.steam/steam/package/steam_client_{t}_ubuntu12.manifest')
if not os.path.exists(manifest):
logger.warning(f'not found: {manifest}')
return None
try:
version = int(re.search('"version".*"(.*)"', open(manifest,'rt').read()).group(1))
return version
except:
logger.warning(f'could not parse version out of {manifest}')
return None
def session_config():
'''What is the graphics session configuration?'''
# RESTART_SESSION writes this file
conf_file = '/etc/sddm.conf.d/zz-steamos-autologin.conf'
if not os.path.exists(conf_file):
# fallback to the OS default
conf_file = '/etc/sddm.conf.d/steamos.conf'
if os.path.exists(conf_file):
s = open(conf_file, 'rt').read()
if s.find('plasmawayland.desktop') != -1:
return SessionConfig.PLASMA_WAYLAND_PERSISTENT
if s.find('plasma.desktop') != -1:
return SessionConfig.PLASMA_X11_PERSISTENT
if s.find('gamescope-wayland.desktop') != -1:
return SessionConfig.GAMESCOPE
if s.find('plasma-steamos-oneshot.desktop') != -1:
return SessionConfig.PLASMA_X11
if s.find('plasma-steamos-wayland-oneshot.desktop') != -1:
return SessionConfig.PLASMA_WAYLAND
else:
# if the conf file doesn't exist we are likely in the default config
# check for a running gamescope for sanity
if subprocess.call('pgrep -a -x gamescope', shell=True, stdout=subprocess.DEVNULL) == 0:
return SessionConfig.GAMESCOPE
# couldn't figure it out, halp
return SessionConfig.ERROR
def session_select_command():
if shutil.which('holo-session-select'):
return 'holo-session-select'
return 'steamos-session-select'
def get_os_info():
os_info = {}
try:
for k, v in [ s.split('=') for s in open('/etc/os-release').read().split('\n') if len(s) > 0 ]:
os_info[k] = v.strip('"')
except Exception as e:
logger.error(e)
logger.error('Failed to parse OS release file')
return os_info
def steam_default_args(conf):
if conf.is_deckard:
# Frame currently uses a different setup
return []
try:
if os.path.exists('/usr/lib/steamos/steam-launcher'):
output = subprocess.check_output('cat /usr/lib/steamos/steam-launcher | grep ^steamargs=',
shell=True,
universal_newlines=True)
ret = [ v.strip('"') for v in re.findall('\".*?\"', output) ]
return ret
except:
logger.warning('Failed to obtain steam default arguments from /usr/lib/steamos/steam-launcher')
# Legacy SteamOS
try:
output = subprocess.check_output('cat /usr/bin/gamescope-session | grep ^steamargs',
shell=True,
universal_newlines=True)
ret = [ v.strip('"') for v in re.findall('\".*?\"', output) ]
except:
logger.warning('Failed to obtain steam default arguments from /usr/bin/gamescope-session')
# Hardcoded fallback
return ['-steamos3', '-steampal', '-steamdeck', '-gamepadui']
def frame_osclient_extra_args(conf, steam_status):
if not conf.is_deckard or steam_status != SteamStatus.OS:
return None
if os.path.exists(STEAM_EXTRA_ARGS_FILE):
try:
content = open(STEAM_EXTRA_ARGS_FILE, 'rt').read()
match = re.search(r'Environment="STEAM_EXTRA_ARGS=(.*)"', content)
if match:
return match.group(1).replace('\\"', '"')
except Exception as e:
logger.warning(f'Failed to parse steam extra args: {e}')
return None
def user_password_is_set():
ret = subprocess.run('passwd', stdin=subprocess.DEVNULL, shell=True, capture_output=True, universal_newlines=True)
logger.debug(repr(ret))
return (ret.stderr.find('Current password:') != -1)
def steam_launch_flags():
'''Pull various steam flags that affect title execution.'''
