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38 Commits
Author SHA1 Message Date
spoopyghosty0 80ef9ca6a7 Site: release and contributor data refreshed (1.0.4) 2026-10-11 21:30:25 -04:00
spoopyghosty0 c744f8740b Site: the games board lists games in a random order on every visit (working games first, then with issues, then not running) 2026-10-11 21:30:13 -04:00
spoopyghosty0 859f921361 Monitor: games Steam runs that FramePort didn't install count (e.g. Job Simulator from Steam's store, named from its appmanifest; End game = Steam's Exit game), overlay apps are never the game being played, and the newest game comes first (agent v81) 2026-10-11 17:27:10 -04:00
spoopyghosty0 6acf9d048e App icon: all four corners rounded (only the top-left one was); source runs on Windows show FramePort's icon instead of Flet's (window.icon from an .ico made of it) 2026-10-11 14:40:32 -04:00
spoopyghosty0 cf18b30be9 Uninstall dialog: the delete-saves checkbox label wraps (it ran past the dialog; also the delete-files-on-this-PC, share-recipe and remove-FramePort checkboxes), games uninstalled from the Frame page show their name; Monitor: the agent's own workers aren't a running game (uninstalling showed the game as now playing while Steam restarted; agent v80) 2026-10-11 14:33:47 -04:00
spoopyghosty0 eec0218b1d FramePort 1.0.4 2026-10-11 14:13:56 -04:00
spoopyghosty0 526ba0a684 Launch tests: a game that ran until the session ended for lack of a worn headset (VrApi bridge tracking deadline) passes, even when it crashes afterwards (BlazeRush 'Failed to launch' on install, GitHub #57) 2026-10-11 14:12:04 -04:00
spoopyghosty0 23b6ff1b5e Dev: WSL source runs can share the Windows copy's data folder (FRAMEPORT_WINDOWS_DATA=1): paths saved by the other side are translated on load, Java and Cpp2IL keep one copy per OS, and such runs leave the link handler alone 2026-10-11 13:59:37 -04:00
spoopyghosty0 00c6863e54 FramePort 1.0.3 2026-10-11 13:31:33 -04:00
spoopyghosty0 4863035a05 catalog: Robo Recall gets sync_guard (vrclient xrSyncActions crash on the splash after the intro, GitHub #188) 2026-10-11 13:31:20 -04:00
spoopyghosty0 a30162ea63 Fixes from reports: update dialog links open again (#194), a relaunched update no longer inherits the old app's Flet/Python environment (black window, #195), report form says to attach the zip in a comment if the box won't take it (#196), Job Simulator and Vacation Simulator without Lepton's Android window (frozen hands, #193/#163) 2026-10-11 13:27:18 -04:00
spoopyghosty0 24eaa97fde GUI: one window per data folder (a second start brings it to the front, a windowless leftover is ended), the process ends with its window, and checked play sessions get one pop-up instead of one per game 2026-10-11 13:20:31 -04:00
spoopyghosty0 767b152423 Merge catalog recipe from #183 2026-10-11 12:29:42 -04:00
github-actions[bot] 10e7669f70 catalog: com.drawandcode.TaskmasterVR (from #183) 2026-10-11 16:29:18 +00:00
spoopyghosty0 76c4f2d225 FramePort 1.0.2 2026-10-11 12:28:58 -04:00
spoopyghosty0 3a851e911f frame.ovr_stable_user: games keep the same Meta user id between starts (OVRPort made up a new one each time, so saves filed under it were lost; GitHub #182) 2026-10-11 12:22:02 -04:00
spoopyghosty0 2912d637b5 FAQ: where a game's settings are and how to diagnose and fix games that don't start, hang, look wrong, stutter, pause, lose progress or need your files; site data refreshed for 1.0.1 2026-10-11 10:48:56 -04:00
spoopyghosty0 5c070ccf23 Merge catalog recipe from #181
# Conflicts:
#	docs/PATCHES.md
2026-10-11 10:11:56 -04:00
spoopyghosty0 b979067215 Merge catalog recipe from #176
# Conflicts:
#	docs/PATCHES.md
2026-10-11 10:11:41 -04:00
spoopyghosty0 4440b459e5 Merge catalog recipe from #175
# Conflicts:
#	docs/PATCHES.md
2026-10-11 10:11:31 -04:00
spoopyghosty0 09b8046337 Merge catalog recipe from #174 2026-10-11 10:11:21 -04:00
spoopyghosty0 0d67335775 catalog: A Fisherman's Tale works with issues (loading screen corruption) 2026-10-11 10:11:09 -04:00
github-actions[bot] 867b9977d5 catalog: com.SchellGames.DieScreaming (from #176) 2026-10-11 14:10:09 +00:00
github-actions[bot] 80092098e0 catalog: com.schellgames.ieytd3 (from #181) 2026-10-11 14:10:06 +00:00
github-actions[bot] feab03e049 catalog: com.innerspacevr.afishermanstale (from #175) 2026-10-11 14:10:06 +00:00
github-actions[bot] 9713da222a catalog: com.WhiteDoorGames.Cosmodread (from #174) 2026-10-11 14:10:05 +00:00
spoopyghosty0 82e617741e FramePort 1.0.1 2026-10-11 09:59:28 -04:00
spoopyghosty0 9de0707070 Diagnostics: a zip saved while a Quest game runs includes threads.txt (each thread's wait, syscall and CPU use, TCP sockets) to find what a hanging game waits for (agent v79, GitHub #157) 2026-10-11 09:58:09 -04:00
spoopyghosty0 1343930ae0 Triage: Android's WebView helper exit is no force-quit; new app-not-started signature for Lepton's "Target app did not start" (GitHub #179) 2026-10-11 09:44:54 -04:00
spoopyghosty0 5424e429e4 Site: the patch reference in the docs; recipe chips (How it works, games board) and patch ids in docs code spans link to their entry 2026-10-11 00:58:52 -04:00
spoopyghosty0 9149eaecd7 Patch reference: scripts/patch_docs.py generates docs/PATCHES.md (every patch and game setting, anchors per id) and the site's id map; --check test, catalog PRs regenerate it 2026-10-11 00:58:51 -04:00
spoopyghosty0 64278e9e2c README and site: recipes for 120+ games (the catalog has 126) 2026-10-11 00:54:41 -04:00
spoopyghosty0 1531acb575 Site: the Built on section only on the homepage, What's new shows only the contributors
Footer's credits defaulted to on, so privacy and 404 showed it. credits is now 'all' (homepage), 'contributors'
(What's new) or off (default).
2026-10-11 00:51:58 -04:00
spoopyghosty0 6796e006d9 Site compare: the open-source card stacks on phones
The title's grid-column 2 / -1 from the wide layout added an implicit second column in the one-column layout,
squeezing FramePort's text to one word per line beside the other tool's.
2026-10-11 00:51:56 -04:00
spoopyghosty0 45f05dd3c6 Site demo: the Library header no longer squeezes its title on narrow screens
The search and buttons sat in an auto column that took the width and left "Libr" and one word per line for the
title. Narrow (icon rail): title, full-width search, buttons and Add games each wrap below. Tablet widths: the title
keeps its own width.
2026-10-11 00:51:54 -04:00
spoopyghosty0 5a2cd45fb8 Site: the hero scene stays sharp while it's in view on phones; no click ripples on touch
Stacked (<= 900 px) the scene sits below the hero text, so --sp measured from the page's scroll had it blurred and
enlarged by the time it reached the middle of the screen. There it now follows its own position (0 until its middle
passes 40 % of the screen height). Wide layouts keep the old mapping. The empty-space click rings and the install
badge's press ripple skip touch pointers.
2026-10-11 00:51:52 -04:00
spoopyghosty0 757671b389 Merge pull request #172 from spoopyghosty0/showcase/update
Update docs screenshots and videos
2026-10-10 23:52:39 -04:00
spoopyghosty0 8a2029c079 Docs: update screenshots and videos 2026-10-11 03:38:33 +00:00
80 changed files with 5365 additions and 174 deletions

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+1 -1
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@@ -38,6 +38,6 @@ body:
id: logs
attributes:
label: Diagnostics
description: Drag the FramePort-diag-*.zip here (max 25 MB)
description: "Drag the FramePort-diag-*.zip here (max 25 MB). If the box won't take it, submit the report and attach the zip in a comment."
validations:
required: true
+2 -1
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@@ -40,7 +40,8 @@ jobs:
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
git checkout -b "$branch"
git add "catalog/games/$PKG.yaml"
uv run python scripts/patch_docs.py # docs/PATCHES.md lists the catalog games per patch
git add "catalog/games/$PKG.yaml" docs/PATCHES.md site/src/data/patches.json
git commit -m "catalog: $PKG (from #$ISSUE)"
git push --force origin "$branch"
if ! gh pr view "$branch" >/dev/null 2>&1; then
+31 -3
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@@ -69,6 +69,10 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
Live Frame data comes from one app-owned `app.monitor_hub` (`frame/monitor_hub.py`): subscribers name modules +
interval, the hub runs one agent `_monitor` stream (union of modules, fastest interval; per-module collection
needs agent v73), reconnects after a lost stream and stops it when nobody subscribes; `_poll` retries an "error".
Games in a sample (agent v81): FramePort's own (launch.sh / container / Proton folder), any other game Steam's
reaper runs (`steam:<appid>`, title from the appmanifest, e.g. Job Simulator from Steam's store; not SteamVR, not
devkit entries; End game = Steam's Exit game), overlay apps flagged `overlay` and listed last; newest first. The
UI takes `frame/monitor.main_game(sample)` (never an overlay app alone). The agent's own workers never count.
Subscribers: "monitor" (the Monitor tab, everything, only while shown) and "card" = the sidebar's live Frame card
(`ui/frame_card.py` helpers: battery ring, "now playing" row with fps + 2-min sparkline → click opens Monitor;
games + battery every 5 s, paused while a job's stage is "Upload…", only while connected and setting
@@ -323,8 +327,17 @@ Games tests: `pytest -m games` (FRAMEPORT_GAMES=<downloads dir>); on-device chec
native layer test: `FRAMEPORT_NATIVE_TESTS=1 pytest -m native` (compiles with the NDK, ~2 min on NTFS).
Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattributes`).
- `FRAMEPORT_HOME=<dir>` isolates all app data (tests use it); `FRAMEPORT_JAVA/_OVERPORT_JAR/_APKSIGNER_JAR` override
managed tools. Real app data (WSL): `~/.local/share/frameport` (tools, overport workspace + game keystores, library,
artwork, frames.json, the app's SSH key which the dev Frame authorizes).
managed tools. **The owner's real app data is the Windows copy's: `%LOCALAPPDATA%\FramePort`** (= `/mnt/c/Users/
<user>/AppData/Local/FramePort`; tools, overport workspace + game keystores, library, artwork, frames.json, the app's
SSH key which the dev Frame authorizes; moved from WSL's `~/.local/share/frameport` on 2026-10-11, which is now only
a stale backup). The desktop shortcut "FramePort (dev)" runs the source checkout natively on Windows
(`%LOCALAPPDATA%\FramePort-dev\launch-frameport-dev.vbs`: venv `FramePort-dev\venv` via `UV_PROJECT_ENVIRONMENT`,
`uv sync --frozen`, log `FramePort\logs\dev-gui.log`). **WSL runs on that data need `FRAMEPORT_WINDOWS_DATA=1`**
(set in `.claude/settings.local.json`; `paths.shares_windows_data`): the data folder becomes the Windows one, saved
paths from the other side are translated on load (`paths.localize`: /mnt/d/X <-> D:\X in library.json, tools.json,
PC deployment records), Java/Cpp2IL keep one copy per OS (tools.json `java-<os>-<arch>`), and the link handler isn't
registered (it would point the Windows copy's links at WSL). Don't run a WSL GUI and the Windows GUI at once
(the gui.lock flock/msvcrt locks don't see each other; only the gui.alive heartbeat does).
- Device checks: `frameport test <pkg>` / `frameport parity-device --results <parity.json> --baseline <launch.txt>
[--test-only]`; the pre-FramePort baseline is `PATCHED/_known-good-2026-09-28/_frame-state/baseline-launch.txt`.
- Docs screenshots + videos (docs/SHOWCASE.md): never by hand. `uv run python scripts/showcase/render_docs.py`
@@ -352,6 +365,11 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
`T.px(n)`, Material defaults through the theme's text_theme; never hardcode a bare pixel number in ui/.
`scripts/ui_smoke.py --scale 1.5 --viewport 2560x1440` renders it. Flet draws a grey box for invalid layouts (e.g.
an `expand` child in a `wrap=True` Row).
- One GUI per data folder (`core/instance.py`, 2026-10-11): `<data>/gui.lock` (flock/msvcrt, pid inside); a second
start asks the open window to come to the front (`gui.focus`, read by `_watch_links`) and exits; a lock held with no
window (no `gui.alive`) and older than 30 s is a leftover FramePort process and is ended. `main()` ends the process
(`os._exit`) once `ft.run` returns: background threads (re-analysis, session triage) used to keep a windowless
process running. Session triage shows one pop-up for all games of a burst (`_announce_sessions`).
- Stopping the GUI: `pkill -f` patterns match your own shell — use `pgrep -f "[b]in/frameport-gui|[f]let-desktop-light"`.
## Round-2 polish (2026-10-02)
@@ -790,6 +808,13 @@ index lines; no index (fp_spirv) = the old newest-by-mtime 4 MB. One JSON line (
is read whole by `Frame.agent` (fine at that size); `_Writer.fit` drops the least recently used modules last, after
cutting logs, to stay under the 24 MB zip limit.
**Unreal OBB check (GitHub #159, 2026-10-10):** Epic's DownloaderActivity checks OBB name+size (OBBData), then with `bVerifyOBBOnStartUp=true` CRCs the whole OBB; its screens are invisible in Lepton (stuck at `Displayed …/.DownloaderActivity`, triage `unreal-obb-check-stuck`) → `frame.unreal_skip_obb_check` (analysis `unreal_verify_obb`, ANALYSIS_VERSION 11) flips the manifest boolean (`axml.set_meta_data_bool`); skips only the CRC pass. Host-tested only.
**Meta user id (GitHub #182, 2026-10-11):** OVRPort's platform loader (runtimes 3.4.3-23204ea and -aa54c3f) answers
`ovr_GetLoggedInUserID` (and two other callers) without a Meta account with a made-up id from a helper (`stp; mov x29,
sp; bl random; …; mov/movk x9 = 0x53444835ec580000 (6e18); add x0, x8, x9; ldp; ret`), kept only in memory → a new id
every start; Walkabout Mini Golf files saves under `Profiles/Oculus/<id>/` and lost all progress. `frame.ovr_stable_user`
(default_on, detect = the game has libovrplatformloader.so) rewrites the helper to `mov x0, <6e18 + 32 bits of
sha256(package, keystore)>; ret`: stable per game and per user (keystores are personal), so online games never see two
FramePort users as one. Found in every PATCHED build checked. Host-tested only; upstream candidate.
**Vivox API 31 (GitHub #101, 2026-10-09):** newer Vivox builds (Green Hell VR) call Android 12 AudioManager
communication-device methods from `com.vivox.sdk.AudioChangeListener` with no SDK check → NoSuchMethodError on Lepton's
Android 11. `frame.vivox_audio_route` (analysis `vivox_api31`, ANALYSIS_VERSION 4) makes every such method return at
@@ -820,7 +845,8 @@ on the dev Frame) in `files/framebridge-vrapi-fov.txt` and answers with it at th
r_3dwidth/height, r_width/height from the runtime eye size (FrameBridge logs `runtime recommended eye size`) × scale,
written at finalize, set_settings and by launch.sh before Lepton starts (`_config_sync`). Headless runs at scale 1.7
end in `zink: DEVICE LOST` right after the bridge's 30 s no-tracking deadline tears the session down (gpu fault at the
teardown; not at scale 1.0): a headless-only artifact, the headset never hits that deadline.
teardown; not at scale 1.0): a headless-only artifact, the headset never hits that deadline. Launch tests count an exit/crash after
such a line as a pass (triage.yaml `headless_end`, finding `headless-end`; GitHub #57 "Failed to launch" on install).
**Session triage (agent v70, 2026-10-09):** launch tests never reach FOCUSED, so real play sessions are triaged
too. list_installed gives each game `last_play` {start, end, test} from `<anchor>/plays.log` (launch tests write a
`test <unix>` line first → test sessions are only marked); `session_log` returns the newest session's launch.log
@@ -967,5 +993,7 @@ the unresolved eye distortion, and testing the release bundles on real Windows/m
fallback (`core/cache.py`). Don't hardcode what can be discovered (e.g. Lepton path via appmanifests).
- Keep APK edits minimal and byte-stable (parity depends on it). Every new fix: a patch module + a triage signature +
a PLAYBOOK row + a unit test.
- New or changed patch, game setting, catalog recipe or triage signature → run `python scripts/patch_docs.py`
(regenerates docs/PATCHES.md + site/src/data/patches.json, the site's id → anchor map; a test runs `--check`).
- Known-good backups of every working APK and the signing keys: `PATCHED/_known-good-2026-09-28/` (don't delete).
- Your development Frame: `frameport frame info` (remembered in `<user data>/frames.json`); SSH as `steamos@<frame>`.
+3 -3
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@@ -28,7 +28,7 @@ Frame, patches each game so it runs there, uploads it and adds it to your Steam
- **Easy setup:** one line in the Frame's terminal. No root, no password. [What it changes](docs/FRAME_SETUP.md).
- **One click per game:** patch, upload, add to Steam with artwork and test that it starts.
- **Recipes:** tested patches and settings for 90+ games; other games get suggested patches, each explained in
- **Recipes:** tested patches and settings for 120+ games; other games get suggested patches, each explained in
plain words.
- **Game settings:** sharpness, refresh rate, controllers, 360° video and mixed reality as simple switches.
- **More than Quest games:** Android apps in a window, Linux apps, PC VR games and Windows programs.
@@ -76,7 +76,7 @@ suggests patches. See the [list of tested games](docs/GAMES.md). Got a game work
FrameDrop and Valve's own tools install an app as it is. FramePort differs in four ways:
- **Free and open source** (GPL-3.0). FrameDrop is free (donationware) without published source.
- **Quest games that don't run on the Frame as they are** get converted and patched, with a tested recipe for 90+
- **Quest games that don't run on the Frame as they are** get converted and patched, with a tested recipe for 120+
games. The others install the game unchanged.
- **Windows, macOS and Linux.** FrameDrop is for Windows.
- **Wi-Fi or a USB cable**, and no **Pair new host** step.
@@ -91,7 +91,7 @@ FrameDrop and Valve's own tools install an app as it is. FramePort differs in fo
| First connection | One line in the Frame's terminal; it turns on Developer Mode itself. No password | Turn on Developer Mode, then **Pair new host** | Turn on Developer Mode and pair, or use Android's debug tool (adb) |
| Wireless or cable | Wi-Fi, the Frame's hotspot or a USB cable | Same Wi-Fi network | Wi-Fi, or adb |
| Quest games that don't run as they are | Converted and patched for the Frame | Installed as they are | Installed as they are |
| Knows which patches a game needs | Tested recipes for 90+ games, updated without an app update | Not stated | No |
| Knows which patches a game needs | Tested recipes for 120+ games, updated without an app update | Not stated | No |
| In the Steam library | Yes, with artwork and tags | As a "Devkit Game" shortcut | As "Devkit Game: &lt;title&gt;"; not with adb |
| Android apps, Linux apps, Windows programs | All three; Proton (runs Windows programs) is installed for you | All three; install Proton first | Yes; 2D Android apps need an extra file |
| PC VR games | On your PC; some also on the Frame | Not supported | Not supported |
+149 -5
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@@ -44,7 +44,7 @@ try:
except ImportError: # Windows: pc_revive loads this file for its VDF code only (GitHub #131)
fcntl = None
AGENT_VERSION = 78
AGENT_VERSION = 81
HOME = os.path.expanduser("~")
STEAM = os.path.join(HOME, ".local/share/Steam")
ANCHORS = os.path.join(HOME, "Applications/quest-frame")
@@ -5936,6 +5936,96 @@ def shader_dumps(files_dir, max_bytes=SHADER_DUMP_BYTES, session_bytes=SHADER_SE
return out
# arm64 syscall numbers seen in stuck threads (/proc/<tid>/syscall gives the number)
ARM64_SYSCALLS = {22: "epoll_pwait", 29: "ioctl", 56: "openat", 63: "read", 64: "write", 73: "ppoll",
98: "futex", 101: "nanosleep", 115: "clock_nanosleep", 203: "connect", 206: "sendto",
207: "recvfrom", 212: "recvmsg", 260: "wait4"}
TCP_STATES = {"01": "ESTABLISHED", "02": "SYN_SENT", "03": "SYN_RECV", "04": "FIN_WAIT1", "05": "FIN_WAIT2",
"06": "TIME_WAIT", "07": "CLOSE", "08": "CLOSE_WAIT", "09": "LAST_ACK", "0A": "LISTEN", "0B": "CLOSING"}
def _remote_kind(hexaddr):
"""/proc/net/tcp(6) remote address → loopback / local / internet (never the address itself: it would need
redacting, and what matters is whether the game waits on the internet)."""
import ipaddress
try:
raw = bytes.fromhex(hexaddr)
if len(raw) == 4:
ip = ipaddress.IPv4Address(raw[::-1])
else: # four little-endian 32-bit words
ip = ipaddress.IPv6Address(b"".join(raw[i:i + 4][::-1] for i in range(0, 16, 4)))
ip = ip.ipv4_mapped or ip
except ValueError:
return "?"
if ip.is_unspecified:
return "none"
if ip.is_loopback:
return "loopback"
return "local" if ip.is_private or ip.is_link_local else "internet"
def game_threads(pkg, proc=None, samples=3, gap=1.0, sleep=time.sleep):
"""What a running (e.g. stuck) Android game's threads are doing (GitHub #157): for every process of `pkg` (its
main process and `pkg:<name>` ones), each thread's state, CPU time used over the sampled seconds, kernel wait
channel and current syscall, plus its TCP sockets. Readable as steamos: the container's user namespace belongs to
steamos. None when the game isn't running."""
proc = proc or PROC
pids = []
for d in os.listdir(proc):
if not d.isdigit():
continue
cmd = (_rd(os.path.join(proc, d, "cmdline")) or "").split("\0")[0]
if cmd == pkg or cmd.startswith(pkg + ":"):
pids.append((int(d), cmd))
if not pids:
return None
def cpu(pid):
out = {}
for t in os.listdir(os.path.join(proc, str(pid), "task")) if os.path.isdir(os.path.join(proc, str(pid),
"task")) else []:
st = _rd(os.path.join(proc, str(pid), "task", t, "stat")) or ""
f = st[st.rfind(")") + 2:].split()
if len(f) > 12:
out[t] = (f[0], int(f[11]) + int(f[12]))
return out
first = {pid: cpu(pid) for pid, _ in sorted(pids)}
for _ in range(max(0, samples - 1)):
sleep(gap)
span = max(0, samples - 1) * gap
lines = [f"# threads of the running game {pkg}; cpu_ms = CPU time used in {span:g} s, wchan = kernel wait, "
"syscall = what the thread is blocked in"]
for pid, cmd in sorted(pids):
last = cpu(pid)
lines.append(f"\n## process {cmd} (pid {pid}, {len(last)} threads)")
lines.append(f"{'tid':>7} st {'cpu_ms':>7} {'comm':<16} {'wchan':<24} syscall")
rows = []
for tid, (state, ticks) in last.items():
used = (ticks - first.get(pid, {}).get(tid, (state, ticks))[1]) * 1000 // CLK_TCK
tdir = os.path.join(proc, str(pid), "task", tid)
comm = (_rd(os.path.join(tdir, "comm")) or "?").strip()
wchan = (_rd(os.path.join(tdir, "wchan")) or "?").strip() or "-"
sc = (_rd(os.path.join(tdir, "syscall")) or "?").split()
call = sc[0] if sc else "?"
if call.isdigit():
call = ARM64_SYSCALLS.get(int(call), "syscall " + call)
rows.append((-used, int(tid), f"{tid:>7} {state:>2} {used:>7} {comm:<16} {wchan:<24} {call}"))
lines += [r[2] for r in sorted(rows)]
socks = []
for name in ("tcp", "tcp6"):
for ln in (_rd(os.path.join(proc, str(pid), "net", name)) or "").splitlines()[1:]:
f = ln.split()
if len(f) > 3 and ":" in f[2]:
addr, port = f[2].rsplit(":", 1)
socks.append(f"{name:<4} {TCP_STATES.get(f[3], f[3]):<12} remote={_remote_kind(addr)}"
f":{int(port, 16)}")
if socks:
lines.append("# TCP sockets (remote = loopback / local network / internet, and port)")
lines += sorted(set(socks))
return "\n".join(lines) + "\n"
def cmd_collect_diag(args):
"""Everything useful for debugging without the game or the PC app: host runtime facts and, with a package, the
game's launcher, settings, deployment, logs (launch, Lepton logcat, Proton/Revive/Unreal) and its file listing.
@@ -6016,6 +6106,13 @@ def cmd_collect_diag(args):
for p in sorted(cands, key=lambda p: next((i for i, k in enumerate(order) if k in os.path.basename(p)), 9)):
name = os.path.basename(p)
files[name if name.startswith("logcat") else "logcat-" + name] = _tail(p, max_bytes)
if dep.get("kind", "quest") == "quest":
try:
threads = game_threads(pkg, samples=int(args.get("thread_samples", 3)))
except OSError:
threads = None
if threads:
files["threads.txt"] = threads
shaders = shader_dumps(data_files_dir(base, pkg), int(args.get("shader_bytes", SHADER_DUMP_BYTES)),
int(args.get("shader_session_bytes", SHADER_SESSION_BYTES)))
if shaders:
@@ -6507,6 +6604,10 @@ MON_CRITICAL = ("steam", "steamwebhelper", "reaper", "vrserver", "vrcompositor",
# processes whose command line can name a game (only these are read: cmdlines of ~500 processes cost too much)
MON_ROOT_COMMS = ("conmon", "launch.sh", "reaper", "bash", "sh")
MON_ROOT_PREFIXES = ("python", "proton", "pv-", "wine", "steam-runtime")
AGENT_FILES = {os.path.abspath(__file__), os.path.realpath(__file__)}
STEAM_GAME = "steam:" # monitor: a game Steam started that FramePort didn't install ("steam:<appid>", e.g. a Lepton
# game from Steam's store); its title comes from the appmanifest
REAPER_APPID = re.compile(r"\bAppId=(\d+)")
MON_GROUPS = ( # (group, comm prefixes), first match wins; games are found by their process tree
("steamvr", ("vr", "XRService", "V4L2Cam", "eyetracking", "proxmicmute", "systemlayer")),
("steam", ("steam", "reaper", "fossilize")),
@@ -6838,6 +6939,7 @@ class Monitor:
self.logs = {} # launch.log path -> [offset, fps, avg ms, time of the line]
self.deps = []
self.deps_at = -1e9
self.steam_titles = {}
self.tick = 0
self.last = None # time of the previous sample
self.disk_at = -1e9
@@ -6938,10 +7040,16 @@ class Monitor:
m = re.search(r"lepton-steamlaunch-(\d+)", cmd)
if m and m.group(1) in by_appid:
root = (by_appid[m.group(1)]["package"], "container")
else:
elif not any(a in cmd for a in AGENT_FILES):
# the agent's own workers name a game's launch.sh too (uninstall's shortcut removal while Steam
# restarts): they aren't the game (helpers launch.sh starts still count, as its children)
pkg = next((k for path, k in anchors if path in cmd), None) or \
next((k for base, k in bases if base in cmd), None)
root = (pkg, "launcher") if pkg else None
m = REAPER_APPID.search(cmd) if comm == "reaper" and not pkg else None
# any other game Steam runs (its reaper); not SteamVR itself, not a devkit entry of ours
if m and m.group(1) not in by_appid and m.group(1) != STEAMVR_APPID and "/devkit-game/" not in cmd:
root = (STEAM_GAME + m.group(1), "steam")
self.root_cache[key] = root
if self.root_cache[key]:
roots[pid] = self.root_cache[key]
@@ -7019,7 +7127,7 @@ class Monitor:
deps = {d["package"]: d for d in self.deployments(now)}
out = []
for pkg in sorted({v[0] for v in self.roots.values()}):
d = deps.get(pkg) or {}
d = deps.get(pkg) or (self.steam_game(pkg[len(STEAM_GAME):]) if pkg.startswith(STEAM_GAME) else {})
pids = [p["pid"] for p in self.procs if p["game"] == pkg]
cpu = sum(p["cpu"] for p in self.procs if p["game"] == pkg)
rss = sum(p["rss"] for p in self.procs if p["game"] == pkg)
@@ -7039,10 +7147,25 @@ class Monitor:
"appid": d.get("appid"), "elapsed": max(ages) if ages else None,
"cpu": round(max(cpu, 0.0), 1), "mem": mem if mem is not None else rss,
"gpu": round(sum(self.gpu_pct.get(p, 0.0) for p in pids), 1),
"fps": fps, "frame_ms": ms, "processes": len(pids)})
"fps": fps, "frame_ms": ms, "processes": len(pids), "overlay": is_overlay(d)})
# the game in front first: overlay apps (they run next to games) last, then the most recently started
out.sort(key=lambda g: (g["overlay"], g["elapsed"] is None, g["elapsed"] or 0))
self.games = out
return out
def steam_game(self, appid):
"""{title, kind, appid} of a Steam game FramePort didn't install (cached: appmanifest/shortcuts reads)."""
if appid not in self.steam_titles:
app = find_app_id(appid)
name = (app or {}).get("name")
if not name:
for user in steam_users():
name = shortcut_names(user).get(appid)
if name:
break
self.steam_titles[appid] = name or f"App {appid}"
return {"title": self.steam_titles[appid], "kind": "steam", "appid": appid}
def filtered(self, now=None):
procs = self.procs
span = (now - self.scan_prev) if now is not None and self.scan_prev is not None else 0.0
@@ -7188,8 +7311,29 @@ class Monitor:
return {"ended": False, "pid": pid, "name": comm}
def steam_app_running(appid):
"""A Steam reaper runs this app id (a Steam game FramePort didn't install)."""
for name in os.listdir(PROC):
if name.isdigit() and _rd(f"{PROC}/{name}/comm").strip() == "reaper" and \
re.search(rf"\bAppId={appid}\b", _rd(f"{PROC}/{name}/cmdline").replace("\0", " ")):
return True
return False
def monitor_end_game(pkg, wait=6.0):
"""Steam's Exit game for a FramePort game (so Steam's session ends cleanly), then cmd_stop if it still runs."""
