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51 Commits
Author SHA1 Message Date
spoopyghosty0 7a40e47e67 FramePort 0.11.0 2026-10-06 00:21:37 -04:00
spoopyghosty0 9401b7fc87 Accounting+ works (owner-verified 2026-10-06: the motion warning continues with the click emulation); catalog entry needs FramePort 0.10.1 2026-10-06 00:18:20 -04:00
spoopyghosty0 e510ea88f0 ovrpshim: log ovrp_GetNodePresent for Unity's built-in XR input and report a hand node present while its Touch controller is connected (BattleSisters: Unity's XR controller devices, which its buttons are read from, never appeared) 2026-10-06 00:17:25 -04:00
spoopyghosty0 4c2b6c9dee Start-up recursion (GitHub #58): library.load() refreshes recipes from the catalog, and the catalog's first load read its auto-update setting through library.load(), which refreshed recipes again before the catalog was cached (~140 nested loads: a long blank window, or a crash in the Windows bundle). The setting is read as stored (library.peek_setting) and the catalog step can't re-enter itself 2026-10-06 00:17:14 -04:00
spoopyghosty0 cb689c576a ovrpshim: Touch trigger or A/B/X/Y presses count as Unity mouse clicks (GetMouseButtonDown icall replaced): Accounting+'s motion warning waits for a click Lepton never delivers; input probe logs trigger/grip values 2026-10-06 00:06:18 -04:00
spoopyghosty0 bd2e1a8410 unity_oculus_check revision 3: Unity's built-in Oculus input creates Touch controllers only on device model 'Oculus Quest'; Lepton's Android is 'Valve Lepton', so the compared string is repointed in place (BattleSisters: hands tracked, buttons dead although OVRPlugin reported every press) 2026-10-05 23:39:53 -04:00
spoopyghosty0 608fac9d68 unity_oculus_check: the input probe can be switched on for a diagnostic build (FRAMEPORT_INPUT_PROBE=1) 2026-10-05 23:18:14 -04:00
spoopyghosty0 919c0e291e focus_hold on by default with 5 s (the Frame's wear sensor flickers "HMD off" for 0.5-2 s while worn and Quest games pause each time; Lucky's Tale); Unity 2019 games on the built-in VR loop (no Oculus XR Plugin) get the ovrpshim frame wait (BattleSisters flooded 'outside of frame bounds' and hung the GPU); frame.ovr_trace: opt-in Meta Platform SDK request tracer (native/ovrtrace) for games stuck waiting (Vader Immortal, GitHub #49); catalog: I Am Cat pose_consistency, Lucky's Tale haptic_fix, The Room VR (all owner-verified) 2026-10-05 22:02:06 -04:00
spoopyghosty0 23f4192cfd Game page offers a newer catalog config for recipes the user edited (GitHub #10: a saved Game settings dialog stopped catalog fixes; saving without a change no longer marks the recipe as the user's); launch tests fail when frames stop while the process lives on (frames-stopped) and on Unity render-thread crashes in the GL driver (unity-render-crash) 2026-10-05 21:03:02 -04:00
spoopyghosty0 3391a981b8 Unity fixes from the 2026-10-05 headset round: unity_runtime_msaa_off also no-ops QualitySettings.set_antiAliasing; frame.unity_no_overlay_copy (The Room VR: OVROverlay's fade copy crashed Zink; works now); unity_oculus_check also for Unity 2019 without the frame-wait shim (BattleSisters starts VR; then a GPU lockup); frame.unity_gl_shim + gl_hide_msrtt (GL shim reads every settings source); xrshim converts haptic amplitude envelopes before OVRPort's dispatcher (haptic_fix; GitHub #9, found by Klownicle); FrameBridge pose_consistency (GitHub #8, proposed by Klownicle) 2026-10-05 20:55:36 -04:00
spoopyghosty0 271ce56d08 README: Live view 2026-10-05 20:05:07 -04:00
spoopyghosty0 0e47ce8f1a Live view: sound, 360p-1080p + full-size qualities, smoother catch-up
- Sound: the default output's pulse monitor (what the headset plays) as AAC in the same fMP4; the
  player starts muted (browser autoplay rules) with a Sound on button. Video timestamps go to the
  wall clock (-ts mono2abs) instead of forcing it on the pulse input, which gave bursts of AAC packets
  one shared timestamp; aresample=async=1 keeps the sound continuous.
- Late viewers start at a keyframe of the video track (audio samples are all sync).
- Qualities 360p/480p/720p/1080p scale down only; 'full' sends SteamVR's headset view at its own
  size (1920x1080 today; v4l2cam has no size option, so 2K/4K would only upscale).
- Player keeps a 0.3 s cushion and catches up at 1.1x; it seeks only when >2 s behind (seeking to the
  very edge starved playback).
2026-10-05 20:05:06 -04:00
spoopyghosty0 ad924669d3 Live view tab: stream the Frame's headset view to a browser window on the PC
Source: SteamVR's built-in v4l2cam headset view (steamvr-v4l2cam.service -> v4l2loopback 'SteamVR'),
encoded with x264 on the Frame (fps=30 before scaling, nice 10, 3 threads) as fragmented MP4 over an
SSH exec channel; ffmpeg stops when the channel closes. A relay on 127.0.0.1 keeps the init segment and
the fragments since the last keyframe for late viewers and serves an MSE player page, opened in the
default browser (Flet can't show video outside flet build bundles). Verified on the dev Frame: 30 fps
in Edge, ~0.1 s behind the newest frame, 0.34 core at 720p with a quiet picture.
2026-10-05 20:05:06 -04:00
spoopyghosty0 311277ae40 FrameBridge rect_clamp (default on): keep submitted image rects inside their swapchain; SteamVR rejected every frame of a Unity game whose eye rect ran 4 px past it (GitHub #39, PowerWash Simulator stuck at 'Waiting'); triage swapchain-rect-invalid, PLAYBOOK row 2026-10-05 19:17:36 -04:00
spoopyghosty0 bad59bfb5b Steam library fallback (agent v56, GitHub #41): Play re-registers a devkit entry Steam forgot after a restart, the console-log appid comes from the current Steam session only, and art updates also reach the devkit entry 2026-10-05 18:57:25 -04:00
spoopyghosty0 9b57c4753f Game list: Waltz of the Wizard (merged working config) 2026-10-05 18:51:06 -04:00
spoopyghosty0 1301e60be1 Play's devkit fallback finds the entry's appid in Steam's console log when Steam doesn't save shortcuts.vdf (agent v55; GitHub #42: every game showed 'Game configuration unavailable') 2026-10-05 18:50:23 -04:00
spoopyghosty0 069a74f97e Merge pull request #55 from spoopyghosty0/catalog/issue-44
catalog: com.Aldin.WotW
2026-10-05 18:48:23 -04:00
github-actions[bot] 683ae5bcf6 catalog: com.Aldin.WotW (from #44) 2026-10-05 22:47:43 +00:00
spoopyghosty0 af904c62e6 FramePort 0.10.0 2026-10-05 18:46:18 -04:00
spoopyghosty0 f2d93af973 Game list: Tetris Effect, Iron Man VR, palazzo_santacruz (merged working configs) 2026-10-05 18:44:29 -04:00
spoopyghosty0 59fb47a827 Into The Radius 2 works: catalog vk_spec_fixes (the invalid depth resolve made models flicker and windows show behind them; found with the validation layer), status works, min_app 0.9.2; notes on Vulkan validation on the Frame 2026-10-05 18:43:39 -04:00
spoopyghosty0 9e169e069b Merge pull request #52 from spoopyghosty0/catalog/issue-46
catalog: com.resolutiongames.abvriop.santacruz
2026-10-05 18:40:13 -04:00
spoopyghosty0 eed6e4aaed Merge pull request #53 from spoopyghosty0/catalog/issue-47
catalog: com.camouflaj.salmon
2026-10-05 18:40:05 -04:00
spoopyghosty0 9829ee1666 Merge pull request #54 from spoopyghosty0/catalog/issue-45
catalog: com.enhanceexperience.tetriseffect
2026-10-05 18:39:56 -04:00
spoopyghosty0 13069db28a Vulkan shim vk_spec_fixes (per game): depth images get TRANSFER_DST (not transient ones), Qualcomm shader-resolve subpasses lose their invalid depth resolve; found with the validation layer in Into The Radius 2 2026-10-05 18:19:11 -04:00
spoopyghosty0 7058105056 Launch tests wait for a first boot after an APK change (agent v54: Lepton's transient 'is not a running context' stopped them); Vulkan shim vk_validation (diagnostics: adds Khronos' validation layer, bundled in a test APK, to the game's instance; a global debug.vulkan.layers property kills Lepton's container) 2026-10-05 17:59:03 -04:00
github-actions[bot] df5b949f1a catalog: com.enhanceexperience.tetriseffect (from #45) 2026-10-05 21:57:47 +00:00
github-actions[bot] 3929ff0a8b catalog: com.camouflaj.salmon (from #47) 2026-10-05 21:57:46 +00:00
github-actions[bot] 4910440f56 catalog: com.resolutiongames.abvriop.santacruz (from #46) 2026-10-05 21:57:44 +00:00
spoopyghosty0 bda9045be6 Into The Radius 2: load only Valve's foveation layer (VALVE_rpo removed the game's fog; owner-verified), notes on the remaining pop-in 2026-10-05 17:32:58 -04:00
spoopyghosty0 a7890d46de QuestCraft works: catalog status works (owner-verified 2026-10-05; LIBGL_NOERROR + frame.ltw_depth) 2026-10-05 17:31:35 -04:00
spoopyghosty0 50ab3eb341 frame.ltw_depth: Minecraft launchers' LTW (QuestCraft) loads OpenGL ES through libfpg.so (native/glshim/eglfmt.c), which turns desktop GL_DEPTH_COMPONENT32 into OpenGL ES depth formats; the Frame's Mesa rejected it, so the depth textures never existed and every framebuffer was incomplete (black picture) 2026-10-05 17:22:52 -04:00
spoopyghosty0 4313b52792 QuestCraft: LIBGL_NOERROR for LTW (Lepton env) gets Minecraft past its GL error 1282 at start (the picture is black next, under investigation); notes on ITR2's popping tests (vk_query_slots and Valve's FDM layer ruled out) 2026-10-05 17:09:33 -04:00
spoopyghosty0 4f9ecf4801 WiiCompiled: notes on "Start straight in VR" (owner-verified: opens in VR without the launcher window; off by default because it skips the launcher's import) 2026-10-05 16:46:12 -04:00
spoopyghosty0 9a5efa28f5 Translation template for the vk_query_slots texts 2026-10-05 16:38:30 -04:00
spoopyghosty0 cf900cd9d4 vk_query_slots: in the Game settings dialog (switch, Troubleshooting; Unreal Vulkan games), 1 = on; fix the settings-dialog test and the translation template 2026-10-05 16:37:10 -04:00
spoopyghosty0 ef21b33ca2 Vulkan shim: vk_query_slots (per game) gives occlusion queries one slot per eye; in multiview passes the Frame's Mesa driver writes the second eye's zero result into the next query, culling visible objects (Into The Radius 2's popping models; not yet confirmed in a headset). Sidebar: Sleep / Restart / Shut down below the Frame card 2026-10-05 16:30:07 -04:00
spoopyghosty0 799f1bd9f1 frame.start_activity (opt-in): start an app's VR activity directly instead of its 2D launcher (WiiCompiled's flat window stayed in view after the VR part started); per-element manifest edit, VR activity from the original APK's analysis (OVRPort gives every MAIN activity LAUNCHER + VR); notes on QuestCraft (Minecraft stops at GL error 1282) and ITR2 pop-in 2026-10-05 16:20:31 -04:00
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
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@@ -26,7 +26,22 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
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).
pkg)`); live view (`views/live.py` + `install/livestream.py`: the Frame's built-in SteamVR "headset view" webcam
(`steamvr-v4l2cam.service` → v4l2loopback "SteamVR" /dev/video99, see docs/FRAME_RUNTIME.md) + the default
output's pulse monitor (sound) → ffmpeg/x264 + AAC (qualities scale down only; "full" = SteamVR's size) →
fragmented MP4 on an SSH exec channel's stdout (the script stops ffmpeg on stdin EOF) → relay on 127.0.0.1 (keeps
init + fragments since the last keyframe of the *video* track for late viewers) → player page
`install/live_player.py` (MSE; starts muted as browsers require, "Sound on" button; 0.3 s cushion, catches up at
1.1x, seeks only when >2 s behind: seeking to the very edge starved it) opened
in the user's default browser: Flet can't show video outside `flet build` bundles; the stream outlives the tab and
stops on disconnect/window close); 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
@@ -162,7 +177,7 @@ 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
@@ -398,7 +413,7 @@ GPU. Learned in the headset: quads can't be a background (the Frame draws quad l
whatever the order: hid 4XVR's balcony/controllers), and the Frame doesn't reproject a projection layer from its own
pose (images drawn only after head turns, or ahead from xrWaitFrame and sometimes late, wobbled);
`equirect_flip/face/res/fps/stereo`), `stable_local`, `focus_hold` (only after 3 s FOCUSED, dips <600 ms),
`aim_pitch/aim_yaw/aim_forward`, `refresh_rate`, `layer_debug` (diagnostics). 4XVR re-creates LOCAL spaces every 2–4 s
`aim_pitch/aim_yaw/aim_forward`, `refresh_rate`, `layer_debug` (diagnostics); focus_hold is default-on since 2026-10-05. 4XVR re-creates LOCAL spaces every 2–4 s
(menu recentring suspect); its theatres are baked 7680×3840 equirect2 images (`assets/100.png` …). Test 360° videos
(NASA, public domain) are in the Frame's ~/Videos; copies in `~/Downloads/frameport-360`. 4XVR's "Internal Storage"
lists its own `/sdcard/4XPlayer`, not Movies: agent v25 `link_media` hard-links sent files into an app's own top-level
@@ -507,13 +522,43 @@ lacks (ActivityNotFoundException) → imported by hand: libmain.so + game.json
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.
**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. GitHub #42 (two Steam accounts, neither MostRecent): Steam rewrote the active account's shortcuts.vdf without FramePort's entries right after starting, and added the devkit entry live without saving it, so `devkit_appid` (vdf only) failed ("Steam added the devkit entry but didn't save it"); agent v55 `devkit_appid_from_log` reads Steam's `sanitize shortcut app id "~/devkit-game/<id>/launch.sh": replacing 0 with N` console line. GitHub #41 (one account): same Steam behaviour, and every install restarts Steam, which forgets the never-saved devkit entry. Agent v56: the log fallback reads only the current session's console_log.txt; Play re-registers a devkit entry that gets AppError_9; art updates also write the devkit entry's grid art (`copy_grid_art`). Open: why some Frames' Steam never loads or saves shortcuts.vdf (single account too).
**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.
**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).
**Power (0.9, agent v47):** sidebar bar below 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).
**Start activity / QuestCraft / ITR2 pop-in (2026-10-05):** WiiCompiled's VR part (`QuestActivity`, SDL, process `:game`) stays behind Lepton's flat window when the launcher is shown (`device.text_input_window`). `frame.start_activity` (opt-in; analysis `extra.vr_activity` = the original APK's activity with Meta's VR category when it isn't the launcher) gives that activity's filter LAUNCHER and every other LAUNCHER becomes INFO, per element (`axml.set_start_activity`); Lepton's own `apk-info-extractor --print-activity-name` (on the Frame under Lepton/liblepton/apk_extractor) then answers QuestActivity. **OVRPort gives every MAIN activity LAUNCHER + VR categories**, so the VR activity must come from the original APK's analysis, not the converted manifest. Lepton has no activity override (`APP_ACTIVITY` is reset when app_metadata.sh is sourced). QuestCraft reaches Minecraft 1.21.5 (Fabric, Vivecraft, Sodium; LTW "Large Thin Wrapper" GL 3.0 on the Frame's Zink) and stops at `OpenGL error 1282` in `WindowFramebuffer` createTexture (Minecraft's crash report in `files/instances/1.21.5/crash-reports/`, Pojlib's `files/latestlog.txt`); the vrclient SIGSEGV / "pthread_mutex_lock called on a destroyed mutex" afterwards is only the shutdown (Unity's render thread still in vrclient while the instance is destroyed). ITR2 "models popping in and out" in game: Unreal reads user config from **internal** storage (`lepton-data/internal/<pkg>/files/UnrealGame/<Project>/<Project>/Saved/Config/Android/Engine.ini`, not external); `r.AllowOcclusionQueries=0` there broke its menus (removed again). Vulkan shim `vk_query_slots` (two slots per occlusion query) never saw ITR2 create an occlusion query pool, and the run with it crashed (Unreal RenderThread SIGSEGV, caught by sentry-native: no tombstone; the backtrace is in `cache/sentry/*/.sentry-native/*.run/*.envelope` with module offsets) - left off. Next suspect: Unreal 5 mobile HZB occlusion reading depth stored with Valve's FDM injection layer; test = launcher `VK_INSTANCE_LAYERS=''` (Lepton then loads neither VALVE_rpo nor VALVE_fdm_injection, Fossilize still). QuestCraft: LTW overrides glGetError and returns 0 with `LIBGL_NOERROR` set; Lepton passes `LEPTON_ENV_<NAME>` to the app as `<NAME>`, so catalog `lepton_env: {LEPTON_ENV_LIBGL_NOERROR: '1'}` gets Minecraft past the GL error 1282; then black picture (see the catalog entry). FrameBridge logs `new layer` once per layer type per process and projection views only for the first frames, so a second session in the same process (Vivecraft after Unity) needs `layer_debug=1`.
**Vulkan validation / ITR2 solved (2026-10-05):** Khronos' validation layer can't come from Lepton (its layer dir is in the read-only guest image; the Linux copies on the Frame are glibc) and a global `debug.vulkan.layers` property (via the LEPTON_GFXRECON_FP_PROPS trick) kills the container at boot. Working recipe: bundle `libVkLayer_khronos_validation.so` (Khronos android-binaries release, arm64-v8a, stored uncompressed) into a test APK re-signed with the game's key (`apk.sign.sign`), install with `frameport install <pkg> --apk`, and set the Vulkan shim's `vk_validation=1` (it adds the layer at vkCreateInstance; findings under the logcat tag VALIDATION in launch.log, each message ID capped at 10). ITR2's flicker + windows behind models = Unreal's Qualcomm shader-resolve subpasses with a depth resolve of a single-sampled depth attachment (VUID-04908/-03179); `vk_spec_fixes=1` drops that resolve (its TRANSFER_DST half never applies to ITR2: the main depth is transient). Valve's VALVE_rpo layer removed ITR2's fog (catalog `lepton_env: VK_INSTANCE_LAYERS: VK_LAYER_VALVE_fdm_injection`). `r.ViewDistanceScale=2` in the internal Saved/Config/Android/Engine.ini only exists on the owner's Frame (the catalog can't write internal storage yet). Launch tests: Lepton prints a transient "is not a running context" on the first start after an APK change (agent v54 `not_started` waits 30 s for "Boot complete!").
**GitHub #38/#39 (2026-10-05):** PowerWash Simulator stuck at "Waiting.." on a reporter's Frame = Unity sized the right-eye image rect past its swapchain (rect 268+1656 on a 1920-wide swapchain; the runtime's recommended size differs per Frame) and SteamVR rejected every frame (`xrEndFrame failed -25`, XR_ERROR_SWAPCHAIN_RECT_INVALID), after which the game stopped calling xrEndFrame. FrameBridge `rect_clamp` (default on; sizes noted in xrCreateSwapchain; clamped layers count as swapped) keeps projection/quad rects inside their swapchain; triage `swapchain-rect-invalid`. Not reproducible on the dev Frame with `scale` (Unity's eye sizing isn't just the recommended width); no regression there (72 fps). The adapter's revision was NOT bumped (that would mark every installed game outdated): affected users rebuild. The Room VR (#38) = Unity's render thread SIGSEGV in libgallium_dri.so ~30 ms after the game recreates its eye swapchain with samples=4 (FrameBridge retries samples=1); the game's own code turns MSAA on (not OVRManager); candidate fix: hide GL_EXT_multisampled_render_to_texture (GL shim) - needs the APK to test. The launch test passed both (render thread dead / no frames): triage gap.
**Headset round 2026-10-05 (evening):** I Am Cat's judder = repeated xrLocateViews of one display time returning
slightly different poses → FrameBridge `pose_consistency` (owner-verified, works). Lucky's Tale freeze on touching a
save slot = OVRPort's OpenXR dispatcher converting XR_FB_haptic_amplitude_envelope with ns read as s (GitHub #9) →
xrshim `haptic_fix` (owner-verified); its remaining short pauses were the wear sensor ("HMD off/on" 0.5-1 s in
`logs/eyetracking.txt`, not vrserver.txt) → **`focus_hold` is on by default with 5 s** (owner's choice; C defaults
too). The Room VR works (`unity_no_overlay_copy`). BattleSisters (Unity 2019.4 built-in VR, no libOculusXRPlugin.so)
flooded "outside of frame bounds" ~2400/s and hung the GPU (kernel hangcheck, zink DEVICE LOST) → the ovrpshim frame
wait now also applies to Unity 2019 without the Oculus XR Plugin (`UnityOculusCheck.legacy_loop`). Vader Immortal
(UE4, stuck on the loading image after the intro, GitHub #49): VRP repacks carry a Frida gadget (`libfrda.so`,
config `hijack_responses`), but OVRPort's `patch_clean_up_frida` removes its loadLibrary call, so it never runs on
the Frame; `frame.ovr_trace` (opt-in, `native/ovrtrace`: 1138 exported ovr_* stubs → real loader functions, logcat
tag `fp_ovrtrace`: calls, PopMessage answers, unanswered requests every 10 s) is the next diagnostic.
**Unity built-in VR input (2026-10-05):** probe builds (`FRAMEPORT_INPUT_PROBE=1 frameport build …`; it logs
trigger/grip crossings too) showed OVRPlugin returns the full Touch state for every controller mask (also Go masks);
presses reach the games' OVRInput. Accounting+ (Il2CppDumper v6.7.46 reads its Unity 2017 metadata v24, run on Windows)
passes stance selection (NewtonVR grip/trigger) but its motion warning waits for `Input.GetMouseButtonDown(0/1)`,
which Lepton never delivers (no focused Android window) → ovrpshim registers its own
`UnityEngine.Input::GetMouseButtonDown(System.Int32)` icall (il2cpp_add_internal_call, after Unity's: resolve first)
that adds a click in the frame a Touch trigger or A/B/X/Y is newly pressed (`unity_oculus_check` revision 3).
BattleSisters (Unity 2019 InputSystem/XR InputDevices; libunity polls only Go masks 0x8000000/0x1000000/0x2000000;
device model "Oculus Quest" vs Lepton's "Valve Lepton", ovrp_GetSystemProductName (already "Oculus Quest"),
ovrp_GetNodePresent (hands present after ~2 s, logged by the shim) and missing ovrp_GetControllerState exports were
all ruled out in the headset): buttons still dead; next = find what makes libunity's Oculus input poll only Go
controllers. Accounting+ works (owner, 2026-10-06).
**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.
+11 -1
View File
@@ -32,6 +32,7 @@ Install games that target the Meta Quest, Android, or general PCVR onto your **V
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.
- **Live view tab:** watch what the headset shows, with sound, in a browser window on your computer.
- **Self-updating** releases, redacted diagnostics, one-click problem reports and working-config sharing.
## Quick start
@@ -52,7 +53,8 @@ Install games that target the Meta Quest, Android, or general PCVR onto your **V
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
@@ -77,6 +79,14 @@ your computer.
![Screenshot viewer](docs/images/screenshot-viewer.png)
## Live view
The **Live view** tab streams what the headset shows, with its sound, to your computer: click **Start live view** and
it opens in your default web browser (full screen with a double-click; click **Sound on** to hear it, as browsers start
videos muted). Pick 360p to 1080p, or the headset view's full size. The picture comes from SteamVR's built-in headset
view on the Frame and is encoded there while you watch (about one CPU core), so stop it when you're done. It's black
while the headset sleeps.
## Compatibility
If a game has already been tested with FramePort, it will automatically use the optimal game config. Otherwise, FramePort
+161 -20
View File
@@ -34,8 +34,9 @@ import subprocess
import sys
import time
import zlib
from types import SimpleNamespace
AGENT_VERSION = 48
AGENT_VERSION = 56
HOME = os.path.expanduser("~")
STEAM = os.path.join(HOME, ".local/share/Steam")
ANCHORS = os.path.join(HOME, "Applications/quest-frame")
@@ -262,11 +263,17 @@ def compat_command(tool_dir, verb="waitforexitandrun", depth=0):
def pick_proton(tools, wanted=None):
ready = [t for t in tools if t["installed"] and t["require_installed"]]
"""The Proton build a game uses: the one asked for (name, display name or alias such as proton-experimental),
else the newest stable one (owner's choice 2026-10-05 after an A/B in the headset: Rick and Morty felt much
smoother on Proton 11 than on Experimental; a game that fails gets "try Proton Experimental" suggested).
Returned even when not installed yet: the installer installs it."""
def matches(t, w):
return w in (t["name"], t["display_name"]) or w in [a.strip() for a in t["aliases"].split(",")]
if wanted:
return next((t for t in tools if wanted in (t["name"], t["display_name"]) or wanted in t["aliases"].split(",")),
None)
return ready[0] if ready else (tools[0] if tools else None)
return next((t for t in tools if matches(t, wanted)), None)
stable = [t for t in tools if not t["experimental"]]
ready = [t for t in stable if t["installed"] and t["require_installed"]]
return (ready or stable or tools or [None])[0]
def openxr_runtime():
@@ -1128,7 +1135,16 @@ def remove_from_library(user, remove, result):
def update_library(user, packages, result, shortcuts=True):
"""Add/update installed games' shortcuts + grid art in one Steam account (Steam is closed; shortcuts=False: only
the grid art of shortcuts that are already right, while Steam runs)."""
the grid art of shortcuts that are already right, while Steam runs). A game's devkit entry (the Play fallback)
gets the same art: on Frames where Steam ignores shortcuts.vdf it is the one in the library (GitHub #41)."""
for pkg in packages:
gameid = devkit_gameid(pkg)
appid = devkit_appid(gameid) if gameid else None
if appid:
try:
copy_grid_art(pkg, appid, [user])
except OSError as exc:
result.setdefault("errors", []).append(f"{pkg}: devkit art: {exc}")
vdf = os.path.join(STEAM, "userdata", user, "config/shortcuts.vdf")
grid = os.path.join(os.path.dirname(vdf), "grid")
os.makedirs(grid, exist_ok=True)
@@ -1271,7 +1287,28 @@ def devkit_appid(gameid):
for v in (root.get("shortcuts") or {}).values():
if isinstance(v, dict) and v.get("DevkitGameID") == gameid and v.get("appid"):
return v["appid"] & 0xFFFFFFFF
return None
return devkit_appid_from_log(gameid)
def devkit_appid_from_log(gameid):
"""The appid Steam picked for a devkit game, from its console log ('sanitize shortcut app id "<dir>/<id>/launch.sh":
replacing 0 with N'). Steam adds the entry live but may never save it (GitHub #41/#42), so the log of the running
Steam session is the fallback (console_log.previous.txt is the session before, whose live entries are gone). The
newest line wins."""
exe = os.path.join(DEVKIT_GAMES, gameid, "launch.sh")
pat = re.compile(r'sanitize shortcut app id "' + re.escape(exe) + r'": replacing \d+ with (\d+)')
found = None
for name in ("console_log.txt",): # this Steam session only: entries added live are gone after a restart
try:
with open(os.path.join(STEAM, "logs", name), errors="replace") as f:
for line in f:
if "sanitize shortcut app id" in line:
m = pat.search(line)
if m:
found = int(m.group(1)) & 0xFFFFFFFF
except OSError:
continue
return found
def devkit_register(pkg):
@@ -1313,8 +1350,14 @@ def devkit_register(pkg):
time.sleep(0.5)
if not appid:
raise AgentError("Steam added the devkit entry but didn't save it")
copy_grid_art(pkg, appid)
return appid
def copy_grid_art(pkg, appid, users=None):
"""The game's Steam art (portrait, landscape, hero, logo) as grid/<appid>* in every (or the given) account."""
anchor = os.path.join(ANCHORS, pkg)
for user in steam_users():
for user in users if users is not None else steam_users():
grid = os.path.join(STEAM, "userdata", user, "config/grid")
os.makedirs(grid, exist_ok=True)
for kind, suffix in (("portrait", "p"), ("landscape", ""), ("hero", "_hero"), ("logo", "_logo")):
@@ -1324,7 +1367,6 @@ def devkit_register(pkg):
if re.match(rf"^{appid}{re.escape(suffix)}\.", os.path.basename(old)):
os.remove(old)
shutil.copy(img, os.path.join(grid, f"{appid}{suffix}{os.path.splitext(img)[1]}"))
return appid
def devkit_unregister(pkg, steam_running=True):
@@ -1376,8 +1418,9 @@ def cmd_launch(args):
raise AgentError(f"{NOT_IN_LIBRARY}: {dep.get('title') or pkg}")
steam = steam_launch(appid, args.get("wait", 10))
out = {"package": pkg, "gameid": steam_gameid(appid), "title": dep.get("title"), "via": via, "steam": steam}
if via == "shortcut" and steam["result"] == "error" and steam.get("code") == 9 and args.get("fallback", True):
# Steam doesn't know the shortcut at all (it tried to license a store app with that id): devkit entry
if steam["result"] == "error" and steam.get("code") == 9 and args.get("fallback", True):
# Steam doesn't know the shortcut at all (it tried to license a store app with that id): devkit entry. A devkit
# entry Steam never saved is gone after a Steam restart (every install restarts it, GitHub #41): add it again
try:
appid = devkit_register(pkg)
except AgentError as exc:
@@ -2799,6 +2842,58 @@ def cmd_finalize_linux(args):
return {"ok": True, "base": base, "appid": appid, "moved_files": moved, "missing_libraries": missing}
def cmd_usb_link(args):
"""What the Frame's USB network link (usb0) looks like, for "connect with a USB cable" (read only): its address
and state, the USB gadget functions behind it (ncm/ecm/rndis: decides which PCs need a driver), the USB speed,
whether the Frame gives the PC an address (NetworkManager "shared" = DHCP server, dnsmasq) and whether sshd
answers on it."""
def sh(cmd): # a missing tool (nmcli, ss) leaves its field empty instead of failing the whole probe
try:
return run(cmd)
except (OSError, subprocess.SubprocessError):
return SimpleNamespace(returncode=1, stdout="", stderr="")
def read(path):
try:
return open(path).read().strip()
except OSError:
return None
out = {"present": os.path.isdir("/sys/class/net/usb0")}
out["operstate"] = read("/sys/class/net/usb0/operstate")
out["carrier"] = read("/sys/class/net/usb0/carrier")
out["mac"] = read("/sys/class/net/usb0/address")
p = sh(["ip", "-j", "addr", "show", "usb0"])
try:
out["addresses"] = [f"{a['local']}/{a['prefixlen']}" for i in json.loads(p.stdout or "[]")
for a in i.get("addr_info", [])]
except ValueError:
out["addresses"] = []
functions = []
for g in glob.glob("/sys/kernel/config/usb_gadget/*"):
functions += [f"{os.path.basename(g)}:{os.path.basename(f)}" for f in glob.glob(os.path.join(g, "functions/*"))]
out.setdefault("udc", read(os.path.join(g, "UDC")))
out.setdefault("gadget_ids", f"{read(os.path.join(g, 'idVendor'))}:{read(os.path.join(g, 'idProduct'))}")
out["functions"] = functions
out["speed"] = {os.path.basename(u): read(os.path.join(u, "current_speed")) for u in glob.glob("/sys/class/udc/*")}
nm = sh(["nmcli", "-t", "-f", "DEVICE,STATE,CONNECTION", "device"])
line = next((ln for ln in nm.stdout.splitlines() if ln.startswith("usb0:")), "")
out["nm"] = line
conn = line.split(":", 2)[2] if line.count(":") >= 2 else ""
if conn:
out["nm_ipv4_method"] = sh(["nmcli", "-g", "ipv4.method", "connection", "show", conn]).stdout.strip()
out["dhcp_servers"] = [ln for ln in sh(["pgrep", "-a", "dnsmasq|udhcpd|kea|dhcpd"]).stdout.splitlines()][:5]
out["leases"] = sorted(glob.glob("/var/lib/NetworkManager/dnsmasq-usb0*.leases") +
glob.glob("/var/lib/misc/dnsmasq*.leases"))
neigh = sh(["ip", "-j", "neigh", "show", "dev", "usb0"])
try:
out["neighbours"] = [n.get("dst") for n in json.loads(neigh.stdout or "[]")]
except ValueError:
out["neighbours"] = []
out["sshd_listening"] = ":22 " in sh(["ss", "-ltn"]).stdout
out["devkit_mode"] = os.path.exists("/etc/steamos-devkit-enabled")
return out
POWER_ACTIONS = {"sleep": "suspend", "restart": "reboot", "shutdown": "poweroff"}
@@ -2999,7 +3094,7 @@ def cmd_launch_test(args):
if "Exited!" in text:
state = "EXITED"
break
if "Early-exit" in text or "is not a running context" in text:
if "Early-exit" in text or not_started(text, time.time() - start):
state = "NEVER_STARTED"
break
elapsed = round(time.time() - start)
@@ -3568,29 +3663,67 @@ def steam_js(expression, timeout=5):
return res.get("value")
def dashboard_worker(log, parent, wait_start=240, window=25):
"""Close SteamVR's dashboard once the game's first VR frames are logged (FrameBridge's "pacing:" line), checking
for `window` seconds after that (Steam can open it a moment later; at most 3 times). Ends with the launcher."""
FIRST_FRAME_MARKERS = (b"FrameBridge: new layer:", b"FrameBridge: pacing:")
# SteamVR's dashboard UI logs a dashboard opened with the controller's button as "[ToggleDashboard]
# toggle_dashboard_action"; Steam's own start-up menu comes without it (onShowOverlayRequestFromSteam / frame menu)
USER_DASHBOARD_MARKER = b"toggle_dashboard_action"
def user_opened_dashboard(log, pos):
"""(opened, new position): whether the player opened the dashboard (controller button) since `pos` in SteamVR's
vrwebhelper_systemui.txt. A missing log answers no (the worker then behaves as before)."""
try:
with open(log, "rb") as f:
f.seek(0, 2)
end = f.tell()
if pos is None or pos > end: # first look, or the log was rotated: only what comes from now on
return False, end
f.seek(pos)
return USER_DASHBOARD_MARKER in f.read(), end
except OSError:
return False, pos
def dashboard_worker(log, parent, wait_start=240, window=30, poll=0.5, ui_log=None):
"""Close SteamVR's dashboard (Steam's "Resume game" frame menu) that opens when the game submits its first VR
frame: watch from FrameBridge's first "new layer:" line (the first submitted frame; Steam showed the menu ~0.3 s
later with ITR2), checking every `poll` s for `window` s after it (at most 3 hides). Waiting for the first
"pacing:" summary (agent 44-51) was ~8 s too late: the owner had pressed Resume by then. Stops for good once the
player opens the dashboard with the controller (agent 52 closed it 60 ms after each press: the game had paused
for it and stayed paused). Ends with the launcher."""
if ui_log is None:
ui_log = os.path.join(STEAM, "logs/vrwebhelper_systemui.txt")
_, ui_pos = user_opened_dashboard(ui_log, None)
def alive():
try:
os.kill(int(parent), 0)
return True
except (OSError, ValueError):
return False
deadline = time.time() + wait_start
deadline, pos, tail = time.time() + wait_start, 0, b""
while time.time() < deadline and alive():
try:
with open(log, "rb") as f:
if b"FrameBridge: pacing:" in f.read():
break
f.seek(pos)
chunk = f.read()
pos += len(chunk)
text = tail + chunk
if any(m in text for m in FIRST_FRAME_MARKERS):
break
tail = text[-64:] # a marker split across two reads
except OSError:
pass
time.sleep(1)
time.sleep(poll)
else:
print("no VR frames logged; dashboard left as it is")
return
print(f"{time.strftime('%H:%M:%S')} first VR frame")
hidden, end = 0, time.time() + window
while time.time() < end and hidden < 3 and alive():
user, ui_pos = user_opened_dashboard(ui_log, ui_pos)
if user: # the player wants the dashboard (or the game's menu button opened it): never close it on them
print(f"{time.strftime('%H:%M:%S')} dashboard opened with the controller: leaving it to the player")
return
try:
if steam_js("SteamClient.OpenVR.VROverlay.IsDashboardVisible()"):
steam_js("SteamClient.OpenVR.VROverlay.HideDashboard()")
@@ -3599,7 +3732,15 @@ def dashboard_worker(log, parent, wait_start=240, window=25):
except Exception as exc: # noqa: BLE001 (no devtools port, Steam restarting: leave it)
print(f"steam ui: {exc}")
return
time.sleep(1)
time.sleep(poll)
def not_started(text, waited, grace=30):
"""Lepton's container didn't come up: "is not a running context" with no "Boot complete!" after it for `grace`
seconds. The first start after an APK change prints that message while it waits for the boot and then boots
normally (installing the new APK): agent 53 and older stopped those starts after a few seconds."""
i = text.rfind("is not a running context")
return i >= 0 and "Boot complete!" not in text[i:] and waited >= grace
COMMANDS = {n[4:]: f for n, f in globals().items() if n.startswith("cmd_")}
+8 -6
View File
@@ -1,12 +1,14 @@
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
3e05bb8561c7fd8787b3120739b3ce66c68badb5b00571bd50ae7e6c1f159274 ./arm64-v8a/libopenxr_loader_generic.so
4724254982fa854de2134b15b936cfbd6bd244d51e5d72d5b51b85c60ef67321 ./arm64-v8a/libfp_ovrp.so
40defdaddcda53bd2649eb48076fae1622bfc2bfc88e9e03c94fc8b45af2a4f2 ./arm64-v8a/libfp_ovrtrace.so
b5949e9e90e4c51e2733b9f6cd3c857a447552ac7291aec340407c27b034b600 ./arm64-v8a/libfp_vk.so
383054f8b3b41dde76d062c71856cd3163655e50009c08454bc1793f393ead65 ./arm64-v8a/libfpg.so
424d8e5cb15608ad627f9415df4c4665efd9358fed3447a5d3765279dc652f6b ./arm64-v8a/libframe_xrshim.so
3bfd1261688ed766c0adb9172f44dd7d41cc6459f26205ce3069f536a52e4ab9 ./arm64-v8a/libglshim.so
899b76382e6d10fe2b594b40fed369d03808a1f3ec7a18ccc05f420c11056aeb ./arm64-v8a/libopenxr_loader_generic.so
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
32525cd0a9ee3d9993d8871cd6905bdcf22cde4f4ba28f5db6434ce7d6554758 ./arm64-v8a/libvrapi.so
33bf52994b8024e139af20d6915bc76a0c7341ce9b5bd136a3002236168bcbd1 ./armeabi-v7a/libopenxr_loader_generic.so
79955f386b4e8d43b36b052f9f838e85310c4234403c31e1b2b3f2e914aa4627 ./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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+21
View File
@@ -0,0 +1,21 @@
package: com.Aldin.WotW
title: 'Waltz of the Wizard: Extended Edition'
status: works
notes: From what I tested, it just works. My only complaint is that the haptics go pretty crazy. But I don't remember
what it was like when I played it in my Quest. So it could be fine. 100% playable.
tested_version: 5.0.8.1578
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-05'
known_good_sha256: 522cfebf954e1cab6054798479b0b32c5ba9e38cca83dd98db2ac0f7e3c0802a
app: 0.9.1
overport_cli: 1.2.5
frame_build: '20260922.6101926'
agent: 48
issue: 44
source_hint: WotW
+21 -5
View File
@@ -1,10 +1,21 @@
package: com.CMGames.IntoTheRadius2
title: Into The Radius 2
status: issues
notes: Flickering textures were reported; space warp is turned off to address them (not yet confirmed in a headset).
status: works
notes: Plays well (owner-verified 2026-10-05). Space warp is off, the headset's brief focus losses are hidden
(focus_hold, up to 2.5 s), only Valve's foveation layer is loaded (its render-pass optimizer removed the fog) and
an invalid depth resolve in Unreal's render passes is dropped (vk_spec_fixes; it made models flicker and windows
show behind them). Needs FramePort 0.10.0 or newer. 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.
