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Author SHA1 Message Date
github-actions[bot] 3929ff0a8b catalog: com.camouflaj.salmon (from #47) 2026-10-05 21:57:46 +00:00
spoopyghosty0 44a056095d Dashboard worker (agent v53) leaves a dashboard the player opened with the controller alone (v52 closed it 60 ms after each press, the game stayed paused); Into The Radius 2: focus_hold up to 2.5 s (the Frame dropped focus for 0.4 s and 1.0 s and Unreal paused each time), notes from the headset test 2026-10-05 15:58:50 -04:00
spoopyghosty0 6037b13e88 Dashboard at game start (agent v52): watch from the game's first submitted frame instead of the first pacing summary, which came ~8 s after Steam's "Resume game" menu (seen with Into The Radius 2); incremental log reads, 0.5 s checks 2026-10-05 15:46:54 -04:00
spoopyghosty0 c3a34ace99 Files, Screenshots and Library: right-click menus (Files and Screenshots; on one of several selected items they act on the whole selection) and click-and-drag multi-select in all three; selection bars moved below the lists so they don't shift items mid-drag; the Files row Download button works again (Flet never awaited it); ui_smoke --gestures drives real mouse drags and right-clicks 2026-10-05 15:43:06 -04:00
spoopyghosty0 05843633a7 Proton: the stable one is the default again (agent v51), Experimental suggested when a PC VR game fails; USB setup: "OR" between the two setup buttons and a Developer Mode pop-up first; tr_n crash in the catalog toast/Settings fixed; no "configs updated" toast on the first download 2026-10-05 14:55:23 -04:00
spoopyghosty0 5198f704e9 Game configs update without a release: installed apps fetch catalog/games from GitHub main every 6 h (one API call + changed files only; background, cache-only loading; Settings → Data: last check, Check now, off switch; frameport catalog-update). Configs that need a newer FramePort (unknown patch, adapter setting or field, or min_app above this version) are skipped 2026-10-05 14:31:21 -04:00
spoopyghosty0 eeee7d2b84 Merge pull request #43 from GreySyntax/patch-1
Add missing macOS file entitlement
2026-10-05 14:28:52 -04:00
spoopyghosty0 772c26d91a Connect with a USB cable: wizard "Set up with a USB cable" (live cable detection; setup command over the cable via the Frame's fixed PC address 10.86.200.234; connects right away when already set up), discovered Frames de-duplicated by SSH host key preferring USB > Frame hotspot > network, USB check fixes. Verified on the device: NCM driver-free on Windows 11, DHCP from the Frame, Frame->PC over the cable, the real setup end to end over USB, 36.9 vs 11.3 MB/s, re-finding a lost address 2026-10-05 14:24:48 -04:00
spoopyghosty0 db0a78ccc3 FAQ: how to lay out games with OBB files (data folder named after the package, one folder per game) 2026-10-05 13:58:43 -04:00
spoopyghosty0 01d764e05c scripts/usb_autotest.py: one autonomous USB-cable test (Windows adapters/driver/USB class via powershell.exe from WSL, the Frame's gadget units and NetworkManager setup, Frame -> PC over the cable, SSH + upload speed over USB vs Wi-Fi), Markdown report 2026-10-05 13:52:32 -04:00
spoopyghosty0 0c5c1638ed USB cable link check: agent v50 usb_link (usb0 state/addresses, gadget functions, USB speed, DHCP from the Frame, sshd) and frameport frame usb-check (this PC's address on it, SSH over the cable with the same host key, upload speed vs the normal link) — for deciding on a USB connection option in the setup wizard 2026-10-05 13:41:41 -04:00
spoopyghosty0 a49cfb0b57 PC VR games default to Proton Experimental (agent v49), with Stable one click away: Customize shows the Proton version as a dropdown, and a launch test that fails on Experimental suggests "Try the stable Proton and reinstall". Installing asks again for the runtime Steam names only after Proton is installed 2026-10-05 13:35:26 -04:00
Jordan 0f975d2233 Add missing macOS file entitlement
Without this entitlement the app is unable to show the file picker dialogue.
2026-10-05 16:27:38 +01:00
spoopyghosty0 ccff9ab486 FramePort 0.9.1 2026-10-05 08:42:45 -04:00
spoopyghosty0 f2cf7db507 Dev builds on demand: CI "Run workflow" (dev ticked, optional notes for testers) publishes the rolling dev pre-release with version <next patch>.dev<run>; Settings → Updates → "Install the latest dev build…" installs it like an update (automatic checks still ignore it; the next release is offered normally) 2026-10-05 08:30:05 -04:00
spoopyghosty0 2f740bbb41 Agent v48: incomplete deployment records (no base/appid) no longer break every connection with KeyError: 'base' (GitHub #40); the app logs unexpected connect errors with their traceback 2026-10-05 08:21:21 -04:00
spoopyghosty0 1462d3d471 FramePort 0.9.0 2026-10-05 00:10:17 -04:00
spoopyghosty0 22d10c1ff0 Merge the Linux apps GUI (Add games entries, Linux badge/filter, game page summary + missing-library warning, Frame-only actions, change program) 2026-10-05 00:09:42 -04:00
spoopyghosty0 8b9657b2e6 Frame power bar in the sidebar: Sleep / Restart / Shut down above the Frame card, each with a confirmation (agent v47 power: a user timer runs systemctl, since logind only allows it from the user's units). Restart verified on the device. ui_smoke: configurable port, power confirmation step 2026-10-05 00:07:16 -04:00
spoopyghosty0 bc6f6b7fe2 GUI for native arm64 Linux apps (GitHub #31): Add games -> Add a Linux app (arm64)... / folder (background job, opens the page), Linux badge + library platform filter, game page without recipe/patches (program + Change..., AppImage, OpenXR, source; missing-libraries callout), menus without conversion/recipe actions, Frame-only installs, Steam tags "Linux app on Frame"/"Linux", no Quest/Rift twins; safe local-file deletion for lone AppImages; Linux recipes don't follow the catalog; ui_smoke --linux 2026-10-05 00:06:12 -04:00
spoopyghosty0 8f3c8b33ba README: Screenshots tab section with images 2026-10-04 23:57:22 -04:00
spoopyghosty0 8187c79d17 UI smoke: sample screenshots from the games' store screenshots (docs images of the Screenshots tab) 2026-10-04 23:54:59 -04:00
spoopyghosty0 2ecf7f8624 Merge the Screenshots tab (agent list/delete_screenshots, play-session log for attribution, PC cache + download, GUI tab); agent v46 2026-10-04 23:50:48 -04:00
spoopyghosty0 6200662bc7 Linux apps on the PC side (GitHub #31): analysis/linux.py (AppImage/folder/archive, aarch64 check with a clear x86_64 refusal, program ranking, OpenXR detection from the program and its own libraries), library kind "linux", install plan + upload, frameport add-linux. Verified end to end on the device (FramePort's arm64 build: upload, art, library check, Steam shortcut, launch test RUNNING, uninstall) 2026-10-04 23:49:42 -04:00
spoopyghosty0 d2c72264be Screenshots tab: Steam screenshots on the Frame, matched to games by play session
Agent v45: list_screenshots (screenshots.vdf + folders, every account; the Frame files headset shots under SteamVR
250820, so launch.sh now logs start/end to <anchor>/plays.log and upgrade_launchers adds it to existing launchers) and
delete_screenshots (only images in userdata/<id>/760/remote/<appid>/screenshots, links refused, vdf left to Steam).
PC: install/screenshots.py (thumbnail/full-image cache under screenshots-cache/<frame>, cancellable download).
GUI: Screenshots nav item (grid by day, game filter, viewer with prev/next, multi-select download/delete), game menu
entry; ui_smoke --fake-frame sample shots.
2026-10-04 23:47:08 -04:00
spoopyghosty0 f37f7be9c7 Agent: install arm64 Linux apps (GitHub #31; agent v45): prepare/finalize_linux (AppImages extracted once, missing shared libraries reported via ldd of the app's programs), launcher with the exit watchdog, Steam tag "Linux app on Frame", launch test, stop, uninstall. Verified on the device with an AppImage (Venera: libwebkit2gtk missing, reported) and a tar build (FramePort arm64: runs from Steam, Exit game, uninstall). The app no longer replaces a newer agent on the Frame (an older FramePort kept downgrading it) 2026-10-04 23:43:32 -04:00
spoopyghosty0 d05dd27971 Into The Radius 2 recipe: works with issues (flickering textures reported; space warp turned off with hide_space_warp, not yet confirmed in a headset)
Closes #35
2026-10-04 23:34:01 -04:00
spoopyghosty0 fd478f4c70 Notes: space warp findings (Into The Radius 2), PR #34, heuristics evaluation baseline 2026-10-04 23:28:06 -04:00
spoopyghosty0 d834ffac42 Heuristics: suggest AC Nexus's 90 Hz no-AppSW patch whenever it applies; Unreal Engine 5 games with Meta's plugin show hide_space_warp as an option (off) with the flicker hint 2026-10-04 23:27:14 -04:00
spoopyghosty0 3e11175001 Audio metadata fix: look for Meta's audio library at most once a second and stop once a different build was found (it rescanned every loaded library on every xrPollEvent in games without it) 2026-10-04 23:26:41 -04:00
spoopyghosty0 85a11061d0 Merge PR #34: Meta XR Audio metadata lifetime fix for Batman: Arkham Shadow smoke bombs (Lucas-Mathieu); adapters rebuilt here 2026-10-04 23:26:27 -04:00
spoopyghosty0 e26cb8b0db FrameBridge hide_space_warp (per game, off by default): hides XR_FB_space_warp and removes space warp info from the eye images; for games whose picture flickers with Application SpaceWarp (Into The Radius 2 under test; OVRPort's patch_disable_space_warp doesn't reach UE5) 2026-10-04 23:22:27 -04:00
spoopyghosty0 208d7bb4dd Close SteamVR's dashboard once a FramePort game shows its first VR frames (it was open at every start, also over Lepton's 2D launcher): launch.sh starts the agent's dashboard helper, which uses Steam's UI (CEF devtools); existing launchers get it in place (agent v44) 2026-10-04 23:08:41 -04:00
spoopyghosty0 cf1a2c9181 launch.sh ends the game when Steam's reaper is gone (GitHub #36: Exit game left Lepton running); existing launchers get the watchdog in place (agent v44); PLAYBOOK rows for the Steam library fallback and Exit game 2026-10-04 23:03:02 -04:00
spoopyghosty0 ba9ccc3606 FramePort 0.8.0 2026-10-04 21:39:55 -04:00
spoopyghosty0 83a614d645 Steam library fallback (GitHub #21/#30): when the Frame's Steam doesn't know FramePort's shortcut (Play: AppError_9), the game is added through Steam's devkit interface, live and without a restart, with its art; uninstall/purge remove it. Play reads Steam's AppError lines; diagnostics include Steam's shortcut log and devkit games (agent v43) 2026-10-04 21:38:50 -04:00
spoopyghosty0 5734c1fdee Use your own artwork: choose an image file for a game's cover, wide cover, banner, logo or icon (game menu, or from Find artwork), checked and stored as the user's pick so automatic fetches keep it 2026-10-04 20:31:09 -04:00
spoopyghosty0 af791a45b4 FramePort 0.7.2 2026-10-04 20:23:58 -04:00
spoopyghosty0 11c8802b07 Remember the window position and maximized state (GitHub #32); diagnostics for Steam refusing FramePort's games (GitHub #21/#30): Play reports what Steam's log says about the launch, diagnostics include the Steam library state and Steam's launch log lines (agent v42) 2026-10-04 20:22:47 -04:00
Lucas-Mathieu 70d519a5a9 Fix Meta XR Audio metadata lifetime during Batman smoke effects 2026-10-05 01:50:57 +02:00
spoopyghosty0 4e00c88949 FramePort 0.7.1 2026-10-04 19:24:49 -04:00
spoopyghosty0 1b62d643f3 Notes: language packs verified with Deadpool VR (English dialogue with the patch on) 2026-10-04 19:23:33 -04:00
spoopyghosty0 6bd4eb523f One job queue per process (Flet builds a new app per window session: an old session's job ran unseen and the same game was built twice at once in one work folder, both failed) and one build per game at a time 2026-10-04 19:23:32 -04:00
spoopyghosty0 d22123c657 Language packs: lint (line length, imports) 2026-10-04 19:23:32 -04:00
spoopyghosty0 0137cd993b Language packs: ship libfp_langpack.so (built here), drop the dispatcher's late asset-list answer once we answered after the timeout (one answer per request), per-thread skip list, and games already in a library get their packs listed after an app update 2026-10-04 19:23:32 -04:00
yzfsoldier 7b8e7c2c5d Opt-in frame.langpacks: serve <tag>.lang language packs from the game's files (PR #20)
Some Quest games ship voice-over languages as <tag>.lang files and ask the Meta Platform SDK for them; overport's
platform loader answers with nothing, so every language but the built-in one stays greyed out. libfp_langpack.so
answers the language-pack and asset-file calls from the packs already on the device (Metadata = the game's
versionName, the /storage/emulated/0 path spelling Unreal uses). Tested in the headset with Deadpool VR (German
dialogue), AC Nexus and Asgard's Wrath 2.
2026-10-04 19:23:29 -04:00
spoopyghosty0 990331e5b6 WiiCompiled VR recipe: how to add a game (upload the .wcgame to its Import folder with the Files tab) 2026-10-04 18:32:29 -04:00
spoopyghosty0 56b370f582 WiiCompiled VR recipe: works with issues (no document picker in Lepton: manual .wcgame import; right eye jitters in races, inside the game's own OpenXR path) 2026-10-04 18:29:53 -04:00
spoopyghosty0 ac628cd284 FrameBridge: per-eye diagnostics (eye_debug: submitted vs fresh eye poses, eye-to-eye relation, release timing; also logged to framebridge.log because some games end Lepton's logcat early) and release_wait (wait for the game's GPU work before an image is released; 2 = A/B after 60 s) 2026-10-04 18:24:15 -04:00
spoopyghosty0 c12b2f6992 Steam art: games whose only art is the library's generated cover/banner get the placeholder set again (they got no Steam art at all, e.g. WiiCompiled) 2026-10-04 18:19:03 -04:00
spoopyghosty0 a110e8573f QuestCraft recipe: works with issues (Java runtime missing on first start; Minecraft's graphics then fail with OpenGL error 1282) 2026-10-04 18:11:37 -04:00
spoopyghosty0 4fdeeaf829 FrameBridge emulates Android video panels (XR_KHR_android_surface_swapchain: I Am Monkey's intro, surface_emul); the launcher repairs save folders without group write (SUPERHOT quit at start, agent v41); SUPERHOT (Quest) and I Am Monkey recipes; Lucky's Tale's out-of-memory diagnosis 2026-10-04 18:07:22 -04:00
spoopyghosty0 dbabb37343 FramePort 0.7.0 2026-10-04 17:08:34 -04:00
spoopyghosty0 7afee4bf59 FramePort on the Frame: Play in Desktop Mode says the game will be in the Steam library back in Gaming Mode (was an error: the waiting library update read as 'no answer'); a second request for a game whose library update already waits doesn't start another (agent v39) 2026-10-04 16:53:47 -04:00
spoopyghosty0 7367a35176 Library rescans find new downloads: a folder with a stray APK next to game folders counted as one game (the scan stopped there), and games more than two folders down (a download manager's <library>/data/downloads/<game>/) weren't searched; now 5 levels, collections vs game folders told apart, PC program folders and code checkouts skipped 2026-10-04 16:50:33 -04:00
spoopyghosty0 9948f946c5 Remove from library offers the same 'also delete this game's files on this PC' option (off by default) 2026-10-04 16:39:35 -04:00
spoopyghosty0 3870500972 Uninstall asks whether to also delete the game's files on this PC (off by default): the APK and data folder (or a PC VR game's folder) and FramePort's converted copies, listed with their size; never signing keys or files another library entry uses; the game then leaves the library 2026-10-04 16:36:17 -04:00
spoopyghosty0 a7b02c00ee On the Frame itself the app keeps its data in ~/.local/share/frameport-app: ~/.local/share/frameport is the agent's folder, which its purge removes (with the game signing keys) 2026-10-04 16:31:54 -04:00
spoopyghosty0 09c7bb6ea7 SDL / LÖVE apps start on the Frame (GitHub #24): Lepton's Android has no clipboard service and SDLClipboardHandler's constructor crashed on it; frame.sdl_clipboard skips that one call with an in-place classes.dex edit (apk/dex.py), verified with LÖVE for Android 11.5 (crash without, runs with). Android apps without VR keep every suggested non-VR patch 2026-10-04 16:29:45 -04:00
spoopyghosty0 3761dfd62d FramePort on the Frame itself: on SteamOS ARM64 it remembers 'This Frame' (127.0.0.1) and authorizes its own key (no pairing; Developer Mode for sshd, explained if off). Steam library changes wait while Desktop Mode is open (a Steam restart would end it, and FramePort with it; agent v38). Recipe: Beat Saber co-existence build (#29, without the repack's branding) 2026-10-04 16:17:24 -04:00
spoopyghosty0 f86d9021f9 Steam library fixes (GitHub #4, #21, #27): shortcuts go to every Steam account, the agent waits for Steam's helpers before writing and checks the entries survived Steam's restart (writes once more, else reports it; agent v38); Play's add-to-library repair no longer crashes (TypeError since 0.6.3). Uploads resume after a transient OSError (Windows Errno 22). Recipes: Riven (#26), SUPERHOT VR Rift version (#28) 2026-10-04 16:03:38 -04:00
spoopyghosty0 83e901a682 Accounting+: works with issues (VR starts with frame.unity_oculus_check + the frame-wait shim; stuck at 'press any button' although its OVRInput gets clean input). The shim's input wrappers (logging, input focus, stuck-button release) stay behind INPUT_PROBE (off); per-hand interaction profiles and input counters in layer_debug 2026-10-04 15:50:00 -04:00
spoopyghosty0 246e5fc5ee Accounting+ runs: with the frame-loop shim Unity 2017's built-in Oculus support submits frames (~71 fps in the launch test, was a frozen dashboard); frame.unity_oculus_check is suggested again 2026-10-04 15:03:49 -04:00
spoopyghosty0 17403779cb Accounting+ / Unity 2017 built-in Oculus: native/ovrpshim (libfp_ovrp.so) adds the frame wait Unity's legacy loop never makes (fpov_Update2 = ovrp_WaitToBeginFrame once per frame, then ovrp_Update2); frame.unity_oculus_check renames the lookup in libunity.so and links the shim into libOVRPlugin.so. Still opt-in until a launch test shows frames 2026-10-04 14:58:01 -04:00
spoopyghosty0 0e03e061a4 Recipes FramePort derived (not the user's own) are derived again once after every app update, so new automatic fixes reach games already in a library (e.g. the Vulkan shim for own-engine games); a changed recipe shows Update on Frame 2026-10-04 14:52:26 -04:00
spoopyghosty0 d8cf19fb20 Owner's verdicts: Blade & Sorcery works, BattleGlide works, Myst and I Am Cat work with issues, Roblox unsupported; Myst keeps application space warp (turning it off didn't help). PLAYBOOK: symptom rows and debugging techniques from these sessions (headset-only failures, linker log via LEPTON_GFXRECON_FP_PROPS, Unity's own tombstone, wear-sensor focus losses in vrserver.txt, inlined getters, catalog YAML) 2026-10-04 14:43:49 -04:00
spoopyghosty0 7cd9a38eaf Headset round 3: Blade & Sorcery's freezes are the headset's wear sensor flickering off while worn (SteamVR 'HMD off' 0.5-2 s), which only this game pauses on: new adapter setting focus_hold_ms (default 1000; 2500 in its recipe). Installs no longer restart Steam when the game's shortcut is unchanged (a reinstall ended a game being played), and wait while a game runs when Steam has to restart (agent v37). frame.vk_sanitize also covers own-engine libraries that load libvulkan.so by name (Roblox's crash is on Fossilize's recording thread). Myst: app space warp off (object glitches). frame.unity_oculus_check is opt-in (Unity 2017's frame loop never waits: dashboard freeze). focus_hold: 1 s focused / 1 s dips by default 2026-10-04 14:15:50 -04:00
spoopyghosty0 4f3593192f Recipes from the second headset round: BattleGlide works (focus_hold), Myst works with minor glitches (sync_guard confirmed), Blade & Sorcery still jumps/freezes now and then. GAMES.md is generated from the repo's recipes only (a local user catalog hid Myst), and a test parses every catalog file (a broken one was skipped silently) 2026-10-04 12:03:53 -04:00
spoopyghosty0 974426d1d0 Headset round (2026-10-04): frame.unity_oculus_check (Unity 2017-2018 built-in Oculus starts VR only with Meta's com.oculus.systemactivities; Accounting+ now creates its OpenXR instance instead of running as a hidden 2D app); adapter sync_guard (the Frame runtime's xrSyncActions race right after focus, Myst); recipes: Myst, BattleGlide and Blade & Sorcery: Nomad (focus_hold for the Frame's brief focus dips) as works with issues, Roblox and BONELAB unsupported with what was found; triage + PLAYBOOK rows 2026-10-04 11:45:52 -04:00
spoopyghosty0 b7a0e0cb5b Notes: device results for the requested games (BONELAB, Roblox, Accounting+ findings) 2026-10-04 11:14:57 -04:00
spoopyghosty0 38edc26092 Cpp2IL: a build it can't read (e.g. Unity 2017) is cached as such, so each Unity patch doesn't run it again, and the error names Cpp2IL's exception instead of a stack trace; the controller-profile triage line no longer suggests profile_remap (it's on by default) 2026-10-04 11:14:43 -04:00
spoopyghosty0 e96e25bade Controller profiles (0.7.0 D): the adapter suggests bindings for Meta's newer Touch profiles (Touch Plus/Pro), which the Frame's runtime rejects, again as oculus/touch_controller (setting profile_remap, default on; triage info signature). unity_no_msaa: games with several MSAA quality levels failed ('bytes not found in place'), and pre-2019 Unity names the field blendWeights 2026-10-04 10:27:53 -04:00
spoopyghosty0 67c991ca4f Fixes from user reports, round 2: VR4 campaign hang (one shader reads an uninitialized loop counter; the Vulkan shim's new vk_shader_fix setting inserts the zeroing stores, matched by size + SHA-256, from #10's capture); I Am Cat multipass (the getter is inlined: the field read in OculusLoader.Initialize is rewritten, verified on a Frame); builds remember their recipe (recipe_fp, Patch.revision) so changed recipes show Update on Frame; a Frame that got a new address is found again by its SSH host key; packaged apps show library artwork (#16); diagnostics include this boot's kernel log; the Game settings dialog keeps text settings; recipes from #13, #14, #15, #17 2026-10-04 10:21:30 -04:00
spoopyghosty0 d2017194f3 Catalog recipes reach games already in the library: recipes remember the catalog entry they came from (catalog_rev) and are derived again when it changes (never the user's own edits); a maintained entry updated after the user's shared copy wins. Recipes: I Am Cat (issues: frame.unity_multipass), Lucky's Tale (issues: frame.unity_runtime_msaa_off), VR4 works with the no-ForceQuit build 2026-10-04 01:31:16 -04:00
spoopyghosty0 7a11706b3a FramePort 0.6.3: Unity patches frame.unity_runtime_msaa_off (OVRManager turns 4x MSAA on at runtime: Lucky's Tale restarted the headset, #9) and frame.unity_multipass (Oculus XR Plugin multiview: I Am Cat's grey right eye, #8), sharing one Cpp2IL run per build; triage signature for runtime MSAA; VR4 installs the no-ForceQuit build (#10) 2026-10-04 01:22:47 -04:00
spoopyghosty0 76d4390b19 Steam library entries (issues #4, #5: 'Game configuration unavailable', no shortcuts): agent v35 adds shortcuts for the signed-in Steam account (loginusers.vdf), else every account, instead of failing when the Frame has several; Play launches the shortcut's own id and says when a game isn't in the library, and the app then adds it and starts the game; an install whose library entry isn't confirmed says so. Triage: OVRPlugin's routine 'Unavailable OpenXR extension: XR_FB_scene' no longer suggests scene emulation 2026-10-04 01:10:52 -04:00
spoopyghosty0 2022d9986a Catalog: VR4 keeps its package title (com.Armature.VR4; the store name stays in source_hint for matching dump folders) 2026-10-04 00:54:16 -04:00
spoopyghosty0 9ff7edf93b Catalog: working configs from issues #1 (Resident Evil 4, package com.Armature.VR4: works with issues), #3 (Cook-Out), #6 (Beat Saber), #11 (Job Simulator), #12 (Dinosaur Island); games list regenerated. catalog_from_issue: 'device' is a checked list field, and FramePort patch ids must exist 2026-10-04 00:52:39 -04:00
spoopyghosty0 a5722b50a0 Windows games without VR (Reddit request): a game folder added with 'Add one game folder…' that has no VR runtime becomes a flat Windows game: only the Proton patches, a launcher without SteamGameId (Proton sets up no VR), a non-VR Steam shortcut (OpenVR=0, tag 'Windows game on Frame'), labels 'Windows game (Proton)'; no 'Play on this PC' 2026-10-03 19:38:23 -04:00
spoopyghosty0 0a13ca72a2 Frame crash detection: agent v34 reports the boot id, whether the previous boot shut down cleanly (journal) and the FramePort game launched last before it; the app compares with the last boot it saw and, after an unclean restart soon after a game started, says so with Report a problem. Diagnostics include the previous boot's errors and kernel warnings (GPU resets, OOM) 2026-10-03 19:33:37 -04:00
spoopyghosty0 c53d754007 FramePort 0.6.2 2026-10-03 19:29:24 -04:00
spoopyghosty0 a1662da17d Connecting a new Frame (Reddit feedback): a PC without SSH keys made paramiko end the key attempt with 'No authentication methods available' (SSHException), which stopped the loop before the password was tried and showed that raw message; now it's a failed login like any other, and the final error (FrameNotPaired) says to run the first-time setup or that the password was refused. Wizard: first-time setup is step 1, a 'not set up yet' callout with the setup button after such a failure. Failed installs/tests offer Report a problem. README/GAMES/CONTRIBUTING: share-a-config and report-a-problem links 2026-10-03 19:02:31 -04:00
spoopyghosty0 0141bad259 Desktop on the Steam Frame: SteamVR dashboard → Launch a program → Desktop, then System → Konsole (the Steam Deck's Power → Switch to Desktop doesn't apply) — README, INSTALL, setup wizard, CLI, bootstrap 2026-10-03 18:12:12 -04:00
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
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@@ -5,6 +5,15 @@ on:
tags: ["v*"]
pull_request:
workflow_dispatch:
inputs:
dev:
description: "Publish the bundles as the dev build (testers: Settings → Updates → Install the latest dev build)"
type: boolean
default: true
notes:
description: "What testers should try (shown before they install it)"
type: string
default: ""
jobs:
test:
@@ -40,6 +49,8 @@ jobs:
archive: FramePort-macos-arm64.zip
- 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
@@ -48,11 +59,14 @@ jobs:
if: runner.os == 'Linux'
run: sudo apt-get update && sudo apt-get install -y ninja-build libgtk-3-dev
- run: uv sync --extra dev
- name: Dev build version (next patch + .dev<run number>; not committed)
if: github.event_name == 'workflow_dispatch' && inputs.dev
run: uv run --no-project python scripts/dev_version.py ${{ github.run_number }}
- 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: ${{ runner.os == 'macOS' || runner.arch == 'ARM64' }}
- name: macOS / Linux ARM64 fallback (PyInstaller bundle)
if: (runner.os == 'macOS' || runner.arch == 'ARM64') && steps.flet.outcome == 'failure'
run: uv run --with pyinstaller python scripts/package.py --pyinstaller
# ---- signing: self-signed certificate on Windows, ad-hoc on macOS ----
@@ -95,7 +109,9 @@ jobs:
run: ditto -c -k --keepParent "$(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 ${{ matrix.archive }}
@@ -137,10 +153,50 @@ jobs:
git fetch --force origin "refs/tags/${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 "$whatsnew"; echo; fi
echo "Already have FramePort? It offers this update itself (Library → **Update now**)."
echo; cat packaging/release-footer.md; } > "$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"
dev-release:
# "Run workflow" with dev ticked: replaces the rolling `dev` pre-release (never shown by the automatic update check;
# testers install it from Settings → Updates). Same assets + SHA256SUMS as a release.
if: github.event_name == 'workflow_dispatch' && inputs.dev
needs: bundle
runs-on: ubuntu-latest
permissions:
contents: write
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0
- uses: astral-sh/setup-uv@v10.2.0
- id: version
run: echo "version=$(uv run --no-project python scripts/dev_version.py ${{ github.run_number }})" >> "$GITHUB_OUTPUT"
- uses: actions/download-artifact@v8
with:
path: out
merge-multiple: true
- name: Wheel
run: uv build --wheel -o out && ls out
- name: Checksums
run: cd out && sha256sum * > SHA256SUMS.txt && cat SHA256SUMS.txt
- name: Publish the dev build
env:
GH_TOKEN: ${{ github.token }}
VERSION: ${{ steps.version.outputs.version }}
NOTES: ${{ inputs.notes }}
run: |
notes=$(mktemp)
last=$(git describe --tags --abbrev=0 --match 'v*' 2>/dev/null || true)
{ echo "Dev build **${VERSION}** from commit ${GITHUB_SHA::7} ($(date -u +%Y-%m-%d)). For testing fixes before"
echo "the next release; you get that release as a normal update."; echo
if [ -n "$NOTES" ]; then echo "## Please test"; echo; echo "$NOTES"; echo; fi
if [ -n "$last" ]; then echo "## Changes since ${last}"; echo
git log --no-merges --format='- %s' "${last}..HEAD" | cut -c1-160 | head -40; fi; } > "$notes"
gh release delete dev --yes --cleanup-tag 2>/dev/null || true
gh release create dev out/* packaging/FramePort-selfsigned.cer --prerelease --target "$GITHUB_SHA" \
--title "FramePort dev build ${VERSION}" --notes-file "$notes"
+1
View File
@@ -19,3 +19,4 @@ CLAUDE.local.md
# outputs of `frameport report` / `parity` / ruff
REPORT.md
.ruff_cache/
.claude/worktrees/
+119 -2
View File
@@ -21,7 +21,19 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
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).
fallback, which would show an unknown control); screenshots (Steam screenshots on the Frame, `install/screenshots.py`
+ agent v46 `list_screenshots`/`delete_screenshots`: the Frame files every headset shot under SteamVR 250820, so
launch.sh logs `start/end <unix>` to `<anchor>/plays.log` (upgrade_launchers adds it; Proton launchers exec → start
only) and shots are matched by time; thumbnails cached in `<data>/screenshots-cache/<frame>/`, shown by asset URL;
delete leaves screenshots.vdf alone (Steam rewrites it at exit); game menu → "Screenshots" = `go("screenshots",
pkg)`); settings; welcome; activity panel). Files, Screenshots and the Library share right-click menus
(one `ft.ContextMenu` per view, filled on right-click; on one of several selected items they act on the whole
selection, `C.menu_targets`) and click-and-drag multi-select (`C.DragSelect`: pan start/end on the area + item
hover events, which Flutter also sends with the button held; Flet can't report item positions, so no rubber band).
Selection bars sit below the list: above it, their appearing shifted the items mid-drag. Async handlers (they
await a FilePicker) must be coroutine functions or go through `page.run_task`: Flet doesn't await a lambda's
coroutine (the Files row Download button silently did nothing). `ui_smoke.py --fake-frame --gestures` drives real
mouse drags/right-clicks.
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
@@ -76,6 +88,11 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
auto-start SteamVR on Play (`winhost.start_steamvr`); the Frame launcher always uses `/openxr`. UI (`game.py`
where()) states per-game where it runs; installing an Oculus game on the Frame shows a warning. Migration
`rift_frame_native` re-analyzes + re-derives existing entries.
- Own artwork (0.8.0): game menu → "Use your own artwork…" (also from the Find artwork dialog) =
`views/art_dialog.show_custom_art_dialog`: one slot per kind (portrait/landscape/hero/logo/icon), FilePicker →
`sources.apply_custom` (Pillow check, ≥64 px, ≤40 MB, scaled to ≤3840 px, PNG if alpha/logo/icon else JPEG,
replaces only that kind + its thumbnails, drops the generated cover/banner, writes `.picked` = "custom") /
`remove_custom`; Steam shapes are still composed from what exists (`steam.py` PREFER).
- Art for Rift games: `artwork/sources.py` — Quest version package (OculusDB packageName, exact name or +
"Unplugged"-type suffix, never sequels) → Meta art; OculusDB square cover; Steam (exact names only); exe icon.
- Store details (`artwork/details.py`, entry `details`): OculusDB (description, genres, publisher, website; by Quest
@@ -86,6 +103,11 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
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).
- Linux apps (GitHub #31, library kind `linux`, `linux.<slug>`): GUI = Add games → "Add a Linux app (arm64)…" /
"…folder…" (`app.add_linux` job → `pipeline.add_linux_app`); game page `linux_summary` (program + Change…, AppImage,
OpenXR, source) instead of recipe/patches, `C.missing_libraries` callout (Frame deployment, else last install);
no Analyze/Rebuild/recipe/share/Game settings actions, Frame only; platform "Linux" badge + library filter; Steam
tags "Linux app on Frame"/"Linux"; `_follow_catalog` skips them; local files of a lone AppImage = the file only.
- Quest/Rift twins stay separate entries, shown and named in Steam "Title (Quest)"/"(Rift)" (`core/titles.py`).
- `Recipe.as_is` = install unchanged (pre-patched libraries): `pipeline.prepare_as_is`; auto for APKs that already
contain FrameBridge (`frame_patched`). For Rift it changes nothing (the dump is never modified; the Frame copy
@@ -147,7 +169,7 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
- `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` — 38 recipes (34 verified 2026-09-28; Deadpool VR, 4XVR, NEX Player and AC Nexus's
- `catalog/games/<package>.yaml` (installed apps also fetch these from GitHub `main`, see "Catalog updates") — 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
@@ -414,9 +436,99 @@ for steamos (Steam Input) → agent v33 `_keyboard` uinput keyboard ("Type on Fr
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.
**User reports (2026-10-04, issues #4-#10):** Steam shortcuts go to the signed-in account (`loginusers.vdf`
MostRecent) else every account (agent v35 `library_users`; it used to refuse with >1 account → Play gave Steam's "Game
configuration unavailable"); `launch` uses the shortcut's own appid and errors `NOT_IN_LIBRARY`, the app then adds it
and plays. Unity IL2CPP fixes share one Cpp2IL run (`unity_text_input.Il2cppReturnPatch`, `ALL_TARGETS`, cache keyed by
global-metadata.dat): `frame.unity_runtime_msaa_off` (OVRManager raises MSAA to 4x at runtime: "Switching to the
recommended level" → Lucky's Tale restarted the headset; `OVRDisplay.get_recommendedMSAALevel` → 0) and
`frame.unity_multipass` (Oculus XR Plugin multiview → MultiPass via `OculusSettings.GetStereoRenderingMode`; I Am Cat's
right eye grey). Both checked against Toy Master's Cpp2IL output, not yet in a headset. VR4 quits itself (System.exit
after the intro movie) → catalog `use_alt`. **Catalog changes reach existing games** without hardcoded migrations:
recipes store `catalog_rev` (= `CatalogEntry.rev()`), `library._follow_catalog` re-derives non-user recipes whose entry
changed; a maintained entry beats the user's shared copy when its `updated`/verified date is later (`catalog._newer`).
**Round 2 of reports (2026-10-04):** VR4's campaign hang = one fragment shader reading an uninitialized loop counter
(reporter's capture): vkshim `vk_shader_fix` setting (`<size>:<sha256>:<offset>:<words>`, from the recipe's `adapter:`;
matched by size + SHA-256, words inserted into a copy) — on the device the module is fixed at load ("fixed shader
module (6488 -> 6512 bytes)"); campaign itself not yet seen in a headset by us. Text settings (kind "str") stay out of
the Game settings dialog (saving it dropped them). I Am Cat: `GetStereoRenderingMode` is inlined (no call sites) →
`Il2cppReturnPatch.field_loads` rewrites the field read in `OculusLoader.Initialize` (Cpp2IL gives the field offset,
`field:<name>`); verified with Toy Master: eye swapchains array=1 ×2 instead of array=2. Builds record `recipe_fp`
(`patches/base.recipe_fingerprint`, `Patch.revision`): a changed recipe or revised patch shows "Update on Frame".
Remembered Frames are found again after an address change (`Frame.relocate`: scan, same SSH host key, before
login). Packaged apps show artwork by file path (`thumbs.use_file_paths`, #16). Diagnostics: this boot's kernel log.
Device tests of requested games (2026-10-04, headless): I Am Cat, Myst 3.3.0, BattleGlide, Blade & Sorcery: Nomad
start (RUNNING, frames). Roblox: SIGSEGV in je_free from libroblox.so ~3 s in (likely its anti-tamper vs the re-signed
APK). BONELAB (Unity 2021.3 Vulkan, OVRPlugin 1.94): SIGSEGV with pc == fault addr in vkCreateInstance, called from
libSLZQuestNative.so's Vulkan hooks into an unmapped (unloaded) library right after OVRPlugin's pre-init
xrDestroyInstance; pinning openxr/vrclient libraries (RTLD_NODELETE) did NOT help — find the unloaded library with the
linker's dlopen/dlclose logging next. Accounting+ (Unity 2017.4 built-in Oculus, libOVRPlugin + libvrapi): Unity
never starts VR on the Frame (no OVRPlugin/OpenXR lines; runs as a 2D app), which is why its "controller setup"
screen can't be passed — Unity 2017's Oculus device check, not the controller profiles. Cpp2IL can't read Unity 2017.
The Frame's Android runtime (vrclient.so) knows oculus/touch_controller but not Meta's Touch Plus/Pro profiles
(OVRPlugin suggests those too, routinely) → adapter `profile_remap`.
Headset round 2 (2026-10-04): the Frame drops focus often (ms to 7 s; only some are presence/standby) → games pause
or recentre (B&S Player.OnVRPresence → Teleport, BattleGlide/Unreal pauses); focus_hold now 1 s focused / 1 s max dip
(longer must still pause). Myst crash = vrclient xrSyncActions race after FOCUSED → `sync_guard` (confirmed); its
object glitches: app space warp suspected (FB_space_warp is advertised and used) → recipe `patch_disable_space_warp`.
I Am Cat multipass: poses/times consistent, but every frame is submitted after the next xrWaitFrame (one period late;
Zink + doubled draws) and the game clamps its physics step to 10 ms → judder while still; testing scale 0.8. Roblox's
newest crash is on Fossilize's recording thread → vk_sanitize extended to own-engine libs (engine "Other").
Accounting+: unity_oculus_check + native/ovrpshim (libfp_ovrp.so waits via ovrp_WaitToBeginFrame before Unity
2017's ovrp_Update2) → VR in the headset at ~72 fps (2026-10-04), but stuck at "press any button" although input
reaches its OVRInput cleanly (probe: both Touch connected 0x63, individual buttons, input focus 1) → works with issues.
"outside of frame bounds" warnings stay (~2/frame) and are harmless.
Steam library (GitHub #4/#21/#27, agent v38): shortcuts go to every Steam account (signed-in first; MostRecent isn't
always the account on the Frame); stop_steam also waits for Steam's helpers; after the restart the agent re-reads
shortcuts.vdf and writes once more if Steam put its old copy back (`shortcuts_lost`), else reports it. 0.6.3's Play
auto-repair (`_add_then_play`) crashed (its job got a Job, not a reporter). Uploads resume on a transient OSError.
Lepton's Android 11 has no clipboard service (134 services; checked with `podman exec … service check clipboard`):
SDL/LÖVE apps crashed at start → `frame.sdl_clipboard` (`apk/dex.py`: in-place dex edit, nops one invoke, fixes
the header checksum/signature; verified with LÖVE for Android 11.5, GitHub #24 Dramatic Shape). 2D apps (vr_kind none)
keep every suggested patch that isn't about VR (`needs_vr = False`), not a fixed list. FramePort on the Frame:
`frame/local.py` (127.0.0.1, own key authorized; "This Frame (experimental)"; app data in
~/.local/share/frameport-app because ~/.local/share/frameport is the agent's) and Steam library changes wait while
Desktop Mode is open. Verified on the device 2026-10-04 (install + launch test from the Frame). Library updates on the
Frame run one at a time (agent v40 flock): two quick uninstalls used to bring a removed shortcut back (Roblox).
Headset round 3 (owner's verdicts, 2026-10-04): Blade & Sorcery works — its freezes were the headset's wear sensor
flickering off while worn (vrserver.txt "HMD off/on" 0.5-2 s) → per-game `focus_hold_ms=2500` (only this game reacts;
not a default). BattleGlide works (focus_hold). Myst works with issues (object glitches; space warp ruled out, its
recipe keeps it on). I Am Cat works with issues (judder; scale 0.8 no help). Roblox unsupported (je_free in
libroblox, also with the Vulkan shim). Installs skip the Steam restart when the shortcut is unchanged and wait while a
game runs (agent v37). New default fixes in FramePort's code reach games already in a library: after every app update
`library._follow_catalog` re-derives each non-user recipe once (setting `recipes.app_version`; tests switch it off via
`library.REFRESH_ON_UPDATE`); analysis fields added later still need a re-analysis. Troubleshooting techniques: docs/PLAYBOOK.md "Debugging techniques". Unity `boot.config` "vulkan" substring mislabels GLES games as Vulkan
(I Am Cat ran GLES); OVRPlugin's "Unavailable OpenXR extension: XR_FB_scene" is routine (no longer triaged).
**Round 4 (2026-10-04):** XR_KHR_android_surface_swapchain is listed by the Frame's runtime but returns
FUNCTION_UNSUPPORTED → adapter `surface_emul` (default on, `native/adapter/surface_swapchain.c`): an ordinary runtime
swapchain is returned, the game gets a Surface from a SurfaceTexture on a worker thread (own EGL context, JavaVM from
XrInstanceCreateInfoAndroidKHR), frames are read back (glReadPixels) and uploaded in xrEndFrame (Vulkan: own command
buffer + fence per panel, never waits; GLES: glTexSubImage2D). I Am Monkey's intro works (owner-confirmed). SUPERHOT
(Quest) quit at start: its cloud save folder was mode 1700 and Lepton's app writes through the folder's group →
launch.sh `fix_perms` adds u+rwx,g+rwx (agent v41). Lucky's Tale: Unity's Loading.PreloadManager thread grows the
native heap ~1 GB/s until the OOM killer (Frame freezes); no fix. `perf` works as steamos (paranoid 2; ptrace_scope 1
blocks gdb/eu-stack/debuggerd) — see PLAYBOOK "Debugging techniques". QuestCraft downloads its JRE at first run into
`files/runtimes/JRE` (Pojlib Installer); on the Frame it was missing (unpacked by hand, unverified). WiiCompiled: its launcher shows
(lepton-show-flatscreen) but imports .wcgame files through Android's document picker (OPEN_DOCUMENT), which Lepton
lacks (ActivityNotFoundException) → imported by hand: libmain.so + game.json → internal files/game/<profile>,
DATA/ → external files/WiiCompiledOpenXRVR/DATA, MOD/ → .../RetroRewind6 (decompiled with jadx). Lepton has no
picker at all: a FramePort fix would be an injected picker activity. Generated cover/banner art used to suppress the
Steam placeholder set (no Steam art at all) → fixed in artwork/steam.py.
**Steam library failures (GitHub #21/#30):** on some Frames Steam never loads FramePort's shortcuts.vdf entries (same SteamOS build and arm64 beta client as the dev Frame; IDs correct; file written before Steam starts): Play → console_log `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` (= "Game configuration unavailable", Steam treats the id as a store app). Cause unknown; agent v42/43 diagnostics: `launch` returns `steam` (started / error + code / silent from console_log), `collect_diag` adds `steam_library` (real Steam dir, beta, Steam start vs vdf write time, entries per account, devkit games) + `steam-console.txt` (incl. Steam's `logs/shortcuts.previous.txt` if present; steamclient.so has "LoadShortcuts: rejecting attempt to load shortcuts: invalid account ID"). **Fallback (agent v43):** when Play gets AppError_9 the agent registers the game through Steam's devkit interface (what Valve's Devkit Management Tool does, MIT: `devkit-1 steam://devkit-1/<~/.steam/steam.token>/create-shortcut?response=<file>&gameid=<id>&directory=~/devkit-game` written to ~/.steam/steam.pipe; answer file / `.error`; `~/devkit-game/<id>/launch.sh` = link to the game's launch.sh, `<id>-argv.json` ["launch.sh"] (relative to the folder), `<id>-settings.json` {steam_play 0, compat_tool ""}). Steam adds it live (no restart), picks its own appid (read back from shortcuts.vdf by DevkitGameID), shows it as a normal non-Steam game named "Devkit Game: <id>" (OpenVR 0, but VR works: owner-verified 2026-10-04), art copied to grid/<appid>*. Ids: letter first, then letters/digits/_ only (spaces, '-', leading digit → "missing/invalid arguments"). Later Plays use the devkit entry; uninstall (`devkit_unregister`, `delete-shortcut` live) and purge remove it. Verified on the dev Frame: register/launch/unregister; the AppError_9 trigger itself only in unit tests.
**Exit game (GitHub #36, 2026-10-04):** `Apps.TerminateApp` (what Exit game calls; reachable for tests through Steam's CEF devtools on 127.0.0.1:8080, SharedJSContext, `Runtime.evaluate` — a stdlib websocket client is enough) closed both a normal shortcut and a devkit entry on the dev Frame within 1-3 s. SIGTERM to Steam's `reaper` alone left launch.sh + Lepton (setsid) + the container running (an earlier headset launch ran on for 87 min); SIGTERM to launch.sh cleans up in ~4 s. Agent v44: launch.sh's 2 s loop ends the game when its parent (the reaper) is gone; `upgrade_launchers` (from ensure_host_fixes) adds that to existing launchers in place. Which in-headset exit path fails is still unknown. Screenshots on the Frame: all under SteamVR's appid 250820 (`760/remote/250820/screenshots`, screenshots.vdf has creation time, no game).
**SteamVR dashboard at game start (2026-10-04):** the dashboard (Resume game / controller / VR options) was open whenever a FramePort game started (also over Lepton's 2D launcher). Steam's UI exposes `SteamClient.OpenVR.VROverlay.{IsDashboardVisible,HideDashboard,ShowDashboard}` (CEF devtools, `steam_js` in the agent). Agent v44: launch.sh starts `_dashboard_worker` (waits for FrameBridge's first `pacing:` line in launch.log, then hides a visible dashboard for 25 s, at most 3 times; log `<base>/dashboard.log`; opt out with env FRAMEPORT_KEEP_DASHBOARD=1). Verified on the dev Frame (dashboard shown → 4XVR launched via Steam → hidden ~5 s after the first frames); not yet seen in the headset. **Headset (ITR2, 2026-10-05): too late** — Steam shows its frame menu (`valve.steam.gamepadui.frame.menu`, vrwebhelper_systemui.txt `[PooledPopups] Showing`) ~0.3 s after the game's first submitted frame (FrameBridge `new layer:`), but the first `pacing:` summary comes ~8 s later; the owner had pressed Resume (`[HideDashboard] return_to_game`) before the worker looked. Agent v52: watches from the first `new layer:` line (incremental log reads, 0.5 s polls, 30 s window). Agent v53: stops for good once the player opens the dashboard with the controller (`toggle_dashboard_action` in vrwebhelper_systemui.txt since the worker started): v52 closed it 60 ms after each press, and the game, paused for it, stayed paused.
**Space warp / ITR2 (2026-10-04):** Into The Radius 2 (UE5, `libUnreal.so` + OVRPlugin, Vulkan) uses Application SpaceWarp (extra swapchains `376x376 format=97` motion vectors + `format=129` depth); #35 reports flickering textures. OVRPort's `patch_disable_space_warp` has no effect on UE5, and hiding XR_FB_space_warp in FrameBridge's enumerate doesn't reach the game either: **OVRPort's dispatcher offers/enables XR_FB_space_warp itself**. FrameBridge `hide_space_warp` (per game, off) hides it and strips `XrCompositionLayerSpaceWarpInfoFB` (1000171000) from the projection views (log `hide_space_warp: removed space warp info`); the game still renders its MV swapchains. Test build installed on the dev Frame; flicker not yet checked in a headset. Heuristic: UE5 + OVRPlugin shows it as an option (off). `equirect_emul` is suggested for Unreal games whose graphics API isn't detected ("GLES or unknown"); on Vulkan it switches itself off (Myst/Riven/ITR2): harmless, but Unreal Vulkan detection is a known gap.
**PR #34 (merged 2026-10-04, Lucas-Mathieu):** `native/adapter/audio_metadata.h` patches Meta XR Audio Wwise (only build ID e1619e7f…, Batman: Arkham Shadow 1.4.1) so queued audio metadata isn't freed while the current audio frame references it (smoke-bomb crash). Verified headless: installs ("metadata reclamation follows …"), 72 fps; we added a once-per-second scan limit. Outside PRs: review source, rebuild `artifacts/` ourselves, merge locally (contributor's commit kept), push main.
**Heuristics eval (2026-10-04):** `scripts/eval_heuristics.py "<VR CyberDeck Portable>"` → 19/44 recipes exact, 322/352 fields (most diffs: `frame.unity_text_input` suggested where older catalog recipes lack it; the rest are runtime-only findings: use_alt, vk_shader_fix, focus_hold, sync_guard, multipass). `PATCHED/` copies aren't scored (already converted).
**Power (0.9, agent v47):** sidebar bar above the Frame card: Sleep / Restart / Shut down, each confirmed (`app.frame_power`, a running game asks again). logind answers CanSuspend/CanReboot/CanPowerOff = "challenge" for an SSH session but "yes" inside a user unit, so agent `power` runs `systemctl suspend|reboot|poweroff` from a transient `systemd-run --user --on-active=3` timer (the command answers first). Restart verified on the device (back in ~84 s, new boot id).
**Proton default (agent v51, owner's choice 2026-10-05):** the newest **stable** ARM64 Proton is the default for PC VR games (`pick_proton`: asked-for name/alias, else newest installed stable, else any stable). Agent v49-50 defaulted to Experimental; the owner's headset A/B with Rick and Morty (Experimental 69 % reprojected frames, stable felt much smoother) reverted it. The game page's Customize shows `pcvr.proton_tool` as a dropdown (Stable (default) / Experimental = alias `proton-experimental`); `ensure_proton` installs a chosen one (it asks once more for the runtime Steam only names after Proton is installed; Experimental installed unattended on the device in 53 s). A PC VR launch test that fails on stable suggests Experimental (`pipeline.PROTON_TOOL`, `proton_alternative_worth_trying`, button "Try Proton Experimental and reinstall"). Remaining Rick and Morty stutter on head turns = the game rendering below the refresh rate (reprojection), not Proton.
**USB cable link (verified 2026-10-05, cabled to the dev PC):** `usb0` is a USB **NCM** gadget (configfs g1: `ncm.usb0` + `ffs.adb`, Valve 28de:2460) set up by `usb-ncm-gadget@usb0.service`, which only runs with `ConditionPathExists=|/etc/systemd/system/adbd.service.d/steamos-devkit-enabled` = **Developer Mode only**. `usb-ncm-dnsmasq@usb0` serves DHCP with fixed `dhcp-host` entries: Frame 10.86.200.233, PC **10.86.200.234** (`frame/usb.py` FRAME_USB_IP/PC_USB_IP). Windows 11 binds its built-in "UsbNcm Host Device" (no driver); WSL mirrored sees eth 10.86.200.234. USB is high-speed (USB 2.0): upload 36.9 MB/s vs 11.3 MB/s home Wi-Fi. Frame→PC over the cable worked without a firewall change. `scripts/usb_autotest.py` (Windows via powershell.exe from WSL), `frameport frame usb-check`. Wizard "Set up with a USB cable" (`PairingServer(host=PC_USB_IP)`; the real bootstrap ran end to end over USB). Discovery dedupes by SSH host key and prefers USB > Frame hotspot > network (`discovery.dedupe`); a lost address is re-found by key (`Frame.relocate`, tested with a dead saved address).
**Catalog updates without a release (2026-10-05):** apps fetch `catalog/games/*.yaml` from GitHub `main` (`recommend/catalog.refresh_remote`: one API call `git/trees/main?recursive=1` + raw.githubusercontent downloads of changed blobs, cached as `catalog-gh-<sha>.yaml`, every 6 h; GUI at start + Settings → Data "Check now"; CLI background thread + `frameport catalog-update`). `catalog.load()` only reads the cache. A remote entry is skipped (`unusable_reason`) when it names a patch/adapter key this app doesn't register, has a field `CatalogEntry` doesn't know, or `min_app` > this version: add `min_app` (or rely on new patch ids) when a config needs an unreleased FramePort. Remote beats bundled unless the bundled entry has a later updated/verified date; the user's own entries still win as before. Off: setting `catalog.auto_update`, env FRAMEPORT_NO_CATALOG_UPDATE; FRAMEPORT_CATALOG_URL still overrides the source. So: **pushing a catalog change to main reaches users within 6 h** (their recipes follow via catalog_rev → Update on Frame).
