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80 Commits
Author SHA1 Message Date
spoopyghosty0 6ed95684dc FramePort 0.6.1: Linux ARM64 build (CI ubuntu-22.04-arm, PyInstaller one-folder fallback; the updater picks FramePort-linux-arm64.tar.gz on ARM); tested games list docs/GAMES.md generated from the catalog (scripts/compat_list.py) 2026-10-03 12:05:59 -04:00
spoopyghosty0 a6ca8385a9 COMPATIBILITY: no game counts (they change often); point to the catalog recipes 2026-10-03 11:38:56 -04:00
spoopyghosty0 210410f125 Catalog: Stremio VR works (confirmed by the owner with frame.unity_text_input + device.text_input_window); compatibility count 28/5/6 2026-10-03 11:37:59 -04:00
spoopyghosty0 7e2502a552 FramePort 0.6.0: Type on Frame screenshot in the README; sidebar keyboard icon compact next to the Frame name; docs: the shown app window is listed as Gamescope 2026-10-03 10:44:17 -04:00
spoopyghosty0 a57d89e874 README: highlight Type on Frame (second feature bullet + its own section) 2026-10-03 10:36:03 -04:00
spoopyghosty0 aade29982f Docs: Typing on the Frame (INSTALL), README feature, PLAYBOOK row, FRAME_RUNTIME/CLAUDE.md text-input facts; catalog count 39 2026-10-03 10:34:58 -04:00
spoopyghosty0 d94cab6048 Unity text fields work on the Frame: frame.unity_text_input finds TMP_InputField/uGUI InputField keyboard methods per game with Cpp2IL (downloaded on first use, cached per libil2cpp) and makes them edit in place; device.text_input_window shows the Android window so Steam's keyboard / Type on Frame reach it. Analysis records text_fields + unity_version; catalog recipes can list device toggles; Stremio VR recipe; 'Analyze again' game action 2026-10-03 10:33:47 -04:00
spoopyghosty0 f17fdbf271 Type on Frame: this computer's keyboard becomes a keyboard on the Frame (agent v33 _keyboard session: Linux uinput virtual keyboard, no root; keys streamed live over one SSH channel, released when it closes). Dialog with live keys + paste; entry points on the Frame page, game menus and the sidebar Frame card 2026-10-03 10:22:33 -04:00
spoopyghosty0 fb70c09d72 CLAUDE.md: Lepton intercepts every VIEW intent with data (companion-app hand-offs like Stremio → 4XVR can't work) 2026-10-03 08:56:27 -04:00
spoopyghosty0 69bf2700e1 Sidebar: Frame battery as an icon + percentage next to the name (level bars, charging/alert icons, tooltip) instead of a suffix that wrapped 2026-10-03 08:35:09 -04:00
spoopyghosty0 0b28da5521 Battery: 'charging' means plugged in and the gauge not draining (a weak charger can supply less than the Frame uses; the Frame reports Discharging briefly after boot); sidebar says 'battery N %' (the font has no battery emoji) 2026-10-03 08:33:01 -04:00
spoopyghosty0 9e9a4c0f6c Frame battery: level in the sidebar and on the Frame page (agent v32 battery_state/battery); during installs on battery power FramePort warns at 30 %, pauses the queue at 15 % (instead of the Frame switching itself off mid-upload) and continues when it's plugged in or back at 25 % (ui/battery.py) 2026-10-03 08:29:23 -04:00
spoopyghosty0 bb3f6b9e7c Release bundles: ship the Frame agent's source (fixes #2). flet build compiles every .py of the app to .pyc, bundled data included, so the agent couldn't be uploaded and connecting failed. Bundles carry frameport_agent.py.txt as well (paths.agent_file reads either); scripts/package.py fails a build whose bundle lacks the source 2026-10-03 08:18:32 -04:00
spoopyghosty0 dc7533e4e1 Add AI Usage Notice 2026-10-03 08:16:53 -04:00
spoopyghosty0 3660167bd8 Adjust README wording 2026-10-03 08:12:20 -04:00
spoopyghosty0 6a47fad8f7 README/INSTALL: step-by-step setup command for non-technical users (Desktop mode, Konsole, typing it, what happens next); Steam Frame badge instead of the status badge 2026-10-02 23:40:14 -04:00
spoopyghosty0 0f8062f881 README: short and to the point (badges, features, quick start, links); details moved to docs/FRAME_SETUP.md (what setup changes, networks and firewalls), docs/COMPATIBILITY.md, credits table to docs/ARCHITECTURE.md, game page screenshots to docs/INSTALL.md 2026-10-02 23:14:29 -04:00
spoopyghosty0 65369f154c Release notes: a short install footer (packaging/release-footer.md) instead of all of docs/INSTALL.md from First launch; the update dialog shows these notes 2026-10-02 23:07:03 -04:00
spoopyghosty0 aefb5adc07 FramePort 0.5.0
Setup without root or password: bootstrap.sh turns Developer Mode on itself (Valve's steamos-devkit-mode helper,
config.vdf set with Steam stopped) and finishes as a user unit, since Desktop Mode is a nested Plasma inside
steam.service (stopping Steam ends it; systemd-run needs the real user bus). Shorter setup command
(curl -fsS <ip>:8765/<code> | bash). Valve's devkit pairing (POST :32000/register, ssh-rsa key, Settings → Developer
→ Pair new host) as a fallback that needs no connection into the PC. Firewall handling: temporary Hyper-V rule on WSL
(one UAC prompt, removed after setup), per-OS hints when nothing reaches the setup server. Flet updates serialized
(a dialog shown during a scan redraw never closed). Setup command survives page redraws. Uninstall: removes Lepton's
overlayfs work dirs (mode 000) and stale shortcuts (agent v31). Tests no longer touch the real data folder. README:
highlights, what the setup changes on the Frame, network and firewalls.
2026-10-02 22:53:10 -04:00
spoopyghosty0 5603edeef7 FramePort 0.4.0 2026-10-02 19:33:58 -04:00
spoopyghosty0 5c47185938 CLAUDE.md: queue resume verified on the device 2026-10-02 19:25:31 -04:00
spoopyghosty0 fefdc19cac Library cards without key= (Flet freezes keyed controls: hovering a card crashed the app with 'Frozen control cannot be updated'); Activity: progress ticks update only the progress controls and the log when it grew, instead of re-diffing the whole panel 5×/s (sluggish UI during installs) 2026-10-02 19:19:21 -04:00
spoopyghosty0 db6ccece32 Library cards are keyed and the grid holds only the matches, in order (a search could hide a matching game and name sorting looked wrong); game page keeps its scroll position when redrawn; Activity: the running job scrolls in its own area, its log keeps its position and follows new lines only while at the bottom; the search clear icon no longer pushes the text off-centre 2026-10-02 19:12:11 -04:00
spoopyghosty0 59018cb396 CLAUDE.md: round-2 notes 2026-10-02 18:59:45 -04:00
spoopyghosty0 70216de397 Docs: new screenshots (library, game, patches, Game settings, Steam Frame, Files), README and INSTALL cover Game settings, queue waiting/wake lock, temporary converted copies, 2D apps, sharing configs, contributing translations 2026-10-02 18:59:09 -04:00
spoopyghosty0 bef61563d5 Already converted games still get their alternate (no-ForceQuit) build: the saved copy, else one OVRPort run for the alternate patches; Nano's built-in recipe uses the no-ForceQuit build (owner-confirmed working) 2026-10-02 18:57:58 -04:00
spoopyghosty0 1b728d7c75 Converted APKs are temporary: removed after the game is installed on the Frame (Settings → Installing: keep them, or remove all now); installs convert again when the copy is gone; the user's own APKs are never touched 2026-10-02 18:55:40 -04:00
spoopyghosty0 60cde5f846 Already converted APKs aren't converted again (a second OVRPort run replaced the platform loader and dropped its link to the Meta stand-ins: Wallace & Gromit and Espire 2 crashed with 'cannot locate symbol ovr_...'); only the Steam Frame patches are applied, the alternate build comes from the saved copy; the stand-ins patch relinks an unlinked libovrstubs.so and the symbol check only counts linked libraries 2026-10-02 18:53:46 -04:00
spoopyghosty0 c3a63bbd85 Picking a Meta store result uses the picture the picker showed (the store service by package served a 'dogfooding' placeholder for some games, e.g. Asgard's Wrath 2, so picks never changed the art); the service only adds logo and icon 2026-10-02 18:44:48 -04:00
spoopyghosty0 bbe76ab888 Customize: every patch described in plain words with a plain reason (Standard / From the tested recipe / Turned on by you …); 'Show technical details' (remembered) adds ids, exact effects, exact reasons and parameters 2026-10-02 18:42:02 -04:00
spoopyghosty0 b89e48cec0 Untested games invite sharing their recipe (works / has issues / doesn't run, Not now) on the game page and after a passing launch test; shared or dismissed games aren't asked again 2026-10-02 18:38:25 -04:00
spoopyghosty0 dc020a2cb7 Install file browser explains the known folders (shader cache, saves, the game, Steam art, rollback copy, log) 2026-10-02 18:36:37 -04:00
spoopyghosty0 cc3febfae4 2D Android apps get artwork in FramePort: the APK's launcher icon (manifest icon first, any bitmap density) and a generated cover/banner when no store art exists (scan time + one background backfill); one icon extractor for FramePort and Steam 2026-10-02 18:35:15 -04:00
spoopyghosty0 e729f3f4bc Picked artwork stays: automatic art fetches only fill missing kinds and skip picked art (a pick without an icon was replaced by the store art at the next install); the game page reminds when the Frame's Steam library shows old art; saving a recipe keeps 'works with issues' (it always saved 'works'), the share dialog starts from the game's status 2026-10-02 18:30:29 -04:00
spoopyghosty0 2fecfbf6ea Install queue waits for the Frame when it drops off the network (job back at the front, queue paused, reconnect every 10 s, continues where uploads stopped); wake lock on the Frame while jobs use it (agent v30 keep_awake: idle+sleep inhibitor, idle-only fallback, expires by itself); free-space check before queueing a batch 2026-10-02 18:23:06 -04:00
spoopyghosty0 6e0bb8ee59 Plain explanations for common failures (Frame offline/asleep, busy connection, disk full, game running, Steam not responding, damaged APK or upload) in the GUI and CLI; the exact error stays in the job log 2026-10-02 18:18:03 -04:00
spoopyghosty0 26679114ed Library search has an X to clear it; Settings: text above buttons in Problems/Remove (no squeeze); the help icon sits right after a switch label; translation guide in CONTRIBUTING; PyInstaller bundles include the translations 2026-10-02 18:15:57 -04:00
spoopyghosty0 b8e49a3419 No release-group names in the code: release tags are recognised by their form (trailing ' -TAG', [..] notes), same titles for every real folder; OVRPort spelled consistently in user-visible texts (patch titles from OVRPort's strings only for patches FramePort doesn't describe) 2026-10-02 18:12:38 -04:00
spoopyghosty0 f196cf556d Game settings dialog replaces the raw adapter fields: plain labels, switches/sliders/choices, only settings that matter for the game (advanced ones on request), saved in the recipe and applied live; shared SFTP channel pool (per-thread channels exhausted the SSH connection: ChannelException 'Connect failed' in Test Proton); switch labels wrap; wording fixes 2026-10-02 17:33:49 -04:00
spoopyghosty0 1b0345b15b Activity: the running job is pinned at the top (with a long queue it was listed after every waiting job, or cut off); waiting jobs are compact rows in queue order with Cancel all 2026-10-02 17:20:01 -04:00
spoopyghosty0 4508608dcf Notifications close themselves (also those with a button: persist=False) and have an X 2026-10-02 17:16:47 -04:00
spoopyghosty0 3e16199e64 Library: the unfinished-installs bar updates on every refresh (Dismiss/Resume didn't hide it until the Library was reopened) 2026-10-02 17:10:00 -04:00
spoopyghosty0 a7fa1c06d7 Install questions: each dialog acts on its first click only (a double click ran the question chain twice: duplicate dialogs whose buttons didn't work), one question chain at a time, closing a dialog = Cancel; dialogs sized to their content; ui_smoke --install-questions 2026-10-02 17:07:13 -04:00
spoopyghosty0 dabd9b2095 Update all: one batch per target, so each question is asked once with a checkbox per game (was one dialog per game); installed games marked "Can't run" are updated too 2026-10-02 16:41:25 -04:00
spoopyghosty0 0774536473 Window opens at 16:10 sized for the UI scale and remembers its size; headers and filters wrap instead of being cut off in a narrow window; card badges wrap instead of overlapping; larger help icons 2026-10-02 16:36:30 -04:00
spoopyghosty0 4a7fe3645c Hiding Android's navigation bar is a patch (device.hide_navbar, on by default for Android apps without VR; migration for existing entries); game page explains 2D apps; patch registry loads safely from several threads 2026-10-02 16:25:01 -04:00
spoopyghosty0 204aa70ada Android apps without VR: Android's navigation bar no longer covers the app (qemu.hw.mainkeys=1 at boot, agent v29); docs: 2D apps verified on the Frame 2026-10-02 16:13:11 -04:00
spoopyghosty0 8bb3df0ec8 Files: the folder path gets its own line (a narrow window squeezed it to one letter per line), buttons wrap; Android apps without VR get Lepton's flat window marker (agent v28) 2026-10-02 16:02:01 -04:00
spoopyghosty0 d9f9695360 Steam placeholder art for apps without artwork (name on colour, with the APK's launcher icon); no store lookups by title for Android apps without VR 2026-10-02 15:51:57 -04:00
spoopyghosty0 d45d391683 Android apps without VR: only patches that can matter are listed (Patch.needs_vr); parity-device --only also matches package ids, --test-only says when no earlier run exists 2026-10-02 15:37:46 -04:00
spoopyghosty0 b0682ee570 Neutral folder examples in docstrings and CLAUDE.md 2026-10-02 14:35:53 -04:00
spoopyghosty0 d1cf305c0a CLI: errors (e.g. an unreachable Frame) are one line on stderr with exit code 1, FRAMEPORT_DEBUG=1 for the traceback; clearer no-match message 2026-10-02 14:34:19 -04:00
spoopyghosty0 d22f416489 Visual review: light text for Material labels and dialog titles, OVRPort tool name in Settings and the tools toast 2026-10-02 14:32:13 -04:00
spoopyghosty0 2dc92a090f CLI: help for every command and option, --frame described once, frame send --dest (--to kept), diag report --message (--text kept), errors on stderr, exit codes documented; INSTALL command-line overview 2026-10-02 14:21:55 -04:00
spoopyghosty0 23a47880e0 Lines within 120 columns everywhere (CI lints without exceptions); community and licence files; docs updated
- reflowed long lines (texts unchanged; generated launcher/PowerShell/README texts byte-identical)
- CONTRIBUTING, SECURITY, CODE_OF_CONDUCT, THIRD_PARTY_NOTICES; pyproject metadata (SPDX licence, authors, urls,
  classifiers, keywords)
- maintainer-only notes moved to a git-ignored CLAUDE.local.md; CLAUDE.md facts updated
- README: what kinds of apps run and how; INSTALL: PC VR and Files wording, new labels
2026-10-02 14:18:41 -04:00
spoopyghosty0 da399ef77a Consistent wording (style guide in docs/STYLE.md), language choice once translations exist
patches not fixes, and not &, GiB everywhere, PC VR / Android instead of Rift where it isn't Oculus-specific, one
label per action (Report a problem…, Update now), OVRPort by name; internal ids no longer wrapped for translation
2026-10-02 14:06:35 -04:00
spoopyghosty0 f0192c0e9d Localisation: GUI, help and patch texts go through tr()/tr_n()
- frameport/i18n.py: tr() (English text as key, JSON translations in locales/<language>.json, English fallback),
  tr_n() plurals, size formatting; language from setting ui.language, loaded before the UI modules
- all GUI texts wrapped (templates with .format(), no f-strings inside tr()); hand-built plurals replaced
- help texts translated on lookup (unknown keys are errors); patch titles, descriptions and reasons translated
  where shown; unused help texts removed
- no decisions based on displayed text: the library's quick action returns a kind, Show more keeps its state,
  Files location names come from ids
- scripts/i18n_extract.py writes locales/template.json (802 texts); tests keep it current and fail on untranslated
  literals in text controls
2026-10-02 13:58:50 -04:00
spoopyghosty0 cad54bb2dd Install-as-is check: an APK without native code passes the 64-bit check 2026-10-02 13:48:16 -04:00
spoopyghosty0 507dd4ca6e Non-Quest Android apps and generic PC VR games
- APK analysis classifies apps (vr_kind: quest, openxr, pico_sdk, wave, android_xr, none) and flags split APKs
- ordinary Android apps (no VR): installed unchanged, or with only the launcher fix and no overport/adapter (a
  signing key is created when overport never made one); Pico/Wave SDK and Android XR apps marked unsupported; x86/
  32-bit-only APKs unsupported
- platform labels by what a game was made for (Quest / Android / Android VR / PC VR, Oculus only when LibOVR);
  neutral folder pickers, help texts and Steam tags (PC shortcut tag FramePort PC VR; the old Rift via Revive tag
  still matched for cleanup)
- PC VR games without Oculus code look up Steam art first
2026-10-02 13:46:49 -04:00
spoopyghosty0 a361cdc84d Agent v27 and smaller fixes
- agent: finalize checks the game data before replacing the installed APK; uninstalling a game removes its Steam
  shortcut with Steam closed (detached worker, like adding); grid art deleted by exact appid; cleanup refuses dot
  folders and the install folder; shortcuts.vdf backups capped at 5
- PC: exact grid art matching when pruning old shortcuts
- activity panel: refreshes serialized; a running job's log updates in place (its Cancel button isn't rebuilt)
- SSH key created private (0600) from the first byte; remote catalog ids validated; None checks in install and
  adapter settings; navigate() follows NAV
- removed unused functions
2026-10-02 13:36:42 -04:00
spoopyghosty0 fa7567503f Render paths: game hero thumbnail made in the background, Frame list read only when frames.json changes, one library read for unfinished installs; a newer library reload supersedes an older one 2026-10-02 13:31:11 -04:00
spoopyghosty0 1c90669eb4 Pairing server: random 64-bit code, stops after pairing, 20 wrong codes or 30 min; Rift launch-mode migration retries games whose folder was missing 2026-10-02 13:29:50 -04:00
spoopyghosty0 942a71dd54 Uninstall can't recreate the data folder, removes only FramePort's files from a custom FRAMEPORT_HOME, confirms the Frame-side removal without re-uploading the agent; timeouts for update commands, ditto and wslpath 2026-10-02 13:28:03 -04:00
spoopyghosty0 e462907c49 Fix races: library.json changes under one lock (atomic edit/update helpers), atomic state files, one SFTP channel per thread, refresh errors don't drop a working connection
- library: RLock across load/modify/save, edit()/update_game()/update_setting(); install records merged atomically
- frames.json, tools/revive state and caches written atomically (paths.write_atomic)
- Frame: per-thread SFTP clients, fresh SSHClient per auth attempt (no leaked transports), default 120 s command
  timeout, agent checked once per connection and uploaded via a unique temp file with the move checked,
  agent(ensure=False)
- app: status refresh keeps the connection when it still works; reconnecting closes the replaced connection
- remote paths quoted with sh_quote; the Proton self-test uses the Frame's home folder
2026-10-02 13:23:53 -04:00
spoopyghosty0 60efbbe7a9 Tooling: ruff (lint + import order) and pytest-timeout; CI lints and tests every push to main
Fixes ruff found: loop variables bound in callbacks, zip(strict=True), clearer names than 'l', unused loop
variables, f-strings instead of % formatting.
2026-10-02 13:19:11 -04:00
spoopyghosty0 321588d94b CLAUDE.md: macOS CI runner notes 2026-10-02 11:55:15 -04:00
spoopyghosty0 b4ae5e0023 CI: macOS bundle on macos-26 (newer Xcode); PyInstaller fallback runs non-interactively 2026-10-02 11:33:13 -04:00
spoopyghosty0 4ba148908a CI: pin the macOS bundle job to macos-15 2026-10-02 11:20:22 -04:00
spoopyghosty0 7af21e17ce Files tab: multi-select (download/delete several) and drag-and-drop uploads (flet-dropzone, packaged app only) 2026-10-02 10:47:35 -04:00
spoopyghosty0 fa3544565a PLAYBOOK: Files tab 2026-10-02 10:13:44 -04:00
spoopyghosty0 f7b59a75b3 Files tab: manage files on the Frame (browse, upload, download, new folder, rename, delete)
Replaces the Send files dialog. Locations: Videos/Downloads/Documents (shared by every Quest game), each installed
game's own storage, the home folder. SFTP over the app's connection; every operation stays inside the chosen
location; Lepton's links in a game's storage are protected. Uploads/downloads are resumable jobs. Tested against
the Frame; ui_smoke --fake-frame serves sample files for the docs screenshot.
2026-10-02 10:13:33 -04:00
spoopyghosty0 58eaab3c19 Library cards: big round Play/Install button on hover, stronger card shadows; ui_smoke --hover, --fake-frame never reaches a real Frame 2026-10-02 09:47:15 -04:00
spoopyghosty0 3d32be1a98 AC Nexus: OVRPort's no-space-warp 90 Hz patch by default (build 207706 only); headset results for OVRPort 1.2.5
- Catalog: patch_ac_nexus_no_appsw_90 for AC Nexus (owner preferred it over 72 Hz and the plain recipe).
- Strict overport patches (one exact game build) are only taken from a catalog recipe where they apply.
- Parity: OVRPort's AC Nexus libil2cpp.so rewrite and the extra recipe patch are expected.
- Test: every bundled catalog YAML loads (a parse error silently dropped a recipe).
2026-10-02 09:23:14 -04:00
spoopyghosty0 8da5a44efb Docs: Library screenshot shows only working games (scrub_library --status) 2026-10-02 09:02:27 -04:00
spoopyghosty0 51f0a5d75c CLAUDE.md: self-update verified end to end on Windows and Linux 2026-10-02 01:22:47 -04:00
spoopyghosty0 b06cc9659b FramePort 0.3.4 2026-10-02 01:11:46 -04:00
spoopyghosty0 bc40325c2d Updater: start the Windows swap script in a hidden console and check it runs; Linux bundle built on Ubuntu 22.04
Found in the end-to-end test (0.3.1 -> 0.3.2): PowerShell started with DETACHED_PROCESS from the packaged app exits
without running the script, so the app quit and nothing was updated. apply() now waits until the script logs that it
runs and raises otherwise. The smoke test uses the same non-waiting launch as the app. The Linux bundle built on
24.04 needed GLib 2.80.
2026-10-02 01:01:37 -04:00
spoopyghosty0 82c2209b6f OVRPort 1.2.5, documentation with screenshots, store description cleanup
- The overport CLI now comes from Android-XR-Bridge/OVRPort (fallback ovrport/app); its four new patches are
  described and shown only where they apply; parity classifies the 1.2.5 differences (VR metadata, config version,
  CLI-added platform compat) as expected: 34/34 at parity.
- README rewritten (purpose, getting started, what works, credits, legal), INSTALL tightened, screenshots in
  docs/images (scripts/scrub_library.py + ui_smoke --docs --fake-frame), Quest2Frame references removed.
- Game page: store descriptions without Markdown/[media] markup; themed labels on all switches.
- `frameport install --apk` installs a given build (headset A/B tests).
2026-10-02 00:32:14 -04:00
spoopyghosty0 e645ca86d1 FramePort 0.3.1 2026-10-01 23:20:19 -04:00
spoopyghosty0 75c7b2bf20 Updater: run Windows PowerShell 5.1 by full path without pwsh's PSModulePath; log why a signature can't be read 2026-10-01 23:10:50 -04:00
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+18 -9
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@@ -1,6 +1,7 @@
name: build
on:
push:
branches: [main]
tags: ["v*"]
pull_request:
workflow_dispatch:
@@ -12,10 +13,13 @@ jobs:
- uses: actions/checkout@v7
- uses: astral-sh/setup-uv@v10.2.0
- run: uv sync --extra dev
- name: Lint
run: uv run ruff check .
- run: uv run pytest -m "not games and not device"
bundle:
needs: test
if: github.event_name != 'push' || startsWith(github.ref, 'refs/tags/v') # pushes to main: tests only
permissions:
contents: read
id-token: write # build provenance attestations (Sigstore)
@@ -31,10 +35,13 @@ jobs:
include:
- os: windows-latest
archive: FramePort-windows-x64.zip
- os: macos-latest
- os: macos-26 # Apple Silicon + Xcode 26 (macos-15's Xcode 16.4 fails a Flutter plugin; macos-latest
# went unassigned on 2026-10-02)
archive: FramePort-macos-arm64.zip
- os: ubuntu-latest
- os: ubuntu-22.04 # oldest supported: the bundle needs the build host's GLib/glibc or newer
archive: FramePort-linux-x64.tar.gz
- os: ubuntu-22.04-arm # Linux ARM64 (same base as x64)
archive: FramePort-linux-arm64.tar.gz
runs-on: ${{ matrix.os }}
steps:
- uses: actions/checkout@v7
@@ -45,9 +52,9 @@ jobs:
- run: uv sync --extra dev
- id: flet
run: uv run python scripts/package.py
continue-on-error: ${{ runner.os == 'macOS' }}
- name: macOS fallback (PyInstaller bundle)
if: runner.os == 'macOS' && steps.flet.outcome == 'failure'
continue-on-error: ${{ runner.os == 'macOS' || runner.arch == 'ARM64' }}
- name: macOS / Linux ARM64 fallback (PyInstaller bundle)
if: (runner.os == 'macOS' || runner.arch == 'ARM64') && steps.flet.outcome == 'failure'
run: uv run --with pyinstaller python scripts/package.py --pyinstaller
# ---- signing: self-signed certificate on Windows, ad-hoc on macOS ----
@@ -90,7 +97,9 @@ jobs:
run: ditto -c -k --keepParent "$(find dist -maxdepth 3 -name '*.app' -type d | head -1)" ${{ matrix.archive }}
- name: Package (Linux)
if: runner.os == 'Linux'
run: tar czf ${{ matrix.archive }} -C dist --transform 's,^linux,FramePort,' linux
run: | # flet build -> dist/linux; the PyInstaller fallback -> dist/FramePort (one folder)
if [ -d dist/linux ]; then tar czf ${{ matrix.archive }} -C dist --transform 's,^linux,FramePort,' linux
else tar czf ${{ matrix.archive }} -C dist FramePort; fi
# self-update with this archive: unpack, verify the layout (+ the signer on Windows), run the real swap script
- name: Update smoke test
run: uv run python scripts/update_smoke.py ${{ matrix.archive }}
@@ -132,10 +141,10 @@ jobs:
git fetch --force origin "refs/tags/${tag}:refs/tags/${tag}"
whatsnew=$(git tag -l --format='%(contents:body)' "$tag")
[ -n "$whatsnew" ] || whatsnew=$(git tag -l --format='%(contents:subject)' "$tag")
{ echo "FramePort ${tag}: Windows (x64), macOS (Apple Silicon) and Linux (x64)."; echo;
{ echo "FramePort ${tag}: Windows (x64), macOS (Apple Silicon) and Linux (x64, ARM64)."; echo;
if [ -n "$whatsnew" ] && [ "$(git cat-file -t "$tag")" = tag ]; then
echo "## What's new"; echo; echo "$whatsnew"; echo; fi
echo "Already have FramePort? It offers this update itself (Library → **Update now**, or \`frameport update\`)."
echo; sed -n '/^## First launch/,$p' docs/INSTALL.md; } > "$notes"
echo "Already have FramePort? It offers this update itself (Library → **Update now**)."
echo; cat packaging/release-footer.md; } > "$notes" # short: the update dialog shows these notes
gh release delete "$tag" --yes 2>/dev/null || true
gh release create "$tag" out/* packaging/FramePort-selfsigned.cer --title "FramePort ${tag}" --notes-file "$notes"
+6
View File
@@ -13,3 +13,9 @@ native/.cache/
native/**/build/
# per-machine Claude Code settings (contain home paths)
.claude/settings.local.json
# maintainer-local notes for Claude Code (accounts, credentials)
CLAUDE.local.md
# outputs of `frameport report` / `parity` / ruff
REPORT.md
.ruff_cache/
+132 -23
View File
@@ -14,7 +14,14 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
status_row, art_fill, confirm, `update()` = safe update: in Flet 1.0 reading `.page` of an unmounted control
raises), `jobs.py` (background FIFO job queue, one at a time, cancel via Reporter; no Flet), `views/`
(library: search/filters/tags/sort as pure tested helpers; game: hero + one-click install, patches under
"Customize"; frame: device + readiness + installed, or connect wizard; settings; welcome; activity panel).
"Customize"; frame: device + readiness + installed, or connect wizard; files: the Frame's file manager (persistent
like the library; locations = Videos/Downloads/Documents from agent `storage_targets`, each installed Quest game's
storage, the home folder; SFTP via `install/files.py` list_dir/upload/download/make_dir/rename/delete, all
confined to the location by `files.inside`; Lepton's links in a game's storage can't be renamed/deleted; replaced
the "Send files" dialog, game menu → "Add videos & files…" = `go("files", pkg)`; multi-select bar (download/
delete); drag-and-drop from the OS via the `flet-dropzone` extension (Apache-2.0, Flutter `desktop_drop`), which
only a `flet build` bundle contains: `files.dropzone_available()` keeps it out of source runs and the PyInstaller
fallback, which would show an unknown control); settings; welcome; activity panel).
User tags live in library entries (`tags`), filters in library setting `ui.library`.
**Performance rules** (the app froze before): never put image bytes in controls — artwork is served by URL from the
GUI assets dir (= user data dir; `ft.run(assets_dir=…)`), as thumbnails (`artwork/thumbs.py`, Pillow); the
@@ -22,6 +29,7 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
job/connection events call `app.refresh_view()` (targeted), not `render()`; no I/O in render paths.
**Never recreate clickable controls on progress ticks** (sidebar, activity tiles): update their properties —
replacing them 5×/s swallowed clicks (couldn't leave the Library during an upload).
Labelled switches: `C.switch(label, …)` (Material's default label colour is dark on our dark theme).
Help hints: wording for non-obvious terms lives in `ui/help.py` (`HELP`); show it with `C.help_icon(key)` or the
`help=` argument of `section`/`status_row`/`kv`, tooltips via `C.tip()` (wraps). Game actions for the Library
right-click menu (one `ft.ContextMenu` around the grid, filled on right-click) and the game page's "…" menu come
@@ -35,8 +43,9 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
- **PC VR repacks are pre-patched to run directly** (proven: Rick and Morty, Vader Immortal run when the exe is
launched directly; Revive breaks them). So Rift games default to `as_is` = install the copy unchanged and launch
the exe directly (`pcvr.xr_timefix` for the Frame OpenXR-1.1→1.0 fix, `pcvr.no_crash_reporter` for Unreal).
**Revive is off by default, opt-in** (`pcvr.revive`, and `pcvr.oculus_unreal`): only for an un-cracked Oculus game
that fails at "Initializing OVR session". Those (Lone Echo, Robo Recall, Lies Beneath: crack .7z not extracted /
**Revive is only suggested for games with Oculus (LibOVR) code** (`pcvr.revive`, and `pcvr.oculus_unreal`; repacks
with a bundled Revive and SteamVR/OpenXR games run directly): needed by an un-cracked Oculus game that fails at
"Initializing OVR session". Those (Lone Echo, Robo Recall, Lies Beneath: crack .7z not extracted /
Platform SDK) hit Revive's Oculus-runtime **signature check** under Proton-arm64 — Revive's LoadLibrary/WinVerifyTrust
hooks don't install (ARM64EC), and the game's Oculus SDK shim rejects the unsigned Revive runtime (wintrust +
crypt32 signer "Oculus VR") — so they don't run on the Frame without extracting the repack's crack (which FramePort
@@ -73,7 +82,8 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
package or Rift match) + Steam appdetails (exact title: developer, release date, up to 6 screenshots → artwork
`shot_N.jpg`). Meta store pages reject scraping, so Oculus exclusives have no screenshots. Genres become automatic
tags. Steam shortcuts get a complete composed art set (`artwork/steam.py`: 600×900 / 920×430 / 1920×620 / logo /
256 icon, blurred-backdrop compositing for square-only covers) and tags: how it runs, the original platform
256 icon, blurred-backdrop compositing for square-only covers; no store art (at most the APK icon) → a placeholder
set: the name on a colour from the title hash + the APK icon, `steam_set_for`; 2D Android apps get no store lookups) and tags: how it runs, the original platform
(Meta Quest / Oculus Rift), genres, user tags — merged with tags set in Steam (non-Steam shortcuts can't hold a
description).
- Quest/Rift twins stay separate entries, shown and named in Steam "Title (Quest)"/"(Rift)" (`core/titles.py`).
@@ -96,6 +106,8 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
- `apk/` — `axml.py` (binary manifest editor), `workspace.py` (staged zip edits), `sign.py` (apksigner; it aligns too).
- `recommend/` — `catalog.py` (known-good recipes: user > remote `FRAMEPORT_CATALOG_URL` > bundled), `engine.py`.
- `tools/` — portable toolchain (Temurin JRE, overport jar, apksigner) downloaded dynamically into the user data dir.
The overport CLI comes from the downstream fork **Android-XR-Bridge/OVRPort** (stable `vX.Y.Z` releases,
`OVRPort-<ver>-stable-cli.jar`; fallback ovrport/app `cli-jar.zip`), see "overport" below.
- `frame/` — SSH (paramiko), mDNS discovery, pairing server; `install/installer.py`; `validate/` (static, device, triage).
- `targets/` — `Target` interface; `frame_lepton.py` (Quest via Lepton + Rift via Proton), `pc_revive.py` (Rift games
on this Windows/WSL PC via Revive + local Steam shortcut; `core/winhost.py` = Windows/WSL helpers).
@@ -129,11 +141,14 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
[--yes]`, once-a-day stderr hint read from the cache only (`refresh_cache()` in a daemon thread writes no
settings, to avoid read-modify-write races). `scripts/update_smoke.py <archive>` runs the real extract + swap script
(no relaunch) — CI runs it on all three OS with the archive it just built.
Verified: Linux + Windows (native, signer check) smoke with the v0.2.0 bundles; macOS only via the CI smoke.
Verified end to end (2026-10-02): real 0.3.3 bundles on Windows and Linux (Ubuntu 22.04/WSLg) found, staged and
installed 0.3.4 ("Install updates automatically" path) and relaunched as 0.3.4 with settings kept. Not yet clicked
by hand: the "Update now" button path (same apply(), called from the running app). macOS: CI smoke only.
- `agent/frameport_agent.py` — runs **on the Frame** (python3 stdlib only), JSON over SSH. Owns the install layout,
launch.sh template, Steam shortcuts (binary VDF), launch tests. Bump `AGENT_VERSION` when changing it.
- `bootstrap/bootstrap.sh` — one-time Frame setup served by the pairing server (sshd, app key, avahi service, Lepton).
- `catalog/games/<package>.yaml` — 34 recipes verified 2026-09-28 + Deadpool VR (2026-10-01, owner-confirmed); `catalog/triage.yaml` — log signatures → fixes.
- `catalog/games/<package>.yaml` — 38 recipes (34 verified 2026-09-28; Deadpool VR, 4XVR, NEX Player and AC Nexus's
90 Hz default confirmed later by the owner); `catalog/triage.yaml` — log signatures → fixes.
- `native/` — sources of the prebuilt binaries in `artifacts/` (adapter, VrApi bridge patches, GL shim, stubs).
`native/build.py` rebuilds them with NDK r27c (downloaded on demand into `native/.cache`, git-ignored; uses
`-ffile-prefix-map` so no local paths get embedded; zip symlinks are restored as copies). Users never need the NDK.
@@ -146,9 +161,9 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
UV_LINK_MODE=copy uv sync --extra dev # creates/updates ./.venv
uv run pytest # unit tests (no device, no game files)
uv run frameport --help # CLI; uv run frameport-gui for the GUI
uv run frameport parity --known-good <PATCHED/_known-good-*> --sources "<VR CyberDeck downloads>"
uv run frameport parity --known-good <PATCHED/_known-good-*> --sources "<folder with the game dumps>"
```
Games/device tests: `pytest -m games` (FRAMEPORT_GAMES=<downloads dir>), `pytest -m device` (FRAMEPORT_FRAME=steamos@host);
Games tests: `pytest -m games` (FRAMEPORT_GAMES=<downloads dir>); on-device checks are CLI commands (below);
native layer test: `FRAMEPORT_NATIVE_TESTS=1 pytest -m native` (compiles with the NDK, ~2 min on NTFS).
Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattributes`).
- `FRAMEPORT_HOME=<dir>` isolates all app data (tests use it); `FRAMEPORT_JAVA/_OVERPORT_JAR/_APKSIGNER_JAR` override
@@ -156,6 +171,13 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
artwork, frames.json, the app's SSH key which the dev Frame authorizes).
- Device checks: `frameport test <pkg>` / `frameport parity-device --results <parity.json> --baseline <launch.txt>
[--test-only]`; the pre-FramePort baseline is `PATCHED/_known-good-2026-09-28/_frame-state/baseline-launch.txt`.
- Docs screenshots (`docs/images/`): `python scripts/scrub_library.py ~/.local/share/frameport <dir> --status works,issues` (copies
library + artwork only; titles replace folder names, local paths → `D:/Games/...`, sort by size) then
`FRAMEPORT_HOME=<dir> python scripts/ui_smoke.py --out <shots> --docs --fake-frame --game <pkg>` (set
FRAMEPORT_JAVA/_OVERPORT_JAR/_APKSIGNER_JAR so no tool download toast appears; `--viewport 1280x2600` + crop for the
patch list). Check every PNG for paths, IPs, user names and repack/scene names before committing.
README rules (owner): states the project is a proof of concept, provides no piracy tools, credits the wrapped
projects (most functionality is theirs); neutral technical wording; no Quest2Frame mentions anywhere.
- GUI smoke test: `uv pip install flet-web playwright && playwright install chromium`, then
`FRAMEPORT_HOME=<test dir> python scripts/ui_smoke.py --out <dir> [--game <pkg>] [--frame steamos@<host>] [--update]` (`--update` = fake release: banner, dialog, Settings → Updates) and look
at the PNGs. Flet 1.0 notes: `ft.run` must own the main thread; background work via `page.run_thread`; FilePicker is
@@ -168,6 +190,25 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
an `expand` child in a `wrap=True` Row).
- Stopping the GUI: `pkill -f` patterns match your own shell — use `pgrep -f "[b]in/frameport-gui|[f]let-desktop-light"`.
## Round-2 polish (2026-10-02)
- `errors.py`: `explain(exc)` (plain sentence for GUI + CLI), `is_connection_error`. Install/test jobs for the Frame
(`Job.needs_frame`) that lose the connection go back to the queue front and the queue pauses (`jobs.paused`);
`app._poll` retries every 10 s and resumes (owner-verified on the device 2026-10-02: the queue resumed after the
connection was lost). Wake lock: agent v30 `keep_awake` (systemd-inhibit idle:sleep, idle-only
fallback because polkit `inhibit-block-sleep` is auth_admin for non-local sessions), held while Frame jobs exist.
- **Already converted inputs** (`analysis.is_overport_output`, e.g. the owner's library points at `PATCHED/` copies)
are not converted again: a second OVRPort run replaced libovrplatformloader.so and dropped its DT_NEEDED on
libovrstubs.so (Wallace & Gromit / Espire 2 crashed: cannot locate symbol ovr_…). Alt builds come from the saved
`<pkg>.alt-noforcequit.apk`, else one OVRPort run (frame.ovrstubs relinks). `missing_ovr_symbols` only counts
linked stub/compat libs. Converted copies in `output/` are removed after a Frame install (`build.keep_copies`).
- Art: `.picked` marker = user's pick, automatic fetches never overwrite it and only fill missing kinds; a Meta
result's picture is the OculusDB image shown in the picker (the ovrp image service served "dogfooding" placeholder
covers for some packages, e.g. Asgard's Wrath 2). `steam_art_stale` → game page reminder. No store art → generated
`cover.jpg`/`banner.jpg` (APK icon via `fetch.apk_icon`).
- Game settings dialog (`ui/views/adapter_dialog.py`, metadata `patches/settings.UI`); plain patch summaries
(`patches/summaries.py`, `Patch.summary`, "Show technical details" = setting `ui.patch_details`); share nudge
(`views/game.should_ask_to_share`); saving a recipe keeps its status (was always "works").
## Hard-won facts (don't re-learn these)
**Frame runtime (SteamOS 0.3.0, build 20260922):**
- No AArch32: 32-bit-only APKs fail with `INSTALL_FAILED_NO_MATCHING_ABIS`. Unfixable; point to Rift + Revive.
@@ -184,7 +225,28 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
- **Tracking only works with the headset worn.** SSH/headless launches never reach VISIBLE/FOCUSED and poses have
flags 0x3. So automated tests prove startup (process alive, instance/session created, frames paced), never visuals.
**Setup / pairing (2026-10-02, verified on the device):** Developer Mode = `"DevModeEnabled"` in
`~/.local/share/Steam/config/config.vdf` (InstallConfigStore/developer), applied by Valve's
`/usr/bin/steamos-polkit-helpers/steamos-devkit-mode --enable|--disable` (polkit allow_any: no password; enables/
disables sshd, xrdp, steamos-devkit-service, debug port forwards; sentinel `/etc/steamos-devkit-enabled`). Steam
re-asserts the config value at every start and rewrites config.vdf on exit → stop Steam, edit, helper, start.
**Desktop Mode is a nested Plasma inside steam.service** (own XDG_RUNTIME_DIR `/run/user/1000/nested_plasma` + private
D-Bus): `systemd-run --user` from Konsole fails ("Failed to connect to user scope bus") unless XDG_RUNTIME_DIR/
DBUS_SESSION_BUS_ADDRESS point at `/run/user/$UID`, and stopping Steam ends the desktop and everything started in
it → bootstrap.sh runs the Dev Mode job + Lepton request + `/paired` as a user unit (log `~/.cache/frameport-setup.log`);
no sudo/password anywhere (verified: naive Frame → connected, password never set). Valve's devkit pairing (fallback,
PC → Frame only): `POST :32000/register` with an **ssh-rsa** key (`connection.devkit_key`, `frame/devkit.py`) works only
while Steam is in pairing mode (Settings → Developer → Pair new host), else 403 at once; approve hook waits 30 s.
The Frame runs firewalld (22 and 32000 open). PC side: the setup server needs inbound TCP 8765–8767 — WSL's Hyper-V
firewall blocks it silently (`DefaultInboundAction Block`): `pairing.ensure_reachable` adds a temporary rule via one
UAC prompt, removed when the server stops (flag file in %TEMP%, max 35 min); hints per OS after 45 s without a request
(`pairing.firewall_hint`). Flet 1.0 patches aren't thread-safe → `app.serialize_flet_updates()` (a dialog shown while a
scan redraw ran never closed: "dropped a patch for unknown control").
**Lepton:** needs an activity with category **LAUNCHER** (Quest apps often only have INFO → "APP_ACTIVITY is empty").
**2D apps:** Lepton runs every app headless (`lepton.headless=true`, only OpenXR output reaches the headset) unless the app folder (`<base>/lepton-app/`) has a `lepton-show-flatscreen` file (liblepton/app_metadata.sh) → Waydroid window on gamescope; agent v28 `set_flatscreen` at finalize for `vr_kind == "none"`. Android 11's navbar covered the
app's controls → patch `device.hide_navbar` (default on for vr_kind none, migration `flat_hide_navbar`) exports
`qemu.hw.mainkeys=1` as a second line of `LEPTON_GFXRECON_FP_PROPS` (runtime alternatives failed, see
docs/FRAME_RUNTIME.md). Verified in the headset 2026-10-02 (2048).
Lepton = Steam app 3029110 (+ "Lepton Development" 3056000, needs Developer Mode). Per-game env: STEAM_COMPAT_INSTALL_PATH
/DATA_PATH/SHADER_PATH, SteamAppId. Logs: `<base>/launch.log` and `~/.local/share/Steam/logs/lepton-logcats/steamlaunch-<appid>`.
Containers are podman `lepton-steamlaunch-<appid>`. Some Unreal games create save dirs without u+rwx → launcher repairs every 2 s.
@@ -256,6 +318,22 @@ stopping Steam kills them → always run that work via `systemd-run --user` (the
**overport:** always `--version=latest`; `--workspace` holds runtimes and **per-package keystores (password
"password", alias "key") — never lose them**: updates must be signed with the same key or saves are lost on reinstall.
Output is deterministic (same input + runtime → same bytes), which is what makes parity testing possible.
**OVRPort 1.2.5 (2026-10-01, the fork's first release; CLI-only):** same commands (`patches [--json]`, `patch`, `help`,
`install`), but `patch` rejects unknown/duplicate args, unknown patch ids and an empty `--patches=`
(`tools/overport.patch` refuses empty lists). After patching it adds `libovrplatformcompat.so` itself when the platform
loader lacks `ovrMessageType_ToString` (our `frame.ovrplatformcompat` then skips: same library). New patches (all off;
`patches/overport.py`): `patch_ac_nexus_no_appsw_72/_90` (AC Nexus build 207706 only, exclusive),
`patch_disable_meta_xr_audio_telemetry` (x86_64 emulators: hidden), `patch_vrapi_openxr` = OVRPort's VrApi adapter =
the **unpatched** upstream of our `frame.vrapi_bridge` (`native/vrapi` unchanged since our 5e7df52), only usable with an
experimental CLI built with `-PwithVrApi=true` (stable jars list it but fail). The owner prefers OVRPort's fixes over
ours where they work as well (less to maintain): compare in the headset before switching a default.
`frameport install <pkg> --apk <file>` installs a specific (test) build signed with the game's key.
Headset results (2026-10-02, `PATCHED/_test-ovrport-1.2.5/TESTING.md`): OVRPort's own VrApi translator fails on the
Frame (Climb 2: requests VkFormat 37 → crash; POTW: no GLES path, missing `vrapi_GetTextureSwapChainHandle`) → keep
`frame.vrapi_bridge`; those two changes are upstream candidates. 1.2.5 builds (its platform compat, new permissions)
work. AC Nexus: `patch_ac_nexus_no_appsw_90` is the catalog default (owner preferred 90 Hz); `STRICT` patches are only
taken from a catalog recipe where `applies()` holds (the AC Nexus ones need build MAIN.450412.207706.final, else the
whole overport run fails).
**Patching gotchas:**
- UnityPy re-serialization breaks scene loading → patch QualitySettings ints in place.
@@ -315,7 +393,28 @@ swapchain was halved (1536/eye) in case memory is the limit (unverified). Frame
(SteamVR runtimes, Lepton scripts, logs; never commit Valve binaries): `~/frameport-research/frame-data-2026-09-30/`.
Not yet verified in the headset.
**Lepton storage (2026-09-30):** each app's /sdcard (= /storage/emulated/0 → `<base>/lepton-data/external`) has `Movies`/`Download`/`Documents` symlinked to the Frame's `~/Videos`/`~/Downloads`/`~/Documents` (liblepton/mounting.sh, only if they exist at start); agent v24 `storage_targets` reads that mapping. Android's MediaProvider canonicalises paths to /home/steamos/... and rejects every file ("doesn't appear under [/system/media...]"), `sm list-volumes` is empty: the media index never works, apps must browse folders. Lepton installs with `adb install -g` (runtime permissions granted, MANAGE_EXTERNAL_STORAGE too). Send files: `install/files.py`, `frameport frame send|storage`, GUI Frame → Send files.
**Companion apps / intents (2026-10-03, tested with Stremio + 4XVR):** a second APK can be installed into a running
Lepton container (`podman exec -i lepton-steamlaunch-<appid> pm install -g -S <size> < apk`) and runs there, VR
included (4XVR in Stremio's flatscreen container: FrameBridge 72 fps, settings via LEPTON_ENV_FRAMEBRIDGE_CONFIG). But
Lepton's services.jar (`ActivityStarter.execute`) intercepts **every** `android.intent.action.VIEW` with data (any
scheme, explicit component or not, no property to disable): it writes `steam://openurl/<uri>` to `/lepton/steam.pipe`
(= the host Steam client's `~/.steam/steam.pipe`) and starts nothing. So "open in external player" hand-offs (Stremio
→ 4XVR) can't work inside Lepton; don't retry without Valve changing it. Lepton installs exactly one `*.apk` per app
folder (two break `get_apk_path`).
**Text input (2026-10-03, verified in the headset with Stremio VR):** Lepton's Android has no IME (`ime list` empty)
and runs VR apps headless (`lepton.headless=true`): no Android window has input focus (`dumpsys input` FocusedWindows
empty), so neither `input text`, a USB keyboard nor Steam's keyboard reach the app. `lepton-show-flatscreen` on a VR
app keeps VR working (FrameBridge 72 fps) and gives the window focus; Steam's on-screen keyboard then opens for text
fields. Unity's TMP_InputField on non-Quest Android waits for the system keyboard (`TouchScreenKeyboardShouldBeUsed`)
and deselects a frame later unless `isKeyboardUsingEvents` (Android: `InPlaceEditing() && m_HideSoftKeyboard`);
uGUI InputField's LateUpdate keeps the field when `InPlaceEditing()`. Patch `frame.unity_text_input` rewrites them
(`mov w0,#0|#1; ret`) at Cpp2IL's **Offset** (= file offset; RVA differs by 0x4000 in Stremio's lib), Cpp2IL
2022.1 pre-release (Unity 6 / metadata v31; Il2CppDumper can't), cached per libil2cpp sha. `/dev/uinput` has an ACL
for steamos (Steam Input) → agent v33 `_keyboard` uinput keyboard ("Type on Frame") reaches everything with focus.
Installing a second APK into a container with `pm install` re-runs Lepton's post-install hook on the **main** app
(`lepton.active_app_id`; moves its files to /data/steam_app) and corrupts it on the next start (fix: touch the APK →
re-bake); `cmd_real package install` skips the hook.
**Lepton storage (2026-09-30):** each app's /sdcard (= /storage/emulated/0 → `<base>/lepton-data/external`) has `Movies`/`Download`/`Documents` symlinked to the Frame's `~/Videos`/`~/Downloads`/`~/Documents` (liblepton/mounting.sh, only if they exist at start); agent v24 `storage_targets` reads that mapping. Android's MediaProvider canonicalises paths to /home/steamos/... and rejects every file ("doesn't appear under [/system/media...]"), `sm list-volumes` is empty: the media index never works, apps must browse folders. Lepton installs with `adb install -g` (runtime permissions granted, MANAGE_EXTERNAL_STORAGE too). Files: `install/files.py`, `frameport frame send|storage`, GUI Files tab (formerly Frame → Send files).
**SteamVR per-app settings (2026-09-30):** editing steamvr.vrsettings while SteamVR runs is lost; the web API (127.0.0.1:27062 /app/setsettings) needs `x-steamvr-secret`. `native/vrsettings` = `fp_vrsettings.exe` (freestanding, OpenVR `FnTable:IVRSettings_003` as a Utility app, loads SteamVR's bin/win64/openvr_api.dll) sets them live and SteamVR persists them: section `steam.app.<shortcut appid>`, keys `preferredRefreshRate` (float) and `motionSmoothingOverride` (0 global, 1 on, 2 off, 3 always). Steam Link (vrlink) lists the Frame's rates 72/80/90/96/108/120/144 in vrserver.txt and follows the per-app preference ("host preferred N Hz"; whether the key is honoured is unverified in-headset yet). Judder metric: vrcompositor.txt session summary dropped + "Timed out. N total" (Stormland: 0 dropped but 313 timeouts in 2 min); fpsVR (`%LOCALAPPDATA%\fpsVR\*.json`, 0.1 ms histograms) gives p99 CPU/GPU ms. `pcvr.steamvr_tuning` (default on, PC only) applies on Play: highest rate whose budget ≥ p99×1.05, at least one step down, smoothing on.
**Unresolved (as of 2026-09-28):** Arcsmith (right-eye distortion) and Time Stall (both eyes) — swap, tracking, Valve
@@ -323,10 +422,12 @@ layers, depth, pacing ruled out. Sniper Elite VR (DEVICE LOST), Espire 1 (Mesa G
crash): use PC versions.
## Releases, CI, GitHub
Maintainer-only notes (accounts, credentials, key locations) live in the git-ignored `CLAUDE.local.md`.
Public repo `github.com/spoopyghosty0/frameport` (branch `main`). Push a `v*` tag → CI (`.github/workflows/build.yml`)
tests, builds Windows x64 / macOS arm64 / Linux x64 bundles, signs, attests and publishes a GitHub Release
(`FramePort-*.zip/.tar.gz`, the CLI wheel `frameport-<ver>-py3-none-any.whl`, `SHA256SUMS.txt`,
`FramePort-selfsigned.cer`; notes = "What's new" from the annotated tag message + `docs/INSTALL.md` from "First launch").
`FramePort-selfsigned.cer`; notes = "What's new" from the annotated tag message + the short `packaging/release-footer.md`; owner: keep release
notes short — a few "What's new" bullets, nothing long after them).
Installed apps find the release themselves (self-update), so the notes are what users see in the update dialog.
- **Release checklist:** bump `src/frameport/_version.py` (the only version; `scripts/package.py` fails a tag build
whose tag ≠ `v<_version>`), commit, `git tag -a vX.Y.Z -m "FramePort X.Y.Z" -m "<What's new, Markdown bullets>"`,
@@ -335,22 +436,27 @@ Installed apps find the release themselves (self-update), so the notes are what
- Signing is **free/self-signed by the owner's choice** (no paid certs, no SignPath): Windows binaries are signed with
a self-signed "FramePort (self-signed)" code-signing cert (RSA 3072, valid to 2031, SHA-256
`4E:12:98:91:62:C0:E4:50:FB:65:1D:34:BB:73:00:09:7B:78:BE:88:5C:A7:6C:42:23:46:9B:92:A1:59:A7:6E`); secrets
`WINDOWS_CODESIGN_PFX` (base64) + `WINDOWS_CODESIGN_PASSWORD`. Private key: `~/.config/frameport-signing/` (WSL) and
the backup `PATCHED/_signing-keys/frameport-app-codesign/` — never commit it. macOS is ad-hoc signed only (Gatekeeper
`WINDOWS_CODESIGN_PFX` (base64) + `WINDOWS_CODESIGN_PASSWORD`. The private key is never committed (its
location is in `CLAUDE.local.md`). macOS is ad-hoc signed only (Gatekeeper
needs right-click → Open; notarization would need the paid Apple program). Users still see SmartScreen unless they
import the .cer into Trusted Root.
- CI gotchas: `flet build` needs `--yes --no-rich-output` (it prompts to install Flutter; rich output crashes the
Windows console) plus PYTHONUTF8; macOS builds need `--python-version 3.12 --arch arm64` (cryptography has no wheels
for flet's default Python / x86_64 cross-build), with a PyInstaller fallback step; `astral-sh/setup-uv` has no
floating major tags after v7 → pin the exact version; force-moving a tag starts duplicate runs (cancel one).
- **This project's GitHub identity is `spoopyghosty0`** (a dedicated account; the machine's default gh/git login is a
different, personal account that must never touch this repo). `gh` (`~/.local/bin/gh`) uses it through
`GH_CONFIG_DIR=~/.config/gh-spoopyghosty0` (set for Claude Code in the git-ignored `.claude/settings.local.json`);
git pushes from this folder authenticate as it through a repo-local credential helper, and commits use the repo-local
identity `spoopyghosty0 <336754034+spoopyghosty0@users.noreply.github.com>`. Check with `gh api user --jq .login`
before any GitHub action.
- **No Claude trailers** (`Co-Authored-By: Claude …`, `Claude-Session: …`) in commits or PR descriptions — the owner's
rule; history was rewritten to remove them.
- macOS runner (2026-10-02): `macos-latest` jobs went unassigned (cancelled after 15 min, no steps); `macos-15`'s Xcode
16.4 fails a Flutter plugin (`NWPath has no member`); `macos-26` (Xcode 26) builds with `flet build`. The PyInstaller
fallback (`package.py --pyinstaller`) passes `--yes` so a failed `flet build`'s folder doesn't stop it at a prompt.
- Windows PowerShell calls from Python (`updates._powershell()`): use `%SystemRoot%\System32\WindowsPowerShell\v1.0\
powershell.exe` with `PSModulePath` removed from the environment — started under PowerShell 7 (CI's default shell,
or a user's pwsh terminal) it couldn't run Get-AuthenticodeSignature (v0.3.0's Windows update smoke failed on it).
`v0.3.0` is a tag without a release (that failed build); the updater shipped first in v0.3.1.
- **Never start PowerShell with `DETACHED_PROCESS` from the packaged app**: it exits 0 without running anything (found
in the 0.3.1→0.3.2 end-to-end test: the app quit, nothing updated). `updates.spawn_hidden` = CREATE_NEW_CONSOLE +
hidden window; `apply()` waits until the script has logged that it runs and raises otherwise (the app then stays
open). Windows installs of 0.3.1/0.3.2 can't update themselves: they need one manual download.
- The Linux bundle is built on ubuntu-22.04: a 24.04-built Flutter bundle needs GLib 2.80 (`undefined symbol:
g_once_init_enter_pointer` on 22.04).
- **The repo is public: never commit personal data** — the Frame's IP address, the Steam user id, the owner's email,
local home paths (native builds use `-ffile-prefix-map`). History was rewritten once to remove them.
@@ -373,13 +479,16 @@ GLAD/GLES); Unreal → alternate no-ForceQuit build. Score changes with
- Reinstalls keep one rollback copy (`<base>/previous-game.apk`, `settings.conf.previous`); `frameport frame cleanup`
removes them (and `--path ~/X` extra folders under home).
