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23 Commits
Author SHA1 Message Date
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] 867b9977d5 catalog: com.SchellGames.DieScreaming (from #176) 2026-10-11 14:10:09 +00:00
github-actions[bot] 80092098e0 catalog: com.schellgames.ieytd3 (from #181) 2026-10-11 14:10:06 +00:00
github-actions[bot] 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
spoopyghosty0 82e617741e FramePort 1.0.1 2026-10-11 09:59:28 -04:00
spoopyghosty0 9de0707070 Diagnostics: a zip saved while a Quest game runs includes threads.txt (each thread's wait, syscall and CPU use, TCP sockets) to find what a hanging game waits for (agent v79, GitHub #157) 2026-10-11 09:58:09 -04:00
spoopyghosty0 1343930ae0 Triage: Android's WebView helper exit is no force-quit; new app-not-started signature for Lepton's "Target app did not start" (GitHub #179) 2026-10-11 09:44:54 -04:00
spoopyghosty0 5424e429e4 Site: the patch reference in the docs; recipe chips (How it works, games board) and patch ids in docs code spans link to their entry 2026-10-11 00:58:52 -04:00
spoopyghosty0 9149eaecd7 Patch reference: scripts/patch_docs.py generates docs/PATCHES.md (every patch and game setting, anchors per id) and the site's id map; --check test, catalog PRs regenerate it 2026-10-11 00:58:51 -04:00
spoopyghosty0 64278e9e2c README and site: recipes for 120+ games (the catalog has 126) 2026-10-11 00:54:41 -04:00
spoopyghosty0 1531acb575 Site: the Built on section only on the homepage, What's new shows only the contributors
Footer's credits defaulted to on, so privacy and 404 showed it. credits is now 'all' (homepage), 'contributors'
(What's new) or off (default).
2026-10-11 00:51:58 -04:00
spoopyghosty0 6796e006d9 Site compare: the open-source card stacks on phones
The title's grid-column 2 / -1 from the wide layout added an implicit second column in the one-column layout,
squeezing FramePort's text to one word per line beside the other tool's.
2026-10-11 00:51:56 -04:00
spoopyghosty0 45f05dd3c6 Site demo: the Library header no longer squeezes its title on narrow screens
The search and buttons sat in an auto column that took the width and left "Libr" and one word per line for the
title. Narrow (icon rail): title, full-width search, buttons and Add games each wrap below. Tablet widths: the title
keeps its own width.
2026-10-11 00:51:54 -04:00
spoopyghosty0 5a2cd45fb8 Site: the hero scene stays sharp while it's in view on phones; no click ripples on touch
Stacked (<= 900 px) the scene sits below the hero text, so --sp measured from the page's scroll had it blurred and
enlarged by the time it reached the middle of the screen. There it now follows its own position (0 until its middle
passes 40 % of the screen height). Wide layouts keep the old mapping. The empty-space click rings and the install
badge's press ripple skip touch pointers.
2026-10-11 00:51:52 -04:00
spoopyghosty0 757671b389 Merge pull request #172 from spoopyghosty0/showcase/update
Update docs screenshots and videos
2026-10-10 23:52:39 -04:00
spoopyghosty0 b2688dd368 Catalog: BlazeRush verified in the headset with FramePort's fixes (owner, 2026-10-11) 2026-10-10 23:33:55 -04:00
spoopyghosty0 13de114f39 test_showcase: the fake setup server check looks at every PairingServer method the GUI touches (it missed open_asks) 2026-10-10 23:26:11 -04:00
39 changed files with 4196 additions and 93 deletions

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+2 -1
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@@ -40,7 +40,8 @@ jobs:
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
git checkout -b "$branch"
git add "catalog/games/$PKG.yaml"
uv run python scripts/patch_docs.py # docs/PATCHES.md lists the catalog games per patch
git add "catalog/games/$PKG.yaml" docs/PATCHES.md site/src/data/patches.json
git commit -m "catalog: $PKG (from #$ISSUE)"
git push --force origin "$branch"
if ! gh pr view "$branch" >/dev/null 2>&1; then
+2
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@@ -967,5 +967,7 @@ the unresolved eye distortion, and testing the release bundles on real Windows/m
fallback (`core/cache.py`). Don't hardcode what can be discovered (e.g. Lepton path via appmanifests).
- Keep APK edits minimal and byte-stable (parity depends on it). Every new fix: a patch module + a triage signature +
a PLAYBOOK row + a unit test.
- New or changed patch, game setting, catalog recipe or triage signature → run `python scripts/patch_docs.py`
(regenerates docs/PATCHES.md + site/src/data/patches.json, the site's id → anchor map; a test runs `--check`).
- Known-good backups of every working APK and the signing keys: `PATCHED/_known-good-2026-09-28/` (don't delete).
- Your development Frame: `frameport frame info` (remembered in `<user data>/frames.json`); SSH as `steamos@<frame>`.
+3 -3
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@@ -28,7 +28,7 @@ Frame, patches each game so it runs there, uploads it and adds it to your Steam
- **Easy setup:** one line in the Frame's terminal. No root, no password. [What it changes](docs/FRAME_SETUP.md).
- **One click per game:** patch, upload, add to Steam with artwork and test that it starts.
- **Recipes:** tested patches and settings for 90+ games; other games get suggested patches, each explained in
- **Recipes:** tested patches and settings for 120+ games; other games get suggested patches, each explained in
plain words.
- **Game settings:** sharpness, refresh rate, controllers, 360° video and mixed reality as simple switches.
- **More than Quest games:** Android apps in a window, Linux apps, PC VR games and Windows programs.
@@ -76,7 +76,7 @@ suggests patches. See the [list of tested games](docs/GAMES.md). Got a game work
FrameDrop and Valve's own tools install an app as it is. FramePort differs in four ways:
- **Free and open source** (GPL-3.0). FrameDrop is free (donationware) without published source.
- **Quest games that don't run on the Frame as they are** get converted and patched, with a tested recipe for 90+
- **Quest games that don't run on the Frame as they are** get converted and patched, with a tested recipe for 120+
games. The others install the game unchanged.
- **Windows, macOS and Linux.** FrameDrop is for Windows.
- **Wi-Fi or a USB cable**, and no **Pair new host** step.
@@ -91,7 +91,7 @@ FrameDrop and Valve's own tools install an app as it is. FramePort differs in fo
| First connection | One line in the Frame's terminal; it turns on Developer Mode itself. No password | Turn on Developer Mode, then **Pair new host** | Turn on Developer Mode and pair, or use Android's debug tool (adb) |
| Wireless or cable | Wi-Fi, the Frame's hotspot or a USB cable | Same Wi-Fi network | Wi-Fi, or adb |
| Quest games that don't run as they are | Converted and patched for the Frame | Installed as they are | Installed as they are |
| Knows which patches a game needs | Tested recipes for 90+ games, updated without an app update | Not stated | No |
| Knows which patches a game needs | Tested recipes for 120+ games, updated without an app update | Not stated | No |
| In the Steam library | Yes, with artwork and tags | As a "Devkit Game" shortcut | As "Devkit Game: &lt;title&gt;"; not with adb |
| Android apps, Linux apps, Windows programs | All three; Proton (runs Windows programs) is installed for you | All three; install Proton first | Yes; 2D Android apps need an extra file |
| PC VR games | On your PC; some also on the Frame | Not supported | Not supported |
+98 -1
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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 = 78
AGENT_VERSION = 79
HOME = os.path.expanduser("~")
STEAM = os.path.join(HOME, ".local/share/Steam")
ANCHORS = os.path.join(HOME, "Applications/quest-frame")
@@ -5936,6 +5936,96 @@ def shader_dumps(files_dir, max_bytes=SHADER_DUMP_BYTES, session_bytes=SHADER_SE
return out
# arm64 syscall numbers seen in stuck threads (/proc/<tid>/syscall gives the number)
ARM64_SYSCALLS = {22: "epoll_pwait", 29: "ioctl", 56: "openat", 63: "read", 64: "write", 73: "ppoll",
98: "futex", 101: "nanosleep", 115: "clock_nanosleep", 203: "connect", 206: "sendto",
207: "recvfrom", 212: "recvmsg", 260: "wait4"}
TCP_STATES = {"01": "ESTABLISHED", "02": "SYN_SENT", "03": "SYN_RECV", "04": "FIN_WAIT1", "05": "FIN_WAIT2",
"06": "TIME_WAIT", "07": "CLOSE", "08": "CLOSE_WAIT", "09": "LAST_ACK", "0A": "LISTEN", "0B": "CLOSING"}
def _remote_kind(hexaddr):
"""/proc/net/tcp(6) remote address → loopback / local / internet (never the address itself: it would need
redacting, and what matters is whether the game waits on the internet)."""
import ipaddress
try:
raw = bytes.fromhex(hexaddr)
if len(raw) == 4:
ip = ipaddress.IPv4Address(raw[::-1])
else: # four little-endian 32-bit words
ip = ipaddress.IPv6Address(b"".join(raw[i:i + 4][::-1] for i in range(0, 16, 4)))
ip = ip.ipv4_mapped or ip
except ValueError:
return "?"
if ip.is_unspecified:
return "none"
if ip.is_loopback:
return "loopback"
return "local" if ip.is_private or ip.is_link_local else "internet"
def game_threads(pkg, proc=None, samples=3, gap=1.0, sleep=time.sleep):
"""What a running (e.g. stuck) Android game's threads are doing (GitHub #157): for every process of `pkg` (its
main process and `pkg:<name>` ones), each thread's state, CPU time used over the sampled seconds, kernel wait
channel and current syscall, plus its TCP sockets. Readable as steamos: the container's user namespace belongs to
steamos. None when the game isn't running."""
proc = proc or PROC
pids = []
for d in os.listdir(proc):
if not d.isdigit():
continue
cmd = (_rd(os.path.join(proc, d, "cmdline")) or "").split("\0")[0]
if cmd == pkg or cmd.startswith(pkg + ":"):
pids.append((int(d), cmd))
if not pids:
return None
def cpu(pid):
out = {}
for t in os.listdir(os.path.join(proc, str(pid), "task")) if os.path.isdir(os.path.join(proc, str(pid),
"task")) else []:
st = _rd(os.path.join(proc, str(pid), "task", t, "stat")) or ""
f = st[st.rfind(")") + 2:].split()
if len(f) > 12:
out[t] = (f[0], int(f[11]) + int(f[12]))
return out
first = {pid: cpu(pid) for pid, _ in sorted(pids)}
for _ in range(max(0, samples - 1)):
sleep(gap)
span = max(0, samples - 1) * gap
lines = [f"# threads of the running game {pkg}; cpu_ms = CPU time used in {span:g} s, wchan = kernel wait, "
"syscall = what the thread is blocked in"]
for pid, cmd in sorted(pids):
last = cpu(pid)
lines.append(f"\n## process {cmd} (pid {pid}, {len(last)} threads)")
lines.append(f"{'tid':>7} st {'cpu_ms':>7} {'comm':<16} {'wchan':<24} syscall")
rows = []
for tid, (state, ticks) in last.items():
used = (ticks - first.get(pid, {}).get(tid, (state, ticks))[1]) * 1000 // CLK_TCK
tdir = os.path.join(proc, str(pid), "task", tid)
comm = (_rd(os.path.join(tdir, "comm")) or "?").strip()
wchan = (_rd(os.path.join(tdir, "wchan")) or "?").strip() or "-"
sc = (_rd(os.path.join(tdir, "syscall")) or "?").split()
call = sc[0] if sc else "?"
if call.isdigit():
call = ARM64_SYSCALLS.get(int(call), "syscall " + call)
rows.append((-used, int(tid), f"{tid:>7} {state:>2} {used:>7} {comm:<16} {wchan:<24} {call}"))
lines += [r[2] for r in sorted(rows)]
socks = []
for name in ("tcp", "tcp6"):
for ln in (_rd(os.path.join(proc, str(pid), "net", name)) or "").splitlines()[1:]:
f = ln.split()
if len(f) > 3 and ":" in f[2]:
addr, port = f[2].rsplit(":", 1)
socks.append(f"{name:<4} {TCP_STATES.get(f[3], f[3]):<12} remote={_remote_kind(addr)}"
f":{int(port, 16)}")
if socks:
lines.append("# TCP sockets (remote = loopback / local network / internet, and port)")
lines += sorted(set(socks))
return "\n".join(lines) + "\n"
def cmd_collect_diag(args):
"""Everything useful for debugging without the game or the PC app: host runtime facts and, with a package, the
game's launcher, settings, deployment, logs (launch, Lepton logcat, Proton/Revive/Unreal) and its file listing.