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. Valve's VALVE_rpo
(render-pass optimizer) Vulkan layer removes the game's fog (owner-verified 2026-10-05; with only VALVE_fdm_injection
loaded the fog renders), which also hid the distance culling; ruled out for the remaining pop-in - Vulkan occlusion
query slots, Valve's FDM layer. The cause, found with Khronos' validation layer (vk_validation) - Unreal's render
passes use Qualcomm's shader resolve (VK_SUBPASS_DESCRIPTION_SHADER_RESOLVE_BIT_QCOM) together with a depth resolve
of a single-sampled depth attachment (VUID-VkSubpassDescription2-flags-04908, -03179), harmless on Quest's driver,
wrong depth on the Frame's Mesa; the Vulkan shim's vk_spec_fixes drops that resolve.
tested_version: 1.2.4
engine: Unreal
xr: OpenXR
@@ -13,8 +24,13 @@ alt_overport:
adapter:
equirect_emul: 1
hide_space_warp: 1
focus_hold: 1
focus_hold_ms: 2500
vk_spec_fixes: 1
lepton_env:
VK_INSTANCE_LAYERS: VK_LAYER_VALVE_fdm_injection
verified:
date: '2026-10-04'
date: '2026-10-05'
issue: 35
updated: '2026-10-04'
min_app: 0.10.0
source_hint: Into The Radius 2
@@ -0,0 +1,25 @@
package: com.FireproofStudios.TheRoomVR
title: The Room VR
status: works
notes: Plays normally (it used to stay on a grey screen).
details: Unity 2018.4 with built-in Oculus support. It started VR only with frame.unity_oculus_check, then Unity's
render thread crashed in the GL driver (Zink) when OVROverlay copied a 4x4 fade texture into its overlay layer;
frame.unity_no_overlay_copy skips that copy (the fade still works). frame.unity_runtime_msaa_off keeps the eye buffer
at one sample (also GitHub issue 38).
tested_version: '1.02'
engine: Unity
xr: VrApi
frame:
- frame.unity_no_msaa
- frame.unity_oculus_check
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_no_overlay_copy
device:
- device.text_input_window
verified:
date: '2026-10-05'
issue: 38
updated: '2026-10-05'
min_app: 0.11.0
source_hint: The Room VR
+10 -6
View File
@@ -1,13 +1,14 @@
package: com.NewFolderGames.IAmCat
title: I Am Cat
status: issues
notes: The view vibrates slightly, even when holding still.
status: works
notes: Steady view with pose_consistency (the judder is gone).
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.
clamps its physics step to 10 ms. The judder came from the game locating its views about three times per frame and
getting slightly different poses each time; FrameBridge pose_consistency returns the same views for repeated
queries of one display time (proposed in GitHub issue 8). The grey right eye on the loading screen is still open.
tested_version: 1.4.0.0
engine: Unity
xr: OpenXR
@@ -16,8 +17,11 @@ frame:
- frame.unity_multipass
device:
- device.text_input_window
adapter:
pose_consistency: 1
verified:
date: '2026-10-03'
date: '2026-10-05'
issue: 8
updated: '2026-10-04'
updated: '2026-10-05'
min_app: 0.11.0
source_hint: I Am Cat
+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
@@ -1,17 +1,18 @@
package: com.crowscrowscrows.AccountingPlus
title: Accounting+
status: issues
notes: Starts in VR, but doesn't get past its "press any button" screen.
status: works
notes: Plays normally, including the "press any button" screen after choosing to sit or stand.
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.
the frame wait its legacy loop never makes, libfp_ovrp.so), ~72 fps. The motion warning after the stance selection
waits for a mouse click (Input.GetMouseButtonDown), which a Quest delivers for the controller press and Lepton never
does; the same library now counts a newly pressed trigger or A/B/X/Y as that click.
tested_version: 1.24.35
engine: Unity
xr: VrApi
frame:
- frame.unity_oculus_check
verified:
date: '2026-10-04'
updated: '2026-10-04'
date: '2026-10-06'
updated: '2026-10-06'
min_app: 0.11.0
source_hint: Accounting+
@@ -0,0 +1,18 @@
package: com.enhanceexperience.tetriseffect
title: TetrisEffect
status: works
notes: Opened the game, messed around with the menu, and played the first level. Works great.
tested_version: 2.0.2
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
verified:
date: '2026-10-05'
known_good_sha256: 9ea10027ad8b7aefba8c14f23575c9cbbcaf3b38d12b971ea9c06635721b23c1
app: 0.9.1
overport_cli: 1.2.5
frame_build: '20260922.6101926'
agent: 48
issue: 45
source_hint: tetriseffect
+12 -8
View File
@@ -1,11 +1,12 @@
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.
status: works
notes: Plays normally; touching a save slot no longer freezes the Frame (haptic_fix).
details: Touching a save slot vibrates the controller through XR_FB_haptic_amplitude_envelope; OVRPort's OpenXR
loader converts that envelope with the duration in nanoseconds read as seconds and allocates an enormous buffer, so
the Frame ran out of memory and froze (found by the GitHub issue 9 reporter). FrameBridge's extension shim turns the
envelope into a plain vibration before OVRPort's loader sees it (haptic_fix). Brief pauses came from the headset's
wear sensor flickering, now hidden by focus_hold (on by default).
tested_version: 1.0.55
engine: Unity
xr: VrApi
@@ -14,8 +15,11 @@ frame:
- frame.unity_runtime_msaa_off
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-03'
date: '2026-10-05'
issue: 9
updated: '2026-10-04'
updated: '2026-10-05'
min_app: 0.11.0
source_hint: Luckys Tale
+16 -9
View File
@@ -1,13 +1,18 @@
package: com.qcxr.qcxr
title: QuestCraft
status: issues
notes: The launcher runs, but Minecraft crashes while starting its graphics (OpenGL error 1282).
status: works
notes: Minecraft runs in VR (Vivecraft, about 72 fps; drops while worlds load). Needs FramePort 0.10.0 or newer for
the picture (older versions show black). On first start QuestCraft downloads its Java runtime, which didn't unpack on
the Frame once (see details).
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.
on first start; on the Frame that step once left nothing behind ("libjvm.so not found"; unpacked by hand). Two
Frame fixes, both owner-verified 2026-10-05. (1) Minecraft 1.21.5 checks GL errors strictly and aborted with
"OpenGL error 1282", an error the Frame's Mesa (Zink) reports where Quest's driver doesn't; QuestCraft's GL-to-GLES
layer (LTW) ignores GL errors when LIBGL_NOERROR is set, which Lepton passes from LEPTON_ENV_LIBGL_NOERROR. (2) LTW
passes desktop GL_DEPTH_COMPONENT32 through, which Mesa rejects, so every framebuffer was incomplete and the picture
black; frame.ltw_depth (automatic for APKs with libltw.so) loads GLES through a shim that asks for
GL_DEPTH_COMPONENT32F. Left over, harmless so far - Mesa still reports about 4 GL_INVALID_OPERATION per frame
("in glthread", so the call is unknown; mesa_glthread=false would name it).
tested_version: 6.0.0-RC4
engine: Unity
xr: OpenXR
@@ -15,7 +20,9 @@ frame:
- frame.unity_text_input
device:
- device.text_input_window
lepton_env:
LEPTON_ENV_LIBGL_NOERROR: '1'
verified:
date: '2026-10-04'
updated: '2026-10-04'
date: '2026-10-05'
updated: '2026-10-05'
source_hint: QuestCraft
@@ -0,0 +1,20 @@
package: com.resolutiongames.abvriop.santacruz
title: palazzo_santacruz
status: works
notes: Played a few levels. Passthrough also works.
tested_version: 3.7.6.10866-release
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-05'
known_good_sha256: 394214a68297c1e5b019dc4f65b145e7bd0e98604205616364e0c151c1afd894
app: 0.9.1
overport_cli: 1.2.5
frame_build: '20260922.6101926'
agent: 48
issue: 46
source_hint: abvriop
+8 -3
View File
@@ -3,13 +3,18 @@ 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.'
file there; one at a time). Once your game is imported, turn on "Start straight in VR" (and off "Show the app''s
Android window") and update it on the Frame: it then opens in VR without the flat launcher window, which otherwise
stays in view (turn it off again to import another game). 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).
needs a fix in WiiCompiled itself. The launcher is a flat Android window (shown with lepton-show-flatscreen) that
stays in view after it starts the VR part (QuestActivity, process :game); frame.start_activity makes QuestActivity
the start activity (owner-verified 2026-10-05, opens straight in VR), but it skips the launcher's import step, so it
stays off by default.
tested_version: 0.4.0-quest
engine: Other
xr: OpenXR
@@ -20,5 +25,5 @@ device:
- device.text_input_window
verified:
date: '2026-10-04'
updated: '2026-10-04'
updated: '2026-10-05'
source_hint: WiiCompiled
+10
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@@ -13,6 +13,16 @@ signatures:
severity: fatal
diagnosis: 32-bit-only APK. The Steam Frame has no AArch32; this cannot run. Use the PC (Rift) version via Revive.
suggest: []
- id: unity-render-crash
pattern: 'CRASH\s*:.*#\d+\s+pc [0-9a-f]+\s+\S*libgallium_dri\.so'
severity: fatal
diagnosis: Unity's render thread crashed inside the Frame's GL driver (Mesa/Zink); the picture freezes or stays grey. Known triggers - an OVROverlay copy (try "Unity - skip OVROverlay layers", e.g. The Room VR), MSAA switched on at runtime, a GPU hang (zink DEVICE LOST).
suggest: [frame.unity_no_overlay_copy, frame.unity_runtime_msaa_off]
- id: swapchain-rect-invalid
pattern: 'xrEndFrame failed -25\b'
severity: fatal
diagnosis: The runtime rejects the game's frames because an image rect reaches past its swapchain (by a few pixels on some Frames); the game stops drawing (e.g. stuck at a "Waiting" box). FrameBridge from FramePort 0.11.0 clamps the rects - rebuild and reinstall the game.
suggest: [frame.adapter]
- id: missing-ovr-symbol
pattern: '(UnsatisfiedLinkError|cannot locate symbol) .*"?(ovr_[A-Za-z0-9_]+|ovrMessageType_ToString)'
severity: fatal
+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**.
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@@ -106,6 +106,29 @@
- SSH: `sshd` must be enabled (`sudo systemctl enable --now sshd`), which needs a user password (`passwd`).
- mDNS: avahi-daemon runs by default; hostname `frame` → `frame.local`.
## Video of the headset view (surveyed 2026-10-05; used by the Live view tab)
- `steamvr-v4l2cam.service` (user unit, part of gamescope-session.target, `Restart=always`) runs SteamVR's
`/opt/steamvr/bin/linuxarm64/v4l2cam --output=99`: it reads the compositor's "Headset View" (IVRHeadsetView) and
writes it to a v4l2loopback webcam named **"SteamVR"** (`/dev/video99`, 1920x1080 RGB24, advertised 30 fps, frames
arrive at the display rate). Nothing on the Frame reads it by default; idle it costs nothing, read ~0.2 core.
It shows what the wearer sees (SteamVR home, Steam's panels; a game's layers are expected but not yet seen in it).
Black and ~1 fps (one frame per ~1.0 s) while the headset sleeps (standby): a 30 fps stream then repeats each
frame in bursts, which looks like a stall in a player. Its size follows SteamVR's headset view (v4l2cam has no size
option), so the live view only scales down (360p/480p/720p/1080p) or sends it as is ("full").
- Sound: `pactl get-default-sink` (`alsa_loopback_device.stereo.alsa_output.platform-sound.HiFi__Speaker__sink`) and its
`.monitor` source carry what the headset plays; the Frame's ffmpeg has the `pulse` input and `aac`. Timestamps: pulse
uses the wall clock, v4l2 CLOCK_MONOTONIC → `-ts mono2abs` on the v4l2 input. Don't force
`-use_wallclock_as_timestamps` on the pulse input: it stamped bursts of AAC packets with one time.
- Steam's own game recording / Remote Play / broadcast capture the **gamescope** PipeWire node (`CDesktopCapturePipeWire:
... node path: gamescope`): with gamescope's `--backend openvr` that's only the flat Steam UI, not VR. Steam's arm64
`libvideo.so` encodes with x264 (vaapi/nvenc paths don't apply). No cast/spectator feature for the Frame's own VR view
exists in Steam's UI; the SteamVR web server (27062) has no mirror route.
- Encoding: the Qualcomm encoder (`/dev/video23` qcom-iris-encoder, V4L2 M2M) doesn't work with the stock tools (ffmpeg
`h264_v4l2m2m` hangs, gst `v4l2h264enc` not-negotiated). ffmpeg + libx264 works: FramePort's live view
(`install/livestream.py`: `fps=30` before the scale, ultrafast/zerolatency, 3 threads, nice 10, fragmented MP4 on
stdout, + AAC 128k) measured 0.34 core at 720p / 0.56 at 1080p with a quiet picture (video only); expect ~1-1.4
cores with a busy scene.
## Text input
- Lepton's Android has no on-screen keyboard (IME) and VR apps run headless, so no Android window has keyboard focus
+10 -5
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@@ -7,6 +7,7 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Game | Platform | Status | Notes |
|---|---|---|---|
| 4XVR Video Player | Quest | ✅ Works | |
| Accounting+ | Quest | ✅ Works | |
| AllInOneSports | Quest | ✅ Works | |
| Asgard's Wrath 2 | Quest | ✅ Works | |
| BAM | Quest | ✅ Works | |
@@ -23,19 +24,25 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Espire 2 | Quest | ✅ Works | |
| Genotype | Quest | ✅ Works | |
| H.U.N.T | Quest | ✅ Works | |
| I Am Cat | Quest | ✅ Works | |
| I Am Monkey | Quest | ✅ Works | |
| In Death: Unchained | Quest | ✅ Works | |
| Into The Radius 2 | Quest | ✅ Works | |
| Job Simulator | Quest | ✅ Works | |
| Keep Talking and Nobody Explodes | Quest | ✅ Works | |
| LEGO® Bricktales | Quest | ✅ Works | |
| Lucky's Tale | Quest | ✅ Works | |
| Marvel's Deadpool VR | Quest | ✅ Works | |
| Marvel's Iron Man 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 | |
| palazzo_santacruz | Quest | ✅ Works | |
| Path of the Warrior | Quest | ✅ Works | |
| PowerWash Simulator VR | Quest | ✅ Works | |
| QuestCraft | Quest | ✅ Works | |
| Rick and Morty: Virtual Rick-ality | PC VR | ✅ Works | |
| Riven | Quest | ✅ Works | |
| Robo Recall | Quest | ✅ Works | |
@@ -44,21 +51,19 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Stremio | Quest | ✅ Works | |
| SUPERHOT VR | PC VR | ✅ Works | |
| SUPERHOT VR | Quest | ✅ Works | |
| TetrisEffect | Quest | ✅ Works | |
| The Climb 2 | Quest | ✅ Works | |
| The Room VR | Quest | ✅ Works | |
| Toy Master | Quest | ✅ Works | |
| Under Cover | Quest | ✅ Works | |
| VR4 | Quest | ✅ Works | |
| Wallace & Gromit in The Grand Getaway | Quest | ✅ Works | |
| Waltz of the Wizard: Extended Edition | 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 | Flickering textures were reported; space warp is turned off to address them (not yet confirmed in a headset). |
| 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… |
+24 -2
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@@ -49,6 +49,20 @@ 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
@@ -101,6 +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
@@ -154,8 +174,10 @@ work like for other games.
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.
+4 -1
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@@ -56,8 +56,11 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| 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 stays on a loading or "Waiting" box although it reached FOCUSED; log `FrameBridge: xrEndFrame failed -25` then no more `pacing:` lines (e.g. PowerWash Simulator on some Frames, GitHub #39) | The eye image rect ends a few pixels past its swapchain (Unity rounds the swapchain width, the runtime's recommended size differs per Frame); SteamVR rejects every frame with XR_ERROR_SWAPCHAIN_RECT_INVALID | FrameBridge clamps every projection/quad image rect to its swapchain (`rect_clamp`, default on since 0.11.0; log `rect_clamp: view N image rect clamped`): rebuild + reinstall the game |
| 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 |
| Black flat window, then a GPU hang: kernel `hangcheck detected gpu lockup` (offending task the game), `zink: DEVICE LOST`, Unity render-thread crash; `outside of frame bounds` thousands of times a second (e.g. BattleSisters, Unity 2019.4) | Unity 2019 on its built-in VR (no `libOculusXRPlugin.so`) uses the same legacy frame loop as Unity 2017: no `xrWaitFrame`, the render thread floods the GPU | `frame.unity_oculus_check` adds the ovrpshim frame wait for these too (revision 2) |
| Unreal game stuck on a loading image after the intro, frames keep coming (72 fps), no crash (e.g. Vader Immortal) | suspect: a Meta Platform SDK request no message ever answers | diagnostics: `frame.ovr_trace` (opt-in) logs every `ovr_*` call, the answers `ovr_PopMessage` returns and every 10 s the unanswered requests (`fp_ovrtrace` in launch.log). Never fake an entitlement answer |
| 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` |
@@ -86,7 +89,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| 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 |
| Game freezes / pauses for 0.5-2 s now and then, no flicker (e.g. Blade & Sorcery, Lucky's Tale) | the headset's wear sensor flickers off while worn (`logs/eyetracking.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` (on by default since 2026-10-05, dips up to `focus_hold_ms` = 5000 ms are hidden; longer ones still pause) |
| 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 |
+150 -2
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@@ -88,6 +88,8 @@ static int foveation_fix = 1;
static int hide_space_warp = 0;
static int controller_fix = 1;
static int swapchain_fix = 1;
static int rect_clamp = 1;
static int pose_consistency = 0; // repeat xrLocateViews queries for one display time get the same poses (GitHub #8) // clamp submitted image rects to their swapchain (SteamVR rejects a 1 px overrun)
static int layer_fix = 1;
static int mutable_fix = 0;
static int swap_eyes = 0;
@@ -112,8 +114,8 @@ static int sync_guard; // xrSyncActions one at a time with xrPollEvent, pa
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 int focus_hold = 1; // hide brief focus dips once the session has been focused for a while
static float focus_hold_ms = 5000; // 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)
@@ -136,6 +138,8 @@ static void read_settings(const char *path) {
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, "rect_clamp=%f", &value) == 1) rect_clamp = value != 0;
if (sscanf(line, "pose_consistency=%f", &value) == 1) pose_consistency = value != 0;
if (sscanf(line, "layer_fix=%f", &value) == 1) layer_fix = value != 0;
if (sscanf(line, "mutable_fix=%f", &value) == 1) mutable_fix = value != 0;
if (sscanf(line, "swap_eyes=%f", &value) == 1) swap_eyes = value != 0;
@@ -390,6 +394,45 @@ static void remember_swapchain(XrSwapchain handle) {
pthread_mutex_unlock(&swapchains_lock);
}
// Swapchain sizes, to keep submitted image rects inside them (rect_clamp).
#define MAX_SIZES 256
static struct { XrSwapchain handle; uint32_t w, h; } sizes[MAX_SIZES];
static pthread_mutex_t sizes_lock = PTHREAD_MUTEX_INITIALIZER;
static void note_swapchain_size(XrSwapchain handle, uint32_t w, uint32_t h) {
pthread_mutex_lock(&sizes_lock);
int slot = -1;
for (int i = 0; i < MAX_SIZES; ++i) {
if (sizes[i].handle == handle) { slot = i; break; }
if (slot < 0 && sizes[i].handle == XR_NULL_HANDLE) slot = i;
}
if (slot >= 0) { sizes[slot].handle = handle; sizes[slot].w = w; sizes[slot].h = h; }
pthread_mutex_unlock(&sizes_lock);
}
static int swapchain_size(XrSwapchain handle, uint32_t *w, uint32_t *h) {
int found = 0;
pthread_mutex_lock(&sizes_lock);
for (int i = 0; i < MAX_SIZES && !found; ++i)
if (sizes[i].handle == handle && handle != XR_NULL_HANDLE) { *w = sizes[i].w; *h = sizes[i].h; found = 1; }
pthread_mutex_unlock(&sizes_lock);
return found;
}
// Clamp `r` to a w x h image; returns whether it changed.
static int clamp_rect(XrRect2Di *r, uint32_t w, uint32_t h) {
XrRect2Di c = *r;
if (c.offset.x < 0) { c.extent.width += c.offset.x; c.offset.x = 0; }
if (c.offset.y < 0) { c.extent.height += c.offset.y; c.offset.y = 0; }
if ((uint32_t)c.offset.x >= w || (uint32_t)c.offset.y >= h) return 0; // nothing sensible to keep: leave it
if ((int64_t)c.offset.x + c.extent.width > (int64_t)w) c.extent.width = (int32_t)(w - (uint32_t)c.offset.x);
if ((int64_t)c.offset.y + c.extent.height > (int64_t)h) c.extent.height = (int32_t)(h - (uint32_t)c.offset.y);
if (c.extent.width <= 0 || c.extent.height <= 0) return 0;
int changed = memcmp(&c, r, sizeof c) != 0;
*r = c;
return changed;
}
static void forget_swapchain(XrSwapchain handle) {
pthread_mutex_lock(&swapchains_lock);
for (size_t i = 0; i < swapchain_count; ++i)
@@ -439,6 +482,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateSwapchain(XrSession session, const XrSwap
(unsigned long long)fixed.usageFlags, (unsigned long long)fixed.createFlags, result);
if (XR_SUCCEEDED(result)) {
remember_swapchain(*swapchain);
note_swapchain_size(*swapchain, fixed.width, fixed.height);
flip_on_create_swapchain(*swapchain, &fixed);
emul_on_create_swapchain(*swapchain, &fixed);
return result;
@@ -461,6 +505,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateSwapchain(XrSession session, const XrSwap
}
if (XR_SUCCEEDED(result)) {
remember_swapchain(*swapchain);
note_swapchain_size(*swapchain, fixed.width, fixed.height);
flip_on_create_swapchain(*swapchain, &fixed);
emul_on_create_swapchain(*swapchain, &fixed);
}
@@ -869,11 +914,69 @@ XRAPI_ATTR XrResult XRAPI_CALL xrWaitFrame(XrSession session, const XrFrameWaitI
return result;
}
// pose_consistency (GitHub #8, proposed by Klownicle for I Am Cat): the game asks xrLocateViews ~3 times per frame
// for the same display time and got slightly different poses each time (tenths of a degree), so parts of its pipeline
// rendered with different heads: judder. The first fully tracked answer for (session, space, view configuration,
// display time) is kept and repeated; a new display time, another space or a failed/untracked answer is never cached.
#define POSE_CACHE 8
static struct {
XrSession session; XrSpace space; XrViewConfigurationType config; XrTime time;
XrViewStateFlags flags; uint32_t count; XrPosef pose[2]; XrFovf fov[2];
} pose_cache[POSE_CACHE];
static int pose_cache_next, pose_cache_hits;
static pthread_mutex_t pose_cache_lock = PTHREAD_MUTEX_INITIALIZER;
#define POSE_TRACKED (XR_VIEW_STATE_ORIENTATION_VALID_BIT | XR_VIEW_STATE_POSITION_VALID_BIT | \
XR_VIEW_STATE_ORIENTATION_TRACKED_BIT | XR_VIEW_STATE_POSITION_TRACKED_BIT)
static int pose_cache_lookup(XrSession session, const XrViewLocateInfo *info, XrViewState *state, uint32_t capacity,
uint32_t *count, XrView *views) {
int hit = 0;
pthread_mutex_lock(&pose_cache_lock);
for (int i = 0; i < POSE_CACHE && !hit; ++i) {
if (pose_cache[i].session != session || pose_cache[i].space != info->space ||
pose_cache[i].config != info->viewConfigurationType || pose_cache[i].time != info->displayTime ||
!pose_cache[i].count || capacity < pose_cache[i].count)
continue;
state->viewStateFlags = pose_cache[i].flags;
*count = pose_cache[i].count;
for (uint32_t v = 0; v < pose_cache[i].count; ++v) { // only the values: the caller's type/next stay
views[v].pose = pose_cache[i].pose[v];
views[v].fov = pose_cache[i].fov[v];
}
hit = 1;
}
if (hit && pose_cache_hits++ == 0) LOG("pose_consistency: repeated query answered with the frame's first poses");
pthread_mutex_unlock(&pose_cache_lock);
return hit;
}
static void pose_cache_store(XrSession session, const XrViewLocateInfo *info, const XrViewState *state,
uint32_t count, const XrView *views) {
if (count == 0 || count > 2 || (state->viewStateFlags & POSE_TRACKED) != POSE_TRACKED) return;
pthread_mutex_lock(&pose_cache_lock);
int slot = pose_cache_next;
pose_cache_next = (pose_cache_next + 1) % POSE_CACHE;
pose_cache[slot].session = session;
pose_cache[slot].space = info->space;
pose_cache[slot].config = info->viewConfigurationType;
pose_cache[slot].time = info->displayTime;
pose_cache[slot].flags = state->viewStateFlags;
pose_cache[slot].count = count;
for (uint32_t v = 0; v < count; ++v) {
pose_cache[slot].pose[v] = views[v].pose;
pose_cache[slot].fov[v] = views[v].fov;
}
pthread_mutex_unlock(&pose_cache_lock);
}
XRAPI_ATTR XrResult XRAPI_CALL xrLocateViews(XrSession session, const XrViewLocateInfo *info, XrViewState *state,
uint32_t capacity, uint32_t *count, XrView *views) {
PFN_xrLocateViews fn = (PFN_xrLocateViews)lookup(active_instance, "xrLocateViews");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
int cacheable = pose_consistency && info && state && count && views && capacity > 0;
if (cacheable && pose_cache_lookup(session, info, state, capacity, count, views)) return XR_SUCCESS;
XrResult result = fn(session, info, state, capacity, count, views);
if (cacheable && result == XR_SUCCESS) pose_cache_store(session, info, state, *count, views);
if (equirect_emul && XR_SUCCEEDED(result) && info && count && views && state &&
(state->viewStateFlags & XR_VIEW_STATE_ORIENTATION_VALID_BIT))
emul_on_locate_views(info->space, info->displayTime, *count < capacity ? *count : capacity, views);
@@ -1110,6 +1213,51 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEndFrame(XrSession session, const XrFrameEndInf
layer = (const XrCompositionLayerBaseHeader *)&projections[count];
++swapped;
}
if (rect_clamp) {
// Keep every image rect inside its swapchain: Unity/OVRPlugin can size the eye area a few pixels past
// the image on some Frames (PowerWash Simulator: rect 268+1656 on a 1920 wide swapchain) and SteamVR
// then rejects every frame with XR_ERROR_SWAPCHAIN_RECT_INVALID (-25) (GitHub #39).
uint32_t w, h;
if (layer->type == XR_TYPE_COMPOSITION_LAYER_PROJECTION &&
((const XrCompositionLayerProjection *)layer)->viewCount <= 2) {
const XrCompositionLayerProjection *cur = (const XrCompositionLayerProjection *)layer;
int over = 0;
for (uint32_t v = 0; v < cur->viewCount; ++v) {
XrRect2Di r = cur->views[v].subImage.imageRect;
if (swapchain_size(cur->views[v].subImage.swapchain, &w, &h) && clamp_rect(&r, w, h)) over = 1;
}
if (over) {
if (layer != (const XrCompositionLayerBaseHeader *)&projections[count]) projections[count] = *cur;
if (projections[count].views != views[count])
for (uint32_t v = 0; v < cur->viewCount; ++v) views[count][v] = cur->views[v];
for (uint32_t v = 0; v < cur->viewCount; ++v)
if (swapchain_size(views[count][v].subImage.swapchain, &w, &h) &&
clamp_rect(&views[count][v].subImage.imageRect, w, h)) {
static int logged;
if (logged++ < 3)
LOG("rect_clamp: view %u image rect clamped to %dx%d at %d,%d (swapchain %ux%u)", v,
views[count][v].subImage.imageRect.extent.width,
views[count][v].subImage.imageRect.extent.height,
views[count][v].subImage.imageRect.offset.x,
views[count][v].subImage.imageRect.offset.y, w, h);
}
projections[count].views = views[count];
layer = (const XrCompositionLayerBaseHeader *)&projections[count];
++swapped;
}
} else if (layer->type == XR_TYPE_COMPOSITION_LAYER_QUAD) {
const XrCompositionLayerQuad *q = (const XrCompositionLayerQuad *)layer;
XrRect2Di r = q->subImage.imageRect;
if (swapchain_size(q->subImage.swapchain, &w, &h) && clamp_rect(&r, w, h)) {
if (layer != (const XrCompositionLayerBaseHeader *)&quads[count]) quads[count] = *q;
quads[count].subImage.imageRect = r;
layer = (const XrCompositionLayerBaseHeader *)&quads[count];
++swapped;
static int logged;
if (!logged++) LOG("rect_clamp: quad image rect clamped (swapchain %ux%u)", w, h);
}
}
}
kept[count++] = layer;
}
XrFrameEndInfo fixed = *info;
+1 -1
View File
@@ -140,7 +140,7 @@ static XRAPI_ATTR XrResult XRAPI_CALL hook_xrGetActionStateBoolean(XrSession ses
// ---------------------------------------------------------------- focus_hold
#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
// dips longer than focus_hold_ms (setting, default 5000) 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))
+22 -4
View File
@@ -10,7 +10,7 @@ timefix OpenXR layer for Proton games (linux-arm64, glibc; the NDK's clang build
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,langpack,glshim,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings] [--ndk PATH]
python native/build.py [--only adapter,bridge,compat,langpack,glshim,eglfmt,ovrtrace,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings] [--ndk PATH]
"""
from __future__ import annotations
@@ -239,6 +239,24 @@ def build_glshim(tc: Path):
"-Wl,-z,max-page-size=16384", "glshim.c", "-ldl", "-llog", "-o", ART / "arm64-v8a/libglshim.so"], cwd=src)
def build_eglfmt(tc: Path):
"""Depth-format shim (see glshim/eglfmt.c) that GL-to-GLES wrappers (QuestCraft's LTW) load in place of libEGL.so.
Named libfpg.so: no longer than "libEGL.so", whose dlopen string in the wrapper is rewritten in place. Linked to
libEGL so a dlsym on its handle still finds every EGL function."""
src = HERE / "glshim"
run([exe(tc, "aarch64-linux-android29-clang"), "-shared", "-fPIC", "-O2", "-Wall", "-Wextra", "-Werror",
"-fvisibility=hidden", "-Wl,-soname,libfpg.so", "-Wl,-z,max-page-size=16384", "eglfmt.c",
"-Wl,--no-as-needed", "-lEGL", "-Wl,--as-needed", "-ldl", "-llog", "-o", ART / "arm64-v8a/libfpg.so"], cwd=src)
def build_ovrtrace(tc: Path):
"""Meta Platform SDK tracer (see ovrtrace/ovrtrace.c): diagnostics, the game's engine library loads it first."""
src = HERE / "ovrtrace"
run([exe(tc, "aarch64-linux-android29-clang"), "-shared", "-fPIC", "-O2", "-Wall", "-Wextra", "-Werror",
"-Wl,-soname,libfp_ovrtrace.so", "-Wl,-z,max-page-size=16384", "ovrtrace.c", "-ldl", "-llog",
"-o", ART / "arm64-v8a/libfp_ovrtrace.so"], cwd=src)
def build_xrshim(tc: Path):
"""FrameBridge extension shim (see xrshim/xrshim.c): DT_NEEDED-injected in front of overport's libopenxr_loader.so."""
src = HERE / "xrshim"
@@ -308,7 +326,7 @@ def write_sums():
def main():
ap = argparse.ArgumentParser()
ap.add_argument("--only", default="adapter,bridge,compat,langpack,glshim,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings")
ap.add_argument("--only", default="adapter,bridge,compat,langpack,glshim,eglfmt,ovrtrace,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings")
ap.add_argument("--ndk")
args = ap.parse_args()
parts = set(args.only.split(","))
@@ -317,11 +335,11 @@ def main():
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),
"glshim": lambda: build_glshim(tc), "eglfmt": lambda: build_eglfmt(tc), "ovrtrace": lambda: build_ovrtrace(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", "langpack", "glshim", "xrshim", "vkshim", "ovrpshim", "dex", "xrlayer", "oculushmd", "vrsettings"):
for name in ("adapter", "bridge", "compat", "langpack", "glshim", "eglfmt", "ovrtrace", "xrshim", "vkshim", "ovrpshim", "dex", "xrlayer", "oculushmd", "vrsettings"):
if name in parts:
log(f"build {name}")
steps[name]()
+97
View File
@@ -0,0 +1,97 @@
// SPDX-License-Identifier: GPL-3.0-only
// FramePort depth-format shim for GL-to-GLES wrappers (QuestCraft's LTW): desktop OpenGL's sized depth format
// GL_DEPTH_COMPONENT32 doesn't exist in OpenGL ES. Qualcomm's Quest driver accepts it anyway; the Frame's Mesa (Zink)
// rejects it (GL_INVALID_OPERATION in glTexImage2D), so Minecraft's depth textures never exist, every framebuffer that
// uses them is incomplete and the picture stays black. LTW resolves every GLES function through eglGetProcAddress from
// a libEGL it dlopens itself; FramePort points that dlopen string at this library (patches/frame/ltw_depth.py), which
// hands back wrappers for the texture/renderbuffer allocation functions and the real functions for everything else:
// GL_DEPTH_COMPONENT32 -> GL_DEPTH_COMPONENT32F (GL_DEPTH_COMPONENT24 when pixel data comes as GL_UNSIGNED_INT),
// unsized GL_DEPTH_COMPONENT with GL_FLOAT data -> GL_DEPTH_COMPONENT32F.