**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.
**Language packs (merged from PR #20, 2026-10-04):** overport's `libovrplatformloader.so` is a dispatcher that `dlopen`s Meta's own loader (`libovrplatformloader_meta.so` / `_meta_q1.so`, also `libpxrplatformloader.so`) and keeps its own message queue; `ovr_LanguagePack_GetCurrent/SetCurrent` are 8-byte `return 0` stubs in it, `ovr_AssetFile_GetList` forwards to Meta's loader. `frame.langpacks` (opt-in, `native/langpack`) serves `<tag>.lang` files from the game's data; `elf.hide_exports` marks the loader's exports STB_LOCAL (bionic and glibc only match GLOBAL/WEAK; verified for glibc, bionic's `is_symbol_global_and_defined` is from memory). `libfp_langpack.so` is built here (`python native/build.py --only langpack`) and committed. Owner-verified 2026-10-04: Deadpool VR with only `en.lang` and the patch on plays English dialogue and runs normally (headless launch tests show 2-6 fps while it loads: not a regression sign). A dispatcher answer that arrives after we answered the timed-out GetList is dropped (one answer per request); games already in a library get `lang_packs` filled after an app update (`library._refresh_data_fields`). The library logs to logcat under the tag `fp_langpack` (dirs looked in, packs found, every language-pack call), so it shows up in the game's `launch.log`; an `ovr_AssetFile_GetList` the dispatcher leaves unanswered for 1.5 s is answered with our packs alone. Deadpool VR (Unreal) accepts a pack only when its `Metadata` equals the game's own version string (`ULanguagePacksSubsystem` compares it with `%s.%s.%s.%s.%s` built from the build info, e.g. `1.0.40.356975.Quest` = versionName; found by disassembling `libUE4.so`): the patch writes the APK's versionName into the library (`@FPMETA@` slot, `with_metadata`), `FRAMEPORT_LANGPACK_META` overrides it. Deadpool VR (2026-10-04, headset): German became selectable with that Metadata, but dialogue stayed silent (even English once reported as a pack) while the path was spelled `/sdcard/Android/obb/<pkg>/x.lang`; with the `/storage/emulated/0/Android/obb/<pkg>/x.lang` spelling (Unreal's own, now listed first in `scan_dirs`) German dialogue plays. `FRAMEPORT_LANGPACK_SKIP=<tags>` or a file `fp_langpack_skip` in the obb folder leaves packs out of the list (experiments).
**Unresolved (as of 2026-09-28):** Arcsmith (right-eye distortion) and Time Stall (both eyes) — swap, tracking, Valve
layers, depth, pacing ruled out. Sniper Elite VR (DEVICE LOST), Espire 1 (Mesa GL upload crash), HITMAN 3 (freedreno
crash): use PC versions.
@@ -429,6 +541,11 @@ tests, builds Windows x64 / macOS arm64 / Linux x64 bundles, signs, attests and
`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.
- **Dev builds (for testers, no release):** Actions → build → Run workflow (main), "dev" ticked, optional "notes"
(what to test). The bundles get version `<next patch>.dev<run number>` (`scripts/dev_version.py`, not committed) and
replace the rolling `dev` pre-release (`dev-release` job; same assets + SHA256SUMS). Automatic update checks ignore
pre-releases; testers use Settings → Updates → "Install the latest dev build…" (`updates.check_dev`,
`Updater.install_dev`). `parse_version` sorts 0.9.0 < 0.9.1.devN < 0.9.1, so testers get the next release normally.
- **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>"`,
push the commit and the tag. Never publish a release without its `SHA256SUMS.txt` (the updater refuses it) and keep
+8
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@@ -23,6 +23,14 @@ uv run ruff check . # lint
row and a unit test.
- Native binaries in `artifacts/` are rebuilt with `python native/build.py` (downloads the NDK).
## Adding a tested game
Tested a game on the Steam Frame? The easiest way is in FramePort: open the game → **…** → **Share working config…**.
It opens a prefilled GitHub issue with the exact recipe; after review a workflow turns it into
`catalog/games/<package>.yaml`. Without the app: [working config form](https://github.com/spoopyghosty0/frameport/issues/new?template=working-config.yml). Something doesn't run: the game's
**Report a problem…** (diagnostics zip, personal data removed) or the [problem report form](https://github.com/spoopyghosty0/frameport/issues/new?template=bug-report.yml).
After catalog changes, regenerate the games list: `python scripts/compat_list.py`.
## 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:
+30 -6
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@@ -22,11 +22,16 @@ Install games that target the Meta Quest, Android, or general PCVR onto your **V
[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.
- **One click per game:** convert, patch, sign, upload, add to Steam with artwork, launch test. Artwork that can't be found automatically can be picked from the stores or replaced with your own images.
- **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.
- **Beyond Quest:** Android apps as windows, PC VR via Proton or Revive, Windows (non-VR) games via Proton, a Files
tab with drag and drop.
- **Linux apps:** install arm64 Linux apps (AppImage, a folder, or a zip/tar archive) on the Frame with a Steam
shortcut; they run natively on SteamOS.
- **Screenshots tab:** the screenshots you took in the headset, sorted by game (matched by play time) and day;
view them and download them to your computer.
- **Self-updating** releases, redacted diagnostics, one-click problem reports and working-config sharing.
## Quick start
@@ -36,17 +41,19 @@ Install games that target the Meta Quest, Android, or general PCVR onto your **V
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.
2. On the Frame open the **SteamVR dashboard → Launch a program → Desktop**: the Linux desktop opens on a virtual
screen.
3. Open the app menu (bottom-left corner of that desktop) → **System → Konsole** (or search for Konsole).
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
5. After a few seconds the desktop closes by itself (Steam restarts once); 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).
Full guide, firewalls and troubleshooting: [docs/INSTALL.md](docs/INSTALL.md). Questions (e.g. how to lay out games
with OBB files): [docs/FAQ.md](docs/FAQ.md).
## Type on Frame
@@ -61,11 +68,27 @@ Unity apps whose text fields close the moment you select them on the Frame (no s
fix, so Steam's on-screen keyboard and Type on Frame work in them too.
[Details](docs/INSTALL.md#typing-on-the-frame).
## Screenshots
Screenshots you take in the headset show up in FramePort's **Screenshots** tab, grouped by day and matched to the game
you were playing. Open one full size, step through them, and download single shots, a selection or all of them to
your computer.
![Screenshots](docs/images/screenshots.png)
![Screenshot viewer](docs/images/screenshot-viewer.png)
## 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)**
**Tested something? Share it.** In FramePort open the game → **…** → **Share working config…** (it fills in the
recipe for you) or **Report a problem…** (attaches a diagnostics zip with personal data removed). Without the app:
[share a working config](https://github.com/spoopyghosty0/frameport/issues/new?template=working-config.yml) · [report a problem](https://github.com/spoopyghosty0/frameport/issues/new?template=bug-report.yml). Shared configs become built-in recipes for everyone.
## Built on
[OVRPort](https://github.com/Android-XR-Bridge/OVRPort) (Quest → OpenXR, originally
@@ -81,6 +104,7 @@ What FramePort adds itself: [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md).
| [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 |
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+5 -3
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@@ -1,10 +1,12 @@
0f681f54b59cfad2efc8883aee5a0971c2fba09d9ba2dca15a136b0ac74a59b8 ./arm64-v8a/libfp_vk.so
48a3ecad77ec0f3215b29070e994590eb9579e04d3c88a47f37f306f9aeb01d9 ./arm64-v8a/libfp_langpack.so
a5b03bb7ae5d953d7ded2bf117b0a19c57fae604f16f54310847f8e89593dde6 ./arm64-v8a/libfp_ovrp.so
6d2b9f8cea2f2cf33b8ff30d29a2f3d9c4d55549260a867168a24e44abada021 ./arm64-v8a/libfp_vk.so
8e00552d1ab90f82749db3caad4f773351fa8a28edcc5ea5cbd1b31c434ff32a ./arm64-v8a/libframe_xrshim.so
3dfcb0f2bec47857bcecc7261c58e076d872d4649718c40850f29e10c75477dd ./arm64-v8a/libglshim.so
dc62857b4f7a23b194060599339dfe72b38c16cdf4a9eb1b1f3b4d1fb9071a6d ./arm64-v8a/libopenxr_loader_generic.so
3e05bb8561c7fd8787b3120739b3ce66c68badb5b00571bd50ae7e6c1f159274 ./arm64-v8a/libopenxr_loader_generic.so
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
32525cd0a9ee3d9993d8871cd6905bdcf22cde4f4ba28f5db6434ce7d6554758 ./arm64-v8a/libvrapi.so
a79c598744b98b9bf581664a80bcee1a0d11a62fdcdb99f05a0f6f381b6498cd ./armeabi-v7a/libopenxr_loader_generic.so
33bf52994b8024e139af20d6915bc76a0c7341ce9b5bd136a3002236168bcbd1 ./armeabi-v7a/libopenxr_loader_generic.so
1871eae093432d277da4bc751bf5f3269dfcf11f9168260b0c3caadb0dedb19d ./dex/oculusos-stubs.dex
1aa733117cf57ccff7cf23f0425dbfd73b0332a3ef1c905ceeca0ccd0449c4e0 ./linux-arm64/XR_APILAYER_FRAMEPORT_timefix.json
28c2430a02bbd8902c5bfb9562c6fd0e318654f9e05c095bfeb94b0450ab1b07 ./linux-arm64/libxr_frameport_timefix.so
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@@ -1,5 +1,6 @@
#!/usr/bin/env bash
# FramePort one-time Steam Frame setup. Run in the Frame's Desktop Mode terminal (Konsole):
# FramePort one-time Steam Frame setup. Run in the Frame's desktop terminal (SteamVR dashboard -> Launch a program
# -> Desktop, then System -> Konsole):
# curl -fsS <pc-ip>:<port>/<code> | bash
# (the FramePort app shows the exact line and serves this script while its Setup page is open).
#
@@ -128,6 +129,6 @@ if [[ ! -x "$DEVKIT_HELPER" || ! -f "$STEAM_CONFIG" ]] || \
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 "Steam restarts to turn it on. That closes the desktop 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."
@@ -0,0 +1,20 @@
package: com.Appnori.AllInOneSports
title: AllInOneSports
status: works
tested_version: 1.9.0
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
verified:
date: '2026-10-04'
known_good_sha256: a1f9535ac569068bba25f137f131db9d4c3e997c072f3e790beac8ffef701fe3
app: 0.6.3
overport_cli: 1.2.5
frame_build: '20260930.6234839'
agent: 35
issue: 13
source_hint: All In One Sports
+28
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@@ -0,0 +1,28 @@
package: com.Armature.VR4
title: VR4
status: works
notes: Installs the no-ForceQuit build and fixes a campaign shader that hung the GPU after the opening cutscene.
details: Entering the campaign gave a black screen, slowing audio and a crash (Mercenaries loaded). One fragment shader
reads a loop counter before setting it, which hangs the GPU; the Vulkan shim zeroes it (vk_shader_fix). The
no-ForceQuit build is kept. Diagnosed and confirmed on a Frame by the reporter of GitHub issue 10.
tested_version: '2.3'
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
use_alt: true
adapter:
# one campaign shader reads an uninitialized loop counter and hangs the GPU (black screen, slowing audio, crash);
# the Vulkan shim inserts two OpStores that zero it and its accumulator (from the reporter's capture, GitHub
# issue 10)
vk_shader_fix: 6488:5dcd842db8d21e3fdd13ec916d2e34dd0cfdf12a92fffaf8a27115072ef55c59:2624:0x0003003e,138,18,0x0003003e,150,42
verified:
date: '2026-10-02'
known_good_sha256: 40ff74e37264b28ae8826923b69d0731d9620094c76462be34159643d6ae91b3
app: 0.3.4
overport_cli: 1.2.5
frame_build: '20260930.6234839'
agent: 26
issue: 1
updated: '2026-10-04'
source_hint: Resident Evil 4
@@ -0,0 +1,25 @@
package: com.CMGames.IntoTheRadius2
title: Into The Radius 2
status: issues
notes: Space warp is turned off (no flickering textures in the headset); the headset's brief focus losses are hidden
(focus_hold, up to 2.5 s) because the game pauses on each. Loading a save can take over a minute.
details: Unreal Engine 5 game that uses Meta's Application SpaceWarp (extra motion-vector and depth swapchains). OVRPort's
patch_disable_space_warp doesn't reach Unreal Engine 5, so FrameBridge's hide_space_warp hides XR_FB_space_warp and
removes the space warp info from the eye images. Working config shared in GitHub issue 35. In the headset
(2026-10-05) the Frame dropped focus for 0.4 s and 1.0 s within ten seconds and Unreal paused each time; loading a save
shows no frames for 40-80 s while the game's Sentry SDK (debug mode) logs its breadcrumbs.
tested_version: 1.2.4
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
adapter:
equirect_emul: 1
hide_space_warp: 1
focus_hold: 1
focus_hold_ms: 2500
verified:
date: '2026-10-04'
issue: 35
updated: '2026-10-05'
source_hint: Into The Radius 2
+19
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@@ -0,0 +1,19 @@
package: com.CyanWorlds.Myst
title: Myst
status: issues
notes: Minor graphical glitches on some objects.
details: The crash is in the Frame's SteamVR runtime (vrclient.so CVRInputLatest::UpdateActionStateInternal via
xrSyncActions) on the first input sync after focus, in 2 of 4 headset sessions. sync_guard serialises input syncs
with event polling and pauses them for 250 ms after focus returns (confirmed in the headset, no crash). The object
glitches are not application space warp (turning it off didn't change them and ran slightly worse).
tested_version: 3.3.0
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
adapter:
sync_guard: 1
verified:
date: '2026-10-04'
updated: '2026-10-04'
source_hint: Myst
+20
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@@ -0,0 +1,20 @@
package: com.CyanWorlds.Riven
title: Riven
status: works
notes: Plays as expected.
tested_version: 1.9.0
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
adapter:
equirect_emul: 1
verified:
date: '2026-10-04'
known_good_sha256: 7c211588f39c21d67998ac6a6aeb44a8ad66c6551a1b0feb1bcf44e2cef98bdf
app: 0.6.3
overport_cli: 1.2.5
frame_build: '20260930.6234839'
agent: 35
issue: 26
source_hint: Riven
@@ -0,0 +1,16 @@
package: com.GhostlyBirdGames.BattleGlide
title: BattleGlide
status: works
notes: Freezes from the headset's brief focus losses are hidden (focus_hold).
details: The Frame drops the session out of focus for ~0.5 s every few seconds (11 times in 80 s of play) and Unreal
pauses each time; focus_hold hides dips up to 1 s once the game has been focused for 1 s. Longer dips (real
interruptions) still pause it.
tested_version: 0.4.1 (BETA)
engine: Unreal
xr: OpenXR
adapter:
focus_hold: 1
verified:
date: '2026-10-04'
updated: '2026-10-04'
source_hint: BattleGlide
@@ -0,0 +1,23 @@
package: com.NewFolderGames.IAmCat
title: I Am Cat
status: issues
notes: The view vibrates slightly, even when holding still.
details: Unity 2022.3 with the Oculus XR Plugin falls back to GLES (Zink) on the Frame, where its single-pass
(multiview) rendering drew the right eye wrong (GitHub issue 8); frame.unity_multipass renders each eye in its own
pass (OculusSettings.GetStereoRenderingMode + its inlined read in OculusLoader.Initialize). Poses and frame times
are consistent, but every frame reaches the runtime one display period late (two passes on Zink) and the game
clamps its physics step to 10 ms, so the view judders; scale 0.8 didn't change it. Possible next steps are fixing the
multiview path instead or the game's fixed timestep.
tested_version: 1.4.0.0
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_multipass
device:
- device.text_input_window
verified:
date: '2026-10-03'
issue: 8
updated: '2026-10-04'
source_hint: I Am Cat
@@ -0,0 +1,21 @@
package: com.NewFolderGames.IAmMonkey
title: I Am Monkey
status: works
notes: Its intro video plays through FrameBridge's video panels.
details: The game plays its intro on a panel that an Android media player (ExoPlayer) draws into
(XR_KHR_android_surface_swapchain). The Frame's runtime lists that extension but refuses the call, so the panel had
no image and the game stayed black waiting for the video (GitHub issue 25). The adapter's surface_emul (on by
default) hands the player a real Android Surface and copies each video frame into an ordinary swapchain the panel
shows.
tested_version: 1.0.5
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-04'
issue: 25
updated: '2026-10-04'
source_hint: I Am Monkey
@@ -0,0 +1,15 @@
package: com.StressLevelZero.BONELAB
title: BONELAB
status: unsupported
notes: Crashes while starting its graphics (Vulkan); no fix yet.
details: SIGSEGV in vkCreateInstance, called from the game's own Vulkan hooks (libSLZQuestNative.so) into code that no
longer exists, right after OVRPlugin's pre-initialization creates and destroys an OpenXR instance. Keeping the
runtime (vrclient.so) and Steam's Fossilize layer loaded didn't help, so the stale pointer is to memory freed with
that first instance.
tested_version: 1.2974.57485
engine: Unity
xr: OpenXR
verified:
date: '2026-10-04'
updated: '2026-10-04'
source_hint: BONELAB
@@ -0,0 +1,22 @@
package: com.Warpfrog.BladeAndSorcery
title: 'Blade & Sorcery: Nomad'
status: works
notes: The headset's brief focus losses are hidden (focus_hold, up to 2.5 s).
details: The Frame's runtime drops focus now and then (mostly 1.5-7 s, some only milliseconds); the game pauses
("System menu opened", the world freezes) and re-aligns the player when focus returns (Player.OnVRPresence ->
Teleport, the sideways jump). They match the headset's wear sensor flickering off while worn (SteamVR "HMD off" 0.5-2
s), which only this game reacts to; focus_hold hides dips up to 2.5 s here. Rendering keeps 72 fps throughout.
tested_version: 1.3.1
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
focus_hold: 1
focus_hold_ms: 2500
verified:
date: '2026-10-04'
updated: '2026-10-04'
source_hint: Blade & Sorcery Nomad
@@ -0,0 +1,23 @@
package: com.beatgames.beatpaber
title: Beat Saber (co-existence build)
status: works
notes: A Beat Saber build with its own package name, so a modded and an unmodded Beat Saber can be installed side by
side.
details: The submitted build's app label was very long and the game didn't appear in the Frame's Steam library (GitHub
issue 27, a shortcut Steam dropped again; fixed in 0.7.0); the recipe's title names it.
tested_version: 1.45.1_27839
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-05'
known_good_sha256: 9965b01d5d1a3707bce1762f60d5419ce3e89bc095c63586f6940bb69696e9fd
app: 0.6.3
overport_cli: 1.2.5
frame_build: '20260930.6234839'
agent: 35
issue: 29
source_hint: Beat Saber
@@ -0,0 +1,19 @@
package: com.beatgames.beatsaber
title: Beat Saber
status: works
tested_version: 1.40.8_7379
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-03'
known_good_sha256: ee720e040931f2547f7611e58ec5ad72d86e800dd4cf3135f576019683f2f359
app: 0.6.1
overport_cli: 1.2.5
frame_build: '20260930.6234839'
agent: 33
issue: 6
source_hint: Beat Saber
+17
View File
@@ -0,0 +1,17 @@
package: com.camouflaj.salmon
title: Marvel's Iron Man VR
status: works
tested_version: 0.1.0-250068
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-05'
known_good_sha256: 41e0ab90f622afd50accb0b6e2553520d30a6cc82e5ab4cbb2341b48f7316a71
app: 0.9.1
overport_cli: 1.2.5
issue: 47
source_hint: Marvel's Iron Man VR
@@ -0,0 +1,17 @@
package: com.crowscrowscrows.AccountingPlus
title: Accounting+
status: issues
notes: Starts in VR, but doesn't get past its "press any button" screen.
details: Unity 2017.4 built-in Oculus support. frame.unity_oculus_check gets VR started (Meta's system-app check and
the frame wait its legacy loop never makes, libfp_ovrp.so), ~72 fps. Controller input reaches the game's OVRInput
cleanly (both Touch controllers connected, individual button bits, input focus 1 while focused) but the screen
doesn't continue; Cpp2IL can't read this Unity version to see what it waits for.
tested_version: 1.24.35
engine: Unity
xr: VrApi
frame:
- frame.unity_oculus_check
verified:
date: '2026-10-04'
updated: '2026-10-04'
source_hint: Accounting+
@@ -0,0 +1,20 @@
package: com.iillusions.spacepiratetrainerquest
title: Space Pirate Trainer Quest
status: works
tested_version: '1.97'
engine: Unity
xr: VrApi
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
device:
- device.text_input_window
verified:
date: '2026-10-04'
known_good_sha256: 711d87e6c1fa14fdcdc8bab5792657523d0281b5d904f7f1abafd98f3189d2c0
app: 0.6.3
overport_cli: 1.2.5
frame_build: '20260930.6234839'
agent: 35
issue: 14
source_hint: Space Pirate Trainer
+19
View File
@@ -0,0 +1,19 @@
package: com.lakento.dinosquest
title: Dinosaur Island
status: works
tested_version: 1.7.5
engine: Unity
xr: VrApi
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-03'
known_good_sha256: 41ecbc728dc533eebcc3980e140fe1764fbd1958735d8a299c63fa9cda13a923
app: 0.6.2
overport_cli: 1.2.5
frame_build: '20260930.6234839'
agent: 33
issue: 12
source_hint: DINOSAUR ISLAND
@@ -0,0 +1,19 @@
package: com.owlchemylabs.jobsimulator
title: Job Simulator
status: works
tested_version: 1.4.0.6515
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-03'
known_good_sha256: 64638d7f93bb93cc61f422a43a08bb0d35b9bb4b463e90a42da7002147f03d1b
app: 0.6.2
overport_cli: 1.2.5
frame_build: '20260930.6234839'
agent: 33
issue: 11
source_hint: Job Simulator
+20
View File
@@ -0,0 +1,20 @@
package: com.parkline.wander
title: Wander
status: works
tested_version: '0.3569'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
device:
- device.text_input_window
verified:
date: '2026-10-04'
known_good_sha256: c0c9de22b3646f35009a53796757d26f8d4e95259713f26a18fae2be995b23aa
app: 0.6.3
overport_cli: 1.2.5
frame_build: '20260930.6234839'
agent: 35
issue: 17
source_hint: Wander
+21
View File
@@ -0,0 +1,21 @@
package: com.playful.LuckysTale
title: Lucky's Tale
status: issues
notes: Runs out of memory within a few minutes and freezes the Frame until the game is killed.
details: Unity's asset loading thread (Loading.PreloadManager) grows the game's native heap by about 1 GB/s
shortly after start (10+ GB plus all swap, then the kernel kills it; perf page-fault profile, 2026-10-04). The text
window and the MSAA patch aren't the cause (same with the window off); the OBB is byte-identical to the original.
The earlier "headset restarted in a menu" reports (GitHub issue 9) were most likely this. No fix yet.
tested_version: 1.0.55
engine: Unity
xr: VrApi
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
device:
- device.text_input_window
verified:
date: '2026-10-03'
issue: 9
updated: '2026-10-04'
source_hint: Luckys Tale
+21
View File
@@ -0,0 +1,21 @@
package: com.qcxr.qcxr
title: QuestCraft
status: issues
notes: The launcher runs, but Minecraft crashes while starting its graphics (OpenGL error 1282).
details: QuestCraft downloads its Java runtime (JRE.zip from QuestCraft's GitHub releases) into files/runtimes/JRE
on first start; on the Frame that step left nothing behind ("libjvm.so not found"). With the runtime unpacked there
by hand, Java, Fabric and the mods load and Minecraft 1.21.5 starts initializing, then its first texture fails with
OpenGL error 1282 in QuestCraft's GL-to-GLES layer on Zink. Leads (2026-10-04) - Android's libEGL ran out of
eglGetProcAddress slots for desktop GL functions; LWJGL and JNA natives in the APK don't match the newer files
QuestCraft downloads.
tested_version: 6.0.0-RC4
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-04'
updated: '2026-10-04'
source_hint: QuestCraft
@@ -0,0 +1,19 @@
package: com.resolutiongames.cookinggame
title: Cook-Out
status: works
tested_version: 1.20.0.10625-release
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-03'
known_good_sha256: 7217649c503adf76f3a959fc72858c446c2a42a9ce9e209286977b1950397915
app: 0.6.1
overport_cli: 1.2.5
frame_build: '20260930.6234839'
agent: 33
issue: 3
source_hint: com.resolutiongames.cookinggame
+14
View File
@@ -0,0 +1,14 @@
package: com.roblox.client
title: Roblox
status: unsupported
notes: Crashes on its first VR frame on the Frame.
details: SIGSEGV on Roblox's render thread right after it re-creates its eye swapchains (format 37, which the Frame
doesn't offer, retried as sRGB 43) — in its own code or inside the runtime's xrBeginFrame. No integrity or login
check involved; also needs an online login once it runs.
tested_version: 2.741.1051
engine: Other
xr: OpenXR
verified:
date: '2026-10-04'
updated: '2026-10-04'
source_hint: Roblox
@@ -0,0 +1,19 @@
package: com.steelcrategames.keeptalkingandnobodyexplodes
title: Keep Talking and Nobody Explodes
status: works
tested_version: 1.10.15
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-04'
known_good_sha256: 1a6f18e6d7b077e2662c7e633d473018067f4c871f5c45c4632c58233feaeac5
app: 0.6.3
overport_cli: 1.2.5
frame_build: '20260930.6234839'
agent: 35
issue: 15
source_hint: Keep Talking and Nobody Explodes
+4 -3
View File
@@ -1,11 +1,12 @@
package: com.stremio.vrone
title: Stremio
status: issues
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). Known issue: the add-ons page stays 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.'
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
+24
View File
@@ -0,0 +1,24 @@
package: org.wiicompiled.quest
title: WiiCompiled VR
status: issues
notes: 'To add a game: in FramePort''s Files tab, upload your .wcgame file to this game''s storage, folder
Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR/Import, then open WiiCompiled (it imports the newest
file there; one at a time). The right eye jitters during races.'
details: A native Mario Kart Wii recompilation (needs your own disc as .wcgame files built by the WiiCompiled
launcher on a computer). Lepton's Android has no document picker, so the launcher's "Import from computer" and
"select disc image" buttons fail (ActivityNotFoundException for OPEN_DOCUMENT); its Import folder is read when the
launcher opens instead. The game's libmain.so has its own OpenXR loader and talks to the Frame's runtime directly
(FrameBridge isn't in its path); the right-eye jitter in races comes from its stereo replay of the race view, so it
needs a fix in WiiCompiled itself. The launcher is a flat Android window (shown with lepton-show-flatscreen).
tested_version: 0.4.0-quest
engine: Other
xr: OpenXR
frame:
- frame.sdl_clipboard
- frame.vk_sanitize
device:
- device.text_input_window
verified:
date: '2026-10-04'
updated: '2026-10-04'
source_hint: WiiCompiled
+20
View File
@@ -0,0 +1,20 @@
package: rift.superhot_vr
title: SUPERHOT VR
status: works
notes: 'Supports SteamVR/OpenXR itself: runs directly, without Revive.'
engine: Unity
xr: OpenXR
kind: rift
pcvr:
- pcvr.xr_timefix
- pcvr.steamvr_tuning
pcvr_remove:
- pcvr.revive
as_is: true
verified:
date: '2026-10-05'
known_good_sha256: 143dd3c6a93a45819a98e3cca8fd1535b461cdf860c927d955ca54815faf5d7b
app: 0.6.3
overport_cli: 1.2.5
issue: 28
source_hint: SUPERHOT VR
@@ -0,0 +1,22 @@
package: unity.SUPERHOT_Team.SUPERHOT_VR_QA
title: SUPERHOT VR
status: works
notes: Quest version. Needs FramePort's launcher from agent 41 (reinstall once) so the game can write its saves.
details: Unity 2018.4 with built-in Oculus support (GLES). Its eye swapchains (GL_RGBA8, then a 16-bit format) are
created as sRGB by the adapter's swapchain_fix. The game creates its cloud save folder with mode 1700 and quits at
start when it can't write there ("Something failed to initialize. Quitting!"); the launcher now gives every folder
in the game's storage owner and group write permission.
tested_version: '1.161'
engine: Unity
xr: VrApi
frame:
- frame.unity_no_msaa
- frame.unity_oculus_check
- frame.unity_text_input
- frame.unity_runtime_msaa_off
device:
- device.text_input_window
verified:
date: '2026-10-04'
updated: '2026-10-04'
source_hint: SUPERHOT VR
+58 -2
View File
@@ -44,7 +44,43 @@ signatures:
pattern: 'zink.*DEVICE[_ ]LOST|VK_ERROR_DEVICE_LOST'
severity: fatal
diagnosis: The GPU hung (Zink/Mesa). For GLES Unity games MSAA render-to-texture is the usual cause.
suggest: [frame.unity_no_msaa]
suggest: [frame.unity_no_msaa, frame.unity_runtime_msaa_off]
- id: unity-runtime-msaa
pattern: 'recommended MSAA level is [248]\. Switching to the recommended level'
severity: info
diagnosis: The game's OVRManager turns MSAA on at runtime (QualitySettings can't keep it off). On GLES this can
hang the Frame's GPU or restart the headset; if it does, keep it off in the game's code.
suggest: [frame.unity_runtime_msaa_off]
- id: runtime-input-crash
pattern: 'vrclient\.so[^\n]*(UpdateActionStateInternal|sxr_xrSyncActions)'
severity: fatal
diagnosis: The Frame's runtime crashed in its controller-input code (xrSyncActions), typically right after the game
got focus. sync_guard serialises input syncs and pauses them briefly after focus returns.
suggest: [adapter.sync_guard]
- id: focus-dip-teleport
pattern: 'OnVRPresence[^\n]*Teleport'
severity: warning
diagnosis: The game moves the player when the headset reports presence again, which the Frame's brief focus dips
trigger (the view jumps). focus_hold hides dips under 600 ms.
suggest: [adapter.focus_hold]
- id: unity-vr-device-none
pattern: 'NewtonVR.*(not setup properly|no headset found)|Loaded VR device: None|XR: Oculus could not be loaded'
severity: fatal
diagnosis: Unity didn't start its Oculus VR device (older Unity checks for Meta's system apps first), so the game
runs as a hidden 2D app.
suggest: [frame.unity_oculus_check]
- id: sdl-no-clipboard
pattern: 'ClipboardManager\.addPrimaryClipChangedListener|SDLClipboardHandler\.<init>'
severity: fatal
diagnosis: An SDL app (SDL2 / LÖVE) crashed at start because Lepton's Android has no clipboard service.
suggest: [frame.sdl_clipboard]
- id: controller-profile-rejected
pattern: 'PATH_UNSUPPORTED.*xrSuggestInteractionProfileBindings|xrSuggestInteractionProfileBindings.*(-48|PATH_UNSUPPORTED)'
severity: info
diagnosis: The runtime rejected controller bindings for a profile it doesn't know (Meta's Touch Plus/Pro). Usually
harmless (Meta's OVRPlugin suggests plain Touch too); a game that suggests only these gets them again as Touch
(profile_remap, on by default; log "controller profile ... -> oculus/touch_controller").
suggest: []
- id: gl-shader-failed
pattern: 'GLShim\s*: SHADER COMPILE FAILED|#extension directive is not allowed in the middle|could not implicitly convert operands'
severity: error
@@ -79,7 +115,8 @@ signatures:
agent's controller_models command).
suggest: []
- id: scene-missing
pattern: 'XR_FB_scene|XR_FB_spatial_entity.*(not supported|UNSUPPORTED)|xrQuerySpacesFB'
# not OVRPlugin's routine "Unavailable OpenXR extension: XR_FB_scene" (printed by every OVRPlugin game)
pattern: '(?<!Unavailable OpenXR extension: )XR_FB_scene|XR_FB_spatial_entity.*(not supported|UNSUPPORTED)|xrQuerySpacesFB'
severity: warning
diagnosis: The game uses the Meta scene (room) API; enable the adapter's guardian-based room emulation.
suggest: [adapter.scene_emul]
@@ -226,6 +263,25 @@ signatures:
diagnosis: The game crashed under Wine/Proton (set the Proton debug log and check steam-<appid>.log).
suggest: [pcvr.proton_log]
- id: save-folder-permission
pattern: "(We don't have write permission to|UnauthorizedAccessException: Access to the path \"/(sdcard|storage/emulated/0)/Android/data/)"
severity: error
diagnosis: The game can't write to a folder it created in its storage (e.g. SUPERHOT's cloud/data, mode 1700, which
makes it quit at start). FramePort's launcher (agent 41 or newer) gives such folders owner and group write
permission before and during every launch; update the game on the Frame (reinstall) to get the new launcher.
suggest: []
- id: surface-swapchain-emulated
pattern: 'surface_emul: emulated Android surface swapchain'
severity: info
diagnosis: The game plays a video on a panel through an Android Surface (XR_KHR_android_surface_swapchain), which the
Frame's runtime refuses; FrameBridge emulates it (surface_emul) and copies each video frame into the panel.
suggest: []
- id: surface-swapchain-failed
pattern: 'surface_emul: (setup failed|upload failed|EGL context failed|Vulkan upload path unavailable)'
severity: warning
diagnosis: FrameBridge couldn't emulate an Android video panel (XR_KHR_android_surface_swapchain); the panel stays
empty, and a game waiting for its intro video may stay black (e.g. I Am Monkey's intro).
suggest: []
milestones: # progress markers, in order; the furthest one reached is reported
- {id: pcvr-launch, kind: pcvr, pattern: 'FramePort: launching|Launched injector with', label: Launcher started}
- {id: pcvr-oculus-hmd, kind: pcvr, pattern: 'FramePort oculushmd: OculusHMDConnected event ready', label: Oculus headset event provided}
+31
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@@ -0,0 +1,31 @@
# Meta XR Audio metadata lifetime
FrameBridge automatically handles metadata retirement in the verified AArch64
Meta XR Audio Wwise build (`e1619e7fb839badf0ea5ecc22d9f028d0b17c34d`). It requires
the build ID and exact function prologues; other builds and 32-bit adapters are
left unchanged. No additional patch switch or recipe entry is required.
The SDK queues terminated metadata for deletion, then drains those queues before
reading the current `AkAudioObjects` snapshot. In Batman: Arkham Shadow, that
snapshot can still reference queued metadata during smoke-bomb playback. The
audio thread subsequently clears its dirty flags at offset 8 through the stale
pointer. A hardware watch captured this store in
`OculusEndpointSink::ConsumeObjectExperimentalMetadata`, at library offset
`0x2ced90`. Reallocated input tree nodes occupy the same 48-byte size class;
the stale store corrupts their right pointer and the game crashes later.
`native/adapter/audio_metadata.h` wraps the audio consumption boundary to make
the current snapshot available to metadata cleanup. `audio_metadata_queue.h`
retains queued objects still referenced by that snapshot, then reclaims them
normally when the references disappear. It preserves the SDK's queue mutex,
virtual deleting destructor, audio parameters and processing. There is no timed
quarantine, replacement allocator, audio suppression or diagnostic memory arena.
Synthetic regression tests exercise mixed referenced and unreferenced queue
entries, both metadata types, subsequent retirement, and cleanup without a live
snapshot. On-headset smoke-bomb tests first showed the observed overwrite stopped,
then passed with ordinary allocations and all memory diagnostics removed.
The existing `frame.adapter` install step includes the repair in its packaged
adapter and updates already wrapped APKs. Rebuild the adapters and checksums with
`python native/build.py --only adapter`.
+2 -1
View File
@@ -1,6 +1,7 @@
# Compatibility
The built-in catalog has tested settings for 39 games (27 work, 6 work with known issues, 6 can't run on the Frame).
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.
+31
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@@ -0,0 +1,31 @@
# FAQ
## How should I lay out a game that has OBB files (an APK plus a data folder)?
Give every game its own folder, put the APK in it, and put the game's data next to the APK in a folder named
after the game's **package name** (the name the `.obb` files contain, e.g. `com.Armature.VR4`):
```
Games/ ← scan this folder (Add games → Scan a folder)
├── Resident Evil 4/ ← one folder per game (any name)
│ ├── VR4.apk ← the APK (any file name)
│ └── com.Armature.VR4/ ← the data folder: exactly the package name
│ ├── main.203.com.Armature.VR4.obb
│ └── patch.203.com.Armature.VR4.obb
└── Beat Saber/
└── com.beatgames.beatsaber.apk ← games without OBBs: just the APK
```
- **Data folder name:** the package name (`com.Armature.VR4` above), or `obb`. FramePort uses the first of the two
that exists and isn't empty.
- **Everything in that folder is copied** to the game's `Android/obb/<package>/` on the Frame, subfolders included.
So games that ship raw data files instead of `.obb` files work the same way.
- **One game per folder.** Several APKs in one folder count as one game; FramePort uses the first and keeps the others
as alternates.
- **Scanning:** pick the folder that contains the game folders (`Games/` above) to add them all, or one game's folder
to add just that game. FramePort looks up to 5 levels deep.
- **A single game:** Add games → Add an APK file… works with a lone APK too. Its data is found when the data folder sits next
to the APK, named as above.
Not sure of the package name? Look at the OBB file names: `main.<version>.<package name>.obb`. Or add the APK
first: the game's page shows the package name under **Details**.
+72
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@@ -0,0 +1,72 @@
# 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…**).
Tested a game? [Share a working config](https://github.com/spoopyghosty0/frameport/issues/new?template=working-config.yml) or [report a problem](https://github.com/spoopyghosty0/frameport/issues/new?template=bug-report.yml) (in the app: the game's **…** menu does both and fills in the details).
Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Game | Platform | Status | Notes |
|---|---|---|---|
| 4XVR Video Player | Quest | ✅ Works | |
| AllInOneSports | Quest | ✅ Works | |
| Asgard's Wrath 2 | Quest | ✅ Works | |
| BAM | Quest | ✅ Works | |
| BARTENDER VR SIMULATOR | Quest | ✅ Works | |
| Batman: Arkham Shadow | Quest | ✅ Works | |
| BattleGlide | Quest | ✅ Works | |
| Beat Saber | Quest | ✅ Works | |
| Beat Saber (co-existence build) | Quest | ✅ Works | |
| Blade & Sorcery: Nomad | Quest | ✅ Works | |
| Carve Snowboarding | Quest | ✅ Works | |
| Cook-Out | Quest | ✅ Works | |
| Demeter | Quest | ✅ Works | |
| Dinosaur Island | Quest | ✅ Works | |
| Espire 2 | Quest | ✅ Works | |
| Genotype | Quest | ✅ Works | |
| H.U.N.T | Quest | ✅ Works | |
| I Am Monkey | Quest | ✅ Works | |
| In Death: Unchained | Quest | ✅ Works | |
| Job Simulator | Quest | ✅ Works | |
| Keep Talking and Nobody Explodes | 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 | |
| Riven | Quest | ✅ Works | |
| Robo Recall | Quest | ✅ Works | |
| Sniper Elite VR: Winter Warrior | Quest | ✅ Works | |
| Space Pirate Trainer Quest | Quest | ✅ Works | |
| Stremio | Quest | ✅ Works | |
| SUPERHOT VR | PC VR | ✅ Works | |
| SUPERHOT VR | Quest | ✅ Works | |
| The Climb 2 | Quest | ✅ Works | |
| Toy Master | Quest | ✅ Works | |
| Under Cover | Quest | ✅ Works | |
| VR4 | Quest | ✅ Works | |
| Wallace & Gromit in The Grand Getaway | Quest | ✅ Works | |
| Wander | Quest | ✅ Works | |
| Accounting+ | Quest | ⚠️ Works with issues | Starts in VR, but doesn't get past its "press any button" screen. |
| 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. |
| I Am Cat | Quest | ⚠️ Works with issues | The view vibrates slightly, even when holding still. |
| Into The Radius 2 | Quest | ⚠️ Works with issues | Space warp is turned off (no flickering textures in the headset); the headset's brief focus losses are hidden (focus_hold, up to 2.5 s) because the game paus… |
| Lucky's Tale | Quest | ⚠️ Works with issues | Runs out of memory within a few minutes and freezes the Frame until the game is killed. |
| Myst | Quest | ⚠️ Works with issues | Minor graphical glitches on some objects. |
| Phantom: Covert Ops | Quest | ⚠️ Works with issues | DLC/store button crashes (no Meta store). |
| QuestCraft | Quest | ⚠️ Works with issues | The launcher runs, but Minecraft crashes while starting its graphics (OpenGL error 1282). |
| 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). |
| WiiCompiled VR | Quest | ⚠️ Works with issues | To add a game: in FramePort's Files tab, upload your .wcgame file to this game's storage, folder Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR… |
| BONELAB | Quest | ❌ Doesn't run | Crashes while starting its graphics (Vulkan); no fix yet. |
| 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. |
| Roblox | Quest | ❌ Doesn't run | Crashes on its first VR frame on the Frame. |
| 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. |
+61 -6
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@@ -9,6 +9,7 @@ runtime, the OVRPort CLI and apksigner into its data folder (Settings → Tools
| Windows 10/11 (x64) | `FramePort-windows-x64.zip` | `FramePort.exe` |
| macOS (Apple Silicon) | `FramePort-macos-arm64.zip` | `FramePort.app` |
| 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 from the wheel's release link with `uv tool install <link>` (or pipx / pip).
@@ -22,7 +23,7 @@ start shows a warning:
`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`.
- **Linux:** `tar xzf FramePort-linux-x64.tar.gz && ./FramePort/FramePort` (ARM64: `FramePort-linux-arm64.tar.gz`).
## Connecting the Steam Frame
@@ -30,12 +31,12 @@ 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.
1. Open the **SteamVR dashboard → Launch a program → Desktop**: the Linux desktop opens on a virtual screen.
2. Open the app menu (bottom-left corner of that desktop) → **System → Konsole** (or search for Konsole).
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
4. After a few seconds the desktop closes by itself (Steam restarts once); 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
@@ -48,11 +49,33 @@ The Frame and the computer must be on the same network.
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.
### With a USB cable
For networks that block the setup (guest Wi-Fi, firewalls, discovery not working), and for faster uploads:
1. On the Frame, turn on **Developer Mode** (Settings → System → Developer Mode). The Frame's USB network only exists
in Developer Mode.
2. Connect the Frame's USB-C port to the computer.
3. In FramePort: **Steam Frame → Set up with a USB cable**. FramePort detects the cable and shows the setup command,
which reaches the computer over the cable. Already set up? It connects over the cable right away.
The cable needs no driver on Windows 10/11, macOS or Linux, and the computer gets an address from the Frame
automatically. Uploads use the cable whenever it's plugged in (about 37 MB/s, ~3× typical Wi-Fi), even when FramePort
connected over Wi-Fi. Unplug it any time: FramePort finds the Frame on Wi-Fi again by itself.
### 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).
## Running FramePort on the Frame (experimental)
FramePort can run on the Steam Frame itself, without a PC: in **Desktop Mode**, download
`FramePort-linux-arm64.tar.gz`, unpack it (`tar xzf FramePort-linux-arm64.tar.gz`) and start `FramePort/FramePort`.
Turn on **Developer Mode** first (Steam → Settings → System); FramePort then manages "This Frame" directly, with
no pairing. Games are added to the Steam library when you go back to **Gaming Mode** (Steam has to restart for it,
which would end Desktop Mode). This is new: please report anything odd with **Report a problem**.
## Installing games
- **Install on Frame** on a game's page (or select several in the Library and install them together). Installs run
@@ -92,6 +115,12 @@ reality), showing only what matters for that game. Changes are kept with the gam
## Updating
**Game configs** (the tested recipes in the catalog) update by themselves: FramePort checks GitHub every 6 hours for
newly confirmed or fixed configs and uses them without a FramePort update; a game whose recipe changed then shows
**Update on Frame**. Configs that need a newer FramePort are skipped until you update. Settings → Data shows the last
check (**Check now**) and turns this off.
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
@@ -101,6 +130,10 @@ Settings → **Updates**: turn the check off, or turn on **Install updates autom
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.
**Dev builds:** when you're asked to test a fix before it's released, use Settings → Updates → **Install the latest
dev build…**. It shows what to test, then installs like an update (same checks). Dev builds are less tested; the next
release is offered to you as a normal update.
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.
@@ -118,12 +151,33 @@ an installed Revive, or downloads a portable copy.
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.
**Windows games without VR:** **Add games → Add one game folder…** with the game's folder (pick the program that
starts it if asked). FramePort installs it on the Frame and Proton runs it as a window, like Steam's own Windows games;
it shows up in the Frame's Steam library tagged "Windows game on Frame". Whether a game runs depends on Proton on ARM
(x86 games run through emulation).
## Linux apps (arm64)
The Frame runs SteamOS on an arm64 CPU, so native Linux apps built for **aarch64/arm64** run on it directly (no
Android container, no Proton). **Add games → Add a Linux app (arm64)…** takes an AppImage or a `.zip`/`.tar.gz`/
`.tar.xz` archive; **Add a Linux app folder…** takes an unpacked app. FramePort finds the program that starts it (the
game page's **Change…** picks another one) and whether it's a VR (OpenXR) app. **Install on Frame** uploads it
unchanged and adds it to the Frame's Steam library, tagged "Linux app on Frame"; Play, launch tests and Uninstall
work like for other games.
- x86_64 builds can't run on the Frame: FramePort says so when you add one. Look for an aarch64/arm64 download.
- The app must bring the libraries SteamOS doesn't have. If some are missing, the install reports them and the game
page lists them: look for a build that includes them.
- From the command line: `frameport add-linux <AppImage, folder or archive> [--exe <program>]`.
## 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
and delete buttons on each entry. Right-click an entry (or the empty space) for the same actions in a menu. Tick
several entries (or the box above the list for all), or click and drag across them, to download or delete them
together; a right-click on one of them then acts on all. The **Screenshots** tab and the **Library** work the same
way: right-click for a menu, drag across cards to select several. 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.
@@ -153,6 +207,7 @@ 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 |
| `add-linux <path>` | add an arm64 Linux app (AppImage, folder or archive) |
| `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 |
+46
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@@ -15,6 +15,11 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|---|---|---|
| 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) |
| Play gives Steam's "Game configuration unavailable"; Steam's console_log: `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` | this Frame's Steam never loaded FramePort's shortcuts.vdf entry (it treats the id as a store app); cause unknown (GitHub #21/#30) | automatic since agent v43: Play registers the game through Steam's devkit interface ("Devkit Game: …", `devkit_register`) and starts that; uninstall removes it |
| Steam's Exit game leaves the game running (container `lepton-steamlaunch-<appid>` still up) | Steam stopped only its `reaper`; launch.sh and Lepton (setsid) never got a signal (GitHub #36) | agent v44: launch.sh's 2 s loop ends the game when its parent is gone (`upgrade_launchers` adds it to existing launchers); by hand: `podman kill lepton-steamlaunch-<appid>` |
| Black screen at start while audio/ExoPlayer runs; log `xrEndFrame: dropped N unusable layer(s)`, a quad layer with swapchain 0x0 (e.g. I Am Monkey's intro video) | The game plays video into an Android-surface swapchain (XR_KHR_android_surface_swapchain); the Frame's runtime lists the extension but returns FUNCTION_UNSUPPORTED | adapter `surface_emul` (default on): FrameBridge gives the player a SurfaceTexture-backed Surface and copies each frame into an ordinary swapchain (log `surface_emul: …`) |
| The game quits right after start: `Something failed to initialize. Quitting!` / `We don't have write permission to …/files/cloud/data` (e.g. SUPERHOT) | The game created a save folder with mode 1700; inside Lepton the app writes through the folder's group | launch.sh `fix_perms` adds owner + group write to every folder in the game's storage (agent 41); reinstall to get the new launcher |
| The whole Frame slows to a halt, then the game is killed (`Out of memory: Killed process … anon-rss:10+ GB`), e.g. Lucky's Tale | The game's own memory grows ~1 GB/s on Unity's `Loading.PreloadManager` thread (perf page-fault profile); not the flat window, not the text-input patches | none yet: mark unsupported; profile with `perf record -p <pid> -e page-faults --call-graph fp` (works as steamos, `perf_event_paranoid` 2) |
| `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 |
@@ -30,6 +35,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| `INSTALL_FAILED_NO_MATCHING_ABIS` | 32-bit-only APK; Frame has no AArch32 | None. PC/Rift version via Revive |
| `UnsatisfiedLinkError` / `cannot locate symbol "ovr_…"` | overport's platform loader lacks Meta platform functions | `frame.ovrstubs` (automatic, generated stubs) |
| missing `ovrMessageType_ToString` | same, but the game needs a real string | `frame.ovrplatformcompat` (automatic) |
| The game stays in its built-in language or waits at start although its OBB / files hold language packs (`<tag>.lang`, e.g. `de.lang`) | overport's platform loader answers `ovr_LanguagePack_GetCurrent/SetCurrent` with request id 0, so the game never gets the pack's path | `frame.langpacks` (opt-in, experimental, shown for games whose data has `*.lang`; `native/langpack`, build it with `python native/build.py --only langpack`). Default pack: the one the game applies, else env `FRAMEPORT_LANGPACK=<tag>`, else the only pack; search path override `FRAMEPORT_LANGPACK_DIRS`. Unreal games (Deadpool VR) grey out a pack whose asset `Metadata` differs from the game's version string: the patch writes the APK's versionName as Metadata (env `FRAMEPORT_LANGPACK_META` overrides) and reports the pack under the `/storage/emulated/0/Android/obb/<pkg>/` spelling of its path; with `/sdcard/…` the text switched but the dialogue stayed silent (verified in the headset with Deadpool VR) |
| `ClassNotFoundException com.oculus.os.AnalyticsEvent` → abort | Quest telemetry lookup in Meta XR Audio (Unreal build) or native code | `frame.metaxr_telemetry` + `frame.oculusos` (automatic) |
| `JNI DETECTED ERROR`, `GetStringUTFChars … NULL` | CheckJNI is on because overport marks the app debuggable | `frame.nodebug` |
| Unreal game quits a few seconds after start (`System.exit`) | ForceQuit after a failed Quest platform check | alternate build with `patch_remove_unreal_force_quit` (`use_alt`) |
@@ -49,7 +55,16 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| 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 | upload in the Files tab (Videos = /sdcard/Movies) and browse folders in the app |
| Batman: Arkham Shadow closes during smoke-bomb effects; later input-tree corruption | Meta XR Audio Wwise deletes queued metadata still referenced by the current audio frame, then writes through the stale pointer | FrameBridge automatically retires metadata after current-frame references disappear, for the verified AArch64 SDK build only; see [AUDIO_METADATA.md](AUDIO_METADATA.md) |
| Game (Unity, GLES) freezes, `zink: DEVICE LOST` | multisampled render-to-texture hangs the GPU | `frame.unity_no_msaa`; if it persists: unfixable → PC version |
| Only the Android home screen shows; the log has Unity's VR device as `None` (e.g. Accounting+, Unity 2017) | Unity 2017–2018 built-in Oculus support starts VR only when `com.oculus.systemactivities` is installed; Lepton has no Meta system apps, so Unity falls back to non-VR | `frame.unity_oculus_check`: that package name in libunity.so → `android`, plus `native/ovrpshim` (libfp_ovrp.so): Unity 2017's legacy frame loop (`ovrp_Update2`/`ovrp_BeginFrame`) never calls `ovrp_WaitToBeginFrame`, so without the shim no `xrWaitFrame` happens, `CompositorOpenXR::Update … outside of frame bounds` floods the log and the dashboard freezes. With it: log `ovrp frame loop shim: waited for frame N`, ~71 fps. Accounting+ then stops at "press any button" although its OVRInput gets clean input (`INPUT_PROBE` in the patch logs connected controllers/buttons/input focus per call) — unresolved |
| Own-engine game crashes in `libVkLayer_fossilize.so` (Fossilize's recording thread, e.g. Roblox) | same as Deadpool VR: uninitialised pointers in what Fossilize records | `frame.vk_sanitize` now also covers own-engine libraries that load `libvulkan.so` by name |
| Crash right after the game gets focus, in `vrclient.so … UpdateActionStateInternal` / `sxr_xrSyncActions` (e.g. Myst) | a race in the Frame runtime's input code on the first sync after focus (not every launch) | adapter `sync_guard` (input syncs one at a time with event polling, paused 250 ms after FOCUSED) |
| View jumps sideways / game pauses or freezes for a moment every few seconds (e.g. Blade & Sorcery, BattleGlide) | the Frame drops focus for ~0.5 s (FOCUSED→VISIBLE→SYNCHRONIZED); games pause or re-align the player (`OnVRPresence … Teleport`) | adapter `focus_hold` |
| SDL / LÖVE app crashes at start: `NullPointerException … ClipboardManager.addPrimaryClipChangedListener` in `SDLClipboardHandler.<init>` (e.g. Dramatic Shape) | Lepton's Android has no clipboard service (`service check clipboard`: not found) | `frame.sdl_clipboard` (that call → nops in classes.dex, in place, `apk/dex.py`); reproduced and verified with LÖVE for Android 11.5 |
| Controllers do nothing (e.g. stuck on a setup screen); log: `xrSuggestInteractionProfileBindings … XR_ERROR_PATH_UNSUPPORTED` | the game only suggests bindings for Meta's newer profiles (Touch Plus / Touch Pro); the Frame's Android runtime knows `oculus/touch_controller`, not those | adapter `profile_remap` (default on): the bindings are suggested again for Touch (log: `controller profile … -> oculus/touch_controller`) |
| Unity game hangs or the whole Frame restarts (e.g. in a menu); log: `The current MSAA level is 0, but the recommended MSAA level is 4. Switching to the recommended level.` (e.g. Lucky's Tale) | Meta's OVRManager (`useRecommendedMSAALevel`) turns 4x MSAA on at runtime, past QualitySettings; multisampled render-to-texture on GLES/Zink hangs the GPU | `frame.unity_runtime_msaa_off` (Cpp2IL: `OVRDisplay.get_recommendedMSAALevel` → 0) |
| Unity game: one eye shows only effects or grey, the other is fine (e.g. I Am Cat, Oculus XR Plugin on GLES) | the game's single-pass multiview rendering goes wrong for array slice 1 (the adapter submits both slices correctly) | `frame.unity_multipass` (Cpp2IL: `OculusSettings.GetStereoRenderingMode` → MultiPass); `swap_eyes=1` tells whether the game or the adapter is at fault |
| 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 |
@@ -69,6 +84,12 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| MR game stuck waiting for room data (Demeter) | no Meta scene API | adapter `scene_emul=1` (+ `frame.meta_permissions`) |
| Hand-tracking game janky (Silhouette) | Frame synthesizes hands from controllers | `controller_fix=0` passes hands through; not really fixable |
| Eye distortion while moving (Arcsmith, Time Stall) | unknown (not eye swap, tracking, Valve layers, depth or pacing) | unresolved |
| One eye grey / only effects (I Am Cat, Unity Oculus XR Plugin on GLES) | the game's multiview pass draws array slice 1 wrong on Zink | `frame.unity_multipass` (also rewrites the getter's inlined read in `OculusLoader.Initialize`; check for two `array=1` eye swapchains) |
| View vibrates even when holding still after `frame.unity_multipass` (I Am Cat) | poses/times are consistent, but two passes on Zink make every frame one period late, and the game clamps its physics step to 10 ms | not fixed (scale 0.8 didn't help); next ideas: fix multiview instead, or the game's fixed timestep |
| Game freezes / pauses for 1-2 s now and then, no flicker; only some games (Blade & Sorcery) | the headset's wear sensor flickers off while worn (SteamVR vrserver.txt `HMD off, stopping eye tracking` … `HMD on`), the Frame turns it into a focus loss and Quest games that pause on focus loss pause | adapter `focus_hold=1` + `focus_hold_ms=2500` per game; native games don't react, so it's per game |
| Minor glitches on some objects (Myst, Unreal Vulkan) | unknown; not application space warp (turning it off changed nothing and ran worse) | unresolved |
| Graphics crash in vkCreateInstance with pc == fault address, from the game's own Vulkan hooks (BONELAB `libSLZQuestNative`) | a pointer into memory freed with OVRPlugin's pre-init OpenXR instance; not the runtime (vrclient.so) or Fossilize being unloaded (keeping both loaded with RTLD_NODELETE didn't help) | unresolved |
| Own-engine game crashes in `je_free` from its own library on the first frames (Roblox) | the game frees memory it doesn't own; not the Vulkan shim or the format fallback | unsupported |
## Debugging techniques that worked
- A user's problem report: `frameport diag inspect <FramePort-diag-*.zip>` re-triages its launch log with the current
@@ -78,6 +99,31 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
- For GLES/GLAD engines, wrap `eglGetProcAddress` to see shader compile errors (build the shim with `-DGLSHIM_TRACE`
for per-FBO draw counts and draw-call errors; the bridge has `-DOVP_GL_DIAG` for eye-image readback).
