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Author SHA1 Message Date
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
spoopyghosty0 0d67335775 catalog: A Fisherman's Tale works with issues (loading screen corruption) 2026-10-11 10:11:09 -04:00
github-actions[bot] 80092098e0 catalog: com.schellgames.ieytd3 (from #181) 2026-10-11 14:10:06 +00:00
github-actions[bot] feab03e049 catalog: com.innerspacevr.afishermanstale (from #175) 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
31 changed files with 906 additions and 98 deletions

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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
+12
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@@ -352,6 +352,11 @@ 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 +795,13 @@ 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
@@ -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
@@ -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
@@ -0,0 +1,20 @@
package: com.innerspacevr.afishermanstale
title: Fisherman
status: issues
notes: Loading screens have corruption, but everything works otherwise.
tested_version: '1.087'
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: c645ca6321845bd460b4ff1b8ac871e941adb26d280cccba0285e79e4a96a231
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 175
source_hint: A Fisherman's Tale
@@ -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
+24
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@@ -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
+144 -4
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@@ -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.
+34 -22
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@@ -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: 156 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) (45)
- [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 | 31 |
| [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 |
@@ -59,8 +59,9 @@ Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_t
| [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 | 14 |
| [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 |
@@ -70,13 +71,13 @@ 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 | 12 |
| [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 | 17 |
| [Make Unity text fields work](#frame-unity_text_input) | `frame.unity_text_input` | Steam Frame patches | 56 |
| [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 |
@@ -113,7 +114,7 @@ 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 | 44 |
| [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 | |
@@ -145,7 +146,7 @@ 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 +162,7 @@ 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 | 56 |
| [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 +407,7 @@ 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, In Death: Unchained and 22 more.
- **Catalog games (31):** Asgard's Wrath 2, BARTENDER VR SIMULATOR, Carve Snowboarding, Creed, Espire 1: VR Operative (Quest Edition), Espire 2, ExploreVR, Fisherman and 23 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)
@@ -667,7 +668,7 @@ 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 (14):** AgeOfJoy, AllInOneSports, Caves, Deep Cuts, Does it Stack?, Nano, NOPE CHALLENGE, RC Pilot Trainer and 6 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 +688,17 @@ 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 +823,7 @@ 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 (12):** Audica, BattleSisters, Beat Saber, Clockwork, Cosmodread, Down the Rabbit Hole, End Space, Gravity Lab and 4 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 +850,7 @@ 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 +878,7 @@ 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 +892,7 @@ 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 (17):** Audica, BattleSisters, Beat Saber, Clockwork, Cosmodread, Down the Rabbit Hole, End Space, Gravity Lab and 9 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.
@@ -896,7 +908,7 @@ 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 (56):** AgeOfJoy, AllInOneSports, Ancient_Dungeon, Audica, BattleSisters, Beat Saber, Beat Saber (co-existence build), Blade & Sorcery: Nomad and 48 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.
@@ -1424,7 +1436,7 @@ 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 (44):** AgeOfJoy, Ancient_Dungeon, Audica, BattleSisters, Caves, Clockwork, Cosmodread, cubism and 36 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.
@@ -1893,7 +1905,7 @@ 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 +2134,7 @@ 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 (56):** AgeOfJoy, AllInOneSports, Ancient_Dungeon, Audica, Beat Saber, Beat Saber (co-existence build), Blade & Sorcery: Nomad, BodyCombat and 48 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".