#define _GNU_SOURCE
#include <EGL/egl.h>
#include <GLES3/gl32.h>
#include <android/log.h>
#include <dlfcn.h>
#include <pthread.h>
#include <string.h>
#define LOG(...) __android_log_print(ANDROID_LOG_INFO, "FrameBridge", __VA_ARGS__)
#define EXPORT __attribute__((visibility("default")))
#ifndef GL_DEPTH_COMPONENT32
#define GL_DEPTH_COMPONENT32 0x81A7
#endif
typedef __eglMustCastToProperFunctionPointerType FnPtr;
static FnPtr (*real_gpa)(const char *);
static pthread_once_t once = PTHREAD_ONCE_INIT;
static int logged;
static void init(void) {
void *egl = dlopen("libEGL.so", RTLD_NOW | RTLD_LOCAL);
real_gpa = egl ? (FnPtr (*)(const char *))dlsym(egl, "eglGetProcAddress") : NULL;
LOG("depth format shim: libEGL.so %s", real_gpa ? "OK" : "MISSING");
}
// the ES internal format for a desktop depth request (`type` = the pixel data type, 0 when there is none)
static GLint fix(GLint internal, GLenum type, const char *fn) {
GLint out = internal;
if (internal == GL_DEPTH_COMPONENT32) out = type == GL_UNSIGNED_INT ? GL_DEPTH_COMPONENT24 : GL_DEPTH_COMPONENT32F;
else if (internal == GL_DEPTH_COMPONENT && type == GL_FLOAT) out = GL_DEPTH_COMPONENT32F;
if (out != internal && logged < 8) {
logged++;
LOG("depth format shim: %s 0x%x -> 0x%x", fn, internal, out);
}
return out;
}
static PFNGLTEXIMAGE2DPROC r_ti2;
static PFNGLTEXIMAGE3DPROC r_ti3;
static PFNGLTEXSTORAGE2DPROC r_ts2;
static PFNGLTEXSTORAGE3DPROC r_ts3;
static PFNGLTEXSTORAGE2DMULTISAMPLEPROC r_ts2ms;
static PFNGLTEXSTORAGE3DMULTISAMPLEPROC r_ts3ms;
static PFNGLRENDERBUFFERSTORAGEPROC r_rbs;
static PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC r_rbsms;
static void GL_APIENTRY w_ti2(GLenum t, GLint l, GLint i, GLsizei w, GLsizei h, GLint b, GLenum f, GLenum ty, const void *d) {
r_ti2(t, l, fix(i, ty, "glTexImage2D"), w, h, b, f, ty, d);
}
static void GL_APIENTRY w_ti3(GLenum t, GLint l, GLint i, GLsizei w, GLsizei h, GLsizei dp, GLint b, GLenum f, GLenum ty,
const void *d) {
r_ti3(t, l, fix(i, ty, "glTexImage3D"), w, h, dp, b, f, ty, d);
}
static void GL_APIENTRY w_ts2(GLenum t, GLsizei l, GLenum i, GLsizei w, GLsizei h) {
r_ts2(t, l, (GLenum)fix((GLint)i, 0, "glTexStorage2D"), w, h);
}
static void GL_APIENTRY w_ts3(GLenum t, GLsizei l, GLenum i, GLsizei w, GLsizei h, GLsizei d) {
r_ts3(t, l, (GLenum)fix((GLint)i, 0, "glTexStorage3D"), w, h, d);
}
static void GL_APIENTRY w_ts2ms(GLenum t, GLsizei s, GLenum i, GLsizei w, GLsizei h, GLboolean fl) {
r_ts2ms(t, s, (GLenum)fix((GLint)i, 0, "glTexStorage2DMultisample"), w, h, fl);
}
static void GL_APIENTRY w_ts3ms(GLenum t, GLsizei s, GLenum i, GLsizei w, GLsizei h, GLsizei d, GLboolean fl) {
r_ts3ms(t, s, (GLenum)fix((GLint)i, 0, "glTexStorage3DMultisample"), w, h, d, fl);
}
static void GL_APIENTRY w_rbs(GLenum t, GLenum i, GLsizei w, GLsizei h) {
r_rbs(t, (GLenum)fix((GLint)i, 0, "glRenderbufferStorage"), w, h);
}
static void GL_APIENTRY w_rbsms(GLenum t, GLsizei s, GLenum i, GLsizei w, GLsizei h) {
r_rbsms(t, s, (GLenum)fix((GLint)i, 0, "glRenderbufferStorageMultisample"), w, h);
}
EXPORT FnPtr eglGetProcAddress(const char *name) {
pthread_once(&once, init);
FnPtr fn = real_gpa && name ? real_gpa(name) : NULL;
if (!fn) return fn;
#define WRAP(sym, real, w) if (!strcmp(name, sym)) { real = (void *)fn; return (FnPtr)w; }
WRAP("glTexImage2D", r_ti2, w_ti2)
WRAP("glTexImage3D", r_ti3, w_ti3)
WRAP("glTexStorage2D", r_ts2, w_ts2)
WRAP("glTexStorage3D", r_ts3, w_ts3)
WRAP("glTexStorage2DMultisample", r_ts2ms, w_ts2ms)
WRAP("glTexStorage3DMultisample", r_ts3ms, w_ts3ms)
WRAP("glRenderbufferStorage", r_rbs, w_rbs)
WRAP("glRenderbufferStorageMultisample", r_rbsms, w_rbsms)
#undef WRAP
return fn;
}
+54 -17
View File
@@ -13,9 +13,14 @@
#define LOG(...) __android_log_print(ANDROID_LOG_INFO, "GLShim", __VA_ARGS__)
static const char *const hidden[] = {
static const char *const hidden_multiview[] = {
"GL_OVR_multiview", "GL_OVR_multiview2", "GL_OVR_multiview_multisampled_render_to_texture",
};
// multisampled render-to-texture: Unity renders a runtime MSAA eye buffer through it, which crashes Zink (SIGSEGV in
// libgallium_dri.so, e.g. The Room VR); hidden, Unity uses an ordinary MSAA renderbuffer + resolve
static const char *const hidden_msrtt[] = {
"GL_EXT_multisampled_render_to_texture", "GL_EXT_multisampled_render_to_texture2",
"GL_OVR_multiview_multisampled_render_to_texture",
};
static void *gles;
@@ -25,23 +30,47 @@ static void (*real_glGetIntegerv)(GLenum, GLint *);
static __eglMustCastToProperFunctionPointerType (*real_eglGetProcAddress)(const char *);
static pthread_once_t once = PTHREAD_ONCE_INIT;
static int hide_multiview = 1;
static int hide_multiview = -1; // -1: not set (Unity keeps multiview, everything else hides it)
static int hide_msrtt = 1;
static void read_conf(void) {
char pkg[256] = {0}, path[512];
FILE *f = fopen("/proc/self/cmdline", "r");
static void read_conf_file(const char *path) {
FILE *f = fopen(path, "r");
if (!f) return;
size_t n = fread(pkg, 1, sizeof(pkg) - 1, f);
char line[256];
while (fgets(line, sizeof(line), f)) {
if (!strncmp(line, "gl_hide_multiview=", 18)) hide_multiview = atoi(line + 18);
if (!strncmp(line, "gl_hide_msrtt=", 14)) hide_msrtt = atoi(line + 14);
}
fclose(f);
pkg[n] = 0;
}
// The same settings sources as FrameBridge, later ones winning: the build's libframe_settings.so (next to this
// library), the game's framebridge.conf, then FRAMEBRIDGE_CONFIG (Lepton's per-game settings.conf).
static void read_conf(void) {
Dl_info info;
char path[600];
if (dladdr((void *)read_conf, &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_conf_file(path);
}
}
char pkg[256] = {0};
FILE *f = fopen("/proc/self/cmdline", "r");
if (f) {
size_t n = fread(pkg, 1, sizeof(pkg) - 1, f);
fclose(f);
pkg[n] = 0;
}
char *colon = strchr(pkg, ':');
if (colon) *colon = 0;
snprintf(path, sizeof(path), "/sdcard/Android/data/%s/files/framebridge.conf", pkg);
if (!(f = fopen(path, "r"))) return;
char line[128];
while (fgets(line, sizeof(line), f))
if (!strncmp(line, "gl_hide_multiview=", 18)) hide_multiview = atoi(line + 18);
fclose(f);
if (*pkg && !strchr(pkg, '/')) {
snprintf(path, sizeof(path), "/sdcard/Android/data/%s/files/framebridge.conf", pkg);
read_conf_file(path);
}
const char *env = getenv("FRAMEBRIDGE_CONFIG");
if (env && *env) read_conf_file(env);
}
// Logging wrappers for the framebuffer calls engines use for eye buffers.
@@ -306,13 +335,21 @@ static void init(void) {
real_glGetStringi = gles ? dlsym(gles, "glGetStringi") : NULL;
real_glGetIntegerv = gles ? dlsym(gles, "glGetIntegerv") : NULL;
real_eglGetProcAddress = egl ? dlsym(egl, "eglGetProcAddress") : NULL;
LOG("GL shim active: hide_multiview=%d", hide_multiview);
if (hide_multiview < 0) { // Unity renders multiview itself and only needs MSRTT hidden
void *unity = dlopen("libunity.so", RTLD_NOW | RTLD_NOLOAD);
hide_multiview = unity ? 0 : 1;
if (unity) dlclose(unity);
}
LOG("GL shim active: hide_multiview=%d hide_msrtt=%d", hide_multiview, hide_msrtt);
}
static int is_hidden(const char *name) {
if (!hide_multiview) return 0;
for (size_t i = 0; i < sizeof(hidden) / sizeof(hidden[0]); ++i)
if (!strcmp(name, hidden[i])) return 1;
if (hide_multiview)
for (size_t i = 0; i < sizeof(hidden_multiview) / sizeof(hidden_multiview[0]); ++i)
if (!strcmp(name, hidden_multiview[i])) return 1;
if (hide_msrtt)
for (size_t i = 0; i < sizeof(hidden_msrtt) / sizeof(hidden_msrtt[0]); ++i)
if (!strcmp(name, hidden_msrtt[i])) return 1;
return 0;
}
+101 -1
View File
@@ -38,6 +38,8 @@ static void init(void) {
#define STEP_RENDER (-1) // ovrpStep_Render
static void mouse_click_frame(void); // below: controller presses as Unity mouse clicks
EXPORT int fpov_Update2(int step, int frame_index, double prediction_seconds) {
pthread_once(&once, init);
static int last_waited = -1, logged;
@@ -45,6 +47,7 @@ EXPORT int fpov_Update2(int step, int frame_index, double prediction_seconds) {
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);
mouse_click_frame();
}
return real_update2 ? real_update2(step, frame_index, prediction_seconds) : -1000; // ovrpFailure
}
@@ -116,7 +119,7 @@ static void note_state(const char *which, unsigned int mask, const State *s) {
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)
if (changes++ < 400)
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;
@@ -140,6 +143,22 @@ 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) {
// ovrpControllerState4 continues with 4 floats after the 4 masks: L/R IndexTrigger, L/R HandTrigger. OVRInput
// turns them into the trigger/grip buttons at 0.5; log each time one crosses it (per requested mask)
const float *axis = (const float *)((const char *)state + 16);
static struct { unsigned int mask, bits; } seen[8];
static int axis_logs;
unsigned int bits = 0;
for (int k = 0; k < 4; ++k) bits |= (axis[k] >= 0.5f) << k;
int i = 0;
while (i < 8 && seen[i].mask && seen[i].mask != mask) i++;
if (i < 8 && (!seen[i].mask || seen[i].bits != bits)) {
if (seen[i].mask && axis_logs++ < 200)
LOG("ovrp input: State4(mask 0x%x) triggers L %.2f R %.2f grips L %.2f R %.2f", mask, axis[0], axis[1],
axis[2], axis[3]);
seen[i].mask = mask;
seen[i].bits = bits;
}
note_state("State4", mask, state);
state->words[1] = unstick(state->words[1]);
}
@@ -193,3 +212,84 @@ EXPORT int fpov_GetAppHasInputFocus(int *has_focus) {
if (has_focus) *has_focus = 1;
return 0; // ovrpSuccess
}
// ---------------------------------------------------------------- controller presses as mouse clicks
// Unity 2017-2019 games made for Go/Gear VR-era input wait for Input.GetMouseButtonDown(0/1), which a Quest delivers
// for the controller's primary press (Accounting+'s "press any button" motion warning checks only that). Lepton runs
// VR apps without a focused Android window, so no touch/mouse event ever arrives. IL2CPP looks engine functions up by
// name (il2cpp_resolve_icall) on first use: this registers a replacement for UnityEngine.Input::GetMouseButtonDown
// that returns Unity's answer, or true in the frame a Touch trigger (>= 0.5) or A/B/X/Y is newly pressed.
#define MOUSE_ICALL "UnityEngine.Input::GetMouseButtonDown(System.Int32)"
typedef void (*PFN_AddICall)(const char *name, const void *fn);
typedef const void *(*PFN_ResolveICall)(const char *name);
typedef int (*PFN_MouseDown)(int button);
static PFN_MouseDown real_mouse_down;
static volatile int click_now; // set for the frame in which a press began
static int fp_mouse_down(int button) {
int real = real_mouse_down ? real_mouse_down(button) : 0;
return real || ((button == 0 || button == 1) && click_now);
}
static void mouse_install(void) {
static int tries;
if (real_mouse_down || tries > 600) return; // ~10 s of frames
tries++;
PFN_AddICall add = (PFN_AddICall)dlsym(RTLD_DEFAULT, "il2cpp_add_internal_call");
PFN_ResolveICall resolve = (PFN_ResolveICall)dlsym(RTLD_DEFAULT, "il2cpp_resolve_icall");
if (!add || !resolve) {
void *il2cpp = dlopen("libil2cpp.so", RTLD_NOW | RTLD_NOLOAD);
if (il2cpp) {
add = (PFN_AddICall)dlsym(il2cpp, "il2cpp_add_internal_call");
resolve = (PFN_ResolveICall)dlsym(il2cpp, "il2cpp_resolve_icall");
}
}
if (!add || !resolve) return;
const void *current = resolve(MOUSE_ICALL);
if (!current) return; // Unity hasn't registered its own yet: try again next frame
real_mouse_down = (PFN_MouseDown)current;
add(MOUSE_ICALL, (const void *)fp_mouse_down);
LOG("controller presses count as mouse clicks (%s %s)", MOUSE_ICALL,
resolve(MOUSE_ICALL) == (const void *)fp_mouse_down ? "replaced" : "NOT replaced");
}
static void mouse_click_frame(void) {
mouse_install();
pthread_once(&input_once, input_init);
static int was_pressed;
unsigned char raw[512] __attribute__((aligned(16))) = {0}; // ovrpControllerState4 (+ room for newer layouts)
int pressed = 0;
if (real_state4 && real_state4(0x3, (State *)raw) >= 0) {
const unsigned int *w = (const unsigned int *)raw;
const float *axis = (const float *)(raw + 16); // L/R IndexTrigger, L/R HandTrigger
pressed = (w[1] & 0x303u) != 0 || axis[0] >= 0.5f || axis[1] >= 0.5f; // A, B, X, Y or a trigger
}
click_now = pressed && !was_pressed;
was_pressed = pressed;
}
// ---------------------------------------------------------------- hand nodes
// Unity's built-in Oculus XR input creates its left/right controller devices (InputDevices.GetDeviceAtXRNode, the
// Touch buttons and triggers games read through CommonUsages) for the hand nodes OVRPlugin reports as present
// (ovrp_GetNodePresent). Logged per node; a hand node whose Touch controller is connected counts as present.
typedef int (*PFN_NodePresent)(int node);
#define NODE_HAND_LEFT 3
#define NODE_HAND_RIGHT 4
EXPORT int fpov_GetNodePresent(int node) {
static PFN_NodePresent real;
static int logged[16];
pthread_once(&input_once, input_init);
if (!real) {
void *ovrp = dlopen("libOVRPlugin.so", RTLD_NOW | RTLD_NOLOAD);
if (ovrp) real = (PFN_NodePresent)dlsym(ovrp, "ovrp_GetNodePresent");
}
int present = real ? real(node) : 0, answer = present;
if (!present && (node == NODE_HAND_LEFT || node == NODE_HAND_RIGHT) && real_connected)
answer = (real_connected() & (node == NODE_HAND_LEFT ? 0x1u : 0x2u)) != 0; // LTouch / RTouch
if (node >= 0 && node < 16 && logged[node] != (answer ? 2 : 1)) {
logged[node] = answer ? 2 : 1;
LOG("ovrp node %d present: OVRPlugin %d -> Unity %d", node, present, answer);
}
return answer;
}
File diff suppressed because it is too large. Load diff
+203
View File
@@ -0,0 +1,203 @@
// SPDX-License-Identifier: GPL-3.0-only
// FramePort Meta Platform SDK tracer (diagnostics, patch frame.ovr_trace): logs the game's ovr_* calls and the
// messages that answer them, to find a request that never gets an answer (a game waiting forever, e.g. Vader
// Immortal after its intro). Nothing is answered or changed here: every call goes to the real function.
//
// Wiring: this library is the first DT_NEEDED of the game's engine library, so the engine's ovr_* imports resolve to
// the exports below. Each export is a tiny assembly stub that saves the argument registers (x0-x8, d0-d7), asks
// trace_before() for the real function (dlsym on the platform loader's handle, which also finds the language-pack
// library's functions when frame.langpacks is on), calls it with the original registers, then reports the result to
// trace_after(). Signatures don't matter (functions with more than 8 integer arguments would; the Platform SDK has
// none). Logcat tag fp_ovrtrace.
//
// What is logged: the first calls of every function (argument 0 and the result), every message ovr_PopMessage
// returns (type, request id, error flag), and every 10 s the request ids no message has answered yet with the
// function that made them ("request" = a function whose name says it starts one: the result is kept when it looks
// like a request id and the function isn't an accessor).
#define _GNU_SOURCE
#include <android/log.h>
#include <dlfcn.h>
#include <pthread.h>
#include <stdint.h>
#include <string.h>
#include <time.h>
#define TAG "fp_ovrtrace"
#define LOG(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
static const char *const NAMES[] = {
#define N(name) #name,
#include "names.inc"
#undef N
};
#define COUNT (sizeof(NAMES) / sizeof(NAMES[0]))
static void *real_fn[COUNT];
static int calls[COUNT];
static int is_pop[COUNT], is_request[COUNT];
static void *loader;
static pthread_once_t once = PTHREAD_ONCE_INIT;
static pthread_mutex_t lock = PTHREAD_MUTEX_INITIALIZER;
typedef uint32_t (*get_type_t)(const void *);
typedef uint64_t (*get_id_t)(const void *);
typedef _Bool (*is_error_t)(const void *);
static get_type_t msg_type;
static get_id_t msg_id;
static is_error_t msg_error;
#define PENDING 256
static struct { uint64_t id; int fn; double t; } pending[PENDING];
static double last_report;
static double now(void) {
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
return ts.tv_sec + ts.tv_nsec * 1e-9;
}
// accessors read data out of handles; everything else that returns a 64-bit id starts a request
static int looks_like_request(const char *n) {
static const char *const accessors[] = {"ovr_Message_", "Array_", "_Get", "_Is", "_Has", "_Create", "_Destroy",
"_Set", "_Free", "ovr_PopMessage", "ovr_Platform", "ovr_GetLoggedInUser",
"ovr_Error_", "Options_", "ovr_Voip_", "ovr_Net_", "ovr_Microphone_"};
for (size_t i = 0; i < sizeof(accessors) / sizeof(accessors[0]); ++i)
if (strstr(n, accessors[i])) return 0;
return 1;
}
static void init(void) {
loader = dlopen("libovrplatformloader.so", RTLD_NOW | RTLD_NOLOAD);
if (!loader) loader = dlopen("libovrplatformloader.so", RTLD_NOW);
for (size_t i = 0; i < COUNT; ++i) {
is_pop[i] = !strcmp(NAMES[i], "ovr_PopMessage");
is_request[i] = looks_like_request(NAMES[i]);
// "requests" whose names start with Get (e.g. ovr_User_GetLoggedInUser): Area_GetX with an upper-case X
const char *u = strchr(NAMES[i] + 4, '_');
if (u && !strncmp(u, "_Get", 4) && strncmp(NAMES[i], "ovr_Message_", 12) && !strstr(NAMES[i], "Array_"))
is_request[i] = 2; // maybe: kept only when the result looks like a request id
}
if (loader) {
msg_type = (get_type_t)dlsym(loader, "ovr_Message_GetType");
msg_id = (get_id_t)dlsym(loader, "ovr_Message_GetRequestID");
msg_error = (is_error_t)dlsym(loader, "ovr_Message_IsError");
}
LOG("tracer active: %zu functions, platform loader %s", COUNT, loader ? "OK" : "MISSING");
last_report = now();
}
void *fp_trace_before(uint64_t idx, uint64_t arg0) __attribute__((visibility("hidden")));
void *fp_trace_before(uint64_t idx, uint64_t arg0) {
pthread_once(&once, init);
if (idx >= COUNT) return NULL;
if (!real_fn[idx] && loader) real_fn[idx] = dlsym(loader, NAMES[idx]);
int n = __atomic_add_fetch(&calls[idx], 1, __ATOMIC_RELAXED);
if (n <= 3 && !is_pop[idx]) LOG("call %s(0x%llx)%s", NAMES[idx], (unsigned long long)arg0,
real_fn[idx] ? "" : " - not in the loader: returns 0");
return real_fn[idx];
}
static void report_pending(double t) {
int shown = 0;
for (int i = 0; i < PENDING; ++i) {
if (!pending[i].id) continue;
if (shown++ < 12)
LOG("unanswered after %.0f s: request %llu from %s", t - pending[i].t, (unsigned long long)pending[i].id,
NAMES[pending[i].fn]);
}
if (shown) LOG("%d request(s) without an answer", shown);
}
uint64_t fp_trace_after(uint64_t idx, uint64_t ret) __attribute__((visibility("hidden")));
uint64_t fp_trace_after(uint64_t idx, uint64_t ret) {
if (idx >= COUNT) return ret;
double t = now();
pthread_mutex_lock(&lock);
if (is_pop[idx]) {
if (ret && msg_type && msg_id) {
const void *m = (const void *)(uintptr_t)ret;
uint64_t id = msg_id(m);
int answered = -1;
for (int i = 0; i < PENDING; ++i)
if (pending[i].id && pending[i].id == id) { answered = pending[i].fn; pending[i].id = 0; break; }
LOG("message type=0x%08x request=%llu error=%d%s%s", msg_type(m), (unsigned long long)id,
msg_error ? msg_error(m) : -1, answered >= 0 ? " answers " : "", answered >= 0 ? NAMES[answered] : "");
}
} else {
int n = calls[idx];
if (n <= 3) LOG(" %s -> 0x%llx", NAMES[idx], (unsigned long long)ret);
// request ids are small positive counters; pointers (handles) are large
if (is_request[idx] && ret && ret < (1ull << 40)) {
for (int i = 0; i < PENDING; ++i)
if (!pending[i].id) { pending[i].id = ret; pending[i].fn = (int)idx; pending[i].t = t; break; }
if (n <= 20) LOG("request %llu <- %s", (unsigned long long)ret, NAMES[idx]);
}
}
if (t - last_report >= 10.0) {
last_report = t;
report_pending(t);
}
pthread_mutex_unlock(&lock);
return ret;
}
// The shared stub: x16 = function index. Saves the argument registers, gets the real function, calls it with them,
// reports the result. x8 (indirect result) and d0-d7 (float/HFA arguments) are preserved, x0/x1/d0-d3 returned.
__asm__(
".text\n"
".p2align 2\n"
"fp_trace_common:\n"
" stp x29, x30, [sp, #-224]!\n"
" mov x29, sp\n"
" stp x0, x1, [sp, #16]\n"
" stp x2, x3, [sp, #32]\n"
" stp x4, x5, [sp, #48]\n"
" stp x6, x7, [sp, #64]\n"
" stp d0, d1, [sp, #80]\n"
" stp d2, d3, [sp, #96]\n"
" stp d4, d5, [sp, #112]\n"
" stp d6, d7, [sp, #128]\n"
" stp x8, x16, [sp, #144]\n"
" mov x0, x16\n"
" ldr x1, [sp, #16]\n"
" bl fp_trace_before\n"
" str x0, [sp, #160]\n"
" ldp x0, x1, [sp, #16]\n"
" ldp x2, x3, [sp, #32]\n"
" ldp x4, x5, [sp, #48]\n"
" ldp x6, x7, [sp, #64]\n"
" ldp d0, d1, [sp, #80]\n"
" ldp d2, d3, [sp, #96]\n"
" ldp d4, d5, [sp, #112]\n"
" ldp d6, d7, [sp, #128]\n"
" ldr x8, [sp, #144]\n"
" ldr x17, [sp, #160]\n"
" cbz x17, 1f\n"
" blr x17\n"
" b 2f\n"
"1:\n"
" mov x0, #0\n"
" mov x1, #0\n"
" movi d0, #0\n"
"2:\n"
" stp x0, x1, [sp, #16]\n"
" stp d0, d1, [sp, #80]\n"
" stp d2, d3, [sp, #96]\n"
" ldr x0, [sp, #152]\n"
" ldr x1, [sp, #16]\n"
" bl fp_trace_after\n"
" ldp x0, x1, [sp, #16]\n"
" ldp d0, d1, [sp, #80]\n"
" ldp d2, d3, [sp, #96]\n"
" ldp x29, x30, [sp], #224\n"
" ret\n");
// one exported stub per name: x16 = its index
#define STR2(x) #x
#define STR(x) STR2(x)
static const int dummy_index_base __attribute__((unused)) = 0;
#define N(name) \
__asm__(".text\n.p2align 2\n.globl " #name "\n.type " #name ", %function\n" #name ":\n" \
" mov x16, #" STR(__COUNTER__) "\n b fp_trace_common\n");
#include "names.inc"
#undef N
+293 -2
View File
@@ -13,6 +13,21 @@
// 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>]
//
// Query slots (adapter setting vk_query_slots=2, per game): with multiview, Vulkan counts a query that runs in a
// multiview render pass as one query per view (N consecutive indices). Mesa's drivers (the Frame's Turnip) write a
// zero result into the extra views' slots; Meta's Quest driver doesn't. Engines that allocate one slot per query
// (Into The Radius 2, Unreal 5) then have the next object's occlusion query overwritten with "0 samples" and cull it:
// models pop in and out. With the setting, occlusion pools get N slots per query; query i uses slot N*i, so the extra
// views land in N*i+1.., and results are read from slot N*i only (view 0's count; Turnip counts every view there).
//
// Spec fixes (vk_spec_fixes=1, per game; found with the validation layer in Into The Radius 2, Unreal 5):
// * depth/stencil images created without VK_IMAGE_USAGE_TRANSFER_DST_BIT are cleared with vkCmdClearDepthStencilImage
// (VUID-vkCmdClearDepthStencilImage-pRanges-02659); Mesa's Turnip picks the image's compression from its usage, so
// the flag is added at vkCreateImage.
// * subpasses with Qualcomm's shader resolve (VK_SUBPASS_DESCRIPTION_SHADER_RESOLVE_BIT_QCOM) also name a depth
// resolve attachment for a single-sampled depth attachment (VUID-VkSubpassDescription2-flags-04908, -03179): the
// resolve is dropped (there is nothing to resolve from one sample).
#define _GNU_SOURCE
#include <vulkan/vulkan.h>
#include <android/log.h>
@@ -74,12 +89,23 @@ static void parse_fixes(char *v) {
}
}
static int query_slots = 1; // vk_query_slots: slots per occlusion query (1 = untouched)
static int spec_fixes; // vk_spec_fixes: make two Unreal habits valid Vulkan (depth clears, depth resolves)
#define VALIDATION_LAYER "VK_LAYER_KHRONOS_validation"
static int validation; // vk_validation: add Khronos' validation layer (bundled in the APK) to the instance
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_validation=", 14)) validation = atoi(line + 14) != 0;
if (!strncmp(line, "vk_spec_fixes=", 14)) spec_fixes = atoi(line + 14) != 0;
if (!strncmp(line, "vk_query_slots=", 15)) {
int v = atoi(line + 15);
query_slots = v == 1 ? 2 : v >= 2 && v <= 4 ? v : 1; // 1 = on (the settings dialog's switch) = 2 slots
}
if (!strncmp(line, "vk_shader_fix=", 14)) {
nfixes = 0; // later sources override earlier ones (as for the adapter's settings)
parse_fixes(line + 14);
@@ -182,6 +208,10 @@ static uint32_t *fixed_shader(const uint32_t *code, size_t size, size_t *out_siz
static void init(void) {
read_all_settings();
if (nfixes) LOG("vk shim: %d shader fix(es) configured", nfixes);
if (query_slots > 1) LOG("vk shim: %d slots per occlusion query", query_slots);
if (validation) LOG("vk shim: adding %s to the instance", VALIDATION_LAYER);
if (spec_fixes) LOG("vk shim: Vulkan spec fixes on (depth images can be cleared, no depth resolve in shader-resolve "
"subpasses)");
real_vk = dlopen("libvulkan.so", RTLD_NOW | RTLD_LOCAL);
if (real_vk) {
real_gipa = (PFN_vkGetInstanceProcAddr)dlsym(real_vk, "vkGetInstanceProcAddr");
@@ -318,6 +348,8 @@ static const void *clean_chain(Arena *a, const void *head, int *fixes) {
return first;
}
static int resolves_logged;
static VkRenderPassCreateInfo2 clean_create_info(Arena *a, const VkRenderPassCreateInfo2 *ci, int *fixes) {
VkRenderPassCreateInfo2 out = *ci;
out.pNext = clean_chain(a, ci->pNext, fixes);
@@ -342,6 +374,27 @@ static VkRenderPassCreateInfo2 clean_create_info(Arena *a, const VkRenderPassCre
out.pSubpasses = sp;
}
}
if (spec_fixes && out.pSubpasses) {
VkSubpassDescription2 *sp = (VkSubpassDescription2 *)out.pSubpasses;
for (uint32_t i = 0; i < ci->subpassCount; i++) {
if (!(sp[i].flags & 0x8 /* VK_SUBPASS_DESCRIPTION_SHADER_RESOLVE_BIT_QCOM */) || !sp[i].pDepthStencilAttachment)
continue;
uint32_t att = sp[i].pDepthStencilAttachment->attachment;
if (att == VK_ATTACHMENT_UNUSED || att >= ci->attachmentCount || !ci->pAttachments ||
ci->pAttachments[att].samples != VK_SAMPLE_COUNT_1_BIT)
continue;
for (VkBaseOutStructure *n = (VkBaseOutStructure *)sp[i].pNext; n; n = n->pNext) {
if (n->sType != VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE) continue;
VkSubpassDescriptionDepthStencilResolve *r = (void *)n;
if (r->pDepthStencilResolveAttachment &&
r->pDepthStencilResolveAttachment->attachment != VK_ATTACHMENT_UNUSED) {
r->pDepthStencilResolveAttachment = NULL;
(*fixes)++;
if (resolves_logged++ < 5) LOG("vk shim: dropped the depth resolve of shader-resolve subpass %u", i);
}
}
}
}
if (ci->pDependencies && ci->dependencyCount) {
VkSubpassDependency2 *dep = arena_dup(a, ci->pDependencies, sizeof *dep * ci->dependencyCount);
if (dep) {
@@ -356,8 +409,11 @@ static VkRenderPassCreateInfo2 clean_create_info(Arena *a, const VkRenderPassCre
// ---------------------------------------------------------------- entry points
#define MAX_DEVICES 8
enum { FN_RP2, FN_RP2KHR, FN_CSM, FN_COUNT };
static const char *const FN_NAMES[FN_COUNT] = {"vkCreateRenderPass2", "vkCreateRenderPass2KHR", "vkCreateShaderModule"};
enum { FN_RP2, FN_RP2KHR, FN_CSM, FN_CIMG, FN_CQP, FN_DQP, FN_BQ, FN_EQ, FN_CRQP, FN_RQP, FN_RQPEXT, FN_GQPR, FN_CCQPR, FN_COUNT };
static const char *const FN_NAMES[FN_COUNT] = {
"vkCreateRenderPass2", "vkCreateRenderPass2KHR", "vkCreateShaderModule", "vkCreateImage", "vkCreateQueryPool", "vkDestroyQueryPool",
"vkCmdBeginQuery", "vkCmdEndQuery", "vkCmdResetQueryPool", "vkResetQueryPool", "vkResetQueryPoolEXT",
"vkGetQueryPoolResults", "vkCmdCopyQueryPoolResults"};
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;
@@ -428,6 +484,223 @@ EXPORT VKAPI_ATTR VkResult VKAPI_CALL vkCreateShaderModule(VkDevice device, cons
return r;
}
// ---------------------------------------------------------------- query slots
// Command buffer functions carry no VkDevice: their next implementation is the one the (single) game device got.
static PFN_vkVoidFunction cmd_fn[FN_COUNT];
static PFN_vkVoidFunction any_fn(VkDevice device, int which) {
PFN_vkVoidFunction fn = device ? device_fn(device, which) : NULL;
if (!fn) fn = cmd_fn[which];
if (!fn && real_vk) fn = (PFN_vkVoidFunction)dlsym(real_vk, FN_NAMES[which]);
return fn;
}
#define MAX_POOLS 4096
static uint64_t occlusion_pools[MAX_POOLS]; // open addressing; 0 = empty, 1 = deleted
static pthread_mutex_t pool_lock = PTHREAD_MUTEX_INITIALIZER;
static int pools_logged;
static unsigned pool_hash(uint64_t h) { return (unsigned)((h * 0x9E3779B97F4A7C15ull) >> 52) % MAX_POOLS; }
static void pool_add(VkQueryPool pool) {
uint64_t h = (uint64_t)pool;
pthread_mutex_lock(&pool_lock);
for (unsigned i = pool_hash(h), n = 0; n < MAX_POOLS; i = (i + 1) % MAX_POOLS, n++)
if (occlusion_pools[i] <= 1) { occlusion_pools[i] = h; break; }
pthread_mutex_unlock(&pool_lock);
}
static int pool_slot(VkQueryPool pool, int remove) {
uint64_t h = (uint64_t)pool;
if (h <= 1) return 0;
int found = 0;
pthread_mutex_lock(&pool_lock);
for (unsigned i = pool_hash(h), n = 0; n < MAX_POOLS && occlusion_pools[i]; i = (i + 1) % MAX_POOLS, n++)
if (occlusion_pools[i] == h) {
found = 1;
if (remove) occlusion_pools[i] = 1;
break;
}
pthread_mutex_unlock(&pool_lock);
return found;
}
// the remapped first query of `pool` (unchanged for pools that aren't remapped)
static uint32_t q(VkQueryPool pool, uint32_t query) { return pool_slot(pool, 0) ? query * (uint32_t)query_slots : query; }
static VKAPI_ATTR VkResult VKAPI_CALL create_query_pool(VkDevice device, const VkQueryPoolCreateInfo *ci,
const VkAllocationCallbacks *alloc, VkQueryPool *pool) {
PFN_vkCreateQueryPool real = (PFN_vkCreateQueryPool)any_fn(device, FN_CQP);
if (!real) return VK_ERROR_INITIALIZATION_FAILED;
if (!ci || ci->queryType != VK_QUERY_TYPE_OCCLUSION || query_slots < 2) return real(device, ci, alloc, pool);
VkQueryPoolCreateInfo copy = *ci;
copy.queryCount = ci->queryCount * (uint32_t)query_slots;
VkResult r = real(device, &copy, alloc, pool);
if (r == VK_SUCCESS) {
pool_add(*pool);
if (pools_logged++ < 5)
LOG("vk shim: occlusion query pool %u -> %u slots", ci->queryCount, copy.queryCount);
}
return r;
}
static VKAPI_ATTR void VKAPI_CALL destroy_query_pool(VkDevice device, VkQueryPool pool, const VkAllocationCallbacks *alloc) {
PFN_vkDestroyQueryPool real = (PFN_vkDestroyQueryPool)any_fn(device, FN_DQP);
pool_slot(pool, 1);
if (real) real(device, pool, alloc);
}
static VKAPI_ATTR void VKAPI_CALL cmd_begin_query(VkCommandBuffer cb, VkQueryPool pool, uint32_t query,
VkQueryControlFlags flags) {
PFN_vkCmdBeginQuery real = (PFN_vkCmdBeginQuery)any_fn(NULL, FN_BQ);
if (real) real(cb, pool, q(pool, query), flags);
}
static VKAPI_ATTR void VKAPI_CALL cmd_end_query(VkCommandBuffer cb, VkQueryPool pool, uint32_t query) {
PFN_vkCmdEndQuery real = (PFN_vkCmdEndQuery)any_fn(NULL, FN_EQ);
if (real) real(cb, pool, q(pool, query));
}
static uint32_t span(VkQueryPool pool, uint32_t count) { return pool_slot(pool, 0) ? count * (uint32_t)query_slots : count; }
static VKAPI_ATTR void VKAPI_CALL cmd_reset_query_pool(VkCommandBuffer cb, VkQueryPool pool, uint32_t first, uint32_t count) {
PFN_vkCmdResetQueryPool real = (PFN_vkCmdResetQueryPool)any_fn(NULL, FN_CRQP);
if (real) real(cb, pool, q(pool, first), span(pool, count));
}
static void reset_query_pool(VkDevice device, VkQueryPool pool, uint32_t first, uint32_t count, int ext) {
PFN_vkResetQueryPool real = (PFN_vkResetQueryPool)any_fn(device, ext ? FN_RQPEXT : FN_RQP);
if (real) real(device, pool, q(pool, first), span(pool, count));
}
static VKAPI_ATTR void VKAPI_CALL host_reset_query_pool(VkDevice d, VkQueryPool p, uint32_t f, uint32_t c) { reset_query_pool(d, p, f, c, 0); }
static VKAPI_ATTR void VKAPI_CALL host_reset_query_pool_ext(VkDevice d, VkQueryPool p, uint32_t f, uint32_t c) { reset_query_pool(d, p, f, c, 1); }
// Results come from slot N*i of each query, one query at a time: the extra slots are only written in multiview passes,
// so reading them (with VK_QUERY_RESULT_WAIT_BIT) could wait forever.