- Anything visual needs one headset session per iteration — batch hypotheses into each build.
- Headless launch tests never get focus: they prove startup, not play. Crashes right after FOCUSED (Myst), focus
dips and judder only show up in a headset session: ask for one, then `frameport diag collect <pkg>` (it contains
the headset sessions too, plus this boot's kernel log).
- Which library a stale pointer belonged to: turn on the Android linker's log for one run by adding
`debug.ld.app.<pkg>=dlopen` as an extra line of `LEPTON_GFXRECON_FP_PROPS` (first line `0`) in the game's
launch.sh on the Frame (back it up, restore it after) and look for `dlclose: unloading "…"`.
- Memory runaways / busy loops: `perf` works as steamos (`perf_event_paranoid` 2, user space only; `ptrace_scope` 1
blocks eu-stack/gdb/debuggerd). `perf record -p <pid> -e page-faults -c 64 --call-graph fp` names the thread
touching new memory (`perf script -F comm,tid,ip,dso`); `-t <tid> -F 499` samples one thread. Map IL2CPP
addresses with a full Cpp2IL diffable-cs dump (method `Offset` = address − the r-xp mapping of libil2cpp.so).
Sample memory per mapping name from `/proc/<pid>/smaps` (`[anon:libc_malloc]` = native heap).
- Unity catches native crashes itself: no debuggerd backtrace in Lepton's logcat-crash.log, but a
`tombstone_00` in the game's `Android/data/<pkg>/files/` with the memory map (map pc/lr/registers to libraries).
- Focus losses: the game sees FOCUSED→VISIBLE→SYNCHRONIZED (OVRPlugin `[XR_SESSION]`, FrameBridge `focus_hold:`
lines); the cause is on the host: `~/.local/share/Steam/logs/vrserver.txt` (`HMD off/on`, `entering standby`,
`SystemButtonDown` in vrclient_vrcompositor.txt) and XRService (`[UserPresence]`, `IMUFallback`). Compare the times
(Lepton logs UTC, host logs local time).
- A Unity getter patch that changes nothing: the compiler may have inlined it (no `BL` to its address in
libil2cpp.so) — patch the field read in the caller (`Il2cppReturnPatch.field_loads`).
- Fixes found by users count: a reporter's shader capture (VR4) became the `vk_shader_fix` recipe data (match by size
+ SHA-256, insert words); verify on the device that the log shows the module being fixed.
- Don't install or test on the Frame while the owner is playing: adding a library entry restarts Steam (FramePort
now skips the restart when the shortcut is unchanged and waits while a game runs), and a launch test starts a game.
- Catalog YAML: a `: ` inside an unquoted value breaks the file and the loader skipped it silently (the game vanished
from the list); `tests/test_catalog_files.py` now catches it.
- Keep the known-good APK and roll back if a change regresses (`PATCHED/_known-good-*`).
## When it can't run on the Frame
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# Native components
FrameBridge includes automatic metadata retirement for the verified Meta XR Audio
Wwise build; see [AUDIO_METADATA.md](../docs/AUDIO_METADATA.md) for its lifetime
invariant and regression coverage. It uses the existing adapter installation.
Sources of the prebuilt binaries in `../artifacts/` (committed, with `SHA256SUMS`). End users never compile anything;
developers rebuild with `python native/build.py` (downloads NDK r27c, OpenXR headers at pinned commits, d8 into
`native/.cache/`, git-ignored). The adapter, GL shim and platform compat rebuild byte-identically; the VrApi bridge
@@ -10,6 +14,7 @@ embeds debug paths (`-g`) and the dex depends on the d8 version, so those differ
| `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`). |
| `langpack/` | `arm64-v8a/libfp_langpack.so` | Language packs for the Meta Platform SDK (patch `frame.langpacks`, opt-in). overport's platform loader is a dispatcher in front of Meta's own loader and answers `ovr_LanguagePack_GetCurrent/SetCurrent` with `return 0` (no reply ever). This library becomes the loader's first DT_NEEDED; the loader's own exports of the 31 functions it defines are made STB_LOCAL in `.dynsym` (`elf.hide_exports`, nothing moves), so symbol lookups reach the library first. It serves `<tag>.lang` files found in the game's OBB / app files (`$FRAMEPORT_LANGPACK_DIRS` overrides the search path) through `ovr_LanguagePack_*`, `ovr_AssetFile_GetList` (the loader's list + the packs) and `ovr_AssetFile_StatusById`; its own message queue is merged into `ovr_PopMessage`, and every handle that is not ours (an address-range check) goes to the loader's original function, whose address is read at run time from the loader's in-memory `.dynsym`. Host-tested against a stand-in loader (`tests/test_langpack.py`, plain `cc`, no NDK); the bionic/headset side is unverified. |
| `glshim/` | `arm64-v8a/libglshim.so` | Mesa GLSL compatibility for GLAD engines (hooks eglGetProcAddress): comments out `#pragma` before `#extension`, enables `GL_EXT_shader_implicit_conversions`, hides GL_OVR_multiview (`gl_hide_multiview`, default 1) and logs failed shaders. `-DGLSHIM_TRACE` adds per-FBO draw/error tracing. |
| `xrlayer/` | `linux-arm64/libxr_frameport_timefix.so` + `XR_APILAYER_FRAMEPORT_timefix.json` | OpenXR API layer for Windows PC VR games under Proton on the Frame (glibc aarch64, built freestanding with the NDK's clang), on by default (patch `pcvr.xr_timefix`). Retries `xrCreateInstance` as an OpenXR 1.0 app when the runtime rejects 1.1 (the Frame's SteamVR runtime does, and Proton 11's VR helper asks for 1.1). Also emulates `xrConvertTimespecTimeToTimeKHR`/`xrConvertTimeToTimespecTimeKHR` if the runtime refuses them (the Frame's Android runtime does; its Linux runtime, used by Proton, supports them as of 2026-09-29 — so this part is only a fallback; Proton's wineopenxr needs them for `XR_KHR_win32_convert_performance_counter_time`, which Revive requires) with the adapter's xrWaitFrame-calibrated offset, and drops the extension from xrCreateInstance if the runtime rejects it. Enabled per game by the Proton launch.sh (`XR_API_LAYER_PATH`, `XR_ENABLE_API_LAYERS`). `tests/test_xrlayer.py` builds it for x86_64 and drives it via ctypes. |
| `oculushmd/` | `win-x64/fp_oculushmd.exe` | PC VR counterpart of overport's `patch_oculus_unreal` (patch `pcvr.oculus_unreal`, default for Unreal Rift games on the Frame). Unreal's OculusHMD and LibOVR's `ovr_Detect` only start when the Windows named event `OculusHMDConnected` exists and is signalled (the Oculus service creates it). `fp_oculushmd.exe <command line>` creates it (manual reset, signalled), runs the command (Revive's injector) in a job object and keeps the event until every process in the job — the game and its children — has exited (fallback without job support: 3 minutes); returns the command's exit code and logs `FramePort oculushmd: …` to stderr (launch.log). Freestanding Windows x64 console exe (no CRT, no Windows SDK): the NDK's clang + `lld-link /Brepro` with a kernel32 import library generated by `llvm-dlltool`, so it's byte-reproducible. Tested on Windows from WSL with a build whose event name is `-DEVENT_NAME=L"…"` (the Oculus service owns the real event on a PC with the Oculus app). |
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// SPDX-License-Identifier: GPL-3.0-only
// Meta XR Audio Wwise metadata retirement. Enabled automatically for the
// exact verified AArch64 SDK build; unrelated libraries remain untouched.
#pragma once
#if defined(__aarch64__)
#include <pthread.h>
#include <sched.h>
#include <sys/mman.h>
#include <unistd.h>
#include <stdint.h>
#include <time.h>
#include <link.h>
#include <string.h>
static size_t mx_audio_page;
static void *mx_audio_detour(unsigned char *address,void *replacement,const uint32_t expected[4]) {
if(memcmp(address,expected,16)) return NULL;
unsigned char *trampoline=mmap(NULL,mx_audio_page,PROT_READ|PROT_WRITE,MAP_PRIVATE|MAP_ANONYMOUS,-1,0);
if(trampoline==MAP_FAILED) return NULL;
uint32_t branch[2]={0x58000050u,0xd61f0200u}; // ldr x16, +8; br x16
memcpy(trampoline,address,16);
memcpy(trampoline+16,branch,8);
uintptr_t continuation=(uintptr_t)address+16;
memcpy(trampoline+24,&continuation,8);
__builtin___clear_cache((char*)trampoline,(char*)trampoline+32);
if(mprotect(trampoline,mx_audio_page,PROT_READ|PROT_EXEC)) return NULL;
unsigned char *page=(unsigned char*)((uintptr_t)address&~(mx_audio_page-1));
if(mprotect(page,mx_audio_page,PROT_READ|PROT_WRITE|PROT_EXEC)) return NULL;
memcpy(address,branch,8);
memcpy(address+8,&replacement,8);
__builtin___clear_cache((char*)address,(char*)address+16);
mprotect(page,mx_audio_page,PROT_READ|PROT_EXEC);
return trampoline;
}
#include "audio_metadata_queue.h"
typedef struct {float previous,current;} MxAudioRamp;
static uintptr_t mx_audio_base;
// set once the library was found but isn't the verified build: stop looking (xrPollEvent runs several times a frame)
static int mx_audio_checked;
static uint64_t (*mx_audio_consume_original)(void*,void*,void*,const void*,MxAudioRamp);
static void mx_audio_kill(unsigned experimental) {
void *mutex=(void*)(mx_audio_base+(experimental?0x5fe2e0:0x5fe380));
int (*trylock)(void*)=(void*)(mx_audio_base+0x5b369c);
void (*unlock)(void*)=(void*)(mx_audio_base+0x5b36bc);
if(!trylock(mutex))return;
mx_audio_drain((void**)(mx_audio_base+(experimental?0x5fe2d8:0x5fe378)),experimental?40:24);
unlock(mutex);
}
static void mx_audio_kill_experimental(void) {mx_audio_kill(1);}
static void mx_audio_kill_regular(void) {mx_audio_kill(0);}
static uint64_t mx_audio_consume(void *sink,void *main_mix,void *passthrough,const void *objects,MxAudioRamp ramp) {
const unsigned char *previous=mx_audio_objects;mx_audio_objects=objects;
// An audio thread can enter just after its prologue was patched, before
// the installing thread publishes the completed trampoline.
uint64_t (*original)(void*,void*,void*,const void*,MxAudioRamp);
while(!(original=__atomic_load_n(&mx_audio_consume_original,__ATOMIC_ACQUIRE)))sched_yield();
uint64_t result=original(sink,main_mix,passthrough,objects,ramp);
mx_audio_objects=previous;return result;
}
static int mx_audio_find(struct dl_phdr_info *info,size_t size,void *unused) {
(void)size;(void)unused;
if(!strstr(info->dlpi_name,"/libMetaXRAudioWwise.so"))return 0;
if(mx_audio_base)return 1;
const unsigned char id[20]={0xe1,0x61,0x9e,0x7f,0xb8,0x39,0xba,0xdf,0x0e,0xa5,0xec,0xc2,0x2d,0x9f,0x02,0x8d,0x0b,0x17,0xc3,0x4d};
int match=0;
for(unsigned i=0;i<info->dlpi_phnum;i++)if(info->dlpi_phdr[i].p_type==PT_NOTE) {
const unsigned char *p=(void*)(info->dlpi_addr+info->dlpi_phdr[i].p_vaddr);
const unsigned char *end=p+info->dlpi_phdr[i].p_memsz;
while(p+sizeof(Elf64_Nhdr)<=end) {
const Elf64_Nhdr *note=(void*)p;
const unsigned char *name=p+sizeof(*note),*desc=name+((note->n_namesz+3)&~3u);
const unsigned char *next=desc+((note->n_descsz+3)&~3u);
if(next>end || next<=p)break;
if(note->n_type==NT_GNU_BUILD_ID && note->n_namesz==4 && !memcmp(name,"GNU",4) && note->n_descsz==20 && !memcmp(desc,id,20))match=1;
p=next;
}
}
if(!match){__atomic_store_n(&mx_audio_checked,1,__ATOMIC_RELEASE);return 1;}
const uint32_t consume[4]={0xd10743ff,0x6d1623e9,0xa9177bfd,0xa9186ffc};
const uint32_t kill[4]={0xa9bd7bfd,0xf9000bf5,0xa9024ff4,0x910003fd};
unsigned char *base=(void*)info->dlpi_addr;
if(memcmp(base+0x2c8fac,consume,16) || memcmp(base+0x2be2c0,kill,16) || memcmp(base+0x2be7b0,kill,16)) {
__atomic_store_n(&mx_audio_checked,1,__ATOMIC_RELEASE);return 1;
}
__atomic_store_n(&mx_audio_base,info->dlpi_addr,__ATOMIC_RELEASE);
void *original=mx_audio_detour(base+0x2c8fac,(void*)mx_audio_consume,consume);
__atomic_store_n(&mx_audio_consume_original,original,__ATOMIC_RELEASE);
if(!__atomic_load_n(&mx_audio_consume_original,__ATOMIC_ACQUIRE)) {
__atomic_store_n(&mx_audio_base,0,__ATOMIC_RELEASE);return 1;
}
if(!mx_audio_detour(base+0x2be2c0,(void*)mx_audio_kill_experimental,kill) || !mx_audio_detour(base+0x2be7b0,(void*)mx_audio_kill_regular,kill)) {
LOG("FrameBridge audio metadata: incomplete installation");return 1;
}
LOG("FrameBridge audio metadata: metadata reclamation follows current audio-frame references; Meta audio base=%p",base);
return 1;
}
static pthread_mutex_t mx_audio_install_mutex=PTHREAD_MUTEX_INITIALIZER;
static void mx_audio_initialize(void) {
if(__atomic_load_n(&mx_audio_base,__ATOMIC_ACQUIRE) || __atomic_load_n(&mx_audio_checked,__ATOMIC_ACQUIRE))return;
// until the game loads the library: look at most once a second (dl_iterate_phdr takes the linker's lock)
static _Atomic long mx_audio_last_scan;
struct timespec now;clock_gettime(CLOCK_MONOTONIC,&now);
if(now.tv_sec==mx_audio_last_scan)return;
mx_audio_last_scan=now.tv_sec;
if(pthread_mutex_trylock(&mx_audio_install_mutex))return;
if(!mx_audio_page)mx_audio_page=(size_t)sysconf(_SC_PAGESIZE);
if(!mx_audio_base)dl_iterate_phdr(mx_audio_find,NULL);
pthread_mutex_unlock(&mx_audio_install_mutex);
}
#else
static void mx_audio_initialize(void) {}
#endif
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// SPDX-License-Identifier: GPL-3.0-only
#pragma once
#include <stdint.h>
#include <stddef.h>
#include <string.h>
// Experimental lifetime repair for the pinned Meta XR Audio Wwise build.
// A queued metadata object must not be reclaimed while the current immutable
// AkAudioObjects snapshot still references it. Preserve the SDK's queue mutex,
// virtual destructor, list linkage, audio processing, and dirty-flag writes.
static _Thread_local const unsigned char *mx_audio_objects;
static unsigned mx_audio_held,mx_audio_reclaimed;
static int mx_audio_referenced(const void *pointer) {
if(!mx_audio_objects)return 0;
uint32_t count;memcpy(&count,mx_audio_objects,4);
const unsigned char *const *objects;memcpy(&objects,mx_audio_objects+16,8);
// Refuse to reclaim on an unrecognised snapshot rather than dereferencing
// unbounded arrays. These bounds exceed the game's ordinary voice counts.
if(count>4096 || (count && !objects))return 1;
for(unsigned i=0;i<count;i++) {
const unsigned char *object=objects[i];if(!object)continue;
uint32_t metadata_count;const unsigned char *metadata;
memcpy(&metadata,object+104,8);memcpy(&metadata_count,object+112,4);
if(metadata_count>4096 || (metadata_count && !metadata))return 1;
for(unsigned j=0;j<metadata_count;j++) {
const void *parameter;memcpy(&parameter,metadata+(size_t)j*24+8,8);
if(parameter==pointer)return 1;
}
}
return 0;
}
// Caller holds the original queue's mutex, just as ExecuteKillList did.
static void mx_audio_drain(void **head,size_t next_offset) {
void **link=head;
while(*link) {
void *pointer=*link;void **next=(void**)((unsigned char*)pointer+next_offset);
if(mx_audio_referenced(pointer)) {
link=next;
unsigned held=__atomic_fetch_add(&mx_audio_held,1,__ATOMIC_RELAXED);
if(held<8)LOG("FrameBridge audio metadata: queued metadata=%p still referenced by audio frame; retained",pointer);
} else {
*link=*next;
void (**table)(void*)=*(void (***)(void*))pointer;
table[1](pointer);
__atomic_fetch_add(&mx_audio_reclaimed,1,__ATOMIC_RELAXED);
}
}
}
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// SPDX-License-Identifier: GPL-3.0-only
// Included by frame_adapter.c (after flip_vk.c). Per-game diagnostics for "one eye looks wrong" reports
// (eye_debug=1; everything also goes to framebridge.log in the app's external files folder):
// * every frame's projection layer: each eye's submitted pose vs. a fresh xrLocateViews at the frame's display time
// (game-side pose errors), the left/right eye relation (eye distance, relative rotation: must stay constant),
// and how long before xrEndFrame each eye's image was released (images handed over too early/late);
// summarised every 5 s, the first frames in full.
// * release_wait: before an image is released, wait for the app's GPU work on the session's queue (Vulkan) or
// glFinish (GLES), for games that release images whose rendering hasn't finished. 2 = only after the first 60 s
// of frames, so one headset session compares both (log "release_wait now ON").
#define EYE_TRACKED 16
static struct { XrSwapchain handle; int64_t released_ns; } eye_released[EYE_TRACKED];
static pthread_mutex_t eye_lock = PTHREAD_MUTEX_INITIALIZER;
static int64_t eye_first_frame_ns;
static int release_wait_active(void) {
if (release_wait == 1) return 1;
if (release_wait != 2 || !eye_first_frame_ns) return 0;
static int announced;
int on = monotonic_ns() - eye_first_frame_ns > 60000000000ll;
if (on && !announced++) LOG("eye_debug: release_wait now ON (A/B: the first 60 s ran without it)");
return on;
}
static void eye_wait_for_gpu(void) {
if (vk.device) {
static PFN_vkQueueWaitIdle wait_idle;
if (!wait_idle && vk_ready()) wait_idle = (PFN_vkQueueWaitIdle)vk.GetDeviceProcAddr(vk.device, "vkQueueWaitIdle");
if (wait_idle && vk.queue) wait_idle(vk.queue);
} else {
static void (*finish)(void);
if (!finish) finish = (void (*)(void))dlsym(RTLD_DEFAULT, "glFinish");
if (finish) finish();
}
}
static XRAPI_ATTR XrResult XRAPI_CALL eye_hook_xrReleaseSwapchainImage(XrSwapchain swapchain,
const XrSwapchainImageReleaseInfo *info) {
PFN_xrReleaseSwapchainImage fn = (PFN_xrReleaseSwapchainImage)lookup(active_instance, "xrReleaseSwapchainImage");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
if (release_wait_active()) eye_wait_for_gpu();
XrResult result = fn(swapchain, info);
if (eye_debug) {
int64_t now = monotonic_ns();
pthread_mutex_lock(&eye_lock);
int slot = -1;
for (int i = 0; i < EYE_TRACKED && slot < 0; ++i)
if (eye_released[i].handle == swapchain) slot = i;
for (int i = 0; i < EYE_TRACKED && slot < 0; ++i)
if (!eye_released[i].handle) slot = i;
if (slot < 0) slot = (int)(now % EYE_TRACKED);
eye_released[slot].handle = swapchain;
eye_released[slot].released_ns = now;
pthread_mutex_unlock(&eye_lock);
}
return result;
}
static int64_t eye_release_age_ns(XrSwapchain swapchain, int64_t now) {
int64_t age = -1;
pthread_mutex_lock(&eye_lock);
for (int i = 0; i < EYE_TRACKED; ++i)
if (eye_released[i].handle == swapchain) age = now - eye_released[i].released_ns;
pthread_mutex_unlock(&eye_lock);
return age;
}
static float eye_angle_deg(XrQuaternionf a, XrQuaternionf b) {
float d = fabsf(a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w);
return d >= 1.0f ? 0.0f : 2.0f * acosf(d) * 57.29578f;
}
static float eye_dist_mm(XrVector3f a, XrVector3f b) {
float x = a.x - b.x, y = a.y - b.y, z = a.z - b.z;
return sqrtf(x * x + y * y + z * z) * 1000.0f;
}
static void eye_debug_end_frame(XrSession session, const XrFrameEndInfo *info) {
if (!info) return;
const XrCompositionLayerProjection *proj = NULL;
for (uint32_t i = 0; i < info->layerCount && !proj; ++i)
if (info->layers[i] && info->layers[i]->type == XR_TYPE_COMPOSITION_LAYER_PROJECTION &&
((const XrCompositionLayerProjection *)info->layers[i])->viewCount == 2)
proj = (const XrCompositionLayerProjection *)info->layers[i];
if (!proj) return;
int64_t now = monotonic_ns();
if (!eye_first_frame_ns) eye_first_frame_ns = now;
static struct {
int frames, located;
float pos_err[2], rot_err[2], pos_err_max[2], rot_err_max[2]; // submitted vs. fresh, per eye
float ipd_min, ipd_max, rel_rot_max, step_max[2]; // eye relation; frame-to-frame jump per eye
float age_min[2], age_max[2]; // ms from release to xrEndFrame
int64_t window;
} st;
static XrPosef last[2];
static int have_last;
static int detailed;
if (!st.window) { st.window = now; st.ipd_min = 1e9f; st.age_min[0] = st.age_min[1] = 1e9f; }
// a fresh location of the same views at the frame's display time, in the layer's space
XrView fresh[2] = {{XR_TYPE_VIEW, NULL}, {XR_TYPE_VIEW, NULL}};
XrViewState vs = {XR_TYPE_VIEW_STATE, NULL};
uint32_t n = 0;
PFN_xrLocateViews locate = (PFN_xrLocateViews)lookup(active_instance, "xrLocateViews");
XrViewLocateInfo li = {XR_TYPE_VIEW_LOCATE_INFO, NULL, XR_VIEW_CONFIGURATION_TYPE_PRIMARY_STEREO, info->displayTime,
proj->space};
int located = locate && XR_SUCCEEDED(locate(session, &li, &vs, 2, &n, fresh)) && n == 2 &&
(vs.viewStateFlags & XR_VIEW_STATE_POSITION_VALID_BIT);
const XrCompositionLayerProjectionView *v = proj->views;
float ipd = eye_dist_mm(v[0].pose.position, v[1].pose.position);
float rel = eye_angle_deg(v[0].pose.orientation, v[1].pose.orientation);
++st.frames;
if (ipd < st.ipd_min) st.ipd_min = ipd;
if (ipd > st.ipd_max) st.ipd_max = ipd;
if (rel > st.rel_rot_max) st.rel_rot_max = rel;
for (int e = 0; e < 2; ++e) {
int64_t age = eye_release_age_ns(v[e].subImage.swapchain, now);
float ms = age < 0 ? -1.0f : age / 1e6f;
if (ms < st.age_min[e]) st.age_min[e] = ms;
if (ms > st.age_max[e]) st.age_max[e] = ms;
if (located) {
float pe = eye_dist_mm(v[e].pose.position, fresh[e].pose.position);
float re = eye_angle_deg(v[e].pose.orientation, fresh[e].pose.orientation);
st.pos_err[e] += pe;
st.rot_err[e] += re;
if (pe > st.pos_err_max[e]) st.pos_err_max[e] = pe;
if (re > st.rot_err_max[e]) st.rot_err_max[e] = re;
}
if (have_last) {
float step = eye_angle_deg(last[e].orientation, v[e].pose.orientation);
if (step > st.step_max[e]) st.step_max[e] = step;
}
last[e] = v[e].pose;
}
have_last = 1;
if (located) ++st.located;
if (detailed < 4) {
++detailed;
for (int e = 0; e < 2; ++e)
LOG("eye_debug: eye %d swapchain=%p rect=%d,%d %dx%d array=%u pos=%.4f,%.4f,%.4f rot=%.4f,%.4f,%.4f,%.4f "
"fov=%.3f/%.3f/%.3f/%.3f fresh pos=%.4f,%.4f,%.4f", e, (void *)(uintptr_t)v[e].subImage.swapchain,
v[e].subImage.imageRect.offset.x, v[e].subImage.imageRect.offset.y, v[e].subImage.imageRect.extent.width,
v[e].subImage.imageRect.extent.height, v[e].subImage.imageArrayIndex, v[e].pose.position.x,
v[e].pose.position.y, v[e].pose.position.z, v[e].pose.orientation.x, v[e].pose.orientation.y,
v[e].pose.orientation.z, v[e].pose.orientation.w, v[e].fov.angleLeft, v[e].fov.angleRight,
v[e].fov.angleUp, v[e].fov.angleDown, fresh[e].pose.position.x, fresh[e].pose.position.y,
fresh[e].pose.position.z);
}
if (now - st.window > 5000000000ll) {
int l = st.located ? st.located : 1;
LOG("eye_debug: %d frames | eye distance %.1f-%.1f mm, eye-to-eye rotation max %.2f deg | vs fresh pose: "
"L avg %.1f mm/%.2f deg max %.1f mm/%.2f deg, R avg %.1f mm/%.2f deg max %.1f mm/%.2f deg (%d located) | "
"largest frame step L %.2f R %.2f deg | release->end L %.1f-%.1f ms R %.1f-%.1f ms | release_wait %s",
st.frames, st.ipd_min, st.ipd_max, st.rel_rot_max, st.pos_err[0] / l, st.rot_err[0] / l, st.pos_err_max[0],
st.rot_err_max[0], st.pos_err[1] / l, st.rot_err[1] / l, st.pos_err_max[1], st.rot_err_max[1], st.located,
st.step_max[0], st.step_max[1], st.age_min[0], st.age_max[0], st.age_min[1], st.age_max[1],
release_wait_active() ? "on" : "off");
memset(&st, 0, sizeof(st));
}
}
+129 -5
View File
@@ -45,15 +45,47 @@
#include <string.h>
#define TAG "FrameBridge"
#define LOG(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
#include <stdarg.h>
#include <time.h>
// Everything also goes to <app external files>/framebridge.log when eye_debug is on: some games end Lepton's logcat
// mirror early (WiiCompiled), so a headset session's diagnostics would otherwise be lost.
static FILE *log_file;
static void fb_log(const char *fmt, ...) __attribute__((format(printf, 1, 2)));
static void fb_log(const char *fmt, ...) {
va_list args;
va_start(args, fmt);
__android_log_vprint(ANDROID_LOG_INFO, TAG, fmt, args);
va_end(args);
if (!log_file) return;
struct timespec now;
clock_gettime(CLOCK_REALTIME, &now);
flockfile(log_file);
fprintf(log_file, "%lld.%03ld ", (long long)now.tv_sec, now.tv_nsec / 1000000);
va_start(args, fmt);
vfprintf(log_file, fmt, args);
va_end(args);
fputc('\n', log_file);
fflush(log_file);
funlockfile(log_file);
}
#define LOG(...) fb_log(__VA_ARGS__)
#include "audio_metadata.h"
static void *loader;
static PFN_xrGetInstanceProcAddr next_gipa;
static pthread_once_t init_once = PTHREAD_ONCE_INIT;
static XrInstance active_instance = XR_NULL_HANDLE;
static void *android_vm; // JavaVM from XrInstanceCreateInfoAndroidKHR (surface_swapchain.c)
static int surface_emul = 1; // setting: emulate Android surface swapchains
static int eye_debug; // setting: per-eye diagnostics + file log (eye_debug.c)
static int release_wait; // setting: wait for the app's GPU work before releasing images (2 = after 60 s: A/B)
static void surf_on_destroy(XrSwapchain handle);
static float scale = 1.0f;
static int foveation_fix = 1;
// hide XR_FB_space_warp: games then render every frame themselves (UE5 Application SpaceWarp flickered on the Frame,
// e.g. Into The Radius 2; OVRPort's patch_disable_space_warp doesn't reach UE5's OpenXR plugin)
static int hide_space_warp = 0;
static int controller_fix = 1;
static int swapchain_fix = 1;
static int layer_fix = 1;
@@ -76,9 +108,12 @@ static int no_equirect, no_equirect2, no_cylinder, no_cube;
static int runtime_has_fb_passthrough, emulate_passthrough, alpha_blend_failed;
static int controller_models; // serve Frame controller models via XR_FB_render_model (render_model.c)
// Per-game settings, all off by default (session_fixes.c, layer_emul_gl.c).
static int sync_guard; // xrSyncActions one at a time with xrPollEvent, paused briefly after focus returns
static int profile_remap = 1; // Meta's newer controller profiles (rejected by the Frame) -> oculus/touch_controller
static int layer_debug; // diagnostics: layers, swapchains, session states, spaces, aim/grip, refresh rates
static int stable_local; // keep every LOCAL space the app creates on the session-start origin
static int focus_hold; // hide brief focus dips once the session has been focused for a while
static float focus_hold_ms = 1000; // longest focus dip focus_hold hides
static float aim_pitch, aim_yaw, aim_forward; // aim pose correction (degrees, degrees, metres)
static float refresh_rate; // requested display refresh rate (Hz), 0 = the app's choice
static int equirect_emul; // show 360 layers as cube faces (GLES)
@@ -98,6 +133,7 @@ static void read_settings(const char *path) {
while (fgets(line, sizeof(line), f)) {
if (sscanf(line, "scale=%f", &value) == 1 && value >= 0.5f && value <= 2.0f) scale = value;
if (sscanf(line, "foveation_fix=%f", &value) == 1) foveation_fix = value != 0;
if (sscanf(line, "hide_space_warp=%f", &value) == 1) hide_space_warp = value != 0;
if (sscanf(line, "controller_fix=%f", &value) == 1) controller_fix = value != 0;
if (sscanf(line, "swapchain_fix=%f", &value) == 1) swapchain_fix = value != 0;
if (sscanf(line, "layer_fix=%f", &value) == 1) layer_fix = value != 0;
@@ -115,8 +151,14 @@ static void read_settings(const char *path) {
if (sscanf(line, "scene_depth=%f", &value) == 1 && value > 0.5f && value < 20.0f) scene_depth = value;
if (sscanf(line, "controller_models=%f", &value) == 1) controller_models = value != 0;
if (sscanf(line, "layer_debug=%f", &value) == 1) layer_debug = value != 0;
if (sscanf(line, "surface_emul=%f", &value) == 1) surface_emul = value != 0;
if (sscanf(line, "eye_debug=%f", &value) == 1) eye_debug = value != 0;
if (sscanf(line, "release_wait=%f", &value) == 1) release_wait = (int)value;
if (sscanf(line, "profile_remap=%f", &value) == 1) profile_remap = value != 0;
if (sscanf(line, "sync_guard=%f", &value) == 1) sync_guard = value != 0;
if (sscanf(line, "stable_local=%f", &value) == 1) stable_local = value != 0;
if (sscanf(line, "focus_hold=%f", &value) == 1) focus_hold = value != 0;
if (sscanf(line, "focus_hold_ms=%f", &value) == 1 && value >= 100 && value <= 5000) focus_hold_ms = value;
if (sscanf(line, "aim_pitch=%f", &value) == 1 && fabsf(value) <= 90) aim_pitch = value;
if (sscanf(line, "aim_yaw=%f", &value) == 1 && fabsf(value) <= 90) aim_yaw = value;
if (sscanf(line, "aim_forward=%f", &value) == 1 && fabsf(value) <= 0.5f) aim_forward = value;
@@ -163,6 +205,13 @@ static void initialize(void) {
}
const char *env = getenv("FRAMEBRIDGE_CONFIG");
if (env && *env) read_settings(env);
if (eye_debug && *process && !strchr(process, '/')) {
snprintf(path, sizeof(path), "/sdcard/Android/data/%s/files/framebridge.log", process);
log_file = fopen(path, "a");
}
if (hide_space_warp) LOG("per-game: hide_space_warp=1 (XR_FB_space_warp hidden, space warp info removed)");
if (eye_debug || release_wait) LOG("per-game: eye_debug=%d release_wait=%d log_file=%s", eye_debug, release_wait,
log_file ? path : "none");
if (controller_models && *process && !strchr(process, '/')) render_model_init(process);
LOG("scale=%.2f foveation_fix=%d controller_fix=%d swapchain_fix=%d layer_fix=%d mutable_fix=%d swap_eyes=%d passthrough_emul=%d respace_kick=%d flip_quads=%d controller_models=%d loader=%s",
@@ -193,7 +242,10 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateInstance(const XrInstanceCreateInfo *info
int chained = 0, enabled = 0;
for (const XrBaseInStructure *p = (const XrBaseInStructure *)info->next; p; p = p->next)
if (p->type == XR_TYPE_INSTANCE_CREATE_INFO_ANDROID_KHR) chained = 1;
if (p->type == XR_TYPE_INSTANCE_CREATE_INFO_ANDROID_KHR) {
chained = 1;
android_vm = ((const struct { XrStructureType type; const void *next; void *vm; void *activity; } *)p)->vm;
}
for (uint32_t i = 0; i < info->enabledExtensionCount; ++i)
if (!strcmp(info->enabledExtensionNames[i], "XR_KHR_android_create_instance")) enabled = 1;
@@ -223,6 +275,10 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateInstance(const XrInstanceCreateInfo *info
int supported = !available; // if we could not enumerate, pass everything through
for (uint32_t j = 0; available && j < available_count && !supported; ++j)
supported = !strcmp(available[j].extensionName, ext);
if (hide_space_warp && !strcmp(ext, "XR_FB_space_warp")) {
LOG("hide_space_warp: XR_FB_space_warp not enabled");
continue;
}
if (supported) names[kept++] = ext;
else if (scene_emul && is_scene_extension(ext)) {
if (!emulate_scene) LOG("emulating Meta scene/spatial-entity extensions from the guardian bounds");
@@ -259,10 +315,11 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateInstance(const XrInstanceCreateInfo *info
}
no_equirect = !has_equirect; no_equirect2 = !has_equirect2; no_cylinder = !has_cylinder; no_cube = !has_cube;
free(available);
mx_audio_initialize();
XrResult result = fn(&fixed, instance);
free(names);
LOG("xrCreateInstance result=%d", result);
if (XR_SUCCEEDED(result)) active_instance = *instance;
if (XR_SUCCEEDED(result)) { active_instance = *instance; mx_audio_initialize(); }
return result;
}
@@ -414,6 +471,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrDestroySwapchain(XrSwapchain swapchain) {
PFN_xrDestroySwapchain fn = (PFN_xrDestroySwapchain)lookup(active_instance, "xrDestroySwapchain");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
forget_swapchain(swapchain);
surf_on_destroy(swapchain);
flip_on_destroy(swapchain);
emul_on_destroy_swapchain(swapchain);
if (equirect_emul && emul_is_virtual(swapchain)) { emul_virtual_destroy(swapchain); return XR_SUCCESS; }
@@ -667,6 +725,8 @@ XRAPI_ATTR XrResult XRAPI_CALL xrDestroySpace(XrSpace space) {
#include "session_fixes.c"
#include "layer_emul_gl.c"
#include "surface_swapchain.c"
#include "eye_debug.c"
XRAPI_ATTR XrResult XRAPI_CALL xrCreateSession(XrInstance instance, const XrSessionCreateInfo *info, XrSession *session) {
PFN_xrCreateSession fn = (PFN_xrCreateSession)lookup(instance, "xrCreateSession");
@@ -720,6 +780,7 @@ static XrSession focused_session = XR_NULL_HANDLE;
static int kicks_pending = -1; // -1: not yet armed
XRAPI_ATTR XrResult XRAPI_CALL xrPollEvent(XrInstance instance, XrEventDataBuffer *event) {
mx_audio_initialize();
PFN_xrPollEvent fn = (PFN_xrPollEvent)lookup(instance, "xrPollEvent");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
if (emulate_scene && event) {
@@ -728,7 +789,13 @@ XRAPI_ATTR XrResult XRAPI_CALL xrPollEvent(XrInstance instance, XrEventDataBuffe
pthread_mutex_unlock(&scene_lock);
if (got) return XR_SUCCESS;
}
if (sync_guard) pthread_mutex_lock(&sync_lock);
XrResult result = focus_hold && event ? focus_hold_poll(fn, instance, event) : fn(instance, event);
if (sync_guard) {
if (result == XR_SUCCESS && event && session_state_of(event) == XR_SESSION_STATE_FOCUSED)
sync_resume_at = monotonic_ns() + SYNC_GUARD_PAUSE_NS;
pthread_mutex_unlock(&sync_lock);
}
if (result == XR_SUCCESS && event && (layer_debug || stable_local)) {
if (event->type == XR_TYPE_EVENT_DATA_SESSION_STATE_CHANGED && layer_debug)
LOG("layer_debug: session state %d at %.3f", ((const XrEventDataSessionStateChanged *)event)->state,
@@ -852,6 +919,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrLocateViews(XrSession session, const XrViewLoca
XRAPI_ATTR XrResult XRAPI_CALL xrEndFrame(XrSession session, const XrFrameEndInfo *info) {
PFN_xrEndFrame fn = (PFN_xrEndFrame)lookup(active_instance, "xrEndFrame");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
if (eye_debug) eye_debug_end_frame(session, info);
{ // frame pacing statistics every ~5 s: fps and submitted-vs-predicted display time
static struct timespec start;
static int frames;
@@ -867,6 +935,12 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEndFrame(XrSession session, const XrFrameEndInf
if (elapsed >= 5.0) {
LOG("pacing: %.1f fps, displayTime vs predicted: avg %.2f ms, max %.2f ms", frames / elapsed,
drift_sum / (double)frames / 1e6, drift_max / 1e6);
if (layer_debug)
LOG("layer_debug: input: %d xrSyncActions (%d ok, last %d), %d bool reads, %d pressed",
__atomic_exchange_n(&input_syncs, 0, __ATOMIC_RELAXED),
__atomic_exchange_n(&input_sync_ok, 0, __ATOMIC_RELAXED), input_last_sync_result,
__atomic_exchange_n(&input_bool_reads, 0, __ATOMIC_RELAXED),
__atomic_exchange_n(&input_bool_true, 0, __ATOMIC_RELAXED));
frames = 0; drift_sum = drift_max = 0;
}
}
@@ -951,6 +1025,13 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEndFrame(XrSession session, const XrFrameEndInf
continue;
}
}
if (layer && (layer->type == XR_TYPE_COMPOSITION_LAYER_QUAD || layer->type == XR_TYPE_COMPOSITION_LAYER_CYLINDER_KHR) &&
!surf_prepare_layer(layer->type == XR_TYPE_COMPOSITION_LAYER_QUAD
? ((const XrCompositionLayerQuad *)layer)->subImage.swapchain
: ((const XrCompositionLayerCylinderKHR *)layer)->subImage.swapchain)) {
++dropped; // an emulated video surface without a frame yet
continue;
}
if (!layer || (layer_fix && !layer_usable(layer))) { ++dropped; continue; }
if (layer->type == XR_TYPE_COMPOSITION_LAYER_QUAD) {
const XrCompositionLayerQuad *flipped = flip_quad(session, (const XrCompositionLayerQuad *)layer, &quads[count]);
@@ -987,6 +1068,31 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEndFrame(XrSession session, const XrFrameEndInf
if (!logged++) LOG("strip_depth: removed depth info from projection layer");
++swapped;
}
if (hide_space_warp && layer->type == XR_TYPE_COMPOSITION_LAYER_PROJECTION &&
((const XrCompositionLayerProjection *)layer)->viewCount == 2) {
// The game may still attach XrCompositionLayerSpaceWarpInfoFB (1000171000) to its views: OVRPort's
// dispatcher offers XR_FB_space_warp itself even when hidden here. Unlink it (keeping what follows when
// it heads the chain, else the whole chain) so the runtime never uses the motion vectors.
const XrCompositionLayerProjection *src = (const XrCompositionLayerProjection *)layer;
int found = 0;
for (uint32_t v = 0; v < 2; ++v)
for (const XrBaseInStructure *n = (const XrBaseInStructure *)src->views[v].next; n; n = n->next)
found |= n->type == 1000171000;
if (found) {
if (layer != (const XrCompositionLayerBaseHeader *)&projections[count]) projections[count] = *src;
for (uint32_t v = 0; v < 2; ++v) {
views[count][v] = src->views[v];
const XrBaseInStructure *head = (const XrBaseInStructure *)src->views[v].next;
if (head && head->type == 1000171000) views[count][v].next = head->next;
else if (head) views[count][v].next = NULL;
}
projections[count].views = views[count];
layer = (const XrCompositionLayerBaseHeader *)&projections[count];
static int logged;
if (!logged++) LOG("hide_space_warp: removed space warp info from the eye images");
++swapped;
}
}
if (swap_eyes && layer->type == XR_TYPE_COMPOSITION_LAYER_PROJECTION &&
((const XrCompositionLayerProjection *)layer)->viewCount == 2) {
// Show each eye the image the game rendered for it: keep poses/FOVs, swap sub-images.
@@ -1079,6 +1185,18 @@ XRAPI_ATTR XrResult XRAPI_CALL xrGetCurrentInteractionProfile(XrSession session,
(PFN_xrGetCurrentInteractionProfile)lookup(active_instance, "xrGetCurrentInteractionProfile");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
XrResult result = fn(session, user, state);
if (layer_debug && active_instance) { // which device each hand has, as the runtime reports it
PFN_xrPathToString str = (PFN_xrPathToString)lookup(active_instance, "xrPathToString");
char who[XR_MAX_PATH_LENGTH] = "?", what[XR_MAX_PATH_LENGTH] = "(none)";
uint32_t n = 0;
if (str) {
str(active_instance, user, sizeof(who), &n, who);
if (XR_SUCCEEDED(result) && state && state->interactionProfile)
str(active_instance, state->interactionProfile, sizeof(what), &n, what);
}
static int logged;
if (logged++ < 40) LOG("layer_debug: interaction profile of %s: %s (result %d)", who, what, result);
}
if (!controller_fix || XR_FAILED(result) || !state || !state->interactionProfile || !active_instance)
return result;
PFN_xrPathToString to_string = (PFN_xrPathToString)lookup(active_instance, "xrPathToString");
@@ -1098,7 +1216,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEnumerateInstanceExtensionProperties(const char
XR_NULL_HANDLE, "xrEnumerateInstanceExtensionProperties");
if (!fn) return XR_ERROR_INITIALIZATION_FAILED;
if (!count) return XR_ERROR_VALIDATION_FAILURE;
if ((!foveation_fix && !passthrough_emul && !scene_emul && !controller_models) || layer)
if ((!foveation_fix && !hide_space_warp && !passthrough_emul && !scene_emul && !controller_models) || layer)
return fn(layer, capacity, count, properties);
uint32_t total = 0;
@@ -1115,6 +1233,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEnumerateInstanceExtensionProperties(const char
if (!strcmp(all[i].extensionName, "XR_FB_passthrough")) runtime_has_fb_passthrough = 1;
if (!strcmp(all[i].extensionName, XR_FB_RENDER_MODEL_EXTENSION_NAME)) runtime_has_render_model = 1;
if (foveation_fix && strstr(all[i].extensionName, "foveation")) continue;
if (hide_space_warp && !strcmp(all[i].extensionName, "XR_FB_space_warp")) continue;
if (properties && kept < capacity) properties[kept] = all[i];
++kept;
}
@@ -1211,8 +1330,13 @@ XRAPI_ATTR XrResult XRAPI_CALL xrGetInstanceProcAddr(XrInstance instance, const
if (layer_debug || refresh_rate > 0) {
HOOK_AS(xrRequestDisplayRefreshRateFB, hook_request_refresh_rate)
}
if (layer_debug || aim_correction_on()) {
if (surface_emul) HOOK_AS(xrCreateSwapchainAndroidSurfaceKHR, hook_xrCreateSwapchainAndroidSurfaceKHR)
if (eye_debug || release_wait) HOOK_AS(xrReleaseSwapchainImage, eye_hook_xrReleaseSwapchainImage)
if (sync_guard || layer_debug) HOOK_AS(xrSyncActions, hook_xrSyncActions)
if (layer_debug) HOOK_AS(xrGetActionStateBoolean, hook_xrGetActionStateBoolean)
if (layer_debug || aim_correction_on() || profile_remap)
HOOK_AS(xrSuggestInteractionProfileBindings, hook_xrSuggestInteractionProfileBindings)
if (layer_debug || aim_correction_on()) {
HOOK_AS(xrCreateActionSpace, hook_xrCreateActionSpace)
}
#undef HOOK_AS
+131 -5
View File
@@ -95,9 +95,55 @@ static void debug_reference_space(XrSession session, const XrReferenceSpaceCreat
LOG("layer_debug: that LOCAL space can't be located yet (no tracking)");
}
// ---------------------------------------------------------------- sync_guard
// The Frame's runtime crashed in xrSyncActions right after focus returned (SIGSEGV in vrclient.so
// CVRInputLatest::UpdateActionStateInternal, Myst; a race inside the runtime, not every launch). sync_guard runs
// xrSyncActions one at a time with xrPollEvent and skips it for a moment after FOCUSED arrives (XR_SESSION_NOT_FOCUSED
// is a success code every app handles: no input for those few frames).
