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Author SHA1 Message Date
spoopyghosty0 7202d6ae41 Vermillion 1.7.2: canvases are painted in the scene, so the hand and brush stay visible (frame.vermillion_scene_canvas, #200)
The game showed a canvas being painted as its own compositor layer, which the Frame draws in front of everything.
PaintableMesh.HasCompositorLayerAvailable and ShouldUseCompositorOverlay return false (Cpp2IL), so the game's own
fallback draws the canvas in the scene (Klownicle's finding). Catalog recipe, PLAYBOOK row, test.
2026-10-12 18:23:56 -04:00
spoopyghosty0 1c02ebe1d3 Lint: line lengths, unused import; scripts/upload_bench.py (upload speed by method, discussion #242) 2026-10-12 18:15:09 -04:00
spoopyghosty0 4cd7a2b5e8 Docs: patch list regenerated after merging the round's patches 2026-10-12 18:09:49 -04:00
spoopyghosty0 b8d5b3badc Cpp2IL: Unity 6.5 games use the development build (metadata v107)
No Cpp2IL release reads Unity 6.5's metadata yet ("We support 23-106, got 107"), so the text-field and MSAA
fixes were skipped for Wander 0.3570 (#198). When the release reports an unsupported metadata version, the
development branch's CI build (nightly.link, as Cpp2IL's README links it) is fetched into tools/cpp2il-nightly/
and used; cached errors of that kind get one retry with it. Checked with Wander 0.3570: it reads the v107
metadata and writes TMP_InputField, OVRDisplay and OculusLoader.
2026-10-12 18:07:00 -04:00
spoopyghosty0 375a9d9fe2 Wander 0.3570: Unity's thread keys share one real key (frame.unity_tls_key_pool, #198)
Bionic allows 128 pthread keys per process. Unity 6 takes about 40, and with Gecko, Firebase and the Frame's own
libraries Wander 0.3570 ran out: Firestore aborted at start ("cannot create thread specific key for
__cxa_get_globals()", #198, #202). Opt-in patch, suggested for Unity 6 with Firebase C++ or Gecko: libunity.so's
pthread_key_create/_delete and pthread_get/setspecific imports are renamed in place to fp_tkey_* (new
elf.rename_imports: undefined symbols only, shared names refused, versions set global) and libfp_tkeys.so
(native/tlskeys) is added to its DT_NEEDED; keys without a destructor become generation-tagged slots behind one
real key, everything else keeps real keys. Approach and the first helper by Klownicle (#198), reimplemented here.
Triage signature pthread-keys-exhausted, PLAYBOOK row, Wander's recipe updated to 0.3570.
2026-10-12 18:06:59 -04:00
spoopyghosty0 0c05f88c5e Game menu: Update app only (discussion #180)
Installs the new build and leaves the game data on the Frame as it is (the CLI's --apk-only): a normal update
re-sends every OBB whose size differs from the PC's copy, which replaced OBBs changed on the Frame (mods). Asks
first; Quest games on the Frame only. Resume after a failure keeps the kind of update.
2026-10-12 17:58:07 -04:00
spoopyghosty0 22a324764d Space check before installs uses the drive each game goes to (#205)
New games are checked against the drive chosen on the Frame page, installed ones against their own drive, from
the drive list fetched at connect and after install jobs (app.frame_drives). Internal storage's free space only
counts when no drive list is known. drives.target_drive/space_shortfalls are pure helpers with tests.
2026-10-12 17:58:06 -04:00
spoopyghosty0 62e28f655e GUI: file pickers work without the desktop portal (#208)
Flet's Linux picker asks the XDG desktop portal; window managers without one (IceWM, bare X11) answer
NameHasNoOwner and every pick raised. C.pick_files / C.pick_dir now fall back to zenity or kdialog (kdialog
first on KDE; core/pickers.py, run off the UI loop), and without either to a "type the full path" box. All
twelve pickers go through them.
2026-10-12 17:58:06 -04:00
spoopyghosty0 d4ea0a27bb Linux apps: the desktop icon has its own switch, and one deleted by hand stays deleted (#212)
Agent 83: deployment.json desktop_icon (default on); refresh_desktop_entries only updates a desktop copy that is
there; desktop_entry takes icon=. Game page: "In the app menu" and "On the desktop" switches.
2026-10-12 17:58:02 -04:00
spoopyghosty0 401fbed1d5 Games on drives with a space in their name start again; EOS keychain loop patch; Climb's CryEngine detected
- Agent 83: Valve's Lepton pastes the game's paths unquoted into shell commands (liblepton mounting.sh), so a game on
  a card named "Steam Frame 512g" never got its internal storage (no saves, no SharedPreferences). The Quest launcher
  now links the game folder to ~/.local/share/frameport/lepton-paths/<pkg> at every start and gives Lepton that path;
  upgrade_launchers converts existing launchers, move and uninstall handle the link (#213, #214, #215, #221).
- frame.eos_keychain_loop (opt-in, offered by triage): Epic Online Services' resetKeychain returns at once, so a
  keychain it can't write no longer loops forever (Beyond Sandbox, #214).
- Triage lepton-data-link-failed and eos-keychain-loop.
- CryEngine also from libAndroidLauncher.so + a .cryproject (Climb 1, #238); ANALYSIS_VERSION 12.
2026-10-12 17:55:03 -04:00
spoopyghosty0 9bfb2ddd3b Catalog: 15 new working recipes, Beat Saber and Waltz of the Wizard re-verified
Ladder, Munkr Funkr, MacacoVR, Vampire Survivors, Dance Central, NFL PRO ERA II, Swarm 2, Totally Baseball,
Drunkn Bar Fight, Drunkn Bar Fight 2, Fruit Ninja, Kill It With Fire VR, Superfly, FrenzyVR, Dungeons of Eternity.

Closes #243, closes #241, closes #236, closes #234, closes #228, closes #226, closes #224, closes #223,
closes #222, closes #220, closes #207, closes #219, closes #218, closes #217, closes #216, closes #211,
closes #210, closes #206
2026-10-12 17:09:20 -04:00
spoopyghosty0 ea2522a45d Merge pull request #225 from spoopyghosty0/showcase/update
Update docs screenshots and videos
2026-10-12 16:56:14 -04:00
spoopyghosty0 fa67b36d20 Docs: update screenshots and videos 2026-10-12 20:33:12 +00:00
spoopyghosty0 972f5c7147 Showcase: the install video hovers 'Quest games' (the Frame page's readiness rows lost '(Lepton)' in c477070) 2026-10-12 16:16:55 -04:00
spoopyghosty0 c477070772 GUI: plainer words, readable dim text, quieter empty tabs, one way to connect, portal switches
- Plain words: patch titles lose bracketed internals unless Show technical details is on (C.patch_title); a passed launch test just says so, how far it got shows only when it fails (C.test_line); Frame page readiness says Quest games / PC VR games and storage drops the file system (reason in a tooltip); the failure pop-up says where it stopped, that Resume continues and that saves and signing keys are kept. Engine and VR API stay on the game page; the OpenXR runtime and game launch capacity checks stay; the first start still names its tools.
- Readable dim text: TEXT_3 is #868A96 (Portal, Portal OLED) and #868B9C (Original), at least 4.5:1 on the window, sidebar, cards and raised panels (was 3.6-4.4:1); a test keeps the built-in themes there.
- Quieter empty tabs: the not-connected Files, Screenshots, Live view, Type on Frame and Monitor tabs show one sentence and Connect above a faint sketch of the tab (C.ghost_preview) instead of three feature cards; the Live view shows one Start button and no feature cards.
- The connect page has one way in: "Set up your Frame" up front (no password, nothing changes until you allow it), "Already set up?" below, the address and password behind "Connect by address…"; no 1/2/3 numbers.
- Consistency: every switch is C.switch, with the portal gradient painted under a transparent track (the real Switch keeps keyboard, focus and semantics), a dark thumb with a check when on and a grey one with a cross when off (the same size); where a patch came from is blue information, not orange; the platform filter says "Quest/Android"; the welcome screen says "Set up your Frame".
- Showcase: the live-view shot waits for "Ready when you are"; the install video clicks "Set up your Frame".
2026-10-12 15:46:14 -04:00
spoopyghosty0 2c1b901728 Site: less template, more FramePort
- Section labels name what you do there ("See how it works", "See what runs", "Get started") instead of 01-07; plain headlines ("What happens when you click Install on Frame", "FramePort patches the games that don't run as they are"); the hero's eyebrow is gone; nav "Install" -> "Get started" (no clash with the /install/ link page)
- Phones and narrow windows (below 1120 px) get a Menu panel instead of a hidden or wrapping nav; on phones the download buttons say "Get it on your PC"; no three.js on data saver or 2G/3G; the install log drops its detail column under 600 px
- The download page says why Windows and macOS warn on first start (self-signed) and where the SHA-256 sums are; Get started step 3 says nothing changes on the Frame until you click Allow, with a link to the script
- The app tour's screenshots and videos sit behind one disclosure; the game-maker panel shows the demo button on its own stage with the HTML behind "Show the HTML"; Compare without icon tiles, Free and open source stays the emphasized card
- Quieter motion: no cursor light, pointer-lit heading gradient or film grain; sections settle in with a 10 px rise, heading words rise without the tilt, labels decode once, a faint click ripple, a gentler hero lean, a lighter spring (--ease-spring); the warp field, the contributor dock and the gradient changelog version stay
- Readability: dim text #868a96 (4.77:1+), themed placeholders, pending install-log stages stay readable, no labels under 11px, the walkthrough shows each platform's real file and program (was "?os=linux" and FramePort.exe)
- Impeccable design-tool files (PRODUCT.md, DESIGN.md, .impeccable/) are ignored: they stay local
2026-10-12 12:57:12 -04:00
spoopyghosty0 80ef9ca6a7 Site: release and contributor data refreshed (1.0.4) 2026-10-11 21:30:25 -04:00
spoopyghosty0 c744f8740b Site: the games board lists games in a random order on every visit (working games first, then with issues, then not running) 2026-10-11 21:30:13 -04:00
spoopyghosty0 859f921361 Monitor: games Steam runs that FramePort didn't install count (e.g. Job Simulator from Steam's store, named from its appmanifest; End game = Steam's Exit game), overlay apps are never the game being played, and the newest game comes first (agent v81) 2026-10-11 17:27:10 -04:00
spoopyghosty0 6acf9d048e App icon: all four corners rounded (only the top-left one was); source runs on Windows show FramePort's icon instead of Flet's (window.icon from an .ico made of it) 2026-10-11 14:40:32 -04:00
spoopyghosty0 cf18b30be9 Uninstall dialog: the delete-saves checkbox label wraps (it ran past the dialog; also the delete-files-on-this-PC, share-recipe and remove-FramePort checkboxes), games uninstalled from the Frame page show their name; Monitor: the agent's own workers aren't a running game (uninstalling showed the game as now playing while Steam restarted; agent v80) 2026-10-11 14:33:47 -04:00
spoopyghosty0 eec0218b1d FramePort 1.0.4 2026-10-11 14:13:56 -04:00
spoopyghosty0 526ba0a684 Launch tests: a game that ran until the session ended for lack of a worn headset (VrApi bridge tracking deadline) passes, even when it crashes afterwards (BlazeRush 'Failed to launch' on install, GitHub #57) 2026-10-11 14:12:04 -04:00
spoopyghosty0 23b6ff1b5e Dev: WSL source runs can share the Windows copy's data folder (FRAMEPORT_WINDOWS_DATA=1): paths saved by the other side are translated on load, Java and Cpp2IL keep one copy per OS, and such runs leave the link handler alone 2026-10-11 13:59:37 -04:00
spoopyghosty0 00c6863e54 FramePort 1.0.3 2026-10-11 13:31:33 -04:00
spoopyghosty0 4863035a05 catalog: Robo Recall gets sync_guard (vrclient xrSyncActions crash on the splash after the intro, GitHub #188) 2026-10-11 13:31:20 -04:00
spoopyghosty0 a30162ea63 Fixes from reports: update dialog links open again (#194), a relaunched update no longer inherits the old app's Flet/Python environment (black window, #195), report form says to attach the zip in a comment if the box won't take it (#196), Job Simulator and Vacation Simulator without Lepton's Android window (frozen hands, #193/#163) 2026-10-11 13:27:18 -04:00
spoopyghosty0 24eaa97fde GUI: one window per data folder (a second start brings it to the front, a windowless leftover is ended), the process ends with its window, and checked play sessions get one pop-up instead of one per game 2026-10-11 13:20:31 -04:00
spoopyghosty0 767b152423 Merge catalog recipe from #183 2026-10-11 12:29:42 -04:00
github-actions[bot] 10e7669f70 catalog: com.drawandcode.TaskmasterVR (from #183) 2026-10-11 16:29:18 +00:00
spoopyghosty0 76c4f2d225 FramePort 1.0.2 2026-10-11 12:28:58 -04:00
spoopyghosty0 3a851e911f frame.ovr_stable_user: games keep the same Meta user id between starts (OVRPort made up a new one each time, so saves filed under it were lost; GitHub #182) 2026-10-11 12:22:02 -04:00
spoopyghosty0 2912d637b5 FAQ: where a game's settings are and how to diagnose and fix games that don't start, hang, look wrong, stutter, pause, lose progress or need your files; site data refreshed for 1.0.1 2026-10-11 10:48:56 -04:00
spoopyghosty0 5c070ccf23 Merge catalog recipe from #181
# Conflicts:
#	docs/PATCHES.md
2026-10-11 10:11:56 -04:00
spoopyghosty0 b979067215 Merge catalog recipe from #176
# Conflicts:
#	docs/PATCHES.md
2026-10-11 10:11:41 -04:00
spoopyghosty0 4440b459e5 Merge catalog recipe from #175
# Conflicts:
#	docs/PATCHES.md
2026-10-11 10:11:31 -04:00
spoopyghosty0 09b8046337 Merge catalog recipe from #174 2026-10-11 10:11:21 -04:00
github-actions[bot] 867b9977d5 catalog: com.SchellGames.DieScreaming (from #176) 2026-10-11 14:10:09 +00:00
github-actions[bot] 80092098e0 catalog: com.schellgames.ieytd3 (from #181) 2026-10-11 14:10:06 +00:00
github-actions[bot] 9713da222a catalog: com.WhiteDoorGames.Cosmodread (from #174) 2026-10-11 14:10:05 +00:00
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+1 -1
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@@ -38,6 +38,6 @@ body:
id: logs
attributes:
label: Diagnostics
description: Drag the FramePort-diag-*.zip here (max 25 MB)
description: "Drag the FramePort-diag-*.zip here (max 25 MB). If the box won't take it, submit the report and attach the zip in a comment."
validations:
required: true
+5
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@@ -30,3 +30,8 @@ site/src/assets/media/
site/media-hq/
site/public/s
site/public/setup.sh
# Impeccable design-tool files (kept local, not in the repo)
/PRODUCT.md
/DESIGN.md
/.impeccable/
+29 -3
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@@ -69,6 +69,10 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
Live Frame data comes from one app-owned `app.monitor_hub` (`frame/monitor_hub.py`): subscribers name modules +
interval, the hub runs one agent `_monitor` stream (union of modules, fastest interval; per-module collection
needs agent v73), reconnects after a lost stream and stops it when nobody subscribes; `_poll` retries an "error".
Games in a sample (agent v81): FramePort's own (launch.sh / container / Proton folder), any other game Steam's
reaper runs (`steam:<appid>`, title from the appmanifest, e.g. Job Simulator from Steam's store; not SteamVR, not
devkit entries; End game = Steam's Exit game), overlay apps flagged `overlay` and listed last; newest first. The
UI takes `frame/monitor.main_game(sample)` (never an overlay app alone). The agent's own workers never count.
Subscribers: "monitor" (the Monitor tab, everything, only while shown) and "card" = the sidebar's live Frame card
(`ui/frame_card.py` helpers: battery ring, "now playing" row with fps + 2-min sparkline → click opens Monitor;
games + battery every 5 s, paused while a job's stage is "Upload…", only while connected and setting
@@ -323,8 +327,17 @@ Games tests: `pytest -m games` (FRAMEPORT_GAMES=<downloads dir>); on-device chec
native layer test: `FRAMEPORT_NATIVE_TESTS=1 pytest -m native` (compiles with the NDK, ~2 min on NTFS).
Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattributes`).
- `FRAMEPORT_HOME=<dir>` isolates all app data (tests use it); `FRAMEPORT_JAVA/_OVERPORT_JAR/_APKSIGNER_JAR` override
managed tools. Real app data (WSL): `~/.local/share/frameport` (tools, overport workspace + game keystores, library,
artwork, frames.json, the app's SSH key which the dev Frame authorizes).
managed tools. **The owner's real app data is the Windows copy's: `%LOCALAPPDATA%\FramePort`** (= `/mnt/c/Users/
<user>/AppData/Local/FramePort`; tools, overport workspace + game keystores, library, artwork, frames.json, the app's
SSH key which the dev Frame authorizes; moved from WSL's `~/.local/share/frameport` on 2026-10-11, which is now only
a stale backup). The desktop shortcut "FramePort (dev)" runs the source checkout natively on Windows
(`%LOCALAPPDATA%\FramePort-dev\launch-frameport-dev.vbs`: venv `FramePort-dev\venv` via `UV_PROJECT_ENVIRONMENT`,
`uv sync --frozen`, log `FramePort\logs\dev-gui.log`). **WSL runs on that data need `FRAMEPORT_WINDOWS_DATA=1`**
(set in `.claude/settings.local.json`; `paths.shares_windows_data`): the data folder becomes the Windows one, saved
paths from the other side are translated on load (`paths.localize`: /mnt/d/X <-> D:\X in library.json, tools.json,
PC deployment records), Java/Cpp2IL keep one copy per OS (tools.json `java-<os>-<arch>`), and the link handler isn't
registered (it would point the Windows copy's links at WSL). Don't run a WSL GUI and the Windows GUI at once
(the gui.lock flock/msvcrt locks don't see each other; only the gui.alive heartbeat does).
- Device checks: `frameport test <pkg>` / `frameport parity-device --results <parity.json> --baseline <launch.txt>
[--test-only]`; the pre-FramePort baseline is `PATCHED/_known-good-2026-09-28/_frame-state/baseline-launch.txt`.
- Docs screenshots + videos (docs/SHOWCASE.md): never by hand. `uv run python scripts/showcase/render_docs.py`
@@ -352,6 +365,11 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
`T.px(n)`, Material defaults through the theme's text_theme; never hardcode a bare pixel number in ui/.
`scripts/ui_smoke.py --scale 1.5 --viewport 2560x1440` renders it. Flet draws a grey box for invalid layouts (e.g.
an `expand` child in a `wrap=True` Row).
- One GUI per data folder (`core/instance.py`, 2026-10-11): `<data>/gui.lock` (flock/msvcrt, pid inside); a second
start asks the open window to come to the front (`gui.focus`, read by `_watch_links`) and exits; a lock held with no
window (no `gui.alive`) and older than 30 s is a leftover FramePort process and is ended. `main()` ends the process
(`os._exit`) once `ft.run` returns: background threads (re-analysis, session triage) used to keep a windowless
process running. Session triage shows one pop-up for all games of a burst (`_announce_sessions`).
- Stopping the GUI: `pkill -f` patterns match your own shell — use `pgrep -f "[b]in/frameport-gui|[f]let-desktop-light"`.
## Round-2 polish (2026-10-02)
@@ -790,6 +808,13 @@ index lines; no index (fp_spirv) = the old newest-by-mtime 4 MB. One JSON line (
is read whole by `Frame.agent` (fine at that size); `_Writer.fit` drops the least recently used modules last, after
cutting logs, to stay under the 24 MB zip limit.
**Unreal OBB check (GitHub #159, 2026-10-10):** Epic's DownloaderActivity checks OBB name+size (OBBData), then with `bVerifyOBBOnStartUp=true` CRCs the whole OBB; its screens are invisible in Lepton (stuck at `Displayed …/.DownloaderActivity`, triage `unreal-obb-check-stuck`) → `frame.unreal_skip_obb_check` (analysis `unreal_verify_obb`, ANALYSIS_VERSION 11) flips the manifest boolean (`axml.set_meta_data_bool`); skips only the CRC pass. Host-tested only.
**Meta user id (GitHub #182, 2026-10-11):** OVRPort's platform loader (runtimes 3.4.3-23204ea and -aa54c3f) answers
`ovr_GetLoggedInUserID` (and two other callers) without a Meta account with a made-up id from a helper (`stp; mov x29,
sp; bl random; …; mov/movk x9 = 0x53444835ec580000 (6e18); add x0, x8, x9; ldp; ret`), kept only in memory → a new id
every start; Walkabout Mini Golf files saves under `Profiles/Oculus/<id>/` and lost all progress. `frame.ovr_stable_user`
(default_on, detect = the game has libovrplatformloader.so) rewrites the helper to `mov x0, <6e18 + 32 bits of
sha256(package, keystore)>; ret`: stable per game and per user (keystores are personal), so online games never see two
FramePort users as one. Found in every PATCHED build checked. Host-tested only; upstream candidate.
**Vivox API 31 (GitHub #101, 2026-10-09):** newer Vivox builds (Green Hell VR) call Android 12 AudioManager
communication-device methods from `com.vivox.sdk.AudioChangeListener` with no SDK check → NoSuchMethodError on Lepton's
Android 11. `frame.vivox_audio_route` (analysis `vivox_api31`, ANALYSIS_VERSION 4) makes every such method return at
@@ -820,7 +845,8 @@ on the dev Frame) in `files/framebridge-vrapi-fov.txt` and answers with it at th
r_3dwidth/height, r_width/height from the runtime eye size (FrameBridge logs `runtime recommended eye size`) × scale,
written at finalize, set_settings and by launch.sh before Lepton starts (`_config_sync`). Headless runs at scale 1.7
end in `zink: DEVICE LOST` right after the bridge's 30 s no-tracking deadline tears the session down (gpu fault at the
teardown; not at scale 1.0): a headless-only artifact, the headset never hits that deadline.
teardown; not at scale 1.0): a headless-only artifact, the headset never hits that deadline. Launch tests count an exit/crash after
such a line as a pass (triage.yaml `headless_end`, finding `headless-end`; GitHub #57 "Failed to launch" on install).
**Session triage (agent v70, 2026-10-09):** launch tests never reach FOCUSED, so real play sessions are triaged
too. list_installed gives each game `last_play` {start, end, test} from `<anchor>/plays.log` (launch tests write a
`test <unix>` line first → test sessions are only marked); `session_log` returns the newest session's launch.log
+128 -17
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@@ -44,7 +44,7 @@ try:
except ImportError: # Windows: pc_revive loads this file for its VDF code only (GitHub #131)
fcntl = None
AGENT_VERSION = 79
AGENT_VERSION = 83
HOME = os.path.expanduser("~")
STEAM = os.path.join(HOME, ".local/share/Steam")
ANCHORS = os.path.join(HOME, "Applications/quest-frame")
@@ -2890,10 +2890,57 @@ def cmd_prepare(args):
"free_bytes": free, "lepton": lepton}
# Valve's Lepton pastes the game's paths unquoted into shell commands (liblepton mounting.sh: `sh -c "... ln -s
# ${STEAM_COMPAT_DATA_PATH}/internal/<pkg> /data/data/<pkg>"`, `lepton_basename ${APK}`), so a game on a drive whose
# name has a space ("Steam Frame 512g") never gets its internal storage: no saves, no SharedPreferences, and e.g. Epic's
# EOS SDK retries its keychain forever (GitHub #213/#214/#215/#221). Such games reach Lepton through a link without
# spaces, made again at every start (a card can be mounted elsewhere); deployment.json keeps the real path.
LEPTON_PATHS = os.path.join(HOME, ".local/share/frameport/lepton-paths")
LEPTON_SAFE_RE = re.compile(r"[A-Za-z0-9._/+@%=:,-]+")
APP_DIR_RE = re.compile(r"^(?:mkdir -p \S*lepton-paths\S* && ln -sfn .*\n)?app_dir=(.*)$", re.M)
def app_dir_lines(base, pkg):
"""The launcher's app_dir line for a game in `base` (a link line first when Lepton can't take that path)."""
if LEPTON_SAFE_RE.fullmatch(base):
return "app_dir=" + shlex.quote(base)
link = os.path.join(LEPTON_PATHS, pkg)
return (f"mkdir -p {shlex.quote(LEPTON_PATHS)} && ln -sfn {shlex.quote(base)} {shlex.quote(link)}"
f" # Lepton can't take paths with spaces\napp_dir={shlex.quote(link)}")
def remove_lepton_path(pkg):
try:
os.remove(os.path.join(LEPTON_PATHS, pkg))
except OSError:
pass
def set_app_dir(text, base, pkg):
"""launch.sh with its app_dir line(s) for `base`; (text, False) when it has none."""
text, n = APP_DIR_RE.subn(lambda m: app_dir_lines(base, pkg), text, count=1)
return text, bool(n)
def launcher_base(text, pkg):
"""The game folder a Quest launcher points at (the link's target when it goes through LEPTON_PATHS), or None."""
m = APP_DIR_RE.search(text)
if not m:
return None
try:
words = shlex.split(m.group(0).splitlines()[0], comments=True)
except ValueError:
return None
if m.group(0).startswith("mkdir -p ") and len(words) >= 8 and words[3:6] == ["&&", "ln", "-sfn"]:
return words[6]
value = shlex.split(m.group(1)) if m.group(1) else []
return value[0] if len(value) == 1 else None
LAUNCH_SH = (r"""#!/usr/bin/env bash
# Steam Frame launcher for {title} ({pkg}). Generated by FramePort.
set -euo pipefail
app_dir={base_q}
{app_dir}
[[ -d "$app_dir/lepton-app" ]] || {{ echo "Game files missing at $app_dir (storage not mounted?)" >&2; exit 1; }}
{single}
# Some games (Unreal cloud saves, SUPERHOT's cloud/data: mode 1700) create folders without write/search permission
@@ -3004,6 +3051,10 @@ def upgrade_launchers():
new = set_gamepad_line(new, wants_gamepad(os.path.dirname(path)))
new = set_config_sync_line(new, os.path.basename(os.path.dirname(path)),
wants_config_sync(os.path.dirname(path)))
pkg = os.path.basename(os.path.dirname(path))
base = launcher_base(new, pkg)
if base: # games on a drive whose path has a space reach Lepton through a link (agent v83)
new = set_app_dir(new, base, pkg)[0]
if "a Linux app. Generated by FramePort" in new and "FRAMEPORT_DESKTOP" not in new:
new = upgrade_linux_launcher(new)
if OLD_WATCHDOG in new and "parent=$PPID" not in new:
@@ -3361,7 +3412,7 @@ def upgrade_linux_launcher(text):
def write_launcher(anchor, base, pkg, title, appid, lepton, env, hw_video=False, gamepad=False, config_sync=False):
extra = "".join(f"export {k}={shlex.quote(str(v))}\n" for k, v in (env or {}).items()
if re.fullmatch(r"[A-Z_][A-Z0-9_]*", k))
text = LAUNCH_SH.format(title=title.replace("\n", " "), pkg=pkg, base_q=shlex.quote(base), appid=appid,
text = LAUNCH_SH.format(title=title.replace("\n", " "), pkg=pkg, app_dir=app_dir_lines(base, pkg), appid=appid,
lepton_q=shlex.quote(lepton), extra_env=extra, watchdog=WATCHDOG,
dashboard=dashboard_line(), logcat=logcat_line(), single=SINGLE_LINE,
video_codec=wrapper_lines(hw_video, gamepad),
@@ -4529,7 +4580,8 @@ def cmd_finalize_linux(args):
"sha256": args.get("exe_sha256"),
"missing_libraries": missing, "recipe": args.get("recipe"), "installed_by": "frameport",
"launcher": {"env": args.get("env") or {}}, "desktop_entry": args.get("desktop_entry", True) is not False,
"files": {"app": want or {}}, "agent_version": AGENT_VERSION, "time": time.time()}
"desktop_icon": args.get("desktop_icon", True) is not False, "files": {"app": want or {}},
"agent_version": AGENT_VERSION, "time": time.time()}
with open(os.path.join(anchor, "deployment.json"), "w") as f:
json.dump(dep, f, indent=2)
try: # the app's own icon (GitHub #99), found again for every install: a new version may bring another
@@ -4832,9 +4884,11 @@ def desktop_entries(pkg=None, folder=None):
return out
def write_desktop_entry(pkg):
"""The app's menu entry, plus a copy on ~/Desktop when that folder exists (Plasma starts executable .desktop files
there without asking). Returns {"menu": path, "desktop": path or None, "changed": bool}."""
def write_desktop_entry(pkg, refresh=False):
"""The app's menu entry, plus a copy on ~/Desktop when that folder exists and deployment.json's "desktop_icon"
isn't off (Plasma starts executable .desktop files there without asking). `refresh` (every connection) only
updates a desktop copy that is there: one the user deleted stays deleted (GitHub #212). Returns {"menu": path,
"desktop": path or None, "changed": bool}."""
anchor = os.path.join(ANCHORS, pkg)
dep = deployment(pkg)
if not dep:
@@ -4846,10 +4900,16 @@ def write_desktop_entry(pkg):
os.remove(path)
menu = os.path.join(DESKTOP_APPS, name)
changed = _write_if_changed(menu, text, 0o755)
desk = None
if os.path.isdir(DESKTOP_DIR):
desk = os.path.join(DESKTOP_DIR, name)
desk = os.path.join(DESKTOP_DIR, name)
if dep.get("desktop_icon", True) is False:
if os.path.exists(desk):
os.remove(desk)
changed = True
desk = None
elif os.path.isdir(DESKTOP_DIR) and not (refresh and not os.path.exists(desk)):
changed = _write_if_changed(desk, text, 0o755) or changed
else:
desk = None
return {"menu": menu, "desktop": desk, "changed": changed}
@@ -4879,7 +4939,7 @@ def refresh_desktop_entries():
continue
wanted.add(dep["package"])
try:
if write_desktop_entry(dep["package"])["changed"]:
if write_desktop_entry(dep["package"], refresh=True)["changed"]:
changed.append(dep["package"])
except (OSError, AgentError):
pass
@@ -4891,7 +4951,8 @@ def refresh_desktop_entries():
def cmd_desktop_entry(args):
"""Turn a Linux app's Desktop Mode entry on or off (deployment.json keeps the choice)."""
"""Turn a Linux app's Desktop Mode entry on or off, and with `icon` its copy on the desktop (agent v83; deployment
.json keeps both choices)."""
pkg = check_pkg(args["package"])
dep = deployment(pkg)
if not dep or dep.get("kind") != "linux":
@@ -4901,6 +4962,8 @@ def cmd_desktop_entry(args):
with open(path) as f:
raw = json.load(f)
raw["desktop_entry"] = on
if args.get("icon") is not None:
raw["desktop_icon"] = bool(args["icon"])
with open(path + ".tmp", "w") as f:
json.dump(raw, f, indent=2)
os.replace(path + ".tmp", path)
@@ -5095,6 +5158,7 @@ def cmd_uninstall(args):
remove_empty_drive_dir(base)
if linux:
remove_desktop_entries(pkg)
remove_lepton_path(pkg)
anchor = os.path.join(ANCHORS, pkg)
removed_sc = False
if args.get("remove_shortcut") and steam_users():
@@ -5181,7 +5245,7 @@ def rebase_launcher(dep, anchor, new):
kind = dep.get("kind", "quest")
launcher = dep.get("launcher")
if kind == "quest":
text, n = re.subn(r"^app_dir=.*$", lambda m: "app_dir=" + shlex.quote(new), text, count=1, flags=re.M)
text, n = set_app_dir(text, new, pkg)
if not n:
raise AgentError("launch.sh has no app_dir line; reinstall the game once, then move it")
elif kind == "linux" and launcher is not None:
@@ -6604,6 +6668,10 @@ MON_CRITICAL = ("steam", "steamwebhelper", "reaper", "vrserver", "vrcompositor",
# processes whose command line can name a game (only these are read: cmdlines of ~500 processes cost too much)
MON_ROOT_COMMS = ("conmon", "launch.sh", "reaper", "bash", "sh")
MON_ROOT_PREFIXES = ("python", "proton", "pv-", "wine", "steam-runtime")
AGENT_FILES = {os.path.abspath(__file__), os.path.realpath(__file__)}
STEAM_GAME = "steam:" # monitor: a game Steam started that FramePort didn't install ("steam:<appid>", e.g. a Lepton
# game from Steam's store); its title comes from the appmanifest
REAPER_APPID = re.compile(r"\bAppId=(\d+)")
MON_GROUPS = ( # (group, comm prefixes), first match wins; games are found by their process tree
("steamvr", ("vr", "XRService", "V4L2Cam", "eyetracking", "proxmicmute", "systemlayer")),
("steam", ("steam", "reaper", "fossilize")),
@@ -6935,6 +7003,7 @@ class Monitor:
self.logs = {} # launch.log path -> [offset, fps, avg ms, time of the line]
self.deps = []
self.deps_at = -1e9
self.steam_titles = {}
self.tick = 0
self.last = None # time of the previous sample
self.disk_at = -1e9
@@ -7035,10 +7104,16 @@ class Monitor:
m = re.search(r"lepton-steamlaunch-(\d+)", cmd)
if m and m.group(1) in by_appid:
root = (by_appid[m.group(1)]["package"], "container")
else:
elif not any(a in cmd for a in AGENT_FILES):
# the agent's own workers name a game's launch.sh too (uninstall's shortcut removal while Steam
# restarts): they aren't the game (helpers launch.sh starts still count, as its children)
pkg = next((k for path, k in anchors if path in cmd), None) or \
next((k for base, k in bases if base in cmd), None)
root = (pkg, "launcher") if pkg else None
m = REAPER_APPID.search(cmd) if comm == "reaper" and not pkg else None
# any other game Steam runs (its reaper); not SteamVR itself, not a devkit entry of ours
if m and m.group(1) not in by_appid and m.group(1) != STEAMVR_APPID and "/devkit-game/" not in cmd:
root = (STEAM_GAME + m.group(1), "steam")
self.root_cache[key] = root
if self.root_cache[key]:
roots[pid] = self.root_cache[key]
@@ -7116,7 +7191,7 @@ class Monitor:
deps = {d["package"]: d for d in self.deployments(now)}
out = []
for pkg in sorted({v[0] for v in self.roots.values()}):
d = deps.get(pkg) or {}
d = deps.get(pkg) or (self.steam_game(pkg[len(STEAM_GAME):]) if pkg.startswith(STEAM_GAME) else {})
pids = [p["pid"] for p in self.procs if p["game"] == pkg]
cpu = sum(p["cpu"] for p in self.procs if p["game"] == pkg)
rss = sum(p["rss"] for p in self.procs if p["game"] == pkg)
@@ -7136,10 +7211,25 @@ class Monitor:
"appid": d.get("appid"), "elapsed": max(ages) if ages else None,
"cpu": round(max(cpu, 0.0), 1), "mem": mem if mem is not None else rss,
"gpu": round(sum(self.gpu_pct.get(p, 0.0) for p in pids), 1),
"fps": fps, "frame_ms": ms, "processes": len(pids)})
"fps": fps, "frame_ms": ms, "processes": len(pids), "overlay": is_overlay(d)})
# the game in front first: overlay apps (they run next to games) last, then the most recently started
out.sort(key=lambda g: (g["overlay"], g["elapsed"] is None, g["elapsed"] or 0))
self.games = out
return out
def steam_game(self, appid):
"""{title, kind, appid} of a Steam game FramePort didn't install (cached: appmanifest/shortcuts reads)."""
if appid not in self.steam_titles:
app = find_app_id(appid)
name = (app or {}).get("name")
if not name:
for user in steam_users():
name = shortcut_names(user).get(appid)
if name:
break
self.steam_titles[appid] = name or f"App {appid}"
return {"title": self.steam_titles[appid], "kind": "steam", "appid": appid}
def filtered(self, now=None):
procs = self.procs
span = (now - self.scan_prev) if now is not None and self.scan_prev is not None else 0.0
@@ -7285,8 +7375,29 @@ class Monitor:
return {"ended": False, "pid": pid, "name": comm}
def steam_app_running(appid):
"""A Steam reaper runs this app id (a Steam game FramePort didn't install)."""
for name in os.listdir(PROC):
if name.isdigit() and _rd(f"{PROC}/{name}/comm").strip() == "reaper" and \
re.search(rf"\bAppId={appid}\b", _rd(f"{PROC}/{name}/cmdline").replace("\0", " ")):
return True
return False
def monitor_end_game(pkg, wait=6.0):
"""Steam's Exit game for a FramePort game (so Steam's session ends cleanly), then cmd_stop if it still runs."""
"""Steam's Exit game for a FramePort game (so Steam's session ends cleanly), then cmd_stop if it still runs.
A Steam game FramePort didn't install ("steam:<appid>"): Steam's Exit game only."""
if str(pkg).startswith(STEAM_GAME):
appid = str(pkg)[len(STEAM_GAME):]
if not appid.isdigit():
raise AgentError(f"bad Steam app id {appid!r}")
if not steam_app_running(appid):
return {"ended": True, "via": None, "package": pkg, "note": "not running"}
steam_js(f"SteamClient.Apps.TerminateApp('{appid}', false)")
end = time.monotonic() + wait
while time.monotonic() < end and steam_app_running(appid):
time.sleep(0.5)
return {"ended": not steam_app_running(appid), "via": "steam", "package": pkg}
pkg = check_pkg(pkg)
dep = deployment(pkg)
if not dep:
+1
View File
@@ -2,6 +2,7 @@
e7554c6343ee2989b0a273ee6230e65c25bfe6499eefd00de19f5f0fee58754f ./arm64-v8a/libfp_langpack.so
321da502e0f8f46f0880aad39fe6b84bdef88f925164568814cf704a1b31a577 ./arm64-v8a/libfp_ovrp.so
40defdaddcda53bd2649eb48076fae1622bfc2bfc88e9e03c94fc8b45af2a4f2 ./arm64-v8a/libfp_ovrtrace.so
0167c2fde5dfde62897f9d85afc4fc8e97784e988b5b8df6cea8c407240b3424 ./arm64-v8a/libfp_tkeys.so
e8c0965c188665a4e565e4a3af983ef1866d1cf9225665cc90d8df286bc96ef3 ./arm64-v8a/libfp_vk.so
383054f8b3b41dde76d062c71856cd3163655e50009c08454bc1793f393ead65 ./arm64-v8a/libfpg.so
5432674a59d02f411cd853a5dc57e3fa547d1ac518f25bf433fc54c43677177a ./arm64-v8a/libfpglmv.so
Binary file not shown.