## Project status (2026-09-29)
## Project status (2026-10-02)
Self-update, the Files tab, OVRPort 1.2.5, non-Quest Android apps (vr_kind) and GUI localisation (tr(), 0.3.x) are
in; see the sections above. Earlier state (2026-09-29):
34 Quest games ported; the owner confirmed in the headset that all FramePort-rebuilt games work: 23 work, 5 work with
issues (Arcsmith/Time Stall eye distortion, AC Nexus some flipped launch text, Phantom DLC button, Silhouette hands),
6 can't run (Sniper Elite VR, Espire 1, HITMAN, and the 32-bit Journey of the Gods / Shadow Point / Sports Scramble).
Parity: all 34 rebuilt from the dumps match the known-good builds (`docs/parity-report.md`) and were reinstalled +
Parity: all 34 rebuilt from the dumps match the known-good builds (`docs/parity-report.md`, generated locally and
git-ignored; 34/34 again with OVRPort 1.2.5 on 2026-10-02) and were reinstalled +
launch-tested with 0 regressions (`docs/parity-device-report.md`). `PATCHED/` holds exactly the installed builds.
Owner preferences: manual installs (no FrameDrop, no Quest2Frame app), Python + Flet, dynamic data over hardcoding,
Owner preferences: manual installs (no third-party installer apps), Python + Flet, dynamic data over hardcoding,
free tooling only, public repo scrubbed of personal data, keep the known-good backups.
Rift/PC VR support (2026-09-29): implemented + unit-tested, not yet tried with a real Rift game on the PC or Frame
(needs a Rift dump, and Proton installed on the Frame). Open ideas: exe-icon artwork for Rift games, macOS x86_64 bundle, USB-cable connection (Frame `usb0`, untested),
+8
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@@ -0,0 +1,8 @@
# Code of conduct
This project follows the [Contributor Covenant, version 2.1](https://www.contributor-covenant.org/version/2/1/code_of_conduct/).
In short: be respectful and constructive, assume good faith, and keep discussions about the project. Harassment and
personal attacks aren't tolerated.
Report unacceptable behaviour privately through a GitHub security advisory on this repository (it reaches the
maintainer only). Reports are handled confidentially.
+46
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@@ -0,0 +1,46 @@
# Contributing
Thanks for helping. The quickest contributions:
- **A game works on the Frame?** In FramePort: the game's menu → **Share working config…** opens a prefilled issue
with its recipe. Accepted configs become built-in recipes.
- **Something doesn't work?** The game's menu → **Report a problem…** saves a diagnostics zip (personal data
removed) and opens a prefilled issue to attach it to.
## Development
```
uv sync --extra dev # Python 3.11+, uv (https://docs.astral.sh/uv/)
uv run frameport-gui # the app
uv run frameport --help # the command line
uv run pytest # tests (no headset or game files needed)
uv run ruff check . # lint
```
- Code and architecture: `CLAUDE.md`, `docs/ARCHITECTURE.md`; per-game symptoms and fixes: `docs/PLAYBOOK.md`.
- Interface wording: `docs/STYLE.md`. GUI texts go through `tr()`; after changing them run
`python scripts/i18n_extract.py`.
- Translations: see [Translating FramePort](#translating-frameport) below.
- New fixes are patch modules (`src/frameport/patches/`), with a triage signature (`catalog/triage.yaml`), a PLAYBOOK
row and a unit test.
- Native binaries in `artifacts/` are rebuilt with `python native/build.py` (downloads the NDK).
## Translating FramePort
The app's texts (screens, help, patch and setting descriptions) can be translated; the command line, logs and
diagnostics stay English. No programming needed:
1. Copy `src/frameport/locales/template.json` to `src/frameport/locales/<code>.json`, where `<code>` is the language
code (`de`, `fr`, `pt`, `ja`, …).
2. Add `"_language": "<the language's own name>"` (e.g. `"Deutsch"`); it's shown in Settings → Language.
3. Fill in the values. Each key is the English text; leave a value empty to keep the English text. Plural entries
have a list value: `["<one>", "<other>"]`. Keep `{placeholders}` such as `{title}` or `{n}` exactly as they are,
and keep `…`, `·` and line breaks where the English has them.
4. Try it: `uv run frameport-gui`, choose the language in Settings → Language, restart FramePort.
5. Open a pull request with the file. When the English texts change, `python scripts/i18n_extract.py` refreshes the
template; new texts then show in English until they're translated.
Wording rules for English (and a guide for tone) are in `docs/STYLE.md`.
## Ground rules
- Use only games you own. Contributions that help bypass DRM, licence or entitlement checks, or that add game files,
are not accepted.
- Never commit personal data (IP addresses, user names, home paths, Steam IDs).
- By contributing you agree to license your work under GPL-3.0-only.
+97 -29
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@@ -1,38 +1,106 @@
# FramePort
Play your Meta Quest standalone games on the **Valve Steam Frame**. FramePort patches a Quest APK so it runs in the
Frame's Lepton Android runtime, validates the result, installs it over Wi-Fi and adds it to your Steam library with
artwork. Think Morphe/ReVanced Manager, for Quest → Steam Frame:
[![Release](https://img.shields.io/github/v/release/spoopyghosty0/frameport)](https://github.com/spoopyghosty0/frameport/releases/latest)
[![Build](https://img.shields.io/github/actions/workflow/status/spoopyghosty0/frameport/build.yml?branch=main)](https://github.com/spoopyghosty0/frameport/actions/workflows/build.yml)
[![Downloads](https://img.shields.io/github/downloads/spoopyghosty0/frameport/total)](https://github.com/spoopyghosty0/frameport/releases)
[![License](https://img.shields.io/github/license/spoopyghosty0/frameport)](LICENSE)
![Platforms](https://img.shields.io/badge/platforms-Windows%20%7C%20macOS%20%7C%20Linux-blue)
![Steam Frame](https://img.shields.io/badge/Steam%20Frame-supported-1b2838?logo=steam&logoColor=white)
1. **Connect your Frame** once: the app shows one command to paste into the Frame's desktop terminal (it turns on SSH,
trusts the app, and installs Lepton). After that the app finds the Frame on your network by itself.
2. **Add games**: scan a folder of Quest dumps (APK + OBB) or add an APK.
3. **Review patches**: every game gets suggested patches (overport's plus Steam Frame fixes), each with a reason.
34 games have verified recipes; unknown games get heuristics.
4. **Patch, validate, install**: signature/alignment/dependency checks, upload (resumable, skips data already on the
Frame), Steam shortcut + artwork, and a headless launch test with log triage that suggests fixes.
Install games that target the Meta Quest, Android, or general PCVR onto your **Valve Steam Frame**. FramePort handles everything from uploading game files, setting up your Frame, injecting compatibility patches, and adding shortcuts to your Steam library. FramePort aims to be as simple as possible by taking advantage of the fact that the Steam Frame runs on Linux.
FramePort downloads and manages its own tools (Java runtime, [overport](https://github.com/ovrport/app) CLI,
apksigner). Nothing is installed system-wide, and no Android SDK/NDK is needed.
![Library](docs/images/library.png)
## Install
- **App bundles**: download from [Releases](https://github.com/spoopyghosty0/frameport/releases) (Windows x64, macOS
Apple Silicon, Linux x64); see `docs/INSTALL.md` for the first-launch warning (self-signed / ad-hoc signed) and
how to verify a download. Built by CI (`.github/workflows/build.yml`, `flet build`). FramePort **updates itself**:
when a new release is out, click **Update now** in the Library (or run `frameport update`).
- **Command line only**: `uv tool install <the release's frameport-*.whl link>` (or pipx / pip), then `frameport --help`.
- **From source**: `uv sync && uv run frameport-gui` (CLI: `uv run frameport --help`).
> **Notice:** FramePort explicitly does NOT download, share, or unlock games. You must provide legally obtained game
> executables. Core features of FramePort simply download and wrap other published tools (see [Built on](#built-on))
> with patches provided by FramePort adding a hardware compatibility layer. This enables users to use games/apps legally
> purchased on sites like [SideQuest](https://sidequestvr.com/).
## Status of tested games
See `catalog/games/` (and the Library screen): 23 work, 5 work with issues, 6 can't run on the Frame (3 are 32-bit
only; PC VR alternatives are listed). Details and how problems were solved: `docs/PLAYBOOK.md`.
All 34 recipes were verified by rebuilding from the original dumps (`docs/parity-report.md`: 34/34 match the
hand-made known-good builds) and reinstalling + launch-testing on a Frame (`docs/parity-device-report.md`: 0 regressions).
## Features
## Legal
Use only with games you own. FramePort does not download games. It is GPL-3.0-only because it bundles code derived
from GPL-3.0 projects (Quest2Frame's hook technique in the adapter, the Android-XR-Bridge/OVRPort VrApi bridge).
overport is downloaded from its official releases and is not redistributed.
- **Painless setup:** one short command on the Frame. No root, no `sudo`, no password.
[What it changes](docs/FRAME_SETUP.md).
- **Type on Frame:** use your computer's keyboard on the Frame: in VR apps, Android apps, Steam and the desktop.
[More](#type-on-frame).
- **One click per game:** convert, patch, sign, upload, add to Steam with artwork, launch test.
- **Per-game recipes:** a tested catalog plus detection rules; every patch explained in plain words.
- **FrameBridge:** FramePort's OpenXR adapter emulates what the Frame natively lacks (passthrough, room, controller models,
curved and 360° layers); game settings as simple switches.
- **Beyond Quest:** Android apps as windows, PC VR via Proton or Revive, a Files tab with drag and drop.
- **Self-updating** releases, redacted diagnostics, one-click problem reports and working-config sharing.
## Quick start
1. [Download](https://github.com/spoopyghosty0/frameport/releases/latest) and unzip the build for Windows, macOS
(Apple Silicon) or Linux, then start FramePort.
2. **Connect the Frame** (once):
1. In FramePort click **Steam Frame → Show setup command**. Keep FramePort open; the Frame and your computer must
be on the same Wi-Fi.
2. On the Frame press the **Steam button → Power → Switch to Desktop**.
3. Open the app menu (bottom-left corner), search for **Konsole** and open it.
4. Type the command FramePort shows exactly as shown (on-screen keyboard or any USB/Bluetooth keyboard) and press
**Enter**. This will run the following [bash setup script](bootstrap/bootstrap.sh).
5. After a few seconds the desktop closes by itself and the Frame returns to its normal view; that's expected. If
Steam asks to install **Lepton**, confirm it. FramePort shows the Frame as connected within a minute. No
password needed.
3. **Add games → Scan a folder** with your game backups (APK + OBB, or PC VR game folders).
4. Open a game → **Install on Frame**, then play it from the Frame's Steam library.
Full guide, firewalls and troubleshooting: [docs/INSTALL.md](docs/INSTALL.md).
## Type on Frame
Typing in VR is painful, so FramePort turns your computer's keyboard into a keyboard for the Frame. Open **Type on
Frame** (keyboard icon on the sidebar's Frame card, the Steam Frame page, or a game's menu), select a text field in
the headset and type: searches, logins, chat, in any app, in Steam or on the desktop. Paste longer text to type it in
one go. Nothing to install: FramePort adds a virtual keyboard on the Frame while the window is open, without root.
![Type on Frame](docs/images/type-on-frame.png)
Unity apps whose text fields close the moment you select them on the Frame (no system keyboard there) get a per-game
fix, so Steam's on-screen keyboard and Type on Frame work in them too.
[Details](docs/INSTALL.md#typing-on-the-frame).
## Compatibility
If a game has already been tested with FramePort, it will automatically use the optimal game config. Otherwise, FramePort
will attempt to guess key patches. If you find a new config that works for an app you are testing, please consider submitting it to the community!
**[List of tested games](docs/GAMES.md)**
## Built on
[OVRPort](https://github.com/Android-XR-Bridge/OVRPort) (Quest → OpenXR, originally
[ovrport/app](https://github.com/ovrport/app)) · Valve Lepton, Proton and SteamVR ·
[Revive](https://github.com/LibreVR/Revive) · Mesa (Zink) · [Khronos OpenXR SDK](https://github.com/KhronosGroup/OpenXR-SDK)
· Eclipse Temurin, Android apksigner and NDK · [Flet](https://flet.dev) · OculusDB and Steam store data.
What FramePort adds itself: [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md).
## Documentation
| | |
|---|---|
| [INSTALL.md](docs/INSTALL.md) | Install, connect, update, PC VR, files, problem reports |
| [FRAME_SETUP.md](docs/FRAME_SETUP.md) | What setup changes on the Frame, networks and firewalls, undoing it |
| [COMPATIBILITY.md](docs/COMPATIBILITY.md) | What runs and how well |
| [GAMES.md](docs/GAMES.md) | Tested games and how well they run |
| [PLAYBOOK.md](docs/PLAYBOOK.md) | Symptoms and fixes per game |
| [FRAME_RUNTIME.md](docs/FRAME_RUNTIME.md) | Steam Frame runtime facts |
| [ARCHITECTURE.md](docs/ARCHITECTURE.md) | How the code is organised |
| [CONTRIBUTING.md](CONTRIBUTING.md) | Code, recipes, translations |
## Development
See `CLAUDE.md` (architecture, commands, findings) and `docs/ARCHITECTURE.md`.
```
uv sync --extra dev
uv run frameport-gui # the app
uv run frameport --help # command line
uv run pytest # tests
```
## AI Usage Notice
While I would like to program everything manually, I no longer have much free time for personal projects. As a result I make use of AI tools to make it significantly quicker to debug compatibility issues.
## License
GPL-3.0-only (includes GPL-3.0 code from OVRPort). Not affiliated with Valve or Meta.
+8
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@@ -0,0 +1,8 @@
# Security
FramePort talks to your Steam Frame over SSH with its own key and runs a small agent there; it also downloads tools
and its own updates (checked against the release's SHA-256 sums and, on Windows, its signature).
To report a vulnerability, please open a GitHub security advisory for this repository (Security → Report a
vulnerability) instead of a public issue. Include the FramePort version (`frameport --version`) and how to reproduce
it. Fixes are released as normal updates; FramePort offers them automatically.
+27
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@@ -0,0 +1,27 @@
# Third-party notices
FramePort is GPL-3.0-only (see `LICENSE`). It includes or downloads the following third-party work.
## Included in this repository / the release bundles
| Component | Where | License |
|---|---|---|
| OVRPort VrApi → OpenXR adapter (`native/vrapi`, github.com/Android-XR-Bridge/OVRPort), with FramePort's changes | `native/vrapi-bridge/`, `artifacts/arm64-v8a/libvrapi.so` | GPL-3.0 (`native/vrapi-bridge/LICENSE.upstream`) |
| OVRPort platform compatibility library (`native/platform`) | `native/platformcompat/`, `artifacts/arm64-v8a/libovrplatformcompat.so` | GPL-3.0; Meta Platform SDK headers under the Meta Platform Technologies SDK License (`native/platformcompat/licenses/OCULUS-PLATFORM-SDK.txt`) |
| Khronos OpenXR SDK headers | used to build the native layers | Apache-2.0 / MIT (`native/vrapi-bridge/licenses/OPENXR-SDK.txt`) |
| Android NDK runtime (statically linked libc++) | native Android libraries | Apache-2.0 with LLVM exception, plus legacy notices (`native/vrapi-bridge/licenses/ANDROID-NDK.txt`) |
| Flet and Flutter (desktop app runtime) | release bundles | Apache-2.0 / BSD-3-Clause |
| flet-dropzone / desktop_drop (drag-and-drop) | release bundles | Apache-2.0 / MIT |
| Python packages (paramiko, zeroconf, psutil, pyelftools, capstone, UnityPy, PyYAML, requests, typer, pyaxmlparser, Pillow, cryptography, …) | release bundles | their own licenses (see each package's metadata) |
FramePort's own native code (the FrameBridge adapter, GL/Vulkan/OpenXR shims, the Windows helpers) is GPL-3.0-only.
## Downloaded at run time (not redistributed)
| Tool | Source | License |
|---|---|---|
| OVRPort / overport CLI | github.com/Android-XR-Bridge/OVRPort releases (fallback github.com/ovrport/app) | GPL-3.0 |
| Eclipse Temurin JRE | api.adoptium.net | GPL-2.0 with Classpath Exception |
| apksigner (Android build-tools) | dl.google.com Android repository | Apache-2.0 |
| Revive (portable copy, only if Revive isn't installed) | github.com/LibreVR/Revive releases | GPL-3.0 |
Valve's Lepton, Proton and SteamVR, and Meta's software, are used on your devices as installed by Steam / Meta;
FramePort doesn't distribute them.
+347 -65
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@@ -7,6 +7,7 @@ The PC app uploads this file to ~/.local/share/frameport/agent/ and calls:
Commands: info, prepare, finalize, shortcuts, shortcut_status, launch_test, stop, set_settings, uninstall,
install_lepton, list_installed, proton_status, install_proton, prepare_pcvr, finalize_pcvr,
controller_models.
Streaming: python3 frameport_agent.py _keyboard (a virtual keyboard: JSON lines on stdin, see keyboard_session)
Install layout (one Lepton container per game; same as the manual installs from 2026-09):
~/Applications/quest-frame/<pkg>/ anchor: launch.sh, deployment.json, artwork/ (always internal storage)
@@ -20,6 +21,7 @@ PC VR (Oculus Rift) games packed for the Frame (id "rift.<slug>"), run by Proton
<dest>/<id>/revive/ Revive (ReviveInjector.exe + DLLs)
<dest>/<id>/compatdata/ Proton prefix = saves (kept across reinstalls), launch.log
"""
import fcntl
import glob
import hashlib
import json
@@ -33,7 +35,7 @@ import sys
import time
import zlib
AGENT_VERSION = 26
AGENT_VERSION = 33
HOME = os.path.expanduser("~")
STEAM = os.path.join(HOME, ".local/share/Steam")
ANCHORS = os.path.join(HOME, "Applications/quest-frame")
@@ -94,7 +96,8 @@ def find_app(name_regex):
def lepton_path():
app = find_app(r"Lepton")
candidates = ([os.path.join(app["dir"], "lepton")] if app else []) + [os.path.join(STEAM, "steamapps/common/Lepton/lepton")]
candidates = (([os.path.join(app["dir"], "lepton")] if app else [])
+ [os.path.join(STEAM, "steamapps/common/Lepton/lepton")])
for c in candidates:
if os.access(c, os.X_OK):
return c, app
@@ -114,7 +117,7 @@ def find_app_id(appid):
state = re.search(r'"StateFlags"\s+"(\d+)"', text)
d = os.path.join(lib, "common", installdir[1]) if installdir else None
num = {k: int(m[1]) for k in ("BytesDownloaded", "BytesToDownload", "SizeOnDisk")
for m in [re.search(r'"%s"\s+"(\d+)"' % k, text)] if m}
for m in [re.search(rf'"{k}"\s+"(\d+)"', text)] if m}
return {"appid": str(appid), "name": name[1] if name else "", "dir": d, "state": int(state[1]) if state else 0,
"complete": bool(state and int(state[1]) & 4 and d and os.path.isdir(d)),
"downloaded": num.get("BytesDownloaded", 0), "to_download": num.get("BytesToDownload", 0)}
@@ -232,7 +235,7 @@ def tool_manifest(tool_dir):
return {}
out = {}
for k in ("commandline", "require_tool_appid", "version"):
m = re.search(r'"%s"\s+"((?:[^"\\]|\\.)*)"' % k, text)
m = re.search(rf'"{k}"\s+"((?:[^"\\]|\\.)*)"', text)
if m:
out[k] = m[1].replace('\\"', '"')
if "require_tool_appid" in out:
@@ -466,7 +469,7 @@ def cmd_xr_layer_test(args):
try:
p = run([sys.executable, os.path.abspath(__file__), "_xr_probe", json.dumps({"loader": loader})],
env=env, timeout=60)
line = next((l for l in reversed(p.stdout.splitlines()) if l.startswith("{")), None)
line = next((ln for ln in reversed(p.stdout.splitlines()) if ln.startswith("{")), None)
results[name] = json.loads(line) if line else {"error": (p.stderr or p.stdout)[-800:]}
except subprocess.TimeoutExpired:
results[name] = {"error": "timed out"}
@@ -577,9 +580,11 @@ def ensure_host_fixes():
if not re.search(r"^\s*keyring\s*=", text, re.M):
note = "# FramePort: stop rootless podman leaking a kernel keyring per container start (Lepton launches)\n"
if re.search(r"^\[containers\]\s*$", text, re.M):
text = re.sub(r"^\[containers\]\s*$", "[containers]\n" + note + "keyring = false", text, count=1, flags=re.M)
text = re.sub(r"^\[containers\]\s*$", "[containers]\n" + note + "keyring = false", text, count=1,
flags=re.M)
else:
text = text + ("\n" if text and not text.endswith("\n") else "") + "[containers]\n" + note + "keyring = false\n"
sep = "\n" if text and not text.endswith("\n") else ""
text = text + sep + "[containers]\n" + note + "keyring = false\n"
os.makedirs(os.path.dirname(CONTAINERS_CONF), exist_ok=True)
with open(CONTAINERS_CONF, "w") as f:
f.write(text)
@@ -599,6 +604,43 @@ def key_usage():
return {}
POWER_SUPPLY = "/sys/class/power_supply"
CHARGER_TYPES = ("Mains", "USB", "USB_C", "USB_PD", "USB_PD_DRP", "USB_DCP", "USB_CDP", "USB_ACA", "Wireless")
def battery_state():
"""The Frame's battery: {"percent", "status" (Charging/Discharging/Full/Not charging), "plugged", "draining"};
None without one. "plugged" = a charger reports online (or the battery says it's charging/full); "draining" = the
battery's own gauge says Discharging (with a charger: it supplies less than the Frame uses, or just booted).
On the Frame (2026-10-03): max1720x_bat (Battery), pm8550b-charger (Unknown), tcpm …typec (USB, online=1)."""
def read(path):
try:
with open(path) as f:
return f.read().strip()
except OSError:
return ""
battery, plugged = None, False
try:
names = sorted(os.listdir(POWER_SUPPLY))
except OSError:
return None
for name in names:
d = os.path.join(POWER_SUPPLY, name)
kind = read(os.path.join(d, "type"))
if kind == "Battery" and battery is None and read(os.path.join(d, "capacity")).isdigit():
battery = {"percent": int(read(os.path.join(d, "capacity"))), "status": read(os.path.join(d, "status"))}
elif kind in CHARGER_TYPES and read(os.path.join(d, "online")) == "1":
plugged = True
if battery is not None:
battery["plugged"] = plugged or battery["status"] in ("Charging", "Full")
battery["draining"] = battery["status"] == "Discharging"
return battery
def cmd_battery(args):
return {"battery": battery_state()}
def cmd_info(args):
lepton, app = lepton_path()
osr = {}
@@ -618,6 +660,7 @@ def cmd_info(args):
"steam_running": run(["pgrep", "-x", "steam"]).returncode == 0,
"host_fixes": ensure_host_fixes(), "kernel_keys": key_usage(),
"proton": cmd_proton_status({}) if args.get("proton", True) else None,
"battery": battery_state(),
}
@@ -633,7 +676,7 @@ def cmd_install_lepton(args):
"hint": "Enable Developer Mode, then confirm the install in Steam (or launch 'Lepton Development' once)."}
# ------------------------------------------------------------------------------------------ Steam shortcuts (binary VDF)
# ------------------------------------------------------------------------------------- Steam shortcuts (binary VDF)
TYPE_MAP, TYPE_STRING, TYPE_INT, TYPE_END = 0, 1, 2, 8
@@ -711,7 +754,7 @@ def upsert_shortcut(vdf_path, exe, title, start_dir, icon="", tag="Quest on Fram
LaunchOptions=launch_options, IsHidden=0, AllowDesktopConfig=1, AllowOverlay=1, OpenVR=1, Devkit=0,
DevkitGameID="", DevkitOverrideAppID=0, FlatpakAppID="")
if data:
shutil.copy2(vdf_path, f"{vdf_path}.backup-{time.strftime('%Y%m%d-%H%M%S')}")
backup_vdf(vdf_path)
os.makedirs(os.path.dirname(vdf_path), exist_ok=True)
tmp = vdf_path + ".tmp"
with open(tmp, "wb") as f:
@@ -726,22 +769,70 @@ def prune_shortcuts(vdf_path, title, keep_exe, tag):
removed appids."""
if not os.path.exists(vdf_path):
return []
tags = (tag,) if isinstance(tag, str) else tuple(tag) # one tag, or several (current + earlier names)
root = vdf_decode(open(vdf_path, "rb").read())
sc = root.get("shortcuts", {})
removed = [v.get("appid") for v in sc.values() if isinstance(v, dict) and v.get("appname") == title
and v.get("Exe") != keep_exe and tag in (v.get("tags") or {}).values()]
def stale(v):
return (isinstance(v, dict) and v.get("appname") == title and v.get("Exe") != keep_exe
and any(t in (v.get("tags") or {}).values() for t in tags))
removed = [v.get("appid") for v in sc.values() if stale(v)]
if not removed:
return []
keep = [v for v in sc.values() if not (isinstance(v, dict) and v.get("appname") == title
and v.get("Exe") != keep_exe and tag in (v.get("tags") or {}).values())]
keep = [v for v in sc.values() if not stale(v)]
root["shortcuts"] = {str(i): v for i, v in enumerate(keep)}
shutil.copy2(vdf_path, f"{vdf_path}.backup-{time.strftime('%Y%m%d-%H%M%S')}")
backup_vdf(vdf_path)
with open(vdf_path + ".tmp", "wb") as f:
f.write(vdf_encode(root))
os.replace(vdf_path + ".tmp", vdf_path)
return removed
VDF_BACKUPS = 5
def backup_vdf(vdf_path):
"""Keep a copy before changing shortcuts.vdf (the last VDF_BACKUPS are kept)."""
shutil.copy2(vdf_path, f"{vdf_path}.backup-{time.strftime('%Y%m%d-%H%M%S')}")
for old in sorted(glob.glob(f"{vdf_path}.backup-*"))[:-VDF_BACKUPS]:
try:
os.remove(old)
except OSError:
pass
def remove_tree(path):
"""Remove a file or folder tree, including what Lepton's containers leave in a game's data: overlayfs work dirs
with mode 000 (and whiteout device files in them), which shutil.rmtree(ignore_errors=True) silently skipped, so
"remove saves" left lepton-data behind. Last resort: podman unshare (files owned by the container's user ids)."""
if not os.path.lexists(path):
return
if os.path.islink(path) or not os.path.isdir(path):
os.remove(path)
return
for root, dirs, _files in os.walk(path): # top-down: fix a folder's mode before walking into it
for d in dirs:
p = os.path.join(root, d)
if not os.path.islink(p):
try:
os.chmod(p, 0o700)
except OSError:
pass
shutil.rmtree(path, ignore_errors=True)
if os.path.lexists(path) and shutil.which("podman"):
run(["podman", "unshare", "rm", "-rf", path])
def grid_files(grid, appid):
"""A shortcut's grid artwork (<appid>p.jpg, <appid>_hero.png, …): exact names, never another appid that merely
starts with the same digits."""
pat = re.compile(rf"^{re.escape(str(appid))}(p|_hero|_logo|_icon)?\.[A-Za-z0-9]+$")
try:
return [os.path.join(grid, n) for n in os.listdir(grid) if pat.match(n)]
except OSError:
return []
def remove_shortcut(vdf_path, exe):
if not os.path.exists(vdf_path):
return False
@@ -751,7 +842,7 @@ def remove_shortcut(vdf_path, exe):
if len(keep) == len(sc):
return False
root["shortcuts"] = {str(i): v for i, v in enumerate(keep)}
shutil.copy2(vdf_path, f"{vdf_path}.backup-{time.strftime('%Y%m%d-%H%M%S')}")
backup_vdf(vdf_path)
with open(vdf_path + ".tmp", "wb") as f:
f.write(vdf_encode(root))
os.replace(vdf_path + ".tmp", vdf_path)
@@ -766,13 +857,15 @@ def cmd_shortcuts(args):
rewritten, so the work runs in a detached systemd unit (terminals/SSH sessions started from Steam live in
steam.service's cgroup and would be killed with it). Poll shortcut_status for the result."""
packages = [check_pkg(p) for p in args.get("packages", [])]
if not packages:
remove = [r for r in args.get("remove", [])
if isinstance(r, dict) and str(r.get("exe", "")).startswith('"' + ANCHORS)]
if not packages and not remove:
return {"started": False}
os.makedirs(os.path.dirname(STATUS_FILE), exist_ok=True)
with open(STATUS_FILE, "w") as f:
json.dump({"state": "running", "packages": packages, "started": time.time()}, f)
unit = f"frameport-shortcuts-{int(time.time())}"
payload = json.dumps({"packages": packages, "restart": args.get("restart", True)})
payload = json.dumps({"packages": packages, "remove": remove, "restart": args.get("restart", True)})
run(["systemd-run", "--user", "--collect", "--quiet", f"--unit={unit}", "--setenv=HOME=" + HOME,
sys.executable, os.path.abspath(__file__), "_shortcuts_worker", payload])
return {"started": True, "unit": unit}
@@ -792,6 +885,14 @@ def shortcuts_worker(payload):
raise AgentError("Steam did not close; library not modified") from None
grid = os.path.join(os.path.dirname(vdf), "grid")
os.makedirs(grid, exist_ok=True)
for r in args.get("remove", []): # uninstalled games
try:
if remove_shortcut(vdf, r["exe"]):
result.setdefault("removed", []).append(r["exe"])
for art in grid_files(grid, r.get("appid") or ""):
os.remove(art)
except Exception as exc: # noqa: BLE001
result["errors"].append(f"{r.get('exe')}: {exc}")
for pkg in args["packages"]:
try:
anchor = os.path.join(ANCHORS, pkg)
@@ -979,7 +1080,8 @@ def cmd_link_media(args):
except OSError:
shutil.copy2(real, target) # different file system (not the case with Lepton's layout)
linked.append(os.path.basename(real))
return {"folder": folder, "android": f"/sdcard/{folder}", "linked": linked, "existing": existing, "missing": missing}
return {"folder": folder, "android": f"/sdcard/{folder}", "linked": linked, "existing": existing,
"missing": missing}
def cmd_list_files(args):
@@ -1049,24 +1151,28 @@ def cmd_prepare(args):
want_sha = args.get("apk_sha256")
same_apk = bool(want_sha and os.path.exists(apk) and os.path.getsize(apk) == args.get("apk_size")
and sha256_file(apk) == want_sha)
st = os.statvfs(base if os.path.exists(base) else os.path.dirname(base) if os.path.exists(os.path.dirname(base)) else HOME)
st = os.statvfs(base if os.path.exists(base)
else os.path.dirname(base) if os.path.exists(os.path.dirname(base)) else HOME)
lepton, _ = lepton_path()
return {"package": pkg, "base": base, "anchor": anchor, "appid": appid, "incoming": incoming,
"installed": bool(dep), "same_apk": same_apk, "existing_obb": existing,
"free_bytes": st.f_bavail * st.f_frsize, "lepton": lepton}
LAUNCH_SH = r"""#!/usr/bin/env bash
LAUNCH_SH = (r"""#!/usr/bin/env bash
# Steam Frame launcher for {title} ({pkg}). Generated by FramePort.
set -euo pipefail
app_dir={base_q}
[[ -d "$app_dir/lepton-app" ]] || {{ echo "Game files missing at $app_dir (storage not mounted?)" >&2; exit 1; }}
# Some games (Unreal cloud saves) create folders without write/search permission inside Lepton,
# which silently breaks saving. Repair them before and during every launch.
fix_perms() {{ find "$app_dir/lepton-data/external" -type d ! -perm -u+rwx -exec chmod u+rwx {{}} + 2>/dev/null || true; }}
fix_perms() {{ find "$app_dir/lepton-data/external" -type d ! -perm -u+rwx -exec chmod u+rwx {{}} + 2>/dev/null ||"""
r""" true; }}
# Android can't create an app's external files/cache folders inside Lepton ("Invalid mkdirs path ... not a known app
# path"): getExternalCacheDir() then returns nothing, which breaks e.g. Whirligig's video player cache. Create them here.
mkdir -p "$app_dir/lepton-data/external/Android/data/{pkg}/files" "$app_dir/lepton-data/external/Android/data/{pkg}/cache" 2>/dev/null || true
# path"): getExternalCacheDir() then returns nothing, which breaks e.g. Whirligig's video player cache. Create them"""
r""" here.
mkdir -p "$app_dir/lepton-data/external/Android/data/{pkg}/files" """
r""""$app_dir/lepton-data/external/Android/data/{pkg}/cache" 2>/dev/null || true
fix_perms
( while sleep 2 && kill -0 $$ 2>/dev/null; do fix_perms; done ) & permfix=$!
export SteamAppId={appid}
@@ -1092,11 +1198,12 @@ trap 'exit 143' TERM
setsid {lepton_q} start >"$app_dir/launch.log" 2>&1 &
child=$!
wait "$child"
"""
""")
def write_launcher(anchor, base, pkg, title, appid, lepton, env):
extra = "".join(f"export {k}={shlex.quote(str(v))}\n" for k, v in (env or {}).items() if re.fullmatch(r"[A-Z_][A-Z0-9_]*", k))
extra = "".join(f"export {k}={shlex.quote(str(v))}\n" for k, v in (env or {}).items()
if re.fullmatch(r"[A-Z_][A-Z0-9_]*", k))
text = LAUNCH_SH.format(title=title.replace("\n", " "), pkg=pkg, base_q=shlex.quote(base), appid=appid,
lepton_q=shlex.quote(lepton), extra_env=extra)
path = os.path.join(anchor, "launch.sh")
@@ -1110,6 +1217,16 @@ def data_files_dir(base, pkg):
return os.path.join(base, "lepton-data/external/Android/data", pkg, "files")
def set_flatscreen(app_dir, on):
"""Lepton shows an app as a flat (2D) window only when its app folder holds this marker
(liblepton/app_metadata.sh); otherwise the app runs headless and only OpenXR output reaches the headset."""
marker = os.path.join(app_dir, "lepton-show-flatscreen")
if on:
open(marker, "a").close()
elif os.path.exists(marker):
os.remove(marker)
def cmd_finalize(args):
"""Move uploaded files into place, write launcher/settings/config files/deployment.json. Keeps saves."""
pkg = check_pkg(args["package"])
@@ -1123,6 +1240,19 @@ def cmd_finalize(args):
os.makedirs(os.path.join(app, "obb"), exist_ok=True)
os.makedirs(anchor, exist_ok=True)
new_apk = os.path.join(incoming, "game.apk")
inc_obb = os.path.join(incoming, "obb")
expected = args.get("obb_manifest") # rel path -> size
if expected: # check the data as it will be after the move, before replacing anything (a failure keeps the old)
have = {}
for top in (os.path.join(app, "obb"), inc_obb):
for root, _, files in os.walk(top):
for name in files:
if not name.endswith(".part"):
p = os.path.join(root, name)
have[os.path.relpath(p, top)] = os.path.getsize(p)
bad = [k for k, v in expected.items() if have.get(k) != v]
if bad:
raise AgentError(f"{len(bad)} data file(s) missing or incomplete, e.g. {bad[0]}")
if os.path.exists(new_apk):
if args.get("apk_sha256") and sha256_file(new_apk) != args["apk_sha256"]:
raise AgentError("uploaded APK checksum mismatch (transfer corrupted?)")
@@ -1133,7 +1263,6 @@ def cmd_finalize(args):
elif not os.path.exists(os.path.join(app, "game.apk")):
raise AgentError("no APK uploaded and none installed")
moved = 0
inc_obb = os.path.join(incoming, "obb")
for root, _, files in os.walk(inc_obb):
for name in files:
if name.endswith(".part"):
@@ -1143,17 +1272,9 @@ def cmd_finalize(args):
os.makedirs(os.path.dirname(dst), exist_ok=True)
os.replace(src, dst)
moved += 1
expected = args.get("obb_manifest") # rel path -> size
if expected:
have = {}
for root, _, files in os.walk(os.path.join(app, "obb")):
for name in files:
p = os.path.join(root, name)
have[os.path.relpath(p, os.path.join(app, "obb"))] = os.path.getsize(p)
bad = [k for k, v in expected.items() if have.get(k) != v]
if bad:
raise AgentError(f"{len(bad)} data file(s) missing or incomplete, e.g. {bad[0]}")
shutil.rmtree(incoming, ignore_errors=True)
if "flatscreen" in args: # older clients don't send it: leave the marker as it is
set_flatscreen(app, args["flatscreen"])
# settings: settings.conf (read by the adapter via LEPTON_ENV_FRAMEBRIDGE_CONFIG) + framebridge.conf copy
files_dir = data_files_dir(base, pkg)
os.makedirs(files_dir, exist_ok=True)
@@ -1190,8 +1311,9 @@ def cmd_finalize(args):
return {"ok": True, "base": base, "appid": appid, "moved_data_files": moved, "controller_models": models}
# ------------------------------------------------------------------ Steam Frame controller models (XR_FB_render_model)
# The FrameBridge adapter (setting controller_models=1) serves these to games that ask the runtime for controller models.
# --------------------------------------------------------------- Steam Frame controller models (XR_FB_render_model)
# The FrameBridge adapter (setting controller_models=1) serves these to games that ask the runtime for controller
# models.
# They are converted here, on the Frame, from the SteamVR render models the Frame already has (OBJ + PNG) into glTF
# binaries, so Valve's models never leave the device.
MODELS_CACHE = os.path.join(HOME, ".local/share/frameport/controller-models")
@@ -1333,7 +1455,7 @@ def parse_obj(path):
for c in parts[1:]:
idx = (c.split("/") + ["", ""])[:3]
ref = []
for i, n in zip(idx, (len(pos), len(uv), len(nrm))):
for i, n in zip(idx, (len(pos), len(uv), len(nrm)), strict=True):
ref.append(None if not i else (int(i) - 1 if int(i) > 0 else n + int(i)))
corners.append(tuple(ref))
for i in range(1, len(corners) - 1): # fan triangulation
@@ -1577,7 +1699,8 @@ def windows_path(path):
XR_LAYER = "XR_APILAYER_FRAMEPORT_timefix"
XR_LAYER_ENV = (f'# FramePort OpenXR layer: OpenXR 1.1 -> 1.0 fallback for the Frame runtime (+ timespec time emulation)\n'
XR_LAYER_ENV = (f'# FramePort OpenXR layer: OpenXR 1.1 -> 1.0 fallback for the Frame runtime'
f' (+ timespec time emulation)\n'
f'export XR_API_LAYER_PATH="$base/xrlayer${{XR_API_LAYER_PATH:+:$XR_API_LAYER_PATH}}"\n'
f'export XR_ENABLE_API_LAYERS="{XR_LAYER}${{XR_ENABLE_API_LAYERS:+:$XR_ENABLE_API_LAYERS}}"\n')
@@ -1665,8 +1788,8 @@ def set_libovr_redirect(base, exe_rel, enabled, bundled=False):
exe_dir = os.path.dirname(os.path.join(game, exe_rel))
# the runtime: FramePort's Revive (revive/LibReviveXR*), or with bundled=True the repack's own LibRevive*.dll
# next to the exe (a repack set up for SteamVR, whose Windows loader hook doesn't take effect under Proton)
runtimes = {bits: (os.path.join(exe_dir, "LibRevive%s.dll" % bits) if bundled else
os.path.join(base, "revive", "LibReviveXR%s.dll" % bits)) for bits in ("64", "32")}
runtimes = {bits: (os.path.join(exe_dir, f"LibRevive{bits}.dll") if bundled else
os.path.join(base, "revive", f"LibReviveXR{bits}.dll")) for bits in ("64", "32")}
# where the Oculus SDK looks for LibOVRRT: the game exe's dir (monolithic engines carry the shim in the exe) AND
# next to every OVRPlugin.dll (Unreal's shim searches its own module dir).
dirs = {os.path.dirname(os.path.join(game, exe_rel))}
@@ -1676,7 +1799,7 @@ def set_libovr_redirect(base, exe_rel, enabled, bundled=False):
dirs.add(root)
for d in dirs:
for bits, target in runtimes.items():
link = os.path.join(d, "LibOVRRT%s_1.dll" % bits)
link = os.path.join(d, f"LibOVRRT{bits}_1.dll")
ours = os.path.islink(link) and os.path.basename(os.path.realpath(link)).lower().startswith("librevive")
if ours and os.path.realpath(link) != os.path.realpath(target):
os.remove(link) # switched between FramePort's and the bundled Revive
@@ -1749,7 +1872,8 @@ def cmd_finalize_pcvr(args):
dep = {"package": pkg, "kind": "pcvr", "appid": int(appid), "base": base, "title": title, "exe": exe_rel,
"tags": args.get("tags") or [],
"sha256": args.get("exe_sha256"), "revive": revive, "revive_version": args.get("revive_version"),
"proton": tool["name"], "xr_layer": xr_layer, "oculus_hmd": oculus_hmd, "libovr_redirect": bool(args.get("libovr_redirect")),
"proton": tool["name"], "xr_layer": xr_layer, "oculus_hmd": oculus_hmd,
"libovr_redirect": bool(args.get("libovr_redirect")),
"recipe": args.get("recipe"),
"installed_by": "frameport",
"files": {t: manifests.get(t) or {} for t in PCVR_TREES},
@@ -1759,6 +1883,29 @@ def cmd_finalize_pcvr(args):
return {"ok": True, "base": base, "appid": appid, "moved_files": moved, "proton": tool["name"]}
AWAKE_UNIT = "frameport-awake"
def cmd_keep_awake(args):
"""Keep the Frame from going idle/asleep while FramePort installs games (on=False ends it). An inhibitor lock held
by a `sleep` in its own user unit, so it outlives this SSH command and ends by itself after `minutes` if FramePort
disappears. Blocking sleep needs a local session (polkit inhibit-block-sleep: auth_admin_keep for others), so
when logind refuses it, idle alone is blocked (allowed for any user)."""
run(["systemctl", "--user", "stop", f"{AWAKE_UNIT}.service"])
run(["systemctl", "--user", "reset-failed", f"{AWAKE_UNIT}.service"])
if not args.get("on", True):
return {"awake": False}
seconds = int(min(max(float(args.get("minutes", 60)), 1), 240) * 60)
for what in ("idle:sleep", "idle"):
run(["systemd-run", "--user", "--collect", "--quiet", f"--unit={AWAKE_UNIT}", "systemd-inhibit",
f"--what={what}", "--who=FramePort", "--why=Installing games", "--mode=block", "sleep", str(seconds)])
time.sleep(0.7) # a refused lock ends the unit right away
if run(["systemctl", "--user", "is-active", f"{AWAKE_UNIT}.service"]).stdout.strip() == "active":
return {"awake": True, "what": what, "seconds": seconds}
run(["systemctl", "--user", "reset-failed", f"{AWAKE_UNIT}.service"])
return {"awake": False}
def cmd_set_settings(args):
pkg = check_pkg(args["package"])
dep = deployment(pkg) or {}
@@ -1802,23 +1949,22 @@ def cmd_uninstall(args):
for name in names:
p = os.path.join(base, name)
if os.path.isdir(p):
shutil.rmtree(p, ignore_errors=True)
remove_tree(p)
elif os.path.exists(p):
os.remove(p)
if not keep_data:
shutil.rmtree(base, ignore_errors=True)
remove_tree(base)
anchor = os.path.join(ANCHORS, pkg)
users = steam_users()
removed_sc = False
if len(users) == 1 and args.get("remove_shortcut"):
removed_sc = remove_shortcut(os.path.join(STEAM, "userdata", users[0], "config/shortcuts.vdf"),
f'"{anchor}/launch.sh"') # takes effect after the next Steam restart
if args.get("remove_shortcut") and len(steam_users()) == 1:
# Steam keeps its own copy of shortcuts.vdf and writes it back: change it only with Steam closed (worker)
removed_sc = cmd_shortcuts({"remove": [{"exe": f'"{anchor}/launch.sh"', "appid": dep.get("appid")}]})["started"]
if not keep_data or base != anchor:
shutil.rmtree(anchor, ignore_errors=True)
remove_tree(anchor)
else: # saves live next to the launcher (Quest games): keep them, drop what marks the game as installed
for name in ("deployment.json", "launch.sh", "artwork", "launch.log", "launch-test.log"):
p = os.path.join(anchor, name)
shutil.rmtree(p, ignore_errors=True) if os.path.isdir(p) else (os.path.exists(p) and os.remove(p))
remove_tree(p)
return {"removed": True, "kept_saves": keep_data, "shortcut_removed": removed_sc}
@@ -1865,7 +2011,7 @@ def game_logs(base, since=0.0):
raw = open(ctx, "rb").read().decode("utf-8", "replace")
fields = []
for tag in ("ErrorMessage", "CrashType", "EngineVersion", "CallStack", "SourceContext"):
m = re.search(r"<%s>(.*?)</%s>" % (tag, tag), raw, re.S)
m = re.search(rf"<{tag}>(.*?)</{tag}>", raw, re.S)
if m and m.group(1).strip():
fields.append(f"{tag}: {m.group(1).strip()[:3000]}")
out.append(f"===== crash {os.path.relpath(os.path.dirname(ctx), base)} (UE4CC)\n" + "\n".join(fields))
@@ -1911,7 +2057,8 @@ def cmd_launch_test(args):
elapsed = round(time.time() - start)
if state == "EXITED": # Lepton dumps the container's logcat buffers (crash backtraces) after "Exited!"
until = time.time() + 15
while time.time() < until and "Dumping logcat" not in (open(log, errors="replace").read() if os.path.exists(log) else ""):
while time.time() < until and "Dumping logcat" not in (open(log, errors="replace").read()
if os.path.exists(log) else ""):
time.sleep(1)
time.sleep(2)
run(["systemctl", "--user", "stop", unit])
@@ -1919,7 +2066,8 @@ def cmd_launch_test(args):
time.sleep(3)
crash = os.path.join(STEAM, "logs", "lepton-logcats", f"steamlaunch-{appid}", "logcat-crash.log")
fresh = os.path.exists(crash) and os.path.getmtime(crash) >= start - 1 and os.path.getsize(crash) > 0
return {"state": state, "elapsed": elapsed, "log": log, "log_size": os.path.getsize(log) if os.path.exists(log) else 0,
return {"state": state, "elapsed": elapsed, "log": log,
"log_size": os.path.getsize(log) if os.path.exists(log) else 0,
"crash_log": crash if fresh else None,
"kernel_keys_before": keys, "kernel_keys_after": key_usage()}
@@ -2093,10 +2241,20 @@ def purge_worker(payload):
try:
if remove_shortcut(vdf, f'"{os.path.join(ANCHORS, d["package"])}/launch.sh"'):
result["removed"].append(f"Steam shortcut: {d.get('title')}")
for art in glob.glob(os.path.join(grid, f"{d['appid']}*")):
for art in grid_files(grid, d["appid"]):
os.remove(art)
except Exception as exc: # noqa: BLE001
result["errors"].append(f"{d.get('title')}: {exc}")
try: # shortcuts left from games without an install record (older versions, interrupted removals)
root = vdf_decode(open(vdf, "rb").read()) if os.path.exists(vdf) else {}
for sc in list(root.get("shortcuts", {}).values()):
exe = sc.get("Exe", "") if isinstance(sc, dict) else ""
if exe.startswith(f'"{ANCHORS}/') and remove_shortcut(vdf, exe):
result["removed"].append(f"Steam shortcut: {sc.get('AppName') or sc.get('appname')}")
for art in grid_files(grid, sc.get("appid", 0) & 0xFFFFFFFF):
os.remove(art)
except Exception as exc: # noqa: BLE001
result["errors"].append(f"shortcuts: {exc}")
for d in games:
base = d["base"]
saves = [os.path.join(base, n) for n in ("lepton-data", "compatdata")]
@@ -2104,23 +2262,30 @@ def purge_worker(payload):
for name in os.listdir(base) if os.path.isdir(base) else []:
p = os.path.join(base, name)
if p not in saves:
shutil.rmtree(p, ignore_errors=True) if os.path.isdir(p) else os.remove(p)
remove_tree(p)
result["kept"].append(base)
else:
shutil.rmtree(base, ignore_errors=True)
remove_tree(base)
if not keep and os.path.lexists(base):
result["errors"].append(f"couldn't remove {base}")
result["removed"].append(d.get("title") or d["package"])
if not keep or not result["kept"]:
shutil.rmtree(ANCHORS, ignore_errors=True)
remove_tree(ANCHORS)
else: # anchors hold only launchers/artwork; saves live in the bases
for d in games:
anchor = os.path.join(ANCHORS, d["package"])
if os.path.realpath(anchor) not in [os.path.realpath(k) for k in result["kept"]]:
shutil.rmtree(anchor, ignore_errors=True)
shutil.rmtree(AGENT_HOME, ignore_errors=True)
remove_tree(anchor)
remove_tree(AGENT_HOME)
result["removed"].append(AGENT_HOME)
if os.path.exists(XR_LAYER_MANIFEST):
os.remove(XR_LAYER_MANIFEST)
result["removed"].append(XR_LAYER_MANIFEST)
for name in ("frameport-setup.sh", "frameport-setup.log"): # left by bootstrap.sh
p = os.path.join(HOME, ".cache", name)
if os.path.exists(p):
os.remove(p)
result["removed"].append(p)
except Exception as exc: # noqa: BLE001
result["state"] = "failed"
result["errors"].append(str(exc))
@@ -2149,7 +2314,7 @@ def cmd_cleanup(args):
p = os.path.join(base, name)
if os.path.isdir(p):
freed += sum(os.path.getsize(os.path.join(r, f)) for r, _, fs in os.walk(p) for f in fs)
shutil.rmtree(p, ignore_errors=True)
remove_tree(p)
removed.append(p)
elif os.path.exists(p):
freed += os.path.getsize(p)
@@ -2157,19 +2322,136 @@ def cmd_cleanup(args):
removed.append(p)
for extra in args.get("paths", []):
p = os.path.realpath(os.path.expanduser(extra))
if not p.startswith(HOME + os.sep) or p.startswith(ANCHORS) or p == os.path.join(HOME, ".local"):
first = os.path.relpath(p, HOME).split(os.sep)[0] if p.startswith(HOME + os.sep) else ""
if not first or first.startswith(".") or p == ANCHORS or p.startswith(ANCHORS + os.sep):
# only ordinary folders in the home folder: never dot folders (.ssh, .steam, .local, .config…)
raise AgentError(f"refusing to remove {extra}")
if os.path.exists(p):
freed += sum(os.path.getsize(os.path.join(r, f)) for r, _, fs in os.walk(p) for f in fs) if os.path.isdir(p) else os.path.getsize(p)
shutil.rmtree(p, ignore_errors=True) if os.path.isdir(p) else os.remove(p)
freed += (sum(os.path.getsize(os.path.join(r, f)) for r, _, fs in os.walk(p) for f in fs)
if os.path.isdir(p) else os.path.getsize(p))
remove_tree(p)
removed.append(p)
return {"removed": removed, "freed_bytes": freed}
# ------------------------------------------------------------------------------------------ virtual keyboard
# "Type on Frame": the PC's key presses become a real keyboard on the Frame (Linux uinput; the steamos user may open
# /dev/uinput, an ACL entry made for Steam Input, no root). A real input device reaches everything that has focus:
# Android windows (Lepton's wayland_keyboard), the Steam UI, the desktop, Proton games.
UINPUT = "/dev/uinput"
UI_SET_EVBIT, UI_SET_KEYBIT, UI_DEV_SETUP, UI_DEV_CREATE, UI_DEV_DESTROY = (0x40045564, 0x40045565, 0x405C5503,
0x5501, 0x5502)
EV_SYN, EV_KEY, SYN_REPORT = 0, 1, 0
KEY_LAST = 248 # KEY_ESC (1) .. KEY_MICMUTE (248): every key a PC keyboard sends
KEY_LEFTSHIFT = 42
def text_keys():
"""US layout: character -> (Linux key code, shift)."""
keys = {"\n": (28, False), "\t": (15, False), " ": (57, False), "\b": (14, False)}
for plain, shifted, first in (("1234567890-=", "!@#$%^&*()_+", 2), ("qwertyuiop[]", "QWERTYUIOP{}", 16),
("asdfghjkl;'`", 'ASDFGHJKL:"~', 30), ("\\zxcvbnm,./", "|ZXCVBNM<>?", 43)):
for i, (a, b) in enumerate(zip(plain, shifted, strict=True)):
keys[a] = (first + i, False)
keys[b] = (first + i, True)
return keys
TEXT_KEYS = text_keys()
class VirtualKeyboard:
"""A uinput keyboard. `fd`/`write` can be replaced in tests; the device goes away with close()."""
def __init__(self, fd=None, write=os.write, settle=0.8):
self.write, self.held = write, set()
self.fd = fd
if fd is None:
self.fd = os.open(UINPUT, os.O_WRONLY | os.O_NONBLOCK)
fcntl.ioctl(self.fd, UI_SET_EVBIT, EV_KEY)
for code in range(1, KEY_LAST + 1):
fcntl.ioctl(self.fd, UI_SET_KEYBIT, code)
fcntl.ioctl(self.fd, UI_DEV_SETUP, struct.pack("HHHH80sI", 0x03, 0x1209, 0x4650, 1,
b"FramePort keyboard", 0))
fcntl.ioctl(self.fd, UI_DEV_CREATE)
time.sleep(settle) # let gamescope/libinput pick the new keyboard up before the first key
def _event(self, kind, code, value):
self.write(self.fd, struct.pack("llHHi", 0, 0, kind, code, value))
def key(self, code, value):
"""value 1 = down, 0 = up, 2 = autorepeat."""
if not 0 < int(code) <= KEY_LAST or value not in (0, 1, 2):
return
self._event(EV_KEY, int(code), value)
self._event(EV_SYN, SYN_REPORT, 0)
(self.held.add if value else self.held.discard)(int(code))
def type_text(self, text, delay=0.008):
"""Type characters of the US layout; returns the characters it couldn't type."""
skipped = ""
for ch in text.replace("\r\n", "\n"):
if ch not in TEXT_KEYS:
skipped += ch
continue
code, shift = TEXT_KEYS[ch]
if shift:
self.key(KEY_LEFTSHIFT, 1)
self.key(code, 1)
self.key(code, 0)
if shift:
self.key(KEY_LEFTSHIFT, 0)
time.sleep(delay)
return skipped
def close(self):
for code in list(self.held): # never leave a key stuck when the PC goes away mid-press
self.key(code, 0)
if self.fd is not None and isinstance(self.fd, int):
try:
fcntl.ioctl(self.fd, UI_DEV_DESTROY)
except OSError:
pass
os.close(self.fd)
self.fd = None
def keyboard_session(stdin, stdout, keyboard=None):
"""Long-lived: prints {"ready": true} once the virtual keyboard exists, then reads one JSON object per line:
{"k": code, "v": 1|0|2} (key down/up/repeat) or {"text": "..."}; ends (keyboard removed) at EOF."""
try:
kb = keyboard or VirtualKeyboard()
except OSError as exc:
stdout.write(json.dumps({"ready": False, "error": f"can't create a virtual keyboard: {exc}"}) + "\n")
stdout.flush()
return 1
stdout.write(json.dumps({"ready": True}) + "\n")
stdout.flush()
try:
for line in stdin:
try:
msg = json.loads(line)
except ValueError:
continue
if "k" in msg:
kb.key(msg["k"], msg.get("v", 1))
elif "text" in msg:
skipped = kb.type_text(str(msg["text"]))
stdout.write(json.dumps({"typed": True, "skipped": skipped}) + "\n")
stdout.flush()
except (OSError, ValueError):
pass
finally:
kb.close()
return 0
COMMANDS = {n[4:]: f for n, f in globals().items() if n.startswith("cmd_")}
def main():
if len(sys.argv) >= 2 and sys.argv[1] == "_keyboard":
return keyboard_session(sys.stdin, sys.stdout)
if len(sys.argv) >= 3 and sys.argv[1] == "_shortcuts_worker":
shortcuts_worker(sys.argv[2])
return 0
+109 -35
View File
@@ -1,59 +1,133 @@
#!/usr/bin/env bash
# FramePort one-time Steam Frame setup. Run in the Frame's Desktop Mode terminal (Konsole):
# curl -fsSL http://<pc>:<port>/bootstrap.sh | bash
# curl -fsS <pc-ip>:<port>/<code> | bash
# (the FramePort app shows the exact line and serves this script while its Setup page is open).
#
# What it does (asks before anything that needs sudo):
# 1. sets a password for the 'steamos' user if it has none (sudo needs one)
# 2. enables the SSH server (sshd)
# 3. authorizes the FramePort app's SSH key (no password needed afterwards)
# 4. announces this Frame on the local network (avahi service "_frameport._tcp") so the app finds it
# 5. checks for Valve's Lepton Android runtime and asks Steam to install it if missing
# What it does (no password, no sudo):
# 1. authorizes the FramePort app's SSH key (no password needed afterwards)
# 2. configures podman for Lepton (avoids a kernel keyring leak after ~200 game starts)
# 3. turns on Developer Mode if it's off (Valve's own helper; it also enables the SSH server and announces the
# Frame on the network as a SteamOS devkit). Steam restarts for that, which closes Desktop Mode: the rest
# runs on its own as a user service and the Frame returns to its normal view.
# 4. asks Steam to install Valve's Lepton Android runtime if it's missing, then tells the app it's done
# Log of the part that runs on its own: ~/.cache/frameport-setup.log
set -euo pipefail
PC_URL="__PC_URL__" # filled in by the app when serving the script
PAIR_CODE="__PAIR_CODE__"
say() { printf '\n\033[1;36m==> %s\033[0m\n' "$*"; }
DEVKIT_HELPER=/usr/bin/steamos-polkit-helpers/steamos-devkit-mode
STEAM_CONFIG=~/.local/share/Steam/config/config.vdf
JOB=~/.cache/frameport-setup.sh
LOG=~/.cache/frameport-setup.log
# Desktop Mode on SteamOS is a nested Plasma session inside steam.service, with its own XDG_RUNTIME_DIR and D-Bus:
# systemctl/systemd-run --user only reach the user's systemd through the real runtime dir.
user_systemd() {
XDG_RUNTIME_DIR="/run/user/$(id -u)" DBUS_SESSION_BUS_ADDRESS="unix:path=/run/user/$(id -u)/bus" "$@"
}
say "FramePort setup for $(hostname) ($(. /etc/os-release; echo "$NAME $VERSION_ID"))"
if ! passwd -S "$USER" 2>/dev/null | grep -q ' P '; then
say "Your user has no password yet. SteamOS needs one for sudo (and as an SSH fallback)."
passwd
fi
say "Enabling the SSH server (sudo)"
sudo systemctl enable --now sshd
say "Authorizing the FramePort app's key"
key=$(curl -fsSL "$PC_URL/key?code=$PAIR_CODE")
key=$(curl -fsS "$PC_URL/key?code=$PAIR_CODE")
[[ "$key" == ssh-ed25519\ * ]] || { echo "Could not fetch the app's key from $PC_URL (is the app still open?)"; exit 1; }
mkdir -p ~/.ssh && chmod 700 ~/.ssh && touch ~/.ssh/authorized_keys && chmod 600 ~/.ssh/authorized_keys
grep -qxF "$key" ~/.ssh/authorized_keys || echo "$key" >> ~/.ssh/authorized_keys
say "Announcing this Frame on the network (avahi)"
svc="<?xml version=\"1.0\" standalone='no'?>
<!DOCTYPE service-group SYSTEM \"avahi-service.dtd\">
<service-group>
<name replace-wildcards=\"yes\">FramePort on %h</name>
<service><type>_frameport._tcp</type><port>22</port><txt-record>user=$USER</txt-record><txt-record>pair=$PAIR_CODE</txt-record></service>
</service-group>"
echo "$svc" | sudo tee /etc/avahi/services/frameport.service >/dev/null || true
sudo systemctl enable --now avahi-daemon >/dev/null 2>&1 || true
sudo systemctl reload avahi-daemon >/dev/null 2>&1 || true
say "Configuring podman for Lepton"
# rootless podman leaks one kernel keyring per container start; ~200 game launches would exhaust the quota
mkdir -p ~/.config/containers
grep -qs '^ *keyring *=' ~/.config/containers/containers.conf || printf '[containers]\nkeyring = false\n' >> ~/.config/containers/containers.conf
say "Checking for Lepton (Valve's Android runtime)"
if ls ~/.local/share/Steam/steamapps/common/Lepton/lepton >/dev/null 2>&1; then
echo "Lepton found."