#define SYNC_GUARD_PAUSE_NS 250000000ll
static pthread_mutex_t sync_lock = PTHREAD_MUTEX_INITIALIZER;
static int64_t sync_resume_at;
// layer_debug input counters, logged with the pacing line: were actions synced, did any button read as pressed?
static int input_syncs, input_sync_ok, input_bool_reads, input_bool_true, input_last_sync_result;
static XRAPI_ATTR XrResult XRAPI_CALL hook_xrSyncActions(XrSession session, const XrActionsSyncInfo *info) {
PFN_xrSyncActions fn = (PFN_xrSyncActions)lookup(active_instance, "xrSyncActions");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
if (!sync_guard) { // installed for layer_debug only: count
XrResult r = fn(session, info);
__atomic_add_fetch(&input_syncs, 1, __ATOMIC_RELAXED);
if (r == XR_SUCCESS) __atomic_add_fetch(&input_sync_ok, 1, __ATOMIC_RELAXED);
input_last_sync_result = r;
return r;
}
pthread_mutex_lock(&sync_lock);
int64_t wait = sync_resume_at - monotonic_ns();
XrResult r = wait > 0 ? XR_SESSION_NOT_FOCUSED : fn(session, info);
pthread_mutex_unlock(&sync_lock);
static int logged;
if (wait > 0 && logged++ < 5) LOG("sync_guard: input paused for %.0f ms after focus returned", wait / 1e6);
return r;
}
static XRAPI_ATTR XrResult XRAPI_CALL hook_xrGetActionStateBoolean(XrSession session, const XrActionStateGetInfo *info,
XrActionStateBoolean *state) {
PFN_xrGetActionStateBoolean fn = (PFN_xrGetActionStateBoolean)lookup(active_instance, "xrGetActionStateBoolean");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
XrResult r = fn(session, info, state);
__atomic_add_fetch(&input_bool_reads, 1, __ATOMIC_RELAXED);
if (r == XR_SUCCESS && state && state->isActive && state->currentState)
__atomic_add_fetch(&input_bool_true, 1, __ATOMIC_RELAXED);
return r;
}
// ---------------------------------------------------------------- focus_hold
#define FOCUS_HOLD_MIN_FOCUSED_NS 3000000000ll // only after this long in FOCUSED (start-up transitions untouched)
#define FOCUS_HOLD_MAX_DIP_NS 600000000ll // dips longer than this are delivered (late, in order)
#define FOCUS_HOLD_MIN_FOCUSED_NS 1000000000ll // only after this long in FOCUSED (start-up transitions untouched;
// 3 s let a 27 ms dip through in Blade & Sorcery)
// dips longer than focus_hold_ms (setting, default 1000) are delivered (late, in order): taking the headset off or the
// system menu must still pause the game. A longer limit is for headsets whose wear sensor flickers ("HMD off" for
// 0.5-2 s while worn; Blade & Sorcery pauses on each)
#define FOCUS_HOLD_MAX_DIP_NS ((int64_t)(focus_hold_ms * 1000000.0f))
static struct {
XrEventDataBuffer events[6];
int count, holding, delivering;
@@ -131,7 +177,7 @@ static XrResult focus_hold_poll(PFN_xrPollEvent fn, XrInstance instance, XrEvent
if (result != XR_SUCCESS) {
if (held.holding && now - held.since > FOCUS_HOLD_MAX_DIP_NS) {
LOG("focus_hold: focus lost for > %lld ms, delivering %d state change(s)",
FOCUS_HOLD_MAX_DIP_NS / 1000000, held.count);
(long long)(FOCUS_HOLD_MAX_DIP_NS / 1000000), held.count);
held.holding = 0; held.delivering = 1;
continue;
}
@@ -195,20 +241,100 @@ static int pose_action_kind(XrAction action) { // 1 aim, 0 grip, -1 unknown
return kind;
}
// Meta's newer controller profiles, which the Frame's runtime doesn't know (it has oculus/touch_controller). An app
// that suggests bindings only for these gets XR_ERROR_PATH_UNSUPPORTED and no input (e.g. a setup screen that can't be
// passed); its bindings are suggested again for Touch, keeping the components Touch controllers have.
static const char *const NEWER_TOUCH[] = {"/interaction_profiles/meta/touch_controller_plus",
"/interaction_profiles/meta/touch_plus_controller",
"/interaction_profiles/facebook/touch_controller_pro",
"/interaction_profiles/meta/touch_pro_controller",
"/interaction_profiles/meta/touch_controller_rift_cv1",
"/interaction_profiles/meta/touch_controller_quest_1_rift_s",
"/interaction_profiles/meta/touch_controller_quest_2"};
static const char *const TOUCH_PROFILE = "/interaction_profiles/oculus/touch_controller";
// oculus/touch_controller components (OpenXR spec), after /user/hand/<left|right>/
static const char *const TOUCH_COMMON[] = {"input/squeeze/value", "input/trigger/value", "input/trigger/touch",
"input/thumbstick", "input/thumbstick/x", "input/thumbstick/y", "input/thumbstick/click",
"input/thumbstick/touch", "input/thumbrest/touch", "input/grip/pose", "input/aim/pose", "output/haptic"};
static const char *const TOUCH_LEFT[] = {"input/x/click", "input/x/touch", "input/y/click", "input/y/touch",
"input/menu/click"};
static const char *const TOUCH_RIGHT[] = {"input/a/click", "input/a/touch", "input/b/click", "input/b/touch",
"input/system/click"};
static int app_suggested_touch;
static int in_list(const char *s, const char *const *list, size_t n) {
for (size_t i = 0; i < n; ++i)
if (!strcmp(s, list[i])) return 1;
return 0;
}
#define IN(s, list) in_list(s, list, sizeof(list) / sizeof(*list))
// 1 if the binding path exists on oculus/touch_controller
static int touch_has(const char *path) {
const char *left = "/user/hand/left/", *right = "/user/hand/right/";
if (!strncmp(path, left, strlen(left))) {
path += strlen(left);
return IN(path, TOUCH_COMMON) || IN(path, TOUCH_LEFT);
}
if (!strncmp(path, right, strlen(right))) {
path += strlen(right);
return IN(path, TOUCH_COMMON) || IN(path, TOUCH_RIGHT);
}
return 0;
}
static XrResult remap_to_touch(XrInstance instance, PFN_xrSuggestInteractionProfileBindings fn,
PFN_xrPathToString to_string, const XrInteractionProfileSuggestedBinding *suggested,
const char *profile) {
PFN_xrStringToPath to_path = (PFN_xrStringToPath)lookup(instance, "xrStringToPath");
XrPath touch;
if (!to_path || XR_FAILED(to_path(instance, TOUCH_PROFILE, &touch))) return XR_ERROR_PATH_UNSUPPORTED;
uint32_t n = suggested->countSuggestedBindings, kept = 0;
XrActionSuggestedBinding *b = calloc(n ? n : 1, sizeof(*b));
if (!b) return XR_ERROR_OUT_OF_MEMORY;
for (uint32_t i = 0; i < n; ++i) {
char path[XR_MAX_PATH_LENGTH];
uint32_t size = 0;
if (XR_SUCCEEDED(to_string(instance, suggested->suggestedBindings[i].binding, sizeof(path), &size, path))
&& touch_has(path))
b[kept++] = suggested->suggestedBindings[i];
}
XrInteractionProfileSuggestedBinding copy = *suggested;
copy.interactionProfile = touch;
copy.countSuggestedBindings = kept;
copy.suggestedBindings = b;
XrResult r = kept ? fn(instance, &copy) : XR_ERROR_PATH_UNSUPPORTED;
free(b);
LOG("controller profile %s -> oculus/touch_controller (%u bindings, %u dropped): %d", profile + 22, kept,
n - kept, r);
return r;
}
static XRAPI_ATTR XrResult XRAPI_CALL hook_xrSuggestInteractionProfileBindings(XrInstance instance,
const XrInteractionProfileSuggestedBinding *suggested) {
PFN_xrSuggestInteractionProfileBindings fn =
(PFN_xrSuggestInteractionProfileBindings)lookup(instance, "xrSuggestInteractionProfileBindings");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
PFN_xrPathToString to_string = (PFN_xrPathToString)lookup(instance, "xrPathToString");
if (suggested && to_string)
if (suggested && to_string && (layer_debug || aim_correction_on()))
for (uint32_t i = 0; i < suggested->countSuggestedBindings; ++i) {
char path[XR_MAX_PATH_LENGTH];
uint32_t size = 0;
if (XR_SUCCEEDED(to_string(instance, suggested->suggestedBindings[i].binding, sizeof(path), &size, path)))
note_pose_binding(suggested->suggestedBindings[i].action, path);
}
return fn(instance, suggested);
XrResult r = fn(instance, suggested);
if (!profile_remap || !suggested || !to_string) return r;
char profile[XR_MAX_PATH_LENGTH] = {0};
uint32_t size = 0;
if (XR_FAILED(to_string(instance, suggested->interactionProfile, sizeof(profile), &size, profile))) return r;
if (!strcmp(profile, TOUCH_PROFILE)) {
if (XR_SUCCEEDED(r)) app_suggested_touch = 1; // the app's own Touch bindings win over a remap
return r;
}
if (r != XR_ERROR_PATH_UNSUPPORTED || app_suggested_touch || !IN(profile, NEWER_TOUCH)) return r;
XrResult remapped = remap_to_touch(instance, fn, to_string, suggested, profile);
return XR_SUCCEEDED(remapped) ? XR_SUCCESS : r;
}
static XRAPI_ATTR XrResult XRAPI_CALL hook_xrCreateActionSpace(XrSession session, const XrActionSpaceCreateInfo *info,
+510
View File
@@ -0,0 +1,510 @@
// SPDX-License-Identifier: GPL-3.0-only
// Included by frame_adapter.c (after flip_vk.c and layer_emul_gl.c). Emulates XR_KHR_android_surface_swapchain,
// which the Frame's runtime lists but answers with XR_ERROR_FUNCTION_UNSUPPORTED. Games use it to play a video on a
// panel (OVROverlay "external surface", Android MediaPlayer/ExoPlayer drawing into a Surface): without it the panel has
// no image and is dropped, and a game that waits for its intro video shows black forever (I Am Monkey).
//
// * xrCreateSwapchainAndroidSurfaceKHR: the runtime first; if it can't, an ordinary runtime swapchain of the same size
// (sRGB RGBA8) is created and returned as the game's swapchain, and the game gets a real android.view.Surface from a
// SurfaceTexture owned by a worker thread (own EGL context; JNI through the JavaVM of xrCreateInstance).
// * The worker latches each new video frame (any size, YUV: SurfaceTexture samples it), draws it into an RGBA8
// texture of the swapchain's size and reads it back (glReadPixels) into a shared buffer.
// * xrEndFrame: a layer showing an emulated swapchain gets the newest frame uploaded first (Vulkan: staging buffer +
// copy on the session's queue; GLES: glTexSubImage2D in the app's context), then is submitted as usual.
// * Any failure: the call returns the runtime's own result (as before), so nothing gets worse.
#include <jni.h>
#define SURF_MAX 8
typedef void *(*PFN_ASurfaceTexture_fromSurfaceTexture)(JNIEnv *, jobject);
typedef int (*PFN_ASurfaceTexture_updateTexImage)(void *);
typedef void (*PFN_ASurfaceTexture_getTransformMatrix)(void *, float[16]);
typedef int64_t (*PFN_ASurfaceTexture_getTimestamp)(void *);
typedef void (*PFN_ASurfaceTexture_release)(void *);
#define surf_vm ((JavaVM *)android_vm) // from XrInstanceCreateInfoAndroidKHR (frame_adapter.c)
typedef struct {
int used;
XrSwapchain handle;
uint32_t width, height;
// worker
pthread_t thread;
int stop, ready, failed; // ready: surface handed out; failed: worker gave up
jobject surface; // global ref, returned to the game
// newest frame (RGBA8, top row first), written by the worker
uint8_t *pixels;
uint64_t seq; // bumps with every new frame
int64_t frames;
// upload side (app render thread)
uint64_t uploaded_seq;
int uploads, upload_failures, has_content;
VkImage vk_images[MAX_IMAGES];
uint32_t gl_images[MAX_IMAGES];
uint32_t image_count;
VkBuffer staging;
VkDeviceMemory staging_memory;
void *staging_map;
VkCommandPool pool; // own command buffer + fence: uploads never wait for the GPU in xrEndFrame
VkCommandBuffer cmd;
VkFence fence;
int in_flight; // a copy was submitted and its fence not yet seen signalled
} surf_swapchain;
static pthread_mutex_t surf_lock = PTHREAD_MUTEX_INITIALIZER;
static pthread_cond_t surf_cond = PTHREAD_COND_INITIALIZER;
static surf_swapchain surfs[SURF_MAX];
static int surf_vulkan; // the session is Vulkan (else GLES)
static surf_swapchain *surf_find(XrSwapchain handle) {
for (int i = 0; i < SURF_MAX; ++i)
if (surfs[i].used && surfs[i].handle == handle) return &surfs[i];
return NULL;
}
// ---------------------------------------------------------------- worker: SurfaceTexture -> RGBA pixels
static const char *surf_vs = "#version 300 es\nout vec2 uv;\nvoid main() {\n"
" vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));\n"
" uv = p; gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);\n}\n";
// window row 0 (glReadPixels' first row) must hold the image's top: sample t = 1 - y (SurfaceTexture t=0 is the bottom)
static const char *surf_fs = "#version 300 es\n#extension GL_OES_EGL_image_external_essl3 : require\n"
"precision mediump float;\nuniform samplerExternalOES tex;\nuniform mat4 st;\nin vec2 uv;\nout vec4 color;\n"
"void main() { color = texture(tex, (st * vec4(uv.x, 1.0 - uv.y, 0.0, 1.0)).xy); }\n";
typedef void (*PFN_glReadPixels_)(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, void *);
typedef void (*PFN_glTexParameteri_)(GLenum, GLenum, GLint);
typedef void (*PFN_glUniformMatrix4fv_)(GLint, GLsizei, GLboolean, const GLfloat *);
typedef void (*PFN_glPixelStorei_)(GLenum, GLint);
typedef void (*PFN_glTexSubImage2D_)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const void *);
typedef EGLDisplay (*PFN_eglGetDisplay_)(EGLNativeDisplayType);
typedef EGLBoolean (*PFN_eglInitialize_)(EGLDisplay, EGLint *, EGLint *);
static PFN_glReadPixels_ s_glReadPixels;
static PFN_glTexParameteri_ s_glTexParameteri;
static PFN_glUniformMatrix4fv_ s_glUniformMatrix4fv;
static PFN_glPixelStorei_ s_glPixelStorei;
static PFN_glTexSubImage2D_ s_glTexSubImage2D;
static PFN_eglGetDisplay_ s_eglGetDisplay;
static PFN_eglInitialize_ s_eglInitialize;
static PFN_ASurfaceTexture_fromSurfaceTexture s_ast_from;
static PFN_ASurfaceTexture_updateTexImage s_ast_update;
static PFN_ASurfaceTexture_getTransformMatrix s_ast_matrix;
static PFN_ASurfaceTexture_getTimestamp s_ast_timestamp;
static PFN_ASurfaceTexture_release s_ast_release;
static int surf_load(void) {
static int state; // 0 untried, 1 ok, -1 failed
if (state) return state > 0;
state = -1;
if (!emul_load_gl()) { LOG("surface_emul: EGL/GLES not available"); return 0; }
void *egl = dlopen("libEGL.so", RTLD_NOW | RTLD_LOCAL), *gles = dlopen("libGLESv3.so", RTLD_NOW | RTLD_LOCAL);
void *android = dlopen("libandroid.so", RTLD_NOW | RTLD_LOCAL);
if (!egl || !gles || !android) { LOG("surface_emul: libEGL/libGLESv3/libandroid missing"); return 0; }
s_glReadPixels = (PFN_glReadPixels_)dlsym(gles, "glReadPixels");
s_glTexParameteri = (PFN_glTexParameteri_)dlsym(gles, "glTexParameteri");
s_glUniformMatrix4fv = (PFN_glUniformMatrix4fv_)dlsym(gles, "glUniformMatrix4fv");
s_glPixelStorei = (PFN_glPixelStorei_)dlsym(gles, "glPixelStorei");
s_glTexSubImage2D = (PFN_glTexSubImage2D_)dlsym(gles, "glTexSubImage2D");
s_eglGetDisplay = (PFN_eglGetDisplay_)dlsym(egl, "eglGetDisplay");
s_eglInitialize = (PFN_eglInitialize_)dlsym(egl, "eglInitialize");
s_ast_from = (PFN_ASurfaceTexture_fromSurfaceTexture)dlsym(android, "ASurfaceTexture_fromSurfaceTexture");
s_ast_update = (PFN_ASurfaceTexture_updateTexImage)dlsym(android, "ASurfaceTexture_updateTexImage");
s_ast_matrix = (PFN_ASurfaceTexture_getTransformMatrix)dlsym(android, "ASurfaceTexture_getTransformMatrix");
s_ast_timestamp = (PFN_ASurfaceTexture_getTimestamp)dlsym(android, "ASurfaceTexture_getTimestamp");
s_ast_release = (PFN_ASurfaceTexture_release)dlsym(android, "ASurfaceTexture_release");
if (!s_glReadPixels || !s_glTexParameteri || !s_glUniformMatrix4fv || !s_glPixelStorei || !s_glTexSubImage2D ||
!s_eglGetDisplay || !s_eglInitialize || !s_ast_from || !s_ast_update || !s_ast_matrix || !s_ast_timestamp ||
!s_ast_release) {
LOG("surface_emul: a GL/EGL/ASurfaceTexture function is missing");
return 0;
}
state = 1;
return 1;
}
static void surf_fail(surf_swapchain *s, const char *why) {
LOG("surface_emul: %s", why);
pthread_mutex_lock(&surf_lock);
s->failed = 1;
pthread_cond_broadcast(&surf_cond);
pthread_mutex_unlock(&surf_lock);
}
static void *surf_worker(void *arg) {
surf_swapchain *s = arg;
JNIEnv *env = NULL;
if ((*surf_vm)->AttachCurrentThread(surf_vm, &env, NULL) != JNI_OK || !env) { surf_fail(s, "no JNI env"); return NULL; }
EGLDisplay dpy = s_eglGetDisplay(EGL_DEFAULT_DISPLAY);
EGLint cfg_attribs[] = {EGL_RENDERABLE_TYPE, 0x40 /* EGL_OPENGL_ES3_BIT */, EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_NONE};
EGLConfig config = NULL;
EGLint n = 0, ctx_attribs[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE}, pb[] = {EGL_WIDTH, 16, EGL_HEIGHT, 16, EGL_NONE};
EGLContext ctx = EGL_NO_CONTEXT;
EGLSurface pbuf = EGL_NO_SURFACE;
void *ast = NULL;
jobject st_local = NULL, st_global = NULL;
GLuint ext_tex = 0, rgba_tex = 0, fbo = 0, vao = 0, program = 0;
if (dpy == EGL_NO_DISPLAY || !s_eglInitialize(dpy, NULL, NULL) || !p_eglChooseConfig(dpy, cfg_attribs, &config, 1, &n) ||
n < 1 || (ctx = p_eglCreateContext(dpy, config, EGL_NO_CONTEXT, ctx_attribs)) == EGL_NO_CONTEXT ||
(pbuf = p_eglCreatePbufferSurface(dpy, config, pb)) == EGL_NO_SURFACE || !p_eglMakeCurrent(dpy, pbuf, pbuf, ctx)) {
surf_fail(s, "EGL context failed");
goto out;
}
// the SurfaceTexture's external texture, and the RGBA target the frames are drawn into
p_glGenTextures(1, &ext_tex);
p_glBindTexture(0x8D65 /* GL_TEXTURE_EXTERNAL_OES */, ext_tex);
s_glTexParameteri(0x8D65, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
s_glTexParameteri(0x8D65, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
p_glGenTextures(1, &rgba_tex);
p_glBindTexture(GL_TEXTURE_2D, rgba_tex);
p_glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, (GLsizei)s->width, (GLsizei)s->height);
p_glGenFramebuffers(1, &fbo);
p_glBindFramebuffer(GL_FRAMEBUFFER, fbo);
p_glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rgba_tex, 0);
if (p_glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { surf_fail(s, "framebuffer incomplete"); goto out; }
{
GLuint v = emul_compile(GL_VERTEX_SHADER, "", surf_vs), f = emul_compile(GL_FRAGMENT_SHADER, "", surf_fs);
if (!v || !f) { surf_fail(s, "shader compile failed"); goto out; }
program = p_glCreateProgram();
p_glAttachShader(program, v);
p_glAttachShader(program, f);
p_glLinkProgram(program);
GLint ok = 0;
p_glGetProgramiv(program, GL_LINK_STATUS, &ok);
if (!ok) { surf_fail(s, "program link failed"); goto out; }
}
p_glGenVertexArrays(1, &vao);
// android.graphics.SurfaceTexture(texName) + android.view.Surface(SurfaceTexture)
{
jclass st_class = (*env)->FindClass(env, "android/graphics/SurfaceTexture");
jclass surface_class = (*env)->FindClass(env, "android/view/Surface");
if (!st_class || !surface_class) { (*env)->ExceptionClear(env); surf_fail(s, "SurfaceTexture/Surface class missing"); goto out; }
jmethodID st_init = (*env)->GetMethodID(env, st_class, "<init>", "(I)V");
jmethodID st_size = (*env)->GetMethodID(env, st_class, "setDefaultBufferSize", "(II)V");
jmethodID surface_init = (*env)->GetMethodID(env, surface_class, "<init>", "(Landroid/graphics/SurfaceTexture;)V");
st_local = (*env)->NewObject(env, st_class, st_init, (jint)ext_tex);
if (!st_local || (*env)->ExceptionCheck(env)) { (*env)->ExceptionClear(env); surf_fail(s, "new SurfaceTexture failed"); goto out; }
(*env)->CallVoidMethod(env, st_local, st_size, (jint)s->width, (jint)s->height);
jobject surface_local = (*env)->NewObject(env, surface_class, surface_init, st_local);
if (!surface_local || (*env)->ExceptionCheck(env)) { (*env)->ExceptionClear(env); surf_fail(s, "new Surface failed"); goto out; }
st_global = (*env)->NewGlobalRef(env, st_local);
ast = s_ast_from(env, st_local);
if (!ast) { surf_fail(s, "ASurfaceTexture_fromSurfaceTexture failed"); goto out; }
pthread_mutex_lock(&surf_lock);
s->surface = (*env)->NewGlobalRef(env, surface_local);
s->ready = 1;
pthread_cond_broadcast(&surf_cond);
pthread_mutex_unlock(&surf_lock);
(*env)->DeleteLocalRef(env, surface_local);
}
LOG("surface_emul: Surface ready for %ux%u swapchain %p", s->width, s->height, (void *)(uintptr_t)s->handle);
{
GLint u_tex = p_glGetUniformLocation(program, "tex"), u_st = p_glGetUniformLocation(program, "st");
size_t bytes = (size_t)s->width * s->height * 4;
uint8_t *buf = malloc(bytes);
int64_t last_ts = -1, window_frames = 0, window_start = 0;
while (!s->stop && buf) {
struct timespec pause = {0, 8000000}; // ~120 checks a second: well above video frame rates
nanosleep(&pause, NULL);
if (s_ast_update(ast) != 0) continue;
int64_t ts = s_ast_timestamp(ast);
if (ts == last_ts) continue; // no new frame latched
last_ts = ts;
float m[16];
s_ast_matrix(ast, m);
p_glBindFramebuffer(GL_FRAMEBUFFER, fbo);
p_glViewport(0, 0, (GLsizei)s->width, (GLsizei)s->height);
p_glUseProgram(program);
p_glActiveTexture(GL_TEXTURE0);
p_glBindTexture(0x8D65, ext_tex);
p_glUniform1i(u_tex, 0);
s_glUniformMatrix4fv(u_st, 1, GL_FALSE, m);
p_glBindVertexArray(vao);
p_glDrawArrays(GL_TRIANGLES, 0, 3);
s_glPixelStorei(GL_PACK_ALIGNMENT, 1);
s_glReadPixels(0, 0, (GLsizei)s->width, (GLsizei)s->height, GL_RGBA, GL_UNSIGNED_BYTE, buf);
GLenum err = p_glGetError();
pthread_mutex_lock(&surf_lock);
if (!err && s->pixels) { memcpy(s->pixels, buf, bytes); s->seq++; s->frames++; }
pthread_mutex_unlock(&surf_lock);
if (err) { static int warned; if (warned++ < 5) LOG("surface_emul: GL error 0x%x drawing a frame", err); }
int64_t now = monotonic_ns();
if (!window_start) {
window_start = now;
LOG("surface_emul: first video frame (timestamp %lld)", (long long)ts);
}
if (++window_frames && now - window_start > 5000000000ll) {
LOG("surface_emul: %.1f video frames/s, %d uploaded, %d upload failures", window_frames * 1e9 / (now - window_start),
s->uploads, s->upload_failures);
window_frames = 0;
window_start = now;
}
}
free(buf);
}
out:
if (ast) s_ast_release(ast);
if (st_global) (*env)->DeleteGlobalRef(env, st_global);
if (ctx != EGL_NO_CONTEXT) { p_eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); p_eglDestroyContext(dpy, ctx); }
if (pbuf != EGL_NO_SURFACE) p_eglDestroySurface(dpy, pbuf);
(*surf_vm)->DetachCurrentThread(surf_vm);
return NULL;
}
// ---------------------------------------------------------------- uploads (app render thread)
static struct {
PFN_vkCreateBuffer CreateBuffer;
PFN_vkGetBufferMemoryRequirements GetBufferMemoryRequirements;
PFN_vkAllocateMemory AllocateMemory;
PFN_vkBindBufferMemory BindBufferMemory;
PFN_vkMapMemory MapMemory;
PFN_vkCmdCopyBufferToImage CmdCopyBufferToImage;
PFN_vkCmdClearColorImage CmdClearColorImage;
PFN_vkGetPhysicalDeviceMemoryProperties GetPhysicalDeviceMemoryProperties;
PFN_vkGetFenceStatus GetFenceStatus;
int state;
} svk;
static int surf_vk_ready(void) {
if (svk.state) return svk.state > 0;
svk.state = -1;
if (!vk_ready()) return 0;
#define SDEV(name) svk.name = (PFN_vk##name)vk.GetDeviceProcAddr(vk.device, "vk" #name); if (!svk.name) return 0;
SDEV(CreateBuffer) SDEV(GetBufferMemoryRequirements) SDEV(AllocateMemory) SDEV(BindBufferMemory) SDEV(MapMemory)
SDEV(CmdCopyBufferToImage) SDEV(CmdClearColorImage) SDEV(GetFenceStatus)
#undef SDEV
void *lib = dlopen("libvulkan.so", RTLD_NOW | RTLD_LOCAL);
PFN_vkGetInstanceProcAddr gipa = lib ? (PFN_vkGetInstanceProcAddr)dlsym(lib, "vkGetInstanceProcAddr") : NULL;
svk.GetPhysicalDeviceMemoryProperties = gipa ? (PFN_vkGetPhysicalDeviceMemoryProperties)gipa(vk.instance,
"vkGetPhysicalDeviceMemoryProperties") : NULL;
if (!svk.GetPhysicalDeviceMemoryProperties) return 0;
svk.state = 1;
return 1;
}
static void surf_barrier(VkCommandBuffer cmd, VkImage image, VkImageLayout from, VkImageLayout to,
VkAccessFlags src_access, VkAccessFlags dst_access) {
VkImageMemoryBarrier b = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, NULL, src_access, dst_access, from, to,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED, image,
{VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}};
vk.CmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, 0, 0, NULL, 0,
NULL, 1, &b);
}
static int surf_staging(surf_swapchain *s) {
if (s->staging_map) return 1;
VkCommandPoolCreateInfo pool = {VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO, NULL,
VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT, vk.family};
if (vk.CreateCommandPool(vk.device, &pool, NULL, &s->pool) != VK_SUCCESS) return 0;
VkCommandBufferAllocateInfo alloc = {VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO, NULL, s->pool,
VK_COMMAND_BUFFER_LEVEL_PRIMARY, 1};
if (vk.AllocateCommandBuffers(vk.device, &alloc, &s->cmd) != VK_SUCCESS) return 0;
VkFenceCreateInfo fence = {VK_STRUCTURE_TYPE_FENCE_CREATE_INFO, NULL, 0};
if (vk.CreateFence(vk.device, &fence, NULL, &s->fence) != VK_SUCCESS) return 0;
VkBufferCreateInfo bi = {VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO, NULL, 0, (VkDeviceSize)s->width * s->height * 4,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_SHARING_MODE_EXCLUSIVE, 0, NULL};
if (svk.CreateBuffer(vk.device, &bi, NULL, &s->staging) != VK_SUCCESS) return 0;
VkMemoryRequirements req;
svk.GetBufferMemoryRequirements(vk.device, s->staging, &req);
VkPhysicalDeviceMemoryProperties props;
svk.GetPhysicalDeviceMemoryProperties(vk.physical, &props);
uint32_t want = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, type = UINT32_MAX;
for (uint32_t i = 0; i < props.memoryTypeCount && type == UINT32_MAX; ++i)
if ((req.memoryTypeBits & (1u << i)) && (props.memoryTypes[i].propertyFlags & want) == want) type = i;
if (type == UINT32_MAX) return 0;
VkMemoryAllocateInfo ai = {VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO, NULL, req.size, type};
if (svk.AllocateMemory(vk.device, &ai, NULL, &s->staging_memory) != VK_SUCCESS) return 0;
if (svk.BindBufferMemory(vk.device, s->staging, s->staging_memory, 0) != VK_SUCCESS) return 0;
return svk.MapMemory(vk.device, s->staging_memory, 0, VK_WHOLE_SIZE, 0, &s->staging_map) == VK_SUCCESS;
}
// Copy the newest frame (or black, the first time) into the next image of the runtime swapchain. Returns 1 if the
// swapchain now has an image to show, -1 if the previous copy is still running (try next frame), 0 on failure.
static int surf_upload(surf_swapchain *s, int black) {
PFN_xrAcquireSwapchainImage acquire = (PFN_xrAcquireSwapchainImage)lookup(active_instance, "xrAcquireSwapchainImage");
PFN_xrWaitSwapchainImage wait = (PFN_xrWaitSwapchainImage)lookup(active_instance, "xrWaitSwapchainImage");
PFN_xrReleaseSwapchainImage release = (PFN_xrReleaseSwapchainImage)lookup(active_instance, "xrReleaseSwapchainImage");
if (!acquire || !wait || !release || !s->image_count) return 0;
uint32_t index = 0;
XrSwapchainImageAcquireInfo ai = {XR_TYPE_SWAPCHAIN_IMAGE_ACQUIRE_INFO, NULL};
XrSwapchainImageWaitInfo wi = {XR_TYPE_SWAPCHAIN_IMAGE_WAIT_INFO, NULL, 100000000};
XrSwapchainImageReleaseInfo ri = {XR_TYPE_SWAPCHAIN_IMAGE_RELEASE_INFO, NULL};
if (surf_vulkan && s->in_flight) { // the previous copy still reads the staging buffer: try again next frame
if (svk.GetFenceStatus(vk.device, s->fence) != VK_SUCCESS) return -1;
vk.ResetFences(vk.device, 1, &s->fence);
s->in_flight = 0;
}
if (XR_FAILED(acquire(s->handle, &ai, &index)) || index >= s->image_count) return 0;
if (XR_FAILED(wait(s->handle, &wi))) { release(s->handle, &ri); return 0; }
int ok = 0;
size_t bytes = (size_t)s->width * s->height * 4;
if (surf_vulkan) {
if (!black) {
pthread_mutex_lock(&surf_lock);
memcpy(s->staging_map, s->pixels, bytes);
pthread_mutex_unlock(&surf_lock);
}
VkImage img = s->vk_images[index];
VkCommandBufferBeginInfo begin = {VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO, NULL,
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT, NULL};
VkCommandBuffer cmd = s->cmd;
vk.ResetCommandBuffer(cmd, 0);
vk.BeginCommandBuffer(cmd, &begin);
surf_barrier(cmd, img, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 0, VK_ACCESS_TRANSFER_WRITE_BIT);
if (black) {
VkClearColorValue c = {{0, 0, 0, 1}};
VkImageSubresourceRange r = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
svk.CmdClearColorImage(cmd, img, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &c, 1, &r);
} else {
VkBufferImageCopy copy = {0, 0, 0, {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}, {0, 0, 0}, {s->width, s->height, 1}};
svk.CmdCopyBufferToImage(cmd, s->staging, img, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
}
surf_barrier(cmd, img, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT);
vk.EndCommandBuffer(cmd);
VkSubmitInfo submit = {VK_STRUCTURE_TYPE_SUBMIT_INFO, NULL, 0, NULL, NULL, 1, &cmd, 0, NULL};
// released right after the submit: the runtime's own work on this queue runs after the copy
ok = vk.QueueSubmit(vk.queue, 1, &submit, s->fence) == VK_SUCCESS;
s->in_flight = ok;
} else if (!black) { // GLES: the app's context is current on its render thread (xrEndFrame)
GLint prev_tex = 0, prev_align = 4, prev_unpack = 0;
p_glGetIntegerv(GL_TEXTURE_BINDING_2D, &prev_tex);
p_glGetIntegerv(GL_UNPACK_ALIGNMENT, &prev_align);
p_glGetIntegerv(0x88EF /* GL_PIXEL_UNPACK_BUFFER_BINDING */, &prev_unpack);
if (prev_unpack) { typedef void (*bb)(GLenum, GLuint); static bb bind; if (!bind) bind = (bb)dlsym(RTLD_DEFAULT, "glBindBuffer"); if (bind) bind(0x88EC, 0); }
p_glBindTexture(GL_TEXTURE_2D, s->gl_images[index]);
s_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
pthread_mutex_lock(&surf_lock);
s_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, (GLsizei)s->width, (GLsizei)s->height, GL_RGBA, GL_UNSIGNED_BYTE, s->pixels);
pthread_mutex_unlock(&surf_lock);
ok = p_glGetError() == GL_NO_ERROR;
s_glPixelStorei(GL_UNPACK_ALIGNMENT, prev_align);
p_glBindTexture(GL_TEXTURE_2D, (GLuint)prev_tex);
if (prev_unpack) { typedef void (*bb)(GLenum, GLuint); static bb bind; if (!bind) bind = (bb)dlsym(RTLD_DEFAULT, "glBindBuffer"); if (bind) bind(0x88EC, (GLuint)prev_unpack); }
}
release(s->handle, &ri);
return ok;
}
// xrEndFrame: before a layer showing an emulated swapchain is submitted. Returns 0 if it has nothing to show yet.
static int surf_prepare_layer(XrSwapchain handle) {
pthread_mutex_lock(&surf_lock);
surf_swapchain *s = surf_find(handle);
uint64_t seq = s ? s->seq : 0;
pthread_mutex_unlock(&surf_lock);
if (!s) return 1; // not ours
if (seq != s->uploaded_seq) {
int r = surf_upload(s, 0);
if (r > 0) { s->uploaded_seq = seq; s->uploads++; s->has_content = 1; }
else if (r == 0 && s->upload_failures++ < 5) LOG("surface_emul: upload failed (swapchain %p)", (void *)(uintptr_t)handle);
}
return s->has_content;
}
// ---------------------------------------------------------------- the emulated entry points
typedef XrResult (XRAPI_PTR *PFN_xrCreateSwapchainAndroidSurfaceKHR_)(XrSession, const XrSwapchainCreateInfo *,
XrSwapchain *, jobject *);
static XRAPI_ATTR XrResult XRAPI_CALL hook_xrCreateSwapchainAndroidSurfaceKHR(XrSession session,
const XrSwapchainCreateInfo *info, XrSwapchain *swapchain, jobject *surface) {
PFN_xrCreateSwapchainAndroidSurfaceKHR_ fn =
(PFN_xrCreateSwapchainAndroidSurfaceKHR_)lookup(active_instance, "xrCreateSwapchainAndroidSurfaceKHR");
XrResult result = fn ? fn(session, info, swapchain, surface) : XR_ERROR_FUNCTION_UNSUPPORTED;
if (result != XR_ERROR_FUNCTION_UNSUPPORTED || !info || !swapchain || !surface) return result;
LOG("surface_emul: runtime has no Android surface swapchains: emulating %ux%u (vm %s, %s session)", info->width,
info->height, surf_vm ? "ok" : "MISSING", vk.device ? "Vulkan" : "GLES");
if (!surf_vm || !info->width || !info->height || !surf_load()) return result;
surf_vulkan = vk.device != VK_NULL_HANDLE;
if (surf_vulkan && !surf_vk_ready()) { LOG("surface_emul: Vulkan upload path unavailable"); return result; }
pthread_mutex_lock(&surf_lock);
surf_swapchain *s = NULL;
for (int i = 0; i < SURF_MAX && !s; ++i)
if (!surfs[i].used) s = &surfs[i];
if (s) { memset(s, 0, sizeof(*s)); s->used = 1; }
pthread_mutex_unlock(&surf_lock);
if (!s) { LOG("surface_emul: too many surface swapchains"); return result; }
// the runtime swapchain the game gets instead (what its layer will show)
PFN_xrCreateSwapchain create = (PFN_xrCreateSwapchain)lookup(active_instance, "xrCreateSwapchain");
PFN_xrEnumerateSwapchainImages enumerate =
(PFN_xrEnumerateSwapchainImages)lookup(active_instance, "xrEnumerateSwapchainImages");
PFN_xrDestroySwapchain destroy = (PFN_xrDestroySwapchain)lookup(active_instance, "xrDestroySwapchain");
XrSwapchainCreateInfo ci = {XR_TYPE_SWAPCHAIN_CREATE_INFO, NULL, 0,
XR_SWAPCHAIN_USAGE_COLOR_ATTACHMENT_BIT | XR_SWAPCHAIN_USAGE_TRANSFER_DST_BIT |
XR_SWAPCHAIN_USAGE_SAMPLED_BIT,
surf_vulkan ? 43 /* VK_FORMAT_R8G8B8A8_SRGB */ : 0x8C43 /* GL_SRGB8_ALPHA8 */,
1, info->width, info->height, 1, 1, 1};
XrSwapchain handle = XR_NULL_HANDLE;
XrResult cr = create && enumerate ? create(session, &ci, &handle) : XR_ERROR_FUNCTION_UNSUPPORTED;
if (XR_FAILED(cr)) {
LOG("surface_emul: xrCreateSwapchain failed %d", cr);
pthread_mutex_lock(&surf_lock); s->used = 0; pthread_mutex_unlock(&surf_lock);
return result;
}
s->handle = handle;
s->width = info->width;
s->height = info->height;
s->pixels = calloc((size_t)s->width * s->height, 4);
uint32_t n = 0;
if (surf_vulkan) {
XrSwapchainImageVulkanKHR images[MAX_IMAGES];
for (int i = 0; i < MAX_IMAGES; ++i) images[i] = (XrSwapchainImageVulkanKHR){XR_TYPE_SWAPCHAIN_IMAGE_VULKAN_KHR, NULL, VK_NULL_HANDLE};
if (XR_SUCCEEDED(enumerate(handle, MAX_IMAGES, &n, (XrSwapchainImageBaseHeader *)images)))
for (uint32_t i = 0; i < n && i < MAX_IMAGES; ++i) s->vk_images[i] = images[i].image;
} else {
emul_gles_image images[MAX_IMAGES];
for (int i = 0; i < MAX_IMAGES; ++i) images[i] = (emul_gles_image){XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_ES_KHR, NULL, 0};
if (XR_SUCCEEDED(enumerate(handle, MAX_IMAGES, &n, (XrSwapchainImageBaseHeader *)images)))
for (uint32_t i = 0; i < n && i < MAX_IMAGES; ++i) s->gl_images[i] = images[i].image;
}
s->image_count = n < MAX_IMAGES ? n : MAX_IMAGES;
int setup_ok = s->pixels && s->image_count && (!surf_vulkan || surf_staging(s));
if (setup_ok) {
pthread_mutex_lock(&surf_lock);
setup_ok = pthread_create(&s->thread, NULL, surf_worker, s) == 0;
struct timespec until;
clock_gettime(CLOCK_REALTIME, &until);
until.tv_sec += 3;
while (setup_ok && !s->ready && !s->failed && pthread_cond_timedwait(&surf_cond, &surf_lock, &until) == 0) {}
setup_ok = setup_ok && s->ready;
pthread_mutex_unlock(&surf_lock);
}
if (!setup_ok) {
LOG("surface_emul: setup failed (images %u, pixels %d): the panel stays empty", s->image_count, s->pixels != NULL);
if (s->thread) { s->stop = 1; pthread_join(s->thread, NULL); }
if (destroy) destroy(handle);
free(s->pixels);
pthread_mutex_lock(&surf_lock); s->used = 0; pthread_mutex_unlock(&surf_lock);
return result;
}
// something valid to show from the first frame on (Vulkan: a black image; GLES: the layer waits for a frame)
if (surf_vulkan && surf_upload(s, 1) > 0) s->has_content = 1;
remember_swapchain(handle);
*swapchain = handle;
*surface = s->surface;
LOG("surface_emul: emulated Android surface swapchain %p (%u images)", (void *)(uintptr_t)handle, s->image_count);
return XR_SUCCESS;
}
// xrDestroySwapchain: an emulated swapchain's worker and surface go with it
static void surf_on_destroy(XrSwapchain handle) {
pthread_mutex_lock(&surf_lock);
surf_swapchain *s = surf_find(handle);
pthread_mutex_unlock(&surf_lock);
if (!s) return;
s->stop = 1;
if (s->thread) pthread_join(s->thread, NULL);
if (surf_vm && s->surface) {
JNIEnv *env = NULL;
int attached = 0;
if ((*surf_vm)->GetEnv(surf_vm, (void **)&env, JNI_VERSION_1_6) != JNI_OK) {
attached = (*surf_vm)->AttachCurrentThread(surf_vm, &env, NULL) == JNI_OK;
}
if (env) (*env)->DeleteGlobalRef(env, s->surface);
if (attached) (*surf_vm)->DetachCurrentThread(surf_vm);
}
pthread_mutex_lock(&surf_lock);
free(s->pixels);
s->pixels = NULL;
s->used = 0;
pthread_mutex_unlock(&surf_lock);
LOG("surface_emul: destroyed %p", (void *)(uintptr_t)handle);
}
+23 -4
View File
@@ -5,12 +5,12 @@ Everything is fetched on demand into native/.cache (git-ignored):
- Android NDK r27c (27.2.12479018) from Google's repository (checksummed via repository2-3.xml)
- OpenXR headers at the commits each component was written against (KhronosGroup/OpenXR-SDK)
- Temurin JDK 21 (javac) and Android build-tools (d8) for the Java stub classes
Then builds: FrameBridge adapter (arm64 + arm32), VrApi bridge, platform compat, GL shim, oculusos stub dex, the
Then builds: FrameBridge adapter (arm64 + arm32), VrApi bridge, platform compat, language packs, GL shim, oculusos stub dex, the
timefix OpenXR layer for Proton games (linux-arm64, glibc; the NDK's clang builds it freestanding), the
OculusHMDConnected helper for Rift games under Proton (win-x64 PE; the NDK's clang + lld-link, no Windows SDK), and
rewrites artifacts/SHA256SUMS. Run `frameport parity` afterwards to see which games change.
python native/build.py [--only adapter,bridge,compat,glshim,dex,xrlayer,oculushmd,xrshim,vkshim,vrsettings] [--ndk PATH]
python native/build.py [--only adapter,bridge,compat,langpack,glshim,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings] [--ndk PATH]
"""
from __future__ import annotations
@@ -223,6 +223,15 @@ def build_compat(tc: Path):
"-Wl,--version-script=exports.map", "-o", ART / "arm64-v8a/libovrplatformcompat.so"], cwd=src)
def build_langpack(tc: Path):
"""Language packs from the game's files (see langpack/langpack.c): DT_NEEDED-injected into overport's platform loader."""
src = HERE / "langpack"
run([exe(tc, "aarch64-linux-android29-clang"), "-shared", "-fPIC", "-O2", "-Wall", "-Wextra", "-Werror",
"-fvisibility=hidden", f"-ffile-prefix-map={src}=native/langpack", "-Wl,--no-undefined",
"-Wl,-z,max-page-size=16384", "-Wl,-soname,libfp_langpack.so", "langpack.c", "-ldl", "-llog",
"-o", ART / "arm64-v8a/libfp_langpack.so"], cwd=src)
def build_glshim(tc: Path):
src = HERE / "glshim"
run([exe(tc, "aarch64-linux-android29-clang"), "-shared", "-fPIC", "-O2", "-Wall", "-Wextra", "-Werror",
@@ -247,6 +256,14 @@ def build_vkshim(tc: Path):
cwd=src)
def build_ovrpshim(tc: Path):
"""OVRPlugin frame-loop shim (see ovrpshim/ovrpshim.c) for Unity 2017-2018 built-in Oculus support."""
src = HERE / "ovrpshim"
run([exe(tc, "aarch64-linux-android29-clang"), "-shared", "-fPIC", "-O2", "-Wall", "-Wextra", "-Werror",
"-fvisibility=hidden", "-Wl,-soname,libfp_ovrp.so", "-Wl,-z,max-page-size=16384", "ovrpshim.c", "-ldl",
"-llog", "-o", ART / "arm64-v8a/libfp_ovrp.so"], cwd=src)
def build_dex():
javac = shutil.which("javac")
if not javac:
@@ -291,7 +308,7 @@ def write_sums():
def main():
ap = argparse.ArgumentParser()
ap.add_argument("--only", default="adapter,bridge,compat,glshim,dex,xrlayer,oculushmd,xrshim,vkshim,vrsettings")
ap.add_argument("--only", default="adapter,bridge,compat,langpack,glshim,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings")
ap.add_argument("--ndk")
args = ap.parse_args()
parts = set(args.only.split(","))
@@ -299,10 +316,12 @@ def main():
(ART / d).mkdir(parents=True, exist_ok=True)
tc = clang_dir(ndk(args.ndk)) if parts - {"dex"} else None
steps = {"adapter": lambda: build_adapter(tc), "bridge": lambda: build_bridge(tc), "compat": lambda: build_compat(tc),
"langpack": lambda: build_langpack(tc),
"glshim": lambda: build_glshim(tc), "xrshim": lambda: build_xrshim(tc), "dex": build_dex, "xrlayer": lambda: build_xrlayer(tc),
"oculushmd": lambda: build_oculushmd(tc), "vkshim": lambda: build_vkshim(tc),
"ovrpshim": lambda: build_ovrpshim(tc),
"vrsettings": lambda: build_vrsettings(tc)}
for name in ("adapter", "bridge", "compat", "glshim", "xrshim", "vkshim", "dex", "xrlayer", "oculushmd", "vrsettings"):
for name in ("adapter", "bridge", "compat", "langpack", "glshim", "xrshim", "vkshim", "ovrpshim", "dex", "xrlayer", "oculushmd", "vrsettings"):
if name in parts:
log(f"build {name}")
steps[name]()
+913
View File
@@ -0,0 +1,913 @@
// SPDX-License-Identifier: GPL-3.0-only
//
// FramePort language packs: answers the Meta Platform SDK's language-pack calls from `*.lang` files that already
// sit in the game's data (OBB / app files), without any download.
//
// Why: OVRPort's libovrplatformloader.so is a dispatcher in front of Meta's own loader (…_meta.so). It answers
// ovr_LanguagePack_GetCurrent / ovr_LanguagePack_SetCurrent with `return 0` (request id 0, no message ever comes
// back), so a game that asks for its language pack waits for an answer that never arrives.
//
// How it is wired (patch frame.langpacks):
// * this library becomes the first DT_NEEDED of the dispatcher;
// * the dispatcher's own exports of the functions defined here are marked STB_LOCAL in its .dynsym, so symbol
// lookups (the game's imports and dlsym on the dispatcher's handle) continue to this library;
// * everything we do not answer ourselves is forwarded to the dispatcher's original function, found at run time by
// reading the dispatcher's in-memory .dynsym (the entries are still there, only no longer visible to lookups).
//
// What it implements (see https://developers.meta.com/vr/documentation/native/ps-language-packs/):
// ovr_LanguagePack_GetCurrent / SetCurrent answered here
// ovr_AssetFile_GetList the dispatcher's list + our packs (type "language_pack")
// ovr_AssetFile_StatusById answered here for our packs (always "installed")
// ovr_PopMessage, ovr_FreeMessage, ovr_Message_*, ovr_AssetDetails*_*, ovr_LanguagePackInfo_*,
// ovr_AssetFileDownloadResult_*, ovr_Error_* wrappers: our messages/handles are served here, any other
// handle goes to the dispatcher unchanged
//
// Where the packs are looked for (first file per tag wins; depth <= 3):
// $FRAMEPORT_LANGPACK_DIRS (':'-separated), otherwise
// /sdcard/Android/obb/<pkg>, /sdcard/Android/data/<pkg>/files, the same under /storage/emulated/0, and
// /data/steam_app/obb (where Lepton mounts the host's obb folder)
// A pack is a regular file named <BCP47 tag>.lang (de.lang -> tag "de").
//
// Which pack is "current": the one the game applied with SetCurrent; else $FRAMEPORT_LANGPACK (a tag); else the only
// pack if there is exactly one.