+1
View File
@@ -32,6 +32,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| 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 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>` |
+67 -40
View File
@@ -1,14 +1,23 @@
{
"updated": "2026-10-10",
"updated": "2026-10-11",
"people": [
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"login": "spoopyghosty0",
"avatar": "https://avatars.githubusercontent.com/u/336754034?v=4",
"url": "https://github.com/spoopyghosty0",
"commits": 462,
"commits": 523,
"issues": 4,
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"login": "StevenPartridge",
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"url": "https://github.com/StevenPartridge",
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{
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{
"login": "StevenPartridge",
"avatar": "https://avatars.githubusercontent.com/u/22158507?v=4",
"url": "https://github.com/StevenPartridge",
"commits": 0,
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"login": "Klownicle",
"avatar": "https://avatars.githubusercontent.com/u/6896081?v=4",
@@ -100,6 +100,24 @@
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"total": 15
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{
"login": "eepykith",
"avatar": "https://avatars.githubusercontent.com/u/338898488?v=4",
"url": "https://github.com/eepykith",
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"url": "https://github.com/nickwilde77555",
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"login": "Rizsraketa",
"avatar": "https://avatars.githubusercontent.com/u/64963535?v=4",
@@ -127,6 +145,15 @@
"prs": 0,
"total": 12
},
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"login": "trankillity",
"avatar": "https://avatars.githubusercontent.com/u/53357041?v=4",
"url": "https://github.com/trankillity",
"commits": 0,
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"login": "xhuytox",
"avatar": "https://avatars.githubusercontent.com/u/20061642?v=4",
@@ -163,15 +190,6 @@
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"url": "https://github.com/eepykith",
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"avatar": "https://avatars.githubusercontent.com/u/338352097?v=4",
@@ -227,18 +245,18 @@
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"login": "nickwilde77555",
"avatar": "https://avatars.githubusercontent.com/u/180547421?v=4",
"url": "https://github.com/nickwilde77555",
"login": "puppet-head",
"avatar": "https://avatars.githubusercontent.com/u/8073775?v=4",
"url": "https://github.com/puppet-head",
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{
"login": "puppet-head",
"avatar": "https://avatars.githubusercontent.com/u/8073775?v=4",
"url": "https://github.com/puppet-head",
"login": "Sidilium",
"avatar": "https://avatars.githubusercontent.com/u/44266441?v=4",
"url": "https://github.com/Sidilium",
"commits": 0,
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@@ -262,6 +280,15 @@
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"url": "https://github.com/AlexanderCowell",
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"login": "bcain2005-gif",
"avatar": "https://avatars.githubusercontent.com/u/258048498?v=4",
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"avatar": "https://avatars.githubusercontent.com/u/9372593?v=4",
"url": "https://github.com/gnargle",
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"login": "InsideCat02",
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@@ -389,9 +425,9 @@
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"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",
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@@ -415,15 +451,6 @@
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"url": "https://github.com/trankillity",
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+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.',
+5
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@@ -444,6 +444,11 @@
"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)",
+20 -4
View File
@@ -1,13 +1,29 @@
{
"updated": "2026-10-10",
"updated": "2026-10-11",
"releases": [
{
"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",
+1 -1
View File
@@ -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__ = "1.0.3"
+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
+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"),
+8
View File
@@ -538,6 +538,10 @@
"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.": "",
@@ -740,6 +744,7 @@
"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\").": "",
@@ -747,6 +752,7 @@
"Keeps one label so the title is stable.": "",
"Keeps one name for the game, so it shows the same everywhere.": "",
"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": "",
@@ -988,6 +994,7 @@
"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": "",
@@ -1738,6 +1745,7 @@
"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": "",
@@ -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)
+1
View File
@@ -88,6 +88,7 @@ SUMMARIES = {
"frame.asset_files": "Lets the game find extra content it keeps next to its data (for example Star Wars Tales' "
"seasons).",
"frame.ovr_microphone": "Stops a crash a few seconds after the logo in games with voice chat.",
"frame.ovr_stable_user": "Keeps your progress in games that file their saves under your Meta user.",
"frame.avatar_stub": "Lets games start that would stop at Meta's avatars (for example BlazeRush). No Meta "
"avatars.",
"frame.vrapi_bridge": "Lets games built on Meta's oldest VR interface run on the Frame.",
+46 -5
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@@ -53,12 +53,16 @@ def _stop_link_watch() -> None:
def _watch_links() -> None:
"""Heartbeat for the link handler scripts (FramePort runs) + hand queued install links to the window."""
"""Heartbeat for the link handler scripts (FramePort runs) + hand queued install links to the window; a second
start of FramePort brings this window to the front (core/instance.py)."""
from .. import urlhandler
from ..core import instance
while not _link_state["closing"]:
urlhandler.heartbeat()
app = _link_state["owner"]
if app is not None and instance.take_focus_request(): # FramePort was started again: show this window
app.page.run_task(app.bring_to_front)
if app is not None:
for link in urlhandler.take_links():
applog.log.info("install link received")
@@ -183,6 +187,13 @@ class FramePortApp:
atexit.register(_stop_link_watch)
self.run_bg(urlhandler.apply_setting) # framedrop:// + frameport:// → FramePort (Settings → General)
async def bring_to_front(self) -> None:
win = self.page.window
if win.minimized:
win.minimized = False
C.update(self.page)
await win.to_front()
# ================================================================== shell
def _build_shell(self) -> None:
"""The window: sidebar (logo, navigation, update/activity/Frame cards), the view area and the activity panel.