# The rest: Developer Mode (if needed), Lepton, telling the app. As a file, so it can run as its own user service:
# stopping Steam ends Desktop Mode and every program started in it, this terminal included.
mkdir -p ~/.cache
cat >"$JOB" <<'JOB'
set -u
MODE=$1 PC_URL=$2 PAIR_CODE=$3 CONFIG=$4 HELPER=$5
log() { echo "$(date +%T) $*"; }
if [[ $MODE == devmode ]]; then
sleep 5 # let the user read the terminal before Desktop Mode closes
# Steam re-applies "DevModeEnabled" from config.vdf at every start (calling Valve's helper) and rewrites
# config.vdf when it exits: stop Steam, set the value, run the helper (pkexec, allowed without a password), start.
log "stopping Steam"
systemctl --user stop steam.service
for _ in $(seq 40); do pgrep -x steam >/dev/null || break; sleep 1; done
if pgrep -x steam >/dev/null; then
log "Steam didn't stop"
systemctl --user start steam.service
exit 1
fi
cp "$CONFIG" "$CONFIG.before-frameport"
python3 - "$CONFIG" <<'PY'
import re, sys
path = sys.argv[1]
text = open(path, encoding="utf-8").read()
if re.search(r'"DevModeEnabled"\s+"\d+"', text):
text = re.sub(r'("DevModeEnabled"\s+)"\d+"', r'\1"1"', text)
else: # Steam keeps it in InstallConfigStore/developer
lines, keys, key, at = text.splitlines(keepends=True), [], None, None
for i, line in enumerate(lines):
s = line.strip()
if s == "{":
keys.append((key or "").lower())
if keys == ["installconfigstore", "developer"]:
at = ("in", i, line[:len(line) - len(line.lstrip())] + "\t")
break
elif s == "}":
if keys == ["installconfigstore"]: # end of the top section without a developer block
at = ("new", i, line[:len(line) - len(line.lstrip())] + "\t")
break
keys.pop()
elif re.fullmatch(r'"[^"]*"', s):
key = s.strip('"')
if at is None:
sys.exit("unexpected config.vdf layout")
kind, i, ind = at
if kind == "in":
lines.insert(i + 1, f'{ind}"DevModeEnabled"\t\t"1"\n')
else:
lines[i:i] = [f'{ind}"developer"\n', f"{ind}{{\n", f'{ind}\t"DevModeEnabled"\t\t"1"\n', f"{ind}}}\n"]
text = "".join(lines)
open(path, "w", encoding="utf-8").write(text)
PY
rc=$?
[[ $rc == 0 ]] && { "$HELPER" --enable; rc=$?; }
log "Developer Mode: $([[ $rc == 0 && -f /etc/steamos-devkit-enabled ]] && echo on || echo "failed ($rc)")"
systemctl --user start steam.service
[[ $rc == 0 ]] || exit 1
for _ in $(seq 90); do pgrep -x steam >/dev/null && break; sleep 1; done
sleep 20 # let Steam finish starting before asking it for anything
fi
if [[ -e ~/.local/share/Steam/steamapps/common/Lepton/lepton ]]; then
log "Lepton found"
else
echo "Lepton is missing. Make sure Developer Mode is on (Settings > System > Developer)."
echo "Asking Steam to install it now; confirm in Steam, or launch 'Lepton Development' from your library once."
(steam steam://install/3029110 >/dev/null 2>&1 &) || true
log "asking Steam to install Lepton (confirm it in Steam)"
steam steam://install/3029110 >/dev/null 2>&1 &
fi
if curl -fsS "$PC_URL/paired?code=$PAIR_CODE&user=$(id -un)&host=$(hostname)" >/dev/null; then
log "told FramePort: done"
else
log "couldn't reach FramePort at $PC_URL"
fi
JOB
if [[ -f /etc/steamos-devkit-enabled ]]; then
say "Developer Mode is on"
bash "$JOB" finish "$PC_URL" "$PAIR_CODE" "$STEAM_CONFIG" "$DEVKIT_HELPER" 2>&1 | tee "$LOG"
say "Done. Return to FramePort on your PC: this Frame should now appear as connected."
exit 0
fi
curl -fsS "$PC_URL/paired?code=$PAIR_CODE&user=$USER&host=$(hostname)" >/dev/null 2>&1 || true
say "Done. Return to FramePort on your PC: this Frame should now appear as connected."
say "Turning on Developer Mode"
if [[ ! -x "$DEVKIT_HELPER" || ! -f "$STEAM_CONFIG" ]] || \
! user_systemd systemd-run --user --collect --quiet --unit="frameport-setup-$$" \
bash -c 'bash "$0" "$@" >"$HOME/.cache/frameport-setup.log" 2>&1' \
"$JOB" devmode "$PC_URL" "$PAIR_CODE" "$STEAM_CONFIG" "$DEVKIT_HELPER"; then
echo "Couldn't turn it on automatically. Turn it on in Settings > System > Developer, then run this command again."
exit 1
fi
echo "Steam restarts to turn it on. That closes Desktop Mode in a few seconds and the Frame returns to its"
echo "normal view; setup finishes on its own. If Steam asks to install Lepton, confirm it."
echo "Then return to FramePort on your PC: the Frame appears as connected within a minute."
+3
View File
@@ -9,8 +9,11 @@ notes: Some launch warning text is still upside down; the rest of the UI is fixe
may not work.
details: Ubisoft online login may not work. Data folder holds raw assets (start0..2, .climb, bundles), not .obb
files; install to obb as-is.
overport_extra:
- patch_ac_nexus_no_appsw_90
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 89644a12bf8df956fa3d3a9a40540ba9e1fb62f63494714a05c9f05984383ac8
no_appsw_90: '2026-10-02, OVRPort 1.2.5 (owner: 90 Hz felt better than 72 Hz; same known issues)'
+21
View File
@@ -0,0 +1,21 @@
package: com.stremio.vrone
title: Stremio
status: works
notes: 'Unity 6 VR media centre (its interface is web pages in Vuplex 3D WebView). Text fields closed at once on the
Frame (no system keyboard): frame.unity_text_input keeps them selected and device.text_input_window shows the
Android window so Steam''s on-screen keyboard (or Type on Frame from the PC) types into them; confirmed in the
headset by the owner (2026-10-03), who confirmed it working. Note: the add-ons page can stay blank in VR (the
add-on sync itself succeeds). "Play in an external player" can''t reach another app: Lepton sends every link to
Steam''s browser.'
details: 'Patches: frame.unity_text_input (TMP_InputField.TouchScreenKeyboardShouldBeUsed -> false,
isKeyboardUsingEvents -> true; uGUI InputField too), device.text_input_window (lepton-show-flatscreen).'
tested_version: 0.7.5
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-03'
source_hint: Stremio
+6 -2
View File
@@ -5,11 +5,15 @@ source_hint: Nano
engine: Unity
xr: OpenXR
status: works
notes: Needed Oculus OS telemetry class stubs.
notes: Needs Oculus OS telemetry class stubs and the no-ForceQuit build (the normal build quits right after
starting).
verified:
date: '2026-09-28'
date: '2026-10-02' # owner-confirmed with the no-ForceQuit build
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 31469d50b8ee292597291db7cc3bc3eca8e851f533cd92bba0d64214893580cc
frame:
- frame.oculusos
alt_overport:
- patch_remove_unreal_force_quit
use_alt: true
+23 -4
View File
@@ -22,8 +22,9 @@
direct-VrApi, GLAD/eglGetProcAddress, Unity MSAA levels, Meta permissions, telemetry references.
3. **Recipe** (`recommend/engine.py`): every patch's `detect()` suggests itself with a reason; a catalog entry (exact
known-good recipe) overrides heuristics. The UI shows toggles; the user confirms.
4. **Build** (`build.py`): overport (defaults + extras) → apk-stage patches in `order` on an `ApkWorkspace` → apksigner
(with the package's own keystore) → static validation. Optional alternate build (e.g. without Unreal ForceQuit).
4. **Build** (`build.py`): overport CLI (OVRPort; defaults + extras) → apk-stage patches in `order` on an
`ApkWorkspace` → apksigner (with the package's own keystore) → static validation. Optional alternate build (e.g.
without Unreal ForceQuit).
5. **Install** (`install/installer.py` + `agent/frameport_agent.py`): `prepare` (paths, what's already there) → SFTP
uploads with resume → `finalize` (move into place, settings.conf/framebridge.conf, device files, launch.sh,
deployment.json, artwork) → `shortcuts` (detached systemd unit stops Steam, writes shortcuts.vdf + grid art,
@@ -55,7 +56,7 @@ apart. "Build" = `pipeline.prepare_rift` (checks + Revive). Revive is a portable
stale files removed), `launch.sh` running the ARM64 Proton chain (built from toolmanifest.vdf; with
`pcvr.oculus_unreal` the injector runs through `helpers/fp_oculushmd.exe`, which provides Unreal's
`OculusHMDConnected` event); `proton_status`/`install_proton` manage Proton from Valve's ARM64 compat list.
- **Native binaries** (`artifacts/`): edit `native/…`, run `native/build.sh`, commit the new artifacts + SHA256SUMS,
- **Native binaries** (`artifacts/`): edit `native/…`, run `python native/build.py`, commit the new artifacts + SHA256SUMS,
run `frameport parity` to see which games change.
## Self-update (`updates.py`, `ui/updater.py`, `cli.py update`)
@@ -80,6 +81,24 @@ GUI: background check 10 s after start + every 6 h → sidebar card + Library ba
update [--check] [--yes]`. CI runs `scripts/update_smoke.py` on every OS with the archive it just built.
## Dynamic data (fetched live, cached, bundled fallback)
overport release + patch list + patch titles (GitHub), Temurin JRE (Adoptium API), apksigner (Google repository index),
overport CLI release (Android-XR-Bridge/OVRPort, fallback ovrport/app) + patch list + titles, Temurin JRE (Adoptium API), apksigner (Google repository index),
store artwork/titles (overport image API), catalog (optional remote), Lepton location/appid (Frame appmanifests),
Steam user (Frame userdata).
## Built on
FramePort is a front end for other projects; most of the functionality comes from them:
| Project | Used for |
|---|---|
| [OVRPort](https://github.com/Android-XR-Bridge/OVRPort) (overport, originally [ovrport/app](https://github.com/ovrport/app)) | Converts Quest games to OpenXR: its CLI applies the game patches and supplies the OpenXR loader; FramePort also includes its VrApi→OpenXR adapter |
| Valve Lepton, Proton and SteamVR | Run Android games, Windows games and OpenXR on the Frame |
| [Revive](https://github.com/LibreVR/Revive) (LibreVR) | Runs Oculus Rift games on OpenXR / SteamVR |
| Mesa (Zink) | OpenGL ES on Vulkan on the Frame |
| [Khronos OpenXR SDK](https://github.com/KhronosGroup/OpenXR-SDK) | OpenXR headers for the native layers |
| Eclipse Temurin, Android apksigner, Android NDK | Java runtime, APK signing, building the native layers |
| [Flet](https://flet.dev) | The desktop app |
| OculusDB, Steam store | Game descriptions, genres and artwork |
FramePort's own parts: game detection and recipes, the Steam Frame OpenXR adapter (FrameBridge) and the other native
fixes in `native/`, the installer agent that runs on the Frame, and the desktop/command-line app.
+30
View File
@@ -0,0 +1,30 @@
# Compatibility
The built-in catalog has tested settings for games, each marked as working, working with known issues, or not
running on the Frame: see the [list of tested games](GAMES.md) (recipes in [catalog/games](../catalog/games)).
Other games get suggested patches from detection rules; each suggestion states its reason, and every patch can be
switched on or off under **Customize**: described in plain words, with **Show technical details** for the exact
effect of each patch.
Tried an untested game? Its page asks how it runs; **Share working config…** opens a prefilled GitHub issue so your
recipe can join the built-in catalog for everyone.
![Patches](images/patches.png)
| Kind of app | On the Steam Frame |
|---|---|
| Meta Quest games (APK) | Translated to OpenXR (OVRPort) and patched for the Frame; run in Valve's Android runtime (Lepton) |
| Other Android VR apps using OpenXR (e.g. Pico builds) | Translated the same way; the other headset's own extensions and store services aren't available |
| Ordinary Android apps and games (no VR) | Installed unchanged and shown as a flat window in the headset |
| PC VR games (Windows; OpenXR, SteamVR or Oculus) | Run through Proton on the Frame (experimental), or on a Windows PC with SteamVR and streamed to the Frame; Oculus-only games use Revive |
| Can't run | 32-bit-only or x86-only APKs, Pico/HTC Wave SDK apps, Android XR apps, and games that check an Oculus licence (they need the Oculus app on a PC) |
Automated launch tests confirm that a game starts; visuals can only be checked in the headset.
![Steam Frame](images/frame.png)
The **Files** tab manages files on the Frame: upload videos, documents, mods or saves from the computer (buttons or
drag-and-drop), download, rename and delete (one entry or a selection), in the shared folders every game sees or in
one game's own storage.
![Files](images/files.png)
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`keyring = false` in `~/.config/containers/containers.conf`; a reboot clears already-leaked keys.
- Picks the activity with category LAUNCHER (`APP_ACTIVITY`). Game data is visible at `/sdcard/Android/{obb,data}/<pkg>`.
- 64-bit only (no AArch32).
- `<install>/lepton-shaders/` holds Mesa's shader cache (Lepton sets `mesa.shader.cache.dir=/data/shaders`):
`foz_cache.foz` + `foz_cache_idx.foz` per graphics driver (Turnip Vulkan, zink GL), typically 4–6 files and 7–19 MB
per game, 2D apps included. It speeds up later starts; deleting it only costs one slower start.
- **2D apps** (verified 2026-10-02 with an open-source 2048 game): Lepton runs every app headless
(`lepton.headless=true`; only OpenXR output reaches the headset) unless the app folder (`STEAM_COMPAT_INSTALL_PATH`)
contains a file `lepton-show-flatscreen` (`liblepton/app_metadata.sh`): then Android (11, Waydroid) gets a Wayland
window shown as a flat panel in the headset. FramePort creates the file for Android apps without VR. Android's
back/home/recents bar is drawn over the app's own controls; `qemu.hw.mainkeys=1` removes it, but it's only read at
boot and Lepton has no setting for extra properties, so patch `device.hide_navbar` (default on for apps without
VR) passes it as a second line of a
`LEPTON_GFXRECON_*` value (Lepton copies those into the boot properties unescaped). Runtime alternatives didn't
work on Android 11: `policy_control` is gone, `cmd statusbar send-disable-flag home recents` has no `back` and
moves the back button onto the app's controls, the `sysui_nav_bar` layout and disabling SystemUI had no effect.
## OpenXR runtime (as seen by games through overport's loader)
- Instance extensions present include KHR_android_create_instance (must be enabled; the adapter adds it),
@@ -92,3 +105,14 @@
- Processes started from Steam (Konsole, SSH sessions?) share steam.service's cgroup: use `systemd-run --user`.
- SSH: `sshd` must be enabled (`sudo systemctl enable --now sshd`), which needs a user password (`passwd`).
- mDNS: avahi-daemon runs by default; hostname `frame` → `frame.local`.
## Text input
- Lepton's Android has no on-screen keyboard (IME) and VR apps run headless, so no Android window has keyboard focus
and key presses (Steam's keyboard, USB/Bluetooth keyboards, `input text`) don't reach VR apps. The app folder's
`lepton-show-flatscreen` marker shows the window (VR keeps working) and gives it focus; Steam's on-screen keyboard
then opens for its text fields (FramePort patch `device.text_input_window`).
- `/dev/uinput` is writable by the steamos user (ACL for Steam Input): a uinput virtual keyboard works like a real
one everywhere (FramePort's "Type on Frame", agent `_keyboard`).
- Unity text fields close without a system keyboard; see `frame.unity_text_input` in PLAYBOOK.md.
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# Frame setup: what changes, networks, undoing it
For the steps themselves see [INSTALL.md](INSTALL.md#connecting-the-steam-frame).
## What the setup changes
The setup command runs [`bootstrap/bootstrap.sh`](../bootstrap/bootstrap.sh), served by the app over your
local network. Everything it changes:
| Change | Where | How to undo |
|---|---|---|
| Turns on **Developer Mode** (only if it's off). Steam restarts once, which closes Desktop Mode; the rest of the setup finishes on its own as a user service (log: `~/.cache/frameport-setup.log`). | `"DevModeEnabled" "1"` in `~/.local/share/Steam/config/config.vdf` (old file kept as `config.vdf.before-frameport`), then Valve's own `steamos-polkit-helpers/steamos-devkit-mode --enable`. That helper enables the SSH server (`sshd`), the devkit service that makes the Frame findable on the network, the remote-desktop and debug services, and system crash dumps. | Settings → System → Developer → Developer Mode off. Valve's helper switches all of those services off again. |
| Lets the app's SSH key in. | One line ending in `frameport` in `~/.ssh/authorized_keys`. The folder and file are created if missing. | Delete that line. |
| Configures podman for Lepton. Rootless podman leaks one kernel keyring per container start, and after about 200 game starts every game fails. | `[containers]` / `keyring = false` in `~/.config/containers/containers.conf`. | Remove those lines. |
| Asks Steam to install **Lepton** (Valve's Android runtime, Steam app 3029110) if it's missing. You confirm it in Steam. | Steam library | Uninstall it in Steam. |
The script runs as your user: no root, no `sudo`, no password. The only system-level change, Developer Mode, is
made by Valve's own helper, the same one the Settings switch uses. If Developer Mode can't be turned on
automatically, the script asks you to turn it on in Settings → System → Developer and run the command again.
Nothing else on the system is touched: no packages, no read-only-filesystem changes, no polkit rules. The script
also leaves two files: `~/.cache/frameport-setup.sh` (the part that runs on its own) and its log.
**Later, the app adds** (all as your user, no root, no `sudo`):
- FramePort's helper in `~/.local/share/frameport/`;
- the games, each with a launcher and its data in `~/Applications/quest-frame/<package>/`;
- their Steam library entries and artwork (`shortcuts.vdf` + `config/grid/`);
- for PC VR games: an OpenXR layer (`~/.local/share/openxr/1/api_layers/explicit.d/XR_APILAYER_FRAMEPORT_timefix.json`)
and, when the first PC VR game is installed, Valve's ARM64 Proton and its Steam Linux Runtime (Steam downloads them;
Steam restarts once).
**Settings → Uninstall FramePort → Also remove from the Frame** deletes the games, their Steam entries, the helper
folder, the OpenXR layer and the setup script's files. Developer Mode, the SSH key line, the podman setting, Lepton
and Proton stay. Undo them as shown above or in Steam.
## Network and firewalls
The setup command is the only time the Frame connects to your computer: it downloads the script from FramePort on
TCP port 8765 (8766/8767 if taken), only while the setup command is shown and for at most 30 minutes. Everything
else goes from the computer to the Frame. If the command just says "timed out", the setup page shows what is likely
blocking it after about 45 seconds:
- **Windows:** allow FramePort (or Python, when running from source) when Windows asks. On a network Windows treats as
**Public** it stays blocked unless you allow public networks; set your home network to Private in Windows'
network settings instead.
- **macOS:** with the firewall on (System Settings → Network → Firewall), allow incoming connections for FramePort
when asked.
- **Linux:** firewalld: `sudo firewall-cmd --add-port=8765/tcp` (until the next restart). ufw:
`sudo ufw allow 8765/tcp`, afterwards `sudo ufw delete allow 8765/tcp`.
- **WSL:** Windows' Hyper-V firewall blocks connections into WSL without asking. FramePort adds a temporary rule for
the setup ports (one admin prompt) and removes it again when setup is done or after 35 minutes. WSL must use
mirrored networking: `networkingMode=mirrored` under `[wsl2]` in `%UserProfile%\.wslconfig`, then `wsl --shutdown`.
- Or skip the setup command and use the devkit pairing (see [INSTALL.md](INSTALL.md#connecting-the-steam-frame)): it needs no connection into your computer.
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# Tested games
Games tested on the Steam Frame with FramePort's recipes. Games not listed here may work too: FramePort suggests patches for them, and a working config can be shared from the app (**Share working config…**).
Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Game | Platform | Status | Notes |
|---|---|---|---|
| 4XVR Video Player | Quest | ✅ Works | |
| Asgard's Wrath 2 | Quest | ✅ Works | |
| BAM | Quest | ✅ Works | |
| BARTENDER VR SIMULATOR | Quest | ✅ Works | |
| Batman: Arkham Shadow | Quest | ✅ Works | |
| Carve Snowboarding | Quest | ✅ Works | |
| Demeter | Quest | ✅ Works | |
| Espire 2 | Quest | ✅ Works | |
| Genotype | Quest | ✅ Works | |
| H.U.N.T | Quest | ✅ Works | |
| In Death: Unchained | Quest | ✅ Works | |
| LEGO® Bricktales | Quest | ✅ Works | |
| Marvel's Deadpool VR | Quest | ✅ Works | |
| Medieval Dynasty New Settlement | Quest | ✅ Works | |
| Mobile Suit Gundam: Silver Phantom | Quest | ✅ Works | |
| Nano | Quest | ✅ Works | |
| NEX Player | Quest | ✅ Works | |
| NOPE CHALLENGE | Quest | ✅ Works | |
| Path of the Warrior | Quest | ✅ Works | |
| PowerWash Simulator VR | Quest | ✅ Works | |
| Rick and Morty: Virtual Rick-ality | PC VR | ✅ Works | |
| Robo Recall | Quest | ✅ Works | |
| Sniper Elite VR: Winter Warrior | Quest | ✅ Works | |
| Stremio | Quest | ✅ Works | |
| The Climb 2 | Quest | ✅ Works | |
| Toy Master | Quest | ✅ Works | |
| Under Cover | Quest | ✅ Works | |
| Wallace & Gromit in The Grand Getaway | Quest | ✅ Works | |
| Arcsmith | Quest | ⚠️ Works with issues | Right eye distorts during movement (unresolved; swap, tracking, Valve layers, depth and pacing ruled out). |
| Assassin's Creed Nexus | Quest | ⚠️ Works with issues | Some launch warning text is still upside down; the rest of the UI is fixed by flip emulation. |
| Phantom: Covert Ops | Quest | ⚠️ Works with issues | DLC/store button crashes (no Meta store). |
| Silhouette | Quest | ⚠️ Works with issues | Hand-tracking game; the Frame synthesizes hands from controllers, so it is janky. |
| Time Stall | Quest | ⚠️ Works with issues | Both eyes distort during movement (unresolved). |
| Espire 1: VR Operative (Quest Edition) | Quest | ❌ Doesn't run | Mesa GL driver crash during texture upload. |
| HITMAN 3 VR: Reloaded | Quest | ❌ Doesn't run | Vulkan driver crash (freedreno), even without Valve layers. |
| Journey of the Gods | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
| Shadow Point | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
| Sniper Elite VR | Quest | ❌ Doesn't run | GPU hang (zink: DEVICE LOST) even with MSAA off. |
| Sports Scramble (Santa Cruz) | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
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# Installing FramePort
Download the archive for your OS from the [latest release](https://github.com/spoopyghosty0/frameport/releases/latest)
and extract it anywhere. No installer and no admin rights are needed. On first start, open **Tools → Install
missing** once: FramePort downloads its own Java runtime, the overport CLI and apksigner into its data folder.
Download the archive for your computer from the [latest release](https://github.com/spoopyghosty0/frameport/releases/latest)
and extract it anywhere. No installer or admin rights are needed. On first start FramePort downloads its Java
runtime, the OVRPort CLI and apksigner into its data folder (Settings → Tools shows them).
| OS | Archive | Start |
| Computer | Archive | Start |
|---|---|---|
| Windows 10/11 (x64) | `FramePort-windows-x64.zip` | `FramePort.exe` |
| macOS (Apple Silicon) | `FramePort-macos-arm64.zip` | `FramePort.app` |
| Linux (x64) | `FramePort-linux-x64.tar.gz` | `FramePort/FramePort` (needs GTK 3) |
| Command line only (any OS with Python 3.11+) | `frameport-<version>-py3-none-any.whl` | `frameport --help` |
| Linux (x64, GTK 3; Ubuntu 22.04 or newer) | `FramePort-linux-x64.tar.gz` | `FramePort/FramePort` |
| Linux (ARM64, GTK 3; Ubuntu 22.04 or newer) | `FramePort-linux-arm64.tar.gz` | `FramePort/FramePort` |
| Command line only (Python 3.11+) | `frameport-<version>-py3-none-any.whl` | `frameport --help` |
The command-line version installs with [uv](https://docs.astral.sh/uv/) (or pipx / pip) straight from a release, e.g.
`uv tool install https://github.com/spoopyghosty0/frameport/releases/download/v0.3.0/frameport-0.3.0-py3-none-any.whl`
(copy the wheel's link from the release page). `frameport --version` shows the installed version.
The command-line version installs from the wheel's release link with `uv tool install <link>` (or pipx / pip).
## First launch
FramePort is free and signed with its own **self-signed** certificate (Windows) and **ad-hoc** signature (macOS),
not a paid one, so your OS warns the first time:
The builds are signed with a free self-signed certificate (Windows) and an ad-hoc signature (macOS), so the first
start shows a warning:
- **Windows:** SmartScreen shows "Windows protected your PC" → click **More info** → **Run anyway**.
Optional, to make Windows show "FramePort" as a verified publisher: import `FramePort-selfsigned.cer` (attached
to each release) into **Trusted Root Certification Authorities** (right-click → Install Certificate → Current User →
"Place all certificates in the following store"). The certificate is limited to code signing and cannot issue other
certificates. SmartScreen is reputation-based, so it may still warn for new versions. Only do this if you trust the
builds from this repository; remove it any time with `certmgr.msc`.
- **macOS:** right-click `FramePort.app` → **Open** → **Open** (only needed once), or run
`xattr -dr com.apple.quarantine FramePort.app`.
- **Linux:** `tar xzf FramePort-linux-x64.tar.gz && ./FramePort/FramePort`.
- **Windows:** "Windows protected your PC" → **More info** → **Run anyway**. Optional: import
`FramePort-selfsigned.cer` (attached to each release) into *Trusted Root Certification Authorities* (Current User) to
show FramePort as the publisher; the certificate can only sign code. Remove it with `certmgr.msc`.
- **macOS:** right-click `FramePort.app` → **Open** → **Open** (once), or `xattr -dr com.apple.quarantine FramePort.app`.
- **Linux:** `tar xzf FramePort-linux-x64.tar.gz && ./FramePort/FramePort` (ARM64: `FramePort-linux-arm64.tar.gz`).
## Connecting the Steam Frame
The Frame and the computer must be on the same network.
1. In FramePort open **Steam Frame** and click **Show setup command**.
2. First time only, on the Frame:
1. Press the **Steam button → Power → Switch to Desktop**.
2. Open the app menu (bottom-left corner), search for **Konsole** and open it.
3. Type the command FramePort shows exactly as shown (on-screen keyboard or any USB/Bluetooth keyboard) and press
**Enter**. It looks like `curl -fsS 192.168.1.20:8765/1a2b3c4d | bash`: your computer's address, then a
one-time code.
4. After a few seconds the desktop closes by itself and the Frame returns to its normal view; that's expected. If
Steam asks to install **Lepton** (Valve's Android runtime), confirm it.
FramePort connects by itself within a minute. No password is needed. The command lets FramePort in and turns on
**Developer Mode** (which includes SSH); everything it changes is listed in [FRAME_SETUP.md](FRAME_SETUP.md).
3. Later starts: a Frame in Developer Mode appears in the list and FramePort connects to it automatically. (If you
turn Developer Mode off in Settings → System → Developer, turn it on again there.)
**Without Konsole:** turn on Developer Mode yourself (Settings → System → Developer). The Frame then appears under
**On your network**. On the Frame open Settings → Developer → **Pair new host**, then click **Connect** in FramePort
and approve it on the Frame (Valve's own devkit pairing; it only sends this computer's key to the Frame). Install
Lepton from the Steam Frame page afterwards if it's missing.
### Firewalls
If the setup command only says "timed out", a firewall on your computer blocks the Frame; the setup page
says which after about 45 seconds. Details per system: [FRAME_SETUP.md](FRAME_SETUP.md#network-and-firewalls).
## Installing games
- **Install on Frame** on a game's page (or select several in the Library and install them together). Installs run
one after another in the background; **Activity** shows the current one at the top.
- **Update all** reinstalls every game whose build changed (e.g. after a FramePort update). Questions that need an
answer (e.g. Oculus games that can't run on the Frame) are asked once, for all games.
- If the Frame goes to sleep, turns off or leaves the Wi-Fi, the queue **waits** and continues once it's back; uploads
pick up where they stopped. While installs run, FramePort keeps the Frame from going to sleep. Before a large batch
it checks the Frame has enough free space.
- Your own game files are never changed. The converted copy is temporary: it's removed once the game is on the Frame
(Settings → Installing: keep them, or remove all now).
- **Game settings…** (game menu or the Steam Frame page): sharpness, refresh rate, controllers, menus, 360° video and
mixed-reality options in plain words, only those that matter for the game. Changes are kept with the game and,
when it's installed, used the next time it starts.
- Ordinary Android apps (no VR) are installed unchanged and shown as a flat window in the headset. Android's
back/home/recents buttons are hidden by default (patch **Hide Android's navigation bar**).
![Game page](images/game.png)
Each game has **Game settings** in plain words (sharpness, refresh rate, controllers, menus, 360° video, mixed
reality), showing only what matters for that game. Changes are kept with the game and reach the Frame right away.
![Game settings](images/game-settings.png)
## Typing on the Frame
- **Type on Frame** (Steam Frame page, a game's menu, or the keyboard icon on the sidebar's Frame card): while the
window is open, this computer's keyboard works as a keyboard plugged into the Frame. Select a text field in the
headset (in an app, Steam or the desktop) and type; Esc and shortcuts go to the Frame too. Paste longer text into
the box to type it in one go (US keyboard layout). Click **Done** to disconnect.
- **Steam's on-screen keyboard** opens for text fields of apps shown as a window (2D apps, and VR apps with
**Show the app's Android window**). Steam lists that window as **Gamescope** (the Frame's display compositor);
leave it open: it's what receives the typing, the VR view isn't affected.
- **Unity apps whose text fields close at once** (a caret flashes, nothing can be typed): FramePort suggests
**Make Unity text fields work** for them. The first time, it downloads Cpp2IL (a tool that finds the right spot in the
game's code, ~17 MB). Games added before this version: open the game's menu → **Analyze again**, then reinstall.
## Updating
FramePort checks GitHub for a new release when it starts and every 6 hours (only the release information, nothing about
you is sent). When there is one, a **Update available** card appears in the sidebar and a bar at the top of the Library:
click **Update now** (or the card → **Update and restart**). FramePort downloads the new version, checks it against the
release's `SHA256SUMS.txt` (on Windows also that it carries the same signature as the running copy), closes, replaces
its program folder / `FramePort.app` and opens again as the new version. Your games, settings, signing keys and Frame
connection live in FramePort's data folder and are kept. If installs or uploads are running, the update waits until
they finish. **Later** hides that version (Settings → Updates → **Check for updates** still finds it).
Settings → **Updates**: switch off the automatic check, or turn on **Install updates automatically** (downloads new
versions in the background and installs them the next time FramePort starts — no clicks at all). If FramePort's folder
isn't writable (e.g. under Program Files), Update now opens the release page instead; download and extract it as
above. The update's log is `logs/update.log` in FramePort's data folder; the replaced files of a Windows update are kept
in `updates/<version>/previous` until the next update.
FramePort checks for a new release at start and every 6 hours (it only downloads the release information). When one
exists, the Library shows **Update now**: FramePort downloads the new version, verifies it against the release's
`SHA256SUMS.txt` (on Windows also the signature), restarts and opens as the new version. Games, settings, signing keys
and the Frame connection are kept. Running installs finish first. **Later** skips that version.
Command line: commands mention a new version at most once a day (on stderr). `frameport update` shows what's new and
updates (a bundle the same way as the app; a `uv tool`/pipx/pip install by reinstalling the release's wheel; a source
checkout with `git pull` + `uv sync`). `frameport update --check` only checks (exit code 10 = an update exists),
`--yes` skips the question. `FRAMEPORT_NO_UPDATE_CHECK=1` turns all checks off.
Settings → **Updates**: turn the check off, or turn on **Install updates automatically** (downloads in the background,
installs at the next start). If FramePort's folder isn't writable, **Update now** opens the release page instead. The
update log is `logs/update.log` in the data folder.
## Oculus Rift (PC VR) games
Scan a folder of Rift games (one folder per game; the game may sit a few levels down, next to installers and archives)
the same way as Quest dumps, or use **Add games → Add one game folder…**. FramePort finds the program that starts
each game; when it isn't sure (e.g. an Oculus and a Steam build side by side) it asks you. It also fetches artwork, descriptions, genres and
(for games also sold on Steam) screenshots, and gives each Steam library entry full artwork plus tags for how it
runs, its original platform (Meta Quest / Oculus Rift) and its genres. If your copies are already patched, switch on **Already patched** on the game page:
Quest APKs are installed unchanged, Rift games start without Revive. If you installed Revive
yourself (official installer), FramePort uses that one; otherwise it downloads its own portable copy (Tools shows which;
nothing is installed system-wide).
- **Play from this PC:** needs Windows with Steam and SteamVR. "Install on this PC" adds the game to your Steam
library (Steam closes and reopens once); stream it to the Frame with Steam Link / SteamVR. If a game stutters
because it can't keep up with the headset's refresh rate, FramePort notices from SteamVR's records and, the next
time you press Play, lowers that game's refresh rate (e.g. 96 → 80 Hz) and turns on motion smoothing in SteamVR's
per-game settings (patch "Automatic SteamVR performance settings" on the game page, where you can also pick a
rate yourself).
- **Play on the Frame (experimental):** Frame → "Install Proton" (confirm the download in the headset), then "Install
on Frame (Proton)" on the game page.
- Games that use the Oculus Platform SDK (FramePort shows a note) check your Oculus license: they need the Oculus app
installed on the PC with a license you own, so they can't run on the headset.
Command line: `frameport update` (`--check` only checks, exit code 10 = update available; `--yes` doesn't ask).
`FRAMEPORT_NO_UPDATE_CHECK=1` turns all checks off.
## Videos, documents and mods for Quest games
Frame → **Send files** (or a game's menu → **Send files to this game…**) copies files or whole folders from this PC to
the Frame. **Videos**, **Downloads** and **Documents** are shared by every Quest game: they appear inside each game as
`/sdcard/Movies`, `/sdcard/Download` and `/sdcard/Documents` (they are the Frame's own `~/Videos`, `~/Downloads`,
`~/Documents`). A game's own storage (`/sdcard` of that game only) is for mods and saves. Apps find the files by
**browsing folders** (e.g. in a video player: local storage → Movies); their "all videos" lists stay empty because
Android's media index doesn't work on the Frame. Command line: `frameport frame send <files> --to videos` (see
`frameport frame storage`).
## PC VR games
PC VR games are Windows VR games (OpenXR, SteamVR or Oculus). Scan a folder of them (one folder per game) or use
**Add games → Add one game folder…**. FramePort finds the game's program and asks when there is more than one
candidate. **Already patched** on a game page installs a copy unchanged. Oculus-only games need Revive: FramePort uses
an installed Revive, or downloads a portable copy.
- **Play from this PC:** Windows with Steam and SteamVR. **Install on this PC** adds the game to Steam; stream it to the
Frame with Steam Link. If a game can't keep up with the refresh rate, FramePort lowers the rate and enables motion
smoothing in SteamVR's per-game settings the next time you press Play.
- **Play on the Frame (experimental):** Steam Frame → *PC VR games (Proton)* → **Install**, then **Install on Frame**
on the game page.
- Games that use the Oculus Platform SDK check the licence through the Oculus app, so they run on the PC only.
## Files on the Frame (videos, documents, mods, saves)
The **Files** tab manages files on the Frame over the same connection as installs; no other transfer app is needed.
Pick a location, browse folders, and use **Upload files** / **Upload folder**, **New folder**, or the download, rename
and delete buttons on each entry. Tick several entries (or the box above the list for all) to download or delete them
together. In the downloaded app you can also drag files and folders from Explorer / Finder / your file manager onto
the list to upload them into the open folder. Uploads and downloads run in the Activity panel, resume after an interruption and
skip files that are already there.
- **Videos**, **Downloads** and **Documents** appear inside every Quest game as `/sdcard/Movies`, `/sdcard/Download`
and `/sdcard/Documents`. Apps find files by browsing folders; Android's media index doesn't work on the Frame.
- Under **Game storage**, each installed game has its own `/sdcard` (mods, saves). A game's menu → **Add videos and
files…** opens it. Video players that list only their own folder (e.g. 4XVR's "Internal Storage" = `4XPlayer`) find
videos uploaded into that folder.
- **Home folder** shows everything in the Frame's home folder (hidden files with **Show hidden files**).
Command line: `frameport frame send <files> --dest videos` (`frameport frame storage` lists the destinations).
## Sharing a working game, reporting a problem
- **A game works?** Game menu (right-click in the Library, or "…" on its page) → **Share working config…**. FramePort
opens a prefilled GitHub issue with the game's recipe (patches and settings); check it and submit. Once accepted it
becomes a built-in recipe for everyone. No GitHub token and no game files are involved.
- **Something doesn't work?** Game menu → **Report a problem…** (or Settings → Problems & feedback for app issues).
FramePort saves a diagnostics zip to your Documents folder (logs, recipe, device details; IP addresses, user and
host names, home folders and Steam ids replaced by placeholders; no game files), shows it in a folder window and
opens a prefilled GitHub issue: drag the zip into the "Diagnostics" box and submit. **Collect logs** only saves the
zip. Command line: `frameport diag report <game>`, `frameport diag collect <game>`, `frameport share-recipe <game>`.
- **Share working config…** (game menu): opens a prefilled GitHub issue with the game's patches and settings. Accepted
configs become built-in recipes. Untested games ask on their page once they've been installed or tested: **It
works**, **It has issues** or **It doesn't run**.
- **Report a problem…** (game menu, or Settings → Problems and feedback): saves a diagnostics zip to Documents (logs,
recipe, device details; IP addresses, user names, home folders and Steam ids replaced) and opens a prefilled GitHub
issue to attach it to. Command line: `frameport diag report <game>`, `frameport share-recipe <game>`.
## Command line
Everything the app does is also a `frameport` command (in a source checkout: `uv run frameport`); `frameport --help`
and `frameport <command> --help` describe every option. The main ones:
| Command | What it does |
|---|---|
| `scan <folder>` / `list` / `show <game>` | add games, list the library, show a game's analysis and patches |
| `recipe <game> --enable/--disable <patch>` | change a game's patches (`patches` lists them all) |
| `build <game>` / `install <game>` / `test <game>` | build, install on the Frame (`--to pc` for PC VR on this PC), launch test |
| `frame discover` / `frame connect` / `frame info` | find, pair with and describe the Frame |
| `frame send` / `frame storage` / `frame cleanup` | copy files to the Frame, show where they go, free space |
| `tools status` / `tools install` | the tools FramePort downloads |
| `diag report <game>` / `share-recipe <game>` | report a problem / share a working recipe |
| `update` | update FramePort |
Exit codes: 0 done, 1 something failed, 2 wrong usage, 10 (`update --check`) a newer version exists. Errors are
one line on stderr; `FRAMEPORT_DEBUG=1` shows the full traceback.
## Uninstalling
Settings → **Uninstall FramePort…** (or `frameport uninstall-app`) removes everything FramePort created: its data
folder (tools, library, artwork, cache, builds), the Steam shortcuts it added on this PC and, optionally, its games and
files on the Frame (saves can be kept). It first saves a zip of your signing keys to Documents (game updates must be
signed with the same key). Then delete the FramePort program folder.
Settings → **Uninstall FramePort…** (or `frameport uninstall-app`) removes its data folder, the Steam shortcuts it
added on this computer and, optionally, its games on the Frame (saves can be kept). It first saves your signing keys
to Documents: game updates must be signed with the same key. Then delete the program folder.
## Verify a download
Every archive has a GitHub build attestation proving it was built by this repository's CI from a tagged commit:
```
gh attestation verify FramePort-windows-x64.zip -R spoopyghosty0/frameport
```
and `SHA256SUMS.txt` lists the checksums (`sha256sum -c SHA256SUMS.txt`). The Windows certificate's SHA-256
fingerprint is `4E:12:98:91:62:C0:E4:50:FB:65:1D:34:BB:73:00:09:7B:78:BE:88:5C:A7:6C:42:23:46:9B:92:A1:59:A7:6E`.
Each archive has a GitHub build attestation:
`gh attestation verify FramePort-windows-x64.zip -R spoopyghosty0/frameport`. `SHA256SUMS.txt` lists the checksums
(`sha256sum -c SHA256SUMS.txt`). Windows certificate SHA-256 fingerprint:
`4E:12:98:91:62:C0:E4:50:FB:65:1D:34:BB:73:00:09:7B:78:BE:88:5C:A7:6C:42:23:46:9B:92:A1:59:A7:6E`.
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@@ -1,6 +1,6 @@
# Porting playbook: symptom → cause → fix
Everything here was hit for real while porting 34 Quest games to the Steam Frame (Sept 2026). The machine-readable
Everything here was hit while porting Quest and Rift games to the Steam Frame (Sept–Oct 2026; 38 catalog recipes). The machine-readable
version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); keep both in sync.
## Fast path for a new game
@@ -14,6 +14,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| Symptom | Cause | Fix |
|---|---|---|
| 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 |
| A Unity app's text field shows a caret for a moment and loses focus; no keyboard appears (e.g. 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) |
| `APP_ACTIVITY is empty`, nothing starts | Manifest has category INFO only; Lepton needs LAUNCHER | `frame.launcher` (automatic) |
| PC VR game on the Frame shows as a flat window / Revive: `Unable to load LibOVRRT DLL` / `LoaderInstance::CreateInstance chained CreateInstance call failed` | Frame SteamVR runtime rejects OpenXR apiVersion 1.1 (`XR_ERROR_API_VERSION_UNSUPPORTED`), which Proton 11's VR helper requests | `pcvr.xr_timefix` (Frame OpenXR layer, default on): retries xrCreateInstance as 1.0 |
| Unreal PC VR game on the Frame runs as a flat window although OpenXR works (no `LogHMD` OVRPlugin lines; Unreal logs nothing when it skips the Oculus plugin) / launch.log: `FramePort oculushmd: could not create the OculusHMDConnected event` | UE's OculusHMD (and LibOVR's `ovr_Detect`) only start when the Windows event `OculusHMDConnected` exists and is signalled; on a PC the Oculus service creates it. Revive hooks `OpenEventW` for it, but that relies on Detours patching Wine's (ARM64EC) kernelbase | `pcvr.oculus_unreal` (default for Unreal Rift games; PC VR counterpart of overport's `patch_oculus_unreal`): launch.sh runs the injector through `fp_oculushmd.exe`, which provides the real event until the game exits |
@@ -47,7 +48,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| Video stutters although fps is steady | video frame rate doesn't divide the refresh rate (30 fps at 72 Hz) | `adapter.refresh_rate` (e.g. 90 for 30 fps, 72 for 24 fps); `layer_debug` logs the offered rates and the app's own requests |
| PC VR game judders/stutters although the GPU keeps up; vrcompositor.txt "Timed out. N total" high or frames dropped | the game misses the headset's refresh (e.g. 96 Hz = 10.4 ms; Stormland's slow frames take 10.7 ms) | `pcvr.steamvr_tuning` (default on): next Play sets SteamVR per-app `preferredRefreshRate` + `motionSmoothingOverride` via `fp_vrsettings.exe` |
| Quest app keeps recentering / snapping the view when you turn your head; log shows session state 5→4→3→4→5 within a second | the Frame briefly takes focus; the app recenters on focus changes | unfixed: hiding the dips (debounce) made AC Nexus stay black, so it was removed |
| Video player / app finds no local videos; MediaProvider "Requested path /home/steamos/... doesn't appear under ..." | Lepton's /sdcard is a symlink to a host path, so Android's media index rejects every file | send files with Frame → Send files (~/Videos = /sdcard/Movies) and browse folders in the app |
| Video player / app finds no local videos; MediaProvider "Requested path /home/steamos/... doesn't appear under ..." | Lepton's /sdcard is a symlink to a host path, so Android's media index rejects every file | upload in the Files tab (Videos = /sdcard/Movies) and browse folders in the app |
| Game (Unity, GLES) freezes, `zink: DEVICE LOST` | multisampled render-to-texture hangs the GPU | `frame.unity_no_msaa`; if it persists: unfixable → PC version |
| Setup/intro loops every launch (Espire 2) | save folders created without write permission | launcher repairs permissions every 2 s (built in) |
| VrApi bridge: never enters VR | Frame reaches FOCUSED later than Quest; tracking only when worn | bridge waits 30 s; test in the headset |
@@ -55,6 +56,8 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
## Picture problems (headset on)
| Symptom | Cause | Fix |
|---|---|---|
| 2D Android app: Steam says it's running but nothing shows | Lepton runs apps headless unless the app folder has `lepton-show-flatscreen` | FramePort adds it for apps without VR (agent v28+); reinstall apps installed before |
| 2D Android app: back/home/recents buttons cover the app's own buttons | Android's navigation bar | patch `device.hide_navbar` (on by default for apps without VR) sets `qemu.hw.mainkeys=1`; reinstall to apply |
| Black screen, audio works, GLES engine with direct VrApi | Mesa rejects Quest-style GLSL | `frame.gl_shim` (logs `GLShim: SHADER COMPILE FAILED` + source lines) |
| Black screen, audio works, log `Unsupported VrApi layer type N` | bridge drops frames containing that layer | extend the bridge (cylinder=3 is converted to a quad already) |
| Only some draws visible (e.g. controllers) + `glGetError 0x502` | multiview shaders used on single-view FBOs | GL shim `gl_hide_multiview=1` (default) |
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# Writing style for FramePort's interface
Short rules so every screen, help text and doc sounds the same. Code style is enforced by `ruff`.
## Words
- **Steam Frame** on first mention in a screen or document, **the Frame** after that. **Headset** only for the
physical device you wear ("put the headset on").
- **Quest game** for Meta Quest apps, **Android app** for ordinary Android apps, **PC VR game** for Windows VR games.
Say Oculus or Rift only for games that use Oculus's own SDK.
- **Patch** for anything in a game's patch list (never "fix" for the same thing). **Recipe** for a game's chosen
patches and settings.
- Tools by their names: OVRPort, Revive, Proton, Lepton, SteamVR.
- **Install** (first time), **Update** (a newer build), **Reinstall** (the same build again); **Play** starts a game.
## Form
- Buttons and headings in sentence case ("Add games", "Report a problem…"); one label per action everywhere.
- "…" at the end of a label when the action asks for more input (a dialog, a file picker).
- Sentences end with a period, including tooltips and help texts; labels don't.
- "and", not "&", in text. An em dash (—) for asides, a middle dot (·) between short facts.
- Sizes in GiB/MiB (`i18n.fmt_size`), dates as YYYY-MM-DD HH:MM (`i18n.fmt_datetime`).
- US spelling (customize, analyze, color).
- Plain, technical wording: say what happens ("Steam restarts once"), no marketing adjectives.
## Translations
- Every text the GUI shows goes through `tr("…")` or `tr_n("…", "…", n)` (see `src/frameport/i18n.py`); use
templates with `.format()`, never f-strings inside `tr()`, and never decide anything from a displayed text.
- After changing texts run `python scripts/i18n_extract.py` (a test checks the template is current).
- CLI output, logs, diagnostics, catalog notes and launch-test diagnoses stay English.
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@@ -7,8 +7,8 @@ embeds debug paths (`-g`) and the dex depends on the d8 version, so those differ
| Dir | Artifact | What / why |
|---|---|---|
| `adapter/` | `{arm64-v8a,armeabi-v7a}/libopenxr_loader_generic.so` | **FrameBridge**: replaces overport's generic loader (which is renamed `libopenxr_loader_original.so`) and fixes Steam Frame runtime gaps. Hooks xrCreateInstance, swapchains, xrEndFrame, spaces, xrPollEvent, … everything else is forwarded by `gen_forwarders.py`-generated tail calls. `scene_emu.c` = Meta scene/spatial-entity emulation; `flip_vk.c` = Vulkan blit for VERTICAL_FLIP quads. `session_fixes.c` = per-game session fixes, all off by default and hooked only when on (`layer_debug` diagnostics, `stable_local`, `focus_hold`, aim correction `aim_pitch/aim_yaw/aim_forward`, `refresh_rate`); `layer_emul_gl.c` = `equirect_emul` (GLES sessions only): 360° equirect/equirect2 layers become one adapter projection layer, drawn by a worker thread with its own EGL context shared with the app's: each 360° image is converted to a cube map only when it changes, and the view is redrawn only after a 4° head turn (GL/EGL resolved with dlopen, so Vulkan games never load them); `layer_math.h` = their pose/face math, tested on the host by `tests/test_layer_emul.py`. `render_model.c` = XR_FB_render_model emulation (setting `controller_models`, off by default): serves `files/framebridge/controller_{left,right}.glb`, which the agent converts on the Frame from SteamVR's own Frame controller render models (never shipped by FramePort); tested on the host by `tests/test_render_model.py`. Settings: `libframe_settings.so` in the APK + `settings.conf`/`framebridge.conf` on the Frame. Hook technique from Quest2Frame's `frame_bridge.c` (GPL-3.0). |
| `vrapi-bridge/` | `arm64-v8a/libvrapi.so` | VrApi → OpenXR bridge from [Android-XR-Bridge/OVRPort](https://github.com/Android-XR-Bridge/OVRPort) `native/vrapi` at 5e7df52 (GPL-3.0, `LICENSE.upstream`), with our changes in `upstream-patches/`: GLES sessions + GL texture swapchains, cylinder→quad layers, GL vertical flip, UNORM↔sRGB format twins, 30 s VR-mode deadline, VALID-only recenter, loading-icon layers skipped, diagnostics behind `-DOVP_GL_DIAG`. |
| `adapter/` | `{arm64-v8a,armeabi-v7a}/libopenxr_loader_generic.so` | **FrameBridge**: replaces overport's generic loader (which is renamed `libopenxr_loader_original.so`) and fixes Steam Frame runtime gaps. Hooks xrCreateInstance, swapchains, xrEndFrame, spaces, xrPollEvent, … everything else is forwarded by `gen_forwarders.py`-generated tail calls. `scene_emu.c` = Meta scene/spatial-entity emulation; `flip_vk.c` = Vulkan blit for VERTICAL_FLIP quads. `session_fixes.c` = per-game session fixes, all off by default and hooked only when on (`layer_debug` diagnostics, `stable_local`, `focus_hold`, aim correction `aim_pitch/aim_yaw/aim_forward`, `refresh_rate`); `layer_emul_gl.c` = `equirect_emul` (GLES sessions only): 360° equirect/equirect2 layers become one adapter projection layer, drawn by a worker thread with its own EGL context shared with the app's: each 360° image is converted to a cube map only when it changes, and the view is redrawn only after a 4° head turn (GL/EGL resolved with dlopen, so Vulkan games never load them); `layer_math.h` = their pose/face math, tested on the host by `tests/test_layer_emul.py`. `render_model.c` = XR_FB_render_model emulation (setting `controller_models`, off by default): serves `files/framebridge/controller_{left,right}.glb`, which the agent converts on the Frame from SteamVR's own Frame controller render models (never shipped by FramePort); tested on the host by `tests/test_render_model.py`. Settings: `libframe_settings.so` in the APK + `settings.conf`/`framebridge.conf` on the Frame. |
| `vrapi-bridge/` | `arm64-v8a/libvrapi.so` | VrApi → OpenXR bridge from [Android-XR-Bridge/OVRPort](https://github.com/Android-XR-Bridge/OVRPort) `native/vrapi` at 5e7df52 (GPL-3.0, `LICENSE.upstream`; unchanged upstream as of OVRPort v1.2.5, which ships the unpatched code as its opt-in `patch_vrapi_openxr` in experimental CLI builds), with our changes in `upstream-patches/`: GLES sessions + GL texture swapchains, cylinder→quad layers, GL vertical flip, UNORM↔sRGB format twins, 30 s VR-mode deadline, VALID-only recenter, loading-icon layers skipped, diagnostics behind `-DOVP_GL_DIAG`. |
| `platformcompat/` | `arm64-v8a/libovrplatformcompat.so` | Real `ovrMessageType_ToString` (same fork, `native/platform`). |
| `glshim/` | `arm64-v8a/libglshim.so` | Mesa GLSL compatibility for GLAD engines (hooks eglGetProcAddress): comments out `#pragma` before `#extension`, enables `GL_EXT_shader_implicit_conversions`, hides GL_OVR_multiview (`gl_hide_multiview`, default 1) and logs failed shaders. `-DGLSHIM_TRACE` adds per-FBO draw/error tracing. |
| `xrlayer/` | `linux-arm64/libxr_frameport_timefix.so` + `XR_APILAYER_FRAMEPORT_timefix.json` | OpenXR API layer for Windows PC VR games under Proton on the Frame (glibc aarch64, built freestanding with the NDK's clang), on by default (patch `pcvr.xr_timefix`). Retries `xrCreateInstance` as an OpenXR 1.0 app when the runtime rejects 1.1 (the Frame's SteamVR runtime does, and Proton 11's VR helper asks for 1.1). Also emulates `xrConvertTimespecTimeToTimeKHR`/`xrConvertTimeToTimespecTimeKHR` if the runtime refuses them (the Frame's Android runtime does; its Linux runtime, used by Proton, supports them as of 2026-09-29 — so this part is only a fallback; Proton's wineopenxr needs them for `XR_KHR_win32_convert_performance_counter_time`, which Revive requires) with the adapter's xrWaitFrame-calibrated offset, and drops the extension from xrCreateInstance if the runtime rejects it. Enabled per game by the Proton launch.sh (`XR_API_LAYER_PATH`, `XR_ENABLE_API_LAYERS`). `tests/test_xrlayer.py` builds it for x86_64 and drives it via ctypes. |
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@@ -3,8 +3,6 @@
//
// Installed as lib/arm64-v8a/libopenxr_loader_generic.so; overport's real generic
// loader is renamed to libopenxr_loader_original.so and loaded from the same dir.
// Hook technique follows Quest2Frame's frame_bridge.c (GPL-3.0-only,
// github.com/MichaelScottsman/Quest2Frame).
//
// Fixes applied:
// * adds XR_KHR_android_create_instance when the app chains
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@@ -0,0 +1,8 @@
## Install
- **Windows:** unzip `FramePort-windows-x64.zip`, run `FramePort.exe` (warning → **More info → Run anyway**).
- **macOS:** unzip `FramePort-macos-arm64.zip`, right-click `FramePort.app` → **Open**.
- **Linux:** `tar xzf FramePort-linux-x64.tar.gz && ./FramePort/FramePort` (ARM64: `FramePort-linux-arm64.tar.gz`).
Full guide: [docs/INSTALL.md](https://github.com/spoopyghosty0/frameport/blob/main/docs/INSTALL.md) · checksums in
`SHA256SUMS.txt`.