+9 -7
View File
@@ -10,12 +10,14 @@ frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-05'
known_good_sha256: 522cfebf954e1cab6054798479b0b32c5ba9e38cca83dd98db2ac0f7e3c0802a
app: 0.9.1
date: '2026-10-11'
known_good_sha256: 0e55a80ed420395b7eaf8075230fad1fae288f6c25d2ce8cc6aa49899e9b7596
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20260922.6101926'
agent: 48
issue: 44
source_hint: WotW
frame_build: '20261007.6125817'
agent: 79
issue: 211
source_hint: Waltz
+21
View File
@@ -0,0 +1,21 @@
package: com.GenderGames.Ladder
title: Ladder
status: works
tested_version: Release
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: 7d23692149d40fe469dbf2e13446ceeb94a8a32807e09ddad7731158de9be0a2
app: 1.0.4
overport_cli: 1.2.5
issue: 243
source_hint: Ladder
@@ -0,0 +1,23 @@
package: com.HarmonixMusic.DCVRQuest
title: Dance Central
status: works
tested_version: 1.2.2
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_skip_obb_check
- frame.hw_video_decode
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: cbaf2eb594cb25d6a345b50612f9e7ca3e2b2f05abaa072632e8fc0d91277c61
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 228
source_hint: com.HarmonixMusic.DCVRQuest
@@ -0,0 +1,20 @@
package: com.InnoverseLtd.FrenzyVR
title: FrenzyVR
status: works
notes: Works, runs good
tested_version: '107'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-11'
known_good_sha256: 0d87e78dcbe1c705af0d01cda8eabbea514849f7403e5904f0ef49b5cf0653fb
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 216
source_hint: Frenzy VR
@@ -0,0 +1,22 @@
package: com.LocoMotionDevs.Superfly
title: Superfly
status: works
notes: Works, take a bit to launch but works
tested_version: 1.3.3
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: e180b6c58b80c1c2d0cc49e75d645a41d3d4bc63ed7ffe1e6f91eac51e486a17
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 217
source_hint: Superfly
+20
View File
@@ -0,0 +1,20 @@
package: com.PubTest.PubTest
title: Drunkn Bar Fight 2 - Early Access
status: works
notes: Game launches and plays fine
tested_version: '0.515'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-11'
known_good_sha256: f340b5ba70ee9368ead6bfe2c287eda6c5686280ddb8e12b8c9a8d720326de36
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 218
source_hint: Drunkn Bar Fight 2 - Early Access
@@ -0,0 +1,19 @@
package: com.SchellGames.DieScreaming
title: SilentSlayer
status: works
tested_version: 1.1.2+323863s
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 5cb085909f9a54488543102242f19c5b2f176a1439659a29a9cca04362601f68
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 176
source_hint: Silent Slayer - Vault of the Vampire
@@ -0,0 +1,21 @@
package: com.StatusPro.NFLProEra2
title: NFL PRO ERA II
status: works
tested_version: 2.4.0
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: caf2e8f148ca4929ba5e73112fa7e0958c00d7ee0c5f28926c3f39714db6c923
app: 1.0.4
overport_cli: 1.2.3
issue: 226
source_hint: com.StatusPro.NFLProEra2
@@ -0,0 +1,23 @@
package: com.TinyBuild.killitwithfirevr
title: Kill It With Fire VR
status: works
notes: Works
tested_version: 1.0.5.4208
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_skip_obb_check
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: fcadbdaf3255e2909edf763d0c61fb55808ba448d4f277e91ba37b0a0ff9f497
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 219
source_hint: Kill It With Fire VR
@@ -0,0 +1,21 @@
package: com.WfelisCorp.MunkrFunkrTheLegacyDays
title: Munkr Funkr (The Legacy Days)
status: works
tested_version: '2'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: 94079c1a2a802322f907058964c4ebbb22edba1dc0f3ec26e3c121ed9d8b0379
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 241
source_hint: Munkrfunkr
@@ -0,0 +1,25 @@
package: com.WhiteDoorGames.Cosmodread
title: Cosmodread
status: works
notes: First run wouldn't allow you to interact with the "New Game" button. Restarting it fixed it.
tested_version: 1.0.0.28
engine: Unity
xr: VrApi
frame:
- frame.unity_oculus_check
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 44911a4607d0de2770705eefb6339a4c7353cb5dfb49f389d6731edbb9cbea92
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 174
source_hint: Cosmodread
@@ -5,6 +5,8 @@ notes: Needed the LAUNCHER category fix.
details: Source APK is a community 'patch+savefix+90Hz' build. Shares Vader Immortal's Unreal 4 Oculus input (GitHub
49) - thumbs follow the touches (frame.unreal_thumb_touch) and controller poses are located at the right time
(pose_time_fix); added 2026-10-09 from Vader's headset results, not yet checked in this game.
sync_guard added 2026-10-11 for a vrclient xrSyncActions crash on the loading splash after the intro (GitHub
#188; the same runtime race as Myst).
tested_version: '1.0'
engine: Unreal
xr: VrApi
@@ -14,10 +16,11 @@ frame:
- frame.unreal_thumb_touch
adapter:
pose_time_fix: 1
sync_guard: 1
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 4ce6e3563da131e288645f4b62a634ac98043e55bc42b7c0ad5f461207d5f53c
updated: '2026-10-09'
updated: '2026-10-11'
source_hint: Robo Recall- Unplugged
+11 -8
View File
@@ -2,19 +2,22 @@ package: com.beatgames.beatsaber
title: Beat Saber
status: works
notes: Purchased DLC isn't detected (ownership comes from Meta's servers).
tested_version: 1.40.8_7379
tested_version: 1.45.2_28848
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-03'
known_good_sha256: ee720e040931f2547f7611e58ec5ad72d86e800dd4cf3135f576019683f2f359
app: 0.6.1
date: '2026-10-11'
known_good_sha256: b7976f36d39b22eb0fd9c8eb6cce204125430cd2a3e2bfab8ba5d1f7c86f0ac6
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20260930.6234839'
agent: 33
issue: 6
source_hint: Beat Saber
frame_build: '20261007.6125817'
agent: 79
issue: 210
source_hint: beat-saber
@@ -0,0 +1,24 @@
package: com.drawandcode.TaskmasterVR
title: Taskmaster
status: works
notes: Launched and played a few tasks. Seems to work pretty much flawlessly other than some occasionally finicky
grip detection - very possible that this is just the game itself though
tested_version: 1.0.17557.29562
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: e3b3c49d77284afb76e9f960828cbfaa4250d66c11b7fd9e4053d489aca662ae
app: 1.0.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 78
issue: 183
source_hint: Taskmaster VR
+23
View File
@@ -0,0 +1,23 @@
package: com.greensky.swarm2
title: Swarm 2
status: issues
notes: MSAA creates visible seams around edge geometry and also the skybox edge
tested_version: '8472'
engine: Unity
xr: VrApi
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-12'
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20260922.6101926'
agent: 79
issue: 224
source_hint: SWARM 2
@@ -0,0 +1,25 @@
package: com.halfbrick.fruitninjavr
title: Fruit Ninja
status: works
notes: Works, launches and plays
tested_version: 1.7.3.696775
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.hw_video_decode
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 5afd1383c6f4aab50425bea955202c74e1706a8a8ba4219689ef5b6e0c984318
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 220
source_hint: Fruit Ninja
+24
View File
@@ -0,0 +1,24 @@
package: com.othergate.doe
title: Dungeons of Eternity
status: issues
notes: It can not connect to servers
tested_version: '1.3'
engine: Unity
xr: OpenXR
frame:
- frame.vivox_audio_route
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 006a53b81988f1bb088ccb0847c9e4085ee89743ed6b4d5acf161abf99e30365
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 206
source_hint: com.othergate.doe
@@ -1,13 +1,12 @@
package: com.owlchemylabs.jobsimulator
title: Job Simulator
status: works
notes: 'Without Lepton''s Android window: with it, the hands froze after a few seconds (GitHub #193).'
tested_version: 1.4.0.6515
engine: Unity
xr: OpenXR
frame:
frame_remove:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-03'
known_good_sha256: 64638d7f93bb93cc61f422a43a08bb0d35b9bb4b463e90a42da7002147f03d1b
@@ -16,4 +15,5 @@ verified:
frame_build: '20260930.6234839'
agent: 33
issue: 11
updated: '2026-10-11'
source_hint: Job Simulator
@@ -1,14 +1,13 @@
package: com.owlchemylabs.vacationsimulator
title: Vacation Simulator
status: issues
notes: Controllers aren't tracked (reported; not yet diagnosed).
status: works
notes: 'Without Lepton''s Android window: with it (or after clicking it), the hands stayed on the floor (GitHub
#163).'
tested_version: 1.3.0.40142
engine: Unity
xr: OpenXR
frame:
frame_remove:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
refresh_rate: 90.0
@@ -20,4 +19,5 @@ verified:
frame_build: '20261007.6125817'
agent: 59
issue: 163
updated: '2026-10-11'
source_hint: com.owlchemylabs.vacationsimulator
+5 -1
View File
@@ -1,12 +1,15 @@
package: com.parkline.wander
title: Wander
status: works
tested_version: '0.3569'
notes: 0.3570 (Unity 6.5) runs out of thread keys at start without the thread-key pool (fix found by Klownicle,
GitHub #198).
tested_version: '0.3570'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_tls_key_pool
device:
- device.text_input_window
verified:
@@ -17,4 +20,5 @@ verified:
frame_build: '20260930.6234839'
agent: 35
issue: 17
updated: '2026-10-12'
source_hint: Wander
@@ -0,0 +1,21 @@
package: com.poncle.vampiresurvivorsvr
title: Vampire Survivors
status: works
tested_version: 1.0.717
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: 42c3c18fd6b69a79d9e337d359aa9940428b9193a9ffc3ef987571be6aa6901a
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 234
source_hint: Vampire Survivors
+24
View File
@@ -0,0 +1,24 @@
package: com.schellgames.ieytd3
title: IEYTD3
status: works
tested_version: 1.0.1.211419 (ReleaseCandidate_1.0.0_QuestStore)
engine: Unity
xr: VrApi
frame:
- frame.unity_no_msaa
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 06f901ae22f7c07a79e11fc1af6b3941a51bbc99624336d6a0939f9593f3bfa0
app: 0.12.1.dev263
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 78
issue: 181
source_hint: 2026-10-08T23-57-41.310Z_211419
@@ -0,0 +1,24 @@
package: com.themunky.drunknbarfightQuest
title: Drunkn Bar Fight
status: works
notes: Works
tested_version: '11.00'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: a66895bf0fde60a7ccd9bea6b8b1e922650cf1692fe26c1d08bee5b5c866b8b6
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 222
source_hint: Drunkn Bar Fight
@@ -0,0 +1,23 @@
package: com.viewerready.totallybaseball
title: Totally Baseball
status: works
notes: Game Launches and works
tested_version: '2.5886'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 80d53ee2c59cd1846e42a1c309bd8b0c365841d0aaea4092854fa01d2902a839
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 223
source_hint: TOTALLY BASEBALL
+23
View File
@@ -0,0 +1,23 @@
package: com.vrmonkey.skyclimb
title: MacacoVR
status: issues
notes: 2d loading screens are glitchy, otherwise main gameplay is fine
tested_version: '1.1325'
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_skip_obb_check
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: 78de47cf0200a6e8e06feeef4a02da0737393b5007e71ba8f62f01dfa93cec0a
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 236
source_hint: MacacoVR
@@ -0,0 +1,25 @@
package: xyz.TheAviary.Vermillion
title: Vermillion
status: issues
notes: Runs. The canvas used to hide the hand and brush while painting (the Frame draws the game's canvas layer in
front of everything); the recipe makes the game draw canvases in the scene instead (fix found by Klownicle, GitHub
#200). Not yet confirmed in the headset with this patch.
tested_version: 1.7.2
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.vermillion_scene_canvas
device:
- device.text_input_window
adapter:
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-11'
app: 1.0.1
frame_build: '20261007.6125817'
agent: 79
issue: 200
updated: '2026-10-12'
source_hint: Vermillion - VR Painting
+24
View File
@@ -308,6 +308,23 @@ signatures:
diagnosis: The game's Vivox voice-chat SDK calls Android 12 audio-routing methods (AudioManager communication devices) without checking the Android version; Lepton runs Android 11, so the app crashes (for example Green Hell VR). The patch makes Vivox's audio-route check return early (voice chat keeps the default route).
suggest: [frame.vivox_audio_route]
supersedes: [java-crash]
- id: lepton-data-link-failed
pattern: "ln: cannot create symbolic link from '[^']*' to '/data/data/|Couldn't create directory for SharedPreferences file /data/user/0/"
severity: fatal
diagnosis: The game has no internal storage (saves, settings) inside Lepton. Usually its folder's path has a space (a microSD card named for example "Steam Frame 512g"), which Lepton's own scripts can't handle; FramePort's launcher (agent 83 and newer) gives Lepton a path without spaces. Connect FramePort once so the launcher is updated, then start the game again.
report: true
supersedes: [java-crash, native-crash]
- id: eos-keychain-loop
pattern: 'LogEos: Resetting EOS SDK keychain: Failed to create'
severity: error
diagnosis: Epic Online Services can't save its login keychain and retries without end (a start that never finishes, 100 % CPU). The usual cause is missing internal storage (see lepton-data-link-failed); the patch stops the loop, and EOS then reports the failure to the game once.
suggest: [frame.eos_keychain_loop]
- id: pthread-keys-exhausted
pattern: 'cannot create thread specific key'
severity: fatal
diagnosis: The game ran out of thread keys (Android allows 128 per process; Unity 6 plus large native libraries such as Firebase or Gecko, and the Frame's own graphics/OpenXR libraries, use them up), so a library aborted at start (for example Wander in Firebase's Firestore). The patch lets Unity's keys without a clean-up function share one real key.
suggest: [frame.unity_tls_key_pool]
supersedes: [native-crash]
- id: unreal-obb-check-stuck
pattern: 'Displayed \S+/\S*DownloaderActivity\b'
# the downloader returned (the engine's main init resumed, OpenXR started) or the game crashed (its own finding)
@@ -481,6 +498,13 @@ signatures:
the video was decoded in software instead, which is slow for 4K/8K. Turn off hardware video decoding in Steam's
settings, restart Steam, then start the game again.
suggest: []
# Launch tests run without a worn headset. Some parts give up on tracking after a while and end the VR session; what
# the game does after that (often a crash in the GPU driver while its renderer tears down) never happens in the
# headset. In a launch test that already had paced frames before such a line, a later exit or crash still passes,
# with a note (finding `headless-end`). Play sessions ignore this list.
headless_end:
- label: the VrApi bridge's 30 s tracking deadline
pattern: 'EnterVrMode: no tracked head pose before deadline'
milestones: # progress markers, in order; the furthest one reached is reported
- {id: pcvr-launch, kind: pcvr, pattern: 'FramePort: launching|Launched injector with', label: Launcher started}
- {id: pcvr-oculus-hmd, kind: pcvr, pattern: 'FramePort oculushmd: OculusHMDConnected event ready', label: Oculus headset event provided}
+144 -4
View File
@@ -55,10 +55,150 @@ AXRB/ ← AXRB's download folder (Downloads/AX
- **Several backups of one game:** FramePort uses the newest one. To use another, scan just that backup's folder.
- **AXRB's patched builds** (`patched/`, `*-axrb.apk`) are converted for AXRB's PC runtime and lack the game's data, so
FramePort skips them and, on the next scan, replaces a game that was added from one with the original download.
- **AXRB export ZIPs:** unzip first. A game's ZIP holds `base.apk` and `Android/obb/<package>/`, which FramePort finds
as is.
- **The game page says the data file (.obb) is missing** although you have one: the backup didn't include it (copy
- **AXRB export ZIPs:** unpack them first. A game's ZIP holds `base.apk` and `Android/obb/<package>/`, which FramePort
finds as is.
- **"Game data (.obb) is missing" on the game's page** although you have the file: the backup didn't include it (copy
the game's `Android/obb/<package>` folder from the Quest with SideQuest), or it sits in a folder FramePort doesn't
look in. Then use the layout in the previous answer.
- **The game starts and stops at once (Steam shows Resume):** add the game again from its original download or
backup, click **Update on Frame**, then **Report a problem…** on its page if it still stops.
backup, click **Update on Frame**, then report it (last answer on this page) if it still stops.
## Where are a game's settings in FramePort?
Every game has three places; the answers below refer to them.
- **Game settings:** right-click the game in the **Library** → **Game settings…**. Sharpness, refresh rate,
controllers, menus and more, in plain words. Changes apply the next time the game starts.
- **Patches:** click the game in the **Library** to open its page, then **Customize** (in the **Patches** section).
Turn a patch on or off, then click **Update on Frame** at the top of the page.
- **The game's menu:** the **…** button at the top of its page (or right-click in the Library → **More actions…**).
It has **Reset to suggested recipe…** and **Report a problem…**, among others.
The sidebar has two tabs for troubleshooting: **Monitor** (the running game's frame rate, CPU and graphics) and
**Files** (each installed game's storage on the Frame, under **Game storage**).
## A game doesn't work right. Where do I start?
1. **Update FramePort** (it offers updates itself; Settings → Updates), then open the game's page: if it shows
**Update on Frame**, click it. Recipes and patches improve often.
2. **Read the game's page.** The last launch test and your last play session (**Last session**) leave their result
there, often with a suggested patch or setting and a button that applies it. Try that first.
3. **Changed patches yourself?** The game's menu → **Reset to suggested recipe…** brings back the tested ones.
4. **Find your symptom below.** Each answer says how to tell what's wrong and what to do.
5. **Still stuck?** Report it (last answer on this page).
## The game doesn't start, or stops right away
How to tell: the game's page shows the last launch test's result (**Last launch test:** …) with an explanation, and
Steam returns to **Play** or **Resume** within seconds.
- **"Game data (.obb) is missing"** on the game's page: FramePort didn't find the game's data files, so they never
reached the Frame.
1. Find the game's `.obb` files (named like `main.<version>.<package>.obb`).
2. Put them in a folder named exactly the package name (shown in the file names) next to the game's APK, as in the
first answer on this page.
3. Library → **Add games** → **Scan a folder…** and pick the game's folder.
4. Open the game's page and click **Update on Frame**.
- **"Lepton didn't start the game this time"**, or it failed only on the first start after an install: click **Play**
again.
- **"This game is 32-bit only"**: the Frame can't run 32-bit apps, and no patch changes that. Look for a PC VR version
of the game.
- **"The game quit itself right after starting"**: open the game's page and click **Update on Frame** so the suggested
patches apply (many games check for a Quest at start, and a patch removes that).
- **Nothing like that, or it still fails:** report it.
## It hangs on a logo, a black screen or a loading screen
How to tell what it's doing: leave it running and open **Monitor** in FramePort's sidebar.
- **CPU or graphics busy:** it's still working, often preparing its shaders on the first start. Wait up to 10 minutes
once; the next start is quicker.
- **CPU and graphics near zero:** it's stuck waiting for something. While it still hangs, open the game's menu →
**Report a problem…** and save the diagnostics: that zip shows what each of the game's threads waits for (FramePort
1.0.1 and newer), which a zip saved after quitting can't. Attach it to the report.
- **The game starts with a video** and hangs at its logo: game page → **Customize** → turn off **Hardware video
decoding** → **Update on Frame**, and try again.
## The picture is wrong
Most picture problems have a setting or a patch. Change one thing at a time, then start the game again (patches also
need **Update on Frame**).
| You see | Try |
|---|---|
| Something shows in one eye only, or one eye is gray (Unity games) | Game page → **Customize** → [Unity: render each eye separately](PATCHES.md#frame-unity_multipass) |
| Left and right look swapped (depth feels wrong) | **Game settings…** → **Swap eyes** |
| Textures flicker, objects pop in and out | **Game settings…** → **Turn off space warp** |
| One eye shimmers while menus look steady | Game page → **Customize** → **Eye-tracked foveation (Valve)**: **Fixed**, else **Off** |
| Menus or screens upside down | **Game settings…** → **Fix upside-down menus** |
| Curved menus or video screens missing | **Game settings…** → **Show curved menus and screens** |
| Blurry | **Game settings…** → raise **Sharpness** (costs frame rate) |
The [patch reference](PATCHES.md) lists every patch with what it does. If nothing helps, report it with a short
description of what you see.
## It stutters or runs slowly
How to tell: open **Monitor** in the sidebar while you play. Smooth play needs the game's frame rate at the refresh
rate (for example 72 or 90 fps).
- **Below the refresh rate:** right-click the game → **Game settings…** → lower **Sharpness** (for example to 0.8×) or
pick a lower **Refresh rate**. After a session, the game's page may suggest a value.
- **At the refresh rate but it still judders:** report it; that points to timing, not speed.
## The game pauses or recenters by itself
The Frame briefly tells games they lost focus, for example when the headset's sensor thinks you took it off.
Right-click the game → **Game settings…**: keep **Don't pause on short interruptions** on and raise **Ignore focus
dips up to** (for example to 2.5 s).
## Controllers don't work in a game
Right-click the game → **Game settings…**:
- **No controllers, or only hands:** turn on **Use controllers**.
- **Buttons work but you can't aim at menus:** adjust **Pointer angle**.
- **Vibration too strong:** lower **Vibration strength**.
## The Frame turns off or gets hot during a game
How to tell: if it only happens on battery and never while plugged in, it's power, not FramePort. Heavy games can
draw more than the battery delivers, especially at lower charge, and the Frame then turns off without an error.
- Play plugged in, or right-click the game → **Game settings…** → lower **Sharpness** to reduce the load.
- It also turns off while plugged in: report it. The diagnostics include the log of the boot that ended.
## My progress isn't saved
1. Quit through the game's own menu, not Steam's **Exit game**. Exit game closes the game at once, and some games only
save when they exit normally.
2. Check whether it saves at all: **Files** in the sidebar → under **Game storage**, the game → look at the files'
dates. Play, save in the game, quit from its menu and look again.
3. Nothing changes: report it.
Saves stay on the Frame when you update or reinstall a game.
## A game with mods crashes
How to tell: play once without mods and custom content. If it then works, a mod is the cause; the diagnostics zip
usually names the mod's library in the crash. Report it to the mod's author, and check for a mod version that matches
your game version.
## The game needs files I supply (ports, emulators, mods)
How to tell where they go: the game says it on screen or in its instructions, and its log names the path (in the
diagnostics zip, `launch.log`). It's usually `Android/data/<package>/files`.
1. Unpack or extract the files on your PC first: these apps read folders, not disc images (`.iso`) or archives.
2. **Files** in the sidebar → under **Game storage**, the game → open that folder → **Upload folder…** (or
**Upload files…**). The game's menu → **Add videos and files** opens the same place.
In-game "choose a file" buttons don't work on the Frame, which has no file picker.
## How do I report a problem well?
1. Reproduce it once, then right away open the game's menu (**…** on its page) → **Report a problem…**. For a hang,
do it while the game still hangs.
2. Say what you saw in the headset and what you already tried.
3. **Collect and open GitHub** saves a diagnostics zip and opens a prefilled game report; attach the zip to it. The
zip holds logs, not your game files, and personal details are removed.
+27 -1
View File
@@ -22,32 +22,43 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Beat Saber | PC VR | ✅ Works | |
| Beat Saber (co-existence build) | Quest | ✅ Works | |
| Blade & Sorcery: Nomad | Quest | ✅ Works | |
| BlazeRush | Quest | ✅ Works | |
| BodyCombat | Quest | ✅ Works | |
| BONELAB | Quest | ✅ Works | |
| Carve Snowboarding | Quest | ✅ Works | |
| Caves | Quest | ✅ Works | |
| Clockwork | Quest | ✅ Works | |
| Cook-Out | Quest | ✅ Works | |
| Cosmodread | Quest | ✅ Works | |
| Creed | Quest | ✅ Works | |
| cubism | Quest | ✅ Works | |
| Dance Central | Quest | ✅ Works | |
| Deep Cuts | Quest | ✅ Works | |
| Demeter | Quest | ✅ Works | |
| Dinosaur Island | Quest | ✅ Works | |
| Doom3Quest | Quest | ✅ Works | |
| Down the Rabbit Hole | Quest | ✅ Works | |
| Drunkn Bar Fight | Quest | ✅ Works | |
| Drunkn Bar Fight 2 - Early Access | Quest | ✅ Works | |
| Eleven: Table Tennis VR | PC VR | ✅ Works | |
| Espire 2 | Quest | ✅ Works | |
| FrenzyVR | Quest | ✅ Works | |
| Fruit Ninja | Quest | ✅ Works | |
| Fruit Salon | Quest | ✅ Works | |
| Genotype | Quest | ✅ Works | |
| GORN2 | Quest | ✅ Works | |
| Gravity Lab | Quest | ✅ Works | |
| H.U.N.T | Quest | ✅ Works | |
| I Am Cat | Quest | ✅ Works | |
| I Am Monkey | Quest | ✅ Works | |
| IEYTD3 | Quest | ✅ Works | |
| In Death: Unchained | Quest | ✅ Works | |
| Into The Radius 2 | Quest | ✅ Works | |
| Job Simulator | Quest | ✅ Works | |
| Jurassic World Aftermath Collection | Quest | ✅ Works | |
| Keep Talking and Nobody Explodes | Quest | ✅ Works | |
| Kill It With Fire VR | Quest | ✅ Works | |
| Ladder | Quest | ✅ Works | |
| Lambda1VR | Quest | ✅ Works | |
| LEGO® Bricktales | Quest | ✅ Works | |
| Lucky's Tale | Quest | ✅ Works | |
@@ -57,8 +68,10 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Medieval Dynasty New Settlement | Quest | ✅ Works | |
| Metro Awakening | Quest | ✅ Works | |
| Mobile Suit Gundam: Silver Phantom | Quest | ✅ Works | |
| Munkr Funkr (The Legacy Days) | Quest | ✅ Works | |
| Nano | Quest | ✅ Works | |
| NEX Player | Quest | ✅ Works | |
| NFL PRO ERA II | Quest | ✅ Works | |
| NOPE CHALLENGE | Quest | ✅ Works | |
| palazzo_santacruz | Quest | ✅ Works | |
| Path of the Warrior | Quest | ✅ Works | |
@@ -77,25 +90,33 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Robo Recall | Quest | ✅ Works | |
| RUINSMAGUS | Quest | ✅ Works | |
| Shores of Loci | Quest | ✅ Works | |
| SilentSlayer | Quest | ✅ Works | |
| Sniper Elite VR | Quest | ✅ Works | |
| Sniper Elite VR: Winter Warrior | Quest | ✅ Works | |
| Space Pirate Trainer Quest | Quest | ✅ Works | |
| Star Wars Pinball VR | Quest | ✅ Works | |
| Stremio | Quest | ✅ Works | |
| Superfly | Quest | ✅ Works | |
| SUPERHOT VR | PC VR | ✅ Works | |
| SUPERHOT VR | Quest | ✅ Works | |
| SynthRiders | Quest | ✅ Works | |
| Taskmaster | Quest | ✅ Works | |
| TetrisEffect | Quest | ✅ Works | |
| The Boys VR | Quest | ✅ Works | |
| The Climb 2 | Quest | ✅ Works | |
| The Room VR | Quest | ✅ Works | |
| The Tale of Onogoro | Quest | ✅ Works | |
| Time Crisis II VR (Test) | Quest | ✅ Works | |
| Time Crisis VR (Experimental) | Quest | ✅ Works | |
| Totally Baseball | Quest | ✅ Works | |
| Toy Master | Quest | ✅ Works | |
| TRIANGLE STRATEGY | Quest | ✅ Works | |
| Under Cover | Quest | ✅ Works | |
| Vacation Simulator | Quest | ✅ Works | |
| Vader Immortal: Episode I | Quest | ✅ Works | |
| Vader Immortal: Episode II | Quest | ✅ Works | |
| Vader Immortal: Episode III | Quest | ✅ Works | |
| Vampire Survivors | Quest | ✅ Works | |
| VR HOT Quest | Quest | ✅ Works | |
| VR4 | Quest | ✅ Works | |
| Walkabout Mini Golf | Quest | ✅ Works | |
@@ -107,17 +128,22 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Arcsmith | Quest | ⚠️ Works with issues | Right eye distorts during movement (unresolved; swap, tracking, Valve layers, depth and pacing ruled out). |
| Assassin's Creed Nexus | Quest | ⚠️ Works with issues | Some launch warning text is still upside down; the rest of the UI is fixed by flip emulation. |
| Does it Stack? | Quest | ⚠️ Works with issues | Mixed reality mode does not work (works on Demeo), everything else seems to be OK |
| Dungeons of Eternity | Quest | ⚠️ Works with issues | It can not connect to servers |
| End Space | Quest | ⚠️ Works with issues | Controls stop responding after the first mission loads. |
| ExploreVR | Quest | ⚠️ Works with issues | The 3D world warps and shifts with head movement (wrong perspective). |
| Fisherman | Quest | ⚠️ Works with issues | Loading screens have corruption, but everything works otherwise. |
| Freedom | Quest | ⚠️ Works with issues | Volume can't be changed in the game. |
| MacacoVR | Quest | ⚠️ Works with issues | 2d loading screens are glitchy, otherwise main gameplay is fine |
| Myst | Quest | ⚠️ Works with issues | Minor graphical glitches on some objects. |
| Phantom: Covert Ops | Quest | ⚠️ Works with issues | DLC/store button crashes (no Meta store). |
| Pinball FX VR | Quest | ⚠️ Works with issues | Plays; mixed reality mode not working yet. |
| Silhouette | Quest | ⚠️ Works with issues | Hand-tracking game; the Frame synthesizes hands from controllers, so it is janky. |
| Swarm 2 | Quest | ⚠️ Works with issues | MSAA creates visible seams around edge geometry and also the skybox edge |
| The Light Brigade | Quest | ⚠️ Works with issues | Judder in weapons |
| The Thrill Of The Fight | Quest | ⚠️ Works with issues | Right eye doesn't draw the opponent or the referee. |
| Time Stall | Quest | ⚠️ Works with issues | Both eyes distort during movement (unresolved). |
| Vermillion | Quest | ⚠️ Works with issues | Runs. |
| WiiCompiled VR | Quest | ⚠️ Works with issues | To add a game: in FramePort's Files tab, upload your .wcgame file to this game's storage, folder Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR… |
| BlazeRush | Quest | ❌ Doesn't run | Starts and reaches the menu room, but the room shows no controllers and ignores all input (it all reaches the game); no fix yet. |
| Eleven Table Tennis | Quest | ❌ Doesn't run | Stops at the splash screen. |
| Espire 1: VR Operative (Quest Edition) | Quest | ❌ Doesn't run | Mesa GL driver crash during texture upload. |
| GOLF+ | Quest | ❌ Doesn't run | Black screen. |
+86 -30
View File
@@ -2,7 +2,7 @@
# Patches
Every patch and game setting FramePort knows: 155 entries in 5 groups. A game's recipe is its chosen patches and settings; tested games get theirs from the catalog ([GAMES.md](GAMES.md)), and other games get the patches FramePort suggests from its analysis. You change them on the game page under Customize.
Every patch and game setting FramePort knows: 159 entries in 5 groups. A game's recipe is its chosen patches and settings; tested games get theirs from the catalog ([GAMES.md](GAMES.md)), and other games get the patches FramePort suggests from its analysis. You change them on the game page under Customize.
Each entry says what the patch does, whether it changes the APK or only the install, when FramePort suggests it, its options, the catalog games whose recipe names it and the launch-test signatures that suggest it. Patches that are on by default are on for every game, so the catalog rarely names them.
@@ -11,7 +11,7 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
## Groups
- [Patches from OVRPort](#group-overport) (25)
- [Steam Frame patches](#group-frame) (44)
- [Steam Frame patches](#group-frame) (48)
- [Game settings](#group-adapter) (65)
- [Files and settings on the Frame](#group-device) (8)
- [PC VR (Proton and Revive)](#group-pcvr) (13)
@@ -39,7 +39,7 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
| [Patch Oculus detection for Unity](#patch_oculus_unity) | `patch_oculus_unity` | Patches from OVRPort | default |
| [Patch Oculus detection for Unreal](#patch_oculus_unreal) | `patch_oculus_unreal` | Patches from OVRPort | default |
| [Remove localized app names](#patch_remove_localized_names) | `patch_remove_localized_names` | Patches from OVRPort | default |
| [Remove Unreal's ForceQuit](#patch_remove_unreal_force_quit) | `patch_remove_unreal_force_quit` | Patches from OVRPort | 30 |
| [Remove Unreal's ForceQuit](#patch_remove_unreal_force_quit) | `patch_remove_unreal_force_quit` | Patches from OVRPort | 34 |
| [Remove uses-library](#patch_remove_uses_library) | `patch_remove_uses_library` | Patches from OVRPort | default |
| [Remove VrApi library](#patch_remove_vrapi) | `patch_remove_vrapi` | Patches from OVRPort | |
| [Replace application label and icon](#patch_replace_icon_label) | `patch_replace_icon_label` | Patches from OVRPort | default |
@@ -49,18 +49,20 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
| [Content files from the game's data](#frame-asset_files) | `frame.asset_files` | Steam Frame patches | 1 |
| [Skip Meta avatars](#frame-avatar_stub) | `frame.avatar_stub` | Steam Frame patches | 1 |
| [BlazeRush: controllers without Meta avatars, own shader cache](#frame-blazerush) | `frame.blazerush` | Steam Frame patches | 1 |
| [Epic Online Services: stop the keychain retry loop](#frame-eos_keychain_loop) | `frame.eos_keychain_loop` | Steam Frame patches | |
| [OpenGL ES: multiview shaders on flat panels (HUD, menus)](#frame-gl_multiview_fbo) | `frame.gl_multiview_fbo` | Steam Frame patches | 1 |
| [GL shim (Mesa GLSL compatibility)](#frame-gl_shim) | `frame.gl_shim` | Steam Frame patches | 2 |
| [Godot apps: start without a clipboard service](#frame-godot_clipboard) | `frame.godot_clipboard` | Steam Frame patches | |
| [Hardware video decoding (H.264, HEVC, VP9)](#frame-hw_video_decode) | `frame.hw_video_decode` | Steam Frame patches | 2 |
| [Hardware video decoding (H.264, HEVC, VP9)](#frame-hw_video_decode) | `frame.hw_video_decode` | Steam Frame patches | 6 |
| [Language packs from the game's files](#frame-langpacks) | `frame.langpacks` | Steam Frame patches | |
| [Launcher category (INFO → LAUNCHER)](#frame-launcher) | `frame.launcher` | Steam Frame patches | default |
| [GL wrapper: OpenGL ES depth formats (Minecraft)](#frame-ltw_depth) | `frame.ltw_depth` | Steam Frame patches | default |
| [Declare Meta-only permissions](#frame-meta_permissions) | `frame.meta_permissions` | Steam Frame patches | 1 |
| [Meta XR Audio: skip Quest telemetry class](#frame-metaxr_telemetry) | `frame.metaxr_telemetry` | Steam Frame patches | default |
| [Clear android:debuggable](#frame-nodebug) | `frame.nodebug` | Steam Frame patches | 3 |
| [Oculus OS telemetry class stubs](#frame-oculusos) | `frame.oculusos` | Steam Frame patches | 13 |
| [Oculus OS telemetry class stubs](#frame-oculusos) | `frame.oculusos` | Steam Frame patches | 15 |
| [Fix crash when the game prepares the microphone](#frame-ovr_microphone) | `frame.ovr_microphone` | Steam Frame patches | |
| [Keep the same Meta user between starts](#frame-ovr_stable_user) | `frame.ovr_stable_user` | Steam Frame patches | default |
| [Trace Meta platform requests (diagnostics)](#frame-ovr_trace) | `frame.ovr_trace` | Steam Frame patches | |
| [Platform compat (ovrMessageType_ToString)](#frame-ovrplatformcompat) | `frame.ovrplatformcompat` | Steam Frame patches | default |
| [Stub missing Meta platform functions](#frame-ovrstubs) | `frame.ovrstubs` | Steam Frame patches | default |
@@ -70,21 +72,23 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
| [Start straight in VR (skip the 2D launcher)](#frame-start_activity) | `frame.start_activity` | Steam Frame patches | |
| [Allow swapchains larger than 4096 px](#frame-swapchain_limit) | `frame.swapchain_limit` | Steam Frame patches | default |
| [Team Beef ports: treat the Frame as a Meta headset](#frame-tbxr_vendor) | `frame.tbxr_vendor` | Steam Frame patches | 1 |
| [GL shim for Unity (no multisampled render-to-texture)](#frame-unity_gl_shim) | `frame.unity_gl_shim` | Steam Frame patches | 10 |
| [GL shim for Unity (no multisampled render-to-texture)](#frame-unity_gl_shim) | `frame.unity_gl_shim` | Steam Frame patches | 17 |
| [Unity: render each eye separately (no multiview)](#frame-unity_multipass) | `frame.unity_multipass` | Steam Frame patches | 1 |
| [Unity: disable MSAA](#frame-unity_no_msaa) | `frame.unity_no_msaa` | Steam Frame patches | 6 |
| [Unity: disable MSAA](#frame-unity_no_msaa) | `frame.unity_no_msaa` | Steam Frame patches | 7 |
| [Unity: skip OVROverlay layers (fades, splash screens)](#frame-unity_no_overlay_copy) | `frame.unity_no_overlay_copy` | Steam Frame patches | 2 |
| [Unity: start VR without Meta's system apps](#frame-unity_oculus_check) | `frame.unity_oculus_check` | Steam Frame patches | 8 |
| [Unity: keep MSAA off at runtime (OVRManager)](#frame-unity_runtime_msaa_off) | `frame.unity_runtime_msaa_off` | Steam Frame patches | 15 |
| [Make Unity text fields work](#frame-unity_text_input) | `frame.unity_text_input` | Steam Frame patches | 55 |
| [Unity: start VR without Meta's system apps](#frame-unity_oculus_check) | `frame.unity_oculus_check` | Steam Frame patches | 9 |
| [Unity: keep MSAA off at runtime (OVRManager)](#frame-unity_runtime_msaa_off) | `frame.unity_runtime_msaa_off` | Steam Frame patches | 22 |
| [Make Unity text fields work](#frame-unity_text_input) | `frame.unity_text_input` | Steam Frame patches | 69 |
| [Unity: share thread keys (games that run out of them)](#frame-unity_tls_key_pool) | `frame.unity_tls_key_pool` | Steam Frame patches | 1 |
| [Unity: headset always counts as worn](#frame-unity_user_presence) | `frame.unity_user_presence` | Steam Frame patches | 1 |
| [GL shim for Unreal (no multisampled render-to-texture)](#frame-unreal_gl_shim) | `frame.unreal_gl_shim` | Steam Frame patches | 1 |
| [Unreal: stand-ins for OVRPlugin functions OVRPort lacks](#frame-unreal_ovrp_entrypoints) | `frame.unreal_ovrp_entrypoints` | Steam Frame patches | 1 |
| [Unreal: Quest controller bindings (RPOC key map)](#frame-unreal_quest_keymap) | `frame.unreal_quest_keymap` | Steam Frame patches | 3 |
| [Unreal: don't wait for the Quest shader precompile](#frame-unreal_quest_precompile) | `frame.unreal_quest_precompile` | Steam Frame patches | 3 |
| [Unreal: start without the OBB check](#frame-unreal_skip_obb_check) | `frame.unreal_skip_obb_check` | Steam Frame patches | |
| [Unreal: start without the OBB check](#frame-unreal_skip_obb_check) | `frame.unreal_skip_obb_check` | Steam Frame patches | 3 |
| [Unreal: thumb follows the capacitive touches](#frame-unreal_thumb_touch) | `frame.unreal_thumb_touch` | Steam Frame patches | 7 |
| [Vivox voice chat: skip Android 12 audio routing](#frame-vivox_audio_route) | `frame.vivox_audio_route` | Steam Frame patches | |
| [Vermillion: paint canvases in the scene](#frame-vermillion_scene_canvas) | `frame.vermillion_scene_canvas` | Steam Frame patches | 1 |
| [Vivox voice chat: skip Android 12 audio routing](#frame-vivox_audio_route) | `frame.vivox_audio_route` | Steam Frame patches | 1 |
| [Vulkan: drop invalid render-pass pointers](#frame-vk_sanitize) | `frame.vk_sanitize` | Steam Frame patches | default · 1 |
| [VrApi → OpenXR bridge](#frame-vrapi_bridge) | `frame.vrapi_bridge` | Steam Frame patches | 3 |
| [Quiet Meta's VrApi loader (OpenXR games)](#frame-vrapi_stub) | `frame.vrapi_stub` | Steam Frame patches | 2 |
@@ -113,7 +117,7 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
| [GL shim: high-precision vertex shaders](#adapter-gl_highp_markers) | `adapter.gl_highp_markers` | Game settings | 1 |
| [GL shim: integer vertex inputs](#adapter-gl_int_attribs) | `adapter.gl_int_attribs` | Game settings | 1 |
| [Flat panel diagnostics (log)](#adapter-gl_mv_debug) | `adapter.gl_mv_debug` | Game settings | |
| [Fix freezes when controllers vibrate](#adapter-haptic_fix) | `adapter.haptic_fix` | Game settings | 40 |
| [Fix freezes when controllers vibrate](#adapter-haptic_fix) | `adapter.haptic_fix` | Game settings | 60 |
| [Vibration strength](#adapter-haptic_scale) | `adapter.haptic_scale` | Game settings | |
| [Turn off space warp](#adapter-hide_space_warp) | `adapter.hide_space_warp` | Game settings | 4 |
| [Controller input diagnostics (log)](#adapter-input_diag) | `adapter.input_diag` | Game settings | |
@@ -125,7 +129,7 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
| [See your room](#adapter-passthrough_emul) | `adapter.passthrough_emul` | Game settings | |
| [Steadier head tracking](#adapter-pose_consistency) | `adapter.pose_consistency` | Game settings | 1 |
| [Pose timing diagnostics (log)](#adapter-pose_debug) | `adapter.pose_debug` | Game settings | |
| [Fix hands lagging behind controllers](#adapter-pose_time_fix) | `adapter.pose_time_fix` | Game settings | 8 |
| [Fix hands lagging behind controllers](#adapter-pose_time_fix) | `adapter.pose_time_fix` | Game settings | 11 |
| [Treat newer Quest controllers as Touch](#adapter-profile_remap) | `adapter.profile_remap` | Game settings | |
| [Animate fingers from touch](#adapter-proximity_emul) | `adapter.proximity_emul` | Game settings | |
| [Keep pictures in bounds](#adapter-rect_clamp) | `adapter.rect_clamp` | Game settings | |
@@ -134,7 +138,7 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
| [Re-create play space](#adapter-respace_kick) | `adapter.respace_kick` | Game settings | |
| [Sharpness](#adapter-scale) | `adapter.scale` | Game settings | 4 |
| [Room depth](#adapter-scene_depth) | `adapter.scene_depth` | Game settings | |
| [Pretend room layout](#adapter-scene_emul) | `adapter.scene_emul` | Game settings | 1 |
| [Pretend room layout](#adapter-scene_emul) | `adapter.scene_emul` | Game settings | 2 |
| [Room height](#adapter-scene_height) | `adapter.scene_height` | Game settings | |
| [Room width](#adapter-scene_width) | `adapter.scene_width` | Game settings | |
| [Eye-image snapshots (diagnostics)](#adapter-snapshot) | `adapter.snapshot` | Game settings | |
@@ -145,7 +149,7 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
| [Native video surfaces (Batman renderer)](#adapter-surface_native) | `adapter.surface_native` | Game settings | 1 |
| [Swap eyes](#adapter-swap_eyes) | `adapter.swap_eyes` | Game settings | |
| [Retry refused picture formats](#adapter-swapchain_fix) | `adapter.swapchain_fix` | Game settings | |
| [Steady controller input after focus](#adapter-sync_guard) | `adapter.sync_guard` | Game settings | 2 |
| [Steady controller input after focus](#adapter-sync_guard) | `adapter.sync_guard` | Game settings | 3 |
| [Hide Vulkan foveation](#adapter-vk_hide_fdm) | `adapter.vk_hide_fdm` | Game settings | 1 |
| [Stop objects popping in and out](#adapter-vk_query_slots) | `adapter.vk_query_slots` | Game settings | |
| [Vulkan shader dump (diagnostics)](#adapter-vk_shader_dump) | `adapter.vk_shader_dump` | Game settings | |
@@ -161,7 +165,7 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
| [Hide Android's navigation bar](#device-hide_navbar) | `device.hide_navbar` | Files and settings on the Frame | |
| [Extra Lepton settings](#device-lepton_env) | `device.lepton_env` | Files and settings on the Frame | 3 |
| [Controllers as a gamepad (Steam Input)](#device-steam_gamepad) | `device.steam_gamepad` | Files and settings on the Frame | |
| [Show the app's Android window (for typing)](#device-text_input_window) | `device.text_input_window` | Files and settings on the Frame | 55 |
| [Show the app's Android window (for typing)](#device-text_input_window) | `device.text_input_window` | Files and settings on the Frame | 69 |
| [Launch options (SteamVR or OpenXR)](#pcvr-launch_args) | `pcvr.launch_args` | PC VR (Proton and Revive) | 2 |
| [Provide the Oculus runtime from Revive (Frame)](#pcvr-libovr_redirect) | `pcvr.libovr_redirect` | PC VR (Proton and Revive) | |
| [No Unreal crash reporter](#pcvr-no_crash_reporter) | `pcvr.no_crash_reporter` | PC VR (Proton and Revive) | |
@@ -406,7 +410,7 @@ Stops some Unreal games from closing themselves right after starting.