"""Steam's Exit game for a FramePort game (so Steam's session ends cleanly), then cmd_stop if it still runs.
A Steam game FramePort didn't install ("steam:<appid>"): Steam's Exit game only."""
if str(pkg).startswith(STEAM_GAME):
appid = str(pkg)[len(STEAM_GAME):]
if not appid.isdigit():
raise AgentError(f"bad Steam app id {appid!r}")
if not steam_app_running(appid):
return {"ended": True, "via": None, "package": pkg, "note": "not running"}
steam_js(f"SteamClient.Apps.TerminateApp('{appid}', false)")
end = time.monotonic() + wait
while time.monotonic() < end and steam_app_running(appid):
time.sleep(0.5)
return {"ended": not steam_app_running(appid), "via": "steam", "package": pkg}
pkg = check_pkg(pkg)
dep = deployment(pkg)
if not dep:
@@ -0,0 +1,19 @@
package: com.SchellGames.DieScreaming
title: SilentSlayer
status: works
tested_version: 1.1.2+323863s
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 5cb085909f9a54488543102242f19c5b2f176a1439659a29a9cca04362601f68
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 176
source_hint: Silent Slayer - Vault of the Vampire
@@ -0,0 +1,25 @@
package: com.WhiteDoorGames.Cosmodread
title: Cosmodread
status: works
notes: First run wouldn't allow you to interact with the "New Game" button. Restarting it fixed it.
tested_version: 1.0.0.28
engine: Unity
xr: VrApi
frame:
- frame.unity_oculus_check
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 44911a4607d0de2770705eefb6339a4c7353cb5dfb49f389d6731edbb9cbea92
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 174
source_hint: Cosmodread
@@ -5,6 +5,8 @@ notes: Needed the LAUNCHER category fix.
details: Source APK is a community 'patch+savefix+90Hz' build. Shares Vader Immortal's Unreal 4 Oculus input (GitHub
49) - thumbs follow the touches (frame.unreal_thumb_touch) and controller poses are located at the right time
(pose_time_fix); added 2026-10-09 from Vader's headset results, not yet checked in this game.
sync_guard added 2026-10-11 for a vrclient xrSyncActions crash on the loading splash after the intro (GitHub
#188; the same runtime race as Myst).
tested_version: '1.0'
engine: Unreal
xr: VrApi
@@ -14,10 +16,11 @@ frame:
- frame.unreal_thumb_touch
adapter:
pose_time_fix: 1
sync_guard: 1
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 4ce6e3563da131e288645f4b62a634ac98043e55bc42b7c0ad5f461207d5f53c
updated: '2026-10-09'
updated: '2026-10-11'
source_hint: Robo Recall- Unplugged
@@ -0,0 +1,24 @@
package: com.drawandcode.TaskmasterVR
title: Taskmaster
status: works
notes: Launched and played a few tasks. Seems to work pretty much flawlessly other than some occasionally finicky
grip detection - very possible that this is just the game itself though
tested_version: 1.0.17557.29562
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: e3b3c49d77284afb76e9f960828cbfaa4250d66c11b7fd9e4053d489aca662ae
app: 1.0.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 78
issue: 183
source_hint: Taskmaster VR
@@ -0,0 +1,20 @@
package: com.innerspacevr.afishermanstale
title: Fisherman
status: issues
notes: Loading screens have corruption, but everything works otherwise.
tested_version: '1.087'
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: c645ca6321845bd460b4ff1b8ac871e941adb26d280cccba0285e79e4a96a231
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 175
source_hint: A Fisherman's Tale
@@ -1,13 +1,12 @@
package: com.owlchemylabs.jobsimulator
title: Job Simulator
status: works
notes: 'Without Lepton''s Android window: with it, the hands froze after a few seconds (GitHub #193).'
tested_version: 1.4.0.6515
engine: Unity
xr: OpenXR
frame:
frame_remove:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-03'
known_good_sha256: 64638d7f93bb93cc61f422a43a08bb0d35b9bb4b463e90a42da7002147f03d1b
@@ -16,4 +15,5 @@ verified:
frame_build: '20260930.6234839'
agent: 33
issue: 11
updated: '2026-10-11'
source_hint: Job Simulator
@@ -1,14 +1,13 @@
package: com.owlchemylabs.vacationsimulator
title: Vacation Simulator
status: issues
notes: Controllers aren't tracked (reported; not yet diagnosed).
status: works
notes: 'Without Lepton''s Android window: with it (or after clicking it), the hands stayed on the floor (GitHub
#163).'
tested_version: 1.3.0.40142
engine: Unity
xr: OpenXR
frame:
frame_remove:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
refresh_rate: 90.0
@@ -20,4 +19,5 @@ verified:
frame_build: '20261007.6125817'
agent: 59
issue: 163
updated: '2026-10-11'
source_hint: com.owlchemylabs.vacationsimulator
+24
View File
@@ -0,0 +1,24 @@
package: com.schellgames.ieytd3
title: IEYTD3
status: works
tested_version: 1.0.1.211419 (ReleaseCandidate_1.0.0_QuestStore)
engine: Unity
xr: VrApi
frame:
- frame.unity_no_msaa
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 06f901ae22f7c07a79e11fc1af6b3941a51bbc99624336d6a0939f9593f3bfa0
app: 0.12.1.dev263
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 78
issue: 181
source_hint: 2026-10-08T23-57-41.310Z_211419
+16 -2
View File
@@ -74,7 +74,8 @@ signatures:
diagnosis: Android's debug checks stopped the game. CheckJNI is on because the converted app is debuggable, and it aborts on sloppy JNI use.
suggest: [frame.nodebug]
- id: force-quit
pattern: 'System\.exit|ForceQuit|FAndroidMisc::RequestExit'
# not Android's own WebView helper, which calls System.exit at every container boot (GitHub #179)
pattern: '(?m)^(?!.*WebViewLoader).*System\.exit|ForceQuit|FAndroidMisc::RequestExit'
severity: error
diagnosis: The game quit itself right after starting. Usually Unreal's ForceQuit after a failed Quest platform check; the alternate build leaves it out.
suggest: [patch_remove_unreal_force_quit]
@@ -340,6 +341,12 @@ signatures:
severity: fatal
diagnosis: 'Games can''t start until the Frame restarts: it ran out of kernel keys. Rootless podman leaks one session keyring per container start; the FramePort agent sets keyring=false in ~/.config/containers/containers.conf, and a reboot frees the leaked keys.'
suggest: []
- id: app-not-started
pattern: 'Target app \(.*\) did not start'
severity: error
diagnosis: Lepton didn't start the game this time, which happens now and then on the first start after an install. Start it again; if it never starts, attach diagnostics.
suggest: []
supersedes: [force-quit]
- id: container-not-started
pattern: "is not a running context|OCI runtime error"
unless: 'Boot complete!' # Lepton 3.x prints the error while its container is still starting, then boots fine
@@ -474,6 +481,13 @@ signatures:
the video was decoded in software instead, which is slow for 4K/8K. Turn off hardware video decoding in Steam's
settings, restart Steam, then start the game again.
suggest: []
# Launch tests run without a worn headset. Some parts give up on tracking after a while and end the VR session; what
# the game does after that (often a crash in the GPU driver while its renderer tears down) never happens in the
# headset. In a launch test that already had paced frames before such a line, a later exit or crash still passes,
# with a note (finding `headless-end`). Play sessions ignore this list.
headless_end:
- label: the VrApi bridge's 30 s tracking deadline
pattern: 'EnterVrMode: no tracked head pose before deadline'
milestones: # progress markers, in order; the furthest one reached is reported
- {id: pcvr-launch, kind: pcvr, pattern: 'FramePort: launching|Launched injector with', label: Launcher started}
- {id: pcvr-oculus-hmd, kind: pcvr, pattern: 'FramePort oculushmd: OculusHMDConnected event ready', label: Oculus headset event provided}
@@ -482,7 +496,7 @@ milestones: # progress markers, in order; the furthest one reached is reported
- {id: pcvr-openxr, kind: pcvr, pattern: 'wineopenxr: .*[Ss]ession|LibReviveXR|Revive.*OpenXR|xrCreateSession', label: OpenXR reached}
- {id: pcvr-session, kind: pcvr, pattern: 'xrCreateSession|XR_SESSION_STATE_(READY|SYNCHRONIZED)', label: OpenXR session created}
- {id: container, pattern: 'Boot complete!', label: Lepton container started}
- {id: process, pattern: 'Start proc \d+:', label: App process started}
- {id: process, pattern: 'Start proc \d+:(?!WebViewLoader|com\.android\.|android\.)', label: App process started}
- {id: adapter, pattern: 'FrameBridge: scale=', label: FrameBridge adapter loaded}
- {id: instance, pattern: 'xrCreateInstance result=0', label: OpenXR instance created}
- {id: session, pattern: 'xrCreateSession|session state=1|Created OpenXR session', label: OpenXR session created}
+3
View File
@@ -40,6 +40,9 @@ games/<pkg>/target/ from the Frame (or the PC): launch.sh, settings.con
ReviveInjector.txt / steam-<appid>.log / game-log-N.txt (PC VR), files.json (+ missing)
(game-log-N.txt: Unreal Saved/Logs + crash summaries, Unity Player.log / Player-prev.log /
output_log.txt + crash error.log from the Proton prefix, agent v67)
threads.txt (agent v79): saved while a Quest game runs (e.g. hangs), each thread's
state, CPU ms over 2 s, kernel wait and syscall, plus its TCP sockets (remote = loopback /
local / internet + port, no addresses); read once from /proc, the game isn't paused
games/<pkg>/target/shaders/ shader dumps (agent v72), when the game wrote any:
fp_vk_shaders/ adapter vk_shader_dump=1 (Vulkan shim): <size>_<sha256>.spv + index.txt
fp_spirv/ adapter zink_shader_dump=1 (OpenGL ES, shader-fix layer under Zink): <size>_<sha256>.spv
+144 -4
View File
@@ -55,10 +55,150 @@ AXRB/ ← AXRB's download folder (Downloads/AX
- **Several backups of one game:** FramePort uses the newest one. To use another, scan just that backup's folder.
- **AXRB's patched builds** (`patched/`, `*-axrb.apk`) are converted for AXRB's PC runtime and lack the game's data, so
FramePort skips them and, on the next scan, replaces a game that was added from one with the original download.
- **AXRB export ZIPs:** unzip first. A game's ZIP holds `base.apk` and `Android/obb/<package>/`, which FramePort finds
as is.
- **The game page says the data file (.obb) is missing** although you have one: the backup didn't include it (copy
- **AXRB export ZIPs:** unpack them first. A game's ZIP holds `base.apk` and `Android/obb/<package>/`, which FramePort
finds as is.
- **"Game data (.obb) is missing" on the game's page** although you have the file: the backup didn't include it (copy
the game's `Android/obb/<package>` folder from the Quest with SideQuest), or it sits in a folder FramePort doesn't
look in. Then use the layout in the previous answer.
- **The game starts and stops at once (Steam shows Resume):** add the game again from its original download or
backup, click **Update on Frame**, then **Report a problem…** on its page if it still stops.
backup, click **Update on Frame**, then report it (last answer on this page) if it still stops.
## Where are a game's settings in FramePort?
Every game has three places; the answers below refer to them.
- **Game settings:** right-click the game in the **Library** → **Game settings…**. Sharpness, refresh rate,
controllers, menus and more, in plain words. Changes apply the next time the game starts.
- **Patches:** click the game in the **Library** to open its page, then **Customize** (in the **Patches** section).
Turn a patch on or off, then click **Update on Frame** at the top of the page.
- **The game's menu:** the **…** button at the top of its page (or right-click in the Library → **More actions…**).
It has **Reset to suggested recipe…** and **Report a problem…**, among others.
The sidebar has two tabs for troubleshooting: **Monitor** (the running game's frame rate, CPU and graphics) and
**Files** (each installed game's storage on the Frame, under **Game storage**).
## A game doesn't work right. Where do I start?
1. **Update FramePort** (it offers updates itself; Settings → Updates), then open the game's page: if it shows
**Update on Frame**, click it. Recipes and patches improve often.
2. **Read the game's page.** The last launch test and your last play session (**Last session**) leave their result
there, often with a suggested patch or setting and a button that applies it. Try that first.
3. **Changed patches yourself?** The game's menu → **Reset to suggested recipe…** brings back the tested ones.
4. **Find your symptom below.** Each answer says how to tell what's wrong and what to do.
5. **Still stuck?** Report it (last answer on this page).
## The game doesn't start, or stops right away
How to tell: the game's page shows the last launch test's result (**Last launch test:** …) with an explanation, and
Steam returns to **Play** or **Resume** within seconds.
- **"Game data (.obb) is missing"** on the game's page: FramePort didn't find the game's data files, so they never
reached the Frame.
1. Find the game's `.obb` files (named like `main.<version>.<package>.obb`).
2. Put them in a folder named exactly the package name (shown in the file names) next to the game's APK, as in the
first answer on this page.
3. Library → **Add games** → **Scan a folder…** and pick the game's folder.
4. Open the game's page and click **Update on Frame**.
- **"Lepton didn't start the game this time"**, or it failed only on the first start after an install: click **Play**
again.
- **"This game is 32-bit only"**: the Frame can't run 32-bit apps, and no patch changes that. Look for a PC VR version
of the game.
- **"The game quit itself right after starting"**: open the game's page and click **Update on Frame** so the suggested
patches apply (many games check for a Quest at start, and a patch removes that).
- **Nothing like that, or it still fails:** report it.
## It hangs on a logo, a black screen or a loading screen
How to tell what it's doing: leave it running and open **Monitor** in FramePort's sidebar.
- **CPU or graphics busy:** it's still working, often preparing its shaders on the first start. Wait up to 10 minutes
once; the next start is quicker.
- **CPU and graphics near zero:** it's stuck waiting for something. While it still hangs, open the game's menu →
**Report a problem…** and save the diagnostics: that zip shows what each of the game's threads waits for (FramePort
1.0.1 and newer), which a zip saved after quitting can't. Attach it to the report.
- **The game starts with a video** and hangs at its logo: game page → **Customize** → turn off **Hardware video
decoding** → **Update on Frame**, and try again.
## The picture is wrong
Most picture problems have a setting or a patch. Change one thing at a time, then start the game again (patches also
need **Update on Frame**).
| You see | Try |
|---|---|
| Something shows in one eye only, or one eye is gray (Unity games) | Game page → **Customize** → [Unity: render each eye separately](PATCHES.md#frame-unity_multipass) |
| Left and right look swapped (depth feels wrong) | **Game settings…** → **Swap eyes** |
| Textures flicker, objects pop in and out | **Game settings…** → **Turn off space warp** |
| One eye shimmers while menus look steady | Game page → **Customize** → **Eye-tracked foveation (Valve)**: **Fixed**, else **Off** |
| Menus or screens upside down | **Game settings…** → **Fix upside-down menus** |
| Curved menus or video screens missing | **Game settings…** → **Show curved menus and screens** |
| Blurry | **Game settings…** → raise **Sharpness** (costs frame rate) |
The [patch reference](PATCHES.md) lists every patch with what it does. If nothing helps, report it with a short
description of what you see.
## It stutters or runs slowly
How to tell: open **Monitor** in the sidebar while you play. Smooth play needs the game's frame rate at the refresh
rate (for example 72 or 90 fps).
- **Below the refresh rate:** right-click the game → **Game settings…** → lower **Sharpness** (for example to 0.8×) or
pick a lower **Refresh rate**. After a session, the game's page may suggest a value.
- **At the refresh rate but it still judders:** report it; that points to timing, not speed.
## The game pauses or recenters by itself
The Frame briefly tells games they lost focus, for example when the headset's sensor thinks you took it off.
Right-click the game → **Game settings…**: keep **Don't pause on short interruptions** on and raise **Ignore focus
dips up to** (for example to 2.5 s).
## Controllers don't work in a game
Right-click the game → **Game settings…**:
- **No controllers, or only hands:** turn on **Use controllers**.
- **Buttons work but you can't aim at menus:** adjust **Pointer angle**.
- **Vibration too strong:** lower **Vibration strength**.
## The Frame turns off or gets hot during a game
How to tell: if it only happens on battery and never while plugged in, it's power, not FramePort. Heavy games can
draw more than the battery delivers, especially at lower charge, and the Frame then turns off without an error.
- Play plugged in, or right-click the game → **Game settings…** → lower **Sharpness** to reduce the load.
- It also turns off while plugged in: report it. The diagnostics include the log of the boot that ended.
## My progress isn't saved
1. Quit through the game's own menu, not Steam's **Exit game**. Exit game closes the game at once, and some games only
save when they exit normally.
2. Check whether it saves at all: **Files** in the sidebar → under **Game storage**, the game → look at the files'
dates. Play, save in the game, quit from its menu and look again.
3. Nothing changes: report it.
Saves stay on the Frame when you update or reinstall a game.
## A game with mods crashes
How to tell: play once without mods and custom content. If it then works, a mod is the cause; the diagnostics zip
usually names the mod's library in the crash. Report it to the mod's author, and check for a mod version that matches
your game version.
## The game needs files I supply (ports, emulators, mods)
How to tell where they go: the game says it on screen or in its instructions, and its log names the path (in the
diagnostics zip, `launch.log`). It's usually `Android/data/<package>/files`.
1. Unpack or extract the files on your PC first: these apps read folders, not disc images (`.iso`) or archives.
2. **Files** in the sidebar → under **Game storage**, the game → open that folder → **Upload folder…** (or
**Upload files…**). The game's menu → **Add videos and files** opens the same place.
In-game "choose a file" buttons don't work on the Frame, which has no file picker.
## How do I report a problem well?
1. Reproduce it once, then right away open the game's menu (**…** on its page) → **Report a problem…**. For a hang,
do it while the game still hangs.
2. Say what you saw in the headset and what you already tried.
3. **Collect and open GitHub** saves a diagnostics zip and opens a prefilled game report; attach the zip to it. The
zip holds logs, not your game files, and personal details are removed.
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@@ -31,6 +31,9 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| An overlay app (fpsVR, a wrist watch) installed on the Frame never appears, or SteamVR doesn't start it | not registered with the Frame's SteamVR, or registered with a manifest SteamVR skips: on the Frame vrserver reads only `binary_path_linux_arm` (vrserver.txt: "must specify binary_path for launch_type binary. Skipping") | `pcvr.vr_overlay` (Windows) / a Linux app with a bundled `.vrmanifest` (`is_dashboard_overlay`): agent v75 `register_vr_overlay` (check `vrcmd --overlays`, `~/.config/openvr/config/appconfig.json` manifest_paths); the app's own `--install` writes binary_path_linux only. fpsVR under Proton never loads OpenVR (quits after 60 s): unsupported for now |
| An overlay app with **Start with SteamVR** on doesn't start by itself after the Frame or SteamVR starts (it works when started by hand) | SteamVR's own auto-launch flag (SetApplicationAutoLaunch) didn't persist on the Frame (no autolaunch entry in `~/.config/openvr/config/steamvr.vrsettings`) | agent v76: FramePort's service `frameport-vr-overlays.service` starts it at every new vrserver. Check `systemctl --user status frameport-vr-overlays`, `~/.local/share/frameport/vr-overlays.log` (`new SteamVR (vrserver N)` → `<pkg>: started` / `running` / `couldn't start it: …`), the deployment's `overlay.autostart`, and that `~/.local/share/frameport/vr-overlays.disabled` doesn't exist; `frameport frame info` (ensure_host_fixes) installs a missing service |
| Every game suddenly fails to start: `crun: create keyring …: Disk quota exceeded`, `is not a running context` | rootless podman leaked a kernel keyring per launch; 200-key quota exhausted | `keyring = false` in `~/.config/containers/containers.conf` (FramePort agent does it), then reboot the Frame once |
| Launch test "failed" although the game runs in the headset: frames paced, then `OVRPortVrApi: EnterVrMode: no tracked head pose before deadline`, then a crash (e.g. `zink: DEVICE LOST` + SIGSEGV in a `gdrv` thread) (GitHub #57, BlazeRush) | the VrApi bridge ends the VR session after 30 s without head tracking, which only happens without a worn headset; the game's renderer then crashes while tearing down | none needed: launch tests (`triage(..., headless=True)`) treat an exit or crash after a `headless_end` line (catalog/triage.yaml) as a pass when frames were paced before it (info finding `headless-end`); play sessions ignore it. Add new such markers to `headless_end` |
| Launch test EXITED, launch.log has `Target app (<pkg>) did not start` and no `Start proc …:<pkg>` (GitHub #179) | Lepton occasionally doesn't start the app on the first start after an APK change; Android's `WebViewLoader-: System.exit` at boot is not the game (triage `app-not-started`) | start it again |
| A game keeps no progress between starts although it saves (its storage gets a new `Profiles/Oculus/<id>/`-style folder per start; Walkabout Mini Golf, GitHub #182) | OVRPort's platform loader answers `ovr_GetLoggedInUserID` with a made-up id (6e18 + `random()`), new at every start; games file saves under the user id | `frame.ovr_stable_user` (default for games with the platform library): a fixed id per game and keystore. Old progress: copy the newest old profile into the new id's folder |
| A Unity app's text field shows a caret for a moment and loses focus; no keyboard appears (for example Stremio VR login) | Unity's TMP_InputField/InputField wait for Android's on-screen keyboard and close themselves without one (Lepton has none); headless VR apps also have no focused Android window, so no key press reaches them | `frame.unity_text_input` (Cpp2IL finds `TouchScreenKeyboardShouldBeUsed`/`isKeyboardUsingEvents`, rewritten to false/true) + `device.text_input_window` (lepton-show-flatscreen: Steam's keyboard and Type on Frame work) |
| Play gives Steam's "Game configuration unavailable"; Steam's console_log: `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` | this Frame's Steam never loaded FramePort's shortcuts.vdf entry (it treats the id as a store app); cause unknown (GitHub #21/#30) | automatic since agent v43: Play registers the game through Steam's devkit interface ("Devkit Game: …", `devkit_register`) and starts that; uninstall removes it. Agent v58: a devkit entry Steam forgot after a restart is added again live on Play (no NOT_IN_LIBRARY → no Steam restart), and installs/art updates of devkit games only copy art (no Steam restart, GitHub #41) |
| Steam's Exit game leaves the game running (container `lepton-steamlaunch-<appid>` still up) | Steam stopped only its `reaper`; launch.sh and Lepton (setsid) never got a signal (GitHub #36) | agent v44: launch.sh's 2 s loop ends the game when its parent is gone (`upgrade_launchers` adds it to existing launchers); by hand: `podman kill lepton-steamlaunch-<appid>` |
@@ -182,7 +185,9 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
touching new memory (`perf script -F comm,tid,ip,dso`); `-t <tid> -F 499` samples one thread. Map IL2CPP
addresses with a full Cpp2IL diffable-cs dump (method `Offset` = address − the r-xp mapping of libil2cpp.so).
Sample memory per mapping name from `/proc/<pid>/smaps` (`[anon:libc_malloc]` = native heap).
- Hangs (every thread asleep): backtraces of all threads with gdb. Root inside the Lepton container may ptrace the
- Hangs (every thread asleep): first ask for a diagnostics zip saved *while the game hangs*: `target/threads.txt`
(agent v79) shows each thread's wait and syscall (futex = a lock, ppoll/recvfrom + an internet socket = network). Then
backtraces of all threads with gdb. Root inside the Lepton container may ptrace the
game (the host's `ptrace_scope` 1 doesn't apply there) and the guest has `gdbserver64`; `debuggerd -b` fails (no
tombstoned). Copy every mapped library to a local sysroot (`podman exec <container> cat /proc/<pid>/maps`, then
`tar -chf - -T <list>` through `podman exec -i`; the app's own libs from the installed `lepton-app/game.apk` at their
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@@ -0,0 +1,393 @@
"""Generate docs/PATCHES.md (every patch and game setting) and site/src/data/patches.json (id -> anchor) from the
live patch registry, the bundled catalog and catalog/triage.yaml.
python scripts/patch_docs.py # rewrite both files
python scripts/patch_docs.py --check # exit 1 if either file is out of date (CI / tests)
Anchors: every entry starts with `<a id="<anchor>"></a>`, where the anchor is the patch id with "." replaced by "-"
(`frame.unity_text_input` -> `#frame-unity_text_input`, `patch_copy_libraries` stays as it is). GitHub resolves such
ids (it prefixes them with "user-content-" and follows plain `#anchor` links), and the site's docs renderer uses them
as the heading id. Nothing here runs a patch's detection: "suggested when" is read from the reasons in the source.