@@ -6016,6 +6106,13 @@ def cmd_collect_diag(args):
for p in sorted(cands, key=lambda p: next((i for i, k in enumerate(order) if k in os.path.basename(p)), 9)):
name = os.path.basename(p)
files[name if name.startswith("logcat") else "logcat-" + name] = _tail(p, max_bytes)
if dep.get("kind", "quest") == "quest":
try:
threads = game_threads(pkg, samples=int(args.get("thread_samples", 3)))
except OSError:
threads = None
if threads:
files["threads.txt"] = threads
shaders = shader_dumps(data_files_dir(base, pkg), int(args.get("shader_bytes", SHADER_DUMP_BYTES)),
int(args.get("shader_session_bytes", SHADER_SESSION_BYTES)))
if shaders:
@@ -0,0 +1,19 @@
package: com.SchellGames.DieScreaming
title: SilentSlayer
status: works
tested_version: 1.1.2+323863s
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 5cb085909f9a54488543102242f19c5b2f176a1439659a29a9cca04362601f68
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 176
source_hint: Silent Slayer - Vault of the Vampire
@@ -0,0 +1,25 @@
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
@@ -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
+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
+5 -5
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@@ -1,9 +1,9 @@
package: ru.targem.blazerush
title: BlazeRush
status: works
notes: From Klownicle's guide (GitHub issue 57), verified in a Steam Frame headset with this build; FramePort's
version of the fixes still needs a headset check. Menus and racing controls, car bodies and controllers, particle
effects, the full field of view and a sharp, correctly placed picture.
notes: From Klownicle's guide (GitHub issue 57); FramePort's version verified in a Steam Frame headset (2026-10-11).
Menus and racing controls, car bodies and controllers, particle effects, the full field of view and a sharp,
correctly placed picture.
details: 'Seven fixes from the guide. frame.blazerush (this exact build only) skips the menus'' wait for a Meta avatar,
which never comes on the Frame, so the game creates its own controllers, and gives its shader cache a new folder
(cache/br_shader_v1) so programs compiled before the shader fixes aren''t reused. The GL shim feeds integer vertex
@@ -34,8 +34,8 @@ config_sync:
r_width: h*16/9
r_height: h
verified:
date: '2026-10-10'
date: '2026-10-11'
issue: 57
updated: '2026-10-10'
updated: '2026-10-11'
min_app: 1.0.0
source_hint: BlazeRush
+9 -2
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@@ -74,7 +74,8 @@ signatures:
diagnosis: Android's debug checks stopped the game. CheckJNI is on because the converted app is debuggable, and it aborts on sloppy JNI use.
suggest: [frame.nodebug]
- id: force-quit
pattern: 'System\.exit|ForceQuit|FAndroidMisc::RequestExit'
# not Android's own WebView helper, which calls System.exit at every container boot (GitHub #179)
pattern: '(?m)^(?!.*WebViewLoader).*System\.exit|ForceQuit|FAndroidMisc::RequestExit'
severity: error
diagnosis: The game quit itself right after starting. Usually Unreal's ForceQuit after a failed Quest platform check; the alternate build leaves it out.
suggest: [patch_remove_unreal_force_quit]
@@ -340,6 +341,12 @@ signatures:
severity: fatal
diagnosis: 'Games can''t start until the Frame restarts: it ran out of kernel keys. Rootless podman leaks one session keyring per container start; the FramePort agent sets keyring=false in ~/.config/containers/containers.conf, and a reboot frees the leaked keys.'
suggest: []
- id: app-not-started
pattern: 'Target app \(.*\) did not start'
severity: error
diagnosis: Lepton didn't start the game this time, which happens now and then on the first start after an install. Start it again; if it never starts, attach diagnostics.
suggest: []
supersedes: [force-quit]
- id: container-not-started
pattern: "is not a running context|OCI runtime error"
unless: 'Boot complete!' # Lepton 3.x prints the error while its container is still starting, then boots fine
@@ -482,7 +489,7 @@ milestones: # progress markers, in order; the furthest one reached is reported
- {id: pcvr-openxr, kind: pcvr, pattern: 'wineopenxr: .*[Ss]ession|LibReviveXR|Revive.*OpenXR|xrCreateSession', label: OpenXR reached}
- {id: pcvr-session, kind: pcvr, pattern: 'xrCreateSession|XR_SESSION_STATE_(READY|SYNCHRONIZED)', label: OpenXR session created}
- {id: container, pattern: 'Boot complete!', label: Lepton container started}
- {id: process, pattern: 'Start proc \d+:', label: App process started}
- {id: process, pattern: 'Start proc \d+:(?!WebViewLoader|com\.android\.|android\.)', label: App process started}
- {id: adapter, pattern: 'FrameBridge: scale=', label: FrameBridge adapter loaded}
- {id: instance, pattern: 'xrCreateInstance result=0', label: OpenXR instance created}
- {id: session, pattern: 'xrCreateSession|session state=1|Created OpenXR session', label: OpenXR session created}
+3
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@@ -40,6 +40,9 @@ games/<pkg>/target/ from the Frame (or the PC): launch.sh, settings.con
ReviveInjector.txt / steam-<appid>.log / game-log-N.txt (PC VR), files.json (+ missing)
(game-log-N.txt: Unreal Saved/Logs + crash summaries, Unity Player.log / Player-prev.log /
output_log.txt + crash error.log from the Proton prefix, agent v67)
threads.txt (agent v79): saved while a Quest game runs (e.g. hangs), each thread's
state, CPU ms over 2 s, kernel wait and syscall, plus its TCP sockets (remote = loopback /
local / internet + port, no addresses); read once from /proc, the game isn't paused
games/<pkg>/target/shaders/ shader dumps (agent v72), when the game wrote any:
fp_vk_shaders/ adapter vk_shader_dump=1 (Vulkan shim): <size>_<sha256>.spv + index.txt
fp_spirv/ adapter zink_shader_dump=1 (OpenGL ES, shader-fix layer under Zink): <size>_<sha256>.spv
+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.
+2314
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+4 -1
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@@ -31,6 +31,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| An overlay app (fpsVR, a wrist watch) installed on the Frame never appears, or SteamVR doesn't start it | not registered with the Frame's SteamVR, or registered with a manifest SteamVR skips: on the Frame vrserver reads only `binary_path_linux_arm` (vrserver.txt: "must specify binary_path for launch_type binary. Skipping") | `pcvr.vr_overlay` (Windows) / a Linux app with a bundled `.vrmanifest` (`is_dashboard_overlay`): agent v75 `register_vr_overlay` (check `vrcmd --overlays`, `~/.config/openvr/config/appconfig.json` manifest_paths); the app's own `--install` writes binary_path_linux only. fpsVR under Proton never loads OpenVR (quits after 60 s): unsupported for now |
| An overlay app with **Start with SteamVR** on doesn't start by itself after the Frame or SteamVR starts (it works when started by hand) | SteamVR's own auto-launch flag (SetApplicationAutoLaunch) didn't persist on the Frame (no autolaunch entry in `~/.config/openvr/config/steamvr.vrsettings`) | agent v76: FramePort's service `frameport-vr-overlays.service` starts it at every new vrserver. Check `systemctl --user status frameport-vr-overlays`, `~/.local/share/frameport/vr-overlays.log` (`new SteamVR (vrserver N)` → `<pkg>: started` / `running` / `couldn't start it: …`), the deployment's `overlay.autostart`, and that `~/.local/share/frameport/vr-overlays.disabled` doesn't exist; `frameport frame info` (ensure_host_fixes) installs a missing service |
| Every game suddenly fails to start: `crun: create keyring …: Disk quota exceeded`, `is not a running context` | rootless podman leaked a kernel keyring per launch; 200-key quota exhausted | `keyring = false` in `~/.config/containers/containers.conf` (FramePort agent does it), then reboot the Frame once |
| Launch test 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 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>` |
@@ -182,7 +183,9 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
touching new memory (`perf script -F comm,tid,ip,dso`); `-t <tid> -F 499` samples one thread. Map IL2CPP
addresses with a full Cpp2IL diffable-cs dump (method `Offset` = address − the r-xp mapping of libil2cpp.so).
Sample memory per mapping name from `/proc/<pid>/smaps` (`[anon:libc_malloc]` = native heap).
- Hangs (every thread asleep): backtraces of all threads with gdb. Root inside the Lepton container may ptrace the
- Hangs (every thread asleep): first ask for a diagnostics zip saved *while the game hangs*: `target/threads.txt`
(agent v79) shows each thread's wait and syscall (futex = a lock, ppoll/recvfrom + an internet socket = network). Then
backtraces of all threads with gdb. Root inside the Lepton container may ptrace the
game (the host's `ptrace_scope` 1 doesn't apply there) and the guest has `gdbserver64`; `debuggerd -b` fails (no
tombstoned). Copy every mapped library to a local sysroot (`podman exec <container> cat /proc/<pid>/maps`, then
`tar -chf - -T <list>` through `podman exec -i`; the app's own libs from the installed `lepton-app/game.apk` at their
+393
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@@ -0,0 +1,393 @@
"""Generate docs/PATCHES.md (every patch and game setting) and site/src/data/patches.json (id -> anchor) from the
live patch registry, the bundled catalog and catalog/triage.yaml.
python scripts/patch_docs.py # rewrite both files
python scripts/patch_docs.py --check # exit 1 if either file is out of date (CI / tests)
Anchors: every entry starts with `<a id="<anchor>"></a>`, where the anchor is the patch id with "." replaced by "-"
(`frame.unity_text_input` -> `#frame-unity_text_input`, `patch_copy_libraries` stays as it is). GitHub resolves such
ids (it prefixes them with "user-content-" and follows plain `#anchor` links), and the site's docs renderer uses them
as the heading id. Nothing here runs a patch's detection: "suggested when" is read from the reasons in the source.
"""
from __future__ import annotations
import argparse
import ast
import inspect
import json
import re
import sys
import textwrap
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
sys.path.insert(0, str(ROOT / "src"))
import yaml # noqa: E402
from frameport.patches import base, settings # noqa: E402
DOC = ROOT / "docs" / "PATCHES.md"
SITE_MAP = ROOT / "site" / "src" / "data" / "patches.json"
HEADER = "<!-- generated by scripts/patch_docs.py — don't edit by hand -->"
MAX_GAMES = 8
# the game page's group names (ui/views/game.py CATEGORY_TITLES) plus what each group is
CATEGORIES = {
"overport": ("Patches from OVRPort",
"OVRPort converts a Quest game's Meta VR code to standard OpenXR; FramePort picks which of its "
"patches run. The list comes from the OVRPort CLI at runtime (new OVRPort patches appear in the app "
"on their own); this page shows FramePort's bundled list (`patches/overport.py`)."),
"frame": ("Steam Frame patches",
"FramePort's own changes to a converted Quest game, for what the Steam Frame lacks or does differently."),
"adapter": ("Game settings",
"Settings of FrameBridge, FramePort's OpenXR layer inside every converted Quest game. Most can be "
"changed on the Frame later without a rebuild (game page → Game settings)."),
"device": ("Files and settings on the Frame",
"Files, environment and window options written on the Frame when a Quest game or Android app is "
"installed. They don't change the APK."),
"pcvr": ("PC VR (Proton and Revive)",
"Options for PC VR games, which run through Proton on the Frame (or Revive on this PC)."),
}
def anchor(pid: str) -> str:
return pid.replace(".", "-")
def one_line(text: str) -> str:
return " ".join(str(text).split())
def first_sentence(text: str) -> str:
text = one_line(text)
m = re.search(r"(?<=[.!?])\s+(?=[A-Z(])", text)
return text[:m.start()] if m else text
def md_escape(text: str) -> str:
"""Text for a markdown table cell or a plain line (no accidental HTML or cell breaks)."""