@@ -2356,6 +2367,8 @@ class FramePortApp:
self._sessions_busy, target = True, self.target
def work():
found = [] # games whose session has something to try: one pop-up for all of them (a burst at the
# first connection used to show one per game, and the Library flickered under them)
try:
for pkg, lp, fetch in due:
if not fetch:
@@ -2368,22 +2381,36 @@ class FramePortApp:
if isinstance(exc, AgentFailed): # the agent answered: asking again won't help
pipeline.mark_session_checked(pkg, lp["end"])
continue
self._session_triaged(pkg, summary)
if self._session_triaged(pkg, summary):
found.append(pkg)
finally:
self._sessions_busy = False
self._announce_sessions(found)
threading.Thread(target=work, daemon=True).start()
def _session_triaged(self, pkg: str, summary: dict) -> None:
def _session_triaged(self, pkg: str, summary: dict) -> bool:
"""True when the session has something to try (shown on the game's page; _announce_sessions tells the user)."""
from ..validate.session import shown_findings
if not summary or not shown_findings(summary):
return
return False
if self.route[:2] == ("game", pkg):
self.refresh_view()
else:
return True
def _announce_sessions(self, packages: list[str]) -> None:
"""One pop-up for the play sessions that have something to try (not for the game page already shown)."""
packages = [p for p in packages if self.route[:2] != ("game", p)]
if len(packages) == 1:
pkg = packages[0]
self.toast(tr("FramePort looked at your last session of {title} and has something to try.")
.format(title=self._title(pkg)), action=tr("Open game"),
on_action=lambda e: self.open_game(pkg))
elif packages:
self.toast(tr_n("FramePort looked at your last session of {n} game and has something to try.",
"FramePort looked at the last sessions of {n} games and has something to try on their "
"pages.", len(packages)), action=tr("Open {title}").format(title=self._title(packages[0])),
on_action=lambda e: self.open_game(packages[0]))
def apply_session_fix(self, pkg: str, suggestions: list[str], finding: str | None = None) -> None:
"""A fix from the game page's "Last session": FrameBridge settings are written on the Frame at once (no
@@ -2875,6 +2902,12 @@ def main(argv=None):
if links and urlhandler.app_running():
return # the open window takes it
applog.setup("gui")
from ..core import instance
if not instance.claim(urlhandler.app_running):
applog.log.info("FramePort is already running: brought its window to the front")
print("FramePort is already running.", file=sys.stderr)
return
serialize_flet_updates()
from ..core import library
from .updater import apply_pending_at_start
@@ -2889,6 +2922,14 @@ def main(argv=None):
if updates.install_kind() == "bundle": # a packaged app finds artwork by file path, not by URL (GitHub #16)
thumbs.use_file_paths(True)
ft.run(lambda page: FramePortApp(page), assets_dir=assets_dir())