#define _GNU_SOURCE
#include <ctype.h>
#include <dirent.h>
#include <dlfcn.h>
#include <elf.h>
#include <link.h>
#include <pthread.h>
#include <stdarg.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <strings.h>
#include <sys/stat.h>
#include <time.h>
#include <unistd.h>
#ifdef __ANDROID__
#include <android/log.h>
#endif
#define EXPORT __attribute__((visibility("default")))
typedef uint64_t u64;
typedef uint32_t u32;
// Log line (logcat tag "fp_langpack" on Android, so it lands in the game's launch.log; on other systems stderr, only
// when $FRAMEPORT_LANGPACK_DEBUG is set).
static void fplog(const char *fmt, ...) __attribute__((format(printf, 1, 2)));
static void fplog(const char *fmt, ...) {
char line[512];
va_list ap;
va_start(ap, fmt);
vsnprintf(line, sizeof line, fmt, ap);
va_end(ap);
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_INFO, "fp_langpack", "%s", line);
#else
if (getenv("FRAMEPORT_LANGPACK_DEBUG")) fprintf(stderr, "fp_langpack: %s\n", line);
#endif
}
// accessor calls can repeat every frame: only the first FP_TRACE_MAX are logged
#define FP_TRACE_MAX 400
static int g_traced;
#define fptrace(...) \
do { \
if (__atomic_fetch_add(&g_traced, 1, __ATOMIC_RELAXED) < FP_TRACE_MAX) fplog(__VA_ARGS__); \
} while (0)
// how long the dispatcher gets to answer AssetFile_GetList before we answer with our packs alone
#ifndef FP_LIST_TIMEOUT_MS
#define FP_LIST_TIMEOUT_MS 1500
#endif
#ifndef FP_LOADER_BASENAME
#define FP_LOADER_BASENAME "libovrplatformloader.so"
#endif
// ovrMessageType values (same table as native/platformcompat/message_type.cpp)
#define MSG_ASSETFILE_GETLIST 0x4AFC6F74u
#define MSG_ASSETFILE_STATUSBYID 0x5D955D38u
#define MSG_LANGUAGEPACK_GETCURRENT 0x1F90F0D5u
#define MSG_LANGUAGEPACK_SETCURRENT 0x5B4FBBE0u
#define MAXP 32
#define PATHLEN 1024
#define MAX_DEPTH 3
/* ---------------------------------------------------------------------------------------------------------------
* Finding the dispatcher's original functions
* ------------------------------------------------------------------------------------------------------------- */
typedef struct {
const char *name;
void *addr;
} find_t;
static uintptr_t fixptr(uintptr_t base, uintptr_t v) {
// bionic leaves d_ptr as a link-time address, glibc adds the load bias in place
return v < base ? base + v : v;
}
static size_t count_syms(uintptr_t base, const ElfW(Dyn) *dyn) {
const uint32_t *gnu = NULL, *sysv = NULL;
for (const ElfW(Dyn) *d = dyn; d->d_tag != DT_NULL; d++) {
if (d->d_tag == DT_GNU_HASH) gnu = (const uint32_t *)fixptr(base, d->d_un.d_ptr);
if (d->d_tag == DT_HASH) sysv = (const uint32_t *)fixptr(base, d->d_un.d_ptr);
}
if (sysv) return sysv[1]; // nchain
if (!gnu) return 0;
uint32_t nbuckets = gnu[0], symoffset = gnu[1], bloom_size = gnu[2];
const uint32_t *buckets = gnu + 4 + bloom_size * (sizeof(ElfW(Addr)) / 4);
const uint32_t *chains = buckets + nbuckets;
uint32_t max = 0;
for (uint32_t i = 0; i < nbuckets; i++)
if (buckets[i] > max) max = buckets[i];
if (max < symoffset) return symoffset;
while (!(chains[max - symoffset] & 1)) max++;
return (size_t)max + 1;
}
static int find_cb(struct dl_phdr_info *info, size_t size, void *data) {
(void)size;
find_t *f = (find_t *)data;
const char *n = info->dlpi_name ? info->dlpi_name : "";
const char *slash = strrchr(n, '/');
if (strcmp(slash ? slash + 1 : n, FP_LOADER_BASENAME) != 0) return 0;
uintptr_t base = info->dlpi_addr;
const ElfW(Dyn) *dyn = NULL;
for (int i = 0; i < info->dlpi_phnum; i++)
if (info->dlpi_phdr[i].p_type == PT_DYNAMIC) dyn = (const ElfW(Dyn) *)(base + info->dlpi_phdr[i].p_vaddr);
if (!dyn) return 1;
const ElfW(Sym) *symtab = NULL;
const char *strtab = NULL;
for (const ElfW(Dyn) *d = dyn; d->d_tag != DT_NULL; d++) {
if (d->d_tag == DT_SYMTAB) symtab = (const ElfW(Sym) *)fixptr(base, d->d_un.d_ptr);
if (d->d_tag == DT_STRTAB) strtab = (const char *)fixptr(base, d->d_un.d_ptr);
}
size_t n_syms = count_syms(base, dyn);
if (!symtab || !strtab || !n_syms) return 1;
for (size_t i = 1; i < n_syms; i++) {
const ElfW(Sym) *s = &symtab[i];
if (s->st_shndx == SHN_UNDEF || s->st_value == 0) continue;
if (ELF64_ST_TYPE(s->st_info) != STT_FUNC) continue;
if (strcmp(strtab + s->st_name, f->name) == 0) {
f->addr = (void *)(base + s->st_value);
break;
}
}
return 1;
}
static void *orig_sym(const char *name) {
find_t f = {name, NULL};
dl_iterate_phdr(find_cb, &f);
return f.addr;
}
// o_<Name>(...) calls the dispatcher's original ovr_<Name>; 0/NULL when it has none
#define DEFORIG(RET, NAME, PARAMS, ARGS) \
static RET o_##NAME PARAMS { \
typedef RET(*fn_t) PARAMS; \
static fn_t f; \
static int tried; \
if (!tried) { \
f = (fn_t)orig_sym("ovr_" #NAME); \
tried = 1; \
} \
return f ? f ARGS : (RET)0; \
}
DEFORIG(void *, PopMessage, (void), ())
DEFORIG(void, FreeMessage, (void *m), (m))
DEFORIG(u32, Message_GetType, (const void *m), (m))
DEFORIG(u64, Message_GetRequestID, (const void *m), (m))
DEFORIG(_Bool, Message_IsError, (const void *m), (m))
DEFORIG(void *, Message_GetError, (const void *m), (m))
DEFORIG(void *, Message_GetAssetDetails, (const void *m), (m))
DEFORIG(void *, Message_GetAssetDetailsArray, (const void *m), (m))
DEFORIG(void *, Message_GetAssetFileDownloadResult, (const void *m), (m))
DEFORIG(size_t, AssetDetailsArray_GetSize, (const void *a), (a))
DEFORIG(void *, AssetDetailsArray_GetElement, (const void *a, size_t i), (a, i))
DEFORIG(u64, AssetDetails_GetAssetId, (const void *d), (d))
DEFORIG(const char *, AssetDetails_GetAssetType, (const void *d), (d))
DEFORIG(const char *, AssetDetails_GetDownloadStatus, (const void *d), (d))
DEFORIG(const char *, AssetDetails_GetFilepath, (const void *d), (d))
DEFORIG(const char *, AssetDetails_GetIapStatus, (const void *d), (d))
DEFORIG(void *, AssetDetails_GetLanguage, (const void *d), (d))
DEFORIG(const char *, AssetDetails_GetMetadata, (const void *d), (d))
DEFORIG(const char *, LanguagePackInfo_GetTag, (const void *l), (l))
DEFORIG(const char *, LanguagePackInfo_GetEnglishName, (const void *l), (l))
DEFORIG(const char *, LanguagePackInfo_GetNativeName, (const void *l), (l))
DEFORIG(u64, AssetFileDownloadResult_GetAssetId, (const void *r), (r))
DEFORIG(const char *, AssetFileDownloadResult_GetFilepath, (const void *r), (r))
DEFORIG(u64, AssetFile_GetList, (void), ())
DEFORIG(u64, AssetFile_StatusById, (u64 id), (id))
DEFORIG(int, Error_GetCode, (const void *e), (e))
DEFORIG(int, Error_GetHttpCode, (const void *e), (e))
DEFORIG(const char *, Error_GetMessage, (const void *e), (e))
DEFORIG(const char *, Error_GetDisplayableMessage, (const void *e), (e))
/* ---------------------------------------------------------------------------------------------------------------
* Finding the packs
* ------------------------------------------------------------------------------------------------------------- */
typedef struct {
char tag[48];
char path[PATHLEN];
u64 id;
} pack_t;
static const struct {
const char *tag, *en, *native;
} NAMES[] = {
{"en", "English", "English"}, {"de", "German", "Deutsch"}, {"fr", "French", "Français"},
{"es", "Spanish", "Español"}, {"it", "Italian", "Italiano"}, {"pt", "Portuguese", "Português"},
{"nl", "Dutch", "Nederlands"}, {"pl", "Polish", "Polski"}, {"ru", "Russian", "Русский"},
{"tr", "Turkish", "Türkçe"}, {"ja", "Japanese", "日本語"}, {"ko", "Korean", "한국어"},
{"zh", "Chinese", "中文"}, {"ar", "Arabic", "العربية"}, {"cs", "Czech", "Čeština"},
{"sv", "Swedish", "Svenska"}, {"da", "Danish", "Dansk"}, {"fi", "Finnish", "Suomi"},
{"nb", "Norwegian", "Norsk"}, {"hu", "Hungarian", "Magyar"}, {"uk", "Ukrainian", "Українська"},
{"el", "Greek", "Ελληνικά"}, {"he", "Hebrew", "עברית"}, {"th", "Thai", "ไทย"},
{"id", "Indonesian", "Indonesia"}, {"vi", "Vietnamese", "Tiếng Việt"}, {"ro", "Romanian", "Română"},
};
static u64 hash_tag(const char *tag) {
u64 h = 1469598103934665603ULL; // FNV-1a over the lower-case tag
for (const char *p = tag; *p; p++) {
h ^= (unsigned char)((*p >= 'A' && *p <= 'Z') ? *p + 32 : *p);
h *= 1099511628211ULL;
}
return 0x4650000000000000ULL | (h & 0x0000FFFFFFFFFFFFULL); // 'FP' prefix: never a store asset id
}
static int tag_eq(const char *a, const char *b) { return strcasecmp(a, b) == 0; }
static int base_len(const char *tag) {
int n = 0;
while (tag[n] && tag[n] != '-' && tag[n] != '_') n++;
return n;
}
static int valid_tag(const char *t) {
if (!*t) return 0;
for (; *t; t++)
if (!((*t >= 'a' && *t <= 'z') || (*t >= 'A' && *t <= 'Z') || (*t >= '0' && *t <= '9') || *t == '-' ||
*t == '_'))
return 0;
return 1;
}
static void add_pack(pack_t *out, int *n, const char *tag, const char *path) {
for (int i = 0; i < *n; i++)
if (tag_eq(out[i].tag, tag)) return; // first one wins
pack_t *p = &out[(*n)++];
snprintf(p->tag, sizeof p->tag, "%s", tag);
snprintf(p->path, sizeof p->path, "%s", path);
p->id = hash_tag(tag);
}
static int g_logged_dirs;
// Tags to leave out of the list (comma separated, case-insensitive): env FRAMEPORT_LANGPACK_SKIP, plus the lines
// of a file "fp_langpack_skip" in any scanned folder. For finding out which pack a game needs reported: e.g. a game
// whose built-in language works without being a "pack".
static __thread char g_skip[160]; // per thread: scans may run on several game threads at once
static void read_skip_file(const char *dir) {
char path[PATHLEN], line[160];
if (snprintf(path, sizeof path, "%s/fp_langpack_skip", dir) >= (int)sizeof path) return;
FILE *f = fopen(path, "r");
if (!f) return;
size_t n = fread(line, 1, sizeof line - 1, f);
fclose(f);
line[n] = 0;
for (char *c = line; *c; c++)
if (*c == '\n' || *c == '\r' || *c == ' ') *c = ',';
size_t have = strlen(g_skip), room = sizeof g_skip - have;
if (room > 3) snprintf(g_skip + have, room, ",%.*s,", (int)room - 3, line);
}
static int skipped(const char *tag) {
char want[64], have[sizeof g_skip + 2];
snprintf(want, sizeof want, ",%s,", tag);
snprintf(have, sizeof have, ",%s,%s", getenv("FRAMEPORT_LANGPACK_SKIP") ? getenv("FRAMEPORT_LANGPACK_SKIP") : "",
g_skip);
for (char *c = want; *c; c++) *c = (char)tolower((unsigned char)*c);
for (char *c = have; *c; c++) *c = (char)tolower((unsigned char)*c);
return strstr(have, want) != NULL;
}
static void scan_dir(const char *dir, int depth, pack_t *out, int *n) {
DIR *d = opendir(dir);
if (d && depth == 0) read_skip_file(dir);
if (!g_logged_dirs && depth == 0) fplog("looking in %s: %s", dir, d ? "found" : "not readable");
if (!d) return;
struct dirent *e;
while (*n < MAXP && (e = readdir(d)) != NULL) {
if (e->d_name[0] == '.') continue;
char path[PATHLEN];
if (snprintf(path, sizeof path, "%s/%s", dir, e->d_name) >= (int)sizeof path) continue;
struct stat st;
if (stat(path, &st) != 0) continue;
if (S_ISDIR(st.st_mode)) {
if (depth < MAX_DEPTH) scan_dir(path, depth + 1, out, n);
} else if (S_ISREG(st.st_mode)) {
size_t len = strlen(e->d_name);
if (len > 5 && strcasecmp(e->d_name + len - 5, ".lang") == 0) {
char tag[48];
if (len - 5 >= sizeof tag) continue;
memcpy(tag, e->d_name, len - 5);
tag[len - 5] = 0;
if (valid_tag(tag) && !skipped(tag)) add_pack(out, n, tag, path);
}
}
}
closedir(d);
}
static void package_name(char *out, size_t cap) {
out[0] = 0;
FILE *f = fopen("/proc/self/cmdline", "r");
if (!f) return;
size_t n = fread(out, 1, cap - 1, f);
fclose(f);
out[n] = 0; // argv[0] ends at the first NUL: the package (or package:process)
char *colon = strchr(out, ':');
if (colon) *colon = 0;
}
static int scan_dirs(pack_t *out);
static int scan(pack_t *out) {
int n = scan_dirs(out);
static int last = -1;
if (n != last) {
last = n;
fplog("%d language pack(s) found", n);
for (int i = 0; i < n; i++) fplog(" pack %s -> %s", out[i].tag, out[i].path);
}
g_logged_dirs = 1;
return n;
}
static int scan_dirs(pack_t *out) {
int n = 0;
g_skip[0] = 0; // read again from the folders below
const char *dirs = getenv("FRAMEPORT_LANGPACK_DIRS");
if (dirs && *dirs) {
char buf[PATHLEN * 2];
snprintf(buf, sizeof buf, "%s", dirs);
for (char *save = NULL, *p = strtok_r(buf, ":", &save); p; p = strtok_r(NULL, ":", &save)) scan_dir(p, 0, out, &n);
return n;
}
char pkg[256];
package_name(pkg, sizeof pkg);
if (!g_logged_dirs) fplog("package \"%s\"", pkg);
if (!pkg[0] || strchr(pkg, '/')) return 0;
// Unreal names the files of an Android game by their /storage/emulated/0 path (its own OBB mount does), so that
// spelling comes first: a pack found in both gets the path the engine would use itself.
static const char *const FORMATS[] = {"/storage/emulated/0/Android/obb/%s",
"/storage/emulated/0/Android/data/%s/files", "/sdcard/Android/obb/%s",
"/sdcard/Android/data/%s/files"};
for (size_t i = 0; i < sizeof FORMATS / sizeof *FORMATS; i++) {
char dir[PATHLEN];
snprintf(dir, sizeof dir, FORMATS[i], pkg);
scan_dir(dir, 0, out, &n);
}
// Lepton mounts the host's <app>/lepton-app/obb here (read-only) and only links /sdcard/Android/obb/<pkg> to it
// at boot (liblepton/mounting.sh: podman_mount_entry "$LEPTON_MOUNT_OBB_DIR" "/$APP_MOUNT_TARGET/obb", default
// APP_MOUNT_TARGET=data/steam_app), so look there too.
scan_dir("/data/steam_app/obb", 0, out, &n);
return n;
}
static pthread_mutex_t g_lock = PTHREAD_MUTEX_INITIALIZER;
static char g_current[48]; // tag the game applied with SetCurrent
static int find_tag(const pack_t *p, int n, const char *tag) {
for (int i = 0; i < n; i++)
if (tag_eq(p[i].tag, tag)) return i;
int bl = base_len(tag); // "de-DE" -> "de" (and the reverse: "de" asked, "de-de" present)
for (int i = 0; i < n; i++)
if (base_len(p[i].tag) == bl && strncasecmp(p[i].tag, tag, (size_t)bl) == 0) return i;
return -1;
}
static int pick_current(const pack_t *p, int n) {
char want[48] = "";
pthread_mutex_lock(&g_lock);
snprintf(want, sizeof want, "%s", g_current);
pthread_mutex_unlock(&g_lock);
if (want[0]) {
int i = find_tag(p, n, want);
if (i >= 0) return i;
}
const char *env = getenv("FRAMEPORT_LANGPACK");
if (env && *env) {
int i = find_tag(p, n, env);
if (i >= 0) return i;
}
return n == 1 ? 0 : -1;
}
/* ---------------------------------------------------------------------------------------------------------------
* Messages and handles. Every object we hand out lives inside one msg_t, so "is this handle ours" is an address
* range check against the live messages.
* ------------------------------------------------------------------------------------------------------------- */
// The asset's Metadata. Deadpool VR (Unreal) only accepts a language pack whose Metadata equals its own version string
// ("1.0.40.356975.Quest", built from five parts with "%s.%s.%s.%s.%s"), which Meta's store sets at upload. The
// patch writes the game's versionName behind the marker below (frame.langpacks, frameport.patches.frame.langpack);
// FRAMEPORT_LANGPACK_META overrides it. Without either the Metadata stays empty, as before.
#define META_LEN 96
#define META_MARK "@FPMETA@"
__attribute__((used)) static char g_meta_slot[sizeof META_MARK + META_LEN] = META_MARK;
static void pack_meta(char *out) {
const char *env = getenv("FRAMEPORT_LANGPACK_META");
const volatile char *slot = g_meta_slot + sizeof META_MARK;
out[0] = 0;
if (env && *env) snprintf(out, META_LEN, "%s", env);
else {
int i = 0;
for (; i < META_LEN - 1 && slot[i]; i++) out[i] = slot[i];
out[i] = 0;
}
}
typedef struct {
char tag[48], en[64], nat[64];
} lang_t;
typedef struct {
u64 id;
char type[16], status[16], iap[8], meta[META_LEN];
char path[PATHLEN];
lang_t *lang;
} details_t;
typedef struct {
u64 id;
char path[PATHLEN];
} result_t;
typedef struct {
int code, http;
char msg[128];
} err_t;
typedef struct msg {
struct msg *all_next, *q_next;
u32 type;
u64 req;
int is_error, has_det, has_res;
err_t err;
details_t det;
lang_t lng;
result_t res;
u32 arr; // its address is the handle of the details array
int n;
details_t dets[MAXP];
lang_t langs[MAXP];
void *orig_msg, *orig_arr;
size_t orig_n;
} msg_t;
static msg_t *g_all, *g_qhead, *g_qtail;
static u64 g_next_req = 0x4650000000000001ULL;
#define MAX_PENDING 16
static u64 g_pending[MAX_PENDING];
static u64 g_pending_ms[MAX_PENDING];
static u64 g_expired[MAX_PENDING]; // requests we answered ourselves after the timeout: their late answer is dropped
static int g_expired_next; // when each one was asked // dispatcher requests whose AssetFile_GetList answer we extend
static msg_t *owner(const void *p) {
msg_t *found = NULL;
pthread_mutex_lock(&g_lock);
for (msg_t *m = g_all; m; m = m->all_next)
if ((const char *)p >= (const char *)m && (const char *)p < (const char *)m + sizeof *m) {
found = m;
break;
}
pthread_mutex_unlock(&g_lock);
return found;
}
static msg_t *new_msg(u32 type, u64 req) {
msg_t *m = (msg_t *)calloc(1, sizeof *m);
if (!m) return NULL;
m->type = type;
m->req = req ? req : __atomic_fetch_add(&g_next_req, 1, __ATOMIC_RELAXED);
pthread_mutex_lock(&g_lock);
m->all_next = g_all;
g_all = m;
pthread_mutex_unlock(&g_lock);
return m;
}
static void post(msg_t *m) {
pthread_mutex_lock(&g_lock);
m->q_next = NULL;
if (g_qtail) g_qtail->q_next = m;
else g_qhead = m;
g_qtail = m;
pthread_mutex_unlock(&g_lock);
}
static void fail(msg_t *m, int code, const char *text) {
m->is_error = 1;
m->err.code = code;
snprintf(m->err.msg, sizeof m->err.msg, "%s", text);
}
static void fill_details(details_t *d, lang_t *l, const pack_t *p) {
d->id = p->id;
snprintf(d->type, sizeof d->type, "language_pack");
snprintf(d->status, sizeof d->status, "installed");
snprintf(d->iap, sizeof d->iap, "free");
snprintf(d->path, sizeof d->path, "%s", p->path);
pack_meta(d->meta);
snprintf(l->tag, sizeof l->tag, "%s", p->tag);
snprintf(l->en, sizeof l->en, "%s", p->tag);
snprintf(l->nat, sizeof l->nat, "%s", p->tag);
int bl = base_len(p->tag);
for (size_t i = 0; i < sizeof NAMES / sizeof *NAMES; i++)
if ((int)strlen(NAMES[i].tag) == bl && strncasecmp(NAMES[i].tag, p->tag, (size_t)bl) == 0) {
snprintf(l->en, sizeof l->en, "%s", NAMES[i].en);
snprintf(l->nat, sizeof l->nat, "%s", NAMES[i].native);
break;
}
d->lang = l;
}
static u64 now_ms(void) {
struct timespec t;
clock_gettime(CLOCK_MONOTONIC, &t);
return (u64)t.tv_sec * 1000u + (u64)t.tv_nsec / 1000000u;
}
static int take_pending(u64 req) {
int hit = 0;
pthread_mutex_lock(&g_lock);
for (int i = 0; i < MAX_PENDING; i++)
if (g_pending[i] == req) {
g_pending[i] = 0;
hit = 1;
break;
}
pthread_mutex_unlock(&g_lock);
return hit;
}
static int take_expired(u64 req) {
int hit = 0;
pthread_mutex_lock(&g_lock);
for (int i = 0; i < MAX_PENDING; i++)
if (req && g_expired[i] == req) {
g_expired[i] = 0;
hit = 1;
break;
}
pthread_mutex_unlock(&g_lock);
return hit;
}
static void add_pending(u64 req) {
pthread_mutex_lock(&g_lock);
for (int i = 0; i < MAX_PENDING; i++)
if (!g_pending[i]) {
g_pending[i] = req;
g_pending_ms[i] = now_ms();
break;
}
pthread_mutex_unlock(&g_lock);
}
static void fill_list(msg_t *m, const pack_t *p, int n) {
for (int i = 0; i < n && i < MAXP; i++) fill_details(&m->dets[i], &m->langs[i], &p[i]);
m->n = n < MAXP ? n : MAXP;
}
// The dispatcher's AssetFile_GetList answer arrived: ours + theirs in one array.
static void *wrap_list(void *orig) {
pack_t packs[MAXP];
int n = scan(packs);
if (n == 0) return orig;
msg_t *m = new_msg(MSG_ASSETFILE_GETLIST, o_Message_GetRequestID(orig));
if (!m) return orig;
fill_list(m, packs, n);
m->orig_msg = orig;
if (!o_Message_IsError(orig)) {
m->orig_arr = o_Message_GetAssetDetailsArray(orig);
if (m->orig_arr) m->orig_n = o_AssetDetailsArray_GetSize(m->orig_arr);
}
return m;
}
// A GetList the dispatcher has not answered within FP_LIST_TIMEOUT_MS: answer with our packs alone (request id kept).
// Returns NULL if nothing is overdue or no pack exists (then a late answer from the dispatcher still reaches the
// game); once we answered, the dispatcher's late answer is dropped (ovr_PopMessage), so the game gets one answer.
static msg_t *expire_pending(void) {
u64 req = 0, now = now_ms();
pthread_mutex_lock(&g_lock);
for (int i = 0; i < MAX_PENDING; i++)
if (g_pending[i] && now - g_pending_ms[i] >= FP_LIST_TIMEOUT_MS) {
req = g_pending[i];
g_pending[i] = 0;
break;
}
pthread_mutex_unlock(&g_lock);
if (!req) return NULL;
pack_t packs[MAXP];
int n = scan(packs);
fplog("AssetFile_GetList %llu: no answer after %d ms, answering with %d pack(s)", (unsigned long long)req,
FP_LIST_TIMEOUT_MS, n);
if (n == 0) return NULL;
msg_t *m = new_msg(MSG_ASSETFILE_GETLIST, req);
if (!m) return NULL;
fill_list(m, packs, n);
pthread_mutex_lock(&g_lock);
g_expired[g_expired_next] = req;
g_expired_next = (g_expired_next + 1) % MAX_PENDING;
pthread_mutex_unlock(&g_lock);
return m;
}
/* ---------------------------------------------------------------------------------------------------------------
* Requests
* ------------------------------------------------------------------------------------------------------------- */
EXPORT u64 ovr_LanguagePack_GetCurrent(void) {
pack_t packs[MAXP];
int n = scan(packs), i = pick_current(packs, n);
fplog("LanguagePack_GetCurrent -> %s", i >= 0 ? packs[i].tag : "none applied");
msg_t *m = new_msg(MSG_LANGUAGEPACK_GETCURRENT, 0);
if (!m) return 0;
u64 req = m->req;
if (i < 0) {
fail(m, 404, "no language pack is applied");
} else {
fill_details(&m->det, &m->lng, &packs[i]);
m->has_det = 1;
}
post(m);
return req;
}
EXPORT u64 ovr_LanguagePack_SetCurrent(const char *tag) {
pack_t packs[MAXP];
int n = scan(packs), i = (tag && *tag) ? find_tag(packs, n, tag) : -1;
fplog("LanguagePack_SetCurrent(\"%s\") -> %s", tag ? tag : "(null)", i >= 0 ? packs[i].path : "not available");
msg_t *m = new_msg(MSG_LANGUAGEPACK_SETCURRENT, 0);
if (!m) return 0;
u64 req = m->req;
if (i < 0) {
fail(m, 404, "language pack not available on this device");
} else {
pthread_mutex_lock(&g_lock);
snprintf(g_current, sizeof g_current, "%s", packs[i].tag);
pthread_mutex_unlock(&g_lock);
m->res.id = packs[i].id;
snprintf(m->res.path, sizeof m->res.path, "%s", packs[i].path);
m->has_res = 1;
}
post(m);
return req;
}
EXPORT u64 ovr_AssetFile_GetList(void) {
u64 req = o_AssetFile_GetList();
fplog("AssetFile_GetList (dispatcher request %llu)", (unsigned long long)req);
if (req) {
add_pending(req);
return req;
}
// no dispatcher function behind us: answer with our packs alone
pack_t packs[MAXP];
int n = scan(packs);
msg_t *m = new_msg(MSG_ASSETFILE_GETLIST, 0);
if (!m) return 0;
req = m->req;
fill_list(m, packs, n);
post(m);
return req;
}
EXPORT u64 ovr_AssetFile_StatusById(u64 id) {
fplog("AssetFile_StatusById(%llu)%s", (unsigned long long)id, (id >> 48) == 0x4650 ? " (ours)" : "");
if ((id >> 48) == 0x4650) {
pack_t packs[MAXP];
int n = scan(packs);
for (int i = 0; i < n; i++)
if (packs[i].id == id) {
msg_t *m = new_msg(MSG_ASSETFILE_STATUSBYID, 0);
if (!m) return 0;
u64 req = m->req;
fill_details(&m->det, &m->lng, &packs[i]);
m->has_det = 1;
post(m);
return req;
}
msg_t *m = new_msg(MSG_ASSETFILE_STATUSBYID, 0);
if (!m) return 0;
u64 req = m->req;
fail(m, 404, "asset file not found");
post(m);
return req;
}
return o_AssetFile_StatusById(id);
}
/* ---------------------------------------------------------------------------------------------------------------
* Message loop
* ------------------------------------------------------------------------------------------------------------- */
EXPORT void *ovr_PopMessage(void) {
pthread_mutex_lock(&g_lock);
msg_t *m = g_qhead;
if (m) {
g_qhead = m->q_next;
if (!g_qhead) g_qtail = NULL;
m->q_next = NULL;
}
pthread_mutex_unlock(&g_lock);
if (m) return m;
void *o = o_PopMessage();
while (o && o_Message_GetType(o) == MSG_ASSETFILE_GETLIST && take_expired(o_Message_GetRequestID(o))) {
// we already answered this request (timeout): a second answer for the same request would reach the game twice
fplog("AssetFile_GetList %llu: late answer from the dispatcher dropped", (unsigned long long)o_Message_GetRequestID(o));
o_FreeMessage(o);
o = o_PopMessage();
}
if (o && o_Message_GetType(o) == MSG_ASSETFILE_GETLIST) {
u64 r = o_Message_GetRequestID(o);
if (take_pending(r)) {
fplog("AssetFile_GetList %llu answered by the dispatcher", (unsigned long long)r);
return wrap_list(o);
}
}
if (o) return o;
return expire_pending();
}
EXPORT void ovr_FreeMessage(void *h) {
msg_t *m = h ? owner(h) : NULL;
if (!m || (void *)m != h) {
o_FreeMessage(h);
return;
}
pthread_mutex_lock(&g_lock);
for (msg_t **pp = &g_all; *pp; pp = &(*pp)->all_next)
if (*pp == m) {
*pp = m->all_next;
break;
}
for (msg_t **pp = &g_qhead; *pp; pp = &(*pp)->q_next) // freed unpopped: leave the queue too
if (*pp == m) {
*pp = m->q_next;
break;
}
g_qtail = NULL;
for (msg_t *q = g_qhead; q; q = q->q_next) g_qtail = q;
pthread_mutex_unlock(&g_lock);
if (m->orig_msg) o_FreeMessage(m->orig_msg);
free(m);
}
EXPORT u32 ovr_Message_GetType(const void *h) {
msg_t *m = owner(h);
u32 t = m ? m->type : o_Message_GetType(h);
if (m) fptrace("Message_GetType(ours) = 0x%08X", t);
return t;
}
EXPORT u64 ovr_Message_GetRequestID(const void *h) {
msg_t *m = owner(h);
return m ? m->req : o_Message_GetRequestID(h);
}
EXPORT _Bool ovr_Message_IsError(const void *h) {
msg_t *m = owner(h);
return m ? (_Bool)m->is_error : o_Message_IsError(h);
}
EXPORT void *ovr_Message_GetError(const void *h) {
msg_t *m = owner(h);
if (!m) return o_Message_GetError(h);
return m->is_error ? (void *)&m->err : NULL;
}
EXPORT void *ovr_Message_GetAssetDetails(const void *h) {
msg_t *m = owner(h);
if (!m) return o_Message_GetAssetDetails(h);
return m->has_det ? (void *)&m->det : NULL;
}
EXPORT void *ovr_Message_GetAssetFileDownloadResult(const void *h) {
msg_t *m = owner(h);
if (!m) return o_Message_GetAssetFileDownloadResult(h);
return m->has_res ? (void *)&m->res : NULL;
}
EXPORT void *ovr_Message_GetAssetDetailsArray(const void *h) {
msg_t *m = owner(h);
if (!m) return o_Message_GetAssetDetailsArray(h);
fptrace("Message_GetAssetDetailsArray(ours)");
return m->type == MSG_ASSETFILE_GETLIST && !m->is_error ? (void *)&m->arr : NULL;
}
EXPORT size_t ovr_AssetDetailsArray_GetSize(const void *h) {
msg_t *m = owner(h);
size_t n = m ? (size_t)m->n + m->orig_n : o_AssetDetailsArray_GetSize(h);
if (m) fptrace("AssetDetailsArray_GetSize = %zu (%d ours + %zu dispatcher)", n, m->n, (size_t)m->orig_n);
return n;
}
EXPORT void *ovr_AssetDetailsArray_GetElement(const void *h, size_t i) {
msg_t *m = owner(h);
if (!m) return o_AssetDetailsArray_GetElement(h, i);
if (i < (size_t)m->n) {
fptrace("AssetDetailsArray_GetElement(%zu) = our pack %s", i, m->dets[i].lang ? m->dets[i].lang->tag : "?");
return &m->dets[i];
}
fptrace("AssetDetailsArray_GetElement(%zu) = dispatcher entry", i);
return m->orig_arr ? o_AssetDetailsArray_GetElement(m->orig_arr, i - (size_t)m->n) : NULL;
}
/* ---------------------------------------------------------------------------------------------------------------
* Accessors on our own objects (anything else goes to the dispatcher)
* ------------------------------------------------------------------------------------------------------------- */
#define IS_OURS(h) (owner(h) != NULL)
EXPORT u64 ovr_AssetDetails_GetAssetId(const void *h) {
if (!IS_OURS(h)) return o_AssetDetails_GetAssetId(h);
fptrace("AssetDetails_GetAssetId(ours) = %llu", (unsigned long long)((const details_t *)h)->id);
return ((const details_t *)h)->id;
}
EXPORT const char *ovr_AssetDetails_GetAssetType(const void *h) {
if (!IS_OURS(h)) return o_AssetDetails_GetAssetType(h);
fptrace("AssetDetails_GetAssetType(ours) = \"%s\"", ((const details_t *)h)->type);
return ((const details_t *)h)->type;
}
EXPORT const char *ovr_AssetDetails_GetDownloadStatus(const void *h) {
if (!IS_OURS(h)) return o_AssetDetails_GetDownloadStatus(h);
fptrace("AssetDetails_GetDownloadStatus(ours) = \"%s\"", ((const details_t *)h)->status);
return ((const details_t *)h)->status;
}
EXPORT const char *ovr_AssetDetails_GetFilepath(const void *h) {
if (!IS_OURS(h)) return o_AssetDetails_GetFilepath(h);
fptrace("AssetDetails_GetFilepath(ours) = \"%s\"", ((const details_t *)h)->path);
return ((const details_t *)h)->path;
}
EXPORT const char *ovr_AssetDetails_GetIapStatus(const void *h) {
if (!IS_OURS(h)) return o_AssetDetails_GetIapStatus(h);
fptrace("AssetDetails_GetIapStatus(ours) = \"%s\"", ((const details_t *)h)->iap);
return ((const details_t *)h)->iap;
}
EXPORT void *ovr_AssetDetails_GetLanguage(const void *h) {
if (!IS_OURS(h)) return o_AssetDetails_GetLanguage(h);
fptrace("AssetDetails_GetLanguage(ours)");
return (void *)((const details_t *)h)->lang;
}
EXPORT const char *ovr_AssetDetails_GetMetadata(const void *h) {
if (!IS_OURS(h)) return o_AssetDetails_GetMetadata(h);
fptrace("AssetDetails_GetMetadata(ours) = \"%s\"", ((const details_t *)h)->meta);
return ((const details_t *)h)->meta;
}
EXPORT const char *ovr_LanguagePackInfo_GetTag(const void *h) {
if (!IS_OURS(h)) return o_LanguagePackInfo_GetTag(h);
fptrace("LanguagePackInfo_GetTag(ours) = \"%s\"", ((const lang_t *)h)->tag);
return ((const lang_t *)h)->tag;
}
EXPORT const char *ovr_LanguagePackInfo_GetEnglishName(const void *h) {
if (!IS_OURS(h)) return o_LanguagePackInfo_GetEnglishName(h);
fptrace("LanguagePackInfo_GetEnglishName(ours) = \"%s\"", ((const lang_t *)h)->en);
return ((const lang_t *)h)->en;
}
EXPORT const char *ovr_LanguagePackInfo_GetNativeName(const void *h) {
if (!IS_OURS(h)) return o_LanguagePackInfo_GetNativeName(h);
fptrace("LanguagePackInfo_GetNativeName(ours) = \"%s\"", ((const lang_t *)h)->nat);
return ((const lang_t *)h)->nat;
}
EXPORT u64 ovr_AssetFileDownloadResult_GetAssetId(const void *h) {
return IS_OURS(h) ? ((const result_t *)h)->id : o_AssetFileDownloadResult_GetAssetId(h);
}
EXPORT const char *ovr_AssetFileDownloadResult_GetFilepath(const void *h) {
return IS_OURS(h) ? ((const result_t *)h)->path : o_AssetFileDownloadResult_GetFilepath(h);
}
EXPORT int ovr_Error_GetCode(const void *h) { return IS_OURS(h) ? ((const err_t *)h)->code : o_Error_GetCode(h); }
EXPORT int ovr_Error_GetHttpCode(const void *h) { return IS_OURS(h) ? ((const err_t *)h)->http : o_Error_GetHttpCode(h); }
EXPORT const char *ovr_Error_GetMessage(const void *h) {
return IS_OURS(h) ? ((const err_t *)h)->msg : o_Error_GetMessage(h);
}
EXPORT const char *ovr_Error_GetDisplayableMessage(const void *h) {
return IS_OURS(h) ? ((const err_t *)h)->msg : o_Error_GetDisplayableMessage(h);
}
+195
View File
@@ -0,0 +1,195 @@
// SPDX-License-Identifier: GPL-3.0-only
// FramePort OVRPlugin frame-loop shim for Unity 2017-2018 built-in Oculus support.
//
// That Unity drives OVRPlugin with the legacy frame loop: ovrp_Update2(render step, frame index, ...) on the main
// thread, then ovrp_BeginFrame / ovrp_EndFrame on the render thread. It never calls ovrp_WaitToBeginFrame, which
// newer OVRPlugin builds (OVRPort's OpenXR OVRPlugin) need to call xrWaitFrame: no frame ever begins, OVRPlugin logs
// "CompositorOpenXR::Update called for frame N outside of frame bounds" thousands of times a second and the Frame's
// dashboard freezes (Accounting+, Unity 2017.4).
//
// FramePort renames the "ovrp_Update2" lookup in libunity.so to "fpov_Update2" (same length) and adds this library to
// libOVRPlugin.so's DT_NEEDED, so Unity's dlsym on the plugin finds this function: it waits for the frame first (once
// per frame index, render step only), then calls the real ovrp_Update2.
#include <android/log.h>
#include <dlfcn.h>
#include <pthread.h>
#define TAG "FrameBridge"
#define EXPORT __attribute__((visibility("default")))
#define LOG(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
typedef int (*PFN_Update2)(int step, int frame_index, double prediction_seconds);
typedef int (*PFN_WaitToBeginFrame)(int frame_index);
static PFN_Update2 real_update2;
static PFN_WaitToBeginFrame real_wait;
static pthread_once_t once = PTHREAD_ONCE_INIT;
static void init(void) {
void *ovrp = dlopen("libOVRPlugin.so", RTLD_NOW | RTLD_NOLOAD);
if (!ovrp) ovrp = dlopen("libOVRPlugin.so", RTLD_NOW);
if (ovrp) {
real_update2 = (PFN_Update2)dlsym(ovrp, "ovrp_Update2");
real_wait = (PFN_WaitToBeginFrame)dlsym(ovrp, "ovrp_WaitToBeginFrame");
}
LOG("ovrp frame loop shim: ovrp_Update2 %s, ovrp_WaitToBeginFrame %s", real_update2 ? "OK" : "MISSING",
real_wait ? "OK" : "MISSING");
}
#define STEP_RENDER (-1) // ovrpStep_Render
EXPORT int fpov_Update2(int step, int frame_index, double prediction_seconds) {
pthread_once(&once, init);
static int last_waited = -1, logged;
if (step == STEP_RENDER && real_wait && frame_index != last_waited) {
last_waited = frame_index;
int r = real_wait(frame_index);
if (logged++ < 3) LOG("ovrp frame loop shim: waited for frame %d: %d", frame_index, r);
}
return real_update2 ? real_update2(step, frame_index, prediction_seconds) : -1000; // ovrpFailure
}
// ---------------------------------------------------------------- input diagnostics (pass-through)
// The game's C# input (OVRInput) asks OVRPlugin which controllers are connected and for their button state. These
// wrappers return exactly what OVRPlugin returns and log the connected mask and every change of the button bits, to
// see whether presses reach the game (Accounting+ stuck at "press any button" while the runtime reports presses).
typedef struct { unsigned int words[3]; } State; // the common start: ConnectedControllers, Buttons, Touches
// ovrpControllerState2 is returned by value (through x8): the type must have its exact size, 64 bytes (4 uint32,
// IndexTrigger[2], HandTrigger[2], Thumbstick[2] and Touchpad[2] as float pairs)
typedef struct { unsigned int words[16]; } State2;
_Static_assert(sizeof(State2) == 64, "ovrpControllerState2 is 64 bytes");
typedef unsigned int (*PFN_GetConnected)(void);
typedef int (*PFN_GetState4)(unsigned int mask, State *state); // (written by OVRPlugin; only the start is read)
typedef State2 (*PFN_GetState2)(unsigned int mask);
static PFN_GetConnected real_connected;
static PFN_GetState4 real_state4;
static PFN_GetState2 real_state2;
static pthread_once_t input_once = PTHREAD_ONCE_INIT;
static void input_init(void) {
void *ovrp = dlopen("libOVRPlugin.so", RTLD_NOW | RTLD_NOLOAD);
if (!ovrp) return;
real_connected = (PFN_GetConnected)dlsym(ovrp, "ovrp_GetConnectedControllers");
real_state4 = (PFN_GetState4)dlsym(ovrp, "ovrp_GetControllerState4");
real_state2 = (PFN_GetState2)dlsym(ovrp, "ovrp_GetControllerState2");
}
// per requested controller mask (the game may ask for Touch, Remote, Gamepad... separately)
static struct { unsigned int mask, connected, buttons; int seen; } masks[8];
static int changes;
// Face buttons on the Frame's controllers can read as clicked while only touched (Accounting+: buttons == touches ==
// A|B|X|Y held for seconds). A button held for more than STUCK_NS is reported released until it really lets go, so
// real presses (short) still register as a change.
#include <time.h>
#define STUCK_NS 2000000000ll
static long long held_since[32];
static unsigned int suppressed;
static long long now_ns(void) {
struct timespec t;
clock_gettime(CLOCK_MONOTONIC, &t);
return t.tv_sec * 1000000000ll + t.tv_nsec;
}
static unsigned int unstick(unsigned int buttons) {
long long now = now_ns();
for (int b = 0; b < 32; b++) {
unsigned int bit = 1u << b;
if (!(buttons & bit)) {
held_since[b] = 0;
suppressed &= ~bit;
continue;
}
if (!held_since[b]) held_since[b] = now;
if (now - held_since[b] > STUCK_NS && !(suppressed & bit)) {
suppressed |= bit;
static int logged;
if (logged++ < 20) LOG("ovrp input: button 0x%x held for > 2 s: reported released until let go", bit);
}
}
return buttons & ~suppressed;
}
static void note_state(const char *which, unsigned int mask, const State *s) {
int i = 0;
while (i < 8 && masks[i].seen && masks[i].mask != mask) i++;
if (i == 8) return;
if (!masks[i].seen || masks[i].buttons != s->words[1] || masks[i].connected != s->words[0]) {
if (changes++ < 120)
LOG("ovrp input: %s(mask 0x%x): connected 0x%x buttons 0x%x touches 0x%x%s", which, mask, s->words[0],
s->words[1], s->words[2], masks[i].seen ? "" : " (first call with this mask)");
masks[i].seen = 1;
masks[i].mask = mask;
masks[i].connected = s->words[0];
masks[i].buttons = s->words[1];
}
}
EXPORT unsigned int fpov_GetConnectedControllers(void) {
pthread_once(&input_once, input_init);
unsigned int c = real_connected ? real_connected() : 0;
static unsigned int last = 0xffffffffu;
static int logged;
if (c != last && logged++ < 20) LOG("ovrp input: connected controllers 0x%x", c);
last = c;
return c;
}
EXPORT int fpov_GetControllerState4(unsigned int mask, State *state) {
pthread_once(&input_once, input_init);
int r = real_state4 ? real_state4(mask, state) : -1000;
if (state) {
note_state("State4", mask, state);
state->words[1] = unstick(state->words[1]);
}
return r;
}
EXPORT State2 fpov_GetControllerState2(unsigned int mask) {
pthread_once(&input_once, input_init);
State2 s = {{0}};
if (real_state2) s = real_state2(mask);
note_state("State2", mask, (const State *)&s);
s.words[1] = unstick(s.words[1]);
return s;
}
// Unity's own input (libunity.so: Input.GetKey/anyKey on the Oculus device) reads ovrp_GetControllerState (v1,
// returned by value, 48 bytes: 4 uint32, IndexTrigger[2], HandTrigger[2], Thumbstick[2]) and ovrp_GetControllerState2
typedef struct { unsigned int words[12]; } State1;
_Static_assert(sizeof(State1) == 48, "ovrpControllerState is 48 bytes");
typedef State1 (*PFN_GetState1)(unsigned int mask);
static PFN_GetState1 real_state1;
EXPORT State1 fpov_GetControllerState(unsigned int mask) {
pthread_once(&input_once, input_init);
if (!real_state1) {
void *ovrp = dlopen("libOVRPlugin.so", RTLD_NOW | RTLD_NOLOAD);
if (ovrp) real_state1 = (PFN_GetState1)dlsym(ovrp, "ovrp_GetControllerState");
}
State1 s = {{0}};
if (real_state1) s = real_state1(mask);
note_state("State1(unity)", mask, (const State *)&s);
return s;
}
// Oculus Utilities (1.3x) ignores every button unless OVRPlugin reports input focus; with Unity 2017's legacy frame
// loop on OVRPort's OVRPlugin that may never be true. Report it as true (the session's own focus still pauses the game)
// and log what OVRPlugin said.
typedef int (*PFN_GetInputFocus)(int *has_focus);
static PFN_GetInputFocus real_input_focus;
EXPORT int fpov_GetAppHasInputFocus(int *has_focus) {
pthread_once(&input_once, input_init);
if (!real_input_focus) {
void *ovrp = dlopen("libOVRPlugin.so", RTLD_NOW | RTLD_NOLOAD);
if (ovrp) real_input_focus = (PFN_GetInputFocus)dlsym(ovrp, "ovrp_GetAppHasInputFocus");
}
int value = 0, r = real_input_focus ? real_input_focus(&value) : -1000;
static int last = -2, logged;
if ((r < 0 ? -1 : value) != last && logged++ < 20) LOG("ovrp input: OVRPlugin input focus %d (result %d)", value, r);
last = r < 0 ? -1 : value;
if (has_focus) *has_focus = 1;
return 0; // ovrpSuccess
}
+201 -10
View File
@@ -8,6 +8,11 @@
// at this shim (patches/frame/vk_sanitize.py). dlsym on the shim finds the functions below first and every other
// symbol in its dependency, the real libvulkan.so. Valid pointers are kept; a pointer is dropped only when it isn't
// readable memory or doesn't point at a structure type the parent may chain.
//
// Shader fixes (adapter setting vk_shader_fix, from a game's recipe): a SPIR-V module whose size and SHA-256 match is
// copied with extra words inserted at a byte offset, e.g. stores that initialize locals a shader reads before writing
// (an undefined loop counter hung the GPU in VR4's campaign). Every other module passes through unchanged.
// Format: vk_shader_fix=<size>:<sha256 hex>:<byte offset>:<word>,<word>,...[;<next fix>]
#define _GNU_SOURCE
#include <vulkan/vulkan.h>
#include <android/log.h>
@@ -27,14 +32,162 @@ static void *real_vk;
static PFN_vkGetInstanceProcAddr real_gipa;
static PFN_vkGetDeviceProcAddr real_gdpa;
static PFN_vkCreateRenderPass2 real_rp2_trampoline;
static PFN_vkCreateShaderModule real_csm_trampoline;
static pthread_once_t once = PTHREAD_ONCE_INIT;
// ---------------------------------------------------------------- shader fixes (settings)
#define MAX_FIXES 16
#define MAX_WORDS 64
static struct {
size_t size, offset;
uint8_t sha[32];
uint32_t words[MAX_WORDS];
int nwords;
} fixes[MAX_FIXES];
static int nfixes;
static int hexval(char c) {
return c >= '0' && c <= '9' ? c - '0' : c >= 'a' && c <= 'f' ? c - 'a' + 10 : c >= 'A' && c <= 'F' ? c - 'A' + 10 : -1;
}
static void parse_fixes(char *v) {
for (char *save = NULL, *item = strtok_r(v, ";", &save); item && nfixes < MAX_FIXES; item = strtok_r(NULL, ";", &save)) {
char *f[4] = {0}, *save2 = NULL;
int n = 0;
for (char *t = strtok_r(item, ":", &save2); t && n < 4; t = strtok_r(NULL, ":", &save2)) f[n++] = t;
if (n != 4 || strlen(f[1]) != 64) continue;
int ok = 1;
for (int i = 0; i < 32 && ok; i++) {
int hi = hexval(f[1][2 * i]), lo = hexval(f[1][2 * i + 1]);
if (hi < 0 || lo < 0) ok = 0; else fixes[nfixes].sha[i] = (uint8_t)(hi << 4 | lo);
}
fixes[nfixes].size = strtoul(f[0], NULL, 0);
fixes[nfixes].offset = strtoul(f[2], NULL, 0);
int nw = 0;
for (char *save3 = NULL, *w = strtok_r(f[3], ",", &save3); w && nw < MAX_WORDS; w = strtok_r(NULL, ",", &save3))
fixes[nfixes].words[nw++] = (uint32_t)strtoul(w, NULL, 0);
fixes[nfixes].nwords = nw;
if (ok && nw && fixes[nfixes].size % 4 == 0 && fixes[nfixes].offset % 4 == 0 &&
fixes[nfixes].offset >= 20 && fixes[nfixes].offset <= fixes[nfixes].size)
nfixes++;
}
}
static void read_settings(const char *path) {
FILE *f = fopen(path, "r");
if (!f) return;
char line[4096];
while (fgets(line, sizeof line, f)) {
line[strcspn(line, "\r\n")] = 0;
if (!strncmp(line, "vk_shader_fix=", 14)) {
nfixes = 0; // later sources override earlier ones (as for the adapter's settings)
parse_fixes(line + 14);
}
}
fclose(f);
}
static void read_all_settings(void) {
char path[600];
Dl_info info;
if (dladdr((void *)read_all_settings, &info) && info.dli_fname) {
const char *slash = strrchr(info.dli_fname, '/');
if (slash && slash - info.dli_fname < 500) {
snprintf(path, sizeof path, "%.*s/libframe_settings.so", (int)(slash - info.dli_fname), info.dli_fname);
read_settings(path);
}
}
char pkg[256] = {0};
FILE *f = fopen("/proc/self/cmdline", "r");
if (f) {
size_t n = fread(pkg, 1, sizeof pkg - 1, f);
pkg[n] = 0;
fclose(f);
}
char *colon = strchr(pkg, ':');
if (colon) *colon = 0;
if (*pkg && !strchr(pkg, '/')) {
snprintf(path, sizeof path, "/sdcard/Android/data/%s/files/framebridge.conf", pkg);
read_settings(path);
}
const char *env = getenv("FRAMEBRIDGE_CONFIG");
if (env && *env) read_settings(env);
}
// SHA-256 (FIPS 180-4), only run for modules whose size matches a fix
static const uint32_t K[64] = {
0x428a2f98, 0x71374491, 0xb5c0fbcf, 0xe9b5dba5, 0x3956c25b, 0x59f111f1, 0x923f82a4, 0xab1c5ed5, 0xd807aa98, 0x12835b01,
0x243185be, 0x550c7dc3, 0x72be5d74, 0x80deb1fe, 0x9bdc06a7, 0xc19bf174, 0xe49b69c1, 0xefbe4786, 0x0fc19dc6, 0x240ca1cc,
0x2de92c6f, 0x4a7484aa, 0x5cb0a9dc, 0x76f988da, 0x983e5152, 0xa831c66d, 0xb00327c8, 0xbf597fc7, 0xc6e00bf3, 0xd5a79147,
0x06ca6351, 0x14292967, 0x27b70a85, 0x2e1b2138, 0x4d2c6dfc, 0x53380d13, 0x650a7354, 0x766a0abb, 0x81c2c92e, 0x92722c85,
0xa2bfe8a1, 0xa81a664b, 0xc24b8b70, 0xc76c51a3, 0xd192e819, 0xd6990624, 0xf40e3585, 0x106aa070, 0x19a4c116, 0x1e376c08,
0x2748774c, 0x34b0bcb5, 0x391c0cb3, 0x4ed8aa4a, 0x5b9cca4f, 0x682e6ff3, 0x748f82ee, 0x78a5636f, 0x84c87814, 0x8cc70208,
0x90befffa, 0xa4506ceb, 0xbef9a3f7, 0xc67178f2};
#define ROR(x, n) (((x) >> (n)) | ((x) << (32 - (n))))
static void sha256_block(uint32_t h[8], const uint8_t *p) {
uint32_t w[64];
for (int i = 0; i < 16; i++) w[i] = (uint32_t)p[4 * i] << 24 | (uint32_t)p[4 * i + 1] << 16 | (uint32_t)p[4 * i + 2] << 8 | p[4 * i + 3];
for (int i = 16; i < 64; i++) {
uint32_t s0 = ROR(w[i - 15], 7) ^ ROR(w[i - 15], 18) ^ (w[i - 15] >> 3);
uint32_t s1 = ROR(w[i - 2], 17) ^ ROR(w[i - 2], 19) ^ (w[i - 2] >> 10);
w[i] = w[i - 16] + s0 + w[i - 7] + s1;
}
uint32_t a = h[0], b = h[1], c = h[2], d = h[3], e = h[4], f = h[5], g = h[6], hh = h[7];
for (int i = 0; i < 64; i++) {
uint32_t t1 = hh + (ROR(e, 6) ^ ROR(e, 11) ^ ROR(e, 25)) + ((e & f) ^ (~e & g)) + K[i] + w[i];
uint32_t t2 = (ROR(a, 2) ^ ROR(a, 13) ^ ROR(a, 22)) + ((a & b) ^ (a & c) ^ (b & c));
hh = g; g = f; f = e; e = d + t1; d = c; c = b; b = a; a = t1 + t2;
}
h[0] += a; h[1] += b; h[2] += c; h[3] += d; h[4] += e; h[5] += f; h[6] += g; h[7] += hh;
}
static void sha256(const uint8_t *data, size_t len, uint8_t out[32]) {
uint32_t h[8] = {0x6a09e667, 0xbb67ae85, 0x3c6ef372, 0xa54ff53a, 0x510e527f, 0x9b05688c, 0x1f83d9ab, 0x5be0cd19};
size_t i = 0;
for (; i + 64 <= len; i += 64) sha256_block(h, data + i);
uint8_t tail[128] = {0};
size_t rest = len - i;
memcpy(tail, data + i, rest);
tail[rest] = 0x80;
size_t blocks = rest + 9 > 64 ? 2 : 1;
uint64_t bits = (uint64_t)len * 8;
for (int b = 0; b < 8; b++) tail[blocks * 64 - 1 - b] = (uint8_t)(bits >> (8 * b));
for (size_t b = 0; b < blocks; b++) sha256_block(h, tail + 64 * b);
for (int b = 0; b < 8; b++) {
out[4 * b] = h[b] >> 24; out[4 * b + 1] = h[b] >> 16; out[4 * b + 2] = h[b] >> 8; out[4 * b + 3] = h[b];
}
}
// The fixed copy of `code` (caller frees) and its size, or NULL when no fix matches.
static uint32_t *fixed_shader(const uint32_t *code, size_t size, size_t *out_size) {
for (int i = 0; i < nfixes; i++) {
if (fixes[i].size != size) continue;
uint8_t digest[32];
sha256((const uint8_t *)code, size, digest);
if (memcmp(digest, fixes[i].sha, 32)) continue;
size_t extra = (size_t)fixes[i].nwords * 4;
uint32_t *copy = malloc(size + extra);
if (!copy) return NULL;
memcpy(copy, code, fixes[i].offset);
memcpy((uint8_t *)copy + fixes[i].offset, fixes[i].words, extra);
memcpy((uint8_t *)copy + fixes[i].offset + extra, (const uint8_t *)code + fixes[i].offset, size - fixes[i].offset);
*out_size = size + extra;
return copy;
}
return NULL;
}
static void init(void) {
read_all_settings();
if (nfixes) LOG("vk shim: %d shader fix(es) configured", nfixes);
real_vk = dlopen("libvulkan.so", RTLD_NOW | RTLD_LOCAL);
if (real_vk) {
real_gipa = (PFN_vkGetInstanceProcAddr)dlsym(real_vk, "vkGetInstanceProcAddr");
real_gdpa = (PFN_vkGetDeviceProcAddr)dlsym(real_vk, "vkGetDeviceProcAddr");
real_rp2_trampoline = (PFN_vkCreateRenderPass2)dlsym(real_vk, "vkCreateRenderPass2");
real_csm_trampoline = (PFN_vkCreateShaderModule)dlsym(real_vk, "vkCreateShaderModule");
}
LOG("vk shim: libvulkan.so %s", real_gipa && real_gdpa ? "OK" : "MISSING");
}
@@ -203,17 +356,26 @@ static VkRenderPassCreateInfo2 clean_create_info(Arena *a, const VkRenderPassCre
// ---------------------------------------------------------------- entry points
#define MAX_DEVICES 8
static struct { VkDevice device; PFN_vkCreateRenderPass2 rp2, rp2khr; } devices[MAX_DEVICES];
enum { FN_RP2, FN_RP2KHR, FN_CSM, FN_COUNT };
static const char *const FN_NAMES[FN_COUNT] = {"vkCreateRenderPass2", "vkCreateRenderPass2KHR", "vkCreateShaderModule"};
static struct { VkDevice device; PFN_vkVoidFunction fn[FN_COUNT]; } devices[MAX_DEVICES];
static PFN_vkCreateRenderPass2 fallback_rp2khr; // from vkGetInstanceProcAddr
static pthread_mutex_t dev_lock = PTHREAD_MUTEX_INITIALIZER;
static PFN_vkCreateRenderPass2 real_for(VkDevice device, int khr) {
PFN_vkCreateRenderPass2 fn = NULL;
// The next implementation of a wrapped device function: the one vkGetDeviceProcAddr returned for this device, else
// a fresh lookup, else the loader's trampoline.
static PFN_vkVoidFunction device_fn(VkDevice device, int which) {
PFN_vkVoidFunction fn = NULL;
pthread_mutex_lock(&dev_lock);
for (int i = 0; i < MAX_DEVICES; i++)
if (devices[i].device == device) { fn = khr ? devices[i].rp2khr : devices[i].rp2; break; }
if (devices[i].device == device) { fn = devices[i].fn[which]; break; }
pthread_mutex_unlock(&dev_lock);
if (!fn && real_gdpa) fn = (PFN_vkCreateRenderPass2)real_gdpa(device, khr ? "vkCreateRenderPass2KHR" : "vkCreateRenderPass2");
if (!fn && real_gdpa) fn = real_gdpa(device, FN_NAMES[which]);
return fn;
}
static PFN_vkCreateRenderPass2 real_for(VkDevice device, int khr) {
PFN_vkCreateRenderPass2 fn = (PFN_vkCreateRenderPass2)device_fn(device, khr ? FN_RP2KHR : FN_RP2);
if (!fn) fn = khr ? fallback_rp2khr : real_rp2_trampoline;
return fn;
}
@@ -246,10 +408,39 @@ static VKAPI_ATTR VkResult VKAPI_CALL create_render_pass2_khr(VkDevice device, c
return create_render_pass2(device, ci, alloc, rp, 1);
}
static int fixes_applied;
EXPORT VKAPI_ATTR VkResult VKAPI_CALL vkCreateShaderModule(VkDevice device, const VkShaderModuleCreateInfo *ci,
const VkAllocationCallbacks *alloc, VkShaderModule *module) {
pthread_once(&once, init);
PFN_vkCreateShaderModule real = (PFN_vkCreateShaderModule)device_fn(device, FN_CSM);
if (!real) real = real_csm_trampoline;
if (!real) return VK_ERROR_INITIALIZATION_FAILED;
size_t size = 0;
uint32_t *code = nfixes && ci && ci->pCode ? fixed_shader(ci->pCode, ci->codeSize, &size) : NULL;
if (!code) return real(device, ci, alloc, module);
VkShaderModuleCreateInfo copy = *ci; // the caller's create info and code stay untouched
copy.codeSize = size;
copy.pCode = code;
VkResult r = real(device, &copy, alloc, module);
free(code);
if (fixes_applied++ < 20) LOG("vk shim: fixed shader module (%zu -> %zu bytes): %d", ci->codeSize, size, r);
return r;
}
static int wrapped_index(const char *name) {
for (int i = 0; i < FN_COUNT; i++)
if (!strcmp(name, FN_NAMES[i])) return i;
return -1;
}
static PFN_vkVoidFunction wrap(const char *name) {
if (!strcmp(name, "vkCreateRenderPass2")) return (PFN_vkVoidFunction)vkCreateRenderPass2;
if (!strcmp(name, "vkCreateRenderPass2KHR")) return (PFN_vkVoidFunction)create_render_pass2_khr;
return NULL;
switch (wrapped_index(name)) {
case FN_RP2: return (PFN_vkVoidFunction)vkCreateRenderPass2;
case FN_RP2KHR: return (PFN_vkVoidFunction)create_render_pass2_khr;
case FN_CSM: return nfixes ? (PFN_vkVoidFunction)vkCreateShaderModule : NULL; // nothing to fix: no detour
default: return NULL;
}
}
EXPORT VKAPI_ATTR PFN_vkVoidFunction VKAPI_CALL vkGetDeviceProcAddr(VkDevice device, const char *name) {
@@ -258,7 +449,7 @@ EXPORT VKAPI_ATTR PFN_vkVoidFunction VKAPI_CALL vkGetDeviceProcAddr(VkDevice dev
PFN_vkVoidFunction fn = real_gdpa(device, name);
PFN_vkVoidFunction w = fn ? wrap(name) : NULL;
if (!w) return fn;
int khr = name[strlen(name) - 1] == 'R';
int which = wrapped_index(name);
pthread_mutex_lock(&dev_lock);
int slot = -1;
for (int i = 0; i < MAX_DEVICES; i++) {
@@ -267,7 +458,7 @@ EXPORT VKAPI_ATTR PFN_vkVoidFunction VKAPI_CALL vkGetDeviceProcAddr(VkDevice dev
}
if (slot >= 0) {
devices[slot].device = device;
if (khr) devices[slot].rp2khr = (PFN_vkCreateRenderPass2)fn; else devices[slot].rp2 = (PFN_vkCreateRenderPass2)fn;
devices[slot].fn[which] = fn;
}
pthread_mutex_unlock(&dev_lock);
return w;
+1 -1
View File
@@ -2,7 +2,7 @@
- **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`.