- `patch_remove_unreal_force_quit`
- **Changes:** Changes the APK (during the OVRPort conversion).
- **Offered (off):** Built as the alternate APK for Unreal games (use it if the game quits itself).
- **Catalog games (30):** Asgard's Wrath 2, BARTENDER VR SIMULATOR, Carve Snowboarding, Creed, Espire 1: VR Operative (Quest Edition), Espire 2, ExploreVR, Fisherman and 22 more.
- **Catalog games (34):** Asgard's Wrath 2, BARTENDER VR SIMULATOR, Carve Snowboarding, Creed, Dance Central, Espire 1: VR Operative (Quest Edition), Espire 2, ExploreVR and 26 more.
- **Suggested by launch-test signatures:**
- `force-quit` (error): The game quit itself right after starting.
- **Source:** [patches/overport.py](../src/frameport/patches/overport.py)
@@ -529,6 +533,19 @@ Makes BlazeRush's menus and controllers work without Meta's avatars, and lets it
> BlazeRush 1.0.349 only (Klownicle's guide, GitHub #57). Its menus wait for Meta's avatar, which never comes on the Frame, before they create the game's own controllers: the second menu ignored all input. Two instructions in libtargemapp.so skip that wait and the avatar mesh drawing; the game's shader cache gets a new folder name (cache/br_shader_v1), so programs compiled before the GL shim's shader fixes aren't reused. Only this exact build is changed (code fingerprint and every instruction checked); anything else is left as it is.
### <a id="frame-eos_keychain_loop"></a>Epic Online Services: stop the keychain retry loop
Stops Epic Online Services from retrying its login keychain forever (the game would never finish starting).
- `frame.eos_keychain_loop` · also for 2D apps
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested:** not automatically; set on the game page (Customize), by a recipe or after a launch test.
- **Suggested by launch-test signatures:**
- `eos-keychain-loop` (error): Epic Online Services can't save its login keychain and retries without end (a start that never finishes, 100 % CPU).
- **Source:** [patches/frame/eos_keychain_loop.py](../src/frameport/patches/frame/eos_keychain_loop.py)
> Epic Online Services (EOS) keeps its login keychain in the app's settings storage. When it can't write there, it resets the keychain and tries again without end (for example Beyond Sandbox: a start that never finishes, 100 % CPU, a log of gigabytes). The reset method returns at once instead (an in-place edit of classes.dex), so EOS reports the failure to the game once.
### <a id="frame-gl_multiview_fbo"></a>OpenGL ES: multiview shaders on flat panels (HUD, menus)
Experimental: shows HUDs, menus and other flat panels that stay black on the Frame (for example Doom3Quest's HUD and PDA).
@@ -576,7 +593,7 @@ Plays the game's videos on the Frame's video hardware, so 4K and 8K video runs s
- `frame.hw_video_decode` · also for 2D apps
- **Changes:** Install only: written on the Frame when the game is installed; the APK isn't changed.
- **Suggested (on):** The game plays video through Android's decoders (MediaCodec, ExoPlayer or VLC): decode it on the Frame's hardware.
- **Catalog games (2):** 4XVR Video Player, Batman: Arkham Shadow.
- **Catalog games (6):** 4XVR Video Player, Batman: Arkham Shadow, Dance Central, Fruit Ninja, Kill It With Fire VR, MacacoVR.
- **Source:** [patches/frame/hw_video_decode.py](../src/frameport/patches/frame/hw_video_decode.py)
> Decodes the game's videos on the Frame's hardware video decoder instead of Android's software decoders, which stutter or fall behind with 4K/8K video (for example video players, Batman: Arkham Shadow's cutscenes). Adds FramePort's codec plugin (OMX.frameport.avc/hevc/vp9.decoder) to this game's container only; the APK isn't changed. When the hardware is busy (for example Steam's own hardware video decoding is on) the video is decoded in software as before.
@@ -667,7 +684,7 @@ Provides stand-ins for Quest system calls some games make at start.
- **Suggested (on):** The Unreal build of Meta XR Audio looks up com.oculus.os.AnalyticsEvent and aborts without it (for example NOPE Challenge).
- **Suggested (on):** Several Meta SDK libraries look up com.oculus.os.AnalyticsEvent (…); games like this abort without the stub (for example Nano).
- **Offered (off):** … references com.oculus.os.AnalyticsEvent; usually harmless (for example Batman: Arkham Shadow and LEGO Bricktales run without it). Enable if the game aborts with ClassNotFoundException.
- **Catalog games (13):** AgeOfJoy, AllInOneSports, Caves, Deep Cuts, Does it Stack?, Nano, NOPE CHALLENGE, RC Pilot Trainer and 5 more.
- **Catalog games (15):** AgeOfJoy, AllInOneSports, Caves, Deep Cuts, Does it Stack?, Nano, NOPE CHALLENGE, RC Pilot Trainer and 7 more.
- **Suggested by launch-test signatures:**
- `oculus-os-class` (fatal): The game looks up a Quest-only system class and aborts.
- **Source:** [patches/frame/telemetry.py](../src/frameport/patches/frame/telemetry.py)
@@ -687,6 +704,17 @@ Stops a crash a few seconds after the logo in games with voice chat.
> OVRPort's Meta platform library opens the microphone only when it's started, but answers a game's question about the microphone buffer size from that not-yet-opened stream: games that ask first (Unreal's Oculus voice chat, for example The Walking Dead: Saints & Sinners Ch. 2) crash a few seconds after the logo (SIGSEGV in libaaudio.so). Adds the missing check (size 0 until the microphone is started).
### <a id="frame-ovr_stable_user"></a>Keep the same Meta user between starts
Keeps your progress in games that file their saves under your Meta user.
- `frame.ovr_stable_user` · on by default
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** The game uses Meta's platform library: OVRPort's version gives it a new user id at every start, which loses saves filed under that id.
- **Source:** [patches/frame/ovr_stable_user.py](../src/frameport/patches/frame/ovr_stable_user.py)
> Without a Meta account, OVRPort's platform library makes up a new user id at every start (ovr_GetLoggedInUserID). Games that file saves under the user id (for example Walkabout Mini Golf) then start with an empty profile each time and seem to lose all progress. Gives the game a fixed id instead, different for each game and each FramePort user.
### <a id="frame-ovr_trace"></a>Trace Meta platform requests (diagnostics)
For troubleshooting: records the game's requests to Meta's online services.
@@ -811,7 +839,7 @@ Stops a gray or frozen screen in Unity games that turn on anti-aliasing while ru
- `frame.unity_gl_shim`
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** Unity GLES game that may switch to MSAA at runtime: hide multisampled render-to-texture, which crashes the Frame's GL driver (for example The Room VR).
- **Catalog games (10):** Audica, BattleSisters, Beat Saber, Clockwork, Down the Rabbit Hole, End Space, Gravity Lab, Jurassic World Aftermath Collection and 2 more.
- **Catalog games (17):** Audica, BattleSisters, Beat Saber, Clockwork, Cosmodread, Down the Rabbit Hole, Drunkn Bar Fight, End Space and 9 more.
- **Suggested by launch-test signatures:**
- `unreal-msrtt-crash` (fatal): The game's graphics crashed a few seconds after start.
- **Source:** [patches/frame/vrapi_bridge.py](../src/frameport/patches/frame/vrapi_bridge.py)
@@ -838,7 +866,7 @@ Turns off a smoothing setting that crashes some older Unity games on the Frame.
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** Legacy VrApi Unity game on GLES with MSAA (… quality levels): multisampled render-to-texture hangs the Frame's GL driver (for example Sniper Elite VR).
- **Offered (off):** GLES Unity game with MSAA on (… quality levels); enable if it hangs the GPU ('zink: DEVICE LOST').
- **Catalog games (6):** Audica, BattleSisters, Jurassic World Aftermath Collection, Sniper Elite VR, SUPERHOT VR, The Room VR.
- **Catalog games (7):** Audica, BattleSisters, IEYTD3, Jurassic World Aftermath Collection, Sniper Elite VR, SUPERHOT VR, The Room VR.
- **Suggested by launch-test signatures:**
- `zink-device-lost` (fatal): The GPU hung, so the game froze or closed.
- **Source:** [patches/frame/unity_no_msaa.py](../src/frameport/patches/frame/unity_no_msaa.py)
@@ -866,7 +894,7 @@ Lets older Unity games start VR without Meta's system apps (they'd stay on a 2D
- `frame.unity_oculus_check` · revision 5
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** Unity with built-in Oculus support: it checks for Meta's system apps before starting VR, else it runs as a 2D app (for example Accounting+, BattleSisters).
- **Catalog games (8):** Accounting+, Audica, BattleSisters, End Space, Jurassic World Aftermath Collection, Sniper Elite VR, SUPERHOT VR, The Room VR.
- **Catalog games (9):** Accounting+, Audica, BattleSisters, Cosmodread, End Space, Jurassic World Aftermath Collection, Sniper Elite VR, SUPERHOT VR and 1 more.
- **Suggested by launch-test signatures:**
- `unity-vr-device-none` (fatal): Unity didn't start VR, so the game runs as a hidden 2D app.
- **Source:** [patches/frame/unity_oculus_check.py](../src/frameport/patches/frame/unity_oculus_check.py)
@@ -880,7 +908,7 @@ Keeps a smoothing setting off that the game turns on itself and that can freeze
- `frame.unity_runtime_msaa_off` · revision 2
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** GLES Unity game whose OVRManager turns 4x MSAA on at runtime: multisampled render-to-texture can hang the Frame's GPU.
- **Catalog games (15):** Audica, BattleSisters, Beat Saber, Clockwork, Down the Rabbit Hole, End Space, Gravity Lab, Jurassic World Aftermath Collection and 7 more.
- **Catalog games (22):** Audica, BattleSisters, Beat Saber, Clockwork, Cosmodread, Down the Rabbit Hole, Drunkn Bar Fight, End Space and 14 more.
- **Suggested by launch-test signatures:**
- `unity-render-crash` (fatal): The game's graphics crashed, so the picture freezes or stays gray.
- `unity-runtime-msaa` (info): The game turns MSAA on at runtime, which can hang the Frame's GPU.
@@ -896,11 +924,25 @@ Lets you type into this app's text fields on the Frame (they'd close at once).
- `frame.unity_text_input` · also for 2D apps
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** Unity app with text fields (…): they close at once on the Frame because it has no system keyboard.
- **Catalog games (55):** AgeOfJoy, AllInOneSports, Ancient_Dungeon, Audica, BattleSisters, Beat Saber, Beat Saber (co-existence build), Blade & Sorcery: Nomad and 47 more.
- **Catalog games (69):** AgeOfJoy, AllInOneSports, Ancient_Dungeon, Audica, BattleSisters, Beat Saber, Beat Saber (co-existence build), Blade & Sorcery: Nomad and 61 more.
- **Source:** [patches/frame/unity_text_input.py](../src/frameport/patches/frame/unity_text_input.py)
> Unity's TMP_InputField / InputField wait for Android's on-screen keyboard and close themselves a frame later when there is none (Lepton has no on-screen keyboard; Meta's system keyboard does this on a Quest), so a selected text field only flashes a caret. Rewrites TouchScreenKeyboardShouldBeUsed -&gt; false and isKeyboardUsingEvents (TMP) / InPlaceEditing (uGUI) -&gt; true in libil2cpp.so, found per game with Cpp2IL (downloaded on first use), so fields stay selected and take key presses: Steam's keyboard (with "Show the app window") or Type on Frame from the PC.
### <a id="frame-unity_tls_key_pool"></a>Unity: share thread keys (games that run out of them)
Lets Unity 6 games with many native libraries start when they run out of thread keys (they'd abort with "cannot create thread specific key"), for example Wander.
- `frame.unity_tls_key_pool` · also for 2D apps
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Offered (off):** Unity 6 with …: turn on if the game aborts at start with "cannot create thread specific key" (for example Wander).
- **Catalog games (1):** Wander.
- **Suggested by launch-test signatures:**
- `pthread-keys-exhausted` (fatal): The game ran out of thread keys (Android allows 128 per process; Unity 6 plus large native libraries such as Firebase or Gecko, and the Frame's own graphics/OpenXR libraries, use them up), so a library aborted at start (for example Wander in Firebase's Firestore).
- **Source:** [patches/frame/unity_tls_key_pool.py](../src/frameport/patches/frame/unity_tls_key_pool.py)
> Android gives a process 128 thread keys (pthread keys, per-thread storage slots). Unity 6 takes about 40, and on the Frame the graphics and OpenXR libraries take more than on a Quest, so games with many other native libraries run out: Wander aborted at start ("cannot create thread specific key" in Firebase). Unity's keys without a clean-up function become slots behind one real key (libfp_tkeys.so); every other key and every other library keep real ones. Approach by Klownicle (GitHub #198).
### <a id="frame-unity_user_presence"></a>Unity: headset always counts as worn
Counts the headset as worn, so games that only move the player while it's worn get head tracking and controls (for example BONELAB).
@@ -970,6 +1012,7 @@ Starts Unreal games without re-checking their data file (they'd seem to hang on
- `frame.unreal_skip_obb_check` · also for 2D apps
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** Unreal checks the OBB's contents before starting (bVerifyOBBOnStartUp); on the Frame a failed or slow check can't be seen and the game seems to hang.
- **Catalog games (3):** Dance Central, Kill It With Fire VR, MacacoVR.
- **Suggested by launch-test signatures:**
- `unreal-obb-check-stuck` (fatal): The game stays on Unreal's OBB check screen (DownloaderActivity), which the Frame doesn't show, and never starts VR (for example Contractors, GitHub #159).
- **Source:** [patches/frame/unreal_obb_check.py](../src/frameport/patches/frame/unreal_obb_check.py)
@@ -988,6 +1031,18 @@ Makes the hands' thumbs follow what your thumb touches (they always pointed up:
> Unreal 4's Oculus input sets the ThumbUp axis (games animate the hand's thumb with it) from Meta's near-touch sensing, which the Frame never reports: the thumb always points up. Uses the touches instead (left X/Y/stick/thumb rest, right A/B/stick/thumb rest). Changes three instructions in OculusInput::SendControllerEvents, only where the code matches exactly (UE4 Oculus games of one engine generation, for example Vader Immortal, Robo Recall). Found by Klownicle (GitHub #49).
### <a id="frame-vermillion_scene_canvas"></a>Vermillion: paint canvases in the scene
Keeps the hand and brush visible over Vermillion's painting canvas (the canvas is drawn in the scene instead of as a layer in front).
- `frame.vermillion_scene_canvas`
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested:** not automatically; set on the game page (Customize), by a recipe or after a launch test.
- **Catalog games (1):** Vermillion.
- **Source:** [patches/frame/vermillion_canvas.py](../src/frameport/patches/frame/vermillion_canvas.py)
> Vermillion shows a canvas being painted as a separate compositor layer, which the Frame draws in front of everything: the hand and brush disappear over the canvas while they still paint. Rewrites PaintableMesh.HasCompositorLayerAvailable and ShouldUseCompositorOverlay -&gt; false in libil2cpp.so (found with Cpp2IL), so the game uses its own fallback and draws the canvas in the scene. The canvas may look a little less sharp.
### <a id="frame-vivox_audio_route"></a>Vivox voice chat: skip Android 12 audio routing
Lets games with Vivox voice chat start on the Frame (they'd crash on an Android 12 audio call).
@@ -995,6 +1050,7 @@ Lets games with Vivox voice chat start on the Frame (they'd crash on an Android
- `frame.vivox_audio_route` · also for 2D apps
- **Changes:** Changes the APK (a rebuild and reinstall apply it).
- **Suggested (on):** Vivox voice chat: it calls Android 12 audio methods, which Lepton (Android 11) lacks, and crashes.
- **Catalog games (1):** Dungeons of Eternity.
- **Suggested by launch-test signatures:**
- `vivox-api31` (fatal): The game's Vivox voice-chat SDK calls Android 12 audio-routing methods (AudioManager communication devices) without checking the Android version; Lepton runs Android 11, so the app crashes (for example Green Hell VR).
- **Source:** [patches/frame/vivox_audio_route.py](../src/frameport/patches/frame/vivox_audio_route.py)
@@ -1424,7 +1480,7 @@ For games that freeze the Frame when a controller vibrates (for example Lucky's
- **Options:**
- Value: int, default `0`.
- Game settings → Controllers → "Fix freezes when controllers vibrate" (advanced).
- **Catalog games (40):** AgeOfJoy, Ancient_Dungeon, Audica, BattleSisters, Caves, Clockwork, cubism, Deep Cuts and 32 more.
- **Catalog games (60):** AgeOfJoy, Ancient_Dungeon, Audica, BattleSisters, Beat Saber, Caves, Clockwork, Cosmodread and 52 more.
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
> Routes OVRPlugin through FramePort's extension shim, which turns Meta's amplitude-envelope vibrations into plain ones: OVRPort's loader reads their nanosecond duration as seconds and allocates gigabytes, freezing the Frame when the game vibrates a controller (for example Lucky's Tale's save slots, GitHub #9). Needs a rebuild.
@@ -1602,7 +1658,7 @@ For games whose hands trail the controllers when you move them (for example Batt
- **Options:**
- Value: int, default `0`.
- Game settings → Controllers → "Fix hands lagging behind controllers" (advanced).
- **Catalog games (8):** BattleSisters, Phantom: Covert Ops, Robo Recall, Star Wars: Tales from the Galaxy's Edge, Time Stall, Vader Immortal: Episode I, Vader Immortal: Episode II, Vader Immortal: Episode III.
- **Catalog games (11):** BattleSisters, Beat Saber, Dance Central, Dungeons of Eternity, Phantom: Covert Ops, Robo Recall, Star Wars: Tales from the Galaxy's Edge, Time Stall and 3 more.
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
> Poses a game asks for at a CLOCK_MONOTONIC time, or more than 0.5 s before the frame's display time, are located at the same moment in the runtime's time (or now). Meta's OVRPlugin passes the monotonic clock on as the OpenXR time, which on the Frame runs seconds behind the runtime's clock, so its "now" poses (Unity's physics step, controller poses) came from the past: hands trailing the controllers (for example BattleSisters, Sniper Elite VR).
@@ -1732,7 +1788,7 @@ Mixed-reality games that build their level from your room get a simple room with
- **Options:**
- Value: int, default `0`.
- Game settings → Mixed reality → "Pretend room layout".
- **Catalog games (1):** Demeter.
- **Catalog games (2):** Demeter, Vermillion.
- **Suggested by launch-test signatures:**
- `scene-missing` (warning): The game wants Meta's room data (scene API), which the Frame lacks.
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
@@ -1893,7 +1949,7 @@ For games that crash right after you return to them (for example after the Steam
- **Options:**
- Value: int, default `0`.
- Game settings → Troubleshooting → "Steady controller input after focus" (advanced).
- **Catalog games (2):** Batman: Arkham Shadow, Myst.
- **Catalog games (3):** Batman: Arkham Shadow, Myst, Robo Recall.
- **Suggested by launch-test signatures:**
- `runtime-input-crash` (fatal): The Frame's runtime crashed in its controller code, usually right after the game got focus. sync_guard runs input syncs (xrSyncActions) one at a time and pauses them briefly after focus returns.
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
@@ -2122,7 +2178,7 @@ Lets typing reach this app from Steam's on-screen keyboard or your PC's keyboard
- `device.text_input_window`
- **Changes:** Install only: written on the Frame when the game is installed; the APK isn't changed.
- **Suggested (on):** App with text fields: key presses only reach a shown Android window.
- **Catalog games (55):** AgeOfJoy, AllInOneSports, Ancient_Dungeon, Audica, Beat Saber, Beat Saber (co-existence build), Blade & Sorcery: Nomad, BodyCombat and 47 more.
- **Catalog games (69):** AgeOfJoy, AllInOneSports, Ancient_Dungeon, Audica, Beat Saber, Beat Saber (co-existence build), Blade & Sorcery: Nomad, BodyCombat and 61 more.
- **Source:** [patches/settings.py](../src/frameport/patches/settings.py)
> Lepton runs VR apps headless: their Android window is never shown, so it never gets keyboard focus and no key press (Steam's on-screen keyboard, a USB/Bluetooth keyboard, Type on Frame) reaches the app's text fields. With Lepton's lepton-show-flatscreen marker the window is shown (behind the VR view, which keeps working) and Steam's keyboard opens for a selected text field. Steam lists the shown window as "Gamescope" (the Frame's compositor). Pairs with "Make Unity text fields work without a system keyboard".
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@@ -31,7 +31,9 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| An overlay app (fpsVR, a wrist watch) installed on the Frame never appears, or SteamVR doesn't start it | not registered with the Frame's SteamVR, or registered with a manifest SteamVR skips: on the Frame vrserver reads only `binary_path_linux_arm` (vrserver.txt: "must specify binary_path for launch_type binary. Skipping") | `pcvr.vr_overlay` (Windows) / a Linux app with a bundled `.vrmanifest` (`is_dashboard_overlay`): agent v75 `register_vr_overlay` (check `vrcmd --overlays`, `~/.config/openvr/config/appconfig.json` manifest_paths); the app's own `--install` writes binary_path_linux only. fpsVR under Proton never loads OpenVR (quits after 60 s): unsupported for now |
| An overlay app with **Start with SteamVR** on doesn't start by itself after the Frame or SteamVR starts (it works when started by hand) | SteamVR's own auto-launch flag (SetApplicationAutoLaunch) didn't persist on the Frame (no autolaunch entry in `~/.config/openvr/config/steamvr.vrsettings`) | agent v76: FramePort's service `frameport-vr-overlays.service` starts it at every new vrserver. Check `systemctl --user status frameport-vr-overlays`, `~/.local/share/frameport/vr-overlays.log` (`new SteamVR (vrserver N)` → `<pkg>: started` / `running` / `couldn't start it: …`), the deployment's `overlay.autostart`, and that `~/.local/share/frameport/vr-overlays.disabled` doesn't exist; `frameport frame info` (ensure_host_fixes) installs a missing service |
| Every game suddenly fails to start: `crun: create keyring …: Disk quota exceeded`, `is not a running context` | rootless podman leaked a kernel keyring per launch; 200-key quota exhausted | `keyring = false` in `~/.config/containers/containers.conf` (FramePort agent does it), then reboot the Frame once |
| Launch test "failed" although the game runs in the headset: frames paced, then `OVRPortVrApi: EnterVrMode: no tracked head pose before deadline`, then a crash (e.g. `zink: DEVICE LOST` + SIGSEGV in a `gdrv` thread) (GitHub #57, BlazeRush) | the VrApi bridge ends the VR session after 30 s without head tracking, which only happens without a worn headset; the game's renderer then crashes while tearing down | none needed: launch tests (`triage(..., headless=True)`) treat an exit or crash after a `headless_end` line (catalog/triage.yaml) as a pass when frames were paced before it (info finding `headless-end`); play sessions ignore it. Add new such markers to `headless_end` |
| Launch test EXITED, launch.log has `Target app (<pkg>) did not start` and no `Start proc …:<pkg>` (GitHub #179) | Lepton occasionally doesn't start the app on the first start after an APK change; Android's `WebViewLoader-: System.exit` at boot is not the game (triage `app-not-started`) | start it again |
| A game keeps no progress between starts although it saves (its storage gets a new `Profiles/Oculus/<id>/`-style folder per start; Walkabout Mini Golf, GitHub #182) | OVRPort's platform loader answers `ovr_GetLoggedInUserID` with a made-up id (6e18 + `random()`), new at every start; games file saves under the user id | `frame.ovr_stable_user` (default for games with the platform library): a fixed id per game and keystore. Old progress: copy the newest old profile into the new id's folder |
| A Unity app's text field shows a caret for a moment and loses focus; no keyboard appears (for example Stremio VR login) | Unity's TMP_InputField/InputField wait for Android's on-screen keyboard and close themselves without one (Lepton has none); headless VR apps also have no focused Android window, so no key press reaches them | `frame.unity_text_input` (Cpp2IL finds `TouchScreenKeyboardShouldBeUsed`/`isKeyboardUsingEvents`, rewritten to false/true) + `device.text_input_window` (lepton-show-flatscreen: Steam's keyboard and Type on Frame work) |
| Play gives Steam's "Game configuration unavailable"; Steam's console_log: `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` | this Frame's Steam never loaded FramePort's shortcuts.vdf entry (it treats the id as a store app); cause unknown (GitHub #21/#30) | automatic since agent v43: Play registers the game through Steam's devkit interface ("Devkit Game: …", `devkit_register`) and starts that; uninstall removes it. Agent v58: a devkit entry Steam forgot after a restart is added again live on Play (no NOT_IN_LIBRARY → no Steam restart), and installs/art updates of devkit games only copy art (no Steam restart, GitHub #41) |
| Steam's Exit game leaves the game running (container `lepton-steamlaunch-<appid>` still up) | Steam stopped only its `reaper`; launch.sh and Lepton (setsid) never got a signal (GitHub #36) | agent v44: launch.sh's 2 s loop ends the game when its parent is gone (`upgrade_launchers` adds it to existing launchers); by hand: `podman kill lepton-steamlaunch-<appid>` |
@@ -74,6 +76,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| SIGABRT right after start, backtrace `libopenxr_loader.so (xrCreateSwapchain+…)` | overport's dispatcher aborts on swapchains > 4096 px ("Wrong createInfo size"); video players use 7680×3840 theater textures | `frame.swapchain_limit` (default on; guard → 16384 px; triage `swapchain-size-abort`), for example 4XVR |
| Video/menu panel missing, log `dropped N unusable layer(s)` with cylinder (1000017000) or equirect2 (1000091000) layers | the Frame runtime lacks XR_KHR_composition_layer_cylinder/equirect(2)/cube (its SteamVR runtime only composites quad + projection layers) | adapter shows cylinders as flat strips (setting `cylinder_strips`, default on); 360° equirect layers (theaters, 360° videos): `adapter.equirect_emul` (GLES only, per game) |
| 360° theater / 360° video black or missing (for example 4XVR) | equirect layers dropped | `adapter.equirect_emul=1`: a worker thread with a shared GLES context converts each 360° image to a cube map when it changes and draws one adapter projection layer from it for every frame with exactly that frame's views; it replaces the 360° layers in place, so the game's own projection layer (balcony, controllers, 360° videos it draws itself) stays on top. Quads can't be used: the Frame draws quad layers above every projection layer whatever the order. Log: `first 360 view ready`, `in 5 s: N 360 image update(s) … M view redraw(s)`. Upside down / mirrored / behind you: `equirect_flip` 1/2/4 (`frameport settings <pkg> equirect_flip=1`, no rebuild). Never Vulkan (a Vulkan renderer hung the Frame's GPU in AC Nexus) |
| Vermillion: the hand and brush disappear over the canvas while painting, but still paint (GitHub #200) | the game shows a canvas being painted as its own compositor (quad) layer and turns the canvas's scene renderer off; the Frame draws quad layers above every projection layer whatever the order, so the canvas covers the hand (Vulkan game: no GL layer emulation) | `frame.vermillion_scene_canvas` (catalog): `PaintableMesh.HasCompositorLayerAvailable` / `ShouldUseCompositorOverlay` -> false in libil2cpp.so (Cpp2IL), so the game's own fallback draws the canvas in the scene (Klownicle's finding) |
| Unity game hangs right after its first frames, no `pacing:` lines; SIGQUIT dump shows UnityMain in a game library's `JNI_OnLoad` → `usleep` (for example SKYBOX: `libskybox.so`, `SignatureChecker`) | the game checks its APK signing certificate; every port is re-signed | can't be fixed without defeating anti-tamper (FramePort doesn't): mark "Can't run". Diagnose hangs: `podman exec <container> kill -3 <pid>` writes all thread stacks to launch.log |
| Video player doesn't list sent videos (for example 4XVR "Internal Storage" only shows some) | the player lists its own /sdcard folder (4XVR: /sdcard/4XPlayer), not /sdcard/Movies; Android's media index doesn't work in Lepton | game page "Add videos" / game menu "Add videos and files" (Videos + the app's own folder, hard links) or `frameport frame send <files> --app <pkg>` |
| One eye gray in a stereo video, log `xrCreateSwapchain … result=-10` | the runtime refused a swapchain (XR_ERROR_LIMIT_REACHED) | fewer/smaller swapchains: lower `equirect_res`; unresolved |
@@ -105,6 +108,9 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| SDL / LÖVE app crashes at start: `NullPointerException … ClipboardManager.addPrimaryClipChangedListener` in `SDLClipboardHandler.<init>` (for example Dramatic Shape) | Lepton's Android has no clipboard service (`service check clipboard`: not found) | `frame.sdl_clipboard` (that call → nops in classes.dex, in place, `apk/dex.py`); reproduced and verified with LÖVE for Android 11.5 |
| Godot 4 app crashes at start: `java.lang.NullPointerException: null cannot be cast to non-null type android.content.ClipboardManager` at `org.godotengine.godot.Godot.<init>` (Godot 4.3/4.4; 4.2 when the clipboard is first used, in `Godot$mClipboard$2.invoke`) (for example EndoparasiticVR, GitHub #134); triage `godot-no-clipboard` | Lepton's Android has no clipboard service and Godot's Kotlin code casts it with a non-null `as ClipboardManager` (`Intrinsics.checkNotNull` before the check-cast). Godot 4.1 (Java) and 4.5+ (`as?`) don't throw | `frame.godot_clipboard` (suggested by analysis `godot_clipboard`): that checkNotNull call → nops in classes.dex (check-cast accepts null), and Godot's getClipboard/hasClipboard/setClipboard return at once ("" / false / nothing; `Dex.return_early`), in place; matched exactly, other dex files untouched. Checked against the Maven godot-lib 4.2.2/4.3.0/4.4.1 and the 4.3/4.4.1 release export templates (D8 re-reads the result); not yet run on the device |
| Game crashes at start: `java.lang.NoSuchMethodError: No virtual method getAvailableCommunicationDevices()… in class Landroid/media/AudioManager` at `com.vivox.sdk.AudioChangeListener.checkAudioRouteAndApplyChanges` (for example Green Hell VR, GitHub #101); triage `vivox-api31` | Newer Vivox (voice chat) builds call Android 12 audio-routing methods without a version check; Lepton is Android 11. Older Vivox builds (Eleven Table Tennis, BattleSisters) don't have that code | `frame.vivox_audio_route` (suggested by analysis `vivox_api31`): every AudioChangeListener method that calls one of them returns at once (`Dex.return_early`: return-void / `const/4 v0, 0; return v0`, in place); voice chat keeps the default audio route |
| A game on a microSD card or another drive doesn't start, loses its saves or loops at start; launch.log has `ln: cannot create symbolic link from 'Frame' to '/data/data/<pkg>'` or `Couldn't create directory for SharedPreferences file /data/user/0/<pkg>/…` (GitHub #213/#214/#215/#221: a card named "Steam Frame 512g"); triage `lepton-data-link-failed` | Valve's Lepton pastes `STEAM_COMPAT_DATA_PATH` unquoted into `sh -c "ln -s …/internal/<pkg> /data/data/<pkg>"` (liblepton mounting.sh) and APK paths into unquoted substitutions, so a path with a space never gets the app's internal storage | agent v83: the Quest launcher links the game folder to `~/.local/share/frameport/lepton-paths/<pkg>` at every start and gives Lepton that path (`app_dir_lines`); `upgrade_launchers` converts existing launchers at the next connection; deployment.json keeps the real path |
| Start never finishes, 100 % CPU, launch.log of gigabytes repeating `EOSSDK.createKeychain` / `resetKeychain` (Beyond Sandbox, GitHub #214); triage `eos-keychain-loop` | Epic Online Services' Java keychain can't write its SharedPreferences and resets/creates without end (seen when the app had no internal storage, row above) | fix the storage first; `frame.eos_keychain_loop` (opt-in, offered by triage; analysis `eos_keychain`) makes `EOSSDK.resetKeychain` return at once (`Dex.return_early`) |
| Unity game aborts at start: `Abort message: 'cannot create thread specific key for __cxa_get_globals()'` (SIGABRT in a library such as `libFirebaseCppApp-*.so`, for example Wander 0.3570, GitHub #198); triage `pthread-keys-exhausted` | Bionic allows 128 pthread keys per process; Unity 6 takes ~40 (most without a destructor), large native libraries (Gecko `libxul.so`, Firebase, avatar SDKs) and the Frame's own libraries (Mesa/Zink, FrameBridge, OVRPort, Valve's Vulkan layers) take the rest | `frame.unity_tls_key_pool` (opt-in; suggested for Unity 6 with Firebase C++ or Gecko): libunity.so's `pthread_key_*`/`pthread_get/setspecific` imports are renamed to `fp_tkey_*` (`elf.rename_imports`, versions set global) and `libfp_tkeys.so` (`native/tlskeys`) is added to its DT_NEEDED; destructor-less keys become slots behind one real key (logs `fp_tkeys: pooling Unity's thread keys`). Approach by Klownicle (#198) |
| Controllers do nothing (for example stuck on a setup screen); log: `xrSuggestInteractionProfileBindings … XR_ERROR_PATH_UNSUPPORTED` | the game only suggests bindings for Meta's newer profiles (Touch Plus / Touch Pro); the Frame's Android runtime knows `oculus/touch_controller`, not those | adapter `profile_remap` (default on): the bindings are suggested again for Touch (log: `controller profile … -> oculus/touch_controller`) |
| Some buttons do nothing or the wrong thing (for example a Quest game's X/Y on the Frame's left controller) | the game binds only Quest Touch and SteamVR maps Touch onto the Frame controllers with its own remap (Touch left X/Y land on the d-pad, right X and Y repeat B), or the runtime rejected a profile or an input call | turn on adapter `input_diag` (diagnostics, off by default; `frameport settings <pkg> input_diag=1`) and look for `input_diag:` lines: `bindings: <profile> accepted` or `unsupported: interaction profile <profile> -> <result>` with the rejected paths, `bindings: /user/hand/<hand> uses <profile>`, `unsupported: function <name>`, `unsupported: xrCreateAction -> <result> (<action>)` |
| Unity game hangs or the whole Frame restarts (for example in a menu); log: `The current MSAA level is 0, but the recommended MSAA level is 4. Switching to the recommended level.` (for example Lucky's Tale) | Meta's OVRManager (`useRecommendedMSAALevel`) turns 4x MSAA on at runtime, past QualitySettings; multisampled render-to-texture on GLES/Zink hangs the GPU | `frame.unity_runtime_msaa_off` (Cpp2IL: `OVRDisplay.get_recommendedMSAALevel` → 0) |
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@@ -93,7 +93,7 @@ shots:
docs: [docs/SHOWCASE.md]
steps:
- go: live
- wait_for: "What the player sees"
- wait_for: "Ready when you are"
- name: install-progress
docs: [docs/SHOWCASE.md]
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@@ -62,7 +62,7 @@ scenes:
caption: ["Connect your Steam Frame", "Once: one line on the Frame"]
hold: 1.5
steps:
- click: "Set up the Frame"
- click: "Set up your Frame"
- wait: 1.6
- click: "Start setup"
- wait_for: "Waiting for your Frame to ask"
@@ -111,7 +111,7 @@ scenes:
- hook: {name: pairing_done, args: [1.6]}
- wait_for: "Ready to play"
- wait: 1.2
- hover: "Quest games (Lepton)"
- hover: "Quest games"
- wait: 1.6
- name: add-games
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@@ -17,6 +17,7 @@ embeds debug paths (`-g`) and the dex depends on the d8 version, so those differ
| `langpack/` | `arm64-v8a/libfp_langpack.so` | Language packs for the Meta Platform SDK (patch `frame.langpacks`, opt-in). overport's platform loader is a dispatcher in front of Meta's own loader and answers `ovr_LanguagePack_GetCurrent/SetCurrent` with `return 0` (no reply ever). This library becomes the loader's first DT_NEEDED; the loader's own exports of the 31 functions it defines are made STB_LOCAL in `.dynsym` (`elf.hide_exports`, nothing moves), so symbol lookups reach the library first. It serves `<tag>.lang` files found in the game's OBB / app files (`$FRAMEPORT_LANGPACK_DIRS` overrides the search path) through `ovr_LanguagePack_*`, `ovr_AssetFile_GetList` (the loader's list + the packs) and `ovr_AssetFile_StatusById`; its own message queue is merged into `ovr_PopMessage`, and every handle that is not ours (an address-range check) goes to the loader's original function, whose address is read at run time from the loader's in-memory `.dynsym`. With patch `frame.asset_files` (marker byte `@FPASSETS@`, or env `FRAMEPORT_ASSET_FILES=1`) it also lists the data's `*.pak` content files as installed `default` asset files and answers `ovr_AssetFile_DownloadById` for them at once (a completed `DownloadUpdate`, then the result with the path). Host-tested against a stand-in loader (`tests/test_langpack.py`, plain `cc`, no NDK); the bionic/headset side is unverified. |
| `glshim/` | `arm64-v8a/libglshim.so` | Mesa GLSL compatibility for GLAD engines (hooks eglGetProcAddress): comments out `#pragma` before `#extension`, enables `GL_EXT_shader_implicit_conversions`, hides GL_OVR_multiview (`gl_hide_multiview`, default 1) and logs failed shaders. `-DGLSHIM_TRACE` adds per-FBO draw/error tracing. |
| `glmv/` | `arm64-v8a/libfpglmv.so` | Single-view draws of OVR_multiview programs (patch `frame.gl_multiview_fbo`, opt-in, GitHub #77). Mesa enforces OVR_multiview's rule that a draw's program declares as many views as the draw framebuffer has; engines that compile every shader with `num_views=2` and also draw into ordinary 2D framebuffers (Doom3Quest's HUD/PDA pool) lose those draws. The engine library gets it as first DT_NEEDED (direct `gl*` imports) and its `dlopen("libGLESv3.so")` string is rewritten to `libfpglmv.so` (same length; its `qgl*` dlsym table); linked `--no-as-needed` to libGLESv3 so dlsym on its handle finds everything it doesn't wrap. It records stage sources at glLinkProgram, caches the draw framebuffer's color-attachment view count per bind, and when a multiview program draws into a 0-view framebuffer it binds a lazily built twin (`glmv_rewrite.h`: num_views layout blanked, `gl_ViewID_OVR` -> `(0u)`; attribute locations + uniform block bindings copied, default-block uniforms copied before every such draw with a shadow to skip unchanged ones), draws, rebinds the original. Logcat tag `GLMV`; `gl_mv_debug=1`. The rewriter is host-tested on Doom3Quest's 19 shaders (`tests/test_gl_multiview_fbo.py`); untested on the device. |
| `tlskeys/` | `arm64-v8a/libfp_tkeys.so` | Thread-key pool for Unity (patch `frame.unity_tls_key_pool`, opt-in, GitHub #198; approach and the first helper by Klownicle). Bionic allows 128 pthread keys per process; Unity 6 plus large native libraries (Firebase, Gecko) and the Frame's own libraries use them up (Wander: `cannot create thread specific key for __cxa_get_globals()`). libunity.so's four key imports are renamed to `fp_tkey_create/_delete/_get/_set` (`elf.rename_imports`, same `.dynstr` bytes, versions set global) and this library is added to its DT_NEEDED: keys without a destructor become slots (512, generation-tagged, `0x40000000 + slot`) in a per-thread table under one real key; keys with a destructor and all other libraries keep real keys. Lock-free get/set. Logs `fp_tkeys: pooling Unity's thread keys` once (tag FrameBridge). Host-tested (rename); not yet run on the device. |
| `zinkfix/` | `arm64-v8a/libVkLayer_fp_shaderfix.so` | Shader-fix Vulkan layer `VK_LAYER_FP_shader_fix` for OpenGL ES games (patch `frame.zink_shader_fix`): sits between Zink (Mesa's GL on Vulkan) and the driver and inserts the words of `zink_shader_fix` (same format as the Vulkan shim's `vk_shader_fix`: size + SHA-256 match) into SPIR-V modules; `zink_shader_dump=1` writes every distinct module to `files/fp_spirv/`. The engine library loads it first (DT_NEEDED); its constructor puts the layer in front of Android's GraphicsEnv debug layer list (private Android 11 `getDebugLayers`/`setDebugLayers`, found through libvulkan.so's dependencies) before EGL starts, so the loader picks it up from the app's lib dir. Exports only the enumeration functions and `VK_LAYER_FP_shader_fixGet*ProcAddr` (never plain `vk*` entry points). Vader Immortal's lightspeed shaders (Klownicle, GitHub #49). |
| `xrlayer/` | `linux-arm64/libxr_frameport_timefix.so` + `XR_APILAYER_FRAMEPORT_timefix.json` | OpenXR API layer for Windows PC VR games under Proton on the Frame (glibc aarch64, built freestanding with the NDK's clang), on by default (patch `pcvr.xr_timefix`). Retries `xrCreateInstance` as an OpenXR 1.0 app when the runtime rejects 1.1 (the Frame's SteamVR runtime does, and Proton 11's VR helper asks for 1.1). Also emulates `xrConvertTimespecTimeToTimeKHR`/`xrConvertTimeToTimespecTimeKHR` if the runtime refuses them (the Frame's Android runtime does; its Linux runtime, used by Proton, supports them as of 2026-09-29 — so this part is only a fallback; Proton's wineopenxr needs them for `XR_KHR_win32_convert_performance_counter_time`, which Revive requires) with the adapter's xrWaitFrame-calibrated offset, and drops the extension from xrCreateInstance if the runtime rejects it. Enabled per game by the Proton launch.sh (`XR_API_LAYER_PATH`, `XR_ENABLE_API_LAYERS`). `tests/test_xrlayer.py` builds it for x86_64 and drives it via ctypes. |
| `oculushmd/` | `win-x64/fp_oculushmd.exe` | PC VR counterpart of overport's `patch_oculus_unreal` (patch `pcvr.oculus_unreal`, default for Unreal Rift games on the Frame). Unreal's OculusHMD and LibOVR's `ovr_Detect` only start when the Windows named event `OculusHMDConnected` exists and is signalled (the Oculus service creates it). `fp_oculushmd.exe <command line>` creates it (manual reset, signalled), runs the command (Revive's injector) in a job object and keeps the event until every process in the job — the game and its children — has exited (fallback without job support: 3 minutes); returns the command's exit code and logs `FramePort oculushmd: …` to stderr (launch.log). Freestanding Windows x64 console exe (no CRT, no Windows SDK): the NDK's clang + `lld-link /Brepro` with a kernel32 import library generated by `llvm-dlltool`, so it's byte-reproducible. Tested on Windows from WSL with a build whose event name is `-DEVENT_NAME=L"…"` (the Oculus service owns the real event on a PC with the Oculus app). |
+12 -4
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@@ -10,7 +10,7 @@ timefix OpenXR layer for Proton games (linux-arm64, glibc; the NDK's clang build
OculusHMDConnected helper for Rift games under Proton (win-x64 PE; the NDK's clang + lld-link, no Windows SDK), the
live view's hardware H.264 encoder fp_venc (linux-arm64-bin, static freestanding executable), and rewrites artifacts/SHA256SUMS. Run `frameport parity` afterwards to see which games change.