return one_line(text).replace("|", "\\|").replace("<", "&lt;").replace(">", "&gt;")
# ------------------------------------------------------------------ "suggested when", read from detect()'s source
def _string(node: ast.AST) -> str | None:
if isinstance(node, ast.Constant) and isinstance(node.value, str):
return node.value
if isinstance(node, ast.JoinedStr):
parts = []
for v in node.values:
parts.append(v.value if isinstance(v, ast.Constant) else "…")
return "".join(parts)
if isinstance(node, ast.BinOp) and isinstance(node.op, ast.Add):
a, b = _string(node.left), _string(node.right)
return a + b if a is not None and b is not None else None
return None
def _scope(test: ast.AST, patch: base.Patch) -> bool | None:
"""Whether an `if` test that names this kind of patch (self.key == "x", self.id == "x", self.default_on) holds for
`patch`; None when the test is about the game, not the patch."""
tests = test.values if isinstance(test, ast.BoolOp) and isinstance(test.op, ast.And) else [test]
for t in tests:
if isinstance(t, ast.Attribute) and isinstance(t.value, ast.Name) and t.value.id == "self" \
and t.attr == "default_on":
return bool(patch.default_on)
if isinstance(t, ast.Compare) and len(t.ops) == 1 and isinstance(t.left, ast.Attribute) \
and isinstance(t.left.value, ast.Name) and t.left.value.id == "self" and t.left.attr in ("key", "id"):
own = getattr(patch, t.left.attr, None)
right = t.comparators[0]
try:
value = ast.literal_eval(right)
except ValueError:
continue
if isinstance(t.ops[0], ast.Eq):
return own == value
if isinstance(t.ops[0], ast.In):
return own in value
return None
def suggestions(patch: base.Patch) -> list[tuple[bool, str, dict]]:
fn = type(patch).detect
if fn is base.Patch.detect:
return [(True, "On for every game.", {})] if patch.default_on else []
try:
tree = ast.parse(textwrap.dedent(inspect.getsource(fn)))
except (OSError, TypeError, SyntaxError):
return []
found: list[tuple[bool, str, dict]] = []
def visit(node: ast.AST) -> None:
if isinstance(node, ast.If):
ok = _scope(node.test, patch)
if ok is not False:
for n in node.body:
visit(n)
for n in node.orelse:
visit(n)
return
if isinstance(node, ast.Call) and getattr(node.func, "id", None) == "Suggestion" and len(node.args) >= 2:
reason = _string(node.args[1])
if reason:
rec = node.args[0]
recommended = rec.value if isinstance(rec, ast.Constant) else True
params = {}
if len(node.args) > 2:
try:
params = ast.literal_eval(node.args[2])
except ValueError:
params = {}
found.append((bool(recommended), reason, params if isinstance(params, dict) else {}))
for child in ast.iter_child_nodes(node):
visit(child)
visit(tree)
seen, out = set(), []
for s in found:
if s[1] not in seen:
seen.add(s[1])
out.append(s)
return out
# ------------------------------------------------------------------ catalog and triage
CATALOG_FIELDS = {"overport_extra": None, "alt_overport": None, "frame": None, "device": None, "pcvr": None}
CATALOG_MAPS = {"device_files": "device.files", "config_sync": "device.config_sync", "lepton_env": "device.lepton_env",
"foveation": "device.foveation", "proton_env": "pcvr.proton_env", "proton_tool": "pcvr.proton_tool"}
def catalog_uses() -> dict[str, list[str]]:
"""patch id -> titles of bundled catalog games whose recipe names it."""
uses: dict[str, set[str]] = {}
for f in sorted((ROOT / "catalog" / "games").glob("*.yaml")):
d = yaml.safe_load(f.read_text(encoding="utf-8")) or {}
title = one_line(d.get("title") or d.get("package") or f.stem)
if d.get("kind") == "rift":
title += " (PC VR)"
ids: set[str] = set()
for field in CATALOG_FIELDS:
ids.update(str(x) for x in d.get(field) or [])
for key in d.get("adapter") or {}:
ids.add(f"adapter.{key}")
for field, pid in CATALOG_MAPS.items():
if d.get(field):
ids.add(pid)
for pid in ids:
uses.setdefault(pid, set()).add(title)
return {k: sorted(v, key=str.casefold) for k, v in uses.items()}
def triage_uses() -> dict[str, list[tuple[str, str, str]]]:
"""patch id -> (signature id, severity, diagnosis) of the triage signatures that suggest it."""
data = yaml.safe_load((ROOT / "catalog" / "triage.yaml").read_text(encoding="utf-8")) or {}
out: dict[str, list[tuple[str, str, str]]] = {}
for sig in data.get("signatures") or []:
for item in sig.get("suggest") or []:
pid = str(item).split("=", 1)[0].strip()
diagnosis = first_sentence(sig.get("diagnosis", ""))
out.setdefault(pid, []).append((sig["id"], sig.get("severity", ""), diagnosis))
return {k: sorted(set(v)) for k, v in out.items()}
# ------------------------------------------------------------------ one entry
def changes(p: base.Patch) -> str:
if p.stage == "overport":
return "Changes the APK (during the OVRPort conversion)."
if p.stage == "apk":
return "Changes the APK (a rebuild and reinstall apply it)."
if p.category == "adapter":
text = (p.description + " " + settings.UI.get(getattr(p, "key", ""), {}).get("help", "")).lower()
if "rebuild" in text:
return "Game setting, stored in the build: needs a rebuild."
return "Game setting: stored in the build and on the Frame (settings.conf); can be changed without a rebuild."
if p.category == "pcvr":
return "Applied when the PC VR game is installed or started; no rebuild."
return "Install only: written on the Frame when the game is installed; the APK isn't changed."
def _value(v) -> str:
if v == "" or v is None:
return "empty"
if isinstance(v, dict):
return "none" if not v else json.dumps(v, sort_keys=True)
return f"`{v}`"
def options(p: base.Patch) -> list[str]:
lines = []
if p.category == "adapter":
key = p.key
spec = next(s for s in settings.SETTINGS if s[0] == key)
kind, default = spec[1], spec[2]
line = f"Value: {kind}, default {_value(default)}"
if key in settings.BASE_SETTINGS:
line += " (always written)"
lines.append(line + ".")
ui = settings.UI.get(key)
if ui and kind in ("int", "float") and key not in settings.HIDDEN:
group = dict(settings.GROUPS).get(ui["group"], ui["group"])
control = ui["control"]
where = f"Game settings → {group} → \"{ui['label']}\""
if ui.get("level") == "advanced":
where += " (advanced)"
if control[0] == "slider":
where += f": slider {control[1]:g}–{control[2]:g} in steps of {control[3]:g}"
elif control[0] == "choice":
where += ": " + ", ".join(f"{label} (`{v:g}`)" if isinstance(v, float) else f"{label} (`{v}`)"
for v, label in control[1])
if ui.get("depends"):
where += f"; shown while `adapter.{ui['depends']}` is on"
lines.append(where + ".")
else:
lines.append("Not in the Game settings dialog (set by a recipe or the CLI).")
return lines
for prm in p.params:
text = f"`{prm.key}`: {prm.kind}, default {_value(prm.default)}"
if prm.minimum is not None or prm.maximum is not None:
low = prm.minimum if prm.minimum is not None else "…"
high = prm.maximum if prm.maximum is not None else "…"
text += f", {low}–{high}"
if prm.help:
text += f" — {md_escape(prm.help)}"
lines.append(text)
return lines
def source_link(p: base.Patch) -> str:
try:
path = Path(inspect.getsourcefile(type(p))).resolve().relative_to(ROOT)
except (TypeError, ValueError):
return ""
return f"[{path.relative_to('src/frameport').as_posix()}](../{path.as_posix()})"
def entry(p: base.Patch, games: list[str], sigs: list[tuple[str, str, str]]) -> str:
out = [f"### <a id=\"{anchor(p.id)}\"></a>{md_escape(p.title)}", ""]
if p.summary:
out += [md_escape(p.summary), ""]
facts = [f"`{p.id}`"]
if p.default_on:
facts.append("on by default")
if p.experimental:
facts.append("experimental")
if not p.needs_vr:
facts.append("also for 2D apps")
rev = p.revision
if rev > 1:
facts.append(f"revision {rev}")
out.append("- " + " · ".join(facts))
out.append(f"- **Changes:** {changes(p)}")
sug = suggestions(p)
for recommended, reason, params in sug:
label = "Suggested (on)" if recommended else "Offered (off)"
if params and p.category == "adapter" and "value" in params:
label += f", value `{params['value']}`"
out.append(f"- **{label}:** {md_escape(reason)}")
if not sug:
out.append("- **Suggested:** not automatically; set on the game page (Customize), by a recipe or after a "
"launch test.")
if getattr(p, "strict", False):
out.append("- **Only for its game's build:** outside it the whole OVRPort run fails, so recipes only use it "
"where it applies.")
if p.conflicts:
out.append("- **Conflicts with:** " + ", ".join(f"[`{c}`](#{anchor(c)})" for c in sorted(p.conflicts)))
if p.requires:
out.append("- **Requires:** " + ", ".join(f"[`{c}`](#{anchor(c)})" for c in sorted(p.requires)))
opts = options(p)
if len(opts) == 1:
out.append(f"- **Options:** {opts[0]}")
elif opts:
out.append("- **Options:**")
out += [f" - {o}" for o in opts]
if games:
shown = ", ".join(md_escape(g) for g in games[:MAX_GAMES])
more = f" and {len(games) - MAX_GAMES} more" if len(games) > MAX_GAMES else ""
out.append(f"- **Catalog games ({len(games)}):** {shown}{more}.")
if sigs:
out.append("- **Suggested by launch-test signatures:**")
out += [f" - `{sid}` ({sev}): {md_escape(diag)}" for sid, sev, diag in sigs]
src = source_link(p)
if src:
out.append(f"- **Source:** {src}")
desc = md_escape(p.description)
if desc and desc != md_escape(p.summary):
out += ["", f"> {desc}"]
return "\n".join(out) + "\n"
# ------------------------------------------------------------------ the page
def build() -> tuple[str, str]:
patches = base.all_patches()
ids = [p.id for p in patches]
anchors = [anchor(i) for i in ids]
if len(set(anchors)) != len(anchors):
raise SystemExit("two patches share an anchor")
uses, sigs = catalog_uses(), triage_uses()
cats = sorted({p.category for p in patches}, key=lambda c: (base.CATEGORIES.index(c), c))
by_cat = {c: sorted((p for p in patches if p.category == c), key=lambda p: p.id) for c in cats}
counts = {c: len(by_cat[c]) for c in cats}
title = lambda c: CATEGORIES.get(c, (c.capitalize(), "")) # noqa: E731
lines = [HEADER, "", "# Patches", "",
f"Every patch and game setting FramePort knows: {len(patches)} entries in {len(cats)} 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.", "",
"Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_text_input` for "
"`frame.unity_text_input`.", "",
"## Groups", ""]
for c in cats:
lines.append(f"- [{title(c)[0]}](#{anchor('group-' + c)}) ({counts[c]})")
lines += ["", "## Index", "", "| Patch | Id | Group | Catalog games |", "| --- | --- | --- | --- |"]
for c in cats:
for p in by_cat[c]:
n = len(uses.get(p.id, []))
games = ("default" + (f" · {n}" if n else "")) if p.default_on else (str(n) if n else "")
lines.append(f"| [{md_escape(p.title)}](#{anchor(p.id)}) | `{p.id}` | {title(c)[0]} | {games} |")
lines.append("")
for c in cats:
name, intro = title(c)
lines += [f"## <a id=\"{anchor('group-' + c)}\"></a>{name}", ""]
if intro:
lines += [intro, ""]
for p in by_cat[c]:
lines.append(entry(p, uses.get(p.id, []), sigs.get(p.id, [])))
unknown = sorted(set(sigs) - set(ids))
if unknown:
raise SystemExit(f"catalog/triage.yaml suggests unknown patches: {', '.join(unknown)}")
doc = "\n".join(lines).rstrip() + "\n"
site = {p.id: {"anchor": anchor(p.id), "title": one_line(p.title), "group": title(p.category)[0]}
for p in patches}
site_json = json.dumps(dict(sorted(site.items())), indent=1, ensure_ascii=False) + "\n"
return doc, site_json
def main() -> int:
ap = argparse.ArgumentParser(description=__doc__.split("\n")[0])
ap.add_argument("--check", action="store_true", help="only check that the files are up to date")
args = ap.parse_args()
doc, site_json = build()
targets = [(DOC, doc), (SITE_MAP, site_json)]
if args.check:
stale = [p for p, text in targets if not p.exists() or p.read_text(encoding="utf-8") != text]
for p in stale:
print(f"{p.relative_to(ROOT)} is out of date: run python scripts/patch_docs.py", file=sys.stderr)
return 1 if stale else 0
for p, text in targets:
p.write_text(text, encoding="utf-8", newline="\n")
print(f"wrote {p.relative_to(ROOT)}")
return 0
if __name__ == "__main__":
sys.exit(main())
+13
View File
@@ -556,6 +556,12 @@ const ICON: Record<string, string> = {
@keyframes blink { 50% { opacity: 0; } }
@keyframes halo { 50% { box-shadow: 0 0 0 2px var(--accent), 0 0 0 11px rgba(255, 138, 31, .12); } }
/* medium (tablets): the title keeps its own width; the buttons' "auto" column squeezed it to "Libr" and one word
per line. The buttons wrap in what's left */
@container (min-width: 701px) and (max-width: 960px) {
.view :global(.lib-h) { grid-template-columns: max-content minmax(0, 1fr); }
}
/* narrow: the sidebar becomes an icon rail */
@container (max-width: 700px) {
.body { grid-template-columns: 56px minmax(0, 1fr); }
@@ -567,5 +573,12 @@ const ICON: Record<string, string> = {
.view :global(.mon-game) { grid-template-columns: 56px minmax(0, 1fr); }
.view :global(.mon-game .big-spark) { grid-column: 1 / -1; }
.view :global(.grid) { grid-template-columns: repeat(auto-fill, minmax(112px, 1fr)); }
/* Library header: title and count on their own line, the search full width, the buttons wrapping below */
.view :global(.lib-h) { grid-template-columns: minmax(0, 1fr); }
.view :global(.lib-h .vh-act) { justify-content: flex-start; }
.view :global(.lib-h .search-w) { flex: 1 1 100%; }
.view :global(.lib-h .search-w .search) { flex: 1; min-width: 0; width: auto; }
.view :global(.add-w) { grid-column: 1; justify-self: start; }
.view :global(.add-w .menu) { right: auto; left: 0; }
}
</style>
+3
View File
@@ -166,6 +166,9 @@ const ICON = {
.heads { grid-template-columns: minmax(0, 1fr); }
.hcard.foss { grid-template-columns: minmax(0, 1fr); }
.hcard.foss .hicon { grid-row: auto; }
/* one column: the title's "2 / -1" from the wide layout would add a second, implicit column and squeeze
FramePort's text into the first */
.hcard.foss h3 { grid-column: auto; }
.hcard.foss .other { border-left: 0; padding-left: 0; border-top: 1px dashed var(--border-strong); padding-top: 8px; }
th, td { padding: 10px 12px; }
.rowh { width: 38%; }
+7 -2
View File
@@ -3,6 +3,7 @@
// date in the browser from GitHub's main branch (scripts/catalog-live.ts), the way the app follows the catalog.