- **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`.
+4 -1
View File
@@ -79,10 +79,13 @@ company = "FramePort"
path = "src"
module = "main"
[tool.flet.macos]
entitlement."com.apple.security.files.user-selected.read-write" = true
[tool.ruff]
line-length = 120
target-version = "py311"
extend-exclude = ["native", "src/frameport/_data"]
extend-exclude = ["native", "src/frameport/_data", ".claude"]
[tool.ruff.lint]
select = ["E", "F", "W", "I", "B", "UP"]
+11 -1
View File
@@ -21,7 +21,10 @@ from frameport.recommend.catalog import CatalogEntry, to_yaml # noqa: E402
PKG_RE = re.compile(r"^(rift\.[a-z0-9_]{1,80}|[A-Za-z][A-Za-z0-9_]*(\.[A-Za-z0-9_]+){1,8})$")
STATUSES = {"works", "issues", "unsupported", "unknown"}
LIST_FIELDS = {"overport_extra", "overport_remove", "alt_overport", "frame", "frame_remove", "pcvr", "pcvr_remove"}
LIST_FIELDS = {"overport_extra", "overport_remove", "alt_overport", "frame", "frame_remove", "pcvr", "pcvr_remove",
"device"}
# FramePort's own patch ids must exist (OVRPort's are listed by its CLI at runtime, so not checked here)
OWN_PATCH_FIELDS = ("frame", "frame_remove", "pcvr", "pcvr_remove", "device")
DICT_FIELDS = {"adapter", "device_files", "lepton_env", "proton_env", "verified"}
ID_RE = re.compile(r"^[A-Za-z0-9_.\-]{1,80}$")
@@ -64,6 +67,13 @@ def validate(d: dict) -> CatalogEntry:
for k in LIST_FIELDS & set(d):
if not isinstance(d[k], list) or not all(isinstance(x, str) and ID_RE.match(x) for x in d[k]):
raise Invalid(f"{k} must be a list of patch ids")
from frameport.patches import base
base.load_all()
for k in OWN_PATCH_FIELDS:
unknown_ids = [x for x in d.get(k) or [] if x not in base.REGISTRY]
if unknown_ids:
raise Invalid(f"{k}: unknown patch id(s) {', '.join(unknown_ids)}")
for k in DICT_FIELDS & set(d):
if not isinstance(d[k], dict):
raise Invalid(f"{k} must be a mapping")
+48
View File
@@ -0,0 +1,48 @@
"""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}
ISSUES = "https://github.com/spoopyghosty0/frameport/issues/new?template="
SHARE, REPORT = ISSUES + "working-config.yml", ISSUES + "bug-report.yml"
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:
# the repo's own recipes only (a local user catalog would replace or hide entries)
bundled = catalog._load_dir(catalog.catalog_dir() / "games", "bundled")
entries = [e for e in bundled.values() if 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"
f"Tested a game? [Share a working config]({SHARE}) or [report a problem]({REPORT}) (in the app: the game's "
"**…** menu does both and fills in the details).\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}")
+32
View File
@@ -0,0 +1,32 @@
#!/usr/bin/env python3
"""Stamp a dev build's version into src/frameport/_version.py (CI only; never committed): the next patch release plus
.dev<build number>, e.g. 0.9.0 -> 0.9.1.dev57. It sorts above the current release and below the next one, so
testers on a dev build get the next release offered as a normal update.
python scripts/dev_version.py <build number> # prints the stamped version
"""
import re
import sys
from pathlib import Path
VERSION_FILE = Path(__file__).resolve().parents[1] / "src/frameport/_version.py"
def dev_version(current: str, build: int) -> str:
base = re.match(r"(\d+)\.(\d+)\.(\d+)", current)
if not base:
raise ValueError(f"unexpected version {current!r}")
major, minor, patch = (int(x) for x in base.groups())
return f"{major}.{minor}.{patch + 1}.dev{int(build)}"
def main() -> None:
text = VERSION_FILE.read_text(encoding="utf-8")
current = re.search(r'__version__\s*=\s*"([^"]+)"', text).group(1)
version = dev_version(current, int(sys.argv[1]))
VERSION_FILE.write_text(text.replace(f'"{current}"', f'"{version}"', 1), encoding="utf-8")
print(version)
if __name__ == "__main__":
main()
+2
View File
@@ -70,6 +70,8 @@ def main() -> int:
# 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",
+211 -4
View File
@@ -3,6 +3,9 @@
Chromium (Playwright). Any exception in a view shows up on stdout; screenshots land in --out.
FRAMEPORT_HOME=<a test data dir> python scripts/ui_smoke.py --out /tmp/shots [--game <package>]
--linux adds two pretend arm64 Linux apps (an AppImage and a VR folder app, tiny fake ELF files in FRAMEPORT_HOME)
and renders their pages; with --fake-frame the AppImage is "installed" with a missing library.
"""
from __future__ import annotations
@@ -21,7 +24,7 @@ import flet as ft # noqa: E402
from frameport.core import library # noqa: E402
from frameport.ui.app import FramePortApp # noqa: E402
PORT = 8557
PORT = int(os.environ.get("FRAMEPORT_SMOKE_PORT", "8557")) # two smoke runs at once need different ports
ERRORS: list[str] = []
@@ -44,12 +47,65 @@ class FakeFS:
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
self.shots = self._screenshots()
def _screenshots(self) -> list[dict]:
"""Sample Steam screenshots for the Screenshots tab, two days, a few games + SteamVR: crops of the games' own
store art (hero/landscape) when the library has some (docs screenshots), else colour gradients."""
from PIL import Image, ImageOps
from frameport.artwork import fetch
folder = os.path.join(self.home, "shots")
os.makedirs(folder, exist_ok=True)
games = []
for g in library.games():
if g.get("kind") == "rift":
continue
# the store's own screenshots look like real captures; else hero/wide art
shots_art = sorted(fetch.artwork_dir(g["package"]).glob("shot_*.jpg"))
games.append((g, shots_art or [p for p in fetch.files(g["package"]) if p.stem in ("hero", "landscape")],
bool(shots_art)))
games.sort(key=lambda ga: (not ga[2], -len(ga[1])))
owners = [(g["package"], g.get("title") or g["package"], arts) for g, arts, _real in games[:3]]
spare = games[3][1] if len(games) > 3 else [] # SteamVR's own shots (taken outside a FramePort game)
owners.append((None, "SteamVR", spare))
now, shots = time.time(), []
for i in range(10):
t = now - i * 2400 - (86400 if i >= 6 else 0)
name = time.strftime("%Y%m%d%H%M%S", time.localtime(t)) + "_1.jpg"
path = os.path.join(folder, name)
pkg, title, arts = owners[i % len(owners)]
if arts: # a different crop of the game's art per shot, so they don't all look alike
with Image.open(arts[i % len(arts)]) as src:
src = src.convert("RGB")
zoom = 1.0 + 0.15 * (i % 3) * (src.width < 2 * src.height)
w, h = int(src.width / zoom), int(src.height / zoom)
x, y = (src.width - w) * (i % 2), (src.height - h) // 2
im = ImageOps.fit(src.crop((x, y, x + w, y + h)), (1280, 720))
else:
im = Image.linear_gradient("L").resize((640, 360)).convert("RGB")
im = Image.merge("RGB", (im.getchannel(0).point(lambda v, i=i: (v + 40 * i) % 256),
im.getchannel(1).point(lambda v: 255 - v), im.getchannel(2)))
im.save(path, "JPEG", quality=85)
shots.append({"path": path, "thumb": None, "time": int(t), "width": 1920, "height": 1080,
"size": os.path.getsize(path), "account": "1", "appid": "250820", "package": pkg,
"title": title})
return shots
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"))]}
if command == "list_screenshots":
want = args.get("package")
shots = [s for s in self.shots if want is None or (s["package"] or "") == want]
games = {}
for s in self.shots:
games.setdefault(s["package"] or "", {"package": s["package"], "title": s["title"], "count": 0})
games[s["package"] or ""]["count"] += 1
return {"shots": shots, "total": len(shots), "games": list(games.values())}
raise RuntimeError(f"fake Frame: {command} not available")
@property
@@ -67,6 +123,11 @@ class FakeFS:
def stat(self, path):
return paramiko.SFTPAttributes.from_stat(os.stat(path))
def get(self, remote, local, callback=None):
import shutil
shutil.copyfile(remote, local)
return SFTP()
@@ -86,6 +147,11 @@ class FakeTarget:
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]]
# --linux: the AppImage is on the Frame, but SteamOS lacks one of its libraries
self.games += [{"package": g["package"], "kind": "linux", "title": g.get("title"), "apk_size": 2**26,
"apk_present": True, "recipe": None, "exe": g.get("exe"),
"missing_libraries": ["libwebkit2gtk-4.1.so.0"]}
for g in library.games() if g.get("kind") == "linux" and g["package"] == LINUX_APPIMAGE]
def describe(self) -> dict:
return {"hostname": "steamframe", "os": "SteamOS", "os_version": "3.8", "build_id": "20260922",
@@ -129,6 +195,36 @@ def open_type_dialog(app: FramePortApp) -> None:
listener.on_key_down(SimpleNamespace(key="Enter"))
LINUX_APPIMAGE = "linux.venera" # --linux's packages
LINUX_FOLDER = "linux.matineevr"
def _elf(machine: int = 183, appimage: bool = False, extra: bytes = b"") -> bytes:
"""A minimal ELF header (183 = aarch64): enough for FramePort's Linux app detection."""
head = bytearray(64)
head[:4], head[4], head[5] = b"\x7fELF", 2, 1
if appimage:
head[8:11] = b"AI\x02"
head[18:20] = machine.to_bytes(2, "little")
return bytes(head) + extra
def add_fake_linux_apps() -> None:
"""--linux: an AppImage and a VR app folder (with a helper program, so "Change program…" shows) in the library."""
from frameport import pipeline
from frameport.core.paths import user_data_dir
base = user_data_dir() / "smoke-linux"
app = base / "MatineeVR"
(app / "lib").mkdir(parents=True, exist_ok=True)
(base / "Venera-2.4.2-aarch64.AppImage").write_bytes(_elf(appimage=True, extra=b"\0" * 4096))
(app / "MatineeVR").write_bytes(_elf(extra=b"\0" * 8192))
(app / "crashpad_handler").write_bytes(_elf())
(app / "lib" / "libopenxr_loader.so.1").write_bytes(_elf(extra=b"xrCreateInstance"))
pipeline.add_linux_app(base / "Venera-2.4.2-aarch64.AppImage")
pipeline.add_linux_app(app)
STEP_SECONDS = 4 # per screen (the screenshot is taken ~3 s in)
@@ -143,6 +239,35 @@ def driver(app: FramePortApp, steps: list[tuple[str, callable]], ready: threadin
time.sleep(STEP_SECONDS)
def find_button(root, text: str):
"""The first button under `root` whose label is `text` (walks Flet's control tree)."""
seen, stack = set(), [root]
while stack:
c = stack.pop()
if c is None or id(c) in seen:
continue
seen.add(id(c))
label = getattr(c, "content", None)
if (label == text or getattr(c, "text", None) == text) and getattr(c, "on_click", None):
return c
for attr in ("controls", "content", "actions"):
v = getattr(c, attr, None)
if isinstance(v, list):
stack.extend(v)
elif v is not None and not isinstance(v, str):
stack.append(v)
return None
def click_usb_setup(app) -> None:
app.navigate(1)
time.sleep(2)
button = find_button(app.body, "Set up with a USB cable")
print(f"usb button found: {button is not None}", flush=True)
if button:
button.on_click(None)
def main() -> int:
ap = argparse.ArgumentParser()
ap.add_argument("--out", type=Path, required=True)
@@ -157,8 +282,15 @@ def main() -> int:
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("--usb-setup", action="store_true", help="click 'Set up with a USB cable' on the connect page "
"(a Frame cabled to this PC) and screenshot what follows")
ap.add_argument("--docs", action="store_true", help="only the screens used in the docs (Library, --game, Frame)")
ap.add_argument("--gestures", action="store_true", help="with --fake-frame: real mouse drags (drag-select) and "
"right-clicks (menus) in Files, Screenshots and the Library; prints what got selected")
ap.add_argument("--linux", action="store_true", help="add two pretend arm64 Linux apps and render their pages")
args = ap.parse_args()
if args.linux:
add_fake_linux_apps()
global STEP_SECONDS
if args.hover:
STEP_SECONDS = 7
@@ -169,12 +301,14 @@ def main() -> int:
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)),
("files", lambda a: a.go("files")), ("tools", lambda a: a.go("settings"))]
("files", lambda a: a.go("files")), ("screenshots", lambda a: a.go("screenshots")),
("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)))
steps += [("share-dialog", lambda a: a.share_config_dialog(game)),
("report-dialog", lambda a: (a.page.pop_dialog(), a.report_problem_dialog(game)))]
("report-dialog", lambda a: (a.page.pop_dialog(), a.report_problem_dialog(game))),
("custom-art-dialog", lambda a: (a.page.pop_dialog(), a.custom_artwork(game)))]
# 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))))
@@ -187,7 +321,75 @@ def main() -> int:
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))
steps.append(("screenshots", lambda a: a.go("screenshots")))
steps.append(("screenshot-viewer", lambda a: a.screenshots_view.viewer(0)))
steps.append(("type-on-frame", lambda a: (a.page.pop_dialog(), open_type_dialog(a))))
steps.append(("power-confirm", lambda a: (a.page.pop_dialog(), a.frame_power("restart"))))
mouse: dict[str, callable] = {} # step name -> mouse actions (Playwright page) after its screenshot
if args.gestures:
STEP_SECONDS = 14 # the mouse actions run after each step's screenshot, before the next step
def drag(*points):
def run(page):
page.mouse.move(*points[0])
time.sleep(0.5)
page.mouse.down()
for pt in points[1:]:
page.mouse.move(*pt, steps=25)
time.sleep(0.4)
page.mouse.up()
return run
def right_click(x, y):
return lambda page: (page.mouse.move(x, y), time.sleep(0.5), page.mouse.click(x, y, button="right"))
def report(label, view, extra=""):
def run(a):
v = getattr(a, view)
print(f"GESTURE {label}: selected={sorted(v.selected)} {extra and eval(extra)}", flush=True)
return run
def escape(page):
page.keyboard.press("Escape")
steps = [("files", lambda a: a.go("files")),
("files-dragged", report("files drag", "files_view")),
("files-menu", lambda a: None),
("files-space-menu", lambda a: None),
("screenshots", lambda a: a.go("screenshots")),
("screenshots-dragged", report("screenshots drag", "screenshots_view")),
("screenshots-menu", lambda a: None),
("library", lambda a: a.navigate(0)),
("library-dragged", report("library drag", "library_view", "a.library_view.select_mode")),
("library-undrag", report("library drag back", "library_view"))]
mouse = {"files": drag((900, 268), (900, 320), (900, 372)), # the folder + 2 files
"files-dragged": right_click(900, 320), # a selected one: "… 3 items"
"files-menu": lambda page: (escape(page), time.sleep(0.5), right_click(900, 600)(page)),
"files-space-menu": escape,
"screenshots": drag((680, 280), (950, 280), (950, 430)), # 3 shots
"screenshots-dragged": right_click(950, 430),
"screenshots-menu": escape,
"library": drag((360, 300), (560, 300), (760, 300)), # 3 cards, select mode on
"library-dragged": drag((560, 300), (760, 300))} # from a selected card: deselects 2
if args.linux:
def linux_filter(a, value):
a.navigate(0)
time.sleep(2)
a.library_view._set("platform", value)
steps = [("library", lambda a: a.navigate(0)), ("library-linux", lambda a: linux_filter(a, "linux")),
("linux-appimage", lambda a: (a.library_view._set("platform", "all"), a.open_game(LINUX_APPIMAGE))),
("linux-folder", lambda a: a.open_game(LINUX_FOLDER)),
("linux-folder-customize", lambda a: a.open_game(LINUX_FOLDER, advanced=True)),
("linux-change-program", lambda a: a.choose_exe(LINUX_FOLDER)),
("frame", lambda a: (a.page.pop_dialog(), a.navigate(1))),
("linux-menu", lambda a: (a.navigate(0), time.sleep(3), a.library_view.open_menu(LINUX_APPIMAGE)))]
if args.usb_setup:
def continue_usb(a):
dialog = [d for d in a.page._dialogs.controls if d.open and type(d).__name__ == "AlertDialog"][-1]
button = find_button(dialog, "Done: look for the cable") or dialog.actions[-1] # (label inside a Row)
print(f"dialog button found: {button is not None}", flush=True)
button.on_click(None)
steps = [("usb-explain", click_usb_setup), ("usb-continue", continue_usb),
("usb-wait", lambda a: time.sleep(8)), ("usb-after", lambda a: time.sleep(10))]
if args.install_questions:
queued: list[str] = []
@@ -279,6 +481,11 @@ def main() -> int:
time.sleep(1.5)
page.screenshot(path=str(args.out / f"{shot:02d}-{name}.png"))
shot += 1
if name in mouse:
mouse[name](page)
time.sleep(2)
page.screenshot(path=str(args.out / f"{shot:02d}-{name}-mouse.png"))
shot += 1
browser.close()
except Exception: # noqa: BLE001
ERRORS.append("browser: " + traceback.format_exc())
+157
View File
@@ -0,0 +1,157 @@
#!/usr/bin/env python3
# ruff: noqa: E501 (the shell snippet for the Frame keeps its lines whole)
"""Autonomous USB-cable test (Frame cabled to this PC): everything needed to decide on a "Connect with a USB cable"
setup option, in one run, without touching the headset. Writes a Markdown report.
uv run python scripts/usb_autotest.py --out <report.md> [--no-speed]
Checks: Windows (via powershell.exe from WSL, or directly): new network adapters, Valve USB devices (VID 28DE), the
driver Windows bound and the USB class codes (NCM 02/0D, ECM 02/06, RNDIS E0 or EF/04); the adapter's IPv4 and
network category; Frame side (over the normal connection): agent `usb_link`, the systemd units / NetworkManager
connection behind usb0 (does it depend on Developer Mode?); Frame -> PC over the cable (the setup direction: a
temporary listener on a pairing port); PC -> Frame SSH over the cable (same host key); upload speed USB vs normal.
"""
from __future__ import annotations
import argparse
import json
import os
import shutil
import socket
import subprocess
import sys
import threading
import time
from pathlib import Path
sys.path.insert(0, str(Path(__file__).resolve().parents[1] / "src"))
PS_PATHS = ("/mnt/c/Windows/System32/WindowsPowerShell/v1.0/powershell.exe", "powershell.exe", "powershell")
LISTEN_PORT = 8766 # in FramePort's pairing range (8765-8767)
def powershell() -> str | None:
for p in PS_PATHS:
if os.path.exists(p) or shutil.which(p):
return p
return None
def ps(script: str, timeout: int = 60) -> str:
exe = powershell()
if not exe:
return "(no PowerShell)"
env = {k: v for k, v in os.environ.items() if k != "PSModulePath"}
try:
p = subprocess.run([exe, "-NoProfile", "-NonInteractive", "-Command", script], capture_output=True,
text=True, timeout=timeout, env=env)
return (p.stdout + p.stderr).replace("\r", "").strip()
except (OSError, subprocess.SubprocessError) as exc:
return f"(powershell failed: {exc})"
WINDOWS = r"""
$ErrorActionPreference = 'SilentlyContinue'
'== adapters'
Get-NetAdapter -IncludeHidden | Select-Object Name,InterfaceDescription,Status,LinkSpeed,MacAddress |
Format-Table -AutoSize | Out-String -Width 250
'== Valve USB devices (VID 28DE)'
Get-PnpDevice -PresentOnly | Where-Object { $_.InstanceId -match 'VID_28DE' } | ForEach-Object {
$d = $_
$compat = (Get-PnpDeviceProperty -InstanceId $d.InstanceId -KeyName 'DEVPKEY_Device_CompatibleIds').Data -join ' '
$svc = (Get-PnpDeviceProperty -InstanceId $d.InstanceId -KeyName 'DEVPKEY_Device_Service').Data
$drv = (Get-PnpDeviceProperty -InstanceId $d.InstanceId -KeyName 'DEVPKEY_Device_DriverDesc').Data
"{0} | {1} | status={2} | class={3} | service={4} | driver={5} | compat={6}" -f $d.FriendlyName, $d.InstanceId,
$d.Status, $d.Class, $svc, $drv, $compat
}
'== problem devices'
Get-PnpDevice -PresentOnly | Where-Object { $_.Status -ne 'OK' -and $_.InstanceId -match 'USB' } |
Select-Object FriendlyName,Status,InstanceId | Format-Table -AutoSize | Out-String -Width 250
'== IPv4 on 10.86.200.*'
Get-NetIPAddress -AddressFamily IPv4 | Where-Object { $_.IPAddress -like '10.86.200.*' } |
Select-Object InterfaceAlias,IPAddress,PrefixLength,PrefixOrigin | Format-Table | Out-String
'== network profiles'
Get-NetConnectionProfile | Select-Object InterfaceAlias,NetworkCategory | Format-Table | Out-String
'== SSH to the Frame over the cable (from Windows)'
(Test-NetConnection 10.86.200.233 -Port 22 -WarningAction SilentlyContinue).TcpTestSucceeded
'== FramePort firewall rules'
Get-NetFirewallRule -DisplayName '*FramePort*' | Select-Object DisplayName,Enabled,Profile,Direction |
Format-Table | Out-String
"""
FRAME_UNITS = r"""
echo "== units mentioning usb/gadget"; systemctl list-units --all --no-pager 2>/dev/null | grep -i -E 'gadget|usb' | head -20
for u in $(systemctl list-unit-files --no-pager 2>/dev/null | grep -i -E 'gadget|usb' | awk '{print $1}' | head -8); do
echo "== $u"; systemctl cat "$u" --no-pager 2>/dev/null | grep -v '^#' | grep -v '^$' | head -30; done
echo "== NetworkManager usb0"; nmcli -f GENERAL.CONNECTION,IP4.ADDRESS device show usb0 2>/dev/null
c=$(nmcli -g GENERAL.CONNECTION device show usb0 2>/dev/null); [ -n "$c" ] && nmcli -f ipv4.method,ipv4.addresses,connection.autoconnect connection show "$c" 2>/dev/null
echo "== configfs"; ls -la /sys/kernel/config/usb_gadget/ 2>&1 | head; ls /sys/kernel/config/usb_gadget/*/functions/ 2>&1 | head
echo "== udc"; for u in /sys/class/udc/*; do echo "$u $(cat $u/current_speed 2>/dev/null) $(cat $u/state 2>/dev/null)"; done
echo "== devkit"; ls -la /etc/steamos-devkit-enabled 2>&1
"""
def frame_to_pc(frame, pc_ips: list[str]) -> list[str]:
"""Can the Frame open a TCP connection to this PC over the cable (what the setup step needs)?"""
lines, got = [], []
srv = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
srv.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
try:
srv.bind(("0.0.0.0", LISTEN_PORT))
except OSError as exc:
return [f"couldn't listen on {LISTEN_PORT}: {exc}"]
srv.listen(4)
srv.settimeout(1)
def accept():
end = time.time() + 20
while time.time() < end:
try:
conn, addr = srv.accept()
got.append(addr[0])
conn.sendall(b"HTTP/1.0 200 OK\r\n\r\nframeport-usb-ok\n")
conn.close()
except OSError:
continue
t = threading.Thread(target=accept, daemon=True)
t.start()
for ip in pc_ips:
code, out, err = frame.run(f"curl -s --max-time 6 http://{ip}:{LISTEN_PORT}/ping || echo FAILED", timeout=20)
lines.append(f"Frame -> {ip}:{LISTEN_PORT}: {(out or err).strip()[:80]}")
t.join(timeout=22)
srv.close()
lines.append(f"connections seen from: {got or 'none'}")
return lines
def main() -> None:
ap = argparse.ArgumentParser()
ap.add_argument("--out", type=Path, default=Path("usb-autotest.md"))
ap.add_argument("--no-speed", action="store_true")
args = ap.parse_args()
from frameport.frame import usb
from frameport.frame.connection import saved_targets
from frameport.targets.frame_lepton import FrameLeptonTarget
report = [f"# USB cable autotest {time.strftime('%Y-%m-%d %H:%M')}", ""]
def section(title, text):
report.extend([f"## {title}", "```", text.strip() or "(nothing)", "```", ""])
print(f"--- {title}\n{text.strip()[:3000]}\n", flush=True)
section("Windows", ps(WINDOWS, timeout=120))
wsl = subprocess.run(["ip", "-4", "-o", "addr", "show"], capture_output=True, text=True).stdout
section("This side (WSL/Linux) IPv4", wsl)
frame = FrameLeptonTarget(saved_targets()[0], None).connect().frame
section("Frame units / NetworkManager / configfs", frame.run(FRAME_UNITS, timeout=60)[1])
result = usb.check(frame, measure=not args.no_speed)
section("frameport frame usb-check", json.dumps(result, indent=1, default=str))
ips = result.get("pc_addresses") or []
section("Frame -> PC over the cable (setup direction)", "\n".join(frame_to_pc(frame, ips)) if ips else
"skipped: this side has no address on the Frame's USB network")
args.out.write_text("\n".join(report), encoding="utf-8")
print(f"report: {args.out}")
if __name__ == "__main__":
main()
+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__ = "0.6.0"
__version__ = "0.9.1"
+10 -1
View File
@@ -93,6 +93,9 @@ def analyze(path: Path, deep: bool = True, data_bytes: int | None = None) -> Ana
abi = next((a for a in ("arm64-v8a", "armeabi-v7a") if a in abis), None)
prefix = f"lib/{abi}/" if abi else None
libs = sorted(n[len(prefix):] for n in names if prefix and n.startswith(prefix) and n.endswith(".so"))
# SDL's Java side (SDL2 / LÖVE apps): crashes in Lepton without a clipboard service (frame.sdl_clipboard)
sdl_java = any(b"Lorg/libsdl/app/SDLClipboardHandler;" in z.read(n) for n in names
if n.startswith("classes") and n.endswith(".dex"))
manifest = z.read("AndroidManifest.xml")
lib_bytes = {}
if deep and prefix:
@@ -193,6 +196,12 @@ def analyze(path: Path, deep: bool = True, data_bytes: int | None = None) -> Ana
"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 [],
# Meta's OVRManager raises MSAA at runtime (frame.unity_runtime_msaa_off); Oculus XR Plugin (multiview)
"ovr_runtime_msaa": bool(il2cpp_meta) and b"\0useRecommendedMSAALevel\0" in il2cpp_meta,
"sdl_java": sdl_java,
"oculus_xr_plugin": bool(il2cpp_meta) and b"\0m_StereoRenderingModeAndroid\0" in il2cpp_meta,
# Unity's built-in Oculus support checks for Meta's system apps before VR (frame.unity_oculus_check)
"unity_oculus_check": b"\0com.oculus.systemactivities\0" in lib_bytes.get("libunity.so", b""),
"unity_version": unity_version(ggm, lib_bytes.get("libunity.so")) if engine == "Unity" else None,
},
)
@@ -238,7 +247,7 @@ def missing_ovr_symbols(lib_bytes: dict[str, bytes]) -> set[str]:
return set()
exported = set(elf.dyn_symbols(loader, True))
linked = set(elf.needed(loader))
for extra in ("libovrplatformcompat.so", "libovrstubs.so"):
for extra in ("libovrplatformcompat.so", "libovrstubs.so", "libfp_langpack.so"):
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()
+23
View File
@@ -106,6 +106,29 @@ def replace_rodata_string(data: bytes, old: str, new: str) -> tuple[bytes, int]:
return bytes(buf), count
def hide_exports(data: bytes, names) -> tuple[bytes, list[str]]:
"""Make the exported functions `names` invisible to symbol lookup without removing them: their .dynsym entries
become STB_LOCAL (name, value and section stay, nothing moves, the hash tables are untouched). Both bionic's and
glibc's lookups only match GLOBAL/WEAK entries, so a lookup for such a name (a game's import, or dlsym on this
library's handle) goes on to the next library in the dependency list; code that reads the library's own .dynsym
(native/langpack) still finds the original address. Returns (data, names actually hidden); ELF64 only."""
if not is_elf(data) or not is_64bit(data) or data[5] != 1:
return data, []
sec = _elf(data).get_section_by_name(".dynsym")
if not isinstance(sec, SymbolTableSection):
return data, []
wanted = set(names)
entsize, start = sec["sh_entsize"] or 24, sec["sh_offset"]
buf, hidden = bytearray(data), []
for i, sym in enumerate(sec.iter_symbols()):
if (sym.name in wanted and sym["st_shndx"] != "SHN_UNDEF"
and sym["st_info"]["bind"] in ("STB_GLOBAL", "STB_WEAK")):
at = start + i * entsize + 4 # Elf64_Sym.st_info: binding in the high nibble, type in the low one
buf[at] &= 0x0F
hidden.append(sym.name)
return bytes(buf), sorted(hidden)
def add_needed(data: bytes, library: str) -> bytes:
"""Add a DT_NEEDED entry in front of the existing ones (same effect as `patchelf --add-needed`; being first matters
for symbol interposition, e.g. the GL shim must precede libEGL).
+27 -6
View File
@@ -2,7 +2,9 @@
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."""
Results are cached per game build (its global-metadata.dat), so a rebuild of the same game doesn't run Cpp2IL again,
and neither does the next patch of the same build (an earlier one has already changed libil2cpp.so's bytes, never its
layout)."""
from __future__ import annotations
import hashlib
@@ -18,9 +20,15 @@ _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."""
"""{method name: (file offset, length)} for the named methods of one Cpp2IL diffable-C# class file. A name
"field:<f>" gives the instance field's offset instead: (offset, 0)."""
lines = cs_text.splitlines()
found: dict[str, tuple[int, int]] = {}
for name in [n for n in names if n.startswith("field:")]:
m = re.search(rf"\s{re.escape(name[6:])};\s*//Field offset: 0x([0-9A-Fa-f]+)", cs_text)
if m:
found[name] = (int(m.group(1), 16), 0)
names = [n for n in names if not n.startswith("field:")]
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:
@@ -33,14 +41,22 @@ def parse_methods(cs_text: str, names: list[str]) -> dict[str, tuple[int, int]]:
return found
def _last_error(output: str) -> str:
"""The exception line of Cpp2IL's output (its stack trace isn't useful to a user)."""
lines = [ln.strip() for ln in output.splitlines() if ln.strip()]
msg = next((ln for ln in reversed(lines) if "Exception" in ln and not ln.startswith("at ")), None)
return (msg or (lines[-1] if lines else "no output"))[:300]
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 _cache_file(lib: bytes, metadata: bytes) -> Path:
key = hashlib.sha256(metadata + len(lib).to_bytes(8, "little")).hexdigest()[:32]
return cache_dir() / "il2cpp" / (key + ".json")
def find_methods(lib: bytes, metadata: bytes, unity_version: str, wanted: dict[str, list[str]],
@@ -48,9 +64,11 @@ def find_methods(lib: bytes, metadata: bytes, unity_version: str, wanted: dict[s
"""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)
cache_file = _cache_file(lib, metadata)
try:
cached = json.loads(cache_file.read_text())
if cached.get("error"): # Cpp2IL can't read this build (e.g. an old Unity): don't run it again per patch
raise RuntimeError(cached["error"])
if all(cls in cached.get("classes", {}) or cls in cached.get("missing", []) for cls in wanted):
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", {})}
@@ -72,7 +90,10 @@ def find_methods(lib: bytes, metadata: bytes, unity_version: str, wanted: dict[s
timeout=timeout, cwd=tmp)
root = t / "out" / "DiffableCs"
if not root.is_dir():
raise RuntimeError("Cpp2IL couldn't read this game's code: " + (proc.stdout + proc.stderr)[-400:].strip())
error = "Cpp2IL couldn't read this game's code: " + _last_error(proc.stdout + proc.stderr)
cache_file.parent.mkdir(parents=True, exist_ok=True)
cache_file.write_text(json.dumps({"unity_version": unity_version, "error": error}))
raise RuntimeError(error)
out, missing = {}, []
for cls, names in wanted.items():
f = root / cls
+28
View File
@@ -0,0 +1,28 @@
"""Language packs (`<BCP47 tag>.lang`) in a game's data folder (OBB / app files); see native/langpack."""
from __future__ import annotations
import os
import re
from pathlib import Path
MAX_DEPTH = 3 # same depth as the runtime scan in native/langpack/langpack.c
TAG = re.compile(r"^[A-Za-z0-9_-]+$")
def find_tags(data_dir: Path | str | None) -> list[str]:
"""Tags of the language packs below `data_dir` (de.lang -> "de"), sorted, first file per tag."""
if not data_dir:
return []
root = Path(data_dir)
if not root.is_dir():
return []
seen: dict[str, str] = {}
base_depth = len(root.parts)
for folder, dirs, files in os.walk(root):
if len(Path(folder).parts) - base_depth >= MAX_DEPTH:
dirs[:] = []
for name in files:
stem, dot, ext = name.rpartition(".")
if dot and ext.lower() == "lang" and TAG.match(stem):
seen.setdefault(stem.lower(), stem)
return sorted(seen.values(), key=str.lower)
+184
View File
@@ -0,0 +1,184 @@
"""Native arm64 Linux apps for the Frame (GitHub #31): an AppImage, a folder, or a .zip/.tar.* archive with an
aarch64 program. Finds the program to start, checks the CPU architecture (x86_64 builds can't run natively) and
whether it's an OpenXR (VR) app. Archives are unpacked once into FramePort's data folder, so installs upload a
plain folder like PC VR games do."""
from __future__ import annotations
import hashlib
import re
import shutil
import tarfile
import zipfile
from pathlib import Path
from ..core.paths import user_data_dir
EM_AARCH64, EM_X86_64 = 183, 62
ARCHIVES = (".zip", ".tar.gz", ".tgz", ".tar.xz", ".txz", ".tar.bz2", ".tar")
OPENXR_MARKERS = (b"libopenxr_loader.so", b"xrCreateInstance")
MAX_SCAN = 256 << 20 # don't read huge files looking for OpenXR markers
def elf_machine(path: Path) -> int | None:
"""e_machine of an ELF file (183 = aarch64, 62 = x86_64), None if it isn't ELF."""
try:
with open(path, "rb") as f:
head = f.read(20)
except OSError:
return None
if head[:4] != b"\x7fELF" or len(head) < 20:
return None
return int.from_bytes(head[18:20], "little" if head[5] == 1 else "big")
def is_appimage(path: Path) -> bool:
try:
with open(path, "rb") as f:
head = f.read(11)
except OSError:
return False
return head[:4] == b"\x7fELF" and head[8:11] == b"AI\x02"
def is_archive(path: Path) -> bool:
return path.is_file() and path.name.lower().endswith(ARCHIVES)
def looks_like_linux_app(path: Path) -> bool:
"""For the file picker / drag-and-drop: something this module can add."""
path = Path(path)
return path.is_dir() or is_archive(path) or is_appimage(path) or elf_machine(path) is not None
def slug(name: str) -> str:
return re.sub(r"[^a-z0-9]+", "_", name.lower()).strip("_")[:48] or "app"
def clean_title(name: str) -> str:
"""'Venera-Prime-2.4.2-aarch64.AppImage' -> 'Venera Prime'."""
stem = re.sub(r"(\.AppImage|\.tar\.\w+|\.tgz|\.txz|\.zip)$", "", name, flags=re.I)
stem = re.split(r"[-_ .]v?\d+(\.\d+)+", stem, maxsplit=1)[0]
stem = re.sub(r"[-_ .](linux|aarch64|arm64|x86_64|amd64)\b.*$", "", stem, flags=re.I)
return re.sub(r"[-_.]+", " ", stem).strip() or name
def unpack(archive: Path) -> Path:
"""Unpack an archive into <data>/linux-apps/<slug>-<hash>/ (once per archive version)."""
st = archive.stat()
key = hashlib.sha1(f"{archive.resolve()}:{st.st_size}:{st.st_mtime_ns}".encode()).hexdigest()[:8]
dest = user_data_dir() / "linux-apps" / f"{slug(clean_title(archive.name))}-{key}"
done = dest / ".unpacked"
if done.exists():
return dest
shutil.rmtree(dest, ignore_errors=True)
dest.mkdir(parents=True)
if archive.name.lower().endswith(".zip"):
with zipfile.ZipFile(archive) as z:
for info in z.infolist():
target = (dest / info.filename).resolve()
if not str(target).startswith(str(dest.resolve())):
raise ValueError(f"unsafe path in archive: {info.filename}")
z.extractall(dest)
else:
with tarfile.open(archive) as t:
t.extractall(dest, filter="data")
done.write_text(archive.name, encoding="utf-8")
return dest
def _desktop_exec(root: Path) -> str | None:
for desktop in sorted(root.rglob("*.desktop"))[:5]:
m = re.search(r"^Exec=(\S+)", desktop.read_text(encoding="utf-8", errors="replace"), re.M)
if m:
return Path(m.group(1).strip('"')).name
return None
def _desktop_name(root: Path) -> str | None:
for desktop in sorted(root.rglob("*.desktop"))[:5]:
m = re.search(r"^Name=(.+)$", desktop.read_text(encoding="utf-8", errors="replace"), re.M)
if m:
return m.group(1).strip()
return None
def rank_programs(root: Path) -> list[tuple[Path, int]]:
"""(ELF program, machine) candidates, best first: the .desktop Exec= name, then a name like the folder's, then
shallow and big ones. Libraries (*.so*) are never programs."""
wanted = _desktop_exec(root)
folder = slug(root.name.split("-")[0])
found = []
for p in root.rglob("*"):
if not p.is_file() or ".so" in p.name or p.suffix in (".py", ".pyc", ".txt", ".json"):
continue
machine = elf_machine(p)
if machine is None:
continue
rel_depth = len(p.relative_to(root).parts)
score = (100 if wanted and p.name == wanted else 0) + (30 if slug(p.stem) and slug(p.stem) in folder else 0) \
+ (20 if folder and folder in slug(p.stem) else 0) - 5 * rel_depth
found.append((score, p.stat().st_size, p, machine))
found.sort(key=lambda t: (-t[0], -t[1]))
return [(p, m) for _s, _size, p, m in found]
def app_libraries(root: Path, exe: Path) -> list[Path]:
"""Libraries the program loads: next to it, in a lib*/ folder beside it, or the app's usr/lib*. Libraries deep
in data folders don't count (FramePort's own build ships FrameBridge's OpenXR loader as data and isn't VR)."""
dirs = {exe.parent}
for base in (exe.parent, root, root / "usr"):
dirs.update(d for d in base.glob("lib*") if d.is_dir())
out = []
for d in dirs:
out += [p for p in d.glob("*.so*") if p.is_file()]
return sorted(out)[:200]
def uses_openxr(paths: list[Path]) -> bool:
for p in paths:
try:
if p.stat().st_size > MAX_SCAN:
continue
data = p.read_bytes()
except OSError:
continue
if any(m in data for m in OPENXR_MARKERS):
return True
return False
def inspect(path: Path) -> dict:
"""{root, exe (relative to root), appimage, machine, arch_ok, openxr, title, candidates} for an AppImage, a
folder or an archive. Raises ValueError when there's no Linux program in it."""
path = Path(path)
if path.is_file() and is_archive(path):
root = unpack(path)
subdirs = [d for d in root.iterdir() if not d.name.startswith(".")]
if len(subdirs) == 1 and subdirs[0].is_dir(): # the usual single top folder
pass
title = clean_title(path.name)
elif path.is_file():
root = path.parent
title = clean_title(path.name)
else:
root = path
title = clean_title(path.name)
if path.is_file() and not is_archive(path):
machine = elf_machine(path)
if machine is None:
raise ValueError(f"{path.name} isn't a Linux program (AppImage or ELF)")
appimage = is_appimage(path)
return {"root": str(path.parent), "exe": path.name, "files": [path.name], "appimage": appimage,
"machine": machine, "arch_ok": machine == EM_AARCH64, "openxr": uses_openxr([path]),
"title": title, "candidates": [path.name]}
programs = rank_programs(root)
if not programs:
raise ValueError(f"no Linux program found in {path.name}")
appimages = [p for p, _m in programs if is_appimage(p)]
exe, machine = (appimages[0], elf_machine(appimages[0])) if appimages else programs[0]
libs = app_libraries(root, exe)
title = _desktop_name(root) or title
return {"root": str(root), "exe": exe.relative_to(root).as_posix(), "files": None,
"appimage": is_appimage(exe), "machine": machine, "arch_ok": machine == EM_AARCH64,
"openxr": uses_openxr([exe] + libs), "title": title,
"candidates": [p.relative_to(root).as_posix() for p, m in programs[:20] if m == EM_AARCH64]}
+93
View File
@@ -0,0 +1,93 @@
"""Minimal in-place dex edits: find one method's bytecode and turn a call in it into no-ops (same length), then fix the
header's SHA-1 signature and Adler-32 checksum. Nothing moves, so the rest of classes.dex stays byte-identical (no
smali round trip)."""
from __future__ import annotations
import hashlib
import struct
import zlib
INVOKE_VIRTUAL, INVOKE_VIRTUAL_RANGE = 0x6E, 0x74 # 35c / 3rc: 3 code units, method index in the second
def _uleb(data: bytes, pos: int) -> tuple[int, int]:
value = shift = 0
while True:
b = data[pos]
pos += 1
value |= (b & 0x7F) << shift
if not b & 0x80:
return value, pos
shift += 7
class Dex:
def __init__(self, data: bytes):
if data[:4] != b"dex\n":
raise ValueError("not a dex file")
self.data = bytearray(data)
h = struct.unpack_from("<8I", data, 56) # string_ids size/off, type_ids, proto_ids, field_ids
self.strings_n, self.strings_off, self.types_n, self.types_off = h[0], h[1], h[2], h[3]
self.methods_n, self.methods_off, self.classes_n, self.classes_off = struct.unpack_from("<4I", data, 88)
def string(self, idx: int) -> str:
off = struct.unpack_from("<I", self.data, self.strings_off + 4 * idx)[0]
_n, pos = _uleb(self.data, off)
end = self.data.index(0, pos)
return bytes(self.data[pos:end]).decode("utf-8", "replace")
def type_name(self, idx: int) -> str:
return self.string(struct.unpack_from("<I", self.data, self.types_off + 4 * idx)[0])
def method(self, idx: int) -> tuple[str, str]:
cls, _proto, name = struct.unpack_from("<HHI", self.data, self.methods_off + 8 * idx)
return self.type_name(cls), self.string(name)
def method_index(self, cls: str, name: str) -> list[int]:
return [i for i in range(self.methods_n) if self.method(i) == (cls, name)]
def code_items(self, cls: str, name: str) -> list[int]:
"""Offsets of the code items of the methods `name` in class `cls` (direct and virtual)."""
out = []
for c in range(self.classes_n):
base = self.classes_off + 32 * c
if self.type_name(struct.unpack_from("<I", self.data, base)[0]) != cls:
continue
class_data = struct.unpack_from("<I", self.data, base + 24)[0]
if not class_data:
continue
pos = class_data
sf, pos = _uleb(self.data, pos)
inf, pos = _uleb(self.data, pos)
dm, pos = _uleb(self.data, pos)
vm, pos = _uleb(self.data, pos)
for _ in range(sf + inf):
_, pos = _uleb(self.data, pos)
_, pos = _uleb(self.data, pos)
for count in (dm, vm):
idx = 0
for _ in range(count):
diff, pos = _uleb(self.data, pos)
_, pos = _uleb(self.data, pos)
code, pos = _uleb(self.data, pos)
idx += diff
if code and self.method(idx)[1] == name:
out.append(code)
return out
def nop_calls(self, code_off: int, targets: set[int]) -> int:
"""Replace invoke-virtual(/range) calls of any method index in `targets` inside one code item with nops."""
insns_n = struct.unpack_from("<I", self.data, code_off + 12)[0]
start = code_off + 16
units = struct.unpack_from(f"<{insns_n}H", self.data, start)
done = 0
for i in range(insns_n - 2):
if units[i] & 0xFF in (INVOKE_VIRTUAL, INVOKE_VIRTUAL_RANGE) and units[i + 1] in targets:
struct.pack_into("<3H", self.data, start + 2 * i, 0, 0, 0)
done += 1
return done
def finish(self) -> bytes:
self.data[12:32] = hashlib.sha1(bytes(self.data[32:])).digest()
struct.pack_into("<I", self.data, 8, zlib.adler32(bytes(self.data[12:])) & 0xFFFFFFFF)
return bytes(self.data)
+65
View File
@@ -251,3 +251,68 @@ def apply_choice(package: str, choice: dict) -> bool:
return True
finally:
shutil.rmtree(stage, ignore_errors=True)
# The user's own images (Artwork dialog → "Your own images"), for games whose art can't be found automatically.
CUSTOM_KINDS = ("portrait", "landscape", "hero", "logo", "icon")
CUSTOM_MAX_BYTES = 40 << 20
CUSTOM_MIN_PX = 64
CUSTOM_MAX_PX = 3840 # larger images are scaled down (Steam's biggest shape is 1920 px wide)
class ArtError(ValueError):
"""The chosen file can't be used as artwork (the message says why, for the GUI)."""
def apply_custom(package: str, kind: str, path: str | Path) -> Path:
"""Store an image file the user chose as one kind of artwork, replacing that kind only. It is checked and
re-encoded (PNG when it has transparency, else JPEG; logos and icons always PNG), marked as the user's pick so
automatic fetches never replace it, and the old thumbnails go. FramePort's generated cover/banner (games without
store art) are dropped once a real cover shape exists. Returns the stored file."""
from PIL import Image, UnidentifiedImageError
if kind not in CUSTOM_KINDS:
raise ArtError(f"unknown artwork kind {kind!r}")
path = Path(path)
try:
if path.stat().st_size > CUSTOM_MAX_BYTES:
raise ArtError(f"{path.name} is larger than {CUSTOM_MAX_BYTES >> 20} MB")
with Image.open(path) as im:
im.load()
im = im.copy()
except (OSError, UnidentifiedImageError, Image.DecompressionBombError):
raise ArtError(f"{path.name} isn't an image FramePort can read (use PNG, JPEG or WebP)") from None
if min(im.size) < CUSTOM_MIN_PX:
raise ArtError(f"{path.name} is too small ({im.width}×{im.height}); use at least {CUSTOM_MIN_PX} px")
if max(im.size) > CUSTOM_MAX_PX:
im.thumbnail((CUSTOM_MAX_PX, CUSTOM_MAX_PX), Image.LANCZOS)
alpha = im.mode in ("RGBA", "LA", "PA") or (im.mode == "P" and "transparency" in im.info)
png = alpha or kind in ("logo", "icon")
d = fetch.artwork_dir(package)
tmp = d / f".custom-{kind}.tmp"
if png:
im.convert("RGBA" if alpha else "RGB").save(tmp, "PNG", optimize=True)
else:
im.convert("RGB").save(tmp, "JPEG", quality=92, optimize=True)
_drop_kind(d, kind)
out = d / f"{kind}{'.png' if png else '.jpg'}"
tmp.replace(out)
if kind in ("portrait", "landscape", "hero"):
for stem in ("cover", "banner"):
_drop_kind(d, stem)
(d / fetch.PICKED).write_text("custom", encoding="utf-8") # automatic fetches leave the art alone
return out
def remove_custom(package: str, kind: str) -> None:
"""Remove one kind of artwork (the Steam set then composes it from the other kinds, or uses a placeholder)."""
if kind not in CUSTOM_KINDS:
raise ArtError(f"unknown artwork kind {kind!r}")
d = fetch.artwork_dir(package)
_drop_kind(d, kind)
(d / fetch.PICKED).write_text("custom", encoding="utf-8") # "Find automatically" brings store art back
def _drop_kind(d: Path, kind: str) -> None:
for f in list(d.glob(f"{kind}.*")) + list(d.glob(f"t_{kind}_*")):
f.unlink(missing_ok=True)
+9 -2
View File
@@ -76,7 +76,8 @@ def steam_set(package: str, title: str = "", apk: str | Path | None = None) -> d
title = title or package
out_dir = fetch.artwork_dir(package) / "steam"
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
# no store art (at most the APK's icon; the GUI's generated cover/banner don't count): the name on a coloured tile
placeholder = not (set(src) & (STORE_KINDS | {"shot"}))
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 ''}")
@@ -298,7 +299,11 @@ def _placeholder(out_dir: Path, title: str, icon_file: Path | None, apk) -> dict
def original_platform(entry: dict) -> str:
"""What the game was made for (a Steam tag)."""
extra = (entry.get("analysis") or {}).get("extra") or {}
if entry.get("kind") == "linux":
return "Linux"
if entry.get("kind") == "rift":
if extra.get("flat"):
return "Windows"
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")
@@ -310,7 +315,9 @@ def steam_tags(entry: dict, where: str = "frame") -> list[str]:
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 \
flat = bool(((entry.get("analysis") or {}).get("extra") or {}).get("flat"))
runs = TAG if where != "frame" else ("Windows game on Frame" if flat else "PC VR on Frame") \
if entry.get("kind") == "rift" else "Linux app on Frame" if entry.get("kind") == "linux" 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]
+13
View File
@@ -86,7 +86,20 @@ def ready_thumb(path: Path, width: int, kind: str | None = None) -> Path | None:
return out if out.exists() else None
_FILE_PATHS = False
def use_file_paths(on: bool = True) -> None:
"""Images by absolute file path: a packaged app (flet build) serves relative image paths from its own bundled
assets, not from assets_dir, so artwork by URL stayed blank there (GitHub issue 16; the reporter confirmed file
paths work in the Windows app). Source runs and the web view (ui_smoke) keep URLs."""
global _FILE_PATHS
_FILE_PATHS = on
def asset_url(path: Path) -> str:
if _FILE_PATHS:
return str(path.resolve())
return "/" + path.relative_to(user_data_dir()).as_posix()
+40 -1
View File
@@ -84,6 +84,9 @@ def _update_hint() -> None:
age = updates.cache_age()
if age is None or age > updates.CHECK_EVERY:
threading.Thread(target=updates.refresh_cache, daemon=True).start()
from .recommend import catalog as _catalog
threading.Thread(target=_catalog.refresh_remote, daemon=True).start() # confirmed configs from GitHub main
up = updates.cached_update()
today = time.strftime("%Y-%m-%d")
if up and library.setting("update.cli_hint") != today:
@@ -227,6 +230,31 @@ def scan(path: Path = typer.Argument(..., help="a folder with game backups (APKs
typer.echo(f"{g['package']:40} {g.get('title', '')[:34]:34} {r['status']:11} {r['source']}")
@app.command("catalog-update")
def catalog_update():
"""Fetch confirmed game configs from the repo's main branch now (normally automatic, every 6 h)."""
from .recommend import catalog
n = catalog.refresh_remote(force=True)
st = catalog.remote_status()
typer.echo(f"{n} config(s) downloaded; {st['entries']} on GitHub main")
for pkg, why in sorted(st["skipped"].items()):
typer.echo(f" skipped {pkg}: {why}")
@app.command("add-linux")
def add_linux(path: Path = typer.Argument(..., help="an arm64 AppImage, a folder, or a .zip/.tar.gz with the app"),
exe: Optional[str] = typer.Option(None, help="the program to start (relative to the app's folder)")):
"""Add a native arm64 Linux app to the library (installed on the Frame as it is, with a Steam shortcut)."""
try:
g = pipeline.add_linux_app(path, printing_reporter(verbose=False), exe=exe)
except ValueError as exc:
raise typer.BadParameter(str(exc)) from None
extra = g["analysis"]["extra"]
typer.echo(f"{g['package']:40} {g.get('title', '')[:34]:34} program {extra['exe']}"
f"{' (AppImage)' if extra['appimage'] else ''}{' VR' if extra['openxr'] else ''}")
@app.command("list")
def list_games():
"""The games in the library."""