ret = {}
if not 'XDG_RUNTIME_DIR' in os.environ:
logger.warning('XDK_RUNTIME_DIR is not set')
return ret
env_folder = os.path.join(os.environ['XDG_RUNTIME_DIR'], 'steam/env')
if not os.path.isdir(env_folder):
return ret
for fn in os.listdir(env_folder):
filepath = os.path.join(env_folder, fn)
content = open(filepath, 'rt').read()
# Check if this is a declaration file with key=value pairs
if content.count('\n') > 1 or '=' in content:
# Parse key=value format with comments
for line in content.splitlines():
line = line.strip()
# Skip comments and empty lines
if not line or line.startswith('#'):
continue
# Parse key=value pairs
if '=' in line:
key, value = line.split('=', 1)
ret[key.strip()] = value.strip()
else:
# Legacy format: filename is the key, file content is the value
ret[fn] = content.strip('\n')
return ret
def renderdoc_replay_server_running():
ret = subprocess.run(['pgrep', '-x', 'renderdoccmd'], capture_output=True)
return ret.returncode == 0
if __name__ == '__main__':
parser = argparse.ArgumentParser()
parser.add_argument('--verbose', required=False, action='store_true')
parser.add_argument('--json', required=False, action='store_true')
conf = parser.parse_args()
if conf.verbose:
logger.setLevel(logging.DEBUG)
else:
logger.setLevel(logging.INFO)
os_info = get_os_info()
assert os_info is not None
conf.is_deckard = os_info.get('VARIANT_ID', None) == 'vr'
os_name = os_info.get('PRETTY_NAME', None)
os_version = os_info.get('BUILD_ID', None)
_steam_launch_flags = steam_launch_flags()
if not conf.is_deckard:
# this bit of cargo cult is Steam Deck only
try:
# disable wireless power management for devkit usage: less latency on commands
subprocess.check_call(WIRELESS_DISABLE_POWER_MANAGEMENT)
except subprocess.CalledProcessError as e:
logger.warning(e)
session_config = session_config()
# enum -> human readable
session_status = SESSION_NAMES[session_config] if session_config != SessionConfig.ERROR else 'error'
steam_status = steam_status()
cef_debugging_enabled = False
if steam_status != SteamStatus.NOT_RUNNING:
cef_debugging_enabled = cef_debugging()
steam_configuration = steam_configuration()
osclient_branch = osclient_branch(conf.is_deckard)
osclient_version = osclient_version(conf)
steam_status_description = steam_status.description
if steam_status in (SteamStatus.OS, SteamStatus.OS_DEV) :
steam_status_description += f', on branch {osclient_branch!r}'
if osclient_version is not None:
if conf.is_deckard:
# we get builddate.txt
steam_status_description += f', {osclient_version}'
else:
utc_date_string = datetime.datetime.fromtimestamp(osclient_version, datetime.UTC).isoformat()
steam_status_description += f', version {osclient_version} {utc_date_string}'
has_side_loaded_client = os.path.exists(
os.path.join(
DEVKIT_TOOL_FOLDER,
'steam'
)
)
_user_password_is_set = user_password_is_set()
_renderdoc_replay_server_running = renderdoc_replay_server_running()
_renderdoc_layer_enabled = _steam_launch_flags.get('ENABLE_VULKAN_RENDERDOC_CAPTURE', '0') == '1'
_hostname = socket.gethostname()
if conf.json:
ret = {
'is_deckard': conf.is_deckard,
'hostname': _hostname,
'os_name': os_name,
'os_version': os_version,
'os_info': os_info,
'session_status': session_status,
'session_options': SESSION_NAMES,
'session_select': session_select_command(),
'steam_status': str(steam_status),
'cef_debugging_enabled': cef_debugging_enabled,
'steam_status_description': steam_status_description,
'steam_configuration': str(steam_configuration),