import { loadSnapshot } from '../data/catalog';
import { STATUS, counts, engines, latestCheck, rowsHtml, sortGames, type Game, type Status } from '../scripts/catalog';
import { patchHref } from '../scripts/patchlinks';
import { SHARE_CONFIG, REPORT_PROBLEM, blob } from '../data/site';
const snapshot = loadSnapshot();
@@ -58,7 +59,7 @@ const latest = latestCheck(games);
<span role="columnheader">Status</span>
<span role="columnheader" class="c-date">Checked</span>
</div>
<ul class="rows" role="rowgroup" data-rows set:html={rowsHtml(games)} />
<ul class="rows" role="rowgroup" data-rows set:html={rowsHtml(games, patchHref)} />
<p class="empty" data-empty hidden>No tested game matches. It may still work: FramePort suggests patches.</p>
</div>
<div class="board-foot">
@@ -79,6 +80,7 @@ const latest = latestCheck(games);
<script>
import { counts, engines, latestCheck, rowsHtml, sortGames, type Snapshot } from '../scripts/catalog';
import { patchHref } from '../scripts/patchlinks';
import { refreshCatalog } from '../scripts/catalog-live';
const board = document.querySelector<HTMLElement>('[data-board]');
@@ -151,7 +153,7 @@ const latest = latestCheck(games);
src.classList.add('live');
if (!live.changed) return;
const games = sortGames(live.games);
list.innerHTML = rowsHtml(games);
list.innerHTML = rowsHtml(games, patchHref);
const n = counts(games);
for (const s of ['works', 'issues', 'unsupported'] as const) set(`[data-n="${s}"]`, String(n[s]));
set('[data-total]', String(games.length));
@@ -221,6 +223,9 @@ const latest = latestCheck(games);
.rows :global(.pt) { display: flex; flex-wrap: wrap; gap: 6px; align-items: center; }
.rows :global(.pt span) { font: 600 10.5px/1 var(--font-mono); letter-spacing: .12em; text-transform: uppercase; color: var(--text-2); margin-right: 4px; }
.rows :global(.pt code) { font-size: 12px; padding: 3px 8px; border-radius: 6px; background: rgba(58, 168, 255, .1); color: var(--secondary); }
.rows :global(.pt a) { text-decoration: none; border-radius: 6px; }
.rows :global(.pt a code) { transition: background 160ms; }
.rows :global(.pt a:hover code), .rows :global(.pt a:focus-visible code) { background: rgba(58, 168, 255, .22); text-decoration: underline; }
.rows :global(.fx) { font: 400 12px/1.4 var(--font-mono); color: var(--text-3); }
@keyframes open { from { opacity: 0; transform: translateY(-4px); } to { opacity: 1; transform: none; } }
.rows :global(.row[hidden]) { display: none; }
+10 -3
View File
@@ -3,8 +3,10 @@ import Wordmark from './Wordmark.astro';
import Contributors from './Contributors.astro';
import { REPO, REPORT_PROBLEM, url } from '../data/site';
interface Props { credits?: boolean }
const { credits = true } = Astro.props;
// "all" = the "Built on" section with the projects and the contributors (the homepage), "contributors" = only the
// contributors (What's new), none by default (docs, download, privacy, 404 and the other utility pages)
interface Props { credits?: 'all' | 'contributors' | false }
const { credits = false } = Astro.props;
// each project named links to its own page (Lepton has none of its own: it links to Waydroid, which it is built on)
type Part = [name: string, href?: string];
const builtOn: { parts: Part[]; what: string }[] = [
@@ -23,7 +25,12 @@ const builtOn: { parts: Part[]; what: string }[] = [
/** "a", "a and b", "a, b and c" */
const joiner = (i: number, n: number) => (i === 0 ? '' : i === n - 1 ? ' and ' : ', ');
---
{credits && (
{credits === 'contributors' && (
<section class="section credits" id="contributors">
<div class="wrap"><Contributors /></div>
</section>
)}
{credits === 'all' && (
<section class="section credits" id="credits">
<div class="wrap">
<div class="head reveal">
+2 -1
View File
@@ -26,7 +26,8 @@ const logo = readFileSync(join(process.cwd(), '..', 'src/frameport/ui/icons/logo
b.style.setProperty('--mx', `${((e.clientX - r.left) / r.width) * 100}%`);
b.style.setProperty('--my', `${((e.clientY - r.top) / r.height) * 100}%`);
});
b.addEventListener('pointerdown', () => { b.classList.remove('pressed'); void b.offsetWidth; b.classList.add('pressed'); });
// the press ripple is for the mouse: on a touch screen it fired on every scroll that started on the badge
b.addEventListener('pointerdown', (e) => { if (e.pointerType === 'touch') return; b.classList.remove('pressed'); void b.offsetWidth; b.classList.add('pressed'); });
});
</script>
+21 -3
View File
@@ -4,6 +4,7 @@
import Glyph from './Glyph.astro';
import PcvrHow from './PcvrHow.astro';
import { patchLabel, stageDetails, type LogGame } from '../scripts/logdetails';
import { PATCH_DOC, patchHref, patchInfo } from '../scripts/patchlinks';
interface Props { example: LogGame; others: LogGame[] }
const { example, others } = Astro.props;
@@ -79,7 +80,10 @@ const frame: Stage[] = [
<p class="foot muted reveal">
<span class="recipe-box" aria-live="polite">
<span class="rb-k">Recipe</span>
<span class="rb-p" data-lg-patches>{example.patches.length ? example.patches.map((x) => <code>{patchLabel(x)}</code>) : <code>Default patches</code>}</span>
<span class="rb-p" data-lg-patches>{example.patches.length
? example.patches.map((x) => { const href = patchHref(x); return href
? <a class="chip" href={href} title={patchInfo(x)!.title}><code>{patchLabel(x)}</code></a> : <code>{patchLabel(x)}</code>; })
: <a class="chip" href={PATCH_DOC} title="Every patch FramePort knows"><code>Default patches</code></a>}</span>
<span class="rb-n" data-lg-note>{example.note}</span>
</span>
<span class="foot-t"><span data-lg="foot">{example.title}</span>'s recipe from the catalog. Untested games get suggested patches.</span>
@@ -93,6 +97,7 @@ const frame: Stage[] = [
<script>
import { patchLabel, stageDetails, type LogGame } from '../scripts/logdetails';
import { PATCH_DOC, patchHref, patchInfo } from '../scripts/patchlinks';
// another tested game, its real engine, VR API and recipe; the log plays again
const log = document.querySelector<HTMLElement>('[data-log]');
const games = JSON.parse(document.querySelector('[data-log-games]')?.textContent || '[]') as
@@ -112,7 +117,15 @@ const frame: Stage[] = [
chips.replaceChildren(...(g.patches.length ? g.patches : ['Default patches']).map((x) => {
const c = document.createElement('code');
c.textContent = g.patches.length ? patchLabel(x) : x;
return c;
// each chip links to its entry in the patch reference (the default chip to the whole reference)
const href = g.patches.length ? patchHref(x) : PATCH_DOC;
if (!href) return c;
const a = document.createElement('a');
a.className = 'chip';
a.href = href;
a.title = g.patches.length ? patchInfo(x)!.title : 'Every patch FramePort knows';
a.append(c);
return a;
}));
}
const note = document.querySelector('[data-lg-note]');
@@ -178,7 +191,12 @@ const frame: Stage[] = [
padding: 14px 16px; border-radius: var(--radius-sm); background: var(--surface); border: 1px solid var(--border); }
.rb-k { font: 600 11px/1 var(--font-mono); letter-spacing: .12em; text-transform: uppercase; color: var(--accent); }
.rb-p { display: flex; flex-wrap: wrap; gap: 6px; }
.rb-p code { font-size: 12px; padding: 3px 8px; border-radius: 6px; background: rgba(58, 168, 255, .1); color: var(--secondary);
/* :global: "Try another game" builds the chips in the browser, without Astro's scoping attribute */
/* chips are links without the running-text underline (global.css .foot a): the chip's fill brightens instead */
.foot .rb-p :global(a.chip), .foot .rb-p :global(a.chip:hover) { text-decoration: none; background: none; padding: 0; border-radius: 6px; }
.rb-p :global(a code) { transition: background 160ms; }
.rb-p :global(a:hover code), .rb-p :global(a:focus-visible code) { background: rgba(58, 168, 255, .22); text-decoration: underline; }
.rb-p :global(code) { font-size: 12px; padding: 3px 8px; border-radius: 6px; background: rgba(58, 168, 255, .1); color: var(--secondary);
animation: chip .35s var(--ease-out) both; }
.rb-n { grid-column: 2; color: var(--text-2); font-size: 14px; }
.rb-n:empty { display: none; }
+2 -2
View File
@@ -17,7 +17,7 @@ export const HEADLINES: Headline[] = [
frameport: 'GPL-3.0. Read it, build it, change it, share it.',
others: ['Free (donationware). Source not published.', 'Free, from Valve.'] },
{ icon: 'game', title: "Quest games that don't run as they are",
frameport: 'Patches them for the Frame, with a tested recipe for 90+ games.',
frameport: 'Patches them for the Frame, with a tested recipe for 120+ games.',
others: ['Installs the APK as it is.', 'Installs the APK as it is.'] },
{ icon: 'pc', title: 'Your PC',
frameport: 'Windows, macOS and Linux.',
@@ -45,7 +45,7 @@ export const ROWS: Row[] = [
y('Converted and patched for the Frame'),
n('Installs the APK as it is'),
n('Installs the APK as it is')] },
{ label: 'Does it know which patches a game needs?', cells: [y('A tested recipe for 90+ games, updated without an app update'), u(), n('No')] },
{ label: 'Does it know which patches a game needs?', cells: [y('A tested recipe for 120+ games, updated without an app update'), u(), n('No')] },
{ label: 'Will the game be in my Steam library?', cells: [
y('Yes, with artwork and tags'), p('As a "Devkit Game" shortcut'), p('As "Devkit Game: <title>"; not with adb')] },
{ label: 'Android apps, Linux apps, Windows programs?', cells: [
+67 -40
View File
@@ -1,14 +1,23 @@
{
"updated": "2026-10-10",
"updated": "2026-10-11",
"people": [
{
"login": "spoopyghosty0",
"avatar": "https://avatars.githubusercontent.com/u/336754034?v=4",
"url": "https://github.com/spoopyghosty0",
"commits": 462,
"commits": 523,
"issues": 4,
"prs": 2,
"total": 484
"prs": 3,
"total": 550
},
{
"login": "StevenPartridge",
"avatar": "https://avatars.githubusercontent.com/u/22158507?v=4",
"url": "https://github.com/StevenPartridge",
"commits": 0,
"issues": 15,
"prs": 0,
"total": 45
},
{
"login": "tkp206093",
@@ -19,15 +28,6 @@
"prs": 0,
"total": 45
},
{
"login": "StevenPartridge",
"avatar": "https://avatars.githubusercontent.com/u/22158507?v=4",
"url": "https://github.com/StevenPartridge",
"commits": 0,
"issues": 14,
"prs": 0,
"total": 42
},
{
"login": "Klownicle",
"avatar": "https://avatars.githubusercontent.com/u/6896081?v=4",
@@ -100,6 +100,24 @@
"prs": 0,
"total": 15
},
{
"login": "eepykith",
"avatar": "https://avatars.githubusercontent.com/u/338898488?v=4",
"url": "https://github.com/eepykith",
"commits": 0,
"issues": 4,
"prs": 0,
"total": 12
},
{
"login": "nickwilde77555",
"avatar": "https://avatars.githubusercontent.com/u/180547421?v=4",
"url": "https://github.com/nickwilde77555",
"commits": 0,