python native/build.py [--only adapter,bridge,compat,langpack,glshim,eglfmt,glmv,ovrtrace,dex,xrlayer,oculushmd,xrshim,vkshim,zinkfix,ovrpshim,vrsettings,venc,vroverlay_probe] [--ndk PATH]
python native/build.py [--only adapter,bridge,compat,langpack,glshim,eglfmt,glmv,ovrtrace,dex,xrlayer,oculushmd,xrshim,vkshim,zinkfix,ovrpshim,tlskeys,vrsettings,venc,vroverlay_probe] [--ndk PATH]
"""
from __future__ import annotations
@@ -347,6 +347,14 @@ def build_ovrpshim(tc: Path):
"-llog", "-o", ART / "arm64-v8a/libfp_ovrp.so"], cwd=src)
def build_tlskeys(tc: Path):
"""Thread-key pool for Unity (see tlskeys/tlskeys.c, patch frame.unity_tls_key_pool)."""
src = HERE / "tlskeys"
run([exe(tc, "aarch64-linux-android29-clang"), "-shared", "-fPIC", "-O2", "-Wall", "-Wextra", "-Werror",
"-fvisibility=hidden", f"-ffile-prefix-map={HERE}=native", "-Wl,-soname,libfp_tkeys.so",
"-Wl,-z,max-page-size=16384", "tlskeys.c", "-llog", "-o", ART / "arm64-v8a/libfp_tkeys.so"], cwd=src)
def build_dex():
javac = shutil.which("javac")
if not javac:
@@ -391,7 +399,7 @@ def write_sums():
def main():
ap = argparse.ArgumentParser()
ap.add_argument("--only", default="adapter,bridge,compat,langpack,glshim,eglfmt,glmv,ovrtrace,dex,xrlayer,oculushmd,xrshim,vkshim,zinkfix,ovrpshim,vrsettings,venc")
ap.add_argument("--only", default="adapter,bridge,compat,langpack,glshim,eglfmt,glmv,ovrtrace,dex,xrlayer,oculushmd,xrshim,vkshim,zinkfix,ovrpshim,tlskeys,vrsettings,venc")
ap.add_argument("--ndk")
args = ap.parse_args()
parts = set(args.only.split(","))
@@ -403,10 +411,10 @@ def main():
"glshim": lambda: build_glshim(tc), "eglfmt": lambda: build_eglfmt(tc), "glmv": lambda: build_glmv(tc), "ovrtrace": lambda: build_ovrtrace(tc), "xrshim": lambda: build_xrshim(tc), "dex": build_dex, "xrlayer": lambda: build_xrlayer(tc),
"oculushmd": lambda: build_oculushmd(tc), "vkshim": lambda: build_vkshim(tc),
"zinkfix": lambda: build_zinkfix(tc),
"ovrpshim": lambda: build_ovrpshim(tc),
"ovrpshim": lambda: build_ovrpshim(tc), "tlskeys": lambda: build_tlskeys(tc),
"vrsettings": lambda: build_vrsettings(tc), "venc": lambda: build_venc(tc),
"vroverlay_probe": lambda: build_vroverlay_probe(tc)}
for name in ("adapter", "bridge", "compat", "langpack", "glshim", "eglfmt", "glmv", "ovrtrace", "xrshim", "vkshim", "zinkfix", "ovrpshim", "dex", "xrlayer", "oculushmd", "vrsettings", "venc",
for name in ("adapter", "bridge", "compat", "langpack", "glshim", "eglfmt", "glmv", "ovrtrace", "xrshim", "vkshim", "zinkfix", "ovrpshim", "tlskeys", "dex", "xrlayer", "oculushmd", "vrsettings", "venc",
"vroverlay_probe"):
if name in parts:
log(f"build {name}")
+109
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@@ -0,0 +1,109 @@
// SPDX-License-Identifier: GPL-3.0-only
// FramePort thread-key pool for Unity (patch frame.unity_tls_key_pool, GitHub #198).
//
// Bionic gives a process 128 pthread keys. Unity 6 takes about 40 of them (most without a destructor), and on the
// Frame the libraries Lepton and FramePort add (Mesa/Zink, FrameBridge, OVRPort's dispatcher, Valve's Vulkan layers)
// take more than on a Quest. Games with many other native libraries then run out: Wander 0.3570 (Gecko, avatar
// libraries, Firebase) aborted in Firestore's start with "cannot create thread specific key for __cxa_get_globals()".
//
// FramePort renames libunity.so's imports pthread_key_create/_delete and pthread_get/setspecific to the fp_tkey_*
// functions below (same strings, shorter, NUL-padded) and adds this library to its DT_NEEDED. Keys without a
// destructor become slots in one per-thread table that lives under a single real key; keys with a destructor, and
// every other library, keep using real keys. Approach and the original helper: Klownicle (GitHub #198), verified in
// the headset; this is FramePort's own implementation of it.
//
// Pooled keys are TAG + slot (bionic's own keys have bit 31 set, so the ranges can't meet). A slot's generation
// changes at every create, so a value stored under a deleted key isn't seen through a new key that reuses the slot.
// Using a key after deleting it is undefined in POSIX; here it just reads NULL / fails with EINVAL.
#include <android/log.h>
#include <errno.h>
#include <pthread.h>
#include <stdatomic.h>
#include <stdint.h>
#include <stdlib.h>
#define TAG_LOG "FrameBridge"
#define EXPORT __attribute__((visibility("default")))
#define LOG(...) __android_log_print(ANDROID_LOG_INFO, TAG_LOG, __VA_ARGS__)
#define SLOTS 512
#define TAG 0x40000000u
struct table {
void *value[SLOTS];
uint32_t generation[SLOTS];
};
static pthread_once_t once = PTHREAD_ONCE_INIT;
static pthread_key_t storage;
static int storage_error;
static _Atomic uint32_t used[SLOTS]; // 0 free, 1 taken
static _Atomic uint32_t generation[SLOTS]; // never 0 for a taken slot
static _Atomic int pooled, logged_full;
static void setup(void) {
storage_error = pthread_key_create(&storage, free); // the table goes with its thread
if (storage_error) LOG("fp_tkeys: no real key for the pool (%d): Unity's keys stay real ones", storage_error);
}
static int slot_of(pthread_key_t key, unsigned *slot) {
uint32_t k = (uint32_t)key;
if (k < TAG || k >= TAG + SLOTS) return 0;
*slot = k - TAG;
return 1;
}
EXPORT int fp_tkey_create(pthread_key_t *key, void (*destructor)(void *)) {
if (destructor) return pthread_key_create(key, destructor);
pthread_once(&once, setup);
if (storage_error) return pthread_key_create(key, NULL);
for (unsigned i = 0; i < SLOTS; i++) {
uint32_t expected = 0;
if (atomic_compare_exchange_strong(&used[i], &expected, 1)) {
uint32_t g = atomic_fetch_add(&generation[i], 1) + 1;
if (!g) atomic_fetch_add(&generation[i], 1); // skip 0: "never set" in a fresh table
*key = (pthread_key_t)(TAG + i);
if (atomic_fetch_add(&pooled, 1) == 0) LOG("fp_tkeys: pooling Unity's thread keys without destructor");
return 0;
}
}
if (!atomic_exchange(&logged_full, 1)) LOG("fp_tkeys: all %d pooled keys taken, using real keys", SLOTS);
return pthread_key_create(key, NULL);
}
EXPORT int fp_tkey_delete(pthread_key_t key) {
unsigned i;
if (!slot_of(key, &i)) return pthread_key_delete(key);
uint32_t expected = 1;
if (!atomic_compare_exchange_strong(&used[i], &expected, 0)) return EINVAL;
atomic_fetch_sub(&pooled, 1);
return 0;
}
EXPORT void *fp_tkey_get(pthread_key_t key) {
unsigned i;
if (!slot_of(key, &i)) return pthread_getspecific(key);
struct table *t = pthread_getspecific(storage);
if (!t || !atomic_load_explicit(&used[i], memory_order_acquire)) return NULL;
return t->generation[i] == atomic_load_explicit(&generation[i], memory_order_relaxed) ? t->value[i] : NULL;
}
EXPORT int fp_tkey_set(pthread_key_t key, const void *value) {
unsigned i;
if (!slot_of(key, &i)) return pthread_setspecific(key, value);
if (!atomic_load_explicit(&used[i], memory_order_acquire)) return EINVAL;
struct table *t = pthread_getspecific(storage);
if (!t) {
if (!value) return 0; // nothing stored yet: NULL is what get answers anyway
t = calloc(1, sizeof(*t));
if (!t) return ENOMEM;
int rc = pthread_setspecific(storage, t);
if (rc) {
free(t);
return rc;
}
}
t->value[i] = (void *)value;
t->generation[i] = atomic_load_explicit(&generation[i], memory_order_relaxed);
return 0;
}
+1
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@@ -149,6 +149,7 @@ def main() -> int:
("transit-activity", lambda a: a.show_activity(True))]
if args.fake_frame: # GitHub #90: the Move to… dialog (drives load in the background)
steps.append(("move-dialog", lambda a: (a.page.pop_dialog(), a.move_game(game))))
steps.append(("uninstall-dialog", lambda a: (a.page.pop_dialog(), a.uninstall(game))))
# last: the right-click menu stays open over whatever comes next
steps.append(("library-menu", lambda a: (a.show_activity(False), a.navigate(0), time.sleep(3),
a.library_view.open_menu(game))))
+136
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@@ -0,0 +1,136 @@
"""Upload speed to the Frame by method (GitHub discussion #242: paramiko capped at ~23 MB/s on a reporter's PC).
uv run python scripts/upload_bench.py [--mib 512] [--host <addr>] [--methods app,paramiko-tuned,ssh,ssh-gcm,sftp]
Methods, each sending the same random file to ~/frameport-bench on the Frame (removed afterwards):
- app FramePort's own upload (Frame.put: pipelined SFTP, 1 MiB writes)
- paramiko-tuned the same through a paramiko transport/SFTP with a 64 MiB window
- ssh the system's OpenSSH: `ssh … "cat > file"` (default cipher)
- ssh-gcm the same with aes128-gcm@openssh.com
- ssh-chacha the same with chacha20-poly1305@openssh.com
- sftp OpenSSH's sftp in batch mode
Prints MB/s, wall time and the CPU time spent on this PC (this process + children). Dev tool, not part of the app.
"""
from __future__ import annotations
import argparse
import os
import shutil
import socket
import stat
import subprocess
import sys
import tempfile
import time
from pathlib import Path
sys.path.insert(0, str(Path(__file__).resolve().parents[1] / "src"))
import paramiko # noqa: E402
from frameport.frame.connection import Frame, app_key, saved_targets, ssh_dir # noqa: E402
REMOTE = "frameport-bench"
def cpu() -> float:
t = os.times()
return t.user + t.system + t.children_user + t.children_system
def private_key() -> str:
"""OpenSSH refuses a key file others can read (the Windows data folder under /mnt/c shows 0777): a 0600 copy."""
key = ssh_dir() / "id_ed25519"
if os.name == "nt" or stat.S_IMODE(key.stat().st_mode) & 0o077 == 0:
return str(key)
tmp = Path(tempfile.mkdtemp()) / "id_ed25519"
shutil.copy(key, tmp)
tmp.chmod(0o600)
return str(tmp)
def ssh_base(frame: Frame, key: str, port_flag: str = "-p") -> list[str]:
return ["-i", key, "-o", "BatchMode=yes", "-o", "IdentitiesOnly=yes",
"-o", f"UserKnownHostsFile={ssh_dir() / 'known_hosts'}", "-o", "StrictHostKeyChecking=yes",
port_flag, str(frame.target.port)]
def m_app(frame, local, remote, key):
frame.put(local, remote, resume=False)
def m_paramiko_tuned(frame, local, remote, key):
sock = socket.create_connection((frame.target.host, frame.target.port), timeout=10)
t = paramiko.Transport(sock, default_window_size=64 << 20, default_max_packet_size=32768)
try:
t.connect(username=frame.target.user, pkey=app_key())
sftp = paramiko.SFTPClient.from_transport(t, window_size=64 << 20, max_packet_size=32768)
with open(local, "rb") as src, sftp.open(remote, "wb") as dst:
dst.set_pipelined(True)
while chunk := src.read(4 << 20):
dst.write(chunk)
finally:
t.close()
def _ssh_cat(cipher):
def run(frame, local, remote, key):
extra = ["-c", cipher] if cipher else []
with open(local, "rb") as src:
subprocess.run(["ssh", *ssh_base(frame, key), *extra, f"{frame.target.user}@{frame.target.host}",
f"cat > {remote}"], stdin=src, check=True)
return run
def m_sftp(frame, local, remote, key):
subprocess.run(["sftp", *ssh_base(frame, key, "-P"), "-b", "-", f"{frame.target.user}@{frame.target.host}"],
input=f'put "{local}" "{remote}"\n'.encode(), check=True, stdout=subprocess.DEVNULL)
METHODS = {"app": m_app, "paramiko-tuned": m_paramiko_tuned, "ssh": _ssh_cat(None),
"ssh-gcm": _ssh_cat("aes128-gcm@openssh.com"), "ssh-chacha": _ssh_cat("chacha20-poly1305@openssh.com"),
"sftp": m_sftp}
def main() -> int:
ap = argparse.ArgumentParser(description=__doc__, formatter_class=argparse.RawDescriptionHelpFormatter)
ap.add_argument("--mib", type=int, default=512)
ap.add_argument("--host", help="the Frame's address (default: the remembered Frame)")
ap.add_argument("--methods", default="app,paramiko-tuned,ssh,ssh-gcm,ssh-chacha,sftp")
a = ap.parse_args()
target = saved_targets()[0]
if a.host:
target.host = a.host
frame = Frame(target).connect()
remote = f"{frame.home}/{REMOTE}"
key = private_key()
with tempfile.NamedTemporaryFile(delete=False) as f:
block = os.urandom(1 << 20)
for _ in range(a.mib):
f.write(block)
local = f.name
size = a.mib << 20
print(f"{a.mib} MiB to {target.host} ({sys.platform}, paramiko {paramiko.__version__})")
try:
for name in a.methods.split(","):
if name.startswith(("ssh", "sftp")) and not shutil.which(name.split("-")[0]):
print(f"{name:15} skipped: no {name.split('-')[0]} on PATH")
continue
c0, t0 = cpu(), time.monotonic()
try:
METHODS[name](frame, local, remote, key)
except Exception as exc: # noqa: BLE001
print(f"{name:15} failed: {exc}")
continue
wall, used = time.monotonic() - t0, cpu() - c0
got = int(frame.run(f"stat -c %s {remote}")[1].strip() or 0)
frame.run(f"rm -f {remote}")
ok = "" if got == size else f" (size {got} != {size})"
print(f"{name:15} {size / wall / 1e6:7.1f} MB/s {wall:6.1f} s CPU here {used:5.1f} s{ok}")
finally:
os.remove(local)
return 0
if __name__ == "__main__":
sys.exit(main())
+3 -3
View File
@@ -182,7 +182,7 @@ const ICON: Record<string, string> = {
.view :global(.ok) { color: var(--ok); font-style: normal; } .view :global(.warn) { color: var(--warn); font-style: normal; }
.view :global(.cplay) { position: absolute; right: 8px; bottom: 30px; width: 34px; height: 34px; border-radius: 50%; display: grid; place-items: center;
color: var(--text); background: rgba(22, 24, 30, .6); backdrop-filter: blur(6px); border: 1px solid rgba(237, 238, 242, .25);
opacity: 0; transform: scale(.9); transition: opacity 220ms, transform 220ms var(--ease-back), background-color 220ms; }
opacity: 0; transform: scale(.9); transition: opacity 220ms, transform 220ms var(--ease-spring), background-color 220ms; }
.view :global(.card:hover .cplay) { opacity: 1; transform: none; }
.view :global(.cplay:hover) { background: var(--accent); color: var(--on-accent); }
@@ -246,7 +246,7 @@ const ICON: Record<string, string> = {
.view :global(.sw input) { position: absolute; opacity: 0; pointer-events: none; }
.view :global(.sw i) { flex: none; width: 36px; height: 20px; border-radius: 999px; background: var(--surface-3); position: relative; transition: background-color 150ms; }
.view :global(.sw i::after) { content: ""; position: absolute; left: 3px; top: 3px; width: 14px; height: 14px; border-radius: 50%; background: var(--text-2);
transition: transform 220ms var(--ease-back), background-color 150ms; }
transition: transform 220ms var(--ease-spring), background-color 150ms; }
.view :global(.sw input:checked + i) { background: var(--secondary); }
.view :global(.sw input:checked + i::after) { transform: translateX(16px); background: #fff; }
.view :global(.sw input:focus-visible + i) { outline: 2px solid var(--accent); outline-offset: 2px; }
@@ -445,7 +445,7 @@ const ICON: Record<string, string> = {
.ctx :global(button[disabled]) { color: var(--text-3); cursor: default; }
.toasts { position: absolute; right: 14px; bottom: 14px; z-index: 45; display: grid; gap: 8px; justify-items: end; pointer-events: none; }
.toasts :global(.toast) { max-width: 320px; padding: 10px 14px; border-radius: var(--radius-sm); background: var(--surface-2); border: 1px solid var(--border-strong);
border-left: 3px solid var(--ok); box-shadow: 0 12px 30px rgba(0, 0, 0, .5); font-size: 13px; animation: toastin .3s var(--ease-back) both;
border-left: 3px solid var(--ok); box-shadow: 0 12px 30px rgba(0, 0, 0, .5); font-size: 13px; animation: toastin .3s var(--ease-spring) both;
transition: opacity 300ms, transform 300ms; }
.toasts :global(.toast.info) { border-left-color: var(--secondary); }
.toasts :global(.toast.out) { opacity: 0; transform: translateY(8px); }
+10 -5
View File
@@ -36,18 +36,21 @@ const videos = [
<section class="section tour" id="tour">
<div class="wrap">
<div class="head reveal">
<p class="label"><b>02</b> The app</p>
<h2>Try it before you download it</h2>
<p class="label">Try the app</p>
<h2>Click through FramePort before you download it</h2>
</div>
<div class="reveal"><AppMock games={games} /></div>
<div class="shots reveal">
<details class="disclose more">
<summary>Screenshots and videos of the real app <i aria-hidden="true">▾</i></summary>
<div class="shots">
<p class="watch-k">The real app, screenshot by screenshot</p>
<Carousel slides={shots} />
</div>
<div class="watch reveal">
<div class="watch">
<p class="watch-k">Prefer to watch? The real app on video</p>
<div class="vids">
{videos.map((v) => (
@@ -60,6 +63,7 @@ const videos = [
))}
</div>
</div>
</details>
</div>
@@ -127,6 +131,7 @@ const videos = [
place-items: center; font-size: 24px; color: var(--text); background: rgba(22, 24, 30, .7); cursor: pointer; }
.player .close:hover { background: var(--accent); color: var(--on-accent); }
.shots { margin-top: clamp(40px, 6vw, 64px); display: grid; grid-template-columns: minmax(0, 1fr); gap: 14px; }
.more { margin-top: 20px; }
.shots { margin-top: 28px; display: grid; grid-template-columns: minmax(0, 1fr); gap: 14px; }
.watch { margin-top: clamp(40px, 6vw, 64px); }
</style>
+1 -1
View File
@@ -145,7 +145,7 @@ const { slides } = Astro.props;
.contain .zoom :global(img) { object-fit: contain; }
.nav { all: unset; position: absolute; top: 50%; width: 46px; height: 46px; margin-top: -23px; border-radius: 50%; display: grid; place-items: center;
cursor: pointer; color: var(--text); background: rgba(13, 14, 18, .6); backdrop-filter: blur(8px); border: 1px solid rgba(237, 238, 242, .2);
opacity: 0; transition: opacity 220ms, background-color 220ms, transform 320ms var(--ease-back); font-size: 28px; line-height: 1; }
opacity: 0; transition: opacity 220ms, background-color 220ms, transform 320ms var(--ease-spring); font-size: 28px; line-height: 1; }
.prev { left: 14px; } .next { right: 14px; }
.stage:hover .nav, .nav:focus-visible, .car:focus-within .nav { opacity: 1; }
.nav:hover { background: var(--accent); color: var(--on-accent); transform: scale(1.08); }
+14 -43
View File
@@ -6,20 +6,14 @@ import { REPORT_PROBLEM } from '../data/site';
const SYMBOL = { yes: '✓', no: '–', part: '◐', unknown: '?' } as const;
const LABEL = { yes: 'Yes', no: 'No', part: 'Partly', unknown: 'Not stated' } as const;
const ICON = {
code: '<path d="m8 8-4 4 4 4M16 8l4 4-4 4M13.5 5l-3 14"/>',
game: '<path d="M3 9.5A3.5 3.5 0 0 1 6.5 6h11A3.5 3.5 0 0 1 21 9.5v4a3.5 3.5 0 0 1-3.5 3.5h-2.2a2 2 0 0 1-1.7-.95l-.75-1.2a1 1 0 0 0-1.7 0l-.75 1.2A2 2 0 0 1 8.7 17H6.5A3.5 3.5 0 0 1 3 13.5z"/>',
pc: '<rect x="3" y="4" width="18" height="12" rx="2"/><path d="M12 16v4M8 20h8"/>',
link: '<path d="M5 12.5a9 9 0 0 1 14 0M8 15.5a5 5 0 0 1 8 0M12 19h.01"/><path d="M19 3v4M17 5h4" opacity=".6"/>',
} as const;
---
<section class="section" id="compare">
<div class="wrap">
<div class="head reveal">
<p class="label"><b>04</b> Compared</p>
<h2>Open source, and it patches the games that don't just work</h2>
<p class="lead">Other tools install an app as it is. FramePort also patches Quest games that wouldn't run on the
Frame.</p>
<p class="label">Compare the tools</p>
<h2>FramePort patches the games that don't run as they are</h2>
<p class="lead">Other tools install an app unchanged. FramePort also converts and patches it, and it's free and
open source (GPL-3.0).</p>
</div>
<div class="cmp" data-cmp data-with="1">
@@ -31,10 +25,7 @@ const ICON = {
<ul class="heads reveal">
{HEADLINES.map((h, i) => (
<li class:list={['hcard', { foss: i === 0 }]} data-tilt>
<span class="hicon" aria-hidden="true">
<svg viewBox="0 0 24 24" width="22" height="22" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" set:html={ICON[h.icon]} />
</span>
<li class:list={['hcard', { foss: i === 0 }]}>
<h3>{h.title}</h3>
<p class="fp"><span class="who">FramePort</span>{h.frameport}</p>
<p class="other o1"><span class="who">FrameDrop</span>{h.others[0]}</p>
@@ -82,20 +73,6 @@ const ICON = {
cmp.dataset.with = b.dataset.withBtn!;
cmp.querySelectorAll('[data-with-btn]').forEach((o) => o.setAttribute('aria-pressed', String(o === b)));
}));
// the cards lean toward the pointer and a light follows it
if (!matchMedia('(prefers-reduced-motion: reduce)').matches && matchMedia('(pointer: fine)').matches) {
document.querySelectorAll<HTMLElement>('[data-tilt]').forEach((card) => {
card.addEventListener('pointermove', (e) => {
const r = card.getBoundingClientRect();
const x = (e.clientX - r.left) / r.width, y = (e.clientY - r.top) / r.height;
card.style.setProperty('--tx', `${((x - 0.5) * 10).toFixed(2)}deg`);
card.style.setProperty('--ty', `${((0.5 - y) * 8).toFixed(2)}deg`);
card.style.setProperty('--mx', `${(x * 100).toFixed(1)}%`);
card.style.setProperty('--my', `${(y * 100).toFixed(1)}%`);
});
card.addEventListener('pointerleave', () => { card.style.setProperty('--tx', '0deg'); card.style.setProperty('--ty', '0deg'); });
});
}
</script>
<style>
@@ -106,25 +83,22 @@ const ICON = {
.with button[aria-pressed="true"] { color: var(--text); border-color: transparent; background: linear-gradient(90deg, rgba(58, 168, 255, .22), rgba(255, 138, 31, .22)); }
.with button:focus-visible { outline: 2px solid var(--accent); outline-offset: 2px; }
.heads { list-style: none; margin: 0; padding: 0; display: grid; grid-template-columns: repeat(3, minmax(0, 1fr)); gap: 14px;
perspective: 1000px; }
.heads { list-style: none; margin: 0; padding: 0; display: grid; grid-template-columns: repeat(3, minmax(0, 1fr)); gap: 14px; }
.hcard { position: relative; display: grid; gap: 10px; align-content: start; padding: 22px; border-radius: var(--radius-md);
background: radial-gradient(260px circle at var(--mx, 50%) var(--my, 0%), rgba(255, 138, 31, .10), transparent 70%), var(--surface);
border: 1px solid var(--border); transform: rotateY(var(--tx, 0deg)) rotateX(var(--ty, 0deg));
transition: transform 300ms var(--ease-out), border-color 220ms; }
background: var(--surface); border: 1px solid var(--border); transition: border-color 220ms var(--ease-out); }
.hcard:hover { border-color: rgba(255, 138, 31, .45); }
.hcard.foss { grid-column: 1 / -1; grid-template-columns: auto minmax(0, 1fr) minmax(0, 1fr); column-gap: 24px; align-items: start; background: radial-gradient(320px circle at var(--mx, 30%) var(--my, 0%), rgba(61, 214, 140, .14), transparent 70%),
linear-gradient(135deg, rgba(58, 168, 255, .08), rgba(255, 138, 31, .08)), var(--surface); border-color: rgba(61, 214, 140, .35); }
/* the one that matters most: free and open source gets the wide card, a green edge and the portal's light */
.hcard.foss { grid-column: 1 / -1; grid-template-columns: minmax(0, 1fr) minmax(0, 1fr); column-gap: 24px; align-items: start;
background: radial-gradient(420px circle at 22% 0%, rgba(61, 214, 140, .12), transparent 70%),
linear-gradient(135deg, rgba(58, 168, 255, .07), rgba(255, 138, 31, .07)), var(--surface); border-color: rgba(61, 214, 140, .35); }
.hcard.foss:hover { border-color: rgba(61, 214, 140, .6); }
.hcard.foss h3 { font-size: clamp(24px, 3vw, 34px); }
.hcard.foss .hicon { grid-row: span 2; width: 56px; height: 56px; }
.hcard.foss h3 { grid-column: 2 / -1; }
.hcard.foss h3 { grid-column: 1 / -1; }
.hcard.foss .other { border-top: 0; padding-top: 0; border-left: 1px dashed var(--border-strong); padding-left: 20px; }
.hicon { width: 42px; height: 42px; border-radius: 12px; display: grid; place-items: center; color: var(--secondary); background: rgba(58, 168, 255, .12); }
.foss .hicon { color: var(--ok); background: rgba(61, 214, 140, .14); }
.hcard h3 { font-size: 19px; }
.fp { color: var(--text); font-size: 15px; }
.other { color: var(--text-2); font-size: 13.5px; padding-top: 8px; border-top: 1px dashed var(--border-strong); }
.who { display: block; font: 600 10.5px/1 var(--font-mono); letter-spacing: .12em; text-transform: uppercase; margin-bottom: 5px; }
.who { display: block; font: 600 11px/1 var(--font-mono); letter-spacing: .12em; text-transform: uppercase; margin-bottom: 5px; }
.fp .who { color: var(--accent); }
.other .who { color: var(--text-2); }
[data-with="1"] .o2, [data-with="2"] .o1 { display: none; }
@@ -165,9 +139,6 @@ const ICON = {
@media (max-width: 760px) {
.heads { grid-template-columns: minmax(0, 1fr); }
.hcard.foss { grid-template-columns: minmax(0, 1fr); }
.hcard.foss .hicon { grid-row: auto; }
/* one column: the title's "2 / -1" from the wide layout would add a second, implicit column and squeeze
FramePort's text into the first */
.hcard.foss h3 { grid-column: auto; }
.hcard.foss .other { border-left: 0; padding-left: 0; border-top: 1px dashed var(--border-strong); padding-top: 8px; }
th, td { padding: 10px 12px; }
+9 -4
View File
@@ -14,7 +14,7 @@ const latest = latestCheck(games);
<section class="section" id="games">
<div class="wrap">
<div class="head reveal">
<p class="label"><b>03</b> Games</p>
<p class="label">See what runs</p>
<h2>Tested on a Steam Frame</h2>
<p class="lead">
<span data-n="works" data-count>{n.works}</span> games work, <span data-n="issues" data-count>{n.issues}</span> work with issues and
@@ -79,7 +79,7 @@ const latest = latestCheck(games);
<script type="application/json" data-snapshot set:html={JSON.stringify(snapshot).replaceAll('<', '\\u003c')} />
<script>
import { counts, engines, latestCheck, rowsHtml, sortGames, type Snapshot } from '../scripts/catalog';
import { counts, engines, latestCheck, rowsHtml, shuffleGames, type Game, type Snapshot } from '../scripts/catalog';
import { patchHref } from '../scripts/patchlinks';
import { refreshCatalog } from '../scripts/catalog-live';
@@ -139,6 +139,11 @@ const latest = latestCheck(games);
apply();
});
search.addEventListener('input', apply);
// a random order on every visit (working games still first); the built page lists them alphabetically
const rank = new Map<string, number>();
const built = Object.values((JSON.parse(document.querySelector('[data-snapshot]')?.textContent || '{"files":{}}') as
Snapshot).files).map((f) => f.game).filter((g): g is Game => !!g);
if (built.length) list.innerHTML = rowsHtml(shuffleGames(built, rank), patchHref);
apply();
// bring the board up to date with the catalog on GitHub
@@ -152,7 +157,7 @@ const latest = latestCheck(games);
src.title = `The catalog on GitHub's main branch, as of ${when}`;
src.classList.add('live');
if (!live.changed) return;
const games = sortGames(live.games);
const games = shuffleGames(live.games, rank);
list.innerHTML = rowsHtml(games, patchHref);
const n = counts(games);
for (const s of ['works', 'issues', 'unsupported'] as const) set(`[data-n="${s}"]`, String(n[s]));
@@ -221,7 +226,7 @@ const latest = latestCheck(games);
.rows :global(.more[hidden]) { display: none; }
.rows :global(.more p) { max-width: 100ch; line-height: 1.55; }
.rows :global(.pt) { display: flex; flex-wrap: wrap; gap: 6px; align-items: center; }
.rows :global(.pt span) { font: 600 10.5px/1 var(--font-mono); letter-spacing: .12em; text-transform: uppercase; color: var(--text-2); margin-right: 4px; }
.rows :global(.pt span) { font: 600 11px/1 var(--font-mono); letter-spacing: .12em; text-transform: uppercase; color: var(--text-2); margin-right: 4px; }
.rows :global(.pt code) { font-size: 12px; padding: 3px 8px; border-radius: 6px; background: rgba(58, 168, 255, .1); color: var(--secondary); }
.rows :global(.pt a) { text-decoration: none; border-radius: 6px; }
.rows :global(.pt a code) { transition: background 160ms; }
+1 -1
View File
@@ -88,7 +88,7 @@ const reports = people.filter((p) => p.issues).length;
.cf button:focus-visible { outline: 2px solid var(--accent); outline-offset: 2px; }
.cl { margin-top: 6px; color: var(--text-2); font-size: 14px; }
.wall { list-style: none; margin: 22px 0 6px; padding: 10px 0; display: flex; flex-wrap: wrap; gap: 10px; }
.wall li { transition: opacity 300ms, filter 300ms; animation: rise .5s var(--ease-back) both; animation-delay: calc(var(--i) * 18ms); }
.wall li { transition: opacity 300ms, filter 300ms; animation: rise .5s var(--ease-spring) both; animation-delay: calc(var(--i) * 18ms); }
.wall li.dim { opacity: .18; filter: grayscale(1); }
.wall a { --m: 1; display: block; width: 48px; height: 48px; border-radius: 50%; transform: scale(var(--m)); transform-origin: center bottom;
transition: transform 160ms var(--ease-out), box-shadow 200ms; box-shadow: 0 0 0 2px var(--surface), 0 0 0 3px var(--border-strong); }
+1 -1
View File
@@ -37,7 +37,7 @@ const id = big ? 'docsearch-big' : 'docsearch';
.results :global(p) { margin: 6px 10px; font-size: 12px; color: var(--text-3); }
.results :global(a) { display: grid; gap: 3px; padding: 9px 10px; border-radius: var(--radius-sm); text-decoration: none; color: var(--text); }
.results :global(a.on) { background: linear-gradient(90deg, rgba(58, 168, 255, .16), rgba(255, 138, 31, .12)); }
.results :global(small) { font: 500 10.5px/1.2 var(--font-mono); letter-spacing: .06em; text-transform: uppercase; color: var(--secondary); }
.results :global(small) { font: 500 11px/1.2 var(--font-mono); letter-spacing: .06em; text-transform: uppercase; color: var(--secondary); }
.results :global(b) { font-size: 14px; font-weight: 600; }
.results :global(span) { font-size: 12.5px; line-height: 1.45; color: var(--text-2); }
.results :global(mark) { background: transparent; color: var(--accent); font-weight: 600; }
+1 -1
View File
@@ -34,7 +34,7 @@ const joiner = (i: number, n: number) => (i === 0 ? '' : i === n - 1 ? ' and ' :
<section class="section credits" id="credits">
<div class="wrap">
<div class="head reveal">
<p class="label"><b>07</b> Built on</p>
<p class="label">Credits</p>
<h2>Built on open source, by its users</h2>
<p class="lead">FramePort brings these projects together and adds what the Frame needs.