"""
from __future__ import annotations
import argparse
import ast
import inspect
import json
import re
import sys
import textwrap
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
sys.path.insert(0, str(ROOT / "src"))
import yaml # noqa: E402
from frameport.patches import base, settings # noqa: E402
DOC = ROOT / "docs" / "PATCHES.md"
SITE_MAP = ROOT / "site" / "src" / "data" / "patches.json"
HEADER = "<!-- generated by scripts/patch_docs.py — don't edit by hand -->"
MAX_GAMES = 8
# the game page's group names (ui/views/game.py CATEGORY_TITLES) plus what each group is
CATEGORIES = {
"overport": ("Patches from OVRPort",
"OVRPort converts a Quest game's Meta VR code to standard OpenXR; FramePort picks which of its "
"patches run. The list comes from the OVRPort CLI at runtime (new OVRPort patches appear in the app "
"on their own); this page shows FramePort's bundled list (`patches/overport.py`)."),
"frame": ("Steam Frame patches",
"FramePort's own changes to a converted Quest game, for what the Steam Frame lacks or does differently."),
"adapter": ("Game settings",
"Settings of FrameBridge, FramePort's OpenXR layer inside every converted Quest game. Most can be "
"changed on the Frame later without a rebuild (game page → Game settings)."),
"device": ("Files and settings on the Frame",
"Files, environment and window options written on the Frame when a Quest game or Android app is "
"installed. They don't change the APK."),
"pcvr": ("PC VR (Proton and Revive)",
"Options for PC VR games, which run through Proton on the Frame (or Revive on this PC)."),
}
def anchor(pid: str) -> str:
return pid.replace(".", "-")
def one_line(text: str) -> str:
return " ".join(str(text).split())
def first_sentence(text: str) -> str:
text = one_line(text)
m = re.search(r"(?<=[.!?])\s+(?=[A-Z(])", text)
return text[:m.start()] if m else text
def md_escape(text: str) -> str:
"""Text for a markdown table cell or a plain line (no accidental HTML or cell breaks)."""
return one_line(text).replace("|", "\\|").replace("<", "&lt;").replace(">", "&gt;")
# ------------------------------------------------------------------ "suggested when", read from detect()'s source
def _string(node: ast.AST) -> str | None:
if isinstance(node, ast.Constant) and isinstance(node.value, str):
return node.value
if isinstance(node, ast.JoinedStr):
parts = []
for v in node.values:
parts.append(v.value if isinstance(v, ast.Constant) else "…")
return "".join(parts)
if isinstance(node, ast.BinOp) and isinstance(node.op, ast.Add):
a, b = _string(node.left), _string(node.right)
return a + b if a is not None and b is not None else None
return None
def _scope(test: ast.AST, patch: base.Patch) -> bool | None:
"""Whether an `if` test that names this kind of patch (self.key == "x", self.id == "x", self.default_on) holds for
`patch`; None when the test is about the game, not the patch."""
tests = test.values if isinstance(test, ast.BoolOp) and isinstance(test.op, ast.And) else [test]
for t in tests:
if isinstance(t, ast.Attribute) and isinstance(t.value, ast.Name) and t.value.id == "self" \
and t.attr == "default_on":
return bool(patch.default_on)
if isinstance(t, ast.Compare) and len(t.ops) == 1 and isinstance(t.left, ast.Attribute) \
and isinstance(t.left.value, ast.Name) and t.left.value.id == "self" and t.left.attr in ("key", "id"):
own = getattr(patch, t.left.attr, None)
right = t.comparators[0]
try:
value = ast.literal_eval(right)
except ValueError:
continue
if isinstance(t.ops[0], ast.Eq):
return own == value
if isinstance(t.ops[0], ast.In):
return own in value
return None
def suggestions(patch: base.Patch) -> list[tuple[bool, str, dict]]:
fn = type(patch).detect
if fn is base.Patch.detect:
return [(True, "On for every game.", {})] if patch.default_on else []
try:
tree = ast.parse(textwrap.dedent(inspect.getsource(fn)))
except (OSError, TypeError, SyntaxError):
return []
found: list[tuple[bool, str, dict]] = []
def visit(node: ast.AST) -> None:
if isinstance(node, ast.If):
ok = _scope(node.test, patch)
if ok is not False:
for n in node.body:
visit(n)
for n in node.orelse:
visit(n)
return
if isinstance(node, ast.Call) and getattr(node.func, "id", None) == "Suggestion" and len(node.args) >= 2:
reason = _string(node.args[1])
if reason:
rec = node.args[0]
recommended = rec.value if isinstance(rec, ast.Constant) else True
params = {}
if len(node.args) > 2:
try:
params = ast.literal_eval(node.args[2])
except ValueError:
params = {}
found.append((bool(recommended), reason, params if isinstance(params, dict) else {}))
for child in ast.iter_child_nodes(node):
visit(child)
visit(tree)
seen, out = set(), []
for s in found:
if s[1] not in seen:
seen.add(s[1])
out.append(s)
return out
# ------------------------------------------------------------------ catalog and triage
CATALOG_FIELDS = {"overport_extra": None, "alt_overport": None, "frame": None, "device": None, "pcvr": None}
CATALOG_MAPS = {"device_files": "device.files", "config_sync": "device.config_sync", "lepton_env": "device.lepton_env",
"foveation": "device.foveation", "proton_env": "pcvr.proton_env", "proton_tool": "pcvr.proton_tool"}
def catalog_uses() -> dict[str, list[str]]:
"""patch id -> titles of bundled catalog games whose recipe names it."""
uses: dict[str, set[str]] = {}
for f in sorted((ROOT / "catalog" / "games").glob("*.yaml")):
d = yaml.safe_load(f.read_text(encoding="utf-8")) or {}
title = one_line(d.get("title") or d.get("package") or f.stem)
if d.get("kind") == "rift":
title += " (PC VR)"
ids: set[str] = set()
for field in CATALOG_FIELDS:
ids.update(str(x) for x in d.get(field) or [])
for key in d.get("adapter") or {}:
ids.add(f"adapter.{key}")
for field, pid in CATALOG_MAPS.items():
if d.get(field):
ids.add(pid)
for pid in ids:
uses.setdefault(pid, set()).add(title)
return {k: sorted(v, key=str.casefold) for k, v in uses.items()}
def triage_uses() -> dict[str, list[tuple[str, str, str]]]:
"""patch id -> (signature id, severity, diagnosis) of the triage signatures that suggest it."""
data = yaml.safe_load((ROOT / "catalog" / "triage.yaml").read_text(encoding="utf-8")) or {}
out: dict[str, list[tuple[str, str, str]]] = {}
for sig in data.get("signatures") or []:
for item in sig.get("suggest") or []:
pid = str(item).split("=", 1)[0].strip()
diagnosis = first_sentence(sig.get("diagnosis", ""))
out.setdefault(pid, []).append((sig["id"], sig.get("severity", ""), diagnosis))
return {k: sorted(set(v)) for k, v in out.items()}
# ------------------------------------------------------------------ one entry
def changes(p: base.Patch) -> str:
if p.stage == "overport":
return "Changes the APK (during the OVRPort conversion)."
if p.stage == "apk":
return "Changes the APK (a rebuild and reinstall apply it)."
if p.category == "adapter":
text = (p.description + " " + settings.UI.get(getattr(p, "key", ""), {}).get("help", "")).lower()
if "rebuild" in text:
return "Game setting, stored in the build: needs a rebuild."
return "Game setting: stored in the build and on the Frame (settings.conf); can be changed without a rebuild."
if p.category == "pcvr":
return "Applied when the PC VR game is installed or started; no rebuild."
return "Install only: written on the Frame when the game is installed; the APK isn't changed."
def _value(v) -> str:
if v == "" or v is None:
return "empty"
if isinstance(v, dict):
return "none" if not v else json.dumps(v, sort_keys=True)
return f"`{v}`"
def options(p: base.Patch) -> list[str]:
lines = []
if p.category == "adapter":
key = p.key
spec = next(s for s in settings.SETTINGS if s[0] == key)
kind, default = spec[1], spec[2]
line = f"Value: {kind}, default {_value(default)}"
if key in settings.BASE_SETTINGS:
line += " (always written)"
lines.append(line + ".")
ui = settings.UI.get(key)
if ui and kind in ("int", "float") and key not in settings.HIDDEN:
group = dict(settings.GROUPS).get(ui["group"], ui["group"])
control = ui["control"]
where = f"Game settings → {group} → \"{ui['label']}\""
if ui.get("level") == "advanced":
where += " (advanced)"
if control[0] == "slider":
where += f": slider {control[1]:g}–{control[2]:g} in steps of {control[3]:g}"
elif control[0] == "choice":
where += ": " + ", ".join(f"{label} (`{v:g}`)" if isinstance(v, float) else f"{label} (`{v}`)"
for v, label in control[1])
if ui.get("depends"):
where += f"; shown while `adapter.{ui['depends']}` is on"
lines.append(where + ".")
else:
lines.append("Not in the Game settings dialog (set by a recipe or the CLI).")
return lines
for prm in p.params:
text = f"`{prm.key}`: {prm.kind}, default {_value(prm.default)}"
if prm.minimum is not None or prm.maximum is not None:
low = prm.minimum if prm.minimum is not None else "…"
high = prm.maximum if prm.maximum is not None else "…"
text += f", {low}–{high}"
if prm.help:
text += f" — {md_escape(prm.help)}"
lines.append(text)
return lines
def source_link(p: base.Patch) -> str:
try:
path = Path(inspect.getsourcefile(type(p))).resolve().relative_to(ROOT)
except (TypeError, ValueError):
return ""
return f"[{path.relative_to('src/frameport').as_posix()}](../{path.as_posix()})"
def entry(p: base.Patch, games: list[str], sigs: list[tuple[str, str, str]]) -> str:
out = [f"### <a id=\"{anchor(p.id)}\"></a>{md_escape(p.title)}", ""]
if p.summary:
out += [md_escape(p.summary), ""]
facts = [f"`{p.id}`"]
if p.default_on:
facts.append("on by default")
if p.experimental:
facts.append("experimental")
if not p.needs_vr:
facts.append("also for 2D apps")
rev = p.revision
if rev > 1:
facts.append(f"revision {rev}")
out.append("- " + " · ".join(facts))
out.append(f"- **Changes:** {changes(p)}")
sug = suggestions(p)
for recommended, reason, params in sug:
label = "Suggested (on)" if recommended else "Offered (off)"
if params and p.category == "adapter" and "value" in params:
label += f", value `{params['value']}`"
out.append(f"- **{label}:** {md_escape(reason)}")
if not sug:
out.append("- **Suggested:** not automatically; set on the game page (Customize), by a recipe or after a "
"launch test.")
if getattr(p, "strict", False):
out.append("- **Only for its game's build:** outside it the whole OVRPort run fails, so recipes only use it "
"where it applies.")
if p.conflicts:
out.append("- **Conflicts with:** " + ", ".join(f"[`{c}`](#{anchor(c)})" for c in sorted(p.conflicts)))
if p.requires:
out.append("- **Requires:** " + ", ".join(f"[`{c}`](#{anchor(c)})" for c in sorted(p.requires)))
opts = options(p)
if len(opts) == 1:
out.append(f"- **Options:** {opts[0]}")
elif opts:
out.append("- **Options:**")
out += [f" - {o}" for o in opts]
if games:
shown = ", ".join(md_escape(g) for g in games[:MAX_GAMES])
more = f" and {len(games) - MAX_GAMES} more" if len(games) > MAX_GAMES else ""
out.append(f"- **Catalog games ({len(games)}):** {shown}{more}.")
if sigs:
out.append("- **Suggested by launch-test signatures:**")
out += [f" - `{sid}` ({sev}): {md_escape(diag)}" for sid, sev, diag in sigs]
src = source_link(p)
if src:
out.append(f"- **Source:** {src}")
desc = md_escape(p.description)
if desc and desc != md_escape(p.summary):
out += ["", f"> {desc}"]
return "\n".join(out) + "\n"
# ------------------------------------------------------------------ the page
def build() -> tuple[str, str]:
patches = base.all_patches()
ids = [p.id for p in patches]
anchors = [anchor(i) for i in ids]
if len(set(anchors)) != len(anchors):
raise SystemExit("two patches share an anchor")
uses, sigs = catalog_uses(), triage_uses()
cats = sorted({p.category for p in patches}, key=lambda c: (base.CATEGORIES.index(c), c))
by_cat = {c: sorted((p for p in patches if p.category == c), key=lambda p: p.id) for c in cats}
counts = {c: len(by_cat[c]) for c in cats}
title = lambda c: CATEGORIES.get(c, (c.capitalize(), "")) # noqa: E731
lines = [HEADER, "", "# Patches", "",
f"Every patch and game setting FramePort knows: {len(patches)} entries in {len(cats)} groups. A game's "
"recipe is its chosen patches and settings; tested games get theirs from the catalog "
"([GAMES.md](GAMES.md)), and other games get the patches FramePort suggests from its analysis. You "
"change them on the game page under Customize.", "",
"Each entry says what the patch does, whether it changes the APK or only the install, when FramePort "
"suggests it, its options, the catalog games whose recipe names it and the launch-test signatures "
"that suggest it. Patches that are on by default are on for every game, so the catalog rarely names "
"them.", "",
"Link to an entry with its id, dots replaced by dashes: `PATCHES.md#frame-unity_text_input` for "
"`frame.unity_text_input`.", "",
"## Groups", ""]
for c in cats:
lines.append(f"- [{title(c)[0]}](#{anchor('group-' + c)}) ({counts[c]})")
lines += ["", "## Index", "", "| Patch | Id | Group | Catalog games |", "| --- | --- | --- | --- |"]
for c in cats:
for p in by_cat[c]:
n = len(uses.get(p.id, []))
games = ("default" + (f" · {n}" if n else "")) if p.default_on else (str(n) if n else "")
lines.append(f"| [{md_escape(p.title)}](#{anchor(p.id)}) | `{p.id}` | {title(c)[0]} | {games} |")
lines.append("")
for c in cats:
name, intro = title(c)
lines += [f"## <a id=\"{anchor('group-' + c)}\"></a>{name}", ""]
if intro:
lines += [intro, ""]
for p in by_cat[c]:
lines.append(entry(p, uses.get(p.id, []), sigs.get(p.id, [])))
unknown = sorted(set(sigs) - set(ids))
if unknown:
raise SystemExit(f"catalog/triage.yaml suggests unknown patches: {', '.join(unknown)}")
doc = "\n".join(lines).rstrip() + "\n"
site = {p.id: {"anchor": anchor(p.id), "title": one_line(p.title), "group": title(p.category)[0]}
for p in patches}
site_json = json.dumps(dict(sorted(site.items())), indent=1, ensure_ascii=False) + "\n"
return doc, site_json
def main() -> int:
ap = argparse.ArgumentParser(description=__doc__.split("\n")[0])
ap.add_argument("--check", action="store_true", help="only check that the files are up to date")
args = ap.parse_args()
doc, site_json = build()
targets = [(DOC, doc), (SITE_MAP, site_json)]
if args.check:
stale = [p for p, text in targets if not p.exists() or p.read_text(encoding="utf-8") != text]
for p in stale:
print(f"{p.relative_to(ROOT)} is out of date: run python scripts/patch_docs.py", file=sys.stderr)
return 1 if stale else 0
for p, text in targets:
p.write_text(text, encoding="utf-8", newline="\n")
print(f"wrote {p.relative_to(ROOT)}")
return 0
if __name__ == "__main__":
sys.exit(main())
+1
View File
@@ -149,6 +149,7 @@ def main() -> int:
("transit-activity", lambda a: a.show_activity(True))]
if args.fake_frame: # GitHub #90: the Move to… dialog (drives load in the background)
steps.append(("move-dialog", lambda a: (a.page.pop_dialog(), a.move_game(game))))
steps.append(("uninstall-dialog", lambda a: (a.page.pop_dialog(), a.uninstall(game))))
# last: the right-click menu stays open over whatever comes next
steps.append(("library-menu", lambda a: (a.show_activity(False), a.navigate(0), time.sleep(3),
a.library_view.open_menu(game))))
+13
View File
@@ -556,6 +556,12 @@ const ICON: Record<string, string> = {
@keyframes blink { 50% { opacity: 0; } }
@keyframes halo { 50% { box-shadow: 0 0 0 2px var(--accent), 0 0 0 11px rgba(255, 138, 31, .12); } }
/* medium (tablets): the title keeps its own width; the buttons' "auto" column squeezed it to "Libr" and one word
per line. The buttons wrap in what's left */
@container (min-width: 701px) and (max-width: 960px) {
.view :global(.lib-h) { grid-template-columns: max-content minmax(0, 1fr); }
}
/* narrow: the sidebar becomes an icon rail */
@container (max-width: 700px) {
.body { grid-template-columns: 56px minmax(0, 1fr); }
@@ -567,5 +573,12 @@ const ICON: Record<string, string> = {
.view :global(.mon-game) { grid-template-columns: 56px minmax(0, 1fr); }
.view :global(.mon-game .big-spark) { grid-column: 1 / -1; }
.view :global(.grid) { grid-template-columns: repeat(auto-fill, minmax(112px, 1fr)); }
/* Library header: title and count on their own line, the search full width, the buttons wrapping below */
.view :global(.lib-h) { grid-template-columns: minmax(0, 1fr); }
.view :global(.lib-h .vh-act) { justify-content: flex-start; }
.view :global(.lib-h .search-w) { flex: 1 1 100%; }
.view :global(.lib-h .search-w .search) { flex: 1; min-width: 0; width: auto; }
.view :global(.add-w) { grid-column: 1; justify-self: start; }
.view :global(.add-w .menu) { right: auto; left: 0; }
}
</style>
+3
View File
@@ -166,6 +166,9 @@ const ICON = {
.heads { grid-template-columns: minmax(0, 1fr); }
.hcard.foss { grid-template-columns: minmax(0, 1fr); }
.hcard.foss .hicon { grid-row: auto; }
/* one column: the title's "2 / -1" from the wide layout would add a second, implicit column and squeeze
FramePort's text into the first */
.hcard.foss h3 { grid-column: auto; }
.hcard.foss .other { border-left: 0; padding-left: 0; border-top: 1px dashed var(--border-strong); padding-top: 8px; }
th, td { padding: 10px 12px; }
.rowh { width: 38%; }
+14 -4
View File
@@ -3,6 +3,7 @@
// date in the browser from GitHub's main branch (scripts/catalog-live.ts), the way the app follows the catalog.
import { loadSnapshot } from '../data/catalog';
import { STATUS, counts, engines, latestCheck, rowsHtml, sortGames, type Game, type Status } from '../scripts/catalog';
import { patchHref } from '../scripts/patchlinks';
import { SHARE_CONFIG, REPORT_PROBLEM, blob } from '../data/site';
const snapshot = loadSnapshot();
@@ -58,7 +59,7 @@ const latest = latestCheck(games);
<span role="columnheader">Status</span>
<span role="columnheader" class="c-date">Checked</span>
</div>
<ul class="rows" role="rowgroup" data-rows set:html={rowsHtml(games)} />
<ul class="rows" role="rowgroup" data-rows set:html={rowsHtml(games, patchHref)} />
<p class="empty" data-empty hidden>No tested game matches. It may still work: FramePort suggests patches.</p>
</div>
<div class="board-foot">
@@ -78,7 +79,8 @@ const latest = latestCheck(games);
<script type="application/json" data-snapshot set:html={JSON.stringify(snapshot).replaceAll('<', '\\u003c')} />
<script>
import { counts, engines, latestCheck, rowsHtml, sortGames, type Snapshot } from '../scripts/catalog';
import { counts, engines, latestCheck, rowsHtml, shuffleGames, type Game, type Snapshot } from '../scripts/catalog';
import { patchHref } from '../scripts/patchlinks';
import { refreshCatalog } from '../scripts/catalog-live';
const board = document.querySelector<HTMLElement>('[data-board]');
@@ -137,6 +139,11 @@ const latest = latestCheck(games);
apply();
});
search.addEventListener('input', apply);
// a random order on every visit (working games still first); the built page lists them alphabetically
const rank = new Map<string, number>();
const built = Object.values((JSON.parse(document.querySelector('[data-snapshot]')?.textContent || '{"files":{}}') as
Snapshot).files).map((f) => f.game).filter((g): g is Game => !!g);
if (built.length) list.innerHTML = rowsHtml(shuffleGames(built, rank), patchHref);
apply();
// bring the board up to date with the catalog on GitHub
@@ -150,8 +157,8 @@ const latest = latestCheck(games);
src.title = `The catalog on GitHub's main branch, as of ${when}`;
src.classList.add('live');
if (!live.changed) return;
const games = sortGames(live.games);
list.innerHTML = rowsHtml(games);
const games = shuffleGames(live.games, rank);
list.innerHTML = rowsHtml(games, patchHref);
const n = counts(games);
for (const s of ['works', 'issues', 'unsupported'] as const) set(`[data-n="${s}"]`, String(n[s]));
set('[data-total]', String(games.length));
@@ -221,6 +228,9 @@ const latest = latestCheck(games);
.rows :global(.pt) { display: flex; flex-wrap: wrap; gap: 6px; align-items: center; }
.rows :global(.pt span) { font: 600 10.5px/1 var(--font-mono); letter-spacing: .12em; text-transform: uppercase; color: var(--text-2); margin-right: 4px; }
.rows :global(.pt code) { font-size: 12px; padding: 3px 8px; border-radius: 6px; background: rgba(58, 168, 255, .1); color: var(--secondary); }
.rows :global(.pt a) { text-decoration: none; border-radius: 6px; }
.rows :global(.pt a code) { transition: background 160ms; }
.rows :global(.pt a:hover code), .rows :global(.pt a:focus-visible code) { background: rgba(58, 168, 255, .22); text-decoration: underline; }
.rows :global(.fx) { font: 400 12px/1.4 var(--font-mono); color: var(--text-3); }
@keyframes open { from { opacity: 0; transform: translateY(-4px); } to { opacity: 1; transform: none; } }
.rows :global(.row[hidden]) { display: none; }
+10 -3
View File
@@ -3,8 +3,10 @@ import Wordmark from './Wordmark.astro';
import Contributors from './Contributors.astro';
import { REPO, REPORT_PROBLEM, url } from '../data/site';
interface Props { credits?: boolean }
const { credits = true } = Astro.props;
// "all" = the "Built on" section with the projects and the contributors (the homepage), "contributors" = only the
// contributors (What's new), none by default (docs, download, privacy, 404 and the other utility pages)
interface Props { credits?: 'all' | 'contributors' | false }
const { credits = false } = Astro.props;
// each project named links to its own page (Lepton has none of its own: it links to Waydroid, which it is built on)
type Part = [name: string, href?: string];
const builtOn: { parts: Part[]; what: string }[] = [
@@ -23,7 +25,12 @@ const builtOn: { parts: Part[]; what: string }[] = [
/** "a", "a and b", "a, b and c" */
const joiner = (i: number, n: number) => (i === 0 ? '' : i === n - 1 ? ' and ' : ', ');
---
{credits && (
{credits === 'contributors' && (
<section class="section credits" id="contributors">
<div class="wrap"><Contributors /></div>
</section>
)}
{credits === 'all' && (
<section class="section credits" id="credits">
<div class="wrap">
<div class="head reveal">
+2 -1
View File
@@ -26,7 +26,8 @@ const logo = readFileSync(join(process.cwd(), '..', 'src/frameport/ui/icons/logo
b.style.setProperty('--mx', `${((e.clientX - r.left) / r.width) * 100}%`);
b.style.setProperty('--my', `${((e.clientY - r.top) / r.height) * 100}%`);
});
b.addEventListener('pointerdown', () => { b.classList.remove('pressed'); void b.offsetWidth; b.classList.add('pressed'); });
// the press ripple is for the mouse: on a touch screen it fired on every scroll that started on the badge
b.addEventListener('pointerdown', (e) => { if (e.pointerType === 'touch') return; b.classList.remove('pressed'); void b.offsetWidth; b.classList.add('pressed'); });
});
</script>
+21 -3
View File
@@ -4,6 +4,7 @@
import Glyph from './Glyph.astro';
import PcvrHow from './PcvrHow.astro';
import { patchLabel, stageDetails, type LogGame } from '../scripts/logdetails';
import { PATCH_DOC, patchHref, patchInfo } from '../scripts/patchlinks';
interface Props { example: LogGame; others: LogGame[] }
const { example, others } = Astro.props;
@@ -79,7 +80,10 @@ const frame: Stage[] = [
<p class="foot muted reveal">
<span class="recipe-box" aria-live="polite">
<span class="rb-k">Recipe</span>
<span class="rb-p" data-lg-patches>{example.patches.length ? example.patches.map((x) => <code>{patchLabel(x)}</code>) : <code>Default patches</code>}</span>
<span class="rb-p" data-lg-patches>{example.patches.length
? example.patches.map((x) => { const href = patchHref(x); return href
? <a class="chip" href={href} title={patchInfo(x)!.title}><code>{patchLabel(x)}</code></a> : <code>{patchLabel(x)}</code>; })
: <a class="chip" href={PATCH_DOC} title="Every patch FramePort knows"><code>Default patches</code></a>}</span>
<span class="rb-n" data-lg-note>{example.note}</span>
</span>
<span class="foot-t"><span data-lg="foot">{example.title}</span>'s recipe from the catalog. Untested games get suggested patches.</span>
@@ -93,6 +97,7 @@ const frame: Stage[] = [
<script>
import { patchLabel, stageDetails, type LogGame } from '../scripts/logdetails';
import { PATCH_DOC, patchHref, patchInfo } from '../scripts/patchlinks';
// another tested game, its real engine, VR API and recipe; the log plays again
const log = document.querySelector<HTMLElement>('[data-log]');
const games = JSON.parse(document.querySelector('[data-log-games]')?.textContent || '[]') as
@@ -112,7 +117,15 @@ const frame: Stage[] = [
chips.replaceChildren(...(g.patches.length ? g.patches : ['Default patches']).map((x) => {
const c = document.createElement('code');
c.textContent = g.patches.length ? patchLabel(x) : x;
return c;
// each chip links to its entry in the patch reference (the default chip to the whole reference)
const href = g.patches.length ? patchHref(x) : PATCH_DOC;
if (!href) return c;
const a = document.createElement('a');
a.className = 'chip';
a.href = href;
a.title = g.patches.length ? patchInfo(x)!.title : 'Every patch FramePort knows';
a.append(c);
return a;
}));
}
const note = document.querySelector('[data-lg-note]');
@@ -178,7 +191,12 @@ const frame: Stage[] = [
padding: 14px 16px; border-radius: var(--radius-sm); background: var(--surface); border: 1px solid var(--border); }
.rb-k { font: 600 11px/1 var(--font-mono); letter-spacing: .12em; text-transform: uppercase; color: var(--accent); }
.rb-p { display: flex; flex-wrap: wrap; gap: 6px; }
.rb-p code { font-size: 12px; padding: 3px 8px; border-radius: 6px; background: rgba(58, 168, 255, .1); color: var(--secondary);
/* :global: "Try another game" builds the chips in the browser, without Astro's scoping attribute */
/* chips are links without the running-text underline (global.css .foot a): the chip's fill brightens instead */
.foot .rb-p :global(a.chip), .foot .rb-p :global(a.chip:hover) { text-decoration: none; background: none; padding: 0; border-radius: 6px; }
.rb-p :global(a code) { transition: background 160ms; }
.rb-p :global(a:hover code), .rb-p :global(a:focus-visible code) { background: rgba(58, 168, 255, .22); text-decoration: underline; }
.rb-p :global(code) { font-size: 12px; padding: 3px 8px; border-radius: 6px; background: rgba(58, 168, 255, .1); color: var(--secondary);
animation: chip .35s var(--ease-out) both; }
.rb-n { grid-column: 2; color: var(--text-2); font-size: 14px; }
.rb-n:empty { display: none; }
+2 -2
View File
@@ -17,7 +17,7 @@ export const HEADLINES: Headline[] = [
frameport: 'GPL-3.0. Read it, build it, change it, share it.',
others: ['Free (donationware). Source not published.', 'Free, from Valve.'] },
{ icon: 'game', title: "Quest games that don't run as they are",
frameport: 'Patches them for the Frame, with a tested recipe for 90+ games.',
frameport: 'Patches them for the Frame, with a tested recipe for 120+ games.',
others: ['Installs the APK as it is.', 'Installs the APK as it is.'] },
{ icon: 'pc', title: 'Your PC',
frameport: 'Windows, macOS and Linux.',
@@ -45,7 +45,7 @@ export const ROWS: Row[] = [
y('Converted and patched for the Frame'),
n('Installs the APK as it is'),
n('Installs the APK as it is')] },
{ label: 'Does it know which patches a game needs?', cells: [y('A tested recipe for 90+ games, updated without an app update'), u(), n('No')] },
{ label: 'Does it know which patches a game needs?', cells: [y('A tested recipe for 120+ games, updated without an app update'), u(), n('No')] },
{ label: 'Will the game be in my Steam library?', cells: [
y('Yes, with artwork and tags'), p('As a "Devkit Game" shortcut'), p('As "Devkit Game: <title>"; not with adb')] },
{ label: 'Android apps, Linux apps, Windows programs?', cells: [
+172 -46
View File
@@ -1,14 +1,32 @@
{
"updated": "2026-10-10",
"updated": "2026-10-12",
"people": [
{
"login": "spoopyghosty0",
"avatar": "https://avatars.githubusercontent.com/u/336754034?v=4",
"url": "https://github.com/spoopyghosty0",
"commits": 462,
"issues": 4,
"prs": 2,
"total": 484
"commits": 542,
"issues": 5,
"prs": 3,
"total": 572
},
{
"login": "Klownicle",
"avatar": "https://avatars.githubusercontent.com/u/6896081?v=4",
"url": "https://github.com/Klownicle",
"commits": 0,
"issues": 20,
"prs": 0,
"total": 60
},
{
"login": "StevenPartridge",
"avatar": "https://avatars.githubusercontent.com/u/22158507?v=4",
"url": "https://github.com/StevenPartridge",
"commits": 0,
"issues": 15,
"prs": 0,
"total": 45
},
{
"login": "tkp206093",
@@ -20,22 +38,13 @@
"total": 45
},
{
"login": "StevenPartridge",
"avatar": "https://avatars.githubusercontent.com/u/22158507?v=4",
"url": "https://github.com/StevenPartridge",
"login": "Sheebalove",