"issues": 4,
"prs": 0,
"total": 12
},
{
"login": "Rizsraketa",
"avatar": "https://avatars.githubusercontent.com/u/64963535?v=4",
@@ -127,6 +145,15 @@
"prs": 0,
"total": 12
},
{
"login": "trankillity",
"avatar": "https://avatars.githubusercontent.com/u/53357041?v=4",
"url": "https://github.com/trankillity",
"commits": 0,
"issues": 4,
"prs": 0,
"total": 12
},
{
"login": "xhuytox",
"avatar": "https://avatars.githubusercontent.com/u/20061642?v=4",
@@ -163,15 +190,6 @@
"prs": 0,
"total": 9
},
{
"login": "eepykith",
"avatar": "https://avatars.githubusercontent.com/u/338898488?v=4",
"url": "https://github.com/eepykith",
"commits": 0,
"issues": 3,
"prs": 0,
"total": 9
},
{
"login": "m4ddh7jm7c-bit",
"avatar": "https://avatars.githubusercontent.com/u/338352097?v=4",
@@ -227,18 +245,18 @@
"total": 6
},
{
"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",
"commits": 0,
"issues": 2,
"prs": 0,
"total": 6
},
{
"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,
"issues": 2,
"prs": 0,
@@ -262,6 +280,15 @@
"prs": 1,
"total": 6
},
{
"login": "AlexanderCowell",
"avatar": "https://avatars.githubusercontent.com/u/225416878?v=4",
"url": "https://github.com/AlexanderCowell",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "bcain2005-gif",
"avatar": "https://avatars.githubusercontent.com/u/258048498?v=4",
@@ -334,6 +361,15 @@
"prs": 0,
"total": 3
},
{
"login": "gnargle",
"avatar": "https://avatars.githubusercontent.com/u/9372593?v=4",
"url": "https://github.com/gnargle",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "InsideCat02",
"avatar": "https://avatars.githubusercontent.com/u/111202797?v=4",
@@ -389,9 +425,9 @@
"total": 3
},
{
"login": "Sidilium",
"avatar": "https://avatars.githubusercontent.com/u/44266441?v=4",
"url": "https://github.com/Sidilium",
"login": "s1lenceSRG",
"avatar": "https://avatars.githubusercontent.com/u/340965322?v=4",
"url": "https://github.com/s1lenceSRG",
"commits": 0,
"issues": 1,
"prs": 0,
@@ -415,15 +451,6 @@
"prs": 0,
"total": 3
},
{
"login": "trankillity",
"avatar": "https://avatars.githubusercontent.com/u/53357041?v=4",
"url": "https://github.com/trankillity",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "TylerJaacks",
"avatar": "https://avatars.githubusercontent.com/u/1505374?v=4",
+27 -6
View File
@@ -5,15 +5,20 @@ import { join } from 'node:path';
import { Marked, type Tokens } from 'marked';
import { REPO, url } from './site';
import { fileTree } from '../scripts/filetree';
import { patchHref } from '../scripts/patchlinks';
export interface DocInfo { file: string; slug: string; name: string; group: string; blurb: string; summary: string }
export interface DocInfo {
file: string; slug: string; name: string; group: string; blurb: string; summary: string;
/** deepest heading level in the page's table of contents (default 3) */
tocDepth?: number;
}
export const DOCS: DocInfo[] = [
{ file: 'INSTALL.md', slug: 'install', name: 'Install and first steps', group: 'Get started', blurb: 'Download, connect the Frame, install games.',
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.',
@@ -22,6 +27,9 @@ export const DOCS: DocInfo[] = [
summary: 'Add an Install with FramePort button to your download page or README, so one click installs your game on a Steam Frame.' },
{ file: 'DIAGNOSTICS.md', slug: 'diagnostics', name: 'Diagnostics and problem reports', group: 'For developers', blurb: 'What a problem report contains.',
summary: "What FramePort's problem reports and shared recipes contain, how personal data is removed, and how recipes reach the catalog." },
{ file: 'PATCHES.md', slug: 'patches', name: 'Patch reference', group: 'For developers', blurb: 'Every patch and game setting.',
summary: 'Every FramePort patch and game setting: what it does, whether it changes the APK, when it is suggested, its options and the games that use it.',
tocDepth: 2 },
{ file: 'ARCHITECTURE.md', slug: 'architecture', name: 'Architecture', group: 'For developers', blurb: 'How FramePort is built and what it adds.',
summary: 'How FramePort is built: the projects it wraps, the pipeline from scan to launch test, and what it adds for the Steam Frame.' },
{ file: 'PLAYBOOK.md', slug: 'playbook', name: 'Porting playbook', group: 'For developers', blurb: 'Symptoms and fixes from real games.',
@@ -72,6 +80,8 @@ export function loadDoc(info: DocInfo): Doc {
if (h1) md = md.replace(h1[0], '');
const slug = slugger();
const toc: Doc['toc'] = [];
const tocDepth = info.tocDepth ?? 3;
const linked = new WeakSet<object>(); // code spans inside a link: never a second link
const marked = new Marked({
gfm: true,
walkTokens(token) {
@@ -84,6 +94,7 @@ export function loadDoc(info: DocInfo): Doc {
link.tokens = [{ type: 'text', raw: named.name, text: named.name }];
}
link.href = rewrite(link.href);
for (const t of link.tokens ?? []) if (t.type === 'codespan') linked.add(t);
}
if (token.type === 'html') {
(token as Tokens.HTML).text = (token as Tokens.HTML).text.replace(/(src|href)="([^"]+)"/g, (_, attr, v) => `${attr}="${rewrite(v)}"`);
@@ -101,10 +112,20 @@ export function loadDoc(info: DocInfo): Doc {
return `<figure class="diagram"><div class="diagram-scroll"><img src="${href}" alt="${alt}" loading="lazy" /></div>`
+ '<figcaption>Scroll sideways or tap to enlarge.</figcaption></figure>';
},
// a heading that starts with its own anchor (<a id="…"></a>, as in PATCHES.md) keeps that id, so GitHub and the
// site share one link target
heading({ tokens, depth, text }) {
const id = slug(text);
if (depth <= 3) toc.push({ id, text: text.replace(/[`*_]/g, ''), depth });
return `<h${depth} id="${id}"><a class="anchor" href="#${id}" aria-label="Link to this section">#</a>${this.parser.parseInline(tokens)}</h${depth}>\n`;
const own = text.match(/^<a id="([^"]+)"><\/a>\s*/);
const label = own ? text.slice(own[0].length) : text;
const id = own ? own[1] : slug(text);
if (depth <= tocDepth) toc.push({ id, text: label.replace(/[`*_]/g, ''), depth });
const inner = this.parser.parseInline(tokens).replace(/^<a id="[^"]+"><\/a>\s*/, '');
return `<h${depth} id="${id}"><a class="anchor" href="#${id}" aria-label="Link to this section">#</a>${inner}</h${depth}>\n`;
},
// a patch id in a code span (`frame.unity_text_input`) links to its entry in the patch reference
codespan(token) {
const href = linked.has(token) || !/^[\w.]+$/.test(token.text) ? null : patchHref(token.text);
return href ? `<a class="patch-ref" href="${href}"><code>${token.text}</code></a>` : false;
},
table(token) {
const head = token.header.map((c) => `<th>${this.parser.parseInline(c.tokens)}</th>`).join('');
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@@ -0,0 +1,777 @@
{
"adapter.aim_forward": {
"anchor": "adapter-aim_forward",
"title": "Pointer start",
"group": "Game settings"
},
"adapter.aim_pitch": {
"anchor": "adapter-aim_pitch",
"title": "Pointer angle",
"group": "Game settings"
},
"adapter.aim_yaw": {
"anchor": "adapter-aim_yaw",
"title": "Pointer turn",
"group": "Game settings"
},
"adapter.controller_fix": {
"anchor": "adapter-controller_fix",
"title": "Use controllers",
"group": "Game settings"
},
"adapter.controller_models": {
"anchor": "adapter-controller_models",
"title": "Show Steam Frame controllers",
"group": "Game settings"
},
"adapter.cube_standin": {
"anchor": "adapter-cube_standin",
"title": "Stand in for cube layers",
"group": "Game settings"
},
"adapter.cylinder_strips": {
"anchor": "adapter-cylinder_strips",
"title": "Show curved menus and screens",
"group": "Game settings"
},
"adapter.equirect_emul": {
"anchor": "adapter-equirect_emul",
"title": "Show 360° backgrounds and videos",
"group": "Game settings"
},
"adapter.equirect_face": {
"anchor": "adapter-equirect_face",
"title": "360° detail",
"group": "Game settings"
},
"adapter.equirect_flip": {
"anchor": "adapter-equirect_flip",
"title": "360° picture orientation",
"group": "Game settings"
},
"adapter.equirect_fps": {
"anchor": "adapter-equirect_fps",
"title": "360° video frame rate limit",
"group": "Game settings"
},
"adapter.equirect_res": {
"anchor": "adapter-equirect_res",
"title": "360° sharpness",
"group": "Game settings"
},
"adapter.equirect_stereo": {
"anchor": "adapter-equirect_stereo",
"title": "360° 3D",
"group": "Game settings"
},
"adapter.eye_debug": {
"anchor": "adapter-eye_debug",
"title": "Per-eye diagnostics (log)",
"group": "Game settings"
},
"adapter.flip_emul": {
"anchor": "adapter-flip_emul",
"title": "Fix upside-down menus",
"group": "Game settings"
},
"adapter.flip_quads": {
"anchor": "adapter-flip_quads",
"title": "Rotate panels 180°",
"group": "Game settings"
},
"adapter.focus_hold": {
"anchor": "adapter-focus_hold",
"title": "Don't pause on short interruptions",
"group": "Game settings"
},
"adapter.focus_hold_ms": {
"anchor": "adapter-focus_hold_ms",
"title": "Ignore focus dips up to",
"group": "Game settings"
},
"adapter.foveation_fix": {
"anchor": "adapter-foveation_fix",
"title": "Hide Quest foveation",
"group": "Game settings"
},
"adapter.gl_hide_msrtt": {
"anchor": "adapter-gl_hide_msrtt",
"title": "Hide fast anti-aliasing (OpenGL ES)",
"group": "Game settings"
},
"adapter.gl_hide_multiview": {
"anchor": "adapter-gl_hide_multiview",
"title": "Draw each eye separately (OpenGL ES)",
"group": "Game settings"
},
"adapter.gl_highp_markers": {
"anchor": "adapter-gl_highp_markers",
"title": "GL shim: high-precision vertex shaders",
"group": "Game settings"
},
"adapter.gl_int_attribs": {
"anchor": "adapter-gl_int_attribs",
"title": "GL shim: integer vertex inputs",
"group": "Game settings"
},
"adapter.gl_mv_debug": {
"anchor": "adapter-gl_mv_debug",
"title": "Flat panel diagnostics (log)",
"group": "Game settings"
},
"adapter.haptic_fix": {
"anchor": "adapter-haptic_fix",
"title": "Fix freezes when controllers vibrate",
"group": "Game settings"
},
"adapter.haptic_scale": {
"anchor": "adapter-haptic_scale",
"title": "Vibration strength",
"group": "Game settings"
},
"adapter.hide_space_warp": {
"anchor": "adapter-hide_space_warp",
"title": "Turn off space warp",
"group": "Game settings"
},
"adapter.input_diag": {
"anchor": "adapter-input_diag",
"title": "Controller input diagnostics (log)",
"group": "Game settings"
},
"adapter.layer_debug": {
"anchor": "adapter-layer_debug",
"title": "Extra diagnostics (log)",
"group": "Game settings"
},
"adapter.layer_fix": {
"anchor": "adapter-layer_fix",
"title": "Drop broken layers",
"group": "Game settings"
},
"adapter.mutable_fix": {
"anchor": "adapter-mutable_fix",
"title": "Vulkan format workaround",
"group": "Game settings"
},
"adapter.ovrp_begin_gate": {