static VKAPI_ATTR VkResult VKAPI_CALL get_query_pool_results(VkDevice device, VkQueryPool pool, uint32_t first, uint32_t count,
size_t size, void *data, VkDeviceSize stride,
VkQueryResultFlags flags) {
PFN_vkGetQueryPoolResults real = (PFN_vkGetQueryPoolResults)any_fn(device, FN_GQPR);
if (!real) return VK_ERROR_INITIALIZATION_FAILED;
if (!pool_slot(pool, 0) || !count) return real(device, pool, first, count, size, data, stride, flags);
VkResult result = VK_SUCCESS;
for (uint32_t i = 0; i < count; i++) {
size_t offset = (size_t)(i * stride);
if (offset >= size) break;
VkResult r = real(device, pool, (first + i) * (uint32_t)query_slots, 1, size - offset, (uint8_t *)data + offset,
stride, flags);
if (r < 0) return r;
if (r == VK_NOT_READY) result = VK_NOT_READY;
}
return result;
}
static VKAPI_ATTR void VKAPI_CALL cmd_copy_query_pool_results(VkCommandBuffer cb, VkQueryPool pool, uint32_t first,
uint32_t count, VkBuffer buffer, VkDeviceSize offset,
VkDeviceSize stride, VkQueryResultFlags flags) {
PFN_vkCmdCopyQueryPoolResults real = (PFN_vkCmdCopyQueryPoolResults)any_fn(NULL, FN_CCQPR);
if (!real) return;
if (!pool_slot(pool, 0)) { real(cb, pool, first, count, buffer, offset, stride, flags); return; }
for (uint32_t i = 0; i < count; i++)
real(cb, pool, (first + i) * (uint32_t)query_slots, 1, buffer, offset + i * stride, stride, flags);
}
// ---------------------------------------------------------------- spec fixes: depth images
static int is_depth_format(VkFormat f) {
return f == VK_FORMAT_D16_UNORM || f == VK_FORMAT_X8_D24_UNORM_PACK32 || f == VK_FORMAT_D32_SFLOAT ||
f == VK_FORMAT_S8_UINT || f == VK_FORMAT_D16_UNORM_S8_UINT || f == VK_FORMAT_D24_UNORM_S8_UINT ||
f == VK_FORMAT_D32_SFLOAT_S8_UINT;
}
static int images_logged;
static VKAPI_ATTR VkResult VKAPI_CALL create_image(VkDevice device, const VkImageCreateInfo *ci,
const VkAllocationCallbacks *alloc, VkImage *image) {
PFN_vkCreateImage real = (PFN_vkCreateImage)any_fn(device, FN_CIMG);
if (!real) return VK_ERROR_INITIALIZATION_FAILED;
if (!spec_fixes || !ci || !is_depth_format(ci->format) || !(ci->usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ||
(ci->usage & (VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT))) // transient: no
return real(device, ci, alloc, image);
VkImageCreateInfo copy = *ci;
copy.usage |= VK_IMAGE_USAGE_TRANSFER_DST_BIT;
VkResult r = real(device, &copy, alloc, image);
if (images_logged++ < 5) LOG("vk shim: depth image %ux%u format %d can be cleared now: %d", ci->extent.width,
ci->extent.height, ci->format, r);
if (r != VK_SUCCESS) r = real(device, ci, alloc, image); // the flag isn't allowed here: as the game asked
return r;
}
EXPORT VKAPI_ATTR VkResult VKAPI_CALL vkCreateImage(VkDevice d, const VkImageCreateInfo *ci, const VkAllocationCallbacks *a,
VkImage *img) {
pthread_once(&once, init);
return create_image(d, ci, a, img);
}
// ---------------------------------------------------------------- validation (diagnostics)
static PFN_vkCreateInstance real_ci;
static VKAPI_ATTR VkResult VKAPI_CALL create_instance(const VkInstanceCreateInfo *ci, const VkAllocationCallbacks *a,
VkInstance *inst) {
if (!real_ci && real_vk) real_ci = (PFN_vkCreateInstance)dlsym(real_vk, "vkCreateInstance");
if (!real_ci) return VK_ERROR_INITIALIZATION_FAILED;
if (!validation || !ci) return real_ci(ci, a, inst);
for (uint32_t i = 0; i < ci->enabledLayerCount; i++)
if (!strcmp(ci->ppEnabledLayerNames[i], VALIDATION_LAYER)) return real_ci(ci, a, inst);
const char **names = malloc(sizeof(char *) * (ci->enabledLayerCount + 1));
if (!names) return real_ci(ci, a, inst);
for (uint32_t i = 0; i < ci->enabledLayerCount; i++) names[i] = ci->ppEnabledLayerNames[i];
names[ci->enabledLayerCount] = VALIDATION_LAYER;
VkInstanceCreateInfo copy = *ci;
copy.enabledLayerCount = ci->enabledLayerCount + 1;
copy.ppEnabledLayerNames = names;
VkResult r = real_ci(&copy, a, inst);
LOG("vk shim: vkCreateInstance with %s: %d", VALIDATION_LAYER, r);
if (r == VK_ERROR_LAYER_NOT_PRESENT) r = real_ci(ci, a, inst); // not bundled: start without it
free(names);
return r;
}
EXPORT VKAPI_ATTR VkResult VKAPI_CALL vkCreateInstance(const VkInstanceCreateInfo *ci, const VkAllocationCallbacks *a,
VkInstance *inst) {
pthread_once(&once, init);
return create_instance(ci, a, inst);
}
// The same entry points for engines that dlsym them from the shim instead of asking vkGet*ProcAddr
EXPORT VKAPI_ATTR VkResult VKAPI_CALL vkCreateQueryPool(VkDevice d, const VkQueryPoolCreateInfo *ci,
const VkAllocationCallbacks *a, VkQueryPool *p) {
pthread_once(&once, init);
return create_query_pool(d, ci, a, p);
}
EXPORT VKAPI_ATTR void VKAPI_CALL vkDestroyQueryPool(VkDevice d, VkQueryPool p, const VkAllocationCallbacks *a) {
pthread_once(&once, init);
destroy_query_pool(d, p, a);
}
EXPORT VKAPI_ATTR void VKAPI_CALL vkCmdBeginQuery(VkCommandBuffer cb, VkQueryPool p, uint32_t i, VkQueryControlFlags f) {
pthread_once(&once, init);
cmd_begin_query(cb, p, i, f);
}
EXPORT VKAPI_ATTR void VKAPI_CALL vkCmdEndQuery(VkCommandBuffer cb, VkQueryPool p, uint32_t i) {
pthread_once(&once, init);
cmd_end_query(cb, p, i);
}
EXPORT VKAPI_ATTR void VKAPI_CALL vkCmdResetQueryPool(VkCommandBuffer cb, VkQueryPool p, uint32_t f, uint32_t c) {
pthread_once(&once, init);
cmd_reset_query_pool(cb, p, f, c);
}
EXPORT VKAPI_ATTR VkResult VKAPI_CALL vkGetQueryPoolResults(VkDevice d, VkQueryPool p, uint32_t f, uint32_t c, size_t s,
void *data, VkDeviceSize st, VkQueryResultFlags fl) {
pthread_once(&once, init);
return get_query_pool_results(d, p, f, c, s, data, st, fl);
}
EXPORT VKAPI_ATTR void VKAPI_CALL vkCmdCopyQueryPoolResults(VkCommandBuffer cb, VkQueryPool p, uint32_t f, uint32_t c,
VkBuffer b, VkDeviceSize o, VkDeviceSize st,
VkQueryResultFlags fl) {
pthread_once(&once, init);
cmd_copy_query_pool_results(cb, p, f, c, b, o, st, fl);
}
static int wrapped_index(const char *name) {
for (int i = 0; i < FN_COUNT; i++)
if (!strcmp(name, FN_NAMES[i])) return i;
@@ -439,6 +712,20 @@ static PFN_vkVoidFunction wrap(const char *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
case FN_CIMG: return spec_fixes ? (PFN_vkVoidFunction)create_image : NULL;
default: break;
}
if (query_slots < 2) return NULL; // no query remapping: no detours
switch (wrapped_index(name)) {
case FN_CQP: return (PFN_vkVoidFunction)create_query_pool;
case FN_DQP: return (PFN_vkVoidFunction)destroy_query_pool;
case FN_BQ: return (PFN_vkVoidFunction)cmd_begin_query;
case FN_EQ: return (PFN_vkVoidFunction)cmd_end_query;
case FN_CRQP: return (PFN_vkVoidFunction)cmd_reset_query_pool;
case FN_RQP: return (PFN_vkVoidFunction)host_reset_query_pool;
case FN_RQPEXT: return (PFN_vkVoidFunction)host_reset_query_pool_ext;
case FN_GQPR: return (PFN_vkVoidFunction)get_query_pool_results;
case FN_CCQPR: return (PFN_vkVoidFunction)cmd_copy_query_pool_results;
default: return NULL;
}
}
@@ -460,6 +747,7 @@ EXPORT VKAPI_ATTR PFN_vkVoidFunction VKAPI_CALL vkGetDeviceProcAddr(VkDevice dev
devices[slot].device = device;
devices[slot].fn[which] = fn;
}
cmd_fn[which] = fn;
pthread_mutex_unlock(&dev_lock);
return w;
}
@@ -469,9 +757,12 @@ EXPORT VKAPI_ATTR PFN_vkVoidFunction VKAPI_CALL vkGetInstanceProcAddr(VkInstance
if (!real_gipa || !name) return NULL;
if (!strcmp(name, "vkGetDeviceProcAddr")) return (PFN_vkVoidFunction)vkGetDeviceProcAddr;
if (!strcmp(name, "vkGetInstanceProcAddr")) return (PFN_vkVoidFunction)vkGetInstanceProcAddr;
if (!strcmp(name, "vkCreateInstance") && validation) return (PFN_vkVoidFunction)vkCreateInstance;
PFN_vkVoidFunction fn = real_gipa(instance, name);
PFN_vkVoidFunction w = fn ? wrap(name) : NULL;
if (!w) return fn;
if (!strcmp(name, "vkCreateRenderPass2KHR")) fallback_rp2khr = (PFN_vkCreateRenderPass2)fn;
int which = wrapped_index(name);
if (which >= FN_CQP && !cmd_fn[which]) cmd_fn[which] = fn;
return w;
}
+36
View File
@@ -7,11 +7,18 @@
// Meta's OVRPlugin finds xrGetInstanceProcAddr with dlopen("libopenxr_loader.so") + dlsym, so FramePort points that
// string in libOVRPlugin.so at this library instead (patches/frame/adapter.py). Names the adapter emulates are served
// by the adapter (framebridge_extension_proc); everything else goes to overport's xrGetInstanceProcAddr unchanged.
//
// Haptics (GitHub #9, found by Klownicle in Lucky's Tale): overport's dispatcher converts an
// XrHapticAmplitudeEnvelopeVibrationFB with its nanosecond duration taken as seconds, so one vibration allocates an
// enormous sample buffer and the Frame runs out of memory and freezes. The shim hands OVRPlugin its own
// xrApplyHapticFeedback, which turns such an envelope into a plain XrHapticVibration (same duration, its peak
// amplitude) before the dispatcher sees it. Everything else passes through unchanged.
#include <openxr/openxr.h>
#include <android/log.h>
#include <dlfcn.h>
#include <pthread.h>
#include <stddef.h>
#include <string.h>
#define TAG "FrameBridge"
#define EXPORT __attribute__((visibility("default")))
@@ -40,9 +47,38 @@ static PFN_xrVoidFunction adapter_proc(const char *name) {
return fn(name);
}
static PFN_xrApplyHapticFeedback overport_haptics;
static int haptics_logged;
static XRAPI_ATTR XrResult XRAPI_CALL apply_haptic_feedback(XrSession session, const XrHapticActionInfo *info,
const XrHapticBaseHeader *feedback) {
if (feedback && feedback->type == XR_TYPE_HAPTIC_AMPLITUDE_ENVELOPE_VIBRATION_FB) {
const XrHapticAmplitudeEnvelopeVibrationFB *env = (const XrHapticAmplitudeEnvelopeVibrationFB *)feedback;
float peak = 0.0f;
for (uint32_t i = 0; env->amplitudes && i < env->amplitudeCount; ++i)
if (env->amplitudes[i] > peak) peak = env->amplitudes[i];
XrHapticVibration plain = {XR_TYPE_HAPTIC_VIBRATION, NULL, env->duration, XR_FREQUENCY_UNSPECIFIED,
peak > 1.0f ? 1.0f : peak};
if (haptics_logged++ < 3)
__android_log_print(ANDROID_LOG_INFO, TAG, "extension shim: haptic envelope (%u samples, %lld ns) -> "
"vibration %.2f", env->amplitudeCount, (long long)env->duration, plain.amplitude);
return overport_haptics(session, info, (const XrHapticBaseHeader *)&plain);
}
return overport_haptics(session, info, feedback);
}
EXPORT XRAPI_ATTR XrResult XRAPI_CALL xrGetInstanceProcAddr(XrInstance instance, const char *name,
PFN_xrVoidFunction *function) {
pthread_once(&once, resolve_overport);
if (name && function && instance != XR_NULL_HANDLE && overport_gipa && !strcmp(name, "xrApplyHapticFeedback")) {
PFN_xrVoidFunction real = NULL;
XrResult r = overport_gipa(instance, name, &real);
if (XR_SUCCEEDED(r) && real) {
overport_haptics = (PFN_xrApplyHapticFeedback)real;
*function = (PFN_xrVoidFunction)apply_haptic_feedback;
}
return r;
}
if (name && function && instance != XR_NULL_HANDLE) {
PFN_xrVoidFunction emulated = adapter_proc(name);
if (emulated) {
+3
View File
@@ -79,6 +79,9 @@ 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"
+92 -1
View File
@@ -239,6 +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)
@@ -253,7 +282,11 @@ 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:
@@ -269,7 +302,7 @@ def main() -> int:
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")), ("screenshots", lambda a: a.go("screenshots")),
("tools", lambda a: a.go("settings"))]
("live", lambda a: a.go("live")), ("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)))
@@ -292,6 +325,51 @@ def main() -> int:
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)
@@ -304,6 +382,14 @@ def main() -> int:
("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] = []
@@ -395,6 +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__ = "0.9.1"
__version__ = "0.11.0"
+2
View File
@@ -202,6 +202,8 @@ def analyze(path: Path, deep: bool = True, data_bytes: int | None = None) -> Ana
"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""),
# a 2D launcher activity that starts a separate VR activity (frame.start_activity)
"vr_activity": axml.vr_activity(manifest),
"unity_version": unity_version(ggm, lib_bytes.get("libunity.so")) if engine == "Unity" else None,
},
)
+79
View File
@@ -18,6 +18,10 @@ TYPE_INT_BOOLEAN = 0x12
ANDROID_NS = "http://schemas.android.com/apk/res/android"
LAUNCHER = "android.intent.category.LAUNCHER"
INFO = "android.intent.category.INFO"
MAIN = "android.intent.action.MAIN"
DEFAULT = "android.intent.category.DEFAULT"
VR_CATEGORY = "com.oculus.intent.category.VR"
COMPONENTS = ("activity", "activity-alias", "service", "receiver", "provider")
@dataclass
@@ -226,6 +230,81 @@ def fix_launcher(manifest: bytes) -> bytes | None:
return x.bytes() if x.retarget("category", info, launcher) else None
def component_filters(manifest: bytes) -> list[tuple[str, str, list[tuple[str, int, int]]]]:
"""[(element, component name, [(element, attr offset, string index)])] for each component's intent-filter
children (action/category), in file order. Children follow their component's start element, so the last
component seen owns them."""
x = Axml(manifest)
names = x.strings()
out: list = []
for el in x.elements():
if el.name in COMPONENTS:
out.append((el.name, x.attr_str(el, "name") or "", []))
elif el.name in ("action", "category") and out:
for a in el.attrs:
if a.name < len(names) and names[a.name] == "name":
idx = a.raw if a.raw < len(names) else a.value
out[-1][2].append((el.name, a.offset, idx))
return out
def vr_activity(manifest: bytes) -> str | None:
"""The activity with Meta's VR category when it isn't the launcher activity (a 2D launcher that starts the VR
part, e.g. WiiCompiled's LauncherActivity -> QuestActivity)."""
x = Axml(manifest)
names = x.strings()
vr = launcher = None
for el, name, items in component_filters(manifest):
cats = {names[i] for kind, _, i in items if kind == "category" and i < len(names)}
if el == "activity" and VR_CATEGORY in cats:
vr = vr or name
if LAUNCHER in cats:
launcher = launcher or name
return vr if vr and vr != launcher else None
def set_start_activity(manifest: bytes, activity: str) -> bytes | None:
"""Make `activity` the one Lepton starts: its MAIN intent-filter gets category LAUNCHER (in place of its VR or
DEFAULT category), every other component's LAUNCHER category becomes INFO. Only those attribute values change
(per element, not every use of the string). None when `activity` has no MAIN filter or already is the only
launcher."""
filters = component_filters(manifest)
x = Axml(manifest)
names = x.strings()
short = activity.rsplit(".", 1)[-1]
target = next((f for f in filters if f[0] in ("activity", "activity-alias")
and (f[1] == activity or f[1].rsplit(".", 1)[-1] == short)), None)
if target is None or not any(k == "action" and names[i] == MAIN for k, _, i in target[2] if i < len(names)):
return None
cats = [(off, names[i]) for k, off, i in target[2] if k == "category" and i < len(names)]
others = [off for f in filters if f is not target for k, off, i in f[2]
if k == "category" and i < len(names) and names[i] == LAUNCHER]
if any(c == LAUNCHER for _, c in cats) and not others:
return None
pick = next((off for off, c in cats if c == VR_CATEGORY), None) or next(
(off for off, c in cats if c == DEFAULT), None) or next((off for off, c in cats if c != LAUNCHER), None)
if pick is None and not any(c == LAUNCHER for _, c in cats):
return None
def index(s: str) -> int:
i = x.index(s)
return i if i is not None else x.append_string(s)
launcher, info = index(LAUNCHER), index(INFO)
# append_string rebuilds the pool: offsets of attribute records move by the same amount for all of them
shift = len(x.data) - len(manifest)
for off in others:
_set_string_attr(x, off + shift, info)
if pick is not None and not any(c == LAUNCHER for _, c in cats):
_set_string_attr(x, pick + shift, launcher)
return x.bytes()
def _set_string_attr(x: Axml, offset: int, index: int) -> None:
struct.pack_into("<I", x.data, offset + 8, index)
if x.data[offset + 15] == TYPE_STRING:
struct.pack_into("<I", x.data, offset + 16, index)
def set_bool_attr(manifest: bytes, element: str, attr: str, value: bool) -> bytes | None:
x = Axml(manifest)
return x.bytes() if x.set_bool(element, attr, value) else None
+25
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 +230,18 @@ 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)")):
@@ -493,6 +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)")):
+39 -2
View File
@@ -22,17 +22,40 @@ def _path() -> Path:
return user_data_dir() / "library.json"
_updating = threading.local() # set while load() runs the migrations/catalog step (see load)
def load() -> dict:
with _lock:
try:
data = json.loads(_path().read_text(encoding="utf-8"))
except (OSError, ValueError):
return {"games": {}, "settings": {}}
if _migrate(data) | _follow_catalog(data):
# The catalog step loads the catalog, whose first load reads a setting: that nested load() must not run the
# step again (GitHub #58: ~140 nested loads and a 30 s blank window, or a crash at start-up)
if getattr(_updating, "active", False):
return data
_updating.active = True
try:
changed = _migrate(data) | _follow_catalog(data)
finally:
_updating.active = False
if changed:
save(data)
return data
def peek_setting(key: str, default=None):
"""A setting as stored, without migrations or the catalog step (for code that load() itself runs)."""
with _lock:
try:
data = json.loads(_path().read_text(encoding="utf-8"))
except (OSError, ValueError):
return default
settings = data.get("settings") if isinstance(data, dict) else None
return settings.get(key, default) if isinstance(settings, dict) else default
@contextmanager
def edit() -> Iterator[dict]:
"""A read-modify-write of the whole library as one step: `with edit() as data: ...` (saved on exit)."""
@@ -62,8 +85,22 @@ def _follow_catalog(data: dict) -> bool:
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":
if not isinstance(r, dict) or not isinstance(a, dict):
continue
if r.get("source") == "user":
# the user's own recipe isn't replaced, but a changed catalog entry is offered on the game page (GitHub
# #10: a VR4 fix never reached a recipe whose Game settings had been saved once)
entry = catalog.lookup(pkg)
offer = entry.rev() if entry is not None and r.get("catalog_rev") not in (None, entry.rev()) else None
if g.get("catalog_update") != offer:
if offer:
g["catalog_update"] = offer
else:
g.pop("catalog_update", None)
changed = True
continue
if g.pop("catalog_update", None) is not None: # no longer the user's recipe (reset): nothing to offer
changed = True
entry = catalog.lookup(pkg)
if not app_updated and (entry is None or r.get("catalog_rev") == entry.rev()):
continue
+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:
+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
+9
View File
@@ -281,6 +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)
@@ -292,6 +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")
+138
View File
@@ -0,0 +1,138 @@
# ruff: noqa: E501 (the embedded page's JavaScript)
"""The Live view player page (served by livestream.py). A Python string rather than an .html file: the
PyInstaller fallback bundle only carries data files it is told about."""
PLAYER_HTML = r"""<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>FramePort Live view</title>
<style>
:root { --bg: #0e1013; --text: #e8eaed; --muted: #9aa0a6; --accent: #66b3ff; --panel: rgba(20, 22, 26, .82); }
html, body { margin: 0; height: 100%; background: var(--bg); color: var(--text);
font: 14px/1.4 system-ui, -apple-system, "Segoe UI", sans-serif; overflow: hidden; }
video { position: fixed; inset: 0; width: 100%; height: 100%; object-fit: contain; background: #000; }
#bar { position: fixed; left: 12px; right: 12px; bottom: 12px; display: flex; gap: 12px; align-items: center;
padding: 8px 12px; border-radius: 10px; background: var(--panel); transition: opacity .3s; }
body.idle #bar { opacity: 0; }
#dot { width: 9px; height: 9px; border-radius: 50%; background: var(--muted); flex: none; }
#dot.live { background: #3ddc84; } #dot.err { background: #ff6b6b; }
#msg { flex: 1; min-width: 0; white-space: nowrap; overflow: hidden; text-overflow: ellipsis; }
#info { color: var(--muted); font-variant-numeric: tabular-nums; }
button { background: transparent; color: var(--text); border: 1px solid #3c4043; border-radius: 6px;
padding: 4px 10px; font: inherit; cursor: pointer; }
button:hover { border-color: var(--accent); }
</style>
</head>
<body>
<video id="v" muted autoplay playsinline disablepictureinpicture></video>
<div id="bar">
<span id="dot"></span><span id="msg">Connecting to the Frame…</span><span id="info"></span>
<button id="snd" hidden title="Browsers start videos muted: click to hear the Frame">Sound on</button>
<button id="fs" title="Full screen (or double-click the picture)">Full screen</button>
</div>
<script>
"use strict";
const video = document.getElementById("v"), dot = document.getElementById("dot");
const msg = document.getElementById("msg"), info = document.getElementById("info");
const CUSHION = 0.3, CATCH_UP = 0.7, FAR_BEHIND = 2.0, KEEP = 10; // seconds behind the newest data
let session = 0, frames = 0, lastFrames = 0, size = "";
function say(text, state) { msg.textContent = text; dot.className = state || ""; }
const sleep = ms => new Promise(r => setTimeout(r, ms));
async function status() {
try { const r = await fetch("status", {cache: "no-store"}); return await r.json(); }
catch (e) { return null; }
}
async function run() {
const id = ++session;
let st = await status();
while (id === session && (!st || !st.ready)) {
if (st && st.ended) { say("Stopped: " + st.ended + " — start it again in FramePort.", "err"); return; }
if (!st) { say("FramePort isn't streaming any more. Start Live view in FramePort.", "err"); return; }
say("Waiting for the first picture from the Frame…");
await sleep(500); st = await status();
}
const type = 'video/mp4; codecs="' + (st.codec || "avc1.640028") + '"';
const MS = window.ManagedMediaSource || window.MediaSource;
if (!MS || !MS.isTypeSupported(type)) { say("This browser can't play H.264 video (" + type + "). Copy this page's address into another browser.", "err"); return; }
size = st.width ? st.width + "×" + st.height : "";
snd.hidden = !st.audio;
const ms = new MS();
video.disableRemotePlayback = true;
video.src = URL.createObjectURL(ms);
await new Promise(r => ms.addEventListener("sourceopen", r, {once: true}));
const sb = ms.addSourceBuffer(type);
sb.mode = "segments";
const pending = [];
const pump = () => {
if (sb.updating || !pending.length || ms.readyState !== "open") return;
try { sb.appendBuffer(pending.shift()); } catch (e) { trim(true); }
};
const trim = (force) => {
if (sb.updating || !sb.buffered.length) return;
const start = sb.buffered.start(0), cut = video.currentTime - (force ? 1 : KEEP);
if (cut > start) { try { sb.remove(start, cut); } catch (e) {} }
};
sb.addEventListener("updateend", () => {
if (sb.buffered.length) {
const end = sb.buffered.end(sb.buffered.length - 1);
const lag = end - video.currentTime;
if (lag > FAR_BEHIND || video.currentTime < sb.buffered.start(0)) video.currentTime = Math.max(end - CUSHION, 0);
else video.playbackRate = lag > CATCH_UP ? 1.1 : lag < CUSHION ? 1.0 : video.playbackRate;
if (video.paused) video.play().catch(() => {});
}
pump();
});
try {
const resp = await fetch("stream.mp4", {cache: "no-store"});
if (!resp.ok) throw new Error(await resp.text());
say("Live from the Frame", "live");
const reader = resp.body.getReader();
let n = 0;
while (id === session) {
const {value, done} = await reader.read();
if (done) break;
pending.push(value); frames++;
if (++n % 60 === 0) trim(false);
pump();
}
} catch (e) {
say("Connection lost (" + e.message + "), reconnecting…", "err");
}
if (id !== session) return;
await sleep(1000);
const again = await status();
if (again && again.ended) { say("Stopped: " + again.ended + " — start it again in FramePort.", "err"); return; }
run();
}
setInterval(() => {
const chunks = frames - lastFrames; lastFrames = frames;
info.textContent = [size, chunks ? "receiving" : ""].filter(Boolean).join(" · ");
}, 1000);
document.addEventListener("visibilitychange", () => { if (!document.hidden) run(); });
const toggleFs = () => document.fullscreenElement ? document.exitFullscreen() : document.documentElement.requestFullscreen();
document.getElementById("fs").onclick = toggleFs;
const snd = document.getElementById("snd");
let wantSound = false; // the choice survives reconnects (each one makes a new MediaSource)
snd.onclick = () => {
wantSound = !wantSound; video.muted = !wantSound;
snd.textContent = wantSound ? "Mute" : "Sound on";
if (wantSound) video.play().catch(() => {});
};
video.addEventListener("loadedmetadata", () => { video.muted = !wantSound; });
video.ondblclick = toggleFs;
let idle;
document.addEventListener("mousemove", () => {
document.body.classList.remove("idle"); clearTimeout(idle);
idle = setTimeout(() => document.body.classList.add("idle"), 2500);
});
run();
</script>
</body>
</html>
"""
+508
View File
@@ -0,0 +1,508 @@
"""Live view: what the Frame shows, played in a browser window on this PC (the GUI's Live view tab).
The Frame sends fragmented MP4 (H.264) on the stdout of one SSH command (`source_command`); a small HTTP server on
127.0.0.1 relays it to a player page (`live_player.py`: Media Source Extensions, no plugin). Flet has no video control
outside packaged builds, so the picture is shown in the browser, which also decodes it in hardware.
The relay keeps the init segment (ftyp + moov) and the fragments since the last keyframe, so a viewer that opens later
starts at a keyframe. No image bytes ever go through Flet.
"""
from __future__ import annotations
import json
import queue
import struct
import threading
import time
from http.server import BaseHTTPRequestHandler, ThreadingHTTPServer
SAMPLE_NON_SYNC = 0x10000 # ISO/IEC 14496-12 sample_is_non_sync_sample
CLIENT_QUEUE = 240 # fragments a slow viewer may lag behind before it's dropped (it reconnects at a keyframe)
# ------------------------------------------------------------------------------------------------ MP4 parsing
def iter_boxes(data: bytes, start: int = 0, end: int | None = None):
"""(type, payload start, box end) of each complete box in data[start:end]."""
end = len(data) if end is None else end
pos = start
while pos + 8 <= end:
size, kind = struct.unpack_from(">I4s", data, pos)
header = 8
if size == 1:
if pos + 16 > end:
return
size = struct.unpack_from(">Q", data, pos + 8)[0]
header = 16
elif size == 0:
size = end - pos
if size < header or pos + size > end:
return
yield kind.decode("latin-1"), pos + header, pos + size
pos += size
def _child(data: bytes, start: int, end: int, kind: str):
for k, s, e in iter_boxes(data, start, end):
if k == kind:
return s, e
return None
def fragment_is_keyframe(moof: bytes, track_id: int | None = None) -> bool:
"""Whether a movie fragment starts with a sync sample in the given track (default: its first track): trun's
first-sample flags, else its per-sample flags, else tfhd's default flags. Unknown or no such track → False: a
viewer then waits for the next fragment that is one."""
top = _child(moof, 0, len(moof), "moof")
if not top:
return False
for kind, s, e in iter_boxes(moof, *top):
if kind != "traf":
continue
default_flags = None
tfhd = _child(moof, s, e, "tfhd")
if tfhd:
p = tfhd[0]
flags = int.from_bytes(moof[p + 1:p + 4], "big")
if track_id is not None and struct.unpack_from(">I", moof, p + 4)[0] != track_id:
continue
p += 8 # version/flags + track_ID
for bit, size in ((0x1, 8), (0x2, 4), (0x8, 4), (0x10, 4)):
if flags & bit:
p += size
if flags & 0x20 and p + 4 <= tfhd[1]:
default_flags = struct.unpack_from(">I", moof, p)[0]
trun = _child(moof, s, e, "trun")
if not trun:
continue
p = trun[0]
flags = int.from_bytes(moof[p + 1:p + 4], "big")
count = struct.unpack_from(">I", moof, p + 4)[0]
p += 8
if flags & 0x1:
p += 4 # data_offset
if flags & 0x4:
return not struct.unpack_from(">I", moof, p)[0] & SAMPLE_NON_SYNC
if count and flags & 0x400:
if flags & 0x100:
p += 4
if flags & 0x200:
p += 4
return not struct.unpack_from(">I", moof, p)[0] & SAMPLE_NON_SYNC
if default_flags is not None:
return not default_flags & SAMPLE_NON_SYNC
return False
return False
def codec_string(init: bytes) -> str | None:
"""The MSE codecs parameter from the init segment: `avc1.PPCCLL` (from avcC), plus `mp4a.40.2` when it has an AAC
track (ffmpeg's aac encoder writes AAC-LC)."""
i = init.find(b"avcC")
if i < 0 or i + 8 > len(init):
return None
profile, compat, level = init[i + 5], init[i + 6], init[i + 7]
out = f"avc1.{profile:02x}{compat:02x}{level:02x}"
if b"mp4a" in init:
out += ", mp4a.40.2"
return out
def video_track_id(init: bytes) -> int | None:
"""track_ID of the init segment's video track (its trak's hdlr is 'vide')."""
moov = _child(init, 0, len(init), "moov")
if not moov:
return None
for kind, s, e in iter_boxes(init, *moov):
if kind != "trak":
continue
tkhd, mdia = _child(init, s, e, "tkhd"), _child(init, s, e, "mdia")
hdlr = mdia and _child(init, *mdia, "hdlr")
if tkhd and hdlr and init[hdlr[0] + 8:hdlr[0] + 12] == b"vide":
version = init[tkhd[0]]
return struct.unpack_from(">I", init, tkhd[0] + (20 if version == 1 else 12))[0]
return None
def video_size(init: bytes) -> tuple[int, int] | None:
"""Width and height from the init segment's avc1 sample entry."""
i = init.find(b"avc1")
if i < 0 or i + 4 + 28 > len(init):
return None
p = i + 4 + 24 # sample entry: 6 reserved + 2 data ref index + 16 pre_defined/reserved
return struct.unpack_from(">HH", init, p)
class Mp4Splitter:
"""Cuts a byte stream into the init segment and movie fragments (moof + mdat), whatever the read sizes."""
def __init__(self):
self.buf = bytearray()
self.init = bytearray()
self.have_init = False
self._moof: bytes | None = None
def feed(self, data: bytes) -> list[tuple[str, bytes]]:
"""[("init", bytes) | ("fragment", bytes)] completed by this data."""
self.buf += data
out = []
while True:
if len(self.buf) < 8:
break
size, kind = struct.unpack_from(">I4s", self.buf, 0)
header = 8
if size == 1:
if len(self.buf) < 16:
break
size = struct.unpack_from(">Q", self.buf, 8)[0]
header = 16
if size < header:
raise ValueError(f"bad MP4 box size {size}")
if len(self.buf) < size:
break
box = bytes(self.buf[:size])
del self.buf[:size]
kind = kind.decode("latin-1")
if not self.have_init:
self.init += box
if kind == "moov":
self.have_init = True
out.append(("init", bytes(self.init)))
elif kind == "moof":
self._moof = box
elif kind == "mdat" and self._moof is not None:
out.append(("fragment", self._moof + box))
self._moof = None
# other top-level boxes (styp, sidx, free) carry nothing a viewer needs
return out
# ------------------------------------------------------------------------------------------------ relay
def _end(q: queue.Queue) -> None:
"""Tell a viewer's sender the stream is over: drop what it hasn't sent yet, then the end marker (None)."""
try:
while True:
q.get_nowait()
except queue.Empty:
pass
try:
q.put_nowait(None)
except queue.Full:
pass
class Relay:
"""Fan-out of one MP4 stream to any number of HTTP viewers."""
def __init__(self):
self._lock = threading.Lock()
self.init: bytes | None = None
self.video_track: int | None = None
self.gop: list[bytes] = [] # fragments since the last keyframe fragment (incl.)
self.clients: list[queue.Queue] = []
self.frames = 0
self.bytes = 0
self.started = time.time()
self.ended: str | None = None # why the source stopped
self._splitter = Mp4Splitter()
def feed(self, data: bytes) -> None:
for kind, chunk in self._splitter.feed(data):
with self._lock:
self.bytes += len(chunk)
if kind == "init":
self.init = chunk
self.video_track = video_track_id(chunk)
continue
self.frames += 1
if fragment_is_keyframe(chunk, self.video_track):
self.gop = [chunk]
elif self.gop:
self.gop.append(chunk)
for q in list(self.clients):
try:
q.put_nowait(chunk)
except queue.Full: # too slow: drop it, its page reconnects (never block: we hold the lock)
self.clients.remove(q)
_end(q)
def finish(self, reason: str) -> None:
with self._lock:
self.ended = reason
for q in self.clients:
_end(q)
self.clients.clear()
def subscribe(self) -> tuple[bytes | None, list[bytes], queue.Queue]:
q: queue.Queue = queue.Queue(CLIENT_QUEUE)
with self._lock:
self.clients.append(q)
return self.init, list(self.gop), q
def unsubscribe(self, q: queue.Queue) -> None:
with self._lock:
if q in self.clients:
self.clients.remove(q)
def status(self) -> dict:
with self._lock:
init = self.init
out = {"ready": init is not None, "ended": self.ended, "viewers": len(self.clients),
"fragments": self.frames, "bytes": self.bytes, "seconds": round(time.time() - self.started, 1)}
if init:
out["codec"] = codec_string(init)
out["audio"] = b"mp4a" in init
size = video_size(init)
if size:
out["width"], out["height"] = size
return out
def player_html() -> bytes:
from .live_player import PLAYER_HTML
return PLAYER_HTML.encode("utf-8")
class _Handler(BaseHTTPRequestHandler):
server: _Server
protocol_version = "HTTP/1.1"
def log_message(self, fmt, *args): # quiet
pass
def _send(self, code: int, body: bytes, ctype: str) -> None:
self.send_response(code)
self.send_header("Content-Type", ctype)
self.send_header("Content-Length", str(len(body)))
self.send_header("Cache-Control", "no-store")
self.end_headers()
self.wfile.write(body)
def do_GET(self): # noqa: N802
path = self.path.split("?", 1)[0]
live = self.server.live
if path in ("/", "/index.html"):
self._send(200, player_html(), "text/html; charset=utf-8")
elif path == "/status":
self._send(200, json.dumps(live.relay.status()).encode(), "application/json")
elif path == "/stream.mp4":
self._stream(live.relay)
else:
self._send(404, b"not found", "text/plain")
def _stream(self, relay: Relay) -> None:
if relay.ended:
self._send(503, relay.ended.encode(), "text/plain")
return
init, gop, q = relay.subscribe()
try:
deadline = time.time() + 30
while init is None: # the source hasn't sent its init segment yet
if relay.ended or time.time() > deadline:
self._send(503, (relay.ended or "no picture yet").encode(), "text/plain")
return
time.sleep(0.1)
relay.unsubscribe(q)
init, gop, q = relay.subscribe()
self.send_response(200)
self.send_header("Content-Type", "video/mp4")
self.send_header("Cache-Control", "no-store")
self.send_header("Transfer-Encoding", "chunked")
self.end_headers()
self._chunk(init)
for f in gop:
self._chunk(f)
while True:
try:
f = q.get(timeout=5)
except queue.Empty:
if relay.ended:
break
continue
if f is None:
break
self._chunk(f)
self.wfile.write(b"0\r\n\r\n")
except (BrokenPipeError, ConnectionResetError, ConnectionAbortedError, OSError):
pass
finally:
relay.unsubscribe(q)
def _chunk(self, data: bytes) -> None:
self.wfile.write(f"{len(data):x}\r\n".encode() + data + b"\r\n")
self.wfile.flush()
class _Server(ThreadingHTTPServer):
daemon_threads = True
allow_reuse_address = True
live: LiveStream
# ------------------------------------------------------------------------------------------------ the Frame's side
# SteamVR on the Frame runs `steamvr-v4l2cam.service` (Valve's v4l2cam): it copies the compositor's "headset view"
# (what the wearer sees: games, SteamVR home, Steam's panels) into a v4l2loopback webcam named "SteamVR"
# (/dev/video99, 1920x1080 RGB24, frames at the display rate). It costs nothing until someone reads it. Steam's own
# recording/Remote Play capture gamescope instead (only the flat Steam UI in VR) and encode with x264 as well; the
# Frame's Qualcomm encoder (qcom-iris) doesn't work with the stock ffmpeg/GStreamer. So: read the headset view, drop
# to 30 fps before scaling, x264 at low priority, fragmented MP4 on stdout. Black while the headset sleeps.
DEVICE_NAME = "SteamVR"
# The headset view's size comes from SteamVR (1920x1080 on SteamOS 0.3.0; v4l2cam follows it, it has no size option),
# so qualities are heights the picture is scaled *down* to (never up: a 2K/4K setting would only add bytes); "full"
# sends it at its own size, whatever SteamVR makes it.
QUALITY = { # max height (None = the headset view's own), bitrate
"360p": (360, "1M"),
"480p": (480, "1500k"),
"720p": (720, "3M"),
"1080p": (1080, "6M"),
"full": (None, "10M"),
}
DEFAULT_QUALITY = "720p"
FPS = 30
# Clocks: pulse stamps audio with the wall clock, v4l2 with CLOCK_MONOTONIC → `-ts mono2abs` puts the picture on the
# wall clock too. (Forcing -use_wallclock_as_timestamps on the pulse input gave bursts of AAC packets one shared time,
# a broken audio timeline.) aresample=async=1 keeps the sound continuous across hiccups.
AUDIO_BITRATE = "128k" # AAC of the Frame's default output's monitor = what the headset plays (Lepton/Proton games)
ENCODER_THREADS = 3 # leaves the game most of the CPU
def source_command(quality: str = DEFAULT_QUALITY, fps: int = FPS) -> str:
"""Shell script for the Frame: finds the headset-view device, streams fMP4 (H.264, + AAC sound of the
default output when there is one) to stdout and stops when the SSH channel closes (stdin reaches EOF).
Exit 3 = no headset view device (SteamVR not running)."""
h, rate = QUALITY.get(quality, QUALITY[DEFAULT_QUALITY])
# width -2 keeps the aspect ratio (even, as yuv420p needs); full size only drops an odd last row/column
scale = (",crop=trunc(iw/2)*2:trunc(ih/2)*2" if h is None
else f",scale=-2:'min({h},ih)':flags=fast_bilinear")
return f"""dev=
for d in /sys/class/video4linux/video*; do
[ "$(cat "$d/name" 2>/dev/null)" = "{DEVICE_NAME}" ] && dev=/dev/${{d##*/}} && break
done
if [ -z "$dev" ]; then echo "no SteamVR headset view device: is SteamVR running?" >&2; exit 3; fi
exec 3<&0
export XDG_RUNTIME_DIR=${{XDG_RUNTIME_DIR:-/run/user/$(id -u)}} # (an SSH session may lack it: PipeWire's socket)
audio=(-an)
sink=$(pactl get-default-sink 2>/dev/null)
if [ -n "$sink" ]; then
audio=(-thread_queue_size 1024 -f pulse -fragment_size 3840 -i "$sink.monitor"
-map 0:v -map 1:a -af aresample=async=1 -c:a aac -b:a {AUDIO_BITRATE} -ac 2 -ar 48000)
fi
nice -n 10 ffmpeg -nostdin -hide_banner -loglevel error \\
-thread_queue_size 64 -ts mono2abs -f v4l2 -input_format rgb24 -i "$dev" "${{audio[@]}}" \\
-vf "fps={fps}{scale},format=yuv420p" -c:v libx264 -preset ultrafast -tune zerolatency -threads {ENCODER_THREADS} \\
-g {fps} -b:v {rate} -maxrate {rate} -bufsize {rate} \\
-f mp4 -movflags empty_moov+default_base_moof -frag_duration 100000 - &
pid=$!