<a href={url('docs/architecture/')}>What FramePort adds</a></p>
+1 -5
View File
@@ -9,7 +9,6 @@ const { games } = Astro.props;
<section class="hero">
<div class="hero-in wrap">
<div class="copy">
<p class="eyebrow">For the Steam Frame</p>
<h1>Your <span class="q">VR games</span>, on the <span class="f">Steam Frame</span></h1>
<p class="lead">
FramePort puts Quest games, PC VR games and Android apps on the Steam Frame and in your Steam library. Connect the
@@ -41,9 +40,6 @@ const { games } = Astro.props;
background: var(--portal-glow); }
.hero-in { display: grid; grid-template-columns: minmax(0, 1fr) minmax(0, 1.05fr); gap: clamp(24px, 4vw, 64px);
align-items: center; }
.eyebrow { font: 600 12px/1 var(--font-mono); letter-spacing: .16em; text-transform: uppercase; color: var(--text-2);
margin-bottom: 22px; display: flex; align-items: center; gap: 12px; }
.eyebrow::before { content: ""; width: 28px; height: 2px; background: var(--portal); }
h1 { font-size: clamp(42px, 6.4vw, 76px); line-height: 1.0; font-weight: 800; letter-spacing: -0.035em; }
h1 .q { color: var(--secondary); }
h1 .f { color: var(--accent); }
@@ -51,7 +47,7 @@ const { games } = Astro.props;
.ctas { display: flex; flex-wrap: wrap; gap: 12px; margin-top: 32px; }
.platforms { list-style: none; display: flex; flex-wrap: wrap; gap: 4px 16px; padding: 0; margin: 18px 0 0;
font: 500 13px/20px var(--font-sans); }
.platforms a { color: var(--text-2); text-decoration: none; }
.platforms a { display: inline-block; padding-block: 10px; margin-block: -10px; color: var(--text-2); text-decoration: none; }
.platforms a:hover { color: var(--text); text-decoration: underline; }
.platforms a[aria-current] { color: var(--accent); }
.facts { margin-top: 28px; padding-top: 16px; border-top: 1px solid var(--border); font: 400 12px/1.6 var(--font-mono);
+24 -14
View File
@@ -13,7 +13,7 @@ const snippet = `<a href="${pageUrl}?manifest=https%3A%2F%2Fexample.com%2Fmy-gam
<section class="section" id="install">
<div class="wrap">
<div class="head reveal">
<p class="label"><b>05</b> Install</p>
<p class="label">Get started</p>
<h2>From the download to your first game</h2>
</div>
@@ -26,14 +26,20 @@ const snippet = `<a href="${pageUrl}?manifest=https%3A%2F%2Fexample.com%2Fmy-gam
<h3>An "Install with FramePort" button</h3>
<p class="muted">Put it on your download page. A click opens FramePort, which installs your game on the
visitor's Frame.</p>
<div class="badge-row"><InstallBadge id="makers" href={url('install/?manifest=https%3A%2F%2Fframeport.app%2Fdemo%2Fcool-game.json')}
label="Try it: a demo install link (nothing is downloaded)" /><span class="try">← try it</span></div>
<a class="small" href={url('docs/install-button/')}>How to add the button</a>
</div>
<div class="snippet">
<div class="snippet-bar"><span>HTML</span><button type="button" class="btn btn-ghost btn-small" data-copy>Copy</button></div>
<pre><code data-snippet>{snippet}</code></pre>
<div class="makers-demo">
<InstallBadge id="makers" href={url('install/?manifest=https%3A%2F%2Fframeport.app%2Fdemo%2Fcool-game.json')}
label="Try it: a demo install link (nothing is downloaded)" />
<span class="try">Try it: a demo link, nothing is downloaded</span>
</div>
<details class="disclose makers-code">
<summary>Show the HTML <i aria-hidden="true">▾</i></summary>
<div class="snippet">
<div class="snippet-bar"><span>HTML</span><button type="button" class="btn btn-ghost btn-small" data-copy>Copy</button></div>
<pre><code data-snippet>{snippet}</code></pre>
</div>
</details>
</div>
</div>
</section>
@@ -51,17 +57,21 @@ const snippet = `<a href="${pageUrl}?manifest=https%3A%2F%2Fexample.com%2Fmy-gam
<style>
.others { margin-top: 14px; font-size: 14px; color: var(--text-2); }
.small { font-size: 14px; }
.makers { margin-top: clamp(48px, 7vw, 80px); display: grid; grid-template-columns: minmax(0, 0.9fr) minmax(0, 1.1fr); gap: 32px;
padding: 32px; border-radius: var(--radius-md); border: 1px dashed var(--border-strong); background: var(--portal-glow); }
.makers-copy { display: grid; gap: 14px; align-content: start; }
/* the game-maker panel: what it is on the left, the button itself on a small stage on the right, the HTML behind a click */
.makers { margin-top: clamp(48px, 7vw, 80px); display: grid; grid-template-columns: minmax(0, 1fr) minmax(0, 1fr); gap: 24px 32px;
padding: clamp(22px, 3vw, 32px); border-radius: var(--radius-md); border: 1px dashed var(--border-strong); background: var(--portal-glow); }
.makers-copy { display: grid; gap: 12px; align-content: start; }
.makers-copy .label { margin-bottom: 0; }
.makers-copy h3 { font-size: 24px; }
.badge-row { display: flex; align-items: center; gap: 14px; margin-block: 6px; }
.try { font: 500 13px/1 var(--font-mono); color: var(--text-2); }
.snippet { min-width: 0; border-radius: var(--radius-sm); background: var(--surface-2); border: 1px solid var(--border);
overflow: hidden; align-self: start; }
.makers-copy .muted { max-width: 52ch; }
.makers-demo { display: grid; place-items: center; align-content: center; gap: 14px; padding: 28px 20px; border-radius: var(--radius-md);
background: rgba(5, 6, 8, .45); border: 1px solid var(--border); }
.try { font: 500 12.5px/1.3 var(--font-mono); color: var(--text-2); text-align: center; }
.makers-code { grid-column: 1 / -1; }
.makers-code[open] > summary { margin-bottom: 12px; }
.snippet { min-width: 0; border-radius: var(--radius-sm); background: var(--surface-2); border: 1px solid var(--border); overflow: hidden; }
.snippet-bar { display: flex; align-items: center; justify-content: space-between; padding: 6px 8px 6px 16px;
border-bottom: 1px solid var(--border); font: 600 11px/1 var(--font-mono); letter-spacing: .12em; color: var(--text-2); }
.snippet pre { margin: 0; padding: 16px; overflow-x: auto; font-size: 13px; line-height: 1.6; color: var(--text); }
@media (max-width: 760px) { .makers { grid-template-columns: 1fr; padding: 22px 18px; } }
@media (max-width: 760px) { .makers { grid-template-columns: minmax(0, 1fr); } }
</style>
+2 -2
View File
@@ -34,7 +34,7 @@ const logo = readFileSync(join(process.cwd(), '..', 'src/frameport/ui/icons/logo
<style>
.ib { --mx: 56%; --my: 65%; position: relative; display: inline-flex; align-items: center; gap: 10px; width: 216px; height: 60px; padding: 0 14px 0 10px;
box-sizing: border-box; border-radius: 12px; overflow: hidden; text-decoration: none; isolation: isolate;
background: #0d0e12; border: 1px solid #2a2d37; transition: transform 320ms var(--ease-back), border-color 220ms, box-shadow 220ms; }
background: #0d0e12; border: 1px solid #2a2d37; transition: transform 320ms var(--ease-spring), border-color 220ms, box-shadow 220ms; }
.ib:hover { transform: translateY(-2px) scale(1.03); border-color: rgba(255, 138, 31, .6); box-shadow: 0 10px 30px rgba(0, 0, 0, .5), 0 0 24px rgba(255, 138, 31, .25); }
.ib:active { transform: scale(.97); }
.ib:focus-visible { outline: 2px solid var(--accent); outline-offset: 3px; }
@@ -46,7 +46,7 @@ const logo = readFileSync(join(process.cwd(), '..', 'src/frameport/ui/icons/logo
.ib:hover .ib-core { opacity: 1; }
.ib.pressed::after { content: ""; position: absolute; left: var(--mx); top: var(--my); width: 20px; height: 20px; margin: -10px; border-radius: 50%;
border: 2px solid var(--secondary); animation: ibring .6s var(--ease-out) forwards; pointer-events: none; }
.ib :global(.ib-logo) { width: 40px; height: 40px; flex: none; transition: transform 600ms var(--ease-back); }
.ib :global(.ib-logo) { width: 40px; height: 40px; flex: none; transition: transform 600ms var(--ease-spring); }
.ib:hover :global(.ib-logo) { transform: rotate(-8deg) scale(1.06); }
.ib-text { display: grid; gap: 2px; line-height: 1; }
.ib-text small { font: 700 9.5px/1 var(--font-sans); letter-spacing: .14em; text-transform: uppercase; color: #a7abb7; }
+21 -9
View File
@@ -6,6 +6,8 @@ import HeadsetModel from './HeadsetModel.astro';
import { DOWNLOADS, RELEASES, downloadPage, url } from '../data/site';
const FIRST = Object.fromEntries(DOWNLOADS.map((d) => [d.os, d.first]));
// what the unpacked folder holds to start, per platform (the Downloads scene shows it)
const RUN: Record<string, string> = { windows: 'FramePort.exe', macos: 'FramePort.app', linux: 'FramePort', 'linux-arm64': 'FramePort' };
const LINE = 'curl -fsSL https://frameport.app/s | bash';
const steps = [
{ side: 'pc', where: 'On your PC', title: 'Download FramePort' },
@@ -35,7 +37,7 @@ const steps = [
<p>Windows, macOS or Linux. Unpack it anywhere and start it. No installer; it updates itself.</p>
<div class="dls">
{DOWNLOADS.map((d) => (
<a class="dl" href={downloadPage(d.os)} data-os={d.os} data-first={FIRST[d.os]}>
<a class="dl" href={downloadPage(d.os)} data-os={d.os} data-first={FIRST[d.os]} data-asset={d.asset} data-run={RUN[d.os]}>
<strong>{d.label}</strong><span>{d.detail}</span>
</a>
))}
@@ -45,8 +47,8 @@ const steps = [
</div>
<div class="scene pcwin" aria-hidden="true">
<div class="wbar"><i></i><i></i><i></i><span>Downloads</span></div>
<div class="dlrow"><span class="zip">ZIP</span><div><b data-zip>FramePort-windows-x64.zip</b><span class="bar"><i></i></span></div></div>
<div class="folder"><span class="fico"></span><b>FramePort</b><span class="exe">FramePort.exe</span></div>
<div class="dlrow"><span class="zip" data-kind>ZIP</span><div><b data-zip>FramePort-windows-x64.zip</b><span class="bar"><i></i></span></div></div>
<div class="folder"><span class="fico"></span><b>FramePort</b><span class="exe" data-run-out>FramePort.exe</span></div>
</div>
</section>
@@ -88,6 +90,8 @@ const steps = [
<p>Open Konsole: SteamVR dashboard → <b>Launch a program → Desktop</b>, then app menu → <b>System → Konsole</b>.
Run this line:</p>
<div class="cmd"><code><span class="prompt">$</span>{LINE}</code><button type="button" class="btn btn-ghost btn-small" data-copy-line={LINE}>Copy</button></div>
<p class="calm">It finds FramePort on your PC and waits: nothing changes on the Frame until you click
<b>Allow</b>. Then it turns on Developer Mode. No password, no root. <a href={url('setup.sh')}>Read the script</a></p>
<p class="small">No keyboard? Open <a href={url('setup/')}>the setup page</a> in Chromium on the Frame (Steam's
<b>+</b> on the taskbar installs it) and copy the line.</p>
</div>
@@ -267,9 +271,14 @@ const steps = [
const setFirst = (d?: HTMLElement) => {
if (!d) return;
if (firstOut) firstOut.textContent = d.dataset.first!;
// the real file for that platform (the link itself is the download page, /download/?os=…)
const asset = d.dataset.asset ?? 'FramePort-windows-x64.zip';
const zip = wt.querySelector('[data-zip]');
const a = d.getAttribute('href') ?? '';
if (zip) zip.textContent = a.split('/').pop() || 'FramePort.zip';
if (zip) zip.textContent = asset;
const kind = wt.querySelector('[data-kind]');
if (kind) kind.textContent = asset.endsWith('.tar.gz') ? 'TAR.GZ' : 'ZIP';
const run = wt.querySelector('[data-run-out]');
if (run) run.textContent = d.dataset.run ?? 'FramePort';
};
requestAnimationFrame(() => setFirst(mine()));
dls.forEach((d) => {
@@ -294,7 +303,7 @@ const steps = [
.pip .k { flex: none; width: 28px; height: 28px; border-radius: 50%; display: grid; place-items: center; font: 800 14px/1 var(--font-display);
background: var(--surface-3); color: var(--text-2); transition: background-color 220ms, color 220ms; }
.pip .t { display: grid; gap: 1px; min-width: 0; font: 600 13px/1.2 var(--font-sans); color: var(--text-2); }
.pip .t small { font: 500 10.5px/1.2 var(--font-mono); letter-spacing: .06em; text-transform: uppercase; color: var(--text-3); white-space: nowrap; overflow: hidden; text-overflow: ellipsis; }
.pip .t small { font: 500 11px/1.2 var(--font-mono); letter-spacing: .06em; text-transform: uppercase; color: var(--text-3); white-space: nowrap; overflow: hidden; text-overflow: ellipsis; }
.pip[aria-selected="true"] { border-color: rgba(255, 138, 31, .55); background: linear-gradient(90deg, rgba(58, 168, 255, .1), rgba(255, 138, 31, .1)); }
.pip[aria-selected="true"] .t { color: var(--text); }
.pip.pc[aria-selected="true"] .k, .pip.pc.past .k { background: var(--secondary); color: var(--on-accent); }
@@ -306,12 +315,15 @@ const steps = [
.pane.on { animation: slide .45s var(--ease-out); }
@keyframes slide { from { opacity: 0; transform: translateX(calc(var(--dir) * 24px)); } to { opacity: 1; transform: none; } }
.txt { display: grid; gap: 12px; align-content: start; min-width: 0; }
.way-line:not([hidden]) { display: grid; gap: 12px; }
.txt h3 { font-size: clamp(22px, 2.6vw, 28px); }
.txt p { color: var(--text-2); }
.txt b { color: var(--text); font-weight: 600; }
.ey { font: 600 11px/1 var(--font-mono); letter-spacing: .14em; text-transform: uppercase; }
.ey.pc { color: var(--secondary); } .ey.fr { color: var(--accent); }
.small { font-size: 14px; }
/* the reassurance next to the one command that changes the Frame: brighter than the hints around it */
.txt p.calm { font-size: 14px; color: var(--text); }
.first { font-size: 14px; min-height: 3em; }
.dls { display: flex; flex-wrap: wrap; gap: 8px; }
.dl { display: grid; gap: 2px; padding: 9px 14px; min-width: 130px; border-radius: var(--radius-sm); text-decoration: none;
@@ -334,7 +346,7 @@ const steps = [
.wbar i { width: 9px; height: 9px; border-radius: 50%; background: var(--surface-3); }
.wbar span { margin-left: 6px; }
.dlrow { display: flex; gap: 12px; align-items: center; padding: 18px; }
.zip { flex: none; width: 40px; height: 48px; border-radius: 6px; display: grid; place-items: center; font: 800 11px/1 var(--font-display);
.zip { flex: none; min-width: 40px; padding-inline: 5px; height: 48px; border-radius: 6px; display: grid; place-items: center; font: 800 11px/1 var(--font-display);
background: linear-gradient(160deg, var(--secondary-soft), var(--surface-3)); color: var(--secondary); }
.dlrow > div { display: grid; gap: 8px; flex: 1; min-width: 0; }
.dlrow b { font-size: 13px; overflow: hidden; text-overflow: ellipsis; white-space: nowrap; }
@@ -403,7 +415,7 @@ const steps = [
.run .ticks li:nth-child(1) { animation-delay: .3s; } .run .ticks li:nth-child(2) { animation-delay: 1s; }
.run .ticks li:nth-child(3) { animation-delay: 1.7s; } .run .ticks li:nth-child(4) { animation-delay: 2.4s; }
@keyframes tick { to { opacity: 1; border-color: rgba(61, 214, 140, .35); } }
.run .ticks li::before { animation: tickdot .4s var(--ease-back) forwards; animation-delay: inherit; }
.run .ticks li::before { animation: tickdot .4s var(--ease-spring) forwards; animation-delay: inherit; }
@keyframes tickdot { to { background: var(--ok); transform: scale(1.1); } }
.conn-card { display: flex; align-items: center; gap: 12px; padding: 12px 14px; border-radius: 10px; background: var(--sidebar);
border: 1px solid var(--border); opacity: 0; transform: translateY(8px); font-size: 13px; }
@@ -424,7 +436,7 @@ const steps = [
.run .inst .bar i { animation: grow 2.2s var(--ease-out) .3s forwards; }
.playb { justify-self: start; padding: 9px 14px; border-radius: 8px; background: var(--accent); color: var(--on-accent); font: 600 13px/1 var(--font-sans);
opacity: 0; transform: scale(.9); }
.run .playb { animation: pop .4s var(--ease-back) 2.6s forwards; }
.run .playb { animation: pop .4s var(--ease-spring) 2.6s forwards; }
@keyframes pop { to { opacity: 1; transform: none; } }
.video { position: relative; display: block; border-radius: var(--radius-sm); overflow: hidden; border: 1px solid var(--border); text-decoration: none;
max-width: 420px; transition: transform 220ms var(--ease-out); }
+60 -17
View File
@@ -5,6 +5,16 @@ import { REPO, downloadPage, url } from '../data/site';
interface Props { home?: boolean }
const { home = true } = Astro.props;
const at = (hash: string) => (home ? hash : url(hash));
const links = [
{ href: at('#how'), label: 'How it works' },
{ href: at('#games'), label: 'Games' },
{ href: at('#compare'), label: 'Compare' },
{ href: at('#install'), label: 'Get started' },
{ href: url('setup/'), label: 'Setup' },
{ href: url('changelog/'), label: "What's new" },
{ href: url('docs/'), label: 'Docs' },
{ href: REPO, label: 'GitHub' },
];
---
<header class="nav">
<div class="nav-in wrap">
@@ -12,20 +22,30 @@ const at = (hash: string) => (home ? hash : url(hash));
<img src={url('favicon.svg')} alt="" width="30" height="30" />
<Wordmark id="nav" />
</a>
<nav aria-label="Sections">
<a href={at('#how')}>How it works</a>
<a href={at('#games')}>Games</a>
<a href={at('#compare')}>Compared</a>
<a href={at('#install')}>Install</a>
<a href={url('setup/')}>Setup</a>
<a href={url('changelog/')}>What's new</a>
<a href={url('docs/')}>Docs</a>
<a href={REPO}>GitHub</a>
<nav class="links" aria-label="Sections">
{links.map((l) => <a href={l.href}>{l.label}</a>)}
</nav>
<a class="btn btn-primary btn-small" href={downloadPage()} data-download><span data-download-label>Download FramePort</span></a>
<button type="button" class="menu-btn" popovertarget="site-menu" aria-controls="site-menu">
<svg viewBox="0 0 24 24" width="20" height="20" aria-hidden="true"><path d="M4 7h16M4 12h16M4 17h16" /></svg>
Menu
</button>
<a class="btn btn-primary btn-small dl" href={downloadPage()} data-download><span data-download-label>Download FramePort</span></a>
</div>
<!-- narrow windows and phones: the same links in a panel under the bar (Esc or a click outside closes it) -->
<div id="site-menu" class="menu" popover>
<nav aria-label="Sections">
{links.map((l) => <a href={l.href}>{l.label}</a>)}
</nav>
<a class="btn btn-primary" href={downloadPage()} data-download><span data-download-label>Download FramePort</span></a>
</div>
</header>
<script>
// a link inside the menu closes it (in-page links don't navigate away)
const menu = document.getElementById('site-menu');
menu?.addEventListener('click', (e) => { if ((e.target as Element).closest('a')) menu.hidePopover?.(); });
</script>
<style>
.nav {
position: sticky; top: 0; z-index: 50;
@@ -37,13 +57,36 @@ const at = (hash: string) => (home ? hash : url(hash));
.nav-in { display: flex; align-items: center; gap: 24px; min-height: 64px; }
.brand { display: inline-flex; align-items: center; gap: 10px; text-decoration: none; }
.brand img { border-radius: 7px; }
nav { display: flex; gap: 2px; margin-left: auto; }
nav a { padding: 8px 12px; border-radius: var(--radius-sm); color: var(--text-2); text-decoration: none;
font: 500 14px/20px var(--font-sans); }
nav a:hover { color: var(--text); background: rgba(237, 238, 242, 0.06); }
.links { display: flex; gap: 2px; margin-left: auto; }
.links a, .menu a:not(.btn) { padding: 8px 12px; border-radius: var(--radius-sm); color: var(--text-2); text-decoration: none;
font: 500 14px/20px var(--font-sans); white-space: nowrap; }
.links a:hover, .menu a:not(.btn):hover { color: var(--text); background: rgba(237, 238, 242, 0.06); }
[data-download-label] { font-size: 13px; }
@media (max-width: 760px) {
nav { display: none; }
.btn { margin-left: auto; }
.menu-btn { display: none; align-items: center; gap: 8px; margin-left: auto; min-height: 44px; padding: 0 14px;
border: 1px solid var(--border-strong); border-radius: var(--radius-sm); background: transparent; color: var(--text);
font: 600 14px/1 var(--font-sans); cursor: pointer; }
.menu-btn svg { fill: none; stroke: currentColor; stroke-width: 2; stroke-linecap: round; }
.menu-btn:hover { background: rgba(237, 238, 242, 0.06); }
.menu-btn:focus-visible { outline: 2px solid var(--accent); outline-offset: 2px; }
.menu { position: fixed; inset: 66px 0 auto 0; margin: 0; width: 100%; max-height: calc(100dvh - 66px); overflow-y: auto;
padding: 8px var(--gutter) 20px; border: 0; border-bottom: 1px solid var(--border-strong); background: var(--sidebar);
color: var(--text); box-shadow: 0 18px 40px rgba(0, 0, 0, .55); }
.menu nav { display: grid; margin-bottom: 14px; }
.menu a:not(.btn) { display: flex; align-items: center; min-height: 48px; font-size: 16px; color: var(--text);
border-bottom: 1px solid var(--border); border-radius: 0; }
.menu .btn { width: 100%; }
.menu .btn [data-download-label] { font-size: 15px; }
/* the eight links fit one row only in wide windows; below that they move into the menu */
@media (max-width: 1120px) {
.links { display: none; }
.menu-btn { display: inline-flex; }
.nav-in { gap: 12px; }
}
/* phones: the bar keeps the brand and the menu; the download (for the PC) waits in the menu */
@media (max-width: 560px) {
.nav-in > .dl { display: none; }
}
</style>
+2 -2
View File
@@ -12,12 +12,12 @@
</aside>
<style>
.notice-band { padding-block: 8px clamp(40px, 6vw, 72px); }
.notice-band { padding-block: clamp(24px, 3vw, 32px) clamp(40px, 6vw, 72px); }
.notice-in { display: flex; gap: 16px; align-items: flex-start; padding: 18px 22px; border-radius: var(--radius-md);
background: rgba(92, 208, 230, 0.06); border: 1px solid rgba(92, 208, 230, 0.3); }
.mark { flex: none; width: 28px; height: 28px; border-radius: 50%; display: grid; place-items: center; font: 800 15px/1 var(--font-display);
color: var(--bg); background: var(--info); }
.notice-in { flex-wrap: wrap; }
p { flex: 1 1 calc(100% - 60px); font-size: 15px; line-height: 1.6; color: var(--text); max-width: 100ch; }
p { flex: 1 1 calc(100% - 60px); font-size: 15px; line-height: 1.6; color: var(--text); max-width: 64ch; }
.poc { flex-basis: 100%; padding-left: 44px; font-size: 13px; color: var(--text-2); }
</style>
+11 -6
View File
@@ -39,8 +39,9 @@ const frame: Stage[] = [
<section class="section" id="how">
<div class="wrap">
<div class="head reveal">
<p class="label"><b>01</b> How it works</p>
<h2>Ten stages between your PC and the Steam Frame<br /><span class="muted">You click once</span></h2>
<p class="label">See how it works</p>
<h2>What happens when you click Install on Frame</h2>
<p class="lead">Ten stages: seven on your PC, three on the Frame. You only click once.</p>
</div>
<div class="log reveal" data-log>
@@ -169,10 +170,12 @@ const frame: Stage[] = [
.ok { font: 600 11px/1 var(--font-mono); color: var(--ok); text-transform: uppercase; justify-self: end; }
/* scrolling completes the install line by line (scripts/interactions.ts marks .done), like the app's activity log */
.log.scrubbed .stage { opacity: .32; transition: opacity 450ms var(--ease-out), background-color 300ms; }
.log.scrubbed .stage.done { opacity: 1; }
.log.scrubbed .stage.done .g { animation: gpop .5s var(--ease-back); }
.log.scrubbed .ok { opacity: 0; transform: scale(.5); transition: opacity 300ms, transform 400ms var(--ease-back); }
/* a stage not reached yet: its mark and name wait, its text stays readable */
.log.scrubbed .stage .g { transition: opacity 450ms var(--ease-out); }
.log.scrubbed .stage:not(.done) .g { opacity: .4; }
.log.scrubbed .stage:not(.done) :is(.n, .t, .d) { color: var(--text-3); }
.log.scrubbed .stage.done .g { animation: gpop .5s var(--ease-spring); }
.log.scrubbed .ok { opacity: 0; transform: scale(.5); transition: opacity 300ms, transform 400ms var(--ease-spring); }
.log.scrubbed .stage.done .ok { opacity: 1; transform: none; }
.log.complete .log-title::after { content: "· done"; margin-left: 4px; color: var(--ok); font: 600 12px/1 var(--font-mono); }
@keyframes gpop { 40% { transform: scale(1.25); } }
@@ -211,4 +214,6 @@ const frame: Stage[] = [
.t { grid-column: 2 / 4; }
.d { grid-column: 2 / 4; text-align: left; }
}
/* phones: what each stage does is enough; the technical detail (file names, patch ids) stays on wider screens */
@media (max-width: 600px) { .d { display: none; } }
</style>
+4 -14
View File
@@ -1,7 +1,7 @@
---
// The home page's look at the latest release (src/data/releases.ts): its first changes, the few releases before it
// and the dev build in testing. The full list is the changelog page.
import { LATEST, NEXT, RELEASES } from '../data/releases';
// The home page's look at the latest release (src/data/releases.ts): its first changes and the three releases before
// it. The full list (and the dev build in testing) is the changelog page.