"anchor": "adapter-ovrp_begin_gate",
"title": "Unity frame loop: wait for skipped frames",
"group": "Game settings"
},
"adapter.ovrp_hold_physics": {
"anchor": "adapter-ovrp_hold_physics",
"title": "Steadier hands (older Unity)",
"group": "Game settings"
},
"adapter.passthrough_emul": {
"anchor": "adapter-passthrough_emul",
"title": "See your room",
"group": "Game settings"
},
"adapter.pose_consistency": {
"anchor": "adapter-pose_consistency",
"title": "Steadier head tracking",
"group": "Game settings"
},
"adapter.pose_debug": {
"anchor": "adapter-pose_debug",
"title": "Pose timing diagnostics (log)",
"group": "Game settings"
},
"adapter.pose_time_fix": {
"anchor": "adapter-pose_time_fix",
"title": "Fix hands lagging behind controllers",
"group": "Game settings"
},
"adapter.profile_remap": {
"anchor": "adapter-profile_remap",
"title": "Treat newer Quest controllers as Touch",
"group": "Game settings"
},
"adapter.proximity_emul": {
"anchor": "adapter-proximity_emul",
"title": "Animate fingers from touch",
"group": "Game settings"
},
"adapter.rect_clamp": {
"anchor": "adapter-rect_clamp",
"title": "Keep pictures in bounds",
"group": "Game settings"
},
"adapter.refresh_rate": {
"anchor": "adapter-refresh_rate",
"title": "Refresh rate",
"group": "Game settings"
},
"adapter.release_wait": {
"anchor": "adapter-release_wait",
"title": "Wait for the game's GPU",
"group": "Game settings"
},
"adapter.respace_kick": {
"anchor": "adapter-respace_kick",
"title": "Re-create play space",
"group": "Game settings"
},
"adapter.scale": {
"anchor": "adapter-scale",
"title": "Sharpness",
"group": "Game settings"
},
"adapter.scene_depth": {
"anchor": "adapter-scene_depth",
"title": "Room depth",
"group": "Game settings"
},
"adapter.scene_emul": {
"anchor": "adapter-scene_emul",
"title": "Pretend room layout",
"group": "Game settings"
},
"adapter.scene_height": {
"anchor": "adapter-scene_height",
"title": "Room height",
"group": "Game settings"
},
"adapter.scene_width": {
"anchor": "adapter-scene_width",
"title": "Room width",
"group": "Game settings"
},
"adapter.snapshot": {
"anchor": "adapter-snapshot",
"title": "Eye-image snapshots (diagnostics)",
"group": "Game settings"
},
"adapter.stable_local": {
"anchor": "adapter-stable_local",
"title": "Keep menus in place",
"group": "Game settings"
},
"adapter.strip_color_bias": {
"anchor": "adapter-strip_color_bias",
"title": "Drop layer color fades",
"group": "Game settings"
},
"adapter.strip_depth": {
"anchor": "adapter-strip_depth",
"title": "Strip depth layers",
"group": "Game settings"
},
"adapter.surface_emul": {
"anchor": "adapter-surface_emul",
"title": "Show video panels",
"group": "Game settings"
},
"adapter.surface_native": {
"anchor": "adapter-surface_native",
"title": "Native video surfaces (Batman renderer)",
"group": "Game settings"
},
"adapter.swap_eyes": {
"anchor": "adapter-swap_eyes",
"title": "Swap eyes",
"group": "Game settings"
},
"adapter.swapchain_fix": {
"anchor": "adapter-swapchain_fix",
"title": "Retry refused picture formats",
"group": "Game settings"
},
"adapter.sync_guard": {
"anchor": "adapter-sync_guard",
"title": "Steady controller input after focus",
"group": "Game settings"
},
"adapter.vk_hide_fdm": {
"anchor": "adapter-vk_hide_fdm",
"title": "Hide Vulkan foveation",
"group": "Game settings"
},
"adapter.vk_query_slots": {
"anchor": "adapter-vk_query_slots",
"title": "Stop objects popping in and out",
"group": "Game settings"
},
"adapter.vk_shader_dump": {
"anchor": "adapter-vk_shader_dump",
"title": "Vulkan shader dump (diagnostics)",
"group": "Game settings"
},
"adapter.vk_shader_fix": {
"anchor": "adapter-vk_shader_fix",
"title": "Vulkan shader fixes",
"group": "Game settings"
},
"adapter.vk_spec_fixes": {
"anchor": "adapter-vk_spec_fixes",
"title": "Fix depth flicker (Unreal Vulkan)",
"group": "Game settings"
},
"adapter.vk_validation": {
"anchor": "adapter-vk_validation",
"title": "Vulkan error checks (log)",
"group": "Game settings"
},
"adapter.zink_shader_dump": {
"anchor": "adapter-zink_shader_dump",
"title": "OpenGL ES shader dump (diagnostics)",
"group": "Game settings"
},
"adapter.zink_shader_fix": {
"anchor": "adapter-zink_shader_fix",
"title": "OpenGL ES shader fixes",
"group": "Game settings"
},
"device.config_sync": {
"anchor": "device-config_sync",
"title": "Keep the game's saved resolution in step",
"group": "Files and settings on the Frame"
},
"device.display_mode": {
"anchor": "device-display_mode",
"title": "Show as VR or as a flat window",
"group": "Files and settings on the Frame"
},
"device.files": {
"anchor": "device-files",
"title": "Settings files for the game",
"group": "Files and settings on the Frame"
},
"device.foveation": {
"anchor": "device-foveation",
"title": "Eye-tracked foveation (Valve)",
"group": "Files and settings on the Frame"
},
"device.hide_navbar": {
"anchor": "device-hide_navbar",
"title": "Hide Android's navigation bar",
"group": "Files and settings on the Frame"
},
"device.lepton_env": {
"anchor": "device-lepton_env",
"title": "Extra Lepton settings",
"group": "Files and settings on the Frame"
},
"device.steam_gamepad": {
"anchor": "device-steam_gamepad",
"title": "Controllers as a gamepad (Steam Input)",
"group": "Files and settings on the Frame"
},
"device.text_input_window": {
"anchor": "device-text_input_window",
"title": "Show the app's Android window (for typing)",
"group": "Files and settings on the Frame"
},
"frame.adapter": {
"anchor": "frame-adapter",
"title": "FrameBridge OpenXR adapter",
"group": "Steam Frame patches"
},
"frame.asset_files": {
"anchor": "frame-asset_files",
"title": "Content files from the game's data",
"group": "Steam Frame patches"
},
"frame.avatar_stub": {
"anchor": "frame-avatar_stub",
"title": "Skip Meta avatars",
"group": "Steam Frame patches"
},
"frame.blazerush": {
"anchor": "frame-blazerush",
"title": "BlazeRush: controllers without Meta avatars, own shader cache",
"group": "Steam Frame patches"
},
"frame.gl_multiview_fbo": {
"anchor": "frame-gl_multiview_fbo",
"title": "OpenGL ES: multiview shaders on flat panels (HUD, menus)",
"group": "Steam Frame patches"
},
"frame.gl_shim": {
"anchor": "frame-gl_shim",
"title": "GL shim (Mesa GLSL compatibility)",
"group": "Steam Frame patches"
},
"frame.godot_clipboard": {
"anchor": "frame-godot_clipboard",
"title": "Godot apps: start without a clipboard service",
"group": "Steam Frame patches"
},
"frame.hw_video_decode": {
"anchor": "frame-hw_video_decode",
"title": "Hardware video decoding (H.264, HEVC, VP9)",
"group": "Steam Frame patches"
},
"frame.langpacks": {
"anchor": "frame-langpacks",
"title": "Language packs from the game's files",
"group": "Steam Frame patches"
},
"frame.launcher": {
"anchor": "frame-launcher",
"title": "Launcher category (INFO → LAUNCHER)",
"group": "Steam Frame patches"
},
"frame.ltw_depth": {
"anchor": "frame-ltw_depth",
"title": "GL wrapper: OpenGL ES depth formats (Minecraft)",
"group": "Steam Frame patches"
},
"frame.meta_permissions": {
"anchor": "frame-meta_permissions",
"title": "Declare Meta-only permissions",
"group": "Steam Frame patches"
},
"frame.metaxr_telemetry": {
"anchor": "frame-metaxr_telemetry",
"title": "Meta XR Audio: skip Quest telemetry class",
"group": "Steam Frame patches"
},
"frame.nodebug": {
"anchor": "frame-nodebug",
"title": "Clear android:debuggable",
"group": "Steam Frame patches"
},
"frame.oculusos": {
"anchor": "frame-oculusos",
"title": "Oculus OS telemetry class stubs",
"group": "Steam Frame patches"
},
"frame.ovr_microphone": {
"anchor": "frame-ovr_microphone",
"title": "Fix crash when the game prepares the microphone",
"group": "Steam Frame patches"
},
"frame.ovr_trace": {
"anchor": "frame-ovr_trace",
"title": "Trace Meta platform requests (diagnostics)",
"group": "Steam Frame patches"
},
"frame.ovrplatformcompat": {
"anchor": "frame-ovrplatformcompat",
"title": "Platform compat (ovrMessageType_ToString)",
"group": "Steam Frame patches"
},
"frame.ovrstubs": {
"anchor": "frame-ovrstubs",
"title": "Stub missing Meta platform functions",
"group": "Steam Frame patches"
},
"frame.pac_hints": {
"anchor": "frame-pac_hints",
"title": "Unpaired pointer-authentication checks",
"group": "Steam Frame patches"
},
"frame.sdl_clipboard": {
"anchor": "frame-sdl_clipboard",
"title": "SDL apps: start without a clipboard service",
"group": "Steam Frame patches"
},
"frame.slz_vulkan_hooks": {
"anchor": "frame-slz_vulkan_hooks",
"title": "Stress Level Zero: let Unity start Vulkan itself",
"group": "Steam Frame patches"
},
"frame.start_activity": {
"anchor": "frame-start_activity",
"title": "Start straight in VR (skip the 2D launcher)",
"group": "Steam Frame patches"
},
"frame.swapchain_limit": {
"anchor": "frame-swapchain_limit",
"title": "Allow swapchains larger than 4096 px",
"group": "Steam Frame patches"
},
"frame.tbxr_vendor": {
"anchor": "frame-tbxr_vendor",
"title": "Team Beef ports: treat the Frame as a Meta headset",
"group": "Steam Frame patches"
},
"frame.unity_gl_shim": {
"anchor": "frame-unity_gl_shim",
"title": "GL shim for Unity (no multisampled render-to-texture)",
"group": "Steam Frame patches"
},
"frame.unity_multipass": {
"anchor": "frame-unity_multipass",
"title": "Unity: render each eye separately (no multiview)",
"group": "Steam Frame patches"
},
"frame.unity_no_msaa": {
"anchor": "frame-unity_no_msaa",
"title": "Unity: disable MSAA",
"group": "Steam Frame patches"
},
"frame.unity_no_overlay_copy": {
"anchor": "frame-unity_no_overlay_copy",
"title": "Unity: skip OVROverlay layers (fades, splash screens)",
"group": "Steam Frame patches"
},
"frame.unity_oculus_check": {
"anchor": "frame-unity_oculus_check",
"title": "Unity: start VR without Meta's system apps",
"group": "Steam Frame patches"
},
"frame.unity_runtime_msaa_off": {
"anchor": "frame-unity_runtime_msaa_off",
"title": "Unity: keep MSAA off at runtime (OVRManager)",
"group": "Steam Frame patches"
},
"frame.unity_text_input": {
"anchor": "frame-unity_text_input",
"title": "Make Unity text fields work",
"group": "Steam Frame patches"
},
"frame.unity_user_presence": {
"anchor": "frame-unity_user_presence",
"title": "Unity: headset always counts as worn",
"group": "Steam Frame patches"
},
"frame.unreal_gl_shim": {
"anchor": "frame-unreal_gl_shim",
"title": "GL shim for Unreal (no multisampled render-to-texture)",
"group": "Steam Frame patches"
},
"frame.unreal_ovrp_entrypoints": {
"anchor": "frame-unreal_ovrp_entrypoints",
"title": "Unreal: stand-ins for OVRPlugin functions OVRPort lacks",
"group": "Steam Frame patches"
},