'steam_osclient_branch': osclient_branch,
'steam_osclient_version': osclient_version,
'has_side_loaded_client': has_side_loaded_client,
'steam_default_args': steam_default_args(conf),
'steam_current_args': steam_process_get_args(),
'frame_osclient_extra_args': frame_osclient_extra_args(conf, steam_status),
'user_password_is_set': _user_password_is_set,
'steam_launch_flags': _steam_launch_flags,
'renderdoc_layer_enabled': _renderdoc_layer_enabled,
'renderdoc_replay_server_running': _renderdoc_replay_server_running,
}
json.dump(ret, sys.stdout, sort_keys=True, indent=4)
else:
logger.info(f'Hostname : {_hostname}')
logger.info(f'OS : {os_name}')
logger.info(f'OS version : {os_version}')
logger.info(f'Session mode is : {session_status}')
logger.info(f'Session select command : {session_select_command()}')
logger.info(f'Steam client status : {steam_status_description}')
logger.info(f'Steam client args : {steam_process_get_args()!r}')
logger.info(f"Steam extra args (Frame) : {frame_osclient_extra_args(conf, steam_status)!r}")
logger.info(f"Steam CEF debug : {'enabled' if cef_debugging_enabled else 'disabled'}")
logger.info(f'Steam client config : {steam_configuration.description}')
logger.info(f'Steam OS client branch : {osclient_branch}')
logger.info(f'Steam OS client version : {osclient_version}')
logger.info(f"Sideloaded client : {'available' if has_side_loaded_client else 'not installed'}")
logger.info(f'OS client arguments : {steam_default_args(conf)!r}')
logger.info(f"User password is set : {'yes' if _user_password_is_set else 'no'}")
logger.info(f"Steam launch flags : {_steam_launch_flags}")
logger.info(f"RenderDoc layer enabled : {'yes' if _renderdoc_layer_enabled else 'no'}")
logger.info(f"RenderDoc replay running : {'yes' if _renderdoc_replay_server_running else 'no'}")
+34
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@@ -0,0 +1,34 @@
#!/usr/bin/env python3
import os
import logging
import argparse
import getpass
import json
from subprocess import DEVNULL
logging.basicConfig(format='%(message)s', level=logging.DEBUG)
logger = logging.getLogger(__name__)
DEVKIT_TOOL_FOLDER = os.path.expanduser('~/devkit-game')
if __name__ == '__main__':
parser = argparse.ArgumentParser()
parser.add_argument('--verbose', required=False, action='store_true')
conf = parser.parse_args()
if conf.verbose:
logger.setLevel(logging.DEBUG)
else:
logger.setLevel(logging.INFO)
ret = []
if os.path.isdir(DEVKIT_TOOL_FOLDER):
for filename in os.listdir(DEVKIT_TOOL_FOLDER):
gamefolder = os.path.join(DEVKIT_TOOL_FOLDER, filename)
if os.path.isdir(gamefolder):
ret.append( {
'gameid': filename,
} )
print(json.dumps(ret))
+50
View File
@@ -0,0 +1,50 @@
#!/usr/bin/env python3
import sys
import os
import logging
import argparse
import getpass
import json
import shutil
import subprocess
logging.basicConfig(format='%(message)s', level=logging.DEBUG)
logger = logging.getLogger(__name__)
DEVKIT_TOOL_FOLDER = os.path.expanduser('~/devkit-game')
if __name__ == '__main__':
parser = argparse.ArgumentParser()
parser.add_argument('--verbose', required=False, action='store_true')
parser.add_argument('--gameid', required=True, action='store')
parser.add_argument('--restart-steam', required=False, default='0', action='store')
parser.add_argument('--use-mask-unmask', required=False, default='0', action='store')
parser.add_argument('--prevent-auto-repair', required=False, default='0', action='store')
conf = parser.parse_args()
if conf.verbose:
logger.setLevel(logging.DEBUG)