# the window is gone: end the process now. Background threads (re-analysis, session triage) would otherwise keep
# it running without a window, holding the GUI lock; library writes are atomic and installs resume.
_stop_link_watch()
import logging
import os
logging.shutdown()
os._exit(0)
if __name__ == "__main__":
+19 -6
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@@ -143,7 +143,7 @@ class Updater:
tr("FramePort {version} is available").format(version=up.version),
_changes_column(page, changes, intro), size="l", height=_changes_height(changes, 100),
actions=[C.ghost(tr("Skip this version"), on_click=skip),
C.ghost(tr("Release page"), ft.Icons.OPEN_IN_NEW_ROUNDED, lambda e: page.launch_url(up.page)),
C.ghost(tr("Release page"), ft.Icons.OPEN_IN_NEW_ROUNDED, lambda e: _open_url(page, up.page)),
C.primary(tr("Update now"), ft.Icons.SYSTEM_UPDATE_ROUNDED, go)]))
def show_news(self) -> None:
@@ -161,7 +161,7 @@ class Updater:
page = self.app.page
if not entries:
self.app.toast(tr("Couldn't load the changelog — check the internet connection"), error=True,
action=tr("Releases"), on_action=lambda e: page.launch_url(f"{REPO_URL}/releases"))
action=tr("Releases"), on_action=lambda e: _open_url(page, f"{REPO_URL}/releases"))
return
self.app.page.run_thread(lambda: page.show_dialog(_changes_dialog(page, tr("FramePort changelog"),
entries, current=__version__)))
@@ -199,7 +199,7 @@ class Updater:
tr("Install dev build {version}?").format(version=up.version),
_changes_column(page, changes, warn), size="l", height=_changes_height(changes, 160),
actions=[C.ghost(tr("Cancel"), on_click=lambda e: page.pop_dialog()),
C.ghost(tr("Build page"), ft.Icons.OPEN_IN_NEW_ROUNDED, lambda e: page.launch_url(up.page)),
C.ghost(tr("Build page"), ft.Icons.OPEN_IN_NEW_ROUNDED, lambda e: _open_url(page, up.page)),
C.primary(tr("Install dev build"), G.TEST, go)]))
# ---------------------------------------------------------------- installing
@@ -214,7 +214,7 @@ class Updater:
if not target or not updates.can_replace(target):
self.app.toast(tr("FramePort can't update itself in {value} (no permission) — opening the release "
"page to download it").format(value=target or 'this folder'), error=True)
page.launch_url(up.page)
_open_url(page, up.page)
return
if kind == "source" and updates.source_is_dirty():
self.app.toast(tr("This source checkout has uncommitted changes — commit or stash them, then update"),
@@ -301,7 +301,7 @@ def _entry_section(page: ft.Page, entry: updates.ChangelogEntry, expanded: bool,
notes = ft.Container(
ft.Markdown(entry.body.strip() or tr("No release notes."), selectable=True,
extension_set=ft.MarkdownExtensionSet.GITHUB_WEB, md_style_sheet=_notes_style(),
on_tap_link=lambda e: page.launch_url(e.data)),
on_tap_link=lambda e: _open_url(page, e.data)),
padding=ft.Padding(T.S4, 0, T.S4, T.S3), visible=expanded)
chevron = ft.Icon(ft.Icons.EXPAND_MORE_ROUNDED if expanded else ft.Icons.CHEVRON_RIGHT_ROUNDED, size=T.px(18),
color=T.TEXT_3)
@@ -338,12 +338,25 @@ def _changes_height(entries: list[updates.ChangelogEntry], extra: int) -> float:
return T.px(min(480, extra + 26 * lines + 50 * len(entries)))
def _open_url(page: ft.Page, url: str) -> None:
"""Open a link in the browser. Flet 1.0 has no Page.launch_url (GitHub #194: "All releases" raised
AttributeError); same path as FramePortApp.open_url."""
from ..core import winhost
if winhost.is_wsl() and winhost.open_url(url): # the desktop client would open a Linux browser in WSL
return
try:
page.run_task(ft.UrlLauncher().launch_url, url)
except Exception: # noqa: BLE001
winhost.open_url(url)
def _changes_dialog(page: ft.Page, title: str, entries: list[updates.ChangelogEntry],
current: str | None = None) -> ft.AlertDialog:
return C.dialog(title, _changes_column(page, entries, None, current), size="l",
height=_changes_height(entries, 20),
actions=[C.ghost(tr("All releases"), ft.Icons.OPEN_IN_NEW_ROUNDED,
lambda e: page.launch_url(f"{REPO_URL}/releases")),
lambda e: _open_url(page, f"{REPO_URL}/releases")),
C.primary(tr("Close"), on_click=lambda e: page.pop_dialog())])
+18 -2
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@@ -480,12 +480,27 @@ def _extract(archive: Path, dest: Path, platform: str) -> Path:
return folder
# set by the running app's Flutter host / embedded Python for *this* process (its server socket, its temporary
# extraction folder, …): a relaunched FramePort that inherits them talks to the old, gone app and its window stays
# black (GitHub #195)
APP_ENV_PREFIXES = ("FLET_", "SERIOUS_PYTHON")
APP_ENV_NAMES = ("PYTHONHOME", "PYTHONPATH", "PYTHONNOUSERSITE", "PYTHONINSPECT", "PYTHONDONTWRITEBYTECODE")
def clean_env(env: dict | None = None) -> dict:
"""The environment for the swap script and the FramePort it relaunches: without the running app's own Flet and
embedded-Python variables."""
env = dict(os.environ if env is None else env)
return {k: v for k, v in env.items()
if not k.upper().startswith(APP_ENV_PREFIXES) and k.upper() not in APP_ENV_NAMES}
def _powershell() -> tuple[str, dict]:
"""Windows PowerShell 5.1 (always installed) and an environment it can load its own modules in: started from
PowerShell 7 (pwsh), PSModulePath points at pwsh's modules and 5.1 fails to load Microsoft.PowerShell.Security /
.Management (Get-AuthenticodeSignature, Copy-Item). Without PSModulePath it rebuilds its default."""