"frame.unreal_quest_keymap": {
"anchor": "frame-unreal_quest_keymap",
"title": "Unreal: Quest controller bindings (RPOC key map)",
"group": "Steam Frame patches"
},
"frame.unreal_quest_precompile": {
"anchor": "frame-unreal_quest_precompile",
"title": "Unreal: don't wait for the Quest shader precompile",
"group": "Steam Frame patches"
},
"frame.unreal_skip_obb_check": {
"anchor": "frame-unreal_skip_obb_check",
"title": "Unreal: start without the OBB check",
"group": "Steam Frame patches"
},
"frame.unreal_thumb_touch": {
"anchor": "frame-unreal_thumb_touch",
"title": "Unreal: thumb follows the capacitive touches",
"group": "Steam Frame patches"
},
"frame.vivox_audio_route": {
"anchor": "frame-vivox_audio_route",
"title": "Vivox voice chat: skip Android 12 audio routing",
"group": "Steam Frame patches"
},
"frame.vk_sanitize": {
"anchor": "frame-vk_sanitize",
"title": "Vulkan: drop invalid render-pass pointers",
"group": "Steam Frame patches"
},
"frame.vrapi_bridge": {
"anchor": "frame-vrapi_bridge",
"title": "VrApi → OpenXR bridge",
"group": "Steam Frame patches"
},
"frame.vrapi_stub": {
"anchor": "frame-vrapi_stub",
"title": "Quiet Meta's VrApi loader (OpenXR games)",
"group": "Steam Frame patches"
},
"frame.zink_shader_fix": {
"anchor": "frame-zink_shader_fix",
"title": "OpenGL ES: shader fixes (Vulkan layer under Zink)",
"group": "Steam Frame patches"
},
"patch_ac_nexus_no_appsw_72": {
"anchor": "patch_ac_nexus_no_appsw_72",
"title": "AC Nexus: no AppSW at 72 Hz",
"group": "Patches from OVRPort"
},
"patch_ac_nexus_no_appsw_90": {
"anchor": "patch_ac_nexus_no_appsw_90",
"title": "AC Nexus: no AppSW at 90 Hz",
"group": "Patches from OVRPort"
},
"patch_clean_up_frida": {
"anchor": "patch_clean_up_frida",
"title": "Clean up Frida leftovers in smali",
"group": "Patches from OVRPort"
},
"patch_copy_libraries": {
"anchor": "patch_copy_libraries",
"title": "Copy OVRPort libraries",
"group": "Patches from OVRPort"
},
"patch_copy_ovrplugin_vrapi": {
"anchor": "patch_copy_ovrplugin_vrapi",
"title": "Copy OVRPlugin if VrApi is present",
"group": "Patches from OVRPort"
},
"patch_disable_controller_offset": {
"anchor": "patch_disable_controller_offset",
"title": "Disable controller tracking offset",
"group": "Patches from OVRPort"
},
"patch_disable_meta_xr_audio_telemetry": {
"anchor": "patch_disable_meta_xr_audio_telemetry",
"title": "Disable Meta XR Audio telemetry",
"group": "Patches from OVRPort"
},
"patch_disable_space_warp": {
"anchor": "patch_disable_space_warp",
"title": "Disable application space warp if used",
"group": "Patches from OVRPort"
},
"patch_fix_min_android_sdk": {
"anchor": "patch_fix_min_android_sdk",
"title": "Fix minimal Android SDK",
"group": "Patches from OVRPort"
},
"patch_fix_unreal_crash": {
"anchor": "patch_fix_unreal_crash",
"title": "Fix UE4 crash with Unity stub",
"group": "Patches from OVRPort"
},
"patch_force_passthrough": {
"anchor": "patch_force_passthrough",
"title": "Force enable passthrough",
"group": "Patches from OVRPort"
},
"patch_generate_config": {
"anchor": "patch_generate_config",
"title": "Generate OVRPort config",
"group": "Patches from OVRPort"
},
"patch_launcher_entry": {
"anchor": "patch_launcher_entry",
"title": "Fix launcher icon entry",
"group": "Patches from OVRPort"
},
"patch_mark_allow_backup": {
"anchor": "patch_mark_allow_backup",
"title": "Mark application to allow backup",
"group": "Patches from OVRPort"
},
"patch_mark_as_debuggable": {
"anchor": "patch_mark_as_debuggable",
"title": "Mark application as debuggable",
"group": "Patches from OVRPort"
},
"patch_meta_xr_audio": {
"anchor": "patch_meta_xr_audio",
"title": "Patch Meta XR Audio",
"group": "Patches from OVRPort"
},
"patch_oculus_unity": {
"anchor": "patch_oculus_unity",
"title": "Patch Oculus detection for Unity",
"group": "Patches from OVRPort"
},
"patch_oculus_unreal": {
"anchor": "patch_oculus_unreal",
"title": "Patch Oculus detection for Unreal",
"group": "Patches from OVRPort"
},
"patch_remove_localized_names": {
"anchor": "patch_remove_localized_names",
"title": "Remove localized app names",
"group": "Patches from OVRPort"
},
"patch_remove_unreal_force_quit": {
"anchor": "patch_remove_unreal_force_quit",
"title": "Remove Unreal's ForceQuit",
"group": "Patches from OVRPort"
},
"patch_remove_uses_library": {
"anchor": "patch_remove_uses_library",
"title": "Remove uses-library",
"group": "Patches from OVRPort"
},
"patch_remove_vrapi": {
"anchor": "patch_remove_vrapi",
"title": "Remove VrApi library",
"group": "Patches from OVRPort"
},
"patch_replace_icon_label": {
"anchor": "patch_replace_icon_label",
"title": "Replace application label and icon",
"group": "Patches from OVRPort"
},
"patch_vr_metadata": {
"anchor": "patch_vr_metadata",
"title": "Pico/YVR/Quest metadata",
"group": "Patches from OVRPort"
},
"patch_vrapi_openxr": {
"anchor": "patch_vrapi_openxr",
"title": "VrApi → OpenXR adapter (OVRPort)",
"group": "Patches from OVRPort"
},
"pcvr.launch_args": {
"anchor": "pcvr-launch_args",
"title": "Launch options (SteamVR or OpenXR)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.libovr_redirect": {
"anchor": "pcvr-libovr_redirect",
"title": "Provide the Oculus runtime from Revive (Frame)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.no_crash_reporter": {
"anchor": "pcvr-no_crash_reporter",
"title": "No Unreal crash reporter",
"group": "PC VR (Proton and Revive)"
},
"pcvr.oculus_unreal": {
"anchor": "pcvr-oculus_unreal",
"title": "Patch Oculus detection for Unreal (Frame)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.proton_env": {
"anchor": "pcvr-proton_env",
"title": "Extra Proton settings (Frame)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.proton_log": {
"anchor": "pcvr-proton_log",
"title": "Proton debug log (Frame)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.proton_tool": {
"anchor": "pcvr-proton_tool",
"title": "Proton version (Frame)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.repack_launcher": {
"anchor": "pcvr-repack_launcher",
"title": "Use the repack's launcher (bundled Revive)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.revive": {
"anchor": "pcvr-revive",
"title": "Revive (Oculus LibOVR → OpenXR)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.revive_openvr": {
"anchor": "pcvr-revive_openvr",
"title": "Revive: SteamVR (OpenVR) backend on PC",
"group": "PC VR (Proton and Revive)"
},
"pcvr.steamvr_tuning": {
"anchor": "pcvr-steamvr_tuning",
"title": "Automatic SteamVR performance settings (this PC)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.vr_overlay": {
"anchor": "pcvr-vr_overlay",
"title": "SteamVR overlay app (Frame)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.xr_timefix": {
"anchor": "pcvr-xr_timefix",
"title": "Frame OpenXR compatibility layer",
"group": "PC VR (Proton and Revive)"
}
}
+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
@@ -104,7 +104,7 @@ const count = (n: number) => (n === 1 ? '1 change' : `${n} changes`);
{RELEASES.length === 0 && <p class="lead">No releases yet. See <a href={`${REPO}/releases`}>GitHub</a>.</p>}
</div>
</main>
<Footer />
<Footer credits="contributors" />
</Layout>
<script>
+2
View File
@@ -45,6 +45,8 @@ const prev = DOCS[i - 1], next = DOCS[i + 1];
</Layout>
<style>
/* long paths and identifiers (the patch reference has many) wrap instead of widening the page on phones */
.prose :global(:is(p, li, blockquote)) { overflow-wrap: break-word; }
.crumb { font-size: 13px; color: var(--text-2); margin-bottom: 10px; }
.crumb a { color: var(--text-2); }
.crumb span { margin: 0 4px; color: var(--text-3); }
+1 -1
View File
@@ -60,5 +60,5 @@ const logGames = games.filter((g) => g.status !== 'unsupported' && g.platform ==
<Install />
<WhatsNew />
</main>
<Footer />
<Footer credits="all" />
</Layout>
+9
View File
@@ -32,3 +32,12 @@ test('rows escape what comes from GitHub', () => {
assert.ok(html.includes('&#60;img'));
assert.ok(html.includes('data-engine="&#34;x"'));
});
test('recipe chips link to the patch reference when a link is given', () => {
const g = toGame({ title: 'A', status: 'works', frame: ['frame.x', 'frame.unknown'] });
const link = (id) => (id === 'frame.x' ? '/docs/patches/#frame-x' : null);
const html = rowHtml(g, false, link);
assert.match(html, /<a href="\/docs\/patches\/#frame-x" [^>]*><code>frame\.x<\/code><\/a>/);
assert.match(html, /<code>frame\.unknown<\/code>/);
assert.doesNotMatch(rowHtml(g), /<a /);
});
+12 -4
View File
@@ -71,13 +71,21 @@ export function sortGames(games: Game[]): Game[] {
const esc = (s: string) => s.replace(/[&<>"']/g, (c) => `&#${c.charCodeAt(0)};`);
export function rowHtml(g: Game, showPackage = false): string {
/** Where a recipe chip links to (its entry in the patch reference), or null for none. */
export type PatchLink = (id: string) => string | null;
const chip = (p: string, link?: PatchLink) => {
const href = link?.(p);
return href ? `<a href="${esc(href)}" title="What this patch does"><code>${esc(p)}</code></a>` : `<code>${esc(p)}</code>`;
};
export function rowHtml(g: Game, showPackage = false, link?: PatchLink): string {
const s = STATUS[g.status];
const facts = [g.version && `tested with version ${g.version}`, g.app && `checked with FramePort ${g.app}`, g.checked]
.filter(Boolean).join(' · ');
const more = `<div class="more" role="cell" hidden>`
+ (g.details ? `<p>${esc(g.details)}</p>` : '<p>Runs with the default patches; nothing special needed.</p>')
+ (g.patches.length ? `<p class="pt"><span>Recipe</span>${g.patches.map((p) => `<code>${esc(p)}</code>`).join('')}</p>` : '')
+ (g.patches.length ? `<p class="pt"><span>Recipe</span>${g.patches.map((p) => chip(p, link)).join('')}</p>` : '')
+ (facts ? `<p class="fx">${esc(facts)}</p>` : '') + '</div>';
return `<li class="row" role="row" tabindex="0" aria-expanded="false" data-status="${g.status}" data-engine="${esc(g.engine)}" `
+ `data-text="${esc(`${g.title} ${g.engine} ${g.xr} ${g.platform} ${g.patches.join(' ')}`.toLowerCase())}">`
@@ -92,11 +100,11 @@ export function rowHtml(g: Game, showPackage = false): string {
}
/** All rows; games that share a title and platform (e.g. two builds) show their package to tell them apart. */
export function rowsHtml(games: Game[]): string {
export function rowsHtml(games: Game[], link?: PatchLink): string {
const seen = new Map<string, number>();
const key = (g: Game) => `${g.title.toLowerCase()}|${g.platform}`;
for (const g of games) seen.set(key(g), (seen.get(key(g)) ?? 0) + 1);
return games.map((g) => rowHtml(g, seen.get(key(g))! > 1)).join('');