"avatar": "https://avatars.githubusercontent.com/u/176067652?v=4",
"url": "https://github.com/Sheebalove",
"commits": 0,
"issues": 14,
"issues": 11,
"prs": 0,
"total": 42
},
{
"login": "Klownicle",
"avatar": "https://avatars.githubusercontent.com/u/6896081?v=4",
"url": "https://github.com/Klownicle",
"commits": 0,
"issues": 13,
"prs": 0,
"total": 39
"total": 33
},
{
"login": "inseend",
@@ -100,6 +109,33 @@
"prs": 0,
"total": 15
},
{
"login": "Scoota23",
"avatar": "https://avatars.githubusercontent.com/u/27732436?v=4",
"url": "https://github.com/Scoota23",
"commits": 0,
"issues": 5,
"prs": 0,
"total": 15
},
{
"login": "eepykith",
"avatar": "https://avatars.githubusercontent.com/u/338898488?v=4",
"url": "https://github.com/eepykith",
"commits": 0,
"issues": 4,
"prs": 0,
"total": 12
},
{
"login": "nickwilde77555",
"avatar": "https://avatars.githubusercontent.com/u/180547421?v=4",
"url": "https://github.com/nickwilde77555",
"commits": 0,
"issues": 4,
"prs": 0,
"total": 12
},
{
"login": "Rizsraketa",
"avatar": "https://avatars.githubusercontent.com/u/64963535?v=4",
@@ -127,6 +163,15 @@
"prs": 0,
"total": 12
},
{
"login": "trankillity",
"avatar": "https://avatars.githubusercontent.com/u/53357041?v=4",
"url": "https://github.com/trankillity",
"commits": 0,
"issues": 4,
"prs": 0,
"total": 12
},
{
"login": "xhuytox",
"avatar": "https://avatars.githubusercontent.com/u/20061642?v=4",
@@ -163,15 +208,6 @@
"prs": 0,
"total": 9
},
{
"login": "eepykith",
"avatar": "https://avatars.githubusercontent.com/u/338898488?v=4",
"url": "https://github.com/eepykith",
"commits": 0,
"issues": 3,
"prs": 0,
"total": 9
},
{
"login": "m4ddh7jm7c-bit",
"avatar": "https://avatars.githubusercontent.com/u/338352097?v=4",
@@ -208,6 +244,15 @@
"prs": 0,
"total": 6
},
{
"login": "ganona",
"avatar": "https://avatars.githubusercontent.com/u/112239200?v=4",
"url": "https://github.com/ganona",
"commits": 0,
"issues": 2,
"prs": 0,
"total": 6
},
{
"login": "GreySyntax",
"avatar": "https://avatars.githubusercontent.com/u/242626?v=4",
@@ -227,9 +272,9 @@
"total": 6
},
{
"login": "nickwilde77555",
"avatar": "https://avatars.githubusercontent.com/u/180547421?v=4",
"url": "https://github.com/nickwilde77555",
"login": "Minibattle",
"avatar": "https://avatars.githubusercontent.com/u/67839290?v=4",
"url": "https://github.com/Minibattle",
"commits": 0,
"issues": 2,
"prs": 0,
@@ -244,6 +289,15 @@
"prs": 0,
"total": 6
},
{
"login": "Sidilium",
"avatar": "https://avatars.githubusercontent.com/u/44266441?v=4",
"url": "https://github.com/Sidilium",
"commits": 0,
"issues": 2,
"prs": 0,
"total": 6
},
{
"login": "syberphunk",
"avatar": "https://avatars.githubusercontent.com/u/234857?v=4",
@@ -262,6 +316,24 @@
"prs": 1,
"total": 6
},
{
"login": "AlexanderCowell",
"avatar": "https://avatars.githubusercontent.com/u/225416878?v=4",
"url": "https://github.com/AlexanderCowell",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "Aryetis",
"avatar": "https://avatars.githubusercontent.com/u/4246001?v=4",
"url": "https://github.com/Aryetis",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "bcain2005-gif",
"avatar": "https://avatars.githubusercontent.com/u/258048498?v=4",
@@ -289,6 +361,15 @@
"prs": 0,
"total": 3
},
{
"login": "DolphinOfficial",
"avatar": "https://avatars.githubusercontent.com/u/92276540?v=4",
"url": "https://github.com/DolphinOfficial",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "dontstealthisplease-gif",
"avatar": "https://avatars.githubusercontent.com/u/337959488?v=4",
@@ -316,6 +397,15 @@
"prs": 0,
"total": 3
},
{
"login": "felis-lynx",
"avatar": "https://avatars.githubusercontent.com/u/106830854?v=4",
"url": "https://github.com/felis-lynx",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "Froghut",
"avatar": "https://avatars.githubusercontent.com/u/1702171?v=4",
@@ -334,6 +424,24 @@
"prs": 0,
"total": 3
},
{
"login": "gnargle",
"avatar": "https://avatars.githubusercontent.com/u/9372593?v=4",
"url": "https://github.com/gnargle",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "hokey1981",
"avatar": "https://avatars.githubusercontent.com/u/42741984?v=4",
"url": "https://github.com/hokey1981",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "InsideCat02",
"avatar": "https://avatars.githubusercontent.com/u/111202797?v=4",
@@ -362,9 +470,18 @@
"total": 3
},
{
"login": "Minibattle",
"avatar": "https://avatars.githubusercontent.com/u/67839290?v=4",
"url": "https://github.com/Minibattle",
"login": "Mitchlett",
"avatar": "https://avatars.githubusercontent.com/u/46537377?v=4",
"url": "https://github.com/Mitchlett",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "Momofier",
"avatar": "https://avatars.githubusercontent.com/u/13684228?v=4",
"url": "https://github.com/Momofier",
"commits": 0,
"issues": 1,
"prs": 0,
@@ -379,6 +496,15 @@
"prs": 0,
"total": 3
},
{
"login": "Obliviate28",
"avatar": "https://avatars.githubusercontent.com/u/341108069?v=4",
"url": "https://github.com/Obliviate28",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "Puchor",
"avatar": "https://avatars.githubusercontent.com/u/46112576?v=4",
@@ -389,9 +515,18 @@
"total": 3
},
{
"login": "Sidilium",
"avatar": "https://avatars.githubusercontent.com/u/44266441?v=4",
"url": "https://github.com/Sidilium",
"login": "s1lenceSRG",
"avatar": "https://avatars.githubusercontent.com/u/340965322?v=4",
"url": "https://github.com/s1lenceSRG",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "ssgod101",
"avatar": "https://avatars.githubusercontent.com/u/49173466?v=4",
"url": "https://github.com/ssgod101",
"commits": 0,
"issues": 1,
"prs": 0,
@@ -415,15 +550,6 @@
"prs": 0,
"total": 3
},
{
"login": "trankillity",
"avatar": "https://avatars.githubusercontent.com/u/53357041?v=4",
"url": "https://github.com/trankillity",
"commits": 0,
"issues": 1,
"prs": 0,
"total": 3
},
{
"login": "TylerJaacks",
"avatar": "https://avatars.githubusercontent.com/u/1505374?v=4",
+27 -6
View File
@@ -5,15 +5,20 @@ import { join } from 'node:path';
import { Marked, type Tokens } from 'marked';
import { REPO, url } from './site';
import { fileTree } from '../scripts/filetree';
import { patchHref } from '../scripts/patchlinks';
export interface DocInfo { file: string; slug: string; name: string; group: string; blurb: string; summary: string }
export interface DocInfo {
file: string; slug: string; name: string; group: string; blurb: string; summary: string;
/** deepest heading level in the page's table of contents (default 3) */
tocDepth?: number;
}
export const DOCS: DocInfo[] = [
{ file: 'INSTALL.md', slug: 'install', name: 'Install and first steps', group: 'Get started', blurb: 'Download, connect the Frame, install games.',
summary: 'Install FramePort on Windows, macOS or Linux, connect your Steam Frame once, then install and play Quest and PC VR games.' },
{ file: 'FRAME_SETUP.md', slug: 'frame-setup', name: 'What the setup changes', group: 'Get started', blurb: 'Changes on the Frame, firewalls, undoing it.',
summary: "What FramePort's one-time setup changes on the Steam Frame, how to undo it, and what your network and firewall need." },
{ file: 'FAQ.md', slug: 'faq', name: 'FAQ', group: 'Get started', blurb: 'Game folders and common questions.',
summary: "Common questions about FramePort: how to lay out game folders with APK and OBB files, and what to do when a game doesn't run." },
{ file: 'FAQ.md', slug: 'faq', name: 'FAQ', group: 'Get started', blurb: 'Game folders and fixing problems.',
summary: "Common questions about FramePort: how to lay out game folders with APK and OBB files, where a game's settings are, and how to fix games that don't start, hang, look wrong or stutter." },
{ file: 'COMPATIBILITY.md', slug: 'compatibility', name: 'Compatibility', group: 'Using FramePort', blurb: 'What runs on the Frame.',
summary: 'Which Quest games, PC VR games and Android apps run on the Steam Frame with FramePort, and how to share a recipe that works.' },
{ file: 'THEMES.md', slug: 'themes', name: 'Themes', group: 'Using FramePort', blurb: 'Color themes and making your own.',
@@ -22,6 +27,9 @@ export const DOCS: DocInfo[] = [
summary: 'Add an Install with FramePort button to your download page or README, so one click installs your game on a Steam Frame.' },
{ file: 'DIAGNOSTICS.md', slug: 'diagnostics', name: 'Diagnostics and problem reports', group: 'For developers', blurb: 'What a problem report contains.',
summary: "What FramePort's problem reports and shared recipes contain, how personal data is removed, and how recipes reach the catalog." },
{ file: 'PATCHES.md', slug: 'patches', name: 'Patch reference', group: 'For developers', blurb: 'Every patch and game setting.',
summary: 'Every FramePort patch and game setting: what it does, whether it changes the APK, when it is suggested, its options and the games that use it.',
tocDepth: 2 },
{ file: 'ARCHITECTURE.md', slug: 'architecture', name: 'Architecture', group: 'For developers', blurb: 'How FramePort is built and what it adds.',
summary: 'How FramePort is built: the projects it wraps, the pipeline from scan to launch test, and what it adds for the Steam Frame.' },
{ file: 'PLAYBOOK.md', slug: 'playbook', name: 'Porting playbook', group: 'For developers', blurb: 'Symptoms and fixes from real games.',
@@ -72,6 +80,8 @@ export function loadDoc(info: DocInfo): Doc {
if (h1) md = md.replace(h1[0], '');
const slug = slugger();
const toc: Doc['toc'] = [];
const tocDepth = info.tocDepth ?? 3;
const linked = new WeakSet<object>(); // code spans inside a link: never a second link
const marked = new Marked({
gfm: true,
walkTokens(token) {
@@ -84,6 +94,7 @@ export function loadDoc(info: DocInfo): Doc {
link.tokens = [{ type: 'text', raw: named.name, text: named.name }];
}
link.href = rewrite(link.href);
for (const t of link.tokens ?? []) if (t.type === 'codespan') linked.add(t);
}
if (token.type === 'html') {
(token as Tokens.HTML).text = (token as Tokens.HTML).text.replace(/(src|href)="([^"]+)"/g, (_, attr, v) => `${attr}="${rewrite(v)}"`);
@@ -101,10 +112,20 @@ export function loadDoc(info: DocInfo): Doc {
return `<figure class="diagram"><div class="diagram-scroll"><img src="${href}" alt="${alt}" loading="lazy" /></div>`
+ '<figcaption>Scroll sideways or tap to enlarge.</figcaption></figure>';
},
// a heading that starts with its own anchor (<a id="…"></a>, as in PATCHES.md) keeps that id, so GitHub and the
// site share one link target
heading({ tokens, depth, text }) {
const id = slug(text);
if (depth <= 3) toc.push({ id, text: text.replace(/[`*_]/g, ''), depth });
return `<h${depth} id="${id}"><a class="anchor" href="#${id}" aria-label="Link to this section">#</a>${this.parser.parseInline(tokens)}</h${depth}>\n`;
const own = text.match(/^<a id="([^"]+)"><\/a>\s*/);
const label = own ? text.slice(own[0].length) : text;
const id = own ? own[1] : slug(text);
if (depth <= tocDepth) toc.push({ id, text: label.replace(/[`*_]/g, ''), depth });
const inner = this.parser.parseInline(tokens).replace(/^<a id="[^"]+"><\/a>\s*/, '');
return `<h${depth} id="${id}"><a class="anchor" href="#${id}" aria-label="Link to this section">#</a>${inner}</h${depth}>\n`;
},
// a patch id in a code span (`frame.unity_text_input`) links to its entry in the patch reference
codespan(token) {
const href = linked.has(token) || !/^[\w.]+$/.test(token.text) ? null : patchHref(token.text);
return href ? `<a class="patch-ref" href="${href}"><code>${token.text}</code></a>` : false;
},
table(token) {
const head = token.header.map((c) => `<th>${this.parser.parseInline(c.tokens)}</th>`).join('');
+782
View File
@@ -0,0 +1,782 @@
{
"adapter.aim_forward": {
"anchor": "adapter-aim_forward",
"title": "Pointer start",
"group": "Game settings"
},
"adapter.aim_pitch": {
"anchor": "adapter-aim_pitch",
"title": "Pointer angle",
"group": "Game settings"
},
"adapter.aim_yaw": {
"anchor": "adapter-aim_yaw",
"title": "Pointer turn",
"group": "Game settings"
},
"adapter.controller_fix": {
"anchor": "adapter-controller_fix",
"title": "Use controllers",
"group": "Game settings"
},
"adapter.controller_models": {
"anchor": "adapter-controller_models",
"title": "Show Steam Frame controllers",
"group": "Game settings"
},
"adapter.cube_standin": {
"anchor": "adapter-cube_standin",
"title": "Stand in for cube layers",
"group": "Game settings"
},
"adapter.cylinder_strips": {
"anchor": "adapter-cylinder_strips",
"title": "Show curved menus and screens",
"group": "Game settings"
},
"adapter.equirect_emul": {
"anchor": "adapter-equirect_emul",
"title": "Show 360° backgrounds and videos",
"group": "Game settings"
},
"adapter.equirect_face": {
"anchor": "adapter-equirect_face",
"title": "360° detail",
"group": "Game settings"
},
"adapter.equirect_flip": {
"anchor": "adapter-equirect_flip",
"title": "360° picture orientation",
"group": "Game settings"
},
"adapter.equirect_fps": {
"anchor": "adapter-equirect_fps",
"title": "360° video frame rate limit",
"group": "Game settings"
},
"adapter.equirect_res": {
"anchor": "adapter-equirect_res",
"title": "360° sharpness",
"group": "Game settings"
},
"adapter.equirect_stereo": {
"anchor": "adapter-equirect_stereo",
"title": "360° 3D",
"group": "Game settings"
},
"adapter.eye_debug": {
"anchor": "adapter-eye_debug",
"title": "Per-eye diagnostics (log)",
"group": "Game settings"
},
"adapter.flip_emul": {
"anchor": "adapter-flip_emul",
"title": "Fix upside-down menus",
"group": "Game settings"
},
"adapter.flip_quads": {
"anchor": "adapter-flip_quads",
"title": "Rotate panels 180°",
"group": "Game settings"
},
"adapter.focus_hold": {
"anchor": "adapter-focus_hold",
"title": "Don't pause on short interruptions",
"group": "Game settings"
},
"adapter.focus_hold_ms": {
"anchor": "adapter-focus_hold_ms",
"title": "Ignore focus dips up to",
"group": "Game settings"
},
"adapter.foveation_fix": {
"anchor": "adapter-foveation_fix",
"title": "Hide Quest foveation",
"group": "Game settings"
},
"adapter.gl_hide_msrtt": {
"anchor": "adapter-gl_hide_msrtt",
"title": "Hide fast anti-aliasing (OpenGL ES)",
"group": "Game settings"
},
"adapter.gl_hide_multiview": {
"anchor": "adapter-gl_hide_multiview",
"title": "Draw each eye separately (OpenGL ES)",
"group": "Game settings"
},
"adapter.gl_highp_markers": {
"anchor": "adapter-gl_highp_markers",
"title": "GL shim: high-precision vertex shaders",
"group": "Game settings"
},
"adapter.gl_int_attribs": {
"anchor": "adapter-gl_int_attribs",
"title": "GL shim: integer vertex inputs",
"group": "Game settings"
},
"adapter.gl_mv_debug": {
"anchor": "adapter-gl_mv_debug",
"title": "Flat panel diagnostics (log)",
"group": "Game settings"
},
"adapter.haptic_fix": {
"anchor": "adapter-haptic_fix",
"title": "Fix freezes when controllers vibrate",
"group": "Game settings"
},
"adapter.haptic_scale": {
"anchor": "adapter-haptic_scale",
"title": "Vibration strength",
"group": "Game settings"
},
"adapter.hide_space_warp": {
"anchor": "adapter-hide_space_warp",
"title": "Turn off space warp",
"group": "Game settings"
},
"adapter.input_diag": {
"anchor": "adapter-input_diag",
"title": "Controller input diagnostics (log)",
"group": "Game settings"
},
"adapter.layer_debug": {
"anchor": "adapter-layer_debug",
"title": "Extra diagnostics (log)",
"group": "Game settings"
},
"adapter.layer_fix": {
"anchor": "adapter-layer_fix",
"title": "Drop broken layers",
"group": "Game settings"
},
"adapter.mutable_fix": {
"anchor": "adapter-mutable_fix",
"title": "Vulkan format workaround",
"group": "Game settings"
},
"adapter.ovrp_begin_gate": {
"anchor": "adapter-ovrp_begin_gate",
"title": "Unity frame loop: wait for skipped frames",
"group": "Game settings"
},
"adapter.ovrp_hold_physics": {
"anchor": "adapter-ovrp_hold_physics",
"title": "Steadier hands (older Unity)",
"group": "Game settings"
},
"adapter.passthrough_emul": {
"anchor": "adapter-passthrough_emul",
"title": "See your room",
"group": "Game settings"
},
"adapter.pose_consistency": {
"anchor": "adapter-pose_consistency",
"title": "Steadier head tracking",
"group": "Game settings"
},
"adapter.pose_debug": {
"anchor": "adapter-pose_debug",
"title": "Pose timing diagnostics (log)",
"group": "Game settings"
},
"adapter.pose_time_fix": {
"anchor": "adapter-pose_time_fix",
"title": "Fix hands lagging behind controllers",
"group": "Game settings"
},
"adapter.profile_remap": {
"anchor": "adapter-profile_remap",
"title": "Treat newer Quest controllers as Touch",
"group": "Game settings"
},
"adapter.proximity_emul": {
"anchor": "adapter-proximity_emul",
"title": "Animate fingers from touch",
"group": "Game settings"
},
"adapter.rect_clamp": {
"anchor": "adapter-rect_clamp",
"title": "Keep pictures in bounds",
"group": "Game settings"
},
"adapter.refresh_rate": {
"anchor": "adapter-refresh_rate",
"title": "Refresh rate",
"group": "Game settings"
},
"adapter.release_wait": {
"anchor": "adapter-release_wait",
"title": "Wait for the game's GPU",
"group": "Game settings"
},
"adapter.respace_kick": {
"anchor": "adapter-respace_kick",
"title": "Re-create play space",
"group": "Game settings"
},
"adapter.scale": {
"anchor": "adapter-scale",
"title": "Sharpness",
"group": "Game settings"
},
"adapter.scene_depth": {
"anchor": "adapter-scene_depth",
"title": "Room depth",
"group": "Game settings"
},
"adapter.scene_emul": {
"anchor": "adapter-scene_emul",
"title": "Pretend room layout",
"group": "Game settings"
},
"adapter.scene_height": {
"anchor": "adapter-scene_height",
"title": "Room height",
"group": "Game settings"
},
"adapter.scene_width": {
"anchor": "adapter-scene_width",
"title": "Room width",
"group": "Game settings"
},
"adapter.snapshot": {
"anchor": "adapter-snapshot",
"title": "Eye-image snapshots (diagnostics)",
"group": "Game settings"
},
"adapter.stable_local": {
"anchor": "adapter-stable_local",
"title": "Keep menus in place",
"group": "Game settings"
},
"adapter.strip_color_bias": {
"anchor": "adapter-strip_color_bias",
"title": "Drop layer color fades",
"group": "Game settings"
},
"adapter.strip_depth": {
"anchor": "adapter-strip_depth",
"title": "Strip depth layers",
"group": "Game settings"
},
"adapter.surface_emul": {
"anchor": "adapter-surface_emul",
"title": "Show video panels",
"group": "Game settings"
},
"adapter.surface_native": {
"anchor": "adapter-surface_native",
"title": "Native video surfaces (Batman renderer)",
"group": "Game settings"
},
"adapter.swap_eyes": {
"anchor": "adapter-swap_eyes",
"title": "Swap eyes",
"group": "Game settings"
},
"adapter.swapchain_fix": {
"anchor": "adapter-swapchain_fix",
"title": "Retry refused picture formats",
"group": "Game settings"
},
"adapter.sync_guard": {
"anchor": "adapter-sync_guard",
"title": "Steady controller input after focus",
"group": "Game settings"
},
"adapter.vk_hide_fdm": {
"anchor": "adapter-vk_hide_fdm",
"title": "Hide Vulkan foveation",
"group": "Game settings"
},
"adapter.vk_query_slots": {
"anchor": "adapter-vk_query_slots",
"title": "Stop objects popping in and out",
"group": "Game settings"
},
"adapter.vk_shader_dump": {
"anchor": "adapter-vk_shader_dump",
"title": "Vulkan shader dump (diagnostics)",
"group": "Game settings"
},
"adapter.vk_shader_fix": {
"anchor": "adapter-vk_shader_fix",
"title": "Vulkan shader fixes",
"group": "Game settings"
},
"adapter.vk_spec_fixes": {
"anchor": "adapter-vk_spec_fixes",
"title": "Fix depth flicker (Unreal Vulkan)",
"group": "Game settings"
},
"adapter.vk_validation": {
"anchor": "adapter-vk_validation",
"title": "Vulkan error checks (log)",
"group": "Game settings"
},
"adapter.zink_shader_dump": {
"anchor": "adapter-zink_shader_dump",
"title": "OpenGL ES shader dump (diagnostics)",
"group": "Game settings"
},
"adapter.zink_shader_fix": {
"anchor": "adapter-zink_shader_fix",
"title": "OpenGL ES shader fixes",
"group": "Game settings"
},
"device.config_sync": {
"anchor": "device-config_sync",
"title": "Keep the game's saved resolution in step",
"group": "Files and settings on the Frame"
},
"device.display_mode": {
"anchor": "device-display_mode",
"title": "Show as VR or as a flat window",
"group": "Files and settings on the Frame"
},
"device.files": {
"anchor": "device-files",
"title": "Settings files for the game",
"group": "Files and settings on the Frame"
},
"device.foveation": {
"anchor": "device-foveation",
"title": "Eye-tracked foveation (Valve)",
"group": "Files and settings on the Frame"
},
"device.hide_navbar": {
"anchor": "device-hide_navbar",
"title": "Hide Android's navigation bar",
"group": "Files and settings on the Frame"
},
"device.lepton_env": {
"anchor": "device-lepton_env",
"title": "Extra Lepton settings",
"group": "Files and settings on the Frame"
},
"device.steam_gamepad": {
"anchor": "device-steam_gamepad",
"title": "Controllers as a gamepad (Steam Input)",
"group": "Files and settings on the Frame"
},
"device.text_input_window": {
"anchor": "device-text_input_window",
"title": "Show the app's Android window (for typing)",
"group": "Files and settings on the Frame"
},
"frame.adapter": {
"anchor": "frame-adapter",
"title": "FrameBridge OpenXR adapter",
"group": "Steam Frame patches"
},
"frame.asset_files": {
"anchor": "frame-asset_files",
"title": "Content files from the game's data",
"group": "Steam Frame patches"
},
"frame.avatar_stub": {
"anchor": "frame-avatar_stub",
"title": "Skip Meta avatars",
"group": "Steam Frame patches"
},
"frame.blazerush": {
"anchor": "frame-blazerush",
"title": "BlazeRush: controllers without Meta avatars, own shader cache",
"group": "Steam Frame patches"
},
"frame.gl_multiview_fbo": {
"anchor": "frame-gl_multiview_fbo",
"title": "OpenGL ES: multiview shaders on flat panels (HUD, menus)",
"group": "Steam Frame patches"
},
"frame.gl_shim": {
"anchor": "frame-gl_shim",
"title": "GL shim (Mesa GLSL compatibility)",
"group": "Steam Frame patches"
},
"frame.godot_clipboard": {
"anchor": "frame-godot_clipboard",
"title": "Godot apps: start without a clipboard service",
"group": "Steam Frame patches"
},
"frame.hw_video_decode": {
"anchor": "frame-hw_video_decode",
"title": "Hardware video decoding (H.264, HEVC, VP9)",
"group": "Steam Frame patches"
},
"frame.langpacks": {
"anchor": "frame-langpacks",
"title": "Language packs from the game's files",
"group": "Steam Frame patches"
},
"frame.launcher": {
"anchor": "frame-launcher",
"title": "Launcher category (INFO → LAUNCHER)",
"group": "Steam Frame patches"
},
"frame.ltw_depth": {
"anchor": "frame-ltw_depth",
"title": "GL wrapper: OpenGL ES depth formats (Minecraft)",
"group": "Steam Frame patches"
},
"frame.meta_permissions": {
"anchor": "frame-meta_permissions",
"title": "Declare Meta-only permissions",
"group": "Steam Frame patches"
},
"frame.metaxr_telemetry": {
"anchor": "frame-metaxr_telemetry",
"title": "Meta XR Audio: skip Quest telemetry class",
"group": "Steam Frame patches"
},
"frame.nodebug": {
"anchor": "frame-nodebug",
"title": "Clear android:debuggable",
"group": "Steam Frame patches"
},
"frame.oculusos": {
"anchor": "frame-oculusos",
"title": "Oculus OS telemetry class stubs",
"group": "Steam Frame patches"
},
"frame.ovr_microphone": {
"anchor": "frame-ovr_microphone",
"title": "Fix crash when the game prepares the microphone",
"group": "Steam Frame patches"
},
"frame.ovr_stable_user": {
"anchor": "frame-ovr_stable_user",
"title": "Keep the same Meta user between starts",
"group": "Steam Frame patches"
},
"frame.ovr_trace": {
"anchor": "frame-ovr_trace",
"title": "Trace Meta platform requests (diagnostics)",
"group": "Steam Frame patches"
},
"frame.ovrplatformcompat": {
"anchor": "frame-ovrplatformcompat",
"title": "Platform compat (ovrMessageType_ToString)",
"group": "Steam Frame patches"
},
"frame.ovrstubs": {
"anchor": "frame-ovrstubs",
"title": "Stub missing Meta platform functions",
"group": "Steam Frame patches"
},
"frame.pac_hints": {
"anchor": "frame-pac_hints",
"title": "Unpaired pointer-authentication checks",
"group": "Steam Frame patches"
},
"frame.sdl_clipboard": {
"anchor": "frame-sdl_clipboard",
"title": "SDL apps: start without a clipboard service",
"group": "Steam Frame patches"
},
"frame.slz_vulkan_hooks": {
"anchor": "frame-slz_vulkan_hooks",
"title": "Stress Level Zero: let Unity start Vulkan itself",
"group": "Steam Frame patches"
},
"frame.start_activity": {
"anchor": "frame-start_activity",
"title": "Start straight in VR (skip the 2D launcher)",
"group": "Steam Frame patches"
},
"frame.swapchain_limit": {
"anchor": "frame-swapchain_limit",
"title": "Allow swapchains larger than 4096 px",
"group": "Steam Frame patches"
},
"frame.tbxr_vendor": {
"anchor": "frame-tbxr_vendor",
"title": "Team Beef ports: treat the Frame as a Meta headset",
"group": "Steam Frame patches"
},
"frame.unity_gl_shim": {
"anchor": "frame-unity_gl_shim",
"title": "GL shim for Unity (no multisampled render-to-texture)",
"group": "Steam Frame patches"
},
"frame.unity_multipass": {
"anchor": "frame-unity_multipass",
"title": "Unity: render each eye separately (no multiview)",
"group": "Steam Frame patches"
},
"frame.unity_no_msaa": {
"anchor": "frame-unity_no_msaa",
"title": "Unity: disable MSAA",
"group": "Steam Frame patches"
},
"frame.unity_no_overlay_copy": {
"anchor": "frame-unity_no_overlay_copy",
"title": "Unity: skip OVROverlay layers (fades, splash screens)",
"group": "Steam Frame patches"
},
"frame.unity_oculus_check": {
"anchor": "frame-unity_oculus_check",
"title": "Unity: start VR without Meta's system apps",
"group": "Steam Frame patches"
},
"frame.unity_runtime_msaa_off": {
"anchor": "frame-unity_runtime_msaa_off",
"title": "Unity: keep MSAA off at runtime (OVRManager)",
"group": "Steam Frame patches"
},
"frame.unity_text_input": {
"anchor": "frame-unity_text_input",
"title": "Make Unity text fields work",
"group": "Steam Frame patches"
},
"frame.unity_user_presence": {
"anchor": "frame-unity_user_presence",
"title": "Unity: headset always counts as worn",
"group": "Steam Frame patches"
},
"frame.unreal_gl_shim": {
"anchor": "frame-unreal_gl_shim",
"title": "GL shim for Unreal (no multisampled render-to-texture)",
"group": "Steam Frame patches"
},
"frame.unreal_ovrp_entrypoints": {
"anchor": "frame-unreal_ovrp_entrypoints",
"title": "Unreal: stand-ins for OVRPlugin functions OVRPort lacks",
"group": "Steam Frame patches"
},
"frame.unreal_quest_keymap": {
"anchor": "frame-unreal_quest_keymap",
"title": "Unreal: Quest controller bindings (RPOC key map)",
"group": "Steam Frame patches"
},
"frame.unreal_quest_precompile": {
"anchor": "frame-unreal_quest_precompile",
"title": "Unreal: don't wait for the Quest shader precompile",
"group": "Steam Frame patches"
},
"frame.unreal_skip_obb_check": {
"anchor": "frame-unreal_skip_obb_check",
"title": "Unreal: start without the OBB check",
"group": "Steam Frame patches"
},
"frame.unreal_thumb_touch": {
"anchor": "frame-unreal_thumb_touch",
"title": "Unreal: thumb follows the capacitive touches",
"group": "Steam Frame patches"
},
"frame.vivox_audio_route": {
"anchor": "frame-vivox_audio_route",
"title": "Vivox voice chat: skip Android 12 audio routing",
"group": "Steam Frame patches"
},
"frame.vk_sanitize": {
"anchor": "frame-vk_sanitize",
"title": "Vulkan: drop invalid render-pass pointers",
"group": "Steam Frame patches"
},
"frame.vrapi_bridge": {
"anchor": "frame-vrapi_bridge",
"title": "VrApi → OpenXR bridge",
"group": "Steam Frame patches"
},
"frame.vrapi_stub": {
"anchor": "frame-vrapi_stub",
"title": "Quiet Meta's VrApi loader (OpenXR games)",
"group": "Steam Frame patches"
},
"frame.zink_shader_fix": {
"anchor": "frame-zink_shader_fix",
"title": "OpenGL ES: shader fixes (Vulkan layer under Zink)",
"group": "Steam Frame patches"
},
"patch_ac_nexus_no_appsw_72": {
"anchor": "patch_ac_nexus_no_appsw_72",
"title": "AC Nexus: no AppSW at 72 Hz",
"group": "Patches from OVRPort"
},
"patch_ac_nexus_no_appsw_90": {
"anchor": "patch_ac_nexus_no_appsw_90",
"title": "AC Nexus: no AppSW at 90 Hz",
"group": "Patches from OVRPort"
},
"patch_clean_up_frida": {
"anchor": "patch_clean_up_frida",
"title": "Clean up Frida leftovers in smali",
"group": "Patches from OVRPort"
},
"patch_copy_libraries": {
"anchor": "patch_copy_libraries",
"title": "Copy OVRPort libraries",
"group": "Patches from OVRPort"
},
"patch_copy_ovrplugin_vrapi": {
"anchor": "patch_copy_ovrplugin_vrapi",
"title": "Copy OVRPlugin if VrApi is present",