import { LATEST, RELEASES } from '../data/releases';
import { url } from '../data/site';
const before = RELEASES.slice(1, 4);
@@ -12,7 +12,7 @@ const more = LATEST ? LATEST.changes - LATEST.highlights.length : 0;
<section class="section" id="whats-new">
<div class="wrap">
<div class="head reveal">
<p class="label"><b>06</b> What's new</p>
<p class="label">What's new</p>
<h2>FramePort {LATEST.version}</h2>
</div>
@@ -35,12 +35,6 @@ const more = LATEST ? LATEST.changes - LATEST.highlights.length : 0;
</li>
))}
</ol>
{NEXT && (
<a class="soon" href={url('changelog/#next')}>
<span class="pill pill-pc">In testing</span>
<span>Coming next: <b>{NEXT.version}</b></span>
</a>
)}
<a class="btn btn-secondary btn-small all" href={page()}>All releases</a>
</div>
</div>
@@ -75,10 +69,6 @@ const more = LATEST ? LATEST.changes - LATEST.highlights.length : 0;
.mini time { justify-self: end; align-self: center; }
.mini .h { grid-column: 1 / -1; color: var(--text-2); font-size: 14px; line-height: 1.45;
display: -webkit-box; -webkit-line-clamp: 1; line-clamp: 1; -webkit-box-orient: vertical; overflow: hidden; }
.soon { display: flex; align-items: center; gap: 10px; padding: 10px 14px; border-radius: var(--radius-md);
border: 1px dashed var(--secondary-line); color: var(--text-2); font-size: 14px; text-decoration: none; }
.soon b { color: var(--text); font: 500 13px var(--font-mono); }
.soon:hover { background: rgba(58, 168, 255, .06); text-decoration: none; }
.all { justify-self: start; }
@media (max-width: 860px) { .wn { grid-template-columns: 1fr; } }
@media (prefers-reduced-motion: reduce) { .now { transition: none; } .now:hover { transform: none; } }
+172 -46
View File
@@ -1,14 +1,32 @@
{
"updated": "2026-10-10",
"updated": "2026-10-12",
"people": [
{
"login": "spoopyghosty0",
"avatar": "https://avatars.githubusercontent.com/u/336754034?v=4",
"url": "https://github.com/spoopyghosty0",
"commits": 462,
"issues": 4,
"prs": 2,
"total": 484
"commits": 542,
"issues": 5,
"prs": 3,
"total": 572
},
{
"login": "Klownicle",
"avatar": "https://avatars.githubusercontent.com/u/6896081?v=4",
"url": "https://github.com/Klownicle",
"commits": 0,
"issues": 20,
"prs": 0,
"total": 60
},
{
"login": "StevenPartridge",
"avatar": "https://avatars.githubusercontent.com/u/22158507?v=4",
"url": "https://github.com/StevenPartridge",
"commits": 0,
"issues": 15,
"prs": 0,
"total": 45
},
{
"login": "tkp206093",
@@ -20,22 +38,13 @@
"total": 45
},
{
"login": "StevenPartridge",
"avatar": "https://avatars.githubusercontent.com/u/22158507?v=4",
"url": "https://github.com/StevenPartridge",
"login": "Sheebalove",
"avatar": "https://avatars.githubusercontent.com/u/176067652?v=4",
"url": "https://github.com/Sheebalove",
"commits": 0,
"issues": 14,
"issues": 11,
"prs": 0,
"total": 42
},
{
"login": "Klownicle",
"avatar": "https://avatars.githubusercontent.com/u/6896081?v=4",
"url": "https://github.com/Klownicle",
"commits": 0,
"issues": 13,
"prs": 0,
"total": 39
"total": 33
},
{
"login": "inseend",
@@ -100,6 +109,33 @@
"prs": 0,
"total": 15
},
{
"login": "Scoota23",
"avatar": "https://avatars.githubusercontent.com/u/27732436?v=4",
"url": "https://github.com/Scoota23",
"commits": 0,
"issues": 5,
"prs": 0,
"total": 15
},
{
"login": "eepykith",
"avatar": "https://avatars.githubusercontent.com/u/338898488?v=4",
"url": "https://github.com/eepykith",
"commits": 0,
"issues": 4,
"prs": 0,
"total": 12
},
{
"login": "nickwilde77555",
"avatar": "https://avatars.githubusercontent.com/u/180547421?v=4",
"url": "https://github.com/nickwilde77555",
"commits": 0,
"issues": 4,
"prs": 0,
"total": 12
},
{
"login": "Rizsraketa",
"avatar": "https://avatars.githubusercontent.com/u/64963535?v=4",
@@ -127,6 +163,15 @@
"prs": 0,
"total": 12
},
{
"login": "trankillity",
"avatar": "https://avatars.githubusercontent.com/u/53357041?v=4",
"url": "https://github.com/trankillity",
"commits": 0,
"issues": 4,
"prs": 0,
"total": 12
},
{
"login": "xhuytox",
"avatar": "https://avatars.githubusercontent.com/u/20061642?v=4",
@@ -163,15 +208,6 @@
"prs": 0,
"total": 9
},
{
"login": "eepykith",
"avatar": "https://avatars.githubusercontent.com/u/338898488?v=4",
"url": "https://github.com/eepykith",
"commits": 0,
"issues": 3,
"prs": 0,
"total": 9
},
{
"login": "m4ddh7jm7c-bit",
"avatar": "https://avatars.githubusercontent.com/u/338352097?v=4",
@@ -208,6 +244,15 @@
"prs": 0,
"total": 6
},
{
"login": "ganona",
"avatar": "https://avatars.githubusercontent.com/u/112239200?v=4",
"url": "https://github.com/ganona",
"commits": 0,
"issues": 2,
"prs": 0,
"total": 6
},
{
"login": "GreySyntax",
"avatar": "https://avatars.githubusercontent.com/u/242626?v=4",
@@ -227,9 +272,9 @@
"total": 6
},
{
"login": "nickwilde77555",
"avatar": "https://avatars.githubusercontent.com/u/180547421?v=4",
"url": "https://github.com/nickwilde77555",
"login": "Minibattle",
"avatar": "https://avatars.githubusercontent.com/u/67839290?v=4",
"url": "https://github.com/Minibattle",
"commits": 0,
"issues": 2,
"prs": 0,
@@ -244,6 +289,15 @@
"prs": 0,
"total": 6
},
{
"login": "Sidilium",
"avatar": "https://avatars.githubusercontent.com/u/44266441?v=4",
"url": "https://github.com/Sidilium",
"commits": 0,
"issues": 2,
"prs": 0,
"total": 6
},
{
"login": "syberphunk",
"avatar": "https://avatars.githubusercontent.com/u/234857?v=4",
@@ -262,6 +316,24 @@
"prs": 1,
"total": 6
},
{
"login": "AlexanderCowell",
"avatar": "https://avatars.githubusercontent.com/u/225416878?v=4",
"url": "https://github.com/AlexanderCowell",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
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"login": "Aryetis",
"avatar": "https://avatars.githubusercontent.com/u/4246001?v=4",
"url": "https://github.com/Aryetis",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "bcain2005-gif",
"avatar": "https://avatars.githubusercontent.com/u/258048498?v=4",
@@ -289,6 +361,15 @@
"prs": 0,
"total": 3
},
{
"login": "DolphinOfficial",
"avatar": "https://avatars.githubusercontent.com/u/92276540?v=4",
"url": "https://github.com/DolphinOfficial",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "dontstealthisplease-gif",
"avatar": "https://avatars.githubusercontent.com/u/337959488?v=4",
@@ -316,6 +397,15 @@
"prs": 0,
"total": 3
},
{
"login": "felis-lynx",
"avatar": "https://avatars.githubusercontent.com/u/106830854?v=4",
"url": "https://github.com/felis-lynx",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "Froghut",
"avatar": "https://avatars.githubusercontent.com/u/1702171?v=4",
@@ -334,6 +424,24 @@
"prs": 0,
"total": 3
},
{
"login": "gnargle",
"avatar": "https://avatars.githubusercontent.com/u/9372593?v=4",
"url": "https://github.com/gnargle",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "hokey1981",
"avatar": "https://avatars.githubusercontent.com/u/42741984?v=4",
"url": "https://github.com/hokey1981",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "InsideCat02",
"avatar": "https://avatars.githubusercontent.com/u/111202797?v=4",
@@ -362,9 +470,18 @@
"total": 3
},
{
"login": "Minibattle",
"avatar": "https://avatars.githubusercontent.com/u/67839290?v=4",
"url": "https://github.com/Minibattle",
"login": "Mitchlett",
"avatar": "https://avatars.githubusercontent.com/u/46537377?v=4",
"url": "https://github.com/Mitchlett",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "Momofier",
"avatar": "https://avatars.githubusercontent.com/u/13684228?v=4",
"url": "https://github.com/Momofier",
"commits": 0,
"issues": 1,
"prs": 0,
@@ -379,6 +496,15 @@
"prs": 0,
"total": 3
},
{
"login": "Obliviate28",
"avatar": "https://avatars.githubusercontent.com/u/341108069?v=4",
"url": "https://github.com/Obliviate28",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "Puchor",
"avatar": "https://avatars.githubusercontent.com/u/46112576?v=4",
@@ -389,9 +515,18 @@
"total": 3
},
{
"login": "Sidilium",
"avatar": "https://avatars.githubusercontent.com/u/44266441?v=4",
"url": "https://github.com/Sidilium",
"login": "s1lenceSRG",
"avatar": "https://avatars.githubusercontent.com/u/340965322?v=4",
"url": "https://github.com/s1lenceSRG",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "ssgod101",
"avatar": "https://avatars.githubusercontent.com/u/49173466?v=4",
"url": "https://github.com/ssgod101",
"commits": 0,
"issues": 1,
"prs": 0,
@@ -415,15 +550,6 @@
"prs": 0,
"total": 3
},
{
"login": "trankillity",
"avatar": "https://avatars.githubusercontent.com/u/53357041?v=4",
"url": "https://github.com/trankillity",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "TylerJaacks",
"avatar": "https://avatars.githubusercontent.com/u/1505374?v=4",
+2 -2
View File
@@ -17,8 +17,8 @@ export const DOCS: DocInfo[] = [
summary: 'Install FramePort on Windows, macOS or Linux, connect your Steam Frame once, then install and play Quest and PC VR games.' },
{ file: 'FRAME_SETUP.md', slug: 'frame-setup', name: 'What the setup changes', group: 'Get started', blurb: 'Changes on the Frame, firewalls, undoing it.',
summary: "What FramePort's one-time setup changes on the Steam Frame, how to undo it, and what your network and firewall need." },
{ file: 'FAQ.md', slug: 'faq', name: 'FAQ', group: 'Get started', blurb: 'Game folders and common questions.',
summary: "Common questions about FramePort: how to lay out game folders with APK and OBB files, and what to do when a game doesn't run." },
{ file: 'FAQ.md', slug: 'faq', name: 'FAQ', group: 'Get started', blurb: 'Game folders and fixing problems.',
summary: "Common questions about FramePort: how to lay out game folders with APK and OBB files, where a game's settings are, and how to fix games that don't start, hang, look wrong or stutter." },
{ file: 'COMPATIBILITY.md', slug: 'compatibility', name: 'Compatibility', group: 'Using FramePort', blurb: 'What runs on the Frame.',
summary: 'Which Quest games, PC VR games and Android apps run on the Steam Frame with FramePort, and how to share a recipe that works.' },
{ file: 'THEMES.md', slug: 'themes', name: 'Themes', group: 'Using FramePort', blurb: 'Color themes and making your own.',
+20
View File
@@ -384,6 +384,11 @@
"title": "BlazeRush: controllers without Meta avatars, own shader cache",
"group": "Steam Frame patches"
},
"frame.eos_keychain_loop": {
"anchor": "frame-eos_keychain_loop",
"title": "Epic Online Services: stop the keychain retry loop",
"group": "Steam Frame patches"
},
"frame.gl_multiview_fbo": {
"anchor": "frame-gl_multiview_fbo",
"title": "OpenGL ES: multiview shaders on flat panels (HUD, menus)",
@@ -444,6 +449,11 @@
"title": "Fix crash when the game prepares the microphone",
"group": "Steam Frame patches"
},
"frame.ovr_stable_user": {
"anchor": "frame-ovr_stable_user",
"title": "Keep the same Meta user between starts",
"group": "Steam Frame patches"
},
"frame.ovr_trace": {
"anchor": "frame-ovr_trace",
"title": "Trace Meta platform requests (diagnostics)",
@@ -524,6 +534,11 @@
"title": "Make Unity text fields work",
"group": "Steam Frame patches"
},
"frame.unity_tls_key_pool": {
"anchor": "frame-unity_tls_key_pool",
"title": "Unity: share thread keys (games that run out of them)",
"group": "Steam Frame patches"
},
"frame.unity_user_presence": {
"anchor": "frame-unity_user_presence",
"title": "Unity: headset always counts as worn",
@@ -559,6 +574,11 @@
"title": "Unreal: thumb follows the capacitive touches",
"group": "Steam Frame patches"
},
"frame.vermillion_scene_canvas": {
"anchor": "frame-vermillion_scene_canvas",
"title": "Vermillion: paint canvases in the scene",
"group": "Steam Frame patches"
},
"frame.vivox_audio_route": {
"anchor": "frame-vivox_audio_route",
"title": "Vivox voice chat: skip Android 12 audio routing",
+44 -4
View File
@@ -1,13 +1,53 @@
{
"updated": "2026-10-10",
"updated": "2026-10-12",
"releases": [
{
"tag": "v1.0.4",
"name": "FramePort v1.0.4",
"date": "2026-10-11",
"url": "https://github.com/spoopyghosty0/frameport/releases/tag/v1.0.4",
"dev": false,
"notes": "FramePort v1.0.4: Windows (x64), macOS (Apple Silicon) and Linux (x64, ARM64).\n\n## What's new\n\n- **Launch tests no longer report \"Failed to launch\"** for games that run fine but crash once the test ends their VR session because no headset is worn (e.g. BlazeRush).\n\nAlready have FramePort? It offers this update itself (Library → **Update now**).\n\n## Install\n\nDownload the file for your PC, unpack it and start FramePort. Guide:\n[Install and first steps](https://frameport.app/docs/install/).\n"
},
{
"tag": "v1.0.3",
"name": "FramePort v1.0.3",
"date": "2026-10-11",
"url": "https://github.com/spoopyghosty0/frameport/releases/tag/v1.0.3",
"dev": false,
"notes": "FramePort v1.0.3: Windows (x64), macOS (Apple Silicon) and Linux (x64, ARM64).\n\n## What's new\n\n- **One FramePort at a time:** starting it again brings the open window to the front, and FramePort fully closes with its window.\n- **After an update, FramePort restarts with a working window** instead of a black one (Windows).\n- The update dialogs' \"All releases\" and \"Release page\" buttons work again.\n- When several play sessions are checked at once, one message lists them instead of one per game.\n\nAlready have FramePort? It offers this update itself (Library → **Update now**).\n\n## Install\n\nDownload the file for your PC, unpack it and start FramePort. Guide:\n[Install and first steps](https://frameport.app/docs/install/).\n"
},
{
"tag": "v1.0.2",
"name": "FramePort v1.0.2",
"date": "2026-10-11",
"url": "https://github.com/spoopyghosty0/frameport/releases/tag/v1.0.2",
"dev": false,
"notes": "FramePort v1.0.2: Windows (x64), macOS (Apple Silicon) and Linux (x64, ARM64).\n\n## What's new\n\n- **Progress is kept:** games that save under your Meta user (for example Walkabout Mini Golf) no longer start with an empty profile each time. Click **Update on Frame** on their page.\n- A new troubleshooting FAQ in the docs: where a game's settings are and what to try when a game misbehaves.\n\nAlready have FramePort? It offers this update itself (Library → **Update now**).\n\n## Install\n\nDownload the file for your PC, unpack it and start FramePort. Guide:\n[Install and first steps](https://frameport.app/docs/install/).\n"
},
{
"tag": "v1.0.1",
"name": "FramePort v1.0.1",
"date": "2026-10-11",
"url": "https://github.com/spoopyghosty0/frameport/releases/tag/v1.0.1",
"dev": false,
"notes": "FramePort v1.0.1: Windows (x64), macOS (Apple Silicon) and Linux (x64, ARM64).\n\n## What's new\n\n- **Diagnostics for games that hang:** save diagnostics while the game is stuck, and the zip shows what the game is waiting for.\n- **Clearer launch tests:** when Lepton doesn't start a game, the test says so instead of reporting that the game quit itself.\n- A reference of every patch and game setting is now in the docs.\n\nAlready have FramePort? It offers this update itself (Library → **Update now**).\n\n## Install\n\nDownload the file for your PC, unpack it and start FramePort. Guide:\n[Install and first steps](https://frameport.app/docs/install/).\n"
},
{
"tag": "v1.0.0",
"name": "FramePort v1.0.0",
"date": "2026-10-11",
"url": "https://github.com/spoopyghosty0/frameport/releases/tag/v1.0.0",
"dev": false,
"notes": "FramePort v1.0.0: Windows (x64), macOS (Apple Silicon) and Linux (x64, ARM64).\n\n## What's new\n\n- **A new look:** Portal and Original themes, an \"On your Frame\" shelf in the Library, and install progress shown as the game passing through a portal.\n- **Easier setup:** run `curl -fsSL https://frameport.app/s | bash` on the Frame and allow it on the PC. A Frame in Developer Mode pairs without a click.\n- **SteamVR overlay apps** (for example Temporal Reality) run on the Frame over your games and can start with SteamVR.\n- **More folders just work:** SideQuest backups and AXRB downloads import with their data files.\n- **Rename any game**, and the name in Steam follows.\n- **Hardware video decoding** for games that play videos (opt-in per game), a Steam Input gamepad for flat Android apps, and Godot games start.\n- **BlazeRush works** (fixes from a tester's guide), and Unreal games no longer hang on their OBB check.\n- **Play sessions are checked too:** after you play, FramePort reads the session's log and suggests fixes on the game's page.\n- **126 game recipes** (76 in 0.12.0), and fixes for Vader Immortal, VR4, Doom3Quest, Star Wars Pinball, Green Hell VR, Budget Cuts and more.\n- The update dialog lists every change since your version. Install buttons now use frameport.app links, and game reports are titled \"[Game report]\".\n\nAlready have FramePort? It offers this update itself (Library → **Update now**).\n\n## Install\n\nDownload the file for your PC, unpack it and start FramePort. Guide:\n[Install and first steps](https://frameport.app/docs/install/).\n"
},
{
"tag": "dev",
"name": "FramePort dev build 0.12.1.dev253",
"date": "2026-10-10",
"name": "FramePort dev build 0.12.1.dev263",
"date": "2026-10-11",
"url": "https://github.com/spoopyghosty0/frameport/releases/tag/dev",
"dev": true,
"notes": "Dev build **0.12.1.dev253** from commit ca14fad (2026-10-10). For testing fixes before\nthe next release; you get that release as a normal update.\n\n## Please test\n\nControllers as a gamepad for flat Android apps (#162, opt-in); Vulkan shader capture for GPU hangs (vk_shader_dump, #140); Update on Frame after adding a newer APK (#161); 15 new catalog entries.\n\n## Changes since v0.12.0\n\n- Steam Input gamepad for 2D Android apps (device.steam_gamepad, agent v72, GitHub #162)\n- Vulkan shim: vk_shader_dump writes the game's SPIR-V modules with a creation index (GitHub #140)\n- Triage: unity-data-missing fails a launch test when Unity can't read the game's data files (incomplete OBB or one from another version; Batman passed while st\n- Game page shows Update on Frame after a newer APK of an installed game was added (builds record the APK version they were made from; GitHub #161); triage only\n- Catalog: Eleven (Quest) and GOLF+ unsupported (Meta online services / the game's login refuse the platform), Beat Saber DLC isn't detected, Doom3Quest works (\n- Catalog: 13 shared working configs (Freedom, Zombieland VR, Caves, Ancient Dungeon, Containment Protocol, Down the Rabbit Hole, End Space, ExploreVR, Racket: \n- Shared video decoder (codec revision 8): hidden VP9 frames no longer end the EOS drain early\n- Shared video decoder: remove a game's old per-game codec folder once its launcher is converted, also when the recipe (not deployment.json) asks for hardware d\n- Shared video decoder: per game (frame.hw_video_decode) with a global off switch; 8K retry at start and VP9 fixes from the hw-video-decode branch\n- Catalog: Audica works (shared working config)\n- Uninstall dialog: option to also delete the game's saves and everything it stored on the Frame (mods, downloads); they survived every uninstall before (GitHub\n- Install on this PC works on Windows again: the agent (loaded for its VDF code) imported the POSIX-only fcntl at the top (ModuleNotFoundError for every PC VR i\n- Deploy shared hardware video decoding for compatible Lepton apps\n- Codec wrapper (PR #96): find the host's podman when Lepton calls it with the Android guest's PATH (its boot-wait, app-pid and logcat-mirror podman exec calls \n- Catalog: Doom3Quest uses frame.gl_multiview_fbo (HUD/PDA shown, no frame-rate drop: Xandrix1987's headset test, GitHub #77)\n- Catalog: cubism works (shared working config)\n- SUPERHOT VR (Quest): create its cloud save folder at install, so the launcher gives it group write permission before the very first start (the game creates an\n- Catalog: Vader Immortal III's campaign intro starts black by design (owner)\n- Catalog: Vader Immortal Episodes II and III work (owner's headset test) with Episode I's Unreal fixes (quest precompile, key map, thumb touch, pose_time_fix),\n- Docs: session triage (PLAYBOOK rows for the session findings, CLAUDE.md note incl. the pac_hints survey)\n- Triage real play sessions: the connection refresh fetches a finished session's log (agent v70) and triages it (launch-test signatures + new space-warp-used qu\n- Agent v70: session_log (the newest play session's launch.log sliced to 4 MB + its crash logcat + kernel GPU hang lines), last_play in list_installed, launch t\n- FrameBridge: always log the runtime's focus losses and returns with their length (focus: lost / back after N ms), before focus_hold hides a dip; for session t\n- Heuristics: suggest pose_time_fix for Unreal 4 games with Vader Immortal's Oculus input (the unreal_thumb_touch code match). Catalog: Phantom, Robo Recall and\n- Harden codec deployment and isolate native video hooks\n- Catalog: Clockwork (Quest), Beat Saber, Eleven: Table Tennis VR and Pistol Whip (PC VR, run directly without Revive) from shared working configs\n- Heuristics: suggest scene_emul for every game that declares Meta's USE_SCENE permission, not only mixed-reality-only ones (VR HOT's room setup retried forever\n- Agent v68: launch tests count their window from Lepton's 'Waiting for app' (up to 240 s more for boot + install). The first start after an APK change installs\n- frame.unreal_thumb_touch: UE4 OculusInput's ThumbUp from the capacitive touches instead of near-touch, which the Frame never reports (thumbs always pointed up\n- pose_time_fix: never move a recent predicted display time; monotonic times only told apart when the clocks are more than 4 display periods apart and the time \n- Lint: extraneous parentheses (ruff UP034)\n- Game page: a patch the build left out because the OVRPort runtime already has the fix (build.superseded, e.g. haptic_fix with runtime 3.4.3-aa54c3f) no longer\n- Triage: Lepton's own short lines survive the game-process filter. With the package known, game_lines dropped every line of 3 words or fewer, so Lepton's 'Boot\n- Catalog: Max Mustard is listed by its name, not its package name Matilda (GitHub #110)\n- frame.gl_multiview_fbo: single-view twins for multiview programs drawn into flat framebuffers Line truncated
"notes": "Dev build **0.12.1.dev263** from commit dccdcaa (2026-10-11). For testing fixes before\nthe next release; you get that release as a normal update.\n\n## Please test\n\n1.0 release candidate. New since dev261: SteamVR overlay apps (for example Temporal Reality's Linux arm64 build) installed with Add a Linux app run on the Frame over your games, with a Start with SteamVR switch.\n\n## Changes since v0.12.0\n\n- SteamVR overlay apps on the Frame (agent v75)\n- Sharing: fall back to a plain issue when the form opens empty (#167)\n- Monitor: per-module collection needs agent 73 (main's 72 lacks it); correct agent versions in comments\n- serialize_flet_updates: tolerate Flet versions without Session.patch_control or Prop (log, keep the rest)\n- Issue forms: quote the descriptions so the templates are valid YAML\n- Auto pairing scan: skip container/VM/VPN interfaces and CGNAT, back off after empty scans\n- pyproject: Development Status 5 - Production/Stable\n- Catalog: Vacation Simulator starts; controllers aren't tracked yet (shared working config)\n- Catalog: The Thrill Of The Fight runs with Unity's overlay copy skipped; the right eye misses the opponent and referee (shared working config)\n- Catalog: Fruit Salon works (shared working config)\n- Auto pairing: hold off only while a setup request is open (not for allowed, denied or expired ones)\n- Docs: diagrams instead of ASCII art\n- Install links: FramePort's https://frameport.app/install?… page is the documented button link (pasted links parse too); README, docs, site and in-app texts \n- Pairing: setup requests expire when the Frame stops polling; setup.sh explains HTTP 429\n- Diagnostics: send every shader module of the newest session (#140)\n- CLI frame pair: don't announce the pairing server over mDNS (it can't answer setup-URL requests)\n- Issue reports: a game's report is titled \"[Game report] <game>\" with the game-compatibility label; reports about FramePort itself \"[App] FramePort\" with bug (\n- Setup line: curl -fsSL https://frameport.app/s (fail on HTTP errors, explicit https)\n- Site: Cloudflare and Google analytics, with a cookie choice\n- Docs: update screenshots and videos\n- Site: SEO for frameport.app\n- Site: What's new page and section from GitHub releases\n- Site: shorter, consistent copy, served at frameport.app\n- Docs: shorter, consistent copy\n- App: shorter, consistent interface text\n- Developer docs, CLI and launch-test diagnoses: consistent terms\n- Steam Input gamepad for 2D Android apps (device.steam_gamepad, agent v72, GitHub #162)\n- Wording: style word list and length rules\n- Vulkan shim: vk_shader_dump writes the game's SPIR-V modules with a creation index (GitHub #140)\n- Triage: unity-data-missing fails a launch test when Unity can't read the game's data files (incomplete OBB or one from another version; Batman passed while st\n- Game page shows Update on Frame after a newer APK of an installed game was added (builds record the APK version they were made from; GitHub #161); triage only\n- Catalog: Eleven (Quest) and GOLF+ unsupported (Meta online services / the game's login refuse the platform), Beat Saber DLC isn't detected, Doom3Quest works (\n- Catalog: 13 shared working configs (Freedom, Zombieland VR, Caves, Ancient Dungeon, Containment Protocol, Down the Rabbit Hole, End Space, ExploreVR, Racket: \n- Site: two neon worlds, a portal-first download page, one-eye live view\n- Game page: open the last launch test's log\n- Site: interactive docs, a download page, two more worlds, solid rocks\n- Site: three hero worlds, a 3D live view, a closer app trial, real screenshots\n- Install walkthrough: the setup line and Allow, in the video and on the site\n- Pair Frames in Developer Mode without a click on the PC\n- Shared video decoder (codec revision 8): hidden VP9 frames no longer end the EOS drain early\n"
},
{
"tag": "v0.12.0",
+6 -2
View File
@@ -67,16 +67,20 @@ const feed = new URL(url('changelog/feed.xml'), Astro.site);
if (label) label.textContent = `Download for ${pick.label}`;
}
for (const el of document.querySelectorAll(`[data-os="${pick.os}"]`)) el.setAttribute('aria-current', 'true');
} else if (/Android|iPhone|iPad|Mobile/i.test(ua)) {
// FramePort runs on a PC: on a phone the buttons lead to the download page's "open this on your PC" state
for (const el of document.querySelectorAll('[data-download-label]')) el.textContent = 'Get it on your PC';
}
</script>
<script>
import { initInteractions } from '../scripts/interactions';
// Sections fade in once as they reach the viewport (not with reduced motion: CSS shows them at once).
// Sections settle in once as they reach the viewport: a short, small rise (with reduced motion: CSS shows them at
// once). Everything is visible without the script.
const io = new IntersectionObserver((entries) => {
for (const e of entries) {
if (e.isIntersecting) { e.target.classList.add('in'); io.unobserve(e.target); }
}
}, { rootMargin: '0px 0px -12% 0px' });
}, { rootMargin: '0px 0px -8% 0px' });
document.querySelectorAll('.reveal').forEach((el) => io.observe(el));
initInteractions();
</script>
+4 -1
View File
@@ -59,6 +59,8 @@ const builds = DOWNLOADS.map((d) => ({ os: d.os, label: d.label, detail: d.detai
<span class="sha" data-sha-wrap hidden>SHA-256 <code data-sha></code><button type="button" data-copysha>Copy</button></span>
<a href={RELEASES}>Release notes</a>
</p>
<p class="trust">Windows and macOS warn the first time you open FramePort: it's signed by its developer, not with a
paid certificate. Each release lists every file's SHA-256 in SHA256SUMS.txt to check it.</p>
</section>
<section class="wrap next" aria-labelledby="next-h">
@@ -284,7 +286,7 @@ const builds = DOWNLOADS.map((d) => ({ os: d.os, label: d.label, detail: d.detai
.arrive { position: absolute; left: 50%; top: 50%; width: 54px; height: 54px; margin: -27px; display: grid; place-items: center; border-radius: 50%;
background: var(--accent); color: var(--on-accent); font: 800 24px/1 var(--font-display); box-shadow: 0 0 40px rgba(255, 138, 31, .7);
transform: translateX(clamp(175px, 22vw, 300px)) scale(0); opacity: 0; z-index: 2; }
[data-state="sent"] .arrive { animation: arrive 700ms 780ms var(--ease-back) forwards; }
[data-state="sent"] .arrive { animation: arrive 700ms 780ms var(--ease-spring) forwards; }
.flare { position: absolute; left: 50%; top: 50%; width: 30px; height: 30px; margin: -15px; border-radius: 50%; opacity: 0; z-index: 1;
background: radial-gradient(circle, #fff, rgba(255, 138, 31, .8) 30%, transparent 70%); }
[data-state="sent"] .flare { animation: flare 900ms 560ms ease-out forwards; }
@@ -327,6 +329,7 @@ const builds = DOWNLOADS.map((d) => ({ os: d.os, label: d.label, detail: d.detai
[data-state="counting"] .builds, [data-state="sent"] .builds { opacity: .7; }
.facts { display: flex; flex-wrap: wrap; justify-content: center; gap: 6px 16px; font-size: 13px; color: var(--text-3); margin: 0; }
.facts[hidden], .sha[hidden] { display: none; }
.trust { max-width: 62ch; margin: 14px auto 0; text-align: center; font-size: 13.5px; line-height: 1.55; color: var(--text-2); }
.facts > span:empty { display: none; }
.sha code { font-size: 12px; color: var(--text-2); }
.sha button { all: unset; cursor: pointer; margin-left: 6px; color: var(--secondary); }
+1 -1
View File
@@ -147,7 +147,7 @@ const line = 'curl -fsSL https://frameport.app/s | bash';
.small { font-size: 14px; }
.cmd.big code { font-size: 15px; }
.copy { all: unset; display: inline-flex; align-items: center; gap: 6px; padding: 8px 14px; border-radius: var(--radius-sm); cursor: pointer;
background: var(--accent); color: var(--on-accent); font: 600 14px/1 var(--font-sans); transition: filter 200ms, transform 300ms var(--ease-back); }
background: var(--accent); color: var(--on-accent); font: 600 14px/1 var(--font-sans); transition: filter 200ms, transform 300ms var(--ease-spring); }
.copy:hover { filter: brightness(1.08); }
.copy:active { transform: scale(.95); }
.copy.done { background: var(--ok); }
+16 -1
View File
@@ -1,6 +1,6 @@
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { rowHtml, short, sortGames, toGame } from './catalog.ts';
import { rowHtml, short, shuffleGames, sortGames, toGame } from './catalog.ts';
test('catalog entries become rows like docs/GAMES.md', () => {
assert.equal(toGame({ title: 'x', status: 'maybe' }), null);
@@ -26,6 +26,21 @@ test('order: works, issues, unsupported, then title', () => {
assert.deepEqual(sortGames(games).map((g) => g.title), ['a', 'z', 'a', 'b']);
});
test('shuffle: status groups stay in order, a random order inside, kept across calls', () => {
const games = ['unsupported:b', 'works:z', 'issues:a', 'works:a', 'works:m', 'issues:q'].map((s) => {
const [status, title] = s.split(':');
return toGame({ status, title, package: `p.${status}.${title}` });
});
const seq = [0.9, 0.1, 0.5, 0.3, 0.7, 0.2];
const rank = new Map();
const first = shuffleGames(games, rank, () => seq.shift());
assert.deepEqual(first.map((g) => g.status), ['works', 'works', 'works', 'issues', 'issues', 'unsupported']);
assert.deepEqual(first.filter((g) => g.status === 'works').map((g) => g.title), ['z', 'a', 'm']);
// the same page reorders the same way (the live refresh), new games get their own place
const again = shuffleGames([...games].reverse(), rank, () => 0.0);
assert.deepEqual(again.map((g) => g.title), first.map((g) => g.title));
});
test('rows escape what comes from GitHub', () => {
const html = rowHtml(toGame({ title: '<img src=x onerror=alert(1)>', status: 'works', engine: '"x' }));
assert.ok(!html.includes('<img'));
+8
View File
@@ -69,6 +69,14 @@ export function sortGames(games: Game[]): Game[] {
|| a.title.localeCompare(b.title, 'en', { sensitivity: 'base' }));
}
/** Working games first, then with issues, then not running; a random order inside each group, so every visit leads
* with other games. `rank` keeps each game's place for the page's lifetime (the live refresh doesn't reshuffle). */
export function shuffleGames(games: Game[], rank = new Map<string, number>(), rand: () => number = Math.random): Game[] {
const key = (g: Game) => g.package || g.title;
for (const g of games) if (!rank.has(key(g))) rank.set(key(g), rand());
return [...games].sort((a, b) => ORDER[a.status] - ORDER[b.status] || rank.get(key(a))! - rank.get(key(b))!);
}
const esc = (s: string) => s.replace(/[&<>"']/g, (c) => `&#${c.charCodeAt(0)};`);
/** Where a recipe chip links to (its entry in the patch reference), or null for none. */
+4 -1
View File
@@ -68,9 +68,12 @@ export function initFrameSide(stage: HTMLElement, host: HTMLElement, firstTitle:
}
const webgl = hasWebGL();
// data saver or a slow connection: no three.js download, the CSS scene underneath stays
const conn = (navigator as Navigator & { connection?: { saveData?: boolean; effectiveType?: string } }).connection;
const lean = conn?.saveData === true || /(^|-)(2g|3g)$/.test(conn?.effectiveType ?? '');
new IntersectionObserver((es) => {
visible = es.some((e) => e.isIntersecting);
if (visible && !side && !loading && webgl) start();
if (visible && !side && !loading && webgl && !lean) start();
kick();
}, { rootMargin: '120px' }).observe(stage);
document.addEventListener('visibilitychange', kick);
+6 -36
View File
@@ -1,29 +1,9 @@
// Small reactions all over the page (styles in global.css under "everything reacts"). None of them is needed to read
// or use the page; with reduced motion only the ones that don't move stay (count-ups show their number at once).
// Small reactions all over the page (styles in global.css under "small reactions"), kept quiet: a click ripple, labels
// that decode once, headings whose words rise in, count-ups, the hero leaning away on scroll, the install log completing.
// None of them is needed to read or use the page; with reduced motion only the ones that don't move stay (count-ups
// show their number at once).
const reduce = matchMedia('(prefers-reduced-motion: reduce)').matches;
const fine = matchMedia('(pointer: fine)').matches;
/** A soft portal light under the pointer. */
function cursorLight() {
if (reduce || !fine) return;
const light = document.createElement('div');
light.className = 'cursor-light';
light.setAttribute('aria-hidden', 'true');
document.body.append(light);
let x = innerWidth / 2, y = innerHeight / 2, tx = x, ty = y, raf = 0;
const step = () => {
x += (tx - x) * 0.18; y += (ty - y) * 0.18;
light.style.transform = `translate(${x}px, ${y}px)`;
if (Math.abs(tx - x) + Math.abs(ty - y) > 0.5) raf = requestAnimationFrame(step); else raf = 0;
};
addEventListener('pointermove', (e) => {
tx = e.clientX; ty = e.clientY;
light.classList.add('on');
if (!raf) raf = requestAnimationFrame(step);
}, { passive: true });
document.addEventListener('pointerleave', () => light.classList.remove('on'));
}
/** Clicking empty space: the app's Play ripple, a blue ring then an orange one. Mouse (and pen) only: on a touch
* screen every tap or scroll start would draw it. */
@@ -44,7 +24,7 @@ function clickRipples() {
});
}
/** Headings: the portal's colours light the letters under the pointer; words rise in when the heading appears. */
/** Headings: the words rise in when the heading appears. */
function headings() {
document.querySelectorAll<HTMLElement>('main h2, .prose h1').forEach((h) => {
if (!reduce && !h.dataset.split) {
@@ -70,18 +50,10 @@ function headings() {
wrap(h);
h.classList.add('words');
}
if (!fine) return;
h.addEventListener('pointermove', (e) => {
const r = h.getBoundingClientRect();
h.style.setProperty('--hx', `${e.clientX - r.left}px`);
h.style.setProperty('--hy', `${e.clientY - r.top}px`);
h.classList.add('lit');
});
h.addEventListener('pointerleave', () => h.classList.remove('lit'));
});
}
/** Section labels unscramble the first time they show; hover scrambles them again. */
/** Section labels decode the first time they show. */
function labels() {
const GLYPHS = '01<>/\\|=+*#%·-_';
const scramble = (el: HTMLElement) => {
@@ -108,7 +80,6 @@ function labels() {
} else if (n.nodeType === Node.ELEMENT_NODE) (n as Element).classList.add('scr');
}
io.observe(l);
l.addEventListener('pointerenter', () => l.querySelectorAll<HTMLElement>('.scr').forEach(scramble));
});
}
@@ -189,7 +160,6 @@ function logScroll() {
}
export function initInteractions() {
cursorLight();
clickRipples();
headings();
labels();
+54 -59
View File
@@ -1,5 +1,6 @@
/* FramePort Portal, for the web. Colour values are the app's (src/frameport/ui/theme.py, theme "portal"). Dark only:
the app has no light theme and neither does its page. */
/* FramePort Portal, for the web. Colour values are the app's (src/frameport/ui/theme.py, theme "portal"), except
--text-3: the app's #717583 is below 4.5:1 for the small print it carries here, so the page uses a lighter step.
Dark only: the app has no light theme and neither does its page. */
@font-face {
font-family: Sora;
@@ -22,7 +23,7 @@
--border-strong: #393d49;
--text: #edeef2;
--text-2: #a7abb7;
--text-3: #717583;
--text-3: #868a96; /* 4.77:1 on --surface-2, 5.15:1 on --surface */
--accent: #ff8a1f;
--accent-soft: #3a2512;
--on-accent: #160c03;
@@ -53,7 +54,7 @@
--tilt: 18deg; /* the logo's portal tilt */
--ease-out: cubic-bezier(0.2, 0.8, 0.2, 1);
--ease-back: cubic-bezier(0.34, 1.56, 0.64, 1);
--ease-spring: cubic-bezier(0.34, 1.3, 0.64, 1); /* a light overshoot: small things land with a little give */
--gutter: clamp(16px, 4vw, 40px);
--page: 1180px;
@@ -69,22 +70,12 @@ body {
-webkit-font-smoothing: antialiased;
overflow-x: hidden;
}
/* film grain: keeps the large dark areas from looking like flat plastic */
body::before {
content: "";
position: fixed;
inset: 0;
pointer-events: none;
z-index: 100;
opacity: 0.035;
background-image: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' width='160' height='160'%3E%3Cfilter id='n'%3E%3CfeTurbulence type='fractalNoise' baseFrequency='.85' numOctaves='2' stitchTiles='stitch'/%3E%3C/filter%3E%3Crect width='160' height='160' filter='url(%23n)'/%3E%3C/svg%3E");
}
img, video, svg { display: block; max-width: 100%; }
a { color: var(--accent); text-underline-offset: 3px; }
a:hover { text-decoration-thickness: 2px; }
:focus-visible { outline: 2px solid var(--accent); outline-offset: 3px; border-radius: 4px; }
::selection { background: rgba(255, 138, 31, 0.35); color: var(--text); }
::placeholder { color: var(--text-2); opacity: 1; }
h1, h2, h3 { font-family: var(--font-display); margin: 0; text-wrap: balance; }
h2 { font-size: clamp(30px, 4.2vw, 44px); line-height: 1.1; font-weight: 800; letter-spacing: -0.02em; }
@@ -93,13 +84,13 @@ p { margin: 0; text-wrap: pretty; }
code, kbd, pre { font-family: var(--font-mono); }
.wrap { width: min(100% - 2 * var(--gutter), var(--page)); margin-inline: auto; }
.section { padding-block: clamp(56px, 7vw, 96px); position: relative; }
.section { padding-block: clamp(48px, 6vw, 80px); position: relative; }
.lead { color: var(--text-2); font-size: clamp(16px, 1.6vw, 18px); line-height: 1.6; max-width: 62ch; }
.muted { color: var(--text-2); }
/* section label: "02 · The app" + the portal hairline, the app's section label for the web */
.label {
display: flex; align-items: center; gap: 14px; margin-bottom: 20px;
display: flex; align-items: center; gap: 14px; margin-bottom: 12px;
font: 600 12px/1 var(--font-mono); letter-spacing: 0.14em; text-transform: uppercase; color: var(--text-2);
}
.label b { color: var(--text); font-weight: 600; }
@@ -124,7 +115,7 @@ code, kbd, pre { font-family: var(--font-mono); }
font: 600 15px/20px var(--font-sans); text-decoration: none; cursor: pointer; white-space: nowrap;
color: var(--text); background: transparent;
transition: background-color 220ms var(--ease-out), border-color 220ms var(--ease-out), filter 220ms var(--ease-out),
transform 320ms var(--ease-back);
transform 320ms var(--ease-spring);
}
.btn:active { transform: scale(0.97); }
.btn-primary { background: var(--accent); color: var(--on-accent); }
@@ -153,9 +144,14 @@ code, kbd, pre { font-family: var(--font-mono); }
.cmd .prompt { color: var(--text-3); user-select: none; margin-right: 8px; }
.cmd .ph { color: var(--secondary); }
/* scroll reveal (script in Layout); without JS or with reduced motion, everything is simply shown */
.js .reveal { opacity: 0; transform: translateY(18px); transition: opacity 700ms var(--ease-out), transform 700ms var(--ease-out); }
.js .reveal.in { opacity: 1; transform: none; }
/* a disclosure: one quiet button that opens more of the same thing (the app's screenshots, the full comparison) */
.disclose > summary { list-style: none; display: inline-flex; align-items: center; gap: 10px; padding: 10px 16px;
border-radius: var(--radius-sm); border: 1px solid var(--secondary-line); cursor: pointer; font: 600 14px/20px var(--font-sans);
color: var(--text); transition: background-color 200ms var(--ease-out); }
.disclose > summary::-webkit-details-marker { display: none; }
.disclose > summary:hover { background: rgba(58, 168, 255, .08); }
.disclose > summary i { font-style: normal; color: var(--secondary); transition: transform 300ms var(--ease-out); }
.disclose[open] > summary i { transform: rotate(180deg); }
.visually-hidden { position: absolute !important; width: 1px; height: 1px; overflow: hidden; clip: rect(0 0 0 0);
white-space: nowrap; }
@@ -164,7 +160,6 @@ code, kbd, pre { font-family: var(--font-mono); }
html { scroll-behavior: auto; }
*, *::before, *::after { animation-duration: 0.001ms !important; animation-iteration-count: 1 !important;
transition-duration: 0.001ms !important; }
.js .reveal { opacity: 1; transform: none; }
}
/* documentation pages (rendered from docs/*.md) */
@@ -193,7 +188,7 @@ code, kbd, pre { font-family: var(--font-mono); }
background: var(--surface); color: var(--text-2); font: 600 12px/1.4 var(--font-sans); cursor: pointer; opacity: 0; transition: opacity 150ms; }
.prose pre:hover .copy, .prose pre .copy:focus-visible { opacity: 1; }
.prose pre .copy:hover { color: var(--text); border-color: var(--accent); }
.prose blockquote { padding: 12px 16px; border-left: 3px solid var(--secondary); background: rgba(58, 168, 255, .06); border-radius: 0 var(--radius-sm) var(--radius-sm) 0; color: var(--text-2); }
.prose blockquote { padding: 12px 16px; border: 1px solid rgba(58, 168, 255, .3); background: rgba(58, 168, 255, .06); border-radius: var(--radius-sm); color: var(--text-2); }
.prose blockquote p:last-child { margin: 0; }
.prose img { max-width: 100%; height: auto; border-radius: var(--radius-sm); border: 1px solid var(--border); }
.prose hr { border: 0; border-top: 1px solid var(--border); margin: 32px 0; }
@@ -205,36 +200,33 @@ code, kbd, pre { font-family: var(--font-mono); }
.prose details { margin: 0 0 16px; padding: 10px 14px; border: 1px solid var(--border); border-radius: var(--radius-sm); }
.prose summary { cursor: pointer; font-weight: 600; }
/* ---------------- everything reacts (scripts/interactions.ts) ---------------- */
.cursor-light { position: fixed; left: 0; top: 0; z-index: 90; width: 420px; height: 420px; margin: -210px 0 0 -210px; border-radius: 50%;
pointer-events: none; opacity: 0; transition: opacity 500ms; mix-blend-mode: screen;
background: radial-gradient(closest-side, rgba(255, 138, 31, .028), rgba(58, 168, 255, .018) 45%, transparent 75%); }
.cursor-light.on { opacity: 1; }
/* ---------------- small reactions (scripts/interactions.ts): quiet, and none of them needed to read the page */
/* sections settle in once: a short rise (scroll reveal script in Layout; without JS everything is simply shown) */
.js .reveal { opacity: 0; transform: translateY(10px); transition: opacity 600ms var(--ease-out), transform 600ms var(--ease-out); }
.js .reveal.in { opacity: 1; transform: none; }
/* clicking empty space: the app's Play ripple, faint */
.click-ring { position: fixed; z-index: 95; width: 12px; height: 12px; margin: -6px 0 0 -6px; border-radius: 50%; pointer-events: none;
border: 1px solid var(--secondary); opacity: 0; animation: click-ring .55s var(--ease-out) both; }
.click-ring.o { border-color: var(--accent); }
@media (hover: none) { .click-ring { display: none; } }
@keyframes click-ring { 0% { opacity: .45; transform: scale(1); } 100% { opacity: 0; transform: scale(2.6); } }
@keyframes click-ring { 0% { opacity: .3; transform: scale(1); } 100% { opacity: 0; transform: scale(2.4); } }
/* headings: words rise in, the pointer lights them in the portal's colours */
/* headings: the words rise in, one after another */
.words .w { display: inline-block; }
.js .reveal .words .w, .js .words.pre .w { opacity: 0; transform: translateY(.45em) rotate(2deg); }
.js .reveal.in .words .w { opacity: 1; transform: none; transition: opacity 1150ms var(--ease-out), transform 1300ms var(--ease-back);
transition-delay: calc(var(--wi) * 110ms + 200ms); }
.words.lit { background: radial-gradient(180px circle at var(--hx) var(--hy), var(--accent), var(--secondary) 45%, var(--text) 75%) text;
-webkit-background-clip: text; color: transparent; }
.words.lit .muted { color: transparent; }
.js .reveal .words .w, .js .words.pre .w { opacity: 0; transform: translateY(.3em); }
.js .reveal.in .words .w { opacity: 1; transform: none; transition: opacity 700ms var(--ease-out), transform 800ms var(--ease-out);
transition-delay: calc(var(--wi) * 60ms + 120ms); }
/* section labels */
/* section labels: they decode once (tabular digits keep them still), the portal line draws in */
.label .scr { font-variant-numeric: tabular-nums; }
.label:hover { color: var(--text); cursor: default; }
@supports (animation-timeline: view()) {
.label::after { transform-origin: left; animation: label-line linear both; animation-timeline: view(); animation-range: entry 20% cover 45%; }
@keyframes label-line { from { transform: scaleX(0); } to { transform: scaleX(1); } }
}
/* icons: each moves in its own way when what holds it is pointed at */
.glyph { transition: transform 400ms var(--ease-back); }
/* icons: each moves in its own small way when what holds it is pointed at */
.glyph { transition: transform 400ms var(--ease-spring); }
:is(a, button, li, .stage, .hcard, label):hover > .glyph-sync, :is(a, button, li, .stage):hover .g > .glyph-sync { animation: g-spin .9s var(--ease-out); }
:is(a, button, li, .stage):hover :is(.glyph-frame, .glyph-frame-solid) { animation: g-nod .7s var(--ease-out); }
:is(a, button, li, .stage):hover .glyph-pc { animation: g-flicker .6s steps(2) 2; }
@@ -244,7 +236,7 @@ code, kbd, pre { font-family: var(--font-mono); }
:is(a, button, li, .stage):hover .glyph-test { transform: rotate(14deg) translateY(-1px); }
:is(a, button, li, .stage):hover .glyph-port { transform: translateX(3px); }
:is(a, button, li, .stage):hover .glyph-recipe { transform: rotateY(180deg); }
:is(a, button, li, .stage):hover .glyph-container { animation: g-pop .5s var(--ease-back); }
:is(a, button, li, .stage):hover .glyph-container { animation: g-pop .5s var(--ease-spring); }
:is(a, button, li, .stage):hover .glyph-shot { animation: g-flash .5s ease-out; }
:is(a, button, li, .stage):hover .glyph-link { transform: rotate(-20deg) scale(1.1); }
@keyframes g-spin { to { transform: rotate(360deg); } }
@@ -255,32 +247,35 @@ code, kbd, pre { font-family: var(--font-mono); }
@keyframes g-pop { 40% { transform: scale(1.3) rotate(-6deg); } }
@keyframes g-flash { 30% { filter: drop-shadow(0 0 6px currentColor) brightness(1.8); } }
/* links in running text: the underline wipes in, blue to orange */
/* links in running text: the portal underline; it thickens under the pointer */
:is(.lead, .muted, .small, .small-p, .src, .cl, .cu, .foot, .first, .notice-band, .prose) a:not(.btn):not(.anchor) {
text-decoration: none; background: linear-gradient(90deg, var(--secondary), var(--accent)) left bottom / 100% 1px no-repeat;
transition: background-size 350ms var(--ease-out), color 200ms; padding-bottom: 1px; }
:is(.lead, .muted, .small, .small-p, .src, .cl, .cu, .foot, .first, .notice-band, .prose) a:not(.btn):not(.anchor):hover { background-size: 100% 100%; color: var(--on-accent); border-radius: 3px; }
transition: background-size 200ms var(--ease-out); padding-bottom: 1px; }
:is(.lead, .muted, .small, .small-p, .src, .cl, .cu, .foot, .first, .notice-band, .prose) a:not(.btn):not(.anchor):hover { background-size: 100% 2px; }
/* the hero flies toward its portal as you scroll away */
.hero .copy { transform: translateY(calc(var(--sp, 0) * -60px)); opacity: calc(1 - var(--sp, 0) * 1.1); }
.hero .scene { transform: scale(calc(1 + var(--sp, 0) * .35)) translateY(calc(var(--sp, 0) * 40px)); transform-origin: 50% 45%;
filter: blur(calc(var(--sp, 0) * 3px)); opacity: calc(1 - var(--sp, 0) * .7); }
/* the hero leans back toward its portal as you scroll away (gently) */
.hero .copy { transform: translateY(calc(var(--sp, 0) * -30px)); opacity: calc(1 - var(--sp, 0) * .9); }
.hero .scene { transform: scale(calc(1 + var(--sp, 0) * .15)) translateY(calc(var(--sp, 0) * 20px)); transform-origin: 50% 45%;
filter: blur(calc(var(--sp, 0) * 1.5px)); opacity: calc(1 - var(--sp, 0) * .5); }
@media (prefers-reduced-motion: reduce) {
.words .w { opacity: 1 !important; transform: none !important; }
.hero .copy, .hero .scene { transform: none; opacity: 1; filter: none; }
}
.step .num { display: inline-block; transition: transform 500ms var(--ease-back), filter 300ms; }
.step:hover .num { transform: scale(1.15) rotate(-8deg); filter: drop-shadow(0 6px 18px rgba(255, 138, 31, .35)); }
.notice-band .mark { transition: transform 400ms var(--ease-back); }
.step .num { display: inline-block; transition: transform 500ms var(--ease-spring), filter 300ms; }
.step:hover .num { transform: scale(1.1) rotate(-6deg); filter: drop-shadow(0 6px 18px rgba(255, 138, 31, .3)); }
.notice-band .mark { transition: transform 400ms var(--ease-spring); }
.notice-band:hover .mark { animation: wiggle .6s ease-in-out; }
@keyframes wiggle { 25% { transform: rotate(-14deg) scale(1.1); } 50% { transform: rotate(10deg); } 75% { transform: rotate(-6deg); } }
.wordmark svg { transition: transform 700ms var(--ease-back); }
@keyframes wiggle { 25% { transform: rotate(-10deg) scale(1.06); } 50% { transform: rotate(7deg); } 75% { transform: rotate(-4deg); } }
.wordmark svg { transition: transform 700ms var(--ease-spring); }
.wordmark:hover svg, a:hover > .wordmark svg { transform: rotate(180deg); }
:is(.chip, .tab, .with button, .cf button, .seg button):active { transform: scale(.94); }
:is(.chip, .tab, .with button, .cf button, .seg button):active { transform: scale(.95); }
.built li { transition: background-color 250ms, padding-left 300ms var(--ease-out); border-radius: 4px; }
.built li:hover { background: linear-gradient(90deg, rgba(58, 168, 255, .08), transparent); padding-left: 10px; }
@media (prefers-reduced-motion: reduce) { .step:hover .num, .wordmark:hover svg, a:hover > .wordmark svg { transform: none; } .notice-band:hover .mark { animation: none; } }
@media (prefers-reduced-motion: reduce) {
.js .reveal { opacity: 1; transform: none; }
.words .w { opacity: 1 !important; transform: none !important; }
.hero .copy, .hero .scene { transform: none; opacity: 1; filter: none; }
.step:hover .num, .wordmark:hover svg, a:hover > .wordmark svg { transform: none; }
.notice-band:hover .mark { animation: none; }
}
/* ---------------------------------------------------------------- docs: what scripts/docs-ui.ts adds to the pages */
.prose .term { border-bottom: 1px dotted var(--secondary-line); cursor: help; transition: color 160ms, border-color 160ms; outline: none; }