( cat <&3 >/dev/null; kill $pid 2>/dev/null ) >/dev/null 2>&1 & # (a background job's own stdin is /dev/null)
wait $pid
"""
class FrameSource:
"""The stdout of `source_command` on the Frame, on its own SSH channel of the existing connection."""
def __init__(self, frame, quality: str):
self.frame = frame
self.quality = quality
self.chan = None
def open(self):
transport = self.frame.client.get_transport()
if transport is None or not transport.is_active():
raise ConnectionError("not connected to the Frame")
self.chan = transport.open_session()
from ..frame.connection import sh_quote
self.chan.exec_command("bash -c " + sh_quote(source_command(self.quality)))
return self
def read(self, n: int) -> bytes:
data = self.chan.recv(n)
if not data:
err = b""
while self.chan.recv_stderr_ready():
err += self.chan.recv_stderr(4096)
if err.strip():
raise RuntimeError(err.decode("utf-8", "replace").strip().splitlines()[-1])
return data
def close(self) -> None:
if self.chan is not None:
try:
self.chan.shutdown_write() # EOF on the script's stdin: it stops ffmpeg
finally:
self.chan.close()
def start(frame, quality: str = DEFAULT_QUALITY) -> LiveStream:
"""Start streaming the Frame's headset view; open `.url` in a browser to watch."""
src = FrameSource(frame, quality)
return LiveStream(src.open, src.close).start()
class LiveStream:
"""One live view: the source command on the Frame + the local relay server.
`open_source()` returns a file-like object with `read(n)`; it's the stdout of a command on the Frame (or, in tests,
a local process). `stop()` ends both.
"""
def __init__(self, open_source, close_source=None, host: str = "127.0.0.1", port: int = 0):
self._open_source = open_source
self._close_source = close_source
self.relay = Relay()
self.server = _Server((host, port), _Handler)
self.server.live = self
self._threads: list[threading.Thread] = []
self._stop = threading.Event()
self.on_end = None # callback(reason) when the source stops by itself
@property
def url(self) -> str:
host, port = self.server.server_address[:2]
return f"http://{host}:{port}/"
def start(self) -> LiveStream:
t1 = threading.Thread(target=self.server.serve_forever, name="live-http", daemon=True)
t2 = threading.Thread(target=self._pump, name="live-source", daemon=True)
self._threads = [t1, t2]
t1.start()
t2.start()
return self
def _pump(self) -> None:
reason = "stopped"
try:
src = self._open_source()
while not self._stop.is_set():
data = src.read(65536)
if not data:
reason = "the Frame stopped sending a picture"
break
self.relay.feed(data)
except Exception as exc: # noqa: BLE001
from ..errors import explain
reason = explain(exc)
if self._stop.is_set():
reason = "stopped"
self.relay.finish(reason)
if not self._stop.is_set() and self.on_end:
self.on_end(reason)
@property
def running(self) -> bool:
return not self._stop.is_set() and self.relay.ended is None
def stop(self) -> None:
if self._stop.is_set():
return
self._stop.set()
if self._close_source:
try:
self._close_source()
except Exception: # noqa: BLE001
pass
self.relay.finish("stopped")
self.server.shutdown()
self.server.server_close()
+115 -7
View File
@@ -38,6 +38,7 @@
"108 Hz": "",
"120 Hz": "",
"144 Hz": "",
"360p (lightest)": "",
"360° (equirect) layers, e.g. a video player's virtual theatre or 360° videos (e.g. 4XVR), which the Frame's runtime lacks, are drawn by a background thread into a layer behind the game's own picture: the 360° image is converted only when it changes (a theatre once, a 360° video once per video frame) and the view is drawn for each frame's head pose. GLES games only; without it these layers are missing (black).": "",
"360° 3D": "",
"360° detail": "",
@@ -46,6 +47,7 @@
"360° sharpness": "",
"360° video frame rate limit": "",
"72 Hz": "",
"720p (recommended)": "",
"80 Hz": "",
"90 Hz": "",
"920 × 430": "",
@@ -58,6 +60,7 @@
"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 newer known-good config for this game is available (you changed this game's settings, so it wasn't applied by itself).": "",
"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.": "",
@@ -153,6 +156,7 @@
"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": "",
@@ -174,21 +178,24 @@
"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…": "",
"Choose PNG, JPEG or WebP images. Steam fills any missing shape from the ones you choose; FramePort never replaces your images automatically.": "",
"Chooses which Proton version runs the game on the Frame.": "",
"Choose…": "",
"Chosen by you.": "",
"Clamp image rects": "",
"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": "",
@@ -197,6 +204,7 @@
"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": "",
@@ -214,6 +222,7 @@
"Copy": "",
"Copy all": "",
"Copy failed; select the text instead": "",
"Copy folder path": "",
"Copy log": "",
"Copy OVRPlugin if VrApi is present": "",
"Copy OVRPort libraries": "",
@@ -227,6 +236,7 @@
"Couldn't read the file list: {exc}": "",
"Couldn't read the Frame's folders: {exc}": "",
"Couldn't read {path}: {exc}": "",
"Couldn't start the live view: {exc}": "",
"Couldn't use {choice}: {exc}": "",
"Cover": "",
"Create": "",
@@ -240,18 +250,23 @@
"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.": "",
"Diagnostics: the Vulkan shim (frame.vk_sanitize) adds Khronos' validation layer to the game's instance; its findings go to launch.log. The layer library (libVkLayer_khronos_validation.so) must be in the APK.": "",
"Didn't finish ({value}): {error}": "",
"Disable application space warp if used": "",
"Disable controller tracking offset": "",
@@ -262,16 +277,21 @@
"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}": [
"",
@@ -283,6 +303,7 @@
],
"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.": "",
@@ -323,11 +344,14 @@
"Find automatically": "",
"firewalld is active. Allow the setup port until the next restart with: sudo firewall-cmd --add-port={port}/tcp": "",
"First-time setup": "",
"Fix depth flicker (Unreal Vulkan)": "",
"Fix freezes when controllers vibrate": "",
"Fix launcher icon entry": "",
"Fix minimal Android SDK": "",
"Fix UE4 crash with Unity stub": "",
"Fix upside-down menus": "",
"Fixes graphics code that the Frame's drivers reject (black screen with sound).": "",
"Fixes the black picture in Minecraft launchers (e.g. QuestCraft): uses depth formats the Frame's graphics driver accepts.": "",
"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": "",
@@ -338,13 +362,18 @@
"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 freeze the Frame when a controller vibrates (e.g. Lucky's Tale). Needs a rebuild.": "",
"For games that judder or shimmer while you hold your head still (e.g. I Am Cat).": "",
"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 troubleshooting: records the game's requests to Meta's platform services and which ones never get an answer.": "",
"For Unreal games that close themselves right after starting (e.g. Phantom: Covert Ops). Also disables the in-game Quit.": "",
"For Unreal games whose models flicker or show through walls and windows on the Frame (e.g. Into The Radius 2). Needs a rebuild.": "",
"For Vulkan games whose models flicker or vanish while you look at them (e.g. Into The Radius 2). Needs a rebuild.": "",
"Force enable passthrough": "",
"Found": "",
"Frame agent": "",
@@ -364,6 +393,7 @@
"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": "",
@@ -383,10 +413,13 @@
"Freed {value:.1f} GiB on the Frame": "",
"From the tested recipe for this game": "",
"From the {src}": "",
"Full (headset view size)": "",
"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": "",
@@ -405,9 +438,14 @@
"GiB": "",
"Gives older Quest games a newer version of Meta's VR plugin that can be converted.": "",
"GL shim (Mesa GLSL compatibility)": "",
"GL shim for Unity (no multisampled render-to-texture)": "",
"GL shim only: hide GL_EXT_multisampled_render_to_texture(2) (Zink crashes rendering Unity's runtime MSAA eye buffer through it, e.g. The Room VR).": "",
"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 multisampled render-to-texture": "",
"GL shim: hide multiview": "",
"GL wrapper: OpenGL ES depth formats (Minecraft)": "",
"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": "",
@@ -415,7 +453,7 @@
"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 (up to a second) once the game has been focused for a second. For games that recentre or pause every time focus returns.": "",
"Hides the Frame's brief focus dips (up to focus_hold_ms) once the game has been focused for a second. On by default: the Frame's wear sensor flickers \"HMD off\" for 0.5-2 s while worn, and many games pause or recentre every time (e.g. Blade & Sorcery, Lucky's Tale).": "",
"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.": "",
@@ -480,6 +518,7 @@
"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 every submitted image rect inside its swapchain. Unity can size the eye area a few pixels past the image on some Frames; SteamVR then rejects every frame (xrEndFrame -25, XR_ERROR_SWAPCHAIN_RECT_INVALID) and the game stops drawing (e.g. PowerWash Simulator stuck at \"Waiting\").": "",
"Keeps one label so the title is stable.": "",
"Keeps one name for the game, so it shows the same everywhere.": "",
"Keyboard connected to {label}.": "",
@@ -522,14 +561,19 @@
"Linux": "",
"Linux app (arm64)": "",
"Linux VR app · OpenXR": "",
"Live": "",
"Live view": "",
"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.": "",
"Loads the GL shim into a Unity GLES game and hides GL_EXT_multisampled_render_to_texture (and the multiview variant). Some Unity games switch their eye buffer to 4x MSAA at runtime; the Frame only gives single-sampled swapchains, Unity then renders through multisampled render-to-texture and Mesa/Zink crashes (SIGSEGV in libgallium_dri.so on the render thread: grey or frozen screen, e.g. The Room VR). Hidden, Unity uses an ordinary MSAA buffer and resolves it. Unity's multiview stays on (gl_hide_multiview defaults to 0 here).": "",
"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.": "",
"Logs every Meta Platform SDK request the game makes (user, entitlement, cloud saves, ...) and the messages that answer them, and every 10 s the requests that never got an answer (logcat tag fp_ovrtrace, in launch.log). For games that wait forever on a loading screen (e.g. Vader Immortal after its intro). Changes nothing: every call goes to the real function.": "",
"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": "",
@@ -549,8 +593,10 @@
"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.": "",
"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) or a crash of its GL driver (e.g. The Room VR, whose own code sets 4x). Rewrites OVRDisplay.recommendedMSAALevel -> 0 and makes QualitySettings.antiAliasing's setter do nothing in libil2cpp.so (found with Cpp2IL), so MSAA stays off.": "",
"Meta's OVROverlay copies a texture into its own compositor layer every frame. For some games (e.g. The Room VR's screen fade, a 4x4 overlay) that copy crashes the Frame's GL driver: SIGSEGV in libgallium_dri.so on Unity's render thread right after a tiny xrCreateSwapchain, grey or frozen screen. Rewrites OVROverlay.PopulateLayer -> false in libil2cpp.so (found with Cpp2IL): overlays are skipped (fades become instant cuts, overlay splash screens don't show). Only for games with this crash: menus drawn as overlays would disappear too.": "",
"MiB": "",
"Minecraft asks for desktop OpenGL's GL_DEPTH_COMPONENT32 depth textures. Some builds of LTW, the OpenGL-to-OpenGL ES wrapper in Minecraft launchers such as QuestCraft, pass that on unchanged; Quest's driver accepts it, the Frame's Mesa rejects it (GL_INVALID_OPERATION in glTexImage2D), so the depth buffer never exists and the picture stays black. LTW then loads OpenGL ES through a small shim that asks for GL_DEPTH_COMPONENT32F (or 24-bit) instead.": "",
"Mirrored": "",
"Mixed reality": "",
"Mixed-reality games that build their level from your room get a simple room with walls.": "",
@@ -565,7 +611,10 @@
"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 config applied: use Update on Frame to install it": "",
"New folder": "",
"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": "",
@@ -584,6 +633,8 @@
"No release notes.": "",
"No screenshots yet": "",
"No Unreal crash reporter": "",
"no viewer open": "",
"No Wi-Fi needed: for networks that block the setup, and faster game uploads": "",
"No: a 2D app": "",
"None": "",
"None found": "",
@@ -596,6 +647,7 @@
"Not offered by Steam on this Frame yet": "",
"Not recommended: breaks games that load VrApi through OVRPlugin.": "",
"Not set up": "",
"Not streaming": "",
"Not verified on many games yet: try it if the game doesn't work without it.": "",
"Notes (what you checked, known issues)": "",
"Nothing found. Try a shorter or different name.": "",
@@ -615,7 +667,9 @@
"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: 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).": "",
@@ -627,10 +681,13 @@
"Open": "",
"Open game": "",
"Open GitHub issue": "",
"Open viewer": "",
"OpenGL ES games run on the Frame through Zink (OpenGL on top of Vulkan), which is stricter than Quest drivers. Vulkan games run natively.": "",
"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 the app straight in VR, skipping its flat launcher screen (turn off to use the launcher, e.g. to import new content).": "",
"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 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).": "",
@@ -699,6 +756,7 @@
"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).": "",
"Quality": "",
"Quest": "",
"Quest games (Lepton)": "",
"Quest ✓": "",
@@ -756,6 +814,8 @@
"Removes {title}'s game files from the Frame. Saves are kept; the Steam entry disappears after the next Steam restart.": "",
"Rename": "",
"Rename {name}": "",
"Rename…": "",
"Repeat xrLocateViews queries for the same display time get the first, fully tracked answer again. Games that ask several times per frame got slightly different poses and rendered parts of the frame with different heads: judder (e.g. I Am Cat; proposed by Klownicle, GitHub #8).": "",
"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": "",
@@ -785,6 +845,7 @@
"Room height": "",
"Room width": "",
"Rotate quads 180°": "",
"Routes OVRPlugin through FramePort's extension shim, which turns Meta's amplitude-envelope vibrations into plain ones: OVRPort's loader reads their nanosecond duration as seconds and allocates gigabytes, freezing the Frame when the game vibrates a controller (e.g. Lucky's Tale's save slots, GitHub #9). Needs a rebuild.": "",
"Runs directly — no Revive needed": "",
"Runs natively on SteamOS, started from the Frame's Steam library": "",
"Runs Oculus PC games on OpenXR": "",
@@ -824,6 +885,7 @@
"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": "",
@@ -839,6 +901,8 @@
"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": "",
@@ -861,6 +925,7 @@
"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 apps open a flat Android launcher that then starts a separate VR activity (e.g. WiiCompiled). Shown with Lepton's flat window, that window stays in view after the VR part starts. This makes the VR activity the one Lepton starts (its LAUNCHER category), so the app opens in VR with no flat window. Everything only the launcher does (choosing or importing content) is skipped: turn it off for a run when you need the launcher, and turn off \"Show the app's Android window\".": "",
"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.": "",
@@ -870,16 +935,21 @@
"Source": "",
"square, 256 × 256": "",
"Standard for every game": "",
"Start live view": "",
"Start straight in VR (skip the 2D launcher)": "",
"Starting SteamVR and {title} — put your headset on": "",
"Starting the stream on the Frame…": "",
"Starting {title} on the Frame — put the headset on": "",
"Starting {title}, but SteamVR isn't running — it may open as a flat window. Start SteamVR and relaunch.": "",
"Starting…": "",
"Starts a video stream on the Frame and opens it in your browser.": "",
"Starts the game on the Frame while nobody is wearing it and reads the log: did it start, create a VR session and render frames. It can't check what you'd see: tracking only runs with the headset on.": "",
"Starts the game through Steam on this PC (SteamVR + Revive)": "",
"Starts the game through the Frame's Steam — put the headset on": "",
"Starts the game with options, e.g. to choose SteamVR or OpenXR.": "",
"Starts the game with the launcher that came with your copy.": "",
"Status": "",
"Steadier head tracking": "",
"Steady controller input after focus": "",
"Steam": "",
"Steam for Windows not found": "",
@@ -890,6 +960,11 @@
"steamos@frame.local or an IP address": "",
"SteamVR": "",
"Stereo (3D) 360° layers: 0 = as the game sends them, 2 = flat (the left image to both eyes).": "",
"Stop": "",
"Stop objects popping in and out": "",
"Stopped: {why}": "",
"Stops a grey or frozen screen in Unity games that turn on anti-aliasing while running (e.g. The Room VR).": "",
"Stops a grey screen crash in some Unity games by skipping their overlay layers (e.g. The Room VR's screen fades).": "",
"Stops Meta's audio library from reporting to Meta (only matters on PC emulators).": "",
"Stops some Unreal games from closing themselves right after starting.": "",
"Stops strict debugging checks that make some games quit.": "",
@@ -922,6 +997,7 @@
"The copy on your Frame differs from what FramePort would install now (the recipe or your game files changed). Update to install the new build; saves are kept.": "",
"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 first picture takes a few seconds.": "",
"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.": "",
@@ -930,6 +1006,7 @@
"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.": "",
@@ -943,8 +1020,10 @@
"the game didn't pass its checks (see the list above)": "",
"the installed game (APK and its data)": "",
"The launch settings changed since it was installed: update the Steam shortcut": "",
"The live view can start once FramePort is connected to the Frame.": "",
"the log of the last start": "",
"The PC VR counterpart of OVRPort's 'Patch Oculus detection for Unreal'. Unreal's Oculus plugin only starts when the Oculus service announces a headset (the Windows event 'OculusHMDConnected'); without it the game runs as a flat window. On the Frame the launcher runs the game through FramePort's small helper (fp_oculushmd.exe) that provides that event while the game runs, instead of relying only on Revive's hook of the check. Ignored on this PC (the Oculus app or Revive handle it there).": "",
"The picture opens in your default web browser, where it plays smoothly and can go full screen. It shows the headset's view with its sound (click Sound on in the player) whatever is running: Steam's menus, SteamVR or a game; while the headset sleeps the picture is black and updates about once a second. Streaming costs the Frame a little performance; stop it when you're done.": "",
"the previous version, kept for one rollback": "",
"The repack's own Revive · runs the game directly": "",
"The small helper program FramePort runs on the Frame (installs, launch tests, Steam entries). It comes with this app and is replaced on the Frame automatically whenever it differs.": "",
@@ -975,6 +1054,7 @@
"Today": "",
"Tools": "",
"Tools are up to date": "",
"Trace Meta platform requests (diagnostics)": "",
"Translator for games built on Meta's oldest VR interface.": "",
"transparent PNG": "",
"Treat newer Quest controllers as Touch": "",
@@ -982,8 +1062,10 @@
"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": "",
@@ -1011,12 +1093,13 @@
"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 built-in Oculus support (Unity 2017–2019) only starts VR when Android has Meta's com.oculus.systemactivities package; without it the game runs as a 2D app (the Android home screen or a black window, e.g. Accounting+, BattleSisters). Points that package name in libunity.so at \"android\", which always exists. Games on Unity's built-in VR (2017–2018, and 2019 without the Oculus XR Plugin) also get the frame wait their legacy frame loop never makes (libfp_ovrp.so calls ovrp_WaitToBeginFrame before ovrp_Update2; without it no frame starts, the dashboard freezes or the GPU hangs). The shim also counts a newly pressed trigger or A/B/X/Y as a mouse click (Input.GetMouseButtonDown), which Go-era screens wait for (e.g. Accounting+'s motion warning) and which Lepton never delivers.": "",
"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)": "",
"Unity: skip OVROverlay layers (fades, splash screens)": "",
"Unity: start VR without Meta's system apps": "",
"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).": "",
@@ -1027,6 +1110,7 @@
"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": "",
@@ -1039,7 +1123,9 @@
"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": [
"",
@@ -1049,6 +1135,7 @@
"Upside down and mirrored": "",
"Use controllers": "",
"Use tags to group and filter your library": "",
"Use the new config": "",
"Use the repack's launcher (bundled Revive)": "",
"Use this computer's keyboard on the Frame": "",
"Use this program": "",
@@ -1066,20 +1153,27 @@
"Video players' virtual theatres and 360° videos would otherwise stay black.": "",
"Videos": "",
"Videos, documents, mods and saves on your Steam Frame": "",
"View": "",
"View screenshot": "",
"Viewer address on this PC: {url}": "",
"VR (OpenXR)": "",
"VrApi → OpenXR adapter (OVRPort)": "",
"VrApi → OpenXR bridge": "",
"Vulkan shader fixes": "",
"Vulkan shim (frame.vk_sanitize): makes two Unreal habits valid Vulkan - depth images get VK_IMAGE_USAGE_TRANSFER_DST_BIT (they are cleared with vkCmdClearDepthStencilImage) and Qualcomm shader-resolve subpasses lose an invalid depth resolve. Found with the validation layer in Into The Radius 2 (flickering models, windows behind models).": "",
"Vulkan shim (frame.vk_sanitize): on gives every occlusion query room for both eyes. In multiview passes the Frame's driver writes a zero result for the second eye into the next query, so engines that count on one slot cull visible objects (models popping in and out, e.g. Into The Radius 2). 0 = off, 1 = on (2 slots).": "",
"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 shim: validation layer": "",
"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})": "",
"Watch what the headset shows, in a window on this PC": "",
"Welcome to FramePort": "",
"What FramePort will do": "",
"What happens? (optional: you can also write it on GitHub)": "",
@@ -1087,7 +1181,8 @@
"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": "",
@@ -1164,6 +1259,10 @@
"",
""
],
"{n} game config was updated": [
"",
""
],
"{n} game didn't work out": [
"",
""
@@ -1177,6 +1276,10 @@
""
],
"{n} lines, the last 4000 shown": "",
"{n} needs a newer FramePort": [
"",
""
],
"{n} new game in {name}": [
"",
""
@@ -1190,7 +1293,12 @@
"",
""
],
"{n} viewer": [
"",
""
],
"{on} on your Frame": "",
"{rate}/s": "",
"{remaining} more after this": "",
"{title} couldn't be added to the Frame's Steam library: {why}": "",
"{title} failed: {error}": "",
+2 -1
View File
@@ -68,7 +68,8 @@ def needs_xrshim(recipe_patches: dict) -> bool:
"""Adapter features whose functions OVRPort's dispatcher doesn't forward (it only knows a fixed table)."""
from ..settings import adapter_settings
return bool(adapter_settings(recipe_patches).get("controller_models"))
s = adapter_settings(recipe_patches)
return bool(s.get("controller_models") or s.get("haptic_fix"))
def add_xrshim(ctx: ApkContext) -> bool:
+54
View File
@@ -0,0 +1,54 @@
"""Depth formats for LTW, the GL-to-GLES wrapper of Minecraft launchers (QuestCraft): native/glshim/eglfmt.c."""
from __future__ import annotations
from ...analysis import elf
from ..base import ApkContext, Patch, Suggestion, register
from . import artifact
LTW = "libltw.so"
EGL = "libEGL.so"
SHIM = "libfpg.so" # not longer than "libEGL.so": LTW's dlopen string is rewritten in place (.rodata only)
class LtwDepthFormats(Patch):
id = "frame.ltw_depth"
needs_vr = False
title = "GL wrapper: OpenGL ES depth formats (Minecraft)"
description = ("Minecraft asks for desktop OpenGL's GL_DEPTH_COMPONENT32 depth textures. Some builds of LTW, the "
"OpenGL-to-OpenGL ES wrapper in Minecraft launchers such as QuestCraft, pass that on unchanged; "
"Quest's driver accepts it, the Frame's Mesa rejects it (GL_INVALID_OPERATION in glTexImage2D), so "
"the depth buffer never exists and the picture stays black. LTW then loads OpenGL ES through a "
"small shim that asks for GL_DEPTH_COMPONENT32F (or 24-bit) instead.")
order = 74
default_on = True
def applies(self, a):
return LTW in a.libs
def detect(self, a):
if self.applies(a):
return Suggestion(True, "Ships LTW (Minecraft's OpenGL-to-OpenGL ES wrapper): Minecraft's 32-bit depth "
"textures need the OpenGL ES format on the Frame (e.g. QuestCraft).")
return None
def apply(self, ctx: ApkContext) -> bool:
ws = ctx.ws
if ws.abi != "arm64-v8a" or not ws.has(ws.lib(LTW)):
return False
data, count = elf.replace_rodata_string(ws.read_lib(LTW), EGL, SHIM)
if not count:
return False
ws.put(ws.lib(LTW), data)
ws.put(ws.lib(SHIM), artifact(ws.abi, SHIM))
ctx.notes.append(f"{LTW} loads OpenGL ES through {SHIM}")
return True
def validate(self, ctx: ApkContext):
ws = ctx.ws
if not ws.has(ws.lib(LTW)):
return []
uses = b"\0" + SHIM.encode() + b"\0" in ws.read_lib(LTW)
return [("LTW loads the depth-format shim", uses and ws.has(ws.lib(SHIM)), SHIM)]
register(LtwDepthFormats)
+49 -1
View File
@@ -2,7 +2,7 @@
from __future__ import annotations
from ...apk import axml
from ..base import ApkContext, Patch, Suggestion, register
from ..base import ApkContext, Param, Patch, Suggestion, register
MANIFEST = "AndroidManifest.xml"
@@ -96,6 +96,54 @@ class MetaPermissions(Patch):
return bool(fixed)
class StartActivity(Patch):
id = "frame.start_activity"
needs_vr = False
title = "Start straight in VR (skip the 2D launcher)"
description = ("Some apps open a flat Android launcher that then starts a separate VR activity (e.g. WiiCompiled). "
"Shown with Lepton's flat window, that window stays in view after the VR part starts. This makes "
"the VR activity the one Lepton starts (its LAUNCHER category), so the app opens in VR with no "
"flat window. Everything only the launcher does (choosing or importing content) is skipped: turn "
"it off for a run when you need the launcher, and turn off \"Show the app's Android window\".")
order = 22
params = [Param("activity", "str", "", "Activity to start (empty: the app's VR activity)")]
def applies(self, a):
return bool((a.extra or {}).get("vr_activity"))
def detect(self, a):
vr = (a.extra or {}).get("vr_activity")
if not vr:
return None
return Suggestion(False, f"The app opens a 2D launcher; its VR part is {vr.rsplit('.', 1)[-1]}. Turn on to "
"start that directly once the app is set up.")
def apply(self, ctx: ApkContext) -> bool:
manifest = ctx.ws.read(MANIFEST)
# the original APK's VR activity (analysis): after OVRPort's conversion every MAIN activity has the VR
# category, so the converted manifest no longer tells them apart
activity = ((ctx.params or {}).get("activity") or (ctx.analysis.extra or {}).get("vr_activity")
or axml.vr_activity(manifest))
if not activity:
ctx.notes.append("no VR activity found")
return False
fixed = axml.set_start_activity(manifest, activity)
if fixed:
ctx.ws.put(MANIFEST, fixed)
ctx.notes.append(f"starts {activity}")
return bool(fixed)
def validate(self, ctx):
manifest = ctx.ws.read(MANIFEST)
names = axml.Axml(manifest).strings()
starts = [n for el, n, items in axml.component_filters(manifest) if el in ("activity", "activity-alias")
and any(k == "category" and names[i] == axml.LAUNCHER for k, _, i in items)]
wanted = (ctx.params or {}).get("activity") or (ctx.analysis.extra or {}).get("vr_activity") or ""
ok = len(starts) == 1 and wanted.rsplit(".", 1)[-1] == starts[0].rsplit(".", 1)[-1]
return [("Only the VR activity is a launcher", ok, ", ".join(starts))]
register(Launcher)
register(NoDebuggable)
register(MetaPermissions)
register(StartActivity)
+65
View File
@@ -0,0 +1,65 @@
"""Meta Platform SDK tracer (diagnostics): logs the game's ovr_* calls and their answers (native/ovrtrace)."""
from __future__ import annotations
from ...analysis import elf
from ..base import ApkContext, Patch, register
from . import artifact
LIB = "libfp_ovrtrace.so"
SKIP = ("libovrplatformloader", "libfp_", "libframe", "libopenxr", "libOVRPlugin", "libvrapi", "libc++")
def ovr_importers(ws) -> list[str]:
"""The game's libraries that call Meta Platform SDK functions (ovr_* imports)."""
out = []
for lib in ws.libs():
if lib.startswith(SKIP):
continue
data = ws.read_lib(lib)
if elf.is_elf(data) and any(s.startswith("ovr_") for s in elf.dyn_symbols(data, False)):
out.append(lib)
return out
class OvrTrace(Patch):
id = "frame.ovr_trace"
title = "Trace Meta platform requests (diagnostics)"
description = ("Logs every Meta Platform SDK request the game makes (user, entitlement, cloud saves, ...) and the "
"messages that answer them, and every 10 s the requests that never got an answer (logcat tag "
"fp_ovrtrace, in launch.log). For games that wait forever on a loading screen (e.g. Vader "
"Immortal after its intro). Changes nothing: every call goes to the real function.")
order = 95
needs_vr = False
experimental = True
def applies(self, a):
return "arm64-v8a" in a.abis and "libovrplatformloader.so" in a.libs
def detect(self, a):
return None # diagnostics only, on request
def apply(self, ctx: ApkContext) -> bool:
ws = ctx.ws
if ws.abi != "arm64-v8a":
return False
libs = ovr_importers(ws)
for lib in libs:
data = ws.read_lib(lib)
if LIB not in elf.needed(data):
ws.put(ws.lib(lib), elf.add_needed(data, LIB))
if libs:
ws.put(ws.lib(LIB), artifact(ws.abi, LIB))
ctx.notes.append(f"Meta platform calls traced in {', '.join(libs)}")
return bool(libs)
def validate(self, ctx: ApkContext):
ws = ctx.ws
traced = []
for lib in ws.libs():
data = b"" if lib.startswith(SKIP) else ws.read_lib(lib)
if elf.is_elf(data) and LIB in elf.needed(data):
traced.append(lib)
return [("Platform tracer loaded", bool(traced) and ws.has(ws.lib(LIB)), ", ".join(traced))] if traced else []
register(OvrTrace)
@@ -5,6 +5,8 @@ Android home screen, e.g. Accounting+, Unity 2017.4). The package name in libuni
installed): a same-length, in-place string edit; everything else about the check stays as it is."""
from __future__ import annotations
import os
from ...analysis import elf
from ..base import ApkContext, Patch, Suggestion, register
from . import artifact
@@ -14,10 +16,12 @@ 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"
# Unity creates its XR controller devices for the hand nodes OVRPlugin reports present (logged/fixed by the shim)
NODE, SHIM_NODE = "ovrp_GetNodePresent", "fpov_GetNodePresent"
# 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_PROBE = os.environ.get("FRAMEPORT_INPUT_PROBE") == "1" # diagnostic builds only
INPUT_CALLS = ("ovrp_GetConnectedControllers", "ovrp_GetControllerState4", "ovrp_GetControllerState2",
"ovrp_GetAppHasInputFocus")
UNITY_INPUT_CALLS = ("ovrp_GetControllerState", "ovrp_GetControllerState2")
@@ -25,27 +29,41 @@ 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).")
title = "Unity: start VR without Meta's system apps"
description = ("Unity's built-in Oculus support (Unity 2017–2019) only starts VR when Android has Meta's "
"com.oculus.systemactivities package; without it the game runs as a 2D app (the Android home "
"screen or a black window, e.g. Accounting+, BattleSisters). Points that package name in "
"libunity.so at \"android\", which always exists. Games on Unity's built-in VR (2017–2018, and 2019 "
"without the Oculus XR Plugin) also get the frame wait their legacy frame loop never makes "
"(libfp_ovrp.so calls ovrp_WaitToBeginFrame before ovrp_Update2; without it no frame starts, the "
"dashboard freezes or the GPU hangs). The shim also counts a newly pressed trigger or A/B/X/Y as a "
"mouse click (Input.GetMouseButtonDown), which Go-era screens wait for (e.g. Accounting+'s motion "
"warning) and which Lepton never delivers.")
order = 45
# 2: frame wait also for Unity 2019 without the Oculus XR Plugin; 3: controller presses as mouse clicks (ovrpshim)
revision = 3
@staticmethod
def _major(a) -> int:
return int(str((a.extra or {}).get("unity_version") or "0").split(".")[0] or 0)
@classmethod
def legacy_loop(cls, a) -> bool:
"""Unity's built-in Oculus VR drives OVRPlugin without waiting for frames: Unity 2017-2018, and 2019 games
without the Oculus XR Plugin (BattleSisters flooded "outside of frame bounds" and hung the GPU). With
libOculusXRPlugin.so (XR Plugin Management, e.g. Lucky's Tale) the plugin waits itself."""
major = cls._major(a)
return 0 < major < 2019 or (major == 2019 and "libOculusXRPlugin.so" not in a.libs)
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
# any Unity with built-in Oculus support whose libunity.so has the check (BattleSisters, Unity 2019.4, stayed
# a 2D app without it); Lucky's Tale (2019.4) runs either way
return a.engine == "Unity" and "libOVRPlugin.so" in a.libs and bool((a.extra or {}).get("unity_oculus_check"))
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 Suggestion(True, "Unity with built-in Oculus support: it checks for Meta's system apps before "
"starting VR, else it runs as a 2D app (e.g. Accounting+, BattleSisters).")
return None
def apply(self, ctx: ApkContext) -> bool:
@@ -56,7 +74,12 @@ class UnityOculusCheck(Patch):
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)
data, loops = elf.replace_rodata_string(data, UPDATE, SHIM_UPDATE) if self.legacy_loop(ctx.analysis) \
else (data, 0)
if loops:
data, nodes = elf.replace_rodata_string(data, NODE, SHIM_NODE)
if nodes:
ctx.notes.append(f"libunity.so: {NODE} -> {SHIM_NODE}")
plugin = ws.lib("libOVRPlugin.so")
if loops and ws.abi == "arm64-v8a" and ws.has(plugin):
ovrp = ws.read(plugin)
+30 -3
View File
@@ -23,11 +23,16 @@ class UnityRuntimeMsaa(Il2cppReturnPatch):
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.")