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@@ -1,13 +1,27 @@
[project]
name = "frameport"
dynamic = ["version"]
description = "Port Meta Quest standalone games to the Valve Steam Frame (Lepton): suggested patches, automated validation, one-click install."
description = "Run Meta Quest, Android and PC VR games on the Valve Steam Frame: per-game patches, validation and one-click install."
readme = "README.md"
license = { text = "GPL-3.0-only" }
license = "GPL-3.0-only"
license-files = ["LICENSE", "THIRD_PARTY_NOTICES.md"]
authors = [{ name = "spoopyghosty0" }]
keywords = ["steam-frame", "vr", "openxr", "meta-quest", "android", "lepton", "proton", "revive"]
classifiers = [
"Development Status :: 4 - Beta",
"Environment :: X11 Applications",
"Intended Audience :: End Users/Desktop",
"Operating System :: Microsoft :: Windows",
"Operating System :: MacOS",
"Operating System :: POSIX :: Linux",
"Programming Language :: Python :: 3",
"Topic :: Games/Entertainment",
]
requires-python = ">=3.11"
dependencies = [
"flet>=1.0",
"flet-desktop>=1.0",
"flet-dropzone>=0.4.0", # drag-and-drop uploads in the Files tab (packaged app only; Apache-2.0)
"paramiko>=3.4",
"zeroconf>=0.132",
"psutil>=5.9",
@@ -20,11 +34,16 @@ dependencies = [
"pyaxmlparser>=0.3.31",
]
[project.urls]
Homepage = "https://github.com/spoopyghosty0/frameport"
Issues = "https://github.com/spoopyghosty0/frameport/issues"
Releases = "https://github.com/spoopyghosty0/frameport/releases"
[project.optional-dependencies]
dev = ["pytest>=8", "flet-web>=1.0", "flet-cli>=1.0", "playwright>=1.40"]
dev = ["pytest>=8", "pytest-timeout>=2.3", "ruff>=0.6", "flet-web>=1.0", "flet-cli>=1.0", "playwright>=1.40"]
[project.scripts]
frameport = "frameport.cli:app"
frameport = "frameport.cli:main"
frameport-gui = "frameport.ui.app:main"
[build-system]
@@ -45,8 +64,8 @@ packages = ["src/frameport"]
[tool.pytest.ini_options]
testpaths = ["tests"]
timeout = 120
markers = [
"device: needs a reachable Steam Frame (FRAMEPORT_FRAME=user@host)",
"games: needs the local game dumps (FRAMEPORT_GAMES=<downloads dir>)",
"native: compiles native code with the NDK from native/build.py (FRAMEPORT_NATIVE_TESTS=1; slow)",
]
@@ -59,3 +78,19 @@ company = "FramePort"
[tool.flet.app]
path = "src"
module = "main"
[tool.ruff]
line-length = 120
target-version = "py311"
extend-exclude = ["native", "src/frameport/_data"]
[tool.ruff.lint]
select = ["E", "F", "W", "I", "B", "UP"]
ignore = [
"E731", # lambdas assigned to names: used for small Flet callbacks
"B008", # function calls in defaults: Typer options
"UP007", "UP045", # Optional[...] in Typer signatures (Typer reads the annotations)
]
[tool.ruff.lint.isort]
known-first-party = ["frameport"]
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@@ -0,0 +1,42 @@
"""Write docs/GAMES.md: the tested games from the bundled catalog as a simple table to share.
Run after catalog changes: python scripts/compat_list.py"""
from __future__ import annotations
import re
import sys
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
sys.path.insert(0, str(ROOT / "src"))
from frameport.recommend import catalog # noqa: E402
STATUS = {"works": "✅ Works", "issues": "⚠️ Works with issues", "unsupported": "❌ Doesn't run"}
ORDER = {"works": 0, "issues": 1, "unsupported": 2}
def short(note: str) -> str:
"""The note's first sentence, without technical asides."""
first = re.split(r"(?<=[.!?])\s", " ".join((note or "").split()), maxsplit=1)[0]
return first if len(first) <= 160 else first[:157].rstrip() + "…"
def render() -> str:
entries = [e for e in catalog.load().values() if e.origin == "bundled" and e.status in STATUS]
entries.sort(key=lambda e: (ORDER[e.status], e.title.lower()))
rows = ["| Game | Platform | Status | Notes |", "|---|---|---|---|"]
for e in entries:
platform = "PC VR" if e.kind == "rift" else "Quest"
note = "" if e.status == "works" else short(e.notes).replace("|", "/")
rows.append(f"| {e.title} | {platform} | {STATUS[e.status]} | {note} |")
return ("# Tested games\n\n"
"Games tested on the Steam Frame with FramePort's recipes. Games not listed here may work too: FramePort "
"suggests patches for them, and a working config can be shared from the app (**Share working config…**).\n"
"Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.\n\n"
+ "\n".join(rows) + "\n")
if __name__ == "__main__":
out = ROOT / "docs" / "GAMES.md"
out.write_text(render(), encoding="utf-8")
print(f"wrote {out}")
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@@ -23,7 +23,8 @@ def signature(recipe) -> dict:
pats = recipe.patches
return {
"overport": sorted(p for p in pats if base.get(p).category == "overport" and not base.get(p).default_on),
"overport_removed": sorted(p for p in (x.id for x in base.all_patches() if x.category == "overport" and x.default_on)
"overport_removed": sorted(p for p in (x.id for x in base.all_patches()
if x.category == "overport" and x.default_on)
if p not in pats),
"frame": sorted(p for p in pats if base.get(p).category == "frame" and not base.get(p).default_on),
"adapter": {p.split(".", 1)[1]: v.get("value") for p, v in sorted(pats.items()) if p.startswith("adapter.")},
@@ -47,7 +48,8 @@ def main() -> int:
if not catalog.lookup(a.package):
continue
want = signature(engine.suggest(a, use_catalog=True))
want["status_unsupported"] = catalog.lookup(a.package).status == "unsupported" and "32-bit" in catalog.lookup(a.package).notes
want["status_unsupported"] = (catalog.lookup(a.package).status == "unsupported"
and "32-bit" in catalog.lookup(a.package).notes)
got = signature(engine.suggest(a, use_catalog=False))
diffs = {k: (want[k], got[k]) for k in want if want[k] != got[k]}
total += len(want)
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@@ -0,0 +1,99 @@
#!/usr/bin/env python3
"""Collect every translatable text into src/frameport/locales/template.json (see src/frameport/i18n.py).
python scripts/i18n_extract.py # rewrite the template
python scripts/i18n_extract.py --check # exit 1 if the template is out of date (CI / tests)
Sources: tr("…") and tr_n("…", "…", n) calls in src/frameport (literal arguments), the GUI help texts, and every
patch's title and description. A translation file (locales/<language>.json) copies the template and fills in the
values: a string for tr() texts, a list [one, other] for tr_n() texts.
"""
from __future__ import annotations
import argparse
import ast
import json
import sys
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
SRC = ROOT / "src" / "frameport"
TEMPLATE = SRC / "locales" / "template.json"
sys.path.insert(0, str(ROOT / "src"))
def from_code() -> tuple[dict, list[str]]:
"""(texts, problems): tr()/tr_n() literals, and calls whose text isn't a literal (can't be extracted)."""
texts: dict = {}
problems = []
for path in sorted(SRC.rglob("*.py")):
if path.name == "i18n.py" and path.parent == SRC:
continue
tree = ast.parse(path.read_text(encoding="utf-8"))
for node in ast.walk(tree):
if not (isinstance(node, ast.Call) and isinstance(node.func, ast.Name) and node.func.id in ("tr", "tr_n")):
continue
args = node.args[:1] if node.func.id == "tr" else node.args[:2]
if all(isinstance(a, ast.Constant) and isinstance(a.value, str) for a in args) and args:
if node.func.id == "tr":
texts.setdefault(args[0].value, "")
else:
texts[args[0].value] = ["", ""]
elif any(isinstance(a, ast.JoinedStr) for a in args):
problems.append(f"{path.relative_to(ROOT)}:{node.lineno}: f-string inside {node.func.id}() "
"(use a template and .format())")
return texts, problems
def from_data() -> dict:
"""Help texts and patch titles/descriptions (defined as data, translated where they're shown)."""
from frameport.patches import base
from frameport.patches.settings import GROUPS, UI
from frameport.ui.help import HELP
texts = {dict.__getitem__(HELP, k): "" for k in HELP}
for p in base.all_patches():
for t in (p.title, p.description, p.summary):
if t:
texts[t] = ""
for _, title in GROUPS: # the Game settings dialog
texts[title] = ""
for ui in UI.values():
for t in (ui.get("label"), ui.get("help")):
if t:
texts[t] = ""
if ui["control"][0] == "choice":
for _, label in ui["control"][1]:
if any(c.isalpha() for c in label):
texts[label] = ""
return texts
def build() -> tuple[dict, list[str]]:
code, problems = from_code()
texts = {**from_data(), **code}
return dict(sorted(texts.items(), key=lambda kv: kv[0].lower())), problems
def main() -> int:
ap = argparse.ArgumentParser()
ap.add_argument("--check", action="store_true", help="only check that the template is up to date")
args = ap.parse_args()
texts, problems = build()
for p in problems:
print(p, file=sys.stderr)
text = json.dumps(texts, ensure_ascii=False, indent=1) + "\n"
if args.check:
current = TEMPLATE.read_text(encoding="utf-8") if TEMPLATE.exists() else ""
if current != text:
print("locales/template.json is out of date: run python scripts/i18n_extract.py", file=sys.stderr)
return 1
return 1 if problems else 0
TEMPLATE.parent.mkdir(parents=True, exist_ok=True)
TEMPLATE.write_text(text, encoding="utf-8")
print(f"{len(texts)} texts -> {TEMPLATE.relative_to(ROOT)}")
return 1 if problems else 0
if __name__ == "__main__":
sys.exit(main())
+22 -2
View File
@@ -40,9 +40,19 @@ def stage_data():
shutil.rmtree(DATA, ignore_errors=True)
for name in ("catalog", "artifacts", "agent", "bootstrap"):
shutil.copytree(ROOT / name, DATA / name)
# the Frame agent is uploaded as source; `flet build` turns every .py into .pyc (issue #2): keep a non-.py copy
shutil.copy2(ROOT / "agent/frameport_agent.py", DATA / "agent/frameport_agent.py.txt")
print(f"staged data in {DATA}")
def check_bundle(out: Path) -> None:
"""The finished bundle must contain the agent's source (the app uploads it to the Frame)."""
found = [p for p in out.rglob("frameport_agent.py*") if p.suffix != ".pyc"]
if not found:
raise SystemExit(f"{out}: the Frame agent's source is missing from the bundle (only compiled?)")
print("agent source in bundle:", ", ".join(str(p.relative_to(out)) for p in found))
def main() -> int:
ap = argparse.ArgumentParser()
ap.add_argument("--pyinstaller", action="store_true")
@@ -53,8 +63,15 @@ def main() -> int:
stage_data()
try:
if args.pyinstaller:
sep = ";" if TARGET == "windows" else ":"
# --yes: a failed flet build's folder doesn't stop it
cmd = ["flet", "pack", str(ROOT / "src/main.py"), "--name", "FramePort", "--product-name", "FramePort",
"--add-data", f"{DATA}{';' if TARGET == 'windows' else ':'}frameport/_data", "--distpath", str(ROOT / "dist")]
"--add-data", f"{DATA}{sep}frameport/_data",
# translations (data files PyInstaller doesn't pick up from the imports)
"--add-data", f"{ROOT / 'src/frameport/locales'}{sep}frameport/locales",
"--distpath", str(ROOT / "dist"), "--yes"]
if TARGET == "linux":
cmd.append("--onedir") # a folder: the bundle check sees the agent source, the archive the app
else:
# --yes: install the Flutter SDK etc. without prompting; --no-rich-output: plain logs (CI, Windows consoles)
cmd = ["flet", "build", TARGET, str(ROOT), "--project", "FramePort", "--product", "FramePort",
@@ -62,7 +79,10 @@ def main() -> int:
if TARGET == "macos": # flet's default bundled Python lacks prebuilt cryptography wheels for both Mac archs
cmd += ["--python-version", "3.12", "--arch", "arm64"] # Apple Silicon; x86_64 cross-build fails
print(" ".join(cmd))
return subprocess.call(cmd, cwd=ROOT)
rc = subprocess.call(cmd, cwd=ROOT)
if rc == 0:
check_bundle(ROOT / "dist" if args.pyinstaller else ROOT / "dist" / TARGET)
return rc
finally:
if not args.keep_data:
shutil.rmtree(DATA, ignore_errors=True)
+94
View File
@@ -0,0 +1,94 @@
#!/usr/bin/env python3
"""Make a screenshot-safe copy of a FramePort data folder (for docs/images):
python scripts/scrub_library.py <data dir> <new dir> [--sort size] [--status works,issues]
Copies library.json + artwork/ only (no Frame pairing, SSH key, tools, logs or builds). In the copy every game's
folder name becomes its store title, every local path becomes D:/Games/<Quest|PC VR>/<title>/..., settings other than
the Library view are dropped, and install/launch history is removed. Fails if any original path is left.
"""
from __future__ import annotations
import argparse
import json
import re
import shutil
import sys
from pathlib import Path
PATHLIKE = re.compile(r"^(/|[A-Za-z]:[\\/]|\\\\)")
DEVICE = ("/data/", "/sdcard", "/storage/", "/system/", "/vendor/", "/apex/", "/proc/", "/dev/") # inside the headset
DROP_KEYS = {"installs", "log_path", "last_played", "played"}
def safe(title: str) -> str:
return re.sub(r'[<>:"/\\|?*]+', "", title).strip() or "Game"
def scrub_game(g: dict) -> dict:
title = g.get("title") or g.get("package")
base = f"D:/Games/{'PC VR' if g.get('kind') == 'rift' else 'Quest'}/{safe(title)}"
originals: set[str] = set()
def collect(o):
if isinstance(o, dict):
for v in o.values():
collect(v)
elif isinstance(o, list):
for v in o:
collect(v)
elif isinstance(o, str) and PATHLIKE.match(o) and not o.startswith(DEVICE):
originals.add(o)
collect(g)
roots = sorted({str(Path(p).parent) for p in originals} | originals, key=len, reverse=True)
def fix(o, key=""):
if isinstance(o, dict):
return {k: fix(v, k) for k, v in o.items() if k not in DROP_KEYS}
if isinstance(o, list):
return [fix(v, key) for v in o]
if isinstance(o, str):
if PATHLIKE.match(o) and not o.startswith(DEVICE):
name = Path(o.replace("\\", "/")).name
return base if key in ("origin", "folder", "game_dir", "data_dir", "base") else f"{base}/{name}"
for r in roots:
if len(r) > 3 and r in o:
o = o.replace(r, base)
o = re.sub(r"/(?:mnt|home|Users)/[^)\"]*", "D:/Games", o) # paths inside messages (e.g. a tool's folder)
return o
out = fix(g)
out["name"] = title
return out
def main() -> int:
ap = argparse.ArgumentParser()
ap.add_argument("src", type=Path)
ap.add_argument("dest", type=Path)
ap.add_argument("--sort", default="size", choices=["name", "recent", "played", "size", "status"])
ap.add_argument("--status", default="", help="keep only games with these recipe statuses, e.g. works,issues")
args = ap.parse_args()
lib = json.loads((args.src / "library.json").read_text())
keep = {x for x in args.status.split(",") if x}
games = {pkg: scrub_game(g) for pkg, g in lib.get("games", {}).items()
if not keep or (g.get("recipe") or {}).get("status", "unknown") in keep}
view = {**(lib.get("settings", {}).get("ui.library") or {}), "sort": args.sort, "platform": "all",
"where": "all", "status": "all", "tags": []}
migrations = lib.get("settings", {}).get("migrations", [])
out = {"games": games, "settings": {"ui.library": view, "migrations": migrations}}
text = json.dumps(out, indent=1)
leftovers = [o for o in re.findall(r'"((?:/|[A-Za-z]:\\\\)[^"]*)"', text)
if not o.startswith(("D:/Games/",) + DEVICE)]
if leftovers:
print("not scrubbed:", leftovers[:10], file=sys.stderr)
return 1
args.dest.mkdir(parents=True, exist_ok=True)
(args.dest / "library.json").write_text(text)
if (args.src / "artwork").is_dir():
shutil.copytree(args.src / "artwork", args.dest / "artwork", dirs_exist_ok=True)
print(f"{len(games)} games -> {args.dest}")
return 0
if __name__ == "__main__":
sys.exit(main())
+164 -4
View File
@@ -25,6 +25,113 @@ PORT = 8557
ERRORS: list[str] = []
class FakeFS:
"""--fake-frame's file system for the Files tab: a temp folder with sample files, served like SFTP."""
def __init__(self):
import tempfile
self.home = tempfile.mkdtemp(prefix="fp-fake-frame-")
samples = {"Videos": ["Earth from orbit (360).mp4", "Mars landing (VR180).mkv", "Concert 8K 3D.mp4"],
"Downloads": ["Mods/", "readme.txt"], "Documents": ["Saves/", "Notes.pdf"]}
sizes = {".mp4": 2_400_000_000, ".mkv": 1_100_000_000}
for folder, names in samples.items():
base = os.path.join(self.home, folder)
os.makedirs(os.path.join(base, "Trips"), exist_ok=True)
for n in names:
if n.endswith("/"):
os.makedirs(os.path.join(base, n), exist_ok=True)
else:
with open(os.path.join(base, n), "wb") as f:
f.truncate(sizes.get(os.path.splitext(n)[1], 48_000)) # sparse: no real disk use
def agent(self, command, **args):
if command == "storage_targets":
return {"targets": [{"id": n.lower(), "path": os.path.join(self.home, n), "android": a, "shared": True}
for n, a in (("Videos", "/sdcard/Movies"), ("Downloads", "/sdcard/Download"),
("Documents", "/sdcard/Documents"))]}
raise RuntimeError(f"fake Frame: {command} not available")
@property
def sftp(self):
import paramiko
class SFTP:
def listdir_attr(self, path):
out = []
for name in sorted(os.listdir(path)):
a = paramiko.SFTPAttributes.from_stat(os.lstat(os.path.join(path, name)))
a.filename = name
out.append(a)
return out
def stat(self, path):
return paramiko.SFTPAttributes.from_stat(os.stat(path))
return SFTP()
class FakeTarget:
"""--fake-frame: a pretend Steam Frame with the library's working Quest builds installed (no network, no device),
for documentation screenshots."""
def __init__(self, count: int = 8):
from frameport.frame.connection import parse_target
self.label = "steamframe"
self.frame = FakeFS()
self.target = parse_target("steamos@steamframe.local")
works = [g for g in library.games() if g.get("kind") != "rift" and (g.get("build") or {}).get("sha256")
and (g.get("recipe") or {}).get("status") in ("works", "issues")]
works.sort(key=lambda g: -(g.get("data_bytes") or 0))
self.games = [{"package": g["package"], "kind": "quest", "title": g.get("title"),
"apk_size": (g.get("data_bytes") or 0) + 2**28, "sha256": g["build"]["sha256"],
"recipe": {"patches": (g.get("recipe") or {}).get("patches", [])}} for g in works[:count]]
def describe(self) -> dict:
return {"hostname": "steamframe", "os": "SteamOS", "os_version": "3.8", "build_id": "20260922",
"free_bytes": 312 * 2**30, "installed": self.games, "lepton": True,
"proton": {"ready": {"display_name": "Proton 11 (ARM64)"}, "openxr": {"name": "SteamVR"}},
"kernel_keys": {"keys": 31, "max_keys": 200}}
def installed(self) -> list[dict]:
return self.games
def close(self) -> None:
pass
class FakeKeyboardSession:
"""--fake-frame: Type on Frame connects at once (nothing is sent anywhere)."""
def __init__(self, frame):
self.closed = False
def key(self, name, action="down"):
return True
def text(self, text):
return ""
def close(self):
self.closed = True
def open_type_dialog(app: FramePortApp) -> None:
"""Type on Frame over the Steam Frame page, with one key 'pressed' so the screenshot shows it working."""
from types import SimpleNamespace
app.navigate(1)
time.sleep(1.5)
app.type_on_frame()
time.sleep(1.5)
dialog = [d for d in app.page._dialogs.controls if d.open][-1]
listener = dialog.content.controls[1]
listener.on_key_down(SimpleNamespace(key="Enter"))
STEP_SECONDS = 4 # per screen (the screenshot is taken ~3 s in)
def driver(app: FramePortApp, steps: list[tuple[str, callable]], ready: threading.Event, done_step: list):
for name, action in steps:
try:
@@ -33,7 +140,7 @@ def driver(app: FramePortApp, steps: list[tuple[str, callable]], ready: threadin
ERRORS.append(f"{name}: {traceback.format_exc()}")
done_step.append(name)
ready.set()
time.sleep(4)
time.sleep(STEP_SECONDS)
def main() -> int:
@@ -45,14 +152,24 @@ def main() -> int:
ap.add_argument("--scale", type=float, default=1.0, help="UI scale to render at (e.g. 1.5)")
ap.add_argument("--viewport", default="1280x820", help="browser size, e.g. 2560x1440")
ap.add_argument("--update", action="store_true", help="pretend a new FramePort release exists (update UI)")
ap.add_argument("--fake-frame", action="store_true", help="pretend a Steam Frame is connected (no device needed)")
ap.add_argument("--hover", default=None, help="x,y: move the mouse there before the Library screenshot")
ap.add_argument("--install-questions", nargs="+", metavar="PKG", default=None,
help="open the install questions for these games, then click each dialog's main button twice "
"(a double click must not duplicate dialogs); nothing is installed")
ap.add_argument("--docs", action="store_true", help="only the screens used in the docs (Library, --game, Frame)")
args = ap.parse_args()
global STEP_SECONDS
if args.hover:
STEP_SECONDS = 7
from frameport.ui import theme
theme.set_scale(args.scale)
vw, vh = (int(x) for x in args.viewport.split("x"))
args.out.mkdir(parents=True, exist_ok=True)
game = args.game or (library.games()[0]["package"] if library.games() else None)
steps = [("library", lambda a: a.navigate(0)), ("frame", lambda a: a.navigate(1)), ("tools", lambda a: a.navigate(2))]
steps = [("library", lambda a: a.navigate(0)), ("frame", lambda a: a.navigate(1)),
("files", lambda a: a.go("files")), ("tools", lambda a: a.go("settings"))]
if game:
steps.insert(1, ("game", lambda a: a.open_game(game)))
steps.insert(2, ("game-customize", lambda a: a.open_game(game, advanced=True)))
@@ -61,6 +178,34 @@ def main() -> int:
# last: the right-click menu stays open over whatever comes next
steps.append(("library-menu", lambda a: (a.page.pop_dialog(), a.navigate(0), time.sleep(3),
a.library_view.open_menu(game))))
if args.docs:
steps = [("library", lambda a: a.navigate(0))]
if game:
steps += [("game", lambda a: a.open_game(game)),
("game-customize", lambda a: a.open_game(game, advanced=True))]
steps.append(("frame", lambda a: a.navigate(1)))
steps.append(("files", lambda a: a.go("files")))
steps.append(("files-select", lambda a: [a.files_view._toggle(e.path, True)
for e in a.files_view.entries[1:3]]))
steps.append(("type-on-frame", open_type_dialog))
if args.install_questions:
queued: list[str] = []
def open_questions(a):
a._submit_install = lambda p, to: queued.append(p)
a.install_many(args.install_questions, "frame")
def double_click(a):
dialogs = [d for d in a.page._dialogs.controls if d.open]
print(f"open dialogs: {len(dialogs)}", flush=True)
button = dialogs[-1].actions[-1]
button.on_click(None)
button.on_click(None)
def report(a):
print(f"open dialogs: {len([d for d in a.page._dialogs.controls if d.open])}, queued: {queued}", flush=True)
steps = [("library", lambda a: a.navigate(0)), ("questions", open_questions),
("after-1st-double", double_click), ("after-2nd-double", double_click), ("end", report)]
if args.update:
from frameport import updates
@@ -69,7 +214,7 @@ def main() -> int:
notes="## What's new\n- Self-update test release\n- **Bold** and `code` in notes")
steps += [("update-banner", lambda a: (a.updater._set(fake), a.navigate(0))),
("update-dialog", lambda a: a.updater.show_dialog()),
("update-settings", lambda a: (a.page.pop_dialog(), a.navigate(2)))]
("update-settings", lambda a: (a.page.pop_dialog(), a.go("settings")))]
if args.frame:
from frameport.frame.connection import parse_target
@@ -94,9 +239,19 @@ def main() -> int:
steps.append(("launch-test-job", job))
ready, done = threading.Event(), []
if args.fake_frame: # never reach a real Frame (start-up auto-connect, discovery, the 30 s poll)
from frameport.frame import keyboard
keyboard.KeyboardSession = FakeKeyboardSession
FramePortApp.connect = lambda self, *a, **k: None
FramePortApp.refresh_frame = lambda self, *a, **k: None
def app_main(page: ft.Page):
try:
app = FramePortApp(page)
if args.fake_frame:
app.target = FakeTarget()
app.frame_info, app.frame_state = app.target.describe(), "connected"
except Exception: # noqa: BLE001
ERRORS.append("startup: " + traceback.format_exc())
return
@@ -116,8 +271,13 @@ def main() -> int:
while len(done) < len(steps) and time.time() < deadline:
if ready.wait(1):
ready.clear()
name = done[-1]
time.sleep(3) # let Flutter paint
page.screenshot(path=str(args.out / f"{shot:02d}-{done[-1]}.png"))
if args.hover and name == "library":
hx, hy = (float(v) for v in args.hover.split(","))
page.mouse.move(hx, hy)
time.sleep(1.5)
page.screenshot(path=str(args.out / f"{shot:02d}-{name}.png"))
shot += 1
browser.close()
except Exception: # noqa: BLE001
+14 -3
View File
@@ -14,12 +14,16 @@ import os
import shutil
import sys
import tempfile
import time
from pathlib import Path
sys.path.insert(0, str(Path(__file__).resolve().parents[1] / "src"))
def main() -> int:
import logging
logging.basicConfig(level=logging.INFO)
archive = Path(sys.argv[1]).resolve()
home = Path(tempfile.mkdtemp(prefix="fp-update-smoke-"))
os.environ["FRAMEPORT_HOME"] = str(home / "data")
@@ -40,11 +44,18 @@ def main() -> int:
nested = sub / "new-version.txt" # files in existing subfolders must be replaced too (Windows merges folders)
nested.write_text("new")
if platform == "win32" and os.environ.get("HAS_CERT") == "true":
a, b = updates._signer_thumbprint(installed / "FramePort.exe"), updates._signer_thumbprint(new / "FramePort.exe")
a = updates._signer_thumbprint(installed / "FramePort.exe")
b = updates._signer_thumbprint(new / "FramePort.exe")
print(f"signer thumbprints: installed {a} new {b}")
assert a and a == b, "signature check failed"
script = updates.apply(new, installed, relaunch=False, pid=999999, platform=platform, wait=True)
log = (home / "data/logs/update.log").read_text()
# the same launch as the app (detached; apply() checks the script started), then wait for it to finish
script = updates.apply(new, installed, relaunch=False, pid=999999, platform=platform)
log_file = home / "data/logs/update.log"
for _ in range(240):
log = log_file.read_text() if log_file.exists() else ""
if "not relaunching" in log:
break
time.sleep(0.5)
print(script.read_text()[:400], "...\n--- update.log ---\n" + log)
installed_marker = installed / marker.relative_to(new)
assert installed_marker.read_text() == "new", "the new files weren't installed"
+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__ = "0.3.0"
__version__ = "0.6.1"
+72 -6
View File
@@ -13,6 +13,7 @@ from . import elf
logging.getLogger("pyaxmlparser").setLevel(logging.ERROR)
UNITY_GGM = "assets/bin/Data/globalgamemanagers"
IL2CPP_METADATA = "assets/bin/Data/Managed/Metadata/global-metadata.dat"
def _read_manifest_info(path: Path) -> tuple[str, str, str, str | None]:
@@ -56,6 +57,29 @@ def _features(manifest: bytes) -> dict[str, bool]:
return out
def vr_kind(libs: set[str], manifest_strings: list[str]) -> str:
"""What kind of Android app this is, for choosing how to port it:
quest Meta Quest app (VrApi / OVRPlugin / Meta's OpenXR loader + Oculus manifest entries): OVRPort
openxr another headset's OpenXR app (Pico, Khronos loader): OVRPort's loader + the Frame adapter
android_xr Android XR (Jetpack XR / spatial) app: needs system services Lepton doesn't have
pico_sdk Pico's pre-OpenXR SDK, wave: HTC Vive Wave SDK: no OpenXR path, can't run
none an ordinary (2D) Android app or game: installed without the VR translation"""
text = " ".join(manifest_strings)
meta = (libs & {"libvrapi.so", "libOVRPlugin.so", "libovrplatformloader.so"}
or "com.oculus." in text or "oculus.software." in text or "horizonos." in text)
if meta:
return "quest"
if any(lib.startswith("libwvr") for lib in libs) or "com.htc.vr" in text:
return "wave"
if "libopenxr_loader.so" in libs or "org.khronos.openxr" in text:
return "openxr"
if libs & {"libPvr_UnitySDK.so", "libpxr_api.so", "libPxr_api.so", "libPvrSDK.so"} or "pvr.app.type" in text:
return "pico_sdk"
if "android.software.xr" in text or "androidx.xr" in text or "com.google.android.xr" in text:
return "android_xr"
return "none"
# OpenXR composition-layer extensions the Frame runtime lacks (see docs/FRAME_RUNTIME.md).
LAYER_EXTENSIONS = ("XR_KHR_composition_layer_cylinder", "XR_KHR_composition_layer_equirect",
"XR_KHR_composition_layer_equirect2", "XR_KHR_composition_layer_cube")
@@ -80,8 +104,10 @@ def analyze(path: Path, deep: bool = True, data_bytes: int | None = None) -> Ana
lib_bytes[lib] = z.read(info)
engine_lib = next((prefix + n for n in ("libUE4.so", "libUnreal.so") if prefix and prefix + n in names), None)
unreal_version = _unreal_version(z, engine_lib) if deep and engine_lib else None
boot = z.read("assets/bin/Data/boot.config").decode("utf-8", "replace") if "assets/bin/Data/boot.config" in names else ""
boot = (z.read("assets/bin/Data/boot.config").decode("utf-8", "replace")
if "assets/bin/Data/boot.config" in names else "")
ggm = z.read(UNITY_GGM) if deep and UNITY_GGM in names else None
il2cpp_meta = z.read(IL2CPP_METADATA) if deep and IL2CPP_METADATA in names and "libil2cpp.so" in libs else None
package, version, label, activity = _read_manifest_info(path)
libset = set(libs)
@@ -113,7 +139,8 @@ def analyze(path: Path, deep: bool = True, data_bytes: int | None = None) -> Ana
oculus_os_refs.append(name)
if name != "libOVRPlugin.so": # OVRPlugin lists every layer extension; only the game's own requests count
layer_exts |= {ext for ext in LAYER_EXTENSIONS if ext.encode() + b"\0" in data}
if name not in ("libvrapi.so", "libOVRPlugin.so") and b"GLAD_GL_" in data and "eglGetProcAddress" in elf.dyn_symbols(data, False):
if (name not in ("libvrapi.so", "libOVRPlugin.so") and b"GLAD_GL_" in data
and "eglGetProcAddress" in elf.dyn_symbols(data, False)):
uses_glad = True
msaa_levels = 0
@@ -126,6 +153,7 @@ def analyze(path: Path, deep: bool = True, data_bytes: int | None = None) -> Ana
msaa_levels = 0
cats = axml.categories(manifest)
manifest_strings = axml.Axml(manifest).strings()
features = _features(manifest)
used_perms, _ = axml.used_and_declared_permissions(manifest)
return Analysis(
@@ -151,17 +179,53 @@ def analyze(path: Path, deep: bool = True, data_bytes: int | None = None) -> Ana
"missing_ovr_symbols": sorted(missing_ovr_symbols(lib_bytes)), "size": path.stat().st_size,
"data_bytes": data_bytes or 0,
"features": features,
"meta_permissions_used": sorted(p for p in used_perms if p.startswith(("com.oculus.permission.", "horizonos."))),
"meta_permissions_used": sorted(p for p in used_perms
if p.startswith(("com.oculus.permission.", "horizonos."))),
# mixed-reality-only: passthrough required and no guardian (Meta's BOUNDARYLESS_APP)
"mr_only": features.get("com.oculus.feature.PASSTHROUGH", False) and "com.oculus.feature.BOUNDARYLESS_APP" in features,
"mr_only": (features.get("com.oculus.feature.PASSTHROUGH", False)
and "com.oculus.feature.BOUNDARYLESS_APP" in features),
"hand_tracking_only": features.get("oculus.software.handtracking", False),
"unreal_version": unreal_version,
"oculus_os_refs": sorted(oculus_os_refs),
"xr_layer_exts": sorted(layer_exts), # composition-layer extensions the game's own libraries request
"vr_kind": vr_kind(libset, manifest_strings),
# the base of a split APK set (Play "app bundle" installs): the code/libraries live in split APKs
"split_apk": bool({"isSplitRequired", "requiredSplitTypes"} & set(manifest_strings)),
# Unity (IL2CPP) text fields: they close at once on the Frame (frame.unity_text_input)
"text_fields": unity_text_fields(il2cpp_meta) if il2cpp_meta else [],
"unity_version": unity_version(ggm, lib_bytes.get("libunity.so")) if engine == "Unity" else None,
},
)
def unity_text_fields(metadata: bytes) -> list[str]:
"""The Unity text field classes an IL2CPP game contains (names from its global-metadata.dat string table)."""
out = []
if b"\0TMP_InputField\0" in metadata:
out.append("TMP_InputField")
if b"\0InputField\0" in metadata and b"\0UnityEngine.UI\0" in metadata: # not the tail of TMP_InputField
out.append("InputField")
return out
UNITY_VERSION = re.compile(rb"(?<![\d.])(\d{4}\.\d+\.\d+[abfpx]\d+)")
def unity_version(ggm: bytes | None = None, libunity: bytes | None = None) -> str | None:
"""Unity version (e.g. 6000.2.7f2): from the header of globalgamemanagers, else the version string libunity.so
repeats most (games packed into data.unity3d have no loose globalgamemanagers)."""
m = UNITY_VERSION.search(ggm[:512]) if ggm else None
if m:
return m.group(1).decode()
if libunity:
from collections import Counter
found = Counter(x.group(1) for x in UNITY_VERSION.finditer(libunity))
if found:
return found.most_common(1)[0][0].decode()
return None
def _uses_feature(manifest: bytes, feature: str) -> bool:
x = axml.Axml(manifest)
return any(el.name == "uses-feature" and (x.attr_str(el, "name") or "").startswith(feature) for el in x.elements())
@@ -173,12 +237,14 @@ def missing_ovr_symbols(lib_bytes: dict[str, bytes]) -> set[str]:
if not loader or not elf.is_elf(loader):
return set()
exported = set(elf.dyn_symbols(loader, True))
linked = set(elf.needed(loader))
for extra in ("libovrplatformcompat.so", "libovrstubs.so"):
if extra in lib_bytes:
if extra in lib_bytes and extra in linked: # only counts when the loader loads it (a lone file doesn't help)
exported |= elf.dyn_symbols(lib_bytes[extra], True)
wanted = set()
for name, data in lib_bytes.items():
if name.startswith(("libovrplatformloader", "libopenxr_loader", "libframe_settings", "libfrda")) or not elf.is_elf(data):
if (name.startswith(("libovrplatformloader", "libopenxr_loader", "libframe_settings", "libfrda"))
or not elf.is_elf(data)):
continue
wanted |= {s for s in elf.dyn_symbols(data, False) if s.startswith(("ovr_", "ovrMessageType_"))}
return wanted - exported
+1 -1
View File
@@ -219,7 +219,7 @@ def add_needed(data: bytes, library: str) -> bytes:
table[note_i] = new_load
# PT_LOAD entries must stay sorted by vaddr (bionic); the new one has the highest vaddr.
load_slots = [i for i, p in enumerate(table) if p["type"] == PT_LOAD]
for i, p in zip(load_slots, sorted((table[i] for i in load_slots), key=lambda p: p["vaddr"])):
for i, p in zip(load_slots, sorted((table[i] for i in load_slots), key=lambda p: p["vaddr"]), strict=True):
table[i] = p
buf += b"\0" * (file_end - len(buf))
+86
View File
@@ -0,0 +1,86 @@
"""Find methods in an IL2CPP Unity game: Cpp2IL lists every method with its address ([Address(... Offset = "0x...")]
in its "diffable C#" output with the attribute injector). Offset is the method's position in the libil2cpp.so FILE
(not the virtual address: those differ, e.g. by 0x4000 in Stremio VR's library), which is what a byte patch needs.
Results are cached per libil2cpp.so (sha256), so a rebuild of the same game doesn't run Cpp2IL again."""
from __future__ import annotations
import hashlib
import json
import re
import subprocess
import tempfile
from pathlib import Path
from ..core.cache import cache_dir
_ADDRESS = re.compile(r'Offset = "0x([0-9A-Fa-f]+)", Length = "0x([0-9A-Fa-f]+)"')
def parse_methods(cs_text: str, names: list[str]) -> dict[str, tuple[int, int]]:
"""{method name: (file offset, length)} for the named methods of one Cpp2IL diffable-C# class file."""
lines = cs_text.splitlines()
found: dict[str, tuple[int, int]] = {}
for i, line in enumerate(lines):
for name in names:
if name in found or not re.search(rf"\s{re.escape(name)}\s*\(", line) or "Token" in line:
continue
for back in range(i - 1, max(i - 4, -1), -1):
m = _ADDRESS.search(lines[back])
if m:
found[name] = (int(m.group(1), 16), int(m.group(2), 16))
break
return found
def _plain_version(version: str) -> str:
"""6000.2.7f2 -> 6000.2.7 (what Cpp2IL's --force-unity-version takes)."""
m = re.match(r"\d+\.\d+\.\d+", version)
return m.group(0) if m else version
def _cache_file(lib: bytes) -> Path:
return cache_dir() / "il2cpp" / (hashlib.sha256(lib).hexdigest()[:32] + ".json")
def find_methods(lib: bytes, metadata: bytes, unity_version: str, wanted: dict[str, list[str]],
cpp2il: Path | None = None, timeout: float = 900) -> dict[str, dict[str, tuple[int, int]]]:
"""wanted: {class file (relative to Cpp2IL's DiffableCs folder, e.g. "Unity.TextMeshPro/TMPro/TMP_InputField.cs"):
[method names]} -> {class file: {method: (file offset, length)}}; classes or methods not in the game are left
out."""
cache_file = _cache_file(lib)
try:
cached = json.loads(cache_file.read_text())
if all(cls in cached.get("classes", {}) or cls in cached.get("missing", []) for cls in wanted):
return {cls: {m: tuple(v) for m, v in cached["classes"][cls].items() if m in names}
for cls, names in wanted.items() if cls in cached.get("classes", {})}
except (OSError, ValueError, KeyError):
pass
if cpp2il is None:
from ..tools import cpp2il as tool
cpp2il = tool.ensure()
with tempfile.TemporaryDirectory(prefix="frameport-il2cpp-") as tmp:
t = Path(tmp)
(t / "libil2cpp.so").write_bytes(lib)
(t / "global-metadata.dat").write_bytes(metadata)
proc = subprocess.run([str(cpp2il), "--force-binary-path", str(t / "libil2cpp.so"),
"--force-metadata-path", str(t / "global-metadata.dat"),
"--force-unity-version", _plain_version(unity_version),
"--use-processor", "attributeinjector", "--output-as", "diffable-cs",
"--output-to", str(t / "out")], capture_output=True, text=True, errors="replace",
timeout=timeout, cwd=tmp)
root = t / "out" / "DiffableCs"
if not root.is_dir():
raise RuntimeError("Cpp2IL couldn't read this game's code: " + (proc.stdout + proc.stderr)[-400:].strip())
out, missing = {}, []
for cls, names in wanted.items():
f = root / cls
if f.exists():
out[cls] = parse_methods(f.read_text(encoding="utf-8", errors="replace"), names)
else:
missing.append(cls)
cache_file.parent.mkdir(parents=True, exist_ok=True)
cache_file.write_text(json.dumps({"unity_version": unity_version, "missing": missing,
"classes": {c: {m: list(v) for m, v in ms.items()} for c, ms in out.items()}}))
return out
+15 -16
View File
@@ -40,7 +40,8 @@ PLATFORM_DLLS = ("libovrplatform64_1.dll", "libovrplatform32_1.dll")
PLATFORM_WRAPPERS = ("pnsovr.dll",)
GRAPHICS = (("d3d12.dll", "D3D12"), ("d3d11.dll", "D3D11"), ("vulkan-1.dll", "Vulkan"), ("opengl32.dll", "OpenGL"))
AMBIGUITY = 15 # a runner-up within this many points means "ask the user"
# repacks start their bundled Revive through a proxy DLL next to the exe (Windows loads DLLs from the exe's folder first)
# repacks start their bundled Revive through a proxy DLL next to the exe (Windows loads DLLs from the exe's folder
# first)
LOADER_DLLS = ("xinput1_3.dll", "xinput1_4.dll", "xinput9_1_0.dll", "dinput8.dll", "version.dll", "winmm.dll")
REVIVE_DLLS = ("librevive64.dll", "librevive32.dll", "librevivexr64.dll", "librevivexr32.dll")
@@ -267,18 +268,22 @@ def candidates(tree: Tree) -> list[Path]:
# ------------------------------------------------------------------------------------------ naming
_TAG_WORDS = r"(?:ARMGDDN|VRP|JF|FFA|Repacks?|Shipping|GOG|CODEX|PLAZA|FitGirl|DODI|ElAmigos|Oculus|Rift|PCVR)"
# words that describe a build rather than the game (neutral; release tags are removed by their form, not by name)
_BUILD_WORDS = r"(?:Shipping|GOG|Oculus|Rift|PCVR|Repacks?|Release)"
# a release tag at the end: " -TAG", " -TAG v76", " -[TAG Repacks]" (a space before the dash and none after it, so
# subtitles like " - Episode II" and hyphenated words like "Rick-ality" stay)
_TRAILING_TAG = r"\s-(?=[\[A-Za-z0-9])(?:\[[^\]]*\]|[A-Za-z0-9]{2,12}\b)(?:\s+v\d+)?.*$"
def clean_title(name: str) -> str:
"""'Asgards Wrath v1.6.0 -ARMGDDN' -> 'Asgards Wrath'; 'Arktika 1 (v1.0.0.7) -VRP' -> 'Arktika 1';
"""'Asgards Wrath v1.6.0 -TAG' -> 'Asgards Wrath'; 'Arktika 1 (v1.0.0.7) -TAG' -> 'Arktika 1';
'Vader Immortal - Episode II v2.0.2+236948 Shipping' -> 'Vader Immortal - Episode II'."""
t = re.sub(r"\[[^\]]*\]", " ", name) # [FFA Repacks]
t = re.sub(r"\((?:[^)]*\d[^)]*|[^)]*" + _TAG_WORDS + r"[^)]*)\)", " ", t, flags=re.I) # (v1.0.0.7)
t = re.sub(r"\s-\s*" + _TAG_WORDS + r"\b.*$", " ", t, flags=re.I) # -ARMGDDN, -VRP v76
t = re.sub(_TRAILING_TAG, " ", name)
t = re.sub(r"\[[^\]]*\]", " ", t) # [TAG Repacks]
t = re.sub(r"\((?:[^)]*\d[^)]*|[^)]*\b" + _BUILD_WORDS + r"\b[^)]*)\)", " ", t, flags=re.I) # (v1.0.0.7)
t = re.sub(r"\bv\d[\w.+\-]*", " ", t, flags=re.I) # v1.6.0, v008, v2.0.2+236948
t = re.sub(r"(?<![\w.])\d+(?:\.\d+){2,}[\w+\-]*", " ", t) # 4.15.20, 21.11.08.358012
t = re.sub(r"\b" + _TAG_WORDS + r"\b", " ", t, flags=re.I)
t = re.sub(r"\b" + _BUILD_WORDS + r"\b", " ", t, flags=re.I)
t = re.sub(r"[_]+", " ", t)
t = re.sub(r"\s+", " ", t).strip(" -_.")
return t or name.strip()
@@ -356,13 +361,6 @@ def is_ambiguous(ranked: list[dict]) -> bool:
return len(ranked) > 1 and ranked[0]["score"] < 1000 and ranked[1]["score"] >= ranked[0]["score"] - AMBIGUITY
def find_exe(folder: Path) -> Path | None:
"""The best program to start the game (used by callers that only need one)."""
tree = walk(folder)
ranked = rank_exes(folder, candidates(tree), tree.manifest)
return Path(folder) / ranked[0]["path"] if ranked else None
# ------------------------------------------------------------------------------------------ analysis
def fingerprint(folder: Path, exe_rel: str) -> str:
p = Path(folder) / exe_rel
@@ -432,8 +430,9 @@ def analyze(folder: Path, exe: str | None = None, tree: Tree | None = None) -> A
platform_imports |= set(sub.imports + sub.delay_imports)
except (PEError, OSError, struct.error):
pass
platform_sdk = any(n in names for n in PLATFORM_DLLS + PLATFORM_WRAPPERS) or bool(platform_imports & set(PLATFORM_DLLS)) or \
b"ovr_PlatformInitializeWindows" in blob or b"ovr_Entitlement_GetIsViewerEntitled" in blob
platform_sdk = (any(n in names for n in PLATFORM_DLLS + PLATFORM_WRAPPERS)
or bool(platform_imports & set(PLATFORM_DLLS))
or b"ovr_PlatformInitializeWindows" in blob or b"ovr_Entitlement_GetIsViewerEntitled" in blob)
# how to start it with VR on SteamVR / the Frame (see launch_mode())
try:
exe_dir = {p.name.lower() for p in exe_path.parent.iterdir()}
+1 -1
View File
@@ -1,6 +1,6 @@
"""Generate a tiny Android shared library whose exported functions all `return 0` (no compiler needed).
Used for Meta platform functions (ovr_*) that overport's platform loader lacks: without them the game fails with
Used for Meta platform functions (ovr_*) that OVRPort's platform loader lacks: without them the game fails with
UnsatisfiedLinkError / dlopen errors. The layout follows what bionic requires: section headers present (.dynsym,
.dynstr, .hash, .text, .dynamic, .shstrtab), PT_LOAD segments 16 KiB aligned, PT_DYNAMIC matching the .dynamic
section, DT_HASH, DT_SONAME and PT_GNU_STACK non-executable.
+3 -2
View File
@@ -6,8 +6,8 @@ file stays byte-identical, which keeps diffs against known-good builds meaningfu
from __future__ import annotations
import struct
from collections.abc import Iterator
from dataclasses import dataclass
from typing import Iterator
RES_XML = 0x0003
RES_STRING_POOL = 0x0001
@@ -252,7 +252,8 @@ def define_meta_permissions(manifest: bytes) -> tuple[bytes, list[str]] | None:
start = struct.pack("<HHIII", RES_XML_START_ELEMENT, 16, 56, 0, 0xFFFFFFFF)
start += struct.pack("<IIHHHHHH", 0xFFFFFFFF, perm_el, 20, 20, 1, 0, 0, 0)
start += struct.pack("<IIIHBBI", android_ns, name_attr, value, 8, 0, TYPE_STRING, value)
end = struct.pack("<HHIII", RES_XML_END_ELEMENT, 16, 24, 0, 0xFFFFFFFF) + struct.pack("<II", 0xFFFFFFFF, perm_el)
end = (struct.pack("<HHIII", RES_XML_END_ELEMENT, 16, 24, 0, 0xFFFFFFFF)
+ struct.pack("<II", 0xFFFFFFFF, perm_el))
chunks += start + end
manifest_el = next(el for el in x.elements() if el.name == "manifest")
insert_at = manifest_el.offset + manifest_el.size
+25 -5
View File
@@ -1,6 +1,6 @@
"""Signing (apksigner via the managed JRE) and alignment checks.
overport creates one keystore per package (password "password", alias "key"). The same key must sign every later
OVRPort creates one keystore per package (password "password", alias "key"). The same key must sign every later
build of that package, or Android refuses the update and saves are lost on reinstall.
"""
from __future__ import annotations
@@ -24,11 +24,30 @@ def _apksigner() -> str:
return str(jar)
def ensure_keystore(package: str) -> Path:
"""The package's signing key. OVRPort creates it on its first patch; apps built without OVRPort (ordinary
Android apps) get one made here with the same layout (password "password", alias "key")."""
ks = overport_tool.keystore(package)
if ks.exists():
return ks
java = toolchain.java_path()
keytool = java.with_name("keytool.exe" if java and java.name.endswith(".exe") else "keytool") if java else None
if not keytool or not keytool.exists():
raise RuntimeError(f"no signing key for {package} and no keytool to create one (run `frameport tools install`)")
import subprocess
p = subprocess.run([str(keytool), "-genkeypair", "-keystore", str(ks), "-storetype", "JKS", "-storepass", KS_PASS,
"-keypass", KS_PASS, "-alias", KS_ALIAS, "-keyalg", "RSA", "-keysize", "2048",
"-validity", "10000", "-dname", f"CN={package}, O=FramePort"],
capture_output=True, text=True, timeout=120)
if p.returncode or not ks.exists():
raise RuntimeError("couldn't create a signing key: " + (p.stdout + p.stderr)[-500:])
return ks
def sign(unsigned: Path, final: Path, package: str) -> None:
"""Align (4 bytes; .so to 16 KiB pages) and sign v1+v2+v3. apksigner performs the alignment itself."""
ks = overport_tool.keystore(package)
if not ks.exists():
raise RuntimeError(f"no signing key for {package} at {ks} (overport creates it on first patch)")
ks = ensure_keystore(package)
final.unlink(missing_ok=True)
p = toolchain.run_java([
"-jar", _apksigner(), "sign", "--ks", str(ks), "--ks-pass", f"pass:{KS_PASS}", "--ks-key-alias", KS_ALIAS,
@@ -55,7 +74,8 @@ def cert_digest(apk: Path) -> str | None:
def alignment_problems(apk: Path) -> list[str]:
"""Stored entries must be 4-byte aligned; stored .so files page (16 KiB) aligned (what zipalign -c -P 16 4 checks)."""
"""Stored entries must be 4-byte aligned; stored .so files page (16 KiB) aligned (what zipalign -c -P 16 4
checks)."""
bad = []
with open(apk, "rb") as f, zipfile.ZipFile(apk) as z:
for info in z.infolist():
+4 -2
View File
@@ -18,7 +18,8 @@ class ApkWorkspace:
self.add: dict[str, bytes] = {}
self.rename: dict[str, str] = {} # old name -> new name (content unchanged unless replaced)
self.remove: set[str] = set()
abi = next((a for a in ("arm64-v8a", "armeabi-v7a") if any(n.startswith(f"lib/{a}/") for n in self.infos)), None)
abi = next((a for a in ("arm64-v8a", "armeabi-v7a")
if any(n.startswith(f"lib/{a}/") for n in self.infos)), None)
self.abi = abi
self.libdir = f"lib/{abi}/" if abi else ""
@@ -89,7 +90,8 @@ class ApkWorkspace:
if name in self.replace:
dst.writestr(zi, self.replace[name])
else:
with self._zip.open(info) as fin, dst.open(zi, "w", force_zip64=info.file_size > 0x7FFFFFFF) as fout:
with (self._zip.open(info) as fin,
dst.open(zi, "w", force_zip64=info.file_size > 0x7FFFFFFF) as fout):
shutil.copyfileobj(fin, fout, 1 << 22)
for name, data in self.add.items():
zi = zipfile.ZipInfo(name, date_time=(2020, 1, 1, 0, 0, 0))
+13
View File
@@ -61,6 +61,8 @@ def fetch_details(entry: dict, screenshots: bool = True) -> dict:
"""Collect details for a library entry (doesn't store them; see pipeline.fetch_details)."""
title = entry.get("title") or entry["package"]
out: dict = {"sources": [], "fetched": time.time()}
if ((entry.get("analysis") or {}).get("extra") or {}).get("vr_kind") == "none":
return out # an Android app without VR isn't on a VR store; a title match would be another product
try:
app = oculusdb_app(entry)
except Exception: # noqa: BLE001 - offline
@@ -125,6 +127,17 @@ def screenshot_files(package: str) -> list:
return sorted(fetch.artwork_dir(package).glob("shot_*.jpg"), key=lambda p: int(re.sub(r"\D", "", p.stem) or 0))
def plain_description(text: str) -> str:
"""Store descriptions as plain text: OculusDB's carry Markdown and "[media]" placeholders for embedded videos."""
import re
text = re.sub(r"\[media\]", "", text or "")
text = re.sub(r"^\s{0,3}#{1,6}\s*", "", text, flags=re.M) # headings
text = re.sub(r"(\*\*|__)(.+?)\1", r"\2", text) # bold
text = re.sub(r"\[([^\]]+)\]\((https?://[^)]+)\)", r"\1", text) # links
return re.sub(r"\n{3,}", "\n\n", text).strip()
def store_links(details: dict) -> list[tuple[str, str]]:
out = []
if details.get("store_url"):
+48 -16
View File
@@ -1,6 +1,6 @@
"""Store artwork for the Steam library (portrait/landscape/hero/logo/icon).
Fetched live from overport's image service (Meta store art by package name), cached per package. Falls back to
Fetched live from OVRPort's image service (Meta store art by package name), cached per package. Falls back to
the APK's launcher icon when the store has nothing (e.g. sideload-only titles).
"""
from __future__ import annotations
@@ -20,7 +20,9 @@ KINDS = {
"APP_IMG_LOGO_TRANSPARENT": "logo",
"APP_IMG_ICON": "icon",
}
EXTRA_KINDS = ("square",) # OculusDB's square cover (Rift games)
# OculusDB's square cover (Rift games); FramePort's own cover/banner (no store art)
EXTRA_KINDS = ("square", "cover", "banner")
PICKED = ".picked" # marker: the art in this folder was chosen by the user (Find artwork); automatic fetches skip it
def artwork_dir(package: str) -> Path:
@@ -36,12 +38,18 @@ def _ext(data: bytes) -> str:
def fetch(package: str, apk: Path | None = None, refresh: bool = False,
lookup: str | None = None) -> tuple[Path, str | None]:
"""Returns (folder with <kind>.<ext> files, store display name or None). `lookup` is the package whose store art
to use (a Rift game borrows its Quest version's art); Rift ids without one have no store art."""
to use (a Rift game borrows its Quest version's art); Rift ids without one have no store art.
Without `refresh` it only fills in missing kinds and never touches art the user picked (PICKED marker): a pick
often lacks a kind (Steam has no icon, OculusDB only a square cover), and re-fetching the store art for that
replaced the pick at the next install."""
out = artwork_dir(package)
if refresh:
(out / PICKED).unlink(missing_ok=True)
have = {p.stem for p in out.iterdir()}
title = None
lookup = lookup or (None if package.startswith("rift.") else package)
if lookup and (refresh or not {"portrait", "landscape", "hero", "icon"} <= have):
picked = (out / PICKED).exists()
if lookup and not picked and (refresh or not {"portrait", "landscape", "hero", "icon"} <= have):
try:
data = cache.http_get(API.format(package=lookup), timeout=30).json()
except Exception:
@@ -52,6 +60,8 @@ def fetch(package: str, apk: Path | None = None, refresh: bool = False,
kind = KINDS.get(img.get("image_type"))
if not kind:
continue
if not refresh and kind in have:
continue # keep what's there; only fill gaps
raw = base64.b64decode(img["uri"])
for old in out.glob(f"{kind}.*"):
old.unlink()
@@ -67,21 +77,43 @@ def fetch(package: str, apk: Path | None = None, refresh: bool = False,
return out, title
def apk_icon(apk: Path) -> bytes | None:
"""Largest PNG launcher icon inside the APK (mipmap/drawable)."""
def apk_icon(apk: Path | str | None) -> bytes | None:
"""The app's launcher icon from the APK as PNG bytes: the icon the manifest names (pyaxmlparser), else the
largest ic_launcher bitmap. None for vector/adaptive-only icons (no bitmap to use)."""
if not apk or not Path(apk).is_file():
return None
import io
from PIL import Image
dens = ("xxxhdpi", "xxhdpi", "xhdpi", "hdpi", "mdpi")
try:
with zipfile.ZipFile(apk) as z:
cands = [i for i in z.infolist() if i.filename.startswith("res/") and "ic_launcher" in i.filename
and i.filename.endswith((".png", ".webp"))]
if not cands:
cands = [i for i in z.infolist() if i.filename.startswith("res/mipmap") and i.filename.endswith(".png")]
if not cands:
return None
best = max(cands, key=lambda i: i.file_size)
data = z.read(best)
return data if data[:4] == b"\x89PNG" else None
except (zipfile.BadZipFile, OSError):
listed = set(z.namelist())
names = []
try:
from pyaxmlparser import APK
named = APK(str(apk)).get_app_icon()
if named:
names.append(named)
except Exception: # noqa: BLE001 - unreadable resources: fall back to the usual file names
pass
names += sorted((n for n in listed if n.startswith("res/") and "ic_launcher" in n
and n.endswith((".png", ".webp")) and "foreground" not in n and "background" not in n),
key=lambda n: next((i for i, d in enumerate(dens) if d in n), len(dens)))
for n in names:
if n not in listed or not n.endswith((".png", ".webp")):
continue
with Image.open(io.BytesIO(z.read(n))) as im:
if im.width < 48:
continue
out = io.BytesIO()
im.convert("RGBA").save(out, "PNG")
return out.getvalue()
except (zipfile.BadZipFile, OSError, ValueError):
return None
return None
def files(package: str) -> list[Path]:
+20 -5
View File
@@ -139,10 +139,18 @@ def has_art(package: str) -> bool:
def fetch_rift(package: str, title: str, canonical: str | None = None, quest_package: str | None = None,
exe: Path | None = None) -> dict:
"""Find and store artwork for a Rift game. Returns what was found: {source, quest_package, oculus_app_id,
canonical_name, steam_appid} (only the keys that apply)."""
exe: Path | None = None, oculus: bool = True) -> dict:
"""Find and store artwork for a PC VR game. Returns what was found: {source, quest_package, oculus_app_id,
canonical_name, steam_appid} (only the keys that apply). oculus=False (no Oculus code: a SteamVR/OpenXR game):
Steam is asked first, the Oculus store only if Steam has nothing."""
found: dict = {}
if not oculus:
try:
st = match_steam(title)
except Exception: # noqa: BLE001 - offline
st = None
if st and apply_steam(package, st["id"]):
return {"steam_appid": st["id"], "source": "steam"}
app = None
try:
app = match_rift(title, canonical)
@@ -219,9 +227,15 @@ def apply_choice(package: str, choice: dict) -> bool:
if choice["source"] == "Steam":
apply_steam(tmp, choice["id"])
elif choice.get("package"):
# the picture the picker showed (OculusDB) is the cover; the store service by package adds the logo
# and icon. Its covers can differ from the picked picture (e.g. a "dogfooding" placeholder), so they're
# dropped when the picked picture arrived: the Steam shapes are composed from it instead.
picked = apply_oculusdb(tmp, choice["app"]) if choice.get("app") else False
fetch.fetch(tmp, lookup=choice["package"], refresh=True)
if not has_art(tmp):
apply_oculusdb(tmp, choice["app"])
if picked:
for f in stage.iterdir():
if f.stem in ("portrait", "landscape", "hero"):
f.unlink()
else:
apply_oculusdb(tmp, choice["app"])
if not has_art(tmp):
@@ -233,6 +247,7 @@ def apply_choice(package: str, choice: dict) -> bool:
for f in stage.iterdir():
if f.is_file() and f.stem in ART_STEMS:
f.replace(d / f.name)
(d / fetch.PICKED).write_text(choice.get("source", ""), encoding="utf-8") # keep it through installs
return True
finally:
shutil.rmtree(stage, ignore_errors=True)
+197 -9
View File
@@ -4,6 +4,8 @@ Steam wants: portrait 600×900 (library grid), landscape 920×430 (recent/horizo
logo (transparent, drawn on the hero) and an icon. Store art rarely covers all of them — Rift games from OculusDB only
have a square cover — so missing shapes are composed: the best source image, fitted and centred over a blurred,
darkened copy of itself (or a screenshot, for the hero). Results are cached in artwork/<pkg>/steam/.