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+1 -1
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@@ -1,2 +1,2 @@
# The FramePort version: the single source (pyproject reads it via hatch; CI checks a release tag matches it).
__version__ = "1.0.1"
__version__ = "1.0.4"
+10 -2
View File
@@ -32,7 +32,9 @@ IL2CPP_METADATA = "assets/bin/Data/Managed/Metadata/global-metadata.dat"
# device.steam_gamepad) (2026-10)
# 10: godot_clipboard (Godot 4.2-4.4's non-null ClipboardManager cast: frame.godot_clipboard) (2026-10)
# 11: unreal_verify_obb (Unreal's bVerifyOBBOnStartUp: frame.unreal_skip_obb_check, GitHub #159) (2026-10)
ANALYSIS_VERSION = 11
# 12: eos_keychain (Epic Online Services' Java keychain: frame.eos_keychain_loop, GitHub #214); CryEngine also from
# libAndroidLauncher.so + a .cryproject (Climb 1 has no libCrySystem.so, GitHub #238) (2026-10)
ANALYSIS_VERSION = 12
# Android versions by API level (for messages); the Frame's Lepton container runs Android 11 (API 30)
@@ -189,6 +191,8 @@ def analyze(path: Path, deep: bool = True, data_bytes: int | None = None) -> Ana
godot_clipboard = any(b"Lorg/godotengine/godot/Godot;" in d and GODOT_CLIPBOARD_CAST in d for d in dexes)
# Vivox voice chat calling Android 12 audio-routing methods: crashes in Lepton (Android 11)
vivox_api31 = any(b"Lcom/vivox/sdk/AudioChangeListener;" in d and b"CommunicationDevice" in d for d in dexes)
# Epic Online Services' keychain (it can retry without end when it can't write: frame.eos_keychain_loop)
eos_keychain = any(b"Lcom/epicgames/mobile/eossdk/EOSSDK;" in d and b"resetKeychain" in d for d in dexes)
# video through Android's decoders (frame.hw_video_decode): Java MediaCodec, ExoPlayer/Media3, or libVLC
media_codec = any(m in d for d in dexes for m in MEDIA_CODEC_MARKERS) or "libvlc.so" in libs
del dexes
@@ -212,8 +216,11 @@ def analyze(path: Path, deep: bool = True, data_bytes: int | None = None) -> Ana
package, version, label, activity, apk_info = _read_manifest_info(path)
libset = set(libs)
# CryEngine: libCrySystem.so, or one monolithic libAndroidLauncher.so next to a .cryproject (Climb 1)
cryengine = "libCrySystem.so" in libset or ("libAndroidLauncher.so" in libset
and any(n.endswith(".cryproject") for n in names))
engine = ("Unreal" if libset & {"libUE4.so", "libUnreal.so"} else "Unity" if "libunity.so" in libset
else "CryEngine" if "libCrySystem.so" in libset else "Other")
else "CryEngine" if cryengine else "Other")
has_openxr, has_vrapi = "libopenxr_loader.so" in libset, "libvrapi.so" in libset
xr = "OpenXR+VrApi" if has_openxr and has_vrapi else "OpenXR" if has_openxr else "VrApi" if has_vrapi else "?"
is_overport = "libopenxr_loader_generic.so" in libset or "liboverport.config.so" in libset
@@ -312,6 +319,7 @@ def analyze(path: Path, deep: bool = True, data_bytes: int | None = None) -> Ana
"sdl_java": sdl_java,
"godot_clipboard": godot_clipboard,
"vivox_api31": vivox_api31,
"eos_keychain": eos_keychain,
"media_codec": media_codec,
# declares gamepad support (SDL's manifest template has both): device.steam_gamepad
"gamepad": "android.hardware.gamepad" in features or axml.LEANBACK_LAUNCHER in cats,
+57
View File
@@ -161,6 +161,63 @@ def hide_exports(data: bytes, names) -> tuple[bytes, list[str]]:
return bytes(buf), sorted(hidden)
def rename_imports(data: bytes, renames: dict[str, str]) -> tuple[bytes, list[str]]:
"""Rename imported (undefined) dynamic symbols in place: `.dynstr` bytes of each import's name are overwritten
with the new name (not longer; NUL-padded), so its relocations bind to whatever library exports the new name
(add it to DT_NEEDED). Nothing moves; defined symbols and names that other entries share (string-tail merging,
DT_NEEDED/version names) are never touched — such a rename raises. A renamed import's `.gnu.version` entry
becomes 1 (global): the replacement has no version, and keeping e.g. LIBC would make bionic look for it in libc
only. Returns (data, old names renamed); ELF64 little-endian only. Names already renamed count as done."""
import struct
if not is_elf(data) or not is_64bit(data) or data[5] != 1:
return data, []
for old, new in renames.items():
if len(new) > len(old):
raise ValueError(f"{new} is longer than {old}")
elf = _elf(data)
dynsym, dynstr = elf.get_section_by_name(".dynsym"), elf.get_section_by_name(".dynstr")
if not isinstance(dynsym, SymbolTableSection) or dynstr is None:
return data, []
versym = elf.get_section_by_name(".gnu.version")
str_off = dynstr["sh_offset"]
targets, refs = {}, {} # dynsym index -> st_name of an import to rename; st_name -> referencing dynsym indices
for i, sym in enumerate(dynsym.iter_symbols()):
refs.setdefault(sym["st_name"], []).append(i)
if sym.name in renames and sym["st_shndx"] == "SHN_UNDEF":
targets[i] = sym["st_name"]
others = set() # string offsets used by anything else: other symbols, dynamic tags, version records
for sec in elf.iter_sections():
if isinstance(sec, DynamicSection):
others |= {t.entry.d_val for t in sec.iter_tags()
if t.entry.d_tag in ("DT_NEEDED", "DT_SONAME", "DT_RPATH", "DT_RUNPATH")}
elif sec["sh_type"] == "SHT_GNU_verneed":
for vn, aux in sec.iter_versions():
others.add(vn["vn_file"])
others |= {a["vna_name"] for a in aux}
elif sec["sh_type"] == "SHT_GNU_verdef":
for _vd, aux in sec.iter_versions():
others |= {a["vda_name"] for a in aux}
buf, done = bytearray(data), []
for i, name_off in sorted(targets.items()):
old = bytes(buf[str_off + name_off:buf.index(b"\0", str_off + name_off)]).decode()
span = range(name_off, name_off + len(old) + 1)
shared = [o for o in others if o in span] + [o for o, users in refs.items()
if o in span and any(u not in targets for u in users)]
if shared:
raise ValueError(f"{old}: its name is shared with another entry; not renamed")
buf[str_off + name_off:str_off + name_off + len(old) + 1] = renames[old].encode().ljust(len(old) + 1, b"\0")
if versym is not None:
struct.pack_into("<H", buf, versym["sh_offset"] + i * 2, 1)
done.append(old)
if versym is not None: # imports renamed earlier: keep their version entry global too
new_names = set(renames.values())
for i, sym in enumerate(dynsym.iter_symbols()):
if sym.name in new_names and sym["st_shndx"] == "SHN_UNDEF":
struct.pack_into("<H", buf, versym["sh_offset"] + i * 2, 1)
return bytes(buf), sorted(set(done))
def add_needed(data: bytes, library: str) -> bytes:
"""Add a DT_NEEDED entry in front of the existing ones (same effect as `patchelf --add-needed`; being first matters
for symbol interposition, e.g. the GL shim must precede libEGL).
+34 -13
View File
@@ -65,19 +65,46 @@ def find_methods(lib: bytes, metadata: bytes, unity_version: str, wanted: dict[s
[method names]} -> {class file: {method: (file offset, length)}}; classes or methods not in the game are left
out."""
cache_file = _cache_file(lib, metadata)
from ..tools import cpp2il as tool
nightly = False # Cpp2IL's development build: for metadata newer than its release reads (Unity 6.5+)
try:
cached = json.loads(cache_file.read_text())
if cached.get("error"): # Cpp2IL can't read this build (e.g. an old Unity): don't run it again per patch
raise RuntimeError(cached["error"])
if all(cls in cached.get("classes", {}) or cls in cached.get("missing", []) for cls in wanted):
if cpp2il is not None or cached.get("nightly") or not tool.unsupported_metadata(cached["error"]):
raise RuntimeError(cached["error"])
nightly = True # only the release couldn't: the development build gets one try
elif all(cls in cached.get("classes", {}) or cls in cached.get("missing", []) for cls in wanted):
return {cls: {m: tuple(v) for m, v in cached["classes"][cls].items() if m in names}
for cls, names in wanted.items() if cls in cached.get("classes", {})}
except (OSError, ValueError, KeyError):
pass
if cpp2il is None:
from ..tools import cpp2il as tool
explicit = cpp2il is not None
exe = cpp2il or (tool.ensure_nightly() if nightly else tool.ensure())
while True:
try:
out, missing = _run(exe, lib, metadata, unity_version, wanted, timeout)
break
except _Unreadable as exc:
error = "Cpp2IL couldn't read this game's code: " + str(exc)
if not explicit and not nightly and tool.unsupported_metadata(error):
nightly, exe = True, tool.ensure_nightly()
continue
cache_file.parent.mkdir(parents=True, exist_ok=True)
cache_file.write_text(json.dumps({"unity_version": unity_version, "error": error, "nightly": nightly}))
raise RuntimeError(error) from None
cache_file.parent.mkdir(parents=True, exist_ok=True)
cache_file.write_text(json.dumps({"unity_version": unity_version, "missing": missing, "nightly": nightly,
"classes": {c: {m: list(v) for m, v in ms.items()} for c, ms in out.items()}}))
return out
cpp2il = tool.ensure()
class _Unreadable(Exception):
"""Cpp2IL wrote no output; the message is its last exception line."""
def _run(cpp2il: Path, lib: bytes, metadata: bytes, unity_version: str, wanted: dict[str, list[str]],
timeout: float) -> tuple[dict, list]:
with tempfile.TemporaryDirectory(prefix="frameport-il2cpp-") as tmp:
t = Path(tmp)
(t / "libil2cpp.so").write_bytes(lib)
@@ -90,10 +117,7 @@ def find_methods(lib: bytes, metadata: bytes, unity_version: str, wanted: dict[s
timeout=timeout, cwd=tmp)
root = t / "out" / "DiffableCs"
if not root.is_dir():
error = "Cpp2IL couldn't read this game's code: " + _last_error(proc.stdout + proc.stderr)
cache_file.parent.mkdir(parents=True, exist_ok=True)
cache_file.write_text(json.dumps({"unity_version": unity_version, "error": error}))
raise RuntimeError(error)
raise _Unreadable(_last_error(proc.stdout + proc.stderr))
out, missing = {}, []
for cls, names in wanted.items():
f = root / cls
@@ -101,7 +125,4 @@ def find_methods(lib: bytes, metadata: bytes, unity_version: str, wanted: dict[s
out[cls] = parse_methods(f.read_text(encoding="utf-8", errors="replace"), names)
else:
missing.append(cls)
cache_file.parent.mkdir(parents=True, exist_ok=True)
cache_file.write_text(json.dumps({"unity_version": unity_version, "missing": missing,
"classes": {c: {m: list(v) for m, v in ms.items()} for c, ms in out.items()}}))
return out
return out, missing
+139
View File
@@ -0,0 +1,139 @@
"""One FramePort window at a time (no Flet).
Two GUI processes on one data folder fought over library.json and both re-analysed the library and triaged the same
play sessions (the Library flickered under a stream of pop-ups). The GUI holds an exclusive lock on
`<data>/gui.lock` for its lifetime (released by the OS when the process ends, also after a crash). A second start:
- the window is there (fresh `gui.alive` heartbeat): asks it to come to the front (`gui.focus`) and exits;
- the lock is held but no window answers (a process left over after its window went away): ends that process (only
when it is a FramePort GUI) and takes over.
"""
from __future__ import annotations
import os
import sys
import time
from pathlib import Path
from .paths import user_data_dir
_held = None # the open lock file (kept for the process lifetime)
def lock_file() -> Path:
return user_data_dir() / "gui.lock"
def focus_file() -> Path:
return user_data_dir() / "gui.focus"
def _try_lock(f) -> bool:
try:
if sys.platform == "win32":
import msvcrt
f.seek(0)
msvcrt.locking(f.fileno(), msvcrt.LK_NBLCK, 1)
else:
import fcntl
fcntl.flock(f.fileno(), fcntl.LOCK_EX | fcntl.LOCK_NB)
return True
except OSError:
return False
def acquire(path: Path | None = None) -> bool:
"""Take the GUI lock; False when another process holds it."""
global _held
path = path or lock_file()
path.parent.mkdir(parents=True, exist_ok=True)
f = open(path, "a+") # noqa: SIM115 (kept open on purpose)
if not _try_lock(f):
f.close()
return False
f.seek(0)
f.truncate()
f.write(str(os.getpid()))
f.flush()
_held = f
return True
def holder(path: Path | None = None) -> int | None:
try:
return int((path or lock_file()).read_text().strip() or 0) or None
except (OSError, ValueError):
return None
def _is_frameport_gui(pid: int) -> bool:
try:
import psutil
cmd = " ".join(psutil.Process(pid).cmdline()).lower()
except Exception: # noqa: BLE001 (gone, or not ours to inspect)
return False
return "frameport" in cmd
STARTUP_GRACE = 30.0 # a GUI this young may still be opening its window (no heartbeat yet): never end it
def end_leftover(pid: int, wait: float = 5.0) -> bool:
"""End a FramePort GUI process that has no window any more; True when it's gone."""
if pid == os.getpid() or not _is_frameport_gui(pid):
return False
import psutil
try:
p = psutil.Process(pid)
if time.time() - p.create_time() < STARTUP_GRACE:
return False
p.terminate()
try:
p.wait(wait)
except psutil.TimeoutExpired:
p.kill()
p.wait(wait)
except psutil.NoSuchProcess:
pass
except Exception: # noqa: BLE001
return False
return True
def ask_focus() -> None:
try:
focus_file().touch()
except OSError:
pass
def take_focus_request() -> bool:
"""True once after another start asked the window to come to the front."""
try:
focus_file().unlink()
return True
except OSError:
return False
def claim(window_open, retries: int = 20) -> bool:
"""Called at GUI start: True = this process is the GUI; False = another window is open (it was asked to come to
the front). `window_open()` says whether a window answers (urlhandler.app_running)."""
if acquire():
return True
if window_open():
ask_focus()
return False
pid = holder()
if pid:
end_leftover(pid)
for _ in range(retries): # the OS releases the lock when the process is gone
if acquire():
return True
time.sleep(0.25)
if window_open():
ask_focus()
return False
+2 -2
View File
@@ -10,7 +10,7 @@ from dataclasses import asdict
from pathlib import Path
from .models import Analysis, Recipe
from .paths import user_data_dir, write_atomic
from .paths import localize, user_data_dir, write_atomic
# One lock for every read-modify-write of library.json: jobs, the poll thread and the UI all change it, and a change
# made between another thread's load() and save() would be lost. Re-entrant so edit() can call load()/save().
@@ -28,7 +28,7 @@ _updating = threading.local() # set while load() runs the migrations/catalog st
def load() -> dict:
with _lock:
try:
data = json.loads(_path().read_text(encoding="utf-8"))
data = localize(json.loads(_path().read_text(encoding="utf-8")))
except (OSError, ValueError):
return {"games": {}, "settings": {}}
# The catalog step loads the catalog, whose first load reads a setting: that nested load() must not run the
+56
View File
@@ -2,6 +2,7 @@
from __future__ import annotations
import os
import re
import sys
import threading
from pathlib import Path
@@ -45,10 +46,34 @@ def _on_frame() -> bool:
return on_frame()
def shares_windows_data() -> bool:
"""WSL with FRAMEPORT_WINDOWS_DATA=1: use the Windows FramePort's data folder (one library for a Windows copy and
WSL source runs; paths the other side saved are translated by `localize`)."""
if not os.environ.get("FRAMEPORT_WINDOWS_DATA") or os.environ.get("FRAMEPORT_HOME"):
return False
from .winhost import is_wsl
return is_wsl()
_win_data: list = [] # cached: finding %LOCALAPPDATA% from WSL starts cmd.exe
def _windows_data_dir() -> Path | None:
if not _win_data:
from .winhost import env_path
local = env_path("LOCALAPPDATA")
_win_data.append(local / "FramePort" if local else None)
return _win_data[0]
def user_data_dir() -> Path:
"""Tools, keystores, work dirs and settings. Override with FRAMEPORT_HOME."""
if os.environ.get("FRAMEPORT_HOME"):
base = Path(os.environ["FRAMEPORT_HOME"])
elif shares_windows_data() and _windows_data_dir() is not None:
base = _windows_data_dir()
elif sys.platform == "win32":
base = Path(os.environ.get("LOCALAPPDATA", Path.home() / "AppData/Local")) / "FramePort"
elif sys.platform == "darwin":
@@ -63,6 +88,37 @@ def user_data_dir() -> Path:
return base
_WSL_DRIVE = re.compile(r"^/mnt/([a-zA-Z])(?:/(.*))?$")
_WIN_DRIVE = re.compile(r"^([a-zA-Z]):[\\/](.*)$")
def local_path(p: str) -> str:
"""A path saved by FramePort on the other side of WSL in this side's spelling: /mnt/d/X -> D:\\X on Windows, and
D:\\X -> /mnt/d/X in WSL runs on the Windows copy's data (`shares_windows_data`); anything else unchanged.
Plain string mapping (drive letters only), so it is cheap enough for whole files."""
if sys.platform == "win32":
m = _WSL_DRIVE.match(p)
return f"{m[1].upper()}:\\" + (m[2] or "").replace("/", "\\") if m else p
if shares_windows_data():
m = _WIN_DRIVE.match(p)
if m:
return f"/mnt/{m[1].lower()}" + ("/" + m[2].replace("\\", "/") if m[2] else "")
return p
def localize(obj):
"""`local_path` applied to every string in loaded JSON (library.json, deployment records, tools.json): a data
folder shared by a Windows copy and WSL source runs holds paths from both."""
if isinstance(obj, str):
return local_path(obj) if obj[:1] in "/" or obj[1:3] in (":\\", ":/") else obj
if isinstance(obj, dict):
for k, v in obj.items():
obj[k] = localize(v)
elif isinstance(obj, list):
obj[:] = [localize(v) for v in obj]
return obj
_removed = threading.Event()
+90
View File
@@ -0,0 +1,90 @@
"""File pickers without the desktop portal (GitHub #208).
Flet's Linux file picker asks the XDG desktop portal (org.freedesktop.portal.Desktop); window managers without one
(IceWM, bare X11 sessions) answer NameHasNoOwner and the pick raises. The GUI then falls back to zenity or kdialog
(run here, no Flet), and without either to a "type a path" box. Everything in this module is pure apart from `run`.
"""
from __future__ import annotations
import os
import shutil
import subprocess
from collections.abc import Callable, Mapping
from pathlib import Path
TOOLS = ("zenity", "kdialog")
TIMEOUT = 3600 # a picker left open for an hour: give up
class PickerError(RuntimeError):
pass
def portal_missing(exc: BaseException, platform: str) -> bool:
"""Whether a failed Flet pick means "no usable portal": on Linux every RuntimeError from the picker does (the
message is D-Bus' own, e.g. NameHasNoOwner or ServiceUnknown); elsewhere it's a real error."""
return platform.startswith("linux") and isinstance(exc, RuntimeError)
def choose_tool(env: Mapping[str, str] | None = None, which: Callable[[str], str | None] = shutil.which
) -> tuple[str, str] | None:
"""(name, path) of the picker program to use: kdialog first on KDE, else zenity, else whichever exists."""
env = os.environ if env is None else env
order = TOOLS[::-1] if "KDE" in env.get("XDG_CURRENT_DESKTOP", "").upper() else TOOLS
for name in order:
path = which(name)
if path:
return name, path
return None
def argv(tool: str, program: str, *, directory: bool = False, multiple: bool = False, title: str | None = None,
extensions: list[str] | None = None, start: str | None = None) -> list[str]:
"""The command line that asks for one folder, or one/several files (optionally only these extensions)."""
start = start or str(Path.home())
exts = [x.lstrip(".") for x in extensions or []]
globs = " ".join(f"*.{x}" for x in exts)
if tool == "zenity":
cmd = [program, "--file-selection"]
if title:
cmd += ["--title", title]
cmd += ["--filename", start.rstrip("/") + "/"]
if directory:
cmd.append("--directory")
else:
if multiple:
cmd += ["--multiple", "--separator", "\n"]
if exts:
cmd += ["--file-filter", globs]
return cmd
if tool == "kdialog":
cmd = [program]
if title:
cmd += ["--title", title]
if directory:
return cmd + ["--getexistingdirectory", start]
cmd += ["--getopenfilename", start]
if exts:
cmd.append(globs)
if multiple:
cmd += ["--multiple", "--separate-output"]
return cmd
raise ValueError(f"unknown picker {tool!r}")
def parse(output: str) -> list[str]:
"""The picked paths (one per line; both tools print nothing when cancelled)."""
return [line.strip() for line in output.splitlines() if line.strip()]
def run(cmd: list[str], runner: Callable = subprocess.run) -> list[str]:
"""Run a picker and return the picked paths ([] = cancelled). Exit 1 is both tools' "cancelled"."""
try:
r = runner(cmd, capture_output=True, text=True, timeout=TIMEOUT)
except (OSError, subprocess.TimeoutExpired) as exc:
raise PickerError(f"{Path(cmd[0]).name} didn't run: {exc}") from exc
if r.returncode == 1:
return []
if r.returncode:
raise PickerError((r.stderr or "").strip() or f"{Path(cmd[0]).name} failed ({r.returncode})")
return parse(r.stdout)
+3 -2
View File
@@ -178,8 +178,9 @@ def _problem_fields(g: dict | None, description: str, env: dict, bundle_name: st
a = g.get("analysis") or {}
game = f"{title} — {g['package']} (version {a.get('version') or '?'}, {a.get('engine') or '?'} / " \
f"{a.get('xr') or '?'})"
logs = f"⬇ Drag and drop {bundle_name} (the diagnostics zip FramePort just saved) into this box." \
if bundle_name else ""
# some browsers don't let the prefilled box take a file (GitHub #196): the comment route always works
logs = f"⬇ Drag and drop {bundle_name} (the diagnostics zip FramePort just saved) into this box. If it won't " \
"take the file, submit the report and attach the zip in a comment." if bundle_name else ""
return {
# a game's report is about the game on the Frame, not a FramePort fault (titles read as a list of app bugs)
"title": red.text(f"[Game report] {title}" if g else "[App] FramePort"),
+7 -1
View File
@@ -179,13 +179,19 @@ class History:
self.series.clear()
def main_game(sample: dict | None) -> dict | None:
"""The game in front: the agent lists games newest first with SteamVR overlay apps (they run next to games, e.g.
a desktop overlay) last; an overlay alone isn't a game being played. Older agents: the first non-overlay."""
return next((g for g in (sample or {}).get("games") or [] if not g.get("overlay")), None)
def series_of(sample: dict) -> dict[str, float | None]:
"""The values one sample adds to the History."""
mem = sample.get("mem") or {}
total = mem.get("total") or 0
temps = sample.get("temps") or {}
bat = sample.get("battery") or {}
game = (sample.get("games") or [None])[0] or {}
game = main_game(sample) or {}
extra = {f"temp:{g}": v for g, v in temps.items()}
if sample.get("fan") is not None:
extra["fan"] = sample["fan"]
+33
View File
@@ -60,6 +60,39 @@ def is_on(dep: dict | None, d: dict) -> bool:
return bool(g["internal"]) if d.get("internal") else (not g["internal"] and g["path"] == d["path"])
def target_drive(dep: dict | None, dest: str | None, listed: list[dict]) -> dict | None:
"""The `drives` entry an install lands on: an installed game (its list_installed entry `dep`) stays on its own
drive, a new one goes to dest (None = internal storage). None when that drive isn't listed (not inserted)."""
if dep is not None:
return next((d for d in listed if is_on(dep, d)), None)
if dest is None:
return next((d for d in listed if d.get("internal")), None)
return next((d for d in listed if not d.get("internal") and dest in (d.get("install_dir"), d.get("path"))), None)
def space_shortfalls(items: list[tuple[dict | None, int]], dest: str | None, listed: list[dict] | None,
internal_free: int | None, margin: int = 2**30) -> list[tuple[dict, int, int]]:
"""Drives these installs would overfill: [(drive, bytes needed, bytes free)]. items = [(list_installed entry, or
None for a game that isn't on the Frame yet, bytes it uploads)]. Without a drive list (agent before v63, or not
fetched yet) only internal storage is checked against `internal_free`, and games headed for another drive are
left out; a drive that isn't there or whose free space is unknown is skipped (the agent refuses that install
itself)."""