"group": "Patches from OVRPort"
},
"patch_disable_controller_offset": {
"anchor": "patch_disable_controller_offset",
"title": "Disable controller tracking offset",
"group": "Patches from OVRPort"
},
"patch_disable_meta_xr_audio_telemetry": {
"anchor": "patch_disable_meta_xr_audio_telemetry",
"title": "Disable Meta XR Audio telemetry",
"group": "Patches from OVRPort"
},
"patch_disable_space_warp": {
"anchor": "patch_disable_space_warp",
"title": "Disable application space warp if used",
"group": "Patches from OVRPort"
},
"patch_fix_min_android_sdk": {
"anchor": "patch_fix_min_android_sdk",
"title": "Fix minimal Android SDK",
"group": "Patches from OVRPort"
},
"patch_fix_unreal_crash": {
"anchor": "patch_fix_unreal_crash",
"title": "Fix UE4 crash with Unity stub",
"group": "Patches from OVRPort"
},
"patch_force_passthrough": {
"anchor": "patch_force_passthrough",
"title": "Force enable passthrough",
"group": "Patches from OVRPort"
},
"patch_generate_config": {
"anchor": "patch_generate_config",
"title": "Generate OVRPort config",
"group": "Patches from OVRPort"
},
"patch_launcher_entry": {
"anchor": "patch_launcher_entry",
"title": "Fix launcher icon entry",
"group": "Patches from OVRPort"
},
"patch_mark_allow_backup": {
"anchor": "patch_mark_allow_backup",
"title": "Mark application to allow backup",
"group": "Patches from OVRPort"
},
"patch_mark_as_debuggable": {
"anchor": "patch_mark_as_debuggable",
"title": "Mark application as debuggable",
"group": "Patches from OVRPort"
},
"patch_meta_xr_audio": {
"anchor": "patch_meta_xr_audio",
"title": "Patch Meta XR Audio",
"group": "Patches from OVRPort"
},
"patch_oculus_unity": {
"anchor": "patch_oculus_unity",
"title": "Patch Oculus detection for Unity",
"group": "Patches from OVRPort"
},
"patch_oculus_unreal": {
"anchor": "patch_oculus_unreal",
"title": "Patch Oculus detection for Unreal",
"group": "Patches from OVRPort"
},
"patch_remove_localized_names": {
"anchor": "patch_remove_localized_names",
"title": "Remove localized app names",
"group": "Patches from OVRPort"
},
"patch_remove_unreal_force_quit": {
"anchor": "patch_remove_unreal_force_quit",
"title": "Remove Unreal's ForceQuit",
"group": "Patches from OVRPort"
},
"patch_remove_uses_library": {
"anchor": "patch_remove_uses_library",
"title": "Remove uses-library",
"group": "Patches from OVRPort"
},
"patch_remove_vrapi": {
"anchor": "patch_remove_vrapi",
"title": "Remove VrApi library",
"group": "Patches from OVRPort"
},
"patch_replace_icon_label": {
"anchor": "patch_replace_icon_label",
"title": "Replace application label and icon",
"group": "Patches from OVRPort"
},
"patch_vr_metadata": {
"anchor": "patch_vr_metadata",
"title": "Pico/YVR/Quest metadata",
"group": "Patches from OVRPort"
},
"patch_vrapi_openxr": {
"anchor": "patch_vrapi_openxr",
"title": "VrApi → OpenXR adapter (OVRPort)",
"group": "Patches from OVRPort"
},
"pcvr.launch_args": {
"anchor": "pcvr-launch_args",
"title": "Launch options (SteamVR or OpenXR)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.libovr_redirect": {
"anchor": "pcvr-libovr_redirect",
"title": "Provide the Oculus runtime from Revive (Frame)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.no_crash_reporter": {
"anchor": "pcvr-no_crash_reporter",
"title": "No Unreal crash reporter",
"group": "PC VR (Proton and Revive)"
},
"pcvr.oculus_unreal": {
"anchor": "pcvr-oculus_unreal",
"title": "Patch Oculus detection for Unreal (Frame)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.proton_env": {
"anchor": "pcvr-proton_env",
"title": "Extra Proton settings (Frame)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.proton_log": {
"anchor": "pcvr-proton_log",
"title": "Proton debug log (Frame)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.proton_tool": {
"anchor": "pcvr-proton_tool",
"title": "Proton version (Frame)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.repack_launcher": {
"anchor": "pcvr-repack_launcher",
"title": "Use the repack's launcher (bundled Revive)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.revive": {
"anchor": "pcvr-revive",
"title": "Revive (Oculus LibOVR → OpenXR)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.revive_openvr": {
"anchor": "pcvr-revive_openvr",
"title": "Revive: SteamVR (OpenVR) backend on PC",
"group": "PC VR (Proton and Revive)"
},
"pcvr.steamvr_tuning": {
"anchor": "pcvr-steamvr_tuning",
"title": "Automatic SteamVR performance settings (this PC)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.vr_overlay": {
"anchor": "pcvr-vr_overlay",
"title": "SteamVR overlay app (Frame)",
"group": "PC VR (Proton and Revive)"
},
"pcvr.xr_timefix": {
"anchor": "pcvr-xr_timefix",
"title": "Frame OpenXR compatibility layer",
"group": "PC VR (Proton and Revive)"
}
}
+44 -4
View File
@@ -1,13 +1,53 @@
{
"updated": "2026-10-10",
"updated": "2026-10-12",
"releases": [
{
"tag": "v1.0.4",
"name": "FramePort v1.0.4",
"date": "2026-10-11",
"url": "https://github.com/spoopyghosty0/frameport/releases/tag/v1.0.4",
"dev": false,
"notes": "FramePort v1.0.4: Windows (x64), macOS (Apple Silicon) and Linux (x64, ARM64).\n\n## What's new\n\n- **Launch tests no longer report \"Failed to launch\"** for games that run fine but crash once the test ends their VR session because no headset is worn (e.g. BlazeRush).\n\nAlready have FramePort? It offers this update itself (Library → **Update now**).\n\n## Install\n\nDownload the file for your PC, unpack it and start FramePort. Guide:\n[Install and first steps](https://frameport.app/docs/install/).\n"
},
{
"tag": "v1.0.3",
"name": "FramePort v1.0.3",
"date": "2026-10-11",
"url": "https://github.com/spoopyghosty0/frameport/releases/tag/v1.0.3",
"dev": false,
"notes": "FramePort v1.0.3: Windows (x64), macOS (Apple Silicon) and Linux (x64, ARM64).\n\n## What's new\n\n- **One FramePort at a time:** starting it again brings the open window to the front, and FramePort fully closes with its window.\n- **After an update, FramePort restarts with a working window** instead of a black one (Windows).\n- The update dialogs' \"All releases\" and \"Release page\" buttons work again.\n- When several play sessions are checked at once, one message lists them instead of one per game.\n\nAlready have FramePort? It offers this update itself (Library → **Update now**).\n\n## Install\n\nDownload the file for your PC, unpack it and start FramePort. Guide:\n[Install and first steps](https://frameport.app/docs/install/).\n"
},
{
"tag": "v1.0.2",
"name": "FramePort v1.0.2",
"date": "2026-10-11",
"url": "https://github.com/spoopyghosty0/frameport/releases/tag/v1.0.2",
"dev": false,
"notes": "FramePort v1.0.2: Windows (x64), macOS (Apple Silicon) and Linux (x64, ARM64).\n\n## What's new\n\n- **Progress is kept:** games that save under your Meta user (for example Walkabout Mini Golf) no longer start with an empty profile each time. Click **Update on Frame** on their page.\n- A new troubleshooting FAQ in the docs: where a game's settings are and what to try when a game misbehaves.\n\nAlready have FramePort? It offers this update itself (Library → **Update now**).\n\n## Install\n\nDownload the file for your PC, unpack it and start FramePort. Guide:\n[Install and first steps](https://frameport.app/docs/install/).\n"
},
{
"tag": "v1.0.1",
"name": "FramePort v1.0.1",
"date": "2026-10-11",
"url": "https://github.com/spoopyghosty0/frameport/releases/tag/v1.0.1",
"dev": false,
"notes": "FramePort v1.0.1: Windows (x64), macOS (Apple Silicon) and Linux (x64, ARM64).\n\n## What's new\n\n- **Diagnostics for games that hang:** save diagnostics while the game is stuck, and the zip shows what the game is waiting for.\n- **Clearer launch tests:** when Lepton doesn't start a game, the test says so instead of reporting that the game quit itself.\n- A reference of every patch and game setting is now in the docs.\n\nAlready have FramePort? It offers this update itself (Library → **Update now**).\n\n## Install\n\nDownload the file for your PC, unpack it and start FramePort. Guide:\n[Install and first steps](https://frameport.app/docs/install/).\n"
},
{
"tag": "v1.0.0",
"name": "FramePort v1.0.0",
"date": "2026-10-11",
"url": "https://github.com/spoopyghosty0/frameport/releases/tag/v1.0.0",
"dev": false,
"notes": "FramePort v1.0.0: Windows (x64), macOS (Apple Silicon) and Linux (x64, ARM64).\n\n## What's new\n\n- **A new look:** Portal and Original themes, an \"On your Frame\" shelf in the Library, and install progress shown as the game passing through a portal.\n- **Easier setup:** run `curl -fsSL https://frameport.app/s | bash` on the Frame and allow it on the PC. A Frame in Developer Mode pairs without a click.\n- **SteamVR overlay apps** (for example Temporal Reality) run on the Frame over your games and can start with SteamVR.\n- **More folders just work:** SideQuest backups and AXRB downloads import with their data files.\n- **Rename any game**, and the name in Steam follows.\n- **Hardware video decoding** for games that play videos (opt-in per game), a Steam Input gamepad for flat Android apps, and Godot games start.\n- **BlazeRush works** (fixes from a tester's guide), and Unreal games no longer hang on their OBB check.\n- **Play sessions are checked too:** after you play, FramePort reads the session's log and suggests fixes on the game's page.\n- **126 game recipes** (76 in 0.12.0), and fixes for Vader Immortal, VR4, Doom3Quest, Star Wars Pinball, Green Hell VR, Budget Cuts and more.\n- The update dialog lists every change since your version. Install buttons now use frameport.app links, and game reports are titled \"[Game report]\".\n\nAlready have FramePort? It offers this update itself (Library → **Update now**).\n\n## Install\n\nDownload the file for your PC, unpack it and start FramePort. Guide:\n[Install and first steps](https://frameport.app/docs/install/).\n"
},
{
"tag": "dev",
"name": "FramePort dev build 0.12.1.dev253",
"date": "2026-10-10",
"name": "FramePort dev build 0.12.1.dev263",
"date": "2026-10-11",
"url": "https://github.com/spoopyghosty0/frameport/releases/tag/dev",
"dev": true,
"notes": "Dev build **0.12.1.dev253** from commit ca14fad (2026-10-10). For testing fixes before\nthe next release; you get that release as a normal update.\n\n## Please test\n\nControllers as a gamepad for flat Android apps (#162, opt-in); Vulkan shader capture for GPU hangs (vk_shader_dump, #140); Update on Frame after adding a newer APK (#161); 15 new catalog entries.\n\n## Changes since v0.12.0\n\n- Steam Input gamepad for 2D Android apps (device.steam_gamepad, agent v72, GitHub #162)\n- Vulkan shim: vk_shader_dump writes the game's SPIR-V modules with a creation index (GitHub #140)\n- Triage: unity-data-missing fails a launch test when Unity can't read the game's data files (incomplete OBB or one from another version; Batman passed while st\n- Game page shows Update on Frame after a newer APK of an installed game was added (builds record the APK version they were made from; GitHub #161); triage only\n- Catalog: Eleven (Quest) and GOLF+ unsupported (Meta online services / the game's login refuse the platform), Beat Saber DLC isn't detected, Doom3Quest works (\n- Catalog: 13 shared working configs (Freedom, Zombieland VR, Caves, Ancient Dungeon, Containment Protocol, Down the Rabbit Hole, End Space, ExploreVR, Racket: \n- Shared video decoder (codec revision 8): hidden VP9 frames no longer end the EOS drain early\n- Shared video decoder: remove a game's old per-game codec folder once its launcher is converted, also when the recipe (not deployment.json) asks for hardware d\n- Shared video decoder: per game (frame.hw_video_decode) with a global off switch; 8K retry at start and VP9 fixes from the hw-video-decode branch\n- Catalog: Audica works (shared working config)\n- Uninstall dialog: option to also delete the game's saves and everything it stored on the Frame (mods, downloads); they survived every uninstall before (GitHub\n- Install on this PC works on Windows again: the agent (loaded for its VDF code) imported the POSIX-only fcntl at the top (ModuleNotFoundError for every PC VR i\n- Deploy shared hardware video decoding for compatible Lepton apps\n- Codec wrapper (PR #96): find the host's podman when Lepton calls it with the Android guest's PATH (its boot-wait, app-pid and logcat-mirror podman exec calls \n- Catalog: Doom3Quest uses frame.gl_multiview_fbo (HUD/PDA shown, no frame-rate drop: Xandrix1987's headset test, GitHub #77)\n- Catalog: cubism works (shared working config)\n- SUPERHOT VR (Quest): create its cloud save folder at install, so the launcher gives it group write permission before the very first start (the game creates an\n- Catalog: Vader Immortal III's campaign intro starts black by design (owner)\n- Catalog: Vader Immortal Episodes II and III work (owner's headset test) with Episode I's Unreal fixes (quest precompile, key map, thumb touch, pose_time_fix),\n- Docs: session triage (PLAYBOOK rows for the session findings, CLAUDE.md note incl. the pac_hints survey)\n- Triage real play sessions: the connection refresh fetches a finished session's log (agent v70) and triages it (launch-test signatures + new space-warp-used qu\n- Agent v70: session_log (the newest play session's launch.log sliced to 4 MB + its crash logcat + kernel GPU hang lines), last_play in list_installed, launch t\n- FrameBridge: always log the runtime's focus losses and returns with their length (focus: lost / back after N ms), before focus_hold hides a dip; for session t\n- Heuristics: suggest pose_time_fix for Unreal 4 games with Vader Immortal's Oculus input (the unreal_thumb_touch code match). Catalog: Phantom, Robo Recall and\n- Harden codec deployment and isolate native video hooks\n- Catalog: Clockwork (Quest), Beat Saber, Eleven: Table Tennis VR and Pistol Whip (PC VR, run directly without Revive) from shared working configs\n- Heuristics: suggest scene_emul for every game that declares Meta's USE_SCENE permission, not only mixed-reality-only ones (VR HOT's room setup retried forever\n- Agent v68: launch tests count their window from Lepton's 'Waiting for app' (up to 240 s more for boot + install). The first start after an APK change installs\n- frame.unreal_thumb_touch: UE4 OculusInput's ThumbUp from the capacitive touches instead of near-touch, which the Frame never reports (thumbs always pointed up\n- pose_time_fix: never move a recent predicted display time; monotonic times only told apart when the clocks are more than 4 display periods apart and the time \n- Lint: extraneous parentheses (ruff UP034)\n- Game page: a patch the build left out because the OVRPort runtime already has the fix (build.superseded, e.g. haptic_fix with runtime 3.4.3-aa54c3f) no longer\n- Triage: Lepton's own short lines survive the game-process filter. With the package known, game_lines dropped every line of 3 words or fewer, so Lepton's 'Boot\n- Catalog: Max Mustard is listed by its name, not its package name Matilda (GitHub #110)\n- frame.gl_multiview_fbo: single-view twins for multiview programs drawn into flat framebuffers Line truncated
"notes": "Dev build **0.12.1.dev263** from commit dccdcaa (2026-10-11). For testing fixes before\nthe next release; you get that release as a normal update.\n\n## Please test\n\n1.0 release candidate. New since dev261: SteamVR overlay apps (for example Temporal Reality's Linux arm64 build) installed with Add a Linux app run on the Frame over your games, with a Start with SteamVR switch.\n\n## Changes since v0.12.0\n\n- SteamVR overlay apps on the Frame (agent v75)\n- Sharing: fall back to a plain issue when the form opens empty (#167)\n- Monitor: per-module collection needs agent 73 (main's 72 lacks it); correct agent versions in comments\n- serialize_flet_updates: tolerate Flet versions without Session.patch_control or Prop (log, keep the rest)\n- Issue forms: quote the descriptions so the templates are valid YAML\n- Auto pairing scan: skip container/VM/VPN interfaces and CGNAT, back off after empty scans\n- pyproject: Development Status 5 - Production/Stable\n- Catalog: Vacation Simulator starts; controllers aren't tracked yet (shared working config)\n- Catalog: The Thrill Of The Fight runs with Unity's overlay copy skipped; the right eye misses the opponent and referee (shared working config)\n- Catalog: Fruit Salon works (shared working config)\n- Auto pairing: hold off only while a setup request is open (not for allowed, denied or expired ones)\n- Docs: diagrams instead of ASCII art\n- Install links: FramePort's https://frameport.app/install?… page is the documented button link (pasted links parse too); README, docs, site and in-app texts \n- Pairing: setup requests expire when the Frame stops polling; setup.sh explains HTTP 429\n- Diagnostics: send every shader module of the newest session (#140)\n- CLI frame pair: don't announce the pairing server over mDNS (it can't answer setup-URL requests)\n- Issue reports: a game's report is titled \"[Game report] <game>\" with the game-compatibility label; reports about FramePort itself \"[App] FramePort\" with bug (\n- Setup line: curl -fsSL https://frameport.app/s (fail on HTTP errors, explicit https)\n- Site: Cloudflare and Google analytics, with a cookie choice\n- Docs: update screenshots and videos\n- Site: SEO for frameport.app\n- Site: What's new page and section from GitHub releases\n- Site: shorter, consistent copy, served at frameport.app\n- Docs: shorter, consistent copy\n- App: shorter, consistent interface text\n- Developer docs, CLI and launch-test diagnoses: consistent terms\n- Steam Input gamepad for 2D Android apps (device.steam_gamepad, agent v72, GitHub #162)\n- Wording: style word list and length rules\n- Vulkan shim: vk_shader_dump writes the game's SPIR-V modules with a creation index (GitHub #140)\n- Triage: unity-data-missing fails a launch test when Unity can't read the game's data files (incomplete OBB or one from another version; Batman passed while st\n- Game page shows Update on Frame after a newer APK of an installed game was added (builds record the APK version they were made from; GitHub #161); triage only\n- Catalog: Eleven (Quest) and GOLF+ unsupported (Meta online services / the game's login refuse the platform), Beat Saber DLC isn't detected, Doom3Quest works (\n- Catalog: 13 shared working configs (Freedom, Zombieland VR, Caves, Ancient Dungeon, Containment Protocol, Down the Rabbit Hole, End Space, ExploreVR, Racket: \n- Site: two neon worlds, a portal-first download page, one-eye live view\n- Game page: open the last launch test's log\n- Site: interactive docs, a download page, two more worlds, solid rocks\n- Site: three hero worlds, a 3D live view, a closer app trial, real screenshots\n- Install walkthrough: the setup line and Allow, in the video and on the site\n- Pair Frames in Developer Mode without a click on the PC\n- Shared video decoder (codec revision 8): hidden VP9 frames no longer end the EOS drain early\n"
},
{
"tag": "v0.12.0",
+1 -1
View File
@@ -104,7 +104,7 @@ const count = (n: number) => (n === 1 ? '1 change' : `${n} changes`);
{RELEASES.length === 0 && <p class="lead">No releases yet. See <a href={`${REPO}/releases`}>GitHub</a>.</p>}
</div>
</main>
<Footer />
<Footer credits="contributors" />
</Layout>
<script>
+2
View File
@@ -45,6 +45,8 @@ const prev = DOCS[i - 1], next = DOCS[i + 1];
</Layout>
<style>
/* long paths and identifiers (the patch reference has many) wrap instead of widening the page on phones */
.prose :global(:is(p, li, blockquote)) { overflow-wrap: break-word; }
.crumb { font-size: 13px; color: var(--text-2); margin-bottom: 10px; }
.crumb a { color: var(--text-2); }
.crumb span { margin: 0 4px; color: var(--text-3); }
+1 -1
View File
@@ -60,5 +60,5 @@ const logGames = games.filter((g) => g.status !== 'unsupported' && g.platform ==
<Install />
<WhatsNew />
</main>
<Footer />
<Footer credits="all" />
</Layout>
+25 -1
View File
@@ -1,6 +1,6 @@
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { rowHtml, short, sortGames, toGame } from './catalog.ts';
import { rowHtml, short, shuffleGames, sortGames, toGame } from './catalog.ts';
test('catalog entries become rows like docs/GAMES.md', () => {
assert.equal(toGame({ title: 'x', status: 'maybe' }), null);
@@ -26,9 +26,33 @@ test('order: works, issues, unsupported, then title', () => {
assert.deepEqual(sortGames(games).map((g) => g.title), ['a', 'z', 'a', 'b']);
});
test('shuffle: status groups stay in order, a random order inside, kept across calls', () => {
const games = ['unsupported:b', 'works:z', 'issues:a', 'works:a', 'works:m', 'issues:q'].map((s) => {
const [status, title] = s.split(':');
return toGame({ status, title, package: `p.${status}.${title}` });
});
const seq = [0.9, 0.1, 0.5, 0.3, 0.7, 0.2];
const rank = new Map();
const first = shuffleGames(games, rank, () => seq.shift());
assert.deepEqual(first.map((g) => g.status), ['works', 'works', 'works', 'issues', 'issues', 'unsupported']);
assert.deepEqual(first.filter((g) => g.status === 'works').map((g) => g.title), ['z', 'a', 'm']);
// the same page reorders the same way (the live refresh), new games get their own place
const again = shuffleGames([...games].reverse(), rank, () => 0.0);
assert.deepEqual(again.map((g) => g.title), first.map((g) => g.title));
});
test('rows escape what comes from GitHub', () => {
const html = rowHtml(toGame({ title: '<img src=x onerror=alert(1)>', status: 'works', engine: '"x' }));
assert.ok(!html.includes('<img'));
assert.ok(html.includes('&#60;img'));
assert.ok(html.includes('data-engine="&#34;x"'));
});
test('recipe chips link to the patch reference when a link is given', () => {
const g = toGame({ title: 'A', status: 'works', frame: ['frame.x', 'frame.unknown'] });
const link = (id) => (id === 'frame.x' ? '/docs/patches/#frame-x' : null);
const html = rowHtml(g, false, link);
assert.match(html, /<a href="\/docs\/patches\/#frame-x" [^>]*><code>frame\.x<\/code><\/a>/);
assert.match(html, /<code>frame\.unknown<\/code>/);
assert.doesNotMatch(rowHtml(g), /<a /);
});
+20 -4
View File
@@ -69,15 +69,31 @@ export function sortGames(games: Game[]): Game[] {
|| a.title.localeCompare(b.title, 'en', { sensitivity: 'base' }));
}
/** Working games first, then with issues, then not running; a random order inside each group, so every visit leads
* with other games. `rank` keeps each game's place for the page's lifetime (the live refresh doesn't reshuffle). */
export function shuffleGames(games: Game[], rank = new Map<string, number>(), rand: () => number = Math.random): Game[] {
const key = (g: Game) => g.package || g.title;
for (const g of games) if (!rank.has(key(g))) rank.set(key(g), rand());
return [...games].sort((a, b) => ORDER[a.status] - ORDER[b.status] || rank.get(key(a))! - rank.get(key(b))!);
}
const esc = (s: string) => s.replace(/[&<>"']/g, (c) => `&#${c.charCodeAt(0)};`);
export function rowHtml(g: Game, showPackage = false): string {
/** Where a recipe chip links to (its entry in the patch reference), or null for none. */
export type PatchLink = (id: string) => string | null;
const chip = (p: string, link?: PatchLink) => {
const href = link?.(p);
return href ? `<a href="${esc(href)}" title="What this patch does"><code>${esc(p)}</code></a>` : `<code>${esc(p)}</code>`;
};
export function rowHtml(g: Game, showPackage = false, link?: PatchLink): string {
const s = STATUS[g.status];
const facts = [g.version && `tested with version ${g.version}`, g.app && `checked with FramePort ${g.app}`, g.checked]
.filter(Boolean).join(' · ');
const more = `<div class="more" role="cell" hidden>`
+ (g.details ? `<p>${esc(g.details)}</p>` : '<p>Runs with the default patches; nothing special needed.</p>')
+ (g.patches.length ? `<p class="pt"><span>Recipe</span>${g.patches.map((p) => `<code>${esc(p)}</code>`).join('')}</p>` : '')
+ (g.patches.length ? `<p class="pt"><span>Recipe</span>${g.patches.map((p) => chip(p, link)).join('')}</p>` : '')
+ (facts ? `<p class="fx">${esc(facts)}</p>` : '') + '</div>';
return `<li class="row" role="row" tabindex="0" aria-expanded="false" data-status="${g.status}" data-engine="${esc(g.engine)}" `
+ `data-text="${esc(`${g.title} ${g.engine} ${g.xr} ${g.platform} ${g.patches.join(' ')}`.toLowerCase())}">`
@@ -92,11 +108,11 @@ export function rowHtml(g: Game, showPackage = false): string {
}
/** All rows; games that share a title and platform (e.g. two builds) show their package to tell them apart. */
export function rowsHtml(games: Game[]): string {
export function rowsHtml(games: Game[], link?: PatchLink): string {
const seen = new Map<string, number>();
const key = (g: Game) => `${g.title.toLowerCase()}|${g.platform}`;
for (const g of games) seen.set(key(g), (seen.get(key(g)) ?? 0) + 1);
return games.map((g) => rowHtml(g, seen.get(key(g))! > 1)).join('');
return games.map((g) => rowHtml(g, seen.get(key(g))! > 1, link)).join('');
}
export function counts(games: Game[]): Record<Status, number> {
+25 -5
View File
@@ -25,10 +25,12 @@ function cursorLight() {
document.addEventListener('pointerleave', () => light.classList.remove('on'));
}
/** Clicking empty space: the app's Play ripple, a blue ring then an orange one. */
/** Clicking empty space: the app's Play ripple, a blue ring then an orange one. Mouse (and pen) only: on a touch
* screen every tap or scroll start would draw it. */
function clickRipples() {
if (reduce) return;
addEventListener('pointerdown', (e) => {
if (e.pointerType === 'touch') return;
const t = e.target as Element;
if (t.closest('a, button, input, select, textarea, label, summary, [data-mock], [data-crossing], canvas, [role="button"], .row, [tabindex]')) return;
for (const [i, cls] of ['b', 'o'].entries()) {
@@ -129,17 +131,35 @@ export function countUp(root: ParentNode = document) {
root.querySelectorAll<HTMLElement>('[data-count]').forEach((el) => io.observe(el));
}
/** Scrolling away from the top flies the hero toward its portal; the hero's own scene leans in. */
/** Scrolling away flies the hero toward its portal; the hero's own scene leans in (--sp, 0..1, from the page's
* scroll over the hero's height). Stacked (phones, narrow windows) the scene sits below the text: measured that way it
* was already blurred and enlarged when it came into view and unreadable in the middle of the screen, so there it
* follows its own position: 0 until its middle rises above 40 % of the screen's height, 1 once it has left at the top. */
function heroScroll() {
const hero = document.querySelector<HTMLElement>('.hero');
if (!hero || reduce) return;
const copy = hero?.querySelector<HTMLElement>('.copy');
const scene = hero?.querySelector<HTMLElement>('.scene');
if (!hero || !copy || !scene || reduce) return;
const stacked = matchMedia('(max-width: 900px)'); // Hero.astro's one-column breakpoint
let raf = 0;
const update = () => {
raf = 0;
const p = Math.min(1, Math.max(0, scrollY / Math.max(1, hero.offsetHeight)));
hero.style.setProperty('--sp', p.toFixed(3));
const page = Math.min(1, Math.max(0, scrollY / Math.max(1, hero.offsetHeight)));
copy.style.setProperty('--sp', page.toFixed(3));
let p = page;
if (stacked.matches) {
// the layout box, not the transformed one (the transform is what --sp drives)
const parent = (scene.offsetParent as HTMLElement | null) ?? document.body;
const centre = parent.getBoundingClientRect().top + scene.offsetTop + scene.offsetHeight / 2;
// counting starts a little above the middle of the screen (fully sharp around the middle), or where the scene
// sits at the top of the page if that's higher, so it never starts out blurred
const start = Math.min(innerHeight * 0.4, centre + scrollY);
p = Math.min(1, Math.max(0, (start - centre) / (start + scene.offsetHeight / 2)));
}
scene.style.setProperty('--sp', p.toFixed(3));
};
addEventListener('scroll', () => { if (!raf) raf = requestAnimationFrame(update); }, { passive: true });
addEventListener('resize', update);
update();
}
+28
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@@ -0,0 +1,28 @@
// Patch ids → their entry in the patch reference (docs/PATCHES.md → /docs/patches/). The map is written by
// scripts/patch_docs.py next to the markdown, so the site needs no Python to build.