@@ -405,7 +433,8 @@ def frame_pair(timeout: float = typer.Option(600, help="seconds to wait for the
from .frame.pairing import PairingServer
srv = PairingServer().start()
typer.echo("On the Frame, open Desktop Mode → Konsole and run:\n\n " + srv.one_liner + "\n")
typer.echo("On the Frame, open the SteamVR dashboard → Launch a program → Desktop, then System → Konsole, and "
"run:\n\n " + srv.one_liner + "\n")
end = time.time() + timeout
while time.time() < end and not srv.paired:
time.sleep(1)
@@ -479,6 +508,16 @@ def frame_info(frame: Optional[str] = typer.Option(None, help=FRAME_HELP)):
typer.echo(json.dumps(_target(frame).describe(), indent=1, default=str))
@frame_app.command("usb-check")
def frame_usb_check(frame: Optional[str] = typer.Option(None, help=FRAME_HELP),
no_speed: bool = typer.Option(False, help="skip the upload speed test (2 × 128 MB)")):
"""Check the USB cable link to the Frame: what the Frame presents, this PC's address on it, SSH over it and its
upload speed vs the normal connection (JSON)."""
from .frame import usb
typer.echo(json.dumps(usb.check(_target(frame).connect().frame, measure=not no_speed), indent=1, default=str))
@frame_app.command("controller-models")
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)")):
+50 -2
View File
@@ -28,7 +28,7 @@ def load() -> dict:
data = json.loads(_path().read_text(encoding="utf-8"))
except (OSError, ValueError):
return {"games": {}, "settings": {}}
if _migrate(data):
if _migrate(data) | _follow_catalog(data):
save(data)
return data
@@ -42,6 +42,54 @@ def edit() -> Iterator[dict]:
save(data)
REFRESH_ON_UPDATE = True # (tests switch it off: their hand-made libraries have no version marker)
def _follow_catalog(data: dict) -> bool:
"""Recipes FramePort derived (not ones the user edited) stay current: when their catalog entry is new or changed,
and once after every app update (new automatic fixes and suggestions in FramePort's code), the game's recipe is
derived again; a changed recipe shows Update on Frame."""
from .. import __version__
from ..recommend import catalog, engine
settings = data.setdefault("settings", {})
app_updated = REFRESH_ON_UPDATE and settings.get("recipes.app_version") != __version__
changed = app_updated
settings["recipes.app_version"] = __version__
for pkg, g in (data.get("games") or {}).items():
r, a = g.get("recipe"), g.get("analysis")
if g.get("kind") == "linux": # installed as it is: no recipe to derive
continue
if app_updated and isinstance(a, dict):
changed |= _refresh_data_fields(g, a)
if not isinstance(r, dict) or not isinstance(a, dict) or r.get("source") == "user":
continue
entry = catalog.lookup(pkg)
if not app_updated and (entry is None or r.get("catalog_rev") == entry.rev()):
continue
try:
g["recipe"] = recipe_to_dict(engine.suggest(analysis_from_dict(a)))
except Exception: # noqa: BLE001 - a malformed entry keeps its recipe
continue
changed = True
return changed
def _refresh_data_fields(g: dict, a: dict) -> bool:
"""Analysis fields read from the game's data folder (cheap, no APK analysis) that newer FramePort versions added:
filled in for games already in the library, so their patches are offered without a re-analysis."""
extra = a.setdefault("extra", {})
if "lang_packs" in extra or a.get("package", "").startswith("rift."):
return False
from ..analysis import langpacks
try:
extra["lang_packs"] = langpacks.find_tags(g.get("data_dir"))
except OSError:
return False
return True
def _migrate(data: dict) -> bool:
"""One-time updates of stored recipes when a new default is introduced (each runs once per library)."""
done = data.setdefault("settings", {}).setdefault("migrations", [])
@@ -177,7 +225,7 @@ def _migrate(data: dict) -> bool:
# 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":
if isinstance(r, dict) and (a.get("extra") or {}).get("vr_kind") == "none" and g.get("kind") != "linux":
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.")
+1
View File
@@ -82,6 +82,7 @@ class Recipe:
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
catalog_rev: str = "" # CatalogEntry.rev() it was derived from: a changed catalog entry re-derives the recipe
def enabled(self, patch_id: str) -> bool:
return patch_id in self.patches
+10 -1
View File
@@ -39,6 +39,12 @@ def bootstrap_dir() -> Path:
return DATA_ROOT / "bootstrap"
def _on_frame() -> bool:
from ..frame.local import on_frame
return on_frame()
def user_data_dir() -> Path:
"""Tools, keystores, work dirs and settings. Override with FRAMEPORT_HOME."""
if os.environ.get("FRAMEPORT_HOME"):
@@ -48,7 +54,10 @@ def user_data_dir() -> Path:
elif sys.platform == "darwin":
base = Path.home() / "Library/Application Support/FramePort"
else:
base = Path(os.environ.get("XDG_DATA_HOME", Path.home() / ".local/share")) / "frameport"
# on the Frame itself ~/.local/share/frameport is the agent's folder (and its purge removes it): the app's own
# data (library, tools, game signing keys) lives next to it
name = "frameport-app" if _on_frame() else "frameport"
base = Path(os.environ.get("XDG_DATA_HOME", Path.home() / ".local/share")) / name
if not _removed.is_set():
base.mkdir(parents=True, exist_ok=True)
return base
+4 -2
View File
@@ -16,7 +16,7 @@ def twins(games: list[dict]) -> set[str]:
by_pkg = {g["package"]: g for g in games}
quest_by_title = {}
for g in games:
if g.get("kind") != "rift":
if g.get("kind") not in ("rift", "linux"): # (Linux apps have no Quest/Rift twin)
quest_by_title.setdefault(_norm(g.get("title") or ""), []).append(g["package"])
out = set()
for g in games:
@@ -41,11 +41,13 @@ def display_title(game: dict, twin_set: set[str] | None = None) -> str:
def counterparts(game: dict, games: list[dict]) -> list[dict]:
"""The other-platform versions of this game in the library."""
if game.get("kind") == "linux":
return []
rift = game.get("kind") == "rift"
t = _norm(game.get("title") or "")
out = []
for g in games:
if g["package"] == game["package"] or (g.get("kind") == "rift") == rift:
if g["package"] == game["package"] or (g.get("kind") == "rift") == rift or g.get("kind") == "linux":
continue
linked = (rift and game.get("quest_package") == g["package"]) or \
(not rift and g.get("quest_package") == game["package"])
+12
View File
@@ -170,6 +170,18 @@ def package_listing(g: dict) -> dict[str, object]:
pe[rel] = {"error": str(exc)}
out["pe.json"] = pe
return out
if g.get("kind") == "linux": # the app's file list (a lone AppImage: only it, not the folder it's in)
root, extra = Path(g.get("game_dir") or ""), (g.get("analysis") or {}).get("extra") or {}
paths = [root / f for f in extra["files"]] if extra.get("files") else \
sorted(root.rglob("*")) if root.is_dir() else []
files = []
for p in paths:
if p.is_file():
files.append([p.relative_to(root).as_posix(), p.stat().st_size])
if len(files) >= 20000:
break
out["files.json"] = files
return out
apk = Path(g.get("apk") or "")
if not apk.is_file():
return out
+1 -1
View File
@@ -55,7 +55,7 @@ def working_config_url(g: dict, recipe_yaml: str, status: str, notes: str, env:
red: redact.Redactor | None = None) -> str:
red = red or redact.Redactor()
title = g.get("title") or g["package"]
kind = "Oculus Rift (PC VR)" if g.get("kind") == "rift" else "Meta Quest"
kind = {"rift": "Oculus Rift (PC VR)", "linux": "Linux app (arm64)"}.get(g.get("kind"), "Meta Quest")
a = g.get("analysis") or {}
game = f"{title} — {g['package']} ({kind}, version {a.get('version') or '?'}, {a.get('engine') or '?'} / " \
f"{a.get('xr') or '?'})"
+6 -2
View File
@@ -46,8 +46,12 @@ def explain(exc: BaseException) -> str:
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 "authentication failed" in low or "no authentication methods available" in low:
if "password was refused" in low:
return tr("The Frame refused that password. Check it, or run the first-time setup instead: Steam Frame → "
"Show setup command.")
return tr("This Frame isn't set up for FramePort yet. Run the first-time setup: Steam Frame → Show setup "
"command.")
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:
+174 -9
View File
@@ -9,11 +9,13 @@ from __future__ import annotations
import contextlib
import hashlib
import json
import logging
import os
import posixpath
import re
import stat
import threading
import time
from dataclasses import dataclass, field
from pathlib import Path
@@ -21,9 +23,36 @@ import paramiko
from ..core.paths import agent_file, ssh_dir, user_data_dir, write_atomic
log = logging.getLogger(__name__)
REMOTE_AGENT_DIR = ".local/share/frameport/agent"
def agent_version_of(text: str) -> int:
"""AGENT_VERSION from an agent's source (0 if missing)."""
m = re.search(r"^AGENT_VERSION\s*=\s*(\d+)", text, re.M)
return int(m.group(1)) if m else 0
class FrameNotPaired(ConnectionError):
"""SSH works but none of FramePort's ways in was accepted: the Frame hasn't run the first-time setup (or the
password was wrong). The message keeps "authentication failed" for older callers."""
def __init__(self, tried_password: bool, details: list[str]):
self.tried_password = tried_password
self.details = details
reason = ("the password was refused" if tried_password
else "this Frame doesn't know FramePort yet")
super().__init__(f"SSH authentication failed: {reason}. Run the first-time setup on the Frame (Steam Frame → "
"Show setup command)." + (f" ({'; '.join(details)})" if details else ""))
def _no_auth_methods(exc: BaseException) -> bool:
"""paramiko ends a key/agent attempt that had nothing to offer (no SSH keys on this PC, no agent) with a plain
SSHException, not an AuthenticationException: it's a failed login all the same, not a network problem."""
return isinstance(exc, paramiko.SSHException) and "no authentication methods available" in str(exc).lower()
def app_key() -> paramiko.Ed25519Key:
path = ssh_dir() / "id_ed25519"
if not path.exists():
@@ -93,7 +122,14 @@ _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)."""
"""The remembered Frames (read again only when frames.json changed: the sidebar asks several times a second).
FramePort running on a Frame remembers that Frame itself (127.0.0.1) the first time."""
if not (user_data_dir() / "frames.json").exists():
return _local_frame()
return _read_saved()
def _read_saved() -> list[FrameTarget]:
global _saved_cache
path = user_data_dir() / "frames.json"
try:
@@ -111,8 +147,62 @@ def saved_targets() -> list[FrameTarget]:
return []
def is_unreachable(exc: BaseException) -> bool:
"""The Frame isn't there at all (asleep, off the network): retrying an upload at once won't help."""
return isinstance(exc, (ConnectionRefusedError, TimeoutError, paramiko.ssh_exception.NoValidConnectionsError))
def _local_frame() -> list[FrameTarget]:
"""On a Frame with nothing remembered yet: this Frame, with FramePort's key authorized for the local user."""
from . import local
if not local.on_frame():
return []
try:
local.authorize_self(app_public_key())
except OSError:
pass
target = FrameTarget("127.0.0.1", local.local_user(), 22, local.LOCAL_NAME)
save_target(target)
return [target]
def replace_target(old_host: str, target: FrameTarget) -> None:
"""The remembered Frame at old_host is now at target.host (same device: its SSH host key matched)."""
items = [FrameTarget(target.host, t.user, t.port, t.name) if t.host == old_host else t for t in _read_saved()]
if target.host not in [t.host for t in items]:
items.insert(0, target)
seen, out = set(), []
for t in items:
if t.host not in seen:
seen.add(t.host)
out.append(t)
write_atomic(user_data_dir() / "frames.json", json.dumps([t.__dict__ for t in out], indent=2))
def server_key(host: str, port: int = 22, timeout: float = 5) -> paramiko.PKey | None:
"""The SSH host key a device presents (no login)."""
import socket
try:
sock = socket.create_connection((host, port), timeout=timeout)
except OSError:
return None
transport = paramiko.Transport(sock)
try:
transport.start_client(timeout=timeout)
return transport.get_remote_server_key()
except (OSError, paramiko.SSHException, EOFError):
return None
finally:
transport.close()
_last_relocate = -1e9
def save_target(target: FrameTarget) -> None:
items = [t for t in saved_targets() if t.host != target.host]
items = [t for t in _read_saved() if t.host != target.host]
items.insert(0, target)
write_atomic(user_data_dir() / "frames.json", json.dumps([t.__dict__ for t in items], indent=2))
@@ -133,6 +223,9 @@ def bundled_agent_version() -> int | None:
RUN_TIMEOUT = 120 # seconds: default bound for one remote command's output
NOT_IN_LIBRARY = "not in the Frame's Steam library" # agent cmd_launch's error when the shortcut is missing
class AgentFailed(RuntimeError):
pass
@@ -260,6 +353,48 @@ class Frame:
# ------------------------------------------------------------------ connect
def connect(self, timeout: float = 10) -> Frame:
try:
return self._connect(timeout)
except OSError:
if self.target.host in ("127.0.0.1", "localhost"): # FramePort on the Frame itself: sshd isn't running
raise ConnectionError("FramePort runs on this Frame but can't reach it over SSH: turn on Developer "
"Mode (Steam → Settings → System → Developer Mode), then try again") from None
moved = self.relocate() # the router gave the Frame a new address (it's remembered by address)
if not moved:
raise
log.info("Frame moved from %s to %s", self.target.host, moved)
old, self.target.host = self.target.host, moved
self._connect(timeout)
replace_target(old, self.target)
return self
def relocate(self) -> str | None:
"""The Frame's new address when it no longer answers at the remembered one: a device on the network whose
SSH host key is the one this PC saw at the old address (checked before logging in). At most once a minute (the
GUI retries every few seconds while a Frame sleeps)."""
global _last_relocate
if time.monotonic() - _last_relocate < 60 or self.target.host not in [t.host for t in saved_targets()]:
return None
_last_relocate = time.monotonic()
hk = paramiko.HostKeys()
try:
hk.load(str(ssh_dir() / "known_hosts"))
except OSError:
return None
known = hk.lookup(self.target.host if self.target.port == 22 else f"[{self.target.host}]:{self.target.port}")
if not known:
return None
from .discovery import browse
for f in browse(seconds=3.0):
if f.host == self.target.host or f.port != self.target.port:
continue
key = server_key(f.host, f.port)
if key is not None and known.get(key.get_name()) == key:
return f.host
return None
def _connect(self, timeout: float) -> Frame:
known = ssh_dir() / "known_hosts"
known.touch(exist_ok=True)
kwargs = dict(hostname=self.target.host, port=self.target.port, username=self.target.user, timeout=timeout,
@@ -283,12 +418,17 @@ class Frame:
except paramiko.AuthenticationException as exc:
client.close()
errors.append(f"{attempt}: {exc}")
except paramiko.SSHException as exc:
client.close()
if not _no_auth_methods(exc):
raise
# (Reddit, 2026-10-03: this ended the loop before the password was tried)
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.")
raise FrameNotPaired(bool(self.password), errors)
client.save_host_keys(str(known))
transport = client.get_transport()
transport.set_keepalive(15)
@@ -308,6 +448,8 @@ class Frame:
presents the same SSH host key as this connection. Returns (frame, link name); (self, "") if none."""
import socket
if self.target.host in ("127.0.0.1", "localhost"): # FramePort on the Frame itself: nothing is faster
return self, ""
key = self.client.get_transport().get_remote_server_key()
for iface in FAST_LINKS:
for name, ip in self.addresses():
@@ -376,8 +518,17 @@ class Frame:
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:
code, out, _ = self.run(f"sha256sum {sh_quote(remote)} 2>/dev/null | cut -c1-16; "
f"grep -m1 '^AGENT_VERSION' {sh_quote(remote)} 2>/dev/null")
lines = out.split("\n")
remote_version = agent_version_of(lines[1] if len(lines) > 1 else "")
if lines[0].strip() != digest and remote_version > agent_version_of(text.decode("utf-8", "replace")):
# a newer FramePort (another PC, or FramePort on the Frame) installed a newer agent: keep it. Agents
# stay compatible with older apps; replacing it broke the newer one's launchers (2026-10-04: an older
# app put agent 43 back over 45 every few seconds)
self._agent_digest = digest
return remote
if lines[0].strip() != digest:
self.run(f"mkdir -p {sh_quote(remote_dir)}")
tmp = f"{remote}.{os.getpid()}.{threading.get_ident()}.tmp" # two threads never share a temp file
with self.sftp.open(tmp, "wb") as f:
@@ -408,10 +559,24 @@ class Frame:
if dirs:
self.run("xargs -0 mkdir -p", stdin="\0".join(dirs))
def put(self, local: Path, remote: str, progress=None, resume: bool = True, mkdir: bool = True) -> None:
def put(self, local: Path, remote: str, progress=None, resume: bool = True, mkdir: bool = True,
attempts: int = 3) -> None:
"""Upload with resume: data goes to <remote>.part, appended from the existing size, then renamed. progress may
raise (e.g. Cancelled): the .part stays and the next put continues from there."""
local = Path(local)
raise (e.g. Cancelled): the .part stays and the next put continues from there. A failed transfer is resumed
up to `attempts` times (Windows: an occasional OSError [Errno 22] mid-upload that the next try got past)."""
for attempt in range(attempts):
try:
return self._put(Path(local), remote, progress, resume, mkdir)
except OSError as exc:
if attempt == attempts - 1 or is_unreachable(exc):
raise
log.warning("upload of %s failed (%s), resuming", Path(local).name, exc)
time.sleep(2)
if not self.alive():
self.close()
self.connect()
def _put(self, local: Path, remote: str, progress, resume: bool, mkdir: bool) -> None:
size = local.stat().st_size
part = remote + ".part"
if mkdir:
+35 -2
View File
@@ -152,8 +152,41 @@ def browse(seconds: float = 4.0, scan: bool = True) -> list[Found]:
known = {f.host for f in out}
for ip in _scan(local_subnets(), known):
out.append(Found(ip, ip, 22, "steamos", "scan", [ip]))
rank = {"frameport": 0, "devkit": 1, "saved": 2, "scan": 3}
return sorted(out, key=lambda f: (rank.get(f.source, 9), f.name, link_label(f.host) != "network", f.host))
out = dedupe(out)
return sorted(out, key=lambda f: (SOURCE_RANK.get(f.source, 9), f.name, LINK_RANK.get(f.via, 9), f.host))
SOURCE_RANK = {"frameport": 0, "devkit": 1, "saved": 2, "scan": 3}
LINK_RANK = {"USB": 0, "Frame hotspot": 1, "network": 2} # fastest first (USB ~37 MB/s, hotspot ~85, but the hotspot
# needs the PC on the Frame's Wi-Fi: when both answer, the cable is the deliberate choice)
def dedupe(found: list[Found], key_of=None) -> list[Found]:
"""One entry per Frame: entries whose SSH host key matches (the same device reached over home Wi-Fi, its hotspot
and USB, or found by mDNS, the saved list and the network scan) merge into one that uses the fastest link, keeps
the best-known source/name and lists the other addresses. Entries whose key can't be read stay as they are."""
if key_of is None:
from .connection import server_key
def key_of(f: Found):
k = server_key(f.host, f.port, timeout=3)
return k.get_base64() if k else None
with ThreadPoolExecutor(16) as pool:
keys = list(pool.map(key_of, found))
groups: dict[str, list[Found]] = {}
out = []
for f, k in zip(found, keys, strict=True):
if k is None:
out.append(f)
else:
groups.setdefault(k, []).append(f)
for members in groups.values():
best = min(members, key=lambda f: (LINK_RANK.get(f.via, 9), f.host))
named = min(members, key=lambda f: (SOURCE_RANK.get(f.source, 9), f.source == "scan"))
addresses = list(dict.fromkeys([best.host] + [a for f in members for a in [f.host, *f.addresses]]))
out.append(Found(named.name if named.source != "scan" else best.name, best.host, best.port, named.user,
named.source, addresses, {**best.properties, **named.properties}))
return out
def local_ip_towards(host: str = "8.8.8.8") -> str:
+45
View File
@@ -0,0 +1,45 @@
"""FramePort running on the Steam Frame itself (Desktop Mode, the Linux ARM64 bundle): it manages the same device over
SSH to 127.0.0.1, so everything else (agent, installs, launch tests) works unchanged. Developer Mode has to be on for
sshd; FramePort authorizes its own key for the local user, no pairing needed."""
from __future__ import annotations
import functools
import getpass
import os
import platform
from pathlib import Path
LOCAL_NAME = "This Frame (experimental)" # FramePort running on the Frame itself
@functools.lru_cache(maxsize=1)
def on_frame() -> bool:
"""SteamOS on ARM64 (the Steam Frame)."""
if platform.machine().lower() not in ("aarch64", "arm64"):
return False
try:
text = Path("/etc/os-release").read_text(encoding="utf-8", errors="replace")
except OSError:
return False
return any(line.strip().lower() in ("id=steamos", 'id="steamos"') for line in text.splitlines())
def authorize_self(public_key: str) -> bool:
"""Add FramePort's public key to this user's ~/.ssh/authorized_keys (once). True if it was added."""
ssh = Path.home() / ".ssh"
keys = ssh / "authorized_keys"
ssh.mkdir(mode=0o700, exist_ok=True)
have = keys.read_text(encoding="utf-8", errors="replace") if keys.exists() else ""
if public_key.strip() in have:
return False
with open(keys, "a", encoding="utf-8") as f:
f.write(("" if not have or have.endswith("\n") else "\n") + public_key.strip() + " frameport-local\n")
os.chmod(keys, 0o600)
return True
def local_user() -> str:
try:
return getpass.getuser()
except Exception: # noqa: BLE001
return "steamos"
+3 -1
View File
@@ -102,11 +102,13 @@ class PairingServer:
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
host: str = "" # the address the Frame uses to reach this PC; "" = the PC's address towards the internet. The USB
# setup uses the cable's fixed PC address (10.86.200.234), so no Wi-Fi, router or discovery is involved
_httpd: http.server.ThreadingHTTPServer | None = None
@property
def url(self) -> str:
return f"http://{local_ip_towards()}:{self.port}"
return f"http://{self.host or local_ip_towards()}:{self.port}"
@property
def one_liner(self) -> str:
+81
View File
@@ -0,0 +1,81 @@
"""USB cable link to the Frame (usb0, a USB network gadget): one check that answers whether "connect with a USB
cable" can work on this PC: what the Frame presents, whether this PC got an address on it, whether SSH answers
over it (same host key), and how fast an upload is compared with the normal connection."""
from __future__ import annotations
import io
import os
import re
import socket
import subprocess
import sys
import time
USB_IFACE = "usb0"
FRAME_USB_IP, PC_USB_IP = "10.86.200.233", "10.86.200.234" # fixed by the Frame's dnsmasq (dhcp-host by MAC)
TEST_BYTES = 128 << 20
def pc_usb_addresses(frame_ip: str) -> list[str]:
"""This PC's IPv4 addresses in the same /24 as the Frame's USB address (Windows via ipconfig, else `ip`)."""
prefix = frame_ip.rsplit(".", 1)[0] + "."
texts = []
for cmd in (["ip", "-4", "-o", "addr", "show"], ["ipconfig"], ["ifconfig"], ["ipconfig.exe"]):
try:
texts.append(subprocess.run(cmd, capture_output=True, text=True, timeout=10).stdout)
except (OSError, subprocess.SubprocessError):
continue
text = "\n".join(texts)
# interface addresses only (`ip`/ifconfig "inet X", ipconfig "IPv4 Address ... : X"): not broadcast/netmask values
found = re.findall(r"\binet\s+(\d+\.\d+\.\d+\.\d+)", text) + \
re.findall(r"IPv4[^:\n]*:\s*(\d+\.\d+\.\d+\.\d+)", text)
return sorted({ip for ip in found if ip.startswith(prefix) and ip != frame_ip})
def upload_speed(frame, size: int = TEST_BYTES) -> float:
"""MB/s of one SFTP upload of `size` bytes to /tmp on the Frame (removed afterwards)."""
path = f"/tmp/frameport-speed-{os.getpid()}"
data = io.BytesIO(os.urandom(1 << 20) * (size >> 20))
start = time.time()
frame.sftp.putfo(data, path)
elapsed = time.time() - start
frame.run(f"rm -f {path}")
return size / elapsed / 1e6
def check(frame, measure: bool = True) -> dict:
"""{frame: <agent usb_link>, frame_ip, pc_addresses, reachable, same_frame, speed_usb, speed_default, notes}."""
info = frame.agent("usb_link", timeout=60)
out = {"frame": info, "platform": sys.platform, "notes": []}
ip = next((a.split("/")[0] for a in info.get("addresses") or []), None)
out["frame_ip"] = ip
if not info.get("present"):
out["notes"].append("The Frame has no usb0 link: is the cable in the Frame's USB-C port and the PC?")
return out
if not ip:
out["notes"].append("usb0 exists but has no address on the Frame (cable not connected to a PC?)")
return out
out["pc_addresses"] = pc_usb_addresses(ip)
if not out["pc_addresses"]:
out["notes"].append("This PC has no address on the Frame's USB network: no driver for the gadget "
f"({', '.join(info.get('functions') or []) or 'unknown type'}) or no DHCP from the Frame")
try:
socket.create_connection((ip, frame.target.port), timeout=3).close()
out["reachable"] = True
except OSError:
out["reachable"] = False
out["notes"].append(f"SSH ({ip}:{frame.target.port}) doesn't answer over the cable from this PC")
return out
from .connection import Frame, FrameTarget
other = Frame(FrameTarget(ip, frame.target.user, frame.target.port), frame.password)
try:
other.connect(timeout=10)
out["same_frame"] = (other.client.get_transport().get_remote_server_key()
== frame.client.get_transport().get_remote_server_key())
if measure:
out["speed_usb"] = round(upload_speed(other), 1)
out["speed_default"] = round(upload_speed(frame), 1)
finally:
other.close()
return out
+80 -1
View File
@@ -210,13 +210,64 @@ def install_pcvr(frame: Frame, plan: PcvrPlan, reporter: Reporter) -> dict:
env=launch_env(plan.recipe),
game_args=game_args(plan.recipe), no_crash_reporter="pcvr.no_crash_reporter" in plan.recipe.patches,
libovr_redirect="pcvr.libovr_redirect" in plan.recipe.patches,
exe_sha256=plan.exe_sha256, revive_version=plan.revive_version,
exe_sha256=plan.exe_sha256, revive_version=plan.revive_version, vr=not is_flat_windows(plan.package),
recipe={"patches": sorted(plan.recipe.patches), "source": plan.recipe.source},
)
reporter.log(f"installed at {result['base']} (Proton {result['proton']}, Steam shortcut id {result['appid']})")
return result
@dataclass
class LinuxPlan:
package: str # "linux.<slug>"
title: str
root: Path # the app's folder (for a lone AppImage: the folder it's in, with files = [its name])
exe: str # relative to root
files: list[str] | None = None # only these files of root (a lone AppImage), else the whole folder
appimage: bool = False
openxr: bool = False
def install_linux(frame: Frame, plan: LinuxPlan, reporter: Reporter) -> dict:
"""Upload an arm64 Linux app to the Frame (resumable, unchanged files aren't re-sent); the agent extracts
AppImages, checks the app's libraries and writes its launcher (GitHub #31)."""
reporter.stage("Prepare Frame")
prep = frame.agent("prepare_linux", package=plan.package, title=plan.title)
if plan.files:
manifest = {name: (plan.root / name).stat().st_size for name in plan.files}
else:
manifest = local_data_manifest(plan.root)
manifest = {k: v for k, v in manifest.items() if not k.startswith(".unpacked")}
to_send = [rel for rel, size in manifest.items() if prep["existing"].get("app", {}).get(rel) != size]
need = sum(manifest[rel] for rel in to_send)
if need > prep["free_bytes"] - (1 << 30):
raise RuntimeError(f"not enough space on the Frame: need {need / 2**30:.1f} GiB + 1 GiB headroom, "
f"have {prep['free_bytes'] / 2**30:.1f} GiB")
if to_send:
reporter.stage(f"Upload app ({len(to_send)} files, {need / 2**20:.0f} MiB)")
with transfer_link(frame, reporter, need) as xfer:
upload_files(xfer, [(plan.root / rel, f"app/{rel}", manifest[rel]) for rel in to_send],
prep["incoming"], reporter, max(need, 1), 0)
else:
reporter.log("all app files already on the Frame; not re-sending")
upload_steam_art(frame, plan.package, prep["base"], reporter)
reporter.stage("Finalize install")
executables = [rel for rel in manifest if rel != plan.exe and _is_elf(plan.root / rel)][:200]
result = frame.agent("finalize_linux", package=plan.package, title=plan.title, exe=plan.exe,
appimage=plan.appimage, openxr=plan.openxr, manifests={"app": manifest},
executables=executables, tags=_tags(plan.package), timeout=900)
reporter.log(f"installed at {result['base']} (Steam shortcut id {result['appid']})")
return result
def _is_elf(path: Path) -> bool:
try:
with open(path, "rb") as f:
return f.read(4) == b"\x7fELF"
except OSError:
return False
def ensure_proton(frame: Frame, reporter: Reporter, tool: str | None = None, timeout: float = 45 * 60) -> dict:
"""Install Proton (ARM64) + its runtime on the Frame without user interaction: the agent writes Steam appmanifest
stubs and restarts Steam, which downloads them. Waits until they're installed (progress from the appmanifests)."""
@@ -230,6 +281,7 @@ def ensure_proton(frame: Frame, reporter: Reporter, tool: str | None = None, tim
reporter.log(r.get("hint") or f"installing {r.get('tool')}")
end = time.time() + timeout
last = None
asked_runtime = False
while time.time() < end:
reporter.check_cancel()
time.sleep(10)
@@ -241,6 +293,14 @@ def ensure_proton(frame: Frame, reporter: Reporter, tool: str | None = None, tim
reporter.check("Proton installed", True, st["ready"]["display_name"])
return st["ready"]
dl = st.get("download") or {}
sug = st.get("suggested") or {}
if sug.get("installed") and not sug.get("require_installed") and not dl.get("total") and not asked_runtime:
# Steam names the runtime a Proton needs (e.g. Experimental) only once Proton itself is installed: ask
# for it now
asked_runtime = True
reporter.log("installing the Steam Linux Runtime this Proton needs")
frame.agent("install_proton", mode="unattended", tool=tool)
continue
if dl.get("total"):
reporter.progress(dl["done"] / dl["total"], f"downloading Proton {dl['done'] / 2**20:.0f}/"
f"{dl['total'] / 2**20:.0f} MiB")
@@ -325,6 +385,14 @@ def _tags(package: str) -> list[str]:
return steam_tags(entry) if entry else []
def is_flat_windows(package: str) -> bool:
"""A Windows game without VR (added with "Add one game folder…"): Proton runs it as a window, no VR setup."""
from ..core import library
g = library.game(package) or {}
return bool(((g.get("analysis") or {}).get("extra") or {}).get("flat"))
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
@@ -384,8 +452,19 @@ def add_to_steam(frame: Frame, packages: list[str], reporter: Reporter, wait: fl
continue
if status.get("state") in ("done", "failed"):
break
if status.get("state") == "waiting": # Steam restarts later: after the game, or back in Gaming Mode
reporter.check("Steam library", None,
"added when you're back in Gaming Mode (Steam has to restart for it)"
if status.get("reason") == "desktop" else
"added when the game that's running now is closed (Steam has to restart for it)")
return status
added = {a["package"] for a in status.get("added", [])}
for a in status.get("added", []):
reporter.check(f"Steam library: {a['package']}", True, f"shortcut {a['appid']}")
for e in status.get("errors", []):
reporter.check("Steam library", False, e)
if not status.get("errors"):
for pkg in packages:
if pkg not in added: # no answer in time: say so (Play adds a missing shortcut itself)
reporter.check(f"Steam library: {pkg}", False, "the Frame didn't confirm the library entry in time")
return status
+151
View File
@@ -0,0 +1,151 @@
"""Steam screenshots taken on the Frame (the GUI's Screenshots tab).
Steam keeps them per account in userdata/<id>/760/remote/<appid>/screenshots/ (+ thumbnails/). The Frame files every
headset screenshot under SteamVR (250820), so the agent (`list_screenshots`) matches them to FramePort games by time:
launch.sh logs each play session to <anchor>/plays.log. Thumbnails and opened images are cached on this PC in
<user data>/screenshots-cache/<frame>/ and shown by asset URL (never image bytes in controls).
"""
from __future__ import annotations
import hashlib
import posixpath
import re
import threading
from pathlib import Path
from ..core.events import Reporter
from ..core.paths import user_data_dir
from . import installer
THUMB_WIDTH = 480
_locks: dict[str, threading.Lock] = {}
_guard = threading.Lock()
def list_shots(frame, package: str | None = None, offset: int = 0, limit: int = 0) -> dict:
"""{shots, total, games} from the agent, newest first. package: a game ("" = shots of no FramePort game)."""
args = {"offset": offset, "limit": limit}
if package is not None:
args["package"] = package
return frame.agent("list_screenshots", **args)
def frame_id(frame) -> str:
target = getattr(frame, "target", None)
raw = (getattr(target, "name", "") or getattr(target, "host", "") or "frame") if target else "frame"
return re.sub(r"[^A-Za-z0-9._-]+", "_", raw).strip("._") or "frame"
def cache_dir(frame) -> Path:
d = user_data_dir() / "screenshots-cache" / frame_id(frame)
d.mkdir(parents=True, exist_ok=True)
return d
def _key(shot: dict) -> str:
return hashlib.sha1(f"{shot['path']}:{shot.get('size')}".encode()).hexdigest()[:16]
def _lock(key: str) -> threading.Lock:
with _guard:
return _locks.setdefault(key, threading.Lock())
def _fetch(frame, remote: str, dest: Path) -> Path:
with _lock(str(dest)):
if not dest.exists():
tmp = dest.with_suffix(dest.suffix + ".part")
frame.sftp.get(remote, str(tmp))
tmp.replace(dest)
return dest
def cached(frame, shot: dict, kind: str = "thumb") -> Path | None:
"""The cached thumbnail/full image if it was already downloaded (no network: for render paths)."""
p = cache_dir(frame) / _cache_name(shot, kind)
return p if p.exists() else None
def _cache_name(shot: dict, kind: str) -> str:
ext = posixpath.splitext(shot["path"])[1].lower() if kind == "full" else ".jpg"
return f"{kind}_{_key(shot)}{ext or '.jpg'}"
def image_path(frame, shot: dict) -> Path:
"""The full image, downloaded once into the cache (the viewer shows it from there)."""
return _fetch(frame, shot["path"], cache_dir(frame) / _cache_name(shot, "full"))
def thumb_path(frame, shot: dict) -> Path:
"""A small image for the grid: Steam's own thumbnail, downloaded once; without one, made from the full image."""
dest = cache_dir(frame) / _cache_name(shot, "thumb")
if dest.exists():
return dest
if shot.get("thumb"):
try:
return _fetch(frame, shot["thumb"], dest)
except OSError:
pass # thumbnail gone: make one
full = image_path(frame, shot)
with _lock(str(dest)):
if not dest.exists():
try:
from PIL import Image
with Image.open(full) as im:
im.thumbnail((THUMB_WIDTH, THUMB_WIDTH))
tmp = dest.with_suffix(".jpg.part")
im.convert("RGB").save(tmp, "JPEG", quality=85)
tmp.replace(dest)
except Exception: # noqa: BLE001 (unreadable image: show the original)
return full
return dest
def safe_name(text: str) -> str:
return re.sub(r'[<>:"/\\|?*\x00-\x1f]+', "_", text or "").strip(" .") or "Screenshots"
def download(frame, shots: list[dict], dest_dir: Path, reporter: Reporter | None = None) -> dict:
"""Copy the full images into dest_dir/<game title>/ (files already there with the same size are skipped).
Interruptible (Cancel)."""
reporter = reporter or Reporter()
dest_dir = Path(dest_dir)
items = []
for s in shots:
dest = dest_dir / safe_name(s.get("title") or "") / posixpath.basename(s["path"])
if dest.exists() and dest.stat().st_size == s.get("size"):
continue
items.append((s, dest))
total = sum(s.get("size") or 0 for s, _ in items)
skipped = len(shots) - len(items)
reporter.log(f"{len(items)} screenshot(s), {total / 2**20:.1f} MiB → {dest_dir}"
+ (f" ({skipped} already there)" if skipped else ""))
done = 0
if items:
with installer.transfer_link(frame, reporter, total) as xfer:
reporter.stage(f"Download {len(items)} screenshot(s)")
for s, dest in items:
reporter.check_cancel()
dest.parent.mkdir(parents=True, exist_ok=True)
tmp = dest.with_name(dest.name + ".part")
def progress(got, _total, base=done, name=dest.name):
reporter.check_cancel()
reporter.progress((base + got) / max(total, 1), name)
xfer.sftp.get(s["path"], str(tmp), callback=progress)
tmp.replace(dest)
done += s.get("size") or 0
return {"files": len(items), "skipped": skipped, "bytes": total, "folder": str(dest_dir)}
def delete(frame, shots: list[dict]) -> int:
"""Delete screenshots on the Frame (the agent only deletes images in Steam's screenshot folders) and their cached
copies here. Steam's own screenshot list may still show them until Steam restarts."""