else:
logger.setLevel(logging.INFO)
directory = os.path.join(
os.path.expanduser(DEVKIT_TOOL_FOLDER),
conf.gameid
)
os.makedirs(directory, exist_ok=True)
INHIBIT_SENTINEL = os.path.expanduser('~/.config/inhibit-short-session-tracker')
if int(conf.prevent_auto_repair) == 1:
open(INHIBIT_SENTINEL, 'w').close()
logger.info(f'Created sentinel file: {INHIBIT_SENTINEL}')
elif os.path.exists(INHIBIT_SENTINEL):
os.remove(INHIBIT_SENTINEL)
logger.info(f'Removed sentinel file: {INHIBIT_SENTINEL}')
ret = {
'user': getpass.getuser(),
'directory': directory,
}
print(json.dumps(ret))
@@ -0,0 +1,7 @@
#!/bin/bash
# meant to be executed remotely/interactively for password prompts
# there's some annoying trash at the top of the remote ssh screen
clear
passwd
sleep 2
+157
View File
@@ -0,0 +1,157 @@
#!/usr/bin/env python3
import sys
import os
import logging
import argparse
import enum
import subprocess
import shutil
import pathlib
logging.basicConfig(format='%(message)s', level=logging.DEBUG)
logger = logging.getLogger(__name__)
DEVKIT_TOOL_FOLDER = os.path.expanduser('~/devkit-game')
# NOTE: only relevant to Frame + OS client with extra arguments
# sideloaded client on Frame supports full command line edit instead
STEAM_EXTRA_ARGS_FILE = os.path.expanduser('~/.config/systemd/user/steam.service.d/extra_args.conf')
class SteamStatus(enum.Enum):
# Supported values from steamos-get-status
OS = 2
OS_DEV = 3
SIDELOADED = 4
STATUS_STRINGS = [
( SteamStatus.OS, 'SteamStatus.OS' ),
( SteamStatus.OS_DEV, 'SteamStatus.OS_DEV' ),
( SteamStatus.SIDELOADED, 'SteamStatus.SIDELOADED' ),
]
# gamescope-session passes the execution to this script if it exists rather than start steam itself
DEVKIT_STEAM_TRAMPOLINE = os.path.expanduser('~/devkit-game/devkit-steam')
# this script executes the sideloaded Steam client (part of the steamos-devkit-service package)
SIDE_LOADED_STEAM_CLIENT = '/usr/share/steamos-devkit/bin/devkit-standalone.py'
def write_trampoline(text):
with open(DEVKIT_STEAM_TRAMPOLINE, 'w') as devkit_steam:
devkit_steam.write(text)
devkit_steam.flush()
os.chmod(DEVKIT_STEAM_TRAMPOLINE, 0o770)
# trying really hard to avoid leaving a zero sized trampoline if the deck is about to hang on the session restart coming next
subprocess.run(['/usr/bin/sync', DEVKIT_TOOL_FOLDER])
def get_os_info():
os_info = {}
try:
for k, v in [ s.split('=') for s in open('/etc/os-release').read().split('\n') if len(s) > 0 ]:
os_info[k] = v.strip('"')
except Exception as e:
logger.error(e)
logger.error('Failed to parse OS release file')
return os_info
if __name__ == '__main__':
parser = argparse.ArgumentParser()
parser.add_argument('--verbose', required=False, action='store_true')
parser.add_argument('--client', action='store', required=True, choices=[ v[1] for v in STATUS_STRINGS ])
parser.add_argument('--args', action='store', required=False, help='steam client command line arguments')
parser.add_argument('--gameid', required=True, action='store')
parser.add_argument('--gdbserver', action='store_true', required=False)
conf = parser.parse_args()
if conf.verbose:
logger.setLevel(logging.DEBUG)
else:
logger.setLevel(logging.INFO)
target = [ v for v in STATUS_STRINGS if v[1] == conf.client ][0][0]
logging.info(f'Set steam client on device to {target}')
if os.path.exists(DEVKIT_STEAM_TRAMPOLINE):
os.unlink(DEVKIT_STEAM_TRAMPOLINE)
os_info = get_os_info()
assert os_info is not None
is_deckard = os_info.get('VARIANT_ID', None) == 'vr'
if target == SteamStatus.OS:
if is_deckard:
# conf.args is the extra arguments for the normal Steam 'OS client', update it now
if conf.args is None or conf.args == '':
logger.info('Clearning extra arguments for normal Steam client')
if os.path.exists(STEAM_EXTRA_ARGS_FILE):
os.unlink(STEAM_EXTRA_ARGS_FILE)
subprocess.run(['systemctl', '--user', 'daemon-reload'], check=True)
else:
logger.info(f'Setting extra arguments for normal Steam client: {conf.args}')
os.makedirs(os.path.dirname(STEAM_EXTRA_ARGS_FILE), exist_ok=True)
with open(STEAM_EXTRA_ARGS_FILE, 'wt') as extra_args_file:
escaped_args = conf.args.replace('"', '\\"')
extra_args_file.write(f'[Service]\nEnvironment="STEAM_EXTRA_ARGS={escaped_args}"')
subprocess.run(['systemctl', '--user', 'daemon-reload'], check=True)
# When disabling a sideloaded client, also delete the ~/.steam symlinks:
# They will be re-created by the OS client when starting,
# this prevents SteamVR trying to use the sideloaded binaries that are still there for the steam API.
# (this may happen because SteamVR starts before Steam starts and has a chance to set those symlinks correctly)
for path in pathlib.Path(os.path.expanduser('~/.steam')).glob('*'):
if path.is_symlink():
try:
lnk = path.resolve()
if 'devkit-game' in str(lnk):
path.unlink()
print(f'Deleted: {path} -> {lnk}')
except Exception as e:
print(f'Error processing {path}: {e}')
logger.info('Devkit Steam client override is disabled - default OS client execution will resume.')
sys.exit(0)
os.makedirs(os.path.dirname(DEVKIT_STEAM_TRAMPOLINE), exist_ok=True)
# OS client
steam_client = '$HOME/.local/share/Steam/steam.sh'
if target == SteamStatus.SIDELOADED:
steam_client = '$HOME/devkit-game/steam/steam.sh'
if is_deckard:
# RUNSTEAM.sh checks for SIDELOADED_STEAMROOT="${HOME}/devkit-game/steam"
# this is consistent with sideload on Steam Deck, but we use a different name 'steamdeckard'
# will be addressed when reworking the sideload and debug strategy, for now just drop in a symlink
steam_symlink = os.path.expanduser('~/devkit-game/steam')
if os.path.lexists(steam_symlink):
if os.path.islink(steam_symlink):
os.unlink(steam_symlink)
else:
# this happens if an upload in Steam Deck mode was attempted against a Steam Frame for instance
# was an easy mistake to make before recent changes
logger.warning('warning: ~/devkit-game/steam exists but is not a symlink. Removing anyway.')
shutil.rmtree(steam_symlink)
os.symlink(
os.path.expanduser('~/devkit-game/steamdeckard'),
steam_symlink,
)
args = '"$@"'
if conf.args is not None:
args = conf.args
gdbserver = ''
if conf.gdbserver:
logger.info('Configuring for remote debugging via gdbserver')
gdbserver = 'export DEBUGGER="gdbserver 0.0.0.0:2345"'
write_trampoline('''#!/bin/bash
# Generated by steamos-set-steam-client, do not edit!
# configuration tag (do not delete): {}
{}
mkdir -p $HOME/.steam/steam/logs
exec {} {}
'''.format(
conf.client,
gdbserver,
steam_client,
args
))
@@ -0,0 +1,26 @@
Copyright (c) <year> <owner>. All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors
may be used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE
USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
@@ -0,0 +1,121 @@
Creative Commons Legal Code
CC0 1.0 Universal
CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE
LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN
ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS
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THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS PROVIDED
HEREUNDER.