exe = Path(os.environ.get("SystemRoot", r"C:\Windows")) / "System32/WindowsPowerShell/v1.0/powershell.exe"
env = {k: v for k, v in os.environ.items() if k.upper() != "PSMODULEPATH"}
env = {k: v for k, v in clean_env().items() if k.upper() != "PSMODULEPATH"}
return (str(exe) if exe.exists() else "powershell"), env
@@ -683,7 +698,8 @@ def apply(app: Path, target: Path | None = None, relaunch: bool = True, pid: int
"Hidden", "-File", str(script)], env=env)
else:
proc = subprocess.Popen(["/bin/sh", str(script)], start_new_session=not wait, close_fds=True,
stdin=subprocess.DEVNULL, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
stdin=subprocess.DEVNULL, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL,
env=clean_env())
if not wait: # make sure the script really runs before FramePort quits (it logs first thing)
deadline = time.time() + START_TIMEOUT
while time.time() < deadline:
Binary file not shown.
+40
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@@ -0,0 +1,40 @@
// Test fixture for patches/frame/ovr_stable_user.py: OVRPort's helper that makes up the logged-in user id
// (same instructions as libovrplatformloader.so in OVRPort runtimes 3.4.3-23204ea and 3.4.3-aa54c3f).
// Build: aarch64-linux-android29-clang -shared -fPIC -nostdlib fakestableuser.S -o ../libfakestableuser_arm64.so
.text
.globl random
.type random, %function
random:
mov x0, #7
ret
.size random, .-random
.globl fake_user_id
.type fake_user_id, %function
fake_user_id:
stp x29, x30, [sp, #-16]!
mov x29, sp
bl random
mov x8, #0xa7640000
mov x9, #-0x7ffffffffffffffd
movk x8, #0xb6b3, lsl #32
movk x9, #1, lsl #32
movk x8, #0xde0, lsl #48
mul x8, x0, x8
smulh x9, x8, x9
add x8, x9, x8
asr x9, x8, #30
add x8, x9, x8, lsr #63
mov x9, #0xec580000
movk x9, #0x4835, lsl #32
movk x9, #0x5344, lsl #48
add x0, x8, x9
ldp x29, x30, [sp], #16
ret
.size fake_user_id, .-fake_user_id
.globl ovr_GetLoggedInUserID
.type ovr_GetLoggedInUserID, %function
ovr_GetLoggedInUserID:
b fake_user_id
.size ovr_GetLoggedInUserID, .-ovr_GetLoggedInUserID
+8
View File
@@ -324,3 +324,11 @@ def test_agent_collect_diag(monkeypatch, tmp_path):
assert f["launch.log"].startswith("[... first 4000 bytes cut") and "files" not in json.loads(f["deployment.json"])
assert res["listing"]["roots"]
assert a.cmd_collect_diag({"package": "com.not.installed"})["installed"] is False
def test_updater_never_uses_page_launch_url():
"""GitHub #194: Flet 1.0's Page has no launch_url ("All releases" raised AttributeError)."""
from pathlib import Path
src = Path(__file__).resolve().parents[1] / "src" / "frameport"
assert not [p for p in src.rglob("*.py") if "page.launch_url(" in p.read_text(encoding="utf-8")]
+52
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@@ -0,0 +1,52 @@
"""One FramePort window at a time (core/instance.py)."""
import subprocess
import sys
import textwrap
from frameport.core import instance
def _hold_lock(path):
"""A separate process holding the GUI lock (like a running FramePort)."""