import map from '../data/patches.json';
import { url } from '../data/site';
export interface PatchInfo { anchor: string; title: string; group: string }
const PATCHES = map as Record<string, PatchInfo>;
/** The patch reference page itself. */
export const PATCH_DOC = url('docs/patches/');
/** The registry id behind a recipe reference: "overport.patch_x" (the board's OVRPort prefix) → "patch_x", lepton_env
* keys ("env.X") → device.lepton_env, "adapter.scale=0.85" → "adapter.scale". */
export function patchId(ref: string): string {
const id = ref.trim().split('=')[0];
if (id.startsWith('overport.')) return id.slice('overport.'.length);
if (id.startsWith('env.')) return 'device.lepton_env';
return id;
}
export function patchInfo(ref: string): PatchInfo | undefined {
return PATCHES[patchId(ref)];
}
/** The site link to a patch's entry, or null for an id the reference doesn't know. */
export function patchHref(ref: string): string | null {
const info = patchInfo(ref);
return info ? `${PATCH_DOC}#${info.anchor}` : null;
}
+1
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@@ -213,6 +213,7 @@ code, kbd, pre { font-family: var(--font-mono); }
.click-ring { position: fixed; z-index: 95; width: 12px; height: 12px; margin: -6px 0 0 -6px; border-radius: 50%; pointer-events: none;
border: 1px solid var(--secondary); opacity: 0; animation: click-ring .55s var(--ease-out) both; }
.click-ring.o { border-color: var(--accent); }
@media (hover: none) { .click-ring { display: none; } }
@keyframes click-ring { 0% { opacity: .45; transform: scale(1); } 100% { opacity: 0; transform: scale(2.6); } }
/* headings: words rise in, the pointer lights them in the portal's colours */
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+1 -1
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@@ -1,2 +1,2 @@
# The FramePort version: the single source (pyproject reads it via hatch; CI checks a release tag matches it).
__version__ = "1.0.0"
__version__ = "1.0.4"
+139
View File
@@ -0,0 +1,139 @@
"""One FramePort window at a time (no Flet).
Two GUI processes on one data folder fought over library.json and both re-analysed the library and triaged the same
play sessions (the Library flickered under a stream of pop-ups). The GUI holds an exclusive lock on
`<data>/gui.lock` for its lifetime (released by the OS when the process ends, also after a crash). A second start:
- the window is there (fresh `gui.alive` heartbeat): asks it to come to the front (`gui.focus`) and exits;
- the lock is held but no window answers (a process left over after its window went away): ends that process (only
when it is a FramePort GUI) and takes over.
"""
from __future__ import annotations
import os
import sys
import time
from pathlib import Path
from .paths import user_data_dir
_held = None # the open lock file (kept for the process lifetime)
def lock_file() -> Path:
return user_data_dir() / "gui.lock"
def focus_file() -> Path:
return user_data_dir() / "gui.focus"
def _try_lock(f) -> bool:
try:
if sys.platform == "win32":
import msvcrt
f.seek(0)
msvcrt.locking(f.fileno(), msvcrt.LK_NBLCK, 1)
else:
import fcntl
fcntl.flock(f.fileno(), fcntl.LOCK_EX | fcntl.LOCK_NB)
return True
except OSError:
return False
def acquire(path: Path | None = None) -> bool:
"""Take the GUI lock; False when another process holds it."""
global _held
path = path or lock_file()
path.parent.mkdir(parents=True, exist_ok=True)
f = open(path, "a+") # noqa: SIM115 (kept open on purpose)
if not _try_lock(f):
f.close()
return False
f.seek(0)
f.truncate()
f.write(str(os.getpid()))
f.flush()
_held = f
return True
def holder(path: Path | None = None) -> int | None:
try:
return int((path or lock_file()).read_text().strip() or 0) or None
except (OSError, ValueError):
return None
def _is_frameport_gui(pid: int) -> bool:
try:
import psutil
cmd = " ".join(psutil.Process(pid).cmdline()).lower()
except Exception: # noqa: BLE001 (gone, or not ours to inspect)
return False
return "frameport" in cmd
STARTUP_GRACE = 30.0 # a GUI this young may still be opening its window (no heartbeat yet): never end it
def end_leftover(pid: int, wait: float = 5.0) -> bool:
"""End a FramePort GUI process that has no window any more; True when it's gone."""
if pid == os.getpid() or not _is_frameport_gui(pid):
return False
import psutil
try:
p = psutil.Process(pid)
if time.time() - p.create_time() < STARTUP_GRACE:
return False
p.terminate()
try:
p.wait(wait)
except psutil.TimeoutExpired:
p.kill()
p.wait(wait)
except psutil.NoSuchProcess:
pass
except Exception: # noqa: BLE001
return False
return True
def ask_focus() -> None:
try:
focus_file().touch()
except OSError:
pass
def take_focus_request() -> bool:
"""True once after another start asked the window to come to the front."""
try:
focus_file().unlink()
return True
except OSError:
return False
def claim(window_open, retries: int = 20) -> bool:
"""Called at GUI start: True = this process is the GUI; False = another window is open (it was asked to come to
the front). `window_open()` says whether a window answers (urlhandler.app_running)."""
if acquire():
return True
if window_open():
ask_focus()
return False
pid = holder()
if pid:
end_leftover(pid)
for _ in range(retries): # the OS releases the lock when the process is gone
if acquire():
return True
time.sleep(0.25)
if window_open():
ask_focus()
return False
+2 -2
View File
@@ -10,7 +10,7 @@ from dataclasses import asdict
from pathlib import Path
from .models import Analysis, Recipe
from .paths import user_data_dir, write_atomic
from .paths import localize, user_data_dir, write_atomic
# One lock for every read-modify-write of library.json: jobs, the poll thread and the UI all change it, and a change
# made between another thread's load() and save() would be lost. Re-entrant so edit() can call load()/save().
@@ -28,7 +28,7 @@ _updating = threading.local() # set while load() runs the migrations/catalog st
def load() -> dict:
with _lock:
try:
data = json.loads(_path().read_text(encoding="utf-8"))
data = localize(json.loads(_path().read_text(encoding="utf-8")))
except (OSError, ValueError):
return {"games": {}, "settings": {}}
# The catalog step loads the catalog, whose first load reads a setting: that nested load() must not run the
+56
View File
@@ -2,6 +2,7 @@
from __future__ import annotations
import os
import re
import sys
import threading
from pathlib import Path
@@ -45,10 +46,34 @@ def _on_frame() -> bool:
return on_frame()
def shares_windows_data() -> bool:
"""WSL with FRAMEPORT_WINDOWS_DATA=1: use the Windows FramePort's data folder (one library for a Windows copy and
WSL source runs; paths the other side saved are translated by `localize`)."""
if not os.environ.get("FRAMEPORT_WINDOWS_DATA") or os.environ.get("FRAMEPORT_HOME"):
return False
from .winhost import is_wsl
return is_wsl()
_win_data: list = [] # cached: finding %LOCALAPPDATA% from WSL starts cmd.exe
def _windows_data_dir() -> Path | None:
if not _win_data:
from .winhost import env_path
local = env_path("LOCALAPPDATA")
_win_data.append(local / "FramePort" if local else None)
return _win_data[0]
def user_data_dir() -> Path:
"""Tools, keystores, work dirs and settings. Override with FRAMEPORT_HOME."""
if os.environ.get("FRAMEPORT_HOME"):
base = Path(os.environ["FRAMEPORT_HOME"])
elif shares_windows_data() and _windows_data_dir() is not None:
base = _windows_data_dir()
elif sys.platform == "win32":
base = Path(os.environ.get("LOCALAPPDATA", Path.home() / "AppData/Local")) / "FramePort"
elif sys.platform == "darwin":
@@ -63,6 +88,37 @@ def user_data_dir() -> Path:
return base
_WSL_DRIVE = re.compile(r"^/mnt/([a-zA-Z])(?:/(.*))?$")
_WIN_DRIVE = re.compile(r"^([a-zA-Z]):[\\/](.*)$")
def local_path(p: str) -> str:
"""A path saved by FramePort on the other side of WSL in this side's spelling: /mnt/d/X -> D:\\X on Windows, and
D:\\X -> /mnt/d/X in WSL runs on the Windows copy's data (`shares_windows_data`); anything else unchanged.
Plain string mapping (drive letters only), so it is cheap enough for whole files."""
if sys.platform == "win32":
m = _WSL_DRIVE.match(p)
return f"{m[1].upper()}:\\" + (m[2] or "").replace("/", "\\") if m else p
if shares_windows_data():
m = _WIN_DRIVE.match(p)
if m:
return f"/mnt/{m[1].lower()}" + ("/" + m[2].replace("\\", "/") if m[2] else "")
return p
def localize(obj):
"""`local_path` applied to every string in loaded JSON (library.json, deployment records, tools.json): a data
folder shared by a Windows copy and WSL source runs holds paths from both."""
if isinstance(obj, str):
return local_path(obj) if obj[:1] in "/" or obj[1:3] in (":\\", ":/") else obj
if isinstance(obj, dict):
for k, v in obj.items():
obj[k] = localize(v)
elif isinstance(obj, list):
obj[:] = [localize(v) for v in obj]
return obj
_removed = threading.Event()
+3 -2
View File
@@ -178,8 +178,9 @@ def _problem_fields(g: dict | None, description: str, env: dict, bundle_name: st
a = g.get("analysis") or {}
game = f"{title} — {g['package']} (version {a.get('version') or '?'}, {a.get('engine') or '?'} / " \
f"{a.get('xr') or '?'})"
logs = f"⬇ Drag and drop {bundle_name} (the diagnostics zip FramePort just saved) into this box." \
if bundle_name else ""
# some browsers don't let the prefilled box take a file (GitHub #196): the comment route always works
logs = f"⬇ Drag and drop {bundle_name} (the diagnostics zip FramePort just saved) into this box. If it won't " \
"take the file, submit the report and attach the zip in a comment." if bundle_name else ""
return {
# a game's report is about the game on the Frame, not a FramePort fault (titles read as a list of app bugs)
"title": red.text(f"[Game report] {title}" if g else "[App] FramePort"),
+7 -1
View File
@@ -179,13 +179,19 @@ class History:
self.series.clear()
def main_game(sample: dict | None) -> dict | None:
"""The game in front: the agent lists games newest first with SteamVR overlay apps (they run next to games, e.g.
a desktop overlay) last; an overlay alone isn't a game being played. Older agents: the first non-overlay."""
return next((g for g in (sample or {}).get("games") or [] if not g.get("overlay")), None)
def series_of(sample: dict) -> dict[str, float | None]:
"""The values one sample adds to the History."""
mem = sample.get("mem") or {}
total = mem.get("total") or 0
temps = sample.get("temps") or {}
bat = sample.get("battery") or {}
game = (sample.get("games") or [None])[0] or {}
game = main_game(sample) or {}
extra = {f"temp:{g}": v for g, v in temps.items()}
if sample.get("fan") is not None:
extra["fan"] = sample["fan"]
+9
View File
@@ -538,6 +538,10 @@
"FramePort isn't sure which program starts this game. Open the game and use … → Change program… to pick it.": "",
"FramePort keeps its own copies; nothing is installed system-wide": "",
"FramePort live view": "",
"FramePort looked at your last session of {n} game and has something to try.": [
"",
""
],
"FramePort looked at your last session of {title} and has something to try.": "",
"FramePort picked {value} to start this game, but isn't sure. Check it before installing.": "",
"FramePort saves a diagnostics zip (no game files or personal data) and opens a GitHub issue. Drag the zip into it and submit.": "",
@@ -740,6 +744,7 @@
"Keep menus in place": "",
"Keep pictures in bounds": "",
"Keep the game's saved resolution in step": "",
"Keep the same Meta user between starts": "",
"Keep the signing keys: without them, updating a game loses its saves.": "",
"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 (for example PowerWash Simulator stuck at \"Waiting\").": "",
@@ -747,6 +752,7 @@
"Keeps one label so the title is stable.": "",
"Keeps one name for the game, so it shows the same everywhere.": "",
"Keeps the resolution the game saves in step with the headset's picture size (else the picture is shifted, with black borders, after a sharpness change).": "",
"Keeps your progress in games that file their saves under your Meta user.": "",
"Keyboard connected to {label}.": "",
"Keyboard disconnected: {error}": "",
"KiB": "",
@@ -988,6 +994,7 @@
"Open in browser": "",
"Open the Monitor": "",
"Open {scheme}:// links with FramePort?": "",
"Open {title}": "",
"OpenGL ES games run through a translation to Vulkan that is stricter than Quest drivers. Vulkan games run directly.": "",
"OpenGL ES shader dump (diagnostics)": "",
"OpenGL ES shader fixes": "",
@@ -1384,6 +1391,7 @@
"Steam Frame": "",
"Steam Frame patches": "",
"Steam Frame: installed on the Frame, with an entry in its Steam library. This PC: a Steam shortcut that starts the game through Revive, for a headset connected to this PC.": "",
"Steam game": "",
"Steam on the Frame downloads Proton (about 1 GiB). Steam restarts once, which closes a running game.": "",
"Steam on the Frame isn't responding. Restart the Frame and try again.": "",
"SteamOS · Developer Mode": "",
@@ -1738,6 +1746,7 @@
"Windows' firewall blocks the Frame on public networks. Set this network to Private in Windows' network settings.": "",
"Windows' firewall for WSL blocks the Frame. Show the setup command again and allow the change when Windows asks.": "",
"With sound": "",
"Without a Meta account, OVRPort's platform library makes up a new user id at every start (ovr_GetLoggedInUserID). Games that file saves under the user id (for example Walkabout Mini Golf) then start with an empty profile each time and seem to lose all progress. Gives the game a fixed id instead, different for each game and each FramePort user.": "",
"Working": "",
"Working…": "",
"Works": "",
@@ -0,0 +1,138 @@
"""OVRPort's platform loader gives the game a new Meta user id at every start, so games lose their progress.
Without a Meta account on the device, OVRPort's `ovr_GetLoggedInUserID` (and the logged-in user's `ovr_User_GetID`)
answer with an id it makes up: 6e18 + a value from `random()`, kept only in memory. Games that file their saves under
the user id (Walkabout Mini Golf: `Profiles/Oculus/<user id>/`, GitHub #182) open an empty profile at every start, so
their progress seems gone (the old saves stay on the Frame, under the earlier ids).
This patch rewrites that helper to return a fixed id instead: 6e18 + 32 bits of a hash of the game's package name and
its signing keystore. The id stays the same for every build and reinstall of the game (the keystore never changes), and
differs between games and between FramePort users (each user's keystores are their own), so games that use the id
online don't see two players as one.
"""
from __future__ import annotations
import hashlib
from ...analysis import elf
from ..base import ApkContext, Patch, Suggestion, register
LOADER = "libovrplatformloader.so"
BASE_ID = 0x53444835EC580000 # 6e18: OVRPort's own base for made-up ids
STP = 0xA9BF7BFD # stp x29, x30, [sp, #-16]!
MOV_FP = 0x910003FD # mov x29, sp
BL, BL_MASK = 0x94000000, 0xFC000000
# the end of the helper, which loads 6e18 into x9 and adds it (same bytes in OVRPort runtimes 3.4.3-23204ea and
# 3.4.3-aa54c3f)
MOV_X9_LO = 0xD2BD8B09 # mov x9, #0xec580000
MOVK_X9_32 = 0xF2C906A9 # movk x9, #0x4835, lsl #32
MOVK_X9_48 = 0xF2EA6889 # movk x9, #0x5344, lsl #48
ADD_X0 = 0x8B090100 # add x0, x8, x9
LDP = 0xA8C17BFD # ldp x29, x30, [sp], #16
RET = 0xD65F03C0
SIZE = 19 # instructions in the helper, stp … ret
def _words(data: bytes | bytearray, off: int, n: int) -> list[int]:
return [int.from_bytes(data[off + 4 * i:off + 4 * i + 4], "little") for i in range(n)]
def _text_ranges(data: bytes) -> list[tuple[int, int]]:
"""File ranges of executable PT_LOAD segments."""
try:
e = elf._elf(data)
except Exception: # noqa: BLE001
return []
return [(s["p_offset"], s["p_offset"] + s["p_filesz"]) for s in e.iter_segments()
if s["p_type"] == "PT_LOAD" and s["p_flags"] & 1]
def find_helper(data: bytes) -> int | None:
"""File offset of OVRPort's made-up-user-id helper (stp; mov x29,sp; bl random; …; mov/movk x9 = 6e18; add x0,
x8, x9; ldp; ret), or None. Exactly one match is required."""
tail = [MOV_X9_LO, MOVK_X9_32, MOVK_X9_48, ADD_X0, LDP, RET]
found = []
for start, end in _text_ranges(data):
off = data.find(MOV_X9_LO.to_bytes(4, "little") + MOVK_X9_32.to_bytes(4, "little"), start, end)
while off != -1:
head = off - 4 * (SIZE - len(tail))
if head >= start and _words(data, off, len(tail)) == tail:
w = _words(data, head, 3)
if w[0] == STP and w[1] == MOV_FP and w[2] & BL_MASK == BL:
found.append(head)
off = data.find(MOV_X9_LO.to_bytes(4, "little") + MOVK_X9_32.to_bytes(4, "little"), off + 4, end)
return found[0] if len(found) == 1 else None
def stable_id(package: str, keystore: bytes) -> int:
"""6e18 + 32 bits from the package name and the game's signing keystore."""
digest = hashlib.sha256(package.encode() + b"\0" + keystore).digest()
return BASE_ID + int.from_bytes(digest[:4], "little")
def _mov_x0(value: int) -> list[int]:
"""movz/movk x0 with a 64-bit value."""
out = []
for i in range(4):
imm = (value >> (16 * i)) & 0xFFFF
base = 0xD2800000 if i == 0 else 0xF2800000 # movz / movk (64-bit)
out.append(base | (i << 21) | (imm << 5))
return out
def pin_user_id(data: bytes, user_id: int) -> bytes | None:
"""The loader whose made-up-id helper returns `user_id`, or None when the helper isn't found (Meta's own loader,
another OVRPort build, already patched)."""
off = find_helper(data)
if off is None:
return None
new = _mov_x0(user_id) + [RET]
out = bytearray(data)
for i, word in enumerate(new): # the rest of the helper stays (unreachable), so the size never changes
out[off + 4 * i:off + 4 * i + 4] = word.to_bytes(4, "little")
return bytes(out)
def _keystore(package: str) -> bytes:
from ...apk import sign
try:
return sign.ensure_keystore(package).read_bytes()
except OSError:
return b""
class OvrStableUser(Patch):
id = "frame.ovr_stable_user"
title = "Keep the same Meta user between starts"
description = ("Without a Meta account, OVRPort's platform library makes up a new user id at every start "
"(ovr_GetLoggedInUserID). Games that file saves under the user id (for example Walkabout Mini "
"Golf) then start with an empty profile each time and seem to lose all progress. Gives the game "
"a fixed id instead, different for each game and each FramePort user.")
order = 47
default_on = True # suggested only where the game has the platform library (detect)
def detect(self, a):
if LOADER in a.libs:
return Suggestion(True, "The game uses Meta's platform library: OVRPort's version gives it a new user "
"id at every start, which loses saves filed under that id.")
return None
def applies(self, a):
return LOADER in a.libs
def apply(self, ctx: ApkContext) -> bool:
ws = ctx.ws
if not ws.has(ws.lib(LOADER)):
return False
package = ctx.analysis.package
user_id = stable_id(package, _keystore(package))
fixed = pin_user_id(ws.read_lib(LOADER), user_id)
if fixed:
ws.put(ws.lib(LOADER), fixed)
ctx.notes.append(f"{LOADER}: the logged-in user id is always {user_id}")
return bool(fixed)
register(OvrStableUser)
+1
View File
@@ -88,6 +88,7 @@ SUMMARIES = {
"frame.asset_files": "Lets the game find extra content it keeps next to its data (for example Star Wars Tales' "
"seasons).",
"frame.ovr_microphone": "Stops a crash a few seconds after the logo in games with voice chat.",
"frame.ovr_stable_user": "Keeps your progress in games that file their saves under your Meta user.",
"frame.avatar_stub": "Lets games start that would stop at Meta's avatars (for example BlazeRush). No Meta "
"avatars.",
"frame.vrapi_bridge": "Lets games built on Meta's oldest VR interface run on the Frame.",
+5 -5
View File
@@ -16,7 +16,7 @@ from pathlib import Path
from ..core import winhost
from ..core.events import Reporter
from ..core.models import Recipe
from ..core.paths import agent_file, user_data_dir
from ..core.paths import agent_file, localize, user_data_dir
from ..patches.pcvr import game_args
from ..validate.triage import triage
from .base import PC_LABEL, Target
@@ -77,7 +77,7 @@ def local_installs() -> dict[str, dict]:
out = {}
for f in sorted((user_data_dir() / "pc").glob("*/deployment.json")):
try:
dep = json.loads(f.read_text(encoding="utf-8"))
dep = localize(json.loads(f.read_text(encoding="utf-8")))
out[dep["package"]] = dep
except (OSError, ValueError, KeyError):
continue
@@ -113,7 +113,7 @@ class PcReviveTarget(Target):
out = []
for f in sorted(pc_dir().glob("*/deployment.json")):
try:
dep = json.loads(f.read_text(encoding="utf-8"))
dep = localize(json.loads(f.read_text(encoding="utf-8")))
except (OSError, ValueError):
continue
dep["apk_present"] = Path(dep.get("exe_local", "")).exists()
@@ -122,7 +122,7 @@ class PcReviveTarget(Target):
def _dep(self, package: str) -> dict:
try:
return json.loads((pc_dir() / package / "deployment.json").read_text(encoding="utf-8"))
return localize(json.loads((pc_dir() / package / "deployment.json").read_text(encoding="utf-8")))
except (OSError, ValueError):
raise RuntimeError(f"{package} is not installed on this PC") from None
@@ -195,7 +195,7 @@ class PcReviveTarget(Target):
exe_field, _, _ = shortcut_fields(dep)
d = pc_dir() / package
try: # a reinstall keeps the shortcut's appid: Steam's entry is matched by its Exe, whatever its name now
old = json.loads((d / "deployment.json").read_text(encoding="utf-8"))
old = localize(json.loads((d / "deployment.json").read_text(encoding="utf-8")))
except (OSError, ValueError):
old = {}
same_exe = bool(old.get("appid") and old.get("exe_win") and shortcut_fields(old)[0] == exe_field)
+6 -2
View File
@@ -28,6 +28,10 @@ def asset_suffix() -> str:
return "Linux-ARM64" if arm else "Linux"
def _exe_name() -> str:
return "Cpp2IL.exe" if sys.platform == "win32" else "Cpp2IL"
def pick_release(releases: list[dict], suffix: str) -> tuple[str, str] | None:
"""(version, download url) of the newest release that has an executable for this computer."""