A game without any artwork (e.g. an Android app that isn't on a VR store) gets a placeholder set: its name on a
coloured background, with the APK's own launcher icon when it has a bitmap one.
"""
from __future__ import annotations
@@ -65,15 +67,20 @@ def _ratio_ok(src: Path, size) -> bool:
return abs(r - target) / target < 0.18
def steam_set(package: str) -> dict[str, Path]:
"""{portrait, landscape, hero, logo?, icon?} files ready for Steam (created once per source change)."""
def steam_set(package: str, title: str = "", apk: str | Path | None = None) -> dict[str, Path]:
"""{portrait, landscape, hero, logo?, icon?} files ready for Steam (created once per source change). Without any
artwork: a placeholder set showing `title` (+ the launcher icon from `apk`), or {} without a title."""
src = _sources(package)
if not src:
if not src and not title:
return {}
title = title or package
out_dir = fetch.artwork_dir(package) / "steam"
out_dir.mkdir(exist_ok=True)
key = hashlib.sha1("|".join(f"{k}:{p.stat().st_size}:{p.stat().st_mtime_ns}" for k, p in sorted(src.items()))
.encode()).hexdigest()[:8]
out_dir.mkdir(parents=True, exist_ok=True)
placeholder = not (set(src) - {"icon"}) # no store art (at most the APK's icon): the name on a coloured tile
parts = [f"{k}:{p.stat().st_size}:{p.stat().st_mtime_ns}" for k, p in sorted(src.items())]
if placeholder:
parts.append(f"placeholder:{PLACEHOLDER_VERSION}:{title}:{apk or ''}")
key = hashlib.sha1("|".join(parts).encode()).hexdigest()[:8]
stamp = out_dir / f".{key}"
result: dict[str, Path] = {}
if stamp.exists():
@@ -83,6 +90,10 @@ def steam_set(package: str) -> dict[str, Path]:
return result
for p in out_dir.iterdir():
p.unlink()
if placeholder:
result = _placeholder(out_dir, title, src.get("icon"), apk)
stamp.write_text("")
return result
for kind, size in SIZES.items():
choice = next((k for k in PREFER[kind] if k in src), None)
if not choice:
@@ -115,15 +126,192 @@ def steam_set(package: str) -> dict[str, Path]:
return result
PLACEHOLDER_VERSION = 2
STORE_KINDS = {"portrait", "square", "landscape", "hero"}
def ensure_cover(package: str) -> Path | None:
"""A cover for FramePort's own library when a game has no store art (e.g. a 2D Android app): the same name +
APK icon design as the Steam placeholder, saved as artwork/<pkg>/cover.jpg. None when store art exists."""
from ..core import library
d = fetch.artwork_dir(package)
if {p.stem for p in fetch.files(package)} & STORE_KINDS:
return None
g = library.game(package) or {}
if not any(d.glob("icon.*")): # the icon also shows in lists (Frame page)
icon = fetch.apk_icon(g.get("apk"))
if icon:
(d / "icon.png").write_bytes(icon)
# icon-only (the card and the game page show the name anyway): a tall cover for cards, a wide banner for the page
title = g.get("title") or package
cover, banner = d / "cover.jpg", d / "banner.jpg"
stamp = d / ".cover"
key = f"{PLACEHOLDER_VERSION}:{title}:{next((p.stat().st_size for p in d.glob('icon.*')), 0)}"
if cover.exists() and banner.exists() and stamp.exists() and stamp.read_text(encoding="utf-8") == key:
return cover
icon = _load_icon(next(iter(sorted(d.glob("icon.*"))), None), g.get("apk"))
background = _background_for(title)
# cover: icon a bit above the middle (the card's title sits at the bottom); banner: icon on the right (the game
# page draws the title on the left)
for path, size, side, centre in ((cover, (600, 900), 300, (0.5, 0.4)), (banner, (1600, 600), 320, (0.75, 0.5))):
im = background(size)
if icon is not None:
ic = icon.resize((side, side))
im.paste(ic, (round(size[0] * centre[0] - side / 2), round(size[1] * centre[1] - side / 2)), ic)
im.save(path, "JPEG", quality=90, optimize=True)
stamp.write_text(key, encoding="utf-8")
return cover
def steam_set_for(package: str) -> dict[str, Path]:
"""steam_set() with the library entry's title and APK, so a game without artwork gets a placeholder."""
from ..core import library
g = library.game(package) or {}
return steam_set(package, title=g.get("title") or package, apk=g.get("apk"))
def _apk_icon(apk: str | Path | None):
"""The APK's launcher icon as a PIL image, or None (see fetch.apk_icon)."""
import io
from PIL import Image
data = fetch.apk_icon(apk)
if not data:
return None
with Image.open(io.BytesIO(data)) as im:
return im.convert("RGBA")
def _font(size: int):
from PIL import ImageFont
try:
return ImageFont.load_default(size=size) # Pillow's bundled scalable font (needs FreeType)
except Exception: # noqa: BLE001
return ImageFont.load_default()
def _wrap(draw, text: str, font, width: int) -> list[str]:
lines: list[str] = []
for word in text.split():
if lines and draw.textlength(f"{lines[-1]} {word}", font=font) <= width:
lines[-1] += f" {word}"
else:
lines.append(word)
return lines or [text]
def _title_block(draw, text: str, box: tuple[int, int, int, int], max_size: int, fill) -> None:
"""Draw `text` centred in box (x0, y0, x1, y1), as large as fits (wrapped, at most 3 lines)."""
x0, y0, x1, y1 = box
size = max_size
while True:
font = _font(size)
lines = _wrap(draw, text, font, x1 - x0)
line_h = round(size * 1.2)
too_wide = any(draw.textlength(line, font=font) > x1 - x0 for line in lines)
if size <= 14 or (len(lines) <= 3 and not too_wide and line_h * len(lines) <= y1 - y0):
break
size = round(size * 0.9)
top = y0 + (y1 - y0 - line_h * len(lines)) // 2
for i, line in enumerate(lines):
w = draw.textlength(line, font=font)
draw.text((x0 + (x1 - x0 - w) / 2, top + i * line_h), line, font=font, fill=fill)
def _background_for(title: str):
"""A vertical gradient in a colour picked from the title: background(size) -> PIL image."""
import colorsys
from PIL import Image
hue = int(hashlib.sha1(title.encode()).hexdigest()[:4], 16) / 0xFFFF
top = tuple(round(c * 255) for c in colorsys.hls_to_rgb(hue, 0.30, 0.45))
bottom = tuple(round(c * 255) for c in colorsys.hls_to_rgb(hue, 0.10, 0.40))
def background(size):
mask = Image.linear_gradient("L").resize(size) # 0 at the top → 255 at the bottom
return Image.composite(Image.new("RGB", size, bottom), Image.new("RGB", size, top), mask)
return background
def _load_icon(icon_file: Path | None, apk):
from PIL import Image
if icon_file:
try:
with Image.open(icon_file) as im:
return im.convert("RGBA")
except Exception: # noqa: BLE001
pass
return _apk_icon(apk)
def _placeholder(out_dir: Path, title: str, icon_file: Path | None, apk) -> dict[str, Path]:
"""Name-on-colour art (portrait, landscape, hero, logo, icon), the hue picked from the title."""
from PIL import Image, ImageDraw
icon = _load_icon(icon_file, apk)
background = _background_for(title)
result: dict[str, Path] = {}
for kind, (w, h) in SIZES.items():
im = background((w, h))
draw = ImageDraw.Draw(im)
if kind != "hero": # Steam draws the logo (the name) over the hero
text_box = (w // 10, h // 10, w - w // 10, h - h // 10)
if icon is not None:
side = min(w, h) // 3
ic = icon.resize((side, side), Image.LANCZOS)
if kind == "portrait":
im.paste(ic, ((w - side) // 2, h // 4 - side // 4), ic)
text_box = (w // 10, h // 4 + side, w - w // 10, h - h // 10)
else:
im.paste(ic, (w // 10, (h - side) // 2), ic)
text_box = (w // 10 + side + w // 20, h // 10, w - w // 12, h - h // 10)
_title_block(draw, title, text_box, h // 7 if kind == "portrait" else h // 5, (255, 255, 255))
path = out_dir / f"{kind}.jpg"
im.save(path, "JPEG", quality=90, optimize=True)
result[kind] = path
logo = Image.new("RGBA", (1200, 400), (0, 0, 0, 0))
_title_block(ImageDraw.Draw(logo), title, (20, 20, 1180, 380), 150, (255, 255, 255, 255))
logo = logo.crop(logo.getbbox() or (0, 0, 1200, 400))
result["logo"] = out_dir / "logo.png"
logo.save(result["logo"], "PNG")
ic = background((256, 256))
if icon is not None:
inner = icon.resize((216, 216), Image.LANCZOS)
ic.paste(inner, (20, 20), inner)
else:
_title_block(ImageDraw.Draw(ic), title[:2].upper() if len(title) > 3 else title, (24, 24, 232, 232), 140,
(255, 255, 255))
result["icon"] = out_dir / "icon.png"
ic.save(result["icon"], "PNG")
return result
def original_platform(entry: dict) -> str:
return "Oculus Rift" if entry.get("kind") == "rift" else "Meta Quest"
"""What the game was made for (a Steam tag)."""
extra = (entry.get("analysis") or {}).get("extra") or {}
if entry.get("kind") == "rift":
return "Oculus Rift" if extra.get("needs_revive") else "PC VR"
kind = extra.get("vr_kind") or "quest"
return {"quest": "Meta Quest", "none": "Android"}.get(kind, "Android VR")
def steam_tags(entry: dict, where: str = "frame") -> list[str]:
"""Tags for the Steam shortcut (Steam can group them into collections): how it runs, the game's original platform,
genres and the user's own tags."""
runs = ("PC VR on Frame" if entry.get("kind") == "rift" else "Quest on Frame") if where == "frame" else \
"Rift via Revive"
from ..targets.pc_revive import TAG
kind = ((entry.get("analysis") or {}).get("extra") or {}).get("vr_kind") or "quest"
runs = TAG if where != "frame" else "PC VR on Frame" if entry.get("kind") == "rift" else \
"Quest on Frame" if kind == "quest" else "Android on Frame"
base = [runs, original_platform(entry)]
genres = ((entry.get("details") or {}).get("genres") or [])[:4]
return list(dict.fromkeys(base + genres + list(entry.get("tags") or [])))
+20 -5
View File
@@ -12,7 +12,8 @@ from pathlib import Path
from ..core.paths import user_data_dir
from . import fetch
WIDTHS = {"portrait": 400, "square": 400, "landscape": 1280, "hero": 1280, "icon": 96, "logo": 600}
WIDTHS = {"portrait": 400, "square": 400, "cover": 400, "banner": 1280, "landscape": 1280, "hero": 1280, "icon": 96,
"logo": 600}
_locks: dict[str, threading.Lock] = {}
_guard = threading.Lock()
@@ -62,13 +63,27 @@ def pick(package: str, kinds: tuple[str, ...]) -> Path | None:
return next((files[k] for k in kinds if k in files), None)
def url(package: str, kinds: tuple[str, ...], width: int | None = None) -> str | None:
"""Asset URL (for ft.Image / DecorationImage src) of the first available kind, as a thumbnail."""
def url(package: str, kinds: tuple[str, ...], width: int | None = None, wait: bool = True) -> str | None:
"""Asset URL (for ft.Image / DecorationImage src) of the first available kind, as a thumbnail. wait=False (render
paths): if the thumbnail doesn't exist yet it is made in the background and the original is used meanwhile."""
src = pick(package, kinds)
if not src:
return None
t = thumb(src, width or WIDTHS.get(src.stem, 600), src.stem)
return asset_url(t)
width = width or WIDTHS.get(src.stem, 600)
if not wait:
ready = ready_thumb(src, width, src.stem)
if ready is None:
threading.Thread(target=thumb, args=(src, width, src.stem), daemon=True).start()
return asset_url(src)
return asset_url(ready)
return asset_url(thumb(src, width, src.stem))
def ready_thumb(path: Path, width: int, kind: str | None = None) -> Path | None:
"""The thumbnail if it already exists (no image work)."""
kind = kind or path.stem
out = path.parent / f"t_{kind}_{width}_{_digest(path)}{'.png' if kind == 'logo' else '.jpg'}"
return out if out.exists() else None
def asset_url(path: Path) -> str:
+21 -7
View File
@@ -1,4 +1,4 @@
"""Build stage: overport → Frame fixes (apk-stage patches) → sign → static validation."""
"""Build stage: OVRPort → Frame fixes (apk-stage patches) → sign → static validation."""
from __future__ import annotations
import hashlib
@@ -25,7 +25,7 @@ def sha256(path: Path) -> str:
def overport_ids(recipe: Recipe, alt: bool = False) -> list[str]:
"""overport defaults (overport's order) first, then extras in recipe order, then the alt-build extras."""
"""OVRPort defaults (OVRPort's order) first, then extras in recipe order, then the alt-build extras."""
chosen = [pid for pid in recipe.patches if base.get(pid).category == "overport"]
order = [pid for pid, *_ in OVERPORT_PATCHES]
defaults = [pid for pid in order if pid in chosen and base.get(pid).default_on]
@@ -64,14 +64,28 @@ def build(source: SourceGame, analysis: Analysis, recipe: Recipe, outdir: Path,
shutil.rmtree(work, ignore_errors=True)
work.mkdir(parents=True)
outdir.mkdir(parents=True, exist_ok=True)
variants = [("primary", False)] + ([("alt", True)] if recipe.alt_patches else [])
# an APK that is already an OVRPort/FramePort build (e.g. a copy from an earlier FramePort) isn't converted again
# for the normal build: a second conversion replaces OVRPort's platform loader and drops what the first build
# linked to it (Wallace & Gromit / Espire 2 then crashed with "cannot locate symbol ovr_..."). Only the Steam
# Frame patches are applied on top. Its alternate build is the copy saved next to it, or (no copy) one more
# OVRPort run for the alternate patches; the stand-ins patch relinks what that drops.
converted = recipe.overport and analysis.is_overport_output
variants = [("primary", False)] + ([("alt", True)] if recipe.alt_patches and recipe.overport else [])
alt_copy = Path(source.apk).with_name(f"{pkg}.alt-noforcequit.apk")
results = {}
all_checks, applied = [], []
try:
for variant, alt in variants:
reporter.stage(f"overport ({variant})")
ids = overport_ids(recipe, alt)
patched = overport_tool.patch(source.apk, work, f"{pkg}.{variant}.overport.apk", ids, reporter)
input_apk = alt_copy if converted and alt and alt_copy.exists() else Path(source.apk)
if recipe.overport and (not converted or alt and input_apk == Path(source.apk)):
reporter.stage(f"OVRPort ({variant})")
ids = overport_ids(recipe, alt)
patched = overport_tool.patch(source.apk, work, f"{pkg}.{variant}.overport.apk", ids, reporter)
else: # an ordinary Android app, or an already converted build: only the Frame patches it needs
if recipe.overport:
reporter.log(f"{input_apk.name} is already converted: applying only the Steam Frame patches")
patched = work / f"{pkg}.{variant}.original.apk"
shutil.copyfile(input_apk, patched)
reporter.stage(f"Frame fixes ({variant})")
unsigned = work / f"{pkg}.{variant}.unsigned.apk"
applied, checks = apply_frame_fixes(patched, unsigned, analysis, recipe, reporter)
@@ -81,7 +95,7 @@ def build(source: SourceGame, analysis: Analysis, recipe: Recipe, outdir: Path,
sign.sign(unsigned, final, pkg)
unsigned.unlink(missing_ok=True)
reporter.stage(f"validate ({variant})")
checks += check_apk(final, pkg)
checks += check_apk(final, pkg, expect_adapter=recipe.overport)
for c in checks:
reporter.check(c["name"], c["ok"], c["detail"])
results[variant] = final
+136 -65
View File
@@ -1,6 +1,8 @@
"""FramePort command line. Same operations as the GUI (for automation and headless use).
Exit codes: 0 done, 1 something failed, 2 wrong usage, 10 (`update --check`) a newer version exists.
Errors are one line on stderr; FRAMEPORT_DEBUG=1 shows the traceback.
frameport tools install # portable Java + overport + apksigner
frameport tools install # portable Java + OVRPort + apksigner
frameport scan "<folder with game dumps>" # analyze + suggest recipes
frameport list | show <pkg> | patches
frameport recipe <pkg> --enable frame.nodebug --set scale=1.2
@@ -8,8 +10,9 @@
frameport frame discover | pair | info --frame steamos@frame.local
frameport install <pkg> --frame steamos@frame.local [--apk-only]
frameport test <pkg> --frame ... # headless launch + triage
frameport frame proton [--install] # Proton on the Frame, for Oculus Rift (PC VR) games
frameport install rift.<game> --to pc|frame # Rift games: this PC (Revive + Steam) or the Frame (Proton)
frameport frame send <files> --dest videos # copy files to the Frame (where every game sees them)
frameport frame proton [--install] # Proton on the Frame, for PC VR games
frameport install rift.<game> --to pc|frame # PC VR games: this PC (Steam) or the Frame (Proton)
frameport pc info # Windows Steam / SteamVR / Revive on this PC
frameport parity --known-good <PATCHED dir> # rebuild everything and diff against known-good APKs
frameport diag collect <pkg>|--all [--no-frame] # redacted diagnostics zip (attach it to a GitHub issue)
@@ -31,10 +34,17 @@ from .core import library
from .core.events import printing_reporter
from .patches import base
app = typer.Typer(add_completion=False, no_args_is_help=True, help="Port Meta Quest games to the Steam Frame.")
FRAME_HELP = "the Frame as user@host (default: the paired Frame)"
ALL_HELP = "every game in the library"
JSON_HELP = "print JSON"
app = typer.Typer(add_completion=False, no_args_is_help=True,
help="Run Meta Quest, Android and PC VR games on the Steam Frame.",
epilog="Exit codes: 0 done, 1 something failed, 2 wrong usage, 10 (update --check) a newer version "
"exists. The GUI is frameport-gui.")
tools_app = typer.Typer(help="Manage the portable toolchain.")
frame_app = typer.Typer(help="Find and connect to a Steam Frame.")
pc_app = typer.Typer(help="This PC as a target for Oculus Rift (PC VR) games via Revive.")
pc_app = typer.Typer(help="This PC as a target for PC VR games (Steam and SteamVR; Revive for Oculus games).")
diag_app = typer.Typer(help="Diagnostics bundles and problem reports.")
app.add_typer(tools_app, name="tools")
app.add_typer(frame_app, name="frame")
@@ -121,13 +131,12 @@ def update_cmd(check: bool = typer.Option(False, "--check", help="Only say wheth
if kind == "wheel" and sys.platform == "win32":
# the running frameport.exe can't be replaced while it runs: finish the upgrade right after this exits
line = " && ".join(subprocess.list2cmdline(c) for c in cmds)
subprocess.Popen(f'cmd /c "timeout /t 2 /nobreak >nul && {line}"', creationflags=0x00000008 | 0x00000200,
close_fds=True)
updates.spawn_hidden(["cmd", "/c", f"ping -n 3 127.0.0.1 >nul && {line}"])
typer.echo(f"Updating to FramePort {up.version} in the background: run `frameport --version` in a few seconds.")
return
for cmd in cmds:
typer.echo("$ " + " ".join(cmd))
if subprocess.call(cmd):
if subprocess.call(cmd, timeout=updates.UPGRADE_TIMEOUT, env=updates.upgrade_env()):
typer.echo("Update failed.", err=True)
raise typer.Exit(1)
typer.echo(f"Updated to FramePort {up.version}.")
@@ -158,27 +167,34 @@ def _pkgs(package: Optional[str], all_: bool) -> list[str]:
return [g["package"] for g in library.games()]
if not package:
raise typer.BadParameter("give a package or --all")
matches = [g["package"] for g in library.games() if package.lower() in (g["package"] + " " + (g.get("title") or "")).lower()]
matches = [g["package"] for g in library.games()
if package.lower() in (g["package"] + " " + (g.get("title") or "")).lower()]
if package in [g["package"] for g in library.games()]:
return [package]
if len(matches) != 1:
raise typer.BadParameter(f"{package!r} matches {len(matches)} games: {matches[:5]}")
if not matches:
raise typer.BadParameter(f"no game in the library matches {package!r} (see frameport list)")
raise typer.BadParameter(f"{package!r} matches {len(matches)} games: {', '.join(matches[:5])}"
+ (" …" if len(matches) > 5 else ""))
return matches
# ------------------------------------------------------------------------------------------ tools
@tools_app.command("status")
def tools_status(check_latest: bool = typer.Option(False, "--latest", help="also look up the newest versions")):
"""Which tools FramePort has (Java runtime, OVRPort, apksigner, Revive)."""
from .tools import toolchain
for s in toolchain.status(check_latest):
latest = f" (latest {s.latest})" if s.latest else ""
typer.echo(f"{s.name:10} {'installed' if s.installed else 'missing':9} {s.version or '-'}{latest} {s.path or ''}")
state = "installed" if s.installed else "missing"
typer.echo(f"{s.name:10} {state:9} {s.version or '-'}{latest} {s.path or ''}")
@tools_app.command("install")
def tools_install(update: bool = typer.Option(False, help="update to the newest versions"),
revive: bool = typer.Option(False, help="also install Revive (for Oculus Rift games)")):
revive: bool = typer.Option(False, help="also install Revive (for Oculus PC games)")):
"""Download the tools FramePort needs into its own folder (nothing is installed system-wide)."""
from .tools import overport as ov
from .tools import toolchain
@@ -190,11 +206,11 @@ def tools_install(update: bool = typer.Option(False, help="update to the newest
added = op.refresh(ov.list_patches)
if added:
typer.echo("new overport patches: " + ", ".join(added))
typer.echo("new OVRPort patches: " + ", ".join(added))
@tools_app.command("import-keys")
def tools_import_keys(dirs: list[Path]):
def tools_import_keys(dirs: list[Path] = typer.Argument(..., help="folders with <package>.keystore files")):
"""Import existing per-package signing keystores (keeps updates installable over existing installs)."""
from .tools import overport as ov
@@ -203,7 +219,7 @@ def tools_import_keys(dirs: list[Path]):
# ------------------------------------------------------------------------------------------ library
@app.command()
def scan(path: Path):
def scan(path: Path = typer.Argument(..., help="a folder with game backups (APKs or PC VR game folders), or an APK")):
"""Find games under PATH, analyze them and suggest patches."""
rep = printing_reporter(verbose=False)
for g in pipeline.add_path(path, rep):
@@ -213,6 +229,7 @@ def scan(path: Path):
@app.command("list")
def list_games():
"""The games in the library."""
for g in library.games():
a = g["analysis"]
built = "built" if g.get("build", {}).get("ok") else ("build-failed" if g.get("build") else "")
@@ -221,8 +238,9 @@ def list_games():
@app.command()
def show(package: str, as_json: bool = typer.Option(False, "--json"),
def show(package: str, as_json: bool = typer.Option(False, "--json", help=JSON_HELP),
all_: bool = typer.Option(False, "--all", help="also list patches that don't apply to this game")):
"""A game's analysis and recipe (its patches, with the reason for each)."""
[pkg] = _pkgs(package, False)
g = library.game(pkg)
if as_json:
@@ -243,7 +261,8 @@ def show(package: str, as_json: bool = typer.Option(False, "--json"),
if hidden and not all_:
typer.echo(f" ({len(hidden)} patches hidden as not relevant for this game; --all to list them)")
if r.get("alt_patches"):
typer.echo(f" alternate build adds: {', '.join(r['alt_patches'])} (installed: {'alt' if r['use_alt'] else 'primary'})")
which = "alt" if r["use_alt"] else "primary"
typer.echo(f" alternate build adds: {', '.join(r['alt_patches'])} (installed: {which})")
@app.command()
@@ -255,11 +274,13 @@ def patches():
@app.command()
def recipe(package: str, enable: list[str] = typer.Option([], "--enable"), disable: list[str] = typer.Option([], "--disable"),
def recipe(package: str, enable: list[str] = typer.Option([], "--enable", help="patch id to turn on (repeatable)"),
disable: list[str] = typer.Option([], "--disable", help="patch id to turn off (repeatable)"),
set_: list[str] = typer.Option([], "--set", help="adapter setting key=value"),
use_alt: Optional[bool] = typer.Option(None, "--use-alt/--no-alt"), reset: bool = False,
use_alt: Optional[bool] = typer.Option(None, "--use-alt/--no-alt", help="install the alternate build"),
reset: bool = typer.Option(False, help="start again from the suggested recipe"),
as_is: Optional[bool] = typer.Option(None, "--as-is/--patch", help="install unchanged (already patched)"),
exe: Optional[str] = typer.Option(None, help="Rift games: the program that starts the game (relative)")):
exe: Optional[str] = typer.Option(None, help="PC VR games: the program that starts the game (relative)")):
"""Change a game's patch selection."""
[pkg] = _pkgs(package, False)
r = pipeline.reset_recipe(pkg) if reset else library.recipe_from_dict(library.game(pkg)["recipe"])
@@ -288,8 +309,9 @@ def recipe(package: str, enable: list[str] = typer.Option([], "--enable"), disab
# ------------------------------------------------------------------------------------------ build / install / test
@app.command()
def build(package: Optional[str] = typer.Argument(None), all_: bool = typer.Option(False, "--all"),
outdir: Optional[Path] = None, verbose: bool = False):
def build(package: Optional[str] = typer.Argument(None), all_: bool = typer.Option(False, "--all", help=ALL_HELP),
outdir: Optional[Path] = typer.Option(None, help="where to write the APKs (default: FramePort's data)"),
verbose: bool = typer.Option(False, help="print every step")):
"""Patch and sign (primary + alternate build when the recipe has one)."""
failed = []
for pkg in _pkgs(package, all_):
@@ -300,35 +322,42 @@ def build(package: Optional[str] = typer.Argument(None), all_: bool = typer.Opti
if not info["ok"]:
failed.append(pkg)
except Exception as exc: # noqa: BLE001
typer.echo(f"{pkg}: FAILED {exc}")
typer.echo(f"{pkg}: FAILED {exc}", err=True)
failed.append(pkg)
raise typer.Exit(1 if failed else 0)
@app.command()
def install(package: Optional[str] = typer.Argument(None), all_: bool = typer.Option(False, "--all"),
frame: Optional[str] = typer.Option(None, help="steamos@host"), password: Optional[str] = None,
def install(package: Optional[str] = typer.Argument(None), all_: bool = typer.Option(False, "--all", help=ALL_HELP),
frame: Optional[str] = typer.Option(None, help=FRAME_HELP),
password: Optional[str] = typer.Option(None, help="the Frame's password (first connection only)"),
apk_only: bool = typer.Option(False, help="reuse game data already on the Frame"),
no_library: bool = typer.Option(False, help="don't add to the Steam library now"),
to: str = typer.Option("frame", help="frame, or pc (Oculus Rift games only: run on this PC via Revive)")):
to: str = typer.Option("frame", help="frame, or pc (PC VR games only: install on this PC)"),
apk: Optional[Path] = typer.Option(None, help="install this APK instead of the last build (one game; e.g. "
"a test build signed with the game's key)")):
"""Install games on the Frame (or PC VR games on this PC) and add them to the Steam library."""
target = _target(frame, password, to)
pkgs = _pkgs(package, all_)
if apk and len(pkgs) != 1:
raise typer.BadParameter("--apk needs exactly one game")
for pkg in pkgs:
pipeline.install_game(pkg, target, printing_reporter(False), apk_only, add_to_library=False)
pipeline.install_game(pkg, target, printing_reporter(False), apk_only, add_to_library=False, apk=apk)
if not no_library:
target.add_to_library(pkgs, printing_reporter(False))
@app.command()
def test(package: Optional[str] = typer.Argument(None), all_: bool = typer.Option(False, "--all"),
frame: Optional[str] = None, seconds: int = 45,
to: str = typer.Option("frame", help="frame, or pc (Rift games installed on this PC)")):
def test(package: Optional[str] = typer.Argument(None), all_: bool = typer.Option(False, "--all", help=ALL_HELP),
frame: Optional[str] = typer.Option(None, help=FRAME_HELP),
seconds: int = typer.Option(45, help="how long the game runs before it's stopped"),
to: str = typer.Option("frame", help="frame, or pc (PC VR games installed on this PC)")):
"""Headless launch on the Frame (or this PC) + log triage."""
target = _target(frame, to=to)
installed = {g["package"] for g in target.installed()}
for pkg in _pkgs(package, all_):
if pkg not in installed:
typer.echo(f"{pkg}: not installed on {target.label}")
typer.echo(f"{pkg}: not installed on {target.label}", err=True)
continue
s = pipeline.test_game(pkg, target, printing_reporter(False), seconds)
typer.echo(f"{pkg}: {s['state']} ({s['verdict']}) furthest: {s['milestone']}"
@@ -336,18 +365,21 @@ def test(package: Optional[str] = typer.Argument(None), all_: bool = typer.Optio
@app.command()
def triage(logfile: Path, package: Optional[str] = None):
def triage(logfile: Path = typer.Argument(..., help="a launch.log"),
package: Optional[str] = typer.Option(None, help="the game's package (keeps only its log lines)")):
"""Classify a launch.log offline."""
from .validate.triage import triage as run_triage
r = run_triage(logfile.read_text(errors="replace"), "UNKNOWN", package)
typer.echo(f"furthest milestone: {r.milestone}; fps {r.fps}")
for f in r.findings:
typer.echo(f" {f.severity:7} {f.id}: {f.diagnosis}\n {f.evidence[:200]}\n suggest: {f.suggest}")
typer.echo(f" {f.severity:7} {f.id}: {f.diagnosis}\n {f.evidence[:200]}\n"
f" suggest: {f.suggest}")
@app.command()
def settings(package: str, values: list[str], frame: Optional[str] = None):
def settings(package: str, values: list[str] = typer.Argument(..., help="key=value pairs"),
frame: Optional[str] = typer.Option(None, help=FRAME_HELP)):
"""Change FrameBridge settings of an installed game (no re-patching), e.g. scale=1.2."""
target = _target(frame)
kv = dict(v.split("=", 1) for v in values)
@@ -356,7 +388,8 @@ def settings(package: str, values: list[str], frame: Optional[str] = None):
# ------------------------------------------------------------------------------------------ frame
@frame_app.command("discover")
def frame_discover(seconds: float = 4.0):
def frame_discover(seconds: float = typer.Option(4.0, help="how long to listen")):
"""Find Steam Frames (in Developer Mode) on the local network."""
from .frame.discovery import browse
for f in browse(seconds):
@@ -364,7 +397,7 @@ def frame_discover(seconds: float = 4.0):
@frame_app.command("pair")
def frame_pair(timeout: float = 600):
def frame_pair(timeout: float = typer.Option(600, help="seconds to wait for the Frame")):
"""Serve the one-line bootstrap for the Frame and wait until it reports back."""
import time
@@ -386,7 +419,8 @@ def frame_pair(timeout: float = 600):
@frame_app.command("connect")
def frame_connect(address: str, password: Optional[str] = typer.Option(None, prompt=False)):
def frame_connect(address: str = typer.Argument(..., help="steamos@<host or IP>"),
password: Optional[str] = typer.Option(None, prompt=False, help="the Frame's password (once)")):
"""Connect with SSH (password once), install FramePort's key and remember the Frame."""
from .frame.connection import Frame, parse_target, save_target
@@ -396,12 +430,15 @@ def frame_connect(address: str, password: Optional[str] = typer.Option(None, pro
info = f.agent("info")
t.name = info["hostname"]
save_target(t)
typer.echo(json.dumps({k: info[k] for k in ("hostname", "os", "os_version", "lepton", "steam_users", "free_bytes")}, indent=1))
keys = ("hostname", "os", "os_version", "lepton", "steam_users", "free_bytes")
typer.echo(json.dumps({k: info[k] for k in keys}, indent=1))
@frame_app.command("cleanup")
def frame_cleanup(frame: Optional[str] = None, keep_rollback: bool = typer.Option(False, help="keep previous-game.apk copies"),
path: list[str] = typer.Option([], help="extra folder under the Frame's home to delete, e.g. ~/PATCHED")):
def frame_cleanup(frame: Optional[str] = typer.Option(None, help=FRAME_HELP),
keep_rollback: bool = typer.Option(False, help="keep previous-game.apk copies"),
path: list[str] = typer.Option([], help="extra folder under the Frame's home to delete, "
"e.g. ~/PATCHED")):
"""Free space on the Frame: rollback APKs from reinstalls, leftover uploads, optional extra folders."""
r = _target(frame).frame.agent("cleanup", rollback=not keep_rollback, paths=path)
typer.echo(f"removed {len(r['removed'])} item(s), freed {r['freed_bytes'] / 2**30:.1f} GiB")
@@ -409,12 +446,13 @@ def frame_cleanup(frame: Optional[str] = None, keep_rollback: bool = typer.Optio
@frame_app.command("send")
def frame_send(paths: list[Path] = typer.Argument(..., help="files or folders to send"),
to: str = typer.Option("videos", help="destination: videos, downloads, documents, app, app-files"),
game: Optional[str] = typer.Option(None, help="package of the game, for --to app / app-files"),
to: str = typer.Option("videos", "--dest", "--to",
help="destination: videos, downloads, documents, app, app-files"),
game: Optional[str] = typer.Option(None, help="package of the game, for --dest app / app-files"),
folder: str = typer.Option("", help="sub-folder inside the destination"),
app: Optional[str] = typer.Option(None, help="package of a player: also add the files to its own folder "
"(e.g. 4XVR lists /sdcard/4XPlayer, not Movies)"),
frame: Optional[str] = None):
frame: Optional[str] = typer.Option(None, help=FRAME_HELP)):
"""Send files to apps on the Frame. videos/downloads/documents are shared by every Quest game (they appear as
/sdcard/Movies, /sdcard/Download, /sdcard/Documents); app/app-files are one game's own storage. Apps find the
files by browsing folders (Android's media index doesn't work in Lepton)."""
@@ -426,7 +464,8 @@ def frame_send(paths: list[Path] = typer.Argument(..., help="files or folders to
@frame_app.command("storage")
def frame_storage(game: Optional[str] = None, frame: Optional[str] = None):
def frame_storage(game: Optional[str] = typer.Option(None, help="also show this game's own storage"),
frame: Optional[str] = typer.Option(None, help=FRAME_HELP)):
"""Where files for Lepton apps go on the Frame (and where the apps see them)."""
from .install import files
@@ -435,19 +474,20 @@ def frame_storage(game: Optional[str] = None, frame: Optional[str] = None):
@frame_app.command("info")
def frame_info(frame: Optional[str] = None):
def frame_info(frame: Optional[str] = typer.Option(None, help=FRAME_HELP)):
"""The Frame's SteamOS build, runtimes, storage and installed games (JSON)."""
typer.echo(json.dumps(_target(frame).describe(), indent=1, default=str))
@frame_app.command("controller-models")
def frame_controller_models(frame: Optional[str] = None,
def frame_controller_models(frame: Optional[str] = typer.Option(None, help=FRAME_HELP),
convert: bool = typer.Option(False, help="also convert them (cached on the Frame)")):
"""SteamVR render models on the Frame and which ones serve as Steam Frame controller models (controller_models)."""
typer.echo(json.dumps(_target(frame).frame.agent("controller_models", convert=convert), indent=1))
@frame_app.command("proton")
def frame_proton(frame: Optional[str] = None,
def frame_proton(frame: Optional[str] = typer.Option(None, help=FRAME_HELP),
install_: bool = typer.Option(False, "--install", help="install it (Steam on the Frame restarts once "
"and downloads it; waits until done)"),
in_headset: bool = typer.Option(False, help="with --install: only ask Steam (confirm in the headset)"),
@@ -481,6 +521,7 @@ def frame_proton(frame: Optional[str] = None,
# ------------------------------------------------------------------------------------------ pc (Revive)
@pc_app.command("info")
def pc_info():
"""Steam, SteamVR and Revive on this PC (JSON)."""
typer.echo(json.dumps(_target(None, to="pc").describe(), indent=1, default=str))
@@ -497,8 +538,10 @@ def pc_install_revive():
@app.command()
def parity(known_good: Path = typer.Option(..., help="folder of known-good game folders (PATCHED layout)"),
sources: Path = typer.Option(..., help="folder with the original game dumps"),
outdir: Path = typer.Option(Path("parity-out")), only: list[str] = typer.Option([]),
report: Path = typer.Option(Path("parity-report.md")), keep: bool = False):
outdir: Path = typer.Option(Path("parity-out"), help="where the rebuilt APKs go"),
only: list[str] = typer.Option([], help="only games whose folder contains this (repeatable)"),
report: Path = typer.Option(Path("parity-report.md"), help="the report to write"),
keep: bool = typer.Option(False, help="keep work files")):
"""Rebuild every catalog game from its source dump and compare with the known-good APKs."""
from .parity import run_parity
@@ -507,7 +550,7 @@ def parity(known_good: Path = typer.Option(..., help="folder of known-good game
@app.command()
def report(out: Path = typer.Option(Path("REPORT.md"))):
def report(out: Path = typer.Option(Path("REPORT.md"), help="the file to write")):
"""Write a status report of every catalog game (markdown)."""
from .report import write
@@ -515,10 +558,13 @@ def report(out: Path = typer.Option(Path("REPORT.md"))):
@app.command("parity-device")
def parity_device(results: Path = typer.Option(Path("parity-out/parity.json")), frame: Optional[str] = None,
def parity_device(results: Path = typer.Option(Path("parity-out/parity.json"), help="parity.json from `parity`"),
frame: Optional[str] = typer.Option(None, help=FRAME_HELP),
baseline: Optional[Path] = typer.Option(None, help="baseline launch.txt from before the change"),
report: Path = typer.Option(Path("parity-device-report.md")), only: list[str] = typer.Option([]),
seconds: int = 45, test_only: bool = typer.Option(False, help="only re-run the launch tests")):
report: Path = typer.Option(Path("parity-device-report.md"), help="the report to write"),
only: list[str] = typer.Option([], help="only these games (repeatable)"),
seconds: int = typer.Option(45, help="launch test length"),
test_only: bool = typer.Option(False, help="only re-run the launch tests")):
"""Install the APKs rebuilt by `parity` on the Frame (APK only) and compare headless launches with a baseline."""
from .parity import install_and_test
@@ -559,7 +605,7 @@ def _diag_target(no_frame: bool, frame: Optional[str], to: str):
try:
return _target(frame, to=to)
except Exception as exc: # noqa: BLE001 (offline Frame: PC-side data only)
typer.echo(f"({to} not reachable: {exc}; collecting the PC side only)")
typer.echo(f"({to} not reachable: {exc}; collecting the PC side only)", err=True)
return None
@@ -568,12 +614,13 @@ def _open(url: str, browser: bool) -> None:
typer.echo(url)
if browser and not winhost.open_url(url):
typer.echo("(couldn't open a browser: open the link above)")
typer.echo("(couldn't open a browser: open the link above)", err=True)
@diag_app.command("collect")
def diag_collect(package: Optional[str] = typer.Argument(None, help="a game (omit for app-wide logs only)"),
all_: bool = typer.Option(False, "--all"), frame: Optional[str] = None,
all_: bool = typer.Option(False, "--all", help=ALL_HELP),
frame: Optional[str] = typer.Option(None, help=FRAME_HELP),
no_frame: bool = typer.Option(False, "--no-frame", help="don't contact the Frame"),
to: str = typer.Option("frame", help="where the game is installed: frame or pc"),
out: Optional[Path] = typer.Option(None, help="folder or .zip path (default: Documents)")):
@@ -584,7 +631,8 @@ def diag_collect(package: Optional[str] = typer.Argument(None, help="a game (omi
@diag_app.command("inspect")
def diag_inspect(bundle: Path, as_json: bool = typer.Option(False, "--json")):
def diag_inspect(bundle: Path = typer.Argument(..., help="a diagnostics zip"),
as_json: bool = typer.Option(False, "--json", help=JSON_HELP)):
"""Summarize a diagnostics zip and re-triage its launch logs with this version's signatures."""
from .diag import bundle as b
@@ -613,10 +661,13 @@ def diag_inspect(bundle: Path, as_json: bool = typer.Option(False, "--json")):
@diag_app.command("report")
def diag_report(package: Optional[str] = typer.Argument(None), description: str = typer.Option("", "--text"),
frame: Optional[str] = None, no_frame: bool = typer.Option(False, "--no-frame"),
to: str = typer.Option("frame"), out: Optional[Path] = None,
browser: bool = typer.Option(True, "--browser/--no-browser")):
def diag_report(package: Optional[str] = typer.Argument(None, help="the game (omit for an app problem)"),
description: str = typer.Option("", "--message", "--text", help="what went wrong"),
frame: Optional[str] = typer.Option(None, help=FRAME_HELP),
no_frame: bool = typer.Option(False, "--no-frame", help="don't contact the Frame"),
to: str = typer.Option("frame", help="where the game is installed: frame or pc"),
out: Optional[Path] = typer.Option(None, help="folder or .zip path (default: Documents)"),
browser: bool = typer.Option(True, "--browser/--no-browser", help="open the issue in a browser")):
"""Collect a diagnostics zip and open a prefilled GitHub problem report (attach the zip there)."""
from .core import winhost
@@ -639,7 +690,7 @@ def diag_report(package: Optional[str] = typer.Argument(None), description: str
def share_recipe(package: str, status: str = typer.Option("works", help="works or issues"),
notes: str = typer.Option("", help="what you checked in the headset, known issues"),
frame: Optional[str] = typer.Option(None, help="include the Frame's SteamOS build"),
browser: bool = typer.Option(True, "--browser/--no-browser")):
browser: bool = typer.Option(True, "--browser/--no-browser", help="open the issue in a browser")):
"""Submit a working configuration: saves it as a known-good recipe and opens a prefilled GitHub issue."""
if status not in ("works", "issues"):
raise typer.BadParameter("--status must be works or issues")
@@ -650,9 +701,29 @@ def share_recipe(package: str, status: str = typer.Option("works", help="works o
_open(pipeline.share_working_config(pkg, status, notes, info), browser)
def main(): # pragma: no cover
app()
def main() -> None:
"""Entry point: errors end in one line on stderr and exit code 1 (FRAMEPORT_DEBUG=1 shows the traceback)."""
import os
try:
app()
except KeyboardInterrupt:
typer.echo("Cancelled.", err=True)
sys.exit(130)
except Exception as exc: # noqa: BLE001
if os.environ.get("FRAMEPORT_DEBUG"):
raise
typer.echo(f"Error: {_describe(exc)}", err=True)
typer.echo("(set FRAMEPORT_DEBUG=1 to see the traceback)", err=True)
sys.exit(1)
def _describe(exc: BaseException) -> str:
"""A readable one-line reason (shared with the GUI: frameport.errors)."""
from .errors import explain
return explain(exc)
if __name__ == "__main__": # pragma: no cover
sys.exit(app())
main()
+14 -1
View File
@@ -32,7 +32,9 @@ def app_log_path() -> Path:
def setup(component: str = "app") -> None:
"""Log to <data>/logs/app.log (2 MB × 3). Safe to call more than once; also records uncaught exceptions."""
if any(getattr(h, "_frameport", False) for h in log.handlers):
from .paths import removed
if removed() or any(getattr(h, "_frameport", False) for h in log.handlers):
return
try:
handler = logging.handlers.RotatingFileHandler(app_log_path(), maxBytes=2 << 20, backupCount=3,
@@ -58,8 +60,19 @@ def _version() -> str:
return __version__
def shutdown() -> None:
"""Close the log file (uninstall: an open file can't be deleted on Windows)."""
for h in [h for h in log.handlers if getattr(h, "_frameport", False)]:
log.removeHandler(h)
h.close()
def save_job_log(kind: str, package: str | None, state: str, text: str) -> Path | None:
"""Keep a finished job's log (the GUI only holds it in memory); the last KEEP_JOB_LOGS are kept."""
from .paths import removed
if removed():
return None
try:
d = jobs_dir()
name = re.sub(r"[^A-Za-z0-9._-]+", "_", f"{kind}-{package or 'app'}-{state}")[:120]
+4 -4
View File
@@ -11,9 +11,8 @@ from pathlib import Path
import requests
from .paths import user_data_dir
from .. import REPO_URL, __version__
from .paths import user_data_dir, write_atomic
USER_AGENT = f"FramePort/{__version__} (+{REPO_URL})"
_session = requests.Session()
@@ -38,7 +37,7 @@ def cached_text(name: str, url: str, max_age: float = 86400, fallback: str | Non
if not fresh:
try:
text = http_get(url).text
path.write_text(text, encoding="utf-8")
write_atomic(path, text)
return text
except Exception:
pass
@@ -57,7 +56,8 @@ def cached_json(name: str, url: str, max_age: float = 86400, fallback=None):
return fallback
def download(url: str, dest: Path, progress=None, expected_sha256: str | None = None, expected_sha1: str | None = None) -> Path:
def download(url: str, dest: Path, progress=None, expected_sha256: str | None = None,
expected_sha1: str | None = None) -> Path:
"""Stream url to dest (atomic), verifying a checksum when given."""
import hashlib
+1 -1
View File
@@ -6,8 +6,8 @@ from __future__ import annotations
import threading
import time
from collections.abc import Callable
from dataclasses import dataclass, field
from typing import Callable
@dataclass
+95 -37
View File
@@ -4,13 +4,18 @@ from __future__ import annotations
import json
import threading
import time
from collections.abc import Callable, Iterator
from contextlib import contextmanager
from dataclasses import asdict
from pathlib import Path
from .models import Analysis, Recipe
from .paths import user_data_dir
from .paths import user_data_dir, write_atomic
_lock = threading.Lock()
# One lock for every read-modify-write of library.json: jobs, the poll thread and the UI all change it, and a change
# made between another thread's load() and save() would be lost. Re-entrant so edit() can call load()/save().
_lock = threading.RLock()
_last_retry = 0.0 # when migrations waiting for a game folder were last retried
def _path() -> Path:
@@ -18,13 +23,23 @@ def _path() -> Path:
def load() -> dict:
try:
data = json.loads(_path().read_text(encoding="utf-8"))
except (OSError, ValueError):
return {"games": {}, "settings": {}}
if _migrate(data):
with _lock:
try:
data = json.loads(_path().read_text(encoding="utf-8"))
except (OSError, ValueError):
return {"games": {}, "settings": {}}
if _migrate(data):
save(data)
return data
@contextmanager
def edit() -> Iterator[dict]:
"""A read-modify-write of the whole library as one step: `with edit() as data: ...` (saved on exit)."""
with _lock:
data = load()
yield data
save(data)
return data
def _migrate(data: dict) -> bool:
@@ -60,7 +75,8 @@ def _migrate(data: dict) -> bool:
and not extra.get("openxr_native")):
r.setdefault("patches", {}).setdefault("pcvr.oculus_unreal", {})
r.setdefault("reasons", {}).setdefault(
"pcvr.oculus_unreal", "Unreal game: its Oculus plugin checks for the Oculus service before it starts VR.")
"pcvr.oculus_unreal",
"Unreal game: its Oculus plugin checks for the Oculus service before it starts VR.")
done.append("oculus_unreal")
changed = True
if "rift_revive_correct" not in done:
@@ -68,7 +84,7 @@ def _migrate(data: dict) -> bool:
# VR; OpenXR/SteamVR-native and catalog games keep their own settings). The dump is never modified (as_is).
from ..recommend import engine
for pkg, g in (data.get("games") or {}).items():
for g in (data.get("games") or {}).values():
a = g.get("analysis") or {}
if not (isinstance(g.get("recipe"), dict) and (a.get("extra") or {}).get("kind") == "rift"):
continue
@@ -85,7 +101,7 @@ def _migrate(data: dict) -> bool:
from ..analysis import rift
from ..recommend import engine
for pkg, g in (data.get("games") or {}).items():
for g in (data.get("games") or {}).values():
a = g.get("analysis") or {}
if not (isinstance(g.get("recipe"), dict) and (a.get("extra") or {}).get("kind") == "rift"):
continue
@@ -118,24 +134,25 @@ def _migrate(data: dict) -> bool:
# Rift games get a launch mode from their files (repack with bundled Revive → run directly; SteamVR/OpenXR-
# capable → run directly with arguments; Oculus-only → FramePort's Revive). Re-analyze (keeping the chosen
# exe) and re-derive the recipe; a repack launched through a second Revive failed (e.g. its entitlement check).
from ..analysis import rift
from ..recommend import engine
waiting = []
for pkg, g in (data.get("games") or {}).items():
a = g.get("analysis") or {}
if not (isinstance(g.get("recipe"), dict) and (a.get("extra") or {}).get("kind") == "rift"):
continue
gd = g.get("game_dir") or (a.get("extra") or {}).get("folder")
try:
if not (gd and Path(gd).is_dir()):
continue
an = rift.analyze(Path(gd), exe=g.get("exe") or (a.get("extra") or {}).get("exe"))
g["analysis"] = asdict(an)
g["recipe"] = recipe_to_dict(engine.suggest(an))
except Exception: # noqa: BLE001
continue
if not _rift_launch_mode(g):
waiting.append(pkg) # game folder not reachable now (e.g. a drive not connected): retried later
if waiting:
data["settings"].setdefault("migrations_waiting", {})["rift_launch_modes"] = waiting
done.append("rift_launch_modes")
changed = True
global _last_retry
waiting = (data["settings"].get("migrations_waiting") or {}).get("rift_launch_modes") or []
if waiting and time.time() - _last_retry > 600: # games skipped because their folder wasn't there (checked
_last_retry = time.time() # every 10 min: load() runs often, a missing drive is slow)
still = [p for p in waiting if p in data.get("games", {}) and not _rift_launch_mode(data["games"][p])]
if still != waiting:
data["settings"]["migrations_waiting"]["rift_launch_modes"] = still
changed = True
if "quest_binary_fixes_v2" not in done:
# Quest recipes gain the default-on binary fixes: the swapchain size guard (every overport build) and the
# Vulkan shim (Unreal)
@@ -156,6 +173,16 @@ def _migrate(data: dict) -> bool:
r.setdefault("reasons", {}).setdefault(pid, s.reason)
done.append("quest_binary_fixes_v2")
changed = True
if "flat_hide_navbar" not in done:
# Android apps without VR gain the default-on "Hide Android's navigation bar" patch
for g in (data.get("games") or {}).values():
a, r = g.get("analysis") or {}, g.get("recipe")
if isinstance(r, dict) and (a.get("extra") or {}).get("vr_kind") == "none":
r.setdefault("patches", {}).setdefault("device.hide_navbar", {})
r.setdefault("reasons", {}).setdefault(
"device.hide_navbar", "2D app: Android's navigation buttons would cover the app's own controls.")
done.append("flat_hide_navbar")
changed = True
if "rift_steamvr_tuning" not in done:
# PC VR recipes gain automatic SteamVR performance settings (refresh rate / motion smoothing on frame drops)
for g in (data.get("games") or {}).values():
@@ -169,18 +196,42 @@ def _migrate(data: dict) -> bool:
return changed
def _rift_launch_mode(g: dict) -> bool:
"""Re-analyze a Rift game (keeping the chosen exe) and re-derive its recipe. False if its folder isn't there."""
from ..analysis import rift
from ..recommend import engine
a = g.get("analysis") or {}
gd = g.get("game_dir") or (a.get("extra") or {}).get("folder")
if not (gd and Path(gd).is_dir()):
return False
try:
an = rift.analyze(Path(gd), exe=g.get("exe") or (a.get("extra") or {}).get("exe"))
g["analysis"] = asdict(an)
g["recipe"] = recipe_to_dict(engine.suggest(an))
except Exception: # noqa: BLE001 - an unreadable game keeps its recipe
pass
return True
def save(data: dict) -> None:
with _lock:
tmp = _path().with_suffix(".tmp")
tmp.write_text(json.dumps(data, indent=1, default=str), encoding="utf-8")
tmp.replace(_path())
write_atomic(_path(), json.dumps(data, indent=1, default=str))
def upsert_game(package: str, **fields) -> dict:
data = load()
entry = data["games"].setdefault(package, {"package": package, "added": time.time()})
entry.update(fields)
save(data)
with edit() as data:
entry = data["games"].setdefault(package, {"package": package, "added": time.time()})
entry.update(fields)
return entry
def update_game(package: str, fn: Callable[[dict], None]) -> dict | None:
"""Change one game's entry in place, atomically (fn mutates the entry). None if the game isn't there."""
with edit() as data:
entry = data["games"].get(package)
if entry is not None:
fn(entry)
return entry
@@ -193,9 +244,8 @@ def games() -> list[dict]:
def remove_game(package: str) -> None:
data = load()
data["games"].pop(package, None)
save(data)
with edit() as data:
data["games"].pop(package, None)
def setting(key: str, default=None):
@@ -203,9 +253,16 @@ def setting(key: str, default=None):
def set_setting(key: str, value) -> None:
data = load()
data.setdefault("settings", {})[key] = value
save(data)
with edit() as data:
data.setdefault("settings", {})[key] = value
def update_setting(key: str, fn: Callable, default=None):
"""Set a setting from its current value, atomically: value = fn(current or default). Returns the new value."""
with edit() as data:
settings = data.setdefault("settings", {})
settings[key] = value = fn(settings.get(key, default))
return value
def recipe_to_dict(r: Recipe) -> dict:
@@ -228,5 +285,6 @@ def analysis_from_dict(d: dict) -> Analysis:
elif f.default is not dataclasses.MISSING or f.default_factory is not dataclasses.MISSING: # type: ignore[misc]
continue # let the dataclass default apply
else:
kwargs[f.name] = "" if f.type == "str" else [] if "list" in str(f.type) else 0 if f.type == "int" else False if f.type == "bool" else None
kwargs[f.name] = ("" if f.type == "str" else [] if "list" in str(f.type) else
0 if f.type == "int" else False if f.type == "bool" else None)
return Analysis(**kwargs)
+11
View File
@@ -53,6 +53,16 @@ class Analysis:
def only_32bit(self) -> bool:
return "arm64-v8a" not in self.abis and "armeabi-v7a" in self.abis
@property
def no_arm64(self) -> bool:
"""Native code, but none the Frame can run (32-bit ARM or x86 only)."""
return bool(self.abis) and "arm64-v8a" not in self.abis
@property
def vr_kind(self) -> str:
"""See analysis.detect.vr_kind (entries analysed before it existed were all Quest games)."""
return (self.extra or {}).get("vr_kind") or "quest"
def to_dict(self) -> dict:
return asdict(self)
@@ -70,6 +80,7 @@ class Recipe:
notes: str = ""
source: str = "heuristics" # catalog | heuristics | user
as_is: bool = False # install the game unchanged (already patched): no overport / Frame fixes / Revive
overport: bool = True # False: an ordinary Android app: no VR translation (overport) and no FrameBridge adapter
reasons: dict[str, str] = field(default_factory=dict) # patch id -> why it was suggested
def enabled(self, patch_id: str) -> bool:
+36 -5
View File
@@ -3,6 +3,7 @@ from __future__ import annotations
import os
import sys
import threading
from pathlib import Path
_PKG = Path(__file__).resolve().parent.parent
@@ -23,6 +24,17 @@ def agent_dir() -> Path:
return DATA_ROOT / "agent"
AGENT_SOURCE_COPY = "frameport_agent.py.txt" # scripts/package.py stages this next to the .py
def agent_file() -> Path:
"""The Frame agent's source (uploaded to the Frame and run there with python3). `flet build` compiles every .py
of the app to .pyc and drops the source, bundled data included (issue #2: no connection from the release
bundles), so bundles also carry a copy under a non-.py name."""
path = agent_dir() / "frameport_agent.py"
return path if path.exists() else agent_dir() / AGENT_SOURCE_COPY
def bootstrap_dir() -> Path:
return DATA_ROOT / "bootstrap"
@@ -37,18 +49,27 @@ def user_data_dir() -> Path:
base = Path.home() / "Library/Application Support/FramePort"
else:
base = Path(os.environ.get("XDG_DATA_HOME", Path.home() / ".local/share")) / "frameport"
base.mkdir(parents=True, exist_ok=True)
if not _removed.is_set():
base.mkdir(parents=True, exist_ok=True)
return base
_removed = threading.Event()
def mark_removed() -> None:
"""FramePort is being uninstalled: from now on nothing may (re)create files in the data folder."""