"Lucky's Tale in a menu) or a crash of its GL driver (e.g. The Room VR, whose own code sets 4x). "
"Rewrites OVRDisplay.recommendedMSAALevel -> 0 and makes QualitySettings.antiAliasing's setter do "
"nothing 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
"Assembly-CSharp/OVRDisplay.cs": {"get_recommendedMSAALevel": RET_ZERO}, # older Oculus Integration
# the game's own code can raise MSAA too (The Room VR: QualitySettingsManager.SetMSAA with its
# platform's default 4): Unity's setter does nothing, the quality settings' 0 stays
"UnityEngine.CoreModule/UnityEngine/QualitySettings.cs": {"set_antiAliasing": RET_ZERO}}
revision = 2 # 0.11.0: also QualitySettings.set_antiAliasing (the game's own runtime MSAA crashed Zink)
check_name = "Unity MSAA"
def applies(self, a):
@@ -65,5 +70,27 @@ class UnityMultiPass(Il2cppReturnPatch):
return None # only for a game that shows the symptom (catalog recipe or the user's choice)
class UnityNoOverlayCopy(Il2cppReturnPatch):
id = "frame.unity_no_overlay_copy"
title = "Unity: skip OVROverlay layers (fades, splash screens)"
description = ("Meta's OVROverlay copies a texture into its own compositor layer every frame. For some games "
"(e.g. The Room VR's screen fade, a 4x4 overlay) that copy crashes the Frame's GL driver: SIGSEGV "
"in libgallium_dri.so on Unity's render thread right after a tiny xrCreateSwapchain, grey or frozen "
"screen. Rewrites OVROverlay.PopulateLayer -> false in libil2cpp.so (found with Cpp2IL): overlays "
"are skipped (fades become instant cuts, overlay splash screens don't show). Only for games with "
"this crash: menus drawn as overlays would disappear too.")
order = 49
targets = {"Oculus.VR/OVROverlay.cs": {"PopulateLayer": RET_ZERO},
"Assembly-CSharp/OVROverlay.cs": {"PopulateLayer": RET_ZERO}} # older Oculus Integration
check_name = "Unity overlays"
def applies(self, a):
return a.engine == "Unity" and "libil2cpp.so" in a.libs and not a.only_32bit and "GLES" in a.graphics
def detect(self, a):
return None # only for a game that shows the crash (catalog recipe or the user's choice)
register(UnityRuntimeMsaa)
register(UnityMultiPass)
register(UnityNoOverlayCopy)
@@ -84,5 +84,29 @@ class GlShim(Patch):
return True
class UnityGlShim(GlShim):
id = "frame.unity_gl_shim"
title = "GL shim for Unity (no multisampled render-to-texture)"
description = (
"Loads the GL shim into a Unity GLES game and hides GL_EXT_multisampled_render_to_texture (and the multiview "
"variant). Some Unity games switch their eye buffer to 4x MSAA at runtime; the Frame only gives single-sampled "
"swapchains, Unity then renders through multisampled render-to-texture and Mesa/Zink crashes (SIGSEGV in "
"libgallium_dri.so on the render thread: grey or frozen screen, e.g. The Room VR). Hidden, Unity uses an "
"ordinary MSAA buffer and resolves it. Unity's multiview stays on (gl_hide_multiview defaults to 0 here).")
order = 62
requires = ()
experimental = False
def detect(self, a):
if self.applies(a) and ((a.extra or {}).get("ovr_runtime_msaa") or a.unity_msaa_levels):
return Suggestion(True, "Unity GLES game that may switch to MSAA at runtime: hide multisampled "
"render-to-texture, which crashes the Frame's GL driver (e.g. The Room VR).")
return None
def applies(self, a):
return a.engine == "Unity" and "GLES" in a.graphics and "arm64-v8a" in a.abis
register(VrApiBridge)
register(GlShim)
register(UnityGlShim)
+5 -3
View File
@@ -202,10 +202,12 @@ class ProtonLog(_PcvrPatch):
class ProtonTool(_PcvrPatch):
id = "pcvr.proton_tool"
title = "Proton version (Frame)"
description = ("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.")
description = ("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.")
order = 40
params = [Param("tool", "str", "", "compat tool name")]
params = [Param("tool", "str", "", "proton-stable (default), proton-experimental, or a compat tool name")]
CHOICES = (("", "Stable (default)"), ("proton-experimental", "Experimental"))
class ProtonEnv(_PcvrPatch):
+56 -7
View File
@@ -61,10 +61,11 @@ SETTINGS = [
("stable_local", "int", 0, "Keep the play space still",
"Every 'local' play space the game creates lines up with the one at the start. For games whose menus or screens "
"jump to where you look on the Frame."),
("focus_hold", "int", 0, "Ignore brief focus dips",
"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."),
("focus_hold_ms", "float", 1000.0, "Longest focus dip to ignore (ms)",
("focus_hold", "int", 1, "Ignore brief focus dips",
"Hides the Frame's brief focus dips (up to focus_hold_ms) once the game has been focused for a second. On by "
"default: the Frame's wear sensor flickers \"HMD off\" for 0.5-2 s while worn, and many games pause or recentre "
"every time (e.g. Blade & Sorcery, Lucky's Tale)."),
("focus_hold_ms", "float", 5000.0, "Longest focus dip to ignore (ms)",
"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."),
@@ -108,6 +109,18 @@ SETTINGS = [
"Override the guardian width (0 = use guardian, min 1.5 m)."),
("scene_depth", "float", 0.0, "Emulated room depth (m)",
"Override the guardian depth (0 = use guardian, min 1.5 m)."),
("pose_consistency", "int", 0, "Consistent head poses per frame",
"Repeat xrLocateViews queries for the same display time get the first, fully tracked answer again. Games that "
"ask several times per frame got slightly different poses and rendered parts of the frame with different heads: "
"judder (e.g. I Am Cat; proposed by Klownicle, GitHub #8)."),
("haptic_fix", "int", 0, "Fix controller vibration freezes",
"Routes OVRPlugin through FramePort's extension shim, which turns Meta's amplitude-envelope vibrations into "
"plain ones: OVRPort's loader reads their nanosecond duration as seconds and allocates gigabytes, freezing the "
"Frame when the game vibrates a controller (e.g. Lucky's Tale's save slots, GitHub #9). Needs a rebuild."),
("rect_clamp", "int", 1, "Clamp image rects",
"Keeps every submitted image rect inside its swapchain. Unity can size the eye area a few pixels past the image "
"on some Frames; SteamVR then rejects every frame (xrEndFrame -25, XR_ERROR_SWAPCHAIN_RECT_INVALID) and the game "
"stops drawing (e.g. PowerWash Simulator stuck at \"Waiting\")."),
("swap_eyes", "int", 0, "Swap eyes", "Swap left/right views (diagnostic)."),
("strip_depth", "int", 0, "Strip depth layers", "Remove XR_KHR_composition_layer_depth chains (diagnostic)."),
("mutable_fix", "int", 0, "Mutable swapchain fix", "Experimental Vulkan mutable-format workaround."),
@@ -119,14 +132,30 @@ SETTINGS = [
"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."),
("vk_query_slots", "int", 0, "Vulkan shim: slots per occlusion query",
"Vulkan shim (frame.vk_sanitize): on gives every occlusion query room for both eyes. In multiview passes the "
"Frame's driver writes a zero result for the second eye into the next query, so engines that count on one slot "
"cull visible objects (models popping in and out, e.g. Into The Radius 2). 0 = off, 1 = on (2 slots)."),
("vk_spec_fixes", "int", 0, "Vulkan shim: depth spec fixes",
"Vulkan shim (frame.vk_sanitize): makes two Unreal habits valid Vulkan - depth images get "
"VK_IMAGE_USAGE_TRANSFER_DST_BIT (they are cleared with vkCmdClearDepthStencilImage) and Qualcomm shader-resolve "
"subpasses lose an invalid depth resolve. Found with the validation layer in Into The Radius 2 (flickering "
"models, windows behind models)."),
("vk_validation", "int", 0, "Vulkan shim: validation layer",
"Diagnostics: the Vulkan shim (frame.vk_sanitize) adds Khronos' validation layer to the game's instance; its "
"findings go to launch.log. The layer library (libVkLayer_khronos_validation.so) must be in the APK."),
("gl_hide_msrtt", "int", 1, "GL shim: hide multisampled render-to-texture",
"GL shim only: hide GL_EXT_multisampled_render_to_texture(2) (Zink crashes rendering Unity's runtime MSAA eye "
"buffer through it, e.g. The Room VR)."),
("gl_hide_multiview", "int", 1, "GL shim: hide multiview",
"GL shim only: hide GL_OVR_multiview so all passes use single-view shaders. For GLES games whose multiview "
"shaders fail on single-view render targets (e.g. Path of the Warrior)."),
]
# settings that need a new build, not only new settings files: the Vulkan shim learned vk_shader_fix in 0.6.4
REVISIONS = {"vk_shader_fix": 2}
# settings that need a new build, not only new settings files: the Vulkan shim learned vk_shader_fix in 0.6.4 and
# vk_query_slots and vk_spec_fixes in 0.10.0
REVISIONS = {"vk_shader_fix": 2, "vk_query_slots": 3, "vk_spec_fixes": 2, "haptic_fix": 2, "pose_consistency": 2}
# How the "Game settings" dialog shows each setting to non-technical users: group, level (common settings are always
# shown; advanced ones only under "Show advanced settings"), a plain label and one-line help, the control, and the
@@ -147,6 +176,21 @@ UI: dict[str, dict] = {
"focus_hold_ms": dict(group="screens", level="advanced", label="Ignore focus dips up to", depends="focus_hold",
help="Longer for headsets that briefly think they're off your head.",
control=("slider", 500.0, 3000.0, 100.0, "{:.0f} ms")),
"pose_consistency": dict(group="picture", level="advanced", label="Steadier head tracking",
help="For games that judder or shimmer while you hold your head still (e.g. I Am Cat).",
control=("switch",)),
"haptic_fix": dict(group="controllers", level="advanced", label="Fix freezes when controllers vibrate",
help="For games that freeze the Frame when a controller vibrates (e.g. Lucky's Tale). Needs a "
"rebuild.",
control=("switch",)),
"vk_spec_fixes": dict(group="troubleshooting", level="advanced", label="Fix depth flicker (Unreal Vulkan)",
help="For Unreal games whose models flicker or show through walls and windows on the Frame "
"(e.g. Into The Radius 2). Needs a rebuild.",
control=("switch",)),
"vk_query_slots": dict(group="troubleshooting", level="advanced", label="Stop objects popping in and out",
help="For Vulkan games whose models flicker or vanish while you look at them (e.g. Into "
"The Radius 2). Needs a rebuild.",
control=("switch",)),
"sync_guard": dict(group="troubleshooting", level="advanced", label="Steady controller input after focus",
help="For games that crash right after you return to them (e.g. after the Steam menu).",
control=("switch",)),
@@ -211,7 +255,7 @@ UI: dict[str, dict] = {
control=("choice", [(0, "As the game sends it"), (2, "Flat")])),
**{key: dict(group="troubleshooting", level="advanced", control=("switch",)) for key in (
"foveation_fix", "hide_space_warp", "swapchain_fix", "layer_fix", "gl_hide_multiview", "mutable_fix",
"flip_quads", "swap_eyes",
"flip_quads", "swap_eyes", "vk_validation", "rect_clamp", "gl_hide_msrtt",
"strip_depth", "respace_kick", "layer_debug", "eye_debug", "release_wait")},
}
@@ -266,7 +310,12 @@ class AdapterSetting(Patch):
"mutable_fix": ap.is_vulkan,
"swapchain_fix": ap.is_gles,
"gl_hide_multiview": lambda a: a.direct_vrapi and ap.is_gles(a),
"gl_hide_msrtt": ap.is_gles,
"vk_shader_fix": lambda a: a.engine == "Unreal", # read by the Vulkan shim, which only Unreal games get
"vk_query_slots": lambda a: a.engine == "Unreal" and ap.is_vulkan(a),
"vk_validation": lambda a: a.engine == "Unreal",
"haptic_fix": lambda a: "libOVRPlugin.so" in a.libs,
"vk_spec_fixes": lambda a: a.engine == "Unreal" and ap.is_vulkan(a),
"controller_models": ap.may_use_render_models,
**{k: ap.is_gles for k in ("equirect_emul", "equirect_face", "equirect_res", "equirect_flip",
"equirect_fps", "equirect_stereo")},
+12 -1
View File
@@ -38,12 +38,22 @@ SUMMARIES = {
"frame.adapter": "FramePort's translator between the game and the Steam Frame: fills in what the Frame lacks "
"(controllers, room, passthrough). Needed for every converted game.",
"frame.launcher": "Makes the game start from the Frame's Steam library.",
"frame.start_activity": "Opens the app straight in VR, skipping its flat launcher screen (turn off to use the "
"launcher, e.g. to import new content).",
"frame.ltw_depth": "Fixes the black picture in Minecraft launchers (e.g. QuestCraft): uses depth formats the "
"Frame's graphics driver accepts.",
"frame.unity_gl_shim": "Stops a grey or frozen screen in Unity games that turn on anti-aliasing while running "
"(e.g. The Room VR).",
"frame.unity_no_overlay_copy": "Stops a grey screen crash in some Unity games by skipping their overlay "
"layers (e.g. The Room VR's screen fades).",
"frame.nodebug": "Stops strict debugging checks that make some games quit.",
"frame.meta_permissions": "Declares Meta's permissions some mixed-reality games ask for, so they don't stop.",
"frame.ovrplatformcompat": "Adds a small piece of Meta's platform library that some games need to start.",
"frame.ovrstubs": "Provides stand-ins for Meta store functions the game expects, so it doesn't crash at start.",
"frame.langpacks": "Lets the game find language files (like de.lang) that are already in its data, instead of "
"waiting for a download that never comes.",
"frame.ovr_trace": "For troubleshooting: records the game's requests to Meta's platform services and which ones "
"never get an answer.",
"frame.unity_no_msaa": "Turns off a smoothing setting that crashes some older Unity games on the Frame.",
"frame.unity_runtime_msaa_off": "Keeps a smoothing setting off that the game turns on itself and that can freeze "
"the Frame.",
@@ -74,7 +84,8 @@ SUMMARIES = {
"pcvr.revive_openvr": "On this PC, runs Revive through SteamVR (works with more headsets).",
"pcvr.xr_timefix": "Lets games written for newer OpenXR versions run on the Frame.",
"pcvr.proton_log": "Writes a detailed Proton log for troubleshooting.",
"pcvr.proton_tool": "Chooses which Proton version runs the game on the Frame.",
"pcvr.proton_tool": "Which Proton runs the game on the Frame: Stable is smoother; choose Experimental if the "
"game doesn't start or runs badly.",
"pcvr.steamvr_tuning": "Picks a refresh rate and motion smoothing that suit the game on this PC.",
"pcvr.proton_env": "Extra settings for Proton (for testing).",
}
+38 -1
View File
@@ -403,6 +403,23 @@ def reset_recipe(package: str) -> Recipe:
return recipe
def apply_catalog_update(package: str) -> Recipe:
"""Take the newer catalog recipe for a game whose recipe the user edited (the game page's "newer known-good
config" offer): derived again from the catalog, keeping the user's FrameBridge settings the catalog doesn't set."""
entry = library.game(package)
old = library.recipe_from_dict(entry["recipe"])
recipe = engine.suggest(library.analysis_from_dict(entry["analysis"]))
for pid, params in old.patches.items():
if pid.startswith("adapter.") and pid not in recipe.patches:
recipe.patches[pid] = params
if pid in old.reasons:
recipe.reasons[pid] = old.reasons[pid]
set_recipe(package, recipe)
with library.edit() as data:
data["games"].get(package, {}).pop("catalog_update", None)
return recipe
def prepare_rift(package: str, reporter: Reporter) -> dict:
"""Rift games aren't rebuilt: check the folder still matches the analysis and make sure Revive is available."""
from .build import sha256
@@ -668,14 +685,30 @@ def test_game(package: str, target: Target, reporter: Reporter, seconds: int = 4
for old in sorted(logs.glob(f"{package}-*.log"))[:-5]: # keep the last 5 per game
old.unlink(missing_ok=True)
reporter.log(f"full launch log ({len((log or '').splitlines())} lines): {log_path}")
suggestions = useful_suggestions(package, result.suggestions())
if proton_alternative_worth_trying(package, result.verdict):
suggestions.append(PROTON_TOOL)
reporter.log("it failed on the stable Proton: the suggestion is to try Proton Experimental")
summary = {"state": result.state, "verdict": result.verdict, "milestone": result.milestone, "fps": result.fps,
"findings": [f.__dict__ for f in result.findings],
"suggestions": useful_suggestions(package, result.suggestions()),
"suggestions": suggestions,
"time": time.time(), "target": target.label, "log_path": str(log_path)}
library.upsert_game(package, last_test=summary)
return summary
PROTON_TOOL = "pcvr.proton_tool" # as a suggestion: run the game with Proton Experimental instead of the stable one
def proton_alternative_worth_trying(package: str, verdict: str | None) -> bool:
"""A PC VR game failed its launch test on the stable Proton (the default): Proton Experimental is worth a try."""
entry = library.game(package) or {}
if not is_rift(entry) or verdict == "pass":
return False
chosen = ((entry.get("recipe") or {}).get("patches") or {}).get(PROTON_TOOL) or {}
return "experimental" not in (chosen.get("tool") or "")
def useful_suggestions(package: str, suggestions: list[str]) -> list[str]:
"""Triage suggestions that would change something: not already on, and not conflicting with the recipe (e.g. no
Revive for a repack that runs its own)."""
@@ -697,6 +730,10 @@ def apply_suggestions(package: str, suggestions: list[str]) -> Recipe:
entry = library.game(package)
recipe = library.recipe_from_dict(entry["recipe"])
for pid in suggestions:
if pid == PROTON_TOOL:
recipe.patches[pid] = {"tool": "proton-experimental"}
recipe.reasons[pid] = "It failed on the stable Proton: trying Proton Experimental."
continue
if pid.startswith("adapter."):
from .patches.base import get
+156 -5
View File
@@ -2,8 +2,11 @@
Sources, highest priority first:
1. user entries <user data>/catalog/games/*.yaml (written by "Save as known-good" after a successful test)
2. remote catalog FRAMEPORT_CATALOG_URL (a folder URL serving index.json + <package>.yaml), cached; lets the
catalog be updated without a new app release
2. remote catalog the repo's catalog/games on GitHub `main` (default; or FRAMEPORT_CATALOG_URL, a folder URL serving
index.json + <package>.yaml): confirmed configs reach installed apps without a release. Fetched
in the background (refresh_remote, at most every 6 h); loading only reads the cache. An entry that
needs a newer FramePort (a patch, adapter setting or recipe field this version doesn't know, or
min_app above this version) is skipped: the bundled entry stays.
3. bundled catalog/games/*.yaml in this repo
"""
from __future__ import annotations
@@ -50,6 +53,7 @@ class CatalogEntry:
as_is: bool = False # Rift: the dump runs unchanged (e.g. a SteamVR build: no Revive)
verified: dict = field(default_factory=dict)
updated: str = "" # date of the last maintainer change without a new headset test (e.g. a fix from a report)
min_app: str = "" # oldest FramePort version this entry is for (remote entries for a newer app are skipped)
source_hint: str = ""
origin: str = "bundled"
@@ -96,10 +100,144 @@ def _load_dir(path: Path, origin: str) -> dict[str, CatalogEntry]:
PACKAGE_RE = re.compile(r"^[A-Za-z][A-Za-z0-9_]*(\.[A-Za-z0-9_]+)+$")
REMOTE_EVERY = 6 * 3600
GITHUB_TREE = "https://api.github.com/repos/{repo}/git/trees/{ref}?recursive=1"
GITHUB_RAW = "https://raw.githubusercontent.com/{repo}/{ref}/{path}"
GITHUB_DIR = "catalog/games/"
def _repo() -> str:
from .. import REPO_URL
return REPO_URL.removeprefix("https://github.com/").strip("/")
def remote_enabled() -> bool:
"""Automatic catalog updates from GitHub (Settings; FRAMEPORT_NO_CATALOG_UPDATE=1 turns them off)."""
from ..core import library
if os.environ.get("FRAMEPORT_NO_CATALOG_UPDATE"):
return False
try:
# never library.setting(): load() refreshes recipes from the catalog, which would load the catalog again
return bool(library.peek_setting("catalog.auto_update", True))
except Exception: # noqa: BLE001 - no library yet
return True
def unusable_reason(entry_dict: dict) -> str | None:
"""Why this FramePort can't use a (remote) entry, or None: a recipe field, patch or adapter setting it doesn't
know (the entry was written for a newer FramePort), or min_app above this version."""
from .. import __version__
from ..patches import base
from ..updates import parse_version
unknown = [k for k in entry_dict if k not in CatalogEntry.__dataclass_fields__]
if unknown:
return f"unknown field(s) {', '.join(sorted(unknown))}"
if entry_dict.get("min_app") and parse_version(str(entry_dict["min_app"])) > parse_version(__version__):
return f"needs FramePort {entry_dict['min_app']}"
base.load_all() # every patch registered (overport ids come from this app's OVRPort list)
known = set(base.REGISTRY)
ids = [i for key in ("overport_extra", "overport_remove", "alt_overport", "frame", "frame_remove", "device",
"pcvr", "pcvr_remove") for i in (entry_dict.get(key) or [])]
ids += [f"adapter.{k}" for k in (entry_dict.get("adapter") or {})]
missing = [i for i in ids if isinstance(i, str) and i not in known]
return f"unknown patch(es) {', '.join(missing)}" if missing else None
def _remote_index_path() -> Path:
return cache.cache_dir() / "catalog-github.json"
def refresh_remote(force: bool = False) -> int:
"""Fetch new/changed entries from GitHub main into the cache (one API call for the file list + one raw download
per changed file). Returns the number of files downloaded. Never raises (offline: the cache stays)."""
import json
import time
if not remote_enabled() or os.environ.get("FRAMEPORT_CATALOG_URL"):
return 0
idx_path = _remote_index_path()
try:
old = json.loads(idx_path.read_text(encoding="utf-8"))
except (OSError, ValueError):
old = {}
if not force and time.time() - old.get("checked", 0) < REMOTE_EVERY:
return 0
repo, fetched = _repo(), 0
try:
tree = cache.http_get(GITHUB_TREE.format(repo=repo, ref="main"), timeout=20).json()
files = {t["path"][len(GITHUB_DIR):]: t["sha"] for t in tree.get("tree") or []
if t.get("type") == "blob" and t.get("path", "").startswith(GITHUB_DIR)
and t["path"].endswith(".yaml") and "/" not in t["path"][len(GITHUB_DIR):]}
for name, sha in files.items():
dest = cache.cache_dir() / f"catalog-gh-{sha}.yaml"
if dest.exists() or not PACKAGE_RE.match(name.removesuffix(".yaml")):
continue
text = cache.http_get(GITHUB_RAW.format(repo=repo, ref="main", path=GITHUB_DIR + name), timeout=20).text
cache.write_atomic(dest, text)
fetched += 1
for f in cache.cache_dir().glob("catalog-gh-*.yaml"): # files gone from main (or old versions)
if f.name.removeprefix("catalog-gh-").removesuffix(".yaml") not in files.values():
f.unlink(missing_ok=True)
cache.write_atomic(idx_path, json.dumps({"checked": time.time(), "files": files}))
except Exception: # noqa: BLE001 - offline / rate limited: keep what we have, try again next time
return 0
if fetched or files != old.get("files"):
load(refresh=True)
if not old.get("files"): # the first download (a new install): nothing was "updated"
return 0
return fetched
def remote_status() -> dict:
"""{checked: time or None, entries: n, skipped: {package: reason}} for Settings."""
import json
try:
idx = json.loads(_remote_index_path().read_text(encoding="utf-8"))
except (OSError, ValueError):
idx = {}
load()
return {"checked": idx.get("checked"), "entries": len(idx.get("files") or {}), "skipped": dict(_skipped)}
_skipped: dict[str, str] = {}
def _load_github() -> dict[str, CatalogEntry]:
"""Cached entries from GitHub main (no network here)."""
import json
try:
files = json.loads(_remote_index_path().read_text(encoding="utf-8")).get("files") or {}
except (OSError, ValueError):
return {}
out = {}
for sha in files.values():
path = cache.cache_dir() / f"catalog-gh-{sha}.yaml"
try:
d = yaml.safe_load(path.read_text(encoding="utf-8"))
except (OSError, yaml.YAMLError):
continue
if not isinstance(d, dict) or not d.get("package"):
continue
reason = unusable_reason(d)
if reason:
_skipped[d["package"]] = reason
continue
try:
out[d["package"]] = CatalogEntry.from_dict(d, "remote")
except Exception: # noqa: BLE001
continue
return out
def _load_remote() -> dict[str, CatalogEntry]:
base = os.environ.get("FRAMEPORT_CATALOG_URL")
if not base:
return {}
return _load_github() if remote_enabled() else {}
base = base.rstrip("/") + "/"
index = cache.cached_json("catalog-index.json", base + "index.json", max_age=6 * 3600, fallback=[])
out = {}
@@ -109,7 +247,12 @@ def _load_remote() -> dict[str, CatalogEntry]:
text = cache.cached_text(f"catalog-{pkg}.yaml", f"{base}{pkg}.yaml", max_age=6 * 3600)
if text:
try:
out[pkg] = CatalogEntry.from_dict(yaml.safe_load(text), "remote")
d = yaml.safe_load(text)
reason = unusable_reason(d)
if reason:
_skipped[pkg] = reason
continue
out[pkg] = CatalogEntry.from_dict(d, "remote")
except Exception:
pass
return out
@@ -122,7 +265,11 @@ def load(refresh: bool = False) -> dict[str, CatalogEntry]:
global _cache
if _cache is None or refresh:
entries = _load_dir(catalog_dir() / "games", "bundled")
entries.update(_load_remote())
_skipped.clear()
for pkg, e in _load_remote().items():
# main is normally ahead of the bundled copy; a source checkout or dev build may be ahead of main
if pkg not in entries or _when(e) >= _when(entries[pkg]):
entries[pkg] = e
for pkg, e in _load_dir(user_catalog_dir(), "user").items():
if not _newer(entries.get(pkg), e): # the user's own recipe, unless a maintained one was verified later
entries[pkg] = e
@@ -130,6 +277,10 @@ def load(refresh: bool = False) -> dict[str, CatalogEntry]:
return _cache
def _when(e: CatalogEntry) -> str:
return max(str(e.updated or ""), str(e.verified.get("date") or ""))
def _newer(maintained: CatalogEntry | None, user: CatalogEntry) -> bool:
"""True when the bundled/remote entry was verified after the user's (e.g. a fix for a config the user shared)."""
if maintained is None:
+37 -3
View File
@@ -32,6 +32,7 @@ NAV = [("library", tr("Library"), ft.Icons.GRID_VIEW_ROUNDED),
("frame", tr("Steam Frame"), ft.Icons.VIEW_IN_AR_ROUNDED),
("files", tr("Files"), ft.Icons.FOLDER_OPEN_ROUNDED),
("screenshots", tr("Screenshots"), ft.Icons.PHOTO_LIBRARY_OUTLINED),
("live", tr("Live view"), ft.Icons.CAST_ROUNDED),
("settings", tr("Settings"), ft.Icons.TUNE_ROUNDED)]
POLL_SECONDS = 30
@@ -70,12 +71,14 @@ class FramePortApp:
self.library_view = None # created once (views/library.LibraryView), re-mounted on every visit
self.files_view = None # likewise (views/files.FilesView): keeps the location/folder between visits
self.screenshots_view = None # likewise (views/screenshots.ScreenshotsView): keeps the game filter
self.live_view = None # likewise (views/live.LiveView): owns the running stream, which outlives the tab
self.exe_queue: list[str] = [] # games whose executable the user should confirm (after a scan)
self._failures: list[Job] = [] # failed installs/tests, shown together when the queue is done
self.jobs = jobs_module.shared() # one queue per process, shared by every window session
self.jobs.subscribe(self._on_job)
self._handled_jobs: set[int] = set() # finished jobs this session has reacted to (pop-ups, refreshes)
page.on_close = lambda e: self.jobs.unsubscribe(self._on_job) # session gone: stop drawing into it
page.on_close = lambda e: (self.jobs.unsubscribe(self._on_job), # session gone: stop drawing into it
self.stop_live()) # and stop a live view (it would keep the Frame encoding)
from .updater import Updater
self.updater = Updater(self) # new FramePort releases (sidebar card, Library bar, one-click update)
@@ -114,8 +117,8 @@ class FramePortApp:
ft.Container(expand=True),
self.updater.card,
self.activity_card,
self.power_row,
self.conn_card,
self.power_row, # under the Frame card (owner's choice)
], spacing=T.S2), width=T.px(236), bgcolor=T.SIDEBAR, padding=T.S4,
border=ft.Border(right=ft.BorderSide(1, T.BORDER)))
page.add(ft.Row([sidebar, self.body, self.activity.root], expand=True, spacing=0,
@@ -127,6 +130,7 @@ class FramePortApp:
threading.Thread(target=self._poll, daemon=True).start()
threading.Thread(target=self._backfill_covers, daemon=True).start()
self.updater.start()
self.run_bg(self._refresh_catalog) # confirmed game configs from GitHub main (no release needed)
# ================================================================== shell
def _on_window_event(self, e) -> None:
@@ -348,6 +352,12 @@ class FramePortApp:
if self.screenshots_view is None:
self.screenshots_view = ScreenshotsView(self)
view = self.screenshots_view.mount(*self.route[1:])
elif kind == "live":
from .views.live import LiveView
if self.live_view is None:
self.live_view = LiveView(self)
view = self.live_view.mount()
elif kind == "settings":
view = SettingsView(self).build()
else:
@@ -377,9 +387,16 @@ class FramePortApp:
elif self.route[0] == "screenshots" and (self.screenshots_view is None or self.screenshots_view.root is None
or self.frame_state != "connected"):
self.render()
elif self.route[0] == "live" and (self.live_view is None or self.live_view.root is None
or self.frame_state != "connected"):
self.render()
else:
self._refresh_sidebar()
def stop_live(self) -> None:
if self.live_view is not None:
self.live_view.stop()
def open_game(self, package: str, advanced: bool = False, show_all: bool = False) -> None:
self.go("game", package, advanced, show_all)
@@ -509,7 +526,9 @@ class FramePortApp:
lambda e: self.share_config_dialog(job.package)))
if summary and summary.get("suggestions") and job.package:
sugg = summary["suggestions"]
out.append(C.primary(tr("Apply the suggested patches and reinstall"), ft.Icons.HEALING_ROUNDED,
label = (tr("Try Proton Experimental and reinstall") if sugg == [pipeline.PROTON_TOOL]
else tr("Apply the suggested patches and reinstall"))
out.append(C.primary(label, ft.Icons.HEALING_ROUNDED,
lambda e: (pipeline.apply_suggestions(job.package, sugg),
self.install(job.package, getattr(job, "to", "frame")))))
if job.package and job.state != "running" and library.game(job.package):
@@ -1462,6 +1481,20 @@ class FramePortApp:
return tr("{title}: analyzed again").format(title=self._title(pkg))
self.submit(tr("Analyze {title} again").format(title=self._title(pkg)), run, pkg, "task")
def _refresh_catalog(self, force: bool = False) -> int:
"""New/changed confirmed configs from the repo's main branch; games following the catalog get them (their
page then offers Update on Frame). Quiet unless something changed or `force` (Settings → Check now)."""
from ..recommend import catalog
n = catalog.refresh_remote(force=force)
if n:
library.load() # re-derives recipes whose catalog entry changed
self.refresh_view()
self.toast(tr_n("{n} game config was updated", "{n} game configs were updated", n))
elif force:
self.toast(tr("Game configs are up to date"))
return n
def frame_power(self, action: str, force: bool = False) -> None:
"""Sleep / restart / shut down the Frame (agent `power`, run a few seconds later so the answer arrives)."""
heading = {"sleep": tr("Put the Frame to sleep?"), "restart": tr("Restart the Frame?"),
@@ -1809,6 +1842,7 @@ class FramePortApp:
work()
def disconnect(self):
self.stop_live()
if self.target:
try:
self.target.close()
+50
View File
@@ -399,6 +399,56 @@ def menu_items(actions: list[tuple | None]) -> list[ft.PopupMenuItem]:
return out
def menu_targets(clicked, selected) -> list:
"""What a right-click acts on: the whole selection when the clicked item is part of a selection of several (as in
a file manager), else just that item. `selected` keeps its order."""
selected = list(selected)
return selected if clicked in selected and len(selected) > 1 else [clicked]
class DragSelect:
"""Click-and-drag multi-select ("paint" selection) for a grid or list, without knowing where items are on screen.
The area's GestureDetector calls start() on pan start and end() on pan end; each item calls hover(key, inside)
from its hover (enter/exit) event, which Flutter also sends while the mouse button is held. A drag selects every
item it passes over, or deselects them when it started on a selected item. No Flet in here (tested directly)."""
def __init__(self, is_selected, set_selected, can_select=lambda key: True, on_start=None):
self.is_selected, self.set_selected, self.can_select = is_selected, set_selected, can_select
self.on_start = on_start
self.under = None # the item the pointer is over
self.active = False
self.mode = True # select (True) or deselect (False) during this drag
self.touched: set = set()
def hover(self, key, inside: bool) -> None:
if inside:
self.under = key
if self.active:
self._apply(key)
elif self.under == key:
self.under = None
def start(self, e=None) -> None:
if self.on_start:
self.on_start()
under = self.under if self.under is not None and self.can_select(self.under) else None
self.mode = not self.is_selected(under) if under is not None else True
self.active, self.touched = True, set()
if under is not None:
self._apply(under)
def end(self, e=None) -> None:
self.active = False
def _apply(self, key) -> None:
if key in self.touched or not self.can_select(key):
return
self.touched.add(key)
if self.is_selected(key) != self.mode:
self.set_selected(key, self.mode)
def is_media_player(g: dict) -> bool:
"""A video player (360° layers in its recipe or analysis, e.g. 4XVR): its page offers "Add videos" up front."""
patches = ((g.get("recipe") or {}).get("patches") or {})
+4
View File
@@ -53,6 +53,7 @@ def save_to_recipe(package: str, values: dict) -> None:
"""Adapter patches = the settings that differ from their defaults (BASE_SETTINGS are written anyway)."""
g = library.game(package)
r = library.recipe_from_dict(g["recipe"])
before = {pid: dict(v or {}) for pid, v in r.patches.items() if pid.startswith("adapter.")}
for key in SPECS:
pid = f"adapter.{key}"
v = _num(key, values.get(key, default(key)))
@@ -63,6 +64,9 @@ def save_to_recipe(package: str, values: dict) -> None:
if (r.patches.get(pid) or {}).get("value") != v:
r.reasons[pid] = tr("Set by you.")
r.patches[pid] = {"value": v}
after = {pid: dict(v or {}) for pid, v in r.patches.items() if pid.startswith("adapter.")}
if after == before: # saved without a change: the recipe keeps following FramePort's catalog (GitHub #10)
return
r.source = "user"
pipeline.set_recipe(package, r)
+84 -5
View File
@@ -107,6 +107,15 @@ class FilesView:
C.meta("")], horizontal_alignment=ft.CrossAxisAlignment.CENTER, tight=True),
left=0, right=0, top=0, bottom=0, alignment=ft.Alignment.CENTER, bgcolor=T.soft("#000000", 0.7),
border_radius=T.RADIUS, border=ft.Border.all(2, T.ACCENT), visible=False)
# click and drag across rows to select them (C.DragSelect)
self.drag = C.DragSelect(lambda p: p in self.selected, self._toggle,
can_select=lambda p: any(x.path == p and self._selectable(x) for x in self.entries))
# one right-click menu for the listing: filled with the clicked entry's actions (or the folder's) when it opens
self.menu = ft.ContextMenu(content=ft.GestureDetector(
content=C.card(self.listing, padding=T.px(4), expand=True), expand=True,
on_secondary_tap_down=lambda e: self.open_menu(None, e.global_position),
on_pan_start=self.drag.start, on_pan_end=self.drag.end),
secondary_trigger=None, tertiary_trigger=None, expand=True)
self.root = None
# ---------------------------------------------------------------- building
@@ -130,9 +139,10 @@ class FilesView:
self.toolbar,
ft.Row([self.select_all, ft.Container(self.where, expand=True), self.hidden_switch],
vertical_alignment=ft.CrossAxisAlignment.CENTER),
self._drop_area(ft.Stack([self.menu, self.drop_hint], expand=True)),
# below the list (as in the Library): above it, its appearing pushed the rows down in the
# middle of a drag-select
self.sel_bar,
self._drop_area(ft.Stack([C.card(self.listing, padding=T.px(4), expand=True),
self.drop_hint], expand=True)),
self.status,
], spacing=T.S2, expand=True),
], spacing=T.S4, expand=True, vertical_alignment=ft.CrossAxisAlignment.STRETCH),
@@ -304,7 +314,7 @@ class FilesView:
info = (("folder" if e.is_dir else human(e.size)) + (tr(" · link") if e.link else "")
+ (f" · {when}" if when else ""))
actions = [C.icon_btn(ft.Icons.DOWNLOAD_ROUNDED, tr("Download to this PC"),
lambda ev, x=e: self.download([x]))]
lambda ev, x=e: self._download_later([x]))]
if not self._protected(e):
actions += [C.icon_btn(ft.Icons.DRIVE_FILE_RENAME_OUTLINE_ROUNDED, tr("Rename"),
lambda ev, x=e: self.rename(x)),
@@ -313,14 +323,79 @@ class FilesView:
on_change=lambda ev, p=e.path: self._toggle(p, ev.control.value),
disabled=self._protected(e))
self.checks[e.path] = check
return ft.Container(
row = ft.Container(
ft.Row([check,
ft.Icon(file_icon(e.name, e.is_dir), size=T.px(20), color=T.ACCENT if e.is_dir else T.TEXT_2),
ft.Column([C.body(e.name, T.TEXT, weight=ft.FontWeight.W_500, max_lines=1,
overflow=ft.TextOverflow.ELLIPSIS), C.meta(info)], spacing=0, expand=True),
*actions], spacing=T.S3),
padding=ft.Padding(T.S3, T.px(6), T.S2, T.px(6)), border_radius=T.RADIUS_SM, ink=e.is_dir,
on_click=(lambda ev, p=e.path: self.cd(p)) if e.is_dir else None)
on_click=(lambda ev, p=e.path: self.cd(p)) if e.is_dir else None,
on_hover=lambda ev, p=e.path: self.drag.hover(p, ev.data in (True, "true")))
return ft.GestureDetector(content=row, on_secondary_tap_down=lambda ev, x=e: self.open_menu(x,
ev.global_position))
# ---------------------------------------------------------------- right-click menu
def menu_actions(self, e) -> list[tuple | None]:
"""[(label, icon, handler) | None] for a right-click on entry `e` (None = on the folder's empty space). With
several entries selected and `e` among them, the actions act on the whole selection."""
if e is None:
return [(tr("Upload files…"), ft.Icons.UPLOAD_FILE_ROUNDED, self.upload_files),
(tr("Upload folder…"), ft.Icons.DRIVE_FOLDER_UPLOAD_ROUNDED, self.upload_folder),
(tr("New folder…"), ft.Icons.CREATE_NEW_FOLDER_OUTLINED, lambda ev: self.new_folder()),
None,
*([(tr("Select all"), ft.Icons.SELECT_ALL_ROUNDED, lambda ev: self._select_all())]
if any(self._selectable(x) for x in self.entries) else []),
(tr("Copy folder path"), ft.Icons.CONTENT_COPY_ROUNDED,
lambda ev: self.app.copy(self._shown_path(self.path))),
(tr("Refresh"), ft.Icons.REFRESH_ROUNDED, lambda ev: self.load())]
by_path = {x.path: x for x in self.entries}
items = [by_path[p] for p in C.menu_targets(e.path, [x.path for x in self.entries if x.path in self.selected])]
several = len(items) > 1
deletable = [x for x in items if not self._protected(x)]
out: list[tuple | None] = []
if not several and e.is_dir:
out.append((tr("Open"), ft.Icons.FOLDER_OPEN_ROUNDED, lambda ev: self.cd(e.path)))
out.append((tr("Download {n} items to this PC…").format(n=len(items)) if several
else tr("Download to this PC…"), ft.Icons.DOWNLOAD_ROUNDED,
lambda ev: self._download_later(items)))
if not several and not self._protected(e):
out.append((tr("Rename…"), ft.Icons.DRIVE_FILE_RENAME_OUTLINE_ROUNDED, lambda ev: self.rename(e)))
if not several:
out.append((tr("Copy path"), ft.Icons.CONTENT_COPY_ROUNDED, lambda ev: self.app.copy(self._shown_path(
e.path))))
out.append(None)
if several:
out.append((tr("Clear selection"), ft.Icons.CLOSE_ROUNDED, lambda ev: self._clear_selection()))
elif self._selectable(e):
on = e.path in self.selected
out.append((tr("Deselect") if on else tr("Select"),
ft.Icons.CHECK_BOX_OUTLINE_BLANK_ROUNDED if on else ft.Icons.CHECK_BOX_OUTLINED,
lambda ev: self._toggle(e.path, not on)))
if deletable:
out += [None, (tr("Delete {n} items…").format(n=len(deletable)) if len(deletable) > 1 else tr("Delete…"),
ft.Icons.DELETE_OUTLINE_ROUNDED, lambda ev: self.delete(deletable))]
return out
def open_menu(self, e, position=None) -> None:
if not self.loc:
return
self.menu.items = C.menu_items(self.menu_actions(e))
C.update(self.menu)
self.app.page.run_task(self.menu.open, global_position=position)
def _shown_path(self, path: str) -> str:
"""The path as games see it (/sdcard/…) where the location has one, else the Frame's own path."""
android = (self.loc or {}).get("android")
if not android:
return path
rel = posixpath.relpath(path, self.loc["path"])
return android if rel == "." else posixpath.join(android, rel)
def _download_later(self, items: list) -> None:
"""Start the (async: it asks for a folder) download from a plain click handler: Flet only awaits handlers
that are coroutine functions themselves, not lambdas returning a coroutine."""