code = textwrap.dedent(f"""
import sys, time
sys.path.insert(0, {str(instance.__file__.rsplit('/frameport/', 1)[0])!r})
from pathlib import Path
from frameport.core import instance
assert instance.acquire(Path({str(path)!r}))
print("locked", flush=True)
time.sleep(30)
""")
p = subprocess.Popen([sys.executable, "-c", code], stdout=subprocess.PIPE, text=True)
assert p.stdout.readline().strip() == "locked"
return p
def test_second_start_is_refused_while_a_window_is_open(tmp_path, monkeypatch):
monkeypatch.setenv("FRAMEPORT_HOME", str(tmp_path))
holder = _hold_lock(instance.lock_file())
try:
assert instance.holder() == holder.pid
assert not instance.acquire()
assert instance.claim(lambda: True) is False # a window answers: it's asked to come to the front
assert instance.take_focus_request() and not instance.take_focus_request()
# no window answers, but the holder isn't a FramePort GUI (or is still starting): it's left alone
assert instance.claim(lambda: False, retries=1) is False
assert holder.poll() is None
finally:
holder.kill()
holder.wait()
assert instance.acquire() # released by the OS when the holder ends
def test_leftover_frameport_gui_is_ended(tmp_path, monkeypatch):
monkeypatch.setenv("FRAMEPORT_HOME", str(tmp_path))
holder = _hold_lock(instance.lock_file())
monkeypatch.setattr(instance, "_is_frameport_gui", lambda pid: pid == holder.pid)
monkeypatch.setattr(instance, "STARTUP_GRACE", 0.0)
try:
assert instance.claim(lambda: False) is True # no window: the leftover process is ended, the lock taken
assert holder.wait(5) is not None
finally:
if holder.poll() is None:
holder.kill()
+32
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@@ -894,3 +894,35 @@ def test_bonelab_recipe_serves_both_builds():
old, new = _analysis(engine="Unity", libs=libs), _analysis(engine="Unity", libs=libs + ["libSLZQuestNative.so"])
assert presence.applies(old) and presence.applies(new)
assert not hooks.applies(old) and hooks.applies(new)
def test_ovr_stable_user_pins_the_made_up_user_id():
"""GitHub #182: OVRPort makes up a new user id at every start (6e18 + random()); games lose saves filed under it."""
from frameport.analysis import elf
from frameport.patches.frame.ovr_stable_user import BASE_ID, find_helper, pin_user_id, stable_id
lib = _fixture("libfakestableuser_arm64.so")
assert find_helper(lib) is not None
uid = stable_id("com.example.game", b"keystore")
assert BASE_ID <= uid < BASE_ID + 2**32
assert uid == stable_id("com.example.game", b"keystore") != stable_id("com.example.other", b"keystore")
assert uid != stable_id("com.example.game", b"another user's keystore")
out = pin_user_id(lib, uid)
assert out is not None and len(out) == len(lib)
ins = [(m, o) for _, m, o in elf.text_instructions(out)]
start = next(i for i, (m, o) in enumerate(ins) if m == "mov" and o.startswith("x0,") and ins[i + 1][0] == "movk")
assert [m for m, _ in ins[start:start + 5]] == ["mov", "movk", "movk", "movk", "ret"]
value = 0
for i, (_, o) in enumerate(ins[start:start + 4]):
imm = int(o.split("#")[1].split(",")[0], 0)
value |= imm << (16 * i)
assert value == uid
assert not any(m == "bl" for m, _ in ins[start:start + 5]) # random() isn't called any more
assert pin_user_id(out, uid) is None # idempotent
assert pin_user_id(_fixture("libfakemicrophone_arm64.so"), uid) is None # not OVRPort's helper
def test_ovr_stable_user_suggested_for_platform_games():
p = base.get("frame.ovr_stable_user")
assert p.detect(_analysis(engine="Unity", libs=["libovrplatformloader.so", "libunity.so"])).recommended
assert p.detect(_analysis(engine="Unity", libs=["libunity.so"])) is None
+10
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@@ -411,3 +411,13 @@ def test_pending_news_shows_once_and_waits_while_offline():
library.set_setting("update.last_seen_version", None)
library.set_setting("update.last_check", 1.0) # updated from an older FramePort
assert [e.version for e in updates.pending_news("0.9.2", entries)] == ["0.9.2"]
def test_relaunch_environment_drops_the_running_apps_own_variables():
"""GitHub #195: the relaunched app inherited the old app's Flet/embedded-Python variables and stayed black."""
from frameport import updates
env = updates.clean_env({"PATH": "/bin", "FLET_SERVER_UDS_PATH": "/tmp/old.sock", "flet_platform": "windows",
"SERIOUS_PYTHON_SITE_PACKAGES": "x", "PYTHONHOME": "C:/Temp/serious_python_temp",
"PYTHONPATH": "y", "USERPROFILE": "C:/Users/u", "PSModulePath": "z"})
assert env == {"PATH": "/bin", "USERPROFILE": "C:/Users/u", "PSModulePath": "z"}