_removed.set()
def removed() -> bool:
return _removed.is_set()
def tools_dir() -> Path:
return _sub("tools")
def keystore_dir() -> Path:
return _sub("keystores")
def work_dir() -> Path:
return _sub("work")
@@ -65,3 +86,13 @@ def _sub(name: str) -> Path:
path = user_data_dir() / name
path.mkdir(parents=True, exist_ok=True)
return path
def write_atomic(path: Path, text: str) -> None:
"""Replace a file in one step: a reader never sees it half written, and a crash leaves the old one."""
path = Path(path)
if removed():
return
tmp = path.with_name(f".{path.name}.{os.getpid()}.{threading.get_ident()}.tmp")
tmp.write_text(text, encoding="utf-8")
tmp.replace(path)
+1 -1
View File
@@ -190,7 +190,7 @@ def vrsettings(root: Path, ops: list[tuple[str, str, str, str, str | None]]) ->
for op, section, key, kind, value in ops:
args += [op, section, key, kind] + ([value] if op == "set" else [])
p = subprocess.run(args, capture_output=True, text=True, timeout=60, **winhost._no_window())
return [l.strip() for l in (p.stdout or "").splitlines() if l.strip()]
return [ln.strip() for ln in (p.stdout or "").splitlines() if ln.strip()]
def apply(root: Path, app_key: str, refresh: float | None, smoothing: int | None) -> list[str]:
+106 -3
View File
@@ -62,7 +62,10 @@ def to_windows(path: Path | str) -> str:
m = re.match(r"^/mnt/([a-zA-Z])(/.*)?$", p)
if m:
return f"{m[1].upper()}:" + (m[2] or "/").replace("/", "\\")
r = subprocess.run(["wslpath", "-w", p], capture_output=True, text=True)
try:
r = subprocess.run(["wslpath", "-w", p], capture_output=True, text=True, timeout=15)
except (OSError, subprocess.SubprocessError) as exc:
raise ValueError(f"{p} is not reachable from Windows ({exc})") from None
if r.returncode:
raise ValueError(f"{p} is not reachable from Windows")
return r.stdout.strip()
@@ -75,7 +78,12 @@ def to_local(winpath: str) -> Path:
m = re.match(r"^([a-zA-Z]):[\\/](.*)$", winpath.strip())
if m:
return Path(f"/mnt/{m[1].lower()}") / m[2].replace("\\", "/")
r = subprocess.run(["wslpath", "-u", winpath], capture_output=True, text=True)
try:
r = subprocess.run(["wslpath", "-u", winpath], capture_output=True, text=True, timeout=15)
except (OSError, subprocess.SubprocessError) as exc:
raise ValueError(f"can't map {winpath} to a local path ({exc})") from None
if r.returncode or not r.stdout.strip(): # never Path("") (= the current folder)
raise ValueError(f"can't map {winpath} to a local path")
return Path(r.stdout.strip())
@@ -115,7 +123,12 @@ def env_path(name: str) -> Path | None:
except (OSError, subprocess.TimeoutExpired):
return None
v = r.stdout.strip().splitlines()[-1] if r.stdout.strip() else ""
return to_local(v) if v and "%" not in v else None
if not v or "%" in v:
return None
try:
return to_local(v)
except ValueError:
return None
# ------------------------------------------------------------------------------------------ Steam
@@ -274,3 +287,93 @@ def oculus_platform_dir() -> Path | None:
if (d / "LibOVRPlatform64_1.dll").is_file():
return d
return None
# ------------------------------------------------------------------------------------------ firewall (pairing)
WSL_VM_CREATOR = "{40E0AC32-46A5-438A-A0B2-2B479E8F2E90}" # Hyper-V firewall id of WSL's VM
def powershell(command: str, timeout: float = 30) -> subprocess.CompletedProcess:
"""Run Windows PowerShell 5.1 (from Windows or WSL). PSModulePath is dropped: inherited from PowerShell 7 it keeps
5.1 from loading its own modules (see updates._powershell)."""
if is_windows():
exe = str(Path(os.environ.get("SystemRoot", r"C:\Windows")) / "System32/WindowsPowerShell/v1.0/powershell.exe")
cwd = None
else:
exe = system32("WindowsPowerShell/v1.0/powershell.exe")
cwd = "/mnt/c" if Path("/mnt/c").is_dir() else None # a \\wsl$ working dir makes Windows programs complain
env = {k: v for k, v in os.environ.items() if k.upper() != "PSMODULEPATH"}
return subprocess.run([exe, "-NoProfile", "-NonInteractive", "-Command", command], capture_output=True, text=True,
errors="replace", timeout=timeout, cwd=cwd, env=env, **_no_window())
def wsl_networking_mode() -> str | None:
""""mirrored" or "nat" (WSL's default, where nothing on the network can reach WSL at all); None if unknown."""
if not is_wsl():
return None
try:
out = subprocess.run(["wslinfo", "--networking-mode"], capture_output=True, text=True, timeout=10).stdout
if out.strip():
return out.strip().lower()
except (OSError, subprocess.SubprocessError):
pass
return None
def wsl_inbound_blocked(rule: str) -> bool:
"""WSL with mirrored networking: Windows' Hyper-V firewall blocks connections from the network to WSL by default
(no "Allow access?" prompt as for Windows programs), so a Frame's request to our pairing server just times out.
True when that block is on and our allow rule `rule` isn't there."""
if not is_wsl():
return False
try:
out = powershell(
f"$s = Get-NetFirewallHyperVVMSetting -PolicyStore ActiveStore -Name '{WSL_VM_CREATOR}';"
f"$r = Get-NetFirewallHyperVRule -PolicyStore ActiveStore -Name '{rule}' -ErrorAction SilentlyContinue;"
"\"$($s.Enabled) $($s.DefaultInboundAction) $([bool]$r)\"").stdout.split()
except (OSError, subprocess.SubprocessError):
return False
return out[:3] == ["True", "Block", "False"]
def open_wsl_inbound(rule: str, title: str, ports: str, flag: Path, minutes: int = 35) -> bool:
"""Let the network reach WSL on TCP `ports` only while `flag` exists (at most `minutes`): one admin prompt (UAC)
starts a hidden elevated PowerShell that adds a Hyper-V firewall rule, waits, and removes the rule again (only if
it added it). Returns True once the rule is in place."""
import base64
script = f"""
$name = '{rule}'
$added = $false
if (-not (Get-NetFirewallHyperVRule -PolicyStore ActiveStore -Name $name -ErrorAction SilentlyContinue)) {{
New-NetFirewallHyperVRule -Name $name -DisplayName '{title}' -Direction Inbound -VMCreatorId '{WSL_VM_CREATOR}' `
-Protocol TCP -LocalPorts {ports} -Action Allow | Out-Null
$added = $true
}}
$end = (Get-Date).AddMinutes({minutes})
while ((Test-Path -LiteralPath '{to_windows(flag)}') -and ((Get-Date) -lt $end)) {{ Start-Sleep -Seconds 2 }}
if ($added) {{ Remove-NetFirewallHyperVRule -Name $name -ErrorAction SilentlyContinue }}
"""
encoded = base64.b64encode(script.encode("utf-16-le")).decode()
try:
powershell("Start-Process powershell -Verb RunAs -WindowStyle Hidden "
f"-ArgumentList '-NoProfile','-NonInteractive','-EncodedCommand','{encoded}'", timeout=300)
except (OSError, subprocess.SubprocessError):
return False
for _ in range(20): # the elevated script needs a moment to add the rule
if not wsl_inbound_blocked(rule):
return True
time.sleep(1)
return False
def network_category(ip: str) -> str | None:
"""Windows: the firewall profile of the network that has `ip` ("Public", "Private", "DomainAuthenticated")."""
if not is_windows():
return None
try:
out = powershell(f"(Get-NetConnectionProfile -InterfaceIndex (Get-NetIPAddress -IPAddress '{ip}' "
"-ErrorAction Stop).InterfaceIndex).NetworkCategory").stdout.strip()
except (OSError, subprocess.SubprocessError):
return None
return out or None
+15 -10
View File
@@ -22,7 +22,7 @@ MAX_TOTAL = 24 << 20 # GitHub's attachment limit is 25 MB
ENTRY_DROP = ("details", "art_source", "artwork", "art") # store metadata: public, big, no debug value
ELF_SYMBOL_PREFIXES = ("ovr", "xr", "vrapi_", "OVR", "Java_", "JNI_", "eglGetProcAddress", "gl")
README = """# FramePort diagnostics bundle
README = ("""# FramePort diagnostics bundle
Created by FramePort {version} on {created}. Personal data was replaced by placeholders such as `<ip>`, `<home>`,
`<user>`, `<data>` (FramePort's data folder), `<frame>` and `<steam-id>` (counts in manifest.json → redactions).
@@ -32,20 +32,22 @@ Created by FramePort {version} on {created}. Personal data was replaced by place
| manifest.json | app / agent / tool versions, OS, which games are included, warnings |
| app/app.log, app/jobs/*.log | the app's log and recent GUI job logs (build, install, launch test, ...) |
| app/settings.json | library settings and catalog sources |
| frame/info.json, frame/host.json | the Frame: SteamOS build, Lepton/Proton, OpenXR runtime + layers, podman, kernel keys |
| frame/info.json, frame/host.json | the Frame: SteamOS build, Lepton/Proton, OpenXR runtime + layers, podman, kernel"""
""" keys |
| games/<pkg>/entry.json | the library entry: analysis, recipe, build checks, installs, last launch test |
| games/<pkg>/recipe.yaml | the recipe in catalog form (catalog/games/<pkg>.yaml) |
| games/<pkg>/triage.json | the newest launch log re-triaged with the triage signatures of this app version |
| games/<pkg>/package/ | stand-in for the game files: file list, AndroidManifest.xml, ELF imports/exports / PE imports |
| games/<pkg>/logs/ | launch-test logs saved on the PC |
| games/<pkg>/target/ | from the Frame (or PC): launch.sh, settings.conf, deployment.json, launch/logcat/Proton/game logs, file list |
| games/<pkg>/target/ | from the Frame (or PC): launch.sh, settings.conf, deployment.json, launch/logcat/Proton/game"""
""" logs, file list |
## Debugging from this bundle
1. `frameport diag inspect <this zip>` re-runs triage with the current signatures (catalog/triage.yaml).
2. Look up symptoms in docs/PLAYBOOK.md; runtime facts are in docs/FRAME_RUNTIME.md.
3. Compare `recipe.yaml` with `catalog/games/` recipes of games using the same engine / XR API (entry.json → analysis).
4. Headless launch tests can't show the picture: "RUNNING" only proves startup (see FRAME_RUNTIME.md).
"""
""")
def _tail(text: str, limit: int = MAX_LOG) -> str:
@@ -100,7 +102,8 @@ class _Writer:
if not logs:
break
n = logs[0]
self.files[n] = b"[... cut to fit the 25 MB attachment limit ...]\n" + self.files[n][-(len(self.files[n]) // 4):]
tail = self.files[n][-(len(self.files[n]) // 4):]
self.files[n] = b"[... cut to fit the 25 MB attachment limit ...]\n" + tail
self.warnings.append(f"{n} was cut to fit the size limit")
size = zipped()
@@ -135,7 +138,8 @@ def env_info(target_info: dict | None = None) -> dict:
proton = target_info.get("proton") or {}
if isinstance(proton, dict):
ready = proton.get("ready")
out["frame"]["proton"] = ready.get("display_name") or ready.get("name") if isinstance(ready, dict) else ready
out["frame"]["proton"] = (ready.get("display_name") or ready.get("name")
if isinstance(ready, dict) else ready)
return out
@@ -188,13 +192,13 @@ def package_listing(g: dict) -> dict[str, object]:
def _elf_summary(z: zipfile.ZipFile, info: zipfile.ZipInfo) -> dict:
import shutil
import tempfile
from elftools.elf.dynamic import DynamicSection
from elftools.elf.elffile import ELFFile
from elftools.elf.sections import SymbolTableSection
import shutil
import tempfile
try:
with contextlib.ExitStack() as stack:
f = stack.enter_context(z.open(info))
@@ -370,7 +374,8 @@ def collect(packages: list[str] | None, target=None, reporter: Reporter | None =
tag = packages[0] if packages and len(packages) == 1 else ("games" if packages else "app")
dest = dest / f"FramePort-diag-{tag}-{time.strftime('%Y%m%d-%H%M%S')}.zip"
with zipfile.ZipFile(dest, "w", zipfile.ZIP_DEFLATED) as z:
for name in ["README.md", "manifest.json"] + sorted(n for n in w.files if n not in ("README.md", "manifest.json")):
rest = sorted(n for n in w.files if n not in ("README.md", "manifest.json"))
for name in ["README.md", "manifest.json"] + rest:
z.writestr(name, w.files[name])
reporter.check("Diagnostics bundle", True, f"{dest.name} ({dest.stat().st_size / 2**20:.1f} MB)")
applog.log.info("diagnostics bundle %s", dest)
+1 -1
View File
@@ -8,9 +8,9 @@ from __future__ import annotations
from urllib.parse import urlencode
from .. import REPO_URL as REPO
from . import redact
from .. import REPO_URL as REPO
MAX_URL = 7500
+70
View File
@@ -0,0 +1,70 @@
"""Plain explanations for the failures users actually meet (GUI and CLI share them).
`explain(exc)` turns an exception into one sentence that says what happened and what to do; anything it doesn't
recognise keeps its own message. `is_connection_error(exc)` tells whether the Frame dropped off the network (the
install queue then waits for it instead of failing every remaining job).
"""
from __future__ import annotations
import errno
import zipfile
from .i18n import tr
def _paramiko():
try:
import paramiko
from paramiko.ssh_exception import NoValidConnectionsError
return paramiko, NoValidConnectionsError
except ImportError: # pragma: no cover - paramiko is a dependency
return None, None
def is_connection_error(exc: BaseException) -> bool:
"""The Frame can't be reached (off, asleep, out of Wi-Fi), as opposed to a command that failed on it."""
paramiko, no_valid = _paramiko()
if no_valid and isinstance(exc, no_valid):
return True
if isinstance(exc, (TimeoutError, EOFError, ConnectionResetError, ConnectionAbortedError,
ConnectionRefusedError, BrokenPipeError)):
return True
if paramiko and isinstance(exc, paramiko.SSHException) and not isinstance(exc, paramiko.AuthenticationException):
msg = str(exc).lower()
return any(s in msg for s in ("not active", "unable to connect", "error reading ssh protocol banner",
"connection reset", "timed out", "socket is closed"))
if isinstance(exc, OSError) and exc.errno in (errno.EHOSTUNREACH, errno.ENETUNREACH, errno.ECONNRESET,
errno.ETIMEDOUT, errno.ECONNREFUSED, errno.EPIPE):
return True
return isinstance(exc, ConnectionError) and "authentication" not in str(exc).lower()
def explain(exc: BaseException) -> str:
"""One sentence for the user: what went wrong and what to do (else the exception's own message)."""
paramiko, _ = _paramiko()
msg = " ".join(str(exc).split()).removeprefix("[Errno None] ")
low = msg.lower()
if paramiko and isinstance(exc, paramiko.ChannelException):
return tr("The connection to the Frame is busy. Try again in a moment.")
if "authentication failed" in low:
return msg # already says what to do (run the bootstrap / enter the password)
if is_connection_error(exc):
return tr("Can't reach your Frame. Make sure it's on, awake and on the same network, then try again.")
if isinstance(exc, OSError) and exc.errno == errno.ENOSPC:
return tr("This PC's disk is full. Free some space and try again.")
if "not enough space on the frame" in low:
return tr("Not enough space on the Frame ({detail}). Remove games you don't play or use Free up space on "
"the Steam Frame page.").format(detail=msg.split(":", 1)[-1].strip())
if "is running on the frame" in low or low in ("the game is running", "the game is already running") or \
"a frameport game is running" in low:
return tr("A game is running on the Frame. Close it in the headset first, then try again.")
if "steam did not close" in low or "steam isn't running" in low:
return tr("Steam on the Frame isn't responding. Restart the Frame (or its Steam) and try again.")
if isinstance(exc, zipfile.BadZipFile) or (isinstance(exc, KeyError) and "androidmanifest" in low):
return tr("The APK file is damaged or incomplete. Get the game again and rescan the folder.")
if "checksum mismatch" in low:
return tr("The upload to the Frame was damaged on the way. Try again (a cable or the Frame's hotspot is "
"more reliable than a busy Wi-Fi).")
if msg:
return msg
return type(exc).__name__
+224 -48
View File
@@ -1,10 +1,12 @@
"""SSH connection to a Steam Frame and the remote agent protocol.
Authentication: FramePort's own key (<user data>/ssh/id_ed25519, installed by the bootstrap script) first, then
the user's SSH agent/keys, then a password if given.
Authentication: FramePort's own keys first (<user data>/ssh/id_ed25519, installed by the bootstrap script, and
id_rsa, registered through Valve's devkit pairing, which only takes RSA keys), then the user's SSH agent/keys, then a
password if given.
"""
from __future__ import annotations
import contextlib
import hashlib
import json
import os
@@ -12,13 +14,12 @@ import posixpath
import re
import stat
import threading
import time
from dataclasses import dataclass, field
from pathlib import Path
import paramiko
from ..core.paths import agent_dir, ssh_dir, user_data_dir
from ..core.paths import agent_file, ssh_dir, user_data_dir, write_atomic
REMOTE_AGENT_DIR = ".local/share/frameport/agent"
@@ -30,12 +31,11 @@ def app_key() -> paramiko.Ed25519Key:
from cryptography.hazmat.primitives.asymmetric.ed25519 import Ed25519PrivateKey
key = Ed25519PrivateKey.generate()
path.write_bytes(key.private_bytes(serialization.Encoding.PEM, serialization.PrivateFormat.OpenSSH,
serialization.NoEncryption()))
try:
os.chmod(path, 0o600)
except OSError:
pass
data = key.private_bytes(serialization.Encoding.PEM, serialization.PrivateFormat.OpenSSH,
serialization.NoEncryption())
fd = os.open(path, os.O_WRONLY | os.O_CREAT | os.O_EXCL, 0o600) # private from the first byte
with os.fdopen(fd, "wb") as f:
f.write(data)
pub = key.public_key().public_bytes(serialization.Encoding.OpenSSH, serialization.PublicFormat.OpenSSH)
(ssh_dir() / "id_ed25519.pub").write_text(pub.decode() + " frameport\n")
return paramiko.Ed25519Key.from_private_key_file(str(path))
@@ -46,6 +46,37 @@ def app_public_key() -> str:
return (ssh_dir() / "id_ed25519.pub").read_text().strip()
def devkit_key() -> paramiko.RSAKey:
"""FramePort's RSA key for Valve's devkit pairing (frame/devkit.py): its service accepts only ssh-rsa keys."""
path = ssh_dir() / "id_rsa"
if not path.exists():
from cryptography.hazmat.primitives import serialization
from cryptography.hazmat.primitives.asymmetric import rsa
key = rsa.generate_private_key(public_exponent=65537, key_size=3072)
data = key.private_bytes(serialization.Encoding.PEM, serialization.PrivateFormat.OpenSSH,
serialization.NoEncryption())
fd = os.open(path, os.O_WRONLY | os.O_CREAT | os.O_EXCL, 0o600)
with os.fdopen(fd, "wb") as f:
f.write(data)
pub = key.public_key().public_bytes(serialization.Encoding.OpenSSH, serialization.PublicFormat.OpenSSH)
(ssh_dir() / "id_rsa.pub").write_text(pub.decode() + " frameport\n")
return paramiko.RSAKey.from_private_key_file(str(path))
def devkit_public_key() -> str:
devkit_key()
return (ssh_dir() / "id_rsa.pub").read_text().strip()
def app_keys() -> list[paramiko.PKey]:
"""The keys FramePort logs in with: the Ed25519 key, plus the RSA key once devkit pairing created it."""
keys: list[paramiko.PKey] = [app_key()]
if (ssh_dir() / "id_rsa").exists():
keys.append(devkit_key())
return keys
@dataclass
class FrameTarget:
host: str
@@ -58,18 +89,32 @@ class FrameTarget:
return self.name or self.host
_saved_cache: tuple[float, list] = (-1.0, [])
def saved_targets() -> list[FrameTarget]:
"""The remembered Frames (read again only when frames.json changed: the sidebar asks several times a second)."""
global _saved_cache
path = user_data_dir() / "frames.json"
try:
return [FrameTarget(**d) for d in json.loads(path.read_text())]
except (OSError, ValueError, TypeError):
mtime = path.stat().st_mtime
except OSError:
return []
if mtime != _saved_cache[0]:
try:
_saved_cache = (mtime, [d for d in json.loads(path.read_text()) if isinstance(d, dict)])
except (OSError, ValueError):
return []
try:
return [FrameTarget(**d) for d in _saved_cache[1]]
except TypeError:
return []
def save_target(target: FrameTarget) -> None:
items = [t for t in saved_targets() if t.host != target.host]
items.insert(0, target)
(user_data_dir() / "frames.json").write_text(json.dumps([t.__dict__ for t in items], indent=2))
write_atomic(user_data_dir() / "frames.json", json.dumps([t.__dict__ for t in items], indent=2))
# direct links to the Frame, fastest first (interface → what it is)
@@ -79,48 +124,168 @@ FAST_LINKS = {"usb0": "USB cable", "wlanap": "the Frame's own Wi-Fi hotspot"}
def bundled_agent_version() -> int | None:
"""AGENT_VERSION of the agent this app ships (it's uploaded to the Frame whenever it differs)."""
try:
m = re.search(r"^AGENT_VERSION = (\d+)", (agent_dir() / "frameport_agent.py").read_text(), re.M)
m = re.search(r"^AGENT_VERSION = (\d+)", agent_file().read_text(), re.M)
return int(m.group(1)) if m else None
except OSError:
return None
RUN_TIMEOUT = 120 # seconds: default bound for one remote command's output
class AgentFailed(RuntimeError):
pass
SFTP_CHANNELS = 3 # OpenSSH allows 10 channels per connection (MaxSessions): leave room for commands
class SftpPool:
"""A few SFTP channels shared by all threads, lent out per operation (or while a remote file is open).
paramiko's SFTPClient must not be used by two threads at once; one channel per thread was kept open for good and
long-lived GUI worker threads ran the connection out of channels ("ChannelException(2, 'Connect failed')").
A thread that already holds a channel reuses it for nested calls (no deadlock)."""
def __init__(self, open_channel, size: int = SFTP_CHANNELS):
self._open, self.size = open_channel, size
self._free: list = []
self._all: list = []
self._cv = threading.Condition()
self._local = threading.local()
@contextlib.contextmanager
def lease(self):
loc = self._local
if getattr(loc, "depth", 0):
loc.depth += 1
try:
yield loc.client
finally:
loc.depth -= 1
return
with self._cv:
while True:
while self._free:
client = self._free.pop()
if not client.sock.closed:
break
self._all.remove(client)
else:
client = None
if client is not None or len(self._all) < self.size:
break
self._cv.wait()
if client is None:
client = self._open()
self._all.append(client)
loc.client, loc.depth = client, 1
try:
yield client
finally:
loc.client, loc.depth = None, 0
with self._cv:
self._free.append(client)
self._cv.notify()
def close(self) -> None:
with self._cv:
clients, self._all, self._free = self._all, [], []
self._cv.notify_all()
for c in clients:
try:
c.close()
except Exception: # noqa: BLE001 - closing anyway
pass
class _LeasedFile:
"""A remote file that holds its SFTP channel until it's closed."""
def __init__(self, f, lease):
self._f, self._lease = f, lease
def __getattr__(self, name):
return getattr(self._f, name)
def __iter__(self):
return iter(self._f)
def __enter__(self):
return self
def __exit__(self, *exc):
self.close()
def close(self) -> None:
if self._lease is not None:
lease, self._lease = self._lease, None
try:
self._f.close()
finally:
lease.__exit__(None, None, None)
class SftpProxy:
"""frame.sftp: looks like a paramiko SFTPClient; each call borrows a channel from the pool."""
def __init__(self, pool: SftpPool):
self._pool = pool
def open(self, *args, **kwargs):
lease = self._pool.lease()
client = lease.__enter__()
try:
f = client.open(*args, **kwargs)
except BaseException:
lease.__exit__(None, None, None)
raise
return _LeasedFile(f, lease)
def __getattr__(self, name):
def call(*args, **kwargs):
with self._pool.lease() as client:
return getattr(client, name)(*args, **kwargs)
return call
@dataclass
class Frame:
target: FrameTarget
password: str | None = None
client: paramiko.SSHClient | None = None
_sftp: paramiko.SFTPClient | None = None
_pool: SftpPool | None = None # SFTP channels shared by all threads (see sftp)
_lock: threading.Lock = field(default_factory=threading.Lock)
_agent_digest: str = "" # the agent version known to be on the Frame (checked once per connection)
home: str = ""
# ------------------------------------------------------------------ connect
def connect(self, timeout: float = 10) -> "Frame":
client = paramiko.SSHClient()
def connect(self, timeout: float = 10) -> Frame:
known = ssh_dir() / "known_hosts"
known.touch(exist_ok=True)
client.load_host_keys(str(known))
client.set_missing_host_key_policy(paramiko.AutoAddPolicy()) # trust on first use (pairing)
kwargs = dict(hostname=self.target.host, port=self.target.port, username=self.target.user, timeout=timeout,
banner_timeout=timeout, auth_timeout=timeout)
errors = []
for attempt in ("app_key", "agent", "password"):
attempts = [("app_key", k) for k in app_keys()] + [("agent", None), ("password", None)]
for attempt, pkey in attempts:
if attempt == "password" and not self.password:
continue
client = paramiko.SSHClient() # a fresh client per attempt: a failed one keeps its transport otherwise
client.load_host_keys(str(known))
client.set_missing_host_key_policy(paramiko.AutoAddPolicy()) # trust on first use (pairing)
try:
if attempt == "app_key":
client.connect(pkey=app_key(), allow_agent=False, look_for_keys=False, **kwargs)
client.connect(pkey=pkey, allow_agent=False, look_for_keys=False, **kwargs)
elif attempt == "agent":
client.connect(allow_agent=True, look_for_keys=True, **kwargs)
elif self.password:
client.connect(password=self.password, allow_agent=False, look_for_keys=False, **kwargs)
else:
continue
client.connect(password=self.password, allow_agent=False, look_for_keys=False, **kwargs)
break
except paramiko.AuthenticationException as exc:
client.close()
errors.append(f"{attempt}: {exc}")
except BaseException:
client.close()
raise
else:
raise ConnectionError("SSH authentication failed (" + "; ".join(errors) + "). Run the FramePort "
"bootstrap on the Frame or enter the steamos password.")
@@ -136,7 +301,7 @@ class Frame:
out = self.run("ip -4 -o addr show up 2>/dev/null")[1]
return re.findall(r"^\d+:\s+(\S+)\s+inet\s+([\d.]+)/", out, re.M)
def fast_link(self, timeout: float = 1.5) -> tuple["Frame", str]:
def fast_link(self, timeout: float = 1.5) -> tuple[Frame, str]:
"""A second connection over the fastest direct link, for bulk uploads: the USB cable (usb0) or the Frame's own
hotspot (wlanap; the PC joins it with a Wi-Fi adapter, e.g. Valve's USB dongle) — several times faster than
both going through the home router (measured 83-97 vs 15-18 MB/s). Used only if this PC can reach it and it
@@ -161,19 +326,32 @@ class Frame:
return self, ""
def close(self) -> None:
if self._sftp:
self._sftp.close()
with self._lock:
pool, self._pool = self._pool, None
if pool:
pool.close()
if self.client:
self.client.close()
self.client = self._sftp = None
self.client = None
self._agent_digest = ""
def alive(self) -> bool:
"""The SSH connection itself still works (a failed agent command doesn't mean the Frame is gone)."""
transport = self.client.get_transport() if self.client else None
return bool(transport and transport.is_active())
@property
def sftp(self) -> paramiko.SFTPClient:
if self._sftp is None:
self._sftp = self.client.open_sftp()
return self._sftp
def sftp(self) -> SftpProxy:
"""SFTP for any thread (see SftpPool): the same calls as paramiko's SFTPClient."""
with self._lock:
if self._pool is None:
self._pool = SftpPool(lambda: self.client.open_sftp())
return SftpProxy(self._pool)
def run(self, command: str, stdin: str | None = None, timeout: float | None = None) -> tuple[int, str, str]:
def run(self, command: str, stdin: str | None = None,
timeout: float | None = RUN_TIMEOUT) -> tuple[int, str, str]:
"""Run a shell command. `timeout` (s) bounds waiting for output, so a dead link can't hang the caller;
None only for commands that legitimately run long (installs, launch tests)."""
chan_in, out, err = self.client.exec_command(command, timeout=timeout)
if stdin is not None:
chan_in.write(stdin)
@@ -191,23 +369,30 @@ class Frame:
# ------------------------------------------------------------------ agent
def ensure_agent(self) -> str:
local = agent_dir() / "frameport_agent.py"
local = agent_file()
text = local.read_bytes()
digest = hashlib.sha256(text).hexdigest()[:16]
remote_dir = posixpath.join(self.home, REMOTE_AGENT_DIR)
remote = posixpath.join(remote_dir, "frameport_agent.py")
if self._agent_digest == digest:
return remote
code, out, _ = self.run(f"sha256sum {sh_quote(remote)} 2>/dev/null | cut -c1-16")
if out.strip() != digest:
self.run(f"mkdir -p {sh_quote(remote_dir)}")
with self.sftp.open(remote + ".tmp", "wb") as f:
tmp = f"{remote}.{os.getpid()}.{threading.get_ident()}.tmp" # two threads never share a temp file
with self.sftp.open(tmp, "wb") as f:
f.write(text)
self.run(f"mv {sh_quote(remote + '.tmp')} {sh_quote(remote)} && chmod 755 {sh_quote(remote)}")
code, _, err = self.run(f"mv {sh_quote(tmp)} {sh_quote(remote)} && chmod 755 {sh_quote(remote)}")
if code:
raise AgentFailed(f"couldn't install the FramePort agent on the Frame: {err.strip()[-300:]}")
self._agent_digest = digest
return remote
def agent(self, command: str, timeout: float | None = 600, **args):
remote = self.ensure_agent()
def agent(self, command: str, timeout: float | None = 600, ensure: bool = True, **args):
"""Run an agent command. ensure=False uses the agent already on the Frame (never re-uploads it)."""
remote = self.ensure_agent() if ensure else posixpath.join(self.home, REMOTE_AGENT_DIR, "frameport_agent.py")
code, out, err = self.run(f"python3 {sh_quote(remote)} {command}", stdin=json.dumps(args), timeout=timeout)
line = next((l for l in reversed(out.splitlines()) if l.startswith("{")), "")
line = next((ln for ln in reversed(out.splitlines()) if ln.startswith("{")), "")
try:
reply = json.loads(line)
except ValueError:
@@ -303,15 +488,6 @@ def sh_quote(s: str) -> str:
return "'" + s.replace("'", "'\"'\"'") + "'"
def wait_for(predicate, timeout: float, interval: float = 2.0) -> bool:
end = time.time() + timeout
while time.time() < end:
if predicate():
return True
time.sleep(interval)
return False
def parse_target(text: str) -> FrameTarget:
m = re.fullmatch(r"(?:(?P<user>[^@]+)@)?(?P<host>[^:]+)(?::(?P<port>\d+))?", text.strip())
if not m:
+51
View File
@@ -0,0 +1,51 @@
"""Valve's devkit pairing: with Developer Mode on, the Frame's steamos-devkit-service (TCP 32000) accepts an SSH public
key at POST /register while Steam is in pairing mode (Settings → Developer → Pair new host; otherwise it refuses at
once), asks in Steam to approve it, and Valve's root hook installs the key for the steamos user and enables sshd.
Every connection goes from the PC to the Frame, so no firewall on the PC is involved: the fallback when the Frame
can't reach FramePort's setup server. The service only accepts ssh-rsa keys
(connection.devkit_key)."""
from __future__ import annotations
import re
import urllib.error
import urllib.request
from .connection import devkit_public_key
PORT = 32000
APPROVE_TIMEOUT = 30 # Valve's approve hook waits this long for the answer in the headset
class PairingRefused(RuntimeError): # not a ConnectionError: the Frame is reachable, explain() keeps the message
pass
def available(host: str, timeout: float = 5) -> bool:
try:
with urllib.request.urlopen(f"http://{host}:{PORT}/login-name", timeout=timeout) as r:
return r.status == 200
except OSError:
return False
def register(host: str) -> None:
"""Send FramePort's RSA key; returns once it was approved in the headset and installed, raises PairingRefused."""
req = urllib.request.Request(f"http://{host}:{PORT}/register", data=devkit_public_key().encode(), method="POST")
try:
with urllib.request.urlopen(req, timeout=APPROVE_TIMEOUT + 30) as r:
body = r.read().decode("utf-8", "replace")
except urllib.error.HTTPError as exc:
body = exc.read().decode("utf-8", "replace") # Valve's service mixes the hook's log lines into it
m = re.search(r'"error":\s*"([^"]*)"', body)
msg = (m.group(1) if m else (body.strip() or str(exc))).replace("\\n", " ").strip()
if "pairing mode" in msg.lower(): # Steam takes requests only while "Pair new host" is open
msg = "on the Frame open Settings → Developer → Pair new host first, then click Connect again"
elif "timeout" in msg.lower():
msg = f"it wasn't approved in the headset within {APPROVE_TIMEOUT} seconds"
elif "steam is not running" in msg.lower():
msg = "Steam isn't running on the Frame"
raise PairingRefused(f"The Frame didn't pair: {msg}") from None
except OSError as exc:
raise PairingRefused(f"Couldn't reach the Frame's pairing service (Developer Mode on?): {exc}") from None
if "Registered" not in body:
raise PairingRefused(f"The Frame didn't pair: {body.strip()}")
+7 -11
View File
@@ -65,7 +65,8 @@ def _mdns(seconds: float) -> dict[str, Found]:
info = zc.get_service_info(type_, name, timeout=2000)
if not info:
return
props = {k.decode(): (v.decode() if isinstance(v, bytes) else v) for k, v in (info.properties or {}).items()}
props = {k.decode(): (v.decode() if isinstance(v, bytes) else v)
for k, v in (info.properties or {}).items()}
dev = (info.server or name).split(".")[0]
f = found.setdefault(dev, Found(dev, "", source="devkit" if "devkit" in type_ else "frameport"))
if "frameport" in type_:
@@ -107,7 +108,8 @@ def local_subnets() -> list[ipaddress.IPv4Network]:
nets = set()
stats = psutil.net_if_stats()
for nic, addrs in psutil.net_if_addrs().items():
if not stats.get(nic) or not stats[nic].isup or any(v in nic.lower() for v in ("vethernet", "docker", "virbr", "vmnet", "wsl")):
virtual = any(v in nic.lower() for v in ("vethernet", "docker", "virbr", "vmnet", "wsl"))
if not stats.get(nic) or not stats[nic].isup or virtual:
continue
for a in addrs:
if a.family == socket.AF_INET and not a.address.startswith(("127.", "169.254.", "172.")):
@@ -119,7 +121,8 @@ def _scan(nets: list[ipaddress.IPv4Network], skip: set[str]) -> list[str]:
own = local_addresses()
hosts = [str(h) for n in nets for h in n.hosts() if str(h) not in skip and str(h) not in own]
with ThreadPoolExecutor(128) as pool:
return [h for h, ok in zip(hosts, pool.map(lambda h: ssh_open(h, timeout=0.4), hosts)) if ok and h not in own]
results = pool.map(lambda h: ssh_open(h, timeout=0.4), hosts)
return [h for h, ok in zip(hosts, results, strict=True) if ok and h not in own]
def browse(seconds: float = 4.0, scan: bool = True) -> list[Found]:
@@ -136,7 +139,7 @@ def browse(seconds: float = 4.0, scan: bool = True) -> list[Found]:
with ThreadPoolExecutor(32) as pool:
for f in devices.values():
cands = list(dict.fromkeys(f.addresses))
ok = [a for a, up in zip(cands, pool.map(ssh_open, cands)) if up]
ok = [a for a, up in zip(cands, pool.map(ssh_open, cands), strict=True) if up]
ips = []
for a in ok:
try:
@@ -153,13 +156,6 @@ def browse(seconds: float = 4.0, scan: bool = True) -> list[Found]:
return sorted(out, key=lambda f: (rank.get(f.source, 9), f.name, link_label(f.host) != "network", f.host))
def resolve_hostname(name: str = "frame.local") -> str | None:
try:
return socket.gethostbyname(name)
except OSError:
return None
def local_ip_towards(host: str = "8.8.8.8") -> str:
"""The PC's address on the route towards host (used in the bootstrap one-liner)."""
s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
+108
View File
@@ -0,0 +1,108 @@
"""Type on the Frame from this computer's keyboard: the agent's `_keyboard` session creates a virtual keyboard on the
Frame (Linux uinput) and this side streams key presses to it as JSON lines over one SSH channel. Keys are sent as
physical keys (Linux key codes), so modifiers, shortcuts and key repeat behave like a keyboard plugged into the Frame;
pasted text is typed with the Frame's US layout."""
from __future__ import annotations
import json
import posixpath
import threading
from ..core import applog
# Flet/Flutter key names, normalised (lowercase, no spaces) -> Linux input key codes (input-event-codes.h)
_NAMED = {
"escape": 1, "esc": 1, "backspace": 14, "tab": 15, "enter": 28, "return": 28, "space": 57, " ": 57,
"controlleft": 29, "control": 29, "ctrl": 29, "controlright": 97, "shiftleft": 42, "shift": 42,
"shiftright": 54, "altleft": 56, "alt": 56, "altright": 100, "altgraph": 100, "metaleft": 125, "meta": 125,
"metaright": 126, "capslock": 58, "numlock": 69, "scrolllock": 70, "printscreen": 99, "pause": 119,
"contextmenu": 127, "home": 102, "arrowup": 103, "up": 103, "pageup": 104, "arrowleft": 105, "left": 105,
"arrowright": 106, "right": 106, "end": 107, "arrowdown": 108, "down": 108, "pagedown": 109, "insert": 110,
"delete": 111, "numpadenter": 96, "numpadadd": 78, "numpadsubtract": 74, "numpadmultiply": 55,
"numpaddivide": 98, "numpaddecimal": 83, "numpadequal": 117,
"audiovolumemute": 113, "audiovolumedown": 114, "audiovolumeup": 115,
"mediaplaypause": 164, "mediatracknext": 163, "mediatrackprevious": 165, "mediastop": 166,
}
_ROWS = (("1234567890-=", "!@#$%^&*()_+", 2), ("qwertyuiop[]", "QWERTYUIOP{}", 16),
("asdfghjkl;'`", 'ASDFGHJKL:"~', 30), ("\\zxcvbnm,./", "|ZXCVBNM<>?", 43))
_CHARS: dict[str, int] = {}
for _plain, _shifted, _first in _ROWS:
for _i, (_a, _b) in enumerate(zip(_plain, _shifted, strict=True)):
_CHARS[_a] = _CHARS[_b] = _first + _i
_FKEYS = {f"f{n}": c for n, c in zip(range(1, 13), (59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 87, 88), strict=True)}
_NUMPAD = {f"numpad{d}": c for d, c in zip("1234567890", (79, 80, 81, 75, 76, 77, 71, 72, 73, 82), strict=True)}
_warned: set[str] = set()
def linux_key(name: str) -> int | None:
"""Linux key code for a Flet key name ("A", "Enter", "Arrow Left", "Shift Left", "F5", "Key A", "Digit 1", "!")."""
if not name:
return None
if not name.strip():
return 57 # " " = space (normalising below would leave nothing)
if len(name) == 1 and name in _CHARS:
return _CHARS[name.lower()] if name.isalpha() else _CHARS[name]
norm = name.lower().replace(" ", "").replace("_", "")
if norm.startswith("key") and len(norm) == 4: # physical names: "Key A"
norm = norm[3:]
elif norm.startswith("digit") and len(norm) == 6: # "Digit 1"
norm = norm[5:]
if len(norm) == 1 and norm in _CHARS:
return _CHARS[norm]
code = _NAMED.get(norm) or _FKEYS.get(norm) or _NUMPAD.get(norm)
if code is None and name not in _warned:
_warned.add(name)
applog.log.info("Type on Frame: no key code for %r", name)
return code
class KeyboardRefused(RuntimeError):
pass
class KeyboardSession:
"""One virtual keyboard on the Frame for as long as this session is open (the agent removes it, releasing any
held key, when the SSH channel closes)."""
def __init__(self, frame, timeout: float = 15):
self.frame = frame
self._lock = threading.Lock()
self.closed = False
frame.ensure_agent()
remote = posixpath.join(frame.home, ".local/share/frameport/agent/frameport_agent.py")
self._stdin, self._stdout, _err = frame.client.exec_command(f"python3 {remote} _keyboard", timeout=timeout)
ready = json.loads(self._stdout.readline() or "{}")
if not ready.get("ready"):
self.close()
raise KeyboardRefused(ready.get("error") or "the Frame didn't start the virtual keyboard")
self._stdout.channel.settimeout(None)
def _send(self, msg: dict) -> None:
with self._lock:
if self.closed:
return
self._stdin.write(json.dumps(msg) + "\n")
self._stdin.flush()
def key(self, name: str, action: str = "down") -> bool:
"""action: down | up | repeat. False when the key has no Linux key code."""
code = linux_key(name)
if code is None:
return False
self._send({"k": code, "v": {"down": 1, "up": 0, "repeat": 2}[action]})
return True
def text(self, text: str) -> str:
"""Type text with the Frame's US layout; returns the characters it couldn't type."""
self._send({"text": text})
reply = json.loads(self._stdout.readline() or "{}")
return reply.get("skipped", "")
def close(self) -> None:
with self._lock:
self.closed = True
try:
self._stdin.channel.shutdown_write() # EOF: the agent releases held keys and removes the device
self._stdin.close()
except Exception: # noqa: BLE001 - the connection may be gone already
pass
+127 -13
View File
@@ -1,24 +1,107 @@
"""Pairing server: while the Setup page is open, serve the bootstrap script and FramePort's public key over HTTP on
the LAN. The user types one line on the Frame; the script calls back /paired so the UI knows who connected."""
the LAN. The user types one line on the Frame; the script calls back /paired so the UI knows who connected.
Every request needs the pairing code, a random secret that is only in that one line. The server stops after a
successful pairing, after MAX_FAILURES wrong codes (someone guessing) and after LIFETIME seconds, so a short code
(32 bits) is plenty. The line is typed by hand on the Frame, so it's kept short: no scheme (curl defaults to http),
the code is the path, and a fixed port when it's free."""
from __future__ import annotations
import http.server
import random
import secrets
import threading
import urllib.parse
from dataclasses import dataclass, field
from pathlib import Path
from ..core.paths import bootstrap_dir
from .connection import app_public_key
from .discovery import local_ip_towards
MAX_FAILURES = 20
LIFETIME = 30 * 60
PORTS = (8765, 8766, 8767, 0) # 0 = any free port
FIREWALL_RULE = "FramePort-Pairing"
HINT_AFTER = 45 # seconds without any request from the Frame before the UI suggests what may block it
def ensure_reachable(server: PairingServer) -> str:
"""Under WSL, let the Frame reach the pairing ports through Windows' Hyper-V firewall while `server` runs (one
admin prompt; the rule is removed again when the server stops, see winhost.open_wsl_inbound).
Returns "ok" (nothing blocks), "opened" or "failed" (declined / no admin)."""
from ..core import winhost
if not winhost.wsl_inbound_blocked(FIREWALL_RULE):
return "ok"
temp = winhost.env_path("TEMP")
if temp is None:
return "failed"
server.flag = temp / f"frameport-pairing-{server.code}.flag"
try:
server.flag.write_text("FramePort's setup page is open: the firewall rule stays while this file exists\n")
except OSError:
return "failed"
ports = f"{PORTS[0]}-{PORTS[-2]}"
return "opened" if winhost.open_wsl_inbound(FIREWALL_RULE, "FramePort setup (WSL, temporary)", ports,
server.flag) else "failed"
def firewall_hint(port: int) -> str:
"""What may keep the Frame from reaching this PC, for this OS (shown when no request came in after HINT_AFTER).
Empty when nothing specific is known."""
import platform
import shutil
import subprocess
from ..core import winhost
from ..i18n import tr
def out(*cmd) -> str:
try:
return subprocess.run(cmd, capture_output=True, text=True, timeout=10).stdout.lower()
except (OSError, subprocess.SubprocessError):
return ""
if winhost.is_wsl():
if winhost.wsl_networking_mode() == "nat":
return tr("FramePort runs in WSL with its default NAT network, which other devices can't reach. Set "
"networkingMode=mirrored under [wsl2] in %UserProfile%\\.wslconfig, run wsl --shutdown and "
"start FramePort again.")
if winhost.wsl_inbound_blocked(FIREWALL_RULE):
return tr("Windows' firewall for WSL blocks the Frame. Open the setup command again and allow the "
"change when Windows asks (admin).")
return ""
if winhost.is_windows():
if winhost.network_category(local_ip_towards()) == "Public":
return tr("Windows treats this network as public and its firewall blocks the Frame. In Windows' "
"network settings set this network to Private (or allow FramePort on public networks when "
"Windows asks).")
return tr("If Windows asked whether FramePort may use the network, allow it (Private networks).")
if platform.system() == "Darwin":
fw = out("/usr/libexec/ApplicationFirewall/socketfilterfw", "--getglobalstate")
if "enabled" in fw:
return tr("macOS' firewall is on: allow incoming connections when macOS asks about FramePort (or "
"System Settings → Network → Firewall → Options).")
return ""
if shutil.which("firewall-cmd") and "running" in out("firewall-cmd", "--state"):
return tr("firewalld is active. Allow the setup port until the next restart with: "
"sudo firewall-cmd --add-port={port}/tcp").format(port=port)
if "active" == out("systemctl", "is-active", "ufw").strip():
return tr("ufw is active. Allow the setup port with: sudo ufw allow {port}/tcp (and afterwards: "
"sudo ufw delete allow {port}/tcp)").format(port=port)
return ""
@dataclass
class PairingServer:
port: int = 0
code: str = field(default_factory=lambda: f"{random.randint(0, 999999):06d}")
code: str = field(default_factory=lambda: secrets.token_hex(4))
failures: int = 0
paired: list[dict] = field(default_factory=list)
on_paired: object = None
requests: int = 0 # requests from the network (right or wrong code): the Frame can reach us
flag: Path | None = None # WSL: the temporary firewall rule stays while this file exists
hint: str = "" # set by the UI when nothing reached us after HINT_AFTER seconds: what may block the Frame
_httpd: http.server.ThreadingHTTPServer | None = None
@property
@@ -27,9 +110,9 @@ class PairingServer:
@property
def one_liner(self) -> str:
return f"curl -fsSL {self.url}/bootstrap.sh?code={self.code} | bash"
return f"curl -fsS {self.url.removeprefix('http://')}/{self.code} | bash"
def start(self) -> "PairingServer":
def start(self) -> PairingServer:
server = self
class Handler(http.server.BaseHTTPRequestHandler):
@@ -44,30 +127,61 @@ class PairingServer:
self.wfile.write(body)
def do_GET(self):
server.requests += 1
url = urllib.parse.urlparse(self.path)
q = dict(urllib.parse.parse_qsl(url.query))
if q.get("code") != server.code:
path, code = url.path, q.get("code", "")
if not code and path.count("/") == 1: # the short form: /<code> = the script
path, code = "/bootstrap.sh", path[1:]
if not secrets.compare_digest(code, server.code):
server.failures += 1
if server.failures >= MAX_FAILURES:
server.stop_soon()
return self._send(b"wrong or missing pairing code\n", status=403)
if url.path == "/bootstrap.sh":
if path == "/bootstrap.sh":
text = (bootstrap_dir() / "bootstrap.sh").read_text()
text = text.replace("__PC_URL__", server.url).replace("__PAIR_CODE__", server.code)
return self._send(text.encode(), "text/x-shellscript")
if url.path == "/key":
if path == "/key":
return self._send((app_public_key() + "\n").encode())
if url.path == "/paired":
if path == "/paired":
info = {"host": self.client_address[0], "user": q.get("user", "steamos"), "name": q.get("host", "")}
server.paired.append(info)
if callable(server.on_paired):
server.on_paired(info)
server.stop_soon() # paired: nothing else to serve
return self._send(b"ok\n")
return self._send(b"not found\n", status=404)
self._httpd = http.server.ThreadingHTTPServer(("0.0.0.0", self.port), Handler)
for port in ((self.port,) if self.port else PORTS):
try:
self._httpd = http.server.ThreadingHTTPServer(("0.0.0.0", port), Handler)
break
except OSError:
if port == PORTS[-1]:
raise
self.port = self._httpd.server_address[1]
threading.Thread(target=self._httpd.serve_forever, daemon=True).start()
self._timer = threading.Timer(LIFETIME, self.stop)
self._timer.daemon = True
self._timer.start()
return self
@property
def running(self) -> bool:
return self._httpd is not None
def stop_soon(self) -> None:
"""Stop from inside a request handler (shutdown() waits for the serving thread, so not from that thread)."""
threading.Thread(target=self.stop, daemon=True).start()
def stop(self) -> None:
if self._httpd:
self._httpd.shutdown()
self._httpd = None
httpd, self._httpd = self._httpd, None
if httpd:
httpd.shutdown()
httpd.server_close()
timer = getattr(self, "_timer", None)
if timer:
timer.cancel()
if self.flag is not None: # lets the temporary firewall rule go
self.flag.unlink(missing_ok=True)
+90
View File
@@ -0,0 +1,90 @@
"""Translations for user-facing text (GUI, help, patch descriptions).
Text is written in English in the code and wrapped: `tr("Install on Frame")`,
`tr("Install {title}").format(title=x)` (templates, never f-strings inside `tr()`, so the English text is the lookup
key), and `tr_n("{n} game", "{n} games", n)` for plurals. A translation is a JSON file `locales/<language>.json`
mapping each English text to the translated one (plural entries map to a list: [one, other]);
`scripts/i18n_extract.py` writes `locales/template.json` with every text that needs translating. Missing
translations fall back to English, so a partial translation is fine.
The language comes from the library setting `ui.language` (default: English). CLI output, logs and diagnostics stay
English.
"""
from __future__ import annotations
import json
import time
from pathlib import Path
LOCALES = Path(__file__).with_name("locales")
_catalog: dict[str, str | list[str]] = {}
_language = "en"
def set_language(language: str | None) -> str:
"""Load a translation ("en" or None = English). Returns the language actually in use."""
global _catalog, _language
language = (language or "en").split("_")[0].split("-")[0].lower()
path = LOCALES / f"{language}.json"
if language == "en" or not path.exists():
_catalog, _language = {}, "en"
else:
try:
_catalog, _language = json.loads(path.read_text(encoding="utf-8")), language
except (OSError, ValueError):
_catalog, _language = {}, "en"
return _language
def language() -> str:
return _language
def available() -> list[str]:
"""Languages with a translation file, plus English."""
return ["en"] + sorted(p.stem for p in LOCALES.glob("*.json") if p.stem not in ("en", "template"))
def language_name(code: str) -> str:
"""A language's own name, from its file's "_language" entry ("English" for en)."""
if code == "en":
return "English"
try:
return json.loads((LOCALES / f"{code}.json").read_text(encoding="utf-8")).get("_language") or code
except (OSError, ValueError):
return code
def tr(text: str) -> str:
"""The translation of an English text (the text itself when there is none)."""
value = _catalog.get(text)
return value if isinstance(value, str) and value else text
def tr_n(singular: str, plural: str, n: int, **kw) -> str:
"""Plural-aware text, formatted with n (and kw): tr_n("{n} game", "{n} games", count)."""
value = _catalog.get(singular)
if isinstance(value, list) and len(value) >= 2:
text = value[0] if n == 1 else value[1]
else:
text = singular if n == 1 else plural
return text.format(n=n, **kw)
# ------------------------------------------------------------------ numbers, sizes, dates (one place to localise)
def fmt_size(n: int | float, digits: int = 1) -> str:
"""Bytes as GiB / MiB / KiB."""
n = float(n or 0)
if n >= 2**30:
return tr("{v} GiB").format(v=f"{n / 2**30:.{digits}f}")
if n >= 2**20:
return tr("{v} MiB").format(v=f"{n / 2**20:.0f}")
return tr("{v} KiB").format(v=f"{max(n, 0) / 2**10:.0f}")
def fmt_datetime(ts: float) -> str:
return time.strftime("%Y-%m-%d %H:%M", time.localtime(ts)) if ts else ""
def fmt_percent(fraction: float) -> str:
return f"{fraction:.0%}"
+136 -12
View File
@@ -11,10 +11,12 @@ that app's own folder too (agent `link_media`; no copy, no extra space). Uploads
from __future__ import annotations
import posixpath
import stat
from dataclasses import dataclass
from pathlib import Path
from ..core.events import Reporter
from ..frame.connection import Frame
from ..frame.connection import Frame, sh_quote
from . import installer
TARGETS_HELP = ("videos (/sdcard/Movies in every app), downloads (/sdcard/Download), documents (/sdcard/Documents), "
@@ -55,6 +57,23 @@ def _safe_subdir(subdir: str) -> str:
return "/".join(parts)
def upload(frame: Frame, paths: list[Path], remote_dir: str, reporter: Reporter) -> tuple[list, list, int]:
"""Upload files/folders into remote_dir (folders keep their structure). Files already there with the same size are
skipped. Returns (sent items, skipped items, bytes sent); items are (local, path relative to remote_dir, size)."""
items = _items(paths, "")
have = [i for i in items if _remote_size(frame, posixpath.join(remote_dir, i[1])) == i[2]]
if have:
reporter.log(f"{len(have)} file(s) already on the Frame; not re-sending")
items = [i for i in items if i not in have]
total = sum(i[2] for i in items)
reporter.log(f"{len(items)} file(s), {total / 2**20:.0f} MiB → {remote_dir}")
if items:
with installer.transfer_link(frame, reporter, total) as xfer:
reporter.stage(f"Upload {len(items)} file(s)")
installer.upload_files(xfer, items, remote_dir, reporter, max(total, 1))
return items, have, total
def send_files(frame: Frame, paths: list[Path], target: str = "videos", package: str | None = None,
subdir: str = "", reporter: Reporter | None = None, link_app: str | None = None) -> dict:
"""Upload to `target`. With link_app (a shared target only): the files also appear in that app's own folder."""