self.app.page.run_task(self.download, items)
def cd(self, path: str) -> None:
self.path = path
@@ -343,6 +418,10 @@ class FilesView:
self.selected.clear()
self._render_listing()
def _select_all(self) -> None:
self.selected = {x.path for x in self.entries if self._selectable(x)}
self._render_listing()
def _selectable(self, e) -> bool:
return not self._protected(e)
+90 -4
View File
@@ -181,7 +181,7 @@ class FrameView:
pair_box = ft.Column(spacing=T.S3)
def pair(e):
def pair(e, host: str = ""):
from ...frame.connection import FrameTarget
from ...frame.pairing import PairingServer
@@ -190,7 +190,7 @@ class FrameView:
def on_paired(info):
app.connect(FrameTarget(info["host"], info["user"], 22, info["name"]))
server = app.pairing = PairingServer(on_paired=on_paired).start()
server = app.pairing = PairingServer(on_paired=on_paired, host=host).start()
show_command()
def check_network():
@@ -210,12 +210,92 @@ class FrameView:
show_command()
app.run_bg(check_network)
def usb_explain(e):
"""The Frame turns its USB network on only in Developer Mode: say how first (Valve's labels on the current
Frame OS: Settings → System → Enable Developer Mode), then watch for the cable."""
def close(): # this dialog itself: pop_dialog() closes the topmost overlay, which may be a toast
dlg.open = False
C.update(dlg)
def go(ev):
close()
usb_setup(ev)
steps = [
tr("On the Frame, open Steam's Settings (Steam button → Settings)."),
tr("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."),
tr("Connect the Frame's USB-C port to this computer with a USB cable (a data cable, not a charge-only "
"one)."),
]
dlg = ft.AlertDialog(
title=ft.Text(tr("Turn on Developer Mode first"), weight=ft.FontWeight.W_600),
content=ft.Container(ft.Column([
C.body(tr("The Frame only offers its USB connection in Developer Mode:"), T.TEXT),
*[ft.Row([ft.Container(ft.Text(str(i), weight=ft.FontWeight.W_700, color=T.ACCENT),
width=T.px(24), height=T.px(24), border_radius=T.px(12),
bgcolor=T.ACCENT_SOFT, alignment=ft.Alignment.CENTER),
C.body(text, T.TEXT_2, expand=True)], spacing=T.S3,
vertical_alignment=ft.CrossAxisAlignment.START)
for i, text in enumerate(steps, 1)],
C.meta(tr("FramePort then finds the Frame on the cable by itself.")),
], spacing=T.S3, tight=True), width=T.px(480)),
bgcolor=T.SURFACE_2, shape=ft.RoundedRectangleBorder(radius=T.RADIUS),
actions=[C.ghost(tr("Cancel"), on_click=lambda ev: close()),
C.primary(tr("Done: look for the cable"), ft.Icons.USB_ROUNDED, go)])
app.page.show_dialog(dlg)
def usb_setup(e):
"""Setup over a USB-C cable: no Wi-Fi, router, discovery or network firewall involved (the Frame's USB
network gives this PC the fixed address 10.86.200.234). The Frame enables its USB network only in
Developer Mode, so that comes first."""
from ...frame import usb
from ...frame.connection import FrameTarget, server_key
status = ft.Row([ft.ProgressRing(width=T.px(14), height=T.px(14), stroke_width=T.px(2), color=T.ACCENT),
C.meta(tr("Waiting for the cable…"))], spacing=T.S2)
pair_box.controls = [
C.body(tr("Looking for the Frame on a USB cable (Developer Mode on, USB-C port connected to this "
"computer)."), T.TEXT),
status,
]
C.update(pair_box)
token = object()
app._usb_setup = token
def watch():
for _ in range(600): # up to 20 minutes
if app._usb_setup is not token or app.route[0] != "frame":
return
if usb.PC_USB_IP in usb.pc_usb_addresses(usb.FRAME_USB_IP) and server_key(usb.FRAME_USB_IP,
timeout=3):
break
time.sleep(2)
else:
return
status.controls = [ft.Icon(ft.Icons.USB_ROUNDED, size=T.px(16), color=T.OK),
C.meta(tr("Cable connected."), T.OK)]
C.update(status)
target = FrameTarget(usb.FRAME_USB_IP, "steamos", 22)
try: # already set up for FramePort: just connect over the cable
from ...frame.connection import Frame
Frame(target, None).connect(timeout=10).close()
app.connect(target)
return
except Exception: # noqa: BLE001 - not set up yet: show the setup command for the cable
pass
app.page.run_thread(lambda: pair(None, host=usb.PC_USB_IP))
app.run_bg(watch)
def show_command(update=True):
"""The setup command of the running pairing server: also when the page is redrawn (connection checks,
discovery), which used to close it."""
line = app.pairing.one_liner
over_usb = bool(getattr(app.pairing, "host", ""))
pair_box.controls = [
C.body(tr("On the Frame: SteamVR dashboard → Launch a program → Desktop, then app menu → System → "
"Konsole, and run (it reaches this computer over the USB cable):") if over_usb else
tr("On the Frame: SteamVR dashboard → Launch a program → Desktop, then app menu → System → "
"Konsole, and run:"), T.TEXT),
ft.Container(ft.Row([ft.Text(line, font_family="monospace", selectable=True, size=T.px(12),
color=T.TEXT, expand=True),
@@ -240,7 +320,7 @@ class FrameView:
"there and approve FramePort. That way needs no connection into this computer.")),
], spacing=T.S2), "warn"))
if update:
pair_box.update()
C.update(pair_box) # (a redraw of the page may have replaced it)
if app.pairing and app.pairing.running:
show_command(update=False)
@@ -288,7 +368,13 @@ class FrameView:
*([offline] if offline else []),
step(1, tr("First-time setup"), tr("New Frame? Run one command on it and FramePort does the rest. Did this "
"once already? Your Frame appears under step 2."),
C.primary(tr("Show setup command"), ft.Icons.TERMINAL_ROUNDED, pair), pair_box,
ft.Row([C.primary(tr("Show setup command"), ft.Icons.TERMINAL_ROUNDED, pair),
C.meta(tr("OR"), weight=ft.FontWeight.W_600),
C.secondary(tr("Set up with a USB cable"), ft.Icons.USB_ROUNDED, usb_explain,
tooltip=tr("No Wi-Fi needed: for networks that block the setup, and faster "
"game uploads"))], wrap=True, spacing=T.S3,
vertical_alignment=ft.CrossAxisAlignment.CENTER),
pair_box,
help="first_time_setup"),
step(2, tr("Already set up: on your network"), tr("Frames in Developer Mode show up here."), found,
help="developer_mode"),
+40
View File
@@ -252,6 +252,18 @@ class GameView:
C.ghost(tr("Not now"), on_click=dismiss),
], spacing=T.S2, run_spacing=T.S2, wrap=True),
], spacing=T.S2), "info", ft.Icons.VOLUNTEER_ACTIVISM_OUTLINED))
if g.get("catalog_update") and recipe.source == "user":
def take_update(e):
from ... import pipeline
pipeline.apply_catalog_update(pkg)
self.app.toast(tr("New config applied: use Update on Frame to install it"))
self.app.render()
out.append(C.callout(ft.Row([
C.body(tr("A newer known-good config for this game is available (you changed this game's settings, "
"so it wasn't applied by itself)."), T.TEXT, expand=True),
C.secondary(tr("Use the new config"), ft.Icons.AUTO_FIX_HIGH_OUTLINED, take_update)],
vertical_alignment=ft.CrossAxisAlignment.CENTER), "info", ft.Icons.NEW_RELEASES_OUTLINED))
if g.get("steam_art_stale") and installed:
out.append(C.callout(ft.Row([
C.body(tr("The Frame's Steam library still shows the old artwork."), T.TEXT, expand=True),
@@ -531,6 +543,18 @@ class GameView:
save(state["recipe"])
return handler
def choose(pid, key):
def handler(e):
r = state["recipe"]
value = e.control.value or ""
if value: # a non-default choice is stored as the patch's parameter
r.patches[pid] = {key: value}
r.reasons[pid] = tr("Chosen by you.")
else:
r.patches.pop(pid, None)
save(r)
return handler
def set_param(pid, key):
def handler(e):
r = state["recipe"]
@@ -571,6 +595,22 @@ class GameView:
plain_reason(reason, p.default_on)
sub.insert(0, C.meta(shown, T.ACCENT))
extra = None
choices = getattr(p, "CHOICES", None)
if choices: # a plain choice instead of a switch + text field (e.g. Proton: Experimental / Stable)
current = recipe.params(p.id).get(p.params[0].key, "") if on else ""
keys = [k for k, _label in choices]
if current not in keys: # a tool name typed under technical details
choices = (*choices, (current, current))
rows.append(ft.Container(ft.Row([
ft.Column([C.body(tr(p.title), T.TEXT, weight=ft.FontWeight.W_500), *sub],
spacing=T.px(3), expand=True),
ft.Dropdown(value=current, width=T.px(280), dense=True, border_color=T.BORDER,
text_size=T.T_BODY,
options=[ft.DropdownOption(key=k, text=tr(label)) for k, label in choices],
on_select=choose(p.id, p.params[0].key)),
], spacing=T.S3), padding=ft.Padding(T.S4, T.px(10), T.S4, T.px(10)), border=ft.Border(
top=ft.BorderSide(1, T.BORDER))))
continue
if not technical:
pass
elif cat == "adapter":
+11 -2
View File
@@ -203,7 +203,14 @@ class LibraryView:
self.filters = ft.Container()
self.hint = ft.Container(visible=False)
# one right-click menu for every card: filled with that game's actions when it opens (open_menu)
self.menu = ft.ContextMenu(content=self.grid, secondary_trigger=None, tertiary_trigger=None, expand=True)
# click and drag across cards to select them (turns on select mode; C.DragSelect)
self.drag = C.DragSelect(lambda pkg: pkg in self.selected,
lambda pkg, on: self.toggle_selected(pkg) if (pkg in self.selected) != on else None,
can_select=lambda pkg: pkg in self.cards,
on_start=lambda: None if self.select_mode else self.set_select_mode(True))
self.menu = ft.ContextMenu(content=ft.GestureDetector(content=self.grid, expand=True,
on_pan_start=self.drag.start, on_pan_end=self.drag.end),
secondary_trigger=None, tertiary_trigger=None, expand=True)
self.body = ft.Container(self.menu, expand=True)
add = ft.PopupMenuButton(
content=ft.Container(ft.Row([ft.Icon(ft.Icons.ADD_ROUNDED, color=T.ON_ACCENT, size=T.px(18)),
@@ -594,11 +601,13 @@ class LibraryView:
border_radius=T.RADIUS, bgcolor=T.SURFACE, border=ft.Border.all(1, T.BORDER), expand=True,
scale=1.0, animate_scale=ft.Animation(140, ft.AnimationCurve.EASE_OUT),
shadow=card_shadow(),
tooltip=ft.Tooltip(message=tr("Click to open · right-click for quick actions"), wait_duration=1500),
tooltip=ft.Tooltip(message=tr("Click to open · right-click for quick actions · drag across cards to "
"select several"), wait_duration=1500),
on_click=lambda e: self.toggle_selected(pkg) if self.select_mode else app.open_game(pkg))
def hover(e):
on = e.data in (True, "true")
self.drag.hover(pkg, on)
tile.scale = 1.03 if on else 1.0
tile.border = ft.Border.all(1, T.ACCENT if on else T.BORDER)
tile.shadow = card_shadow(on)
+176
View File
@@ -0,0 +1,176 @@
"""Live view: watch what the Frame shows, in a browser window on this PC.
Flet can't play video outside packaged builds, so this tab only starts and stops the stream (install/livestream.py)
and opens the player page in the user's browser. Persistent: the stream keeps running while other tabs are open; the
status line is refreshed once a second while the tab is shown (properties only, no new controls).
"""
from __future__ import annotations
import threading
import time
from typing import TYPE_CHECKING
import flet as ft
from ...errors import explain
from ...i18n import tr, tr_n
from .. import components as C
from .. import theme as T
from .files_dialog import human
if TYPE_CHECKING:
from ..app import FramePortApp
QUALITIES = [("360p", tr("360p (lightest)")), ("480p", "480p"), ("720p", tr("720p (recommended)")),
("1080p", "1080p"), ("full", tr("Full (headset view size)"))]
def status_text(st: dict) -> str:
"""One line for the relay's status (livestream.Relay.status)."""
if st.get("ended"):
return tr("Stopped: {why}").format(why=st["ended"])
if not st.get("ready"):
return tr("Starting the stream on the Frame…")
parts = [tr("Live")]
if st.get("width"):
parts.append(f"{st['width']}×{st['height']}")
secs = max(st.get("seconds") or 0, 1)
parts.append(tr("{rate}/s").format(rate=human(int((st.get("bytes") or 0) / secs))))
n = st.get("viewers") or 0
parts.append(tr("no viewer open") if not n else tr_n("{n} viewer", "{n} viewers", n))
return " · ".join(parts)
def default_quality() -> str:
from ...install.livestream import DEFAULT_QUALITY
return DEFAULT_QUALITY
class LiveView:
def __init__(self, app: FramePortApp):
self.app = app
self.live = None # install.livestream.LiveStream while streaming
self.quality = default_quality()
self._busy = False
self._ticker: threading.Thread | None = None
self.root = None
self.dot = C.dot(T.TEXT_3, 10)
self.state = C.body(tr("Not streaming"), T.TEXT, weight=ft.FontWeight.W_500)
self.detail = C.meta("")
self.quality_dd = ft.Dropdown(label=tr("Quality"), value=self.quality, width=T.px(260), dense=True,
options=[ft.DropdownOption(key=k, text=t) for k, t in QUALITIES],
on_select=self._set_quality)
self.start_btn = C.primary(tr("Start live view"), ft.Icons.PLAY_ARROW_ROUNDED, self._start, big=True)
self.open_btn = C.secondary(tr("Open viewer"), ft.Icons.OPEN_IN_NEW_ROUNDED, self._open)
self.stop_btn = C.ghost(tr("Stop"), ft.Icons.STOP_ROUNDED, self._stop_click)
self.url = C.meta("", selectable=True)
# ---------------------------------------------------------------- building
def mount(self) -> ft.Control:
app = self.app
heading, sub = tr("Live view"), tr("Watch what the headset shows, in a window on this PC")
if not (app.target and app.frame_state == "connected"):
return ft.Column([
app.top_bar(heading, sub),
C.empty_state(ft.Icons.CAST_ROUNDED, tr("Connect your Frame first"),
tr("The live view can start once FramePort is connected to the Frame."),
C.primary(tr("Connect"), ft.Icons.LINK_ROUNDED, lambda e: app.go("frame")))], expand=True)
if self.root is None:
self.root = ft.Column([
app.top_bar(heading, sub),
C.card(ft.Column([
ft.Row([self.dot, self.state], spacing=T.S2,
vertical_alignment=ft.CrossAxisAlignment.CENTER),
self.detail,
ft.Container(height=T.S2),
ft.Row([self.start_btn, self.open_btn, self.stop_btn, self.quality_dd], # (no expand child: wraps)
spacing=T.S3, wrap=True, vertical_alignment=ft.CrossAxisAlignment.CENTER),
self.url,
], spacing=T.S2)),
C.callout(tr("The picture opens in your default web browser, where it plays smoothly and can go "
"full screen. It shows the headset's view with its sound "
"(click Sound on in the player) whatever is running: Steam's menus, SteamVR or a game; "
"while the headset sleeps the picture is black and updates about once a second. "
"Streaming costs the Frame a little performance; "
"stop it when you're done.")),
], spacing=T.S4, horizontal_alignment=ft.CrossAxisAlignment.STRETCH)
self._refresh(update=False)
self._ensure_ticker()
return self.root
def _refresh(self, update: bool = True) -> None:
live = self.live
running = bool(live and live.running)
if live is None:
self.dot.bgcolor, self.state.value = T.TEXT_3, tr("Not streaming")
self.detail.value = tr("Starts a video stream on the Frame and opens it in your browser.")
else:
st = live.relay.status()
ok = running and st.get("ready")
self.dot.bgcolor = T.OK if ok else T.ERROR if st.get("ended") else T.WARN
self.state.value = status_text(st)
self.detail.value = "" if ok or st.get("ended") else tr("The first picture takes a few seconds.")
self.start_btn.visible = not running
self.start_btn.disabled = self._busy
self.open_btn.visible = self.stop_btn.visible = running
self.quality_dd.disabled = running or self._busy
self.url.value = (tr("Viewer address on this PC: {url}").format(url=live.url) if running else "")
self.url.visible = running
if update:
C.update(self.dot, self.state, self.detail, self.start_btn, self.open_btn, self.stop_btn,
self.quality_dd, self.url)
def _ensure_ticker(self) -> None:
if self._ticker and self._ticker.is_alive():
return
def tick():
while self.app.route[:1] == ("live",):
self._refresh()
time.sleep(1)
self._ticker = threading.Thread(target=tick, name="live-status", daemon=True)
self._ticker.start()
# ---------------------------------------------------------------- actions
def _set_quality(self, e) -> None:
self.quality = e.control.value or default_quality()
def _start(self, e=None) -> None:
if self._busy or (self.live and self.live.running):
return
self._busy = True
self._refresh()
self.app.run_bg(self._start_bg)
def _start_bg(self) -> None:
from ...install import livestream
try:
if self.live:
self.live.stop()
self.live = livestream.start(self.app.target.frame, quality=self.quality)
self.live.on_end = lambda why: self._refresh()
except Exception as exc: # noqa: BLE001
self.live = None
self.app.toast(tr("Couldn't start the live view: {exc}").format(exc=explain(exc)), error=True)
finally:
self._busy = False
self._refresh()
if self.live:
self._open()
def _open(self, e=None) -> None:
if self.live and self.live.running:
self.app.open_url(self.live.url)
def _stop_click(self, e=None) -> None:
self.app.run_bg(self.stop)
def stop(self) -> None:
"""Stop streaming (also called when the Frame disconnects or the app closes)."""
live, self.live = self.live, None
if live:
live.stop()
self._refresh()
+77 -4
View File
@@ -92,6 +92,14 @@ class ScreenshotsView:
bgcolor=T.ACCENT_SOFT, visible=False)
self.grid = ft.Column(spacing=T.S3, scroll=ft.ScrollMode.AUTO, expand=True)
self.status = C.meta("")
# one right-click menu for the grid: filled with the clicked screenshot's actions (or the tab's) when it opens
# click and drag across screenshots to select them (C.DragSelect)
self.drag = C.DragSelect(lambda p: p in self.selected, self._toggle)
self.menu = ft.ContextMenu(content=ft.GestureDetector(
content=C.card(self.grid, padding=T.S3, expand=True), expand=True,
on_secondary_tap_down=lambda e: self.open_menu(None, e.global_position),
on_pan_start=self.drag.start, on_pan_end=self.drag.end),
secondary_trigger=None, tertiary_trigger=None, expand=True)
self.root = None
# ---------------------------------------------------------------- building
@@ -106,8 +114,8 @@ class ScreenshotsView:
tr("Screenshots on the Frame can be shown once FramePort is connected to it."),
C.primary(tr("Connect"), ft.Icons.LINK_ROUNDED, lambda e: app.go("frame")))], expand=True)
if self.root is None:
self.root = ft.Column([app.top_bar(heading, sub), self.toolbar, self.sel_bar,
C.card(self.grid, padding=T.S3, expand=True), self.status],
# the selection bar below the grid (as in the Library): above it, it pushed the cards down mid-drag
self.root = ft.Column([app.top_bar(heading, sub), self.toolbar, self.menu, self.sel_bar, self.status],
spacing=T.S3, expand=True, horizontal_alignment=ft.CrossAxisAlignment.STRETCH)
if package is not None and filter_key(package) != self.filter:
self.filter = filter_key(package)
@@ -216,13 +224,70 @@ class ScreenshotsView:
end=ft.Alignment.BOTTOM_CENTER,
colors=[ft.Colors.TRANSPARENT, T.soft("#000000", 0.8)]),
border_radius=ft.BorderRadius(0, 0, T.RADIUS_SM, T.RADIUS_SM))
return ft.Container(
tile = ft.Container(
ft.Stack([C.art_fill(self._thumb_url(s), radius=T.RADIUS_SM, placeholder_icon=ft.Icons.IMAGE_OUTLINED,
left=0, right=0, top=0, bottom=0),
caption, ft.Container(check, left=0, top=0)]),
width=T.px(256), height=T.px(144), border_radius=T.RADIUS_SM, ink=True,
tooltip=f"{s.get('title') or ''} · {day_label(s.get('time'))} {when}",
on_click=lambda e, i=i: self.viewer(i))
on_click=lambda e, i=i: self.viewer(i),
on_hover=lambda e, p=s["path"]: self.drag.hover(p, e.data in (True, "true")))
return ft.GestureDetector(content=tile, on_secondary_tap_down=lambda e, s=s: self.open_menu(s,
e.global_position))
# ---------------------------------------------------------------- right-click menu
def menu_actions(self, s: dict | None) -> list[tuple | None]:
"""[(label, icon, handler) | None] for a right-click on screenshot `s` (None = on the grid's empty space). With
several screenshots selected and `s` among them, the actions act on the whole selection."""
if s is None:
if not self.shots:
return [(tr("Refresh"), ft.Icons.REFRESH_ROUNDED, lambda e: self.load())]
return [(tr("Download all ({n})…").format(n=len(self.shots)), ft.Icons.DOWNLOAD_ROUNDED,
lambda e: self._later(self.download, list(self.shots))),
(tr("Select all"), ft.Icons.SELECT_ALL_ROUNDED, lambda e: self._select_all()),
*([(tr("Clear selection"), ft.Icons.CLOSE_ROUNDED, lambda e: self._clear_selection())]
if self.selected else []),
None, (tr("Refresh"), ft.Icons.REFRESH_ROUNDED, lambda e: self.load())]
by_path = {x["path"]: x for x in self.shots}
shots = [by_path[p] for p in C.menu_targets(s["path"], [x["path"] for x in self.shots
if x["path"] in self.selected])]
several = len(shots) > 1
out: list[tuple | None] = []
if not several:
out.append((tr("View"), ft.Icons.OPEN_IN_FULL_ROUNDED, lambda e: self.viewer(self.shots.index(s))))
out.append((tr("Download {n} screenshots…").format(n=len(shots)) if several else tr("Download…"),
ft.Icons.DOWNLOAD_ROUNDED, lambda e: self._later(self.download, shots)))
key = filter_key(s.get("package") or "")
if not several and self.filter == ALL and key in {o.key for o in self.dropdown.options}:
out.append((tr("Show only this game's screenshots") if s.get("package")
else tr("Show only screenshots not from a FramePort game"),
ft.Icons.FILTER_ALT_OUTLINED, lambda e: self._filter_to(key)))
out.append(None)
if several:
out.append((tr("Clear selection"), ft.Icons.CLOSE_ROUNDED, lambda e: self._clear_selection()))
else:
on = s["path"] in self.selected
out.append((tr("Deselect") if on else tr("Select"),
ft.Icons.CHECK_BOX_OUTLINE_BLANK_ROUNDED if on else ft.Icons.CHECK_BOX_OUTLINED,
lambda e: self._toggle(s["path"], not on)))
out += [None, (tr("Delete {n} screenshots…").format(n=len(shots)) if several else tr("Delete…"),
ft.Icons.DELETE_OUTLINE_ROUNDED, lambda e: self.delete(shots))]
return out
def open_menu(self, s: dict | None, position=None) -> None:
self.menu.items = C.menu_items(self.menu_actions(s))
C.update(self.menu)
self.app.page.run_task(self.menu.open, global_position=position)
def _later(self, coro_fn, *args) -> None:
"""Run an async action (it asks for a folder) from a plain click handler: Flet only awaits handlers that
are coroutine functions themselves."""
self.app.page.run_task(coro_fn, *args)
def _filter_to(self, key: str) -> None:
self.dropdown.value = key
C.update(self.dropdown)
self.set_filter(key)
# ---------------------------------------------------------------- selection
def _toggle(self, path: str, on: bool) -> None:
@@ -242,6 +307,14 @@ class ScreenshotsView:
C.update(check)
self._update_selection()
def _select_all(self) -> None:
self.selected = {s["path"] for s in self.shots}
for check in self.checks.values():
if not check.value:
check.value = True
C.update(check)
self._update_selection()
def _clear_selection(self) -> None:
self.selected.clear()
for check in self.checks.values():
+28 -1
View File
@@ -8,7 +8,7 @@ import flet as ft
from ... import REPO_URL, __version__, i18n, pipeline
from ...core.paths import user_data_dir
from ...errors import explain
from ...i18n import fmt_size, tr
from ...i18n import fmt_size, tr, tr_n
from ...recommend import catalog
from .. import components as C
from .. import theme as T
@@ -139,6 +139,32 @@ class SettingsView:
vertical_alignment=ft.CrossAxisAlignment.CENTER),
], spacing=T.S3)
def catalog_updates(self) -> ft.Control:
"""Settings → Data: confirmed game configs from GitHub main (recommend/catalog.refresh_remote)."""
import time
from ...core import library
from ...recommend import catalog
app = self.app
st = catalog.remote_status()
when = time.strftime("%Y-%m-%d %H:%M", time.localtime(st["checked"])) if st["checked"] else tr("never")
line = tr("Game configs from GitHub: last checked {when}").format(when=when)
if st["skipped"]:
line += " · " + tr_n("{n} needs a newer FramePort", "{n} need a newer FramePort", len(st["skipped"]))
def toggle(e):
library.set_setting("catalog.auto_update", bool(e.control.value))
return ft.Column([
ft.Row([C.meta(line, expand=True),
C.ghost(tr("Check now"), ft.Icons.SYNC_ROUNDED,
lambda e: app.run_bg(lambda: app._refresh_catalog(force=True)))],
vertical_alignment=ft.CrossAxisAlignment.CENTER),
C.switch(tr("Update game configs from GitHub automatically (confirmed configs arrive without a "
"FramePort update)"), value=bool(library.setting("catalog.auto_update", True)),
on_change=toggle),
], spacing=T.S2)
def appearance(self) -> ft.Control:
from ...core import library
@@ -214,6 +240,7 @@ class SettingsView:
lambda e: app.copy(data))]), "data_folder"),
C.kv(tr("Catalog"), tr("{len} known-good recipes (bundled, remote and yours)")
.format(len=len(catalog.load())), "catalog"),
self.catalog_updates(),
], spacing=T.S2))),
# text above, buttons below (side by side, the buttons squeezed the text in a narrow window)
C.section(tr("Problems and feedback"), C.card(ft.Column([
+32
View File
@@ -109,4 +109,36 @@ def triage(log: str, state: str = "UNKNOWN", package: str | None = None, crash:
fps = re.findall(r"pacing: ([0-9.]+) fps", text)
if fps:
res.fps = float(fps[-1])
stopped = frames_stopped(lines)
if stopped and state == "RUNNING" and not any(f.severity == "fatal" for f in res.findings):
res.findings.append(Finding(
"frames-stopped", "fatal",
f"The game stopped sending frames {stopped:.0f} s before the test ended although its process kept "
"running (a crashed or stuck render thread: a frozen picture in the headset).", [],
"last FrameBridge pacing line"))
return res
LOGCAT_TIME = re.compile(r"^\d\d-\d\d (\d\d):(\d\d):(\d\d)\.(\d{3})")
def frames_stopped(lines: list[str], gap: float = 20.0) -> float | None:
"""Seconds between FrameBridge's last pacing line and the end of the log when that is over `gap` (the frame loop
died while the process lived on, e.g. The Room VR's render thread crash, PowerWash Simulator's rejected frames)."""
def secs(line):
m = LOGCAT_TIME.match(line)
return int(m[1]) * 3600 + int(m[2]) * 60 + int(m[3]) + int(m[4]) / 1000 if m else None
last_pacing = last = None
for ln in lines: # logcat lines aren't strictly in time order: the latest time counts, not the last line
t = secs(ln)
if t is None:
continue
if last is not None and t < last - 43200: # past midnight
t += 86400
last = t if last is None else max(last, t)
if "FrameBridge: pacing:" in ln:
last_pacing = t
if last_pacing is None or last is None:
return None
delta = last - last_pacing
return delta if delta > gap else None
+135 -6
View File
@@ -103,9 +103,17 @@ def test_cleanup_refuses_outside_paths(monkeypatch, tmp_path):
# ------------------------------------------------------------------------------------------ PC VR under Proton
def fake_steam_tools(a, tmp_path):
"""A Steam library with an ARM64 Proton (needing a runtime) installed, like the Frame's."""
def fake_steam_tools(a, tmp_path, experimental=False):
"""A Steam library with an ARM64 Proton (needing a runtime) installed, like the Frame's; experimental=True also
installs Proton Experimental (chosen per game; the default is the stable one)."""
apps = tmp_path / ".local/share/Steam/steamapps"
if experimental:
(apps / "common/Proton - Experimental (ARM64)").mkdir(parents=True)
(apps / "common/Proton - Experimental (ARM64)/toolmanifest.vdf").write_text(
'"manifest"\n{\n "commandline" "/proton %verb%"\n "require_tool_appid" "4185400"\n}\n')
(apps / "appmanifest_4427310.acf").write_text(
'"AppState"\n{\n\t"appid"\t\t"4427310"\n\t"name"\t\t"Proton Experimental (ARM64)"\n'
'\t"StateFlags"\t\t"4"\n\t"installdir"\t\t"Proton - Experimental (ARM64)"\n}\n')
(apps / "common/Proton 11.0 (ARM64)").mkdir(parents=True)
(apps / "common/SteamLinuxRuntime_4-arm64").mkdir(parents=True)
(apps / "common/Proton 11.0 (ARM64)/toolmanifest.vdf").write_text(
@@ -131,6 +139,8 @@ def test_proton_status_and_command(monkeypatch, tmp_path):
a = load_agent(monkeypatch, tmp_path)
apps = fake_steam_tools(a, tmp_path)
st = a.cmd_proton_status({})
assert st["ready"]["name"] == "proton_11-arm64" and st["suggested"]["name"] == "proton_11-arm64" # stable
st = a.cmd_proton_status({"tool": "proton-stable-arm64"})
assert st["ready"]["name"] == "proton_11-arm64"
assert [t["name"] for t in st["tools"]] == ["proton_11-arm64", "proton-experimental-arm64"] # stable first
cmd = a.compat_command(st["ready"]["dir"])
@@ -146,7 +156,8 @@ def test_install_proton_request_mode(monkeypatch, tmp_path):
monkeypatch.setattr(a.subprocess, "Popen", lambda args, **k: calls.append(args))
r = a.cmd_install_proton({"tool": "proton-experimental-arm64"})
assert r["requested"] == [4427310] and calls == [["steam", "-ifrunning", "steam://install/4427310"]]
assert a.cmd_install_proton({})["installed"] is True
assert a.cmd_install_proton({"tool": "proton-stable-arm64"})["installed"] is True
assert a.cmd_install_proton({})["installed"] is True # the default: the stable one, already installed
def test_stub_manifest(monkeypatch, tmp_path):
@@ -161,7 +172,7 @@ def test_stub_manifest(monkeypatch, tmp_path):
def test_pcvr_install_flow(monkeypatch, tmp_path):
a = load_agent(monkeypatch, tmp_path)
fake_steam_tools(a, tmp_path)
fake_steam_tools(a, tmp_path, experimental=True)
monkeypatch.setattr(a, "pcvr_pids", lambda base: [])
prep = a.cmd_prepare_pcvr({"package": "rift.space_game", "title": "Space Game"})
inc = Path(prep["incoming"])
@@ -179,7 +190,7 @@ def test_pcvr_install_flow(monkeypatch, tmp_path):
"xrlayer": {"XR_APILAYER_FRAMEPORT_timefix.json": len(layer_json), "libxr_frameport_timefix.so": 3}}
r = a.cmd_finalize_pcvr({"package": "rift.space_game", "title": "Space Game", "exe": "Space Game.exe",
"manifests": manifests, "env": {"PROTON_LOG": "1", "bad key": "x"}, "xr_layer": True})
assert r["ok"] and r["proton"] == "proton_11-arm64"
assert r["ok"] and r["proton"] == "proton_11-arm64" # the default: stable, also with Experimental installed
launch = Path(prep["anchor"]) / "launch.sh"
text = launch.read_text()
assert subprocess.run(["bash", "-n", str(launch)]).returncode == 0
@@ -321,7 +332,7 @@ def test_pcvr_launcher_oculus_hmd_helper(monkeypatch, tmp_path):
import pytest
a = load_agent(monkeypatch, tmp_path)
fake_steam_tools(a, tmp_path)
fake_steam_tools(a, tmp_path, experimental=True)
monkeypatch.setattr(a, "pcvr_pids", lambda base: [])
def install(pkg, helper=True, revive=True, oculus_hmd=True):
@@ -1142,6 +1153,54 @@ def test_dashboard_worker_hides_dashboard_after_first_frames(monkeypatch, tmp_pa
assert calls.count("SteamClient.OpenVR.VROverlay.HideDashboard()") == 3 # at most three times
def test_dashboard_worker_starts_at_the_first_submitted_frame(monkeypatch, tmp_path):
"""Steam's "Resume game" menu opens at the game's first frame (ITR2: 0.3 s after FrameBridge's "new layer:"); the
first "pacing:" summary comes ~8 s later, after the player had pressed Resume. The log grows while it waits."""
a = load_agent(monkeypatch, tmp_path)
log = tmp_path / "launch.log"
log.write_text("Lepton starting\nI FrameBridge: xrCreateSwapchain 2016x1728\nI FrameBridge: new la")
pieces = ["yer: type=35 swapchain=0x0\n"] # the marker split across two reads
def sleep(s):
if pieces:
with open(log, "a") as f:
f.write(pieces.pop(0))
monkeypatch.setattr(a.time, "sleep", sleep)
clock = iter(range(0, 10000))
monkeypatch.setattr(a.time, "time", lambda: next(clock))
calls = []
monkeypatch.setattr(a, "steam_js", lambda expr, timeout=5: calls.append(expr) or expr.endswith("Visible()"))
a.dashboard_worker(str(log), os.getpid(), wait_start=10, window=4)
assert "SteamClient.OpenVR.VROverlay.HideDashboard()" in calls
def test_dashboard_worker_leaves_a_dashboard_the_player_opened(monkeypatch, tmp_path):
"""ITR2 (agent 52): the player's controller button opened the dashboard and the worker closed it 60 ms later; the
game had paused for it and stayed paused. After a toggle_dashboard_action the worker must stop for good."""
a = load_agent(monkeypatch, tmp_path)
log, ui = tmp_path / "launch.log", tmp_path / "vrwebhelper_systemui.txt"
log.write_text("I FrameBridge: new layer: type=35\n")
ui.write_text("| [Dashboard] [ToggleDashboard] toggle_dashboard_action (an earlier session)\n")
visible = iter([True, False, False, True, True])
calls = []
def js(expr, timeout=5):
calls.append(expr)
return next(visible, True) if expr.endswith("Visible()") else None
monkeypatch.setattr(a, "steam_js", js)
steps = iter(range(10000))
def sleep(s):
if next(steps) == 2: # the player presses the dashboard button
with open(ui, "a") as f:
f.write("| [Dashboard] [ToggleDashboard] toggle_dashboard_action bSourceIsVRLinkRemote false\n")
monkeypatch.setattr(a.time, "sleep", sleep)
clock = iter(range(0, 10000))
monkeypatch.setattr(a.time, "time", lambda: next(clock))
a.dashboard_worker(str(log), os.getpid(), wait_start=10, window=50, ui_log=str(ui))
assert calls.count("SteamClient.OpenVR.VROverlay.HideDashboard()") == 1 # Steam's start-up menu only
def test_dashboard_worker_waits_for_vr_frames(monkeypatch, tmp_path):
a = load_agent(monkeypatch, tmp_path)
monkeypatch.setattr(a.time, "sleep", lambda s: None)
@@ -1234,3 +1293,73 @@ def test_incomplete_deployment_records_dont_break_listing(monkeypatch, tmp_path)
games = a.cmd_list_installed({})["games"]
assert [g["package"] for g in games] == ["com.x.ok"] and games[0]["base"] == str(good)
assert a.deployment("com.x.ok")["base"] == str(good)
def test_proton_defaults_to_stable(monkeypatch, tmp_path):
a = load_agent(monkeypatch, tmp_path)
stable = {"name": "proton_11-arm64", "display_name": "Proton 11.0-2 (ARM64)", "aliases": "proton-stable-arm64,"
"proton-stable", "experimental": False, "installed": True, "require_installed": True}
exp = {"name": "proton-experimental-arm64", "display_name": "Proton Experimental (ARM64)",
"aliases": "proton-experimental", "experimental": True, "installed": False, "require_installed": True}
assert a.pick_proton([stable, exp])["name"] == "proton_11-arm64"
assert a.pick_proton([exp, stable])["name"] == "proton_11-arm64" # whatever the order
assert a.pick_proton([stable, exp], "proton-experimental")["name"] == "proton-experimental-arm64" # by alias
assert a.pick_proton([exp])["name"] == "proton-experimental-arm64" # only Experimental offered
def test_launch_test_waits_for_a_first_boot(monkeypatch, tmp_path):
"""The first start after an APK change: Lepton says "is not a running context" while it waits, then boots."""
a = load_agent(monkeypatch, tmp_path)
first = "Waiting for boot...\nERROR: 'steamlaunch-1' is not a running context, use 'lepton ps'\n"
assert not a.not_started(first, 5) # still within the grace period
assert a.not_started(first, 31) # no boot: the container really failed
assert not a.not_started(first + "Boot complete!\nInstalling game.apk...\n", 120)
assert not a.not_started("Boot complete!\n", 120)
def test_devkit_appid_from_steams_console_log(monkeypatch, tmp_path):
"""GitHub #42: Steam added the devkit entry live but never saved shortcuts.vdf; its console log names the appid."""
a = load_agent(monkeypatch, tmp_path)
logs = Path(a.STEAM) / "logs"
logs.mkdir(parents=True, exist_ok=True)
exe = f"{a.DEVKIT_GAMES}/I_Am_Cat/launch.sh"
why = "reason: k_unAppIdInvalid"
(logs / "console_log.txt").write_text(
f'[2026-10-05 14:45:37] sanitize shortcut app id "{exe}": replacing 0 with 3849978641, {why}\n'
f'[2026-10-05 14:45:38] sanitize shortcut app id "{a.DEVKIT_GAMES}/Other/launch.sh": replacing 0 with 5\n'
f'[2026-10-05 15:29:14] sanitize shortcut app id "{exe}": replacing 0 with 3849978642, {why}\n')
assert a.devkit_appid("I_Am_Cat") == 3849978642 # nothing in shortcuts.vdf: the newest log line
assert a.devkit_appid("Missing") is None
def test_devkit_appid_ignores_the_previous_steam_session(monkeypatch, tmp_path):
"""Live devkit entries die with Steam (GitHub #41): an appid from console_log.previous.txt is stale."""