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These owners may contribute to the Commons to promote the ideal of a free
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For these and/or other purposes and motivations, and without any
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vi. database rights (such as those arising under Directive 96/9/EC of the
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vii. other similar, equivalent or corresponding rights throughout the
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2. Waiver. To the greatest extent permitted by, but not in contravention
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irrevocably and unconditionally waives, abandons, and surrenders all of
Affirmer's Copyright and Related Rights and associated claims and causes
of action, whether now known or unknown (including existing as well as
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including without limitation commercial, advertising or promotional
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revocation, rescission, cancellation, termination, or any other legal or
equitable action to disrupt the quiet enjoyment of the Work by the public
as contemplated by Affirmer's express Statement of Purpose.
3. Public License Fallback. Should any part of the Waiver for any reason
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Waiver shall be preserved to the maximum extent permitted taking into
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extent the Waiver is so judged Affirmer hereby grants to each affected
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Related Rights in the Work (i) in all territories worldwide, (ii) for the
maximum duration provided by applicable law or treaty (including future
time extensions), (iii) in any current or future medium and for any number
of copies, and (iv) for any purpose whatsoever, including without
limitation commercial, advertising or promotional purposes (the
"License"). The License shall be deemed effective as of the date CC0 was
applied by Affirmer to the Work. Should any part of the License for any
reason be judged legally invalid or ineffective under applicable law, such
partial invalidity or ineffectiveness shall not invalidate the remainder
of the License, and in such case Affirmer hereby affirms that he or she
will not (i) exercise any of his or her remaining Copyright and Related
Rights in the Work or (ii) assert any associated claims and causes of
action with respect to the Work, in either case contrary to Affirmer's
express Statement of Purpose.
4. Limitations and Disclaimers.
a. No trademark or patent rights held by Affirmer are waived, abandoned,
surrendered, licensed or otherwise affected by this document.
b. Affirmer offers the Work as-is and makes no representations or
warranties of any kind concerning the Work, express, implied,
statutory or otherwise, including without limitation warranties of
title, merchantability, fitness for a particular purpose, non
infringement, or the absence of latent or other defects, accuracy, or
the present or absence of errors, whether or not discoverable, all to
the greatest extent permissible under applicable law.
c. Affirmer disclaims responsibility for clearing rights of other persons
that may apply to the Work or any use thereof, including without
limitation any person's Copyright and Related Rights in the Work.
Further, Affirmer disclaims responsibility for obtaining any necessary
consents, permissions or other rights required for any use of the
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d. Affirmer understands and acknowledges that Creative Commons is not a
party to this document and has no duty or obligation with respect to
this CC0 or use of the Work.
@@ -0,0 +1,446 @@
GNU LIBRARY GENERAL PUBLIC LICENSE
Version 2, June 1991 Copyright (C) 1991 Free Software Foundation, Inc.
51 Franklin St, 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 library GPL. It is numbered 2 because
it goes with version 2 of the ordinary GPL.]
Preamble
The licenses for most software are designed to take away your freedom to share
and change it. By contrast, the GNU General Public Licenses are intended to
guarantee your freedom to share and change free software--to make sure the
software is free for all its users.
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reproducing the content of the NOTICE file.
7. Disclaimer of Warranty. Unless required by applicable law or agreed to
in writing, Licensor provides the Work (and each Contributor provides its
Contributions) on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
KIND, either express or implied, including, without limitation, any warranties
or conditions of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR
A PARTICULAR PURPOSE. You are solely responsible for determining the appropriateness
of using or redistributing the Work and assume any risks associated with Your
exercise of permissions under this License.
8. Limitation of Liability. In no event and under no legal theory, whether
in tort (including negligence), contract, or otherwise, unless required by
applicable law (such as deliberate and grossly negligent acts) or agreed to
in writing, shall any Contributor be liable to You for damages, including
any direct, indirect, special, incidental, or consequential damages of any
character arising as a result of this License or out of the use or inability
to use the Work (including but not limited to damages for loss of goodwill,
work stoppage, computer failure or malfunction, or any and all other commercial
damages or losses), even if such Contributor has been advised of the possibility
of such damages.