@@ -65,16 +84,11 @@ def send_files(frame: Frame, paths: list[Path], target: str = "videos", package:
raise ValueError(f"unknown destination {target!r}; choose one of: {', '.join(dests) or TARGETS_HELP}")
dest = dests[target]
sub = _safe_subdir(subdir)
items = _items(paths, sub)
have = [i for i in items if _remote_size(frame, posixpath.join(dest["path"], i[1])) == i[2]]
if have:
reporter.log(f"{len(have)} file(s) already on the Frame; not re-sending")
items = [i for i in items if i not in have]
total = sum(i[2] for i in items)
reporter.log(f"{len(items)} file(s), {total / 2**20:.0f} MiB → {dest['path']} (apps see {dest['android']})")
with installer.transfer_link(frame, reporter, total) as xfer:
reporter.stage(f"Upload {len(items)} file(s)")
installer.upload_files(xfer, items, dest["path"], reporter, max(total, 1))
reporter.log(f"apps see {dest['path']} as {dest['android']}")
items, have, total = upload(frame, paths, posixpath.join(dest["path"], sub) if sub else dest["path"], reporter)
if sub:
items = [(f, posixpath.join(sub, rel), n) for f, rel, n in items]
have = [(f, posixpath.join(sub, rel), n) for f, rel, n in have]
where = posixpath.join(dest["android"], sub) if sub else dest["android"]
linked = None
if link_app and dest["shared"]:
@@ -87,5 +101,115 @@ def send_files(frame: Frame, paths: list[Path], target: str = "videos", package:
else:
reporter.log("the game has no folder of its own yet (start it once); it finds the files in " + where)
reporter.log(f"done: in the app, open {where}")
return {"files": len(items), "skipped": len(have), "bytes": total, "path": posixpath.join(dest["path"], sub), "android": where,
return {"files": len(items), "skipped": len(have), "bytes": total, "path": posixpath.join(dest["path"], sub),
"android": where,
"shared": dest["shared"], "linked": linked}
# ------------------------------------------------------------------ browsing (the GUI's Files tab)
@dataclass
class Entry:
name: str
path: str
is_dir: bool
size: int
mtime: float
link: bool = False # a symbolic link (e.g. Lepton's /sdcard/Movies → ~/Videos in a game's storage)
def inside(root: str, path: str) -> str:
"""`path` normalised; refuses anything outside `root` (every Files-tab operation stays in the chosen location)."""
root = posixpath.normpath(root)
path = posixpath.normpath(path if path.startswith("/") else posixpath.join(root, path))
if path != root and not path.startswith(root.rstrip("/") + "/"):
raise ValueError(f"{path} is outside {root}")
return path
def _name(name: str) -> str:
name = (name or "").strip()
if not name or name in (".", "..") or "/" in name or "\\" in name or "\0" in name:
raise ValueError(f"not a valid name: {name!r}")
return name
def list_dir(frame: Frame, root: str, path: str, hidden: bool = False) -> list[Entry]:
"""Folders first, then files, by name (case-insensitive). Links to folders count as folders."""
path = inside(root, path)
out = []
for a in frame.sftp.listdir_attr(path):
if not hidden and a.filename.startswith("."):
continue
full = posixpath.join(path, a.filename)
link = stat.S_ISLNK(a.st_mode or 0)
mode, size = a.st_mode or 0, a.st_size or 0
if link:
try:
target = frame.sftp.stat(full)
mode, size = target.st_mode or 0, target.st_size or 0
except OSError: # dangling link
pass
out.append(Entry(a.filename, full, stat.S_ISDIR(mode), size, float(a.st_mtime or 0), link))
return sorted(out, key=lambda e: (not e.is_dir, e.name.lower()))
def make_dir(frame: Frame, root: str, parent: str, name: str) -> str:
path = inside(root, posixpath.join(inside(root, parent), _name(name)))
frame.sftp.mkdir(path)
return path
def rename(frame: Frame, root: str, path: str, new_name: str) -> str:
path = inside(root, path)
if path == posixpath.normpath(root):
raise ValueError("the location itself can't be renamed")
new = inside(root, posixpath.join(posixpath.dirname(path), _name(new_name)))
frame.sftp.rename(path, new)
return new
def delete(frame: Frame, root: str, paths: list[str]) -> int:
"""Delete files/folders (recursively) inside root. A link is removed, never what it points to."""
targets = [inside(root, p) for p in paths]
if any(t == posixpath.normpath(root) for t in targets):
raise ValueError("the location itself can't be deleted")
if targets:
code, _, err = frame.run("rm -rf -- " + " ".join(sh_quote(t) for t in targets), timeout=900)
if code:
raise OSError(err.strip() or f"rm failed ({code})")
return len(targets)
def _remote_files(frame: Frame, path: str, rel: str = "") -> list[tuple[str, str, int]]:
"""(remote file, path relative to the downloaded item, size), recursively (links are not followed)."""
a = frame.sftp.lstat(path)
if not stat.S_ISDIR(a.st_mode or 0):
return [(path, rel or posixpath.basename(path), a.st_size or 0)]
out = []
for child in frame.sftp.listdir_attr(path):
if stat.S_ISLNK(child.st_mode or 0):
continue
out += _remote_files(frame, posixpath.join(path, child.filename),
posixpath.join(rel or posixpath.basename(path), child.filename))
return out
def download(frame: Frame, root: str, paths: list[str], local_dir: Path, reporter: Reporter | None = None) -> dict:
"""Copy files/folders from the Frame into local_dir (folders keep their structure). Interruptible (Cancel)."""
reporter = reporter or Reporter()
files = [f for p in paths for f in _remote_files(frame, inside(root, p))]
total = sum(f[2] for f in files)
reporter.log(f"{len(files)} file(s), {total / 2**20:.0f} MiB → {local_dir}")
done = 0
with installer.transfer_link(frame, reporter, total) as xfer:
reporter.stage(f"Download {len(files)} file(s)")
for remote, rel, size in files:
dest = Path(local_dir) / Path(*rel.split("/"))
dest.parent.mkdir(parents=True, exist_ok=True)
def progress(sent, _total, base=done, rel=rel):
reporter.check_cancel()
reporter.progress((base + sent) / max(total, 1), rel)
xfer.sftp.get(remote, str(dest), callback=progress)
done += size
return {"files": len(files), "bytes": total, "folder": str(local_dir)}
+21 -13
View File
@@ -2,7 +2,6 @@
from __future__ import annotations
import contextlib
import posixpath
import time
from dataclasses import dataclass
@@ -12,7 +11,7 @@ from ..artwork import fetch as artwork
from ..build import sha256
from ..core.events import Reporter
from ..core.models import Recipe
from ..frame.connection import Frame
from ..frame.connection import Frame, sh_quote
from ..patches import base
from ..patches.settings import adapter_settings
@@ -92,7 +91,8 @@ def install(frame: Frame, plan: InstallPlan, reporter: Reporter) -> dict:
else:
def apk_cb(done, size):
reporter.check_cancel()
reporter.progress(done / total, f"APK {done / 2**20:.0f}/{size / 2**20:.0f} MiB", speed=speed.text(done))
reporter.progress(done / total, f"APK {done / 2**20:.0f}/{size / 2**20:.0f} MiB",
speed=speed.text(done))
xfer.put(plan.apk, posixpath.join(incoming, "game.apk"), apk_cb)
sent += plan.apk.stat().st_size
if to_send:
@@ -108,10 +108,11 @@ def install(frame: Frame, plan: InstallPlan, reporter: Reporter) -> dict:
reporter.stage("Finalize install")
ctx = install_context(plan.recipe)
result = frame.agent(
"finalize", package=plan.package, title=plan.title, dest=plan.dest, apk_sha256=apk_sha, tags=_tags(plan.package),
"finalize", package=plan.package, title=plan.title, dest=plan.dest, apk_sha256=apk_sha,
tags=_tags(plan.package),
apk_name=plan.apk.name, settings=ctx.adapter_settings,
files={k: v.decode() if isinstance(v, bytes) else v for k, v in ctx.files.items()}, env=ctx.env,
obb_manifest=manifest or None,
obb_manifest=manifest or None, flatscreen=_flatscreen(plan.package) or ctx.flatscreen,
recipe={"patches": sorted(plan.recipe.patches), "source": plan.recipe.source, "alt": plan.recipe.use_alt},
)
reporter.log(f"installed at {result['base']} (Steam shortcut id {result['appid']})")
@@ -144,11 +145,10 @@ class PcvrPlan:
def install_pcvr(frame: Frame, plan: PcvrPlan, reporter: Reporter) -> dict:
"""Pack a Windows PC VR game + Revive onto the Frame, run by Proton through a generated launch.sh."""
from ..core.paths import artifacts_dir
from ..patches.pcvr import game_args, launch_env
from ..tools import revive as revive_tool
from ..core.paths import artifacts_dir
tool = plan.recipe.params("pcvr.proton_tool").get("tool") or None
reporter.stage("Prepare Frame")
prep = frame.agent("prepare_pcvr", package=plan.package, title=plan.title, dest=plan.dest, tool=tool)
@@ -325,14 +325,22 @@ def _tags(package: str) -> list[str]:
return steam_tags(entry) if entry else []
def _flatscreen(package: str) -> bool:
"""An Android app without VR: Lepton must show it as a flat window (it never draws through OpenXR)."""
from ..core import library
g = library.game(package) or {}
return bool(g.get("analysis")) and library.analysis_from_dict(g["analysis"]).vr_kind == "none"
def upload_steam_art(frame: Frame, package: str, base: str, reporter: Reporter) -> None:
"""The complete Steam art set (portrait, wide, hero, logo, icon — composed where the store has no such shape)."""
from ..artwork.steam import steam_set
from ..artwork.steam import steam_set_for
reporter.stage("Artwork for the Steam library")
art = steam_set(package)
art = steam_set_for(package)
remote_art = posixpath.join(base, "incoming-artwork")
frame.run(f"rm -rf '{remote_art}' && mkdir -p '{remote_art}'")
frame.run(f"rm -rf {sh_quote(remote_art)} && mkdir -p {sh_quote(remote_art)}")
for kind, f in art.items():
frame.put(f, posixpath.join(remote_art, f"{kind}{f.suffix}"), resume=False)
reporter.check("Steam artwork", bool(art) or None, ", ".join(sorted(art)) or "none found")
@@ -341,19 +349,19 @@ def upload_steam_art(frame: Frame, package: str, base: str, reporter: Reporter)
def update_steam_art(frame: Frame, package: str, reporter: Reporter) -> dict:
"""Replace an installed game's Steam library art with the current artwork (after the user picked new art):
the art set goes to the game's anchor, then the shortcut is rewritten (Steam restarts once)."""
from ..artwork.steam import steam_set
from ..artwork.steam import steam_set_for
dep = next((d for d in frame.agent("list_installed")["games"] if d.get("package") == package), None)
if not dep:
raise RuntimeError(f"{package} isn't installed on the Frame")
if not dep.get("anchor"):
raise RuntimeError("the Frame's FramePort agent is too old; reinstall the game to update its art")
art = steam_set(package)
art = steam_set_for(package)
if not art:
raise RuntimeError("no artwork to send")
reporter.stage("Artwork for the Steam library")
remote = posixpath.join(dep["anchor"], "artwork")
frame.run(f"rm -rf '{remote}' && mkdir -p '{remote}'")
frame.run(f"rm -rf {sh_quote(remote)} && mkdir -p {sh_quote(remote)}")
for kind, f in art.items():
frame.put(f, posixpath.join(remote, f"{kind}{f.suffix}"), resume=False)
reporter.check("Steam artwork", True, ", ".join(sorted(art)))
File diff suppressed because it is too large. Load diff
+114 -18
View File
@@ -64,8 +64,83 @@ def _text_bytes(data: bytes) -> bytes:
return b"".join(s.data() for s in e.iter_sections() if s["sh_flags"] & 0x4 and s["sh_type"] == "SHT_PROGBITS")
# OVRPort 1.2.5+ (the CLI, not FramePort): VR metadata now also declares optional hand/eye tracking + these permissions
OVRPORT_METADATA = ("android.hardware.xr.input.hand_tracking", "android.hardware.xr.input.eye_tracking",
"android.permission.EYE_TRACKING_COARSE", "android.permission.EYE_TRACKING_FINE",
"android.permission.FACE_TRACKING", "android.permission.HAND_TRACKING",
"android.permission.SCENE_UNDERSTANDING_COARSE", "android.permission.SCENE_UNDERSTANDING_FINE")
COMPAT = "libovrplatformcompat.so"
# OVRPort's AC Nexus frame-rate patches rewrite this exact libil2cpp.so (build 207706)
AC_NEXUS_IL2CPP = "5fa8036b2e6469298c0b3f024a8d89b9c5640233544ac23cd9b46278e5e9baf8"
RECIPE_ONLY_PATCHES = {"patch_ac_nexus_no_appsw_72", "patch_ac_nexus_no_appsw_90"} # added to recipes after 09-28
def _manifest_lines(data: bytes) -> list[str]:
import re
from pyaxmlparser.axmlprinter import AXMLPrinter
xml = AXMLPrinter(data).get_xml().decode()
return [line.strip() for line in re.sub(r">\s*<", ">\n<", xml).splitlines()]
def _ovrport_manifest(new: bytes, old: bytes) -> str | None:
"""The reason, if the new manifest differs only by OVRPort 1.2.5's added metadata lines."""
a, b = _manifest_lines(new), _manifest_lines(old)
added = [line for line in a if line not in b]
if not added or any(line not in a for line in b):
return None
if all(any(f'"{n}"' in line for n in OVRPORT_METADATA) for line in added):
return f"OVRPort CLI 1.2.5+ VR metadata: {len(added)} optional tracking feature/permission entries"
return None
def _overport_config(new: bytes, old: bytes) -> str | None:
"""liboverport.config.so whose JSON differs only in the CLI version that wrote it."""
import re
def cfg(data: bytes) -> dict | None:
m = re.search(rb'\{"version".*\}', data)
try:
return json.loads(m[0]) if m else None
except ValueError:
return None
a, b = cfg(new), cfg(old)
if not a or not b:
return None
by_a, by_b = a.get("patched", {}).pop("by", None), b.get("patched", {}).pop("by", None)
added = [p for p in a.get("patched", {}).get("patches", []) if p not in b.get("patched", {}).get("patches", [])]
if added and set(added) <= RECIPE_ONLY_PATCHES:
a["patched"]["patches"] = [p for p in a["patched"]["patches"] if p not in added]
extra = f"; recipe now adds {', '.join(added)}" if added else ""
return f"written by OVRPort CLI {by_a} (known-good: {by_b}){extra}; same settings" if a == b else None
def _compat_export(data: bytes) -> bool:
return elf.is_elf(data) and set(elf.dyn_symbols(data, True)) == {"ovrMessageType_ToString"}
def classify(name: str, new: bytes, old: bytes) -> tuple[str, str]:
base = name.rsplit("/", 1)[-1]
if base == COMPAT and _compat_export(new) and _compat_export(old):
current = (artifacts_dir() / name.split("/")[1] / base) if name.startswith("lib/") else None
if not (current and current.exists() and current.read_bytes() == new):
return "expected", "platform compat now added by the OVRPort CLI 1.2.5+: same single export"
if base == "AndroidManifest.xml":
why = _ovrport_manifest(new, old)
if why:
return "expected", why
if base == "libil2cpp.so" and hashlib.sha256(old).hexdigest() == AC_NEXUS_IL2CPP:
return "expected", "OVRPort's AC Nexus frame-rate patch (recipe: no application space warp at 90 Hz)"
if base == "liboverport.config.so":
why = _overport_config(new, old)
if why:
return "expected", why
if (base == "libovrplatformloader.so" and elf.is_elf(new) and elf.is_elf(old)
and _text_bytes(new) == _text_bytes(old)):
ignore = {"libovrstubs.so", COMPAT}
if set(elf.needed(new)) - ignore == set(elf.needed(old)) - ignore and COMPAT in elf.needed(new):
return "expected", "same loader, linked to the platform compat library by the OVRPort CLI 1.2.5+"
if base in OWNED:
current = (artifacts_dir() / name.split("/")[1] / base) if name.startswith("lib/") else None
is_current = current is not None and current.exists() and current.read_bytes() == new
@@ -76,7 +151,7 @@ def classify(name: str, new: bytes, old: bytes) -> tuple[str, str]:
return "expected", why
if base == "libframe_settings.so":
def kv(b):
return dict(l.split("=", 1) for l in b.decode().split("\n") if "=" in l)
return dict(kv.split("=", 1) for kv in b.decode().split("\n") if "=" in kv)
a, b = kv(new), kv(old)
if a == b:
return "equivalent", "same settings, different order"
@@ -87,8 +162,10 @@ def classify(name: str, new: bytes, old: bytes) -> tuple[str, str]:
return "UNEXPLAINED", "stub exports differ"
if elf.is_elf(new) and elf.is_elf(old):
if (elf.needed(new) == elf.needed(old) and elf.dyn_symbols(new, True) == elf.dyn_symbols(old, True)
and elf.dyn_symbols(new, False) == elf.dyn_symbols(old, False) and _text_bytes(new) == _text_bytes(old)):
return "equivalent", f"same code, symbols and NEEDED ({', '.join(elf.needed(new)[:2])}, …); different layout"
and elf.dyn_symbols(new, False) == elf.dyn_symbols(old, False)
and _text_bytes(new) == _text_bytes(old)):
return "equivalent", (f"same code, symbols and NEEDED ({', '.join(elf.needed(new)[:2])}, …); "
"different layout")
return "UNEXPLAINED", f"ELF differs (NEEDED new {elf.needed(new)[:3]} vs old {elf.needed(old)[:3]})"
return "UNEXPLAINED", "content differs"
@@ -108,13 +185,16 @@ def _redundant_stubs(new_apk: Path, old_apk: Path, name: str) -> bool:
def compare(new_apk: Path, old_apk: Path) -> dict:
a, b = _entries(new_apk), _entries(old_apk)
rows = []
stub_names = [n for n in b if n.endswith("/libovrstubs.so") and n not in a and _redundant_stubs(new_apk, old_apk, n)]
stub_names = [n for n in b
if n.endswith("/libovrstubs.so") and n not in a and _redundant_stubs(new_apk, old_apk, n)]
for n in stub_names:
rows.append((n, "expected", "known-good stub only shadowed libovrplatformcompat's real ovrMessageType_ToString; not needed"))
rows.append((n, "expected", "known-good stub only shadowed libovrplatformcompat's real "
"ovrMessageType_ToString; not needed"))
loader = n.rsplit("/", 1)[0] + "/libovrplatformloader.so"
if loader in a and a[loader] != b.get(loader):
new_l, old_l = _read(new_apk, loader), _read(old_apk, loader)
if [x for x in elf.needed(old_l) if x != "libovrstubs.so"] == elf.needed(new_l) and _text_bytes(new_l) == _text_bytes(old_l):
old_needed = [x for x in elf.needed(old_l) if x != "libovrstubs.so"]
if old_needed == elf.needed(new_l) and _text_bytes(new_l) == _text_bytes(old_l):
rows.append((loader, "expected", "same, minus the redundant libovrstubs.so dependency"))
a[loader] = b[loader]
b.pop(n)
@@ -124,6 +204,8 @@ def compare(new_apk: Path, old_apk: Path) -> dict:
current = artifacts_dir() / n.split("/")[1] / base if n.startswith("lib/") and base in OWNED else None
if current is not None and current.exists() and current.read_bytes() == _read(new_apk, n):
rows.append((n, "expected", f"{OWNED[base]} added (current build)"))
elif base == COMPAT and _compat_export(_read(new_apk, n)):
rows.append((n, "expected", "platform compat added by the OVRPort CLI 1.2.5+"))
else:
rows.append((n, "UNEXPLAINED", "only in the new build"))
elif n not in a:
@@ -160,7 +242,7 @@ def run_parity(known_good: Path, sources: Path, outdir: Path, report: Path, only
previous = outdir / "parity.json"
if only and previous.exists(): # partial re-run: keep the other games' earlier results
results = [r for r in json.loads(previous.read_text())
if not any(o.lower() in r["game"].lower() for o in only)]
if not _wanted(r, only)]
folders = sorted(p for p in known_good.iterdir() if (p / "game.json").exists())
if only:
folders = [f for f in folders if any(o.lower() in f.name.lower() for o in only)]
@@ -181,10 +263,11 @@ def run_parity(known_good: Path, sources: Path, outdir: Path, report: Path, only
row["primary"] = compare(res.apk, folder / f"{pkg}.apk")
if res.alt_apk:
known_alt = folder / f"{pkg}.alt-noforcequit.apk"
row["alt"] = compare(res.alt_apk, known_alt) if known_alt.exists() else {"verdict": "UNEXPLAINED",
"diffs": [("alt", "UNEXPLAINED", "no known-good alt APK")]}
no_alt = {"verdict": "UNEXPLAINED", "diffs": [("alt", "UNEXPLAINED", "no known-good alt APK")]}
row["alt"] = compare(res.alt_apk, known_alt) if known_alt.exists() else no_alt
elif (folder / f"{pkg}.alt-noforcequit.apk").exists():
row["alt"] = {"verdict": "UNEXPLAINED", "diffs": [("alt", "UNEXPLAINED", "recipe has no alternate build")]}
row["alt"] = {"verdict": "UNEXPLAINED",
"diffs": [("alt", "UNEXPLAINED", "recipe has no alternate build")]}
row["new_apk"] = str(res.apk)
row["new_alt_apk"] = str(res.alt_apk) if res.alt_apk else None
# unsupported games (32-bit) fail the 64-bit check by design
@@ -212,7 +295,8 @@ def run_parity(known_good: Path, sources: Path, outdir: Path, report: Path, only
def write_report(results: list[dict], path: Path) -> None:
lines = ["# Parity report", "", f"Generated {time.strftime('%Y-%m-%d %H:%M')}. Rebuilt each game from its original dump "
lines = ["# Parity report", "",
f"Generated {time.strftime('%Y-%m-%d %H:%M')}. Rebuilt each game from its original dump "
"with its catalog recipe and compared every APK entry with the known-good build (META-INF excluded).", "",
"| Game | Primary | Alternate | Failed checks | Notes |", "|---|---|---|---|---|"]
for r in results:
@@ -226,11 +310,17 @@ def write_report(results: list[dict], path: Path) -> None:
failed = ", ".join(c["name"] for c in r.get("checks_failed", [])) or "none"
lines.append(f"| {r['game']} | {r['primary']['verdict']} | {r.get('alt', {}).get('verdict', '—')} | {failed} | "
+ "<br>".join(notes) + " |")
ok = sum(1 for r in results if "error" not in r and all(r.get(k, {}).get("verdict") != "UNEXPLAINED" for k in ("primary", "alt")))
ok = sum(1 for r in results
if "error" not in r and all(r.get(k, {}).get("verdict") != "UNEXPLAINED" for k in ("primary", "alt")))
lines += ["", f"**{ok}/{len(results)} games at parity** (identical, expected or equivalent)."]
path.write_text("\n".join(lines) + "\n", encoding="utf-8")
def _wanted(row: dict, only: list[str]) -> bool:
"""--only matches a game's folder name or its package id (case-insensitive substring)."""
return any(o.lower() in row["game"].lower() or o.lower() in row.get("package", "").lower() for o in only)
def install_and_test(results_json: Path, target, baseline: Path | None, report: Path, reporter: Reporter,
only: list[str] | None = None, seconds: int = 45, test_only: bool = False) -> bool:
"""Device half of the parity test: install every rebuilt APK through the normal installer (APK only; the game
@@ -250,13 +340,15 @@ def install_and_test(results_json: Path, target, baseline: Path | None, report:
previous = {}
if report.with_suffix(".json").exists():
previous = {r["package"]: r for r in json.loads(report.with_suffix(".json").read_text())}
if test_only and not previous:
raise ValueError(f"--test-only re-uses an earlier full run's results: {report.with_suffix('.json')} not found")
if test_only: # re-run launch tests only; keep install/shortcut results from the previous run
out = [dict(previous[r["package"]]) for r in rows if r["package"] in previous
and (not only or any(o.lower() in r["game"].lower() for o in only))]
and (not only or _wanted(r, only))]
rows = []
for row in rows:
pkg = row["package"]
if only and not any(o.lower() in row["game"].lower() for o in only):
if only and not _wanted(row, only):
continue
if "error" in row:
out.append({**row, "install": "skipped (build error)"})
@@ -269,7 +361,8 @@ def install_and_test(results_json: Path, target, baseline: Path | None, report:
res = {"game": row["game"], "package": pkg, "apk": apk.name}
try:
reporter.stage(f"install {title}")
installer.install(target.frame, installer.InstallPlan(pkg, title, apk, None, recipe, apk_only=True), reporter)
plan = installer.InstallPlan(pkg, title, apk, None, recipe, apk_only=True)
installer.install(target.frame, plan, reporter)
installed_pkgs.append(pkg)
res["install"] = "ok"
except Exception as exc: # noqa: BLE001
@@ -299,14 +392,17 @@ def install_and_test(results_json: Path, target, baseline: Path | None, report:
out = sorted(previous.values(), key=lambda x: x["game"].lower()) if previous else out
lines = ["# Device parity (install + headless launch)", "",
f"Generated {time.strftime('%Y-%m-%d %H:%M')}. APK-only reinstall through the FramePort agent, Steam "
"shortcuts re-added in one batch, then a 45 s headless launch per game compared with the pre-change baseline.",
"shortcuts re-added in one batch, then a 45 s headless launch per game compared with the pre-change "
"baseline.",
"", "| Game | Install | Shortcut | Baseline | Now | Furthest milestone | fps | Fatal findings |",
"|---|---|---|---|---|---|---|---|"]
for r in out:
lines.append(f"| {r['game']} | {r.get('install')} | {r.get('shortcut', '')} | {r.get('baseline', '')} | "
f"{r.get('state', '')}{' **REGRESSION**' if r.get('regression') else ''} | {r.get('milestone') or ''} | "
f"{r.get('state', '')}{' **REGRESSION**' if r.get('regression') else ''} | "
f"{r.get('milestone') or ''} | "
f"{r.get('fps') or ''} | {', '.join(r.get('findings') or [])} |")
regressions = [r for r in out if r.get("regression") or (r.get("install") not in ("ok", None) and "skipped" not in r["install"])]
regressions = [r for r in out if r.get("regression")
or (r.get("install") not in ("ok", None) and "skipped" not in r["install"])]
lines += ["", f"**{len(out) - len(regressions)}/{len(out)} OK, {len(regressions)} regression(s).**"]
report.write_text("\n".join(lines) + "\n", encoding="utf-8")
return not regressions
+4 -2
View File
@@ -29,7 +29,8 @@ def arm64(a: Analysis) -> bool:
def meta_audio_libs(a: Analysis) -> list[str]:
return [l for l in a.libs if l.lower().startswith(("libmetaxraudio", "libovraudio", "libaksoundengine", "libovravatar"))]
prefixes = ("libmetaxraudio", "libovraudio", "libaksoundengine", "libovravatar")
return [lib for lib in a.libs if lib.lower().startswith(prefixes)]
def uses_scene(a: Analysis) -> bool:
@@ -55,7 +56,8 @@ def unreal_version(a: Analysis) -> tuple[int, int] | None:
def uses_render_models(a: Analysis) -> bool:
"""The game declares Meta's runtime controller models (XR_FB_render_model): permission or feature RENDER_MODEL."""
perms = a.extra.get("meta_permissions_used") or a.meta_permissions
return any(p.endswith("RENDER_MODEL") for p in perms) or "com.oculus.feature.RENDER_MODEL" in (a.extra.get("features") or {})
return (any(p.endswith("RENDER_MODEL") for p in perms)
or "com.oculus.feature.RENDER_MODEL" in (a.extra.get("features") or {}))
def may_use_render_models(a: Analysis) -> bool:
+36 -24
View File
@@ -1,8 +1,8 @@
"""The patch plugin interface.
A patch is one self-contained, optional change. Stages run in this order:
overport -> passed to the overport CLI as `--patches=` (see patches/overport.py)
apk -> edits the overport output (FrameBridge adapter, manifest fixes, library fixes)
OVRPort -> passed to the OVRPort CLI as `--patches=` (see patches/overport.py)
apk -> edits the OVRPort output (FrameBridge adapter, manifest fixes, library fixes)
install -> files/env written on the Frame at install time (adapter settings, config files)
Each patch can suggest itself from an Analysis (`detect`), applies itself (`apply`) and can report checks
@@ -10,8 +10,9 @@ Each patch can suggest itself from an Analysis (`detect`), applies itself (`appl
"""
from __future__ import annotations
import threading
from dataclasses import dataclass, field
from typing import TYPE_CHECKING, Any, Callable
from typing import TYPE_CHECKING, Any
if TYPE_CHECKING:
from ..apk.workspace import ApkWorkspace
@@ -41,10 +42,10 @@ class Param:
@dataclass
class ApkContext:
ws: "ApkWorkspace"
analysis: "Analysis"
ws: ApkWorkspace
analysis: Analysis
params: dict
reporter: "Reporter"
reporter: Reporter
recipe_patches: dict # full selection, for patches that depend on others
notes: list[str] = field(default_factory=list)
@@ -56,6 +57,7 @@ class InstallContext:
files: dict[str, bytes] # path relative to Android/data/<pkg>/files -> content
env: dict[str, str] # extra Lepton env exports
adapter_settings: dict[str, Any]
flatscreen: bool = False # show the app's Android window (Lepton's lepton-show-flatscreen) even for a VR app
class Patch:
@@ -70,11 +72,19 @@ class Patch:
requires: tuple[str, ...] = ()
default_on: bool = False # part of the always-recommended baseline
experimental: bool = False
needs_vr: bool = True # only matters for VR apps (hidden for Android apps without VR)
def detect(self, analysis: "Analysis") -> Suggestion | None:
@property
def summary(self) -> str:
"""One plain sentence for the game page (patches/summaries.py); the description is the technical text."""
from .summaries import SUMMARIES
return SUMMARIES.get(self.id, "")
def detect(self, analysis: Analysis) -> Suggestion | None:
return Suggestion(True, "Recommended for every game.") if self.default_on else None
def applies(self, analysis: "Analysis") -> bool:
def applies(self, analysis: Analysis) -> bool:
"""False when the patch can't matter for this game (wrong engine, no VrApi, ...). The UI hides such patches
(they stay in the recipe if they are defaults, where they are no-ops)."""
return True
@@ -117,7 +127,7 @@ def get(patch_id: str) -> Patch:
raise KeyError(f"unknown patch {patch_id!r}") from None
def for_game(patch: Patch, analysis: "Analysis") -> bool:
def for_game(patch: Patch, analysis: Analysis) -> bool:
"""Quest patches only for Quest games, PC VR (Revive) patches only for Rift games."""
rift = (analysis.extra or {}).get("kind") == "rift"
return (patch.category == "pcvr") == rift
@@ -129,13 +139,28 @@ def all_patches() -> list[Patch]:
_loaded = False
_load_lock = threading.Lock()
_loading = threading.local() # the loading thread's own lookups (from module imports) return early
def load_all() -> None:
"""Import every patch module once. Other threads wait until the registry is complete (a GUI background thread
once looked up a patch while another thread was still importing them: "unknown patch")."""
global _loaded
if _loaded:
if _loaded or getattr(_loading, "active", False):
return
_loaded = True
with _load_lock:
if _loaded:
return
_loading.active = True
try:
_import_modules()
finally:
_loading.active = False
_loaded = True
def _import_modules() -> None:
import importlib
import pkgutil
@@ -143,16 +168,3 @@ def load_all() -> None:
for mod in pkgutil.iter_modules(frame.__path__):
importlib.import_module(f"{frame.__name__}.{mod.name}")
def simple(patch_id: str, **attrs) -> Callable[[type], type]:
"""Class decorator: set attributes and register."""
def wrap(cls):
cls.id = patch_id
for k, v in attrs.items():
setattr(cls, k, v)
register(cls)
return cls
return wrap
+1 -1
View File
@@ -1,4 +1,4 @@
"""Steam Frame fixes applied to the overport output (stage "apk"). One module per fix; each registers itself."""
"""Steam Frame fixes applied to the OVRPort output (stage "apk"). One module per fix; each registers itself."""
from __future__ import annotations
from ...core.paths import artifacts_dir
+10 -10
View File
@@ -1,4 +1,4 @@
"""FrameBridge: wraps overport's generic OpenXR loader to paper over Steam Frame runtime gaps."""
"""FrameBridge: wraps OVRPort's generic OpenXR loader to paper over Steam Frame runtime gaps."""
from __future__ import annotations
from ...analysis import elf
@@ -23,12 +23,12 @@ class FrameBridgeAdapter(Patch):
id = "frame.adapter"
title = "FrameBridge OpenXR adapter"
description = (
"Wraps overport's generic OpenXR loader (renamed libopenxr_loader_original.so). Fixes the Frame runtime's gaps: "
"retries rejected GLES swapchain formats/MSAA (Frame takes sRGB only), drops unsupported instance extensions "
"and layers, emulates XR_FB_passthrough (ALPHA_BLEND), Meta scene/spatial entities (guardian-sized room), "
"XR_KHR_convert_timespec_time, and vertically flipped quad layers; maps Frame controllers to Touch; optionally "
"serves Steam Frame controller models (XR_FB_render_model). "
"Settings are in the Adapter settings group."
"Wraps OVRPort's generic OpenXR loader (renamed libopenxr_loader_original.so). Fixes the Frame runtime's "
"gaps: retries rejected GLES swapchain formats/MSAA (Frame takes sRGB only), drops unsupported instance "
"extensions and layers, emulates XR_FB_passthrough (ALPHA_BLEND), Meta scene/spatial entities (guardian-sized "
"room), XR_KHR_convert_timespec_time, and vertically flipped quad layers; maps Frame controllers to Touch; "
"optionally serves Steam Frame controller models (XR_FB_render_model). "
"Its settings are under Game settings."
)
category = "frame"
order = 10
@@ -40,7 +40,7 @@ class FrameBridgeAdapter(Patch):
def apply(self, ctx: ApkContext) -> bool:
ws = ctx.ws
if not ws.has(ws.lib(GENERIC)):
raise RuntimeError("overport output has no libopenxr_loader_generic.so (not an overport build?)")
raise RuntimeError("OVRPort output has no libopenxr_loader_generic.so (not an OVRPort build?)")
adapter = artifact(ws.abi, GENERIC)
settings = settings_text(ctx.recipe_patches)
changed = False
@@ -65,7 +65,7 @@ class FrameBridgeAdapter(Patch):
def needs_xrshim(recipe_patches: dict) -> bool:
"""Adapter features whose functions overport's dispatcher doesn't forward (it only knows a fixed table)."""
"""Adapter features whose functions OVRPort's dispatcher doesn't forward (it only knows a fixed table)."""
from ..settings import adapter_settings
return bool(adapter_settings(recipe_patches).get("controller_models"))
@@ -76,7 +76,7 @@ def add_xrshim(ctx: ApkContext) -> bool:
OVRPlugin gets xrGetInstanceProcAddr with dlopen("libopenxr_loader.so") + dlsym (checked in Toy Master's
OVRPlugin), so the loader name string it dlopens is pointed at the shim instead (same length, in place); the shim
forwards every other lookup to overport's dispatcher."""
forwards every other lookup to OVRPort's dispatcher."""
ws = ctx.ws
shim = artifact(ws.abi, XRSHIM)
changed = False
+10 -7
View File
@@ -9,6 +9,7 @@ MANIFEST = "AndroidManifest.xml"
class Launcher(Patch):
id = "frame.launcher"
needs_vr = False
title = "Launcher category (INFO → LAUNCHER)"
description = ("Lepton only launches an activity with category LAUNCHER (Quest apps often use INFO). "
"Symptom when missing: launch.log says 'APP_ACTIVITY is empty' and nothing starts.")
@@ -33,8 +34,9 @@ class Launcher(Patch):
class NoDebuggable(Patch):
id = "frame.nodebug"
needs_vr = False
title = "Clear android:debuggable"
description = ("overport marks apps debuggable; that turns on CheckJNI, which aborts some Unreal games on sloppy "
description = ("OVRPort marks apps debuggable; that turns on CheckJNI, which aborts some Unreal games on sloppy "
"JNI calls ('JNI DETECTED ERROR', e.g. 'GetStringUTFChars ... NULL' in Time Stall). Clear it for "
"those.")
order = 21
@@ -48,9 +50,9 @@ class NoDebuggable(Patch):
if v and v < (4, 22):
return Suggestion(True, f"Unreal Engine {v[0]}.{v[1]}: older UE4 makes JNI calls CheckJNI rejects "
"(e.g. Time Stall aborted on GetStringUTFChars(NULL)).")
if any(l.startswith("libmetaxraudio") for l in a.libs):
return Suggestion(True, "Unreal build of Meta XR Audio: its telemetry lookup leaves a pending JNI exception "
"that CheckJNI turns into an abort (e.g. NOPE Challenge).")
if any(lib.startswith("libmetaxraudio") for lib in a.libs):
return Suggestion(True, "Unreal build of Meta XR Audio: its telemetry lookup leaves a pending JNI "
"exception that CheckJNI turns into an abort (e.g. NOPE Challenge).")
return Suggestion(False, "Enable if the game aborts with 'JNI DETECTED ERROR' (CheckJNI).")
def applies(self, a):
@@ -74,11 +76,12 @@ class MetaPermissions(Patch):
from ..applicability import needs_scene
if needs_scene(a):
return Suggestion(True, "Mixed-reality game that needs the room model: its 'use spatial data' permission must "
"be granted (e.g. Demeter).")
return Suggestion(True, "Mixed-reality game that needs the room model: its 'use spatial data' "
"permission must be granted (e.g. Demeter).")
scene = [p for p in a.meta_permissions if any(k in p for k in ("SCENE", "ANCHOR", "SPATIAL", "BOUNDARY"))]
if scene:
return Suggestion(False, "Uses Meta scene/anchor permissions (" + ", ".join(p.rsplit(".", 1)[-1] for p in scene[:3])
names = ", ".join(p.rsplit(".", 1)[-1] for p in scene[:3])
return Suggestion(False, "Uses Meta scene/anchor permissions (" + names
+ "); enable if the game says it needs spatial data access.")
return None
+18 -8
View File
@@ -1,4 +1,4 @@
"""Meta platform SDK gaps in overport's libovrplatformloader.so."""
"""Meta platform SDK gaps in OVRPort's libovrplatformloader.so."""
from __future__ import annotations
from ...analysis import elf
@@ -24,13 +24,14 @@ def _lib_bytes(ws) -> dict[str, bytes]:
class PlatformCompat(Patch):
id = "frame.ovrplatformcompat"
title = "Platform compat (ovrMessageType_ToString)"
description = ("Adds a real ovrMessageType_ToString (from the Android-XR-Bridge fork) for games whose platform "
"loader lacks it (e.g. The Climb 2).")
description = ("Adds a real ovrMessageType_ToString (OVRPort's platform compat library) for games whose platform "
"loader lacks it (e.g. The Climb 2). OVRPort 1.2.5+ adds the same library itself; then this is "
"skipped.")
order = 30
default_on = True
def detect(self, a):
return Suggestion(True, "Applied automatically when the overport build needs it.")
return Suggestion(True, "Applied automatically when the OVRPort build needs it.")
def apply(self, ctx: ApkContext) -> bool:
ws = ctx.ws
@@ -46,23 +47,32 @@ class PlatformCompat(Patch):
class OvrStubs(Patch):
id = "frame.ovrstubs"
title = "Stub missing Meta platform functions"
description = ("Generates no-op stubs for ovr_* functions the game imports but overport's platform loader "
description = ("Generates no-op stubs for ovr_* functions the game imports but OVRPort's platform loader "
"lacks (e.g. Espire 1/2, Wallace & Gromit, The Climb 2). Symptom: UnsatisfiedLinkError / "
"'cannot locate symbol ovr_...'. Online/store features stay unavailable.")
order = 31
default_on = True
def detect(self, a):
return Suggestion(True, "Applied automatically when the overport build needs it.")
return Suggestion(True, "Applied automatically when the OVRPort build needs it.")
def apply(self, ctx: ApkContext) -> bool:
ws = ctx.ws
if not ws.has(ws.lib(LOADER)) or ws.has(ws.lib(STUBS)):
if not ws.has(ws.lib(LOADER)):
return False
loader = ws.read_lib(LOADER)
if ws.has(ws.lib(STUBS)):
if STUBS in elf.needed(loader):
return False # already linked (an earlier build)
# the stand-ins exist but nothing loads them (the loader was replaced, e.g. a converted APK converted
# again): link them again
ws.put(ws.lib(LOADER), elf.add_needed(loader, STUBS))
ctx.notes.append("linked the existing stand-ins again")
return True
missing = missing_ovr_symbols(_lib_bytes(ws))
if not missing:
return False
ws.put(ws.lib(LOADER), elf.add_needed(ws.read_lib(LOADER), STUBS))
ws.put(ws.lib(LOADER), elf.add_needed(loader, STUBS))
ws.put(ws.lib(STUBS), build_stub_library(sorted(missing), STUBS, ws.abi))
ctx.notes.append(f"stubbed {len(missing)} function(s)")
return True
@@ -1,4 +1,4 @@
"""overport's dispatcher aborts on swapchains wider or taller than 4096 px; raise that guard so the runtime decides."""
"""OVRPort's dispatcher aborts on swapchains wider or taller than 4096 px; raise that guard so the runtime decides."""
from __future__ import annotations
from ...analysis import elf
@@ -13,7 +13,7 @@ VIDEO_LIBS = ("libavcodec", "libffmpeg", "libvlc", "libmpv", "libijkffmpeg")
def raise_swapchain_limit(data: bytes) -> tuple[bytes | None, int]:
"""Rewrite the `cmp wN, #4096` size guards at the start of overport's swapchain entry points."""
"""Rewrite the `cmp wN, #4096` size guards at the start of OVRPort's swapchain entry points."""
try:
dynsym = elf._elf(data).get_section_by_name(".dynsym")
except Exception: # noqa: BLE001
@@ -39,7 +39,7 @@ def raise_swapchain_limit(data: bytes) -> tuple[bytes | None, int]:
class SwapchainLimit(Patch):
id = "frame.swapchain_limit"
title = "Allow swapchains larger than 4096 px"
description = ("overport's OpenXR dispatcher aborts the app ('Wrong createInfo size', SIGABRT in "
description = ("OVRPort's OpenXR dispatcher aborts the app ('Wrong createInfo size', SIGABRT in "
"libopenxr_loader.so xrCreateSwapchain) when a swapchain is wider or taller than 4096 px, which "
"video players do for 8K video or big theatre textures (e.g. 4XVR). Raises the guard to 16384 px so "
"the Frame's runtime (8192 px max) decides instead.")
@@ -47,11 +47,11 @@ class SwapchainLimit(Patch):
default_on = True
def detect(self, a):
video = sorted(l for l in a.libs if l.lower().startswith(VIDEO_LIBS))
video = sorted(lib for lib in a.libs if lib.lower().startswith(VIDEO_LIBS))
if video:
return Suggestion(True, f"Video player ({', '.join(video[:2])}): creates swapchains larger than 4096 px "
"(8K video, theatre textures), which overport's dispatcher aborts on.")
return Suggestion(True, "Recommended for every game: overport aborts on swapchains larger than 4096 px; "
"(8K video, theatre textures), which OVRPort's dispatcher aborts on.")
return Suggestion(True, "Recommended for every game: OVRPort aborts on swapchains larger than 4096 px; "
"the Frame's runtime handles them.")
def applies(self, a):
+7 -7
View File
@@ -59,12 +59,12 @@ class MetaXrTelemetry(Patch):
default_on = True
def detect(self, a):
if any(l.startswith("libmetaxraudio") for l in a.libs):
if any(lib.startswith("libmetaxraudio") for lib in a.libs):
return Suggestion(True, "Meta XR Audio present; patched automatically if it has the telemetry lookup.")
return None
def applies(self, a):
return a.engine == "Unreal" and any(l.lower().startswith("libmetaxraudio") for l in a.libs)
return a.engine == "Unreal" and any(lib.lower().startswith("libmetaxraudio") for lib in a.libs)
def apply(self, ctx: ApkContext) -> bool:
changed = False
@@ -90,12 +90,12 @@ class OculusOsStubs(Patch):
return Suggestion(True, "The Unreal build of Meta XR Audio looks up com.oculus.os.AnalyticsEvent and "
"aborts without it (e.g. NOPE Challenge).")
if len(refs) >= 2:
return Suggestion(True, f"Several Meta SDK libraries look up com.oculus.os.AnalyticsEvent ({', '.join(refs)}); "
"games like this abort without the stub (e.g. Nano).")
return Suggestion(True, "Several Meta SDK libraries look up com.oculus.os.AnalyticsEvent "
f"({', '.join(refs)}); games like this abort without the stub (e.g. Nano).")
if a.oculus_os_classes:
return Suggestion(False, f"{', '.join(refs) or 'Native code'} references com.oculus.os.AnalyticsEvent; usually "
"harmless (e.g. Batman: Arkham Shadow and LEGO Bricktales run without it). Enable "
"if the game aborts with ClassNotFoundException.")
return Suggestion(False, f"{', '.join(refs) or 'Native code'} references com.oculus.os.AnalyticsEvent; "
"usually harmless (e.g. Batman: Arkham Shadow and LEGO Bricktales run without "
"it). Enable if the game aborts with ClassNotFoundException.")
return None
def applies(self, a):
+8 -7
View File
@@ -49,19 +49,20 @@ def disable_msaa(ggm_bytes: bytes) -> bytes | None:
class UnityNoMsaa(Patch):
id = "frame.unity_no_msaa"
title = "Unity: disable MSAA"
description = ("Sets Unity QualitySettings antiAliasing to 0. Unity's multisampled render-to-texture path can hang "
"the Frame's GL driver ('zink: DEVICE LOST', e.g. Sniper Elite VR). Try it for GLES Unity games that "
"freeze or crash the GPU.")
description = ("Sets Unity QualitySettings antiAliasing to 0. Unity's multisampled render-to-texture path can "
"hang the Frame's GL driver ('zink: DEVICE LOST', e.g. Sniper Elite VR). Try it for GLES Unity "
"games that freeze or crash the GPU.")
order = 40
def detect(self, a):
if a.engine != "Unity" or not a.unity_msaa_levels or "GLES" not in a.graphics or a.only_32bit:
return None
if a.xr == "VrApi":
return Suggestion(True, f"Legacy VrApi Unity game on GLES with MSAA ({a.unity_msaa_levels} quality levels): "
"multisampled render-to-texture hangs the Frame's GL driver (e.g. Sniper Elite VR).")
return Suggestion(False, f"GLES Unity game with MSAA on ({a.unity_msaa_levels} quality levels); enable if it "
"hangs the GPU ('zink: DEVICE LOST').")
return Suggestion(True, f"Legacy VrApi Unity game on GLES with MSAA ({a.unity_msaa_levels} quality "
"levels): multisampled render-to-texture hangs the Frame's GL driver "
"(e.g. Sniper Elite VR).")
return Suggestion(False, f"GLES Unity game with MSAA on ({a.unity_msaa_levels} quality levels); enable if "
"it hangs the GPU ('zink: DEVICE LOST').")
def applies(self, a):
return a.engine == "Unity" and "GLES" in a.graphics
@@ -0,0 +1,102 @@
"""Unity text fields that close at once on the Frame: make them edit in place, like on a PC.
Unity's text fields (TextMeshPro TMP_InputField, and uGUI's older InputField) open the system on-screen keyboard on
Android and close themselves a frame later when none is visible. Lepton's Android has no on-screen keyboard (Meta's
system keyboard does this job on a Quest), so the field shows a caret for a moment and loses focus: nothing can be
typed (found with Stremio VR, 2026-10-03). Two return values are rewritten so the field behaves as on a PC: it doesn't
wait for a system keyboard and takes key presses as events, from Steam's keyboard (with device.text_input_window) or
the PC keyboard (Type on Frame). The methods are found per game with Cpp2IL (analysis/il2cpp.py)."""
from __future__ import annotations
from ...analysis import elf
from ..base import ApkContext, Patch, Suggestion, register
METADATA = "assets/bin/Data/Managed/Metadata/global-metadata.dat"
RET_FALSE = bytes.fromhex("00008052c0035fd6") # mov w0, #0 ; ret
RET_TRUE = bytes.fromhex("20008052c0035fd6") # mov w0, #1 ; ret
# Cpp2IL class file -> {method: what it should return}
TARGETS = {
"Unity.TextMeshPro/TMPro/TMP_InputField.cs": {"TouchScreenKeyboardShouldBeUsed": RET_FALSE,
"isKeyboardUsingEvents": RET_TRUE},
# uGUI's InputField: its LateUpdate returns early (keeps the field) when InPlaceEditing() is true
"UnityEngine.UI/UnityEngine/UI/InputField.cs": {"TouchScreenKeyboardShouldBeUsed": RET_FALSE,
"InPlaceEditing": RET_TRUE},
}
def _executable(data: bytes) -> list[tuple[int, int]]:
return [(s["p_offset"], s["p_offset"] + s["p_filesz"]) for s in elf._elf(data).iter_segments()
if s["p_type"] == "PT_LOAD" and s["p_flags"] & 1]
def patch_methods(lib: bytes, found: dict[str, dict[str, tuple[int, int]]]) -> tuple[bytes | None, list[str]]:
"""Write the return values over the methods' first two instructions. found = il2cpp.find_methods' result.
Returns (patched library or None when nothing changed, notes)."""
out, notes, changed = bytearray(lib), [], False
code = _executable(lib)
for cls, methods in TARGETS.items():
for method, new in methods.items():
off, length = found.get(cls, {}).get(method, (None, 0))
if off is None:
continue
name = f"{cls.rsplit('/', 1)[-1][:-3]}.{method}"
if off % 4 or length < len(new) or not any(a <= off and off + len(new) <= b for a, b in code):
raise RuntimeError(f"{name}: offset {off:#x} isn't code in libil2cpp.so (Cpp2IL mismatch)")
if bytes(out[off:off + len(new)]) == new:
notes.append(f"{name} already patched")
continue
out[off:off + len(new)] = new
changed = True
notes.append(f"{name} -> {'true' if new == RET_TRUE else 'false'} (at {off:#x})")
return (bytes(out) if changed else None), notes
class UnityTextInput(Patch):
id = "frame.unity_text_input"
title = "Make Unity text fields work without a system keyboard"
description = ("Unity's TMP_InputField / InputField wait for Android's on-screen keyboard and close themselves a "
"frame later when there is none (Lepton has no on-screen keyboard; Meta's system keyboard does "
"this on a Quest), so a selected text field only flashes a caret. Rewrites "
"TouchScreenKeyboardShouldBeUsed -> false and isKeyboardUsingEvents (TMP) / InPlaceEditing "
"(uGUI) -> true in libil2cpp.so, found per game with Cpp2IL (downloaded on first use), so fields "
"stay selected and take key presses: Steam's keyboard (with \"Show the app window\") or Type on "
"Frame from the PC.")
order = 46
needs_vr = False
def applies(self, a):
return a.engine == "Unity" and "libil2cpp.so" in a.libs and bool((a.extra or {}).get("text_fields"))
def detect(self, a):
if self.applies(a):
kinds = " and ".join((a.extra or {}).get("text_fields"))
return Suggestion(True, f"Unity app with text fields ({kinds}): they close at once on the Frame because "
"it has no system keyboard.")
return None
def apply(self, ctx: ApkContext) -> bool:
from ...analysis.il2cpp import find_methods
ws = ctx.ws
lib_name = ws.lib("libil2cpp.so")
if ws.abi != "arm64-v8a" or not ws.has(lib_name) or not ws.has(METADATA):
return False
version = (ctx.analysis.extra or {}).get("unity_version")
if not version:
ctx.reporter.check("Unity text fields", False, "not fixed: unknown Unity version (rescan the game)")
return False
lib = ws.read(lib_name)
ctx.reporter.log("finding the text field code (Cpp2IL; the first time can take a minute)")
try:
found = find_methods(lib, ws.read(METADATA), version, {c: list(m) for c, m in TARGETS.items()})
patched, notes = patch_methods(lib, found)
except Exception as exc: # noqa: BLE001 - optional fix: the game still builds, its text fields as before
ctx.reporter.check("Unity text fields", False, f"not fixed: {exc}")
return False
ctx.notes.extend(notes or ["no Unity text field code found"])
if patched is not None:
ws.put(lib_name, patched)
return patched is not None
register(UnityTextInput)
+2 -1
View File
@@ -24,7 +24,8 @@ class VulkanSanitize(Patch):
def detect(self, a):
if a.engine == "Unreal":
return Suggestion(True, "Unreal game: applied automatically when the engine loads Vulkan by name; keeps "
"Lepton's Fossilize layer from crashing on uninitialized pointers (e.g. Deadpool VR).")
"Lepton's Fossilize layer from crashing on uninitialized pointers "
"(e.g. Deadpool VR).")
return None
def applies(self, a):
+3 -3
View File
@@ -14,15 +14,15 @@ class VrApiBridge(Patch):
description = (
"Replaces libvrapi.so with a VrApi→OpenXR bridge (Android-XR-Bridge/OVRPort fork, GPL-3.0, patched for the "
"Frame: GLES sessions, cylinder→quad layers, sRGB format fallback, 30 s VR-mode deadline, emulated time "
"conversion). Needed when the engine calls VrApi itself instead of through OVRPlugin (e.g. The Climb 2, Path of "
"the Warrior); overport cannot translate those."
"conversion). Needed when the engine calls VrApi itself instead of through OVRPlugin (e.g. The Climb 2, Path "
"of the Warrior); OVRPort cannot translate those."
)
order = 60
experimental = True
def detect(self, a):
if a.direct_vrapi and "arm64-v8a" in a.abis:
return Suggestion(True, "The engine calls libvrapi.so directly; overport can't translate it.")
return Suggestion(True, "The engine calls libvrapi.so directly; OVRPort can't translate it.")
return None
def applies(self, a):
+55 -19
View File
@@ -1,8 +1,10 @@
"""overport CLI patches (https://github.com/ovrport/app). These run inside overport; we only choose which ones.
"""OVRPort CLI patches. These run inside OVRPort; we only choose which ones. The CLI comes from the downstream fork
github.com/Android-XR-Bridge/OVRPort (1.2.5+), originally github.com/ovrport/app.
The patch list is discovered dynamically (`overport patches`), and titles are fetched from the overport app's
strings.xml on GitHub (both cached). The table below is the offline fallback and adds what we learned on the
Steam Frame; `default` mirrors overport's recommended set (Patch(..., true) in its sources).
The patch list is discovered dynamically (the CLI's `patches` command), and titles are fetched from ovrport/app's
strings.xml on GitHub (both cached; the fork dropped that file, so its new patches are described here). The table
below is the offline fallback and adds what we learned on the Steam Frame; `default` mirrors OVRPort's recommended
set (Patch(..., true) in its sources).
"""
from __future__ import annotations
@@ -11,18 +13,20 @@ from .base import Patch, Suggestion, register
# id, title, default, detail
OVERPORT_PATCHES = [
("patch_copy_libraries", "Copy overport libraries", True,
"Adds overport's OpenXR loader dispatcher and platform loader. Required: without it nothing is translated."),
("patch_copy_libraries", "Copy OVRPort libraries", True,
"Adds OVRPort's OpenXR loader dispatcher and platform loader. Required: without it nothing is translated."),
("patch_copy_ovrplugin_vrapi", "Copy OVRPlugin if VrApi is present", True,
"Swaps in an OpenXR OVRPlugin for games that use VrApi through OVRPlugin (older Unity/Unreal)."),
("patch_replace_icon_label", "Replace application label and icon", True,
"Uses the store title/icon (overport image service) for the app label."),
"Uses the store title/icon (OVRPort image service) for the app label."),
("patch_fix_min_android_sdk", "Fix minimal Android SDK", True, "Raises minSdk where the loader needs it."),
("patch_generate_config", "Generate overport config", True, "Writes liboverport.config.so with runtime options."),
("patch_generate_config", "Generate OVRPort config", True, "Writes liboverport.config.so with runtime options."),
("patch_remove_localized_names", "Remove localized app names", True, "Keeps one label so the title is stable."),
("patch_clean_up_frida", "Clean up Frida leftovers in smali", True, "Removes leftovers from dumped/modded APKs."),
("patch_oculus_unity", "Patch Oculus detection for Unity", True, "Makes Unity's Oculus checks pass on other runtimes."),
("patch_oculus_unreal", "Patch Oculus detection for Unreal", True, "Makes Unreal's Oculus checks pass on other runtimes."),
("patch_oculus_unity", "Patch Oculus detection for Unity", True,
"Makes Unity's Oculus checks pass on other runtimes."),
("patch_oculus_unreal", "Patch Oculus detection for Unreal", True,
"Makes Unreal's Oculus checks pass on other runtimes."),
("patch_vr_metadata", "Pico/YVR/Quest metadata", True, "Adds the VR app metadata other launchers expect."),
("patch_launcher_entry", "Fix launcher icon entry", True, "Adds a launcher entry point (Lepton additionally needs "
"category LAUNCHER, see the Frame 'launcher' fix)."),
@@ -30,20 +34,42 @@ OVERPORT_PATCHES = [
("patch_fix_unreal_crash", "Fix UE4 crash with Unity stub", True, "Works around a UE4 startup crash."),
("patch_meta_xr_audio", "Patch Meta XR Audio", True, "Neutralises Meta XR Audio's Quest-only calls (Unity/Wwise)."),
("patch_mark_as_debuggable", "Mark application as debuggable", True,
"Lets you read logs/attach. Some Unreal games abort under CheckJNI when debuggable; the Frame 'nodebug' fix undoes it."),
"Lets you read logs/attach. Some Unreal games abort under CheckJNI when debuggable; the Frame 'nodebug' fix "
"undoes it."),
("patch_mark_allow_backup", "Mark application to allow backup", True, "Allows data backup."),
("patch_remove_unreal_force_quit", "Remove Unreal's ForceQuit", False,
"For Unreal games that close themselves right after starting (e.g. Phantom: Covert Ops). Also disables the in-game Quit."),
"For Unreal games that close themselves right after starting (e.g. Phantom: Covert Ops). Also disables the "
"in-game Quit."),
("patch_force_passthrough", "Force enable passthrough", False,
"For mixed-reality-only games. On the Frame, passthrough is emulated by the FrameBridge adapter (greyscale cameras)."),
"For mixed-reality-only games. On the Frame, passthrough is emulated by the FrameBridge adapter "
"(greyscale cameras)."),
("patch_disable_space_warp", "Disable application space warp if used", False,
"For heavy games that use application space warp: it causes artifacts or hangs on non-Quest runtimes "
"(e.g. Asgard's Wrath 2, Batman: Arkham Shadow)."),
("patch_disable_controller_offset", "Disable controller tracking offset", False,
"Removes overport's controller pose offset if controllers look misplaced."),
"Removes OVRPort's controller pose offset if controllers look misplaced."),
("patch_remove_vrapi", "Remove VrApi library", False,
"Not recommended: breaks games that load VrApi through OVRPlugin."),
("patch_vrapi_openxr", "VrApi → OpenXR adapter (OVRPort)", False,
"OVRPort's own VrApi→OpenXR adapter for engines that call libvrapi.so directly: the same upstream code as "
"FramePort's 'VrApi → OpenXR bridge' without its Frame-specific changes. Only in OVRPort's experimental CLI "
"builds (the stable CLI lists it but can't apply it)."),
("patch_disable_meta_xr_audio_telemetry", "Disable Meta XR Audio telemetry", False,
"Skips Meta XR Audio's telemetry under x86_64 ARM translation (emulators). Not needed on the Frame, which runs "
"games natively."),
("patch_ac_nexus_no_appsw_72", "AC Nexus: no AppSW at 72 Hz", False,
"Assassin's Creed Nexus (build 207706 only): turns off application space warp and runs at 72 Hz."),
("patch_ac_nexus_no_appsw_90", "AC Nexus: no AppSW at 90 Hz", False,
"Assassin's Creed Nexus (build 207706 only): turns off application space warp and runs at 90 Hz."),
]
CONFLICTS = {"patch_vrapi_openxr": ("patch_remove_vrapi", "frame.vrapi_bridge"),
"patch_ac_nexus_no_appsw_72": ("patch_ac_nexus_no_appsw_90",),
"patch_ac_nexus_no_appsw_90": ("patch_ac_nexus_no_appsw_72",)}
AC_NEXUS = "com.Ubisoft.ACNexusVR"
AC_NEXUS_BUILD = "MAIN.450412.207706.final" # OVRPort's AC Nexus patches check this build's libil2cpp.so (SHA-256)
# patches that fail the whole overport run when used outside their game/build: a catalog recipe only gets them where
# applies() is true (recommend/engine.py)
STRICT = {"patch_ac_nexus_no_appsw_72", "patch_ac_nexus_no_appsw_90", "patch_vrapi_openxr"}
DEFAULT_OVERPORT = [pid for pid, _, default, _ in OVERPORT_PATCHES if default]
@@ -53,15 +79,18 @@ class OverportPatch(Patch):
def __init__(self, pid: str, title: str, default: bool, detail: str):
self.id, self.title, self.default_on, self.description = pid, title, default, detail
self.conflicts = CONFLICTS.get(pid, ())
self.strict = pid in STRICT
def detect(self, analysis: Analysis) -> Suggestion | None:
from . import applicability as ap
a = analysis
if self.default_on:
return Suggestion(True, "overport default.")
return Suggestion(True, "Part of every OVRPort conversion.")
if self.id == "patch_force_passthrough" and a.extra.get("mr_only"):
return Suggestion(True, "Mixed-reality-only game (passthrough required, no guardian): force passthrough on.")
return Suggestion(True, "Mixed-reality-only game (passthrough required, no guardian): force "
"passthrough on.")
if self.id == "patch_disable_space_warp" and "libOVRPlugin.so" in a.libs:
total = a.extra.get("data_bytes", 0) + a.extra.get("size", 0)
if total >= 20 * 2**30:
@@ -81,6 +110,10 @@ class OverportPatch(Patch):
"patch_copy_ovrplugin_vrapi": ap.has_vrapi, "patch_remove_vrapi": ap.has_vrapi,
"patch_meta_xr_audio": lambda a: bool(ap.meta_audio_libs(a)),
"patch_disable_space_warp": lambda a: "libOVRPlugin.so" in a.libs,
"patch_vrapi_openxr": lambda a: a.direct_vrapi and "arm64-v8a" in a.abis,
"patch_disable_meta_xr_audio_telemetry": lambda a: False, # emulators only; the Frame is arm64
"patch_ac_nexus_no_appsw_72": lambda a: a.package == AC_NEXUS and a.version == AC_NEXUS_BUILD,
"patch_ac_nexus_no_appsw_90": lambda a: a.package == AC_NEXUS and a.version == AC_NEXUS_BUILD,
}
rule = rules.get(self.id)
return rule(analysis) if rule else True
@@ -94,7 +127,7 @@ for _pid, _title, _default, _detail in OVERPORT_PATCHES:
def refresh(list_patches=None, fetch_titles: bool = True) -> list[str]:
"""Register patches the installed overport CLI offers that this table doesn't know yet, and update titles.