a = load_agent(monkeypatch, tmp_path)
logs = Path(a.STEAM) / "logs"
logs.mkdir(parents=True, exist_ok=True)
exe = f"{a.DEVKIT_GAMES}/Batman/launch.sh"
(logs / "console_log.previous.txt").write_text(f'sanitize shortcut app id "{exe}": replacing 0 with 77, x\n')
(logs / "console_log.txt").write_text("Steam started\n")
assert a.devkit_appid("Batman") is None
def test_launch_registers_a_lost_devkit_entry_again(monkeypatch, tmp_path):
"""After a Steam restart Steam forgot the (never saved) devkit entry: Play gets AppError_9 and registers it
again."""
a = load_agent(monkeypatch, tmp_path)
monkeypatch.setattr(a, "check_pkg", lambda p: p)
monkeypatch.setattr(a, "deployment", lambda p: {"appid": 111, "title": "Batman"})
monkeypatch.setattr(a, "run", lambda *x, **k: subprocess.CompletedProcess([], 0, "", ""))
monkeypatch.setattr(a, "devkit_gameid", lambda p: "Batman")
monkeypatch.setattr(a, "devkit_appid", lambda g: 222) # the stale entry from before the restart
registered = []
monkeypatch.setattr(a, "devkit_register", lambda p: registered.append(p) or 333)
launches = []
def launch(appid, wait=10):
launches.append(appid)
return {"result": "error", "code": 9} if appid == 222 else {"result": "started"}
monkeypatch.setattr(a, "steam_launch", launch)
out = a.cmd_launch({"package": "com.camouflaj.manta"})
assert registered == ["com.camouflaj.manta"] and launches == [222, 333]
assert out["via"] == "devkit" and out["steam"]["result"] == "started"
+37
View File
@@ -39,3 +39,40 @@ def test_edits_compose(quest_manifest):
m, _ = axml.define_meta_permissions(m)
assert axml.categories(m) == {axml.LAUNCHER}
assert axml.Axml(m).get_bool("application", "debuggable") is False
def _two_activity_manifest():
"""WiiCompiled's shape: a 2D LauncherActivity (MAIN+LAUNCHER) and a QuestActivity (MAIN+VR+DEFAULT)."""
from conftest import build_axml
def activity(name, cats):
out = [("start", "activity", [("name", "str", name)]), ("start", "intent-filter", []),
("start", "action", [("name", "str", "android.intent.action.MAIN")]), ("end", "action")]
for c in cats:
out += [("start", "category", [("name", "str", c)]), ("end", "category")]
return out + [("end", "intent-filter"), ("end", "activity")]
return build_axml([("start", "manifest", [("package", "str", "org.x.game")]), ("start", "application", []),
*activity("org.x.game.launcher.LauncherActivity", [axml.LAUNCHER]),
*activity("org.x.game.QuestActivity", [axml.VR_CATEGORY, axml.DEFAULT]),
("end", "application"), ("end", "manifest")])
def _filters(manifest):
x = axml.Axml(manifest)
names = x.strings()
return {n.rsplit(".", 1)[-1]: sorted(names[i] for k, _, i in items if k == "category")
for _, n, items in axml.component_filters(manifest)}
def test_start_activity_moves_launcher_to_the_vr_activity():
m = _two_activity_manifest()
assert axml.vr_activity(m) == "org.x.game.QuestActivity"
fixed = axml.set_start_activity(m, "QuestActivity")
assert _filters(fixed) == {"LauncherActivity": [axml.INFO],
"QuestActivity": sorted([axml.LAUNCHER, axml.DEFAULT])}
assert axml.vr_activity(fixed) is None # the VR activity is the launcher now
assert axml.set_start_activity(fixed, "QuestActivity") is None # nothing left to do
assert axml.set_start_activity(m, "NoSuchActivity") is None
# only those two attribute values changed: the rest parses as before
assert axml.Axml(fixed).attr_str(next(e for e in axml.Axml(fixed).elements() if e.name == "manifest"),
"package") == "org.x.game"
+96
View File
@@ -0,0 +1,96 @@
"""Confirmed game configs from GitHub main (recommend/catalog.refresh_remote): fetched without a release, skipped when
they need a newer FramePort."""
import json
from types import SimpleNamespace
import pytest
from frameport.recommend import catalog
GOOD = ("package: com.x.good\ntitle: Good\nstatus: works\nframe:\n- frame.unity_text_input\n"
"verified:\n date: '2099-01-01'\n")
FUTURE_PATCH = "package: com.x.future\ntitle: Future\nstatus: works\nframe:\n- frame.not_yet_released\n"
FUTURE_FIELD = "package: com.x.field\ntitle: Field\nstatus: works\nlinux_runtime: x\n"
FUTURE_APP = "package: com.x.app\ntitle: App\nstatus: works\nmin_app: 99.0.0\n"
@pytest.fixture
def github(monkeypatch):
files = {"catalog/games/com.x.good.yaml": ("s1", GOOD), "catalog/games/com.x.future.yaml": ("s2", FUTURE_PATCH),
"catalog/games/com.x.field.yaml": ("s3", FUTURE_FIELD), "catalog/games/com.x.app.yaml": ("s4", FUTURE_APP),
"catalog/triage.yaml": ("s5", "x: 1\n")}
calls = []
def http_get(url, timeout=20, **kw):
calls.append(url)
if "git/trees" in url:
return SimpleNamespace(json=lambda: {"tree": [{"path": p, "type": "blob", "sha": s}
for p, (s, _t) in files.items()]})
path = url.split("/main/", 1)[1]
return SimpleNamespace(text=files[path][1])
monkeypatch.setattr(catalog.cache, "http_get", http_get)
monkeypatch.delenv("FRAMEPORT_CATALOG_URL", raising=False)
monkeypatch.delenv("FRAMEPORT_NO_CATALOG_UPDATE", raising=False)
return files, calls
def test_remote_configs_are_used_and_newer_app_configs_skipped(github):
files, calls = github
assert catalog.refresh_remote(force=True) == 0 # the first download: nothing "updated" (no toast)
entries = catalog.load(refresh=True)
assert entries["com.x.good"].origin == "remote"
st = catalog.remote_status()
assert set(st["skipped"]) == {"com.x.future", "com.x.field", "com.x.app"}
assert "frame.not_yet_released" in st["skipped"]["com.x.future"]
assert "com.x.future" not in entries and "com.x.app" not in entries
# a second check downloads nothing new (only the file list), and only after 6 h unless forced
calls.clear()
assert catalog.refresh_remote() == 0 and calls == []
assert catalog.refresh_remote(force=True) == 0 and len(calls) == 1
def test_changed_and_removed_files(github):
files, _ = github
catalog.refresh_remote(force=True)
files["catalog/games/com.x.good.yaml"] = ("s9", GOOD.replace("status: works", "status: issues"))
del files["catalog/games/com.x.app.yaml"]
assert catalog.refresh_remote(force=True) == 1
assert catalog.load(refresh=True)["com.x.good"].status == "issues"
assert not list(catalog.cache.cache_dir().glob("catalog-gh-s4.yaml")) # removed from main: removed here
def test_offline_keeps_the_cache(github, monkeypatch):
catalog.refresh_remote(force=True)
monkeypatch.setattr(catalog.cache, "http_get", lambda *a, **k: (_ for _ in ()).throw(OSError("offline")))
assert catalog.refresh_remote(force=True) == 0
assert catalog.load(refresh=True)["com.x.good"].origin == "remote"
def test_turned_off(github, monkeypatch):
monkeypatch.setenv("FRAMEPORT_NO_CATALOG_UPDATE", "1")
assert catalog.refresh_remote(force=True) == 0
assert "com.x.good" not in catalog.load(refresh=True)
assert json.dumps(catalog.remote_status()) # still reports (never checked)
def test_library_load_with_a_cold_catalog_does_not_recurse(monkeypatch):
"""GitHub #58: library.load() refreshes recipes from the catalog; the catalog's first load read a setting through
library.load(), which refreshed recipes again before the catalog was cached (~140 nested loads, blank window or a
crash at start-up)."""
from frameport.core import library
monkeypatch.delenv("FRAMEPORT_NO_CATALOG_UPDATE", raising=False) # remote_enabled() must read the setting
monkeypatch.setattr(library, "REFRESH_ON_UPDATE", True)
library.save({"games": {"com.x.mine": {"recipe": {"source": "user", "patches": {}}, "analysis": {"package": "x"}}},
"settings": {"catalog.auto_update": False}})
catalog._cache = None
loads = []
real = library.load
def counting():
loads.append(1)
assert len(loads) < 10, "library.load() recursed"
return real()
monkeypatch.setattr(library, "load", counting)
library.load()
assert catalog.remote_enabled() is False and len(loads) <= 2
+128
View File
@@ -0,0 +1,128 @@
"""Right-click menus in the Files and Screenshots tabs: what they offer, and that a right-click on one of several
selected items acts on the whole selection (as in a file manager)."""
from types import SimpleNamespace
from frameport.install.files import Entry
from frameport.ui import components as C
from frameport.ui.views.files import FilesView
from frameport.ui.views.screenshots import ALL, ScreenshotsView
class FakeApp(SimpleNamespace):
def __init__(self):
super().__init__(copied=[], page=SimpleNamespace(run_task=lambda fn, *a, **k: None))
def copy(self, text):
self.copied.append(text)
def labels(actions):
return [a[0] if a else "—" for a in actions]
def test_menu_targets_selection_or_single():
assert C.menu_targets("a", ["a", "b"]) == ["a", "b"]
assert C.menu_targets("c", ["a", "b"]) == ["c"] # outside the selection: only the clicked item
assert C.menu_targets("a", ["a"]) == ["a"]
def files_view():
v = FilesView(FakeApp())
v.loc = {"id": "videos", "label": "Videos", "path": "/home/x/Videos", "android": "/sdcard/Movies"}
v.path = "/home/x/Videos/trips"
v.entries = [Entry("clips", "/home/x/Videos/trips/clips", True, 0, 0),
Entry("a.mp4", "/home/x/Videos/trips/a.mp4", False, 10, 0),
Entry("b.mp4", "/home/x/Videos/trips/b.mp4", False, 20, 0)]
return v
def test_files_menu_single_entry_and_folder_space():
v = files_view()
folder = labels(v.menu_actions(v.entries[0]))
assert folder[:4] == ["Open", "Download to this PC…", "Rename…", "Copy path"]
assert "Select" in folder and folder[-1] == "Delete…"
actions = v.menu_actions(v.entries[1])
assert "Open" not in labels(actions)
dict((a[0], a[2]) for a in actions if a)["Copy path"](None)
assert v.app.copied == ["/sdcard/Movies/trips/a.mp4"] # as games see it
space = labels(v.menu_actions(None))
assert space[:3] == ["Upload files…", "Upload folder…", "New folder…"] and "Refresh" in space
def test_files_menu_on_a_selection_acts_on_all_of_it():
v = files_view()
v.selected = {v.entries[1].path, v.entries[2].path}
multi = labels(v.menu_actions(v.entries[2]))
assert "Download 2 items to this PC…" in multi and "Delete 2 items…" in multi
assert "Rename…" not in multi and "Clear selection" in multi
assert "Download to this PC…" in labels(v.menu_actions(v.entries[0])) # not in the selection: just that one
def test_files_menu_keeps_lepton_links_safe():
v = files_view()
v.loc = {"id": "app:x", "label": "Game", "path": "/base/external", "android": "/sdcard"}
v.path = "/base/external"
link = Entry("Movies", "/base/external/Movies", True, 0, 0, link=True)
v.entries = [link]
got = labels(v.menu_actions(link))
assert "Rename…" not in got and "Delete…" not in got and "Select" not in got
def screenshots_view():
v = ScreenshotsView(FakeApp())
v.shots = [{"path": f"/s/{i}.jpg", "package": "com.x" if i < 2 else "", "title": "X", "time": 1} for i in range(3)]
v._fill_dropdown()
return v
def test_screenshots_menu():
v = screenshots_view()
v.games = [{"package": "com.x", "title": "X", "count": 2}, {"package": "", "count": 1}]
v._fill_dropdown()
one = labels(v.menu_actions(v.shots[0]))
assert one[:3] == ["View", "Download…", "Show only this game's screenshots"] and one[-1] == "Delete…"
assert "Show only screenshots not from a FramePort game" in labels(v.menu_actions(v.shots[2]))
v.filter = "com.x"
assert not any("Show only" in x for x in labels(v.menu_actions(v.shots[0])))
v.filter = ALL
v.selected = {v.shots[0]["path"], v.shots[1]["path"]}
multi = labels(v.menu_actions(v.shots[1]))
assert "Download 2 screenshots…" in multi and "Delete 2 screenshots…" in multi and "View" not in multi
assert labels(v.menu_actions(None))[:2] == ["Download all (3)…", "Select all"]
def test_drag_select_paints_a_selection():
sel = set()
d = C.DragSelect(lambda k: k in sel, lambda k, on: (sel.add if on else sel.discard)(k),
can_select=lambda k: k != "locked")
d.hover("a", True) # just hovering: nothing happens
assert sel == set()
d.start() # press on "a" and drag
for k in ("b", "locked", "c"):
d.hover(k, True)
d.hover("b", True) # passing an item again doesn't flip it back
d.end()
assert sel == {"a", "b", "c"}
d.hover("d", True) # after the drag: hover only
assert "d" not in sel
def test_drag_select_from_a_selected_item_deselects():
sel = {"a", "b", "c"}
d = C.DragSelect(lambda k: k in sel, lambda k, on: (sel.add if on else sel.discard)(k))
d.hover("b", True)
d.start()
d.hover("c", True)
d.end()
assert sel == {"a"}
def test_drag_select_from_empty_space_selects_and_calls_on_start():
sel, started = set(), []
d = C.DragSelect(lambda k: k in sel, lambda k, on: (sel.add if on else sel.discard)(k),
on_start=lambda: started.append(1))
d.hover("a", True)
d.hover("a", False) # left the item: the drag starts on empty space
d.start()
d.hover("x", True)
assert sel == {"x"} and started == [1]
+14
View File
@@ -78,3 +78,17 @@ def test_bundles_contain_the_translations():
"""Both packaging paths ship locales/*.json (flet build packages src/; PyInstaller needs --add-data)."""
text = (ROOT / "scripts" / "package.py").read_text(encoding="utf-8")
assert "src/frameport/locales" in text and "frameport/locales" in text
def test_tr_n_calls_dont_pass_n_twice():
"""tr_n formats with n itself: tr_n(..., n, n=n) raises TypeError at runtime (0.9.2 pre-release check)."""
import ast
from pathlib import Path
bad = []
for path in (Path(__file__).parents[1] / "src/frameport").rglob("*.py"):
for node in ast.walk(ast.parse(path.read_text(encoding="utf-8"))):
if isinstance(node, ast.Call) and getattr(node.func, "id", None) == "tr_n" and \
any(k.arg == "n" for k in node.keywords):
bad.append(f"{path.name}:{node.lineno}")
assert not bad, bad
+12
View File
@@ -106,3 +106,15 @@ def test_linux_recipes_dont_follow_the_catalog(tmp_path, monkeypatch):
data["settings"]["recipes.app_version"] = "0.0.0" # as after an app update
library._follow_catalog(data)
assert data["games"][g["package"]]["recipe"]["as_is"] is True
def test_failed_pc_game_on_stable_suggests_experimental_proton():
from frameport.core import library
library.upsert_game("rift.x", kind="rift", recipe={"package": "rift.x", "patches": {}},
installs={"frame": {"result": {"proton": "proton_11-arm64"}}})
assert pipeline.proton_alternative_worth_trying("rift.x", "fail")
assert not pipeline.proton_alternative_worth_trying("rift.x", "pass")
recipe = pipeline.apply_suggestions("rift.x", [pipeline.PROTON_TOOL])
assert recipe.patches[pipeline.PROTON_TOOL] == {"tool": "proton-experimental"}
assert not pipeline.proton_alternative_worth_trying("rift.x", "fail") # already on Experimental
+247
View File
@@ -0,0 +1,247 @@
"""Live view: the fragmented-MP4 relay (box splitting, keyframe detection, late viewers), the player page, and the
Frame-side script (device lookup, stops when the SSH channel closes)."""
import io
import shutil
import struct
import subprocess
import time
import urllib.request
import pytest
from frameport.install import livestream as L
def box(kind: str, payload: bytes) -> bytes:
return struct.pack(">I4s", 8 + len(payload), kind.encode()) + payload
def full(kind: str, flags: int, payload: bytes) -> bytes:
return box(kind, struct.pack(">I", flags) + payload) # version 0
def init_segment(w=1280, h=720) -> bytes:
# avc1 sample entry: 6 reserved + 2 data ref + 16 pre_defined/reserved, then width/height; avcC: version,
# profile 0x42, compat 0xc0, level 0x1f
avcc = box("avcC", bytes([1, 0x42, 0xC0, 0x1F]) + b"\0" * 4)
avc1 = box("avc1", b"\0" * 24 + struct.pack(">HH", w, h) + b"\0" * 50 + avcc)
return box("ftyp", b"isom\0\0\0\0") + box("moov", box("trak", avc1))
def fragment(key: bool, how: str = "first", seq: int = 0) -> bytes:
flags = 0 if key else L.SAMPLE_NON_SYNC
if how == "first": # trun first_sample_flags (what ffmpeg writes)
trun = full("trun", 0x1 | 0x4, struct.pack(">IiI", 2, 0, flags))
tfhd = full("tfhd", 0, struct.pack(">I", 1))
elif how == "sample": # per-sample flags
trun = full("trun", 0x400, struct.pack(">II", 1, flags))
tfhd = full("tfhd", 0, struct.pack(">I", 1))
else: # tfhd default flags
trun = full("trun", 0, struct.pack(">I", 1))
tfhd = full("tfhd", 0x20, struct.pack(">II", 1, flags))
return box("moof", box("mfhd", struct.pack(">II", 0, seq)) + box("traf", tfhd + trun)) + \
box("mdat", bytes([seq % 256]) * 32)
@pytest.mark.parametrize("how", ["first", "sample", "default"])
def test_keyframe_detection(how):
assert L.fragment_is_keyframe(fragment(True, how))
assert not L.fragment_is_keyframe(fragment(False, how))
def test_keyframe_unknown_is_not_key():
assert not L.fragment_is_keyframe(box("moof", box("mfhd", b"\0" * 8)))
assert not L.fragment_is_keyframe(b"junk")
def test_codec_and_size():
init = init_segment(1920, 1080)
assert L.codec_string(init) == "avc1.42c01f"
assert L.video_size(init) == (1920, 1080)
assert L.codec_string(b"nothing") is None
def test_splitter_any_read_size():
stream = init_segment() + fragment(True, seq=1) + fragment(False, seq=2) + box("free", b"x")
for step in (1, 7, 64, len(stream)):
sp, out = L.Mp4Splitter(), []
for i in range(0, len(stream), step):
out += sp.feed(stream[i:i + step])
assert [k for k, _ in out] == ["init", "fragment", "fragment"]
assert out[0][1] == init_segment()
assert out[1][1] == fragment(True, seq=1)
def test_splitter_rejects_garbage():
with pytest.raises(ValueError):
L.Mp4Splitter().feed(struct.pack(">I4s", 3, b"bad!"))
def test_relay_late_viewer_starts_at_keyframe():
r = L.Relay()
r.feed(init_segment() + fragment(True, seq=1) + fragment(False, seq=2) + fragment(True, seq=3)
+ fragment(False, seq=4))
init, gop, q = r.subscribe()
assert init == init_segment()
assert gop == [fragment(True, seq=3), fragment(False, seq=4)]
r.feed(fragment(False, seq=5))
assert q.get_nowait() == fragment(False, seq=5)
st = r.status()
assert st["ready"] and st["codec"] == "avc1.42c01f" and st["width"] == 1280 and st["viewers"] == 1
r.finish("gone")
assert q.get_nowait() is None and r.status()["ended"] == "gone"
def test_relay_drops_slow_viewer(monkeypatch):
monkeypatch.setattr(L, "CLIENT_QUEUE", 2)
r = L.Relay()
r.feed(init_segment())
_, _, q = r.subscribe()
for i in range(3):
r.feed(fragment(True, seq=i))
assert r.status()["viewers"] == 0 # dropped; its page reconnects at a keyframe
class _Source:
"""A byte stream fed at the pace a test chooses."""
def __init__(self, data: bytes):
self.f = io.BytesIO(data)
def read(self, n):
time.sleep(0.01)
return self.f.read(min(n, 200))
def test_server_serves_page_status_and_stream():
data = init_segment() + b"".join(fragment(i % 3 == 0, seq=i) for i in range(6))
live = L.LiveStream(lambda: _Source(data)).start()
try:
page = urllib.request.urlopen(live.url, timeout=5).read()
assert b"MediaSource" in page and b"stream.mp4" in page
deadline = time.time() + 5
while live.relay.ended is None and time.time() < deadline:
time.sleep(0.05)
import json
st = json.loads(urllib.request.urlopen(live.url + "status", timeout=5).read())
assert st["ready"] and st["fragments"] == 6 and st["ended"]
with pytest.raises(urllib.error.HTTPError): # source over: no stream to join (503 isn't hung)
urllib.request.urlopen(live.url + "stream.mp4", timeout=5).read()
finally:
live.stop()
assert not live.running
def test_stream_endpoint_sends_init_then_gop():
gate = []
class Slow:
def __init__(self):
self.parts = [init_segment(), fragment(True, seq=1), fragment(False, seq=2)]
def read(self, n):
if self.parts:
return self.parts.pop(0)
while not gate:
time.sleep(0.02)
return b""
live = L.LiveStream(Slow).start()
try:
deadline = time.time() + 5
while live.relay.status()["fragments"] < 2 and time.time() < deadline:
time.sleep(0.02)
resp = urllib.request.urlopen(live.url + "stream.mp4", timeout=5)
assert resp.headers["Content-Type"] == "video/mp4"
gate.append(1)
body = resp.read()
assert body == init_segment() + fragment(True, seq=1) + fragment(False, seq=2)
finally:
live.stop()
def test_source_command_scales_down_only():
c720 = L.source_command("720p")
assert "scale=-2:'min(720,ih)'" in c720 and "fps=30" in c720 and '"SteamVR"' in c720
assert c720.index("fps=30") < c720.index("scale=") # drop frames before the expensive scale
for q, (h, _) in L.QUALITY.items():
assert ("scale=" in L.source_command(q)) == (h is not None)
assert L.source_command("bogus") == L.source_command(L.DEFAULT_QUALITY)
@pytest.mark.skipif(not shutil.which("bash"), reason="needs bash")
def test_source_command_without_device_exits_3(tmp_path):
script = L.source_command().replace("/sys/class/video4linux", str(tmp_path))
p = subprocess.run(["bash", "-c", script], capture_output=True, text=True, timeout=10, stdin=subprocess.DEVNULL)
assert p.returncode == 3 and "SteamVR" in p.stderr
@pytest.mark.skipif(not shutil.which("bash"), reason="needs bash")
def test_source_command_stops_when_stdin_closes(tmp_path):
"""The SSH channel closing = EOF on stdin: the encoder must stop (it would keep the Frame busy)."""
dev = tmp_path / "video99"
dev.mkdir()
(dev / "name").write_text("SteamVR\n")
bindir = tmp_path / "bin"
bindir.mkdir()
fake = bindir / "ffmpeg"
fake.write_text("#!/bin/sh\nexec sleep 30\n")
fake.chmod(0o755)
script = L.source_command().replace("/sys/class/video4linux", str(tmp_path))
p = subprocess.Popen(["bash", "-c", script], stdin=subprocess.PIPE, stdout=subprocess.PIPE,
env={"PATH": f"{bindir}:/usr/bin:/bin"})
time.sleep(0.5)
assert p.poll() is None # streaming
p.stdin.close()
assert p.wait(timeout=5) is not None
def trak(track_id: int, handler: bytes, entry: bytes) -> bytes:
tkhd = full("tkhd", 3, b"\0" * 8 + struct.pack(">I", track_id) + b"\0" * 68)
hdlr = full("hdlr", 0, b"\0" * 4 + handler + b"\0" * 13)
return box("trak", tkhd + box("mdia", hdlr + box("minf", box("stbl", box("stsd", entry)))))
def av_init() -> bytes:
avc1 = box("avc1", b"\0" * 24 + struct.pack(">HH", 1280, 720) + b"\0" * 50
+ box("avcC", bytes([1, 0x42, 0xC0, 0x1F]) + b"\0" * 4))
return box("ftyp", b"isom\0\0\0\0") + box("moov", trak(2, b"soun", box("mp4a", b"\0" * 28))
+ trak(1, b"vide", avc1))
def av_fragment(video_key: bool, seq: int) -> bytes:
"""Audio traf first (all sync samples), then the video traf."""
def traf(tid, flags):
return box("traf", full("tfhd", 0, struct.pack(">I", tid)) + full("trun", 0x4, struct.pack(">II", 1, flags)))
return box("moof", box("mfhd", struct.pack(">II", 0, seq)) + traf(2, 0)
+ traf(1, 0 if video_key else L.SAMPLE_NON_SYNC)) + box("mdat", b"x" * 8)
def test_audio_track_codecs_and_video_track():
init = av_init()
assert L.codec_string(init) == "avc1.42c01f, mp4a.40.2"
assert L.video_track_id(init) == 1
assert L.video_track_id(init_segment()) is None # (the minimal helper has no tkhd/hdlr)
def test_keyframe_looks_at_video_track_only():
assert not L.fragment_is_keyframe(av_fragment(False, 1), 1) # the audio traf's sync sample doesn't count
assert L.fragment_is_keyframe(av_fragment(True, 1), 1)
assert not L.fragment_is_keyframe(av_fragment(True, 1), 7) # no such track
def test_relay_with_audio():
r = L.Relay()
r.feed(av_init() + av_fragment(True, 1) + av_fragment(False, 2) + av_fragment(False, 3))
_, gop, _ = r.subscribe()
assert len(gop) == 3 # the non-key fragments with audio didn't restart the group
st = r.status()
assert st["audio"] and st["codec"].endswith("mp4a.40.2")
def test_source_command_captures_default_output():
cmd = L.source_command()
assert "pactl get-default-sink" in cmd and "$sink.monitor" in cmd and "-c:a aac" in cmd
assert "-ts mono2abs" in cmd and "-use_wallclock_as_timestamps" not in cmd # both on pulse's wall clock
assert "aresample=async=1" in cmd
+42
View File
@@ -0,0 +1,42 @@
"""Meta Platform SDK tracer (native/ovrtrace + patch frame.ovr_trace)."""
from __future__ import annotations
import re
from pathlib import Path
from frameport.analysis import elf
from frameport.core.models import Analysis
from frameport.patches import base
from frameport.patches.frame import ovr_trace
ROOT = Path(__file__).resolve().parents[1]
def _names():
return re.findall(r"^N\((ovr_\w+)\)$", (ROOT / "native/ovrtrace/names.inc").read_text(), re.M)
def test_artifact_exports_every_traced_name():
names = _names()
assert len(names) == len(set(names)) > 1000
lib = (ROOT / "artifacts/arm64-v8a" / ovr_trace.LIB).read_bytes()
exported = elf.dyn_symbols(lib, True)
assert set(names) <= exported
assert "ovr_PopMessage" in names and "ovr_Message_GetRequestID" in names
def _a(abis, libs):
return Analysis(package="x", version="1.0", label="X", abis=abis, engine="Unreal", xr="VrApi", graphics="GLES",
direct_vrapi=False, libs=libs, launcher_activity=None, has_info_category=True, meta_permissions=[],
uses_glad_gl=False, unity_msaa_levels=0, oculus_os_classes=False, is_overport_output=False,
debuggable=False, extra={})
def test_applies_only_to_arm64_games_with_the_platform_loader():
base.load_all()
p = base.REGISTRY["frame.ovr_trace"]
assert p.applies(_a(["arm64-v8a"], ["libUE4.so", "libovrplatformloader.so"]))
assert not p.applies(_a(["arm64-v8a"], ["libUE4.so"]))
assert not p.applies(_a(["armeabi-v7a"], ["libovrplatformloader.so"]))
assert p.detect(_a(["arm64-v8a"], ["libovrplatformloader.so"])) is None
assert p.experimental and not p.default_on
+26
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@@ -484,3 +484,29 @@ def test_stand_ins_count_only_when_the_loader_links_them(monkeypatch):
assert detect.missing_ovr_symbols(libs) == {"ovr_Room_GetNextRoomArrayPage"}
linked[b"loader"] = ["libovrstubs.so"]
assert detect.missing_ovr_symbols(libs) == set()
def test_start_activity_after_overport_conversion(tmp_path):
"""OVRPort gives every MAIN activity LAUNCHER + VR categories (WiiCompiled: LauncherActivity and QuestActivity),
so the VR activity must come from the original APK's analysis; only it may stay a launcher."""
from conftest import build_axml
from frameport.apk import axml
def activity(name):
out = [("start", "activity", [("name", "str", name)]), ("start", "intent-filter", []),
("start", "action", [("name", "str", axml.MAIN)]), ("end", "action")]
for c in (axml.LAUNCHER, axml.VR_CATEGORY):
out += [("start", "category", [("name", "str", c)]), ("end", "category")]
return out + [("end", "intent-filter"), ("end", "activity")]
manifest = build_axml([("start", "manifest", [("package", "str", "org.x.game")]),
*activity("org.x.game.launcher.LauncherActivity"), *activity("org.x.game.QuestActivity"),
("end", "manifest")])
assert axml.vr_activity(manifest) is None # can't be told apart any more
a = _analysis()
a.extra = {**(a.extra or {}), "vr_activity": "org.x.game.QuestActivity"}
patch = base.get("frame.start_activity")
with ApkWorkspace(_apk(tmp_path, manifest)) as ws:
ctx = base.ApkContext(ws, a, {}, Reporter(), {"frame.start_activity": {}})
assert patch.apply(ctx)
assert patch.validate(ctx) == [("Only the VR activity is a launcher", True, "org.x.game.QuestActivity")]
+22
View File
@@ -75,3 +75,25 @@ def test_rejected_controller_profile_is_information_only():
f = {x.id: x for x in triage(log, "RUNNING", "com.example.game").findings}
assert f["controller-profile-rejected"].severity == "info"
assert triage(log, "RUNNING", "com.example.game").verdict == "pass"
def test_swapchain_rect_invalid_is_recognised():
"""GitHub #39: SteamVR rejected PowerWash Simulator's frames (rect a few px past the swapchain)."""
from frameport.validate import triage
log = "10-05 08:13:02.100 1149 1312 I FrameBridge: xrEndFrame failed -25\n"
assert "swapchain-rect-invalid" in [f.id for f in triage.triage(log).findings]
def test_frames_stopped_and_unity_render_crash():
"""The Room VR passed its launch test although Unity's render thread had crashed in libgallium (GitHub #38)."""
from frameport.validate import triage
log = ("10-05 23:16:30.000 1 2 I FrameBridge: pacing: 59.0 fps\n"
"10-05 23:16:33.137 1 3 E CRASH : \t#01 pc 0000000000c3fe18 /vendor/lib64/libgallium_dri.so ()\n"
"10-05 23:16:59.000 1 4 I OvrAudio: ovrAudio_Enable\n")
r = triage.triage(log, "RUNNING")
assert [f.id for f in r.findings] == ["unity-render-crash"] and r.verdict == "fail"
alone = triage.triage(log.replace("libgallium_dri", "libother"), "RUNNING")
assert "frames-stopped" in [f.id for f in alone.findings]
assert triage.frames_stopped(["10-05 23:16:30.000 x FrameBridge: pacing: 72 fps", "10-05 23:16:40.000 y"]) is None
+33 -2
View File
@@ -143,7 +143,7 @@ def test_packaged_app_shows_artwork_by_file_path(tmp_path, monkeypatch):
thumbs.use_file_paths(False)
def test_unity_oculus_check_only_for_old_unity_with_the_check():
def test_unity_oculus_check_for_unity_with_the_check():
base.load_all()
p = base.get("frame.unity_oculus_check")
old = _analysis(libs=["libunity.so", "libOVRPlugin.so"],
@@ -151,7 +151,15 @@ def test_unity_oculus_check_only_for_old_unity_with_the_check():
assert p.applies(old) and p.detect(old).recommended
new = _analysis(libs=["libunity.so", "libOVRPlugin.so"],
extra={"unity_version": "2019.4.35f1", "unity_oculus_check": True})
assert not p.applies(new) and p.detect(new) is None # 2019+ runs without it: builds stay byte-identical
# 2019 too (BattleSisters, Unity 2019.4, stayed a 2D app without it)
assert p.applies(new) and p.detect(new).recommended
# the frame-wait shim: Unity's built-in VR loop (2017-2018, 2019 without the Oculus XR Plugin), not XR Plugin games
assert p.legacy_loop(old) and p.legacy_loop(new)
assert not p.legacy_loop(_analysis(libs=["libunity.so", "libOVRPlugin.so", "libOculusXRPlugin.so"],
extra={"unity_version": "2019.4.35f1"}))
assert not p.legacy_loop(_analysis(libs=["libunity.so"], extra={"unity_version": "2022.3.19f1"}))
none = _analysis(libs=["libunity.so", "libOVRPlugin.so"], extra={"unity_version": "2019.4.35f1"})
assert not p.applies(none) and p.detect(none) is None # no check in libunity.so: nothing to change
log = "10-04 15:08:01.000 1213 1235 I Unity : [NewtonVR] Critical Error: Oculus / SteamVR not setup properly"
assert "frame.unity_oculus_check" in {s for f in triage(log, "RUNNING", None).findings for s in f.suggest}
@@ -242,3 +250,26 @@ def test_scan_finds_games_in_download_manager_layouts(tmp_path, monkeypatch):
found = {g.apk.name: g for g in quest_dump.scan(root)}
assert set(found) == {"stray.app.apk", "com.a.game.apk", "com.b.game.apk"}
assert found["com.a.game.apk"].data_dir == root / "Manager/Game A v1/com.a.game"
def test_user_recipes_get_a_catalog_update_offer(tmp_path, monkeypatch):
"""GitHub #10: a recipe whose Game settings were saved once ("user") never followed a catalog fix again; now
the game is flagged, and taking the offer re-derives it keeping the user's own FrameBridge settings."""
from frameport import pipeline
from frameport.core import library
from frameport.recommend import catalog
monkeypatch.setattr(library, "_path", lambda: tmp_path / "library.json")
entry = catalog.CatalogEntry(package="com.x.vr4", title="VR4", adapter={"vk_shader_fix": "1:2:3:4"})
monkeypatch.setattr(catalog, "lookup", lambda pkg: entry if pkg == "com.x.vr4" else None)
an = {"package": "com.x.vr4", "engine": "Unreal", "libs": ["libUE4.so"], "abis": ["arm64-v8a"]}
recipe = {"package": "com.x.vr4", "patches": {"adapter.scale": {"value": 0.9}}, "source": "user",
"catalog_rev": "old"}
(tmp_path / "library.json").write_text(__import__("json").dumps(
{"games": {"com.x.vr4": {"package": "com.x.vr4", "analysis": an, "recipe": recipe}}, "settings": {}}))
assert library.game("com.x.vr4")["catalog_update"] == entry.rev()
pipeline.apply_catalog_update("com.x.vr4")
g = library.game("com.x.vr4")
assert "catalog_update" not in g and g["recipe"]["patches"]["adapter.scale"] == {"value": 0.9}
assert g["recipe"].get("source") != "user" and "adapter.vk_shader_fix" in g["recipe"]["patches"]
+43
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@@ -0,0 +1,43 @@
"""USB cable link check (frame/usb.py): finding this PC's address on the Frame's USB network."""
from types import SimpleNamespace
from frameport.frame import usb
def test_pc_usb_addresses_from_ipconfig(monkeypatch):
ipconfig = ("Ethernet adapter Ethernet 3:\n IPv4 Address. . . . . . . . . . . : 10.86.200.234\n"
"Wireless LAN adapter Wi-Fi:\n IPv4 Address. . . . . . . . . . . : 192.168.1.20\n")
monkeypatch.setattr(usb.subprocess, "run",
lambda cmd, **k: SimpleNamespace(stdout=ipconfig if cmd[0] == "ipconfig" else ""))
assert usb.pc_usb_addresses("10.86.200.233") == ["10.86.200.234"]
def test_pc_usb_addresses_ignores_broadcast(monkeypatch):
ip = "7: eth3 inet 10.86.200.234/29 brd 10.86.200.239 scope global eth3\n"
monkeypatch.setattr(usb.subprocess, "run", lambda cmd, **k: SimpleNamespace(stdout=ip if cmd[0] == "ip" else ""))
assert usb.pc_usb_addresses("10.86.200.233") == ["10.86.200.234"]
def test_check_reports_missing_usb_link():
frame = SimpleNamespace(agent=lambda cmd, **k: {"present": False})
out = usb.check(frame)
assert out["notes"] and "usb0" in out["notes"][0]
def test_discovered_frames_are_deduplicated_by_host_key():
from frameport.frame.discovery import Found, dedupe
found = [Found("frame", "192.168.1.30", source="devkit", addresses=["frame.local"]),
Found("192.168.1.30", "192.168.1.30", source="scan"),
Found("My Frame", "10.86.200.233", source="saved"),
Found("frame", "10.35.78.1", source="devkit"),
Found("other", "192.168.1.40", source="devkit")]
keys = {"192.168.1.30": "A", "10.86.200.233": "A", "10.35.78.1": "A", "192.168.1.40": "B"}
out = dedupe(found, key_of=lambda f: keys.get(f.host))
assert len(out) == 2
frame = next(f for f in out if f.host != "192.168.1.40")
assert frame.host == "10.86.200.233" and frame.via == "USB" # the fastest link wins
assert frame.source == "devkit" and frame.name == "frame" # the best-known source/name is kept
assert {"192.168.1.30", "10.35.78.1"} <= set(frame.addresses)
# an entry whose key can't be read isn't merged away
assert len(dedupe([Found("x", "1.2.3.4")], key_of=lambda f: None)) == 1