for rel in releases:
@@ -40,7 +44,7 @@ def pick_release(releases: list[dict], suffix: str) -> tuple[str, str] | None:
def path() -> Path | None:
if os.environ.get("FRAMEPORT_CPP2IL"):
return Path(os.environ["FRAMEPORT_CPP2IL"])
found = sorted(tools_dir().glob("cpp2il-*/Cpp2IL*"))
found = sorted(tools_dir().glob(f"cpp2il-*/{_exe_name()}")) # the data folder may hold other OSes' copies too
return found[-1] if found else None
@@ -59,7 +63,7 @@ def ensure(progress=None) -> Path:
if picked is None:
raise RuntimeError("couldn't find a Cpp2IL download for this computer")
version, url = picked
exe = tools_dir() / f"cpp2il-{version}" / ("Cpp2IL.exe" if sys.platform == "win32" else "Cpp2IL")
exe = tools_dir() / f"cpp2il-{version}" / _exe_name()
cache.download(url, exe, progress)
exe.chmod(exe.stat().st_mode | stat.S_IXUSR | stat.S_IXGRP | stat.S_IXOTH)
return exe
+19 -7
View File
@@ -19,7 +19,7 @@ from pathlib import Path
from xml.etree import ElementTree
from ..core import cache
from ..core.paths import tools_dir, write_atomic
from ..core.paths import localize, tools_dir, write_atomic
ADOPTIUM = "https://api.adoptium.net/v3/assets/latest/21/hotspot?architecture={arch}&image_type=jre&os={os}"
# overport's CLI: maintained in the downstream fork Android-XR-Bridge/OVRPort since 1.2.5 (stable channel = plain
@@ -54,7 +54,7 @@ def _state_file() -> Path:
def _state() -> dict:
try:
return json.loads(_state_file().read_text())
return localize(json.loads(_state_file().read_text()))
except (OSError, ValueError):
return {}
@@ -64,37 +64,49 @@ def _save_state(state: dict) -> None:
# ------------------------------------------------------------------------------------------ Java
def _java_key() -> str:
"""The Java entry of tools.json: one per OS, since a data folder can be shared by Windows and WSL."""
return "java-{}-{}".format(*_os_arch())
def java_path() -> Path | None:
if os.environ.get("FRAMEPORT_JAVA"):
return Path(os.environ["FRAMEPORT_JAVA"])
st = _state().get("java")
state = _state()
st = state.get(_java_key())
if not st and state.get("java"): # before 1.0.4: one entry; it's this OS's if it has this OS's java name
st = state["java"] if Path(state["java"]["path"]).name == _java_exe() else None
if st and Path(st["path"]).exists():
return Path(st["path"])
return None
def _java_exe() -> str:
return "java.exe" if sys.platform == "win32" else "java"
def install_java(progress=None) -> ToolStatus:
osname, arch = _os_arch()
info = cache.http_get(ADOPTIUM.format(os=osname, arch=arch)).json()[0]
pkg = info["binary"]["package"]
version = info["version"]["semver"]
dest = tools_dir() / f"jre-{version}"
dest = tools_dir() / f"jre-{version}-{osname}-{arch}"
if not dest.exists():
archive = cache.download(pkg["link"], tools_dir() / pkg["name"], progress, expected_sha256=pkg["checksum"])
tmp = tools_dir() / f".jre-{version}.extract"
tmp = tools_dir() / f".jre-{version}-{osname}-{arch}.extract"
shutil.rmtree(tmp, ignore_errors=True)
_extract(archive, tmp)
top = next(tmp.iterdir())
top.rename(dest)
shutil.rmtree(tmp, ignore_errors=True)
archive.unlink(missing_ok=True)
exe = "java.exe" if sys.platform == "win32" else "java"
exe = _java_exe()
candidates = [dest / "bin" / exe, dest / "Contents/Home/bin" / exe]
java = next(p for p in candidates if p.exists())
if sys.platform != "win32":
java.chmod(0o755)
state = _state()
state["java"] = {"version": version, "path": str(java)}
state[_java_key()] = {"version": version, "path": str(java)}
_save_state(state)
return ToolStatus("java", True, version, java)
+71 -23
View File
@@ -9,6 +9,7 @@ The UI only calls `frameport.pipeline`, the targets and the toolchain; long work
from __future__ import annotations
import os
import sys
import threading
import time
import traceback
@@ -20,6 +21,7 @@ import flet as ft
from .. import pipeline
from ..core import applog, library
from ..errors import explain
from ..frame import monitor as M
from ..frame.connection import NOT_IN_LIBRARY, AgentFailed
from ..i18n import fmt_size, tr, tr_n
from ..recommend import catalog
@@ -53,12 +55,16 @@ def _stop_link_watch() -> None:
def _watch_links() -> None:
"""Heartbeat for the link handler scripts (FramePort runs) + hand queued install links to the window."""
"""Heartbeat for the link handler scripts (FramePort runs) + hand queued install links to the window; a second
start of FramePort brings this window to the front (core/instance.py)."""
from .. import urlhandler
from ..core import instance
while not _link_state["closing"]:
urlhandler.heartbeat()
app = _link_state["owner"]
if app is not None and instance.take_focus_request(): # FramePort was started again: show this window
app.page.run_task(app.bring_to_front)
if app is not None:
for link in urlhandler.take_links():
applog.log.info("install link received")
@@ -156,6 +162,8 @@ class FramePortApp:
for key, value in window_geometry(library.setting("ui.window"), T.SCALE).items():
setattr(page.window, key, value)
page.window.on_event = self._on_window_event
if sys.platform == "win32" and (icon := G.window_icon(Path(assets_dir()))):
page.window.icon = str(icon) # source runs: FramePort's icon instead of Flet's
page.on_keyboard_event = self._on_key
if page.web: # the library's right-click menu; otherwise the browser shows its own
try:
@@ -183,6 +191,13 @@ class FramePortApp:
atexit.register(_stop_link_watch)
self.run_bg(urlhandler.apply_setting) # framedrop:// + frameport:// → FramePort (Settings → General)
async def bring_to_front(self) -> None:
win = self.page.window
if win.minimized:
win.minimized = False
C.update(self.page)
await win.to_front()
# ================================================================== shell
def _build_shell(self) -> None:
"""The window: sidebar (logo, navigation, update/activity/Frame cards), the view area and the activity panel.
@@ -502,7 +517,7 @@ class FramePortApp:
def _on_card_sample(self, s: dict) -> None:
"""A sample for the card (the stream's thread): remember it, keep the fps history, redraw at most once a
second (with the Monitor open the stream runs faster than the card's 5 s)."""
game = (s.get("games") or [None])[0]
game = M.main_game(s)
pkg = game.get("package") if game else None
if pkg != self._card_pkg:
self._card_pkg = pkg
@@ -516,7 +531,7 @@ class FramePortApp:
self._card_art[pkg] = thumbs.url(pkg, CARD_ART, width=160, wait=False) if library.game(pkg) else None
was = self._card_sample
self._card_sample, self._card_state = s, "live"
shown_game = bool(was and was.get("games"))
shown_game = M.main_game(was) is not None
now = time.monotonic()
if now - self._card_shown < 1.0 and shown_game == bool(game):
return
@@ -935,7 +950,11 @@ class FramePortApp:
from .views.library import display_title, twins
g = library.game(pkg)
return display_title(g, twins(library.games())) if g else pkg
if g:
return display_title(g, twins(library.games()))
# a game on the Frame that isn't in this library (Frame page → Installed): the name it has there
on_frame = next((d for d in (self.frame_info or {}).get("installed", []) if d.get("package") == pkg), None)
return (on_frame or {}).get("title") or pkg
def install_options(self, g: dict) -> list[tuple]:
"""[(label, icon, on_click, disabled, tooltip)] — the first is the primary action."""
@@ -1660,9 +1679,9 @@ class FramePortApp:
delete_local, extra = self._delete_local_option(pkg)
delete_data = None
if to == "frame": # GitHub #130: what the game stored (saves, mods, downloads) used to survive every uninstall
delete_data = ft.Checkbox(label=tr("Also delete its saves and everything it stored on the Frame (mods, "
"downloaded content)"), value=False, active_color=T.ERROR)
extra = delete_data if extra is None else ft.Column([delete_data, extra], spacing=T.px(8), tight=True)
delete_data, row = C.checkbox(tr("Also delete its saves and everything it stored on the Frame (mods, "
"downloaded content)"), value=False, active_color=T.ERROR)
extra = row if extra is None else ft.Column([row, extra], spacing=T.px(8), tight=True)
def run(job: Job):
self._target_for(to).uninstall(pkg, keep_data=not (delete_data and delete_data.value))
@@ -1685,12 +1704,12 @@ class FramePortApp:
return None, None
size = sum((sum(f.stat().st_size for f in p.rglob("*") if f.is_file()) if p.is_dir() else p.stat().st_size)
for p in files)
box = ft.Checkbox(label=tr("Also delete this game's files on this PC ({size})").format(size=fmt_size(size)),
value=False, active_color=T.ERROR)
box, row = C.checkbox(tr("Also delete this game's files on this PC ({size})").format(size=fmt_size(size)),
value=False, active_color=T.ERROR)
from ..core import winhost
shown = [winhost.to_windows(p) if winhost.is_wsl() else str(p) for p in files]
return box, ft.Column([box, *[C.body("• " + s, T.TEXT_3) for s in shown[:4]]], spacing=T.px(4), tight=True)
return box, ft.Column([row, *[C.body("• " + s, T.TEXT_3) for s in shown[:4]]], spacing=T.px(4), tight=True)
def remove_from_library(self, pkg: str) -> None:
title = self._title(pkg)
@@ -1893,7 +1912,7 @@ class FramePortApp:
else "works"))
notes = C.field(label=tr("Notes (what you checked, known issues)"), multiline=True, min_lines=2,
max_lines=6, width=T.DIALOG_M)
played = ft.Checkbox(label=tr("I played it in the headset with this recipe"), value=False)
played, played_row = C.checkbox(tr("I played it in the headset with this recipe"), value=False)
send = C.primary(tr("Open GitHub issue"), ft.Icons.OPEN_IN_NEW_ROUNDED, on_click=None)
def sync(e=None):
@@ -1921,7 +1940,7 @@ class FramePortApp:
get=C.test_result(last.get("verdict"), last.get("milestone"))[0],
value=C.test_result(last.get("verdict"), last.get("milestone"))[1]),
T.TEXT_3)] if last else []),
ft.Row([status, C.help_icon("share_config")]), notes, played,
ft.Row([status, C.help_icon("share_config")]), notes, played_row,
C.body(tr("Launch tests can't check the picture or controls — only you can."),
T.TEXT_3),
], tight=True, spacing=T.S3),
@@ -2356,6 +2375,8 @@ class FramePortApp:
self._sessions_busy, target = True, self.target
def work():
found = [] # games whose session has something to try: one pop-up for all of them (a burst at the
# first connection used to show one per game, and the Library flickered under them)
try:
for pkg, lp, fetch in due:
if not fetch:
@@ -2368,22 +2389,36 @@ class FramePortApp:
if isinstance(exc, AgentFailed): # the agent answered: asking again won't help
pipeline.mark_session_checked(pkg, lp["end"])
continue
self._session_triaged(pkg, summary)
if self._session_triaged(pkg, summary):
found.append(pkg)
finally:
self._sessions_busy = False
self._announce_sessions(found)
threading.Thread(target=work, daemon=True).start()
def _session_triaged(self, pkg: str, summary: dict) -> None:
def _session_triaged(self, pkg: str, summary: dict) -> bool:
"""True when the session has something to try (shown on the game's page; _announce_sessions tells the user)."""
from ..validate.session import shown_findings
if not summary or not shown_findings(summary):
return
return False
if self.route[:2] == ("game", pkg):
self.refresh_view()
else:
return True
def _announce_sessions(self, packages: list[str]) -> None:
"""One pop-up for the play sessions that have something to try (not for the game page already shown)."""
packages = [p for p in packages if self.route[:2] != ("game", p)]
if len(packages) == 1:
pkg = packages[0]
self.toast(tr("FramePort looked at your last session of {title} and has something to try.")
.format(title=self._title(pkg)), action=tr("Open game"),
on_action=lambda e: self.open_game(pkg))
elif packages:
self.toast(tr_n("FramePort looked at your last session of {n} game and has something to try.",
"FramePort looked at the last sessions of {n} games and has something to try on their "
"pages.", len(packages)), action=tr("Open {title}").format(title=self._title(packages[0])),
on_action=lambda e: self.open_game(packages[0]))
def apply_session_fix(self, pkg: str, suggestions: list[str], finding: str | None = None) -> None:
"""A fix from the game page's "Last session": FrameBridge settings are written on the Frame at once (no
@@ -2724,12 +2759,11 @@ class FramePortApp:
shown_dir = winhost.to_windows(backup_dir) if winhost.is_wsl() else str(backup_dir)
keys_label = tr("Back up the signing keys ({len}) to {shown_dir} first").format(len=len(pl.keys),
shown_dir=shown_dir)
cb_keys = ft.Checkbox(label=keys_label,
value=bool(pl.keys), active_color=T.ACCENT)
cb_frame = ft.Checkbox(label=tr("Also remove FramePort's games and files from the Frame") +
("" if connected else tr(" (connect the Frame first)")), value=connected,
disabled=not connected, active_color=T.ACCENT)
cb_saves = ft.Checkbox(label=tr("Keep game saves on the Frame"), value=True, active_color=T.ACCENT)
cb_keys, keys_row = C.checkbox(keys_label, value=bool(pl.keys), active_color=T.ACCENT)
cb_frame, frame_row = C.checkbox(tr("Also remove FramePort's games and files from the Frame") +
("" if connected else tr(" (connect the Frame first)")), value=connected,
disabled=not connected, active_color=T.ACCENT)
cb_saves, saves_row = C.checkbox(tr("Keep game saves on the Frame"), value=True, active_color=T.ACCENT)
frame_items = [i for i in pl.items if i.kind == "frame"]
steam_items = [i for i in pl.items if i.kind == "steam"]
other = [i for i in pl.items if i.kind == "pc"]
@@ -2765,7 +2799,7 @@ class FramePortApp:
self.page.show_dialog(C.dialog(
tr("Uninstall FramePort?"),
ft.Column([C.body(tr("This removes:"), T.TEXT), *lines, ft.Container(height=T.S2),
cb_keys, cb_frame, cb_saves,
keys_row, frame_row, saves_row,
C.meta(tr("Keep the signing keys: without them, updating a game "
"loses its saves."))],
spacing=T.S2, tight=True, scroll=ft.ScrollMode.AUTO),
@@ -2875,6 +2909,12 @@ def main(argv=None):
if links and urlhandler.app_running():
return # the open window takes it
applog.setup("gui")
from ..core import instance
if not instance.claim(urlhandler.app_running):
applog.log.info("FramePort is already running: brought its window to the front")
print("FramePort is already running.", file=sys.stderr)
return
serialize_flet_updates()
from ..core import library
from .updater import apply_pending_at_start
@@ -2889,6 +2929,14 @@ def main(argv=None):
if updates.install_kind() == "bundle": # a packaged app finds artwork by file path, not by URL (GitHub #16)
thumbs.use_file_paths(True)
ft.run(lambda page: FramePortApp(page), assets_dir=assets_dir())
# the window is gone: end the process now. Background threads (re-analysis, session triage) would otherwise keep
# it running without a window, holding the GUI lock; library writes are atomic and installs resume.
_stop_link_watch()
import logging
import os
logging.shutdown()
os._exit(0)
if __name__ == "__main__":
+17
View File
@@ -213,6 +213,23 @@ def h2(text: str) -> ft.Text:
return ft.Text(text, size=T.T_H2, weight=ft.FontWeight.W_600, color=T.TEXT)
def checkbox(label: str, **kw) -> tuple[ft.Checkbox, ft.Control]:
"""(the checkbox, the control to show): a checkbox whose label wraps (Material's own label stays on one line and
runs past a dialog's edge); clicking the label toggles it too."""
box = ft.Checkbox(**kw)
def click_label(e):
if box.disabled:
return
box.value = not box.value
update(box)
if box.on_change:
box.on_change(SimpleNamespace(control=box))
return box, ft.Row([box, ft.Container(ft.Text(label, color=T.TEXT, size=T.px(14)), expand=True,
on_click=click_label, ink=True, border_radius=T.RADIUS_XS)],
spacing=T.S1, vertical_alignment=ft.CrossAxisAlignment.CENTER)
def switch(label: str = "", wrap: bool = True, **kw) -> ft.Control:
"""A labelled switch in the theme's text colour (Material's default label is dark text). The label wraps (a
Switch's own label is cut off when it's longer than the window); clicking it toggles the switch too.
+2 -3
View File
@@ -24,10 +24,9 @@ def now_playing(sample: dict | None, fps_series: list | None = None) -> dict | N
"""Display values for the card's "now playing" row, or None when no game runs: package, title, line ("playing ·
27 min"), fps text ("72" / "–"), level (ok | warn | error by the fps against its presumed refresh rate) and the
fps target (refresh rate) for the sparkline's guide."""
games = (sample or {}).get("games") or []
if not games:
g = M.main_game(sample)
if g is None:
return None
g = games[0]
pkg = g.get("package") or ""
elapsed = g.get("elapsed")
line = tr("playing · {t}").format(t=M.fmt_duration(elapsed)) if elapsed is not None else tr("playing")
+21
View File
@@ -45,6 +45,27 @@ def install(assets: Path) -> Path:
return target
APP_ICON = Path(__file__).resolve().parents[2] / "assets" / "icon.png" # src/assets: the bundles' app icon
def window_icon(assets: Path, source: Path = APP_ICON) -> Path | None:
"""<assets>/ui-icons/app.ico made from the app icon, for the window and taskbar of source runs on Windows (they
run Flet's prebuilt client, which shows Flet's logo; `flet build` bundles have the icon built in). None when the
icon isn't there (bundles) or can't be converted."""
dest = assets / FOLDER / "app.ico"
try:
if dest.is_file() and dest.stat().st_mtime >= source.stat().st_mtime:
return dest
from PIL import Image
dest.parent.mkdir(parents=True, exist_ok=True)
with Image.open(source) as im:
im.convert("RGBA").save(dest, sizes=[(n, n) for n in (16, 20, 24, 32, 40, 48, 64, 128, 256)])
return dest
except Exception: # noqa: BLE001 (Flet's icon then; never worth failing the start)
return None
PORTAL_REV = 2
+19 -6
View File
@@ -143,7 +143,7 @@ class Updater:
tr("FramePort {version} is available").format(version=up.version),
_changes_column(page, changes, intro), size="l", height=_changes_height(changes, 100),
actions=[C.ghost(tr("Skip this version"), on_click=skip),
C.ghost(tr("Release page"), ft.Icons.OPEN_IN_NEW_ROUNDED, lambda e: page.launch_url(up.page)),
C.ghost(tr("Release page"), ft.Icons.OPEN_IN_NEW_ROUNDED, lambda e: _open_url(page, up.page)),
C.primary(tr("Update now"), ft.Icons.SYSTEM_UPDATE_ROUNDED, go)]))
def show_news(self) -> None:
@@ -161,7 +161,7 @@ class Updater:
page = self.app.page
if not entries:
self.app.toast(tr("Couldn't load the changelog — check the internet connection"), error=True,
action=tr("Releases"), on_action=lambda e: page.launch_url(f"{REPO_URL}/releases"))
action=tr("Releases"), on_action=lambda e: _open_url(page, f"{REPO_URL}/releases"))
return
self.app.page.run_thread(lambda: page.show_dialog(_changes_dialog(page, tr("FramePort changelog"),
entries, current=__version__)))
@@ -199,7 +199,7 @@ class Updater:
tr("Install dev build {version}?").format(version=up.version),
_changes_column(page, changes, warn), size="l", height=_changes_height(changes, 160),
actions=[C.ghost(tr("Cancel"), on_click=lambda e: page.pop_dialog()),
C.ghost(tr("Build page"), ft.Icons.OPEN_IN_NEW_ROUNDED, lambda e: page.launch_url(up.page)),
C.ghost(tr("Build page"), ft.Icons.OPEN_IN_NEW_ROUNDED, lambda e: _open_url(page, up.page)),
C.primary(tr("Install dev build"), G.TEST, go)]))
# ---------------------------------------------------------------- installing
@@ -214,7 +214,7 @@ class Updater:
if not target or not updates.can_replace(target):
self.app.toast(tr("FramePort can't update itself in {value} (no permission) — opening the release "
"page to download it").format(value=target or 'this folder'), error=True)
page.launch_url(up.page)
_open_url(page, up.page)
return
if kind == "source" and updates.source_is_dirty():
self.app.toast(tr("This source checkout has uncommitted changes — commit or stash them, then update"),
@@ -301,7 +301,7 @@ def _entry_section(page: ft.Page, entry: updates.ChangelogEntry, expanded: bool,
notes = ft.Container(
ft.Markdown(entry.body.strip() or tr("No release notes."), selectable=True,
extension_set=ft.MarkdownExtensionSet.GITHUB_WEB, md_style_sheet=_notes_style(),
on_tap_link=lambda e: page.launch_url(e.data)),
on_tap_link=lambda e: _open_url(page, e.data)),
padding=ft.Padding(T.S4, 0, T.S4, T.S3), visible=expanded)
chevron = ft.Icon(ft.Icons.EXPAND_MORE_ROUNDED if expanded else ft.Icons.CHEVRON_RIGHT_ROUNDED, size=T.px(18),
color=T.TEXT_3)
@@ -338,12 +338,25 @@ def _changes_height(entries: list[updates.ChangelogEntry], extra: int) -> float:
return T.px(min(480, extra + 26 * lines + 50 * len(entries)))
def _open_url(page: ft.Page, url: str) -> None:
"""Open a link in the browser. Flet 1.0 has no Page.launch_url (GitHub #194: "All releases" raised
AttributeError); same path as FramePortApp.open_url."""
from ..core import winhost
if winhost.is_wsl() and winhost.open_url(url): # the desktop client would open a Linux browser in WSL
return
try:
page.run_task(ft.UrlLauncher().launch_url, url)
except Exception: # noqa: BLE001
winhost.open_url(url)
def _changes_dialog(page: ft.Page, title: str, entries: list[updates.ChangelogEntry],
current: str | None = None) -> ft.AlertDialog:
return C.dialog(title, _changes_column(page, entries, None, current), size="l",
height=_changes_height(entries, 20),
actions=[C.ghost(tr("All releases"), ft.Icons.OPEN_IN_NEW_ROUNDED,
lambda e: page.launch_url(f"{REPO_URL}/releases")),
lambda e: _open_url(page, f"{REPO_URL}/releases")),
C.primary(tr("Close"), on_click=lambda e: page.pop_dialog())])
+3 -2
View File
@@ -518,7 +518,7 @@ class MonitorView:
def _apply_game(self, s: dict) -> list:
games = s.get("games") or []
self.last_games = games
game = games[0] if games else None
game = M.main_game(s)
was = self.game_card.visible
self.game_card.visible = game is not None
self.no_game.visible = game is None and self.filter.data == "game"
@@ -534,7 +534,8 @@ class MonitorView:
# once per game (not per tick): its artwork, by asset URL
self.game_art.content = C.art_fill(meta["art"], radius=T.RADIUS_SM, width=T.px(96), height=T.px(96))
self.page_btn.visible = meta["in_library"]
kind = {"pcvr": tr("PC VR via Proton"), "linux": tr("Linux app")}.get(game.get("kind"), tr("Quest game"))
kind = {"pcvr": tr("PC VR via Proton"), "linux": tr("Linux app"),
"steam": tr("Steam game")}.get(game.get("kind"), tr("Quest game"))
self.game_title.value = game.get("title") or pkg
self.game_sub.value = " · ".join(x for x in (kind, tr("running for {t}").format(
t=M.fmt_duration(game.get("elapsed"))) if game.get("elapsed") is not None else "") if x)
+18 -2
View File
@@ -480,12 +480,27 @@ def _extract(archive: Path, dest: Path, platform: str) -> Path:
return folder
# set by the running app's Flutter host / embedded Python for *this* process (its server socket, its temporary
# extraction folder, …): a relaunched FramePort that inherits them talks to the old, gone app and its window stays
# black (GitHub #195)
APP_ENV_PREFIXES = ("FLET_", "SERIOUS_PYTHON")
APP_ENV_NAMES = ("PYTHONHOME", "PYTHONPATH", "PYTHONNOUSERSITE", "PYTHONINSPECT", "PYTHONDONTWRITEBYTECODE")
def clean_env(env: dict | None = None) -> dict:
"""The environment for the swap script and the FramePort it relaunches: without the running app's own Flet and
embedded-Python variables."""
env = dict(os.environ if env is None else env)
return {k: v for k, v in env.items()
if not k.upper().startswith(APP_ENV_PREFIXES) and k.upper() not in APP_ENV_NAMES}
def _powershell() -> tuple[str, dict]:
"""Windows PowerShell 5.1 (always installed) and an environment it can load its own modules in: started from
PowerShell 7 (pwsh), PSModulePath points at pwsh's modules and 5.1 fails to load Microsoft.PowerShell.Security /
.Management (Get-AuthenticodeSignature, Copy-Item). Without PSModulePath it rebuilds its default."""
exe = Path(os.environ.get("SystemRoot", r"C:\Windows")) / "System32/WindowsPowerShell/v1.0/powershell.exe"
env = {k: v for k, v in os.environ.items() if k.upper() != "PSMODULEPATH"}
env = {k: v for k, v in clean_env().items() if k.upper() != "PSMODULEPATH"}
return (str(exe) if exe.exists() else "powershell"), env
@@ -683,7 +698,8 @@ def apply(app: Path, target: Path | None = None, relaunch: bool = True, pid: int
"Hidden", "-File", str(script)], env=env)
else:
proc = subprocess.Popen(["/bin/sh", str(script)], start_new_session=not wait, close_fds=True,
stdin=subprocess.DEVNULL, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
stdin=subprocess.DEVNULL, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL,
env=clean_env())
if not wait: # make sure the script really runs before FramePort quits (it logs first thing)
deadline = time.time() + START_TIMEOUT
while time.time() < deadline:
+6 -2
View File
@@ -406,8 +406,12 @@ def unregister(schemes=None) -> dict:
def apply_setting() -> dict | None:
"""At GUI start: register the enabled schemes (never taking one from another program) and remove FramePort's
registration of the disabled ones. Errors are logged, never raised (links are a convenience)."""