"""Register patches the installed OVRPort CLI offers that this table doesn't know yet, and update titles.
`list_patches` is a callable returning patch ids (tools.overport.list_patches). Returns newly added ids."""
import re
@@ -110,11 +143,14 @@ def refresh(list_patches=None, fetch_titles: bool = True) -> list[str]:
for pid in ids:
if pid not in REGISTRY:
register(OverportPatch(pid, pid.removeprefix("patch_").replace("_", " ").capitalize(), False,
"New overport patch (not yet described by FramePort)."))
"New OVRPort patch (not yet described by FramePort)."))
added.append(pid)
if fetch_titles:
text = cached_text("overport-strings.xml", STRINGS_URL, max_age=7 * 86400)
known = {row[0] for row in OVERPORT_PATCHES}
for pid, title in re.findall(r'<string name="(patch_[a-z0-9_]+)">([^<]+)</string>', text or ""):
if pid in REGISTRY and REGISTRY[pid].category == "overport":
# only for patches FramePort doesn't describe yet: ours are worded for the Frame and are the keys of
# their translations
if pid in REGISTRY and REGISTRY[pid].category == "overport" and pid not in known:
REGISTRY[pid].title = title.replace("\\'", "'")
return added
+13 -11
View File
@@ -1,4 +1,4 @@
"""PC VR (Oculus Rift) options, shown in the UI as patches like the overport ones.
"""PC VR (Oculus Rift) options, shown in the UI as patches like the OVRPort ones.
They don't edit the game: they decide how FramePort launches it. The analysis (analysis/rift.py launch_mode)
picks one of three ways, and the patches below follow it (the user can change each one):
@@ -87,7 +87,8 @@ class LibovrRedirect(_PcvrPatch):
return None
if _mode(analysis) == "native":
return Suggestion(False, "Supports SteamVR/OpenXR itself: no Oculus runtime needed.")
return Suggestion(True, "Lets the game find Revive's runtime on the Frame (doesn't bypass its signature check).")
return Suggestion(True, "Lets the game find Revive's runtime on the Frame (doesn't bypass its signature "
"check).")
class RepackLauncher(_PcvrPatch):
@@ -106,7 +107,7 @@ class RepackLauncher(_PcvrPatch):
if not _rift(analysis):
return None
if _mode(analysis) == "repack":
dlls = ",".join((analysis.extra.get("loader_dlls") or []))
dlls = ",".join(analysis.extra.get("loader_dlls") or [])
return Suggestion(True, f"The game folder has its own Revive and loader ({dlls}): run the game directly.",
{"dlls": dlls})
return None
@@ -154,9 +155,9 @@ class XrTimefix(_PcvrPatch):
class NoCrashReporter(_PcvrPatch):
id = "pcvr.no_crash_reporter"
title = "No Unreal crash reporter"
description = ("Unreal games start CrashReportClient when they crash, which leaves a crash dialog instead of simply "
"closing. This passes -nocrashreports to the game and, on the Frame, renames the game's copy of "
"CrashReportClient.exe so it can't start (your game files on this PC aren't changed).")
description = ("Unreal games start CrashReportClient when they crash, which leaves a crash dialog instead of "
"simply closing. This passes -nocrashreports to the game and, on the Frame, renames the game's copy "
"of CrashReportClient.exe so it can't start (your game files on this PC aren't changed).")
order = 15
def detect(self, analysis):
@@ -171,8 +172,8 @@ class NoCrashReporter(_PcvrPatch):
class OculusUnreal(_PcvrPatch):
id = "pcvr.oculus_unreal"
title = "Patch Oculus detection for Unreal (Frame)"
description = ("The PC VR counterpart of overport's 'Patch Oculus detection for Unreal'. Unreal's Oculus plugin only "
"starts when the Oculus service announces a headset (the Windows event 'OculusHMDConnected'); "
description = ("The PC VR counterpart of OVRPort's 'Patch Oculus detection for Unreal'. Unreal's Oculus plugin "
"only starts when the Oculus service announces a headset (the Windows event 'OculusHMDConnected'); "
"without it the game runs as a flat window. On the Frame the launcher runs the game through "
"FramePort's small helper (fp_oculushmd.exe) that provides that event while the game runs, instead "
"of relying only on Revive's hook of the check. Ignored on this PC (the Oculus app or Revive "
@@ -210,7 +211,8 @@ class ProtonTool(_PcvrPatch):
class ProtonEnv(_PcvrPatch):
id = "pcvr.proton_env"
title = "Extra launch environment (Frame)"
description = "Environment variables for the Proton launcher on the Frame (e.g. DXVK_HUD=fps), one KEY=value per line."
description = ("Environment variables for the Proton launcher on the Frame (e.g. DXVK_HUD=fps), one KEY=value "
"per line.")
order = 50
params = [Param("env", "text", "", "KEY=value lines")]
@@ -233,8 +235,8 @@ class SteamvrTuning(_PcvrPatch):
return None
for _cls in (RepackLauncher, LaunchArgs, Revive, ReviveOpenVR, LibovrRedirect, NoCrashReporter, OculusUnreal, XrTimefix, ProtonLog,
ProtonTool, ProtonEnv, SteamvrTuning):
for _cls in (RepackLauncher, LaunchArgs, Revive, ReviveOpenVR, LibovrRedirect, NoCrashReporter, OculusUnreal, XrTimefix,
ProtonLog, ProtonTool, ProtonEnv, SteamvrTuning):
register(_cls)
+154 -17
View File
@@ -19,9 +19,12 @@ SETTINGS = [
("controller_fix", "int", 1, "Report Touch controllers",
"Reports Frame controllers as Oculus Touch and hides synthetic hand tracking. Set 0 for games that require hand "
"tracking (e.g. Silhouette)."),
("swapchain_fix", "int", 1, "Swapchain format fallback", "Retry rejected GLES formats/MSAA with sRGB, samples=1."),
("layer_fix", "int", 1, "Drop invalid layers", "Drop layers whose swapchain failed or whose extension isn't enabled."),
("passthrough_emul", "int", 1, "Emulate passthrough", "XR_FB_passthrough via ALPHA_BLEND (Frame greyscale cameras)."),
("swapchain_fix", "int", 1, "Swapchain format fallback",
"Retry rejected GLES formats/MSAA with sRGB, samples=1."),
("layer_fix", "int", 1, "Drop invalid layers",
"Drop layers whose swapchain failed or whose extension isn't enabled."),
("passthrough_emul", "int", 1, "Emulate passthrough",
"XR_FB_passthrough via ALPHA_BLEND (Frame greyscale cameras)."),
("flip_emul", "int", 1, "Emulate flipped quads",
"Blit quads flagged XrCompositionLayerImageLayoutFB VERTICAL_FLIP upside down (Vulkan). Fixes UI panels and "
"text that show upside down (e.g. Assassin's Creed Nexus)."),
@@ -31,8 +34,8 @@ SETTINGS = [
("equirect_emul", "int", 0, "Show 360° layers",
"360° (equirect) layers, e.g. a video player's virtual theatre or 360° videos (e.g. 4XVR), which the Frame's "
"runtime lacks, are drawn by a background thread into a layer behind the game's own picture: the 360° image is "
"converted only when it changes (a theatre once, a 360° video once per video frame) and the view is drawn for each "
"frame's head pose. GLES games only; without it these layers are missing (black)."),
"converted only when it changes (a theatre once, a 360° video once per video frame) and the view is drawn for "
"each frame's head pose. GLES games only; without it these layers are missing (black)."),
("equirect_face", "int", 1536, "360° detail",
"Maximum size in pixels of each face of the cube the 360° image is converted to (256–2730). Higher is sharper "
"but uses more GPU memory."),
@@ -55,7 +58,8 @@ SETTINGS = [
("aim_pitch", "float", 0.0, "Pointer tilt (degrees)",
"Tilts the controllers' pointing ray up (+) or down (−), for games whose pointer doesn't hit what you aim at."),
("aim_yaw", "float", 0.0, "Pointer turn (degrees)", "Turns the controllers' pointing ray left (+) or right (−)."),
("aim_forward", "float", 0.0, "Pointer origin forward (m)", "Moves where the pointing ray starts forward (+) or back (−)."),
("aim_forward", "float", 0.0, "Pointer origin forward (m)",
"Moves where the pointing ray starts forward (+) or back (−)."),
("refresh_rate", "float", 0.0, "Refresh rate (Hz)",
"Display refresh rate for this game (72, 80, 90, 96, 108, 120 or 144; 0 = the game's choice). A video's frame "
"rate that divides the refresh rate plays smoothest (e.g. 30 fps at 90 Hz, 24 fps at 72 Hz)."),
@@ -69,22 +73,99 @@ SETTINGS = [
"Games that ask the headset for its controller models (Meta's runtime controller models, XR_FB_render_model) get "
"the Steam Frame controllers instead of Quest Touch controllers. The models come from the Frame's own SteamVR and "
"are converted on the Frame at install time. Games that ship their own controller meshes aren't affected. Turning "
"it on needs a rebuild (it adds a small library in front of overport's loader)."),
"it on needs a rebuild (it adds a small library in front of OVRPort's loader)."),
("scene_height", "float", 2.5, "Emulated room height (m)", "Ceiling height for scene_emul."),
("scene_width", "float", 0.0, "Emulated room width (m)", "Override the guardian width (0 = use guardian, min 1.5 m)."),
("scene_depth", "float", 0.0, "Emulated room depth (m)", "Override the guardian depth (0 = use guardian, min 1.5 m)."),
("scene_width", "float", 0.0, "Emulated room width (m)",
"Override the guardian width (0 = use guardian, min 1.5 m)."),
("scene_depth", "float", 0.0, "Emulated room depth (m)",
"Override the guardian depth (0 = use guardian, min 1.5 m)."),
("swap_eyes", "int", 0, "Swap eyes", "Swap left/right views (diagnostic)."),
("strip_depth", "int", 0, "Strip depth layers", "Remove XR_KHR_composition_layer_depth chains (diagnostic)."),
("mutable_fix", "int", 0, "Mutable swapchain fix", "Experimental Vulkan mutable-format workaround."),
("respace_kick", "int", 0, "Re-create reference space", "Recreate spaces after the first frames (diagnostic)."),
("flip_quads", "int", 0, "Rotate quads 180°", "Older workaround for upside-down quads: rotates them 180° (quads are single-sided; prefer "
"flip_emul)."),
("flip_quads", "int", 0, "Rotate quads 180°",
"Older workaround for upside-down quads: rotates them 180° (quads are single-sided; prefer flip_emul)."),
("gl_hide_multiview", "int", 1, "GL shim: hide multiview",
"GL shim only: hide GL_OVR_multiview so all passes use single-view shaders. For GLES games whose multiview "
"shaders fail on single-view render targets (e.g. Path of the Warrior)."),
]
# How the "Game settings" dialog shows each setting to non-technical users: group, level (common settings are always
# shown; advanced ones only under "Show advanced settings"), a plain label and one-line help, the control, and the
# setting it depends on (only shown while that one is on). The technical title/description above stay for the CLI.
GROUPS = [("picture", "Picture"), ("controllers", "Controllers"), ("screens", "Menus and screens"),
("room", "Mixed reality"), ("video360", "360° pictures and video"), ("troubleshooting", "Troubleshooting")]
REFRESH_CHOICES = [(0.0, "Game's choice"), *((float(hz), f"{hz} Hz") for hz in (72, 80, 90, 96, 108, 120, 144))]
UI: dict[str, dict] = {
"scale": dict(group="picture", level="common", label="Sharpness",
help="Higher looks sharper but needs more power; lower runs smoother. 1.0× is the game's own.",
control=("slider", 0.5, 2.0, 0.1, "{:.1f}×")),
"refresh_rate": dict(group="picture", level="common", label="Refresh rate",
help="How often the picture updates. Higher is smoother if the game can keep up.",
control=("choice", REFRESH_CHOICES)),
"controller_fix": dict(group="controllers", level="common", label="Use controllers",
help="Turn off only for games you play with your hands instead of controllers.",
control=("switch",)),
"aim_pitch": dict(group="controllers", level="common", label="Pointer angle",
help="If the pointer doesn't hit what you aim at, tilt it up or down.",
control=("slider", -30.0, 30.0, 1.0, "{:+.0f}°")),
"aim_yaw": dict(group="controllers", level="advanced", label="Pointer turn",
help="Turns the pointer left or right.", control=("slider", -30.0, 30.0, 1.0, "{:+.0f}°")),
"aim_forward": dict(group="controllers", level="advanced", label="Pointer start",
help="Moves where the pointer starts, forward or back.",
control=("slider", -0.3, 0.3, 0.01, "{:+.2f} m")),
"controller_models": dict(group="controllers", level="common", label="Show Steam Frame controllers",
help="For games that show the headset's own controllers. Takes effect after a "
"reinstall.", control=("switch",), reinstall=True),
"cylinder_strips": dict(group="screens", level="common", label="Show curved menus and screens",
help="The Frame can't show curved panels; this shows them as gently bent strips.",
control=("switch",)),
"flip_emul": dict(group="screens", level="common", label="Fix upside-down menus",
help="Turns menus and text the right way up.", control=("switch",)),
"stable_local": dict(group="screens", level="common", label="Keep menus in place",
help="For games whose menus or screens jump to wherever you look.", control=("switch",)),
"focus_hold": dict(group="screens", level="common", label="Don't pause on short interruptions",
help="For games that pause or recenter when the headset briefly loses focus.",
control=("switch",)),
"passthrough_emul": dict(group="room", level="common", label="See your room",
help="Shows the Frame's cameras where the game expects passthrough.",
control=("switch",)),
"scene_emul": dict(group="room", level="common", label="Pretend room layout",
help="Mixed-reality games that build their level from your room get a simple room with walls.",
control=("switch",)),
"scene_height": dict(group="room", level="advanced", label="Room height", depends="scene_emul",
help="Ceiling height of the pretend room.", control=("slider", 2.0, 4.0, 0.1, "{:.1f} m")),
"scene_width": dict(group="room", level="advanced", label="Room width", depends="scene_emul",
help="0 = the size of your play area.", control=("slider", 0.0, 10.0, 0.5, "{:.1f} m")),
"scene_depth": dict(group="room", level="advanced", label="Room depth", depends="scene_emul",
help="0 = the size of your play area.", control=("slider", 0.0, 10.0, 0.5, "{:.1f} m")),
"equirect_emul": dict(group="video360", level="common", label="Show 360° backgrounds and videos",
help="Video players' virtual theatres and 360° videos would otherwise stay black.",
control=("switch",)),
"equirect_res": dict(group="video360", level="advanced", label="360° sharpness", depends="equirect_emul",
help="Higher is sharper but needs more power.",
control=("choice", [(1024, "Low"), (1536, "Normal"), (2048, "High"), (3072, "Very high")])),
"equirect_face": dict(group="video360", level="advanced", label="360° detail", depends="equirect_emul",
help="Higher keeps more detail but uses more memory.",
control=("choice", [(1024, "Low"), (1536, "Normal"), (2048, "High"), (2730, "Maximum")])),
"equirect_fps": dict(group="video360", level="advanced", label="360° video frame rate limit",
depends="equirect_emul", help="Must be at least the video's own frame rate.",
control=("choice", [(0.0, "No limit"), (24.0, "24"), (30.0, "30"), (60.0, "60"),
(90.0, "90")])),
"equirect_flip": dict(group="video360", level="advanced", label="360° picture orientation", depends="equirect_emul",
help="Only if 360° pictures show wrongly.",
control=("choice", [(0, "Normal"), (1, "Upside down"), (2, "Mirrored"),
(3, "Upside down and mirrored"), (4, "Turned around")])),
"equirect_stereo": dict(group="video360", level="advanced", label="360° 3D", depends="equirect_emul",
help="Shows 3D 360° pictures flat if they look doubled.",
control=("choice", [(0, "As the game sends it"), (2, "Flat")])),
**{key: dict(group="troubleshooting", level="advanced", control=("switch",)) for key in (
"foveation_fix", "swapchain_fix", "layer_fix", "gl_hide_multiview", "mutable_fix", "flip_quads", "swap_eyes",
"strip_depth", "respace_kick", "layer_debug")},
}
class AdapterSetting(Patch):
category = "adapter"
stage = "install"
@@ -92,7 +173,7 @@ class AdapterSetting(Patch):
def __init__(self, key, kind, default, title, description):
self.id = f"adapter.{key}"
self.key = key
self.title = title
self.title = UI.get(key, {}).get("label") or title # the plain label the Game settings dialog uses
self.description = description
self.params = [Param("value", kind, default, description)]
self.default = default
@@ -122,15 +203,16 @@ class AdapterSetting(Patch):
"scene_height": lambda a: ap.uses_scene(a) or a.extra.get("mr_only"),
"scene_width": lambda a: ap.uses_scene(a) or a.extra.get("mr_only"),
"scene_depth": lambda a: ap.uses_scene(a) or a.extra.get("mr_only"),
"passthrough_emul": lambda a: a.extra.get("mr_only") or "com.oculus.feature.PASSTHROUGH" in (a.extra.get("features") or {}),
"passthrough_emul": lambda a: (a.extra.get("mr_only")
or "com.oculus.feature.PASSTHROUGH" in (a.extra.get("features") or {})),
"flip_emul": ap.is_vulkan,
"flip_quads": ap.is_vulkan,
"mutable_fix": ap.is_vulkan,
"swapchain_fix": ap.is_gles,
"gl_hide_multiview": lambda a: a.direct_vrapi and ap.is_gles(a),
"controller_models": ap.may_use_render_models,
**{k: ap.is_gles for k in ("equirect_emul", "equirect_face", "equirect_res", "equirect_flip", "equirect_fps",
"equirect_stereo")},
**{k: ap.is_gles for k in ("equirect_emul", "equirect_face", "equirect_res", "equirect_flip",
"equirect_fps", "equirect_stereo")},
}
rule = rules.get(self.key)
return bool(rule(a)) if rule else True
@@ -163,11 +245,13 @@ class DeviceFiles(Patch):
"features the Frame doesn't support (e.g. a CryEngine user.cfg with r_variable_rate_shading = 0, "
"as The Climb 2 needs).")
category = "device"
needs_vr = False
stage = "install"
params = [Param("files", "text", {}, "path relative to files/ -> content")]
def detect(self, a):
if a.engine == "CryEngine" and a.graphics.startswith("Vulkan") or (a.engine == "CryEngine" and "libCryRenderVulkan.so" in a.libs):
if (a.engine == "CryEngine" and a.graphics.startswith("Vulkan")
or (a.engine == "CryEngine" and "libCryRenderVulkan.so" in a.libs)):
return Suggestion(True, "CryEngine: variable-rate shading isn't supported on the Frame, so user.cfg turns "
"it off (r_variable_rate_shading = 0; e.g. The Climb 2).",
{"files": {"user.cfg": "r_variable_rate_shading = 0\n"}})
@@ -181,8 +265,10 @@ class DeviceFiles(Patch):
class LeptonEnv(Patch):
id = "device.lepton_env"
title = "Extra Lepton environment"
description = "Environment variables exported by the launcher (e.g. VK_INSTANCE_LAYERS=\"\" to test without Valve's layers)."
description = ("Environment variables exported by the launcher (e.g. VK_INSTANCE_LAYERS=\"\" to test without "
"Valve's layers).")
category = "device"
needs_vr = False
stage = "install"
params = [Param("env", "text", {}, "NAME -> value")]
@@ -190,7 +276,58 @@ class LeptonEnv(Patch):
ctx.env.update({k: str(v) for k, v in (ctx.params.get("env") or {}).items()})
class HideNavBar(Patch):
id = "device.hide_navbar"
title = "Hide Android's navigation bar"
description = ("Removes Android's back/home/recents buttons from a 2D app's window, where they cover the app's own "
"controls. Turn it off for an app that needs the on-screen back button.")
category = "device"
needs_vr = False
stage = "install"
# qemu.hw.mainkeys=1 ("this device has hardware keys") is only read at boot and Lepton has no setting for extra
# Android properties; it copies LEPTON_GFXRECON_* values into the boot properties unescaped, so a second line
# rides along (see docs/FRAME_RUNTIME.md). Harmless if a Lepton update changes that: the bar comes back.
ENV = {"LEPTON_GFXRECON_FP_PROPS": "0\nqemu.hw.mainkeys=1"}
def applies(self, a):
return a.vr_kind == "none"
def detect(self, a):
if a.vr_kind == "none":
return Suggestion(True, "2D app: Android's navigation buttons would cover the app's own controls.")
return None
def install(self, ctx: InstallContext) -> None:
ctx.env.update(self.ENV)
class TextInputWindow(Patch):
id = "device.text_input_window"
title = "Show the app's Android window (for typing)"
description = ("Lepton runs VR apps headless: their Android window is never shown, so it never gets keyboard "
"focus and no key press (Steam's on-screen keyboard, a USB/Bluetooth keyboard, Type on Frame) "
"reaches the app's text fields. With Lepton's lepton-show-flatscreen marker the window is shown "
"(behind the VR view, which keeps working) and Steam's keyboard opens for a selected text field. "
"Steam lists the shown window as \"Gamescope\" (the Frame's compositor). Pairs with \"Make Unity "
"text fields work without a system keyboard\".")
category = "device"
stage = "install"
def applies(self, a):
return a.vr_kind != "none" and bool((a.extra or {}).get("text_fields"))
def detect(self, a):
if self.applies(a):
return Suggestion(True, "App with text fields: key presses only reach a shown Android window.")
return None
def install(self, ctx: InstallContext) -> None:
ctx.flatscreen = True
for _spec in SETTINGS:
register(AdapterSetting(*_spec))
register(DeviceFiles)
register(LeptonEnv)
register(HideNavBar)
register(TextInputWindow)
+72
View File
@@ -0,0 +1,72 @@
"""One plain sentence per patch: what it does for the player, no jargon. The game page shows these by default; the
technical description (patch.description) is shown with "Show technical details" and in the CLI."""
SUMMARIES = {
# OVRPort (the Quest → OpenXR conversion)
"patch_copy_libraries": "Adds the parts that let a Quest game talk to the Steam Frame. Needed for every Quest "
"game.",
"patch_copy_ovrplugin_vrapi": "Gives older Quest games a newer version of Meta's VR plugin that can be converted.",
"patch_disable_controller_offset": "Removes a controller position adjustment, for games whose hands look "
"misplaced.",
"patch_disable_meta_xr_audio_telemetry": "Stops Meta's audio library from reporting to Meta (only matters on PC "
"emulators).",
"patch_disable_space_warp": "Turns off Meta's frame-rate trick that causes glitches or hangs outside Quest "
"headsets.",
"patch_fix_min_android_sdk": "Raises the minimum Android version the game declares, so the new parts load.",
"patch_fix_unreal_crash": "Prevents a start-up crash in some Unreal games.",
"patch_force_passthrough": "Lets mixed-reality games start even though they insist on a camera view of your room.",
"patch_generate_config": "Writes the conversion's settings into the game.",
"patch_launcher_entry": "Makes sure the game has an entry that can be started.",
"patch_mark_allow_backup": "Allows the game's data to be backed up.",
"patch_mark_as_debuggable": "Allows reading the game's logs, which helps find problems.",
"patch_meta_xr_audio": "Makes Meta's 3D audio library work outside Quest headsets.",
"patch_oculus_unity": "Lets Unity games accept a headset that isn't a Quest.",
"patch_oculus_unreal": "Lets Unreal games accept a headset that isn't a Quest.",
"patch_remove_localized_names": "Keeps one name for the game, so it shows the same everywhere.",
"patch_remove_unreal_force_quit": "Stops some Unreal games from closing themselves right after starting.",
"patch_remove_uses_library": "Removes requirements for Quest-only system parts.",
"patch_remove_vrapi": "Removes Meta's old VR library when the game doesn't need it.",
"patch_replace_icon_label": "Uses the store's name and icon for the game.",
"patch_vr_metadata": "Marks the game as a VR app so headsets show it as one.",
"patch_vrapi_openxr": "OVRPort's own converter for games that use Meta's oldest VR interface (experimental).",
"patch_ac_nexus_no_appsw_72": "Assassin's Creed Nexus: smoother picture at 72 Hz (turns off Meta's frame-rate "
"trick).",
"patch_ac_nexus_no_appsw_90": "Assassin's Creed Nexus: smoother picture at 90 Hz (turns off Meta's frame-rate "
"trick).",
"patch_clean_up_frida": "Removes debugging leftovers some game files contain.",
# Steam Frame patches
"frame.adapter": "FramePort's translator between the game and the Steam Frame: fills in what the Frame lacks "
"(controllers, room, passthrough). Needed for every converted game.",
"frame.launcher": "Makes the game start from the Frame's Steam library.",
"frame.nodebug": "Stops strict debugging checks that make some games quit.",
"frame.meta_permissions": "Declares Meta's permissions some mixed-reality games ask for, so they don't stop.",
"frame.ovrplatformcompat": "Adds a small piece of Meta's platform library that some games need to start.",
"frame.ovrstubs": "Provides stand-ins for Meta store functions the game expects, so it doesn't crash at start.",
"frame.unity_no_msaa": "Turns off a smoothing setting that crashes some older Unity games on the Frame.",
"frame.swapchain_limit": "Allows very large pictures (8K video, theatres) instead of quitting.",
"frame.vrapi_bridge": "Translator for games built on Meta's oldest VR interface.",
"frame.gl_shim": "Fixes graphics code that the Frame's drivers reject (black screen with sound).",
"frame.metaxr_telemetry": "Skips a Quest-only reporting step in Meta's audio library that crashes some games.",
"frame.oculusos": "Provides stand-ins for Quest system reporting some games call at start.",
"frame.unity_text_input": "Lets you type into this app's text fields on the Frame (they'd close at once).",
"frame.vk_sanitize": "Cleans up graphics data that crashes some Unreal games on the Frame.",
# Files and environment on the Frame
"device.files": "Puts settings files next to the game on the Frame (e.g. to turn off an unsupported effect).",
"device.hide_navbar": "Hides Android's back/home/recents buttons, which cover the app's own buttons.",
"device.text_input_window": "Lets typing reach this app: Steam's on-screen keyboard or your computer's keyboard "
"(VR is unaffected).",
"device.lepton_env": "Extra settings for the Android container (for testing).",
# PC VR
"pcvr.repack_launcher": "Starts the game with the launcher that came with your copy.",
"pcvr.launch_args": "Starts the game with options, e.g. to choose SteamVR or OpenXR.",
"pcvr.revive": "Lets games made for Oculus PCs run on SteamVR.",
"pcvr.libovr_redirect": "Points Oculus games at Revive on the Frame.",
"pcvr.no_crash_reporter": "Stops Unreal's crash reporter, which can block the game from starting.",
"pcvr.oculus_unreal": "Lets Unreal games accept a headset that isn't an Oculus Rift.",
"pcvr.revive_openvr": "On this PC, runs Revive through SteamVR (works with more headsets).",
"pcvr.xr_timefix": "Lets games written for newer OpenXR versions run on the Frame.",
"pcvr.proton_log": "Writes a detailed Proton log for troubleshooting.",
"pcvr.proton_tool": "Chooses which Proton version runs the game on the Frame.",
"pcvr.steamvr_tuning": "Picks a refresh rate and motion smoothing that suit the game on this PC.",
"pcvr.proton_env": "Extra settings for Proton (for testing).",
}
+79 -14
View File
@@ -3,7 +3,7 @@
add (scan/import) → analyze → suggest recipe → [user confirms] → build → static checks
→ install on target → add to library → launch test (+ triage suggestions)
Quest games (APK + OBB) are rebuilt with overport and installed on the Frame (Lepton). Oculus Rift games (Windows PC VR
Quest games (APK + OBB) are rebuilt with OVRPort and installed on the Frame (Lepton). Oculus Rift games (Windows PC VR
folders, ids "rift.<slug>") aren't modified: "build" checks them and fetches Revive, and they install either on this
PC (Revive + local Steam) or on the Frame (Proton + Revive).
"""
@@ -59,6 +59,9 @@ def add_path(path: Path, reporter: Reporter | None = None, on_added=None, force_
if art:
try:
artwork.fetch(entry["package"], Path(entry["apk"]))
from .artwork.steam import ensure_cover
ensure_cover(entry["package"]) # no store art (2D apps): a cover with its name and icon
except Exception: # noqa: BLE001
pass
if not entry.get("details"):
@@ -152,7 +155,7 @@ def add_rift_game(folder: Path, reporter: Reporter | None = None, tree=None, exe
a = rift.analyze(folder, exe=exe, tree=tree)
if not a.extra.get("vr_found") and not force and not old:
if reporter:
reporter.log(f"skipped {folder.name}: no Oculus/OpenXR runtime found in {a.extra['exe']}")
reporter.log(f"skipped {folder.name}: no VR support (OpenXR, SteamVR or Oculus) found in {a.extra['exe']}")
return None
package = old["package"] if old else a.package
a.package = package
@@ -188,7 +191,8 @@ def _rift_art(entry: dict, reporter: Reporter | None = None) -> dict:
extra = (entry.get("analysis") or {}).get("extra") or {}
try:
found = sources.fetch_rift(pkg, entry.get("title") or pkg, extra.get("canonical_name"),
entry.get("quest_package"), Path(entry["game_dir"]) / entry["exe"])
entry.get("quest_package"), Path(entry["game_dir"]) / entry["exe"],
oculus="LibOVR" in ((entry.get("analysis") or {}).get("xr") or ""))
except Exception as exc: # noqa: BLE001 - artwork is optional
if reporter:
reporter.log(f"{entry.get('title')}: no artwork ({exc})")
@@ -213,6 +217,7 @@ def _rift_art(entry: dict, reporter: Reporter | None = None) -> dict:
def fetch_art(package: str, reporter: Reporter | None = None) -> dict:
"""(Re)fetch artwork for any game in the library."""
entry = library.game(package)
(artwork.artwork_dir(package) / artwork.PICKED).unlink(missing_ok=True) # "find automatically" replaces a pick
if entry.get("kind") == "rift":
return _rift_art(entry, reporter)
artwork.fetch(package, Path(entry["apk"]) if entry.get("apk") else None, refresh=True)
@@ -277,6 +282,23 @@ def add_game(src: SourceGame, reporter: Reporter | None = None) -> dict:
)
def reanalyze(package: str, reporter: Reporter | None = None) -> dict:
"""Read a Quest/Android game's APK again (e.g. after FramePort learned to detect something new). The suggestion is
refreshed; the recipe too unless the user changed it (then their choices stay)."""
entry = library.game(package)
if entry is None or is_rift(entry):
raise ValueError("only Quest/Android games can be analyzed again")
src = source_of(entry)
if reporter:
reporter.log(f"analyzing {src.apk.name}")
a = analyze(src.apk, data_bytes=src.data_bytes())
suggested = engine.suggest(a)
keep = library.recipe_from_dict(entry["recipe"]).source == "user"
return library.upsert_game(package, analysis=a.to_dict(), suggested=library.recipe_to_dict(suggested),
**({} if keep else {"recipe": library.recipe_to_dict(suggested),
"status": suggested.status}))
def source_of(entry: dict) -> SourceGame:
return SourceGame(entry.get("name") or entry["package"], Path(entry["apk"]),
Path(entry["data_dir"]) if entry.get("data_dir") else None,
@@ -347,14 +369,17 @@ def prepare_as_is(package: str, reporter: Reporter) -> dict:
checks.append({"name": name, "ok": ok, "message": msg})
reporter.check(name, ok, msg)
check("APK", apk.is_file(), str(apk))
check("64-bit (arm64-v8a)", "arm64-v8a" in (a.get("abis") or []) or None, ", ".join(a.get("abis") or []))
abis = a.get("abis") or []
check("64-bit (arm64-v8a)", "arm64-v8a" in abis or not abis or None,
", ".join(abis) if abis else "no native code (Java/Kotlin only): runs on any CPU")
try:
import zipfile
with zipfile.ZipFile(apk) as z:
cats = axml.categories(z.read("AndroidManifest.xml"))
check("Launcher entry for Lepton", axml.LAUNCHER in cats or None,
"present" if axml.LAUNCHER in cats else "missing: Lepton may not find the game (turn off 'Install as is')")
"present" if axml.LAUNCHER in cats
else "missing: Lepton may not find the game (turn off 'Install as is')")
except Exception as exc: # noqa: BLE001
check("Manifest", None, str(exc))
art, store_title = artwork.fetch(package, apk)
@@ -384,24 +409,66 @@ def build_game(package: str, reporter: Reporter, outdir: Path | None = None) ->
def install_game(package: str, target: Target, reporter: Reporter, apk_only: bool = False,
add_to_library: bool = True) -> dict:
add_to_library: bool = True, apk: Path | None = None) -> dict:
"""Install the game's last build (or `apk`, e.g. a test build of the same package signed with the same key)."""
entry = library.game(package)
if is_rift(entry):
return install_rift(package, target, reporter, add_to_library)
test_build = apk is not None
b = entry.get("build") or {}
recipe = library.recipe_from_dict(entry["recipe"])
apk = Path(b["alt_apk"] if recipe.use_alt and b.get("alt_apk") else b["apk"])
apk = Path(apk) if apk else Path(b["alt_apk"] if recipe.use_alt and b.get("alt_apk") else b["apk"])
if not test_build and not apk.exists(): # the converted copy was removed after an earlier install: make it again
build_game(package, reporter)
return install_game(package, target, reporter, apk_only, add_to_library)
data_dir = Path(entry["data_dir"]) if entry.get("data_dir") else None
title = steam_title(entry)
result = target.install(package, title, apk, data_dir, recipe, reporter, apk_only)
if add_to_library:
target.add_to_library([package], reporter)
installs = entry.get("installs", {})
installs[target.label] = {"apk": str(apk), "result": result, "time": time.time()}
library.upsert_game(package, installs=installs)
_record_install(package, target.label, {"apk": str(apk), "result": result, "time": time.time()})
if not test_build:
remove_converted_copies(package)
return result
def converted_copies_size() -> int:
return sum(p.stat().st_size for p in output_dir().rglob("*.apk") if p.is_file())
def remove_all_converted_copies() -> int:
"""Remove every converted APK in FramePort's output folder (installs convert again when needed)."""
import shutil
freed = converted_copies_size()
for d in output_dir().iterdir():
shutil.rmtree(d, ignore_errors=True) if d.is_dir() else d.unlink(missing_ok=True)
return freed
def remove_converted_copies(package: str) -> int:
"""The converted APKs are only needed until they're on the Frame (every install converts again): remove them
unless the user keeps them (setting build.keep_copies). Only files in FramePort's own output folder, never the
game files the user added. Returns the bytes freed."""
if library.setting("build.keep_copies", False):
return 0
b = (library.game(package) or {}).get("build") or {}
out, freed = output_dir().resolve(), 0
for key in ("apk", "alt_apk"):
p = Path(b[key]) if b.get(key) else None
if p and p.exists() and out in p.resolve().parents:
freed += p.stat().st_size
p.unlink()
if not any(p.parent.iterdir()):
p.parent.rmdir()
return freed
def _record_install(package: str, where: str, record: dict) -> None:
"""Merge into the game's current install records (the entry read before a long install may be stale)."""
library.update_game(package, lambda g: g.setdefault("installs", {}).__setitem__(where, record))
def install_rift(package: str, target: Target, reporter: Reporter, add_to_library: bool = True) -> dict:
from .tools import revive
@@ -417,9 +484,7 @@ def install_rift(package: str, target: Target, reporter: Reporter, add_to_librar
exe_sha256=entry["build"].get("sha256"), art_lookup=entry.get("quest_package"))
if add_to_library:
target.add_to_library([package], reporter)
installs = entry.get("installs", {})
installs[target.label] = {"exe": entry["exe"], "result": result, "time": time.time()}
library.upsert_game(package, installs=installs)
_record_install(package, target.label, {"exe": entry["exe"], "result": result, "time": time.time()})
return result
@@ -448,7 +513,7 @@ def useful_suggestions(package: str, suggestions: list[str]) -> list[str]:
from .patches.base import REGISTRY
entry = library.game(package) or {}
on = set(((entry.get("recipe") or {}).get("patches") or {}))
on = set((entry.get("recipe") or {}).get("patches") or {})
out = []
for pid in suggestions:
p = REGISTRY.get(pid)
+20 -15
View File
@@ -9,6 +9,7 @@ Sources, highest priority first:
from __future__ import annotations
import os
import re
from dataclasses import dataclass, field
from pathlib import Path
@@ -34,6 +35,7 @@ class CatalogEntry:
use_alt: bool = False
frame: list[str] = field(default_factory=list)
frame_remove: list[str] = field(default_factory=list)
device: list[str] = field(default_factory=list) # device.* toggles, e.g. device.text_input_window
adapter: dict = field(default_factory=dict)
device_files: dict = field(default_factory=dict)
lepton_env: dict = field(default_factory=dict)
@@ -51,13 +53,13 @@ class CatalogEntry:
origin: str = "bundled"
@classmethod
def from_dict(cls, d: dict, origin: str) -> "CatalogEntry":
def from_dict(cls, d: dict, origin: str) -> CatalogEntry:
known = {k: v for k, v in d.items() if k in cls.__dataclass_fields__}
return cls(**known, origin=origin)
def to_dict(self) -> dict:
out = {}
for k, f in self.__dataclass_fields__.items():
for k in self.__dataclass_fields__:
v = getattr(self, k)
if k == "origin" or v in (None, "", [], {}, False) or (k == "kind" and v == "quest"):
continue
@@ -82,6 +84,9 @@ def _load_dir(path: Path, origin: str) -> dict[str, CatalogEntry]:
return out
PACKAGE_RE = re.compile(r"^[A-Za-z][A-Za-z0-9_]*(\.[A-Za-z0-9_]+)+$")
def _load_remote() -> dict[str, CatalogEntry]:
base = os.environ.get("FRAMEPORT_CATALOG_URL")
if not base:
@@ -90,6 +95,8 @@ def _load_remote() -> dict[str, CatalogEntry]:
index = cache.cached_json("catalog-index.json", base + "index.json", max_age=6 * 3600, fallback=[])
out = {}
for pkg in index or []:
if not isinstance(pkg, str) or not PACKAGE_RE.match(pkg):
continue # names become cache file names and URLs: Android package / rift.<slug> ids only
text = cache.cached_text(f"catalog-{pkg}.yaml", f"{base}{pkg}.yaml", max_age=6 * 3600)
if text:
try:
@@ -123,7 +130,11 @@ def save_user_entry(entry: CatalogEntry) -> Path:
return path
def entry_from_library(g: dict, status: str = "works", notes: str | None = None,
# device.* patches a recipe switches on by id (device.files / device.lepton_env carry their own catalog fields)
TOGGLED_DEVICE = ("device.text_input_window",)
def entry_from_library(g: dict, status: str | None = None, notes: str | None = None,
verified: dict | None = None) -> CatalogEntry:
"""A catalog recipe from a library entry (what "Save as known-good" and "Share working config" publish)."""
import time
@@ -135,6 +146,8 @@ def entry_from_library(g: dict, status: str = "works", notes: str | None = None,
package = g["package"]
r = library.recipe_from_dict(g["recipe"])
a = g.get("analysis") or {}
if status is None: # the game's own status ("works with issues" stays that; untested = works, it's being saved)
status = r.status if r.status in ("works", "issues") else "works"
common = dict(package=package, title=g.get("title") or package, status=status,
notes=r.notes if notes is None else notes,
tested_version=a.get("version") or "", engine=a.get("engine") or "", xr=a.get("xr") or "",
@@ -158,17 +171,19 @@ def entry_from_library(g: dict, status: str = "works", notes: str | None = None,
return None
return CatalogEntry(
**common, as_is=r.as_is,
overport_extra=[p for p in r.patches if (c := cat(p)) and c.category == "overport" and p not in DEFAULT_OVERPORT],
overport_extra=[p for p in r.patches
if (c := cat(p)) and c.category == "overport" and p not in DEFAULT_OVERPORT],
overport_remove=[p for p in DEFAULT_OVERPORT if p not in r.patches],
alt_overport=r.alt_patches, use_alt=r.use_alt,
frame=[p for p in r.patches if (c := cat(p)) and c.category == "frame" and not c.default_on],
device=[p for p in r.patches if p in TOGGLED_DEVICE],
adapter={p.split(".", 1)[1]: v.get("value") for p, v in r.patches.items() if p.startswith("adapter.")},
device_files=r.params("device.files").get("files", {}))
def generic_source_hint(name: str) -> str:
"""The game's title from a download folder name, without what varies between releases: version ("v20022+2.0.22"),
bracketed notes ("(Pro + Trial Bypass)", "(English Only)") and release-group suffixes ("-VRP", "-JF")."""
bracketed notes ("(Pro)", "(English Only)") and release-tag suffixes ("-TAG")."""
import re
t = re.sub(r"[\(\[][^)\]]*[\)\]]", " ", name or "")
@@ -190,13 +205,3 @@ def source_hint_matches(hint: str, folder_name: str) -> bool:
def to_yaml(entry: CatalogEntry) -> str:
return yaml.safe_dump(entry.to_dict(), sort_keys=False, allow_unicode=True, width=110)
def write_index(folder: Path) -> Path:
"""Write index.json for publishing a folder of recipes as a remote catalog."""
import json
pkgs = sorted(f.stem for f in folder.glob("*.yaml"))
path = folder / "index.json"
path.write_text(json.dumps(pkgs, indent=1))
return path
+53 -6
View File
@@ -7,6 +7,7 @@ from __future__ import annotations
from ..core.models import Analysis, Recipe
from ..patches import base
from . import catalog
from .catalog import TOGGLED_DEVICE
def suggest(analysis: Analysis, use_catalog: bool = True) -> Recipe:
@@ -32,14 +33,17 @@ def suggest(analysis: Analysis, use_catalog: bool = True) -> Recipe:
why = f"Known-good recipe for {entry.title} (tested {entry.verified.get('date', '?')})."
for pid in entry.overport_remove:
recipe.patches.pop(pid, None)
for pid in entry.overport_extra + entry.frame:
for pid in entry.overport_extra + entry.frame + entry.device:
if getattr(base.get(pid), "strict", False) and not base.get(pid).applies(analysis):
continue # e.g. a patch for one exact game build: another build of the game would fail to patch
recipe.patches.setdefault(pid, {})
recipe.reasons[pid] = why
# heuristic-only suggestions the catalog didn't choose are dropped for exact reproducibility
chosen = set(entry.overport_extra) | set(entry.frame)
chosen = set(entry.overport_extra) | set(entry.frame) | set(entry.device)
for pid in list(recipe.patches):
p = base.get(pid)
if pid not in chosen and not p.default_on and p.category in ("overport", "frame"):
if pid not in chosen and not p.default_on and (p.category in ("overport", "frame")
or pid in TOGGLED_DEVICE):
recipe.patches.pop(pid)
recipe.reasons.pop(pid, None)
for pid in entry.frame_remove:
@@ -60,7 +64,13 @@ def suggest(analysis: Analysis, use_catalog: bool = True) -> Recipe:
recipe.alt_patches = ["patch_remove_unreal_force_quit"] # build a fallback in case it quits itself
if analysis.only_32bit:
recipe.status = "unsupported"
recipe.notes = "32-bit only: the Steam Frame has no AArch32 support. Consider the PC (Rift) version via Revive."
recipe.notes = ("32-bit only: the Steam Frame has no AArch32 support. Consider the PC (Rift) version "
"via Revive.")
elif analysis.no_arm64:
recipe.status = "unsupported"
recipe.notes = f"No 64-bit ARM code ({', '.join(analysis.abis)}): the Steam Frame can't run it."
if not rift:
_non_quest(analysis, recipe)
if not rift and not entry and (analysis.extra or {}).get("frame_patched"):
# already has FramePort's adapter (e.g. a PATCHED/ build): installing it unchanged is the safe default
recipe.as_is = True
@@ -71,7 +81,7 @@ def suggest(analysis: Analysis, use_catalog: bool = True) -> Recipe:
for req in base.get(pid).requires:
if req not in recipe.patches:
recipe.patches[req] = {}
recipe.reasons[req] = f"Required by {pid}."
recipe.reasons[req] = f"Needed by '{base.get(pid).title}'."
return recipe
@@ -148,13 +158,47 @@ def warnings(recipe: Recipe) -> list[str]:
for r in p.requires:
if r not in recipe.patches:
out.append(f"{p.title} needs {base.get(r).title}.")
if recipe.as_is or not recipe.overport:
return out # installed unchanged / an ordinary Android app: no VR translation expected
if "patch_copy_libraries" not in recipe.patches:
out.append("Without 'Copy overport libraries' nothing is translated to OpenXR.")
out.append("Without 'Copy OVRPort libraries' nothing is translated to OpenXR.")
if "frame.adapter" not in recipe.patches:
out.append("Without the FrameBridge adapter most games fail on the Frame runtime.")
return out
def _non_quest(analysis: Analysis, recipe: Recipe) -> None:
"""Android apps that aren't Meta Quest apps (analysis.detect.vr_kind)."""
kind = analysis.vr_kind
if (analysis.extra or {}).get("split_apk"):
recipe.notes = _add(recipe.notes, "Split APK: only the base APK was found; the game's code may live in the "
"other parts of the set, which FramePort can't install.")
if kind == "none":
# an ordinary (2D) Android app: no OpenXR to translate. Install it unchanged, or with only the launcher fix
recipe.overport = False
needed = {"device.hide_navbar"} | ({"frame.launcher"} if analysis.has_info_category else set()) # LAUNCHER
recipe.patches = {pid: v for pid, v in recipe.patches.items() if pid in needed}
recipe.reasons = {pid: v for pid, v in recipe.reasons.items() if pid in recipe.patches}
recipe.alt_patches = []
recipe.as_is = not any(base.get(pid).stage == "apk" for pid in recipe.patches) # the APK stays unchanged
recipe.notes = _add(recipe.notes, "Android app without VR: installed without FramePort's VR translation.")
elif kind in ("pico_sdk", "wave"):
recipe.status = "unsupported"
recipe.notes = _add(recipe.notes, f"Uses {'Pico' if kind == 'pico_sdk' else 'HTC Vive Wave'}'s own VR SDK "
"instead of OpenXR: there is no way to run it on the Steam Frame.")
elif kind == "android_xr":
recipe.status = "unsupported"
recipe.notes = _add(recipe.notes, "Android XR app: it needs Android XR system services that the Steam "
"Frame's Android runtime doesn't have.")
elif kind == "openxr":
recipe.notes = _add(recipe.notes, "OpenXR app for another headset: translated like Quest games; that "
"headset's own extensions and store/platform services aren't available.")
def _add(notes: str, text: str) -> str:
return f"{notes} {text}".strip() if text not in (notes or "") else notes
def visible_patches(analysis: Analysis, recipe: Recipe | None = None) -> tuple[list, list]:
"""(relevant, hidden) patches for this game. Enabled patches are always shown, so a recipe never hides a choice."""
shown, hidden = [], []
@@ -162,5 +206,8 @@ def visible_patches(analysis: Analysis, recipe: Recipe | None = None) -> tuple[l
if not base.for_game(p, analysis):
continue # other kind of game entirely (Quest vs Rift): not even offered under "show all"
on = recipe is not None and p.id in recipe.patches
if p.needs_vr and analysis.vr_kind == "none" and not on:
hidden.append(p) # an Android app without VR: VR patches can't take effect
continue
(shown if on and not p.default_on or p.applies(analysis) else hidden).append(p)
return shown, hidden
+7 -4
View File
@@ -6,7 +6,8 @@ from pathlib import Path
from .recommend import catalog
LABEL = {"works": "Works", "issues": "Works with issues", "unsupported": "Does not work on the Frame", "unknown": "Untested"}
LABEL = {"works": "Works", "issues": "Works with issues", "unsupported": "Does not work on the Frame",
"unknown": "Untested"}
def render() -> str:
@@ -14,7 +15,8 @@ def render() -> str:
by = {k: [e for e in entries if e.status == k] for k in LABEL}
out = ["# Steam Frame conversions: status", "",
f"Generated by FramePort from its catalog on {time.strftime('%Y-%m-%d')}. "
f"**{len(by['works'])} work · {len(by['issues'])} work with issues · {len(by['unsupported'])} do not work**", ""]
f"**{len(by['works'])} work · {len(by['issues'])} work with issues · "
f"{len(by['unsupported'])} do not work**", ""]
for k in ("works", "issues", "unsupported"):
if not by[k]:
continue
@@ -31,8 +33,9 @@ def render() -> str:
line += f" PC VR: {e.pcvr_alternative}"
out.append(line)
out.append("")
out += ["All games also get the overport defaults and the automatic Frame fixes (FrameBridge adapter, launcher "
"category, platform stubs/compat, telemetry stubs) when they need them. See docs/PLAYBOOK.md in FramePort.", ""]
out += ["All games also get the OVRPort defaults and the automatic Frame fixes (FrameBridge adapter, launcher "
"category, platform stubs/compat, telemetry stubs) when they need them. See docs/PLAYBOOK.md in "
"FramePort.", ""]
return "\n".join(out)
+4 -3
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@@ -1,7 +1,7 @@
"""Find Quest games on disk.
Accepted layouts:
<folder>/<something>.apk [+ <folder>/<package>/ (OBB or raw asset data)] e.g. VR CyberDeck / VRP downloads
<folder>/<something>.apk [+ <folder>/<package>/ (OBB or raw asset data)] e.g. common downloader layouts
<folder>/<package>.apk + <folder>/obb/ FramePort/PATCHED output layout
a single .apk file
"""
@@ -13,11 +13,12 @@ from pathlib import Path
from ..core.models import SourceGame
TAG = re.compile(r"\s+-(VRP|JF)\b.*$")
# a release tag at the end of a download folder name: " -TAG" or " -TAG v76" (no space after the dash)
TAG = re.compile(r"\s+-(?=[A-Za-z])[A-Za-z0-9]{2,12}(?:\s+[A-Za-z]?\d{1,4})?\s*$")
def display_name(folder_name: str) -> str:
"""'PowerWash Simulator VR v3055+2.5.0 -VRP v76' -> 'PowerWash Simulator VR v3055+2.5.0'."""
"""'PowerWash Simulator VR v3055+2.5.0 -TAG v76' -> 'PowerWash Simulator VR v3055+2.5.0'."""
return re.sub(r'[<>:"/\\|?*]', "_", TAG.sub("", folder_name).strip())
+1 -5
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@@ -4,7 +4,7 @@ When scanning, the chosen folder's subfolders are the games (the folder itself o
it). A subfolder is **one game** when it has candidate programs (see analysis.rift.candidates), no APKs (those are Quest
dumps) and all candidates sit at its top level or under a single subfolder — repacks put the game one or more levels
down, next to installers and archives. Otherwise it's a **collection**: every subfolder is one game (or, again, a
collection), e.g. ARMGDDN_PCVR_OCULUS/<Game vX -TAG>/<Game>/…/Game.exe. Loose programs in a collection are ignored.
collection), e.g. <PC VR games>/<Game vX -TAG>/<Game>/…/Game.exe. Loose programs in a collection are ignored.
"""
from __future__ import annotations
@@ -25,10 +25,6 @@ def classify(path: Path, tree: rift.Tree | None = None) -> tuple[str, rift.Tree]
return "collection", tree
def is_game_folder(path: Path) -> bool:
return Path(path).is_dir() and classify(Path(path))[0] == "game"
def scan(root: Path, depth: int = 4, trees: dict | None = None) -> list[Path]:
"""Game folders under root (root itself if it is one game). `trees` collects the walk results by folder, so the
analysis doesn't walk again."""
+8 -5
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@@ -6,7 +6,7 @@ from pathlib import Path
from ..core.events import Reporter
from ..core.models import Recipe
from ..frame.connection import Frame, FrameTarget
from ..frame.connection import Frame, FrameTarget, sh_quote
from ..install import installer
from ..validate import device
from .base import Target
@@ -20,7 +20,9 @@ class FrameLeptonTarget(Target):
self.frame = Frame(target, password)
self.label = target.label
def connect(self) -> "FrameLeptonTarget":
def connect(self) -> FrameLeptonTarget:
if self.frame.client is not None and not self.frame.alive():
self.frame.close() # the link died (Frame asleep, Wi-Fi gone): open a fresh one
if self.frame.client is None:
self.frame.connect()
return self
@@ -76,10 +78,11 @@ class FrameLeptonTarget(Target):
if opts.pop("layer", False): # also load FramePort's timefix OpenXR layer (as installed games do)
from ..core.paths import artifacts_dir
remote = "/home/" + self.target.user + "/.local/share/frameport/xrlayer"
self.frame.run(f"mkdir -p '{remote}'")
frame = self.connect().frame
remote = f"{frame.home}/.local/share/frameport/xrlayer"
frame.run(f"mkdir -p {sh_quote(remote)}")
for f in sorted((artifacts_dir() / "linux-arm64").iterdir()):
self.frame.put(f, f"{remote}/{f.name}", resume=False)
frame.put(f, f"{remote}/{f.name}", resume=False)
env = dict(opts.get("env") or {})
env.update(XR_API_LAYER_PATH=remote, XR_ENABLE_API_LAYERS="XR_APILAYER_FRAMEPORT_timefix")
opts["env"] = env
+15 -8
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@@ -6,6 +6,7 @@ Works on native Windows and from WSL (Windows programs via interop). Revive is F
"""
from __future__ import annotations
import importlib.machinery
import importlib.util
import json
import shutil
@@ -15,18 +16,21 @@ from pathlib import Path
from ..core import winhost
from ..core.events import Reporter
from ..core.models import Recipe
from ..core.paths import agent_dir, user_data_dir
from ..core.paths import agent_file, user_data_dir
from ..patches.pcvr import game_args
from ..validate.triage import triage
from .base import Target
TAG = "Rift via Revive"
TAG = "FramePort PC VR" # marks the Steam shortcuts FramePort made (for updates and cleanup)
OLD_TAGS = ("Rift via Revive",) # earlier name of the same tag
REVIVE_LOG = "Revive/ReviveInjector.txt" # under %LOCALAPPDATA%
def _vdf():
"""The agent's binary-VDF/shortcut code (stdlib only), reused so there's a single implementation."""
spec = importlib.util.spec_from_file_location("frameport_agent_vdf", agent_dir() / "frameport_agent.py")
path = str(agent_file()) # an explicit loader: in release bundles the source has a .txt name (paths.agent_file)
spec = importlib.util.spec_from_loader("frameport_agent_vdf",
importlib.machinery.SourceFileLoader("frameport_agent_vdf", path))
mod = importlib.util.module_from_spec(spec)
spec.loader.exec_module(mod)
return mod
@@ -181,7 +185,7 @@ class PcReviveTarget(Target):
def add_to_library(self, packages, reporter):
from ..artwork import fetch as artwork
from ..artwork import sources
from ..artwork.steam import steam_set, steam_tags
from ..artwork.steam import steam_set_for, steam_tags
from ..core import library
reporter.stage("Add to Steam library (this PC)")
@@ -203,9 +207,11 @@ class PcReviveTarget(Target):
entry = library.game(pkg) or {"kind": "rift"}
if not sources.has_art(pkg):
artwork.fetch(pkg, lookup=dep.get("art_lookup"))
art = steam_set(pkg)
for stale in vdf_mod.prune_shortcuts(str(vdf), dep["title"], exe, TAG):
for old in grid.glob(f"{stale}*"):
art = steam_set_for(pkg)
for stale in vdf_mod.prune_shortcuts(str(vdf), dep["title"], exe, (TAG, *OLD_TAGS)):
from ..uninstall import grid_files
for old in grid_files(grid, stale):
old.unlink(missing_ok=True)
reporter.log(f"removed the old Steam entry for {dep['title']} (its launch command changed)")
ident = vdf_mod.shortcut_appid(exe, dep["title"])
@@ -298,7 +304,8 @@ class PcReviveTarget(Target):
for m in result.milestones:
reporter.check(m, True)
for f in result.findings:
reporter.check(f.id, None if f.severity in ("warning", "info") else False, f"{f.diagnosis} [{f.evidence[:160]}]")
reporter.check(f.id, None if f.severity in ("warning", "info") else False,
f"{f.diagnosis} [{f.evidence[:160]}]")
return result, log
def set_settings(self, package, settings):
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