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github-actions[bot] fd11975ffb catalog: pl.idreams.zombirds (from #259) 2026-10-13 22:36:48 +00:00
6 changed files with 39 additions and 103 deletions

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+2 -28
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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 = 86
AGENT_VERSION = 85
HOME = os.path.expanduser("~")
STEAM = os.path.join(HOME, ".local/share/Steam")
ANCHORS = os.path.join(HOME, "Applications/quest-frame")
@@ -902,32 +902,6 @@ def shortcut_appid(exe, title):
return zlib.crc32((exe + title).encode("utf-8")) | 0x80000000
class VdfMap(dict):
"""Steam's KeyValues names are case-insensitive; keep their spelling when writing back (#263)."""
def _key(self, key):
return next((k for k in self if k.casefold() == key.casefold()), key)
def __contains__(self, key):
return super().__contains__(self._key(key))
def __getitem__(self, key):
return super().__getitem__(self._key(key))
def __setitem__(self, key, value):
super().__setitem__(self._key(key), value)
def get(self, key, default=None):
return super().get(self._key(key), default)
def setdefault(self, key, default=None):
return super().setdefault(self._key(key), default)
def update(self, *args, **kwargs):
for key, value in dict(*args, **kwargs).items():
self[key] = value
def vdf_decode(data):
pos = 0
@@ -940,7 +914,7 @@ def vdf_decode(data):
def node():
nonlocal pos
out = VdfMap()
out = {}
while True:
kind = data[pos]
pos += 1
+24
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@@ -0,0 +1,24 @@
package: pl.idreams.zombirds
title: Shoot The Zombirds VR
status: works
tested_version: 1.0.2
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: '2026-10-13'
known_good_sha256: 2d06d1b6aac83d232e9f559c1cd3188642e7a34ef515605763ee7afa04730156
app: 1.1.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 85
issue: 259
source_hint: Shoot The Zombirds
-2
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@@ -172,8 +172,6 @@
## Steam integration
- Non-Steam shortcut: binary `userdata/<id>/config/shortcuts.vdf`; appid = crc32(exe+title) | 0x80000000;
artwork in `config/grid/<appid>p.*` (portrait), `<appid>.*` (landscape), `<appid>_hero.*`, `<appid>_logo.*`.
KeyValues names are case-insensitive: Steam may save `Shortcuts` / `AppName` after a devkit registration
(GitHub #263). Agent v86 reads and updates keys case-insensitively, keeping Steam's spelling and existing appids.
Steam reads the file only at start → stop steam.service, edit, start (FramePort does it once per batch).
- Processes started from Steam (Konsole, SSH sessions?) share steam.service's cgroup: use `systemd-run --user`.
- SSH: `sshd` must be enabled (`sudo systemctl enable --now sshd`), which needs a user password (`passwd`).
+12 -12
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@@ -73,13 +73,13 @@ 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 | 17 |
| [GL shim for Unity (no multisampled render-to-texture)](#frame-unity_gl_shim) | `frame.unity_gl_shim` | Steam Frame patches | 18 |
| [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 | 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 | 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: start VR without Meta's system apps](#frame-unity_oculus_check) | `frame.unity_oculus_check` | Steam Frame patches | 10 |
| [Unity: keep MSAA off at runtime (OVRManager)](#frame-unity_runtime_msaa_off) | `frame.unity_runtime_msaa_off` | Steam Frame patches | 23 |
| [Make Unity text fields work](#frame-unity_text_input) | `frame.unity_text_input` | Steam Frame patches | 70 |
| [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 |
@@ -121,7 +121,7 @@ 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 | 60 |
| [Fix freezes when controllers vibrate](#adapter-haptic_fix) | `adapter.haptic_fix` | Game settings | 61 |
| [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 | |
@@ -169,7 +169,7 @@ 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 | 69 |
| [Show the app's Android window (for typing)](#device-text_input_window) | `device.text_input_window` | Files and settings on the Frame | 70 |
| [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) | |
@@ -856,7 +856,7 @@ 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 (17):** Audica, BattleSisters, Beat Saber, Clockwork, Cosmodread, Down the Rabbit Hole, Drunkn Bar Fight, End Space and 9 more.