9. Accepting Warranty or Additional Liability. While redistributing the Work
or Derivative Works thereof, You may choose to offer, and charge a fee for,
acceptance of support, warranty, indemnity, or other liability obligations
and/or rights consistent with this License. However, in accepting such obligations,
You may act only on Your own behalf and on Your sole responsibility, not on
behalf of any other Contributor, and only if You agree to indemnify, defend,
and hold each Contributor harmless for any liability incurred by, or claims
asserted against, such Contributor by reason of your accepting any such warranty
or additional liability. END OF TERMS AND CONDITIONS
APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following boilerplate
notice, with the fields enclosed by brackets "[]" replaced with your own identifying
information. (Don't include the brackets!) The text should be enclosed in
the appropriate comment syntax for the file format. We also recommend that
a file or class name and description of purpose be included on the same "printed
page" as the copyright notice for easier identification within third-party
archives.
Copyright [yyyy] [name of copyright owner]
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
@@ -0,0 +1,26 @@
Copyright (c) <year> <owner>. All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors
may be used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE
USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
@@ -0,0 +1,121 @@
Creative Commons Legal Code
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LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN
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These owners may contribute to the Commons to promote the ideal of a free
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For these and/or other purposes and motivations, and without any
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vii. other similar, equivalent or corresponding rights throughout the
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2. Waiver. To the greatest extent permitted by, but not in contravention
of, applicable law, Affirmer hereby overtly, fully, permanently,
irrevocably and unconditionally waives, abandons, and surrenders all of
Affirmer's Copyright and Related Rights and associated claims and causes
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equitable action to disrupt the quiet enjoyment of the Work by the public
as contemplated by Affirmer's express Statement of Purpose.
3. Public License Fallback. Should any part of the Waiver for any reason
be judged legally invalid or ineffective under applicable law, then the
Waiver shall be preserved to the maximum extent permitted taking into
account Affirmer's express Statement of Purpose. In addition, to the
extent the Waiver is so judged Affirmer hereby grants to each affected
person a royalty-free, non transferable, non sublicensable, non exclusive,
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of copies, and (iv) for any purpose whatsoever, including without
limitation commercial, advertising or promotional purposes (the
"License"). The License shall be deemed effective as of the date CC0 was
applied by Affirmer to the Work. Should any part of the License for any
reason be judged legally invalid or ineffective under applicable law, such
partial invalidity or ineffectiveness shall not invalidate the remainder
of the License, and in such case Affirmer hereby affirms that he or she
will not (i) exercise any of his or her remaining Copyright and Related
Rights in the Work or (ii) assert any associated claims and causes of
action with respect to the Work, in either case contrary to Affirmer's
express Statement of Purpose.
4. Limitations and Disclaimers.
a. No trademark or patent rights held by Affirmer are waived, abandoned,
surrendered, licensed or otherwise affected by this document.
b. Affirmer offers the Work as-is and makes no representations or
warranties of any kind concerning the Work, express, implied,
statutory or otherwise, including without limitation warranties of
title, merchantability, fitness for a particular purpose, non
infringement, or the absence of latent or other defects, accuracy, or
the present or absence of errors, whether or not discoverable, all to
the greatest extent permissible under applicable law.
c. Affirmer disclaims responsibility for clearing rights of other persons
that may apply to the Work or any use thereof, including without
limitation any person's Copyright and Related Rights in the Work.
Further, Affirmer disclaims responsibility for obtaining any necessary
consents, permissions or other rights required for any use of the
Work.
d. Affirmer understands and acknowledges that Creative Commons is not a
party to this document and has no duty or obligation with respect to
this CC0 or use of the Work.
@@ -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.
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