if not shots:
return 0
r = frame.agent("delete_screenshots", paths=[s["path"] for s in shots])
for s in shots:
for kind in ("thumb", "full"):
(cache_dir(frame) / _cache_name(s, kind)).unlink(missing_ok=True)
return len(r.get("deleted") or [])
+224 -11
View File
@@ -48,14 +48,19 @@
"72 Hz": "",
"80 Hz": "",
"90 Hz": "",
"920 × 430": "",
"96 Hz": "",
"A folder with Android games (APK + OBB, e.g. Quest games) or PC VR games.": "",
"A game is running on the Frame": "",
"A game is running on the Frame. Close it in the headset first, then try again.": "",
"a known blocker": "",
"A Linux app for arm64 (AppImage, .zip or .tar.gz)": "",
"A Meta Quest game (APK). It's rebuilt for the Frame and runs in Lepton, Valve's Android container.": "",
"A native Linux program built for arm64 (aarch64), like the Frame's own CPU. It's installed unchanged and runs directly on SteamOS (no Android container, no Proton), started from the Frame's Steam library. VR apps use the Frame's OpenXR runtime.": "",
"A new FramePort version is ready to install": "",
"A recipe is the list of patches FramePort applies to a game before installing it. Known-good recipes were tested on a Frame; the others are suggested from the game's engine and VR API. Hover a patch for why it's there.": "",
"A VR app made for another Android headset. OpenXR apps are translated like Quest games; apps built on a headset maker's own SDK (Pico, HTC Wave) can't run on the Frame.": "",
"A Windows game without VR, added with \"Add one game folder…\". On the Frame, Proton runs it as a window (like Steam's own Windows games); it's in the Frame's Steam library.": "",
"A Windows PC VR game (OpenXR, SteamVR or Oculus). It runs on this PC with SteamVR, or on the Frame with Proton. Oculus-only games also need Revive (Oculus → OpenXR).": "",
"A zip with FramePort's logs, the game's recipe and analysis, launch-test logs and the Frame's runtime details — enough to debug without the game files. IP addresses, host and user names, home folders and Steam ids are replaced by placeholders. Attach it to a GitHub issue.": "",
"ABIs": "",
@@ -64,21 +69,27 @@
"AC Nexus: no AppSW at 72 Hz": "",
"AC Nexus: no AppSW at 90 Hz": "",
"Activity": "",
"Add a Linux app (arm64)…": "",
"Add a Linux app folder…": "",
"Add a tag": "",
"Add an APK file": "",
"Add an APK file…": "",
"Add games": "",
"Add one game folder…": "",
"Add this tag": "",
"Add to Steam library: {title}": "",
"Add videos": "",
"Add videos and files…": "",
"Add your games": "",
"Add {name}": "",
"Added automatically (engine, VR API or store genre)": "",
"Added automatically when needed": "",
"Added {n} game": [
"",
""
],
"Added {title}": "",
"Added {title}: it starts with {exe}. Not the right program? Change it on its page.": "",
"Adds a launcher entry point (Lepton additionally needs category LAUNCHER, see the Frame 'launcher' fix).": "",
"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.": "",
"Adds a small piece of Meta's platform library that some games need to start.": "",
@@ -89,6 +100,7 @@
"Advanced": "",
"All": "",
"All at their defaults": "",
"All games": "",
"All of FramePort's data on this PC is gone": "",
"Allow swapchains larger than 4096 px": "",
"Allows data backup.": "",
@@ -97,8 +109,12 @@
"Allows very large pictures (8K video, theatres) instead of quitting.": "",
"Already patched: don't change the game's files": "",
"Already patched: install as is (skip patching)": "",
"Already set up: on your network": "",
"Also delete this game's files on this PC ({size})": "",
"Also in your library: {value} version": "",
"Also remove FramePort's games and files from the Frame": "",
"An AppImage is a Linux app packed into one file. FramePort unpacks it on the Frame once, so it starts without FUSE.": "",
"An AppImage, a folder or a .zip/.tar archive with a Linux program built for arm64 (aarch64). x86_64 builds can't run on the Frame. The app must bring the libraries SteamOS doesn't have.": "",
"An ordinary Android app or game (no VR). It's installed unchanged and runs in Lepton, Valve's Android container.": "",
"Analyze again": "",
"Analyze {title} again": "",
@@ -110,7 +126,9 @@
"Any": "",
"APK": "",
"Appearance": "",
"AppImage": "",
"Apply the suggested patches and reinstall": "",
"Apps that suggest controller bindings only for Meta's newer profiles (Touch Plus, Touch Pro), which the Frame's runtime rejects (XR_ERROR_PATH_UNSUPPORTED), get the same bindings as oculus/touch_controller instead (components Touch lacks are dropped). Without it such apps get no controller input.": "",
"Artwork for {get}": "",
"Artwork updated ({src}). The Frame's Steam library still shows the old art.": "",
"Artwork updated for {get}": "",
@@ -118,6 +136,7 @@
"Artwork: {value}": "",
"As the game sends it": "",
"Asked Steam to install Lepton": "",
"Asked to test a fix? Dev builds come before the next release.": "",
"Assassin's Creed Nexus (build 207706 only): turns off application space warp and runs at 72 Hz.": "",
"Assassin's Creed Nexus (build 207706 only): turns off application space warp and runs at 90 Hz.": "",
"Assassin's Creed Nexus: smoother picture at 72 Hz (turns off Meta's frame-rate trick).": "",
@@ -127,10 +146,14 @@
"Automatic SteamVR performance settings (this PC)": "",
"Back to library": "",
"Back up the signing keys ({len}) to {shown_dir} first": "",
"Banner": "",
"Before a swapchain image is handed to the Frame, wait until the game's GPU work on it has finished, for games that hand over images early (an eye flickers or jitters). Costs some frame time. 2 = only after the first 60 s (compare both in one session).": "",
"Before each Play on this PC, FramePort reads SteamVR's record of the game's last session (frames dropped; frame times from fpsVR if installed). If it dropped frames, it lowers the game's refresh rate to one whose frame budget fits (e.g. 96 → 90 Hz) and turns motion smoothing on, through SteamVR's per-application settings; each later session can step down again. Set a refresh rate or smoothing mode here to choose yourself. Ignored on the Frame.": "",
"Best guess": "",
"Blit quads flagged XrCompositionLayerImageLayoutFB VERTICAL_FLIP upside down (Vulkan). Fixes UI panels and text that show upside down (e.g. Assassin's Creed Nexus).": "",
"Browse and manage files on the Frame (Files tab): upload from this PC, download, rename, delete. Videos, Downloads and Documents are shared by every Quest game (/sdcard/Movies, /sdcard/Download, /sdcard/Documents); each installed game also has its own storage (its /sdcard). Apps find files by browsing folders. Video players that list only their own folder (e.g. 4XVR's Internal Storage = 4XPlayer): upload into that folder in the game's storage.": "",
"Build page": "",
"Cable connected.": "",
"Can't reach your Frame. Make sure it's on, awake and on the same network, then try again.": "",
"Can't run": "",
"Cancel": "",
@@ -141,28 +164,34 @@
"Ceiling height for scene_emul.": "",
"Ceiling height of the pretend room.": "",
"Change executable…": "",
"Change program…": "",
"Change settings…": "",
"Changes apply the next time FramePort starts.": "",
"Changes apply to the next install. Hover a chip above for why it was suggested.": "",
"Changes are used the next time the game starts. Not sure? Leave a setting as it is.": "",
"Change…": "",
"Check": "",
"Check exe": "",
"Check for new versions automatically": "",
"Check for updates": "",
"Check game files": "",
"Check now": "",
"Check that the Frame and this computer are on the same network.": "",
"Checking this PC…": "",
"Checking tools…": "",
"Chooses which Proton version runs the game on the Frame.": "",
"Choose PNG, JPEG or WebP images. Steam fills any missing shape from the ones you choose; FramePort never replaces your images automatically.": "",
"Choose…": "",
"Chosen by you.": "",
"Clean up Frida leftovers in smali": "",
"Cleans up graphics data that crashes some Unreal games on the Frame.": "",
"Clear": "",
"Clear android:debuggable": "",
"Clear finished": "",
"Clear search": "",
"Clear selection": "",
"Clear tags": "",
"Click here, then type. Everything you type goes to the Frame (Esc and shortcuts too).": "",
"Click to open · right-click for quick actions": "",
"Click to open · right-click for quick actions · drag across cards to select several": "",
"Close": "",
"Close FramePort": "",
"Collect and open GitHub": "",
@@ -171,6 +200,7 @@
"Collect logs: {title}": "",
"Command-line arguments for the game program. Games that support several VR runtimes pick one with an argument, e.g. Unreal's -hmd=OpenXR or -hmd=SteamVR, Unity's -vrmode OpenVR, or a game's own switch (-Runtime=OpenXRHMD). FramePort fills them in from the game files (the repack's VD.bat with the Oculus module swapped for OpenXR, else the engine's usual switch).": "",
"Connect": "",
"Connect the Frame's USB-C port to this computer with a USB cable (a data cable, not a charge-only one).": "",
"Connect your Frame": "",
"Connect your Frame first": "",
"Connect your Steam Frame": "",
@@ -188,18 +218,22 @@
"Copy": "",
"Copy all": "",
"Copy failed; select the text instead": "",
"Copy folder path": "",
"Copy log": "",
"Copy OVRPlugin if VrApi is present": "",
"Copy OVRPort libraries": "",
"Copy path": "",
"Couldn't check this PC": "",
"Couldn't connect: {exc}": "",
"Couldn't list the screenshots: {exc}": "",
"Couldn't list {path}: {exc}": "",
"couldn't load the full image: {exc}": "",
"Couldn't open the game's storage: {exc}": "",
"Couldn't read the file list: {exc}": "",
"Couldn't read the Frame's folders: {exc}": "",
"Couldn't read {path}: {exc}": "",
"Couldn't use {choice}: {exc}": "",
"Cover": "",
"Create": "",
"Customize": "",
"Cylinder layers (curved menus and movie screens, e.g. 4XVR), which the Frame's runtime lacks, are shown as a few flat strips along the curve. 0 = drop them. 360° (equirect) layers can't be shown on the Frame.": "",
@@ -211,8 +245,21 @@
"Declares Meta's permissions some mixed-reality games ask for, so they don't stop.": "",
"Delete": "",
"Delete {names}?": "",
"Delete {n} items…": "",
"Delete {n} screenshot?": [
"",
""
],
"Delete {n} screenshots…": "",
"Deleted {n} screenshot": [
"",
""
],
"Deletes the rollback copies kept from each game's previous install and leftover uploads. The games and saves stay.": "",
"Delete…": "",
"Deselect": "",
"Details": "",
"Dev builds let you test fixes before they're released. They're less tested than releases and may have bugs. You get the next release as a normal update (you have {version}).": "",
"Developer Mode (on the Frame: Settings → System → Developer) lets FramePort find the Frame on your network and connect to it over SSH. The first-time setup command turns it on for you.": "",
"Didn't finish ({value}): {error}": "",
"Disable application space warp if used": "",
@@ -224,17 +271,34 @@
"Don't pause on short interruptions": "",
"done": "",
"Done": "",
"Done: look for the cable": "",
"Download": "",
"Download all": "",
"Download all ({n})…": "",
"Download selected": "",
"Download to this PC": "",
"Download to this PC…": "",
"Download to which folder on this PC?": "",
"Download {name}": "",
"Download {n} items to this PC…": "",
"Download {n} screenshot": [
"",
""
],
"Download {n} screenshots…": "",
"Downloaded when first needed": "",
"Downloaded {n} file to {folder}": [
"",
""
],
"Downloaded {n} screenshot to {folder}": [
"",
""
],
"Downloading…": "",
"Downloads": "",
"Download…": "",
"Draws each eye separately; try it when one eye shows a grey or broken picture.": "",
"Drop invalid layers": "",
"Drop layers whose swapchain failed or whose extension isn't enabled.": "",
"Drop to upload": "",
@@ -280,16 +344,21 @@
"Fix upside-down menus": "",
"Fixes graphics code that the Frame's drivers reject (black screen with sound).": "",
"Flat": "",
"focus_hold hides focus dips up to this long (100-5000). Longer for a headset whose wear sensor flickers (\"HMD off\" for 0.5-2 s while worn, e.g. Blade & Sorcery pausing); taking the headset off or the system menu pauses the game only after this long.": "",
"Folder": "",
"folder and everything in it": "",
"Folder name": "",
"Folder to upload to the Frame": "",
"Folder with a Linux app for arm64": "",
"Folder with VR games (Android APKs or PC VR games)": "",
"For apps that only know Quest 3/Pro controllers: without it they get no buttons.": "",
"For games that crash right after you return to them (e.g. after the Steam menu).": "",
"For games that pause or recenter when the headset briefly loses focus.": "",
"For games that show the headset's own controllers. Takes effect after a reinstall.": "",
"For games whose menus or screens jump to wherever you look.": "",
"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).": "",
"For mixed-reality-only games. On the Frame, passthrough is emulated by the FrameBridge adapter (greyscale cameras).": "",
"For one eye looking wrong (e.g. a jittering right eye): logs each eye's submitted pose against a fresh one, the eye-to-eye relation and when each eye's image was released, also into framebridge.log in the game's storage (some games stop Android's log early). No effect on the game.": "",
"For Unreal games that close themselves right after starting (e.g. Phantom: Covert Ops). Also disables the in-game Quit.": "",
"Force enable passthrough": "",
"Found": "",
@@ -301,6 +370,7 @@
"FramePort": "",
"FramePort can't replace itself in {value} (no permission): opening the release page to download it": "",
"FramePort checks GitHub for a new release every few hours and shows it in the sidebar and the Library. \"Update now\" downloads it, checks its checksum (and on Windows its signature), closes FramePort and opens the new version; your games, settings and Frame connection are kept. With automatic install, the download happens in the background and the new version starts next time.": "",
"FramePort found more than one arm64 program in this app. Pick the one that starts it (helpers such as crash reporters or updaters are the wrong choice).": "",
"FramePort found more than one program that could start this game. Pick the one you'd double-click to play it. Oculus builds usually work better with Revive than Steam builds.": "",
"FramePort has Steam on the Frame download Proton and the runtime it needs (about 1 GiB). Steam restarts once, which closes a running game.": "",
"FramePort installs games on the Frame over your network": "",
@@ -309,6 +379,7 @@
"FramePort picked {value} to start this game, but there are other candidates. Check it before installing.": "",
"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.": "",
"FramePort saves a diagnostics zip (logs, recipe, device info; no game files, personal data removed) and opens a prefilled GitHub issue. Drag the zip into it, check the text, submit.": "",
"FramePort then finds the Frame on the cable by itself.": "",
"FramePort updates and restarts after the current job": "",
"FramePort was removed": "",
"FramePort {version} is available": "",
@@ -329,8 +400,11 @@
"From the tested recipe for this game": "",
"From the {src}": "",
"Full launch log": "",
"Game": "",
"Game arguments (select SteamVR / OpenXR)": "",
"Game config files": "",
"Game configs are up to date": "",
"Game configs from GitHub: last checked {when}": "",
"Game launch capacity": "",
"Game not found": "",
"Game settings": "",
@@ -352,6 +426,7 @@
"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).": "",
"GL shim: hide multiview": "",
"Go to my library": "",
"Go to System and turn on \"Enable Developer Mode\". A Developer page appears in Settings; nothing else changes, your games and data stay as they are.": "",
"Graphics": "",
"Hide Android's navigation bar": "",
"Hide log": "",
@@ -359,7 +434,8 @@
"Hide Quest foveation": "",
"Hides Android's back/home/recents buttons, which cover the app's own buttons.": "",
"Hides Quest foveation extensions the Frame runtime lacks.": "",
"Hides the Frame's brief focus dips (well under a second) once the game has been focused for a few seconds. For games that recentre or pause every time focus returns.": "",
"Hides the Frame's brief focus dips (up to a second) once the game has been focused for a second. For games that recentre or pause every time focus returns.": "",
"Hides XR_FB_space_warp, so the game renders every frame itself instead of half of them plus motion vectors (Application SpaceWarp). For games whose picture flickers or smears on the Frame (e.g. Unreal Engine 5 games such as Into The Radius 2).": "",
"High": "",
"Higher is sharper but needs more power.": "",
"Higher keeps more detail but uses more memory.": "",
@@ -369,13 +445,18 @@
"How often the picture updates. Higher is smoother if the game can keep up.": "",
"How well the game runs on the Steam Frame. \"Works\" and \"Works with issues\" come from recipes tested on a real Frame. \"Untested\" means FramePort suggested a recipe from the game's engine and VR API that nobody has confirmed yet. \"Can't run\" means there's a known blocker (for example a 32-bit-only game).": "",
"I played it in the headset with this recipe": "",
"Icon": "",
"If the pointer doesn't hit what you aim at, tilt it up or down.": "",
"If Windows asked whether FramePort may use the network, allow it (Private networks).": "",
"If you know the Frame's address.": "",
"Ignore focus dips up to": "",
"Image for the {label}": "",
"In your Steam library": "",
"In your Steam library · launch settings changed — update it": "",
"Install": "",
"Install anyway": "",
"Install dev build": "",
"Install dev build {version}?": "",
"Install it anyway to try it, e.g. with different patches.": "",
"Install Lepton on the Frame": "",
"Install missing": "",
@@ -385,6 +466,7 @@
"Install Proton on the Frame?": "",
"Install SteamVR from Steam to play PC VR games": "",
"Install the alternate build (": "",
"Install the latest dev build…": "",
"Install updates automatically (downloads in the background, installs when FramePort next starts)": "",
"Install {len} on this PC": "",
"Install {n} on Frame": "",
@@ -396,6 +478,8 @@
"Installed · launch test failed": "",
"Installed, but it didn't start properly: ": "",
"Installing": "",
"Installs the app as it is, unpacked on the Frame, with an entry in its Steam library": "",
"Installs the app as it is, with an entry in the Frame's Steam library": "",
"Installs the game exactly as it is: no patches (your copy is already patched)": "",
"into {value}": "",
"It can't be reached (asleep, turned off or out of Wi-Fi). Wake it or turn it on: FramePort continues by itself, and uploads pick up where they stopped.": "",
@@ -403,8 +487,10 @@
"It has a known blocker on the Steam Frame.": "",
"It has issues: share…": "",
"it stopped at '{value}'": "",
"It trusts this app, turns on Developer Mode and installs Lepton if needed. Turning on Developer Mode closes Desktop Mode; the setup finishes on its own and FramePort connects by itself. You only do this once.": "",
"It trusts this app, turns on Developer Mode and installs Lepton if needed. Turning on Developer Mode closes the desktop; the setup finishes on its own and FramePort connects by itself. You only do this once.": "",
"It was removed from the library.": "",
"It will be closed without saving. Continue?": "",
"It won't start on the Frame: SteamOS doesn't have these libraries and the app doesn't bring them. Look for a build of the app that includes them, then install that one.": "",
"It works: share…": "",
"Java runtime": "",
"Java, OVRPort and apksigner are ready.": "",
@@ -412,12 +498,14 @@
"Keep converted copies on this PC after installing (FramePort converts again for every install, so they're only needed for inspecting a build)": "",
"Keep game saves on the Frame": "",
"Keep menus in place": "",
"Keeps a smoothing setting off that the game turns on itself and that can freeze the Frame.": "",
"Keeps one label so the title is stable.": "",
"Keeps one name for the game, so it shows the same everywhere.": "",
"Keyboard connected to {label}.": "",
"Keyboard disconnected: {error}": "",
"KiB": "",
"Language": "",
"Language packs from the game's files": "",
"Last build": "",
"Last launch test: {get} · furthest: {value}": "",
"Later": "",
@@ -436,9 +524,13 @@
"Lepton is Valve's Android container on the Frame. Quest games run inside it, one container per game. It needs Developer Mode.": "",
"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.": "",
"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\".": "",
"Lepton's Android has no clipboard service, and SDL's Java code (SDL2 and LÖVE games, e.g. Dramatic Shape) registers a clipboard listener at start without checking, so the app crashes with a NullPointerException in SDLClipboardHandler. That call is skipped (an in-place edit of classes.dex).": "",
"Lets games made for Oculus PCs run on SteamVR.": "",
"Lets games written for newer OpenXR versions run on the Frame.": "",
"Lets mixed-reality games start even though they insist on a camera view of your room.": "",
"Lets older Unity games start VR without Meta's system apps (they'd stay on a 2D screen).": "",
"Lets SDL and LÖVE games start on the Frame (they'd crash looking for a clipboard).": "",
"Lets the game find language files (like de.lang) that are already in its data, instead of waiting for a download that never comes.": "",
"Lets typing reach this app: Steam's on-screen keyboard or your computer's keyboard (VR is unaffected).": "",
"Lets Unity games accept a headset that isn't a Quest.": "",
"Lets Unreal games accept a headset that isn't a Quest.": "",
@@ -446,12 +538,18 @@
"Lets you read logs/attach. Some Unreal games abort under CheckJNI when debuggable; the Frame 'nodebug' fix undoes it.": "",
"Lets you type into this app's text fields on the Frame (they'd close at once).": "",
"Library": "",
"Linux": "",
"Linux app (arm64)": "",
"Linux VR app · OpenXR": "",
"Loading…": "",
"Loads FramePort's OpenXR layer under Proton on the Frame. The Frame's SteamVR runtime only accepts OpenXR 1.0 apps, but Proton's VR helper asks for 1.1, so without the layer VR never starts (the game shows as a flat window, or Revive fails with 'Unable to load LibOVRRT DLL'); the layer retries as 1.0. It also emulates xrConvertTimespecTimeToTimeKHR if a runtime refuses it. Ignored on this PC.": "",
"Loads libglshim.so ahead of libEGL in every engine library that fetches GL through eglGetProcAddress. Fixes Quest-only leniency that Mesa/Zink rejects: #pragma before #extension, implicit int/float conversions (enables GL_EXT_shader_implicit_conversions), and multiview shaders used on single-view framebuffers (hides GL_OVR_multiview; gl_hide_multiview=0 turns that off). Logs every failed shader with its source lines (logcat tag GLShim). Symptom: black screen with working audio in a GLES game.": "",
"Locations": "",
"Logo": "",
"Logs details for debugging: composition layers and swapchains, focus changes, play-space creation, pointer vs grip poses, refresh rates. No effect on the game.": "",
"Longer for headsets that briefly think they're off your head.": "",
"Looking for Frames on your network…": "",
"Looking for the Frame on a USB cable (Developer Mode on, USB-C port connected to this computer).": "",
"Looking for your Frame…": "",
"Looking up the store description and screenshots…": "",
"Low": "",
@@ -471,6 +569,7 @@
"Menus and screens": "",
"Meta Quest": "",
"Meta XR Audio: skip Quest telemetry class": "",
"Meta's OVRManager switches Unity to the headset's recommended MSAA level (4x) while the game runs, whatever its quality settings say (log: \"Switching to the recommended level\"). Multisampled render-to-texture on GLES can hang the Frame's GPU, up to a restart of the whole headset (e.g. Lucky's Tale in a menu). Rewrites OVRDisplay.recommendedMSAALevel -> 0 in libil2cpp.so (found with Cpp2IL), so MSAA stays off.": "",
"MiB": "",
"Mirrored": "",
"Mixed reality": "",
@@ -486,24 +585,35 @@
"Needs the Oculus Platform (Meta Horizon app) for its license check, which the Frame doesn't have — it crashes at startup there. Play it on this PC.": "",
"Needs Windows (or WSL on Windows)": "",
"Neutralises Meta XR Audio's Quest-only calls (Unity/Wwise).": "",
"never": "",
"New folder": "",
"New Frame? Run one command on it and FramePort does the rest.": "",
"New folder…": "",
"New Frame? Run one command on it and FramePort does the rest. Did this once already? Your Frame appears under step 2.": "",
"New name": "",
"Next": "",
"No": "",
"No activity": "",
"no answer from the Frame": "",
"No artwork could be downloaded from that {source} result; the current artwork stays. Try another one.": "",
"No dev build is published right now": "",
"No folders to rescan yet: add games with Scan a folder": "",
"No Frames found. New Frame? Use first-time setup below. Otherwise make sure Developer Mode is on (Settings → System → Developer) and the Frame is on the same network.": "",
"No Frames found. New Frame? Use first-time setup (step 1). Otherwise make sure Developer Mode is on (Settings → System → Developer) and the Frame is on the same network.": "",
"No games found in that folder": "",
"No limit": "",
"No matching files": "",
"No new games in {name}": "",
"No notes.": "",
"No release notes.": "",
"No screenshots yet": "",
"No Unreal crash reporter": "",
"No Wi-Fi needed: for networks that block the setup, and faster game uploads": "",
"No: a 2D app": "",
"None": "",
"None found": "",
"Normal": "",
"Not enough space on the Frame": "",
"Not enough space on the Frame ({detail}). Remove games you don't play or use Free up space on the Steam Frame page.": "",
"Not from a FramePort game": "",
"Not installed": "",
"Not now": "",
"Not offered by Steam on this Frame yet": "",
@@ -523,19 +633,20 @@
"Now {scale:.0%}; {new:.0%} after restarting FramePort.": "",
"Oculus game — needs Revive, which doesn't run on the Frame. Play it on this PC (SteamVR).": "",
"Oculus OS telemetry class stubs": "",
"Oculus XR Plugin games render both eyes in one pass (multiview) on Android. If one eye shows only effects or grey (e.g. I Am Cat), rendering each eye in its own pass can fix it, at some GPU cost. Rewrites OculusSettings.GetStereoRenderingMode and its inlined read in OculusLoader.Initialize -> MultiPass in libil2cpp.so (found with Cpp2IL). Try it when one eye is wrong.": "",
"off: {names}": "",
"Offline": "",
"Older workaround for upside-down quads: rotates them 180° (quads are single-sided; prefer flip_emul).": "",
"On Frame": "",
"On the Frame, open Steam's Settings (Steam button → Settings).": "",
"On the Frame, place Revive's runtime (FramePort's Revive, or the repack's bundled LibRevive) where the game's Oculus SDK looks for LibOVRRT so it can load a VR runtime (pure runtime substitution — what Revive's LoadLibrary hook does on Windows; that hook doesn't work under Proton on the Frame). It does NOT bypass the Oculus runtime signature check: a game that verifies the runtime's signature will still refuse it. Ignored on this PC (Revive's hook handles it there).": "",
"On the Frame: Steam button → Power → Switch to Desktop, open Konsole and run:": "",
"On the Frame: SteamVR dashboard → Launch a program → Desktop, then app menu → System → Konsole, and run (it reaches this computer over the USB cable):": "",
"On the Frame: SteamVR dashboard → Launch a program → Desktop, then app menu → System → Konsole, and run:": "",
"On this PC": "",
"On this PC, launch the game through Revive's OpenVR backend, which talks straight to SteamVR — the original, most reliable Revive path. On by default for PC installs. Turn it off to use Revive's newer OpenXR backend instead. Ignored on the Frame (which always uses OpenXR).": "",
"On this PC, runs Revive through SteamVR (works with more headsets).": "",
"On your network": "",
"on: {names}": "",
"One PC VR game folder": "",
"Only FramePort's entry is removed. Your game files and anything installed stay.": "",
"Only if 360° pictures show wrongly.": "",
"Only if 360° pictures show wrongly: 1 = upside down, 2 = mirrored, 4 = turned around (add values to combine).": "",
"Open": "",
@@ -545,8 +656,9 @@
"Opens a prefilled GitHub issue with this game's recipe, so it can join the built-in catalog (no account token needed; you review and submit it on GitHub). No game files or personal data are sent.": "",
"Opens this player's storage on the Frame (Files tab): upload videos into the folder it lists": "",
"OpenXR runtime": "",
"OR": "",
"Or paste text to type it in one go": "",
"Or turn on Developer Mode on the Frame (Settings → System → Developer): it then shows up above. Open Settings → Developer → Pair new host on the Frame, click Connect here and approve FramePort. That way needs no connection into this computer.": "",
"Or turn on Developer Mode on the Frame (Settings → System → Developer): it then shows up under step 2. Open Settings → Developer → Pair new host on the Frame, click Connect there and approve FramePort. That way needs no connection into this computer.": "",
"Override the guardian depth (0 = use guardian, min 1.5 m).": "",
"Override the guardian width (0 = use guardian, min 1.5 m).": "",
"OVRPort converts Quest games from Meta's own VR APIs to standard OpenXR. These are its optional patches.": "",
@@ -555,6 +667,7 @@
"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.": "",
"OVRPort's own converter for games that use Meta's oldest VR interface (experimental).": "",
"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).": "",
"OVRPort's platform loader answers the Meta Platform SDK's language-pack calls (ovr_LanguagePack_GetCurrent/SetCurrent) with 'no request', so a game that asks for its language pack never gets an answer. Adds a small library that serves language packs (<tag>.lang, e.g. de.lang) found in the game's own data folders (OBB and app files) through the same calls, the asset-file list and the status call, without any download. The game then finds the file path itself. The pack it applies with SetCurrent wins; otherwise the environment variable FRAMEPORT_LANGPACK (a tag), otherwise the only pack there is. Everything else goes to the loader unchanged. Off by default: turn it on for a game whose data has such files (the game page lists the patch only then).": "",
"Package": "",
"Pairing: on the Frame open Settings → Developer → Pair new host, then approve FramePort.": "",
"Password (first time only)": "",
@@ -578,11 +691,13 @@
"PC VR · Proton": "",
"PC VR —": "",
"PC VR ✓": "",
"Per-eye diagnostics (log)": "",
"Pick several games and install them in one go. FramePort asks every question first, then works through the queue in the background.": "",
"Picks a refresh rate and motion smoothing that suit the game on this PC.": "",
"Pico/YVR/Quest metadata": "",
"Picture": "",
"pictures for the Steam library": "",
"Pictures you took in the headset (Steam screenshots on the Frame)": "",
"Platform compat (ovrMessageType_ToString)": "",
"Play on Frame": "",
"Play on this PC": "",
@@ -598,6 +713,7 @@
"Prevents a start-up crash in some Unreal games.": "",
"Previous": "",
"Problems and feedback": "",
"Program": "",
"Proton couldn't run a test program (see the log)": "",
"Proton debug log (Frame)": "",
"Proton is Valve's Windows compatibility layer. On the Frame it runs PC VR games. Its ARM64 build isn't installed by default; FramePort can install it (Steam restarts once).": "",
@@ -606,6 +722,8 @@
"Provide the Oculus runtime from Revive (Frame)": "",
"Provides stand-ins for Meta store functions the game expects, so it doesn't crash at start.": "",
"Provides stand-ins for Quest system reporting some games call at start.": "",
"Put the Frame to sleep": "",
"Put the Frame to sleep?": "",
"Puts settings files next to the game on the Frame (e.g. to turn off an unsupported effect).": "",
"Quest": "",
"Quest games (Lepton)": "",
@@ -648,10 +766,12 @@
"Remove {title} from the library?": "",
"Removed the converted copies ({size})": "",
"Removed {title}": "",
"Removed {title} and deleted its files on this PC ({size})": "",
"Removes a controller position adjustment, for games whose hands look misplaced.": "",
"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.": "",
"Removes debugging leftovers some game files contain.": "",
"Removes everything FramePort created: its data and tools on this PC, the Steam entries it added, and (optionally) its games and files on the Frame. Your game dumps aren't touched.": "",
"Removes FramePort's entry. Anything installed on the Frame stays.": "",
"Removes leftovers from dumped/modded APKs.": "",
"Removes Meta's old VR library when the game doesn't need it.": "",
"Removes OVRPort's controller pose offset if controllers look misplaced.": "",
@@ -662,6 +782,7 @@
"Removes {title}'s game files from the Frame. Saves are kept; the Steam entry disappears after the next Steam restart.": "",
"Rename": "",
"Rename {name}": "",
"Rename…": "",
"Replace application label and icon": "",
"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); OVRPort cannot translate those.": "",
"Report a problem": "",
@@ -675,7 +796,10 @@
],
"Reset to recommended": "",
"Reset to suggested recipe": "",
"Restart": "",
"Restart now": "",
"Restart the Frame": "",
"Restart the Frame?": "",
"Resume": "",
"Resuming — files already copied are skipped": "",
"Retry rejected GLES formats/MSAA with sRGB, samples=1.": "",
@@ -689,11 +813,14 @@
"Room width": "",
"Rotate quads 180°": "",
"Runs directly — no Revive needed": "",
"Runs natively on SteamOS, started from the Frame's Steam library": "",
"Runs Oculus PC games on OpenXR": "",
"Runs OVRPort and apksigner": "",
"Runs the game directly": "",
"Runs xrSyncActions one at a time with xrPollEvent and skips it for 250 ms after focus returns. For games that crash in the runtime's input code right after focus comes back (SIGSEGV in vrclient.so UpdateActionStateInternal / xrSyncActions, e.g. Myst).": "",
"Save": "",
"Save as known-good recipe": "",
"Save the screenshots to which folder on this PC?": "",
"Saved as a known-good recipe": "",
"Saved as known-good. Check the issue on GitHub and submit it": "",
"Saved {name} (in {parent})": "",
@@ -705,9 +832,13 @@
"Scan a folder…": "",
"Scan {name}": "",
"Scans the folders you added games from again and adds games that appeared since. Games already in the library keep their recipe, tags and art; unchanged ones aren't analyzed again.": "",
"Screenshots": "",
"Screenshots on the Frame can be shown once FramePort is connected to it.": "",
"SDL apps: start without a clipboard service": "",
"Search": "",
"Search again": "",
"Search games and tags": "",
"Search the stores instead": "",
"Searched a moment ago.": "",
"Searching…": "",
"See every patch and turn them on or off": "",
@@ -720,6 +851,7 @@
"Set by you.": "",
"Set up the connection to your Steam Frame first": "",
"Set up the Frame": "",
"Set up with a USB cable": "",
"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.": "",
"Settings": "",
"shader cache: makes later starts load faster; rebuilt if deleted": "",
@@ -735,14 +867,20 @@
"Show less": "",
"Show log": "",
"Show more": "",
"Show only screenshots not from a FramePort game": "",
"Show only this game's screenshots": "",
"Show progress": "",
"Show setup command": "",
"Show Steam Frame controllers": "",
"Show technical details (patch ids, exact effects, parameters)": "",
"Show the app's Android window (for typing)": "",
"Show video panels": "",
"Showing {len} of {n}": "",
"Shows 3D 360° pictures flat if they look doubled.": "",
"Shows the Frame's cameras where the game expects passthrough.": "",
"Shows videos that games play on a flat panel (e.g. an intro video).": "",
"Shut down": "",
"Shut down the Frame?": "",
"Signing keys matter: game updates must be signed with the same key or their saves are lost on reinstall.": "",
"Signs rebuilt games": "",
"Size": "",
@@ -752,6 +890,7 @@
"Skip this version": "",
"Skips a Quest-only reporting step in Meta's audio library that crashes some games.": "",
"Skips Meta XR Audio's telemetry under x86_64 ARM translation (emulators). Not needed on the Frame, which runs games natively.": "",
"Sleep": "",
"Some engines leave the pNext of unused Vulkan attachment references uninitialized. The Frame's driver never reads it, but Lepton always loads Steam's Fossilize shader-cache layer, which follows it and crashes on the first frame (SIGSEGV in libVkLayer_fossilize.so from FVulkanRenderPass, e.g. Deadpool VR). Loads Vulkan through a small shim that keeps valid pointers and drops only unreadable ones or ones pointing at the wrong structure type.": "",
"Some game folders are already set up for SteamVR: a Revive copy (LibRevive64.dll) next to the game, started by a small loader DLL (e.g. xinput1_3.dll) that Windows loads from the game's folder. Then FramePort starts the game program directly — like double-clicking it — instead of through its own Revive (two Revives conflict; e.g. the Oculus Platform check then fails). On the Frame, Wine is told to use those loader DLLs from the game folder instead of its own.": "",
"Some games need a second build with different OVRPort patches (for some Unreal games: one with Unreal's ForceQuit removed). Turn this on to install that build instead.": "",
@@ -759,6 +898,7 @@
"Something went wrong": "",
"Sort": "",
"Source": "",
"square, 256 × 256": "",
"Standard for every game": "",
"Starting SteamVR and {title} — put your headset on": "",
"Starting {title} on the Frame — put the headset on": "",
@@ -770,6 +910,7 @@
"Starts the game with options, e.g. to choose SteamVR or OpenXR.": "",
"Starts the game with the launcher that came with your copy.": "",
"Status": "",
"Steady controller input after focus": "",
"Steam": "",
"Steam for Windows not found": "",
"Steam Frame": "",
@@ -800,6 +941,8 @@
"Switch Frame…": "",
"Tags": "",
"Tags:": "",
"Take one in the headset with Steam's screenshot shortcut; it shows up here. Screenshots are matched to the FramePort game that was running.": "",
"tall, 600 × 900": "",
"Test": "",
"Test Proton on the Frame": "",
"Text and layout size": "",
@@ -810,13 +953,23 @@
"The CPU types the game ships code for. The Frame runs only 64-bit ARM (arm64-v8a); 32-bit-only games can't run on it.": "",
"The download didn't finish. Check your internet connection.": "",
"The Frame can't show curved panels; this shows them as gently bent strips.": "",
"The Frame goes to sleep in a few seconds. Wake it with its power button.": "",
"The Frame goes to sleep now.": "",
"The Frame is charging: continuing the installs.": "",
"The Frame is restarting.": "",
"The Frame is shutting down.": "",
"the Frame isn't connected": "",
"The Frame isn't connected": "",
"The Frame only offers its USB connection in Developer Mode:": "",
"The Frame refused that password. Check it, or run the first-time setup instead: Steam Frame → Show setup command.": "",
"The Frame restarts in a few seconds; FramePort reconnects when it's back.": "",
"The Frame turns off in a few seconds. Turn it on again with its power button.": "",
"The Frame went offline: {exc}": "",
"The Frame's battery is at {pct} % and not charging. Plug it in (a strong charger, not a PC port): long installs can drain it, and FramePort pauses them at {pause} %.": "",
"The Frame's battery is at {pct} %: installs paused so it doesn't switch off mid-upload. Plug it in; the queue continues by itself.": "",
"The Frame's desktop password, only needed the first time so FramePort can add its own key. After that it connects with the key.": "",
"The Frame's Steam couldn't start {title} (Steam error {code}). Please send a problem report so we can see why.": "",
"The Frame's Steam didn't accept {title}'s library entry, so FramePort added it as \"Devkit Game: …\" instead. Starting it now — put the headset on.": "",
"The Frame's Steam library still shows the old artwork.": "",
"the game didn't pass its checks (see the list above)": "",
"the installed game (APK and its data)": "",
@@ -831,12 +984,14 @@
"These games can't run on the Steam Frame": "",
"These games check their Oculus license": "",
"These installs need about {need} on the Frame, and it has {free} free. Remove games you don't play (or use Free up space on the Steam Frame page), or install fewer at once.": "",
"They are deleted on the Frame and can't be restored. Steam's own screenshot list may still show them until Steam restarts.": "",
"They use the Oculus Platform SDK, which comes with the Meta Horizon (Oculus) app — it isn't installed on this PC, so they may quit right after starting. FramePort doesn't change how a game checks its license. Untick the ones you'd rather skip.": "",
"They use the Oculus Platform SDK, which comes with the Meta Horizon (Oculus) app. It doesn't exist on the Steam Frame, so there they crash right at startup (seen with Robo Recall, Lies Beneath and Lone Echo) — play them on this PC. Tick any you still want to try on the Frame.": "",
"They're Oculus games that need Revive to reach VR, and Revive can't run on the Frame. Play them on this PC instead (Install on this PC — SteamVR + Revive). Tick any you still want to put on the Frame to experiment (they'll likely run flat or crash).": "",
"This computer's keyboard works as a keyboard on your Frame while this window is open. In the headset, select a text field (in a game or app, in Steam or on the desktop), then type here.": "",
"This deletes the {what} on the Frame. It can't be undone.": "",
"This folder is empty. Upload files with the buttons above.": "",
"This Frame isn't set up for FramePort yet. Run the first-time setup: Steam Frame → Show setup command.": "",
"This game can't run on the Steam Frame.": "",
"This game is marked \"Can't run\" on the Steam Frame:": "",
"This game's folder has several programs and FramePort isn't sure which one starts the game. Open the game (or right-click → Change executable) to pick it.": "",
@@ -848,14 +1003,21 @@
"This source checkout has uncommitted changes: commit or stash them, then update": "",
"Tilts the controllers' pointing ray up (+) or down (−), for games whose pointer doesn't hit what you aim at.": "",
"To finish, close FramePort and delete its program folder.": "",
"Today": "",
"Tools": "",
"Tools are up to date": "",
"Translator for games built on Meta's oldest VR interface.": "",
"transparent PNG": "",
"Treat newer Quest controllers as Touch": "",
"Tried it in the headset? Tell us how it runs: with your recipe it can join FramePort's built-in list, so it works out of the box for everyone.": "",
"Troubleshooting": "",
"Try again": "",
"Try now": "",
"Try Proton Experimental and reinstall": "",
"Turn off only for games you play with your hands instead of controllers.": "",
"Turn off space warp": "",
"Turn on Developer Mode first": "",
"Turn the Frame off": "",
"Turn this on if your copy is already patched: an APK is installed unchanged instead of being patched again. PC VR games are never modified on this PC; the Frame's copy only gets launch fixes.": "",
"Turned around": "",
"Turned on by you": "",
@@ -881,8 +1043,14 @@
"Uninstall {title}?": "",
"Uninstall. ": "",
"Uninstalled {title}": "",
"Uninstalled {title} and deleted its files on this PC ({size})": "",
"Unity 2017: start VR without Meta's system apps": "",
"Unity's older built-in Oculus support (Unity 2017–2018) only starts VR when Android has Meta's com.oculus.systemactivities package; without it the game runs as a hidden 2D app (you see the Android home screen, e.g. Accounting+). Points that package name in libunity.so at \"android\", which always exists, and adds the frame wait its legacy frame loop never makes (libfp_ovrp.so calls ovrp_WaitToBeginFrame before ovrp_Update2; without it no frame starts and the dashboard freezes).": "",
"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.": "",
"Unity: disable MSAA": "",
"Unity: keep MSAA off at runtime (OVRManager)": "",
"Unity: render each eye separately (no multiview)": "",
"Unknown date": "",
"Unreal builds of Meta XR Audio abort ('ClassNotFoundException com.oculus.os.AnalyticsEvent') on non-Quest devices. Patches that one JNI FindClass call so the library continues (e.g. NOPE Challenge).": "",
"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).": "",
"Untested": "",
@@ -892,6 +1060,7 @@
"Update available": "",
"Update failed: {exc}": "",
"Update FramePort to {version}": "",
"Update game configs from GitHub automatically (confirmed configs arrive without a FramePort update)": "",
"Update now": "",
"Update on Frame": "",
"Update on this PC": "",
@@ -904,7 +1073,9 @@
"Updates, tools, this PC and where FramePort keeps its data": "",
"Updating works in the desktop app": "",
"Upload files": "",
"Upload files…": "",
"Upload folder": "",
"Upload folder…": "",
"Upload to {label}": "",
"Uploaded {n} file": [
"",
@@ -917,6 +1088,8 @@
"Use the repack's launcher (bundled Revive)": "",
"Use this computer's keyboard on the Frame": "",
"Use this program": "",
"Use your own artwork…": "",
"Use your own images…": "",
"Uses OVRPort, Revive (LibreVR), Valve's Lepton and Proton. Not affiliated with Valve or Meta.": "",
"Uses the Oculus Platform SDK: it checks your Oculus license. Normally that needs the Oculus app on this PC with a license you own, so it may quit right after starting on the headset. You can still try it.": "",
"Uses the repack's bundled Revive — experimental on the Frame": "",
@@ -925,16 +1098,23 @@
"Valve's Android runtime isn't installed (needs Developer Mode)": "",
"Version": "",
"Very high": "",
"Video panels that an Android media player draws into (XR_KHR_android_surface_swapchain, e.g. I Am Monkey's intro video), which the Frame's runtime refuses, get an Android Surface from FrameBridge: each video frame is copied into an ordinary swapchain the panel shows. Without it these panels are missing and a game waiting for its video stays black. 0 = leave them to the runtime.": "",
"Video players' virtual theatres and 360° videos would otherwise stay black.": "",
"Videos": "",
"Videos, documents, mods and saves on your Steam Frame": "",
"View": "",
"View screenshot": "",
"VR (OpenXR)": "",
"VrApi → OpenXR adapter (OVRPort)": "",
"VrApi → OpenXR bridge": "",
"Vulkan shader fixes": "",
"Vulkan shim (frame.vk_sanitize): SPIR-V modules matching size + SHA-256 get words inserted at a byte offset, e.g. stores that initialize locals a shader reads before writing (an undefined loop counter hung the GPU in VR4's campaign). Format: <size>:<sha256>:<byte offset>:<word>,<word>,...; several separated by ';'. Comes from a game's recipe.": "",
"Vulkan: drop invalid render-pass pointers": "",
"v{remote} (updates on the next action)": "",
"Wait for the game's GPU before showing an image": "",
"Waiting": "",
"Waiting ({n})": "",
"Waiting for the cable…": "",
"Waiting for the Frame": "",
"Waiting for your Frame": "",
"Waiting for your Frame… (code {code})": "",
@@ -945,7 +1125,12 @@
"Where it's installed": "",
"Where this game's recipe came from: catalog (tested on a Frame), heuristics (suggested by FramePort) or user (changed by you).": "",
"Which program starts {get}?": "",
"Which Proton build runs the game on the Frame (a Steam compat tool name from the Frame's ARM64 compat list, e.g. proton_11-arm64 or proton-experimental-arm64). Empty = newest installed.": "",
"Which Proton build runs the game on the Frame: the stable Proton (the default: smoother in our tests) or Proton Experimental (gets Valve's ARM64 fixes first; try it when a game doesn't start or runs badly). Also takes any compat tool name from the Frame's ARM64 list.": "",
"Which Proton runs the game on the Frame: Stable is smoother; choose Experimental if the game doesn't start or runs badly.": "",
"Wide cover": "",
"wide, 1920 × 620": "",
"Windows": "",
"Windows game (Proton)": "",
"Windows not detected": "",
"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).": "",
"Windows' firewall for WSL blocks the Frame from reaching FramePort. Open the setup command again and allow the change when Windows asks (admin).": "",
@@ -963,13 +1148,20 @@
"Writes liboverport.config.so with runtime options.": "",
"Writes the conversion's settings into the game.": "",
"XR_FB_passthrough via ALPHA_BLEND (Frame greyscale cameras).": "",
"Yes": "",
"Yes: uses the Frame's OpenXR runtime": "",
"Yesterday": "",
"You already have the latest dev build ({version})": "",
"You have the latest version as of the last check ({when}).": "",
"You have {version}. {how}": "",
"Your copy is used as it is (only the Frame's copy gets launch patches)": "",
"Your custom recipe": "",
"your Frame": "",
"Your Frame is back: continuing": "",
"Your Frame isn't set up for FramePort yet. Run the first-time setup once (step 1).": "",
"Your Frame restarted unexpectedly while {title} was running (or soon after). If that game crashed it, please report it.": "",
"Your headset, what it's ready for and what's installed": "",
"Your own artwork for {title}": "",
"Your own game files aren't touched.": "",
"Your own tags (filled) can be anything you like. Outlined tags are added automatically from the engine, VR API and store genres. Filter the library by either.": "",
"{count} files · {human}": "",
@@ -987,10 +1179,14 @@
"{int} h ago": "",
"{int} min ago": "",
"{label} ({host}) isn't reachable. Make sure it's switched on and on the same network.": "",
"{label} removed for {title}.": "",
"{label} updated for {title}.": "",
"{len} known-good recipes (bundled, remote and yours)": "",
"{len} results": "",
"{len} selected": "",
"{message} The Frame's Steam library still shows the old art.": "",
"{n_pc} on this PC": "",
"{name} isn't a Linux app (an AppImage, a Linux program or a .zip/.tar archive)": "",
"{n} file": [
"",
""
@@ -1007,6 +1203,10 @@
"",
""
],
"{n} game config was updated": [
"",
""
],
"{n} game didn't work out": [
"",
""
@@ -1020,10 +1220,18 @@
""
],
"{n} lines, the last 4000 shown": "",
"{n} needs a newer FramePort": [
"",
""
],
"{n} new game in {name}": [
"",
""
],
"{n} screenshot": [
"",
""
],
"{n} selected": "",
"{n} setting changed from the default": [
"",
@@ -1031,13 +1239,18 @@
],
"{on} on your Frame": "",
"{remaining} more after this": "",
"{title} couldn't be added to the Frame's Steam library: {why}": "",
"{title} failed: {error}": "",
"{title} isn't in the Frame's Steam library yet: adding it (Steam restarts once)": "",
"{title} will be in the Frame's Steam library when the game that's running is closed": "",
"{title} will be in the Frame's Steam library when you're back in Gaming Mode: start it from there": "",
"{title}: analyzed again": "",
"{title}: details from {value}": "",
"{title}: done": "",
"{title}: launch test {verdict} (furthest: {value})": "",
"{title}: Steam artwork updated on the Frame": "",
"{user}@{host} · {get} {get2} (build {get3})": "",
"{value:.0f} MiB": "",
"{value:.1f} GiB": "",
"{value} didn't work out": "",
"{value} failed ({returncode})": "",
+22
View File
@@ -73,6 +73,7 @@ class Patch:
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)
revision: int = 1 # bump when apply() writes something different: installed builds then show "Update on Frame"
@property
def summary(self) -> str:
@@ -168,3 +169,24 @@ def _import_modules() -> None:
for mod in pkgutil.iter_modules(frame.__path__):
importlib.import_module(f"{frame.__name__}.{mod.name}")
def recipe_fingerprint(recipe: dict) -> str:
"""What a build of this recipe contains: the patch selection with parameters, the build choices and each enabled
patch's revision. A build whose fingerprint differs from the recipe's now is outdated (a catalog fix, a revised
patch or a changed option), even when nothing was rebuilt yet."""
import hashlib
import json
load_all()
patches = recipe.get("patches") or {}
d = {"patches": patches, "use_alt": bool(recipe.get("use_alt")), "alt": sorted(recipe.get("alt_patches") or []),
"as_is": bool(recipe.get("as_is")), "overport": recipe.get("overport", True),
"rev": {p: REGISTRY[p].revision for p in sorted(patches) if p in REGISTRY and REGISTRY[p].revision != 1}}
return hashlib.sha256(json.dumps(d, sort_keys=True, default=str).encode()).hexdigest()[:16]
def revised_since_unrecorded(recipe: dict) -> bool:
"""For builds made before fingerprints were recorded: an enabled patch has been revised since (revision > 1)."""
load_all()
return any(p in REGISTRY and REGISTRY[p].revision > 1 for p in recipe.get("patches") or {})
+90
View File
@@ -0,0 +1,90 @@
"""Language packs (`<tag>.lang` files in the game's data) for the Meta Platform SDK (native/langpack)."""
from __future__ import annotations
from ...analysis import elf
from ..base import ApkContext, Patch, register
from . import artifact
LOADER = "libovrplatformloader.so"
LIB = "libfp_langpack.so"
META_MARK = b"@FPMETA@\0" # native/langpack: g_meta_slot = marker + META_LEN bytes the Metadata is written into
META_LEN = 96
def with_metadata(lib: bytes, text: str) -> bytes:
"""The library with `text` (the game's versionName) as the Metadata of the packs it serves.
Unreal games such as Deadpool VR only treat a pack as installed when its Metadata equals their own version string,
which Meta's store sets when the pack is uploaded."""
raw = text.encode("utf-8")
at = lib.find(META_MARK)
if not raw or len(raw) >= META_LEN or at < 0:
return lib
at += len(META_MARK)
return lib[:at] + raw + b"\0" * (META_LEN - len(raw)) + lib[at + META_LEN:]
# Every function native/langpack/langpack.c defines. The loader's own exports of these are hidden (see
# elf.hide_exports) so lookups reach LIB first; tests/test_langpack.py keeps this list equal to the C source.
EXPORTS = (
"ovr_AssetDetailsArray_GetElement", "ovr_AssetDetailsArray_GetSize", "ovr_AssetDetails_GetAssetId",
"ovr_AssetDetails_GetAssetType", "ovr_AssetDetails_GetDownloadStatus", "ovr_AssetDetails_GetFilepath",
"ovr_AssetDetails_GetIapStatus", "ovr_AssetDetails_GetLanguage", "ovr_AssetDetails_GetMetadata",
"ovr_AssetFileDownloadResult_GetAssetId", "ovr_AssetFileDownloadResult_GetFilepath", "ovr_AssetFile_GetList",
"ovr_AssetFile_StatusById", "ovr_Error_GetCode", "ovr_Error_GetDisplayableMessage", "ovr_Error_GetHttpCode",
"ovr_Error_GetMessage", "ovr_FreeMessage", "ovr_LanguagePackInfo_GetEnglishName",
"ovr_LanguagePackInfo_GetNativeName", "ovr_LanguagePackInfo_GetTag", "ovr_LanguagePack_GetCurrent",
"ovr_LanguagePack_SetCurrent", "ovr_Message_GetAssetDetails", "ovr_Message_GetAssetDetailsArray",
"ovr_Message_GetAssetFileDownloadResult", "ovr_Message_GetError", "ovr_Message_GetRequestID",
"ovr_Message_GetType", "ovr_Message_IsError", "ovr_PopMessage",
)
class LanguagePacks(Patch):
id = "frame.langpacks"
title = "Language packs from the game's files"
description = ("OVRPort's platform loader answers the Meta Platform SDK's language-pack calls "
"(ovr_LanguagePack_GetCurrent/SetCurrent) with 'no request', so a game that asks for its language "
"pack never gets an answer. Adds a small library that serves language packs (<tag>.lang, e.g. "
"de.lang) found in the game's own data folders (OBB and app files) through the same calls, the "
"asset-file list and the status call, without any download. The game then finds the file path "
"itself. The pack it applies with SetCurrent wins; otherwise the environment variable "
"FRAMEPORT_LANGPACK (a tag), otherwise the only pack there is. Everything else goes to the "
"loader unchanged. Off by default: turn it on for a game whose data has such files (the game "
"page lists the patch only then).")
order = 32
experimental = True # opt-in: checked in a headset with Deadpool VR, AC Nexus and Asgard's Wrath 2 only
# never part of a default recipe (few games tested): shown under Customize for games whose data has
# language packs, off until the user turns it on
def applies(self, a):
return LOADER in a.libs and "arm64-v8a" in a.abis and bool((a.extra or {}).get("lang_packs"))
def apply(self, ctx: ApkContext) -> bool:
ws = ctx.ws
if ws.abi != "arm64-v8a" or not ws.has(ws.lib(LOADER)):
return False
loader = ws.read_lib(LOADER)
patched, hidden = elf.hide_exports(loader, EXPORTS)
if not hidden and LIB in elf.needed(loader):
return False # applied by an earlier build
if not hidden:
ctx.notes.append("the platform loader has none of the language-pack functions: nothing to replace")
return False
patched = elf.add_needed(patched, LIB)
ws.put(ws.lib(LOADER), patched)
version = (ctx.analysis.version or "").strip()
ws.put(ws.lib(LIB), with_metadata(artifact(ws.abi, LIB), version))
ctx.notes.append(f"language packs served by {LIB} ({len(hidden)} loader functions replaced, "
f"Metadata \"{version}\")")
return True
def validate(self, ctx: ApkContext):
ws = ctx.ws
if not ws.has(ws.lib(LOADER)):
return []
linked = LIB in elf.needed(ws.read_lib(LOADER))
return [("Language-pack library linked to the platform loader", linked and ws.has(ws.lib(LIB)), LIB)]
register(LanguagePacks)
@@ -0,0 +1,48 @@
"""SDL apps (SDL2 / LÖVE games, e.g. Dramatic Shape) crash at start in Lepton: its Android has no clipboard service
(`service check clipboard`: not found), getSystemService(CLIPBOARD_SERVICE) returns null and SDLClipboardHandler's
constructor calls addPrimaryClipChangedListener on it (NullPointerException in SDLActivity.onCreate). That one call is
turned into no-ops in classes.dex (in place; other clipboard calls only happen when the app uses the clipboard)."""
from __future__ import annotations
from ...apk.dex import Dex
from ..base import ApkContext, Patch, Suggestion, register
HANDLER = "Lorg/libsdl/app/SDLClipboardHandler;"
LISTENER = ("Landroid/content/ClipboardManager;", "addPrimaryClipChangedListener")
class SdlClipboard(Patch):
id = "frame.sdl_clipboard"
title = "SDL apps: start without a clipboard service"
description = ("Lepton's Android has no clipboard service, and SDL's Java code (SDL2 and LÖVE games, e.g. "
"Dramatic Shape) registers a clipboard listener at start without checking, so the app crashes "
"with a NullPointerException in SDLClipboardHandler. That call is skipped (an in-place edit of "
"classes.dex).")
order = 44
needs_vr = False
def applies(self, a):
return bool((a.extra or {}).get("sdl_java"))
def detect(self, a):
if self.applies(a):
return Suggestion(True, "SDL app: it crashes at start in Lepton, which has no clipboard service.")
return None
def apply(self, ctx: ApkContext) -> bool:
changed = False
for name in sorted(n for n in ctx.ws.names() if n.startswith("classes") and n.endswith(".dex")):
data = ctx.ws.read(name)
if HANDLER.encode() not in data:
continue
dex = Dex(data)
targets = set(dex.method_index(*LISTENER))
done = sum(dex.nop_calls(code, targets) for code in dex.code_items(HANDLER, "<init>")) if targets else 0
if done:
ctx.ws.put(name, dex.finish())
ctx.notes.append(f"{name}: SDLClipboardHandler no longer needs a clipboard service ({done} call)")
changed = True
return changed
register(SdlClipboard)
+7 -4
View File
@@ -26,8 +26,8 @@ def count_msaa_levels(ggm_bytes: bytes) -> int:
def disable_msaa(ggm_bytes: bytes) -> bytes | None:
"""Set every quality level's antiAliasing to 0 by patching the int in place (re-serializing with UnityPy breaks
scene loading). The field is found through the 4-int run skinWeights, textureQuality, anisotropicTextures,
antiAliasing."""
scene loading). The field is found through the 4-int run skinWeights (blendWeights before Unity 2019),
textureQuality, anisotropicTextures, antiAliasing."""
data = bytearray(ggm_bytes)
patched = 0
for obj, raw, level in _levels(ggm_bytes):
@@ -35,9 +35,12 @@ def disable_msaa(ggm_bytes: bytes) -> bytes | None:
if aa <= 1:
continue
base = obj.byte_start
if bytes(data[base:base + len(raw)]) != raw:
if ggm_bytes[base:base + len(raw)] != raw: # (not `data`: an earlier level of the same object changed it)
raise RuntimeError("QualitySettings object bytes not found in place")
key = struct.pack("<4i", level["skinWeights"], level["textureQuality"], level["anisotropicTextures"], aa)
weights = level.get("skinWeights", level.get("blendWeights"))
if weights is None:
raise RuntimeError(f"quality level {level.get('name')}: unknown QualitySettings layout")
key = struct.pack("<4i", weights, level["textureQuality"], level["anisotropicTextures"], aa)
at = raw.find(key)
if at < 0:
raise RuntimeError(f"antiAliasing field not found for quality level {level['name']}")
@@ -0,0 +1,86 @@
"""Unity 2017-era built-in Oculus support starts its VR device only on a Quest/Go: libunity.so asks Android's package
manager for com.oculus.systemactivities (Meta's system UI) and, when the lookup fails, quietly falls back to its "None"
VR device. Lepton's Android has no such package, so the game ran as a plain 2D app that Lepton never shows (only the
Android home screen, e.g. Accounting+, Unity 2017.4). The package name in libunity.so is pointed at "android" (always
installed): a same-length, in-place string edit; everything else about the check stays as it is."""
from __future__ import annotations
from ...analysis import elf
from ..base import ApkContext, Patch, Suggestion, register
from . import artifact
PACKAGE = "com.oculus.systemactivities"
ALWAYS_THERE = "android"
# Unity's legacy frame loop never calls ovrp_WaitToBeginFrame: its ovrp_Update2 lookup goes to native/ovrpshim
SHIM = "libfp_ovrp.so"
UPDATE, SHIM_UPDATE = "ovrp_Update2", "fpov_Update2"
# input diagnostics (off): the C# P/Invoke names in libil2cpp.so pointed at the shim's wrappers, which log what they
# return, report input focus as true and release buttons held > 2 s. Accounting+ still didn't pass "press any button"
# with them (input reached the game cleanly), so they stay off; switch on to investigate another game.
INPUT_PROBE = False
INPUT_CALLS = ("ovrp_GetConnectedControllers", "ovrp_GetControllerState4", "ovrp_GetControllerState2",
"ovrp_GetAppHasInputFocus")
UNITY_INPUT_CALLS = ("ovrp_GetControllerState", "ovrp_GetControllerState2")
class UnityOculusCheck(Patch):
id = "frame.unity_oculus_check"
title = "Unity 2017: start VR without Meta's system apps"
description = ("Unity's older built-in Oculus support (Unity 2017–2018) only starts VR when Android has Meta's "
"com.oculus.systemactivities package; without it the game runs as a hidden 2D app (you see the "
"Android home screen, e.g. Accounting+). Points that package name in libunity.so at \"android\", "
"which always exists, and adds the frame wait its legacy frame loop never makes (libfp_ovrp.so "
"calls ovrp_WaitToBeginFrame before ovrp_Update2; without it no frame starts and the dashboard "
"freezes).")
order = 45
def applies(self, a):
x = a.extra or {}
major = int(str(x.get("unity_version") or "0").split(".")[0] or 0)
# Unity 2019+ games run without it (e.g. Lucky's Tale 2019.4): their builds stay as they are
return a.engine == "Unity" and "libOVRPlugin.so" in a.libs and bool(x.get("unity_oculus_check")) \
and 0 < major < 2019
def detect(self, a):
if self.applies(a):
return Suggestion(True, "Older Unity with built-in Oculus support: it checks for Meta's system apps "
"before starting VR, and its frame loop never waits for the next frame "
"(e.g. Accounting+).")
return None
def apply(self, ctx: ApkContext) -> bool:
ws = ctx.ws
name = ws.lib("libunity.so")
if not ws.has(name):
return False
data, count = elf.replace_rodata_string(ws.read(name), PACKAGE, ALWAYS_THERE)
if not count:
return False
data, loops = elf.replace_rodata_string(data, UPDATE, SHIM_UPDATE)
plugin = ws.lib("libOVRPlugin.so")
if loops and ws.abi == "arm64-v8a" and ws.has(plugin):
ovrp = ws.read(plugin)
if SHIM.encode() not in ovrp:
ws.put(plugin, elf.add_needed(ovrp, SHIM))
ws.put(ws.lib(SHIM), artifact(ws.abi, SHIM))
ctx.notes.append(f"libunity.so: {UPDATE} -> {SHIM_UPDATE} ({SHIM} waits for each frame)")
il2cpp = ws.lib("libil2cpp.so")
if loops and INPUT_PROBE and ws.has(il2cpp): # diagnostics: the game's C# input calls go through the shim
code, probes = ws.read(il2cpp), 0
for real in INPUT_CALLS:
code, n = elf.replace_rodata_string(code, real, "fpov_" + real[5:])
probes += n
if probes:
ws.put(il2cpp, code)
ctx.notes.append(f"libil2cpp.so: {probes} input calls logged by {SHIM}")
if loops and INPUT_PROBE: # Unity's own input reads too
for real in UNITY_INPUT_CALLS:
data, n = elf.replace_rodata_string(data, real, "fpov_" + real[5:])
if n:
ctx.notes.append(f"libunity.so: {real} logged by {SHIM}")
ws.put(name, data)
ctx.notes.append(f"libunity.so: {PACKAGE} -> {ALWAYS_THERE} ({count}x)")
return True
register(UnityOculusCheck)
@@ -0,0 +1,69 @@
"""Unity XR settings the game's code chooses at runtime, fixed in libil2cpp.so (found per game with Cpp2IL, like
frame.unity_text_input).
- MSAA: Meta's OVRManager (useRecommendedMSAALevel) raises Unity's antiAliasing to the headset's recommended level
(4x) at runtime ("The current MSAA level is 0, but the recommended MSAA level is 4. Switching to the recommended
level."), whatever QualitySettings say, so frame.unity_no_msaa can't keep it off. Multisampled render-to-texture on
GLES through Zink hangs the Frame's GPU (Lucky's Tale: the whole headset restarted in a menu, 2026-10-03).
OVRDisplay.recommendedMSAALevel -> 0 keeps it off.
- Multiview: Oculus XR Plugin games render both eyes in one pass (Multiview) on Android. I Am Cat (Unity 2022.3, GLES
through Zink) drew only effects into the right eye's array slice; OculusSettings.GetStereoRenderingMode -> 0
(MultiPass) renders each eye in its own pass."""
from __future__ import annotations
from ..base import Suggestion, register
from .unity_text_input import RET_FALSE, Il2cppReturnPatch
RET_ZERO = RET_FALSE # mov w0, #0 ; ret
class UnityRuntimeMsaa(Il2cppReturnPatch):
id = "frame.unity_runtime_msaa_off"
title = "Unity: keep MSAA off at runtime (OVRManager)"
description = ("Meta's OVRManager switches Unity to the headset's recommended MSAA level (4x) while the game runs, "
"whatever its quality settings say (log: \"Switching to the recommended level\"). Multisampled "
"render-to-texture on GLES can hang the Frame's GPU, up to a restart of the whole headset (e.g. "
"Lucky's Tale in a menu). Rewrites OVRDisplay.recommendedMSAALevel -> 0 in libil2cpp.so (found with "
"Cpp2IL), so MSAA stays off.")
order = 47
targets = {"Oculus.VR/OVRDisplay.cs": {"get_recommendedMSAALevel": RET_ZERO},
"Assembly-CSharp/OVRDisplay.cs": {"get_recommendedMSAALevel": RET_ZERO}} # older Oculus Integration
check_name = "Unity MSAA"
def applies(self, a):
return a.engine == "Unity" and "libil2cpp.so" in a.libs and not a.only_32bit
def detect(self, a):
if self.applies(a) and (a.extra or {}).get("ovr_runtime_msaa") and "GLES" in a.graphics:
return Suggestion(True, "GLES Unity game whose OVRManager turns 4x MSAA on at runtime: multisampled "
"render-to-texture can hang the Frame's GPU.")
return None
class UnityMultiPass(Il2cppReturnPatch):
id = "frame.unity_multipass"
title = "Unity: render each eye separately (no multiview)"
description = ("Oculus XR Plugin games render both eyes in one pass (multiview) on Android. If one eye shows only "
"effects or grey (e.g. I Am Cat), rendering each eye in its own pass can fix it, at some GPU cost. "
"Rewrites OculusSettings.GetStereoRenderingMode and its inlined read in OculusLoader.Initialize -> "
"MultiPass in libil2cpp.so (found with Cpp2IL). Try it when one eye is wrong.")
order = 48
revision = 2 # 0.6.3 only patched the getter, which is inlined: also the field read in OculusLoader.Initialize
SETTINGS = "Unity.XR.Oculus/Unity/XR/Oculus/OculusSettings.cs"
targets = {SETTINGS: {"GetStereoRenderingMode": RET_ZERO}}
# the one-line getter is inlined into OculusLoader.Initialize (no call sites in I Am Cat / Toy Master): the field
# read there is what reaches the native plugin
field_loads = {"Unity.XR.Oculus/Unity/XR/Oculus/OculusLoader.cs":
{"Initialize": (SETTINGS, "m_StereoRenderingModeAndroid", 0)}}
check_name = "Unity stereo mode"
def applies(self, a):
return a.engine == "Unity" and "libil2cpp.so" in a.libs and not a.only_32bit \
and (a.extra or {}).get("oculus_xr_plugin", True) is not False
def detect(self, a):
return None # only for a game that shows the symptom (catalog recipe or the user's choice)
register(UnityRuntimeMsaa)
register(UnityMultiPass)
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