- **Catalog games (18):** Audica, BattleSisters, Beat Saber, Clockwork, Cosmodread, Down the Rabbit Hole, Drunkn Bar Fight, End Space and 10 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)
@@ -911,7 +911,7 @@ 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 (9):** Accounting+, Audica, BattleSisters, Cosmodread, End Space, Jurassic World Aftermath Collection, Sniper Elite VR, SUPERHOT VR and 1 more.
- **Catalog games (10):** Accounting+, Audica, BattleSisters, Cosmodread, End Space, Jurassic World Aftermath Collection, Shoot The Zombirds VR, Sniper Elite VR and 2 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)
@@ -925,7 +925,7 @@ 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 (22):** Audica, BattleSisters, Beat Saber, Clockwork, Cosmodread, Down the Rabbit Hole, Drunkn Bar Fight, End Space and 14 more.
- **Catalog games (23):** Audica, BattleSisters, Beat Saber, Clockwork, Cosmodread, Down the Rabbit Hole, Drunkn Bar Fight, End Space and 15 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.
@@ -941,7 +941,7 @@ 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 (69):** AgeOfJoy, AllInOneSports, Ancient_Dungeon, Audica, BattleSisters, Beat Saber, Beat Saber (co-existence build), Blade & Sorcery: Nomad and 61 more.
- **Catalog games (70):** AgeOfJoy, AllInOneSports, Ancient_Dungeon, Audica, BattleSisters, Beat Saber, Beat Saber (co-existence build), Blade & Sorcery: Nomad and 62 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.
@@ -1540,7 +1540,7 @@ 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 (60):** AgeOfJoy, Ancient_Dungeon, Audica, BattleSisters, Beat Saber, Caves, Clockwork, Cosmodread and 52 more.
- **Catalog games (61):** AgeOfJoy, Ancient_Dungeon, Audica, BattleSisters, Beat Saber, Caves, Clockwork, Cosmodread and 53 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.
@@ -2241,7 +2241,7 @@ 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 (69):** AgeOfJoy, AllInOneSports, Ancient_Dungeon, Audica, Beat Saber, Beat Saber (co-existence build), Blade & Sorcery: Nomad, BodyCombat and 61 more.
- **Catalog games (70):** AgeOfJoy, AllInOneSports, Ancient_Dungeon, Audica, Beat Saber, Beat Saber (co-existence build), Blade & Sorcery: Nomad, BodyCombat and 62 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 -2
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@@ -39,8 +39,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| 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) |
| FramePort's games disappear after Steam restarts, especially after a devkit registration (GitHub #263) | Steam saves `Shortcuts` / `AppName` with capital letters; older FramePort reads them case-sensitively and writes a second shortcut map that Steam ignores | agent v86 reads and updates keys case-insensitively, keeping Steam's spelling, appids and tags; update FramePort and add the missing games to the library again |
| 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); see the casing fix above, other causes remain unconfirmed (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) |
| 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>` |
| Black screen at start while audio/ExoPlayer runs; log `xrEndFrame: dropped N unusable layer(s)`, a quad layer with swapchain 0x0 (for example I Am Monkey's intro video) | The game plays video into an Android-surface swapchain (XR_KHR_android_surface_swapchain); the Frame's runtime lists the extension but returns FUNCTION_UNSUPPORTED | adapter `surface_emul` (default on): FrameBridge gives the player a SurfaceTexture-backed Surface and copies each frame into an ordinary swapchain (log `surface_emul: …`) |