# an isolated data dir (FRAMEPORT_HOME: tests, screenshots) never takes over the user's link handler
if os.environ.get("FRAMEPORT_NO_LINK_HANDLER") or os.environ.get("FRAMEPORT_HOME") or not platform_kind():
# an isolated data dir (FRAMEPORT_HOME: tests, screenshots) never takes over the user's link handler, nor does a
# WSL run on the Windows copy's data (it would point the Windows copy's links at WSL)
from .core.paths import shares_windows_data
if (os.environ.get("FRAMEPORT_NO_LINK_HANDLER") or os.environ.get("FRAMEPORT_HOME") or shares_windows_data()
or not platform_kind()):
return None
try:
off = [s for s in SCHEMES if not enabled(s)]
+4 -2
View File
@@ -16,8 +16,10 @@ def launch_test(frame: Frame, package: str, reporter: Reporter, seconds: int = 4
return TriageResult("UNKNOWN", None), ""
log = frame.get_text(res["log"]) if res.get("log_size") else ""
crash = frame.get_text(res["crash_log"]) if res.get("crash_log") else "" # tombstones (backtraces), agent >= 23
result = triage(log, res["state"], package, crash=crash[-256 * 1024:])
reporter.check("Process", res["state"] == "RUNNING", f"{res['state']} after {res['elapsed']}s")
result = triage(log, res["state"], package, crash=crash[-256 * 1024:], headless=True)
reporter.check("Process", res["state"] == "RUNNING" or (None if result.headless_end else False),
f"{res['state']} after {res['elapsed']}s"
+ (f" (after {result.headless_end}: expected without the headset)" if result.headless_end else ""))
for m in result.milestones:
reporter.check(m, True)
if result.fps:
+43 -4
View File
@@ -30,11 +30,12 @@ class TriageResult:
milestones: list[str] = field(default_factory=list)
findings: list[Finding] = field(default_factory=list)
fps: float | None = None
headless_end: str | None = None # launch test: the session ended for lack of a worn headset (label), see triage()
@property
def verdict(self) -> str:
fatal = [f for f in self.findings if f.severity == "fatal"]
if self.state == "RUNNING" and not fatal:
if (self.state == "RUNNING" or self.headless_end) and not fatal:
return "pass"
return "fail" if fatal or self.state in ("EXITED", "NEVER_STARTED") else "unknown"
@@ -114,9 +115,10 @@ def split_suggestion(s: str) -> tuple[str, str | None]:
def triage(log: str, state: str = "UNKNOWN", package: str | None = None, crash: str = "",
kernel: str = "") -> TriageResult:
kernel: str = "", headless: bool = False) -> TriageResult:
"""`crash` = the container's crash logcat (tombstones come from crash_dump's pid, so it isn't pid-filtered);
`kernel` = kernel log lines of a play session ("kernel: …", GPU hangs; agent session_log)."""
`kernel` = kernel log lines of a play session ("kernel: …", GPU hangs; agent session_log); `headless` = a launch
test (no headset worn): what happens after a `headless_end` line doesn't count against the game."""
db = database()
kind = "pcvr" if package and package.startswith("rift.") else "quest" # Proton/Revive logs vs Lepton logcat
lines = game_lines(log, package) if kind == "quest" else [ANSI.sub("", ln) for ln in log.splitlines()]
@@ -149,11 +151,14 @@ def triage(log: str, state: str = "UNKNOWN", package: str | None = None, crash:
hidden = {h for sig in db["signatures"] if any(f.id == sig["id"] for f in res.findings)
for h in sig.get("supersedes") or []}
res.findings = [f for f in res.findings if f.id not in hidden]
if headless:
_forgive_headless_end(res, lines, db.get("headless_end") or [])
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):
if (stopped and state == "RUNNING" and not res.headless_end
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 "
@@ -162,6 +167,40 @@ def triage(log: str, state: str = "UNKNOWN", package: str | None = None, crash:
return res
def _forgive_headless_end(res: TriageResult, lines: list[str], markers: list[dict]) -> None:
"""A launch test whose game sent paced frames until a `headless_end` line (the VR session ended because nobody
wears the headset, e.g. the VrApi bridge's tracking deadline): an exit or crash after it is an artifact of the
test (BlazeRush: zink DEVICE LOST + SIGSEGV in the GPU driver thread as the renderer tore down, GitHub #57).
Findings first seen after that line become one info finding; the verdict then passes (TriageResult.verdict)."""
hits = ((m, next((i for i, ln in enumerate(lines) if re.search(m["pattern"], ln)), None)) for m in markers)
marker, at = next(((m, i) for m, i in hits if i is not None), (None, None))
if at is None or not any("FrameBridge: pacing:" in ln for ln in lines[:at]):
return # no such line, or no frames before it: the game never really ran
when = _secs(lines[at])
def after(f: Finding) -> bool:
i = next((i for i, ln in enumerate(lines) if f.evidence and f.evidence in ln.strip()), None)
if i is None:
return False
t = _secs(lines[i])
return t >= when if t is not None and when is not None else i > at
late = [f for f in res.findings if after(f)]
res.findings = [f for f in res.findings if f not in late]
res.headless_end = marker["label"]
what = ", ".join(f.id for f in late) or "the game ended"
res.findings.append(Finding(
"headless-end", "info",
f"The game ran (paced frames) until the VR session ended for lack of a worn headset ({marker['label']}). What "
f"came after ({what}) is a side effect of this headless test and doesn't happen in the headset.", [],
lines[at].strip()[:300]))
def _secs(line: str) -> float | None:
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
MISSING_OBB = ("The game keeps its content in a data file (.obb) and none was installed: FramePort found no .obb "
"files next to its APK. Unreal games then stop right after start without an error (GitHub #85). Put "
"the .obb files in a folder named like the package (or obb/) next to the APK, add the folder again "
+1
View File
@@ -9,6 +9,7 @@ import pytest
sys.path.insert(0, str(Path(__file__).resolve().parents[1] / "src"))
# modules that read settings at import time (UI) run during collection, before the per-test fixture below
os.environ["FRAMEPORT_HOME"] = tempfile.mkdtemp(prefix="frameport-tests-")
os.environ.pop("FRAMEPORT_WINDOWS_DATA", None) # a WSL dev shell may share the Windows data folder: never in tests
@pytest.fixture(autouse=True)
Binary file not shown.
+40
View File
@@ -0,0 +1,40 @@
// Test fixture for patches/frame/ovr_stable_user.py: OVRPort's helper that makes up the logged-in user id
// (same instructions as libovrplatformloader.so in OVRPort runtimes 3.4.3-23204ea and 3.4.3-aa54c3f).
// Build: aarch64-linux-android29-clang -shared -fPIC -nostdlib fakestableuser.S -o ../libfakestableuser_arm64.so
.text
.globl random
.type random, %function
random:
mov x0, #7
ret
.size random, .-random
.globl fake_user_id
.type fake_user_id, %function
fake_user_id:
stp x29, x30, [sp, #-16]!
mov x29, sp
bl random
mov x8, #0xa7640000
mov x9, #-0x7ffffffffffffffd
movk x8, #0xb6b3, lsl #32
movk x9, #1, lsl #32
movk x8, #0xde0, lsl #48
mul x8, x0, x8
smulh x9, x8, x9
add x8, x9, x8
asr x9, x8, #30
add x8, x9, x8, lsr #63
mov x9, #0xec580000
movk x9, #0x4835, lsl #32
movk x9, #0x5344, lsl #48
add x0, x8, x9
ldp x29, x30, [sp], #16
ret
.size fake_user_id, .-fake_user_id
.globl ovr_GetLoggedInUserID
.type ovr_GetLoggedInUserID, %function
ovr_GetLoggedInUserID:
b fake_user_id
.size ovr_GetLoggedInUserID, .-ovr_GetLoggedInUserID
+36
View File
@@ -1710,3 +1710,39 @@ def test_two_revive_games_keep_their_own_shortcuts(monkeypatch, tmp_path):
assert again == one
names = sorted(v["appname"] for v in a.vdf_decode(vdf.read_bytes())["shortcuts"].values())
assert names == ["Game One", "Game Two"]
def test_game_threads_reports_stuck_threads(monkeypatch, tmp_path):
"""GitHub #157: diagnostics saved while a game hangs show what each thread waits in."""
a = load_agent(monkeypatch, tmp_path)
proc = tmp_path / "proc"
def task(pid, tid, comm, ticks, wchan, syscall):
t = proc / str(pid) / "task" / str(tid)
t.mkdir(parents=True)
(t / "stat").write_text(f"{tid} ({comm}) S 1 1 1 0 -1 0 0 0 0 0 {ticks} 0 0 0 20 0 1 0")
(t / "comm").write_text(comm + "\n")
(t / "wchan").write_text(wchan)
(t / "syscall").write_text(syscall)
(proc / "200").mkdir(parents=True)
(proc / "200" / "cmdline").write_text("com.example.game\0")
task(200, 200, "GameThread", 50, "futex_wait_queue", "98 0x1 0x2")
task(200, 201, "RenderThread", 10, "do_epoll_wait", "22 0x1")
(proc / "200" / "net").mkdir()
(proc / "200" / "net" / "tcp").write_text(
" sl local_address rem_address st\n"
" 0: 0100007F:1F90 0B01A8C0:01BB 02 00000000:00000000\n")
(proc / "300").mkdir()
(proc / "300" / "cmdline").write_text("com.other\0")
def sleep(_): # GameThread uses 1 s of CPU between the two samples
(proc / "200" / "task" / "200" / "stat").write_text(
"200 (GameThread) R 1 1 1 0 -1 0 0 0 0 0 150 0 0 0 20 0 1 0")
out = a.game_threads("com.example.game", proc=str(proc), samples=2, gap=1, sleep=sleep)
assert "com.example.game (pid 200, 2 threads)" in out
game = next(ln for ln in out.splitlines() if "GameThread" in ln)
assert "futex" in game and "futex_wait_queue" in game and f"{100 * 1000 // a.CLK_TCK}" in game
assert "epoll_pwait" in out and "SYN_SENT" in out and "remote=local:443" in out
assert "192.168" not in out and a.game_threads("com.missing", proc=str(proc)) is None
+8
View File
@@ -324,3 +324,11 @@ def test_agent_collect_diag(monkeypatch, tmp_path):
assert f["launch.log"].startswith("[... first 4000 bytes cut") and "files" not in json.loads(f["deployment.json"])
assert res["listing"]["roots"]
assert a.cmd_collect_diag({"package": "com.not.installed"})["installed"] is False
def test_updater_never_uses_page_launch_url():
"""GitHub #194: Flet 1.0's Page has no launch_url ("All releases" raised AttributeError)."""
from pathlib import Path
src = Path(__file__).resolve().parents[1] / "src" / "frameport"
assert not [p for p in src.rglob("*.py") if "page.launch_url(" in p.read_text(encoding="utf-8")]
+52
View File
@@ -0,0 +1,52 @@
"""One FramePort window at a time (core/instance.py)."""
import subprocess
import sys
import textwrap
from frameport.core import instance
def _hold_lock(path):
"""A separate process holding the GUI lock (like a running FramePort)."""
code = textwrap.dedent(f"""
import sys, time
sys.path.insert(0, {str(instance.__file__.rsplit('/frameport/', 1)[0])!r})
from pathlib import Path
from frameport.core import instance
assert instance.acquire(Path({str(path)!r}))
print("locked", flush=True)
time.sleep(30)
""")
p = subprocess.Popen([sys.executable, "-c", code], stdout=subprocess.PIPE, text=True)
assert p.stdout.readline().strip() == "locked"
return p
def test_second_start_is_refused_while_a_window_is_open(tmp_path, monkeypatch):
monkeypatch.setenv("FRAMEPORT_HOME", str(tmp_path))
holder = _hold_lock(instance.lock_file())
try:
assert instance.holder() == holder.pid
assert not instance.acquire()
assert instance.claim(lambda: True) is False # a window answers: it's asked to come to the front
assert instance.take_focus_request() and not instance.take_focus_request()
# no window answers, but the holder isn't a FramePort GUI (or is still starting): it's left alone
assert instance.claim(lambda: False, retries=1) is False
assert holder.poll() is None
finally:
holder.kill()
holder.wait()
assert instance.acquire() # released by the OS when the holder ends
def test_leftover_frameport_gui_is_ended(tmp_path, monkeypatch):
monkeypatch.setenv("FRAMEPORT_HOME", str(tmp_path))
holder = _hold_lock(instance.lock_file())
monkeypatch.setattr(instance, "_is_frameport_gui", lambda pid: pid == holder.pid)
monkeypatch.setattr(instance, "STARTUP_GRACE", 0.0)
try:
assert instance.claim(lambda: False) is True # no window: the leftover process is ended, the lock taken
assert holder.wait(5) is not None
finally:
if holder.poll() is None:
holder.kill()
+39
View File
@@ -108,6 +108,9 @@ def frame_tree(root, home):
proc(root, 302, "lus4xvrplayerov", 301, cpu=50, fds={3: ("/dev/kgsl-3d0", 5000)},
cgroup="/user.slice/libpod-abc.scope/container", cmdline=["cn.vr4p.oculus4xvrplayerov"])
proc(root, 400, "bash", 1, cmdline=["bash", "-c", "sleep 9"])
# the agent's shortcut worker during an uninstall names the game's launch.sh: not the game
proc(root, 500, "python3", 1, cmdline=["python3", "{agent}", "_shortcuts_worker",
json.dumps({"remove": [{"exe": f'"{launcher}"'}]})])
return base
@@ -119,6 +122,9 @@ def fa(monkeypatch, tmp_path):
a = load_agent(monkeypatch, home)
root = tmp_path / "frame"
frame_tree(root, home)
agent_file = next(iter(a.AGENT_FILES))
cmd = root / "proc" / "500" / "cmdline"
cmd.write_text(cmd.read_text().replace("{agent}", agent_file))
monkeypatch.setattr(a, "PROC", str(root / "proc"))
monkeypatch.setattr(a, "SYS", str(root / "sys"))
monkeypatch.setattr(a, "POWER_SUPPLY", str(root / "power_supply"))
@@ -177,6 +183,7 @@ def test_processes_games_and_filters(fa):
assert 3 not in names and 2 not in names # kernel threads
assert {names[pid]["game"] for pid in (200, 300, 301, 302)} == {GAME}
assert names[100]["group"] == "steam" and names[101]["group"] == "steamvr" and names[400]["group"] == "other"
assert names[500]["game"] is None
assert names[302]["name"] == "cn.vr4p.oculus4xvrplayerov" # the full name, not the truncated comm
assert names[101]["critical"] and names[1]["locked"]
# default filter: the game's processes + the busiest others as context
@@ -356,3 +363,35 @@ def test_fast_ticks_scan_processes_every_2_s(fa):
seen.append("procs" in m.sample(wall=2000.0 + clock["t"] - 100.0))
assert seen == [False] * 7 + [True]
assert 0.1 in fa.MON_INTERVALS and fa.MON_DEFAULT_INTERVAL == 0.5
def test_steam_games_and_overlay_apps(fa):
"""A Steam store game (Job Simulator in Lepton, started by Steam's reaper) counts as a game with its Steam name;
an overlay app (Temporal Reality) is flagged and listed after it, and isn't the game in front."""
from frameport.frame.monitor import main_game
from frameport.ui.frame_card import now_playing
root, home = fa.ROOT, fa.ROOT.parent / "home"
w(home / ".local/share/Steam/steamapps/appmanifest_448280.acf",
'"AppState"\n{\n\t"appid"\t\t"448280"\n\t"name"\t\t"Job Simulator"\n\t"installdir"\t\t"Job Simulator"\n}\n')
ov = home / "Applications/quest-frame/linux.overlay"
w(ov / "deployment.json", json.dumps({"package": "linux.overlay", "appid": 1234, "title": "Temporal Reality",
"kind": "linux", "overlay": {"registered": True}}))
proc(root, 600, "bash", 1, start=50, cmdline=["bash", str(ov / "launch.sh")]) # started long before the game
proc(root, 601, "TemporalReality", 600, start=50, cmdline=[str(ov / "app/TemporalReality")])
proc(root, 700, "reaper", 100, start=150, cmdline=["reaper", "SteamLaunch", "AppId=448280", "--", "lepton"])
proc(root, 701, "lepton", 700, start=150, cmdline=["/bin/bash", "lepton", "waitforexitandrun"])
proc(root, 702, "reaper", 100, start=150, cmdline=["reaper", "SteamLaunch", f"AppId={fa.STEAMVR_APPID}"])
m, _ = monitor(fa)
s = m.sample(wall=2000.0)
games = {g["package"]: g for g in s["games"]}
steam = games["steam:448280"]
assert steam["title"] == "Job Simulator" and steam["kind"] == "steam" and not steam["overlay"]
assert games["linux.overlay"]["overlay"] and f"steam:{fa.STEAMVR_APPID}" not in games
assert s["games"][-1]["package"] == "linux.overlay" # overlay apps last
assert {p["pid"]: p["game"] for p in m.procs}[701] == "steam:448280"
# the newest game first (the fixture's game started at 100, Job Simulator at 150)
assert main_game(s)["package"] == "steam:448280" and now_playing(s)["title"] == "Job Simulator"
# an overlay alone is nobody's game
alone = {"games": [g for g in s["games"] if g["overlay"]]}
assert main_game(alone) is None and now_playing(alone) is None
+43
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@@ -0,0 +1,43 @@
"""docs/PATCHES.md and the site's patch map are generated from the registry: they must be current."""
import importlib.util
import re
import subprocess
import sys
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
def _module():
spec = importlib.util.spec_from_file_location("patch_docs", ROOT / "scripts" / "patch_docs.py")
mod = importlib.util.module_from_spec(spec)
spec.loader.exec_module(mod)
return mod
def test_patch_docs_are_up_to_date():
p = subprocess.run([sys.executable, str(ROOT / "scripts" / "patch_docs.py"), "--check"], capture_output=True,
text=True)
assert p.returncode == 0, p.stderr
def test_every_patch_has_one_anchor_and_links_resolve():
from frameport.patches import base
doc = (ROOT / "docs" / "PATCHES.md").read_text(encoding="utf-8")
anchors = re.findall(r'<a id="([^"]+)"></a>', doc)
assert len(anchors) == len(set(anchors))
for p in base.all_patches():
assert p.id.replace(".", "-") in anchors, p.id
for target in re.findall(r"\]\(#([^)]+)\)", doc):
assert target in anchors, target
def test_suggestions_are_read_per_setting():
from frameport.patches import base
mod = _module()
reasons = [r for _, r, _ in mod.suggestions(base.get("adapter.controller_fix"))]
assert reasons and all("Hand tracking" in r for r in reasons)
assert mod.suggestions(base.get("adapter.swap_eyes")) == []
assert mod.anchor("frame.unity_text_input") == "frame-unity_text_input"
+32
View File
@@ -894,3 +894,35 @@ def test_bonelab_recipe_serves_both_builds():
old, new = _analysis(engine="Unity", libs=libs), _analysis(engine="Unity", libs=libs + ["libSLZQuestNative.so"])
assert presence.applies(old) and presence.applies(new)
assert not hooks.applies(old) and hooks.applies(new)
def test_ovr_stable_user_pins_the_made_up_user_id():
"""GitHub #182: OVRPort makes up a new user id at every start (6e18 + random()); games lose saves filed under it."""
from frameport.analysis import elf
from frameport.patches.frame.ovr_stable_user import BASE_ID, find_helper, pin_user_id, stable_id
lib = _fixture("libfakestableuser_arm64.so")
assert find_helper(lib) is not None
uid = stable_id("com.example.game", b"keystore")
assert BASE_ID <= uid < BASE_ID + 2**32
assert uid == stable_id("com.example.game", b"keystore") != stable_id("com.example.other", b"keystore")
assert uid != stable_id("com.example.game", b"another user's keystore")
out = pin_user_id(lib, uid)
assert out is not None and len(out) == len(lib)
ins = [(m, o) for _, m, o in elf.text_instructions(out)]
start = next(i for i, (m, o) in enumerate(ins) if m == "mov" and o.startswith("x0,") and ins[i + 1][0] == "movk")
assert [m for m, _ in ins[start:start + 5]] == ["mov", "movk", "movk", "movk", "ret"]
value = 0
for i, (_, o) in enumerate(ins[start:start + 4]):
imm = int(o.split("#")[1].split(",")[0], 0)
value |= imm << (16 * i)
assert value == uid
assert not any(m == "bl" for m, _ in ins[start:start + 5]) # random() isn't called any more
assert pin_user_id(out, uid) is None # idempotent
assert pin_user_id(_fixture("libfakemicrophone_arm64.so"), uid) is None # not OVRPort's helper
def test_ovr_stable_user_suggested_for_platform_games():
p = base.get("frame.ovr_stable_user")
assert p.detect(_analysis(engine="Unity", libs=["libovrplatformloader.so", "libunity.so"])).recommended
assert p.detect(_analysis(engine="Unity", libs=["libunity.so"])) is None
+73
View File
@@ -0,0 +1,73 @@
"""A data folder shared by a Windows copy and WSL source runs (FRAMEPORT_WINDOWS_DATA)."""
import json
from frameport.core import paths
from frameport.tools import cpp2il, toolchain
def test_local_path_on_windows(monkeypatch):
monkeypatch.setattr(paths.sys, "platform", "win32")
assert paths.local_path("/mnt/d/Games/X/a.apk") == "D:\\Games\\X\\a.apk"
assert paths.local_path("/mnt/c") == "C:\\"
assert paths.local_path("/home/steamos/Applications/x") == "/home/steamos/Applications/x" # Frame paths stay
assert paths.local_path("D:\\Games") == "D:\\Games"
def test_local_path_on_wsl(monkeypatch):
monkeypatch.setattr(paths.sys, "platform", "linux")
monkeypatch.setattr(paths, "shares_windows_data", lambda: True)
assert paths.local_path("D:\\Games\\X\\a.apk") == "/mnt/d/Games/X/a.apk"
assert paths.local_path("C:/Users/A") == "/mnt/c/Users/A"
assert paths.local_path("/mnt/d/Games") == "/mnt/d/Games"
monkeypatch.setattr(paths, "shares_windows_data", lambda: False)
assert paths.local_path("D:\\Games") == "D:\\Games" # own data folder: left alone
def test_localize_walks_json(monkeypatch):
monkeypatch.setattr(paths.sys, "platform", "win32")
data = {"games": {"a": {"apk": "/mnt/d/x.apk", "build": {"checks": [{"detail": "see /mnt/d/x"}]},
"list": ["/mnt/e/y"], "n": 3, "title": "Cool"}}}
paths.localize(data)
g = data["games"]["a"]
assert g["apk"] == "D:\\x.apk" and g["list"] == ["E:\\y"]
assert g["build"]["checks"][0]["detail"] == "see /mnt/d/x" # only whole-string paths
assert g["n"] == 3 and g["title"] == "Cool"
def test_windows_data_only_when_asked(monkeypatch):
monkeypatch.delenv("FRAMEPORT_WINDOWS_DATA", raising=False)
assert not paths.shares_windows_data()
monkeypatch.setenv("FRAMEPORT_WINDOWS_DATA", "1")
assert not paths.shares_windows_data() # FRAMEPORT_HOME (set by the test fixtures) wins
def test_java_entry_per_os(monkeypatch, tmp_path):
monkeypatch.setattr(toolchain, "tools_dir", lambda: tmp_path)
monkeypatch.delenv("FRAMEPORT_JAVA", raising=False)
monkeypatch.setattr(toolchain.sys, "platform", "linux")
linux_java = tmp_path / "jre-21" / "bin" / "java"
linux_java.parent.mkdir(parents=True)
linux_java.write_text("")
# a legacy single entry written by Windows isn't this OS's java
(tmp_path / "tools.json").write_text(json.dumps({"java": {"version": "21", "path": "C:\\\\x\\\\java.exe"}}))
assert toolchain.java_path() is None
(tmp_path / "tools.json").write_text(json.dumps({"java": {"version": "21", "path": str(linux_java)}}))
assert toolchain.java_path() == linux_java
(tmp_path / "tools.json").write_text(json.dumps({
"java": {"version": "21", "path": "C:\\\\x\\\\java.exe"},
toolchain._java_key(): {"version": "21", "path": str(linux_java)}}))
assert toolchain.java_path() == linux_java
def test_cpp2il_picks_this_os_exe(monkeypatch, tmp_path):
monkeypatch.setattr(cpp2il, "tools_dir", lambda: tmp_path)
monkeypatch.delenv("FRAMEPORT_CPP2IL", raising=False)
d = tmp_path / "cpp2il-2022.1"
d.mkdir()
(d / "Cpp2IL.exe").write_text("")
monkeypatch.setattr(cpp2il.sys, "platform", "linux")
assert cpp2il.path() is None
(d / "Cpp2IL").write_text("")
assert cpp2il.path() == d / "Cpp2IL"
monkeypatch.setattr(cpp2il.sys, "platform", "win32")
assert cpp2il.path() == d / "Cpp2IL.exe"
+49
View File
@@ -312,3 +312,52 @@ def test_unity_data_missing_fails_the_launch_test():
"10-10 00:51:20.000 1 2 I FrameBridge: pacing: 72.0 fps\n")
r = triage.triage(log, "RUNNING")
assert "unity-data-missing" in [f.id for f in r.findings] and r.verdict == "fail"
def test_webview_helper_exit_is_not_a_force_quit():
"""GitHub #179: Android's WebView helper exits at every container boot; the game itself never started."""
log = """
10-11 05:09:26.499 220 249 I ActivityManager: Start proc 367:WebViewLoader-arm64-v8a/1037
10-11 05:09:26.546 220 249 I ActivityManager: Start proc 397:com.android.networkstack.process/1073 for service
10-11 05:09:26.579 367 367 I WebViewLoader-: System.exit called, status: 0
LeptonProcessObserver: Target app (com.example.game) did not start.
"""
res = triage(log, "EXITED", package="com.example.game")
ids = [f.id for f in res.findings]
assert "force-quit" not in ids and "app-not-started" in ids
assert "App process started" not in res.milestones
# a real System.exit from the game still counts
real = "09-28 17:39:01.000 1000 1000 I ActivityManager: Start proc 1150:com.example.game/u0a55 for activity\n" \
"09-28 17:39:05.000 1150 1150 I GameActivity: System.exit called, status: 0\n"
assert "force-quit" in [f.id for f in triage(real, "EXITED", package="com.example.game").findings]
HEADLESS_END = """
10-11 16:35:09.900 1000 1000 I ActivityManager: Start proc 1192:ru.targem.blazerush/u0a14 for activity
10-11 16:35:12.282 1192 1222 I FrameBridge: xrCreateInstance result=0
10-11 16:35:18.219 1192 1222 I FrameBridge: pacing: 68.7 fps, displayTime vs predicted: avg 0.00 ms, max 0.00 ms
10-11 16:35:38.316 1192 1222 I FrameBridge: pacing: 72.2 fps, displayTime vs predicted: avg 0.00 ms, max 0.00 ms
10-11 16:35:43.150 1192 1222 I OVRPortVrApi: EnterVrMode: no tracked head pose before deadline
10-11 16:35:52.086 1192 1248 E MESA : zink: DEVICE LOST!
10-11 16:35:52.087 1192 1248 F libc : Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x1a08
"""
def test_crash_after_the_headless_tracking_deadline_passes_a_launch_test():
"""BlazeRush (GitHub #57): its launch test failed on the GPU crash that follows the VrApi bridge ending the session
for lack of a worn headset; that never happens in the headset."""
r = triage(HEADLESS_END, "EXITED", "ru.targem.blazerush", headless=True)
assert r.verdict == "pass" and r.headless_end
assert [f.id for f in r.findings] == ["headless-end"] and r.findings[0].severity == "info"
assert "zink-device-lost" in r.findings[0].diagnosis
# a play session (not headless) keeps the crash
assert triage(HEADLESS_END, "EXITED", "ru.targem.blazerush").verdict == "fail"
# a crash before the deadline still fails
early = HEADLESS_END.replace("16:35:52.08", "16:35:40.08")
early_lines = early.strip().splitlines()
early = "\n".join(early_lines[:4] + early_lines[5:] + early_lines[4:5])
r = triage(early, "EXITED", "ru.targem.blazerush", headless=True)
assert r.verdict == "fail" and {"zink-device-lost", "native-crash"} <= {f.id for f in r.findings}
# no frames before the deadline: the game never ran
no_frames = "\n".join(ln for ln in HEADLESS_END.splitlines() if "pacing:" not in ln)
assert triage(no_frames, "EXITED", "ru.targem.blazerush", headless=True).verdict == "fail"
+10
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@@ -411,3 +411,13 @@ def test_pending_news_shows_once_and_waits_while_offline():
library.set_setting("update.last_seen_version", None)
library.set_setting("update.last_check", 1.0) # updated from an older FramePort
assert [e.version for e in updates.pending_news("0.9.2", entries)] == ["0.9.2"]
def test_relaunch_environment_drops_the_running_apps_own_variables():
"""GitHub #195: the relaunched app inherited the old app's Flet/embedded-Python variables and stayed black."""
from frameport import updates
env = updates.clean_env({"PATH": "/bin", "FLET_SERVER_UDS_PATH": "/tmp/old.sock", "flet_platform": "windows",
"SERIOUS_PYTHON_SITE_PACKAGES": "x", "PYTHONHOME": "C:/Temp/serious_python_temp",
"PYTHONPATH": "y", "USERPROFILE": "C:/Users/u", "PSModulePath": "z"})
assert env == {"PATH": "/bin", "USERPROFILE": "C:/Users/u", "PSModulePath": "z"}