if not listed:
items = [(dep, n) for dep, n in items if (dep is None and dest is None)
or (dep is not None and (game_drive(dep) or {}).get("internal", True))]
need = sum(n for _, n in items)
return [({"internal": True}, need, internal_free)] \
if items and internal_free is not None and need > internal_free - margin else []
need: dict[int, int] = {}
for dep, n in items:
d = target_drive(dep, dest, listed)
if d is not None:
need[id(d)] = need.get(id(d), 0) + n
return [(d, need[id(d)], int(d["free_bytes"])) for d in listed
if id(d) in need and isinstance(d.get("free_bytes"), (int, float))
and need[id(d)] > d["free_bytes"] - margin]
def move(frame: Frame, package: str, dest: str, reporter: Reporter, poll: float = 2.0,
timeout: float = 6 * 3600, sleep=time.sleep) -> dict:
"""Move an installed game to `dest` (a drive's install dir or "internal"). The copy runs on the Frame by itself;
+3 -1
View File
@@ -258,6 +258,7 @@ class LinuxPlan:
x86_64: bool = False # runs through FEX (installed on the Frame first, like Proton)
dest: str | None = None # a drive's install dir for a new install (GitHub #90); None = internal storage
desktop_entry: bool = True # an entry in Desktop Mode's menu and on its desktop (GitHub #84)
desktop_icon: bool = True # with it, a copy on Desktop Mode's desktop (GitHub #212)
overlay: dict | None = None # a SteamVR overlay app: the agent's overlay argument (analysis/vroverlay.py)
@@ -291,7 +292,8 @@ def install_linux(frame: Frame, plan: LinuxPlan, reporter: Reporter) -> dict:
result = frame.agent("finalize_linux", package=plan.package, title=plan.title, exe=plan.exe,
appimage=plan.appimage, openxr=plan.openxr, x86_64=plan.x86_64, manifests={"app": manifest},
executables=executables, tags=_tags(plan.package), dest=plan.dest,
desktop_entry=plan.desktop_entry, overlay=plan.overlay, timeout=900)
desktop_entry=plan.desktop_entry, desktop_icon=plan.desktop_icon, overlay=plan.overlay,
timeout=900)
reporter.log(f"installed at {result['base']} (Steam shortcut id {result['appid']})")
log_overlay(result.get("overlay"), reporter)
apply_app_icon(frame, plan.package, prep.get("anchor"), result, reporter)
+57 -43
View File
@@ -101,6 +101,7 @@
"Added automatically from the engine, VR API or store genre.": "",
"Added automatically when needed": "",
"Added to Desktop Mode": "",
"Added to the desktop": "",
"Added to the game's patches. Install it on your Frame to use it.": "",
"Added {n} game": [
"",
@@ -115,7 +116,7 @@
"Adds a small piece of Meta's platform library that some games need to start.": "",
"Adds no-op com.oculus.os.AnalyticsEvent / UnifiedTelemetryLogger classes for native code that looks them up through the app class loader (for example Nano, NOPE Challenge).": "",
"Adds OVRPort's OpenXR loader dispatcher and platform loader. Required: without it nothing is translated.": "",
"Adds the app to Desktop Mode's app menu and desktop. Some apps work better there with a mouse and keyboard.": "",
"Adds the app to Desktop Mode's app menu and, if you like, its desktop. Some apps work better there with a mouse and keyboard. An icon you delete from the desktop stays deleted.": "",
"Adds the parts that let a Quest game run on the Steam Frame. Needed for every Quest game.": "",
"Adds the VR app metadata other launchers expect.": "",
"Advanced": "",
@@ -124,7 +125,6 @@
"All at their defaults": "",
"All games": "",
"All of FramePort's data on this PC is gone": "",
"All of Steam's headset screenshots, newest first.": "",
"All releases": "",
"All {n} {name} processes ended.": "",
"Allow": "",
@@ -136,7 +136,7 @@
"Allows very large pictures (8K video, theaters) instead of quitting.": "",
"Already patched: don't change the game's files": "",
"Already patched: install unchanged": "",
"Already set up": "",
"Already set up?": "",
"Also delete its saves and everything it stored on the Frame (mods, downloaded content)": "",
"Also delete this game's files on this PC ({size})": "",
"Also in your library: {value} version": "",
@@ -152,6 +152,7 @@
"Android app": "",
"Android app (APK)": "",
"Android app without VR: installed unchanged and shown as a flat window": "",
"Android gives a process 128 thread keys (pthread keys, per-thread storage slots). Unity 6 takes about 40, and on the Frame the graphics and OpenXR libraries take more than on a Quest, so games with many other native libraries run out: Wander aborted at start (\"cannot create thread specific key\" in Firebase). Unity's keys without a clean-up function become slots behind one real key (libfp_tkeys.so); every other key and every other library keep real ones. Approach by Klownicle (GitHub #198).": "",
"Android layer started": "",
"Android VR": "",
"Animate fingers from touch": "",
@@ -188,7 +189,6 @@
"BlazeRush 1.0.349 only (Klownicle's guide, GitHub #57). Its menus wait for Meta's avatar, which never comes on the Frame, before they create the game's own controllers: the second menu ignored all input. Two instructions in libtargemapp.so skip that wait and the avatar mesh drawing; the game's shader cache gets a new folder name (cache/br_shader_v1), so programs compiled before the GL shim's shader fixes aren't reused. Only this exact build is changed (code fingerprint and every instruction checked); anything else is left as it is.": "",
"BlazeRush: controllers without Meta avatars, own shader cache": "",
"Blit quads flagged XrCompositionLayerImageLayoutFB VERTICAL_FLIP upside down (Vulkan). Fixes UI panels and text that show upside down (for example Assassin's Creed Nexus).": "",
"Browse each installed game's files and download your saves.": "",
"Browse this game's files.": "",
"Build page": "",
"Built for PCs (x86_64): runs through a translator, slower": "",
@@ -196,6 +196,7 @@
"Cable connected.": "",
"Camera": "",
"Can't add {name} — drop an APK, a Linux app, a Windows program (.exe) or a folder": "",
"can't hold games": "",
"can't hold games: {reason}": "",
"Can't reach the Frame. Wake it or turn it on; uploads resume by themselves.": "",
"Can't reach your Frame. Make sure it's on, awake and on the same network, then try again.": "",
@@ -227,6 +228,8 @@
"Checking which app opens these links…": "",
"checksum checked": "",
"Check…": "",
"Choose a file": "",
"Choose a folder": "",
"Choose a folder with Quest, Android or PC VR games. FramePort finds them and gets them ready.": "",
"Choose Flat window if a phone or tablet app shows nothing in the headset, VR if a VR app opens as a flat window.": "",
"Choose PNG, JPEG or WebP images. Missing shapes are made from the ones you choose, and FramePort never replaces them.": "",
@@ -253,6 +256,7 @@
"Command-line arguments for the game program. Games that support several VR runtimes pick one with an argument, for example Unreal's -hmd=OpenXR or -hmd=SteamVR, Unity's -vrmode OpenVR, or a game's own switch (-Runtime=OpenXRHMD). FramePort fills them in from the game files (the repack's VD.bat with the Oculus module swapped for OpenXR, else the engine's usual switch).": "",
"Computes some of the game's effects more precisely, so they don't draw streaks or flashes (for example BlazeRush's particles). Comes from a game's recipe.": "",
"Connect": "",
"Connect by address…": "",
"Connect Frames in Developer Mode automatically": "",
"Connect the Frame's USB-C port to this PC with a data cable (not a charge-only one).": "",
"Connect to your Steam Frame to browse its videos, downloads and each game's storage.": "",
@@ -318,7 +322,6 @@
"CPU": "",
"CPU cores": "",
"CPU {cpu} · GPU {gpu} · memory {mem} · {n} processes": "",
"CPU, GPU, memory, temperatures, power and battery.": "",
"Create": "",
"Customize": "",
"Cylinder layers (curved menus and movie screens, for example 4XVR), which the Frame's runtime lacks, are shown as a few flat strips along the curve. 0 = drop them. 360° (equirect) layers can't be shown on the Frame.": "",
@@ -355,7 +358,6 @@
"Developer Mode lets FramePort find and connect to the Frame; the setup turns it on for you. With it on, you can also open Settings → Developer → Pair new host on the Frame and approve FramePort there.": "",
"Diagnostics for frame.gl_multiview_fbo: checks for GL errors after every single-view draw of a multiview shader and logs counters every 5 seconds (tag GLMV in launch.log).": "",
"Diagnostics: the Vulkan shim (frame.vk_sanitize) adds Khronos' validation layer to the game's instance; its findings go to launch.log. The layer library (libVkLayer_khronos_validation.so) must be in the APK.": "",
"Didn't finish ({value}): {error}": "",
"Disable application space warp if used": "",
"Disable controller tracking offset": "",
"Disable Meta XR Audio telemetry": "",
@@ -371,7 +373,6 @@
"Download all ({n})…": "",
"Download all…": "",
"Download and install": "",
"Download one, a selection or all of them.": "",
"Download selected…": "",
"Download to this PC…": "",
"Download to which folder on this PC?": "",
@@ -406,7 +407,6 @@
"Drop to upload": "",
"Drops Quest-only shared library requirements.": "",
"Each game start used to use up one kernel key; after about 200 starts no game started. FramePort stops that, but used keys only come back after a restart of the Frame.": "",
"Each shot is labeled with the game you were playing.": "",
"Enabled by you.": "",
"End all": "",
"End all {n} {name}?": "",
@@ -418,10 +418,11 @@
"End {title}?": "",
"Ending this stops Steam, SteamVR or the desktop.": "",
"End…": "",
"Enter the address": "",
"Enter the Frame's address (for example steamos@frame.local or its IP)": "",
"Environment variables exported by the launcher (for example VK_INSTANCE_LAYERS=\"\" to test without Valve's layers).": "",
"Environment variables for the Proton launcher on the Frame (for example DXVK_HUD=fps), one KEY=value per line.": "",
"Epic Online Services (EOS) keeps its login keychain in the app's settings storage. When it can't write there, it resets the keychain and tries again without end (for example Beyond Sandbox: a start that never finishes, 100 % CPU, a log of gigabytes). The reset method returns at once instead (an in-place edit of classes.dex), so EOS reports the failure to the game once.": "",
"Epic Online Services: stop the keychain retry loop": "",
"Every 'local' play space the game creates lines up with the one at the start. For games whose menus or screens jump to where you look on the Frame.": "",
"Every 5 s, logs per located space how far the requested times are from the frame's predicted display time, and the runtime clock's offset from the monotonic clock. No effect on the game.": "",
"Every key goes through": "",
@@ -444,14 +445,13 @@
"Eye-tracked foveation (Valve)": "",
"failed": "",
"Failed": "",
"Failed: {error}": "",
"Fake XR_FB_scene/spatial entities: a guardian-sized room with floor, ceiling and four walls, for mixed-reality games that build their level from the room (for example Demeter).": "",
"Fan": "",
"File": "",
"file": "",
"Files": "",
"Files and settings on the Frame": "",
"Files and settings placed next to the game on the Frame.": "",
"Files and whole folders": "",
"Files on the Frame — {title}": "",
"Filled tags are your own. Outlined tags come from the engine, VR API and store genres. Filter the library by either.": "",
"Filter files (for example .pak, Binaries)": "",
@@ -460,7 +460,6 @@
"Find artwork…": "",
"Find automatically": "",
"firewalld is active. Allow the setup port until the next restart with: sudo firewall-cmd --add-port={port}/tcp": "",
"First-time setup": "",
"Fix crash when the game prepares the microphone": "",
"Fix depth flicker (Unreal Vulkan)": "",
"Fix freezes when controllers vibrate": "",
@@ -472,8 +471,8 @@
"Flat": "",
"Flat panel diagnostics (log)": "",
"focus_hold hides focus dips up to this long (100-5000). Longer for a headset whose wear sensor flickers (\"HMD off\" for 0.5-2 s while worn, for example Blade & Sorcery pausing); taking the headset off or the system menu pauses the game only after this long.": "",
"folder": "",
"Folder": "",
"folder": "",
"folder and everything in it": "",
"Folder name": "",
"Folder to upload to the Frame": "",
@@ -525,7 +524,6 @@
"Frame battery: not charging": "",
"Frame not connected": "",
"Frame OpenXR compatibility layer": "",
"Frame rate": "",
"FrameBridge OpenXR adapter": "",
"FramePort": "",
"FramePort can't update itself in {value} (no permission) — opening the release page to download it": "",
@@ -535,9 +533,14 @@
"FramePort found more than one program in this app. Pick the one that starts it, not a helper like a crash reporter or updater.": "",
"FramePort installs games on the Frame over your network": "",
"FramePort installs games on the Frame over your network.": "",
"FramePort installs the new build of {title} and leaves its game data (OBB files) on the Frame as it is, for example data you changed there. If the new version needs new game data, use a normal update instead.": "",
"FramePort isn't sure which program starts this game. Open the game and use … → Change program… to pick it.": "",
"FramePort keeps its own copies; nothing is installed system-wide": "",
"FramePort live view": "",
"FramePort looked at your last session of {n} game and has something to try.": [
"",
""
],
"FramePort looked at your last session of {title} and has something to try.": "",
"FramePort picked {value} to start this game, but isn't sure. Check it before installing.": "",
"FramePort saves a diagnostics zip (no game files or personal data) and opens a GitHub issue. Drag the zip into it and submit.": "",
@@ -558,8 +561,8 @@
"FramePort's original violet": "",
"FramePort's own name for it": "",
"FramePort's tools, library, artwork and your games' signing keys. Back it up: an update needs the same key, or the game must be reinstalled and loses its saves.": "",
"Frames in Developer Mode show up here.": "",
"frames per second": "",
"Frames that are set up show up here by themselves.": "",
"Free up space": "",
"Free up space on the Frame": "",
"Free up space?": "",
@@ -585,7 +588,6 @@
"Game settings…": "",
"game started": "",
"Game storage": "",
"Game storage and saves": "",
"game window opened": "",
"Game's choice": "",
"Game: the running game's processes plus the busiest others. Steam and SteamVR: Steam, SteamVR and the desktop. All: every program. A lock marks programs that would close Steam or SteamVR.": "",
@@ -658,15 +660,14 @@
"Icon": "",
"If the pointer doesn't hit what you aim at, tilt it up or down.": "",
"If Windows asks whether FramePort may use the network, allow it.": "",
"If you know the Frame's address.": "",
"Ignore focus dips up to": "",
"ILMxLAB's Unreal games (for example Vader Immortal) bind their controls through URPOCKeyMapManagerComponent, which for an Oculus headset picks the Quest (\"SantaCruz\") or the Gear VR key set by IsRunningOnSantaCruz. On the Frame it picks Gear VR, which is empty in a Quest build: grip, trigger and touch reach Unreal but never the game's hands (grabbing does nothing). Removes the branch to the Gear VR set in the Oculus case of the key selector both action and axis mappings use. Found by Klownicle (GitHub #49).": "",
"ILMxLAB's Unreal games (for example Vader Immortal) wait on their loading card until UVRUtils::GetQuestShaderPrecompilePercent reaches 100 %. The precompile only starts on a Quest (IsRunningOnSantaCruz); on any other device the function returns 0.0, so the loading card (a portrait with a progress bar) never ends. Makes that non-Quest branch return 1.0. The Quest branch and the game's normal shader compiling stay as they are. Found by Klownicle (GitHub #49).": "",
"Image for the {label}": "",
"in an mpv window": "",
"In System, turn on Enable Developer Mode. Nothing else changes.": "",
"In the app menu": "",
"In the headset, select a text field, then type here.": "",
"In the menu and on the desktop": "",
"In this window": "",
"in this window": "",
"in your browser": "",
@@ -722,6 +723,7 @@
"It has issues: share…": "",
"It needs Android {version}; the Frame has Android 11. Such apps often crash at start, but not always: a launch test tells.": "",
"it stopped after: {value}": "",
"It stopped at “{value}”. {error} Resume picks up where it stopped.": "",
"it stopped right at the start": "",
"It was removed from the library.": "",
"It will be closed without saving. Continue?": "",
@@ -740,13 +742,16 @@
"Keep menus in place": "",
"Keep pictures in bounds": "",
"Keep the game's saved resolution in step": "",
"Keep the same Meta user between starts": "",
"Keep the signing keys: without them, updating a game loses its saves.": "",
"Keeps a smoothing setting off that the game turns on itself and that can freeze the Frame.": "",
"Keeps every submitted image rect inside its swapchain. Unity can size the eye area a few pixels past the image on some Frames; SteamVR then rejects every frame (xrEndFrame -25, XR_ERROR_SWAPCHAIN_RECT_INVALID) and the game stops drawing (for example PowerWash Simulator stuck at \"Waiting\").": "",
"Keeps games running that use a 360° cube layer the Frame lacks (for example Budget Cuts Ultimate). Leave it on.": "",
"Keeps one label so the title is stable.": "",
"Keeps one name for the game, so it shows the same everywhere.": "",
"Keeps the hand and brush visible over Vermillion's painting canvas (the canvas is drawn in the scene instead of as a layer in front).": "",
"Keeps the resolution the game saves in step with the headset's picture size (else the picture is shifted, with black borders, after a sharpness change).": "",
"Keeps your progress in games that file their saves under your Meta user.": "",
"Keyboard connected to {label}.": "",
"Keyboard disconnected: {error}": "",
"KiB": "",
@@ -754,7 +759,8 @@
"Language packs from the game's files": "",
"Last build": "",
"Last launch test's log": "",
"Last launch test: {get} · furthest step: {value}": "",
"Last launch test: passed": "",
"Last launch test: {get} · got as far as: {value}": "",
"Last session · ended {ago}": "",
"late": "",
"Launch log": "",
@@ -794,6 +800,7 @@
"Lets the game use language files already in its data instead of waiting for a download that never comes.": "",
"Lets the game use your controllers as a gamepad instead of a pointer, for 2D games with touch controls (for example SDL games).": "",
"Lets typing reach this app from Steam's on-screen keyboard or your PC's keyboard. VR keeps working.": "",
"Lets Unity 6 games with many native libraries start when they run out of thread keys (they'd abort with \"cannot create thread specific key\"), for example Wander.": "",
"Lets Unity games accept a headset that isn't a Quest.": "",
"Lets Unreal games accept a headset that isn't a Quest.": "",
"Lets Unreal games accept a headset that isn't an Oculus Rift.": "",
@@ -801,7 +808,6 @@
"Lets you type into this app's text fields on the Frame (they'd close at once).": "",
"Letters, Enter, Backspace, arrows, Esc and shortcuts reach the headset.": "",
"Library": "",
"Light on the game": "",
"Link": "",
"Linux": "",
"Linux app": "",
@@ -810,7 +816,6 @@
"Linux VR app · OpenXR": "",
"Live": "",
"Live view": "",
"Load and temperatures": "",
"Loading…": "",
"Loads FramePort's OpenXR layer under Proton on the Frame. The Frame's SteamVR runtime only accepts OpenXR 1.0 apps, but Proton's VR helper asks for 1.1, so without the layer VR never starts (the game shows as a flat window, or Revive fails with 'Unable to load LibOVRRT DLL'); the layer retries as 1.0. It also emulates xrConvertTimespecTimeToTimeKHR if a runtime refuses it. Ignored on this PC.": "",
"Loads FramePort's shader-fix Vulkan layer into an OpenGL ES game. On the Frame, OpenGL ES runs on Zink (Mesa's GL on Vulkan); the layer sits between Zink and the driver and inserts the words of the adapter setting zink_shader_fix into the SPIR-V modules whose size and SHA-256 match (every other module is untouched), for example stores that set loop counters and accumulators a shader reads before writing, which hang the GPU (Vader Immortal's lightspeed jump; found by Klownicle, GitHub #49). Does nothing without zink_shader_fix (or zink_shader_dump) in the recipe. The layer adds itself to Android's Vulkan debug layer list for the game's process only.": "",
@@ -851,7 +856,6 @@
"Mark application to allow backup": "",
"Marked \"Can't run\": ": "",
"Marks the game as a VR app so headsets show it as one.": "",
"Matched to your games": "",
"Maximum": "",
"Maximum size in pixels of each face of the cube the 360° image is converted to (256–2730). Higher is sharper but uses more GPU memory.": "",
"Memory": "",
@@ -893,7 +897,6 @@
"never": "",
"New folder": "",
"New folder…": "",
"New Frame? Run the setup on it and click Allow here. Already set up? Your Frame shows under step 2.": "",
"New games go to {label}": "",
"New name": "",
"New recipe applied. Click Update on Frame to install it.": "",
@@ -904,10 +907,12 @@
"no answer from the Frame": "",
"no checksum": "",
"No dev build is published right now": "",
"No file at that path": "",
"No folder at that path": "",
"No folders to rescan yet — add games with Scan a folder…": "",
"No Frame connected: the game goes to your library now and installs when the Frame connects.": "",
"No FramePort game is running. Start one, or switch the filter to see everything.": "",
"No Frames found. New Frame? Use step 1. Otherwise turn on Developer Mode and keep the Frame on this network.": "",
"No Frames found. New Frame? Use Start setup above. Otherwise turn on Developer Mode and keep the Frame on this network.": "",
"No games found in that folder": "",
"No keyboard? Open {page} in Chromium on the Frame, copy the line and paste it into Konsole. This PC shows there as \"{words}\".": "",
"No limit": "",
@@ -960,10 +965,12 @@
"Off: these links open whatever app is set up for them.": "",
"off: {names}": "",
"Offline": "",
"OK": "",
"Older way to turn upside-down panels; prefer Fix upside-down menus.": "",
"Older workaround for upside-down quads: rotates them 180° (quads are single-sided; prefer flip_emul).": "",
"ON AIR": "",
"On Frame": "",
"On the desktop": "",
"On the Frame, open Konsole (SteamVR dashboard → Launch a program → Desktop, then app menu → System → Konsole) and run:": "",
"On the Frame, open Settings → Developer → Pair new host and approve FramePort there.": "",
"On the Frame, open Settings → Developer → Pair new host and approve FramePort.": "",
@@ -988,6 +995,7 @@
"Open in browser": "",
"Open the Monitor": "",
"Open {scheme}:// links with FramePort?": "",
"Open {title}": "",
"OpenGL ES games run through a translation to Vulkan that is stricter than Quest drivers. Vulkan games run directly.": "",
"OpenGL ES shader dump (diagnostics)": "",
"OpenGL ES shader fixes": "",
@@ -1000,7 +1008,7 @@
"OpenXR runtime": "",
"or": "",
"Or paste text to type it in one go": "",
"Or turn on Developer Mode on the Frame (Settings → System) and connect it under step 2.": "",
"Or turn on Developer Mode on the Frame (Settings → System) and connect it under \"Already set up?\".": "",
"Or use:": "",
"Orange for actions, blue for the PC side: the logo's two portals": "",
"Other": "",
@@ -1109,6 +1117,7 @@
"Quest ✓": "",
"Quest ✓: Lepton is installed, so Quest games can run. PC VR ✓: Proton is installed, so PC VR games can run on the Frame.": "",
"Quest ✗": "",
"Quest/Android": "",
"Queued": "",
"Queued {len} installs — they run one at a time": "",
"Quiet Meta's VrApi loader (OpenXR games)": "",
@@ -1157,6 +1166,7 @@
"Remove XR_KHR_composition_layer_depth chains (diagnostic).": "",
"Remove {title} from the library?": "",
"Removed from Desktop Mode": "",
"Removed from the desktop": "",
"Removed the converted copies ({size})": "",
"Removed the theme \"{name}\"": "",
"Removed {title}": "",
@@ -1224,6 +1234,7 @@
"Rotate panels 180°": "",
"Routes OVRPlugin through FramePort's extension shim, which turns Meta's amplitude-envelope vibrations into plain ones: OVRPort's loader reads their nanosecond duration as seconds and allocates gigabytes, freezing the Frame when the game vibrates a controller (for example Lucky's Tale's save slots, GitHub #9). Needs a rebuild.": "",
"Run a launch test after installing on the Frame": "",
"Run one line on the Frame, then click Allow here. You do this once. No password, and nothing changes on the Frame until you allow it.": "",
"Running": "",
"Running a Windows program under Proton": "",
"running for {t}": "",
@@ -1237,7 +1248,6 @@
"Save": "",
"Save as known-good recipe": "",
"Save the screenshots to which folder on this PC?": "",
"Save them to this PC": "",
"Saved as a known-good recipe": "",
"Saved as known-good. Check the GitHub issue that opened and submit it.": "",
"Saved {name} (in {parent})": "",
@@ -1273,8 +1283,8 @@
"Select games to install": "",
"Set by you.": "",
"Set up for FramePort": "",
"Set up the Frame": "",
"Set up with a USB cable": "",
"Set up your Frame": "",
"Sets Unity QualitySettings antiAliasing to 0. Unity's multisampled render-to-texture path can hang the Frame's GL driver ('zink: DEVICE LOST', for example Sniper Elite VR). Try it for GLES Unity games that freeze or crash the GPU.": "",
"Settings": "",
"Settings files for the game": "",
@@ -1342,7 +1352,6 @@
"Something not working? Attach a diagnostics zip to a GitHub issue; personal data is removed. For one game, use its menu instead.": "",
"Something went wrong": "",
"Sort": "",
"Sorted by day": "",
"Sound off": "",
"Sound on": "",
"Source": "",
@@ -1384,6 +1393,7 @@
"Steam Frame": "",
"Steam Frame patches": "",
"Steam Frame: installed on the Frame, with an entry in its Steam library. This PC: a Steam shortcut that starts the game through Revive, for a headset connected to this PC.": "",
"Steam game": "",
"Steam on the Frame downloads Proton (about 1 GiB). Steam restarts once, which closes a running game.": "",
"Steam on the Frame isn't responding. Restart the Frame and try again.": "",
"SteamOS · Developer Mode": "",
@@ -1403,6 +1413,7 @@
"Stops a gray or frozen screen in Unity games that turn on anti-aliasing while running (for example The Room VR).": "",
"Stops a gray screen crash in some Unity games by skipping their overlay layers (for example The Room VR).": "",
"Stops a start-up crash in Stress Level Zero games (for example BONELAB).": "",
"Stops Epic Online Services from retrying its login keychain forever (the game would never finish starting).": "",
"Stops games from hanging when their eye picture is a little too big (for example PowerWash Simulator). Leave it on.": "",
"Stops Meta's audio library from reporting to Meta (only matters on PC emulators).": "",
"Stops Meta's old VR library from closing the game at start (for example Jurassic World Aftermath).": "",
@@ -1474,21 +1485,18 @@
"The Frame's battery is at {pct}% and not charging. Plug it into a strong charger — installs pause at {pause}%.": "",
"The Frame's battery is at {pct}%, so installs are paused. Plug it in and they continue.": "",
"The Frame's desktop password, needed only once so FramePort can add its key.": "",
"The Frame's own video encoder does the work where it can.": "",
"The Frame's runtime has no cube-map layers and refuses their swapchains; OVRPlugin then crashes when it submits the next frame (for example Budget Cuts Ultimate). FrameBridge serves such a swapchain itself (a GL cube map, GLES games) and drops its layers, so the game runs on without that layer.": "",
"The Frame's Steam couldn't start {title} (error {code}). Please report it.": "",
"The Frame's Steam didn't accept {title}, so it was added as \"Devkit Game: …\". Starting it now — put the headset on.": "",
"The Frame's Steam library still shows the old artwork.": "",
"The Frame's Steam library still shows the old name.": "",
"the game failed its checks (see the list above)": "",
"The game's audio streams along with the picture.": "",
"The headset is asleep: put it on, then take the screenshot.": "",
"The headset's view and sound open in an mpv window. Open it in your browser any time.": "",
"The headset's view and sound open in your web browser. Stop the stream when you're done.": "",
"The headset's view and sound play right here. Open it in your browser any time.": "",
"The headset's view is open in an mpv window. You can also watch it in your browser.": "",
"The headset's view is open in your browser. Closed the tab? Open it again.": "",
"The headset's view on this PC, for watching along or recording.": "",
"the installed game (APK and its data)": "",
"The issue's text is also on your clipboard. If the form's fields are empty, open a plain issue instead: it comes filled in.": "",
"The launch settings changed since the install — update the Steam shortcut.": "",
@@ -1502,7 +1510,6 @@
"the previous version, kept as a backup": "",
"The processor types the game has code for. The Frame runs only 64-bit ARM (arm64-v8a); 32-bit-only games can't run on it.": "",
"The recipe or your game files changed since the install. Update to install the new build; saves are kept.": "",
"The running game's frames per second, as it plays.": "",
"The setup turns on Developer Mode, lets FramePort in and installs Lepton if needed. The Frame's desktop closes during it, then FramePort connects by itself. No password needed.": "",
"The store's name": "",
"The time the Frame spends collecting these numbers.": "",
@@ -1512,7 +1519,8 @@
"Theme file to install": "",
"These games can't run on the Steam Frame": "",
"These games need Meta's Horizon app": "",
"These installs need about {need}, but the Frame has {free} free. Uninstall games you don't play or install fewer at once.": "",
"These installs need about {need}, but the Frame has {free} free.": "",
"These installs need about {need}, but {drive} has {free} free.": "",
"These links open FramePort.": "",
"These links will open FramePort instead of {app}. Turn this setting off to switch back.": "",
"These PC VR games need Revive, which can't run on the Frame. Play them on this PC, or tick any to try on the Frame anyway.": "",
@@ -1523,7 +1531,7 @@
"This deletes the {what} on the Frame. It can't be undone.": "",
"This folder is empty. Upload files with the buttons above.": "",
"This Frame isn't set up for FramePort yet. Go to Steam Frame → Start setup.": "",
"This Frame isn't set up for FramePort yet. Run the setup once (step 1).": "",
"This Frame isn't set up for FramePort yet. Run the setup once.": "",
"This game can't run on the Steam Frame.": "",
"This game is marked \"Can't run\" on the Steam Frame:": "",
"This is a website in an app: it opens in Meta's browser, which the Frame doesn't have. If nothing opens, visit the website in a browser.": "",
@@ -1537,6 +1545,7 @@
"This removes:": "",
"This source checkout has uncommitted changes — commit or stash them, then update": "",
"This system can't send web links to FramePort. Use Add games → Add from a link… instead.": "",
"This system has no file picker. Type the full path, or install zenity or kdialog to browse instead.": "",
"Thumbs": "",
"Thumbs and index fingers": "",
"Tilts the controllers' pointing ray up (+) or down (−), for games whose pointer doesn't hit what you aim at.": "",
@@ -1582,6 +1591,7 @@
"Uninstall from Frame…": "",
"Uninstall from the Frame. ": "",
"Uninstall from this PC…": "",
"Uninstall games you don't play, install fewer at once, or pick another drive on the Frame page.": "",
"Uninstall {title}": "",
"Uninstall {title}?": "",
"Uninstall. ": "",
@@ -1597,6 +1607,7 @@
"Unity: headset always counts as worn": "",
"Unity: keep MSAA off at runtime (OVRManager)": "",
"Unity: render each eye separately (no multiview)": "",
"Unity: share thread keys (games that run out of them)": "",
"Unity: skip OVROverlay layers (fades, splash screens)": "",
"Unity: start VR without Meta's system apps": "",
"unknown": "",
@@ -1616,6 +1627,8 @@
"Update all": "",
"Update all ({updates})": "",
"Update anyway…": "",
"Update app": "",
"Update app only…": "",
"Update art on Frame": "",
"Update available": "",
"Update failed: {exc}": "",
@@ -1627,6 +1640,8 @@
"Update on this PC": "",
"Update ready": "",
"Update Steam art: {title}": "",
"Update the app of {title} on Frame": "",
"Update the app only?": "",
"Update tools": "",
"Updates": "",
"Updates every game marked \"Update ready\", one after another.": "",
@@ -1637,8 +1652,6 @@
"Upload": "",
"Upload files…": "",
"Upload folder…": "",
"Upload from this PC, download, rename and tidy up.": "",
"Upload movies straight into a player's own folder.": "",
"Upload to {label}": "",
"Upload videos into this player's storage on the Frame.": "",
"Upload, download, rename and delete files on the Frame. Videos, Downloads and Documents are shared by every Quest game; each game also has its own storage.": "",
@@ -1665,13 +1678,14 @@
"Valve's Android container on the Frame. Quest games run in it, one container per game. It needs Developer Mode.": "",
"Valve's foveation layer (VALVE_fdm_injection) lowers the image density away from where you look, following each eye's gaze. In some games one eye then shimmers or jitters while menus look fine (the right eye's gaze filter restarts often). \"Fixed\" keeps the foveation but stops it following the gaze (FDM_DEBUG=disable_offsets); \"Off\" loads none of Valve's Vulkan layers (VK_INSTANCE_LAYERS=\"\"; costs GPU time in heavy games).": "",
"Valve's tool that runs Windows games. On the Frame it runs PC VR games; FramePort installs it when needed (Steam restarts once).": "",
"Vermillion shows a canvas being painted as a separate compositor layer, which the Frame draws in front of everything: the hand and brush disappear over the canvas while they still paint. Rewrites PaintableMesh.HasCompositorLayerAvailable and ShouldUseCompositorOverlay -> false in libil2cpp.so (found with Cpp2IL), so the game uses its own fallback and draws the canvas in the scene. The canvas may look a little less sharp.": "",
"Vermillion: paint canvases in the scene": "",
"Version": "",
"Very high": "",
"Vibration strength": "",
"Video panels that an Android media player draws into (XR_KHR_android_surface_swapchain, for example I Am Monkey's intro video), which the Frame's runtime refuses, get an Android Surface from FrameBridge: each video frame is copied into an ordinary swapchain the panel shows. Without it these panels are missing and a game waiting for its video stays black. 0 = leave them to the runtime.": "",
"Video players' virtual theaters and 360° videos would otherwise stay black.": "",
"Videos": "",
"Videos for your players": "",
"Videos, documents, mods and saves on your Steam Frame": "",
"View": "",
"View screenshot": "",
@@ -1712,13 +1726,11 @@
"What changed in this version and the ones before it.": "",
"What FramePort will do": "",
"What happens? (optional)": "",
"What the player sees": "",
"What the whole Frame draws right now, with the processor's and graphics chip's share. More power means more heat and shorter battery life.": "",
"What your Frame is doing right now": "",
"What your Frame is ready for and what's installed": "",
"What's new in FramePort {version}": "",
"What's new…": "",
"What's running, and a way to end what's stuck.": "",
"Where it's installed": "",
"Where new games go on the Frame, such as a microSD card. Installed games stay put; right-click → Move to… moves one. Cards formatted as FAT, exFAT or NTFS can't hold games.": "",
"Where the power goes": "",
@@ -1737,7 +1749,7 @@
"Windows' firewall blocks the Frame from reaching FramePort. Start the setup again and allow the change when Windows asks.": "",
"Windows' firewall blocks the Frame on public networks. Set this network to Private in Windows' network settings.": "",
"Windows' firewall for WSL blocks the Frame. Show the setup command again and allow the change when Windows asks.": "",
"With sound": "",
"Without a Meta account, OVRPort's platform library makes up a new user id at every start (ovr_GetLoggedInUserID). Games that file saves under the user id (for example Walkabout Mini Golf) then start with an empty profile each time and seem to lose all progress. Gives the game a fixed id instead, different for each game and each FramePort user.": "",
"Working": "",
"Working…": "",
"Works": "",
@@ -1771,6 +1783,7 @@
"Your Frame's files, from this PC": "",
"Your own artwork for {title}": "",
"Your own game files aren't touched.": "",
"Your saves on the Frame and each game's signing key are kept.": "",
"{app} opens these links on this PC.": "",
"{count} files · {human}": "",
"{count} on": "",
@@ -1824,7 +1837,7 @@
"",
""
],
"{n} game didn't work out": [
"{n} game ran into a problem": [
"",
""
],
@@ -1886,17 +1899,18 @@
"{title}: checks failed": "",
"{title}: details from {value}": "",
"{title}: done": "",
"{title}: launch test {verdict} · furthest step: {value}": "",
"{title}: name updated in Steam": "",
"{title}: ready": "",
"{title}: Steam artwork updated on the Frame": "",
"{title}: {line}": "",
"{used} of {total}": "",
"{used}/{max} kernel keys used": "",
"{user}@{host} · {get} {get2} (build {get3})": "",
"{value:.0f} MiB": "",
"{value:.1f} GiB": "",
"{value} didn't work out": "",
"{value} didn't finish installing": "",
"{value} failed ({returncode})": "",
"{value} installed, but didn't start": "",
"{value} took too long — update by hand: {join}": "",
"• On the Frame (if selected below): {n} game ({size}), its Steam entry and FramePort's files": [
"",
@@ -0,0 +1,57 @@
"""Epic Online Services (EOS SDK's Android Java part, com.epicgames.mobile.eossdk.EOSSDK) keeps its login keychain
in SharedPreferences. When it can't write there, createKeychain() calls resetKeychain(), which calls createKeychain()
again, without end: Beyond Sandbox (GitHub #214) logged that pair ~13,500 times, a 1.85 GB launch.log at 100 % CPU,
and never got past its start. The trigger there was the app's missing internal storage (a game on a drive whose name
has a space, fixed in the agent's launcher); this patch is the guard for any other cause: resetKeychain() returns at
once (in-place classes.dex edit, see vivox_audio_route), so a failed keychain stays failed and EOS reports it to the
game instead of looping. Only that one method changes; EOS logins that work never call it."""
from __future__ import annotations
from ...apk.dex import Dex
from ..base import ApkContext, Patch, register
EOSSDK = "Lcom/epicgames/mobile/eossdk/EOSSDK;"
METHOD = "resetKeychain"
def patch_dex(dex: Dex) -> list[str]:
"""Methods of EOSSDK that now return at once; [] if nothing applies (no such method, or a return type that can't
be returned early)."""
done = []
for idx, code in dex.class_methods(EOSSDK):
if dex.method(idx)[1] == METHOD and dex.return_early(code, dex.return_type(idx)):
done.append(METHOD)
return done
class EosKeychainLoop(Patch):
id = "frame.eos_keychain_loop"
title = "Epic Online Services: stop the keychain retry loop"
description = ("Epic Online Services (EOS) keeps its login keychain in the app's settings storage. When it can't "
"write there, it resets the keychain and tries again without end (for example Beyond Sandbox: a "
"start that never finishes, 100 % CPU, a log of gigabytes). The reset method returns at once "
"instead (an in-place edit of classes.dex), so EOS reports the failure to the game once.")
order = 44
needs_vr = False
def applies(self, a):
return bool((a.extra or {}).get("eos_keychain"))
def detect(self, a):
return None # only needed when the loop shows up (triage eos-keychain-loop); the usual cause is fixed elsewhere
def apply(self, ctx: ApkContext) -> bool:
changed = False
for name in sorted(n for n in ctx.ws.names() if n.startswith("classes") and n.endswith(".dex")):
data = ctx.ws.read(name)
if EOSSDK.encode() not in data:
continue
dex = Dex(data)
if patch_dex(dex):
ctx.ws.put(name, dex.finish())
ctx.notes.append(f"{name}: EOSSDK.{METHOD} returns at once")
changed = True
return changed
register(EosKeychainLoop)
@@ -0,0 +1,138 @@
"""OVRPort's platform loader gives the game a new Meta user id at every start, so games lose their progress.
Without a Meta account on the device, OVRPort's `ovr_GetLoggedInUserID` (and the logged-in user's `ovr_User_GetID`)
answer with an id it makes up: 6e18 + a value from `random()`, kept only in memory. Games that file their saves under
the user id (Walkabout Mini Golf: `Profiles/Oculus/<user id>/`, GitHub #182) open an empty profile at every start, so
their progress seems gone (the old saves stay on the Frame, under the earlier ids).
This patch rewrites that helper to return a fixed id instead: 6e18 + 32 bits of a hash of the game's package name and
its signing keystore. The id stays the same for every build and reinstall of the game (the keystore never changes), and
differs between games and between FramePort users (each user's keystores are their own), so games that use the id
online don't see two players as one.
"""
from __future__ import annotations
import hashlib
from ...analysis import elf
from ..base import ApkContext, Patch, Suggestion, register
LOADER = "libovrplatformloader.so"
BASE_ID = 0x53444835EC580000 # 6e18: OVRPort's own base for made-up ids
STP = 0xA9BF7BFD # stp x29, x30, [sp, #-16]!
MOV_FP = 0x910003FD # mov x29, sp
BL, BL_MASK = 0x94000000, 0xFC000000
# the end of the helper, which loads 6e18 into x9 and adds it (same bytes in OVRPort runtimes 3.4.3-23204ea and
# 3.4.3-aa54c3f)
MOV_X9_LO = 0xD2BD8B09 # mov x9, #0xec580000
MOVK_X9_32 = 0xF2C906A9 # movk x9, #0x4835, lsl #32
MOVK_X9_48 = 0xF2EA6889 # movk x9, #0x5344, lsl #48
ADD_X0 = 0x8B090100 # add x0, x8, x9
LDP = 0xA8C17BFD # ldp x29, x30, [sp], #16
RET = 0xD65F03C0
SIZE = 19 # instructions in the helper, stp … ret
def _words(data: bytes | bytearray, off: int, n: int) -> list[int]:
return [int.from_bytes(data[off + 4 * i:off + 4 * i + 4], "little") for i in range(n)]
def _text_ranges(data: bytes) -> list[tuple[int, int]]:
"""File ranges of executable PT_LOAD segments."""
try:
e = elf._elf(data)
except Exception: # noqa: BLE001
return []
return [(s["p_offset"], s["p_offset"] + s["p_filesz"]) for s in e.iter_segments()
if s["p_type"] == "PT_LOAD" and s["p_flags"] & 1]
def find_helper(data: bytes) -> int | None:
"""File offset of OVRPort's made-up-user-id helper (stp; mov x29,sp; bl random; …; mov/movk x9 = 6e18; add x0,
x8, x9; ldp; ret), or None. Exactly one match is required."""
tail = [MOV_X9_LO, MOVK_X9_32, MOVK_X9_48, ADD_X0, LDP, RET]
found = []
for start, end in _text_ranges(data):
off = data.find(MOV_X9_LO.to_bytes(4, "little") + MOVK_X9_32.to_bytes(4, "little"), start, end)
while off != -1:
head = off - 4 * (SIZE - len(tail))
if head >= start and _words(data, off, len(tail)) == tail:
w = _words(data, head, 3)
if w[0] == STP and w[1] == MOV_FP and w[2] & BL_MASK == BL:
found.append(head)
off = data.find(MOV_X9_LO.to_bytes(4, "little") + MOVK_X9_32.to_bytes(4, "little"), off + 4, end)
return found[0] if len(found) == 1 else None
def stable_id(package: str, keystore: bytes) -> int:
"""6e18 + 32 bits from the package name and the game's signing keystore."""
digest = hashlib.sha256(package.encode() + b"\0" + keystore).digest()
return BASE_ID + int.from_bytes(digest[:4], "little")
def _mov_x0(value: int) -> list[int]:
"""movz/movk x0 with a 64-bit value."""
out = []
for i in range(4):
imm = (value >> (16 * i)) & 0xFFFF
base = 0xD2800000 if i == 0 else 0xF2800000 # movz / movk (64-bit)
out.append(base | (i << 21) | (imm << 5))
return out
def pin_user_id(data: bytes, user_id: int) -> bytes | None:
"""The loader whose made-up-id helper returns `user_id`, or None when the helper isn't found (Meta's own loader,
another OVRPort build, already patched)."""
off = find_helper(data)
if off is None:
return None
new = _mov_x0(user_id) + [RET]
out = bytearray(data)
for i, word in enumerate(new): # the rest of the helper stays (unreachable), so the size never changes
out[off + 4 * i:off + 4 * i + 4] = word.to_bytes(4, "little")
return bytes(out)
def _keystore(package: str) -> bytes:
from ...apk import sign
try:
return sign.ensure_keystore(package).read_bytes()
except OSError:
return b""
class OvrStableUser(Patch):
id = "frame.ovr_stable_user"
title = "Keep the same Meta user between starts"
description = ("Without a Meta account, OVRPort's platform library makes up a new user id at every start "
"(ovr_GetLoggedInUserID). Games that file saves under the user id (for example Walkabout Mini "
"Golf) then start with an empty profile each time and seem to lose all progress. Gives the game "
"a fixed id instead, different for each game and each FramePort user.")
order = 47
default_on = True # suggested only where the game has the platform library (detect)
def detect(self, a):
if LOADER in a.libs:
return Suggestion(True, "The game uses Meta's platform library: OVRPort's version gives it a new user "
"id at every start, which loses saves filed under that id.")
return None
def applies(self, a):
return LOADER in a.libs
def apply(self, ctx: ApkContext) -> bool:
ws = ctx.ws
if not ws.has(ws.lib(LOADER)):
return False
package = ctx.analysis.package
user_id = stable_id(package, _keystore(package))
fixed = pin_user_id(ws.read_lib(LOADER), user_id)
if fixed:
ws.put(ws.lib(LOADER), fixed)
ctx.notes.append(f"{LOADER}: the logged-in user id is always {user_id}")
return bool(fixed)
register(OvrStableUser)
@@ -0,0 +1,75 @@
"""Unity's destructor-less pthread keys share one real key (native/tlskeys, GitHub #198; approach by Klownicle)."""
from __future__ import annotations
from ...analysis import elf
from ..base import ApkContext, Patch, Suggestion, register
from . import artifact
HELPER = "libfp_tkeys.so"
RENAMES = {"pthread_key_create": "fp_tkey_create", "pthread_key_delete": "fp_tkey_delete",
"pthread_getspecific": "fp_tkey_get", "pthread_setspecific": "fp_tkey_set"}
def _unity_major(a) -> int:
try:
return int(str((a.extra or {}).get("unity_version") or "0").split(".")[0] or 0)
except ValueError:
return 0
def heavy_native_libs(a) -> list[str]:
"""Libraries that take many thread keys of their own next to Unity 6's (Wander: Firebase C++ and Gecko)."""
return sorted(n for n in a.libs if n.startswith("libFirebaseCpp") or n == "libxul.so")
class UnityTlsKeyPool(Patch):
id = "frame.unity_tls_key_pool"
title = "Unity: share thread keys (games that run out of them)"
description = (
"Android gives a process 128 thread keys (pthread keys, per-thread storage slots). Unity 6 takes about 40, "
"and on the Frame the graphics and OpenXR libraries take more than on a Quest, so games with many other "
"native libraries run out: Wander aborted at start (\"cannot create thread specific key\" in Firebase). "
"Unity's keys without a clean-up function become slots behind one real key (libfp_tkeys.so); every other "
"key and every other library keep real ones. Approach by Klownicle (GitHub #198).")
order = 46
needs_vr = False
def applies(self, a):
return a.engine == "Unity" and "arm64-v8a" in a.abis and "libunity.so" in a.libs
def detect(self, a):
heavy = heavy_native_libs(a)
if self.applies(a) and _unity_major(a) >= 6000 and heavy:
return Suggestion(False, f"Unity 6 with {', '.join(heavy)}: turn on if the game aborts at start with "
"\"cannot create thread specific key\" (for example Wander).")
return None
def apply(self, ctx: ApkContext) -> bool:
ws = ctx.ws
name = ws.lib("libunity.so")
if ws.abi != "arm64-v8a" or not ws.has(name):
return False
data = ws.read(name)
patched, renamed = elf.rename_imports(data, RENAMES)
if not renamed and not set(RENAMES.values()) & elf.dyn_symbols(patched, defined=False):
return False # no thread-key imports at all
patched = elf.add_needed(patched, HELPER)
helper = artifact(ws.abi, HELPER)
if not ws.has(ws.lib(HELPER)) or ws.read_lib(HELPER) != helper:
ws.put(ws.lib(HELPER), helper)
if patched != data:
ws.put(name, patched)
ctx.notes.append(f"libunity.so: thread keys through {HELPER} ({', '.join(renamed) or 'already renamed'})")
return True
def validate(self, ctx: ApkContext):
ws = ctx.ws
name = ws.lib("libunity.so")
if ws.abi != "arm64-v8a" or not ws.has(name):
return []
imports = elf.dyn_symbols(ws.read(name), defined=False)
return [("Thread-key pool present", ws.has(ws.lib(HELPER)) and HELPER in elf.needed(ws.read(name))
and not set(RENAMES) & imports, HELPER)]
register(UnityTlsKeyPool)
@@ -0,0 +1,41 @@
"""Vermillion (xyz.TheAviary.Vermillion, GitHub #200): the hand and brush vanish over the painting canvas.
The game shows a canvas being painted as its own compositor layer (a quad) and turns the canvas's scene renderer off
meanwhile. The Frame's runtime draws quad layers above every projection layer whatever the submission order, so the
canvas covers the hand and brush, which are drawn in the scene. The game has a fallback that draws the canvas as
ordinary scene geometry; Klownicle found that forcing it shows hand and brush again and paints correctly (#200).
In 1.7.2 (Cpp2IL) the choice is App.Components.PaintableMesh: HasCompositorLayerAvailable (read by the overlay
setter, ShowOrHideCompositorOverlay, ApplyTexturesToRenderer, RebuildPaintTargetsAndBuffer and
ShouldUseCompositorOverlay) and ShouldUseCompositorOverlay (LateUpdate: IsCompositorOverlayActive = it). Both return
false, so the game's own code keeps the canvas in the scene on both sides of the switch. Only for this game: the
methods are looked up by name, so another build simply gets no change."""
from __future__ import annotations
from ..base import register
from .unity_text_input import RET_FALSE, Il2cppReturnPatch
PACKAGE = "xyz.TheAviary.Vermillion"
PAINTABLE = "Assembly-CSharp/App/Components/PaintableMesh.cs"
class VermillionSceneCanvas(Il2cppReturnPatch):
id = "frame.vermillion_scene_canvas"
title = "Vermillion: paint canvases in the scene"
description = ("Vermillion shows a canvas being painted as a separate compositor layer, which the Frame draws in "
"front of everything: the hand and brush disappear over the canvas while they still paint. "
"Rewrites PaintableMesh.HasCompositorLayerAvailable and ShouldUseCompositorOverlay -> false in "
"libil2cpp.so (found with Cpp2IL), so the game uses its own fallback and draws the canvas in the "
"scene. The canvas may look a little less sharp.")
order = 49
targets = {PAINTABLE: {"get_HasCompositorLayerAvailable": RET_FALSE, "get_ShouldUseCompositorOverlay": RET_FALSE}}
check_name = "Vermillion canvas"
def applies(self, a):
return a.package == PACKAGE and "libil2cpp.so" in a.libs and a.abi == "arm64-v8a"
def detect(self, a):
return None # catalog recipe only
register(VermillionSceneCanvas)
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