| The game quits right after start: `Something failed to initialize. Quitting!` / `We don't have write permission to …/files/cloud/data` (for example SUPERHOT); or stays at loading with `UnauthorizedAccessException` in `StartupLoading.Start` (GitHub #239, Jurassic World Aftermath) | The game created a cloud-save folder with mode 1700; inside Lepton the app writes through the folder's group. Its startup routine can fail before the permission watchdog repairs the newly created folder | launch.sh `fix_perms` adds owner + group write to every folder in the game's storage (agent 41). Close and start the game again without uninstalling: the folders are now repaired (Aftermath confirmed in the headset). Agent 84 creates `files/cloud/data` before `fix_perms` and startup, including in upgraded launchers, to prevent the first-start race. Triage `startup-save-permission` fails the launch test despite rendering frames |
-59
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@@ -37,65 +37,6 @@ def test_vdf_roundtrip_and_upsert(monkeypatch, tmp_path):
assert a.vdf_decode(vdf.read_bytes())["shortcuts"] == {}
@pytest.mark.parametrize("root_key", ["Shortcuts", "SHORTCUTS", "shortcuts"])
def test_shortcuts_keep_steams_key_spelling_and_existing_games(monkeypatch, tmp_path, root_key):
a = load_agent(monkeypatch, tmp_path)
vdf = tmp_path / "shortcuts.vdf"
exe = '"/game/launch.sh"'
other = {"AppID": 123, "AppName": "Other", "EXE": '"/other"', "Tags": {"0": "Favorite"}}
original = {root_key: {"0": {"AppID": 456, "AppName": "Old", "EXE": exe, "ICON": "/old.png",
"Tags": {"0": "Favorite"}, "LastPlayTime": 99}, "1": other}}
data = a.vdf_encode(original)
vdf.write_bytes(data)
assert a.vdf_encode(a.vdf_decode(data)) == data
assert a.upsert_shortcut(str(vdf), exe, "New", "/game", tags=["Action"], write=False) == (456, True)
assert vdf.read_bytes() == data
assert a.upsert_shortcut(str(vdf), exe, "New", "/game", tags=["Action"]) == 456
root = a.vdf_decode(vdf.read_bytes())
assert list(root) == [root_key]
entry = root["shortcuts"]["0"]
assert entry["appname"] == "New" and "AppName" in list(entry) and "appname" not in list(entry)
assert entry["appid"] == 456 and entry["icon"] == "/old.png" and entry["LastPlayTime"] == 99
assert list(entry["tags"].values()) == ["Favorite", "Quest on Frame", "Action"]
assert root["shortcuts"]["1"] == other
assert a.upsert_shortcut(str(vdf), exe, "New", "/game", tags=["Action"], write=False) == (456, False)
a.upsert_shortcut(str(vdf), '"/third"', "Third", "/")
assert len(a.vdf_decode(vdf.read_bytes())["shortcuts"]) == 3
assert a.prune_shortcuts(str(vdf), "New", '"/replacement"', "Quest on Frame") == [456]
assert a.remove_shortcut(str(vdf), '"/other"')
root = a.vdf_decode(vdf.read_bytes())
assert list(root) == [root_key] and len(root["shortcuts"]) == 1
assert root["shortcuts"]["0"]["appname"] == "Third"
def test_capitalized_shortcuts_are_found_by_library_and_devkit_checks(monkeypatch, tmp_path):
a = load_agent(monkeypatch, tmp_path)
cfg = Path(a.STEAM) / "userdata/42/config"
cfg.mkdir(parents=True)
exe = '"/game/launch.sh"'
vdf = cfg / "shortcuts.vdf"
vdf.write_bytes(a.vdf_encode({"Shortcuts": {"0": {"APPID": 0xF0000001, "EXE": exe,
"APPNAME": "Game", "DEVKITGAMEID": "fp_game"}}}))
monkeypatch.setattr(a, "library_users", lambda: ["42"])
monkeypatch.setattr(a, "steam_users", lambda: ["42"])
monkeypatch.setattr(a, "shortcut_args", lambda pkg: (exe,))
monkeypatch.setattr(a.time, "sleep", lambda seconds: None)
assert a.shortcut_appid_for(exe) == 0xF0000001
assert a.devkit_appid("fp_game") == 0xF0000001
assert a.shortcut_names("42") == {str(0xF0000001): "Game"}
assert a.shortcuts_lost(["42"], ["com.x.y"], wait=0) == []
def test_case_variant_duplicate_vdf_keys_are_not_overwritten(monkeypatch, tmp_path):
a = load_agent(monkeypatch, tmp_path)
vdf = tmp_path / "shortcuts.vdf"
data = a.vdf_encode({"Shortcuts": {"0": {"appid": 1}}, "shortcuts": {"0": {"appid": 2}}})
vdf.write_bytes(data)
with pytest.raises(a.AgentError, match="duplicate VDF key"):
a.upsert_shortcut(str(vdf), '"/game"', "Game", "/")
assert vdf.read_bytes() == data
def test_launcher_template(monkeypatch, tmp_path):
a = load_agent(monkeypatch, tmp_path)
anchor = tmp_path / "anchor"