return games.map((g) => rowHtml(g, seen.get(key(g))! > 1, link)).join('');
}
export function counts(games: Game[]): Record<Status, number> {
+25 -5
View File
@@ -25,10 +25,12 @@ function cursorLight() {
document.addEventListener('pointerleave', () => light.classList.remove('on'));
}
/** Clicking empty space: the app's Play ripple, a blue ring then an orange one. */
/** Clicking empty space: the app's Play ripple, a blue ring then an orange one. Mouse (and pen) only: on a touch
* screen every tap or scroll start would draw it. */
function clickRipples() {
if (reduce) return;
addEventListener('pointerdown', (e) => {
if (e.pointerType === 'touch') return;
const t = e.target as Element;
if (t.closest('a, button, input, select, textarea, label, summary, [data-mock], [data-crossing], canvas, [role="button"], .row, [tabindex]')) return;
for (const [i, cls] of ['b', 'o'].entries()) {
@@ -129,17 +131,35 @@ export function countUp(root: ParentNode = document) {
root.querySelectorAll<HTMLElement>('[data-count]').forEach((el) => io.observe(el));
}
/** Scrolling away from the top flies the hero toward its portal; the hero's own scene leans in. */
/** Scrolling away flies the hero toward its portal; the hero's own scene leans in (--sp, 0..1, from the page's
* scroll over the hero's height). Stacked (phones, narrow windows) the scene sits below the text: measured that way it
* was already blurred and enlarged when it came into view and unreadable in the middle of the screen, so there it
* follows its own position: 0 until its middle rises above 40 % of the screen's height, 1 once it has left at the top. */
function heroScroll() {
const hero = document.querySelector<HTMLElement>('.hero');
if (!hero || reduce) return;
const copy = hero?.querySelector<HTMLElement>('.copy');
const scene = hero?.querySelector<HTMLElement>('.scene');
if (!hero || !copy || !scene || reduce) return;
const stacked = matchMedia('(max-width: 900px)'); // Hero.astro's one-column breakpoint
let raf = 0;
const update = () => {
raf = 0;
const p = Math.min(1, Math.max(0, scrollY / Math.max(1, hero.offsetHeight)));
hero.style.setProperty('--sp', p.toFixed(3));
const page = Math.min(1, Math.max(0, scrollY / Math.max(1, hero.offsetHeight)));
copy.style.setProperty('--sp', page.toFixed(3));
let p = page;
if (stacked.matches) {
// the layout box, not the transformed one (the transform is what --sp drives)
const parent = (scene.offsetParent as HTMLElement | null) ?? document.body;
const centre = parent.getBoundingClientRect().top + scene.offsetTop + scene.offsetHeight / 2;
// counting starts a little above the middle of the screen (fully sharp around the middle), or where the scene
// sits at the top of the page if that's higher, so it never starts out blurred
const start = Math.min(innerHeight * 0.4, centre + scrollY);
p = Math.min(1, Math.max(0, (start - centre) / (start + scene.offsetHeight / 2)));
}
scene.style.setProperty('--sp', p.toFixed(3));
};
addEventListener('scroll', () => { if (!raf) raf = requestAnimationFrame(update); }, { passive: true });
addEventListener('resize', update);
update();
}
+28
View File
@@ -0,0 +1,28 @@
// Patch ids → their entry in the patch reference (docs/PATCHES.md → /docs/patches/). The map is written by
// scripts/patch_docs.py next to the markdown, so the site needs no Python to build.
import map from '../data/patches.json';
import { url } from '../data/site';
export interface PatchInfo { anchor: string; title: string; group: string }
const PATCHES = map as Record<string, PatchInfo>;
/** The patch reference page itself. */
export const PATCH_DOC = url('docs/patches/');
/** The registry id behind a recipe reference: "overport.patch_x" (the board's OVRPort prefix) → "patch_x", lepton_env
* keys ("env.X") → device.lepton_env, "adapter.scale=0.85" → "adapter.scale". */
export function patchId(ref: string): string {
const id = ref.trim().split('=')[0];
if (id.startsWith('overport.')) return id.slice('overport.'.length);
if (id.startsWith('env.')) return 'device.lepton_env';
return id;
}
export function patchInfo(ref: string): PatchInfo | undefined {
return PATCHES[patchId(ref)];
}
/** The site link to a patch's entry, or null for an id the reference doesn't know. */
export function patchHref(ref: string): string | null {
const info = patchInfo(ref);
return info ? `${PATCH_DOC}#${info.anchor}` : null;
}
+1
View File
@@ -213,6 +213,7 @@ code, kbd, pre { font-family: var(--font-mono); }
.click-ring { position: fixed; z-index: 95; width: 12px; height: 12px; margin: -6px 0 0 -6px; border-radius: 50%; pointer-events: none;
border: 1px solid var(--secondary); opacity: 0; animation: click-ring .55s var(--ease-out) both; }
.click-ring.o { border-color: var(--accent); }
@media (hover: none) { .click-ring { display: none; } }
@keyframes click-ring { 0% { opacity: .45; transform: scale(1); } 100% { opacity: 0; transform: scale(2.6); } }
/* headings: words rise in, the pointer lights them in the portal's colours */
+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__ = "1.0.0"
__version__ = "1.0.1"
+36
View File
@@ -1710,3 +1710,39 @@ def test_two_revive_games_keep_their_own_shortcuts(monkeypatch, tmp_path):
assert again == one
names = sorted(v["appname"] for v in a.vdf_decode(vdf.read_bytes())["shortcuts"].values())
assert names == ["Game One", "Game Two"]
def test_game_threads_reports_stuck_threads(monkeypatch, tmp_path):
"""GitHub #157: diagnostics saved while a game hangs show what each thread waits in."""
a = load_agent(monkeypatch, tmp_path)
proc = tmp_path / "proc"
def task(pid, tid, comm, ticks, wchan, syscall):
t = proc / str(pid) / "task" / str(tid)
t.mkdir(parents=True)
(t / "stat").write_text(f"{tid} ({comm}) S 1 1 1 0 -1 0 0 0 0 0 {ticks} 0 0 0 20 0 1 0")
(t / "comm").write_text(comm + "\n")
(t / "wchan").write_text(wchan)
(t / "syscall").write_text(syscall)
(proc / "200").mkdir(parents=True)
(proc / "200" / "cmdline").write_text("com.example.game\0")
task(200, 200, "GameThread", 50, "futex_wait_queue", "98 0x1 0x2")
task(200, 201, "RenderThread", 10, "do_epoll_wait", "22 0x1")
(proc / "200" / "net").mkdir()
(proc / "200" / "net" / "tcp").write_text(
" sl local_address rem_address st\n"
" 0: 0100007F:1F90 0B01A8C0:01BB 02 00000000:00000000\n")
(proc / "300").mkdir()
(proc / "300" / "cmdline").write_text("com.other\0")
def sleep(_): # GameThread uses 1 s of CPU between the two samples
(proc / "200" / "task" / "200" / "stat").write_text(
"200 (GameThread) R 1 1 1 0 -1 0 0 0 0 0 150 0 0 0 20 0 1 0")
out = a.game_threads("com.example.game", proc=str(proc), samples=2, gap=1, sleep=sleep)
assert "com.example.game (pid 200, 2 threads)" in out
game = next(ln for ln in out.splitlines() if "GameThread" in ln)
assert "futex" in game and "futex_wait_queue" in game and f"{100 * 1000 // a.CLK_TCK}" in game
assert "epoll_pwait" in out and "SYN_SENT" in out and "remote=local:443" in out
assert "192.168" not in out and a.game_threads("com.missing", proc=str(proc)) is None
+43
View File
@@ -0,0 +1,43 @@
"""docs/PATCHES.md and the site's patch map are generated from the registry: they must be current."""
import importlib.util
import re
import subprocess
import sys
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
def _module():
spec = importlib.util.spec_from_file_location("patch_docs", ROOT / "scripts" / "patch_docs.py")
mod = importlib.util.module_from_spec(spec)
spec.loader.exec_module(mod)
return mod
def test_patch_docs_are_up_to_date():
p = subprocess.run([sys.executable, str(ROOT / "scripts" / "patch_docs.py"), "--check"], capture_output=True,
text=True)
assert p.returncode == 0, p.stderr
def test_every_patch_has_one_anchor_and_links_resolve():
from frameport.patches import base
doc = (ROOT / "docs" / "PATCHES.md").read_text(encoding="utf-8")
anchors = re.findall(r'<a id="([^"]+)"></a>', doc)
assert len(anchors) == len(set(anchors))
for p in base.all_patches():
assert p.id.replace(".", "-") in anchors, p.id
for target in re.findall(r"\]\(#([^)]+)\)", doc):
assert target in anchors, target
def test_suggestions_are_read_per_setting():
from frameport.patches import base
mod = _module()
reasons = [r for _, r, _ in mod.suggestions(base.get("adapter.controller_fix"))]
assert reasons and all("Hand tracking" in r for r in reasons)
assert mod.suggestions(base.get("adapter.swap_eyes")) == []
assert mod.anchor("frame.unity_text_input") == "frame-unity_text_input"
+5 -3
View File
@@ -363,10 +363,12 @@ def test_fake_pairing_server_has_what_the_gui_uses():
broke when open_asks() was added to the real one)."""
from showcase import fakes
from frameport.frame.pairing import PairingServer
real = {n for n in dir(PairingServer) if not n.startswith("_")}
used = set()
for f in (REPO / "src/frameport/ui").rglob("*.py"):
used |= set(re.findall(r"\bpairing\.([a-z_]+)\b", f.read_text(encoding="utf-8")))
real = {n for n in dir(__import__("frameport.frame.pairing", fromlist=["x"]).PairingServer) if not n.startswith("_")}
for f in (REPO / "src/frameport/ui").rglob("*.py"): # any `.name` of a PairingServer method in the GUI
used |= set(re.findall(r"\.([a-z_]+)\b", f.read_text(encoding="utf-8"))) & real
fake = fakes.FakePairingServer()
missing = sorted(n for n in used & real if not hasattr(fake, n))
assert not missing, missing
+18
View File
@@ -312,3 +312,21 @@ def test_unity_data_missing_fails_the_launch_test():
"10-10 00:51:20.000 1 2 I FrameBridge: pacing: 72.0 fps\n")
r = triage.triage(log, "RUNNING")
assert "unity-data-missing" in [f.id for f in r.findings] and r.verdict == "fail"
def test_webview_helper_exit_is_not_a_force_quit():
"""GitHub #179: Android's WebView helper exits at every container boot; the game itself never started."""
log = """
10-11 05:09:26.499 220 249 I ActivityManager: Start proc 367:WebViewLoader-arm64-v8a/1037
10-11 05:09:26.546 220 249 I ActivityManager: Start proc 397:com.android.networkstack.process/1073 for service
10-11 05:09:26.579 367 367 I WebViewLoader-: System.exit called, status: 0
LeptonProcessObserver: Target app (com.example.game) did not start.
"""
res = triage(log, "EXITED", package="com.example.game")
ids = [f.id for f in res.findings]
assert "force-quit" not in ids and "app-not-started" in ids
assert "App process started" not in res.milestones
# a real System.exit from the game still counts
real = "09-28 17:39:01.000 1000 1000 I ActivityManager: Start proc 1150:com.example.game/u0a55 for activity\n" \
"09-28 17:39:05.000 1150 1150 I GameActivity: System.exit called, status: 0\n"
assert "force-quit" in [f.id for f in triage(real, "EXITED", package="com.example.game").findings]